Files
puzzles/singles.c
Ben Harris 418cb3a567 Make encode_ui() and decode_ui() optional in back-ends
The majority of back-ends define encode_ui() to return NULL and
decode_ui() to do nothing.  This commit allows them to instead specify
the relevant function pointers as NULL, in which case the mid-end won't
try to call them.

I'm planning to add a parameter to decode_ui(), and if I'm going to have
to touch every back-end's version of decode_ui(), I may as well ensure
that most of them never need to be touched again.  And obviously
encode_ui() should go the same way for symmetry.
2023-04-08 20:08:16 +01:00

2033 lines
62 KiB
C

/*
* singles.c: implementation of Hitori ('let me alone') from Nikoli.
*
* Make single-get able to fetch a specific puzzle ID from menneske.no?
*
* www.menneske.no solving methods:
*
* Done:
* SC: if you circle a cell, any cells in same row/col with same no --> black
* -- solver_op_circle
* SB: if you make a cell black, any cells around it --> white
* -- solver_op_blacken
* ST: 3 identical cells in row, centre is white and outer two black.
* SP: 2 identical cells with single-cell gap, middle cell is white.
* -- solver_singlesep (both ST and SP)
* PI: if you have a pair of same number in row/col, any other
* cells of same number must be black.
* -- solve_doubles
* CC: if you have a black on edge one cell away from corner, cell
* on edge diag. adjacent must be white.
* CE: if you have 2 black cells of triangle on edge, third cell must
* be white.
* QM: if you have 3 black cells of diagonal square in middle, fourth
* cell must be white.
* -- solve_allblackbutone (CC, CE, and QM).
* QC: a corner with 4 identical numbers (or 2 and 2) must have the
* corner cell (and cell diagonal to that) black.
* TC: a corner with 3 identical numbers (with the L either way)
* must have the apex of L black, and other two white.
* DC: a corner with 2 identical numbers in domino can set a white
* cell along wall.
* -- solve_corners (QC, TC, DC)
* IP: pair with one-offset-pair force whites by offset pair
* -- solve_offsetpair
* MC: any cells diag. adjacent to black cells that would split board
* into separate white regions must be white.
* -- solve_removesplits
*
* Still to do:
*
* TEP: 3 pairs of dominos parallel to side, can mark 4 white cells
* alongside.
* DEP: 2 pairs of dominos parallel to side, can mark 2 white cells.
* FI: if you have two sets of double-cells packed together, singles
* in that row/col must be white (qv. PI)
* QuM: four identical cells (or 2 and 2) in middle of grid only have
* two possible solutions each.
* FDE: doubles one row/column away from edge can force a white cell.
* FDM: doubles in centre (next to bits of diag. square) can force a white cell.
* MP: two pairs with same number between force number to black.
* CnC: if circling a cell leads to impossible board, cell is black.
* MC: if we have two possiblilities, can we force a white circle?
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#ifdef NO_TGMATH_H
# include <math.h>
#else
# include <tgmath.h>
#endif
#include "puzzles.h"
#include "latin.h"
#ifdef STANDALONE_SOLVER
static bool verbose = false;
#endif
#define PREFERRED_TILE_SIZE 32
#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
#define CRAD ((TILE_SIZE / 2) - 1)
#define TEXTSZ ((14*CRAD/10) - 1) /* 2 * sqrt(2) of CRAD */
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
#define FLASH_TIME 0.7F
enum {
COL_BACKGROUND, COL_UNUSED1, COL_LOWLIGHT,
COL_BLACK, COL_WHITE, COL_BLACKNUM, COL_GRID,
COL_CURSOR, COL_ERROR,
NCOLOURS
};
struct game_params {
int w, h, diff;
};
#define F_BLACK 0x1
#define F_CIRCLE 0x2
#define F_ERROR 0x4
#define F_SCRATCH 0x8
struct game_state {
int w, h, n, o; /* n = w*h; o = max(w, h) */
bool completed, used_solve, impossible;
int *nums; /* size w*h */
unsigned int *flags; /* size w*h */
};
/* top, right, bottom, left */
static const int dxs[4] = { 0, 1, 0, -1 };
static const int dys[4] = { -1, 0, 1, 0 };
/* --- Game parameters and preset functions --- */
#define DIFFLIST(A) \
A(EASY,Easy,e) \
A(TRICKY,Tricky,k)
#define ENUM(upper,title,lower) DIFF_ ## upper,
#define TITLE(upper,title,lower) #title,
#define ENCODE(upper,title,lower) #lower
#define CONFIG(upper,title,lower) ":" #title
enum { DIFFLIST(ENUM) DIFF_MAX, DIFF_ANY };
static char const *const singles_diffnames[] = { DIFFLIST(TITLE) };
static char const singles_diffchars[] = DIFFLIST(ENCODE);
#define DIFFCOUNT lenof(singles_diffchars)
#define DIFFCONFIG DIFFLIST(CONFIG)
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 5;
ret->diff = DIFF_EASY;
return ret;
}
static const struct game_params singles_presets[] = {
{ 5, 5, DIFF_EASY },
{ 5, 5, DIFF_TRICKY },
{ 6, 6, DIFF_EASY },
{ 6, 6, DIFF_TRICKY },
{ 8, 8, DIFF_EASY },
{ 8, 8, DIFF_TRICKY },
{ 10, 10, DIFF_EASY },
{ 10, 10, DIFF_TRICKY },
{ 12, 12, DIFF_EASY },
{ 12, 12, DIFF_TRICKY }
};
static bool game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char buf[80];
if (i < 0 || i >= lenof(singles_presets))
return false;
ret = default_params();
*ret = singles_presets[i];
*params = ret;
sprintf(buf, "%dx%d %s", ret->w, ret->h, singles_diffnames[ret->diff]);
*name = dupstr(buf);
return true;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *ret, char const *string)
{
char const *p = string;
int i;
ret->w = ret->h = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'x') {
p++;
ret->h = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
}
if (*p == 'd') {
ret->diff = DIFF_MAX; /* which is invalid */
p++;
for (i = 0; i < DIFFCOUNT; i++) {
if (*p == singles_diffchars[i])
ret->diff = i;
}
p++;
}
}
static char *encode_params(const game_params *params, bool full)
{
char data[256];
if (full)
sprintf(data, "%dx%dd%c", params->w, params->h, singles_diffchars[params->diff]);
else
sprintf(data, "%dx%d", params->w, params->h);
return dupstr(data);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(4, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].u.string.sval = dupstr(buf);
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].u.string.sval = dupstr(buf);
ret[2].name = "Difficulty";
ret[2].type = C_CHOICES;
ret[2].u.choices.choicenames = DIFFCONFIG;
ret[2].u.choices.selected = params->diff;
ret[3].name = NULL;
ret[3].type = C_END;
return ret;
}
static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].u.string.sval);
ret->h = atoi(cfg[1].u.string.sval);
ret->diff = cfg[2].u.choices.selected;
return ret;
}
static const char *validate_params(const game_params *params, bool full)
{
if (params->w < 2 || params->h < 2)
return "Width and neight must be at least two";
if (params->w > 10+26+26 || params->h > 10+26+26)
return "Puzzle is too large";
if (full) {
if (params->diff < 0 || params->diff >= DIFF_MAX)
return "Unknown difficulty rating";
}
return NULL;
}
/* --- Game description string generation and unpicking --- */
static game_state *blank_game(int w, int h)
{
game_state *state = snew(game_state);
memset(state, 0, sizeof(game_state));
state->w = w;
state->h = h;
state->n = w*h;
state->o = max(w,h);
state->completed = false;
state->used_solve = false;
state->impossible = false;
state->nums = snewn(state->n, int);
state->flags = snewn(state->n, unsigned int);
memset(state->nums, 0, state->n*sizeof(int));
memset(state->flags, 0, state->n*sizeof(unsigned int));
return state;
}
static game_state *dup_game(const game_state *state)
{
game_state *ret = blank_game(state->w, state->h);
ret->completed = state->completed;
ret->used_solve = state->used_solve;
ret->impossible = state->impossible;
memcpy(ret->nums, state->nums, state->n*sizeof(int));
memcpy(ret->flags, state->flags, state->n*sizeof(unsigned int));
return ret;
}
static void free_game(game_state *state)
{
sfree(state->nums);
sfree(state->flags);
sfree(state);
}
static char n2c(int num) {
if (num < 10)
return '0' + num;
else if (num < 10+26)
return 'a' + num - 10;
else
return 'A' + num - 10 - 26;
return '?';
}
static int c2n(char c) {
if (isdigit((unsigned char)c))
return (int)(c - '0');
else if (c >= 'a' && c <= 'z')
return (int)(c - 'a' + 10);
else if (c >= 'A' && c <= 'Z')
return (int)(c - 'A' + 10 + 26);
return -1;
}
static void unpick_desc(const game_params *params, const char *desc,
game_state **sout, const char **mout)
{
game_state *state = blank_game(params->w, params->h);
const char *msg = NULL;
int num = 0, i = 0;
if (strlen(desc) != state->n) {
msg = "Game description is wrong length";
goto done;
}
for (i = 0; i < state->n; i++) {
num = c2n(desc[i]);
if (num <= 0 || num > state->o) {
msg = "Game description contains unexpected characters";
goto done;
}
state->nums[i] = num;
}
done:
if (msg) { /* sth went wrong. */
if (mout) *mout = msg;
free_game(state);
} else {
if (mout) *mout = NULL;
if (sout) *sout = state;
else free_game(state);
}
}
static char *generate_desc(game_state *state, bool issolve)
{
char *ret = snewn(state->n+1+(issolve?1:0), char);
int i, p=0;
if (issolve)
ret[p++] = 'S';
for (i = 0; i < state->n; i++)
ret[p++] = n2c(state->nums[i]);
ret[p] = '\0';
return ret;
}
/* --- Useful game functions (completion, etc.) --- */
static bool game_can_format_as_text_now(const game_params *params)
{
return true;
}
static char *game_text_format(const game_state *state)
{
int len, x, y, i;
char *ret, *p;
len = (state->w)*2; /* one row ... */
len = len * (state->h*2); /* ... h rows, including gaps ... */
len += 1; /* ... final NL */
p = ret = snewn(len, char);
for (y = 0; y < state->h; y++) {
for (x = 0; x < state->w; x++) {
i = y*state->w + x;
if (x > 0) *p++ = ' ';
*p++ = (state->flags[i] & F_BLACK) ? '*' : n2c(state->nums[i]);
}
*p++ = '\n';
for (x = 0; x < state->w; x++) {
i = y*state->w + x;
if (x > 0) *p++ = ' ';
*p++ = (state->flags[i] & F_CIRCLE) ? '~' : ' ';
}
*p++ = '\n';
}
*p++ = '\0';
assert(p - ret == len);
return ret;
}
static void debug_state(const char *desc, game_state *state) {
char *dbg = game_text_format(state);
debug(("%s:\n%s", desc, dbg));
sfree(dbg);
}
static void connect_if_same(game_state *state, int *dsf, int i1, int i2)
{
int c1, c2;
if ((state->flags[i1] & F_BLACK) != (state->flags[i2] & F_BLACK))
return;
c1 = dsf_canonify(dsf, i1);
c2 = dsf_canonify(dsf, i2);
dsf_merge(dsf, c1, c2);
}
static void connect_dsf(game_state *state, int *dsf)
{
int x, y, i;
/* Construct a dsf array for connected blocks; connections
* tracked to right and down. */
dsf_init(dsf, state->n);
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
i = y*state->w + x;
if (x < state->w-1)
connect_if_same(state, dsf, i, i+1); /* right */
if (y < state->h-1)
connect_if_same(state, dsf, i, i+state->w); /* down */
}
}
}
#define CC_MARK_ERRORS 1
#define CC_MUST_FILL 2
static int check_rowcol(game_state *state, int starti, int di, int sz, unsigned flags)
{
int nerr = 0, n, m, i, j;
/* if any circled numbers have identical non-circled numbers on
* same row/column, error (non-circled)
* if any circled numbers in same column are same number, highlight them.
* if any rows/columns have >1 of same number, not complete. */
for (n = 0, i = starti; n < sz; n++, i += di) {
if (state->flags[i] & F_BLACK) continue;
for (m = n+1, j = i+di; m < sz; m++, j += di) {
if (state->flags[j] & F_BLACK) continue;
if (state->nums[i] != state->nums[j]) continue;
nerr++; /* ok, we have two numbers the same in a row. */
if (!(flags & CC_MARK_ERRORS)) continue;
/* If we have two circles in the same row around
* two identical numbers, they are _both_ wrong. */
if ((state->flags[i] & F_CIRCLE) &&
(state->flags[j] & F_CIRCLE)) {
state->flags[i] |= F_ERROR;
state->flags[j] |= F_ERROR;
}
/* Otherwise, if we have a circle, any other identical
* numbers in that row are obviously wrong. We don't
* highlight this, however, since it makes the process
* of solving the puzzle too easy (you circle a number
* and it promptly tells you which numbers to blacken! */
#if 0
else if (state->flags[i] & F_CIRCLE)
state->flags[j] |= F_ERROR;
else if (state->flags[j] & F_CIRCLE)
state->flags[i] |= F_ERROR;
#endif
}
}
return nerr;
}
static bool check_complete(game_state *state, unsigned flags)
{
int *dsf = snewn(state->n, int);
int x, y, i, error = 0, nwhite, w = state->w, h = state->h;
if (flags & CC_MARK_ERRORS) {
for (i = 0; i < state->n; i++)
state->flags[i] &= ~F_ERROR;
}
connect_dsf(state, dsf);
/* If we're the solver we need the grid all to be definitively
* black or definitively white (i.e. circled) otherwise the solver
* has found an ambiguous grid. */
if (flags & CC_MUST_FILL) {
for (i = 0; i < state->n; i++) {
if (!(state->flags[i] & F_BLACK) && !(state->flags[i] & F_CIRCLE))
error += 1;
}
}
/* Mark any black squares in groups of >1 as errors.
* Count number of white squares. */
nwhite = 0;
for (i = 0; i < state->n; i++) {
if (state->flags[i] & F_BLACK) {
if (dsf_size(dsf, i) > 1) {
error += 1;
if (flags & CC_MARK_ERRORS)
state->flags[i] |= F_ERROR;
}
} else
nwhite += 1;
}
/* Check attributes of white squares, row- and column-wise. */
for (x = 0; x < w; x++) /* check cols from (x,0) */
error += check_rowcol(state, x, w, h, flags);
for (y = 0; y < h; y++) /* check rows from (0,y) */
error += check_rowcol(state, y*w, 1, w, flags);
/* If there's more than one white region, pick the largest one to
* be the canonical one (arbitrarily tie-breaking towards lower
* array indices), and mark all the others as erroneous. */
{
int largest = 0, canonical = -1;
for (i = 0; i < state->n; i++)
if (!(state->flags[i] & F_BLACK)) {
int size = dsf_size(dsf, i);
if (largest < size) {
largest = size;
canonical = i;
}
}
if (largest < nwhite) {
for (i = 0; i < state->n; i++)
if (!(state->flags[i] & F_BLACK) &&
dsf_canonify(dsf, i) != canonical) {
error += 1;
if (flags & CC_MARK_ERRORS)
state->flags[i] |= F_ERROR;
}
}
}
sfree(dsf);
return !(error > 0);
}
static char *game_state_diff(const game_state *src, const game_state *dst,
bool issolve)
{
char *ret = NULL, buf[80], c;
int retlen = 0, x, y, i, k;
unsigned int fmask = F_BLACK | F_CIRCLE;
assert(src->n == dst->n);
if (issolve) {
ret = sresize(ret, 3, char);
ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0';
retlen += 2;
}
for (x = 0; x < dst->w; x++) {
for (y = 0; y < dst->h; y++) {
i = y*dst->w + x;
if ((src->flags[i] & fmask) != (dst->flags[i] & fmask)) {
assert((dst->flags[i] & fmask) != fmask);
if (dst->flags[i] & F_BLACK)
c = 'B';
else if (dst->flags[i] & F_CIRCLE)
c = 'C';
else
c = 'E';
k = sprintf(buf, "%c%d,%d;", (int)c, x, y);
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
retlen += k;
}
}
}
return ret;
}
/* --- Solver --- */
enum { BLACK, CIRCLE };
struct solver_op {
int x, y, op; /* op one of BLACK or CIRCLE. */
const char *desc; /* must be non-malloced. */
};
struct solver_state {
struct solver_op *ops;
int n_ops, n_alloc;
int *scratch;
};
static struct solver_state *solver_state_new(game_state *state)
{
struct solver_state *ss = snew(struct solver_state);
ss->ops = NULL;
ss->n_ops = ss->n_alloc = 0;
ss->scratch = snewn(state->n, int);
return ss;
}
static void solver_state_free(struct solver_state *ss)
{
sfree(ss->scratch);
if (ss->ops) sfree(ss->ops);
sfree(ss);
}
static void solver_op_add(struct solver_state *ss, int x, int y, int op, const char *desc)
{
struct solver_op *sop;
if (ss->n_alloc < ss->n_ops + 1) {
ss->n_alloc = (ss->n_alloc + 1) * 2;
ss->ops = sresize(ss->ops, ss->n_alloc, struct solver_op);
}
sop = &(ss->ops[ss->n_ops++]);
sop->x = x; sop->y = y; sop->op = op; sop->desc = desc;
debug(("added solver op %s ('%s') at (%d,%d)\n",
op == BLACK ? "BLACK" : "CIRCLE", desc, x, y));
}
static void solver_op_circle(game_state *state, struct solver_state *ss,
int x, int y)
{
int i = y*state->w + x;
if (!INGRID(state, x, y)) return;
if (state->flags[i] & F_BLACK) {
debug(("... solver wants to add auto-circle on black (%d,%d)\n", x, y));
state->impossible = true;
return;
}
/* Only add circle op if it's not already circled. */
if (!(state->flags[i] & F_CIRCLE)) {
solver_op_add(ss, x, y, CIRCLE, "SB - adjacent to black square");
}
}
static void solver_op_blacken(game_state *state, struct solver_state *ss,
int x, int y, int num)
{
int i = y*state->w + x;
if (!INGRID(state, x, y)) return;
if (state->nums[i] != num) return;
if (state->flags[i] & F_CIRCLE) {
debug(("... solver wants to add auto-black on circled(%d,%d)\n", x, y));
state->impossible = true;
return;
}
/* Only add black op if it's not already black. */
if (!(state->flags[i] & F_BLACK)) {
solver_op_add(ss, x, y, BLACK, "SC - number on same row/col as circled");
}
}
static int solver_ops_do(game_state *state, struct solver_state *ss)
{
int next_op = 0, i, x, y, n_ops = 0;
struct solver_op op;
/* Care here: solver_op_* may call solver_op_add which may extend the
* ss->n_ops. */
while (next_op < ss->n_ops) {
op = ss->ops[next_op++]; /* copy this away, it may get reallocated. */
i = op.y*state->w + op.x;
if (op.op == BLACK) {
if (state->flags[i] & F_CIRCLE) {
debug(("Solver wants to blacken circled square (%d,%d)!\n", op.x, op.y));
state->impossible = true;
return n_ops;
}
if (!(state->flags[i] & F_BLACK)) {
debug(("... solver adding black at (%d,%d): %s\n", op.x, op.y, op.desc));
#ifdef STANDALONE_SOLVER
if (verbose)
printf("Adding black at (%d,%d): %s\n", op.x, op.y, op.desc);
#endif
state->flags[i] |= F_BLACK;
/*debug_state("State after adding black", state);*/
n_ops++;
solver_op_circle(state, ss, op.x-1, op.y);
solver_op_circle(state, ss, op.x+1, op.y);
solver_op_circle(state, ss, op.x, op.y-1);
solver_op_circle(state, ss, op.x, op.y+1);
}
} else {
if (state->flags[i] & F_BLACK) {
debug(("Solver wants to circle blackened square (%d,%d)!\n", op.x, op.y));
state->impossible = true;
return n_ops;
}
if (!(state->flags[i] & F_CIRCLE)) {
debug(("... solver adding circle at (%d,%d): %s\n", op.x, op.y, op.desc));
#ifdef STANDALONE_SOLVER
if (verbose)
printf("Adding circle at (%d,%d): %s\n", op.x, op.y, op.desc);
#endif
state->flags[i] |= F_CIRCLE;
/*debug_state("State after adding circle", state);*/
n_ops++;
for (x = 0; x < state->w; x++) {
if (x != op.x)
solver_op_blacken(state, ss, x, op.y, state->nums[i]);
}
for (y = 0; y < state->h; y++) {
if (y != op.y)
solver_op_blacken(state, ss, op.x, y, state->nums[i]);
}
}
}
}
ss->n_ops = 0;
return n_ops;
}
/* If the grid has two identical numbers with one cell between them, the inner
* cell _must_ be white (and thus circled); (at least) one of the two must be
* black (since they're in the same column or row) and thus the middle cell is
* next to a black cell. */
static int solve_singlesep(game_state *state, struct solver_state *ss)
{
int x, y, i, ir, irr, id, idd, n_ops = ss->n_ops;
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
i = y*state->w + x;
/* Cell two to our right? */
ir = i + 1; irr = ir + 1;
if (x < (state->w-2) &&
state->nums[i] == state->nums[irr] &&
!(state->flags[ir] & F_CIRCLE)) {
solver_op_add(ss, x+1, y, CIRCLE, "SP/ST - between identical nums");
}
/* Cell two below us? */
id = i + state->w; idd = id + state->w;
if (y < (state->h-2) &&
state->nums[i] == state->nums[idd] &&
!(state->flags[id] & F_CIRCLE)) {
solver_op_add(ss, x, y+1, CIRCLE, "SP/ST - between identical nums");
}
}
}
return ss->n_ops - n_ops;
}
/* If we have two identical numbers next to each other (in a row or column),
* any other identical numbers in that column must be black. */
static int solve_doubles(game_state *state, struct solver_state *ss)
{
int x, y, i, ii, n_ops = ss->n_ops, xy;
for (y = 0, i = 0; y < state->h; y++) {
for (x = 0; x < state->w; x++, i++) {
assert(i == y*state->w+x);
if (state->flags[i] & F_BLACK) continue;
ii = i+1; /* check cell to our right. */
if (x < (state->w-1) &&
!(state->flags[ii] & F_BLACK) &&
state->nums[i] == state->nums[ii]) {
for (xy = 0; xy < state->w; xy++) {
if (xy == x || xy == (x+1)) continue;
if (state->nums[y*state->w + xy] == state->nums[i] &&
!(state->flags[y*state->w + xy] & F_BLACK))
solver_op_add(ss, xy, y, BLACK, "PI - same row as pair");
}
}
ii = i+state->w; /* check cell below us */
if (y < (state->h-1) &&
!(state->flags[ii] & F_BLACK) &&
state->nums[i] == state->nums[ii]) {
for (xy = 0; xy < state->h; xy++) {
if (xy == y || xy == (y+1)) continue;
if (state->nums[xy*state->w + x] == state->nums[i] &&
!(state->flags[xy*state->w + x] & F_BLACK))
solver_op_add(ss, x, xy, BLACK, "PI - same col as pair");
}
}
}
}
return ss->n_ops - n_ops;
}
/* If a white square has all-but-one possible adjacent squares black, the
* one square left over must be white. */
static int solve_allblackbutone(game_state *state, struct solver_state *ss)
{
int x, y, i, n_ops = ss->n_ops, xd, yd, id, ifree;
int dis[4], d;
dis[0] = -state->w;
dis[1] = 1;
dis[2] = state->w;
dis[3] = -1;
for (y = 0, i = 0; y < state->h; y++) {
for (x = 0; x < state->w; x++, i++) {
assert(i == y*state->w+x);
if (state->flags[i] & F_BLACK) continue;
ifree = -1;
for (d = 0; d < 4; d++) {
xd = x + dxs[d]; yd = y + dys[d]; id = i + dis[d];
if (!INGRID(state, xd, yd)) continue;
if (state->flags[id] & F_CIRCLE)
goto skip; /* this cell already has a way out */
if (!(state->flags[id] & F_BLACK)) {
if (ifree != -1)
goto skip; /* this cell has >1 white cell around it. */
ifree = id;
}
}
if (ifree != -1)
solver_op_add(ss, ifree%state->w, ifree/state->w, CIRCLE,
"CC/CE/QM: white cell with single non-black around it");
else {
debug(("White cell with no escape at (%d,%d)\n", x, y));
state->impossible = true;
return 0;
}
skip: ;
}
}
return ss->n_ops - n_ops;
}
/* If we have 4 numbers the same in a 2x2 corner, the far corner and the
* diagonally-adjacent square must both be black.
* If we have 3 numbers the same in a 2x2 corner, the apex of the L
* thus formed must be black.
* If we have 2 numbers the same in a 2x2 corner, the non-same cell
* one away from the corner must be white. */
static void solve_corner(game_state *state, struct solver_state *ss,
int x, int y, int dx, int dy)
{
int is[4], ns[4], xx, yy, w = state->w;
for (yy = 0; yy < 2; yy++) {
for (xx = 0; xx < 2; xx++) {
is[yy*2+xx] = (y + dy*yy) * w + (x + dx*xx);
ns[yy*2+xx] = state->nums[is[yy*2+xx]];
}
} /* order is now (corner, side 1, side 2, inner) */
if (ns[0] == ns[1] && ns[0] == ns[2] && ns[0] == ns[3]) {
solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "QC: corner with 4 matching");
solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "QC: corner with 4 matching");
} else if (ns[0] == ns[1] && ns[0] == ns[2]) {
/* corner and 2 sides: apex is corner. */
solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "TC: corner apex from 3 matching");
} else if (ns[1] == ns[2] && ns[1] == ns[3]) {
/* side, side, fourth: apex is fourth. */
solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "TC: inside apex from 3 matching");
} else if (ns[0] == ns[1] || ns[1] == ns[3]) {
/* either way here we match the non-identical side. */
solver_op_add(ss, is[2]%w, is[2]/w, CIRCLE, "DC: corner with 2 matching");
} else if (ns[0] == ns[2] || ns[2] == ns[3]) {
/* ditto */
solver_op_add(ss, is[1]%w, is[1]/w, CIRCLE, "DC: corner with 2 matching");
}
}
static int solve_corners(game_state *state, struct solver_state *ss)
{
int n_ops = ss->n_ops;
solve_corner(state, ss, 0, 0, 1, 1);
solve_corner(state, ss, state->w-1, 0, -1, 1);
solve_corner(state, ss, state->w-1, state->h-1, -1, -1);
solve_corner(state, ss, 0, state->h-1, 1, -1);
return ss->n_ops - n_ops;
}
/* If you have the following situation:
* ...
* ...x A x x y A x...
* ...x B x x B y x...
* ...
* then both squares marked 'y' must be white. One of the left-most A or B must
* be white (since two side-by-side black cells are disallowed), which means
* that the corresponding right-most A or B must be black (since you can't
* have two of the same number on one line); thus, the adjacent squares
* to that right-most A or B must be white, which include the two marked 'y'
* in either case.
* Obviously this works in any row or column. It also works if A == B.
* It doesn't work for the degenerate case:
* ...x A A x x
* ...x B y x x
* where the square marked 'y' isn't necessarily white (consider the left-most A
* is black).
*
* */
static void solve_offsetpair_pair(game_state *state, struct solver_state *ss,
int x1, int y1, int x2, int y2)
{
int ox, oy, w = state->w, ax, ay, an, d, dx[2], dy[2], dn, xd, yd;
if (x1 == x2) { /* same column */
ox = 1; oy = 0;
} else {
assert(y1 == y2);
ox = 0; oy = 1;
}
/* We try adjacent to (x1,y1) and the two diag. adjacent to (x2, y2).
* We expect to be called twice, once each way around. */
ax = x1+ox; ay = y1+oy;
assert(INGRID(state, ax, ay));
an = state->nums[ay*w + ax];
dx[0] = x2 + ox + oy; dx[1] = x2 + ox - oy;
dy[0] = y2 + oy + ox; dy[1] = y2 + oy - ox;
for (d = 0; d < 2; d++) {
if (INGRID(state, dx[d], dy[d]) && (dx[d] != ax || dy[d] != ay)) {
/* The 'dx != ax || dy != ay' removes the degenerate case,
* mentioned above. */
dn = state->nums[dy[d]*w + dx[d]];
if (an == dn) {
/* We have a match; so (WLOG) the 'A' marked above are at
* (x1,y1) and (x2,y2), and the 'B' are at (ax,ay) and (dx,dy). */
debug(("Found offset-pair: %d at (%d,%d) and (%d,%d)\n",
state->nums[y1*w + x1], x1, y1, x2, y2));
debug((" and: %d at (%d,%d) and (%d,%d)\n",
an, ax, ay, dx[d], dy[d]));
xd = dx[d] - x2; yd = dy[d] - y2;
solver_op_add(ss, x2 + xd, y2, CIRCLE, "IP: next to offset-pair");
solver_op_add(ss, x2, y2 + yd, CIRCLE, "IP: next to offset-pair");
}
}
}
}
static int solve_offsetpair(game_state *state, struct solver_state *ss)
{
int n_ops = ss->n_ops, x, xx, y, yy, n1, n2;
for (x = 0; x < state->w-1; x++) {
for (y = 0; y < state->h; y++) {
n1 = state->nums[y*state->w + x];
for (yy = y+1; yy < state->h; yy++) {
n2 = state->nums[yy*state->w + x];
if (n1 == n2) {
solve_offsetpair_pair(state, ss, x, y, x, yy);
solve_offsetpair_pair(state, ss, x, yy, x, y);
}
}
}
}
for (y = 0; y < state->h-1; y++) {
for (x = 0; x < state->w; x++) {
n1 = state->nums[y*state->w + x];
for (xx = x+1; xx < state->w; xx++) {
n2 = state->nums[y*state->w + xx];
if (n1 == n2) {
solve_offsetpair_pair(state, ss, x, y, xx, y);
solve_offsetpair_pair(state, ss, xx, y, x, y);
}
}
}
}
return ss->n_ops - n_ops;
}
static bool solve_hassinglewhiteregion(
game_state *state, struct solver_state *ss)
{
int i, j, nwhite = 0, lwhite = -1, szwhite, start, end, next, a, d, x, y;
for (i = 0; i < state->n; i++) {
if (!(state->flags[i] & F_BLACK)) {
nwhite++;
lwhite = i;
}
state->flags[i] &= ~F_SCRATCH;
}
if (lwhite == -1) {
debug(("solve_hassinglewhite: no white squares found!\n"));
state->impossible = true;
return false;
}
/* We don't use connect_dsf here; it's too slow, and there's a quicker
* algorithm if all we want is the size of one region. */
/* Having written this, this algorithm is only about 5% faster than
* using a dsf. */
memset(ss->scratch, -1, state->n * sizeof(int));
ss->scratch[0] = lwhite;
state->flags[lwhite] |= F_SCRATCH;
start = 0; end = next = 1;
while (start < end) {
for (a = start; a < end; a++) {
i = ss->scratch[a]; assert(i != -1);
for (d = 0; d < 4; d++) {
x = (i % state->w) + dxs[d];
y = (i / state->w) + dys[d];
j = y*state->w + x;
if (!INGRID(state, x, y)) continue;
if (state->flags[j] & (F_BLACK | F_SCRATCH)) continue;
ss->scratch[next++] = j;
state->flags[j] |= F_SCRATCH;
}
}
start = end; end = next;
}
szwhite = next;
return (szwhite == nwhite);
}
static void solve_removesplits_check(game_state *state, struct solver_state *ss,
int x, int y)
{
int i = y*state->w + x;
bool issingle;
if (!INGRID(state, x, y)) return;
if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK))
return;
/* If putting a black square at (x,y) would make the white region
* non-contiguous, it must be circled. */
state->flags[i] |= F_BLACK;
issingle = solve_hassinglewhiteregion(state, ss);
state->flags[i] &= ~F_BLACK;
if (!issingle)
solver_op_add(ss, x, y, CIRCLE, "MC: black square here would split white region");
}
/* For all black squares, search in squares diagonally adjacent to see if
* we can rule out putting a black square there (because it would make the
* white region non-contiguous). */
/* This function is likely to be somewhat slow. */
static int solve_removesplits(game_state *state, struct solver_state *ss)
{
int i, x, y, n_ops = ss->n_ops;
if (!solve_hassinglewhiteregion(state, ss)) {
debug(("solve_removesplits: white region is not contiguous at start!\n"));
state->impossible = true;
return 0;
}
for (i = 0; i < state->n; i++) {
if (!(state->flags[i] & F_BLACK)) continue;
x = i%state->w; y = i/state->w;
solve_removesplits_check(state, ss, x-1, y-1);
solve_removesplits_check(state, ss, x+1, y-1);
solve_removesplits_check(state, ss, x+1, y+1);
solve_removesplits_check(state, ss, x-1, y+1);
}
return ss->n_ops - n_ops;
}
/*
* This function performs a solver step that isn't implicit in the rules
* of the game and is thus treated somewhat differently.
*
* It marks cells whose number does not exist elsewhere in its row/column
* with circles. As it happens the game generator here does mean that this
* is always correct, but it's a solving method that people should not have
* to rely upon (except in the hidden 'sneaky' difficulty setting) and so
* all grids at 'tricky' and above are checked to make sure that the grid
* is no easier if this solving step is performed beforehand.
*
* Calling with ss=NULL just returns the number of sneaky deductions that
* would have been made.
*/
static int solve_sneaky(game_state *state, struct solver_state *ss)
{
int i, ii, x, xx, y, yy, nunique = 0;
/* Clear SCRATCH flags. */
for (i = 0; i < state->n; i++) state->flags[i] &= ~F_SCRATCH;
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
i = y*state->w + x;
/* Check for duplicate numbers on our row, mark (both) if so */
for (xx = x; xx < state->w; xx++) {
ii = y*state->w + xx;
if (i == ii) continue;
if (state->nums[i] == state->nums[ii]) {
state->flags[i] |= F_SCRATCH;
state->flags[ii] |= F_SCRATCH;
}
}
/* Check for duplicate numbers on our col, mark (both) if so */
for (yy = y; yy < state->h; yy++) {
ii = yy*state->w + x;
if (i == ii) continue;
if (state->nums[i] == state->nums[ii]) {
state->flags[i] |= F_SCRATCH;
state->flags[ii] |= F_SCRATCH;
}
}
}
}
/* Any cell with no marking has no duplicates on its row or column:
* set its CIRCLE. */
for (i = 0; i < state->n; i++) {
if (!(state->flags[i] & F_SCRATCH)) {
if (ss) solver_op_add(ss, i%state->w, i/state->w, CIRCLE,
"SNEAKY: only one of its number in row and col");
nunique += 1;
} else
state->flags[i] &= ~F_SCRATCH;
}
return nunique;
}
static int solve_specific(game_state *state, int diff, bool sneaky)
{
struct solver_state *ss = solver_state_new(state);
if (sneaky) solve_sneaky(state, ss);
/* Some solver operations we only have to perform once --
* they're only based on the numbers available, and not black
* squares or circles which may be added later. */
solve_singlesep(state, ss); /* never sets impossible */
solve_doubles(state, ss); /* ditto */
solve_corners(state, ss); /* ditto */
if (diff >= DIFF_TRICKY)
solve_offsetpair(state, ss); /* ditto */
while (1) {
if (ss->n_ops > 0) solver_ops_do(state, ss);
if (state->impossible) break;
if (solve_allblackbutone(state, ss) > 0) continue;
if (state->impossible) break;
if (diff >= DIFF_TRICKY) {
if (solve_removesplits(state, ss) > 0) continue;
if (state->impossible) break;
}
break;
}
solver_state_free(ss);
return state->impossible ? -1 : check_complete(state, CC_MUST_FILL);
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, const char **error)
{
game_state *solved = dup_game(currstate);
char *move = NULL;
if (solve_specific(solved, DIFF_ANY, false) > 0) goto solved;
free_game(solved);
solved = dup_game(state);
if (solve_specific(solved, DIFF_ANY, false) > 0) goto solved;
free_game(solved);
*error = "Unable to solve puzzle.";
return NULL;
solved:
move = game_state_diff(currstate, solved, true);
free_game(solved);
return move;
}
/* --- Game generation --- */
/* A correctly completed Hitori board is essentially a latin square
* (no duplicated numbers in any row or column) with black squares
* added such that no black square touches another, and the white
* squares make a contiguous region.
*
* So we can generate it by:
* constructing a latin square
* adding black squares at random (minding the constraints)
* altering the numbers under the new black squares such that
the solver gets a headstart working out where they are.
*/
static bool new_game_is_good(const game_params *params,
game_state *state, game_state *tosolve)
{
int sret, sret_easy = 0;
memcpy(tosolve->nums, state->nums, state->n * sizeof(int));
memset(tosolve->flags, 0, state->n * sizeof(unsigned int));
tosolve->completed = false;
tosolve->impossible = false;
/*
* We try and solve it twice, once at our requested difficulty level
* (ensuring it's soluble at all) and once at the level below (if
* it exists), which we hope to fail: if you can also solve it at
* the level below then it's too easy and we have to try again.
*
* With this puzzle in particular there's an extra finesse, which is
* that we check that the generated puzzle isn't too easy _with
* an extra solver step first_, which is the 'sneaky' mode of deductions
* (asserting that any number which fulfils the latin-square rules
* on its row/column must be white). This is an artefact of the
* generation process and not implicit in the rules, so we don't want
* people to be able to use it to make the puzzle easier.
*/
assert(params->diff < DIFF_MAX);
sret = solve_specific(tosolve, params->diff, false);
if (params->diff > DIFF_EASY) {
memset(tosolve->flags, 0, state->n * sizeof(unsigned int));
tosolve->completed = false;
tosolve->impossible = false;
/* this is the only time the 'sneaky' flag is set. */
sret_easy = solve_specific(tosolve, params->diff-1, true);
}
if (sret <= 0 || sret_easy > 0) {
debug(("Generated puzzle %s at chosen difficulty %s\n",
sret <= 0 ? "insoluble" : "too easy",
singles_diffnames[params->diff]));
return false;
}
return true;
}
#define MAXTRIES 20
static int best_black_col(game_state *state, random_state *rs, int *scratch,
int i, int *rownums, int *colnums)
{
int w = state->w, x = i%w, y = i/w, j, o = state->o;
/* Randomise the list of numbers to try. */
for (i = 0; i < o; i++) scratch[i] = i;
shuffle(scratch, o, sizeof(int), rs);
/* Try each number in turn, first giving preference to removing
* latin-square characteristics (i.e. those numbers which only
* occur once in a row/column). The '&&' here, although intuitively
* wrong, results in a smaller number of 'sneaky' deductions on
* solvable boards. */
for (i = 0; i < o; i++) {
j = scratch[i] + 1;
if (rownums[y*o + j-1] == 1 && colnums[x*o + j-1] == 1)
goto found;
}
/* Then try each number in turn returning the first one that's
* not actually unique in its row/column (see comment below) */
for (i = 0; i < o; i++) {
j = scratch[i] + 1;
if (rownums[y*o + j-1] != 0 || colnums[x*o + j-1] != 0)
goto found;
}
assert(!"unable to place number under black cell.");
return 0;
found:
/* Update column and row counts assuming this number will be placed. */
rownums[y*o + j-1] += 1;
colnums[x*o + j-1] += 1;
return j;
}
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
game_state *state = blank_game(params->w, params->h);
game_state *tosolve = blank_game(params->w, params->h);
int i, j, *scratch, *rownums, *colnums, x, y, ntries;
int w = state->w, h = state->h, o = state->o;
char *ret;
digit *latin;
struct solver_state *ss = solver_state_new(state);
scratch = snewn(state->n, int);
rownums = snewn(h*o, int);
colnums = snewn(w*o, int);
generate:
ss->n_ops = 0;
debug(("Starting game generation, size %dx%d\n", w, h));
memset(state->flags, 0, state->n*sizeof(unsigned int));
/* First, generate the latin rectangle.
* The order of this, o, is max(w,h). */
latin = latin_generate_rect(w, h, rs);
for (i = 0; i < state->n; i++)
state->nums[i] = (int)latin[i];
sfree(latin);
debug_state("State after latin square", state);
/* Add black squares at random, using bits of solver as we go (to lay
* white squares), until we can lay no more blacks. */
for (i = 0; i < state->n; i++)
scratch[i] = i;
shuffle(scratch, state->n, sizeof(int), rs);
for (j = 0; j < state->n; j++) {
i = scratch[j];
if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) {
debug(("generator skipping (%d,%d): %s\n", i%w, i/w,
(state->flags[i] & F_CIRCLE) ? "CIRCLE" : "BLACK"));
continue; /* solver knows this must be one or the other already. */
}
/* Add a random black cell... */
solver_op_add(ss, i%w, i/w, BLACK, "Generator: adding random black cell");
solver_ops_do(state, ss);
/* ... and do as well as we know how to lay down whites that are now forced. */
solve_allblackbutone(state, ss);
solver_ops_do(state, ss);
solve_removesplits(state, ss);
solver_ops_do(state, ss);
if (state->impossible) {
debug(("generator made impossible, restarting...\n"));
goto generate;
}
}
debug_state("State after adding blacks", state);
/* Now we know which squares are white and which are black, we lay numbers
* under black squares at random, except that the number must appear in
* white cells at least once more in the same column or row as that [black]
* square. That's necessary to avoid multiple solutions, where blackening
* squares in the finished puzzle becomes optional. We use two arrays:
*
* rownums[ROW * o + NUM-1] is the no. of white cells containing NUM in y=ROW
* colnums[COL * o + NUM-1] is the no. of white cells containing NUM in x=COL
*/
memset(rownums, 0, h*o * sizeof(int));
memset(colnums, 0, w*o * sizeof(int));
for (i = 0; i < state->n; i++) {
if (state->flags[i] & F_BLACK) continue;
j = state->nums[i];
x = i%w; y = i/w;
rownums[y * o + j-1] += 1;
colnums[x * o + j-1] += 1;
}
ntries = 0;
randomise:
for (i = 0; i < state->n; i++) {
if (!(state->flags[i] & F_BLACK)) continue;
state->nums[i] = best_black_col(state, rs, scratch, i, rownums, colnums);
}
debug_state("State after adding numbers", state);
/* DIFF_ANY just returns whatever we first generated, for testing purposes. */
if (params->diff != DIFF_ANY &&
!new_game_is_good(params, state, tosolve)) {
ntries++;
if (ntries > MAXTRIES) {
debug(("Ran out of randomisation attempts, re-generating.\n"));
goto generate;
}
debug(("Re-randomising numbers under black squares.\n"));
goto randomise;
}
ret = generate_desc(state, false);
free_game(tosolve);
free_game(state);
solver_state_free(ss);
sfree(scratch);
sfree(rownums);
sfree(colnums);
return ret;
}
static const char *validate_desc(const game_params *params, const char *desc)
{
const char *ret = NULL;
unpick_desc(params, desc, NULL, &ret);
return ret;
}
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
game_state *state = NULL;
unpick_desc(params, desc, &state, NULL);
if (!state) assert(!"new_game failed to unpick");
return state;
}
/* --- Game UI and move routines --- */
struct game_ui {
int cx, cy;
bool cshow, show_black_nums;
};
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cx = ui->cy = 0;
ui->cshow = getenv_bool("PUZZLES_SHOW_CURSOR", false);
ui->show_black_nums = false;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
if (!oldstate->completed && newstate->completed)
ui->cshow = false;
}
static const char *current_key_label(const game_ui *ui,
const game_state *state, int button)
{
if (IS_CURSOR_SELECT(button) && ui->cshow) {
unsigned int f = state->flags[ui->cy * state->w + ui->cx];
if (f & F_BLACK) return "Restore";
if (f & F_CIRCLE) return "Remove";
return button == CURSOR_SELECT ? "Black" : "Circle";
}
return "";
}
#define DS_BLACK 0x1
#define DS_CIRCLE 0x2
#define DS_CURSOR 0x4
#define DS_BLACK_NUM 0x8
#define DS_ERROR 0x10
#define DS_FLASH 0x20
#define DS_IMPOSSIBLE 0x40
struct game_drawstate {
int tilesize;
bool started, solved;
int w, h, n;
unsigned int *flags;
};
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int mx, int my, int button)
{
char buf[80], c;
int i, x = FROMCOORD(mx), y = FROMCOORD(my);
enum { NONE, TOGGLE_BLACK, TOGGLE_CIRCLE, UI } action = NONE;
if (IS_CURSOR_MOVE(button)) {
move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, true);
ui->cshow = true;
action = UI;
} else if (IS_CURSOR_SELECT(button)) {
x = ui->cx; y = ui->cy;
if (!ui->cshow) {
action = UI;
ui->cshow = true;
}
if (button == CURSOR_SELECT) {
action = TOGGLE_BLACK;
} else if (button == CURSOR_SELECT2) {
action = TOGGLE_CIRCLE;
}
} else if (IS_MOUSE_DOWN(button)) {
if (ui->cshow) {
ui->cshow = false;
action = UI;
}
if (!INGRID(state, x, y)) {
ui->show_black_nums = !ui->show_black_nums;
action = UI; /* this wants to be a per-game option. */
} else if (button == LEFT_BUTTON) {
action = TOGGLE_BLACK;
} else if (button == RIGHT_BUTTON) {
action = TOGGLE_CIRCLE;
}
}
if (action == UI) return UI_UPDATE;
if (action == TOGGLE_BLACK || action == TOGGLE_CIRCLE) {
i = y * state->w + x;
if (state->flags[i] & (F_BLACK | F_CIRCLE))
c = 'E';
else
c = (action == TOGGLE_BLACK) ? 'B' : 'C';
sprintf(buf, "%c%d,%d", (int)c, x, y);
return dupstr(buf);
}
return NULL;
}
static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = dup_game(state);
int x, y, i, n;
debug(("move: %s\n", move));
while (*move) {
char c = *move;
if (c == 'B' || c == 'C' || c == 'E') {
move++;
if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
!INGRID(state, x, y))
goto badmove;
i = y*ret->w + x;
ret->flags[i] &= ~(F_CIRCLE | F_BLACK); /* empty first, always. */
if (c == 'B')
ret->flags[i] |= F_BLACK;
else if (c == 'C')
ret->flags[i] |= F_CIRCLE;
move += n;
} else if (c == 'S') {
move++;
ret->used_solve = true;
} else
goto badmove;
if (*move == ';')
move++;
else if (*move)
goto badmove;
}
if (check_complete(ret, CC_MARK_ERRORS)) ret->completed = true;
return ret;
badmove:
free_game(ret);
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
game_mkhighlight(fe, ret, COL_BACKGROUND, -1, COL_LOWLIGHT);
for (i = 0; i < 3; i++) {
ret[COL_BLACK * 3 + i] = 0.0F;
ret[COL_BLACKNUM * 3 + i] = 0.4F;
ret[COL_WHITE * 3 + i] = 1.0F;
ret[COL_GRID * 3 + i] = ret[COL_LOWLIGHT * 3 + i];
ret[COL_UNUSED1 * 3 + i] = 0.0F; /* To placate an assertion. */
}
ret[COL_CURSOR * 3 + 0] = 0.2F;
ret[COL_CURSOR * 3 + 1] = 0.8F;
ret[COL_CURSOR * 3 + 2] = 0.0F;
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.0F;
ret[COL_ERROR * 3 + 2] = 0.0F;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->tilesize = 0;
ds->started = false;
ds->solved = false;
ds->w = state->w;
ds->h = state->h;
ds->n = state->n;
ds->flags = snewn(state->n, unsigned int);
memset(ds->flags, 0, state->n*sizeof(unsigned int));
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->flags);
sfree(ds);
}
static void tile_redraw(drawing *dr, game_drawstate *ds, int x, int y,
int num, unsigned int f)
{
int tcol, bg, cx, cy, tsz;
bool dnum;
char buf[32];
if (f & DS_BLACK) {
bg = (f & DS_ERROR) ? COL_ERROR : COL_BLACK;
tcol = COL_BLACKNUM;
dnum = (f & DS_BLACK_NUM);
} else {
bg = (f & DS_FLASH) ? COL_LOWLIGHT : COL_BACKGROUND;
tcol = (f & DS_ERROR) ? COL_ERROR : COL_BLACK;
dnum = true;
}
cx = x + TILE_SIZE/2; cy = y + TILE_SIZE/2;
draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, bg);
draw_rect_outline(dr, x, y, TILE_SIZE, TILE_SIZE,
(f & DS_IMPOSSIBLE) ? COL_ERROR : COL_GRID);
if (f & DS_CIRCLE) {
draw_circle(dr, cx, cy, CRAD, tcol, tcol);
draw_circle(dr, cx, cy, CRAD-1, bg, tcol);
}
if (dnum) {
sprintf(buf, "%d", num);
if (strlen(buf) == 1)
tsz = TEXTSZ;
else
tsz = (CRAD*2 - 1) / strlen(buf);
draw_text(dr, cx, cy, FONT_VARIABLE, tsz,
ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, buf);
}
if (f & DS_CURSOR)
draw_rect_corners(dr, cx, cy, TEXTSZ/2, COL_CURSOR);
draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int x, y, i, flash;
unsigned int f;
flash = (int)(flashtime * 5 / FLASH_TIME) % 2;
if (!ds->started) {
int wsz = TILE_SIZE * state->w + 2 * BORDER;
int hsz = TILE_SIZE * state->h + 2 * BORDER;
draw_rect_outline(dr, COORD(0)-1, COORD(0)-1,
TILE_SIZE * state->w + 2, TILE_SIZE * state->h + 2,
COL_GRID);
draw_update(dr, 0, 0, wsz, hsz);
}
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
i = y*state->w + x;
f = 0;
if (flash) f |= DS_FLASH;
if (state->impossible) f |= DS_IMPOSSIBLE;
if (ui->cshow && x == ui->cx && y == ui->cy)
f |= DS_CURSOR;
if (state->flags[i] & F_BLACK) {
f |= DS_BLACK;
if (ui->show_black_nums) f |= DS_BLACK_NUM;
}
if (state->flags[i] & F_CIRCLE)
f |= DS_CIRCLE;
if (state->flags[i] & F_ERROR)
f |= DS_ERROR;
if (!ds->started || ds->flags[i] != f) {
tile_redraw(dr, ds, COORD(x), COORD(y),
state->nums[i], f);
ds->flags[i] = f;
}
}
}
ds->started = true;
}
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed &&
newstate->completed && !newstate->used_solve)
return FLASH_TIME;
return 0.0F;
}
static void game_get_cursor_location(const game_ui *ui,
const game_drawstate *ds,
const game_state *state,
const game_params *params,
int *x, int *y, int *w, int *h)
{
if(ui->cshow) {
*x = COORD(ui->cx);
*y = COORD(ui->cy);
*w = *h = TILE_SIZE;
}
}
static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
/* 8mm squares by default. */
game_compute_size(params, 800, &pw, &ph);
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int ink = print_mono_colour(dr, 0);
int paper = print_mono_colour(dr, 1);
int x, y, ox, oy, i;
char buf[32];
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
game_set_size(dr, ds, NULL, tilesize);
print_line_width(dr, 2 * TILE_SIZE / 40);
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
ox = COORD(x); oy = COORD(y);
i = y*state->w+x;
if (state->flags[i] & F_BLACK) {
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
} else {
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
if (state->flags[i] & DS_CIRCLE)
draw_circle(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, CRAD,
paper, ink);
sprintf(buf, "%d", state->nums[i]);
draw_text(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, FONT_VARIABLE,
TEXTSZ/strlen(buf), ALIGN_VCENTRE | ALIGN_HCENTRE,
ink, buf);
}
}
}
}
#ifdef COMBINED
#define thegame singles
#endif
const struct game thegame = {
"Singles", "games.singles", "singles",
default_params,
game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_params,
true, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
true, solve_game,
true, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
NULL, /* encode_ui */
NULL, /* decode_ui */
NULL, /* game_request_keys */
game_changed_state,
current_key_label,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_get_cursor_location,
game_status,
true, false, game_print_size, game_print,
false, /* wants_statusbar */
false, NULL, /* timing_state */
REQUIRE_RBUTTON, /* flags */
};
#ifdef STANDALONE_SOLVER
#include <time.h>
#include <stdarg.h>
static void start_soak(game_params *p, random_state *rs)
{
time_t tt_start, tt_now, tt_last;
char *desc, *aux;
game_state *s;
int i, n = 0, ndiff[DIFF_MAX], diff, sret, nblack = 0, nsneaky = 0;
tt_start = tt_now = time(NULL);
printf("Soak-testing a %dx%d grid.\n", p->w, p->h);
p->diff = DIFF_ANY;
memset(ndiff, 0, DIFF_MAX * sizeof(int));
while (1) {
n++;
desc = new_game_desc(p, rs, &aux, false);
s = new_game(NULL, p, desc);
nsneaky += solve_sneaky(s, NULL);
for (diff = 0; diff < DIFF_MAX; diff++) {
memset(s->flags, 0, s->n * sizeof(unsigned int));
s->completed = false;
s->impossible = false;
sret = solve_specific(s, diff, false);
if (sret > 0) {
ndiff[diff]++;
break;
} else if (sret < 0)
fprintf(stderr, "Impossible! %s\n", desc);
}
for (i = 0; i < s->n; i++) {
if (s->flags[i] & F_BLACK) nblack++;
}
free_game(s);
sfree(desc);
tt_last = time(NULL);
if (tt_last > tt_now) {
tt_now = tt_last;
printf("%d total, %3.1f/s, bl/sn %3.1f%%/%3.1f%%: ",
n, (double)n / ((double)tt_now - tt_start),
((double)nblack * 100.0) / (double)(n * p->w * p->h),
((double)nsneaky * 100.0) / (double)(n * p->w * p->h));
for (diff = 0; diff < DIFF_MAX; diff++) {
if (diff > 0) printf(", ");
printf("%d (%3.1f%%) %s",
ndiff[diff], (double)ndiff[diff] * 100.0 / (double)n,
singles_diffnames[diff]);
}
printf("\n");
}
}
}
int main(int argc, char **argv)
{
char *id = NULL, *desc, *desc_gen = NULL, *tgame, *aux;
const char *err;
game_state *s = NULL;
game_params *p = NULL;
int soln, ret = 1;
bool soak = false;
time_t seed = time(NULL);
random_state *rs = NULL;
setvbuf(stdout, NULL, _IONBF, 0);
while (--argc > 0) {
char *p = *++argv;
if (!strcmp(p, "-v")) {
verbose = true;
} else if (!strcmp(p, "--soak")) {
soak = true;
} else if (!strcmp(p, "--seed")) {
if (argc == 0) {
fprintf(stderr, "%s: --seed needs an argument", argv[0]);
goto done;
}
seed = (time_t)atoi(*++argv);
argc--;
} else if (*p == '-') {
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
return 1;
} else {
id = p;
}
}
rs = random_new((void*)&seed, sizeof(time_t));
if (!id) {
fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]);
goto done;
}
desc = strchr(id, ':');
if (desc) *desc++ = '\0';
p = default_params();
decode_params(p, id);
err = validate_params(p, true);
if (err) {
fprintf(stderr, "%s: %s", argv[0], err);
goto done;
}
if (soak) {
if (desc) {
fprintf(stderr, "%s: --soak only needs params, not game desc.\n", argv[0]);
goto done;
}
start_soak(p, rs);
} else {
if (!desc) desc = desc_gen = new_game_desc(p, rs, &aux, false);
err = validate_desc(p, desc);
if (err) {
fprintf(stderr, "%s: %s\n", argv[0], err);
free_params(p);
goto done;
}
s = new_game(NULL, p, desc);
if (verbose) {
tgame = game_text_format(s);
fputs(tgame, stdout);
sfree(tgame);
}
soln = solve_specific(s, DIFF_ANY, false);
tgame = game_text_format(s);
fputs(tgame, stdout);
sfree(tgame);
printf("Game was %s.\n\n",
soln < 0 ? "impossible" : soln > 0 ? "solved" : "not solved");
}
ret = 0;
done:
if (desc_gen) sfree(desc_gen);
if (p) free_params(p);
if (s) free_game(s);
if (rs) random_free(rs);
return ret;
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */