Optimisation patch from Mike: remember which squares we've entirely
[sgt/puzzles] / loopy.c
1 /*
2 * loopy.c: An implementation of the Nikoli game 'Loop the loop'.
3 * (c) Mike Pinna, 2005
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
12 * munching: are we recursing before checking completion, by any
13 * chance?
14 *
15 * - there's an interesting deductive technique which makes use of
16 * topology rather than just graph theory. Each _square_ in the
17 * grid is either inside or outside the loop; you can tell that
18 * two squares are on the same side of the loop if they're
19 * separated by an x (or, more generally, by a path crossing no
20 * LINE_UNKNOWNs and an even number of LINE_YESes), and on the
21 * opposite side of the loop if they're separated by a line (or
22 * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and
23 * any square separated from the outside of the grid by a
24 * LINE_YES or a LINE_NO is on the inside or outside
25 * respectively. So if you can track this for all squares, you
26 * can occasionally spot that two squares are separated by a
27 * LINE_UNKNOWN but their relative insideness is known, and
28 * therefore deduce the state of the edge between them.
29 * + An efficient way to track this would be by augmenting the
30 * disjoint set forest data structure. Each element, along
31 * with a pointer to a parent member of its equivalence
32 * class, would also carry a one-bit field indicating whether
33 * it was equal or opposite to its parent. Then you could
34 * keep flipping a bit as you ascended the tree during
35 * dsf_canonify(), and hence you'd be able to return the
36 * relationship of the input value to its ultimate parent
37 * (and also you could then get all those bits right when you
38 * went back up the tree rewriting). So you'd be able to
39 * query whether any two elements were known-equal,
40 * known-opposite, or not-known, and you could add new
41 * equalities or oppositenesses to increase your knowledge.
42 * (Of course the algorithm would have to fail an assertion
43 * if you tried to tell it two things it already knew to be
44 * opposite were equal, or vice versa!)
45 * This data structure would also be useful in the
46 * graph-theoretic part of the solver, where it could be used
47 * for storing information about which lines are known-identical
48 * or known-opposite. (For example if two lines bordering a 3
49 * are known-identical they must both be LINE_YES, and if they
50 * are known-opposite, the *other* two lines bordering that clue
51 * must be LINE_YES, etc). This may duplicate some
52 * functionality already present in the solver but it is more
53 * general and we could remove the old code, so that's no bad
54 * thing.
55 */
56
57 #include <stdio.h>
58 #include <stdlib.h>
59 #include <string.h>
60 #include <assert.h>
61 #include <ctype.h>
62 #include <math.h>
63
64 #include "puzzles.h"
65 #include "tree234.h"
66
67 #define PREFERRED_TILE_SIZE 32
68 #define TILE_SIZE (ds->tilesize)
69 #define LINEWIDTH TILE_SIZE / 16
70 #define BORDER (TILE_SIZE / 2)
71
72 #define FLASH_TIME 0.5F
73
74 #define HL_COUNT(state) ((state)->w * ((state)->h + 1))
75 #define VL_COUNT(state) (((state)->w + 1) * (state)->h)
76 #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
77 #define SQUARE_COUNT(state) ((state)->w * (state)->h)
78
79 #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
80 #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
81
82 #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
83 #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
84
85 #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
86 (i) <= (state)->w && (j) <= (state)->h)
87
88 /*
89 * These macros return rvalues only, but can cope with being passed
90 * out-of-range coordinates.
91 */
92 #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
93 LINE_NO : LV_ABOVE_DOT(state, i, j))
94 #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
95 LINE_NO : LV_BELOW_DOT(state, i, j))
96
97 #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
98 LINE_NO : LV_LEFTOF_DOT(state, i, j))
99 #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\
100 LINE_NO : LV_RIGHTOF_DOT(state, i, j))
101
102 /*
103 * These macros expect to be passed valid coordinates, and return
104 * lvalues.
105 */
106 #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
107 #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
108
109 #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
110 #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
111
112 #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \
113 j < 0 || j >= (state)->h) ? \
114 ' ' : LV_CLUE_AT(state, i, j))
115
116 #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)])
117
118 #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \
119 dir == LINE_YES ? LINE_NO : LINE_YES)
120
121 static char *game_text_format(game_state *state);
122
123 enum {
124 COL_BACKGROUND,
125 COL_FOREGROUND,
126 COL_HIGHLIGHT,
127 COL_MISTAKE,
128 NCOLOURS
129 };
130
131 /*
132 * Difficulty levels. I do some macro ickery here to ensure that my
133 * enum and the various forms of my name list always match up.
134 */
135 #define DIFFLIST(A) \
136 A(EASY,Easy,e) \
137 A(NORMAL,Normal,n)
138 #define ENUM(upper,title,lower) DIFF_ ## upper,
139 #define TITLE(upper,title,lower) #title,
140 #define ENCODE(upper,title,lower) #lower
141 #define CONFIG(upper,title,lower) ":" #title
142 enum { DIFFLIST(ENUM) DIFFCOUNT };
143 static char const *const loopy_diffnames[] = { DIFFLIST(TITLE) };
144 static char const loopy_diffchars[] = DIFFLIST(ENCODE);
145 #define DIFFCONFIG DIFFLIST(CONFIG)
146
147 /* LINE_YES_ERROR is only used in the drawing routine */
148 enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO /*, LINE_YES_ERROR*/ };
149
150 enum direction { UP, DOWN, LEFT, RIGHT };
151
152 struct game_params {
153 int w, h, diff, rec;
154 };
155
156 struct game_state {
157 int w, h;
158
159 /* Put ' ' in a square that doesn't get a clue */
160 char *clues;
161
162 /* Arrays of line states, stored left-to-right, top-to-bottom */
163 char *hl, *vl;
164
165 int solved;
166 int cheated;
167
168 int recursion_depth;
169 };
170
171 static game_state *dup_game(game_state *state)
172 {
173 game_state *ret = snew(game_state);
174
175 ret->h = state->h;
176 ret->w = state->w;
177 ret->solved = state->solved;
178 ret->cheated = state->cheated;
179
180 ret->clues = snewn(SQUARE_COUNT(state), char);
181 memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
182
183 ret->hl = snewn(HL_COUNT(state), char);
184 memcpy(ret->hl, state->hl, HL_COUNT(state));
185
186 ret->vl = snewn(VL_COUNT(state), char);
187 memcpy(ret->vl, state->vl, VL_COUNT(state));
188
189 ret->recursion_depth = state->recursion_depth;
190
191 return ret;
192 }
193
194 static void free_game(game_state *state)
195 {
196 if (state) {
197 sfree(state->clues);
198 sfree(state->hl);
199 sfree(state->vl);
200 sfree(state);
201 }
202 }
203
204 enum solver_status {
205 SOLVER_SOLVED, /* This is the only solution the solver could find */
206 SOLVER_MISTAKE, /* This is definitely not a solution */
207 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
208 SOLVER_INCOMPLETE /* This may be a partial solution */
209 };
210
211 typedef struct solver_state {
212 game_state *state;
213 /* XXX dot_atleastone[i,j, dline] is equivalent to */
214 /* dot_atmostone[i,j,OPP_DLINE(dline)] */
215 char *dot_atleastone;
216 char *dot_atmostone;
217 /* char *dline_identical; */
218 int recursion_remaining;
219 enum solver_status solver_status;
220 int *dotdsf, *looplen;
221 } solver_state;
222
223 static solver_state *new_solver_state(game_state *state) {
224 solver_state *ret = snew(solver_state);
225 int i;
226
227 ret->state = dup_game(state);
228
229 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
230 memset(ret->dot_atmostone, 0, DOT_COUNT(state));
231 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
232 memset(ret->dot_atleastone, 0, DOT_COUNT(state));
233
234 #if 0
235 dline_identical = snewn(DOT_COUNT(state), char);
236 memset(dline_identical, 0, DOT_COUNT(state));
237 #endif
238
239 ret->recursion_remaining = state->recursion_depth;
240 ret->solver_status = SOLVER_INCOMPLETE; /* XXX This may be a lie */
241
242 ret->dotdsf = snewn(DOT_COUNT(state), int);
243 ret->looplen = snewn(DOT_COUNT(state), int);
244 for (i = 0; i < DOT_COUNT(state); i++) {
245 ret->dotdsf[i] = i;
246 ret->looplen[i] = 1;
247 }
248
249 return ret;
250 }
251
252 static void free_solver_state(solver_state *sstate) {
253 if (sstate) {
254 free_game(sstate->state);
255 sfree(sstate->dot_atleastone);
256 sfree(sstate->dot_atmostone);
257 /* sfree(sstate->dline_identical); */
258 sfree(sstate->dotdsf);
259 sfree(sstate->looplen);
260 sfree(sstate);
261 }
262 }
263
264 static solver_state *dup_solver_state(solver_state *sstate) {
265 game_state *state;
266
267 solver_state *ret = snew(solver_state);
268
269 ret->state = state = dup_game(sstate->state);
270
271 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
272 memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state));
273
274 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
275 memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state));
276
277 #if 0
278 ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char);
279 memcpy(ret->dline_identical, state->dot_atmostone,
280 (state->w + 1) * (state->h + 1));
281 #endif
282
283 ret->recursion_remaining = sstate->recursion_remaining;
284 ret->solver_status = sstate->solver_status;
285
286 ret->dotdsf = snewn(DOT_COUNT(state), int);
287 ret->looplen = snewn(DOT_COUNT(state), int);
288 memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int));
289 memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int));
290
291 return ret;
292 }
293
294 /*
295 * Merge two dots due to the existence of an edge between them.
296 * Updates the dsf tracking equivalence classes, and keeps track of
297 * the length of path each dot is currently a part of.
298 */
299 static void merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
300 {
301 int i, j, len;
302
303 i = y1 * (sstate->state->w + 1) + x1;
304 j = y2 * (sstate->state->w + 1) + x2;
305
306 i = dsf_canonify(sstate->dotdsf, i);
307 j = dsf_canonify(sstate->dotdsf, j);
308
309 if (i != j) {
310 len = sstate->looplen[i] + sstate->looplen[j];
311 dsf_merge(sstate->dotdsf, i, j);
312 i = dsf_canonify(sstate->dotdsf, i);
313 sstate->looplen[i] = len;
314 }
315 }
316
317 /* Count the number of lines of a particular type currently going into the
318 * given dot. Lines going off the edge of the board are assumed fixed no. */
319 static int dot_order(const game_state* state, int i, int j, char line_type)
320 {
321 int n = 0;
322
323 if (i > 0) {
324 if (LEFTOF_DOT(state, i, j) == line_type)
325 ++n;
326 } else {
327 if (line_type == LINE_NO)
328 ++n;
329 }
330 if (i < state->w) {
331 if (RIGHTOF_DOT(state, i, j) == line_type)
332 ++n;
333 } else {
334 if (line_type == LINE_NO)
335 ++n;
336 }
337 if (j > 0) {
338 if (ABOVE_DOT(state, i, j) == line_type)
339 ++n;
340 } else {
341 if (line_type == LINE_NO)
342 ++n;
343 }
344 if (j < state->h) {
345 if (BELOW_DOT(state, i, j) == line_type)
346 ++n;
347 } else {
348 if (line_type == LINE_NO)
349 ++n;
350 }
351
352 return n;
353 }
354 /* Count the number of lines of a particular type currently surrounding the
355 * given square */
356 static int square_order(const game_state* state, int i, int j, char line_type)
357 {
358 int n = 0;
359
360 if (ABOVE_SQUARE(state, i, j) == line_type)
361 ++n;
362 if (BELOW_SQUARE(state, i, j) == line_type)
363 ++n;
364 if (LEFTOF_SQUARE(state, i, j) == line_type)
365 ++n;
366 if (RIGHTOF_SQUARE(state, i, j) == line_type)
367 ++n;
368
369 return n;
370 }
371
372 /* Set all lines bordering a dot of type old_type to type new_type */
373 static void dot_setall(game_state *state, int i, int j,
374 char old_type, char new_type)
375 {
376 /* printf("dot_setall([%d,%d], %d, %d)\n", i, j, old_type, new_type); */
377 if (i > 0 && LEFTOF_DOT(state, i, j) == old_type)
378 LV_LEFTOF_DOT(state, i, j) = new_type;
379 if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type)
380 LV_RIGHTOF_DOT(state, i, j) = new_type;
381 if (j > 0 && ABOVE_DOT(state, i, j) == old_type)
382 LV_ABOVE_DOT(state, i, j) = new_type;
383 if (j < state->h && BELOW_DOT(state, i, j) == old_type)
384 LV_BELOW_DOT(state, i, j) = new_type;
385 }
386 /* Set all lines bordering a square of type old_type to type new_type */
387 static void square_setall(game_state *state, int i, int j,
388 char old_type, char new_type)
389 {
390 if (ABOVE_SQUARE(state, i, j) == old_type)
391 ABOVE_SQUARE(state, i, j) = new_type;
392 if (BELOW_SQUARE(state, i, j) == old_type)
393 BELOW_SQUARE(state, i, j) = new_type;
394 if (LEFTOF_SQUARE(state, i, j) == old_type)
395 LEFTOF_SQUARE(state, i, j) = new_type;
396 if (RIGHTOF_SQUARE(state, i, j) == old_type)
397 RIGHTOF_SQUARE(state, i, j) = new_type;
398 }
399
400 static game_params *default_params(void)
401 {
402 game_params *ret = snew(game_params);
403
404 #ifdef SLOW_SYSTEM
405 ret->h = 4;
406 ret->w = 4;
407 #else
408 ret->h = 10;
409 ret->w = 10;
410 #endif
411 ret->diff = DIFF_EASY;
412 ret->rec = 0;
413
414 return ret;
415 }
416
417 static game_params *dup_params(game_params *params)
418 {
419 game_params *ret = snew(game_params);
420 *ret = *params; /* structure copy */
421 return ret;
422 }
423
424 static const struct {
425 char *desc;
426 game_params params;
427 } loopy_presets[] = {
428 { "4x4 Easy", { 4, 4, DIFF_EASY, 0 } },
429 { "4x4 Normal", { 4, 4, DIFF_NORMAL, 0 } },
430 { "7x7 Easy", { 7, 7, DIFF_EASY, 0 } },
431 { "7x7 Normal", { 7, 7, DIFF_NORMAL, 0 } },
432 { "10x10 Easy", { 10, 10, DIFF_EASY, 0 } },
433 { "10x10 Normal", { 10, 10, DIFF_NORMAL, 0 } },
434 #ifndef SLOW_SYSTEM
435 { "15x15 Easy", { 15, 15, DIFF_EASY, 0 } },
436 { "15x15 Normal", { 15, 15, DIFF_NORMAL, 0 } },
437 { "30x20 Easy", { 30, 20, DIFF_EASY, 0 } },
438 { "30x20 Normal", { 30, 20, DIFF_NORMAL, 0 } }
439 #endif
440 };
441
442 static int game_fetch_preset(int i, char **name, game_params **params)
443 {
444 game_params tmppar;
445
446 if (i < 0 || i >= lenof(loopy_presets))
447 return FALSE;
448
449 tmppar = loopy_presets[i].params;
450 *params = dup_params(&tmppar);
451 *name = dupstr(loopy_presets[i].desc);
452
453 return TRUE;
454 }
455
456 static void free_params(game_params *params)
457 {
458 sfree(params);
459 }
460
461 static void decode_params(game_params *params, char const *string)
462 {
463 params->h = params->w = atoi(string);
464 params->rec = 0;
465 params->diff = DIFF_EASY;
466 while (*string && isdigit((unsigned char)*string)) string++;
467 if (*string == 'x') {
468 string++;
469 params->h = atoi(string);
470 while (*string && isdigit((unsigned char)*string)) string++;
471 }
472 if (*string == 'r') {
473 string++;
474 params->rec = atoi(string);
475 while (*string && isdigit((unsigned char)*string)) string++;
476 }
477 if (*string == 'd') {
478 int i;
479
480 string++;
481 for (i = 0; i < DIFFCOUNT; i++)
482 if (*string == loopy_diffchars[i])
483 params->diff = i;
484 if (*string) string++;
485 }
486 }
487
488 static char *encode_params(game_params *params, int full)
489 {
490 char str[80];
491 sprintf(str, "%dx%d", params->w, params->h);
492 if (full)
493 sprintf(str + strlen(str), "r%dd%c", params->rec,
494 loopy_diffchars[params->diff]);
495 return dupstr(str);
496 }
497
498 static config_item *game_configure(game_params *params)
499 {
500 config_item *ret;
501 char buf[80];
502
503 ret = snewn(4, config_item);
504
505 ret[0].name = "Width";
506 ret[0].type = C_STRING;
507 sprintf(buf, "%d", params->w);
508 ret[0].sval = dupstr(buf);
509 ret[0].ival = 0;
510
511 ret[1].name = "Height";
512 ret[1].type = C_STRING;
513 sprintf(buf, "%d", params->h);
514 ret[1].sval = dupstr(buf);
515 ret[1].ival = 0;
516
517 ret[2].name = "Difficulty";
518 ret[2].type = C_CHOICES;
519 ret[2].sval = DIFFCONFIG;
520 ret[2].ival = params->diff;
521
522 ret[3].name = NULL;
523 ret[3].type = C_END;
524 ret[3].sval = NULL;
525 ret[3].ival = 0;
526
527 return ret;
528 }
529
530 static game_params *custom_params(config_item *cfg)
531 {
532 game_params *ret = snew(game_params);
533
534 ret->w = atoi(cfg[0].sval);
535 ret->h = atoi(cfg[1].sval);
536 ret->rec = 0;
537 ret->diff = cfg[2].ival;
538
539 return ret;
540 }
541
542 static char *validate_params(game_params *params, int full)
543 {
544 if (params->w < 4 || params->h < 4)
545 return "Width and height must both be at least 4";
546 if (params->rec < 0)
547 return "Recursion depth can't be negative";
548
549 /*
550 * This shouldn't be able to happen at all, since decode_params
551 * and custom_params will never generate anything that isn't
552 * within range.
553 */
554 assert(params->diff >= 0 && params->diff < DIFFCOUNT);
555
556 return NULL;
557 }
558
559 /* We're going to store a list of current candidate squares for lighting.
560 * Each square gets a 'score', which tells us how adding that square right
561 * now would affect the length of the solution loop. We're trying to
562 * maximise that quantity so will bias our random selection of squares to
563 * light towards those with high scores */
564 struct square {
565 int score;
566 unsigned long random;
567 int x, y;
568 };
569
570 static int get_square_cmpfn(void *v1, void *v2)
571 {
572 struct square *s1 = (struct square *)v1;
573 struct square *s2 = (struct square *)v2;
574 int r;
575
576 r = s1->x - s2->x;
577 if (r)
578 return r;
579
580 r = s1->y - s2->y;
581 if (r)
582 return r;
583
584 return 0;
585 }
586
587 static int square_sort_cmpfn(void *v1, void *v2)
588 {
589 struct square *s1 = (struct square *)v1;
590 struct square *s2 = (struct square *)v2;
591 int r;
592
593 r = s2->score - s1->score;
594 if (r) {
595 return r;
596 }
597
598 if (s1->random < s2->random)
599 return -1;
600 else if (s1->random > s2->random)
601 return 1;
602
603 /*
604 * It's _just_ possible that two squares might have been given
605 * the same random value. In that situation, fall back to
606 * comparing based on the coordinates. This introduces a tiny
607 * directional bias, but not a significant one.
608 */
609 return get_square_cmpfn(v1, v2);
610 }
611
612 static void print_tree(tree234 *tree)
613 {
614 #if 0
615 int i = 0;
616 struct square *s;
617 printf("Print tree:\n");
618 while (i < count234(tree)) {
619 s = (struct square *)index234(tree, i);
620 assert(s);
621 printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random);
622 ++i;
623 }
624 #endif
625 }
626
627 enum { SQUARE_LIT, SQUARE_UNLIT };
628
629 #define SQUARE_STATE(i, j) \
630 (((i) < 0 || (i) >= params->w || \
631 (j) < 0 || (j) >= params->h) ? \
632 SQUARE_UNLIT : LV_SQUARE_STATE(i,j))
633
634 #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)]
635
636 static void print_board(const game_params *params, const char *board)
637 {
638 #if 0
639 int i,j;
640
641 printf(" ");
642 for (i = 0; i < params->w; i++) {
643 printf("%d", i%10);
644 }
645 printf("\n");
646 for (j = 0; j < params->h; j++) {
647 printf("%d", j%10);
648 for (i = 0; i < params->w; i++) {
649 printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O');
650 }
651 printf("\n");
652 }
653 #endif
654 }
655
656 static char *new_fullyclued_board(game_params *params, random_state *rs)
657 {
658 char *clues;
659 char *board;
660 int i, j, a, b, c;
661 game_state s;
662 game_state *state = &s;
663 int board_area = SQUARE_COUNT(params);
664 int t;
665
666 struct square *square, *tmpsquare, *sq;
667 struct square square_pos;
668
669 /* These will contain exactly the same information, sorted into different
670 * orders */
671 tree234 *lightable_squares_sorted, *lightable_squares_gettable;
672
673 #define SQUARE_REACHABLE(i,j) \
674 (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
675 SQUARE_STATE(i+1, j) == SQUARE_LIT || \
676 SQUARE_STATE(i, j-1) == SQUARE_LIT || \
677 SQUARE_STATE(i, j+1) == SQUARE_LIT), \
678 /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \
679 t)
680
681
682 /* One situation in which we may not light a square is if that'll leave one
683 * square above/below and one left/right of us unlit, separated by a lit
684 * square diagnonal from us */
685 #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
686 (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
687 SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
688 SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
689 /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n",
690 i, j, h, v) : 0,*/ \
691 t)
692
693 /* We also may not light a square if it will form a loop of lit squares
694 * around some unlit squares, as then the game soln won't have a single
695 * loop */
696 #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
697 (SQUARE_STATE((i)+1, (j)) == lit1 && \
698 SQUARE_STATE((i)-1, (j)) == lit1 && \
699 SQUARE_STATE((i), (j)+1) == lit2 && \
700 SQUARE_STATE((i), (j)-1) == lit2)
701
702 #define CAN_LIGHT_SQUARE(i, j) \
703 (SQUARE_REACHABLE(i, j) && \
704 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
705 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
706 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
707 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
708 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
709 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
710
711 #define IS_LIGHTING_CANDIDATE(i, j) \
712 (SQUARE_STATE(i, j) == SQUARE_UNLIT && \
713 CAN_LIGHT_SQUARE(i,j))
714
715 /* The 'score' of a square reflects its current desirability for selection
716 * as the next square to light. We want to encourage moving into uncharted
717 * areas so we give scores according to how many of the square's neighbours
718 * are currently unlit. */
719
720 /* UNLIT SCORE
721 * 3 2
722 * 2 0
723 * 1 -2
724 */
725 #define SQUARE_SCORE(i,j) \
726 (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
727 (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
728 (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
729 (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
730
731 /* When a square gets lit, this defines how far away from that square we
732 * need to go recomputing scores */
733 #define SCORE_DISTANCE 1
734
735 board = snewn(board_area, char);
736 clues = snewn(board_area, char);
737
738 state->h = params->h;
739 state->w = params->w;
740 state->clues = clues;
741
742 /* Make a board */
743 memset(board, SQUARE_UNLIT, board_area);
744
745 /* Seed the board with a single lit square near the middle */
746 i = params->w / 2;
747 j = params->h / 2;
748 if (params->w & 1 && random_bits(rs, 1))
749 ++i;
750 if (params->h & 1 && random_bits(rs, 1))
751 ++j;
752
753 LV_SQUARE_STATE(i, j) = SQUARE_LIT;
754
755 /* We need a way of favouring squares that will increase our loopiness.
756 * We do this by maintaining a list of all candidate squares sorted by
757 * their score and choose randomly from that with appropriate skew.
758 * In order to avoid consistently biasing towards particular squares, we
759 * need the sort order _within_ each group of scores to be completely
760 * random. But it would be abusing the hospitality of the tree234 data
761 * structure if our comparison function were nondeterministic :-). So with
762 * each square we associate a random number that does not change during a
763 * particular run of the generator, and use that as a secondary sort key.
764 * Yes, this means we will be biased towards particular random squares in
765 * any one run but that doesn't actually matter. */
766
767 lightable_squares_sorted = newtree234(square_sort_cmpfn);
768 lightable_squares_gettable = newtree234(get_square_cmpfn);
769 #define ADD_SQUARE(s) \
770 do { \
771 /* printf("ADD SQUARE: [%d,%d], %d, %d\n",
772 s->x, s->y, s->score, s->random);*/ \
773 sq = add234(lightable_squares_sorted, s); \
774 assert(sq == s); \
775 sq = add234(lightable_squares_gettable, s); \
776 assert(sq == s); \
777 } while (0)
778
779 #define REMOVE_SQUARE(s) \
780 do { \
781 /* printf("DELETE SQUARE: [%d,%d], %d, %d\n",
782 s->x, s->y, s->score, s->random);*/ \
783 sq = del234(lightable_squares_sorted, s); \
784 assert(sq); \
785 sq = del234(lightable_squares_gettable, s); \
786 assert(sq); \
787 } while (0)
788
789 #define HANDLE_DIR(a, b) \
790 square = snew(struct square); \
791 square->x = (i)+(a); \
792 square->y = (j)+(b); \
793 square->score = 2; \
794 square->random = random_bits(rs, 31); \
795 ADD_SQUARE(square);
796 HANDLE_DIR(-1, 0);
797 HANDLE_DIR( 1, 0);
798 HANDLE_DIR( 0,-1);
799 HANDLE_DIR( 0, 1);
800 #undef HANDLE_DIR
801
802 /* Light squares one at a time until the board is interesting enough */
803 while (TRUE)
804 {
805 /* We have count234(lightable_squares) possibilities, and in
806 * lightable_squares_sorted they are sorted with the most desirable
807 * first. */
808 c = count234(lightable_squares_sorted);
809 if (c == 0)
810 break;
811 assert(c == count234(lightable_squares_gettable));
812
813 /* Check that the best square available is any good */
814 square = (struct square *)index234(lightable_squares_sorted, 0);
815 assert(square);
816
817 /*
818 * We never want to _decrease_ the loop's perimeter. Making
819 * moves that leave the perimeter the same is occasionally
820 * useful: if it were _never_ done then the user would be
821 * able to deduce illicitly that any degree-zero vertex was
822 * on the outside of the loop. So we do it sometimes but
823 * not always.
824 */
825 if (square->score < 0 || (square->score == 0 &&
826 random_upto(rs, 2) == 0))
827 break;
828
829 print_tree(lightable_squares_sorted);
830 assert(square->score == SQUARE_SCORE(square->x, square->y));
831 assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
832 assert(square->x >= 0 && square->x < params->w);
833 assert(square->y >= 0 && square->y < params->h);
834 /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */
835
836 /* Update data structures */
837 LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
838 REMOVE_SQUARE(square);
839
840 print_board(params, board);
841
842 /* We might have changed the score of any squares up to 2 units away in
843 * any direction */
844 for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
845 for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
846 if (!a && !b)
847 continue;
848 square_pos.x = square->x + a;
849 square_pos.y = square->y + b;
850 /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */
851 if (square_pos.x < 0 || square_pos.x >= params->w ||
852 square_pos.y < 0 || square_pos.y >= params->h) {
853 /* printf(" Out of bounds\n"); */
854 continue;
855 }
856 tmpsquare = find234(lightable_squares_gettable, &square_pos,
857 NULL);
858 if (tmpsquare) {
859 /* printf(" Removing\n"); */
860 assert(tmpsquare->x == square_pos.x);
861 assert(tmpsquare->y == square_pos.y);
862 assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
863 SQUARE_UNLIT);
864 REMOVE_SQUARE(tmpsquare);
865 } else {
866 /* printf(" Creating\n"); */
867 tmpsquare = snew(struct square);
868 tmpsquare->x = square_pos.x;
869 tmpsquare->y = square_pos.y;
870 tmpsquare->random = random_bits(rs, 31);
871 }
872 tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
873
874 if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
875 /* printf(" Adding\n"); */
876 ADD_SQUARE(tmpsquare);
877 } else {
878 /* printf(" Destroying\n"); */
879 sfree(tmpsquare);
880 }
881 }
882 }
883 sfree(square);
884 /* printf("\n\n"); */
885 }
886
887 while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
888 sfree(square);
889 freetree234(lightable_squares_gettable);
890 freetree234(lightable_squares_sorted);
891
892 /* Copy out all the clues */
893 for (j = 0; j < params->h; ++j) {
894 for (i = 0; i < params->w; ++i) {
895 c = SQUARE_STATE(i, j);
896 LV_CLUE_AT(state, i, j) = '0';
897 if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
898 if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
899 if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
900 if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
901 }
902 }
903
904 sfree(board);
905 return clues;
906 }
907
908 static solver_state *solve_game_rec(const solver_state *sstate, int diff);
909
910 static int game_has_unique_soln(const game_state *state, int diff)
911 {
912 int ret;
913 solver_state *sstate_new;
914 solver_state *sstate = new_solver_state((game_state *)state);
915
916 sstate_new = solve_game_rec(sstate, diff);
917
918 ret = (sstate_new->solver_status == SOLVER_SOLVED);
919
920 free_solver_state(sstate_new);
921 free_solver_state(sstate);
922
923 return ret;
924 }
925
926 /* Remove clues one at a time at random. */
927 static game_state *remove_clues(game_state *state, random_state *rs, int diff)
928 {
929 int *square_list, squares;
930 game_state *ret = dup_game(state), *saved_ret;
931 int n;
932
933 /* We need to remove some clues. We'll do this by forming a list of all
934 * available equivalence classes, shuffling it, then going along one at a
935 * time clearing every member of each equivalence class, where removing a
936 * class doesn't render the board unsolvable. */
937 squares = state->w * state->h;
938 square_list = snewn(squares, int);
939 for (n = 0; n < squares; ++n) {
940 square_list[n] = n;
941 }
942
943 shuffle(square_list, squares, sizeof(int), rs);
944
945 for (n = 0; n < squares; ++n) {
946 saved_ret = dup_game(ret);
947 LV_CLUE_AT(ret, square_list[n] % state->w,
948 square_list[n] / state->w) = ' ';
949 if (game_has_unique_soln(ret, diff)) {
950 free_game(saved_ret);
951 } else {
952 free_game(ret);
953 ret = saved_ret;
954 }
955 }
956 sfree(square_list);
957
958 return ret;
959 }
960
961 static char *validate_desc(game_params *params, char *desc);
962
963 static char *new_game_desc(game_params *params, random_state *rs,
964 char **aux, int interactive)
965 {
966 /* solution and description both use run-length encoding in obvious ways */
967 char *retval;
968 char *description = snewn(SQUARE_COUNT(params) + 1, char);
969 char *dp = description;
970 int i, j;
971 int empty_count;
972 game_state *state = snew(game_state), *state_new;
973
974 state->h = params->h;
975 state->w = params->w;
976
977 state->hl = snewn(HL_COUNT(params), char);
978 state->vl = snewn(VL_COUNT(params), char);
979
980 newboard_please:
981 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
982 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
983
984 state->solved = state->cheated = FALSE;
985 state->recursion_depth = params->rec;
986
987 /* Get a new random solvable board with all its clues filled in. Yes, this
988 * can loop for ever if the params are suitably unfavourable, but
989 * preventing games smaller than 4x4 seems to stop this happening */
990
991 do {
992 state->clues = new_fullyclued_board(params, rs);
993 } while (!game_has_unique_soln(state, params->diff));
994
995 state_new = remove_clues(state, rs, params->diff);
996 free_game(state);
997 state = state_new;
998
999 if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
1000 /* Board is too easy */
1001 goto newboard_please;
1002 }
1003
1004 empty_count = 0;
1005 for (j = 0; j < params->h; ++j) {
1006 for (i = 0; i < params->w; ++i) {
1007 if (CLUE_AT(state, i, j) == ' ') {
1008 if (empty_count > 25) {
1009 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1010 empty_count = 0;
1011 }
1012 empty_count++;
1013 } else {
1014 if (empty_count) {
1015 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1016 empty_count = 0;
1017 }
1018 dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j)));
1019 }
1020 }
1021 }
1022 if (empty_count)
1023 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1024
1025 free_game(state);
1026 retval = dupstr(description);
1027 sfree(description);
1028
1029 assert(!validate_desc(params, retval));
1030
1031 return retval;
1032 }
1033
1034 /* We require that the params pass the test in validate_params and that the
1035 * description fills the entire game area */
1036 static char *validate_desc(game_params *params, char *desc)
1037 {
1038 int count = 0;
1039
1040 for (; *desc; ++desc) {
1041 if (*desc >= '0' && *desc <= '9') {
1042 count++;
1043 continue;
1044 }
1045 if (*desc >= 'a') {
1046 count += *desc - 'a' + 1;
1047 continue;
1048 }
1049 return "Unknown character in description";
1050 }
1051
1052 if (count < SQUARE_COUNT(params))
1053 return "Description too short for board size";
1054 if (count > SQUARE_COUNT(params))
1055 return "Description too long for board size";
1056
1057 return NULL;
1058 }
1059
1060 static game_state *new_game(midend *me, game_params *params, char *desc)
1061 {
1062 int i,j;
1063 game_state *state = snew(game_state);
1064 int empties_to_make = 0;
1065 int n;
1066 const char *dp = desc;
1067
1068 state->recursion_depth = 0; /* XXX pending removal, probably */
1069
1070 state->h = params->h;
1071 state->w = params->w;
1072
1073 state->clues = snewn(SQUARE_COUNT(params), char);
1074 state->hl = snewn(HL_COUNT(params), char);
1075 state->vl = snewn(VL_COUNT(params), char);
1076
1077 state->solved = state->cheated = FALSE;
1078
1079 for (j = 0 ; j < params->h; ++j) {
1080 for (i = 0 ; i < params->w; ++i) {
1081 if (empties_to_make) {
1082 empties_to_make--;
1083 LV_CLUE_AT(state, i, j) = ' ';
1084 continue;
1085 }
1086
1087 assert(*dp);
1088 n = *dp - '0';
1089 if (n >=0 && n < 10) {
1090 LV_CLUE_AT(state, i, j) = *dp;
1091 } else {
1092 n = *dp - 'a' + 1;
1093 assert(n > 0);
1094 LV_CLUE_AT(state, i, j) = ' ';
1095 empties_to_make = n - 1;
1096 }
1097 ++dp;
1098 }
1099 }
1100
1101 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1102 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1103
1104 return state;
1105 }
1106
1107 enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1108
1109 /* Starting at dot [i,j] moves around 'state' removing lines until it's clear
1110 * whether or not the starting dot was on a loop. Returns boolean specifying
1111 * whether a loop was found. loop_status calls this and assumes that if state
1112 * has any lines set, this function will always remove at least one. */
1113 static int destructively_find_loop(game_state *state)
1114 {
1115 int a, b, i, j, new_i, new_j, n;
1116 char *lp;
1117
1118 lp = (char *)memchr(state->hl, LINE_YES, HL_COUNT(state));
1119 if (!lp) {
1120 /* We know we're going to return false but we have to fulfil our
1121 * contract */
1122 lp = (char *)memchr(state->vl, LINE_YES, VL_COUNT(state));
1123 if (lp)
1124 *lp = LINE_NO;
1125
1126 return FALSE;
1127 }
1128
1129 n = lp - state->hl;
1130
1131 i = n % state->w;
1132 j = n / state->w;
1133
1134 assert(i + j * state->w == n); /* because I'm feeling stupid */
1135 /* Save start position */
1136 a = i;
1137 b = j;
1138
1139 /* Delete one line from the potential loop */
1140 if (LEFTOF_DOT(state, i, j) == LINE_YES) {
1141 LV_LEFTOF_DOT(state, i, j) = LINE_NO;
1142 i--;
1143 } else if (ABOVE_DOT(state, i, j) == LINE_YES) {
1144 LV_ABOVE_DOT(state, i, j) = LINE_NO;
1145 j--;
1146 } else if (RIGHTOF_DOT(state, i, j) == LINE_YES) {
1147 LV_RIGHTOF_DOT(state, i, j) = LINE_NO;
1148 i++;
1149 } else if (BELOW_DOT(state, i, j) == LINE_YES) {
1150 LV_BELOW_DOT(state, i, j) = LINE_NO;
1151 j++;
1152 } else {
1153 return FALSE;
1154 }
1155
1156 do {
1157 /* From the current position of [i,j] there needs to be exactly one
1158 * line */
1159 new_i = new_j = -1;
1160
1161 #define HANDLE_DIR(dir_dot, x, y) \
1162 if (dir_dot(state, i, j) == LINE_YES) { \
1163 if (new_i != -1 || new_j != -1) \
1164 return FALSE; \
1165 new_i = (i)+(x); \
1166 new_j = (j)+(y); \
1167 LV_##dir_dot(state, i, j) = LINE_NO; \
1168 }
1169 HANDLE_DIR(ABOVE_DOT, 0, -1);
1170 HANDLE_DIR(BELOW_DOT, 0, +1);
1171 HANDLE_DIR(LEFTOF_DOT, -1, 0);
1172 HANDLE_DIR(RIGHTOF_DOT, +1, 0);
1173 #undef HANDLE_DIR
1174 if (new_i == -1 || new_j == -1) {
1175 return FALSE;
1176 }
1177
1178 i = new_i;
1179 j = new_j;
1180 } while (i != a || j != b);
1181
1182 return TRUE;
1183 }
1184
1185 static int loop_status(game_state *state)
1186 {
1187 int i, j, n;
1188 game_state *tmpstate;
1189 int loop_found = FALSE, non_loop_found = FALSE, any_lines_found = FALSE;
1190
1191 #define BAD_LOOP_FOUND \
1192 do { free_game(tmpstate); return LOOP_NOT_SOLN; } while(0)
1193
1194 /* Repeatedly look for loops until we either run out of lines to consider
1195 * or discover for sure that the board fails on the grounds of having no
1196 * loop */
1197 tmpstate = dup_game(state);
1198
1199 while (TRUE) {
1200 if (!memchr(tmpstate->hl, LINE_YES, HL_COUNT(tmpstate)) &&
1201 !memchr(tmpstate->vl, LINE_YES, VL_COUNT(tmpstate))) {
1202 break;
1203 }
1204 any_lines_found = TRUE;
1205
1206 if (loop_found)
1207 BAD_LOOP_FOUND;
1208 if (destructively_find_loop(tmpstate)) {
1209 loop_found = TRUE;
1210 if (non_loop_found)
1211 BAD_LOOP_FOUND;
1212 } else {
1213 non_loop_found = TRUE;
1214 }
1215 }
1216
1217 free_game(tmpstate);
1218
1219 if (!any_lines_found)
1220 return LOOP_NONE;
1221
1222 if (non_loop_found) {
1223 assert(!loop_found); /* should have dealt with this already */
1224 return LOOP_NONE;
1225 }
1226
1227 /* Check that every clue is satisfied */
1228 for (j = 0; j < state->h; ++j) {
1229 for (i = 0; i < state->w; ++i) {
1230 n = CLUE_AT(state, i, j);
1231 if (n != ' ') {
1232 if (square_order(state, i, j, LINE_YES) != n - '0') {
1233 return LOOP_NOT_SOLN;
1234 }
1235 }
1236 }
1237 }
1238
1239 return LOOP_SOLN;
1240 }
1241
1242 /* Sums the lengths of the numbers in range [0,n) */
1243 /* See equivalent function in solo.c for justification of this. */
1244 static int len_0_to_n(int n)
1245 {
1246 int len = 1; /* Counting 0 as a bit of a special case */
1247 int i;
1248
1249 for (i = 1; i < n; i *= 10) {
1250 len += max(n - i, 0);
1251 }
1252
1253 return len;
1254 }
1255
1256 static char *encode_solve_move(const game_state *state)
1257 {
1258 int len, i, j;
1259 char *ret, *p;
1260 /* This is going to return a string representing the moves needed to set
1261 * every line in a grid to be the same as the ones in 'state'. The exact
1262 * length of this string is predictable. */
1263
1264 len = 1; /* Count the 'S' prefix */
1265 /* Numbers in horizontal lines */
1266 /* Horizontal lines, x position */
1267 len += len_0_to_n(state->w) * (state->h + 1);
1268 /* Horizontal lines, y position */
1269 len += len_0_to_n(state->h + 1) * (state->w);
1270 /* Vertical lines, y position */
1271 len += len_0_to_n(state->h) * (state->w + 1);
1272 /* Vertical lines, x position */
1273 len += len_0_to_n(state->w + 1) * (state->h);
1274 /* For each line we also have two letters and a comma */
1275 len += 3 * (HL_COUNT(state) + VL_COUNT(state));
1276
1277 ret = snewn(len + 1, char);
1278 p = ret;
1279
1280 p += sprintf(p, "S");
1281
1282 for (j = 0; j < state->h + 1; ++j) {
1283 for (i = 0; i < state->w; ++i) {
1284 switch (RIGHTOF_DOT(state, i, j)) {
1285 case LINE_YES:
1286 p += sprintf(p, "%d,%dhy", i, j);
1287 break;
1288 case LINE_NO:
1289 p += sprintf(p, "%d,%dhn", i, j);
1290 break;
1291 /* default: */
1292 /* I'm going to forgive this because I think the results
1293 * are cute. */
1294 /* assert(!"Solver produced incomplete solution!"); */
1295 }
1296 }
1297 }
1298
1299 for (j = 0; j < state->h; ++j) {
1300 for (i = 0; i < state->w + 1; ++i) {
1301 switch (BELOW_DOT(state, i, j)) {
1302 case LINE_YES:
1303 p += sprintf(p, "%d,%dvy", i, j);
1304 break;
1305 case LINE_NO:
1306 p += sprintf(p, "%d,%dvn", i, j);
1307 break;
1308 /* default: */
1309 /* I'm going to forgive this because I think the results
1310 * are cute. */
1311 /* assert(!"Solver produced incomplete solution!"); */
1312 }
1313 }
1314 }
1315
1316 /* No point in doing sums like that if they're going to be wrong */
1317 assert(strlen(ret) == (size_t)len);
1318 return ret;
1319 }
1320
1321 /* BEGIN SOLVER IMPLEMENTATION */
1322
1323 /* For each pair of lines through each dot we store a bit for whether
1324 * exactly one of those lines is ON, and in separate arrays we store whether
1325 * at least one is on and whether at most 1 is on. (If we know both or
1326 * neither is on that's already stored more directly.) That's six bits per
1327 * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */
1328
1329 enum dline {
1330 DLINE_VERT = 0,
1331 DLINE_HORIZ = 1,
1332 DLINE_UL = 2,
1333 DLINE_DR = 3,
1334 DLINE_UR = 4,
1335 DLINE_DL = 5
1336 };
1337
1338 #define OPP_DLINE(dline) (dline ^ 1)
1339
1340
1341 #define SQUARE_DLINES \
1342 HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1343 HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1344 HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1345 HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1346
1347 #define DOT_DLINES \
1348 HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \
1349 HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \
1350 HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
1351 HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
1352 HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
1353 HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
1354
1355 static void array_setall(char *array, char from, char to, int len)
1356 {
1357 char *p = array, *p_old = p;
1358 int len_remaining = len;
1359
1360 while ((p = memchr(p, from, len_remaining))) {
1361 *p = to;
1362 len_remaining -= p - p_old;
1363 p_old = p;
1364 }
1365 }
1366
1367
1368 static int game_states_equal(const game_state *state1,
1369 const game_state *state2)
1370 {
1371 /* This deliberately doesn't check _all_ fields, just the ones that make a
1372 * game state 'interesting' from the POV of the solver */
1373 /* XXX review this */
1374 if (state1 == state2)
1375 return 1;
1376
1377 if (!state1 || !state2)
1378 return 0;
1379
1380 if (state1->w != state2->w || state1->h != state2->h)
1381 return 0;
1382
1383 if (memcmp(state1->hl, state2->hl, HL_COUNT(state1)))
1384 return 0;
1385
1386 if (memcmp(state1->vl, state2->vl, VL_COUNT(state1)))
1387 return 0;
1388
1389 return 1;
1390 }
1391
1392 static int solver_states_equal(const solver_state *sstate1,
1393 const solver_state *sstate2)
1394 {
1395 if (!sstate1) {
1396 if (!sstate2)
1397 return TRUE;
1398 else
1399 return FALSE;
1400 }
1401
1402 if (!game_states_equal(sstate1->state, sstate2->state)) {
1403 return 0;
1404 }
1405
1406 /* XXX fields missing, needs review */
1407 /* XXX we're deliberately not looking at solver_state as it's only a cache */
1408
1409 if (memcmp(sstate1->dot_atleastone, sstate2->dot_atleastone,
1410 DOT_COUNT(sstate1->state))) {
1411 return 0;
1412 }
1413
1414 if (memcmp(sstate1->dot_atmostone, sstate2->dot_atmostone,
1415 DOT_COUNT(sstate1->state))) {
1416 return 0;
1417 }
1418
1419 /* handle dline_identical here */
1420
1421 return 1;
1422 }
1423
1424 static void dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j,
1425 enum line_state line_old, enum line_state line_new)
1426 {
1427 game_state *state = sstate->state;
1428
1429 /* First line in dline */
1430 switch (dl) {
1431 case DLINE_UL:
1432 case DLINE_UR:
1433 case DLINE_VERT:
1434 if (j > 0 && ABOVE_DOT(state, i, j) == line_old)
1435 LV_ABOVE_DOT(state, i, j) = line_new;
1436 break;
1437 case DLINE_DL:
1438 case DLINE_DR:
1439 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1440 LV_BELOW_DOT(state, i, j) = line_new;
1441 break;
1442 case DLINE_HORIZ:
1443 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1444 LV_LEFTOF_DOT(state, i, j) = line_new;
1445 break;
1446 }
1447
1448 /* Second line in dline */
1449 switch (dl) {
1450 case DLINE_UL:
1451 case DLINE_DL:
1452 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1453 LV_LEFTOF_DOT(state, i, j) = line_new;
1454 break;
1455 case DLINE_UR:
1456 case DLINE_DR:
1457 case DLINE_HORIZ:
1458 if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old)
1459 LV_RIGHTOF_DOT(state, i, j) = line_new;
1460 break;
1461 case DLINE_VERT:
1462 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1463 LV_BELOW_DOT(state, i, j) = line_new;
1464 break;
1465 }
1466 }
1467
1468 static void update_solver_status(solver_state *sstate)
1469 {
1470 if (sstate->solver_status == SOLVER_INCOMPLETE) {
1471 switch (loop_status(sstate->state)) {
1472 case LOOP_NONE:
1473 sstate->solver_status = SOLVER_INCOMPLETE;
1474 break;
1475 case LOOP_SOLN:
1476 if (sstate->solver_status != SOLVER_AMBIGUOUS)
1477 sstate->solver_status = SOLVER_SOLVED;
1478 break;
1479 case LOOP_NOT_SOLN:
1480 sstate->solver_status = SOLVER_MISTAKE;
1481 break;
1482 }
1483 }
1484 }
1485
1486 #if 0
1487 /* This will fail an assertion if {dx,dy} are anything other than {-1,0}, {1,0}
1488 * {0,-1} or {0,1} */
1489 static int line_status_from_point(const game_state *state,
1490 int x, int y, int dx, int dy)
1491 {
1492 if (dx == -1 && dy == 0)
1493 return LEFTOF_DOT(state, x, y);
1494 if (dx == 1 && dy == 0)
1495 return RIGHTOF_DOT(state, x, y);
1496 if (dx == 0 && dy == -1)
1497 return ABOVE_DOT(state, x, y);
1498 if (dx == 0 && dy == 1)
1499 return BELOW_DOT(state, x, y);
1500
1501 assert(!"Illegal dx or dy in line_status_from_point");
1502 return 0;
1503 }
1504 #endif
1505
1506 /* This will return a dynamically allocated solver_state containing the (more)
1507 * solved grid */
1508 static solver_state *solve_game_rec(const solver_state *sstate_start, int diff)
1509 {
1510 int i, j, w, h;
1511 int current_yes, current_no, desired;
1512 solver_state *sstate, *sstate_saved, *sstate_tmp;
1513 int t;
1514 solver_state *sstate_rec_solved;
1515 int recursive_soln_count;
1516 char *square_solved;
1517 char *dot_solved;
1518
1519 h = sstate_start->state->h;
1520 w = sstate_start->state->w;
1521
1522 dot_solved = snewn(DOT_COUNT(sstate_start->state), char);
1523 square_solved = snewn(SQUARE_COUNT(sstate_start->state), char);
1524 memset(dot_solved, FALSE, DOT_COUNT(sstate_start->state));
1525 memset(square_solved, FALSE, SQUARE_COUNT(sstate_start->state));
1526
1527 #if 0
1528 printf("solve_game_rec: recursion_remaining = %d\n",
1529 sstate_start->recursion_remaining);
1530 #endif
1531
1532 sstate = dup_solver_state((solver_state *)sstate_start);
1533
1534 #define RETURN_IF_SOLVED \
1535 do { \
1536 update_solver_status(sstate); \
1537 if (sstate->solver_status != SOLVER_INCOMPLETE) { \
1538 sfree(dot_solved); sfree(square_solved); \
1539 free_solver_state(sstate_saved); \
1540 return sstate; \
1541 } \
1542 } while (0)
1543
1544 #define FOUND_MISTAKE \
1545 do { \
1546 sstate->solver_status = SOLVER_MISTAKE; \
1547 sfree(dot_solved); sfree(square_solved); \
1548 free_solver_state(sstate_saved); \
1549 return sstate; \
1550 } while (0)
1551
1552
1553 sstate_saved = NULL;
1554 RETURN_IF_SOLVED;
1555
1556 nonrecursive_solver:
1557
1558 while (1) {
1559 sstate_saved = dup_solver_state(sstate);
1560
1561 /* First we do the 'easy' work, that might cause concrete results */
1562
1563 /* Per-square deductions */
1564 for (j = 0; j < h; ++j) {
1565 for (i = 0; i < w; ++i) {
1566 /* Begin rules that look at the clue (if there is one) */
1567 if (square_solved[i + j*w])
1568 continue;
1569
1570 desired = CLUE_AT(sstate->state, i, j);
1571 if (desired == ' ')
1572 continue;
1573
1574 desired = desired - '0';
1575 current_yes = square_order(sstate->state, i, j, LINE_YES);
1576 current_no = square_order(sstate->state, i, j, LINE_NO);
1577
1578 if (current_yes + current_no == 4) {
1579 square_solved[i + j*w] = TRUE;
1580 continue;
1581 }
1582
1583 if (desired < current_yes)
1584 FOUND_MISTAKE;
1585 if (desired == current_yes) {
1586 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1587 square_solved[i + j*w] = TRUE;
1588 continue;
1589 }
1590
1591 if (4 - desired < current_no)
1592 FOUND_MISTAKE;
1593 if (4 - desired == current_no) {
1594 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES);
1595 square_solved[i + j*w] = TRUE;
1596 }
1597 }
1598 }
1599
1600 RETURN_IF_SOLVED;
1601
1602 /* Per-dot deductions */
1603 for (j = 0; j < h + 1; ++j) {
1604 for (i = 0; i < w + 1; ++i) {
1605 if (dot_solved[i + j*(w+1)])
1606 continue;
1607
1608 switch (dot_order(sstate->state, i, j, LINE_YES)) {
1609 case 0:
1610 switch (dot_order(sstate->state, i, j, LINE_NO)) {
1611 case 3:
1612 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1613 /* fall through */
1614 case 4:
1615 dot_solved[i + j*(w+1)] = TRUE;
1616 break;
1617 }
1618 break;
1619 case 1:
1620 switch (dot_order(sstate->state, i, j, LINE_NO)) {
1621 #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \
1622 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1623 if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \
1624 sstate->dot_howmany \
1625 [i + (w + 1) * j] |= 1<<dline; \
1626 } \
1627 }
1628 case 1:
1629 if (diff > DIFF_EASY) {
1630 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1631 H1(dline, dir1_dot, dir2_dot, dot_atleastone)
1632 /* 1 yes, 1 no, so exactly one of unknowns is
1633 * yes */
1634 DOT_DLINES;
1635 #undef HANDLE_DLINE
1636 }
1637 /* fall through */
1638 case 0:
1639 if (diff > DIFF_EASY) {
1640 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1641 H1(dline, dir1_dot, dir2_dot, dot_atmostone)
1642 /* 1 yes, fewer than 2 no, so at most one of
1643 * unknowns is yes */
1644 DOT_DLINES;
1645 #undef HANDLE_DLINE
1646 }
1647 #undef H1
1648 break;
1649 case 2: /* 1 yes, 2 no */
1650 dot_setall(sstate->state, i, j,
1651 LINE_UNKNOWN, LINE_YES);
1652 dot_solved[i + j*(w+1)] = TRUE;
1653 break;
1654 case 3: /* 1 yes, 3 no */
1655 FOUND_MISTAKE;
1656 break;
1657 }
1658 break;
1659 case 2:
1660 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1661 dot_solved[i + j*(w+1)] = TRUE;
1662 break;
1663 case 3:
1664 case 4:
1665 FOUND_MISTAKE;
1666 break;
1667 }
1668 if (diff > DIFF_EASY) {
1669 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1670 if (sstate->dot_atleastone \
1671 [i + (w + 1) * j] & 1<<dline) { \
1672 sstate->dot_atmostone \
1673 [i + (w + 1) * j] |= 1<<OPP_DLINE(dline); \
1674 }
1675 /* If at least one of a dline in a dot is YES, at most one
1676 * of the opposite dline to that dot must be YES. */
1677 DOT_DLINES;
1678 }
1679 #undef HANDLE_DLINE
1680 }
1681 }
1682
1683 /* More obscure per-square operations */
1684 for (j = 0; j < h; ++j) {
1685 for (i = 0; i < w; ++i) {
1686 if (square_solved[i + j*w])
1687 continue;
1688
1689 #define H1(dline, dir1_sq, dir2_sq, a, b, dot_howmany, line_query, line_set) \
1690 if (sstate->dot_howmany[i+a + (w + 1) * (j+b)] & 1<<dline) { \
1691 t = dir1_sq(sstate->state, i, j); \
1692 if (t == line_query) \
1693 dir2_sq(sstate->state, i, j) = line_set; \
1694 else { \
1695 t = dir2_sq(sstate->state, i, j); \
1696 if (t == line_query) \
1697 dir1_sq(sstate->state, i, j) = line_set; \
1698 } \
1699 }
1700 if (diff > DIFF_EASY) {
1701 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1702 H1(dline, dir1_sq, dir2_sq, a, b, dot_atmostone, \
1703 LINE_YES, LINE_NO)
1704 /* If at most one of the DLINE is on, and one is definitely
1705 * on, set the other to definitely off */
1706 SQUARE_DLINES;
1707 #undef HANDLE_DLINE
1708 }
1709
1710 if (diff > DIFF_EASY) {
1711 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1712 H1(dline, dir1_sq, dir2_sq, a, b, dot_atleastone, \
1713 LINE_NO, LINE_YES)
1714 /* If at least one of the DLINE is on, and one is definitely
1715 * off, set the other to definitely on */
1716 SQUARE_DLINES;
1717 #undef HANDLE_DLINE
1718 }
1719 #undef H1
1720
1721 switch (CLUE_AT(sstate->state, i, j)) {
1722 case '1':
1723 if (diff > DIFF_EASY) {
1724 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1725 /* At most one of any DLINE can be set */ \
1726 sstate->dot_atmostone \
1727 [i+a + (w + 1) * (j+b)] |= 1<<dline; \
1728 /* This DLINE provides enough YESes to solve the clue */\
1729 if (sstate->dot_atleastone \
1730 [i+a + (w + 1) * (j+b)] & 1<<dline) { \
1731 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1732 i+(1-a), j+(1-b), \
1733 LINE_UNKNOWN, LINE_NO); \
1734 }
1735 SQUARE_DLINES;
1736 #undef HANDLE_DLINE
1737 }
1738 break;
1739 case '2':
1740 if (diff > DIFF_EASY) {
1741 #define H1(dline, dot_at1one, dot_at2one, a, b) \
1742 if (sstate->dot_at1one \
1743 [i+a + (w + 1) * (j+b)] & 1<<dline) { \
1744 sstate->dot_at2one \
1745 [i+(1-a) + (w + 1) * (j+(1-b))] |= 1<<OPP_DLINE(dline); \
1746 }
1747 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1748 H1(dline, dot_atleastone, dot_atmostone, a, b); \
1749 H1(dline, dot_atmostone, dot_atleastone, a, b);
1750 /* If at least one of one DLINE is set, at most one
1751 * of the opposing one is and vice versa */
1752 SQUARE_DLINES;
1753 }
1754 #undef HANDLE_DLINE
1755 #undef H1
1756 break;
1757 case '3':
1758 if (diff > DIFF_EASY) {
1759 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1760 /* At least one of any DLINE can be set */ \
1761 sstate->dot_atleastone \
1762 [i+a + (w + 1) * (j+b)] |= 1<<dline; \
1763 /* This DLINE provides enough NOs to solve the clue */ \
1764 if (sstate->dot_atmostone \
1765 [i+a + (w + 1) * (j+b)] & 1<<dline) { \
1766 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1767 i+(1-a), j+(1-b), \
1768 LINE_UNKNOWN, LINE_YES); \
1769 }
1770 SQUARE_DLINES;
1771 #undef HANDLE_DLINE
1772 }
1773 break;
1774 }
1775 }
1776 }
1777
1778 if (solver_states_equal(sstate, sstate_saved)) {
1779 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
1780 int d;
1781
1782 /*
1783 * Go through the grid and update for all the new edges.
1784 * Since merge_dots() is idempotent, the simplest way to
1785 * do this is just to update for _all_ the edges.
1786 *
1787 * Also, while we're here, we count the edges, count the
1788 * clues, count the satisfied clues, and count the
1789 * satisfied-minus-one clues.
1790 */
1791 for (j = 0; j <= h; ++j) {
1792 for (i = 0; i <= w; ++i) {
1793 if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) {
1794 merge_dots(sstate, i, j, i+1, j);
1795 edgecount++;
1796 }
1797 if (BELOW_DOT(sstate->state, i, j) == LINE_YES) {
1798 merge_dots(sstate, i, j, i, j+1);
1799 edgecount++;
1800 }
1801
1802 if (CLUE_AT(sstate->state, i, j) != ' ') {
1803 int c = CLUE_AT(sstate->state, i, j) - '0';
1804 int o = square_order(sstate->state, i, j, LINE_YES);
1805 if (o == c)
1806 satclues++;
1807 else if (o == c-1)
1808 sm1clues++;
1809 clues++;
1810 }
1811 }
1812 }
1813
1814 /*
1815 * Now go through looking for LINE_UNKNOWN edges which
1816 * connect two dots that are already in the same
1817 * equivalence class. If we find one, test to see if the
1818 * loop it would create is a solution.
1819 */
1820 for (j = 0; j <= h; ++j) {
1821 for (i = 0; i <= w; ++i) {
1822 for (d = 0; d < 2; d++) {
1823 int i2, j2, eqclass, val;
1824
1825 if (d == 0) {
1826 if (RIGHTOF_DOT(sstate->state, i, j) !=
1827 LINE_UNKNOWN)
1828 continue;
1829 i2 = i+1;
1830 j2 = j;
1831 } else {
1832 if (BELOW_DOT(sstate->state, i, j) !=
1833 LINE_UNKNOWN)
1834 continue;
1835 i2 = i;
1836 j2 = j+1;
1837 }
1838
1839 eqclass = dsf_canonify(sstate->dotdsf, j * (w+1) + i);
1840 if (eqclass != dsf_canonify(sstate->dotdsf,
1841 j2 * (w+1) + i2))
1842 continue;
1843
1844 val = LINE_NO; /* loop is bad until proven otherwise */
1845
1846 /*
1847 * This edge would form a loop. Next
1848 * question: how long would the loop be?
1849 * Would it equal the total number of edges
1850 * (plus the one we'd be adding if we added
1851 * it)?
1852 */
1853 if (sstate->looplen[eqclass] == edgecount + 1) {
1854 int sm1_nearby;
1855 int cx, cy;
1856
1857 /*
1858 * This edge would form a loop which
1859 * took in all the edges in the entire
1860 * grid. So now we need to work out
1861 * whether it would be a valid solution
1862 * to the puzzle, which means we have to
1863 * check if it satisfies all the clues.
1864 * This means that every clue must be
1865 * either satisfied or satisfied-minus-
1866 * 1, and also that the number of
1867 * satisfied-minus-1 clues must be at
1868 * most two and they must lie on either
1869 * side of this edge.
1870 */
1871 sm1_nearby = 0;
1872 cx = i - (j2-j);
1873 cy = j - (i2-i);
1874 if (CLUE_AT(sstate->state, cx,cy) != ' ' &&
1875 square_order(sstate->state, cx,cy, LINE_YES) ==
1876 CLUE_AT(sstate->state, cx,cy) - '0' - 1)
1877 sm1_nearby++;
1878 if (CLUE_AT(sstate->state, i, j) != ' ' &&
1879 square_order(sstate->state, i, j, LINE_YES) ==
1880 CLUE_AT(sstate->state, i, j) - '0' - 1)
1881 sm1_nearby++;
1882 if (sm1clues == sm1_nearby &&
1883 sm1clues + satclues == clues)
1884 val = LINE_YES; /* loop is good! */
1885 }
1886
1887 /*
1888 * Right. Now we know that adding this edge
1889 * would form a loop, and we know whether
1890 * that loop would be a viable solution or
1891 * not.
1892 *
1893 * If adding this edge produces a solution,
1894 * then we know we've found _a_ solution but
1895 * we don't know that it's _the_ solution -
1896 * if it were provably the solution then
1897 * we'd have deduced this edge some time ago
1898 * without the need to do loop detection. So
1899 * in this state we return SOLVER_AMBIGUOUS,
1900 * which has the effect that hitting Solve
1901 * on a user-provided puzzle will fill in a
1902 * solution but using the solver to
1903 * construct new puzzles won't consider this
1904 * a reasonable deduction for the user to
1905 * make.
1906 */
1907 if (d == 0)
1908 LV_RIGHTOF_DOT(sstate->state, i, j) = val;
1909 else
1910 LV_BELOW_DOT(sstate->state, i, j) = val;
1911 if (val == LINE_YES) {
1912 sstate->solver_status = SOLVER_AMBIGUOUS;
1913 goto finished_loop_checking;
1914 }
1915 }
1916 }
1917 }
1918
1919 finished_loop_checking:
1920
1921 RETURN_IF_SOLVED;
1922 }
1923
1924 if (solver_states_equal(sstate, sstate_saved)) {
1925 /* Solver has stopped making progress so we terminate */
1926 free_solver_state(sstate_saved);
1927 break;
1928 }
1929
1930 free_solver_state(sstate_saved);
1931 }
1932
1933 sfree(dot_solved); sfree(square_solved);
1934
1935 if (sstate->solver_status == SOLVER_SOLVED ||
1936 sstate->solver_status == SOLVER_AMBIGUOUS) {
1937 /* s/LINE_UNKNOWN/LINE_NO/g */
1938 array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
1939 HL_COUNT(sstate->state));
1940 array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
1941 VL_COUNT(sstate->state));
1942 return sstate;
1943 }
1944
1945 /* Perform recursive calls */
1946 if (sstate->recursion_remaining) {
1947 sstate_saved = dup_solver_state(sstate);
1948
1949 sstate->recursion_remaining--;
1950
1951 recursive_soln_count = 0;
1952 sstate_rec_solved = NULL;
1953
1954 /* Memory management:
1955 * sstate_saved won't be modified but needs to be freed when we have
1956 * finished with it.
1957 * sstate is expected to contain our 'best' solution by the time we
1958 * finish this section of code. It's the thing we'll try adding lines
1959 * to, seeing if they make it more solvable.
1960 * If sstate_rec_solved is non-NULL, it will supersede sstate
1961 * eventually. sstate_tmp should not hold a value persistently.
1962 */
1963
1964 /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
1965 * of the possibility of additional solutions. So as soon as we have a
1966 * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
1967 * if we get a SOLVER_SOLVED we want to keep trying in case we find
1968 * further solutions and have to mark it ambiguous.
1969 */
1970
1971 #define DO_RECURSIVE_CALL(dir_dot) \
1972 if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1973 debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
1974 LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
1975 sstate_tmp = solve_game_rec(sstate, diff); \
1976 switch (sstate_tmp->solver_status) { \
1977 case SOLVER_AMBIGUOUS: \
1978 debug(("Solver ambiguous, returning\n")); \
1979 sstate_rec_solved = sstate_tmp; \
1980 goto finished_recursion; \
1981 case SOLVER_SOLVED: \
1982 switch (++recursive_soln_count) { \
1983 case 1: \
1984 debug(("One solution found\n")); \
1985 sstate_rec_solved = sstate_tmp; \
1986 break; \
1987 case 2: \
1988 debug(("Ambiguous solutions found\n")); \
1989 free_solver_state(sstate_tmp); \
1990 sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\
1991 goto finished_recursion; \
1992 default: \
1993 assert(!"recursive_soln_count out of range"); \
1994 break; \
1995 } \
1996 break; \
1997 case SOLVER_MISTAKE: \
1998 debug(("Non-solution found\n")); \
1999 free_solver_state(sstate_tmp); \
2000 free_solver_state(sstate_saved); \
2001 LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
2002 goto nonrecursive_solver; \
2003 case SOLVER_INCOMPLETE: \
2004 debug(("Recursive step inconclusive\n")); \
2005 free_solver_state(sstate_tmp); \
2006 break; \
2007 } \
2008 free_solver_state(sstate); \
2009 sstate = dup_solver_state(sstate_saved); \
2010 }
2011
2012 for (j = 0; j < h + 1; ++j) {
2013 for (i = 0; i < w + 1; ++i) {
2014 /* Only perform recursive calls on 'loose ends' */
2015 if (dot_order(sstate->state, i, j, LINE_YES) == 1) {
2016 DO_RECURSIVE_CALL(LEFTOF_DOT);
2017 DO_RECURSIVE_CALL(RIGHTOF_DOT);
2018 DO_RECURSIVE_CALL(ABOVE_DOT);
2019 DO_RECURSIVE_CALL(BELOW_DOT);
2020 }
2021 }
2022 }
2023
2024 finished_recursion:
2025
2026 if (sstate_rec_solved) {
2027 free_solver_state(sstate);
2028 sstate = sstate_rec_solved;
2029 }
2030 }
2031
2032 return sstate;
2033 }
2034
2035 /* XXX bits of solver that may come in handy one day */
2036 #if 0
2037 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
2038 /* dline from this dot that's entirely unknown must have
2039 * both lines identical */ \
2040 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \
2041 dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
2042 sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \
2043 1<<dline; \
2044 } else if (sstate->dline_identical[i +
2045 (sstate->state->w + 1) * j] &\
2046 1<<dline) { \
2047 /* If they're identical and one is known do the obvious
2048 * thing */ \
2049 t = dir1_dot(sstate->state, i, j); \
2050 if (t != LINE_UNKNOWN) \
2051 dir2_dot(sstate->state, i, j) = t; \
2052 else { \
2053 t = dir2_dot(sstate->state, i, j); \
2054 if (t != LINE_UNKNOWN) \
2055 dir1_dot(sstate->state, i, j) = t; \
2056 } \
2057 } \
2058 DOT_DLINES;
2059 #undef HANDLE_DLINE
2060 #endif
2061
2062 #if 0
2063 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
2064 if (sstate->dline_identical[i+a + \
2065 (sstate->state->w + 1) * (j+b)] &\
2066 1<<dline) { \
2067 dir1_sq(sstate->state, i, j) = LINE_YES; \
2068 dir2_sq(sstate->state, i, j) = LINE_YES; \
2069 }
2070 /* If two lines are the same they must be on */
2071 SQUARE_DLINES;
2072 #undef HANDLE_DLINE
2073 #endif
2074
2075
2076 #if 0
2077 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
2078 if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
2079 1<<dline) { \
2080 if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
2081 CLUE_AT(sstate->state, i, j) - '0') { \
2082 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
2083 /* XXX the following may overwrite known data! */ \
2084 dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
2085 dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
2086 } \
2087 }
2088 SQUARE_DLINES;
2089 #undef HANDLE_DLINE
2090 #endif
2091
2092 #if 0
2093 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
2094 if (sstate->dline_identical[i+a +
2095 (sstate->state->w + 1) * (j+b)] &\
2096 1<<dline) { \
2097 dir1_sq(sstate->state, i, j) = LINE_NO; \
2098 dir2_sq(sstate->state, i, j) = LINE_NO; \
2099 }
2100 /* If two lines are the same they must be off */
2101 SQUARE_DLINES;
2102 #undef HANDLE_DLINE
2103 #endif
2104
2105 static char *solve_game(game_state *state, game_state *currstate,
2106 char *aux, char **error)
2107 {
2108 char *soln = NULL;
2109 solver_state *sstate, *new_sstate;
2110
2111 sstate = new_solver_state(state);
2112 new_sstate = solve_game_rec(sstate, DIFFCOUNT);
2113
2114 if (new_sstate->solver_status == SOLVER_SOLVED) {
2115 soln = encode_solve_move(new_sstate->state);
2116 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
2117 soln = encode_solve_move(new_sstate->state);
2118 /**error = "Solver found ambiguous solutions"; */
2119 } else {
2120 soln = encode_solve_move(new_sstate->state);
2121 /**error = "Solver failed"; */
2122 }
2123
2124 free_solver_state(new_sstate);
2125 free_solver_state(sstate);
2126
2127 return soln;
2128 }
2129
2130 static char *game_text_format(game_state *state)
2131 {
2132 int i, j;
2133 int len;
2134 char *ret, *rp;
2135
2136 len = (2 * state->w + 2) * (2 * state->h + 1);
2137 rp = ret = snewn(len + 1, char);
2138
2139 #define DRAW_HL \
2140 switch (ABOVE_SQUARE(state, i, j)) { \
2141 case LINE_YES: \
2142 rp += sprintf(rp, " -"); \
2143 break; \
2144 case LINE_NO: \
2145 rp += sprintf(rp, " x"); \
2146 break; \
2147 case LINE_UNKNOWN: \
2148 rp += sprintf(rp, " "); \
2149 break; \
2150 default: \
2151 assert(!"Illegal line state for HL");\
2152 }
2153
2154 #define DRAW_VL \
2155 switch (LEFTOF_SQUARE(state, i, j)) {\
2156 case LINE_YES: \
2157 rp += sprintf(rp, "|"); \
2158 break; \
2159 case LINE_NO: \
2160 rp += sprintf(rp, "x"); \
2161 break; \
2162 case LINE_UNKNOWN: \
2163 rp += sprintf(rp, " "); \
2164 break; \
2165 default: \
2166 assert(!"Illegal line state for VL");\
2167 }
2168
2169 for (j = 0; j < state->h; ++j) {
2170 for (i = 0; i < state->w; ++i) {
2171 DRAW_HL;
2172 }
2173 rp += sprintf(rp, " \n");
2174 for (i = 0; i < state->w; ++i) {
2175 DRAW_VL;
2176 rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j)));
2177 }
2178 DRAW_VL;
2179 rp += sprintf(rp, "\n");
2180 }
2181 for (i = 0; i < state->w; ++i) {
2182 DRAW_HL;
2183 }
2184 rp += sprintf(rp, " \n");
2185
2186 assert(strlen(ret) == len);
2187 return ret;
2188 }
2189
2190 static game_ui *new_ui(game_state *state)
2191 {
2192 return NULL;
2193 }
2194
2195 static void free_ui(game_ui *ui)
2196 {
2197 }
2198
2199 static char *encode_ui(game_ui *ui)
2200 {
2201 return NULL;
2202 }
2203
2204 static void decode_ui(game_ui *ui, char *encoding)
2205 {
2206 }
2207
2208 static void game_changed_state(game_ui *ui, game_state *oldstate,
2209 game_state *newstate)
2210 {
2211 }
2212
2213 struct game_drawstate {
2214 int started;
2215 int tilesize;
2216 int flashing;
2217 char *hl, *vl;
2218 char *clue_error;
2219 };
2220
2221 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2222 int x, int y, int button)
2223 {
2224 int hl_selected;
2225 int i, j, p, q;
2226 char *ret, buf[80];
2227 char button_char = ' ';
2228 enum line_state old_state;
2229
2230 button &= ~MOD_MASK;
2231
2232 /* Around each line is a diamond-shaped region where points within that
2233 * region are closer to this line than any other. We assume any click
2234 * within a line's diamond was meant for that line. It would all be a lot
2235 * simpler if the / and % operators respected modulo arithmetic properly
2236 * for negative numbers. */
2237
2238 x -= BORDER;
2239 y -= BORDER;
2240
2241 /* Get the coordinates of the square the click was in */
2242 i = (x + TILE_SIZE) / TILE_SIZE - 1;
2243 j = (y + TILE_SIZE) / TILE_SIZE - 1;
2244
2245 /* Get the precise position inside square [i,j] */
2246 p = (x + TILE_SIZE) % TILE_SIZE;
2247 q = (y + TILE_SIZE) % TILE_SIZE;
2248
2249 /* After this bit of magic [i,j] will correspond to the point either above
2250 * or to the left of the line selected */
2251 if (p > q) {
2252 if (TILE_SIZE - p > q) {
2253 hl_selected = TRUE;
2254 } else {
2255 hl_selected = FALSE;
2256 ++i;
2257 }
2258 } else {
2259 if (TILE_SIZE - q > p) {
2260 hl_selected = FALSE;
2261 } else {
2262 hl_selected = TRUE;
2263 ++j;
2264 }
2265 }
2266
2267 if (i < 0 || j < 0)
2268 return NULL;
2269
2270 if (hl_selected) {
2271 if (i >= state->w || j >= state->h + 1)
2272 return NULL;
2273 } else {
2274 if (i >= state->w + 1 || j >= state->h)
2275 return NULL;
2276 }
2277
2278 /* I think it's only possible to play this game with mouse clicks, sorry */
2279 /* Maybe will add mouse drag support some time */
2280 if (hl_selected)
2281 old_state = RIGHTOF_DOT(state, i, j);
2282 else
2283 old_state = BELOW_DOT(state, i, j);
2284
2285 switch (button) {
2286 case LEFT_BUTTON:
2287 switch (old_state) {
2288 case LINE_UNKNOWN:
2289 button_char = 'y';
2290 break;
2291 case LINE_YES:
2292 case LINE_NO:
2293 button_char = 'u';
2294 break;
2295 }
2296 break;
2297 case MIDDLE_BUTTON:
2298 button_char = 'u';
2299 break;
2300 case RIGHT_BUTTON:
2301 switch (old_state) {
2302 case LINE_UNKNOWN:
2303 button_char = 'n';
2304 break;
2305 case LINE_NO:
2306 case LINE_YES:
2307 button_char = 'u';
2308 break;
2309 }
2310 break;
2311 default:
2312 return NULL;
2313 }
2314
2315
2316 sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char);
2317 ret = dupstr(buf);
2318
2319 return ret;
2320 }
2321
2322 static game_state *execute_move(game_state *state, char *move)
2323 {
2324 int i, j;
2325 game_state *newstate = dup_game(state);
2326
2327 if (move[0] == 'S') {
2328 move++;
2329 newstate->cheated = TRUE;
2330 }
2331
2332 while (*move) {
2333 i = atoi(move);
2334 move = strchr(move, ',');
2335 if (!move)
2336 goto fail;
2337 j = atoi(++move);
2338 move += strspn(move, "1234567890");
2339 switch (*(move++)) {
2340 case 'h':
2341 if (i >= newstate->w || j > newstate->h)
2342 goto fail;
2343 switch (*(move++)) {
2344 case 'y':
2345 LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
2346 break;
2347 case 'n':
2348 LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
2349 break;
2350 case 'u':
2351 LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
2352 break;
2353 default:
2354 goto fail;
2355 }
2356 break;
2357 case 'v':
2358 if (i > newstate->w || j >= newstate->h)
2359 goto fail;
2360 switch (*(move++)) {
2361 case 'y':
2362 LV_BELOW_DOT(newstate, i, j) = LINE_YES;
2363 break;
2364 case 'n':
2365 LV_BELOW_DOT(newstate, i, j) = LINE_NO;
2366 break;
2367 case 'u':
2368 LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
2369 break;
2370 default:
2371 goto fail;
2372 }
2373 break;
2374 default:
2375 goto fail;
2376 }
2377 }
2378
2379 /*
2380 * Check for completion.
2381 */
2382 i = 0; /* placate optimiser */
2383 for (j = 0; j <= newstate->h; j++) {
2384 for (i = 0; i < newstate->w; i++)
2385 if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
2386 break;
2387 if (i < newstate->w)
2388 break;
2389 }
2390 if (j <= newstate->h) {
2391 int prevdir = 'R';
2392 int x = i, y = j;
2393 int looplen, count;
2394
2395 /*
2396 * We've found a horizontal edge at (i,j). Follow it round
2397 * to see if it's part of a loop.
2398 */
2399 looplen = 0;
2400 while (1) {
2401 int order = dot_order(newstate, x, y, LINE_YES);
2402 if (order != 2)
2403 goto completion_check_done;
2404
2405 if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
2406 x--;
2407 prevdir = 'R';
2408 } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
2409 prevdir != 'R') {
2410 x++;
2411 prevdir = 'L';
2412 } else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
2413 prevdir != 'U') {
2414 y--;
2415 prevdir = 'D';
2416 } else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
2417 prevdir != 'D') {
2418 y++;
2419 prevdir = 'U';
2420 } else {
2421 assert(!"Can't happen"); /* dot_order guarantees success */
2422 }
2423
2424 looplen++;
2425
2426 if (x == i && y == j)
2427 break;
2428 }
2429
2430 if (x != i || y != j || looplen == 0)
2431 goto completion_check_done;
2432
2433 /*
2434 * We've traced our way round a loop, and we know how many
2435 * line segments were involved. Count _all_ the line
2436 * segments in the grid, to see if the loop includes them
2437 * all.
2438 */
2439 count = 0;
2440 for (j = 0; j <= newstate->h; j++)
2441 for (i = 0; i <= newstate->w; i++)
2442 count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
2443 (BELOW_DOT(newstate, i, j) == LINE_YES));
2444 assert(count >= looplen);
2445 if (count != looplen)
2446 goto completion_check_done;
2447
2448 /*
2449 * The grid contains one closed loop and nothing else.
2450 * Check that all the clues are satisfied.
2451 */
2452 for (j = 0; j < newstate->h; ++j) {
2453 for (i = 0; i < newstate->w; ++i) {
2454 int n = CLUE_AT(newstate, i, j);
2455 if (n != ' ') {
2456 if (square_order(newstate, i, j, LINE_YES) != n - '0') {
2457 goto completion_check_done;
2458 }
2459 }
2460 }
2461 }
2462
2463 /*
2464 * Completed!
2465 */
2466 newstate->solved = TRUE;
2467 }
2468
2469 completion_check_done:
2470 return newstate;
2471
2472 fail:
2473 free_game(newstate);
2474 return NULL;
2475 }
2476
2477 /* ----------------------------------------------------------------------
2478 * Drawing routines.
2479 */
2480
2481 #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
2482
2483 static void game_compute_size(game_params *params, int tilesize,
2484 int *x, int *y)
2485 {
2486 struct { int tilesize; } ads, *ds = &ads;
2487 ads.tilesize = tilesize;
2488
2489 *x = SIZE(params->w);
2490 *y = SIZE(params->h);
2491 }
2492
2493 static void game_set_size(drawing *dr, game_drawstate *ds,
2494 game_params *params, int tilesize)
2495 {
2496 ds->tilesize = tilesize;
2497 }
2498
2499 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2500 {
2501 float *ret = snewn(4 * NCOLOURS, float);
2502
2503 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2504
2505 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
2506 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
2507 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
2508
2509 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2510 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2511 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2512
2513 ret[COL_MISTAKE * 3 + 0] = 1.0F;
2514 ret[COL_MISTAKE * 3 + 1] = 0.0F;
2515 ret[COL_MISTAKE * 3 + 2] = 0.0F;
2516
2517 *ncolours = NCOLOURS;
2518 return ret;
2519 }
2520
2521 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2522 {
2523 struct game_drawstate *ds = snew(struct game_drawstate);
2524
2525 ds->tilesize = 0;
2526 ds->started = 0;
2527 ds->hl = snewn(HL_COUNT(state), char);
2528 ds->vl = snewn(VL_COUNT(state), char);
2529 ds->clue_error = snewn(SQUARE_COUNT(state), char);
2530 ds->flashing = 0;
2531
2532 memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
2533 memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
2534 memset(ds->clue_error, 0, SQUARE_COUNT(state));
2535
2536 return ds;
2537 }
2538
2539 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2540 {
2541 sfree(ds->clue_error);
2542 sfree(ds->hl);
2543 sfree(ds->vl);
2544 sfree(ds);
2545 }
2546
2547 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2548 game_state *state, int dir, game_ui *ui,
2549 float animtime, float flashtime)
2550 {
2551 int i, j, n;
2552 int w = state->w, h = state->h;
2553 char c[2];
2554 int line_colour, flash_changed;
2555 int clue_mistake;
2556
2557 if (!ds->started) {
2558 /*
2559 * The initial contents of the window are not guaranteed and
2560 * can vary with front ends. To be on the safe side, all games
2561 * should start by drawing a big background-colour rectangle
2562 * covering the whole window.
2563 */
2564 draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
2565
2566 /* Draw dots */
2567 for (j = 0; j < h + 1; ++j) {
2568 for (i = 0; i < w + 1; ++i) {
2569 draw_rect(dr,
2570 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2571 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2572 LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
2573 }
2574 }
2575
2576 /* Draw clues */
2577 for (j = 0; j < h; ++j) {
2578 for (i = 0; i < w; ++i) {
2579 c[0] = CLUE_AT(state, i, j);
2580 c[1] = '\0';
2581 draw_text(dr,
2582 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2583 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2584 FONT_VARIABLE, TILE_SIZE/2,
2585 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
2586 }
2587 }
2588 draw_update(dr, 0, 0,
2589 state->w * TILE_SIZE + 2*BORDER + 1,
2590 state->h * TILE_SIZE + 2*BORDER + 1);
2591 ds->started = TRUE;
2592 }
2593
2594 if (flashtime > 0 &&
2595 (flashtime <= FLASH_TIME/3 ||
2596 flashtime >= FLASH_TIME*2/3)) {
2597 flash_changed = !ds->flashing;
2598 ds->flashing = TRUE;
2599 line_colour = COL_HIGHLIGHT;
2600 } else {
2601 flash_changed = ds->flashing;
2602 ds->flashing = FALSE;
2603 line_colour = COL_FOREGROUND;
2604 }
2605
2606 #define CROSS_SIZE (3 * LINEWIDTH / 2)
2607
2608 /* Redraw clue colours if necessary */
2609 for (j = 0; j < h; ++j) {
2610 for (i = 0; i < w; ++i) {
2611 c[0] = CLUE_AT(state, i, j);
2612 c[1] = '\0';
2613 if (c[0] == ' ')
2614 continue;
2615
2616 n = c[0] - '0';
2617 assert(n >= 0 && n <= 4);
2618
2619 clue_mistake = (square_order(state, i, j, LINE_YES) > n ||
2620 square_order(state, i, j, LINE_NO ) > (4-n));
2621
2622 if (clue_mistake != ds->clue_error[j * w + i]) {
2623 draw_rect(dr,
2624 BORDER + i * TILE_SIZE + CROSS_SIZE,
2625 BORDER + j * TILE_SIZE + CROSS_SIZE,
2626 TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2,
2627 COL_BACKGROUND);
2628 draw_text(dr,
2629 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2630 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2631 FONT_VARIABLE, TILE_SIZE/2,
2632 ALIGN_VCENTRE | ALIGN_HCENTRE,
2633 clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c);
2634 draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER,
2635 TILE_SIZE, TILE_SIZE);
2636
2637 ds->clue_error[j * w + i] = clue_mistake;
2638 }
2639 }
2640 }
2641
2642 /* I've also had a request to colour lines red if they make a non-solution
2643 * loop, or if more than two lines go into any point. I think that would
2644 * be good some time. */
2645
2646 #define CLEAR_VL(i, j) do { \
2647 draw_rect(dr, \
2648 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2649 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2650 CROSS_SIZE * 2, \
2651 TILE_SIZE - LINEWIDTH, \
2652 COL_BACKGROUND); \
2653 draw_update(dr, \
2654 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2655 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2656 CROSS_SIZE*2, \
2657 TILE_SIZE + CROSS_SIZE*2); \
2658 } while (0)
2659
2660 #define CLEAR_HL(i, j) do { \
2661 draw_rect(dr, \
2662 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2663 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2664 TILE_SIZE - LINEWIDTH, \
2665 CROSS_SIZE * 2, \
2666 COL_BACKGROUND); \
2667 draw_update(dr, \
2668 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2669 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2670 TILE_SIZE + CROSS_SIZE*2, \
2671 CROSS_SIZE*2); \
2672 } while (0)
2673
2674 /* Vertical lines */
2675 for (j = 0; j < h; ++j) {
2676 for (i = 0; i < w + 1; ++i) {
2677 switch (BELOW_DOT(state, i, j)) {
2678 case LINE_UNKNOWN:
2679 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2680 CLEAR_VL(i, j);
2681 }
2682 break;
2683 case LINE_YES:
2684 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) ||
2685 flash_changed) {
2686 CLEAR_VL(i, j);
2687 draw_rect(dr,
2688 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2689 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2690 LINEWIDTH, TILE_SIZE - LINEWIDTH,
2691 line_colour);
2692 }
2693 break;
2694 case LINE_NO:
2695 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2696 CLEAR_VL(i, j);
2697 draw_line(dr,
2698 BORDER + i * TILE_SIZE - CROSS_SIZE,
2699 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2700 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2701 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2702 COL_FOREGROUND);
2703 draw_line(dr,
2704 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2705 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2706 BORDER + i * TILE_SIZE - CROSS_SIZE,
2707 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2708 COL_FOREGROUND);
2709 }
2710 break;
2711 }
2712 ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j);
2713 }
2714 }
2715
2716 /* Horizontal lines */
2717 for (j = 0; j < h + 1; ++j) {
2718 for (i = 0; i < w; ++i) {
2719 switch (RIGHTOF_DOT(state, i, j)) {
2720 case LINE_UNKNOWN:
2721 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2722 CLEAR_HL(i, j);
2723 }
2724 break;
2725 case LINE_YES:
2726 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) ||
2727 flash_changed) {
2728 CLEAR_HL(i, j);
2729 draw_rect(dr,
2730 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2731 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2732 TILE_SIZE - LINEWIDTH, LINEWIDTH,
2733 line_colour);
2734 break;
2735 }
2736 case LINE_NO:
2737 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2738 CLEAR_HL(i, j);
2739 draw_line(dr,
2740 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2741 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2742 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2743 BORDER + j * TILE_SIZE - CROSS_SIZE,
2744 COL_FOREGROUND);
2745 draw_line(dr,
2746 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2747 BORDER + j * TILE_SIZE - CROSS_SIZE,
2748 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2749 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2750 COL_FOREGROUND);
2751 break;
2752 }
2753 }
2754 ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j);
2755 }
2756 }
2757 }
2758
2759 static float game_anim_length(game_state *oldstate, game_state *newstate,
2760 int dir, game_ui *ui)
2761 {
2762 return 0.0F;
2763 }
2764
2765 static float game_flash_length(game_state *oldstate, game_state *newstate,
2766 int dir, game_ui *ui)
2767 {
2768 if (!oldstate->solved && newstate->solved &&
2769 !oldstate->cheated && !newstate->cheated) {
2770 return FLASH_TIME;
2771 }
2772
2773 return 0.0F;
2774 }
2775
2776 static int game_wants_statusbar(void)
2777 {
2778 return FALSE;
2779 }
2780
2781 static int game_timing_state(game_state *state, game_ui *ui)
2782 {
2783 return TRUE;
2784 }
2785
2786 static void game_print_size(game_params *params, float *x, float *y)
2787 {
2788 int pw, ph;
2789
2790 /*
2791 * I'll use 7mm squares by default.
2792 */
2793 game_compute_size(params, 700, &pw, &ph);
2794 *x = pw / 100.0F;
2795 *y = ph / 100.0F;
2796 }
2797
2798 static void game_print(drawing *dr, game_state *state, int tilesize)
2799 {
2800 int w = state->w, h = state->h;
2801 int ink = print_mono_colour(dr, 0);
2802 int x, y;
2803 game_drawstate ads, *ds = &ads;
2804 ds->tilesize = tilesize;
2805
2806 /*
2807 * Dots. I'll deliberately make the dots a bit wider than the
2808 * lines, so you can still see them. (And also because it's
2809 * annoyingly tricky to make them _exactly_ the same size...)
2810 */
2811 for (y = 0; y <= h; y++)
2812 for (x = 0; x <= w; x++)
2813 draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
2814 LINEWIDTH, ink, ink);
2815
2816 /*
2817 * Clues.
2818 */
2819 for (y = 0; y < h; y++)
2820 for (x = 0; x < w; x++)
2821 if (CLUE_AT(state, x, y) != ' ') {
2822 char c[2];
2823
2824 c[0] = CLUE_AT(state, x, y);
2825 c[1] = '\0';
2826 draw_text(dr,
2827 BORDER + x * TILE_SIZE + TILE_SIZE/2,
2828 BORDER + y * TILE_SIZE + TILE_SIZE/2,
2829 FONT_VARIABLE, TILE_SIZE/2,
2830 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
2831 }
2832
2833 /*
2834 * Lines. (At the moment, I'm not bothering with crosses.)
2835 */
2836 for (y = 0; y <= h; y++)
2837 for (x = 0; x < w; x++)
2838 if (RIGHTOF_DOT(state, x, y) == LINE_YES)
2839 draw_rect(dr, BORDER + x * TILE_SIZE,
2840 BORDER + y * TILE_SIZE - LINEWIDTH/2,
2841 TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
2842 for (y = 0; y < h; y++)
2843 for (x = 0; x <= w; x++)
2844 if (BELOW_DOT(state, x, y) == LINE_YES)
2845 draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
2846 BORDER + y * TILE_SIZE,
2847 (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
2848 }
2849
2850 #ifdef COMBINED
2851 #define thegame loopy
2852 #endif
2853
2854 const struct game thegame = {
2855 "Loopy", "games.loopy",
2856 default_params,
2857 game_fetch_preset,
2858 decode_params,
2859 encode_params,
2860 free_params,
2861 dup_params,
2862 TRUE, game_configure, custom_params,
2863 validate_params,
2864 new_game_desc,
2865 validate_desc,
2866 new_game,
2867 dup_game,
2868 free_game,
2869 1, solve_game,
2870 TRUE, game_text_format,
2871 new_ui,
2872 free_ui,
2873 encode_ui,
2874 decode_ui,
2875 game_changed_state,
2876 interpret_move,
2877 execute_move,
2878 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2879 game_colours,
2880 game_new_drawstate,
2881 game_free_drawstate,
2882 game_redraw,
2883 game_anim_length,
2884 game_flash_length,
2885 TRUE, FALSE, game_print_size, game_print,
2886 game_wants_statusbar,
2887 FALSE, game_timing_state,
2888 0, /* mouse_priorities */
2889 };