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[sgt/puzzles] / loopy.c
1 /*
2 * loopy.c: An implementation of the Nikoli game 'Loop the loop'.
3 * (c) Mike Pinna, 2005, 2006
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 munching: are we
12 * recursing before checking completion, by any chance?
13 *
14 * - There's an interesting deductive technique which makes use of topology
15 * rather than just graph theory. Each _square_ in the grid is either inside
16 * or outside the loop; you can tell that two squares are on the same side
17 * of the loop if they're separated by an x (or, more generally, by a path
18 * crossing no LINE_UNKNOWNs and an even number of LINE_YESes), and on the
19 * opposite side of the loop if they're separated by a line (or an odd
20 * number of LINE_YESes and no LINE_UNKNOWNs). Oh, and any square separated
21 * from the outside of the grid by a LINE_YES or a LINE_NO is on the inside
22 * or outside respectively. So if you can track this for all squares, you
23 * figure out the state of the line between a pair once their relative
24 * insideness is known.
25 *
26 * - (Just a speed optimisation.) Consider some todo list queue where every
27 * time we modify something we mark it for consideration by other bits of
28 * the solver, to save iteration over things that have already been done.
29 */
30
31 #include <stdio.h>
32 #include <stdlib.h>
33 #include <string.h>
34 #include <assert.h>
35 #include <ctype.h>
36 #include <math.h>
37
38 #include "puzzles.h"
39 #include "tree234.h"
40
41 /* Debugging options */
42 /*#define DEBUG_CACHES*/
43 /*#define SHOW_WORKING*/
44
45 /* ----------------------------------------------------------------------
46 * Struct, enum and function declarations
47 */
48
49 enum {
50 COL_BACKGROUND,
51 COL_FOREGROUND,
52 COL_HIGHLIGHT,
53 COL_MISTAKE,
54 NCOLOURS
55 };
56
57 struct game_state {
58 int w, h;
59
60 /* Put -1 in a square that doesn't get a clue */
61 signed char *clues;
62
63 /* Arrays of line states, stored left-to-right, top-to-bottom */
64 char *hl, *vl;
65
66 int solved;
67 int cheated;
68
69 int recursion_depth;
70 };
71
72 enum solver_status {
73 SOLVER_SOLVED, /* This is the only solution the solver could find */
74 SOLVER_MISTAKE, /* This is definitely not a solution */
75 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
76 SOLVER_INCOMPLETE /* This may be a partial solution */
77 };
78
79 typedef struct normal {
80 char *dot_atleastone;
81 char *dot_atmostone;
82 } normal_mode_state;
83
84 typedef struct hard {
85 int *linedsf;
86 } hard_mode_state;
87
88 typedef struct solver_state {
89 game_state *state;
90 int recursion_remaining;
91 enum solver_status solver_status;
92 /* NB looplen is the number of dots that are joined together at a point, ie a
93 * looplen of 1 means there are no lines to a particular dot */
94 int *looplen;
95
96 /* caches */
97 char *dot_yescount;
98 char *dot_nocount;
99 char *square_yescount;
100 char *square_nocount;
101 char *dot_solved, *square_solved;
102 int *dotdsf;
103
104 normal_mode_state *normal;
105 hard_mode_state *hard;
106 } solver_state;
107
108 /*
109 * Difficulty levels. I do some macro ickery here to ensure that my
110 * enum and the various forms of my name list always match up.
111 */
112
113 #define DIFFLIST(A) \
114 A(EASY,Easy,e,easy_mode_deductions) \
115 A(NORMAL,Normal,n,normal_mode_deductions) \
116 A(HARD,Hard,h,hard_mode_deductions)
117 #define ENUM(upper,title,lower,fn) DIFF_ ## upper,
118 #define TITLE(upper,title,lower,fn) #title,
119 #define ENCODE(upper,title,lower,fn) #lower
120 #define CONFIG(upper,title,lower,fn) ":" #title
121 #define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *);
122 #define SOLVER_FN(upper,title,lower,fn) &fn,
123 enum { DIFFLIST(ENUM) DIFF_MAX };
124 static char const *const diffnames[] = { DIFFLIST(TITLE) };
125 static char const diffchars[] = DIFFLIST(ENCODE);
126 #define DIFFCONFIG DIFFLIST(CONFIG)
127 DIFFLIST(SOLVER_FN_DECL);
128 static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) };
129
130 struct game_params {
131 int w, h;
132 int diff;
133 int rec;
134 };
135
136 enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO };
137
138 #define OPP(state) \
139 (2 - state)
140
141 enum direction { UP, LEFT, RIGHT, DOWN };
142
143 #define OPP_DIR(dir) \
144 (3 - dir)
145
146 struct game_drawstate {
147 int started;
148 int tilesize, linewidth;
149 int flashing;
150 char *hl, *vl;
151 char *clue_error;
152 };
153
154 static int game_can_format_as_text_now(game_params *params)
155 {
156 return TRUE;
157 }
158
159 static char *game_text_format(game_state *state);
160 static char *state_to_text(const game_state *state);
161 static char *validate_desc(game_params *params, char *desc);
162 static int get_line_status_from_point(const game_state *state,
163 int x, int y, enum direction d);
164 static int dot_order(const game_state* state, int i, int j, char line_type);
165 static int square_order(const game_state* state, int i, int j, char line_type);
166 static solver_state *solve_game_rec(const solver_state *sstate,
167 int diff);
168
169 #ifdef DEBUG_CACHES
170 static void check_caches(const solver_state* sstate);
171 #else
172 #define check_caches(s)
173 #endif
174
175 /* ----------------------------------------------------------------------
176 * Preprocessor magic
177 */
178
179 /* General constants */
180 #define PREFERRED_TILE_SIZE 32
181 #define TILE_SIZE (ds->tilesize)
182 #define LINEWIDTH (ds->linewidth)
183 #define BORDER (TILE_SIZE / 2)
184 #define FLASH_TIME 0.5F
185
186 /* Counts of various things that we're interested in */
187 #define HL_COUNT(state) ((state)->w * ((state)->h + 1))
188 #define VL_COUNT(state) (((state)->w + 1) * (state)->h)
189 #define LINE_COUNT(state) (HL_COUNT(state) + VL_COUNT(state))
190 #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
191 #define SQUARE_COUNT(state) ((state)->w * (state)->h)
192
193 /* For indexing into arrays */
194 #define DOT_INDEX(state, x, y) ((x) + ((state)->w + 1) * (y))
195 #define SQUARE_INDEX(state, x, y) ((x) + ((state)->w) * (y))
196 #define HL_INDEX(state, x, y) SQUARE_INDEX(state, x, y)
197 #define VL_INDEX(state, x, y) DOT_INDEX(state, x, y)
198
199 /* Useful utility functions */
200 #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
201 (i) <= (state)->w && (j) <= (state)->h)
202 #define LEGAL_SQUARE(state, i, j) ((i) >= 0 && (j) >= 0 && \
203 (i) < (state)->w && (j) < (state)->h)
204
205 #define CLUE_AT(state, i, j) (LEGAL_SQUARE(state, i, j) ? \
206 LV_CLUE_AT(state, i, j) : -1)
207
208 #define LV_CLUE_AT(state, i, j) ((state)->clues[SQUARE_INDEX(state, i, j)])
209
210 #define BIT_SET(field, bit) ((field) & (1<<(bit)))
211
212 #define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \
213 ((field) |= (1<<(bit)), TRUE))
214
215 #define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
216 ((field) &= ~(1<<(bit)), TRUE) : FALSE)
217
218 #define DIR2STR(d) \
219 ((d == UP) ? "up" : \
220 (d == DOWN) ? "down" : \
221 (d == LEFT) ? "left" : \
222 (d == RIGHT) ? "right" : "oops")
223
224 #define CLUE2CHAR(c) \
225 ((c < 0) ? ' ' : c + '0')
226
227 /* Lines that have particular relationships with given dots or squares */
228 #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
229 #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
230 #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
231 #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
232
233 /*
234 * These macros return rvalues only, but can cope with being passed
235 * out-of-range coordinates.
236 */
237 /* XXX replace these with functions so we can create an array of function
238 * pointers for nicer iteration over them. This could probably be done with
239 * loads of other things for eliminating many nasty hacks. */
240 #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
241 LINE_NO : LV_ABOVE_DOT(state, i, j))
242 #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
243 LINE_NO : LV_BELOW_DOT(state, i, j))
244
245 #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
246 LINE_NO : LV_LEFTOF_DOT(state, i, j))
247 #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)? \
248 LINE_NO : LV_RIGHTOF_DOT(state, i, j))
249
250 /*
251 * These macros expect to be passed valid coordinates, and return
252 * lvalues.
253 */
254 #define LV_BELOW_DOT(state, i, j) ((state)->vl[VL_INDEX(state, i, j)])
255 #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
256
257 #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[HL_INDEX(state, i, j)])
258 #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
259
260 /* Counts of interesting things */
261 #define DOT_YES_COUNT(sstate, i, j) \
262 ((sstate)->dot_yescount[DOT_INDEX((sstate)->state, i, j)])
263
264 #define DOT_NO_COUNT(sstate, i, j) \
265 ((sstate)->dot_nocount[DOT_INDEX((sstate)->state, i, j)])
266
267 #define SQUARE_YES_COUNT(sstate, i, j) \
268 ((sstate)->square_yescount[SQUARE_INDEX((sstate)->state, i, j)])
269
270 #define SQUARE_NO_COUNT(sstate, i, j) \
271 ((sstate)->square_nocount[SQUARE_INDEX((sstate)->state, i, j)])
272
273 /* Iterators. NB these iterate over height more slowly than over width so that
274 * the elements come out in 'reading' order */
275 /* XXX considering adding a 'current' element to each of these which gets the
276 * address of the current dot, say. But expecting we'd need more than that
277 * most of the time. */
278 #define FORALL(i, j, w, h) \
279 for ((j) = 0; (j) < (h); ++(j)) \
280 for ((i) = 0; (i) < (w); ++(i))
281
282 #define FORALL_DOTS(state, i, j) \
283 FORALL(i, j, (state)->w + 1, (state)->h + 1)
284
285 #define FORALL_SQUARES(state, i, j) \
286 FORALL(i, j, (state)->w, (state)->h)
287
288 #define FORALL_HL(state, i, j) \
289 FORALL(i, j, (state)->w, (state)->h+1)
290
291 #define FORALL_VL(state, i, j) \
292 FORALL(i, j, (state)->w+1, (state)->h)
293
294 /* ----------------------------------------------------------------------
295 * General struct manipulation and other straightforward code
296 */
297
298 static game_state *dup_game(game_state *state)
299 {
300 game_state *ret = snew(game_state);
301
302 ret->h = state->h;
303 ret->w = state->w;
304 ret->solved = state->solved;
305 ret->cheated = state->cheated;
306
307 ret->clues = snewn(SQUARE_COUNT(state), signed char);
308 memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
309
310 ret->hl = snewn(HL_COUNT(state), char);
311 memcpy(ret->hl, state->hl, HL_COUNT(state));
312
313 ret->vl = snewn(VL_COUNT(state), char);
314 memcpy(ret->vl, state->vl, VL_COUNT(state));
315
316 ret->recursion_depth = state->recursion_depth;
317
318 return ret;
319 }
320
321 static void free_game(game_state *state)
322 {
323 if (state) {
324 sfree(state->clues);
325 sfree(state->hl);
326 sfree(state->vl);
327 sfree(state);
328 }
329 }
330
331 static solver_state *new_solver_state(const game_state *state, int diff) {
332 int i, j;
333 solver_state *ret = snew(solver_state);
334
335 ret->state = dup_game((game_state *)state);
336
337 ret->recursion_remaining = state->recursion_depth;
338 ret->solver_status = SOLVER_INCOMPLETE;
339
340 ret->dotdsf = snew_dsf(DOT_COUNT(state));
341 ret->looplen = snewn(DOT_COUNT(state), int);
342
343 for (i = 0; i < DOT_COUNT(state); i++) {
344 ret->looplen[i] = 1;
345 }
346
347 ret->dot_solved = snewn(DOT_COUNT(state), char);
348 ret->square_solved = snewn(SQUARE_COUNT(state), char);
349 memset(ret->dot_solved, FALSE, DOT_COUNT(state));
350 memset(ret->square_solved, FALSE, SQUARE_COUNT(state));
351
352 ret->dot_yescount = snewn(DOT_COUNT(state), char);
353 memset(ret->dot_yescount, 0, DOT_COUNT(state));
354 ret->dot_nocount = snewn(DOT_COUNT(state), char);
355 memset(ret->dot_nocount, 0, DOT_COUNT(state));
356 ret->square_yescount = snewn(SQUARE_COUNT(state), char);
357 memset(ret->square_yescount, 0, SQUARE_COUNT(state));
358 ret->square_nocount = snewn(SQUARE_COUNT(state), char);
359 memset(ret->square_nocount, 0, SQUARE_COUNT(state));
360
361 /* dot_nocount needs special initialisation as we define lines coming off
362 * dots on edges as fixed at NO */
363
364 FORALL_DOTS(state, i, j) {
365 if (i == 0 || i == state->w)
366 ++ret->dot_nocount[DOT_INDEX(state, i, j)];
367 if (j == 0 || j == state->h)
368 ++ret->dot_nocount[DOT_INDEX(state, i, j)];
369 }
370
371 if (diff < DIFF_NORMAL) {
372 ret->normal = NULL;
373 } else {
374 ret->normal = snew(normal_mode_state);
375
376 ret->normal->dot_atmostone = snewn(DOT_COUNT(state), char);
377 memset(ret->normal->dot_atmostone, 0, DOT_COUNT(state));
378 ret->normal->dot_atleastone = snewn(DOT_COUNT(state), char);
379 memset(ret->normal->dot_atleastone, 0, DOT_COUNT(state));
380 }
381
382 if (diff < DIFF_HARD) {
383 ret->hard = NULL;
384 } else {
385 ret->hard = snew(hard_mode_state);
386 ret->hard->linedsf = snew_dsf(LINE_COUNT(state));
387 }
388
389 return ret;
390 }
391
392 static void free_solver_state(solver_state *sstate) {
393 if (sstate) {
394 free_game(sstate->state);
395 sfree(sstate->dotdsf);
396 sfree(sstate->looplen);
397 sfree(sstate->dot_solved);
398 sfree(sstate->square_solved);
399 sfree(sstate->dot_yescount);
400 sfree(sstate->dot_nocount);
401 sfree(sstate->square_yescount);
402 sfree(sstate->square_nocount);
403
404 if (sstate->normal) {
405 sfree(sstate->normal->dot_atleastone);
406 sfree(sstate->normal->dot_atmostone);
407 sfree(sstate->normal);
408 }
409
410 if (sstate->hard) {
411 sfree(sstate->hard->linedsf);
412 sfree(sstate->hard);
413 }
414
415 sfree(sstate);
416 }
417 }
418
419 static solver_state *dup_solver_state(const solver_state *sstate) {
420 game_state *state;
421
422 solver_state *ret = snew(solver_state);
423
424 ret->state = state = dup_game(sstate->state);
425
426 ret->recursion_remaining = sstate->recursion_remaining;
427 ret->solver_status = sstate->solver_status;
428
429 ret->dotdsf = snewn(DOT_COUNT(state), int);
430 ret->looplen = snewn(DOT_COUNT(state), int);
431 memcpy(ret->dotdsf, sstate->dotdsf,
432 DOT_COUNT(state) * sizeof(int));
433 memcpy(ret->looplen, sstate->looplen,
434 DOT_COUNT(state) * sizeof(int));
435
436 ret->dot_solved = snewn(DOT_COUNT(state), char);
437 ret->square_solved = snewn(SQUARE_COUNT(state), char);
438 memcpy(ret->dot_solved, sstate->dot_solved,
439 DOT_COUNT(state));
440 memcpy(ret->square_solved, sstate->square_solved,
441 SQUARE_COUNT(state));
442
443 ret->dot_yescount = snewn(DOT_COUNT(state), char);
444 memcpy(ret->dot_yescount, sstate->dot_yescount,
445 DOT_COUNT(state));
446 ret->dot_nocount = snewn(DOT_COUNT(state), char);
447 memcpy(ret->dot_nocount, sstate->dot_nocount,
448 DOT_COUNT(state));
449
450 ret->square_yescount = snewn(SQUARE_COUNT(state), char);
451 memcpy(ret->square_yescount, sstate->square_yescount,
452 SQUARE_COUNT(state));
453 ret->square_nocount = snewn(SQUARE_COUNT(state), char);
454 memcpy(ret->square_nocount, sstate->square_nocount,
455 SQUARE_COUNT(state));
456
457 if (sstate->normal) {
458 ret->normal = snew(normal_mode_state);
459 ret->normal->dot_atmostone = snewn(DOT_COUNT(state), char);
460 memcpy(ret->normal->dot_atmostone, sstate->normal->dot_atmostone,
461 DOT_COUNT(state));
462
463 ret->normal->dot_atleastone = snewn(DOT_COUNT(state), char);
464 memcpy(ret->normal->dot_atleastone, sstate->normal->dot_atleastone,
465 DOT_COUNT(state));
466 } else {
467 ret->normal = NULL;
468 }
469
470 if (sstate->hard) {
471 ret->hard = snew(hard_mode_state);
472 ret->hard->linedsf = snewn(LINE_COUNT(state), int);
473 memcpy(ret->hard->linedsf, sstate->hard->linedsf,
474 LINE_COUNT(state) * sizeof(int));
475 } else {
476 ret->hard = NULL;
477 }
478
479 return ret;
480 }
481
482 static game_params *default_params(void)
483 {
484 game_params *ret = snew(game_params);
485
486 #ifdef SLOW_SYSTEM
487 ret->h = 4;
488 ret->w = 4;
489 #else
490 ret->h = 10;
491 ret->w = 10;
492 #endif
493 ret->diff = DIFF_EASY;
494 ret->rec = 0;
495
496 return ret;
497 }
498
499 static game_params *dup_params(game_params *params)
500 {
501 game_params *ret = snew(game_params);
502 *ret = *params; /* structure copy */
503 return ret;
504 }
505
506 static const game_params presets[] = {
507 { 4, 4, DIFF_EASY, 0 },
508 { 4, 4, DIFF_NORMAL, 0 },
509 { 4, 4, DIFF_HARD, 0 },
510 { 7, 7, DIFF_EASY, 0 },
511 { 7, 7, DIFF_NORMAL, 0 },
512 { 7, 7, DIFF_HARD, 0 },
513 { 10, 10, DIFF_EASY, 0 },
514 { 10, 10, DIFF_NORMAL, 0 },
515 { 10, 10, DIFF_HARD, 0 },
516 #ifndef SLOW_SYSTEM
517 { 15, 15, DIFF_EASY, 0 },
518 { 15, 15, DIFF_NORMAL, 0 },
519 { 15, 15, DIFF_HARD, 0 },
520 #ifndef SMALL_SCREEN
521 { 30, 20, DIFF_EASY, 0 },
522 { 30, 20, DIFF_NORMAL, 0 },
523 { 30, 20, DIFF_HARD, 0 }
524 #endif
525 #endif
526 };
527
528 static int game_fetch_preset(int i, char **name, game_params **params)
529 {
530 game_params *tmppar;
531 char buf[80];
532
533 if (i < 0 || i >= lenof(presets))
534 return FALSE;
535
536 tmppar = snew(game_params);
537 *tmppar = presets[i];
538 *params = tmppar;
539 sprintf(buf, "%dx%d %s", tmppar->h, tmppar->w, diffnames[tmppar->diff]);
540 *name = dupstr(buf);
541
542 return TRUE;
543 }
544
545 static void free_params(game_params *params)
546 {
547 sfree(params);
548 }
549
550 static void decode_params(game_params *params, char const *string)
551 {
552 params->h = params->w = atoi(string);
553 params->rec = 0;
554 params->diff = DIFF_EASY;
555 while (*string && isdigit((unsigned char)*string)) string++;
556 if (*string == 'x') {
557 string++;
558 params->h = atoi(string);
559 while (*string && isdigit((unsigned char)*string)) string++;
560 }
561 if (*string == 'r') {
562 string++;
563 params->rec = atoi(string);
564 while (*string && isdigit((unsigned char)*string)) string++;
565 }
566 if (*string == 'd') {
567 int i;
568 string++;
569 for (i = 0; i < DIFF_MAX; i++)
570 if (*string == diffchars[i])
571 params->diff = i;
572 if (*string) string++;
573 }
574 }
575
576 static char *encode_params(game_params *params, int full)
577 {
578 char str[80];
579 sprintf(str, "%dx%d", params->w, params->h);
580 if (full)
581 sprintf(str + strlen(str), "r%dd%c", params->rec, diffchars[params->diff]);
582 return dupstr(str);
583 }
584
585 static config_item *game_configure(game_params *params)
586 {
587 config_item *ret;
588 char buf[80];
589
590 ret = snewn(4, config_item);
591
592 ret[0].name = "Width";
593 ret[0].type = C_STRING;
594 sprintf(buf, "%d", params->w);
595 ret[0].sval = dupstr(buf);
596 ret[0].ival = 0;
597
598 ret[1].name = "Height";
599 ret[1].type = C_STRING;
600 sprintf(buf, "%d", params->h);
601 ret[1].sval = dupstr(buf);
602 ret[1].ival = 0;
603
604 ret[2].name = "Difficulty";
605 ret[2].type = C_CHOICES;
606 ret[2].sval = DIFFCONFIG;
607 ret[2].ival = params->diff;
608
609 ret[3].name = NULL;
610 ret[3].type = C_END;
611 ret[3].sval = NULL;
612 ret[3].ival = 0;
613
614 return ret;
615 }
616
617 static game_params *custom_params(config_item *cfg)
618 {
619 game_params *ret = snew(game_params);
620
621 ret->w = atoi(cfg[0].sval);
622 ret->h = atoi(cfg[1].sval);
623 ret->rec = 0;
624 ret->diff = cfg[2].ival;
625
626 return ret;
627 }
628
629 static char *validate_params(game_params *params, int full)
630 {
631 if (params->w < 4 || params->h < 4)
632 return "Width and height must both be at least 4";
633 if (params->rec < 0)
634 return "Recursion depth can't be negative";
635
636 /*
637 * This shouldn't be able to happen at all, since decode_params
638 * and custom_params will never generate anything that isn't
639 * within range.
640 */
641 assert(params->diff < DIFF_MAX);
642
643 return NULL;
644 }
645
646 /* Returns a newly allocated string describing the current puzzle */
647 static char *state_to_text(const game_state *state)
648 {
649 char *retval;
650 char *description = snewn(SQUARE_COUNT(state) + 1, char);
651 char *dp = description;
652 int empty_count = 0;
653 int i, j;
654
655 FORALL_SQUARES(state, i, j) {
656 if (CLUE_AT(state, i, j) < 0) {
657 if (empty_count > 25) {
658 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
659 empty_count = 0;
660 }
661 empty_count++;
662 } else {
663 if (empty_count) {
664 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
665 empty_count = 0;
666 }
667 dp += sprintf(dp, "%c", (int)CLUE2CHAR(CLUE_AT(state, i, j)));
668 }
669 }
670
671 if (empty_count)
672 dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
673
674 retval = dupstr(description);
675 sfree(description);
676
677 return retval;
678 }
679
680 /* We require that the params pass the test in validate_params and that the
681 * description fills the entire game area */
682 static char *validate_desc(game_params *params, char *desc)
683 {
684 int count = 0;
685
686 for (; *desc; ++desc) {
687 if (*desc >= '0' && *desc <= '9') {
688 count++;
689 continue;
690 }
691 if (*desc >= 'a') {
692 count += *desc - 'a' + 1;
693 continue;
694 }
695 return "Unknown character in description";
696 }
697
698 if (count < SQUARE_COUNT(params))
699 return "Description too short for board size";
700 if (count > SQUARE_COUNT(params))
701 return "Description too long for board size";
702
703 return NULL;
704 }
705
706 /* Sums the lengths of the numbers in range [0,n) */
707 /* See equivalent function in solo.c for justification of this. */
708 static int len_0_to_n(int n)
709 {
710 int len = 1; /* Counting 0 as a bit of a special case */
711 int i;
712
713 for (i = 1; i < n; i *= 10) {
714 len += max(n - i, 0);
715 }
716
717 return len;
718 }
719
720 static char *encode_solve_move(const game_state *state)
721 {
722 int len, i, j;
723 char *ret, *p;
724 /* This is going to return a string representing the moves needed to set
725 * every line in a grid to be the same as the ones in 'state'. The exact
726 * length of this string is predictable. */
727
728 len = 1; /* Count the 'S' prefix */
729 /* Numbers in horizontal lines */
730 /* Horizontal lines, x position */
731 len += len_0_to_n(state->w) * (state->h + 1);
732 /* Horizontal lines, y position */
733 len += len_0_to_n(state->h + 1) * (state->w);
734 /* Vertical lines, y position */
735 len += len_0_to_n(state->h) * (state->w + 1);
736 /* Vertical lines, x position */
737 len += len_0_to_n(state->w + 1) * (state->h);
738 /* For each line we also have two letters and a comma */
739 len += 3 * (LINE_COUNT(state));
740
741 ret = snewn(len + 1, char);
742 p = ret;
743
744 p += sprintf(p, "S");
745
746 FORALL_HL(state, i, j) {
747 switch (RIGHTOF_DOT(state, i, j)) {
748 case LINE_YES:
749 p += sprintf(p, "%d,%dhy", i, j);
750 break;
751 case LINE_NO:
752 p += sprintf(p, "%d,%dhn", i, j);
753 break;
754 }
755 }
756
757 FORALL_VL(state, i, j) {
758 switch (BELOW_DOT(state, i, j)) {
759 case LINE_YES:
760 p += sprintf(p, "%d,%dvy", i, j);
761 break;
762 case LINE_NO:
763 p += sprintf(p, "%d,%dvn", i, j);
764 break;
765 }
766 }
767
768 /* No point in doing sums like that if they're going to be wrong */
769 assert(strlen(ret) <= (size_t)len);
770 return ret;
771 }
772
773 static game_ui *new_ui(game_state *state)
774 {
775 return NULL;
776 }
777
778 static void free_ui(game_ui *ui)
779 {
780 }
781
782 static char *encode_ui(game_ui *ui)
783 {
784 return NULL;
785 }
786
787 static void decode_ui(game_ui *ui, char *encoding)
788 {
789 }
790
791 static void game_changed_state(game_ui *ui, game_state *oldstate,
792 game_state *newstate)
793 {
794 }
795
796 #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
797
798 static void game_compute_size(game_params *params, int tilesize,
799 int *x, int *y)
800 {
801 struct { int tilesize; } ads, *ds = &ads;
802 ads.tilesize = tilesize;
803
804 *x = SIZE(params->w);
805 *y = SIZE(params->h);
806 }
807
808 static void game_set_size(drawing *dr, game_drawstate *ds,
809 game_params *params, int tilesize)
810 {
811 ds->tilesize = tilesize;
812 ds->linewidth = max(1,tilesize/16);
813 }
814
815 static float *game_colours(frontend *fe, int *ncolours)
816 {
817 float *ret = snewn(4 * NCOLOURS, float);
818
819 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
820
821 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
822 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
823 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
824
825 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
826 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
827 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
828
829 ret[COL_MISTAKE * 3 + 0] = 1.0F;
830 ret[COL_MISTAKE * 3 + 1] = 0.0F;
831 ret[COL_MISTAKE * 3 + 2] = 0.0F;
832
833 *ncolours = NCOLOURS;
834 return ret;
835 }
836
837 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
838 {
839 struct game_drawstate *ds = snew(struct game_drawstate);
840
841 ds->tilesize = ds->linewidth = 0;
842 ds->started = 0;
843 ds->hl = snewn(HL_COUNT(state), char);
844 ds->vl = snewn(VL_COUNT(state), char);
845 ds->clue_error = snewn(SQUARE_COUNT(state), char);
846 ds->flashing = 0;
847
848 memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
849 memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
850 memset(ds->clue_error, 0, SQUARE_COUNT(state));
851
852 return ds;
853 }
854
855 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
856 {
857 sfree(ds->clue_error);
858 sfree(ds->hl);
859 sfree(ds->vl);
860 sfree(ds);
861 }
862
863 static int game_timing_state(game_state *state, game_ui *ui)
864 {
865 return TRUE;
866 }
867
868 static float game_anim_length(game_state *oldstate, game_state *newstate,
869 int dir, game_ui *ui)
870 {
871 return 0.0F;
872 }
873
874 static char *game_text_format(game_state *state)
875 {
876 int i, j;
877 int len;
878 char *ret, *rp;
879
880 len = (2 * state->w + 2) * (2 * state->h + 1);
881 rp = ret = snewn(len + 1, char);
882
883 #define DRAW_HL \
884 switch (ABOVE_SQUARE(state, i, j)) { \
885 case LINE_YES: \
886 rp += sprintf(rp, " -"); \
887 break; \
888 case LINE_NO: \
889 rp += sprintf(rp, " x"); \
890 break; \
891 case LINE_UNKNOWN: \
892 rp += sprintf(rp, " "); \
893 break; \
894 default: \
895 assert(!"Illegal line state for HL"); \
896 }
897
898 #define DRAW_VL \
899 switch (LEFTOF_SQUARE(state, i, j)) { \
900 case LINE_YES: \
901 rp += sprintf(rp, "|"); \
902 break; \
903 case LINE_NO: \
904 rp += sprintf(rp, "x"); \
905 break; \
906 case LINE_UNKNOWN: \
907 rp += sprintf(rp, " "); \
908 break; \
909 default: \
910 assert(!"Illegal line state for VL"); \
911 }
912
913 for (j = 0; j < state->h; ++j) {
914 for (i = 0; i < state->w; ++i) {
915 DRAW_HL;
916 }
917 rp += sprintf(rp, " \n");
918 for (i = 0; i < state->w; ++i) {
919 DRAW_VL;
920 rp += sprintf(rp, "%c", (int)CLUE2CHAR(CLUE_AT(state, i, j)));
921 }
922 DRAW_VL;
923 rp += sprintf(rp, "\n");
924 }
925 for (i = 0; i < state->w; ++i) {
926 DRAW_HL;
927 }
928 rp += sprintf(rp, " \n");
929
930 assert(strlen(ret) == len);
931 return ret;
932 }
933
934 /* ----------------------------------------------------------------------
935 * Debug code
936 */
937
938 #ifdef DEBUG_CACHES
939 static void check_caches(const solver_state* sstate)
940 {
941 int i, j;
942 const game_state *state = sstate->state;
943
944 FORALL_DOTS(state, i, j) {
945 #if 0
946 fprintf(stderr, "dot [%d,%d] y: %d %d n: %d %d\n", i, j,
947 dot_order(state, i, j, LINE_YES),
948 sstate->dot_yescount[i + (state->w + 1) * j],
949 dot_order(state, i, j, LINE_NO),
950 sstate->dot_nocount[i + (state->w + 1) * j]);
951 #endif
952
953 assert(dot_order(state, i, j, LINE_YES) ==
954 DOT_YES_COUNT(sstate, i, j));
955 assert(dot_order(state, i, j, LINE_NO) ==
956 DOT_NO_COUNT(sstate, i, j));
957 }
958
959 FORALL_SQUARES(state, i, j) {
960 #if 0
961 fprintf(stderr, "square [%d,%d] y: %d %d n: %d %d\n", i, j,
962 square_order(state, i, j, LINE_YES),
963 sstate->square_yescount[i + state->w * j],
964 square_order(state, i, j, LINE_NO),
965 sstate->square_nocount[i + state->w * j]);
966 #endif
967
968 assert(square_order(state, i, j, LINE_YES) ==
969 SQUARE_YES_COUNT(sstate, i, j));
970 assert(square_order(state, i, j, LINE_NO) ==
971 SQUARE_NO_COUNT(sstate, i, j));
972 }
973 }
974
975 #if 0
976 #define check_caches(s) \
977 do { \
978 fprintf(stderr, "check_caches at line %d\n", __LINE__); \
979 check_caches(s); \
980 } while (0)
981 #endif
982 #endif /* DEBUG_CACHES */
983
984 /* ----------------------------------------------------------------------
985 * Solver utility functions
986 */
987
988 static int set_line_bydot(solver_state *sstate, int x, int y, enum direction d,
989 enum line_state line_new
990 #ifdef SHOW_WORKING
991 , const char *reason
992 #endif
993 )
994 {
995 game_state *state = sstate->state;
996
997 /* This line borders at most two squares in our board. We figure out the
998 * x and y positions of those squares so we can record that their yes or no
999 * counts have been changed */
1000 int sq1_x=-1, sq1_y=-1, sq2_x=-1, sq2_y=-1;
1001 int otherdot_x=-1, otherdot_y=-1;
1002
1003 int progress = FALSE;
1004
1005 #if 0
1006 fprintf(stderr, "set_line_bydot [%d,%d], %s, %d\n",
1007 x, y, DIR2STR(d), line_new);
1008 #endif
1009
1010 assert(line_new != LINE_UNKNOWN);
1011
1012 check_caches(sstate);
1013
1014 switch (d) {
1015 case LEFT:
1016 assert(x > 0);
1017
1018 if (LEFTOF_DOT(state, x, y) != line_new) {
1019 LV_LEFTOF_DOT(state, x, y) = line_new;
1020
1021 otherdot_x = x-1;
1022 otherdot_y = y;
1023
1024 sq1_x = x-1;
1025 sq1_y = y-1;
1026 sq2_x = x-1;
1027 sq2_y = y;
1028
1029 progress = TRUE;
1030 }
1031 break;
1032 case RIGHT:
1033 assert(x < state->w);
1034 if (RIGHTOF_DOT(state, x, y) != line_new) {
1035 LV_RIGHTOF_DOT(state, x, y) = line_new;
1036
1037 otherdot_x = x+1;
1038 otherdot_y = y;
1039
1040 sq1_x = x;
1041 sq1_y = y-1;
1042 sq2_x = x;
1043 sq2_y = y;
1044
1045 progress = TRUE;
1046 }
1047 break;
1048 case UP:
1049 assert(y > 0);
1050 if (ABOVE_DOT(state, x, y) != line_new) {
1051 LV_ABOVE_DOT(state, x, y) = line_new;
1052
1053 otherdot_x = x;
1054 otherdot_y = y-1;
1055
1056 sq1_x = x-1;
1057 sq1_y = y-1;
1058 sq2_x = x;
1059 sq2_y = y-1;
1060
1061 progress = TRUE;
1062 }
1063 break;
1064 case DOWN:
1065 assert(y < state->h);
1066 if (BELOW_DOT(state, x, y) != line_new) {
1067 LV_BELOW_DOT(state, x, y) = line_new;
1068
1069 otherdot_x = x;
1070 otherdot_y = y+1;
1071
1072 sq1_x = x-1;
1073 sq1_y = y;
1074 sq2_x = x;
1075 sq2_y = y;
1076
1077 progress = TRUE;
1078 }
1079 break;
1080 }
1081
1082 if (!progress)
1083 return progress;
1084
1085 #ifdef SHOW_WORKING
1086 fprintf(stderr, "set line [%d,%d] -> [%d,%d] to %s (%s)\n",
1087 x, y, otherdot_x, otherdot_y, line_new == LINE_YES ? "YES" : "NO",
1088 reason);
1089 #endif
1090
1091 /* Above we updated the cache for the dot that the line in question reaches
1092 * from the dot we've been told about. Here we update that for the dot
1093 * named in our arguments. */
1094 if (line_new == LINE_YES) {
1095 if (sq1_x >= 0 && sq1_y >= 0)
1096 ++SQUARE_YES_COUNT(sstate, sq1_x, sq1_y);
1097 if (sq2_x < state->w && sq2_y < state->h)
1098 ++SQUARE_YES_COUNT(sstate, sq2_x, sq2_y);
1099 ++DOT_YES_COUNT(sstate, x, y);
1100 ++DOT_YES_COUNT(sstate, otherdot_x, otherdot_y);
1101 } else {
1102 if (sq1_x >= 0 && sq1_y >= 0)
1103 ++SQUARE_NO_COUNT(sstate, sq1_x, sq1_y);
1104 if (sq2_x < state->w && sq2_y < state->h)
1105 ++SQUARE_NO_COUNT(sstate, sq2_x, sq2_y);
1106 ++DOT_NO_COUNT(sstate, x, y);
1107 ++DOT_NO_COUNT(sstate, otherdot_x, otherdot_y);
1108 }
1109
1110 check_caches(sstate);
1111 return progress;
1112 }
1113
1114 #ifdef SHOW_WORKING
1115 #define set_line_bydot(a, b, c, d, e) \
1116 set_line_bydot(a, b, c, d, e, __FUNCTION__)
1117 #endif
1118
1119 /*
1120 * Merge two dots due to the existence of an edge between them.
1121 * Updates the dsf tracking equivalence classes, and keeps track of
1122 * the length of path each dot is currently a part of.
1123 * Returns TRUE if the dots were already linked, ie if they are part of a
1124 * closed loop, and false otherwise.
1125 */
1126 static int merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
1127 {
1128 int i, j, len;
1129
1130 i = y1 * (sstate->state->w + 1) + x1;
1131 j = y2 * (sstate->state->w + 1) + x2;
1132
1133 i = dsf_canonify(sstate->dotdsf, i);
1134 j = dsf_canonify(sstate->dotdsf, j);
1135
1136 if (i == j) {
1137 return TRUE;
1138 } else {
1139 len = sstate->looplen[i] + sstate->looplen[j];
1140 dsf_merge(sstate->dotdsf, i, j);
1141 i = dsf_canonify(sstate->dotdsf, i);
1142 sstate->looplen[i] = len;
1143 return FALSE;
1144 }
1145 }
1146
1147 /* Seriously, these should be functions */
1148
1149 #define LINEDSF_INDEX(state, x, y, d) \
1150 ((d == UP) ? ((y-1) * (state->w + 1) + x) : \
1151 (d == DOWN) ? ((y) * (state->w + 1) + x) : \
1152 (d == LEFT) ? ((y) * (state->w) + x-1 + VL_COUNT(state)) : \
1153 (d == RIGHT) ? ((y) * (state->w) + x + VL_COUNT(state)) : \
1154 (assert(!"bad direction value"), 0))
1155
1156 static void linedsf_deindex(const game_state *state, int i,
1157 int *px, int *py, enum direction *pd)
1158 {
1159 int i_mod;
1160 if (i < VL_COUNT(state)) {
1161 *(pd) = DOWN;
1162 *(px) = (i) % (state->w+1);
1163 *(py) = (i) / (state->w+1);
1164 } else {
1165 i_mod = i - VL_COUNT(state);
1166 *(pd) = RIGHT;
1167 *(px) = (i_mod) % (state->w);
1168 *(py) = (i_mod) / (state->w);
1169 }
1170 }
1171
1172 /* Merge two lines because the solver has deduced that they must be either
1173 * identical or opposite. Returns TRUE if this is new information, otherwise
1174 * FALSE. */
1175 static int merge_lines(solver_state *sstate,
1176 int x1, int y1, enum direction d1,
1177 int x2, int y2, enum direction d2,
1178 int inverse
1179 #ifdef SHOW_WORKING
1180 , const char *reason
1181 #endif
1182 )
1183 {
1184 int i, j, inv_tmp;
1185
1186 i = LINEDSF_INDEX(sstate->state, x1, y1, d1);
1187 j = LINEDSF_INDEX(sstate->state, x2, y2, d2);
1188
1189 assert(i < LINE_COUNT(sstate->state));
1190 assert(j < LINE_COUNT(sstate->state));
1191
1192 i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp);
1193 inverse ^= inv_tmp;
1194 j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp);
1195 inverse ^= inv_tmp;
1196
1197 edsf_merge(sstate->hard->linedsf, i, j, inverse);
1198
1199 #ifdef SHOW_WORKING
1200 if (i != j) {
1201 fprintf(stderr, "%s [%d,%d,%s] [%d,%d,%s] %s(%s)\n",
1202 __FUNCTION__,
1203 x1, y1, DIR2STR(d1),
1204 x2, y2, DIR2STR(d2),
1205 inverse ? "inverse " : "", reason);
1206 }
1207 #endif
1208 return (i != j);
1209 }
1210
1211 #ifdef SHOW_WORKING
1212 #define merge_lines(a, b, c, d, e, f, g, h) \
1213 merge_lines(a, b, c, d, e, f, g, h, __FUNCTION__)
1214 #endif
1215
1216 /* Return 0 if the given lines are not in the same equivalence class, 1 if they
1217 * are known identical, or 2 if they are known opposite */
1218 #if 0
1219 static int lines_related(solver_state *sstate,
1220 int x1, int y1, enum direction d1,
1221 int x2, int y2, enum direction d2)
1222 {
1223 int i, j, inv1, inv2;
1224
1225 i = LINEDSF_INDEX(sstate->state, x1, y1, d1);
1226 j = LINEDSF_INDEX(sstate->state, x2, y2, d2);
1227
1228 i = edsf_canonify(sstate->hard->linedsf, i, &inv1);
1229 j = edsf_canonify(sstate->hard->linedsf, j, &inv2);
1230
1231 if (i == j)
1232 return (inv1 == inv2) ? 1 : 2;
1233 else
1234 return 0;
1235 }
1236 #endif
1237
1238 /* Count the number of lines of a particular type currently going into the
1239 * given dot. Lines going off the edge of the board are assumed fixed no. */
1240 static int dot_order(const game_state* state, int i, int j, char line_type)
1241 {
1242 int n = 0;
1243
1244 if (i > 0) {
1245 if (line_type == LV_LEFTOF_DOT(state, i, j))
1246 ++n;
1247 } else {
1248 if (line_type == LINE_NO)
1249 ++n;
1250 }
1251 if (i < state->w) {
1252 if (line_type == LV_RIGHTOF_DOT(state, i, j))
1253 ++n;
1254 } else {
1255 if (line_type == LINE_NO)
1256 ++n;
1257 }
1258 if (j > 0) {
1259 if (line_type == LV_ABOVE_DOT(state, i, j))
1260 ++n;
1261 } else {
1262 if (line_type == LINE_NO)
1263 ++n;
1264 }
1265 if (j < state->h) {
1266 if (line_type == LV_BELOW_DOT(state, i, j))
1267 ++n;
1268 } else {
1269 if (line_type == LINE_NO)
1270 ++n;
1271 }
1272
1273 return n;
1274 }
1275
1276 /* Count the number of lines of a particular type currently surrounding the
1277 * given square */
1278 static int square_order(const game_state* state, int i, int j, char line_type)
1279 {
1280 int n = 0;
1281
1282 if (ABOVE_SQUARE(state, i, j) == line_type)
1283 ++n;
1284 if (BELOW_SQUARE(state, i, j) == line_type)
1285 ++n;
1286 if (LEFTOF_SQUARE(state, i, j) == line_type)
1287 ++n;
1288 if (RIGHTOF_SQUARE(state, i, j) == line_type)
1289 ++n;
1290
1291 return n;
1292 }
1293
1294 /* Set all lines bordering a dot of type old_type to type new_type
1295 * Return value tells caller whether this function actually did anything */
1296 static int dot_setall(solver_state *sstate, int i, int j,
1297 char old_type, char new_type)
1298 {
1299 int retval = FALSE, r;
1300 game_state *state = sstate->state;
1301
1302 if (old_type == new_type)
1303 return FALSE;
1304
1305 if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) {
1306 r = set_line_bydot(sstate, i, j, LEFT, new_type);
1307 assert(r == TRUE);
1308 retval = TRUE;
1309 }
1310
1311 if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) {
1312 r = set_line_bydot(sstate, i, j, RIGHT, new_type);
1313 assert(r == TRUE);
1314 retval = TRUE;
1315 }
1316
1317 if (j > 0 && ABOVE_DOT(state, i, j) == old_type) {
1318 r = set_line_bydot(sstate, i, j, UP, new_type);
1319 assert(r == TRUE);
1320 retval = TRUE;
1321 }
1322
1323 if (j < state->h && BELOW_DOT(state, i, j) == old_type) {
1324 r = set_line_bydot(sstate, i, j, DOWN, new_type);
1325 assert(r == TRUE);
1326 retval = TRUE;
1327 }
1328
1329 return retval;
1330 }
1331
1332 /* Set all lines bordering a square of type old_type to type new_type */
1333 static int square_setall(solver_state *sstate, int i, int j,
1334 char old_type, char new_type)
1335 {
1336 int r = FALSE;
1337 game_state *state = sstate->state;
1338
1339 #if 0
1340 fprintf(stderr, "square_setall [%d,%d] from %d to %d\n", i, j,
1341 old_type, new_type);
1342 #endif
1343 if (ABOVE_SQUARE(state, i, j) == old_type) {
1344 r = set_line_bydot(sstate, i, j, RIGHT, new_type);
1345 assert(r == TRUE);
1346 }
1347 if (BELOW_SQUARE(state, i, j) == old_type) {
1348 r = set_line_bydot(sstate, i, j+1, RIGHT, new_type);
1349 assert(r == TRUE);
1350 }
1351 if (LEFTOF_SQUARE(state, i, j) == old_type) {
1352 r = set_line_bydot(sstate, i, j, DOWN, new_type);
1353 assert(r == TRUE);
1354 }
1355 if (RIGHTOF_SQUARE(state, i, j) == old_type) {
1356 r = set_line_bydot(sstate, i+1, j, DOWN, new_type);
1357 assert(r == TRUE);
1358 }
1359
1360 return r;
1361 }
1362
1363 /* ----------------------------------------------------------------------
1364 * Loop generation and clue removal
1365 */
1366
1367 /* We're going to store a list of current candidate squares for lighting.
1368 * Each square gets a 'score', which tells us how adding that square right
1369 * now would affect the length of the solution loop. We're trying to
1370 * maximise that quantity so will bias our random selection of squares to
1371 * light towards those with high scores */
1372 struct square {
1373 int score;
1374 unsigned long random;
1375 int x, y;
1376 };
1377
1378 static int get_square_cmpfn(void *v1, void *v2)
1379 {
1380 struct square *s1 = v1;
1381 struct square *s2 = v2;
1382 int r;
1383
1384 r = s1->x - s2->x;
1385 if (r)
1386 return r;
1387
1388 r = s1->y - s2->y;
1389 if (r)
1390 return r;
1391
1392 return 0;
1393 }
1394
1395 static int square_sort_cmpfn(void *v1, void *v2)
1396 {
1397 struct square *s1 = v1;
1398 struct square *s2 = v2;
1399 int r;
1400
1401 r = s2->score - s1->score;
1402 if (r) {
1403 return r;
1404 }
1405
1406 if (s1->random < s2->random)
1407 return -1;
1408 else if (s1->random > s2->random)
1409 return 1;
1410
1411 /*
1412 * It's _just_ possible that two squares might have been given
1413 * the same random value. In that situation, fall back to
1414 * comparing based on the coordinates. This introduces a tiny
1415 * directional bias, but not a significant one.
1416 */
1417 return get_square_cmpfn(v1, v2);
1418 }
1419
1420 enum { SQUARE_LIT, SQUARE_UNLIT };
1421
1422 #define SQUARE_STATE(i, j) \
1423 ( LEGAL_SQUARE(state, i, j) ? \
1424 LV_SQUARE_STATE(i,j) : \
1425 SQUARE_UNLIT )
1426
1427 #define LV_SQUARE_STATE(i, j) board[SQUARE_INDEX(state, i, j)]
1428
1429 /* Generate a new complete set of clues for the given game_state (respecting
1430 * the dimensions provided by said game_state) */
1431 static void add_full_clues(game_state *state, random_state *rs)
1432 {
1433 signed char *clues;
1434 char *board;
1435 int i, j, a, b, c;
1436 int board_area = SQUARE_COUNT(state);
1437 int t;
1438
1439 struct square *square, *tmpsquare, *sq;
1440 struct square square_pos;
1441
1442 /* These will contain exactly the same information, sorted into different
1443 * orders */
1444 tree234 *lightable_squares_sorted, *lightable_squares_gettable;
1445
1446 #define SQUARE_REACHABLE(i,j) \
1447 (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
1448 SQUARE_STATE(i+1, j) == SQUARE_LIT || \
1449 SQUARE_STATE(i, j-1) == SQUARE_LIT || \
1450 SQUARE_STATE(i, j+1) == SQUARE_LIT), \
1451 t)
1452
1453 /* One situation in which we may not light a square is if that'll leave one
1454 * square above/below and one left/right of us unlit, separated by a lit
1455 * square diagnonal from us */
1456 #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
1457 (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
1458 SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
1459 SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
1460 t)
1461
1462 /* We also may not light a square if it will form a loop of lit squares
1463 * around some unlit squares, as then the game soln won't have a single
1464 * loop */
1465 #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
1466 (SQUARE_STATE((i)+1, (j)) == lit1 && \
1467 SQUARE_STATE((i)-1, (j)) == lit1 && \
1468 SQUARE_STATE((i), (j)+1) == lit2 && \
1469 SQUARE_STATE((i), (j)-1) == lit2)
1470
1471 #define CAN_LIGHT_SQUARE(i, j) \
1472 (SQUARE_REACHABLE(i, j) && \
1473 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
1474 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
1475 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
1476 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
1477 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
1478 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
1479
1480 #define IS_LIGHTING_CANDIDATE(i, j) \
1481 (SQUARE_STATE(i, j) == SQUARE_UNLIT && \
1482 CAN_LIGHT_SQUARE(i,j))
1483
1484 /* The 'score' of a square reflects its current desirability for selection
1485 * as the next square to light. We want to encourage moving into uncharted
1486 * areas so we give scores according to how many of the square's neighbours
1487 * are currently unlit. */
1488
1489 /* UNLIT SCORE
1490 * 3 2
1491 * 2 0
1492 * 1 -2
1493 */
1494 #define SQUARE_SCORE(i,j) \
1495 (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
1496 (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
1497 (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
1498 (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
1499
1500 /* When a square gets lit, this defines how far away from that square we
1501 * need to go recomputing scores */
1502 #define SCORE_DISTANCE 1
1503
1504 board = snewn(board_area, char);
1505 clues = state->clues;
1506
1507 /* Make a board */
1508 memset(board, SQUARE_UNLIT, board_area);
1509
1510 /* Seed the board with a single lit square near the middle */
1511 i = state->w / 2;
1512 j = state->h / 2;
1513 if (state->w & 1 && random_bits(rs, 1))
1514 ++i;
1515 if (state->h & 1 && random_bits(rs, 1))
1516 ++j;
1517
1518 LV_SQUARE_STATE(i, j) = SQUARE_LIT;
1519
1520 /* We need a way of favouring squares that will increase our loopiness.
1521 * We do this by maintaining a list of all candidate squares sorted by
1522 * their score and choose randomly from that with appropriate skew.
1523 * In order to avoid consistently biasing towards particular squares, we
1524 * need the sort order _within_ each group of scores to be completely
1525 * random. But it would be abusing the hospitality of the tree234 data
1526 * structure if our comparison function were nondeterministic :-). So with
1527 * each square we associate a random number that does not change during a
1528 * particular run of the generator, and use that as a secondary sort key.
1529 * Yes, this means we will be biased towards particular random squares in
1530 * any one run but that doesn't actually matter. */
1531
1532 lightable_squares_sorted = newtree234(square_sort_cmpfn);
1533 lightable_squares_gettable = newtree234(get_square_cmpfn);
1534 #define ADD_SQUARE(s) \
1535 do { \
1536 sq = add234(lightable_squares_sorted, s); \
1537 assert(sq == s); \
1538 sq = add234(lightable_squares_gettable, s); \
1539 assert(sq == s); \
1540 } while (0)
1541
1542 #define REMOVE_SQUARE(s) \
1543 do { \
1544 sq = del234(lightable_squares_sorted, s); \
1545 assert(sq); \
1546 sq = del234(lightable_squares_gettable, s); \
1547 assert(sq); \
1548 } while (0)
1549
1550 #define HANDLE_DIR(a, b) \
1551 square = snew(struct square); \
1552 square->x = (i)+(a); \
1553 square->y = (j)+(b); \
1554 square->score = 2; \
1555 square->random = random_bits(rs, 31); \
1556 ADD_SQUARE(square);
1557 HANDLE_DIR(-1, 0);
1558 HANDLE_DIR( 1, 0);
1559 HANDLE_DIR( 0,-1);
1560 HANDLE_DIR( 0, 1);
1561 #undef HANDLE_DIR
1562
1563 /* Light squares one at a time until the board is interesting enough */
1564 while (TRUE)
1565 {
1566 /* We have count234(lightable_squares) possibilities, and in
1567 * lightable_squares_sorted they are sorted with the most desirable
1568 * first. */
1569 c = count234(lightable_squares_sorted);
1570 if (c == 0)
1571 break;
1572 assert(c == count234(lightable_squares_gettable));
1573
1574 /* Check that the best square available is any good */
1575 square = (struct square *)index234(lightable_squares_sorted, 0);
1576 assert(square);
1577
1578 /*
1579 * We never want to _decrease_ the loop's perimeter. Making
1580 * moves that leave the perimeter the same is occasionally
1581 * useful: if it were _never_ done then the user would be
1582 * able to deduce illicitly that any degree-zero vertex was
1583 * on the outside of the loop. So we do it sometimes but
1584 * not always.
1585 */
1586 if (square->score < 0 || (square->score == 0 &&
1587 random_upto(rs, 2) == 0)) {
1588 break;
1589 }
1590
1591 assert(square->score == SQUARE_SCORE(square->x, square->y));
1592 assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
1593 assert(square->x >= 0 && square->x < state->w);
1594 assert(square->y >= 0 && square->y < state->h);
1595
1596 /* Update data structures */
1597 LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
1598 REMOVE_SQUARE(square);
1599
1600 /* We might have changed the score of any squares up to 2 units away in
1601 * any direction */
1602 for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
1603 for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
1604 if (!a && !b)
1605 continue;
1606 square_pos.x = square->x + a;
1607 square_pos.y = square->y + b;
1608 if (square_pos.x < 0 || square_pos.x >= state->w ||
1609 square_pos.y < 0 || square_pos.y >= state->h) {
1610 continue;
1611 }
1612 tmpsquare = find234(lightable_squares_gettable, &square_pos,
1613 NULL);
1614 if (tmpsquare) {
1615 assert(tmpsquare->x == square_pos.x);
1616 assert(tmpsquare->y == square_pos.y);
1617 assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
1618 SQUARE_UNLIT);
1619 REMOVE_SQUARE(tmpsquare);
1620 } else {
1621 tmpsquare = snew(struct square);
1622 tmpsquare->x = square_pos.x;
1623 tmpsquare->y = square_pos.y;
1624 tmpsquare->random = random_bits(rs, 31);
1625 }
1626 tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
1627
1628 if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
1629 ADD_SQUARE(tmpsquare);
1630 } else {
1631 sfree(tmpsquare);
1632 }
1633 }
1634 }
1635 sfree(square);
1636 }
1637
1638 /* Clean up */
1639 while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
1640 sfree(square);
1641 freetree234(lightable_squares_gettable);
1642 freetree234(lightable_squares_sorted);
1643
1644 /* Copy out all the clues */
1645 FORALL_SQUARES(state, i, j) {
1646 c = SQUARE_STATE(i, j);
1647 LV_CLUE_AT(state, i, j) = 0;
1648 if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
1649 if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
1650 if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
1651 if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
1652 }
1653
1654 sfree(board);
1655 }
1656
1657 static int game_has_unique_soln(const game_state *state, int diff)
1658 {
1659 int ret;
1660 solver_state *sstate_new;
1661 solver_state *sstate = new_solver_state((game_state *)state, diff);
1662
1663 sstate_new = solve_game_rec(sstate, diff);
1664
1665 assert(sstate_new->solver_status != SOLVER_MISTAKE);
1666 ret = (sstate_new->solver_status == SOLVER_SOLVED);
1667
1668 free_solver_state(sstate_new);
1669 free_solver_state(sstate);
1670
1671 return ret;
1672 }
1673
1674 /* Remove clues one at a time at random. */
1675 static game_state *remove_clues(game_state *state, random_state *rs,
1676 int diff)
1677 {
1678 int *square_list, squares;
1679 game_state *ret = dup_game(state), *saved_ret;
1680 int n;
1681 #ifdef SHOW_WORKING
1682 char *desc;
1683 #endif
1684
1685 /* We need to remove some clues. We'll do this by forming a list of all
1686 * available clues, shuffling it, then going along one at a
1687 * time clearing each clue in turn for which doing so doesn't render the
1688 * board unsolvable. */
1689 squares = state->w * state->h;
1690 square_list = snewn(squares, int);
1691 for (n = 0; n < squares; ++n) {
1692 square_list[n] = n;
1693 }
1694
1695 shuffle(square_list, squares, sizeof(int), rs);
1696
1697 for (n = 0; n < squares; ++n) {
1698 saved_ret = dup_game(ret);
1699 LV_CLUE_AT(ret, square_list[n] % state->w,
1700 square_list[n] / state->w) = -1;
1701
1702 #ifdef SHOW_WORKING
1703 desc = state_to_text(ret);
1704 fprintf(stderr, "%dx%d:%s\n", state->w, state->h, desc);
1705 sfree(desc);
1706 #endif
1707
1708 if (game_has_unique_soln(ret, diff)) {
1709 free_game(saved_ret);
1710 } else {
1711 free_game(ret);
1712 ret = saved_ret;
1713 }
1714 }
1715 sfree(square_list);
1716
1717 return ret;
1718 }
1719
1720 static char *new_game_desc(game_params *params, random_state *rs,
1721 char **aux, int interactive)
1722 {
1723 /* solution and description both use run-length encoding in obvious ways */
1724 char *retval;
1725 game_state *state = snew(game_state), *state_new;
1726
1727 state->h = params->h;
1728 state->w = params->w;
1729
1730 state->clues = snewn(SQUARE_COUNT(params), signed char);
1731 state->hl = snewn(HL_COUNT(params), char);
1732 state->vl = snewn(VL_COUNT(params), char);
1733
1734 newboard_please:
1735 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1736 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1737
1738 state->solved = state->cheated = FALSE;
1739 state->recursion_depth = params->rec;
1740
1741 /* Get a new random solvable board with all its clues filled in. Yes, this
1742 * can loop for ever if the params are suitably unfavourable, but
1743 * preventing games smaller than 4x4 seems to stop this happening */
1744
1745 do {
1746 add_full_clues(state, rs);
1747 } while (!game_has_unique_soln(state, params->diff));
1748
1749 state_new = remove_clues(state, rs, params->diff);
1750 free_game(state);
1751 state = state_new;
1752
1753 if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
1754 #ifdef SHOW_WORKING
1755 fprintf(stderr, "Rejecting board, it is too easy\n");
1756 #endif
1757 goto newboard_please;
1758 }
1759
1760 retval = state_to_text(state);
1761
1762 free_game(state);
1763
1764 assert(!validate_desc(params, retval));
1765
1766 return retval;
1767 }
1768
1769 static game_state *new_game(midend *me, game_params *params, char *desc)
1770 {
1771 int i,j;
1772 game_state *state = snew(game_state);
1773 int empties_to_make = 0;
1774 int n;
1775 const char *dp = desc;
1776
1777 state->recursion_depth = 0; /* XXX pending removal, probably */
1778
1779 state->h = params->h;
1780 state->w = params->w;
1781
1782 state->clues = snewn(SQUARE_COUNT(params), signed char);
1783 state->hl = snewn(HL_COUNT(params), char);
1784 state->vl = snewn(VL_COUNT(params), char);
1785
1786 state->solved = state->cheated = FALSE;
1787
1788 FORALL_SQUARES(params, i, j) {
1789 if (empties_to_make) {
1790 empties_to_make--;
1791 LV_CLUE_AT(state, i, j) = -1;
1792 continue;
1793 }
1794
1795 assert(*dp);
1796 n = *dp - '0';
1797 if (n >= 0 && n < 10) {
1798 LV_CLUE_AT(state, i, j) = n;
1799 } else {
1800 n = *dp - 'a' + 1;
1801 assert(n > 0);
1802 LV_CLUE_AT(state, i, j) = -1;
1803 empties_to_make = n - 1;
1804 }
1805 ++dp;
1806 }
1807
1808 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1809 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1810
1811 return state;
1812 }
1813
1814 enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1815
1816 /* ----------------------------------------------------------------------
1817 * Solver logic
1818 *
1819 * Our solver modes operate as follows. Each mode also uses the modes above it.
1820 *
1821 * Easy Mode
1822 * Just implement the rules of the game.
1823 *
1824 * Normal Mode
1825 * For each pair of lines through each dot we store a bit for whether
1826 * at least one of them is on and whether at most one is on. (If we know
1827 * both or neither is on that's already stored more directly.) That's six
1828 * bits per dot. Bit number n represents the lines shown in dline_desc.
1829 *
1830 * Advanced Mode
1831 * Use edsf data structure to make equivalence classes of lines that are
1832 * known identical to or opposite to one another.
1833 */
1834
1835 /* The order the following are defined in is very important, see below.
1836 * The last two fields may seem non-obvious: they specify that when talking
1837 * about a square the dx and dy offsets should be added to the square coords to
1838 * get to the right dot. Where dx and dy are -1 this means that the dline
1839 * doesn't make sense for a square. */
1840 /* XXX can this be done with a struct instead? */
1841 #define DLINES \
1842 DLINE(DLINE_UD, UP, DOWN, -1, -1) \
1843 DLINE(DLINE_LR, LEFT, RIGHT, -1, -1) \
1844 DLINE(DLINE_UR, UP, RIGHT, 0, 1) \
1845 DLINE(DLINE_DL, DOWN, LEFT, 1, 0) \
1846 DLINE(DLINE_UL, UP, LEFT, 1, 1) \
1847 DLINE(DLINE_DR, DOWN, RIGHT, 0, 0)
1848
1849 #define OPP_DLINE(dline_desc) ((dline_desc) ^ 1)
1850
1851 enum dline_desc {
1852 #define DLINE(desc, dir1, dir2, dx, dy) \
1853 desc,
1854 DLINES
1855 #undef DLINE
1856 };
1857
1858 struct dline {
1859 enum dline_desc desc;
1860 enum direction dir1, dir2;
1861 int dx, dy;
1862 };
1863
1864 const static struct dline dlines[] = {
1865 #define DLINE(desc, dir1, dir2, dx, dy) \
1866 { desc, dir1, dir2, dx, dy },
1867 DLINES
1868 #undef DLINE
1869 };
1870
1871 #define FORALL_DOT_DLINES(dl_iter) \
1872 for (dl_iter = 0; dl_iter < lenof(dlines); ++dl_iter)
1873
1874 #define FORALL_SQUARE_DLINES(dl_iter) \
1875 for (dl_iter = 2; dl_iter < lenof(dlines); ++dl_iter)
1876
1877 #define DL2STR(d) \
1878 ((d==DLINE_UD) ? "DLINE_UD": \
1879 (d==DLINE_LR) ? "DLINE_LR": \
1880 (d==DLINE_UR) ? "DLINE_UR": \
1881 (d==DLINE_DL) ? "DLINE_DL": \
1882 (d==DLINE_UL) ? "DLINE_UL": \
1883 (d==DLINE_DR) ? "DLINE_DR": \
1884 "oops")
1885
1886 #define CHECK_DLINE_SENSIBLE(d) assert(dlines[(d)].dx != -1 && dlines[(d)].dy != -1)
1887
1888 /* This will fail an assertion if the directions handed to it are the same, as
1889 * no dline corresponds to that */
1890 static enum dline_desc dline_desc_from_dirs(enum direction dir1,
1891 enum direction dir2)
1892 {
1893 int i;
1894
1895 assert (dir1 != dir2);
1896
1897 for (i = 0; i < lenof(dlines); ++i) {
1898 if ((dir1 == dlines[i].dir1 && dir2 == dlines[i].dir2) ||
1899 (dir1 == dlines[i].dir2 && dir2 == dlines[i].dir1)) {
1900 return dlines[i].desc;
1901 }
1902 }
1903
1904 assert(!"dline not found");
1905 return DLINE_UD; /* placate compiler */
1906 }
1907
1908 /* The following functions allow you to get or set info about the selected
1909 * dline corresponding to the dot or square at [i,j]. You'll get an assertion
1910 * failure if you talk about a dline that doesn't exist, ie if you ask about
1911 * non-touching lines around a square. */
1912 static int get_dot_dline(const game_state *state, const char *dline_array,
1913 int i, int j, enum dline_desc desc)
1914 {
1915 /* fprintf(stderr, "get_dot_dline %p [%d,%d] %s\n", dline_array, i, j, DL2STR(desc)); */
1916 return BIT_SET(dline_array[i + (state->w + 1) * j], desc);
1917 }
1918
1919 static int set_dot_dline(game_state *state, char *dline_array,
1920 int i, int j, enum dline_desc desc
1921 #ifdef SHOW_WORKING
1922 , const char *reason
1923 #endif
1924 )
1925 {
1926 int ret;
1927 ret = SET_BIT(dline_array[i + (state->w + 1) * j], desc);
1928
1929 #ifdef SHOW_WORKING
1930 if (ret)
1931 fprintf(stderr, "set_dot_dline %p [%d,%d] %s (%s)\n", dline_array, i, j, DL2STR(desc), reason);
1932 #endif
1933 return ret;
1934 }
1935
1936 static int get_square_dline(game_state *state, char *dline_array,
1937 int i, int j, enum dline_desc desc)
1938 {
1939 CHECK_DLINE_SENSIBLE(desc);
1940 /* fprintf(stderr, "get_square_dline %p [%d,%d] %s\n", dline_array, i, j, DL2STR(desc)); */
1941 return BIT_SET(dline_array[(i+dlines[desc].dx) + (state->w + 1) * (j+dlines[desc].dy)],
1942 desc);
1943 }
1944
1945 static int set_square_dline(game_state *state, char *dline_array,
1946 int i, int j, enum dline_desc desc
1947 #ifdef SHOW_WORKING
1948 , const char *reason
1949 #endif
1950 )
1951 {
1952 int ret;
1953 CHECK_DLINE_SENSIBLE(desc);
1954 ret = SET_BIT(dline_array[(i+dlines[desc].dx) + (state->w + 1) * (j+dlines[desc].dy)], desc);
1955 #ifdef SHOW_WORKING
1956 if (ret)
1957 fprintf(stderr, "set_square_dline %p [%d,%d] %s (%s)\n", dline_array, i, j, DL2STR(desc), reason);
1958 #endif
1959 return ret;
1960 }
1961
1962 #ifdef SHOW_WORKING
1963 #define set_dot_dline(a, b, c, d, e) \
1964 set_dot_dline(a, b, c, d, e, __FUNCTION__)
1965 #define set_square_dline(a, b, c, d, e) \
1966 set_square_dline(a, b, c, d, e, __FUNCTION__)
1967 #endif
1968
1969 static int set_dot_opp_dline(game_state *state, char *dline_array,
1970 int i, int j, enum dline_desc desc)
1971 {
1972 return set_dot_dline(state, dline_array, i, j, OPP_DLINE(desc));
1973 }
1974
1975 static int set_square_opp_dline(game_state *state, char *dline_array,
1976 int i, int j, enum dline_desc desc)
1977 {
1978 return set_square_dline(state, dline_array, i, j, OPP_DLINE(desc));
1979 }
1980
1981 /* Find out if both the lines in the given dline are UNKNOWN */
1982 static int dline_both_unknown(const game_state *state, int i, int j,
1983 enum dline_desc desc)
1984 {
1985 return
1986 (get_line_status_from_point(state, i, j, dlines[desc].dir1) == LINE_UNKNOWN) &&
1987 (get_line_status_from_point(state, i, j, dlines[desc].dir2) == LINE_UNKNOWN);
1988 }
1989
1990 #define SQUARE_DLINES \
1991 HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1992 HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1993 HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1994 HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1995
1996 #define DOT_DLINES \
1997 HANDLE_DLINE(DLINE_UD, ABOVE_DOT, BELOW_DOT); \
1998 HANDLE_DLINE(DLINE_LR, LEFTOF_DOT, RIGHTOF_DOT); \
1999 HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
2000 HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
2001 HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
2002 HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
2003
2004 static void array_setall(char *array, char from, char to, int len)
2005 {
2006 char *p = array, *p_old = p;
2007 int len_remaining = len;
2008
2009 while ((p = memchr(p, from, len_remaining))) {
2010 *p = to;
2011 len_remaining -= p - p_old;
2012 p_old = p;
2013 }
2014 }
2015
2016
2017
2018 static int get_line_status_from_point(const game_state *state,
2019 int x, int y, enum direction d)
2020 {
2021 switch (d) {
2022 case LEFT:
2023 return LEFTOF_DOT(state, x, y);
2024 case RIGHT:
2025 return RIGHTOF_DOT(state, x, y);
2026 case UP:
2027 return ABOVE_DOT(state, x, y);
2028 case DOWN:
2029 return BELOW_DOT(state, x, y);
2030 }
2031
2032 return 0;
2033 }
2034
2035 /* First and second args are coord offset from top left of square to one end
2036 * of line in question, third and fourth args are the direction from the first
2037 * end of the line to the second. Fifth arg is the direction of the line from
2038 * the coord offset position.
2039 * How confusing.
2040 */
2041 #define SQUARE_LINES \
2042 SQUARE_LINE( 0, 0, RIGHT, RIGHTOF_DOT, UP); \
2043 SQUARE_LINE( 0, +1, RIGHT, RIGHTOF_DOT, DOWN); \
2044 SQUARE_LINE( 0, 0, DOWN, BELOW_DOT, LEFT); \
2045 SQUARE_LINE(+1, 0, DOWN, BELOW_DOT, RIGHT);
2046
2047 /* Set pairs of lines around this square which are known to be identical to
2048 * the given line_state */
2049 static int square_setall_identical(solver_state *sstate, int x, int y,
2050 enum line_state line_new)
2051 {
2052 /* can[dir] contains the canonical line associated with the line in
2053 * direction dir from the square in question. Similarly inv[dir] is
2054 * whether or not the line in question is inverse to its canonical
2055 * element. */
2056 int can[4], inv[4], i, j;
2057 int retval = FALSE;
2058
2059 i = 0;
2060
2061 #if 0
2062 fprintf(stderr, "Setting all identical unknown lines around square "
2063 "[%d,%d] to %d:\n", x, y, line_new);
2064 #endif
2065
2066 #define SQUARE_LINE(dx, dy, linedir, dir_dot, sqdir) \
2067 can[sqdir] = \
2068 edsf_canonify(sstate->hard->linedsf, \
2069 LINEDSF_INDEX(sstate->state, x+(dx), y+(dy), linedir), \
2070 &inv[sqdir]);
2071
2072 SQUARE_LINES;
2073
2074 #undef SQUARE_LINE
2075
2076 for (j = 0; j < 4; ++j) {
2077 for (i = 0; i < 4; ++i) {
2078 if (i == j)
2079 continue;
2080
2081 if (can[i] == can[j] && inv[i] == inv[j]) {
2082
2083 /* Lines in directions i and j are identical.
2084 * Only do j now, we'll do i when the loop causes us to
2085 * consider {i,j} in the opposite order. */
2086 #define SQUARE_LINE(dx, dy, dir, c, sqdir) \
2087 if (j == sqdir) { \
2088 retval = set_line_bydot(sstate, x+(dx), y+(dy), dir, line_new); \
2089 if (retval) { \
2090 break; \
2091 } \
2092 }
2093
2094 SQUARE_LINES;
2095
2096 #undef SQUARE_LINE
2097 }
2098 }
2099 }
2100
2101 return retval;
2102 }
2103
2104 #if 0
2105 /* Set all identical lines passing through the current dot to the chosen line
2106 * state. (implicitly this only looks at UNKNOWN lines) */
2107 static int dot_setall_identical(solver_state *sstate, int x, int y,
2108 enum line_state line_new)
2109 {
2110 /* The implementation of this is a little naughty but I can't see how to do
2111 * it elegantly any other way */
2112 int can[4], inv[4], i, j;
2113 enum direction d;
2114 int retval = FALSE;
2115
2116 for (d = 0; d < 4; ++d) {
2117 can[d] = edsf_canonify(sstate->hard->linedsf,
2118 LINEDSF_INDEX(sstate->state, x, y, d),
2119 inv+d);
2120 }
2121
2122 for (j = 0; j < 4; ++j) {
2123 next_j:
2124 for (i = 0; i < j; ++i) {
2125 if (can[i] == can[j] && inv[i] == inv[j]) {
2126 /* Lines in directions i and j are identical */
2127 if (get_line_status_from_point(sstate->state, x, y, j) ==
2128 LINE_UNKNOWN) {
2129 set_line_bydot(sstate->state, x, y, j,
2130 line_new);
2131 retval = TRUE;
2132 goto next_j;
2133 }
2134 }
2135
2136 }
2137 }
2138
2139 return retval;
2140 }
2141 #endif
2142
2143 static int square_setboth_in_dline(solver_state *sstate, enum dline_desc dd,
2144 int i, int j, enum line_state line_new)
2145 {
2146 int retval = FALSE;
2147 const struct dline dll = dlines[dd], *dl = &dll;
2148
2149 #if 0
2150 fprintf(stderr, "square_setboth_in_dline %s [%d,%d] to %d\n",
2151 DL2STR(dd), i, j, line_new);
2152 #endif
2153
2154 CHECK_DLINE_SENSIBLE(dd);
2155
2156 retval |=
2157 set_line_bydot(sstate, i+dl->dx, j+dl->dy, dl->dir1, line_new);
2158 retval |=
2159 set_line_bydot(sstate, i+dl->dx, j+dl->dy, dl->dir2, line_new);
2160
2161 return retval;
2162 }
2163
2164 /* Call this function to register that the two unknown lines going into the dot
2165 * [x,y] are identical or opposite (depending on the value of 'inverse'). This
2166 * function will cause an assertion failure if anything other than exactly two
2167 * lines into the dot are unknown.
2168 * As usual returns TRUE if any progress was made, otherwise FALSE. */
2169 static int dot_relate_2_unknowns(solver_state *sstate, int x, int y, int inverse)
2170 {
2171 enum direction d1=DOWN, d2=DOWN; /* Just to keep compiler quiet */
2172 int dirs_set = 0;
2173
2174 #define TRY_DIR(d) \
2175 if (get_line_status_from_point(sstate->state, x, y, d) == \
2176 LINE_UNKNOWN) { \
2177 if (dirs_set == 0) \
2178 d1 = d; \
2179 else { \
2180 assert(dirs_set == 1); \
2181 d2 = d; \
2182 } \
2183 dirs_set++; \
2184 } while (0)
2185
2186 TRY_DIR(UP);
2187 TRY_DIR(DOWN);
2188 TRY_DIR(LEFT);
2189 TRY_DIR(RIGHT);
2190 #undef TRY_DIR
2191
2192 assert(dirs_set == 2);
2193 assert(d1 != d2);
2194
2195 #if 0
2196 fprintf(stderr, "Lines in direction %s and %s from dot [%d,%d] are %s\n",
2197 DIR2STR(d1), DIR2STR(d2), x, y, inverse?"opposite":"the same");
2198 #endif
2199
2200 return merge_lines(sstate, x, y, d1, x, y, d2, inverse);
2201 }
2202
2203 /* Very similar to dot_relate_2_unknowns. */
2204 static int square_relate_2_unknowns(solver_state *sstate, int x, int y, int inverse)
2205 {
2206 enum direction d1=DOWN, d2=DOWN;
2207 int x1=-1, y1=-1, x2=-1, y2=-1;
2208 int dirs_set = 0;
2209
2210 #if 0
2211 fprintf(stderr, "2 unknowns around square [%d,%d] are %s\n",
2212 x, y, inverse?"opposite":"the same");
2213 #endif
2214
2215 #define TRY_DIR(i, j, d, dir_sq) \
2216 do { \
2217 if (dir_sq(sstate->state, x, y) == LINE_UNKNOWN) { \
2218 if (dirs_set == 0) { \
2219 d1 = d; x1 = i; y1 = j; \
2220 } else { \
2221 assert(dirs_set == 1); \
2222 d2 = d; x2 = i; y2 = j; \
2223 } \
2224 dirs_set++; \
2225 } \
2226 } while (0)
2227
2228 TRY_DIR(x, y, RIGHT, ABOVE_SQUARE);
2229 TRY_DIR(x, y, DOWN, LEFTOF_SQUARE);
2230 TRY_DIR(x+1, y, DOWN, RIGHTOF_SQUARE);
2231 TRY_DIR(x, y+1, RIGHT, BELOW_SQUARE);
2232 #undef TRY_DIR
2233
2234 assert(dirs_set == 2);
2235
2236 #if 0
2237 fprintf(stderr, "Line in direction %s from dot [%d,%d] and line in direction %s from dot [%2d,%2d] are %s\n",
2238 DIR2STR(d1), x1, y1, DIR2STR(d2), x2, y2, inverse?"opposite":"the same");
2239 #endif
2240
2241 return merge_lines(sstate, x1, y1, d1, x2, y2, d2, inverse);
2242 }
2243
2244 /* Figure out if any dlines can be 'collapsed' (and do so if they can). This
2245 * can happen if one of the lines is known and due to the dline status this
2246 * tells us state of the other, or if there's an interaction with the linedsf
2247 * (ie if atmostone is set for a dline and the lines are known identical they
2248 * must both be LINE_NO, etc). XXX at the moment only the former is
2249 * implemented, and indeed the latter should be implemented in the hard mode
2250 * solver only.
2251 */
2252 static int dot_collapse_dlines(solver_state *sstate, int i, int j)
2253 {
2254 int progress = FALSE;
2255 enum direction dir1, dir2;
2256 int dir1st;
2257 int dlset;
2258 game_state *state = sstate->state;
2259 enum dline_desc dd;
2260
2261 for (dir1 = 0; dir1 < 4; dir1++) {
2262 dir1st = get_line_status_from_point(state, i, j, dir1);
2263 if (dir1st == LINE_UNKNOWN)
2264 continue;
2265 /* dir2 iterates over the whole range rather than starting at dir1+1
2266 * because test below is asymmetric */
2267 for (dir2 = 0; dir2 < 4; dir2++) {
2268 if (dir1 == dir2)
2269 continue;
2270
2271 if ((i == 0 && (dir1 == LEFT || dir2 == LEFT)) ||
2272 (j == 0 && (dir1 == UP || dir2 == UP)) ||
2273 (i == state->w && (dir1 == RIGHT || dir2 == RIGHT)) ||
2274 (j == state->h && (dir1 == DOWN || dir2 == DOWN))) {
2275 continue;
2276 }
2277
2278 #if 0
2279 fprintf(stderr, "dot_collapse_dlines [%d,%d], %s %s\n", i, j,
2280 DIR2STR(dir1), DIR2STR(dir2));
2281 #endif
2282
2283 if (get_line_status_from_point(state, i, j, dir2) ==
2284 LINE_UNKNOWN) {
2285 dd = dline_desc_from_dirs(dir1, dir2);
2286
2287 dlset = get_dot_dline(state, sstate->normal->dot_atmostone, i, j, dd);
2288 if (dlset && dir1st == LINE_YES) {
2289 /* fprintf(stderr, "setting %s to NO\n", DIR2STR(dir2)); */
2290 progress |=
2291 set_line_bydot(sstate, i, j, dir2, LINE_NO);
2292 }
2293
2294 dlset = get_dot_dline(state, sstate->normal->dot_atleastone, i, j, dd);
2295 if (dlset && dir1st == LINE_NO) {
2296 /* fprintf(stderr, "setting %s to YES\n", DIR2STR(dir2)); */
2297 progress |=
2298 set_line_bydot(sstate, i, j, dir2, LINE_YES);
2299 }
2300 }
2301 }
2302 }
2303
2304 return progress;
2305 }
2306
2307 /*
2308 * These are the main solver functions.
2309 *
2310 * Their return values are diff values corresponding to the lowest mode solver
2311 * that would notice the work that they have done. For example if the normal
2312 * mode solver adds actual lines or crosses, it will return DIFF_EASY as the
2313 * easy mode solver might be able to make progress using that. It doesn't make
2314 * sense for one of them to return a diff value higher than that of the
2315 * function itself.
2316 *
2317 * Each function returns the lowest value it can, as early as possible, in
2318 * order to try and pass as much work as possible back to the lower level
2319 * solvers which progress more quickly.
2320 */
2321
2322 /* PROPOSED NEW DESIGN:
2323 * We have a work queue consisting of 'events' notifying us that something has
2324 * happened that a particular solver mode might be interested in. For example
2325 * the hard mode solver might do something that helps the normal mode solver at
2326 * dot [x,y] in which case it will enqueue an event recording this fact. Then
2327 * we pull events off the work queue, and hand each in turn to the solver that
2328 * is interested in them. If a solver reports that it failed we pass the same
2329 * event on to progressively more advanced solvers and the loop detector. Once
2330 * we've exhausted an event, or it has helped us progress, we drop it and
2331 * continue to the next one. The events are sorted first in order of solver
2332 * complexity (easy first) then order of insertion (oldest first).
2333 * Once we run out of events we loop over each permitted solver in turn
2334 * (easiest first) until either a deduction is made (and an event therefore
2335 * emerges) or no further deductions can be made (in which case we've failed).
2336 *
2337 * QUESTIONS:
2338 * * How do we 'loop over' a solver when both dots and squares are concerned.
2339 * Answer: first all squares then all dots.
2340 */
2341
2342 static int easy_mode_deductions(solver_state *sstate)
2343 {
2344 int i, j, h, w, current_yes, current_no;
2345 game_state *state;
2346 int diff = DIFF_MAX;
2347
2348 state = sstate->state;
2349 h = state->h;
2350 w = state->w;
2351
2352 /* Per-square deductions */
2353 FORALL_SQUARES(state, i, j) {
2354 if (sstate->square_solved[SQUARE_INDEX(state, i, j)])
2355 continue;
2356
2357 current_yes = SQUARE_YES_COUNT(sstate, i, j);
2358 current_no = SQUARE_NO_COUNT(sstate, i, j);
2359
2360 if (current_yes + current_no == 4) {
2361 sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE;
2362 /* diff = min(diff, DIFF_EASY); */
2363 continue;
2364 }
2365
2366 if (CLUE_AT(state, i, j) < 0)
2367 continue;
2368
2369 if (CLUE_AT(state, i, j) < current_yes) {
2370 #if 0
2371 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2372 #endif
2373 sstate->solver_status = SOLVER_MISTAKE;
2374 return DIFF_EASY;
2375 }
2376 if (CLUE_AT(state, i, j) == current_yes) {
2377 if (square_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO))
2378 diff = min(diff, DIFF_EASY);
2379 sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE;
2380 continue;
2381 }
2382
2383 if (4 - CLUE_AT(state, i, j) < current_no) {
2384 #if 0
2385 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2386 #endif
2387 sstate->solver_status = SOLVER_MISTAKE;
2388 return DIFF_EASY;
2389 }
2390 if (4 - CLUE_AT(state, i, j) == current_no) {
2391 if (square_setall(sstate, i, j, LINE_UNKNOWN, LINE_YES))
2392 diff = min(diff, DIFF_EASY);
2393 sstate->square_solved[SQUARE_INDEX(state, i, j)] = TRUE;
2394 continue;
2395 }
2396 }
2397
2398 check_caches(sstate);
2399
2400 /* Per-dot deductions */
2401 FORALL_DOTS(state, i, j) {
2402 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2403 continue;
2404
2405 switch (DOT_YES_COUNT(sstate, i, j)) {
2406 case 0:
2407 switch (DOT_NO_COUNT(sstate, i, j)) {
2408 case 3:
2409 #if 0
2410 fprintf(stderr, "dot [%d,%d]: 0 yes, 3 no\n", i, j);
2411 #endif
2412 dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO);
2413 diff = min(diff, DIFF_EASY);
2414 /* fall through */
2415 case 4:
2416 sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE;
2417 break;
2418 }
2419 break;
2420 case 1:
2421 switch (DOT_NO_COUNT(sstate, i, j)) {
2422 case 2: /* 1 yes, 2 no */
2423 #if 0
2424 fprintf(stderr, "dot [%d,%d]: 1 yes, 2 no\n", i, j);
2425 #endif
2426 dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_YES);
2427 diff = min(diff, DIFF_EASY);
2428 sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE;
2429 break;
2430 case 3: /* 1 yes, 3 no */
2431 #if 0
2432 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2433 #endif
2434 sstate->solver_status = SOLVER_MISTAKE;
2435 return DIFF_EASY;
2436 }
2437 break;
2438 case 2:
2439 #if 0
2440 fprintf(stderr, "dot [%d,%d]: 2 yes\n", i, j);
2441 #endif
2442 dot_setall(sstate, i, j, LINE_UNKNOWN, LINE_NO);
2443 diff = min(diff, DIFF_EASY);
2444 sstate->dot_solved[DOT_INDEX(state, i, j)] = TRUE;
2445 break;
2446 case 3:
2447 case 4:
2448 #if 0
2449 fprintf(stderr, "detected error [%d,%d] in %s at line %d\n", i, j, __FUNCTION__, __LINE__);
2450 #endif
2451 sstate->solver_status = SOLVER_MISTAKE;
2452 return DIFF_EASY;
2453 }
2454 }
2455
2456 check_caches(sstate);
2457
2458 return diff;
2459 }
2460
2461 static int normal_mode_deductions(solver_state *sstate)
2462 {
2463 int i, j;
2464 game_state *state = sstate->state;
2465 enum dline_desc dd;
2466 int diff = DIFF_MAX;
2467
2468 FORALL_SQUARES(state, i, j) {
2469 if (sstate->square_solved[SQUARE_INDEX(state, i, j)])
2470 continue;
2471
2472 if (CLUE_AT(state, i, j) < 0)
2473 continue;
2474
2475 switch (CLUE_AT(state, i, j)) {
2476 case 1:
2477 #if 0
2478 fprintf(stderr, "clue [%d,%d] is 1, doing dline ops\n",
2479 i, j);
2480 #endif
2481 FORALL_SQUARE_DLINES(dd) {
2482 /* At most one of any DLINE can be set */
2483 if (set_square_dline(state,
2484 sstate->normal->dot_atmostone,
2485 i, j, dd)) {
2486 diff = min(diff, DIFF_NORMAL);
2487 }
2488
2489 if (get_square_dline(state,
2490 sstate->normal->dot_atleastone,
2491 i, j, dd)) {
2492 /* This DLINE provides enough YESes to solve the clue */
2493 if (square_setboth_in_dline(sstate, OPP_DLINE(dd),
2494 i, j, LINE_NO)) {
2495 diff = min(diff, DIFF_EASY);
2496 }
2497 }
2498 }
2499
2500 break;
2501 case 2:
2502 /* If at least one of one DLINE is set, at most one
2503 * of the opposing one is and vice versa */
2504 #if 0
2505 fprintf(stderr, "clue [%d,%d] is 2, doing dline ops\n",
2506 i, j);
2507 #endif
2508 FORALL_SQUARE_DLINES(dd) {
2509 if (get_square_dline(state,
2510 sstate->normal->dot_atmostone,
2511 i, j, dd)) {
2512 if (set_square_opp_dline(state,
2513 sstate->normal->dot_atleastone,
2514 i, j, dd)) {
2515 diff = min(diff, DIFF_NORMAL);
2516 }
2517 }
2518 if (get_square_dline(state,
2519 sstate->normal->dot_atleastone,
2520 i, j, dd)) {
2521 if (set_square_opp_dline(state,
2522 sstate->normal->dot_atmostone,
2523 i, j, dd)) {
2524 diff = min(diff, DIFF_NORMAL);
2525 }
2526 }
2527 }
2528 break;
2529 case 3:
2530 #if 0
2531 fprintf(stderr, "clue [%d,%d] is 3, doing dline ops\n",
2532 i, j);
2533 #endif
2534 FORALL_SQUARE_DLINES(dd) {
2535 /* At least one of any DLINE must be set */
2536 if (set_square_dline(state,
2537 sstate->normal->dot_atleastone,
2538 i, j, dd)) {
2539 diff = min(diff, DIFF_NORMAL);
2540 }
2541
2542 if (get_square_dline(state,
2543 sstate->normal->dot_atmostone,
2544 i, j, dd)) {
2545 /* This DLINE provides enough NOs to solve the clue */
2546 if (square_setboth_in_dline(sstate, OPP_DLINE(dd),
2547 i, j, LINE_YES)) {
2548 diff = min(diff, DIFF_EASY);
2549 }
2550 }
2551 }
2552 break;
2553 }
2554 }
2555
2556 check_caches(sstate);
2557
2558 if (diff < DIFF_NORMAL)
2559 return diff;
2560
2561 FORALL_DOTS(state, i, j) {
2562 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2563 continue;
2564
2565 #if 0
2566 text = game_text_format(state);
2567 fprintf(stderr, "-----------------\n%s", text);
2568 sfree(text);
2569 #endif
2570
2571 switch (DOT_YES_COUNT(sstate, i, j)) {
2572 case 0:
2573 switch (DOT_NO_COUNT(sstate, i, j)) {
2574 case 1:
2575 /* Make note that at most one of each unknown DLINE
2576 * is YES */
2577 break;
2578 }
2579 break;
2580
2581 case 1:
2582 switch (DOT_NO_COUNT(sstate, i, j)) {
2583 case 1:
2584 /* 1 yes, 1 no, so exactly one of unknowns is
2585 * yes */
2586 #if 0
2587 fprintf(stderr, "dot [%d,%d]: 1 yes, 1 no\n", i, j);
2588 #endif
2589 FORALL_DOT_DLINES(dd) {
2590 if (dline_both_unknown(state,
2591 i, j, dd)) {
2592 if (set_dot_dline(state,
2593 sstate->normal->dot_atleastone,
2594 i, j, dd)) {
2595 diff = min(diff, DIFF_NORMAL);
2596 }
2597 }
2598 }
2599
2600 /* fall through */
2601 case 0:
2602 #if 0
2603 fprintf(stderr, "dot [%d,%d]: 1 yes, 0 or 1 no\n", i, j);
2604 #endif
2605 /* 1 yes, fewer than 2 no, so at most one of
2606 * unknowns is yes */
2607 FORALL_DOT_DLINES(dd) {
2608 if (dline_both_unknown(state,
2609 i, j, dd)) {
2610 if (set_dot_dline(state,
2611 sstate->normal->dot_atmostone,
2612 i, j, dd)) {
2613 diff = min(diff, DIFF_NORMAL);
2614 }
2615 }
2616 }
2617 break;
2618 }
2619 break;
2620 }
2621
2622 /* DLINE deductions that don't depend on the exact number of
2623 * LINE_YESs or LINE_NOs */
2624
2625 /* If at least one of a dline in a dot is YES, at most one
2626 * of the opposite dline to that dot must be YES. */
2627 FORALL_DOT_DLINES(dd) {
2628 if (get_dot_dline(state,
2629 sstate->normal->dot_atleastone,
2630 i, j, dd)) {
2631 if (set_dot_opp_dline(state,
2632 sstate->normal->dot_atmostone,
2633 i, j, dd)) {
2634 diff = min(diff, DIFF_NORMAL);
2635 }
2636 }
2637 }
2638
2639 if (dot_collapse_dlines(sstate, i, j))
2640 diff = min(diff, DIFF_EASY);
2641 }
2642 check_caches(sstate);
2643
2644 return diff;
2645 }
2646
2647 static int hard_mode_deductions(solver_state *sstate)
2648 {
2649 int i, j, a, b, s;
2650 game_state *state = sstate->state;
2651 const int h=state->h, w=state->w;
2652 enum direction dir1, dir2;
2653 int can1, can2, inv1, inv2;
2654 int diff = DIFF_MAX;
2655 enum dline_desc dd;
2656
2657 FORALL_SQUARES(state, i, j) {
2658 if (sstate->square_solved[SQUARE_INDEX(state, i, j)])
2659 continue;
2660
2661 switch (CLUE_AT(state, i, j)) {
2662 case -1:
2663 continue;
2664
2665 case 1:
2666 if (square_setall_identical(sstate, i, j, LINE_NO))
2667 diff = min(diff, DIFF_EASY);
2668 break;
2669 case 3:
2670 if (square_setall_identical(sstate, i, j, LINE_YES))
2671 diff = min(diff, DIFF_EASY);
2672 break;
2673 }
2674
2675 if (SQUARE_YES_COUNT(sstate, i, j) +
2676 SQUARE_NO_COUNT(sstate, i, j) == 2) {
2677 /* There are exactly two unknown lines bordering this
2678 * square. */
2679 if (SQUARE_YES_COUNT(sstate, i, j) + 1 ==
2680 CLUE_AT(state, i, j)) {
2681 /* They must be different */
2682 if (square_relate_2_unknowns(sstate, i, j, TRUE))
2683 diff = min(diff, DIFF_HARD);
2684 }
2685 }
2686 }
2687
2688 check_caches(sstate);
2689
2690 FORALL_DOTS(state, i, j) {
2691 if (DOT_YES_COUNT(sstate, i, j) == 1 &&
2692 DOT_NO_COUNT(sstate, i, j) == 1) {
2693 if (dot_relate_2_unknowns(sstate, i, j, TRUE))
2694 diff = min(diff, DIFF_HARD);
2695 continue;
2696 }
2697
2698 if (DOT_YES_COUNT(sstate, i, j) == 0 &&
2699 DOT_NO_COUNT(sstate, i, j) == 2) {
2700 if (dot_relate_2_unknowns(sstate, i, j, FALSE))
2701 diff = min(diff, DIFF_HARD);
2702 continue;
2703 }
2704 }
2705
2706 /* If two lines into a dot are related, the other two lines into that dot
2707 * are related in the same way. */
2708
2709 /* iter over points that aren't on edges */
2710 for (i = 1; i < w; ++i) {
2711 for (j = 1; j < h; ++j) {
2712 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2713 continue;
2714
2715 /* iter over directions */
2716 for (dir1 = 0; dir1 < 4; ++dir1) {
2717 for (dir2 = dir1+1; dir2 < 4; ++dir2) {
2718 /* canonify both lines */
2719 can1 = edsf_canonify
2720 (sstate->hard->linedsf,
2721 LINEDSF_INDEX(state, i, j, dir1),
2722 &inv1);
2723 can2 = edsf_canonify
2724 (sstate->hard->linedsf,
2725 LINEDSF_INDEX(state, i, j, dir2),
2726 &inv2);
2727 /* merge opposite lines */
2728 if (can1 == can2) {
2729 if (merge_lines(sstate,
2730 i, j, OPP_DIR(dir1),
2731 i, j, OPP_DIR(dir2),
2732 inv1 ^ inv2)) {
2733 diff = min(diff, DIFF_HARD);
2734 }
2735 }
2736 }
2737 }
2738 }
2739 }
2740
2741 /* If the state of a line is known, deduce the state of its canonical line
2742 * too. */
2743 FORALL_DOTS(state, i, j) {
2744 /* Do this even if the dot we're on is solved */
2745 if (i < w) {
2746 can1 = edsf_canonify(sstate->hard->linedsf,
2747 LINEDSF_INDEX(state, i, j, RIGHT),
2748 &inv1);
2749 linedsf_deindex(state, can1, &a, &b, &dir1);
2750 s = RIGHTOF_DOT(state, i, j);
2751 if (s != LINE_UNKNOWN)
2752 {
2753 if (set_line_bydot(sstate, a, b, dir1, inv1 ? OPP(s) : s))
2754 diff = min(diff, DIFF_EASY);
2755 }
2756 }
2757 if (j < h) {
2758 can1 = edsf_canonify(sstate->hard->linedsf,
2759 LINEDSF_INDEX(state, i, j, DOWN),
2760 &inv1);
2761 linedsf_deindex(state, can1, &a, &b, &dir1);
2762 s = BELOW_DOT(state, i, j);
2763 if (s != LINE_UNKNOWN)
2764 {
2765 if (set_line_bydot(sstate, a, b, dir1, inv1 ? OPP(s) : s))
2766 diff = min(diff, DIFF_EASY);
2767 }
2768 }
2769 }
2770
2771 /* Interactions between dline and linedsf */
2772 FORALL_DOTS(state, i, j) {
2773 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2774 continue;
2775
2776 FORALL_DOT_DLINES(dd) {
2777 const struct dline dll = dlines[dd], *dl = &dll;
2778 if (i == 0 && (dl->dir1 == LEFT || dl->dir2 == LEFT))
2779 continue;
2780 if (i == w && (dl->dir1 == RIGHT || dl->dir2 == RIGHT))
2781 continue;
2782 if (j == 0 && (dl->dir1 == UP || dl->dir2 == UP))
2783 continue;
2784 if (j == h && (dl->dir1 == DOWN || dl->dir2 == DOWN))
2785 continue;
2786
2787 if (get_dot_dline(state, sstate->normal->dot_atleastone,
2788 i, j, dd) &&
2789 get_dot_dline(state, sstate->normal->dot_atmostone,
2790 i, j, dd)) {
2791 /* atleastone && atmostone => inverse */
2792 if (merge_lines(sstate, i, j, dl->dir1, i, j, dl->dir2, 1)) {
2793 diff = min(diff, DIFF_HARD);
2794 }
2795 } else {
2796 /* don't have atleastone and atmostone for this dline */
2797 can1 = edsf_canonify(sstate->hard->linedsf,
2798 LINEDSF_INDEX(state, i, j, dl->dir1),
2799 &inv1);
2800 can2 = edsf_canonify(sstate->hard->linedsf,
2801 LINEDSF_INDEX(state, i, j, dl->dir2),
2802 &inv2);
2803 if (can1 == can2) {
2804 if (inv1 == inv2) {
2805 /* identical => collapse dline */
2806 if (get_dot_dline(state,
2807 sstate->normal->dot_atleastone,
2808 i, j, dd)) {
2809 if (set_line_bydot(sstate, i, j,
2810 dl->dir1, LINE_YES)) {
2811 diff = min(diff, DIFF_EASY);
2812 }
2813 if (set_line_bydot(sstate, i, j,
2814 dl->dir2, LINE_YES)) {
2815 diff = min(diff, DIFF_EASY);
2816 }
2817 } else if (get_dot_dline(state,
2818 sstate->normal->dot_atmostone,
2819 i, j, dd)) {
2820 if (set_line_bydot(sstate, i, j,
2821 dl->dir1, LINE_NO)) {
2822 diff = min(diff, DIFF_EASY);
2823 }
2824 if (set_line_bydot(sstate, i, j,
2825 dl->dir2, LINE_NO)) {
2826 diff = min(diff, DIFF_EASY);
2827 }
2828 }
2829 } else {
2830 /* inverse => atleastone && atmostone */
2831 if (set_dot_dline(state,
2832 sstate->normal->dot_atleastone,
2833 i, j, dd)) {
2834 diff = min(diff, DIFF_NORMAL);
2835 }
2836 if (set_dot_dline(state,
2837 sstate->normal->dot_atmostone,
2838 i, j, dd)) {
2839 diff = min(diff, DIFF_NORMAL);
2840 }
2841 }
2842 }
2843 }
2844 }
2845 }
2846
2847 /* If the state of the canonical line for line 'l' is known, deduce the
2848 * state of 'l' */
2849 FORALL_DOTS(state, i, j) {
2850 if (sstate->dot_solved[DOT_INDEX(state, i, j)])
2851 continue;
2852
2853 if (i < w) {
2854 can1 = edsf_canonify(sstate->hard->linedsf,
2855 LINEDSF_INDEX(state, i, j, RIGHT),
2856 &inv1);
2857 linedsf_deindex(state, can1, &a, &b, &dir1);
2858 s = get_line_status_from_point(state, a, b, dir1);
2859 if (s != LINE_UNKNOWN)
2860 {
2861 if (set_line_bydot(sstate, i, j, RIGHT, inv1 ? OPP(s) : s))
2862 diff = min(diff, DIFF_EASY);
2863 }
2864 }
2865 if (j < h) {
2866 can1 = edsf_canonify(sstate->hard->linedsf,
2867 LINEDSF_INDEX(state, i, j, DOWN),
2868 &inv1);
2869 linedsf_deindex(state, can1, &a, &b, &dir1);
2870 s = get_line_status_from_point(state, a, b, dir1);
2871 if (s != LINE_UNKNOWN)
2872 {
2873 if (set_line_bydot(sstate, i, j, DOWN, inv1 ? OPP(s) : s))
2874 diff = min(diff, DIFF_EASY);
2875 }
2876 }
2877 }
2878
2879 return diff;
2880 }
2881
2882 static int loop_deductions(solver_state *sstate)
2883 {
2884 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
2885 game_state *state = sstate->state;
2886 int shortest_chainlen = DOT_COUNT(state);
2887 int loop_found = FALSE;
2888 int d;
2889 int dots_connected;
2890 int progress = FALSE;
2891 int i, j;
2892
2893 /*
2894 * Go through the grid and update for all the new edges.
2895 * Since merge_dots() is idempotent, the simplest way to
2896 * do this is just to update for _all_ the edges.
2897 *
2898 * Also, while we're here, we count the edges, count the
2899 * clues, count the satisfied clues, and count the
2900 * satisfied-minus-one clues.
2901 */
2902 FORALL_DOTS(state, i, j) {
2903 if (RIGHTOF_DOT(state, i, j) == LINE_YES) {
2904 loop_found |= merge_dots(sstate, i, j, i+1, j);
2905 edgecount++;
2906 }
2907 if (BELOW_DOT(state, i, j) == LINE_YES) {
2908 loop_found |= merge_dots(sstate, i, j, i, j+1);
2909 edgecount++;
2910 }
2911
2912 if (CLUE_AT(state, i, j) >= 0) {
2913 int c = CLUE_AT(state, i, j);
2914 int o = SQUARE_YES_COUNT(sstate, i, j);
2915 if (o == c)
2916 satclues++;
2917 else if (o == c-1)
2918 sm1clues++;
2919 clues++;
2920 }
2921 }
2922
2923 for (i = 0; i < DOT_COUNT(state); ++i) {
2924 dots_connected =
2925 sstate->looplen[dsf_canonify(sstate->dotdsf, i)];
2926 if (dots_connected > 1)
2927 shortest_chainlen = min(shortest_chainlen, dots_connected);
2928 }
2929
2930 assert(sstate->solver_status == SOLVER_INCOMPLETE);
2931
2932 if (satclues == clues && shortest_chainlen == edgecount) {
2933 sstate->solver_status = SOLVER_SOLVED;
2934 /* This discovery clearly counts as progress, even if we haven't
2935 * just added any lines or anything */
2936 progress = TRUE;
2937 goto finished_loop_deductionsing;
2938 }
2939
2940 /*
2941 * Now go through looking for LINE_UNKNOWN edges which
2942 * connect two dots that are already in the same
2943 * equivalence class. If we find one, test to see if the
2944 * loop it would create is a solution.
2945 */
2946 FORALL_DOTS(state, i, j) {
2947 for (d = 0; d < 2; d++) {
2948 int i2, j2, eqclass, val;
2949
2950 if (d == 0) {
2951 if (RIGHTOF_DOT(state, i, j) !=
2952 LINE_UNKNOWN)
2953 continue;
2954 i2 = i+1;
2955 j2 = j;
2956 } else {
2957 if (BELOW_DOT(state, i, j) !=
2958 LINE_UNKNOWN) {
2959 continue;
2960 }
2961 i2 = i;
2962 j2 = j+1;
2963 }
2964
2965 eqclass = dsf_canonify(sstate->dotdsf, j * (state->w+1) + i);
2966 if (eqclass != dsf_canonify(sstate->dotdsf,
2967 j2 * (state->w+1) + i2)) {
2968 continue;
2969 }
2970
2971 val = LINE_NO; /* loop is bad until proven otherwise */
2972
2973 /*
2974 * This edge would form a loop. Next
2975 * question: how long would the loop be?
2976 * Would it equal the total number of edges
2977 * (plus the one we'd be adding if we added
2978 * it)?
2979 */
2980 if (sstate->looplen[eqclass] == edgecount + 1) {
2981 int sm1_nearby;
2982 int cx, cy;
2983
2984 /*
2985 * This edge would form a loop which
2986 * took in all the edges in the entire
2987 * grid. So now we need to work out
2988 * whether it would be a valid solution
2989 * to the puzzle, which means we have to
2990 * check if it satisfies all the clues.
2991 * This means that every clue must be
2992 * either satisfied or satisfied-minus-
2993 * 1, and also that the number of
2994 * satisfied-minus-1 clues must be at
2995 * most two and they must lie on either
2996 * side of this edge.
2997 */
2998 sm1_nearby = 0;
2999 cx = i - (j2-j);
3000 cy = j - (i2-i);
3001 if (CLUE_AT(state, cx,cy) >= 0 &&
3002 square_order(state, cx,cy, LINE_YES) ==
3003 CLUE_AT(state, cx,cy) - 1) {
3004 sm1_nearby++;
3005 }
3006 if (CLUE_AT(state, i, j) >= 0 &&
3007 SQUARE_YES_COUNT(sstate, i, j) ==
3008 CLUE_AT(state, i, j) - 1) {
3009 sm1_nearby++;
3010 }
3011 if (sm1clues == sm1_nearby &&
3012 sm1clues + satclues == clues) {
3013 val = LINE_YES; /* loop is good! */
3014 }
3015 }
3016
3017 /*
3018 * Right. Now we know that adding this edge
3019 * would form a loop, and we know whether
3020 * that loop would be a viable solution or
3021 * not.
3022 *
3023 * If adding this edge produces a solution,
3024 * then we know we've found _a_ solution but
3025 * we don't know that it's _the_ solution -
3026 * if it were provably the solution then
3027 * we'd have deduced this edge some time ago
3028 * without the need to do loop detection. So
3029 * in this state we return SOLVER_AMBIGUOUS,
3030 * which has the effect that hitting Solve
3031 * on a user-provided puzzle will fill in a
3032 * solution but using the solver to
3033 * construct new puzzles won't consider this
3034 * a reasonable deduction for the user to
3035 * make.
3036 */
3037 if (d == 0) {
3038 progress = set_line_bydot(sstate, i, j, RIGHT, val);
3039 assert(progress == TRUE);
3040 } else {
3041 progress = set_line_bydot(sstate, i, j, DOWN, val);
3042 assert(progress == TRUE);
3043 }
3044 if (val == LINE_YES) {
3045 sstate->solver_status = SOLVER_AMBIGUOUS;
3046 goto finished_loop_deductionsing;
3047 }
3048 }
3049 }
3050
3051 finished_loop_deductionsing:
3052 return progress ? DIFF_EASY : DIFF_MAX;
3053 }
3054
3055 /* This will return a dynamically allocated solver_state containing the (more)
3056 * solved grid */
3057 static solver_state *solve_game_rec(const solver_state *sstate_start,
3058 int diff)
3059 {
3060 int i, j;
3061 int w, h;
3062 solver_state *sstate, *sstate_saved, *sstate_tmp;
3063 solver_state *sstate_rec_solved;
3064 int recursive_soln_count;
3065 int solver_progress;
3066 game_state *state;
3067
3068 /* Indicates which solver we should call next. This is a sensible starting
3069 * point */
3070 int current_solver = DIFF_EASY, next_solver;
3071 #ifdef SHOW_WORKING
3072 char *text;
3073 #endif
3074
3075 #if 0
3076 printf("solve_game_rec: recursion_remaining = %d\n",
3077 sstate_start->recursion_remaining);
3078 #endif
3079
3080 sstate = dup_solver_state(sstate_start);
3081
3082 /* Cache the values of some variables for readability */
3083 state = sstate->state;
3084 h = state->h;
3085 w = state->w;
3086
3087 sstate_saved = NULL;
3088
3089 nonrecursive_solver:
3090 solver_progress = FALSE;
3091
3092 check_caches(sstate);
3093
3094 do {
3095 #ifdef SHOW_WORKING
3096 text = game_text_format(state);
3097 fprintf(stderr, "-----------------\n%s", text);
3098 sfree(text);
3099 #endif
3100
3101 if (sstate->solver_status == SOLVER_MISTAKE)
3102 return sstate;
3103
3104 /* fprintf(stderr, "Invoking solver %d\n", current_solver); */
3105 next_solver = solver_fns[current_solver](sstate);
3106
3107 if (next_solver == DIFF_MAX) {
3108 /* fprintf(stderr, "Current solver failed\n"); */
3109 if (current_solver < diff && current_solver + 1 < DIFF_MAX) {
3110 /* Try next beefier solver */
3111 next_solver = current_solver + 1;
3112 } else {
3113 /* fprintf(stderr, "Doing loop deductions\n"); */
3114 next_solver = loop_deductions(sstate);
3115 }
3116 }
3117
3118 if (sstate->solver_status == SOLVER_SOLVED ||
3119 sstate->solver_status == SOLVER_AMBIGUOUS) {
3120 /* fprintf(stderr, "Solver completed\n"); */
3121 break;
3122 }
3123
3124 /* Once we've looped over all permitted solvers then the loop
3125 * deductions without making any progress, we'll exit this while loop */
3126 current_solver = next_solver;
3127 } while (current_solver < DIFF_MAX);
3128
3129 if (sstate->solver_status == SOLVER_SOLVED ||
3130 sstate->solver_status == SOLVER_AMBIGUOUS) {
3131 /* s/LINE_UNKNOWN/LINE_NO/g */
3132 array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
3133 HL_COUNT(sstate->state));
3134 array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
3135 VL_COUNT(sstate->state));
3136 return sstate;
3137 }
3138
3139 /* Perform recursive calls */
3140 if (sstate->recursion_remaining) {
3141 sstate_saved = dup_solver_state(sstate);
3142
3143 sstate->recursion_remaining--;
3144
3145 recursive_soln_count = 0;
3146 sstate_rec_solved = NULL;
3147
3148 /* Memory management:
3149 * sstate_saved won't be modified but needs to be freed when we have
3150 * finished with it.
3151 * sstate is expected to contain our 'best' solution by the time we
3152 * finish this section of code. It's the thing we'll try adding lines
3153 * to, seeing if they make it more solvable.
3154 * If sstate_rec_solved is non-NULL, it will supersede sstate
3155 * eventually. sstate_tmp should not hold a value persistently.
3156 */
3157
3158 /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
3159 * of the possibility of additional solutions. So as soon as we have a
3160 * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
3161 * if we get a SOLVER_SOLVED we want to keep trying in case we find
3162 * further solutions and have to mark it ambiguous.
3163 */
3164
3165 #define DO_RECURSIVE_CALL(dir_dot) \
3166 if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
3167 debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
3168 LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
3169 sstate_tmp = solve_game_rec(sstate, diff); \
3170 switch (sstate_tmp->solver_status) { \
3171 case SOLVER_AMBIGUOUS: \
3172 debug(("Solver ambiguous, returning\n")); \
3173 sstate_rec_solved = sstate_tmp; \
3174 goto finished_recursion; \
3175 case SOLVER_SOLVED: \
3176 switch (++recursive_soln_count) { \
3177 case 1: \
3178 debug(("One solution found\n")); \
3179 sstate_rec_solved = sstate_tmp; \
3180 break; \
3181 case 2: \
3182 debug(("Ambiguous solutions found\n")); \
3183 free_solver_state(sstate_tmp); \
3184 sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS; \
3185 goto finished_recursion; \
3186 default: \
3187 assert(!"recursive_soln_count out of range"); \
3188 break; \
3189 } \
3190 break; \
3191 case SOLVER_MISTAKE: \
3192 debug(("Non-solution found\n")); \
3193 free_solver_state(sstate_tmp); \
3194 free_solver_state(sstate_saved); \
3195 LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
3196 goto nonrecursive_solver; \
3197 case SOLVER_INCOMPLETE: \
3198 debug(("Recursive step inconclusive\n")); \
3199 free_solver_state(sstate_tmp); \
3200 break; \
3201 } \
3202 free_solver_state(sstate); \
3203 sstate = dup_solver_state(sstate_saved); \
3204 }
3205
3206 FORALL_DOTS(state, i, j) {
3207 /* Only perform recursive calls on 'loose ends' */
3208 if (DOT_YES_COUNT(sstate, i, j) == 1) {
3209 DO_RECURSIVE_CALL(LEFTOF_DOT);
3210 DO_RECURSIVE_CALL(RIGHTOF_DOT);
3211 DO_RECURSIVE_CALL(ABOVE_DOT);
3212 DO_RECURSIVE_CALL(BELOW_DOT);
3213 }
3214 }
3215
3216 finished_recursion:
3217
3218 if (sstate_rec_solved) {
3219 free_solver_state(sstate);
3220 sstate = sstate_rec_solved;
3221 }
3222 }
3223
3224 return sstate;
3225 }
3226
3227 #if 0
3228 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
3229 if (sstate->normal->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
3230 1<<dline) { \
3231 if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
3232 CLUE_AT(sstate->state, i, j) - '0') { \
3233 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
3234 /* XXX the following may overwrite known data! */ \
3235 dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
3236 dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
3237 } \
3238 }
3239 SQUARE_DLINES;
3240 #undef HANDLE_DLINE
3241 #endif
3242
3243 static char *solve_game(game_state *state, game_state *currstate,
3244 char *aux, char **error)
3245 {
3246 char *soln = NULL;
3247 solver_state *sstate, *new_sstate;
3248
3249 sstate = new_solver_state(state, DIFF_MAX);
3250 new_sstate = solve_game_rec(sstate, DIFF_MAX);
3251
3252 if (new_sstate->solver_status == SOLVER_SOLVED) {
3253 soln = encode_solve_move(new_sstate->state);
3254 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
3255 soln = encode_solve_move(new_sstate->state);
3256 /**error = "Solver found ambiguous solutions"; */
3257 } else {
3258 soln = encode_solve_move(new_sstate->state);
3259 /**error = "Solver failed"; */
3260 }
3261
3262 free_solver_state(new_sstate);
3263 free_solver_state(sstate);
3264
3265 return soln;
3266 }
3267
3268 /* ----------------------------------------------------------------------
3269 * Drawing and mouse-handling
3270 */
3271
3272 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
3273 int x, int y, int button)
3274 {
3275 int hl_selected;
3276 int i, j, p, q;
3277 char *ret, buf[80];
3278 char button_char = ' ';
3279 enum line_state old_state;
3280
3281 button &= ~MOD_MASK;
3282
3283 /* Around each line is a diamond-shaped region where points within that
3284 * region are closer to this line than any other. We assume any click
3285 * within a line's diamond was meant for that line. It would all be a lot
3286 * simpler if the / and % operators respected modulo arithmetic properly
3287 * for negative numbers. */
3288
3289 x -= BORDER;
3290 y -= BORDER;
3291
3292 /* Get the coordinates of the square the click was in */
3293 i = (x + TILE_SIZE) / TILE_SIZE - 1;
3294 j = (y + TILE_SIZE) / TILE_SIZE - 1;
3295
3296 /* Get the precise position inside square [i,j] */
3297 p = (x + TILE_SIZE) % TILE_SIZE;
3298 q = (y + TILE_SIZE) % TILE_SIZE;
3299
3300 /* After this bit of magic [i,j] will correspond to the point either above
3301 * or to the left of the line selected */
3302 if (p > q) {
3303 if (TILE_SIZE - p > q) {
3304 hl_selected = TRUE;
3305 } else {
3306 hl_selected = FALSE;
3307 ++i;
3308 }
3309 } else {
3310 if (TILE_SIZE - q > p) {
3311 hl_selected = FALSE;
3312 } else {
3313 hl_selected = TRUE;
3314 ++j;
3315 }
3316 }
3317
3318 if (i < 0 || j < 0)
3319 return NULL;
3320
3321 if (hl_selected) {
3322 if (i >= state->w || j >= state->h + 1)
3323 return NULL;
3324 } else {
3325 if (i >= state->w + 1 || j >= state->h)
3326 return NULL;
3327 }
3328
3329 /* I think it's only possible to play this game with mouse clicks, sorry */
3330 /* Maybe will add mouse drag support some time */
3331 if (hl_selected)
3332 old_state = RIGHTOF_DOT(state, i, j);
3333 else
3334 old_state = BELOW_DOT(state, i, j);
3335
3336 switch (button) {
3337 case LEFT_BUTTON:
3338 switch (old_state) {
3339 case LINE_UNKNOWN:
3340 button_char = 'y';
3341 break;
3342 case LINE_YES:
3343 case LINE_NO:
3344 button_char = 'u';
3345 break;
3346 }
3347 break;
3348 case MIDDLE_BUTTON:
3349 button_char = 'u';
3350 break;
3351 case RIGHT_BUTTON:
3352 switch (old_state) {
3353 case LINE_UNKNOWN:
3354 button_char = 'n';
3355 break;
3356 case LINE_NO:
3357 case LINE_YES:
3358 button_char = 'u';
3359 break;
3360 }
3361 break;
3362 default:
3363 return NULL;
3364 }
3365
3366
3367 sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char);
3368 ret = dupstr(buf);
3369
3370 return ret;
3371 }
3372
3373 static game_state *execute_move(game_state *state, char *move)
3374 {
3375 int i, j;
3376 game_state *newstate = dup_game(state);
3377
3378 if (move[0] == 'S') {
3379 move++;
3380 newstate->cheated = TRUE;
3381 }
3382
3383 while (*move) {
3384 i = atoi(move);
3385 move = strchr(move, ',');
3386 if (!move)
3387 goto fail;
3388 j = atoi(++move);
3389 move += strspn(move, "1234567890");
3390 switch (*(move++)) {
3391 case 'h':
3392 if (i >= newstate->w || j > newstate->h)
3393 goto fail;
3394 switch (*(move++)) {
3395 case 'y':
3396 LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
3397 break;
3398 case 'n':
3399 LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
3400 break;
3401 case 'u':
3402 LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
3403 break;
3404 default:
3405 goto fail;
3406 }
3407 break;
3408 case 'v':
3409 if (i > newstate->w || j >= newstate->h)
3410 goto fail;
3411 switch (*(move++)) {
3412 case 'y':
3413 LV_BELOW_DOT(newstate, i, j) = LINE_YES;
3414 break;
3415 case 'n':
3416 LV_BELOW_DOT(newstate, i, j) = LINE_NO;
3417 break;
3418 case 'u':
3419 LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
3420 break;
3421 default:
3422 goto fail;
3423 }
3424 break;
3425 default:
3426 goto fail;
3427 }
3428 }
3429
3430 /*
3431 * Check for completion.
3432 */
3433 i = 0; /* placate optimiser */
3434 for (j = 0; j <= newstate->h; j++) {
3435 for (i = 0; i < newstate->w; i++)
3436 if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
3437 break;
3438 if (i < newstate->w)
3439 break;
3440 }
3441 if (j <= newstate->h) {
3442 int prevdir = 'R';
3443 int x = i, y = j;
3444 int looplen, count;
3445
3446 /*
3447 * We've found a horizontal edge at (i,j). Follow it round
3448 * to see if it's part of a loop.
3449 */
3450 looplen = 0;
3451 while (1) {
3452 int order = dot_order(newstate, x, y, LINE_YES);
3453 if (order != 2)
3454 goto completion_check_done;
3455
3456 if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
3457 x--;
3458 prevdir = 'R';
3459 } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
3460 prevdir != 'R') {
3461 x++;
3462 prevdir = 'L';
3463 } else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
3464 prevdir != 'U') {
3465 y--;
3466 prevdir = 'D';
3467 } else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
3468 prevdir != 'D') {
3469 y++;
3470 prevdir = 'U';
3471 } else {
3472 assert(!"Can't happen"); /* dot_order guarantees success */
3473 }
3474
3475 looplen++;
3476
3477 if (x == i && y == j)
3478 break;
3479 }
3480
3481 if (x != i || y != j || looplen == 0)
3482 goto completion_check_done;
3483
3484 /*
3485 * We've traced our way round a loop, and we know how many
3486 * line segments were involved. Count _all_ the line
3487 * segments in the grid, to see if the loop includes them
3488 * all.
3489 */
3490 count = 0;
3491 FORALL_DOTS(newstate, i, j) {
3492 count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
3493 (BELOW_DOT(newstate, i, j) == LINE_YES));
3494 }
3495 assert(count >= looplen);
3496 if (count != looplen)
3497 goto completion_check_done;
3498
3499 /*
3500 * The grid contains one closed loop and nothing else.
3501 * Check that all the clues are satisfied.
3502 */
3503 FORALL_SQUARES(newstate, i, j) {
3504 if (CLUE_AT(newstate, i, j) >= 0) {
3505 if (square_order(newstate, i, j, LINE_YES) !=
3506 CLUE_AT(newstate, i, j)) {
3507 goto completion_check_done;
3508 }
3509 }
3510 }
3511
3512 /*
3513 * Completed!
3514 */
3515 newstate->solved = TRUE;
3516 }
3517
3518 completion_check_done:
3519 return newstate;
3520
3521 fail:
3522 free_game(newstate);
3523 return NULL;
3524 }
3525
3526 /* ----------------------------------------------------------------------
3527 * Drawing routines.
3528 */
3529 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
3530 game_state *state, int dir, game_ui *ui,
3531 float animtime, float flashtime)
3532 {
3533 int i, j, n;
3534 char c[2];
3535 int line_colour, flash_changed;
3536 int clue_mistake;
3537
3538 if (!ds->started) {
3539 /*
3540 * The initial contents of the window are not guaranteed and
3541 * can vary with front ends. To be on the safe side, all games
3542 * should start by drawing a big background-colour rectangle
3543 * covering the whole window.
3544 */
3545 draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
3546
3547 /* Draw dots */
3548 FORALL_DOTS(state, i, j) {
3549 draw_rect(dr,
3550 BORDER + i * TILE_SIZE - LINEWIDTH/2,
3551 BORDER + j * TILE_SIZE - LINEWIDTH/2,
3552 LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
3553 }
3554
3555 /* Draw clues */
3556 FORALL_SQUARES(state, i, j) {
3557 c[0] = CLUE2CHAR(CLUE_AT(state, i, j));
3558 c[1] = '\0';
3559 draw_text(dr,
3560 BORDER + i * TILE_SIZE + TILE_SIZE/2,
3561 BORDER + j * TILE_SIZE + TILE_SIZE/2,
3562 FONT_VARIABLE, TILE_SIZE/2,
3563 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
3564 }
3565 draw_update(dr, 0, 0,
3566 state->w * TILE_SIZE + 2*BORDER + 1,
3567 state->h * TILE_SIZE + 2*BORDER + 1);
3568 ds->started = TRUE;
3569 }
3570
3571 if (flashtime > 0 &&
3572 (flashtime <= FLASH_TIME/3 ||
3573 flashtime >= FLASH_TIME*2/3)) {
3574 flash_changed = !ds->flashing;
3575 ds->flashing = TRUE;
3576 line_colour = COL_HIGHLIGHT;
3577 } else {
3578 flash_changed = ds->flashing;
3579 ds->flashing = FALSE;
3580 line_colour = COL_FOREGROUND;
3581 }
3582
3583 #define CROSS_SIZE (3 * LINEWIDTH / 2)
3584
3585 /* Redraw clue colours if necessary */
3586 FORALL_SQUARES(state, i, j) {
3587 n = CLUE_AT(state, i, j);
3588 if (n < 0)
3589 continue;
3590
3591 assert(n >= 0 && n <= 4);
3592
3593 c[0] = CLUE2CHAR(CLUE_AT(state, i, j));
3594 c[1] = '\0';
3595
3596 clue_mistake = (square_order(state, i, j, LINE_YES) > n ||
3597 square_order(state, i, j, LINE_NO ) > (4-n));
3598
3599 if (clue_mistake != ds->clue_error[SQUARE_INDEX(state, i, j)]) {
3600 draw_rect(dr,
3601 BORDER + i * TILE_SIZE + CROSS_SIZE,
3602 BORDER + j * TILE_SIZE + CROSS_SIZE,
3603 TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2,
3604 COL_BACKGROUND);
3605 draw_text(dr,
3606 BORDER + i * TILE_SIZE + TILE_SIZE/2,
3607 BORDER + j * TILE_SIZE + TILE_SIZE/2,
3608 FONT_VARIABLE, TILE_SIZE/2,
3609 ALIGN_VCENTRE | ALIGN_HCENTRE,
3610 clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c);
3611 draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER,
3612 TILE_SIZE, TILE_SIZE);
3613
3614 ds->clue_error[SQUARE_INDEX(state, i, j)] = clue_mistake;
3615 }
3616 }
3617
3618 /* I've also had a request to colour lines red if they make a non-solution
3619 * loop, or if more than two lines go into any point. I think that would
3620 * be good some time. */
3621
3622 #define CLEAR_VL(i, j) \
3623 do { \
3624 draw_rect(dr, \
3625 BORDER + i * TILE_SIZE - CROSS_SIZE, \
3626 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
3627 CROSS_SIZE * 2, \
3628 TILE_SIZE - LINEWIDTH, \
3629 COL_BACKGROUND); \
3630 draw_update(dr, \
3631 BORDER + i * TILE_SIZE - CROSS_SIZE, \
3632 BORDER + j * TILE_SIZE - CROSS_SIZE, \
3633 CROSS_SIZE*2, \
3634 TILE_SIZE + CROSS_SIZE*2); \
3635 } while (0)
3636
3637 #define CLEAR_HL(i, j) \
3638 do { \
3639 draw_rect(dr, \
3640 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
3641 BORDER + j * TILE_SIZE - CROSS_SIZE, \
3642 TILE_SIZE - LINEWIDTH, \
3643 CROSS_SIZE * 2, \
3644 COL_BACKGROUND); \
3645 draw_update(dr, \
3646 BORDER + i * TILE_SIZE - CROSS_SIZE, \
3647 BORDER + j * TILE_SIZE - CROSS_SIZE, \
3648 TILE_SIZE + CROSS_SIZE*2, \
3649 CROSS_SIZE*2); \
3650 } while (0)
3651
3652 /* Vertical lines */
3653 FORALL_VL(state, i, j) {
3654 switch (BELOW_DOT(state, i, j)) {
3655 case LINE_UNKNOWN:
3656 if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j)) {
3657 CLEAR_VL(i, j);
3658 }
3659 break;
3660 case LINE_YES:
3661 if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j) ||
3662 flash_changed) {
3663 CLEAR_VL(i, j);
3664 draw_rect(dr,
3665 BORDER + i * TILE_SIZE - LINEWIDTH/2,
3666 BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
3667 LINEWIDTH, TILE_SIZE - LINEWIDTH,
3668 line_colour);
3669 }
3670 break;
3671 case LINE_NO:
3672 if (ds->vl[VL_INDEX(state, i, j)] != BELOW_DOT(state, i, j)) {
3673 CLEAR_VL(i, j);
3674 draw_line(dr,
3675 BORDER + i * TILE_SIZE - CROSS_SIZE,
3676 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3677 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
3678 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3679 COL_FOREGROUND);
3680 draw_line(dr,
3681 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
3682 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3683 BORDER + i * TILE_SIZE - CROSS_SIZE,
3684 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3685 COL_FOREGROUND);
3686 }
3687 break;
3688 }
3689 ds->vl[VL_INDEX(state, i, j)] = BELOW_DOT(state, i, j);
3690 }
3691
3692 /* Horizontal lines */
3693 FORALL_HL(state, i, j) {
3694 switch (RIGHTOF_DOT(state, i, j)) {
3695 case LINE_UNKNOWN:
3696 if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j)) {
3697 CLEAR_HL(i, j);
3698 }
3699 break;
3700 case LINE_YES:
3701 if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j) ||
3702 flash_changed) {
3703 CLEAR_HL(i, j);
3704 draw_rect(dr,
3705 BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
3706 BORDER + j * TILE_SIZE - LINEWIDTH/2,
3707 TILE_SIZE - LINEWIDTH, LINEWIDTH,
3708 line_colour);
3709 }
3710 break;
3711 case LINE_NO:
3712 if (ds->hl[HL_INDEX(state, i, j)] != RIGHTOF_DOT(state, i, j)) {
3713 CLEAR_HL(i, j);
3714 draw_line(dr,
3715 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3716 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
3717 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3718 BORDER + j * TILE_SIZE - CROSS_SIZE,
3719 COL_FOREGROUND);
3720 draw_line(dr,
3721 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
3722 BORDER + j * TILE_SIZE - CROSS_SIZE,
3723 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
3724 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
3725 COL_FOREGROUND);
3726 break;
3727 }
3728 }
3729 ds->hl[HL_INDEX(state, i, j)] = RIGHTOF_DOT(state, i, j);
3730 }
3731 }
3732
3733 static float game_flash_length(game_state *oldstate, game_state *newstate,
3734 int dir, game_ui *ui)
3735 {
3736 if (!oldstate->solved && newstate->solved &&
3737 !oldstate->cheated && !newstate->cheated) {
3738 return FLASH_TIME;
3739 }
3740
3741 return 0.0F;
3742 }
3743
3744 static void game_print_size(game_params *params, float *x, float *y)
3745 {
3746 int pw, ph;
3747
3748 /*
3749 * I'll use 7mm squares by default.
3750 */
3751 game_compute_size(params, 700, &pw, &ph);
3752 *x = pw / 100.0F;
3753 *y = ph / 100.0F;
3754 }
3755
3756 static void game_print(drawing *dr, game_state *state, int tilesize)
3757 {
3758 int ink = print_mono_colour(dr, 0);
3759 int x, y;
3760 game_drawstate ads, *ds = &ads;
3761
3762 game_set_size(dr, ds, NULL, tilesize);
3763
3764 /*
3765 * Dots. I'll deliberately make the dots a bit wider than the
3766 * lines, so you can still see them. (And also because it's
3767 * annoyingly tricky to make them _exactly_ the same size...)
3768 */
3769 FORALL_DOTS(state, x, y) {
3770 draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
3771 LINEWIDTH, ink, ink);
3772 }
3773
3774 /*
3775 * Clues.
3776 */
3777 FORALL_SQUARES(state, x, y) {
3778 if (CLUE_AT(state, x, y) >= 0) {
3779 char c[2];
3780
3781 c[0] = CLUE2CHAR(CLUE_AT(state, x, y));
3782 c[1] = '\0';
3783 draw_text(dr,
3784 BORDER + x * TILE_SIZE + TILE_SIZE/2,
3785 BORDER + y * TILE_SIZE + TILE_SIZE/2,
3786 FONT_VARIABLE, TILE_SIZE/2,
3787 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
3788 }
3789 }
3790
3791 /*
3792 * Lines. (At the moment, I'm not bothering with crosses.)
3793 */
3794 FORALL_HL(state, x, y) {
3795 if (RIGHTOF_DOT(state, x, y) == LINE_YES)
3796 draw_rect(dr, BORDER + x * TILE_SIZE,
3797 BORDER + y * TILE_SIZE - LINEWIDTH/2,
3798 TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
3799 }
3800
3801 FORALL_VL(state, x, y) {
3802 if (BELOW_DOT(state, x, y) == LINE_YES)
3803 draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
3804 BORDER + y * TILE_SIZE,
3805 (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
3806 }
3807 }
3808
3809 #ifdef COMBINED
3810 #define thegame loopy
3811 #endif
3812
3813 const struct game thegame = {
3814 "Loopy", "games.loopy", "loopy",
3815 default_params,
3816 game_fetch_preset,
3817 decode_params,
3818 encode_params,
3819 free_params,
3820 dup_params,
3821 TRUE, game_configure, custom_params,
3822 validate_params,
3823 new_game_desc,
3824 validate_desc,
3825 new_game,
3826 dup_game,
3827 free_game,
3828 1, solve_game,
3829 TRUE, game_can_format_as_text_now, game_text_format,
3830 new_ui,
3831 free_ui,
3832 encode_ui,
3833 decode_ui,
3834 game_changed_state,
3835 interpret_move,
3836 execute_move,
3837 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
3838 game_colours,
3839 game_new_drawstate,
3840 game_free_drawstate,
3841 game_redraw,
3842 game_anim_length,
3843 game_flash_length,
3844 TRUE, FALSE, game_print_size, game_print,
3845 FALSE /* wants_statusbar */,
3846 FALSE, game_timing_state,
3847 0, /* mouse_priorities */
3848 };