#include "puzzles.h"
#include "tree234.h"
#include "grid.h"
+#include "loopgen.h"
/* Debugging options */
COL_HIGHLIGHT,
COL_MISTAKE,
COL_SATISFIED,
+ COL_FAINT,
NCOLOURS
};
struct game_state {
- grid *game_grid;
+ grid *game_grid; /* ref-counted (internally) */
/* Put -1 in a face that doesn't get a clue */
signed char *clues;
};
/* ------ Solver state ------ */
-typedef struct normal {
- /* For each dline, store a bitmask for whether we know:
- * (bit 0) at least one is YES
- * (bit 1) at most one is YES */
- char *dlines;
-} normal_mode_state;
-
-typedef struct hard {
- int *linedsf;
-} hard_mode_state;
-
typedef struct solver_state {
game_state *state;
enum solver_status solver_status;
* looplen of 1 means there are no lines to a particular dot */
int *looplen;
+ /* Difficulty level of solver. Used by solver functions that want to
+ * vary their behaviour depending on the requested difficulty level. */
+ int diff;
+
/* caches */
char *dot_yes_count;
char *dot_no_count;
char *dot_solved, *face_solved;
int *dotdsf;
- normal_mode_state *normal;
- hard_mode_state *hard;
+ /* Information for Normal level deductions:
+ * For each dline, store a bitmask for whether we know:
+ * (bit 0) at least one is YES
+ * (bit 1) at most one is YES */
+ char *dlines;
+
+ /* Hard level information */
+ int *linedsf;
} solver_state;
/*
*/
#define DIFFLIST(A) \
- A(EASY,Easy,e,easy_mode_deductions) \
- A(NORMAL,Normal,n,normal_mode_deductions) \
- A(HARD,Hard,h,hard_mode_deductions)
-#define ENUM(upper,title,lower,fn) DIFF_ ## upper,
-#define TITLE(upper,title,lower,fn) #title,
-#define ENCODE(upper,title,lower,fn) #lower
-#define CONFIG(upper,title,lower,fn) ":" #title
-#define SOLVER_FN_DECL(upper,title,lower,fn) static int fn(solver_state *);
-#define SOLVER_FN(upper,title,lower,fn) &fn,
+ A(EASY,Easy,e) \
+ A(NORMAL,Normal,n) \
+ A(TRICKY,Tricky,t) \
+ A(HARD,Hard,h)
+#define ENUM(upper,title,lower) DIFF_ ## upper,
+#define TITLE(upper,title,lower) #title,
+#define ENCODE(upper,title,lower) #lower
+#define CONFIG(upper,title,lower) ":" #title
enum { DIFFLIST(ENUM) DIFF_MAX };
static char const *const diffnames[] = { DIFFLIST(TITLE) };
static char const diffchars[] = DIFFLIST(ENCODE);
#define DIFFCONFIG DIFFLIST(CONFIG)
-DIFFLIST(SOLVER_FN_DECL)
-static int (*(solver_fns[]))(solver_state *) = { DIFFLIST(SOLVER_FN) };
+
+/*
+ * Solver routines, sorted roughly in order of computational cost.
+ * The solver will run the faster deductions first, and slower deductions are
+ * only invoked when the faster deductions are unable to make progress.
+ * Each function is associated with a difficulty level, so that the generated
+ * puzzles are solvable by applying only the functions with the chosen
+ * difficulty level or lower.
+ */
+#define SOLVERLIST(A) \
+ A(trivial_deductions, DIFF_EASY) \
+ A(dline_deductions, DIFF_NORMAL) \
+ A(linedsf_deductions, DIFF_HARD) \
+ A(loop_deductions, DIFF_EASY)
+#define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *);
+#define SOLVER_FN(fn,diff) &fn,
+#define SOLVER_DIFF(fn,diff) diff,
+SOLVERLIST(SOLVER_FN_DECL)
+static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
+static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
+static const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
struct game_params {
int w, h;
int diff;
int type;
-
- /* Grid generation is expensive, so keep a (ref-counted) reference to the
- * grid for these parameters, and only generate when required. */
- grid *game_grid;
};
/* line_drawstate is the same as line_state, but with the extra ERROR
int started;
int tilesize;
int flashing;
+ int *textx, *texty;
char *lines;
char *clue_error;
char *clue_satisfied;
};
-static char *validate_desc(game_params *params, char *desc);
+static char *validate_desc(const game_params *params, const char *desc);
static int dot_order(const game_state* state, int i, char line_type);
static int face_order(const game_state* state, int i, char line_type);
-static solver_state *solve_game_rec(const solver_state *sstate,
- int diff);
+static solver_state *solve_game_rec(const solver_state *sstate);
#ifdef DEBUG_CACHES
static void check_caches(const solver_state* sstate);
/* ------- List of grid generators ------- */
#define GRIDLIST(A) \
- A(Squares,grid_new_square,3,3) \
- A(Triangular,grid_new_triangular,3,3) \
- A(Honeycomb,grid_new_honeycomb,3,3) \
- A(Snub-Square,grid_new_snubsquare,3,3) \
- A(Cairo,grid_new_cairo,3,4) \
- A(Great-Hexagonal,grid_new_greathexagonal,3,3) \
- A(Octagonal,grid_new_octagonal,3,3) \
- A(Kites,grid_new_kites,3,3)
-
-#define GRID_NAME(title,fn,amin,omin) #title,
-#define GRID_CONFIG(title,fn,amin,omin) ":" #title
-#define GRID_FN(title,fn,amin,omin) &fn,
-#define GRID_SIZES(title,fn,amin,omin) \
+ A(Squares,GRID_SQUARE,3,3) \
+ A(Triangular,GRID_TRIANGULAR,3,3) \
+ A(Honeycomb,GRID_HONEYCOMB,3,3) \
+ A(Snub-Square,GRID_SNUBSQUARE,3,3) \
+ A(Cairo,GRID_CAIRO,3,4) \
+ A(Great-Hexagonal,GRID_GREATHEXAGONAL,3,3) \
+ A(Octagonal,GRID_OCTAGONAL,3,3) \
+ A(Kites,GRID_KITE,3,3) \
+ A(Floret,GRID_FLORET,1,2) \
+ A(Dodecagonal,GRID_DODECAGONAL,2,2) \
+ A(Great-Dodecagonal,GRID_GREATDODECAGONAL,2,2) \
+ A(Penrose (kite/dart),GRID_PENROSE_P2,3,3) \
+ A(Penrose (rhombs),GRID_PENROSE_P3,3,3)
+
+#define GRID_NAME(title,type,amin,omin) #title,
+#define GRID_CONFIG(title,type,amin,omin) ":" #title
+#define GRID_TYPE(title,type,amin,omin) type,
+#define GRID_SIZES(title,type,amin,omin) \
{amin, omin, \
"Width and height for this grid type must both be at least " #amin, \
"At least one of width and height for this grid type must be at least " #omin,},
static char const *const gridnames[] = { GRIDLIST(GRID_NAME) };
#define GRID_CONFIGS GRIDLIST(GRID_CONFIG)
-static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) };
-#define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0]))
+static grid_type grid_types[] = { GRIDLIST(GRID_TYPE) };
+#define NUM_GRID_TYPES (sizeof(grid_types) / sizeof(grid_types[0]))
static const struct {
int amin, omin;
char *aerr, *oerr;
/* Generates a (dynamically allocated) new grid, according to the
* type and size requested in params. Does nothing if the grid is already
- * generated. The allocated grid is owned by the params object, and will be
- * freed in free_params(). */
-static void params_generate_grid(game_params *params)
+ * generated. */
+static grid *loopy_generate_grid(const game_params *params,
+ const char *grid_desc)
{
- if (!params->game_grid) {
- params->game_grid = grid_fns[params->type](params->w, params->h);
- }
+ return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
}
/* ----------------------------------------------------------------------
((field) &= ~(1<<(bit)), TRUE) : FALSE)
#define CLUE2CHAR(c) \
- ((c < 0) ? ' ' : c + '0')
+ ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')
/* ----------------------------------------------------------------------
* General struct manipulation and other straightforward code
*/
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
}
}
-static solver_state *new_solver_state(game_state *state, int diff) {
+static solver_state *new_solver_state(const game_state *state, int diff) {
int i;
int num_dots = state->game_grid->num_dots;
int num_faces = state->game_grid->num_faces;
ret->state = dup_game(state);
ret->solver_status = SOLVER_INCOMPLETE;
+ ret->diff = diff;
ret->dotdsf = snew_dsf(num_dots);
ret->looplen = snewn(num_dots, int);
memset(ret->face_no_count, 0, num_faces);
if (diff < DIFF_NORMAL) {
- ret->normal = NULL;
+ ret->dlines = NULL;
} else {
- ret->normal = snew(normal_mode_state);
- ret->normal->dlines = snewn(2*num_edges, char);
- memset(ret->normal->dlines, 0, 2*num_edges);
+ ret->dlines = snewn(2*num_edges, char);
+ memset(ret->dlines, 0, 2*num_edges);
}
if (diff < DIFF_HARD) {
- ret->hard = NULL;
+ ret->linedsf = NULL;
} else {
- ret->hard = snew(hard_mode_state);
- ret->hard->linedsf = snew_dsf(state->game_grid->num_edges);
+ ret->linedsf = snew_dsf(state->game_grid->num_edges);
}
return ret;
sfree(sstate->face_yes_count);
sfree(sstate->face_no_count);
- if (sstate->normal) {
- sfree(sstate->normal->dlines);
- sfree(sstate->normal);
- }
-
- if (sstate->hard) {
- sfree(sstate->hard->linedsf);
- sfree(sstate->hard);
- }
+ /* OK, because sfree(NULL) is a no-op */
+ sfree(sstate->dlines);
+ sfree(sstate->linedsf);
sfree(sstate);
}
ret->state = state = dup_game(sstate->state);
ret->solver_status = sstate->solver_status;
+ ret->diff = sstate->diff;
ret->dotdsf = snewn(num_dots, int);
ret->looplen = snewn(num_dots, int);
ret->face_no_count = snewn(num_faces, char);
memcpy(ret->face_no_count, sstate->face_no_count, num_faces);
- if (sstate->normal) {
- ret->normal = snew(normal_mode_state);
- ret->normal->dlines = snewn(2*num_edges, char);
- memcpy(ret->normal->dlines, sstate->normal->dlines,
+ if (sstate->dlines) {
+ ret->dlines = snewn(2*num_edges, char);
+ memcpy(ret->dlines, sstate->dlines,
2*num_edges);
} else {
- ret->normal = NULL;
+ ret->dlines = NULL;
}
- if (sstate->hard) {
- ret->hard = snew(hard_mode_state);
- ret->hard->linedsf = snewn(num_edges, int);
- memcpy(ret->hard->linedsf, sstate->hard->linedsf,
+ if (sstate->linedsf) {
+ ret->linedsf = snewn(num_edges, int);
+ memcpy(ret->linedsf, sstate->linedsf,
num_edges * sizeof(int));
} else {
- ret->hard = NULL;
+ ret->linedsf = NULL;
}
return ret;
ret->diff = DIFF_EASY;
ret->type = 0;
- ret->game_grid = NULL;
-
return ret;
}
-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 (ret->game_grid) {
- ret->game_grid->refcount++;
- }
return ret;
}
static const game_params presets[] = {
#ifdef SMALL_SCREEN
- { 7, 7, DIFF_EASY, 0, NULL },
- { 7, 7, DIFF_NORMAL, 0, NULL },
- { 7, 7, DIFF_HARD, 0, NULL },
- { 7, 7, DIFF_HARD, 1, NULL },
- { 7, 7, DIFF_HARD, 2, NULL },
- { 5, 5, DIFF_HARD, 3, NULL },
- { 7, 7, DIFF_HARD, 4, NULL },
- { 5, 4, DIFF_HARD, 5, NULL },
- { 5, 5, DIFF_HARD, 6, NULL },
- { 5, 5, DIFF_HARD, 7, NULL },
+ { 7, 7, DIFF_EASY, 0 },
+ { 7, 7, DIFF_NORMAL, 0 },
+ { 7, 7, DIFF_HARD, 0 },
+ { 7, 7, DIFF_HARD, 1 },
+ { 7, 7, DIFF_HARD, 2 },
+ { 5, 5, DIFF_HARD, 3 },
+ { 7, 7, DIFF_HARD, 4 },
+ { 5, 4, DIFF_HARD, 5 },
+ { 5, 5, DIFF_HARD, 6 },
+ { 5, 5, DIFF_HARD, 7 },
+ { 3, 3, DIFF_HARD, 8 },
+ { 3, 3, DIFF_HARD, 9 },
+ { 3, 3, DIFF_HARD, 10 },
+ { 6, 6, DIFF_HARD, 11 },
+ { 6, 6, DIFF_HARD, 12 },
#else
- { 7, 7, DIFF_EASY, 0, NULL },
- { 10, 10, DIFF_EASY, 0, NULL },
- { 7, 7, DIFF_NORMAL, 0, NULL },
- { 10, 10, DIFF_NORMAL, 0, NULL },
- { 7, 7, DIFF_HARD, 0, NULL },
- { 10, 10, DIFF_HARD, 0, NULL },
- { 10, 10, DIFF_HARD, 1, NULL },
- { 12, 10, DIFF_HARD, 2, NULL },
- { 7, 7, DIFF_HARD, 3, NULL },
- { 9, 9, DIFF_HARD, 4, NULL },
- { 5, 4, DIFF_HARD, 5, NULL },
- { 7, 7, DIFF_HARD, 6, NULL },
- { 5, 5, DIFF_HARD, 7, NULL },
+ { 7, 7, DIFF_EASY, 0 },
+ { 10, 10, DIFF_EASY, 0 },
+ { 7, 7, DIFF_NORMAL, 0 },
+ { 10, 10, DIFF_NORMAL, 0 },
+ { 7, 7, DIFF_HARD, 0 },
+ { 10, 10, DIFF_HARD, 0 },
+ { 10, 10, DIFF_HARD, 1 },
+ { 12, 10, DIFF_HARD, 2 },
+ { 7, 7, DIFF_HARD, 3 },
+ { 9, 9, DIFF_HARD, 4 },
+ { 5, 4, DIFF_HARD, 5 },
+ { 7, 7, DIFF_HARD, 6 },
+ { 5, 5, DIFF_HARD, 7 },
+ { 5, 5, DIFF_HARD, 8 },
+ { 5, 4, DIFF_HARD, 9 },
+ { 5, 4, DIFF_HARD, 10 },
+ { 10, 10, DIFF_HARD, 11 },
+ { 10, 10, DIFF_HARD, 12 }
#endif
};
static void free_params(game_params *params)
{
- if (params->game_grid) {
- grid_free(params->game_grid);
- }
sfree(params);
}
static void decode_params(game_params *params, char const *string)
{
- if (params->game_grid) {
- grid_free(params->game_grid);
- params->game_grid = NULL;
- }
params->h = params->w = atoi(string);
params->diff = DIFF_EASY;
while (*string && isdigit((unsigned char)*string)) string++;
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char str[80];
sprintf(str, "%dx%dt%d", params->w, params->h, params->type);
return dupstr(str);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
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->type = cfg[2].ival;
ret->diff = cfg[3].ival;
- ret->game_grid = NULL;
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->type < 0 || params->type >= NUM_GRID_TYPES)
return "Illegal grid type";
return retval;
}
+#define GRID_DESC_SEP '_'
+
+/* Splits up a (optional) grid_desc from the game desc. Returns the
+ * grid_desc (which needs freeing) and updates the desc pointer to
+ * start of real desc, or returns NULL if no desc. */
+static char *extract_grid_desc(const char **desc)
+{
+ char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
+ int gd_len;
+
+ if (!sep) return NULL;
+
+ gd_len = sep - (*desc);
+ gd = snewn(gd_len+1, char);
+ memcpy(gd, *desc, gd_len);
+ gd[gd_len] = '\0';
+
+ *desc = sep+1;
+
+ return gd;
+}
+
/* We require that the params pass the test in validate_params and that the
* description fills the entire game area */
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int count = 0;
grid *g;
- params_generate_grid(params);
- g = params->game_grid;
+ char *grid_desc, *ret;
+
+ /* It's pretty inefficient to do this just for validation. All we need to
+ * know is the precise number of faces. */
+ grid_desc = extract_grid_desc(&desc);
+ ret = grid_validate_desc(grid_types[params->type], params->w, params->h, grid_desc);
+ if (ret) return ret;
+
+ g = loopy_generate_grid(params, grid_desc);
+ if (grid_desc) sfree(grid_desc);
for (; *desc; ++desc) {
- if (*desc >= '0' && *desc <= '9') {
+ if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
count++;
continue;
}
if (count > g->num_faces)
return "Description too long for board size";
+ grid_free(g);
+
return NULL;
}
return ret;
}
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
return NULL;
}
{
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-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)
{
}
-static void game_compute_size(game_params *params, int tilesize,
+static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
- grid *g;
int grid_width, grid_height, rendered_width, rendered_height;
+ int g_tilesize;
+
+ grid_compute_size(grid_types[params->type], params->w, params->h,
+ &g_tilesize, &grid_width, &grid_height);
- params_generate_grid(params);
- g = params->game_grid;
- grid_width = g->highest_x - g->lowest_x;
- grid_height = g->highest_y - g->lowest_y;
/* multiply first to minimise rounding error on integer division */
- rendered_width = grid_width * tilesize / g->tilesize;
- rendered_height = grid_height * tilesize / g->tilesize;
+ rendered_width = grid_width * tilesize / g_tilesize;
+ rendered_height = grid_height * tilesize / g_tilesize;
*x = rendered_width + 2 * BORDER(tilesize) + 1;
*y = rendered_height + 2 * BORDER(tilesize) + 1;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
ret[COL_FOREGROUND * 3 + 1] = 0.0F;
ret[COL_FOREGROUND * 3 + 2] = 0.0F;
- ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F;
- ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F;
+ /*
+ * We want COL_LINEUNKNOWN to be a yellow which is a bit darker
+ * than the background. (I previously set it to 0.8,0.8,0, but
+ * found that this went badly with the 0.8,0.8,0.8 favoured as a
+ * background by the Java frontend.)
+ */
+ ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;
ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
ret[COL_SATISFIED * 3 + 1] = 0.0F;
ret[COL_SATISFIED * 3 + 2] = 0.0F;
+ /* We want the faint lines to be a bit darker than the background.
+ * Except if the background is pretty dark already; then it ought to be a
+ * bit lighter. Oy vey.
+ */
+ ret[COL_FAINT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_FAINT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
+ ret[COL_FAINT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.9F;
+
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int num_faces = state->game_grid->num_faces;
int num_edges = state->game_grid->num_edges;
+ int i;
ds->tilesize = 0;
ds->started = 0;
ds->lines = snewn(num_edges, char);
ds->clue_error = snewn(num_faces, char);
ds->clue_satisfied = snewn(num_faces, char);
+ ds->textx = snewn(num_faces, int);
+ ds->texty = snewn(num_faces, int);
ds->flashing = 0;
memset(ds->lines, LINE_UNKNOWN, num_edges);
memset(ds->clue_error, 0, num_faces);
memset(ds->clue_satisfied, 0, num_faces);
+ for (i = 0; i < num_faces; i++)
+ ds->textx[i] = ds->texty[i] = -1;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
+ sfree(ds->textx);
+ sfree(ds->texty);
sfree(ds->clue_error);
sfree(ds->clue_satisfied);
sfree(ds->lines);
sfree(ds);
}
-static 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 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 int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
if (params->type != 0)
return FALSE;
return TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
int w, h, W, H;
int x, y, i;
assert(i < sstate->state->game_grid->num_edges);
assert(j < sstate->state->game_grid->num_edges);
- i = edsf_canonify(sstate->hard->linedsf, i, &inv_tmp);
+ i = edsf_canonify(sstate->linedsf, i, &inv_tmp);
inverse ^= inv_tmp;
- j = edsf_canonify(sstate->hard->linedsf, j, &inv_tmp);
+ j = edsf_canonify(sstate->linedsf, j, &inv_tmp);
inverse ^= inv_tmp;
- edsf_merge(sstate->hard->linedsf, i, j, inverse);
+ edsf_merge(sstate->linedsf, i, j, inverse);
#ifdef SHOW_WORKING
if (i != j) {
* Loop generation and clue removal
*/
-/* We're going to store lists of current candidate faces for colouring black
- * or white.
- * Each face gets a 'score', which tells us how adding that face right
- * now would affect the curliness of the solution loop. We're trying to
- * maximise that quantity so will bias our random selection of faces to
- * colour those with high scores */
-struct face_score {
- int white_score;
- int black_score;
- unsigned long random;
- /* No need to store a grid_face* here. The 'face_scores' array will
- * be a list of 'face_score' objects, one for each face of the grid, so
- * the position (index) within the 'face_scores' array will determine
- * which face corresponds to a particular face_score.
- * Having a single 'face_scores' array for all faces simplifies memory
- * management, and probably improves performance, because we don't have to
- * malloc/free each individual face_score, and we don't have to maintain
- * a mapping from grid_face* pointers to face_score* pointers.
- */
-};
-
-static int generic_sort_cmpfn(void *v1, void *v2, size_t offset)
-{
- struct face_score *f1 = v1;
- struct face_score *f2 = v2;
- int r;
-
- r = *(int *)((char *)f2 + offset) - *(int *)((char *)f1 + offset);
- if (r) {
- return r;
- }
-
- if (f1->random < f2->random)
- return -1;
- else if (f1->random > f2->random)
- return 1;
-
- /*
- * It's _just_ possible that two faces might have been given
- * the same random value. In that situation, fall back to
- * comparing based on the positions within the face_scores list.
- * This introduces a tiny directional bias, but not a significant one.
- */
- return f1 - f2;
-}
-
-static int white_sort_cmpfn(void *v1, void *v2)
-{
- return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,white_score));
-}
-
-static int black_sort_cmpfn(void *v1, void *v2)
-{
- return generic_sort_cmpfn(v1, v2, offsetof(struct face_score,black_score));
-}
-
-enum face_colour { FACE_WHITE, FACE_GREY, FACE_BLACK };
-
-/* face should be of type grid_face* here. */
-#define FACE_COLOUR(face) \
- ( (face) == NULL ? FACE_BLACK : \
- board[(face) - g->faces] )
-
-/* 'board' is an array of these enums, indicating which faces are
- * currently black/white/grey. 'colour' is FACE_WHITE or FACE_BLACK.
- * Returns whether it's legal to colour the given face with this colour. */
-static int can_colour_face(grid *g, char* board, int face_index,
- enum face_colour colour)
-{
- int i, j;
- grid_face *test_face = g->faces + face_index;
- grid_face *starting_face, *current_face;
- int transitions;
- int current_state, s; /* booleans: equal or not-equal to 'colour' */
- int found_same_coloured_neighbour = FALSE;
- assert(board[face_index] != colour);
-
- /* Can only consider a face for colouring if it's adjacent to a face
- * with the same colour. */
- for (i = 0; i < test_face->order; i++) {
- grid_edge *e = test_face->edges[i];
- grid_face *f = (e->face1 == test_face) ? e->face2 : e->face1;
- if (FACE_COLOUR(f) == colour) {
- found_same_coloured_neighbour = TRUE;
- break;
- }
- }
- if (!found_same_coloured_neighbour)
- return FALSE;
-
- /* Need to avoid creating a loop of faces of this colour around some
- * differently-coloured faces.
- * Also need to avoid meeting a same-coloured face at a corner, with
- * other-coloured faces in between. Here's a simple test that (I believe)
- * takes care of both these conditions:
- *
- * Take the circular path formed by this face's edges, and inflate it
- * slightly outwards. Imagine walking around this path and consider
- * the faces that you visit in sequence. This will include all faces
- * touching the given face, either along an edge or just at a corner.
- * Count the number of 'colour'/not-'colour' transitions you encounter, as
- * you walk along the complete loop. This will obviously turn out to be
- * an even number.
- * If 0, we're either in the middle of an "island" of this colour (should
- * be impossible as we're not supposed to create black or white loops),
- * or we're about to start a new island - also not allowed.
- * If 4 or greater, there are too many separate coloured regions touching
- * this face, and colouring it would create a loop or a corner-violation.
- * The only allowed case is when the count is exactly 2. */
-
- /* i points to a dot around the test face.
- * j points to a face around the i^th dot.
- * The current face will always be:
- * test_face->dots[i]->faces[j]
- * We assume dots go clockwise around the test face,
- * and faces go clockwise around dots. */
- i = j = 0;
- starting_face = test_face->dots[0]->faces[0];
- if (starting_face == test_face) {
- j = 1;
- starting_face = test_face->dots[0]->faces[1];
- }
- current_face = starting_face;
- transitions = 0;
- current_state = (FACE_COLOUR(current_face) == colour);
-
- do {
- /* Advance to next face.
- * Need to loop here because it might take several goes to
- * find it. */
- while (TRUE) {
- j++;
- if (j == test_face->dots[i]->order)
- j = 0;
-
- if (test_face->dots[i]->faces[j] == test_face) {
- /* Advance to next dot round test_face, then
- * find current_face around new dot
- * and advance to the next face clockwise */
- i++;
- if (i == test_face->order)
- i = 0;
- for (j = 0; j < test_face->dots[i]->order; j++) {
- if (test_face->dots[i]->faces[j] == current_face)
- break;
- }
- /* Must actually find current_face around new dot,
- * or else something's wrong with the grid. */
- assert(j != test_face->dots[i]->order);
- /* Found, so advance to next face and try again */
- } else {
- break;
- }
- }
- /* (i,j) are now advanced to next face */
- current_face = test_face->dots[i]->faces[j];
- s = (FACE_COLOUR(current_face) == colour);
- if (s != current_state) {
- ++transitions;
- current_state = s;
- if (transitions > 2)
- return FALSE; /* no point in continuing */
- }
- } while (current_face != starting_face);
-
- return (transitions == 2) ? TRUE : FALSE;
-}
-
-/* Count the number of neighbours of 'face', having colour 'colour' */
-static int face_num_neighbours(grid *g, char *board, grid_face *face,
- enum face_colour colour)
-{
- int colour_count = 0;
- int i;
- grid_face *f;
- grid_edge *e;
- for (i = 0; i < face->order; i++) {
- e = face->edges[i];
- f = (e->face1 == face) ? e->face2 : e->face1;
- if (FACE_COLOUR(f) == colour)
- ++colour_count;
- }
- return colour_count;
-}
-
-/* The 'score' of a face reflects its current desirability for selection
- * as the next face to colour white or black. We want to encourage moving
- * into grey areas and increasing loopiness, so we give scores according to
- * how many of the face's neighbours are currently coloured the same as the
- * proposed colour. */
-static int face_score(grid *g, char *board, grid_face *face,
- enum face_colour colour)
-{
- /* Simple formula: score = 0 - num. same-coloured neighbours,
- * so a higher score means fewer same-coloured neighbours. */
- return -face_num_neighbours(g, board, face, colour);
-}
-
-/* Generate a new complete set of clues for the given game_state.
- * The method is to generate a WHITE/BLACK colouring of all the faces,
- * such that the WHITE faces will define the inside of the path, and the
- * BLACK faces define the outside.
- * To do this, we initially colour all faces GREY. The infinite space outside
- * the grid is coloured BLACK, and we choose a random face to colour WHITE.
- * Then we gradually grow the BLACK and the WHITE regions, eliminating GREY
- * faces, until the grid is filled with BLACK/WHITE. As we grow the regions,
- * we avoid creating loops of a single colour, to preserve the topological
- * shape of the WHITE and BLACK regions.
- * We also try to make the boundary as loopy and twisty as possible, to avoid
- * generating paths that are uninteresting.
- * The algorithm works by choosing a BLACK/WHITE colour, then choosing a GREY
- * face that can be coloured with that colour (without violating the
- * topological shape of that region). It's not obvious, but I think this
- * algorithm is guaranteed to terminate without leaving any GREY faces behind.
- * Indeed, if there are any GREY faces at all, both the WHITE and BLACK
- * regions can be grown.
- * This is checked using assert()ions, and I haven't seen any failures yet.
- *
- * Hand-wavy proof: imagine what can go wrong...
- *
- * Could the white faces get completely cut off by the black faces, and still
- * leave some grey faces remaining?
- * No, because then the black faces would form a loop around both the white
- * faces and the grey faces, which is disallowed because we continually
- * maintain the correct topological shape of the black region.
- * Similarly, the black faces can never get cut off by the white faces. That
- * means both the WHITE and BLACK regions always have some room to grow into
- * the GREY regions.
- * Could it be that we can't colour some GREY face, because there are too many
- * WHITE/BLACK transitions as we walk round the face? (see the
- * can_colour_face() function for details)
- * No. Imagine otherwise, and we see WHITE/BLACK/WHITE/BLACK as we walk
- * around the face. The two WHITE faces would be connected by a WHITE path,
- * and the BLACK faces would be connected by a BLACK path. These paths would
- * have to cross, which is impossible.
- * Another thing that could go wrong: perhaps we can't find any GREY face to
- * colour WHITE, because it would create a loop-violation or a corner-violation
- * with the other WHITE faces?
- * This is a little bit tricky to prove impossible. Imagine you have such a
- * GREY face (that is, if you coloured it WHITE, you would create a WHITE loop
- * or corner violation).
- * That would cut all the non-white area into two blobs. One of those blobs
- * must be free of BLACK faces (because the BLACK stuff is a connected blob).
- * So we have a connected GREY area, completely surrounded by WHITE
- * (including the GREY face we've tentatively coloured WHITE).
- * A well-known result in graph theory says that you can always find a GREY
- * face whose removal leaves the remaining GREY area connected. And it says
- * there are at least two such faces, so we can always choose the one that
- * isn't the "tentative" GREY face. Colouring that face WHITE leaves
- * everything nice and connected, including that "tentative" GREY face which
- * acts as a gateway to the rest of the non-WHITE grid.
- */
static void add_full_clues(game_state *state, random_state *rs)
{
signed char *clues = state->clues;
- char *board;
grid *g = state->game_grid;
- int i, j;
- int num_faces = g->num_faces;
- struct face_score *face_scores; /* Array of face_score objects */
- struct face_score *fs; /* Points somewhere in the above list */
- struct grid_face *cur_face;
- tree234 *lightable_faces_sorted;
- tree234 *darkable_faces_sorted;
- int *face_list;
- int do_random_pass;
-
- board = snewn(num_faces, char);
-
- /* Make a board */
- memset(board, FACE_GREY, num_faces);
-
- /* Create and initialise the list of face_scores */
- face_scores = snewn(num_faces, struct face_score);
- for (i = 0; i < num_faces; i++) {
- face_scores[i].random = random_bits(rs, 31);
- }
-
- /* Colour a random, finite face white. The infinite face is implicitly
- * coloured black. Together, they will seed the random growth process
- * for the black and white areas. */
- i = random_upto(rs, num_faces);
- board[i] = FACE_WHITE;
-
- /* We need a way of favouring faces that will increase our loopiness.
- * We do this by maintaining a list of all candidate faces sorted by
- * their score and choose randomly from that with appropriate skew.
- * In order to avoid consistently biasing towards particular faces, we
- * need the sort order _within_ each group of scores to be completely
- * random. But it would be abusing the hospitality of the tree234 data
- * structure if our comparison function were nondeterministic :-). So with
- * each face we associate a random number that does not change during a
- * particular run of the generator, and use that as a secondary sort key.
- * Yes, this means we will be biased towards particular random faces in
- * any one run but that doesn't actually matter. */
-
- lightable_faces_sorted = newtree234(white_sort_cmpfn);
- darkable_faces_sorted = newtree234(black_sort_cmpfn);
-
- /* Initialise the lists of lightable and darkable faces. This is
- * slightly different from the code inside the while-loop, because we need
- * to check every face of the board (the grid structure does not keep a
- * list of the infinite face's neighbours). */
- for (i = 0; i < num_faces; i++) {
- grid_face *f = g->faces + i;
- struct face_score *fs = face_scores + i;
- if (board[i] != FACE_GREY) continue;
- /* We need the full colourability check here, it's not enough simply
- * to check neighbourhood. On some grids, a neighbour of the infinite
- * face is not necessarily darkable. */
- if (can_colour_face(g, board, i, FACE_BLACK)) {
- fs->black_score = face_score(g, board, f, FACE_BLACK);
- add234(darkable_faces_sorted, fs);
- }
- if (can_colour_face(g, board, i, FACE_WHITE)) {
- fs->white_score = face_score(g, board, f, FACE_WHITE);
- add234(lightable_faces_sorted, fs);
- }
- }
-
- /* Colour faces one at a time until no more faces are colourable. */
- while (TRUE)
- {
- enum face_colour colour;
- struct face_score *fs_white, *fs_black;
- int c_lightable = count234(lightable_faces_sorted);
- int c_darkable = count234(darkable_faces_sorted);
- if (c_lightable == 0) {
- /* No more lightable faces. Because of how the algorithm
- * works, there should be no more darkable faces either. */
- assert(c_darkable == 0);
- break;
- }
-
- fs_white = (struct face_score *)index234(lightable_faces_sorted, 0);
- fs_black = (struct face_score *)index234(darkable_faces_sorted, 0);
-
- /* Choose a colour, and colour the best available face
- * with that colour. */
- colour = random_upto(rs, 2) ? FACE_WHITE : FACE_BLACK;
-
- if (colour == FACE_WHITE)
- fs = fs_white;
- else
- fs = fs_black;
- assert(fs);
- i = fs - face_scores;
- assert(board[i] == FACE_GREY);
- board[i] = colour;
-
- /* Remove this newly-coloured face from the lists. These lists should
- * only contain grey faces. */
- del234(lightable_faces_sorted, fs);
- del234(darkable_faces_sorted, fs);
-
- /* Remember which face we've just coloured */
- cur_face = g->faces + i;
-
- /* The face we've just coloured potentially affects the colourability
- * and the scores of any neighbouring faces (touching at a corner or
- * edge). So the search needs to be conducted around all faces
- * touching the one we've just lit. Iterate over its corners, then
- * over each corner's faces. For each such face, we remove it from
- * the lists, recalculate any scores, then add it back to the lists
- * (depending on whether it is lightable, darkable or both). */
- for (i = 0; i < cur_face->order; i++) {
- grid_dot *d = cur_face->dots[i];
- for (j = 0; j < d->order; j++) {
- grid_face *f = d->faces[j];
- int fi; /* face index of f */
-
- if (f == NULL)
- continue;
- if (f == cur_face)
- continue;
-
- /* If the face is already coloured, it won't be on our
- * lightable/darkable lists anyway, so we can skip it without
- * bothering with the removal step. */
- if (FACE_COLOUR(f) != FACE_GREY) continue;
-
- /* Find the face index and face_score* corresponding to f */
- fi = f - g->faces;
- fs = face_scores + fi;
-
- /* Remove from lightable list if it's in there. We do this,
- * even if it is still lightable, because the score might
- * be different, and we need to remove-then-add to maintain
- * correct sort order. */
- del234(lightable_faces_sorted, fs);
- if (can_colour_face(g, board, fi, FACE_WHITE)) {
- fs->white_score = face_score(g, board, f, FACE_WHITE);
- add234(lightable_faces_sorted, fs);
- }
- /* Do the same for darkable list. */
- del234(darkable_faces_sorted, fs);
- if (can_colour_face(g, board, fi, FACE_BLACK)) {
- fs->black_score = face_score(g, board, f, FACE_BLACK);
- add234(darkable_faces_sorted, fs);
- }
- }
- }
- }
-
- /* Clean up */
- freetree234(lightable_faces_sorted);
- freetree234(darkable_faces_sorted);
- sfree(face_scores);
-
- /* The next step requires a shuffled list of all faces */
- face_list = snewn(num_faces, int);
- for (i = 0; i < num_faces; ++i) {
- face_list[i] = i;
- }
- shuffle(face_list, num_faces, sizeof(int), rs);
-
- /* The above loop-generation algorithm can often leave large clumps
- * of faces of one colour. In extreme cases, the resulting path can be
- * degenerate and not very satisfying to solve.
- * This next step alleviates this problem:
- * Go through the shuffled list, and flip the colour of any face we can
- * legally flip, and which is adjacent to only one face of the opposite
- * colour - this tends to grow 'tendrils' into any clumps.
- * Repeat until we can find no more faces to flip. This will
- * eventually terminate, because each flip increases the loop's
- * perimeter, which cannot increase for ever.
- * The resulting path will have maximal loopiness (in the sense that it
- * cannot be improved "locally". Unfortunately, this allows a player to
- * make some illicit deductions. To combat this (and make the path more
- * interesting), we do one final pass making random flips. */
-
- /* Set to TRUE for final pass */
- do_random_pass = FALSE;
-
- while (TRUE) {
- /* Remember whether a flip occurred during this pass */
- int flipped = FALSE;
-
- for (i = 0; i < num_faces; ++i) {
- int j = face_list[i];
- enum face_colour opp =
- (board[j] == FACE_WHITE) ? FACE_BLACK : FACE_WHITE;
- if (can_colour_face(g, board, j, opp)) {
- grid_face *face = g->faces +j;
- if (do_random_pass) {
- /* final random pass */
- if (!random_upto(rs, 10))
- board[j] = opp;
- } else {
- /* normal pass - flip when neighbour count is 1 */
- if (face_num_neighbours(g, board, face, opp) == 1) {
- board[j] = opp;
- flipped = TRUE;
- }
- }
- }
- }
+ char *board = snewn(g->num_faces, char);
+ int i;
- if (do_random_pass) break;
- if (!flipped) do_random_pass = TRUE;
- }
-
- sfree(face_list);
+ generate_loop(g, board, rs, NULL, NULL);
/* Fill out all the clues by initialising to 0, then iterating over
* all edges and incrementing each clue as we find edges that border
* between BLACK/WHITE faces. While we're at it, we verify that the
* algorithm does work, and there aren't any GREY faces still there. */
- memset(clues, 0, num_faces);
+ memset(clues, 0, g->num_faces);
for (i = 0; i < g->num_edges; i++) {
grid_edge *e = g->edges + i;
grid_face *f1 = e->face1;
if (f2) clues[f2 - g->faces]++;
}
}
-
sfree(board);
}
solver_state *sstate_new;
solver_state *sstate = new_solver_state((game_state *)state, diff);
- sstate_new = solve_game_rec(sstate, diff);
+ sstate_new = solve_game_rec(sstate);
assert(sstate_new->solver_status != SOLVER_MISTAKE);
ret = (sstate_new->solver_status == SOLVER_SOLVED);
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
/* solution and description both use run-length encoding in obvious ways */
- char *retval;
+ char *retval, *game_desc, *grid_desc;
grid *g;
game_state *state = snew(game_state);
game_state *state_new;
- params_generate_grid(params);
- state->game_grid = g = params->game_grid;
- g->refcount++;
+
+ grid_desc = grid_new_desc(grid_types[params->type], params->w, params->h, rs);
+ state->game_grid = g = loopy_generate_grid(params, grid_desc);
+
state->clues = snewn(g->num_faces, signed char);
state->lines = snewn(g->num_edges, char);
state->line_errors = snewn(g->num_edges, unsigned char);
goto newboard_please;
}
- retval = state_to_text(state);
+ game_desc = state_to_text(state);
free_game(state);
+ if (grid_desc) {
+ retval = snewn(strlen(grid_desc) + 1 + strlen(game_desc) + 1, char);
+ sprintf(retval, "%s%c%s", grid_desc, (int)GRID_DESC_SEP, game_desc);
+ sfree(grid_desc);
+ sfree(game_desc);
+ } else {
+ retval = game_desc;
+ }
+
assert(!validate_desc(params, retval));
return retval;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
int i;
game_state *state = snew(game_state);
int empties_to_make = 0;
- int n;
- const char *dp = desc;
+ int n,n2;
+ const char *dp;
+ char *grid_desc;
grid *g;
int num_faces, num_edges;
- params_generate_grid(params);
- state->game_grid = g = params->game_grid;
- g->refcount++;
+ grid_desc = extract_grid_desc(&desc);
+ state->game_grid = g = loopy_generate_grid(params, grid_desc);
+ if (grid_desc) sfree(grid_desc);
+
+ dp = desc;
+
num_faces = g->num_faces;
num_edges = g->num_edges;
assert(*dp);
n = *dp - '0';
+ n2 = *dp - 'A' + 10;
if (n >= 0 && n < 10) {
state->clues[i] = n;
+ } else if (n2 >= 10 && n2 < 36) {
+ state->clues[i] = n2;
} else {
n = *dp - 'a' + 1;
assert(n > 0);
* Easy Mode
* Just implement the rules of the game.
*
- * Normal Mode
+ * Normal and Tricky Modes
* For each (adjacent) pair of lines through each dot we store a bit for
* whether at least one of them is on and whether at most one is on. (If we
* know both or neither is on that's already stored more directly.)
continue;
/* Found opposite UNKNOWNS and they're next to each other */
opp_dline_index = dline_index_from_dot(g, d, opp);
- return set_atleastone(sstate->normal->dlines, opp_dline_index);
+ return set_atleastone(sstate->dlines, opp_dline_index);
}
return FALSE;
}
continue;
/* Found two UNKNOWNS */
- can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1);
- can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2);
+ can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
+ can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
if (can1 == can2 && inv1 == inv2) {
solver_set_line(sstate, line1_index, line_new);
solver_set_line(sstate, line2_index, line_new);
{
game_state *state = sstate->state;
int diff = DIFF_MAX;
- int *linedsf = sstate->hard->linedsf;
+ int *linedsf = sstate->linedsf;
if (unknown_count == 2) {
/* Lines are known alike/opposite, depending on inv. */
* Answer: first all squares then all dots.
*/
-static int easy_mode_deductions(solver_state *sstate)
+static int trivial_deductions(solver_state *sstate)
{
int i, current_yes, current_no;
game_state *state = sstate->state;
if (state->clues[i] < 0)
continue;
+ /*
+ * This code checks whether the numeric clue on a face is so
+ * large as to permit all its remaining LINE_UNKNOWNs to be
+ * filled in as LINE_YES, or alternatively so small as to
+ * permit them all to be filled in as LINE_NO.
+ */
+
if (state->clues[i] < current_yes) {
sstate->solver_status = SOLVER_MISTAKE;
return DIFF_EASY;
sstate->face_solved[i] = TRUE;
continue;
}
+
+ if (f->order - state->clues[i] == current_no + 1 &&
+ f->order - current_yes - current_no > 2) {
+ /*
+ * One small refinement to the above: we also look for any
+ * adjacent pair of LINE_UNKNOWNs around the face with
+ * some LINE_YES incident on it from elsewhere. If we find
+ * one, then we know that pair of LINE_UNKNOWNs can't
+ * _both_ be LINE_YES, and hence that pushes us one line
+ * closer to being able to determine all the rest.
+ */
+ int j, k, e1, e2, e, d;
+
+ for (j = 0; j < f->order; j++) {
+ e1 = f->edges[j] - g->edges;
+ e2 = f->edges[j+1 < f->order ? j+1 : 0] - g->edges;
+
+ if (g->edges[e1].dot1 == g->edges[e2].dot1 ||
+ g->edges[e1].dot1 == g->edges[e2].dot2) {
+ d = g->edges[e1].dot1 - g->dots;
+ } else {
+ assert(g->edges[e1].dot2 == g->edges[e2].dot1 ||
+ g->edges[e1].dot2 == g->edges[e2].dot2);
+ d = g->edges[e1].dot2 - g->dots;
+ }
+
+ if (state->lines[e1] == LINE_UNKNOWN &&
+ state->lines[e2] == LINE_UNKNOWN) {
+ for (k = 0; k < g->dots[d].order; k++) {
+ int e = g->dots[d].edges[k] - g->edges;
+ if (state->lines[e] == LINE_YES)
+ goto found; /* multi-level break */
+ }
+ }
+ }
+ continue;
+
+ found:
+ /*
+ * If we get here, we've found such a pair of edges, and
+ * they're e1 and e2.
+ */
+ for (j = 0; j < f->order; j++) {
+ e = f->edges[j] - g->edges;
+ if (state->lines[e] == LINE_UNKNOWN && e != e1 && e != e2) {
+ int r = solver_set_line(sstate, e, LINE_YES);
+ assert(r);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ }
}
check_caches(sstate);
return diff;
}
-static int normal_mode_deductions(solver_state *sstate)
+static int dline_deductions(solver_state *sstate)
{
game_state *state = sstate->state;
grid *g = state->game_grid;
- char *dlines = sstate->normal->dlines;
+ char *dlines = sstate->dlines;
int i;
int diff = DIFF_MAX;
* on that. We check this with an assertion, in case someone decides to
* make a grid which has larger faces than this. Note, this algorithm
* could get quite expensive if there are many large faces. */
-#define MAX_FACE_SIZE 8
+#define MAX_FACE_SIZE 12
for (i = 0; i < g->num_faces; i++) {
int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
diff = min(diff, DIFF_EASY);
}
- /* Now see if we can make dline deduction for edges{j,j+1} */
- e = f->edges[k];
- if (state->lines[e - g->edges] != LINE_UNKNOWN)
- /* Only worth doing this for an UNKNOWN,UNKNOWN pair.
- * Dlines where one of the edges is known, are handled in the
- * dot-deductions */
- continue;
-
- dline_index = dline_index_from_face(g, f, k);
- k++;
- if (k >= N) k = 0;
-
- /* minimum YESs in the complement of this dline */
- if (mins[k][j] > clue - 2) {
- /* Adding 2 YESs would break the clue */
- if (set_atmostone(dlines, dline_index))
- diff = min(diff, DIFF_NORMAL);
- }
- /* maximum YESs in the complement of this dline */
- if (maxs[k][j] < clue) {
- /* Adding 2 NOs would mean not enough YESs */
- if (set_atleastone(dlines, dline_index))
- diff = min(diff, DIFF_NORMAL);
+ /* More advanced deduction that allows propagation along diagonal
+ * chains of faces connected by dots, for example, 3-2-...-2-3
+ * in square grids. */
+ if (sstate->diff >= DIFF_TRICKY) {
+ /* Now see if we can make dline deduction for edges{j,j+1} */
+ e = f->edges[k];
+ if (state->lines[e - g->edges] != LINE_UNKNOWN)
+ /* Only worth doing this for an UNKNOWN,UNKNOWN pair.
+ * Dlines where one of the edges is known, are handled in the
+ * dot-deductions */
+ continue;
+
+ dline_index = dline_index_from_face(g, f, k);
+ k++;
+ if (k >= N) k = 0;
+
+ /* minimum YESs in the complement of this dline */
+ if (mins[k][j] > clue - 2) {
+ /* Adding 2 YESs would break the clue */
+ if (set_atmostone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ /* maximum YESs in the complement of this dline */
+ if (maxs[k][j] < clue) {
+ /* Adding 2 NOs would mean not enough YESs */
+ if (set_atleastone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
}
}
}
}
}
- /* If we have atleastone set for this dline, infer
- * atmostone for each "opposite" dline (that is, each
- * dline without edges in common with this one).
- * Again, this test is only worth doing if both these
- * lines are UNKNOWN. For if one of these lines were YES,
- * the (yes == 1) test above would kick in instead. */
- if (is_atleastone(dlines, dline_index)) {
- int opp;
- for (opp = 0; opp < N; opp++) {
- int opp_dline_index;
- if (opp == j || opp == j+1 || opp == j-1)
- continue;
- if (j == 0 && opp == N-1)
- continue;
- if (j == N-1 && opp == 0)
- continue;
- opp_dline_index = dline_index_from_dot(g, d, opp);
- if (set_atmostone(dlines, opp_dline_index))
- diff = min(diff, DIFF_NORMAL);
- }
-
- if (yes == 0 && is_atmostone(dlines, dline_index)) {
- /* This dline has *exactly* one YES and there are no
- * other YESs. This allows more deductions. */
- if (unknown == 3) {
- /* Third unknown must be YES */
- for (opp = 0; opp < N; opp++) {
- int opp_index;
- if (opp == j || opp == k)
- continue;
- opp_index = d->edges[opp] - g->edges;
- if (state->lines[opp_index] == LINE_UNKNOWN) {
- solver_set_line(sstate, opp_index, LINE_YES);
- diff = min(diff, DIFF_EASY);
+ /* More advanced deduction that allows propagation along diagonal
+ * chains of faces connected by dots, for example: 3-2-...-2-3
+ * in square grids. */
+ if (sstate->diff >= DIFF_TRICKY) {
+ /* If we have atleastone set for this dline, infer
+ * atmostone for each "opposite" dline (that is, each
+ * dline without edges in common with this one).
+ * Again, this test is only worth doing if both these
+ * lines are UNKNOWN. For if one of these lines were YES,
+ * the (yes == 1) test above would kick in instead. */
+ if (is_atleastone(dlines, dline_index)) {
+ int opp;
+ for (opp = 0; opp < N; opp++) {
+ int opp_dline_index;
+ if (opp == j || opp == j+1 || opp == j-1)
+ continue;
+ if (j == 0 && opp == N-1)
+ continue;
+ if (j == N-1 && opp == 0)
+ continue;
+ opp_dline_index = dline_index_from_dot(g, d, opp);
+ if (set_atmostone(dlines, opp_dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ if (yes == 0 && is_atmostone(dlines, dline_index)) {
+ /* This dline has *exactly* one YES and there are no
+ * other YESs. This allows more deductions. */
+ if (unknown == 3) {
+ /* Third unknown must be YES */
+ for (opp = 0; opp < N; opp++) {
+ int opp_index;
+ if (opp == j || opp == k)
+ continue;
+ opp_index = d->edges[opp] - g->edges;
+ if (state->lines[opp_index] == LINE_UNKNOWN) {
+ solver_set_line(sstate, opp_index,
+ LINE_YES);
+ diff = min(diff, DIFF_EASY);
+ }
}
+ } else if (unknown == 4) {
+ /* Exactly one of opposite UNKNOWNS is YES. We've
+ * already set atmostone, so set atleastone as
+ * well.
+ */
+ if (dline_set_opp_atleastone(sstate, d, j))
+ diff = min(diff, DIFF_NORMAL);
}
- } else if (unknown == 4) {
- /* Exactly one of opposite UNKNOWNS is YES. We've
- * already set atmostone, so set atleastone as well.
- */
- if (dline_set_opp_atleastone(sstate, d, j))
- diff = min(diff, DIFF_NORMAL);
}
}
}
return diff;
}
-static int hard_mode_deductions(solver_state *sstate)
+static int linedsf_deductions(solver_state *sstate)
{
game_state *state = sstate->state;
grid *g = state->game_grid;
- char *dlines = sstate->normal->dlines;
+ char *dlines = sstate->dlines;
int i;
int diff = DIFF_MAX;
int diff_tmp;
if (state->lines[line2_index] != LINE_UNKNOWN)
continue;
/* Infer dline flags from linedsf */
- can1 = edsf_canonify(sstate->hard->linedsf, line1_index, &inv1);
- can2 = edsf_canonify(sstate->hard->linedsf, line2_index, &inv2);
+ can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
+ can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
if (can1 == can2 && inv1 != inv2) {
/* These are opposites, so set dline atmostone/atleastone */
if (set_atmostone(dlines, dline_index))
for (i = 0; i < g->num_edges; i++) {
int can, inv;
enum line_state s;
- can = edsf_canonify(sstate->hard->linedsf, i, &inv);
+ can = edsf_canonify(sstate->linedsf, i, &inv);
if (can == i)
continue;
s = sstate->state->lines[can];
/* This will return a dynamically allocated solver_state containing the (more)
* solved grid */
-static solver_state *solve_game_rec(const solver_state *sstate_start,
- int diff)
+static solver_state *solve_game_rec(const solver_state *sstate_start)
{
- solver_state *sstate, *sstate_saved;
- int solver_progress;
- game_state *state;
+ solver_state *sstate;
- /* Indicates which solver we should call next. This is a sensible starting
- * point */
- int current_solver = DIFF_EASY, next_solver;
+ /* Index of the solver we should call next. */
+ int i = 0;
+
+ /* As a speed-optimisation, we avoid re-running solvers that we know
+ * won't make any progress. This happens when a high-difficulty
+ * solver makes a deduction that can only help other high-difficulty
+ * solvers.
+ * For example: if a new 'dline' flag is set by dline_deductions, the
+ * trivial_deductions solver cannot do anything with this information.
+ * If we've already run the trivial_deductions solver (because it's
+ * earlier in the list), there's no point running it again.
+ *
+ * Therefore: if a solver is earlier in the list than "threshold_index",
+ * we don't bother running it if it's difficulty level is less than
+ * "threshold_diff".
+ */
+ int threshold_diff = 0;
+ int threshold_index = 0;
+
sstate = dup_solver_state(sstate_start);
- /* Cache the values of some variables for readability */
- state = sstate->state;
-
- sstate_saved = NULL;
-
- solver_progress = FALSE;
-
check_caches(sstate);
- do {
+ while (i < NUM_SOLVERS) {
if (sstate->solver_status == SOLVER_MISTAKE)
return sstate;
-
- next_solver = solver_fns[current_solver](sstate);
-
- if (next_solver == DIFF_MAX) {
- if (current_solver < diff && current_solver + 1 < DIFF_MAX) {
- /* Try next beefier solver */
- next_solver = current_solver + 1;
- } else {
- next_solver = loop_deductions(sstate);
- }
- }
-
if (sstate->solver_status == SOLVER_SOLVED ||
sstate->solver_status == SOLVER_AMBIGUOUS) {
-/* fprintf(stderr, "Solver completed\n"); */
+ /* solver finished */
break;
}
- /* Once we've looped over all permitted solvers then the loop
- * deductions without making any progress, we'll exit this while loop */
- current_solver = next_solver;
- } while (current_solver < DIFF_MAX);
+ if ((solver_diffs[i] >= threshold_diff || i >= threshold_index)
+ && solver_diffs[i] <= sstate->diff) {
+ /* current_solver is eligible, so use it */
+ int next_diff = solver_fns[i](sstate);
+ if (next_diff != DIFF_MAX) {
+ /* solver made progress, so use new thresholds and
+ * start again at top of list. */
+ threshold_diff = next_diff;
+ threshold_index = i;
+ i = 0;
+ continue;
+ }
+ }
+ /* current_solver is ineligible, or failed to make progress, so
+ * go to the next solver in the list */
+ i++;
+ }
if (sstate->solver_status == SOLVER_SOLVED ||
sstate->solver_status == SOLVER_AMBIGUOUS) {
return sstate;
}
-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)
{
char *soln = NULL;
solver_state *sstate, *new_sstate;
sstate = new_solver_state(state, DIFF_MAX);
- new_sstate = solve_game_rec(sstate, DIFF_MAX);
+ new_sstate = solve_game_rec(sstate);
if (new_sstate->solver_status == SOLVER_SOLVED) {
soln = encode_solve_move(new_sstate->state);
* Drawing and mouse-handling
*/
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
int x, int y, int button)
{
grid *g = state->game_grid;
button_char = 'y';
break;
case LINE_YES:
+#ifdef STYLUS_BASED
+ button_char = 'n';
+ break;
+#endif
case LINE_NO:
button_char = 'u';
break;
button_char = 'n';
break;
case LINE_NO:
+#ifdef STYLUS_BASED
+ button_char = 'y';
+ break;
+#endif
case LINE_YES:
button_char = 'u';
break;
return ret;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int i;
game_state *newstate = dup_game(state);
while (*move) {
i = atoi(move);
+ if (i < 0 || i >= newstate->game_grid->num_edges)
+ goto fail;
move += strspn(move, "1234567890");
switch (*(move++)) {
case 'y':
/* Returns (into x,y) position of centre of face for rendering the text clue.
*/
static void face_text_pos(const game_drawstate *ds, const grid *g,
- const grid_face *f, int *x, int *y)
+ grid_face *f, int *xret, int *yret)
{
- int i;
+ int faceindex = f - g->faces;
- /* Simplest solution is the centroid. Might not work in some cases. */
+ /*
+ * Return the cached position for this face, if we've already
+ * worked it out.
+ */
+ if (ds->textx[faceindex] >= 0) {
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+ return;
+ }
- /* Another algorithm to look into:
- * Find the midpoints of the sides, find the bounding-box,
- * then take the centre of that. */
+ /*
+ * Otherwise, use the incentre computed by grid.c and convert it
+ * to screen coordinates.
+ */
+ grid_find_incentre(f);
+ grid_to_screen(ds, g, f->ix, f->iy,
+ &ds->textx[faceindex], &ds->texty[faceindex]);
- /* Best solution probably involves incentres (inscribed circles) */
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+}
- int sx = 0, sy = 0; /* sums */
- for (i = 0; i < f->order; i++) {
- grid_dot *d = f->dots[i];
- sx += d->x;
- sy += d->y;
- }
- sx /= f->order;
- sy /= f->order;
+static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f,
+ int *x, int *y, int *w, int *h)
+{
+ int xx, yy;
+ face_text_pos(ds, g, f, &xx, &yy);
- /* convert to screen coordinates */
- grid_to_screen(ds, g, sx, sy, x, y);
+ /* There seems to be a certain amount of trial-and-error involved
+ * in working out the correct bounding-box for the text. */
+
+ *x = xx - ds->tilesize/4 - 1;
+ *y = yy - ds->tilesize/4 - 3;
+ *w = ds->tilesize/2 + 2;
+ *h = ds->tilesize/2 + 5;
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw_clue(drawing *dr, game_drawstate *ds,
+ const game_state *state, int i)
{
grid *g = state->game_grid;
- int border = BORDER(ds->tilesize);
- int i, n;
- char c[2];
- int line_colour, flash_changed;
- int clue_mistake;
- int clue_satisfied;
+ grid_face *f = g->faces + i;
+ int x, y;
+ char c[20];
- if (!ds->started) {
- /*
- * The initial contents of the window are not guaranteed and
- * can vary with front ends. To be on the safe side, all games
- * should start by drawing a big background-colour rectangle
- * covering the whole window.
- */
- int grid_width = g->highest_x - g->lowest_x;
- int grid_height = g->highest_y - g->lowest_y;
- int w = grid_width * ds->tilesize / g->tilesize;
- int h = grid_height * ds->tilesize / g->tilesize;
- draw_rect(dr, 0, 0, w + 2 * border + 1, h + 2 * border + 1,
- COL_BACKGROUND);
+ sprintf(c, "%d", state->clues[i]);
- /* Draw clues */
- for (i = 0; i < g->num_faces; i++) {
- grid_face *f;
- int x, y;
+ face_text_pos(ds, g, f, &x, &y);
+ draw_text(dr, x, y,
+ FONT_VARIABLE, ds->tilesize/2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE,
+ ds->clue_error[i] ? COL_MISTAKE :
+ ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
+}
- c[0] = CLUE2CHAR(state->clues[i]);
- c[1] = '\0';
- f = g->faces + i;
- face_text_pos(ds, g, f, &x, &y);
- draw_text(dr, x, y, FONT_VARIABLE, ds->tilesize/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
- }
- draw_update(dr, 0, 0, w + 2 * border, h + 2 * border);
- }
+static void edge_bbox(game_drawstate *ds, grid *g, grid_edge *e,
+ int *x, int *y, int *w, int *h)
+{
+ int x1 = e->dot1->x;
+ int y1 = e->dot1->y;
+ int x2 = e->dot2->x;
+ int y2 = e->dot2->y;
+ int xmin, xmax, ymin, ymax;
- if (flashtime > 0 &&
- (flashtime <= FLASH_TIME/3 ||
- flashtime >= FLASH_TIME*2/3)) {
- flash_changed = !ds->flashing;
- ds->flashing = TRUE;
+ grid_to_screen(ds, g, x1, y1, &x1, &y1);
+ grid_to_screen(ds, g, x2, y2, &x2, &y2);
+ /* Allow extra margin for dots, and thickness of lines */
+ xmin = min(x1, x2) - 2;
+ xmax = max(x1, x2) + 2;
+ ymin = min(y1, y2) - 2;
+ ymax = max(y1, y2) + 2;
+
+ *x = xmin;
+ *y = ymin;
+ *w = xmax - xmin + 1;
+ *h = ymax - ymin + 1;
+}
+
+static void dot_bbox(game_drawstate *ds, grid *g, grid_dot *d,
+ int *x, int *y, int *w, int *h)
+{
+ int x1, y1;
+
+ grid_to_screen(ds, g, d->x, d->y, &x1, &y1);
+
+ *x = x1 - 2;
+ *y = y1 - 2;
+ *w = 5;
+ *h = 5;
+}
+
+static const int loopy_line_redraw_phases[] = {
+ COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
+};
+#define NPHASES lenof(loopy_line_redraw_phases)
+
+static void game_redraw_line(drawing *dr, game_drawstate *ds,
+ const game_state *state, int i, int phase)
+{
+ grid *g = state->game_grid;
+ grid_edge *e = g->edges + i;
+ int x1, x2, y1, y2;
+ int line_colour;
+
+ if (state->line_errors[i])
+ line_colour = COL_MISTAKE;
+ else if (state->lines[i] == LINE_UNKNOWN)
+ line_colour = COL_LINEUNKNOWN;
+ else if (state->lines[i] == LINE_NO)
+ line_colour = COL_FAINT;
+ else if (ds->flashing)
+ line_colour = COL_HIGHLIGHT;
+ else
+ line_colour = COL_FOREGROUND;
+ if (line_colour != loopy_line_redraw_phases[phase])
+ return;
+
+ /* Convert from grid to screen coordinates */
+ grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
+ grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
+
+ if (line_colour == COL_FAINT) {
+ static int draw_faint_lines = -1;
+ if (draw_faint_lines < 0) {
+ char *env = getenv("LOOPY_FAINT_LINES");
+ draw_faint_lines = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (draw_faint_lines)
+ draw_line(dr, x1, y1, x2, y2, line_colour);
} else {
- flash_changed = ds->flashing;
- ds->flashing = FALSE;
+ draw_thick_line(dr, 3.0,
+ x1 + 0.5, y1 + 0.5,
+ x2 + 0.5, y2 + 0.5,
+ line_colour);
}
+}
- /* Some platforms may perform anti-aliasing, which may prevent clean
- * repainting of lines when the colour is changed.
- * If a line needs to be over-drawn in a different colour, erase a
- * bounding-box around the line, then flag all nearby objects for redraw.
+static void game_redraw_dot(drawing *dr, game_drawstate *ds,
+ const game_state *state, int i)
+{
+ grid *g = state->game_grid;
+ grid_dot *d = g->dots + i;
+ int x, y;
+
+ grid_to_screen(ds, g, d->x, d->y, &x, &y);
+ draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
+}
+
+static int boxes_intersect(int x0, int y0, int w0, int h0,
+ int x1, int y1, int w1, int h1)
+{
+ /*
+ * Two intervals intersect iff neither is wholly on one side of
+ * the other. Two boxes intersect iff their horizontal and
+ * vertical intervals both intersect.
*/
- if (ds->started) {
- const char redraw_flag = (char)(1<<7);
+ return (x0 < x1+w1 && x1 < x0+w0 && y0 < y1+h1 && y1 < y0+h0);
+}
+
+static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
+ const game_state *state,
+ int x, int y, int w, int h)
+{
+ grid *g = state->game_grid;
+ int i, phase;
+ int bx, by, bw, bh;
+
+ clip(dr, x, y, w, h);
+ draw_rect(dr, x, y, w, h, COL_BACKGROUND);
+
+ for (i = 0; i < g->num_faces; i++) {
+ if (state->clues[i] >= 0) {
+ face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_clue(dr, ds, state, i);
+ }
+ }
+ for (phase = 0; phase < NPHASES; phase++) {
for (i = 0; i < g->num_edges; i++) {
- char prev_ds = (ds->lines[i] & ~redraw_flag);
- char new_ds = state->lines[i];
- if (state->line_errors[i])
- new_ds = DS_LINE_ERROR;
-
- /* If we're changing state, AND
- * the previous state was a coloured line */
- if ((prev_ds != new_ds) && (prev_ds != LINE_NO)) {
- grid_edge *e = g->edges + i;
- int x1 = e->dot1->x;
- int y1 = e->dot1->y;
- int x2 = e->dot2->x;
- int y2 = e->dot2->y;
- int xmin, xmax, ymin, ymax;
- int j;
- grid_to_screen(ds, g, x1, y1, &x1, &y1);
- grid_to_screen(ds, g, x2, y2, &x2, &y2);
- /* Allow extra margin for dots, and thickness of lines */
- xmin = min(x1, x2) - 2;
- xmax = max(x1, x2) + 2;
- ymin = min(y1, y2) - 2;
- ymax = max(y1, y2) + 2;
- /* For testing, I find it helpful to change COL_BACKGROUND
- * to COL_SATISFIED here. */
- draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1,
- COL_BACKGROUND);
- draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1);
-
- /* Mark nearby lines for redraw */
- for (j = 0; j < e->dot1->order; j++)
- ds->lines[e->dot1->edges[j] - g->edges] |= redraw_flag;
- for (j = 0; j < e->dot2->order; j++)
- ds->lines[e->dot2->edges[j] - g->edges] |= redraw_flag;
- /* Mark nearby clues for redraw. Use a value that is
- * neither TRUE nor FALSE for this. */
- if (e->face1)
- ds->clue_error[e->face1 - g->faces] = 2;
- if (e->face2)
- ds->clue_error[e->face2 - g->faces] = 2;
- }
+ edge_bbox(ds, g, &g->edges[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_line(dr, ds, state, i, phase);
}
}
+ for (i = 0; i < g->num_dots; i++) {
+ dot_bbox(ds, g, &g->dots[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_dot(dr, ds, state, i);
+ }
+
+ unclip(dr);
+ draw_update(dr, x, y, w, h);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
+
+ grid *g = state->game_grid;
+ int border = BORDER(ds->tilesize);
+ int i;
+ int flash_changed;
+ int redraw_everything = FALSE;
+
+ int edges[REDRAW_OBJECTS_LIMIT], nedges = 0;
+ int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0;
+
+ /* Redrawing is somewhat involved.
+ *
+ * An update can theoretically affect an arbitrary number of edges
+ * (consider, for example, completing or breaking a cycle which doesn't
+ * satisfy all the clues -- we'll switch many edges between error and
+ * normal states). On the other hand, redrawing the whole grid takes a
+ * while, making the game feel sluggish, and many updates are actually
+ * quite well localized.
+ *
+ * This redraw algorithm attempts to cope with both situations gracefully
+ * and correctly. For localized changes, we set a clip rectangle, fill
+ * it with background, and then redraw (a plausible but conservative
+ * guess at) the objects which intersect the rectangle; if several
+ * objects need redrawing, we'll do them individually. However, if lots
+ * of objects are affected, we'll just redraw everything.
+ *
+ * The reason for all of this is that it's just not safe to do the redraw
+ * piecemeal. If you try to draw an antialiased diagonal line over
+ * itself, you get a slightly thicker antialiased diagonal line, which
+ * looks rather ugly after a while.
+ *
+ * So, we take two passes over the grid. The first attempts to work out
+ * what needs doing, and the second actually does it.
+ */
+
+ if (!ds->started) {
+ redraw_everything = TRUE;
+ /*
+ * But we must still go through the upcoming loops, so that we
+ * set up stuff in ds correctly for the initial redraw.
+ */
+ }
- /* Redraw clue colours if necessary */
+ /* First, trundle through the faces. */
for (i = 0; i < g->num_faces; i++) {
grid_face *f = g->faces + i;
int sides = f->order;
- int j;
- n = state->clues[i];
+ int clue_mistake;
+ int clue_satisfied;
+ int n = state->clues[i];
if (n < 0)
continue;
- c[0] = CLUE2CHAR(n);
- c[1] = '\0';
-
clue_mistake = (face_order(state, i, LINE_YES) > n ||
face_order(state, i, LINE_NO ) > (sides-n));
-
clue_satisfied = (face_order(state, i, LINE_YES) == n &&
face_order(state, i, LINE_NO ) == (sides-n));
- if (clue_mistake != ds->clue_error[i]
- || clue_satisfied != ds->clue_satisfied[i]) {
- int x, y;
- face_text_pos(ds, g, f, &x, &y);
- /* There seems to be a certain amount of trial-and-error
- * involved in working out the correct bounding-box for
- * the text. */
- draw_rect(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
- ds->tilesize/2 + 2, ds->tilesize/2 + 5,
- COL_BACKGROUND);
- draw_text(dr, x, y,
- FONT_VARIABLE, ds->tilesize/2,
- ALIGN_VCENTRE | ALIGN_HCENTRE,
- clue_mistake ? COL_MISTAKE :
- clue_satisfied ? COL_SATISFIED : COL_FOREGROUND, c);
- draw_update(dr, x - ds->tilesize/4 - 1, y - ds->tilesize/4 - 3,
- ds->tilesize/2 + 2, ds->tilesize/2 + 5);
-
+ if (clue_mistake != ds->clue_error[i] ||
+ clue_satisfied != ds->clue_satisfied[i]) {
ds->clue_error[i] = clue_mistake;
ds->clue_satisfied[i] = clue_satisfied;
-
- /* Sometimes, the bounding-box encroaches into the surrounding
- * lines (particularly if the window is resized fairly small).
- * So redraw them. */
- for (j = 0; j < f->order; j++)
- ds->lines[f->edges[j] - g->edges] = -1;
+ if (nfaces == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ faces[nfaces++] = i;
}
}
- /* Lines */
+ /* Work out what the flash state needs to be. */
+ if (flashtime > 0 &&
+ (flashtime <= FLASH_TIME/3 ||
+ flashtime >= FLASH_TIME*2/3)) {
+ flash_changed = !ds->flashing;
+ ds->flashing = TRUE;
+ } else {
+ flash_changed = ds->flashing;
+ ds->flashing = FALSE;
+ }
+
+ /* Now, trundle through the edges. */
for (i = 0; i < g->num_edges; i++) {
- grid_edge *e = g->edges + i;
- int x1, x2, y1, y2;
- int xmin, ymin, xmax, ymax;
- char new_ds, need_draw;
- new_ds = state->lines[i];
- if (state->line_errors[i])
- new_ds = DS_LINE_ERROR;
- need_draw = (new_ds != ds->lines[i]) ? TRUE : FALSE;
- if (flash_changed && (state->lines[i] == LINE_YES))
- need_draw = TRUE;
- if (!ds->started)
- need_draw = TRUE; /* draw everything at the start */
- ds->lines[i] = new_ds;
- if (!need_draw)
- continue;
- if (state->line_errors[i])
- line_colour = COL_MISTAKE;
- else if (state->lines[i] == LINE_UNKNOWN)
- line_colour = COL_LINEUNKNOWN;
- else if (state->lines[i] == LINE_NO)
- line_colour = COL_BACKGROUND;
- else if (ds->flashing)
- line_colour = COL_HIGHLIGHT;
- else
- line_colour = COL_FOREGROUND;
+ char new_ds =
+ state->line_errors[i] ? DS_LINE_ERROR : state->lines[i];
+ if (new_ds != ds->lines[i] ||
+ (flash_changed && state->lines[i] == LINE_YES)) {
+ ds->lines[i] = new_ds;
+ if (nedges == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ edges[nedges++] = i;
+ }
+ }
- /* Convert from grid to screen coordinates */
- grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
- grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
+ /* Pass one is now done. Now we do the actual drawing. */
+ if (redraw_everything) {
+ int grid_width = g->highest_x - g->lowest_x;
+ int grid_height = g->highest_y - g->lowest_y;
+ int w = grid_width * ds->tilesize / g->tilesize;
+ int h = grid_height * ds->tilesize / g->tilesize;
- xmin = min(x1, x2);
- xmax = max(x1, x2);
- ymin = min(y1, y2);
- ymax = max(y1, y2);
+ game_redraw_in_rect(dr, ds, state,
+ 0, 0, w + 2*border + 1, h + 2*border + 1);
+ } else {
- if (line_colour != COL_BACKGROUND) {
- /* (dx, dy) points roughly from (x1, y1) to (x2, y2).
- * The line is then "fattened" in a (roughly) perpendicular
- * direction to create a thin rectangle. */
- int dx = (x1 > x2) ? -1 : ((x1 < x2) ? 1 : 0);
- int dy = (y1 > y2) ? -1 : ((y1 < y2) ? 1 : 0);
- int points[8];
- points[0] = x1 + dy;
- points[1] = y1 - dx;
- points[2] = x1 - dy;
- points[3] = y1 + dx;
- points[4] = x2 - dy;
- points[5] = y2 + dx;
- points[6] = x2 + dy;
- points[7] = y2 - dx;
- draw_polygon(dr, points, 4, line_colour, line_colour);
- }
- if (ds->started) {
- /* Draw dots at ends of the line */
- draw_circle(dr, x1, y1, 2, COL_FOREGROUND, COL_FOREGROUND);
- draw_circle(dr, x2, y2, 2, COL_FOREGROUND, COL_FOREGROUND);
- }
- draw_update(dr, xmin-2, ymin-2, xmax - xmin + 4, ymax - ymin + 4);
- }
+ /* Right. Now we roll up our sleeves. */
- /* Draw dots */
- if (!ds->started) {
- for (i = 0; i < g->num_dots; i++) {
- grid_dot *d = g->dots + i;
- int x, y;
- grid_to_screen(ds, g, d->x, d->y, &x, &y);
- draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
- }
+ for (i = 0; i < nfaces; i++) {
+ grid_face *f = g->faces + faces[i];
+ int x, y, w, h;
+
+ face_text_bbox(ds, g, f, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
+
+ for (i = 0; i < nedges; i++) {
+ grid_edge *e = g->edges + edges[i];
+ int x, y, w, h;
+
+ edge_bbox(ds, g, e, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
}
+
ds->started = TRUE;
}
-static float game_flash_length(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->solved && newstate->solved &&
!oldstate->cheated && !newstate->cheated) {
return 0.0F;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static int game_status(const game_state *state)
+{
+ return state->solved ? +1 : 0;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int ink = print_mono_colour(dr, 0);
int i;
game_drawstate ads, *ds = &ads;
grid *g = state->game_grid;
- game_set_size(dr, ds, NULL, tilesize);
+ ds->tilesize = tilesize;
+ ds->textx = snewn(g->num_faces, int);
+ ds->texty = snewn(g->num_faces, int);
+ for (i = 0; i < g->num_faces; i++)
+ ds->textx[i] = ds->texty[i] = -1;
for (i = 0; i < g->num_dots; i++) {
int x, y;
grid_face *f = g->faces + i;
int clue = state->clues[i];
if (clue >= 0) {
- char c[2];
+ char c[20];
int x, y;
- c[0] = CLUE2CHAR(clue);
- c[1] = '\0';
+ sprintf(c, "%d", state->clues[i]);
face_text_pos(ds, g, f, &x, &y);
draw_text(dr, x, y,
FONT_VARIABLE, ds->tilesize / 2,
}
}
}
+
+ sfree(ds->textx);
+ sfree(ds->texty);
}
#ifdef COMBINED
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE /* wants_statusbar */,
FALSE, game_timing_state,
solver_state *sstate_new;
solver_state *sstate = new_solver_state((game_state *)s, diff);
- sstate_new = solve_game_rec(sstate, diff);
+ sstate_new = solve_game_rec(sstate);
if (sstate_new->solver_status == SOLVER_MISTAKE)
ret = 0;
/* If we supported a verbose solver, we'd set verbosity here */
- sstate_new = solve_game_rec(sstate, diff);
+ sstate_new = solve_game_rec(sstate);
if (sstate_new->solver_status == SOLVER_MISTAKE)
printf("Puzzle is inconsistent\n");
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */