Minor improvement to initial loop generation.
[sgt/puzzles] / loopy.c
1 /*
2 * loopy.c: An implementation of the Nikoli game 'Loop the loop'.
3 * (c) Mike Pinna, 2005
4 *
5 * vim: set shiftwidth=4 :set textwidth=80:
6 */
7
8 /*
9 * TODO:
10 *
11 * - setting very high recursion depth seems to cause memory
12 * munching: are we recursing before checking completion, by any
13 * chance?
14 *
15 * - there's an interesting deductive technique which makes use of
16 * topology rather than just graph theory. Each _square_ in the
17 * grid is either inside or outside the loop; you can tell that
18 * two squares are on the same side of the loop if they're
19 * separated by an x (or, more generally, by a path crossing no
20 * LINE_UNKNOWNs and an even number of LINE_YESes), and on the
21 * opposite side of the loop if they're separated by a line (or
22 * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and
23 * any square separated from the outside of the grid by a
24 * LINE_YES or a LINE_NO is on the inside or outside
25 * respectively. So if you can track this for all squares, you
26 * can occasionally spot that two squares are separated by a
27 * LINE_UNKNOWN but their relative insideness is known, and
28 * therefore deduce the state of the edge between them.
29 * + An efficient way to track this would be by augmenting the
30 * disjoint set forest data structure. Each element, along
31 * with a pointer to a parent member of its equivalence
32 * class, would also carry a one-bit field indicating whether
33 * it was equal or opposite to its parent. Then you could
34 * keep flipping a bit as you ascended the tree during
35 * dsf_canonify(), and hence you'd be able to return the
36 * relationship of the input value to its ultimate parent
37 * (and also you could then get all those bits right when you
38 * went back up the tree rewriting). So you'd be able to
39 * query whether any two elements were known-equal,
40 * known-opposite, or not-known, and you could add new
41 * equalities or oppositenesses to increase your knowledge.
42 * (Of course the algorithm would have to fail an assertion
43 * if you tried to tell it two things it already knew to be
44 * opposite were equal, or vice versa!)
45 */
46
47 #include <stdio.h>
48 #include <stdlib.h>
49 #include <string.h>
50 #include <assert.h>
51 #include <ctype.h>
52 #include <math.h>
53
54 #include "puzzles.h"
55 #include "tree234.h"
56
57 #define PREFERRED_TILE_SIZE 32
58 #define TILE_SIZE (ds->tilesize)
59 #define LINEWIDTH TILE_SIZE / 16
60 #define BORDER (TILE_SIZE / 2)
61
62 #define FLASH_TIME 0.4F
63
64 #define HL_COUNT(state) ((state)->w * ((state)->h + 1))
65 #define VL_COUNT(state) (((state)->w + 1) * (state)->h)
66 #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
67 #define SQUARE_COUNT(state) ((state)->w * (state)->h)
68
69 #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
70 #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
71
72 #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
73 #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
74
75 #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
76 (i) <= (state)->w && (j) <= (state)->h)
77
78 /*
79 * These macros return rvalues only, but can cope with being passed
80 * out-of-range coordinates.
81 */
82 #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
83 LINE_NO : LV_ABOVE_DOT(state, i, j))
84 #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
85 LINE_NO : LV_BELOW_DOT(state, i, j))
86
87 #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
88 LINE_NO : LV_LEFTOF_DOT(state, i, j))
89 #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\
90 LINE_NO : LV_RIGHTOF_DOT(state, i, j))
91
92 /*
93 * These macros expect to be passed valid coordinates, and return
94 * lvalues.
95 */
96 #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
97 #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
98
99 #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
100 #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
101
102 #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \
103 j < 0 || j >= (state)->h) ? \
104 ' ' : LV_CLUE_AT(state, i, j))
105
106 #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)])
107
108 #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \
109 dir == LINE_YES ? LINE_NO : LINE_YES)
110
111 static char *game_text_format(game_state *state);
112
113 enum {
114 COL_BACKGROUND,
115 COL_FOREGROUND,
116 COL_HIGHLIGHT,
117 NCOLOURS
118 };
119
120 enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO };
121
122 enum direction { UP, DOWN, LEFT, RIGHT };
123
124 struct game_params {
125 int w, h, rec;
126 };
127
128 struct game_state {
129 int w, h;
130
131 /* Put ' ' in a square that doesn't get a clue */
132 char *clues;
133
134 /* Arrays of line states, stored left-to-right, top-to-bottom */
135 char *hl, *vl;
136
137 int solved;
138 int cheated;
139
140 int recursion_depth;
141 };
142
143 static game_state *dup_game(game_state *state)
144 {
145 game_state *ret = snew(game_state);
146
147 ret->h = state->h;
148 ret->w = state->w;
149 ret->solved = state->solved;
150 ret->cheated = state->cheated;
151
152 ret->clues = snewn(SQUARE_COUNT(state), char);
153 memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
154
155 ret->hl = snewn(HL_COUNT(state), char);
156 memcpy(ret->hl, state->hl, HL_COUNT(state));
157
158 ret->vl = snewn(VL_COUNT(state), char);
159 memcpy(ret->vl, state->vl, VL_COUNT(state));
160
161 ret->recursion_depth = state->recursion_depth;
162
163 return ret;
164 }
165
166 static void free_game(game_state *state)
167 {
168 if (state) {
169 sfree(state->clues);
170 sfree(state->hl);
171 sfree(state->vl);
172 sfree(state);
173 }
174 }
175
176 enum solver_status {
177 SOLVER_SOLVED, /* This is the only solution the solver could find */
178 SOLVER_MISTAKE, /* This is definitely not a solution */
179 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
180 SOLVER_INCOMPLETE /* This may be a partial solution */
181 };
182
183 typedef struct solver_state {
184 game_state *state;
185 /* XXX dot_atleastone[i,j, dline] is equivalent to */
186 /* dot_atmostone[i,j,OPP_DLINE(dline)] */
187 char *dot_atleastone;
188 char *dot_atmostone;
189 /* char *dline_identical; */
190 int recursion_remaining;
191 enum solver_status solver_status;
192 int *dotdsf, *looplen;
193 } solver_state;
194
195 static solver_state *new_solver_state(game_state *state) {
196 solver_state *ret = snew(solver_state);
197 int i;
198
199 ret->state = dup_game(state);
200
201 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
202 memset(ret->dot_atmostone, 0, DOT_COUNT(state));
203 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
204 memset(ret->dot_atleastone, 0, DOT_COUNT(state));
205
206 #if 0
207 dline_identical = snewn(DOT_COUNT(state), char);
208 memset(dline_identical, 0, DOT_COUNT(state));
209 #endif
210
211 ret->recursion_remaining = state->recursion_depth;
212 ret->solver_status = SOLVER_INCOMPLETE; /* XXX This may be a lie */
213
214 ret->dotdsf = snewn(DOT_COUNT(state), int);
215 ret->looplen = snewn(DOT_COUNT(state), int);
216 for (i = 0; i < DOT_COUNT(state); i++) {
217 ret->dotdsf[i] = i;
218 ret->looplen[i] = 1;
219 }
220
221 return ret;
222 }
223
224 static void free_solver_state(solver_state *sstate) {
225 if (sstate) {
226 free_game(sstate->state);
227 sfree(sstate->dot_atleastone);
228 sfree(sstate->dot_atmostone);
229 /* sfree(sstate->dline_identical); */
230 sfree(sstate->dotdsf);
231 sfree(sstate->looplen);
232 sfree(sstate);
233 }
234 }
235
236 static solver_state *dup_solver_state(solver_state *sstate) {
237 game_state *state;
238
239 solver_state *ret = snew(solver_state);
240
241 ret->state = state = dup_game(sstate->state);
242
243 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
244 memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state));
245
246 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
247 memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state));
248
249 #if 0
250 ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char);
251 memcpy(ret->dline_identical, state->dot_atmostone,
252 (state->w + 1) * (state->h + 1));
253 #endif
254
255 ret->recursion_remaining = sstate->recursion_remaining;
256 ret->solver_status = sstate->solver_status;
257
258 ret->dotdsf = snewn(DOT_COUNT(state), int);
259 ret->looplen = snewn(DOT_COUNT(state), int);
260 memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int));
261 memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int));
262
263 return ret;
264 }
265
266 /*
267 * Merge two dots due to the existence of an edge between them.
268 * Updates the dsf tracking equivalence classes, and keeps track of
269 * the length of path each dot is currently a part of.
270 */
271 static void merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
272 {
273 int i, j, len;
274
275 i = y1 * (sstate->state->w + 1) + x1;
276 j = y2 * (sstate->state->w + 1) + x2;
277
278 i = dsf_canonify(sstate->dotdsf, i);
279 j = dsf_canonify(sstate->dotdsf, j);
280
281 if (i != j) {
282 len = sstate->looplen[i] + sstate->looplen[j];
283 dsf_merge(sstate->dotdsf, i, j);
284 i = dsf_canonify(sstate->dotdsf, i);
285 sstate->looplen[i] = len;
286 }
287 }
288
289 /* Count the number of lines of a particular type currently going into the
290 * given dot. Lines going off the edge of the board are assumed fixed no. */
291 static int dot_order(const game_state* state, int i, int j, char line_type)
292 {
293 int n = 0;
294
295 if (i > 0) {
296 if (LEFTOF_DOT(state, i, j) == line_type)
297 ++n;
298 } else {
299 if (line_type == LINE_NO)
300 ++n;
301 }
302 if (i < state->w) {
303 if (RIGHTOF_DOT(state, i, j) == line_type)
304 ++n;
305 } else {
306 if (line_type == LINE_NO)
307 ++n;
308 }
309 if (j > 0) {
310 if (ABOVE_DOT(state, i, j) == line_type)
311 ++n;
312 } else {
313 if (line_type == LINE_NO)
314 ++n;
315 }
316 if (j < state->h) {
317 if (BELOW_DOT(state, i, j) == line_type)
318 ++n;
319 } else {
320 if (line_type == LINE_NO)
321 ++n;
322 }
323
324 return n;
325 }
326 /* Count the number of lines of a particular type currently surrounding the
327 * given square */
328 static int square_order(const game_state* state, int i, int j, char line_type)
329 {
330 int n = 0;
331
332 if (ABOVE_SQUARE(state, i, j) == line_type)
333 ++n;
334 if (BELOW_SQUARE(state, i, j) == line_type)
335 ++n;
336 if (LEFTOF_SQUARE(state, i, j) == line_type)
337 ++n;
338 if (RIGHTOF_SQUARE(state, i, j) == line_type)
339 ++n;
340
341 return n;
342 }
343
344 /* Set all lines bordering a dot of type old_type to type new_type */
345 static void dot_setall(game_state *state, int i, int j,
346 char old_type, char new_type)
347 {
348 /* printf("dot_setall([%d,%d], %d, %d)\n", i, j, old_type, new_type); */
349 if (i > 0 && LEFTOF_DOT(state, i, j) == old_type)
350 LV_LEFTOF_DOT(state, i, j) = new_type;
351 if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type)
352 LV_RIGHTOF_DOT(state, i, j) = new_type;
353 if (j > 0 && ABOVE_DOT(state, i, j) == old_type)
354 LV_ABOVE_DOT(state, i, j) = new_type;
355 if (j < state->h && BELOW_DOT(state, i, j) == old_type)
356 LV_BELOW_DOT(state, i, j) = new_type;
357 }
358 /* Set all lines bordering a square of type old_type to type new_type */
359 static void square_setall(game_state *state, int i, int j,
360 char old_type, char new_type)
361 {
362 if (ABOVE_SQUARE(state, i, j) == old_type)
363 ABOVE_SQUARE(state, i, j) = new_type;
364 if (BELOW_SQUARE(state, i, j) == old_type)
365 BELOW_SQUARE(state, i, j) = new_type;
366 if (LEFTOF_SQUARE(state, i, j) == old_type)
367 LEFTOF_SQUARE(state, i, j) = new_type;
368 if (RIGHTOF_SQUARE(state, i, j) == old_type)
369 RIGHTOF_SQUARE(state, i, j) = new_type;
370 }
371
372 static game_params *default_params(void)
373 {
374 game_params *ret = snew(game_params);
375
376 #ifdef SLOW_SYSTEM
377 ret->h = 4;
378 ret->w = 4;
379 #else
380 ret->h = 10;
381 ret->w = 10;
382 #endif
383 ret->rec = 0;
384
385 return ret;
386 }
387
388 static game_params *dup_params(game_params *params)
389 {
390 game_params *ret = snew(game_params);
391 *ret = *params; /* structure copy */
392 return ret;
393 }
394
395 static const struct {
396 char *desc;
397 game_params params;
398 } loopy_presets[] = {
399 { "4x4 Easy", { 4, 4, 0 } },
400 { "4x4 Hard", { 4, 4, 2 } },
401 { "7x7 Easy", { 7, 7, 0 } },
402 { "7x7 Hard", { 7, 7, 2 } },
403 { "10x10 Easy", { 10, 10, 0 } },
404 #ifndef SLOW_SYSTEM
405 { "10x10 Hard", { 10, 10, 2 } },
406 { "15x15 Easy", { 15, 15, 0 } },
407 { "30x20 Easy", { 30, 20, 0 } }
408 #endif
409 };
410
411 static int game_fetch_preset(int i, char **name, game_params **params)
412 {
413 game_params tmppar;
414
415 if (i < 0 || i >= lenof(loopy_presets))
416 return FALSE;
417
418 tmppar = loopy_presets[i].params;
419 *params = dup_params(&tmppar);
420 *name = dupstr(loopy_presets[i].desc);
421
422 return TRUE;
423 }
424
425 static void free_params(game_params *params)
426 {
427 sfree(params);
428 }
429
430 static void decode_params(game_params *params, char const *string)
431 {
432 params->h = params->w = atoi(string);
433 params->rec = 0;
434 while (*string && isdigit((unsigned char)*string)) string++;
435 if (*string == 'x') {
436 string++;
437 params->h = atoi(string);
438 while (*string && isdigit((unsigned char)*string)) string++;
439 }
440 if (*string == 'r') {
441 string++;
442 params->rec = atoi(string);
443 while (*string && isdigit((unsigned char)*string)) string++;
444 }
445 }
446
447 static char *encode_params(game_params *params, int full)
448 {
449 char str[80];
450 sprintf(str, "%dx%d", params->w, params->h);
451 if (full)
452 sprintf(str + strlen(str), "r%d", params->rec);
453 return dupstr(str);
454 }
455
456 static config_item *game_configure(game_params *params)
457 {
458 config_item *ret;
459 char buf[80];
460
461 ret = snewn(4, config_item);
462
463 ret[0].name = "Width";
464 ret[0].type = C_STRING;
465 sprintf(buf, "%d", params->w);
466 ret[0].sval = dupstr(buf);
467 ret[0].ival = 0;
468
469 ret[1].name = "Height";
470 ret[1].type = C_STRING;
471 sprintf(buf, "%d", params->h);
472 ret[1].sval = dupstr(buf);
473 ret[1].ival = 0;
474
475 ret[2].name = "Recursion depth";
476 ret[2].type = C_STRING;
477 sprintf(buf, "%d", params->rec);
478 ret[2].sval = dupstr(buf);
479 ret[2].ival = 0;
480
481 ret[3].name = NULL;
482 ret[3].type = C_END;
483 ret[3].sval = NULL;
484 ret[3].ival = 0;
485
486 return ret;
487 }
488
489 static game_params *custom_params(config_item *cfg)
490 {
491 game_params *ret = snew(game_params);
492
493 ret->w = atoi(cfg[0].sval);
494 ret->h = atoi(cfg[1].sval);
495 ret->rec = atoi(cfg[2].sval);
496
497 return ret;
498 }
499
500 static char *validate_params(game_params *params, int full)
501 {
502 if (params->w < 4 || params->h < 4)
503 return "Width and height must both be at least 4";
504 if (params->rec < 0)
505 return "Recursion depth can't be negative";
506 return NULL;
507 }
508
509 /* We're going to store a list of current candidate squares for lighting.
510 * Each square gets a 'score', which tells us how adding that square right
511 * now would affect the length of the solution loop. We're trying to
512 * maximise that quantity so will bias our random selection of squares to
513 * light towards those with high scores */
514 struct square {
515 int score;
516 unsigned long random;
517 int x, y;
518 };
519
520 static int get_square_cmpfn(void *v1, void *v2)
521 {
522 struct square *s1 = (struct square *)v1;
523 struct square *s2 = (struct square *)v2;
524 int r;
525
526 r = s1->x - s2->x;
527 if (r)
528 return r;
529
530 r = s1->y - s2->y;
531 if (r)
532 return r;
533
534 return 0;
535 }
536
537 static int square_sort_cmpfn(void *v1, void *v2)
538 {
539 struct square *s1 = (struct square *)v1;
540 struct square *s2 = (struct square *)v2;
541 int r;
542
543 r = s2->score - s1->score;
544 if (r) {
545 return r;
546 }
547
548 if (s1->random < s2->random)
549 return -1;
550 else if (s1->random > s2->random)
551 return 1;
552
553 /*
554 * It's _just_ possible that two squares might have been given
555 * the same random value. In that situation, fall back to
556 * comparing based on the coordinates. This introduces a tiny
557 * directional bias, but not a significant one.
558 */
559 return get_square_cmpfn(v1, v2);
560 }
561
562 static void print_tree(tree234 *tree)
563 {
564 #if 0
565 int i = 0;
566 struct square *s;
567 printf("Print tree:\n");
568 while (i < count234(tree)) {
569 s = (struct square *)index234(tree, i);
570 assert(s);
571 printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random);
572 ++i;
573 }
574 #endif
575 }
576
577 enum { SQUARE_LIT, SQUARE_UNLIT };
578
579 #define SQUARE_STATE(i, j) \
580 (((i) < 0 || (i) >= params->w || \
581 (j) < 0 || (j) >= params->h) ? \
582 SQUARE_UNLIT : LV_SQUARE_STATE(i,j))
583
584 #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)]
585
586 static void print_board(const game_params *params, const char *board)
587 {
588 #if 0
589 int i,j;
590
591 printf(" ");
592 for (i = 0; i < params->w; i++) {
593 printf("%d", i%10);
594 }
595 printf("\n");
596 for (j = 0; j < params->h; j++) {
597 printf("%d", j%10);
598 for (i = 0; i < params->w; i++) {
599 printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O');
600 }
601 printf("\n");
602 }
603 #endif
604 }
605
606 static char *new_fullyclued_board(game_params *params, random_state *rs)
607 {
608 char *clues;
609 char *board;
610 int i, j, a, b, c;
611 game_state s;
612 game_state *state = &s;
613 int board_area = SQUARE_COUNT(params);
614 int t;
615
616 struct square *square, *tmpsquare, *sq;
617 struct square square_pos;
618
619 /* These will contain exactly the same information, sorted into different
620 * orders */
621 tree234 *lightable_squares_sorted, *lightable_squares_gettable;
622
623 #define SQUARE_REACHABLE(i,j) \
624 (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
625 SQUARE_STATE(i+1, j) == SQUARE_LIT || \
626 SQUARE_STATE(i, j-1) == SQUARE_LIT || \
627 SQUARE_STATE(i, j+1) == SQUARE_LIT), \
628 /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \
629 t)
630
631
632 /* One situation in which we may not light a square is if that'll leave one
633 * square above/below and one left/right of us unlit, separated by a lit
634 * square diagnonal from us */
635 #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
636 (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
637 SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
638 SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
639 /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n",
640 i, j, h, v) : 0,*/ \
641 t)
642
643 /* We also may not light a square if it will form a loop of lit squares
644 * around some unlit squares, as then the game soln won't have a single
645 * loop */
646 #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
647 (SQUARE_STATE((i)+1, (j)) == lit1 && \
648 SQUARE_STATE((i)-1, (j)) == lit1 && \
649 SQUARE_STATE((i), (j)+1) == lit2 && \
650 SQUARE_STATE((i), (j)-1) == lit2)
651
652 #define CAN_LIGHT_SQUARE(i, j) \
653 (SQUARE_REACHABLE(i, j) && \
654 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
655 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
656 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
657 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
658 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
659 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
660
661 #define IS_LIGHTING_CANDIDATE(i, j) \
662 (SQUARE_STATE(i, j) == SQUARE_UNLIT && \
663 CAN_LIGHT_SQUARE(i,j))
664
665 /* The 'score' of a square reflects its current desirability for selection
666 * as the next square to light. We want to encourage moving into uncharted
667 * areas so we give scores according to how many of the square's neighbours
668 * are currently unlit. */
669
670 /* UNLIT SCORE
671 * 3 2
672 * 2 0
673 * 1 -2
674 */
675 #define SQUARE_SCORE(i,j) \
676 (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
677 (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
678 (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
679 (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
680
681 /* When a square gets lit, this defines how far away from that square we
682 * need to go recomputing scores */
683 #define SCORE_DISTANCE 1
684
685 board = snewn(board_area, char);
686 clues = snewn(board_area, char);
687
688 state->h = params->h;
689 state->w = params->w;
690 state->clues = clues;
691
692 /* Make a board */
693 memset(board, SQUARE_UNLIT, board_area);
694
695 /* Seed the board with a single lit square near the middle */
696 i = params->w / 2;
697 j = params->h / 2;
698 if (params->w & 1 && random_bits(rs, 1))
699 ++i;
700 if (params->h & 1 && random_bits(rs, 1))
701 ++j;
702
703 LV_SQUARE_STATE(i, j) = SQUARE_LIT;
704
705 /* We need a way of favouring squares that will increase our loopiness.
706 * We do this by maintaining a list of all candidate squares sorted by
707 * their score and choose randomly from that with appropriate skew.
708 * In order to avoid consistently biasing towards particular squares, we
709 * need the sort order _within_ each group of scores to be completely
710 * random. But it would be abusing the hospitality of the tree234 data
711 * structure if our comparison function were nondeterministic :-). So with
712 * each square we associate a random number that does not change during a
713 * particular run of the generator, and use that as a secondary sort key.
714 * Yes, this means we will be biased towards particular random squares in
715 * any one run but that doesn't actually matter. */
716
717 lightable_squares_sorted = newtree234(square_sort_cmpfn);
718 lightable_squares_gettable = newtree234(get_square_cmpfn);
719 #define ADD_SQUARE(s) \
720 do { \
721 /* printf("ADD SQUARE: [%d,%d], %d, %d\n",
722 s->x, s->y, s->score, s->random);*/ \
723 sq = add234(lightable_squares_sorted, s); \
724 assert(sq == s); \
725 sq = add234(lightable_squares_gettable, s); \
726 assert(sq == s); \
727 } while (0)
728
729 #define REMOVE_SQUARE(s) \
730 do { \
731 /* printf("DELETE SQUARE: [%d,%d], %d, %d\n",
732 s->x, s->y, s->score, s->random);*/ \
733 sq = del234(lightable_squares_sorted, s); \
734 assert(sq); \
735 sq = del234(lightable_squares_gettable, s); \
736 assert(sq); \
737 } while (0)
738
739 #define HANDLE_DIR(a, b) \
740 square = snew(struct square); \
741 square->x = (i)+(a); \
742 square->y = (j)+(b); \
743 square->score = 2; \
744 square->random = random_bits(rs, 31); \
745 ADD_SQUARE(square);
746 HANDLE_DIR(-1, 0);
747 HANDLE_DIR( 1, 0);
748 HANDLE_DIR( 0,-1);
749 HANDLE_DIR( 0, 1);
750 #undef HANDLE_DIR
751
752 /* Light squares one at a time until the board is interesting enough */
753 while (TRUE)
754 {
755 /* We have count234(lightable_squares) possibilities, and in
756 * lightable_squares_sorted they are sorted with the most desirable
757 * first. */
758 c = count234(lightable_squares_sorted);
759 if (c == 0)
760 break;
761 assert(c == count234(lightable_squares_gettable));
762
763 /* Check that the best square available is any good */
764 square = (struct square *)index234(lightable_squares_sorted, 0);
765 assert(square);
766
767 /*
768 * We never want to _decrease_ the loop's perimeter. Making
769 * moves that leave the perimeter the same is occasionally
770 * useful: if it were _never_ done then the user would be
771 * able to deduce illicitly that any degree-zero vertex was
772 * on the outside of the loop. So we do it sometimes but
773 * not always.
774 */
775 if (square->score < 0 || (square->score == 0 &&
776 random_upto(rs, 2) == 0))
777 break;
778
779 print_tree(lightable_squares_sorted);
780 assert(square->score == SQUARE_SCORE(square->x, square->y));
781 assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
782 assert(square->x >= 0 && square->x < params->w);
783 assert(square->y >= 0 && square->y < params->h);
784 /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */
785
786 /* Update data structures */
787 LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
788 REMOVE_SQUARE(square);
789
790 print_board(params, board);
791
792 /* We might have changed the score of any squares up to 2 units away in
793 * any direction */
794 for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
795 for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
796 if (!a && !b)
797 continue;
798 square_pos.x = square->x + a;
799 square_pos.y = square->y + b;
800 /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */
801 if (square_pos.x < 0 || square_pos.x >= params->w ||
802 square_pos.y < 0 || square_pos.y >= params->h) {
803 /* printf(" Out of bounds\n"); */
804 continue;
805 }
806 tmpsquare = find234(lightable_squares_gettable, &square_pos,
807 NULL);
808 if (tmpsquare) {
809 /* printf(" Removing\n"); */
810 assert(tmpsquare->x == square_pos.x);
811 assert(tmpsquare->y == square_pos.y);
812 assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
813 SQUARE_UNLIT);
814 REMOVE_SQUARE(tmpsquare);
815 } else {
816 /* printf(" Creating\n"); */
817 tmpsquare = snew(struct square);
818 tmpsquare->x = square_pos.x;
819 tmpsquare->y = square_pos.y;
820 tmpsquare->random = random_bits(rs, 31);
821 }
822 tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
823
824 if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
825 /* printf(" Adding\n"); */
826 ADD_SQUARE(tmpsquare);
827 } else {
828 /* printf(" Destroying\n"); */
829 sfree(tmpsquare);
830 }
831 }
832 }
833 sfree(square);
834 /* printf("\n\n"); */
835 }
836
837 while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
838 sfree(square);
839 freetree234(lightable_squares_gettable);
840 freetree234(lightable_squares_sorted);
841
842 /* Copy out all the clues */
843 for (j = 0; j < params->h; ++j) {
844 for (i = 0; i < params->w; ++i) {
845 c = SQUARE_STATE(i, j);
846 LV_CLUE_AT(state, i, j) = '0';
847 if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
848 if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
849 if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
850 if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
851 }
852 }
853
854 sfree(board);
855 return clues;
856 }
857
858 static solver_state *solve_game_rec(const solver_state *sstate);
859
860 static int game_has_unique_soln(const game_state *state)
861 {
862 int ret;
863 solver_state *sstate_new;
864 solver_state *sstate = new_solver_state((game_state *)state);
865
866 sstate_new = solve_game_rec(sstate);
867
868 ret = (sstate_new->solver_status == SOLVER_SOLVED);
869
870 free_solver_state(sstate_new);
871 free_solver_state(sstate);
872
873 return ret;
874 }
875
876 /* Remove clues one at a time at random. */
877 static game_state *remove_clues(game_state *state, random_state *rs)
878 {
879 int *square_list, squares;
880 game_state *ret = dup_game(state), *saved_ret;
881 int n;
882
883 /* We need to remove some clues. We'll do this by forming a list of all
884 * available equivalence classes, shuffling it, then going along one at a
885 * time clearing every member of each equivalence class, where removing a
886 * class doesn't render the board unsolvable. */
887 squares = state->w * state->h;
888 square_list = snewn(squares, int);
889 for (n = 0; n < squares; ++n) {
890 square_list[n] = n;
891 }
892
893 shuffle(square_list, squares, sizeof(int), rs);
894
895 for (n = 0; n < squares; ++n) {
896 saved_ret = dup_game(ret);
897 LV_CLUE_AT(ret, square_list[n] % state->w,
898 square_list[n] / state->w) = ' ';
899 if (game_has_unique_soln(ret)) {
900 free_game(saved_ret);
901 } else {
902 free_game(ret);
903 ret = saved_ret;
904 }
905 }
906 sfree(square_list);
907
908 return ret;
909 }
910
911 static char *validate_desc(game_params *params, char *desc);
912
913 static char *new_game_desc(game_params *params, random_state *rs,
914 char **aux, int interactive)
915 {
916 /* solution and description both use run-length encoding in obvious ways */
917 char *retval;
918 char *description = snewn(SQUARE_COUNT(params) + 1, char);
919 char *dp = description;
920 int i, j;
921 int empty_count;
922 game_state *state = snew(game_state), *state_new;
923
924 state->h = params->h;
925 state->w = params->w;
926
927 state->hl = snewn(HL_COUNT(params), char);
928 state->vl = snewn(VL_COUNT(params), char);
929 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
930 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
931
932 state->solved = state->cheated = FALSE;
933 state->recursion_depth = params->rec;
934
935 /* Get a new random solvable board with all its clues filled in. Yes, this
936 * can loop for ever if the params are suitably unfavourable, but
937 * preventing games smaller than 4x4 seems to stop this happening */
938 do {
939 state->clues = new_fullyclued_board(params, rs);
940 } while (!game_has_unique_soln(state));
941
942 state_new = remove_clues(state, rs);
943 free_game(state);
944 state = state_new;
945
946 empty_count = 0;
947 for (j = 0; j < params->h; ++j) {
948 for (i = 0; i < params->w; ++i) {
949 if (CLUE_AT(state, i, j) == ' ') {
950 if (empty_count > 25) {
951 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
952 empty_count = 0;
953 }
954 empty_count++;
955 } else {
956 if (empty_count) {
957 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
958 empty_count = 0;
959 }
960 dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j)));
961 }
962 }
963 }
964 if (empty_count)
965 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
966
967 free_game(state);
968 retval = dupstr(description);
969 sfree(description);
970
971 assert(!validate_desc(params, retval));
972
973 return retval;
974 }
975
976 /* We require that the params pass the test in validate_params and that the
977 * description fills the entire game area */
978 static char *validate_desc(game_params *params, char *desc)
979 {
980 int count = 0;
981
982 for (; *desc; ++desc) {
983 if (*desc >= '0' && *desc <= '9') {
984 count++;
985 continue;
986 }
987 if (*desc >= 'a') {
988 count += *desc - 'a' + 1;
989 continue;
990 }
991 return "Unknown character in description";
992 }
993
994 if (count < SQUARE_COUNT(params))
995 return "Description too short for board size";
996 if (count > SQUARE_COUNT(params))
997 return "Description too long for board size";
998
999 return NULL;
1000 }
1001
1002 static game_state *new_game(midend *me, game_params *params, char *desc)
1003 {
1004 int i,j;
1005 game_state *state = snew(game_state);
1006 int empties_to_make = 0;
1007 int n;
1008 const char *dp = desc;
1009
1010 state->recursion_depth = params->rec;
1011
1012 state->h = params->h;
1013 state->w = params->w;
1014
1015 state->clues = snewn(SQUARE_COUNT(params), char);
1016 state->hl = snewn(HL_COUNT(params), char);
1017 state->vl = snewn(VL_COUNT(params), char);
1018
1019 state->solved = state->cheated = FALSE;
1020
1021 for (j = 0 ; j < params->h; ++j) {
1022 for (i = 0 ; i < params->w; ++i) {
1023 if (empties_to_make) {
1024 empties_to_make--;
1025 LV_CLUE_AT(state, i, j) = ' ';
1026 continue;
1027 }
1028
1029 assert(*dp);
1030 n = *dp - '0';
1031 if (n >=0 && n < 10) {
1032 LV_CLUE_AT(state, i, j) = *dp;
1033 } else {
1034 n = *dp - 'a' + 1;
1035 assert(n > 0);
1036 LV_CLUE_AT(state, i, j) = ' ';
1037 empties_to_make = n - 1;
1038 }
1039 ++dp;
1040 }
1041 }
1042
1043 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1044 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1045
1046 return state;
1047 }
1048
1049 enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1050
1051 /* Starting at dot [i,j] moves around 'state' removing lines until it's clear
1052 * whether or not the starting dot was on a loop. Returns boolean specifying
1053 * whether a loop was found. loop_status calls this and assumes that if state
1054 * has any lines set, this function will always remove at least one. */
1055 static int destructively_find_loop(game_state *state)
1056 {
1057 int a, b, i, j, new_i, new_j, n;
1058 char *lp;
1059
1060 lp = (char *)memchr(state->hl, LINE_YES, HL_COUNT(state));
1061 if (!lp) {
1062 /* We know we're going to return false but we have to fulfil our
1063 * contract */
1064 lp = (char *)memchr(state->vl, LINE_YES, VL_COUNT(state));
1065 if (lp)
1066 *lp = LINE_NO;
1067
1068 return FALSE;
1069 }
1070
1071 n = lp - state->hl;
1072
1073 i = n % state->w;
1074 j = n / state->w;
1075
1076 assert(i + j * state->w == n); /* because I'm feeling stupid */
1077 /* Save start position */
1078 a = i;
1079 b = j;
1080
1081 /* Delete one line from the potential loop */
1082 if (LEFTOF_DOT(state, i, j) == LINE_YES) {
1083 LV_LEFTOF_DOT(state, i, j) = LINE_NO;
1084 i--;
1085 } else if (ABOVE_DOT(state, i, j) == LINE_YES) {
1086 LV_ABOVE_DOT(state, i, j) = LINE_NO;
1087 j--;
1088 } else if (RIGHTOF_DOT(state, i, j) == LINE_YES) {
1089 LV_RIGHTOF_DOT(state, i, j) = LINE_NO;
1090 i++;
1091 } else if (BELOW_DOT(state, i, j) == LINE_YES) {
1092 LV_BELOW_DOT(state, i, j) = LINE_NO;
1093 j++;
1094 } else {
1095 return FALSE;
1096 }
1097
1098 do {
1099 /* From the current position of [i,j] there needs to be exactly one
1100 * line */
1101 new_i = new_j = -1;
1102
1103 #define HANDLE_DIR(dir_dot, x, y) \
1104 if (dir_dot(state, i, j) == LINE_YES) { \
1105 if (new_i != -1 || new_j != -1) \
1106 return FALSE; \
1107 new_i = (i)+(x); \
1108 new_j = (j)+(y); \
1109 LV_##dir_dot(state, i, j) = LINE_NO; \
1110 }
1111 HANDLE_DIR(ABOVE_DOT, 0, -1);
1112 HANDLE_DIR(BELOW_DOT, 0, +1);
1113 HANDLE_DIR(LEFTOF_DOT, -1, 0);
1114 HANDLE_DIR(RIGHTOF_DOT, +1, 0);
1115 #undef HANDLE_DIR
1116 if (new_i == -1 || new_j == -1) {
1117 return FALSE;
1118 }
1119
1120 i = new_i;
1121 j = new_j;
1122 } while (i != a || j != b);
1123
1124 return TRUE;
1125 }
1126
1127 static int loop_status(game_state *state)
1128 {
1129 int i, j, n;
1130 game_state *tmpstate;
1131 int loop_found = FALSE, non_loop_found = FALSE, any_lines_found = FALSE;
1132
1133 #define BAD_LOOP_FOUND \
1134 do { free_game(tmpstate); return LOOP_NOT_SOLN; } while(0)
1135
1136 /* Repeatedly look for loops until we either run out of lines to consider
1137 * or discover for sure that the board fails on the grounds of having no
1138 * loop */
1139 tmpstate = dup_game(state);
1140
1141 while (TRUE) {
1142 if (!memchr(tmpstate->hl, LINE_YES, HL_COUNT(tmpstate)) &&
1143 !memchr(tmpstate->vl, LINE_YES, VL_COUNT(tmpstate))) {
1144 break;
1145 }
1146 any_lines_found = TRUE;
1147
1148 if (loop_found)
1149 BAD_LOOP_FOUND;
1150 if (destructively_find_loop(tmpstate)) {
1151 loop_found = TRUE;
1152 if (non_loop_found)
1153 BAD_LOOP_FOUND;
1154 } else {
1155 non_loop_found = TRUE;
1156 }
1157 }
1158
1159 free_game(tmpstate);
1160
1161 if (!any_lines_found)
1162 return LOOP_NONE;
1163
1164 if (non_loop_found) {
1165 assert(!loop_found); /* should have dealt with this already */
1166 return LOOP_NONE;
1167 }
1168
1169 /* Check that every clue is satisfied */
1170 for (j = 0; j < state->h; ++j) {
1171 for (i = 0; i < state->w; ++i) {
1172 n = CLUE_AT(state, i, j);
1173 if (n != ' ') {
1174 if (square_order(state, i, j, LINE_YES) != n - '0') {
1175 return LOOP_NOT_SOLN;
1176 }
1177 }
1178 }
1179 }
1180
1181 return LOOP_SOLN;
1182 }
1183
1184 /* Sums the lengths of the numbers in range [0,n) */
1185 /* See equivalent function in solo.c for justification of this. */
1186 static int len_0_to_n(int n)
1187 {
1188 int len = 1; /* Counting 0 as a bit of a special case */
1189 int i;
1190
1191 for (i = 1; i < n; i *= 10) {
1192 len += max(n - i, 0);
1193 }
1194
1195 return len;
1196 }
1197
1198 static char *encode_solve_move(const game_state *state)
1199 {
1200 int len, i, j;
1201 char *ret, *p;
1202 /* This is going to return a string representing the moves needed to set
1203 * every line in a grid to be the same as the ones in 'state'. The exact
1204 * length of this string is predictable. */
1205
1206 len = 1; /* Count the 'S' prefix */
1207 /* Numbers in horizontal lines */
1208 /* Horizontal lines, x position */
1209 len += len_0_to_n(state->w) * (state->h + 1);
1210 /* Horizontal lines, y position */
1211 len += len_0_to_n(state->h + 1) * (state->w);
1212 /* Vertical lines, y position */
1213 len += len_0_to_n(state->h) * (state->w + 1);
1214 /* Vertical lines, x position */
1215 len += len_0_to_n(state->w + 1) * (state->h);
1216 /* For each line we also have two letters and a comma */
1217 len += 3 * (HL_COUNT(state) + VL_COUNT(state));
1218
1219 ret = snewn(len + 1, char);
1220 p = ret;
1221
1222 p += sprintf(p, "S");
1223
1224 for (j = 0; j < state->h + 1; ++j) {
1225 for (i = 0; i < state->w; ++i) {
1226 switch (RIGHTOF_DOT(state, i, j)) {
1227 case LINE_YES:
1228 p += sprintf(p, "%d,%dhy", i, j);
1229 break;
1230 case LINE_NO:
1231 p += sprintf(p, "%d,%dhn", i, j);
1232 break;
1233 /* default: */
1234 /* I'm going to forgive this because I think the results
1235 * are cute. */
1236 /* assert(!"Solver produced incomplete solution!"); */
1237 }
1238 }
1239 }
1240
1241 for (j = 0; j < state->h; ++j) {
1242 for (i = 0; i < state->w + 1; ++i) {
1243 switch (BELOW_DOT(state, i, j)) {
1244 case LINE_YES:
1245 p += sprintf(p, "%d,%dvy", i, j);
1246 break;
1247 case LINE_NO:
1248 p += sprintf(p, "%d,%dvn", i, j);
1249 break;
1250 /* default: */
1251 /* I'm going to forgive this because I think the results
1252 * are cute. */
1253 /* assert(!"Solver produced incomplete solution!"); */
1254 }
1255 }
1256 }
1257
1258 /* No point in doing sums like that if they're going to be wrong */
1259 assert(strlen(ret) <= (size_t)len);
1260 return ret;
1261 }
1262
1263 /* BEGIN SOLVER IMPLEMENTATION */
1264
1265 /* For each pair of lines through each dot we store a bit for whether
1266 * exactly one of those lines is ON, and in separate arrays we store whether
1267 * at least one is on and whether at most 1 is on. (If we know both or
1268 * neither is on that's already stored more directly.) That's six bits per
1269 * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */
1270
1271 enum dline {
1272 DLINE_VERT = 0,
1273 DLINE_HORIZ = 1,
1274 DLINE_UL = 2,
1275 DLINE_DR = 3,
1276 DLINE_UR = 4,
1277 DLINE_DL = 5
1278 };
1279
1280 #define OPP_DLINE(dline) (dline ^ 1)
1281
1282
1283 #define SQUARE_DLINES \
1284 HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1285 HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1286 HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1287 HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1288
1289 #define DOT_DLINES \
1290 HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \
1291 HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \
1292 HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
1293 HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
1294 HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
1295 HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
1296
1297 static void array_setall(char *array, char from, char to, int len)
1298 {
1299 char *p = array, *p_old = p;
1300 int len_remaining = len;
1301
1302 while ((p = memchr(p, from, len_remaining))) {
1303 *p = to;
1304 len_remaining -= p - p_old;
1305 p_old = p;
1306 }
1307 }
1308
1309
1310 static int game_states_equal(const game_state *state1,
1311 const game_state *state2)
1312 {
1313 /* This deliberately doesn't check _all_ fields, just the ones that make a
1314 * game state 'interesting' from the POV of the solver */
1315 /* XXX review this */
1316 if (state1 == state2)
1317 return 1;
1318
1319 if (!state1 || !state2)
1320 return 0;
1321
1322 if (state1->w != state2->w || state1->h != state2->h)
1323 return 0;
1324
1325 if (memcmp(state1->hl, state2->hl, HL_COUNT(state1)))
1326 return 0;
1327
1328 if (memcmp(state1->vl, state2->vl, VL_COUNT(state1)))
1329 return 0;
1330
1331 return 1;
1332 }
1333
1334 static int solver_states_equal(const solver_state *sstate1,
1335 const solver_state *sstate2)
1336 {
1337 if (!sstate1) {
1338 if (!sstate2)
1339 return TRUE;
1340 else
1341 return FALSE;
1342 }
1343
1344 if (!game_states_equal(sstate1->state, sstate2->state)) {
1345 return 0;
1346 }
1347
1348 /* XXX fields missing, needs review */
1349 /* XXX we're deliberately not looking at solver_state as it's only a cache */
1350
1351 if (memcmp(sstate1->dot_atleastone, sstate2->dot_atleastone,
1352 DOT_COUNT(sstate1->state))) {
1353 return 0;
1354 }
1355
1356 if (memcmp(sstate1->dot_atmostone, sstate2->dot_atmostone,
1357 DOT_COUNT(sstate1->state))) {
1358 return 0;
1359 }
1360
1361 /* handle dline_identical here */
1362
1363 return 1;
1364 }
1365
1366 static void dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j,
1367 enum line_state line_old, enum line_state line_new)
1368 {
1369 game_state *state = sstate->state;
1370
1371 /* First line in dline */
1372 switch (dl) {
1373 case DLINE_UL:
1374 case DLINE_UR:
1375 case DLINE_VERT:
1376 if (j > 0 && ABOVE_DOT(state, i, j) == line_old)
1377 LV_ABOVE_DOT(state, i, j) = line_new;
1378 break;
1379 case DLINE_DL:
1380 case DLINE_DR:
1381 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1382 LV_BELOW_DOT(state, i, j) = line_new;
1383 break;
1384 case DLINE_HORIZ:
1385 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1386 LV_LEFTOF_DOT(state, i, j) = line_new;
1387 break;
1388 }
1389
1390 /* Second line in dline */
1391 switch (dl) {
1392 case DLINE_UL:
1393 case DLINE_DL:
1394 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1395 LV_LEFTOF_DOT(state, i, j) = line_new;
1396 break;
1397 case DLINE_UR:
1398 case DLINE_DR:
1399 case DLINE_HORIZ:
1400 if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old)
1401 LV_RIGHTOF_DOT(state, i, j) = line_new;
1402 break;
1403 case DLINE_VERT:
1404 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1405 LV_BELOW_DOT(state, i, j) = line_new;
1406 break;
1407 }
1408 }
1409
1410 static void update_solver_status(solver_state *sstate)
1411 {
1412 if (sstate->solver_status == SOLVER_INCOMPLETE) {
1413 switch (loop_status(sstate->state)) {
1414 case LOOP_NONE:
1415 sstate->solver_status = SOLVER_INCOMPLETE;
1416 break;
1417 case LOOP_SOLN:
1418 if (sstate->solver_status != SOLVER_AMBIGUOUS)
1419 sstate->solver_status = SOLVER_SOLVED;
1420 break;
1421 case LOOP_NOT_SOLN:
1422 sstate->solver_status = SOLVER_MISTAKE;
1423 break;
1424 }
1425 }
1426 }
1427
1428
1429 /* This will return a dynamically allocated solver_state containing the (more)
1430 * solved grid */
1431 static solver_state *solve_game_rec(const solver_state *sstate_start)
1432 {
1433 int i, j;
1434 int current_yes, current_no, desired;
1435 solver_state *sstate, *sstate_saved, *sstate_tmp;
1436 int t;
1437 /* char *text; */
1438 solver_state *sstate_rec_solved;
1439 int recursive_soln_count;
1440
1441 #if 0
1442 printf("solve_game_rec: recursion_remaining = %d\n",
1443 sstate_start->recursion_remaining);
1444 #endif
1445
1446 sstate = dup_solver_state((solver_state *)sstate_start);
1447
1448 #if 0
1449 text = game_text_format(sstate->state);
1450 printf("%s\n", text);
1451 sfree(text);
1452 #endif
1453
1454 #define RETURN_IF_SOLVED \
1455 do { \
1456 update_solver_status(sstate); \
1457 if (sstate->solver_status != SOLVER_INCOMPLETE) { \
1458 free_solver_state(sstate_saved); \
1459 return sstate; \
1460 } \
1461 } while (0)
1462
1463 sstate_saved = NULL;
1464 RETURN_IF_SOLVED;
1465
1466 nonrecursive_solver:
1467
1468 while (1) {
1469 sstate_saved = dup_solver_state(sstate);
1470
1471 /* First we do the 'easy' work, that might cause concrete results */
1472
1473 /* Per-square deductions */
1474 for (j = 0; j < sstate->state->h; ++j) {
1475 for (i = 0; i < sstate->state->w; ++i) {
1476 /* Begin rules that look at the clue (if there is one) */
1477 desired = CLUE_AT(sstate->state, i, j);
1478 if (desired == ' ')
1479 continue;
1480 desired = desired - '0';
1481 current_yes = square_order(sstate->state, i, j, LINE_YES);
1482 current_no = square_order(sstate->state, i, j, LINE_NO);
1483
1484 if (desired <= current_yes) {
1485 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1486 continue;
1487 }
1488
1489 if (4 - desired <= current_no) {
1490 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES);
1491 }
1492 }
1493 }
1494
1495 RETURN_IF_SOLVED;
1496
1497 /* Per-dot deductions */
1498 for (j = 0; j < sstate->state->h + 1; ++j) {
1499 for (i = 0; i < sstate->state->w + 1; ++i) {
1500 switch (dot_order(sstate->state, i, j, LINE_YES)) {
1501 case 0:
1502 if (dot_order(sstate->state, i, j, LINE_NO) == 3) {
1503 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1504 }
1505 break;
1506 case 1:
1507 switch (dot_order(sstate->state, i, j, LINE_NO)) {
1508 #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \
1509 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1510 if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \
1511 sstate->dot_howmany \
1512 [i + (sstate->state->w + 1) * j] |= 1<<dline; \
1513 } \
1514 }
1515 case 1:
1516 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1517 H1(dline, dir1_dot, dir2_dot, dot_atleastone)
1518 /* 1 yes, 1 no, so exactly one of unknowns is yes */
1519 DOT_DLINES;
1520 #undef HANDLE_DLINE
1521 /* fall through */
1522 case 0:
1523 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1524 H1(dline, dir1_dot, dir2_dot, dot_atmostone)
1525 /* 1 yes, fewer than 2 no, so at most one of
1526 * unknowns is yes */
1527 DOT_DLINES;
1528 #undef HANDLE_DLINE
1529 #undef H1
1530 break;
1531 case 2: /* 1 yes, 2 no */
1532 dot_setall(sstate->state, i, j,
1533 LINE_UNKNOWN, LINE_YES);
1534 break;
1535 }
1536 break;
1537 case 2:
1538 case 3:
1539 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1540 }
1541 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1542 if (sstate->dot_atleastone \
1543 [i + (sstate->state->w + 1) * j] & 1<<dline) { \
1544 sstate->dot_atmostone \
1545 [i + (sstate->state->w + 1) * j] |= 1<<OPP_DLINE(dline); \
1546 }
1547 /* If at least one of a dline in a dot is YES, at most one of
1548 * the opposite dline to that dot must be YES. */
1549 DOT_DLINES;
1550 #undef HANDLE_DLINE
1551 }
1552 }
1553
1554 /* More obscure per-square operations */
1555 for (j = 0; j < sstate->state->h; ++j) {
1556 for (i = 0; i < sstate->state->w; ++i) {
1557 #define H1(dline, dir1_sq, dir2_sq, a, b, dot_howmany, line_query, line_set) \
1558 if (sstate->dot_howmany[i+a + (sstate->state->w + 1) * (j+b)] &\
1559 1<<dline) { \
1560 t = dir1_sq(sstate->state, i, j); \
1561 if (t == line_query) \
1562 dir2_sq(sstate->state, i, j) = line_set; \
1563 else { \
1564 t = dir2_sq(sstate->state, i, j); \
1565 if (t == line_query) \
1566 dir1_sq(sstate->state, i, j) = line_set; \
1567 } \
1568 }
1569 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1570 H1(dline, dir1_sq, dir2_sq, a, b, dot_atmostone, \
1571 LINE_YES, LINE_NO)
1572 /* If at most one of the DLINE is on, and one is definitely on,
1573 * set the other to definitely off */
1574 SQUARE_DLINES;
1575 #undef HANDLE_DLINE
1576
1577 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1578 H1(dline, dir1_sq, dir2_sq, a, b, dot_atleastone, \
1579 LINE_NO, LINE_YES)
1580 /* If at least one of the DLINE is on, and one is definitely
1581 * off, set the other to definitely on */
1582 SQUARE_DLINES;
1583 #undef HANDLE_DLINE
1584 #undef H1
1585
1586 switch (CLUE_AT(sstate->state, i, j)) {
1587 case '0':
1588 case '1':
1589 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1590 /* At most one of any DLINE can be set */ \
1591 sstate->dot_atmostone \
1592 [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \
1593 /* This DLINE provides enough YESes to solve the clue */\
1594 if (sstate->dot_atleastone \
1595 [i+a + (sstate->state->w + 1) * (j+b)] & \
1596 1<<dline) { \
1597 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1598 i+(1-a), j+(1-b), \
1599 LINE_UNKNOWN, LINE_NO); \
1600 }
1601 SQUARE_DLINES;
1602 #undef HANDLE_DLINE
1603 break;
1604 case '2':
1605 #define H1(dline, dot_at1one, dot_at2one, a, b) \
1606 if (sstate->dot_at1one \
1607 [i+a + (sstate->state->w + 1) * (j+b)] & \
1608 1<<dline) { \
1609 sstate->dot_at2one \
1610 [i+(1-a) + (sstate->state->w + 1) * (j+(1-b))] |= \
1611 1<<OPP_DLINE(dline); \
1612 }
1613 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1614 H1(dline, dot_atleastone, dot_atmostone, a, b); \
1615 H1(dline, dot_atmostone, dot_atleastone, a, b);
1616 /* If at least one of one DLINE is set, at most one of
1617 * the opposing one is and vice versa */
1618 SQUARE_DLINES;
1619 #undef HANDLE_DLINE
1620 #undef H1
1621 break;
1622 case '3':
1623 case '4':
1624 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1625 /* At least one of any DLINE can be set */ \
1626 sstate->dot_atleastone \
1627 [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \
1628 /* This DLINE provides enough NOs to solve the clue */ \
1629 if (sstate->dot_atmostone \
1630 [i+a + (sstate->state->w + 1) * (j+b)] & \
1631 1<<dline) { \
1632 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1633 i+(1-a), j+(1-b), \
1634 LINE_UNKNOWN, LINE_YES); \
1635 }
1636 SQUARE_DLINES;
1637 #undef HANDLE_DLINE
1638 break;
1639 }
1640 }
1641 }
1642
1643 if (solver_states_equal(sstate, sstate_saved)) {
1644 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
1645 int d;
1646
1647 /*
1648 * Go through the grid and update for all the new edges.
1649 * Since merge_dots() is idempotent, the simplest way to
1650 * do this is just to update for _all_ the edges.
1651 *
1652 * Also, while we're here, we count the edges, count the
1653 * clues, count the satisfied clues, and count the
1654 * satisfied-minus-one clues.
1655 */
1656 for (j = 0; j <= sstate->state->h; ++j) {
1657 for (i = 0; i <= sstate->state->w; ++i) {
1658 if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) {
1659 merge_dots(sstate, i, j, i+1, j);
1660 edgecount++;
1661 }
1662 if (BELOW_DOT(sstate->state, i, j) == LINE_YES) {
1663 merge_dots(sstate, i, j, i, j+1);
1664 edgecount++;
1665 }
1666
1667 if (CLUE_AT(sstate->state, i, j) != ' ') {
1668 int c = CLUE_AT(sstate->state, i, j) - '0';
1669 int o = square_order(sstate->state, i, j, LINE_YES);
1670 if (o == c)
1671 satclues++;
1672 else if (o == c-1)
1673 sm1clues++;
1674 clues++;
1675 }
1676 }
1677 }
1678
1679 /*
1680 * Now go through looking for LINE_UNKNOWN edges which
1681 * connect two dots that are already in the same
1682 * equivalence class. If we find one, test to see if the
1683 * loop it would create is a solution.
1684 */
1685 for (j = 0; j <= sstate->state->h; ++j) {
1686 for (i = 0; i <= sstate->state->w; ++i) {
1687 for (d = 0; d < 2; d++) {
1688 int i2, j2, eqclass, val;
1689
1690 if (d == 0) {
1691 if (RIGHTOF_DOT(sstate->state, i, j) !=
1692 LINE_UNKNOWN)
1693 continue;
1694 i2 = i+1;
1695 j2 = j;
1696 } else {
1697 if (BELOW_DOT(sstate->state, i, j) !=
1698 LINE_UNKNOWN)
1699 continue;
1700 i2 = i;
1701 j2 = j+1;
1702 }
1703
1704 eqclass = dsf_canonify(sstate->dotdsf,
1705 j * (sstate->state->w+1) + i);
1706 if (eqclass != dsf_canonify(sstate->dotdsf,
1707 j2 * (sstate->state->w+1) +
1708 i2))
1709 continue;
1710
1711 val = LINE_NO; /* loop is bad until proven otherwise */
1712
1713 /*
1714 * This edge would form a loop. Next
1715 * question: how long would the loop be?
1716 * Would it equal the total number of edges
1717 * (plus the one we'd be adding if we added
1718 * it)?
1719 */
1720 if (sstate->looplen[eqclass] == edgecount + 1) {
1721 int sm1_nearby;
1722 int cx, cy;
1723
1724 /*
1725 * This edge would form a loop which
1726 * took in all the edges in the entire
1727 * grid. So now we need to work out
1728 * whether it would be a valid solution
1729 * to the puzzle, which means we have to
1730 * check if it satisfies all the clues.
1731 * This means that every clue must be
1732 * either satisfied or satisfied-minus-
1733 * 1, and also that the number of
1734 * satisfied-minus-1 clues must be at
1735 * most two and they must lie on either
1736 * side of this edge.
1737 */
1738 sm1_nearby = 0;
1739 cx = i - (j2-j);
1740 cy = j - (i2-i);
1741 if (CLUE_AT(sstate->state, cx,cy) != ' ' &&
1742 square_order(sstate->state, cx,cy, LINE_YES) ==
1743 CLUE_AT(sstate->state, cx,cy) - '0' - 1)
1744 sm1_nearby++;
1745 if (CLUE_AT(sstate->state, i, j) != ' ' &&
1746 square_order(sstate->state, i, j, LINE_YES) ==
1747 CLUE_AT(sstate->state, i, j) - '0' - 1)
1748 sm1_nearby++;
1749 if (sm1clues == sm1_nearby &&
1750 sm1clues + satclues == clues)
1751 val = LINE_YES; /* loop is good! */
1752 }
1753
1754 /*
1755 * Right. Now we know that adding this edge
1756 * would form a loop, and we know whether
1757 * that loop would be a viable solution or
1758 * not.
1759 *
1760 * If adding this edge produces a solution,
1761 * then we know we've found _a_ solution but
1762 * we don't know that it's _the_ solution -
1763 * if it were provably the solution then
1764 * we'd have deduced this edge some time ago
1765 * without the need to do loop detection. So
1766 * in this state we return SOLVER_AMBIGUOUS,
1767 * which has the effect that hitting Solve
1768 * on a user-provided puzzle will fill in a
1769 * solution but using the solver to
1770 * construct new puzzles won't consider this
1771 * a reasonable deduction for the user to
1772 * make.
1773 */
1774 if (d == 0)
1775 LV_RIGHTOF_DOT(sstate->state, i, j) = val;
1776 else
1777 LV_BELOW_DOT(sstate->state, i, j) = val;
1778 if (val == LINE_YES) {
1779 sstate->solver_status = SOLVER_AMBIGUOUS;
1780 goto finished_loop_checking;
1781 }
1782 }
1783 }
1784 }
1785
1786 finished_loop_checking:
1787
1788 RETURN_IF_SOLVED;
1789 }
1790
1791 if (solver_states_equal(sstate, sstate_saved)) {
1792 /* Solver has stopped making progress so we terminate */
1793 free_solver_state(sstate_saved);
1794 break;
1795 }
1796
1797 free_solver_state(sstate_saved);
1798 }
1799
1800 if (sstate->solver_status == SOLVER_SOLVED ||
1801 sstate->solver_status == SOLVER_AMBIGUOUS) {
1802 /* s/LINE_UNKNOWN/LINE_NO/g */
1803 array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
1804 HL_COUNT(sstate->state));
1805 array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
1806 VL_COUNT(sstate->state));
1807 return sstate;
1808 }
1809
1810 /* Perform recursive calls */
1811 if (sstate->recursion_remaining) {
1812 sstate->recursion_remaining--;
1813
1814 sstate_saved = dup_solver_state(sstate);
1815
1816 recursive_soln_count = 0;
1817 sstate_rec_solved = NULL;
1818
1819 /* Memory management:
1820 * sstate_saved won't be modified but needs to be freed when we have
1821 * finished with it.
1822 * sstate is expected to contain our 'best' solution by the time we
1823 * finish this section of code. It's the thing we'll try adding lines
1824 * to, seeing if they make it more solvable.
1825 * If sstate_rec_solved is non-NULL, it will supersede sstate
1826 * eventually. sstate_tmp should not hold a value persistently.
1827 */
1828
1829 /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
1830 * of the possibility of additional solutions. So as soon as we have a
1831 * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
1832 * if we get a SOLVER_SOLVED we want to keep trying in case we find
1833 * further solutions and have to mark it ambiguous.
1834 */
1835
1836 #define DO_RECURSIVE_CALL(dir_dot) \
1837 if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1838 debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
1839 LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
1840 sstate_tmp = solve_game_rec(sstate); \
1841 switch (sstate_tmp->solver_status) { \
1842 case SOLVER_AMBIGUOUS: \
1843 debug(("Solver ambiguous, returning\n")); \
1844 sstate_rec_solved = sstate_tmp; \
1845 goto finished_recursion; \
1846 case SOLVER_SOLVED: \
1847 switch (++recursive_soln_count) { \
1848 case 1: \
1849 debug(("One solution found\n")); \
1850 sstate_rec_solved = sstate_tmp; \
1851 break; \
1852 case 2: \
1853 debug(("Ambiguous solutions found\n")); \
1854 free_solver_state(sstate_tmp); \
1855 sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\
1856 goto finished_recursion; \
1857 default: \
1858 assert(!"recursive_soln_count out of range"); \
1859 break; \
1860 } \
1861 break; \
1862 case SOLVER_MISTAKE: \
1863 debug(("Non-solution found\n")); \
1864 free_solver_state(sstate_tmp); \
1865 free_solver_state(sstate_saved); \
1866 LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
1867 goto nonrecursive_solver; \
1868 case SOLVER_INCOMPLETE: \
1869 debug(("Recursive step inconclusive\n")); \
1870 free_solver_state(sstate_tmp); \
1871 break; \
1872 } \
1873 free_solver_state(sstate); \
1874 sstate = dup_solver_state(sstate_saved); \
1875 }
1876
1877 for (j = 0; j < sstate->state->h + 1; ++j) {
1878 for (i = 0; i < sstate->state->w + 1; ++i) {
1879 /* Only perform recursive calls on 'loose ends' */
1880 if (dot_order(sstate->state, i, j, LINE_YES) == 1) {
1881 if (LEFTOF_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1882 DO_RECURSIVE_CALL(LEFTOF_DOT);
1883 if (RIGHTOF_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1884 DO_RECURSIVE_CALL(RIGHTOF_DOT);
1885 if (ABOVE_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1886 DO_RECURSIVE_CALL(ABOVE_DOT);
1887 if (BELOW_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1888 DO_RECURSIVE_CALL(BELOW_DOT);
1889 }
1890 }
1891 }
1892
1893 finished_recursion:
1894
1895 if (sstate_rec_solved) {
1896 free_solver_state(sstate);
1897 sstate = sstate_rec_solved;
1898 }
1899 }
1900
1901 return sstate;
1902 }
1903
1904 /* XXX bits of solver that may come in handy one day */
1905 #if 0
1906 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1907 /* dline from this dot that's entirely unknown must have
1908 * both lines identical */ \
1909 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \
1910 dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1911 sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \
1912 1<<dline; \
1913 } else if (sstate->dline_identical[i +
1914 (sstate->state->w + 1) * j] &\
1915 1<<dline) { \
1916 /* If they're identical and one is known do the obvious
1917 * thing */ \
1918 t = dir1_dot(sstate->state, i, j); \
1919 if (t != LINE_UNKNOWN) \
1920 dir2_dot(sstate->state, i, j) = t; \
1921 else { \
1922 t = dir2_dot(sstate->state, i, j); \
1923 if (t != LINE_UNKNOWN) \
1924 dir1_dot(sstate->state, i, j) = t; \
1925 } \
1926 } \
1927 DOT_DLINES;
1928 #undef HANDLE_DLINE
1929 #endif
1930
1931 #if 0
1932 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1933 if (sstate->dline_identical[i+a + \
1934 (sstate->state->w + 1) * (j+b)] &\
1935 1<<dline) { \
1936 dir1_sq(sstate->state, i, j) = LINE_YES; \
1937 dir2_sq(sstate->state, i, j) = LINE_YES; \
1938 }
1939 /* If two lines are the same they must be on */
1940 SQUARE_DLINES;
1941 #undef HANDLE_DLINE
1942 #endif
1943
1944
1945 #if 0
1946 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1947 if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
1948 1<<dline) { \
1949 if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
1950 CLUE_AT(sstate->state, i, j) - '0') { \
1951 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
1952 /* XXX the following may overwrite known data! */ \
1953 dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1954 dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1955 } \
1956 }
1957 SQUARE_DLINES;
1958 #undef HANDLE_DLINE
1959 #endif
1960
1961 #if 0
1962 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1963 if (sstate->dline_identical[i+a +
1964 (sstate->state->w + 1) * (j+b)] &\
1965 1<<dline) { \
1966 dir1_sq(sstate->state, i, j) = LINE_NO; \
1967 dir2_sq(sstate->state, i, j) = LINE_NO; \
1968 }
1969 /* If two lines are the same they must be off */
1970 SQUARE_DLINES;
1971 #undef HANDLE_DLINE
1972 #endif
1973
1974 static char *solve_game(game_state *state, game_state *currstate,
1975 char *aux, char **error)
1976 {
1977 char *soln = NULL;
1978 solver_state *sstate, *new_sstate;
1979
1980 sstate = new_solver_state(state);
1981 new_sstate = solve_game_rec(sstate);
1982
1983 if (new_sstate->solver_status == SOLVER_SOLVED) {
1984 soln = encode_solve_move(new_sstate->state);
1985 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
1986 soln = encode_solve_move(new_sstate->state);
1987 /**error = "Solver found ambiguous solutions"; */
1988 } else {
1989 soln = encode_solve_move(new_sstate->state);
1990 /**error = "Solver failed"; */
1991 }
1992
1993 free_solver_state(new_sstate);
1994 free_solver_state(sstate);
1995
1996 return soln;
1997 }
1998
1999 static char *game_text_format(game_state *state)
2000 {
2001 int i, j;
2002 int len;
2003 char *ret, *rp;
2004
2005 len = (2 * state->w + 2) * (2 * state->h + 1);
2006 rp = ret = snewn(len + 1, char);
2007
2008 #define DRAW_HL \
2009 switch (ABOVE_SQUARE(state, i, j)) { \
2010 case LINE_YES: \
2011 rp += sprintf(rp, " -"); \
2012 break; \
2013 case LINE_NO: \
2014 rp += sprintf(rp, " x"); \
2015 break; \
2016 case LINE_UNKNOWN: \
2017 rp += sprintf(rp, " "); \
2018 break; \
2019 default: \
2020 assert(!"Illegal line state for HL");\
2021 }
2022
2023 #define DRAW_VL \
2024 switch (LEFTOF_SQUARE(state, i, j)) {\
2025 case LINE_YES: \
2026 rp += sprintf(rp, "|"); \
2027 break; \
2028 case LINE_NO: \
2029 rp += sprintf(rp, "x"); \
2030 break; \
2031 case LINE_UNKNOWN: \
2032 rp += sprintf(rp, " "); \
2033 break; \
2034 default: \
2035 assert(!"Illegal line state for VL");\
2036 }
2037
2038 for (j = 0; j < state->h; ++j) {
2039 for (i = 0; i < state->w; ++i) {
2040 DRAW_HL;
2041 }
2042 rp += sprintf(rp, " \n");
2043 for (i = 0; i < state->w; ++i) {
2044 DRAW_VL;
2045 rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j)));
2046 }
2047 DRAW_VL;
2048 rp += sprintf(rp, "\n");
2049 }
2050 for (i = 0; i < state->w; ++i) {
2051 DRAW_HL;
2052 }
2053 rp += sprintf(rp, " \n");
2054
2055 assert(strlen(ret) == len);
2056 return ret;
2057 }
2058
2059 static game_ui *new_ui(game_state *state)
2060 {
2061 return NULL;
2062 }
2063
2064 static void free_ui(game_ui *ui)
2065 {
2066 }
2067
2068 static char *encode_ui(game_ui *ui)
2069 {
2070 return NULL;
2071 }
2072
2073 static void decode_ui(game_ui *ui, char *encoding)
2074 {
2075 }
2076
2077 static void game_changed_state(game_ui *ui, game_state *oldstate,
2078 game_state *newstate)
2079 {
2080 }
2081
2082 struct game_drawstate {
2083 int started;
2084 int tilesize;
2085 int flashing;
2086 char *hl, *vl;
2087 };
2088
2089 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2090 int x, int y, int button)
2091 {
2092 int hl_selected;
2093 int i, j, p, q;
2094 char *ret, buf[80];
2095 char button_char = ' ';
2096 enum line_state old_state;
2097
2098 button &= ~MOD_MASK;
2099
2100 /* Around each line is a diamond-shaped region where points within that
2101 * region are closer to this line than any other. We assume any click
2102 * within a line's diamond was meant for that line. It would all be a lot
2103 * simpler if the / and % operators respected modulo arithmetic properly
2104 * for negative numbers. */
2105
2106 x -= BORDER;
2107 y -= BORDER;
2108
2109 /* Get the coordinates of the square the click was in */
2110 i = (x + TILE_SIZE) / TILE_SIZE - 1;
2111 j = (y + TILE_SIZE) / TILE_SIZE - 1;
2112
2113 /* Get the precise position inside square [i,j] */
2114 p = (x + TILE_SIZE) % TILE_SIZE;
2115 q = (y + TILE_SIZE) % TILE_SIZE;
2116
2117 /* After this bit of magic [i,j] will correspond to the point either above
2118 * or to the left of the line selected */
2119 if (p > q) {
2120 if (TILE_SIZE - p > q) {
2121 hl_selected = TRUE;
2122 } else {
2123 hl_selected = FALSE;
2124 ++i;
2125 }
2126 } else {
2127 if (TILE_SIZE - q > p) {
2128 hl_selected = FALSE;
2129 } else {
2130 hl_selected = TRUE;
2131 ++j;
2132 }
2133 }
2134
2135 if (i < 0 || j < 0)
2136 return NULL;
2137
2138 if (hl_selected) {
2139 if (i >= state->w || j >= state->h + 1)
2140 return NULL;
2141 } else {
2142 if (i >= state->w + 1 || j >= state->h)
2143 return NULL;
2144 }
2145
2146 /* I think it's only possible to play this game with mouse clicks, sorry */
2147 /* Maybe will add mouse drag support some time */
2148 if (hl_selected)
2149 old_state = RIGHTOF_DOT(state, i, j);
2150 else
2151 old_state = BELOW_DOT(state, i, j);
2152
2153 switch (button) {
2154 case LEFT_BUTTON:
2155 switch (old_state) {
2156 case LINE_UNKNOWN:
2157 button_char = 'y';
2158 break;
2159 case LINE_YES:
2160 case LINE_NO:
2161 button_char = 'u';
2162 break;
2163 }
2164 break;
2165 case MIDDLE_BUTTON:
2166 button_char = 'u';
2167 break;
2168 case RIGHT_BUTTON:
2169 switch (old_state) {
2170 case LINE_UNKNOWN:
2171 button_char = 'n';
2172 break;
2173 case LINE_NO:
2174 case LINE_YES:
2175 button_char = 'u';
2176 break;
2177 }
2178 break;
2179 default:
2180 return NULL;
2181 }
2182
2183
2184 sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char);
2185 ret = dupstr(buf);
2186
2187 return ret;
2188 }
2189
2190 static game_state *execute_move(game_state *state, char *move)
2191 {
2192 int i, j;
2193 game_state *newstate = dup_game(state);
2194
2195 if (move[0] == 'S') {
2196 move++;
2197 newstate->cheated = TRUE;
2198 }
2199
2200 while (*move) {
2201 i = atoi(move);
2202 move = strchr(move, ',');
2203 if (!move)
2204 goto fail;
2205 j = atoi(++move);
2206 move += strspn(move, "1234567890");
2207 switch (*(move++)) {
2208 case 'h':
2209 if (i >= newstate->w || j > newstate->h)
2210 goto fail;
2211 switch (*(move++)) {
2212 case 'y':
2213 LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
2214 break;
2215 case 'n':
2216 LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
2217 break;
2218 case 'u':
2219 LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
2220 break;
2221 default:
2222 goto fail;
2223 }
2224 break;
2225 case 'v':
2226 if (i > newstate->w || j >= newstate->h)
2227 goto fail;
2228 switch (*(move++)) {
2229 case 'y':
2230 LV_BELOW_DOT(newstate, i, j) = LINE_YES;
2231 break;
2232 case 'n':
2233 LV_BELOW_DOT(newstate, i, j) = LINE_NO;
2234 break;
2235 case 'u':
2236 LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
2237 break;
2238 default:
2239 goto fail;
2240 }
2241 break;
2242 default:
2243 goto fail;
2244 }
2245 }
2246
2247 /*
2248 * Check for completion.
2249 */
2250 i = 0; /* placate optimiser */
2251 for (j = 0; j <= newstate->h; j++) {
2252 for (i = 0; i < newstate->w; i++)
2253 if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
2254 break;
2255 if (i < newstate->w)
2256 break;
2257 }
2258 if (j <= newstate->h) {
2259 int prevdir = 'R';
2260 int x = i, y = j;
2261 int looplen, count;
2262
2263 /*
2264 * We've found a horizontal edge at (i,j). Follow it round
2265 * to see if it's part of a loop.
2266 */
2267 looplen = 0;
2268 while (1) {
2269 int order = dot_order(newstate, x, y, LINE_YES);
2270 if (order != 2)
2271 goto completion_check_done;
2272
2273 if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
2274 x--;
2275 prevdir = 'R';
2276 } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
2277 prevdir != 'R') {
2278 x++;
2279 prevdir = 'L';
2280 } else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
2281 prevdir != 'U') {
2282 y--;
2283 prevdir = 'D';
2284 } else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
2285 prevdir != 'D') {
2286 y++;
2287 prevdir = 'U';
2288 } else {
2289 assert(!"Can't happen"); /* dot_order guarantees success */
2290 }
2291
2292 looplen++;
2293
2294 if (x == i && y == j)
2295 break;
2296 }
2297
2298 if (x != i || y != j || looplen == 0)
2299 goto completion_check_done;
2300
2301 /*
2302 * We've traced our way round a loop, and we know how many
2303 * line segments were involved. Count _all_ the line
2304 * segments in the grid, to see if the loop includes them
2305 * all.
2306 */
2307 count = 0;
2308 for (j = 0; j <= newstate->h; j++)
2309 for (i = 0; i <= newstate->w; i++)
2310 count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
2311 (BELOW_DOT(newstate, i, j) == LINE_YES));
2312 assert(count >= looplen);
2313 if (count != looplen)
2314 goto completion_check_done;
2315
2316 /*
2317 * The grid contains one closed loop and nothing else.
2318 * Check that all the clues are satisfied.
2319 */
2320 for (j = 0; j < newstate->h; ++j) {
2321 for (i = 0; i < newstate->w; ++i) {
2322 int n = CLUE_AT(newstate, i, j);
2323 if (n != ' ') {
2324 if (square_order(newstate, i, j, LINE_YES) != n - '0') {
2325 goto completion_check_done;
2326 }
2327 }
2328 }
2329 }
2330
2331 /*
2332 * Completed!
2333 */
2334 newstate->solved = TRUE;
2335 }
2336
2337 completion_check_done:
2338 return newstate;
2339
2340 fail:
2341 free_game(newstate);
2342 return NULL;
2343 }
2344
2345 /* ----------------------------------------------------------------------
2346 * Drawing routines.
2347 */
2348
2349 #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
2350
2351 static void game_compute_size(game_params *params, int tilesize,
2352 int *x, int *y)
2353 {
2354 struct { int tilesize; } ads, *ds = &ads;
2355 ads.tilesize = tilesize;
2356
2357 *x = SIZE(params->w);
2358 *y = SIZE(params->h);
2359 }
2360
2361 static void game_set_size(drawing *dr, game_drawstate *ds,
2362 game_params *params, int tilesize)
2363 {
2364 ds->tilesize = tilesize;
2365 }
2366
2367 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2368 {
2369 float *ret = snewn(4 * NCOLOURS, float);
2370
2371 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2372
2373 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
2374 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
2375 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
2376
2377 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2378 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2379 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2380
2381 *ncolours = NCOLOURS;
2382 return ret;
2383 }
2384
2385 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2386 {
2387 struct game_drawstate *ds = snew(struct game_drawstate);
2388
2389 ds->tilesize = 0;
2390 ds->started = 0;
2391 ds->hl = snewn(HL_COUNT(state), char);
2392 ds->vl = snewn(VL_COUNT(state), char);
2393 ds->flashing = 0;
2394
2395 memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
2396 memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
2397
2398 return ds;
2399 }
2400
2401 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2402 {
2403 sfree(ds->hl);
2404 sfree(ds->vl);
2405 sfree(ds);
2406 }
2407
2408 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2409 game_state *state, int dir, game_ui *ui,
2410 float animtime, float flashtime)
2411 {
2412 int i, j;
2413 int w = state->w, h = state->h;
2414 char c[2];
2415 int line_colour, flash_changed;
2416
2417 if (!ds->started) {
2418 /*
2419 * The initial contents of the window are not guaranteed and
2420 * can vary with front ends. To be on the safe side, all games
2421 * should start by drawing a big background-colour rectangle
2422 * covering the whole window.
2423 */
2424 draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
2425
2426 /* Draw dots */
2427 for (j = 0; j < h + 1; ++j) {
2428 for (i = 0; i < w + 1; ++i) {
2429 draw_rect(dr,
2430 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2431 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2432 LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
2433 }
2434 }
2435
2436 /* Draw clues */
2437 for (j = 0; j < h; ++j) {
2438 for (i = 0; i < w; ++i) {
2439 c[0] = CLUE_AT(state, i, j);
2440 c[1] = '\0';
2441 draw_text(dr,
2442 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2443 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2444 FONT_VARIABLE, TILE_SIZE/2,
2445 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
2446 }
2447 }
2448 draw_update(dr, 0, 0,
2449 state->w * TILE_SIZE + 2*BORDER + 1,
2450 state->h * TILE_SIZE + 2*BORDER + 1);
2451 ds->started = TRUE;
2452 }
2453
2454 if (flashtime > 0 &&
2455 (flashtime <= FLASH_TIME/3 ||
2456 flashtime >= FLASH_TIME*2/3)) {
2457 flash_changed = !ds->flashing;
2458 ds->flashing = TRUE;
2459 line_colour = COL_HIGHLIGHT;
2460 } else {
2461 flash_changed = ds->flashing;
2462 ds->flashing = FALSE;
2463 line_colour = COL_FOREGROUND;
2464 }
2465
2466 #define CROSS_SIZE (3 * LINEWIDTH / 2)
2467
2468 #define CLEAR_VL(i, j) do { \
2469 draw_rect(dr, \
2470 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2471 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2472 CROSS_SIZE * 2, \
2473 TILE_SIZE - LINEWIDTH, \
2474 COL_BACKGROUND); \
2475 draw_update(dr, \
2476 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2477 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2478 CROSS_SIZE*2, \
2479 TILE_SIZE + CROSS_SIZE*2); \
2480 } while (0)
2481
2482 #define CLEAR_HL(i, j) do { \
2483 draw_rect(dr, \
2484 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2485 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2486 TILE_SIZE - LINEWIDTH, \
2487 CROSS_SIZE * 2, \
2488 COL_BACKGROUND); \
2489 draw_update(dr, \
2490 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2491 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2492 TILE_SIZE + CROSS_SIZE*2, \
2493 CROSS_SIZE*2); \
2494 } while (0)
2495
2496 /* Vertical lines */
2497 for (j = 0; j < h; ++j) {
2498 for (i = 0; i < w + 1; ++i) {
2499 switch (BELOW_DOT(state, i, j)) {
2500 case LINE_UNKNOWN:
2501 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2502 CLEAR_VL(i, j);
2503 }
2504 break;
2505 case LINE_YES:
2506 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) ||
2507 flash_changed) {
2508 CLEAR_VL(i, j);
2509 draw_rect(dr,
2510 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2511 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2512 LINEWIDTH, TILE_SIZE - LINEWIDTH,
2513 line_colour);
2514 }
2515 break;
2516 case LINE_NO:
2517 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2518 CLEAR_VL(i, j);
2519 draw_line(dr,
2520 BORDER + i * TILE_SIZE - CROSS_SIZE,
2521 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2522 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2523 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2524 COL_FOREGROUND);
2525 draw_line(dr,
2526 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2527 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2528 BORDER + i * TILE_SIZE - CROSS_SIZE,
2529 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2530 COL_FOREGROUND);
2531 }
2532 break;
2533 }
2534 ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j);
2535 }
2536 }
2537
2538 /* Horizontal lines */
2539 for (j = 0; j < h + 1; ++j) {
2540 for (i = 0; i < w; ++i) {
2541 switch (RIGHTOF_DOT(state, i, j)) {
2542 case LINE_UNKNOWN:
2543 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2544 CLEAR_HL(i, j);
2545 }
2546 break;
2547 case LINE_YES:
2548 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) ||
2549 flash_changed) {
2550 CLEAR_HL(i, j);
2551 draw_rect(dr,
2552 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2553 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2554 TILE_SIZE - LINEWIDTH, LINEWIDTH,
2555 line_colour);
2556 break;
2557 }
2558 case LINE_NO:
2559 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2560 CLEAR_HL(i, j);
2561 draw_line(dr,
2562 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2563 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2564 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2565 BORDER + j * TILE_SIZE - CROSS_SIZE,
2566 COL_FOREGROUND);
2567 draw_line(dr,
2568 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2569 BORDER + j * TILE_SIZE - CROSS_SIZE,
2570 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2571 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2572 COL_FOREGROUND);
2573 break;
2574 }
2575 }
2576 ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j);
2577 }
2578 }
2579 }
2580
2581 static float game_anim_length(game_state *oldstate, game_state *newstate,
2582 int dir, game_ui *ui)
2583 {
2584 return 0.0F;
2585 }
2586
2587 static float game_flash_length(game_state *oldstate, game_state *newstate,
2588 int dir, game_ui *ui)
2589 {
2590 if (!oldstate->solved && newstate->solved &&
2591 !oldstate->cheated && !newstate->cheated) {
2592 return FLASH_TIME;
2593 }
2594
2595 return 0.0F;
2596 }
2597
2598 static int game_wants_statusbar(void)
2599 {
2600 return FALSE;
2601 }
2602
2603 static int game_timing_state(game_state *state, game_ui *ui)
2604 {
2605 return TRUE;
2606 }
2607
2608 static void game_print_size(game_params *params, float *x, float *y)
2609 {
2610 int pw, ph;
2611
2612 /*
2613 * I'll use 7mm squares by default.
2614 */
2615 game_compute_size(params, 700, &pw, &ph);
2616 *x = pw / 100.0F;
2617 *y = ph / 100.0F;
2618 }
2619
2620 static void game_print(drawing *dr, game_state *state, int tilesize)
2621 {
2622 int w = state->w, h = state->h;
2623 int ink = print_mono_colour(dr, 0);
2624 int x, y;
2625 game_drawstate ads, *ds = &ads;
2626 ds->tilesize = tilesize;
2627
2628 /*
2629 * Dots. I'll deliberately make the dots a bit wider than the
2630 * lines, so you can still see them. (And also because it's
2631 * annoyingly tricky to make them _exactly_ the same size...)
2632 */
2633 for (y = 0; y <= h; y++)
2634 for (x = 0; x <= w; x++)
2635 draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
2636 LINEWIDTH, ink, ink);
2637
2638 /*
2639 * Clues.
2640 */
2641 for (y = 0; y < h; y++)
2642 for (x = 0; x < w; x++)
2643 if (CLUE_AT(state, x, y) != ' ') {
2644 char c[2];
2645
2646 c[0] = CLUE_AT(state, x, y);
2647 c[1] = '\0';
2648 draw_text(dr,
2649 BORDER + x * TILE_SIZE + TILE_SIZE/2,
2650 BORDER + y * TILE_SIZE + TILE_SIZE/2,
2651 FONT_VARIABLE, TILE_SIZE/2,
2652 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
2653 }
2654
2655 /*
2656 * Lines. (At the moment, I'm not bothering with crosses.)
2657 */
2658 for (y = 0; y <= h; y++)
2659 for (x = 0; x < w; x++)
2660 if (RIGHTOF_DOT(state, x, y) == LINE_YES)
2661 draw_rect(dr, BORDER + x * TILE_SIZE,
2662 BORDER + y * TILE_SIZE - LINEWIDTH/2,
2663 TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
2664 for (y = 0; y < h; y++)
2665 for (x = 0; x <= w; x++)
2666 if (BELOW_DOT(state, x, y) == LINE_YES)
2667 draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
2668 BORDER + y * TILE_SIZE,
2669 (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
2670 }
2671
2672 #ifdef COMBINED
2673 #define thegame loopy
2674 #endif
2675
2676 const struct game thegame = {
2677 "Loopy", "games.loopy",
2678 default_params,
2679 game_fetch_preset,
2680 decode_params,
2681 encode_params,
2682 free_params,
2683 dup_params,
2684 TRUE, game_configure, custom_params,
2685 validate_params,
2686 new_game_desc,
2687 validate_desc,
2688 new_game,
2689 dup_game,
2690 free_game,
2691 1, solve_game,
2692 TRUE, game_text_format,
2693 new_ui,
2694 free_ui,
2695 encode_ui,
2696 decode_ui,
2697 game_changed_state,
2698 interpret_move,
2699 execute_move,
2700 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2701 game_colours,
2702 game_new_drawstate,
2703 game_free_drawstate,
2704 game_redraw,
2705 game_anim_length,
2706 game_flash_length,
2707 TRUE, FALSE, game_print_size, game_print,
2708 game_wants_statusbar,
2709 FALSE, game_timing_state,
2710 0, /* mouse_priorities */
2711 };