Patch from Mike:
[sgt/puzzles] / loopy.c
1 /*
2 * loopy.c: An implementation of the Nikoli game 'Loop the loop'.
3 * (c) Mike Pinna, 2005
4 *
5 * vim: set shiftwidth=4 :set textwidth=80:
6 */
7
8 /*
9 * TODO:
10 *
11 * - setting very high recursion depth seems to cause memory
12 * munching: are we recursing before checking completion, by any
13 * chance?
14 *
15 * - there's an interesting deductive technique which makes use of
16 * topology rather than just graph theory. Each _square_ in the
17 * grid is either inside or outside the loop; you can tell that
18 * two squares are on the same side of the loop if they're
19 * separated by an x (or, more generally, by a path crossing no
20 * LINE_UNKNOWNs and an even number of LINE_YESes), and on the
21 * opposite side of the loop if they're separated by a line (or
22 * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and
23 * any square separated from the outside of the grid by a
24 * LINE_YES or a LINE_NO is on the inside or outside
25 * respectively. So if you can track this for all squares, you
26 * can occasionally spot that two squares are separated by a
27 * LINE_UNKNOWN but their relative insideness is known, and
28 * therefore deduce the state of the edge between them.
29 * + An efficient way to track this would be by augmenting the
30 * disjoint set forest data structure. Each element, along
31 * with a pointer to a parent member of its equivalence
32 * class, would also carry a one-bit field indicating whether
33 * it was equal or opposite to its parent. Then you could
34 * keep flipping a bit as you ascended the tree during
35 * dsf_canonify(), and hence you'd be able to return the
36 * relationship of the input value to its ultimate parent
37 * (and also you could then get all those bits right when you
38 * went back up the tree rewriting). So you'd be able to
39 * query whether any two elements were known-equal,
40 * known-opposite, or not-known, and you could add new
41 * equalities or oppositenesses to increase your knowledge.
42 * (Of course the algorithm would have to fail an assertion
43 * if you tried to tell it two things it already knew to be
44 * opposite were equal, or vice versa!)
45 * This data structure would also be useful in the
46 * graph-theoretic part of the solver, where it could be used
47 * for storing information about which lines are known-identical
48 * or known-opposite. (For example if two lines bordering a 3
49 * are known-identical they must both be LINE_YES, and if they
50 * are known-opposite, the *other* two lines bordering that clue
51 * must be LINE_YES, etc). This may duplicate some
52 * functionality already present in the solver but it is more
53 * general and we could remove the old code, so that's no bad
54 * thing.
55 */
56
57 #include <stdio.h>
58 #include <stdlib.h>
59 #include <string.h>
60 #include <assert.h>
61 #include <ctype.h>
62 #include <math.h>
63
64 #include "puzzles.h"
65 #include "tree234.h"
66
67 #define PREFERRED_TILE_SIZE 32
68 #define TILE_SIZE (ds->tilesize)
69 #define LINEWIDTH TILE_SIZE / 16
70 #define BORDER (TILE_SIZE / 2)
71
72 #define FLASH_TIME 0.5F
73
74 #define HL_COUNT(state) ((state)->w * ((state)->h + 1))
75 #define VL_COUNT(state) (((state)->w + 1) * (state)->h)
76 #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
77 #define SQUARE_COUNT(state) ((state)->w * (state)->h)
78
79 #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
80 #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
81
82 #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
83 #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
84
85 #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
86 (i) <= (state)->w && (j) <= (state)->h)
87
88 /*
89 * These macros return rvalues only, but can cope with being passed
90 * out-of-range coordinates.
91 */
92 #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
93 LINE_NO : LV_ABOVE_DOT(state, i, j))
94 #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
95 LINE_NO : LV_BELOW_DOT(state, i, j))
96
97 #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
98 LINE_NO : LV_LEFTOF_DOT(state, i, j))
99 #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\
100 LINE_NO : LV_RIGHTOF_DOT(state, i, j))
101
102 /*
103 * These macros expect to be passed valid coordinates, and return
104 * lvalues.
105 */
106 #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
107 #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
108
109 #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
110 #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
111
112 #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \
113 j < 0 || j >= (state)->h) ? \
114 ' ' : LV_CLUE_AT(state, i, j))
115
116 #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)])
117
118 #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \
119 dir == LINE_YES ? LINE_NO : LINE_YES)
120
121 static char *game_text_format(game_state *state);
122
123 enum {
124 COL_BACKGROUND,
125 COL_FOREGROUND,
126 COL_HIGHLIGHT,
127 COL_MISTAKE,
128 NCOLOURS
129 };
130
131 /*
132 * Difficulty levels. I do some macro ickery here to ensure that my
133 * enum and the various forms of my name list always match up.
134 */
135 #define DIFFLIST(A) \
136 A(EASY,Easy,e) \
137 A(NORMAL,Normal,n)
138 #define ENUM(upper,title,lower) DIFF_ ## upper,
139 #define TITLE(upper,title,lower) #title,
140 #define ENCODE(upper,title,lower) #lower
141 #define CONFIG(upper,title,lower) ":" #title
142 enum { DIFFLIST(ENUM) DIFFCOUNT };
143 static char const *const loopy_diffnames[] = { DIFFLIST(TITLE) };
144 static char const loopy_diffchars[] = DIFFLIST(ENCODE);
145 #define DIFFCONFIG DIFFLIST(CONFIG)
146
147 /* LINE_YES_ERROR is only used in the drawing routine */
148 enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO /*, LINE_YES_ERROR*/ };
149
150 enum direction { UP, DOWN, LEFT, RIGHT };
151
152 struct game_params {
153 int w, h, diff, rec;
154 };
155
156 struct game_state {
157 int w, h;
158
159 /* Put ' ' in a square that doesn't get a clue */
160 char *clues;
161
162 /* Arrays of line states, stored left-to-right, top-to-bottom */
163 char *hl, *vl;
164
165 int solved;
166 int cheated;
167
168 int recursion_depth;
169 };
170
171 static game_state *dup_game(game_state *state)
172 {
173 game_state *ret = snew(game_state);
174
175 ret->h = state->h;
176 ret->w = state->w;
177 ret->solved = state->solved;
178 ret->cheated = state->cheated;
179
180 ret->clues = snewn(SQUARE_COUNT(state), char);
181 memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
182
183 ret->hl = snewn(HL_COUNT(state), char);
184 memcpy(ret->hl, state->hl, HL_COUNT(state));
185
186 ret->vl = snewn(VL_COUNT(state), char);
187 memcpy(ret->vl, state->vl, VL_COUNT(state));
188
189 ret->recursion_depth = state->recursion_depth;
190
191 return ret;
192 }
193
194 static void free_game(game_state *state)
195 {
196 if (state) {
197 sfree(state->clues);
198 sfree(state->hl);
199 sfree(state->vl);
200 sfree(state);
201 }
202 }
203
204 enum solver_status {
205 SOLVER_SOLVED, /* This is the only solution the solver could find */
206 SOLVER_MISTAKE, /* This is definitely not a solution */
207 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
208 SOLVER_INCOMPLETE /* This may be a partial solution */
209 };
210
211 typedef struct solver_state {
212 game_state *state;
213 /* XXX dot_atleastone[i,j, dline] is equivalent to */
214 /* dot_atmostone[i,j,OPP_DLINE(dline)] */
215 char *dot_atleastone;
216 char *dot_atmostone;
217 /* char *dline_identical; */
218 int recursion_remaining;
219 enum solver_status solver_status;
220 int *dotdsf, *looplen;
221 } solver_state;
222
223 static solver_state *new_solver_state(game_state *state) {
224 solver_state *ret = snew(solver_state);
225 int i;
226
227 ret->state = dup_game(state);
228
229 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
230 memset(ret->dot_atmostone, 0, DOT_COUNT(state));
231 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
232 memset(ret->dot_atleastone, 0, DOT_COUNT(state));
233
234 #if 0
235 dline_identical = snewn(DOT_COUNT(state), char);
236 memset(dline_identical, 0, DOT_COUNT(state));
237 #endif
238
239 ret->recursion_remaining = state->recursion_depth;
240 ret->solver_status = SOLVER_INCOMPLETE; /* XXX This may be a lie */
241
242 ret->dotdsf = snewn(DOT_COUNT(state), int);
243 ret->looplen = snewn(DOT_COUNT(state), int);
244 for (i = 0; i < DOT_COUNT(state); i++) {
245 ret->dotdsf[i] = i;
246 ret->looplen[i] = 1;
247 }
248
249 return ret;
250 }
251
252 static void free_solver_state(solver_state *sstate) {
253 if (sstate) {
254 free_game(sstate->state);
255 sfree(sstate->dot_atleastone);
256 sfree(sstate->dot_atmostone);
257 /* sfree(sstate->dline_identical); */
258 sfree(sstate->dotdsf);
259 sfree(sstate->looplen);
260 sfree(sstate);
261 }
262 }
263
264 static solver_state *dup_solver_state(solver_state *sstate) {
265 game_state *state;
266
267 solver_state *ret = snew(solver_state);
268
269 ret->state = state = dup_game(sstate->state);
270
271 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
272 memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state));
273
274 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
275 memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state));
276
277 #if 0
278 ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char);
279 memcpy(ret->dline_identical, state->dot_atmostone,
280 (state->w + 1) * (state->h + 1));
281 #endif
282
283 ret->recursion_remaining = sstate->recursion_remaining;
284 ret->solver_status = sstate->solver_status;
285
286 ret->dotdsf = snewn(DOT_COUNT(state), int);
287 ret->looplen = snewn(DOT_COUNT(state), int);
288 memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int));
289 memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int));
290
291 return ret;
292 }
293
294 /*
295 * Merge two dots due to the existence of an edge between them.
296 * Updates the dsf tracking equivalence classes, and keeps track of
297 * the length of path each dot is currently a part of.
298 */
299 static void merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
300 {
301 int i, j, len;
302
303 i = y1 * (sstate->state->w + 1) + x1;
304 j = y2 * (sstate->state->w + 1) + x2;
305
306 i = dsf_canonify(sstate->dotdsf, i);
307 j = dsf_canonify(sstate->dotdsf, j);
308
309 if (i != j) {
310 len = sstate->looplen[i] + sstate->looplen[j];
311 dsf_merge(sstate->dotdsf, i, j);
312 i = dsf_canonify(sstate->dotdsf, i);
313 sstate->looplen[i] = len;
314 }
315 }
316
317 /* Count the number of lines of a particular type currently going into the
318 * given dot. Lines going off the edge of the board are assumed fixed no. */
319 static int dot_order(const game_state* state, int i, int j, char line_type)
320 {
321 int n = 0;
322
323 if (i > 0) {
324 if (LEFTOF_DOT(state, i, j) == line_type)
325 ++n;
326 } else {
327 if (line_type == LINE_NO)
328 ++n;
329 }
330 if (i < state->w) {
331 if (RIGHTOF_DOT(state, i, j) == line_type)
332 ++n;
333 } else {
334 if (line_type == LINE_NO)
335 ++n;
336 }
337 if (j > 0) {
338 if (ABOVE_DOT(state, i, j) == line_type)
339 ++n;
340 } else {
341 if (line_type == LINE_NO)
342 ++n;
343 }
344 if (j < state->h) {
345 if (BELOW_DOT(state, i, j) == line_type)
346 ++n;
347 } else {
348 if (line_type == LINE_NO)
349 ++n;
350 }
351
352 return n;
353 }
354 /* Count the number of lines of a particular type currently surrounding the
355 * given square */
356 static int square_order(const game_state* state, int i, int j, char line_type)
357 {
358 int n = 0;
359
360 if (ABOVE_SQUARE(state, i, j) == line_type)
361 ++n;
362 if (BELOW_SQUARE(state, i, j) == line_type)
363 ++n;
364 if (LEFTOF_SQUARE(state, i, j) == line_type)
365 ++n;
366 if (RIGHTOF_SQUARE(state, i, j) == line_type)
367 ++n;
368
369 return n;
370 }
371
372 /* Set all lines bordering a dot of type old_type to type new_type */
373 static void dot_setall(game_state *state, int i, int j,
374 char old_type, char new_type)
375 {
376 /* printf("dot_setall([%d,%d], %d, %d)\n", i, j, old_type, new_type); */
377 if (i > 0 && LEFTOF_DOT(state, i, j) == old_type)
378 LV_LEFTOF_DOT(state, i, j) = new_type;
379 if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type)
380 LV_RIGHTOF_DOT(state, i, j) = new_type;
381 if (j > 0 && ABOVE_DOT(state, i, j) == old_type)
382 LV_ABOVE_DOT(state, i, j) = new_type;
383 if (j < state->h && BELOW_DOT(state, i, j) == old_type)
384 LV_BELOW_DOT(state, i, j) = new_type;
385 }
386 /* Set all lines bordering a square of type old_type to type new_type */
387 static void square_setall(game_state *state, int i, int j,
388 char old_type, char new_type)
389 {
390 if (ABOVE_SQUARE(state, i, j) == old_type)
391 ABOVE_SQUARE(state, i, j) = new_type;
392 if (BELOW_SQUARE(state, i, j) == old_type)
393 BELOW_SQUARE(state, i, j) = new_type;
394 if (LEFTOF_SQUARE(state, i, j) == old_type)
395 LEFTOF_SQUARE(state, i, j) = new_type;
396 if (RIGHTOF_SQUARE(state, i, j) == old_type)
397 RIGHTOF_SQUARE(state, i, j) = new_type;
398 }
399
400 static game_params *default_params(void)
401 {
402 game_params *ret = snew(game_params);
403
404 #ifdef SLOW_SYSTEM
405 ret->h = 4;
406 ret->w = 4;
407 #else
408 ret->h = 10;
409 ret->w = 10;
410 #endif
411 ret->diff = DIFF_EASY;
412 ret->rec = 0;
413
414 return ret;
415 }
416
417 static game_params *dup_params(game_params *params)
418 {
419 game_params *ret = snew(game_params);
420 *ret = *params; /* structure copy */
421 return ret;
422 }
423
424 static const struct {
425 char *desc;
426 game_params params;
427 } loopy_presets[] = {
428 { "4x4 Easy", { 4, 4, DIFF_EASY, 0 } },
429 { "4x4 Normal", { 4, 4, DIFF_NORMAL, 0 } },
430 { "7x7 Easy", { 7, 7, DIFF_EASY, 0 } },
431 { "7x7 Normal", { 7, 7, DIFF_NORMAL, 0 } },
432 { "10x10 Easy", { 10, 10, DIFF_EASY, 0 } },
433 #ifndef SLOW_SYSTEM
434 { "10x10 Normal", { 10, 10, DIFF_NORMAL, 0 } },
435 { "15x15 Easy", { 15, 15, DIFF_EASY, 0 } },
436 { "30x20 Easy", { 30, 20, DIFF_EASY, 0 } }
437 #endif
438 };
439
440 static int game_fetch_preset(int i, char **name, game_params **params)
441 {
442 game_params tmppar;
443
444 if (i < 0 || i >= lenof(loopy_presets))
445 return FALSE;
446
447 tmppar = loopy_presets[i].params;
448 *params = dup_params(&tmppar);
449 *name = dupstr(loopy_presets[i].desc);
450
451 return TRUE;
452 }
453
454 static void free_params(game_params *params)
455 {
456 sfree(params);
457 }
458
459 static void decode_params(game_params *params, char const *string)
460 {
461 params->h = params->w = atoi(string);
462 params->rec = 0;
463 params->diff = DIFF_EASY;
464 while (*string && isdigit((unsigned char)*string)) string++;
465 if (*string == 'x') {
466 string++;
467 params->h = atoi(string);
468 while (*string && isdigit((unsigned char)*string)) string++;
469 }
470 if (*string == 'r') {
471 string++;
472 params->rec = atoi(string);
473 while (*string && isdigit((unsigned char)*string)) string++;
474 }
475 if (*string == 'd') {
476 int i;
477
478 string++;
479 for (i = 0; i < DIFFCOUNT; i++)
480 if (*string == loopy_diffchars[i])
481 params->diff = i;
482 if (*string) string++;
483 }
484 }
485
486 static char *encode_params(game_params *params, int full)
487 {
488 char str[80];
489 sprintf(str, "%dx%d", params->w, params->h);
490 if (full)
491 sprintf(str + strlen(str), "r%dd%c", params->rec,
492 loopy_diffchars[params->diff]);
493 return dupstr(str);
494 }
495
496 static config_item *game_configure(game_params *params)
497 {
498 config_item *ret;
499 char buf[80];
500
501 ret = snewn(4, config_item);
502
503 ret[0].name = "Width";
504 ret[0].type = C_STRING;
505 sprintf(buf, "%d", params->w);
506 ret[0].sval = dupstr(buf);
507 ret[0].ival = 0;
508
509 ret[1].name = "Height";
510 ret[1].type = C_STRING;
511 sprintf(buf, "%d", params->h);
512 ret[1].sval = dupstr(buf);
513 ret[1].ival = 0;
514
515 ret[2].name = "Difficulty";
516 ret[2].type = C_CHOICES;
517 ret[2].sval = DIFFCONFIG;
518 ret[2].ival = params->diff;
519
520 ret[3].name = NULL;
521 ret[3].type = C_END;
522 ret[3].sval = NULL;
523 ret[3].ival = 0;
524
525 return ret;
526 }
527
528 static game_params *custom_params(config_item *cfg)
529 {
530 game_params *ret = snew(game_params);
531
532 ret->w = atoi(cfg[0].sval);
533 ret->h = atoi(cfg[1].sval);
534 ret->rec = 0;
535 ret->diff = cfg[2].ival;
536
537 return ret;
538 }
539
540 static char *validate_params(game_params *params, int full)
541 {
542 if (params->w < 4 || params->h < 4)
543 return "Width and height must both be at least 4";
544 if (params->rec < 0)
545 return "Recursion depth can't be negative";
546
547 /*
548 * This shouldn't be able to happen at all, since decode_params
549 * and custom_params will never generate anything that isn't
550 * within range.
551 */
552 assert(params->diff >= 0 && params->diff < DIFFCOUNT);
553
554 return NULL;
555 }
556
557 /* We're going to store a list of current candidate squares for lighting.
558 * Each square gets a 'score', which tells us how adding that square right
559 * now would affect the length of the solution loop. We're trying to
560 * maximise that quantity so will bias our random selection of squares to
561 * light towards those with high scores */
562 struct square {
563 int score;
564 unsigned long random;
565 int x, y;
566 };
567
568 static int get_square_cmpfn(void *v1, void *v2)
569 {
570 struct square *s1 = (struct square *)v1;
571 struct square *s2 = (struct square *)v2;
572 int r;
573
574 r = s1->x - s2->x;
575 if (r)
576 return r;
577
578 r = s1->y - s2->y;
579 if (r)
580 return r;
581
582 return 0;
583 }
584
585 static int square_sort_cmpfn(void *v1, void *v2)
586 {
587 struct square *s1 = (struct square *)v1;
588 struct square *s2 = (struct square *)v2;
589 int r;
590
591 r = s2->score - s1->score;
592 if (r) {
593 return r;
594 }
595
596 if (s1->random < s2->random)
597 return -1;
598 else if (s1->random > s2->random)
599 return 1;
600
601 /*
602 * It's _just_ possible that two squares might have been given
603 * the same random value. In that situation, fall back to
604 * comparing based on the coordinates. This introduces a tiny
605 * directional bias, but not a significant one.
606 */
607 return get_square_cmpfn(v1, v2);
608 }
609
610 static void print_tree(tree234 *tree)
611 {
612 #if 0
613 int i = 0;
614 struct square *s;
615 printf("Print tree:\n");
616 while (i < count234(tree)) {
617 s = (struct square *)index234(tree, i);
618 assert(s);
619 printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random);
620 ++i;
621 }
622 #endif
623 }
624
625 enum { SQUARE_LIT, SQUARE_UNLIT };
626
627 #define SQUARE_STATE(i, j) \
628 (((i) < 0 || (i) >= params->w || \
629 (j) < 0 || (j) >= params->h) ? \
630 SQUARE_UNLIT : LV_SQUARE_STATE(i,j))
631
632 #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)]
633
634 static void print_board(const game_params *params, const char *board)
635 {
636 #if 0
637 int i,j;
638
639 printf(" ");
640 for (i = 0; i < params->w; i++) {
641 printf("%d", i%10);
642 }
643 printf("\n");
644 for (j = 0; j < params->h; j++) {
645 printf("%d", j%10);
646 for (i = 0; i < params->w; i++) {
647 printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O');
648 }
649 printf("\n");
650 }
651 #endif
652 }
653
654 static char *new_fullyclued_board(game_params *params, random_state *rs)
655 {
656 char *clues;
657 char *board;
658 int i, j, a, b, c;
659 game_state s;
660 game_state *state = &s;
661 int board_area = SQUARE_COUNT(params);
662 int t;
663
664 struct square *square, *tmpsquare, *sq;
665 struct square square_pos;
666
667 /* These will contain exactly the same information, sorted into different
668 * orders */
669 tree234 *lightable_squares_sorted, *lightable_squares_gettable;
670
671 #define SQUARE_REACHABLE(i,j) \
672 (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
673 SQUARE_STATE(i+1, j) == SQUARE_LIT || \
674 SQUARE_STATE(i, j-1) == SQUARE_LIT || \
675 SQUARE_STATE(i, j+1) == SQUARE_LIT), \
676 /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \
677 t)
678
679
680 /* One situation in which we may not light a square is if that'll leave one
681 * square above/below and one left/right of us unlit, separated by a lit
682 * square diagnonal from us */
683 #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
684 (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
685 SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
686 SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
687 /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n",
688 i, j, h, v) : 0,*/ \
689 t)
690
691 /* We also may not light a square if it will form a loop of lit squares
692 * around some unlit squares, as then the game soln won't have a single
693 * loop */
694 #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
695 (SQUARE_STATE((i)+1, (j)) == lit1 && \
696 SQUARE_STATE((i)-1, (j)) == lit1 && \
697 SQUARE_STATE((i), (j)+1) == lit2 && \
698 SQUARE_STATE((i), (j)-1) == lit2)
699
700 #define CAN_LIGHT_SQUARE(i, j) \
701 (SQUARE_REACHABLE(i, j) && \
702 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
703 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
704 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
705 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
706 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
707 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
708
709 #define IS_LIGHTING_CANDIDATE(i, j) \
710 (SQUARE_STATE(i, j) == SQUARE_UNLIT && \
711 CAN_LIGHT_SQUARE(i,j))
712
713 /* The 'score' of a square reflects its current desirability for selection
714 * as the next square to light. We want to encourage moving into uncharted
715 * areas so we give scores according to how many of the square's neighbours
716 * are currently unlit. */
717
718 /* UNLIT SCORE
719 * 3 2
720 * 2 0
721 * 1 -2
722 */
723 #define SQUARE_SCORE(i,j) \
724 (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
725 (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
726 (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
727 (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
728
729 /* When a square gets lit, this defines how far away from that square we
730 * need to go recomputing scores */
731 #define SCORE_DISTANCE 1
732
733 board = snewn(board_area, char);
734 clues = snewn(board_area, char);
735
736 state->h = params->h;
737 state->w = params->w;
738 state->clues = clues;
739
740 /* Make a board */
741 memset(board, SQUARE_UNLIT, board_area);
742
743 /* Seed the board with a single lit square near the middle */
744 i = params->w / 2;
745 j = params->h / 2;
746 if (params->w & 1 && random_bits(rs, 1))
747 ++i;
748 if (params->h & 1 && random_bits(rs, 1))
749 ++j;
750
751 LV_SQUARE_STATE(i, j) = SQUARE_LIT;
752
753 /* We need a way of favouring squares that will increase our loopiness.
754 * We do this by maintaining a list of all candidate squares sorted by
755 * their score and choose randomly from that with appropriate skew.
756 * In order to avoid consistently biasing towards particular squares, we
757 * need the sort order _within_ each group of scores to be completely
758 * random. But it would be abusing the hospitality of the tree234 data
759 * structure if our comparison function were nondeterministic :-). So with
760 * each square we associate a random number that does not change during a
761 * particular run of the generator, and use that as a secondary sort key.
762 * Yes, this means we will be biased towards particular random squares in
763 * any one run but that doesn't actually matter. */
764
765 lightable_squares_sorted = newtree234(square_sort_cmpfn);
766 lightable_squares_gettable = newtree234(get_square_cmpfn);
767 #define ADD_SQUARE(s) \
768 do { \
769 /* printf("ADD SQUARE: [%d,%d], %d, %d\n",
770 s->x, s->y, s->score, s->random);*/ \
771 sq = add234(lightable_squares_sorted, s); \
772 assert(sq == s); \
773 sq = add234(lightable_squares_gettable, s); \
774 assert(sq == s); \
775 } while (0)
776
777 #define REMOVE_SQUARE(s) \
778 do { \
779 /* printf("DELETE SQUARE: [%d,%d], %d, %d\n",
780 s->x, s->y, s->score, s->random);*/ \
781 sq = del234(lightable_squares_sorted, s); \
782 assert(sq); \
783 sq = del234(lightable_squares_gettable, s); \
784 assert(sq); \
785 } while (0)
786
787 #define HANDLE_DIR(a, b) \
788 square = snew(struct square); \
789 square->x = (i)+(a); \
790 square->y = (j)+(b); \
791 square->score = 2; \
792 square->random = random_bits(rs, 31); \
793 ADD_SQUARE(square);
794 HANDLE_DIR(-1, 0);
795 HANDLE_DIR( 1, 0);
796 HANDLE_DIR( 0,-1);
797 HANDLE_DIR( 0, 1);
798 #undef HANDLE_DIR
799
800 /* Light squares one at a time until the board is interesting enough */
801 while (TRUE)
802 {
803 /* We have count234(lightable_squares) possibilities, and in
804 * lightable_squares_sorted they are sorted with the most desirable
805 * first. */
806 c = count234(lightable_squares_sorted);
807 if (c == 0)
808 break;
809 assert(c == count234(lightable_squares_gettable));
810
811 /* Check that the best square available is any good */
812 square = (struct square *)index234(lightable_squares_sorted, 0);
813 assert(square);
814
815 /*
816 * We never want to _decrease_ the loop's perimeter. Making
817 * moves that leave the perimeter the same is occasionally
818 * useful: if it were _never_ done then the user would be
819 * able to deduce illicitly that any degree-zero vertex was
820 * on the outside of the loop. So we do it sometimes but
821 * not always.
822 */
823 if (square->score < 0 || (square->score == 0 &&
824 random_upto(rs, 2) == 0))
825 break;
826
827 print_tree(lightable_squares_sorted);
828 assert(square->score == SQUARE_SCORE(square->x, square->y));
829 assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
830 assert(square->x >= 0 && square->x < params->w);
831 assert(square->y >= 0 && square->y < params->h);
832 /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */
833
834 /* Update data structures */
835 LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
836 REMOVE_SQUARE(square);
837
838 print_board(params, board);
839
840 /* We might have changed the score of any squares up to 2 units away in
841 * any direction */
842 for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
843 for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
844 if (!a && !b)
845 continue;
846 square_pos.x = square->x + a;
847 square_pos.y = square->y + b;
848 /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */
849 if (square_pos.x < 0 || square_pos.x >= params->w ||
850 square_pos.y < 0 || square_pos.y >= params->h) {
851 /* printf(" Out of bounds\n"); */
852 continue;
853 }
854 tmpsquare = find234(lightable_squares_gettable, &square_pos,
855 NULL);
856 if (tmpsquare) {
857 /* printf(" Removing\n"); */
858 assert(tmpsquare->x == square_pos.x);
859 assert(tmpsquare->y == square_pos.y);
860 assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
861 SQUARE_UNLIT);
862 REMOVE_SQUARE(tmpsquare);
863 } else {
864 /* printf(" Creating\n"); */
865 tmpsquare = snew(struct square);
866 tmpsquare->x = square_pos.x;
867 tmpsquare->y = square_pos.y;
868 tmpsquare->random = random_bits(rs, 31);
869 }
870 tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
871
872 if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
873 /* printf(" Adding\n"); */
874 ADD_SQUARE(tmpsquare);
875 } else {
876 /* printf(" Destroying\n"); */
877 sfree(tmpsquare);
878 }
879 }
880 }
881 sfree(square);
882 /* printf("\n\n"); */
883 }
884
885 while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
886 sfree(square);
887 freetree234(lightable_squares_gettable);
888 freetree234(lightable_squares_sorted);
889
890 /* Copy out all the clues */
891 for (j = 0; j < params->h; ++j) {
892 for (i = 0; i < params->w; ++i) {
893 c = SQUARE_STATE(i, j);
894 LV_CLUE_AT(state, i, j) = '0';
895 if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
896 if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
897 if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
898 if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
899 }
900 }
901
902 sfree(board);
903 return clues;
904 }
905
906 static solver_state *solve_game_rec(const solver_state *sstate, int diff);
907
908 static int game_has_unique_soln(const game_state *state, int diff)
909 {
910 int ret;
911 solver_state *sstate_new;
912 solver_state *sstate = new_solver_state((game_state *)state);
913
914 sstate_new = solve_game_rec(sstate, diff);
915
916 ret = (sstate_new->solver_status == SOLVER_SOLVED);
917
918 free_solver_state(sstate_new);
919 free_solver_state(sstate);
920
921 return ret;
922 }
923
924 /* Remove clues one at a time at random. */
925 static game_state *remove_clues(game_state *state, random_state *rs, int diff)
926 {
927 int *square_list, squares;
928 game_state *ret = dup_game(state), *saved_ret;
929 int n;
930
931 /* We need to remove some clues. We'll do this by forming a list of all
932 * available equivalence classes, shuffling it, then going along one at a
933 * time clearing every member of each equivalence class, where removing a
934 * class doesn't render the board unsolvable. */
935 squares = state->w * state->h;
936 square_list = snewn(squares, int);
937 for (n = 0; n < squares; ++n) {
938 square_list[n] = n;
939 }
940
941 shuffle(square_list, squares, sizeof(int), rs);
942
943 for (n = 0; n < squares; ++n) {
944 saved_ret = dup_game(ret);
945 LV_CLUE_AT(ret, square_list[n] % state->w,
946 square_list[n] / state->w) = ' ';
947 if (game_has_unique_soln(ret, diff)) {
948 free_game(saved_ret);
949 } else {
950 free_game(ret);
951 ret = saved_ret;
952 }
953 }
954 sfree(square_list);
955
956 return ret;
957 }
958
959 static char *validate_desc(game_params *params, char *desc);
960
961 static char *new_game_desc(game_params *params, random_state *rs,
962 char **aux, int interactive)
963 {
964 /* solution and description both use run-length encoding in obvious ways */
965 char *retval;
966 char *description = snewn(SQUARE_COUNT(params) + 1, char);
967 char *dp = description;
968 int i, j;
969 int empty_count;
970 game_state *state = snew(game_state), *state_new;
971
972 state->h = params->h;
973 state->w = params->w;
974
975 state->hl = snewn(HL_COUNT(params), char);
976 state->vl = snewn(VL_COUNT(params), char);
977
978 newboard_please:
979 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
980 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
981
982 state->solved = state->cheated = FALSE;
983 state->recursion_depth = params->rec;
984
985 /* Get a new random solvable board with all its clues filled in. Yes, this
986 * can loop for ever if the params are suitably unfavourable, but
987 * preventing games smaller than 4x4 seems to stop this happening */
988
989 do {
990 state->clues = new_fullyclued_board(params, rs);
991 } while (!game_has_unique_soln(state, params->diff));
992
993 state_new = remove_clues(state, rs, params->diff);
994 free_game(state);
995 state = state_new;
996
997 if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
998 /* Board is too easy */
999 goto newboard_please;
1000 }
1001
1002 empty_count = 0;
1003 for (j = 0; j < params->h; ++j) {
1004 for (i = 0; i < params->w; ++i) {
1005 if (CLUE_AT(state, i, j) == ' ') {
1006 if (empty_count > 25) {
1007 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1008 empty_count = 0;
1009 }
1010 empty_count++;
1011 } else {
1012 if (empty_count) {
1013 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1014 empty_count = 0;
1015 }
1016 dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j)));
1017 }
1018 }
1019 }
1020 if (empty_count)
1021 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1022
1023 free_game(state);
1024 retval = dupstr(description);
1025 sfree(description);
1026
1027 assert(!validate_desc(params, retval));
1028
1029 return retval;
1030 }
1031
1032 /* We require that the params pass the test in validate_params and that the
1033 * description fills the entire game area */
1034 static char *validate_desc(game_params *params, char *desc)
1035 {
1036 int count = 0;
1037
1038 for (; *desc; ++desc) {
1039 if (*desc >= '0' && *desc <= '9') {
1040 count++;
1041 continue;
1042 }
1043 if (*desc >= 'a') {
1044 count += *desc - 'a' + 1;
1045 continue;
1046 }
1047 return "Unknown character in description";
1048 }
1049
1050 if (count < SQUARE_COUNT(params))
1051 return "Description too short for board size";
1052 if (count > SQUARE_COUNT(params))
1053 return "Description too long for board size";
1054
1055 return NULL;
1056 }
1057
1058 static game_state *new_game(midend *me, game_params *params, char *desc)
1059 {
1060 int i,j;
1061 game_state *state = snew(game_state);
1062 int empties_to_make = 0;
1063 int n;
1064 const char *dp = desc;
1065
1066 state->recursion_depth = 0; /* XXX pending removal, probably */
1067
1068 state->h = params->h;
1069 state->w = params->w;
1070
1071 state->clues = snewn(SQUARE_COUNT(params), char);
1072 state->hl = snewn(HL_COUNT(params), char);
1073 state->vl = snewn(VL_COUNT(params), char);
1074
1075 state->solved = state->cheated = FALSE;
1076
1077 for (j = 0 ; j < params->h; ++j) {
1078 for (i = 0 ; i < params->w; ++i) {
1079 if (empties_to_make) {
1080 empties_to_make--;
1081 LV_CLUE_AT(state, i, j) = ' ';
1082 continue;
1083 }
1084
1085 assert(*dp);
1086 n = *dp - '0';
1087 if (n >=0 && n < 10) {
1088 LV_CLUE_AT(state, i, j) = *dp;
1089 } else {
1090 n = *dp - 'a' + 1;
1091 assert(n > 0);
1092 LV_CLUE_AT(state, i, j) = ' ';
1093 empties_to_make = n - 1;
1094 }
1095 ++dp;
1096 }
1097 }
1098
1099 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1100 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1101
1102 return state;
1103 }
1104
1105 enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1106
1107 /* Starting at dot [i,j] moves around 'state' removing lines until it's clear
1108 * whether or not the starting dot was on a loop. Returns boolean specifying
1109 * whether a loop was found. loop_status calls this and assumes that if state
1110 * has any lines set, this function will always remove at least one. */
1111 static int destructively_find_loop(game_state *state)
1112 {
1113 int a, b, i, j, new_i, new_j, n;
1114 char *lp;
1115
1116 lp = (char *)memchr(state->hl, LINE_YES, HL_COUNT(state));
1117 if (!lp) {
1118 /* We know we're going to return false but we have to fulfil our
1119 * contract */
1120 lp = (char *)memchr(state->vl, LINE_YES, VL_COUNT(state));
1121 if (lp)
1122 *lp = LINE_NO;
1123
1124 return FALSE;
1125 }
1126
1127 n = lp - state->hl;
1128
1129 i = n % state->w;
1130 j = n / state->w;
1131
1132 assert(i + j * state->w == n); /* because I'm feeling stupid */
1133 /* Save start position */
1134 a = i;
1135 b = j;
1136
1137 /* Delete one line from the potential loop */
1138 if (LEFTOF_DOT(state, i, j) == LINE_YES) {
1139 LV_LEFTOF_DOT(state, i, j) = LINE_NO;
1140 i--;
1141 } else if (ABOVE_DOT(state, i, j) == LINE_YES) {
1142 LV_ABOVE_DOT(state, i, j) = LINE_NO;
1143 j--;
1144 } else if (RIGHTOF_DOT(state, i, j) == LINE_YES) {
1145 LV_RIGHTOF_DOT(state, i, j) = LINE_NO;
1146 i++;
1147 } else if (BELOW_DOT(state, i, j) == LINE_YES) {
1148 LV_BELOW_DOT(state, i, j) = LINE_NO;
1149 j++;
1150 } else {
1151 return FALSE;
1152 }
1153
1154 do {
1155 /* From the current position of [i,j] there needs to be exactly one
1156 * line */
1157 new_i = new_j = -1;
1158
1159 #define HANDLE_DIR(dir_dot, x, y) \
1160 if (dir_dot(state, i, j) == LINE_YES) { \
1161 if (new_i != -1 || new_j != -1) \
1162 return FALSE; \
1163 new_i = (i)+(x); \
1164 new_j = (j)+(y); \
1165 LV_##dir_dot(state, i, j) = LINE_NO; \
1166 }
1167 HANDLE_DIR(ABOVE_DOT, 0, -1);
1168 HANDLE_DIR(BELOW_DOT, 0, +1);
1169 HANDLE_DIR(LEFTOF_DOT, -1, 0);
1170 HANDLE_DIR(RIGHTOF_DOT, +1, 0);
1171 #undef HANDLE_DIR
1172 if (new_i == -1 || new_j == -1) {
1173 return FALSE;
1174 }
1175
1176 i = new_i;
1177 j = new_j;
1178 } while (i != a || j != b);
1179
1180 return TRUE;
1181 }
1182
1183 static int loop_status(game_state *state)
1184 {
1185 int i, j, n;
1186 game_state *tmpstate;
1187 int loop_found = FALSE, non_loop_found = FALSE, any_lines_found = FALSE;
1188
1189 #define BAD_LOOP_FOUND \
1190 do { free_game(tmpstate); return LOOP_NOT_SOLN; } while(0)
1191
1192 /* Repeatedly look for loops until we either run out of lines to consider
1193 * or discover for sure that the board fails on the grounds of having no
1194 * loop */
1195 tmpstate = dup_game(state);
1196
1197 while (TRUE) {
1198 if (!memchr(tmpstate->hl, LINE_YES, HL_COUNT(tmpstate)) &&
1199 !memchr(tmpstate->vl, LINE_YES, VL_COUNT(tmpstate))) {
1200 break;
1201 }
1202 any_lines_found = TRUE;
1203
1204 if (loop_found)
1205 BAD_LOOP_FOUND;
1206 if (destructively_find_loop(tmpstate)) {
1207 loop_found = TRUE;
1208 if (non_loop_found)
1209 BAD_LOOP_FOUND;
1210 } else {
1211 non_loop_found = TRUE;
1212 }
1213 }
1214
1215 free_game(tmpstate);
1216
1217 if (!any_lines_found)
1218 return LOOP_NONE;
1219
1220 if (non_loop_found) {
1221 assert(!loop_found); /* should have dealt with this already */
1222 return LOOP_NONE;
1223 }
1224
1225 /* Check that every clue is satisfied */
1226 for (j = 0; j < state->h; ++j) {
1227 for (i = 0; i < state->w; ++i) {
1228 n = CLUE_AT(state, i, j);
1229 if (n != ' ') {
1230 if (square_order(state, i, j, LINE_YES) != n - '0') {
1231 return LOOP_NOT_SOLN;
1232 }
1233 }
1234 }
1235 }
1236
1237 return LOOP_SOLN;
1238 }
1239
1240 /* Sums the lengths of the numbers in range [0,n) */
1241 /* See equivalent function in solo.c for justification of this. */
1242 static int len_0_to_n(int n)
1243 {
1244 int len = 1; /* Counting 0 as a bit of a special case */
1245 int i;
1246
1247 for (i = 1; i < n; i *= 10) {
1248 len += max(n - i, 0);
1249 }
1250
1251 return len;
1252 }
1253
1254 static char *encode_solve_move(const game_state *state)
1255 {
1256 int len, i, j;
1257 char *ret, *p;
1258 /* This is going to return a string representing the moves needed to set
1259 * every line in a grid to be the same as the ones in 'state'. The exact
1260 * length of this string is predictable. */
1261
1262 len = 1; /* Count the 'S' prefix */
1263 /* Numbers in horizontal lines */
1264 /* Horizontal lines, x position */
1265 len += len_0_to_n(state->w) * (state->h + 1);
1266 /* Horizontal lines, y position */
1267 len += len_0_to_n(state->h + 1) * (state->w);
1268 /* Vertical lines, y position */
1269 len += len_0_to_n(state->h) * (state->w + 1);
1270 /* Vertical lines, x position */
1271 len += len_0_to_n(state->w + 1) * (state->h);
1272 /* For each line we also have two letters and a comma */
1273 len += 3 * (HL_COUNT(state) + VL_COUNT(state));
1274
1275 ret = snewn(len + 1, char);
1276 p = ret;
1277
1278 p += sprintf(p, "S");
1279
1280 for (j = 0; j < state->h + 1; ++j) {
1281 for (i = 0; i < state->w; ++i) {
1282 switch (RIGHTOF_DOT(state, i, j)) {
1283 case LINE_YES:
1284 p += sprintf(p, "%d,%dhy", i, j);
1285 break;
1286 case LINE_NO:
1287 p += sprintf(p, "%d,%dhn", i, j);
1288 break;
1289 /* default: */
1290 /* I'm going to forgive this because I think the results
1291 * are cute. */
1292 /* assert(!"Solver produced incomplete solution!"); */
1293 }
1294 }
1295 }
1296
1297 for (j = 0; j < state->h; ++j) {
1298 for (i = 0; i < state->w + 1; ++i) {
1299 switch (BELOW_DOT(state, i, j)) {
1300 case LINE_YES:
1301 p += sprintf(p, "%d,%dvy", i, j);
1302 break;
1303 case LINE_NO:
1304 p += sprintf(p, "%d,%dvn", i, j);
1305 break;
1306 /* default: */
1307 /* I'm going to forgive this because I think the results
1308 * are cute. */
1309 /* assert(!"Solver produced incomplete solution!"); */
1310 }
1311 }
1312 }
1313
1314 /* No point in doing sums like that if they're going to be wrong */
1315 assert(strlen(ret) == (size_t)len);
1316 return ret;
1317 }
1318
1319 /* BEGIN SOLVER IMPLEMENTATION */
1320
1321 /* For each pair of lines through each dot we store a bit for whether
1322 * exactly one of those lines is ON, and in separate arrays we store whether
1323 * at least one is on and whether at most 1 is on. (If we know both or
1324 * neither is on that's already stored more directly.) That's six bits per
1325 * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */
1326
1327 enum dline {
1328 DLINE_VERT = 0,
1329 DLINE_HORIZ = 1,
1330 DLINE_UL = 2,
1331 DLINE_DR = 3,
1332 DLINE_UR = 4,
1333 DLINE_DL = 5
1334 };
1335
1336 #define OPP_DLINE(dline) (dline ^ 1)
1337
1338
1339 #define SQUARE_DLINES \
1340 HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1341 HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1342 HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1343 HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1344
1345 #define DOT_DLINES \
1346 HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \
1347 HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \
1348 HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
1349 HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
1350 HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
1351 HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
1352
1353 static void array_setall(char *array, char from, char to, int len)
1354 {
1355 char *p = array, *p_old = p;
1356 int len_remaining = len;
1357
1358 while ((p = memchr(p, from, len_remaining))) {
1359 *p = to;
1360 len_remaining -= p - p_old;
1361 p_old = p;
1362 }
1363 }
1364
1365
1366 static int game_states_equal(const game_state *state1,
1367 const game_state *state2)
1368 {
1369 /* This deliberately doesn't check _all_ fields, just the ones that make a
1370 * game state 'interesting' from the POV of the solver */
1371 /* XXX review this */
1372 if (state1 == state2)
1373 return 1;
1374
1375 if (!state1 || !state2)
1376 return 0;
1377
1378 if (state1->w != state2->w || state1->h != state2->h)
1379 return 0;
1380
1381 if (memcmp(state1->hl, state2->hl, HL_COUNT(state1)))
1382 return 0;
1383
1384 if (memcmp(state1->vl, state2->vl, VL_COUNT(state1)))
1385 return 0;
1386
1387 return 1;
1388 }
1389
1390 static int solver_states_equal(const solver_state *sstate1,
1391 const solver_state *sstate2)
1392 {
1393 if (!sstate1) {
1394 if (!sstate2)
1395 return TRUE;
1396 else
1397 return FALSE;
1398 }
1399
1400 if (!game_states_equal(sstate1->state, sstate2->state)) {
1401 return 0;
1402 }
1403
1404 /* XXX fields missing, needs review */
1405 /* XXX we're deliberately not looking at solver_state as it's only a cache */
1406
1407 if (memcmp(sstate1->dot_atleastone, sstate2->dot_atleastone,
1408 DOT_COUNT(sstate1->state))) {
1409 return 0;
1410 }
1411
1412 if (memcmp(sstate1->dot_atmostone, sstate2->dot_atmostone,
1413 DOT_COUNT(sstate1->state))) {
1414 return 0;
1415 }
1416
1417 /* handle dline_identical here */
1418
1419 return 1;
1420 }
1421
1422 static void dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j,
1423 enum line_state line_old, enum line_state line_new)
1424 {
1425 game_state *state = sstate->state;
1426
1427 /* First line in dline */
1428 switch (dl) {
1429 case DLINE_UL:
1430 case DLINE_UR:
1431 case DLINE_VERT:
1432 if (j > 0 && ABOVE_DOT(state, i, j) == line_old)
1433 LV_ABOVE_DOT(state, i, j) = line_new;
1434 break;
1435 case DLINE_DL:
1436 case DLINE_DR:
1437 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1438 LV_BELOW_DOT(state, i, j) = line_new;
1439 break;
1440 case DLINE_HORIZ:
1441 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1442 LV_LEFTOF_DOT(state, i, j) = line_new;
1443 break;
1444 }
1445
1446 /* Second line in dline */
1447 switch (dl) {
1448 case DLINE_UL:
1449 case DLINE_DL:
1450 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1451 LV_LEFTOF_DOT(state, i, j) = line_new;
1452 break;
1453 case DLINE_UR:
1454 case DLINE_DR:
1455 case DLINE_HORIZ:
1456 if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old)
1457 LV_RIGHTOF_DOT(state, i, j) = line_new;
1458 break;
1459 case DLINE_VERT:
1460 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1461 LV_BELOW_DOT(state, i, j) = line_new;
1462 break;
1463 }
1464 }
1465
1466 static void update_solver_status(solver_state *sstate)
1467 {
1468 if (sstate->solver_status == SOLVER_INCOMPLETE) {
1469 switch (loop_status(sstate->state)) {
1470 case LOOP_NONE:
1471 sstate->solver_status = SOLVER_INCOMPLETE;
1472 break;
1473 case LOOP_SOLN:
1474 if (sstate->solver_status != SOLVER_AMBIGUOUS)
1475 sstate->solver_status = SOLVER_SOLVED;
1476 break;
1477 case LOOP_NOT_SOLN:
1478 sstate->solver_status = SOLVER_MISTAKE;
1479 break;
1480 }
1481 }
1482 }
1483
1484 #if 0
1485 /* This will fail an assertion if {dx,dy} are anything other than {-1,0}, {1,0}
1486 * {0,-1} or {0,1} */
1487 static int line_status_from_point(const game_state *state,
1488 int x, int y, int dx, int dy)
1489 {
1490 if (dx == -1 && dy == 0)
1491 return LEFTOF_DOT(state, x, y);
1492 if (dx == 1 && dy == 0)
1493 return RIGHTOF_DOT(state, x, y);
1494 if (dx == 0 && dy == -1)
1495 return ABOVE_DOT(state, x, y);
1496 if (dx == 0 && dy == 1)
1497 return BELOW_DOT(state, x, y);
1498
1499 assert(!"Illegal dx or dy in line_status_from_point");
1500 return 0;
1501 }
1502 #endif
1503
1504 /* This will return a dynamically allocated solver_state containing the (more)
1505 * solved grid */
1506 static solver_state *solve_game_rec(const solver_state *sstate_start, int diff)
1507 {
1508 int i, j;
1509 int current_yes, current_no, desired;
1510 solver_state *sstate, *sstate_saved, *sstate_tmp;
1511 int t;
1512 /* char *text; */
1513 solver_state *sstate_rec_solved;
1514 int recursive_soln_count;
1515
1516 #if 0
1517 printf("solve_game_rec: recursion_remaining = %d\n",
1518 sstate_start->recursion_remaining);
1519 #endif
1520
1521 sstate = dup_solver_state((solver_state *)sstate_start);
1522
1523 #if 0
1524 text = game_text_format(sstate->state);
1525 printf("%s\n", text);
1526 sfree(text);
1527 #endif
1528
1529 #define RETURN_IF_SOLVED \
1530 do { \
1531 update_solver_status(sstate); \
1532 if (sstate->solver_status != SOLVER_INCOMPLETE) { \
1533 free_solver_state(sstate_saved); \
1534 return sstate; \
1535 } \
1536 } while (0)
1537
1538 #define FOUND_MISTAKE \
1539 do { \
1540 sstate->solver_status = SOLVER_MISTAKE; \
1541 free_solver_state(sstate_saved); \
1542 return sstate; \
1543 } while (0)
1544
1545
1546 sstate_saved = NULL;
1547 RETURN_IF_SOLVED;
1548
1549 nonrecursive_solver:
1550
1551 while (1) {
1552 sstate_saved = dup_solver_state(sstate);
1553
1554 /* First we do the 'easy' work, that might cause concrete results */
1555
1556 /* Per-square deductions */
1557 for (j = 0; j < sstate->state->h; ++j) {
1558 for (i = 0; i < sstate->state->w; ++i) {
1559 /* Begin rules that look at the clue (if there is one) */
1560 desired = CLUE_AT(sstate->state, i, j);
1561 if (desired == ' ')
1562 continue;
1563 desired = desired - '0';
1564 current_yes = square_order(sstate->state, i, j, LINE_YES);
1565 current_no = square_order(sstate->state, i, j, LINE_NO);
1566
1567 if (desired < current_yes)
1568 FOUND_MISTAKE;
1569 if (desired == current_yes) {
1570 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1571 continue;
1572 }
1573
1574 if (4 - desired < current_no)
1575 FOUND_MISTAKE;
1576 if (4 - desired == current_no) {
1577 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES);
1578 }
1579 }
1580 }
1581
1582 RETURN_IF_SOLVED;
1583
1584 /* Per-dot deductions */
1585 for (j = 0; j < sstate->state->h + 1; ++j) {
1586 for (i = 0; i < sstate->state->w + 1; ++i) {
1587 switch (dot_order(sstate->state, i, j, LINE_YES)) {
1588 case 0:
1589 if (dot_order(sstate->state, i, j, LINE_NO) == 3) {
1590 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1591 }
1592 break;
1593 case 1:
1594 switch (dot_order(sstate->state, i, j, LINE_NO)) {
1595 #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \
1596 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1597 if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \
1598 sstate->dot_howmany \
1599 [i + (sstate->state->w + 1) * j] |= 1<<dline; \
1600 } \
1601 }
1602 case 1:
1603 if (diff > DIFF_EASY) {
1604 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1605 H1(dline, dir1_dot, dir2_dot, dot_atleastone)
1606 /* 1 yes, 1 no, so exactly one of unknowns is
1607 * yes */
1608 DOT_DLINES;
1609 #undef HANDLE_DLINE
1610 }
1611 /* fall through */
1612 case 0:
1613 if (diff > DIFF_EASY) {
1614 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1615 H1(dline, dir1_dot, dir2_dot, dot_atmostone)
1616 /* 1 yes, fewer than 2 no, so at most one of
1617 * unknowns is yes */
1618 DOT_DLINES;
1619 #undef HANDLE_DLINE
1620 }
1621 #undef H1
1622 break;
1623 case 2: /* 1 yes, 2 no */
1624 dot_setall(sstate->state, i, j,
1625 LINE_UNKNOWN, LINE_YES);
1626 break;
1627 }
1628 break;
1629 case 2:
1630 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1631 break;
1632 case 3:
1633 FOUND_MISTAKE;
1634 break;
1635 }
1636 if (diff > DIFF_EASY) {
1637 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1638 if (sstate->dot_atleastone \
1639 [i + (sstate->state->w + 1) * j] & 1<<dline) { \
1640 sstate->dot_atmostone \
1641 [i + (sstate->state->w + 1) * j] |= 1<<OPP_DLINE(dline); \
1642 }
1643 /* If at least one of a dline in a dot is YES, at most one
1644 * of the opposite dline to that dot must be YES. */
1645 DOT_DLINES;
1646 }
1647 #undef HANDLE_DLINE
1648 }
1649 }
1650
1651 /* More obscure per-square operations */
1652 for (j = 0; j < sstate->state->h; ++j) {
1653 for (i = 0; i < sstate->state->w; ++i) {
1654 #define H1(dline, dir1_sq, dir2_sq, a, b, dot_howmany, line_query, line_set) \
1655 if (sstate->dot_howmany[i+a + (sstate->state->w + 1) * (j+b)] &\
1656 1<<dline) { \
1657 t = dir1_sq(sstate->state, i, j); \
1658 if (t == line_query) \
1659 dir2_sq(sstate->state, i, j) = line_set; \
1660 else { \
1661 t = dir2_sq(sstate->state, i, j); \
1662 if (t == line_query) \
1663 dir1_sq(sstate->state, i, j) = line_set; \
1664 } \
1665 }
1666 if (diff > DIFF_EASY) {
1667 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1668 H1(dline, dir1_sq, dir2_sq, a, b, dot_atmostone, \
1669 LINE_YES, LINE_NO)
1670 /* If at most one of the DLINE is on, and one is definitely
1671 * on, set the other to definitely off */
1672 SQUARE_DLINES;
1673 #undef HANDLE_DLINE
1674 }
1675
1676 if (diff > DIFF_EASY) {
1677 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1678 H1(dline, dir1_sq, dir2_sq, a, b, dot_atleastone, \
1679 LINE_NO, LINE_YES)
1680 /* If at least one of the DLINE is on, and one is definitely
1681 * off, set the other to definitely on */
1682 SQUARE_DLINES;
1683 #undef HANDLE_DLINE
1684 }
1685 #undef H1
1686
1687 switch (CLUE_AT(sstate->state, i, j)) {
1688 case '0':
1689 case '1':
1690 if (diff > DIFF_EASY) {
1691 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1692 /* At most one of any DLINE can be set */ \
1693 sstate->dot_atmostone \
1694 [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \
1695 /* This DLINE provides enough YESes to solve the clue */\
1696 if (sstate->dot_atleastone \
1697 [i+a + (sstate->state->w + 1) * (j+b)] & \
1698 1<<dline) { \
1699 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1700 i+(1-a), j+(1-b), \
1701 LINE_UNKNOWN, LINE_NO); \
1702 }
1703 SQUARE_DLINES;
1704 #undef HANDLE_DLINE
1705 }
1706 break;
1707 case '2':
1708 if (diff > DIFF_EASY) {
1709 #define H1(dline, dot_at1one, dot_at2one, a, b) \
1710 if (sstate->dot_at1one \
1711 [i+a + (sstate->state->w + 1) * (j+b)] & \
1712 1<<dline) { \
1713 sstate->dot_at2one \
1714 [i+(1-a) + (sstate->state->w + 1) * (j+(1-b))] |= \
1715 1<<OPP_DLINE(dline); \
1716 }
1717 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1718 H1(dline, dot_atleastone, dot_atmostone, a, b); \
1719 H1(dline, dot_atmostone, dot_atleastone, a, b);
1720 /* If at least one of one DLINE is set, at most one
1721 * of the opposing one is and vice versa */
1722 SQUARE_DLINES;
1723 }
1724 #undef HANDLE_DLINE
1725 #undef H1
1726 break;
1727 case '3':
1728 case '4':
1729 if (diff > DIFF_EASY) {
1730 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1731 /* At least one of any DLINE can be set */ \
1732 sstate->dot_atleastone \
1733 [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \
1734 /* This DLINE provides enough NOs to solve the clue */ \
1735 if (sstate->dot_atmostone \
1736 [i+a + (sstate->state->w + 1) * (j+b)] & \
1737 1<<dline) { \
1738 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1739 i+(1-a), j+(1-b), \
1740 LINE_UNKNOWN, LINE_YES); \
1741 }
1742 SQUARE_DLINES;
1743 #undef HANDLE_DLINE
1744 }
1745 break;
1746 }
1747 }
1748 }
1749
1750 if (solver_states_equal(sstate, sstate_saved)) {
1751 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
1752 int d;
1753
1754 /*
1755 * Go through the grid and update for all the new edges.
1756 * Since merge_dots() is idempotent, the simplest way to
1757 * do this is just to update for _all_ the edges.
1758 *
1759 * Also, while we're here, we count the edges, count the
1760 * clues, count the satisfied clues, and count the
1761 * satisfied-minus-one clues.
1762 */
1763 for (j = 0; j <= sstate->state->h; ++j) {
1764 for (i = 0; i <= sstate->state->w; ++i) {
1765 if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) {
1766 merge_dots(sstate, i, j, i+1, j);
1767 edgecount++;
1768 }
1769 if (BELOW_DOT(sstate->state, i, j) == LINE_YES) {
1770 merge_dots(sstate, i, j, i, j+1);
1771 edgecount++;
1772 }
1773
1774 if (CLUE_AT(sstate->state, i, j) != ' ') {
1775 int c = CLUE_AT(sstate->state, i, j) - '0';
1776 int o = square_order(sstate->state, i, j, LINE_YES);
1777 if (o == c)
1778 satclues++;
1779 else if (o == c-1)
1780 sm1clues++;
1781 clues++;
1782 }
1783 }
1784 }
1785
1786 /*
1787 * Now go through looking for LINE_UNKNOWN edges which
1788 * connect two dots that are already in the same
1789 * equivalence class. If we find one, test to see if the
1790 * loop it would create is a solution.
1791 */
1792 for (j = 0; j <= sstate->state->h; ++j) {
1793 for (i = 0; i <= sstate->state->w; ++i) {
1794 for (d = 0; d < 2; d++) {
1795 int i2, j2, eqclass, val;
1796
1797 if (d == 0) {
1798 if (RIGHTOF_DOT(sstate->state, i, j) !=
1799 LINE_UNKNOWN)
1800 continue;
1801 i2 = i+1;
1802 j2 = j;
1803 } else {
1804 if (BELOW_DOT(sstate->state, i, j) !=
1805 LINE_UNKNOWN)
1806 continue;
1807 i2 = i;
1808 j2 = j+1;
1809 }
1810
1811 eqclass = dsf_canonify(sstate->dotdsf,
1812 j * (sstate->state->w+1) + i);
1813 if (eqclass != dsf_canonify(sstate->dotdsf,
1814 j2 * (sstate->state->w+1) +
1815 i2))
1816 continue;
1817
1818 val = LINE_NO; /* loop is bad until proven otherwise */
1819
1820 /*
1821 * This edge would form a loop. Next
1822 * question: how long would the loop be?
1823 * Would it equal the total number of edges
1824 * (plus the one we'd be adding if we added
1825 * it)?
1826 */
1827 if (sstate->looplen[eqclass] == edgecount + 1) {
1828 int sm1_nearby;
1829 int cx, cy;
1830
1831 /*
1832 * This edge would form a loop which
1833 * took in all the edges in the entire
1834 * grid. So now we need to work out
1835 * whether it would be a valid solution
1836 * to the puzzle, which means we have to
1837 * check if it satisfies all the clues.
1838 * This means that every clue must be
1839 * either satisfied or satisfied-minus-
1840 * 1, and also that the number of
1841 * satisfied-minus-1 clues must be at
1842 * most two and they must lie on either
1843 * side of this edge.
1844 */
1845 sm1_nearby = 0;
1846 cx = i - (j2-j);
1847 cy = j - (i2-i);
1848 if (CLUE_AT(sstate->state, cx,cy) != ' ' &&
1849 square_order(sstate->state, cx,cy, LINE_YES) ==
1850 CLUE_AT(sstate->state, cx,cy) - '0' - 1)
1851 sm1_nearby++;
1852 if (CLUE_AT(sstate->state, i, j) != ' ' &&
1853 square_order(sstate->state, i, j, LINE_YES) ==
1854 CLUE_AT(sstate->state, i, j) - '0' - 1)
1855 sm1_nearby++;
1856 if (sm1clues == sm1_nearby &&
1857 sm1clues + satclues == clues)
1858 val = LINE_YES; /* loop is good! */
1859 }
1860
1861 /*
1862 * Right. Now we know that adding this edge
1863 * would form a loop, and we know whether
1864 * that loop would be a viable solution or
1865 * not.
1866 *
1867 * If adding this edge produces a solution,
1868 * then we know we've found _a_ solution but
1869 * we don't know that it's _the_ solution -
1870 * if it were provably the solution then
1871 * we'd have deduced this edge some time ago
1872 * without the need to do loop detection. So
1873 * in this state we return SOLVER_AMBIGUOUS,
1874 * which has the effect that hitting Solve
1875 * on a user-provided puzzle will fill in a
1876 * solution but using the solver to
1877 * construct new puzzles won't consider this
1878 * a reasonable deduction for the user to
1879 * make.
1880 */
1881 if (d == 0)
1882 LV_RIGHTOF_DOT(sstate->state, i, j) = val;
1883 else
1884 LV_BELOW_DOT(sstate->state, i, j) = val;
1885 if (val == LINE_YES) {
1886 sstate->solver_status = SOLVER_AMBIGUOUS;
1887 goto finished_loop_checking;
1888 }
1889 }
1890 }
1891 }
1892
1893 finished_loop_checking:
1894
1895 RETURN_IF_SOLVED;
1896 }
1897
1898 if (solver_states_equal(sstate, sstate_saved)) {
1899 /* Solver has stopped making progress so we terminate */
1900 free_solver_state(sstate_saved);
1901 break;
1902 }
1903
1904 free_solver_state(sstate_saved);
1905 }
1906
1907 if (sstate->solver_status == SOLVER_SOLVED ||
1908 sstate->solver_status == SOLVER_AMBIGUOUS) {
1909 /* s/LINE_UNKNOWN/LINE_NO/g */
1910 array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
1911 HL_COUNT(sstate->state));
1912 array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
1913 VL_COUNT(sstate->state));
1914 return sstate;
1915 }
1916
1917 /* Perform recursive calls */
1918 if (sstate->recursion_remaining) {
1919 sstate_saved = dup_solver_state(sstate);
1920
1921 sstate->recursion_remaining--;
1922
1923 recursive_soln_count = 0;
1924 sstate_rec_solved = NULL;
1925
1926 /* Memory management:
1927 * sstate_saved won't be modified but needs to be freed when we have
1928 * finished with it.
1929 * sstate is expected to contain our 'best' solution by the time we
1930 * finish this section of code. It's the thing we'll try adding lines
1931 * to, seeing if they make it more solvable.
1932 * If sstate_rec_solved is non-NULL, it will supersede sstate
1933 * eventually. sstate_tmp should not hold a value persistently.
1934 */
1935
1936 /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
1937 * of the possibility of additional solutions. So as soon as we have a
1938 * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
1939 * if we get a SOLVER_SOLVED we want to keep trying in case we find
1940 * further solutions and have to mark it ambiguous.
1941 */
1942
1943 #define DO_RECURSIVE_CALL(dir_dot) \
1944 if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1945 debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
1946 LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
1947 sstate_tmp = solve_game_rec(sstate, diff); \
1948 switch (sstate_tmp->solver_status) { \
1949 case SOLVER_AMBIGUOUS: \
1950 debug(("Solver ambiguous, returning\n")); \
1951 sstate_rec_solved = sstate_tmp; \
1952 goto finished_recursion; \
1953 case SOLVER_SOLVED: \
1954 switch (++recursive_soln_count) { \
1955 case 1: \
1956 debug(("One solution found\n")); \
1957 sstate_rec_solved = sstate_tmp; \
1958 break; \
1959 case 2: \
1960 debug(("Ambiguous solutions found\n")); \
1961 free_solver_state(sstate_tmp); \
1962 sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\
1963 goto finished_recursion; \
1964 default: \
1965 assert(!"recursive_soln_count out of range"); \
1966 break; \
1967 } \
1968 break; \
1969 case SOLVER_MISTAKE: \
1970 debug(("Non-solution found\n")); \
1971 free_solver_state(sstate_tmp); \
1972 free_solver_state(sstate_saved); \
1973 LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
1974 goto nonrecursive_solver; \
1975 case SOLVER_INCOMPLETE: \
1976 debug(("Recursive step inconclusive\n")); \
1977 free_solver_state(sstate_tmp); \
1978 break; \
1979 } \
1980 free_solver_state(sstate); \
1981 sstate = dup_solver_state(sstate_saved); \
1982 }
1983
1984 for (j = 0; j < sstate->state->h + 1; ++j) {
1985 for (i = 0; i < sstate->state->w + 1; ++i) {
1986 /* Only perform recursive calls on 'loose ends' */
1987 if (dot_order(sstate->state, i, j, LINE_YES) == 1) {
1988 DO_RECURSIVE_CALL(LEFTOF_DOT);
1989 DO_RECURSIVE_CALL(RIGHTOF_DOT);
1990 DO_RECURSIVE_CALL(ABOVE_DOT);
1991 DO_RECURSIVE_CALL(BELOW_DOT);
1992 }
1993 }
1994 }
1995
1996 finished_recursion:
1997
1998 if (sstate_rec_solved) {
1999 free_solver_state(sstate);
2000 sstate = sstate_rec_solved;
2001 }
2002 }
2003
2004 return sstate;
2005 }
2006
2007 /* XXX bits of solver that may come in handy one day */
2008 #if 0
2009 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
2010 /* dline from this dot that's entirely unknown must have
2011 * both lines identical */ \
2012 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \
2013 dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
2014 sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \
2015 1<<dline; \
2016 } else if (sstate->dline_identical[i +
2017 (sstate->state->w + 1) * j] &\
2018 1<<dline) { \
2019 /* If they're identical and one is known do the obvious
2020 * thing */ \
2021 t = dir1_dot(sstate->state, i, j); \
2022 if (t != LINE_UNKNOWN) \
2023 dir2_dot(sstate->state, i, j) = t; \
2024 else { \
2025 t = dir2_dot(sstate->state, i, j); \
2026 if (t != LINE_UNKNOWN) \
2027 dir1_dot(sstate->state, i, j) = t; \
2028 } \
2029 } \
2030 DOT_DLINES;
2031 #undef HANDLE_DLINE
2032 #endif
2033
2034 #if 0
2035 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
2036 if (sstate->dline_identical[i+a + \
2037 (sstate->state->w + 1) * (j+b)] &\
2038 1<<dline) { \
2039 dir1_sq(sstate->state, i, j) = LINE_YES; \
2040 dir2_sq(sstate->state, i, j) = LINE_YES; \
2041 }
2042 /* If two lines are the same they must be on */
2043 SQUARE_DLINES;
2044 #undef HANDLE_DLINE
2045 #endif
2046
2047
2048 #if 0
2049 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
2050 if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
2051 1<<dline) { \
2052 if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
2053 CLUE_AT(sstate->state, i, j) - '0') { \
2054 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
2055 /* XXX the following may overwrite known data! */ \
2056 dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
2057 dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
2058 } \
2059 }
2060 SQUARE_DLINES;
2061 #undef HANDLE_DLINE
2062 #endif
2063
2064 #if 0
2065 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
2066 if (sstate->dline_identical[i+a +
2067 (sstate->state->w + 1) * (j+b)] &\
2068 1<<dline) { \
2069 dir1_sq(sstate->state, i, j) = LINE_NO; \
2070 dir2_sq(sstate->state, i, j) = LINE_NO; \
2071 }
2072 /* If two lines are the same they must be off */
2073 SQUARE_DLINES;
2074 #undef HANDLE_DLINE
2075 #endif
2076
2077 static char *solve_game(game_state *state, game_state *currstate,
2078 char *aux, char **error)
2079 {
2080 char *soln = NULL;
2081 solver_state *sstate, *new_sstate;
2082
2083 sstate = new_solver_state(state);
2084 new_sstate = solve_game_rec(sstate, DIFFCOUNT);
2085
2086 if (new_sstate->solver_status == SOLVER_SOLVED) {
2087 soln = encode_solve_move(new_sstate->state);
2088 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
2089 soln = encode_solve_move(new_sstate->state);
2090 /**error = "Solver found ambiguous solutions"; */
2091 } else {
2092 soln = encode_solve_move(new_sstate->state);
2093 /**error = "Solver failed"; */
2094 }
2095
2096 free_solver_state(new_sstate);
2097 free_solver_state(sstate);
2098
2099 return soln;
2100 }
2101
2102 static char *game_text_format(game_state *state)
2103 {
2104 int i, j;
2105 int len;
2106 char *ret, *rp;
2107
2108 len = (2 * state->w + 2) * (2 * state->h + 1);
2109 rp = ret = snewn(len + 1, char);
2110
2111 #define DRAW_HL \
2112 switch (ABOVE_SQUARE(state, i, j)) { \
2113 case LINE_YES: \
2114 rp += sprintf(rp, " -"); \
2115 break; \
2116 case LINE_NO: \
2117 rp += sprintf(rp, " x"); \
2118 break; \
2119 case LINE_UNKNOWN: \
2120 rp += sprintf(rp, " "); \
2121 break; \
2122 default: \
2123 assert(!"Illegal line state for HL");\
2124 }
2125
2126 #define DRAW_VL \
2127 switch (LEFTOF_SQUARE(state, i, j)) {\
2128 case LINE_YES: \
2129 rp += sprintf(rp, "|"); \
2130 break; \
2131 case LINE_NO: \
2132 rp += sprintf(rp, "x"); \
2133 break; \
2134 case LINE_UNKNOWN: \
2135 rp += sprintf(rp, " "); \
2136 break; \
2137 default: \
2138 assert(!"Illegal line state for VL");\
2139 }
2140
2141 for (j = 0; j < state->h; ++j) {
2142 for (i = 0; i < state->w; ++i) {
2143 DRAW_HL;
2144 }
2145 rp += sprintf(rp, " \n");
2146 for (i = 0; i < state->w; ++i) {
2147 DRAW_VL;
2148 rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j)));
2149 }
2150 DRAW_VL;
2151 rp += sprintf(rp, "\n");
2152 }
2153 for (i = 0; i < state->w; ++i) {
2154 DRAW_HL;
2155 }
2156 rp += sprintf(rp, " \n");
2157
2158 assert(strlen(ret) == len);
2159 return ret;
2160 }
2161
2162 static game_ui *new_ui(game_state *state)
2163 {
2164 return NULL;
2165 }
2166
2167 static void free_ui(game_ui *ui)
2168 {
2169 }
2170
2171 static char *encode_ui(game_ui *ui)
2172 {
2173 return NULL;
2174 }
2175
2176 static void decode_ui(game_ui *ui, char *encoding)
2177 {
2178 }
2179
2180 static void game_changed_state(game_ui *ui, game_state *oldstate,
2181 game_state *newstate)
2182 {
2183 }
2184
2185 struct game_drawstate {
2186 int started;
2187 int tilesize;
2188 int flashing;
2189 char *hl, *vl;
2190 char *clue_error;
2191 };
2192
2193 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2194 int x, int y, int button)
2195 {
2196 int hl_selected;
2197 int i, j, p, q;
2198 char *ret, buf[80];
2199 char button_char = ' ';
2200 enum line_state old_state;
2201
2202 button &= ~MOD_MASK;
2203
2204 /* Around each line is a diamond-shaped region where points within that
2205 * region are closer to this line than any other. We assume any click
2206 * within a line's diamond was meant for that line. It would all be a lot
2207 * simpler if the / and % operators respected modulo arithmetic properly
2208 * for negative numbers. */
2209
2210 x -= BORDER;
2211 y -= BORDER;
2212
2213 /* Get the coordinates of the square the click was in */
2214 i = (x + TILE_SIZE) / TILE_SIZE - 1;
2215 j = (y + TILE_SIZE) / TILE_SIZE - 1;
2216
2217 /* Get the precise position inside square [i,j] */
2218 p = (x + TILE_SIZE) % TILE_SIZE;
2219 q = (y + TILE_SIZE) % TILE_SIZE;
2220
2221 /* After this bit of magic [i,j] will correspond to the point either above
2222 * or to the left of the line selected */
2223 if (p > q) {
2224 if (TILE_SIZE - p > q) {
2225 hl_selected = TRUE;
2226 } else {
2227 hl_selected = FALSE;
2228 ++i;
2229 }
2230 } else {
2231 if (TILE_SIZE - q > p) {
2232 hl_selected = FALSE;
2233 } else {
2234 hl_selected = TRUE;
2235 ++j;
2236 }
2237 }
2238
2239 if (i < 0 || j < 0)
2240 return NULL;
2241
2242 if (hl_selected) {
2243 if (i >= state->w || j >= state->h + 1)
2244 return NULL;
2245 } else {
2246 if (i >= state->w + 1 || j >= state->h)
2247 return NULL;
2248 }
2249
2250 /* I think it's only possible to play this game with mouse clicks, sorry */
2251 /* Maybe will add mouse drag support some time */
2252 if (hl_selected)
2253 old_state = RIGHTOF_DOT(state, i, j);
2254 else
2255 old_state = BELOW_DOT(state, i, j);
2256
2257 switch (button) {
2258 case LEFT_BUTTON:
2259 switch (old_state) {
2260 case LINE_UNKNOWN:
2261 button_char = 'y';
2262 break;
2263 case LINE_YES:
2264 case LINE_NO:
2265 button_char = 'u';
2266 break;
2267 }
2268 break;
2269 case MIDDLE_BUTTON:
2270 button_char = 'u';
2271 break;
2272 case RIGHT_BUTTON:
2273 switch (old_state) {
2274 case LINE_UNKNOWN:
2275 button_char = 'n';
2276 break;
2277 case LINE_NO:
2278 case LINE_YES:
2279 button_char = 'u';
2280 break;
2281 }
2282 break;
2283 default:
2284 return NULL;
2285 }
2286
2287
2288 sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char);
2289 ret = dupstr(buf);
2290
2291 return ret;
2292 }
2293
2294 static game_state *execute_move(game_state *state, char *move)
2295 {
2296 int i, j;
2297 game_state *newstate = dup_game(state);
2298
2299 if (move[0] == 'S') {
2300 move++;
2301 newstate->cheated = TRUE;
2302 }
2303
2304 while (*move) {
2305 i = atoi(move);
2306 move = strchr(move, ',');
2307 if (!move)
2308 goto fail;
2309 j = atoi(++move);
2310 move += strspn(move, "1234567890");
2311 switch (*(move++)) {
2312 case 'h':
2313 if (i >= newstate->w || j > newstate->h)
2314 goto fail;
2315 switch (*(move++)) {
2316 case 'y':
2317 LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
2318 break;
2319 case 'n':
2320 LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
2321 break;
2322 case 'u':
2323 LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
2324 break;
2325 default:
2326 goto fail;
2327 }
2328 break;
2329 case 'v':
2330 if (i > newstate->w || j >= newstate->h)
2331 goto fail;
2332 switch (*(move++)) {
2333 case 'y':
2334 LV_BELOW_DOT(newstate, i, j) = LINE_YES;
2335 break;
2336 case 'n':
2337 LV_BELOW_DOT(newstate, i, j) = LINE_NO;
2338 break;
2339 case 'u':
2340 LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
2341 break;
2342 default:
2343 goto fail;
2344 }
2345 break;
2346 default:
2347 goto fail;
2348 }
2349 }
2350
2351 /*
2352 * Check for completion.
2353 */
2354 i = 0; /* placate optimiser */
2355 for (j = 0; j <= newstate->h; j++) {
2356 for (i = 0; i < newstate->w; i++)
2357 if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
2358 break;
2359 if (i < newstate->w)
2360 break;
2361 }
2362 if (j <= newstate->h) {
2363 int prevdir = 'R';
2364 int x = i, y = j;
2365 int looplen, count;
2366
2367 /*
2368 * We've found a horizontal edge at (i,j). Follow it round
2369 * to see if it's part of a loop.
2370 */
2371 looplen = 0;
2372 while (1) {
2373 int order = dot_order(newstate, x, y, LINE_YES);
2374 if (order != 2)
2375 goto completion_check_done;
2376
2377 if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
2378 x--;
2379 prevdir = 'R';
2380 } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
2381 prevdir != 'R') {
2382 x++;
2383 prevdir = 'L';
2384 } else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
2385 prevdir != 'U') {
2386 y--;
2387 prevdir = 'D';
2388 } else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
2389 prevdir != 'D') {
2390 y++;
2391 prevdir = 'U';
2392 } else {
2393 assert(!"Can't happen"); /* dot_order guarantees success */
2394 }
2395
2396 looplen++;
2397
2398 if (x == i && y == j)
2399 break;
2400 }
2401
2402 if (x != i || y != j || looplen == 0)
2403 goto completion_check_done;
2404
2405 /*
2406 * We've traced our way round a loop, and we know how many
2407 * line segments were involved. Count _all_ the line
2408 * segments in the grid, to see if the loop includes them
2409 * all.
2410 */
2411 count = 0;
2412 for (j = 0; j <= newstate->h; j++)
2413 for (i = 0; i <= newstate->w; i++)
2414 count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
2415 (BELOW_DOT(newstate, i, j) == LINE_YES));
2416 assert(count >= looplen);
2417 if (count != looplen)
2418 goto completion_check_done;
2419
2420 /*
2421 * The grid contains one closed loop and nothing else.
2422 * Check that all the clues are satisfied.
2423 */
2424 for (j = 0; j < newstate->h; ++j) {
2425 for (i = 0; i < newstate->w; ++i) {
2426 int n = CLUE_AT(newstate, i, j);
2427 if (n != ' ') {
2428 if (square_order(newstate, i, j, LINE_YES) != n - '0') {
2429 goto completion_check_done;
2430 }
2431 }
2432 }
2433 }
2434
2435 /*
2436 * Completed!
2437 */
2438 newstate->solved = TRUE;
2439 }
2440
2441 completion_check_done:
2442 return newstate;
2443
2444 fail:
2445 free_game(newstate);
2446 return NULL;
2447 }
2448
2449 /* ----------------------------------------------------------------------
2450 * Drawing routines.
2451 */
2452
2453 #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
2454
2455 static void game_compute_size(game_params *params, int tilesize,
2456 int *x, int *y)
2457 {
2458 struct { int tilesize; } ads, *ds = &ads;
2459 ads.tilesize = tilesize;
2460
2461 *x = SIZE(params->w);
2462 *y = SIZE(params->h);
2463 }
2464
2465 static void game_set_size(drawing *dr, game_drawstate *ds,
2466 game_params *params, int tilesize)
2467 {
2468 ds->tilesize = tilesize;
2469 }
2470
2471 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2472 {
2473 float *ret = snewn(4 * NCOLOURS, float);
2474
2475 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2476
2477 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
2478 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
2479 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
2480
2481 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2482 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2483 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2484
2485 ret[COL_MISTAKE * 3 + 0] = 1.0F;
2486 ret[COL_MISTAKE * 3 + 1] = 0.0F;
2487 ret[COL_MISTAKE * 3 + 2] = 0.0F;
2488
2489 *ncolours = NCOLOURS;
2490 return ret;
2491 }
2492
2493 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2494 {
2495 struct game_drawstate *ds = snew(struct game_drawstate);
2496
2497 ds->tilesize = 0;
2498 ds->started = 0;
2499 ds->hl = snewn(HL_COUNT(state), char);
2500 ds->vl = snewn(VL_COUNT(state), char);
2501 ds->clue_error = snewn(SQUARE_COUNT(state), char);
2502 ds->flashing = 0;
2503
2504 memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
2505 memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
2506 memset(ds->clue_error, 0, SQUARE_COUNT(state));
2507
2508 return ds;
2509 }
2510
2511 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2512 {
2513 sfree(ds->clue_error);
2514 sfree(ds->hl);
2515 sfree(ds->vl);
2516 sfree(ds);
2517 }
2518
2519 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2520 game_state *state, int dir, game_ui *ui,
2521 float animtime, float flashtime)
2522 {
2523 int i, j, n;
2524 int w = state->w, h = state->h;
2525 char c[2];
2526 int line_colour, flash_changed;
2527 int clue_mistake;
2528
2529 if (!ds->started) {
2530 /*
2531 * The initial contents of the window are not guaranteed and
2532 * can vary with front ends. To be on the safe side, all games
2533 * should start by drawing a big background-colour rectangle
2534 * covering the whole window.
2535 */
2536 draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
2537
2538 /* Draw dots */
2539 for (j = 0; j < h + 1; ++j) {
2540 for (i = 0; i < w + 1; ++i) {
2541 draw_rect(dr,
2542 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2543 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2544 LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
2545 }
2546 }
2547
2548 /* Draw clues */
2549 for (j = 0; j < h; ++j) {
2550 for (i = 0; i < w; ++i) {
2551 c[0] = CLUE_AT(state, i, j);
2552 c[1] = '\0';
2553 draw_text(dr,
2554 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2555 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2556 FONT_VARIABLE, TILE_SIZE/2,
2557 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
2558 }
2559 }
2560 draw_update(dr, 0, 0,
2561 state->w * TILE_SIZE + 2*BORDER + 1,
2562 state->h * TILE_SIZE + 2*BORDER + 1);
2563 ds->started = TRUE;
2564 }
2565
2566 if (flashtime > 0 &&
2567 (flashtime <= FLASH_TIME/3 ||
2568 flashtime >= FLASH_TIME*2/3)) {
2569 flash_changed = !ds->flashing;
2570 ds->flashing = TRUE;
2571 line_colour = COL_HIGHLIGHT;
2572 } else {
2573 flash_changed = ds->flashing;
2574 ds->flashing = FALSE;
2575 line_colour = COL_FOREGROUND;
2576 }
2577
2578 #define CROSS_SIZE (3 * LINEWIDTH / 2)
2579
2580 /* Redraw clue colours if necessary */
2581 for (j = 0; j < h; ++j) {
2582 for (i = 0; i < w; ++i) {
2583 c[0] = CLUE_AT(state, i, j);
2584 c[1] = '\0';
2585 if (c[0] == ' ')
2586 continue;
2587
2588 n = c[0] - '0';
2589 assert(n >= 0 && n <= 4);
2590
2591 clue_mistake = (square_order(state, i, j, LINE_YES) > n ||
2592 square_order(state, i, j, LINE_NO ) > (4-n));
2593
2594 if (clue_mistake != ds->clue_error[i * w + j]) {
2595 draw_rect(dr,
2596 BORDER + i * TILE_SIZE + CROSS_SIZE,
2597 BORDER + j * TILE_SIZE + CROSS_SIZE,
2598 TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2,
2599 COL_BACKGROUND);
2600 draw_text(dr,
2601 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2602 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2603 FONT_VARIABLE, TILE_SIZE/2,
2604 ALIGN_VCENTRE | ALIGN_HCENTRE,
2605 clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c);
2606 draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER,
2607 TILE_SIZE, TILE_SIZE);
2608
2609 ds->clue_error[i * w + j] = clue_mistake;
2610 }
2611 }
2612 }
2613
2614 /* I've also had a request to colour lines red if they make a non-solution
2615 * loop, or if more than two lines go into any point. I think that would
2616 * be good some time. */
2617
2618 #define CLEAR_VL(i, j) do { \
2619 draw_rect(dr, \
2620 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2621 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2622 CROSS_SIZE * 2, \
2623 TILE_SIZE - LINEWIDTH, \
2624 COL_BACKGROUND); \
2625 draw_update(dr, \
2626 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2627 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2628 CROSS_SIZE*2, \
2629 TILE_SIZE + CROSS_SIZE*2); \
2630 } while (0)
2631
2632 #define CLEAR_HL(i, j) do { \
2633 draw_rect(dr, \
2634 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2635 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2636 TILE_SIZE - LINEWIDTH, \
2637 CROSS_SIZE * 2, \
2638 COL_BACKGROUND); \
2639 draw_update(dr, \
2640 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2641 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2642 TILE_SIZE + CROSS_SIZE*2, \
2643 CROSS_SIZE*2); \
2644 } while (0)
2645
2646 /* Vertical lines */
2647 for (j = 0; j < h; ++j) {
2648 for (i = 0; i < w + 1; ++i) {
2649 switch (BELOW_DOT(state, i, j)) {
2650 case LINE_UNKNOWN:
2651 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2652 CLEAR_VL(i, j);
2653 }
2654 break;
2655 case LINE_YES:
2656 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) ||
2657 flash_changed) {
2658 CLEAR_VL(i, j);
2659 draw_rect(dr,
2660 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2661 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2662 LINEWIDTH, TILE_SIZE - LINEWIDTH,
2663 line_colour);
2664 }
2665 break;
2666 case LINE_NO:
2667 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2668 CLEAR_VL(i, j);
2669 draw_line(dr,
2670 BORDER + i * TILE_SIZE - CROSS_SIZE,
2671 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2672 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2673 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2674 COL_FOREGROUND);
2675 draw_line(dr,
2676 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2677 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2678 BORDER + i * TILE_SIZE - CROSS_SIZE,
2679 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2680 COL_FOREGROUND);
2681 }
2682 break;
2683 }
2684 ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j);
2685 }
2686 }
2687
2688 /* Horizontal lines */
2689 for (j = 0; j < h + 1; ++j) {
2690 for (i = 0; i < w; ++i) {
2691 switch (RIGHTOF_DOT(state, i, j)) {
2692 case LINE_UNKNOWN:
2693 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2694 CLEAR_HL(i, j);
2695 }
2696 break;
2697 case LINE_YES:
2698 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) ||
2699 flash_changed) {
2700 CLEAR_HL(i, j);
2701 draw_rect(dr,
2702 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2703 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2704 TILE_SIZE - LINEWIDTH, LINEWIDTH,
2705 line_colour);
2706 break;
2707 }
2708 case LINE_NO:
2709 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2710 CLEAR_HL(i, j);
2711 draw_line(dr,
2712 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2713 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2714 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2715 BORDER + j * TILE_SIZE - CROSS_SIZE,
2716 COL_FOREGROUND);
2717 draw_line(dr,
2718 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2719 BORDER + j * TILE_SIZE - CROSS_SIZE,
2720 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2721 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2722 COL_FOREGROUND);
2723 break;
2724 }
2725 }
2726 ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j);
2727 }
2728 }
2729 }
2730
2731 static float game_anim_length(game_state *oldstate, game_state *newstate,
2732 int dir, game_ui *ui)
2733 {
2734 return 0.0F;
2735 }
2736
2737 static float game_flash_length(game_state *oldstate, game_state *newstate,
2738 int dir, game_ui *ui)
2739 {
2740 if (!oldstate->solved && newstate->solved &&
2741 !oldstate->cheated && !newstate->cheated) {
2742 return FLASH_TIME;
2743 }
2744
2745 return 0.0F;
2746 }
2747
2748 static int game_wants_statusbar(void)
2749 {
2750 return FALSE;
2751 }
2752
2753 static int game_timing_state(game_state *state, game_ui *ui)
2754 {
2755 return TRUE;
2756 }
2757
2758 static void game_print_size(game_params *params, float *x, float *y)
2759 {
2760 int pw, ph;
2761
2762 /*
2763 * I'll use 7mm squares by default.
2764 */
2765 game_compute_size(params, 700, &pw, &ph);
2766 *x = pw / 100.0F;
2767 *y = ph / 100.0F;
2768 }
2769
2770 static void game_print(drawing *dr, game_state *state, int tilesize)
2771 {
2772 int w = state->w, h = state->h;
2773 int ink = print_mono_colour(dr, 0);
2774 int x, y;
2775 game_drawstate ads, *ds = &ads;
2776 ds->tilesize = tilesize;
2777
2778 /*
2779 * Dots. I'll deliberately make the dots a bit wider than the
2780 * lines, so you can still see them. (And also because it's
2781 * annoyingly tricky to make them _exactly_ the same size...)
2782 */
2783 for (y = 0; y <= h; y++)
2784 for (x = 0; x <= w; x++)
2785 draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
2786 LINEWIDTH, ink, ink);
2787
2788 /*
2789 * Clues.
2790 */
2791 for (y = 0; y < h; y++)
2792 for (x = 0; x < w; x++)
2793 if (CLUE_AT(state, x, y) != ' ') {
2794 char c[2];
2795
2796 c[0] = CLUE_AT(state, x, y);
2797 c[1] = '\0';
2798 draw_text(dr,
2799 BORDER + x * TILE_SIZE + TILE_SIZE/2,
2800 BORDER + y * TILE_SIZE + TILE_SIZE/2,
2801 FONT_VARIABLE, TILE_SIZE/2,
2802 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
2803 }
2804
2805 /*
2806 * Lines. (At the moment, I'm not bothering with crosses.)
2807 */
2808 for (y = 0; y <= h; y++)
2809 for (x = 0; x < w; x++)
2810 if (RIGHTOF_DOT(state, x, y) == LINE_YES)
2811 draw_rect(dr, BORDER + x * TILE_SIZE,
2812 BORDER + y * TILE_SIZE - LINEWIDTH/2,
2813 TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
2814 for (y = 0; y < h; y++)
2815 for (x = 0; x <= w; x++)
2816 if (BELOW_DOT(state, x, y) == LINE_YES)
2817 draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
2818 BORDER + y * TILE_SIZE,
2819 (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
2820 }
2821
2822 #ifdef COMBINED
2823 #define thegame loopy
2824 #endif
2825
2826 const struct game thegame = {
2827 "Loopy", "games.loopy",
2828 default_params,
2829 game_fetch_preset,
2830 decode_params,
2831 encode_params,
2832 free_params,
2833 dup_params,
2834 TRUE, game_configure, custom_params,
2835 validate_params,
2836 new_game_desc,
2837 validate_desc,
2838 new_game,
2839 dup_game,
2840 free_game,
2841 1, solve_game,
2842 TRUE, game_text_format,
2843 new_ui,
2844 free_ui,
2845 encode_ui,
2846 decode_ui,
2847 game_changed_state,
2848 interpret_move,
2849 execute_move,
2850 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2851 game_colours,
2852 game_new_drawstate,
2853 game_free_drawstate,
2854 game_redraw,
2855 game_anim_length,
2856 game_flash_length,
2857 TRUE, FALSE, game_print_size, game_print,
2858 game_wants_statusbar,
2859 FALSE, game_timing_state,
2860 0, /* mouse_priorities */
2861 };