2 * lightup.c: Implementation of the Nikoli game 'Light Up'.
15 * In standalone solver mode, `verbose' is a variable which can be
16 * set by command-line option; in debugging mode it's simply always
19 #if defined STANDALONE_SOLVER
20 #define SOLVER_DIAGNOSTICS
23 #define debug(x) printf x
24 #elif defined SOLVER_DIAGNOSTICS
28 /* --- Constants, structure definitions, etc. --- */
30 #define PREFERRED_TILE_SIZE 32
31 #define TILE_SIZE (ds->tilesize)
32 #define BORDER (TILE_SIZE / 2)
33 #define TILE_RADIUS (ds->crad)
35 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
36 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
38 #define FLASH_TIME 0.30F
43 COL_BLACK
, /* black */
44 COL_LIGHT
, /* white */
51 enum { SYMM_NONE
, SYMM_REF2
, SYMM_ROT2
, SYMM_REF4
, SYMM_ROT4
, SYMM_MAX
};
57 int blackpc
; /* %age of black squares */
59 int difficulty
; /* 0 to DIFFCOUNT */
64 /* flags for black squares */
65 #define F_NUMBERED 2 /* it has a number attached */
66 #define F_NUMBERUSED 4 /* this number was useful for solving */
68 /* flags for non-black squares */
69 #define F_IMPOSSIBLE 8 /* can't put a light here */
76 int *lights
; /* For black squares, (optionally) the number
77 of surrounding lights. For non-black squares,
78 the number of times it's lit. size h*w*/
79 unsigned int *flags
; /* size h*w */
80 int completed
, used_solve
;
83 #define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)])
85 /* A ll_data holds information about which lights would be lit by
86 * a particular grid location's light (or conversely, which locations
87 * could light a specific other location). */
88 /* most things should consider this struct opaque. */
91 int minx
, maxx
, miny
, maxy
;
95 /* Macro that executes 'block' once per light in lld, including
96 * the origin if include_origin is specified. 'block' can use
97 * lx and ly as the coords. */
98 #define FOREACHLIT(lld,block) do { \
101 for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \
102 if (lx == (lld)->ox) continue; \
106 for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \
107 if (!(lld)->include_origin && ly == (lld)->oy) continue; \
114 struct { int x
, y
; unsigned int f
; } points
[4];
118 /* Fills in (doesn't allocate) a surrounds structure with the grid locations
119 * around a given square, taking account of the edges. */
120 static void get_surrounds(game_state
*state
, int ox
, int oy
, surrounds
*s
)
122 assert(ox
>= 0 && ox
< state
->w
&& oy
>= 0 && oy
< state
->h
);
124 #define ADDPOINT(cond,nx,ny) do {\
126 s->points[s->npoints].x = (nx); \
127 s->points[s->npoints].y = (ny); \
128 s->points[s->npoints].f = 0; \
131 ADDPOINT(ox
> 0, ox
-1, oy
);
132 ADDPOINT(ox
< (state
->w
-1), ox
+1, oy
);
133 ADDPOINT(oy
> 0, ox
, oy
-1);
134 ADDPOINT(oy
< (state
->h
-1), ox
, oy
+1);
137 /* --- Game parameter functions --- */
139 #define DEFAULT_PRESET 0
141 const struct game_params lightup_presets
[] = {
142 { 7, 7, 20, SYMM_ROT4
, 0 },
143 { 7, 7, 20, SYMM_ROT4
, 1 },
144 { 7, 7, 20, SYMM_ROT4
, 2 },
145 { 10, 10, 20, SYMM_ROT2
, 0 },
146 { 10, 10, 20, SYMM_ROT2
, 1 },
148 { 12, 12, 20, SYMM_ROT2
, 0 },
149 { 12, 12, 20, SYMM_ROT2
, 1 },
151 { 10, 10, 20, SYMM_ROT2
, 2 },
152 { 14, 14, 20, SYMM_ROT2
, 0 },
153 { 14, 14, 20, SYMM_ROT2
, 1 },
154 { 14, 14, 20, SYMM_ROT2
, 2 }
158 static game_params
*default_params(void)
160 game_params
*ret
= snew(game_params
);
161 *ret
= lightup_presets
[DEFAULT_PRESET
];
166 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
171 if (i
< 0 || i
>= lenof(lightup_presets
))
174 ret
= default_params();
175 *ret
= lightup_presets
[i
];
178 sprintf(buf
, "%dx%d %s",
180 ret
->difficulty
== 2 ?
"hard" :
181 ret
->difficulty
== 1 ?
"tricky" : "easy");
187 static void free_params(game_params
*params
)
192 static game_params
*dup_params(game_params
*params
)
194 game_params
*ret
= snew(game_params
);
195 *ret
= *params
; /* structure copy */
199 #define EATNUM(x) do { \
200 (x) = atoi(string); \
201 while (*string && isdigit((unsigned char)*string)) string++; \
204 static void decode_params(game_params
*params
, char const *string
)
207 if (*string
== 'x') {
211 if (*string
== 'b') {
213 EATNUM(params
->blackpc
);
215 if (*string
== 's') {
217 EATNUM(params
->symm
);
219 /* cope with user input such as '18x10' by ensuring symmetry
220 * is not selected by default to be incompatible with dimensions */
221 if (params
->symm
== SYMM_ROT4
&& params
->w
!= params
->h
)
222 params
->symm
= SYMM_ROT2
;
224 params
->difficulty
= 0;
225 /* cope with old params */
226 if (*string
== 'r') {
227 params
->difficulty
= 2;
230 if (*string
== 'd') {
232 EATNUM(params
->difficulty
);
236 static char *encode_params(game_params
*params
, int full
)
241 sprintf(buf
, "%dx%db%ds%dd%d",
242 params
->w
, params
->h
, params
->blackpc
,
246 sprintf(buf
, "%dx%d", params
->w
, params
->h
);
251 static config_item
*game_configure(game_params
*params
)
256 ret
= snewn(6, config_item
);
258 ret
[0].name
= "Width";
259 ret
[0].type
= C_STRING
;
260 sprintf(buf
, "%d", params
->w
);
261 ret
[0].sval
= dupstr(buf
);
264 ret
[1].name
= "Height";
265 ret
[1].type
= C_STRING
;
266 sprintf(buf
, "%d", params
->h
);
267 ret
[1].sval
= dupstr(buf
);
270 ret
[2].name
= "%age of black squares";
271 ret
[2].type
= C_STRING
;
272 sprintf(buf
, "%d", params
->blackpc
);
273 ret
[2].sval
= dupstr(buf
);
276 ret
[3].name
= "Symmetry";
277 ret
[3].type
= C_CHOICES
;
278 ret
[3].sval
= ":None"
279 ":2-way mirror:2-way rotational"
280 ":4-way mirror:4-way rotational";
281 ret
[3].ival
= params
->symm
;
283 ret
[4].name
= "Difficulty";
284 ret
[4].type
= C_CHOICES
;
285 ret
[4].sval
= ":Easy:Tricky:Hard";
286 ret
[4].ival
= params
->difficulty
;
296 static game_params
*custom_params(config_item
*cfg
)
298 game_params
*ret
= snew(game_params
);
300 ret
->w
= atoi(cfg
[0].sval
);
301 ret
->h
= atoi(cfg
[1].sval
);
302 ret
->blackpc
= atoi(cfg
[2].sval
);
303 ret
->symm
= cfg
[3].ival
;
304 ret
->difficulty
= cfg
[4].ival
;
309 static char *validate_params(game_params
*params
, int full
)
311 if (params
->w
< 2 || params
->h
< 2)
312 return "Width and height must be at least 2";
314 if (params
->blackpc
< 5 || params
->blackpc
> 100)
315 return "Percentage of black squares must be between 5% and 100%";
316 if (params
->w
!= params
->h
) {
317 if (params
->symm
== SYMM_ROT4
)
318 return "4-fold symmetry is only available with square grids";
320 if (params
->symm
< 0 || params
->symm
>= SYMM_MAX
)
321 return "Unknown symmetry type";
322 if (params
->difficulty
< 0 || params
->difficulty
> DIFFCOUNT
)
323 return "Unknown difficulty level";
328 /* --- Game state construction/freeing helper functions --- */
330 static game_state
*new_state(game_params
*params
)
332 game_state
*ret
= snew(game_state
);
336 ret
->lights
= snewn(ret
->w
* ret
->h
, int);
338 memset(ret
->lights
, 0, ret
->w
* ret
->h
* sizeof(int));
339 ret
->flags
= snewn(ret
->w
* ret
->h
, unsigned int);
340 memset(ret
->flags
, 0, ret
->w
* ret
->h
* sizeof(unsigned int));
341 ret
->completed
= ret
->used_solve
= 0;
345 static game_state
*dup_game(game_state
*state
)
347 game_state
*ret
= snew(game_state
);
352 ret
->lights
= snewn(ret
->w
* ret
->h
, int);
353 memcpy(ret
->lights
, state
->lights
, ret
->w
* ret
->h
* sizeof(int));
354 ret
->nlights
= state
->nlights
;
356 ret
->flags
= snewn(ret
->w
* ret
->h
, unsigned int);
357 memcpy(ret
->flags
, state
->flags
, ret
->w
* ret
->h
* sizeof(unsigned int));
359 ret
->completed
= state
->completed
;
360 ret
->used_solve
= state
->used_solve
;
365 static void free_game(game_state
*state
)
367 sfree(state
->lights
);
372 static void debug_state(game_state
*state
)
377 for (y
= 0; y
< state
->h
; y
++) {
378 for (x
= 0; x
< state
->w
; x
++) {
380 if (GRID(state
, flags
, x
, y
) & F_BLACK
) {
381 if (GRID(state
, flags
, x
, y
) & F_NUMBERED
)
382 c
= GRID(state
, lights
, x
, y
) + '0';
386 if (GRID(state
, flags
, x
, y
) & F_LIGHT
)
388 else if (GRID(state
, flags
, x
, y
) & F_IMPOSSIBLE
)
391 debug(("%c", (int)c
));
394 for (x
= 0; x
< state
->w
; x
++) {
395 if (GRID(state
, flags
, x
, y
) & F_BLACK
)
398 c
= (GRID(state
, flags
, x
, y
) & F_LIGHT
) ?
'A' : 'a';
399 c
+= GRID(state
, lights
, x
, y
);
401 debug(("%c", (int)c
));
407 /* --- Game completion test routines. --- */
409 /* These are split up because occasionally functions are only
410 * interested in one particular aspect. */
412 /* Returns non-zero if all grid spaces are lit. */
413 static int grid_lit(game_state
*state
)
417 for (x
= 0; x
< state
->w
; x
++) {
418 for (y
= 0; y
< state
->h
; y
++) {
419 if (GRID(state
,flags
,x
,y
) & F_BLACK
) continue;
420 if (GRID(state
,lights
,x
,y
) == 0)
427 /* Returns non-zero if any lights are lit by other lights. */
428 static int grid_overlap(game_state
*state
)
432 for (x
= 0; x
< state
->w
; x
++) {
433 for (y
= 0; y
< state
->h
; y
++) {
434 if (!(GRID(state
, flags
, x
, y
) & F_LIGHT
)) continue;
435 if (GRID(state
, lights
, x
, y
) > 1)
442 static int number_wrong(game_state
*state
, int x
, int y
)
445 int i
, n
, empty
, lights
= GRID(state
, lights
, x
, y
);
448 * This function computes the display hint for a number: we
449 * turn the number red if it is definitely wrong. This means
452 * (a) it has too many lights around it, or
453 * (b) it would have too few lights around it even if all the
454 * plausible squares (not black, lit or F_IMPOSSIBLE) were
455 * filled with lights.
458 assert(GRID(state
, flags
, x
, y
) & F_NUMBERED
);
459 get_surrounds(state
, x
, y
, &s
);
462 for (i
= 0; i
< s
.npoints
; i
++) {
463 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_LIGHT
) {
467 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_BLACK
)
469 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_IMPOSSIBLE
)
471 if (GRID(state
,lights
,s
.points
[i
].x
,s
.points
[i
].y
))
475 return (n
> lights
|| (n
+ empty
< lights
));
478 static int number_correct(game_state
*state
, int x
, int y
)
481 int n
= 0, i
, lights
= GRID(state
, lights
, x
, y
);
483 assert(GRID(state
, flags
, x
, y
) & F_NUMBERED
);
484 get_surrounds(state
, x
, y
, &s
);
485 for (i
= 0; i
< s
.npoints
; i
++) {
486 if (GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_LIGHT
)
489 return (n
== lights
) ?
1 : 0;
492 /* Returns non-zero if any numbers add up incorrectly. */
493 static int grid_addsup(game_state
*state
)
497 for (x
= 0; x
< state
->w
; x
++) {
498 for (y
= 0; y
< state
->h
; y
++) {
499 if (!(GRID(state
, flags
, x
, y
) & F_NUMBERED
)) continue;
500 if (!number_correct(state
, x
, y
)) return 0;
506 static int grid_correct(game_state
*state
)
508 if (grid_lit(state
) &&
509 !grid_overlap(state
) &&
510 grid_addsup(state
)) return 1;
514 /* --- Board initial setup (blacks, lights, numbers) --- */
516 static void clean_board(game_state
*state
, int leave_blacks
)
519 for (x
= 0; x
< state
->w
; x
++) {
520 for (y
= 0; y
< state
->h
; y
++) {
522 GRID(state
, flags
, x
, y
) &= F_BLACK
;
524 GRID(state
, flags
, x
, y
) = 0;
525 GRID(state
, lights
, x
, y
) = 0;
531 static void set_blacks(game_state
*state
, game_params
*params
, random_state
*rs
)
533 int x
, y
, degree
= 0, rotate
= 0, nblack
;
535 int wodd
= (state
->w
% 2) ?
1 : 0;
536 int hodd
= (state
->h
% 2) ?
1 : 0;
539 switch (params
->symm
) {
540 case SYMM_NONE
: degree
= 1; rotate
= 0; break;
541 case SYMM_ROT2
: degree
= 2; rotate
= 1; break;
542 case SYMM_REF2
: degree
= 2; rotate
= 0; break;
543 case SYMM_ROT4
: degree
= 4; rotate
= 1; break;
544 case SYMM_REF4
: degree
= 4; rotate
= 0; break;
545 default: assert(!"Unknown symmetry type");
547 if (params
->symm
== SYMM_ROT4
&& (state
->h
!= state
->w
))
548 assert(!"4-fold symmetry unavailable without square grid");
553 if (!rotate
) rw
+= wodd
; /* ... but see below. */
555 } else if (degree
== 2) {
564 /* clear, then randomise, required region. */
565 clean_board(state
, 0);
566 nblack
= (rw
* rh
* params
->blackpc
) / 100;
567 for (i
= 0; i
< nblack
; i
++) {
569 x
= random_upto(rs
,rw
);
570 y
= random_upto(rs
,rh
);
571 } while (GRID(state
,flags
,x
,y
) & F_BLACK
);
572 GRID(state
, flags
, x
, y
) |= F_BLACK
;
575 /* Copy required region. */
576 if (params
->symm
== SYMM_NONE
) return;
578 for (x
= 0; x
< rw
; x
++) {
579 for (y
= 0; y
< rh
; y
++) {
583 xs
[1] = state
->w
- 1 - (rotate ? y
: x
);
584 ys
[1] = rotate ? x
: y
;
585 xs
[2] = rotate ?
(state
->w
- 1 - x
) : x
;
586 ys
[2] = state
->h
- 1 - y
;
587 xs
[3] = rotate ? y
: (state
->w
- 1 - x
);
588 ys
[3] = state
->h
- 1 - (rotate ? x
: y
);
592 xs
[1] = rotate ?
(state
->w
- 1 - x
) : x
;
593 ys
[1] = state
->h
- 1 - y
;
595 for (i
= 1; i
< degree
; i
++) {
596 GRID(state
, flags
, xs
[i
], ys
[i
]) =
597 GRID(state
, flags
, xs
[0], ys
[0]);
601 /* SYMM_ROT4 misses the middle square above; fix that here. */
602 if (degree
== 4 && rotate
&& wodd
&&
603 (random_upto(rs
,100) <= (unsigned int)params
->blackpc
))
605 state
->w
/2 + wodd
- 1, state
->h
/2 + hodd
- 1) |= F_BLACK
;
607 #ifdef SOLVER_DIAGNOSTICS
608 if (verbose
) debug_state(state
);
612 /* Fills in (does not allocate) a ll_data with all the tiles that would
613 * be illuminated by a light at point (ox,oy). If origin=1 then the
614 * origin is included in this list. */
615 static void list_lights(game_state
*state
, int ox
, int oy
, int origin
,
620 memset(lld
, 0, sizeof(lld
));
621 lld
->ox
= lld
->minx
= lld
->maxx
= ox
;
622 lld
->oy
= lld
->miny
= lld
->maxy
= oy
;
623 lld
->include_origin
= origin
;
626 for (x
= ox
-1; x
>= 0; x
--) {
627 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
628 if (x
< lld
->minx
) lld
->minx
= x
;
630 for (x
= ox
+1; x
< state
->w
; x
++) {
631 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
632 if (x
> lld
->maxx
) lld
->maxx
= x
;
636 for (y
= oy
-1; y
>= 0; y
--) {
637 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
638 if (y
< lld
->miny
) lld
->miny
= y
;
640 for (y
= oy
+1; y
< state
->h
; y
++) {
641 if (GRID(state
, flags
, x
, y
) & F_BLACK
) break;
642 if (y
> lld
->maxy
) lld
->maxy
= y
;
646 /* Makes sure a light is the given state, editing the lights table to suit the
647 * new state if necessary. */
648 static void set_light(game_state
*state
, int ox
, int oy
, int on
)
653 assert(!(GRID(state
,flags
,ox
,oy
) & F_BLACK
));
655 if (!on
&& GRID(state
,flags
,ox
,oy
) & F_LIGHT
) {
657 GRID(state
,flags
,ox
,oy
) &= ~F_LIGHT
;
659 } else if (on
&& !(GRID(state
,flags
,ox
,oy
) & F_LIGHT
)) {
661 GRID(state
,flags
,ox
,oy
) |= F_LIGHT
;
666 list_lights(state
,ox
,oy
,1,&lld
);
667 FOREACHLIT(&lld
, GRID(state
,lights
,lx
,ly
) += diff
; );
671 /* Returns 1 if removing a light at (x,y) would cause a square to go dark. */
672 static int check_dark(game_state
*state
, int x
, int y
)
676 list_lights(state
, x
, y
, 1, &lld
);
677 FOREACHLIT(&lld
, if (GRID(state
,lights
,lx
,ly
) == 1) { return 1; } );
681 /* Sets up an initial random correct position (i.e. every
682 * space lit, and no lights lit by other lights) by filling the
683 * grid with lights and then removing lights one by one at random. */
684 static void place_lights(game_state
*state
, random_state
*rs
)
686 int i
, x
, y
, n
, *numindices
, wh
= state
->w
*state
->h
;
689 numindices
= snewn(wh
, int);
690 for (i
= 0; i
< wh
; i
++) numindices
[i
] = i
;
691 shuffle(numindices
, wh
, sizeof(*numindices
), rs
);
693 /* Place a light on all grid squares without lights. */
694 for (x
= 0; x
< state
->w
; x
++) {
695 for (y
= 0; y
< state
->h
; y
++) {
696 GRID(state
, flags
, x
, y
) &= ~F_MARK
; /* we use this later. */
697 if (GRID(state
, flags
, x
, y
) & F_BLACK
) continue;
698 set_light(state
, x
, y
, 1);
702 for (i
= 0; i
< wh
; i
++) {
703 y
= numindices
[i
] / state
->w
;
704 x
= numindices
[i
] % state
->w
;
705 if (!(GRID(state
, flags
, x
, y
) & F_LIGHT
)) continue;
706 if (GRID(state
, flags
, x
, y
) & F_MARK
) continue;
707 list_lights(state
, x
, y
, 0, &lld
);
709 /* If we're not lighting any lights ourself, don't remove anything. */
711 FOREACHLIT(&lld
, if (GRID(state
,flags
,lx
,ly
) & F_LIGHT
) { n
+= 1; } );
712 if (n
== 0) continue; /* [1] */
714 /* Check whether removing lights we're lighting would cause anything
717 FOREACHLIT(&lld
, if (GRID(state
,flags
,lx
,ly
) & F_LIGHT
) { n
+= check_dark(state
,lx
,ly
); } );
719 /* No, it wouldn't, so we can remove them all. */
720 FOREACHLIT(&lld
, set_light(state
,lx
,ly
, 0); );
721 GRID(state
,flags
,x
,y
) |= F_MARK
;
724 if (!grid_overlap(state
)) {
726 return; /* we're done. */
728 assert(grid_lit(state
));
730 /* could get here if the line at [1] continue'd out of the loop. */
731 if (grid_overlap(state
)) {
733 assert(!"place_lights failed to resolve overlapping lights!");
738 /* Fills in all black squares with numbers of adjacent lights. */
739 static void place_numbers(game_state
*state
)
744 for (x
= 0; x
< state
->w
; x
++) {
745 for (y
= 0; y
< state
->h
; y
++) {
746 if (!(GRID(state
,flags
,x
,y
) & F_BLACK
)) continue;
747 get_surrounds(state
, x
, y
, &s
);
749 for (i
= 0; i
< s
.npoints
; i
++) {
750 if (GRID(state
,flags
,s
.points
[i
].x
, s
.points
[i
].y
) & F_LIGHT
)
753 GRID(state
,flags
,x
,y
) |= F_NUMBERED
;
754 GRID(state
,lights
,x
,y
) = n
;
759 /* --- Actual solver, with helper subroutines. --- */
761 static void tsl_callback(game_state
*state
,
762 int lx
, int ly
, int *x
, int *y
, int *n
)
764 if (GRID(state
,flags
,lx
,ly
) & F_IMPOSSIBLE
) return;
765 if (GRID(state
,lights
,lx
,ly
) > 0) return;
766 *x
= lx
; *y
= ly
; (*n
)++;
769 static int try_solve_light(game_state
*state
, int ox
, int oy
,
770 unsigned int flags
, int lights
)
773 int sx
= 0, sy
= 0, n
= 0;
775 if (lights
> 0) return 0;
776 if (flags
& F_BLACK
) return 0;
778 /* We have an unlit square; count how many ways there are left to
779 * place a light that lights us (including this square); if only
780 * one, we must put a light there. Squares that could light us
781 * are, of course, the same as the squares we would light... */
782 list_lights(state
, ox
, oy
, 1, &lld
);
783 FOREACHLIT(&lld
, { tsl_callback(state
, lx
, ly
, &sx
, &sy
, &n
); });
785 set_light(state
, sx
, sy
, 1);
786 #ifdef SOLVER_DIAGNOSTICS
787 debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
789 if (verbose
) debug_state(state
);
797 static int could_place_light(unsigned int flags
, int lights
)
799 if (flags
& (F_BLACK
| F_IMPOSSIBLE
)) return 0;
800 return (lights
> 0) ?
0 : 1;
803 static int could_place_light_xy(game_state
*state
, int x
, int y
)
805 int lights
= GRID(state
,lights
,x
,y
);
806 unsigned int flags
= GRID(state
,flags
,x
,y
);
807 return (could_place_light(flags
, lights
)) ?
1 : 0;
810 /* For a given number square, determine whether we have enough info
811 * to unambiguously place its lights. */
812 static int try_solve_number(game_state
*state
, int nx
, int ny
,
813 unsigned int nflags
, int nlights
)
816 int x
, y
, nl
, ns
, i
, ret
= 0, lights
;
819 if (!(nflags
& F_NUMBERED
)) return 0;
821 get_surrounds(state
,nx
,ny
,&s
);
824 /* nl is no. of lights we need to place, ns is no. of spaces we
825 * have to place them in. Try and narrow these down, and mark
826 * points we can ignore later. */
827 for (i
= 0; i
< s
.npoints
; i
++) {
828 x
= s
.points
[i
].x
; y
= s
.points
[i
].y
;
829 flags
= GRID(state
,flags
,x
,y
);
830 lights
= GRID(state
,lights
,x
,y
);
831 if (flags
& F_LIGHT
) {
832 /* light here already; one less light for one less place. */
834 s
.points
[i
].f
|= F_MARK
;
835 } else if (!could_place_light(flags
, lights
)) {
837 s
.points
[i
].f
|= F_MARK
;
840 if (ns
== 0) return 0; /* nowhere to put anything. */
842 /* we have placed all lights we need to around here; all remaining
843 * surrounds are therefore IMPOSSIBLE. */
844 GRID(state
,flags
,nx
,ny
) |= F_NUMBERUSED
;
845 for (i
= 0; i
< s
.npoints
; i
++) {
846 if (!(s
.points
[i
].f
& F_MARK
)) {
847 GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) |= F_IMPOSSIBLE
;
851 #ifdef SOLVER_DIAGNOSTICS
852 printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n",
854 if (verbose
) debug_state(state
);
856 } else if (nl
== ns
) {
857 /* we have as many lights to place as spaces; fill them all. */
858 GRID(state
,flags
,nx
,ny
) |= F_NUMBERUSED
;
859 for (i
= 0; i
< s
.npoints
; i
++) {
860 if (!(s
.points
[i
].f
& F_MARK
)) {
861 set_light(state
, s
.points
[i
].x
,s
.points
[i
].y
, 1);
865 #ifdef SOLVER_DIAGNOSTICS
866 printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n",
868 if (verbose
) debug_state(state
);
879 #define SCRATCHSZ (state->w+state->h)
881 /* New solver algorithm: overlapping sets can add IMPOSSIBLE flags.
882 * Algorithm thanks to Simon:
884 * (a) Any square where you can place a light has a set of squares
885 * which would become non-lights as a result. (This includes
886 * squares lit by the first square, and can also include squares
887 * adjacent to the same clue square if the new light is the last
888 * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being
889 * the square you place a light.
891 * (b) Any unlit square has a set of squares on which you could place
892 * a light to illuminate it. (Possibly including itself, of
893 * course.) This set of squares has the property that _at least
894 * one_ of them must contain a light. Sets of this type also arise
895 * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y)
896 * the square you would place a light.
898 * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is
899 * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at
900 * (dx,dy) would either leave no remaining way to illuminate a certain
901 * square, or would leave no remaining way to fulfill a certain clue
902 * (at lx,ly). In either case, a light can be ruled out at that position.
904 * So, we construct all possible MAKESLIGHT sets, both from unlit squares
905 * and clue squares, and then we look for plausible MAKESDARK sets that include
906 * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have
907 * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set
910 * Once we have such a set, Simon came up with a Cunning Plan to find
911 * the most sensible MAKESDARK candidate:
913 * (a) for each square S in your set X, find all the squares which _would_
914 * rule it out. That means any square which would light S, plus
915 * any square adjacent to the same clue square as S (provided
916 * that clue square has only one remaining light to be placed).
917 * It's not hard to make this list. Don't do anything with this
918 * data at the moment except _count_ the squares.
920 * (b) Find the square S_min in the original set which has the
921 * _smallest_ number of other squares which would rule it out.
923 * (c) Find all the squares that rule out S_min (it's probably
924 * better to recompute this than to have stored it during step
925 * (a), since the CPU requirement is modest but the storage
926 * cost would get ugly.) For each of these squares, see if it
927 * rules out everything else in the set X. Any which does can
928 * be marked as not-a-light.
932 typedef void (*trl_cb
)(game_state
*state
, int dx
, int dy
,
933 struct setscratch
*scratch
, int n
, void *ctx
);
935 static void try_rule_out(game_state
*state
, int x
, int y
,
936 struct setscratch
*scratch
, int n
,
937 trl_cb cb
, void *ctx
);
939 static void trl_callback_search(game_state
*state
, int dx
, int dy
,
940 struct setscratch
*scratch
, int n
, void *ignored
)
944 #ifdef SOLVER_DIAGNOSTICS
945 if (verbose
) debug(("discount cb: light at (%d,%d)\n", dx
, dy
));
948 for (i
= 0; i
< n
; i
++) {
949 if (dx
== scratch
[i
].x
&& dy
== scratch
[i
].y
) {
956 static void trl_callback_discount(game_state
*state
, int dx
, int dy
,
957 struct setscratch
*scratch
, int n
, void *ctx
)
959 int *didsth
= (int *)ctx
;
962 if (GRID(state
,flags
,dx
,dy
) & F_IMPOSSIBLE
) {
963 #ifdef SOLVER_DIAGNOSTICS
964 debug(("Square at (%d,%d) already impossible.\n", dx
,dy
));
969 /* Check whether a light at (dx,dy) rules out everything
970 * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does.
971 * We can use try_rule_out for this as well, as the set of
972 * squares which would rule out (x,y) is the same as the
973 * set of squares which (x,y) would rule out. */
975 #ifdef SOLVER_DIAGNOSTICS
976 if (verbose
) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx
, dy
));
979 for (i
= 0; i
< n
; i
++)
981 try_rule_out(state
, dx
, dy
, scratch
, n
, trl_callback_search
, NULL
);
982 for (i
= 0; i
< n
; i
++) {
983 if (scratch
[i
].n
== 0) return;
985 /* The light ruled out everything in scratch. Yay. */
986 GRID(state
,flags
,dx
,dy
) |= F_IMPOSSIBLE
;
987 #ifdef SOLVER_DIAGNOSTICS
988 debug(("Set reduction discounted square at (%d,%d):\n", dx
,dy
));
989 if (verbose
) debug_state(state
);
995 static void trl_callback_incn(game_state
*state
, int dx
, int dy
,
996 struct setscratch
*scratch
, int n
, void *ctx
)
998 struct setscratch
*s
= (struct setscratch
*)ctx
;
1002 static void try_rule_out(game_state
*state
, int x
, int y
,
1003 struct setscratch
*scratch
, int n
,
1004 trl_cb cb
, void *ctx
)
1006 /* XXX Find all the squares which would rule out (x,y); anything
1007 * that would light it as well as squares adjacent to same clues
1008 * as X assuming that clue only has one remaining light.
1009 * Call the callback with each square. */
1012 int i
, j
, curr_lights
, tot_lights
;
1014 /* Find all squares that would rule out a light at (x,y) and call trl_cb
1015 * with them: anything that would light (x,y)... */
1017 list_lights(state
, x
, y
, 0, &lld
);
1018 FOREACHLIT(&lld
, { if (could_place_light_xy(state
, lx
, ly
)) { cb(state
, lx
, ly
, scratch
, n
, ctx
); } });
1020 /* ... as well as any empty space (that isn't x,y) next to any clue square
1021 * next to (x,y) that only has one light left to place. */
1023 get_surrounds(state
, x
, y
, &s
);
1024 for (i
= 0; i
< s
.npoints
; i
++) {
1025 if (!(GRID(state
,flags
,s
.points
[i
].x
,s
.points
[i
].y
) & F_NUMBERED
))
1027 /* we have an adjacent clue square; find /its/ surrounds
1028 * and count the remaining lights it needs. */
1029 get_surrounds(state
,s
.points
[i
].x
,s
.points
[i
].y
,&ss
);
1031 for (j
= 0; j
< ss
.npoints
; j
++) {
1032 if (GRID(state
,flags
,ss
.points
[j
].x
,ss
.points
[j
].y
) & F_LIGHT
)
1035 tot_lights
= GRID(state
, lights
, s
.points
[i
].x
, s
.points
[i
].y
);
1036 /* We have a clue with tot_lights to fill, and curr_lights currently
1037 * around it. If adding a light at (x,y) fills up the clue (i.e.
1038 * curr_lights + 1 = tot_lights) then we need to discount all other
1039 * unlit squares around the clue. */
1040 if ((curr_lights
+ 1) == tot_lights
) {
1041 for (j
= 0; j
< ss
.npoints
; j
++) {
1042 int lx
= ss
.points
[j
].x
, ly
= ss
.points
[j
].y
;
1043 if (lx
== x
&& ly
== y
) continue;
1044 if (could_place_light_xy(state
, lx
, ly
))
1045 cb(state
, lx
, ly
, scratch
, n
, ctx
);
1051 #ifdef SOLVER_DIAGNOSTICS
1052 static void debug_scratch(const char *msg
, struct setscratch
*scratch
, int n
)
1055 debug(("%s scratch (%d elements):\n", msg
, n
));
1056 for (i
= 0; i
< n
; i
++) {
1057 debug((" (%d,%d) n%d\n", scratch
[i
].x
, scratch
[i
].y
, scratch
[i
].n
));
1062 static int discount_set(game_state
*state
,
1063 struct setscratch
*scratch
, int n
)
1065 int i
, besti
, bestn
, didsth
= 0;
1067 #ifdef SOLVER_DIAGNOSTICS
1068 if (verbose
> 1) debug_scratch("discount_set", scratch
, n
);
1070 if (n
== 0) return 0;
1072 for (i
= 0; i
< n
; i
++) {
1073 try_rule_out(state
, scratch
[i
].x
, scratch
[i
].y
, scratch
, n
,
1074 trl_callback_incn
, (void*)&(scratch
[i
]));
1076 #ifdef SOLVER_DIAGNOSTICS
1077 if (verbose
> 1) debug_scratch("discount_set after count", scratch
, n
);
1080 besti
= -1; bestn
= SCRATCHSZ
;
1081 for (i
= 0; i
< n
; i
++) {
1082 if (scratch
[i
].n
< bestn
) {
1083 bestn
= scratch
[i
].n
;
1087 #ifdef SOLVER_DIAGNOSTICS
1088 if (verbose
> 1) debug(("best square (%d,%d) with n%d.\n",
1089 scratch
[besti
].x
, scratch
[besti
].y
, scratch
[besti
].n
));
1091 try_rule_out(state
, scratch
[besti
].x
, scratch
[besti
].y
, scratch
, n
,
1092 trl_callback_discount
, (void*)&didsth
);
1093 #ifdef SOLVER_DIAGNOSTICS
1094 if (didsth
) debug((" [from square (%d,%d)]\n",
1095 scratch
[besti
].x
, scratch
[besti
].y
));
1101 static void discount_clear(game_state
*state
, struct setscratch
*scratch
, int *n
)
1104 memset(scratch
, 0, SCRATCHSZ
* sizeof(struct setscratch
));
1107 static void unlit_cb(game_state
*state
, int lx
, int ly
,
1108 struct setscratch
*scratch
, int *n
)
1110 if (could_place_light_xy(state
, lx
, ly
)) {
1111 scratch
[*n
].x
= lx
; scratch
[*n
].y
= ly
; (*n
)++;
1115 /* Construct a MAKESLIGHT set from an unlit square. */
1116 static int discount_unlit(game_state
*state
, int x
, int y
,
1117 struct setscratch
*scratch
)
1122 #ifdef SOLVER_DIAGNOSTICS
1123 if (verbose
) debug(("Trying to discount for unlit square at (%d,%d).\n", x
, y
));
1124 if (verbose
> 1) debug_state(state
);
1127 discount_clear(state
, scratch
, &n
);
1129 list_lights(state
, x
, y
, 1, &lld
);
1130 FOREACHLIT(&lld
, { unlit_cb(state
, lx
, ly
, scratch
, &n
); });
1131 didsth
= discount_set(state
, scratch
, n
);
1132 #ifdef SOLVER_DIAGNOSTICS
1133 if (didsth
) debug((" [from unlit square at (%d,%d)].\n", x
, y
));
1139 /* Construct a series of MAKESLIGHT sets from a clue square.
1140 * for a clue square with N remaining spaces that must contain M lights, every
1141 * subset of size N-M+1 of those N spaces forms such a set.
1144 static int discount_clue(game_state
*state
, int x
, int y
,
1145 struct setscratch
*scratch
)
1147 int slen
, m
= GRID(state
, lights
, x
, y
), n
, i
, didsth
= 0, lights
;
1149 surrounds s
, sempty
;
1152 if (m
== 0) return 0;
1154 #ifdef SOLVER_DIAGNOSTICS
1155 if (verbose
) debug(("Trying to discount for sets at clue (%d,%d).\n", x
, y
));
1156 if (verbose
> 1) debug_state(state
);
1159 /* m is no. of lights still to place; starts off at the clue value
1160 * and decreases when we find a light already down.
1161 * n is no. of spaces left; starts off at 0 and goes up when we find
1162 * a plausible space. */
1164 get_surrounds(state
, x
, y
, &s
);
1165 memset(&sempty
, 0, sizeof(surrounds
));
1166 for (i
= 0; i
< s
.npoints
; i
++) {
1167 int lx
= s
.points
[i
].x
, ly
= s
.points
[i
].y
;
1168 flags
= GRID(state
,flags
,lx
,ly
);
1169 lights
= GRID(state
,lights
,lx
,ly
);
1171 if (flags
& F_LIGHT
) m
--;
1173 if (could_place_light(flags
, lights
)) {
1174 sempty
.points
[sempty
.npoints
].x
= lx
;
1175 sempty
.points
[sempty
.npoints
].y
= ly
;
1179 n
= sempty
.npoints
; /* sempty is now a surrounds of only blank squares. */
1180 if (n
== 0) return 0; /* clue is full already. */
1182 if (m
< 0 || m
> n
) return 0; /* become impossible. */
1184 combi
= new_combi(n
- m
+ 1, n
);
1185 while (next_combi(combi
)) {
1186 discount_clear(state
, scratch
, &slen
);
1187 for (i
= 0; i
< combi
->r
; i
++) {
1188 scratch
[slen
].x
= sempty
.points
[combi
->a
[i
]].x
;
1189 scratch
[slen
].y
= sempty
.points
[combi
->a
[i
]].y
;
1192 if (discount_set(state
, scratch
, slen
)) didsth
= 1;
1195 #ifdef SOLVER_DIAGNOSTICS
1196 if (didsth
) debug((" [from clue at (%d,%d)].\n", x
, y
));
1201 #define F_SOLVE_FORCEUNIQUE 1
1202 #define F_SOLVE_DISCOUNTSETS 2
1203 #define F_SOLVE_ALLOWRECURSE 4
1205 static unsigned int flags_from_difficulty(int difficulty
)
1207 unsigned int sflags
= F_SOLVE_FORCEUNIQUE
;
1208 assert(difficulty
<= DIFFCOUNT
);
1209 if (difficulty
>= 1) sflags
|= F_SOLVE_DISCOUNTSETS
;
1210 if (difficulty
>= 2) sflags
|= F_SOLVE_ALLOWRECURSE
;
1214 #define MAXRECURSE 5
1216 static int solve_sub(game_state
*state
,
1217 unsigned int solve_flags
, int depth
,
1221 int x
, y
, didstuff
, ncanplace
, lights
;
1222 int bestx
, besty
, n
, bestn
, copy_soluble
, self_soluble
, ret
, maxrecurse
= 0;
1225 struct setscratch
*sscratch
= NULL
;
1227 #ifdef SOLVER_DIAGNOSTICS
1228 printf("solve_sub: depth = %d\n", depth
);
1230 if (maxdepth
&& *maxdepth
< depth
) *maxdepth
= depth
;
1231 if (solve_flags
& F_SOLVE_ALLOWRECURSE
) maxrecurse
= MAXRECURSE
;
1234 if (grid_overlap(state
)) {
1235 /* Our own solver, from scratch, should never cause this to happen
1236 * (assuming a soluble grid). However, if we're trying to solve
1237 * from a half-completed *incorrect* grid this might occur; we
1238 * just return the 'no solutions' code in this case. */
1242 if (grid_correct(state
)) { ret
= 1; goto done
; }
1246 /* These 2 loops, and the functions they call, are the critical loops
1247 * for timing; any optimisations should look here first. */
1248 for (x
= 0; x
< state
->w
; x
++) {
1249 for (y
= 0; y
< state
->h
; y
++) {
1250 flags
= GRID(state
,flags
,x
,y
);
1251 lights
= GRID(state
,lights
,x
,y
);
1252 ncanplace
+= could_place_light(flags
, lights
);
1254 if (try_solve_light(state
, x
, y
, flags
, lights
)) didstuff
= 1;
1255 if (try_solve_number(state
, x
, y
, flags
, lights
)) didstuff
= 1;
1258 if (didstuff
) continue;
1260 /* nowhere to put a light, puzzle is unsoluble. */
1264 if (solve_flags
& F_SOLVE_DISCOUNTSETS
) {
1265 if (!sscratch
) sscratch
= snewn(SCRATCHSZ
, struct setscratch
);
1266 /* Try a more cunning (and more involved) way... more details above. */
1267 for (x
= 0; x
< state
->w
; x
++) {
1268 for (y
= 0; y
< state
->h
; y
++) {
1269 flags
= GRID(state
,flags
,x
,y
);
1270 lights
= GRID(state
,lights
,x
,y
);
1272 if (!(flags
& F_BLACK
) && lights
== 0) {
1273 if (discount_unlit(state
, x
, y
, sscratch
)) {
1275 goto reduction_success
;
1277 } else if (flags
& F_NUMBERED
) {
1278 if (discount_clue(state
, x
, y
, sscratch
)) {
1280 goto reduction_success
;
1287 if (didstuff
) continue;
1289 /* We now have to make a guess; we have places to put lights but
1290 * no definite idea about where they can go. */
1291 if (depth
>= maxrecurse
) {
1292 /* mustn't delve any deeper. */
1293 ret
= -1; goto done
;
1295 /* Of all the squares that we could place a light, pick the one
1296 * that would light the most currently unlit squares. */
1297 /* This heuristic was just plucked from the air; there may well be
1298 * a more efficient way of choosing a square to flip to minimise
1301 bestx
= besty
= -1; /* suyb */
1302 for (x
= 0; x
< state
->w
; x
++) {
1303 for (y
= 0; y
< state
->h
; y
++) {
1304 flags
= GRID(state
,flags
,x
,y
);
1305 lights
= GRID(state
,lights
,x
,y
);
1306 if (!could_place_light(flags
, lights
)) continue;
1309 list_lights(state
, x
, y
, 1, &lld
);
1310 FOREACHLIT(&lld
, { if (GRID(state
,lights
,lx
,ly
) == 0) n
++; });
1312 bestn
= n
; bestx
= x
; besty
= y
;
1317 assert(bestx
>= 0 && besty
>= 0);
1319 /* Now we've chosen a plausible (x,y), try to solve it once as 'lit'
1320 * and once as 'impossible'; we need to make one copy to do this. */
1322 scopy
= dup_game(state
);
1323 #ifdef SOLVER_DIAGNOSTICS
1324 debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx
, besty
));
1326 GRID(state
,flags
,bestx
,besty
) |= F_IMPOSSIBLE
;
1327 self_soluble
= solve_sub(state
, solve_flags
, depth
+1, maxdepth
);
1329 if (!(solve_flags
& F_SOLVE_FORCEUNIQUE
) && self_soluble
> 0) {
1330 /* we didn't care about finding all solutions, and we just
1331 * found one; return with it immediately. */
1337 #ifdef SOLVER_DIAGNOSTICS
1338 debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx
, besty
));
1340 set_light(scopy
, bestx
, besty
, 1);
1341 copy_soluble
= solve_sub(scopy
, solve_flags
, depth
+1, maxdepth
);
1343 /* If we wanted a unique solution but we hit our recursion limit
1344 * (on either branch) then we have to assume we didn't find possible
1345 * extra solutions, and return 'not soluble'. */
1346 if ((solve_flags
& F_SOLVE_FORCEUNIQUE
) &&
1347 ((copy_soluble
< 0) || (self_soluble
< 0))) {
1349 /* Make sure that whether or not it was self or copy (or both) that
1350 * were soluble, that we return a solved state in self. */
1351 } else if (copy_soluble
<= 0) {
1352 /* copy wasn't soluble; keep self state and return that result. */
1354 } else if (self_soluble
<= 0) {
1355 /* copy solved and we didn't, so copy in copy's (now solved)
1356 * flags and light state. */
1357 memcpy(state
->lights
, scopy
->lights
,
1358 scopy
->w
* scopy
->h
* sizeof(int));
1359 memcpy(state
->flags
, scopy
->flags
,
1360 scopy
->w
* scopy
->h
* sizeof(unsigned int));
1363 ret
= copy_soluble
+ self_soluble
;
1369 if (sscratch
) sfree(sscratch
);
1370 #ifdef SOLVER_DIAGNOSTICS
1372 debug(("solve_sub: depth = %d returning, ran out of recursion.\n",
1375 debug(("solve_sub: depth = %d returning, %d solutions.\n",
1381 /* Fills in the (possibly partially-complete) game_state as far as it can,
1382 * returning the number of possible solutions. If it returns >0 then the
1383 * game_state will be in a solved state, but you won't know which one. */
1384 static int dosolve(game_state
*state
, int solve_flags
, int *maxdepth
)
1388 for (x
= 0; x
< state
->w
; x
++) {
1389 for (y
= 0; y
< state
->h
; y
++) {
1390 GRID(state
,flags
,x
,y
) &= ~F_NUMBERUSED
;
1393 nsol
= solve_sub(state
, solve_flags
, 0, maxdepth
);
1397 static int strip_unused_nums(game_state
*state
)
1400 for (x
= 0; x
< state
->w
; x
++) {
1401 for (y
= 0; y
< state
->h
; y
++) {
1402 if ((GRID(state
,flags
,x
,y
) & F_NUMBERED
) &&
1403 !(GRID(state
,flags
,x
,y
) & F_NUMBERUSED
)) {
1404 GRID(state
,flags
,x
,y
) &= ~F_NUMBERED
;
1405 GRID(state
,lights
,x
,y
) = 0;
1410 debug(("Stripped %d unused numbers.\n", n
));
1414 static void unplace_lights(game_state
*state
)
1417 for (x
= 0; x
< state
->w
; x
++) {
1418 for (y
= 0; y
< state
->h
; y
++) {
1419 if (GRID(state
,flags
,x
,y
) & F_LIGHT
)
1420 set_light(state
,x
,y
,0);
1421 GRID(state
,flags
,x
,y
) &= ~F_IMPOSSIBLE
;
1422 GRID(state
,flags
,x
,y
) &= ~F_NUMBERUSED
;
1427 static int puzzle_is_good(game_state
*state
, int difficulty
)
1429 int nsol
, mdepth
= 0;
1430 unsigned int sflags
= flags_from_difficulty(difficulty
);
1432 unplace_lights(state
);
1434 #ifdef SOLVER_DIAGNOSTICS
1435 debug(("Trying to solve with difficulty %d (0x%x):\n",
1436 difficulty
, sflags
));
1437 if (verbose
) debug_state(state
);
1440 nsol
= dosolve(state
, sflags
, &mdepth
);
1441 /* if we wanted an easy puzzle, make sure we didn't need recursion. */
1442 if (!(sflags
& F_SOLVE_ALLOWRECURSE
) && mdepth
> 0) {
1443 debug(("Ignoring recursive puzzle.\n"));
1447 debug(("%d solutions found.\n", nsol
));
1448 if (nsol
<= 0) return 0;
1449 if (nsol
> 1) return 0;
1453 /* --- New game creation and user input code. --- */
1455 /* The basic algorithm here is to generate the most complex grid possible
1456 * while honouring two restrictions:
1458 * * we require a unique solution, and
1459 * * either we require solubility with no recursion (!params->recurse)
1460 * * or we require some recursion. (params->recurse).
1462 * The solver helpfully keeps track of the numbers it needed to use to
1463 * get its solution, so we use that to remove an initial set of numbers
1464 * and check we still satsify our requirements (on uniqueness and
1465 * non-recursiveness, if applicable; we don't check explicit recursiveness
1468 * Then we try to remove all numbers in a random order, and see if we
1469 * still satisfy requirements (putting them back if we didn't).
1471 * Removing numbers will always, in general terms, make a puzzle require
1472 * more recursion but it may also mean a puzzle becomes non-unique.
1474 * Once we're done, if we wanted a recursive puzzle but the most difficult
1475 * puzzle we could come up with was non-recursive, we give up and try a new
1478 #define MAX_GRIDGEN_TRIES 20
1480 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1481 char **aux
, int interactive
)
1483 game_state
*news
= new_state(params
), *copys
;
1484 int i
, j
, run
, x
, y
, wh
= params
->w
*params
->h
, num
;
1488 /* Construct a shuffled list of grid positions; we only
1489 * do this once, because if it gets used more than once it'll
1490 * be on a different grid layout. */
1491 numindices
= snewn(wh
, int);
1492 for (j
= 0; j
< wh
; j
++) numindices
[j
] = j
;
1493 shuffle(numindices
, wh
, sizeof(*numindices
), rs
);
1496 for (i
= 0; i
< MAX_GRIDGEN_TRIES
; i
++) {
1497 set_blacks(news
, params
, rs
); /* also cleans board. */
1499 /* set up lights and then the numbers, and remove the lights */
1500 place_lights(news
, rs
);
1501 debug(("Generating initial grid.\n"));
1502 place_numbers(news
);
1503 if (!puzzle_is_good(news
, params
->difficulty
)) continue;
1505 /* Take a copy, remove numbers we didn't use and check there's
1506 * still a unique solution; if so, use the copy subsequently. */
1507 copys
= dup_game(news
);
1508 strip_unused_nums(copys
);
1509 if (!puzzle_is_good(copys
, params
->difficulty
)) {
1510 debug(("Stripped grid is not good, reverting.\n"));
1517 /* Go through grid removing numbers at random one-by-one and
1518 * trying to solve again; if it ceases to be good put the number back. */
1519 for (j
= 0; j
< wh
; j
++) {
1520 y
= numindices
[j
] / params
->w
;
1521 x
= numindices
[j
] % params
->w
;
1522 if (!(GRID(news
, flags
, x
, y
) & F_NUMBERED
)) continue;
1523 num
= GRID(news
, lights
, x
, y
);
1524 GRID(news
, lights
, x
, y
) = 0;
1525 GRID(news
, flags
, x
, y
) &= ~F_NUMBERED
;
1526 if (!puzzle_is_good(news
, params
->difficulty
)) {
1527 GRID(news
, lights
, x
, y
) = num
;
1528 GRID(news
, flags
, x
, y
) |= F_NUMBERED
;
1530 debug(("Removed (%d,%d) still soluble.\n", x
, y
));
1532 if (params
->difficulty
> 0) {
1533 /* Was the maximally-difficult puzzle difficult enough?
1534 * Check we can't solve it with a more simplistic solver. */
1535 if (puzzle_is_good(news
, params
->difficulty
-1)) {
1536 debug(("Maximally-hard puzzle still not hard enough, skipping.\n"));
1543 /* Couldn't generate a good puzzle in however many goes. Ramp up the
1544 * %age of black squares (if we didn't already have lots; in which case
1545 * why couldn't we generate a puzzle?) and try again. */
1546 if (params
->blackpc
< 90) params
->blackpc
+= 5;
1547 debug(("New black layout %d%%.\n", params
->blackpc
));
1550 /* Game is encoded as a long string one character per square;
1552 * 'B' is a black square with no number
1553 * '0', '1', '2', '3', '4' is a black square with a number. */
1554 ret
= snewn((params
->w
* params
->h
) + 1, char);
1557 for (y
= 0; y
< params
->h
; y
++) {
1558 for (x
= 0; x
< params
->w
; x
++) {
1559 if (GRID(news
,flags
,x
,y
) & F_BLACK
) {
1561 *p
++ = ('a'-1) + run
;
1564 if (GRID(news
,flags
,x
,y
) & F_NUMBERED
)
1565 *p
++ = '0' + GRID(news
,lights
,x
,y
);
1570 *p
++ = ('a'-1) + run
;
1578 *p
++ = ('a'-1) + run
;
1582 assert(p
- ret
<= params
->w
* params
->h
);
1589 static char *validate_desc(game_params
*params
, char *desc
)
1592 for (i
= 0; i
< params
->w
*params
->h
; i
++) {
1593 if (*desc
>= '0' && *desc
<= '4')
1595 else if (*desc
== 'B')
1597 else if (*desc
>= 'a' && *desc
<= 'z')
1598 i
+= *desc
- 'a'; /* and the i++ will add another one */
1600 return "Game description shorter than expected";
1602 return "Game description contained unexpected character";
1605 if (*desc
|| i
> params
->w
*params
->h
)
1606 return "Game description longer than expected";
1611 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1613 game_state
*ret
= new_state(params
);
1617 for (y
= 0; y
< params
->h
; y
++) {
1618 for (x
= 0; x
< params
->w
; x
++) {
1624 if (c
>= 'a' && c
<= 'z')
1634 case '0': case '1': case '2': case '3': case '4':
1635 GRID(ret
,flags
,x
,y
) |= F_NUMBERED
;
1636 GRID(ret
,lights
,x
,y
) = (c
- '0');
1640 GRID(ret
,flags
,x
,y
) |= F_BLACK
;
1648 assert(!"Malformed desc.");
1653 if (*desc
) assert(!"Over-long desc.");
1658 static char *solve_game(game_state
*state
, game_state
*currstate
,
1659 char *aux
, char **error
)
1662 char *move
= NULL
, buf
[80];
1663 int movelen
, movesize
, x
, y
, len
;
1664 unsigned int oldflags
, solvedflags
, sflags
;
1666 /* We don't care here about non-unique puzzles; if the
1667 * user entered one themself then I doubt they care. */
1669 sflags
= F_SOLVE_ALLOWRECURSE
| F_SOLVE_DISCOUNTSETS
;
1671 /* Try and solve from where we are now (for non-unique
1672 * puzzles this may produce a different answer). */
1673 solved
= dup_game(currstate
);
1674 if (dosolve(solved
, sflags
, NULL
) > 0) goto solved
;
1677 /* That didn't work; try solving from the clean puzzle. */
1678 solved
= dup_game(state
);
1679 if (dosolve(solved
, sflags
, NULL
) > 0) goto solved
;
1680 *error
= "Puzzle is not self-consistent.";
1685 move
= snewn(movesize
, char);
1687 move
[movelen
++] = 'S';
1688 move
[movelen
] = '\0';
1689 for (x
= 0; x
< currstate
->w
; x
++) {
1690 for (y
= 0; y
< currstate
->h
; y
++) {
1692 oldflags
= GRID(currstate
, flags
, x
, y
);
1693 solvedflags
= GRID(solved
, flags
, x
, y
);
1694 if ((oldflags
& F_LIGHT
) != (solvedflags
& F_LIGHT
))
1695 len
= sprintf(buf
, ";L%d,%d", x
, y
);
1696 else if ((oldflags
& F_IMPOSSIBLE
) != (solvedflags
& F_IMPOSSIBLE
))
1697 len
= sprintf(buf
, ";I%d,%d", x
, y
);
1699 if (movelen
+ len
>= movesize
) {
1700 movesize
= movelen
+ len
+ 256;
1701 move
= sresize(move
, movesize
, char);
1703 strcpy(move
+ movelen
, buf
);
1714 static int game_can_format_as_text_now(game_params
*params
)
1719 /* 'borrowed' from slant.c, mainly. I could have printed it one
1720 * character per cell (like debug_state) but that comes out tiny.
1721 * 'L' is used for 'light here' because 'O' looks too much like '0'
1722 * (black square with no surrounding lights). */
1723 static char *game_text_format(game_state
*state
)
1725 int w
= state
->w
, h
= state
->h
, W
= w
+1, H
= h
+1;
1726 int x
, y
, len
, lights
;
1730 len
= (h
+H
) * (w
+W
+1) + 1;
1731 ret
= snewn(len
, char);
1734 for (y
= 0; y
< H
; y
++) {
1735 for (x
= 0; x
< W
; x
++) {
1742 for (x
= 0; x
< W
; x
++) {
1745 /* actual interesting bit. */
1746 flags
= GRID(state
, flags
, x
, y
);
1747 lights
= GRID(state
, lights
, x
, y
);
1748 if (flags
& F_BLACK
) {
1749 if (flags
& F_NUMBERED
)
1750 *p
++ = '0' + lights
;
1754 if (flags
& F_LIGHT
)
1756 else if (flags
& F_IMPOSSIBLE
)
1758 else if (lights
> 0)
1770 assert(p
- ret
== len
);
1775 int cur_x
, cur_y
, cur_visible
;
1778 static game_ui
*new_ui(game_state
*state
)
1780 game_ui
*ui
= snew(game_ui
);
1781 ui
->cur_x
= ui
->cur_y
= ui
->cur_visible
= 0;
1785 static void free_ui(game_ui
*ui
)
1790 static char *encode_ui(game_ui
*ui
)
1792 /* nothing to encode. */
1796 static void decode_ui(game_ui
*ui
, char *encoding
)
1798 /* nothing to decode. */
1801 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1802 game_state
*newstate
)
1804 if (newstate
->completed
)
1805 ui
->cur_visible
= 0;
1808 #define DF_BLACK 1 /* black square */
1809 #define DF_NUMBERED 2 /* black square with number */
1810 #define DF_LIT 4 /* display (white) square lit up */
1811 #define DF_LIGHT 8 /* display light in square */
1812 #define DF_OVERLAP 16 /* display light as overlapped */
1813 #define DF_CURSOR 32 /* display cursor */
1814 #define DF_NUMBERWRONG 64 /* display black numbered square as error. */
1815 #define DF_FLASH 128 /* background flash is on. */
1816 #define DF_IMPOSSIBLE 256 /* display non-light little square */
1818 struct game_drawstate
{
1821 unsigned int *flags
; /* width * height */
1826 /* Believe it or not, this empty = "" hack is needed to get around a bug in
1827 * the prc-tools gcc when optimisation is turned on; before, it produced:
1828 lightup-sect.c: In function `interpret_move':
1829 lightup-sect.c:1416: internal error--unrecognizable insn:
1830 (insn 582 580 583 (set (reg:SI 134)
1834 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1835 int x
, int y
, int button
)
1837 enum { NONE
, FLIP_LIGHT
, FLIP_IMPOSSIBLE
} action
= NONE
;
1838 int cx
= -1, cy
= -1;
1840 char buf
[80], *nullret
= NULL
, *empty
= "", c
;
1842 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1843 if (ui
->cur_visible
)
1845 ui
->cur_visible
= 0;
1848 action
= (button
== LEFT_BUTTON
) ? FLIP_LIGHT
: FLIP_IMPOSSIBLE
;
1849 } else if (IS_CURSOR_SELECT(button
) ||
1850 button
== 'i' || button
== 'I' ||
1851 button
== ' ' || button
== '\r' || button
== '\n') {
1852 if (ui
->cur_visible
) {
1853 /* Only allow cursor-effect operations if the cursor is visible
1854 * (otherwise you have no idea which square it might be affecting) */
1857 action
= (button
== 'i' || button
== 'I' || button
== CURSOR_SELECT2
) ?
1858 FLIP_IMPOSSIBLE
: FLIP_LIGHT
;
1860 ui
->cur_visible
= 1;
1861 } else if (IS_CURSOR_MOVE(button
)) {
1862 move_cursor(button
, &ui
->cur_x
, &ui
->cur_y
, state
->w
, state
->h
, 0);
1863 ui
->cur_visible
= 1;
1870 case FLIP_IMPOSSIBLE
:
1871 if (cx
< 0 || cy
< 0 || cx
>= state
->w
|| cy
>= state
->h
)
1873 flags
= GRID(state
, flags
, cx
, cy
);
1874 if (flags
& F_BLACK
)
1876 if (action
== FLIP_LIGHT
) {
1878 if (flags
& F_IMPOSSIBLE
|| flags
& F_LIGHT
) c
= 'I'; else c
= 'L';
1880 if (flags
& F_IMPOSSIBLE
) return nullret
;
1885 if (flags
& F_IMPOSSIBLE
|| flags
& F_LIGHT
) c
= 'L'; else c
= 'I';
1887 if (flags
& F_LIGHT
) return nullret
;
1891 sprintf(buf
, "%c%d,%d", (int)c
, cx
, cy
);
1898 assert(!"Shouldn't get here!");
1903 static game_state
*execute_move(game_state
*state
, char *move
)
1905 game_state
*ret
= dup_game(state
);
1909 if (!*move
) goto badmove
;
1914 ret
->used_solve
= TRUE
;
1916 } else if (c
== 'L' || c
== 'I') {
1918 if (sscanf(move
, "%d,%d%n", &x
, &y
, &n
) != 2 ||
1919 x
< 0 || y
< 0 || x
>= ret
->w
|| y
>= ret
->h
)
1922 flags
= GRID(ret
, flags
, x
, y
);
1923 if (flags
& F_BLACK
) goto badmove
;
1925 /* LIGHT and IMPOSSIBLE are mutually exclusive. */
1927 GRID(ret
, flags
, x
, y
) &= ~F_IMPOSSIBLE
;
1928 set_light(ret
, x
, y
, (flags
& F_LIGHT
) ?
0 : 1);
1930 set_light(ret
, x
, y
, 0);
1931 GRID(ret
, flags
, x
, y
) ^= F_IMPOSSIBLE
;
1934 } else goto badmove
;
1938 else if (*move
) goto badmove
;
1940 if (grid_correct(ret
)) ret
->completed
= 1;
1948 /* ----------------------------------------------------------------------
1952 /* XXX entirely cloned from fifteen.c; separate out? */
1953 static void game_compute_size(game_params
*params
, int tilesize
,
1956 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1957 struct { int tilesize
; } ads
, *ds
= &ads
;
1958 ads
.tilesize
= tilesize
;
1960 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
1961 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
1964 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1965 game_params
*params
, int tilesize
)
1967 ds
->tilesize
= tilesize
;
1968 ds
->crad
= 3*(tilesize
-1)/8;
1971 static float *game_colours(frontend
*fe
, int *ncolours
)
1973 float *ret
= snewn(3 * NCOLOURS
, float);
1976 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1978 for (i
= 0; i
< 3; i
++) {
1979 ret
[COL_BLACK
* 3 + i
] = 0.0F
;
1980 ret
[COL_LIGHT
* 3 + i
] = 1.0F
;
1981 ret
[COL_CURSOR
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] / 2.0F
;
1982 ret
[COL_GRID
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] / 1.5F
;
1986 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
1987 ret
[COL_ERROR
* 3 + 1] = 0.25F
;
1988 ret
[COL_ERROR
* 3 + 2] = 0.25F
;
1990 ret
[COL_LIT
* 3 + 0] = 1.0F
;
1991 ret
[COL_LIT
* 3 + 1] = 1.0F
;
1992 ret
[COL_LIT
* 3 + 2] = 0.0F
;
1994 *ncolours
= NCOLOURS
;
1998 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2000 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2003 ds
->tilesize
= ds
->crad
= 0;
2004 ds
->w
= state
->w
; ds
->h
= state
->h
;
2006 ds
->flags
= snewn(ds
->w
*ds
->h
, unsigned int);
2007 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
2015 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2021 /* At some stage we should put these into a real options struct.
2022 * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not
2023 * to put those flags in. */
2025 #define HINT_OVERLAPS
2026 #define HINT_NUMBERS
2028 static unsigned int tile_flags(game_drawstate
*ds
, game_state
*state
, game_ui
*ui
,
2029 int x
, int y
, int flashing
)
2031 unsigned int flags
= GRID(state
, flags
, x
, y
);
2032 int lights
= GRID(state
, lights
, x
, y
);
2033 unsigned int ret
= 0;
2035 if (flashing
) ret
|= DF_FLASH
;
2036 if (ui
&& ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)
2039 if (flags
& F_BLACK
) {
2041 if (flags
& F_NUMBERED
) {
2043 if (number_wrong(state
, x
, y
))
2044 ret
|= DF_NUMBERWRONG
;
2050 if (lights
> 0) ret
|= DF_LIT
;
2052 if (flags
& F_LIGHT
) {
2054 #ifdef HINT_OVERLAPS
2055 if (lights
> 1) ret
|= DF_OVERLAP
;
2058 if (flags
& F_IMPOSSIBLE
) ret
|= DF_IMPOSSIBLE
;
2063 static void tile_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
2066 unsigned int ds_flags
= GRID(ds
, flags
, x
, y
);
2067 int dx
= COORD(x
), dy
= COORD(y
);
2068 int lit
= (ds_flags
& DF_FLASH
) ? COL_GRID
: COL_LIT
;
2070 if (ds_flags
& DF_BLACK
) {
2071 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_BLACK
);
2072 if (ds_flags
& DF_NUMBERED
) {
2073 int ccol
= (ds_flags
& DF_NUMBERWRONG
) ? COL_ERROR
: COL_LIGHT
;
2076 /* We know that this won't change over the course of the game
2077 * so it's OK to ignore this when calculating whether or not
2078 * to redraw the tile. */
2079 sprintf(str
, "%d", GRID(state
, lights
, x
, y
));
2080 draw_text(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
2081 FONT_VARIABLE
, TILE_SIZE
*3/5,
2082 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ccol
, str
);
2085 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
,
2086 (ds_flags
& DF_LIT
) ? lit
: COL_BACKGROUND
);
2087 draw_rect_outline(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, COL_GRID
);
2088 if (ds_flags
& DF_LIGHT
) {
2089 int lcol
= (ds_flags
& DF_OVERLAP
) ? COL_ERROR
: COL_LIGHT
;
2090 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2, TILE_RADIUS
,
2092 } else if ((ds_flags
& DF_IMPOSSIBLE
)) {
2093 static int draw_blobs_when_lit
= -1;
2094 if (draw_blobs_when_lit
< 0) {
2095 char *env
= getenv("LIGHTUP_LIT_BLOBS");
2096 draw_blobs_when_lit
= (!env
|| (env
[0] == 'y' ||
2099 if (!(ds_flags
& DF_LIT
) || draw_blobs_when_lit
) {
2100 int rlen
= TILE_SIZE
/ 4;
2101 draw_rect(dr
, dx
+ TILE_SIZE
/2 - rlen
/2,
2102 dy
+ TILE_SIZE
/2 - rlen
/2,
2103 rlen
, rlen
, COL_BLACK
);
2108 if (ds_flags
& DF_CURSOR
) {
2109 int coff
= TILE_SIZE
/8;
2110 draw_rect_outline(dr
, dx
+ coff
, dy
+ coff
,
2111 TILE_SIZE
- coff
*2, TILE_SIZE
- coff
*2, COL_CURSOR
);
2114 draw_update(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
);
2117 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2118 game_state
*state
, int dir
, game_ui
*ui
,
2119 float animtime
, float flashtime
)
2121 int flashing
= FALSE
;
2124 if (flashtime
) flashing
= (int)(flashtime
* 3 / FLASH_TIME
) != 1;
2128 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2129 TILE_SIZE
* ds
->h
+ 2 * BORDER
, COL_BACKGROUND
);
2131 draw_rect_outline(dr
, COORD(0)-1, COORD(0)-1,
2132 TILE_SIZE
* ds
->w
+ 2,
2133 TILE_SIZE
* ds
->h
+ 2,
2136 draw_update(dr
, 0, 0,
2137 TILE_SIZE
* ds
->w
+ 2 * BORDER
,
2138 TILE_SIZE
* ds
->h
+ 2 * BORDER
);
2142 for (x
= 0; x
< ds
->w
; x
++) {
2143 for (y
= 0; y
< ds
->h
; y
++) {
2144 unsigned int ds_flags
= tile_flags(ds
, state
, ui
, x
, y
, flashing
);
2145 if (ds_flags
!= GRID(ds
, flags
, x
, y
)) {
2146 GRID(ds
, flags
, x
, y
) = ds_flags
;
2147 tile_redraw(dr
, ds
, state
, x
, y
);
2153 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2154 int dir
, game_ui
*ui
)
2159 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2160 int dir
, game_ui
*ui
)
2162 if (!oldstate
->completed
&& newstate
->completed
&&
2163 !oldstate
->used_solve
&& !newstate
->used_solve
)
2168 static int game_status(game_state
*state
)
2170 return state
->completed ?
+1 : 0;
2173 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2178 static void game_print_size(game_params
*params
, float *x
, float *y
)
2183 * I'll use 6mm squares by default.
2185 game_compute_size(params
, 600, &pw
, &ph
);
2190 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2192 int w
= state
->w
, h
= state
->h
;
2193 int ink
= print_mono_colour(dr
, 0);
2194 int paper
= print_mono_colour(dr
, 1);
2197 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2198 game_drawstate ads
, *ds
= &ads
;
2199 game_set_size(dr
, ds
, NULL
, tilesize
);
2204 print_line_width(dr
, TILE_SIZE
/ 16);
2205 draw_rect_outline(dr
, COORD(0), COORD(0),
2206 TILE_SIZE
* w
, TILE_SIZE
* h
, ink
);
2211 print_line_width(dr
, TILE_SIZE
/ 24);
2212 for (x
= 1; x
< w
; x
++)
2213 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), ink
);
2214 for (y
= 1; y
< h
; y
++)
2215 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), ink
);
2220 for (y
= 0; y
< h
; y
++)
2221 for (x
= 0; x
< w
; x
++) {
2222 unsigned int ds_flags
= tile_flags(ds
, state
, NULL
, x
, y
, FALSE
);
2223 int dx
= COORD(x
), dy
= COORD(y
);
2224 if (ds_flags
& DF_BLACK
) {
2225 draw_rect(dr
, dx
, dy
, TILE_SIZE
, TILE_SIZE
, ink
);
2226 if (ds_flags
& DF_NUMBERED
) {
2228 sprintf(str
, "%d", GRID(state
, lights
, x
, y
));
2229 draw_text(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
2230 FONT_VARIABLE
, TILE_SIZE
*3/5,
2231 ALIGN_VCENTRE
| ALIGN_HCENTRE
, paper
, str
);
2233 } else if (ds_flags
& DF_LIGHT
) {
2234 draw_circle(dr
, dx
+ TILE_SIZE
/2, dy
+ TILE_SIZE
/2,
2235 TILE_RADIUS
, -1, ink
);
2241 #define thegame lightup
2244 const struct game thegame
= {
2245 "Light Up", "games.lightup", "lightup",
2252 TRUE
, game_configure
, custom_params
,
2260 TRUE
, game_can_format_as_text_now
, game_text_format
,
2268 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2271 game_free_drawstate
,
2276 TRUE
, FALSE
, game_print_size
, game_print
,
2277 FALSE
, /* wants_statusbar */
2278 FALSE
, game_timing_state
,
2282 #ifdef STANDALONE_SOLVER
2284 int main(int argc
, char **argv
)
2288 char *id
= NULL
, *desc
, *err
, *result
;
2289 int nsol
, diff
, really_verbose
= 0;
2290 unsigned int sflags
;
2292 while (--argc
> 0) {
2294 if (!strcmp(p
, "-v")) {
2296 } else if (*p
== '-') {
2297 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
2305 fprintf(stderr
, "usage: %s [-v] <game_id>\n", argv
[0]);
2309 desc
= strchr(id
, ':');
2311 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
2316 p
= default_params();
2317 decode_params(p
, id
);
2318 err
= validate_desc(p
, desc
);
2320 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
2323 s
= new_game(NULL
, p
, desc
);
2325 /* Run the solvers easiest to hardest until we find one that
2326 * can solve our puzzle. If it's soluble we know that the
2327 * hardest (recursive) solver will always find the solution. */
2329 for (diff
= 0; diff
<= DIFFCOUNT
; diff
++) {
2330 printf("\nSolving with difficulty %d.\n", diff
);
2331 sflags
= flags_from_difficulty(diff
);
2333 nsol
= dosolve(s
, sflags
, NULL
);
2334 if (nsol
== 1) break;
2339 printf("Puzzle has no solution.\n");
2340 } else if (nsol
< 0) {
2341 printf("Unable to find a unique solution.\n");
2342 } else if (nsol
> 1) {
2343 printf("Puzzle has multiple solutions.\n");
2345 verbose
= really_verbose
;
2347 printf("Puzzle has difficulty %d: solving...\n", diff
);
2348 dosolve(s
, sflags
, NULL
); /* sflags from last successful solve */
2349 result
= game_text_format(s
);
2350 printf("%s", result
);
2359 /* vim: set shiftwidth=4 tabstop=8: */