Fix default parameter assignment in Light Up when validating an
[sgt/puzzles] / lightup.c
1 /*
2 * lightup.c: Implementation of the Nikoli game 'Light Up'.
3 */
4
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13
14 /*
15 * In standalone solver mode, `verbose' is a variable which can be
16 * set by command-line option; in debugging mode it's simply always
17 * true.
18 */
19 #if defined STANDALONE_SOLVER
20 #define SOLVER_DIAGNOSTICS
21 int verbose = 0;
22 #undef debug
23 #define debug(x) printf x
24 #elif defined SOLVER_DIAGNOSTICS
25 #define verbose 2
26 #endif
27
28 /* --- Constants, structure definitions, etc. --- */
29
30 #define PREFERRED_TILE_SIZE 32
31 #define TILE_SIZE (ds->tilesize)
32 #define BORDER (TILE_SIZE / 2)
33 #define TILE_RADIUS (ds->crad)
34
35 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
36 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
37
38 #define FLASH_TIME 0.30F
39
40 enum {
41 COL_BACKGROUND,
42 COL_GRID,
43 COL_BLACK, /* black */
44 COL_LIGHT, /* white */
45 COL_LIT, /* yellow */
46 COL_ERROR, /* red */
47 COL_CURSOR,
48 NCOLOURS
49 };
50
51 enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX };
52
53 #define DIFFCOUNT 2
54
55 struct game_params {
56 int w, h;
57 int blackpc; /* %age of black squares */
58 int symm;
59 int difficulty; /* 0 to DIFFCOUNT */
60 };
61
62 #define F_BLACK 1
63
64 /* flags for black squares */
65 #define F_NUMBERED 2 /* it has a number attached */
66 #define F_NUMBERUSED 4 /* this number was useful for solving */
67
68 /* flags for non-black squares */
69 #define F_IMPOSSIBLE 8 /* can't put a light here */
70 #define F_LIGHT 16
71
72 #define F_MARK 32
73
74 struct game_state {
75 int w, h, nlights;
76 int *lights; /* For black squares, (optionally) the number
77 of surrounding lights. For non-black squares,
78 the number of times it's lit. size h*w*/
79 unsigned int *flags; /* size h*w */
80 int completed, used_solve;
81 };
82
83 #define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)])
84
85 /* A ll_data holds information about which lights would be lit by
86 * a particular grid location's light (or conversely, which locations
87 * could light a specific other location). */
88 /* most things should consider this struct opaque. */
89 typedef struct {
90 int ox,oy;
91 int minx, maxx, miny, maxy;
92 int include_origin;
93 } ll_data;
94
95 /* Macro that executes 'block' once per light in lld, including
96 * the origin if include_origin is specified. 'block' can use
97 * lx and ly as the coords. */
98 #define FOREACHLIT(lld,block) do { \
99 int lx,ly; \
100 ly = (lld)->oy; \
101 for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \
102 if (lx == (lld)->ox) continue; \
103 block \
104 } \
105 lx = (lld)->ox; \
106 for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \
107 if (!(lld)->include_origin && ly == (lld)->oy) continue; \
108 block \
109 } \
110 } while(0)
111
112
113 typedef struct {
114 struct { int x, y; unsigned int f; } points[4];
115 int npoints;
116 } surrounds;
117
118 /* Fills in (doesn't allocate) a surrounds structure with the grid locations
119 * around a given square, taking account of the edges. */
120 static void get_surrounds(game_state *state, int ox, int oy, surrounds *s)
121 {
122 assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h);
123 s->npoints = 0;
124 #define ADDPOINT(cond,nx,ny) do {\
125 if (cond) { \
126 s->points[s->npoints].x = (nx); \
127 s->points[s->npoints].y = (ny); \
128 s->points[s->npoints].f = 0; \
129 s->npoints++; \
130 } } while(0)
131 ADDPOINT(ox > 0, ox-1, oy);
132 ADDPOINT(ox < (state->w-1), ox+1, oy);
133 ADDPOINT(oy > 0, ox, oy-1);
134 ADDPOINT(oy < (state->h-1), ox, oy+1);
135 }
136
137 /* --- Game parameter functions --- */
138
139 #define DEFAULT_PRESET 0
140
141 const struct game_params lightup_presets[] = {
142 { 7, 7, 20, SYMM_ROT4, 0 },
143 { 7, 7, 20, SYMM_ROT4, 1 },
144 { 7, 7, 20, SYMM_ROT4, 2 },
145 { 10, 10, 20, SYMM_ROT2, 0 },
146 { 10, 10, 20, SYMM_ROT2, 1 },
147 #ifdef SLOW_SYSTEM
148 { 12, 12, 20, SYMM_ROT2, 0 },
149 { 12, 12, 20, SYMM_ROT2, 1 },
150 #else
151 { 10, 10, 20, SYMM_ROT2, 2 },
152 { 14, 14, 20, SYMM_ROT2, 0 },
153 { 14, 14, 20, SYMM_ROT2, 1 },
154 { 14, 14, 20, SYMM_ROT2, 2 }
155 #endif
156 };
157
158 static game_params *default_params(void)
159 {
160 game_params *ret = snew(game_params);
161 *ret = lightup_presets[DEFAULT_PRESET];
162
163 return ret;
164 }
165
166 static int game_fetch_preset(int i, char **name, game_params **params)
167 {
168 game_params *ret;
169 char buf[80];
170
171 if (i < 0 || i >= lenof(lightup_presets))
172 return FALSE;
173
174 ret = default_params();
175 *ret = lightup_presets[i];
176 *params = ret;
177
178 sprintf(buf, "%dx%d %s",
179 ret->w, ret->h,
180 ret->difficulty == 2 ? "hard" :
181 ret->difficulty == 1 ? "tricky" : "easy");
182 *name = dupstr(buf);
183
184 return TRUE;
185 }
186
187 static void free_params(game_params *params)
188 {
189 sfree(params);
190 }
191
192 static game_params *dup_params(game_params *params)
193 {
194 game_params *ret = snew(game_params);
195 *ret = *params; /* structure copy */
196 return ret;
197 }
198
199 #define EATNUM(x) do { \
200 (x) = atoi(string); \
201 while (*string && isdigit((unsigned char)*string)) string++; \
202 } while(0)
203
204 static void decode_params(game_params *params, char const *string)
205 {
206 EATNUM(params->w);
207 if (*string == 'x') {
208 string++;
209 EATNUM(params->h);
210 }
211 if (*string == 'b') {
212 string++;
213 EATNUM(params->blackpc);
214 }
215 if (*string == 's') {
216 string++;
217 EATNUM(params->symm);
218 } else {
219 /* cope with user input such as '18x10' by ensuring symmetry
220 * is not selected by default to be incompatible with dimensions */
221 if (params->symm == SYMM_ROT4 && params->w != params->h)
222 params->symm = SYMM_ROT2;
223 }
224 params->difficulty = 0;
225 /* cope with old params */
226 if (*string == 'r') {
227 params->difficulty = 2;
228 string++;
229 }
230 if (*string == 'd') {
231 string++;
232 EATNUM(params->difficulty);
233 }
234 }
235
236 static char *encode_params(game_params *params, int full)
237 {
238 char buf[80];
239
240 if (full) {
241 sprintf(buf, "%dx%db%ds%dd%d",
242 params->w, params->h, params->blackpc,
243 params->symm,
244 params->difficulty);
245 } else {
246 sprintf(buf, "%dx%d", params->w, params->h);
247 }
248 return dupstr(buf);
249 }
250
251 static config_item *game_configure(game_params *params)
252 {
253 config_item *ret;
254 char buf[80];
255
256 ret = snewn(6, config_item);
257
258 ret[0].name = "Width";
259 ret[0].type = C_STRING;
260 sprintf(buf, "%d", params->w);
261 ret[0].sval = dupstr(buf);
262 ret[0].ival = 0;
263
264 ret[1].name = "Height";
265 ret[1].type = C_STRING;
266 sprintf(buf, "%d", params->h);
267 ret[1].sval = dupstr(buf);
268 ret[1].ival = 0;
269
270 ret[2].name = "%age of black squares";
271 ret[2].type = C_STRING;
272 sprintf(buf, "%d", params->blackpc);
273 ret[2].sval = dupstr(buf);
274 ret[2].ival = 0;
275
276 ret[3].name = "Symmetry";
277 ret[3].type = C_CHOICES;
278 ret[3].sval = ":None"
279 ":2-way mirror:2-way rotational"
280 ":4-way mirror:4-way rotational";
281 ret[3].ival = params->symm;
282
283 ret[4].name = "Difficulty";
284 ret[4].type = C_CHOICES;
285 ret[4].sval = ":Easy:Tricky:Hard";
286 ret[4].ival = params->difficulty;
287
288 ret[5].name = NULL;
289 ret[5].type = C_END;
290 ret[5].sval = NULL;
291 ret[5].ival = 0;
292
293 return ret;
294 }
295
296 static game_params *custom_params(config_item *cfg)
297 {
298 game_params *ret = snew(game_params);
299
300 ret->w = atoi(cfg[0].sval);
301 ret->h = atoi(cfg[1].sval);
302 ret->blackpc = atoi(cfg[2].sval);
303 ret->symm = cfg[3].ival;
304 ret->difficulty = cfg[4].ival;
305
306 return ret;
307 }
308
309 static char *validate_params(game_params *params, int full)
310 {
311 if (params->w < 2 || params->h < 2)
312 return "Width and height must be at least 2";
313 if (full) {
314 if (params->blackpc < 5 || params->blackpc > 100)
315 return "Percentage of black squares must be between 5% and 100%";
316 if (params->w != params->h) {
317 if (params->symm == SYMM_ROT4)
318 return "4-fold symmetry is only available with square grids";
319 }
320 if (params->symm < 0 || params->symm >= SYMM_MAX)
321 return "Unknown symmetry type";
322 if (params->difficulty < 0 || params->difficulty > DIFFCOUNT)
323 return "Unknown difficulty level";
324 }
325 return NULL;
326 }
327
328 /* --- Game state construction/freeing helper functions --- */
329
330 static game_state *new_state(game_params *params)
331 {
332 game_state *ret = snew(game_state);
333
334 ret->w = params->w;
335 ret->h = params->h;
336 ret->lights = snewn(ret->w * ret->h, int);
337 ret->nlights = 0;
338 memset(ret->lights, 0, ret->w * ret->h * sizeof(int));
339 ret->flags = snewn(ret->w * ret->h, unsigned int);
340 memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int));
341 ret->completed = ret->used_solve = 0;
342 return ret;
343 }
344
345 static game_state *dup_game(game_state *state)
346 {
347 game_state *ret = snew(game_state);
348
349 ret->w = state->w;
350 ret->h = state->h;
351
352 ret->lights = snewn(ret->w * ret->h, int);
353 memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int));
354 ret->nlights = state->nlights;
355
356 ret->flags = snewn(ret->w * ret->h, unsigned int);
357 memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int));
358
359 ret->completed = state->completed;
360 ret->used_solve = state->used_solve;
361
362 return ret;
363 }
364
365 static void free_game(game_state *state)
366 {
367 sfree(state->lights);
368 sfree(state->flags);
369 sfree(state);
370 }
371
372 static void debug_state(game_state *state)
373 {
374 int x, y;
375 char c = '?';
376
377 for (y = 0; y < state->h; y++) {
378 for (x = 0; x < state->w; x++) {
379 c = '.';
380 if (GRID(state, flags, x, y) & F_BLACK) {
381 if (GRID(state, flags, x, y) & F_NUMBERED)
382 c = GRID(state, lights, x, y) + '0';
383 else
384 c = '#';
385 } else {
386 if (GRID(state, flags, x, y) & F_LIGHT)
387 c = 'O';
388 else if (GRID(state, flags, x, y) & F_IMPOSSIBLE)
389 c = 'X';
390 }
391 debug(("%c", (int)c));
392 }
393 debug((" "));
394 for (x = 0; x < state->w; x++) {
395 if (GRID(state, flags, x, y) & F_BLACK)
396 c = '#';
397 else {
398 c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a';
399 c += GRID(state, lights, x, y);
400 }
401 debug(("%c", (int)c));
402 }
403 debug(("\n"));
404 }
405 }
406
407 /* --- Game completion test routines. --- */
408
409 /* These are split up because occasionally functions are only
410 * interested in one particular aspect. */
411
412 /* Returns non-zero if all grid spaces are lit. */
413 static int grid_lit(game_state *state)
414 {
415 int x, y;
416
417 for (x = 0; x < state->w; x++) {
418 for (y = 0; y < state->h; y++) {
419 if (GRID(state,flags,x,y) & F_BLACK) continue;
420 if (GRID(state,lights,x,y) == 0)
421 return 0;
422 }
423 }
424 return 1;
425 }
426
427 /* Returns non-zero if any lights are lit by other lights. */
428 static int grid_overlap(game_state *state)
429 {
430 int x, y;
431
432 for (x = 0; x < state->w; x++) {
433 for (y = 0; y < state->h; y++) {
434 if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
435 if (GRID(state, lights, x, y) > 1)
436 return 1;
437 }
438 }
439 return 0;
440 }
441
442 static int number_wrong(game_state *state, int x, int y)
443 {
444 surrounds s;
445 int i, n, empty, lights = GRID(state, lights, x, y);
446
447 /*
448 * This function computes the display hint for a number: we
449 * turn the number red if it is definitely wrong. This means
450 * that either
451 *
452 * (a) it has too many lights around it, or
453 * (b) it would have too few lights around it even if all the
454 * plausible squares (not black, lit or F_IMPOSSIBLE) were
455 * filled with lights.
456 */
457
458 assert(GRID(state, flags, x, y) & F_NUMBERED);
459 get_surrounds(state, x, y, &s);
460
461 empty = n = 0;
462 for (i = 0; i < s.npoints; i++) {
463 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) {
464 n++;
465 continue;
466 }
467 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK)
468 continue;
469 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE)
470 continue;
471 if (GRID(state,lights,s.points[i].x,s.points[i].y))
472 continue;
473 empty++;
474 }
475 return (n > lights || (n + empty < lights));
476 }
477
478 static int number_correct(game_state *state, int x, int y)
479 {
480 surrounds s;
481 int n = 0, i, lights = GRID(state, lights, x, y);
482
483 assert(GRID(state, flags, x, y) & F_NUMBERED);
484 get_surrounds(state, x, y, &s);
485 for (i = 0; i < s.npoints; i++) {
486 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT)
487 n++;
488 }
489 return (n == lights) ? 1 : 0;
490 }
491
492 /* Returns non-zero if any numbers add up incorrectly. */
493 static int grid_addsup(game_state *state)
494 {
495 int x, y;
496
497 for (x = 0; x < state->w; x++) {
498 for (y = 0; y < state->h; y++) {
499 if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue;
500 if (!number_correct(state, x, y)) return 0;
501 }
502 }
503 return 1;
504 }
505
506 static int grid_correct(game_state *state)
507 {
508 if (grid_lit(state) &&
509 !grid_overlap(state) &&
510 grid_addsup(state)) return 1;
511 return 0;
512 }
513
514 /* --- Board initial setup (blacks, lights, numbers) --- */
515
516 static void clean_board(game_state *state, int leave_blacks)
517 {
518 int x,y;
519 for (x = 0; x < state->w; x++) {
520 for (y = 0; y < state->h; y++) {
521 if (leave_blacks)
522 GRID(state, flags, x, y) &= F_BLACK;
523 else
524 GRID(state, flags, x, y) = 0;
525 GRID(state, lights, x, y) = 0;
526 }
527 }
528 state->nlights = 0;
529 }
530
531 static void set_blacks(game_state *state, game_params *params, random_state *rs)
532 {
533 int x, y, degree = 0, rotate = 0, nblack;
534 int rh, rw, i;
535 int wodd = (state->w % 2) ? 1 : 0;
536 int hodd = (state->h % 2) ? 1 : 0;
537 int xs[4], ys[4];
538
539 switch (params->symm) {
540 case SYMM_NONE: degree = 1; rotate = 0; break;
541 case SYMM_ROT2: degree = 2; rotate = 1; break;
542 case SYMM_REF2: degree = 2; rotate = 0; break;
543 case SYMM_ROT4: degree = 4; rotate = 1; break;
544 case SYMM_REF4: degree = 4; rotate = 0; break;
545 default: assert(!"Unknown symmetry type");
546 }
547 if (params->symm == SYMM_ROT4 && (state->h != state->w))
548 assert(!"4-fold symmetry unavailable without square grid");
549
550 if (degree == 4) {
551 rw = state->w/2;
552 rh = state->h/2;
553 if (!rotate) rw += wodd; /* ... but see below. */
554 rh += hodd;
555 } else if (degree == 2) {
556 rw = state->w;
557 rh = state->h/2;
558 rh += hodd;
559 } else {
560 rw = state->w;
561 rh = state->h;
562 }
563
564 /* clear, then randomise, required region. */
565 clean_board(state, 0);
566 nblack = (rw * rh * params->blackpc) / 100;
567 for (i = 0; i < nblack; i++) {
568 do {
569 x = random_upto(rs,rw);
570 y = random_upto(rs,rh);
571 } while (GRID(state,flags,x,y) & F_BLACK);
572 GRID(state, flags, x, y) |= F_BLACK;
573 }
574
575 /* Copy required region. */
576 if (params->symm == SYMM_NONE) return;
577
578 for (x = 0; x < rw; x++) {
579 for (y = 0; y < rh; y++) {
580 if (degree == 4) {
581 xs[0] = x;
582 ys[0] = y;
583 xs[1] = state->w - 1 - (rotate ? y : x);
584 ys[1] = rotate ? x : y;
585 xs[2] = rotate ? (state->w - 1 - x) : x;
586 ys[2] = state->h - 1 - y;
587 xs[3] = rotate ? y : (state->w - 1 - x);
588 ys[3] = state->h - 1 - (rotate ? x : y);
589 } else {
590 xs[0] = x;
591 ys[0] = y;
592 xs[1] = rotate ? (state->w - 1 - x) : x;
593 ys[1] = state->h - 1 - y;
594 }
595 for (i = 1; i < degree; i++) {
596 GRID(state, flags, xs[i], ys[i]) =
597 GRID(state, flags, xs[0], ys[0]);
598 }
599 }
600 }
601 /* SYMM_ROT4 misses the middle square above; fix that here. */
602 if (degree == 4 && rotate && wodd &&
603 (random_upto(rs,100) <= (unsigned int)params->blackpc))
604 GRID(state,flags,
605 state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK;
606
607 #ifdef SOLVER_DIAGNOSTICS
608 if (verbose) debug_state(state);
609 #endif
610 }
611
612 /* Fills in (does not allocate) a ll_data with all the tiles that would
613 * be illuminated by a light at point (ox,oy). If origin=1 then the
614 * origin is included in this list. */
615 static void list_lights(game_state *state, int ox, int oy, int origin,
616 ll_data *lld)
617 {
618 int x,y;
619
620 memset(lld, 0, sizeof(lld));
621 lld->ox = lld->minx = lld->maxx = ox;
622 lld->oy = lld->miny = lld->maxy = oy;
623 lld->include_origin = origin;
624
625 y = oy;
626 for (x = ox-1; x >= 0; x--) {
627 if (GRID(state, flags, x, y) & F_BLACK) break;
628 if (x < lld->minx) lld->minx = x;
629 }
630 for (x = ox+1; x < state->w; x++) {
631 if (GRID(state, flags, x, y) & F_BLACK) break;
632 if (x > lld->maxx) lld->maxx = x;
633 }
634
635 x = ox;
636 for (y = oy-1; y >= 0; y--) {
637 if (GRID(state, flags, x, y) & F_BLACK) break;
638 if (y < lld->miny) lld->miny = y;
639 }
640 for (y = oy+1; y < state->h; y++) {
641 if (GRID(state, flags, x, y) & F_BLACK) break;
642 if (y > lld->maxy) lld->maxy = y;
643 }
644 }
645
646 /* Makes sure a light is the given state, editing the lights table to suit the
647 * new state if necessary. */
648 static void set_light(game_state *state, int ox, int oy, int on)
649 {
650 ll_data lld;
651 int diff = 0;
652
653 assert(!(GRID(state,flags,ox,oy) & F_BLACK));
654
655 if (!on && GRID(state,flags,ox,oy) & F_LIGHT) {
656 diff = -1;
657 GRID(state,flags,ox,oy) &= ~F_LIGHT;
658 state->nlights--;
659 } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) {
660 diff = 1;
661 GRID(state,flags,ox,oy) |= F_LIGHT;
662 state->nlights++;
663 }
664
665 if (diff != 0) {
666 list_lights(state,ox,oy,1,&lld);
667 FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; );
668 }
669 }
670
671 /* Returns 1 if removing a light at (x,y) would cause a square to go dark. */
672 static int check_dark(game_state *state, int x, int y)
673 {
674 ll_data lld;
675
676 list_lights(state, x, y, 1, &lld);
677 FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } );
678 return 0;
679 }
680
681 /* Sets up an initial random correct position (i.e. every
682 * space lit, and no lights lit by other lights) by filling the
683 * grid with lights and then removing lights one by one at random. */
684 static void place_lights(game_state *state, random_state *rs)
685 {
686 int i, x, y, n, *numindices, wh = state->w*state->h;
687 ll_data lld;
688
689 numindices = snewn(wh, int);
690 for (i = 0; i < wh; i++) numindices[i] = i;
691 shuffle(numindices, wh, sizeof(*numindices), rs);
692
693 /* Place a light on all grid squares without lights. */
694 for (x = 0; x < state->w; x++) {
695 for (y = 0; y < state->h; y++) {
696 GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */
697 if (GRID(state, flags, x, y) & F_BLACK) continue;
698 set_light(state, x, y, 1);
699 }
700 }
701
702 for (i = 0; i < wh; i++) {
703 y = numindices[i] / state->w;
704 x = numindices[i] % state->w;
705 if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
706 if (GRID(state, flags, x, y) & F_MARK) continue;
707 list_lights(state, x, y, 0, &lld);
708
709 /* If we're not lighting any lights ourself, don't remove anything. */
710 n = 0;
711 FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } );
712 if (n == 0) continue; /* [1] */
713
714 /* Check whether removing lights we're lighting would cause anything
715 * to go dark. */
716 n = 0;
717 FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } );
718 if (n == 0) {
719 /* No, it wouldn't, so we can remove them all. */
720 FOREACHLIT(&lld, set_light(state,lx,ly, 0); );
721 GRID(state,flags,x,y) |= F_MARK;
722 }
723
724 if (!grid_overlap(state)) {
725 sfree(numindices);
726 return; /* we're done. */
727 }
728 assert(grid_lit(state));
729 }
730 /* could get here if the line at [1] continue'd out of the loop. */
731 if (grid_overlap(state)) {
732 debug_state(state);
733 assert(!"place_lights failed to resolve overlapping lights!");
734 }
735 sfree(numindices);
736 }
737
738 /* Fills in all black squares with numbers of adjacent lights. */
739 static void place_numbers(game_state *state)
740 {
741 int x, y, i, n;
742 surrounds s;
743
744 for (x = 0; x < state->w; x++) {
745 for (y = 0; y < state->h; y++) {
746 if (!(GRID(state,flags,x,y) & F_BLACK)) continue;
747 get_surrounds(state, x, y, &s);
748 n = 0;
749 for (i = 0; i < s.npoints; i++) {
750 if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT)
751 n++;
752 }
753 GRID(state,flags,x,y) |= F_NUMBERED;
754 GRID(state,lights,x,y) = n;
755 }
756 }
757 }
758
759 /* --- Actual solver, with helper subroutines. --- */
760
761 static void tsl_callback(game_state *state,
762 int lx, int ly, int *x, int *y, int *n)
763 {
764 if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return;
765 if (GRID(state,lights,lx,ly) > 0) return;
766 *x = lx; *y = ly; (*n)++;
767 }
768
769 static int try_solve_light(game_state *state, int ox, int oy,
770 unsigned int flags, int lights)
771 {
772 ll_data lld;
773 int sx = 0, sy = 0, n = 0;
774
775 if (lights > 0) return 0;
776 if (flags & F_BLACK) return 0;
777
778 /* We have an unlit square; count how many ways there are left to
779 * place a light that lights us (including this square); if only
780 * one, we must put a light there. Squares that could light us
781 * are, of course, the same as the squares we would light... */
782 list_lights(state, ox, oy, 1, &lld);
783 FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); });
784 if (n == 1) {
785 set_light(state, sx, sy, 1);
786 #ifdef SOLVER_DIAGNOSTICS
787 debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
788 ox,oy,sx,sy));
789 if (verbose) debug_state(state);
790 #endif
791 return 1;
792 }
793
794 return 0;
795 }
796
797 static int could_place_light(unsigned int flags, int lights)
798 {
799 if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0;
800 return (lights > 0) ? 0 : 1;
801 }
802
803 static int could_place_light_xy(game_state *state, int x, int y)
804 {
805 int lights = GRID(state,lights,x,y);
806 unsigned int flags = GRID(state,flags,x,y);
807 return (could_place_light(flags, lights)) ? 1 : 0;
808 }
809
810 /* For a given number square, determine whether we have enough info
811 * to unambiguously place its lights. */
812 static int try_solve_number(game_state *state, int nx, int ny,
813 unsigned int nflags, int nlights)
814 {
815 surrounds s;
816 int x, y, nl, ns, i, ret = 0, lights;
817 unsigned int flags;
818
819 if (!(nflags & F_NUMBERED)) return 0;
820 nl = nlights;
821 get_surrounds(state,nx,ny,&s);
822 ns = s.npoints;
823
824 /* nl is no. of lights we need to place, ns is no. of spaces we
825 * have to place them in. Try and narrow these down, and mark
826 * points we can ignore later. */
827 for (i = 0; i < s.npoints; i++) {
828 x = s.points[i].x; y = s.points[i].y;
829 flags = GRID(state,flags,x,y);
830 lights = GRID(state,lights,x,y);
831 if (flags & F_LIGHT) {
832 /* light here already; one less light for one less place. */
833 nl--; ns--;
834 s.points[i].f |= F_MARK;
835 } else if (!could_place_light(flags, lights)) {
836 ns--;
837 s.points[i].f |= F_MARK;
838 }
839 }
840 if (ns == 0) return 0; /* nowhere to put anything. */
841 if (nl == 0) {
842 /* we have placed all lights we need to around here; all remaining
843 * surrounds are therefore IMPOSSIBLE. */
844 GRID(state,flags,nx,ny) |= F_NUMBERUSED;
845 for (i = 0; i < s.npoints; i++) {
846 if (!(s.points[i].f & F_MARK)) {
847 GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE;
848 ret = 1;
849 }
850 }
851 #ifdef SOLVER_DIAGNOSTICS
852 printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n",
853 nx,ny);
854 if (verbose) debug_state(state);
855 #endif
856 } else if (nl == ns) {
857 /* we have as many lights to place as spaces; fill them all. */
858 GRID(state,flags,nx,ny) |= F_NUMBERUSED;
859 for (i = 0; i < s.npoints; i++) {
860 if (!(s.points[i].f & F_MARK)) {
861 set_light(state, s.points[i].x,s.points[i].y, 1);
862 ret = 1;
863 }
864 }
865 #ifdef SOLVER_DIAGNOSTICS
866 printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n",
867 nx,ny);
868 if (verbose) debug_state(state);
869 #endif
870 }
871 return ret;
872 }
873
874 struct setscratch {
875 int x, y;
876 int n;
877 };
878
879 #define SCRATCHSZ (state->w+state->h)
880
881 /* New solver algorithm: overlapping sets can add IMPOSSIBLE flags.
882 * Algorithm thanks to Simon:
883 *
884 * (a) Any square where you can place a light has a set of squares
885 * which would become non-lights as a result. (This includes
886 * squares lit by the first square, and can also include squares
887 * adjacent to the same clue square if the new light is the last
888 * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being
889 * the square you place a light.
890
891 * (b) Any unlit square has a set of squares on which you could place
892 * a light to illuminate it. (Possibly including itself, of
893 * course.) This set of squares has the property that _at least
894 * one_ of them must contain a light. Sets of this type also arise
895 * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y)
896 * the square you would place a light.
897
898 * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is
899 * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at
900 * (dx,dy) would either leave no remaining way to illuminate a certain
901 * square, or would leave no remaining way to fulfill a certain clue
902 * (at lx,ly). In either case, a light can be ruled out at that position.
903 *
904 * So, we construct all possible MAKESLIGHT sets, both from unlit squares
905 * and clue squares, and then we look for plausible MAKESDARK sets that include
906 * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have
907 * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set
908 * members.
909 *
910 * Once we have such a set, Simon came up with a Cunning Plan to find
911 * the most sensible MAKESDARK candidate:
912 *
913 * (a) for each square S in your set X, find all the squares which _would_
914 * rule it out. That means any square which would light S, plus
915 * any square adjacent to the same clue square as S (provided
916 * that clue square has only one remaining light to be placed).
917 * It's not hard to make this list. Don't do anything with this
918 * data at the moment except _count_ the squares.
919
920 * (b) Find the square S_min in the original set which has the
921 * _smallest_ number of other squares which would rule it out.
922
923 * (c) Find all the squares that rule out S_min (it's probably
924 * better to recompute this than to have stored it during step
925 * (a), since the CPU requirement is modest but the storage
926 * cost would get ugly.) For each of these squares, see if it
927 * rules out everything else in the set X. Any which does can
928 * be marked as not-a-light.
929 *
930 */
931
932 typedef void (*trl_cb)(game_state *state, int dx, int dy,
933 struct setscratch *scratch, int n, void *ctx);
934
935 static void try_rule_out(game_state *state, int x, int y,
936 struct setscratch *scratch, int n,
937 trl_cb cb, void *ctx);
938
939 static void trl_callback_search(game_state *state, int dx, int dy,
940 struct setscratch *scratch, int n, void *ignored)
941 {
942 int i;
943
944 #ifdef SOLVER_DIAGNOSTICS
945 if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy));
946 #endif
947
948 for (i = 0; i < n; i++) {
949 if (dx == scratch[i].x && dy == scratch[i].y) {
950 scratch[i].n = 1;
951 return;
952 }
953 }
954 }
955
956 static void trl_callback_discount(game_state *state, int dx, int dy,
957 struct setscratch *scratch, int n, void *ctx)
958 {
959 int *didsth = (int *)ctx;
960 int i;
961
962 if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) {
963 #ifdef SOLVER_DIAGNOSTICS
964 debug(("Square at (%d,%d) already impossible.\n", dx,dy));
965 #endif
966 return;
967 }
968
969 /* Check whether a light at (dx,dy) rules out everything
970 * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does.
971 * We can use try_rule_out for this as well, as the set of
972 * squares which would rule out (x,y) is the same as the
973 * set of squares which (x,y) would rule out. */
974
975 #ifdef SOLVER_DIAGNOSTICS
976 if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy));
977 #endif
978
979 for (i = 0; i < n; i++)
980 scratch[i].n = 0;
981 try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL);
982 for (i = 0; i < n; i++) {
983 if (scratch[i].n == 0) return;
984 }
985 /* The light ruled out everything in scratch. Yay. */
986 GRID(state,flags,dx,dy) |= F_IMPOSSIBLE;
987 #ifdef SOLVER_DIAGNOSTICS
988 debug(("Set reduction discounted square at (%d,%d):\n", dx,dy));
989 if (verbose) debug_state(state);
990 #endif
991
992 *didsth = 1;
993 }
994
995 static void trl_callback_incn(game_state *state, int dx, int dy,
996 struct setscratch *scratch, int n, void *ctx)
997 {
998 struct setscratch *s = (struct setscratch *)ctx;
999 s->n++;
1000 }
1001
1002 static void try_rule_out(game_state *state, int x, int y,
1003 struct setscratch *scratch, int n,
1004 trl_cb cb, void *ctx)
1005 {
1006 /* XXX Find all the squares which would rule out (x,y); anything
1007 * that would light it as well as squares adjacent to same clues
1008 * as X assuming that clue only has one remaining light.
1009 * Call the callback with each square. */
1010 ll_data lld;
1011 surrounds s, ss;
1012 int i, j, curr_lights, tot_lights;
1013
1014 /* Find all squares that would rule out a light at (x,y) and call trl_cb
1015 * with them: anything that would light (x,y)... */
1016
1017 list_lights(state, x, y, 0, &lld);
1018 FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } });
1019
1020 /* ... as well as any empty space (that isn't x,y) next to any clue square
1021 * next to (x,y) that only has one light left to place. */
1022
1023 get_surrounds(state, x, y, &s);
1024 for (i = 0; i < s.npoints; i++) {
1025 if (!(GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED))
1026 continue;
1027 /* we have an adjacent clue square; find /its/ surrounds
1028 * and count the remaining lights it needs. */
1029 get_surrounds(state,s.points[i].x,s.points[i].y,&ss);
1030 curr_lights = 0;
1031 for (j = 0; j < ss.npoints; j++) {
1032 if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT)
1033 curr_lights++;
1034 }
1035 tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y);
1036 /* We have a clue with tot_lights to fill, and curr_lights currently
1037 * around it. If adding a light at (x,y) fills up the clue (i.e.
1038 * curr_lights + 1 = tot_lights) then we need to discount all other
1039 * unlit squares around the clue. */
1040 if ((curr_lights + 1) == tot_lights) {
1041 for (j = 0; j < ss.npoints; j++) {
1042 int lx = ss.points[j].x, ly = ss.points[j].y;
1043 if (lx == x && ly == y) continue;
1044 if (could_place_light_xy(state, lx, ly))
1045 cb(state, lx, ly, scratch, n, ctx);
1046 }
1047 }
1048 }
1049 }
1050
1051 #ifdef SOLVER_DIAGNOSTICS
1052 static void debug_scratch(const char *msg, struct setscratch *scratch, int n)
1053 {
1054 int i;
1055 debug(("%s scratch (%d elements):\n", msg, n));
1056 for (i = 0; i < n; i++) {
1057 debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n));
1058 }
1059 }
1060 #endif
1061
1062 static int discount_set(game_state *state,
1063 struct setscratch *scratch, int n)
1064 {
1065 int i, besti, bestn, didsth = 0;
1066
1067 #ifdef SOLVER_DIAGNOSTICS
1068 if (verbose > 1) debug_scratch("discount_set", scratch, n);
1069 #endif
1070 if (n == 0) return 0;
1071
1072 for (i = 0; i < n; i++) {
1073 try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n,
1074 trl_callback_incn, (void*)&(scratch[i]));
1075 }
1076 #ifdef SOLVER_DIAGNOSTICS
1077 if (verbose > 1) debug_scratch("discount_set after count", scratch, n);
1078 #endif
1079
1080 besti = -1; bestn = SCRATCHSZ;
1081 for (i = 0; i < n; i++) {
1082 if (scratch[i].n < bestn) {
1083 bestn = scratch[i].n;
1084 besti = i;
1085 }
1086 }
1087 #ifdef SOLVER_DIAGNOSTICS
1088 if (verbose > 1) debug(("best square (%d,%d) with n%d.\n",
1089 scratch[besti].x, scratch[besti].y, scratch[besti].n));
1090 #endif
1091 try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n,
1092 trl_callback_discount, (void*)&didsth);
1093 #ifdef SOLVER_DIAGNOSTICS
1094 if (didsth) debug((" [from square (%d,%d)]\n",
1095 scratch[besti].x, scratch[besti].y));
1096 #endif
1097
1098 return didsth;
1099 }
1100
1101 static void discount_clear(game_state *state, struct setscratch *scratch, int *n)
1102 {
1103 *n = 0;
1104 memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch));
1105 }
1106
1107 static void unlit_cb(game_state *state, int lx, int ly,
1108 struct setscratch *scratch, int *n)
1109 {
1110 if (could_place_light_xy(state, lx, ly)) {
1111 scratch[*n].x = lx; scratch[*n].y = ly; (*n)++;
1112 }
1113 }
1114
1115 /* Construct a MAKESLIGHT set from an unlit square. */
1116 static int discount_unlit(game_state *state, int x, int y,
1117 struct setscratch *scratch)
1118 {
1119 ll_data lld;
1120 int n, didsth;
1121
1122 #ifdef SOLVER_DIAGNOSTICS
1123 if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y));
1124 if (verbose > 1) debug_state(state);
1125 #endif
1126
1127 discount_clear(state, scratch, &n);
1128
1129 list_lights(state, x, y, 1, &lld);
1130 FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); });
1131 didsth = discount_set(state, scratch, n);
1132 #ifdef SOLVER_DIAGNOSTICS
1133 if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y));
1134 #endif
1135 return didsth;
1136
1137 }
1138
1139 /* Construct a series of MAKESLIGHT sets from a clue square.
1140 * for a clue square with N remaining spaces that must contain M lights, every
1141 * subset of size N-M+1 of those N spaces forms such a set.
1142 */
1143
1144 static int discount_clue(game_state *state, int x, int y,
1145 struct setscratch *scratch)
1146 {
1147 int slen, m = GRID(state, lights, x, y), n, i, didsth = 0, lights;
1148 unsigned int flags;
1149 surrounds s, sempty;
1150 combi_ctx *combi;
1151
1152 if (m == 0) return 0;
1153
1154 #ifdef SOLVER_DIAGNOSTICS
1155 if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y));
1156 if (verbose > 1) debug_state(state);
1157 #endif
1158
1159 /* m is no. of lights still to place; starts off at the clue value
1160 * and decreases when we find a light already down.
1161 * n is no. of spaces left; starts off at 0 and goes up when we find
1162 * a plausible space. */
1163
1164 get_surrounds(state, x, y, &s);
1165 memset(&sempty, 0, sizeof(surrounds));
1166 for (i = 0; i < s.npoints; i++) {
1167 int lx = s.points[i].x, ly = s.points[i].y;
1168 flags = GRID(state,flags,lx,ly);
1169 lights = GRID(state,lights,lx,ly);
1170
1171 if (flags & F_LIGHT) m--;
1172
1173 if (could_place_light(flags, lights)) {
1174 sempty.points[sempty.npoints].x = lx;
1175 sempty.points[sempty.npoints].y = ly;
1176 sempty.npoints++;
1177 }
1178 }
1179 n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */
1180 if (n == 0) return 0; /* clue is full already. */
1181
1182 if (m < 0 || m > n) return 0; /* become impossible. */
1183
1184 combi = new_combi(n - m + 1, n);
1185 while (next_combi(combi)) {
1186 discount_clear(state, scratch, &slen);
1187 for (i = 0; i < combi->r; i++) {
1188 scratch[slen].x = sempty.points[combi->a[i]].x;
1189 scratch[slen].y = sempty.points[combi->a[i]].y;
1190 slen++;
1191 }
1192 if (discount_set(state, scratch, slen)) didsth = 1;
1193 }
1194 free_combi(combi);
1195 #ifdef SOLVER_DIAGNOSTICS
1196 if (didsth) debug((" [from clue at (%d,%d)].\n", x, y));
1197 #endif
1198 return didsth;
1199 }
1200
1201 #define F_SOLVE_FORCEUNIQUE 1
1202 #define F_SOLVE_DISCOUNTSETS 2
1203 #define F_SOLVE_ALLOWRECURSE 4
1204
1205 static unsigned int flags_from_difficulty(int difficulty)
1206 {
1207 unsigned int sflags = F_SOLVE_FORCEUNIQUE;
1208 assert(difficulty <= DIFFCOUNT);
1209 if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS;
1210 if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE;
1211 return sflags;
1212 }
1213
1214 #define MAXRECURSE 5
1215
1216 static int solve_sub(game_state *state,
1217 unsigned int solve_flags, int depth,
1218 int *maxdepth)
1219 {
1220 unsigned int flags;
1221 int x, y, didstuff, ncanplace, lights;
1222 int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0;
1223 game_state *scopy;
1224 ll_data lld;
1225 struct setscratch *sscratch = NULL;
1226
1227 #ifdef SOLVER_DIAGNOSTICS
1228 printf("solve_sub: depth = %d\n", depth);
1229 #endif
1230 if (maxdepth && *maxdepth < depth) *maxdepth = depth;
1231 if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE;
1232
1233 while (1) {
1234 if (grid_overlap(state)) {
1235 /* Our own solver, from scratch, should never cause this to happen
1236 * (assuming a soluble grid). However, if we're trying to solve
1237 * from a half-completed *incorrect* grid this might occur; we
1238 * just return the 'no solutions' code in this case. */
1239 ret = 0; goto done;
1240 }
1241
1242 if (grid_correct(state)) { ret = 1; goto done; }
1243
1244 ncanplace = 0;
1245 didstuff = 0;
1246 /* These 2 loops, and the functions they call, are the critical loops
1247 * for timing; any optimisations should look here first. */
1248 for (x = 0; x < state->w; x++) {
1249 for (y = 0; y < state->h; y++) {
1250 flags = GRID(state,flags,x,y);
1251 lights = GRID(state,lights,x,y);
1252 ncanplace += could_place_light(flags, lights);
1253
1254 if (try_solve_light(state, x, y, flags, lights)) didstuff = 1;
1255 if (try_solve_number(state, x, y, flags, lights)) didstuff = 1;
1256 }
1257 }
1258 if (didstuff) continue;
1259 if (!ncanplace) {
1260 /* nowhere to put a light, puzzle is unsoluble. */
1261 ret = 0; goto done;
1262 }
1263
1264 if (solve_flags & F_SOLVE_DISCOUNTSETS) {
1265 if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch);
1266 /* Try a more cunning (and more involved) way... more details above. */
1267 for (x = 0; x < state->w; x++) {
1268 for (y = 0; y < state->h; y++) {
1269 flags = GRID(state,flags,x,y);
1270 lights = GRID(state,lights,x,y);
1271
1272 if (!(flags & F_BLACK) && lights == 0) {
1273 if (discount_unlit(state, x, y, sscratch)) {
1274 didstuff = 1;
1275 goto reduction_success;
1276 }
1277 } else if (flags & F_NUMBERED) {
1278 if (discount_clue(state, x, y, sscratch)) {
1279 didstuff = 1;
1280 goto reduction_success;
1281 }
1282 }
1283 }
1284 }
1285 }
1286 reduction_success:
1287 if (didstuff) continue;
1288
1289 /* We now have to make a guess; we have places to put lights but
1290 * no definite idea about where they can go. */
1291 if (depth >= maxrecurse) {
1292 /* mustn't delve any deeper. */
1293 ret = -1; goto done;
1294 }
1295 /* Of all the squares that we could place a light, pick the one
1296 * that would light the most currently unlit squares. */
1297 /* This heuristic was just plucked from the air; there may well be
1298 * a more efficient way of choosing a square to flip to minimise
1299 * recursion. */
1300 bestn = 0;
1301 bestx = besty = -1; /* suyb */
1302 for (x = 0; x < state->w; x++) {
1303 for (y = 0; y < state->h; y++) {
1304 flags = GRID(state,flags,x,y);
1305 lights = GRID(state,lights,x,y);
1306 if (!could_place_light(flags, lights)) continue;
1307
1308 n = 0;
1309 list_lights(state, x, y, 1, &lld);
1310 FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; });
1311 if (n > bestn) {
1312 bestn = n; bestx = x; besty = y;
1313 }
1314 }
1315 }
1316 assert(bestn > 0);
1317 assert(bestx >= 0 && besty >= 0);
1318
1319 /* Now we've chosen a plausible (x,y), try to solve it once as 'lit'
1320 * and once as 'impossible'; we need to make one copy to do this. */
1321
1322 scopy = dup_game(state);
1323 #ifdef SOLVER_DIAGNOSTICS
1324 debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty));
1325 #endif
1326 GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE;
1327 self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth);
1328
1329 if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) {
1330 /* we didn't care about finding all solutions, and we just
1331 * found one; return with it immediately. */
1332 free_game(scopy);
1333 ret = self_soluble;
1334 goto done;
1335 }
1336
1337 #ifdef SOLVER_DIAGNOSTICS
1338 debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty));
1339 #endif
1340 set_light(scopy, bestx, besty, 1);
1341 copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth);
1342
1343 /* If we wanted a unique solution but we hit our recursion limit
1344 * (on either branch) then we have to assume we didn't find possible
1345 * extra solutions, and return 'not soluble'. */
1346 if ((solve_flags & F_SOLVE_FORCEUNIQUE) &&
1347 ((copy_soluble < 0) || (self_soluble < 0))) {
1348 ret = -1;
1349 /* Make sure that whether or not it was self or copy (or both) that
1350 * were soluble, that we return a solved state in self. */
1351 } else if (copy_soluble <= 0) {
1352 /* copy wasn't soluble; keep self state and return that result. */
1353 ret = self_soluble;
1354 } else if (self_soluble <= 0) {
1355 /* copy solved and we didn't, so copy in copy's (now solved)
1356 * flags and light state. */
1357 memcpy(state->lights, scopy->lights,
1358 scopy->w * scopy->h * sizeof(int));
1359 memcpy(state->flags, scopy->flags,
1360 scopy->w * scopy->h * sizeof(unsigned int));
1361 ret = copy_soluble;
1362 } else {
1363 ret = copy_soluble + self_soluble;
1364 }
1365 free_game(scopy);
1366 goto done;
1367 }
1368 done:
1369 if (sscratch) sfree(sscratch);
1370 #ifdef SOLVER_DIAGNOSTICS
1371 if (ret < 0)
1372 debug(("solve_sub: depth = %d returning, ran out of recursion.\n",
1373 depth));
1374 else
1375 debug(("solve_sub: depth = %d returning, %d solutions.\n",
1376 depth, ret));
1377 #endif
1378 return ret;
1379 }
1380
1381 /* Fills in the (possibly partially-complete) game_state as far as it can,
1382 * returning the number of possible solutions. If it returns >0 then the
1383 * game_state will be in a solved state, but you won't know which one. */
1384 static int dosolve(game_state *state, int solve_flags, int *maxdepth)
1385 {
1386 int x, y, nsol;
1387
1388 for (x = 0; x < state->w; x++) {
1389 for (y = 0; y < state->h; y++) {
1390 GRID(state,flags,x,y) &= ~F_NUMBERUSED;
1391 }
1392 }
1393 nsol = solve_sub(state, solve_flags, 0, maxdepth);
1394 return nsol;
1395 }
1396
1397 static int strip_unused_nums(game_state *state)
1398 {
1399 int x,y,n=0;
1400 for (x = 0; x < state->w; x++) {
1401 for (y = 0; y < state->h; y++) {
1402 if ((GRID(state,flags,x,y) & F_NUMBERED) &&
1403 !(GRID(state,flags,x,y) & F_NUMBERUSED)) {
1404 GRID(state,flags,x,y) &= ~F_NUMBERED;
1405 GRID(state,lights,x,y) = 0;
1406 n++;
1407 }
1408 }
1409 }
1410 debug(("Stripped %d unused numbers.\n", n));
1411 return n;
1412 }
1413
1414 static void unplace_lights(game_state *state)
1415 {
1416 int x,y;
1417 for (x = 0; x < state->w; x++) {
1418 for (y = 0; y < state->h; y++) {
1419 if (GRID(state,flags,x,y) & F_LIGHT)
1420 set_light(state,x,y,0);
1421 GRID(state,flags,x,y) &= ~F_IMPOSSIBLE;
1422 GRID(state,flags,x,y) &= ~F_NUMBERUSED;
1423 }
1424 }
1425 }
1426
1427 static int puzzle_is_good(game_state *state, int difficulty)
1428 {
1429 int nsol, mdepth = 0;
1430 unsigned int sflags = flags_from_difficulty(difficulty);
1431
1432 unplace_lights(state);
1433
1434 #ifdef SOLVER_DIAGNOSTICS
1435 debug(("Trying to solve with difficulty %d (0x%x):\n",
1436 difficulty, sflags));
1437 if (verbose) debug_state(state);
1438 #endif
1439
1440 nsol = dosolve(state, sflags, &mdepth);
1441 /* if we wanted an easy puzzle, make sure we didn't need recursion. */
1442 if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) {
1443 debug(("Ignoring recursive puzzle.\n"));
1444 return 0;
1445 }
1446
1447 debug(("%d solutions found.\n", nsol));
1448 if (nsol <= 0) return 0;
1449 if (nsol > 1) return 0;
1450 return 1;
1451 }
1452
1453 /* --- New game creation and user input code. --- */
1454
1455 /* The basic algorithm here is to generate the most complex grid possible
1456 * while honouring two restrictions:
1457 *
1458 * * we require a unique solution, and
1459 * * either we require solubility with no recursion (!params->recurse)
1460 * * or we require some recursion. (params->recurse).
1461 *
1462 * The solver helpfully keeps track of the numbers it needed to use to
1463 * get its solution, so we use that to remove an initial set of numbers
1464 * and check we still satsify our requirements (on uniqueness and
1465 * non-recursiveness, if applicable; we don't check explicit recursiveness
1466 * until the end).
1467 *
1468 * Then we try to remove all numbers in a random order, and see if we
1469 * still satisfy requirements (putting them back if we didn't).
1470 *
1471 * Removing numbers will always, in general terms, make a puzzle require
1472 * more recursion but it may also mean a puzzle becomes non-unique.
1473 *
1474 * Once we're done, if we wanted a recursive puzzle but the most difficult
1475 * puzzle we could come up with was non-recursive, we give up and try a new
1476 * grid. */
1477
1478 #define MAX_GRIDGEN_TRIES 20
1479
1480 static char *new_game_desc(game_params *params, random_state *rs,
1481 char **aux, int interactive)
1482 {
1483 game_state *news = new_state(params), *copys;
1484 int i, j, run, x, y, wh = params->w*params->h, num;
1485 char *ret, *p;
1486 int *numindices;
1487
1488 /* Construct a shuffled list of grid positions; we only
1489 * do this once, because if it gets used more than once it'll
1490 * be on a different grid layout. */
1491 numindices = snewn(wh, int);
1492 for (j = 0; j < wh; j++) numindices[j] = j;
1493 shuffle(numindices, wh, sizeof(*numindices), rs);
1494
1495 while (1) {
1496 for (i = 0; i < MAX_GRIDGEN_TRIES; i++) {
1497 set_blacks(news, params, rs); /* also cleans board. */
1498
1499 /* set up lights and then the numbers, and remove the lights */
1500 place_lights(news, rs);
1501 debug(("Generating initial grid.\n"));
1502 place_numbers(news);
1503 if (!puzzle_is_good(news, params->difficulty)) continue;
1504
1505 /* Take a copy, remove numbers we didn't use and check there's
1506 * still a unique solution; if so, use the copy subsequently. */
1507 copys = dup_game(news);
1508 strip_unused_nums(copys);
1509 if (!puzzle_is_good(copys, params->difficulty)) {
1510 debug(("Stripped grid is not good, reverting.\n"));
1511 free_game(copys);
1512 } else {
1513 free_game(news);
1514 news = copys;
1515 }
1516
1517 /* Go through grid removing numbers at random one-by-one and
1518 * trying to solve again; if it ceases to be good put the number back. */
1519 for (j = 0; j < wh; j++) {
1520 y = numindices[j] / params->w;
1521 x = numindices[j] % params->w;
1522 if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue;
1523 num = GRID(news, lights, x, y);
1524 GRID(news, lights, x, y) = 0;
1525 GRID(news, flags, x, y) &= ~F_NUMBERED;
1526 if (!puzzle_is_good(news, params->difficulty)) {
1527 GRID(news, lights, x, y) = num;
1528 GRID(news, flags, x, y) |= F_NUMBERED;
1529 } else
1530 debug(("Removed (%d,%d) still soluble.\n", x, y));
1531 }
1532 if (params->difficulty > 0) {
1533 /* Was the maximally-difficult puzzle difficult enough?
1534 * Check we can't solve it with a more simplistic solver. */
1535 if (puzzle_is_good(news, params->difficulty-1)) {
1536 debug(("Maximally-hard puzzle still not hard enough, skipping.\n"));
1537 continue;
1538 }
1539 }
1540
1541 goto goodpuzzle;
1542 }
1543 /* Couldn't generate a good puzzle in however many goes. Ramp up the
1544 * %age of black squares (if we didn't already have lots; in which case
1545 * why couldn't we generate a puzzle?) and try again. */
1546 if (params->blackpc < 90) params->blackpc += 5;
1547 debug(("New black layout %d%%.\n", params->blackpc));
1548 }
1549 goodpuzzle:
1550 /* Game is encoded as a long string one character per square;
1551 * 'S' is a space
1552 * 'B' is a black square with no number
1553 * '0', '1', '2', '3', '4' is a black square with a number. */
1554 ret = snewn((params->w * params->h) + 1, char);
1555 p = ret;
1556 run = 0;
1557 for (y = 0; y < params->h; y++) {
1558 for (x = 0; x < params->w; x++) {
1559 if (GRID(news,flags,x,y) & F_BLACK) {
1560 if (run) {
1561 *p++ = ('a'-1) + run;
1562 run = 0;
1563 }
1564 if (GRID(news,flags,x,y) & F_NUMBERED)
1565 *p++ = '0' + GRID(news,lights,x,y);
1566 else
1567 *p++ = 'B';
1568 } else {
1569 if (run == 26) {
1570 *p++ = ('a'-1) + run;
1571 run = 0;
1572 }
1573 run++;
1574 }
1575 }
1576 }
1577 if (run) {
1578 *p++ = ('a'-1) + run;
1579 run = 0;
1580 }
1581 *p = '\0';
1582 assert(p - ret <= params->w * params->h);
1583 free_game(news);
1584 sfree(numindices);
1585
1586 return ret;
1587 }
1588
1589 static char *validate_desc(game_params *params, char *desc)
1590 {
1591 int i;
1592 for (i = 0; i < params->w*params->h; i++) {
1593 if (*desc >= '0' && *desc <= '4')
1594 /* OK */;
1595 else if (*desc == 'B')
1596 /* OK */;
1597 else if (*desc >= 'a' && *desc <= 'z')
1598 i += *desc - 'a'; /* and the i++ will add another one */
1599 else if (!*desc)
1600 return "Game description shorter than expected";
1601 else
1602 return "Game description contained unexpected character";
1603 desc++;
1604 }
1605 if (*desc || i > params->w*params->h)
1606 return "Game description longer than expected";
1607
1608 return NULL;
1609 }
1610
1611 static game_state *new_game(midend *me, game_params *params, char *desc)
1612 {
1613 game_state *ret = new_state(params);
1614 int x,y;
1615 int run = 0;
1616
1617 for (y = 0; y < params->h; y++) {
1618 for (x = 0; x < params->w; x++) {
1619 char c = '\0';
1620
1621 if (run == 0) {
1622 c = *desc++;
1623 assert(c != 'S');
1624 if (c >= 'a' && c <= 'z')
1625 run = c - 'a' + 1;
1626 }
1627
1628 if (run > 0) {
1629 c = 'S';
1630 run--;
1631 }
1632
1633 switch (c) {
1634 case '0': case '1': case '2': case '3': case '4':
1635 GRID(ret,flags,x,y) |= F_NUMBERED;
1636 GRID(ret,lights,x,y) = (c - '0');
1637 /* run-on... */
1638
1639 case 'B':
1640 GRID(ret,flags,x,y) |= F_BLACK;
1641 break;
1642
1643 case 'S':
1644 /* empty square */
1645 break;
1646
1647 default:
1648 assert(!"Malformed desc.");
1649 break;
1650 }
1651 }
1652 }
1653 if (*desc) assert(!"Over-long desc.");
1654
1655 return ret;
1656 }
1657
1658 static char *solve_game(game_state *state, game_state *currstate,
1659 char *aux, char **error)
1660 {
1661 game_state *solved;
1662 char *move = NULL, buf[80];
1663 int movelen, movesize, x, y, len;
1664 unsigned int oldflags, solvedflags, sflags;
1665
1666 /* We don't care here about non-unique puzzles; if the
1667 * user entered one themself then I doubt they care. */
1668
1669 sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS;
1670
1671 /* Try and solve from where we are now (for non-unique
1672 * puzzles this may produce a different answer). */
1673 solved = dup_game(currstate);
1674 if (dosolve(solved, sflags, NULL) > 0) goto solved;
1675 free_game(solved);
1676
1677 /* That didn't work; try solving from the clean puzzle. */
1678 solved = dup_game(state);
1679 if (dosolve(solved, sflags, NULL) > 0) goto solved;
1680 *error = "Puzzle is not self-consistent.";
1681 goto done;
1682
1683 solved:
1684 movesize = 256;
1685 move = snewn(movesize, char);
1686 movelen = 0;
1687 move[movelen++] = 'S';
1688 move[movelen] = '\0';
1689 for (x = 0; x < currstate->w; x++) {
1690 for (y = 0; y < currstate->h; y++) {
1691 len = 0;
1692 oldflags = GRID(currstate, flags, x, y);
1693 solvedflags = GRID(solved, flags, x, y);
1694 if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT))
1695 len = sprintf(buf, ";L%d,%d", x, y);
1696 else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE))
1697 len = sprintf(buf, ";I%d,%d", x, y);
1698 if (len) {
1699 if (movelen + len >= movesize) {
1700 movesize = movelen + len + 256;
1701 move = sresize(move, movesize, char);
1702 }
1703 strcpy(move + movelen, buf);
1704 movelen += len;
1705 }
1706 }
1707 }
1708
1709 done:
1710 free_game(solved);
1711 return move;
1712 }
1713
1714 static int game_can_format_as_text_now(game_params *params)
1715 {
1716 return TRUE;
1717 }
1718
1719 /* 'borrowed' from slant.c, mainly. I could have printed it one
1720 * character per cell (like debug_state) but that comes out tiny.
1721 * 'L' is used for 'light here' because 'O' looks too much like '0'
1722 * (black square with no surrounding lights). */
1723 static char *game_text_format(game_state *state)
1724 {
1725 int w = state->w, h = state->h, W = w+1, H = h+1;
1726 int x, y, len, lights;
1727 unsigned int flags;
1728 char *ret, *p;
1729
1730 len = (h+H) * (w+W+1) + 1;
1731 ret = snewn(len, char);
1732 p = ret;
1733
1734 for (y = 0; y < H; y++) {
1735 for (x = 0; x < W; x++) {
1736 *p++ = '+';
1737 if (x < w)
1738 *p++ = '-';
1739 }
1740 *p++ = '\n';
1741 if (y < h) {
1742 for (x = 0; x < W; x++) {
1743 *p++ = '|';
1744 if (x < w) {
1745 /* actual interesting bit. */
1746 flags = GRID(state, flags, x, y);
1747 lights = GRID(state, lights, x, y);
1748 if (flags & F_BLACK) {
1749 if (flags & F_NUMBERED)
1750 *p++ = '0' + lights;
1751 else
1752 *p++ = '#';
1753 } else {
1754 if (flags & F_LIGHT)
1755 *p++ = 'L';
1756 else if (flags & F_IMPOSSIBLE)
1757 *p++ = 'x';
1758 else if (lights > 0)
1759 *p++ = '.';
1760 else
1761 *p++ = ' ';
1762 }
1763 }
1764 }
1765 *p++ = '\n';
1766 }
1767 }
1768 *p++ = '\0';
1769
1770 assert(p - ret == len);
1771 return ret;
1772 }
1773
1774 struct game_ui {
1775 int cur_x, cur_y, cur_visible;
1776 };
1777
1778 static game_ui *new_ui(game_state *state)
1779 {
1780 game_ui *ui = snew(game_ui);
1781 ui->cur_x = ui->cur_y = ui->cur_visible = 0;
1782 return ui;
1783 }
1784
1785 static void free_ui(game_ui *ui)
1786 {
1787 sfree(ui);
1788 }
1789
1790 static char *encode_ui(game_ui *ui)
1791 {
1792 /* nothing to encode. */
1793 return NULL;
1794 }
1795
1796 static void decode_ui(game_ui *ui, char *encoding)
1797 {
1798 /* nothing to decode. */
1799 }
1800
1801 static void game_changed_state(game_ui *ui, game_state *oldstate,
1802 game_state *newstate)
1803 {
1804 if (newstate->completed)
1805 ui->cur_visible = 0;
1806 }
1807
1808 #define DF_BLACK 1 /* black square */
1809 #define DF_NUMBERED 2 /* black square with number */
1810 #define DF_LIT 4 /* display (white) square lit up */
1811 #define DF_LIGHT 8 /* display light in square */
1812 #define DF_OVERLAP 16 /* display light as overlapped */
1813 #define DF_CURSOR 32 /* display cursor */
1814 #define DF_NUMBERWRONG 64 /* display black numbered square as error. */
1815 #define DF_FLASH 128 /* background flash is on. */
1816 #define DF_IMPOSSIBLE 256 /* display non-light little square */
1817
1818 struct game_drawstate {
1819 int tilesize, crad;
1820 int w, h;
1821 unsigned int *flags; /* width * height */
1822 int started;
1823 };
1824
1825
1826 /* Believe it or not, this empty = "" hack is needed to get around a bug in
1827 * the prc-tools gcc when optimisation is turned on; before, it produced:
1828 lightup-sect.c: In function `interpret_move':
1829 lightup-sect.c:1416: internal error--unrecognizable insn:
1830 (insn 582 580 583 (set (reg:SI 134)
1831 (pc)) -1 (nil)
1832 (nil))
1833 */
1834 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1835 int x, int y, int button)
1836 {
1837 enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
1838 int cx = -1, cy = -1;
1839 unsigned int flags;
1840 char buf[80], *nullret = NULL, *empty = "", c;
1841
1842 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1843 if (ui->cur_visible)
1844 nullret = empty;
1845 ui->cur_visible = 0;
1846 cx = FROMCOORD(x);
1847 cy = FROMCOORD(y);
1848 action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
1849 } else if (IS_CURSOR_SELECT(button) ||
1850 button == 'i' || button == 'I' ||
1851 button == ' ' || button == '\r' || button == '\n') {
1852 if (ui->cur_visible) {
1853 /* Only allow cursor-effect operations if the cursor is visible
1854 * (otherwise you have no idea which square it might be affecting) */
1855 cx = ui->cur_x;
1856 cy = ui->cur_y;
1857 action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
1858 FLIP_IMPOSSIBLE : FLIP_LIGHT;
1859 }
1860 ui->cur_visible = 1;
1861 } else if (IS_CURSOR_MOVE(button)) {
1862 move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
1863 ui->cur_visible = 1;
1864 nullret = empty;
1865 } else
1866 return NULL;
1867
1868 switch (action) {
1869 case FLIP_LIGHT:
1870 case FLIP_IMPOSSIBLE:
1871 if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h)
1872 return nullret;
1873 flags = GRID(state, flags, cx, cy);
1874 if (flags & F_BLACK)
1875 return nullret;
1876 if (action == FLIP_LIGHT) {
1877 #ifdef STYLUS_BASED
1878 if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L';
1879 #else
1880 if (flags & F_IMPOSSIBLE) return nullret;
1881 c = 'L';
1882 #endif
1883 } else {
1884 #ifdef STYLUS_BASED
1885 if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I';
1886 #else
1887 if (flags & F_LIGHT) return nullret;
1888 c = 'I';
1889 #endif
1890 }
1891 sprintf(buf, "%c%d,%d", (int)c, cx, cy);
1892 break;
1893
1894 case NONE:
1895 return nullret;
1896
1897 default:
1898 assert(!"Shouldn't get here!");
1899 }
1900 return dupstr(buf);
1901 }
1902
1903 static game_state *execute_move(game_state *state, char *move)
1904 {
1905 game_state *ret = dup_game(state);
1906 int x, y, n, flags;
1907 char c;
1908
1909 if (!*move) goto badmove;
1910
1911 while (*move) {
1912 c = *move;
1913 if (c == 'S') {
1914 ret->used_solve = TRUE;
1915 move++;
1916 } else if (c == 'L' || c == 'I') {
1917 move++;
1918 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
1919 x < 0 || y < 0 || x >= ret->w || y >= ret->h)
1920 goto badmove;
1921
1922 flags = GRID(ret, flags, x, y);
1923 if (flags & F_BLACK) goto badmove;
1924
1925 /* LIGHT and IMPOSSIBLE are mutually exclusive. */
1926 if (c == 'L') {
1927 GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE;
1928 set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1);
1929 } else {
1930 set_light(ret, x, y, 0);
1931 GRID(ret, flags, x, y) ^= F_IMPOSSIBLE;
1932 }
1933 move += n;
1934 } else goto badmove;
1935
1936 if (*move == ';')
1937 move++;
1938 else if (*move) goto badmove;
1939 }
1940 if (grid_correct(ret)) ret->completed = 1;
1941 return ret;
1942
1943 badmove:
1944 free_game(ret);
1945 return NULL;
1946 }
1947
1948 /* ----------------------------------------------------------------------
1949 * Drawing routines.
1950 */
1951
1952 /* XXX entirely cloned from fifteen.c; separate out? */
1953 static void game_compute_size(game_params *params, int tilesize,
1954 int *x, int *y)
1955 {
1956 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1957 struct { int tilesize; } ads, *ds = &ads;
1958 ads.tilesize = tilesize;
1959
1960 *x = TILE_SIZE * params->w + 2 * BORDER;
1961 *y = TILE_SIZE * params->h + 2 * BORDER;
1962 }
1963
1964 static void game_set_size(drawing *dr, game_drawstate *ds,
1965 game_params *params, int tilesize)
1966 {
1967 ds->tilesize = tilesize;
1968 ds->crad = 3*(tilesize-1)/8;
1969 }
1970
1971 static float *game_colours(frontend *fe, int *ncolours)
1972 {
1973 float *ret = snewn(3 * NCOLOURS, float);
1974 int i;
1975
1976 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1977
1978 for (i = 0; i < 3; i++) {
1979 ret[COL_BLACK * 3 + i] = 0.0F;
1980 ret[COL_LIGHT * 3 + i] = 1.0F;
1981 ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
1982 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F;
1983
1984 }
1985
1986 ret[COL_ERROR * 3 + 0] = 1.0F;
1987 ret[COL_ERROR * 3 + 1] = 0.25F;
1988 ret[COL_ERROR * 3 + 2] = 0.25F;
1989
1990 ret[COL_LIT * 3 + 0] = 1.0F;
1991 ret[COL_LIT * 3 + 1] = 1.0F;
1992 ret[COL_LIT * 3 + 2] = 0.0F;
1993
1994 *ncolours = NCOLOURS;
1995 return ret;
1996 }
1997
1998 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1999 {
2000 struct game_drawstate *ds = snew(struct game_drawstate);
2001 int i;
2002
2003 ds->tilesize = ds->crad = 0;
2004 ds->w = state->w; ds->h = state->h;
2005
2006 ds->flags = snewn(ds->w*ds->h, unsigned int);
2007 for (i = 0; i < ds->w*ds->h; i++)
2008 ds->flags[i] = -1;
2009
2010 ds->started = 0;
2011
2012 return ds;
2013 }
2014
2015 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2016 {
2017 sfree(ds->flags);
2018 sfree(ds);
2019 }
2020
2021 /* At some stage we should put these into a real options struct.
2022 * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not
2023 * to put those flags in. */
2024 #define HINT_LIGHTS
2025 #define HINT_OVERLAPS
2026 #define HINT_NUMBERS
2027
2028 static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui,
2029 int x, int y, int flashing)
2030 {
2031 unsigned int flags = GRID(state, flags, x, y);
2032 int lights = GRID(state, lights, x, y);
2033 unsigned int ret = 0;
2034
2035 if (flashing) ret |= DF_FLASH;
2036 if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
2037 ret |= DF_CURSOR;
2038
2039 if (flags & F_BLACK) {
2040 ret |= DF_BLACK;
2041 if (flags & F_NUMBERED) {
2042 #ifdef HINT_NUMBERS
2043 if (number_wrong(state, x, y))
2044 ret |= DF_NUMBERWRONG;
2045 #endif
2046 ret |= DF_NUMBERED;
2047 }
2048 } else {
2049 #ifdef HINT_LIGHTS
2050 if (lights > 0) ret |= DF_LIT;
2051 #endif
2052 if (flags & F_LIGHT) {
2053 ret |= DF_LIGHT;
2054 #ifdef HINT_OVERLAPS
2055 if (lights > 1) ret |= DF_OVERLAP;
2056 #endif
2057 }
2058 if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE;
2059 }
2060 return ret;
2061 }
2062
2063 static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state,
2064 int x, int y)
2065 {
2066 unsigned int ds_flags = GRID(ds, flags, x, y);
2067 int dx = COORD(x), dy = COORD(y);
2068 int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT;
2069
2070 if (ds_flags & DF_BLACK) {
2071 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
2072 if (ds_flags & DF_NUMBERED) {
2073 int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT;
2074 char str[32];
2075
2076 /* We know that this won't change over the course of the game
2077 * so it's OK to ignore this when calculating whether or not
2078 * to redraw the tile. */
2079 sprintf(str, "%d", GRID(state, lights, x, y));
2080 draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
2081 FONT_VARIABLE, TILE_SIZE*3/5,
2082 ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str);
2083 }
2084 } else {
2085 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE,
2086 (ds_flags & DF_LIT) ? lit : COL_BACKGROUND);
2087 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
2088 if (ds_flags & DF_LIGHT) {
2089 int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
2090 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
2091 lcol, COL_BLACK);
2092 } else if ((ds_flags & DF_IMPOSSIBLE)) {
2093 static int draw_blobs_when_lit = -1;
2094 if (draw_blobs_when_lit < 0) {
2095 char *env = getenv("LIGHTUP_LIT_BLOBS");
2096 draw_blobs_when_lit = (!env || (env[0] == 'y' ||
2097 env[0] == 'Y'));
2098 }
2099 if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
2100 int rlen = TILE_SIZE / 4;
2101 draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
2102 dy + TILE_SIZE/2 - rlen/2,
2103 rlen, rlen, COL_BLACK);
2104 }
2105 }
2106 }
2107
2108 if (ds_flags & DF_CURSOR) {
2109 int coff = TILE_SIZE/8;
2110 draw_rect_outline(dr, dx + coff, dy + coff,
2111 TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR);
2112 }
2113
2114 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
2115 }
2116
2117 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2118 game_state *state, int dir, game_ui *ui,
2119 float animtime, float flashtime)
2120 {
2121 int flashing = FALSE;
2122 int x,y;
2123
2124 if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
2125
2126 if (!ds->started) {
2127 draw_rect(dr, 0, 0,
2128 TILE_SIZE * ds->w + 2 * BORDER,
2129 TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
2130
2131 draw_rect_outline(dr, COORD(0)-1, COORD(0)-1,
2132 TILE_SIZE * ds->w + 2,
2133 TILE_SIZE * ds->h + 2,
2134 COL_GRID);
2135
2136 draw_update(dr, 0, 0,
2137 TILE_SIZE * ds->w + 2 * BORDER,
2138 TILE_SIZE * ds->h + 2 * BORDER);
2139 ds->started = 1;
2140 }
2141
2142 for (x = 0; x < ds->w; x++) {
2143 for (y = 0; y < ds->h; y++) {
2144 unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing);
2145 if (ds_flags != GRID(ds, flags, x, y)) {
2146 GRID(ds, flags, x, y) = ds_flags;
2147 tile_redraw(dr, ds, state, x, y);
2148 }
2149 }
2150 }
2151 }
2152
2153 static float game_anim_length(game_state *oldstate, game_state *newstate,
2154 int dir, game_ui *ui)
2155 {
2156 return 0.0F;
2157 }
2158
2159 static float game_flash_length(game_state *oldstate, game_state *newstate,
2160 int dir, game_ui *ui)
2161 {
2162 if (!oldstate->completed && newstate->completed &&
2163 !oldstate->used_solve && !newstate->used_solve)
2164 return FLASH_TIME;
2165 return 0.0F;
2166 }
2167
2168 static int game_status(game_state *state)
2169 {
2170 return state->completed ? +1 : 0;
2171 }
2172
2173 static int game_timing_state(game_state *state, game_ui *ui)
2174 {
2175 return TRUE;
2176 }
2177
2178 static void game_print_size(game_params *params, float *x, float *y)
2179 {
2180 int pw, ph;
2181
2182 /*
2183 * I'll use 6mm squares by default.
2184 */
2185 game_compute_size(params, 600, &pw, &ph);
2186 *x = pw / 100.0F;
2187 *y = ph / 100.0F;
2188 }
2189
2190 static void game_print(drawing *dr, game_state *state, int tilesize)
2191 {
2192 int w = state->w, h = state->h;
2193 int ink = print_mono_colour(dr, 0);
2194 int paper = print_mono_colour(dr, 1);
2195 int x, y;
2196
2197 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2198 game_drawstate ads, *ds = &ads;
2199 game_set_size(dr, ds, NULL, tilesize);
2200
2201 /*
2202 * Border.
2203 */
2204 print_line_width(dr, TILE_SIZE / 16);
2205 draw_rect_outline(dr, COORD(0), COORD(0),
2206 TILE_SIZE * w, TILE_SIZE * h, ink);
2207
2208 /*
2209 * Grid.
2210 */
2211 print_line_width(dr, TILE_SIZE / 24);
2212 for (x = 1; x < w; x++)
2213 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
2214 for (y = 1; y < h; y++)
2215 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
2216
2217 /*
2218 * Grid contents.
2219 */
2220 for (y = 0; y < h; y++)
2221 for (x = 0; x < w; x++) {
2222 unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE);
2223 int dx = COORD(x), dy = COORD(y);
2224 if (ds_flags & DF_BLACK) {
2225 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink);
2226 if (ds_flags & DF_NUMBERED) {
2227 char str[32];
2228 sprintf(str, "%d", GRID(state, lights, x, y));
2229 draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
2230 FONT_VARIABLE, TILE_SIZE*3/5,
2231 ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str);
2232 }
2233 } else if (ds_flags & DF_LIGHT) {
2234 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
2235 TILE_RADIUS, -1, ink);
2236 }
2237 }
2238 }
2239
2240 #ifdef COMBINED
2241 #define thegame lightup
2242 #endif
2243
2244 const struct game thegame = {
2245 "Light Up", "games.lightup", "lightup",
2246 default_params,
2247 game_fetch_preset,
2248 decode_params,
2249 encode_params,
2250 free_params,
2251 dup_params,
2252 TRUE, game_configure, custom_params,
2253 validate_params,
2254 new_game_desc,
2255 validate_desc,
2256 new_game,
2257 dup_game,
2258 free_game,
2259 TRUE, solve_game,
2260 TRUE, game_can_format_as_text_now, game_text_format,
2261 new_ui,
2262 free_ui,
2263 encode_ui,
2264 decode_ui,
2265 game_changed_state,
2266 interpret_move,
2267 execute_move,
2268 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2269 game_colours,
2270 game_new_drawstate,
2271 game_free_drawstate,
2272 game_redraw,
2273 game_anim_length,
2274 game_flash_length,
2275 game_status,
2276 TRUE, FALSE, game_print_size, game_print,
2277 FALSE, /* wants_statusbar */
2278 FALSE, game_timing_state,
2279 0, /* flags */
2280 };
2281
2282 #ifdef STANDALONE_SOLVER
2283
2284 int main(int argc, char **argv)
2285 {
2286 game_params *p;
2287 game_state *s;
2288 char *id = NULL, *desc, *err, *result;
2289 int nsol, diff, really_verbose = 0;
2290 unsigned int sflags;
2291
2292 while (--argc > 0) {
2293 char *p = *++argv;
2294 if (!strcmp(p, "-v")) {
2295 really_verbose++;
2296 } else if (*p == '-') {
2297 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2298 return 1;
2299 } else {
2300 id = p;
2301 }
2302 }
2303
2304 if (!id) {
2305 fprintf(stderr, "usage: %s [-v] <game_id>\n", argv[0]);
2306 return 1;
2307 }
2308
2309 desc = strchr(id, ':');
2310 if (!desc) {
2311 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2312 return 1;
2313 }
2314 *desc++ = '\0';
2315
2316 p = default_params();
2317 decode_params(p, id);
2318 err = validate_desc(p, desc);
2319 if (err) {
2320 fprintf(stderr, "%s: %s\n", argv[0], err);
2321 return 1;
2322 }
2323 s = new_game(NULL, p, desc);
2324
2325 /* Run the solvers easiest to hardest until we find one that
2326 * can solve our puzzle. If it's soluble we know that the
2327 * hardest (recursive) solver will always find the solution. */
2328 nsol = sflags = 0;
2329 for (diff = 0; diff <= DIFFCOUNT; diff++) {
2330 printf("\nSolving with difficulty %d.\n", diff);
2331 sflags = flags_from_difficulty(diff);
2332 unplace_lights(s);
2333 nsol = dosolve(s, sflags, NULL);
2334 if (nsol == 1) break;
2335 }
2336
2337 printf("\n");
2338 if (nsol == 0) {
2339 printf("Puzzle has no solution.\n");
2340 } else if (nsol < 0) {
2341 printf("Unable to find a unique solution.\n");
2342 } else if (nsol > 1) {
2343 printf("Puzzle has multiple solutions.\n");
2344 } else {
2345 verbose = really_verbose;
2346 unplace_lights(s);
2347 printf("Puzzle has difficulty %d: solving...\n", diff);
2348 dosolve(s, sflags, NULL); /* sflags from last successful solve */
2349 result = game_text_format(s);
2350 printf("%s", result);
2351 sfree(result);
2352 }
2353
2354 return 0;
2355 }
2356
2357 #endif
2358
2359 /* vim: set shiftwidth=4 tabstop=8: */