Patch from James H which shouldn't change the functionality of
[sgt/puzzles] / loopy.c
1 /*
2 * loopy.c: An implementation of the Nikoli game 'Loop the loop'.
3 * (c) Mike Pinna, 2005, 2006
4 *
5 * vim: set shiftwidth=4 :set textwidth=80:
6 */
7
8 /*
9 * TODO:
10 *
11 * - Setting very high recursion depth seems to cause memory munching: are we
12 * recursing before checking completion, by any chance?
13 *
14 * - There's an interesting deductive technique which makes use of topology
15 * rather than just graph theory. Each _square_ in the grid is either inside
16 * or outside the loop; you can tell that two squares are on the same side
17 * of the loop if they're separated by an x (or, more generally, by a path
18 * crossing no LINE_UNKNOWNs and an even number of LINE_YESes), and on the
19 * opposite side of the loop if they're separated by a line (or an odd
20 * number of LINE_YESes and no LINE_UNKNOWNs). Oh, and any square separated
21 * from the outside of the grid by a LINE_YES or a LINE_NO is on the inside
22 * or outside respectively. So if you can track this for all squares, you
23 * figure out the state of the line between a pair once their relative
24 * insideness is known.
25 *
26 * - (Just a speed optimisation.) Consider some todo list queue where every
27 * time we modify something we mark it for consideration by other bits of
28 * the solver, to save iteration over things that have already been done.
29 */
30
31 #include <stdio.h>
32 #include <stdlib.h>
33 #include <string.h>
34 #include <assert.h>
35 #include <ctype.h>
36 #include <math.h>
37
38 #include "puzzles.h"
39 #include "tree234.h"
40
41 /* Debugging options */
42 /*#define DEBUG_CACHES*/
43 /*#define SHOW_WORKING*/
44
45 /* ----------------------------------------------------------------------
46 * Struct, enum and function declarations
47 */
48
49 enum {
50 COL_BACKGROUND,
51 COL_FOREGROUND,
52 COL_HIGHLIGHT,
53 COL_MISTAKE,
54 NCOLOURS
55 };
56
57 struct game_state {
58 int w, h;
59
60 /* Put -1 in a square that doesn't get a clue */
61 char *clues;
62
63 /* Arrays of line states, stored left-to-right, top-to-bottom */
64 char *hl, *vl;
65
66 int solved;
67 int cheated;
68
69 int recursion_depth;
70 };
71
72 enum solver_status {
73 SOLVER_SOLVED, /* This is the only solution the solver could find */
74 SOLVER_MISTAKE, /* This is definitely not a solution */
75 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
76 SOLVER_INCOMPLETE /* This may be a partial solution */
77 };
78
79 typedef struct normal {
80 char *dot_atleastone;
81 char *dot_atmostone;
82 } normal_mode_state;
83
84 typedef struct hard {
85 int *linedsf;
86 } hard_mode_state;
87
88 typedef struct solver_state {
89 game_state *state;
90 int recursion_remaining;
91 enum solver_status solver_status;
92 /* NB looplen is the number of dots that are joined together at a point, ie a
93 * looplen of 1 means there are no lines to a particular dot */
94 int *looplen;
95
96 /* caches */
97 char *dot_yescount;
98 char *dot_nocount;
99 char *square_yescount;
100 char *square_nocount;
101 char *dot_solved, *square_solved;
102 int *dotdsf;
103
104 normal_mode_state *normal;
105 hard_mode_state *hard;
106 } solver_state;
107
108 /*
109 * Difficulty levels. I do some macro ickery here to ensure that my
110 * enum and the various forms of my name list always match up.
111 */
112
113 #define DIFFLIST(A) \
114 A(EASY,Easy,e,easy_mode_deductions) \
115 A(NORMAL,Normal,n,normal_mode_deductions) \
116 A(HARD,Hard,h,hard_mode_deductions)
117 #define ENUM(upper,title,lower,fn) DIFF_ ## upper,
118 #define TITLE(upper,title,lower,fn) #title,
119 #define ENCODE(upper,title,lower,fn) #lower
120 #define CONFIG(upper,title,lower,fn) ":" #title
121 #define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *);
122 #define SOLVER_FN(upper,title,lower,fn) &fn,
123 enum { DIFFLIST(ENUM) DIFF_MAX };
124 static char const *const diffnames[] = { DIFFLIST(TITLE) };
125 static char const diffchars[] = DIFFLIST(ENCODE);
126 #define DIFFCONFIG DIFFLIST(CONFIG)
127 DIFFLIST(SOLVER_FN_DECL);
128 static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) };
129
130 struct game_params {
131 int w, h;
132 int diff;
133 int rec;
134 };
135
136 enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO };
137
138 #define OPP(state) \
139 (2 - state)
140
141 enum direction { UP, LEFT, RIGHT, DOWN };
142
143 #define OPP_DIR(dir) \
144 (3 - dir)
145
146 struct game_drawstate {
147 int started;
148 int tilesize, linewidth;
149 int flashing;
150 char *hl, *vl;
151 char *clue_error;
152 };
153
154 static char *game_text_format(game_state *state);
155 static char *state_to_text(const game_state *state);
156 static char *validate_desc(game_params *params, char *desc);
157 static int get_line_status_from_point(const game_state *state,
158 int x, int y, enum direction d);
159 static int dot_order(const game_state* state, int i, int j, char line_type);
160 static int square_order(const game_state* state, int i, int j, char line_type);
161 static solver_state *solve_game_rec(const solver_state *sstate,
162 int diff);
163
164 #ifdef DEBUG_CACHES
165 static void check_caches(const solver_state* sstate);
166 #else
167 #define check_caches(s)
168 #endif
169
170 /* ----------------------------------------------------------------------
171 * Preprocessor magic
172 */
173
174 /* General constants */
175 #define PREFERRED_TILE_SIZE 32
176 #define TILE_SIZE (ds->tilesize)
177 #define LINEWIDTH (ds->linewidth)
178 #define BORDER (TILE_SIZE / 2)
179 #define FLASH_TIME 0.5F
180
181 /* Counts of various things that we're interested in */
182 #define HL_COUNT(state) ((state)->w * ((state)->h + 1))
183 #define VL_COUNT(state) (((state)->w + 1) * (state)->h)
184 #define LINE_COUNT(state) (HL_COUNT(state) + VL_COUNT(state))
185 #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
186 #define SQUARE_COUNT(state) ((state)->w * (state)->h)
187
188 /* For indexing into arrays */
189 #define DOT_INDEX(state, x, y) ((x) + ((state)->w + 1) * (y))
190 #define SQUARE_INDEX(state, x, y) ((x) + ((state)->w) * (y))
191 #define HL_INDEX(state, x, y) SQUARE_INDEX(state, x, y)
192 #define VL_INDEX(state, x, y) DOT_INDEX(state, x, y)
193
194 /* Useful utility functions */
195 #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
196 (i) <= (state)->w && (j) <= (state)->h)
197 #define LEGAL_SQUARE(state, i, j) ((i) >= 0 && (j) >= 0 && \
198 (i) < (state)->w && (j) < (state)->h)
199
200 #define CLUE_AT(state, i, j) (LEGAL_SQUARE(state, i, j) ? \
201 LV_CLUE_AT(state, i, j) : -1)
202
203 #define LV_CLUE_AT(state, i, j) ((state)->clues[SQUARE_INDEX(state, i, j)])
204
205 #define BIT_SET(field, bit) ((field) & (1<<(bit)))
206
207 #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \
208 ((field) |= (1<<(bit)), TRUE))
209
210 #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
211 ((field) &= ~(1<<(bit)), TRUE) : FALSE)
212
213 #define DIR2STR(d) \
214 ((d == UP) ? "up" : \
215 (d == DOWN) ? "down" : \
216 (d == LEFT) ? "left" : \
217 (d == RIGHT) ? "right" : "oops")
218
219 #define CLUE2CHAR(c) \
220 ((c < 0) ? ' ' : c + '0')
221
222 /* Lines that have particular relationships with given dots or squares */
223 #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
224 #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
225 #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
226 #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
227
228 /*
229 * These macros return rvalues only, but can cope with being passed
230 * out-of-range coordinates.
231 */
232 /* XXX replace these with functions so we can create an array of function
233 * pointers for nicer iteration over them. This could probably be done with
234 * loads of other things for eliminating many nasty hacks. */
235 #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
236 LINE_NO : LV_ABOVE_DOT(state, i, j))
237 #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
238 LINE_NO : LV_BELOW_DOT(state, i, j))
239
240 #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
241 LINE_NO : LV_LEFTOF_DOT(state, i, j))
242 #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)? \
243 LINE_NO : LV_RIGHTOF_DOT(state, i, j))
244
245 /*
246 * These macros expect to be passed valid coordinates, and return
247 * lvalues.
248 */
249 #define LV_BELOW_DOT(state, i, j) ((state)->vl[VL_INDEX(state, i, j)])
250 #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
251
252 #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[HL_INDEX(state, i, j)])
253 #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
254
255 /* Counts of interesting things */
256 #define DOT_YES_COUNT(sstate, i, j) \
257 ((sstate)->dot_yescount[DOT_INDEX((sstate)->state, i, j)])
258
259 #define DOT_NO_COUNT(sstate, i, j) \
260 ((sstate)->dot_nocount[DOT_INDEX((sstate)->state, i, j)])
261
262 #define SQUARE_YES_COUNT(sstate, i, j) \
263 ((sstate)->square_yescount[SQUARE_INDEX((sstate)->state, i, j)])
264
265 #define SQUARE_NO_COUNT(sstate, i, j) \
266 ((sstate)->square_nocount[SQUARE_INDEX((sstate)->state, i, j)])
267
268 /* Iterators. NB these iterate over height more slowly than over width so that
269 * the elements come out in 'reading' order */
270 /* XXX considering adding a 'current' element to each of these which gets the
271 * address of the current dot, say. But expecting we'd need more than that
272 * most of the time. */
273 #define FORALL(i, j, w, h) \
274 for ((j) = 0; (j) < (h); ++(j)) \
275 for ((i) = 0; (i) < (w); ++(i))
276
277 #define FORALL_DOTS(state, i, j) \
278 FORALL(i, j, (state)->w + 1, (state)->h + 1)
279
280 #define FORALL_SQUARES(state, i, j) \
281 FORALL(i, j, (state)->w, (state)->h)
282
283 #define FORALL_HL(state, i, j) \
284 FORALL(i, j, (state)->w, (state)->h+1)
285
286 #define FORALL_VL(state, i, j) \
287 FORALL(i, j, (state)->w+1, (state)->h)
288
289 /* ----------------------------------------------------------------------
290 * General struct manipulation and other straightforward code
291 */
292
293 static game_state *dup_game(game_state *state)
294 {
295 game_state *ret = snew(game_state);
296
297 ret->h = state->h;
298 ret->w = state->w;
299 ret->solved = state->solved;
300 ret->cheated = state->cheated;
301
302 ret->clues = snewn(SQUARE_COUNT(state), char);
303 memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
304
305 ret->hl = snewn(HL_COUNT(state), char);
306 memcpy(ret->hl, state->hl, HL_COUNT(state));
307
308 ret->vl = snewn(VL_COUNT(state), char);
309 memcpy(ret->vl, state->vl, VL_COUNT(state));
310
311 ret->recursion_depth = state->recursion_depth;
312
313 return ret;
314 }
315
316 static void free_game(game_state *state)
317 {
318 if (state) {
319 sfree(state->clues);
320 sfree(state->hl);
321 sfree(state->vl);
322 sfree(state);
323 }
324 }
325
326 static solver_state *new_solver_state(const game_state *state, int diff) {
327 int i, j;
328 solver_state *ret = snew(solver_state);
329
330 ret->state = dup_game((game_state *)state);
331
332 ret->recursion_remaining = state->recursion_depth;
333 ret->solver_status = SOLVER_INCOMPLETE;
334
335 ret->dotdsf = snew_dsf(DOT_COUNT(state));
336 ret->looplen = snewn(DOT_COUNT(state), int);
337
338 for (i = 0; i < DOT_COUNT(state); i++) {
339 ret->looplen[i] = 1;
340 }
341
342 ret->dot_solved = snewn(DOT_COUNT(state), char);
343 ret->square_solved = snewn(SQUARE_COUNT(state), char);
344 memset(ret->dot_solved, FALSE, DOT_COUNT(state));
345 memset(ret->square_solved, FALSE, SQUARE_COUNT(state));
346
347 ret->dot_yescount = snewn(DOT_COUNT(state), char);
348 memset(ret->dot_yescount, 0, DOT_COUNT(state));
349 ret->dot_nocount = snewn(DOT_COUNT(state), char);
350 memset(ret->dot_nocount, 0, DOT_COUNT(state));
351 ret->square_yescount = snewn(SQUARE_COUNT(state), char);
352 memset(ret->square_yescount, 0, SQUARE_COUNT(state));
353 ret->square_nocount = snewn(SQUARE_COUNT(state), char);
354 memset(ret->square_nocount, 0, SQUARE_COUNT(state));
355
356 /* dot_nocount needs special initialisation as we define lines coming off
357 * dots on edges as fixed at NO */
358
359 FORALL_DOTS(state, i, j) {
360 if (i == 0 || i == state->w)
361 ++ret->dot_nocount[DOT_INDEX(state, i, j)];
362 if (j == 0 || j == state->h)
363 ++ret->dot_nocount[DOT_INDEX(state, i, j)];
364 }
365
366 if (diff < DIFF_NORMAL) {
367 ret->normal = NULL;
368 } else {
369 ret->normal = snew(normal_mode_state);
370
371 ret->normal->dot_atmostone = snewn(DOT_COUNT(state), char);
372 memset(ret->normal->dot_atmostone, 0, DOT_COUNT(state));
373 ret->normal->dot_atleastone = snewn(DOT_COUNT(state), char);
374 memset(ret->normal->dot_atleastone, 0, DOT_COUNT(state));
375 }
376
377 if (diff < DIFF_HARD) {
378 ret->hard = NULL;
379 } else {
380 ret->hard = snew(hard_mode_state);
381 ret->hard->linedsf = snew_dsf(LINE_COUNT(state));
382 }
383
384 return ret;
385 }
386
387 static void free_solver_state(solver_state *sstate) {
388 if (sstate) {
389 free_game(sstate->state);
390 sfree(sstate->dotdsf);
391 sfree(sstate->looplen);
392 sfree(sstate->dot_solved);
393 sfree(sstate->square_solved);
394 sfree(sstate->dot_yescount);
395 sfree(sstate->dot_nocount);
396 sfree(sstate->square_yescount);
397 sfree(sstate->square_nocount);
398
399 if (sstate->normal) {
400 sfree(sstate->normal->dot_atleastone);
401 sfree(sstate->normal->dot_atmostone);
402 sfree(sstate->normal);
403 }
404
405 if (sstate->hard) {
406 sfree(sstate->hard->linedsf);
407 sfree(sstate->hard);
408 }
409
410 sfree(sstate);
411 }
412 }
413
414 static solver_state *dup_solver_state(const solver_state *sstate) {
415 game_state *state;
416
417 solver_state *ret = snew(solver_state);
418
419 ret->state = state = dup_game(sstate->state);
420
421 ret->recursion_remaining = sstate->recursion_remaining;
422 ret->solver_status = sstate->solver_status;
423
424 ret->dotdsf = snewn(DOT_COUNT(state), int);
425 ret->looplen = snewn(DOT_COUNT(state), int);
426 memcpy(ret->dotdsf, sstate->dotdsf,
427 DOT_COUNT(state) * sizeof(int));
428 memcpy(ret->looplen, sstate->looplen,
429 DOT_COUNT(state) * sizeof(int));
430
431 ret->dot_solved = snewn(DOT_COUNT(state), char);
432 ret->square_solved = snewn(SQUARE_COUNT(state), char);
433 memcpy(ret->dot_solved, sstate->dot_solved,
434 DOT_COUNT(state));
435 memcpy(ret->square_solved, sstate->square_solved,
436 SQUARE_COUNT(state));
437
438 ret->dot_yescount = snewn(DOT_COUNT(state), char);
439 memcpy(ret->dot_yescount, sstate->dot_yescount,
440 DOT_COUNT(state));
441 ret->dot_nocount = snewn(DOT_COUNT(state), char);
442 memcpy(ret->dot_nocount, sstate->dot_nocount,
443 DOT_COUNT(state));
444
445 ret->square_yescount = snewn(SQUARE_COUNT(state), char);
446 memcpy(ret->square_yescount, sstate->square_yescount,
447 SQUARE_COUNT(state));
448 ret->square_nocount = snewn(SQUARE_COUNT(state), char);
449 memcpy(ret->square_nocount, sstate->square_nocount,
450 SQUARE_COUNT(state));
451
452 if (sstate->normal) {
453 ret->normal = snew(normal_mode_state);
454 ret->normal->dot_atmostone = snewn(DOT_COUNT(state), char);
455 memcpy(ret->normal->dot_atmostone, sstate->normal->dot_atmostone,
456 DOT_COUNT(state));
457
458 ret->normal->dot_atleastone = snewn(DOT_COUNT(state), char);
459 memcpy(ret->normal->dot_atleastone, sstate->normal->dot_atleastone,
460 DOT_COUNT(state));
461 } else {
462 ret->normal = NULL;
463 }
464
465 if (sstate->hard) {
466 ret->hard = snew(hard_mode_state);
467 ret->hard->linedsf = snewn(LINE_COUNT(state), int);
468 memcpy(ret->hard->linedsf, sstate->hard->linedsf,
469 LINE_COUNT(state) * sizeof(int));
470 } else {
471 ret->hard = NULL;
472 }
473
474 return ret;
475 }
476
477 static game_params *default_params(void)
478 {
479 game_params *ret = snew(game_params);
480
481 #ifdef SLOW_SYSTEM
482 ret->h = 4;
483 ret->w = 4;
484 #else
485 ret->h = 10;
486 ret->w = 10;
487 #endif
488 ret->diff = DIFF_EASY;
489 ret->rec = 0;
490
491 return ret;
492 }
493
494 static game_params *dup_params(game_params *params)
495 {
496 game_params *ret = snew(game_params);
497 *ret = *params; /* structure copy */
498 return ret;
499 }
500
501 static const game_params presets[] = {
502 { 4, 4, DIFF_EASY, 0 },
503 { 4, 4, DIFF_NORMAL, 0 },
504 { 4, 4, DIFF_HARD, 0 },
505 { 7, 7, DIFF_EASY, 0 },
506 { 7, 7, DIFF_NORMAL, 0 },
507 { 7, 7, DIFF_HARD, 0 },
508 { 10, 10, DIFF_EASY, 0 },
509 { 10, 10, DIFF_NORMAL, 0 },
510 { 10, 10, DIFF_HARD, 0 },
511 #ifndef SLOW_SYSTEM
512 { 15, 15, DIFF_EASY, 0 },
513 { 15, 15, DIFF_NORMAL, 0 },
514 { 15, 15, DIFF_HARD, 0 },
515 { 30, 20, DIFF_EASY, 0 },
516 { 30, 20, DIFF_NORMAL, 0 },
517 { 30, 20, DIFF_HARD, 0 }
518 #endif
519 };
520
521 static int game_fetch_preset(int i, char **name, game_params **params)
522 {
523 game_params *tmppar;
524 char buf[80];
525
526 if (i < 0 || i >= lenof(presets))
527 return FALSE;
528
529 tmppar = snew(game_params);
530 *tmppar = presets[i];
531 *params = tmppar;
532 sprintf(buf, "%dx%d %s", tmppar->h, tmppar->w, diffnames[tmppar->diff]);
533 *name = dupstr(buf);
534
535 return TRUE;
536 }
537
538 static void free_params(game_params *params)
539 {
540 sfree(params);
541 }
542
543 static void decode_params(game_params *params, char const *string)
544 {
545 params->h = params->w = atoi(string);
546 params->rec = 0;
547 params->diff = DIFF_EASY;
548 while (*string && isdigit((unsigned char)*string)) string++;
549 if (*string == 'x') {
550 string++;
551 params->h = atoi(string);
552 while (*string && isdigit((unsigned char)*string)) string++;
553 }
554 if (*string == 'r') {
555 string++;
556 params->rec = atoi(string);
557 while (*string && isdigit((unsigned char)*string)) string++;
558 }
559 if (*string == 'd') {
560 int i;
561 string++;
562 for (i = 0; i < DIFF_MAX; i++)
563 if (*string == diffchars[i])
564 params->diff = i;
565 if (*string) string++;
566 }
567 }
568
569 static char *encode_params(game_params *params, int full)
570 {
571 char str[80];
572 sprintf(str, "%dx%d", params->w, params->h);
573 if (full)
574 sprintf(str + strlen(str), "r%dd%c", params->rec, diffchars[params->diff]);
575 return dupstr(str);
576 }
577
578 static config_item *game_configure(game_params *params)
579 {
580 config_item *ret;
581 char buf[80];
582
583 ret = snewn(4, config_item);
584
585 ret[0].name = "Width";
586 ret[0].type = C_STRING;
587 sprintf(buf, "%d", params->w);
588 ret[0].sval = dupstr(buf);
589 ret[0].ival = 0;
590
591 ret[1].name = "Height";
592 ret[1].type = C_STRING;
593 sprintf(buf, "%d", params->h);
594 ret[1].sval = dupstr(buf);
595 ret[1].ival = 0;
596
597 ret[2].name = "Difficulty";
598 ret[2].type = C_CHOICES;
599 ret[2].sval = DIFFCONFIG;
600 ret[2].ival = params->diff;
601
602 ret[3].name = NULL;
603 ret[3].type = C_END;
604 ret[3].sval = NULL;
605 ret[3].ival = 0;
606
607 return ret;
608 }
609
610 static game_params *custom_params(config_item *cfg)
611 {
612 game_params *ret = snew(game_params);
613
614 ret->w = atoi(cfg[0].sval);
615 ret->h = atoi(cfg[1].sval);
616 ret->rec = 0;
617 ret->diff = cfg[2].ival;
618
619 return ret;
620 }
621
622 static char *validate_params(game_params *params, int full)
623 {
624 if (params->w < 4 || params->h < 4)
625 return "Width and height must both be at least 4";
626 if (params->rec < 0)
627 return "Recursion depth can't be negative";
628
629 /*
630 * This shouldn't be able to happen at all, since decode_params
631 * and custom_params will never generate anything that isn't
632 * within range.
633 */
634 assert(params->diff < DIFF_MAX);
635
636 return NULL;
637 }
638
639 /* Returns a newly allocated string describing the current puzzle */
640 static char *state_to_text(const game_state *state)
641 {
642 char *retval;
643 char *description = snewn(SQUARE_COUNT(state) + 1, char);
644 char *dp = description;
645 int empty_count = 0;
646 int i, j;
647
648 FORALL_SQUARES(state, i, j) {
649 if (CLUE_AT(state, i, j) < 0) {
650 if (empty_count > 25) {
651 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
652 empty_count = 0;
653 }
654 empty_count++;
655 } else {
656 if (empty_count) {
657 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
658 empty_count = 0;
659 }
660 dp += sprintf(dp, "%c", (int)CLUE2CHAR(CLUE_AT(state, i, j)));
661 }
662 }
663
664 if (empty_count)
665 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
666
667 retval = dupstr(description);
668 sfree(description);
669
670 return retval;
671 }
672
673 /* We require that the params pass the test in validate_params and that the
674 * description fills the entire game area */
675 static char *validate_desc(game_params *params, char *desc)
676 {
677 int count = 0;
678
679 for (; *desc; ++desc) {
680 if (*desc >= '0' && *desc <= '9') {
681 count++;
682 continue;
683 }
684 if (*desc >= 'a') {
685 count += *desc - 'a' + 1;
686 continue;
687 }
688 return "Unknown character in description";
689 }
690
691 if (count < SQUARE_COUNT(params))
692 return "Description too short for board size";
693 if (count > SQUARE_COUNT(params))
694 return "Description too long for board size";
695
696 return NULL;
697 }
698
699 /* Sums the lengths of the numbers in range [0,n) */
700 /* See equivalent function in solo.c for justification of this. */
701 static int len_0_to_n(int n)
702 {
703 int len = 1; /* Counting 0 as a bit of a special case */
704 int i;
705
706 for (i = 1; i < n; i *= 10) {
707 len += max(n - i, 0);
708 }
709
710 return len;
711 }
712
713 static char *encode_solve_move(const game_state *state)
714 {
715 int len, i, j;
716 char *ret, *p;
717 /* This is going to return a string representing the moves needed to set
718 * every line in a grid to be the same as the ones in 'state'. The exact
719 * length of this string is predictable. */
720
721 len = 1; /* Count the 'S' prefix */
722 /* Numbers in horizontal lines */
723 /* Horizontal lines, x position */
724 len += len_0_to_n(state->w) * (state->h + 1);
725 /* Horizontal lines, y position */
726 len += len_0_to_n(state->h + 1) * (state->w);
727 /* Vertical lines, y position */
728 len += len_0_to_n(state->h) * (state->w + 1);
729 /* Vertical lines, x position */
730 len += len_0_to_n(state->w + 1) * (state->h);
731 /* For each line we also have two letters and a comma */
732 len += 3 * (LINE_COUNT(state));
733
734 ret = snewn(len + 1, char);
735 p = ret;
736
737 p += sprintf(p, "S");
738
739 FORALL_HL(state, i, j) {
740 switch (RIGHTOF_DOT(state, i, j)) {
741 case LINE_YES:
742 p += sprintf(p, "%d,%dhy", i, j);
743 break;
744 case LINE_NO:
745 p += sprintf(p, "%d,%dhn", i, j);
746 break;
747 }
748 }
749
750 FORALL_VL(state, i, j) {
751 switch (BELOW_DOT(state, i, j)) {
752 case LINE_YES:
753 p += sprintf(p, "%d,%dvy", i, j);
754 break;
755 case LINE_NO:
756 p += sprintf(p, "%d,%dvn", i, j);
757 break;
758 }
759 }
760
761 /* No point in doing sums like that if they're going to be wrong */
762 assert(strlen(ret) <= (size_t)len);
763 return ret;
764 }
765
766 static game_ui *new_ui(game_state *state)
767 {
768 return NULL;
769 }
770
771 static void free_ui(game_ui *ui)
772 {
773 }
774
775 static char *encode_ui(game_ui *ui)
776 {
777 return NULL;
778 }
779
780 static void decode_ui(game_ui *ui, char *encoding)
781 {
782 }
783
784 static void game_changed_state(game_ui *ui, game_state *oldstate,
785 game_state *newstate)
786 {
787 }
788
789 #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
790
791 static void game_compute_size(game_params *params, int tilesize,
792 int *x, int *y)
793 {
794 struct { int tilesize; } ads, *ds = &ads;
795 ads.tilesize = tilesize;
796
797 *x = SIZE(params->w);
798 *y = SIZE(params->h);
799 }
800
801 static void game_set_size(drawing *dr, game_drawstate *ds,
802 game_params *params, int tilesize)
803 {
804 ds->tilesize = tilesize;
805 ds->linewidth = max(1,tilesize/16);
806 }
807
808 static float *game_colours(frontend *fe, int *ncolours)
809 {
810 float *ret = snewn(4 * NCOLOURS, float);
811
812 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
813
814 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
815 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
816 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
817
818 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
819 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
820 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
821
822 ret[COL_MISTAKE * 3 + 0] = 1.0F;
823 ret[COL_MISTAKE * 3 + 1] = 0.0F;
824 ret[COL_MISTAKE * 3 + 2] = 0.0F;
825
826 *ncolours = NCOLOURS;
827 return ret;
828 }
829
830 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
831 {
832 struct game_drawstate *ds = snew(struct game_drawstate);
833
834 ds->tilesize = ds->linewidth = 0;
835 ds->started = 0;
836 ds->hl = snewn(HL_COUNT(state), char);
837 ds->vl = snewn(VL_COUNT(state), char);
838 ds->clue_error = snewn(SQUARE_COUNT(state), char);
839 ds->flashing = 0;
840
841 memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
842 memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
843 memset(ds->clue_error, 0, SQUARE_COUNT(state));
844
845 return ds;
846 }
847
848 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
849 {
850 sfree(ds->clue_error);
851 sfree(ds->hl);
852 sfree(ds->vl);
853 sfree(ds);
854 }
855
856 static int game_timing_state(game_state *state, game_ui *ui)
857 {
858 return TRUE;
859 }
860
861 static float game_anim_length(game_state *oldstate, game_state *newstate,
862 int dir, game_ui *ui)
863 {
864 return 0.0F;
865 }
866
867 static char *game_text_format(game_state *state)
868 {
869 int i, j;
870 int len;
871 char *ret, *rp;
872
873 len = (2 * state->w + 2) * (2 * state->h + 1);
874 rp = ret = snewn(len + 1, char);
875
876 #define DRAW_HL \
877 switch (ABOVE_SQUARE(state, i, j)) { \
878 case LINE_YES: \
879 rp += sprintf(rp, " -"); \
880 break; \
881 case LINE_NO: \
882 rp += sprintf(rp, " x"); \
883 break; \
884 case LINE_UNKNOWN: \
885 rp += sprintf(rp, " "); \
886 break; \
887 default: \
888 assert(!"Illegal line state for HL"); \
889 }
890
891 #define DRAW_VL \
892 switch (LEFTOF_SQUARE(state, i, j)) { \
893 case LINE_YES: \
894 rp += sprintf(rp, "|"); \
895 break; \
896 case LINE_NO: \
897 rp += sprintf(rp, "x"); \
898 break; \
899 case LINE_UNKNOWN: \
900 rp += sprintf(rp, " "); \
901 break; \
902 default: \
903 assert(!"Illegal line state for VL"); \
904 }
905
906 for (j = 0; j < state->h; ++j) {
907 for (i = 0; i < state->w; ++i) {
908 DRAW_HL;
909 }
910 rp += sprintf(rp, " \n");
911 for (i = 0; i < state->w; ++i) {
912 DRAW_VL;
913 rp += sprintf(rp, "%c", (int)CLUE2CHAR(CLUE_AT(state, i, j)));
914 }
915 DRAW_VL;
916 rp += sprintf(rp, "\n");
917 }
918 for (i = 0; i < state->w; ++i) {
919 DRAW_HL;
920 }
921 rp += sprintf(rp, " \n");
922
923 assert(strlen(ret) == len);
924 return ret;
925 }
926
927 /* ----------------------------------------------------------------------
928 * Debug code
929 */
930
931 #ifdef DEBUG_CACHES
932 static void check_caches(const solver_state* sstate)
933 {
934 int i, j;
935 const game_state *state = sstate->state;
936
937 FORALL_DOTS(state, i, j) {
938 #if 0
939 fprintf(stderr, "dot [%d,%d] y: %d %d n: %d %d\n", i, j,
940 dot_order(state, i, j, LINE_YES),
941 sstate->dot_yescount[i + (state->w + 1) * j],
942 dot_order(state, i, j, LINE_NO),
943 sstate->dot_nocount[i + (state->w + 1) * j]);
944 #endif
945
946 assert(dot_order(state, i, j, LINE_YES) ==
947 DOT_YES_COUNT(sstate, i, j));
948 assert(dot_order(state, i, j, LINE_NO) ==
949 DOT_NO_COUNT(sstate, i, j));
950 }
951
952 FORALL_SQUARES(state, i, j) {
953 #if 0
954 fprintf(stderr, "square [%d,%d] y: %d %d n: %d %d\n", i, j,
955 square_order(state, i, j, LINE_YES),
956 sstate->square_yescount[i + state->w * j],
957 square_order(state, i, j, LINE_NO),
958 sstate->square_nocount[i + state->w * j]);
959 #endif
960
961 assert(square_order(state, i, j, LINE_YES) ==
962 SQUARE_YES_COUNT(sstate, i, j));
963 assert(square_order(state, i, j, LINE_NO) ==
964 SQUARE_NO_COUNT(sstate, i, j));
965 }
966 }
967
968 #if 0
969 #define check_caches(s) \
970 do { \
971 fprintf(stderr, "check_caches at line %d\n", __LINE__); \
972 check_caches(s); \
973 } while (0)
974 #endif
975 #endif /* DEBUG_CACHES */
976
977 /* ----------------------------------------------------------------------
978 * Solver utility functions
979 */
980
981 static int set_line_bydot(solver_state *sstate, int x, int y, enum direction d,
982 enum line_state line_new
983 #ifdef SHOW_WORKING
984 , const char *reason
985 #endif
986 )
987 {
988 game_state *state = sstate->state;
989
990 /* This line borders at most two squares in our board. We figure out the
991 * x and y positions of those squares so we can record that their yes or no
992 * counts have been changed */
993 int sq1_x=-1, sq1_y=-1, sq2_x=-1, sq2_y=-1;
994 int otherdot_x=-1, otherdot_y=-1;
995
996 int progress = FALSE;
997
998 #if 0
999 fprintf(stderr, "set_line_bydot [%d,%d], %s, %d\n",
1000 x, y, DIR2STR(d), line_new);
1001 #endif
1002
1003 assert(line_new != LINE_UNKNOWN);
1004
1005 check_caches(sstate);
1006
1007 switch (d) {
1008 case LEFT:
1009 assert(x > 0);
1010
1011 if (LEFTOF_DOT(state, x, y) != line_new) {
1012 LV_LEFTOF_DOT(state, x, y) = line_new;
1013
1014 otherdot_x = x-1;
1015 otherdot_y = y;
1016
1017 sq1_x = x-1;
1018 sq1_y = y-1;
1019 sq2_x = x-1;
1020 sq2_y = y;
1021
1022 progress = TRUE;
1023 }
1024 break;
1025 case RIGHT:
1026 assert(x < state->w);
1027 if (RIGHTOF_DOT(state, x, y) != line_new) {
1028 LV_RIGHTOF_DOT(state, x, y) = line_new;
1029
1030 otherdot_x = x+1;
1031 otherdot_y = y;
1032
1033 sq1_x = x;
1034 sq1_y = y-1;
1035 sq2_x = x;
1036 sq2_y = y;
1037
1038 progress = TRUE;
1039 }
1040 break;
1041 case UP:
1042 assert(y > 0);
1043 if (ABOVE_DOT(state, x, y) != line_new) {
1044 LV_ABOVE_DOT(state, x, y) = line_new;
1045
1046 otherdot_x = x;
1047 otherdot_y = y-1;
1048
1049 sq1_x = x-1;
1050 sq1_y = y-1;
1051 sq2_x = x;
1052 sq2_y = y-1;
1053
1054 progress = TRUE;
1055 }
1056 break;
1057 case DOWN:
1058 assert(y < state->h);
1059 if (BELOW_DOT(state, x, y) != line_new) {
1060 LV_BELOW_DOT(state, x, y) = line_new;
1061
1062 otherdot_x = x;
1063 otherdot_y = y+1;
1064
1065 sq1_x = x-1;
1066 sq1_y = y;
1067 sq2_x = x;
1068 sq2_y = y;
1069
1070 progress = TRUE;
1071 }
1072 break;
1073 }
1074
1075 if (!progress)
1076 return progress;
1077
1078 #ifdef SHOW_WORKING
1079 fprintf(stderr, "set line [%d,%d] -> [%d,%d] to %s (%s)\n",
1080 x, y, otherdot_x, otherdot_y, line_new == LINE_YES ? "YES" : "NO",
1081 reason);
1082 #endif
1083
1084 /* Above we updated the cache for the dot that the line in question reaches
1085 * from the dot we've been told about. Here we update that for the dot
1086 * named in our arguments. */
1087 if (line_new == LINE_YES) {
1088 if (sq1_x >= 0 && sq1_y >= 0)
1089 ++SQUARE_YES_COUNT(sstate, sq1_x, sq1_y);
1090 if (sq2_x < state->w && sq2_y < state->h)
1091 ++SQUARE_YES_COUNT(sstate, sq2_x, sq2_y);
1092 ++DOT_YES_COUNT(sstate, x, y);
1093 ++DOT_YES_COUNT(sstate, otherdot_x, otherdot_y);
1094 } else {
1095 if (sq1_x >= 0 && sq1_y >= 0)
1096 ++SQUARE_NO_COUNT(sstate, sq1_x, sq1_y);
1097 if (sq2_x < state->w && sq2_y < state->h)
1098 ++SQUARE_NO_COUNT(sstate, sq2_x, sq2_y);
1099 ++DOT_NO_COUNT(sstate, x, y);
1100 ++DOT_NO_COUNT(sstate, otherdot_x, otherdot_y);
1101 }
1102
1103 check_caches(sstate);
1104 return progress;
1105 }
1106
1107 #ifdef SHOW_WORKING
1108 #define set_line_bydot(a, b, c, d, e) \
1109 set_line_bydot(a, b, c, d, e, __FUNCTION__)
1110 #endif
1111
1112 /*
1113 * Merge two dots due to the existence of an edge between them.
1114 * Updates the dsf tracking equivalence classes, and keeps track of
1115 * the length of path each dot is currently a part of.
1116 * Returns TRUE if the dots were already linked, ie if they are part of a
1117 * closed loop, and false otherwise.
1118 */
1119 static int merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
1120 {
1121 int i, j, len;
1122
1123 i = y1 * (sstate->state->w + 1) + x1;
1124 j = y2 * (sstate->state->w + 1) + x2;
1125
1126 i = dsf_canonify(sstate->dotdsf, i);
1127 j = dsf_canonify(sstate->dotdsf, j);
1128
1129 if (i == j) {
1130 return TRUE;
1131 } else {
1132 len = sstate->looplen[i] + sstate->looplen[j];
1133 dsf_merge(sstate->dotdsf, i, j);
1134 i = dsf_canonify(sstate->dotdsf, i);
1135 sstate->looplen[i] = len;
1136 return FALSE;
1137 }
1138 }
1139
1140 /* Seriously, these should be functions */
1141
1142 #define LINEDSF_INDEX(state, x, y, d) \
1143 ((d == UP) ? ((y-1) * (state->w + 1) + x) : \
1144 (d == DOWN) ? ((y) * (state->w + 1) + x) : \
1145 (d == LEFT) ? ((y) * (state->w) + x-1 + VL_COUNT(state)) : \
1146 (d == RIGHT) ? ((y) * (state->w) + x + VL_COUNT(state)) : \
1147 (assert(!"bad direction value"), 0))
1148
1149 static void linedsf_deindex(const game_state *state, int i,
1150 int *px, int *py, enum direction *pd)
1151 {
1152 int i_mod;
1153 if (i < VL_COUNT(state)) {
1154 *(pd) = DOWN;
1155 *(px) = (i) % (state->w+1);
1156 *(py) = (i) / (state->w+1);
1157 } else {
1158 i_mod = i - VL_COUNT(state);
1159 *(pd) = RIGHT;
1160 *(px) = (i_mod) % (state->w);
1161 *(py) = (i_mod) / (state->w);
1162 }
1163 }
1164
1165 /* Merge two lines because the solver has deduced that they must be either
1166 * identical or opposite. Returns TRUE if this is new information, otherwise
1167 * FALSE. */
1168 static int merge_lines(solver_state *sstate,
1169 int x1, int y1, enum direction d1,
1170 int x2, int y2, enum direction d2,
1171 int inverse
1172 #ifdef SHOW_WORKING
1173 , const char *reason
1174 #endif
1175 )
1176 {
1177 int i, j, inv_tmp;
1178
1179 i = LINEDSF_INDEX(sstate->state, x1, y1, d1);
1180 j = LINEDSF_INDEX(sstate->state, x2, y2, d2);
1181
1182 assert(i < LINE_COUNT(sstate->state));
1183 assert(j < LINE_COUNT(sstate->state));
1184
1185 i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp);
1186 inverse ^= inv_tmp;
1187 j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp);
1188 inverse ^= inv_tmp;
1189
1190 edsf_merge(sstate->hard->linedsf, i, j, inverse);
1191
1192 #ifdef SHOW_WORKING
1193 if (i != j) {
1194 fprintf(stderr, "%s [%d,%d,%s] [%d,%d,%s] %s(%s)\n",
1195 __FUNCTION__,
1196 x1, y1, DIR2STR(d1),
1197 x2, y2, DIR2STR(d2),
1198 inverse ? "inverse " : "", reason);
1199 }
1200 #endif
1201 return (i != j);
1202 }
1203
1204 #ifdef SHOW_WORKING
1205 #define merge_lines(a, b, c, d, e, f, g, h) \
1206 merge_lines(a, b, c, d, e, f, g, h, __FUNCTION__)
1207 #endif
1208
1209 /* Return 0 if the given lines are not in the same equivalence class, 1 if they
1210 * are known identical, or 2 if they are known opposite */
1211 #if 0
1212 static int lines_related(solver_state *sstate,
1213 int x1, int y1, enum direction d1,
1214 int x2, int y2, enum direction d2)
1215 {
1216 int i, j, inv1, inv2;
1217
1218 i = LINEDSF_INDEX(sstate->state, x1, y1, d1);
1219 j = LINEDSF_INDEX(sstate->state, x2, y2, d2);
1220
1221 i = edsf_canonify(sstate->hard->linedsf, i, &inv1);
1222 j = edsf_canonify(sstate->hard->linedsf, j, &inv2);
1223
1224 if (i == j)
1225 return (inv1 == inv2) ? 1 : 2;
1226 else
1227 return 0;
1228 }
1229 #endif
1230
1231 /* Count the number of lines of a particular type currently going into the
1232 * given dot. Lines going off the edge of the board are assumed fixed no. */
1233 static int dot_order(const game_state* state, int i, int j, char line_type)
1234 {
1235 int n = 0;
1236
1237 if (i > 0) {
1238 if (line_type == LV_LEFTOF_DOT(state, i, j))
1239 ++n;
1240 } else {
1241 if (line_type == LINE_NO)
1242 ++n;
1243 }
1244 if (i < state->w) {
1245 if (line_type == LV_RIGHTOF_DOT(state, i, j))
1246 ++n;
1247 } else {
1248 if (line_type == LINE_NO)
1249 ++n;
1250 }
1251 if (j > 0) {
1252 if (line_type == LV_ABOVE_DOT(state, i, j))
1253 ++n;
1254 } else {
1255 if (line_type == LINE_NO)
1256 ++n;
1257 }
1258 if (j < state->h) {
1259 if (line_type == LV_BELOW_DOT(state, i, j))
1260 ++n;
1261 } else {
1262 if (line_type == LINE_NO)
1263 ++n;
1264 }
1265
1266 return n;
1267 }
1268
1269 /* Count the number of lines of a particular type currently surrounding the
1270 * given square */
1271 static int square_order(const game_state* state, int i, int j, char line_type)
1272 {
1273 int n = 0;
1274
1275 if (ABOVE_SQUARE(state, i, j) == line_type)
1276 ++n;
1277 if (BELOW_SQUARE(state, i, j) == line_type)
1278 ++n;
1279 if (LEFTOF_SQUARE(state, i, j) == line_type)
1280 ++n;
1281 if (RIGHTOF_SQUARE(state, i, j) == line_type)
1282 ++n;
1283
1284 return n;
1285 }
1286
1287 /* Set all lines bordering a dot of type old_type to type new_type
1288 * Return value tells caller whether this function actually did anything */
1289 static int dot_setall(solver_state *sstate, int i, int j,
1290 char old_type, char new_type)
1291 {
1292 int retval = FALSE, r;
1293 game_state *state = sstate->state;
1294
1295 if (old_type == new_type)
1296 return FALSE;
1297
1298 if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) {
1299 r = set_line_bydot(sstate, i, j, LEFT, new_type);
1300 assert(r == TRUE);
1301 retval = TRUE;
1302 }
1303
1304 if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) {
1305 r = set_line_bydot(sstate, i, j, RIGHT, new_type);
1306 assert(r == TRUE);
1307 retval = TRUE;
1308 }
1309
1310 if (j > 0 && ABOVE_DOT(state, i, j) == old_type) {
1311 r = set_line_bydot(sstate, i, j, UP, new_type);
1312 assert(r == TRUE);
1313 retval = TRUE;
1314 }
1315
1316 if (j < state->h && BELOW_DOT(state, i, j) == old_type) {
1317 r = set_line_bydot(sstate, i, j, DOWN, new_type);
1318 assert(r == TRUE);
1319 retval = TRUE;
1320 }
1321
1322 return retval;
1323 }
1324
1325 /* Set all lines bordering a square of type old_type to type new_type */
1326 static int square_setall(solver_state *sstate, int i, int j,
1327 char old_type, char new_type)
1328 {
1329 int r = FALSE;
1330 game_state *state = sstate->state;
1331
1332 #if 0
1333 fprintf(stderr, "square_setall [%d,%d] from %d to %d\n", i, j,
1334 old_type, new_type);
1335 #endif
1336 if (ABOVE_SQUARE(state, i, j) == old_type) {
1337 r = set_line_bydot(sstate, i, j, RIGHT, new_type);
1338 assert(r == TRUE);
1339 }
1340 if (BELOW_SQUARE(state, i, j) == old_type) {
1341 r = set_line_bydot(sstate, i, j+1, RIGHT, new_type);
1342 assert(r == TRUE);
1343 }
1344 if (LEFTOF_SQUARE(state, i, j) == old_type) {
1345 r = set_line_bydot(sstate, i, j, DOWN, new_type);
1346 assert(r == TRUE);
1347 }
1348 if (RIGHTOF_SQUARE(state, i, j) == old_type) {
1349 r = set_line_bydot(sstate, i+1, j, DOWN, new_type);
1350 assert(r == TRUE);
1351 }
1352
1353 return r;
1354 }
1355
1356 /* ----------------------------------------------------------------------
1357 * Loop generation and clue removal
1358 */
1359
1360 /* We're going to store a list of current candidate squares for lighting.
1361 * Each square gets a 'score', which tells us how adding that square right
1362 * now would affect the length of the solution loop. We're trying to
1363 * maximise that quantity so will bias our random selection of squares to
1364 * light towards those with high scores */
1365 struct square {
1366 int score;
1367 unsigned long random;
1368 int x, y;
1369 };
1370
1371 static int get_square_cmpfn(void *v1, void *v2)
1372 {
1373 struct square *s1 = v1;
1374 struct square *s2 = v2;
1375 int r;
1376
1377 r = s1->x - s2->x;
1378 if (r)
1379 return r;
1380
1381 r = s1->y - s2->y;
1382 if (r)
1383 return r;
1384
1385 return 0;
1386 }
1387
1388 static int square_sort_cmpfn(void *v1, void *v2)
1389 {
1390 struct square *s1 = v1;
1391 struct square *s2 = v2;
1392 int r;
1393
1394 r = s2->score - s1->score;
1395 if (r) {
1396 return r;
1397 }
1398
1399 if (s1->random < s2->random)
1400 return -1;
1401 else if (s1->random > s2->random)
1402 return 1;
1403
1404 /*
1405 * It's _just_ possible that two squares might have been given
1406 * the same random value. In that situation, fall back to
1407 * comparing based on the coordinates. This introduces a tiny
1408 * directional bias, but not a significant one.
1409 */
1410 return get_square_cmpfn(v1, v2);
1411 }
1412
1413 enum { SQUARE_LIT, SQUARE_UNLIT };
1414
1415 #define SQUARE_STATE(i, j) \
1416 ( LEGAL_SQUARE(state, i, j) ? \
1417 LV_SQUARE_STATE(i,j) : \
1418 SQUARE_UNLIT )
1419
1420 #define LV_SQUARE_STATE(i, j) board[SQUARE_INDEX(state, i, j)]
1421
1422 /* Generate a new complete set of clues for the given game_state (respecting
1423 * the dimensions provided by said game_state) */
1424 static void add_full_clues(game_state *state, random_state *rs)
1425 {
1426 char *clues;
1427 char *board;
1428 int i, j, a, b, c;
1429 int board_area = SQUARE_COUNT(state);
1430 int t;
1431
1432 struct square *square, *tmpsquare, *sq;
1433 struct square square_pos;
1434
1435 /* These will contain exactly the same information, sorted into different
1436 * orders */
1437 tree234 *lightable_squares_sorted, *lightable_squares_gettable;
1438
1439 #define SQUARE_REACHABLE(i,j) \
1440 (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
1441 SQUARE_STATE(i+1, j) == SQUARE_LIT || \
1442 SQUARE_STATE(i, j-1) == SQUARE_LIT || \
1443 SQUARE_STATE(i, j+1) == SQUARE_LIT), \
1444 t)
1445
1446 /* One situation in which we may not light a square is if that'll leave one
1447 * square above/below and one left/right of us unlit, separated by a lit
1448 * square diagnonal from us */
1449 #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
1450 (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
1451 SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
1452 SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
1453 t)
1454
1455 /* We also may not light a square if it will form a loop of lit squares
1456 * around some unlit squares, as then the game soln won't have a single
1457 * loop */
1458 #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
1459 (SQUARE_STATE((i)+1, (j)) == lit1 && \
1460 SQUARE_STATE((i)-1, (j)) == lit1 && \
1461 SQUARE_STATE((i), (j)+1) == lit2 && \
1462 SQUARE_STATE((i), (j)-1) == lit2)
1463
1464 #define CAN_LIGHT_SQUARE(i, j) \
1465 (SQUARE_REACHABLE(i, j) && \
1466 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
1467 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
1468 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
1469 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
1470 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
1471 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
1472
1473 #define IS_LIGHTING_CANDIDATE(i, j) \
1474 (SQUARE_STATE(i, j) == SQUARE_UNLIT && \
1475 CAN_LIGHT_SQUARE(i,j))
1476
1477 /* The 'score' of a square reflects its current desirability for selection
1478 * as the next square to light. We want to encourage moving into uncharted
1479 * areas so we give scores according to how many of the square's neighbours
1480 * are currently unlit. */
1481
1482 /* UNLIT SCORE
1483 * 3 2
1484 * 2 0
1485 * 1 -2
1486 */
1487 #define SQUARE_SCORE(i,j) \
1488 (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
1489 (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
1490 (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
1491 (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
1492
1493 /* When a square gets lit, this defines how far away from that square we
1494 * need to go recomputing scores */
1495 #define SCORE_DISTANCE 1
1496
1497 board = snewn(board_area, char);
1498 clues = state->clues;
1499
1500 /* Make a board */
1501 memset(board, SQUARE_UNLIT, board_area);
1502
1503 /* Seed the board with a single lit square near the middle */
1504 i = state->w / 2;
1505 j = state->h / 2;
1506 if (state->w & 1 && random_bits(rs, 1))
1507 ++i;
1508 if (state->h & 1 && random_bits(rs, 1))
1509 ++j;
1510
1511 LV_SQUARE_STATE(i, j) = SQUARE_LIT;
1512
1513 /* We need a way of favouring squares that will increase our loopiness.
1514 * We do this by maintaining a list of all candidate squares sorted by
1515 * their score and choose randomly from that with appropriate skew.
1516 * In order to avoid consistently biasing towards particular squares, we
1517 * need the sort order _within_ each group of scores to be completely
1518 * random. But it would be abusing the hospitality of the tree234 data
1519 * structure if our comparison function were nondeterministic :-). So with
1520 * each square we associate a random number that does not change during a
1521 * particular run of the generator, and use that as a secondary sort key.
1522 * Yes, this means we will be biased towards particular random squares in
1523 * any one run but that doesn't actually matter. */
1524
1525 lightable_squares_sorted = newtree234(square_sort_cmpfn);
1526 lightable_squares_gettable = newtree234(get_square_cmpfn);
1527 #define ADD_SQUARE(s) \
1528 do { \
1529 sq = add234(lightable_squares_sorted, s); \
1530 assert(sq == s); \
1531 sq = add234(lightable_squares_gettable, s); \
1532 assert(sq == s); \
1533 } while (0)
1534
1535 #define REMOVE_SQUARE(s) \
1536 do { \
1537 sq = del234(lightable_squares_sorted, s); \
1538 assert(sq); \
1539 sq = del234(lightable_squares_gettable, s); \
1540 assert(sq); \
1541 } while (0)
1542
1543 #define HANDLE_DIR(a, b) \
1544 square = snew(struct square); \
1545 square->x = (i)+(a); \
1546 square->y = (j)+(b); \
1547 square->score = 2; \
1548 square->random = random_bits(rs, 31); \
1549 ADD_SQUARE(square);
1550 HANDLE_DIR(-1, 0);
1551 HANDLE_DIR( 1, 0);
1552 HANDLE_DIR( 0,-1);
1553 HANDLE_DIR( 0, 1);
1554 #undef HANDLE_DIR
1555
1556 /* Light squares one at a time until the board is interesting enough */
1557 while (TRUE)
1558 {
1559 /* We have count234(lightable_squares) possibilities, and in
1560 * lightable_squares_sorted they are sorted with the most desirable
1561 * first. */
1562 c = count234(lightable_squares_sorted);
1563 if (c == 0)
1564 break;
1565 assert(c == count234(lightable_squares_gettable));
1566
1567 /* Check that the best square available is any good */
1568 square = (struct square *)index234(lightable_squares_sorted, 0);
1569 assert(square);
1570
1571 /*
1572 * We never want to _decrease_ the loop's perimeter. Making
1573 * moves that leave the perimeter the same is occasionally
1574 * useful: if it were _never_ done then the user would be
1575 * able to deduce illicitly that any degree-zero vertex was
1576 * on the outside of the loop. So we do it sometimes but
1577 * not always.
1578 */
1579 if (square->score < 0 || (square->score == 0 &&
1580 random_upto(rs, 2) == 0)) {
1581 break;
1582 }
1583
1584 assert(square->score == SQUARE_SCORE(square->x, square->y));
1585 assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
1586 assert(square->x >= 0 && square->x < state->w);
1587 assert(square->y >= 0 && square->y < state->h);
1588
1589 /* Update data structures */
1590 LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
1591 REMOVE_SQUARE(square);
1592
1593 /* We might have changed the score of any squares up to 2 units away in
1594 * any direction */
1595 for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
1596 for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
1597 if (!a && !b)
1598 continue;
1599 square_pos.x = square->x + a;
1600 square_pos.y = square->y + b;
1601 if (square_pos.x < 0 || square_pos.x >= state->w ||
1602 square_pos.y < 0 || square_pos.y >= state->h) {
1603 continue;
1604 }
1605 tmpsquare = find234(lightable_squares_gettable, &square_pos,
1606 NULL);
1607 if (tmpsquare) {
1608 assert(tmpsquare->x == square_pos.x);
1609 assert(tmpsquare->y == square_pos.y);
1610 assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
1611 SQUARE_UNLIT);
1612 REMOVE_SQUARE(tmpsquare);
1613 } else {
1614 tmpsquare = snew(struct square);
1615 tmpsquare->x = square_pos.x;
1616 tmpsquare->y = square_pos.y;
1617 tmpsquare->random = random_bits(rs, 31);
1618 }
1619 tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
1620
1621 if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
1622 ADD_SQUARE(tmpsquare);
1623 } else {
1624 sfree(tmpsquare);
1625 }
1626 }
1627 }
1628 sfree(square);
1629 }
1630
1631 /* Clean up */
1632 while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
1633 sfree(square);
1634 freetree234(lightable_squares_gettable);
1635 freetree234(lightable_squares_sorted);
1636
1637 /* Copy out all the clues */
1638 FORALL_SQUARES(state, i, j) {
1639 c = SQUARE_STATE(i, j);
1640 LV_CLUE_AT(state, i, j) = 0;
1641 if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
1642 if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
1643 if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
1644 if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
1645 }
1646
1647 sfree(board);
1648 }
1649
1650 static int game_has_unique_soln(const game_state *state, int diff)
1651 {
1652 int ret;
1653 solver_state *sstate_new;
1654 solver_state *sstate = new_solver_state((game_state *)state, diff);
1655
1656 sstate_new = solve_game_rec(sstate, diff);
1657
1658 assert(sstate_new->solver_status != SOLVER_MISTAKE);
1659 ret = (sstate_new->solver_status == SOLVER_SOLVED);
1660
1661 free_solver_state(sstate_new);
1662 free_solver_state(sstate);
1663
1664 return ret;
1665 }
1666
1667 /* Remove clues one at a time at random. */
1668 static game_state *remove_clues(game_state *state, random_state *rs,
1669 int diff)
1670 {
1671 int *square_list, squares;
1672 game_state *ret = dup_game(state), *saved_ret;
1673 int n;
1674 #ifdef SHOW_WORKING
1675 char *desc;
1676 #endif
1677
1678 /* We need to remove some clues. We'll do this by forming a list of all
1679 * available clues, shuffling it, then going along one at a
1680 * time clearing each clue in turn for which doing so doesn't render the
1681 * board unsolvable. */
1682 squares = state->w * state->h;
1683 square_list = snewn(squares, int);
1684 for (n = 0; n < squares; ++n) {
1685 square_list[n] = n;
1686 }
1687
1688 shuffle(square_list, squares, sizeof(int), rs);
1689
1690 for (n = 0; n < squares; ++n) {
1691 saved_ret = dup_game(ret);
1692 LV_CLUE_AT(ret, square_list[n] % state->w,
1693 square_list[n] / state->w) = -1;
1694
1695 #ifdef SHOW_WORKING
1696 desc = state_to_text(ret);
1697 fprintf(stderr, "%dx%d:%s\n", state->w, state->h, desc);
1698 sfree(desc);
1699 #endif
1700
1701 if (game_has_unique_soln(ret, diff)) {
1702 free_game(saved_ret);
1703 } else {
1704 free_game(ret);
1705 ret = saved_ret;
1706 }
1707 }
1708 sfree(square_list);
1709
1710 return ret;
1711 }
1712
1713 static char *new_game_desc(game_params *params, random_state *rs,
1714 char **aux, int interactive)
1715 {
1716 /* solution and description both use run-length encoding in obvious ways */
1717 char *retval;
1718 game_state *state = snew(game_state), *state_new;
1719
1720 state->h = params->h;
1721 state->w = params->w;
1722
1723 state->clues = snewn(SQUARE_COUNT(params), char);
1724 state->hl = snewn(HL_COUNT(params), char);
1725 state->vl = snewn(VL_COUNT(params), char);
1726
1727 newboard_please:
1728 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1729 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1730
1731 state->solved = state->cheated = FALSE;
1732 state->recursion_depth = params->rec;
1733
1734 /* Get a new random solvable board with all its clues filled in. Yes, this
1735 * can loop for ever if the params are suitably unfavourable, but
1736 * preventing games smaller than 4x4 seems to stop this happening */
1737
1738 do {
1739 add_full_clues(state, rs);
1740 } while (!game_has_unique_soln(state, params->diff));
1741
1742 state_new = remove_clues(state, rs, params->diff);
1743 free_game(state);
1744 state = state_new;
1745
1746 if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
1747 #ifdef SHOW_WORKING
1748 fprintf(stderr, "Rejecting board, it is too easy\n");
1749 #endif
1750 goto newboard_please;
1751 }
1752
1753 retval = state_to_text(state);
1754
1755 free_game(state);
1756
1757 assert(!validate_desc(params, retval));
1758
1759 return retval;
1760 }
1761
1762 static game_state *new_game(midend *me, game_params *params, char *desc)
1763 {
1764 int i,j;
1765 game_state *state = snew(game_state);
1766 int empties_to_make = 0;
1767 int n;
1768 const char *dp = desc;
1769
1770 state->recursion_depth = 0; /* XXX pending removal, probably */
1771
1772 state->h = params->h;
1773 state->w = params->w;
1774
1775 state->clues = snewn(SQUARE_COUNT(params), char);
1776 state->hl = snewn(HL_COUNT(params), char);
1777 state->vl = snewn(VL_COUNT(params), char);
1778
1779 state->solved = state->cheated = FALSE;
1780
1781 FORALL_SQUARES(params, i, j) {
1782 if (empties_to_make) {
1783 empties_to_make--;
1784 LV_CLUE_AT(state, i, j) = -1;
1785 continue;
1786 }
1787
1788 assert(*dp);
1789 n = *dp - '0';
1790 if (n >= 0 && n < 10) {
1791 LV_CLUE_AT(state, i, j) = n;
1792 } else {
1793 n = *dp - 'a' + 1;
1794 assert(n > 0);
1795 LV_CLUE_AT(state, i, j) = -1;
1796 empties_to_make = n - 1;
1797 }
1798 ++dp;
1799 }
1800
1801 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1802 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1803
1804 return state;
1805 }
1806
1807 enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1808
1809 /* ----------------------------------------------------------------------
1810 * Solver logic
1811 *
1812 * Our solver modes operate as follows. Each mode also uses the modes above it.
1813 *
1814 * Easy Mode
1815 * Just implement the rules of the game.
1816 *
1817 * Normal Mode
1818 * For each pair of lines through each dot we store a bit for whether
1819 * at least one of them is on and whether at most one is on. (If we know
1820 * both or neither is on that's already stored more directly.) That's six
1821 * bits per dot. Bit number n represents the lines shown in dline_desc.
1822 *
1823 * Advanced Mode
1824 * Use edsf data structure to make equivalence classes of lines that are
1825 * known identical to or opposite to one another.
1826 */
1827
1828 /* The order the following are defined in is very important, see below.
1829 * The last two fields may seem non-obvious: they specify that when talking
1830 * about a square the dx and dy offsets should be added to the square coords to
1831 * get to the right dot. Where dx and dy are -1 this means that the dline
1832 * doesn't make sense for a square. */
1833 /* XXX can this be done with a struct instead? */
1834 #define DLINES \
1835 DLINE(DLINE_UD, UP, DOWN, -1, -1) \
1836 DLINE(DLINE_LR, LEFT, RIGHT, -1, -1) \
1837 DLINE(DLINE_UR, UP, RIGHT, 0, 1) \
1838 DLINE(DLINE_DL, DOWN, LEFT, 1, 0) \
1839 DLINE(DLINE_UL, UP, LEFT, 1, 1) \
1840 DLINE(DLINE_DR, DOWN, RIGHT, 0, 0)
1841
1842 #define OPP_DLINE(dline_desc) ((dline_desc) ^ 1)
1843
1844 enum dline_desc {
1845 #define DLINE(desc, dir1, dir2, dx, dy) \
1846 desc,
1847 DLINES
1848 #undef DLINE
1849 };
1850
1851 struct dline {
1852 enum dline_desc desc;
1853 enum direction dir1, dir2;
1854 int dx, dy;
1855 };
1856
1857 const static struct dline dlines[] = {
1858 #define DLINE(desc, dir1, dir2, dx, dy) \
1859 { desc, dir1, dir2, dx, dy },
1860 DLINES
1861 #undef DLINE
1862 };
1863
1864 #define FORALL_DOT_DLINES(dl_iter) \
1865 for (dl_iter = 0; dl_iter < lenof(dlines); ++dl_iter)
1866
1867 #define FORALL_SQUARE_DLINES(dl_iter) \
1868 for (dl_iter = 2; dl_iter < lenof(dlines); ++dl_iter)
1869
1870 #define DL2STR(d) \
1871 ((d==DLINE_UD) ? "DLINE_UD": \
1872 (d==DLINE_LR) ? "DLINE_LR": \
1873 (d==DLINE_UR) ? "DLINE_UR": \
1874 (d==DLINE_DL) ? "DLINE_DL": \
1875 (d==DLINE_UL) ? "DLINE_UL": \
1876 (d==DLINE_DR) ? "DLINE_DR": \
1877 "oops")
1878
1879 #define CHECK_DLINE_SENSIBLE(d) assert(dlines[(d)].dx != -1 && dlines[(d)].dy != -1)
1880
1881 /* This will fail an assertion if the directions handed to it are the same, as
1882 * no dline corresponds to that */
1883 static enum dline_desc dline_desc_from_dirs(enum direction dir1,
1884 enum direction dir2)
1885 {
1886 int i;
1887
1888 assert (dir1 != dir2);
1889
1890 for (i = 0; i < lenof(dlines); ++i) {
1891 if ((dir1 == dlines[i].dir1 && dir2 == dlines[i].dir2) ||
1892 (dir1 == dlines[i].dir2 && dir2 == dlines[i].dir1)) {
1893 return dlines[i].desc;
1894 }
1895 }
1896
1897 assert(!"dline not found");
1898 return DLINE_UD; /* placate compiler */
1899 }
1900
1901 /* The following functions allow you to get or set info about the selected
1902 * dline corresponding to the dot or square at [i,j]. You'll get an assertion
1903 * failure if you talk about a dline that doesn't exist, ie if you ask about
1904 * non-touching lines around a square. */
1905 static int get_dot_dline(const game_state *state, const char *dline_array,
1906 int i, int j, enum dline_desc desc)
1907 {
1908 /* fprintf(stderr, "get_dot_dline %p [%d,%d] %s\n", dline_array, i, j, DL2STR(desc)); */
1909 return BIT_SET(dline_array[i + (state->w + 1) * j], desc);
1910 }
1911
1912 static int set_dot_dline(game_state *state, char *dline_array,
1913 int i, int j, enum dline_desc desc
1914 #ifdef SHOW_WORKING
1915 , const char *reason
1916 #endif
1917 )
1918 {
1919 int ret;
1920 ret = SET_BIT(dline_array[i + (state->w + 1) * j], desc);
1921
1922 #ifdef SHOW_WORKING
1923 if (ret)
1924 fprintf(stderr, "set_dot_dline %p [%d,%d] %s (%s)\n", dline_array, i, j, DL2STR(desc), reason);
1925 #endif
1926 return ret;
1927 }
1928
1929 static int get_square_dline(game_state *state, char *dline_array,
1930 int i, int j, enum dline_desc desc)
1931 {
1932 CHECK_DLINE_SENSIBLE(desc);
1933 /* fprintf(stderr, "get_square_dline %p [%d,%d] %s\n", dline_array, i, j, DL2STR(desc)); */
1934 return BIT_SET(dline_array[(i+dlines[desc].dx) + (state->w + 1) * (j+dlines[desc].dy)],
1935 desc);
1936 }
1937
1938 static int set_square_dline(game_state *state, char *dline_array,
1939 int i, int j, enum dline_desc desc
1940 #ifdef SHOW_WORKING
1941 , const char *reason
1942 #endif
1943 )
1944 {
1945 int ret;
1946 CHECK_DLINE_SENSIBLE(desc);
1947 ret = SET_BIT(dline_array[(i+dlines[desc].dx) + (state->w + 1) * (j+dlines[desc].dy)], desc);
1948 #ifdef SHOW_WORKING
1949 if (ret)
1950 fprintf(stderr, "set_square_dline %p [%d,%d] %s (%s)\n", dline_array, i, j, DL2STR(desc), reason);
1951 #endif
1952 return ret;
1953 }
1954
1955 #ifdef SHOW_WORKING
1956 #define set_dot_dline(a, b, c, d, e) \
1957 set_dot_dline(a, b, c, d, e, __FUNCTION__)
1958 #define set_square_dline(a, b, c, d, e) \
1959 set_square_dline(a, b, c, d, e, __FUNCTION__)
1960 #endif
1961
1962 static int set_dot_opp_dline(game_state *state, char *dline_array,
1963 int i, int j, enum dline_desc desc)
1964 {
1965 return set_dot_dline(state, dline_array, i, j, OPP_DLINE(desc));
1966 }
1967
1968 static int set_square_opp_dline(game_state *state, char *dline_array,
1969 int i, int j, enum dline_desc desc)
1970 {
1971 return set_square_dline(state, dline_array, i, j, OPP_DLINE(desc));
1972 }
1973
1974 /* Find out if both the lines in the given dline are UNKNOWN */
1975 static int dline_both_unknown(const game_state *state, int i, int j,
1976 enum dline_desc desc)
1977 {
1978 return
1979 (get_line_status_from_point(state, i, j, dlines[desc].dir1) == LINE_UNKNOWN) &&
1980 (get_line_status_from_point(state, i, j, dlines[desc].dir2) == LINE_UNKNOWN);
1981 }
1982
1983 #define SQUARE_DLINES \
1984 HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1985 HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1986 HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1987 HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1988
1989 #define DOT_DLINES \
1990 HANDLE_DLINE(DLINE_UD, ABOVE_DOT, BELOW_DOT); \
1991 HANDLE_DLINE(DLINE_LR, LEFTOF_DOT, RIGHTOF_DOT); \
1992 HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
1993 HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
1994 HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
1995 HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
1996
1997 static void array_setall(char *array, char from, char to, int len)
1998 {
1999 char *p = array, *p_old = p;
2000 int len_remaining = len;
2001
2002 while ((p = memchr(p, from, len_remaining))) {
2003 *p = to;
2004 len_remaining -= p - p_old;
2005 p_old = p;
2006 }
2007 }
2008
2009
2010
2011 static int get_line_status_from_point(const game_state *state,
2012 int x, int y, enum direction d)
2013 {
2014 switch (d) {
2015 case LEFT:
2016 return LEFTOF_DOT(state, x, y);
2017 case RIGHT:
2018 return RIGHTOF_DOT(state, x, y);
2019 case UP:
2020 return ABOVE_DOT(state, x, y);
2021 case DOWN:
2022 return BELOW_DOT(state, x, y);
2023 }
2024
2025 return 0;
2026 }
2027
2028 /* First and second args are coord offset from top left of square to one end
2029 * of line in question, third and fourth args are the direction from the first
2030 * end of the line to the second. Fifth arg is the direction of the line from
2031 * the coord offset position.
2032 * How confusing.
2033 */
2034 #define SQUARE_LINES \
2035 SQUARE_LINE( 0, 0, RIGHT, RIGHTOF_DOT, UP); \
2036 SQUARE_LINE( 0, +1, RIGHT, RIGHTOF_DOT, DOWN); \
2037 SQUARE_LINE( 0, 0, DOWN, BELOW_DOT, LEFT); \
2038 SQUARE_LINE(+1, 0, DOWN, BELOW_DOT, RIGHT);
2039
2040 /* Set pairs of lines around this square which are known to be identical to
2041 * the given line_state */
2042 static int square_setall_identical(solver_state *sstate, int x, int y,
2043 enum line_state line_new)
2044 {
2045 /* can[dir] contains the canonical line associated with the line in
2046 * direction dir from the square in question. Similarly inv[dir] is
2047 * whether or not the line in question is inverse to its canonical
2048 * element. */
2049 int can[4], inv[4], i, j;
2050 int retval = FALSE;
2051
2052 i = 0;
2053
2054 #if 0
2055 fprintf(stderr, "Setting all identical unknown lines around square "
2056 "[%d,%d] to %d:\n", x, y, line_new);
2057 #endif
2058
2059 #define SQUARE_LINE(dx, dy, linedir, dir_dot, sqdir) \
2060 can[sqdir] = \
2061 edsf_canonify(sstate->hard->linedsf, \
2062 LINEDSF_INDEX(sstate->state, x+(dx), y+(dy), linedir), \
2063 &inv[sqdir]);
2064
2065 SQUARE_LINES;
2066
2067 #undef SQUARE_LINE
2068
2069 for (j = 0; j < 4; ++j) {
2070 for (i = 0; i < 4; ++i) {
2071 if (i == j)
2072 continue;
2073
2074 if (can[i] == can[j] && inv[i] == inv[j]) {
2075
2076 /* Lines in directions i and j are identical.
2077 * Only do j now, we'll do i when the loop causes us to
2078 * consider {i,j} in the opposite order. */
2079 #define SQUARE_LINE(dx, dy, dir, c, sqdir) \
2080 if (j == sqdir) { \
2081 retval = set_line_bydot(sstate, x+(dx), y+(dy), dir, line_new); \
2082 if (retval) { \
2083 break; \
2084 } \
2085 }
2086
2087 SQUARE_LINES;
2088
2089 #undef SQUARE_LINE
2090 }
2091 }
2092 }
2093
2094 return retval;
2095 }
2096
2097 #if 0
2098 /* Set all identical lines passing through the current dot to the chosen line
2099 * state. (implicitly this only looks at UNKNOWN lines) */
2100 static int dot_setall_identical(solver_state *sstate, int x, int y,
2101 enum line_state line_new)
2102 {
2103 /* The implementation of this is a little naughty but I can't see how to do
2104 * it elegantly any other way */
2105 int can[4], inv[4], i, j;
2106 enum direction d;
2107 int retval = FALSE;
2108
2109 for (d = 0; d < 4; ++d) {
2110 can[d] = edsf_canonify(sstate->hard->linedsf,
2111 LINEDSF_INDEX(sstate->state, x, y, d),
2112 inv+d);
2113 }
2114
2115 for (j = 0; j < 4; ++j) {
2116 next_j:
2117 for (i = 0; i < j; ++i) {
2118 if (can[i] == can[j] && inv[i] == inv[j]) {
2119 /* Lines in directions i and j are identical */
2120 if (get_line_status_from_point(sstate->state, x, y, j) ==
2121 LINE_UNKNOWN) {
2122 set_line_bydot(sstate->state, x, y, j,
2123 line_new);
2124 retval = TRUE;
2125 goto next_j;
2126 }
2127 }
2128
2129 }
2130 }
2131
2132 return retval;
2133 }
2134 #endif
2135
2136 static int square_setboth_in_dline(solver_state *sstate, enum dline_desc dd,
2137 int i, int j, enum line_state line_new)
2138 {
2139 int retval = FALSE;
2140 const struct dline dll = dlines[dd], *dl = &dll;
2141
2142 #if 0
2143 fprintf(stderr, "square_setboth_in_dline %s [%d,%d] to %d\n",
2144 DL2STR(dd), i, j, line_new);
2145 #endif
2146
2147 CHECK_DLINE_SENSIBLE(dd);
2148
2149 retval |=
2150 set_line_bydot(sstate, i+dl->dx, j+dl->dy, dl->dir1, line_new);
2151 retval |=
2152 set_line_bydot(sstate, i+dl->dx, j+dl->dy, dl->dir2, line_new);
2153
2154 return retval;
2155 }
2156
2157 /* Call this function to register that the two unknown lines going into the dot
2158 * [x,y] are identical or opposite (depending on the value of 'inverse'). This
2159 * function will cause an assertion failure if anything other than exactly two
2160 * lines into the dot are unknown.
2161 * As usual returns TRUE if any progress was made, otherwise FALSE. */
2162 static int dot_relate_2_unknowns(solver_state *sstate, int x, int y, int inverse)
2163 {
2164 enum direction d1=DOWN, d2=DOWN; /* Just to keep compiler quiet */
2165 int dirs_set = 0;
2166
2167 #define TRY_DIR(d) \
2168 if (get_line_status_from_point(sstate->state, x, y, d) == \
2169 LINE_UNKNOWN) { \
2170 if (dirs_set == 0) \
2171 d1 = d; \
2172 else { \
2173 assert(dirs_set == 1); \
2174 d2 = d; \
2175 } \
2176 dirs_set++; \
2177 } while (0)
2178
2179 TRY_DIR(UP);
2180 TRY_DIR(DOWN);
2181 TRY_DIR(LEFT);
2182 TRY_DIR(RIGHT);
2183 #undef TRY_DIR
2184
2185 assert(dirs_set == 2);
2186 assert(d1 != d2);
2187
2188 #if 0
2189 fprintf(stderr, "Lines in direction %s and %s from dot [%d,%d] are %s\n",
2190 DIR2STR(d1), DIR2STR(d2), x, y, inverse?"opposite":"the same");
2191 #endif
2192
2193 return merge_lines(sstate, x, y, d1, x, y, d2, inverse);
2194 }
2195
2196 /* Very similar to dot_relate_2_unknowns. */
2197 static int square_relate_2_unknowns(solver_state *sstate, int x, int y, int inverse)
2198 {
2199 enum direction d1=DOWN, d2=DOWN;
2200 int x1=-1, y1=-1, x2=-1, y2=-1;
2201 int dirs_set = 0;
2202
2203 #if 0
2204 fprintf(stderr, "2 unknowns around square [%d,%d] are %s\n",
2205 x, y, inverse?"opposite":"the same");
2206 #endif
2207
2208 #define TRY_DIR(i, j, d, dir_sq) \
2209 do { \
2210 if (dir_sq(sstate->state, x, y) == LINE_UNKNOWN) { \
2211 if (dirs_set == 0) { \
2212 d1 = d; x1 = i; y1 = j; \
2213 } else { \
2214 assert(dirs_set == 1); \
2215 d2 = d; x2 = i; y2 = j; \
2216 } \
2217 dirs_set++; \
2218 } \
2219 } while (0)
2220
2221 TRY_DIR(x, y, RIGHT, ABOVE_SQUARE);
2222 TRY_DIR(x, y, DOWN, LEFTOF_SQUARE);
2223 TRY_DIR(x+1, y, DOWN, RIGHTOF_SQUARE);
2224 TRY_DIR(x, y+1, RIGHT, BELOW_SQUARE);
2225 #undef TRY_DIR
2226
2227 assert(dirs_set == 2);
2228
2229 #if 0
2230 fprintf(stderr, "Line in direction %s from dot [%d,%d] and line in direction %s from dot [%2d,%2d] are %s\n",
2231 DIR2STR(d1), x1, y1, DIR2STR(d2), x2, y2, inverse?"opposite":"the same");
2232 #endif
2233
2234 return merge_lines(sstate, x1, y1, d1, x2, y2, d2, inverse);
2235 }
2236
2237 /* Figure out if any dlines can be 'collapsed' (and do so if they can). This
2238 * can happen if one of the lines is known and due to the dline status this
2239 * tells us state of the other, or if there's an interaction with the linedsf
2240 * (ie if atmostone is set for a dline and the lines are known identical they
2241 * must both be LINE_NO, etc). XXX at the moment only the former is
2242 * implemented, and indeed the latter should be implemented in the hard mode
2243 * solver only.
2244 */
2245 static int dot_collapse_dlines(solver_state *sstate, int i, int j)
2246 {
2247 int progress = FALSE;
2248 enum direction dir1, dir2;
2249 int dir1st;
2250 int dlset;
2251 game_state *state = sstate->state;
2252 enum dline_desc dd;
2253
2254 for (dir1 = 0; dir1 < 4; dir1++) {
2255 dir1st = get_line_status_from_point(state, i, j, dir1);
2256 if (dir1st == LINE_UNKNOWN)
2257 continue;
2258 /* dir2 iterates over the whole range rather than starting at dir1+1
2259 * because test below is asymmetric */
2260 for (dir2 = 0; dir2 < 4; dir2++) {
2261 if (dir1 == dir2)
2262 continue;
2263
2264 if ((i == 0 && (dir1 == LEFT || dir2 == LEFT)) ||
2265 (j == 0 && (dir1 == UP || dir2 == UP)) ||
2266 (i == state->w && (dir1 == RIGHT || dir2 == RIGHT)) ||
2267 (j == state->h && (dir1 == DOWN || dir2 == DOWN))) {
2268 continue;
2269 }
2270
2271 #if 0
2272 fprintf(stderr, "dot_collapse_dlines [%d,%d], %s %s\n", i, j,
2273 DIR2STR(dir1), DIR2STR(dir2));
2274 #endif
2275
2276 if (get_line_status_from_point(state, i, j, dir2) ==
2277 LINE_UNKNOWN) {
2278 dd = dline_desc_from_dirs(dir1, dir2);
2279
2280 dlset = get_dot_dline(state, sstate->normal->dot_atmostone, i, j, dd);
2281 if (dlset && dir1st == LINE_YES) {
2282 /* fprintf(stderr, "setting %s to NO\n", DIR2STR(dir2)); */
2283 progress |=
2284 set_line_bydot(sstate, i, j, dir2, LINE_NO);
2285 }
2286
2287 dlset = get_dot_dline(state, sstate->normal->dot_atleastone, i, j, dd);
2288 if (dlset && dir1st == LINE_NO) {
2289 /* fprintf(stderr, "setting %s to YES\n", DIR2STR(dir2)); */
2290 progress |=
2291 set_line_bydot(sstate, i, j, dir2, LINE_YES);
2292 }
2293 }
2294 }
2295 }
2296
2297 return progress;
2298 }
2299
2300 /*
2301 * These are the main solver functions.
2302 *
2303 * Their return values are diff values corresponding to the lowest mode solver
2304 * that would notice the work that they have done. For example if the normal
2305 * mode solver adds actual lines or crosses, it will return DIFF_EASY as the
2306 * easy mode solver might be able to make progress using that. It doesn't make
2307 * sense for one of them to return a diff value higher than that of the
2308 * function itself.
2309 *
2310 * Each function returns the lowest value it can, as early as possible, in
2311 * order to try and pass as much work as possible back to the lower level
2312 * solvers which progress more quickly.
2313 */
2314
2315 /* PROPOSED NEW DESIGN:
2316 * We have a work queue consisting of 'events' notifying us that something has
2317 * happened that a particular solver mode might be interested in. For example
2318 * the hard mode solver might do something that helps the normal mode solver at
2319 * dot [x,y] in which case it will enqueue an event recording this fact. Then
2320 * we pull events off the work queue, and hand each in turn to the solver that
2321 * is interested in them. If a solver reports that it failed we pass the same
2322 * event on to progressively more advanced solvers and the loop detector. Once
2323 * we've exhausted an event, or it has helped us progress, we drop it and
2324 * continue to the next one. The events are sorted first in order of solver
2325 * complexity (easy first) then order of insertion (oldest first).
2326 * Once we run out of events we loop over each permitted solver in turn
2327 * (easiest first) until either a deduction is made (and an event therefore
2328 * emerges) or no further deductions can be made (in which case we've failed).
2329 *
2330 * QUESTIONS:
2331 * * How do we 'loop over' a solver when both dots and squares are concerned.
2332 * Answer: first all squares then all dots.
2333 */
2334
2335 static int easy_mode_deductions(solver_state *sstate)
2336 {
2337 int i, j, h, w, current_yes, current_no;
2338 game_state *state;
2339 int diff = DIFF_MAX;
2340
2341 state = sstate->state;
2342 h = state->h;
2343 w = state->w;
2344
2345 /* Per-square deductions */
2346 FORALL_SQUARES(state, i, j) {
2347 if (sstate->square_solved[SQUARE_INDEX(state, i, j)])
2348 continue;
2349
2350 current_yes = SQUARE_YES_COUNT(sstate, i, j);
2351 current_no = SQUARE_NO_COUNT(sstate, i, j);
2352
2353 if (current_yes + current_no == 4) {
2354 sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE;
2355 /* diff = min(diff, DIFF_EASY); */
2356 continue;
2357 }
2358
2359 if (CLUE_AT(state, i, j) < 0)
2360 continue;
2361
2362 if (CLUE_AT(state, i, j) < current_yes) {
2363 #if 0
2364 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2365 #endif
2366 sstate->solver_status = SOLVER_MISTAKE;
2367 return DIFF_EASY;
2368 }
2369 if (CLUE_AT(state, i, j) == current_yes) {
2370 if (square_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO))
2371 diff = min(diff, DIFF_EASY);
2372 sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE;
2373 continue;
2374 }
2375
2376 if (4 - CLUE_AT(state, i, j) < current_no) {
2377 #if 0
2378 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2379 #endif
2380 sstate->solver_status = SOLVER_MISTAKE;
2381 return DIFF_EASY;
2382 }
2383 if (4 - CLUE_AT(state, i, j) == current_no) {
2384 if (square_setall(sstate, i, j, LINE_UNKNOWN, LINE_YES))
2385 diff = min(diff, DIFF_EASY);
2386 sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE;
2387 continue;
2388 }
2389 }
2390
2391 check_caches(sstate);
2392
2393 /* Per-dot deductions */
2394 FORALL_DOTS(state, i, j) {
2395 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2396 continue;
2397
2398 switch (DOT_YES_COUNT(sstate, i, j)) {
2399 case 0:
2400 switch (DOT_NO_COUNT(sstate, i, j)) {
2401 case 3:
2402 #if 0
2403 fprintf(stderr, "dot [%d,%d]: 0 yes, 3 no\n", i, j);
2404 #endif
2405 dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO);
2406 diff = min(diff, DIFF_EASY);
2407 /* fall through */
2408 case 4:
2409 sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE;
2410 break;
2411 }
2412 break;
2413 case 1:
2414 switch (DOT_NO_COUNT(sstate, i, j)) {
2415 case 2: /* 1 yes, 2 no */
2416 #if 0
2417 fprintf(stderr, "dot [%d,%d]: 1 yes, 2 no\n", i, j);
2418 #endif
2419 dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_YES);
2420 diff = min(diff, DIFF_EASY);
2421 sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE;
2422 break;
2423 case 3: /* 1 yes, 3 no */
2424 #if 0
2425 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2426 #endif
2427 sstate->solver_status = SOLVER_MISTAKE;
2428 return DIFF_EASY;
2429 }
2430 break;
2431 case 2:
2432 #if 0
2433 fprintf(stderr, "dot [%d,%d]: 2 yes\n", i, j);
2434 #endif
2435 dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO);
2436 diff = min(diff, DIFF_EASY);
2437 sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE;
2438 break;
2439 case 3:
2440 case 4:
2441 #if 0
2442 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2443 #endif
2444 sstate->solver_status = SOLVER_MISTAKE;
2445 return DIFF_EASY;
2446 }
2447 }
2448
2449 check_caches(sstate);
2450
2451 return diff;
2452 }
2453
2454 static int normal_mode_deductions(solver_state *sstate)
2455 {
2456 int i, j;
2457 game_state *state = sstate->state;
2458 enum dline_desc dd;
2459 int diff = DIFF_MAX;
2460
2461 FORALL_SQUARES(state, i, j) {
2462 if (sstate->square_solved[SQUARE_INDEX(state, i, j)])
2463 continue;
2464
2465 if (CLUE_AT(state, i, j) < 0)
2466 continue;
2467
2468 switch (CLUE_AT(state, i, j)) {
2469 case 1:
2470 #if 0
2471 fprintf(stderr, "clue [%d,%d] is 1, doing dline ops\n",
2472 i, j);
2473 #endif
2474 FORALL_SQUARE_DLINES(dd) {
2475 /* At most one of any DLINE can be set */
2476 if (set_square_dline(state,
2477 sstate->normal->dot_atmostone,
2478 i, j, dd)) {
2479 diff = min(diff, DIFF_NORMAL);
2480 }
2481
2482 if (get_square_dline(state,
2483 sstate->normal->dot_atleastone,
2484 i, j, dd)) {
2485 /* This DLINE provides enough YESes to solve the clue */
2486 if (square_setboth_in_dline(sstate, OPP_DLINE(dd),
2487 i, j, LINE_NO)) {
2488 diff = min(diff, DIFF_EASY);
2489 }
2490 }
2491 }
2492
2493 break;
2494 case 2:
2495 /* If at least one of one DLINE is set, at most one
2496 * of the opposing one is and vice versa */
2497 #if 0
2498 fprintf(stderr, "clue [%d,%d] is 2, doing dline ops\n",
2499 i, j);
2500 #endif
2501 FORALL_SQUARE_DLINES(dd) {
2502 if (get_square_dline(state,
2503 sstate->normal->dot_atmostone,
2504 i, j, dd)) {
2505 if (set_square_opp_dline(state,
2506 sstate->normal->dot_atleastone,
2507 i, j, dd)) {
2508 diff = min(diff, DIFF_NORMAL);
2509 }
2510 }
2511 if (get_square_dline(state,
2512 sstate->normal->dot_atleastone,
2513 i, j, dd)) {
2514 if (set_square_opp_dline(state,
2515 sstate->normal->dot_atmostone,
2516 i, j, dd)) {
2517 diff = min(diff, DIFF_NORMAL);
2518 }
2519 }
2520 }
2521 break;
2522 case 3:
2523 #if 0
2524 fprintf(stderr, "clue [%d,%d] is 3, doing dline ops\n",
2525 i, j);
2526 #endif
2527 FORALL_SQUARE_DLINES(dd) {
2528 /* At least one of any DLINE must be set */
2529 if (set_square_dline(state,
2530 sstate->normal->dot_atleastone,
2531 i, j, dd)) {
2532 diff = min(diff, DIFF_NORMAL);
2533 }
2534
2535 if (get_square_dline(state,
2536 sstate->normal->dot_atmostone,
2537 i, j, dd)) {
2538 /* This DLINE provides enough NOs to solve the clue */
2539 if (square_setboth_in_dline(sstate, OPP_DLINE(dd),
2540 i, j, LINE_YES)) {
2541 diff = min(diff, DIFF_EASY);
2542 }
2543 }
2544 }
2545 break;
2546 }
2547 }
2548
2549 check_caches(sstate);
2550
2551 if (diff < DIFF_NORMAL)
2552 return diff;
2553
2554 FORALL_DOTS(state, i, j) {
2555 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2556 continue;
2557
2558 #if 0
2559 text = game_text_format(state);
2560 fprintf(stderr, "-----------------\n%s", text);
2561 sfree(text);
2562 #endif
2563
2564 switch (DOT_YES_COUNT(sstate, i, j)) {
2565 case 0:
2566 switch (DOT_NO_COUNT(sstate, i, j)) {
2567 case 1:
2568 /* Make note that at most one of each unknown DLINE
2569 * is YES */
2570 break;
2571 }
2572 break;
2573
2574 case 1:
2575 switch (DOT_NO_COUNT(sstate, i, j)) {
2576 case 1:
2577 /* 1 yes, 1 no, so exactly one of unknowns is
2578 * yes */
2579 #if 0
2580 fprintf(stderr, "dot [%d,%d]: 1 yes, 1 no\n", i, j);
2581 #endif
2582 FORALL_DOT_DLINES(dd) {
2583 if (dline_both_unknown(state,
2584 i, j, dd)) {
2585 if (set_dot_dline(state,
2586 sstate->normal->dot_atleastone,
2587 i, j, dd)) {
2588 diff = min(diff, DIFF_NORMAL);
2589 }
2590 }
2591 }
2592
2593 /* fall through */
2594 case 0:
2595 #if 0
2596 fprintf(stderr, "dot [%d,%d]: 1 yes, 0 or 1 no\n", i, j);
2597 #endif
2598 /* 1 yes, fewer than 2 no, so at most one of
2599 * unknowns is yes */
2600 FORALL_DOT_DLINES(dd) {
2601 if (dline_both_unknown(state,
2602 i, j, dd)) {
2603 if (set_dot_dline(state,
2604 sstate->normal->dot_atmostone,
2605 i, j, dd)) {
2606 diff = min(diff, DIFF_NORMAL);
2607 }
2608 }
2609 }
2610 break;
2611 }
2612 break;
2613 }
2614
2615 /* DLINE deductions that don't depend on the exact number of
2616 * LINE_YESs or LINE_NOs */
2617
2618 /* If at least one of a dline in a dot is YES, at most one
2619 * of the opposite dline to that dot must be YES. */
2620 FORALL_DOT_DLINES(dd) {
2621 if (get_dot_dline(state,
2622 sstate->normal->dot_atleastone,
2623 i, j, dd)) {
2624 if (set_dot_opp_dline(state,
2625 sstate->normal->dot_atmostone,
2626 i, j, dd)) {
2627 diff = min(diff, DIFF_NORMAL);
2628 }
2629 }
2630 }
2631
2632 if (dot_collapse_dlines(sstate, i, j))
2633 diff = min(diff, DIFF_EASY);
2634 }
2635 check_caches(sstate);
2636
2637 return diff;
2638 }
2639
2640 static int hard_mode_deductions(solver_state *sstate)
2641 {
2642 int i, j, a, b, s;
2643 game_state *state = sstate->state;
2644 const int h=state->h, w=state->w;
2645 enum direction dir1, dir2;
2646 int can1, can2, inv1, inv2;
2647 int diff = DIFF_MAX;
2648 enum dline_desc dd;
2649
2650 FORALL_SQUARES(state, i, j) {
2651 if (sstate->square_solved[SQUARE_INDEX(state, i, j)])
2652 continue;
2653
2654 switch (CLUE_AT(state, i, j)) {
2655 case -1:
2656 continue;
2657
2658 case 1:
2659 if (square_setall_identical(sstate, i, j, LINE_NO))
2660 diff = min(diff, DIFF_EASY);
2661 break;
2662 case 3:
2663 if (square_setall_identical(sstate, i, j, LINE_YES))
2664 diff = min(diff, DIFF_EASY);
2665 break;
2666 }
2667
2668 if (SQUARE_YES_COUNT(sstate, i, j) +
2669 SQUARE_NO_COUNT(sstate, i, j) == 2) {
2670 /* There are exactly two unknown lines bordering this
2671 * square. */
2672 if (SQUARE_YES_COUNT(sstate, i, j) + 1 ==
2673 CLUE_AT(state, i, j)) {
2674 /* They must be different */
2675 if (square_relate_2_unknowns(sstate, i, j, TRUE))
2676 diff = min(diff, DIFF_HARD);
2677 }
2678 }
2679 }
2680
2681 check_caches(sstate);
2682
2683 FORALL_DOTS(state, i, j) {
2684 if (DOT_YES_COUNT(sstate, i, j) == 1 &&
2685 DOT_NO_COUNT(sstate, i, j) == 1) {
2686 if (dot_relate_2_unknowns(sstate, i, j, TRUE))
2687 diff = min(diff, DIFF_HARD);
2688 continue;
2689 }
2690
2691 if (DOT_YES_COUNT(sstate, i, j) == 0 &&
2692 DOT_NO_COUNT(sstate, i, j) == 2) {
2693 if (dot_relate_2_unknowns(sstate, i, j, FALSE))
2694 diff = min(diff, DIFF_HARD);
2695 continue;
2696 }
2697 }
2698
2699 /* If two lines into a dot are related, the other two lines into that dot
2700 * are related in the same way. */
2701
2702 /* iter over points that aren't on edges */
2703 for (i = 1; i < w; ++i) {
2704 for (j = 1; j < h; ++j) {
2705 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2706 continue;
2707
2708 /* iter over directions */
2709 for (dir1 = 0; dir1 < 4; ++dir1) {
2710 for (dir2 = dir1+1; dir2 < 4; ++dir2) {
2711 /* canonify both lines */
2712 can1 = edsf_canonify
2713 (sstate->hard->linedsf,
2714 LINEDSF_INDEX(state, i, j, dir1),
2715 &inv1);
2716 can2 = edsf_canonify
2717 (sstate->hard->linedsf,
2718 LINEDSF_INDEX(state, i, j, dir2),
2719 &inv2);
2720 /* merge opposite lines */
2721 if (can1 == can2) {
2722 if (merge_lines(sstate,
2723 i, j, OPP_DIR(dir1),
2724 i, j, OPP_DIR(dir2),
2725 inv1 ^ inv2)) {
2726 diff = min(diff, DIFF_HARD);
2727 }
2728 }
2729 }
2730 }
2731 }
2732 }
2733
2734 /* If the state of a line is known, deduce the state of its canonical line
2735 * too. */
2736 FORALL_DOTS(state, i, j) {
2737 /* Do this even if the dot we're on is solved */
2738 if (i < w) {
2739 can1 = edsf_canonify(sstate->hard->linedsf,
2740 LINEDSF_INDEX(state, i, j, RIGHT),
2741 &inv1);
2742 linedsf_deindex(state, can1, &a, &b, &dir1);
2743 s = RIGHTOF_DOT(state, i, j);
2744 if (s != LINE_UNKNOWN)
2745 {
2746 if (set_line_bydot(sstate, a, b, dir1, inv1 ? OPP(s) : s))
2747 diff = min(diff, DIFF_EASY);
2748 }
2749 }
2750 if (j < h) {
2751 can1 = edsf_canonify(sstate->hard->linedsf,
2752 LINEDSF_INDEX(state, i, j, DOWN),
2753 &inv1);
2754 linedsf_deindex(state, can1, &a, &b, &dir1);
2755 s = BELOW_DOT(state, i, j);
2756 if (s != LINE_UNKNOWN)
2757 {
2758 if (set_line_bydot(sstate, a, b, dir1, inv1 ? OPP(s) : s))
2759 diff = min(diff, DIFF_EASY);
2760 }
2761 }
2762 }
2763
2764 /* Interactions between dline and linedsf */
2765 FORALL_DOTS(state, i, j) {
2766 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2767 continue;
2768
2769 FORALL_DOT_DLINES(dd) {
2770 const struct dline dll = dlines[dd], *dl = &dll;
2771 if (i == 0 && (dl->dir1 == LEFT || dl->dir2 == LEFT))
2772 continue;
2773 if (i == w && (dl->dir1 == RIGHT || dl->dir2 == RIGHT))
2774 continue;
2775 if (j == 0 && (dl->dir1 == UP || dl->dir2 == UP))
2776 continue;
2777 if (j == h && (dl->dir1 == DOWN || dl->dir2 == DOWN))
2778 continue;
2779
2780 if (get_dot_dline(state, sstate->normal->dot_atleastone,
2781 i, j, dd) &&
2782 get_dot_dline(state, sstate->normal->dot_atmostone,
2783 i, j, dd)) {
2784 /* atleastone && atmostone => inverse */
2785 if (merge_lines(sstate, i, j, dl->dir1, i, j, dl->dir2, 1)) {
2786 diff = min(diff, DIFF_HARD);
2787 }
2788 } else {
2789 /* don't have atleastone and atmostone for this dline */
2790 can1 = edsf_canonify(sstate->hard->linedsf,
2791 LINEDSF_INDEX(state, i, j, dl->dir1),
2792 &inv1);
2793 can2 = edsf_canonify(sstate->hard->linedsf,
2794 LINEDSF_INDEX(state, i, j, dl->dir2),
2795 &inv2);
2796 if (can1 == can2) {
2797 if (inv1 == inv2) {
2798 /* identical => collapse dline */
2799 if (get_dot_dline(state,
2800 sstate->normal->dot_atleastone,
2801 i, j, dd)) {
2802 if (set_line_bydot(sstate, i, j,
2803 dl->dir1, LINE_YES)) {
2804 diff = min(diff, DIFF_EASY);
2805 }
2806 if (set_line_bydot(sstate, i, j,
2807 dl->dir2, LINE_YES)) {
2808 diff = min(diff, DIFF_EASY);
2809 }
2810 } else if (get_dot_dline(state,
2811 sstate->normal->dot_atmostone,
2812 i, j, dd)) {
2813 if (set_line_bydot(sstate, i, j,
2814 dl->dir1, LINE_NO)) {
2815 diff = min(diff, DIFF_EASY);
2816 }
2817 if (set_line_bydot(sstate, i, j,
2818 dl->dir2, LINE_NO)) {
2819 diff = min(diff, DIFF_EASY);
2820 }
2821 }
2822 } else {
2823 /* inverse => atleastone && atmostone */
2824 if (set_dot_dline(state,
2825 sstate->normal->dot_atleastone,
2826 i, j, dd)) {
2827 diff = min(diff, DIFF_NORMAL);
2828 }
2829 if (set_dot_dline(state,
2830 sstate->normal->dot_atmostone,
2831 i, j, dd)) {
2832 diff = min(diff, DIFF_NORMAL);
2833 }
2834 }
2835 }
2836 }
2837 }
2838 }
2839
2840 /* If the state of the canonical line for line 'l' is known, deduce the
2841 * state of 'l' */
2842 FORALL_DOTS(state, i, j) {
2843 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2844 continue;
2845
2846 if (i < w) {
2847 can1 = edsf_canonify(sstate->hard->linedsf,
2848 LINEDSF_INDEX(state, i, j, RIGHT),
2849 &inv1);
2850 linedsf_deindex(state, can1, &a, &b, &dir1);
2851 s = get_line_status_from_point(state, a, b, dir1);
2852 if (s != LINE_UNKNOWN)
2853 {
2854 if (set_line_bydot(sstate, i, j, RIGHT, inv1 ? OPP(s) : s))
2855 diff = min(diff, DIFF_EASY);
2856 }
2857 }
2858 if (j < h) {
2859 can1 = edsf_canonify(sstate->hard->linedsf,
2860 LINEDSF_INDEX(state, i, j, DOWN),
2861 &inv1);
2862 linedsf_deindex(state, can1, &a, &b, &dir1);
2863 s = get_line_status_from_point(state, a, b, dir1);
2864 if (s != LINE_UNKNOWN)
2865 {
2866 if (set_line_bydot(sstate, i, j, DOWN, inv1 ? OPP(s) : s))
2867 diff = min(diff, DIFF_EASY);
2868 }
2869 }
2870 }
2871
2872 return diff;
2873 }
2874
2875 static int loop_deductions(solver_state *sstate)
2876 {
2877 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
2878 game_state *state = sstate->state;
2879 int shortest_chainlen = DOT_COUNT(state);
2880 int loop_found = FALSE;
2881 int d;
2882 int dots_connected;
2883 int progress = FALSE;
2884 int i, j;
2885
2886 /*
2887 * Go through the grid and update for all the new edges.
2888 * Since merge_dots() is idempotent, the simplest way to
2889 * do this is just to update for _all_ the edges.
2890 *
2891 * Also, while we're here, we count the edges, count the
2892 * clues, count the satisfied clues, and count the
2893 * satisfied-minus-one clues.
2894 */
2895 FORALL_DOTS(state, i, j) {
2896 if (RIGHTOF_DOT(state, i, j) == LINE_YES) {
2897 loop_found |= merge_dots(sstate, i, j, i+1, j);
2898 edgecount++;
2899 }
2900 if (BELOW_DOT(state, i, j) == LINE_YES) {
2901 loop_found |= merge_dots(sstate, i, j, i, j+1);
2902 edgecount++;
2903 }
2904
2905 if (CLUE_AT(state, i, j) >= 0) {
2906 int c = CLUE_AT(state, i, j);
2907 int o = SQUARE_YES_COUNT(sstate, i, j);
2908 if (o == c)
2909 satclues++;
2910 else if (o == c-1)
2911 sm1clues++;
2912 clues++;
2913 }
2914 }
2915
2916 for (i = 0; i < DOT_COUNT(state); ++i) {
2917 dots_connected =
2918 sstate->looplen[dsf_canonify(sstate->dotdsf, i)];
2919 if (dots_connected > 1)
2920 shortest_chainlen = min(shortest_chainlen, dots_connected);
2921 }
2922
2923 assert(sstate->solver_status == SOLVER_INCOMPLETE);
2924
2925 if (satclues == clues && shortest_chainlen == edgecount) {
2926 sstate->solver_status = SOLVER_SOLVED;
2927 /* This discovery clearly counts as progress, even if we haven't
2928 * just added any lines or anything */
2929 progress = TRUE;
2930 goto finished_loop_deductionsing;
2931 }
2932
2933 /*
2934 * Now go through looking for LINE_UNKNOWN edges which
2935 * connect two dots that are already in the same
2936 * equivalence class. If we find one, test to see if the
2937 * loop it would create is a solution.
2938 */
2939 FORALL_DOTS(state, i, j) {
2940 for (d = 0; d < 2; d++) {
2941 int i2, j2, eqclass, val;
2942
2943 if (d == 0) {
2944 if (RIGHTOF_DOT(state, i, j) !=
2945 LINE_UNKNOWN)
2946 continue;
2947 i2 = i+1;
2948 j2 = j;
2949 } else {
2950 if (BELOW_DOT(state, i, j) !=
2951 LINE_UNKNOWN) {
2952 continue;
2953 }
2954 i2 = i;
2955 j2 = j+1;
2956 }
2957
2958 eqclass = dsf_canonify(sstate->dotdsf, j * (state->w+1) + i);
2959 if (eqclass != dsf_canonify(sstate->dotdsf,
2960 j2 * (state->w+1) + i2)) {
2961 continue;
2962 }
2963
2964 val = LINE_NO; /* loop is bad until proven otherwise */
2965
2966 /*
2967 * This edge would form a loop. Next
2968 * question: how long would the loop be?
2969 * Would it equal the total number of edges
2970 * (plus the one we'd be adding if we added
2971 * it)?
2972 */
2973 if (sstate->looplen[eqclass] == edgecount + 1) {
2974 int sm1_nearby;
2975 int cx, cy;
2976
2977 /*
2978 * This edge would form a loop which
2979 * took in all the edges in the entire
2980 * grid. So now we need to work out
2981 * whether it would be a valid solution
2982 * to the puzzle, which means we have to
2983 * check if it satisfies all the clues.
2984 * This means that every clue must be
2985 * either satisfied or satisfied-minus-
2986 * 1, and also that the number of
2987 * satisfied-minus-1 clues must be at
2988 * most two and they must lie on either
2989 * side of this edge.
2990 */
2991 sm1_nearby = 0;
2992 cx = i - (j2-j);
2993 cy = j - (i2-i);
2994 if (CLUE_AT(state, cx,cy) >= 0 &&
2995 square_order(state, cx,cy, LINE_YES) ==
2996 CLUE_AT(state, cx,cy) - 1) {
2997 sm1_nearby++;
2998 }
2999 if (CLUE_AT(state, i, j) >= 0 &&
3000 SQUARE_YES_COUNT(sstate, i, j) ==
3001 CLUE_AT(state, i, j) - 1) {
3002 sm1_nearby++;
3003 }
3004 if (sm1clues == sm1_nearby &&
3005 sm1clues + satclues == clues) {
3006 val = LINE_YES; /* loop is good! */
3007 }
3008 }
3009
3010 /*
3011 * Right. Now we know that adding this edge
3012 * would form a loop, and we know whether
3013 * that loop would be a viable solution or
3014 * not.
3015 *
3016 * If adding this edge produces a solution,
3017 * then we know we've found _a_ solution but
3018 * we don't know that it's _the_ solution -
3019 * if it were provably the solution then
3020 * we'd have deduced this edge some time ago
3021 * without the need to do loop detection. So
3022 * in this state we return SOLVER_AMBIGUOUS,
3023 * which has the effect that hitting Solve
3024 * on a user-provided puzzle will fill in a
3025 * solution but using the solver to
3026 * construct new puzzles won't consider this
3027 * a reasonable deduction for the user to
3028 * make.
3029 */
3030 if (d == 0) {
3031 progress = set_line_bydot(sstate, i, j, RIGHT, val);
3032 assert(progress == TRUE);
3033 } else {
3034 progress = set_line_bydot(sstate, i, j, DOWN, val);
3035 assert(progress == TRUE);
3036 }
3037 if (val == LINE_YES) {
3038 sstate->solver_status = SOLVER_AMBIGUOUS;
3039 goto finished_loop_deductionsing;
3040 }
3041 }
3042 }
3043
3044 finished_loop_deductionsing:
3045 return progress ? DIFF_EASY : DIFF_MAX;
3046 }
3047
3048 /* This will return a dynamically allocated solver_state containing the (more)
3049 * solved grid */
3050 static solver_state *solve_game_rec(const solver_state *sstate_start,
3051 int diff)
3052 {
3053 int i, j;
3054 int w, h;
3055 solver_state *sstate, *sstate_saved, *sstate_tmp;
3056 solver_state *sstate_rec_solved;
3057 int recursive_soln_count;
3058 int solver_progress;
3059 game_state *state;
3060
3061 /* Indicates which solver we should call next. This is a sensible starting
3062 * point */
3063 int current_solver = DIFF_EASY, next_solver;
3064 #ifdef SHOW_WORKING
3065 char *text;
3066 #endif
3067
3068 #if 0
3069 printf("solve_game_rec: recursion_remaining = %d\n",
3070 sstate_start->recursion_remaining);
3071 #endif
3072
3073 sstate = dup_solver_state(sstate_start);
3074
3075 /* Cache the values of some variables for readability */
3076 state = sstate->state;
3077 h = state->h;
3078 w = state->w;
3079
3080 sstate_saved = NULL;
3081
3082 nonrecursive_solver:
3083 solver_progress = FALSE;
3084
3085 check_caches(sstate);
3086
3087 do {
3088 #ifdef SHOW_WORKING
3089 text = game_text_format(state);
3090 fprintf(stderr, "-----------------\n%s", text);
3091 sfree(text);
3092 #endif
3093
3094 if (sstate->solver_status == SOLVER_MISTAKE)
3095 return sstate;
3096
3097 /* fprintf(stderr, "Invoking solver %d\n", current_solver); */
3098 next_solver = solver_fns[current_solver](sstate);
3099
3100 if (next_solver == DIFF_MAX) {
3101 /* fprintf(stderr, "Current solver failed\n"); */
3102 if (current_solver < diff && current_solver + 1 < DIFF_MAX) {
3103 /* Try next beefier solver */
3104 next_solver = current_solver + 1;
3105 } else {
3106 /* fprintf(stderr, "Doing loop deductions\n"); */
3107 next_solver = loop_deductions(sstate);
3108 }
3109 }
3110
3111 if (sstate->solver_status == SOLVER_SOLVED ||
3112 sstate->solver_status == SOLVER_AMBIGUOUS) {
3113 /* fprintf(stderr, "Solver completed\n"); */
3114 break;
3115 }
3116
3117 /* Once we've looped over all permitted solvers then the loop
3118 * deductions without making any progress, we'll exit this while loop */
3119 current_solver = next_solver;
3120 } while (current_solver < DIFF_MAX);
3121
3122 if (sstate->solver_status == SOLVER_SOLVED ||
3123 sstate->solver_status == SOLVER_AMBIGUOUS) {
3124 /* s/LINE_UNKNOWN/LINE_NO/g */
3125 array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
3126 HL_COUNT(sstate->state));
3127 array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
3128 VL_COUNT(sstate->state));
3129 return sstate;
3130 }
3131
3132 /* Perform recursive calls */
3133 if (sstate->recursion_remaining) {
3134 sstate_saved = dup_solver_state(sstate);
3135
3136 sstate->recursion_remaining--;
3137
3138 recursive_soln_count = 0;
3139 sstate_rec_solved = NULL;
3140
3141 /* Memory management:
3142 * sstate_saved won't be modified but needs to be freed when we have
3143 * finished with it.
3144 * sstate is expected to contain our 'best' solution by the time we
3145 * finish this section of code. It's the thing we'll try adding lines
3146 * to, seeing if they make it more solvable.
3147 * If sstate_rec_solved is non-NULL, it will supersede sstate
3148 * eventually. sstate_tmp should not hold a value persistently.
3149 */
3150
3151 /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
3152 * of the possibility of additional solutions. So as soon as we have a
3153 * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
3154 * if we get a SOLVER_SOLVED we want to keep trying in case we find
3155 * further solutions and have to mark it ambiguous.
3156 */
3157
3158 #define DO_RECURSIVE_CALL(dir_dot) \
3159 if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
3160 debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
3161 LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
3162 sstate_tmp = solve_game_rec(sstate, diff); \
3163 switch (sstate_tmp->solver_status) { \
3164 case SOLVER_AMBIGUOUS: \
3165 debug(("Solver ambiguous, returning\n")); \
3166 sstate_rec_solved = sstate_tmp; \
3167 goto finished_recursion; \
3168 case SOLVER_SOLVED: \
3169 switch (++recursive_soln_count) { \
3170 case 1: \
3171 debug(("One solution found\n")); \
3172 sstate_rec_solved = sstate_tmp; \
3173 break; \
3174 case 2: \
3175 debug(("Ambiguous solutions found\n")); \
3176 free_solver_state(sstate_tmp); \
3177 sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS; \
3178 goto finished_recursion; \
3179 default: \
3180 assert(!"recursive_soln_count out of range"); \
3181 break; \
3182 } \
3183 break; \
3184 case SOLVER_MISTAKE: \
3185 debug(("Non-solution found\n")); \
3186 free_solver_state(sstate_tmp); \
3187 free_solver_state(sstate_saved); \
3188 LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
3189 goto nonrecursive_solver; \
3190 case SOLVER_INCOMPLETE: \
3191 debug(("Recursive step inconclusive\n")); \
3192 free_solver_state(sstate_tmp); \
3193 break; \
3194 } \
3195 free_solver_state(sstate); \
3196 sstate = dup_solver_state(sstate_saved); \
3197 }
3198
3199 FORALL_DOTS(state, i, j) {
3200 /* Only perform recursive calls on 'loose ends' */
3201 if (DOT_YES_COUNT(sstate, i, j) == 1) {
3202 DO_RECURSIVE_CALL(LEFTOF_DOT);
3203 DO_RECURSIVE_CALL(RIGHTOF_DOT);
3204 DO_RECURSIVE_CALL(ABOVE_DOT);
3205 DO_RECURSIVE_CALL(BELOW_DOT);
3206 }
3207 }
3208
3209 finished_recursion:
3210
3211 if (sstate_rec_solved) {
3212 free_solver_state(sstate);
3213 sstate = sstate_rec_solved;
3214 }
3215 }
3216
3217 return sstate;
3218 }
3219
3220 #if 0
3221 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
3222 if (sstate->normal->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
3223 1<<dline) { \
3224 if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
3225 CLUE_AT(sstate->state, i, j) - '0') { \
3226 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
3227 /* XXX the following may overwrite known data! */ \
3228 dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
3229 dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
3230 } \
3231 }
3232 SQUARE_DLINES;
3233 #undef HANDLE_DLINE
3234 #endif
3235
3236 static char *solve_game(game_state *state, game_state *currstate,
3237 char *aux, char **error)
3238 {
3239 char *soln = NULL;
3240 solver_state *sstate, *new_sstate;
3241
3242 sstate = new_solver_state(state, DIFF_MAX);
3243 new_sstate = solve_game_rec(sstate, DIFF_MAX);
3244
3245 if (new_sstate->solver_status == SOLVER_SOLVED) {
3246 soln = encode_solve_move(new_sstate->state);
3247 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
3248 soln = encode_solve_move(new_sstate->state);
3249 /**error = "Solver found ambiguous solutions"; */
3250 } else {
3251 soln = encode_solve_move(new_sstate->state);
3252 /**error = "Solver failed"; */
3253 }
3254
3255 free_solver_state(new_sstate);
3256 free_solver_state(sstate);
3257
3258 return soln;
3259 }
3260
3261 /* ----------------------------------------------------------------------
3262 * Drawing and mouse-handling
3263 */
3264
3265 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
3266 int x, int y, int button)
3267 {
3268 int hl_selected;
3269 int i, j, p, q;
3270 char *ret, buf[80];
3271 char button_char = ' ';
3272 enum line_state old_state;
3273
3274 button &= ~MOD_MASK;
3275
3276 /* Around each line is a diamond-shaped region where points within that
3277 * region are closer to this line than any other. We assume any click
3278 * within a line's diamond was meant for that line. It would all be a lot
3279 * simpler if the / and % operators respected modulo arithmetic properly
3280 * for negative numbers. */
3281
3282 x -= BORDER;
3283 y -= BORDER;
3284
3285 /* Get the coordinates of the square the click was in */
3286 i = (x + TILE_SIZE) / TILE_SIZE - 1;
3287 j = (y + TILE_SIZE) / TILE_SIZE - 1;
3288
3289 /* Get the precise position inside square [i,j] */
3290 p = (x + TILE_SIZE) % TILE_SIZE;
3291 q = (y + TILE_SIZE) % TILE_SIZE;
3292
3293 /* After this bit of magic [i,j] will correspond to the point either above
3294 * or to the left of the line selected */
3295 if (p > q) {
3296 if (TILE_SIZE - p > q) {
3297 hl_selected = TRUE;
3298 } else {
3299 hl_selected = FALSE;
3300 ++i;
3301 }
3302 } else {
3303 if (TILE_SIZE - q > p) {
3304 hl_selected = FALSE;
3305 } else {
3306 hl_selected = TRUE;
3307 ++j;
3308 }
3309 }
3310
3311 if (i < 0 || j < 0)
3312 return NULL;
3313
3314 if (hl_selected) {
3315 if (i >= state->w || j >= state->h + 1)
3316 return NULL;
3317 } else {
3318 if (i >= state->w + 1 || j >= state->h)
3319 return NULL;
3320 }
3321
3322 /* I think it's only possible to play this game with mouse clicks, sorry */
3323 /* Maybe will add mouse drag support some time */
3324 if (hl_selected)
3325 old_state = RIGHTOF_DOT(state, i, j);
3326 else
3327 old_state = BELOW_DOT(state, i, j);
3328
3329 switch (button) {
3330 case LEFT_BUTTON:
3331 switch (old_state) {
3332 case LINE_UNKNOWN:
3333 button_char = 'y';
3334 break;
3335 case LINE_YES:
3336 case LINE_NO:
3337 button_char = 'u';
3338 break;
3339 }
3340 break;
3341 case MIDDLE_BUTTON:
3342 button_char = 'u';
3343 break;
3344 case RIGHT_BUTTON:
3345 switch (old_state) {
3346 case LINE_UNKNOWN:
3347 button_char = 'n';
3348 break;
3349 case LINE_NO:
3350 case LINE_YES:
3351 button_char = 'u';
3352 break;
3353 }
3354 break;
3355 default:
3356 return NULL;
3357 }
3358
3359
3360 sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char);
3361 ret = dupstr(buf);
3362
3363 return ret;
3364 }
3365
3366 static game_state *execute_move(game_state *state, char *move)
3367 {
3368 int i, j;
3369 game_state *newstate = dup_game(state);
3370
3371 if (move[0] == 'S') {
3372 move++;
3373 newstate->cheated = TRUE;
3374 }
3375
3376 while (*move) {
3377 i = atoi(move);
3378 move = strchr(move, ',');
3379 if (!move)
3380 goto fail;
3381 j = atoi(++move);
3382 move += strspn(move, "1234567890");
3383 switch (*(move++)) {
3384 case 'h':
3385 if (i >= newstate->w || j > newstate->h)
3386 goto fail;
3387 switch (*(move++)) {
3388 case 'y':
3389 LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
3390 break;
3391 case 'n':
3392 LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
3393 break;
3394 case 'u':
3395 LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
3396 break;
3397 default:
3398 goto fail;
3399 }
3400 break;
3401 case 'v':
3402 if (i > newstate->w || j >= newstate->h)
3403 goto fail;
3404 switch (*(move++)) {
3405 case 'y':
3406 LV_BELOW_DOT(newstate, i, j) = LINE_YES;
3407 break;
3408 case 'n':
3409 LV_BELOW_DOT(newstate, i, j) = LINE_NO;
3410 break;
3411 case 'u':
3412 LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
3413 break;
3414 default:
3415 goto fail;
3416 }
3417 break;
3418 default:
3419 goto fail;
3420 }
3421 }
3422
3423 /*
3424 * Check for completion.
3425 */
3426 i = 0; /* placate optimiser */
3427 for (j = 0; j <= newstate->h; j++) {
3428 for (i = 0; i < newstate->w; i++)
3429 if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
3430 break;
3431 if (i < newstate->w)
3432 break;
3433 }
3434 if (j <= newstate->h) {
3435 int prevdir = 'R';
3436 int x = i, y = j;
3437 int looplen, count;
3438
3439 /*
3440 * We've found a horizontal edge at (i,j). Follow it round
3441 * to see if it's part of a loop.
3442 */
3443 looplen = 0;
3444 while (1) {
3445 int order = dot_order(newstate, x, y, LINE_YES);
3446 if (order != 2)
3447 goto completion_check_done;
3448
3449 if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
3450 x--;
3451 prevdir = 'R';
3452 } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
3453 prevdir != 'R') {
3454 x++;
3455 prevdir = 'L';
3456 } else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
3457 prevdir != 'U') {
3458 y--;
3459 prevdir = 'D';
3460 } else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
3461 prevdir != 'D') {
3462 y++;
3463 prevdir = 'U';
3464 } else {
3465 assert(!"Can't happen"); /* dot_order guarantees success */
3466 }
3467
3468 looplen++;
3469
3470 if (x == i && y == j)
3471 break;
3472 }
3473
3474 if (x != i || y != j || looplen == 0)
3475 goto completion_check_done;
3476
3477 /*
3478 * We've traced our way round a loop, and we know how many
3479 * line segments were involved. Count _all_ the line
3480 * segments in the grid, to see if the loop includes them
3481 * all.
3482 */
3483 count = 0;
3484 FORALL_DOTS(newstate, i, j) {
3485 count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
3486 (BELOW_DOT(newstate, i, j) == LINE_YES));
3487 }
3488 assert(count >= looplen);
3489 if (count != looplen)
3490 goto completion_check_done;
3491
3492 /*
3493 * The grid contains one closed loop and nothing else.
3494 * Check that all the clues are satisfied.
3495 */
3496 FORALL_SQUARES(newstate, i, j) {
3497 if (CLUE_AT(newstate, i, j) >= 0) {
3498 if (square_order(newstate, i, j, LINE_YES) !=
3499 CLUE_AT(newstate, i, j)) {
3500 goto completion_check_done;
3501 }
3502 }
3503 }
3504
3505 /*
3506 * Completed!
3507 */
3508 newstate->solved = TRUE;
3509 }
3510
3511 completion_check_done:
3512 return newstate;
3513
3514 fail:
3515 free_game(newstate);
3516 return NULL;
3517 }
3518
3519 /* ----------------------------------------------------------------------
3520 * Drawing routines.
3521 */
3522 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
3523 game_state *state, int dir, game_ui *ui,
3524 float animtime, float flashtime)
3525 {
3526 int i, j, n;
3527 char c[2];
3528 int line_colour, flash_changed;
3529 int clue_mistake;
3530
3531 if (!ds->started) {
3532 /*
3533 * The initial contents of the window are not guaranteed and
3534 * can vary with front ends. To be on the safe side, all games
3535 * should start by drawing a big background-colour rectangle
3536 * covering the whole window.
3537 */
3538 draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
3539
3540 /* Draw dots */
3541 FORALL_DOTS(state, i, j) {
3542 draw_rect(dr,
3543 BORDER + i * TILE_SIZE - LINEWIDTH/2,
3544 BORDER + j * TILE_SIZE - LINEWIDTH/2,
3545 LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
3546 }
3547
3548 /* Draw clues */
3549 FORALL_SQUARES(state, i, j) {
3550 c[0] = CLUE2CHAR(CLUE_AT(state, i, j));
3551 c[1] = '\0';
3552 draw_text(dr,
3553 BORDER + i * TILE_SIZE + TILE_SIZE/2,
3554 BORDER + j * TILE_SIZE + TILE_SIZE/2,
3555 FONT_VARIABLE, TILE_SIZE/2,
3556 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
3557 }
3558 draw_update(dr, 0, 0,
3559 state->w * TILE_SIZE + 2*BORDER + 1,
3560 state->h * TILE_SIZE + 2*BORDER + 1);
3561 ds->started = TRUE;
3562 }
3563
3564 if (flashtime > 0 &&
3565 (flashtime <= FLASH_TIME/3 ||
3566 flashtime >= FLASH_TIME*2/3)) {
3567 flash_changed = !ds->flashing;
3568 ds->flashing = TRUE;
3569 line_colour = COL_HIGHLIGHT;
3570 } else {
3571 flash_changed = ds->flashing;
3572 ds->flashing = FALSE;
3573 line_colour = COL_FOREGROUND;
3574 }
3575
3576 #define CROSS_SIZE (3 * LINEWIDTH / 2)
3577
3578 /* Redraw clue colours if necessary */
3579 FORALL_SQUARES(state, i, j) {
3580 n = CLUE_AT(state, i, j);
3581 if (n < 0)
3582 continue;
3583
3584 assert(n >= 0 && n <= 4);
3585
3586 c[0] = CLUE2CHAR(CLUE_AT(state, i, j));
3587 c[1] = '\0';
3588
3589 clue_mistake = (square_order(state, i, j, LINE_YES) > n ||
3590 square_order(state, i, j, LINE_NO ) > (4-n));
3591
3592 if (clue_mistake != ds->clue_error[SQUARE_INDEX(state, i, j)]) {
3593 draw_rect(dr,
3594 BORDER + i * TILE_SIZE + CROSS_SIZE,
3595 BORDER + j * TILE_SIZE + CROSS_SIZE,
3596 TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2,
3597 COL_BACKGROUND);
3598 draw_text(dr,
3599 BORDER + i * TILE_SIZE + TILE_SIZE/2,
3600 BORDER + j * TILE_SIZE + TILE_SIZE/2,
3601 FONT_VARIABLE, TILE_SIZE/2,
3602 ALIGN_VCENTRE | ALIGN_HCENTRE,
3603 clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c);
3604 draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER,
3605 TILE_SIZE, TILE_SIZE);
3606
3607 ds->clue_error[SQUARE_INDEX(state, i, j)] = clue_mistake;
3608 }
3609 }
3610
3611 /* I've also had a request to colour lines red if they make a non-solution
3612 * loop, or if more than two lines go into any point. I think that would
3613 * be good some time. */
3614
3615 #define CLEAR_VL(i, j) \
3616 do { \
3617 draw_rect(dr, \
3618 BORDER + i * TILE_SIZE - CROSS_SIZE, \
3619 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
3620 CROSS_SIZE * 2, \
3621 TILE_SIZE - LINEWIDTH, \
3622 COL_BACKGROUND); \
3623 draw_update(dr, \
3624 BORDER + i * TILE_SIZE - CROSS_SIZE, \
3625 BORDER + j * TILE_SIZE - CROSS_SIZE, \
3626 CROSS_SIZE*2, \
3627 TILE_SIZE + CROSS_SIZE*2); \
3628 } while (0)
3629
3630 #define CLEAR_HL(i, j) \
3631 do { \
3632 draw_rect(dr, \
3633 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
3634 BORDER + j * TILE_SIZE - CROSS_SIZE, \
3635 TILE_SIZE - LINEWIDTH, \
3636 CROSS_SIZE * 2, \
3637 COL_BACKGROUND); \
3638 draw_update(dr, \
3639 BORDER + i * TILE_SIZE - CROSS_SIZE, \
3640 BORDER + j * TILE_SIZE - CROSS_SIZE, \
3641 TILE_SIZE + CROSS_SIZE*2, \
3642 CROSS_SIZE*2); \
3643 } while (0)
3644
3645 /* Vertical lines */
3646 FORALL_VL(state, i, j) {
3647 switch (BELOW_DOT(state, i, j)) {
3648 case LINE_UNKNOWN:
3649 if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j)) {
3650 CLEAR_VL(i, j);
3651 }
3652 break;
3653 case LINE_YES:
3654 if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j) ||
3655 flash_changed) {
3656 CLEAR_VL(i, j);
3657 draw_rect(dr,
3658 BORDER + i * TILE_SIZE - LINEWIDTH/2,
3659 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
3660 LINEWIDTH, TILE_SIZE - LINEWIDTH,
3661 line_colour);
3662 }
3663 break;
3664 case LINE_NO:
3665 if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j)) {
3666 CLEAR_VL(i, j);
3667 draw_line(dr,
3668 BORDER + i * TILE_SIZE - CROSS_SIZE,
3669 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3670 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
3671 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3672 COL_FOREGROUND);
3673 draw_line(dr,
3674 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
3675 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3676 BORDER + i * TILE_SIZE - CROSS_SIZE,
3677 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3678 COL_FOREGROUND);
3679 }
3680 break;
3681 }
3682 ds->vl[VL_INDEX(state, i, j)] = BELOW_DOT(state, i, j);
3683 }
3684
3685 /* Horizontal lines */
3686 FORALL_HL(state, i, j) {
3687 switch (RIGHTOF_DOT(state, i, j)) {
3688 case LINE_UNKNOWN:
3689 if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j)) {
3690 CLEAR_HL(i, j);
3691 }
3692 break;
3693 case LINE_YES:
3694 if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j) ||
3695 flash_changed) {
3696 CLEAR_HL(i, j);
3697 draw_rect(dr,
3698 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
3699 BORDER + j * TILE_SIZE - LINEWIDTH/2,
3700 TILE_SIZE - LINEWIDTH, LINEWIDTH,
3701 line_colour);
3702 }
3703 break;
3704 case LINE_NO:
3705 if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j)) {
3706 CLEAR_HL(i, j);
3707 draw_line(dr,
3708 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3709 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
3710 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3711 BORDER + j * TILE_SIZE - CROSS_SIZE,
3712 COL_FOREGROUND);
3713 draw_line(dr,
3714 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3715 BORDER + j * TILE_SIZE - CROSS_SIZE,
3716 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3717 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
3718 COL_FOREGROUND);
3719 break;
3720 }
3721 }
3722 ds->hl[HL_INDEX(state, i, j)] = RIGHTOF_DOT(state, i, j);
3723 }
3724 }
3725
3726 static float game_flash_length(game_state *oldstate, game_state *newstate,
3727 int dir, game_ui *ui)
3728 {
3729 if (!oldstate->solved && newstate->solved &&
3730 !oldstate->cheated && !newstate->cheated) {
3731 return FLASH_TIME;
3732 }
3733
3734 return 0.0F;
3735 }
3736
3737 static void game_print_size(game_params *params, float *x, float *y)
3738 {
3739 int pw, ph;
3740
3741 /*
3742 * I'll use 7mm squares by default.
3743 */
3744 game_compute_size(params, 700, &pw, &ph);
3745 *x = pw / 100.0F;
3746 *y = ph / 100.0F;
3747 }
3748
3749 static void game_print(drawing *dr, game_state *state, int tilesize)
3750 {
3751 int ink = print_mono_colour(dr, 0);
3752 int x, y;
3753 game_drawstate ads, *ds = &ads;
3754
3755 game_set_size(dr, ds, NULL, tilesize);
3756
3757 /*
3758 * Dots. I'll deliberately make the dots a bit wider than the
3759 * lines, so you can still see them. (And also because it's
3760 * annoyingly tricky to make them _exactly_ the same size...)
3761 */
3762 FORALL_DOTS(state, x, y) {
3763 draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
3764 LINEWIDTH, ink, ink);
3765 }
3766
3767 /*
3768 * Clues.
3769 */
3770 FORALL_SQUARES(state, x, y) {
3771 if (CLUE_AT(state, x, y) >= 0) {
3772 char c[2];
3773
3774 c[0] = CLUE2CHAR(CLUE_AT(state, x, y));
3775 c[1] = '\0';
3776 draw_text(dr,
3777 BORDER + x * TILE_SIZE + TILE_SIZE/2,
3778 BORDER + y * TILE_SIZE + TILE_SIZE/2,
3779 FONT_VARIABLE, TILE_SIZE/2,
3780 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
3781 }
3782 }
3783
3784 /*
3785 * Lines. (At the moment, I'm not bothering with crosses.)
3786 */
3787 FORALL_HL(state, x, y) {
3788 if (RIGHTOF_DOT(state, x, y) == LINE_YES)
3789 draw_rect(dr, BORDER + x * TILE_SIZE,
3790 BORDER + y * TILE_SIZE - LINEWIDTH/2,
3791 TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
3792 }
3793
3794 FORALL_VL(state, x, y) {
3795 if (BELOW_DOT(state, x, y) == LINE_YES)
3796 draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
3797 BORDER + y * TILE_SIZE,
3798 (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
3799 }
3800 }
3801
3802 #ifdef COMBINED
3803 #define thegame loopy
3804 #endif
3805
3806 const struct game thegame = {
3807 "Loopy", "games.loopy", "loopy",
3808 default_params,
3809 game_fetch_preset,
3810 decode_params,
3811 encode_params,
3812 free_params,
3813 dup_params,
3814 TRUE, game_configure, custom_params,
3815 validate_params,
3816 new_game_desc,
3817 validate_desc,
3818 new_game,
3819 dup_game,
3820 free_game,
3821 1, solve_game,
3822 TRUE, game_text_format,
3823 new_ui,
3824 free_ui,
3825 encode_ui,
3826 decode_ui,
3827 game_changed_state,
3828 interpret_move,
3829 execute_move,
3830 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3831 game_colours,
3832 game_new_drawstate,
3833 game_free_drawstate,
3834 game_redraw,
3835 game_anim_length,
3836 game_flash_length,
3837 TRUE, FALSE, game_print_size, game_print,
3838 FALSE /* wants_statusbar */,
3839 FALSE, game_timing_state,
3840 0, /* mouse_priorities */
3841 };