2 * pearl.c: Nikoli's `Masyu' puzzle.
8 * - The current keyboard cursor mechanism works well on ordinary PC
9 * keyboards, but for platforms with only arrow keys and a select
10 * button or two, we may at some point need a simpler one which can
11 * handle 'x' markings without needing shift keys. For instance, a
12 * cursor with twice the grid resolution, so that it can range
13 * across face centres, edge centres and vertices; 'clicks' on face
14 * centres begin a drag as currently, clicks on edges toggle
15 * markings, and clicks on vertices are ignored (but it would be
16 * too confusing not to let the cursor rest on them). But I'm
17 * pretty sure that would be less pleasant to play on a full
18 * keyboard, so probably a #ifdef would be the thing.
20 * - Generation is still pretty slow, due to difficulty coming up in
21 * the first place with a loop that makes a soluble puzzle even
22 * with all possible clues filled in.
23 * + A possible alternative strategy to further tuning of the
24 * existing loop generator would be to throw the entire
25 * mechanism out and instead write a different generator from
26 * scratch which evolves the solution along with the puzzle:
27 * place a few clues, nail down a bit of the loop, place another
28 * clue, nail down some more, etc. However, I don't have a
29 * detailed plan for any such mechanism, so it may be a pipe
44 #define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0)
55 #define DX(d) ( ((d)==R) - ((d)==L) )
56 #define DY(d) ( ((d)==D) - ((d)==U) )
58 #define F(d) (((d << 2) | (d >> 2)) & 0xF)
59 #define C(d) (((d << 3) | (d >> 1)) & 0xF)
60 #define A(d) (((d << 1) | (d >> 3)) & 0xF)
89 #define bBLANK (1 << BLANK)
92 COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
93 COL_CURSOR_BACKGROUND = COL_LOWLIGHT,
95 COL_ERROR, COL_GRID, COL_FLASH,
96 COL_DRAGON, COL_DRAGOFF,
100 /* Macro ickery copied from slant.c */
101 #define DIFFLIST(A) \
104 #define ENUM(upper,title,lower) DIFF_ ## upper,
105 #define TITLE(upper,title,lower) #title,
106 #define ENCODE(upper,title,lower) #lower
107 #define CONFIG(upper,title,lower) ":" #title
108 enum { DIFFLIST(ENUM) DIFFCOUNT };
109 static char const *const pearl_diffnames[] = { DIFFLIST(TITLE) "(count)" };
110 static char const pearl_diffchars[] = DIFFLIST(ENCODE);
111 #define DIFFCONFIG DIFFLIST(CONFIG)
116 int nosolve; /* XXX remove me! */
119 struct shared_state {
121 char *clues; /* size w*h */
125 #define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \
126 (gy) >= 0 && (gy) < (state)->shared->h)
128 struct shared_state *shared;
129 char *lines; /* size w*h: lines placed */
130 char *errors; /* size w*h: errors detected */
131 char *marks; /* size w*h: 'no line here' marks placed. */
132 int completed, used_solve;
133 int loop_length; /* filled in by check_completion when complete. */
136 #define DEFAULT_PRESET 3
138 static const struct game_params pearl_presets[] = {
144 {10, 10, DIFF_TRICKY},
146 {12, 8, DIFF_TRICKY},
149 static game_params *default_params(void)
151 game_params *ret = snew(game_params);
153 *ret = pearl_presets[DEFAULT_PRESET];
154 ret->nosolve = FALSE;
159 static int game_fetch_preset(int i, char **name, game_params **params)
164 if (i < 0 || i >= lenof(pearl_presets)) return FALSE;
166 ret = default_params();
167 *ret = pearl_presets[i]; /* struct copy */
170 sprintf(buf, "%dx%d %s",
171 pearl_presets[i].w, pearl_presets[i].h,
172 pearl_diffnames[pearl_presets[i].difficulty]);
178 static void free_params(game_params *params)
183 static game_params *dup_params(const game_params *params)
185 game_params *ret = snew(game_params);
186 *ret = *params; /* structure copy */
190 static void decode_params(game_params *ret, char const *string)
192 ret->w = ret->h = atoi(string);
193 while (*string && isdigit((unsigned char) *string)) ++string;
194 if (*string == 'x') {
196 ret->h = atoi(string);
197 while (*string && isdigit((unsigned char)*string)) string++;
200 ret->difficulty = DIFF_EASY;
201 if (*string == 'd') {
204 for (i = 0; i < DIFFCOUNT; i++)
205 if (*string == pearl_diffchars[i])
207 if (*string) string++;
210 ret->nosolve = FALSE;
211 if (*string == 'n') {
217 static char *encode_params(const game_params *params, int full)
220 sprintf(buf, "%dx%d", params->w, params->h);
222 sprintf(buf + strlen(buf), "d%c%s",
223 pearl_diffchars[params->difficulty],
224 params->nosolve ? "n" : "");
228 static config_item *game_configure(const game_params *params)
233 ret = snewn(5, config_item);
235 ret[0].name = "Width";
236 ret[0].type = C_STRING;
237 sprintf(buf, "%d", params->w);
238 ret[0].sval = dupstr(buf);
241 ret[1].name = "Height";
242 ret[1].type = C_STRING;
243 sprintf(buf, "%d", params->h);
244 ret[1].sval = dupstr(buf);
247 ret[2].name = "Difficulty";
248 ret[2].type = C_CHOICES;
249 ret[2].sval = DIFFCONFIG;
250 ret[2].ival = params->difficulty;
252 ret[3].name = "Allow unsoluble";
253 ret[3].type = C_BOOLEAN;
255 ret[3].ival = params->nosolve;
265 static game_params *custom_params(const config_item *cfg)
267 game_params *ret = snew(game_params);
269 ret->w = atoi(cfg[0].sval);
270 ret->h = atoi(cfg[1].sval);
271 ret->difficulty = cfg[2].ival;
272 ret->nosolve = cfg[3].ival;
277 static char *validate_params(const game_params *params, int full)
279 if (params->w < 5) return "Width must be at least five";
280 if (params->h < 5) return "Height must be at least five";
281 if (params->difficulty < 0 || params->difficulty >= DIFFCOUNT)
282 return "Unknown difficulty level";
287 /* ----------------------------------------------------------------------
291 int pearl_solve(int w, int h, char *clues, char *result,
292 int difficulty, int partial)
294 int W = 2*w+1, H = 2*h+1;
301 * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature
302 * of the square (x,y), as a logical OR of bitfields.
304 * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates
305 * whether the horizontal edge between (x,y) and (x+1,y) is
306 * connected (1), disconnected (2) or unknown (3).
308 * workspace[(2*y+1)*W+(2*x)], indicates the same about the
309 * vertical edge between (x,y) and (x,y+1).
311 * Initially, every square is considered capable of being in
312 * any of the seven possible states (two straights, four
313 * corners and empty), except those corresponding to clue
314 * squares which are more restricted.
316 * Initially, all edges are unknown, except the ones around the
317 * grid border which are known to be disconnected.
319 workspace = snewn(W*H, short);
320 for (x = 0; x < W*H; x++)
323 for (y = 0; y < h; y++)
324 for (x = 0; x < w; x++)
325 switch (clues[y*w+x]) {
327 workspace[(2*y+1)*W+(2*x+1)] = bLU|bLD|bRU|bRD;
330 workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD;
333 workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD|bLU|bLD|bRU|bRD|bBLANK;
336 /* Horizontal edges */
337 for (y = 0; y <= h; y++)
338 for (x = 0; x < w; x++)
339 workspace[(2*y)*W+(2*x+1)] = (y==0 || y==h ? 2 : 3);
341 for (y = 0; y < h; y++)
342 for (x = 0; x <= w; x++)
343 workspace[(2*y+1)*W+(2*x)] = (x==0 || x==w ? 2 : 3);
346 * We maintain a dsf of connected squares, together with a
347 * count of the size of each equivalence class.
349 dsf = snewn(w*h, int);
350 dsfsize = snewn(w*h, int);
353 * Now repeatedly try to find something we can do.
356 int done_something = FALSE;
358 #ifdef SOLVER_DIAGNOSTICS
359 for (y = 0; y < H; y++) {
360 for (x = 0; x < W; x++)
361 printf("%*x", (x&1) ? 5 : 2, workspace[y*W+x]);
367 * Go through the square state words, and discard any
368 * square state which is inconsistent with known facts
369 * about the edges around the square.
371 for (y = 0; y < h; y++)
372 for (x = 0; x < w; x++) {
373 for (b = 0; b < 0xD; b++)
374 if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
376 * If any edge of this square is known to
377 * be connected when state b would require
378 * it disconnected, or vice versa, discard
381 for (d = 1; d <= 8; d += d) {
382 int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
383 if (workspace[ey*W+ex] ==
385 workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<b);
386 #ifdef SOLVER_DIAGNOSTICS
387 printf("edge (%d,%d)-(%d,%d) rules out state"
388 " %d for square (%d,%d)\n",
389 ex/2, ey/2, (ex+1)/2, (ey+1)/2,
392 done_something = TRUE;
399 * Consistency check: each square must have at
400 * least one state left!
402 if (!workspace[(2*y+1)*W+(2*x+1)]) {
403 #ifdef SOLVER_DIAGNOSTICS
404 printf("edge check at (%d,%d): inconsistency\n", x, y);
412 * Now go through the states array again, and nail down any
413 * unknown edge if one of its neighbouring squares makes it
416 for (y = 0; y < h; y++)
417 for (x = 0; x < w; x++) {
418 int edgeor = 0, edgeand = 15;
420 for (b = 0; b < 0xD; b++)
421 if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
427 * Now any bit clear in edgeor marks a disconnected
428 * edge, and any bit set in edgeand marks a
432 /* First check consistency: neither bit is both! */
433 if (edgeand & ~edgeor) {
434 #ifdef SOLVER_DIAGNOSTICS
435 printf("square check at (%d,%d): inconsistency\n", x, y);
441 for (d = 1; d <= 8; d += d) {
442 int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
444 if (!(edgeor & d) && workspace[ey*W+ex] == 3) {
445 workspace[ey*W+ex] = 2;
446 done_something = TRUE;
447 #ifdef SOLVER_DIAGNOSTICS
448 printf("possible states of square (%d,%d) force edge"
449 " (%d,%d)-(%d,%d) to be disconnected\n",
450 x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
452 } else if ((edgeand & d) && workspace[ey*W+ex] == 3) {
453 workspace[ey*W+ex] = 1;
454 done_something = TRUE;
455 #ifdef SOLVER_DIAGNOSTICS
456 printf("possible states of square (%d,%d) force edge"
457 " (%d,%d)-(%d,%d) to be connected\n",
458 x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
468 * Now for longer-range clue-based deductions (using the
469 * rules that a corner clue must connect to two straight
470 * squares, and a straight clue must connect to at least
471 * one corner square).
473 for (y = 0; y < h; y++)
474 for (x = 0; x < w; x++)
475 switch (clues[y*w+x]) {
477 for (d = 1; d <= 8; d += d) {
478 int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
479 int fx = ex + DX(d), fy = ey + DY(d);
482 if (workspace[ey*W+ex] == 1) {
484 * If a corner clue is connected on any
485 * edge, then we can immediately nail
486 * down the square beyond that edge as
487 * being a straight in the appropriate
490 if (workspace[fy*W+fx] != (1<<type)) {
491 workspace[fy*W+fx] = (1<<type);
492 done_something = TRUE;
493 #ifdef SOLVER_DIAGNOSTICS
494 printf("corner clue at (%d,%d) forces square "
495 "(%d,%d) into state %d\n", x, y,
500 } else if (workspace[ey*W+ex] == 3) {
502 * Conversely, if a corner clue is
503 * separated by an unknown edge from a
504 * square which _cannot_ be a straight
505 * in the appropriate direction, we can
506 * mark that edge as disconnected.
508 if (!(workspace[fy*W+fx] & (1<<type))) {
509 workspace[ey*W+ex] = 2;
510 done_something = TRUE;
511 #ifdef SOLVER_DIAGNOSTICS
512 printf("corner clue at (%d,%d), plus square "
513 "(%d,%d) not being state %d, "
514 "disconnects edge (%d,%d)-(%d,%d)\n",
515 x, y, fx/2, fy/2, type,
516 ex/2, ey/2, (ex+1)/2, (ey+1)/2);
526 * If a straight clue is between two squares
527 * neither of which is capable of being a
528 * corner connected to it, then the straight
529 * clue cannot point in that direction.
531 for (d = 1; d <= 2; d += d) {
532 int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
533 int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
536 if (!(workspace[(2*y+1)*W+(2*x+1)] & (1<<type)))
539 if (!(workspace[fy*W+fx] & ((1<<(F(d)|A(d))) |
540 (1<<(F(d)|C(d))))) &&
541 !(workspace[gy*W+gx] & ((1<<( d |A(d))) |
543 workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<type);
544 done_something = TRUE;
545 #ifdef SOLVER_DIAGNOSTICS
546 printf("straight clue at (%d,%d) cannot corner at "
547 "(%d,%d) or (%d,%d) so is not state %d\n",
548 x, y, fx/2, fy/2, gx/2, gy/2, type);
555 * If a straight clue with known direction is
556 * connected on one side to a known straight,
557 * then on the other side it must be a corner.
559 for (d = 1; d <= 8; d += d) {
560 int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
561 int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
564 if (workspace[(2*y+1)*W+(2*x+1)] != (1<<type))
567 if (!(workspace[fy*W+fx] &~ (bLR|bUD)) &&
568 (workspace[gy*W+gx] &~ (bLU|bLD|bRU|bRD))) {
569 workspace[gy*W+gx] &= (bLU|bLD|bRU|bRD);
570 done_something = TRUE;
571 #ifdef SOLVER_DIAGNOSTICS
572 printf("straight clue at (%d,%d) connecting to "
573 "straight at (%d,%d) makes (%d,%d) a "
574 "corner\n", x, y, fx/2, fy/2, gx/2, gy/2);
586 * Now detect shortcut loops.
590 int nonblanks, loopclass;
593 for (x = 0; x < w*h; x++)
597 * First go through the edge entries and update the dsf
598 * of which squares are connected to which others. We
599 * also track the number of squares in each equivalence
600 * class, and count the overall number of
601 * known-non-blank squares.
603 * In the process of doing this, we must notice if a
604 * loop has already been formed. If it has, we blank
605 * out any square which isn't part of that loop
606 * (failing a consistency check if any such square does
607 * not have BLANK as one of its remaining options) and
608 * exit the deduction loop with success.
612 for (y = 1; y < H-1; y++)
613 for (x = 1; x < W-1; x++)
616 * (x,y) are the workspace coordinates of
617 * an edge field. Compute the normal-space
618 * coordinates of the squares it connects.
620 int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
621 int bx = x/2, by = y/2, bc = by*w+bx;
624 * If the edge is connected, do the dsf
627 if (workspace[y*W+x] == 1) {
630 ae = dsf_canonify(dsf, ac);
631 be = dsf_canonify(dsf, bc);
637 if (loopclass != -1) {
639 * In fact, we have two
640 * separate loops, which is
643 #ifdef SOLVER_DIAGNOSTICS
644 printf("two loops found in grid!\n");
652 * Merge the two equivalence
655 int size = dsfsize[ae] + dsfsize[be];
656 dsf_merge(dsf, ac, bc);
657 ae = dsf_canonify(dsf, ac);
661 } else if ((y & x) & 1) {
663 * (x,y) are the workspace coordinates of a
664 * square field. If the square is
665 * definitely not blank, count it.
667 if (!(workspace[y*W+x] & bBLANK))
672 * If we discovered an existing loop above, we must now
673 * blank every square not part of it, and exit the main
676 if (loopclass != -1) {
677 #ifdef SOLVER_DIAGNOSTICS
678 printf("loop found in grid!\n");
680 for (y = 0; y < h; y++)
681 for (x = 0; x < w; x++)
682 if (dsf_canonify(dsf, y*w+x) != loopclass) {
683 if (workspace[(y*2+1)*W+(x*2+1)] & bBLANK) {
684 workspace[(y*2+1)*W+(x*2+1)] = bBLANK;
687 * This square is not part of the
688 * loop, but is known non-blank. We
691 #ifdef SOLVER_DIAGNOSTICS
692 printf("non-blank square (%d,%d) found outside"
706 /* Further deductions are considered 'tricky'. */
707 if (difficulty == DIFF_EASY) goto done_deductions;
710 * Now go through the workspace again and mark any edge
711 * which would cause a shortcut loop (i.e. would
712 * connect together two squares in the same equivalence
713 * class, and that equivalence class does not contain
714 * _all_ the known-non-blank squares currently in the
715 * grid) as disconnected. Also, mark any _square state_
716 * which would cause a shortcut loop as disconnected.
718 for (y = 1; y < H-1; y++)
719 for (x = 1; x < W-1; x++)
722 * (x,y) are the workspace coordinates of
723 * an edge field. Compute the normal-space
724 * coordinates of the squares it connects.
726 int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
727 int bx = x/2, by = y/2, bc = by*w+bx;
730 * If the edge is currently unknown, and
731 * sits between two squares in the same
732 * equivalence class, and the size of that
733 * class is less than nonblanks, then
734 * connecting this edge would be a shortcut
735 * loop and so we must not do so.
737 if (workspace[y*W+x] == 3) {
740 ae = dsf_canonify(dsf, ac);
741 be = dsf_canonify(dsf, bc);
745 * We have a loop. Is it a shortcut?
747 if (dsfsize[ae] < nonblanks) {
749 * Yes! Mark this edge disconnected.
751 workspace[y*W+x] = 2;
752 done_something = TRUE;
753 #ifdef SOLVER_DIAGNOSTICS
754 printf("edge (%d,%d)-(%d,%d) would create"
755 " a shortcut loop, hence must be"
756 " disconnected\n", x/2, y/2,
762 } else if ((y & x) & 1) {
764 * (x,y) are the workspace coordinates of a
765 * square field. Go through its possible
766 * (non-blank) states and see if any gives
767 * rise to a shortcut loop.
769 * This is slightly fiddly, because we have
770 * to check whether this square is already
771 * part of the same equivalence class as
772 * the things it's joining.
774 int ae = dsf_canonify(dsf, (y/2)*w+(x/2));
776 for (b = 2; b < 0xD; b++)
777 if (workspace[y*W+x] & (1<<b)) {
779 * Find the equivalence classes of
780 * the two squares this one would
781 * connect if it were in this
786 for (d = 1; d <= 8; d += d) if (b & d) {
787 int xx = x/2 + DX(d), yy = y/2 + DY(d);
788 int ee = dsf_canonify(dsf, yy*w+xx);
798 * This square state would form
799 * a loop on equivalence class
800 * e. Measure the size of that
801 * loop, and see if it's a
804 int loopsize = dsfsize[e];
806 loopsize++;/* add the square itself */
807 if (loopsize < nonblanks) {
809 * It is! Mark this square
812 workspace[y*W+x] &= ~(1<<b);
813 done_something = TRUE;
814 #ifdef SOLVER_DIAGNOSTICS
815 printf("square (%d,%d) would create a "
816 "shortcut loop in state %d, "
832 * If we reach here, there is nothing left we can do.
833 * Return 2 for ambiguous puzzle.
842 * If ret = 1 then we've successfully achieved a solution. This
843 * means that we expect every square to be nailed down to
844 * exactly one possibility. If this is the case, or if the caller
845 * asked for a partial solution anyway, transcribe those
846 * possibilities into the result array.
848 if (ret == 1 || partial) {
849 for (y = 0; y < h; y++) {
850 for (x = 0; x < w; x++) {
851 for (b = 0; b < 0xD; b++)
852 if (workspace[(2*y+1)*W+(2*x+1)] == (1<<b)) {
856 if (ret == 1) assert(b < 0xD); /* we should have had a break by now */
868 /* ----------------------------------------------------------------------
873 * We use the loop generator code from loopy, hard-coding to a square
874 * grid of the appropriate size. Knowing the grid layout and the tile
875 * size we can shrink that to our small grid and then make our line
876 * layout from the face colour info.
878 * We provide a bias function to the loop generator which tries to
879 * bias in favour of loops with more scope for Pearl black clues. This
880 * seems to improve the success rate of the puzzle generator, in that
881 * such loops have a better chance of being soluble with all valid
885 struct pearl_loopgen_bias_ctx {
887 * Our bias function counts the number of 'black clue' corners
888 * (i.e. corners adjacent to two straights) in both the
889 * BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do
892 * - track the edges that are part of each of those loops
893 * - track the types of vertex in each loop (corner, straight,
895 * - track the current black-clue status of each vertex in each
898 * Each of these chunks of data is updated incrementally from the
899 * previous one, to avoid slowdown due to the bias function
900 * rescanning the whole grid every time it's called.
902 * So we need a lot of separate arrays, plus a tdq for each one,
903 * and we must repeat it all twice for the BLACK and WHITE
906 struct pearl_loopgen_bias_ctx_boundary {
907 int colour; /* FACE_WHITE or FACE_BLACK */
909 char *edges; /* is each edge part of the loop? */
912 char *vertextypes; /* bits 0-3 == outgoing edge bitmap;
913 * bit 4 set iff corner clue.
914 * Hence, 0 means non-vertex;
915 * nonzero but bit 4 zero = straight. */
916 int *neighbour[2]; /* indices of neighbour vertices in loop */
917 tdq *vertextypes_todo;
919 char *blackclues; /* is each vertex a black clue site? */
920 tdq *blackclues_todo;
921 } boundaries[2]; /* boundaries[0]=WHITE, [1]=BLACK */
923 char *faces; /* remember last-seen colour of each face */
930 int pearl_loopgen_bias(void *vctx, char *board, int face)
932 struct pearl_loopgen_bias_ctx *ctx = (struct pearl_loopgen_bias_ctx *)vctx;
934 int oldface, newface;
937 tdq_add(ctx->faces_todo, face);
938 while ((j = tdq_remove(ctx->faces_todo)) >= 0) {
939 oldface = ctx->faces[j];
940 ctx->faces[j] = newface = board[j];
941 for (i = 0; i < 2; i++) {
942 struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i];
946 * If the face has changed either from or to colour c, we need
947 * to reprocess the edges for this boundary.
949 if (oldface == c || newface == c) {
950 grid_face *f = &g->faces[face];
951 for (k = 0; k < f->order; k++)
952 tdq_add(b->edges_todo, f->edges[k] - g->edges);
957 for (i = 0; i < 2; i++) {
958 struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i];
962 * Go through the to-do list of edges. For each edge, decide
963 * anew whether it's part of this boundary or not. Any edge
964 * that changes state has to have both its endpoints put on
965 * the vertextypes_todo list.
967 while ((j = tdq_remove(b->edges_todo)) >= 0) {
968 grid_edge *e = &g->edges[j];
969 int fc1 = e->face1 ? board[e->face1 - g->faces] : FACE_BLACK;
970 int fc2 = e->face2 ? board[e->face2 - g->faces] : FACE_BLACK;
971 int oldedge = b->edges[j];
972 int newedge = (fc1==c) ^ (fc2==c);
973 if (oldedge != newedge) {
974 b->edges[j] = newedge;
975 tdq_add(b->vertextypes_todo, e->dot1 - g->dots);
976 tdq_add(b->vertextypes_todo, e->dot2 - g->dots);
981 * Go through the to-do list of vertices whose types need
982 * refreshing. For each one, decide whether it's a corner, a
983 * straight, or a vertex not in the loop, and in the former
984 * two cases also work out the indices of its neighbour
985 * vertices along the loop. Any vertex that changes state must
986 * be put back on the to-do list for deciding if it's a black
987 * clue site, and so must its two new neighbours _and_ its two
990 while ((j = tdq_remove(b->vertextypes_todo)) >= 0) {
991 grid_dot *d = &g->dots[j];
992 int neighbours[2], type = 0, n = 0;
994 for (k = 0; k < d->order; k++) {
995 grid_edge *e = d->edges[k];
996 grid_dot *d2 = (e->dot1 == d ? e->dot2 : e->dot1);
997 /* dir == 0,1,2,3 for an edge going L,U,R,D */
998 int dir = (d->y == d2->y) + 2*(d->x+d->y > d2->x+d2->y);
999 int ei = e - g->edges;
1002 neighbours[n] = d2 - g->dots;
1008 * Decide if it's a corner, and set the corner flag if so.
1010 if (type != 0 && type != 0x5 && type != 0xA)
1013 if (type != b->vertextypes[j]) {
1015 * Recompute old neighbours, if any.
1017 if (b->vertextypes[j]) {
1018 tdq_add(b->blackclues_todo, b->neighbour[0][j]);
1019 tdq_add(b->blackclues_todo, b->neighbour[1][j]);
1022 * Recompute this vertex.
1024 tdq_add(b->blackclues_todo, j);
1025 b->vertextypes[j] = type;
1027 * Recompute new neighbours, if any.
1029 if (b->vertextypes[j]) {
1030 b->neighbour[0][j] = neighbours[0];
1031 b->neighbour[1][j] = neighbours[1];
1032 tdq_add(b->blackclues_todo, b->neighbour[0][j]);
1033 tdq_add(b->blackclues_todo, b->neighbour[1][j]);
1039 * Go through the list of vertices which we must check to see
1040 * if they're black clue sites. Each one is a black clue site
1041 * iff it is a corner and its loop neighbours are non-corners.
1042 * Adjust the running total of black clues we've counted.
1044 while ((j = tdq_remove(b->blackclues_todo)) >= 0) {
1045 ctx->score -= b->blackclues[j];
1046 b->blackclues[j] = ((b->vertextypes[j] & 0x10) &&
1047 !((b->vertextypes[b->neighbour[0][j]] |
1048 b->vertextypes[b->neighbour[1][j]])
1050 ctx->score += b->blackclues[j];
1057 void pearl_loopgen(int w, int h, char *lines, random_state *rs)
1059 grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL);
1060 char *board = snewn(g->num_faces, char);
1061 int i, s = g->tilesize;
1062 struct pearl_loopgen_bias_ctx biasctx;
1064 memset(lines, 0, w*h);
1067 * Initialise the context for the bias function. Initially we fill
1068 * all the to-do lists, so that the first call will scan
1069 * everything; thereafter the lists stay empty so we make
1070 * incremental changes.
1073 biasctx.faces = snewn(g->num_faces, char);
1074 biasctx.faces_todo = tdq_new(g->num_faces);
1075 tdq_fill(biasctx.faces_todo);
1077 memset(biasctx.faces, FACE_GREY, g->num_faces);
1078 for (i = 0; i < 2; i++) {
1079 biasctx.boundaries[i].edges = snewn(g->num_edges, char);
1080 memset(biasctx.boundaries[i].edges, 0, g->num_edges);
1081 biasctx.boundaries[i].edges_todo = tdq_new(g->num_edges);
1082 tdq_fill(biasctx.boundaries[i].edges_todo);
1083 biasctx.boundaries[i].vertextypes = snewn(g->num_dots, char);
1084 memset(biasctx.boundaries[i].vertextypes, 0, g->num_dots);
1085 biasctx.boundaries[i].neighbour[0] = snewn(g->num_dots, int);
1086 biasctx.boundaries[i].neighbour[1] = snewn(g->num_dots, int);
1087 biasctx.boundaries[i].vertextypes_todo = tdq_new(g->num_dots);
1088 tdq_fill(biasctx.boundaries[i].vertextypes_todo);
1089 biasctx.boundaries[i].blackclues = snewn(g->num_dots, char);
1090 memset(biasctx.boundaries[i].blackclues, 0, g->num_dots);
1091 biasctx.boundaries[i].blackclues_todo = tdq_new(g->num_dots);
1092 tdq_fill(biasctx.boundaries[i].blackclues_todo);
1094 biasctx.boundaries[0].colour = FACE_WHITE;
1095 biasctx.boundaries[1].colour = FACE_BLACK;
1096 generate_loop(g, board, rs, pearl_loopgen_bias, &biasctx);
1097 sfree(biasctx.faces);
1098 tdq_free(biasctx.faces_todo);
1099 for (i = 0; i < 2; i++) {
1100 sfree(biasctx.boundaries[i].edges);
1101 tdq_free(biasctx.boundaries[i].edges_todo);
1102 sfree(biasctx.boundaries[i].vertextypes);
1103 sfree(biasctx.boundaries[i].neighbour[0]);
1104 sfree(biasctx.boundaries[i].neighbour[1]);
1105 tdq_free(biasctx.boundaries[i].vertextypes_todo);
1106 sfree(biasctx.boundaries[i].blackclues);
1107 tdq_free(biasctx.boundaries[i].blackclues_todo);
1110 for (i = 0; i < g->num_edges; i++) {
1111 grid_edge *e = g->edges + i;
1112 enum face_colour c1 = FACE_COLOUR(e->face1);
1113 enum face_colour c2 = FACE_COLOUR(e->face2);
1114 assert(c1 != FACE_GREY);
1115 assert(c2 != FACE_GREY);
1117 /* This grid edge is on the loop: lay line along it */
1118 int x1 = e->dot1->x/s, y1 = e->dot1->y/s;
1119 int x2 = e->dot2->x/s, y2 = e->dot2->y/s;
1121 /* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */
1123 if (y1 > y2) SWAP(y1,y2);
1126 lines[y1*w+x1] |= D;
1127 lines[y2*w+x1] |= U;
1128 } else if (y1 == y2) {
1129 if (x1 > x2) SWAP(x1,x2);
1132 lines[y1*w+x1] |= R;
1133 lines[y1*w+x2] |= L;
1135 assert(!"grid with diagonal coords?!");
1142 #if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS
1143 printf("as returned:\n");
1144 for (y = 0; y < h; y++) {
1145 for (x = 0; x < w; x++) {
1146 int type = lines[y*w+x];
1148 if (type & L) *p++ = 'L';
1149 if (type & R) *p++ = 'R';
1150 if (type & U) *p++ = 'U';
1151 if (type & D) *p++ = 'D';
1161 static int new_clues(const game_params *params, random_state *rs,
1162 char *clues, char *grid)
1164 int w = params->w, h = params->h, diff = params->difficulty;
1165 int ngen = 0, x, y, d, ret, i;
1169 * Difficulty exception: 5x5 Tricky is not generable (the
1170 * generator will spin forever trying) and so we fudge it to Easy.
1172 if (w == 5 && h == 5 && diff > DIFF_EASY)
1177 pearl_loopgen(w, h, grid, rs);
1179 #ifdef GENERATION_DIAGNOSTICS
1180 printf("grid array:\n");
1181 for (y = 0; y < h; y++) {
1182 for (x = 0; x < w; x++) {
1183 int type = grid[y*w+x];
1185 if (type & L) *p++ = 'L';
1186 if (type & R) *p++ = 'R';
1187 if (type & U) *p++ = 'U';
1188 if (type & D) *p++ = 'D';
1198 * Set up the maximal clue array.
1200 for (y = 0; y < h; y++)
1201 for (x = 0; x < w; x++) {
1202 int type = grid[y*w+x];
1204 clues[y*w+x] = NOCLUE;
1206 if ((bLR|bUD) & (1 << type)) {
1208 * This is a straight; see if it's a viable
1209 * candidate for a straight clue. It qualifies if
1210 * at least one of the squares it connects to is a
1213 for (d = 1; d <= 8; d += d) if (type & d) {
1214 int xx = x + DX(d), yy = y + DY(d);
1215 assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
1216 if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx]))
1219 if (d <= 8) /* we found one */
1220 clues[y*w+x] = STRAIGHT;
1221 } else if ((bLU|bLD|bRU|bRD) & (1 << type)) {
1223 * This is a corner; see if it's a viable candidate
1224 * for a corner clue. It qualifies if all the
1225 * squares it connects to are straights.
1227 for (d = 1; d <= 8; d += d) if (type & d) {
1228 int xx = x + DX(d), yy = y + DY(d);
1229 assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
1230 if (!((bLR|bUD) & (1 << grid[yy*w+xx])))
1233 if (d > 8) /* we didn't find a counterexample */
1234 clues[y*w+x] = CORNER;
1238 #ifdef GENERATION_DIAGNOSTICS
1239 printf("clue array:\n");
1240 for (y = 0; y < h; y++) {
1241 for (x = 0; x < w; x++) {
1242 printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
1249 if (!params->nosolve) {
1250 int *cluespace, *straights, *corners;
1251 int nstraights, ncorners, nstraightpos, ncornerpos;
1254 * See if we can solve the puzzle just like this.
1256 ret = pearl_solve(w, h, clues, grid, diff, FALSE);
1257 assert(ret > 0); /* shouldn't be inconsistent! */
1259 continue; /* go round and try again */
1262 * Check this puzzle isn't too easy.
1264 if (diff > DIFF_EASY) {
1265 ret = pearl_solve(w, h, clues, grid, diff-1, FALSE);
1268 continue; /* too easy: try again */
1272 * Now shuffle the grid points and gradually remove the
1273 * clues to find a minimal set which still leaves the
1276 * We preferentially attempt to remove whichever type of
1277 * clue is currently most numerous, to combat a general
1278 * tendency of plain random generation to bias in favour
1279 * of many white clues and few black.
1281 * 'nstraights' and 'ncorners' count the number of clues
1282 * of each type currently remaining in the grid;
1283 * 'nstraightpos' and 'ncornerpos' count the clues of each
1284 * type we have left to try to remove. (Clues which we
1285 * have tried and failed to remove are counted by the
1286 * former but not the latter.)
1288 cluespace = snewn(w*h, int);
1289 straights = cluespace;
1291 for (i = 0; i < w*h; i++)
1292 if (clues[i] == STRAIGHT)
1293 straights[nstraightpos++] = i;
1294 corners = straights + nstraightpos;
1296 for (i = 0; i < w*h; i++)
1297 if (clues[i] == STRAIGHT)
1298 corners[ncornerpos++] = i;
1299 nstraights = nstraightpos;
1300 ncorners = ncornerpos;
1302 shuffle(straights, nstraightpos, sizeof(*straights), rs);
1303 shuffle(corners, ncornerpos, sizeof(*corners), rs);
1304 while (nstraightpos > 0 || ncornerpos > 0) {
1309 * Decide which clue to try to remove next. If both
1310 * types are available, we choose whichever kind is
1311 * currently overrepresented; otherwise we take
1312 * whatever we can get.
1314 if (nstraightpos > 0 && ncornerpos > 0) {
1315 if (nstraights >= ncorners)
1316 cluepos = straights[--nstraightpos];
1318 cluepos = straights[--ncornerpos];
1320 if (nstraightpos > 0)
1321 cluepos = straights[--nstraightpos];
1323 cluepos = straights[--ncornerpos];
1329 clue = clues[y*w+x];
1330 clues[y*w+x] = 0; /* try removing this clue */
1332 ret = pearl_solve(w, h, clues, grid, diff, FALSE);
1335 clues[y*w+x] = clue; /* oops, put it back again */
1340 #ifdef FINISHED_PUZZLE
1341 printf("clue array:\n");
1342 for (y = 0; y < h; y++) {
1343 for (x = 0; x < w; x++) {
1344 printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
1354 debug(("%d %dx%d loops before finished puzzle.\n", ngen, w, h));
1359 static char *new_game_desc(const game_params *params, random_state *rs,
1360 char **aux, int interactive)
1364 int w = params->w, h = params->h, i, j;
1366 grid = snewn(w*h, char);
1367 clues = snewn(w*h, char);
1369 new_clues(params, rs, clues, grid);
1371 desc = snewn(w * h + 1, char);
1372 for (i = j = 0; i < w*h; i++) {
1373 if (clues[i] == NOCLUE && j > 0 &&
1374 desc[j-1] >= 'a' && desc[j-1] < 'z')
1376 else if (clues[i] == NOCLUE)
1378 else if (clues[i] == CORNER)
1380 else if (clues[i] == STRAIGHT)
1385 *aux = snewn(w*h+1, char);
1386 for (i = 0; i < w*h; i++)
1387 (*aux)[i] = (grid[i] < 10) ? (grid[i] + '0') : (grid[i] + 'A' - 10);
1396 static char *validate_desc(const game_params *params, const char *desc)
1399 const int totalsize = params->w * params->h;
1402 for (i = 0; desc[i]; i++) {
1403 if (desc[i] >= 'a' && desc[i] <= 'z')
1404 sizesofar += desc[i] - 'a' + 1;
1405 else if (desc[i] == 'B' || desc[i] == 'W')
1408 return "unrecognised character in string";
1411 if (sizesofar > totalsize)
1412 return "string too long";
1413 else if (sizesofar < totalsize)
1414 return "string too short";
1419 static game_state *new_game(midend *me, const game_params *params,
1422 game_state *state = snew(game_state);
1423 int i, j, sz = params->w*params->h;
1425 state->completed = state->used_solve = FALSE;
1426 state->shared = snew(struct shared_state);
1428 state->shared->w = params->w;
1429 state->shared->h = params->h;
1430 state->shared->sz = sz;
1431 state->shared->refcnt = 1;
1432 state->shared->clues = snewn(sz, char);
1433 for (i = j = 0; desc[i]; i++) {
1435 if (desc[i] >= 'a' && desc[i] <= 'z') {
1436 int n = desc[i] - 'a' + 1;
1437 assert(j + n <= sz);
1439 state->shared->clues[j++] = NOCLUE;
1440 } else if (desc[i] == 'B') {
1441 state->shared->clues[j++] = CORNER;
1442 } else if (desc[i] == 'W') {
1443 state->shared->clues[j++] = STRAIGHT;
1447 state->lines = snewn(sz, char);
1448 state->errors = snewn(sz, char);
1449 state->marks = snewn(sz, char);
1450 for (i = 0; i < sz; i++)
1451 state->lines[i] = state->errors[i] = state->marks[i] = BLANK;
1456 static game_state *dup_game(const game_state *state)
1458 game_state *ret = snew(game_state);
1459 int sz = state->shared->sz, i;
1461 ret->shared = state->shared;
1462 ret->completed = state->completed;
1463 ret->used_solve = state->used_solve;
1464 ++ret->shared->refcnt;
1466 ret->lines = snewn(sz, char);
1467 ret->errors = snewn(sz, char);
1468 ret->marks = snewn(sz, char);
1469 for (i = 0; i < sz; i++) {
1470 ret->lines[i] = state->lines[i];
1471 ret->errors[i] = state->errors[i];
1472 ret->marks[i] = state->marks[i];
1478 static void free_game(game_state *state)
1481 if (--state->shared->refcnt == 0) {
1482 sfree(state->shared->clues);
1483 sfree(state->shared);
1485 sfree(state->lines);
1486 sfree(state->errors);
1487 sfree(state->marks);
1491 static char nbits[16] = { 0, 1, 1, 2,
1495 #define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] )
1497 #define ERROR_CLUE 16
1499 static void dsf_update_completion(game_state *state, int *loopclass,
1500 int ax, int ay, char dir,
1501 int *dsf, int *dsfsize)
1503 int w = state->shared->w /*, h = state->shared->h */;
1504 int ac = ay*w+ax, ae, bx, by, bc, be;
1506 if (!(state->lines[ac] & dir)) return; /* no link */
1507 bx = ax + DX(dir); by = ay + DY(dir);
1509 assert(INGRID(state, bx, by)); /* should not have a link off grid */
1513 assert(state->lines[bc] & F(dir)); /* should have reciprocal link */
1515 /* TODO put above assertion back in once we stop generating partially
1516 * soluble puzzles. */
1517 if (!(state->lines[bc] & F(dir))) return;
1519 ae = dsf_canonify(dsf, ac);
1520 be = dsf_canonify(dsf, bc);
1522 if (ae == be) { /* detected a loop! */
1523 if (*loopclass != -1) /* this is the second loop, doom. */
1527 int size = dsfsize[ae] + dsfsize[be];
1528 dsf_merge(dsf, ac, bc);
1529 ae = dsf_canonify(dsf, ac);
1535 static void check_completion(game_state *state, int mark)
1537 int w = state->shared->w, h = state->shared->h, x, y, i, d;
1538 int had_error = FALSE /*, is_complete = FALSE */, loopclass;
1542 for (i = 0; i < w*h; i++) {
1543 state->errors[i] = 0;
1547 #define ERROR(x,y,e) do { had_error = TRUE; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0)
1550 * First of all: we should have one single closed loop, passing through all clues.
1552 dsf = snewn(w*h, int);
1553 dsfsize = snewn(w*h, int);
1555 for (i = 0; i < w*h; i++) dsfsize[i] = 1;
1558 for (x = 0; x < w; x++) {
1559 for (y = 0; y < h; y++) {
1560 dsf_update_completion(state, &loopclass, x, y, R, dsf, dsfsize);
1561 dsf_update_completion(state, &loopclass, x, y, D, dsf, dsfsize);
1564 if (loopclass != -1) {
1565 /* We have a loop. Check all squares with lines on. */
1566 for (x = 0; x < w; x++) {
1567 for (y = 0; y < h; y++) {
1568 if (state->lines[y*w+x] == BLANK) {
1569 if (state->shared->clues[y*w+x] != NOCLUE) {
1570 /* the loop doesn't include this clue square! */
1571 ERROR(x, y, ERROR_CLUE);
1574 if (dsf_canonify(dsf, y*w+x) != loopclass) {
1575 /* these lines are not on the loop: mark them as error. */
1576 ERROR(x, y, state->lines[y*w+x]);
1584 * Second: check no clues are contradicted.
1587 for (x = 0; x < w; x++) {
1588 for (y = 0; y < h; y++) {
1589 int type = state->lines[y*w+x];
1591 * Check that no square has more than two line segments.
1593 if (NBITS(type) > 2) {
1597 * Check that no clues are contradicted. This code is similar to
1598 * the code that sets up the maximal clue array for any given
1601 if (state->shared->clues[y*w+x] == CORNER) {
1602 /* Supposed to be a corner: will find a contradiction if
1603 * it actually contains a straight line, or if it touches any
1605 if ((bLR|bUD) & (1 << type)) {
1606 ERROR(x,y,ERROR_CLUE); /* actually straight */
1608 for (d = 1; d <= 8; d += d) if (type & d) {
1609 int xx = x + DX(d), yy = y + DY(d);
1610 if (!INGRID(state, xx, yy)) {
1611 ERROR(x,y,d); /* leads off grid */
1613 if ((bLU|bLD|bRU|bRD) & (1 << state->lines[yy*w+xx])) {
1614 ERROR(x,y,ERROR_CLUE); /* touches corner */
1618 } else if (state->shared->clues[y*w+x] == STRAIGHT) {
1619 /* Supposed to be straight: will find a contradiction if
1620 * it actually contains a corner, or if it only touches
1621 * straight lines. */
1622 if ((bLU|bLD|bRU|bRD) & (1 << type)) {
1623 ERROR(x,y,ERROR_CLUE); /* actually a corner */
1626 for (d = 1; d <= 8; d += d) if (type & d) {
1627 int xx = x + DX(d), yy = y + DY(d);
1628 if (!INGRID(state, xx, yy)) {
1629 ERROR(x,y,d); /* leads off grid */
1631 if ((bLR|bUD) & (1 << state->lines[yy*w+xx]))
1632 i++; /* a straight */
1635 if (i >= 2 && NBITS(type) >= 2) {
1636 ERROR(x,y,ERROR_CLUE); /* everything touched is straight */
1641 if (!had_error && loopclass != -1) {
1642 state->completed = TRUE;
1643 state->loop_length = dsfsize[loopclass];
1652 /* completion check:
1654 * - no clues must be contradicted (highlight clue itself in error if so)
1655 * - if there is a closed loop it must include every line segment laid
1656 * - if there's a smaller closed loop then highlight whole loop as error
1657 * - no square must have more than 2 lines radiating from centre point
1658 * (highlight all lines in that square as error if so)
1661 static char *solve_for_diff(game_state *state, char *old_lines, char *new_lines)
1663 int w = state->shared->w, h = state->shared->h, i;
1664 char *move = snewn(w*h*40, char), *p = move;
1667 for (i = 0; i < w*h; i++) {
1668 if (old_lines[i] != new_lines[i]) {
1669 p += sprintf(p, ";R%d,%d,%d", new_lines[i], i%w, i/w);
1673 move = sresize(move, p - move, char);
1678 static char *solve_game(const game_state *state, const game_state *currstate,
1679 const char *aux, char **error)
1681 game_state *solved = dup_game(state);
1682 int i, ret, sz = state->shared->sz;
1686 for (i = 0; i < sz; i++) {
1687 if (aux[i] >= '0' && aux[i] <= '9')
1688 solved->lines[i] = aux[i] - '0';
1689 else if (aux[i] >= 'A' && aux[i] <= 'F')
1690 solved->lines[i] = aux[i] - 'A' + 10;
1692 *error = "invalid char in aux";
1699 /* Try to solve with present (half-solved) state first: if there's no
1700 * solution from there go back to original state. */
1701 ret = pearl_solve(currstate->shared->w, currstate->shared->h,
1702 currstate->shared->clues, solved->lines,
1705 ret = pearl_solve(state->shared->w, state->shared->h,
1706 state->shared->clues, solved->lines,
1712 *error = "Unable to find solution";
1715 move = solve_for_diff(solved, currstate->lines, solved->lines);
1723 static int game_can_format_as_text_now(const game_params *params)
1728 static char *game_text_format(const game_state *state)
1730 int w = state->shared->w, h = state->shared->h, cw = 4, ch = 2;
1731 int gw = cw*(w-1) + 2, gh = ch*(h-1) + 1, len = gw * gh, r, c, j;
1732 char *board = snewn(len + 1, char);
1735 memset(board, ' ', len);
1737 for (r = 0; r < h; ++r) {
1738 for (c = 0; c < w; ++c) {
1739 int i = r*w + c, cell = r*ch*gw + c*cw;
1740 board[cell] = "+BW"[(unsigned char)state->shared->clues[i]];
1741 if (c < w - 1 && (state->lines[i] & R || state->lines[i+1] & L))
1742 memset(board + cell + 1, '-', cw - 1);
1743 if (r < h - 1 && (state->lines[i] & D || state->lines[i+w] & U))
1744 for (j = 1; j < ch; ++j) board[cell + j*gw] = '|';
1745 if (c < w - 1 && (state->marks[i] & R || state->marks[i+1] & L))
1746 board[cell + cw/2] = 'x';
1747 if (r < h - 1 && (state->marks[i] & D || state->marks[i+w] & U))
1748 board[cell + (ch/2 * gw)] = 'x';
1751 for (j = 0; j < (r == h - 1 ? 1 : ch); ++j)
1752 board[r*ch*gw + (gw - 1) + j*gw] = '\n';
1760 int *dragcoords; /* list of (y*w+x) coords in drag so far */
1761 int ndragcoords; /* number of entries in dragcoords.
1762 * 0 = click but no drag yet. -1 = no drag at all */
1763 int clickx, clicky; /* pixel position of initial click */
1765 int curx, cury; /* grid position of keyboard cursor */
1766 int cursor_active; /* TRUE iff cursor is shown */
1769 static game_ui *new_ui(const game_state *state)
1771 game_ui *ui = snew(game_ui);
1772 int sz = state->shared->sz;
1774 ui->ndragcoords = -1;
1775 ui->dragcoords = snewn(sz, int);
1776 ui->cursor_active = FALSE;
1777 ui->curx = ui->cury = 0;
1782 static void free_ui(game_ui *ui)
1784 sfree(ui->dragcoords);
1788 static char *encode_ui(const game_ui *ui)
1793 static void decode_ui(game_ui *ui, const char *encoding)
1797 static void game_changed_state(game_ui *ui, const game_state *oldstate,
1798 const game_state *newstate)
1802 #define PREFERRED_TILE_SIZE 31
1803 #define HALFSZ (ds->halfsz)
1804 #define TILE_SIZE (ds->halfsz*2 + 1)
1806 #define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2))
1808 #define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
1810 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
1811 #define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
1812 #define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) )
1814 #define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */
1815 #define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */
1816 #define DS_MSHIFT 12 /* shift for no-line mark */
1818 #define DS_ERROR_CLUE (1 << 20)
1819 #define DS_FLASH (1 << 21)
1820 #define DS_CURSOR (1 << 22)
1822 enum { GUI_MASYU, GUI_LOOPY };
1824 static int get_gui_style(void)
1826 static int gui_style = -1;
1828 if (gui_style == -1) {
1829 char *env = getenv("PEARL_GUI_LOOPY");
1830 if (env && (env[0] == 'y' || env[0] == 'Y'))
1831 gui_style = GUI_LOOPY;
1833 gui_style = GUI_MASYU;
1838 struct game_drawstate {
1843 unsigned int *lflags; /* size w*h */
1845 char *draglines; /* size w*h; lines flipped by current drag */
1848 static void update_ui_drag(const game_state *state, game_ui *ui,
1851 int /* sz = state->shared->sz, */ w = state->shared->w;
1855 if (!INGRID(state, gx, gy))
1856 return; /* square is outside grid */
1858 if (ui->ndragcoords < 0)
1859 return; /* drag not in progress anyway */
1863 lastpos = ui->dragcoords[ui->ndragcoords > 0 ? ui->ndragcoords-1 : 0];
1865 return; /* same square as last visited one */
1867 /* Drag confirmed, if it wasn't already. */
1868 if (ui->ndragcoords == 0)
1869 ui->ndragcoords = 1;
1872 * Dragging the mouse into a square that's already been visited by
1873 * the drag path so far has the effect of truncating the path back
1874 * to that square, so a player can back out part of an uncommitted
1875 * drag without having to let go of the mouse.
1877 for (i = 0; i < ui->ndragcoords; i++)
1878 if (pos == ui->dragcoords[i]) {
1879 ui->ndragcoords = i+1;
1884 * Otherwise, dragging the mouse into a square that's a rook-move
1885 * away from the last one on the path extends the path.
1887 oy = ui->dragcoords[ui->ndragcoords-1] / w;
1888 ox = ui->dragcoords[ui->ndragcoords-1] % w;
1889 if (ox == gx || oy == gy) {
1890 int dx = (gx < ox ? -1 : gx > ox ? +1 : 0);
1891 int dy = (gy < oy ? -1 : gy > oy ? +1 : 0);
1892 int dir = (dy>0 ? D : dy<0 ? U : dx>0 ? R : L);
1893 while (ox != gx || oy != gy) {
1895 * If the drag attempts to cross a 'no line here' mark,
1896 * stop there. We physically don't allow the user to drag
1899 if (state->marks[oy*w+ox] & dir)
1903 ui->dragcoords[ui->ndragcoords++] = oy * w + ox;
1908 * Failing that, we do nothing at all: if the user has dragged
1909 * diagonally across the board, they'll just have to return the
1910 * mouse to the last known position and do whatever they meant to
1911 * do again, more slowly and clearly.
1916 * Routine shared between interpret_move and game_redraw to work out
1917 * the intended effect of a drag path on the grid.
1919 * Call it in a loop, like this:
1921 * int clearing = TRUE;
1922 * for (i = 0; i < ui->ndragcoords - 1; i++) {
1923 * int sx, sy, dx, dy, dir, oldstate, newstate;
1924 * interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
1925 * &dir, &oldstate, &newstate);
1927 * [do whatever is needed to handle the fact that the drag
1928 * wants the edge from sx,sy to dx,dy (heading in direction
1929 * 'dir' at the sx,sy end) to be changed from state oldstate
1930 * to state newstate, each of which equals either 0 or dir]
1933 static void interpret_ui_drag(const game_state *state, const game_ui *ui,
1934 int *clearing, int i, int *sx, int *sy,
1935 int *dx, int *dy, int *dir,
1936 int *oldstate, int *newstate)
1938 int w = state->shared->w;
1939 int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1];
1944 *dir = (*dy>*sy ? D : *dy<*sy ? U : *dx>*sx ? R : L);
1945 *oldstate = state->lines[sp] & *dir;
1948 * The edge we've dragged over was previously
1949 * present. Set it to absent, unless we've already
1950 * stopped doing that.
1952 *newstate = *clearing ? 0 : *dir;
1955 * The edge we've dragged over was previously
1956 * absent. Set it to present, and cancel the
1957 * 'clearing' flag so that all subsequent edges in
1958 * the drag are set rather than cleared.
1965 static char *mark_in_direction(const game_state *state, int x, int y, int dir,
1966 int primary, char *buf)
1968 int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
1969 int x2 = x + DX(dir);
1970 int y2 = y + DY(dir);
1973 char ch = primary ? 'F' : 'M', *other;
1975 if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return "";
1977 /* disallow laying a mark over a line, or vice versa. */
1978 other = primary ? state->marks : state->lines;
1979 if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return "";
1981 sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2);
1985 #define KEY_DIRECTION(btn) (\
1986 (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
1987 (btn) == CURSOR_LEFT ? L : R)
1989 static char *interpret_move(const game_state *state, game_ui *ui,
1990 const game_drawstate *ds,
1991 int x, int y, int button)
1993 int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
1994 int gx = FROMCOORD(x), gy = FROMCOORD(y), i;
1995 int release = FALSE;
1998 int shift = button & MOD_SHFT, control = button & MOD_CTRL;
1999 button &= ~MOD_MASK;
2001 if (IS_MOUSE_DOWN(button)) {
2002 ui->cursor_active = FALSE;
2004 if (!INGRID(state, gx, gy)) {
2005 ui->ndragcoords = -1;
2009 ui->clickx = x; ui->clicky = y;
2010 ui->dragcoords[0] = gy * w + gx;
2011 ui->ndragcoords = 0; /* will be 1 once drag is confirmed */
2016 if (button == LEFT_DRAG && ui->ndragcoords >= 0) {
2017 update_ui_drag(state, ui, gx, gy);
2021 if (IS_MOUSE_RELEASE(button)) release = TRUE;
2023 if (IS_CURSOR_MOVE(button)) {
2024 if (!ui->cursor_active) {
2025 ui->cursor_active = TRUE;
2026 } else if (control | shift) {
2028 if (ui->ndragcoords > 0) return NULL;
2029 ui->ndragcoords = -1;
2030 move = mark_in_direction(state, ui->curx, ui->cury,
2031 KEY_DIRECTION(button), control, tmpbuf);
2032 if (control && !shift && *move)
2033 move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE);
2036 move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE);
2037 if (ui->ndragcoords >= 0)
2038 update_ui_drag(state, ui, ui->curx, ui->cury);
2043 if (IS_CURSOR_SELECT(button)) {
2044 if (!ui->cursor_active) {
2045 ui->cursor_active = TRUE;
2047 } else if (button == CURSOR_SELECT) {
2048 if (ui->ndragcoords == -1) {
2049 ui->ndragcoords = 0;
2050 ui->dragcoords[0] = ui->cury * w + ui->curx;
2051 ui->clickx = CENTERED_COORD(ui->curx);
2052 ui->clicky = CENTERED_COORD(ui->cury);
2054 } else release = TRUE;
2055 } else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) {
2056 ui->ndragcoords = -1;
2061 if (button == 27 || button == '\b') {
2062 ui->ndragcoords = -1;
2067 if (ui->ndragcoords > 0) {
2068 /* End of a drag: process the cached line data. */
2069 int buflen = 0, bufsize = 256, tmplen;
2071 const char *sep = "";
2072 int clearing = TRUE;
2074 for (i = 0; i < ui->ndragcoords - 1; i++) {
2075 int sx, sy, dx, dy, dir, oldstate, newstate;
2076 interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
2077 &dir, &oldstate, &newstate);
2079 if (oldstate != newstate) {
2080 if (!buf) buf = snewn(bufsize, char);
2081 tmplen = sprintf(tmpbuf, "%sF%d,%d,%d;F%d,%d,%d", sep,
2082 dir, sx, sy, F(dir), dx, dy);
2083 if (buflen + tmplen >= bufsize) {
2084 bufsize = (buflen + tmplen) * 5 / 4 + 256;
2085 buf = sresize(buf, bufsize, char);
2087 strcpy(buf + buflen, tmpbuf);
2093 ui->ndragcoords = -1;
2095 return buf ? buf : "";
2096 } else if (ui->ndragcoords == 0) {
2097 /* Click (or tiny drag). Work out which edge we were
2101 ui->ndragcoords = -1;
2104 * We process clicks based on the mouse-down location,
2105 * because that's more natural for a user to carefully
2106 * control than the mouse-up.
2113 cx = CENTERED_COORD(gx);
2114 cy = CENTERED_COORD(gy);
2116 if (!INGRID(state, gx, gy)) return "";
2118 if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
2119 /* TODO closer to centre of grid: process as a cell click not an edge click. */
2124 if (abs(x-cx) < abs(y-cy)) {
2125 /* Closest to top/bottom edge. */
2126 direction = (y < cy) ? U : D;
2128 /* Closest to left/right edge. */
2129 direction = (x < cx) ? L : R;
2131 return mark_in_direction(state, gx, gy, direction,
2132 (button == LEFT_RELEASE), tmpbuf);
2137 if (button == 'H' || button == 'h')
2143 static game_state *execute_move(const game_state *state, const char *move)
2145 int w = state->shared->w, h = state->shared->h;
2148 game_state *ret = dup_game(state);
2150 debug(("move: %s\n", move));
2155 ret->used_solve = TRUE;
2157 } else if (c == 'L' || c == 'N' || c == 'R' || c == 'F' || c == 'M') {
2158 /* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */
2160 if (sscanf(move, "%d,%d,%d%n", &l, &x, &y, &n) != 3)
2162 if (!INGRID(state, x, y)) goto badmove;
2163 if (l < 0 || l > 15) goto badmove;
2166 ret->lines[y*w + x] |= (char)l;
2168 ret->lines[y*w + x] &= ~((char)l);
2169 else if (c == 'R') {
2170 ret->lines[y*w + x] = (char)l;
2171 ret->marks[y*w + x] &= ~((char)l); /* erase marks too */
2172 } else if (c == 'F')
2173 ret->lines[y*w + x] ^= (char)l;
2175 ret->marks[y*w + x] ^= (char)l;
2178 * If we ended up trying to lay a line _over_ a mark,
2179 * that's a failed move: interpret_move() should have
2180 * ensured we never received a move string like that in
2183 if ((ret->lines[y*w + x] & (char)l) &&
2184 (ret->marks[y*w + x] & (char)l))
2188 } else if (strcmp(move, "H") == 0) {
2189 pearl_solve(ret->shared->w, ret->shared->h,
2190 ret->shared->clues, ret->lines, DIFFCOUNT, TRUE);
2191 for (n = 0; n < w*h; n++)
2192 ret->marks[n] &= ~ret->lines[n]; /* erase marks too */
2203 check_completion(ret, TRUE);
2212 /* ----------------------------------------------------------------------
2216 #define FLASH_TIME 0.5F
2218 static void game_compute_size(const game_params *params, int tilesize,
2221 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2222 struct { int halfsz; } ads, *ds = &ads;
2223 ads.halfsz = (tilesize-1)/2;
2225 *x = (params->w) * TILE_SIZE + 2 * BORDER;
2226 *y = (params->h) * TILE_SIZE + 2 * BORDER;
2229 static void game_set_size(drawing *dr, game_drawstate *ds,
2230 const game_params *params, int tilesize)
2232 ds->halfsz = (tilesize-1)/2;
2235 static float *game_colours(frontend *fe, int *ncolours)
2237 float *ret = snewn(3 * NCOLOURS, float);
2240 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
2242 for (i = 0; i < 3; i++) {
2243 ret[COL_BLACK * 3 + i] = 0.0F;
2244 ret[COL_WHITE * 3 + i] = 1.0F;
2245 ret[COL_GRID * 3 + i] = 0.4F;
2248 ret[COL_ERROR * 3 + 0] = 1.0F;
2249 ret[COL_ERROR * 3 + 1] = 0.0F;
2250 ret[COL_ERROR * 3 + 2] = 0.0F;
2252 ret[COL_DRAGON * 3 + 0] = 0.0F;
2253 ret[COL_DRAGON * 3 + 1] = 0.0F;
2254 ret[COL_DRAGON * 3 + 2] = 1.0F;
2256 ret[COL_DRAGOFF * 3 + 0] = 0.8F;
2257 ret[COL_DRAGOFF * 3 + 1] = 0.8F;
2258 ret[COL_DRAGOFF * 3 + 2] = 1.0F;
2260 ret[COL_FLASH * 3 + 0] = 1.0F;
2261 ret[COL_FLASH * 3 + 1] = 1.0F;
2262 ret[COL_FLASH * 3 + 2] = 1.0F;
2264 *ncolours = NCOLOURS;
2269 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
2271 struct game_drawstate *ds = snew(struct game_drawstate);
2275 ds->started = FALSE;
2277 ds->w = state->shared->w;
2278 ds->h = state->shared->h;
2279 ds->sz = state->shared->sz;
2280 ds->lflags = snewn(ds->sz, unsigned int);
2281 for (i = 0; i < ds->sz; i++)
2284 ds->draglines = snewn(ds->sz, char);
2289 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2291 sfree(ds->draglines);
2296 static void draw_lines_specific(drawing *dr, game_drawstate *ds,
2297 int x, int y, unsigned int lflags,
2298 unsigned int shift, int c)
2300 int ox = COORD(x), oy = COORD(y);
2301 int t2 = HALFSZ, t16 = HALFSZ/4;
2302 int cx = ox + t2, cy = oy + t2;
2305 /* Draw each of the four directions, where laid (or error, or drag, etc.) */
2306 for (d = 1; d < 16; d *= 2) {
2307 int xoff = t2 * DX(d), yoff = t2 * DY(d);
2308 int xnudge = abs(t16 * DX(C(d))), ynudge = abs(t16 * DY(C(d)));
2310 if ((lflags >> shift) & d) {
2311 int lx = cx + ((xoff < 0) ? xoff : 0) - xnudge;
2312 int ly = cy + ((yoff < 0) ? yoff : 0) - ynudge;
2314 if (c == COL_DRAGOFF && !(lflags & d))
2316 if (c == COL_DRAGON && (lflags & d))
2319 draw_rect(dr, lx, ly,
2320 abs(xoff)+2*xnudge+1,
2321 abs(yoff)+2*ynudge+1, c);
2323 draw_rect(dr, cx - t16, cy - t16, 2*t16+1, 2*t16+1, c);
2328 static void draw_square(drawing *dr, game_drawstate *ds, const game_ui *ui,
2329 int x, int y, unsigned int lflags, char clue)
2331 int ox = COORD(x), oy = COORD(y);
2332 int t2 = HALFSZ, t16 = HALFSZ/4;
2333 int cx = ox + t2, cy = oy + t2;
2338 /* Clip to the grid square. */
2339 clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
2341 /* Clear the square. */
2342 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
2343 (lflags & DS_CURSOR) ?
2344 COL_CURSOR_BACKGROUND : COL_BACKGROUND);
2347 if (get_gui_style() == GUI_LOOPY) {
2348 /* Draw small dot, underneath any lines. */
2349 draw_circle(dr, cx, cy, t16, COL_GRID, COL_GRID);
2351 /* Draw outline of grid square */
2352 draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID);
2353 draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID);
2356 /* Draw grid: either thin gridlines, or no-line marks.
2357 * We draw these first because the thick laid lines should be on top. */
2358 for (d = 1; d < 16; d *= 2) {
2359 int xoff = t2 * DX(d), yoff = t2 * DY(d);
2361 if ((x == 0 && d == L) ||
2362 (y == 0 && d == U) ||
2363 (x == ds->w-1 && d == R) ||
2364 (y == ds->h-1 && d == D))
2365 continue; /* no gridlines out to the border. */
2367 if ((lflags >> DS_MSHIFT) & d) {
2368 /* either a no-line mark ... */
2369 int mx = cx + xoff, my = cy + yoff, msz = t16;
2371 draw_line(dr, mx-msz, my-msz, mx+msz, my+msz, COL_BLACK);
2372 draw_line(dr, mx-msz, my+msz, mx+msz, my-msz, COL_BLACK);
2374 if (get_gui_style() == GUI_LOOPY) {
2375 /* draw grid lines connecting centre of cells */
2376 draw_line(dr, cx, cy, cx+xoff, cy+yoff, COL_GRID);
2381 /* Draw each of the four directions, where laid (or error, or drag, etc.)
2382 * Order is important here, specifically for the eventual colours of the
2383 * exposed end caps. */
2384 draw_lines_specific(dr, ds, x, y, lflags, 0,
2385 (lflags & DS_FLASH ? COL_FLASH : COL_BLACK));
2386 draw_lines_specific(dr, ds, x, y, lflags, DS_ESHIFT, COL_ERROR);
2387 draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGOFF);
2388 draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGON);
2390 /* Draw a clue, if present */
2391 if (clue != NOCLUE) {
2392 int c = (lflags & DS_FLASH) ? COL_FLASH :
2393 (clue == STRAIGHT) ? COL_WHITE : COL_BLACK;
2395 if (lflags & DS_ERROR_CLUE) /* draw a bigger 'error' clue circle. */
2396 draw_circle(dr, cx, cy, TILE_SIZE*3/8, COL_ERROR, COL_ERROR);
2398 draw_circle(dr, cx, cy, TILE_SIZE/4, c, COL_BLACK);
2402 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
2405 static void game_redraw(drawing *dr, game_drawstate *ds,
2406 const game_state *oldstate, const game_state *state,
2407 int dir, const game_ui *ui,
2408 float animtime, float flashtime)
2410 int w = state->shared->w, h = state->shared->h, sz = state->shared->sz;
2411 int x, y, force = 0, flashing = 0;
2415 * The initial contents of the window are not guaranteed and
2416 * can vary with front ends. To be on the safe side, all games
2417 * should start by drawing a big background-colour rectangle
2418 * covering the whole window.
2420 draw_rect(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER,
2423 if (get_gui_style() == GUI_MASYU) {
2425 * Smaller black rectangle which is the main grid.
2427 draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH,
2428 w*TILE_SIZE + 2*BORDER_WIDTH + 1,
2429 h*TILE_SIZE + 2*BORDER_WIDTH + 1,
2433 draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER);
2439 if (flashtime > 0 &&
2440 (flashtime <= FLASH_TIME/3 ||
2441 flashtime >= FLASH_TIME*2/3))
2442 flashing = DS_FLASH;
2444 memset(ds->draglines, 0, sz);
2445 if (ui->ndragcoords > 0) {
2446 int i, clearing = TRUE;
2447 for (i = 0; i < ui->ndragcoords - 1; i++) {
2448 int sx, sy, dx, dy, dir, oldstate, newstate;
2449 interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
2450 &dir, &oldstate, &newstate);
2451 ds->draglines[sy*w+sx] ^= (oldstate ^ newstate);
2452 ds->draglines[dy*w+dx] ^= (F(oldstate) ^ F(newstate));
2456 for (x = 0; x < w; x++) {
2457 for (y = 0; y < h; y++) {
2458 unsigned int f = (unsigned int)state->lines[y*w+x];
2459 unsigned int eline = (unsigned int)(state->errors[y*w+x] & (R|U|L|D));
2461 f |= eline << DS_ESHIFT;
2462 f |= ((unsigned int)ds->draglines[y*w+x]) << DS_DSHIFT;
2463 f |= ((unsigned int)state->marks[y*w+x]) << DS_MSHIFT;
2465 if (state->errors[y*w+x] & ERROR_CLUE)
2470 if (ui->cursor_active && x == ui->curx && y == ui->cury)
2473 if (f != ds->lflags[y*w+x] || force) {
2474 ds->lflags[y*w+x] = f;
2475 draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]);
2481 static float game_anim_length(const game_state *oldstate,
2482 const game_state *newstate, int dir, game_ui *ui)
2487 static float game_flash_length(const game_state *oldstate,
2488 const game_state *newstate, int dir, game_ui *ui)
2490 if (!oldstate->completed && newstate->completed &&
2491 !oldstate->used_solve && !newstate->used_solve)
2497 static int game_status(const game_state *state)
2499 return state->completed ? +1 : 0;
2502 static int game_timing_state(const game_state *state, game_ui *ui)
2507 static void game_print_size(const game_params *params, float *x, float *y)
2512 * I'll use 6mm squares by default.
2514 game_compute_size(params, 600, &pw, &ph);
2519 static void game_print(drawing *dr, const game_state *state, int tilesize)
2521 int w = state->shared->w, h = state->shared->h, x, y;
2522 int black = print_mono_colour(dr, 0);
2523 int white = print_mono_colour(dr, 1);
2525 /* No GUI_LOOPY here: only use the familiar masyu style. */
2527 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2528 game_drawstate *ds = game_new_drawstate(dr, state);
2529 game_set_size(dr, ds, NULL, tilesize);
2531 /* Draw grid outlines (black). */
2532 for (x = 0; x <= w; x++)
2533 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black);
2534 for (y = 0; y <= h; y++)
2535 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black);
2537 for (x = 0; x < w; x++) {
2538 for (y = 0; y < h; y++) {
2539 int cx = COORD(x) + HALFSZ, cy = COORD(y) + HALFSZ;
2540 int clue = state->shared->clues[y*w+x];
2542 draw_lines_specific(dr, ds, x, y, state->lines[y*w+x], 0, black);
2544 if (clue != NOCLUE) {
2545 int c = (clue == CORNER) ? black : white;
2546 draw_circle(dr, cx, cy, TILE_SIZE/4, c, black);
2551 game_free_drawstate(dr, ds);
2555 #define thegame pearl
2558 const struct game thegame = {
2559 "Pearl", "games.pearl", "pearl",
2566 TRUE, game_configure, custom_params,
2574 TRUE, game_can_format_as_text_now, game_text_format,
2582 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2585 game_free_drawstate,
2590 TRUE, FALSE, game_print_size, game_print,
2591 FALSE, /* wants_statusbar */
2592 FALSE, game_timing_state,
2596 #ifdef STANDALONE_SOLVER
2601 const char *quis = NULL;
2603 static void usage(FILE *out) {
2604 fprintf(out, "usage: %s <params>\n", quis);
2607 static void pnum(int n, int ntot, const char *desc)
2609 printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc);
2612 static void start_soak(game_params *p, random_state *rs, int nsecs)
2614 time_t tt_start, tt_now, tt_last;
2615 int n = 0, nsolved = 0, nimpossible = 0, ret;
2618 tt_start = tt_last = time(NULL);
2620 /* Currently this generates puzzles of any difficulty (trying to solve it
2621 * on the maximum difficulty level and not checking it's not too easy). */
2622 printf("Soak-testing a %dx%d grid (any difficulty)", p->w, p->h);
2623 if (nsecs > 0) printf(" for %d seconds", nsecs);
2628 grid = snewn(p->w*p->h, char);
2629 clues = snewn(p->w*p->h, char);
2632 n += new_clues(p, rs, clues, grid); /* should be 1, with nosolve */
2634 ret = pearl_solve(p->w, p->h, clues, grid, DIFF_TRICKY, FALSE);
2635 if (ret <= 0) nimpossible++;
2636 if (ret == 1) nsolved++;
2638 tt_now = time(NULL);
2639 if (tt_now > tt_last) {
2642 printf("%d total, %3.1f/s, ",
2643 n, (double)n / ((double)tt_now - tt_start));
2644 pnum(nsolved, n, "solved"); printf(", ");
2645 printf("%3.1f/s", (double)nsolved / ((double)tt_now - tt_start));
2646 if (nimpossible > 0)
2647 pnum(nimpossible, n, "impossible");
2650 if (nsecs > 0 && (tt_now - tt_start) > nsecs) {
2660 int main(int argc, const char *argv[])
2662 game_params *p = NULL;
2663 random_state *rs = NULL;
2664 time_t seed = time(NULL);
2665 char *id = NULL, *err;
2667 setvbuf(stdout, NULL, _IONBF, 0);
2671 while (--argc > 0) {
2672 char *p = (char*)(*++argv);
2673 if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
2674 seed = atoi(*++argv);
2676 } else if (*p == '-') {
2677 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2685 rs = random_new((void*)&seed, sizeof(time_t));
2686 p = default_params();
2689 if (strchr(id, ':')) {
2690 fprintf(stderr, "soak takes params only.\n");
2694 decode_params(p, id);
2695 err = validate_params(p, 1);
2697 fprintf(stderr, "%s: %s", argv[0], err);
2701 start_soak(p, rs, 0); /* run forever */
2705 for (i = 5; i <= 12; i++) {
2707 start_soak(p, rs, 5);
2720 /* vim: set shiftwidth=4 tabstop=8: */