2
* loopy.c: An implementation of the Nikoli game 'Loop the loop'.
5
* vim: set shiftwidth=4 :set textwidth=80:
11
* - setting very high recursion depth seems to cause memory
12
* munching: are we recursing before checking completion, by any
15
* - there's an interesting deductive technique which makes use of
16
* topology rather than just graph theory. Each _square_ in the
17
* grid is either inside or outside the loop; you can tell that
18
* two squares are on the same side of the loop if they're
19
* separated by an x (or, more generally, by a path crossing no
20
* LINE_UNKNOWNs and an even number of LINE_YESes), and on the
21
* opposite side of the loop if they're separated by a line (or
22
* an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and
23
* any square separated from the outside of the grid by a
24
* LINE_YES or a LINE_NO is on the inside or outside
25
* respectively. So if you can track this for all squares, you
26
* can occasionally spot that two squares are separated by a
27
* LINE_UNKNOWN but their relative insideness is known, and
28
* therefore deduce the state of the edge between them.
29
* + An efficient way to track this would be by augmenting the
30
* disjoint set forest data structure. Each element, along
31
* with a pointer to a parent member of its equivalence
32
* class, would also carry a one-bit field indicating whether
33
* it was equal or opposite to its parent. Then you could
34
* keep flipping a bit as you ascended the tree during
35
* dsf_canonify(), and hence you'd be able to return the
36
* relationship of the input value to its ultimate parent
37
* (and also you could then get all those bits right when you
38
* went back up the tree rewriting). So you'd be able to
39
* query whether any two elements were known-equal,
40
* known-opposite, or not-known, and you could add new
41
* equalities or oppositenesses to increase your knowledge.
42
* (Of course the algorithm would have to fail an assertion
43
* if you tried to tell it two things it already knew to be
44
* opposite were equal, or vice versa!)
45
* This data structure would also be useful in the
46
* graph-theoretic part of the solver, where it could be used
47
* for storing information about which lines are known-identical
48
* or known-opposite. (For example if two lines bordering a 3
49
* are known-identical they must both be LINE_YES, and if they
50
* are known-opposite, the *other* two lines bordering that clue
51
* must be LINE_YES, etc). This may duplicate some
52
* functionality already present in the solver but it is more
53
* general and we could remove the old code, so that's no bad
67
#define PREFERRED_TILE_SIZE 32
68
#define TILE_SIZE (ds->tilesize)
69
#define LINEWIDTH (ds->linewidth)
70
#define BORDER (TILE_SIZE / 2)
72
#define FLASH_TIME 0.5F
74
#define HL_COUNT(state) ((state)->w * ((state)->h + 1))
75
#define VL_COUNT(state) (((state)->w + 1) * (state)->h)
76
#define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
77
#define SQUARE_COUNT(state) ((state)->w * (state)->h)
79
#define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
80
#define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
82
#define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
83
#define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
85
#define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
86
(i) <= (state)->w && (j) <= (state)->h)
89
* These macros return rvalues only, but can cope with being passed
90
* out-of-range coordinates.
92
#define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
93
LINE_NO : LV_ABOVE_DOT(state, i, j))
94
#define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
95
LINE_NO : LV_BELOW_DOT(state, i, j))
97
#define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
98
LINE_NO : LV_LEFTOF_DOT(state, i, j))
99
#define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\
100
LINE_NO : LV_RIGHTOF_DOT(state, i, j))
103
* These macros expect to be passed valid coordinates, and return
106
#define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
107
#define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
109
#define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
110
#define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
112
#define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \
113
j < 0 || j >= (state)->h) ? \
114
' ' : LV_CLUE_AT(state, i, j))
116
#define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)])
118
#define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \
119
dir == LINE_YES ? LINE_NO : LINE_YES)
121
#define BIT_SET(field, bit) ((field) & (1<<(bit)))
123
#define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \
124
((field) |= (1<<(bit)), TRUE))
126
#define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
127
((field) &= ~(1<<(bit)), TRUE) : FALSE)
129
static char *game_text_format(game_state *state);
140
* Difficulty levels. I do some macro ickery here to ensure that my
141
* enum and the various forms of my name list always match up.
143
#define DIFFLIST(A) \
146
#define ENUM(upper,title,lower) DIFF_ ## upper,
147
#define TITLE(upper,title,lower) #title,
148
#define ENCODE(upper,title,lower) #lower
149
#define CONFIG(upper,title,lower) ":" #title
150
enum { DIFFLIST(ENUM) DIFFCOUNT };
151
/* static char const *const loopy_diffnames[] = { DIFFLIST(TITLE) }; */
152
static char const loopy_diffchars[] = DIFFLIST(ENCODE);
153
#define DIFFCONFIG DIFFLIST(CONFIG)
155
/* LINE_YES_ERROR is only used in the drawing routine */
156
enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO /*, LINE_YES_ERROR*/ };
158
enum direction { UP, DOWN, LEFT, RIGHT };
167
/* Put ' ' in a square that doesn't get a clue */
170
/* Arrays of line states, stored left-to-right, top-to-bottom */
179
static game_state *dup_game(game_state *state)
181
game_state *ret = snew(game_state);
185
ret->solved = state->solved;
186
ret->cheated = state->cheated;
188
ret->clues = snewn(SQUARE_COUNT(state), char);
189
memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
191
ret->hl = snewn(HL_COUNT(state), char);
192
memcpy(ret->hl, state->hl, HL_COUNT(state));
194
ret->vl = snewn(VL_COUNT(state), char);
195
memcpy(ret->vl, state->vl, VL_COUNT(state));
197
ret->recursion_depth = state->recursion_depth;
202
static void free_game(game_state *state)
213
SOLVER_SOLVED, /* This is the only solution the solver could find */
214
SOLVER_MISTAKE, /* This is definitely not a solution */
215
SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
216
SOLVER_INCOMPLETE /* This may be a partial solution */
219
typedef struct solver_state {
221
char *dot_atleastone;
223
/* char *dline_identical; */
224
int recursion_remaining;
225
enum solver_status solver_status;
226
/* NB looplen is the number of dots that are joined together at a point, ie a
227
* looplen of 1 means there are no lines to a particular dot */
228
int *dotdsf, *looplen;
231
static solver_state *new_solver_state(game_state *state) {
232
solver_state *ret = snew(solver_state);
235
ret->state = dup_game(state);
237
ret->dot_atmostone = snewn(DOT_COUNT(state), char);
238
memset(ret->dot_atmostone, 0, DOT_COUNT(state));
239
ret->dot_atleastone = snewn(DOT_COUNT(state), char);
240
memset(ret->dot_atleastone, 0, DOT_COUNT(state));
243
dline_identical = snewn(DOT_COUNT(state), char);
244
memset(dline_identical, 0, DOT_COUNT(state));
247
ret->recursion_remaining = state->recursion_depth;
248
ret->solver_status = SOLVER_INCOMPLETE;
250
ret->dotdsf = snewn(DOT_COUNT(state), int);
251
ret->looplen = snewn(DOT_COUNT(state), int);
252
for (i = 0; i < DOT_COUNT(state); i++) {
260
static void free_solver_state(solver_state *sstate) {
262
free_game(sstate->state);
263
sfree(sstate->dot_atleastone);
264
sfree(sstate->dot_atmostone);
265
/* sfree(sstate->dline_identical); */
266
sfree(sstate->dotdsf);
267
sfree(sstate->looplen);
272
static solver_state *dup_solver_state(solver_state *sstate) {
275
solver_state *ret = snew(solver_state);
277
ret->state = state = dup_game(sstate->state);
279
ret->dot_atmostone = snewn(DOT_COUNT(state), char);
280
memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state));
282
ret->dot_atleastone = snewn(DOT_COUNT(state), char);
283
memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state));
286
ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char);
287
memcpy(ret->dline_identical, state->dot_atmostone,
288
(state->w + 1) * (state->h + 1));
291
ret->recursion_remaining = sstate->recursion_remaining;
292
ret->solver_status = sstate->solver_status;
294
ret->dotdsf = snewn(DOT_COUNT(state), int);
295
ret->looplen = snewn(DOT_COUNT(state), int);
296
memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int));
297
memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int));
303
* Merge two dots due to the existence of an edge between them.
304
* Updates the dsf tracking equivalence classes, and keeps track of
305
* the length of path each dot is currently a part of.
306
* Returns TRUE if the dots were already linked, ie if they are part of a
307
* closed loop, and false otherwise.
309
static int merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
313
i = y1 * (sstate->state->w + 1) + x1;
314
j = y2 * (sstate->state->w + 1) + x2;
316
i = dsf_canonify(sstate->dotdsf, i);
317
j = dsf_canonify(sstate->dotdsf, j);
322
len = sstate->looplen[i] + sstate->looplen[j];
323
dsf_merge(sstate->dotdsf, i, j);
324
i = dsf_canonify(sstate->dotdsf, i);
325
sstate->looplen[i] = len;
330
/* Count the number of lines of a particular type currently going into the
331
* given dot. Lines going off the edge of the board are assumed fixed no. */
332
static int dot_order(const game_state* state, int i, int j, char line_type)
337
if (LEFTOF_DOT(state, i, j) == line_type)
340
if (line_type == LINE_NO)
344
if (RIGHTOF_DOT(state, i, j) == line_type)
347
if (line_type == LINE_NO)
351
if (ABOVE_DOT(state, i, j) == line_type)
354
if (line_type == LINE_NO)
358
if (BELOW_DOT(state, i, j) == line_type)
361
if (line_type == LINE_NO)
367
/* Count the number of lines of a particular type currently surrounding the
369
static int square_order(const game_state* state, int i, int j, char line_type)
373
if (ABOVE_SQUARE(state, i, j) == line_type)
375
if (BELOW_SQUARE(state, i, j) == line_type)
377
if (LEFTOF_SQUARE(state, i, j) == line_type)
379
if (RIGHTOF_SQUARE(state, i, j) == line_type)
385
/* Set all lines bordering a dot of type old_type to type new_type
386
* Return value tells caller whether this function actually did anything */
387
static int dot_setall(game_state *state, int i, int j,
388
char old_type, char new_type)
391
if (old_type == new_type)
394
if (i > 0 && LEFTOF_DOT(state, i, j) == old_type) {
395
LV_LEFTOF_DOT(state, i, j) = new_type;
399
if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type) {
400
LV_RIGHTOF_DOT(state, i, j) = new_type;
404
if (j > 0 && ABOVE_DOT(state, i, j) == old_type) {
405
LV_ABOVE_DOT(state, i, j) = new_type;
409
if (j < state->h && BELOW_DOT(state, i, j) == old_type) {
410
LV_BELOW_DOT(state, i, j) = new_type;
416
/* Set all lines bordering a square of type old_type to type new_type */
417
static void square_setall(game_state *state, int i, int j,
418
char old_type, char new_type)
420
if (ABOVE_SQUARE(state, i, j) == old_type)
421
ABOVE_SQUARE(state, i, j) = new_type;
422
if (BELOW_SQUARE(state, i, j) == old_type)
423
BELOW_SQUARE(state, i, j) = new_type;
424
if (LEFTOF_SQUARE(state, i, j) == old_type)
425
LEFTOF_SQUARE(state, i, j) = new_type;
426
if (RIGHTOF_SQUARE(state, i, j) == old_type)
427
RIGHTOF_SQUARE(state, i, j) = new_type;
430
static game_params *default_params(void)
432
game_params *ret = snew(game_params);
441
ret->diff = DIFF_EASY;
447
static game_params *dup_params(game_params *params)
449
game_params *ret = snew(game_params);
450
*ret = *params; /* structure copy */
454
static const struct {
457
} loopy_presets[] = {
458
{ "4x4 Easy", { 4, 4, DIFF_EASY, 0 } },
459
{ "4x4 Normal", { 4, 4, DIFF_NORMAL, 0 } },
460
{ "7x7 Easy", { 7, 7, DIFF_EASY, 0 } },
461
{ "7x7 Normal", { 7, 7, DIFF_NORMAL, 0 } },
462
{ "10x10 Easy", { 10, 10, DIFF_EASY, 0 } },
463
{ "10x10 Normal", { 10, 10, DIFF_NORMAL, 0 } },
465
{ "15x15 Easy", { 15, 15, DIFF_EASY, 0 } },
466
{ "15x15 Normal", { 15, 15, DIFF_NORMAL, 0 } },
467
{ "30x20 Easy", { 30, 20, DIFF_EASY, 0 } },
468
{ "30x20 Normal", { 30, 20, DIFF_NORMAL, 0 } }
472
static int game_fetch_preset(int i, char **name, game_params **params)
476
if (i < 0 || i >= lenof(loopy_presets))
479
tmppar = loopy_presets[i].params;
480
*params = dup_params(&tmppar);
481
*name = dupstr(loopy_presets[i].desc);
486
static void free_params(game_params *params)
491
static void decode_params(game_params *params, char const *string)
493
params->h = params->w = atoi(string);
495
params->diff = DIFF_EASY;
496
while (*string && isdigit((unsigned char)*string)) string++;
497
if (*string == 'x') {
499
params->h = atoi(string);
500
while (*string && isdigit((unsigned char)*string)) string++;
502
if (*string == 'r') {
504
params->rec = atoi(string);
505
while (*string && isdigit((unsigned char)*string)) string++;
507
if (*string == 'd') {
511
for (i = 0; i < DIFFCOUNT; i++)
512
if (*string == loopy_diffchars[i])
514
if (*string) string++;
518
static char *encode_params(game_params *params, int full)
521
sprintf(str, "%dx%d", params->w, params->h);
523
sprintf(str + strlen(str), "r%dd%c", params->rec,
524
loopy_diffchars[params->diff]);
528
static config_item *game_configure(game_params *params)
533
ret = snewn(4, config_item);
535
ret[0].name = "Width";
536
ret[0].type = C_STRING;
537
sprintf(buf, "%d", params->w);
538
ret[0].sval = dupstr(buf);
541
ret[1].name = "Height";
542
ret[1].type = C_STRING;
543
sprintf(buf, "%d", params->h);
544
ret[1].sval = dupstr(buf);
547
ret[2].name = "Difficulty";
548
ret[2].type = C_CHOICES;
549
ret[2].sval = DIFFCONFIG;
550
ret[2].ival = params->diff;
560
static game_params *custom_params(config_item *cfg)
562
game_params *ret = snew(game_params);
564
ret->w = atoi(cfg[0].sval);
565
ret->h = atoi(cfg[1].sval);
567
ret->diff = cfg[2].ival;
572
static char *validate_params(game_params *params, int full)
574
if (params->w < 4 || params->h < 4)
575
return "Width and height must both be at least 4";
577
return "Recursion depth can't be negative";
580
* This shouldn't be able to happen at all, since decode_params
581
* and custom_params will never generate anything that isn't
584
assert(params->diff >= 0 && params->diff < DIFFCOUNT);
589
/* We're going to store a list of current candidate squares for lighting.
590
* Each square gets a 'score', which tells us how adding that square right
591
* now would affect the length of the solution loop. We're trying to
592
* maximise that quantity so will bias our random selection of squares to
593
* light towards those with high scores */
596
unsigned long random;
600
static int get_square_cmpfn(void *v1, void *v2)
602
struct square *s1 = (struct square *)v1;
603
struct square *s2 = (struct square *)v2;
617
static int square_sort_cmpfn(void *v1, void *v2)
619
struct square *s1 = (struct square *)v1;
620
struct square *s2 = (struct square *)v2;
623
r = s2->score - s1->score;
628
if (s1->random < s2->random)
630
else if (s1->random > s2->random)
634
* It's _just_ possible that two squares might have been given
635
* the same random value. In that situation, fall back to
636
* comparing based on the coordinates. This introduces a tiny
637
* directional bias, but not a significant one.
639
return get_square_cmpfn(v1, v2);
642
static void print_tree(tree234 *tree)
647
printf("Print tree:\n");
648
while (i < count234(tree)) {
649
s = (struct square *)index234(tree, i);
651
printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random);
657
enum { SQUARE_LIT, SQUARE_UNLIT };
659
#define SQUARE_STATE(i, j) \
660
(((i) < 0 || (i) >= params->w || \
661
(j) < 0 || (j) >= params->h) ? \
662
SQUARE_UNLIT : LV_SQUARE_STATE(i,j))
664
#define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)]
666
static void print_board(const game_params *params, const char *board)
672
for (i = 0; i < params->w; i++) {
676
for (j = 0; j < params->h; j++) {
678
for (i = 0; i < params->w; i++) {
679
printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O');
686
static char *new_fullyclued_board(game_params *params, random_state *rs)
692
game_state *state = &s;
693
int board_area = SQUARE_COUNT(params);
696
struct square *square, *tmpsquare, *sq;
697
struct square square_pos;
699
/* These will contain exactly the same information, sorted into different
701
tree234 *lightable_squares_sorted, *lightable_squares_gettable;
703
#define SQUARE_REACHABLE(i,j) \
704
(t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
705
SQUARE_STATE(i+1, j) == SQUARE_LIT || \
706
SQUARE_STATE(i, j-1) == SQUARE_LIT || \
707
SQUARE_STATE(i, j+1) == SQUARE_LIT), \
708
/* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \
712
/* One situation in which we may not light a square is if that'll leave one
713
* square above/below and one left/right of us unlit, separated by a lit
714
* square diagnonal from us */
715
#define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
716
(t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
717
SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
718
SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
719
/* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n",
723
/* We also may not light a square if it will form a loop of lit squares
724
* around some unlit squares, as then the game soln won't have a single
726
#define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
727
(SQUARE_STATE((i)+1, (j)) == lit1 && \
728
SQUARE_STATE((i)-1, (j)) == lit1 && \
729
SQUARE_STATE((i), (j)+1) == lit2 && \
730
SQUARE_STATE((i), (j)-1) == lit2)
732
#define CAN_LIGHT_SQUARE(i, j) \
733
(SQUARE_REACHABLE(i, j) && \
734
!SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
735
!SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
736
!SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
737
!SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
738
!SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
739
!SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
741
#define IS_LIGHTING_CANDIDATE(i, j) \
742
(SQUARE_STATE(i, j) == SQUARE_UNLIT && \
743
CAN_LIGHT_SQUARE(i,j))
745
/* The 'score' of a square reflects its current desirability for selection
746
* as the next square to light. We want to encourage moving into uncharted
747
* areas so we give scores according to how many of the square's neighbours
748
* are currently unlit. */
755
#define SQUARE_SCORE(i,j) \
756
(2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
757
(SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
758
(SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
759
(SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
761
/* When a square gets lit, this defines how far away from that square we
762
* need to go recomputing scores */
763
#define SCORE_DISTANCE 1
765
board = snewn(board_area, char);
766
clues = snewn(board_area, char);
768
state->h = params->h;
769
state->w = params->w;
770
state->clues = clues;
773
memset(board, SQUARE_UNLIT, board_area);
775
/* Seed the board with a single lit square near the middle */
778
if (params->w & 1 && random_bits(rs, 1))
780
if (params->h & 1 && random_bits(rs, 1))
783
LV_SQUARE_STATE(i, j) = SQUARE_LIT;
785
/* We need a way of favouring squares that will increase our loopiness.
786
* We do this by maintaining a list of all candidate squares sorted by
787
* their score and choose randomly from that with appropriate skew.
788
* In order to avoid consistently biasing towards particular squares, we
789
* need the sort order _within_ each group of scores to be completely
790
* random. But it would be abusing the hospitality of the tree234 data
791
* structure if our comparison function were nondeterministic :-). So with
792
* each square we associate a random number that does not change during a
793
* particular run of the generator, and use that as a secondary sort key.
794
* Yes, this means we will be biased towards particular random squares in
795
* any one run but that doesn't actually matter. */
797
lightable_squares_sorted = newtree234(square_sort_cmpfn);
798
lightable_squares_gettable = newtree234(get_square_cmpfn);
799
#define ADD_SQUARE(s) \
801
/* printf("ADD SQUARE: [%d,%d], %d, %d\n",
802
s->x, s->y, s->score, s->random);*/ \
803
sq = add234(lightable_squares_sorted, s); \
805
sq = add234(lightable_squares_gettable, s); \
809
#define REMOVE_SQUARE(s) \
811
/* printf("DELETE SQUARE: [%d,%d], %d, %d\n",
812
s->x, s->y, s->score, s->random);*/ \
813
sq = del234(lightable_squares_sorted, s); \
815
sq = del234(lightable_squares_gettable, s); \
819
#define HANDLE_DIR(a, b) \
820
square = snew(struct square); \
821
square->x = (i)+(a); \
822
square->y = (j)+(b); \
824
square->random = random_bits(rs, 31); \
832
/* Light squares one at a time until the board is interesting enough */
835
/* We have count234(lightable_squares) possibilities, and in
836
* lightable_squares_sorted they are sorted with the most desirable
838
c = count234(lightable_squares_sorted);
841
assert(c == count234(lightable_squares_gettable));
843
/* Check that the best square available is any good */
844
square = (struct square *)index234(lightable_squares_sorted, 0);
848
* We never want to _decrease_ the loop's perimeter. Making
849
* moves that leave the perimeter the same is occasionally
850
* useful: if it were _never_ done then the user would be
851
* able to deduce illicitly that any degree-zero vertex was
852
* on the outside of the loop. So we do it sometimes but
855
if (square->score < 0 || (square->score == 0 &&
856
random_upto(rs, 2) == 0))
859
print_tree(lightable_squares_sorted);
860
assert(square->score == SQUARE_SCORE(square->x, square->y));
861
assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
862
assert(square->x >= 0 && square->x < params->w);
863
assert(square->y >= 0 && square->y < params->h);
864
/* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */
866
/* Update data structures */
867
LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
868
REMOVE_SQUARE(square);
870
print_board(params, board);
872
/* We might have changed the score of any squares up to 2 units away in
874
for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
875
for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
878
square_pos.x = square->x + a;
879
square_pos.y = square->y + b;
880
/* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */
881
if (square_pos.x < 0 || square_pos.x >= params->w ||
882
square_pos.y < 0 || square_pos.y >= params->h) {
883
/* printf(" Out of bounds\n"); */
886
tmpsquare = find234(lightable_squares_gettable, &square_pos,
889
/* printf(" Removing\n"); */
890
assert(tmpsquare->x == square_pos.x);
891
assert(tmpsquare->y == square_pos.y);
892
assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
894
REMOVE_SQUARE(tmpsquare);
896
/* printf(" Creating\n"); */
897
tmpsquare = snew(struct square);
898
tmpsquare->x = square_pos.x;
899
tmpsquare->y = square_pos.y;
900
tmpsquare->random = random_bits(rs, 31);
902
tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
904
if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
905
/* printf(" Adding\n"); */
906
ADD_SQUARE(tmpsquare);
908
/* printf(" Destroying\n"); */
914
/* printf("\n\n"); */
917
while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
919
freetree234(lightable_squares_gettable);
920
freetree234(lightable_squares_sorted);
922
/* Copy out all the clues */
923
for (j = 0; j < params->h; ++j) {
924
for (i = 0; i < params->w; ++i) {
925
c = SQUARE_STATE(i, j);
926
LV_CLUE_AT(state, i, j) = '0';
927
if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
928
if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
929
if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
930
if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
938
static solver_state *solve_game_rec(const solver_state *sstate, int diff);
940
static int game_has_unique_soln(const game_state *state, int diff)
943
solver_state *sstate_new;
944
solver_state *sstate = new_solver_state((game_state *)state);
946
sstate_new = solve_game_rec(sstate, diff);
948
ret = (sstate_new->solver_status == SOLVER_SOLVED);
950
free_solver_state(sstate_new);
951
free_solver_state(sstate);
956
/* Remove clues one at a time at random. */
957
static game_state *remove_clues(game_state *state, random_state *rs, int diff)
959
int *square_list, squares;
960
game_state *ret = dup_game(state), *saved_ret;
963
/* We need to remove some clues. We'll do this by forming a list of all
964
* available equivalence classes, shuffling it, then going along one at a
965
* time clearing every member of each equivalence class, where removing a
966
* class doesn't render the board unsolvable. */
967
squares = state->w * state->h;
968
square_list = snewn(squares, int);
969
for (n = 0; n < squares; ++n) {
973
shuffle(square_list, squares, sizeof(int), rs);
975
for (n = 0; n < squares; ++n) {
976
saved_ret = dup_game(ret);
977
LV_CLUE_AT(ret, square_list[n] % state->w,
978
square_list[n] / state->w) = ' ';
979
if (game_has_unique_soln(ret, diff)) {
980
free_game(saved_ret);
991
static char *validate_desc(game_params *params, char *desc);
993
static char *new_game_desc(game_params *params, random_state *rs,
994
char **aux, int interactive)
996
/* solution and description both use run-length encoding in obvious ways */
998
char *description = snewn(SQUARE_COUNT(params) + 1, char);
999
char *dp = description;
1002
game_state *state = snew(game_state), *state_new;
1004
state->h = params->h;
1005
state->w = params->w;
1007
state->hl = snewn(HL_COUNT(params), char);
1008
state->vl = snewn(VL_COUNT(params), char);
1011
memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1012
memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1014
state->solved = state->cheated = FALSE;
1015
state->recursion_depth = params->rec;
1017
/* Get a new random solvable board with all its clues filled in. Yes, this
1018
* can loop for ever if the params are suitably unfavourable, but
1019
* preventing games smaller than 4x4 seems to stop this happening */
1022
state->clues = new_fullyclued_board(params, rs);
1023
} while (!game_has_unique_soln(state, params->diff));
1025
state_new = remove_clues(state, rs, params->diff);
1029
if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
1030
/* Board is too easy */
1031
goto newboard_please;
1035
for (j = 0; j < params->h; ++j) {
1036
for (i = 0; i < params->w; ++i) {
1037
if (CLUE_AT(state, i, j) == ' ') {
1038
if (empty_count > 25) {
1039
dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1045
dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1048
dp += sprintf(dp, "%c", (int)(CLUE_AT(state, i, j)));
1053
dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
1056
retval = dupstr(description);
1059
assert(!validate_desc(params, retval));
1064
/* We require that the params pass the test in validate_params and that the
1065
* description fills the entire game area */
1066
static char *validate_desc(game_params *params, char *desc)
1070
for (; *desc; ++desc) {
1071
if (*desc >= '0' && *desc <= '9') {
1076
count += *desc - 'a' + 1;
1079
return "Unknown character in description";
1082
if (count < SQUARE_COUNT(params))
1083
return "Description too short for board size";
1084
if (count > SQUARE_COUNT(params))
1085
return "Description too long for board size";
1090
static game_state *new_game(midend *me, game_params *params, char *desc)
1093
game_state *state = snew(game_state);
1094
int empties_to_make = 0;
1096
const char *dp = desc;
1098
state->recursion_depth = 0; /* XXX pending removal, probably */
1100
state->h = params->h;
1101
state->w = params->w;
1103
state->clues = snewn(SQUARE_COUNT(params), char);
1104
state->hl = snewn(HL_COUNT(params), char);
1105
state->vl = snewn(VL_COUNT(params), char);
1107
state->solved = state->cheated = FALSE;
1109
for (j = 0 ; j < params->h; ++j) {
1110
for (i = 0 ; i < params->w; ++i) {
1111
if (empties_to_make) {
1113
LV_CLUE_AT(state, i, j) = ' ';
1119
if (n >=0 && n < 10) {
1120
LV_CLUE_AT(state, i, j) = *dp;
1124
LV_CLUE_AT(state, i, j) = ' ';
1125
empties_to_make = n - 1;
1131
memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1132
memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1137
enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1139
/* Sums the lengths of the numbers in range [0,n) */
1140
/* See equivalent function in solo.c for justification of this. */
1141
static int len_0_to_n(int n)
1143
int len = 1; /* Counting 0 as a bit of a special case */
1146
for (i = 1; i < n; i *= 10) {
1147
len += max(n - i, 0);
1153
static char *encode_solve_move(const game_state *state)
1157
/* This is going to return a string representing the moves needed to set
1158
* every line in a grid to be the same as the ones in 'state'. The exact
1159
* length of this string is predictable. */
1161
len = 1; /* Count the 'S' prefix */
1162
/* Numbers in horizontal lines */
1163
/* Horizontal lines, x position */
1164
len += len_0_to_n(state->w) * (state->h + 1);
1165
/* Horizontal lines, y position */
1166
len += len_0_to_n(state->h + 1) * (state->w);
1167
/* Vertical lines, y position */
1168
len += len_0_to_n(state->h) * (state->w + 1);
1169
/* Vertical lines, x position */
1170
len += len_0_to_n(state->w + 1) * (state->h);
1171
/* For each line we also have two letters and a comma */
1172
len += 3 * (HL_COUNT(state) + VL_COUNT(state));
1174
ret = snewn(len + 1, char);
1177
p += sprintf(p, "S");
1179
for (j = 0; j < state->h + 1; ++j) {
1180
for (i = 0; i < state->w; ++i) {
1181
switch (RIGHTOF_DOT(state, i, j)) {
1183
p += sprintf(p, "%d,%dhy", i, j);
1186
p += sprintf(p, "%d,%dhn", i, j);
1189
/* I'm going to forgive this because I think the results
1191
/* assert(!"Solver produced incomplete solution!"); */
1196
for (j = 0; j < state->h; ++j) {
1197
for (i = 0; i < state->w + 1; ++i) {
1198
switch (BELOW_DOT(state, i, j)) {
1200
p += sprintf(p, "%d,%dvy", i, j);
1203
p += sprintf(p, "%d,%dvn", i, j);
1206
/* I'm going to forgive this because I think the results
1208
/* assert(!"Solver produced incomplete solution!"); */
1213
/* No point in doing sums like that if they're going to be wrong */
1214
assert(strlen(ret) == (size_t)len);
1218
/* BEGIN SOLVER IMPLEMENTATION */
1220
/* For each pair of lines through each dot we store a bit for whether
1221
* exactly one of those lines is ON, and in separate arrays we store whether
1222
* at least one is on and whether at most 1 is on. (If we know both or
1223
* neither is on that's already stored more directly.) That's six bits per
1224
* dot. Bit number n represents the lines shown in dot_type_dirs[n]. */
1235
#define OPP_DLINE(dline) (dline ^ 1)
1238
#define SQUARE_DLINES \
1239
HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1240
HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1241
HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1242
HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1244
#define DOT_DLINES \
1245
HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \
1246
HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \
1247
HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
1248
HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
1249
HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
1250
HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
1252
static void array_setall(char *array, char from, char to, int len)
1254
char *p = array, *p_old = p;
1255
int len_remaining = len;
1257
while ((p = memchr(p, from, len_remaining))) {
1259
len_remaining -= p - p_old;
1264
static int dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j,
1265
enum line_state line_old, enum line_state line_new)
1267
game_state *state = sstate->state;
1270
if (line_old == line_new)
1273
/* First line in dline */
1278
if (j > 0 && ABOVE_DOT(state, i, j) == line_old) {
1279
LV_ABOVE_DOT(state, i, j) = line_new;
1285
if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) {
1286
LV_BELOW_DOT(state, i, j) = line_new;
1291
if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) {
1292
LV_LEFTOF_DOT(state, i, j) = line_new;
1298
/* Second line in dline */
1302
if (i > 0 && LEFTOF_DOT(state, i, j) == line_old) {
1303
LV_LEFTOF_DOT(state, i, j) = line_new;
1310
if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old) {
1311
LV_RIGHTOF_DOT(state, i, j) = line_new;
1316
if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old) {
1317
LV_BELOW_DOT(state, i, j) = line_new;
1327
/* This will fail an assertion if {dx,dy} are anything other than {-1,0}, {1,0}
1328
* {0,-1} or {0,1} */
1329
static int line_status_from_point(const game_state *state,
1330
int x, int y, int dx, int dy)
1332
if (dx == -1 && dy == 0)
1333
return LEFTOF_DOT(state, x, y);
1334
if (dx == 1 && dy == 0)
1335
return RIGHTOF_DOT(state, x, y);
1336
if (dx == 0 && dy == -1)
1337
return ABOVE_DOT(state, x, y);
1338
if (dx == 0 && dy == 1)
1339
return BELOW_DOT(state, x, y);
1341
assert(!"Illegal dx or dy in line_status_from_point");
1346
/* This will return a dynamically allocated solver_state containing the (more)
1348
static solver_state *solve_game_rec(const solver_state *sstate_start, int diff)
1351
int current_yes, current_no, desired;
1352
solver_state *sstate, *sstate_saved, *sstate_tmp;
1354
solver_state *sstate_rec_solved;
1355
int recursive_soln_count;
1356
char *square_solved;
1358
int solver_progress;
1360
h = sstate_start->state->h;
1361
w = sstate_start->state->w;
1363
dot_solved = snewn(DOT_COUNT(sstate_start->state), char);
1364
square_solved = snewn(SQUARE_COUNT(sstate_start->state), char);
1365
memset(dot_solved, FALSE, DOT_COUNT(sstate_start->state));
1366
memset(square_solved, FALSE, SQUARE_COUNT(sstate_start->state));
1369
printf("solve_game_rec: recursion_remaining = %d\n",
1370
sstate_start->recursion_remaining);
1373
sstate = dup_solver_state((solver_state *)sstate_start);
1375
#define FOUND_MISTAKE \
1377
sstate->solver_status = SOLVER_MISTAKE; \
1378
sfree(dot_solved); sfree(square_solved); \
1379
free_solver_state(sstate_saved); \
1383
sstate_saved = NULL;
1385
nonrecursive_solver:
1388
solver_progress = FALSE;
1390
/* First we do the 'easy' work, that might cause concrete results */
1392
/* Per-square deductions */
1393
for (j = 0; j < h; ++j) {
1394
for (i = 0; i < w; ++i) {
1395
/* Begin rules that look at the clue (if there is one) */
1396
if (square_solved[i + j*w])
1399
desired = CLUE_AT(sstate->state, i, j);
1403
desired = desired - '0';
1404
current_yes = square_order(sstate->state, i, j, LINE_YES);
1405
current_no = square_order(sstate->state, i, j, LINE_NO);
1407
if (current_yes + current_no == 4) {
1408
square_solved[i + j*w] = TRUE;
1412
if (desired < current_yes)
1414
if (desired == current_yes) {
1415
square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1416
square_solved[i + j*w] = TRUE;
1417
solver_progress = TRUE;
1421
if (4 - desired < current_no)
1423
if (4 - desired == current_no) {
1424
square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES);
1425
square_solved[i + j*w] = TRUE;
1426
solver_progress = TRUE;
1431
/* Per-dot deductions */
1432
for (j = 0; j < h + 1; ++j) {
1433
for (i = 0; i < w + 1; ++i) {
1434
if (dot_solved[i + j*(w+1)])
1437
switch (dot_order(sstate->state, i, j, LINE_YES)) {
1439
switch (dot_order(sstate->state, i, j, LINE_NO)) {
1441
dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1442
solver_progress = TRUE;
1445
dot_solved[i + j*(w+1)] = TRUE;
1450
switch (dot_order(sstate->state, i, j, LINE_NO)) {
1451
#define H1(dline, dir1_dot, dir2_dot, dot_howmany) \
1452
if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1453
if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \
1454
solver_progress |= \
1455
SET_BIT(sstate->dot_howmany[i + (w + 1) * j], \
1460
if (diff > DIFF_EASY) {
1461
#define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1462
H1(dline, dir1_dot, dir2_dot, dot_atleastone)
1463
/* 1 yes, 1 no, so exactly one of unknowns is
1470
if (diff > DIFF_EASY) {
1471
#define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1472
H1(dline, dir1_dot, dir2_dot, dot_atmostone)
1473
/* 1 yes, fewer than 2 no, so at most one of
1474
* unknowns is yes */
1480
case 2: /* 1 yes, 2 no */
1481
dot_setall(sstate->state, i, j,
1482
LINE_UNKNOWN, LINE_YES);
1483
dot_solved[i + j*(w+1)] = TRUE;
1484
solver_progress = TRUE;
1486
case 3: /* 1 yes, 3 no */
1492
if (dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO)) {
1493
solver_progress = TRUE;
1495
dot_solved[i + j*(w+1)] = TRUE;
1502
if (diff > DIFF_EASY) {
1503
#define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1504
if (BIT_SET(sstate->dot_atleastone[i + (w + 1) * j], dline)) { \
1505
solver_progress |= \
1506
SET_BIT(sstate->dot_atmostone[i + (w + 1) * j], \
1507
OPP_DLINE(dline)); \
1509
/* If at least one of a dline in a dot is YES, at most one
1510
* of the opposite dline to that dot must be YES. */
1515
#define H1(dline, dir1_sq, dir2_sq, dot_howmany, line_query, line_set) \
1516
if (BIT_SET(sstate->dot_howmany[i + (w+1) * j], dline)) { \
1517
t = dir1_sq(sstate->state, i, j); \
1518
if (t == line_query) { \
1519
if (dir2_sq(sstate->state, i, j) != line_set) { \
1520
LV_##dir2_sq(sstate->state, i, j) = line_set; \
1521
solver_progress = TRUE; \
1524
t = dir2_sq(sstate->state, i, j); \
1525
if (t == line_query) { \
1526
if (dir1_sq(sstate->state, i, j) != line_set) { \
1527
LV_##dir1_sq(sstate->state, i, j) = line_set; \
1528
solver_progress = TRUE; \
1533
if (diff > DIFF_EASY) {
1534
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq) \
1535
H1(dline, dir1_sq, dir2_sq, dot_atmostone, LINE_YES, LINE_NO)
1536
/* If at most one of the DLINE is on, and one is definitely
1537
* on, set the other to definitely off */
1542
if (diff > DIFF_EASY) {
1543
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq) \
1544
H1(dline, dir1_sq, dir2_sq, dot_atleastone, LINE_NO, LINE_YES)
1545
/* If at least one of the DLINE is on, and one is definitely
1546
* off, set the other to definitely on */
1555
/* More obscure per-square operations */
1556
for (j = 0; j < h; ++j) {
1557
for (i = 0; i < w; ++i) {
1558
if (square_solved[i + j*w])
1561
switch (CLUE_AT(sstate->state, i, j)) {
1563
if (diff > DIFF_EASY) {
1564
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1565
/* At most one of any DLINE can be set */ \
1566
SET_BIT(sstate->dot_atmostone[i+a + (w + 1) * (j+b)], \
1568
/* This DLINE provides enough YESes to solve the clue */\
1569
if (BIT_SET(sstate->dot_atleastone \
1570
[i+a + (w + 1) * (j+b)], \
1572
solver_progress |= \
1573
dot_setall_dlines(sstate, OPP_DLINE(dline), \
1575
LINE_UNKNOWN, LINE_NO); \
1582
if (diff > DIFF_EASY) {
1583
#define H1(dline, dot_at1one, dot_at2one, a, b) \
1584
if (BIT_SET(sstate->dot_at1one \
1585
[i+a + (w+1) * (j+b)], dline)) { \
1586
solver_progress |= \
1587
SET_BIT(sstate->dot_at2one \
1588
[i+(1-a) + (w+1) * (j+(1-b))], \
1589
OPP_DLINE(dline)); \
1591
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1592
H1(dline, dot_atleastone, dot_atmostone, a, b); \
1593
H1(dline, dot_atmostone, dot_atleastone, a, b);
1594
/* If at least one of one DLINE is set, at most one
1595
* of the opposing one is and vice versa */
1602
if (diff > DIFF_EASY) {
1603
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1604
/* At least one of any DLINE can be set */ \
1605
solver_progress |= \
1606
SET_BIT(sstate->dot_atleastone \
1607
[i+a + (w + 1) * (j+b)], \
1609
/* This DLINE provides enough NOs to solve the clue */ \
1610
if (BIT_SET(sstate->dot_atmostone \
1611
[i+a + (w + 1) * (j+b)], \
1613
solver_progress |= \
1614
dot_setall_dlines(sstate, OPP_DLINE(dline), \
1616
LINE_UNKNOWN, LINE_YES); \
1626
if (!solver_progress) {
1627
int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
1628
int shortest_chainlen = DOT_COUNT(sstate->state);
1629
int loop_found = FALSE;
1634
* Go through the grid and update for all the new edges.
1635
* Since merge_dots() is idempotent, the simplest way to
1636
* do this is just to update for _all_ the edges.
1638
* Also, while we're here, we count the edges, count the
1639
* clues, count the satisfied clues, and count the
1640
* satisfied-minus-one clues.
1642
for (j = 0; j < h+1; ++j) {
1643
for (i = 0; i < w+1; ++i) {
1644
if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) {
1645
loop_found |= merge_dots(sstate, i, j, i+1, j);
1648
if (BELOW_DOT(sstate->state, i, j) == LINE_YES) {
1649
loop_found |= merge_dots(sstate, i, j, i, j+1);
1653
if (CLUE_AT(sstate->state, i, j) != ' ') {
1654
int c = CLUE_AT(sstate->state, i, j) - '0';
1655
int o = square_order(sstate->state, i, j, LINE_YES);
1665
for (i = 0; i < DOT_COUNT(sstate->state); ++i) {
1666
dots_connected = sstate->looplen[dsf_canonify(sstate->dotdsf,i)];
1667
if (dots_connected > 1)
1668
shortest_chainlen = min(shortest_chainlen, dots_connected);
1671
assert(sstate->solver_status == SOLVER_INCOMPLETE);
1673
if (satclues == clues && shortest_chainlen == edgecount) {
1674
sstate->solver_status = SOLVER_SOLVED;
1675
/* This discovery clearly counts as progress, even if we haven't
1676
* just added any lines or anything */
1677
solver_progress = TRUE;
1678
goto finished_loop_checking;
1682
* Now go through looking for LINE_UNKNOWN edges which
1683
* connect two dots that are already in the same
1684
* equivalence class. If we find one, test to see if the
1685
* loop it would create is a solution.
1687
for (j = 0; j <= h; ++j) {
1688
for (i = 0; i <= w; ++i) {
1689
for (d = 0; d < 2; d++) {
1690
int i2, j2, eqclass, val;
1693
if (RIGHTOF_DOT(sstate->state, i, j) !=
1699
if (BELOW_DOT(sstate->state, i, j) !=
1706
eqclass = dsf_canonify(sstate->dotdsf, j * (w+1) + i);
1707
if (eqclass != dsf_canonify(sstate->dotdsf,
1711
val = LINE_NO; /* loop is bad until proven otherwise */
1714
* This edge would form a loop. Next
1715
* question: how long would the loop be?
1716
* Would it equal the total number of edges
1717
* (plus the one we'd be adding if we added
1720
if (sstate->looplen[eqclass] == edgecount + 1) {
1725
* This edge would form a loop which
1726
* took in all the edges in the entire
1727
* grid. So now we need to work out
1728
* whether it would be a valid solution
1729
* to the puzzle, which means we have to
1730
* check if it satisfies all the clues.
1731
* This means that every clue must be
1732
* either satisfied or satisfied-minus-
1733
* 1, and also that the number of
1734
* satisfied-minus-1 clues must be at
1735
* most two and they must lie on either
1736
* side of this edge.
1741
if (CLUE_AT(sstate->state, cx,cy) != ' ' &&
1742
square_order(sstate->state, cx,cy, LINE_YES) ==
1743
CLUE_AT(sstate->state, cx,cy) - '0' - 1)
1745
if (CLUE_AT(sstate->state, i, j) != ' ' &&
1746
square_order(sstate->state, i, j, LINE_YES) ==
1747
CLUE_AT(sstate->state, i, j) - '0' - 1)
1749
if (sm1clues == sm1_nearby &&
1750
sm1clues + satclues == clues)
1751
val = LINE_YES; /* loop is good! */
1755
* Right. Now we know that adding this edge
1756
* would form a loop, and we know whether
1757
* that loop would be a viable solution or
1760
* If adding this edge produces a solution,
1761
* then we know we've found _a_ solution but
1762
* we don't know that it's _the_ solution -
1763
* if it were provably the solution then
1764
* we'd have deduced this edge some time ago
1765
* without the need to do loop detection. So
1766
* in this state we return SOLVER_AMBIGUOUS,
1767
* which has the effect that hitting Solve
1768
* on a user-provided puzzle will fill in a
1769
* solution but using the solver to
1770
* construct new puzzles won't consider this
1771
* a reasonable deduction for the user to
1775
LV_RIGHTOF_DOT(sstate->state, i, j) = val;
1776
solver_progress = TRUE;
1778
LV_BELOW_DOT(sstate->state, i, j) = val;
1779
solver_progress = TRUE;
1781
if (val == LINE_YES) {
1782
sstate->solver_status = SOLVER_AMBIGUOUS;
1783
goto finished_loop_checking;
1789
finished_loop_checking:
1791
if (!solver_progress ||
1792
sstate->solver_status == SOLVER_SOLVED ||
1793
sstate->solver_status == SOLVER_AMBIGUOUS) {
1799
sfree(dot_solved); sfree(square_solved);
1801
if (sstate->solver_status == SOLVER_SOLVED ||
1802
sstate->solver_status == SOLVER_AMBIGUOUS) {
1803
/* s/LINE_UNKNOWN/LINE_NO/g */
1804
array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
1805
HL_COUNT(sstate->state));
1806
array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
1807
VL_COUNT(sstate->state));
1811
/* Perform recursive calls */
1812
if (sstate->recursion_remaining) {
1813
sstate_saved = dup_solver_state(sstate);
1815
sstate->recursion_remaining--;
1817
recursive_soln_count = 0;
1818
sstate_rec_solved = NULL;
1820
/* Memory management:
1821
* sstate_saved won't be modified but needs to be freed when we have
1823
* sstate is expected to contain our 'best' solution by the time we
1824
* finish this section of code. It's the thing we'll try adding lines
1825
* to, seeing if they make it more solvable.
1826
* If sstate_rec_solved is non-NULL, it will supersede sstate
1827
* eventually. sstate_tmp should not hold a value persistently.
1830
/* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
1831
* of the possibility of additional solutions. So as soon as we have a
1832
* SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
1833
* if we get a SOLVER_SOLVED we want to keep trying in case we find
1834
* further solutions and have to mark it ambiguous.
1837
#define DO_RECURSIVE_CALL(dir_dot) \
1838
if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1839
debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
1840
LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
1841
sstate_tmp = solve_game_rec(sstate, diff); \
1842
switch (sstate_tmp->solver_status) { \
1843
case SOLVER_AMBIGUOUS: \
1844
debug(("Solver ambiguous, returning\n")); \
1845
sstate_rec_solved = sstate_tmp; \
1846
goto finished_recursion; \
1847
case SOLVER_SOLVED: \
1848
switch (++recursive_soln_count) { \
1850
debug(("One solution found\n")); \
1851
sstate_rec_solved = sstate_tmp; \
1854
debug(("Ambiguous solutions found\n")); \
1855
free_solver_state(sstate_tmp); \
1856
sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\
1857
goto finished_recursion; \
1859
assert(!"recursive_soln_count out of range"); \
1863
case SOLVER_MISTAKE: \
1864
debug(("Non-solution found\n")); \
1865
free_solver_state(sstate_tmp); \
1866
free_solver_state(sstate_saved); \
1867
LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
1868
goto nonrecursive_solver; \
1869
case SOLVER_INCOMPLETE: \
1870
debug(("Recursive step inconclusive\n")); \
1871
free_solver_state(sstate_tmp); \
1874
free_solver_state(sstate); \
1875
sstate = dup_solver_state(sstate_saved); \
1878
for (j = 0; j < h + 1; ++j) {
1879
for (i = 0; i < w + 1; ++i) {
1880
/* Only perform recursive calls on 'loose ends' */
1881
if (dot_order(sstate->state, i, j, LINE_YES) == 1) {
1882
DO_RECURSIVE_CALL(LEFTOF_DOT);
1883
DO_RECURSIVE_CALL(RIGHTOF_DOT);
1884
DO_RECURSIVE_CALL(ABOVE_DOT);
1885
DO_RECURSIVE_CALL(BELOW_DOT);
1892
if (sstate_rec_solved) {
1893
free_solver_state(sstate);
1894
sstate = sstate_rec_solved;
1901
/* XXX bits of solver that may come in handy one day */
1903
#define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1904
/* dline from this dot that's entirely unknown must have
1905
* both lines identical */ \
1906
if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \
1907
dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1908
sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \
1910
} else if (sstate->dline_identical[i +
1911
(sstate->state->w + 1) * j] &\
1913
/* If they're identical and one is known do the obvious
1915
t = dir1_dot(sstate->state, i, j); \
1916
if (t != LINE_UNKNOWN) \
1917
dir2_dot(sstate->state, i, j) = t; \
1919
t = dir2_dot(sstate->state, i, j); \
1920
if (t != LINE_UNKNOWN) \
1921
dir1_dot(sstate->state, i, j) = t; \
1929
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1930
if (sstate->dline_identical[i+a + \
1931
(sstate->state->w + 1) * (j+b)] &\
1933
dir1_sq(sstate->state, i, j) = LINE_YES; \
1934
dir2_sq(sstate->state, i, j) = LINE_YES; \
1936
/* If two lines are the same they must be on */
1943
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1944
if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
1946
if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
1947
CLUE_AT(sstate->state, i, j) - '0') { \
1948
square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
1949
/* XXX the following may overwrite known data! */ \
1950
dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1951
dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1959
#define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1960
if (sstate->dline_identical[i+a +
1961
(sstate->state->w + 1) * (j+b)] &\
1963
dir1_sq(sstate->state, i, j) = LINE_NO; \
1964
dir2_sq(sstate->state, i, j) = LINE_NO; \
1966
/* If two lines are the same they must be off */
1971
static char *solve_game(game_state *state, game_state *currstate,
1972
char *aux, char **error)
1975
solver_state *sstate, *new_sstate;
1977
sstate = new_solver_state(state);
1978
new_sstate = solve_game_rec(sstate, DIFFCOUNT);
1980
if (new_sstate->solver_status == SOLVER_SOLVED) {
1981
soln = encode_solve_move(new_sstate->state);
1982
} else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
1983
soln = encode_solve_move(new_sstate->state);
1984
/**error = "Solver found ambiguous solutions"; */
1986
soln = encode_solve_move(new_sstate->state);
1987
/**error = "Solver failed"; */
1990
free_solver_state(new_sstate);
1991
free_solver_state(sstate);
1996
static char *game_text_format(game_state *state)
2002
len = (2 * state->w + 2) * (2 * state->h + 1);
2003
rp = ret = snewn(len + 1, char);
2006
switch (ABOVE_SQUARE(state, i, j)) { \
2008
rp += sprintf(rp, " -"); \
2011
rp += sprintf(rp, " x"); \
2013
case LINE_UNKNOWN: \
2014
rp += sprintf(rp, " "); \
2017
assert(!"Illegal line state for HL");\
2021
switch (LEFTOF_SQUARE(state, i, j)) {\
2023
rp += sprintf(rp, "|"); \
2026
rp += sprintf(rp, "x"); \
2028
case LINE_UNKNOWN: \
2029
rp += sprintf(rp, " "); \
2032
assert(!"Illegal line state for VL");\
2035
for (j = 0; j < state->h; ++j) {
2036
for (i = 0; i < state->w; ++i) {
2039
rp += sprintf(rp, " \n");
2040
for (i = 0; i < state->w; ++i) {
2042
rp += sprintf(rp, "%c", (int)(CLUE_AT(state, i, j)));
2045
rp += sprintf(rp, "\n");
2047
for (i = 0; i < state->w; ++i) {
2050
rp += sprintf(rp, " \n");
2052
assert(strlen(ret) == len);
2056
static game_ui *new_ui(game_state *state)
2061
static void free_ui(game_ui *ui)
2065
static char *encode_ui(game_ui *ui)
2070
static void decode_ui(game_ui *ui, char *encoding)
2074
static void game_changed_state(game_ui *ui, game_state *oldstate,
2075
game_state *newstate)
2079
struct game_drawstate {
2081
int tilesize, linewidth;
2087
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2088
int x, int y, int button)
2093
char button_char = ' ';
2094
enum line_state old_state;
2096
button &= ~MOD_MASK;
2098
/* Around each line is a diamond-shaped region where points within that
2099
* region are closer to this line than any other. We assume any click
2100
* within a line's diamond was meant for that line. It would all be a lot
2101
* simpler if the / and % operators respected modulo arithmetic properly
2102
* for negative numbers. */
2107
/* Get the coordinates of the square the click was in */
2108
i = (x + TILE_SIZE) / TILE_SIZE - 1;
2109
j = (y + TILE_SIZE) / TILE_SIZE - 1;
2111
/* Get the precise position inside square [i,j] */
2112
p = (x + TILE_SIZE) % TILE_SIZE;
2113
q = (y + TILE_SIZE) % TILE_SIZE;
2115
/* After this bit of magic [i,j] will correspond to the point either above
2116
* or to the left of the line selected */
2118
if (TILE_SIZE - p > q) {
2121
hl_selected = FALSE;
2125
if (TILE_SIZE - q > p) {
2126
hl_selected = FALSE;
2137
if (i >= state->w || j >= state->h + 1)
2140
if (i >= state->w + 1 || j >= state->h)
2144
/* I think it's only possible to play this game with mouse clicks, sorry */
2145
/* Maybe will add mouse drag support some time */
2147
old_state = RIGHTOF_DOT(state, i, j);
2149
old_state = BELOW_DOT(state, i, j);
2153
switch (old_state) {
2167
switch (old_state) {
2182
sprintf(buf, "%d,%d%c%c", i, j, (int)(hl_selected ? 'h' : 'v'), (int)button_char);
2188
static game_state *execute_move(game_state *state, char *move)
2191
game_state *newstate = dup_game(state);
2193
if (move[0] == 'S') {
2195
newstate->cheated = TRUE;
2200
move = strchr(move, ',');
2204
move += strspn(move, "1234567890");
2205
switch (*(move++)) {
2207
if (i >= newstate->w || j > newstate->h)
2209
switch (*(move++)) {
2211
LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
2214
LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
2217
LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
2224
if (i > newstate->w || j >= newstate->h)
2226
switch (*(move++)) {
2228
LV_BELOW_DOT(newstate, i, j) = LINE_YES;
2231
LV_BELOW_DOT(newstate, i, j) = LINE_NO;
2234
LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
2246
* Check for completion.
2248
i = 0; /* placate optimiser */
2249
for (j = 0; j <= newstate->h; j++) {
2250
for (i = 0; i < newstate->w; i++)
2251
if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
2253
if (i < newstate->w)
2256
if (j <= newstate->h) {
2262
* We've found a horizontal edge at (i,j). Follow it round
2263
* to see if it's part of a loop.
2267
int order = dot_order(newstate, x, y, LINE_YES);
2269
goto completion_check_done;
2271
if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
2274
} else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
2278
} else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
2282
} else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
2287
assert(!"Can't happen"); /* dot_order guarantees success */
2292
if (x == i && y == j)
2296
if (x != i || y != j || looplen == 0)
2297
goto completion_check_done;
2300
* We've traced our way round a loop, and we know how many
2301
* line segments were involved. Count _all_ the line
2302
* segments in the grid, to see if the loop includes them
2306
for (j = 0; j <= newstate->h; j++)
2307
for (i = 0; i <= newstate->w; i++)
2308
count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
2309
(BELOW_DOT(newstate, i, j) == LINE_YES));
2310
assert(count >= looplen);
2311
if (count != looplen)
2312
goto completion_check_done;
2315
* The grid contains one closed loop and nothing else.
2316
* Check that all the clues are satisfied.
2318
for (j = 0; j < newstate->h; ++j) {
2319
for (i = 0; i < newstate->w; ++i) {
2320
int n = CLUE_AT(newstate, i, j);
2322
if (square_order(newstate, i, j, LINE_YES) != n - '0') {
2323
goto completion_check_done;
2332
newstate->solved = TRUE;
2335
completion_check_done:
2339
free_game(newstate);
2343
/* ----------------------------------------------------------------------
2347
#define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
2349
static void game_compute_size(game_params *params, int tilesize,
2352
struct { int tilesize; } ads, *ds = &ads;
2353
ads.tilesize = tilesize;
2355
*x = SIZE(params->w);
2356
*y = SIZE(params->h);
2359
static void game_set_size(drawing *dr, game_drawstate *ds,
2360
game_params *params, int tilesize)
2362
ds->tilesize = tilesize;
2363
ds->linewidth = max(1,tilesize/16);
2366
static float *game_colours(frontend *fe, int *ncolours)
2368
float *ret = snewn(4 * NCOLOURS, float);
2370
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2372
ret[COL_FOREGROUND * 3 + 0] = 0.0F;
2373
ret[COL_FOREGROUND * 3 + 1] = 0.0F;
2374
ret[COL_FOREGROUND * 3 + 2] = 0.0F;
2376
ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2377
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2378
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2380
ret[COL_MISTAKE * 3 + 0] = 1.0F;
2381
ret[COL_MISTAKE * 3 + 1] = 0.0F;
2382
ret[COL_MISTAKE * 3 + 2] = 0.0F;
2384
*ncolours = NCOLOURS;
2388
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2390
struct game_drawstate *ds = snew(struct game_drawstate);
2392
ds->tilesize = ds->linewidth = 0;
2394
ds->hl = snewn(HL_COUNT(state), char);
2395
ds->vl = snewn(VL_COUNT(state), char);
2396
ds->clue_error = snewn(SQUARE_COUNT(state), char);
2399
memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
2400
memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
2401
memset(ds->clue_error, 0, SQUARE_COUNT(state));
2406
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2408
sfree(ds->clue_error);
2414
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2415
game_state *state, int dir, game_ui *ui,
2416
float animtime, float flashtime)
2419
int w = state->w, h = state->h;
2421
int line_colour, flash_changed;
2426
* The initial contents of the window are not guaranteed and
2427
* can vary with front ends. To be on the safe side, all games
2428
* should start by drawing a big background-colour rectangle
2429
* covering the whole window.
2431
draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
2434
for (j = 0; j < h + 1; ++j) {
2435
for (i = 0; i < w + 1; ++i) {
2437
BORDER + i * TILE_SIZE - LINEWIDTH/2,
2438
BORDER + j * TILE_SIZE - LINEWIDTH/2,
2439
LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
2444
for (j = 0; j < h; ++j) {
2445
for (i = 0; i < w; ++i) {
2446
c[0] = CLUE_AT(state, i, j);
2449
BORDER + i * TILE_SIZE + TILE_SIZE/2,
2450
BORDER + j * TILE_SIZE + TILE_SIZE/2,
2451
FONT_VARIABLE, TILE_SIZE/2,
2452
ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
2455
draw_update(dr, 0, 0,
2456
state->w * TILE_SIZE + 2*BORDER + 1,
2457
state->h * TILE_SIZE + 2*BORDER + 1);
2461
if (flashtime > 0 &&
2462
(flashtime <= FLASH_TIME/3 ||
2463
flashtime >= FLASH_TIME*2/3)) {
2464
flash_changed = !ds->flashing;
2465
ds->flashing = TRUE;
2466
line_colour = COL_HIGHLIGHT;
2468
flash_changed = ds->flashing;
2469
ds->flashing = FALSE;
2470
line_colour = COL_FOREGROUND;
2473
#define CROSS_SIZE (3 * LINEWIDTH / 2)
2475
/* Redraw clue colours if necessary */
2476
for (j = 0; j < h; ++j) {
2477
for (i = 0; i < w; ++i) {
2478
c[0] = CLUE_AT(state, i, j);
2484
assert(n >= 0 && n <= 4);
2486
clue_mistake = (square_order(state, i, j, LINE_YES) > n ||
2487
square_order(state, i, j, LINE_NO ) > (4-n));
2489
if (clue_mistake != ds->clue_error[j * w + i]) {
2491
BORDER + i * TILE_SIZE + CROSS_SIZE,
2492
BORDER + j * TILE_SIZE + CROSS_SIZE,
2493
TILE_SIZE - CROSS_SIZE * 2, TILE_SIZE - CROSS_SIZE * 2,
2496
BORDER + i * TILE_SIZE + TILE_SIZE/2,
2497
BORDER + j * TILE_SIZE + TILE_SIZE/2,
2498
FONT_VARIABLE, TILE_SIZE/2,
2499
ALIGN_VCENTRE | ALIGN_HCENTRE,
2500
clue_mistake ? COL_MISTAKE : COL_FOREGROUND, c);
2501
draw_update(dr, i * TILE_SIZE + BORDER, j * TILE_SIZE + BORDER,
2502
TILE_SIZE, TILE_SIZE);
2504
ds->clue_error[j * w + i] = clue_mistake;
2509
/* I've also had a request to colour lines red if they make a non-solution
2510
* loop, or if more than two lines go into any point. I think that would
2511
* be good some time. */
2513
#define CLEAR_VL(i, j) do { \
2515
BORDER + i * TILE_SIZE - CROSS_SIZE, \
2516
BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2518
TILE_SIZE - LINEWIDTH, \
2521
BORDER + i * TILE_SIZE - CROSS_SIZE, \
2522
BORDER + j * TILE_SIZE - CROSS_SIZE, \
2524
TILE_SIZE + CROSS_SIZE*2); \
2527
#define CLEAR_HL(i, j) do { \
2529
BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2, \
2530
BORDER + j * TILE_SIZE - CROSS_SIZE, \
2531
TILE_SIZE - LINEWIDTH, \
2535
BORDER + i * TILE_SIZE - CROSS_SIZE, \
2536
BORDER + j * TILE_SIZE - CROSS_SIZE, \
2537
TILE_SIZE + CROSS_SIZE*2, \
2541
/* Vertical lines */
2542
for (j = 0; j < h; ++j) {
2543
for (i = 0; i < w + 1; ++i) {
2544
switch (BELOW_DOT(state, i, j)) {
2546
if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2551
if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) ||
2555
BORDER + i * TILE_SIZE - LINEWIDTH/2,
2556
BORDER + j * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2557
LINEWIDTH, TILE_SIZE - LINEWIDTH,
2562
if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2565
BORDER + i * TILE_SIZE - CROSS_SIZE,
2566
BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2567
BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2568
BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2571
BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2572
BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2573
BORDER + i * TILE_SIZE - CROSS_SIZE,
2574
BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2579
ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j);
2583
/* Horizontal lines */
2584
for (j = 0; j < h + 1; ++j) {
2585
for (i = 0; i < w; ++i) {
2586
switch (RIGHTOF_DOT(state, i, j)) {
2588
if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2593
if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) ||
2597
BORDER + i * TILE_SIZE + LINEWIDTH - LINEWIDTH/2,
2598
BORDER + j * TILE_SIZE - LINEWIDTH/2,
2599
TILE_SIZE - LINEWIDTH, LINEWIDTH,
2604
if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2607
BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2608
BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2609
BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2610
BORDER + j * TILE_SIZE - CROSS_SIZE,
2613
BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2614
BORDER + j * TILE_SIZE - CROSS_SIZE,
2615
BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2616
BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2621
ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j);
2626
static float game_anim_length(game_state *oldstate, game_state *newstate,
2627
int dir, game_ui *ui)
2632
static float game_flash_length(game_state *oldstate, game_state *newstate,
2633
int dir, game_ui *ui)
2635
if (!oldstate->solved && newstate->solved &&
2636
!oldstate->cheated && !newstate->cheated) {
2643
static int game_timing_state(game_state *state, game_ui *ui)
2648
static void game_print_size(game_params *params, float *x, float *y)
2653
* I'll use 7mm squares by default.
2655
game_compute_size(params, 700, &pw, &ph);
2660
static void game_print(drawing *dr, game_state *state, int tilesize)
2662
int w = state->w, h = state->h;
2663
int ink = print_mono_colour(dr, 0);
2665
game_drawstate ads, *ds = &ads;
2667
game_set_size(dr, ds, NULL, tilesize);
2670
* Dots. I'll deliberately make the dots a bit wider than the
2671
* lines, so you can still see them. (And also because it's
2672
* annoyingly tricky to make them _exactly_ the same size...)
2674
for (y = 0; y <= h; y++)
2675
for (x = 0; x <= w; x++)
2676
draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
2677
LINEWIDTH, ink, ink);
2682
for (y = 0; y < h; y++)
2683
for (x = 0; x < w; x++)
2684
if (CLUE_AT(state, x, y) != ' ') {
2687
c[0] = CLUE_AT(state, x, y);
2690
BORDER + x * TILE_SIZE + TILE_SIZE/2,
2691
BORDER + y * TILE_SIZE + TILE_SIZE/2,
2692
FONT_VARIABLE, TILE_SIZE/2,
2693
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
2697
* Lines. (At the moment, I'm not bothering with crosses.)
2699
for (y = 0; y <= h; y++)
2700
for (x = 0; x < w; x++)
2701
if (RIGHTOF_DOT(state, x, y) == LINE_YES)
2702
draw_rect(dr, BORDER + x * TILE_SIZE,
2703
BORDER + y * TILE_SIZE - LINEWIDTH/2,
2704
TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
2705
for (y = 0; y < h; y++)
2706
for (x = 0; x <= w; x++)
2707
if (BELOW_DOT(state, x, y) == LINE_YES)
2708
draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
2709
BORDER + y * TILE_SIZE,
2710
(LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
2714
#define thegame loopy
2717
const struct game thegame = {
2718
"Loopy", "games.loopy",
2725
TRUE, game_configure, custom_params,
2733
TRUE, game_text_format,
2741
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2744
game_free_drawstate,
2748
TRUE, FALSE, game_print_size, game_print,
2749
FALSE, /* wants_statusbar */
2750
FALSE, game_timing_state,