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- /*
- * magnets.c: implementation of janko.at 'magnets puzzle' game.
- *
- * http://64.233.179.104/translate_c?hl=en&u=http://www.janko.at/Raetsel/Magnete/Beispiel.htm
- *
- * Puzzle definition is just the size, and then the list of + (across then
- * down) and - (across then down) present, then domino edges.
- *
- * An example:
- *
- * + 2 0 1
- * +-----+
- * 1|+ -| |1
- * |-+-+ |
- * 0|-|#| |1
- * | +-+-|
- * 2|+|- +|1
- * +-----+
- * 1 2 0 -
- *
- * 3x3:201,102,120,111,LRTT*BBLR
- *
- * 'Zotmeister' examples:
- * 5x5:.2..1,3..1.,.2..2,2..2.,LRLRTTLRTBBT*BTTBLRBBLRLR
- * 9x9:3.51...33,.2..23.13,..33.33.2,12...5.3.,**TLRTLR*,*TBLRBTLR,TBLRLRBTT,BLRTLRTBB,LRTB*TBLR,LRBLRBLRT,TTTLRLRTB,BBBTLRTB*,*LRBLRB**
- *
- * Janko 6x6 with solution:
- * 6x6:322223,323132,232223,232223,LRTLRTTTBLRBBBTTLRLRBBLRTTLRTTBBLRBB
- *
- * janko 8x8:
- * 8x8:34131323,23131334,43122323,21332243,LRTLRLRT,LRBTTTTB,LRTBBBBT,TTBTLRTB,BBTBTTBT,TTBTBBTB,BBTBLRBT,LRBLRLRB
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include <ctype.h>
- #include <limits.h>
- #ifdef NO_TGMATH_H
- # include <math.h>
- #else
- # include <tgmath.h>
- #endif
- #include "puzzles.h"
- #ifdef STANDALONE_SOLVER
- static bool verbose = false;
- #endif
- enum {
- COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
- COL_TEXT, COL_ERROR, COL_CURSOR, COL_DONE,
- COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT,
- NCOLOURS
- };
- /* Cell states. */
- enum { EMPTY = 0, NEUTRAL = EMPTY, POSITIVE = 1, NEGATIVE = 2 };
- #if defined DEBUGGING || defined STANDALONE_SOLVER
- static const char *cellnames[3] = { "neutral", "positive", "negative" };
- #define NAME(w) ( ((w) < 0 || (w) > 2) ? "(out of range)" : cellnames[(w)] )
- #endif
- #define GRID2CHAR(g) ( ((g) >= 0 && (g) <= 2) ? ".+-"[(g)] : '?' )
- #define CHAR2GRID(c) ( (c) == '+' ? POSITIVE : (c) == '-' ? NEGATIVE : NEUTRAL )
- #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
- #define OPPOSITE(x) ( ((x)*2) % 3 ) /* 0 --> 0,
- 1 --> 2,
- 2 --> 4 --> 1 */
- #define FLASH_TIME 0.7F
- /* Macro ickery copied from slant.c */
- #define DIFFLIST(A) \
- A(EASY,Easy,e) \
- A(TRICKY,Tricky,t)
- #define ENUM(upper,title,lower) DIFF_ ## upper,
- #define TITLE(upper,title,lower) #title,
- #define ENCODE(upper,title,lower) #lower
- #define CONFIG(upper,title,lower) ":" #title
- enum { DIFFLIST(ENUM) DIFFCOUNT };
- static char const *const magnets_diffnames[] = { DIFFLIST(TITLE) "(count)" };
- static char const magnets_diffchars[] = DIFFLIST(ENCODE);
- #define DIFFCONFIG DIFFLIST(CONFIG)
- /* --------------------------------------------------------------- */
- /* Game parameter functions. */
- struct game_params {
- int w, h, diff;
- bool stripclues;
- };
- #define DEFAULT_PRESET 2
- static const struct game_params magnets_presets[] = {
- {6, 5, DIFF_EASY, 0},
- {6, 5, DIFF_TRICKY, 0},
- {6, 5, DIFF_TRICKY, 1},
- {8, 7, DIFF_EASY, 0},
- {8, 7, DIFF_TRICKY, 0},
- {8, 7, DIFF_TRICKY, 1},
- {10, 9, DIFF_TRICKY, 0},
- {10, 9, DIFF_TRICKY, 1}
- };
- static game_params *default_params(void)
- {
- game_params *ret = snew(game_params);
- *ret = magnets_presets[DEFAULT_PRESET];
- return ret;
- }
- static bool game_fetch_preset(int i, char **name, game_params **params)
- {
- game_params *ret;
- char buf[64];
- if (i < 0 || i >= lenof(magnets_presets)) return false;
- ret = default_params();
- *ret = magnets_presets[i]; /* struct copy */
- *params = ret;
- sprintf(buf, "%dx%d %s%s",
- magnets_presets[i].w, magnets_presets[i].h,
- magnets_diffnames[magnets_presets[i].diff],
- magnets_presets[i].stripclues ? ", strip clues" : "");
- *name = dupstr(buf);
- return true;
- }
- static void free_params(game_params *params)
- {
- sfree(params);
- }
- static game_params *dup_params(const game_params *params)
- {
- game_params *ret = snew(game_params);
- *ret = *params; /* structure copy */
- return ret;
- }
- static void decode_params(game_params *ret, char const *string)
- {
- ret->w = ret->h = atoi(string);
- while (*string && isdigit((unsigned char) *string)) ++string;
- if (*string == 'x') {
- string++;
- ret->h = atoi(string);
- while (*string && isdigit((unsigned char)*string)) string++;
- }
- ret->diff = DIFF_EASY;
- if (*string == 'd') {
- int i;
- string++;
- for (i = 0; i < DIFFCOUNT; i++)
- if (*string == magnets_diffchars[i])
- ret->diff = i;
- if (*string) string++;
- }
- ret->stripclues = false;
- if (*string == 'S') {
- string++;
- ret->stripclues = true;
- }
- }
- static char *encode_params(const game_params *params, bool full)
- {
- char buf[256];
- sprintf(buf, "%dx%d", params->w, params->h);
- if (full)
- sprintf(buf + strlen(buf), "d%c%s",
- magnets_diffchars[params->diff],
- params->stripclues ? "S" : "");
- return dupstr(buf);
- }
- static config_item *game_configure(const game_params *params)
- {
- config_item *ret;
- char buf[64];
- 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 = "Difficulty";
- ret[2].type = C_CHOICES;
- ret[2].u.choices.choicenames = DIFFCONFIG;
- ret[2].u.choices.selected = params->diff;
- ret[3].name = "Strip clues";
- ret[3].type = C_BOOLEAN;
- ret[3].u.boolean.bval = params->stripclues;
- 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->diff = cfg[2].u.choices.selected;
- ret->stripclues = cfg[3].u.boolean.bval;
- return ret;
- }
- static const char *validate_params(const game_params *params, bool full)
- {
- if (params->w < 2) return "Width must be at least two";
- if (params->h < 2) return "Height must be at least two";
- if (params->w > INT_MAX / params->h)
- return "Width times height must not be unreasonably large";
- if (params->diff >= DIFF_TRICKY) {
- if (params->w < 5 && params->h < 5)
- return "Either width or height must be at least five for Tricky";
- } else {
- if (params->w < 3 && params->h < 3)
- return "Either width or height must be at least three";
- }
- if (params->diff < 0 || params->diff >= DIFFCOUNT)
- return "Unknown difficulty level";
- return NULL;
- }
- /* --------------------------------------------------------------- */
- /* Game state allocation, deallocation. */
- struct game_common {
- int *dominoes; /* size w*h, dominoes[i] points to other end of domino. */
- int *rowcount; /* size 3*h, array of [plus, minus, neutral] counts */
- int *colcount; /* size 3*w, ditto */
- int refcount;
- };
- #define GS_ERROR 1
- #define GS_SET 2
- #define GS_NOTPOSITIVE 4
- #define GS_NOTNEGATIVE 8
- #define GS_NOTNEUTRAL 16
- #define GS_MARK 32
- #define GS_NOTMASK (GS_NOTPOSITIVE|GS_NOTNEGATIVE|GS_NOTNEUTRAL)
- #define NOTFLAG(w) ( (w) == NEUTRAL ? GS_NOTNEUTRAL : \
- (w) == POSITIVE ? GS_NOTPOSITIVE : \
- (w) == NEGATIVE ? GS_NOTNEGATIVE : \
- 0 )
- #define POSSIBLE(f,w) (!(state->flags[(f)] & NOTFLAG(w)))
- struct game_state {
- int w, h, wh;
- int *grid; /* size w*h, for cell state (pos/neg) */
- unsigned int *flags; /* size w*h */
- bool solved, completed, numbered;
- bool *counts_done;
- struct game_common *common; /* domino layout never changes. */
- };
- static void clear_state(game_state *ret)
- {
- int i;
- ret->solved = false;
- ret->completed = false;
- ret->numbered = false;
- memset(ret->common->rowcount, 0, ret->h*3*sizeof(int));
- memset(ret->common->colcount, 0, ret->w*3*sizeof(int));
- memset(ret->counts_done, 0, (ret->h + ret->w) * 2 * sizeof(bool));
- for (i = 0; i < ret->wh; i++) {
- ret->grid[i] = EMPTY;
- ret->flags[i] = 0;
- ret->common->dominoes[i] = i;
- }
- }
- static game_state *new_state(int w, int h)
- {
- game_state *ret = snew(game_state);
- memset(ret, 0, sizeof(game_state));
- ret->w = w;
- ret->h = h;
- ret->wh = w*h;
- ret->grid = snewn(ret->wh, int);
- ret->flags = snewn(ret->wh, unsigned int);
- ret->counts_done = snewn((ret->h + ret->w) * 2, bool);
- ret->common = snew(struct game_common);
- ret->common->refcount = 1;
- ret->common->dominoes = snewn(ret->wh, int);
- ret->common->rowcount = snewn(ret->h*3, int);
- ret->common->colcount = snewn(ret->w*3, int);
- clear_state(ret);
- return ret;
- }
- static game_state *dup_game(const game_state *src)
- {
- game_state *dest = snew(game_state);
- dest->w = src->w;
- dest->h = src->h;
- dest->wh = src->wh;
- dest->solved = src->solved;
- dest->completed = src->completed;
- dest->numbered = src->numbered;
- dest->common = src->common;
- dest->common->refcount++;
- dest->grid = snewn(dest->wh, int);
- memcpy(dest->grid, src->grid, dest->wh*sizeof(int));
- dest->counts_done = snewn((dest->h + dest->w) * 2, bool);
- memcpy(dest->counts_done, src->counts_done,
- (dest->h + dest->w) * 2 * sizeof(bool));
- dest->flags = snewn(dest->wh, unsigned int);
- memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int));
- return dest;
- }
- static void free_game(game_state *state)
- {
- state->common->refcount--;
- if (state->common->refcount == 0) {
- sfree(state->common->dominoes);
- sfree(state->common->rowcount);
- sfree(state->common->colcount);
- sfree(state->common);
- }
- sfree(state->counts_done);
- sfree(state->flags);
- sfree(state->grid);
- sfree(state);
- }
- /* --------------------------------------------------------------- */
- /* Game generation and reading. */
- /* For a game of size w*h the game description is:
- * w-sized string of column + numbers (L-R), or '.' for none
- * semicolon
- * h-sized string of row + numbers (T-B), or '.'
- * semicolon
- * w-sized string of column - numbers (L-R), or '.'
- * semicolon
- * h-sized string of row - numbers (T-B), or '.'
- * semicolon
- * w*h-sized string of 'L', 'R', 'U', 'D' for domino associations,
- * or '*' for a black singleton square.
- *
- * for a total length of 2w + 2h + wh + 4.
- */
- static char n2c(int num) { /* XXX cloned from singles.c */
- if (num == -1)
- return '.';
- if (num < 10)
- return '0' + num;
- else if (num < 10+26)
- return 'a' + num - 10;
- else
- return 'A' + num - 10 - 26;
- return '?';
- }
- static int c2n(char c) { /* XXX cloned from singles.c */
- if (isdigit((unsigned char)c))
- return (int)(c - '0');
- else if (c >= 'a' && c <= 'z')
- return (int)(c - 'a' + 10);
- else if (c >= 'A' && c <= 'Z')
- return (int)(c - 'A' + 10 + 26);
- return -1;
- }
- static const char *readrow(const char *desc, int n, int *array, int off,
- const char **prob)
- {
- int i, num;
- char c;
- for (i = 0; i < n; i++) {
- c = *desc++;
- if (c == 0) goto badchar;
- if (c == '.')
- num = -1;
- else {
- num = c2n(c);
- if (num < 0) goto badchar;
- }
- array[i*3+off] = num;
- }
- c = *desc++;
- if (c != ',') goto badchar;
- return desc;
- badchar:
- *prob = (c == 0) ?
- "Game description too short" :
- "Game description contained unexpected characters";
- return NULL;
- }
- static game_state *new_game_int(const game_params *params, const char *desc,
- const char **prob)
- {
- game_state *state = new_state(params->w, params->h);
- int x, y, idx, *count;
- char c;
- *prob = NULL;
- /* top row, left-to-right */
- desc = readrow(desc, state->w, state->common->colcount, POSITIVE, prob);
- if (*prob) goto done;
- /* left column, top-to-bottom */
- desc = readrow(desc, state->h, state->common->rowcount, POSITIVE, prob);
- if (*prob) goto done;
- /* bottom row, left-to-right */
- desc = readrow(desc, state->w, state->common->colcount, NEGATIVE, prob);
- if (*prob) goto done;
- /* right column, top-to-bottom */
- desc = readrow(desc, state->h, state->common->rowcount, NEGATIVE, prob);
- if (*prob) goto done;
- /* Add neutral counts (== size - pos - neg) to columns and rows.
- * Any singleton cells will just be treated as permanently neutral. */
- count = state->common->colcount;
- for (x = 0; x < state->w; x++) {
- if (count[x*3+POSITIVE] < 0 || count[x*3+NEGATIVE] < 0)
- count[x*3+NEUTRAL] = -1;
- else {
- count[x*3+NEUTRAL] =
- state->h - count[x*3+POSITIVE] - count[x*3+NEGATIVE];
- if (count[x*3+NEUTRAL] < 0) {
- *prob = "Column counts inconsistent";
- goto done;
- }
- }
- }
- count = state->common->rowcount;
- for (y = 0; y < state->h; y++) {
- if (count[y*3+POSITIVE] < 0 || count[y*3+NEGATIVE] < 0)
- count[y*3+NEUTRAL] = -1;
- else {
- count[y*3+NEUTRAL] =
- state->w - count[y*3+POSITIVE] - count[y*3+NEGATIVE];
- if (count[y*3+NEUTRAL] < 0) {
- *prob = "Row counts inconsistent";
- goto done;
- }
- }
- }
- for (y = 0; y < state->h; y++) {
- for (x = 0; x < state->w; x++) {
- idx = y*state->w + x;
- nextchar:
- c = *desc++;
- if (c == 'L') /* this square is LHS of a domino */
- state->common->dominoes[idx] = idx+1;
- else if (c == 'R') /* ... RHS of a domino */
- state->common->dominoes[idx] = idx-1;
- else if (c == 'T') /* ... top of a domino */
- state->common->dominoes[idx] = idx+state->w;
- else if (c == 'B') /* ... bottom of a domino */
- state->common->dominoes[idx] = idx-state->w;
- else if (c == '*') /* singleton */
- state->common->dominoes[idx] = idx;
- else if (c == ',') /* spacer, ignore */
- goto nextchar;
- else goto badchar;
- }
- }
- /* Check dominoes as input are sensibly consistent
- * (i.e. each end points to the other) */
- for (idx = 0; idx < state->wh; idx++) {
- if (state->common->dominoes[idx] < 0 ||
- state->common->dominoes[idx] >= state->wh ||
- (state->common->dominoes[idx] % state->w != idx % state->w &&
- state->common->dominoes[idx] / state->w != idx / state->w) ||
- state->common->dominoes[state->common->dominoes[idx]] != idx) {
- *prob = "Domino descriptions inconsistent";
- goto done;
- }
- if (state->common->dominoes[idx] == idx) {
- state->grid[idx] = NEUTRAL;
- state->flags[idx] |= GS_SET;
- }
- }
- /* Success. */
- state->numbered = true;
- goto done;
- badchar:
- *prob = (c == 0) ?
- "Game description too short" :
- "Game description contained unexpected characters";
- done:
- if (*prob) {
- free_game(state);
- return NULL;
- }
- return state;
- }
- static const char *validate_desc(const game_params *params, const char *desc)
- {
- const char *prob;
- game_state *st = new_game_int(params, desc, &prob);
- if (!st) return prob;
- free_game(st);
- return NULL;
- }
- static game_state *new_game(midend *me, const game_params *params,
- const char *desc)
- {
- const char *prob;
- game_state *st = new_game_int(params, desc, &prob);
- assert(st);
- return st;
- }
- static char *generate_desc(game_state *new)
- {
- int x, y, idx, other, w = new->w, h = new->h;
- char *desc = snewn(new->wh + 2*(w + h) + 5, char), *p = desc;
- for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+POSITIVE]);
- *p++ = ',';
- for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+POSITIVE]);
- *p++ = ',';
- for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+NEGATIVE]);
- *p++ = ',';
- for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+NEGATIVE]);
- *p++ = ',';
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
- idx = y*w + x;
- other = new->common->dominoes[idx];
- if (other == idx) *p++ = '*';
- else if (other == idx+1) *p++ = 'L';
- else if (other == idx-1) *p++ = 'R';
- else if (other == idx+w) *p++ = 'T';
- else if (other == idx-w) *p++ = 'B';
- else assert(!"mad domino orientation");
- }
- }
- *p = '\0';
- return desc;
- }
- static void game_text_hborder(const game_state *state, char **p_r)
- {
- char *p = *p_r;
- int x;
- *p++ = ' ';
- *p++ = '+';
- for (x = 0; x < state->w*2-1; x++) *p++ = '-';
- *p++ = '+';
- *p++ = '\n';
- *p_r = p;
- }
- static bool game_can_format_as_text_now(const game_params *params)
- {
- return true;
- }
- static char *game_text_format(const game_state *state)
- {
- int len, x, y, i;
- char *ret, *p;
- len = ((state->w*2)+4) * ((state->h*2)+4) + 2;
- p = ret = snewn(len, char);
- /* top row: '+' then column totals for plus. */
- *p++ = '+';
- for (x = 0; x < state->w; x++) {
- *p++ = ' ';
- *p++ = n2c(state->common->colcount[x*3+POSITIVE]);
- }
- *p++ = '\n';
- /* top border. */
- game_text_hborder(state, &p);
- for (y = 0; y < state->h; y++) {
- *p++ = n2c(state->common->rowcount[y*3+POSITIVE]);
- *p++ = '|';
- for (x = 0; x < state->w; x++) {
- i = y*state->w+x;
- *p++ = state->common->dominoes[i] == i ? '#' :
- state->grid[i] == POSITIVE ? '+' :
- state->grid[i] == NEGATIVE ? '-' :
- state->flags[i] & GS_SET ? '*' : ' ';
- if (x < (state->w-1))
- *p++ = state->common->dominoes[i] == i+1 ? ' ' : '|';
- }
- *p++ = '|';
- *p++ = n2c(state->common->rowcount[y*3+NEGATIVE]);
- *p++ = '\n';
- if (y < (state->h-1)) {
- *p++ = ' ';
- *p++ = '|';
- for (x = 0; x < state->w; x++) {
- i = y*state->w+x;
- *p++ = state->common->dominoes[i] == i+state->w ? ' ' : '-';
- if (x < (state->w-1))
- *p++ = '+';
- }
- *p++ = '|';
- *p++ = '\n';
- }
- }
- /* bottom border. */
- game_text_hborder(state, &p);
- /* bottom row: column totals for minus then '-'. */
- *p++ = ' ';
- for (x = 0; x < state->w; x++) {
- *p++ = ' ';
- *p++ = n2c(state->common->colcount[x*3+NEGATIVE]);
- }
- *p++ = ' ';
- *p++ = '-';
- *p++ = '\n';
- *p++ = '\0';
- return ret;
- }
- static void game_debug(game_state *state, const char *desc)
- {
- char *fmt = game_text_format(state);
- debug(("%s:\n%s\n", desc, fmt));
- sfree(fmt);
- }
- enum { ROW, COLUMN };
- typedef struct rowcol {
- int i, di, n, roworcol, num;
- int *targets;
- const char *name;
- } rowcol;
- static rowcol mkrowcol(const game_state *state, int num, int roworcol)
- {
- rowcol rc;
- rc.roworcol = roworcol;
- rc.num = num;
- if (roworcol == ROW) {
- rc.i = num * state->w;
- rc.di = 1;
- rc.n = state->w;
- rc.targets = &(state->common->rowcount[num*3]);
- rc.name = "row";
- } else if (roworcol == COLUMN) {
- rc.i = num;
- rc.di = state->w;
- rc.n = state->h;
- rc.targets = &(state->common->colcount[num*3]);
- rc.name = "column";
- } else {
- assert(!"unknown roworcol");
- }
- return rc;
- }
- static int count_rowcol(const game_state *state, int num, int roworcol,
- int which)
- {
- int i, count = 0;
- rowcol rc = mkrowcol(state, num, roworcol);
- for (i = 0; i < rc.n; i++, rc.i += rc.di) {
- if (which < 0) {
- if (state->grid[rc.i] == EMPTY &&
- !(state->flags[rc.i] & GS_SET))
- count++;
- } else if (state->grid[rc.i] == which)
- count++;
- }
- return count;
- }
- static void check_rowcol(game_state *state, int num, int roworcol, int which,
- bool *wrong, bool *incomplete)
- {
- int count, target = mkrowcol(state, num, roworcol).targets[which];
- if (target == -1) return; /* no number to check against. */
- count = count_rowcol(state, num, roworcol, which);
- if (count < target) *incomplete = true;
- if (count > target) *wrong = true;
- }
- static int check_completion(game_state *state)
- {
- int i, j, x, y, idx, w = state->w, h = state->h;
- int which = POSITIVE;
- bool wrong = false, incomplete = false;
- /* Check row and column counts for magnets. */
- for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
- for (i = 0; i < w; i++)
- check_rowcol(state, i, COLUMN, which, &wrong, &incomplete);
- for (i = 0; i < h; i++)
- check_rowcol(state, i, ROW, which, &wrong, &incomplete);
- }
- /* Check each domino has been filled, and that we don't have
- * touching identical terminals. */
- for (i = 0; i < state->wh; i++) state->flags[i] &= ~GS_ERROR;
- for (x = 0; x < w; x++) {
- for (y = 0; y < h; y++) {
- idx = y*w + x;
- if (state->common->dominoes[idx] == idx)
- continue; /* no domino here */
- if (!(state->flags[idx] & GS_SET))
- incomplete = true;
- which = state->grid[idx];
- if (which != NEUTRAL) {
- #define CHECK(xx,yy) do { \
- if (INGRID(state,xx,yy) && \
- (state->grid[(yy)*w+(xx)] == which)) { \
- wrong = true; \
- state->flags[(yy)*w+(xx)] |= GS_ERROR; \
- state->flags[y*w+x] |= GS_ERROR; \
- } \
- } while(0)
- CHECK(x,y-1);
- CHECK(x,y+1);
- CHECK(x-1,y);
- CHECK(x+1,y);
- #undef CHECK
- }
- }
- }
- return wrong ? -1 : incomplete ? 0 : 1;
- }
- static const int dx[4] = {-1, 1, 0, 0};
- static const int dy[4] = {0, 0, -1, 1};
- static void solve_clearflags(game_state *state)
- {
- int i;
- for (i = 0; i < state->wh; i++) {
- state->flags[i] &= ~GS_NOTMASK;
- if (state->common->dominoes[i] != i)
- state->flags[i] &= ~GS_SET;
- }
- }
- /* Knowing a given cell cannot be a certain colour also tells us
- * something about the other cell in that domino. */
- static int solve_unflag(game_state *state, int i, int which,
- const char *why, rowcol *rc)
- {
- int ii, ret = 0;
- #if defined DEBUGGING || defined STANDALONE_SOLVER
- int w = state->w;
- #endif
- assert(i >= 0 && i < state->wh);
- ii = state->common->dominoes[i];
- if (ii == i) return 0;
- if (rc)
- debug(("solve_unflag: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num));
- if ((state->flags[i] & GS_SET) && (state->grid[i] == which)) {
- debug(("solve_unflag: (%d,%d) already %s, cannot unflag (for %s).",
- i%w, i/w, NAME(which), why));
- return -1;
- }
- if ((state->flags[ii] & GS_SET) && (state->grid[ii] == OPPOSITE(which))) {
- debug(("solve_unflag: (%d,%d) opposite already %s, cannot unflag (for %s).",
- ii%w, ii/w, NAME(OPPOSITE(which)), why));
- return -1;
- }
- if (POSSIBLE(i, which)) {
- state->flags[i] |= NOTFLAG(which);
- ret++;
- debug(("solve_unflag: (%d,%d) CANNOT be %s (%s)",
- i%w, i/w, NAME(which), why));
- }
- if (POSSIBLE(ii, OPPOSITE(which))) {
- state->flags[ii] |= NOTFLAG(OPPOSITE(which));
- ret++;
- debug(("solve_unflag: (%d,%d) CANNOT be %s (%s, other half)",
- ii%w, ii/w, NAME(OPPOSITE(which)), why));
- }
- #ifdef STANDALONE_SOLVER
- if (verbose && ret) {
- printf("(%d,%d)", i%w, i/w);
- if (rc) printf(" in %s %d", rc->name, rc->num);
- printf(" cannot be %s (%s); opposite (%d,%d) not %s.\n",
- NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which)));
- }
- #endif
- return ret;
- }
- static int solve_unflag_surrounds(game_state *state, int i, int which)
- {
- int x = i%state->w, y = i/state->w, xx, yy, j, ii;
- assert(INGRID(state, x, y));
- for (j = 0; j < 4; j++) {
- xx = x+dx[j]; yy = y+dy[j];
- if (!INGRID(state, xx, yy)) continue;
- ii = yy*state->w+xx;
- if (solve_unflag(state, ii, which, "adjacent to set cell", NULL) < 0)
- return -1;
- }
- return 0;
- }
- /* Sets a cell to a particular colour, and also perform other
- * housekeeping around that. */
- static int solve_set(game_state *state, int i, int which,
- const char *why, rowcol *rc)
- {
- int ii;
- #if defined DEBUGGING || defined STANDALONE_SOLVER
- int w = state->w;
- #endif
- ii = state->common->dominoes[i];
- if (state->flags[i] & GS_SET) {
- if (state->grid[i] == which) {
- return 0; /* was already set and held, do nothing. */
- } else {
- debug(("solve_set: (%d,%d) is held and %s, cannot set to %s",
- i%w, i/w, NAME(state->grid[i]), NAME(which)));
- return -1;
- }
- }
- if ((state->flags[ii] & GS_SET) && state->grid[ii] != OPPOSITE(which)) {
- debug(("solve_set: (%d,%d) opposite is held and %s, cannot set to %s",
- ii%w, ii/w, NAME(state->grid[ii]), NAME(OPPOSITE(which))));
- return -1;
- }
- if (!POSSIBLE(i, which)) {
- debug(("solve_set: (%d,%d) NOT %s, cannot set.", i%w, i/w, NAME(which)));
- return -1;
- }
- if (!POSSIBLE(ii, OPPOSITE(which))) {
- debug(("solve_set: (%d,%d) NOT %s, cannot set (%d,%d).",
- ii%w, ii/w, NAME(OPPOSITE(which)), i%w, i/w));
- return -1;
- }
- #ifdef STANDALONE_SOLVER
- if (verbose) {
- printf("(%d,%d)", i%w, i/w);
- if (rc) printf(" in %s %d", rc->name, rc->num);
- printf(" set to %s (%s), opposite (%d,%d) set to %s.\n",
- NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which)));
- }
- #endif
- if (rc)
- debug(("solve_set: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num));
- debug(("solve_set: (%d,%d) setting to %s (%s), surrounds first:",
- i%w, i/w, NAME(which), why));
- if (which != NEUTRAL) {
- if (solve_unflag_surrounds(state, i, which) < 0)
- return -1;
- if (solve_unflag_surrounds(state, ii, OPPOSITE(which)) < 0)
- return -1;
- }
- state->grid[i] = which;
- state->grid[ii] = OPPOSITE(which);
- state->flags[i] |= GS_SET;
- state->flags[ii] |= GS_SET;
- debug(("solve_set: (%d,%d) set to %s (%s)", i%w, i/w, NAME(which), why));
- return 1;
- }
- /* counts should be int[4]. */
- static void solve_counts(game_state *state, rowcol rc, int *counts, int *unset)
- {
- int i, j, which;
- assert(counts);
- for (i = 0; i < 4; i++) {
- counts[i] = 0;
- if (unset) unset[i] = 0;
- }
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (state->flags[i] & GS_SET) {
- assert(state->grid[i] < 3);
- counts[state->grid[i]]++;
- } else if (unset) {
- for (which = 0; which <= 2; which++) {
- if (POSSIBLE(i, which))
- unset[which]++;
- }
- }
- }
- }
- static int solve_checkfull(game_state *state, rowcol rc, int *counts)
- {
- int starti = rc.i, j, which, didsth = 0, target;
- int unset[4];
- assert(state->numbered); /* only useful (should only be called) if numbered. */
- solve_counts(state, rc, counts, unset);
- for (which = 0; which <= 2; which++) {
- target = rc.targets[which];
- if (target == -1) continue;
- /*debug(("%s %d for %s: target %d, count %d, unset %d",
- rc.name, rc.num, NAME(which),
- target, counts[which], unset[which]));*/
- if (target < counts[which]) {
- debug(("%s %d has too many (%d) %s squares (target %d), impossible!",
- rc.name, rc.num, counts[which], NAME(which), target));
- return -1;
- }
- if (target == counts[which]) {
- /* We have the correct no. of the colour in this row/column
- * already; unflag all the rest. */
- for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) {
- if (state->flags[rc.i] & GS_SET) continue;
- if (!POSSIBLE(rc.i, which)) continue;
- if (solve_unflag(state, rc.i, which, "row/col full", &rc) < 0)
- return -1;
- didsth = 1;
- }
- } else if ((target - counts[which]) == unset[which]) {
- /* We need all the remaining unset squares for this colour;
- * set them all. */
- for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) {
- if (state->flags[rc.i] & GS_SET) continue;
- if (!POSSIBLE(rc.i, which)) continue;
- if (solve_set(state, rc.i, which, "row/col needs all unset", &rc) < 0)
- return -1;
- didsth = 1;
- }
- }
- }
- return didsth;
- }
- static int solve_startflags(game_state *state)
- {
- int x, y, i;
- for (x = 0; x < state->w; x++) {
- for (y = 0; y < state->h; y++) {
- i = y*state->w+x;
- if (state->common->dominoes[i] == i) continue;
- if (state->grid[i] != NEUTRAL ||
- state->flags[i] & GS_SET) {
- if (solve_set(state, i, state->grid[i], "initial set-and-hold", NULL) < 0)
- return -1;
- }
- }
- }
- return 0;
- }
- typedef int (*rowcolfn)(game_state *state, rowcol rc, int *counts);
- static int solve_rowcols(game_state *state, rowcolfn fn)
- {
- int x, y, didsth = 0, ret;
- rowcol rc;
- int counts[4];
- for (x = 0; x < state->w; x++) {
- rc = mkrowcol(state, x, COLUMN);
- solve_counts(state, rc, counts, NULL);
- ret = fn(state, rc, counts);
- if (ret < 0) return ret;
- didsth += ret;
- }
- for (y = 0; y < state->h; y++) {
- rc = mkrowcol(state, y, ROW);
- solve_counts(state, rc, counts, NULL);
- ret = fn(state, rc, counts);
- if (ret < 0) return ret;
- didsth += ret;
- }
- return didsth;
- }
- static int solve_force(game_state *state)
- {
- int i, which, didsth = 0;
- unsigned long f;
- for (i = 0; i < state->wh; i++) {
- if (state->flags[i] & GS_SET) continue;
- if (state->common->dominoes[i] == i) continue;
- f = state->flags[i] & GS_NOTMASK;
- which = -1;
- if (f == (GS_NOTPOSITIVE|GS_NOTNEGATIVE))
- which = NEUTRAL;
- if (f == (GS_NOTPOSITIVE|GS_NOTNEUTRAL))
- which = NEGATIVE;
- if (f == (GS_NOTNEGATIVE|GS_NOTNEUTRAL))
- which = POSITIVE;
- if (which != -1) {
- if (solve_set(state, i, which, "forced by flags", NULL) < 0)
- return -1;
- didsth = 1;
- }
- }
- return didsth;
- }
- static int solve_neither(game_state *state)
- {
- int i, j, didsth = 0;
- for (i = 0; i < state->wh; i++) {
- if (state->flags[i] & GS_SET) continue;
- j = state->common->dominoes[i];
- if (i == j) continue;
- if (((state->flags[i] & GS_NOTPOSITIVE) &&
- (state->flags[j] & GS_NOTPOSITIVE)) ||
- ((state->flags[i] & GS_NOTNEGATIVE) &&
- (state->flags[j] & GS_NOTNEGATIVE))) {
- if (solve_set(state, i, NEUTRAL, "neither tile magnet", NULL) < 0)
- return -1;
- didsth = 1;
- }
- }
- return didsth;
- }
- static int solve_advancedfull(game_state *state, rowcol rc, int *counts)
- {
- int i, j, nfound = 0, ret = 0;
- bool clearpos = false, clearneg = false;
- /* For this row/col, look for a domino entirely within the row where
- * both ends can only be + or - (but isn't held).
- * The +/- counts can thus be decremented by 1 each, and the 'unset'
- * count by 2.
- *
- * Once that's done for all such dominoes (and they're marked), try
- * and made usual deductions about rest of the row based on new totals. */
- if (rc.targets[POSITIVE] == -1 && rc.targets[NEGATIVE] == -1)
- return 0; /* don't have a target for either colour, nothing to do. */
- if ((rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) &&
- (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]))
- return 0; /* both colours are full up already, nothing to do. */
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++)
- state->flags[i] &= ~GS_MARK;
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (state->flags[i] & GS_SET) continue;
- /* We're looking for a domino in our row/col, thus if
- * dominoes[i] -> i+di we've found one. */
- if (state->common->dominoes[i] != i+rc.di) continue;
- /* We need both squares of this domino to be either + or -
- * (i.e. both NOTNEUTRAL only). */
- if (((state->flags[i] & GS_NOTMASK) != GS_NOTNEUTRAL) ||
- ((state->flags[i+rc.di] & GS_NOTMASK) != GS_NOTNEUTRAL))
- continue;
- debug(("Domino in %s %d at (%d,%d) must be polarised.",
- rc.name, rc.num, i%state->w, i/state->w));
- state->flags[i] |= GS_MARK;
- state->flags[i+rc.di] |= GS_MARK;
- nfound++;
- }
- if (nfound == 0) return 0;
- /* nfound is #dominoes we matched, which will all be marked. */
- counts[POSITIVE] += nfound;
- counts[NEGATIVE] += nfound;
- if (rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) {
- debug(("%s %d has now filled POSITIVE:", rc.name, rc.num));
- clearpos = true;
- }
- if (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]) {
- debug(("%s %d has now filled NEGATIVE:", rc.name, rc.num));
- clearneg = true;
- }
- if (!clearpos && !clearneg) return 0;
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (state->flags[i] & GS_SET) continue;
- if (state->flags[i] & GS_MARK) continue;
- if (clearpos && !(state->flags[i] & GS_NOTPOSITIVE)) {
- if (solve_unflag(state, i, POSITIVE, "row/col full (+ve) [tricky]", &rc) < 0)
- return -1;
- ret++;
- }
- if (clearneg && !(state->flags[i] & GS_NOTNEGATIVE)) {
- if (solve_unflag(state, i, NEGATIVE, "row/col full (-ve) [tricky]", &rc) < 0)
- return -1;
- ret++;
- }
- }
- return ret;
- }
- /* If we only have one neutral still to place on a row/column then no
- dominoes entirely in that row/column can be neutral. */
- static int solve_nonneutral(game_state *state, rowcol rc, int *counts)
- {
- int i, j, ret = 0;
- if (rc.targets[NEUTRAL] != counts[NEUTRAL]+1)
- return 0;
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (state->flags[i] & GS_SET) continue;
- if (state->common->dominoes[i] != i+rc.di) continue;
- if (!(state->flags[i] & GS_NOTNEUTRAL)) {
- if (solve_unflag(state, i, NEUTRAL, "single neutral in row/col [tricky]", &rc) < 0)
- return -1;
- ret++;
- }
- }
- return ret;
- }
- /* If we need to fill all unfilled cells with +-, and we need 1 more of
- * one than the other, and we have a single odd-numbered region of unfilled
- * cells, that odd-numbered region must start and end with the extra number. */
- static int solve_oddlength(game_state *state, rowcol rc, int *counts)
- {
- int i, j, ret = 0, extra, tpos, tneg;
- int start = -1, length = 0, startodd = -1;
- bool inempty = false;
- /* need zero neutral cells still to find... */
- if (rc.targets[NEUTRAL] != counts[NEUTRAL])
- return 0;
- /* ...and #positive and #negative to differ by one. */
- tpos = rc.targets[POSITIVE] - counts[POSITIVE];
- tneg = rc.targets[NEGATIVE] - counts[NEGATIVE];
- if (tpos == tneg+1)
- extra = POSITIVE;
- else if (tneg == tpos+1)
- extra = NEGATIVE;
- else return 0;
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (state->flags[i] & GS_SET) {
- if (inempty) {
- if (length % 2) {
- /* we've just finished an odd-length section. */
- if (startodd != -1) goto twoodd;
- startodd = start;
- }
- inempty = false;
- }
- } else {
- if (inempty)
- length++;
- else {
- start = i;
- length = 1;
- inempty = true;
- }
- }
- }
- if (inempty && (length % 2)) {
- if (startodd != -1) goto twoodd;
- startodd = start;
- }
- if (startodd != -1)
- ret = solve_set(state, startodd, extra, "odd-length section start", &rc);
- return ret;
- twoodd:
- debug(("%s %d has >1 odd-length sections, starting at %d,%d and %d,%d.",
- rc.name, rc.num,
- startodd%state->w, startodd/state->w,
- start%state->w, start/state->w));
- return 0;
- }
- /* Count the number of remaining empty dominoes in any row/col.
- * If that number is equal to the #remaining positive,
- * or to the #remaining negative, no empty cells can be neutral. */
- static int solve_countdominoes_neutral(game_state *state, rowcol rc, int *counts)
- {
- int i, j, ndom = 0, ret = 0;
- bool nonn = false;
- if ((rc.targets[POSITIVE] == -1) && (rc.targets[NEGATIVE] == -1))
- return 0; /* need at least one target to compare. */
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (state->flags[i] & GS_SET) continue;
- assert(state->grid[i] == EMPTY);
- /* Skip solo cells, or second cell in domino. */
- if ((state->common->dominoes[i] == i) ||
- (state->common->dominoes[i] == i-rc.di))
- continue;
- ndom++;
- }
- if ((rc.targets[POSITIVE] != -1) &&
- (rc.targets[POSITIVE]-counts[POSITIVE] == ndom))
- nonn = true;
- if ((rc.targets[NEGATIVE] != -1) &&
- (rc.targets[NEGATIVE]-counts[NEGATIVE] == ndom))
- nonn = true;
- if (!nonn) return 0;
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (state->flags[i] & GS_SET) continue;
- if (!(state->flags[i] & GS_NOTNEUTRAL)) {
- if (solve_unflag(state, i, NEUTRAL, "all dominoes +/- [tricky]", &rc) < 0)
- return -1;
- ret++;
- }
- }
- return ret;
- }
- static int solve_domino_count(game_state *state, rowcol rc, int i, int which)
- {
- int nposs = 0;
- /* Skip solo cells or 2nd in domino. */
- if ((state->common->dominoes[i] == i) ||
- (state->common->dominoes[i] == i-rc.di))
- return 0;
- if (state->flags[i] & GS_SET)
- return 0;
- if (POSSIBLE(i, which))
- nposs++;
- if (state->common->dominoes[i] == i+rc.di) {
- /* second cell of domino is on our row: test that too. */
- if (POSSIBLE(i+rc.di, which))
- nposs++;
- }
- return nposs;
- }
- /* Count number of dominoes we could put each of + and - into. If it is equal
- * to the #left, any domino we can only put + or - in one cell of must have it. */
- static int solve_countdominoes_nonneutral(game_state *state, rowcol rc, int *counts)
- {
- int which, w, i, j, ndom = 0, didsth = 0, toset;
- for (which = POSITIVE, w = 0; w < 2; which = OPPOSITE(which), w++) {
- if (rc.targets[which] == -1) continue;
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (solve_domino_count(state, rc, i, which) > 0)
- ndom++;
- }
- if ((rc.targets[which] - counts[which]) != ndom)
- continue;
- for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
- if (solve_domino_count(state, rc, i, which) == 1) {
- if (POSSIBLE(i, which))
- toset = i;
- else {
- /* paranoia, should have been checked by solve_domino_count. */
- assert(state->common->dominoes[i] == i+rc.di);
- assert(POSSIBLE(i+rc.di, which));
- toset = i+rc.di;
- }
- if (solve_set(state, toset, which, "all empty dominoes need +/- [tricky]", &rc) < 0)
- return -1;
- didsth++;
- }
- }
- }
- return didsth;
- }
- /* danger, evil macro. can't use the do { ... } while(0) trick because
- * the continue breaks. */
- #define SOLVE_FOR_ROWCOLS(fn) \
- ret = solve_rowcols(state, fn); \
- if (ret < 0) { debug(("%s said impossible, cannot solve", #fn)); return -1; } \
- if (ret > 0) continue
- static int solve_state(game_state *state, int diff)
- {
- int ret;
- debug(("solve_state, difficulty %s", magnets_diffnames[diff]));
- solve_clearflags(state);
- if (solve_startflags(state) < 0) return -1;
- while (1) {
- ret = solve_force(state);
- if (ret > 0) continue;
- if (ret < 0) return -1;
- ret = solve_neither(state);
- if (ret > 0) continue;
- if (ret < 0) return -1;
- SOLVE_FOR_ROWCOLS(solve_checkfull);
- SOLVE_FOR_ROWCOLS(solve_oddlength);
- if (diff < DIFF_TRICKY) break;
- SOLVE_FOR_ROWCOLS(solve_advancedfull);
- SOLVE_FOR_ROWCOLS(solve_nonneutral);
- SOLVE_FOR_ROWCOLS(solve_countdominoes_neutral);
- SOLVE_FOR_ROWCOLS(solve_countdominoes_nonneutral);
- /* more ... */
- break;
- }
- return check_completion(state);
- }
- static char *game_state_diff(const game_state *src, const game_state *dst,
- bool issolve)
- {
- char *ret = NULL, buf[80], c;
- int retlen = 0, x, y, i, k;
- assert(src->w == dst->w && src->h == dst->h);
- if (issolve) {
- ret = sresize(ret, 3, char);
- ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0';
- retlen += 2;
- }
- for (x = 0; x < dst->w; x++) {
- for (y = 0; y < dst->h; y++) {
- i = y*dst->w+x;
- if (src->common->dominoes[i] == i) continue;
- #define APPEND do { \
- ret = sresize(ret, retlen + k + 1, char); \
- strcpy(ret + retlen, buf); \
- retlen += k; \
- } while(0)
- if ((src->grid[i] != dst->grid[i]) ||
- ((src->flags[i] & GS_SET) != (dst->flags[i] & GS_SET))) {
- if (dst->grid[i] == EMPTY && !(dst->flags[i] & GS_SET))
- c = ' ';
- else
- c = GRID2CHAR(dst->grid[i]);
- k = sprintf(buf, "%c%d,%d;", (int)c, x, y);
- APPEND;
- }
- }
- }
- debug(("game_state_diff returns %s", ret));
- return ret;
- }
- static void solve_from_aux(const game_state *state, const char *aux)
- {
- int i;
- assert(strlen(aux) == state->wh);
- for (i = 0; i < state->wh; i++) {
- state->grid[i] = CHAR2GRID(aux[i]);
- state->flags[i] |= GS_SET;
- }
- }
- static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, const char **error)
- {
- game_state *solved = dup_game(currstate);
- char *move = NULL;
- int ret;
- if (aux && strlen(aux) == state->wh) {
- solve_from_aux(solved, aux);
- goto solved;
- }
- if (solve_state(solved, DIFFCOUNT) > 0) goto solved;
- free_game(solved);
- solved = dup_game(state);
- ret = solve_state(solved, DIFFCOUNT);
- if (ret > 0) goto solved;
- free_game(solved);
- *error = (ret < 0) ? "Puzzle is impossible." : "Unable to solve puzzle.";
- return NULL;
- solved:
- move = game_state_diff(currstate, solved, true);
- free_game(solved);
- return move;
- }
- static int solve_unnumbered(game_state *state)
- {
- int i, ret;
- while (1) {
- ret = solve_force(state);
- if (ret > 0) continue;
- if (ret < 0) return -1;
- ret = solve_neither(state);
- if (ret > 0) continue;
- if (ret < 0) return -1;
- break;
- }
- for (i = 0; i < state->wh; i++) {
- if (!(state->flags[i] & GS_SET)) return 0;
- }
- return 1;
- }
- static int lay_dominoes(game_state *state, random_state *rs, int *scratch)
- {
- int n, i, ret = 0, nlaid = 0, n_initial_neutral;
- for (i = 0; i < state->wh; i++) {
- scratch[i] = i;
- state->grid[i] = EMPTY;
- state->flags[i] = (state->common->dominoes[i] == i) ? GS_SET : 0;
- }
- shuffle(scratch, state->wh, sizeof(int), rs);
- n_initial_neutral = (state->wh > 100) ? 5 : (state->wh / 10);
- for (n = 0; n < state->wh; n++) {
- /* Find a space ... */
- i = scratch[n];
- if (state->flags[i] & GS_SET) continue; /* already laid here. */
- /* ...and lay a domino if we can. */
- debug(("Laying domino at i:%d, (%d,%d)\n", i, i%state->w, i/state->w));
- /* The choice of which type of domino to lay here leads to subtle differences
- * in the sorts of boards that get produced. Too much bias towards magnets
- * leads to games that are too easy.
- *
- * Currently, it lays a small set of dominoes at random as neutral, and
- * then lays the rest preferring to be magnets -- however, if the
- * current layout is such that a magnet won't go there, then it lays
- * another neutral.
- *
- * The number of initially neutral dominoes is limited as grids get bigger:
- * too many neutral dominoes invariably ends up with insoluble puzzle at
- * this size, and the positioning process means it'll always end up laying
- * more than the initial 5 anyway.
- */
- /* We should always be able to lay a neutral anywhere. */
- assert(!(state->flags[i] & GS_NOTNEUTRAL));
- if (n < n_initial_neutral) {
- debug((" ...laying neutral\n"));
- ret = solve_set(state, i, NEUTRAL, "layout initial neutral", NULL);
- } else {
- debug((" ... preferring magnet\n"));
- if (!(state->flags[i] & GS_NOTPOSITIVE))
- ret = solve_set(state, i, POSITIVE, "layout", NULL);
- else if (!(state->flags[i] & GS_NOTNEGATIVE))
- ret = solve_set(state, i, NEGATIVE, "layout", NULL);
- else
- ret = solve_set(state, i, NEUTRAL, "layout", NULL);
- }
- if (!ret) {
- debug(("Unable to lay anything at (%d,%d), giving up.",
- i%state->w, i/state->w));
- ret = -1;
- break;
- }
- nlaid++;
- ret = solve_unnumbered(state);
- if (ret == -1)
- debug(("solve_unnumbered decided impossible.\n"));
- if (ret != 0)
- break;
- }
- debug(("Laid %d dominoes, total %d dominoes.\n", nlaid, state->wh/2));
- (void)nlaid;
- game_debug(state, "Final layout");
- return ret;
- }
- static void gen_game(game_state *new, random_state *rs)
- {
- int ret, x, y, val;
- int *scratch = snewn(new->wh, int);
- #ifdef STANDALONE_SOLVER
- if (verbose) printf("Generating new game...\n");
- #endif
- clear_state(new);
- sfree(new->common->dominoes); /* bit grotty. */
- new->common->dominoes = domino_layout(new->w, new->h, rs);
- do {
- ret = lay_dominoes(new, rs, scratch);
- } while(ret == -1);
- /* for each cell, update colcount/rowcount as appropriate. */
- memset(new->common->colcount, 0, new->w*3*sizeof(int));
- memset(new->common->rowcount, 0, new->h*3*sizeof(int));
- for (x = 0; x < new->w; x++) {
- for (y = 0; y < new->h; y++) {
- val = new->grid[y*new->w+x];
- new->common->colcount[x*3+val]++;
- new->common->rowcount[y*3+val]++;
- }
- }
- new->numbered = true;
- sfree(scratch);
- }
- static void generate_aux(game_state *new, char *aux)
- {
- int i;
- for (i = 0; i < new->wh; i++)
- aux[i] = GRID2CHAR(new->grid[i]);
- aux[new->wh] = '\0';
- }
- static int check_difficulty(const game_params *params, game_state *new,
- random_state *rs)
- {
- int *scratch, *grid_correct, slen, i;
- memset(new->grid, EMPTY, new->wh*sizeof(int));
- if (params->diff > DIFF_EASY) {
- /* If this is too easy, return. */
- if (solve_state(new, params->diff-1) > 0) {
- debug(("Puzzle is too easy."));
- return -1;
- }
- }
- if (solve_state(new, params->diff) <= 0) {
- debug(("Puzzle is not soluble at requested difficulty."));
- return -1;
- }
- if (!params->stripclues) return 0;
- /* Copy the correct grid away. */
- grid_correct = snewn(new->wh, int);
- memcpy(grid_correct, new->grid, new->wh*sizeof(int));
- /* Create shuffled array of side-clue locations. */
- slen = new->w*2 + new->h*2;
- scratch = snewn(slen, int);
- for (i = 0; i < slen; i++) scratch[i] = i;
- shuffle(scratch, slen, sizeof(int), rs);
- /* For each clue, check whether removing it makes the puzzle unsoluble;
- * put it back if so. */
- for (i = 0; i < slen; i++) {
- int num = scratch[i], which, roworcol, target, targetn, ret;
- rowcol rc;
- /* work out which clue we meant. */
- if (num < new->w+new->h) { which = POSITIVE; }
- else { which = NEGATIVE; num -= new->w+new->h; }
- if (num < new->w) { roworcol = COLUMN; }
- else { roworcol = ROW; num -= new->w; }
- /* num is now the row/column index in question. */
- rc = mkrowcol(new, num, roworcol);
- /* Remove clue, storing original... */
- target = rc.targets[which];
- targetn = rc.targets[NEUTRAL];
- rc.targets[which] = -1;
- rc.targets[NEUTRAL] = -1;
- /* ...and see if we can still solve it. */
- game_debug(new, "removed clue, new board:");
- memset(new->grid, EMPTY, new->wh * sizeof(int));
- ret = solve_state(new, params->diff);
- assert(ret != -1);
- if (ret == 0 ||
- memcmp(new->grid, grid_correct, new->wh*sizeof(int)) != 0) {
- /* We made it ambiguous: put clue back. */
- debug(("...now impossible/different, put clue back."));
- rc.targets[which] = target;
- rc.targets[NEUTRAL] = targetn;
- }
- }
- sfree(scratch);
- sfree(grid_correct);
- return 0;
- }
- static char *new_game_desc(const game_params *params, random_state *rs,
- char **aux_r, bool interactive)
- {
- game_state *new = new_state(params->w, params->h);
- char *desc, *aux = snewn(new->wh+1, char);
- do {
- gen_game(new, rs);
- generate_aux(new, aux);
- } while (check_difficulty(params, new, rs) < 0);
- /* now we're complete, generate the description string
- * and an aux_info for the completed game. */
- desc = generate_desc(new);
- free_game(new);
- *aux_r = aux;
- return desc;
- }
- struct game_ui {
- int cur_x, cur_y;
- bool cur_visible;
- };
- static game_ui *new_ui(const game_state *state)
- {
- game_ui *ui = snew(game_ui);
- ui->cur_x = ui->cur_y = 0;
- ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false);
- return ui;
- }
- static void free_ui(game_ui *ui)
- {
- sfree(ui);
- }
- static void game_changed_state(game_ui *ui, const game_state *oldstate,
- const game_state *newstate)
- {
- if (!oldstate->completed && newstate->completed)
- ui->cur_visible = false;
- }
- static const char *current_key_label(const game_ui *ui,
- const game_state *state, int button)
- {
- int idx;
- if (IS_CURSOR_SELECT(button)) {
- if (!ui->cur_visible) return "";
- idx = ui->cur_y * state->w + ui->cur_x;
- if (button == CURSOR_SELECT) {
- if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET)
- return "";
- switch (state->grid[idx]) {
- case EMPTY: return "+";
- case POSITIVE: return "-";
- case NEGATIVE: return "Clear";
- }
- }
- if (button == CURSOR_SELECT2) {
- if (state->grid[idx] != NEUTRAL) return "";
- if (state->flags[idx] & GS_SET) /* neutral */
- return "?";
- if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */
- return "Clear";
- else
- return "X";
- }
- }
- return "";
- }
-
- struct game_drawstate {
- int tilesize;
- bool started, solved;
- int w, h;
- unsigned long *what; /* size w*h */
- unsigned long *colwhat, *rowwhat; /* size 3*w, 3*h */
- };
- #define DS_WHICH_MASK 0xf
- #define DS_ERROR 0x10
- #define DS_CURSOR 0x20
- #define DS_SET 0x40
- #define DS_NOTPOS 0x80
- #define DS_NOTNEG 0x100
- #define DS_NOTNEU 0x200
- #define DS_FLASH 0x400
- #define PREFERRED_TILE_SIZE 32
- #define TILE_SIZE (ds->tilesize)
- #define BORDER (TILE_SIZE / 8)
- #define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
- #define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 )
- static bool is_clue(const game_state *state, int x, int y)
- {
- int h = state->h, w = state->w;
- if (((x == -1 || x == w) && y >= 0 && y < h) ||
- ((y == -1 || y == h) && x >= 0 && x < w))
- return true;
- return false;
- }
- static int clue_index(const game_state *state, int x, int y)
- {
- int h = state->h, w = state->w;
- if (y == -1)
- return x;
- else if (x == w)
- return w + y;
- else if (y == h)
- return 2 * w + h - x - 1;
- else if (x == -1)
- return 2 * (w + h) - y - 1;
- return -1;
- }
- static char *interpret_move(const game_state *state, game_ui *ui,
- const game_drawstate *ds,
- int x, int y, int button)
- {
- int gx = FROMCOORD(x), gy = FROMCOORD(y), idx, curr;
- char *nullret = NULL, buf[80], movech;
- enum { CYCLE_MAGNET, CYCLE_NEUTRAL } action;
- if (IS_CURSOR_MOVE(button)) {
- move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, false);
- ui->cur_visible = true;
- return MOVE_UI_UPDATE;
- } else if (IS_CURSOR_SELECT(button)) {
- if (!ui->cur_visible) {
- ui->cur_visible = true;
- return MOVE_UI_UPDATE;
- }
- action = (button == CURSOR_SELECT) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
- gx = ui->cur_x;
- gy = ui->cur_y;
- } else if (INGRID(state, gx, gy) &&
- (button == LEFT_BUTTON || button == RIGHT_BUTTON)) {
- if (ui->cur_visible) {
- ui->cur_visible = false;
- nullret = MOVE_UI_UPDATE;
- }
- action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
- } else if (button == LEFT_BUTTON && is_clue(state, gx, gy)) {
- sprintf(buf, "D%d,%d", gx, gy);
- return dupstr(buf);
- } else
- return NULL;
- idx = gy * state->w + gx;
- if (state->common->dominoes[idx] == idx) return nullret;
- curr = state->grid[idx];
- if (action == CYCLE_MAGNET) {
- /* ... empty --> positive --> negative --> empty ... */
- if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET)
- return nullret; /* can't cycle a magnet from a neutral. */
- movech = (curr == EMPTY) ? '+' : (curr == POSITIVE) ? '-' : ' ';
- } else if (action == CYCLE_NEUTRAL) {
- /* ... empty -> neutral -> !neutral --> empty ... */
- if (state->grid[idx] != NEUTRAL)
- return nullret; /* can't cycle through neutral from a magnet. */
- /* All of these are grid == EMPTY == NEUTRAL; it twiddles
- * combinations of flags. */
- if (state->flags[idx] & GS_SET) /* neutral */
- movech = '?';
- else if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */
- movech = ' ';
- else
- movech = '.';
- } else {
- assert(!"unknown action");
- movech = 0; /* placate optimiser */
- }
- sprintf(buf, "%c%d,%d", movech, gx, gy);
- return dupstr(buf);
- }
- static game_state *execute_move(const game_state *state, const char *move)
- {
- game_state *ret = dup_game(state);
- int x, y, n, idx, idx2;
- char c;
- if (!*move) goto badmove;
- while (*move) {
- c = *move++;
- if (c == 'S') {
- ret->solved = true;
- n = 0;
- } else if (c == '+' || c == '-' ||
- c == '.' || c == ' ' || c == '?') {
- if ((sscanf(move, "%d,%d%n", &x, &y, &n) != 2) ||
- !INGRID(state, x, y)) goto badmove;
- idx = y*state->w + x;
- idx2 = state->common->dominoes[idx];
- if (idx == idx2) goto badmove;
- ret->flags[idx] &= ~GS_NOTMASK;
- ret->flags[idx2] &= ~GS_NOTMASK;
- if (c == ' ' || c == '?') {
- ret->grid[idx] = EMPTY;
- ret->grid[idx2] = EMPTY;
- ret->flags[idx] &= ~GS_SET;
- ret->flags[idx2] &= ~GS_SET;
- if (c == '?') {
- ret->flags[idx] |= GS_NOTNEUTRAL;
- ret->flags[idx2] |= GS_NOTNEUTRAL;
- }
- } else {
- ret->grid[idx] = CHAR2GRID(c);
- ret->grid[idx2] = OPPOSITE(CHAR2GRID(c));
- ret->flags[idx] |= GS_SET;
- ret->flags[idx2] |= GS_SET;
- }
- } else if (c == 'D' && sscanf(move, "%d,%d%n", &x, &y, &n) == 2 &&
- is_clue(ret, x, y)) {
- ret->counts_done[clue_index(ret, x, y)] ^= 1;
- } else
- goto badmove;
- move += n;
- if (*move == ';') move++;
- else if (*move) goto badmove;
- }
- if (check_completion(ret) == 1)
- ret->completed = true;
- return ret;
- badmove:
- free_game(ret);
- return NULL;
- }
- /* ----------------------------------------------------------------------
- * Drawing routines.
- */
- static void game_compute_size(const game_params *params, int tilesize,
- const game_ui *ui, int *x, int *y)
- {
- /* Ick: fake up `ds->tilesize' for macro expansion purposes */
- struct { int tilesize; } ads, *ds = &ads;
- ads.tilesize = tilesize;
- *x = TILE_SIZE * (params->w+2) + 2 * BORDER;
- *y = TILE_SIZE * (params->h+2) + 2 * BORDER;
- }
- static void game_set_size(drawing *dr, game_drawstate *ds,
- const game_params *params, int tilesize)
- {
- ds->tilesize = tilesize;
- }
- static float *game_colours(frontend *fe, int *ncolours)
- {
- float *ret = snewn(3 * NCOLOURS, float);
- int i;
- game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
- for (i = 0; i < 3; i++) {
- ret[COL_TEXT * 3 + i] = 0.0F;
- ret[COL_NEGATIVE * 3 + i] = 0.0F;
- ret[COL_CURSOR * 3 + i] = 0.9F;
- ret[COL_DONE * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F;
- }
- ret[COL_POSITIVE * 3 + 0] = 0.8F;
- ret[COL_POSITIVE * 3 + 1] = 0.0F;
- ret[COL_POSITIVE * 3 + 2] = 0.0F;
- ret[COL_NEUTRAL * 3 + 0] = 0.10F;
- ret[COL_NEUTRAL * 3 + 1] = 0.60F;
- ret[COL_NEUTRAL * 3 + 2] = 0.10F;
- ret[COL_ERROR * 3 + 0] = 1.0F;
- ret[COL_ERROR * 3 + 1] = 0.0F;
- ret[COL_ERROR * 3 + 2] = 0.0F;
- ret[COL_NOT * 3 + 0] = 0.2F;
- ret[COL_NOT * 3 + 1] = 0.2F;
- ret[COL_NOT * 3 + 2] = 1.0F;
- *ncolours = NCOLOURS;
- return ret;
- }
- static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
- {
- struct game_drawstate *ds = snew(struct game_drawstate);
- ds->tilesize = 0;
- ds->started = false;
- ds->solved = false;
- ds->w = state->w;
- ds->h = state->h;
- ds->what = snewn(state->wh, unsigned long);
- memset(ds->what, 0, state->wh*sizeof(unsigned long));
- ds->colwhat = snewn(state->w*3, unsigned long);
- memset(ds->colwhat, 0, state->w*3*sizeof(unsigned long));
- ds->rowwhat = snewn(state->h*3, unsigned long);
- memset(ds->rowwhat, 0, state->h*3*sizeof(unsigned long));
- return ds;
- }
- static void game_free_drawstate(drawing *dr, game_drawstate *ds)
- {
- sfree(ds->colwhat);
- sfree(ds->rowwhat);
- sfree(ds->what);
- sfree(ds);
- }
- static void draw_num(drawing *dr, game_drawstate *ds, int rowcol, int which,
- int idx, int colbg, int col, int num)
- {
- char buf[32];
- int cx, cy, tsz;
- if (num < 0) return;
- sprintf(buf, "%d", num);
- tsz = (strlen(buf) == 1) ? (7*TILE_SIZE/10) : (9*TILE_SIZE/10)/strlen(buf);
- if (rowcol == ROW) {
- cx = BORDER;
- if (which == NEGATIVE) cx += TILE_SIZE * (ds->w+1);
- cy = BORDER + TILE_SIZE * (idx+1);
- } else {
- cx = BORDER + TILE_SIZE * (idx+1);
- cy = BORDER;
- if (which == NEGATIVE) cy += TILE_SIZE * (ds->h+1);
- }
- draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, colbg);
- draw_text(dr, cx + TILE_SIZE/2, cy + TILE_SIZE/2, FONT_VARIABLE, tsz,
- ALIGN_VCENTRE | ALIGN_HCENTRE, col, buf);
- draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE);
- }
- static void draw_sym(drawing *dr, game_drawstate *ds, int x, int y, int which, int col)
- {
- int cx = COORD(x), cy = COORD(y);
- int ccx = cx + TILE_SIZE/2, ccy = cy + TILE_SIZE/2;
- int roff = TILE_SIZE/4, rsz = 2*roff+1;
- int soff = TILE_SIZE/16, ssz = 2*soff+1;
- if (which == POSITIVE || which == NEGATIVE) {
- draw_rect(dr, ccx - roff, ccy - soff, rsz, ssz, col);
- if (which == POSITIVE)
- draw_rect(dr, ccx - soff, ccy - roff, ssz, rsz, col);
- } else if (col == COL_NOT) {
- /* not-a-neutral is a blue question mark. */
- char qu[2] = { '?', 0 };
- draw_text(dr, ccx, ccy, FONT_VARIABLE, 7*TILE_SIZE/10,
- ALIGN_VCENTRE | ALIGN_HCENTRE, col, qu);
- } else {
- draw_line(dr, ccx - roff, ccy - roff, ccx + roff, ccy + roff, col);
- draw_line(dr, ccx + roff, ccy - roff, ccx - roff, ccy + roff, col);
- }
- }
- enum {
- TYPE_L,
- TYPE_R,
- TYPE_T,
- TYPE_B,
- TYPE_BLANK
- };
- /* NOT responsible for redrawing background or updating. */
- static void draw_tile_col(drawing *dr, game_drawstate *ds, int *dominoes,
- int x, int y, int which, int bg, int fg, int perc)
- {
- int cx = COORD(x), cy = COORD(y), i, other, type = TYPE_BLANK;
- int gutter, radius, coffset;
- /* gutter is TSZ/16 for 100%, 8*TSZ/16 (TSZ/2) for 0% */
- gutter = (TILE_SIZE / 16) + ((100 - perc) * (7*TILE_SIZE / 16))/100;
- radius = (perc * (TILE_SIZE / 8)) / 100;
- coffset = gutter + radius;
- i = y*ds->w + x;
- other = dominoes[i];
- if (other == i) return;
- else if (other == i+1) type = TYPE_L;
- else if (other == i-1) type = TYPE_R;
- else if (other == i+ds->w) type = TYPE_T;
- else if (other == i-ds->w) type = TYPE_B;
- else assert(!"mad domino orientation");
- /* domino drawing shamelessly stolen from dominosa.c. */
- if (type == TYPE_L || type == TYPE_T)
- draw_circle(dr, cx+coffset, cy+coffset,
- radius, bg, bg);
- if (type == TYPE_R || type == TYPE_T)
- draw_circle(dr, cx+TILE_SIZE-1-coffset, cy+coffset,
- radius, bg, bg);
- if (type == TYPE_L || type == TYPE_B)
- draw_circle(dr, cx+coffset, cy+TILE_SIZE-1-coffset,
- radius, bg, bg);
- if (type == TYPE_R || type == TYPE_B)
- draw_circle(dr, cx+TILE_SIZE-1-coffset,
- cy+TILE_SIZE-1-coffset,
- radius, bg, bg);
- for (i = 0; i < 2; i++) {
- int x1, y1, x2, y2;
- x1 = cx + (i ? gutter : coffset);
- y1 = cy + (i ? coffset : gutter);
- x2 = cx + TILE_SIZE-1 - (i ? gutter : coffset);
- y2 = cy + TILE_SIZE-1 - (i ? coffset : gutter);
- if (type == TYPE_L)
- x2 = cx + TILE_SIZE;
- else if (type == TYPE_R)
- x1 = cx;
- else if (type == TYPE_T)
- y2 = cy + TILE_SIZE ;
- else if (type == TYPE_B)
- y1 = cy;
- draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg);
- }
- if (fg != -1) draw_sym(dr, ds, x, y, which, fg);
- }
- static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes,
- int x, int y, unsigned long flags)
- {
- int cx = COORD(x), cy = COORD(y), bg, fg, perc = 100;
- int which = flags & DS_WHICH_MASK;
- flags &= ~DS_WHICH_MASK;
- draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
- if (flags & DS_CURSOR)
- bg = COL_CURSOR; /* off-white white for cursor */
- else if (which == POSITIVE)
- bg = COL_POSITIVE;
- else if (which == NEGATIVE)
- bg = COL_NEGATIVE;
- else if (flags & DS_SET)
- bg = COL_NEUTRAL; /* green inner for neutral cells */
- else
- bg = COL_LOWLIGHT; /* light grey for empty cells. */
- if (which == EMPTY && !(flags & DS_SET)) {
- int notwhich = -1;
- fg = -1; /* don't draw cross unless actually set as neutral. */
- if (flags & DS_NOTPOS) notwhich = POSITIVE;
- if (flags & DS_NOTNEG) notwhich = NEGATIVE;
- if (flags & DS_NOTNEU) notwhich = NEUTRAL;
- if (notwhich != -1) {
- which = notwhich;
- fg = COL_NOT;
- }
- } else
- fg = (flags & DS_ERROR) ? COL_ERROR :
- (flags & DS_CURSOR) ? COL_TEXT : COL_BACKGROUND;
- draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
- if (flags & DS_FLASH) {
- int bordercol = COL_HIGHLIGHT;
- draw_tile_col(dr, ds, dominoes, x, y, which, bordercol, -1, perc);
- perc = 3*perc/4;
- }
- draw_tile_col(dr, ds, dominoes, x, y, which, bg, fg, perc);
- draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE);
- }
- static int get_count_color(const game_state *state, int rowcol, int which,
- int index, int target)
- {
- int idx;
- int count = count_rowcol(state, index, rowcol, which);
- if ((count > target) ||
- (count < target && !count_rowcol(state, index, rowcol, -1))) {
- return COL_ERROR;
- } else if (rowcol == COLUMN) {
- idx = clue_index(state, index, which == POSITIVE ? -1 : state->h);
- } else {
- idx = clue_index(state, which == POSITIVE ? -1 : state->w, index);
- }
- if (state->counts_done[idx]) {
- return COL_DONE;
- }
- return COL_TEXT;
- }
- static void game_redraw(drawing *dr, game_drawstate *ds,
- const game_state *oldstate, const game_state *state,
- int dir, const game_ui *ui,
- float animtime, float flashtime)
- {
- int x, y, w = state->w, h = state->h, which, i, j;
- bool flash;
- flash = (int)(flashtime * 5 / FLASH_TIME) % 2;
- if (!ds->started) {
- /* draw corner +-. */
- draw_sym(dr, ds, -1, -1, POSITIVE, COL_TEXT);
- draw_sym(dr, ds, state->w, state->h, NEGATIVE, COL_TEXT);
- draw_update(dr, 0, 0,
- TILE_SIZE * (ds->w+2) + 2 * BORDER,
- TILE_SIZE * (ds->h+2) + 2 * BORDER);
- }
- /* Draw grid */
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
- int idx = y*w+x;
- unsigned long c = state->grid[idx];
- if (state->flags[idx] & GS_ERROR)
- c |= DS_ERROR;
- if (state->flags[idx] & GS_SET)
- c |= DS_SET;
- if (x == ui->cur_x && y == ui->cur_y && ui->cur_visible)
- c |= DS_CURSOR;
- if (flash)
- c |= DS_FLASH;
- if (state->flags[idx] & GS_NOTPOSITIVE)
- c |= DS_NOTPOS;
- if (state->flags[idx] & GS_NOTNEGATIVE)
- c |= DS_NOTNEG;
- if (state->flags[idx] & GS_NOTNEUTRAL)
- c |= DS_NOTNEU;
- if (ds->what[idx] != c || !ds->started) {
- draw_tile(dr, ds, state->common->dominoes, x, y, c);
- ds->what[idx] = c;
- }
- }
- }
- /* Draw counts around side */
- for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
- for (i = 0; i < w; i++) {
- int index = i * 3 + which;
- int target = state->common->colcount[index];
- int color = get_count_color(state, COLUMN, which, i, target);
- if (color != ds->colwhat[index] || !ds->started) {
- draw_num(dr, ds, COLUMN, which, i, COL_BACKGROUND, color, target);
- ds->colwhat[index] = color;
- }
- }
- for (i = 0; i < h; i++) {
- int index = i * 3 + which;
- int target = state->common->rowcount[index];
- int color = get_count_color(state, ROW, which, i, target);
- if (color != ds->rowwhat[index] || !ds->started) {
- draw_num(dr, ds, ROW, which, i, COL_BACKGROUND, color, target);
- ds->rowwhat[index] = color;
- }
- }
- }
- ds->started = true;
- }
- static float game_anim_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- return 0.0F;
- }
- static float game_flash_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- if (!oldstate->completed && newstate->completed &&
- !oldstate->solved && !newstate->solved)
- return FLASH_TIME;
- return 0.0F;
- }
- static void game_get_cursor_location(const game_ui *ui,
- const game_drawstate *ds,
- const game_state *state,
- const game_params *params,
- int *x, int *y, int *w, int *h)
- {
- if(ui->cur_visible) {
- *x = COORD(ui->cur_x);
- *y = COORD(ui->cur_y);
- *w = *h = TILE_SIZE;
- }
- }
- static int game_status(const game_state *state)
- {
- return state->completed ? +1 : 0;
- }
- static void game_print_size(const game_params *params, const game_ui *ui,
- float *x, float *y)
- {
- int pw, ph;
- /*
- * I'll use 6mm squares by default.
- */
- game_compute_size(params, 600, ui, &pw, &ph);
- *x = pw / 100.0F;
- *y = ph / 100.0F;
- }
- static void game_print(drawing *dr, const game_state *state, const game_ui *ui,
- int tilesize)
- {
- int w = state->w, h = state->h;
- int ink = print_mono_colour(dr, 0);
- int paper = print_mono_colour(dr, 1);
- int x, y, which, i, j;
- /* Ick: fake up `ds->tilesize' for macro expansion purposes */
- game_drawstate ads, *ds = &ads;
- game_set_size(dr, ds, NULL, tilesize);
- ds->w = w; ds->h = h;
- /* Border. */
- print_line_width(dr, TILE_SIZE/12);
- /* Numbers and +/- for corners. */
- draw_sym(dr, ds, -1, -1, POSITIVE, ink);
- draw_sym(dr, ds, state->w, state->h, NEGATIVE, ink);
- for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
- for (i = 0; i < w; i++) {
- draw_num(dr, ds, COLUMN, which, i, paper, ink,
- state->common->colcount[i*3+which]);
- }
- for (i = 0; i < h; i++) {
- draw_num(dr, ds, ROW, which, i, paper, ink,
- state->common->rowcount[i*3+which]);
- }
- }
- /* Dominoes. */
- for (x = 0; x < w; x++) {
- for (y = 0; y < h; y++) {
- i = y*state->w + x;
- if (state->common->dominoes[i] == i+1 ||
- state->common->dominoes[i] == i+w) {
- int dx = state->common->dominoes[i] == i+1 ? 2 : 1;
- int dy = 3 - dx;
- int xx, yy;
- int cx = COORD(x), cy = COORD(y);
- print_line_width(dr, 0);
- /* Ink the domino */
- for (yy = 0; yy < 2; yy++)
- for (xx = 0; xx < 2; xx++)
- draw_circle(dr,
- cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16,
- cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16,
- TILE_SIZE/8, ink, ink);
- draw_rect(dr, cx + TILE_SIZE/16, cy + 3*TILE_SIZE/16,
- dx*TILE_SIZE - 2*(TILE_SIZE/16),
- dy*TILE_SIZE - 6*(TILE_SIZE/16), ink);
- draw_rect(dr, cx + 3*TILE_SIZE/16, cy + TILE_SIZE/16,
- dx*TILE_SIZE - 6*(TILE_SIZE/16),
- dy*TILE_SIZE - 2*(TILE_SIZE/16), ink);
- /* Un-ink the domino interior */
- for (yy = 0; yy < 2; yy++)
- for (xx = 0; xx < 2; xx++)
- draw_circle(dr,
- cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16,
- cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16,
- 3*TILE_SIZE/32, paper, paper);
- draw_rect(dr, cx + 3*TILE_SIZE/32, cy + 3*TILE_SIZE/16,
- dx*TILE_SIZE - 2*(3*TILE_SIZE/32),
- dy*TILE_SIZE - 6*(TILE_SIZE/16), paper);
- draw_rect(dr, cx + 3*TILE_SIZE/16, cy + 3*TILE_SIZE/32,
- dx*TILE_SIZE - 6*(TILE_SIZE/16),
- dy*TILE_SIZE - 2*(3*TILE_SIZE/32), paper);
- }
- }
- }
- /* Grid symbols (solution). */
- for (x = 0; x < w; x++) {
- for (y = 0; y < h; y++) {
- i = y*state->w + x;
- if ((state->grid[i] != NEUTRAL) || (state->flags[i] & GS_SET))
- draw_sym(dr, ds, x, y, state->grid[i], ink);
- }
- }
- }
- #ifdef COMBINED
- #define thegame magnets
- #endif
- const struct game thegame = {
- "Magnets", "games.magnets", "magnets",
- default_params,
- game_fetch_preset, NULL,
- decode_params,
- encode_params,
- free_params,
- dup_params,
- true, game_configure, custom_params,
- validate_params,
- new_game_desc,
- validate_desc,
- new_game,
- dup_game,
- free_game,
- true, solve_game,
- true, game_can_format_as_text_now, game_text_format,
- NULL, NULL, /* get_prefs, set_prefs */
- new_ui,
- free_ui,
- NULL, /* encode_ui */
- NULL, /* decode_ui */
- NULL, /* game_request_keys */
- game_changed_state,
- current_key_label,
- interpret_move,
- execute_move,
- PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
- game_colours,
- game_new_drawstate,
- game_free_drawstate,
- game_redraw,
- game_anim_length,
- game_flash_length,
- game_get_cursor_location,
- game_status,
- true, false, game_print_size, game_print,
- false, /* wants_statusbar */
- false, NULL, /* timing_state */
- REQUIRE_RBUTTON, /* flags */
- };
- #ifdef STANDALONE_SOLVER
- #include <time.h>
- #include <stdarg.h>
- static const char *quis = NULL;
- static bool csv = false;
- static void usage(FILE *out) {
- fprintf(out, "usage: %s [-v] [--print] <params>|<game id>\n", quis);
- }
- static void doprint(game_state *state)
- {
- char *fmt = game_text_format(state);
- printf("%s", fmt);
- sfree(fmt);
- }
- static void pnum(int n, int ntot, const char *desc)
- {
- printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc);
- }
- static void start_soak(game_params *p, random_state *rs)
- {
- time_t tt_start, tt_now, tt_last;
- char *aux;
- game_state *s, *s2;
- int n = 0, nsolved = 0, nimpossible = 0, ntricky = 0, ret, i;
- long nn, nn_total = 0, nn_solved = 0, nn_tricky = 0;
- tt_start = tt_now = time(NULL);
- if (csv)
- printf("time, w, h, #generated, #solved, #tricky, #impossible, "
- "#neutral, #neutral/solved, #neutral/tricky\n");
- else
- printf("Soak-testing a %dx%d grid.\n", p->w, p->h);
- s = new_state(p->w, p->h);
- aux = snewn(s->wh+1, char);
- while (1) {
- gen_game(s, rs);
- nn = 0;
- for (i = 0; i < s->wh; i++) {
- if (s->grid[i] == NEUTRAL) nn++;
- }
- generate_aux(s, aux);
- memset(s->grid, EMPTY, s->wh * sizeof(int));
- s2 = dup_game(s);
- ret = solve_state(s, DIFFCOUNT);
- n++;
- nn_total += nn;
- if (ret > 0) {
- nsolved++;
- nn_solved += nn;
- if (solve_state(s2, DIFF_EASY) <= 0) {
- ntricky++;
- nn_tricky += nn;
- }
- } else if (ret < 0) {
- char *desc = generate_desc(s);
- solve_from_aux(s, aux);
- printf("Game considered impossible:\n %dx%d:%s\n",
- p->w, p->h, desc);
- sfree(desc);
- doprint(s);
- nimpossible++;
- }
- free_game(s2);
- tt_last = time(NULL);
- if (tt_last > tt_now) {
- tt_now = tt_last;
- if (csv) {
- printf("%d,%d,%d, %d,%d,%d,%d, %ld,%ld,%ld\n",
- (int)(tt_now - tt_start), p->w, p->h,
- n, nsolved, ntricky, nimpossible,
- nn_total, nn_solved, nn_tricky);
- } else {
- printf("%d total, %3.1f/s, ",
- n, (double)n / ((double)tt_now - tt_start));
- pnum(nsolved, n, "solved"); printf(", ");
- pnum(ntricky, n, "tricky");
- if (nimpossible > 0)
- pnum(nimpossible, n, "impossible");
- printf("\n");
- printf(" overall %3.1f%% neutral (%3.1f%% for solved, %3.1f%% for tricky)\n",
- (double)(nn_total * 100) / (double)(p->w * p->h * n),
- (double)(nn_solved * 100) / (double)(p->w * p->h * nsolved),
- (double)(nn_tricky * 100) / (double)(p->w * p->h * ntricky));
- }
- }
- }
- free_game(s);
- sfree(aux);
- }
- int main(int argc, char *argv[])
- {
- bool print = false, soak = false, solved = false;
- int ret;
- char *id = NULL, *desc, *desc_gen = NULL, *aux = NULL;
- const char *err;
- game_state *s = NULL;
- game_params *p = NULL;
- random_state *rs = NULL;
- time_t seed = time(NULL);
- setvbuf(stdout, NULL, _IONBF, 0);
- quis = argv[0];
- while (--argc > 0) {
- char *p = (char*)(*++argv);
- if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) {
- verbose = true;
- } else if (!strcmp(p, "--csv")) {
- csv = true;
- } else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
- seed = atoi(*++argv);
- argc--;
- } else if (!strcmp(p, "-p") || !strcmp(p, "--print")) {
- print = true;
- } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) {
- soak = true;
- } else if (*p == '-') {
- fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
- usage(stderr);
- exit(1);
- } else {
- id = p;
- }
- }
- rs = random_new((void*)&seed, sizeof(time_t));
- if (!id) {
- fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]);
- goto done;
- }
- desc = strchr(id, ':');
- if (desc) *desc++ = '\0';
- p = default_params();
- decode_params(p, id);
- err = validate_params(p, true);
- if (err) {
- fprintf(stderr, "%s: %s\n", argv[0], err);
- goto done;
- }
- if (soak) {
- if (desc) {
- fprintf(stderr, "%s: --soak needs parameters, not description.\n", quis);
- goto done;
- }
- start_soak(p, rs);
- goto done;
- }
- if (!desc)
- desc = desc_gen = new_game_desc(p, rs, &aux, false);
- err = validate_desc(p, desc);
- if (err) {
- fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc);
- goto done;
- }
- s = new_game(NULL, p, desc);
- printf("%s:%s (seed %ld)\n", id, desc, (long)seed);
- if (aux) {
- /* We just generated this ourself. */
- if (verbose || print) {
- doprint(s);
- solve_from_aux(s, aux);
- solved = true;
- }
- } else {
- doprint(s);
- verbose = true;
- ret = solve_state(s, DIFFCOUNT);
- if (ret < 0) printf("Puzzle is impossible.\n");
- else if (ret == 0) printf("Puzzle is ambiguous.\n");
- else printf("Puzzle was solved.\n");
- verbose = false;
- solved = true;
- }
- if (solved) doprint(s);
- done:
- if (desc_gen) sfree(desc_gen);
- if (p) free_params(p);
- if (s) free_game(s);
- if (rs) random_free(rs);
- if (aux) sfree(aux);
- return 0;
- }
- #endif
- /* vim: set shiftwidth=4 tabstop=8: */
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