Patch from Lambros to make the Normal difficulty level easier, since
[sgt/puzzles] / loopy.c
1 /*
2 * loopy.c:
3 *
4 * An implementation of the Nikoli game 'Loop the loop'.
5 * (c) Mike Pinna, 2005, 2006
6 * Substantially rewritten to allowing for more general types of grid.
7 * (c) Lambros Lambrou 2008
8 *
9 * vim: set shiftwidth=4 :set textwidth=80:
10 */
11
12 /*
13 * Possible future solver enhancements:
14 *
15 * - There's an interesting deductive technique which makes use
16 * of topology rather than just graph theory. Each _face_ in
17 * the grid is either inside or outside the loop; you can tell
18 * that two faces are on the same side of the loop if they're
19 * separated by a LINE_NO (or, more generally, by a path
20 * crossing no LINE_UNKNOWNs and an even number of LINE_YESes),
21 * and on the opposite side of the loop if they're separated by
22 * a LINE_YES (or an odd number of LINE_YESes and no
23 * LINE_UNKNOWNs). Oh, and any face separated from the outside
24 * of the grid by a LINE_YES or a LINE_NO is on the inside or
25 * outside respectively. So if you can track this for all
26 * faces, you figure out the state of the line between a pair
27 * once their relative insideness is known.
28 * + The way I envisage this working is simply to keep an edsf
29 * of all _faces_, which indicates whether they're on
30 * opposite sides of the loop from one another. We also
31 * include a special entry in the edsf for the infinite
32 * exterior "face".
33 * + So, the simple way to do this is to just go through the
34 * edges: every time we see an edge in a state other than
35 * LINE_UNKNOWN which separates two faces that aren't in the
36 * same edsf class, we can rectify that by merging the
37 * classes. Then, conversely, an edge in LINE_UNKNOWN state
38 * which separates two faces that _are_ in the same edsf
39 * class can immediately have its state determined.
40 * + But you can go one better, if you're prepared to loop
41 * over all _pairs_ of edges. Suppose we have edges A and B,
42 * which respectively separate faces A1,A2 and B1,B2.
43 * Suppose that A,B are in the same edge-edsf class and that
44 * A1,B1 (wlog) are in the same face-edsf class; then we can
45 * immediately place A2,B2 into the same face-edsf class (as
46 * each other, not as A1 and A2) one way round or the other.
47 * And conversely again, if A1,B1 are in the same face-edsf
48 * class and so are A2,B2, then we can put A,B into the same
49 * face-edsf class.
50 * * Of course, this deduction requires a quadratic-time
51 * loop over all pairs of edges in the grid, so it should
52 * be reserved until there's nothing easier left to be
53 * done.
54 *
55 * - The generalised grid support has made me (SGT) notice a
56 * possible extension to the loop-avoidance code. When you have
57 * a path of connected edges such that no other edges at all
58 * are incident on any vertex in the middle of the path - or,
59 * alternatively, such that any such edges are already known to
60 * be LINE_NO - then you know those edges are either all
61 * LINE_YES or all LINE_NO. Hence you can mentally merge the
62 * entire path into a single long curly edge for the purposes
63 * of loop avoidance, and look directly at whether or not the
64 * extreme endpoints of the path are connected by some other
65 * route. I find this coming up fairly often when I play on the
66 * octagonal grid setting, so it might be worth implementing in
67 * the solver.
68 *
69 * - (Just a speed optimisation.) Consider some todo list queue where every
70 * time we modify something we mark it for consideration by other bits of
71 * the solver, to save iteration over things that have already been done.
72 */
73
74 #include <stdio.h>
75 #include <stdlib.h>
76 #include <stddef.h>
77 #include <string.h>
78 #include <assert.h>
79 #include <ctype.h>
80 #include <math.h>
81
82 #include "puzzles.h"
83 #include "tree234.h"
84 #include "grid.h"
85
86 /* Debugging options */
87
88 /*
89 #define DEBUG_CACHES
90 #define SHOW_WORKING
91 #define DEBUG_DLINES
92 */
93
94 /* ----------------------------------------------------------------------
95 * Struct, enum and function declarations
96 */
97
98 enum {
99 COL_BACKGROUND,
100 COL_FOREGROUND,
101 COL_LINEUNKNOWN,
102 COL_HIGHLIGHT,
103 COL_MISTAKE,
104 COL_SATISFIED,
105 NCOLOURS
106 };
107
108 struct game_state {
109 grid *game_grid;
110
111 /* Put -1 in a face that doesn't get a clue */
112 signed char *clues;
113
114 /* Array of line states, to store whether each line is
115 * YES, NO or UNKNOWN */
116 char *lines;
117
118 unsigned char *line_errors;
119
120 int solved;
121 int cheated;
122
123 /* Used in game_text_format(), so that it knows what type of
124 * grid it's trying to render as ASCII text. */
125 int grid_type;
126 };
127
128 enum solver_status {
129 SOLVER_SOLVED, /* This is the only solution the solver could find */
130 SOLVER_MISTAKE, /* This is definitely not a solution */
131 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
132 SOLVER_INCOMPLETE /* This may be a partial solution */
133 };
134
135 /* ------ Solver state ------ */
136 typedef struct solver_state {
137 game_state *state;
138 enum solver_status solver_status;
139 /* NB looplen is the number of dots that are joined together at a point, ie a
140 * looplen of 1 means there are no lines to a particular dot */
141 int *looplen;
142
143 /* Difficulty level of solver. Used by solver functions that want to
144 * vary their behaviour depending on the requested difficulty level. */
145 int diff;
146
147 /* caches */
148 char *dot_yes_count;
149 char *dot_no_count;
150 char *face_yes_count;
151 char *face_no_count;
152 char *dot_solved, *face_solved;
153 int *dotdsf;
154
155 /* Information for Normal level deductions:
156 * For each dline, store a bitmask for whether we know:
157 * (bit 0) at least one is YES
158 * (bit 1) at most one is YES */
159 char *dlines;
160
161 /* Hard level information */
162 int *linedsf;
163 } solver_state;
164
165 /*
166 * Difficulty levels. I do some macro ickery here to ensure that my
167 * enum and the various forms of my name list always match up.
168 */
169
170 #define DIFFLIST(A) \
171 A(EASY,Easy,e) \
172 A(NORMAL,Normal,n) \
173 A(TRICKY,Tricky,t) \
174 A(HARD,Hard,h)
175 #define ENUM(upper,title,lower) DIFF_ ## upper,
176 #define TITLE(upper,title,lower) #title,
177 #define ENCODE(upper,title,lower) #lower
178 #define CONFIG(upper,title,lower) ":" #title
179 enum { DIFFLIST(ENUM) DIFF_MAX };
180 static char const *const diffnames[] = { DIFFLIST(TITLE) };
181 static char const diffchars[] = DIFFLIST(ENCODE);
182 #define DIFFCONFIG DIFFLIST(CONFIG)
183
184 /*
185 * Solver routines, sorted roughly in order of computational cost.
186 * The solver will run the faster deductions first, and slower deductions are
187 * only invoked when the faster deductions are unable to make progress.
188 * Each function is associated with a difficulty level, so that the generated
189 * puzzles are solvable by applying only the functions with the chosen
190 * difficulty level or lower.
191 */
192 #define SOLVERLIST(A) \
193 A(trivial_deductions, DIFF_EASY) \
194 A(dline_deductions, DIFF_NORMAL) \
195 A(linedsf_deductions, DIFF_HARD) \
196 A(loop_deductions, DIFF_EASY)
197 #define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *);
198 #define SOLVER_FN(fn,diff) &fn,
199 #define SOLVER_DIFF(fn,diff) diff,
200 SOLVERLIST(SOLVER_FN_DECL)
201 static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
202 static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
203 const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
204
205 struct game_params {
206 int w, h;
207 int diff;
208 int type;
209
210 /* Grid generation is expensive, so keep a (ref-counted) reference to the
211 * grid for these parameters, and only generate when required. */
212 grid *game_grid;
213 };
214
215 /* line_drawstate is the same as line_state, but with the extra ERROR
216 * possibility. The drawing code copies line_state to line_drawstate,
217 * except in the case that the line is an error. */
218 enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO };
219 enum line_drawstate { DS_LINE_YES, DS_LINE_UNKNOWN,
220 DS_LINE_NO, DS_LINE_ERROR };
221
222 #define OPP(line_state) \
223 (2 - line_state)
224
225
226 struct game_drawstate {
227 int started;
228 int tilesize;
229 int flashing;
230 char *lines;
231 char *clue_error;
232 char *clue_satisfied;
233 };
234
235 static char *validate_desc(game_params *params, char *desc);
236 static int dot_order(const game_state* state, int i, char line_type);
237 static int face_order(const game_state* state, int i, char line_type);
238 static solver_state *solve_game_rec(const solver_state *sstate);
239
240 #ifdef DEBUG_CACHES
241 static void check_caches(const solver_state* sstate);
242 #else
243 #define check_caches(s)
244 #endif
245
246 /* ------- List of grid generators ------- */
247 #define GRIDLIST(A) \
248 A(Squares,grid_new_square,3,3) \
249 A(Triangular,grid_new_triangular,3,3) \
250 A(Honeycomb,grid_new_honeycomb,3,3) \
251 A(Snub-Square,grid_new_snubsquare,3,3) \
252 A(Cairo,grid_new_cairo,3,4) \
253 A(Great-Hexagonal,grid_new_greathexagonal,3,3) \
254 A(Octagonal,grid_new_octagonal,3,3) \
255 A(Kites,grid_new_kites,3,3)
256
257 #define GRID_NAME(title,fn,amin,omin) #title,
258 #define GRID_CONFIG(title,fn,amin,omin) ":" #title
259 #define GRID_FN(title,fn,amin,omin) &fn,
260 #define GRID_SIZES(title,fn,amin,omin) \
261 {amin, omin, \
262 "Width and height for this grid type must both be at least " #amin, \
263 "At least one of width and height for this grid type must be at least " #omin,},
264 static char const *const gridnames[] = { GRIDLIST(GRID_NAME) };
265 #define GRID_CONFIGS GRIDLIST(GRID_CONFIG)
266 static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) };
267 #define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0]))
268 static const struct {
269 int amin, omin;
270 char *aerr, *oerr;
271 } grid_size_limits[] = { GRIDLIST(GRID_SIZES) };
272
273 /* Generates a (dynamically allocated) new grid, according to the
274 * type and size requested in params. Does nothing if the grid is already
275 * generated. The allocated grid is owned by the params object, and will be
276 * freed in free_params(). */
277 static void params_generate_grid(game_params *params)
278 {
279 if (!params->game_grid) {
280 params->game_grid = grid_fns[params->type](params->w, params->h);
281 }
282 }
283
284 /* ----------------------------------------------------------------------
285 * Preprocessor magic
286 */
287
288 /* General constants */
289 #define PREFERRED_TILE_SIZE 32
290 #define BORDER(tilesize) ((tilesize) / 2)
291 #define FLASH_TIME 0.5F
292
293 #define BIT_SET(field, bit) ((field) & (1<<(bit)))
294
295 #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \
296 ((field) |= (1<<(bit)), TRUE))
297
298 #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
299 ((field) &= ~(1<<(bit)), TRUE) : FALSE)
300
301 #define CLUE2CHAR(c) \
302 ((c < 0) ? ' ' : c + '0')
303
304 /* ----------------------------------------------------------------------
305 * General struct manipulation and other straightforward code
306 */
307
308 static game_state *dup_game(game_state *state)
309 {
310 game_state *ret = snew(game_state);
311
312 ret->game_grid = state->game_grid;
313 ret->game_grid->refcount++;
314
315 ret->solved = state->solved;
316 ret->cheated = state->cheated;
317
318 ret->clues = snewn(state->game_grid->num_faces, signed char);
319 memcpy(ret->clues, state->clues, state->game_grid->num_faces);
320
321 ret->lines = snewn(state->game_grid->num_edges, char);
322 memcpy(ret->lines, state->lines, state->game_grid->num_edges);
323
324 ret->line_errors = snewn(state->game_grid->num_edges, unsigned char);
325 memcpy(ret->line_errors, state->line_errors, state->game_grid->num_edges);
326
327 ret->grid_type = state->grid_type;
328 return ret;
329 }
330
331 static void free_game(game_state *state)
332 {
333 if (state) {
334 grid_free(state->game_grid);
335 sfree(state->clues);
336 sfree(state->lines);
337 sfree(state->line_errors);
338 sfree(state);
339 }
340 }
341
342 static solver_state *new_solver_state(game_state *state, int diff) {
343 int i;
344 int num_dots = state->game_grid->num_dots;
345 int num_faces = state->game_grid->num_faces;
346 int num_edges = state->game_grid->num_edges;
347 solver_state *ret = snew(solver_state);
348
349 ret->state = dup_game(state);
350
351 ret->solver_status = SOLVER_INCOMPLETE;
352 ret->diff = diff;
353
354 ret->dotdsf = snew_dsf(num_dots);
355 ret->looplen = snewn(num_dots, int);
356
357 for (i = 0; i < num_dots; i++) {
358 ret->looplen[i] = 1;
359 }
360
361 ret->dot_solved = snewn(num_dots, char);
362 ret->face_solved = snewn(num_faces, char);
363 memset(ret->dot_solved, FALSE, num_dots);
364 memset(ret->face_solved, FALSE, num_faces);
365
366 ret->dot_yes_count = snewn(num_dots, char);
367 memset(ret->dot_yes_count, 0, num_dots);
368 ret->dot_no_count = snewn(num_dots, char);
369 memset(ret->dot_no_count, 0, num_dots);
370 ret->face_yes_count = snewn(num_faces, char);
371 memset(ret->face_yes_count, 0, num_faces);
372 ret->face_no_count = snewn(num_faces, char);
373 memset(ret->face_no_count, 0, num_faces);
374
375 if (diff < DIFF_NORMAL) {
376 ret->dlines = NULL;
377 } else {
378 ret->dlines = snewn(2*num_edges, char);
379 memset(ret->dlines, 0, 2*num_edges);
380 }
381
382 if (diff < DIFF_HARD) {
383 ret->linedsf = NULL;
384 } else {
385 ret->linedsf = snew_dsf(state->game_grid->num_edges);
386 }
387
388 return ret;
389 }
390
391 static void free_solver_state(solver_state *sstate) {
392 if (sstate) {
393 free_game(sstate->state);
394 sfree(sstate->dotdsf);
395 sfree(sstate->looplen);
396 sfree(sstate->dot_solved);
397 sfree(sstate->face_solved);
398 sfree(sstate->dot_yes_count);
399 sfree(sstate->dot_no_count);
400 sfree(sstate->face_yes_count);
401 sfree(sstate->face_no_count);
402
403 /* OK, because sfree(NULL) is a no-op */
404 sfree(sstate->dlines);
405 sfree(sstate->linedsf);
406
407 sfree(sstate);
408 }
409 }
410
411 static solver_state *dup_solver_state(const solver_state *sstate) {
412 game_state *state = sstate->state;
413 int num_dots = state->game_grid->num_dots;
414 int num_faces = state->game_grid->num_faces;
415 int num_edges = state->game_grid->num_edges;
416 solver_state *ret = snew(solver_state);
417
418 ret->state = state = dup_game(sstate->state);
419
420 ret->solver_status = sstate->solver_status;
421 ret->diff = sstate->diff;
422
423 ret->dotdsf = snewn(num_dots, int);
424 ret->looplen = snewn(num_dots, int);
425 memcpy(ret->dotdsf, sstate->dotdsf,
426 num_dots * sizeof(int));
427 memcpy(ret->looplen, sstate->looplen,
428 num_dots * sizeof(int));
429
430 ret->dot_solved = snewn(num_dots, char);
431 ret->face_solved = snewn(num_faces, char);
432 memcpy(ret->dot_solved, sstate->dot_solved, num_dots);
433 memcpy(ret->face_solved, sstate->face_solved, num_faces);
434
435 ret->dot_yes_count = snewn(num_dots, char);
436 memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots);
437 ret->dot_no_count = snewn(num_dots, char);
438 memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots);
439
440 ret->face_yes_count = snewn(num_faces, char);
441 memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces);
442 ret->face_no_count = snewn(num_faces, char);
443 memcpy(ret->face_no_count, sstate->face_no_count, num_faces);
444
445 if (sstate->dlines) {
446 ret->dlines = snewn(2*num_edges, char);
447 memcpy(ret->dlines, sstate->dlines,
448 2*num_edges);
449 } else {
450 ret->dlines = NULL;
451 }
452
453 if (sstate->linedsf) {
454 ret->linedsf = snewn(num_edges, int);
455 memcpy(ret->linedsf, sstate->linedsf,
456 num_edges * sizeof(int));
457 } else {
458 ret->linedsf = NULL;
459 }
460
461 return ret;
462 }
463
464 static game_params *default_params(void)
465 {
466 game_params *ret = snew(game_params);
467
468 #ifdef SLOW_SYSTEM
469 ret->h = 7;
470 ret->w = 7;
471 #else
472 ret->h = 10;
473 ret->w = 10;
474 #endif
475 ret->diff = DIFF_EASY;
476 ret->type = 0;
477
478 ret->game_grid = NULL;
479
480 return ret;
481 }
482
483 static game_params *dup_params(game_params *params)
484 {
485 game_params *ret = snew(game_params);
486
487 *ret = *params; /* structure copy */
488 if (ret->game_grid) {
489 ret->game_grid->refcount++;
490 }
491 return ret;
492 }
493
494 static const game_params presets[] = {
495 #ifdef SMALL_SCREEN
496 { 7, 7, DIFF_EASY, 0, NULL },
497 { 7, 7, DIFF_NORMAL, 0, NULL },
498 { 7, 7, DIFF_HARD, 0, NULL },
499 { 7, 7, DIFF_HARD, 1, NULL },
500 { 7, 7, DIFF_HARD, 2, NULL },
501 { 5, 5, DIFF_HARD, 3, NULL },
502 { 7, 7, DIFF_HARD, 4, NULL },
503 { 5, 4, DIFF_HARD, 5, NULL },
504 { 5, 5, DIFF_HARD, 6, NULL },
505 { 5, 5, DIFF_HARD, 7, NULL },
506 #else
507 { 7, 7, DIFF_EASY, 0, NULL },
508 { 10, 10, DIFF_EASY, 0, NULL },
509 { 7, 7, DIFF_NORMAL, 0, NULL },
510 { 10, 10, DIFF_NORMAL, 0, NULL },
511 { 7, 7, DIFF_HARD, 0, NULL },
512 { 10, 10, DIFF_HARD, 0, NULL },
513 { 10, 10, DIFF_HARD, 1, NULL },
514 { 12, 10, DIFF_HARD, 2, NULL },
515 { 7, 7, DIFF_HARD, 3, NULL },
516 { 9, 9, DIFF_HARD, 4, NULL },
517 { 5, 4, DIFF_HARD, 5, NULL },
518 { 7, 7, DIFF_HARD, 6, NULL },
519 { 5, 5, DIFF_HARD, 7, NULL },
520 #endif
521 };
522
523 static int game_fetch_preset(int i, char **name, game_params **params)
524 {
525 game_params *tmppar;
526 char buf[80];
527
528 if (i < 0 || i >= lenof(presets))
529 return FALSE;
530
531 tmppar = snew(game_params);
532 *tmppar = presets[i];
533 *params = tmppar;
534 sprintf(buf, "%dx%d %s - %s", tmppar->h, tmppar->w,
535 gridnames[tmppar->type], diffnames[tmppar->diff]);
536 *name = dupstr(buf);
537
538 return TRUE;
539 }
540
541 static void free_params(game_params *params)
542 {
543 if (params->game_grid) {
544 grid_free(params->game_grid);
545 }
546 sfree(params);
547 }
548
549 static void decode_params(game_params *params, char const *string)
550 {
551 if (params->game_grid) {
552 grid_free(params->game_grid);
553 params->game_grid = NULL;
554 }
555 params->h = params->w = atoi(string);
556 params->diff = DIFF_EASY;
557 while (*string && isdigit((unsigned char)*string)) string++;
558 if (*string == 'x') {
559 string++;
560 params->h = atoi(string);
561 while (*string && isdigit((unsigned char)*string)) string++;
562 }
563 if (*string == 't') {
564 string++;
565 params->type = atoi(string);
566 while (*string && isdigit((unsigned char)*string)) string++;
567 }
568 if (*string == 'd') {
569 int i;
570 string++;
571 for (i = 0; i < DIFF_MAX; i++)
572 if (*string == diffchars[i])
573 params->diff = i;
574 if (*string) string++;
575 }
576 }
577
578 static char *encode_params(game_params *params, int full)
579 {
580 char str[80];
581 sprintf(str, "%dx%dt%d", params->w, params->h, params->type);
582 if (full)
583 sprintf(str + strlen(str), "d%c", diffchars[params->diff]);
584 return dupstr(str);
585 }
586
587 static config_item *game_configure(game_params *params)
588 {
589 config_item *ret;
590 char buf[80];
591
592 ret = snewn(5, config_item);
593
594 ret[0].name = "Width";
595 ret[0].type = C_STRING;
596 sprintf(buf, "%d", params->w);
597 ret[0].sval = dupstr(buf);
598 ret[0].ival = 0;
599
600 ret[1].name = "Height";
601 ret[1].type = C_STRING;
602 sprintf(buf, "%d", params->h);
603 ret[1].sval = dupstr(buf);
604 ret[1].ival = 0;
605
606 ret[2].name = "Grid type";
607 ret[2].type = C_CHOICES;
608 ret[2].sval = GRID_CONFIGS;
609 ret[2].ival = params->type;
610
611 ret[3].name = "Difficulty";
612 ret[3].type = C_CHOICES;
613 ret[3].sval = DIFFCONFIG;
614 ret[3].ival = params->diff;
615
616 ret[4].name = NULL;
617 ret[4].type = C_END;
618 ret[4].sval = NULL;
619 ret[4].ival = 0;
620
621 return ret;
622 }
623
624 static game_params *custom_params(config_item *cfg)
625 {
626 game_params *ret = snew(game_params);
627
628 ret->w = atoi(cfg[0].sval);
629 ret->h = atoi(cfg[1].sval);
630 ret->type = cfg[2].ival;
631 ret->diff = cfg[3].ival;
632
633 ret->game_grid = NULL;
634 return ret;
635 }
636
637 static char *validate_params(game_params *params, int full)
638 {
639 if (params->type < 0 || params->type >= NUM_GRID_TYPES)
640 return "Illegal grid type";
641 if (params->w < grid_size_limits[params->type].amin ||
642 params->h < grid_size_limits[params->type].amin)
643 return grid_size_limits[params->type].aerr;
644 if (params->w < grid_size_limits[params->type].omin &&
645 params->h < grid_size_limits[params->type].omin)
646 return grid_size_limits[params->type].oerr;
647
648 /*
649 * This shouldn't be able to happen at all, since decode_params
650 * and custom_params will never generate anything that isn't
651 * within range.
652 */
653 assert(params->diff < DIFF_MAX);
654
655 return NULL;
656 }
657
658 /* Returns a newly allocated string describing the current puzzle */
659 static char *state_to_text(const game_state *state)
660 {
661 grid *g = state->game_grid;
662 char *retval;
663 int num_faces = g->num_faces;
664 char *description = snewn(num_faces + 1, char);
665 char *dp = description;
666 int empty_count = 0;
667 int i;
668
669 for (i = 0; i < num_faces; i++) {
670 if (state->clues[i] < 0) {
671 if (empty_count > 25) {
672 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
673 empty_count = 0;
674 }
675 empty_count++;
676 } else {
677 if (empty_count) {
678 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
679 empty_count = 0;
680 }
681 dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i]));
682 }
683 }
684
685 if (empty_count)
686 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
687
688 retval = dupstr(description);
689 sfree(description);
690
691 return retval;
692 }
693
694 /* We require that the params pass the test in validate_params and that the
695 * description fills the entire game area */
696 static char *validate_desc(game_params *params, char *desc)
697 {
698 int count = 0;
699 grid *g;
700 params_generate_grid(params);
701 g = params->game_grid;
702
703 for (; *desc; ++desc) {
704 if (*desc >= '0' && *desc <= '9') {
705 count++;
706 continue;
707 }
708 if (*desc >= 'a') {
709 count += *desc - 'a' + 1;
710 continue;
711 }
712 return "Unknown character in description";
713 }
714
715 if (count < g->num_faces)
716 return "Description too short for board size";
717 if (count > g->num_faces)
718 return "Description too long for board size";
719
720 return NULL;
721 }
722
723 /* Sums the lengths of the numbers in range [0,n) */
724 /* See equivalent function in solo.c for justification of this. */
725 static int len_0_to_n(int n)
726 {
727 int len = 1; /* Counting 0 as a bit of a special case */
728 int i;
729
730 for (i = 1; i < n; i *= 10) {
731 len += max(n - i, 0);
732 }
733
734 return len;
735 }
736
737 static char *encode_solve_move(const game_state *state)
738 {
739 int len;
740 char *ret, *p;
741 int i;
742 int num_edges = state->game_grid->num_edges;
743
744 /* This is going to return a string representing the moves needed to set
745 * every line in a grid to be the same as the ones in 'state'. The exact
746 * length of this string is predictable. */
747
748 len = 1; /* Count the 'S' prefix */
749 /* Numbers in all lines */
750 len += len_0_to_n(num_edges);
751 /* For each line we also have a letter */
752 len += num_edges;
753
754 ret = snewn(len + 1, char);
755 p = ret;
756
757 p += sprintf(p, "S");
758
759 for (i = 0; i < num_edges; i++) {
760 switch (state->lines[i]) {
761 case LINE_YES:
762 p += sprintf(p, "%dy", i);
763 break;
764 case LINE_NO:
765 p += sprintf(p, "%dn", i);
766 break;
767 }
768 }
769
770 /* No point in doing sums like that if they're going to be wrong */
771 assert(strlen(ret) <= (size_t)len);
772 return ret;
773 }
774
775 static game_ui *new_ui(game_state *state)
776 {
777 return NULL;
778 }
779
780 static void free_ui(game_ui *ui)
781 {
782 }
783
784 static char *encode_ui(game_ui *ui)
785 {
786 return NULL;
787 }
788
789 static void decode_ui(game_ui *ui, char *encoding)
790 {
791 }
792
793 static void game_changed_state(game_ui *ui, game_state *oldstate,
794 game_state *newstate)
795 {
796 }
797
798 static void game_compute_size(game_params *params, int tilesize,
799 int *x, int *y)
800 {
801 grid *g;
802 int grid_width, grid_height, rendered_width, rendered_height;
803
804 params_generate_grid(params);
805 g = params->game_grid;
806 grid_width = g->highest_x - g->lowest_x;
807 grid_height = g->highest_y - g->lowest_y;
808 /* multiply first to minimise rounding error on integer division */
809 rendered_width = grid_width * tilesize / g->tilesize;
810 rendered_height = grid_height * tilesize / g->tilesize;
811 *x = rendered_width + 2 * BORDER(tilesize) + 1;
812 *y = rendered_height + 2 * BORDER(tilesize) + 1;
813 }
814
815 static void game_set_size(drawing *dr, game_drawstate *ds,
816 game_params *params, int tilesize)
817 {
818 ds->tilesize = tilesize;
819 }
820
821 static float *game_colours(frontend *fe, int *ncolours)
822 {
823 float *ret = snewn(4 * NCOLOURS, float);
824
825 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
826
827 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
828 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
829 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
830
831 ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F;
832 ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F;
833 ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;
834
835 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
836 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
837 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
838
839 ret[COL_MISTAKE * 3 + 0] = 1.0F;
840 ret[COL_MISTAKE * 3 + 1] = 0.0F;
841 ret[COL_MISTAKE * 3 + 2] = 0.0F;
842
843 ret[COL_SATISFIED * 3 + 0] = 0.0F;
844 ret[COL_SATISFIED * 3 + 1] = 0.0F;
845 ret[COL_SATISFIED * 3 + 2] = 0.0F;
846
847 *ncolours = NCOLOURS;
848 return ret;
849 }
850
851 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
852 {
853 struct game_drawstate *ds = snew(struct game_drawstate);
854 int num_faces = state->game_grid->num_faces;
855 int num_edges = state->game_grid->num_edges;
856
857 ds->tilesize = 0;
858 ds->started = 0;
859 ds->lines = snewn(num_edges, char);
860 ds->clue_error = snewn(num_faces, char);
861 ds->clue_satisfied = snewn(num_faces, char);
862 ds->flashing = 0;
863
864 memset(ds->lines, LINE_UNKNOWN, num_edges);
865 memset(ds->clue_error, 0, num_faces);
866 memset(ds->clue_satisfied, 0, num_faces);
867
868 return ds;
869 }
870
871 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
872 {
873 sfree(ds->clue_error);
874 sfree(ds->clue_satisfied);
875 sfree(ds->lines);
876 sfree(ds);
877 }
878
879 static int game_timing_state(game_state *state, game_ui *ui)
880 {
881 return TRUE;
882 }
883
884 static float game_anim_length(game_state *oldstate, game_state *newstate,
885 int dir, game_ui *ui)
886 {
887 return 0.0F;
888 }
889
890 static int game_can_format_as_text_now(game_params *params)
891 {
892 if (params->type != 0)
893 return FALSE;
894 return TRUE;
895 }
896
897 static char *game_text_format(game_state *state)
898 {
899 int w, h, W, H;
900 int x, y, i;
901 int cell_size;
902 char *ret;
903 grid *g = state->game_grid;
904 grid_face *f;
905
906 assert(state->grid_type == 0);
907
908 /* Work out the basic size unit */
909 f = g->faces; /* first face */
910 assert(f->order == 4);
911 /* The dots are ordered clockwise, so the two opposite
912 * corners are guaranteed to span the square */
913 cell_size = abs(f->dots[0]->x - f->dots[2]->x);
914
915 w = (g->highest_x - g->lowest_x) / cell_size;
916 h = (g->highest_y - g->lowest_y) / cell_size;
917
918 /* Create a blank "canvas" to "draw" on */
919 W = 2 * w + 2;
920 H = 2 * h + 1;
921 ret = snewn(W * H + 1, char);
922 for (y = 0; y < H; y++) {
923 for (x = 0; x < W-1; x++) {
924 ret[y*W + x] = ' ';
925 }
926 ret[y*W + W-1] = '\n';
927 }
928 ret[H*W] = '\0';
929
930 /* Fill in edge info */
931 for (i = 0; i < g->num_edges; i++) {
932 grid_edge *e = g->edges + i;
933 /* Cell coordinates, from (0,0) to (w-1,h-1) */
934 int x1 = (e->dot1->x - g->lowest_x) / cell_size;
935 int x2 = (e->dot2->x - g->lowest_x) / cell_size;
936 int y1 = (e->dot1->y - g->lowest_y) / cell_size;
937 int y2 = (e->dot2->y - g->lowest_y) / cell_size;
938 /* Midpoint, in canvas coordinates (canvas coordinates are just twice
939 * cell coordinates) */
940 x = x1 + x2;
941 y = y1 + y2;
942 switch (state->lines[i]) {
943 case LINE_YES:
944 ret[y*W + x] = (y1 == y2) ? '-' : '|';
945 break;
946 case LINE_NO:
947 ret[y*W + x] = 'x';
948 break;
949 case LINE_UNKNOWN:
950 break; /* already a space */
951 default:
952 assert(!"Illegal line state");
953 }
954 }
955
956 /* Fill in clues */
957 for (i = 0; i < g->num_faces; i++) {
958 int x1, x2, y1, y2;
959
960 f = g->faces + i;
961 assert(f->order == 4);
962 /* Cell coordinates, from (0,0) to (w-1,h-1) */
963 x1 = (f->dots[0]->x - g->lowest_x) / cell_size;
964 x2 = (f->dots[2]->x - g->lowest_x) / cell_size;
965 y1 = (f->dots[0]->y - g->lowest_y) / cell_size;
966 y2 = (f->dots[2]->y - g->lowest_y) / cell_size;
967 /* Midpoint, in canvas coordinates */
968 x = x1 + x2;
969 y = y1 + y2;
970 ret[y*W + x] = CLUE2CHAR(state->clues[i]);
971 }
972 return ret;
973 }
974
975 /* ----------------------------------------------------------------------
976 * Debug code
977 */
978
979 #ifdef DEBUG_CACHES
980 static void check_caches(const solver_state* sstate)
981 {
982 int i;
983 const game_state *state = sstate->state;
984 const grid *g = state->game_grid;
985
986 for (i = 0; i < g->num_dots; i++) {
987 assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]);
988 assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]);
989 }
990
991 for (i = 0; i < g->num_faces; i++) {
992 assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]);
993 assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]);
994 }
995 }
996
997 #if 0
998 #define check_caches(s) \
999 do { \
1000 fprintf(stderr, "check_caches at line %d\n", __LINE__); \
1001 check_caches(s); \
1002 } while (0)
1003 #endif
1004 #endif /* DEBUG_CACHES */
1005
1006 /* ----------------------------------------------------------------------
1007 * Solver utility functions
1008 */
1009
1010 /* Sets the line (with index i) to the new state 'line_new', and updates
1011 * the cached counts of any affected faces and dots.
1012 * Returns TRUE if this actually changed the line's state. */
1013 static int solver_set_line(solver_state *sstate, int i,
1014 enum line_state line_new
1015 #ifdef SHOW_WORKING
1016 , const char *reason
1017 #endif
1018 )
1019 {
1020 game_state *state = sstate->state;
1021 grid *g;
1022 grid_edge *e;
1023
1024 assert(line_new != LINE_UNKNOWN);
1025
1026 check_caches(sstate);
1027
1028 if (state->lines[i] == line_new) {
1029 return FALSE; /* nothing changed */
1030 }
1031 state->lines[i] = line_new;
1032
1033 #ifdef SHOW_WORKING
1034 fprintf(stderr, "solver: set line [%d] to %s (%s)\n",
1035 i, line_new == LINE_YES ? "YES" : "NO",
1036 reason);
1037 #endif
1038
1039 g = state->game_grid;
1040 e = g->edges + i;
1041
1042 /* Update the cache for both dots and both faces affected by this. */
1043 if (line_new == LINE_YES) {
1044 sstate->dot_yes_count[e->dot1 - g->dots]++;
1045 sstate->dot_yes_count[e->dot2 - g->dots]++;
1046 if (e->face1) {
1047 sstate->face_yes_count[e->face1 - g->faces]++;
1048 }
1049 if (e->face2) {
1050 sstate->face_yes_count[e->face2 - g->faces]++;
1051 }
1052 } else {
1053 sstate->dot_no_count[e->dot1 - g->dots]++;
1054 sstate->dot_no_count[e->dot2 - g->dots]++;
1055 if (e->face1) {
1056 sstate->face_no_count[e->face1 - g->faces]++;
1057 }
1058 if (e->face2) {
1059 sstate->face_no_count[e->face2 - g->faces]++;
1060 }
1061 }
1062
1063 check_caches(sstate);
1064 return TRUE;
1065 }
1066
1067 #ifdef SHOW_WORKING
1068 #define solver_set_line(a, b, c) \
1069 solver_set_line(a, b, c, __FUNCTION__)
1070 #endif
1071
1072 /*
1073 * Merge two dots due to the existence of an edge between them.
1074 * Updates the dsf tracking equivalence classes, and keeps track of
1075 * the length of path each dot is currently a part of.
1076 * Returns TRUE if the dots were already linked, ie if they are part of a
1077 * closed loop, and false otherwise.
1078 */
1079 static int merge_dots(solver_state *sstate, int edge_index)
1080 {
1081 int i, j, len;
1082 grid *g = sstate->state->game_grid;
1083 grid_edge *e = g->edges + edge_index;
1084
1085 i = e->dot1 - g->dots;
1086 j = e->dot2 - g->dots;
1087
1088 i = dsf_canonify(sstate->dotdsf, i);
1089 j = dsf_canonify(sstate->dotdsf, j);
1090
1091 if (i == j) {
1092 return TRUE;
1093 } else {
1094 len = sstate->looplen[i] + sstate->looplen[j];
1095 dsf_merge(sstate->dotdsf, i, j);
1096 i = dsf_canonify(sstate->dotdsf, i);
1097 sstate->looplen[i] = len;
1098 return FALSE;
1099 }
1100 }
1101
1102 /* Merge two lines because the solver has deduced that they must be either
1103 * identical or opposite. Returns TRUE if this is new information, otherwise
1104 * FALSE. */
1105 static int merge_lines(solver_state *sstate, int i, int j, int inverse
1106 #ifdef SHOW_WORKING
1107 , const char *reason
1108 #endif
1109 )
1110 {
1111 int inv_tmp;
1112
1113 assert(i < sstate->state->game_grid->num_edges);
1114 assert(j < sstate->state->game_grid->num_edges);
1115
1116 i = edsf_canonify(sstate->linedsf, i, &inv_tmp);
1117 inverse ^= inv_tmp;
1118 j = edsf_canonify(sstate->linedsf, j, &inv_tmp);
1119 inverse ^= inv_tmp;
1120
1121 edsf_merge(sstate->linedsf, i, j, inverse);
1122
1123 #ifdef SHOW_WORKING
1124 if (i != j) {
1125 fprintf(stderr, "%s [%d] [%d] %s(%s)\n",
1126 __FUNCTION__, i, j,
1127 inverse ? "inverse " : "", reason);
1128 }
1129 #endif
1130 return (i != j);
1131 }
1132
1133 #ifdef SHOW_WORKING
1134 #define merge_lines(a, b, c, d) \
1135 merge_lines(a, b, c, d, __FUNCTION__)
1136 #endif
1137
1138 /* Count the number of lines of a particular type currently going into the
1139 * given dot. */
1140 static int dot_order(const game_state* state, int dot, char line_type)
1141 {
1142 int n = 0;
1143 grid *g = state->game_grid;
1144 grid_dot *d = g->dots + dot;
1145 int i;
1146
1147 for (i = 0; i < d->order; i++) {
1148 grid_edge *e = d->edges[i];
1149 if (state->lines[e - g->edges] == line_type)
1150 ++n;
1151 }
1152 return n;
1153 }
1154
1155 /* Count the number of lines of a particular type currently surrounding the
1156 * given face */
1157 static int face_order(const game_state* state, int face, char line_type)
1158 {
1159 int n = 0;
1160 grid *g = state->game_grid;
1161 grid_face *f = g->faces + face;
1162 int i;
1163
1164 for (i = 0; i < f->order; i++) {
1165 grid_edge *e = f->edges[i];
1166 if (state->lines[e - g->edges] == line_type)
1167 ++n;
1168 }
1169 return n;
1170 }
1171
1172 /* Set all lines bordering a dot of type old_type to type new_type
1173 * Return value tells caller whether this function actually did anything */
1174 static int dot_setall(solver_state *sstate, int dot,
1175 char old_type, char new_type)
1176 {
1177 int retval = FALSE, r;
1178 game_state *state = sstate->state;
1179 grid *g;
1180 grid_dot *d;
1181 int i;
1182
1183 if (old_type == new_type)
1184 return FALSE;
1185
1186 g = state->game_grid;
1187 d = g->dots + dot;
1188
1189 for (i = 0; i < d->order; i++) {
1190 int line_index = d->edges[i] - g->edges;
1191 if (state->lines[line_index] == old_type) {
1192 r = solver_set_line(sstate, line_index, new_type);
1193 assert(r == TRUE);
1194 retval = TRUE;
1195 }
1196 }
1197 return retval;
1198 }
1199
1200 /* Set all lines bordering a face of type old_type to type new_type */
1201 static int face_setall(solver_state *sstate, int face,
1202 char old_type, char new_type)
1203 {
1204 int retval = FALSE, r;
1205 game_state *state = sstate->state;
1206 grid *g;
1207 grid_face *f;
1208 int i;
1209
1210 if (old_type == new_type)
1211 return FALSE;
1212
1213 g = state->game_grid;
1214 f = g->faces + face;
1215
1216 for (i = 0; i < f->order; i++) {
1217 int line_index = f->edges[i] - g->edges;
1218 if (state->lines[line_index] == old_type) {
1219 r = solver_set_line(sstate, line_index, new_type);
1220 assert(r == TRUE);
1221 retval = TRUE;
1222 }
1223 }
1224 return retval;
1225 }
1226
1227 /* ----------------------------------------------------------------------
1228 * Loop generation and clue removal
1229 */
1230
1231 /* We're going to store lists of current candidate faces for colouring black
1232 * or white.
1233 * Each face gets a 'score', which tells us how adding that face right
1234 * now would affect the curliness of the solution loop. We're trying to
1235 * maximise that quantity so will bias our random selection of faces to
1236 * colour those with high scores */
1237 struct face_score {
1238 int white_score;
1239 int black_score;
1240 unsigned long random;
1241 /* No need to store a grid_face* here. The 'face_scores' array will
1242 * be a list of 'face_score' objects, one for each face of the grid, so
1243 * the position (index) within the 'face_scores' array will determine
1244 * which face corresponds to a particular face_score.
1245 * Having a single 'face_scores' array for all faces simplifies memory
1246 * management, and probably improves performance, because we don't have to
1247 * malloc/free each individual face_score, and we don't have to maintain
1248 * a mapping from grid_face* pointers to face_score* pointers.
1249 */
1250 };
1251
1252 static int generic_sort_cmpfn(void *v1, void *v2, size_t offset)
1253 {
1254 struct face_score *f1 = v1;
1255 struct face_score *f2 = v2;
1256 int r;
1257
1258 r = *(int *)((char *)f2 + offset) - *(int *)((char *)f1 + offset);
1259 if (r) {
1260 return r;
1261 }
1262
1263 if (f1->random < f2->random)
1264 return -1;
1265 else if (f1->random > f2->random)
1266 return 1;
1267
1268 /*
1269 * It's _just_ possible that two faces might have been given
1270 * the same random value. In that situation, fall back to
1271 * comparing based on the positions within the face_scores list.
1272 * This introduces a tiny directional bias, but not a significant one.
1273 */
1274 return f1 - f2;
1275 }
1276
1277 static int white_sort_cmpfn(void *v1, void *v2)
1278 {
1279 return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,white_score));
1280 }
1281
1282 static int black_sort_cmpfn(void *v1, void *v2)
1283 {
1284 return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,black_score));
1285 }
1286
1287 enum face_colour { FACE_WHITE, FACE_GREY, FACE_BLACK };
1288
1289 /* face should be of type grid_face* here. */
1290 #define FACE_COLOUR(face) \
1291 ( (face) == NULL ? FACE_BLACK : \
1292 board[(face) - g->faces] )
1293
1294 /* 'board' is an array of these enums, indicating which faces are
1295 * currently black/white/grey. 'colour' is FACE_WHITE or FACE_BLACK.
1296 * Returns whether it's legal to colour the given face with this colour. */
1297 static int can_colour_face(grid *g, char* board, int face_index,
1298 enum face_colour colour)
1299 {
1300 int i, j;
1301 grid_face *test_face = g->faces + face_index;
1302 grid_face *starting_face, *current_face;
1303 int transitions;
1304 int current_state, s; /* booleans: equal or not-equal to 'colour' */
1305 int found_same_coloured_neighbour = FALSE;
1306 assert(board[face_index] != colour);
1307
1308 /* Can only consider a face for colouring if it's adjacent to a face
1309 * with the same colour. */
1310 for (i = 0; i < test_face->order; i++) {
1311 grid_edge *e = test_face->edges[i];
1312 grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1;
1313 if (FACE_COLOUR(f) == colour) {
1314 found_same_coloured_neighbour = TRUE;
1315 break;
1316 }
1317 }
1318 if (!found_same_coloured_neighbour)
1319 return FALSE;
1320
1321 /* Need to avoid creating a loop of faces of this colour around some
1322 * differently-coloured faces.
1323 * Also need to avoid meeting a same-coloured face at a corner, with
1324 * other-coloured faces in between. Here's a simple test that (I believe)
1325 * takes care of both these conditions:
1326 *
1327 * Take the circular path formed by this face's edges, and inflate it
1328 * slightly outwards. Imagine walking around this path and consider
1329 * the faces that you visit in sequence. This will include all faces
1330 * touching the given face, either along an edge or just at a corner.
1331 * Count the number of 'colour'/not-'colour' transitions you encounter, as
1332 * you walk along the complete loop. This will obviously turn out to be
1333 * an even number.
1334 * If 0, we're either in the middle of an "island" of this colour (should
1335 * be impossible as we're not supposed to create black or white loops),
1336 * or we're about to start a new island - also not allowed.
1337 * If 4 or greater, there are too many separate coloured regions touching
1338 * this face, and colouring it would create a loop or a corner-violation.
1339 * The only allowed case is when the count is exactly 2. */
1340
1341 /* i points to a dot around the test face.
1342 * j points to a face around the i^th dot.
1343 * The current face will always be:
1344 * test_face->dots[i]->faces[j]
1345 * We assume dots go clockwise around the test face,
1346 * and faces go clockwise around dots. */
1347 i = j = 0;
1348 starting_face = test_face->dots[0]->faces[0];
1349 if (starting_face == test_face) {
1350 j = 1;
1351 starting_face = test_face->dots[0]->faces[1];
1352 }
1353 current_face = starting_face;
1354 transitions = 0;
1355 current_state = (FACE_COLOUR(current_face) == colour);
1356
1357 do {
1358 /* Advance to next face.
1359 * Need to loop here because it might take several goes to
1360 * find it. */
1361 while (TRUE) {
1362 j++;
1363 if (j == test_face->dots[i]->order)
1364 j = 0;
1365
1366 if (test_face->dots[i]->faces[j] == test_face) {
1367 /* Advance to next dot round test_face, then
1368 * find current_face around new dot
1369 * and advance to the next face clockwise */
1370 i++;
1371 if (i == test_face->order)
1372 i = 0;
1373 for (j = 0; j < test_face->dots[i]->order; j++) {
1374 if (test_face->dots[i]->faces[j] == current_face)
1375 break;
1376 }
1377 /* Must actually find current_face around new dot,
1378 * or else something's wrong with the grid. */
1379 assert(j != test_face->dots[i]->order);
1380 /* Found, so advance to next face and try again */
1381 } else {
1382 break;
1383 }
1384 }
1385 /* (i,j) are now advanced to next face */
1386 current_face = test_face->dots[i]->faces[j];
1387 s = (FACE_COLOUR(current_face) == colour);
1388 if (s != current_state) {
1389 ++transitions;
1390 current_state = s;
1391 if (transitions > 2)
1392 return FALSE; /* no point in continuing */
1393 }
1394 } while (current_face != starting_face);
1395
1396 return (transitions == 2) ? TRUE : FALSE;
1397 }
1398
1399 /* Count the number of neighbours of 'face', having colour 'colour' */
1400 static int face_num_neighbours(grid *g, char *board, grid_face *face,
1401 enum face_colour colour)
1402 {
1403 int colour_count = 0;
1404 int i;
1405 grid_face *f;
1406 grid_edge *e;
1407 for (i = 0; i < face->order; i++) {
1408 e = face->edges[i];
1409 f = (e->face1 == face) ? e->face2 : e->face1;
1410 if (FACE_COLOUR(f) == colour)
1411 ++colour_count;
1412 }
1413 return colour_count;
1414 }
1415
1416 /* The 'score' of a face reflects its current desirability for selection
1417 * as the next face to colour white or black. We want to encourage moving
1418 * into grey areas and increasing loopiness, so we give scores according to
1419 * how many of the face's neighbours are currently coloured the same as the
1420 * proposed colour. */
1421 static int face_score(grid *g, char *board, grid_face *face,
1422 enum face_colour colour)
1423 {
1424 /* Simple formula: score = 0 - num. same-coloured neighbours,
1425 * so a higher score means fewer same-coloured neighbours. */
1426 return -face_num_neighbours(g, board, face, colour);
1427 }
1428
1429 /* Generate a new complete set of clues for the given game_state.
1430 * The method is to generate a WHITE/BLACK colouring of all the faces,
1431 * such that the WHITE faces will define the inside of the path, and the
1432 * BLACK faces define the outside.
1433 * To do this, we initially colour all faces GREY. The infinite space outside
1434 * the grid is coloured BLACK, and we choose a random face to colour WHITE.
1435 * Then we gradually grow the BLACK and the WHITE regions, eliminating GREY
1436 * faces, until the grid is filled with BLACK/WHITE. As we grow the regions,
1437 * we avoid creating loops of a single colour, to preserve the topological
1438 * shape of the WHITE and BLACK regions.
1439 * We also try to make the boundary as loopy and twisty as possible, to avoid
1440 * generating paths that are uninteresting.
1441 * The algorithm works by choosing a BLACK/WHITE colour, then choosing a GREY
1442 * face that can be coloured with that colour (without violating the
1443 * topological shape of that region). It's not obvious, but I think this
1444 * algorithm is guaranteed to terminate without leaving any GREY faces behind.
1445 * Indeed, if there are any GREY faces at all, both the WHITE and BLACK
1446 * regions can be grown.
1447 * This is checked using assert()ions, and I haven't seen any failures yet.
1448 *
1449 * Hand-wavy proof: imagine what can go wrong...
1450 *
1451 * Could the white faces get completely cut off by the black faces, and still
1452 * leave some grey faces remaining?
1453 * No, because then the black faces would form a loop around both the white
1454 * faces and the grey faces, which is disallowed because we continually
1455 * maintain the correct topological shape of the black region.
1456 * Similarly, the black faces can never get cut off by the white faces. That
1457 * means both the WHITE and BLACK regions always have some room to grow into
1458 * the GREY regions.
1459 * Could it be that we can't colour some GREY face, because there are too many
1460 * WHITE/BLACK transitions as we walk round the face? (see the
1461 * can_colour_face() function for details)
1462 * No. Imagine otherwise, and we see WHITE/BLACK/WHITE/BLACK as we walk
1463 * around the face. The two WHITE faces would be connected by a WHITE path,
1464 * and the BLACK faces would be connected by a BLACK path. These paths would
1465 * have to cross, which is impossible.
1466 * Another thing that could go wrong: perhaps we can't find any GREY face to
1467 * colour WHITE, because it would create a loop-violation or a corner-violation
1468 * with the other WHITE faces?
1469 * This is a little bit tricky to prove impossible. Imagine you have such a
1470 * GREY face (that is, if you coloured it WHITE, you would create a WHITE loop
1471 * or corner violation).
1472 * That would cut all the non-white area into two blobs. One of those blobs
1473 * must be free of BLACK faces (because the BLACK stuff is a connected blob).
1474 * So we have a connected GREY area, completely surrounded by WHITE
1475 * (including the GREY face we've tentatively coloured WHITE).
1476 * A well-known result in graph theory says that you can always find a GREY
1477 * face whose removal leaves the remaining GREY area connected. And it says
1478 * there are at least two such faces, so we can always choose the one that
1479 * isn't the "tentative" GREY face. Colouring that face WHITE leaves
1480 * everything nice and connected, including that "tentative" GREY face which
1481 * acts as a gateway to the rest of the non-WHITE grid.
1482 */
1483 static void add_full_clues(game_state *state, random_state *rs)
1484 {
1485 signed char *clues = state->clues;
1486 char *board;
1487 grid *g = state->game_grid;
1488 int i, j;
1489 int num_faces = g->num_faces;
1490 struct face_score *face_scores; /* Array of face_score objects */
1491 struct face_score *fs; /* Points somewhere in the above list */
1492 struct grid_face *cur_face;
1493 tree234 *lightable_faces_sorted;
1494 tree234 *darkable_faces_sorted;
1495 int *face_list;
1496 int do_random_pass;
1497
1498 board = snewn(num_faces, char);
1499
1500 /* Make a board */
1501 memset(board, FACE_GREY, num_faces);
1502
1503 /* Create and initialise the list of face_scores */
1504 face_scores = snewn(num_faces, struct face_score);
1505 for (i = 0; i < num_faces; i++) {
1506 face_scores[i].random = random_bits(rs, 31);
1507 }
1508
1509 /* Colour a random, finite face white. The infinite face is implicitly
1510 * coloured black. Together, they will seed the random growth process
1511 * for the black and white areas. */
1512 i = random_upto(rs, num_faces);
1513 board[i] = FACE_WHITE;
1514
1515 /* We need a way of favouring faces that will increase our loopiness.
1516 * We do this by maintaining a list of all candidate faces sorted by
1517 * their score and choose randomly from that with appropriate skew.
1518 * In order to avoid consistently biasing towards particular faces, we
1519 * need the sort order _within_ each group of scores to be completely
1520 * random. But it would be abusing the hospitality of the tree234 data
1521 * structure if our comparison function were nondeterministic :-). So with
1522 * each face we associate a random number that does not change during a
1523 * particular run of the generator, and use that as a secondary sort key.
1524 * Yes, this means we will be biased towards particular random faces in
1525 * any one run but that doesn't actually matter. */
1526
1527 lightable_faces_sorted = newtree234(white_sort_cmpfn);
1528 darkable_faces_sorted = newtree234(black_sort_cmpfn);
1529
1530 /* Initialise the lists of lightable and darkable faces. This is
1531 * slightly different from the code inside the while-loop, because we need
1532 * to check every face of the board (the grid structure does not keep a
1533 * list of the infinite face's neighbours). */
1534 for (i = 0; i < num_faces; i++) {
1535 grid_face *f = g->faces + i;
1536 struct face_score *fs = face_scores + i;
1537 if (board[i] != FACE_GREY) continue;
1538 /* We need the full colourability check here, it's not enough simply
1539 * to check neighbourhood. On some grids, a neighbour of the infinite
1540 * face is not necessarily darkable. */
1541 if (can_colour_face(g, board, i, FACE_BLACK)) {
1542 fs->black_score = face_score(g, board, f, FACE_BLACK);
1543 add234(darkable_faces_sorted, fs);
1544 }
1545 if (can_colour_face(g, board, i, FACE_WHITE)) {
1546 fs->white_score = face_score(g, board, f, FACE_WHITE);
1547 add234(lightable_faces_sorted, fs);
1548 }
1549 }
1550
1551 /* Colour faces one at a time until no more faces are colourable. */
1552 while (TRUE)
1553 {
1554 enum face_colour colour;
1555 struct face_score *fs_white, *fs_black;
1556 int c_lightable = count234(lightable_faces_sorted);
1557 int c_darkable = count234(darkable_faces_sorted);
1558 if (c_lightable == 0) {
1559 /* No more lightable faces. Because of how the algorithm
1560 * works, there should be no more darkable faces either. */
1561 assert(c_darkable == 0);
1562 break;
1563 }
1564
1565 fs_white = (struct face_score *)index234(lightable_faces_sorted, 0);
1566 fs_black = (struct face_score *)index234(darkable_faces_sorted, 0);
1567
1568 /* Choose a colour, and colour the best available face
1569 * with that colour. */
1570 colour = random_upto(rs, 2) ? FACE_WHITE : FACE_BLACK;
1571
1572 if (colour == FACE_WHITE)
1573 fs = fs_white;
1574 else
1575 fs = fs_black;
1576 assert(fs);
1577 i = fs - face_scores;
1578 assert(board[i] == FACE_GREY);
1579 board[i] = colour;
1580
1581 /* Remove this newly-coloured face from the lists. These lists should
1582 * only contain grey faces. */
1583 del234(lightable_faces_sorted, fs);
1584 del234(darkable_faces_sorted, fs);
1585
1586 /* Remember which face we've just coloured */
1587 cur_face = g->faces + i;
1588
1589 /* The face we've just coloured potentially affects the colourability
1590 * and the scores of any neighbouring faces (touching at a corner or
1591 * edge). So the search needs to be conducted around all faces
1592 * touching the one we've just lit. Iterate over its corners, then
1593 * over each corner's faces. For each such face, we remove it from
1594 * the lists, recalculate any scores, then add it back to the lists
1595 * (depending on whether it is lightable, darkable or both). */
1596 for (i = 0; i < cur_face->order; i++) {
1597 grid_dot *d = cur_face->dots[i];
1598 for (j = 0; j < d->order; j++) {
1599 grid_face *f = d->faces[j];
1600 int fi; /* face index of f */
1601
1602 if (f == NULL)
1603 continue;
1604 if (f == cur_face)
1605 continue;
1606
1607 /* If the face is already coloured, it won't be on our
1608 * lightable/darkable lists anyway, so we can skip it without
1609 * bothering with the removal step. */
1610 if (FACE_COLOUR(f) != FACE_GREY) continue;
1611
1612 /* Find the face index and face_score* corresponding to f */
1613 fi = f - g->faces;
1614 fs = face_scores + fi;
1615
1616 /* Remove from lightable list if it's in there. We do this,
1617 * even if it is still lightable, because the score might
1618 * be different, and we need to remove-then-add to maintain
1619 * correct sort order. */
1620 del234(lightable_faces_sorted, fs);
1621 if (can_colour_face(g, board, fi, FACE_WHITE)) {
1622 fs->white_score = face_score(g, board, f, FACE_WHITE);
1623 add234(lightable_faces_sorted, fs);
1624 }
1625 /* Do the same for darkable list. */
1626 del234(darkable_faces_sorted, fs);
1627 if (can_colour_face(g, board, fi, FACE_BLACK)) {
1628 fs->black_score = face_score(g, board, f, FACE_BLACK);
1629 add234(darkable_faces_sorted, fs);
1630 }
1631 }
1632 }
1633 }
1634
1635 /* Clean up */
1636 freetree234(lightable_faces_sorted);
1637 freetree234(darkable_faces_sorted);
1638 sfree(face_scores);
1639
1640 /* The next step requires a shuffled list of all faces */
1641 face_list = snewn(num_faces, int);
1642 for (i = 0; i < num_faces; ++i) {
1643 face_list[i] = i;
1644 }
1645 shuffle(face_list, num_faces, sizeof(int), rs);
1646
1647 /* The above loop-generation algorithm can often leave large clumps
1648 * of faces of one colour. In extreme cases, the resulting path can be
1649 * degenerate and not very satisfying to solve.
1650 * This next step alleviates this problem:
1651 * Go through the shuffled list, and flip the colour of any face we can
1652 * legally flip, and which is adjacent to only one face of the opposite
1653 * colour - this tends to grow 'tendrils' into any clumps.
1654 * Repeat until we can find no more faces to flip. This will
1655 * eventually terminate, because each flip increases the loop's
1656 * perimeter, which cannot increase for ever.
1657 * The resulting path will have maximal loopiness (in the sense that it
1658 * cannot be improved "locally". Unfortunately, this allows a player to
1659 * make some illicit deductions. To combat this (and make the path more
1660 * interesting), we do one final pass making random flips. */
1661
1662 /* Set to TRUE for final pass */
1663 do_random_pass = FALSE;
1664
1665 while (TRUE) {
1666 /* Remember whether a flip occurred during this pass */
1667 int flipped = FALSE;
1668
1669 for (i = 0; i < num_faces; ++i) {
1670 int j = face_list[i];
1671 enum face_colour opp =
1672 (board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE;
1673 if (can_colour_face(g, board, j, opp)) {
1674 grid_face *face = g->faces +j;
1675 if (do_random_pass) {
1676 /* final random pass */
1677 if (!random_upto(rs, 10))
1678 board[j] = opp;
1679 } else {
1680 /* normal pass - flip when neighbour count is 1 */
1681 if (face_num_neighbours(g, board, face, opp) == 1) {
1682 board[j] = opp;
1683 flipped = TRUE;
1684 }
1685 }
1686 }
1687 }
1688
1689 if (do_random_pass) break;
1690 if (!flipped) do_random_pass = TRUE;
1691 }
1692
1693 sfree(face_list);
1694
1695 /* Fill out all the clues by initialising to 0, then iterating over
1696 * all edges and incrementing each clue as we find edges that border
1697 * between BLACK/WHITE faces. While we're at it, we verify that the
1698 * algorithm does work, and there aren't any GREY faces still there. */
1699 memset(clues, 0, num_faces);
1700 for (i = 0; i < g->num_edges; i++) {
1701 grid_edge *e = g->edges + i;
1702 grid_face *f1 = e->face1;
1703 grid_face *f2 = e->face2;
1704 enum face_colour c1 = FACE_COLOUR(f1);
1705 enum face_colour c2 = FACE_COLOUR(f2);
1706 assert(c1 != FACE_GREY);
1707 assert(c2 != FACE_GREY);
1708 if (c1 != c2) {
1709 if (f1) clues[f1 - g->faces]++;
1710 if (f2) clues[f2 - g->faces]++;
1711 }
1712 }
1713
1714 sfree(board);
1715 }
1716
1717
1718 static int game_has_unique_soln(const game_state *state, int diff)
1719 {
1720 int ret;
1721 solver_state *sstate_new;
1722 solver_state *sstate = new_solver_state((game_state *)state, diff);
1723
1724 sstate_new = solve_game_rec(sstate);
1725
1726 assert(sstate_new->solver_status != SOLVER_MISTAKE);
1727 ret = (sstate_new->solver_status == SOLVER_SOLVED);
1728
1729 free_solver_state(sstate_new);
1730 free_solver_state(sstate);
1731
1732 return ret;
1733 }
1734
1735
1736 /* Remove clues one at a time at random. */
1737 static game_state *remove_clues(game_state *state, random_state *rs,
1738 int diff)
1739 {
1740 int *face_list;
1741 int num_faces = state->game_grid->num_faces;
1742 game_state *ret = dup_game(state), *saved_ret;
1743 int n;
1744
1745 /* We need to remove some clues. We'll do this by forming a list of all
1746 * available clues, shuffling it, then going along one at a
1747 * time clearing each clue in turn for which doing so doesn't render the
1748 * board unsolvable. */
1749 face_list = snewn(num_faces, int);
1750 for (n = 0; n < num_faces; ++n) {
1751 face_list[n] = n;
1752 }
1753
1754 shuffle(face_list, num_faces, sizeof(int), rs);
1755
1756 for (n = 0; n < num_faces; ++n) {
1757 saved_ret = dup_game(ret);
1758 ret->clues[face_list[n]] = -1;
1759
1760 if (game_has_unique_soln(ret, diff)) {
1761 free_game(saved_ret);
1762 } else {
1763 free_game(ret);
1764 ret = saved_ret;
1765 }
1766 }
1767 sfree(face_list);
1768
1769 return ret;
1770 }
1771
1772
1773 static char *new_game_desc(game_params *params, random_state *rs,
1774 char **aux, int interactive)
1775 {
1776 /* solution and description both use run-length encoding in obvious ways */
1777 char *retval;
1778 grid *g;
1779 game_state *state = snew(game_state);
1780 game_state *state_new;
1781 params_generate_grid(params);
1782 state->game_grid = g = params->game_grid;
1783 g->refcount++;
1784 state->clues = snewn(g->num_faces, signed char);
1785 state->lines = snewn(g->num_edges, char);
1786 state->line_errors = snewn(g->num_edges, unsigned char);
1787
1788 state->grid_type = params->type;
1789
1790 newboard_please:
1791
1792 memset(state->lines, LINE_UNKNOWN, g->num_edges);
1793 memset(state->line_errors, 0, g->num_edges);
1794
1795 state->solved = state->cheated = FALSE;
1796
1797 /* Get a new random solvable board with all its clues filled in. Yes, this
1798 * can loop for ever if the params are suitably unfavourable, but
1799 * preventing games smaller than 4x4 seems to stop this happening */
1800 do {
1801 add_full_clues(state, rs);
1802 } while (!game_has_unique_soln(state, params->diff));
1803
1804 state_new = remove_clues(state, rs, params->diff);
1805 free_game(state);
1806 state = state_new;
1807
1808
1809 if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
1810 #ifdef SHOW_WORKING
1811 fprintf(stderr, "Rejecting board, it is too easy\n");
1812 #endif
1813 goto newboard_please;
1814 }
1815
1816 retval = state_to_text(state);
1817
1818 free_game(state);
1819
1820 assert(!validate_desc(params, retval));
1821
1822 return retval;
1823 }
1824
1825 static game_state *new_game(midend *me, game_params *params, char *desc)
1826 {
1827 int i;
1828 game_state *state = snew(game_state);
1829 int empties_to_make = 0;
1830 int n;
1831 const char *dp = desc;
1832 grid *g;
1833 int num_faces, num_edges;
1834
1835 params_generate_grid(params);
1836 state->game_grid = g = params->game_grid;
1837 g->refcount++;
1838 num_faces = g->num_faces;
1839 num_edges = g->num_edges;
1840
1841 state->clues = snewn(num_faces, signed char);
1842 state->lines = snewn(num_edges, char);
1843 state->line_errors = snewn(num_edges, unsigned char);
1844
1845 state->solved = state->cheated = FALSE;
1846
1847 state->grid_type = params->type;
1848
1849 for (i = 0; i < num_faces; i++) {
1850 if (empties_to_make) {
1851 empties_to_make--;
1852 state->clues[i] = -1;
1853 continue;
1854 }
1855
1856 assert(*dp);
1857 n = *dp - '0';
1858 if (n >= 0 && n < 10) {
1859 state->clues[i] = n;
1860 } else {
1861 n = *dp - 'a' + 1;
1862 assert(n > 0);
1863 state->clues[i] = -1;
1864 empties_to_make = n - 1;
1865 }
1866 ++dp;
1867 }
1868
1869 memset(state->lines, LINE_UNKNOWN, num_edges);
1870 memset(state->line_errors, 0, num_edges);
1871 return state;
1872 }
1873
1874 /* Calculates the line_errors data, and checks if the current state is a
1875 * solution */
1876 static int check_completion(game_state *state)
1877 {
1878 grid *g = state->game_grid;
1879 int *dsf;
1880 int num_faces = g->num_faces;
1881 int i;
1882 int infinite_area, finite_area;
1883 int loops_found = 0;
1884 int found_edge_not_in_loop = FALSE;
1885
1886 memset(state->line_errors, 0, g->num_edges);
1887
1888 /* LL implementation of SGT's idea:
1889 * A loop will partition the grid into an inside and an outside.
1890 * If there is more than one loop, the grid will be partitioned into
1891 * even more distinct regions. We can therefore track equivalence of
1892 * faces, by saying that two faces are equivalent when there is a non-YES
1893 * edge between them.
1894 * We could keep track of the number of connected components, by counting
1895 * the number of dsf-merges that aren't no-ops.
1896 * But we're only interested in 3 separate cases:
1897 * no loops, one loop, more than one loop.
1898 *
1899 * No loops: all faces are equivalent to the infinite face.
1900 * One loop: only two equivalence classes - finite and infinite.
1901 * >= 2 loops: there are 2 distinct finite regions.
1902 *
1903 * So we simply make two passes through all the edges.
1904 * In the first pass, we dsf-merge the two faces bordering each non-YES
1905 * edge.
1906 * In the second pass, we look for YES-edges bordering:
1907 * a) two non-equivalent faces.
1908 * b) two non-equivalent faces, and one of them is part of a different
1909 * finite area from the first finite area we've seen.
1910 *
1911 * An occurrence of a) means there is at least one loop.
1912 * An occurrence of b) means there is more than one loop.
1913 * Edges satisfying a) are marked as errors.
1914 *
1915 * While we're at it, we set a flag if we find a YES edge that is not
1916 * part of a loop.
1917 * This information will help decide, if there's a single loop, whether it
1918 * is a candidate for being a solution (that is, all YES edges are part of
1919 * this loop).
1920 *
1921 * If there is a candidate loop, we then go through all clues and check
1922 * they are all satisfied. If so, we have found a solution and we can
1923 * unmark all line_errors.
1924 */
1925
1926 /* Infinite face is at the end - its index is num_faces.
1927 * This macro is just to make this obvious! */
1928 #define INF_FACE num_faces
1929 dsf = snewn(num_faces + 1, int);
1930 dsf_init(dsf, num_faces + 1);
1931
1932 /* First pass */
1933 for (i = 0; i < g->num_edges; i++) {
1934 grid_edge *e = g->edges + i;
1935 int f1 = e->face1 ? e->face1 - g->faces : INF_FACE;
1936 int f2 = e->face2 ? e->face2 - g->faces : INF_FACE;
1937 if (state->lines[i] != LINE_YES)
1938 dsf_merge(dsf, f1, f2);
1939 }
1940
1941 /* Second pass */
1942 infinite_area = dsf_canonify(dsf, INF_FACE);
1943 finite_area = -1;
1944 for (i = 0; i < g->num_edges; i++) {
1945 grid_edge *e = g->edges + i;
1946 int f1 = e->face1 ? e->face1 - g->faces : INF_FACE;
1947 int can1 = dsf_canonify(dsf, f1);
1948 int f2 = e->face2 ? e->face2 - g->faces : INF_FACE;
1949 int can2 = dsf_canonify(dsf, f2);
1950 if (state->lines[i] != LINE_YES) continue;
1951
1952 if (can1 == can2) {
1953 /* Faces are equivalent, so this edge not part of a loop */
1954 found_edge_not_in_loop = TRUE;
1955 continue;
1956 }
1957 state->line_errors[i] = TRUE;
1958 if (loops_found == 0) loops_found = 1;
1959
1960 /* Don't bother with further checks if we've already found 2 loops */
1961 if (loops_found == 2) continue;
1962
1963 if (finite_area == -1) {
1964 /* Found our first finite area */
1965 if (can1 != infinite_area)
1966 finite_area = can1;
1967 else
1968 finite_area = can2;
1969 }
1970
1971 /* Have we found a second area? */
1972 if (finite_area != -1) {
1973 if (can1 != infinite_area && can1 != finite_area) {
1974 loops_found = 2;
1975 continue;
1976 }
1977 if (can2 != infinite_area && can2 != finite_area) {
1978 loops_found = 2;
1979 }
1980 }
1981 }
1982
1983 /*
1984 printf("loops_found = %d\n", loops_found);
1985 printf("found_edge_not_in_loop = %s\n",
1986 found_edge_not_in_loop ? "TRUE" : "FALSE");
1987 */
1988
1989 sfree(dsf); /* No longer need the dsf */
1990
1991 /* Have we found a candidate loop? */
1992 if (loops_found == 1 && !found_edge_not_in_loop) {
1993 /* Yes, so check all clues are satisfied */
1994 int found_clue_violation = FALSE;
1995 for (i = 0; i < num_faces; i++) {
1996 int c = state->clues[i];
1997 if (c >= 0) {
1998 if (face_order(state, i, LINE_YES) != c) {
1999 found_clue_violation = TRUE;
2000 break;
2001 }
2002 }
2003 }
2004
2005 if (!found_clue_violation) {
2006 /* The loop is good */
2007 memset(state->line_errors, 0, g->num_edges);
2008 return TRUE; /* No need to bother checking for dot violations */
2009 }
2010 }
2011
2012 /* Check for dot violations */
2013 for (i = 0; i < g->num_dots; i++) {
2014 int yes = dot_order(state, i, LINE_YES);
2015 int unknown = dot_order(state, i, LINE_UNKNOWN);
2016 if ((yes == 1 && unknown == 0) || (yes >= 3)) {
2017 /* violation, so mark all YES edges as errors */
2018 grid_dot *d = g->dots + i;
2019 int j;
2020 for (j = 0; j < d->order; j++) {
2021 int e = d->edges[j] - g->edges;
2022 if (state->lines[e] == LINE_YES)
2023 state->line_errors[e] = TRUE;
2024 }
2025 }
2026 }
2027 return FALSE;
2028 }
2029
2030 /* ----------------------------------------------------------------------
2031 * Solver logic
2032 *
2033 * Our solver modes operate as follows. Each mode also uses the modes above it.
2034 *
2035 * Easy Mode
2036 * Just implement the rules of the game.
2037 *
2038 * Normal and Tricky Modes
2039 * For each (adjacent) pair of lines through each dot we store a bit for
2040 * whether at least one of them is on and whether at most one is on. (If we
2041 * know both or neither is on that's already stored more directly.)
2042 *
2043 * Advanced Mode
2044 * Use edsf data structure to make equivalence classes of lines that are
2045 * known identical to or opposite to one another.
2046 */
2047
2048
2049 /* DLines:
2050 * For general grids, we consider "dlines" to be pairs of lines joined
2051 * at a dot. The lines must be adjacent around the dot, so we can think of
2052 * a dline as being a dot+face combination. Or, a dot+edge combination where
2053 * the second edge is taken to be the next clockwise edge from the dot.
2054 * Original loopy code didn't have this extra restriction of the lines being
2055 * adjacent. From my tests with square grids, this extra restriction seems to
2056 * take little, if anything, away from the quality of the puzzles.
2057 * A dline can be uniquely identified by an edge/dot combination, given that
2058 * a dline-pair always goes clockwise around its common dot. The edge/dot
2059 * combination can be represented by an edge/bool combination - if bool is
2060 * TRUE, use edge->dot1 else use edge->dot2. So the total number of dlines is
2061 * exactly twice the number of edges in the grid - although the dlines
2062 * spanning the infinite face are not all that useful to the solver.
2063 * Note that, by convention, a dline goes clockwise around its common dot,
2064 * which means the dline goes anti-clockwise around its common face.
2065 */
2066
2067 /* Helper functions for obtaining an index into an array of dlines, given
2068 * various information. We assume the grid layout conventions about how
2069 * the various lists are interleaved - see grid_make_consistent() for
2070 * details. */
2071
2072 /* i points to the first edge of the dline pair, reading clockwise around
2073 * the dot. */
2074 static int dline_index_from_dot(grid *g, grid_dot *d, int i)
2075 {
2076 grid_edge *e = d->edges[i];
2077 int ret;
2078 #ifdef DEBUG_DLINES
2079 grid_edge *e2;
2080 int i2 = i+1;
2081 if (i2 == d->order) i2 = 0;
2082 e2 = d->edges[i2];
2083 #endif
2084 ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0);
2085 #ifdef DEBUG_DLINES
2086 printf("dline_index_from_dot: d=%d,i=%d, edges [%d,%d] - %d\n",
2087 (int)(d - g->dots), i, (int)(e - g->edges),
2088 (int)(e2 - g->edges), ret);
2089 #endif
2090 return ret;
2091 }
2092 /* i points to the second edge of the dline pair, reading clockwise around
2093 * the face. That is, the edges of the dline, starting at edge{i}, read
2094 * anti-clockwise around the face. By layout conventions, the common dot
2095 * of the dline will be f->dots[i] */
2096 static int dline_index_from_face(grid *g, grid_face *f, int i)
2097 {
2098 grid_edge *e = f->edges[i];
2099 grid_dot *d = f->dots[i];
2100 int ret;
2101 #ifdef DEBUG_DLINES
2102 grid_edge *e2;
2103 int i2 = i - 1;
2104 if (i2 < 0) i2 += f->order;
2105 e2 = f->edges[i2];
2106 #endif
2107 ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0);
2108 #ifdef DEBUG_DLINES
2109 printf("dline_index_from_face: f=%d,i=%d, edges [%d,%d] - %d\n",
2110 (int)(f - g->faces), i, (int)(e - g->edges),
2111 (int)(e2 - g->edges), ret);
2112 #endif
2113 return ret;
2114 }
2115 static int is_atleastone(const char *dline_array, int index)
2116 {
2117 return BIT_SET(dline_array[index], 0);
2118 }
2119 static int set_atleastone(char *dline_array, int index)
2120 {
2121 return SET_BIT(dline_array[index], 0);
2122 }
2123 static int is_atmostone(const char *dline_array, int index)
2124 {
2125 return BIT_SET(dline_array[index], 1);
2126 }
2127 static int set_atmostone(char *dline_array, int index)
2128 {
2129 return SET_BIT(dline_array[index], 1);
2130 }
2131
2132 static void array_setall(char *array, char from, char to, int len)
2133 {
2134 char *p = array, *p_old = p;
2135 int len_remaining = len;
2136
2137 while ((p = memchr(p, from, len_remaining))) {
2138 *p = to;
2139 len_remaining -= p - p_old;
2140 p_old = p;
2141 }
2142 }
2143
2144 /* Helper, called when doing dline dot deductions, in the case where we
2145 * have 4 UNKNOWNs, and two of them (adjacent) have *exactly* one YES between
2146 * them (because of dline atmostone/atleastone).
2147 * On entry, edge points to the first of these two UNKNOWNs. This function
2148 * will find the opposite UNKNOWNS (if they are adjacent to one another)
2149 * and set their corresponding dline to atleastone. (Setting atmostone
2150 * already happens in earlier dline deductions) */
2151 static int dline_set_opp_atleastone(solver_state *sstate,
2152 grid_dot *d, int edge)
2153 {
2154 game_state *state = sstate->state;
2155 grid *g = state->game_grid;
2156 int N = d->order;
2157 int opp, opp2;
2158 for (opp = 0; opp < N; opp++) {
2159 int opp_dline_index;
2160 if (opp == edge || opp == edge+1 || opp == edge-1)
2161 continue;
2162 if (opp == 0 && edge == N-1)
2163 continue;
2164 if (opp == N-1 && edge == 0)
2165 continue;
2166 opp2 = opp + 1;
2167 if (opp2 == N) opp2 = 0;
2168 /* Check if opp, opp2 point to LINE_UNKNOWNs */
2169 if (state->lines[d->edges[opp] - g->edges] != LINE_UNKNOWN)
2170 continue;
2171 if (state->lines[d->edges[opp2] - g->edges] != LINE_UNKNOWN)
2172 continue;
2173 /* Found opposite UNKNOWNS and they're next to each other */
2174 opp_dline_index = dline_index_from_dot(g, d, opp);
2175 return set_atleastone(sstate->dlines, opp_dline_index);
2176 }
2177 return FALSE;
2178 }
2179
2180
2181 /* Set pairs of lines around this face which are known to be identical, to
2182 * the given line_state */
2183 static int face_setall_identical(solver_state *sstate, int face_index,
2184 enum line_state line_new)
2185 {
2186 /* can[dir] contains the canonical line associated with the line in
2187 * direction dir from the square in question. Similarly inv[dir] is
2188 * whether or not the line in question is inverse to its canonical
2189 * element. */
2190 int retval = FALSE;
2191 game_state *state = sstate->state;
2192 grid *g = state->game_grid;
2193 grid_face *f = g->faces + face_index;
2194 int N = f->order;
2195 int i, j;
2196 int can1, can2, inv1, inv2;
2197
2198 for (i = 0; i < N; i++) {
2199 int line1_index = f->edges[i] - g->edges;
2200 if (state->lines[line1_index] != LINE_UNKNOWN)
2201 continue;
2202 for (j = i + 1; j < N; j++) {
2203 int line2_index = f->edges[j] - g->edges;
2204 if (state->lines[line2_index] != LINE_UNKNOWN)
2205 continue;
2206
2207 /* Found two UNKNOWNS */
2208 can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
2209 can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
2210 if (can1 == can2 && inv1 == inv2) {
2211 solver_set_line(sstate, line1_index, line_new);
2212 solver_set_line(sstate, line2_index, line_new);
2213 }
2214 }
2215 }
2216 return retval;
2217 }
2218
2219 /* Given a dot or face, and a count of LINE_UNKNOWNs, find them and
2220 * return the edge indices into e. */
2221 static void find_unknowns(game_state *state,
2222 grid_edge **edge_list, /* Edge list to search (from a face or a dot) */
2223 int expected_count, /* Number of UNKNOWNs (comes from solver's cache) */
2224 int *e /* Returned edge indices */)
2225 {
2226 int c = 0;
2227 grid *g = state->game_grid;
2228 while (c < expected_count) {
2229 int line_index = *edge_list - g->edges;
2230 if (state->lines[line_index] == LINE_UNKNOWN) {
2231 e[c] = line_index;
2232 c++;
2233 }
2234 ++edge_list;
2235 }
2236 }
2237
2238 /* If we have a list of edges, and we know whether the number of YESs should
2239 * be odd or even, and there are only a few UNKNOWNs, we can do some simple
2240 * linedsf deductions. This can be used for both face and dot deductions.
2241 * Returns the difficulty level of the next solver that should be used,
2242 * or DIFF_MAX if no progress was made. */
2243 static int parity_deductions(solver_state *sstate,
2244 grid_edge **edge_list, /* Edge list (from a face or a dot) */
2245 int total_parity, /* Expected number of YESs modulo 2 (either 0 or 1) */
2246 int unknown_count)
2247 {
2248 game_state *state = sstate->state;
2249 int diff = DIFF_MAX;
2250 int *linedsf = sstate->linedsf;
2251
2252 if (unknown_count == 2) {
2253 /* Lines are known alike/opposite, depending on inv. */
2254 int e[2];
2255 find_unknowns(state, edge_list, 2, e);
2256 if (merge_lines(sstate, e[0], e[1], total_parity))
2257 diff = min(diff, DIFF_HARD);
2258 } else if (unknown_count == 3) {
2259 int e[3];
2260 int can[3]; /* canonical edges */
2261 int inv[3]; /* whether can[x] is inverse to e[x] */
2262 find_unknowns(state, edge_list, 3, e);
2263 can[0] = edsf_canonify(linedsf, e[0], inv);
2264 can[1] = edsf_canonify(linedsf, e[1], inv+1);
2265 can[2] = edsf_canonify(linedsf, e[2], inv+2);
2266 if (can[0] == can[1]) {
2267 if (solver_set_line(sstate, e[2], (total_parity^inv[0]^inv[1]) ?
2268 LINE_YES : LINE_NO))
2269 diff = min(diff, DIFF_EASY);
2270 }
2271 if (can[0] == can[2]) {
2272 if (solver_set_line(sstate, e[1], (total_parity^inv[0]^inv[2]) ?
2273 LINE_YES : LINE_NO))
2274 diff = min(diff, DIFF_EASY);
2275 }
2276 if (can[1] == can[2]) {
2277 if (solver_set_line(sstate, e[0], (total_parity^inv[1]^inv[2]) ?
2278 LINE_YES : LINE_NO))
2279 diff = min(diff, DIFF_EASY);
2280 }
2281 } else if (unknown_count == 4) {
2282 int e[4];
2283 int can[4]; /* canonical edges */
2284 int inv[4]; /* whether can[x] is inverse to e[x] */
2285 find_unknowns(state, edge_list, 4, e);
2286 can[0] = edsf_canonify(linedsf, e[0], inv);
2287 can[1] = edsf_canonify(linedsf, e[1], inv+1);
2288 can[2] = edsf_canonify(linedsf, e[2], inv+2);
2289 can[3] = edsf_canonify(linedsf, e[3], inv+3);
2290 if (can[0] == can[1]) {
2291 if (merge_lines(sstate, e[2], e[3], total_parity^inv[0]^inv[1]))
2292 diff = min(diff, DIFF_HARD);
2293 } else if (can[0] == can[2]) {
2294 if (merge_lines(sstate, e[1], e[3], total_parity^inv[0]^inv[2]))
2295 diff = min(diff, DIFF_HARD);
2296 } else if (can[0] == can[3]) {
2297 if (merge_lines(sstate, e[1], e[2], total_parity^inv[0]^inv[3]))
2298 diff = min(diff, DIFF_HARD);
2299 } else if (can[1] == can[2]) {
2300 if (merge_lines(sstate, e[0], e[3], total_parity^inv[1]^inv[2]))
2301 diff = min(diff, DIFF_HARD);
2302 } else if (can[1] == can[3]) {
2303 if (merge_lines(sstate, e[0], e[2], total_parity^inv[1]^inv[3]))
2304 diff = min(diff, DIFF_HARD);
2305 } else if (can[2] == can[3]) {
2306 if (merge_lines(sstate, e[0], e[1], total_parity^inv[2]^inv[3]))
2307 diff = min(diff, DIFF_HARD);
2308 }
2309 }
2310 return diff;
2311 }
2312
2313
2314 /*
2315 * These are the main solver functions.
2316 *
2317 * Their return values are diff values corresponding to the lowest mode solver
2318 * that would notice the work that they have done. For example if the normal
2319 * mode solver adds actual lines or crosses, it will return DIFF_EASY as the
2320 * easy mode solver might be able to make progress using that. It doesn't make
2321 * sense for one of them to return a diff value higher than that of the
2322 * function itself.
2323 *
2324 * Each function returns the lowest value it can, as early as possible, in
2325 * order to try and pass as much work as possible back to the lower level
2326 * solvers which progress more quickly.
2327 */
2328
2329 /* PROPOSED NEW DESIGN:
2330 * We have a work queue consisting of 'events' notifying us that something has
2331 * happened that a particular solver mode might be interested in. For example
2332 * the hard mode solver might do something that helps the normal mode solver at
2333 * dot [x,y] in which case it will enqueue an event recording this fact. Then
2334 * we pull events off the work queue, and hand each in turn to the solver that
2335 * is interested in them. If a solver reports that it failed we pass the same
2336 * event on to progressively more advanced solvers and the loop detector. Once
2337 * we've exhausted an event, or it has helped us progress, we drop it and
2338 * continue to the next one. The events are sorted first in order of solver
2339 * complexity (easy first) then order of insertion (oldest first).
2340 * Once we run out of events we loop over each permitted solver in turn
2341 * (easiest first) until either a deduction is made (and an event therefore
2342 * emerges) or no further deductions can be made (in which case we've failed).
2343 *
2344 * QUESTIONS:
2345 * * How do we 'loop over' a solver when both dots and squares are concerned.
2346 * Answer: first all squares then all dots.
2347 */
2348
2349 static int trivial_deductions(solver_state *sstate)
2350 {
2351 int i, current_yes, current_no;
2352 game_state *state = sstate->state;
2353 grid *g = state->game_grid;
2354 int diff = DIFF_MAX;
2355
2356 /* Per-face deductions */
2357 for (i = 0; i < g->num_faces; i++) {
2358 grid_face *f = g->faces + i;
2359
2360 if (sstate->face_solved[i])
2361 continue;
2362
2363 current_yes = sstate->face_yes_count[i];
2364 current_no = sstate->face_no_count[i];
2365
2366 if (current_yes + current_no == f->order) {
2367 sstate->face_solved[i] = TRUE;
2368 continue;
2369 }
2370
2371 if (state->clues[i] < 0)
2372 continue;
2373
2374 if (state->clues[i] < current_yes) {
2375 sstate->solver_status = SOLVER_MISTAKE;
2376 return DIFF_EASY;
2377 }
2378 if (state->clues[i] == current_yes) {
2379 if (face_setall(sstate, i, LINE_UNKNOWN, LINE_NO))
2380 diff = min(diff, DIFF_EASY);
2381 sstate->face_solved[i] = TRUE;
2382 continue;
2383 }
2384
2385 if (f->order - state->clues[i] < current_no) {
2386 sstate->solver_status = SOLVER_MISTAKE;
2387 return DIFF_EASY;
2388 }
2389 if (f->order - state->clues[i] == current_no) {
2390 if (face_setall(sstate, i, LINE_UNKNOWN, LINE_YES))
2391 diff = min(diff, DIFF_EASY);
2392 sstate->face_solved[i] = TRUE;
2393 continue;
2394 }
2395 }
2396
2397 check_caches(sstate);
2398
2399 /* Per-dot deductions */
2400 for (i = 0; i < g->num_dots; i++) {
2401 grid_dot *d = g->dots + i;
2402 int yes, no, unknown;
2403
2404 if (sstate->dot_solved[i])
2405 continue;
2406
2407 yes = sstate->dot_yes_count[i];
2408 no = sstate->dot_no_count[i];
2409 unknown = d->order - yes - no;
2410
2411 if (yes == 0) {
2412 if (unknown == 0) {
2413 sstate->dot_solved[i] = TRUE;
2414 } else if (unknown == 1) {
2415 dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO);
2416 diff = min(diff, DIFF_EASY);
2417 sstate->dot_solved[i] = TRUE;
2418 }
2419 } else if (yes == 1) {
2420 if (unknown == 0) {
2421 sstate->solver_status = SOLVER_MISTAKE;
2422 return DIFF_EASY;
2423 } else if (unknown == 1) {
2424 dot_setall(sstate, i, LINE_UNKNOWN, LINE_YES);
2425 diff = min(diff, DIFF_EASY);
2426 }
2427 } else if (yes == 2) {
2428 if (unknown > 0) {
2429 dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO);
2430 diff = min(diff, DIFF_EASY);
2431 }
2432 sstate->dot_solved[i] = TRUE;
2433 } else {
2434 sstate->solver_status = SOLVER_MISTAKE;
2435 return DIFF_EASY;
2436 }
2437 }
2438
2439 check_caches(sstate);
2440
2441 return diff;
2442 }
2443
2444 static int dline_deductions(solver_state *sstate)
2445 {
2446 game_state *state = sstate->state;
2447 grid *g = state->game_grid;
2448 char *dlines = sstate->dlines;
2449 int i;
2450 int diff = DIFF_MAX;
2451
2452 /* ------ Face deductions ------ */
2453
2454 /* Given a set of dline atmostone/atleastone constraints, need to figure
2455 * out if we can deduce any further info. For more general faces than
2456 * squares, this turns out to be a tricky problem.
2457 * The approach taken here is to define (per face) NxN matrices:
2458 * "maxs" and "mins".
2459 * The entries maxs(j,k) and mins(j,k) define the upper and lower limits
2460 * for the possible number of edges that are YES between positions j and k
2461 * going clockwise around the face. Can think of j and k as marking dots
2462 * around the face (recall the labelling scheme: edge0 joins dot0 to dot1,
2463 * edge1 joins dot1 to dot2 etc).
2464 * Trivially, mins(j,j) = maxs(j,j) = 0, and we don't even bother storing
2465 * these. mins(j,j+1) and maxs(j,j+1) are determined by whether edge{j}
2466 * is YES, NO or UNKNOWN. mins(j,j+2) and maxs(j,j+2) are related to
2467 * the dline atmostone/atleastone status for edges j and j+1.
2468 *
2469 * Then we calculate the remaining entries recursively. We definitely
2470 * know that
2471 * mins(j,k) >= { mins(j,u) + mins(u,k) } for any u between j and k.
2472 * This is because any valid placement of YESs between j and k must give
2473 * a valid placement between j and u, and also between u and k.
2474 * I believe it's sufficient to use just the two values of u:
2475 * j+1 and j+2. Seems to work well in practice - the bounds we compute
2476 * are rigorous, even if they might not be best-possible.
2477 *
2478 * Once we have maxs and mins calculated, we can make inferences about
2479 * each dline{j,j+1} by looking at the possible complementary edge-counts
2480 * mins(j+2,j) and maxs(j+2,j) and comparing these with the face clue.
2481 * As well as dlines, we can make similar inferences about single edges.
2482 * For example, consider a pentagon with clue 3, and we know at most one
2483 * of (edge0, edge1) is YES, and at most one of (edge2, edge3) is YES.
2484 * We could then deduce edge4 is YES, because maxs(0,4) would be 2, so
2485 * that final edge would have to be YES to make the count up to 3.
2486 */
2487
2488 /* Much quicker to allocate arrays on the stack than the heap, so
2489 * define the largest possible face size, and base our array allocations
2490 * on that. We check this with an assertion, in case someone decides to
2491 * make a grid which has larger faces than this. Note, this algorithm
2492 * could get quite expensive if there are many large faces. */
2493 #define MAX_FACE_SIZE 8
2494
2495 for (i = 0; i < g->num_faces; i++) {
2496 int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
2497 int mins[MAX_FACE_SIZE][MAX_FACE_SIZE];
2498 grid_face *f = g->faces + i;
2499 int N = f->order;
2500 int j,m;
2501 int clue = state->clues[i];
2502 assert(N <= MAX_FACE_SIZE);
2503 if (sstate->face_solved[i])
2504 continue;
2505 if (clue < 0) continue;
2506
2507 /* Calculate the (j,j+1) entries */
2508 for (j = 0; j < N; j++) {
2509 int edge_index = f->edges[j] - g->edges;
2510 int dline_index;
2511 enum line_state line1 = state->lines[edge_index];
2512 enum line_state line2;
2513 int tmp;
2514 int k = j + 1;
2515 if (k >= N) k = 0;
2516 maxs[j][k] = (line1 == LINE_NO) ? 0 : 1;
2517 mins[j][k] = (line1 == LINE_YES) ? 1 : 0;
2518 /* Calculate the (j,j+2) entries */
2519 dline_index = dline_index_from_face(g, f, k);
2520 edge_index = f->edges[k] - g->edges;
2521 line2 = state->lines[edge_index];
2522 k++;
2523 if (k >= N) k = 0;
2524
2525 /* max */
2526 tmp = 2;
2527 if (line1 == LINE_NO) tmp--;
2528 if (line2 == LINE_NO) tmp--;
2529 if (tmp == 2 && is_atmostone(dlines, dline_index))
2530 tmp = 1;
2531 maxs[j][k] = tmp;
2532
2533 /* min */
2534 tmp = 0;
2535 if (line1 == LINE_YES) tmp++;
2536 if (line2 == LINE_YES) tmp++;
2537 if (tmp == 0 && is_atleastone(dlines, dline_index))
2538 tmp = 1;
2539 mins[j][k] = tmp;
2540 }
2541
2542 /* Calculate the (j,j+m) entries for m between 3 and N-1 */
2543 for (m = 3; m < N; m++) {
2544 for (j = 0; j < N; j++) {
2545 int k = j + m;
2546 int u = j + 1;
2547 int v = j + 2;
2548 int tmp;
2549 if (k >= N) k -= N;
2550 if (u >= N) u -= N;
2551 if (v >= N) v -= N;
2552 maxs[j][k] = maxs[j][u] + maxs[u][k];
2553 mins[j][k] = mins[j][u] + mins[u][k];
2554 tmp = maxs[j][v] + maxs[v][k];
2555 maxs[j][k] = min(maxs[j][k], tmp);
2556 tmp = mins[j][v] + mins[v][k];
2557 mins[j][k] = max(mins[j][k], tmp);
2558 }
2559 }
2560
2561 /* See if we can make any deductions */
2562 for (j = 0; j < N; j++) {
2563 int k;
2564 grid_edge *e = f->edges[j];
2565 int line_index = e - g->edges;
2566 int dline_index;
2567
2568 if (state->lines[line_index] != LINE_UNKNOWN)
2569 continue;
2570 k = j + 1;
2571 if (k >= N) k = 0;
2572
2573 /* minimum YESs in the complement of this edge */
2574 if (mins[k][j] > clue) {
2575 sstate->solver_status = SOLVER_MISTAKE;
2576 return DIFF_EASY;
2577 }
2578 if (mins[k][j] == clue) {
2579 /* setting this edge to YES would make at least
2580 * (clue+1) edges - contradiction */
2581 solver_set_line(sstate, line_index, LINE_NO);
2582 diff = min(diff, DIFF_EASY);
2583 }
2584 if (maxs[k][j] < clue - 1) {
2585 sstate->solver_status = SOLVER_MISTAKE;
2586 return DIFF_EASY;
2587 }
2588 if (maxs[k][j] == clue - 1) {
2589 /* Only way to satisfy the clue is to set edge{j} as YES */
2590 solver_set_line(sstate, line_index, LINE_YES);
2591 diff = min(diff, DIFF_EASY);
2592 }
2593
2594 /* More advanced deduction that allows propagation along diagonal
2595 * chains of faces connected by dots, for example, 3-2-...-2-3
2596 * in square grids. */
2597 if (sstate->diff >= DIFF_TRICKY) {
2598 /* Now see if we can make dline deduction for edges{j,j+1} */
2599 e = f->edges[k];
2600 if (state->lines[e - g->edges] != LINE_UNKNOWN)
2601 /* Only worth doing this for an UNKNOWN,UNKNOWN pair.
2602 * Dlines where one of the edges is known, are handled in the
2603 * dot-deductions */
2604 continue;
2605
2606 dline_index = dline_index_from_face(g, f, k);
2607 k++;
2608 if (k >= N) k = 0;
2609
2610 /* minimum YESs in the complement of this dline */
2611 if (mins[k][j] > clue - 2) {
2612 /* Adding 2 YESs would break the clue */
2613 if (set_atmostone(dlines, dline_index))
2614 diff = min(diff, DIFF_NORMAL);
2615 }
2616 /* maximum YESs in the complement of this dline */
2617 if (maxs[k][j] < clue) {
2618 /* Adding 2 NOs would mean not enough YESs */
2619 if (set_atleastone(dlines, dline_index))
2620 diff = min(diff, DIFF_NORMAL);
2621 }
2622 }
2623 }
2624 }
2625
2626 if (diff < DIFF_NORMAL)
2627 return diff;
2628
2629 /* ------ Dot deductions ------ */
2630
2631 for (i = 0; i < g->num_dots; i++) {
2632 grid_dot *d = g->dots + i;
2633 int N = d->order;
2634 int yes, no, unknown;
2635 int j;
2636 if (sstate->dot_solved[i])
2637 continue;
2638 yes = sstate->dot_yes_count[i];
2639 no = sstate->dot_no_count[i];
2640 unknown = N - yes - no;
2641
2642 for (j = 0; j < N; j++) {
2643 int k;
2644 int dline_index;
2645 int line1_index, line2_index;
2646 enum line_state line1, line2;
2647 k = j + 1;
2648 if (k >= N) k = 0;
2649 dline_index = dline_index_from_dot(g, d, j);
2650 line1_index = d->edges[j] - g->edges;
2651 line2_index = d->edges[k] - g->edges;
2652 line1 = state->lines[line1_index];
2653 line2 = state->lines[line2_index];
2654
2655 /* Infer dline state from line state */
2656 if (line1 == LINE_NO || line2 == LINE_NO) {
2657 if (set_atmostone(dlines, dline_index))
2658 diff = min(diff, DIFF_NORMAL);
2659 }
2660 if (line1 == LINE_YES || line2 == LINE_YES) {
2661 if (set_atleastone(dlines, dline_index))
2662 diff = min(diff, DIFF_NORMAL);
2663 }
2664 /* Infer line state from dline state */
2665 if (is_atmostone(dlines, dline_index)) {
2666 if (line1 == LINE_YES && line2 == LINE_UNKNOWN) {
2667 solver_set_line(sstate, line2_index, LINE_NO);
2668 diff = min(diff, DIFF_EASY);
2669 }
2670 if (line2 == LINE_YES && line1 == LINE_UNKNOWN) {
2671 solver_set_line(sstate, line1_index, LINE_NO);
2672 diff = min(diff, DIFF_EASY);
2673 }
2674 }
2675 if (is_atleastone(dlines, dline_index)) {
2676 if (line1 == LINE_NO && line2 == LINE_UNKNOWN) {
2677 solver_set_line(sstate, line2_index, LINE_YES);
2678 diff = min(diff, DIFF_EASY);
2679 }
2680 if (line2 == LINE_NO && line1 == LINE_UNKNOWN) {
2681 solver_set_line(sstate, line1_index, LINE_YES);
2682 diff = min(diff, DIFF_EASY);
2683 }
2684 }
2685 /* Deductions that depend on the numbers of lines.
2686 * Only bother if both lines are UNKNOWN, otherwise the
2687 * easy-mode solver (or deductions above) would have taken
2688 * care of it. */
2689 if (line1 != LINE_UNKNOWN || line2 != LINE_UNKNOWN)
2690 continue;
2691
2692 if (yes == 0 && unknown == 2) {
2693 /* Both these unknowns must be identical. If we know
2694 * atmostone or atleastone, we can make progress. */
2695 if (is_atmostone(dlines, dline_index)) {
2696 solver_set_line(sstate, line1_index, LINE_NO);
2697 solver_set_line(sstate, line2_index, LINE_NO);
2698 diff = min(diff, DIFF_EASY);
2699 }
2700 if (is_atleastone(dlines, dline_index)) {
2701 solver_set_line(sstate, line1_index, LINE_YES);
2702 solver_set_line(sstate, line2_index, LINE_YES);
2703 diff = min(diff, DIFF_EASY);
2704 }
2705 }
2706 if (yes == 1) {
2707 if (set_atmostone(dlines, dline_index))
2708 diff = min(diff, DIFF_NORMAL);
2709 if (unknown == 2) {
2710 if (set_atleastone(dlines, dline_index))
2711 diff = min(diff, DIFF_NORMAL);
2712 }
2713 }
2714
2715 /* More advanced deduction that allows propagation along diagonal
2716 * chains of faces connected by dots, for example: 3-2-...-2-3
2717 * in square grids. */
2718 if (sstate->diff >= DIFF_TRICKY) {
2719 /* If we have atleastone set for this dline, infer
2720 * atmostone for each "opposite" dline (that is, each
2721 * dline without edges in common with this one).
2722 * Again, this test is only worth doing if both these
2723 * lines are UNKNOWN. For if one of these lines were YES,
2724 * the (yes == 1) test above would kick in instead. */
2725 if (is_atleastone(dlines, dline_index)) {
2726 int opp;
2727 for (opp = 0; opp < N; opp++) {
2728 int opp_dline_index;
2729 if (opp == j || opp == j+1 || opp == j-1)
2730 continue;
2731 if (j == 0 && opp == N-1)
2732 continue;
2733 if (j == N-1 && opp == 0)
2734 continue;
2735 opp_dline_index = dline_index_from_dot(g, d, opp);
2736 if (set_atmostone(dlines, opp_dline_index))
2737 diff = min(diff, DIFF_NORMAL);
2738 }
2739 if (yes == 0 && is_atmostone(dlines, dline_index)) {
2740 /* This dline has *exactly* one YES and there are no
2741 * other YESs. This allows more deductions. */
2742 if (unknown == 3) {
2743 /* Third unknown must be YES */
2744 for (opp = 0; opp < N; opp++) {
2745 int opp_index;
2746 if (opp == j || opp == k)
2747 continue;
2748 opp_index = d->edges[opp] - g->edges;
2749 if (state->lines[opp_index] == LINE_UNKNOWN) {
2750 solver_set_line(sstate, opp_index,
2751 LINE_YES);
2752 diff = min(diff, DIFF_EASY);
2753 }
2754 }
2755 } else if (unknown == 4) {
2756 /* Exactly one of opposite UNKNOWNS is YES. We've
2757 * already set atmostone, so set atleastone as
2758 * well.
2759 */
2760 if (dline_set_opp_atleastone(sstate, d, j))
2761 diff = min(diff, DIFF_NORMAL);
2762 }
2763 }
2764 }
2765 }
2766 }
2767 }
2768 return diff;
2769 }
2770
2771 static int linedsf_deductions(solver_state *sstate)
2772 {
2773 game_state *state = sstate->state;
2774 grid *g = state->game_grid;
2775 char *dlines = sstate->dlines;
2776 int i;
2777 int diff = DIFF_MAX;
2778 int diff_tmp;
2779
2780 /* ------ Face deductions ------ */
2781
2782 /* A fully-general linedsf deduction seems overly complicated
2783 * (I suspect the problem is NP-complete, though in practice it might just
2784 * be doable because faces are limited in size).
2785 * For simplicity, we only consider *pairs* of LINE_UNKNOWNS that are
2786 * known to be identical. If setting them both to YES (or NO) would break
2787 * the clue, set them to NO (or YES). */
2788
2789 for (i = 0; i < g->num_faces; i++) {
2790 int N, yes, no, unknown;
2791 int clue;
2792
2793 if (sstate->face_solved[i])
2794 continue;
2795 clue = state->clues[i];
2796 if (clue < 0)
2797 continue;
2798
2799 N = g->faces[i].order;
2800 yes = sstate->face_yes_count[i];
2801 if (yes + 1 == clue) {
2802 if (face_setall_identical(sstate, i, LINE_NO))
2803 diff = min(diff, DIFF_EASY);
2804 }
2805 no = sstate->face_no_count[i];
2806 if (no + 1 == N - clue) {
2807 if (face_setall_identical(sstate, i, LINE_YES))
2808 diff = min(diff, DIFF_EASY);
2809 }
2810
2811 /* Reload YES count, it might have changed */
2812 yes = sstate->face_yes_count[i];
2813 unknown = N - no - yes;
2814
2815 /* Deductions with small number of LINE_UNKNOWNs, based on overall
2816 * parity of lines. */
2817 diff_tmp = parity_deductions(sstate, g->faces[i].edges,
2818 (clue - yes) % 2, unknown);
2819 diff = min(diff, diff_tmp);
2820 }
2821
2822 /* ------ Dot deductions ------ */
2823 for (i = 0; i < g->num_dots; i++) {
2824 grid_dot *d = g->dots + i;
2825 int N = d->order;
2826 int j;
2827 int yes, no, unknown;
2828 /* Go through dlines, and do any dline<->linedsf deductions wherever
2829 * we find two UNKNOWNS. */
2830 for (j = 0; j < N; j++) {
2831 int dline_index = dline_index_from_dot(g, d, j);
2832 int line1_index;
2833 int line2_index;
2834 int can1, can2, inv1, inv2;
2835 int j2;
2836 line1_index = d->edges[j] - g->edges;
2837 if (state->lines[line1_index] != LINE_UNKNOWN)
2838 continue;
2839 j2 = j + 1;
2840 if (j2 == N) j2 = 0;
2841 line2_index = d->edges[j2] - g->edges;
2842 if (state->lines[line2_index] != LINE_UNKNOWN)
2843 continue;
2844 /* Infer dline flags from linedsf */
2845 can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
2846 can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
2847 if (can1 == can2 && inv1 != inv2) {
2848 /* These are opposites, so set dline atmostone/atleastone */
2849 if (set_atmostone(dlines, dline_index))
2850 diff = min(diff, DIFF_NORMAL);
2851 if (set_atleastone(dlines, dline_index))
2852 diff = min(diff, DIFF_NORMAL);
2853 continue;
2854 }
2855 /* Infer linedsf from dline flags */
2856 if (is_atmostone(dlines, dline_index)
2857 && is_atleastone(dlines, dline_index)) {
2858 if (merge_lines(sstate, line1_index, line2_index, 1))
2859 diff = min(diff, DIFF_HARD);
2860 }
2861 }
2862
2863 /* Deductions with small number of LINE_UNKNOWNs, based on overall
2864 * parity of lines. */
2865 yes = sstate->dot_yes_count[i];
2866 no = sstate->dot_no_count[i];
2867 unknown = N - yes - no;
2868 diff_tmp = parity_deductions(sstate, d->edges,
2869 yes % 2, unknown);
2870 diff = min(diff, diff_tmp);
2871 }
2872
2873 /* ------ Edge dsf deductions ------ */
2874
2875 /* If the state of a line is known, deduce the state of its canonical line
2876 * too, and vice versa. */
2877 for (i = 0; i < g->num_edges; i++) {
2878 int can, inv;
2879 enum line_state s;
2880 can = edsf_canonify(sstate->linedsf, i, &inv);
2881 if (can == i)
2882 continue;
2883 s = sstate->state->lines[can];
2884 if (s != LINE_UNKNOWN) {
2885 if (solver_set_line(sstate, i, inv ? OPP(s) : s))
2886 diff = min(diff, DIFF_EASY);
2887 } else {
2888 s = sstate->state->lines[i];
2889 if (s != LINE_UNKNOWN) {
2890 if (solver_set_line(sstate, can, inv ? OPP(s) : s))
2891 diff = min(diff, DIFF_EASY);
2892 }
2893 }
2894 }
2895
2896 return diff;
2897 }
2898
2899 static int loop_deductions(solver_state *sstate)
2900 {
2901 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
2902 game_state *state = sstate->state;
2903 grid *g = state->game_grid;
2904 int shortest_chainlen = g->num_dots;
2905 int loop_found = FALSE;
2906 int dots_connected;
2907 int progress = FALSE;
2908 int i;
2909
2910 /*
2911 * Go through the grid and update for all the new edges.
2912 * Since merge_dots() is idempotent, the simplest way to
2913 * do this is just to update for _all_ the edges.
2914 * Also, while we're here, we count the edges.
2915 */
2916 for (i = 0; i < g->num_edges; i++) {
2917 if (state->lines[i] == LINE_YES) {
2918 loop_found |= merge_dots(sstate, i);
2919 edgecount++;
2920 }
2921 }
2922
2923 /*
2924 * Count the clues, count the satisfied clues, and count the
2925 * satisfied-minus-one clues.
2926 */
2927 for (i = 0; i < g->num_faces; i++) {
2928 int c = state->clues[i];
2929 if (c >= 0) {
2930 int o = sstate->face_yes_count[i];
2931 if (o == c)
2932 satclues++;
2933 else if (o == c-1)
2934 sm1clues++;
2935 clues++;
2936 }
2937 }
2938
2939 for (i = 0; i < g->num_dots; ++i) {
2940 dots_connected =
2941 sstate->looplen[dsf_canonify(sstate->dotdsf, i)];
2942 if (dots_connected > 1)
2943 shortest_chainlen = min(shortest_chainlen, dots_connected);
2944 }
2945
2946 assert(sstate->solver_status == SOLVER_INCOMPLETE);
2947
2948 if (satclues == clues && shortest_chainlen == edgecount) {
2949 sstate->solver_status = SOLVER_SOLVED;
2950 /* This discovery clearly counts as progress, even if we haven't
2951 * just added any lines or anything */
2952 progress = TRUE;
2953 goto finished_loop_deductionsing;
2954 }
2955
2956 /*
2957 * Now go through looking for LINE_UNKNOWN edges which
2958 * connect two dots that are already in the same
2959 * equivalence class. If we find one, test to see if the
2960 * loop it would create is a solution.
2961 */
2962 for (i = 0; i < g->num_edges; i++) {
2963 grid_edge *e = g->edges + i;
2964 int d1 = e->dot1 - g->dots;
2965 int d2 = e->dot2 - g->dots;
2966 int eqclass, val;
2967 if (state->lines[i] != LINE_UNKNOWN)
2968 continue;
2969
2970 eqclass = dsf_canonify(sstate->dotdsf, d1);
2971 if (eqclass != dsf_canonify(sstate->dotdsf, d2))
2972 continue;
2973
2974 val = LINE_NO; /* loop is bad until proven otherwise */
2975
2976 /*
2977 * This edge would form a loop. Next
2978 * question: how long would the loop be?
2979 * Would it equal the total number of edges
2980 * (plus the one we'd be adding if we added
2981 * it)?
2982 */
2983 if (sstate->looplen[eqclass] == edgecount + 1) {
2984 int sm1_nearby;
2985
2986 /*
2987 * This edge would form a loop which
2988 * took in all the edges in the entire
2989 * grid. So now we need to work out
2990 * whether it would be a valid solution
2991 * to the puzzle, which means we have to
2992 * check if it satisfies all the clues.
2993 * This means that every clue must be
2994 * either satisfied or satisfied-minus-
2995 * 1, and also that the number of
2996 * satisfied-minus-1 clues must be at
2997 * most two and they must lie on either
2998 * side of this edge.
2999 */
3000 sm1_nearby = 0;
3001 if (e->face1) {
3002 int f = e->face1 - g->faces;
3003 int c = state->clues[f];
3004 if (c >= 0 && sstate->face_yes_count[f] == c - 1)
3005 sm1_nearby++;
3006 }
3007 if (e->face2) {
3008 int f = e->face2 - g->faces;
3009 int c = state->clues[f];
3010 if (c >= 0 && sstate->face_yes_count[f] == c - 1)
3011 sm1_nearby++;
3012 }
3013 if (sm1clues == sm1_nearby &&
3014 sm1clues + satclues == clues) {
3015 val = LINE_YES; /* loop is good! */
3016 }
3017 }
3018
3019 /*
3020 * Right. Now we know that adding this edge
3021 * would form a loop, and we know whether
3022 * that loop would be a viable solution or
3023 * not.
3024 *
3025 * If adding this edge produces a solution,
3026 * then we know we've found _a_ solution but
3027 * we don't know that it's _the_ solution -
3028 * if it were provably the solution then
3029 * we'd have deduced this edge some time ago
3030 * without the need to do loop detection. So
3031 * in this state we return SOLVER_AMBIGUOUS,
3032 * which has the effect that hitting Solve
3033 * on a user-provided puzzle will fill in a
3034 * solution but using the solver to
3035 * construct new puzzles won't consider this
3036 * a reasonable deduction for the user to
3037 * make.
3038 */
3039 progress = solver_set_line(sstate, i, val);
3040 assert(progress == TRUE);
3041 if (val == LINE_YES) {
3042 sstate->solver_status = SOLVER_AMBIGUOUS;
3043 goto finished_loop_deductionsing;
3044 }
3045 }
3046
3047 finished_loop_deductionsing:
3048 return progress ? DIFF_EASY : DIFF_MAX;
3049 }
3050
3051 /* This will return a dynamically allocated solver_state containing the (more)
3052 * solved grid */
3053 static solver_state *solve_game_rec(const solver_state *sstate_start)
3054 {
3055 solver_state *sstate;
3056
3057 /* Index of the solver we should call next. */
3058 int i = 0;
3059
3060 /* As a speed-optimisation, we avoid re-running solvers that we know
3061 * won't make any progress. This happens when a high-difficulty
3062 * solver makes a deduction that can only help other high-difficulty
3063 * solvers.
3064 * For example: if a new 'dline' flag is set by dline_deductions, the
3065 * trivial_deductions solver cannot do anything with this information.
3066 * If we've already run the trivial_deductions solver (because it's
3067 * earlier in the list), there's no point running it again.
3068 *
3069 * Therefore: if a solver is earlier in the list than "threshold_index",
3070 * we don't bother running it if it's difficulty level is less than
3071 * "threshold_diff".
3072 */
3073 int threshold_diff = 0;
3074 int threshold_index = 0;
3075
3076 sstate = dup_solver_state(sstate_start);
3077
3078 check_caches(sstate);
3079
3080 while (i < NUM_SOLVERS) {
3081 if (sstate->solver_status == SOLVER_MISTAKE)
3082 return sstate;
3083 if (sstate->solver_status == SOLVER_SOLVED ||
3084 sstate->solver_status == SOLVER_AMBIGUOUS) {
3085 /* solver finished */
3086 break;
3087 }
3088
3089 if ((solver_diffs[i] >= threshold_diff || i >= threshold_index)
3090 && solver_diffs[i] <= sstate->diff) {
3091 /* current_solver is eligible, so use it */
3092 int next_diff = solver_fns[i](sstate);
3093 if (next_diff != DIFF_MAX) {
3094 /* solver made progress, so use new thresholds and
3095 * start again at top of list. */
3096 threshold_diff = next_diff;
3097 threshold_index = i;
3098 i = 0;
3099 continue;
3100 }
3101 }
3102 /* current_solver is ineligible, or failed to make progress, so
3103 * go to the next solver in the list */
3104 i++;
3105 }
3106
3107 if (sstate->solver_status == SOLVER_SOLVED ||
3108 sstate->solver_status == SOLVER_AMBIGUOUS) {
3109 /* s/LINE_UNKNOWN/LINE_NO/g */
3110 array_setall(sstate->state->lines, LINE_UNKNOWN, LINE_NO,
3111 sstate->state->game_grid->num_edges);
3112 return sstate;
3113 }
3114
3115 return sstate;
3116 }
3117
3118 static char *solve_game(game_state *state, game_state *currstate,
3119 char *aux, char **error)
3120 {
3121 char *soln = NULL;
3122 solver_state *sstate, *new_sstate;
3123
3124 sstate = new_solver_state(state, DIFF_MAX);
3125 new_sstate = solve_game_rec(sstate);
3126
3127 if (new_sstate->solver_status == SOLVER_SOLVED) {
3128 soln = encode_solve_move(new_sstate->state);
3129 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
3130 soln = encode_solve_move(new_sstate->state);
3131 /**error = "Solver found ambiguous solutions"; */
3132 } else {
3133 soln = encode_solve_move(new_sstate->state);
3134 /**error = "Solver failed"; */
3135 }
3136
3137 free_solver_state(new_sstate);
3138 free_solver_state(sstate);
3139
3140 return soln;
3141 }
3142
3143 /* ----------------------------------------------------------------------
3144 * Drawing and mouse-handling
3145 */
3146
3147 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
3148 int x, int y, int button)
3149 {
3150 grid *g = state->game_grid;
3151 grid_edge *e;
3152 int i;
3153 char *ret, buf[80];
3154 char button_char = ' ';
3155 enum line_state old_state;
3156
3157 button &= ~MOD_MASK;
3158
3159 /* Convert mouse-click (x,y) to grid coordinates */
3160 x -= BORDER(ds->tilesize);
3161 y -= BORDER(ds->tilesize);
3162 x = x * g->tilesize / ds->tilesize;
3163 y = y * g->tilesize / ds->tilesize;
3164 x += g->lowest_x;
3165 y += g->lowest_y;
3166
3167 e = grid_nearest_edge(g, x, y);
3168 if (e == NULL)
3169 return NULL;
3170
3171 i = e - g->edges;
3172
3173 /* I think it's only possible to play this game with mouse clicks, sorry */
3174 /* Maybe will add mouse drag support some time */
3175 old_state = state->lines[i];
3176
3177 switch (button) {
3178 case LEFT_BUTTON:
3179 switch (old_state) {
3180 case LINE_UNKNOWN:
3181 button_char = 'y';
3182 break;
3183 case LINE_YES:
3184 case LINE_NO:
3185 button_char = 'u';
3186 break;
3187 }
3188 break;
3189 case MIDDLE_BUTTON:
3190 button_char = 'u';
3191 break;
3192 case RIGHT_BUTTON:
3193 switch (old_state) {
3194 case LINE_UNKNOWN:
3195 button_char = 'n';
3196 break;
3197 case LINE_NO:
3198 case LINE_YES:
3199 button_char = 'u';
3200 break;
3201 }
3202 break;
3203 default:
3204 return NULL;
3205 }
3206
3207
3208 sprintf(buf, "%d%c", i, (int)button_char);
3209 ret = dupstr(buf);
3210
3211 return ret;
3212 }
3213
3214 static game_state *execute_move(game_state *state, char *move)
3215 {
3216 int i;
3217 game_state *newstate = dup_game(state);
3218
3219 if (move[0] == 'S') {
3220 move++;
3221 newstate->cheated = TRUE;
3222 }
3223
3224 while (*move) {
3225 i = atoi(move);
3226 move += strspn(move, "1234567890");
3227 switch (*(move++)) {
3228 case 'y':
3229 newstate->lines[i] = LINE_YES;
3230 break;
3231 case 'n':
3232 newstate->lines[i] = LINE_NO;
3233 break;
3234 case 'u':
3235 newstate->lines[i] = LINE_UNKNOWN;
3236 break;
3237 default:
3238 goto fail;
3239 }
3240 }
3241
3242 /*
3243 * Check for completion.
3244 */
3245 if (check_completion(newstate))
3246 newstate->solved = TRUE;
3247
3248 return newstate;
3249
3250 fail:
3251 free_game(newstate);
3252 return NULL;
3253 }
3254
3255 /* ----------------------------------------------------------------------
3256 * Drawing routines.
3257 */
3258
3259 /* Convert from grid coordinates to screen coordinates */
3260 static void grid_to_screen(const game_drawstate *ds, const grid *g,
3261 int grid_x, int grid_y, int *x, int *y)
3262 {
3263 *x = grid_x - g->lowest_x;
3264 *y = grid_y - g->lowest_y;
3265 *x = *x * ds->tilesize / g->tilesize;
3266 *y = *y * ds->tilesize / g->tilesize;
3267 *x += BORDER(ds->tilesize);
3268 *y += BORDER(ds->tilesize);
3269 }
3270
3271 /* Returns (into x,y) position of centre of face for rendering the text clue.
3272 */
3273 static void face_text_pos(const game_drawstate *ds, const grid *g,
3274 const grid_face *f, int *x, int *y)
3275 {
3276 int i;
3277
3278 /* Simplest solution is the centroid. Might not work in some cases. */
3279
3280 /* Another algorithm to look into:
3281 * Find the midpoints of the sides, find the bounding-box,
3282 * then take the centre of that. */
3283
3284 /* Best solution probably involves incentres (inscribed circles) */
3285
3286 int sx = 0, sy = 0; /* sums */
3287 for (i = 0; i < f->order; i++) {
3288 grid_dot *d = f->dots[i];
3289 sx += d->x;
3290 sy += d->y;
3291 }
3292 sx /= f->order;
3293 sy /= f->order;
3294
3295 /* convert to screen coordinates */
3296 grid_to_screen(ds, g, sx, sy, x, y);
3297 }
3298
3299 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
3300 game_state *state, int dir, game_ui *ui,
3301 float animtime, float flashtime)
3302 {
3303 grid *g = state->game_grid;
3304 int border = BORDER(ds->tilesize);
3305 int i, n;
3306 char c[2];
3307 int line_colour, flash_changed;
3308 int clue_mistake;
3309 int clue_satisfied;
3310
3311 if (!ds->started) {
3312 /*
3313 * The initial contents of the window are not guaranteed and
3314 * can vary with front ends. To be on the safe side, all games
3315 * should start by drawing a big background-colour rectangle
3316 * covering the whole window.
3317 */
3318 int grid_width = g->highest_x - g->lowest_x;
3319 int grid_height = g->highest_y - g->lowest_y;
3320 int w = grid_width * ds->tilesize / g->tilesize;
3321 int h = grid_height * ds->tilesize / g->tilesize;
3322 draw_rect(dr, 0, 0, w + 2 * border + 1, h + 2 * border + 1,
3323 COL_BACKGROUND);
3324
3325 /* Draw clues */
3326 for (i = 0; i < g->num_faces; i++) {
3327 grid_face *f;
3328 int x, y;
3329
3330 c[0] = CLUE2CHAR(state->clues[i]);
3331 c[1] = '\0';
3332 f = g->faces + i;
3333 face_text_pos(ds, g, f, &x, &y);
3334 draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2,
3335 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
3336 }
3337 draw_update(dr, 0, 0, w + 2 * border, h + 2 * border);
3338 }
3339
3340 if (flashtime > 0 &&
3341 (flashtime <= FLASH_TIME/3 ||
3342 flashtime >= FLASH_TIME*2/3)) {
3343 flash_changed = !ds->flashing;
3344 ds->flashing = TRUE;
3345 } else {
3346 flash_changed = ds->flashing;
3347 ds->flashing = FALSE;
3348 }
3349
3350 /* Some platforms may perform anti-aliasing, which may prevent clean
3351 * repainting of lines when the colour is changed.
3352 * If a line needs to be over-drawn in a different colour, erase a
3353 * bounding-box around the line, then flag all nearby objects for redraw.
3354 */
3355 if (ds->started) {
3356 const char redraw_flag = (char)(1<<7);
3357 for (i = 0; i < g->num_edges; i++) {
3358 char prev_ds = (ds->lines[i] & ~redraw_flag);
3359 char new_ds = state->lines[i];
3360 if (state->line_errors[i])
3361 new_ds = DS_LINE_ERROR;
3362
3363 /* If we're changing state, AND
3364 * the previous state was a coloured line */
3365 if ((prev_ds != new_ds) && (prev_ds != LINE_NO)) {
3366 grid_edge *e = g->edges + i;
3367 int x1 = e->dot1->x;
3368 int y1 = e->dot1->y;
3369 int x2 = e->dot2->x;
3370 int y2 = e->dot2->y;
3371 int xmin, xmax, ymin, ymax;
3372 int j;
3373 grid_to_screen(ds, g, x1, y1, &x1, &y1);
3374 grid_to_screen(ds, g, x2, y2, &x2, &y2);
3375 /* Allow extra margin for dots, and thickness of lines */
3376 xmin = min(x1, x2) - 2;
3377 xmax = max(x1, x2) + 2;
3378 ymin = min(y1, y2) - 2;
3379 ymax = max(y1, y2) + 2;
3380 /* For testing, I find it helpful to change COL_BACKGROUND
3381 * to COL_SATISFIED here. */
3382 draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
3383 COL_BACKGROUND);
3384 draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
3385
3386 /* Mark nearby lines for redraw */
3387 for (j = 0; j < e->dot1->order; j++)
3388 ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag;
3389 for (j = 0; j < e->dot2->order; j++)
3390 ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag;
3391 /* Mark nearby clues for redraw. Use a value that is
3392 * neither TRUE nor FALSE for this. */
3393 if (e->face1)
3394 ds->clue_error[e->face1 - g->faces] = 2;
3395 if (e->face2)
3396 ds->clue_error[e->face2 - g->faces] = 2;
3397 }
3398 }
3399 }
3400
3401 /* Redraw clue colours if necessary */
3402 for (i = 0; i < g->num_faces; i++) {
3403 grid_face *f = g->faces + i;
3404 int sides = f->order;
3405 int j;
3406 n = state->clues[i];
3407 if (n < 0)
3408 continue;
3409
3410 c[0] = CLUE2CHAR(n);
3411 c[1] = '\0';
3412
3413 clue_mistake = (face_order(state, i, LINE_YES) > n ||
3414 face_order(state, i, LINE_NO ) > (sides-n));
3415
3416 clue_satisfied = (face_order(state, i, LINE_YES) == n &&
3417 face_order(state, i, LINE_NO ) == (sides-n));
3418
3419 if (clue_mistake != ds->clue_error[i]
3420 || clue_satisfied != ds->clue_satisfied[i]) {
3421 int x, y;
3422 face_text_pos(ds, g, f, &x, &y);
3423 /* There seems to be a certain amount of trial-and-error
3424 * involved in working out the correct bounding-box for
3425 * the text. */
3426 draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
3427 ds->tilesize/2 + 2, ds->tilesize/2 + 5,
3428 COL_BACKGROUND);
3429 draw_text(dr, x, y,
3430 FONT_VARIABLE, ds->tilesize/2,
3431 ALIGN_VCENTRE | ALIGN_HCENTRE,
3432 clue_mistake ? COL_MISTAKE :
3433 clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c);
3434 draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
3435 ds->tilesize/2 + 2, ds->tilesize/2 + 5);
3436
3437 ds->clue_error[i] = clue_mistake;
3438 ds->clue_satisfied[i] = clue_satisfied;
3439
3440 /* Sometimes, the bounding-box encroaches into the surrounding
3441 * lines (particularly if the window is resized fairly small).
3442 * So redraw them. */
3443 for (j = 0; j < f->order; j++)
3444 ds->lines[f->edges[j] - g->edges] = -1;
3445 }
3446 }
3447
3448 /* Lines */
3449 for (i = 0; i < g->num_edges; i++) {
3450 grid_edge *e = g->edges + i;
3451 int x1, x2, y1, y2;
3452 int xmin, ymin, xmax, ymax;
3453 char new_ds, need_draw;
3454 new_ds = state->lines[i];
3455 if (state->line_errors[i])
3456 new_ds = DS_LINE_ERROR;
3457 need_draw = (new_ds != ds->lines[i]) ? TRUE : FALSE;
3458 if (flash_changed && (state->lines[i] == LINE_YES))
3459 need_draw = TRUE;
3460 if (!ds->started)
3461 need_draw = TRUE; /* draw everything at the start */
3462 ds->lines[i] = new_ds;
3463 if (!need_draw)
3464 continue;
3465 if (state->line_errors[i])
3466 line_colour = COL_MISTAKE;
3467 else if (state->lines[i] == LINE_UNKNOWN)
3468 line_colour = COL_LINEUNKNOWN;
3469 else if (state->lines[i] == LINE_NO)
3470 line_colour = COL_BACKGROUND;
3471 else if (ds->flashing)
3472 line_colour = COL_HIGHLIGHT;
3473 else
3474 line_colour = COL_FOREGROUND;
3475
3476 /* Convert from grid to screen coordinates */
3477 grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
3478 grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
3479
3480 xmin = min(x1, x2);
3481 xmax = max(x1, x2);
3482 ymin = min(y1, y2);
3483 ymax = max(y1, y2);
3484
3485 if (line_colour != COL_BACKGROUND) {
3486 /* (dx, dy) points roughly from (x1, y1) to (x2, y2).
3487 * The line is then "fattened" in a (roughly) perpendicular
3488 * direction to create a thin rectangle. */
3489 int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0);
3490 int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0);
3491 int points[8];
3492 points[0] = x1 + dy;
3493 points[1] = y1 - dx;
3494 points[2] = x1 - dy;
3495 points[3] = y1 + dx;
3496 points[4] = x2 - dy;
3497 points[5] = y2 + dx;
3498 points[6] = x2 + dy;
3499 points[7] = y2 - dx;
3500 draw_polygon(dr, points, 4, line_colour, line_colour);
3501 }
3502 if (ds->started) {
3503 /* Draw dots at ends of the line */
3504 draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND);
3505 draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND);
3506 }
3507 draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4);
3508 }
3509
3510 /* Draw dots */
3511 if (!ds->started) {
3512 for (i = 0; i < g->num_dots; i++) {
3513 grid_dot *d = g->dots + i;
3514 int x, y;
3515 grid_to_screen(ds, g, d->x, d->y, &x, &y);
3516 draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
3517 }
3518 }
3519 ds->started = TRUE;
3520 }
3521
3522 static float game_flash_length(game_state *oldstate, game_state *newstate,
3523 int dir, game_ui *ui)
3524 {
3525 if (!oldstate->solved && newstate->solved &&
3526 !oldstate->cheated && !newstate->cheated) {
3527 return FLASH_TIME;
3528 }
3529
3530 return 0.0F;
3531 }
3532
3533 static void game_print_size(game_params *params, float *x, float *y)
3534 {
3535 int pw, ph;
3536
3537 /*
3538 * I'll use 7mm "squares" by default.
3539 */
3540 game_compute_size(params, 700, &pw, &ph);
3541 *x = pw / 100.0F;
3542 *y = ph / 100.0F;
3543 }
3544
3545 static void game_print(drawing *dr, game_state *state, int tilesize)
3546 {
3547 int ink = print_mono_colour(dr, 0);
3548 int i;
3549 game_drawstate ads, *ds = &ads;
3550 grid *g = state->game_grid;
3551
3552 game_set_size(dr, ds, NULL, tilesize);
3553
3554 for (i = 0; i < g->num_dots; i++) {
3555 int x, y;
3556 grid_to_screen(ds, g, g->dots[i].x, g->dots[i].y, &x, &y);
3557 draw_circle(dr, x, y, ds->tilesize / 15, ink, ink);
3558 }
3559
3560 /*
3561 * Clues.
3562 */
3563 for (i = 0; i < g->num_faces; i++) {
3564 grid_face *f = g->faces + i;
3565 int clue = state->clues[i];
3566 if (clue >= 0) {
3567 char c[2];
3568 int x, y;
3569 c[0] = CLUE2CHAR(clue);
3570 c[1] = '\0';
3571 face_text_pos(ds, g, f, &x, &y);
3572 draw_text(dr, x, y,
3573 FONT_VARIABLE, ds->tilesize / 2,
3574 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
3575 }
3576 }
3577
3578 /*
3579 * Lines.
3580 */
3581 for (i = 0; i < g->num_edges; i++) {
3582 int thickness = (state->lines[i] == LINE_YES) ? 30 : 150;
3583 grid_edge *e = g->edges + i;
3584 int x1, y1, x2, y2;
3585 grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
3586 grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
3587 if (state->lines[i] == LINE_YES)
3588 {
3589 /* (dx, dy) points from (x1, y1) to (x2, y2).
3590 * The line is then "fattened" in a perpendicular
3591 * direction to create a thin rectangle. */
3592 double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2));
3593 double dx = (x2 - x1) / d;
3594 double dy = (y2 - y1) / d;
3595 int points[8];
3596
3597 dx = (dx * ds->tilesize) / thickness;
3598 dy = (dy * ds->tilesize) / thickness;
3599 points[0] = x1 + (int)dy;
3600 points[1] = y1 - (int)dx;
3601 points[2] = x1 - (int)dy;
3602 points[3] = y1 + (int)dx;
3603 points[4] = x2 - (int)dy;
3604 points[5] = y2 + (int)dx;
3605 points[6] = x2 + (int)dy;
3606 points[7] = y2 - (int)dx;
3607 draw_polygon(dr, points, 4, ink, ink);
3608 }
3609 else
3610 {
3611 /* Draw a dotted line */
3612 int divisions = 6;
3613 int j;
3614 for (j = 1; j < divisions; j++) {
3615 /* Weighted average */
3616 int x = (x1 * (divisions -j) + x2 * j) / divisions;
3617 int y = (y1 * (divisions -j) + y2 * j) / divisions;
3618 draw_circle(dr, x, y, ds->tilesize / thickness, ink, ink);
3619 }
3620 }
3621 }
3622 }
3623
3624 #ifdef COMBINED
3625 #define thegame loopy
3626 #endif
3627
3628 const struct game thegame = {
3629 "Loopy", "games.loopy", "loopy",
3630 default_params,
3631 game_fetch_preset,
3632 decode_params,
3633 encode_params,
3634 free_params,
3635 dup_params,
3636 TRUE, game_configure, custom_params,
3637 validate_params,
3638 new_game_desc,
3639 validate_desc,
3640 new_game,
3641 dup_game,
3642 free_game,
3643 1, solve_game,
3644 TRUE, game_can_format_as_text_now, game_text_format,
3645 new_ui,
3646 free_ui,
3647 encode_ui,
3648 decode_ui,
3649 game_changed_state,
3650 interpret_move,
3651 execute_move,
3652 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3653 game_colours,
3654 game_new_drawstate,
3655 game_free_drawstate,
3656 game_redraw,
3657 game_anim_length,
3658 game_flash_length,
3659 TRUE, FALSE, game_print_size, game_print,
3660 FALSE /* wants_statusbar */,
3661 FALSE, game_timing_state,
3662 0, /* mouse_priorities */
3663 };
3664
3665 #ifdef STANDALONE_SOLVER
3666
3667 /*
3668 * Half-hearted standalone solver. It can't output the solution to
3669 * anything but a square puzzle, and it can't log the deductions
3670 * it makes either. But it can solve square puzzles, and more
3671 * importantly it can use its solver to grade the difficulty of
3672 * any puzzle you give it.
3673 */
3674
3675 #include <stdarg.h>
3676
3677 int main(int argc, char **argv)
3678 {
3679 game_params *p;
3680 game_state *s;
3681 char *id = NULL, *desc, *err;
3682 int grade = FALSE;
3683 int ret, diff;
3684 #if 0 /* verbose solver not supported here (yet) */
3685 int really_verbose = FALSE;
3686 #endif
3687
3688 while (--argc > 0) {
3689 char *p = *++argv;
3690 #if 0 /* verbose solver not supported here (yet) */
3691 if (!strcmp(p, "-v")) {
3692 really_verbose = TRUE;
3693 } else
3694 #endif
3695 if (!strcmp(p, "-g")) {
3696 grade = TRUE;
3697 } else if (*p == '-') {
3698 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
3699 return 1;
3700 } else {
3701 id = p;
3702 }
3703 }
3704
3705 if (!id) {
3706 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
3707 return 1;
3708 }
3709
3710 desc = strchr(id, ':');
3711 if (!desc) {
3712 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
3713 return 1;
3714 }
3715 *desc++ = '\0';
3716
3717 p = default_params();
3718 decode_params(p, id);
3719 err = validate_desc(p, desc);
3720 if (err) {
3721 fprintf(stderr, "%s: %s\n", argv[0], err);
3722 return 1;
3723 }
3724 s = new_game(NULL, p, desc);
3725
3726 /*
3727 * When solving an Easy puzzle, we don't want to bother the
3728 * user with Hard-level deductions. For this reason, we grade
3729 * the puzzle internally before doing anything else.
3730 */
3731 ret = -1; /* placate optimiser */
3732 for (diff = 0; diff < DIFF_MAX; diff++) {
3733 solver_state *sstate_new;
3734 solver_state *sstate = new_solver_state((game_state *)s, diff);
3735
3736 sstate_new = solve_game_rec(sstate);
3737
3738 if (sstate_new->solver_status == SOLVER_MISTAKE)
3739 ret = 0;
3740 else if (sstate_new->solver_status == SOLVER_SOLVED)
3741 ret = 1;
3742 else
3743 ret = 2;
3744
3745 free_solver_state(sstate_new);
3746 free_solver_state(sstate);
3747
3748 if (ret < 2)
3749 break;
3750 }
3751
3752 if (diff == DIFF_MAX) {
3753 if (grade)
3754 printf("Difficulty rating: harder than Hard, or ambiguous\n");
3755 else
3756 printf("Unable to find a unique solution\n");
3757 } else {
3758 if (grade) {
3759 if (ret == 0)
3760 printf("Difficulty rating: impossible (no solution exists)\n");
3761 else if (ret == 1)
3762 printf("Difficulty rating: %s\n", diffnames[diff]);
3763 } else {
3764 solver_state *sstate_new;
3765 solver_state *sstate = new_solver_state((game_state *)s, diff);
3766
3767 /* If we supported a verbose solver, we'd set verbosity here */
3768
3769 sstate_new = solve_game_rec(sstate);
3770
3771 if (sstate_new->solver_status == SOLVER_MISTAKE)
3772 printf("Puzzle is inconsistent\n");
3773 else {
3774 assert(sstate_new->solver_status == SOLVER_SOLVED);
3775 if (s->grid_type == 0) {
3776 fputs(game_text_format(sstate_new->state), stdout);
3777 } else {
3778 printf("Unable to output non-square grids\n");
3779 }
3780 }
3781
3782 free_solver_state(sstate_new);
3783 free_solver_state(sstate);
3784 }
3785 }
3786
3787 return 0;
3788 }
3789
3790 #endif