/*
* lightup.c: Implementation of the Nikoli game 'Light Up'.
+ *
+ * Possible future solver enhancements:
+ *
+ * - In a situation where two clues are diagonally adjacent, you can
+ * deduce bounds on the number of lights shared between them. For
+ * instance, suppose a 3 clue is diagonally adjacent to a 1 clue:
+ * of the two squares adjacent to both clues, at least one must be
+ * a light (or the 3 would be unsatisfiable) and yet at most one
+ * must be a light (or the 1 would be overcommitted), so in fact
+ * _exactly_ one must be a light, and hence the other two squares
+ * adjacent to the 3 must also be lights and the other two adjacent
+ * to the 1 must not. Likewise if the 3 is replaced with a 2 but
+ * one of its other two squares is known not to be a light, and so
+ * on.
+ *
+ * - In a situation where two clues are orthogonally separated (not
+ * necessarily directly adjacent), you may be able to deduce
+ * something about the squares that align with each other. For
+ * instance, suppose two clues are vertically adjacent. Consider
+ * the pair of squares A,B horizontally adjacent to the top clue,
+ * and the pair C,D horizontally adjacent to the bottom clue.
+ * Assuming no intervening obstacles, A and C align with each other
+ * and hence at most one of them can be a light, and B and D
+ * likewise, so we must have at most two lights between the four
+ * squares. So if the clues indicate that there are at _least_ two
+ * lights in those four squares because the top clue requires at
+ * least one of AB to be a light and the bottom one requires at
+ * least one of CD, then we can in fact deduce that there are
+ * _exactly_ two lights between the four squares, and fill in the
+ * other squares adjacent to each clue accordingly. For instance,
+ * if both clues are 3s, then we instantly deduce that all four of
+ * the squares _vertically_ adjacent to the two clues must be
+ * lights. (For that to happen, of course, there'd also have to be
+ * a black square in between the clues, so the two inner lights
+ * don't light each other.)
+ *
+ * - I haven't thought it through carefully, but there's always the
+ * possibility that both of the above deductions are special cases
+ * of some more general pattern which can be made computationally
+ * feasible...
*/
#include <stdio.h>
#include "puzzles.h"
+/*
+ * In standalone solver mode, `verbose' is a variable which can be
+ * set by command-line option; in debugging mode it's simply always
+ * true.
+ */
+#if defined STANDALONE_SOLVER
+#define SOLVER_DIAGNOSTICS
+int verbose = 0;
+#undef debug
+#define debug(x) printf x
+#elif defined SOLVER_DIAGNOSTICS
+#define verbose 2
+#endif
+
/* --- Constants, structure definitions, etc. --- */
#define PREFERRED_TILE_SIZE 32
enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX };
+#define DIFFCOUNT 2
+
struct game_params {
int w, h;
int blackpc; /* %age of black squares */
int symm;
- int recurse;
+ int difficulty; /* 0 to DIFFCOUNT */
};
#define F_BLACK 1
/* Fills in (doesn't allocate) a surrounds structure with the grid locations
* around a given square, taking account of the edges. */
-static void get_surrounds(game_state *state, int ox, int oy, surrounds *s)
+static void get_surrounds(const game_state *state, int ox, int oy,
+ surrounds *s)
{
assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h);
s->npoints = 0;
const struct game_params lightup_presets[] = {
{ 7, 7, 20, SYMM_ROT4, 0 },
{ 7, 7, 20, SYMM_ROT4, 1 },
+ { 7, 7, 20, SYMM_ROT4, 2 },
{ 10, 10, 20, SYMM_ROT2, 0 },
{ 10, 10, 20, SYMM_ROT2, 1 },
#ifdef SLOW_SYSTEM
{ 12, 12, 20, SYMM_ROT2, 0 },
- { 12, 12, 20, SYMM_ROT2, 1 }
+ { 12, 12, 20, SYMM_ROT2, 1 },
#else
+ { 10, 10, 20, SYMM_ROT2, 2 },
{ 14, 14, 20, SYMM_ROT2, 0 },
- { 14, 14, 20, SYMM_ROT2, 1 }
+ { 14, 14, 20, SYMM_ROT2, 1 },
+ { 14, 14, 20, SYMM_ROT2, 2 }
#endif
};
*params = ret;
sprintf(buf, "%dx%d %s",
- ret->w, ret->h, ret->recurse ? "hard" : "easy");
+ ret->w, ret->h,
+ ret->difficulty == 2 ? "hard" :
+ ret->difficulty == 1 ? "tricky" : "easy");
*name = dupstr(buf);
return TRUE;
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
if (*string == 's') {
string++;
EATNUM(params->symm);
+ } else {
+ /* cope with user input such as '18x10' by ensuring symmetry
+ * is not selected by default to be incompatible with dimensions */
+ if (params->symm == SYMM_ROT4 && params->w != params->h)
+ params->symm = SYMM_ROT2;
}
- params->recurse = 0;
+ params->difficulty = 0;
+ /* cope with old params */
if (*string == 'r') {
- params->recurse = 1;
+ params->difficulty = 2;
+ string++;
+ }
+ if (*string == 'd') {
string++;
+ EATNUM(params->difficulty);
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char buf[80];
if (full) {
- sprintf(buf, "%dx%db%ds%d%s",
+ sprintf(buf, "%dx%db%ds%dd%d",
params->w, params->h, params->blackpc,
params->symm,
- params->recurse ? "r" : "");
+ params->difficulty);
} else {
sprintf(buf, "%dx%d", params->w, params->h);
}
return dupstr(buf);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret[4].name = "Difficulty";
ret[4].type = C_CHOICES;
- ret[4].sval = ":Easy:Hard";
- ret[4].ival = params->recurse;
+ ret[4].sval = ":Easy:Tricky:Hard";
+ ret[4].ival = params->difficulty;
ret[5].name = NULL;
ret[5].type = C_END;
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->h = atoi(cfg[1].sval);
ret->blackpc = atoi(cfg[2].sval);
ret->symm = cfg[3].ival;
- ret->recurse = cfg[4].ival;
+ ret->difficulty = cfg[4].ival;
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 2 || params->h < 2)
return "Width and height must be at least 2";
return "4-fold symmetry is only available with square grids";
}
if (params->symm < 0 || params->symm >= SYMM_MAX)
- return "Unknown symmetry type";
+ return "Unknown symmetry type";
+ if (params->difficulty < 0 || params->difficulty > DIFFCOUNT)
+ return "Unknown difficulty level";
}
return NULL;
}
/* --- Game state construction/freeing helper functions --- */
-static game_state *new_state(game_params *params)
+static game_state *new_state(const game_params *params)
{
game_state *ret = snew(game_state);
return ret;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
sfree(state);
}
-#ifdef DIAGNOSTICS
static void debug_state(game_state *state)
{
int x, y;
else if (GRID(state, flags, x, y) & F_IMPOSSIBLE)
c = 'X';
}
- printf("%c", (int)c);
+ debug(("%c", (int)c));
}
- printf(" ");
+ debug((" "));
for (x = 0; x < state->w; x++) {
if (GRID(state, flags, x, y) & F_BLACK)
c = '#';
c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a';
c += GRID(state, lights, x, y);
}
- printf("%c", (int)c);
+ debug(("%c", (int)c));
}
- printf("\n");
+ debug(("\n"));
}
- printf("\n");
}
-#endif
/* --- Game completion test routines. --- */
return 0;
}
-static int number_wrong(game_state *state, int x, int y)
+static int number_wrong(const game_state *state, int x, int y)
{
surrounds s;
int i, n, empty, lights = GRID(state, lights, x, y);
state->nlights = 0;
}
-static void set_blacks(game_state *state, game_params *params, random_state *rs)
+static void set_blacks(game_state *state, const game_params *params,
+ random_state *rs)
{
int x, y, degree = 0, rotate = 0, nblack;
int rh, rw, i;
GRID(state,flags,
state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK;
-#ifdef DIAGNOSTICS
- debug_state(state);
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug_state(state);
#endif
}
{
int x,y;
- memset(lld, 0, sizeof(lld));
lld->ox = lld->minx = lld->maxx = ox;
lld->oy = lld->miny = lld->maxy = oy;
lld->include_origin = origin;
/* If we're not lighting any lights ourself, don't remove anything. */
n = 0;
FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } );
- if (n == 0) continue;
+ if (n == 0) continue; /* [1] */
/* Check whether removing lights we're lighting would cause anything
* to go dark. */
}
assert(grid_lit(state));
}
- /* if we got here, we've somehow removed all our lights and still have overlaps. */
- assert(!"Shouldn't get here!");
+ /* could get here if the line at [1] continue'd out of the loop. */
+ if (grid_overlap(state)) {
+ debug_state(state);
+ assert(!"place_lights failed to resolve overlapping lights!");
+ }
+ sfree(numindices);
}
/* Fills in all black squares with numbers of adjacent lights. */
unsigned int flags, int lights)
{
ll_data lld;
- int sx,sy,n = 0;
+ int sx = 0, sy = 0, n = 0;
if (lights > 0) return 0;
if (flags & F_BLACK) return 0;
FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); });
if (n == 1) {
set_light(state, sx, sy, 1);
-#ifdef SOLVE_DIAGNOSTICS
- printf("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
- ox,oy,sx,sy);
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
+ ox,oy,sx,sy));
+ if (verbose) debug_state(state);
#endif
return 1;
}
return (lights > 0) ? 0 : 1;
}
+static int could_place_light_xy(game_state *state, int x, int y)
+{
+ int lights = GRID(state,lights,x,y);
+ unsigned int flags = GRID(state,flags,x,y);
+ return (could_place_light(flags, lights)) ? 1 : 0;
+}
+
/* For a given number square, determine whether we have enough info
* to unambiguously place its lights. */
static int try_solve_number(game_state *state, int nx, int ny,
if (nl == 0) {
/* we have placed all lights we need to around here; all remaining
* surrounds are therefore IMPOSSIBLE. */
-#ifdef SOLVE_DIAGNOSTICS
- printf("Setting remaining surrounds to (%d,%d) IMPOSSIBLE.\n",
- nx,ny);
-#endif
GRID(state,flags,nx,ny) |= F_NUMBERUSED;
for (i = 0; i < s.npoints; i++) {
if (!(s.points[i].f & F_MARK)) {
ret = 1;
}
}
- } else if (nl == ns) {
- /* we have as many lights to place as spaces; fill them all. */
-#ifdef SOLVE_DIAGNOSTICS
- printf("Setting all remaining surrounds to (%d,%d) LIGHT.\n",
+#ifdef SOLVER_DIAGNOSTICS
+ printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n",
nx,ny);
+ if (verbose) debug_state(state);
#endif
+ } else if (nl == ns) {
+ /* we have as many lights to place as spaces; fill them all. */
GRID(state,flags,nx,ny) |= F_NUMBERUSED;
for (i = 0; i < s.npoints; i++) {
if (!(s.points[i].f & F_MARK)) {
ret = 1;
}
}
+#ifdef SOLVER_DIAGNOSTICS
+ printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n",
+ nx,ny);
+ if (verbose) debug_state(state);
+#endif
}
return ret;
}
+struct setscratch {
+ int x, y;
+ int n;
+};
+
+#define SCRATCHSZ (state->w+state->h)
+
+/* New solver algorithm: overlapping sets can add IMPOSSIBLE flags.
+ * Algorithm thanks to Simon:
+ *
+ * (a) Any square where you can place a light has a set of squares
+ * which would become non-lights as a result. (This includes
+ * squares lit by the first square, and can also include squares
+ * adjacent to the same clue square if the new light is the last
+ * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being
+ * the square you place a light.
+
+ * (b) Any unlit square has a set of squares on which you could place
+ * a light to illuminate it. (Possibly including itself, of
+ * course.) This set of squares has the property that _at least
+ * one_ of them must contain a light. Sets of this type also arise
+ * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y)
+ * the square you would place a light.
+
+ * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is
+ * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at
+ * (dx,dy) would either leave no remaining way to illuminate a certain
+ * square, or would leave no remaining way to fulfill a certain clue
+ * (at lx,ly). In either case, a light can be ruled out at that position.
+ *
+ * So, we construct all possible MAKESLIGHT sets, both from unlit squares
+ * and clue squares, and then we look for plausible MAKESDARK sets that include
+ * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have
+ * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set
+ * members.
+ *
+ * Once we have such a set, Simon came up with a Cunning Plan to find
+ * the most sensible MAKESDARK candidate:
+ *
+ * (a) for each square S in your set X, find all the squares which _would_
+ * rule it out. That means any square which would light S, plus
+ * any square adjacent to the same clue square as S (provided
+ * that clue square has only one remaining light to be placed).
+ * It's not hard to make this list. Don't do anything with this
+ * data at the moment except _count_ the squares.
+
+ * (b) Find the square S_min in the original set which has the
+ * _smallest_ number of other squares which would rule it out.
+
+ * (c) Find all the squares that rule out S_min (it's probably
+ * better to recompute this than to have stored it during step
+ * (a), since the CPU requirement is modest but the storage
+ * cost would get ugly.) For each of these squares, see if it
+ * rules out everything else in the set X. Any which does can
+ * be marked as not-a-light.
+ *
+ */
+
+typedef void (*trl_cb)(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ctx);
+
+static void try_rule_out(game_state *state, int x, int y,
+ struct setscratch *scratch, int n,
+ trl_cb cb, void *ctx);
+
+static void trl_callback_search(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ignored)
+{
+ int i;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy));
+#endif
+
+ for (i = 0; i < n; i++) {
+ if (dx == scratch[i].x && dy == scratch[i].y) {
+ scratch[i].n = 1;
+ return;
+ }
+ }
+}
+
+static void trl_callback_discount(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ctx)
+{
+ int *didsth = (int *)ctx;
+ int i;
+
+ if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) {
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Square at (%d,%d) already impossible.\n", dx,dy));
+#endif
+ return;
+ }
+
+ /* Check whether a light at (dx,dy) rules out everything
+ * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does.
+ * We can use try_rule_out for this as well, as the set of
+ * squares which would rule out (x,y) is the same as the
+ * set of squares which (x,y) would rule out. */
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy));
+#endif
+
+ for (i = 0; i < n; i++)
+ scratch[i].n = 0;
+ try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL);
+ for (i = 0; i < n; i++) {
+ if (scratch[i].n == 0) return;
+ }
+ /* The light ruled out everything in scratch. Yay. */
+ GRID(state,flags,dx,dy) |= F_IMPOSSIBLE;
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Set reduction discounted square at (%d,%d):\n", dx,dy));
+ if (verbose) debug_state(state);
+#endif
+
+ *didsth = 1;
+}
+
+static void trl_callback_incn(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ctx)
+{
+ struct setscratch *s = (struct setscratch *)ctx;
+ s->n++;
+}
+
+static void try_rule_out(game_state *state, int x, int y,
+ struct setscratch *scratch, int n,
+ trl_cb cb, void *ctx)
+{
+ /* XXX Find all the squares which would rule out (x,y); anything
+ * that would light it as well as squares adjacent to same clues
+ * as X assuming that clue only has one remaining light.
+ * Call the callback with each square. */
+ ll_data lld;
+ surrounds s, ss;
+ int i, j, curr_lights, tot_lights;
+
+ /* Find all squares that would rule out a light at (x,y) and call trl_cb
+ * with them: anything that would light (x,y)... */
+
+ list_lights(state, x, y, 0, &lld);
+ FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } });
+
+ /* ... as well as any empty space (that isn't x,y) next to any clue square
+ * next to (x,y) that only has one light left to place. */
+
+ get_surrounds(state, x, y, &s);
+ for (i = 0; i < s.npoints; i++) {
+ if (!(GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED))
+ continue;
+ /* we have an adjacent clue square; find /its/ surrounds
+ * and count the remaining lights it needs. */
+ get_surrounds(state,s.points[i].x,s.points[i].y,&ss);
+ curr_lights = 0;
+ for (j = 0; j < ss.npoints; j++) {
+ if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT)
+ curr_lights++;
+ }
+ tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y);
+ /* We have a clue with tot_lights to fill, and curr_lights currently
+ * around it. If adding a light at (x,y) fills up the clue (i.e.
+ * curr_lights + 1 = tot_lights) then we need to discount all other
+ * unlit squares around the clue. */
+ if ((curr_lights + 1) == tot_lights) {
+ for (j = 0; j < ss.npoints; j++) {
+ int lx = ss.points[j].x, ly = ss.points[j].y;
+ if (lx == x && ly == y) continue;
+ if (could_place_light_xy(state, lx, ly))
+ cb(state, lx, ly, scratch, n, ctx);
+ }
+ }
+ }
+}
+
+#ifdef SOLVER_DIAGNOSTICS
+static void debug_scratch(const char *msg, struct setscratch *scratch, int n)
+{
+ int i;
+ debug(("%s scratch (%d elements):\n", msg, n));
+ for (i = 0; i < n; i++) {
+ debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n));
+ }
+}
+#endif
+
+static int discount_set(game_state *state,
+ struct setscratch *scratch, int n)
+{
+ int i, besti, bestn, didsth = 0;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose > 1) debug_scratch("discount_set", scratch, n);
+#endif
+ if (n == 0) return 0;
+
+ for (i = 0; i < n; i++) {
+ try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n,
+ trl_callback_incn, (void*)&(scratch[i]));
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose > 1) debug_scratch("discount_set after count", scratch, n);
+#endif
+
+ besti = -1; bestn = SCRATCHSZ;
+ for (i = 0; i < n; i++) {
+ if (scratch[i].n < bestn) {
+ bestn = scratch[i].n;
+ besti = i;
+ }
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose > 1) debug(("best square (%d,%d) with n%d.\n",
+ scratch[besti].x, scratch[besti].y, scratch[besti].n));
+#endif
+ try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n,
+ trl_callback_discount, (void*)&didsth);
+#ifdef SOLVER_DIAGNOSTICS
+ if (didsth) debug((" [from square (%d,%d)]\n",
+ scratch[besti].x, scratch[besti].y));
+#endif
+
+ return didsth;
+}
+
+static void discount_clear(game_state *state, struct setscratch *scratch, int *n)
+{
+ *n = 0;
+ memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch));
+}
+
+static void unlit_cb(game_state *state, int lx, int ly,
+ struct setscratch *scratch, int *n)
+{
+ if (could_place_light_xy(state, lx, ly)) {
+ scratch[*n].x = lx; scratch[*n].y = ly; (*n)++;
+ }
+}
+
+/* Construct a MAKESLIGHT set from an unlit square. */
+static int discount_unlit(game_state *state, int x, int y,
+ struct setscratch *scratch)
+{
+ ll_data lld;
+ int n, didsth;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y));
+ if (verbose > 1) debug_state(state);
+#endif
+
+ discount_clear(state, scratch, &n);
+
+ list_lights(state, x, y, 1, &lld);
+ FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); });
+ didsth = discount_set(state, scratch, n);
+#ifdef SOLVER_DIAGNOSTICS
+ if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y));
+#endif
+ return didsth;
+
+}
+
+/* Construct a series of MAKESLIGHT sets from a clue square.
+ * for a clue square with N remaining spaces that must contain M lights, every
+ * subset of size N-M+1 of those N spaces forms such a set.
+ */
+
+static int discount_clue(game_state *state, int x, int y,
+ struct setscratch *scratch)
+{
+ int slen, m = GRID(state, lights, x, y), n, i, didsth = 0, lights;
+ unsigned int flags;
+ surrounds s, sempty;
+ combi_ctx *combi;
+
+ if (m == 0) return 0;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y));
+ if (verbose > 1) debug_state(state);
+#endif
+
+ /* m is no. of lights still to place; starts off at the clue value
+ * and decreases when we find a light already down.
+ * n is no. of spaces left; starts off at 0 and goes up when we find
+ * a plausible space. */
+
+ get_surrounds(state, x, y, &s);
+ memset(&sempty, 0, sizeof(surrounds));
+ for (i = 0; i < s.npoints; i++) {
+ int lx = s.points[i].x, ly = s.points[i].y;
+ flags = GRID(state,flags,lx,ly);
+ lights = GRID(state,lights,lx,ly);
+
+ if (flags & F_LIGHT) m--;
+
+ if (could_place_light(flags, lights)) {
+ sempty.points[sempty.npoints].x = lx;
+ sempty.points[sempty.npoints].y = ly;
+ sempty.npoints++;
+ }
+ }
+ n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */
+ if (n == 0) return 0; /* clue is full already. */
+
+ if (m < 0 || m > n) return 0; /* become impossible. */
+
+ combi = new_combi(n - m + 1, n);
+ while (next_combi(combi)) {
+ discount_clear(state, scratch, &slen);
+ for (i = 0; i < combi->r; i++) {
+ scratch[slen].x = sempty.points[combi->a[i]].x;
+ scratch[slen].y = sempty.points[combi->a[i]].y;
+ slen++;
+ }
+ if (discount_set(state, scratch, slen)) didsth = 1;
+ }
+ free_combi(combi);
+#ifdef SOLVER_DIAGNOSTICS
+ if (didsth) debug((" [from clue at (%d,%d)].\n", x, y));
+#endif
+ return didsth;
+}
+
+#define F_SOLVE_FORCEUNIQUE 1
+#define F_SOLVE_DISCOUNTSETS 2
+#define F_SOLVE_ALLOWRECURSE 4
+
+static unsigned int flags_from_difficulty(int difficulty)
+{
+ unsigned int sflags = F_SOLVE_FORCEUNIQUE;
+ assert(difficulty <= DIFFCOUNT);
+ if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS;
+ if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE;
+ return sflags;
+}
+
+#define MAXRECURSE 5
+
static int solve_sub(game_state *state,
- int forceunique, int maxrecurse, int depth,
+ unsigned int solve_flags, int depth,
int *maxdepth)
{
unsigned int flags;
int x, y, didstuff, ncanplace, lights;
- int bestx, besty, n, bestn, copy_soluble, self_soluble, ret;
+ int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0;
game_state *scopy;
ll_data lld;
+ struct setscratch *sscratch = NULL;
-#ifdef SOLVE_DIAGNOSTICS
+#ifdef SOLVER_DIAGNOSTICS
printf("solve_sub: depth = %d\n", depth);
#endif
if (maxdepth && *maxdepth < depth) *maxdepth = depth;
+ if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE;
while (1) {
if (grid_overlap(state)) {
* (assuming a soluble grid). However, if we're trying to solve
* from a half-completed *incorrect* grid this might occur; we
* just return the 'no solutions' code in this case. */
- return 0;
+ ret = 0; goto done;
}
- if (grid_correct(state)) return 1;
+ if (grid_correct(state)) { ret = 1; goto done; }
ncanplace = 0;
didstuff = 0;
}
}
if (didstuff) continue;
- if (!ncanplace) return 0; /* nowhere to put a light, puzzle in unsoluble. */
+ if (!ncanplace) {
+ /* nowhere to put a light, puzzle is unsoluble. */
+ ret = 0; goto done;
+ }
+
+ if (solve_flags & F_SOLVE_DISCOUNTSETS) {
+ if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch);
+ /* Try a more cunning (and more involved) way... more details above. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+
+ if (!(flags & F_BLACK) && lights == 0) {
+ if (discount_unlit(state, x, y, sscratch)) {
+ didstuff = 1;
+ goto reduction_success;
+ }
+ } else if (flags & F_NUMBERED) {
+ if (discount_clue(state, x, y, sscratch)) {
+ didstuff = 1;
+ goto reduction_success;
+ }
+ }
+ }
+ }
+ }
+reduction_success:
+ if (didstuff) continue;
/* We now have to make a guess; we have places to put lights but
* no definite idea about where they can go. */
- if (depth >= maxrecurse) return -1; /* mustn't delve any deeper. */
-
+ if (depth >= maxrecurse) {
+ /* mustn't delve any deeper. */
+ ret = -1; goto done;
+ }
/* Of all the squares that we could place a light, pick the one
* that would light the most currently unlit squares. */
/* This heuristic was just plucked from the air; there may well be
* and once as 'impossible'; we need to make one copy to do this. */
scopy = dup_game(state);
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty));
+#endif
GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE;
- self_soluble = solve_sub(state, forceunique, maxrecurse,
- depth+1, maxdepth);
+ self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth);
- if (!forceunique && self_soluble > 0) {
+ if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) {
/* we didn't care about finding all solutions, and we just
* found one; return with it immediately. */
free_game(scopy);
- return self_soluble;
+ ret = self_soluble;
+ goto done;
}
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty));
+#endif
set_light(scopy, bestx, besty, 1);
- copy_soluble = solve_sub(scopy, forceunique, maxrecurse,
- depth+1, maxdepth);
+ copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth);
/* If we wanted a unique solution but we hit our recursion limit
* (on either branch) then we have to assume we didn't find possible
* extra solutions, and return 'not soluble'. */
- if (forceunique &&
+ if ((solve_flags & F_SOLVE_FORCEUNIQUE) &&
((copy_soluble < 0) || (self_soluble < 0))) {
ret = -1;
/* Make sure that whether or not it was self or copy (or both) that
ret = copy_soluble + self_soluble;
}
free_game(scopy);
- return ret;
+ goto done;
}
+done:
+ if (sscratch) sfree(sscratch);
+#ifdef SOLVER_DIAGNOSTICS
+ if (ret < 0)
+ debug(("solve_sub: depth = %d returning, ran out of recursion.\n",
+ depth));
+ else
+ debug(("solve_sub: depth = %d returning, %d solutions.\n",
+ depth, ret));
+#endif
+ return ret;
}
-#define MAXRECURSE 5
-
/* Fills in the (possibly partially-complete) game_state as far as it can,
* returning the number of possible solutions. If it returns >0 then the
* game_state will be in a solved state, but you won't know which one. */
-static int dosolve(game_state *state,
- int allowguess, int forceunique, int *maxdepth)
+static int dosolve(game_state *state, int solve_flags, int *maxdepth)
{
int x, y, nsol;
GRID(state,flags,x,y) &= ~F_NUMBERUSED;
}
}
- nsol = solve_sub(state, forceunique,
- allowguess ? MAXRECURSE : 0, 0, maxdepth);
+ nsol = solve_sub(state, solve_flags, 0, maxdepth);
return nsol;
}
}
}
}
+ debug(("Stripped %d unused numbers.\n", n));
return n;
}
}
}
-static int puzzle_is_good(game_state *state, game_params *params, int *mdepth)
+static int puzzle_is_good(game_state *state, int difficulty)
{
- int nsol;
+ int nsol, mdepth = 0;
+ unsigned int sflags = flags_from_difficulty(difficulty);
- *mdepth = 0;
unplace_lights(state);
-#ifdef DIAGNOSTICS
- debug_state(state);
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Trying to solve with difficulty %d (0x%x):\n",
+ difficulty, sflags));
+ if (verbose) debug_state(state);
#endif
- nsol = dosolve(state, params->recurse, TRUE, mdepth);
+ nsol = dosolve(state, sflags, &mdepth);
/* if we wanted an easy puzzle, make sure we didn't need recursion. */
- if (!params->recurse && *mdepth > 0) {
-#ifdef DIAGNOSTICS
- printf("Ignoring recursive puzzle.\n");
-#endif
+ if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) {
+ debug(("Ignoring recursive puzzle.\n"));
return 0;
}
-#ifdef DIAGNOSTICS
- printf("%d solutions found.\n", nsol);
-#endif
+ debug(("%d solutions found.\n", nsol));
if (nsol <= 0) return 0;
if (nsol > 1) return 0;
return 1;
* puzzle we could come up with was non-recursive, we give up and try a new
* grid. */
-#ifdef SLOW_SYSTEM
#define MAX_GRIDGEN_TRIES 20
-#else
-#define MAX_GRIDGEN_TRIES 50
-#endif
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params_in, random_state *rs,
char **aux, int interactive)
{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
game_state *news = new_state(params), *copys;
- int nsol, i, run, x, y, wh = params->w*params->h, num, mdepth;
+ int i, j, run, x, y, wh = params->w*params->h, num;
char *ret, *p;
int *numindices;
* do this once, because if it gets used more than once it'll
* be on a different grid layout. */
numindices = snewn(wh, int);
- for (i = 0; i < wh; i++) numindices[i] = i;
+ for (j = 0; j < wh; j++) numindices[j] = j;
shuffle(numindices, wh, sizeof(*numindices), rs);
while (1) {
place_lights(news, rs);
debug(("Generating initial grid.\n"));
place_numbers(news);
- if (!puzzle_is_good(news, params, &mdepth)) continue;
+ if (!puzzle_is_good(news, params->difficulty)) continue;
/* Take a copy, remove numbers we didn't use and check there's
* still a unique solution; if so, use the copy subsequently. */
copys = dup_game(news);
- nsol = strip_unused_nums(copys);
- debug(("Stripped %d unused numbers.\n", nsol));
- if (!puzzle_is_good(copys, params, &mdepth)) {
+ strip_unused_nums(copys);
+ if (!puzzle_is_good(copys, params->difficulty)) {
debug(("Stripped grid is not good, reverting.\n"));
free_game(copys);
} else {
/* Go through grid removing numbers at random one-by-one and
* trying to solve again; if it ceases to be good put the number back. */
- for (i = 0; i < wh; i++) {
- y = numindices[i] / params->w;
- x = numindices[i] % params->w;
+ for (j = 0; j < wh; j++) {
+ y = numindices[j] / params->w;
+ x = numindices[j] % params->w;
if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue;
num = GRID(news, lights, x, y);
GRID(news, lights, x, y) = 0;
GRID(news, flags, x, y) &= ~F_NUMBERED;
- if (!puzzle_is_good(news, params, &mdepth)) {
+ if (!puzzle_is_good(news, params->difficulty)) {
GRID(news, lights, x, y) = num;
GRID(news, flags, x, y) |= F_NUMBERED;
} else
debug(("Removed (%d,%d) still soluble.\n", x, y));
}
- /* Get a good value of mdepth for the following test */
- i = puzzle_is_good(news, params, &mdepth);
- assert(i);
- if (params->recurse && mdepth == 0) {
- debug(("Maximum-difficulty puzzle still not recursive, skipping.\n"));
- continue;
+ if (params->difficulty > 0) {
+ /* Was the maximally-difficult puzzle difficult enough?
+ * Check we can't solve it with a more simplistic solver. */
+ if (puzzle_is_good(news, params->difficulty-1)) {
+ debug(("Maximally-hard puzzle still not hard enough, skipping.\n"));
+ continue;
+ }
}
goto goodpuzzle;
* %age of black squares (if we didn't already have lots; in which case
* why couldn't we generate a puzzle?) and try again. */
if (params->blackpc < 90) params->blackpc += 5;
-#ifdef DIAGNOSTICS
- printf("New black layout %d%%.\n", params->blackpc);
-#endif
+ debug(("New black layout %d%%.\n", params->blackpc));
}
goodpuzzle:
/* Game is encoded as a long string one character per square;
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int i;
for (i = 0; i < params->w*params->h; i++) {
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *ret = new_state(params);
int x,y;
return ret;
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
game_state *solved;
char *move = NULL, buf[80];
int movelen, movesize, x, y, len;
- unsigned int oldflags, solvedflags;
+ unsigned int oldflags, solvedflags, sflags;
/* We don't care here about non-unique puzzles; if the
* user entered one themself then I doubt they care. */
+ sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS;
+
/* Try and solve from where we are now (for non-unique
* puzzles this may produce a different answer). */
solved = dup_game(currstate);
- if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
+ if (dosolve(solved, sflags, NULL) > 0) goto solved;
free_game(solved);
/* That didn't work; try solving from the clean puzzle. */
solved = dup_game(state);
- if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
- *error = "Puzzle is not self-consistent.";
+ if (dosolve(solved, sflags, NULL) > 0) goto solved;
+ *error = "Unable to find a solution to this puzzle.";
goto done;
solved:
return move;
}
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
/* 'borrowed' from slant.c, mainly. I could have printed it one
* character per cell (like debug_state) but that comes out tiny.
* 'L' is used for 'light here' because 'O' looks too much like '0'
* (black square with no surrounding lights). */
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
int w = state->w, h = state->h, W = w+1, H = h+1;
int x, y, len, lights;
int cur_x, cur_y, cur_visible;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = ui->cur_y = ui->cur_visible = 0;
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
/* nothing to encode. */
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
/* nothing to decode. */
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
if (newstate->completed)
ui->cur_visible = 0;
(pc)) -1 (nil)
(nil))
*/
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
- int cx = -1, cy = -1, cv = ui->cur_visible;
+ int cx = -1, cy = -1;
unsigned int flags;
- char buf[80], *nullret, *empty = "", c;
+ char buf[80], *nullret = NULL, *empty = "", c;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (ui->cur_visible)
+ nullret = empty;
ui->cur_visible = 0;
cx = FROMCOORD(x);
cy = FROMCOORD(y);
action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
- } else if (button == CURSOR_SELECT ||
+ } else if (IS_CURSOR_SELECT(button) ||
button == 'i' || button == 'I' ||
button == ' ' || button == '\r' || button == '\n') {
- ui->cur_visible = 1;
- cx = ui->cur_x;
- cy = ui->cur_y;
- action = (button == 'i' || button == 'I') ?
- FLIP_IMPOSSIBLE : FLIP_LIGHT;
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_RIGHT || button == CURSOR_LEFT) {
- int dx = 0, dy = 0;
- switch (button) {
- case CURSOR_UP: dy = -1; break;
- case CURSOR_DOWN: dy = 1; break;
- case CURSOR_RIGHT: dx = 1; break;
- case CURSOR_LEFT: dx = -1; break;
- default: assert(!"shouldn't get here");
+ if (ui->cur_visible) {
+ /* Only allow cursor-effect operations if the cursor is visible
+ * (otherwise you have no idea which square it might be affecting) */
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
+ FLIP_IMPOSSIBLE : FLIP_LIGHT;
}
- ui->cur_x += dx; ui->cur_y += dy;
- ui->cur_x = min(max(ui->cur_x, 0), state->w - 1);
- ui->cur_y = min(max(ui->cur_y, 0), state->h - 1);
ui->cur_visible = 1;
- }
-
- /* Always redraw if the cursor is on, or if it's just been
- * removed. */
- if (ui->cur_visible) nullret = empty;
- else if (cv) nullret = empty;
- else nullret = NULL;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
+ ui->cur_visible = 1;
+ nullret = empty;
+ } else
+ return NULL;
switch (action) {
case FLIP_LIGHT:
if (flags & F_BLACK)
return nullret;
if (action == FLIP_LIGHT) {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L';
+#else
if (flags & F_IMPOSSIBLE) return nullret;
c = 'L';
+#endif
} else {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I';
+#else
if (flags & F_LIGHT) return nullret;
c = 'I';
+#endif
}
sprintf(buf, "%c%d,%d", (int)c, cx, cy);
break;
return dupstr(buf);
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = dup_game(state);
int x, y, n, flags;
*/
/* XXX entirely cloned from fifteen.c; separate out? */
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
ds->crad = 3*(tilesize-1)/8;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->flags);
sfree(ds);
#define HINT_OVERLAPS
#define HINT_NUMBERS
-static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui,
- int x, int y, int flashing)
+static unsigned int tile_flags(game_drawstate *ds, const game_state *state,
+ const game_ui *ui, int x, int y, int flashing)
{
unsigned int flags = GRID(state, flags, x, y);
int lights = GRID(state, lights, x, y);
unsigned int ret = 0;
if (flashing) ret |= DF_FLASH;
- if (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
+ if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
ret |= DF_CURSOR;
if (flags & F_BLACK) {
return ret;
}
-static void tile_redraw(frontend *fe, game_drawstate *ds, game_state *state,
- int x, int y)
+static void tile_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *state, int x, int y)
{
unsigned int ds_flags = GRID(ds, flags, x, y);
int dx = COORD(x), dy = COORD(y);
int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT;
if (ds_flags & DF_BLACK) {
- draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
if (ds_flags & DF_NUMBERED) {
int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT;
- char str[10];
+ char str[32];
/* We know that this won't change over the course of the game
* so it's OK to ignore this when calculating whether or not
* to redraw the tile. */
sprintf(str, "%d", GRID(state, lights, x, y));
- draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE*3/5,
ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str);
}
} else {
- draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE,
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE,
(ds_flags & DF_LIT) ? lit : COL_BACKGROUND);
- draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+ draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (ds_flags & DF_LIGHT) {
int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
- draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
lcol, COL_BLACK);
- } else if (ds_flags & DF_IMPOSSIBLE) {
- int rlen = TILE_SIZE / 4;
- draw_rect(fe, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
- rlen, rlen, COL_BLACK);
+ } else if ((ds_flags & DF_IMPOSSIBLE)) {
+ static int draw_blobs_when_lit = -1;
+ if (draw_blobs_when_lit < 0) {
+ char *env = getenv("LIGHTUP_LIT_BLOBS");
+ draw_blobs_when_lit = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
+ int rlen = TILE_SIZE / 4;
+ draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
+ dy + TILE_SIZE/2 - rlen/2,
+ rlen, rlen, COL_BLACK);
+ }
}
}
if (ds_flags & DF_CURSOR) {
int coff = TILE_SIZE/8;
- draw_rect_outline(fe, dx + coff, dy + coff,
+ draw_rect_outline(dr, dx + coff, dy + coff,
TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR);
}
- draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+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 flashing = FALSE;
int x,y;
if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
if (!ds->started) {
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * ds->w + 2 * BORDER,
TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
- draw_rect_outline(fe, COORD(0)-1, COORD(0)-1,
+ draw_rect_outline(dr, COORD(0)-1, COORD(0)-1,
TILE_SIZE * ds->w + 2,
TILE_SIZE * ds->h + 2,
COL_GRID);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * ds->w + 2 * BORDER,
TILE_SIZE * ds->h + 2 * BORDER);
ds->started = 1;
unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing);
if (ds_flags != GRID(ds, flags, x, y)) {
GRID(ds, flags, x, y) = ds_flags;
- tile_redraw(fe, ds, state, x, y);
+ tile_redraw(dr, ds, state, x, y);
}
}
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+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(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return FALSE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 6mm squares by default.
+ */
+ game_compute_size(params, 600, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, 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;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / 16);
+ draw_rect_outline(dr, COORD(0), COORD(0),
+ TILE_SIZE * w, TILE_SIZE * h, ink);
+
+ /*
+ * Grid.
+ */
+ print_line_width(dr, TILE_SIZE / 24);
+ for (x = 1; x < w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
+
+ /*
+ * Grid contents.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE);
+ int dx = COORD(x), dy = COORD(y);
+ if (ds_flags & DF_BLACK) {
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink);
+ if (ds_flags & DF_NUMBERED) {
+ char str[32];
+ sprintf(str, "%d", GRID(state, lights, x, y));
+ draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE*3/5,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str);
+ }
+ } else if (ds_flags & DF_LIGHT) {
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ TILE_RADIUS, -1, ink);
+ }
+ }
+}
+
#ifdef COMBINED
#define thegame lightup
#endif
const struct game thegame = {
- "Light Up", "games.lightup",
+ "Light Up", "games.lightup", "lightup",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};
+#ifdef STANDALONE_SOLVER
+
+int main(int argc, char **argv)
+{
+ game_params *p;
+ game_state *s;
+ char *id = NULL, *desc, *err, *result;
+ int nsol, diff, really_verbose = 0;
+ unsigned int sflags;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (!strcmp(p, "-v")) {
+ really_verbose++;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-v] <game_id>\n", argv[0]);
+ return 1;
+ }
+
+ desc = strchr(id, ':');
+ if (!desc) {
+ fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+ return 1;
+ }
+ *desc++ = '\0';
+
+ p = default_params();
+ decode_params(p, id);
+ err = validate_desc(p, desc);
+ if (err) {
+ fprintf(stderr, "%s: %s\n", argv[0], err);
+ return 1;
+ }
+ s = new_game(NULL, p, desc);
+
+ /* Run the solvers easiest to hardest until we find one that
+ * can solve our puzzle. If it's soluble we know that the
+ * hardest (recursive) solver will always find the solution. */
+ nsol = sflags = 0;
+ for (diff = 0; diff <= DIFFCOUNT; diff++) {
+ printf("\nSolving with difficulty %d.\n", diff);
+ sflags = flags_from_difficulty(diff);
+ unplace_lights(s);
+ nsol = dosolve(s, sflags, NULL);
+ if (nsol == 1) break;
+ }
+
+ printf("\n");
+ if (nsol == 0) {
+ printf("Puzzle has no solution.\n");
+ } else if (nsol < 0) {
+ printf("Unable to find a unique solution.\n");
+ } else if (nsol > 1) {
+ printf("Puzzle has multiple solutions.\n");
+ } else {
+ verbose = really_verbose;
+ unplace_lights(s);
+ printf("Puzzle has difficulty %d: solving...\n", diff);
+ dosolve(s, sflags, NULL); /* sflags from last successful solve */
+ result = game_text_format(s);
+ printf("%s", result);
+ sfree(result);
+ }
+
+ return 0;
+}
+
+#endif
+
/* vim: set shiftwidth=4 tabstop=8: */