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