A bunch of new reasoning techniques in the Slant solver, leading to
[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 NCOLOURS
41 };
42
43 /*
44 * In standalone solver mode, `verbose' is a variable which can be
45 * set by command-line option; in debugging mode it's simply always
46 * true.
47 */
48 #if defined STANDALONE_SOLVER
49 #define SOLVER_DIAGNOSTICS
50 int verbose = FALSE;
51 #elif defined SOLVER_DIAGNOSTICS
52 #define verbose TRUE
53 #endif
54
55 /*
56 * Difficulty levels. I do some macro ickery here to ensure that my
57 * enum and the various forms of my name list always match up.
58 */
59 #define DIFFLIST(A) \
60 A(EASY,Easy,e) \
61 A(HARD,Hard,h)
62 #define ENUM(upper,title,lower) DIFF_ ## upper,
63 #define TITLE(upper,title,lower) #title,
64 #define ENCODE(upper,title,lower) #lower
65 #define CONFIG(upper,title,lower) ":" #title
66 enum { DIFFLIST(ENUM) DIFFCOUNT };
67 static char const *const slant_diffnames[] = { DIFFLIST(TITLE) };
68 static char const slant_diffchars[] = DIFFLIST(ENCODE);
69 #define DIFFCONFIG DIFFLIST(CONFIG)
70
71 struct game_params {
72 int w, h, diff;
73 };
74
75 typedef struct game_clues {
76 int w, h;
77 signed char *clues;
78 int *dsf; /* scratch space for completion check */
79 int refcount;
80 } game_clues;
81
82 struct game_state {
83 struct game_params p;
84 game_clues *clues;
85 signed char *soln;
86 int completed;
87 int used_solve; /* used to suppress completion flash */
88 };
89
90 static game_params *default_params(void)
91 {
92 game_params *ret = snew(game_params);
93
94 ret->w = ret->h = 8;
95 ret->diff = DIFF_EASY;
96
97 return ret;
98 }
99
100 static const struct game_params slant_presets[] = {
101 {5, 5, DIFF_EASY},
102 {5, 5, DIFF_HARD},
103 {8, 8, DIFF_EASY},
104 {8, 8, DIFF_HARD},
105 {12, 10, DIFF_EASY},
106 {12, 10, DIFF_HARD},
107 };
108
109 static int game_fetch_preset(int i, char **name, game_params **params)
110 {
111 game_params *ret;
112 char str[80];
113
114 if (i < 0 || i >= lenof(slant_presets))
115 return FALSE;
116
117 ret = snew(game_params);
118 *ret = slant_presets[i];
119
120 sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]);
121
122 *name = dupstr(str);
123 *params = ret;
124 return TRUE;
125 }
126
127 static void free_params(game_params *params)
128 {
129 sfree(params);
130 }
131
132 static game_params *dup_params(game_params *params)
133 {
134 game_params *ret = snew(game_params);
135 *ret = *params; /* structure copy */
136 return ret;
137 }
138
139 static void decode_params(game_params *ret, char const *string)
140 {
141 ret->w = ret->h = atoi(string);
142 while (*string && isdigit((unsigned char)*string)) string++;
143 if (*string == 'x') {
144 string++;
145 ret->h = atoi(string);
146 while (*string && isdigit((unsigned char)*string)) string++;
147 }
148 if (*string == 'd') {
149 int i;
150 string++;
151 for (i = 0; i < DIFFCOUNT; i++)
152 if (*string == slant_diffchars[i])
153 ret->diff = i;
154 if (*string) string++;
155 }
156 }
157
158 static char *encode_params(game_params *params, int full)
159 {
160 char data[256];
161
162 sprintf(data, "%dx%d", params->w, params->h);
163 if (full)
164 sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]);
165
166 return dupstr(data);
167 }
168
169 static config_item *game_configure(game_params *params)
170 {
171 config_item *ret;
172 char buf[80];
173
174 ret = snewn(2, config_item);
175
176 ret[0].name = "Width";
177 ret[0].type = C_STRING;
178 sprintf(buf, "%d", params->w);
179 ret[0].sval = dupstr(buf);
180 ret[0].ival = 0;
181
182 ret[1].name = "Height";
183 ret[1].type = C_STRING;
184 sprintf(buf, "%d", params->h);
185 ret[1].sval = dupstr(buf);
186 ret[1].ival = 0;
187
188 ret[2].name = "Difficulty";
189 ret[2].type = C_CHOICES;
190 ret[2].sval = DIFFCONFIG;
191 ret[2].ival = params->diff;
192
193 ret[3].name = NULL;
194 ret[3].type = C_END;
195 ret[3].sval = NULL;
196 ret[3].ival = 0;
197
198 return ret;
199 }
200
201 static game_params *custom_params(config_item *cfg)
202 {
203 game_params *ret = snew(game_params);
204
205 ret->w = atoi(cfg[0].sval);
206 ret->h = atoi(cfg[1].sval);
207 ret->diff = cfg[2].ival;
208
209 return ret;
210 }
211
212 static char *validate_params(game_params *params, int full)
213 {
214 /*
215 * (At least at the time of writing this comment) The grid
216 * generator is actually capable of handling even zero grid
217 * dimensions without crashing. Puzzles with a zero-area grid
218 * are a bit boring, though, because they're already solved :-)
219 * And puzzles with a dimension of 1 can't be made Hard, which
220 * means the simplest thing is to forbid them altogether.
221 */
222
223 if (params->w < 2 || params->h < 2)
224 return "Width and height must both be at least two";
225
226 return NULL;
227 }
228
229 /*
230 * Scratch space for solver.
231 */
232 struct solver_scratch {
233 /*
234 * Disjoint set forest which tracks the connected sets of
235 * points.
236 */
237 int *connected;
238
239 /*
240 * Counts the number of possible exits from each connected set
241 * of points. (That is, the number of possible _simultaneous_
242 * exits: an unconnected point labelled 2 has an exit count of
243 * 2 even if all four possible edges are still under
244 * consideration.)
245 */
246 int *exits;
247
248 /*
249 * Tracks whether each connected set of points includes a
250 * border point.
251 */
252 unsigned char *border;
253
254 /*
255 * Another disjoint set forest. This one tracks _squares_ which
256 * are known to slant in the same direction.
257 */
258 int *equiv;
259
260 /*
261 * Stores slash values which we know for an equivalence class.
262 * When we fill in a square, we set slashval[canonify(x)] to
263 * the same value as soln[x], so that we can then spot other
264 * squares equivalent to it and fill them in immediately via
265 * their known equivalence.
266 */
267 signed char *slashval;
268
269 /*
270 * Useful to have this information automatically passed to
271 * solver subroutines. (This pointer is not dynamically
272 * allocated by new_scratch and free_scratch.)
273 */
274 const signed char *clues;
275 };
276
277 static struct solver_scratch *new_scratch(int w, int h)
278 {
279 int W = w+1, H = h+1;
280 struct solver_scratch *ret = snew(struct solver_scratch);
281 ret->connected = snewn(W*H, int);
282 ret->exits = snewn(W*H, int);
283 ret->border = snewn(W*H, unsigned char);
284 ret->equiv = snewn(w*h, int);
285 ret->slashval = snewn(w*h, signed char);
286 return ret;
287 }
288
289 static void free_scratch(struct solver_scratch *sc)
290 {
291 sfree(sc->slashval);
292 sfree(sc->equiv);
293 sfree(sc->border);
294 sfree(sc->exits);
295 sfree(sc->connected);
296 sfree(sc);
297 }
298
299 /*
300 * Wrapper on dsf_merge() which updates the `exits' and `border'
301 * arrays.
302 */
303 static void merge_vertices(int *connected,
304 struct solver_scratch *sc, int i, int j)
305 {
306 int exits = -1, border = FALSE; /* initialise to placate optimiser */
307
308 if (sc) {
309 i = dsf_canonify(connected, i);
310 j = dsf_canonify(connected, j);
311
312 /*
313 * We have used one possible exit from each of the two
314 * classes. Thus, the viable exit count of the new class is
315 * the sum of the old exit counts minus two.
316 */
317 exits = sc->exits[i] + sc->exits[j] - 2;
318
319 border = sc->border[i] || sc->border[j];
320 }
321
322 dsf_merge(connected, i, j);
323
324 if (sc) {
325 i = dsf_canonify(connected, i);
326 sc->exits[i] = exits;
327 sc->border[i] = border;
328 }
329 }
330
331 /*
332 * Called when we have just blocked one way out of a particular
333 * point. If that point is a non-clue point (thus has a variable
334 * number of exits), we have therefore decreased its potential exit
335 * count, so we must decrement the exit count for the group as a
336 * whole.
337 */
338 static void decr_exits(struct solver_scratch *sc, int i)
339 {
340 if (sc->clues[i] < 0) {
341 i = dsf_canonify(sc->connected, i);
342 sc->exits[i]--;
343 }
344 }
345
346 static void fill_square(int w, int h, int x, int y, int v,
347 signed char *soln,
348 int *connected, struct solver_scratch *sc)
349 {
350 int W = w+1 /*, H = h+1 */;
351
352 assert(x >= 0 && x < w && y >= 0 && y < h);
353
354 if (soln[y*w+x] != 0) {
355 return; /* do nothing */
356 }
357
358 #ifdef SOLVER_DIAGNOSTICS
359 if (verbose)
360 printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y);
361 #endif
362
363 soln[y*w+x] = v;
364
365 if (sc) {
366 int c = dsf_canonify(sc->equiv, y*w+x);
367 sc->slashval[c] = v;
368 }
369
370 if (v < 0) {
371 merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1));
372 if (sc) {
373 decr_exits(sc, y*W+(x+1));
374 decr_exits(sc, (y+1)*W+x);
375 }
376 } else {
377 merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x);
378 if (sc) {
379 decr_exits(sc, y*W+x);
380 decr_exits(sc, (y+1)*W+(x+1));
381 }
382 }
383 }
384
385 /*
386 * Solver. Returns 0 for impossibility, 1 for success, 2 for
387 * ambiguity or failure to converge.
388 */
389 static int slant_solve(int w, int h, const signed char *clues,
390 signed char *soln, struct solver_scratch *sc,
391 int difficulty)
392 {
393 int W = w+1, H = h+1;
394 int x, y, i, j;
395 int done_something;
396
397 /*
398 * Clear the output.
399 */
400 memset(soln, 0, w*h);
401
402 sc->clues = clues;
403
404 /*
405 * Establish a disjoint set forest for tracking connectedness
406 * between grid points.
407 */
408 for (i = 0; i < W*H; i++)
409 sc->connected[i] = i; /* initially all distinct */
410
411 /*
412 * Establish a disjoint set forest for tracking which squares
413 * are known to slant in the same direction.
414 */
415 for (i = 0; i < w*h; i++)
416 sc->equiv[i] = i; /* initially all distinct */
417
418 /*
419 * Clear the slashval array.
420 */
421 memset(sc->slashval, 0, w*h);
422
423 /*
424 * Initialise the `exits' and `border' arrays. Theses is used
425 * to do second-order loop avoidance: the dual of the no loops
426 * constraint is that every point must be somehow connected to
427 * the border of the grid (otherwise there would be a solid
428 * loop around it which prevented this).
429 *
430 * I define a `dead end' to be a connected group of points
431 * which contains no border point, and which can form at most
432 * one new connection outside itself. Then I forbid placing an
433 * edge so that it connects together two dead-end groups, since
434 * this would yield a non-border-connected isolated subgraph
435 * with no further scope to extend it.
436 */
437 for (y = 0; y < H; y++)
438 for (x = 0; x < W; x++) {
439 if (y == 0 || y == H-1 || x == 0 || x == W-1)
440 sc->border[y*W+x] = TRUE;
441 else
442 sc->border[y*W+x] = FALSE;
443
444 if (clues[y*W+x] < 0)
445 sc->exits[y*W+x] = 4;
446 else
447 sc->exits[y*W+x] = clues[y*W+x];
448 }
449
450 /*
451 * Make a one-off preliminary pass over the grid looking for
452 * starting-point arrangements. The ones we need to spot are:
453 *
454 * - two adjacent 1s in the centre of the grid imply that each
455 * one's single line points towards the other. (If either 1
456 * were connected on the far side, the two squares shared
457 * between the 1s would both link to the other 1 as a
458 * consequence of neither linking to the first.) Thus, we
459 * can fill in the four squares around them.
460 *
461 * - dually, two adjacent 3s imply that each one's _non_-line
462 * points towards the other.
463 *
464 * - if the pair of 1s and 3s is not _adjacent_ but is
465 * separated by one or more 2s, the reasoning still applies.
466 *
467 * This is more advanced than just spotting obvious starting
468 * squares such as central 4s and edge 2s, so we disable it on
469 * DIFF_EASY.
470 *
471 * (I don't like this loop; it feels grubby to me. My
472 * mathematical intuition feels there ought to be some more
473 * general deductive form which contains this loop as a special
474 * case, but I can't bring it to mind right now.)
475 */
476 if (difficulty > DIFF_EASY) {
477 for (y = 1; y+1 < H; y++)
478 for (x = 1; x+1 < W; x++) {
479 int v = clues[y*W+x], s, x2, y2, dx, dy;
480 if (v != 1 && v != 3)
481 continue;
482 /* Slash value of the square up and left of (x,y). */
483 s = (v == 1 ? +1 : -1);
484
485 /* Look in each direction once. */
486 for (dy = 0; dy < 2; dy++) {
487 dx = 1 - dy;
488 x2 = x+dx;
489 y2 = y+dy;
490 if (x2+1 >= W || y2+1 >= H)
491 continue; /* too close to the border */
492 while (x2+dx+1 < W && y2+dy+1 < H && clues[y2*W+x2] == 2)
493 x2 += dx, y2 += dy;
494 if (clues[y2*W+x2] == v) {
495 #ifdef SOLVER_DIAGNOSTICS
496 if (verbose)
497 printf("found adjacent %ds at %d,%d and %d,%d\n",
498 v, x, y, x2, y2);
499 #endif
500 fill_square(w, h, x-1, y-1, s, soln,
501 sc->connected, sc);
502 fill_square(w, h, x-1+dy, y-1+dx, -s, soln,
503 sc->connected, sc);
504 fill_square(w, h, x2, y2, s, soln,
505 sc->connected, sc);
506 fill_square(w, h, x2-dy, y2-dx, -s, soln,
507 sc->connected, sc);
508 }
509 }
510 }
511 }
512
513 /*
514 * Repeatedly try to deduce something until we can't.
515 */
516 do {
517 done_something = FALSE;
518
519 /*
520 * Any clue point with the number of remaining lines equal
521 * to zero or to the number of remaining undecided
522 * neighbouring squares can be filled in completely.
523 */
524 for (y = 0; y < H; y++)
525 for (x = 0; x < W; x++) {
526 struct {
527 int pos, slash;
528 } neighbours[4];
529 int nneighbours;
530 int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2;
531
532 if ((c = clues[y*W+x]) < 0)
533 continue;
534
535 /*
536 * We have a clue point. Start by listing its
537 * neighbouring squares, in order around the point,
538 * together with the type of slash that would be
539 * required in that square to connect to the point.
540 */
541 nneighbours = 0;
542 if (x > 0 && y > 0) {
543 neighbours[nneighbours].pos = (y-1)*w+(x-1);
544 neighbours[nneighbours].slash = -1;
545 nneighbours++;
546 }
547 if (x > 0 && y < h) {
548 neighbours[nneighbours].pos = y*w+(x-1);
549 neighbours[nneighbours].slash = +1;
550 nneighbours++;
551 }
552 if (x < w && y < h) {
553 neighbours[nneighbours].pos = y*w+x;
554 neighbours[nneighbours].slash = -1;
555 nneighbours++;
556 }
557 if (x < w && y > 0) {
558 neighbours[nneighbours].pos = (y-1)*w+x;
559 neighbours[nneighbours].slash = +1;
560 nneighbours++;
561 }
562
563 /*
564 * Count up the number of undecided neighbours, and
565 * also the number of lines already present.
566 *
567 * If we're not on DIFF_EASY, then in this loop we
568 * also track whether we've seen two adjacent empty
569 * squares belonging to the same equivalence class
570 * (meaning they have the same type of slash). If
571 * so, we count them jointly as one line.
572 */
573 nu = 0;
574 nl = c;
575 last = neighbours[nneighbours-1].pos;
576 if (soln[last] == 0)
577 eq = dsf_canonify(sc->equiv, last);
578 else
579 eq = -1;
580 meq = mj1 = mj2 = -1;
581 for (i = 0; i < nneighbours; i++) {
582 j = neighbours[i].pos;
583 s = neighbours[i].slash;
584 if (soln[j] == 0) {
585 nu++; /* undecided */
586 if (meq < 0 && difficulty > DIFF_EASY) {
587 eq2 = dsf_canonify(sc->equiv, j);
588 if (eq == eq2 && last != j) {
589 /*
590 * We've found an equivalent pair.
591 * Mark it. This also inhibits any
592 * further equivalence tracking
593 * around this square, since we can
594 * only handle one pair (and in
595 * particular we want to avoid
596 * being misled by two overlapping
597 * equivalence pairs).
598 */
599 meq = eq;
600 mj1 = last;
601 mj2 = j;
602 nl--; /* count one line */
603 nu -= 2; /* and lose two undecideds */
604 } else
605 eq = eq2;
606 }
607 } else {
608 eq = -1;
609 if (soln[j] == s)
610 nl--; /* here's a line */
611 }
612 last = j;
613 }
614
615 /*
616 * Check the counts.
617 */
618 if (nl < 0 || nl > nu) {
619 /*
620 * No consistent value for this at all!
621 */
622 #ifdef SOLVER_DIAGNOSTICS
623 if (verbose)
624 printf("need %d / %d lines around clue point at %d,%d!\n",
625 nl, nu, x, y);
626 #endif
627 return 0; /* impossible */
628 }
629
630 if (nu > 0 && (nl == 0 || nl == nu)) {
631 #ifdef SOLVER_DIAGNOSTICS
632 if (verbose) {
633 if (meq >= 0)
634 printf("partially (since %d,%d == %d,%d) ",
635 mj1%w, mj1/w, mj2%w, mj2/w);
636 printf("%s around clue point at %d,%d\n",
637 nl ? "filling" : "emptying", x, y);
638 }
639 #endif
640 for (i = 0; i < nneighbours; i++) {
641 j = neighbours[i].pos;
642 s = neighbours[i].slash;
643 if (soln[j] == 0 && j != mj1 && j != mj2)
644 fill_square(w, h, j%w, j/w, (nl ? s : -s), soln,
645 sc->connected, sc);
646 }
647
648 done_something = TRUE;
649 } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) {
650 /*
651 * If we have precisely two undecided squares
652 * and precisely one line to place between
653 * them, _and_ those squares are adjacent, then
654 * we can mark them as equivalent to one
655 * another.
656 *
657 * This even applies if meq >= 0: if we have a
658 * 2 clue point and two of its neighbours are
659 * already marked equivalent, we can indeed
660 * mark the other two as equivalent.
661 *
662 * We don't bother with this on DIFF_EASY,
663 * since we wouldn't have used the results
664 * anyway.
665 */
666 last = -1;
667 for (i = 0; i < nneighbours; i++) {
668 j = neighbours[i].pos;
669 if (soln[j] == 0 && j != mj1 && j != mj2) {
670 if (last < 0)
671 last = i;
672 else if (last == i-1 || (last == 0 && i == 3))
673 break; /* found a pair */
674 }
675 }
676 if (i < nneighbours) {
677 int sv1, sv2;
678
679 assert(last >= 0);
680 /*
681 * neighbours[last] and neighbours[i] are
682 * the pair. Mark them equivalent.
683 */
684 #ifdef SOLVER_DIAGNOSTICS
685 if (verbose) {
686 if (meq >= 0)
687 printf("since %d,%d == %d,%d, ",
688 mj1%w, mj1/w, mj2%w, mj2/w);
689 }
690 #endif
691 mj1 = neighbours[last].pos;
692 mj2 = neighbours[i].pos;
693 #ifdef SOLVER_DIAGNOSTICS
694 if (verbose)
695 printf("clue point at %d,%d implies %d,%d == %d,"
696 "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w);
697 #endif
698 mj1 = dsf_canonify(sc->equiv, mj1);
699 sv1 = sc->slashval[mj1];
700 mj2 = dsf_canonify(sc->equiv, mj2);
701 sv2 = sc->slashval[mj2];
702 if (sv1 != 0 && sv2 != 0 && sv1 != sv2) {
703 #ifdef SOLVER_DIAGNOSTICS
704 if (verbose)
705 printf("merged two equivalence classes with"
706 " different slash values!\n");
707 #endif
708 return 0;
709 }
710 sv1 = sv1 ? sv1 : sv2;
711 dsf_merge(sc->equiv, mj1, mj2);
712 mj1 = dsf_canonify(sc->equiv, mj1);
713 sc->slashval[mj1] = sv1;
714 }
715 }
716 }
717
718 if (done_something)
719 continue;
720
721 /*
722 * Failing that, we now apply the second condition, which
723 * is that no square may be filled in such a way as to form
724 * a loop. Also in this loop (since it's over squares
725 * rather than points), we check slashval to see if we've
726 * already filled in another square in the same equivalence
727 * class.
728 *
729 * The slashval check is disabled on DIFF_EASY, as is dead
730 * end avoidance. Only _immediate_ loop avoidance remains.
731 */
732 for (y = 0; y < h; y++)
733 for (x = 0; x < w; x++) {
734 int fs, bs, v;
735 int c1, c2;
736 #ifdef SOLVER_DIAGNOSTICS
737 char *reason = "<internal error>";
738 #endif
739
740 if (soln[y*w+x])
741 continue; /* got this one already */
742
743 fs = FALSE;
744 bs = FALSE;
745
746 if (difficulty > DIFF_EASY)
747 v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)];
748 else
749 v = 0;
750
751 /*
752 * Try to rule out connectivity between (x,y) and
753 * (x+1,y+1); if successful, we will deduce that we
754 * must have a forward slash.
755 */
756 c1 = dsf_canonify(sc->connected, y*W+x);
757 c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1));
758 if (c1 == c2) {
759 fs = TRUE;
760 #ifdef SOLVER_DIAGNOSTICS
761 reason = "simple loop avoidance";
762 #endif
763 }
764 if (difficulty > DIFF_EASY &&
765 !sc->border[c1] && !sc->border[c2] &&
766 sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
767 fs = TRUE;
768 #ifdef SOLVER_DIAGNOSTICS
769 reason = "dead end avoidance";
770 #endif
771 }
772 if (v == +1) {
773 fs = TRUE;
774 #ifdef SOLVER_DIAGNOSTICS
775 reason = "equivalence to an already filled square";
776 #endif
777 }
778
779 /*
780 * Now do the same between (x+1,y) and (x,y+1), to
781 * see if we are required to have a backslash.
782 */
783 c1 = dsf_canonify(sc->connected, y*W+(x+1));
784 c2 = dsf_canonify(sc->connected, (y+1)*W+x);
785 if (c1 == c2) {
786 bs = TRUE;
787 #ifdef SOLVER_DIAGNOSTICS
788 reason = "simple loop avoidance";
789 #endif
790 }
791 if (difficulty > DIFF_EASY &&
792 !sc->border[c1] && !sc->border[c2] &&
793 sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
794 bs = TRUE;
795 #ifdef SOLVER_DIAGNOSTICS
796 reason = "dead end avoidance";
797 #endif
798 }
799 if (v == -1) {
800 bs = TRUE;
801 #ifdef SOLVER_DIAGNOSTICS
802 reason = "equivalence to an already filled square";
803 #endif
804 }
805
806 if (fs && bs) {
807 /*
808 * No consistent value for this at all!
809 */
810 #ifdef SOLVER_DIAGNOSTICS
811 if (verbose)
812 printf("%d,%d has no consistent slash!\n", x, y);
813 #endif
814 return 0; /* impossible */
815 }
816
817 if (fs) {
818 #ifdef SOLVER_DIAGNOSTICS
819 if (verbose)
820 printf("employing %s\n", reason);
821 #endif
822 fill_square(w, h, x, y, +1, soln, sc->connected, sc);
823 done_something = TRUE;
824 } else if (bs) {
825 #ifdef SOLVER_DIAGNOSTICS
826 if (verbose)
827 printf("employing %s\n", reason);
828 #endif
829 fill_square(w, h, x, y, -1, soln, sc->connected, sc);
830 done_something = TRUE;
831 }
832 }
833
834 } while (done_something);
835
836 /*
837 * Solver can make no more progress. See if the grid is full.
838 */
839 for (i = 0; i < w*h; i++)
840 if (!soln[i])
841 return 2; /* failed to converge */
842 return 1; /* success */
843 }
844
845 /*
846 * Filled-grid generator.
847 */
848 static void slant_generate(int w, int h, signed char *soln, random_state *rs)
849 {
850 int W = w+1, H = h+1;
851 int x, y, i;
852 int *connected, *indices;
853
854 /*
855 * Clear the output.
856 */
857 memset(soln, 0, w*h);
858
859 /*
860 * Establish a disjoint set forest for tracking connectedness
861 * between grid points.
862 */
863 connected = snewn(W*H, int);
864 for (i = 0; i < W*H; i++)
865 connected[i] = i; /* initially all distinct */
866
867 /*
868 * Prepare a list of the squares in the grid, and fill them in
869 * in a random order.
870 */
871 indices = snewn(w*h, int);
872 for (i = 0; i < w*h; i++)
873 indices[i] = i;
874 shuffle(indices, w*h, sizeof(*indices), rs);
875
876 /*
877 * Fill in each one in turn.
878 */
879 for (i = 0; i < w*h; i++) {
880 int fs, bs, v;
881
882 y = indices[i] / w;
883 x = indices[i] % w;
884
885 fs = (dsf_canonify(connected, y*W+x) ==
886 dsf_canonify(connected, (y+1)*W+(x+1)));
887 bs = (dsf_canonify(connected, (y+1)*W+x) ==
888 dsf_canonify(connected, y*W+(x+1)));
889
890 /*
891 * It isn't possible to get into a situation where we
892 * aren't allowed to place _either_ type of slash in a
893 * square. Thus, filled-grid generation never has to
894 * backtrack.
895 *
896 * Proof (thanks to Gareth Taylor):
897 *
898 * If it were possible, it would have to be because there
899 * was an existing path (not using this square) between the
900 * top-left and bottom-right corners of this square, and
901 * another between the other two. These two paths would
902 * have to cross at some point.
903 *
904 * Obviously they can't cross in the middle of a square, so
905 * they must cross by sharing a point in common. But this
906 * isn't possible either: if you chessboard-colour all the
907 * points on the grid, you find that any continuous
908 * diagonal path is entirely composed of points of the same
909 * colour. And one of our two hypothetical paths is between
910 * two black points, and the other is between two white
911 * points - therefore they can have no point in common. []
912 */
913 assert(!(fs && bs));
914
915 v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1;
916 fill_square(w, h, x, y, v, soln, connected, NULL);
917 }
918
919 sfree(indices);
920 sfree(connected);
921 }
922
923 static char *new_game_desc(game_params *params, random_state *rs,
924 char **aux, int interactive)
925 {
926 int w = params->w, h = params->h, W = w+1, H = h+1;
927 signed char *soln, *tmpsoln, *clues;
928 int *clueindices;
929 struct solver_scratch *sc;
930 int x, y, v, i, j;
931 char *desc;
932
933 soln = snewn(w*h, signed char);
934 tmpsoln = snewn(w*h, signed char);
935 clues = snewn(W*H, signed char);
936 clueindices = snewn(W*H, int);
937 sc = new_scratch(w, h);
938
939 do {
940 /*
941 * Create the filled grid.
942 */
943 slant_generate(w, h, soln, rs);
944
945 /*
946 * Fill in the complete set of clues.
947 */
948 for (y = 0; y < H; y++)
949 for (x = 0; x < W; x++) {
950 v = 0;
951
952 if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++;
953 if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++;
954 if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++;
955 if (x < w && y < h && soln[y*w+x] == -1) v++;
956
957 clues[y*W+x] = v;
958 }
959
960 /*
961 * With all clue points filled in, all puzzles are easy: we can
962 * simply process the clue points in lexicographic order, and
963 * at each clue point we will always have at most one square
964 * undecided, which we can then fill in uniquely.
965 */
966 assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1);
967
968 /*
969 * Remove as many clues as possible while retaining solubility.
970 *
971 * In DIFF_HARD mode, we prioritise the removal of obvious
972 * starting points (4s, 0s, border 2s and corner 1s), on
973 * the grounds that having as few of these as possible
974 * seems like a good thing. In particular, we can often get
975 * away without _any_ completely obvious starting points,
976 * which is even better.
977 */
978 for (i = 0; i < W*H; i++)
979 clueindices[i] = i;
980 shuffle(clueindices, W*H, sizeof(*clueindices), rs);
981 for (j = 0; j < 2; j++) {
982 for (i = 0; i < W*H; i++) {
983 int pass, yb, xb;
984
985 y = clueindices[i] / W;
986 x = clueindices[i] % W;
987 v = clues[y*W+x];
988
989 /*
990 * Identify which pass we should process this point
991 * in. If it's an obvious start point, _or_ we're
992 * in DIFF_EASY, then it goes in pass 0; otherwise
993 * pass 1.
994 */
995 xb = (x == 0 || x == W-1);
996 yb = (y == 0 || y == H-1);
997 if (params->diff == DIFF_EASY || v == 4 || v == 0 ||
998 (v == 2 && (xb||yb)) || (v == 1 && xb && yb))
999 pass = 0;
1000 else
1001 pass = 1;
1002
1003 if (pass == j) {
1004 clues[y*W+x] = -1;
1005 if (slant_solve(w, h, clues, tmpsoln, sc,
1006 params->diff) != 1)
1007 clues[y*W+x] = v; /* put it back */
1008 }
1009 }
1010 }
1011
1012 /*
1013 * And finally, verify that the grid is of _at least_ the
1014 * requested difficulty, by running the solver one level
1015 * down and verifying that it can't manage it.
1016 */
1017 } while (params->diff > 0 &&
1018 slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1);
1019
1020 /*
1021 * Now we have the clue set as it will be presented to the
1022 * user. Encode it in a game desc.
1023 */
1024 {
1025 char *p;
1026 int run, i;
1027
1028 desc = snewn(W*H+1, char);
1029 p = desc;
1030 run = 0;
1031 for (i = 0; i <= W*H; i++) {
1032 int n = (i < W*H ? clues[i] : -2);
1033
1034 if (n == -1)
1035 run++;
1036 else {
1037 if (run) {
1038 while (run > 0) {
1039 int c = 'a' - 1 + run;
1040 if (run > 26)
1041 c = 'z';
1042 *p++ = c;
1043 run -= c - ('a' - 1);
1044 }
1045 }
1046 if (n >= 0)
1047 *p++ = '0' + n;
1048 run = 0;
1049 }
1050 }
1051 assert(p - desc <= W*H);
1052 *p++ = '\0';
1053 desc = sresize(desc, p - desc, char);
1054 }
1055
1056 /*
1057 * Encode the solution as an aux_info.
1058 */
1059 {
1060 char *auxbuf;
1061 *aux = auxbuf = snewn(w*h+1, char);
1062 for (i = 0; i < w*h; i++)
1063 auxbuf[i] = soln[i] < 0 ? '\\' : '/';
1064 auxbuf[w*h] = '\0';
1065 }
1066
1067 free_scratch(sc);
1068 sfree(clueindices);
1069 sfree(clues);
1070 sfree(tmpsoln);
1071 sfree(soln);
1072
1073 return desc;
1074 }
1075
1076 static char *validate_desc(game_params *params, char *desc)
1077 {
1078 int w = params->w, h = params->h, W = w+1, H = h+1;
1079 int area = W*H;
1080 int squares = 0;
1081
1082 while (*desc) {
1083 int n = *desc++;
1084 if (n >= 'a' && n <= 'z') {
1085 squares += n - 'a' + 1;
1086 } else if (n >= '0' && n <= '4') {
1087 squares++;
1088 } else
1089 return "Invalid character in game description";
1090 }
1091
1092 if (squares < area)
1093 return "Not enough data to fill grid";
1094
1095 if (squares > area)
1096 return "Too much data to fit in grid";
1097
1098 return NULL;
1099 }
1100
1101 static game_state *new_game(midend_data *me, game_params *params, char *desc)
1102 {
1103 int w = params->w, h = params->h, W = w+1, H = h+1;
1104 game_state *state = snew(game_state);
1105 int area = W*H;
1106 int squares = 0;
1107
1108 state->p = *params;
1109 state->soln = snewn(w*h, signed char);
1110 memset(state->soln, 0, w*h);
1111 state->completed = state->used_solve = FALSE;
1112
1113 state->clues = snew(game_clues);
1114 state->clues->w = w;
1115 state->clues->h = h;
1116 state->clues->clues = snewn(W*H, signed char);
1117 state->clues->refcount = 1;
1118 state->clues->dsf = snewn(W*H, int);
1119 memset(state->clues->clues, -1, W*H);
1120 while (*desc) {
1121 int n = *desc++;
1122 if (n >= 'a' && n <= 'z') {
1123 squares += n - 'a' + 1;
1124 } else if (n >= '0' && n <= '4') {
1125 state->clues->clues[squares++] = n - '0';
1126 } else
1127 assert(!"can't get here");
1128 }
1129 assert(squares == area);
1130
1131 return state;
1132 }
1133
1134 static game_state *dup_game(game_state *state)
1135 {
1136 int w = state->p.w, h = state->p.h;
1137 game_state *ret = snew(game_state);
1138
1139 ret->p = state->p;
1140 ret->clues = state->clues;
1141 ret->clues->refcount++;
1142 ret->completed = state->completed;
1143 ret->used_solve = state->used_solve;
1144
1145 ret->soln = snewn(w*h, signed char);
1146 memcpy(ret->soln, state->soln, w*h);
1147
1148 return ret;
1149 }
1150
1151 static void free_game(game_state *state)
1152 {
1153 sfree(state->soln);
1154 assert(state->clues);
1155 if (--state->clues->refcount <= 0) {
1156 sfree(state->clues->clues);
1157 sfree(state->clues->dsf);
1158 sfree(state->clues);
1159 }
1160 sfree(state);
1161 }
1162
1163 static int check_completion(game_state *state)
1164 {
1165 int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
1166 int i, x, y;
1167
1168 /*
1169 * Establish a disjoint set forest for tracking connectedness
1170 * between grid points. Use the dsf scratch space in the shared
1171 * clues structure, to avoid mallocing too often.
1172 */
1173 for (i = 0; i < W*H; i++)
1174 state->clues->dsf[i] = i; /* initially all distinct */
1175
1176 /*
1177 * Now go through the grid checking connectedness. While we're
1178 * here, also check that everything is filled in.
1179 */
1180 for (y = 0; y < h; y++)
1181 for (x = 0; x < w; x++) {
1182 int i1, i2;
1183
1184 if (state->soln[y*w+x] == 0)
1185 return FALSE;
1186 if (state->soln[y*w+x] < 0) {
1187 i1 = y*W+x;
1188 i2 = (y+1)*W+(x+1);
1189 } else {
1190 i1 = (y+1)*W+x;
1191 i2 = y*W+(x+1);
1192 }
1193
1194 /*
1195 * Our edge connects i1 with i2. If they're already
1196 * connected, return failure. Otherwise, link them.
1197 */
1198 if (dsf_canonify(state->clues->dsf, i1) ==
1199 dsf_canonify(state->clues->dsf, i2))
1200 return FALSE;
1201 else
1202 dsf_merge(state->clues->dsf, i1, i2);
1203 }
1204
1205 /*
1206 * The grid is _a_ valid grid; let's see if it matches the
1207 * clues.
1208 */
1209 for (y = 0; y < H; y++)
1210 for (x = 0; x < W; x++) {
1211 int v, c;
1212
1213 if ((c = state->clues->clues[y*W+x]) < 0)
1214 continue;
1215
1216 v = 0;
1217
1218 if (x > 0 && y > 0 && state->soln[(y-1)*w+(x-1)] == -1) v++;
1219 if (x > 0 && y < h && state->soln[y*w+(x-1)] == +1) v++;
1220 if (x < w && y > 0 && state->soln[(y-1)*w+x] == +1) v++;
1221 if (x < w && y < h && state->soln[y*w+x] == -1) v++;
1222
1223 if (c != v)
1224 return FALSE;
1225 }
1226
1227 return TRUE;
1228 }
1229
1230 static char *solve_game(game_state *state, game_state *currstate,
1231 char *aux, char **error)
1232 {
1233 int w = state->p.w, h = state->p.h;
1234 signed char *soln;
1235 int bs, ret;
1236 int free_soln = FALSE;
1237 char *move, buf[80];
1238 int movelen, movesize;
1239 int x, y;
1240
1241 if (aux) {
1242 /*
1243 * If we already have the solution, save ourselves some
1244 * time.
1245 */
1246 soln = (signed char *)aux;
1247 bs = (signed char)'\\';
1248 free_soln = FALSE;
1249 } else {
1250 struct solver_scratch *sc = new_scratch(w, h);
1251 soln = snewn(w*h, signed char);
1252 bs = -1;
1253 ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD);
1254 free_scratch(sc);
1255 if (ret != 1) {
1256 sfree(soln);
1257 if (ret == 0)
1258 *error = "This puzzle is not self-consistent";
1259 else
1260 *error = "Unable to find a unique solution for this puzzle";
1261 return NULL;
1262 }
1263 free_soln = TRUE;
1264 }
1265
1266 /*
1267 * Construct a move string which turns the current state into
1268 * the solved state.
1269 */
1270 movesize = 256;
1271 move = snewn(movesize, char);
1272 movelen = 0;
1273 move[movelen++] = 'S';
1274 move[movelen] = '\0';
1275 for (y = 0; y < h; y++)
1276 for (x = 0; x < w; x++) {
1277 int v = (soln[y*w+x] == bs ? -1 : +1);
1278 if (state->soln[y*w+x] != v) {
1279 int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y);
1280 if (movelen + len >= movesize) {
1281 movesize = movelen + len + 256;
1282 move = sresize(move, movesize, char);
1283 }
1284 strcpy(move + movelen, buf);
1285 movelen += len;
1286 }
1287 }
1288
1289 if (free_soln)
1290 sfree(soln);
1291
1292 return move;
1293 }
1294
1295 static char *game_text_format(game_state *state)
1296 {
1297 int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
1298 int x, y, len;
1299 char *ret, *p;
1300
1301 /*
1302 * There are h+H rows of w+W columns.
1303 */
1304 len = (h+H) * (w+W+1) + 1;
1305 ret = snewn(len, char);
1306 p = ret;
1307
1308 for (y = 0; y < H; y++) {
1309 for (x = 0; x < W; x++) {
1310 if (state->clues->clues[y*W+x] >= 0)
1311 *p++ = state->clues->clues[y*W+x] + '0';
1312 else
1313 *p++ = '+';
1314 if (x < w)
1315 *p++ = '-';
1316 }
1317 *p++ = '\n';
1318 if (y < h) {
1319 for (x = 0; x < W; x++) {
1320 *p++ = '|';
1321 if (x < w) {
1322 if (state->soln[y*w+x] != 0)
1323 *p++ = (state->soln[y*w+x] < 0 ? '\\' : '/');
1324 else
1325 *p++ = ' ';
1326 }
1327 }
1328 *p++ = '\n';
1329 }
1330 }
1331 *p++ = '\0';
1332
1333 assert(p - ret == len);
1334 return ret;
1335 }
1336
1337 static game_ui *new_ui(game_state *state)
1338 {
1339 return NULL;
1340 }
1341
1342 static void free_ui(game_ui *ui)
1343 {
1344 }
1345
1346 static char *encode_ui(game_ui *ui)
1347 {
1348 return NULL;
1349 }
1350
1351 static void decode_ui(game_ui *ui, char *encoding)
1352 {
1353 }
1354
1355 static void game_changed_state(game_ui *ui, game_state *oldstate,
1356 game_state *newstate)
1357 {
1358 }
1359
1360 #define PREFERRED_TILESIZE 32
1361 #define TILESIZE (ds->tilesize)
1362 #define BORDER TILESIZE
1363 #define CLUE_RADIUS (TILESIZE / 3)
1364 #define CLUE_TEXTSIZE (TILESIZE / 2)
1365 #define COORD(x) ( (x) * TILESIZE + BORDER )
1366 #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
1367
1368 #define FLASH_TIME 0.30F
1369
1370 /*
1371 * Bit fields in the `grid' and `todraw' elements of the drawstate.
1372 */
1373 #define BACKSLASH 0x0001
1374 #define FORWSLASH 0x0002
1375 #define L_T 0x0004
1376 #define L_B 0x0008
1377 #define T_L 0x0010
1378 #define T_R 0x0020
1379 #define R_T 0x0040
1380 #define R_B 0x0080
1381 #define B_L 0x0100
1382 #define B_R 0x0200
1383 #define C_TL 0x0400
1384 #define C_TR 0x0800
1385 #define C_BL 0x1000
1386 #define C_BR 0x2000
1387 #define FLASH 0x4000
1388
1389 struct game_drawstate {
1390 int tilesize;
1391 int started;
1392 int *grid;
1393 int *todraw;
1394 };
1395
1396 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1397 int x, int y, int button)
1398 {
1399 int w = state->p.w, h = state->p.h;
1400
1401 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1402 int v;
1403 char buf[80];
1404
1405 x = FROMCOORD(x);
1406 y = FROMCOORD(y);
1407 if (x < 0 || y < 0 || x >= w || y >= h)
1408 return NULL;
1409
1410 if (button == LEFT_BUTTON) {
1411 /*
1412 * Left-clicking cycles blank -> \ -> / -> blank.
1413 */
1414 v = state->soln[y*w+x] - 1;
1415 if (v == -2)
1416 v = +1;
1417 } else {
1418 /*
1419 * Right-clicking cycles blank -> / -> \ -> blank.
1420 */
1421 v = state->soln[y*w+x] + 1;
1422 if (v == +2)
1423 v = -1;
1424 }
1425
1426 sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y);
1427 return dupstr(buf);
1428 }
1429
1430 return NULL;
1431 }
1432
1433 static game_state *execute_move(game_state *state, char *move)
1434 {
1435 int w = state->p.w, h = state->p.h;
1436 char c;
1437 int x, y, n;
1438 game_state *ret = dup_game(state);
1439
1440 while (*move) {
1441 c = *move;
1442 if (c == 'S') {
1443 ret->used_solve = TRUE;
1444 move++;
1445 } else if (c == '\\' || c == '/' || c == 'C') {
1446 move++;
1447 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
1448 x < 0 || y < 0 || x >= w || y >= h) {
1449 free_game(ret);
1450 return NULL;
1451 }
1452 ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0);
1453 move += n;
1454 } else {
1455 free_game(ret);
1456 return NULL;
1457 }
1458 if (*move == ';')
1459 move++;
1460 else if (*move) {
1461 free_game(ret);
1462 return NULL;
1463 }
1464 }
1465
1466 if (!ret->completed)
1467 ret->completed = check_completion(ret);
1468
1469 return ret;
1470 }
1471
1472 /* ----------------------------------------------------------------------
1473 * Drawing routines.
1474 */
1475
1476 static void game_compute_size(game_params *params, int tilesize,
1477 int *x, int *y)
1478 {
1479 /* fool the macros */
1480 struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
1481
1482 *x = 2 * BORDER + params->w * TILESIZE + 1;
1483 *y = 2 * BORDER + params->h * TILESIZE + 1;
1484 }
1485
1486 static void game_set_size(game_drawstate *ds, game_params *params,
1487 int tilesize)
1488 {
1489 ds->tilesize = tilesize;
1490 }
1491
1492 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1493 {
1494 float *ret = snewn(3 * NCOLOURS, float);
1495
1496 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1497
1498 ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
1499 ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
1500 ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F;
1501
1502 ret[COL_INK * 3 + 0] = 0.0F;
1503 ret[COL_INK * 3 + 1] = 0.0F;
1504 ret[COL_INK * 3 + 2] = 0.0F;
1505
1506 ret[COL_SLANT1 * 3 + 0] = 0.0F;
1507 ret[COL_SLANT1 * 3 + 1] = 0.0F;
1508 ret[COL_SLANT1 * 3 + 2] = 0.0F;
1509
1510 ret[COL_SLANT2 * 3 + 0] = 0.0F;
1511 ret[COL_SLANT2 * 3 + 1] = 0.0F;
1512 ret[COL_SLANT2 * 3 + 2] = 0.0F;
1513
1514 *ncolours = NCOLOURS;
1515 return ret;
1516 }
1517
1518 static game_drawstate *game_new_drawstate(game_state *state)
1519 {
1520 int w = state->p.w, h = state->p.h;
1521 int i;
1522 struct game_drawstate *ds = snew(struct game_drawstate);
1523
1524 ds->tilesize = 0;
1525 ds->started = FALSE;
1526 ds->grid = snewn(w*h, int);
1527 ds->todraw = snewn(w*h, int);
1528 for (i = 0; i < w*h; i++)
1529 ds->grid[i] = ds->todraw[i] = -1;
1530
1531 return ds;
1532 }
1533
1534 static void game_free_drawstate(game_drawstate *ds)
1535 {
1536 sfree(ds->todraw);
1537 sfree(ds->grid);
1538 sfree(ds);
1539 }
1540
1541 static void draw_clue(frontend *fe, game_drawstate *ds,
1542 int x, int y, int v)
1543 {
1544 char p[2];
1545 int col = ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
1546
1547 if (v < 0)
1548 return;
1549
1550 p[0] = v + '0';
1551 p[1] = '\0';
1552 draw_circle(fe, COORD(x), COORD(y), CLUE_RADIUS, COL_BACKGROUND, col);
1553 draw_text(fe, COORD(x), COORD(y), FONT_VARIABLE,
1554 CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE,
1555 COL_INK, p);
1556 }
1557
1558 static void draw_tile(frontend *fe, game_drawstate *ds, game_clues *clues,
1559 int x, int y, int v)
1560 {
1561 int w = clues->w /*, h = clues->h*/, W = w+1 /*, H = h+1 */;
1562 int xx, yy;
1563 int chesscolour = (x ^ y) & 1;
1564 int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
1565 int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;
1566
1567 clip(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
1568
1569 draw_rect(fe, COORD(x), COORD(y), TILESIZE, TILESIZE,
1570 (v & FLASH) ? COL_GRID : COL_BACKGROUND);
1571
1572 /*
1573 * Draw the grid lines.
1574 */
1575 draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y), COL_GRID);
1576 draw_line(fe, COORD(x), COORD(y+1), COORD(x+1), COORD(y+1), COL_GRID);
1577 draw_line(fe, COORD(x), COORD(y), COORD(x), COORD(y+1), COL_GRID);
1578 draw_line(fe, COORD(x+1), COORD(y), COORD(x+1), COORD(y+1), COL_GRID);
1579
1580 /*
1581 * Draw the slash.
1582 */
1583 if (v & BACKSLASH) {
1584 draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y+1), bscol);
1585 draw_line(fe, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
1586 bscol);
1587 draw_line(fe, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
1588 bscol);
1589 } else if (v & FORWSLASH) {
1590 draw_line(fe, COORD(x+1), COORD(y), COORD(x), COORD(y+1), fscol);
1591 draw_line(fe, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
1592 fscol);
1593 draw_line(fe, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
1594 fscol);
1595 }
1596
1597 /*
1598 * Draw dots on the grid corners that appear if a slash is in a
1599 * neighbouring cell.
1600 */
1601 if (v & L_T)
1602 draw_rect(fe, COORD(x), COORD(y)+1, 1, 1, bscol);
1603 if (v & L_B)
1604 draw_rect(fe, COORD(x), COORD(y+1)-1, 1, 1, fscol);
1605 if (v & R_T)
1606 draw_rect(fe, COORD(x+1), COORD(y)+1, 1, 1, fscol);
1607 if (v & R_B)
1608 draw_rect(fe, COORD(x+1), COORD(y+1)-1, 1, 1, bscol);
1609 if (v & T_L)
1610 draw_rect(fe, COORD(x)+1, COORD(y), 1, 1, bscol);
1611 if (v & T_R)
1612 draw_rect(fe, COORD(x+1)-1, COORD(y), 1, 1, fscol);
1613 if (v & B_L)
1614 draw_rect(fe, COORD(x)+1, COORD(y+1), 1, 1, fscol);
1615 if (v & B_R)
1616 draw_rect(fe, COORD(x+1)-1, COORD(y+1), 1, 1, bscol);
1617 if (v & C_TL)
1618 draw_rect(fe, COORD(x), COORD(y), 1, 1, bscol);
1619 if (v & C_TR)
1620 draw_rect(fe, COORD(x+1), COORD(y), 1, 1, fscol);
1621 if (v & C_BL)
1622 draw_rect(fe, COORD(x), COORD(y+1), 1, 1, fscol);
1623 if (v & C_BR)
1624 draw_rect(fe, COORD(x+1), COORD(y+1), 1, 1, bscol);
1625
1626 /*
1627 * And finally the clues at the corners.
1628 */
1629 for (xx = x; xx <= x+1; xx++)
1630 for (yy = y; yy <= y+1; yy++)
1631 draw_clue(fe, ds, xx, yy, clues->clues[yy*W+xx]);
1632
1633 unclip(fe);
1634 draw_update(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
1635 }
1636
1637 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1638 game_state *state, int dir, game_ui *ui,
1639 float animtime, float flashtime)
1640 {
1641 int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
1642 int x, y;
1643 int flashing;
1644
1645 if (flashtime > 0)
1646 flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
1647 else
1648 flashing = FALSE;
1649
1650 if (!ds->started) {
1651 int ww, wh;
1652 game_compute_size(&state->p, TILESIZE, &ww, &wh);
1653 draw_rect(fe, 0, 0, ww, wh, COL_BACKGROUND);
1654 draw_update(fe, 0, 0, ww, wh);
1655
1656 /*
1657 * Draw any clues on the very edges (since normal tile
1658 * redraw won't draw the bits outside the grid boundary).
1659 */
1660 for (y = 0; y < H; y++) {
1661 draw_clue(fe, ds, 0, y, state->clues->clues[y*W+0]);
1662 draw_clue(fe, ds, w, y, state->clues->clues[y*W+w]);
1663 }
1664 for (x = 0; x < W; x++) {
1665 draw_clue(fe, ds, x, 0, state->clues->clues[0*W+x]);
1666 draw_clue(fe, ds, x, h, state->clues->clues[h*W+x]);
1667 }
1668
1669 ds->started = TRUE;
1670 }
1671
1672 /*
1673 * Loop over the grid and work out where all the slashes are.
1674 * We need to do this because a slash in one square affects the
1675 * drawing of the next one along.
1676 */
1677 for (y = 0; y < h; y++)
1678 for (x = 0; x < w; x++)
1679 ds->todraw[y*w+x] = flashing ? FLASH : 0;
1680
1681 for (y = 0; y < h; y++) {
1682 for (x = 0; x < w; x++) {
1683 if (state->soln[y*w+x] < 0) {
1684 ds->todraw[y*w+x] |= BACKSLASH;
1685 if (x > 0)
1686 ds->todraw[y*w+(x-1)] |= R_T | C_TR;
1687 if (x+1 < w)
1688 ds->todraw[y*w+(x+1)] |= L_B | C_BL;
1689 if (y > 0)
1690 ds->todraw[(y-1)*w+x] |= B_L | C_BL;
1691 if (y+1 < h)
1692 ds->todraw[(y+1)*w+x] |= T_R | C_TR;
1693 if (x > 0 && y > 0)
1694 ds->todraw[(y-1)*w+(x-1)] |= C_BR;
1695 if (x+1 < w && y+1 < h)
1696 ds->todraw[(y+1)*w+(x+1)] |= C_TL;
1697 } else if (state->soln[y*w+x] > 0) {
1698 ds->todraw[y*w+x] |= FORWSLASH;
1699 if (x > 0)
1700 ds->todraw[y*w+(x-1)] |= R_B | C_BR;
1701 if (x+1 < w)
1702 ds->todraw[y*w+(x+1)] |= L_T | C_TL;
1703 if (y > 0)
1704 ds->todraw[(y-1)*w+x] |= B_R | C_BR;
1705 if (y+1 < h)
1706 ds->todraw[(y+1)*w+x] |= T_L | C_TL;
1707 if (x > 0 && y+1 < h)
1708 ds->todraw[(y+1)*w+(x-1)] |= C_TR;
1709 if (x+1 < w && y > 0)
1710 ds->todraw[(y-1)*w+(x+1)] |= C_BL;
1711 }
1712 }
1713 }
1714
1715 /*
1716 * Now go through and draw the grid squares.
1717 */
1718 for (y = 0; y < h; y++) {
1719 for (x = 0; x < w; x++) {
1720 if (ds->todraw[y*w+x] != ds->grid[y*w+x]) {
1721 draw_tile(fe, ds, state->clues, x, y, ds->todraw[y*w+x]);
1722 ds->grid[y*w+x] = ds->todraw[y*w+x];
1723 }
1724 }
1725 }
1726 }
1727
1728 static float game_anim_length(game_state *oldstate, game_state *newstate,
1729 int dir, game_ui *ui)
1730 {
1731 return 0.0F;
1732 }
1733
1734 static float game_flash_length(game_state *oldstate, game_state *newstate,
1735 int dir, game_ui *ui)
1736 {
1737 if (!oldstate->completed && newstate->completed &&
1738 !oldstate->used_solve && !newstate->used_solve)
1739 return FLASH_TIME;
1740
1741 return 0.0F;
1742 }
1743
1744 static int game_wants_statusbar(void)
1745 {
1746 return FALSE;
1747 }
1748
1749 static int game_timing_state(game_state *state, game_ui *ui)
1750 {
1751 return TRUE;
1752 }
1753
1754 #ifdef COMBINED
1755 #define thegame slant
1756 #endif
1757
1758 const struct game thegame = {
1759 "Slant", "games.slant",
1760 default_params,
1761 game_fetch_preset,
1762 decode_params,
1763 encode_params,
1764 free_params,
1765 dup_params,
1766 TRUE, game_configure, custom_params,
1767 validate_params,
1768 new_game_desc,
1769 validate_desc,
1770 new_game,
1771 dup_game,
1772 free_game,
1773 TRUE, solve_game,
1774 TRUE, game_text_format,
1775 new_ui,
1776 free_ui,
1777 encode_ui,
1778 decode_ui,
1779 game_changed_state,
1780 interpret_move,
1781 execute_move,
1782 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1783 game_colours,
1784 game_new_drawstate,
1785 game_free_drawstate,
1786 game_redraw,
1787 game_anim_length,
1788 game_flash_length,
1789 game_wants_statusbar,
1790 FALSE, game_timing_state,
1791 0, /* mouse_priorities */
1792 };
1793
1794 #ifdef STANDALONE_SOLVER
1795
1796 #include <stdarg.h>
1797
1798 /*
1799 * gcc -DSTANDALONE_SOLVER -o slantsolver slant.c malloc.c
1800 */
1801
1802 void frontend_default_colour(frontend *fe, float *output) {}
1803 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1804 int align, int colour, char *text) {}
1805 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
1806 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
1807 void draw_polygon(frontend *fe, int *coords, int npoints,
1808 int fillcolour, int outlinecolour) {}
1809 void draw_circle(frontend *fe, int cx, int cy, int radius,
1810 int fillcolour, int outlinecolour) {}
1811 void clip(frontend *fe, int x, int y, int w, int h) {}
1812 void unclip(frontend *fe) {}
1813 void start_draw(frontend *fe) {}
1814 void draw_update(frontend *fe, int x, int y, int w, int h) {}
1815 void end_draw(frontend *fe) {}
1816 unsigned long random_bits(random_state *state, int bits)
1817 { assert(!"Shouldn't get randomness"); return 0; }
1818 unsigned long random_upto(random_state *state, unsigned long limit)
1819 { assert(!"Shouldn't get randomness"); return 0; }
1820 void shuffle(void *array, int nelts, int eltsize, random_state *rs)
1821 { assert(!"Shouldn't get randomness"); }
1822
1823 void fatal(char *fmt, ...)
1824 {
1825 va_list ap;
1826
1827 fprintf(stderr, "fatal error: ");
1828
1829 va_start(ap, fmt);
1830 vfprintf(stderr, fmt, ap);
1831 va_end(ap);
1832
1833 fprintf(stderr, "\n");
1834 exit(1);
1835 }
1836
1837 int main(int argc, char **argv)
1838 {
1839 game_params *p;
1840 game_state *s;
1841 char *id = NULL, *desc, *err;
1842 int grade = FALSE;
1843 int ret;
1844 struct solver_scratch *sc;
1845
1846 while (--argc > 0) {
1847 char *p = *++argv;
1848 if (!strcmp(p, "-v")) {
1849 verbose = TRUE;
1850 } else if (!strcmp(p, "-g")) {
1851 grade = TRUE;
1852 } else if (*p == '-') {
1853 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1854 return 1;
1855 } else {
1856 id = p;
1857 }
1858 }
1859
1860 if (!id) {
1861 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
1862 return 1;
1863 }
1864
1865 desc = strchr(id, ':');
1866 if (!desc) {
1867 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1868 return 1;
1869 }
1870 *desc++ = '\0';
1871
1872 p = default_params();
1873 decode_params(p, id);
1874 err = validate_desc(p, desc);
1875 if (err) {
1876 fprintf(stderr, "%s: %s\n", argv[0], err);
1877 return 1;
1878 }
1879 s = new_game(NULL, p, desc);
1880
1881 sc = new_scratch(p->w, p->h);
1882
1883 if (grade) {
1884 ret = slant_solve(p->w, p->h, s->clues->clues,
1885 s->soln, sc, DIFF_EASY);
1886 if (ret == 0)
1887 printf("Difficulty rating: impossible (no solution exists)\n");
1888 else if (ret == 1)
1889 printf("Difficulty rating: Easy\n");
1890 else {
1891 ret = slant_solve(p->w, p->h, s->clues->clues,
1892 s->soln, sc, DIFF_HARD);
1893 if (ret == 0)
1894 printf("Difficulty rating: impossible (no solution exists)\n");
1895 else if (ret == 1)
1896 printf("Difficulty rating: Hard\n");
1897 else
1898 printf("Difficulty rating: harder than Hard, or ambiguous\n");
1899 }
1900 } else {
1901 ret = slant_solve(p->w, p->h, s->clues->clues,
1902 s->soln, sc, DIFF_HARD);
1903 if (ret == 0)
1904 printf("Puzzle is inconsistent\n");
1905 else if (ret > 1)
1906 printf("Unable to find a unique solution\n");
1907 else
1908 printf("%s\n", game_text_format(s));
1909 }
1910
1911 return 0;
1912 }
1913
1914 #endif