#include <stdio.h>
#include <stdlib.h>
+#include <stdarg.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
COL_BACKGROUND,
COL_GRID,
COL_INK,
+ COL_SLANT1,
+ COL_SLANT2,
+ COL_ERROR,
+ COL_CURSOR,
+ COL_FILLEDSQUARE,
NCOLOURS
};
+/*
+ * 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 = FALSE;
+#elif defined SOLVER_DIAGNOSTICS
+#define verbose TRUE
+#endif
+
+/*
+ * Difficulty levels. I do some macro ickery here to ensure that my
+ * enum and the various forms of my name list always match up.
+ */
+#define DIFFLIST(A) \
+ A(EASY,Easy,e) \
+ 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) DIFFCOUNT };
+static char const *const slant_diffnames[] = { DIFFLIST(TITLE) };
+static char const slant_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
struct game_params {
- int w, h;
+ int w, h, diff;
};
typedef struct game_clues {
int w, h;
signed char *clues;
- int *dsf; /* scratch space for completion check */
+ int *tmpdsf;
int refcount;
} game_clues;
+#define ERR_VERTEX 1
+#define ERR_SQUARE 2
+
struct game_state {
struct game_params p;
game_clues *clues;
signed char *soln;
+ unsigned char *errors;
int completed;
int used_solve; /* used to suppress completion flash */
};
game_params *ret = snew(game_params);
ret->w = ret->h = 8;
+ ret->diff = DIFF_EASY;
return ret;
}
static const struct game_params slant_presets[] = {
- {5, 5},
- {8, 8},
- {12, 10},
+ {5, 5, DIFF_EASY},
+ {5, 5, DIFF_HARD},
+ {8, 8, DIFF_EASY},
+ {8, 8, DIFF_HARD},
+ {12, 10, DIFF_EASY},
+ {12, 10, DIFF_HARD},
};
static int game_fetch_preset(int i, char **name, game_params **params)
ret = snew(game_params);
*ret = slant_presets[i];
- sprintf(str, "%dx%d", ret->w, ret->h);
+ sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]);
*name = dupstr(str);
*params = ret;
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 == 'x') {
string++;
ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 'd') {
+ int i;
+ string++;
+ for (i = 0; i < DIFFCOUNT; i++)
+ if (*string == slant_diffchars[i])
+ ret->diff = i;
+ if (*string) string++;
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
sprintf(data, "%dx%d", params->w, params->h);
+ if (full)
+ sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]);
return dupstr(data);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
- ret = snewn(3, config_item);
+ ret = snewn(4, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
- ret[2].name = NULL;
- ret[2].type = C_END;
- ret[2].sval = NULL;
- ret[2].ival = 0;
+ ret[2].name = "Difficulty";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = DIFFCONFIG;
+ ret[2].ival = params->diff;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
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->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
+ ret->diff = cfg[2].ival;
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
/*
* (At least at the time of writing this comment) The grid
* generator is actually capable of handling even zero grid
* dimensions without crashing. Puzzles with a zero-area grid
* are a bit boring, though, because they're already solved :-)
+ * And puzzles with a dimension of 1 can't be made Hard, which
+ * means the simplest thing is to forbid them altogether.
*/
- if (params->w < 1 || params->h < 1)
- return "Width and height must both be at least one";
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must both be at least two";
return NULL;
}
/*
- * Utility function used by both the solver and the filled-grid
- * generator.
+ * Scratch space for solver.
*/
+struct solver_scratch {
+ /*
+ * Disjoint set forest which tracks the connected sets of
+ * points.
+ */
+ int *connected;
-static void fill_square(int w, int h, int y, int x, int v,
- signed char *soln, int *dsf)
-{
- int W = w+1 /*, H = h+1 */;
+ /*
+ * Counts the number of possible exits from each connected set
+ * of points. (That is, the number of possible _simultaneous_
+ * exits: an unconnected point labelled 2 has an exit count of
+ * 2 even if all four possible edges are still under
+ * consideration.)
+ */
+ int *exits;
- soln[y*w+x] = v;
+ /*
+ * Tracks whether each connected set of points includes a
+ * border point.
+ */
+ unsigned char *border;
- if (v < 0)
- dsf_merge(dsf, y*W+x, (y+1)*W+(x+1));
- else
- dsf_merge(dsf, y*W+(x+1), (y+1)*W+x);
-}
+ /*
+ * Another disjoint set forest. This one tracks _squares_ which
+ * are known to slant in the same direction.
+ */
+ int *equiv;
-/*
- * Scratch space for solver.
- */
-struct solver_scratch {
- int *dsf;
+ /*
+ * Stores slash values which we know for an equivalence class.
+ * When we fill in a square, we set slashval[canonify(x)] to
+ * the same value as soln[x], so that we can then spot other
+ * squares equivalent to it and fill them in immediately via
+ * their known equivalence.
+ */
+ signed char *slashval;
+
+ /*
+ * Stores possible v-shapes. This array is w by h in size, but
+ * not every bit of every entry is meaningful. The bits mean:
+ *
+ * - bit 0 for a square means that that square and the one to
+ * its right might form a v-shape between them
+ * - bit 1 for a square means that that square and the one to
+ * its right might form a ^-shape between them
+ * - bit 2 for a square means that that square and the one
+ * below it might form a >-shape between them
+ * - bit 3 for a square means that that square and the one
+ * below it might form a <-shape between them
+ *
+ * Any starting 1 or 3 clue rules out four bits in this array
+ * immediately; a 2 clue propagates any ruled-out bit past it
+ * (if the two squares on one side of a 2 cannot be a v-shape,
+ * then neither can the two on the other side be the same
+ * v-shape); we can rule out further bits during play using
+ * partially filled 2 clues; whenever a pair of squares is
+ * known not to be _either_ kind of v-shape, we can mark them
+ * as equivalent.
+ */
+ unsigned char *vbitmap;
+
+ /*
+ * Useful to have this information automatically passed to
+ * solver subroutines. (This pointer is not dynamically
+ * allocated by new_scratch and free_scratch.)
+ */
+ const signed char *clues;
};
static struct solver_scratch *new_scratch(int w, int h)
{
int W = w+1, H = h+1;
struct solver_scratch *ret = snew(struct solver_scratch);
- ret->dsf = snewn(W*H, int);
+ ret->connected = snewn(W*H, int);
+ ret->exits = snewn(W*H, int);
+ ret->border = snewn(W*H, unsigned char);
+ ret->equiv = snewn(w*h, int);
+ ret->slashval = snewn(w*h, signed char);
+ ret->vbitmap = snewn(w*h, unsigned char);
return ret;
}
static void free_scratch(struct solver_scratch *sc)
{
- sfree(sc->dsf);
+ sfree(sc->vbitmap);
+ sfree(sc->slashval);
+ sfree(sc->equiv);
+ sfree(sc->border);
+ sfree(sc->exits);
+ sfree(sc->connected);
sfree(sc);
}
+/*
+ * Wrapper on dsf_merge() which updates the `exits' and `border'
+ * arrays.
+ */
+static void merge_vertices(int *connected,
+ struct solver_scratch *sc, int i, int j)
+{
+ int exits = -1, border = FALSE; /* initialise to placate optimiser */
+
+ if (sc) {
+ i = dsf_canonify(connected, i);
+ j = dsf_canonify(connected, j);
+
+ /*
+ * We have used one possible exit from each of the two
+ * classes. Thus, the viable exit count of the new class is
+ * the sum of the old exit counts minus two.
+ */
+ exits = sc->exits[i] + sc->exits[j] - 2;
+
+ border = sc->border[i] || sc->border[j];
+ }
+
+ dsf_merge(connected, i, j);
+
+ if (sc) {
+ i = dsf_canonify(connected, i);
+ sc->exits[i] = exits;
+ sc->border[i] = border;
+ }
+}
+
+/*
+ * Called when we have just blocked one way out of a particular
+ * point. If that point is a non-clue point (thus has a variable
+ * number of exits), we have therefore decreased its potential exit
+ * count, so we must decrement the exit count for the group as a
+ * whole.
+ */
+static void decr_exits(struct solver_scratch *sc, int i)
+{
+ if (sc->clues[i] < 0) {
+ i = dsf_canonify(sc->connected, i);
+ sc->exits[i]--;
+ }
+}
+
+static void fill_square(int w, int h, int x, int y, int v,
+ signed char *soln,
+ int *connected, struct solver_scratch *sc)
+{
+ int W = w+1 /*, H = h+1 */;
+
+ assert(x >= 0 && x < w && y >= 0 && y < h);
+
+ if (soln[y*w+x] != 0) {
+ return; /* do nothing */
+ }
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y);
+#endif
+
+ soln[y*w+x] = v;
+
+ if (sc) {
+ int c = dsf_canonify(sc->equiv, y*w+x);
+ sc->slashval[c] = v;
+ }
+
+ if (v < 0) {
+ merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1));
+ if (sc) {
+ decr_exits(sc, y*W+(x+1));
+ decr_exits(sc, (y+1)*W+x);
+ }
+ } else {
+ merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x);
+ if (sc) {
+ decr_exits(sc, y*W+x);
+ decr_exits(sc, (y+1)*W+(x+1));
+ }
+ }
+}
+
+static int vbitmap_clear(int w, int h, struct solver_scratch *sc,
+ int x, int y, int vbits, char *reason, ...)
+{
+ int done_something = FALSE;
+ int vbit;
+
+ for (vbit = 1; vbit <= 8; vbit <<= 1)
+ if (vbits & sc->vbitmap[y*w+x] & vbit) {
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) {
+ va_list ap;
+
+ printf("ruling out %c shape at (%d,%d)-(%d,%d) (",
+ "!v^!>!!!<"[vbit], x, y,
+ x+((vbit&0x3)!=0), y+((vbit&0xC)!=0));
+
+ va_start(ap, reason);
+ vprintf(reason, ap);
+ va_end(ap);
+
+ printf(")\n");
+ }
+#endif
+ sc->vbitmap[y*w+x] &= ~vbit;
+ }
+
+ return done_something;
+}
+
/*
* Solver. Returns 0 for impossibility, 1 for success, 2 for
* ambiguity or failure to converge.
*/
static int slant_solve(int w, int h, const signed char *clues,
- signed char *soln, struct solver_scratch *sc)
+ signed char *soln, struct solver_scratch *sc,
+ int difficulty)
{
int W = w+1, H = h+1;
- int x, y, i;
+ int x, y, i, j;
int done_something;
/*
*/
memset(soln, 0, w*h);
+ sc->clues = clues;
+
/*
* Establish a disjoint set forest for tracking connectedness
* between grid points.
*/
- for (i = 0; i < W*H; i++)
- sc->dsf[i] = i; /* initially all distinct */
+ dsf_init(sc->connected, W*H);
+
+ /*
+ * Establish a disjoint set forest for tracking which squares
+ * are known to slant in the same direction.
+ */
+ dsf_init(sc->equiv, w*h);
+
+ /*
+ * Clear the slashval array.
+ */
+ memset(sc->slashval, 0, w*h);
+
+ /*
+ * Set up the vbitmap array. Initially all types of v are possible.
+ */
+ memset(sc->vbitmap, 0xF, w*h);
+
+ /*
+ * Initialise the `exits' and `border' arrays. These are used
+ * to do second-order loop avoidance: the dual of the no loops
+ * constraint is that every point must be somehow connected to
+ * the border of the grid (otherwise there would be a solid
+ * loop around it which prevented this).
+ *
+ * I define a `dead end' to be a connected group of points
+ * which contains no border point, and which can form at most
+ * one new connection outside itself. Then I forbid placing an
+ * edge so that it connects together two dead-end groups, since
+ * this would yield a non-border-connected isolated subgraph
+ * with no further scope to extend it.
+ */
+ for (y = 0; y < H; y++)
+ for (x = 0; x < W; x++) {
+ if (y == 0 || y == H-1 || x == 0 || x == W-1)
+ sc->border[y*W+x] = TRUE;
+ else
+ sc->border[y*W+x] = FALSE;
+
+ if (clues[y*W+x] < 0)
+ sc->exits[y*W+x] = 4;
+ else
+ sc->exits[y*W+x] = clues[y*W+x];
+ }
/*
* Repeatedly try to deduce something until we can't.
*/
for (y = 0; y < H; y++)
for (x = 0; x < W; x++) {
- int nu, nl, v, c;
+ struct {
+ int pos, slash;
+ } neighbours[4];
+ int nneighbours;
+ int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2;
if ((c = clues[y*W+x]) < 0)
continue;
/*
- * We have a clue point. Count up the number of
- * undecided neighbours, and also the number of
- * lines already present.
+ * We have a clue point. Start by listing its
+ * neighbouring squares, in order around the point,
+ * together with the type of slash that would be
+ * required in that square to connect to the point.
+ */
+ nneighbours = 0;
+ if (x > 0 && y > 0) {
+ neighbours[nneighbours].pos = (y-1)*w+(x-1);
+ neighbours[nneighbours].slash = -1;
+ nneighbours++;
+ }
+ if (x > 0 && y < h) {
+ neighbours[nneighbours].pos = y*w+(x-1);
+ neighbours[nneighbours].slash = +1;
+ nneighbours++;
+ }
+ if (x < w && y < h) {
+ neighbours[nneighbours].pos = y*w+x;
+ neighbours[nneighbours].slash = -1;
+ nneighbours++;
+ }
+ if (x < w && y > 0) {
+ neighbours[nneighbours].pos = (y-1)*w+x;
+ neighbours[nneighbours].slash = +1;
+ nneighbours++;
+ }
+
+ /*
+ * Count up the number of undecided neighbours, and
+ * also the number of lines already present.
+ *
+ * If we're not on DIFF_EASY, then in this loop we
+ * also track whether we've seen two adjacent empty
+ * squares belonging to the same equivalence class
+ * (meaning they have the same type of slash). If
+ * so, we count them jointly as one line.
*/
nu = 0;
nl = c;
- if (x > 0 && y > 0 && (v = soln[(y-1)*w+(x-1)]) != +1)
- v == 0 ? nu++ : nl--;
- if (x > 0 && y < h && (v = soln[y*w+(x-1)]) != -1)
- v == 0 ? nu++ : nl--;
- if (x < w && y > 0 && (v = soln[(y-1)*w+x]) != -1)
- v == 0 ? nu++ : nl--;
- if (x < w && y < h && (v = soln[y*w+x]) != +1)
- v == 0 ? nu++ : nl--;
+ last = neighbours[nneighbours-1].pos;
+ if (soln[last] == 0)
+ eq = dsf_canonify(sc->equiv, last);
+ else
+ eq = -1;
+ meq = mj1 = mj2 = -1;
+ for (i = 0; i < nneighbours; i++) {
+ j = neighbours[i].pos;
+ s = neighbours[i].slash;
+ if (soln[j] == 0) {
+ nu++; /* undecided */
+ if (meq < 0 && difficulty > DIFF_EASY) {
+ eq2 = dsf_canonify(sc->equiv, j);
+ if (eq == eq2 && last != j) {
+ /*
+ * We've found an equivalent pair.
+ * Mark it. This also inhibits any
+ * further equivalence tracking
+ * around this square, since we can
+ * only handle one pair (and in
+ * particular we want to avoid
+ * being misled by two overlapping
+ * equivalence pairs).
+ */
+ meq = eq;
+ mj1 = last;
+ mj2 = j;
+ nl--; /* count one line */
+ nu -= 2; /* and lose two undecideds */
+ } else
+ eq = eq2;
+ }
+ } else {
+ eq = -1;
+ if (soln[j] == s)
+ nl--; /* here's a line */
+ }
+ last = j;
+ }
/*
* Check the counts.
/*
* No consistent value for this at all!
*/
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("need %d / %d lines around clue point at %d,%d!\n",
+ nl, nu, x, y);
+#endif
return 0; /* impossible */
}
if (nu > 0 && (nl == 0 || nl == nu)) {
#ifdef SOLVER_DIAGNOSTICS
- printf("%s around clue point at %d,%d\n",
- nl ? "filling" : "emptying", x, y);
+ if (verbose) {
+ if (meq >= 0)
+ printf("partially (since %d,%d == %d,%d) ",
+ mj1%w, mj1/w, mj2%w, mj2/w);
+ printf("%s around clue point at %d,%d\n",
+ nl ? "filling" : "emptying", x, y);
+ }
#endif
- if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == 0)
- fill_square(w, h, y-1, x-1, (nl ? -1 : +1), soln,
- sc->dsf);
- if (x > 0 && y < h && soln[y*w+(x-1)] == 0)
- fill_square(w, h, y, x-1, (nl ? +1 : -1), soln,
- sc->dsf);
- if (x < w && y > 0 && soln[(y-1)*w+x] == 0)
- fill_square(w, h, y-1, x, (nl ? +1 : -1), soln,
- sc->dsf);
- if (x < w && y < h && soln[y*w+x] == 0)
- fill_square(w, h, y, x, (nl ? -1 : +1), soln,
- sc->dsf);
+ for (i = 0; i < nneighbours; i++) {
+ j = neighbours[i].pos;
+ s = neighbours[i].slash;
+ if (soln[j] == 0 && j != mj1 && j != mj2)
+ fill_square(w, h, j%w, j/w, (nl ? s : -s), soln,
+ sc->connected, sc);
+ }
done_something = TRUE;
+ } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) {
+ /*
+ * If we have precisely two undecided squares
+ * and precisely one line to place between
+ * them, _and_ those squares are adjacent, then
+ * we can mark them as equivalent to one
+ * another.
+ *
+ * This even applies if meq >= 0: if we have a
+ * 2 clue point and two of its neighbours are
+ * already marked equivalent, we can indeed
+ * mark the other two as equivalent.
+ *
+ * We don't bother with this on DIFF_EASY,
+ * since we wouldn't have used the results
+ * anyway.
+ */
+ last = -1;
+ for (i = 0; i < nneighbours; i++) {
+ j = neighbours[i].pos;
+ if (soln[j] == 0 && j != mj1 && j != mj2) {
+ if (last < 0)
+ last = i;
+ else if (last == i-1 || (last == 0 && i == 3))
+ break; /* found a pair */
+ }
+ }
+ if (i < nneighbours) {
+ int sv1, sv2;
+
+ assert(last >= 0);
+ /*
+ * neighbours[last] and neighbours[i] are
+ * the pair. Mark them equivalent.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) {
+ if (meq >= 0)
+ printf("since %d,%d == %d,%d, ",
+ mj1%w, mj1/w, mj2%w, mj2/w);
+ }
+#endif
+ mj1 = neighbours[last].pos;
+ mj2 = neighbours[i].pos;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("clue point at %d,%d implies %d,%d == %d,"
+ "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w);
+#endif
+ mj1 = dsf_canonify(sc->equiv, mj1);
+ sv1 = sc->slashval[mj1];
+ mj2 = dsf_canonify(sc->equiv, mj2);
+ sv2 = sc->slashval[mj2];
+ if (sv1 != 0 && sv2 != 0 && sv1 != sv2) {
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("merged two equivalence classes with"
+ " different slash values!\n");
+#endif
+ return 0;
+ }
+ sv1 = sv1 ? sv1 : sv2;
+ dsf_merge(sc->equiv, mj1, mj2);
+ mj1 = dsf_canonify(sc->equiv, mj1);
+ sc->slashval[mj1] = sv1;
+ }
}
}
/*
* Failing that, we now apply the second condition, which
* is that no square may be filled in such a way as to form
- * a loop.
+ * a loop. Also in this loop (since it's over squares
+ * rather than points), we check slashval to see if we've
+ * already filled in another square in the same equivalence
+ * class.
+ *
+ * The slashval check is disabled on DIFF_EASY, as is dead
+ * end avoidance. Only _immediate_ loop avoidance remains.
*/
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
- int fs, bs;
+ int fs, bs, v;
+ int c1, c2;
+#ifdef SOLVER_DIAGNOSTICS
+ char *reason = "<internal error>";
+#endif
if (soln[y*w+x])
continue; /* got this one already */
- fs = (dsf_canonify(sc->dsf, y*W+x) ==
- dsf_canonify(sc->dsf, (y+1)*W+(x+1)));
- bs = (dsf_canonify(sc->dsf, (y+1)*W+x) ==
- dsf_canonify(sc->dsf, y*W+(x+1)));
+ fs = FALSE;
+ bs = FALSE;
+
+ if (difficulty > DIFF_EASY)
+ v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)];
+ else
+ v = 0;
+
+ /*
+ * Try to rule out connectivity between (x,y) and
+ * (x+1,y+1); if successful, we will deduce that we
+ * must have a forward slash.
+ */
+ c1 = dsf_canonify(sc->connected, y*W+x);
+ c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1));
+ if (c1 == c2) {
+ fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "simple loop avoidance";
+#endif
+ }
+ if (difficulty > DIFF_EASY &&
+ !sc->border[c1] && !sc->border[c2] &&
+ sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
+ fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "dead end avoidance";
+#endif
+ }
+ if (v == +1) {
+ fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "equivalence to an already filled square";
+#endif
+ }
+
+ /*
+ * Now do the same between (x+1,y) and (x,y+1), to
+ * see if we are required to have a backslash.
+ */
+ c1 = dsf_canonify(sc->connected, y*W+(x+1));
+ c2 = dsf_canonify(sc->connected, (y+1)*W+x);
+ if (c1 == c2) {
+ bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "simple loop avoidance";
+#endif
+ }
+ if (difficulty > DIFF_EASY &&
+ !sc->border[c1] && !sc->border[c2] &&
+ sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
+ bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "dead end avoidance";
+#endif
+ }
+ if (v == -1) {
+ bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "equivalence to an already filled square";
+#endif
+ }
if (fs && bs) {
/*
- * Loop avoidance leaves no consistent value
- * for this at all!
+ * No consistent value for this at all!
*/
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("%d,%d has no consistent slash!\n", x, y);
+#endif
return 0; /* impossible */
}
if (fs) {
- /*
- * Top left and bottom right corners of this
- * square are already connected, which means we
- * aren't allowed to put a backslash in here.
- */
#ifdef SOLVER_DIAGNOSTICS
- printf("placing / in %d,%d by loop avoidance\n", x, y);
+ if (verbose)
+ printf("employing %s\n", reason);
#endif
- fill_square(w, h, y, x, +1, soln, sc->dsf);
+ fill_square(w, h, x, y, +1, soln, sc->connected, sc);
done_something = TRUE;
} else if (bs) {
- /*
- * Top right and bottom left corners of this
- * square are already connected, which means we
- * aren't allowed to put a forward slash in
- * here.
- */
#ifdef SOLVER_DIAGNOSTICS
- printf("placing \\ in %d,%d by loop avoidance\n", x, y);
+ if (verbose)
+ printf("employing %s\n", reason);
#endif
- fill_square(w, h, y, x, -1, soln, sc->dsf);
+ fill_square(w, h, x, y, -1, soln, sc->connected, sc);
done_something = TRUE;
}
}
+ if (done_something)
+ continue;
+
+ /*
+ * Now see what we can do with the vbitmap array. All
+ * vbitmap deductions are disabled at Easy level.
+ */
+ if (difficulty <= DIFF_EASY)
+ continue;
+
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int s, c;
+
+ /*
+ * Any line already placed in a square must rule
+ * out any type of v which contradicts it.
+ */
+ if ((s = soln[y*w+x]) != 0) {
+ if (x > 0)
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y, (s < 0 ? 0x1 : 0x2),
+ "contradicts known edge at (%d,%d)",x,y);
+ if (x+1 < w)
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x2 : 0x1),
+ "contradicts known edge at (%d,%d)",x,y);
+ if (y > 0)
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1, (s < 0 ? 0x4 : 0x8),
+ "contradicts known edge at (%d,%d)",x,y);
+ if (y+1 < h)
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x8 : 0x4),
+ "contradicts known edge at (%d,%d)",x,y);
+ }
+
+ /*
+ * If both types of v are ruled out for a pair of
+ * adjacent squares, mark them as equivalent.
+ */
+ if (x+1 < w && !(sc->vbitmap[y*w+x] & 0x3)) {
+ int n1 = y*w+x, n2 = y*w+(x+1);
+ if (dsf_canonify(sc->equiv, n1) !=
+ dsf_canonify(sc->equiv, n2)) {
+ dsf_merge(sc->equiv, n1, n2);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("(%d,%d) and (%d,%d) must be equivalent"
+ " because both v-shapes are ruled out\n",
+ x, y, x+1, y);
+#endif
+ }
+ }
+ if (y+1 < h && !(sc->vbitmap[y*w+x] & 0xC)) {
+ int n1 = y*w+x, n2 = (y+1)*w+x;
+ if (dsf_canonify(sc->equiv, n1) !=
+ dsf_canonify(sc->equiv, n2)) {
+ dsf_merge(sc->equiv, n1, n2);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("(%d,%d) and (%d,%d) must be equivalent"
+ " because both v-shapes are ruled out\n",
+ x, y, x, y+1);
+#endif
+ }
+ }
+
+ /*
+ * The remaining work in this loop only works
+ * around non-edge clue points.
+ */
+ if (y == 0 || x == 0)
+ continue;
+ if ((c = clues[y*W+x]) < 0)
+ continue;
+
+ /*
+ * x,y marks a clue point not on the grid edge. See
+ * if this clue point allows us to rule out any v
+ * shapes.
+ */
+
+ if (c == 1) {
+ /*
+ * A 1 clue can never have any v shape pointing
+ * at it.
+ */
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1, 0x5,
+ "points at 1 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y, 0x2,
+ "points at 1 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1, 0x8,
+ "points at 1 clue at (%d,%d)", x, y);
+ } else if (c == 3) {
+ /*
+ * A 3 clue can never have any v shape pointing
+ * away from it.
+ */
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1, 0xA,
+ "points away from 3 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y, 0x1,
+ "points away from 3 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1, 0x4,
+ "points away from 3 clue at (%d,%d)", x, y);
+ } else if (c == 2) {
+ /*
+ * If a 2 clue has any kind of v ruled out on
+ * one side of it, the same v is ruled out on
+ * the other side.
+ */
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1,
+ (sc->vbitmap[(y )*w+(x-1)] & 0x3) ^ 0x3,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1,
+ (sc->vbitmap[(y-1)*w+(x )] & 0xC) ^ 0xC,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y,
+ (sc->vbitmap[(y-1)*w+(x-1)] & 0x3) ^ 0x3,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1,
+ (sc->vbitmap[(y-1)*w+(x-1)] & 0xC) ^ 0xC,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ }
+
+#undef CLEARBITS
+
+ }
+
} while (done_something);
/*
{
int W = w+1, H = h+1;
int x, y, i;
- int *dsf, *indices;
+ int *connected, *indices;
/*
* Clear the output.
* Establish a disjoint set forest for tracking connectedness
* between grid points.
*/
- dsf = snewn(W*H, int);
- for (i = 0; i < W*H; i++)
- dsf[i] = i; /* initially all distinct */
+ connected = snew_dsf(W*H);
/*
* Prepare a list of the squares in the grid, and fill them in
y = indices[i] / w;
x = indices[i] % w;
- fs = (dsf_canonify(dsf, y*W+x) ==
- dsf_canonify(dsf, (y+1)*W+(x+1)));
- bs = (dsf_canonify(dsf, (y+1)*W+x) ==
- dsf_canonify(dsf, y*W+(x+1)));
+ fs = (dsf_canonify(connected, y*W+x) ==
+ dsf_canonify(connected, (y+1)*W+(x+1)));
+ bs = (dsf_canonify(connected, (y+1)*W+x) ==
+ dsf_canonify(connected, y*W+(x+1)));
/*
* It isn't possible to get into a situation where we
* aren't allowed to place _either_ type of slash in a
- * square.
+ * square. Thus, filled-grid generation never has to
+ * backtrack.
*
* Proof (thanks to Gareth Taylor):
*
assert(!(fs && bs));
v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1;
- fill_square(w, h, y, x, v, soln, dsf);
+ fill_square(w, h, x, y, v, soln, connected, NULL);
}
sfree(indices);
- sfree(dsf);
+ sfree(connected);
}
-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)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
signed char *soln, *tmpsoln, *clues;
int *clueindices;
struct solver_scratch *sc;
- int x, y, v, i;
+ int x, y, v, i, j;
char *desc;
soln = snewn(w*h, signed char);
clues[y*W+x] = v;
}
- } while (slant_solve(w, h, clues, tmpsoln, sc) != 1);
- /*
- * Remove as many clues as possible while retaining solubility.
- */
- for (i = 0; i < W*H; i++)
- clueindices[i] = i;
- shuffle(clueindices, W*H, sizeof(*clueindices), rs);
- for (i = 0; i < W*H; i++) {
- y = clueindices[i] / W;
- x = clueindices[i] % W;
- v = clues[y*W+x];
- clues[y*W+x] = -1;
- if (slant_solve(w, h, clues, tmpsoln, sc) != 1)
- clues[y*W+x] = v; /* put it back */
- }
+ /*
+ * With all clue points filled in, all puzzles are easy: we can
+ * simply process the clue points in lexicographic order, and
+ * at each clue point we will always have at most one square
+ * undecided, which we can then fill in uniquely.
+ */
+ assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1);
+
+ /*
+ * Remove as many clues as possible while retaining solubility.
+ *
+ * In DIFF_HARD mode, we prioritise the removal of obvious
+ * starting points (4s, 0s, border 2s and corner 1s), on
+ * the grounds that having as few of these as possible
+ * seems like a good thing. In particular, we can often get
+ * away without _any_ completely obvious starting points,
+ * which is even better.
+ */
+ for (i = 0; i < W*H; i++)
+ clueindices[i] = i;
+ shuffle(clueindices, W*H, sizeof(*clueindices), rs);
+ for (j = 0; j < 2; j++) {
+ for (i = 0; i < W*H; i++) {
+ int pass, yb, xb;
+
+ y = clueindices[i] / W;
+ x = clueindices[i] % W;
+ v = clues[y*W+x];
+
+ /*
+ * Identify which pass we should process this point
+ * in. If it's an obvious start point, _or_ we're
+ * in DIFF_EASY, then it goes in pass 0; otherwise
+ * pass 1.
+ */
+ xb = (x == 0 || x == W-1);
+ yb = (y == 0 || y == H-1);
+ if (params->diff == DIFF_EASY || v == 4 || v == 0 ||
+ (v == 2 && (xb||yb)) || (v == 1 && xb && yb))
+ pass = 0;
+ else
+ pass = 1;
+
+ if (pass == j) {
+ clues[y*W+x] = -1;
+ if (slant_solve(w, h, clues, tmpsoln, sc,
+ params->diff) != 1)
+ clues[y*W+x] = v; /* put it back */
+ }
+ }
+ }
+
+ /*
+ * And finally, verify that the grid is of _at least_ the
+ * requested difficulty, by running the solver one level
+ * down and verifying that it can't manage it.
+ */
+ } while (params->diff > 0 &&
+ slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1);
/*
* Now we have the clue set as it will be presented to the
return desc;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
int area = W*H;
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)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
game_state *state = snew(game_state);
state->soln = snewn(w*h, signed char);
memset(state->soln, 0, w*h);
state->completed = state->used_solve = FALSE;
+ state->errors = snewn(W*H, unsigned char);
+ memset(state->errors, 0, W*H);
state->clues = snew(game_clues);
state->clues->w = w;
state->clues->h = h;
state->clues->clues = snewn(W*H, signed char);
state->clues->refcount = 1;
- state->clues->dsf = snewn(W*H, int);
+ state->clues->tmpdsf = snewn(W*H*2+W+H, int);
memset(state->clues->clues, -1, W*H);
while (*desc) {
int n = *desc++;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
- int w = state->p.w, h = state->p.h;
+ int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
game_state *ret = snew(game_state);
ret->p = state->p;
ret->soln = snewn(w*h, signed char);
memcpy(ret->soln, state->soln, w*h);
+ ret->errors = snewn(W*H, unsigned char);
+ memcpy(ret->errors, state->errors, W*H);
+
return ret;
}
static void free_game(game_state *state)
{
+ sfree(state->errors);
sfree(state->soln);
assert(state->clues);
if (--state->clues->refcount <= 0) {
sfree(state->clues->clues);
- sfree(state->clues->dsf);
+ sfree(state->clues->tmpdsf);
sfree(state->clues);
}
sfree(state);
}
+/*
+ * Utility function to return the current degree of a vertex. If
+ * `anti' is set, it returns the number of filled-in edges
+ * surrounding the point which _don't_ connect to it; thus 4 minus
+ * its anti-degree is the maximum degree it could have if all the
+ * empty spaces around it were filled in.
+ *
+ * (Yes, _4_ minus its anti-degree even if it's a border vertex.)
+ *
+ * If ret > 0, *sx and *sy are set to the coordinates of one of the
+ * squares that contributed to it.
+ */
+static int vertex_degree(int w, int h, signed char *soln, int x, int y,
+ int anti, int *sx, int *sy)
+{
+ int ret = 0;
+
+ assert(x >= 0 && x <= w && y >= 0 && y <= h);
+ if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) {
+ if (sx) *sx = x-1;
+ if (sy) *sy = y-1;
+ ret++;
+ }
+ if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) {
+ if (sx) *sx = x-1;
+ if (sy) *sy = y;
+ ret++;
+ }
+ if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) {
+ if (sx) *sx = x;
+ if (sy) *sy = y-1;
+ ret++;
+ }
+ if (x < w && y < h && soln[y*w+x] - anti < 0) {
+ if (sx) *sx = x;
+ if (sy) *sy = y;
+ ret++;
+ }
+
+ return anti ? 4 - ret : ret;
+}
+
static int check_completion(game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
- int i, x, y;
+ int x, y, err = FALSE;
+ int *dsf;
- /*
- * Establish a disjoint set forest for tracking connectedness
- * between grid points. Use the dsf scratch space in the shared
- * clues structure, to avoid mallocing too often.
- */
- for (i = 0; i < W*H; i++)
- state->clues->dsf[i] = i; /* initially all distinct */
+ memset(state->errors, 0, W*H);
/*
- * Now go through the grid checking connectedness. While we're
- * here, also check that everything is filled in.
+ * To detect loops in the grid, we iterate through each edge
+ * building up a dsf of connected components of the space
+ * around the edges; if there's more than one such component,
+ * we have a loop, and in particular we can then easily
+ * identify and highlight every edge forming part of a loop
+ * because it separates two nonequivalent regions.
+ *
+ * We use the `tmpdsf' scratch space in the shared clues
+ * structure, to avoid mallocing too often.
+ *
+ * For these purposes, the grid is considered to be divided
+ * into diamond-shaped regions surrounding an orthogonal edge.
+ * This means we have W*h vertical edges and w*H horizontal
+ * ones; so our vertical edges are indexed in the dsf as
+ * (y*W+x) (0<=y<h, 0<=x<W), and the horizontal ones as (W*h +
+ * y*w+x) (0<=y<H, 0<=x<w), where (x,y) is the topmost or
+ * leftmost point on the edge.
*/
+ dsf = state->clues->tmpdsf;
+ dsf_init(dsf, W*h + w*H);
+ /* Start by identifying all the outer edges with each other. */
+ for (y = 0; y < h; y++) {
+ dsf_merge(dsf, 0, y*W+0);
+ dsf_merge(dsf, 0, y*W+w);
+ }
+ for (x = 0; x < w; x++) {
+ dsf_merge(dsf, 0, W*h + 0*w+x);
+ dsf_merge(dsf, 0, W*h + h*w+x);
+ }
+ /* Now go through the actual grid. */
for (y = 0; y < h; y++)
- for (x = 0; x < w; x++) {
- int i1, i2;
-
- if (state->soln[y*w+x] == 0)
- return FALSE;
- if (state->soln[y*w+x] < 0) {
- i1 = y*W+x;
- i2 = (y+1)*W+(x+1);
- } else {
- i1 = (y+1)*W+x;
- i2 = y*W+(x+1);
+ for (x = 0; x < w; x++) {
+ if (state->soln[y*w+x] >= 0) {
+ /*
+ * There isn't a \ in this square, so we can unify
+ * the top edge with the left, and the bottom with
+ * the right.
+ */
+ dsf_merge(dsf, y*W+x, W*h + y*w+x);
+ dsf_merge(dsf, y*W+(x+1), W*h + (y+1)*w+x);
}
-
- /*
- * Our edge connects i1 with i2. If they're already
- * connected, return failure. Otherwise, link them.
- */
- if (dsf_canonify(state->clues->dsf, i1) ==
- dsf_canonify(state->clues->dsf, i2))
- return FALSE;
- else
- dsf_merge(state->clues->dsf, i1, i2);
- }
+ if (state->soln[y*w+x] <= 0) {
+ /*
+ * There isn't a / in this square, so we can unify
+ * the top edge with the right, and the bottom
+ * with the left.
+ */
+ dsf_merge(dsf, y*W+x, W*h + (y+1)*w+x);
+ dsf_merge(dsf, y*W+(x+1), W*h + y*w+x);
+ }
+ }
+ /* Now go through again and mark the appropriate edges as erroneous. */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int erroneous = 0;
+ if (state->soln[y*w+x] > 0) {
+ /*
+ * A / separates the top and left edges (which
+ * must already have been identified with each
+ * other) from the bottom and right (likewise).
+ * Hence it is erroneous if and only if the top
+ * and right edges are nonequivalent.
+ */
+ erroneous = (dsf_canonify(dsf, y*W+(x+1)) !=
+ dsf_canonify(dsf, W*h + y*w+x));
+ } else if (state->soln[y*w+x] < 0) {
+ /*
+ * A \ separates the top and right edges (which
+ * must already have been identified with each
+ * other) from the bottom and left (likewise).
+ * Hence it is erroneous if and only if the top
+ * and left edges are nonequivalent.
+ */
+ erroneous = (dsf_canonify(dsf, y*W+x) !=
+ dsf_canonify(dsf, W*h + y*w+x));
+ }
+ if (erroneous) {
+ state->errors[y*W+x] |= ERR_SQUARE;
+ err = TRUE;
+ }
+ }
/*
- * The grid is _a_ valid grid; let's see if it matches the
- * clues.
+ * Now go through and check the degree of each clue vertex, and
+ * mark it with ERR_VERTEX if it cannot be fulfilled.
*/
for (y = 0; y < H; y++)
- for (x = 0; x < W; x++) {
- int v, c;
+ for (x = 0; x < W; x++) {
+ int c;
if ((c = state->clues->clues[y*W+x]) < 0)
continue;
- v = 0;
+ /*
+ * Check to see if there are too many connections to
+ * this vertex _or_ too many non-connections. Either is
+ * grounds for marking the vertex as erroneous.
+ */
+ if (vertex_degree(w, h, state->soln, x, y,
+ FALSE, NULL, NULL) > c ||
+ vertex_degree(w, h, state->soln, x, y,
+ TRUE, NULL, NULL) > 4-c) {
+ state->errors[y*W+x] |= ERR_VERTEX;
+ err = TRUE;
+ }
+ }
- if (x > 0 && y > 0 && state->soln[(y-1)*w+(x-1)] == -1) v++;
- if (x > 0 && y < h && state->soln[y*w+(x-1)] == +1) v++;
- if (x < w && y > 0 && state->soln[(y-1)*w+x] == +1) v++;
- if (x < w && y < h && state->soln[y*w+x] == -1) v++;
+ /*
+ * Now our actual victory condition is that (a) none of the
+ * above code marked anything as erroneous, and (b) every
+ * square has an edge in it.
+ */
- if (c != v)
+ if (err)
+ return FALSE;
+
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (state->soln[y*w+x] == 0)
return FALSE;
- }
return TRUE;
}
-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)
{
int w = state->p.w, h = state->p.h;
signed char *soln;
struct solver_scratch *sc = new_scratch(w, h);
soln = snewn(w*h, signed char);
bs = -1;
- ret = slant_solve(w, h, state->clues->clues, soln, sc);
+ ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD);
free_scratch(sc);
if (ret != 1) {
sfree(soln);
return move;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y, len;
return ret;
}
-static game_ui *new_ui(game_state *state)
+struct game_ui {
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+ return ui;
}
static void free_ui(game_ui *ui)
{
+ sfree(ui);
}
-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)
{
}
/*
* Bit fields in the `grid' and `todraw' elements of the drawstate.
*/
-#define BACKSLASH 0x0001
-#define FORWSLASH 0x0002
-#define L_T 0x0004
-#define L_B 0x0008
-#define T_L 0x0010
-#define T_R 0x0020
-#define R_T 0x0040
-#define R_B 0x0080
-#define B_L 0x0100
-#define B_R 0x0200
-#define C_TL 0x0400
-#define C_TR 0x0800
-#define C_BL 0x1000
-#define C_BR 0x2000
-#define FLASH 0x4000
+#define BACKSLASH 0x00000001L
+#define FORWSLASH 0x00000002L
+#define L_T 0x00000004L
+#define ERR_L_T 0x00000008L
+#define L_B 0x00000010L
+#define ERR_L_B 0x00000020L
+#define T_L 0x00000040L
+#define ERR_T_L 0x00000080L
+#define T_R 0x00000100L
+#define ERR_T_R 0x00000200L
+#define C_TL 0x00000400L
+#define ERR_C_TL 0x00000800L
+#define FLASH 0x00001000L
+#define ERRSLASH 0x00002000L
+#define ERR_TL 0x00004000L
+#define ERR_TR 0x00008000L
+#define ERR_BL 0x00010000L
+#define ERR_BR 0x00020000L
+#define CURSOR 0x00040000L
struct game_drawstate {
int tilesize;
int started;
- int *grid;
- int *todraw;
+ long *grid;
+ long *todraw;
};
-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)
{
int w = state->p.w, h = state->p.h;
+ int v;
+ char buf[80];
+ enum { CLOCKWISE, ANTICLOCKWISE, NONE } action = NONE;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
- int v;
- char buf[80];
+ /*
+ * This is an utterly awful hack which I should really sort out
+ * by means of a proper configuration mechanism. One Slant
+ * player has observed that they prefer the mouse buttons to
+ * function exactly the opposite way round, so here's a
+ * mechanism for environment-based configuration. I cache the
+ * result in a global variable - yuck! - to avoid repeated
+ * lookups.
+ */
+ {
+ static int swap_buttons = -1;
+ if (swap_buttons < 0) {
+ char *env = getenv("SLANT_SWAP_BUTTONS");
+ swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y'));
+ }
+ if (swap_buttons) {
+ if (button == LEFT_BUTTON)
+ button = RIGHT_BUTTON;
+ else
+ button = LEFT_BUTTON;
+ }
+ }
+ action = (button == LEFT_BUTTON) ? CLOCKWISE : ANTICLOCKWISE;
x = FROMCOORD(x);
y = FROMCOORD(y);
if (x < 0 || y < 0 || x >= w || y >= h)
return NULL;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ x = ui->cur_x;
+ y = ui->cur_y;
+
+ action = (button == CURSOR_SELECT2) ? ANTICLOCKWISE : CLOCKWISE;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+ ui->cur_visible = 1;
+ return "";
+ }
- if (button == LEFT_BUTTON) {
+ if (action != NONE) {
+ if (action == CLOCKWISE) {
/*
* Left-clicking cycles blank -> \ -> / -> blank.
*/
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->p.w, h = state->p.h;
char c;
}
}
- if (!ret->completed)
- ret->completed = check_completion(ret);
+ /*
+ * We never clear the `completed' flag, but we must always
+ * re-run the completion check because it also highlights
+ * errors in the grid.
+ */
+ ret->completed = check_completion(ret) || ret->completed;
return ret;
}
* Drawing routines.
*/
-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)
{
/* fool the macros */
- struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
+ struct dummy { int tilesize; } dummy, *ds = &dummy;
+ dummy.tilesize = tilesize;
*x = 2 * BORDER + params->w * TILESIZE + 1;
*y = 2 * BORDER + params->h * TILESIZE + 1;
}
-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;
}
-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);
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+ /* CURSOR colour is a background highlight. */
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1);
+
+ ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
ret[COL_INK * 3 + 1] = 0.0F;
ret[COL_INK * 3 + 2] = 0.0F;
+ ret[COL_SLANT1 * 3 + 0] = 0.0F;
+ ret[COL_SLANT1 * 3 + 1] = 0.0F;
+ ret[COL_SLANT1 * 3 + 2] = 0.0F;
+
+ ret[COL_SLANT2 * 3 + 0] = 0.0F;
+ ret[COL_SLANT2 * 3 + 1] = 0.0F;
+ ret[COL_SLANT2 * 3 + 2] = 0.0F;
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
int w = state->p.w, h = state->p.h;
int i;
ds->tilesize = 0;
ds->started = FALSE;
- ds->grid = snewn(w*h, int);
- ds->todraw = snewn(w*h, int);
- for (i = 0; i < w*h; i++)
+ ds->grid = snewn((w+2)*(h+2), long);
+ ds->todraw = snewn((w+2)*(h+2), long);
+ for (i = 0; i < (w+2)*(h+2); i++)
ds->grid[i] = ds->todraw[i] = -1;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->todraw);
sfree(ds->grid);
sfree(ds);
}
-static void draw_clue(frontend *fe, game_drawstate *ds,
- int x, int y, int v)
+static void draw_clue(drawing *dr, game_drawstate *ds,
+ int x, int y, long v, long err, int bg, int colour)
{
char p[2];
+ int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
+ int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK;
if (v < 0)
return;
- p[0] = v + '0';
+ p[0] = (char)v + '0';
p[1] = '\0';
- draw_circle(fe, COORD(x), COORD(y), CLUE_RADIUS,
- COL_BACKGROUND, COL_INK);
- draw_text(fe, COORD(x), COORD(y), FONT_VARIABLE,
- CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE,
- COL_INK, p);
+ draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
+ bg >= 0 ? bg : COL_BACKGROUND, ccol);
+ draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE,
+ CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p);
}
-static void draw_tile(frontend *fe, game_drawstate *ds, game_clues *clues,
- int x, int y, int v)
+static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues,
+ int x, int y, long v)
{
- int w = clues->w /*, h = clues->h*/, W = w+1 /*, H = h+1 */;
- int xx, yy;
+ int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */;
+ int chesscolour = (x ^ y) & 1;
+ int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
+ int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;
- clip(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
+ clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
- draw_rect(fe, COORD(x), COORD(y), TILESIZE, TILESIZE,
- (v & FLASH) ? COL_GRID : COL_BACKGROUND);
+ draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
+ (v & FLASH) ? COL_GRID :
+ (v & CURSOR) ? COL_CURSOR :
+ (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE :
+ COL_BACKGROUND);
/*
* Draw the grid lines.
*/
- draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y), COL_GRID);
- draw_line(fe, COORD(x), COORD(y+1), COORD(x+1), COORD(y+1), COL_GRID);
- draw_line(fe, COORD(x), COORD(y), COORD(x), COORD(y+1), COL_GRID);
- draw_line(fe, COORD(x+1), COORD(y), COORD(x+1), COORD(y+1), COL_GRID);
+ if (x >= 0 && x < w && y >= 0)
+ draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID);
+ if (x >= 0 && x < w && y < h)
+ draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID);
+ if (y >= 0 && y < h && x >= 0)
+ draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID);
+ if (y >= 0 && y < h && x < w)
+ draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID);
+ if (x == -1 && y == -1)
+ draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID);
+ if (x == -1 && y == h)
+ draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID);
+ if (x == w && y == -1)
+ draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID);
+ if (x == w && y == h)
+ draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
/*
* Draw the slash.
*/
if (v & BACKSLASH) {
- draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y+1), COL_INK);
- draw_line(fe, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
- COL_INK);
- draw_line(fe, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
- COL_INK);
+ int scol = (v & ERRSLASH) ? COL_ERROR : bscol;
+ draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol);
+ draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
+ scol);
+ draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
+ scol);
} else if (v & FORWSLASH) {
- draw_line(fe, COORD(x+1), COORD(y), COORD(x), COORD(y+1), COL_INK);
- draw_line(fe, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
- COL_INK);
- draw_line(fe, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
- COL_INK);
+ int scol = (v & ERRSLASH) ? COL_ERROR : fscol;
+ draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol);
+ draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
+ scol);
+ draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
+ scol);
}
/*
* Draw dots on the grid corners that appear if a slash is in a
* neighbouring cell.
*/
- if (v & L_T)
- draw_rect(fe, COORD(x), COORD(y)+1, 1, 1, COL_INK);
- if (v & L_B)
- draw_rect(fe, COORD(x), COORD(y+1)-1, 1, 1, COL_INK);
- if (v & R_T)
- draw_rect(fe, COORD(x+1), COORD(y)+1, 1, 1, COL_INK);
- if (v & R_B)
- draw_rect(fe, COORD(x+1), COORD(y+1)-1, 1, 1, COL_INK);
- if (v & T_L)
- draw_rect(fe, COORD(x)+1, COORD(y), 1, 1, COL_INK);
- if (v & T_R)
- draw_rect(fe, COORD(x+1)-1, COORD(y), 1, 1, COL_INK);
- if (v & B_L)
- draw_rect(fe, COORD(x)+1, COORD(y+1), 1, 1, COL_INK);
- if (v & B_R)
- draw_rect(fe, COORD(x+1)-1, COORD(y+1), 1, 1, COL_INK);
- if (v & C_TL)
- draw_rect(fe, COORD(x), COORD(y), 1, 1, COL_INK);
- if (v & C_TR)
- draw_rect(fe, COORD(x+1), COORD(y), 1, 1, COL_INK);
- if (v & C_BL)
- draw_rect(fe, COORD(x), COORD(y+1), 1, 1, COL_INK);
- if (v & C_BR)
- draw_rect(fe, COORD(x+1), COORD(y+1), 1, 1, COL_INK);
+ if (v & (L_T | BACKSLASH))
+ draw_rect(dr, COORD(x), COORD(y)+1, 1, 1,
+ (v & ERR_L_T ? COL_ERROR : bscol));
+ if (v & (L_B | FORWSLASH))
+ draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1,
+ (v & ERR_L_B ? COL_ERROR : fscol));
+ if (v & (T_L | BACKSLASH))
+ draw_rect(dr, COORD(x)+1, COORD(y), 1, 1,
+ (v & ERR_T_L ? COL_ERROR : bscol));
+ if (v & (T_R | FORWSLASH))
+ draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1,
+ (v & ERR_T_R ? COL_ERROR : fscol));
+ if (v & (C_TL | BACKSLASH))
+ draw_rect(dr, COORD(x), COORD(y), 1, 1,
+ (v & ERR_C_TL ? COL_ERROR : bscol));
/*
* And finally the clues at the corners.
*/
- for (xx = x; xx <= x+1; xx++)
- for (yy = y; yy <= y+1; yy++)
- draw_clue(fe, ds, xx, yy, clues->clues[yy*W+xx]);
-
- unclip(fe);
- draw_update(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
+ if (x >= 0 && y >= 0)
+ draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1);
+ if (x < w && y >= 0)
+ draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1);
+ if (x >= 0 && y < h)
+ draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1);
+ if (x < w && y < h)
+ draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR,
+ -1, -1);
+
+ unclip(dr);
+ draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
}
-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 w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y;
if (!ds->started) {
int ww, wh;
game_compute_size(&state->p, TILESIZE, &ww, &wh);
- draw_rect(fe, 0, 0, ww, wh, COL_BACKGROUND);
- draw_update(fe, 0, 0, ww, wh);
-
- /*
- * Draw any clues on the very edges (since normal tile
- * redraw won't draw the bits outside the grid boundary).
- */
- for (y = 0; y < H; y++) {
- draw_clue(fe, ds, 0, y, state->clues->clues[y*W+0]);
- draw_clue(fe, ds, w, y, state->clues->clues[y*W+w]);
- }
- for (x = 0; x < W; x++) {
- draw_clue(fe, ds, x, 0, state->clues->clues[0*W+x]);
- draw_clue(fe, ds, x, h, state->clues->clues[h*W+x]);
- }
-
+ draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
+ draw_update(dr, 0, 0, ww, wh);
ds->started = TRUE;
}
* We need to do this because a slash in one square affects the
* drawing of the next one along.
*/
- for (y = 0; y < h; y++)
- for (x = 0; x < w; x++)
- ds->todraw[y*w+x] = flashing ? FLASH : 0;
+ for (y = -1; y <= h; y++)
+ for (x = -1; x <= w; x++) {
+ if (x >= 0 && x < w && y >= 0 && y < h)
+ ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0;
+ else
+ ds->todraw[(y+1)*(w+2)+(x+1)] = 0;
+ }
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
+ int err = state->errors[y*W+x] & ERR_SQUARE;
+
if (state->soln[y*w+x] < 0) {
- ds->todraw[y*w+x] |= BACKSLASH;
- if (x > 0)
- ds->todraw[y*w+(x-1)] |= R_T | C_TR;
- if (x+1 < w)
- ds->todraw[y*w+(x+1)] |= L_B | C_BL;
- if (y > 0)
- ds->todraw[(y-1)*w+x] |= B_L | C_BL;
- if (y+1 < h)
- ds->todraw[(y+1)*w+x] |= T_R | C_TR;
- if (x > 0 && y > 0)
- ds->todraw[(y-1)*w+(x-1)] |= C_BR;
- if (x+1 < w && y+1 < h)
- ds->todraw[(y+1)*w+(x+1)] |= C_TL;
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B;
+ ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL;
+ if (err) {
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
+ ERR_T_L | ERR_L_T | ERR_C_TL;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B;
+ ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL;
+ }
} else if (state->soln[y*w+x] > 0) {
- ds->todraw[y*w+x] |= FORWSLASH;
- if (x > 0)
- ds->todraw[y*w+(x-1)] |= R_B | C_BR;
- if (x+1 < w)
- ds->todraw[y*w+(x+1)] |= L_T | C_TL;
- if (y > 0)
- ds->todraw[(y-1)*w+x] |= B_R | C_BR;
- if (y+1 < h)
- ds->todraw[(y+1)*w+x] |= T_L | C_TL;
- if (x > 0 && y+1 < h)
- ds->todraw[(y+1)*w+(x-1)] |= C_TR;
- if (x+1 < w && y > 0)
- ds->todraw[(y-1)*w+(x+1)] |= C_BL;
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL;
+ if (err) {
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
+ ERR_L_B | ERR_T_R;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
+ }
}
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= CURSOR;
}
}
+ for (y = 0; y < H; y++)
+ for (x = 0; x < W; x++)
+ if (state->errors[y*W+x] & ERR_VERTEX) {
+ ds->todraw[y*(w+2)+x] |= ERR_BR;
+ ds->todraw[y*(w+2)+(x+1)] |= ERR_BL;
+ ds->todraw[(y+1)*(w+2)+x] |= ERR_TR;
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL;
+ }
+
/*
* Now go through and draw the grid squares.
*/
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
- if (ds->todraw[y*w+x] != ds->grid[y*w+x]) {
- draw_tile(fe, ds, state->clues, x, y, ds->todraw[y*w+x]);
- ds->grid[y*w+x] = ds->todraw[y*w+x];
+ for (y = -1; y <= h; y++) {
+ for (x = -1; x <= w; x++) {
+ if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) {
+ draw_tile(dr, ds, state->clues, x, y,
+ ds->todraw[(y+1)*(w+2)+(x+1)]);
+ ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)];
}
}
}
}
-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->p.w, h = state->p.h, W = w+1;
+ 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, TILESIZE / 16);
+ draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink);
+
+ /*
+ * Grid.
+ */
+ print_line_width(dr, TILESIZE / 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);
+
+ /*
+ * Solution.
+ */
+ print_line_width(dr, TILESIZE / 12);
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (state->soln[y*w+x]) {
+ int ly, ry;
+ /*
+ * To prevent nasty line-ending artefacts at
+ * corners, I'll do something slightly cunning
+ * here.
+ */
+ clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
+ if (state->soln[y*w+x] < 0)
+ ly = y-1, ry = y+2;
+ else
+ ry = y-1, ly = y+2;
+ draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry),
+ ink);
+ unclip(dr);
+ }
+
+ /*
+ * Clues.
+ */
+ print_line_width(dr, TILESIZE / 24);
+ for (y = 0; y <= h; y++)
+ for (x = 0; x <= w; x++)
+ draw_clue(dr, ds, x, y, state->clues->clues[y*W+x],
+ FALSE, paper, ink);
+}
+
#ifdef COMBINED
#define thegame slant
#endif
const struct game thegame = {
- "Slant", "games.slant",
+ "Slant", "games.slant", "slant",
default_params,
game_fetch_preset,
decode_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
+
+#include <stdarg.h>
+
+int main(int argc, char **argv)
+{
+ game_params *p;
+ game_state *s;
+ char *id = NULL, *desc, *err;
+ int grade = FALSE;
+ int ret, diff, really_verbose = FALSE;
+ struct solver_scratch *sc;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (!strcmp(p, "-v")) {
+ really_verbose = TRUE;
+ } else if (!strcmp(p, "-g")) {
+ grade = TRUE;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
+ return 1;
+ }
+
+ desc = strchr(id, ':');
+ if (!desc) {
+ fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+ return 1;
+ }
+ *desc++ = '\0';
+
+ p = default_params();
+ decode_params(p, id);
+ err = validate_desc(p, desc);
+ if (err) {
+ fprintf(stderr, "%s: %s\n", argv[0], err);
+ return 1;
+ }
+ s = new_game(NULL, p, desc);
+
+ sc = new_scratch(p->w, p->h);
+
+ /*
+ * When solving an Easy puzzle, we don't want to bother the
+ * user with Hard-level deductions. For this reason, we grade
+ * the puzzle internally before doing anything else.
+ */
+ ret = -1; /* placate optimiser */
+ for (diff = 0; diff < DIFFCOUNT; diff++) {
+ ret = slant_solve(p->w, p->h, s->clues->clues,
+ s->soln, sc, diff);
+ if (ret < 2)
+ break;
+ }
+
+ if (diff == DIFFCOUNT) {
+ if (grade)
+ printf("Difficulty rating: harder than Hard, or ambiguous\n");
+ else
+ printf("Unable to find a unique solution\n");
+ } else {
+ if (grade) {
+ if (ret == 0)
+ printf("Difficulty rating: impossible (no solution exists)\n");
+ else if (ret == 1)
+ printf("Difficulty rating: %s\n", slant_diffnames[diff]);
+ } else {
+ verbose = really_verbose;
+ ret = slant_solve(p->w, p->h, s->clues->clues,
+ s->soln, sc, diff);
+ if (ret == 0)
+ printf("Puzzle is inconsistent\n");
+ else
+ fputs(game_text_format(s), stdout);
+ }
+ }
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */