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Files
2314 lines
62 KiB
C
2314 lines
62 KiB
C
/*
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* slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal
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* line through each square of a grid.
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*/
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/*
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* In this puzzle you have a grid of squares, each of which must
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* contain a diagonal line; you also have clue numbers placed at
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* _points_ of that grid, which means there's a (w+1) x (h+1) array
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* of possible clue positions.
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*
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* I'm therefore going to adopt a rigid convention throughout this
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* source file of using w and h for the dimensions of the grid of
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* squares, and W and H for the dimensions of the grid of points.
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* Thus, W == w+1 and H == h+1 always.
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*
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* Clue arrays will be W*H `signed char's, and the clue at each
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* point will be a number from 0 to 4, or -1 if there's no clue.
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*
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* Solution arrays will be W*H `signed char's, and the number at
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* each point will be +1 for a forward slash (/), -1 for a
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* backslash (\), and 0 for unknown.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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enum {
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COL_BACKGROUND,
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COL_GRID,
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COL_INK,
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COL_SLANT1,
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COL_SLANT2,
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COL_ERROR,
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NCOLOURS
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};
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/*
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* In standalone solver mode, `verbose' is a variable which can be
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* set by command-line option; in debugging mode it's simply always
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* true.
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*/
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#if defined STANDALONE_SOLVER
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#define SOLVER_DIAGNOSTICS
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int verbose = FALSE;
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#elif defined SOLVER_DIAGNOSTICS
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#define verbose TRUE
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#endif
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/*
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* Difficulty levels. I do some macro ickery here to ensure that my
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* enum and the various forms of my name list always match up.
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*/
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#define DIFFLIST(A) \
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A(EASY,Easy,e) \
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A(HARD,Hard,h)
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#define ENUM(upper,title,lower) DIFF_ ## upper,
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#define TITLE(upper,title,lower) #title,
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#define ENCODE(upper,title,lower) #lower
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#define CONFIG(upper,title,lower) ":" #title
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enum { DIFFLIST(ENUM) DIFFCOUNT };
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static char const *const slant_diffnames[] = { DIFFLIST(TITLE) };
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static char const slant_diffchars[] = DIFFLIST(ENCODE);
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#define DIFFCONFIG DIFFLIST(CONFIG)
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struct game_params {
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int w, h, diff;
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};
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typedef struct game_clues {
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int w, h;
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signed char *clues;
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int *tmpdsf;
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int refcount;
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} game_clues;
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#define ERR_VERTEX 1
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#define ERR_SQUARE 2
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#define ERR_SQUARE_TMP 4
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struct game_state {
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struct game_params p;
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game_clues *clues;
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signed char *soln;
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unsigned char *errors;
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int completed;
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int used_solve; /* used to suppress completion flash */
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 8;
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ret->diff = DIFF_EASY;
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return ret;
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}
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static const struct game_params slant_presets[] = {
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{5, 5, DIFF_EASY},
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{5, 5, DIFF_HARD},
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{8, 8, DIFF_EASY},
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{8, 8, DIFF_HARD},
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{12, 10, DIFF_EASY},
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{12, 10, DIFF_HARD},
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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char str[80];
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if (i < 0 || i >= lenof(slant_presets))
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return FALSE;
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ret = snew(game_params);
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*ret = slant_presets[i];
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sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]);
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*name = dupstr(str);
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*params = ret;
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return TRUE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *ret, char const *string)
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{
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ret->w = ret->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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ret->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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}
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if (*string == 'd') {
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int i;
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string++;
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for (i = 0; i < DIFFCOUNT; i++)
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if (*string == slant_diffchars[i])
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ret->diff = i;
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if (*string) string++;
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}
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}
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static char *encode_params(game_params *params, int full)
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{
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char data[256];
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sprintf(data, "%dx%d", params->w, params->h);
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if (full)
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sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]);
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return dupstr(data);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(4, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "Difficulty";
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ret[2].type = C_CHOICES;
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ret[2].sval = DIFFCONFIG;
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ret[2].ival = params->diff;
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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ret->diff = cfg[2].ival;
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return ret;
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}
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static char *validate_params(game_params *params, int full)
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{
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/*
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* (At least at the time of writing this comment) The grid
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* generator is actually capable of handling even zero grid
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* dimensions without crashing. Puzzles with a zero-area grid
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* are a bit boring, though, because they're already solved :-)
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* And puzzles with a dimension of 1 can't be made Hard, which
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* means the simplest thing is to forbid them altogether.
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*/
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if (params->w < 2 || params->h < 2)
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return "Width and height must both be at least two";
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return NULL;
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}
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/*
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* Scratch space for solver.
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*/
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struct solver_scratch {
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/*
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* Disjoint set forest which tracks the connected sets of
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* points.
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*/
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int *connected;
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/*
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* Counts the number of possible exits from each connected set
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* of points. (That is, the number of possible _simultaneous_
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* exits: an unconnected point labelled 2 has an exit count of
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* 2 even if all four possible edges are still under
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* consideration.)
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*/
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int *exits;
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/*
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* Tracks whether each connected set of points includes a
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* border point.
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*/
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unsigned char *border;
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/*
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* Another disjoint set forest. This one tracks _squares_ which
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* are known to slant in the same direction.
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*/
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int *equiv;
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/*
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* Stores slash values which we know for an equivalence class.
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* When we fill in a square, we set slashval[canonify(x)] to
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* the same value as soln[x], so that we can then spot other
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* squares equivalent to it and fill them in immediately via
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* their known equivalence.
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*/
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signed char *slashval;
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/*
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* Stores possible v-shapes. This array is w by h in size, but
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* not every bit of every entry is meaningful. The bits mean:
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*
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* - bit 0 for a square means that that square and the one to
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* its right might form a v-shape between them
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* - bit 1 for a square means that that square and the one to
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* its right might form a ^-shape between them
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* - bit 2 for a square means that that square and the one
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* below it might form a >-shape between them
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* - bit 3 for a square means that that square and the one
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* below it might form a <-shape between them
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*
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* Any starting 1 or 3 clue rules out four bits in this array
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* immediately; a 2 clue propagates any ruled-out bit past it
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* (if the two squares on one side of a 2 cannot be a v-shape,
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* then neither can the two on the other side be the same
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* v-shape); we can rule out further bits during play using
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* partially filled 2 clues; whenever a pair of squares is
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* known not to be _either_ kind of v-shape, we can mark them
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* as equivalent.
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*/
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unsigned char *vbitmap;
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/*
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* Useful to have this information automatically passed to
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* solver subroutines. (This pointer is not dynamically
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* allocated by new_scratch and free_scratch.)
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*/
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const signed char *clues;
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};
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static struct solver_scratch *new_scratch(int w, int h)
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{
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int W = w+1, H = h+1;
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struct solver_scratch *ret = snew(struct solver_scratch);
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ret->connected = snewn(W*H, int);
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ret->exits = snewn(W*H, int);
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ret->border = snewn(W*H, unsigned char);
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ret->equiv = snewn(w*h, int);
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ret->slashval = snewn(w*h, signed char);
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ret->vbitmap = snewn(w*h, unsigned char);
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return ret;
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}
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static void free_scratch(struct solver_scratch *sc)
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{
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sfree(sc->vbitmap);
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sfree(sc->slashval);
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sfree(sc->equiv);
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sfree(sc->border);
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sfree(sc->exits);
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sfree(sc->connected);
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sfree(sc);
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}
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/*
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* Wrapper on dsf_merge() which updates the `exits' and `border'
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* arrays.
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*/
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static void merge_vertices(int *connected,
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struct solver_scratch *sc, int i, int j)
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{
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int exits = -1, border = FALSE; /* initialise to placate optimiser */
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if (sc) {
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i = dsf_canonify(connected, i);
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j = dsf_canonify(connected, j);
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/*
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* We have used one possible exit from each of the two
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* classes. Thus, the viable exit count of the new class is
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* the sum of the old exit counts minus two.
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*/
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exits = sc->exits[i] + sc->exits[j] - 2;
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border = sc->border[i] || sc->border[j];
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}
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dsf_merge(connected, i, j);
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if (sc) {
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i = dsf_canonify(connected, i);
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sc->exits[i] = exits;
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sc->border[i] = border;
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}
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}
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/*
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* Called when we have just blocked one way out of a particular
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* point. If that point is a non-clue point (thus has a variable
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* number of exits), we have therefore decreased its potential exit
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* count, so we must decrement the exit count for the group as a
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* whole.
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*/
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static void decr_exits(struct solver_scratch *sc, int i)
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{
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if (sc->clues[i] < 0) {
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i = dsf_canonify(sc->connected, i);
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sc->exits[i]--;
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}
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}
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static void fill_square(int w, int h, int x, int y, int v,
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signed char *soln,
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int *connected, struct solver_scratch *sc)
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{
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int W = w+1 /*, H = h+1 */;
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assert(x >= 0 && x < w && y >= 0 && y < h);
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if (soln[y*w+x] != 0) {
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return; /* do nothing */
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}
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#ifdef SOLVER_DIAGNOSTICS
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if (verbose)
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printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y);
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#endif
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soln[y*w+x] = v;
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if (sc) {
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int c = dsf_canonify(sc->equiv, y*w+x);
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sc->slashval[c] = v;
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}
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if (v < 0) {
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merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1));
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if (sc) {
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decr_exits(sc, y*W+(x+1));
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decr_exits(sc, (y+1)*W+x);
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}
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} else {
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merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x);
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if (sc) {
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decr_exits(sc, y*W+x);
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decr_exits(sc, (y+1)*W+(x+1));
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}
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}
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}
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static int vbitmap_clear(int w, int h, struct solver_scratch *sc,
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int x, int y, int vbits, char *reason, ...)
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{
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int done_something = FALSE;
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int vbit;
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for (vbit = 1; vbit <= 8; vbit <<= 1)
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if (vbits & sc->vbitmap[y*w+x] & vbit) {
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done_something = TRUE;
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#ifdef SOLVER_DIAGNOSTICS
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if (verbose) {
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va_list ap;
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printf("ruling out %c shape at (%d,%d)-(%d,%d) (",
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"!v^!>!!!<"[vbit], x, y,
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x+((vbit&0x3)!=0), y+((vbit&0xC)!=0));
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va_start(ap, reason);
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vprintf(reason, ap);
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va_end(ap);
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printf(")\n");
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}
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#endif
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sc->vbitmap[y*w+x] &= ~vbit;
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}
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return done_something;
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}
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/*
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* Solver. Returns 0 for impossibility, 1 for success, 2 for
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* ambiguity or failure to converge.
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*/
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static int slant_solve(int w, int h, const signed char *clues,
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signed char *soln, struct solver_scratch *sc,
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int difficulty)
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{
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int W = w+1, H = h+1;
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int x, y, i, j;
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int done_something;
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/*
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* Clear the output.
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*/
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memset(soln, 0, w*h);
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sc->clues = clues;
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/*
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* Establish a disjoint set forest for tracking connectedness
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* between grid points.
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*/
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dsf_init(sc->connected, W*H);
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/*
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* Establish a disjoint set forest for tracking which squares
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* are known to slant in the same direction.
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*/
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dsf_init(sc->equiv, w*h);
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/*
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* Clear the slashval array.
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*/
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memset(sc->slashval, 0, w*h);
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/*
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* Set up the vbitmap array. Initially all types of v are possible.
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*/
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memset(sc->vbitmap, 0xF, w*h);
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/*
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* Initialise the `exits' and `border' arrays. These are used
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* to do second-order loop avoidance: the dual of the no loops
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* constraint is that every point must be somehow connected to
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* the border of the grid (otherwise there would be a solid
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* loop around it which prevented this).
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*
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* I define a `dead end' to be a connected group of points
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* which contains no border point, and which can form at most
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* one new connection outside itself. Then I forbid placing an
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* edge so that it connects together two dead-end groups, since
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* this would yield a non-border-connected isolated subgraph
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* with no further scope to extend it.
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*/
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for (y = 0; y < H; y++)
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for (x = 0; x < W; x++) {
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if (y == 0 || y == H-1 || x == 0 || x == W-1)
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sc->border[y*W+x] = TRUE;
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else
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sc->border[y*W+x] = FALSE;
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if (clues[y*W+x] < 0)
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sc->exits[y*W+x] = 4;
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else
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sc->exits[y*W+x] = clues[y*W+x];
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}
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/*
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* Repeatedly try to deduce something until we can't.
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*/
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do {
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done_something = FALSE;
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/*
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* Any clue point with the number of remaining lines equal
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* to zero or to the number of remaining undecided
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* neighbouring squares can be filled in completely.
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*/
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for (y = 0; y < H; y++)
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for (x = 0; x < W; x++) {
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struct {
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int pos, slash;
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} neighbours[4];
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int nneighbours;
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int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2;
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if ((c = clues[y*W+x]) < 0)
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continue;
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/*
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* We have a clue point. Start by listing its
|
|
* neighbouring squares, in order around the point,
|
|
* together with the type of slash that would be
|
|
* required in that square to connect to the point.
|
|
*/
|
|
nneighbours = 0;
|
|
if (x > 0 && y > 0) {
|
|
neighbours[nneighbours].pos = (y-1)*w+(x-1);
|
|
neighbours[nneighbours].slash = -1;
|
|
nneighbours++;
|
|
}
|
|
if (x > 0 && y < h) {
|
|
neighbours[nneighbours].pos = y*w+(x-1);
|
|
neighbours[nneighbours].slash = +1;
|
|
nneighbours++;
|
|
}
|
|
if (x < w && y < h) {
|
|
neighbours[nneighbours].pos = y*w+x;
|
|
neighbours[nneighbours].slash = -1;
|
|
nneighbours++;
|
|
}
|
|
if (x < w && y > 0) {
|
|
neighbours[nneighbours].pos = (y-1)*w+x;
|
|
neighbours[nneighbours].slash = +1;
|
|
nneighbours++;
|
|
}
|
|
|
|
/*
|
|
* Count up the number of undecided neighbours, and
|
|
* also the number of lines already present.
|
|
*
|
|
* If we're not on DIFF_EASY, then in this loop we
|
|
* also track whether we've seen two adjacent empty
|
|
* squares belonging to the same equivalence class
|
|
* (meaning they have the same type of slash). If
|
|
* so, we count them jointly as one line.
|
|
*/
|
|
nu = 0;
|
|
nl = c;
|
|
last = neighbours[nneighbours-1].pos;
|
|
if (soln[last] == 0)
|
|
eq = dsf_canonify(sc->equiv, last);
|
|
else
|
|
eq = -1;
|
|
meq = mj1 = mj2 = -1;
|
|
for (i = 0; i < nneighbours; i++) {
|
|
j = neighbours[i].pos;
|
|
s = neighbours[i].slash;
|
|
if (soln[j] == 0) {
|
|
nu++; /* undecided */
|
|
if (meq < 0 && difficulty > DIFF_EASY) {
|
|
eq2 = dsf_canonify(sc->equiv, j);
|
|
if (eq == eq2 && last != j) {
|
|
/*
|
|
* We've found an equivalent pair.
|
|
* Mark it. This also inhibits any
|
|
* further equivalence tracking
|
|
* around this square, since we can
|
|
* only handle one pair (and in
|
|
* particular we want to avoid
|
|
* being misled by two overlapping
|
|
* equivalence pairs).
|
|
*/
|
|
meq = eq;
|
|
mj1 = last;
|
|
mj2 = j;
|
|
nl--; /* count one line */
|
|
nu -= 2; /* and lose two undecideds */
|
|
} else
|
|
eq = eq2;
|
|
}
|
|
} else {
|
|
eq = -1;
|
|
if (soln[j] == s)
|
|
nl--; /* here's a line */
|
|
}
|
|
last = j;
|
|
}
|
|
|
|
/*
|
|
* Check the counts.
|
|
*/
|
|
if (nl < 0 || nl > nu) {
|
|
/*
|
|
* No consistent value for this at all!
|
|
*/
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("need %d / %d lines around clue point at %d,%d!\n",
|
|
nl, nu, x, y);
|
|
#endif
|
|
return 0; /* impossible */
|
|
}
|
|
|
|
if (nu > 0 && (nl == 0 || nl == nu)) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose) {
|
|
if (meq >= 0)
|
|
printf("partially (since %d,%d == %d,%d) ",
|
|
mj1%w, mj1/w, mj2%w, mj2/w);
|
|
printf("%s around clue point at %d,%d\n",
|
|
nl ? "filling" : "emptying", x, y);
|
|
}
|
|
#endif
|
|
for (i = 0; i < nneighbours; i++) {
|
|
j = neighbours[i].pos;
|
|
s = neighbours[i].slash;
|
|
if (soln[j] == 0 && j != mj1 && j != mj2)
|
|
fill_square(w, h, j%w, j/w, (nl ? s : -s), soln,
|
|
sc->connected, sc);
|
|
}
|
|
|
|
done_something = TRUE;
|
|
} else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) {
|
|
/*
|
|
* If we have precisely two undecided squares
|
|
* and precisely one line to place between
|
|
* them, _and_ those squares are adjacent, then
|
|
* we can mark them as equivalent to one
|
|
* another.
|
|
*
|
|
* This even applies if meq >= 0: if we have a
|
|
* 2 clue point and two of its neighbours are
|
|
* already marked equivalent, we can indeed
|
|
* mark the other two as equivalent.
|
|
*
|
|
* We don't bother with this on DIFF_EASY,
|
|
* since we wouldn't have used the results
|
|
* anyway.
|
|
*/
|
|
last = -1;
|
|
for (i = 0; i < nneighbours; i++) {
|
|
j = neighbours[i].pos;
|
|
if (soln[j] == 0 && j != mj1 && j != mj2) {
|
|
if (last < 0)
|
|
last = i;
|
|
else if (last == i-1 || (last == 0 && i == 3))
|
|
break; /* found a pair */
|
|
}
|
|
}
|
|
if (i < nneighbours) {
|
|
int sv1, sv2;
|
|
|
|
assert(last >= 0);
|
|
/*
|
|
* neighbours[last] and neighbours[i] are
|
|
* the pair. Mark them equivalent.
|
|
*/
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose) {
|
|
if (meq >= 0)
|
|
printf("since %d,%d == %d,%d, ",
|
|
mj1%w, mj1/w, mj2%w, mj2/w);
|
|
}
|
|
#endif
|
|
mj1 = neighbours[last].pos;
|
|
mj2 = neighbours[i].pos;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("clue point at %d,%d implies %d,%d == %d,"
|
|
"%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w);
|
|
#endif
|
|
mj1 = dsf_canonify(sc->equiv, mj1);
|
|
sv1 = sc->slashval[mj1];
|
|
mj2 = dsf_canonify(sc->equiv, mj2);
|
|
sv2 = sc->slashval[mj2];
|
|
if (sv1 != 0 && sv2 != 0 && sv1 != sv2) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("merged two equivalence classes with"
|
|
" different slash values!\n");
|
|
#endif
|
|
return 0;
|
|
}
|
|
sv1 = sv1 ? sv1 : sv2;
|
|
dsf_merge(sc->equiv, mj1, mj2);
|
|
mj1 = dsf_canonify(sc->equiv, mj1);
|
|
sc->slashval[mj1] = sv1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (done_something)
|
|
continue;
|
|
|
|
/*
|
|
* Failing that, we now apply the second condition, which
|
|
* is that no square may be filled in such a way as to form
|
|
* a loop. Also in this loop (since it's over squares
|
|
* rather than points), we check slashval to see if we've
|
|
* already filled in another square in the same equivalence
|
|
* class.
|
|
*
|
|
* The slashval check is disabled on DIFF_EASY, as is dead
|
|
* end avoidance. Only _immediate_ loop avoidance remains.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int fs, bs, v;
|
|
int c1, c2;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
char *reason = "<internal error>";
|
|
#endif
|
|
|
|
if (soln[y*w+x])
|
|
continue; /* got this one already */
|
|
|
|
fs = FALSE;
|
|
bs = FALSE;
|
|
|
|
if (difficulty > DIFF_EASY)
|
|
v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)];
|
|
else
|
|
v = 0;
|
|
|
|
/*
|
|
* Try to rule out connectivity between (x,y) and
|
|
* (x+1,y+1); if successful, we will deduce that we
|
|
* must have a forward slash.
|
|
*/
|
|
c1 = dsf_canonify(sc->connected, y*W+x);
|
|
c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1));
|
|
if (c1 == c2) {
|
|
fs = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
reason = "simple loop avoidance";
|
|
#endif
|
|
}
|
|
if (difficulty > DIFF_EASY &&
|
|
!sc->border[c1] && !sc->border[c2] &&
|
|
sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
|
|
fs = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
reason = "dead end avoidance";
|
|
#endif
|
|
}
|
|
if (v == +1) {
|
|
fs = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
reason = "equivalence to an already filled square";
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
* Now do the same between (x+1,y) and (x,y+1), to
|
|
* see if we are required to have a backslash.
|
|
*/
|
|
c1 = dsf_canonify(sc->connected, y*W+(x+1));
|
|
c2 = dsf_canonify(sc->connected, (y+1)*W+x);
|
|
if (c1 == c2) {
|
|
bs = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
reason = "simple loop avoidance";
|
|
#endif
|
|
}
|
|
if (difficulty > DIFF_EASY &&
|
|
!sc->border[c1] && !sc->border[c2] &&
|
|
sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
|
|
bs = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
reason = "dead end avoidance";
|
|
#endif
|
|
}
|
|
if (v == -1) {
|
|
bs = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
reason = "equivalence to an already filled square";
|
|
#endif
|
|
}
|
|
|
|
if (fs && bs) {
|
|
/*
|
|
* No consistent value for this at all!
|
|
*/
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("%d,%d has no consistent slash!\n", x, y);
|
|
#endif
|
|
return 0; /* impossible */
|
|
}
|
|
|
|
if (fs) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("employing %s\n", reason);
|
|
#endif
|
|
fill_square(w, h, x, y, +1, soln, sc->connected, sc);
|
|
done_something = TRUE;
|
|
} else if (bs) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("employing %s\n", reason);
|
|
#endif
|
|
fill_square(w, h, x, y, -1, soln, sc->connected, sc);
|
|
done_something = TRUE;
|
|
}
|
|
}
|
|
|
|
if (done_something)
|
|
continue;
|
|
|
|
/*
|
|
* Now see what we can do with the vbitmap array. All
|
|
* vbitmap deductions are disabled at Easy level.
|
|
*/
|
|
if (difficulty <= DIFF_EASY)
|
|
continue;
|
|
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int s, c;
|
|
|
|
/*
|
|
* Any line already placed in a square must rule
|
|
* out any type of v which contradicts it.
|
|
*/
|
|
if ((s = soln[y*w+x]) != 0) {
|
|
if (x > 0)
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y, (s < 0 ? 0x1 : 0x2),
|
|
"contradicts known edge at (%d,%d)",x,y);
|
|
if (x+1 < w)
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x2 : 0x1),
|
|
"contradicts known edge at (%d,%d)",x,y);
|
|
if (y > 0)
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x, y-1, (s < 0 ? 0x4 : 0x8),
|
|
"contradicts known edge at (%d,%d)",x,y);
|
|
if (y+1 < h)
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x8 : 0x4),
|
|
"contradicts known edge at (%d,%d)",x,y);
|
|
}
|
|
|
|
/*
|
|
* If both types of v are ruled out for a pair of
|
|
* adjacent squares, mark them as equivalent.
|
|
*/
|
|
if (x+1 < w && !(sc->vbitmap[y*w+x] & 0x3)) {
|
|
int n1 = y*w+x, n2 = y*w+(x+1);
|
|
if (dsf_canonify(sc->equiv, n1) !=
|
|
dsf_canonify(sc->equiv, n2)) {
|
|
dsf_merge(sc->equiv, n1, n2);
|
|
done_something = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("(%d,%d) and (%d,%d) must be equivalent"
|
|
" because both v-shapes are ruled out\n",
|
|
x, y, x+1, y);
|
|
#endif
|
|
}
|
|
}
|
|
if (y+1 < h && !(sc->vbitmap[y*w+x] & 0xC)) {
|
|
int n1 = y*w+x, n2 = (y+1)*w+x;
|
|
if (dsf_canonify(sc->equiv, n1) !=
|
|
dsf_canonify(sc->equiv, n2)) {
|
|
dsf_merge(sc->equiv, n1, n2);
|
|
done_something = TRUE;
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("(%d,%d) and (%d,%d) must be equivalent"
|
|
" because both v-shapes are ruled out\n",
|
|
x, y, x, y+1);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
* The remaining work in this loop only works
|
|
* around non-edge clue points.
|
|
*/
|
|
if (y == 0 || x == 0)
|
|
continue;
|
|
if ((c = clues[y*W+x]) < 0)
|
|
continue;
|
|
|
|
/*
|
|
* x,y marks a clue point not on the grid edge. See
|
|
* if this clue point allows us to rule out any v
|
|
* shapes.
|
|
*/
|
|
|
|
if (c == 1) {
|
|
/*
|
|
* A 1 clue can never have any v shape pointing
|
|
* at it.
|
|
*/
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y-1, 0x5,
|
|
"points at 1 clue at (%d,%d)", x, y);
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y, 0x2,
|
|
"points at 1 clue at (%d,%d)", x, y);
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x, y-1, 0x8,
|
|
"points at 1 clue at (%d,%d)", x, y);
|
|
} else if (c == 3) {
|
|
/*
|
|
* A 3 clue can never have any v shape pointing
|
|
* away from it.
|
|
*/
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y-1, 0xA,
|
|
"points away from 3 clue at (%d,%d)", x, y);
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y, 0x1,
|
|
"points away from 3 clue at (%d,%d)", x, y);
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x, y-1, 0x4,
|
|
"points away from 3 clue at (%d,%d)", x, y);
|
|
} else if (c == 2) {
|
|
/*
|
|
* If a 2 clue has any kind of v ruled out on
|
|
* one side of it, the same v is ruled out on
|
|
* the other side.
|
|
*/
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y-1,
|
|
(sc->vbitmap[(y )*w+(x-1)] & 0x3) ^ 0x3,
|
|
"propagated by 2 clue at (%d,%d)", x, y);
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y-1,
|
|
(sc->vbitmap[(y-1)*w+(x )] & 0xC) ^ 0xC,
|
|
"propagated by 2 clue at (%d,%d)", x, y);
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x-1, y,
|
|
(sc->vbitmap[(y-1)*w+(x-1)] & 0x3) ^ 0x3,
|
|
"propagated by 2 clue at (%d,%d)", x, y);
|
|
done_something |=
|
|
vbitmap_clear(w, h, sc, x, y-1,
|
|
(sc->vbitmap[(y-1)*w+(x-1)] & 0xC) ^ 0xC,
|
|
"propagated by 2 clue at (%d,%d)", x, y);
|
|
}
|
|
|
|
#undef CLEARBITS
|
|
|
|
}
|
|
|
|
} while (done_something);
|
|
|
|
/*
|
|
* Solver can make no more progress. See if the grid is full.
|
|
*/
|
|
for (i = 0; i < w*h; i++)
|
|
if (!soln[i])
|
|
return 2; /* failed to converge */
|
|
return 1; /* success */
|
|
}
|
|
|
|
/*
|
|
* Filled-grid generator.
|
|
*/
|
|
static void slant_generate(int w, int h, signed char *soln, random_state *rs)
|
|
{
|
|
int W = w+1, H = h+1;
|
|
int x, y, i;
|
|
int *connected, *indices;
|
|
|
|
/*
|
|
* Clear the output.
|
|
*/
|
|
memset(soln, 0, w*h);
|
|
|
|
/*
|
|
* Establish a disjoint set forest for tracking connectedness
|
|
* between grid points.
|
|
*/
|
|
connected = snew_dsf(W*H);
|
|
|
|
/*
|
|
* Prepare a list of the squares in the grid, and fill them in
|
|
* in a random order.
|
|
*/
|
|
indices = snewn(w*h, int);
|
|
for (i = 0; i < w*h; i++)
|
|
indices[i] = i;
|
|
shuffle(indices, w*h, sizeof(*indices), rs);
|
|
|
|
/*
|
|
* Fill in each one in turn.
|
|
*/
|
|
for (i = 0; i < w*h; i++) {
|
|
int fs, bs, v;
|
|
|
|
y = indices[i] / w;
|
|
x = indices[i] % w;
|
|
|
|
fs = (dsf_canonify(connected, y*W+x) ==
|
|
dsf_canonify(connected, (y+1)*W+(x+1)));
|
|
bs = (dsf_canonify(connected, (y+1)*W+x) ==
|
|
dsf_canonify(connected, y*W+(x+1)));
|
|
|
|
/*
|
|
* It isn't possible to get into a situation where we
|
|
* aren't allowed to place _either_ type of slash in a
|
|
* square. Thus, filled-grid generation never has to
|
|
* backtrack.
|
|
*
|
|
* Proof (thanks to Gareth Taylor):
|
|
*
|
|
* If it were possible, it would have to be because there
|
|
* was an existing path (not using this square) between the
|
|
* top-left and bottom-right corners of this square, and
|
|
* another between the other two. These two paths would
|
|
* have to cross at some point.
|
|
*
|
|
* Obviously they can't cross in the middle of a square, so
|
|
* they must cross by sharing a point in common. But this
|
|
* isn't possible either: if you chessboard-colour all the
|
|
* points on the grid, you find that any continuous
|
|
* diagonal path is entirely composed of points of the same
|
|
* colour. And one of our two hypothetical paths is between
|
|
* two black points, and the other is between two white
|
|
* points - therefore they can have no point in common. []
|
|
*/
|
|
assert(!(fs && bs));
|
|
|
|
v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1;
|
|
fill_square(w, h, x, y, v, soln, connected, NULL);
|
|
}
|
|
|
|
sfree(indices);
|
|
sfree(connected);
|
|
}
|
|
|
|
static char *new_game_desc(game_params *params, random_state *rs,
|
|
char **aux, int interactive)
|
|
{
|
|
int w = params->w, h = params->h, W = w+1, H = h+1;
|
|
signed char *soln, *tmpsoln, *clues;
|
|
int *clueindices;
|
|
struct solver_scratch *sc;
|
|
int x, y, v, i, j;
|
|
char *desc;
|
|
|
|
soln = snewn(w*h, signed char);
|
|
tmpsoln = snewn(w*h, signed char);
|
|
clues = snewn(W*H, signed char);
|
|
clueindices = snewn(W*H, int);
|
|
sc = new_scratch(w, h);
|
|
|
|
do {
|
|
/*
|
|
* Create the filled grid.
|
|
*/
|
|
slant_generate(w, h, soln, rs);
|
|
|
|
/*
|
|
* Fill in the complete set of clues.
|
|
*/
|
|
for (y = 0; y < H; y++)
|
|
for (x = 0; x < W; x++) {
|
|
v = 0;
|
|
|
|
if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++;
|
|
if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++;
|
|
if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++;
|
|
if (x < w && y < h && soln[y*w+x] == -1) v++;
|
|
|
|
clues[y*W+x] = v;
|
|
}
|
|
|
|
/*
|
|
* With all clue points filled in, all puzzles are easy: we can
|
|
* simply process the clue points in lexicographic order, and
|
|
* at each clue point we will always have at most one square
|
|
* undecided, which we can then fill in uniquely.
|
|
*/
|
|
assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1);
|
|
|
|
/*
|
|
* Remove as many clues as possible while retaining solubility.
|
|
*
|
|
* In DIFF_HARD mode, we prioritise the removal of obvious
|
|
* starting points (4s, 0s, border 2s and corner 1s), on
|
|
* the grounds that having as few of these as possible
|
|
* seems like a good thing. In particular, we can often get
|
|
* away without _any_ completely obvious starting points,
|
|
* which is even better.
|
|
*/
|
|
for (i = 0; i < W*H; i++)
|
|
clueindices[i] = i;
|
|
shuffle(clueindices, W*H, sizeof(*clueindices), rs);
|
|
for (j = 0; j < 2; j++) {
|
|
for (i = 0; i < W*H; i++) {
|
|
int pass, yb, xb;
|
|
|
|
y = clueindices[i] / W;
|
|
x = clueindices[i] % W;
|
|
v = clues[y*W+x];
|
|
|
|
/*
|
|
* Identify which pass we should process this point
|
|
* in. If it's an obvious start point, _or_ we're
|
|
* in DIFF_EASY, then it goes in pass 0; otherwise
|
|
* pass 1.
|
|
*/
|
|
xb = (x == 0 || x == W-1);
|
|
yb = (y == 0 || y == H-1);
|
|
if (params->diff == DIFF_EASY || v == 4 || v == 0 ||
|
|
(v == 2 && (xb||yb)) || (v == 1 && xb && yb))
|
|
pass = 0;
|
|
else
|
|
pass = 1;
|
|
|
|
if (pass == j) {
|
|
clues[y*W+x] = -1;
|
|
if (slant_solve(w, h, clues, tmpsoln, sc,
|
|
params->diff) != 1)
|
|
clues[y*W+x] = v; /* put it back */
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* And finally, verify that the grid is of _at least_ the
|
|
* requested difficulty, by running the solver one level
|
|
* down and verifying that it can't manage it.
|
|
*/
|
|
} while (params->diff > 0 &&
|
|
slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1);
|
|
|
|
/*
|
|
* Now we have the clue set as it will be presented to the
|
|
* user. Encode it in a game desc.
|
|
*/
|
|
{
|
|
char *p;
|
|
int run, i;
|
|
|
|
desc = snewn(W*H+1, char);
|
|
p = desc;
|
|
run = 0;
|
|
for (i = 0; i <= W*H; i++) {
|
|
int n = (i < W*H ? clues[i] : -2);
|
|
|
|
if (n == -1)
|
|
run++;
|
|
else {
|
|
if (run) {
|
|
while (run > 0) {
|
|
int c = 'a' - 1 + run;
|
|
if (run > 26)
|
|
c = 'z';
|
|
*p++ = c;
|
|
run -= c - ('a' - 1);
|
|
}
|
|
}
|
|
if (n >= 0)
|
|
*p++ = '0' + n;
|
|
run = 0;
|
|
}
|
|
}
|
|
assert(p - desc <= W*H);
|
|
*p++ = '\0';
|
|
desc = sresize(desc, p - desc, char);
|
|
}
|
|
|
|
/*
|
|
* Encode the solution as an aux_info.
|
|
*/
|
|
{
|
|
char *auxbuf;
|
|
*aux = auxbuf = snewn(w*h+1, char);
|
|
for (i = 0; i < w*h; i++)
|
|
auxbuf[i] = soln[i] < 0 ? '\\' : '/';
|
|
auxbuf[w*h] = '\0';
|
|
}
|
|
|
|
free_scratch(sc);
|
|
sfree(clueindices);
|
|
sfree(clues);
|
|
sfree(tmpsoln);
|
|
sfree(soln);
|
|
|
|
return desc;
|
|
}
|
|
|
|
static char *validate_desc(game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, W = w+1, H = h+1;
|
|
int area = W*H;
|
|
int squares = 0;
|
|
|
|
while (*desc) {
|
|
int n = *desc++;
|
|
if (n >= 'a' && n <= 'z') {
|
|
squares += n - 'a' + 1;
|
|
} else if (n >= '0' && n <= '4') {
|
|
squares++;
|
|
} else
|
|
return "Invalid character in game description";
|
|
}
|
|
|
|
if (squares < area)
|
|
return "Not enough data to fill grid";
|
|
|
|
if (squares > area)
|
|
return "Too much data to fit in grid";
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, W = w+1, H = h+1;
|
|
game_state *state = snew(game_state);
|
|
int area = W*H;
|
|
int squares = 0;
|
|
|
|
state->p = *params;
|
|
state->soln = snewn(w*h, signed char);
|
|
memset(state->soln, 0, w*h);
|
|
state->completed = state->used_solve = FALSE;
|
|
state->errors = snewn(W*H, unsigned char);
|
|
memset(state->errors, 0, W*H);
|
|
|
|
state->clues = snew(game_clues);
|
|
state->clues->w = w;
|
|
state->clues->h = h;
|
|
state->clues->clues = snewn(W*H, signed char);
|
|
state->clues->refcount = 1;
|
|
state->clues->tmpdsf = snewn(W*H, int);
|
|
memset(state->clues->clues, -1, W*H);
|
|
while (*desc) {
|
|
int n = *desc++;
|
|
if (n >= 'a' && n <= 'z') {
|
|
squares += n - 'a' + 1;
|
|
} else if (n >= '0' && n <= '4') {
|
|
state->clues->clues[squares++] = n - '0';
|
|
} else
|
|
assert(!"can't get here");
|
|
}
|
|
assert(squares == area);
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->p = state->p;
|
|
ret->clues = state->clues;
|
|
ret->clues->refcount++;
|
|
ret->completed = state->completed;
|
|
ret->used_solve = state->used_solve;
|
|
|
|
ret->soln = snewn(w*h, signed char);
|
|
memcpy(ret->soln, state->soln, w*h);
|
|
|
|
ret->errors = snewn(W*H, unsigned char);
|
|
memcpy(ret->errors, state->errors, W*H);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
sfree(state->errors);
|
|
sfree(state->soln);
|
|
assert(state->clues);
|
|
if (--state->clues->refcount <= 0) {
|
|
sfree(state->clues->clues);
|
|
sfree(state->clues->tmpdsf);
|
|
sfree(state->clues);
|
|
}
|
|
sfree(state);
|
|
}
|
|
|
|
/*
|
|
* Utility function to return the current degree of a vertex. If
|
|
* `anti' is set, it returns the number of filled-in edges
|
|
* surrounding the point which _don't_ connect to it; thus 4 minus
|
|
* its anti-degree is the maximum degree it could have if all the
|
|
* empty spaces around it were filled in.
|
|
*
|
|
* (Yes, _4_ minus its anti-degree even if it's a border vertex.)
|
|
*
|
|
* If ret > 0, *sx and *sy are set to the coordinates of one of the
|
|
* squares that contributed to it.
|
|
*/
|
|
static int vertex_degree(int w, int h, signed char *soln, int x, int y,
|
|
int anti, int *sx, int *sy)
|
|
{
|
|
int ret = 0;
|
|
|
|
assert(x >= 0 && x <= w && y >= 0 && y <= h);
|
|
if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) {
|
|
if (sx) *sx = x-1;
|
|
if (sy) *sy = y-1;
|
|
ret++;
|
|
}
|
|
if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) {
|
|
if (sx) *sx = x-1;
|
|
if (sy) *sy = y;
|
|
ret++;
|
|
}
|
|
if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) {
|
|
if (sx) *sx = x;
|
|
if (sy) *sy = y-1;
|
|
ret++;
|
|
}
|
|
if (x < w && y < h && soln[y*w+x] - anti < 0) {
|
|
if (sx) *sx = x;
|
|
if (sy) *sy = y;
|
|
ret++;
|
|
}
|
|
|
|
return anti ? 4 - ret : ret;
|
|
}
|
|
|
|
static int check_completion(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
|
|
int i, x, y, err = FALSE;
|
|
int *dsf;
|
|
|
|
memset(state->errors, 0, W*H);
|
|
|
|
/*
|
|
* To detect loops in the grid, we iterate through each edge
|
|
* building up a dsf of connected components, and raise the
|
|
* alarm whenever we find an edge that connects two
|
|
* already-connected vertices.
|
|
*
|
|
* We use the `tmpdsf' scratch space in the shared clues
|
|
* structure, to avoid mallocing too often.
|
|
*
|
|
* When we find such an edge, we then search around the grid to
|
|
* find the loop it is a part of, so that we can highlight it
|
|
* as an error for the user. We do this by the hand-on-one-wall
|
|
* technique: the search will follow branches off the inside of
|
|
* the loop, discover they're dead ends, and unhighlight them
|
|
* again when returning to the actual loop.
|
|
*
|
|
* This technique guarantees that every loop it tracks will
|
|
* surround a disjoint area of the grid (since if an existing
|
|
* loop appears on the boundary of a new one, so that there are
|
|
* multiple possible paths that would come back to the starting
|
|
* point, it will pick the one that allows it to turn right
|
|
* most sharply and hence the one that does not re-surround the
|
|
* area of the previous one). Thus, the total time taken in
|
|
* searching round loops is linear in the grid area since every
|
|
* edge is visited at most twice.
|
|
*/
|
|
dsf = state->clues->tmpdsf;
|
|
dsf_init(dsf, W*H);
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int i1, i2;
|
|
|
|
if (state->soln[y*w+x] == 0)
|
|
continue;
|
|
if (state->soln[y*w+x] < 0) {
|
|
i1 = y*W+x;
|
|
i2 = (y+1)*W+(x+1);
|
|
} else {
|
|
i1 = y*W+(x+1);
|
|
i2 = (y+1)*W+x;
|
|
}
|
|
|
|
/*
|
|
* Our edge connects i1 with i2. If they're already
|
|
* connected, flag an error. Otherwise, link them.
|
|
*/
|
|
if (dsf_canonify(dsf, i1) == dsf_canonify(dsf, i2)) {
|
|
int x1, y1, x2, y2, dx, dy, dt, pass;
|
|
|
|
err = TRUE;
|
|
|
|
/*
|
|
* Now search around the boundary of the loop to
|
|
* highlight it.
|
|
*
|
|
* We have to do this in two passes. The first
|
|
* time, we toggle ERR_SQUARE_TMP on each edge;
|
|
* this pass terminates with ERR_SQUARE_TMP set on
|
|
* exactly the loop edges. In the second pass, we
|
|
* trace round that loop again and turn
|
|
* ERR_SQUARE_TMP into ERR_SQUARE. We have to do
|
|
* this because otherwise we might cancel part of a
|
|
* loop highlighted in a previous iteration of the
|
|
* outer loop.
|
|
*/
|
|
|
|
for (pass = 0; pass < 2; pass++) {
|
|
|
|
x1 = i1 % W;
|
|
y1 = i1 / W;
|
|
x2 = i2 % W;
|
|
y2 = i2 / W;
|
|
|
|
do {
|
|
/* Mark this edge. */
|
|
if (pass == 0) {
|
|
state->errors[min(y1,y2)*W+min(x1,x2)] ^=
|
|
ERR_SQUARE_TMP;
|
|
} else {
|
|
state->errors[min(y1,y2)*W+min(x1,x2)] |=
|
|
ERR_SQUARE;
|
|
state->errors[min(y1,y2)*W+min(x1,x2)] &=
|
|
~ERR_SQUARE_TMP;
|
|
}
|
|
|
|
/*
|
|
* Progress to the next edge by turning as
|
|
* sharply right as possible. In fact we do
|
|
* this by facing back along the edge and
|
|
* turning _left_ until we see an edge we
|
|
* can follow.
|
|
*/
|
|
dx = x1 - x2;
|
|
dy = y1 - y2;
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
/*
|
|
* Rotate (dx,dy) to the left.
|
|
*/
|
|
dt = dx; dx = dy; dy = -dt;
|
|
|
|
/*
|
|
* See if (x2,y2) has an edge in direction
|
|
* (dx,dy).
|
|
*/
|
|
if (x2+dx < 0 || x2+dx >= W ||
|
|
y2+dy < 0 || y2+dy >= H)
|
|
continue; /* off the side of the grid */
|
|
/* In the second pass, ignore unmarked edges. */
|
|
if (pass == 1 &&
|
|
!(state->errors[(y2-(dy<0))*W+x2-(dx<0)] &
|
|
ERR_SQUARE_TMP))
|
|
continue;
|
|
if (state->soln[(y2-(dy<0))*w+x2-(dx<0)] ==
|
|
(dx==dy ? -1 : +1))
|
|
break;
|
|
}
|
|
|
|
/*
|
|
* In pass 0, we expect to have found
|
|
* _some_ edge we can follow, even if it
|
|
* was found by rotating all the way round
|
|
* and going back the way we came.
|
|
*
|
|
* In pass 1, because we're removing the
|
|
* mark on each edge that allows us to
|
|
* follow it, we expect to find _no_ edge
|
|
* we can follow when we've come all the
|
|
* way round the loop.
|
|
*/
|
|
if (pass == 1 && i == 4)
|
|
break;
|
|
assert(i < 4);
|
|
|
|
/*
|
|
* Set x1,y1 to x2,y2, and x2,y2 to be the
|
|
* other end of the new edge.
|
|
*/
|
|
x1 = x2;
|
|
y1 = y2;
|
|
x2 += dx;
|
|
y2 += dy;
|
|
} while (y2*W+x2 != i2);
|
|
|
|
}
|
|
|
|
} else
|
|
dsf_merge(dsf, i1, i2);
|
|
}
|
|
|
|
/*
|
|
* Now go through and check the degree of each clue vertex, and
|
|
* mark it with ERR_VERTEX if it cannot be fulfilled.
|
|
*/
|
|
for (y = 0; y < H; y++)
|
|
for (x = 0; x < W; x++) {
|
|
int c;
|
|
|
|
if ((c = state->clues->clues[y*W+x]) < 0)
|
|
continue;
|
|
|
|
/*
|
|
* Check to see if there are too many connections to
|
|
* this vertex _or_ too many non-connections. Either is
|
|
* grounds for marking the vertex as erroneous.
|
|
*/
|
|
if (vertex_degree(w, h, state->soln, x, y,
|
|
FALSE, NULL, NULL) > c ||
|
|
vertex_degree(w, h, state->soln, x, y,
|
|
TRUE, NULL, NULL) > 4-c) {
|
|
state->errors[y*W+x] |= ERR_VERTEX;
|
|
err = TRUE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Now our actual victory condition is that (a) none of the
|
|
* above code marked anything as erroneous, and (b) every
|
|
* square has an edge in it.
|
|
*/
|
|
|
|
if (err)
|
|
return FALSE;
|
|
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++)
|
|
if (state->soln[y*w+x] == 0)
|
|
return FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static char *solve_game(game_state *state, game_state *currstate,
|
|
char *aux, char **error)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
signed char *soln;
|
|
int bs, ret;
|
|
int free_soln = FALSE;
|
|
char *move, buf[80];
|
|
int movelen, movesize;
|
|
int x, y;
|
|
|
|
if (aux) {
|
|
/*
|
|
* If we already have the solution, save ourselves some
|
|
* time.
|
|
*/
|
|
soln = (signed char *)aux;
|
|
bs = (signed char)'\\';
|
|
free_soln = FALSE;
|
|
} else {
|
|
struct solver_scratch *sc = new_scratch(w, h);
|
|
soln = snewn(w*h, signed char);
|
|
bs = -1;
|
|
ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD);
|
|
free_scratch(sc);
|
|
if (ret != 1) {
|
|
sfree(soln);
|
|
if (ret == 0)
|
|
*error = "This puzzle is not self-consistent";
|
|
else
|
|
*error = "Unable to find a unique solution for this puzzle";
|
|
return NULL;
|
|
}
|
|
free_soln = TRUE;
|
|
}
|
|
|
|
/*
|
|
* Construct a move string which turns the current state into
|
|
* the solved state.
|
|
*/
|
|
movesize = 256;
|
|
move = snewn(movesize, char);
|
|
movelen = 0;
|
|
move[movelen++] = 'S';
|
|
move[movelen] = '\0';
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int v = (soln[y*w+x] == bs ? -1 : +1);
|
|
if (state->soln[y*w+x] != v) {
|
|
int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y);
|
|
if (movelen + len >= movesize) {
|
|
movesize = movelen + len + 256;
|
|
move = sresize(move, movesize, char);
|
|
}
|
|
strcpy(move + movelen, buf);
|
|
movelen += len;
|
|
}
|
|
}
|
|
|
|
if (free_soln)
|
|
sfree(soln);
|
|
|
|
return move;
|
|
}
|
|
|
|
static char *game_text_format(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
|
|
int x, y, len;
|
|
char *ret, *p;
|
|
|
|
/*
|
|
* There are h+H rows of w+W columns.
|
|
*/
|
|
len = (h+H) * (w+W+1) + 1;
|
|
ret = snewn(len, char);
|
|
p = ret;
|
|
|
|
for (y = 0; y < H; y++) {
|
|
for (x = 0; x < W; x++) {
|
|
if (state->clues->clues[y*W+x] >= 0)
|
|
*p++ = state->clues->clues[y*W+x] + '0';
|
|
else
|
|
*p++ = '+';
|
|
if (x < w)
|
|
*p++ = '-';
|
|
}
|
|
*p++ = '\n';
|
|
if (y < h) {
|
|
for (x = 0; x < W; x++) {
|
|
*p++ = '|';
|
|
if (x < w) {
|
|
if (state->soln[y*w+x] != 0)
|
|
*p++ = (state->soln[y*w+x] < 0 ? '\\' : '/');
|
|
else
|
|
*p++ = ' ';
|
|
}
|
|
}
|
|
*p++ = '\n';
|
|
}
|
|
}
|
|
*p++ = '\0';
|
|
|
|
assert(p - ret == len);
|
|
return ret;
|
|
}
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
}
|
|
|
|
static char *encode_ui(game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, game_state *oldstate,
|
|
game_state *newstate)
|
|
{
|
|
}
|
|
|
|
#define PREFERRED_TILESIZE 32
|
|
#define TILESIZE (ds->tilesize)
|
|
#define BORDER TILESIZE
|
|
#define CLUE_RADIUS (TILESIZE / 3)
|
|
#define CLUE_TEXTSIZE (TILESIZE / 2)
|
|
#define COORD(x) ( (x) * TILESIZE + BORDER )
|
|
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
|
|
|
|
#define FLASH_TIME 0.30F
|
|
|
|
/*
|
|
* Bit fields in the `grid' and `todraw' elements of the drawstate.
|
|
*/
|
|
#define BACKSLASH 0x00000001L
|
|
#define FORWSLASH 0x00000002L
|
|
#define L_T 0x00000004L
|
|
#define ERR_L_T 0x00000008L
|
|
#define L_B 0x00000010L
|
|
#define ERR_L_B 0x00000020L
|
|
#define T_L 0x00000040L
|
|
#define ERR_T_L 0x00000080L
|
|
#define T_R 0x00000100L
|
|
#define ERR_T_R 0x00000200L
|
|
#define C_TL 0x00000400L
|
|
#define ERR_C_TL 0x00000800L
|
|
#define FLASH 0x00001000L
|
|
#define ERRSLASH 0x00002000L
|
|
#define ERR_TL 0x00004000L
|
|
#define ERR_TR 0x00008000L
|
|
#define ERR_BL 0x00010000L
|
|
#define ERR_BR 0x00020000L
|
|
|
|
struct game_drawstate {
|
|
int tilesize;
|
|
int started;
|
|
long *grid;
|
|
long *todraw;
|
|
};
|
|
|
|
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
|
|
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
|
|
int v;
|
|
char buf[80];
|
|
|
|
/*
|
|
* This is an utterly awful hack which I should really sort out
|
|
* by means of a proper configuration mechanism. One Slant
|
|
* player has observed that they prefer the mouse buttons to
|
|
* function exactly the opposite way round, so here's a
|
|
* mechanism for environment-based configuration. I cache the
|
|
* result in a global variable - yuck! - to avoid repeated
|
|
* lookups.
|
|
*/
|
|
{
|
|
static int swap_buttons = -1;
|
|
if (swap_buttons < 0) {
|
|
char *env = getenv("SLANT_SWAP_BUTTONS");
|
|
swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y'));
|
|
}
|
|
if (swap_buttons) {
|
|
if (button == LEFT_BUTTON)
|
|
button = RIGHT_BUTTON;
|
|
else
|
|
button = LEFT_BUTTON;
|
|
}
|
|
}
|
|
|
|
x = FROMCOORD(x);
|
|
y = FROMCOORD(y);
|
|
if (x < 0 || y < 0 || x >= w || y >= h)
|
|
return NULL;
|
|
|
|
if (button == LEFT_BUTTON) {
|
|
/*
|
|
* Left-clicking cycles blank -> \ -> / -> blank.
|
|
*/
|
|
v = state->soln[y*w+x] - 1;
|
|
if (v == -2)
|
|
v = +1;
|
|
} else {
|
|
/*
|
|
* Right-clicking cycles blank -> / -> \ -> blank.
|
|
*/
|
|
v = state->soln[y*w+x] + 1;
|
|
if (v == +2)
|
|
v = -1;
|
|
}
|
|
|
|
sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y);
|
|
return dupstr(buf);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *execute_move(game_state *state, char *move)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
char c;
|
|
int x, y, n;
|
|
game_state *ret = dup_game(state);
|
|
|
|
while (*move) {
|
|
c = *move;
|
|
if (c == 'S') {
|
|
ret->used_solve = TRUE;
|
|
move++;
|
|
} else if (c == '\\' || c == '/' || c == 'C') {
|
|
move++;
|
|
if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
|
|
x < 0 || y < 0 || x >= w || y >= h) {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0);
|
|
move += n;
|
|
} else {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
if (*move == ';')
|
|
move++;
|
|
else if (*move) {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* We never clear the `completed' flag, but we must always
|
|
* re-run the completion check because it also highlights
|
|
* errors in the grid.
|
|
*/
|
|
ret->completed = check_completion(ret) || ret->completed;
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
static void game_compute_size(game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
/* fool the macros */
|
|
struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
|
|
|
|
*x = 2 * BORDER + params->w * TILESIZE + 1;
|
|
*y = 2 * BORDER + params->h * TILESIZE + 1;
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
game_params *params, int tilesize)
|
|
{
|
|
ds->tilesize = tilesize;
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
|
|
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
|
|
|
ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
|
|
ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
|
|
ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F;
|
|
|
|
ret[COL_INK * 3 + 0] = 0.0F;
|
|
ret[COL_INK * 3 + 1] = 0.0F;
|
|
ret[COL_INK * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_SLANT1 * 3 + 0] = 0.0F;
|
|
ret[COL_SLANT1 * 3 + 1] = 0.0F;
|
|
ret[COL_SLANT1 * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_SLANT2 * 3 + 0] = 0.0F;
|
|
ret[COL_SLANT2 * 3 + 1] = 0.0F;
|
|
ret[COL_SLANT2 * 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, game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
int i;
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
|
|
ds->tilesize = 0;
|
|
ds->started = FALSE;
|
|
ds->grid = snewn((w+2)*(h+2), long);
|
|
ds->todraw = snewn((w+2)*(h+2), long);
|
|
for (i = 0; i < (w+2)*(h+2); i++)
|
|
ds->grid[i] = ds->todraw[i] = -1;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
sfree(ds->todraw);
|
|
sfree(ds->grid);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_clue(drawing *dr, game_drawstate *ds,
|
|
int x, int y, long v, long err, int bg, int colour)
|
|
{
|
|
char p[2];
|
|
int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
|
|
int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK;
|
|
|
|
if (v < 0)
|
|
return;
|
|
|
|
p[0] = v + '0';
|
|
p[1] = '\0';
|
|
draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
|
|
bg >= 0 ? bg : COL_BACKGROUND, ccol);
|
|
draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE,
|
|
CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p);
|
|
}
|
|
|
|
static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues,
|
|
int x, int y, long v)
|
|
{
|
|
int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */;
|
|
int chesscolour = (x ^ y) & 1;
|
|
int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
|
|
int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;
|
|
|
|
clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
|
|
|
|
draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
|
|
(v & FLASH) ? COL_GRID : COL_BACKGROUND);
|
|
|
|
/*
|
|
* Draw the grid lines.
|
|
*/
|
|
if (x >= 0 && x < w && y >= 0)
|
|
draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID);
|
|
if (x >= 0 && x < w && y < h)
|
|
draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID);
|
|
if (y >= 0 && y < h && x >= 0)
|
|
draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID);
|
|
if (y >= 0 && y < h && x < w)
|
|
draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID);
|
|
if (x == -1 && y == -1)
|
|
draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID);
|
|
if (x == -1 && y == h)
|
|
draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID);
|
|
if (x == w && y == -1)
|
|
draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID);
|
|
if (x == w && y == h)
|
|
draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
|
|
|
|
/*
|
|
* Draw the slash.
|
|
*/
|
|
if (v & BACKSLASH) {
|
|
int scol = (v & ERRSLASH) ? COL_ERROR : bscol;
|
|
draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol);
|
|
draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
|
|
scol);
|
|
draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
|
|
scol);
|
|
} else if (v & FORWSLASH) {
|
|
int scol = (v & ERRSLASH) ? COL_ERROR : fscol;
|
|
draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol);
|
|
draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
|
|
scol);
|
|
draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
|
|
scol);
|
|
}
|
|
|
|
/*
|
|
* Draw dots on the grid corners that appear if a slash is in a
|
|
* neighbouring cell.
|
|
*/
|
|
if (v & (L_T | BACKSLASH))
|
|
draw_rect(dr, COORD(x), COORD(y)+1, 1, 1,
|
|
(v & ERR_L_T ? COL_ERROR : bscol));
|
|
if (v & (L_B | FORWSLASH))
|
|
draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1,
|
|
(v & ERR_L_B ? COL_ERROR : fscol));
|
|
if (v & (T_L | BACKSLASH))
|
|
draw_rect(dr, COORD(x)+1, COORD(y), 1, 1,
|
|
(v & ERR_T_L ? COL_ERROR : bscol));
|
|
if (v & (T_R | FORWSLASH))
|
|
draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1,
|
|
(v & ERR_T_R ? COL_ERROR : fscol));
|
|
if (v & (C_TL | BACKSLASH))
|
|
draw_rect(dr, COORD(x), COORD(y), 1, 1,
|
|
(v & ERR_C_TL ? COL_ERROR : bscol));
|
|
|
|
/*
|
|
* And finally the clues at the corners.
|
|
*/
|
|
if (x >= 0 && y >= 0)
|
|
draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1);
|
|
if (x < w && y >= 0)
|
|
draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1);
|
|
if (x >= 0 && y < h)
|
|
draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1);
|
|
if (x < w && y < h)
|
|
draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR,
|
|
-1, -1);
|
|
|
|
unclip(dr);
|
|
draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
|
|
}
|
|
|
|
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
|
|
int x, y;
|
|
int flashing;
|
|
|
|
if (flashtime > 0)
|
|
flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
|
|
else
|
|
flashing = FALSE;
|
|
|
|
if (!ds->started) {
|
|
int ww, wh;
|
|
game_compute_size(&state->p, TILESIZE, &ww, &wh);
|
|
draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
|
|
draw_update(dr, 0, 0, ww, wh);
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
/*
|
|
* Loop over the grid and work out where all the slashes are.
|
|
* We need to do this because a slash in one square affects the
|
|
* drawing of the next one along.
|
|
*/
|
|
for (y = -1; y <= h; y++)
|
|
for (x = -1; x <= w; x++) {
|
|
if (x >= 0 && x < w && y >= 0 && y < h)
|
|
ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0;
|
|
else
|
|
ds->todraw[(y+1)*(w+2)+(x+1)] = 0;
|
|
}
|
|
|
|
for (y = 0; y < h; y++) {
|
|
for (x = 0; x < w; x++) {
|
|
int err = state->errors[y*W+x] & ERR_SQUARE;
|
|
|
|
if (state->soln[y*w+x] < 0) {
|
|
ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH;
|
|
ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R;
|
|
ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B;
|
|
ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL;
|
|
if (err) {
|
|
ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
|
|
ERR_T_L | ERR_L_T | ERR_C_TL;
|
|
ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R;
|
|
ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B;
|
|
ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL;
|
|
}
|
|
} else if (state->soln[y*w+x] > 0) {
|
|
ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH;
|
|
ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL;
|
|
ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL;
|
|
if (err) {
|
|
ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
|
|
ERR_L_B | ERR_T_R;
|
|
ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL;
|
|
ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (y = 0; y < H; y++)
|
|
for (x = 0; x < W; x++)
|
|
if (state->errors[y*W+x] & ERR_VERTEX) {
|
|
ds->todraw[y*(w+2)+x] |= ERR_BR;
|
|
ds->todraw[y*(w+2)+(x+1)] |= ERR_BL;
|
|
ds->todraw[(y+1)*(w+2)+x] |= ERR_TR;
|
|
ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL;
|
|
}
|
|
|
|
/*
|
|
* Now go through and draw the grid squares.
|
|
*/
|
|
for (y = -1; y <= h; y++) {
|
|
for (x = -1; x <= w; x++) {
|
|
if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) {
|
|
draw_tile(dr, ds, state->clues, x, y,
|
|
ds->todraw[(y+1)*(w+2)+(x+1)]);
|
|
ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
if (!oldstate->completed && newstate->completed &&
|
|
!oldstate->used_solve && !newstate->used_solve)
|
|
return FLASH_TIME;
|
|
|
|
return 0.0F;
|
|
}
|
|
|
|
static int game_timing_state(game_state *state, game_ui *ui)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void game_print_size(game_params *params, float *x, float *y)
|
|
{
|
|
int pw, ph;
|
|
|
|
/*
|
|
* I'll use 6mm squares by default.
|
|
*/
|
|
game_compute_size(params, 600, &pw, &ph);
|
|
*x = pw / 100.0;
|
|
*y = ph / 100.0;
|
|
}
|
|
|
|
static void game_print(drawing *dr, game_state *state, int tilesize)
|
|
{
|
|
int w = state->p.w, h = state->p.h, W = w+1;
|
|
int ink = print_mono_colour(dr, 0);
|
|
int paper = print_mono_colour(dr, 1);
|
|
int x, y;
|
|
|
|
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
|
|
game_drawstate ads, *ds = &ads;
|
|
game_set_size(dr, ds, NULL, tilesize);
|
|
|
|
/*
|
|
* Border.
|
|
*/
|
|
print_line_width(dr, TILESIZE / 16);
|
|
draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink);
|
|
|
|
/*
|
|
* Grid.
|
|
*/
|
|
print_line_width(dr, TILESIZE / 24);
|
|
for (x = 1; x < w; x++)
|
|
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
|
|
for (y = 1; y < h; y++)
|
|
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
|
|
|
|
/*
|
|
* Solution.
|
|
*/
|
|
print_line_width(dr, TILESIZE / 12);
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++)
|
|
if (state->soln[y*w+x]) {
|
|
int ly, ry;
|
|
/*
|
|
* To prevent nasty line-ending artefacts at
|
|
* corners, I'll do something slightly cunning
|
|
* here.
|
|
*/
|
|
clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
|
|
if (state->soln[y*w+x] < 0)
|
|
ly = y-1, ry = y+2;
|
|
else
|
|
ry = y-1, ly = y+2;
|
|
draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry),
|
|
ink);
|
|
unclip(dr);
|
|
}
|
|
|
|
/*
|
|
* Clues.
|
|
*/
|
|
print_line_width(dr, TILESIZE / 24);
|
|
for (y = 0; y <= h; y++)
|
|
for (x = 0; x <= w; x++)
|
|
draw_clue(dr, ds, x, y, state->clues->clues[y*W+x],
|
|
FALSE, paper, ink);
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame slant
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Slant", "games.slant", "slant",
|
|
default_params,
|
|
game_fetch_preset,
|
|
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_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
decode_ui,
|
|
game_changed_state,
|
|
interpret_move,
|
|
execute_move,
|
|
PREFERRED_TILESIZE, game_compute_size, game_set_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
TRUE, FALSE, game_print_size, game_print,
|
|
FALSE, /* wants_statusbar */
|
|
FALSE, game_timing_state,
|
|
0, /* flags */
|
|
};
|
|
|
|
#ifdef STANDALONE_SOLVER
|
|
|
|
#include <stdarg.h>
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
game_params *p;
|
|
game_state *s;
|
|
char *id = NULL, *desc, *err;
|
|
int grade = FALSE;
|
|
int ret, diff, really_verbose = FALSE;
|
|
struct solver_scratch *sc;
|
|
|
|
while (--argc > 0) {
|
|
char *p = *++argv;
|
|
if (!strcmp(p, "-v")) {
|
|
really_verbose = TRUE;
|
|
} else if (!strcmp(p, "-g")) {
|
|
grade = TRUE;
|
|
} else if (*p == '-') {
|
|
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
|
|
return 1;
|
|
} else {
|
|
id = p;
|
|
}
|
|
}
|
|
|
|
if (!id) {
|
|
fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
|
|
return 1;
|
|
}
|
|
|
|
desc = strchr(id, ':');
|
|
if (!desc) {
|
|
fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
|
|
return 1;
|
|
}
|
|
*desc++ = '\0';
|
|
|
|
p = default_params();
|
|
decode_params(p, id);
|
|
err = validate_desc(p, desc);
|
|
if (err) {
|
|
fprintf(stderr, "%s: %s\n", argv[0], err);
|
|
return 1;
|
|
}
|
|
s = new_game(NULL, p, desc);
|
|
|
|
sc = new_scratch(p->w, p->h);
|
|
|
|
/*
|
|
* When solving an Easy puzzle, we don't want to bother the
|
|
* user with Hard-level deductions. For this reason, we grade
|
|
* the puzzle internally before doing anything else.
|
|
*/
|
|
ret = -1; /* placate optimiser */
|
|
for (diff = 0; diff < DIFFCOUNT; diff++) {
|
|
ret = slant_solve(p->w, p->h, s->clues->clues,
|
|
s->soln, sc, diff);
|
|
if (ret < 2)
|
|
break;
|
|
}
|
|
|
|
if (diff == DIFFCOUNT) {
|
|
if (grade)
|
|
printf("Difficulty rating: harder than Hard, or ambiguous\n");
|
|
else
|
|
printf("Unable to find a unique solution\n");
|
|
} else {
|
|
if (grade) {
|
|
if (ret == 0)
|
|
printf("Difficulty rating: impossible (no solution exists)\n");
|
|
else if (ret == 1)
|
|
printf("Difficulty rating: %s\n", slant_diffnames[diff]);
|
|
} else {
|
|
verbose = really_verbose;
|
|
ret = slant_solve(p->w, p->h, s->clues->clues,
|
|
s->soln, sc, diff);
|
|
if (ret == 0)
|
|
printf("Puzzle is inconsistent\n");
|
|
else
|
|
fputs(game_text_format(s), stdout);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endif
|