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A grid based on dodecagons with square symmetry. In between dodecagons there are 4 triangles around 1 square, which resembles a compass rose. https://en.wikipedia.org/wiki/3-4-3-12_tiling
3826 lines
125 KiB
C
3826 lines
125 KiB
C
/*
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* loopy.c:
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*
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* An implementation of the Nikoli game 'Loop the loop'.
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* (c) Mike Pinna, 2005, 2006
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* Substantially rewritten to allowing for more general types of grid.
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* (c) Lambros Lambrou 2008
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*
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* vim: set shiftwidth=4 :set textwidth=80:
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*/
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/*
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* Possible future solver enhancements:
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*
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* - There's an interesting deductive technique which makes use
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* of topology rather than just graph theory. Each _face_ in
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* the grid is either inside or outside the loop; you can tell
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* that two faces are on the same side of the loop if they're
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* separated by a LINE_NO (or, more generally, by a path
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* crossing no LINE_UNKNOWNs and an even number of LINE_YESes),
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* and on the opposite side of the loop if they're separated by
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* a LINE_YES (or an odd number of LINE_YESes and no
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* LINE_UNKNOWNs). Oh, and any face separated from the outside
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* of the grid by a LINE_YES or a LINE_NO is on the inside or
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* outside respectively. So if you can track this for all
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* faces, you figure out the state of the line between a pair
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* once their relative insideness is known.
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* + The way I envisage this working is simply to keep an edsf
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* of all _faces_, which indicates whether they're on
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* opposite sides of the loop from one another. We also
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* include a special entry in the edsf for the infinite
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* exterior "face".
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* + So, the simple way to do this is to just go through the
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* edges: every time we see an edge in a state other than
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* LINE_UNKNOWN which separates two faces that aren't in the
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* same edsf class, we can rectify that by merging the
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* classes. Then, conversely, an edge in LINE_UNKNOWN state
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* which separates two faces that _are_ in the same edsf
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* class can immediately have its state determined.
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* + But you can go one better, if you're prepared to loop
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* over all _pairs_ of edges. Suppose we have edges A and B,
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* which respectively separate faces A1,A2 and B1,B2.
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* Suppose that A,B are in the same edge-edsf class and that
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* A1,B1 (wlog) are in the same face-edsf class; then we can
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* immediately place A2,B2 into the same face-edsf class (as
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* each other, not as A1 and A2) one way round or the other.
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* And conversely again, if A1,B1 are in the same face-edsf
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* class and so are A2,B2, then we can put A,B into the same
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* face-edsf class.
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* * Of course, this deduction requires a quadratic-time
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* loop over all pairs of edges in the grid, so it should
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* be reserved until there's nothing easier left to be
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* done.
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*
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* - The generalised grid support has made me (SGT) notice a
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* possible extension to the loop-avoidance code. When you have
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* a path of connected edges such that no other edges at all
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* are incident on any vertex in the middle of the path - or,
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* alternatively, such that any such edges are already known to
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* be LINE_NO - then you know those edges are either all
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* LINE_YES or all LINE_NO. Hence you can mentally merge the
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* entire path into a single long curly edge for the purposes
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* of loop avoidance, and look directly at whether or not the
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* extreme endpoints of the path are connected by some other
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* route. I find this coming up fairly often when I play on the
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* octagonal grid setting, so it might be worth implementing in
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* the solver.
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*
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* - (Just a speed optimisation.) Consider some todo list queue where every
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* time we modify something we mark it for consideration by other bits of
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* the solver, to save iteration over things that have already been done.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <stddef.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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#include "tree234.h"
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#include "grid.h"
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#include "loopgen.h"
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/* Debugging options */
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/*
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#define DEBUG_CACHES
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#define SHOW_WORKING
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#define DEBUG_DLINES
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*/
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/* ----------------------------------------------------------------------
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* Struct, enum and function declarations
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*/
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enum {
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COL_BACKGROUND,
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COL_FOREGROUND,
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COL_LINEUNKNOWN,
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COL_HIGHLIGHT,
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COL_MISTAKE,
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COL_SATISFIED,
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COL_FAINT,
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NCOLOURS
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};
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struct game_state {
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grid *game_grid; /* ref-counted (internally) */
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/* Put -1 in a face that doesn't get a clue */
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signed char *clues;
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/* Array of line states, to store whether each line is
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* YES, NO or UNKNOWN */
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char *lines;
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bool *line_errors;
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bool exactly_one_loop;
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bool solved;
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bool cheated;
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/* Used in game_text_format(), so that it knows what type of
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* grid it's trying to render as ASCII text. */
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int grid_type;
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};
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enum solver_status {
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SOLVER_SOLVED, /* This is the only solution the solver could find */
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SOLVER_MISTAKE, /* This is definitely not a solution */
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SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
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SOLVER_INCOMPLETE /* This may be a partial solution */
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};
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/* ------ Solver state ------ */
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typedef struct solver_state {
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game_state *state;
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enum solver_status solver_status;
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/* NB looplen is the number of dots that are joined together at a point, ie a
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* looplen of 1 means there are no lines to a particular dot */
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int *looplen;
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/* Difficulty level of solver. Used by solver functions that want to
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* vary their behaviour depending on the requested difficulty level. */
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int diff;
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/* caches */
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char *dot_yes_count;
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char *dot_no_count;
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char *face_yes_count;
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char *face_no_count;
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bool *dot_solved, *face_solved;
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int *dotdsf;
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/* Information for Normal level deductions:
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* For each dline, store a bitmask for whether we know:
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* (bit 0) at least one is YES
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* (bit 1) at most one is YES */
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char *dlines;
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/* Hard level information */
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int *linedsf;
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} solver_state;
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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(NORMAL,Normal,n) \
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A(TRICKY,Tricky,t) \
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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) DIFF_MAX };
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static char const *const diffnames[] = { DIFFLIST(TITLE) };
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static char const diffchars[] = DIFFLIST(ENCODE);
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#define DIFFCONFIG DIFFLIST(CONFIG)
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/*
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* Solver routines, sorted roughly in order of computational cost.
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* The solver will run the faster deductions first, and slower deductions are
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* only invoked when the faster deductions are unable to make progress.
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* Each function is associated with a difficulty level, so that the generated
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* puzzles are solvable by applying only the functions with the chosen
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* difficulty level or lower.
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*/
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#define SOLVERLIST(A) \
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A(trivial_deductions, DIFF_EASY) \
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A(dline_deductions, DIFF_NORMAL) \
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A(linedsf_deductions, DIFF_HARD) \
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A(loop_deductions, DIFF_EASY)
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#define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *);
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#define SOLVER_FN(fn,diff) &fn,
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#define SOLVER_DIFF(fn,diff) diff,
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SOLVERLIST(SOLVER_FN_DECL)
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static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
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static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
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static const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
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struct game_params {
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int w, h;
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int diff;
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int type;
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};
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/* line_drawstate is the same as line_state, but with the extra ERROR
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* possibility. The drawing code copies line_state to line_drawstate,
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* except in the case that the line is an error. */
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enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO };
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enum line_drawstate { DS_LINE_YES, DS_LINE_UNKNOWN,
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DS_LINE_NO, DS_LINE_ERROR };
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#define OPP(line_state) \
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(2 - line_state)
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struct game_drawstate {
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bool started;
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int tilesize;
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bool flashing;
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int *textx, *texty;
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char *lines;
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bool *clue_error;
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bool *clue_satisfied;
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};
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static const char *validate_desc(const game_params *params, const char *desc);
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static int dot_order(const game_state* state, int i, char line_type);
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static int face_order(const game_state* state, int i, char line_type);
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static solver_state *solve_game_rec(const solver_state *sstate);
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#ifdef DEBUG_CACHES
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static void check_caches(const solver_state* sstate);
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#else
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#define check_caches(s)
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#endif
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/*
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* Grid type config options available in Loopy.
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*
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* Annoyingly, we have to use an enum here which doesn't match up
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* exactly to the grid-type enum in grid.h. Values in params->types
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* are given by names such as LOOPY_GRID_SQUARE, which shouldn't be
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* confused with GRID_SQUARE which is the value you pass to grid_new()
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* and friends. So beware!
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*
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* (This is partly for historical reasons - Loopy's version of the
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* enum is encoded in game parameter strings, so we keep it for
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* backwards compatibility. But also, we need to store additional data
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* here alongside each enum value, such as names for the presets menu,
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* which isn't stored in grid.h; so we have to have our own list macro
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* here anyway, and C doesn't make it easy to enforce that that lines
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* up exactly with grid.h.)
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*
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* Do not add values to this list _except_ at the end, or old game ids
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* will stop working!
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*/
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#define GRIDLIST(A) \
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A("Squares",SQUARE,3,3) \
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A("Triangular",TRIANGULAR,3,3) \
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A("Honeycomb",HONEYCOMB,3,3) \
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A("Snub-Square",SNUBSQUARE,3,3) \
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A("Cairo",CAIRO,3,4) \
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A("Great-Hexagonal",GREATHEXAGONAL,3,3) \
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A("Octagonal",OCTAGONAL,3,3) \
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A("Kites",KITE,3,3) \
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A("Floret",FLORET,1,2) \
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A("Dodecagonal",DODECAGONAL,2,2) \
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A("Great-Dodecagonal",GREATDODECAGONAL,2,2) \
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A("Penrose (kite/dart)",PENROSE_P2,3,3) \
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A("Penrose (rhombs)",PENROSE_P3,3,3) \
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A("Great-Great-Dodecagonal",GREATGREATDODECAGONAL,2,2) \
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A("Kagome",KAGOME,3,3) \
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A("Compass-Dodecagonal",COMPASSDODECAGONAL,2,2) \
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/* end of list */
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#define GRID_NAME(title,type,amin,omin) title,
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#define GRID_CONFIG(title,type,amin,omin) ":" title
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#define GRID_LOOPYTYPE(title,type,amin,omin) LOOPY_GRID_ ## type,
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#define GRID_GRIDTYPE(title,type,amin,omin) GRID_ ## type,
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#define GRID_SIZES(title,type,amin,omin) \
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{amin, omin, \
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"Width and height for this grid type must both be at least " #amin, \
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"At least one of width and height for this grid type must be at least " #omin,},
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enum { GRIDLIST(GRID_LOOPYTYPE) LOOPY_GRID_DUMMY_TERMINATOR };
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static char const *const gridnames[] = { GRIDLIST(GRID_NAME) };
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#define GRID_CONFIGS GRIDLIST(GRID_CONFIG)
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static grid_type grid_types[] = { GRIDLIST(GRID_GRIDTYPE) };
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#define NUM_GRID_TYPES (sizeof(grid_types) / sizeof(grid_types[0]))
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static const struct {
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int amin, omin;
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const char *aerr, *oerr;
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} grid_size_limits[] = { GRIDLIST(GRID_SIZES) };
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/* Generates a (dynamically allocated) new grid, according to the
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* type and size requested in params. Does nothing if the grid is already
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* generated. */
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static grid *loopy_generate_grid(const game_params *params,
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const char *grid_desc)
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{
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return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
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}
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/* ----------------------------------------------------------------------
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* Preprocessor magic
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*/
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/* General constants */
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#define PREFERRED_TILE_SIZE 32
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#define BORDER(tilesize) ((tilesize) / 2)
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#define FLASH_TIME 0.5F
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#define BIT_SET(field, bit) ((field) & (1<<(bit)))
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#define SET_BIT(field, bit) (BIT_SET(field, bit) ? false : \
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((field) |= (1<<(bit)), true))
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#define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
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((field) &= ~(1<<(bit)), true) : false)
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#define CLUE2CHAR(c) \
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((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')
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/* ----------------------------------------------------------------------
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* General struct manipulation and other straightforward code
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*/
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static game_state *dup_game(const game_state *state)
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{
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game_state *ret = snew(game_state);
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ret->game_grid = state->game_grid;
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ret->game_grid->refcount++;
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ret->solved = state->solved;
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ret->cheated = state->cheated;
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ret->clues = snewn(state->game_grid->num_faces, signed char);
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memcpy(ret->clues, state->clues, state->game_grid->num_faces);
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ret->lines = snewn(state->game_grid->num_edges, char);
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memcpy(ret->lines, state->lines, state->game_grid->num_edges);
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ret->line_errors = snewn(state->game_grid->num_edges, bool);
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memcpy(ret->line_errors, state->line_errors,
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state->game_grid->num_edges * sizeof(bool));
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ret->exactly_one_loop = state->exactly_one_loop;
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ret->grid_type = state->grid_type;
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return ret;
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}
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static void free_game(game_state *state)
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{
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if (state) {
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grid_free(state->game_grid);
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sfree(state->clues);
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sfree(state->lines);
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sfree(state->line_errors);
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sfree(state);
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}
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}
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static solver_state *new_solver_state(const game_state *state, int diff) {
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int i;
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int num_dots = state->game_grid->num_dots;
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int num_faces = state->game_grid->num_faces;
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int num_edges = state->game_grid->num_edges;
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solver_state *ret = snew(solver_state);
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ret->state = dup_game(state);
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ret->solver_status = SOLVER_INCOMPLETE;
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ret->diff = diff;
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ret->dotdsf = snew_dsf(num_dots);
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ret->looplen = snewn(num_dots, int);
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for (i = 0; i < num_dots; i++) {
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ret->looplen[i] = 1;
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}
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ret->dot_solved = snewn(num_dots, bool);
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ret->face_solved = snewn(num_faces, bool);
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memset(ret->dot_solved, 0, num_dots * sizeof(bool));
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memset(ret->face_solved, 0, num_faces * sizeof(bool));
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ret->dot_yes_count = snewn(num_dots, char);
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memset(ret->dot_yes_count, 0, num_dots);
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ret->dot_no_count = snewn(num_dots, char);
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memset(ret->dot_no_count, 0, num_dots);
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ret->face_yes_count = snewn(num_faces, char);
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memset(ret->face_yes_count, 0, num_faces);
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ret->face_no_count = snewn(num_faces, char);
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memset(ret->face_no_count, 0, num_faces);
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if (diff < DIFF_NORMAL) {
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ret->dlines = NULL;
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} else {
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ret->dlines = snewn(2*num_edges, char);
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memset(ret->dlines, 0, 2*num_edges);
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}
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if (diff < DIFF_HARD) {
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ret->linedsf = NULL;
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} else {
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ret->linedsf = snew_dsf(state->game_grid->num_edges);
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}
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return ret;
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}
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static void free_solver_state(solver_state *sstate) {
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if (sstate) {
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free_game(sstate->state);
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sfree(sstate->dotdsf);
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sfree(sstate->looplen);
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sfree(sstate->dot_solved);
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sfree(sstate->face_solved);
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sfree(sstate->dot_yes_count);
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sfree(sstate->dot_no_count);
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sfree(sstate->face_yes_count);
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sfree(sstate->face_no_count);
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/* OK, because sfree(NULL) is a no-op */
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sfree(sstate->dlines);
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sfree(sstate->linedsf);
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sfree(sstate);
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}
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}
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static solver_state *dup_solver_state(const solver_state *sstate) {
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game_state *state = sstate->state;
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int num_dots = state->game_grid->num_dots;
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int num_faces = state->game_grid->num_faces;
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int num_edges = state->game_grid->num_edges;
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solver_state *ret = snew(solver_state);
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ret->state = state = dup_game(sstate->state);
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ret->solver_status = sstate->solver_status;
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ret->diff = sstate->diff;
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ret->dotdsf = snewn(num_dots, int);
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ret->looplen = snewn(num_dots, int);
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memcpy(ret->dotdsf, sstate->dotdsf,
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num_dots * sizeof(int));
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memcpy(ret->looplen, sstate->looplen,
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num_dots * sizeof(int));
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ret->dot_solved = snewn(num_dots, bool);
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ret->face_solved = snewn(num_faces, bool);
|
|
memcpy(ret->dot_solved, sstate->dot_solved, num_dots * sizeof(bool));
|
|
memcpy(ret->face_solved, sstate->face_solved, num_faces * sizeof(bool));
|
|
|
|
ret->dot_yes_count = snewn(num_dots, char);
|
|
memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots);
|
|
ret->dot_no_count = snewn(num_dots, char);
|
|
memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots);
|
|
|
|
ret->face_yes_count = snewn(num_faces, char);
|
|
memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces);
|
|
ret->face_no_count = snewn(num_faces, char);
|
|
memcpy(ret->face_no_count, sstate->face_no_count, num_faces);
|
|
|
|
if (sstate->dlines) {
|
|
ret->dlines = snewn(2*num_edges, char);
|
|
memcpy(ret->dlines, sstate->dlines,
|
|
2*num_edges);
|
|
} else {
|
|
ret->dlines = NULL;
|
|
}
|
|
|
|
if (sstate->linedsf) {
|
|
ret->linedsf = snewn(num_edges, int);
|
|
memcpy(ret->linedsf, sstate->linedsf,
|
|
num_edges * sizeof(int));
|
|
} else {
|
|
ret->linedsf = NULL;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
static game_params *default_params(void)
|
|
{
|
|
game_params *ret = snew(game_params);
|
|
|
|
#ifdef SLOW_SYSTEM
|
|
ret->h = 7;
|
|
ret->w = 7;
|
|
#else
|
|
ret->h = 10;
|
|
ret->w = 10;
|
|
#endif
|
|
ret->diff = DIFF_EASY;
|
|
ret->type = 0;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static game_params *dup_params(const game_params *params)
|
|
{
|
|
game_params *ret = snew(game_params);
|
|
|
|
*ret = *params; /* structure copy */
|
|
return ret;
|
|
}
|
|
|
|
static const game_params loopy_presets_top[] = {
|
|
#ifdef SMALL_SCREEN
|
|
{ 7, 7, DIFF_EASY, LOOPY_GRID_SQUARE },
|
|
{ 7, 7, DIFF_NORMAL, LOOPY_GRID_SQUARE },
|
|
{ 7, 7, DIFF_HARD, LOOPY_GRID_SQUARE },
|
|
{ 7, 7, DIFF_HARD, LOOPY_GRID_TRIANGULAR },
|
|
{ 5, 5, DIFF_HARD, LOOPY_GRID_SNUBSQUARE },
|
|
{ 7, 7, DIFF_HARD, LOOPY_GRID_CAIRO },
|
|
{ 5, 5, DIFF_HARD, LOOPY_GRID_KITE },
|
|
{ 6, 6, DIFF_HARD, LOOPY_GRID_PENROSE_P2 },
|
|
{ 6, 6, DIFF_HARD, LOOPY_GRID_PENROSE_P3 },
|
|
#else
|
|
{ 7, 7, DIFF_EASY, LOOPY_GRID_SQUARE },
|
|
{ 10, 10, DIFF_EASY, LOOPY_GRID_SQUARE },
|
|
{ 7, 7, DIFF_NORMAL, LOOPY_GRID_SQUARE },
|
|
{ 10, 10, DIFF_NORMAL, LOOPY_GRID_SQUARE },
|
|
{ 7, 7, DIFF_HARD, LOOPY_GRID_SQUARE },
|
|
{ 10, 10, DIFF_HARD, LOOPY_GRID_SQUARE },
|
|
{ 12, 10, DIFF_HARD, LOOPY_GRID_TRIANGULAR },
|
|
{ 7, 7, DIFF_HARD, LOOPY_GRID_SNUBSQUARE },
|
|
{ 9, 9, DIFF_HARD, LOOPY_GRID_CAIRO },
|
|
{ 5, 5, DIFF_HARD, LOOPY_GRID_KITE },
|
|
{ 10, 10, DIFF_HARD, LOOPY_GRID_PENROSE_P2 },
|
|
{ 10, 10, DIFF_HARD, LOOPY_GRID_PENROSE_P3 },
|
|
#endif
|
|
};
|
|
|
|
static const game_params loopy_presets_more[] = {
|
|
#ifdef SMALL_SCREEN
|
|
{ 7, 7, DIFF_HARD, LOOPY_GRID_HONEYCOMB },
|
|
{ 5, 4, DIFF_HARD, LOOPY_GRID_GREATHEXAGONAL },
|
|
{ 5, 4, DIFF_HARD, LOOPY_GRID_KAGOME },
|
|
{ 5, 5, DIFF_HARD, LOOPY_GRID_OCTAGONAL },
|
|
{ 3, 3, DIFF_HARD, LOOPY_GRID_FLORET },
|
|
{ 3, 3, DIFF_HARD, LOOPY_GRID_DODECAGONAL },
|
|
{ 3, 3, DIFF_HARD, LOOPY_GRID_GREATDODECAGONAL },
|
|
{ 3, 2, DIFF_HARD, LOOPY_GRID_GREATGREATDODECAGONAL },
|
|
{ 3, 3, DIFF_HARD, LOOPY_GRID_COMPASSDODECAGONAL },
|
|
#else
|
|
{ 10, 10, DIFF_HARD, LOOPY_GRID_HONEYCOMB },
|
|
{ 5, 4, DIFF_HARD, LOOPY_GRID_GREATHEXAGONAL },
|
|
{ 5, 4, DIFF_HARD, LOOPY_GRID_KAGOME },
|
|
{ 7, 7, DIFF_HARD, LOOPY_GRID_OCTAGONAL },
|
|
{ 5, 5, DIFF_HARD, LOOPY_GRID_FLORET },
|
|
{ 5, 4, DIFF_HARD, LOOPY_GRID_DODECAGONAL },
|
|
{ 5, 4, DIFF_HARD, LOOPY_GRID_GREATDODECAGONAL },
|
|
{ 5, 3, DIFF_HARD, LOOPY_GRID_GREATGREATDODECAGONAL },
|
|
{ 5, 4, DIFF_HARD, LOOPY_GRID_COMPASSDODECAGONAL },
|
|
#endif
|
|
};
|
|
|
|
static void preset_menu_add_preset_with_title(struct preset_menu *menu,
|
|
const game_params *params)
|
|
{
|
|
char buf[80];
|
|
game_params *dup_params;
|
|
|
|
sprintf(buf, "%dx%d %s - %s", params->h, params->w,
|
|
gridnames[params->type], diffnames[params->diff]);
|
|
|
|
dup_params = snew(game_params);
|
|
*dup_params = *params;
|
|
|
|
preset_menu_add_preset(menu, dupstr(buf), dup_params);
|
|
}
|
|
|
|
static struct preset_menu *game_preset_menu(void)
|
|
{
|
|
struct preset_menu *top, *more;
|
|
int i;
|
|
|
|
top = preset_menu_new();
|
|
for (i = 0; i < lenof(loopy_presets_top); i++)
|
|
preset_menu_add_preset_with_title(top, &loopy_presets_top[i]);
|
|
|
|
more = preset_menu_add_submenu(top, dupstr("More..."));
|
|
for (i = 0; i < lenof(loopy_presets_more); i++)
|
|
preset_menu_add_preset_with_title(more, &loopy_presets_more[i]);
|
|
|
|
return top;
|
|
}
|
|
|
|
static void free_params(game_params *params)
|
|
{
|
|
sfree(params);
|
|
}
|
|
|
|
static void decode_params(game_params *params, char const *string)
|
|
{
|
|
params->h = params->w = atoi(string);
|
|
params->diff = DIFF_EASY;
|
|
while (*string && isdigit((unsigned char)*string)) string++;
|
|
if (*string == 'x') {
|
|
string++;
|
|
params->h = atoi(string);
|
|
while (*string && isdigit((unsigned char)*string)) string++;
|
|
}
|
|
if (*string == 't') {
|
|
string++;
|
|
params->type = atoi(string);
|
|
while (*string && isdigit((unsigned char)*string)) string++;
|
|
}
|
|
if (*string == 'd') {
|
|
int i;
|
|
string++;
|
|
for (i = 0; i < DIFF_MAX; i++)
|
|
if (*string == diffchars[i])
|
|
params->diff = i;
|
|
if (*string) string++;
|
|
}
|
|
}
|
|
|
|
static char *encode_params(const game_params *params, bool full)
|
|
{
|
|
char str[80];
|
|
sprintf(str, "%dx%dt%d", params->w, params->h, params->type);
|
|
if (full)
|
|
sprintf(str + strlen(str), "d%c", diffchars[params->diff]);
|
|
return dupstr(str);
|
|
}
|
|
|
|
static config_item *game_configure(const game_params *params)
|
|
{
|
|
config_item *ret;
|
|
char buf[80];
|
|
|
|
ret = snewn(5, 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 = "Grid type";
|
|
ret[2].type = C_CHOICES;
|
|
ret[2].u.choices.choicenames = GRID_CONFIGS;
|
|
ret[2].u.choices.selected = params->type;
|
|
|
|
ret[3].name = "Difficulty";
|
|
ret[3].type = C_CHOICES;
|
|
ret[3].u.choices.choicenames = DIFFCONFIG;
|
|
ret[3].u.choices.selected = params->diff;
|
|
|
|
ret[4].name = NULL;
|
|
ret[4].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->type = cfg[2].u.choices.selected;
|
|
ret->diff = cfg[3].u.choices.selected;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static const char *validate_params(const game_params *params, bool full)
|
|
{
|
|
if (params->type < 0 || params->type >= NUM_GRID_TYPES)
|
|
return "Illegal grid type";
|
|
if (params->w < grid_size_limits[params->type].amin ||
|
|
params->h < grid_size_limits[params->type].amin)
|
|
return grid_size_limits[params->type].aerr;
|
|
if (params->w < grid_size_limits[params->type].omin &&
|
|
params->h < grid_size_limits[params->type].omin)
|
|
return grid_size_limits[params->type].oerr;
|
|
|
|
/*
|
|
* This shouldn't be able to happen at all, since decode_params
|
|
* and custom_params will never generate anything that isn't
|
|
* within range.
|
|
*/
|
|
assert(params->diff < DIFF_MAX);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/* Returns a newly allocated string describing the current puzzle */
|
|
static char *state_to_text(const game_state *state)
|
|
{
|
|
grid *g = state->game_grid;
|
|
char *retval;
|
|
int num_faces = g->num_faces;
|
|
char *description = snewn(num_faces + 1, char);
|
|
char *dp = description;
|
|
int empty_count = 0;
|
|
int i;
|
|
|
|
for (i = 0; i < num_faces; i++) {
|
|
if (state->clues[i] < 0) {
|
|
if (empty_count > 25) {
|
|
dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
|
|
empty_count = 0;
|
|
}
|
|
empty_count++;
|
|
} else {
|
|
if (empty_count) {
|
|
dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
|
|
empty_count = 0;
|
|
}
|
|
dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i]));
|
|
}
|
|
}
|
|
|
|
if (empty_count)
|
|
dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
|
|
|
|
retval = dupstr(description);
|
|
sfree(description);
|
|
|
|
return retval;
|
|
}
|
|
|
|
#define GRID_DESC_SEP '_'
|
|
|
|
/* Splits up a (optional) grid_desc from the game desc. Returns the
|
|
* grid_desc (which needs freeing) and updates the desc pointer to
|
|
* start of real desc, or returns NULL if no desc. */
|
|
static char *extract_grid_desc(const char **desc)
|
|
{
|
|
char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
|
|
int gd_len;
|
|
|
|
if (!sep) return NULL;
|
|
|
|
gd_len = sep - (*desc);
|
|
gd = snewn(gd_len+1, char);
|
|
memcpy(gd, *desc, gd_len);
|
|
gd[gd_len] = '\0';
|
|
|
|
*desc = sep+1;
|
|
|
|
return gd;
|
|
}
|
|
|
|
/* We require that the params pass the test in validate_params and that the
|
|
* description fills the entire game area */
|
|
static const char *validate_desc(const game_params *params, const char *desc)
|
|
{
|
|
int count = 0;
|
|
grid *g;
|
|
char *grid_desc;
|
|
const char *ret;
|
|
|
|
/* It's pretty inefficient to do this just for validation. All we need to
|
|
* know is the precise number of faces. */
|
|
grid_desc = extract_grid_desc(&desc);
|
|
ret = grid_validate_desc(grid_types[params->type], params->w, params->h, grid_desc);
|
|
if (ret) return ret;
|
|
|
|
g = loopy_generate_grid(params, grid_desc);
|
|
if (grid_desc) sfree(grid_desc);
|
|
|
|
for (; *desc; ++desc) {
|
|
if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
|
|
count++;
|
|
continue;
|
|
}
|
|
if (*desc >= 'a') {
|
|
count += *desc - 'a' + 1;
|
|
continue;
|
|
}
|
|
return "Unknown character in description";
|
|
}
|
|
|
|
if (count < g->num_faces)
|
|
return "Description too short for board size";
|
|
if (count > g->num_faces)
|
|
return "Description too long for board size";
|
|
|
|
grid_free(g);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/* Sums the lengths of the numbers in range [0,n) */
|
|
/* See equivalent function in solo.c for justification of this. */
|
|
static int len_0_to_n(int n)
|
|
{
|
|
int len = 1; /* Counting 0 as a bit of a special case */
|
|
int i;
|
|
|
|
for (i = 1; i < n; i *= 10) {
|
|
len += max(n - i, 0);
|
|
}
|
|
|
|
return len;
|
|
}
|
|
|
|
static char *encode_solve_move(const game_state *state)
|
|
{
|
|
int len;
|
|
char *ret, *p;
|
|
int i;
|
|
int num_edges = state->game_grid->num_edges;
|
|
|
|
/* This is going to return a string representing the moves needed to set
|
|
* every line in a grid to be the same as the ones in 'state'. The exact
|
|
* length of this string is predictable. */
|
|
|
|
len = 1; /* Count the 'S' prefix */
|
|
/* Numbers in all lines */
|
|
len += len_0_to_n(num_edges);
|
|
/* For each line we also have a letter */
|
|
len += num_edges;
|
|
|
|
ret = snewn(len + 1, char);
|
|
p = ret;
|
|
|
|
p += sprintf(p, "S");
|
|
|
|
for (i = 0; i < num_edges; i++) {
|
|
switch (state->lines[i]) {
|
|
case LINE_YES:
|
|
p += sprintf(p, "%dy", i);
|
|
break;
|
|
case LINE_NO:
|
|
p += sprintf(p, "%dn", i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* No point in doing sums like that if they're going to be wrong */
|
|
assert(strlen(ret) <= (size_t)len);
|
|
return ret;
|
|
}
|
|
|
|
static game_ui *new_ui(const game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
}
|
|
|
|
static char *encode_ui(const game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, const char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, const game_state *oldstate,
|
|
const game_state *newstate)
|
|
{
|
|
}
|
|
|
|
static void game_compute_size(const game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
int grid_width, grid_height, rendered_width, rendered_height;
|
|
int g_tilesize;
|
|
|
|
grid_compute_size(grid_types[params->type], params->w, params->h,
|
|
&g_tilesize, &grid_width, &grid_height);
|
|
|
|
/* multiply first to minimise rounding error on integer division */
|
|
rendered_width = grid_width * tilesize / g_tilesize;
|
|
rendered_height = grid_height * tilesize / g_tilesize;
|
|
*x = rendered_width + 2 * BORDER(tilesize) + 1;
|
|
*y = rendered_height + 2 * BORDER(tilesize) + 1;
|
|
}
|
|
|
|
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);
|
|
|
|
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
|
|
|
ret[COL_FOREGROUND * 3 + 0] = 0.0F;
|
|
ret[COL_FOREGROUND * 3 + 1] = 0.0F;
|
|
ret[COL_FOREGROUND * 3 + 2] = 0.0F;
|
|
|
|
/*
|
|
* We want COL_LINEUNKNOWN to be a yellow which is a bit darker
|
|
* than the background. (I previously set it to 0.8,0.8,0, but
|
|
* found that this went badly with the 0.8,0.8,0.8 favoured as a
|
|
* background by the Java frontend.)
|
|
*/
|
|
ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
|
|
ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
|
|
ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
|
|
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
|
|
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
|
|
|
|
ret[COL_MISTAKE * 3 + 0] = 1.0F;
|
|
ret[COL_MISTAKE * 3 + 1] = 0.0F;
|
|
ret[COL_MISTAKE * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_SATISFIED * 3 + 0] = 0.0F;
|
|
ret[COL_SATISFIED * 3 + 1] = 0.0F;
|
|
ret[COL_SATISFIED * 3 + 2] = 0.0F;
|
|
|
|
/* We want the faint lines to be a bit darker than the background.
|
|
* Except if the background is pretty dark already; then it ought to be a
|
|
* bit lighter. Oy vey.
|
|
*/
|
|
ret[COL_FAINT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
|
|
ret[COL_FAINT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
|
|
ret[COL_FAINT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.9F;
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
|
|
{
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int num_faces = state->game_grid->num_faces;
|
|
int num_edges = state->game_grid->num_edges;
|
|
int i;
|
|
|
|
ds->tilesize = 0;
|
|
ds->started = false;
|
|
ds->lines = snewn(num_edges, char);
|
|
ds->clue_error = snewn(num_faces, bool);
|
|
ds->clue_satisfied = snewn(num_faces, bool);
|
|
ds->textx = snewn(num_faces, int);
|
|
ds->texty = snewn(num_faces, int);
|
|
ds->flashing = false;
|
|
|
|
memset(ds->lines, LINE_UNKNOWN, num_edges);
|
|
memset(ds->clue_error, 0, num_faces * sizeof(bool));
|
|
memset(ds->clue_satisfied, 0, num_faces * sizeof(bool));
|
|
for (i = 0; i < num_faces; i++)
|
|
ds->textx[i] = ds->texty[i] = -1;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
sfree(ds->textx);
|
|
sfree(ds->texty);
|
|
sfree(ds->clue_error);
|
|
sfree(ds->clue_satisfied);
|
|
sfree(ds->lines);
|
|
sfree(ds);
|
|
}
|
|
|
|
static bool game_timing_state(const game_state *state, game_ui *ui)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static float game_anim_length(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static bool game_can_format_as_text_now(const game_params *params)
|
|
{
|
|
if (params->type != 0)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
static char *game_text_format(const game_state *state)
|
|
{
|
|
int w, h, W, H;
|
|
int x, y, i;
|
|
int cell_size;
|
|
char *ret;
|
|
grid *g = state->game_grid;
|
|
grid_face *f;
|
|
|
|
assert(state->grid_type == 0);
|
|
|
|
/* Work out the basic size unit */
|
|
f = g->faces; /* first face */
|
|
assert(f->order == 4);
|
|
/* The dots are ordered clockwise, so the two opposite
|
|
* corners are guaranteed to span the square */
|
|
cell_size = abs(f->dots[0]->x - f->dots[2]->x);
|
|
|
|
w = (g->highest_x - g->lowest_x) / cell_size;
|
|
h = (g->highest_y - g->lowest_y) / cell_size;
|
|
|
|
/* Create a blank "canvas" to "draw" on */
|
|
W = 2 * w + 2;
|
|
H = 2 * h + 1;
|
|
ret = snewn(W * H + 1, char);
|
|
for (y = 0; y < H; y++) {
|
|
for (x = 0; x < W-1; x++) {
|
|
ret[y*W + x] = ' ';
|
|
}
|
|
ret[y*W + W-1] = '\n';
|
|
}
|
|
ret[H*W] = '\0';
|
|
|
|
/* Fill in edge info */
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
grid_edge *e = g->edges + i;
|
|
/* Cell coordinates, from (0,0) to (w-1,h-1) */
|
|
int x1 = (e->dot1->x - g->lowest_x) / cell_size;
|
|
int x2 = (e->dot2->x - g->lowest_x) / cell_size;
|
|
int y1 = (e->dot1->y - g->lowest_y) / cell_size;
|
|
int y2 = (e->dot2->y - g->lowest_y) / cell_size;
|
|
/* Midpoint, in canvas coordinates (canvas coordinates are just twice
|
|
* cell coordinates) */
|
|
x = x1 + x2;
|
|
y = y1 + y2;
|
|
switch (state->lines[i]) {
|
|
case LINE_YES:
|
|
ret[y*W + x] = (y1 == y2) ? '-' : '|';
|
|
break;
|
|
case LINE_NO:
|
|
ret[y*W + x] = 'x';
|
|
break;
|
|
case LINE_UNKNOWN:
|
|
break; /* already a space */
|
|
default:
|
|
assert(!"Illegal line state");
|
|
}
|
|
}
|
|
|
|
/* Fill in clues */
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
int x1, x2, y1, y2;
|
|
|
|
f = g->faces + i;
|
|
assert(f->order == 4);
|
|
/* Cell coordinates, from (0,0) to (w-1,h-1) */
|
|
x1 = (f->dots[0]->x - g->lowest_x) / cell_size;
|
|
x2 = (f->dots[2]->x - g->lowest_x) / cell_size;
|
|
y1 = (f->dots[0]->y - g->lowest_y) / cell_size;
|
|
y2 = (f->dots[2]->y - g->lowest_y) / cell_size;
|
|
/* Midpoint, in canvas coordinates */
|
|
x = x1 + x2;
|
|
y = y1 + y2;
|
|
ret[y*W + x] = CLUE2CHAR(state->clues[i]);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Debug code
|
|
*/
|
|
|
|
#ifdef DEBUG_CACHES
|
|
static void check_caches(const solver_state* sstate)
|
|
{
|
|
int i;
|
|
const game_state *state = sstate->state;
|
|
const grid *g = state->game_grid;
|
|
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]);
|
|
assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]);
|
|
}
|
|
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]);
|
|
assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
#define check_caches(s) \
|
|
do { \
|
|
fprintf(stderr, "check_caches at line %d\n", __LINE__); \
|
|
check_caches(s); \
|
|
} while (0)
|
|
#endif
|
|
#endif /* DEBUG_CACHES */
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Solver utility functions
|
|
*/
|
|
|
|
/* Sets the line (with index i) to the new state 'line_new', and updates
|
|
* the cached counts of any affected faces and dots.
|
|
* Returns true if this actually changed the line's state. */
|
|
static bool solver_set_line(solver_state *sstate, int i,
|
|
enum line_state line_new
|
|
#ifdef SHOW_WORKING
|
|
, const char *reason
|
|
#endif
|
|
)
|
|
{
|
|
game_state *state = sstate->state;
|
|
grid *g;
|
|
grid_edge *e;
|
|
|
|
assert(line_new != LINE_UNKNOWN);
|
|
|
|
check_caches(sstate);
|
|
|
|
if (state->lines[i] == line_new) {
|
|
return false; /* nothing changed */
|
|
}
|
|
state->lines[i] = line_new;
|
|
|
|
#ifdef SHOW_WORKING
|
|
fprintf(stderr, "solver: set line [%d] to %s (%s)\n",
|
|
i, line_new == LINE_YES ? "YES" : "NO",
|
|
reason);
|
|
#endif
|
|
|
|
g = state->game_grid;
|
|
e = g->edges + i;
|
|
|
|
/* Update the cache for both dots and both faces affected by this. */
|
|
if (line_new == LINE_YES) {
|
|
sstate->dot_yes_count[e->dot1 - g->dots]++;
|
|
sstate->dot_yes_count[e->dot2 - g->dots]++;
|
|
if (e->face1) {
|
|
sstate->face_yes_count[e->face1 - g->faces]++;
|
|
}
|
|
if (e->face2) {
|
|
sstate->face_yes_count[e->face2 - g->faces]++;
|
|
}
|
|
} else {
|
|
sstate->dot_no_count[e->dot1 - g->dots]++;
|
|
sstate->dot_no_count[e->dot2 - g->dots]++;
|
|
if (e->face1) {
|
|
sstate->face_no_count[e->face1 - g->faces]++;
|
|
}
|
|
if (e->face2) {
|
|
sstate->face_no_count[e->face2 - g->faces]++;
|
|
}
|
|
}
|
|
|
|
check_caches(sstate);
|
|
return true;
|
|
}
|
|
|
|
#ifdef SHOW_WORKING
|
|
#define solver_set_line(a, b, c) \
|
|
solver_set_line(a, b, c, __FUNCTION__)
|
|
#endif
|
|
|
|
/*
|
|
* Merge two dots due to the existence of an edge between them.
|
|
* Updates the dsf tracking equivalence classes, and keeps track of
|
|
* the length of path each dot is currently a part of.
|
|
* Returns true if the dots were already linked, ie if they are part of a
|
|
* closed loop, and false otherwise.
|
|
*/
|
|
static bool merge_dots(solver_state *sstate, int edge_index)
|
|
{
|
|
int i, j, len;
|
|
grid *g = sstate->state->game_grid;
|
|
grid_edge *e = g->edges + edge_index;
|
|
|
|
i = e->dot1 - g->dots;
|
|
j = e->dot2 - g->dots;
|
|
|
|
i = dsf_canonify(sstate->dotdsf, i);
|
|
j = dsf_canonify(sstate->dotdsf, j);
|
|
|
|
if (i == j) {
|
|
return true;
|
|
} else {
|
|
len = sstate->looplen[i] + sstate->looplen[j];
|
|
dsf_merge(sstate->dotdsf, i, j);
|
|
i = dsf_canonify(sstate->dotdsf, i);
|
|
sstate->looplen[i] = len;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/* Merge two lines because the solver has deduced that they must be either
|
|
* identical or opposite. Returns true if this is new information, otherwise
|
|
* false. */
|
|
static bool merge_lines(solver_state *sstate, int i, int j, bool inverse
|
|
#ifdef SHOW_WORKING
|
|
, const char *reason
|
|
#endif
|
|
)
|
|
{
|
|
bool inv_tmp;
|
|
|
|
assert(i < sstate->state->game_grid->num_edges);
|
|
assert(j < sstate->state->game_grid->num_edges);
|
|
|
|
i = edsf_canonify(sstate->linedsf, i, &inv_tmp);
|
|
inverse ^= inv_tmp;
|
|
j = edsf_canonify(sstate->linedsf, j, &inv_tmp);
|
|
inverse ^= inv_tmp;
|
|
|
|
edsf_merge(sstate->linedsf, i, j, inverse);
|
|
|
|
#ifdef SHOW_WORKING
|
|
if (i != j) {
|
|
fprintf(stderr, "%s [%d] [%d] %s(%s)\n",
|
|
__FUNCTION__, i, j,
|
|
inverse ? "inverse " : "", reason);
|
|
}
|
|
#endif
|
|
return (i != j);
|
|
}
|
|
|
|
#ifdef SHOW_WORKING
|
|
#define merge_lines(a, b, c, d) \
|
|
merge_lines(a, b, c, d, __FUNCTION__)
|
|
#endif
|
|
|
|
/* Count the number of lines of a particular type currently going into the
|
|
* given dot. */
|
|
static int dot_order(const game_state* state, int dot, char line_type)
|
|
{
|
|
int n = 0;
|
|
grid *g = state->game_grid;
|
|
grid_dot *d = g->dots + dot;
|
|
int i;
|
|
|
|
for (i = 0; i < d->order; i++) {
|
|
grid_edge *e = d->edges[i];
|
|
if (state->lines[e - g->edges] == line_type)
|
|
++n;
|
|
}
|
|
return n;
|
|
}
|
|
|
|
/* Count the number of lines of a particular type currently surrounding the
|
|
* given face */
|
|
static int face_order(const game_state* state, int face, char line_type)
|
|
{
|
|
int n = 0;
|
|
grid *g = state->game_grid;
|
|
grid_face *f = g->faces + face;
|
|
int i;
|
|
|
|
for (i = 0; i < f->order; i++) {
|
|
grid_edge *e = f->edges[i];
|
|
if (state->lines[e - g->edges] == line_type)
|
|
++n;
|
|
}
|
|
return n;
|
|
}
|
|
|
|
/* Set all lines bordering a dot of type old_type to type new_type
|
|
* Return value tells caller whether this function actually did anything */
|
|
static bool dot_setall(solver_state *sstate, int dot,
|
|
char old_type, char new_type)
|
|
{
|
|
bool retval = false, r;
|
|
game_state *state = sstate->state;
|
|
grid *g;
|
|
grid_dot *d;
|
|
int i;
|
|
|
|
if (old_type == new_type)
|
|
return false;
|
|
|
|
g = state->game_grid;
|
|
d = g->dots + dot;
|
|
|
|
for (i = 0; i < d->order; i++) {
|
|
int line_index = d->edges[i] - g->edges;
|
|
if (state->lines[line_index] == old_type) {
|
|
r = solver_set_line(sstate, line_index, new_type);
|
|
assert(r);
|
|
retval = true;
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
/* Set all lines bordering a face of type old_type to type new_type */
|
|
static bool face_setall(solver_state *sstate, int face,
|
|
char old_type, char new_type)
|
|
{
|
|
bool retval = false, r;
|
|
game_state *state = sstate->state;
|
|
grid *g;
|
|
grid_face *f;
|
|
int i;
|
|
|
|
if (old_type == new_type)
|
|
return false;
|
|
|
|
g = state->game_grid;
|
|
f = g->faces + face;
|
|
|
|
for (i = 0; i < f->order; i++) {
|
|
int line_index = f->edges[i] - g->edges;
|
|
if (state->lines[line_index] == old_type) {
|
|
r = solver_set_line(sstate, line_index, new_type);
|
|
assert(r);
|
|
retval = true;
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Loop generation and clue removal
|
|
*/
|
|
|
|
static void add_full_clues(game_state *state, random_state *rs)
|
|
{
|
|
signed char *clues = state->clues;
|
|
grid *g = state->game_grid;
|
|
char *board = snewn(g->num_faces, char);
|
|
int i;
|
|
|
|
generate_loop(g, board, rs, NULL, NULL);
|
|
|
|
/* Fill out all the clues by initialising to 0, then iterating over
|
|
* all edges and incrementing each clue as we find edges that border
|
|
* between BLACK/WHITE faces. While we're at it, we verify that the
|
|
* algorithm does work, and there aren't any GREY faces still there. */
|
|
memset(clues, 0, g->num_faces);
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
grid_edge *e = g->edges + i;
|
|
grid_face *f1 = e->face1;
|
|
grid_face *f2 = e->face2;
|
|
enum face_colour c1 = FACE_COLOUR(f1);
|
|
enum face_colour c2 = FACE_COLOUR(f2);
|
|
assert(c1 != FACE_GREY);
|
|
assert(c2 != FACE_GREY);
|
|
if (c1 != c2) {
|
|
if (f1) clues[f1 - g->faces]++;
|
|
if (f2) clues[f2 - g->faces]++;
|
|
}
|
|
}
|
|
sfree(board);
|
|
}
|
|
|
|
|
|
static bool game_has_unique_soln(const game_state *state, int diff)
|
|
{
|
|
bool ret;
|
|
solver_state *sstate_new;
|
|
solver_state *sstate = new_solver_state((game_state *)state, diff);
|
|
|
|
sstate_new = solve_game_rec(sstate);
|
|
|
|
assert(sstate_new->solver_status != SOLVER_MISTAKE);
|
|
ret = (sstate_new->solver_status == SOLVER_SOLVED);
|
|
|
|
free_solver_state(sstate_new);
|
|
free_solver_state(sstate);
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
/* Remove clues one at a time at random. */
|
|
static game_state *remove_clues(game_state *state, random_state *rs,
|
|
int diff)
|
|
{
|
|
int *face_list;
|
|
int num_faces = state->game_grid->num_faces;
|
|
game_state *ret = dup_game(state), *saved_ret;
|
|
int n;
|
|
|
|
/* We need to remove some clues. We'll do this by forming a list of all
|
|
* available clues, shuffling it, then going along one at a
|
|
* time clearing each clue in turn for which doing so doesn't render the
|
|
* board unsolvable. */
|
|
face_list = snewn(num_faces, int);
|
|
for (n = 0; n < num_faces; ++n) {
|
|
face_list[n] = n;
|
|
}
|
|
|
|
shuffle(face_list, num_faces, sizeof(int), rs);
|
|
|
|
for (n = 0; n < num_faces; ++n) {
|
|
saved_ret = dup_game(ret);
|
|
ret->clues[face_list[n]] = -1;
|
|
|
|
if (game_has_unique_soln(ret, diff)) {
|
|
free_game(saved_ret);
|
|
} else {
|
|
free_game(ret);
|
|
ret = saved_ret;
|
|
}
|
|
}
|
|
sfree(face_list);
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
static char *new_game_desc(const game_params *params, random_state *rs,
|
|
char **aux, bool interactive)
|
|
{
|
|
/* solution and description both use run-length encoding in obvious ways */
|
|
char *retval, *game_desc, *grid_desc;
|
|
grid *g;
|
|
game_state *state = snew(game_state);
|
|
game_state *state_new;
|
|
|
|
grid_desc = grid_new_desc(grid_types[params->type], params->w, params->h, rs);
|
|
state->game_grid = g = loopy_generate_grid(params, grid_desc);
|
|
|
|
state->clues = snewn(g->num_faces, signed char);
|
|
state->lines = snewn(g->num_edges, char);
|
|
state->line_errors = snewn(g->num_edges, bool);
|
|
state->exactly_one_loop = false;
|
|
|
|
state->grid_type = params->type;
|
|
|
|
newboard_please:
|
|
|
|
memset(state->lines, LINE_UNKNOWN, g->num_edges);
|
|
memset(state->line_errors, 0, g->num_edges * sizeof(bool));
|
|
|
|
state->solved = false;
|
|
state->cheated = false;
|
|
|
|
/* Get a new random solvable board with all its clues filled in. Yes, this
|
|
* can loop for ever if the params are suitably unfavourable, but
|
|
* preventing games smaller than 4x4 seems to stop this happening */
|
|
do {
|
|
add_full_clues(state, rs);
|
|
} while (!game_has_unique_soln(state, params->diff));
|
|
|
|
state_new = remove_clues(state, rs, params->diff);
|
|
free_game(state);
|
|
state = state_new;
|
|
|
|
|
|
if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
|
|
#ifdef SHOW_WORKING
|
|
fprintf(stderr, "Rejecting board, it is too easy\n");
|
|
#endif
|
|
goto newboard_please;
|
|
}
|
|
|
|
game_desc = state_to_text(state);
|
|
|
|
free_game(state);
|
|
|
|
if (grid_desc) {
|
|
retval = snewn(strlen(grid_desc) + 1 + strlen(game_desc) + 1, char);
|
|
sprintf(retval, "%s%c%s", grid_desc, (int)GRID_DESC_SEP, game_desc);
|
|
sfree(grid_desc);
|
|
sfree(game_desc);
|
|
} else {
|
|
retval = game_desc;
|
|
}
|
|
|
|
assert(!validate_desc(params, retval));
|
|
|
|
return retval;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, const game_params *params,
|
|
const char *desc)
|
|
{
|
|
int i;
|
|
game_state *state = snew(game_state);
|
|
int empties_to_make = 0;
|
|
int n,n2;
|
|
const char *dp;
|
|
char *grid_desc;
|
|
grid *g;
|
|
int num_faces, num_edges;
|
|
|
|
grid_desc = extract_grid_desc(&desc);
|
|
state->game_grid = g = loopy_generate_grid(params, grid_desc);
|
|
if (grid_desc) sfree(grid_desc);
|
|
|
|
dp = desc;
|
|
|
|
num_faces = g->num_faces;
|
|
num_edges = g->num_edges;
|
|
|
|
state->clues = snewn(num_faces, signed char);
|
|
state->lines = snewn(num_edges, char);
|
|
state->line_errors = snewn(num_edges, bool);
|
|
state->exactly_one_loop = false;
|
|
|
|
state->solved = state->cheated = false;
|
|
|
|
state->grid_type = params->type;
|
|
|
|
for (i = 0; i < num_faces; i++) {
|
|
if (empties_to_make) {
|
|
empties_to_make--;
|
|
state->clues[i] = -1;
|
|
continue;
|
|
}
|
|
|
|
assert(*dp);
|
|
n = *dp - '0';
|
|
n2 = *dp - 'A' + 10;
|
|
if (n >= 0 && n < 10) {
|
|
state->clues[i] = n;
|
|
} else if (n2 >= 10 && n2 < 36) {
|
|
state->clues[i] = n2;
|
|
} else {
|
|
n = *dp - 'a' + 1;
|
|
assert(n > 0);
|
|
state->clues[i] = -1;
|
|
empties_to_make = n - 1;
|
|
}
|
|
++dp;
|
|
}
|
|
|
|
memset(state->lines, LINE_UNKNOWN, num_edges);
|
|
memset(state->line_errors, 0, num_edges * sizeof(bool));
|
|
return state;
|
|
}
|
|
|
|
/* Calculates the line_errors data, and checks if the current state is a
|
|
* solution */
|
|
static bool check_completion(game_state *state)
|
|
{
|
|
grid *g = state->game_grid;
|
|
int i;
|
|
bool ret;
|
|
int *dsf, *component_state;
|
|
int nsilly, nloop, npath, largest_comp, largest_size, total_pathsize;
|
|
enum { COMP_NONE, COMP_LOOP, COMP_PATH, COMP_SILLY, COMP_EMPTY };
|
|
|
|
memset(state->line_errors, 0, g->num_edges * sizeof(bool));
|
|
|
|
/*
|
|
* Find loops in the grid, and determine whether the puzzle is
|
|
* solved.
|
|
*
|
|
* Loopy is a bit more complicated than most puzzles that care
|
|
* about loop detection. In most of them, loops are simply
|
|
* _forbidden_; so the obviously right way to do
|
|
* error-highlighting during play is to light up a graph edge red
|
|
* iff it is part of a loop, which is exactly what the centralised
|
|
* findloop.c makes easy.
|
|
*
|
|
* But Loopy is unusual in that you're _supposed_ to be making a
|
|
* loop - and yet _some_ loops are not the right loop. So we need
|
|
* to be more discriminating, by identifying loops one by one and
|
|
* then thinking about which ones to highlight, and so findloop.c
|
|
* isn't quite the right tool for the job in this case.
|
|
*
|
|
* Worse still, consider situations in which the grid contains a
|
|
* loop and also some non-loop edges: there are some cases like
|
|
* this in which the user's intuitive expectation would be to
|
|
* highlight the loop (if you're only about half way through the
|
|
* puzzle and have accidentally made a little loop in some corner
|
|
* of the grid), and others in which they'd be more likely to
|
|
* expect you to highlight the non-loop edges (if you've just
|
|
* closed off a whole loop that you thought was the entire
|
|
* solution, but forgot some disconnected edges in a corner
|
|
* somewhere). So while it's easy enough to check whether the
|
|
* solution is _right_, highlighting the wrong parts is a tricky
|
|
* problem for this puzzle!
|
|
*
|
|
* I'd quite like, in some situations, to identify the largest
|
|
* loop among the player's YES edges, and then light up everything
|
|
* other than that. But finding the longest cycle in a graph is an
|
|
* NP-complete problem (because, in particular, it must return a
|
|
* Hamilton cycle if one exists).
|
|
*
|
|
* However, I think we can make the problem tractable by
|
|
* exercising the Puzzles principle that it isn't absolutely
|
|
* necessary to highlight _all_ errors: the key point is that by
|
|
* the time the user has filled in the whole grid, they should
|
|
* either have seen a completion flash, or have _some_ error
|
|
* highlight showing them why the solution isn't right. So in
|
|
* principle it would be *just about* good enough to highlight
|
|
* just one error in the whole grid, if there was really no better
|
|
* way. But we'd like to highlight as many errors as possible.
|
|
*
|
|
* In this case, I think the simple approach is to make use of the
|
|
* fact that no vertex may have degree > 2, and that's really
|
|
* simple to detect. So the plan goes like this:
|
|
*
|
|
* - Form the dsf of connected components of the graph vertices.
|
|
*
|
|
* - Highlight an error at any vertex with degree > 2. (It so
|
|
* happens that we do this by lighting up all the edges
|
|
* incident to that vertex, but that's an output detail.)
|
|
*
|
|
* - Any component that contains such a vertex is now excluded
|
|
* from further consideration, because it already has a
|
|
* highlight.
|
|
*
|
|
* - The remaining components have no vertex with degree > 2, and
|
|
* hence they all consist of either a simple loop, or a simple
|
|
* path with two endpoints.
|
|
*
|
|
* - For these purposes, group together all the paths and imagine
|
|
* them to be a single component (because in most normal
|
|
* situations the player will gradually build up the solution
|
|
* _not_ all in one connected segment, but as lots of separate
|
|
* little path pieces that gradually connect to each other).
|
|
*
|
|
* - After doing that, if there is exactly one (sensible)
|
|
* component - be it a collection of paths or a loop - then
|
|
* highlight no further edge errors. (The former case is normal
|
|
* during play, and the latter is a potentially solved puzzle.)
|
|
*
|
|
* - Otherwise, find the largest of the sensible components,
|
|
* leave that one unhighlighted, and light the rest up in red.
|
|
*/
|
|
|
|
dsf = snew_dsf(g->num_dots);
|
|
|
|
/* Build the dsf. */
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
if (state->lines[i] == LINE_YES) {
|
|
grid_edge *e = g->edges + i;
|
|
int d1 = e->dot1 - g->dots, d2 = e->dot2 - g->dots;
|
|
dsf_merge(dsf, d1, d2);
|
|
}
|
|
}
|
|
|
|
/* Initialise a state variable for each connected component. */
|
|
component_state = snewn(g->num_dots, int);
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
if (dsf_canonify(dsf, i) == i)
|
|
component_state[i] = COMP_LOOP;
|
|
else
|
|
component_state[i] = COMP_NONE;
|
|
}
|
|
|
|
/* Check for dots with degree > 3. Here we also spot dots of
|
|
* degree 1 in which the user has marked all the non-edges as
|
|
* LINE_NO, because those are also clear vertex-level errors, so
|
|
* we give them the same treatment of excluding their connected
|
|
* component from the subsequent loop analysis. */
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
int comp = dsf_canonify(dsf, i);
|
|
int yes = dot_order(state, i, LINE_YES);
|
|
int unknown = dot_order(state, i, LINE_UNKNOWN);
|
|
if ((yes == 1 && unknown == 0) || (yes >= 3)) {
|
|
/* violation, so mark all YES edges as errors */
|
|
grid_dot *d = g->dots + i;
|
|
int j;
|
|
for (j = 0; j < d->order; j++) {
|
|
int e = d->edges[j] - g->edges;
|
|
if (state->lines[e] == LINE_YES)
|
|
state->line_errors[e] = true;
|
|
}
|
|
/* And mark this component as not worthy of further
|
|
* consideration. */
|
|
component_state[comp] = COMP_SILLY;
|
|
|
|
} else if (yes == 0) {
|
|
/* A completely isolated dot must also be excluded it from
|
|
* the subsequent loop highlighting pass, but we tag it
|
|
* with a different enum value to avoid it counting
|
|
* towards the components that inhibit returning a win
|
|
* status. */
|
|
component_state[comp] = COMP_EMPTY;
|
|
} else if (yes == 1) {
|
|
/* A dot with degree 1 that didn't fall into the 'clearly
|
|
* erroneous' case above indicates that this connected
|
|
* component will be a path rather than a loop - unless
|
|
* something worse elsewhere in the component has
|
|
* classified it as silly. */
|
|
if (component_state[comp] != COMP_SILLY)
|
|
component_state[comp] = COMP_PATH;
|
|
}
|
|
}
|
|
|
|
/* Count up the components. Also, find the largest sensible
|
|
* component. (Tie-breaking condition is derived from the order of
|
|
* vertices in the grid data structure, which is fairly arbitrary
|
|
* but at least stays stable throughout the game.) */
|
|
nsilly = nloop = npath = 0;
|
|
total_pathsize = 0;
|
|
largest_comp = largest_size = -1;
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
if (component_state[i] == COMP_SILLY) {
|
|
nsilly++;
|
|
} else if (component_state[i] == COMP_PATH) {
|
|
total_pathsize += dsf_size(dsf, i);
|
|
npath = 1;
|
|
} else if (component_state[i] == COMP_LOOP) {
|
|
int this_size;
|
|
|
|
nloop++;
|
|
|
|
if ((this_size = dsf_size(dsf, i)) > largest_size) {
|
|
largest_comp = i;
|
|
largest_size = this_size;
|
|
}
|
|
}
|
|
}
|
|
if (largest_size < total_pathsize) {
|
|
largest_comp = -1; /* means the paths */
|
|
largest_size = total_pathsize;
|
|
}
|
|
|
|
if (nloop > 0 && nloop + npath > 1) {
|
|
/*
|
|
* If there are at least two sensible components including at
|
|
* least one loop, highlight all edges in every sensible
|
|
* component that is not the largest one.
|
|
*/
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
if (state->lines[i] == LINE_YES) {
|
|
grid_edge *e = g->edges + i;
|
|
int d1 = e->dot1 - g->dots; /* either endpoint is good enough */
|
|
int comp = dsf_canonify(dsf, d1);
|
|
if ((component_state[comp] == COMP_PATH &&
|
|
-1 != largest_comp) ||
|
|
(component_state[comp] == COMP_LOOP &&
|
|
comp != largest_comp))
|
|
state->line_errors[i] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (nloop == 1 && npath == 0 && nsilly == 0) {
|
|
/*
|
|
* If there is exactly one component and it is a loop, then
|
|
* the puzzle is potentially complete, so check the clues.
|
|
*/
|
|
ret = true;
|
|
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
int c = state->clues[i];
|
|
if (c >= 0 && face_order(state, i, LINE_YES) != c) {
|
|
ret = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Also, whether or not the puzzle is actually complete, set
|
|
* the flag that says this game_state has exactly one loop and
|
|
* nothing else, which will be used to vary the semantics of
|
|
* clue highlighting at display time.
|
|
*/
|
|
state->exactly_one_loop = true;
|
|
} else {
|
|
ret = false;
|
|
state->exactly_one_loop = false;
|
|
}
|
|
|
|
sfree(component_state);
|
|
sfree(dsf);
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Solver logic
|
|
*
|
|
* Our solver modes operate as follows. Each mode also uses the modes above it.
|
|
*
|
|
* Easy Mode
|
|
* Just implement the rules of the game.
|
|
*
|
|
* Normal and Tricky Modes
|
|
* For each (adjacent) pair of lines through each dot we store a bit for
|
|
* whether at least one of them is on and whether at most one is on. (If we
|
|
* know both or neither is on that's already stored more directly.)
|
|
*
|
|
* Advanced Mode
|
|
* Use edsf data structure to make equivalence classes of lines that are
|
|
* known identical to or opposite to one another.
|
|
*/
|
|
|
|
|
|
/* DLines:
|
|
* For general grids, we consider "dlines" to be pairs of lines joined
|
|
* at a dot. The lines must be adjacent around the dot, so we can think of
|
|
* a dline as being a dot+face combination. Or, a dot+edge combination where
|
|
* the second edge is taken to be the next clockwise edge from the dot.
|
|
* Original loopy code didn't have this extra restriction of the lines being
|
|
* adjacent. From my tests with square grids, this extra restriction seems to
|
|
* take little, if anything, away from the quality of the puzzles.
|
|
* A dline can be uniquely identified by an edge/dot combination, given that
|
|
* a dline-pair always goes clockwise around its common dot. The edge/dot
|
|
* combination can be represented by an edge/bool combination - if bool is
|
|
* true, use edge->dot1 else use edge->dot2. So the total number of dlines is
|
|
* exactly twice the number of edges in the grid - although the dlines
|
|
* spanning the infinite face are not all that useful to the solver.
|
|
* Note that, by convention, a dline goes clockwise around its common dot,
|
|
* which means the dline goes anti-clockwise around its common face.
|
|
*/
|
|
|
|
/* Helper functions for obtaining an index into an array of dlines, given
|
|
* various information. We assume the grid layout conventions about how
|
|
* the various lists are interleaved - see grid_make_consistent() for
|
|
* details. */
|
|
|
|
/* i points to the first edge of the dline pair, reading clockwise around
|
|
* the dot. */
|
|
static int dline_index_from_dot(grid *g, grid_dot *d, int i)
|
|
{
|
|
grid_edge *e = d->edges[i];
|
|
int ret;
|
|
#ifdef DEBUG_DLINES
|
|
grid_edge *e2;
|
|
int i2 = i+1;
|
|
if (i2 == d->order) i2 = 0;
|
|
e2 = d->edges[i2];
|
|
#endif
|
|
ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0);
|
|
#ifdef DEBUG_DLINES
|
|
printf("dline_index_from_dot: d=%d,i=%d, edges [%d,%d] - %d\n",
|
|
(int)(d - g->dots), i, (int)(e - g->edges),
|
|
(int)(e2 - g->edges), ret);
|
|
#endif
|
|
return ret;
|
|
}
|
|
/* i points to the second edge of the dline pair, reading clockwise around
|
|
* the face. That is, the edges of the dline, starting at edge{i}, read
|
|
* anti-clockwise around the face. By layout conventions, the common dot
|
|
* of the dline will be f->dots[i] */
|
|
static int dline_index_from_face(grid *g, grid_face *f, int i)
|
|
{
|
|
grid_edge *e = f->edges[i];
|
|
grid_dot *d = f->dots[i];
|
|
int ret;
|
|
#ifdef DEBUG_DLINES
|
|
grid_edge *e2;
|
|
int i2 = i - 1;
|
|
if (i2 < 0) i2 += f->order;
|
|
e2 = f->edges[i2];
|
|
#endif
|
|
ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0);
|
|
#ifdef DEBUG_DLINES
|
|
printf("dline_index_from_face: f=%d,i=%d, edges [%d,%d] - %d\n",
|
|
(int)(f - g->faces), i, (int)(e - g->edges),
|
|
(int)(e2 - g->edges), ret);
|
|
#endif
|
|
return ret;
|
|
}
|
|
static bool is_atleastone(const char *dline_array, int index)
|
|
{
|
|
return BIT_SET(dline_array[index], 0);
|
|
}
|
|
static bool set_atleastone(char *dline_array, int index)
|
|
{
|
|
return SET_BIT(dline_array[index], 0);
|
|
}
|
|
static bool is_atmostone(const char *dline_array, int index)
|
|
{
|
|
return BIT_SET(dline_array[index], 1);
|
|
}
|
|
static bool set_atmostone(char *dline_array, int index)
|
|
{
|
|
return SET_BIT(dline_array[index], 1);
|
|
}
|
|
|
|
static void array_setall(char *array, char from, char to, int len)
|
|
{
|
|
char *p = array, *p_old = p;
|
|
int len_remaining = len;
|
|
|
|
while ((p = memchr(p, from, len_remaining))) {
|
|
*p = to;
|
|
len_remaining -= p - p_old;
|
|
p_old = p;
|
|
}
|
|
}
|
|
|
|
/* Helper, called when doing dline dot deductions, in the case where we
|
|
* have 4 UNKNOWNs, and two of them (adjacent) have *exactly* one YES between
|
|
* them (because of dline atmostone/atleastone).
|
|
* On entry, edge points to the first of these two UNKNOWNs. This function
|
|
* will find the opposite UNKNOWNS (if they are adjacent to one another)
|
|
* and set their corresponding dline to atleastone. (Setting atmostone
|
|
* already happens in earlier dline deductions) */
|
|
static bool dline_set_opp_atleastone(solver_state *sstate,
|
|
grid_dot *d, int edge)
|
|
{
|
|
game_state *state = sstate->state;
|
|
grid *g = state->game_grid;
|
|
int N = d->order;
|
|
int opp, opp2;
|
|
for (opp = 0; opp < N; opp++) {
|
|
int opp_dline_index;
|
|
if (opp == edge || opp == edge+1 || opp == edge-1)
|
|
continue;
|
|
if (opp == 0 && edge == N-1)
|
|
continue;
|
|
if (opp == N-1 && edge == 0)
|
|
continue;
|
|
opp2 = opp + 1;
|
|
if (opp2 == N) opp2 = 0;
|
|
/* Check if opp, opp2 point to LINE_UNKNOWNs */
|
|
if (state->lines[d->edges[opp] - g->edges] != LINE_UNKNOWN)
|
|
continue;
|
|
if (state->lines[d->edges[opp2] - g->edges] != LINE_UNKNOWN)
|
|
continue;
|
|
/* Found opposite UNKNOWNS and they're next to each other */
|
|
opp_dline_index = dline_index_from_dot(g, d, opp);
|
|
return set_atleastone(sstate->dlines, opp_dline_index);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
/* Set pairs of lines around this face which are known to be identical, to
|
|
* the given line_state */
|
|
static bool face_setall_identical(solver_state *sstate, int face_index,
|
|
enum line_state line_new)
|
|
{
|
|
/* can[dir] contains the canonical line associated with the line in
|
|
* direction dir from the square in question. Similarly inv[dir] is
|
|
* whether or not the line in question is inverse to its canonical
|
|
* element. */
|
|
bool retval = false;
|
|
game_state *state = sstate->state;
|
|
grid *g = state->game_grid;
|
|
grid_face *f = g->faces + face_index;
|
|
int N = f->order;
|
|
int i, j;
|
|
int can1, can2;
|
|
bool inv1, inv2;
|
|
|
|
for (i = 0; i < N; i++) {
|
|
int line1_index = f->edges[i] - g->edges;
|
|
if (state->lines[line1_index] != LINE_UNKNOWN)
|
|
continue;
|
|
for (j = i + 1; j < N; j++) {
|
|
int line2_index = f->edges[j] - g->edges;
|
|
if (state->lines[line2_index] != LINE_UNKNOWN)
|
|
continue;
|
|
|
|
/* Found two UNKNOWNS */
|
|
can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
|
|
can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
|
|
if (can1 == can2 && inv1 == inv2) {
|
|
solver_set_line(sstate, line1_index, line_new);
|
|
solver_set_line(sstate, line2_index, line_new);
|
|
}
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
|
|
/* Given a dot or face, and a count of LINE_UNKNOWNs, find them and
|
|
* return the edge indices into e. */
|
|
static void find_unknowns(game_state *state,
|
|
grid_edge **edge_list, /* Edge list to search (from a face or a dot) */
|
|
int expected_count, /* Number of UNKNOWNs (comes from solver's cache) */
|
|
int *e /* Returned edge indices */)
|
|
{
|
|
int c = 0;
|
|
grid *g = state->game_grid;
|
|
while (c < expected_count) {
|
|
int line_index = *edge_list - g->edges;
|
|
if (state->lines[line_index] == LINE_UNKNOWN) {
|
|
e[c] = line_index;
|
|
c++;
|
|
}
|
|
++edge_list;
|
|
}
|
|
}
|
|
|
|
/* If we have a list of edges, and we know whether the number of YESs should
|
|
* be odd or even, and there are only a few UNKNOWNs, we can do some simple
|
|
* linedsf deductions. This can be used for both face and dot deductions.
|
|
* Returns the difficulty level of the next solver that should be used,
|
|
* or DIFF_MAX if no progress was made. */
|
|
static int parity_deductions(solver_state *sstate,
|
|
grid_edge **edge_list, /* Edge list (from a face or a dot) */
|
|
int total_parity, /* Expected number of YESs modulo 2 (either 0 or 1) */
|
|
int unknown_count)
|
|
{
|
|
game_state *state = sstate->state;
|
|
int diff = DIFF_MAX;
|
|
int *linedsf = sstate->linedsf;
|
|
|
|
if (unknown_count == 2) {
|
|
/* Lines are known alike/opposite, depending on inv. */
|
|
int e[2];
|
|
find_unknowns(state, edge_list, 2, e);
|
|
if (merge_lines(sstate, e[0], e[1], total_parity))
|
|
diff = min(diff, DIFF_HARD);
|
|
} else if (unknown_count == 3) {
|
|
int e[3];
|
|
int can[3]; /* canonical edges */
|
|
bool inv[3]; /* whether can[x] is inverse to e[x] */
|
|
find_unknowns(state, edge_list, 3, e);
|
|
can[0] = edsf_canonify(linedsf, e[0], inv);
|
|
can[1] = edsf_canonify(linedsf, e[1], inv+1);
|
|
can[2] = edsf_canonify(linedsf, e[2], inv+2);
|
|
if (can[0] == can[1]) {
|
|
if (solver_set_line(sstate, e[2], (total_parity^inv[0]^inv[1]) ?
|
|
LINE_YES : LINE_NO))
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
if (can[0] == can[2]) {
|
|
if (solver_set_line(sstate, e[1], (total_parity^inv[0]^inv[2]) ?
|
|
LINE_YES : LINE_NO))
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
if (can[1] == can[2]) {
|
|
if (solver_set_line(sstate, e[0], (total_parity^inv[1]^inv[2]) ?
|
|
LINE_YES : LINE_NO))
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
} else if (unknown_count == 4) {
|
|
int e[4];
|
|
int can[4]; /* canonical edges */
|
|
bool inv[4]; /* whether can[x] is inverse to e[x] */
|
|
find_unknowns(state, edge_list, 4, e);
|
|
can[0] = edsf_canonify(linedsf, e[0], inv);
|
|
can[1] = edsf_canonify(linedsf, e[1], inv+1);
|
|
can[2] = edsf_canonify(linedsf, e[2], inv+2);
|
|
can[3] = edsf_canonify(linedsf, e[3], inv+3);
|
|
if (can[0] == can[1]) {
|
|
if (merge_lines(sstate, e[2], e[3], total_parity^inv[0]^inv[1]))
|
|
diff = min(diff, DIFF_HARD);
|
|
} else if (can[0] == can[2]) {
|
|
if (merge_lines(sstate, e[1], e[3], total_parity^inv[0]^inv[2]))
|
|
diff = min(diff, DIFF_HARD);
|
|
} else if (can[0] == can[3]) {
|
|
if (merge_lines(sstate, e[1], e[2], total_parity^inv[0]^inv[3]))
|
|
diff = min(diff, DIFF_HARD);
|
|
} else if (can[1] == can[2]) {
|
|
if (merge_lines(sstate, e[0], e[3], total_parity^inv[1]^inv[2]))
|
|
diff = min(diff, DIFF_HARD);
|
|
} else if (can[1] == can[3]) {
|
|
if (merge_lines(sstate, e[0], e[2], total_parity^inv[1]^inv[3]))
|
|
diff = min(diff, DIFF_HARD);
|
|
} else if (can[2] == can[3]) {
|
|
if (merge_lines(sstate, e[0], e[1], total_parity^inv[2]^inv[3]))
|
|
diff = min(diff, DIFF_HARD);
|
|
}
|
|
}
|
|
return diff;
|
|
}
|
|
|
|
|
|
/*
|
|
* These are the main solver functions.
|
|
*
|
|
* Their return values are diff values corresponding to the lowest mode solver
|
|
* that would notice the work that they have done. For example if the normal
|
|
* mode solver adds actual lines or crosses, it will return DIFF_EASY as the
|
|
* easy mode solver might be able to make progress using that. It doesn't make
|
|
* sense for one of them to return a diff value higher than that of the
|
|
* function itself.
|
|
*
|
|
* Each function returns the lowest value it can, as early as possible, in
|
|
* order to try and pass as much work as possible back to the lower level
|
|
* solvers which progress more quickly.
|
|
*/
|
|
|
|
/* PROPOSED NEW DESIGN:
|
|
* We have a work queue consisting of 'events' notifying us that something has
|
|
* happened that a particular solver mode might be interested in. For example
|
|
* the hard mode solver might do something that helps the normal mode solver at
|
|
* dot [x,y] in which case it will enqueue an event recording this fact. Then
|
|
* we pull events off the work queue, and hand each in turn to the solver that
|
|
* is interested in them. If a solver reports that it failed we pass the same
|
|
* event on to progressively more advanced solvers and the loop detector. Once
|
|
* we've exhausted an event, or it has helped us progress, we drop it and
|
|
* continue to the next one. The events are sorted first in order of solver
|
|
* complexity (easy first) then order of insertion (oldest first).
|
|
* Once we run out of events we loop over each permitted solver in turn
|
|
* (easiest first) until either a deduction is made (and an event therefore
|
|
* emerges) or no further deductions can be made (in which case we've failed).
|
|
*
|
|
* QUESTIONS:
|
|
* * How do we 'loop over' a solver when both dots and squares are concerned.
|
|
* Answer: first all squares then all dots.
|
|
*/
|
|
|
|
static int trivial_deductions(solver_state *sstate)
|
|
{
|
|
int i, current_yes, current_no;
|
|
game_state *state = sstate->state;
|
|
grid *g = state->game_grid;
|
|
int diff = DIFF_MAX;
|
|
|
|
/* Per-face deductions */
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
grid_face *f = g->faces + i;
|
|
|
|
if (sstate->face_solved[i])
|
|
continue;
|
|
|
|
current_yes = sstate->face_yes_count[i];
|
|
current_no = sstate->face_no_count[i];
|
|
|
|
if (current_yes + current_no == f->order) {
|
|
sstate->face_solved[i] = true;
|
|
continue;
|
|
}
|
|
|
|
if (state->clues[i] < 0)
|
|
continue;
|
|
|
|
/*
|
|
* This code checks whether the numeric clue on a face is so
|
|
* large as to permit all its remaining LINE_UNKNOWNs to be
|
|
* filled in as LINE_YES, or alternatively so small as to
|
|
* permit them all to be filled in as LINE_NO.
|
|
*/
|
|
|
|
if (state->clues[i] < current_yes) {
|
|
sstate->solver_status = SOLVER_MISTAKE;
|
|
return DIFF_EASY;
|
|
}
|
|
if (state->clues[i] == current_yes) {
|
|
if (face_setall(sstate, i, LINE_UNKNOWN, LINE_NO))
|
|
diff = min(diff, DIFF_EASY);
|
|
sstate->face_solved[i] = true;
|
|
continue;
|
|
}
|
|
|
|
if (f->order - state->clues[i] < current_no) {
|
|
sstate->solver_status = SOLVER_MISTAKE;
|
|
return DIFF_EASY;
|
|
}
|
|
if (f->order - state->clues[i] == current_no) {
|
|
if (face_setall(sstate, i, LINE_UNKNOWN, LINE_YES))
|
|
diff = min(diff, DIFF_EASY);
|
|
sstate->face_solved[i] = true;
|
|
continue;
|
|
}
|
|
|
|
if (f->order - state->clues[i] == current_no + 1 &&
|
|
f->order - current_yes - current_no > 2) {
|
|
/*
|
|
* One small refinement to the above: we also look for any
|
|
* adjacent pair of LINE_UNKNOWNs around the face with
|
|
* some LINE_YES incident on it from elsewhere. If we find
|
|
* one, then we know that pair of LINE_UNKNOWNs can't
|
|
* _both_ be LINE_YES, and hence that pushes us one line
|
|
* closer to being able to determine all the rest.
|
|
*/
|
|
int j, k, e1, e2, e, d;
|
|
|
|
for (j = 0; j < f->order; j++) {
|
|
e1 = f->edges[j] - g->edges;
|
|
e2 = f->edges[j+1 < f->order ? j+1 : 0] - g->edges;
|
|
|
|
if (g->edges[e1].dot1 == g->edges[e2].dot1 ||
|
|
g->edges[e1].dot1 == g->edges[e2].dot2) {
|
|
d = g->edges[e1].dot1 - g->dots;
|
|
} else {
|
|
assert(g->edges[e1].dot2 == g->edges[e2].dot1 ||
|
|
g->edges[e1].dot2 == g->edges[e2].dot2);
|
|
d = g->edges[e1].dot2 - g->dots;
|
|
}
|
|
|
|
if (state->lines[e1] == LINE_UNKNOWN &&
|
|
state->lines[e2] == LINE_UNKNOWN) {
|
|
for (k = 0; k < g->dots[d].order; k++) {
|
|
int e = g->dots[d].edges[k] - g->edges;
|
|
if (state->lines[e] == LINE_YES)
|
|
goto found; /* multi-level break */
|
|
}
|
|
}
|
|
}
|
|
continue;
|
|
|
|
found:
|
|
/*
|
|
* If we get here, we've found such a pair of edges, and
|
|
* they're e1 and e2.
|
|
*/
|
|
for (j = 0; j < f->order; j++) {
|
|
e = f->edges[j] - g->edges;
|
|
if (state->lines[e] == LINE_UNKNOWN && e != e1 && e != e2) {
|
|
bool r = solver_set_line(sstate, e, LINE_YES);
|
|
assert(r);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
check_caches(sstate);
|
|
|
|
/* Per-dot deductions */
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
grid_dot *d = g->dots + i;
|
|
int yes, no, unknown;
|
|
|
|
if (sstate->dot_solved[i])
|
|
continue;
|
|
|
|
yes = sstate->dot_yes_count[i];
|
|
no = sstate->dot_no_count[i];
|
|
unknown = d->order - yes - no;
|
|
|
|
if (yes == 0) {
|
|
if (unknown == 0) {
|
|
sstate->dot_solved[i] = true;
|
|
} else if (unknown == 1) {
|
|
dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO);
|
|
diff = min(diff, DIFF_EASY);
|
|
sstate->dot_solved[i] = true;
|
|
}
|
|
} else if (yes == 1) {
|
|
if (unknown == 0) {
|
|
sstate->solver_status = SOLVER_MISTAKE;
|
|
return DIFF_EASY;
|
|
} else if (unknown == 1) {
|
|
dot_setall(sstate, i, LINE_UNKNOWN, LINE_YES);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
} else if (yes == 2) {
|
|
if (unknown > 0) {
|
|
dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
sstate->dot_solved[i] = true;
|
|
} else {
|
|
sstate->solver_status = SOLVER_MISTAKE;
|
|
return DIFF_EASY;
|
|
}
|
|
}
|
|
|
|
check_caches(sstate);
|
|
|
|
return diff;
|
|
}
|
|
|
|
static int dline_deductions(solver_state *sstate)
|
|
{
|
|
game_state *state = sstate->state;
|
|
grid *g = state->game_grid;
|
|
char *dlines = sstate->dlines;
|
|
int i;
|
|
int diff = DIFF_MAX;
|
|
|
|
/* ------ Face deductions ------ */
|
|
|
|
/* Given a set of dline atmostone/atleastone constraints, need to figure
|
|
* out if we can deduce any further info. For more general faces than
|
|
* squares, this turns out to be a tricky problem.
|
|
* The approach taken here is to define (per face) NxN matrices:
|
|
* "maxs" and "mins".
|
|
* The entries maxs(j,k) and mins(j,k) define the upper and lower limits
|
|
* for the possible number of edges that are YES between positions j and k
|
|
* going clockwise around the face. Can think of j and k as marking dots
|
|
* around the face (recall the labelling scheme: edge0 joins dot0 to dot1,
|
|
* edge1 joins dot1 to dot2 etc).
|
|
* Trivially, mins(j,j) = maxs(j,j) = 0, and we don't even bother storing
|
|
* these. mins(j,j+1) and maxs(j,j+1) are determined by whether edge{j}
|
|
* is YES, NO or UNKNOWN. mins(j,j+2) and maxs(j,j+2) are related to
|
|
* the dline atmostone/atleastone status for edges j and j+1.
|
|
*
|
|
* Then we calculate the remaining entries recursively. We definitely
|
|
* know that
|
|
* mins(j,k) >= { mins(j,u) + mins(u,k) } for any u between j and k.
|
|
* This is because any valid placement of YESs between j and k must give
|
|
* a valid placement between j and u, and also between u and k.
|
|
* I believe it's sufficient to use just the two values of u:
|
|
* j+1 and j+2. Seems to work well in practice - the bounds we compute
|
|
* are rigorous, even if they might not be best-possible.
|
|
*
|
|
* Once we have maxs and mins calculated, we can make inferences about
|
|
* each dline{j,j+1} by looking at the possible complementary edge-counts
|
|
* mins(j+2,j) and maxs(j+2,j) and comparing these with the face clue.
|
|
* As well as dlines, we can make similar inferences about single edges.
|
|
* For example, consider a pentagon with clue 3, and we know at most one
|
|
* of (edge0, edge1) is YES, and at most one of (edge2, edge3) is YES.
|
|
* We could then deduce edge4 is YES, because maxs(0,4) would be 2, so
|
|
* that final edge would have to be YES to make the count up to 3.
|
|
*/
|
|
|
|
/* Much quicker to allocate arrays on the stack than the heap, so
|
|
* define the largest possible face size, and base our array allocations
|
|
* on that. We check this with an assertion, in case someone decides to
|
|
* make a grid which has larger faces than this. Note, this algorithm
|
|
* could get quite expensive if there are many large faces. */
|
|
#define MAX_FACE_SIZE 12
|
|
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
|
|
int mins[MAX_FACE_SIZE][MAX_FACE_SIZE];
|
|
grid_face *f = g->faces + i;
|
|
int N = f->order;
|
|
int j,m;
|
|
int clue = state->clues[i];
|
|
assert(N <= MAX_FACE_SIZE);
|
|
if (sstate->face_solved[i])
|
|
continue;
|
|
if (clue < 0) continue;
|
|
|
|
/* Calculate the (j,j+1) entries */
|
|
for (j = 0; j < N; j++) {
|
|
int edge_index = f->edges[j] - g->edges;
|
|
int dline_index;
|
|
enum line_state line1 = state->lines[edge_index];
|
|
enum line_state line2;
|
|
int tmp;
|
|
int k = j + 1;
|
|
if (k >= N) k = 0;
|
|
maxs[j][k] = (line1 == LINE_NO) ? 0 : 1;
|
|
mins[j][k] = (line1 == LINE_YES) ? 1 : 0;
|
|
/* Calculate the (j,j+2) entries */
|
|
dline_index = dline_index_from_face(g, f, k);
|
|
edge_index = f->edges[k] - g->edges;
|
|
line2 = state->lines[edge_index];
|
|
k++;
|
|
if (k >= N) k = 0;
|
|
|
|
/* max */
|
|
tmp = 2;
|
|
if (line1 == LINE_NO) tmp--;
|
|
if (line2 == LINE_NO) tmp--;
|
|
if (tmp == 2 && is_atmostone(dlines, dline_index))
|
|
tmp = 1;
|
|
maxs[j][k] = tmp;
|
|
|
|
/* min */
|
|
tmp = 0;
|
|
if (line1 == LINE_YES) tmp++;
|
|
if (line2 == LINE_YES) tmp++;
|
|
if (tmp == 0 && is_atleastone(dlines, dline_index))
|
|
tmp = 1;
|
|
mins[j][k] = tmp;
|
|
}
|
|
|
|
/* Calculate the (j,j+m) entries for m between 3 and N-1 */
|
|
for (m = 3; m < N; m++) {
|
|
for (j = 0; j < N; j++) {
|
|
int k = j + m;
|
|
int u = j + 1;
|
|
int v = j + 2;
|
|
int tmp;
|
|
if (k >= N) k -= N;
|
|
if (u >= N) u -= N;
|
|
if (v >= N) v -= N;
|
|
maxs[j][k] = maxs[j][u] + maxs[u][k];
|
|
mins[j][k] = mins[j][u] + mins[u][k];
|
|
tmp = maxs[j][v] + maxs[v][k];
|
|
maxs[j][k] = min(maxs[j][k], tmp);
|
|
tmp = mins[j][v] + mins[v][k];
|
|
mins[j][k] = max(mins[j][k], tmp);
|
|
}
|
|
}
|
|
|
|
/* See if we can make any deductions */
|
|
for (j = 0; j < N; j++) {
|
|
int k;
|
|
grid_edge *e = f->edges[j];
|
|
int line_index = e - g->edges;
|
|
int dline_index;
|
|
|
|
if (state->lines[line_index] != LINE_UNKNOWN)
|
|
continue;
|
|
k = j + 1;
|
|
if (k >= N) k = 0;
|
|
|
|
/* minimum YESs in the complement of this edge */
|
|
if (mins[k][j] > clue) {
|
|
sstate->solver_status = SOLVER_MISTAKE;
|
|
return DIFF_EASY;
|
|
}
|
|
if (mins[k][j] == clue) {
|
|
/* setting this edge to YES would make at least
|
|
* (clue+1) edges - contradiction */
|
|
solver_set_line(sstate, line_index, LINE_NO);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
if (maxs[k][j] < clue - 1) {
|
|
sstate->solver_status = SOLVER_MISTAKE;
|
|
return DIFF_EASY;
|
|
}
|
|
if (maxs[k][j] == clue - 1) {
|
|
/* Only way to satisfy the clue is to set edge{j} as YES */
|
|
solver_set_line(sstate, line_index, LINE_YES);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
|
|
/* More advanced deduction that allows propagation along diagonal
|
|
* chains of faces connected by dots, for example, 3-2-...-2-3
|
|
* in square grids. */
|
|
if (sstate->diff >= DIFF_TRICKY) {
|
|
/* Now see if we can make dline deduction for edges{j,j+1} */
|
|
e = f->edges[k];
|
|
if (state->lines[e - g->edges] != LINE_UNKNOWN)
|
|
/* Only worth doing this for an UNKNOWN,UNKNOWN pair.
|
|
* Dlines where one of the edges is known, are handled in the
|
|
* dot-deductions */
|
|
continue;
|
|
|
|
dline_index = dline_index_from_face(g, f, k);
|
|
k++;
|
|
if (k >= N) k = 0;
|
|
|
|
/* minimum YESs in the complement of this dline */
|
|
if (mins[k][j] > clue - 2) {
|
|
/* Adding 2 YESs would break the clue */
|
|
if (set_atmostone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
}
|
|
/* maximum YESs in the complement of this dline */
|
|
if (maxs[k][j] < clue) {
|
|
/* Adding 2 NOs would mean not enough YESs */
|
|
if (set_atleastone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (diff < DIFF_NORMAL)
|
|
return diff;
|
|
|
|
/* ------ Dot deductions ------ */
|
|
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
grid_dot *d = g->dots + i;
|
|
int N = d->order;
|
|
int yes, no, unknown;
|
|
int j;
|
|
if (sstate->dot_solved[i])
|
|
continue;
|
|
yes = sstate->dot_yes_count[i];
|
|
no = sstate->dot_no_count[i];
|
|
unknown = N - yes - no;
|
|
|
|
for (j = 0; j < N; j++) {
|
|
int k;
|
|
int dline_index;
|
|
int line1_index, line2_index;
|
|
enum line_state line1, line2;
|
|
k = j + 1;
|
|
if (k >= N) k = 0;
|
|
dline_index = dline_index_from_dot(g, d, j);
|
|
line1_index = d->edges[j] - g->edges;
|
|
line2_index = d->edges[k] - g->edges;
|
|
line1 = state->lines[line1_index];
|
|
line2 = state->lines[line2_index];
|
|
|
|
/* Infer dline state from line state */
|
|
if (line1 == LINE_NO || line2 == LINE_NO) {
|
|
if (set_atmostone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
}
|
|
if (line1 == LINE_YES || line2 == LINE_YES) {
|
|
if (set_atleastone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
}
|
|
/* Infer line state from dline state */
|
|
if (is_atmostone(dlines, dline_index)) {
|
|
if (line1 == LINE_YES && line2 == LINE_UNKNOWN) {
|
|
solver_set_line(sstate, line2_index, LINE_NO);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
if (line2 == LINE_YES && line1 == LINE_UNKNOWN) {
|
|
solver_set_line(sstate, line1_index, LINE_NO);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
}
|
|
if (is_atleastone(dlines, dline_index)) {
|
|
if (line1 == LINE_NO && line2 == LINE_UNKNOWN) {
|
|
solver_set_line(sstate, line2_index, LINE_YES);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
if (line2 == LINE_NO && line1 == LINE_UNKNOWN) {
|
|
solver_set_line(sstate, line1_index, LINE_YES);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
}
|
|
/* Deductions that depend on the numbers of lines.
|
|
* Only bother if both lines are UNKNOWN, otherwise the
|
|
* easy-mode solver (or deductions above) would have taken
|
|
* care of it. */
|
|
if (line1 != LINE_UNKNOWN || line2 != LINE_UNKNOWN)
|
|
continue;
|
|
|
|
if (yes == 0 && unknown == 2) {
|
|
/* Both these unknowns must be identical. If we know
|
|
* atmostone or atleastone, we can make progress. */
|
|
if (is_atmostone(dlines, dline_index)) {
|
|
solver_set_line(sstate, line1_index, LINE_NO);
|
|
solver_set_line(sstate, line2_index, LINE_NO);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
if (is_atleastone(dlines, dline_index)) {
|
|
solver_set_line(sstate, line1_index, LINE_YES);
|
|
solver_set_line(sstate, line2_index, LINE_YES);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
}
|
|
if (yes == 1) {
|
|
if (set_atmostone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
if (unknown == 2) {
|
|
if (set_atleastone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
}
|
|
}
|
|
|
|
/* More advanced deduction that allows propagation along diagonal
|
|
* chains of faces connected by dots, for example: 3-2-...-2-3
|
|
* in square grids. */
|
|
if (sstate->diff >= DIFF_TRICKY) {
|
|
/* If we have atleastone set for this dline, infer
|
|
* atmostone for each "opposite" dline (that is, each
|
|
* dline without edges in common with this one).
|
|
* Again, this test is only worth doing if both these
|
|
* lines are UNKNOWN. For if one of these lines were YES,
|
|
* the (yes == 1) test above would kick in instead. */
|
|
if (is_atleastone(dlines, dline_index)) {
|
|
int opp;
|
|
for (opp = 0; opp < N; opp++) {
|
|
int opp_dline_index;
|
|
if (opp == j || opp == j+1 || opp == j-1)
|
|
continue;
|
|
if (j == 0 && opp == N-1)
|
|
continue;
|
|
if (j == N-1 && opp == 0)
|
|
continue;
|
|
opp_dline_index = dline_index_from_dot(g, d, opp);
|
|
if (set_atmostone(dlines, opp_dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
}
|
|
if (yes == 0 && is_atmostone(dlines, dline_index)) {
|
|
/* This dline has *exactly* one YES and there are no
|
|
* other YESs. This allows more deductions. */
|
|
if (unknown == 3) {
|
|
/* Third unknown must be YES */
|
|
for (opp = 0; opp < N; opp++) {
|
|
int opp_index;
|
|
if (opp == j || opp == k)
|
|
continue;
|
|
opp_index = d->edges[opp] - g->edges;
|
|
if (state->lines[opp_index] == LINE_UNKNOWN) {
|
|
solver_set_line(sstate, opp_index,
|
|
LINE_YES);
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
}
|
|
} else if (unknown == 4) {
|
|
/* Exactly one of opposite UNKNOWNS is YES. We've
|
|
* already set atmostone, so set atleastone as
|
|
* well.
|
|
*/
|
|
if (dline_set_opp_atleastone(sstate, d, j))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return diff;
|
|
}
|
|
|
|
static int linedsf_deductions(solver_state *sstate)
|
|
{
|
|
game_state *state = sstate->state;
|
|
grid *g = state->game_grid;
|
|
char *dlines = sstate->dlines;
|
|
int i;
|
|
int diff = DIFF_MAX;
|
|
int diff_tmp;
|
|
|
|
/* ------ Face deductions ------ */
|
|
|
|
/* A fully-general linedsf deduction seems overly complicated
|
|
* (I suspect the problem is NP-complete, though in practice it might just
|
|
* be doable because faces are limited in size).
|
|
* For simplicity, we only consider *pairs* of LINE_UNKNOWNS that are
|
|
* known to be identical. If setting them both to YES (or NO) would break
|
|
* the clue, set them to NO (or YES). */
|
|
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
int N, yes, no, unknown;
|
|
int clue;
|
|
|
|
if (sstate->face_solved[i])
|
|
continue;
|
|
clue = state->clues[i];
|
|
if (clue < 0)
|
|
continue;
|
|
|
|
N = g->faces[i].order;
|
|
yes = sstate->face_yes_count[i];
|
|
if (yes + 1 == clue) {
|
|
if (face_setall_identical(sstate, i, LINE_NO))
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
no = sstate->face_no_count[i];
|
|
if (no + 1 == N - clue) {
|
|
if (face_setall_identical(sstate, i, LINE_YES))
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
|
|
/* Reload YES count, it might have changed */
|
|
yes = sstate->face_yes_count[i];
|
|
unknown = N - no - yes;
|
|
|
|
/* Deductions with small number of LINE_UNKNOWNs, based on overall
|
|
* parity of lines. */
|
|
diff_tmp = parity_deductions(sstate, g->faces[i].edges,
|
|
(clue - yes) % 2, unknown);
|
|
diff = min(diff, diff_tmp);
|
|
}
|
|
|
|
/* ------ Dot deductions ------ */
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
grid_dot *d = g->dots + i;
|
|
int N = d->order;
|
|
int j;
|
|
int yes, no, unknown;
|
|
/* Go through dlines, and do any dline<->linedsf deductions wherever
|
|
* we find two UNKNOWNS. */
|
|
for (j = 0; j < N; j++) {
|
|
int dline_index = dline_index_from_dot(g, d, j);
|
|
int line1_index;
|
|
int line2_index;
|
|
int can1, can2;
|
|
bool inv1, inv2;
|
|
int j2;
|
|
line1_index = d->edges[j] - g->edges;
|
|
if (state->lines[line1_index] != LINE_UNKNOWN)
|
|
continue;
|
|
j2 = j + 1;
|
|
if (j2 == N) j2 = 0;
|
|
line2_index = d->edges[j2] - g->edges;
|
|
if (state->lines[line2_index] != LINE_UNKNOWN)
|
|
continue;
|
|
/* Infer dline flags from linedsf */
|
|
can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
|
|
can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
|
|
if (can1 == can2 && inv1 != inv2) {
|
|
/* These are opposites, so set dline atmostone/atleastone */
|
|
if (set_atmostone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
if (set_atleastone(dlines, dline_index))
|
|
diff = min(diff, DIFF_NORMAL);
|
|
continue;
|
|
}
|
|
/* Infer linedsf from dline flags */
|
|
if (is_atmostone(dlines, dline_index)
|
|
&& is_atleastone(dlines, dline_index)) {
|
|
if (merge_lines(sstate, line1_index, line2_index, true))
|
|
diff = min(diff, DIFF_HARD);
|
|
}
|
|
}
|
|
|
|
/* Deductions with small number of LINE_UNKNOWNs, based on overall
|
|
* parity of lines. */
|
|
yes = sstate->dot_yes_count[i];
|
|
no = sstate->dot_no_count[i];
|
|
unknown = N - yes - no;
|
|
diff_tmp = parity_deductions(sstate, d->edges,
|
|
yes % 2, unknown);
|
|
diff = min(diff, diff_tmp);
|
|
}
|
|
|
|
/* ------ Edge dsf deductions ------ */
|
|
|
|
/* If the state of a line is known, deduce the state of its canonical line
|
|
* too, and vice versa. */
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
int can;
|
|
bool inv;
|
|
enum line_state s;
|
|
can = edsf_canonify(sstate->linedsf, i, &inv);
|
|
if (can == i)
|
|
continue;
|
|
s = sstate->state->lines[can];
|
|
if (s != LINE_UNKNOWN) {
|
|
if (solver_set_line(sstate, i, inv ? OPP(s) : s))
|
|
diff = min(diff, DIFF_EASY);
|
|
} else {
|
|
s = sstate->state->lines[i];
|
|
if (s != LINE_UNKNOWN) {
|
|
if (solver_set_line(sstate, can, inv ? OPP(s) : s))
|
|
diff = min(diff, DIFF_EASY);
|
|
}
|
|
}
|
|
}
|
|
|
|
return diff;
|
|
}
|
|
|
|
static int loop_deductions(solver_state *sstate)
|
|
{
|
|
int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
|
|
game_state *state = sstate->state;
|
|
grid *g = state->game_grid;
|
|
int shortest_chainlen = g->num_dots;
|
|
bool loop_found = false;
|
|
int dots_connected;
|
|
bool progress = false;
|
|
int i;
|
|
|
|
/*
|
|
* Go through the grid and update for all the new edges.
|
|
* Since merge_dots() is idempotent, the simplest way to
|
|
* do this is just to update for _all_ the edges.
|
|
* Also, while we're here, we count the edges.
|
|
*/
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
if (state->lines[i] == LINE_YES) {
|
|
loop_found |= merge_dots(sstate, i);
|
|
edgecount++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Count the clues, count the satisfied clues, and count the
|
|
* satisfied-minus-one clues.
|
|
*/
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
int c = state->clues[i];
|
|
if (c >= 0) {
|
|
int o = sstate->face_yes_count[i];
|
|
if (o == c)
|
|
satclues++;
|
|
else if (o == c-1)
|
|
sm1clues++;
|
|
clues++;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < g->num_dots; ++i) {
|
|
dots_connected =
|
|
sstate->looplen[dsf_canonify(sstate->dotdsf, i)];
|
|
if (dots_connected > 1)
|
|
shortest_chainlen = min(shortest_chainlen, dots_connected);
|
|
}
|
|
|
|
assert(sstate->solver_status == SOLVER_INCOMPLETE);
|
|
|
|
if (satclues == clues && shortest_chainlen == edgecount) {
|
|
sstate->solver_status = SOLVER_SOLVED;
|
|
/* This discovery clearly counts as progress, even if we haven't
|
|
* just added any lines or anything */
|
|
progress = true;
|
|
goto finished_loop_deductionsing;
|
|
}
|
|
|
|
/*
|
|
* Now go through looking for LINE_UNKNOWN edges which
|
|
* connect two dots that are already in the same
|
|
* equivalence class. If we find one, test to see if the
|
|
* loop it would create is a solution.
|
|
*/
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
grid_edge *e = g->edges + i;
|
|
int d1 = e->dot1 - g->dots;
|
|
int d2 = e->dot2 - g->dots;
|
|
int eqclass, val;
|
|
if (state->lines[i] != LINE_UNKNOWN)
|
|
continue;
|
|
|
|
eqclass = dsf_canonify(sstate->dotdsf, d1);
|
|
if (eqclass != dsf_canonify(sstate->dotdsf, d2))
|
|
continue;
|
|
|
|
val = LINE_NO; /* loop is bad until proven otherwise */
|
|
|
|
/*
|
|
* This edge would form a loop. Next
|
|
* question: how long would the loop be?
|
|
* Would it equal the total number of edges
|
|
* (plus the one we'd be adding if we added
|
|
* it)?
|
|
*/
|
|
if (sstate->looplen[eqclass] == edgecount + 1) {
|
|
int sm1_nearby;
|
|
|
|
/*
|
|
* This edge would form a loop which
|
|
* took in all the edges in the entire
|
|
* grid. So now we need to work out
|
|
* whether it would be a valid solution
|
|
* to the puzzle, which means we have to
|
|
* check if it satisfies all the clues.
|
|
* This means that every clue must be
|
|
* either satisfied or satisfied-minus-
|
|
* 1, and also that the number of
|
|
* satisfied-minus-1 clues must be at
|
|
* most two and they must lie on either
|
|
* side of this edge.
|
|
*/
|
|
sm1_nearby = 0;
|
|
if (e->face1) {
|
|
int f = e->face1 - g->faces;
|
|
int c = state->clues[f];
|
|
if (c >= 0 && sstate->face_yes_count[f] == c - 1)
|
|
sm1_nearby++;
|
|
}
|
|
if (e->face2) {
|
|
int f = e->face2 - g->faces;
|
|
int c = state->clues[f];
|
|
if (c >= 0 && sstate->face_yes_count[f] == c - 1)
|
|
sm1_nearby++;
|
|
}
|
|
if (sm1clues == sm1_nearby &&
|
|
sm1clues + satclues == clues) {
|
|
val = LINE_YES; /* loop is good! */
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Right. Now we know that adding this edge
|
|
* would form a loop, and we know whether
|
|
* that loop would be a viable solution or
|
|
* not.
|
|
*
|
|
* If adding this edge produces a solution,
|
|
* then we know we've found _a_ solution but
|
|
* we don't know that it's _the_ solution -
|
|
* if it were provably the solution then
|
|
* we'd have deduced this edge some time ago
|
|
* without the need to do loop detection. So
|
|
* in this state we return SOLVER_AMBIGUOUS,
|
|
* which has the effect that hitting Solve
|
|
* on a user-provided puzzle will fill in a
|
|
* solution but using the solver to
|
|
* construct new puzzles won't consider this
|
|
* a reasonable deduction for the user to
|
|
* make.
|
|
*/
|
|
progress = solver_set_line(sstate, i, val);
|
|
assert(progress);
|
|
if (val == LINE_YES) {
|
|
sstate->solver_status = SOLVER_AMBIGUOUS;
|
|
goto finished_loop_deductionsing;
|
|
}
|
|
}
|
|
|
|
finished_loop_deductionsing:
|
|
return progress ? DIFF_EASY : DIFF_MAX;
|
|
}
|
|
|
|
/* This will return a dynamically allocated solver_state containing the (more)
|
|
* solved grid */
|
|
static solver_state *solve_game_rec(const solver_state *sstate_start)
|
|
{
|
|
solver_state *sstate;
|
|
|
|
/* Index of the solver we should call next. */
|
|
int i = 0;
|
|
|
|
/* As a speed-optimisation, we avoid re-running solvers that we know
|
|
* won't make any progress. This happens when a high-difficulty
|
|
* solver makes a deduction that can only help other high-difficulty
|
|
* solvers.
|
|
* For example: if a new 'dline' flag is set by dline_deductions, the
|
|
* trivial_deductions solver cannot do anything with this information.
|
|
* If we've already run the trivial_deductions solver (because it's
|
|
* earlier in the list), there's no point running it again.
|
|
*
|
|
* Therefore: if a solver is earlier in the list than "threshold_index",
|
|
* we don't bother running it if it's difficulty level is less than
|
|
* "threshold_diff".
|
|
*/
|
|
int threshold_diff = 0;
|
|
int threshold_index = 0;
|
|
|
|
sstate = dup_solver_state(sstate_start);
|
|
|
|
check_caches(sstate);
|
|
|
|
while (i < NUM_SOLVERS) {
|
|
if (sstate->solver_status == SOLVER_MISTAKE)
|
|
return sstate;
|
|
if (sstate->solver_status == SOLVER_SOLVED ||
|
|
sstate->solver_status == SOLVER_AMBIGUOUS) {
|
|
/* solver finished */
|
|
break;
|
|
}
|
|
|
|
if ((solver_diffs[i] >= threshold_diff || i >= threshold_index)
|
|
&& solver_diffs[i] <= sstate->diff) {
|
|
/* current_solver is eligible, so use it */
|
|
int next_diff = solver_fns[i](sstate);
|
|
if (next_diff != DIFF_MAX) {
|
|
/* solver made progress, so use new thresholds and
|
|
* start again at top of list. */
|
|
threshold_diff = next_diff;
|
|
threshold_index = i;
|
|
i = 0;
|
|
continue;
|
|
}
|
|
}
|
|
/* current_solver is ineligible, or failed to make progress, so
|
|
* go to the next solver in the list */
|
|
i++;
|
|
}
|
|
|
|
if (sstate->solver_status == SOLVER_SOLVED ||
|
|
sstate->solver_status == SOLVER_AMBIGUOUS) {
|
|
/* s/LINE_UNKNOWN/LINE_NO/g */
|
|
array_setall(sstate->state->lines, LINE_UNKNOWN, LINE_NO,
|
|
sstate->state->game_grid->num_edges);
|
|
return sstate;
|
|
}
|
|
|
|
return sstate;
|
|
}
|
|
|
|
static char *solve_game(const game_state *state, const game_state *currstate,
|
|
const char *aux, const char **error)
|
|
{
|
|
char *soln = NULL;
|
|
solver_state *sstate, *new_sstate;
|
|
|
|
sstate = new_solver_state(state, DIFF_MAX);
|
|
new_sstate = solve_game_rec(sstate);
|
|
|
|
if (new_sstate->solver_status == SOLVER_SOLVED) {
|
|
soln = encode_solve_move(new_sstate->state);
|
|
} else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
|
|
soln = encode_solve_move(new_sstate->state);
|
|
/**error = "Solver found ambiguous solutions"; */
|
|
} else {
|
|
soln = encode_solve_move(new_sstate->state);
|
|
/**error = "Solver failed"; */
|
|
}
|
|
|
|
free_solver_state(new_sstate);
|
|
free_solver_state(sstate);
|
|
|
|
return soln;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing and mouse-handling
|
|
*/
|
|
|
|
static char *interpret_move(const game_state *state, game_ui *ui,
|
|
const game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
grid *g = state->game_grid;
|
|
grid_edge *e;
|
|
int i;
|
|
char *movebuf;
|
|
int movelen, movesize;
|
|
char button_char = ' ';
|
|
enum line_state old_state;
|
|
|
|
button &= ~MOD_MASK;
|
|
|
|
/* Convert mouse-click (x,y) to grid coordinates */
|
|
x -= BORDER(ds->tilesize);
|
|
y -= BORDER(ds->tilesize);
|
|
x = x * g->tilesize / ds->tilesize;
|
|
y = y * g->tilesize / ds->tilesize;
|
|
x += g->lowest_x;
|
|
y += g->lowest_y;
|
|
|
|
e = grid_nearest_edge(g, x, y);
|
|
if (e == NULL)
|
|
return NULL;
|
|
|
|
i = e - g->edges;
|
|
|
|
/* I think it's only possible to play this game with mouse clicks, sorry */
|
|
/* Maybe will add mouse drag support some time */
|
|
old_state = state->lines[i];
|
|
|
|
switch (button) {
|
|
case LEFT_BUTTON:
|
|
switch (old_state) {
|
|
case LINE_UNKNOWN:
|
|
button_char = 'y';
|
|
break;
|
|
case LINE_YES:
|
|
#ifdef STYLUS_BASED
|
|
button_char = 'n';
|
|
break;
|
|
#endif
|
|
case LINE_NO:
|
|
button_char = 'u';
|
|
break;
|
|
}
|
|
break;
|
|
case MIDDLE_BUTTON:
|
|
button_char = 'u';
|
|
break;
|
|
case RIGHT_BUTTON:
|
|
switch (old_state) {
|
|
case LINE_UNKNOWN:
|
|
button_char = 'n';
|
|
break;
|
|
case LINE_NO:
|
|
#ifdef STYLUS_BASED
|
|
button_char = 'y';
|
|
break;
|
|
#endif
|
|
case LINE_YES:
|
|
button_char = 'u';
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
|
|
movelen = 0;
|
|
movesize = 80;
|
|
movebuf = snewn(movesize, char);
|
|
movelen = sprintf(movebuf, "%d%c", i, (int)button_char);
|
|
{
|
|
static enum { OFF, FIXED, ADAPTIVE, DUNNO } autofollow = DUNNO;
|
|
if (autofollow == DUNNO) {
|
|
const char *env = getenv("LOOPY_AUTOFOLLOW");
|
|
if (env && !strcmp(env, "off"))
|
|
autofollow = OFF;
|
|
else if (env && !strcmp(env, "fixed"))
|
|
autofollow = FIXED;
|
|
else if (env && !strcmp(env, "adaptive"))
|
|
autofollow = ADAPTIVE;
|
|
else
|
|
autofollow = OFF;
|
|
}
|
|
|
|
if (autofollow != OFF) {
|
|
int dotid;
|
|
for (dotid = 0; dotid < 2; dotid++) {
|
|
grid_dot *dot = (dotid == 0 ? e->dot1 : e->dot2);
|
|
grid_edge *e_this = e;
|
|
|
|
while (1) {
|
|
int j, n_found;
|
|
grid_edge *e_next = NULL;
|
|
|
|
for (j = n_found = 0; j < dot->order; j++) {
|
|
grid_edge *e_candidate = dot->edges[j];
|
|
int i_candidate = e_candidate - g->edges;
|
|
if (e_candidate != e_this &&
|
|
(autofollow == FIXED ||
|
|
state->lines[i] == LINE_NO ||
|
|
state->lines[i_candidate] != LINE_NO)) {
|
|
e_next = e_candidate;
|
|
n_found++;
|
|
}
|
|
}
|
|
|
|
if (n_found != 1 ||
|
|
state->lines[e_next - g->edges] != state->lines[i])
|
|
break;
|
|
|
|
if (e_next == e) {
|
|
/*
|
|
* Special case: we might have come all the
|
|
* way round a loop and found our way back to
|
|
* the same edge we started from. In that
|
|
* situation, we must terminate not only this
|
|
* while loop, but the 'for' outside it that
|
|
* was tracing in both directions from the
|
|
* starting edge, because if we let it trace
|
|
* in the second direction then we'll only
|
|
* find ourself traversing the same loop in
|
|
* the other order and generate an encoded
|
|
* move string that mentions the same set of
|
|
* edges twice.
|
|
*/
|
|
goto autofollow_done;
|
|
}
|
|
|
|
dot = (e_next->dot1 != dot ? e_next->dot1 : e_next->dot2);
|
|
if (movelen > movesize - 40) {
|
|
movesize = movesize * 5 / 4 + 128;
|
|
movebuf = sresize(movebuf, movesize, char);
|
|
}
|
|
e_this = e_next;
|
|
movelen += sprintf(movebuf+movelen, "%d%c",
|
|
(int)(e_this - g->edges), button_char);
|
|
}
|
|
}
|
|
autofollow_done:;
|
|
}
|
|
}
|
|
|
|
return sresize(movebuf, movelen+1, char);
|
|
}
|
|
|
|
static game_state *execute_move(const game_state *state, const char *move)
|
|
{
|
|
int i;
|
|
game_state *newstate = dup_game(state);
|
|
|
|
if (move[0] == 'S') {
|
|
move++;
|
|
newstate->cheated = true;
|
|
}
|
|
|
|
while (*move) {
|
|
i = atoi(move);
|
|
if (i < 0 || i >= newstate->game_grid->num_edges)
|
|
goto fail;
|
|
move += strspn(move, "1234567890");
|
|
switch (*(move++)) {
|
|
case 'y':
|
|
newstate->lines[i] = LINE_YES;
|
|
break;
|
|
case 'n':
|
|
newstate->lines[i] = LINE_NO;
|
|
break;
|
|
case 'u':
|
|
newstate->lines[i] = LINE_UNKNOWN;
|
|
break;
|
|
default:
|
|
goto fail;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Check for completion.
|
|
*/
|
|
if (check_completion(newstate))
|
|
newstate->solved = true;
|
|
|
|
return newstate;
|
|
|
|
fail:
|
|
free_game(newstate);
|
|
return NULL;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
/* Convert from grid coordinates to screen coordinates */
|
|
static void grid_to_screen(const game_drawstate *ds, const grid *g,
|
|
int grid_x, int grid_y, int *x, int *y)
|
|
{
|
|
*x = grid_x - g->lowest_x;
|
|
*y = grid_y - g->lowest_y;
|
|
*x = *x * ds->tilesize / g->tilesize;
|
|
*y = *y * ds->tilesize / g->tilesize;
|
|
*x += BORDER(ds->tilesize);
|
|
*y += BORDER(ds->tilesize);
|
|
}
|
|
|
|
/* Returns (into x,y) position of centre of face for rendering the text clue.
|
|
*/
|
|
static void face_text_pos(const game_drawstate *ds, const grid *g,
|
|
grid_face *f, int *xret, int *yret)
|
|
{
|
|
int faceindex = f - g->faces;
|
|
|
|
/*
|
|
* Return the cached position for this face, if we've already
|
|
* worked it out.
|
|
*/
|
|
if (ds->textx[faceindex] >= 0) {
|
|
*xret = ds->textx[faceindex];
|
|
*yret = ds->texty[faceindex];
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* Otherwise, use the incentre computed by grid.c and convert it
|
|
* to screen coordinates.
|
|
*/
|
|
grid_find_incentre(f);
|
|
grid_to_screen(ds, g, f->ix, f->iy,
|
|
&ds->textx[faceindex], &ds->texty[faceindex]);
|
|
|
|
*xret = ds->textx[faceindex];
|
|
*yret = ds->texty[faceindex];
|
|
}
|
|
|
|
static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f,
|
|
int *x, int *y, int *w, int *h)
|
|
{
|
|
int xx, yy;
|
|
face_text_pos(ds, g, f, &xx, &yy);
|
|
|
|
/* There seems to be a certain amount of trial-and-error involved
|
|
* in working out the correct bounding-box for the text. */
|
|
|
|
*x = xx - ds->tilesize/4 - 1;
|
|
*y = yy - ds->tilesize/4 - 3;
|
|
*w = ds->tilesize/2 + 2;
|
|
*h = ds->tilesize/2 + 5;
|
|
}
|
|
|
|
static void game_redraw_clue(drawing *dr, game_drawstate *ds,
|
|
const game_state *state, int i)
|
|
{
|
|
grid *g = state->game_grid;
|
|
grid_face *f = g->faces + i;
|
|
int x, y;
|
|
char c[20];
|
|
|
|
sprintf(c, "%d", state->clues[i]);
|
|
|
|
face_text_pos(ds, g, f, &x, &y);
|
|
draw_text(dr, x, y,
|
|
FONT_VARIABLE, ds->tilesize/2,
|
|
ALIGN_VCENTRE | ALIGN_HCENTRE,
|
|
ds->clue_error[i] ? COL_MISTAKE :
|
|
ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
|
|
}
|
|
|
|
static void edge_bbox(game_drawstate *ds, grid *g, grid_edge *e,
|
|
int *x, int *y, int *w, int *h)
|
|
{
|
|
int x1 = e->dot1->x;
|
|
int y1 = e->dot1->y;
|
|
int x2 = e->dot2->x;
|
|
int y2 = e->dot2->y;
|
|
int xmin, xmax, ymin, ymax;
|
|
|
|
grid_to_screen(ds, g, x1, y1, &x1, &y1);
|
|
grid_to_screen(ds, g, x2, y2, &x2, &y2);
|
|
/* Allow extra margin for dots, and thickness of lines */
|
|
xmin = min(x1, x2) - 2;
|
|
xmax = max(x1, x2) + 2;
|
|
ymin = min(y1, y2) - 2;
|
|
ymax = max(y1, y2) + 2;
|
|
|
|
*x = xmin;
|
|
*y = ymin;
|
|
*w = xmax - xmin + 1;
|
|
*h = ymax - ymin + 1;
|
|
}
|
|
|
|
static void dot_bbox(game_drawstate *ds, grid *g, grid_dot *d,
|
|
int *x, int *y, int *w, int *h)
|
|
{
|
|
int x1, y1;
|
|
|
|
grid_to_screen(ds, g, d->x, d->y, &x1, &y1);
|
|
|
|
*x = x1 - 2;
|
|
*y = y1 - 2;
|
|
*w = 5;
|
|
*h = 5;
|
|
}
|
|
|
|
static const int loopy_line_redraw_phases[] = {
|
|
COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
|
|
};
|
|
#define NPHASES lenof(loopy_line_redraw_phases)
|
|
|
|
static void game_redraw_line(drawing *dr, game_drawstate *ds,
|
|
const game_state *state, int i, int phase)
|
|
{
|
|
grid *g = state->game_grid;
|
|
grid_edge *e = g->edges + i;
|
|
int x1, x2, y1, y2;
|
|
int line_colour;
|
|
|
|
if (state->line_errors[i])
|
|
line_colour = COL_MISTAKE;
|
|
else if (state->lines[i] == LINE_UNKNOWN)
|
|
line_colour = COL_LINEUNKNOWN;
|
|
else if (state->lines[i] == LINE_NO)
|
|
line_colour = COL_FAINT;
|
|
else if (ds->flashing)
|
|
line_colour = COL_HIGHLIGHT;
|
|
else
|
|
line_colour = COL_FOREGROUND;
|
|
if (line_colour != loopy_line_redraw_phases[phase])
|
|
return;
|
|
|
|
/* Convert from grid to screen coordinates */
|
|
grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
|
|
grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
|
|
|
|
if (line_colour == COL_FAINT) {
|
|
static int draw_faint_lines = -1;
|
|
if (draw_faint_lines < 0) {
|
|
char *env = getenv("LOOPY_FAINT_LINES");
|
|
draw_faint_lines = (!env || (env[0] == 'y' ||
|
|
env[0] == 'Y'));
|
|
}
|
|
if (draw_faint_lines)
|
|
draw_line(dr, x1, y1, x2, y2, line_colour);
|
|
} else {
|
|
draw_thick_line(dr, 3.0,
|
|
x1 + 0.5, y1 + 0.5,
|
|
x2 + 0.5, y2 + 0.5,
|
|
line_colour);
|
|
}
|
|
}
|
|
|
|
static void game_redraw_dot(drawing *dr, game_drawstate *ds,
|
|
const game_state *state, int i)
|
|
{
|
|
grid *g = state->game_grid;
|
|
grid_dot *d = g->dots + i;
|
|
int x, y;
|
|
|
|
grid_to_screen(ds, g, d->x, d->y, &x, &y);
|
|
draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
|
|
}
|
|
|
|
static bool boxes_intersect(int x0, int y0, int w0, int h0,
|
|
int x1, int y1, int w1, int h1)
|
|
{
|
|
/*
|
|
* Two intervals intersect iff neither is wholly on one side of
|
|
* the other. Two boxes intersect iff their horizontal and
|
|
* vertical intervals both intersect.
|
|
*/
|
|
return (x0 < x1+w1 && x1 < x0+w0 && y0 < y1+h1 && y1 < y0+h0);
|
|
}
|
|
|
|
static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
|
|
const game_state *state,
|
|
int x, int y, int w, int h)
|
|
{
|
|
grid *g = state->game_grid;
|
|
int i, phase;
|
|
int bx, by, bw, bh;
|
|
|
|
clip(dr, x, y, w, h);
|
|
draw_rect(dr, x, y, w, h, COL_BACKGROUND);
|
|
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
if (state->clues[i] >= 0) {
|
|
face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh);
|
|
if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
|
|
game_redraw_clue(dr, ds, state, i);
|
|
}
|
|
}
|
|
for (phase = 0; phase < NPHASES; phase++) {
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
edge_bbox(ds, g, &g->edges[i], &bx, &by, &bw, &bh);
|
|
if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
|
|
game_redraw_line(dr, ds, state, i, phase);
|
|
}
|
|
}
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
dot_bbox(ds, g, &g->dots[i], &bx, &by, &bw, &bh);
|
|
if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
|
|
game_redraw_dot(dr, ds, state, i);
|
|
}
|
|
|
|
unclip(dr);
|
|
draw_update(dr, x, y, w, h);
|
|
}
|
|
|
|
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)
|
|
{
|
|
#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
|
|
|
|
grid *g = state->game_grid;
|
|
int border = BORDER(ds->tilesize);
|
|
int i;
|
|
bool flash_changed;
|
|
bool redraw_everything = false;
|
|
|
|
int edges[REDRAW_OBJECTS_LIMIT], nedges = 0;
|
|
int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0;
|
|
|
|
/* Redrawing is somewhat involved.
|
|
*
|
|
* An update can theoretically affect an arbitrary number of edges
|
|
* (consider, for example, completing or breaking a cycle which doesn't
|
|
* satisfy all the clues -- we'll switch many edges between error and
|
|
* normal states). On the other hand, redrawing the whole grid takes a
|
|
* while, making the game feel sluggish, and many updates are actually
|
|
* quite well localized.
|
|
*
|
|
* This redraw algorithm attempts to cope with both situations gracefully
|
|
* and correctly. For localized changes, we set a clip rectangle, fill
|
|
* it with background, and then redraw (a plausible but conservative
|
|
* guess at) the objects which intersect the rectangle; if several
|
|
* objects need redrawing, we'll do them individually. However, if lots
|
|
* of objects are affected, we'll just redraw everything.
|
|
*
|
|
* The reason for all of this is that it's just not safe to do the redraw
|
|
* piecemeal. If you try to draw an antialiased diagonal line over
|
|
* itself, you get a slightly thicker antialiased diagonal line, which
|
|
* looks rather ugly after a while.
|
|
*
|
|
* So, we take two passes over the grid. The first attempts to work out
|
|
* what needs doing, and the second actually does it.
|
|
*/
|
|
|
|
if (!ds->started) {
|
|
redraw_everything = true;
|
|
/*
|
|
* But we must still go through the upcoming loops, so that we
|
|
* set up stuff in ds correctly for the initial redraw.
|
|
*/
|
|
}
|
|
|
|
/* First, trundle through the faces. */
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
grid_face *f = g->faces + i;
|
|
int sides = f->order;
|
|
int yes_order, no_order;
|
|
bool clue_mistake;
|
|
bool clue_satisfied;
|
|
int n = state->clues[i];
|
|
if (n < 0)
|
|
continue;
|
|
|
|
yes_order = face_order(state, i, LINE_YES);
|
|
if (state->exactly_one_loop) {
|
|
/*
|
|
* Special case: if the set of LINE_YES edges in the grid
|
|
* consists of exactly one loop and nothing else, then we
|
|
* switch to treating LINE_UNKNOWN the same as LINE_NO for
|
|
* purposes of clue checking.
|
|
*
|
|
* This is because some people like to play Loopy without
|
|
* using the right-click, i.e. never setting anything to
|
|
* LINE_NO. Without this special case, if a person playing
|
|
* in that style fills in what they think is a correct
|
|
* solution loop but in fact it has an underfilled clue,
|
|
* then we will display no victory flash and also no error
|
|
* highlight explaining why not. With this special case,
|
|
* we light up underfilled clues at the instant the loop
|
|
* is closed. (Of course, *overfilled* clues are fine
|
|
* either way.)
|
|
*
|
|
* (It might still be considered unfortunate that we can't
|
|
* warn this style of player any earlier, if they make a
|
|
* mistake very near the beginning which doesn't show up
|
|
* until they close the last edge of the loop. One other
|
|
* thing we _could_ do here is to treat any LINE_UNKNOWN
|
|
* as LINE_NO if either of its endpoints has yes-degree 2,
|
|
* reflecting the fact that setting that line to YES would
|
|
* be an obvious error. But I don't think even that could
|
|
* catch _all_ clue errors in a timely manner; I think
|
|
* there are some that won't be displayed until the loop
|
|
* is filled in, even so, and there's no way to avoid that
|
|
* with complete reliability except to switch to being a
|
|
* player who sets things to LINE_NO.)
|
|
*/
|
|
no_order = sides - yes_order;
|
|
} else {
|
|
no_order = face_order(state, i, LINE_NO);
|
|
}
|
|
|
|
clue_mistake = (yes_order > n || no_order > (sides-n));
|
|
clue_satisfied = (yes_order == n && no_order == (sides-n));
|
|
|
|
if (clue_mistake != ds->clue_error[i] ||
|
|
clue_satisfied != ds->clue_satisfied[i]) {
|
|
ds->clue_error[i] = clue_mistake;
|
|
ds->clue_satisfied[i] = clue_satisfied;
|
|
if (nfaces == REDRAW_OBJECTS_LIMIT)
|
|
redraw_everything = true;
|
|
else
|
|
faces[nfaces++] = i;
|
|
}
|
|
}
|
|
|
|
/* Work out what the flash state needs to be. */
|
|
if (flashtime > 0 &&
|
|
(flashtime <= FLASH_TIME/3 ||
|
|
flashtime >= FLASH_TIME*2/3)) {
|
|
flash_changed = !ds->flashing;
|
|
ds->flashing = true;
|
|
} else {
|
|
flash_changed = ds->flashing;
|
|
ds->flashing = false;
|
|
}
|
|
|
|
/* Now, trundle through the edges. */
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
char new_ds =
|
|
state->line_errors[i] ? DS_LINE_ERROR : state->lines[i];
|
|
if (new_ds != ds->lines[i] ||
|
|
(flash_changed && state->lines[i] == LINE_YES)) {
|
|
ds->lines[i] = new_ds;
|
|
if (nedges == REDRAW_OBJECTS_LIMIT)
|
|
redraw_everything = true;
|
|
else
|
|
edges[nedges++] = i;
|
|
}
|
|
}
|
|
|
|
/* Pass one is now done. Now we do the actual drawing. */
|
|
if (redraw_everything) {
|
|
int grid_width = g->highest_x - g->lowest_x;
|
|
int grid_height = g->highest_y - g->lowest_y;
|
|
int w = grid_width * ds->tilesize / g->tilesize;
|
|
int h = grid_height * ds->tilesize / g->tilesize;
|
|
|
|
game_redraw_in_rect(dr, ds, state,
|
|
0, 0, w + 2*border + 1, h + 2*border + 1);
|
|
} else {
|
|
|
|
/* Right. Now we roll up our sleeves. */
|
|
|
|
for (i = 0; i < nfaces; i++) {
|
|
grid_face *f = g->faces + faces[i];
|
|
int x, y, w, h;
|
|
|
|
face_text_bbox(ds, g, f, &x, &y, &w, &h);
|
|
game_redraw_in_rect(dr, ds, state, x, y, w, h);
|
|
}
|
|
|
|
for (i = 0; i < nedges; i++) {
|
|
grid_edge *e = g->edges + edges[i];
|
|
int x, y, w, h;
|
|
|
|
edge_bbox(ds, g, e, &x, &y, &w, &h);
|
|
game_redraw_in_rect(dr, ds, state, x, y, w, h);
|
|
}
|
|
}
|
|
|
|
ds->started = true;
|
|
}
|
|
|
|
static float game_flash_length(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
if (!oldstate->solved && newstate->solved &&
|
|
!oldstate->cheated && !newstate->cheated) {
|
|
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)
|
|
{
|
|
}
|
|
|
|
static int game_status(const game_state *state)
|
|
{
|
|
return state->solved ? +1 : 0;
|
|
}
|
|
|
|
static void game_print_size(const game_params *params, float *x, float *y)
|
|
{
|
|
int pw, ph;
|
|
|
|
/*
|
|
* I'll use 7mm "squares" by default.
|
|
*/
|
|
game_compute_size(params, 700, &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 i;
|
|
game_drawstate ads, *ds = &ads;
|
|
grid *g = state->game_grid;
|
|
|
|
ds->tilesize = tilesize;
|
|
ds->textx = snewn(g->num_faces, int);
|
|
ds->texty = snewn(g->num_faces, int);
|
|
for (i = 0; i < g->num_faces; i++)
|
|
ds->textx[i] = ds->texty[i] = -1;
|
|
|
|
for (i = 0; i < g->num_dots; i++) {
|
|
int x, y;
|
|
grid_to_screen(ds, g, g->dots[i].x, g->dots[i].y, &x, &y);
|
|
draw_circle(dr, x, y, ds->tilesize / 15, ink, ink);
|
|
}
|
|
|
|
/*
|
|
* Clues.
|
|
*/
|
|
for (i = 0; i < g->num_faces; i++) {
|
|
grid_face *f = g->faces + i;
|
|
int clue = state->clues[i];
|
|
if (clue >= 0) {
|
|
char c[20];
|
|
int x, y;
|
|
sprintf(c, "%d", state->clues[i]);
|
|
face_text_pos(ds, g, f, &x, &y);
|
|
draw_text(dr, x, y,
|
|
FONT_VARIABLE, ds->tilesize / 2,
|
|
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Lines.
|
|
*/
|
|
for (i = 0; i < g->num_edges; i++) {
|
|
int thickness = (state->lines[i] == LINE_YES) ? 30 : 150;
|
|
grid_edge *e = g->edges + i;
|
|
int x1, y1, x2, y2;
|
|
grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
|
|
grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
|
|
if (state->lines[i] == LINE_YES)
|
|
{
|
|
/* (dx, dy) points from (x1, y1) to (x2, y2).
|
|
* The line is then "fattened" in a perpendicular
|
|
* direction to create a thin rectangle. */
|
|
double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2));
|
|
double dx = (x2 - x1) / d;
|
|
double dy = (y2 - y1) / d;
|
|
int points[8];
|
|
|
|
dx = (dx * ds->tilesize) / thickness;
|
|
dy = (dy * ds->tilesize) / thickness;
|
|
points[0] = x1 + (int)dy;
|
|
points[1] = y1 - (int)dx;
|
|
points[2] = x1 - (int)dy;
|
|
points[3] = y1 + (int)dx;
|
|
points[4] = x2 - (int)dy;
|
|
points[5] = y2 + (int)dx;
|
|
points[6] = x2 + (int)dy;
|
|
points[7] = y2 - (int)dx;
|
|
draw_polygon(dr, points, 4, ink, ink);
|
|
}
|
|
else
|
|
{
|
|
/* Draw a dotted line */
|
|
int divisions = 6;
|
|
int j;
|
|
for (j = 1; j < divisions; j++) {
|
|
/* Weighted average */
|
|
int x = (x1 * (divisions -j) + x2 * j) / divisions;
|
|
int y = (y1 * (divisions -j) + y2 * j) / divisions;
|
|
draw_circle(dr, x, y, ds->tilesize / thickness, ink, ink);
|
|
}
|
|
}
|
|
}
|
|
|
|
sfree(ds->textx);
|
|
sfree(ds->texty);
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame loopy
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Loopy", "games.loopy", "loopy",
|
|
default_params,
|
|
NULL, game_preset_menu,
|
|
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,
|
|
1, solve_game,
|
|
true, game_can_format_as_text_now, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
decode_ui,
|
|
NULL, /* game_request_keys */
|
|
game_changed_state,
|
|
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, game_timing_state,
|
|
0, /* mouse_priorities */
|
|
};
|
|
|
|
#ifdef STANDALONE_SOLVER
|
|
|
|
/*
|
|
* Half-hearted standalone solver. It can't output the solution to
|
|
* anything but a square puzzle, and it can't log the deductions
|
|
* it makes either. But it can solve square puzzles, and more
|
|
* importantly it can use its solver to grade the difficulty of
|
|
* any puzzle you give it.
|
|
*/
|
|
|
|
#include <stdarg.h>
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
game_params *p;
|
|
game_state *s;
|
|
char *id = NULL, *desc;
|
|
const char *err;
|
|
bool grade = false;
|
|
int ret, diff;
|
|
#if 0 /* verbose solver not supported here (yet) */
|
|
bool really_verbose = false;
|
|
#endif
|
|
|
|
while (--argc > 0) {
|
|
char *p = *++argv;
|
|
#if 0 /* verbose solver not supported here (yet) */
|
|
if (!strcmp(p, "-v")) {
|
|
really_verbose = true;
|
|
} else
|
|
#endif
|
|
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);
|
|
|
|
/*
|
|
* 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 < DIFF_MAX; diff++) {
|
|
solver_state *sstate_new;
|
|
solver_state *sstate = new_solver_state((game_state *)s, diff);
|
|
|
|
sstate_new = solve_game_rec(sstate);
|
|
|
|
if (sstate_new->solver_status == SOLVER_MISTAKE)
|
|
ret = 0;
|
|
else if (sstate_new->solver_status == SOLVER_SOLVED)
|
|
ret = 1;
|
|
else
|
|
ret = 2;
|
|
|
|
free_solver_state(sstate_new);
|
|
free_solver_state(sstate);
|
|
|
|
if (ret < 2)
|
|
break;
|
|
}
|
|
|
|
if (diff == DIFF_MAX) {
|
|
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", diffnames[diff]);
|
|
} else {
|
|
solver_state *sstate_new;
|
|
solver_state *sstate = new_solver_state((game_state *)s, diff);
|
|
|
|
/* If we supported a verbose solver, we'd set verbosity here */
|
|
|
|
sstate_new = solve_game_rec(sstate);
|
|
|
|
if (sstate_new->solver_status == SOLVER_MISTAKE)
|
|
printf("Puzzle is inconsistent\n");
|
|
else {
|
|
assert(sstate_new->solver_status == SOLVER_SOLVED);
|
|
if (s->grid_type == 0) {
|
|
fputs(game_text_format(sstate_new->state), stdout);
|
|
} else {
|
|
printf("Unable to output non-square grids\n");
|
|
}
|
|
}
|
|
|
|
free_solver_state(sstate_new);
|
|
free_solver_state(sstate);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* vim: set shiftwidth=4 tabstop=8: */
|