2 * slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal
3 * line through each square of a grid.
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.
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.
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.
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.
46 * In standalone solver mode, `verbose' is a variable which can be
47 * set by command-line option; in debugging mode it's simply always
50 #if defined STANDALONE_SOLVER
51 #define SOLVER_DIAGNOSTICS
53 #elif defined SOLVER_DIAGNOSTICS
58 * Difficulty levels. I do some macro ickery here to ensure that my
59 * enum and the various forms of my name list always match up.
64 #define ENUM(upper,title,lower) DIFF_ ## upper,
65 #define TITLE(upper,title,lower) #title,
66 #define ENCODE(upper,title,lower) #lower
67 #define CONFIG(upper,title,lower) ":" #title
68 enum { DIFFLIST(ENUM
) DIFFCOUNT
};
69 static char const *const slant_diffnames
[] = { DIFFLIST(TITLE
) };
70 static char const slant_diffchars
[] = DIFFLIST(ENCODE
);
71 #define DIFFCONFIG DIFFLIST(CONFIG)
77 typedef struct game_clues
{
86 #define ERR_SQUARE_TMP 4
92 unsigned char *errors
;
94 int used_solve
; /* used to suppress completion flash */
97 static game_params
*default_params(void)
99 game_params
*ret
= snew(game_params
);
102 ret
->diff
= DIFF_EASY
;
107 static const struct game_params slant_presets
[] = {
116 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
121 if (i
< 0 || i
>= lenof(slant_presets
))
124 ret
= snew(game_params
);
125 *ret
= slant_presets
[i
];
127 sprintf(str
, "%dx%d %s", ret
->w
, ret
->h
, slant_diffnames
[ret
->diff
]);
134 static void free_params(game_params
*params
)
139 static game_params
*dup_params(game_params
*params
)
141 game_params
*ret
= snew(game_params
);
142 *ret
= *params
; /* structure copy */
146 static void decode_params(game_params
*ret
, char const *string
)
148 ret
->w
= ret
->h
= atoi(string
);
149 while (*string
&& isdigit((unsigned char)*string
)) string
++;
150 if (*string
== 'x') {
152 ret
->h
= atoi(string
);
153 while (*string
&& isdigit((unsigned char)*string
)) string
++;
155 if (*string
== 'd') {
158 for (i
= 0; i
< DIFFCOUNT
; i
++)
159 if (*string
== slant_diffchars
[i
])
161 if (*string
) string
++;
165 static char *encode_params(game_params
*params
, int full
)
169 sprintf(data
, "%dx%d", params
->w
, params
->h
);
171 sprintf(data
+ strlen(data
), "d%c", slant_diffchars
[params
->diff
]);
176 static config_item
*game_configure(game_params
*params
)
181 ret
= snewn(4, config_item
);
183 ret
[0].name
= "Width";
184 ret
[0].type
= C_STRING
;
185 sprintf(buf
, "%d", params
->w
);
186 ret
[0].sval
= dupstr(buf
);
189 ret
[1].name
= "Height";
190 ret
[1].type
= C_STRING
;
191 sprintf(buf
, "%d", params
->h
);
192 ret
[1].sval
= dupstr(buf
);
195 ret
[2].name
= "Difficulty";
196 ret
[2].type
= C_CHOICES
;
197 ret
[2].sval
= DIFFCONFIG
;
198 ret
[2].ival
= params
->diff
;
208 static game_params
*custom_params(config_item
*cfg
)
210 game_params
*ret
= snew(game_params
);
212 ret
->w
= atoi(cfg
[0].sval
);
213 ret
->h
= atoi(cfg
[1].sval
);
214 ret
->diff
= cfg
[2].ival
;
219 static char *validate_params(game_params
*params
, int full
)
222 * (At least at the time of writing this comment) The grid
223 * generator is actually capable of handling even zero grid
224 * dimensions without crashing. Puzzles with a zero-area grid
225 * are a bit boring, though, because they're already solved :-)
226 * And puzzles with a dimension of 1 can't be made Hard, which
227 * means the simplest thing is to forbid them altogether.
230 if (params
->w
< 2 || params
->h
< 2)
231 return "Width and height must both be at least two";
237 * Scratch space for solver.
239 struct solver_scratch
{
241 * Disjoint set forest which tracks the connected sets of
247 * Counts the number of possible exits from each connected set
248 * of points. (That is, the number of possible _simultaneous_
249 * exits: an unconnected point labelled 2 has an exit count of
250 * 2 even if all four possible edges are still under
256 * Tracks whether each connected set of points includes a
259 unsigned char *border
;
262 * Another disjoint set forest. This one tracks _squares_ which
263 * are known to slant in the same direction.
268 * Stores slash values which we know for an equivalence class.
269 * When we fill in a square, we set slashval[canonify(x)] to
270 * the same value as soln[x], so that we can then spot other
271 * squares equivalent to it and fill them in immediately via
272 * their known equivalence.
274 signed char *slashval
;
277 * Stores possible v-shapes. This array is w by h in size, but
278 * not every bit of every entry is meaningful. The bits mean:
280 * - bit 0 for a square means that that square and the one to
281 * its right might form a v-shape between them
282 * - bit 1 for a square means that that square and the one to
283 * its right might form a ^-shape between them
284 * - bit 2 for a square means that that square and the one
285 * below it might form a >-shape between them
286 * - bit 3 for a square means that that square and the one
287 * below it might form a <-shape between them
289 * Any starting 1 or 3 clue rules out four bits in this array
290 * immediately; we can rule out further bits during play using
291 * partially filled 2 clues; whenever a pair of squares is
292 * known not to be _either_ kind of v-shape, we can mark them
295 unsigned char *vbitmap
;
298 * Useful to have this information automatically passed to
299 * solver subroutines. (This pointer is not dynamically
300 * allocated by new_scratch and free_scratch.)
302 const signed char *clues
;
305 static struct solver_scratch
*new_scratch(int w
, int h
)
307 int W
= w
+1, H
= h
+1;
308 struct solver_scratch
*ret
= snew(struct solver_scratch
);
309 ret
->connected
= snewn(W
*H
, int);
310 ret
->exits
= snewn(W
*H
, int);
311 ret
->border
= snewn(W
*H
, unsigned char);
312 ret
->equiv
= snewn(w
*h
, int);
313 ret
->slashval
= snewn(w
*h
, signed char);
314 ret
->vbitmap
= snewn(w
*h
, unsigned char);
318 static void free_scratch(struct solver_scratch
*sc
)
325 sfree(sc
->connected
);
330 * Wrapper on dsf_merge() which updates the `exits' and `border'
333 static void merge_vertices(int *connected
,
334 struct solver_scratch
*sc
, int i
, int j
)
336 int exits
= -1, border
= FALSE
; /* initialise to placate optimiser */
339 i
= dsf_canonify(connected
, i
);
340 j
= dsf_canonify(connected
, j
);
343 * We have used one possible exit from each of the two
344 * classes. Thus, the viable exit count of the new class is
345 * the sum of the old exit counts minus two.
347 exits
= sc
->exits
[i
] + sc
->exits
[j
] - 2;
349 border
= sc
->border
[i
] || sc
->border
[j
];
352 dsf_merge(connected
, i
, j
);
355 i
= dsf_canonify(connected
, i
);
356 sc
->exits
[i
] = exits
;
357 sc
->border
[i
] = border
;
362 * Called when we have just blocked one way out of a particular
363 * point. If that point is a non-clue point (thus has a variable
364 * number of exits), we have therefore decreased its potential exit
365 * count, so we must decrement the exit count for the group as a
368 static void decr_exits(struct solver_scratch
*sc
, int i
)
370 if (sc
->clues
[i
] < 0) {
371 i
= dsf_canonify(sc
->connected
, i
);
376 static void fill_square(int w
, int h
, int x
, int y
, int v
,
378 int *connected
, struct solver_scratch
*sc
)
380 int W
= w
+1 /*, H = h+1 */;
382 assert(x
>= 0 && x
< w
&& y
>= 0 && y
< h
);
384 if (soln
[y
*w
+x
] != 0) {
385 return; /* do nothing */
388 #ifdef SOLVER_DIAGNOSTICS
390 printf(" placing %c in %d,%d\n", v
== -1 ?
'\\' : '/', x
, y
);
396 int c
= dsf_canonify(sc
->equiv
, y
*w
+x
);
401 merge_vertices(connected
, sc
, y
*W
+x
, (y
+1)*W
+(x
+1));
403 decr_exits(sc
, y
*W
+(x
+1));
404 decr_exits(sc
, (y
+1)*W
+x
);
407 merge_vertices(connected
, sc
, y
*W
+(x
+1), (y
+1)*W
+x
);
409 decr_exits(sc
, y
*W
+x
);
410 decr_exits(sc
, (y
+1)*W
+(x
+1));
415 static int vbitmap_clear(int w
, int h
, struct solver_scratch
*sc
,
416 int x
, int y
, int vbits
, char *reason
, ...)
418 int done_something
= FALSE
;
421 for (vbit
= 1; vbit
<= 8; vbit
<<= 1)
422 if (vbits
& sc
->vbitmap
[y
*w
+x
] & vbit
) {
423 done_something
= TRUE
;
424 #ifdef SOLVER_DIAGNOSTICS
428 printf("ruling out %c shape at (%d,%d)-(%d,%d) (",
429 "!v^!>!!!<"[vbit
], x
, y
,
430 x
+((vbit
&0x3)!=0), y
+((vbit
&0xC)!=0));
432 va_start(ap
, reason
);
439 sc
->vbitmap
[y
*w
+x
] &= ~vbit
;
442 return done_something
;
446 * Solver. Returns 0 for impossibility, 1 for success, 2 for
447 * ambiguity or failure to converge.
449 static int slant_solve(int w
, int h
, const signed char *clues
,
450 signed char *soln
, struct solver_scratch
*sc
,
453 int W
= w
+1, H
= h
+1;
460 memset(soln
, 0, w
*h
);
465 * Establish a disjoint set forest for tracking connectedness
466 * between grid points.
468 for (i
= 0; i
< W
*H
; i
++)
469 sc
->connected
[i
] = i
; /* initially all distinct */
472 * Establish a disjoint set forest for tracking which squares
473 * are known to slant in the same direction.
475 for (i
= 0; i
< w
*h
; i
++)
476 sc
->equiv
[i
] = i
; /* initially all distinct */
479 * Clear the slashval array.
481 memset(sc
->slashval
, 0, w
*h
);
484 * Set up the vbitmap array. Initially all types of v are possible.
486 memset(sc
->vbitmap
, 0xF, w
*h
);
489 * Initialise the `exits' and `border' arrays. Theses is used
490 * to do second-order loop avoidance: the dual of the no loops
491 * constraint is that every point must be somehow connected to
492 * the border of the grid (otherwise there would be a solid
493 * loop around it which prevented this).
495 * I define a `dead end' to be a connected group of points
496 * which contains no border point, and which can form at most
497 * one new connection outside itself. Then I forbid placing an
498 * edge so that it connects together two dead-end groups, since
499 * this would yield a non-border-connected isolated subgraph
500 * with no further scope to extend it.
502 for (y
= 0; y
< H
; y
++)
503 for (x
= 0; x
< W
; x
++) {
504 if (y
== 0 || y
== H
-1 || x
== 0 || x
== W
-1)
505 sc
->border
[y
*W
+x
] = TRUE
;
507 sc
->border
[y
*W
+x
] = FALSE
;
509 if (clues
[y
*W
+x
] < 0)
510 sc
->exits
[y
*W
+x
] = 4;
512 sc
->exits
[y
*W
+x
] = clues
[y
*W
+x
];
516 * Repeatedly try to deduce something until we can't.
519 done_something
= FALSE
;
522 * Any clue point with the number of remaining lines equal
523 * to zero or to the number of remaining undecided
524 * neighbouring squares can be filled in completely.
526 for (y
= 0; y
< H
; y
++)
527 for (x
= 0; x
< W
; x
++) {
532 int nu
, nl
, c
, s
, eq
, eq2
, last
, meq
, mj1
, mj2
;
534 if ((c
= clues
[y
*W
+x
]) < 0)
538 * We have a clue point. Start by listing its
539 * neighbouring squares, in order around the point,
540 * together with the type of slash that would be
541 * required in that square to connect to the point.
544 if (x
> 0 && y
> 0) {
545 neighbours
[nneighbours
].pos
= (y
-1)*w
+(x
-1);
546 neighbours
[nneighbours
].slash
= -1;
549 if (x
> 0 && y
< h
) {
550 neighbours
[nneighbours
].pos
= y
*w
+(x
-1);
551 neighbours
[nneighbours
].slash
= +1;
554 if (x
< w
&& y
< h
) {
555 neighbours
[nneighbours
].pos
= y
*w
+x
;
556 neighbours
[nneighbours
].slash
= -1;
559 if (x
< w
&& y
> 0) {
560 neighbours
[nneighbours
].pos
= (y
-1)*w
+x
;
561 neighbours
[nneighbours
].slash
= +1;
566 * Count up the number of undecided neighbours, and
567 * also the number of lines already present.
569 * If we're not on DIFF_EASY, then in this loop we
570 * also track whether we've seen two adjacent empty
571 * squares belonging to the same equivalence class
572 * (meaning they have the same type of slash). If
573 * so, we count them jointly as one line.
577 last
= neighbours
[nneighbours
-1].pos
;
579 eq
= dsf_canonify(sc
->equiv
, last
);
582 meq
= mj1
= mj2
= -1;
583 for (i
= 0; i
< nneighbours
; i
++) {
584 j
= neighbours
[i
].pos
;
585 s
= neighbours
[i
].slash
;
587 nu
++; /* undecided */
588 if (meq
< 0 && difficulty
> DIFF_EASY
) {
589 eq2
= dsf_canonify(sc
->equiv
, j
);
590 if (eq
== eq2
&& last
!= j
) {
592 * We've found an equivalent pair.
593 * Mark it. This also inhibits any
594 * further equivalence tracking
595 * around this square, since we can
596 * only handle one pair (and in
597 * particular we want to avoid
598 * being misled by two overlapping
599 * equivalence pairs).
604 nl
--; /* count one line */
605 nu
-= 2; /* and lose two undecideds */
612 nl
--; /* here's a line */
620 if (nl
< 0 || nl
> nu
) {
622 * No consistent value for this at all!
624 #ifdef SOLVER_DIAGNOSTICS
626 printf("need %d / %d lines around clue point at %d,%d!\n",
629 return 0; /* impossible */
632 if (nu
> 0 && (nl
== 0 || nl
== nu
)) {
633 #ifdef SOLVER_DIAGNOSTICS
636 printf("partially (since %d,%d == %d,%d) ",
637 mj1
%w
, mj1
/w
, mj2
%w
, mj2
/w
);
638 printf("%s around clue point at %d,%d\n",
639 nl ?
"filling" : "emptying", x
, y
);
642 for (i
= 0; i
< nneighbours
; i
++) {
643 j
= neighbours
[i
].pos
;
644 s
= neighbours
[i
].slash
;
645 if (soln
[j
] == 0 && j
!= mj1
&& j
!= mj2
)
646 fill_square(w
, h
, j
%w
, j
/w
, (nl ? s
: -s
), soln
,
650 done_something
= TRUE
;
651 } else if (nu
== 2 && nl
== 1 && difficulty
> DIFF_EASY
) {
653 * If we have precisely two undecided squares
654 * and precisely one line to place between
655 * them, _and_ those squares are adjacent, then
656 * we can mark them as equivalent to one
659 * This even applies if meq >= 0: if we have a
660 * 2 clue point and two of its neighbours are
661 * already marked equivalent, we can indeed
662 * mark the other two as equivalent.
664 * We don't bother with this on DIFF_EASY,
665 * since we wouldn't have used the results
669 for (i
= 0; i
< nneighbours
; i
++) {
670 j
= neighbours
[i
].pos
;
671 if (soln
[j
] == 0 && j
!= mj1
&& j
!= mj2
) {
674 else if (last
== i
-1 || (last
== 0 && i
== 3))
675 break; /* found a pair */
678 if (i
< nneighbours
) {
683 * neighbours[last] and neighbours[i] are
684 * the pair. Mark them equivalent.
686 #ifdef SOLVER_DIAGNOSTICS
689 printf("since %d,%d == %d,%d, ",
690 mj1
%w
, mj1
/w
, mj2
%w
, mj2
/w
);
693 mj1
= neighbours
[last
].pos
;
694 mj2
= neighbours
[i
].pos
;
695 #ifdef SOLVER_DIAGNOSTICS
697 printf("clue point at %d,%d implies %d,%d == %d,"
698 "%d\n", x
, y
, mj1
%w
, mj1
/w
, mj2
%w
, mj2
/w
);
700 mj1
= dsf_canonify(sc
->equiv
, mj1
);
701 sv1
= sc
->slashval
[mj1
];
702 mj2
= dsf_canonify(sc
->equiv
, mj2
);
703 sv2
= sc
->slashval
[mj2
];
704 if (sv1
!= 0 && sv2
!= 0 && sv1
!= sv2
) {
705 #ifdef SOLVER_DIAGNOSTICS
707 printf("merged two equivalence classes with"
708 " different slash values!\n");
712 sv1
= sv1 ? sv1
: sv2
;
713 dsf_merge(sc
->equiv
, mj1
, mj2
);
714 mj1
= dsf_canonify(sc
->equiv
, mj1
);
715 sc
->slashval
[mj1
] = sv1
;
724 * Failing that, we now apply the second condition, which
725 * is that no square may be filled in such a way as to form
726 * a loop. Also in this loop (since it's over squares
727 * rather than points), we check slashval to see if we've
728 * already filled in another square in the same equivalence
731 * The slashval check is disabled on DIFF_EASY, as is dead
732 * end avoidance. Only _immediate_ loop avoidance remains.
734 for (y
= 0; y
< h
; y
++)
735 for (x
= 0; x
< w
; x
++) {
738 #ifdef SOLVER_DIAGNOSTICS
739 char *reason
= "<internal error>";
743 continue; /* got this one already */
748 if (difficulty
> DIFF_EASY
)
749 v
= sc
->slashval
[dsf_canonify(sc
->equiv
, y
*w
+x
)];
754 * Try to rule out connectivity between (x,y) and
755 * (x+1,y+1); if successful, we will deduce that we
756 * must have a forward slash.
758 c1
= dsf_canonify(sc
->connected
, y
*W
+x
);
759 c2
= dsf_canonify(sc
->connected
, (y
+1)*W
+(x
+1));
762 #ifdef SOLVER_DIAGNOSTICS
763 reason
= "simple loop avoidance";
766 if (difficulty
> DIFF_EASY
&&
767 !sc
->border
[c1
] && !sc
->border
[c2
] &&
768 sc
->exits
[c1
] <= 1 && sc
->exits
[c2
] <= 1) {
770 #ifdef SOLVER_DIAGNOSTICS
771 reason
= "dead end avoidance";
776 #ifdef SOLVER_DIAGNOSTICS
777 reason
= "equivalence to an already filled square";
782 * Now do the same between (x+1,y) and (x,y+1), to
783 * see if we are required to have a backslash.
785 c1
= dsf_canonify(sc
->connected
, y
*W
+(x
+1));
786 c2
= dsf_canonify(sc
->connected
, (y
+1)*W
+x
);
789 #ifdef SOLVER_DIAGNOSTICS
790 reason
= "simple loop avoidance";
793 if (difficulty
> DIFF_EASY
&&
794 !sc
->border
[c1
] && !sc
->border
[c2
] &&
795 sc
->exits
[c1
] <= 1 && sc
->exits
[c2
] <= 1) {
797 #ifdef SOLVER_DIAGNOSTICS
798 reason
= "dead end avoidance";
803 #ifdef SOLVER_DIAGNOSTICS
804 reason
= "equivalence to an already filled square";
810 * No consistent value for this at all!
812 #ifdef SOLVER_DIAGNOSTICS
814 printf("%d,%d has no consistent slash!\n", x
, y
);
816 return 0; /* impossible */
820 #ifdef SOLVER_DIAGNOSTICS
822 printf("employing %s\n", reason
);
824 fill_square(w
, h
, x
, y
, +1, soln
, sc
->connected
, sc
);
825 done_something
= TRUE
;
827 #ifdef SOLVER_DIAGNOSTICS
829 printf("employing %s\n", reason
);
831 fill_square(w
, h
, x
, y
, -1, soln
, sc
->connected
, sc
);
832 done_something
= TRUE
;
840 * Now see what we can do with the vbitmap array. All
841 * vbitmap deductions are disabled at Easy level.
843 if (difficulty
<= DIFF_EASY
)
846 for (y
= 0; y
< h
; y
++)
847 for (x
= 0; x
< w
; x
++) {
851 * Any line already placed in a square must rule
852 * out any type of v which contradicts it.
854 if ((s
= soln
[y
*w
+x
]) != 0) {
857 vbitmap_clear(w
, h
, sc
, x
-1, y
, (s
< 0 ?
0x1 : 0x2),
858 "contradicts known edge at (%d,%d)",x
,y
);
861 vbitmap_clear(w
, h
, sc
, x
, y
, (s
< 0 ?
0x2 : 0x1),
862 "contradicts known edge at (%d,%d)",x
,y
);
865 vbitmap_clear(w
, h
, sc
, x
, y
-1, (s
< 0 ?
0x4 : 0x8),
866 "contradicts known edge at (%d,%d)",x
,y
);
869 vbitmap_clear(w
, h
, sc
, x
, y
, (s
< 0 ?
0x8 : 0x4),
870 "contradicts known edge at (%d,%d)",x
,y
);
874 * If both types of v are ruled out for a pair of
875 * adjacent squares, mark them as equivalent.
877 if (x
+1 < w
&& !(sc
->vbitmap
[y
*w
+x
] & 0x3)) {
878 int n1
= y
*w
+x
, n2
= y
*w
+(x
+1);
879 if (dsf_canonify(sc
->equiv
, n1
) !=
880 dsf_canonify(sc
->equiv
, n2
)) {
881 dsf_merge(sc
->equiv
, n1
, n2
);
882 done_something
= TRUE
;
883 #ifdef SOLVER_DIAGNOSTICS
885 printf("(%d,%d) and (%d,%d) must be equivalent"
886 " because both v-shapes are ruled out\n",
891 if (y
+1 < h
&& !(sc
->vbitmap
[y
*w
+x
] & 0xC)) {
892 int n1
= y
*w
+x
, n2
= (y
+1)*w
+x
;
893 if (dsf_canonify(sc
->equiv
, n1
) !=
894 dsf_canonify(sc
->equiv
, n2
)) {
895 dsf_merge(sc
->equiv
, n1
, n2
);
896 done_something
= TRUE
;
897 #ifdef SOLVER_DIAGNOSTICS
899 printf("(%d,%d) and (%d,%d) must be equivalent"
900 " because both v-shapes are ruled out\n",
907 * The remaining work in this loop only works
908 * around non-edge clue points.
910 if (y
== 0 || x
== 0)
912 if ((c
= clues
[y
*W
+x
]) < 0)
916 * x,y marks a clue point not on the grid edge. See
917 * if this clue point allows us to rule out any v
923 * A 1 clue can never have any v shape pointing
927 vbitmap_clear(w
, h
, sc
, x
-1, y
-1, 0x5,
928 "points at 1 clue at (%d,%d)", x
, y
);
930 vbitmap_clear(w
, h
, sc
, x
-1, y
, 0x2,
931 "points at 1 clue at (%d,%d)", x
, y
);
933 vbitmap_clear(w
, h
, sc
, x
, y
-1, 0x8,
934 "points at 1 clue at (%d,%d)", x
, y
);
937 * A 3 clue can never have any v shape pointing
941 vbitmap_clear(w
, h
, sc
, x
-1, y
-1, 0xA,
942 "points away from 3 clue at (%d,%d)", x
, y
);
944 vbitmap_clear(w
, h
, sc
, x
-1, y
, 0x1,
945 "points away from 3 clue at (%d,%d)", x
, y
);
947 vbitmap_clear(w
, h
, sc
, x
, y
-1, 0x4,
948 "points away from 3 clue at (%d,%d)", x
, y
);
951 * If a 2 clue has any kind of v ruled out on
952 * one side of it, the same v is ruled out on
956 vbitmap_clear(w
, h
, sc
, x
-1, y
-1,
957 (sc
->vbitmap
[(y
)*w
+(x
-1)] & 0x3) ^ 0x3,
958 "propagated by 2 clue at (%d,%d)", x
, y
);
960 vbitmap_clear(w
, h
, sc
, x
-1, y
-1,
961 (sc
->vbitmap
[(y
-1)*w
+(x
)] & 0xC) ^ 0xC,
962 "propagated by 2 clue at (%d,%d)", x
, y
);
964 vbitmap_clear(w
, h
, sc
, x
-1, y
,
965 (sc
->vbitmap
[(y
-1)*w
+(x
-1)] & 0x3) ^ 0x3,
966 "propagated by 2 clue at (%d,%d)", x
, y
);
968 vbitmap_clear(w
, h
, sc
, x
, y
-1,
969 (sc
->vbitmap
[(y
-1)*w
+(x
-1)] & 0xC) ^ 0xC,
970 "propagated by 2 clue at (%d,%d)", x
, y
);
977 } while (done_something
);
980 * Solver can make no more progress. See if the grid is full.
982 for (i
= 0; i
< w
*h
; i
++)
984 return 2; /* failed to converge */
985 return 1; /* success */
989 * Filled-grid generator.
991 static void slant_generate(int w
, int h
, signed char *soln
, random_state
*rs
)
993 int W
= w
+1, H
= h
+1;
995 int *connected
, *indices
;
1000 memset(soln
, 0, w
*h
);
1003 * Establish a disjoint set forest for tracking connectedness
1004 * between grid points.
1006 connected
= snewn(W
*H
, int);
1007 for (i
= 0; i
< W
*H
; i
++)
1008 connected
[i
] = i
; /* initially all distinct */
1011 * Prepare a list of the squares in the grid, and fill them in
1012 * in a random order.
1014 indices
= snewn(w
*h
, int);
1015 for (i
= 0; i
< w
*h
; i
++)
1017 shuffle(indices
, w
*h
, sizeof(*indices
), rs
);
1020 * Fill in each one in turn.
1022 for (i
= 0; i
< w
*h
; i
++) {
1028 fs
= (dsf_canonify(connected
, y
*W
+x
) ==
1029 dsf_canonify(connected
, (y
+1)*W
+(x
+1)));
1030 bs
= (dsf_canonify(connected
, (y
+1)*W
+x
) ==
1031 dsf_canonify(connected
, y
*W
+(x
+1)));
1034 * It isn't possible to get into a situation where we
1035 * aren't allowed to place _either_ type of slash in a
1036 * square. Thus, filled-grid generation never has to
1039 * Proof (thanks to Gareth Taylor):
1041 * If it were possible, it would have to be because there
1042 * was an existing path (not using this square) between the
1043 * top-left and bottom-right corners of this square, and
1044 * another between the other two. These two paths would
1045 * have to cross at some point.
1047 * Obviously they can't cross in the middle of a square, so
1048 * they must cross by sharing a point in common. But this
1049 * isn't possible either: if you chessboard-colour all the
1050 * points on the grid, you find that any continuous
1051 * diagonal path is entirely composed of points of the same
1052 * colour. And one of our two hypothetical paths is between
1053 * two black points, and the other is between two white
1054 * points - therefore they can have no point in common. []
1056 assert(!(fs
&& bs
));
1058 v
= fs ?
+1 : bs ?
-1 : 2 * random_upto(rs
, 2) - 1;
1059 fill_square(w
, h
, x
, y
, v
, soln
, connected
, NULL
);
1066 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1067 char **aux
, int interactive
)
1069 int w
= params
->w
, h
= params
->h
, W
= w
+1, H
= h
+1;
1070 signed char *soln
, *tmpsoln
, *clues
;
1072 struct solver_scratch
*sc
;
1076 soln
= snewn(w
*h
, signed char);
1077 tmpsoln
= snewn(w
*h
, signed char);
1078 clues
= snewn(W
*H
, signed char);
1079 clueindices
= snewn(W
*H
, int);
1080 sc
= new_scratch(w
, h
);
1084 * Create the filled grid.
1086 slant_generate(w
, h
, soln
, rs
);
1089 * Fill in the complete set of clues.
1091 for (y
= 0; y
< H
; y
++)
1092 for (x
= 0; x
< W
; x
++) {
1095 if (x
> 0 && y
> 0 && soln
[(y
-1)*w
+(x
-1)] == -1) v
++;
1096 if (x
> 0 && y
< h
&& soln
[y
*w
+(x
-1)] == +1) v
++;
1097 if (x
< w
&& y
> 0 && soln
[(y
-1)*w
+x
] == +1) v
++;
1098 if (x
< w
&& y
< h
&& soln
[y
*w
+x
] == -1) v
++;
1104 * With all clue points filled in, all puzzles are easy: we can
1105 * simply process the clue points in lexicographic order, and
1106 * at each clue point we will always have at most one square
1107 * undecided, which we can then fill in uniquely.
1109 assert(slant_solve(w
, h
, clues
, tmpsoln
, sc
, DIFF_EASY
) == 1);
1112 * Remove as many clues as possible while retaining solubility.
1114 * In DIFF_HARD mode, we prioritise the removal of obvious
1115 * starting points (4s, 0s, border 2s and corner 1s), on
1116 * the grounds that having as few of these as possible
1117 * seems like a good thing. In particular, we can often get
1118 * away without _any_ completely obvious starting points,
1119 * which is even better.
1121 for (i
= 0; i
< W
*H
; i
++)
1123 shuffle(clueindices
, W
*H
, sizeof(*clueindices
), rs
);
1124 for (j
= 0; j
< 2; j
++) {
1125 for (i
= 0; i
< W
*H
; i
++) {
1128 y
= clueindices
[i
] / W
;
1129 x
= clueindices
[i
] % W
;
1133 * Identify which pass we should process this point
1134 * in. If it's an obvious start point, _or_ we're
1135 * in DIFF_EASY, then it goes in pass 0; otherwise
1138 xb
= (x
== 0 || x
== W
-1);
1139 yb
= (y
== 0 || y
== H
-1);
1140 if (params
->diff
== DIFF_EASY
|| v
== 4 || v
== 0 ||
1141 (v
== 2 && (xb
||yb
)) || (v
== 1 && xb
&& yb
))
1148 if (slant_solve(w
, h
, clues
, tmpsoln
, sc
,
1150 clues
[y
*W
+x
] = v
; /* put it back */
1156 * And finally, verify that the grid is of _at least_ the
1157 * requested difficulty, by running the solver one level
1158 * down and verifying that it can't manage it.
1160 } while (params
->diff
> 0 &&
1161 slant_solve(w
, h
, clues
, tmpsoln
, sc
, params
->diff
- 1) <= 1);
1164 * Now we have the clue set as it will be presented to the
1165 * user. Encode it in a game desc.
1171 desc
= snewn(W
*H
+1, char);
1174 for (i
= 0; i
<= W
*H
; i
++) {
1175 int n
= (i
< W
*H ? clues
[i
] : -2);
1182 int c
= 'a' - 1 + run
;
1186 run
-= c
- ('a' - 1);
1194 assert(p
- desc
<= W
*H
);
1196 desc
= sresize(desc
, p
- desc
, char);
1200 * Encode the solution as an aux_info.
1204 *aux
= auxbuf
= snewn(w
*h
+1, char);
1205 for (i
= 0; i
< w
*h
; i
++)
1206 auxbuf
[i
] = soln
[i
] < 0 ?
'\\' : '/';
1219 static char *validate_desc(game_params
*params
, char *desc
)
1221 int w
= params
->w
, h
= params
->h
, W
= w
+1, H
= h
+1;
1227 if (n
>= 'a' && n
<= 'z') {
1228 squares
+= n
- 'a' + 1;
1229 } else if (n
>= '0' && n
<= '4') {
1232 return "Invalid character in game description";
1236 return "Not enough data to fill grid";
1239 return "Too much data to fit in grid";
1244 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1246 int w
= params
->w
, h
= params
->h
, W
= w
+1, H
= h
+1;
1247 game_state
*state
= snew(game_state
);
1252 state
->soln
= snewn(w
*h
, signed char);
1253 memset(state
->soln
, 0, w
*h
);
1254 state
->completed
= state
->used_solve
= FALSE
;
1255 state
->errors
= snewn(W
*H
, unsigned char);
1256 memset(state
->errors
, 0, W
*H
);
1258 state
->clues
= snew(game_clues
);
1259 state
->clues
->w
= w
;
1260 state
->clues
->h
= h
;
1261 state
->clues
->clues
= snewn(W
*H
, signed char);
1262 state
->clues
->refcount
= 1;
1263 state
->clues
->tmpdsf
= snewn(W
*H
, int);
1264 memset(state
->clues
->clues
, -1, W
*H
);
1267 if (n
>= 'a' && n
<= 'z') {
1268 squares
+= n
- 'a' + 1;
1269 } else if (n
>= '0' && n
<= '4') {
1270 state
->clues
->clues
[squares
++] = n
- '0';
1272 assert(!"can't get here");
1274 assert(squares
== area
);
1279 static game_state
*dup_game(game_state
*state
)
1281 int w
= state
->p
.w
, h
= state
->p
.h
, W
= w
+1, H
= h
+1;
1282 game_state
*ret
= snew(game_state
);
1285 ret
->clues
= state
->clues
;
1286 ret
->clues
->refcount
++;
1287 ret
->completed
= state
->completed
;
1288 ret
->used_solve
= state
->used_solve
;
1290 ret
->soln
= snewn(w
*h
, signed char);
1291 memcpy(ret
->soln
, state
->soln
, w
*h
);
1293 ret
->errors
= snewn(W
*H
, unsigned char);
1294 memcpy(ret
->errors
, state
->errors
, W
*H
);
1299 static void free_game(game_state
*state
)
1301 sfree(state
->errors
);
1303 assert(state
->clues
);
1304 if (--state
->clues
->refcount
<= 0) {
1305 sfree(state
->clues
->clues
);
1306 sfree(state
->clues
->tmpdsf
);
1307 sfree(state
->clues
);
1313 * Utility function to return the current degree of a vertex. If
1314 * `anti' is set, it returns the number of filled-in edges
1315 * surrounding the point which _don't_ connect to it; thus 4 minus
1316 * its anti-degree is the maximum degree it could have if all the
1317 * empty spaces around it were filled in.
1319 * (Yes, _4_ minus its anti-degree even if it's a border vertex.)
1321 * If ret > 0, *sx and *sy are set to the coordinates of one of the
1322 * squares that contributed to it.
1324 static int vertex_degree(int w
, int h
, signed char *soln
, int x
, int y
,
1325 int anti
, int *sx
, int *sy
)
1329 assert(x
>= 0 && x
<= w
&& y
>= 0 && y
<= h
);
1330 if (x
> 0 && y
> 0 && soln
[(y
-1)*w
+(x
-1)] - anti
< 0) {
1335 if (x
> 0 && y
< h
&& soln
[y
*w
+(x
-1)] + anti
> 0) {
1340 if (x
< w
&& y
> 0 && soln
[(y
-1)*w
+x
] + anti
> 0) {
1345 if (x
< w
&& y
< h
&& soln
[y
*w
+x
] - anti
< 0) {
1351 return anti ?
4 - ret
: ret
;
1354 static int check_completion(game_state
*state
)
1356 int w
= state
->p
.w
, h
= state
->p
.h
, W
= w
+1, H
= h
+1;
1357 int i
, x
, y
, err
= FALSE
;
1360 memset(state
->errors
, 0, W
*H
);
1363 * To detect loops in the grid, we iterate through each edge
1364 * building up a dsf of connected components, and raise the
1365 * alarm whenever we find an edge that connects two
1366 * already-connected vertices.
1368 * We use the `tmpdsf' scratch space in the shared clues
1369 * structure, to avoid mallocing too often.
1371 * When we find such an edge, we then search around the grid to
1372 * find the loop it is a part of, so that we can highlight it
1373 * as an error for the user. We do this by the hand-on-one-wall
1374 * technique: the search will follow branches off the inside of
1375 * the loop, discover they're dead ends, and unhighlight them
1376 * again when returning to the actual loop.
1378 * This technique guarantees that every loop it tracks will
1379 * surround a disjoint area of the grid (since if an existing
1380 * loop appears on the boundary of a new one, so that there are
1381 * multiple possible paths that would come back to the starting
1382 * point, it will pick the one that allows it to turn right
1383 * most sharply and hence the one that does not re-surround the
1384 * area of the previous one). Thus, the total time taken in
1385 * searching round loops is linear in the grid area since every
1386 * edge is visited at most twice.
1388 dsf
= state
->clues
->tmpdsf
;
1389 for (i
= 0; i
< W
*H
; i
++)
1390 dsf
[i
] = i
; /* initially all distinct */
1391 for (y
= 0; y
< h
; y
++)
1392 for (x
= 0; x
< w
; x
++) {
1395 if (state
->soln
[y
*w
+x
] == 0)
1397 if (state
->soln
[y
*w
+x
] < 0) {
1406 * Our edge connects i1 with i2. If they're already
1407 * connected, flag an error. Otherwise, link them.
1409 if (dsf_canonify(dsf
, i1
) == dsf_canonify(dsf
, i2
)) {
1410 int x1
, y1
, x2
, y2
, dx
, dy
, dt
, pass
;
1415 * Now search around the boundary of the loop to
1418 * We have to do this in two passes. The first
1419 * time, we toggle ERR_SQUARE_TMP on each edge;
1420 * this pass terminates with ERR_SQUARE_TMP set on
1421 * exactly the loop edges. In the second pass, we
1422 * trace round that loop again and turn
1423 * ERR_SQUARE_TMP into ERR_SQUARE. We have to do
1424 * this because otherwise we might cancel part of a
1425 * loop highlighted in a previous iteration of the
1429 for (pass
= 0; pass
< 2; pass
++) {
1437 /* Mark this edge. */
1439 state
->errors
[min(y1
,y2
)*W
+min(x1
,x2
)] ^=
1442 state
->errors
[min(y1
,y2
)*W
+min(x1
,x2
)] |=
1444 state
->errors
[min(y1
,y2
)*W
+min(x1
,x2
)] &=
1449 * Progress to the next edge by turning as
1450 * sharply right as possible. In fact we do
1451 * this by facing back along the edge and
1452 * turning _left_ until we see an edge we
1458 for (i
= 0; i
< 4; i
++) {
1460 * Rotate (dx,dy) to the left.
1462 dt
= dx
; dx
= dy
; dy
= -dt
;
1465 * See if (x2,y2) has an edge in direction
1468 if (x2
+dx
< 0 || x2
+dx
>= W
||
1469 y2
+dy
< 0 || y2
+dy
>= H
)
1470 continue; /* off the side of the grid */
1471 /* In the second pass, ignore unmarked edges. */
1473 !(state
->errors
[(y2
-(dy
<0))*W
+x2
-(dx
<0)] &
1476 if (state
->soln
[(y2
-(dy
<0))*w
+x2
-(dx
<0)] ==
1482 * In pass 0, we expect to have found
1483 * _some_ edge we can follow, even if it
1484 * was found by rotating all the way round
1485 * and going back the way we came.
1487 * In pass 1, because we're removing the
1488 * mark on each edge that allows us to
1489 * follow it, we expect to find _no_ edge
1490 * we can follow when we've come all the
1491 * way round the loop.
1493 if (pass
== 1 && i
== 4)
1498 * Set x1,y1 to x2,y2, and x2,y2 to be the
1499 * other end of the new edge.
1505 } while (y2
*W
+x2
!= i2
);
1510 dsf_merge(dsf
, i1
, i2
);
1514 * Now go through and check the degree of each clue vertex, and
1515 * mark it with ERR_VERTEX if it cannot be fulfilled.
1517 for (y
= 0; y
< H
; y
++)
1518 for (x
= 0; x
< W
; x
++) {
1521 if ((c
= state
->clues
->clues
[y
*W
+x
]) < 0)
1525 * Check to see if there are too many connections to
1526 * this vertex _or_ too many non-connections. Either is
1527 * grounds for marking the vertex as erroneous.
1529 if (vertex_degree(w
, h
, state
->soln
, x
, y
,
1530 FALSE
, NULL
, NULL
) > c
||
1531 vertex_degree(w
, h
, state
->soln
, x
, y
,
1532 TRUE
, NULL
, NULL
) > 4-c
) {
1533 state
->errors
[y
*W
+x
] |= ERR_VERTEX
;
1539 * Now our actual victory condition is that (a) none of the
1540 * above code marked anything as erroneous, and (b) every
1541 * square has an edge in it.
1547 for (y
= 0; y
< h
; y
++)
1548 for (x
= 0; x
< w
; x
++)
1549 if (state
->soln
[y
*w
+x
] == 0)
1555 static char *solve_game(game_state
*state
, game_state
*currstate
,
1556 char *aux
, char **error
)
1558 int w
= state
->p
.w
, h
= state
->p
.h
;
1561 int free_soln
= FALSE
;
1562 char *move
, buf
[80];
1563 int movelen
, movesize
;
1568 * If we already have the solution, save ourselves some
1571 soln
= (signed char *)aux
;
1572 bs
= (signed char)'\\';
1575 struct solver_scratch
*sc
= new_scratch(w
, h
);
1576 soln
= snewn(w
*h
, signed char);
1578 ret
= slant_solve(w
, h
, state
->clues
->clues
, soln
, sc
, DIFF_HARD
);
1583 *error
= "This puzzle is not self-consistent";
1585 *error
= "Unable to find a unique solution for this puzzle";
1592 * Construct a move string which turns the current state into
1596 move
= snewn(movesize
, char);
1598 move
[movelen
++] = 'S';
1599 move
[movelen
] = '\0';
1600 for (y
= 0; y
< h
; y
++)
1601 for (x
= 0; x
< w
; x
++) {
1602 int v
= (soln
[y
*w
+x
] == bs ?
-1 : +1);
1603 if (state
->soln
[y
*w
+x
] != v
) {
1604 int len
= sprintf(buf
, ";%c%d,%d", (int)(v
< 0 ?
'\\' : '/'), x
, y
);
1605 if (movelen
+ len
>= movesize
) {
1606 movesize
= movelen
+ len
+ 256;
1607 move
= sresize(move
, movesize
, char);
1609 strcpy(move
+ movelen
, buf
);
1620 static char *game_text_format(game_state
*state
)
1622 int w
= state
->p
.w
, h
= state
->p
.h
, W
= w
+1, H
= h
+1;
1627 * There are h+H rows of w+W columns.
1629 len
= (h
+H
) * (w
+W
+1) + 1;
1630 ret
= snewn(len
, char);
1633 for (y
= 0; y
< H
; y
++) {
1634 for (x
= 0; x
< W
; x
++) {
1635 if (state
->clues
->clues
[y
*W
+x
] >= 0)
1636 *p
++ = state
->clues
->clues
[y
*W
+x
] + '0';
1644 for (x
= 0; x
< W
; x
++) {
1647 if (state
->soln
[y
*w
+x
] != 0)
1648 *p
++ = (state
->soln
[y
*w
+x
] < 0 ?
'\\' : '/');
1658 assert(p
- ret
== len
);
1662 static game_ui
*new_ui(game_state
*state
)
1667 static void free_ui(game_ui
*ui
)
1671 static char *encode_ui(game_ui
*ui
)
1676 static void decode_ui(game_ui
*ui
, char *encoding
)
1680 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1681 game_state
*newstate
)
1685 #define PREFERRED_TILESIZE 32
1686 #define TILESIZE (ds->tilesize)
1687 #define BORDER TILESIZE
1688 #define CLUE_RADIUS (TILESIZE / 3)
1689 #define CLUE_TEXTSIZE (TILESIZE / 2)
1690 #define COORD(x) ( (x) * TILESIZE + BORDER )
1691 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1693 #define FLASH_TIME 0.30F
1696 * Bit fields in the `grid' and `todraw' elements of the drawstate.
1698 #define BACKSLASH 0x00000001L
1699 #define FORWSLASH 0x00000002L
1700 #define L_T 0x00000004L
1701 #define ERR_L_T 0x00000008L
1702 #define L_B 0x00000010L
1703 #define ERR_L_B 0x00000020L
1704 #define T_L 0x00000040L
1705 #define ERR_T_L 0x00000080L
1706 #define T_R 0x00000100L
1707 #define ERR_T_R 0x00000200L
1708 #define C_TL 0x00000400L
1709 #define ERR_C_TL 0x00000800L
1710 #define FLASH 0x00001000L
1711 #define ERRSLASH 0x00002000L
1712 #define ERR_TL 0x00004000L
1713 #define ERR_TR 0x00008000L
1714 #define ERR_BL 0x00010000L
1715 #define ERR_BR 0x00020000L
1717 struct game_drawstate
{
1724 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1725 int x
, int y
, int button
)
1727 int w
= state
->p
.w
, h
= state
->p
.h
;
1729 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1734 * This is an utterly awful hack which I should really sort out
1735 * by means of a proper configuration mechanism. One Slant
1736 * player has observed that they prefer the mouse buttons to
1737 * function exactly the opposite way round, so here's a
1738 * mechanism for environment-based configuration. I cache the
1739 * result in a global variable - yuck! - to avoid repeated
1743 static int swap_buttons
= -1;
1744 if (swap_buttons
< 0) {
1745 char *env
= getenv("SLANT_SWAP_BUTTONS");
1746 swap_buttons
= (env
&& (env
[0] == 'y' || env
[0] == 'Y'));
1749 if (button
== LEFT_BUTTON
)
1750 button
= RIGHT_BUTTON
;
1752 button
= LEFT_BUTTON
;
1758 if (x
< 0 || y
< 0 || x
>= w
|| y
>= h
)
1761 if (button
== LEFT_BUTTON
) {
1763 * Left-clicking cycles blank -> \ -> / -> blank.
1765 v
= state
->soln
[y
*w
+x
] - 1;
1770 * Right-clicking cycles blank -> / -> \ -> blank.
1772 v
= state
->soln
[y
*w
+x
] + 1;
1777 sprintf(buf
, "%c%d,%d", (int)(v
==-1 ?
'\\' : v
==+1 ?
'/' : 'C'), x
, y
);
1784 static game_state
*execute_move(game_state
*state
, char *move
)
1786 int w
= state
->p
.w
, h
= state
->p
.h
;
1789 game_state
*ret
= dup_game(state
);
1794 ret
->used_solve
= TRUE
;
1796 } else if (c
== '\\' || c
== '/' || c
== 'C') {
1798 if (sscanf(move
, "%d,%d%n", &x
, &y
, &n
) != 2 ||
1799 x
< 0 || y
< 0 || x
>= w
|| y
>= h
) {
1803 ret
->soln
[y
*w
+x
] = (c
== '\\' ?
-1 : c
== '/' ?
+1 : 0);
1818 * We never clear the `completed' flag, but we must always
1819 * re-run the completion check because it also highlights
1820 * errors in the grid.
1822 ret
->completed
= check_completion(ret
) || ret
->completed
;
1827 /* ----------------------------------------------------------------------
1831 static void game_compute_size(game_params
*params
, int tilesize
,
1834 /* fool the macros */
1835 struct dummy
{ int tilesize
; } dummy
= { tilesize
}, *ds
= &dummy
;
1837 *x
= 2 * BORDER
+ params
->w
* TILESIZE
+ 1;
1838 *y
= 2 * BORDER
+ params
->h
* TILESIZE
+ 1;
1841 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1842 game_params
*params
, int tilesize
)
1844 ds
->tilesize
= tilesize
;
1847 static float *game_colours(frontend
*fe
, int *ncolours
)
1849 float *ret
= snewn(3 * NCOLOURS
, float);
1851 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1853 ret
[COL_GRID
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.7F
;
1854 ret
[COL_GRID
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.7F
;
1855 ret
[COL_GRID
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.7F
;
1857 ret
[COL_INK
* 3 + 0] = 0.0F
;
1858 ret
[COL_INK
* 3 + 1] = 0.0F
;
1859 ret
[COL_INK
* 3 + 2] = 0.0F
;
1861 ret
[COL_SLANT1
* 3 + 0] = 0.0F
;
1862 ret
[COL_SLANT1
* 3 + 1] = 0.0F
;
1863 ret
[COL_SLANT1
* 3 + 2] = 0.0F
;
1865 ret
[COL_SLANT2
* 3 + 0] = 0.0F
;
1866 ret
[COL_SLANT2
* 3 + 1] = 0.0F
;
1867 ret
[COL_SLANT2
* 3 + 2] = 0.0F
;
1869 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
1870 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
1871 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
1873 *ncolours
= NCOLOURS
;
1877 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1879 int w
= state
->p
.w
, h
= state
->p
.h
;
1881 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1884 ds
->started
= FALSE
;
1885 ds
->grid
= snewn((w
+2)*(h
+2), long);
1886 ds
->todraw
= snewn((w
+2)*(h
+2), long);
1887 for (i
= 0; i
< (w
+2)*(h
+2); i
++)
1888 ds
->grid
[i
] = ds
->todraw
[i
] = -1;
1893 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1900 static void draw_clue(drawing
*dr
, game_drawstate
*ds
,
1901 int x
, int y
, long v
, long err
, int bg
, int colour
)
1904 int ccol
= colour
>= 0 ? colour
: ((x
^ y
) & 1) ? COL_SLANT1
: COL_SLANT2
;
1905 int tcol
= colour
>= 0 ? colour
: err ? COL_ERROR
: COL_INK
;
1912 draw_circle(dr
, COORD(x
), COORD(y
), CLUE_RADIUS
,
1913 bg
>= 0 ? bg
: COL_BACKGROUND
, ccol
);
1914 draw_text(dr
, COORD(x
), COORD(y
), FONT_VARIABLE
,
1915 CLUE_TEXTSIZE
, ALIGN_VCENTRE
|ALIGN_HCENTRE
, tcol
, p
);
1918 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, game_clues
*clues
,
1919 int x
, int y
, long v
)
1921 int w
= clues
->w
, h
= clues
->h
, W
= w
+1 /*, H = h+1 */;
1922 int chesscolour
= (x
^ y
) & 1;
1923 int fscol
= chesscolour ? COL_SLANT2
: COL_SLANT1
;
1924 int bscol
= chesscolour ? COL_SLANT1
: COL_SLANT2
;
1926 clip(dr
, COORD(x
), COORD(y
), TILESIZE
, TILESIZE
);
1928 draw_rect(dr
, COORD(x
), COORD(y
), TILESIZE
, TILESIZE
,
1929 (v
& FLASH
) ? COL_GRID
: COL_BACKGROUND
);
1932 * Draw the grid lines.
1934 if (x
>= 0 && x
< w
&& y
>= 0)
1935 draw_rect(dr
, COORD(x
), COORD(y
), TILESIZE
+1, 1, COL_GRID
);
1936 if (x
>= 0 && x
< w
&& y
< h
)
1937 draw_rect(dr
, COORD(x
), COORD(y
+1), TILESIZE
+1, 1, COL_GRID
);
1938 if (y
>= 0 && y
< h
&& x
>= 0)
1939 draw_rect(dr
, COORD(x
), COORD(y
), 1, TILESIZE
+1, COL_GRID
);
1940 if (y
>= 0 && y
< h
&& x
< w
)
1941 draw_rect(dr
, COORD(x
+1), COORD(y
), 1, TILESIZE
+1, COL_GRID
);
1942 if (x
== -1 && y
== -1)
1943 draw_rect(dr
, COORD(x
+1), COORD(y
+1), 1, 1, COL_GRID
);
1944 if (x
== -1 && y
== h
)
1945 draw_rect(dr
, COORD(x
+1), COORD(y
), 1, 1, COL_GRID
);
1946 if (x
== w
&& y
== -1)
1947 draw_rect(dr
, COORD(x
), COORD(y
+1), 1, 1, COL_GRID
);
1948 if (x
== w
&& y
== h
)
1949 draw_rect(dr
, COORD(x
), COORD(y
), 1, 1, COL_GRID
);
1954 if (v
& BACKSLASH
) {
1955 int scol
= (v
& ERRSLASH
) ? COL_ERROR
: bscol
;
1956 draw_line(dr
, COORD(x
), COORD(y
), COORD(x
+1), COORD(y
+1), scol
);
1957 draw_line(dr
, COORD(x
)+1, COORD(y
), COORD(x
+1), COORD(y
+1)-1,
1959 draw_line(dr
, COORD(x
), COORD(y
)+1, COORD(x
+1)-1, COORD(y
+1),
1961 } else if (v
& FORWSLASH
) {
1962 int scol
= (v
& ERRSLASH
) ? COL_ERROR
: fscol
;
1963 draw_line(dr
, COORD(x
+1), COORD(y
), COORD(x
), COORD(y
+1), scol
);
1964 draw_line(dr
, COORD(x
+1)-1, COORD(y
), COORD(x
), COORD(y
+1)-1,
1966 draw_line(dr
, COORD(x
+1), COORD(y
)+1, COORD(x
)+1, COORD(y
+1),
1971 * Draw dots on the grid corners that appear if a slash is in a
1972 * neighbouring cell.
1974 if (v
& (L_T
| BACKSLASH
))
1975 draw_rect(dr
, COORD(x
), COORD(y
)+1, 1, 1,
1976 (v
& ERR_L_T ? COL_ERROR
: bscol
));
1977 if (v
& (L_B
| FORWSLASH
))
1978 draw_rect(dr
, COORD(x
), COORD(y
+1)-1, 1, 1,
1979 (v
& ERR_L_B ? COL_ERROR
: fscol
));
1980 if (v
& (T_L
| BACKSLASH
))
1981 draw_rect(dr
, COORD(x
)+1, COORD(y
), 1, 1,
1982 (v
& ERR_T_L ? COL_ERROR
: bscol
));
1983 if (v
& (T_R
| FORWSLASH
))
1984 draw_rect(dr
, COORD(x
+1)-1, COORD(y
), 1, 1,
1985 (v
& ERR_T_R ? COL_ERROR
: fscol
));
1986 if (v
& (C_TL
| BACKSLASH
))
1987 draw_rect(dr
, COORD(x
), COORD(y
), 1, 1,
1988 (v
& ERR_C_TL ? COL_ERROR
: bscol
));
1991 * And finally the clues at the corners.
1993 if (x
>= 0 && y
>= 0)
1994 draw_clue(dr
, ds
, x
, y
, clues
->clues
[y
*W
+x
], v
& ERR_TL
, -1, -1);
1995 if (x
< w
&& y
>= 0)
1996 draw_clue(dr
, ds
, x
+1, y
, clues
->clues
[y
*W
+(x
+1)], v
& ERR_TR
, -1, -1);
1997 if (x
>= 0 && y
< h
)
1998 draw_clue(dr
, ds
, x
, y
+1, clues
->clues
[(y
+1)*W
+x
], v
& ERR_BL
, -1, -1);
2000 draw_clue(dr
, ds
, x
+1, y
+1, clues
->clues
[(y
+1)*W
+(x
+1)], v
& ERR_BR
,
2004 draw_update(dr
, COORD(x
), COORD(y
), TILESIZE
, TILESIZE
);
2007 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2008 game_state
*state
, int dir
, game_ui
*ui
,
2009 float animtime
, float flashtime
)
2011 int w
= state
->p
.w
, h
= state
->p
.h
, W
= w
+1, H
= h
+1;
2016 flashing
= (int)(flashtime
* 3 / FLASH_TIME
) != 1;
2022 game_compute_size(&state
->p
, TILESIZE
, &ww
, &wh
);
2023 draw_rect(dr
, 0, 0, ww
, wh
, COL_BACKGROUND
);
2024 draw_update(dr
, 0, 0, ww
, wh
);
2029 * Loop over the grid and work out where all the slashes are.
2030 * We need to do this because a slash in one square affects the
2031 * drawing of the next one along.
2033 for (y
= -1; y
<= h
; y
++)
2034 for (x
= -1; x
<= w
; x
++) {
2035 if (x
>= 0 && x
< w
&& y
>= 0 && y
< h
)
2036 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] = flashing ? FLASH
: 0;
2038 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] = 0;
2041 for (y
= 0; y
< h
; y
++) {
2042 for (x
= 0; x
< w
; x
++) {
2043 int err
= state
->errors
[y
*W
+x
] & ERR_SQUARE
;
2045 if (state
->soln
[y
*w
+x
] < 0) {
2046 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] |= BACKSLASH
;
2047 ds
->todraw
[(y
+2)*(w
+2)+(x
+1)] |= T_R
;
2048 ds
->todraw
[(y
+1)*(w
+2)+(x
+2)] |= L_B
;
2049 ds
->todraw
[(y
+2)*(w
+2)+(x
+2)] |= C_TL
;
2051 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] |= ERRSLASH
|
2052 ERR_T_L
| ERR_L_T
| ERR_C_TL
;
2053 ds
->todraw
[(y
+2)*(w
+2)+(x
+1)] |= ERR_T_R
;
2054 ds
->todraw
[(y
+1)*(w
+2)+(x
+2)] |= ERR_L_B
;
2055 ds
->todraw
[(y
+2)*(w
+2)+(x
+2)] |= ERR_C_TL
;
2057 } else if (state
->soln
[y
*w
+x
] > 0) {
2058 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] |= FORWSLASH
;
2059 ds
->todraw
[(y
+1)*(w
+2)+(x
+2)] |= L_T
| C_TL
;
2060 ds
->todraw
[(y
+2)*(w
+2)+(x
+1)] |= T_L
| C_TL
;
2062 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] |= ERRSLASH
|
2064 ds
->todraw
[(y
+1)*(w
+2)+(x
+2)] |= ERR_L_T
| ERR_C_TL
;
2065 ds
->todraw
[(y
+2)*(w
+2)+(x
+1)] |= ERR_T_L
| ERR_C_TL
;
2071 for (y
= 0; y
< H
; y
++)
2072 for (x
= 0; x
< W
; x
++)
2073 if (state
->errors
[y
*W
+x
] & ERR_VERTEX
) {
2074 ds
->todraw
[y
*(w
+2)+x
] |= ERR_BR
;
2075 ds
->todraw
[y
*(w
+2)+(x
+1)] |= ERR_BL
;
2076 ds
->todraw
[(y
+1)*(w
+2)+x
] |= ERR_TR
;
2077 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] |= ERR_TL
;
2081 * Now go through and draw the grid squares.
2083 for (y
= -1; y
<= h
; y
++) {
2084 for (x
= -1; x
<= w
; x
++) {
2085 if (ds
->todraw
[(y
+1)*(w
+2)+(x
+1)] != ds
->grid
[(y
+1)*(w
+2)+(x
+1)]) {
2086 draw_tile(dr
, ds
, state
->clues
, x
, y
,
2087 ds
->todraw
[(y
+1)*(w
+2)+(x
+1)]);
2088 ds
->grid
[(y
+1)*(w
+2)+(x
+1)] = ds
->todraw
[(y
+1)*(w
+2)+(x
+1)];
2094 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2095 int dir
, game_ui
*ui
)
2100 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2101 int dir
, game_ui
*ui
)
2103 if (!oldstate
->completed
&& newstate
->completed
&&
2104 !oldstate
->used_solve
&& !newstate
->used_solve
)
2110 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2115 static void game_print_size(game_params
*params
, float *x
, float *y
)
2120 * I'll use 6mm squares by default.
2122 game_compute_size(params
, 600, &pw
, &ph
);
2127 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2129 int w
= state
->p
.w
, h
= state
->p
.h
, W
= w
+1;
2130 int ink
= print_mono_colour(dr
, 0);
2131 int paper
= print_mono_colour(dr
, 1);
2134 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2135 game_drawstate ads
, *ds
= &ads
;
2136 game_set_size(dr
, ds
, NULL
, tilesize
);
2141 print_line_width(dr
, TILESIZE
/ 16);
2142 draw_rect_outline(dr
, COORD(0), COORD(0), w
*TILESIZE
, h
*TILESIZE
, ink
);
2147 print_line_width(dr
, TILESIZE
/ 24);
2148 for (x
= 1; x
< w
; x
++)
2149 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), ink
);
2150 for (y
= 1; y
< h
; y
++)
2151 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), ink
);
2156 print_line_width(dr
, TILESIZE
/ 12);
2157 for (y
= 0; y
< h
; y
++)
2158 for (x
= 0; x
< w
; x
++)
2159 if (state
->soln
[y
*w
+x
]) {
2162 * To prevent nasty line-ending artefacts at
2163 * corners, I'll do something slightly cunning
2166 clip(dr
, COORD(x
), COORD(y
), TILESIZE
, TILESIZE
);
2167 if (state
->soln
[y
*w
+x
] < 0)
2171 draw_line(dr
, COORD(x
-1), COORD(ly
), COORD(x
+2), COORD(ry
),
2179 print_line_width(dr
, TILESIZE
/ 24);
2180 for (y
= 0; y
<= h
; y
++)
2181 for (x
= 0; x
<= w
; x
++)
2182 draw_clue(dr
, ds
, x
, y
, state
->clues
->clues
[y
*W
+x
],
2187 #define thegame slant
2190 const struct game thegame
= {
2191 "Slant", "games.slant",
2198 TRUE
, game_configure
, custom_params
,
2206 TRUE
, game_text_format
,
2214 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
2217 game_free_drawstate
,
2221 TRUE
, FALSE
, game_print_size
, game_print
,
2222 FALSE
, /* wants_statusbar */
2223 FALSE
, game_timing_state
,
2227 #ifdef STANDALONE_SOLVER
2231 int main(int argc
, char **argv
)
2235 char *id
= NULL
, *desc
, *err
;
2237 int ret
, diff
, really_verbose
= FALSE
;
2238 struct solver_scratch
*sc
;
2240 while (--argc
> 0) {
2242 if (!strcmp(p
, "-v")) {
2243 really_verbose
= TRUE
;
2244 } else if (!strcmp(p
, "-g")) {
2246 } else if (*p
== '-') {
2247 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
2255 fprintf(stderr
, "usage: %s [-g | -v] <game_id>\n", argv
[0]);
2259 desc
= strchr(id
, ':');
2261 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
2266 p
= default_params();
2267 decode_params(p
, id
);
2268 err
= validate_desc(p
, desc
);
2270 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
2273 s
= new_game(NULL
, p
, desc
);
2275 sc
= new_scratch(p
->w
, p
->h
);
2278 * When solving an Easy puzzle, we don't want to bother the
2279 * user with Hard-level deductions. For this reason, we grade
2280 * the puzzle internally before doing anything else.
2282 ret
= -1; /* placate optimiser */
2283 for (diff
= 0; diff
< DIFFCOUNT
; diff
++) {
2284 ret
= slant_solve(p
->w
, p
->h
, s
->clues
->clues
,
2290 if (diff
== DIFFCOUNT
) {
2292 printf("Difficulty rating: harder than Hard, or ambiguous\n");
2294 printf("Unable to find a unique solution\n");
2298 printf("Difficulty rating: impossible (no solution exists)\n");
2300 printf("Difficulty rating: %s\n", slant_diffnames
[diff
]);
2302 verbose
= really_verbose
;
2303 ret
= slant_solve(p
->w
, p
->h
, s
->clues
->clues
,
2306 printf("Puzzle is inconsistent\n");
2308 fputs(game_text_format(s
), stdout
);