2 * loopy.c: An implementation of the Nikoli game 'Loop the loop'.
5 * vim: set shiftwidth=4 :set textwidth=80:
11 * - setting very high recursion depth seems to cause memory
12 * munching: are we recursing before checking completion, by any
15 * - there's an interesting deductive technique which makes use of
16 * topology rather than just graph theory. Each _square_ in the
17 * grid is either inside or outside the loop; you can tell that
18 * two squares are on the same side of the loop if they're
19 * separated by an x (or, more generally, by a path crossing no
20 * LINE_UNKNOWNs and an even number of LINE_YESes), and on the
21 * opposite side of the loop if they're separated by a line (or
22 * an odd number of LINE_YESes and no LINE_UNKNOWNs). Oh, and
23 * any square separated from the outside of the grid by a
24 * LINE_YES or a LINE_NO is on the inside or outside
25 * respectively. So if you can track this for all squares, you
26 * can occasionally spot that two squares are separated by a
27 * LINE_UNKNOWN but their relative insideness is known, and
28 * therefore deduce the state of the edge between them.
29 * + An efficient way to track this would be by augmenting the
30 * disjoint set forest data structure. Each element, along
31 * with a pointer to a parent member of its equivalence
32 * class, would also carry a one-bit field indicating whether
33 * it was equal or opposite to its parent. Then you could
34 * keep flipping a bit as you ascended the tree during
35 * dsf_canonify(), and hence you'd be able to return the
36 * relationship of the input value to its ultimate parent
37 * (and also you could then get all those bits right when you
38 * went back up the tree rewriting). So you'd be able to
39 * query whether any two elements were known-equal,
40 * known-opposite, or not-known, and you could add new
41 * equalities or oppositenesses to increase your knowledge.
42 * (Of course the algorithm would have to fail an assertion
43 * if you tried to tell it two things it already knew to be
44 * opposite were equal, or vice versa!)
57 #define PREFERRED_TILE_SIZE 32
58 #define TILE_SIZE (ds->tilesize)
59 #define LINEWIDTH TILE_SIZE / 16
60 #define BORDER (TILE_SIZE / 2)
62 #define FLASH_TIME 0.4F
64 #define HL_COUNT(state) ((state)->w * ((state)->h + 1))
65 #define VL_COUNT(state) (((state)->w + 1) * (state)->h)
66 #define DOT_COUNT(state) (((state)->w + 1) * ((state)->h + 1))
67 #define SQUARE_COUNT(state) ((state)->w * (state)->h)
69 #define ABOVE_SQUARE(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
70 #define BELOW_SQUARE(state, i, j) ABOVE_SQUARE(state, i, (j)+1)
72 #define LEFTOF_SQUARE(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
73 #define RIGHTOF_SQUARE(state, i, j) LEFTOF_SQUARE(state, (i)+1, j)
75 #define LEGAL_DOT(state, i, j) ((i) >= 0 && (j) >= 0 && \
76 (i) <= (state)->w && (j) <= (state)->h)
79 * These macros return rvalues only, but can cope with being passed
80 * out-of-range coordinates.
82 #define ABOVE_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j <= 0) ? \
83 LINE_NO : LV_ABOVE_DOT(state, i, j))
84 #define BELOW_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || j >= (state)->h) ? \
85 LINE_NO : LV_BELOW_DOT(state, i, j))
87 #define LEFTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i <= 0) ? \
88 LINE_NO : LV_LEFTOF_DOT(state, i, j))
89 #define RIGHTOF_DOT(state, i, j) ((!LEGAL_DOT(state, i, j) || i >= (state)->w)?\
90 LINE_NO : LV_RIGHTOF_DOT(state, i, j))
93 * These macros expect to be passed valid coordinates, and return
96 #define LV_BELOW_DOT(state, i, j) ((state)->vl[(i) + ((state)->w + 1) * (j)])
97 #define LV_ABOVE_DOT(state, i, j) LV_BELOW_DOT(state, i, (j)-1)
99 #define LV_RIGHTOF_DOT(state, i, j) ((state)->hl[(i) + (state)->w * (j)])
100 #define LV_LEFTOF_DOT(state, i, j) LV_RIGHTOF_DOT(state, (i)-1, j)
102 #define CLUE_AT(state, i, j) ((i < 0 || i >= (state)->w || \
103 j < 0 || j >= (state)->h) ? \
104 ' ' : LV_CLUE_AT(state, i, j))
106 #define LV_CLUE_AT(state, i, j) ((state)->clues[(i) + (state)->w * (j)])
108 #define OPP(dir) (dir == LINE_UNKNOWN ? LINE_UNKNOWN : \
109 dir == LINE_YES ? LINE_NO : LINE_YES)
111 static char *game_text_format(game_state *state);
120 enum line_state { LINE_UNKNOWN, LINE_YES, LINE_NO };
122 enum direction { UP, DOWN, LEFT, RIGHT };
131 /* Put ' ' in a square that doesn't get a clue */
134 /* Arrays of line states, stored left-to-right, top-to-bottom */
143 static game_state *dup_game(game_state *state)
145 game_state *ret = snew(game_state);
149 ret->solved = state->solved;
150 ret->cheated = state->cheated;
152 ret->clues = snewn(SQUARE_COUNT(state), char);
153 memcpy(ret->clues, state->clues, SQUARE_COUNT(state));
155 ret->hl = snewn(HL_COUNT(state), char);
156 memcpy(ret->hl, state->hl, HL_COUNT(state));
158 ret->vl = snewn(VL_COUNT(state), char);
159 memcpy(ret->vl, state->vl, VL_COUNT(state));
161 ret->recursion_depth = state->recursion_depth;
166 static void free_game(game_state *state)
177 SOLVER_SOLVED, /* This is the only solution the solver could find */
178 SOLVER_MISTAKE, /* This is definitely not a solution */
179 SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
180 SOLVER_INCOMPLETE /* This may be a partial solution */
183 typedef struct solver_state {
185 /* XXX dot_atleastone[i,j, dline] is equivalent to */
186 /* dot_atmostone[i,j,OPP_DLINE(dline)] */
187 char *dot_atleastone;
189 /* char *dline_identical; */
190 int recursion_remaining;
191 enum solver_status solver_status;
192 int *dotdsf, *looplen;
195 static solver_state *new_solver_state(game_state *state) {
196 solver_state *ret = snew(solver_state);
199 ret->state = dup_game(state);
201 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
202 memset(ret->dot_atmostone, 0, DOT_COUNT(state));
203 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
204 memset(ret->dot_atleastone, 0, DOT_COUNT(state));
207 dline_identical = snewn(DOT_COUNT(state), char);
208 memset(dline_identical, 0, DOT_COUNT(state));
211 ret->recursion_remaining = state->recursion_depth;
212 ret->solver_status = SOLVER_INCOMPLETE; /* XXX This may be a lie */
214 ret->dotdsf = snewn(DOT_COUNT(state), int);
215 ret->looplen = snewn(DOT_COUNT(state), int);
216 for (i = 0; i < DOT_COUNT(state); i++) {
224 static void free_solver_state(solver_state *sstate) {
226 free_game(sstate->state);
227 sfree(sstate->dot_atleastone);
228 sfree(sstate->dot_atmostone);
229 /* sfree(sstate->dline_identical); */
233 static solver_state *dup_solver_state(solver_state *sstate) {
234 game_state *state = dup_game(sstate->state);
236 solver_state *ret = snew(solver_state);
238 ret->state = dup_game(state);
240 ret->dot_atmostone = snewn(DOT_COUNT(state), char);
241 memcpy(ret->dot_atmostone, sstate->dot_atmostone, DOT_COUNT(state));
243 ret->dot_atleastone = snewn(DOT_COUNT(state), char);
244 memcpy(ret->dot_atleastone, sstate->dot_atleastone, DOT_COUNT(state));
247 ret->dline_identical = snewn((state->w + 1) * (state->h + 1), char);
248 memcpy(ret->dline_identical, state->dot_atmostone,
249 (state->w + 1) * (state->h + 1));
252 ret->recursion_remaining = sstate->recursion_remaining;
253 ret->solver_status = sstate->solver_status;
255 ret->dotdsf = snewn(DOT_COUNT(state), int);
256 ret->looplen = snewn(DOT_COUNT(state), int);
257 memcpy(ret->dotdsf, sstate->dotdsf, DOT_COUNT(state) * sizeof(int));
258 memcpy(ret->looplen, sstate->looplen, DOT_COUNT(state) * sizeof(int));
264 * Merge two dots due to the existence of an edge between them.
265 * Updates the dsf tracking equivalence classes, and keeps track of
266 * the length of path each dot is currently a part of.
268 static void merge_dots(solver_state *sstate, int x1, int y1, int x2, int y2)
272 i = y1 * (sstate->state->w + 1) + x1;
273 j = y2 * (sstate->state->w + 1) + x2;
275 i = dsf_canonify(sstate->dotdsf, i);
276 j = dsf_canonify(sstate->dotdsf, j);
279 len = sstate->looplen[i] + sstate->looplen[j];
280 dsf_merge(sstate->dotdsf, i, j);
281 i = dsf_canonify(sstate->dotdsf, i);
282 sstate->looplen[i] = len;
286 /* Count the number of lines of a particular type currently going into the
287 * given dot. Lines going off the edge of the board are assumed fixed no. */
288 static int dot_order(const game_state* state, int i, int j, char line_type)
293 if (LEFTOF_DOT(state, i, j) == line_type)
296 if (line_type == LINE_NO)
300 if (RIGHTOF_DOT(state, i, j) == line_type)
303 if (line_type == LINE_NO)
307 if (ABOVE_DOT(state, i, j) == line_type)
310 if (line_type == LINE_NO)
314 if (BELOW_DOT(state, i, j) == line_type)
317 if (line_type == LINE_NO)
323 /* Count the number of lines of a particular type currently surrounding the
325 static int square_order(const game_state* state, int i, int j, char line_type)
329 if (ABOVE_SQUARE(state, i, j) == line_type)
331 if (BELOW_SQUARE(state, i, j) == line_type)
333 if (LEFTOF_SQUARE(state, i, j) == line_type)
335 if (RIGHTOF_SQUARE(state, i, j) == line_type)
341 /* Set all lines bordering a dot of type old_type to type new_type */
342 static void dot_setall(game_state *state, int i, int j,
343 char old_type, char new_type)
345 /* printf("dot_setall([%d,%d], %d, %d)\n", i, j, old_type, new_type); */
346 if (i > 0 && LEFTOF_DOT(state, i, j) == old_type)
347 LV_LEFTOF_DOT(state, i, j) = new_type;
348 if (i < state->w && RIGHTOF_DOT(state, i, j) == old_type)
349 LV_RIGHTOF_DOT(state, i, j) = new_type;
350 if (j > 0 && ABOVE_DOT(state, i, j) == old_type)
351 LV_ABOVE_DOT(state, i, j) = new_type;
352 if (j < state->h && BELOW_DOT(state, i, j) == old_type)
353 LV_BELOW_DOT(state, i, j) = new_type;
355 /* Set all lines bordering a square of type old_type to type new_type */
356 static void square_setall(game_state *state, int i, int j,
357 char old_type, char new_type)
359 if (ABOVE_SQUARE(state, i, j) == old_type)
360 ABOVE_SQUARE(state, i, j) = new_type;
361 if (BELOW_SQUARE(state, i, j) == old_type)
362 BELOW_SQUARE(state, i, j) = new_type;
363 if (LEFTOF_SQUARE(state, i, j) == old_type)
364 LEFTOF_SQUARE(state, i, j) = new_type;
365 if (RIGHTOF_SQUARE(state, i, j) == old_type)
366 RIGHTOF_SQUARE(state, i, j) = new_type;
369 static game_params *default_params(void)
371 game_params *ret = snew(game_params);
380 static game_params *dup_params(game_params *params)
382 game_params *ret = snew(game_params);
383 *ret = *params; /* structure copy */
387 static const struct {
390 } loopy_presets[] = {
391 { "4x4 Easy", { 4, 4, 0 } },
392 { "4x4 Hard", { 4, 4, 2 } },
393 { "7x7 Easy", { 7, 7, 0 } },
394 { "7x7 Hard", { 7, 7, 0 } },
395 { "10x10 Easy", { 10, 10, 0 } },
396 { "10x10 Hard", { 10, 10, 2 } },
397 { "15x15 Easy", { 15, 15, 0 } },
398 { "20x30 Easy", { 20, 30, 0 } }
401 static int game_fetch_preset(int i, char **name, game_params **params)
405 if (i < 0 || i >= lenof(loopy_presets))
408 tmppar = loopy_presets[i].params;
409 *params = dup_params(&tmppar);
410 *name = dupstr(loopy_presets[i].desc);
415 static void free_params(game_params *params)
420 static void decode_params(game_params *params, char const *string)
422 params->h = params->w = atoi(string);
424 while (*string && isdigit((unsigned char)*string)) string++;
425 if (*string == 'x') {
427 params->h = atoi(string);
428 while (*string && isdigit((unsigned char)*string)) string++;
430 if (*string == 'r') {
432 params->rec = atoi(string);
433 while (*string && isdigit((unsigned char)*string)) string++;
437 static char *encode_params(game_params *params, int full)
440 sprintf(str, "%dx%d", params->w, params->h);
442 sprintf(str + strlen(str), "r%d", params->rec);
446 static config_item *game_configure(game_params *params)
451 ret = snewn(4, config_item);
453 ret[0].name = "Width";
454 ret[0].type = C_STRING;
455 sprintf(buf, "%d", params->w);
456 ret[0].sval = dupstr(buf);
459 ret[1].name = "Height";
460 ret[1].type = C_STRING;
461 sprintf(buf, "%d", params->h);
462 ret[1].sval = dupstr(buf);
465 ret[2].name = "Recursion depth";
466 ret[2].type = C_STRING;
467 sprintf(buf, "%d", params->rec);
468 ret[2].sval = dupstr(buf);
479 static game_params *custom_params(config_item *cfg)
481 game_params *ret = snew(game_params);
483 ret->w = atoi(cfg[0].sval);
484 ret->h = atoi(cfg[1].sval);
485 ret->rec = atoi(cfg[2].sval);
490 static char *validate_params(game_params *params, int full)
492 if (params->w < 4 || params->h < 4)
493 return "Width and height must both be at least 4";
495 return "Recursion depth can't be negative";
499 /* We're going to store a list of current candidate squares for lighting.
500 * Each square gets a 'score', which tells us how adding that square right
501 * now would affect the length of the solution loop. We're trying to
502 * maximise that quantity so will bias our random selection of squares to
503 * light towards those with high scores */
510 static int get_square_cmpfn(void *v1, void *v2)
512 struct square *s1 = (struct square *)v1;
513 struct square *s2 = (struct square *)v2;
527 static int square_sort_cmpfn(void *v1, void *v2)
529 struct square *s1 = (struct square *)v1;
530 struct square *s2 = (struct square *)v2;
533 r = s2->score - s1->score;
538 r = s1->random - s2->random;
544 * It's _just_ possible that two squares might have been given
545 * the same random value. In that situation, fall back to
546 * comparing based on the coordinates. This introduces a tiny
547 * directional bias, but not a significant one.
549 return get_square_cmpfn(v1, v2);
552 static void print_tree(tree234 *tree)
557 printf("Print tree:\n");
558 while (i < count234(tree)) {
559 s = (struct square *)index234(tree, i);
561 printf(" [%d,%d], %d, %d\n", s->x, s->y, s->score, s->random);
567 enum { SQUARE_LIT, SQUARE_UNLIT };
569 #define SQUARE_STATE(i, j) \
570 (((i) < 0 || (i) >= params->w || \
571 (j) < 0 || (j) >= params->h) ? \
572 SQUARE_UNLIT : LV_SQUARE_STATE(i,j))
574 #define LV_SQUARE_STATE(i, j) board[(i) + params->w * (j)]
576 static void print_board(const game_params *params, const char *board)
582 for (i = 0; i < params->w; i++) {
586 for (j = 0; j < params->h; j++) {
588 for (i = 0; i < params->w; i++) {
589 printf("%c", SQUARE_STATE(i, j) ? ' ' : 'O');
596 static char *new_fullyclued_board(game_params *params, random_state *rs)
602 game_state *state = &s;
603 int board_area = SQUARE_COUNT(params);
606 struct square *square, *tmpsquare, *sq;
607 struct square square_pos;
609 /* These will contain exactly the same information, sorted into different
611 tree234 *lightable_squares_sorted, *lightable_squares_gettable;
613 #define SQUARE_REACHABLE(i,j) \
614 (t = (SQUARE_STATE(i-1, j) == SQUARE_LIT || \
615 SQUARE_STATE(i+1, j) == SQUARE_LIT || \
616 SQUARE_STATE(i, j-1) == SQUARE_LIT || \
617 SQUARE_STATE(i, j+1) == SQUARE_LIT), \
618 /* printf("SQUARE_REACHABLE(%d,%d) = %d\n", i, j, t), */ \
622 /* One situation in which we may not light a square is if that'll leave one
623 * square above/below and one left/right of us unlit, separated by a lit
624 * square diagnonal from us */
625 #define SQUARE_DIAGONAL_VIOLATION(i, j, h, v) \
626 (t = (SQUARE_STATE((i)+(h), (j)) == SQUARE_UNLIT && \
627 SQUARE_STATE((i), (j)+(v)) == SQUARE_UNLIT && \
628 SQUARE_STATE((i)+(h), (j)+(v)) == SQUARE_LIT), \
629 /* t ? printf("SQUARE_DIAGONAL_VIOLATION(%d, %d, %d, %d)\n",
633 /* We also may not light a square if it will form a loop of lit squares
634 * around some unlit squares, as then the game soln won't have a single
636 #define SQUARE_LOOP_VIOLATION(i, j, lit1, lit2) \
637 (SQUARE_STATE((i)+1, (j)) == lit1 && \
638 SQUARE_STATE((i)-1, (j)) == lit1 && \
639 SQUARE_STATE((i), (j)+1) == lit2 && \
640 SQUARE_STATE((i), (j)-1) == lit2)
642 #define CAN_LIGHT_SQUARE(i, j) \
643 (SQUARE_REACHABLE(i, j) && \
644 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, -1) && \
645 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, -1) && \
646 !SQUARE_DIAGONAL_VIOLATION(i, j, -1, +1) && \
647 !SQUARE_DIAGONAL_VIOLATION(i, j, +1, +1) && \
648 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_LIT, SQUARE_UNLIT) && \
649 !SQUARE_LOOP_VIOLATION(i, j, SQUARE_UNLIT, SQUARE_LIT))
651 #define IS_LIGHTING_CANDIDATE(i, j) \
652 (SQUARE_STATE(i, j) == SQUARE_UNLIT && \
653 CAN_LIGHT_SQUARE(i,j))
655 /* The 'score' of a square reflects its current desirability for selection
656 * as the next square to light. We want to encourage moving into uncharted
657 * areas so we give scores according to how many of the square's neighbours
658 * are currently unlit. */
665 #define SQUARE_SCORE(i,j) \
666 (2*((SQUARE_STATE(i-1, j) == SQUARE_UNLIT) + \
667 (SQUARE_STATE(i+1, j) == SQUARE_UNLIT) + \
668 (SQUARE_STATE(i, j-1) == SQUARE_UNLIT) + \
669 (SQUARE_STATE(i, j+1) == SQUARE_UNLIT)) - 4)
671 /* When a square gets lit, this defines how far away from that square we
672 * need to go recomputing scores */
673 #define SCORE_DISTANCE 1
675 board = snewn(board_area, char);
676 clues = snewn(board_area, char);
678 state->h = params->h;
679 state->w = params->w;
680 state->clues = clues;
683 memset(board, SQUARE_UNLIT, board_area);
685 /* Seed the board with a single lit square near the middle */
688 if (params->w & 1 && random_bits(rs, 1))
690 if (params->h & 1 && random_bits(rs, 1))
693 LV_SQUARE_STATE(i, j) = SQUARE_LIT;
695 /* We need a way of favouring squares that will increase our loopiness.
696 * We do this by maintaining a list of all candidate squares sorted by
697 * their score and choose randomly from that with appropriate skew.
698 * In order to avoid consistently biasing towards particular squares, we
699 * need the sort order _within_ each group of scores to be completely
700 * random. But it would be abusing the hospitality of the tree234 data
701 * structure if our comparison function were nondeterministic :-). So with
702 * each square we associate a random number that does not change during a
703 * particular run of the generator, and use that as a secondary sort key.
704 * Yes, this means we will be biased towards particular random squares in
705 * any one run but that doesn't actually matter. */
707 lightable_squares_sorted = newtree234(square_sort_cmpfn);
708 lightable_squares_gettable = newtree234(get_square_cmpfn);
709 #define ADD_SQUARE(s) \
711 /* printf("ADD SQUARE: [%d,%d], %d, %d\n",
712 s->x, s->y, s->score, s->random);*/ \
713 sq = add234(lightable_squares_sorted, s); \
715 sq = add234(lightable_squares_gettable, s); \
719 #define REMOVE_SQUARE(s) \
721 /* printf("DELETE SQUARE: [%d,%d], %d, %d\n",
722 s->x, s->y, s->score, s->random);*/ \
723 sq = del234(lightable_squares_sorted, s); \
725 sq = del234(lightable_squares_gettable, s); \
729 #define HANDLE_DIR(a, b) \
730 square = snew(struct square); \
731 square->x = (i)+(a); \
732 square->y = (j)+(b); \
734 square->random = random_bits(rs, 31); \
742 /* Light squares one at a time until the board is interesting enough */
745 /* We have count234(lightable_squares) possibilities, and in
746 * lightable_squares_sorted they are sorted with the most desirable
748 c = count234(lightable_squares_sorted);
751 assert(c == count234(lightable_squares_gettable));
753 /* Check that the best square available is any good */
754 square = (struct square *)index234(lightable_squares_sorted, 0);
757 if (square->score <= 0)
760 print_tree(lightable_squares_sorted);
761 assert(square->score == SQUARE_SCORE(square->x, square->y));
762 assert(SQUARE_STATE(square->x, square->y) == SQUARE_UNLIT);
763 assert(square->x >= 0 && square->x < params->w);
764 assert(square->y >= 0 && square->y < params->h);
765 /* printf("LIGHT SQUARE: [%d,%d], score = %d\n", square->x, square->y, square->score); */
767 /* Update data structures */
768 LV_SQUARE_STATE(square->x, square->y) = SQUARE_LIT;
769 REMOVE_SQUARE(square);
771 print_board(params, board);
773 /* We might have changed the score of any squares up to 2 units away in
775 for (b = -SCORE_DISTANCE; b <= SCORE_DISTANCE; b++) {
776 for (a = -SCORE_DISTANCE; a <= SCORE_DISTANCE; a++) {
779 square_pos.x = square->x + a;
780 square_pos.y = square->y + b;
781 /* printf("Refreshing score for [%d,%d]:\n", square_pos.x, square_pos.y); */
782 if (square_pos.x < 0 || square_pos.x >= params->w ||
783 square_pos.y < 0 || square_pos.y >= params->h) {
784 /* printf(" Out of bounds\n"); */
787 tmpsquare = find234(lightable_squares_gettable, &square_pos,
790 /* printf(" Removing\n"); */
791 assert(tmpsquare->x == square_pos.x);
792 assert(tmpsquare->y == square_pos.y);
793 assert(SQUARE_STATE(tmpsquare->x, tmpsquare->y) ==
795 REMOVE_SQUARE(tmpsquare);
797 /* printf(" Creating\n"); */
798 tmpsquare = snew(struct square);
799 tmpsquare->x = square_pos.x;
800 tmpsquare->y = square_pos.y;
801 tmpsquare->random = random_bits(rs, 31);
803 tmpsquare->score = SQUARE_SCORE(tmpsquare->x, tmpsquare->y);
805 if (IS_LIGHTING_CANDIDATE(tmpsquare->x, tmpsquare->y)) {
806 /* printf(" Adding\n"); */
807 ADD_SQUARE(tmpsquare);
809 /* printf(" Destroying\n"); */
814 /* printf("\n\n"); */
817 while ((square = delpos234(lightable_squares_gettable, 0)) != NULL)
819 freetree234(lightable_squares_gettable);
820 freetree234(lightable_squares_sorted);
822 /* Copy out all the clues */
823 for (j = 0; j < params->h; ++j) {
824 for (i = 0; i < params->w; ++i) {
825 c = SQUARE_STATE(i, j);
826 LV_CLUE_AT(state, i, j) = '0';
827 if (SQUARE_STATE(i-1, j) != c) ++LV_CLUE_AT(state, i, j);
828 if (SQUARE_STATE(i+1, j) != c) ++LV_CLUE_AT(state, i, j);
829 if (SQUARE_STATE(i, j-1) != c) ++LV_CLUE_AT(state, i, j);
830 if (SQUARE_STATE(i, j+1) != c) ++LV_CLUE_AT(state, i, j);
838 static solver_state *solve_game_rec(const solver_state *sstate);
840 static int game_has_unique_soln(const game_state *state)
843 solver_state *sstate_new;
844 solver_state *sstate = new_solver_state((game_state *)state);
846 sstate_new = solve_game_rec(sstate);
848 ret = (sstate_new->solver_status == SOLVER_SOLVED);
850 free_solver_state(sstate_new);
851 free_solver_state(sstate);
856 /* Remove clues one at a time at random. */
857 static game_state *remove_clues(game_state *state, random_state *rs)
859 int *square_list, squares;
860 game_state *ret = dup_game(state), *saved_ret;
863 /* We need to remove some clues. We'll do this by forming a list of all
864 * available equivalence classes, shuffling it, then going along one at a
865 * time clearing every member of each equivalence class, where removing a
866 * class doesn't render the board unsolvable. */
867 squares = state->w * state->h;
868 square_list = snewn(squares, int);
869 for (n = 0; n < squares; ++n) {
873 shuffle(square_list, squares, sizeof(int), rs);
875 for (n = 0; n < squares; ++n) {
876 saved_ret = dup_game(ret);
877 LV_CLUE_AT(ret, square_list[n] % state->w,
878 square_list[n] / state->w) = ' ';
879 if (game_has_unique_soln(ret)) {
880 free_game(saved_ret);
890 static char *validate_desc(game_params *params, char *desc);
892 static char *new_game_desc(game_params *params, random_state *rs,
893 char **aux, int interactive)
895 /* solution and description both use run-length encoding in obvious ways */
897 char *description = snewn(SQUARE_COUNT(params) + 1, char);
898 char *dp = description;
901 game_state *state = snew(game_state), *state_new;
903 state->h = params->h;
904 state->w = params->w;
906 state->hl = snewn(HL_COUNT(params), char);
907 state->vl = snewn(VL_COUNT(params), char);
908 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
909 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
911 state->solved = state->cheated = FALSE;
912 state->recursion_depth = params->rec;
914 /* Get a new random solvable board with all its clues filled in. Yes, this
915 * can loop for ever if the params are suitably unfavourable, but
916 * preventing games smaller than 4x4 seems to stop this happening */
918 state->clues = new_fullyclued_board(params, rs);
919 } while (!game_has_unique_soln(state));
921 state_new = remove_clues(state, rs);
926 for (j = 0; j < params->h; ++j) {
927 for (i = 0; i < params->w; ++i) {
928 if (CLUE_AT(state, i, j) == ' ') {
929 if (empty_count > 25) {
930 dp += sprintf(dp, "%c", empty_count + 'a' - 1);
936 dp += sprintf(dp, "%c", empty_count + 'a' - 1);
939 dp += sprintf(dp, "%c", CLUE_AT(state, i, j));
944 dp += sprintf(dp, "%c", empty_count + 'a' - 1);
947 retval = dupstr(description);
950 assert(!validate_desc(params, retval));
955 /* We require that the params pass the test in validate_params and that the
956 * description fills the entire game area */
957 static char *validate_desc(game_params *params, char *desc)
961 for (; *desc; ++desc) {
962 if (*desc >= '0' && *desc <= '9') {
967 count += *desc - 'a' + 1;
970 return "Unknown character in description";
973 if (count < SQUARE_COUNT(params))
974 return "Description too short for board size";
975 if (count > SQUARE_COUNT(params))
976 return "Description too long for board size";
981 static game_state *new_game(midend *me, game_params *params, char *desc)
984 game_state *state = snew(game_state);
985 int empties_to_make = 0;
987 const char *dp = desc;
989 state->recursion_depth = params->rec;
991 state->h = params->h;
992 state->w = params->w;
994 state->clues = snewn(SQUARE_COUNT(params), char);
995 state->hl = snewn(HL_COUNT(params), char);
996 state->vl = snewn(VL_COUNT(params), char);
998 state->solved = state->cheated = FALSE;
1000 for (j = 0 ; j < params->h; ++j) {
1001 for (i = 0 ; i < params->w; ++i) {
1002 if (empties_to_make) {
1004 LV_CLUE_AT(state, i, j) = ' ';
1010 if (n >=0 && n < 10) {
1011 LV_CLUE_AT(state, i, j) = *dp;
1015 LV_CLUE_AT(state, i, j) = ' ';
1016 empties_to_make = n - 1;
1022 memset(state->hl, LINE_UNKNOWN, HL_COUNT(params));
1023 memset(state->vl, LINE_UNKNOWN, VL_COUNT(params));
1028 enum { LOOP_NONE=0, LOOP_SOLN, LOOP_NOT_SOLN };
1030 /* Starting at dot [i,j] moves around 'state' removing lines until it's clear
1031 * whether or not the starting dot was on a loop. Returns boolean specifying
1032 * whether a loop was found. loop_status calls this and assumes that if state
1033 * has any lines set, this function will always remove at least one. */
1034 static int destructively_find_loop(game_state *state)
1036 int a, b, i, j, new_i, new_j, n;
1039 lp = (char *)memchr(state->hl, LINE_YES, HL_COUNT(state));
1041 /* We know we're going to return false but we have to fulfil our
1043 lp = (char *)memchr(state->vl, LINE_YES, VL_COUNT(state));
1055 assert(i + j * state->w == n); /* because I'm feeling stupid */
1056 /* Save start position */
1060 /* Delete one line from the potential loop */
1061 if (LEFTOF_DOT(state, i, j) == LINE_YES) {
1062 LV_LEFTOF_DOT(state, i, j) = LINE_NO;
1064 } else if (ABOVE_DOT(state, i, j) == LINE_YES) {
1065 LV_ABOVE_DOT(state, i, j) = LINE_NO;
1067 } else if (RIGHTOF_DOT(state, i, j) == LINE_YES) {
1068 LV_RIGHTOF_DOT(state, i, j) = LINE_NO;
1070 } else if (BELOW_DOT(state, i, j) == LINE_YES) {
1071 LV_BELOW_DOT(state, i, j) = LINE_NO;
1078 /* From the current position of [i,j] there needs to be exactly one
1082 #define HANDLE_DIR(dir_dot, x, y) \
1083 if (dir_dot(state, i, j) == LINE_YES) { \
1084 if (new_i != -1 || new_j != -1) \
1088 LV_##dir_dot(state, i, j) = LINE_NO; \
1090 HANDLE_DIR(ABOVE_DOT, 0, -1);
1091 HANDLE_DIR(BELOW_DOT, 0, +1);
1092 HANDLE_DIR(LEFTOF_DOT, -1, 0);
1093 HANDLE_DIR(RIGHTOF_DOT, +1, 0);
1095 if (new_i == -1 || new_j == -1) {
1101 } while (i != a || j != b);
1106 static int loop_status(game_state *state)
1109 game_state *tmpstate;
1110 int loop_found = FALSE, non_loop_found = FALSE, any_lines_found = FALSE;
1112 #define BAD_LOOP_FOUND \
1113 do { free_game(tmpstate); return LOOP_NOT_SOLN; } while(0)
1115 /* Repeatedly look for loops until we either run out of lines to consider
1116 * or discover for sure that the board fails on the grounds of having no
1118 tmpstate = dup_game(state);
1121 if (!memchr(tmpstate->hl, LINE_YES, HL_COUNT(tmpstate)) &&
1122 !memchr(tmpstate->vl, LINE_YES, VL_COUNT(tmpstate))) {
1125 any_lines_found = TRUE;
1129 if (destructively_find_loop(tmpstate)) {
1134 non_loop_found = TRUE;
1138 free_game(tmpstate);
1140 if (!any_lines_found)
1143 if (non_loop_found) {
1144 assert(!loop_found); /* should have dealt with this already */
1148 /* Check that every clue is satisfied */
1149 for (j = 0; j < state->h; ++j) {
1150 for (i = 0; i < state->w; ++i) {
1151 n = CLUE_AT(state, i, j);
1153 if (square_order(state, i, j, LINE_YES) != n - '0') {
1154 return LOOP_NOT_SOLN;
1163 /* Sums the lengths of the numbers in range [0,n) */
1164 /* See equivalent function in solo.c for justification of this. */
1165 int len_0_to_n(int n)
1167 int len = 1; /* Counting 0 as a bit of a special case */
1170 for (i = 1; i < n; i *= 10) {
1171 len += max(n - i, 0);
1177 static char *encode_solve_move(const game_state *state)
1181 /* This is going to return a string representing the moves needed to set
1182 * every line in a grid to be the same as the ones in 'state'. The exact
1183 * length of this string is predictable. */
1185 len = 1; /* Count the 'S' prefix */
1186 /* Numbers in horizontal lines */
1187 /* Horizontal lines, x position */
1188 len += len_0_to_n(state->w) * (state->h + 1);
1189 /* Horizontal lines, y position */
1190 len += len_0_to_n(state->h + 1) * (state->w);
1191 /* Vertical lines, y position */
1192 len += len_0_to_n(state->h) * (state->w + 1);
1193 /* Vertical lines, x position */
1194 len += len_0_to_n(state->w + 1) * (state->h);
1195 /* For each line we also have two letters and a comma */
1196 len += 3 * (HL_COUNT(state) + VL_COUNT(state));
1198 ret = snewn(len + 1, char);
1201 p += sprintf(p, "S");
1203 for (j = 0; j < state->h + 1; ++j) {
1204 for (i = 0; i < state->w; ++i) {
1205 switch (RIGHTOF_DOT(state, i, j)) {
1207 p += sprintf(p, "%d,%dhy", i, j);
1210 p += sprintf(p, "%d,%dhn", i, j);
1213 /* I'm going to forgive this because I think the results
1215 /* assert(!"Solver produced incomplete solution!"); */
1220 for (j = 0; j < state->h; ++j) {
1221 for (i = 0; i < state->w + 1; ++i) {
1222 switch (BELOW_DOT(state, i, j)) {
1224 p += sprintf(p, "%d,%dvy", i, j);
1227 p += sprintf(p, "%d,%dvn", i, j);
1230 /* I'm going to forgive this because I think the results
1232 /* assert(!"Solver produced incomplete solution!"); */
1237 /* No point in doing sums like that if they're going to be wrong */
1238 assert(strlen(ret) <= (size_t)len);
1242 /* BEGIN SOLVER IMPLEMENTATION */
1244 /* For each pair of lines through each dot we store a bit for whether
1245 * exactly one of those lines is ON, and in separate arrays we store whether
1246 * at least one is on and whether at most 1 is on. (If we know both or
1247 * neither is on that's already stored more directly.) That's six bits per
1248 * dot. Bit number n represents the lines shown in dot_type_dirs[n]. */
1259 #define OPP_DLINE(dline) (dline ^ 1)
1262 #define SQUARE_DLINES \
1263 HANDLE_DLINE(DLINE_UL, RIGHTOF_SQUARE, BELOW_SQUARE, 1, 1); \
1264 HANDLE_DLINE(DLINE_UR, LEFTOF_SQUARE, BELOW_SQUARE, 0, 1); \
1265 HANDLE_DLINE(DLINE_DL, RIGHTOF_SQUARE, ABOVE_SQUARE, 1, 0); \
1266 HANDLE_DLINE(DLINE_DR, LEFTOF_SQUARE, ABOVE_SQUARE, 0, 0);
1268 #define DOT_DLINES \
1269 HANDLE_DLINE(DLINE_VERT, ABOVE_DOT, BELOW_DOT); \
1270 HANDLE_DLINE(DLINE_HORIZ, LEFTOF_DOT, RIGHTOF_DOT); \
1271 HANDLE_DLINE(DLINE_UL, ABOVE_DOT, LEFTOF_DOT); \
1272 HANDLE_DLINE(DLINE_UR, ABOVE_DOT, RIGHTOF_DOT); \
1273 HANDLE_DLINE(DLINE_DL, BELOW_DOT, LEFTOF_DOT); \
1274 HANDLE_DLINE(DLINE_DR, BELOW_DOT, RIGHTOF_DOT);
1276 static void array_setall(char *array, char from, char to, int len)
1278 char *p = array, *p_old = p;
1279 int len_remaining = len;
1281 while ((p = memchr(p, from, len_remaining))) {
1283 len_remaining -= p - p_old;
1289 static int game_states_equal(const game_state *state1,
1290 const game_state *state2)
1292 /* This deliberately doesn't check _all_ fields, just the ones that make a
1293 * game state 'interesting' from the POV of the solver */
1294 /* XXX review this */
1295 if (state1 == state2)
1298 if (!state1 || !state2)
1301 if (state1->w != state2->w || state1->h != state2->h)
1304 if (memcmp(state1->hl, state2->hl, HL_COUNT(state1)))
1307 if (memcmp(state1->vl, state2->vl, VL_COUNT(state1)))
1313 static int solver_states_equal(const solver_state *sstate1,
1314 const solver_state *sstate2)
1323 if (!game_states_equal(sstate1->state, sstate2->state)) {
1327 /* XXX fields missing, needs review */
1328 /* XXX we're deliberately not looking at solver_state as it's only a cache */
1330 if (memcmp(sstate1->dot_atleastone, sstate2->dot_atleastone,
1331 DOT_COUNT(sstate1->state))) {
1335 if (memcmp(sstate1->dot_atmostone, sstate2->dot_atmostone,
1336 DOT_COUNT(sstate1->state))) {
1340 /* handle dline_identical here */
1345 static void dot_setall_dlines(solver_state *sstate, enum dline dl, int i, int j,
1346 enum line_state line_old, enum line_state line_new)
1348 game_state *state = sstate->state;
1350 /* First line in dline */
1355 if (j > 0 && ABOVE_DOT(state, i, j) == line_old)
1356 LV_ABOVE_DOT(state, i, j) = line_new;
1360 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1361 LV_BELOW_DOT(state, i, j) = line_new;
1364 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1365 LV_LEFTOF_DOT(state, i, j) = line_new;
1369 /* Second line in dline */
1373 if (i > 0 && LEFTOF_DOT(state, i, j) == line_old)
1374 LV_LEFTOF_DOT(state, i, j) = line_new;
1379 if (i <= (state)->w && RIGHTOF_DOT(state, i, j) == line_old)
1380 LV_RIGHTOF_DOT(state, i, j) = line_new;
1383 if (j <= (state)->h && BELOW_DOT(state, i, j) == line_old)
1384 LV_BELOW_DOT(state, i, j) = line_new;
1389 static void update_solver_status(solver_state *sstate)
1391 if (sstate->solver_status == SOLVER_INCOMPLETE) {
1392 switch (loop_status(sstate->state)) {
1394 sstate->solver_status = SOLVER_INCOMPLETE;
1397 if (sstate->solver_status != SOLVER_AMBIGUOUS)
1398 sstate->solver_status = SOLVER_SOLVED;
1401 sstate->solver_status = SOLVER_MISTAKE;
1408 /* This will return a dynamically allocated solver_state containing the (more)
1410 static solver_state *solve_game_rec(const solver_state *sstate_start)
1413 int current_yes, current_no, desired;
1414 solver_state *sstate, *sstate_saved, *sstate_tmp;
1417 solver_state *sstate_rec_solved;
1418 int recursive_soln_count;
1421 printf("solve_game_rec: recursion_remaining = %d\n",
1422 sstate_start->recursion_remaining);
1425 sstate = dup_solver_state((solver_state *)sstate_start);
1428 text = game_text_format(sstate->state);
1429 printf("%s\n", text);
1433 #define RETURN_IF_SOLVED \
1435 update_solver_status(sstate); \
1436 if (sstate->solver_status != SOLVER_INCOMPLETE) { \
1437 free_solver_state(sstate_saved); \
1442 sstate_saved = NULL;
1445 nonrecursive_solver:
1448 sstate_saved = dup_solver_state(sstate);
1450 /* First we do the 'easy' work, that might cause concrete results */
1452 /* Per-square deductions */
1453 for (j = 0; j < sstate->state->h; ++j) {
1454 for (i = 0; i < sstate->state->w; ++i) {
1455 /* Begin rules that look at the clue (if there is one) */
1456 desired = CLUE_AT(sstate->state, i, j);
1459 desired = desired - '0';
1460 current_yes = square_order(sstate->state, i, j, LINE_YES);
1461 current_no = square_order(sstate->state, i, j, LINE_NO);
1463 if (desired <= current_yes) {
1464 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1468 if (4 - desired <= current_no) {
1469 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES);
1476 /* Per-dot deductions */
1477 for (j = 0; j < sstate->state->h + 1; ++j) {
1478 for (i = 0; i < sstate->state->w + 1; ++i) {
1479 switch (dot_order(sstate->state, i, j, LINE_YES)) {
1481 if (dot_order(sstate->state, i, j, LINE_NO) == 3) {
1482 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1486 switch (dot_order(sstate->state, i, j, LINE_NO)) {
1487 #define H1(dline, dir1_dot, dir2_dot, dot_howmany) \
1488 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1489 if (dir2_dot(sstate->state, i, j) == LINE_UNKNOWN){ \
1490 sstate->dot_howmany \
1491 [i + (sstate->state->w + 1) * j] |= 1<<dline; \
1495 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1496 H1(dline, dir1_dot, dir2_dot, dot_atleastone)
1497 /* 1 yes, 1 no, so exactly one of unknowns is yes */
1502 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1503 H1(dline, dir1_dot, dir2_dot, dot_atmostone)
1504 /* 1 yes, fewer than 2 no, so at most one of
1505 * unknowns is yes */
1510 case 2: /* 1 yes, 2 no */
1511 dot_setall(sstate->state, i, j,
1512 LINE_UNKNOWN, LINE_YES);
1518 dot_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_NO);
1520 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1521 if (sstate->dot_atleastone \
1522 [i + (sstate->state->w + 1) * j] & 1<<dline) { \
1523 sstate->dot_atmostone \
1524 [i + (sstate->state->w + 1) * j] |= 1<<OPP_DLINE(dline); \
1526 /* If at least one of a dline in a dot is YES, at most one of
1527 * the opposite dline to that dot must be YES. */
1533 /* More obscure per-square operations */
1534 for (j = 0; j < sstate->state->h; ++j) {
1535 for (i = 0; i < sstate->state->w; ++i) {
1536 #define H1(dline, dir1_sq, dir2_sq, a, b, dot_howmany, line_query, line_set) \
1537 if (sstate->dot_howmany[i+a + (sstate->state->w + 1) * (j+b)] &\
1539 t = dir1_sq(sstate->state, i, j); \
1540 if (t == line_query) \
1541 dir2_sq(sstate->state, i, j) = line_set; \
1543 t = dir2_sq(sstate->state, i, j); \
1544 if (t == line_query) \
1545 dir1_sq(sstate->state, i, j) = line_set; \
1548 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1549 H1(dline, dir1_sq, dir2_sq, a, b, dot_atmostone, \
1551 /* If at most one of the DLINE is on, and one is definitely on,
1552 * set the other to definitely off */
1556 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1557 H1(dline, dir1_sq, dir2_sq, a, b, dot_atleastone, \
1559 /* If at least one of the DLINE is on, and one is definitely
1560 * off, set the other to definitely on */
1565 switch (CLUE_AT(sstate->state, i, j)) {
1568 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1569 /* At most one of any DLINE can be set */ \
1570 sstate->dot_atmostone \
1571 [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \
1572 /* This DLINE provides enough YESes to solve the clue */\
1573 if (sstate->dot_atleastone \
1574 [i+a + (sstate->state->w + 1) * (j+b)] & \
1576 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1578 LINE_UNKNOWN, LINE_NO); \
1584 #define H1(dline, dot_at1one, dot_at2one, a, b) \
1585 if (sstate->dot_at1one \
1586 [i+a + (sstate->state->w + 1) * (j+b)] & \
1588 sstate->dot_at2one \
1589 [i+(1-a) + (sstate->state->w + 1) * (j+(1-b))] |= \
1590 1<<OPP_DLINE(dline); \
1592 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1593 H1(dline, dot_atleastone, dot_atmostone, a, b); \
1594 H1(dline, dot_atmostone, dot_atleastone, a, b);
1595 /* If at least one of one DLINE is set, at most one of
1596 * the opposing one is and vice versa */
1603 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1604 /* At least one of any DLINE can be set */ \
1605 sstate->dot_atleastone \
1606 [i+a + (sstate->state->w + 1) * (j+b)] |= 1<<dline; \
1607 /* This DLINE provides enough NOs to solve the clue */ \
1608 if (sstate->dot_atmostone \
1609 [i+a + (sstate->state->w + 1) * (j+b)] & \
1611 dot_setall_dlines(sstate, OPP_DLINE(dline), \
1613 LINE_UNKNOWN, LINE_YES); \
1622 if (solver_states_equal(sstate, sstate_saved)) {
1623 int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
1627 * Go through the grid and update for all the new edges.
1628 * Since merge_dots() is idempotent, the simplest way to
1629 * do this is just to update for _all_ the edges.
1631 * Also, while we're here, we count the edges, count the
1632 * clues, count the satisfied clues, and count the
1633 * satisfied-minus-one clues.
1635 for (j = 0; j <= sstate->state->h; ++j) {
1636 for (i = 0; i <= sstate->state->w; ++i) {
1637 if (RIGHTOF_DOT(sstate->state, i, j) == LINE_YES) {
1638 merge_dots(sstate, i, j, i+1, j);
1641 if (BELOW_DOT(sstate->state, i, j) == LINE_YES) {
1642 merge_dots(sstate, i, j, i, j+1);
1646 if (CLUE_AT(sstate->state, i, j) != ' ') {
1647 int c = CLUE_AT(sstate->state, i, j) - '0';
1648 int o = square_order(sstate->state, i, j, LINE_YES);
1659 * Now go through looking for LINE_UNKNOWN edges which
1660 * connect two dots that are already in the same
1661 * equivalence class. If we find one, test to see if the
1662 * loop it would create is a solution.
1664 for (j = 0; j <= sstate->state->h; ++j) {
1665 for (i = 0; i <= sstate->state->w; ++i) {
1666 for (d = 0; d < 2; d++) {
1667 int i2, j2, eqclass, val;
1670 if (RIGHTOF_DOT(sstate->state, i, j) !=
1676 if (BELOW_DOT(sstate->state, i, j) !=
1683 eqclass = dsf_canonify(sstate->dotdsf,
1684 j * (sstate->state->w+1) + i);
1685 if (eqclass != dsf_canonify(sstate->dotdsf,
1686 j2 * (sstate->state->w+1) +
1690 val = LINE_NO; /* loop is bad until proven otherwise */
1693 * This edge would form a loop. Next
1694 * question: how long would the loop be?
1695 * Would it equal the total number of edges
1696 * (plus the one we'd be adding if we added
1699 if (sstate->looplen[eqclass] == edgecount + 1) {
1704 * This edge would form a loop which
1705 * took in all the edges in the entire
1706 * grid. So now we need to work out
1707 * whether it would be a valid solution
1708 * to the puzzle, which means we have to
1709 * check if it satisfies all the clues.
1710 * This means that every clue must be
1711 * either satisfied or satisfied-minus-
1712 * 1, and also that the number of
1713 * satisfied-minus-1 clues must be at
1714 * most two and they must lie on either
1715 * side of this edge.
1720 if (CLUE_AT(sstate->state, cx,cy) != ' ' &&
1721 square_order(sstate->state, cx,cy, LINE_YES) ==
1722 CLUE_AT(sstate->state, cx,cy) - '0' - 1)
1724 if (CLUE_AT(sstate->state, i, j) != ' ' &&
1725 square_order(sstate->state, i, j, LINE_YES) ==
1726 CLUE_AT(sstate->state, i, j) - '0' - 1)
1728 if (sm1clues == sm1_nearby &&
1729 sm1clues + satclues == clues)
1730 val = LINE_YES; /* loop is good! */
1734 * Right. Now we know that adding this edge
1735 * would form a loop, and we know whether
1736 * that loop would be a viable solution or
1739 * If adding this edge produces a solution,
1740 * then we know we've found _a_ solution but
1741 * we don't know that it's _the_ solution -
1742 * if it were provably the solution then
1743 * we'd have deduced this edge some time ago
1744 * without the need to do loop detection. So
1745 * in this state we return SOLVER_AMBIGUOUS,
1746 * which has the effect that hitting Solve
1747 * on a user-provided puzzle will fill in a
1748 * solution but using the solver to
1749 * construct new puzzles won't consider this
1750 * a reasonable deduction for the user to
1754 LV_RIGHTOF_DOT(sstate->state, i, j) = val;
1756 LV_BELOW_DOT(sstate->state, i, j) = val;
1757 if (val == LINE_YES) {
1758 sstate->solver_status = SOLVER_AMBIGUOUS;
1759 goto finished_loop_checking;
1765 finished_loop_checking:
1770 if (solver_states_equal(sstate, sstate_saved)) {
1771 /* Solver has stopped making progress so we terminate */
1772 free_solver_state(sstate_saved);
1776 free_solver_state(sstate_saved);
1779 if (sstate->solver_status == SOLVER_SOLVED ||
1780 sstate->solver_status == SOLVER_AMBIGUOUS) {
1781 /* s/LINE_UNKNOWN/LINE_NO/g */
1782 array_setall(sstate->state->hl, LINE_UNKNOWN, LINE_NO,
1783 HL_COUNT(sstate->state));
1784 array_setall(sstate->state->vl, LINE_UNKNOWN, LINE_NO,
1785 VL_COUNT(sstate->state));
1789 /* Perform recursive calls */
1790 if (sstate->recursion_remaining) {
1791 sstate->recursion_remaining--;
1793 sstate_saved = dup_solver_state(sstate);
1795 recursive_soln_count = 0;
1796 sstate_rec_solved = NULL;
1798 /* Memory management:
1799 * sstate_saved won't be modified but needs to be freed when we have
1801 * sstate is expected to contain our 'best' solution by the time we
1802 * finish this section of code. It's the thing we'll try adding lines
1803 * to, seeing if they make it more solvable.
1804 * If sstate_rec_solved is non-NULL, it will supersede sstate
1805 * eventually. sstate_tmp should not hold a value persistently.
1808 /* NB SOLVER_AMBIGUOUS is like SOLVER_SOLVED except the solver is aware
1809 * of the possibility of additional solutions. So as soon as we have a
1810 * SOLVER_AMBIGUOUS we can safely propagate it back to our caller, but
1811 * if we get a SOLVER_SOLVED we want to keep trying in case we find
1812 * further solutions and have to mark it ambiguous.
1815 #define DO_RECURSIVE_CALL(dir_dot) \
1816 if (dir_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1817 debug(("Trying " #dir_dot " at [%d,%d]\n", i, j)); \
1818 LV_##dir_dot(sstate->state, i, j) = LINE_YES; \
1819 sstate_tmp = solve_game_rec(sstate); \
1820 switch (sstate_tmp->solver_status) { \
1821 case SOLVER_AMBIGUOUS: \
1822 debug(("Solver ambiguous, returning\n")); \
1823 sstate_rec_solved = sstate_tmp; \
1824 goto finished_recursion; \
1825 case SOLVER_SOLVED: \
1826 switch (++recursive_soln_count) { \
1828 debug(("One solution found\n")); \
1829 sstate_rec_solved = sstate_tmp; \
1832 debug(("Ambiguous solutions found\n")); \
1833 free_solver_state(sstate_tmp); \
1834 sstate_rec_solved->solver_status = SOLVER_AMBIGUOUS;\
1835 goto finished_recursion; \
1837 assert(!"recursive_soln_count out of range"); \
1841 case SOLVER_MISTAKE: \
1842 debug(("Non-solution found\n")); \
1843 free_solver_state(sstate_tmp); \
1844 free_solver_state(sstate_saved); \
1845 LV_##dir_dot(sstate->state, i, j) = LINE_NO; \
1846 goto nonrecursive_solver; \
1847 case SOLVER_INCOMPLETE: \
1848 debug(("Recursive step inconclusive\n")); \
1849 free_solver_state(sstate_tmp); \
1852 free_solver_state(sstate); \
1853 sstate = dup_solver_state(sstate_saved); \
1856 for (j = 0; j < sstate->state->h + 1; ++j) {
1857 for (i = 0; i < sstate->state->w + 1; ++i) {
1858 /* Only perform recursive calls on 'loose ends' */
1859 if (dot_order(sstate->state, i, j, LINE_YES) == 1) {
1860 if (LEFTOF_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1861 DO_RECURSIVE_CALL(LEFTOF_DOT);
1862 if (RIGHTOF_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1863 DO_RECURSIVE_CALL(RIGHTOF_DOT);
1864 if (ABOVE_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1865 DO_RECURSIVE_CALL(ABOVE_DOT);
1866 if (BELOW_DOT(sstate->state, i, j) == LINE_UNKNOWN)
1867 DO_RECURSIVE_CALL(BELOW_DOT);
1874 if (sstate_rec_solved) {
1875 free_solver_state(sstate);
1876 sstate = sstate_rec_solved;
1883 /* XXX bits of solver that may come in handy one day */
1885 #define HANDLE_DLINE(dline, dir1_dot, dir2_dot) \
1886 /* dline from this dot that's entirely unknown must have
1887 * both lines identical */ \
1888 if (dir1_dot(sstate->state, i, j) == LINE_UNKNOWN && \
1889 dir2_dot(sstate->state, i, j) == LINE_UNKNOWN) { \
1890 sstate->dline_identical[i + (sstate->state->w + 1) * j] |= \
1892 } else if (sstate->dline_identical[i +
1893 (sstate->state->w + 1) * j] &\
1895 /* If they're identical and one is known do the obvious
1897 t = dir1_dot(sstate->state, i, j); \
1898 if (t != LINE_UNKNOWN) \
1899 dir2_dot(sstate->state, i, j) = t; \
1901 t = dir2_dot(sstate->state, i, j); \
1902 if (t != LINE_UNKNOWN) \
1903 dir1_dot(sstate->state, i, j) = t; \
1911 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1912 if (sstate->dline_identical[i+a + \
1913 (sstate->state->w + 1) * (j+b)] &\
1915 dir1_sq(sstate->state, i, j) = LINE_YES; \
1916 dir2_sq(sstate->state, i, j) = LINE_YES; \
1918 /* If two lines are the same they must be on */
1925 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1926 if (sstate->dot_atmostone[i+a + (sstate->state->w + 1) * (j+b)] & \
1928 if (square_order(sstate->state, i, j, LINE_UNKNOWN) - 1 == \
1929 CLUE_AT(sstate->state, i, j) - '0') { \
1930 square_setall(sstate->state, i, j, LINE_UNKNOWN, LINE_YES); \
1931 /* XXX the following may overwrite known data! */ \
1932 dir1_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1933 dir2_sq(sstate->state, i, j) = LINE_UNKNOWN; \
1941 #define HANDLE_DLINE(dline, dir1_sq, dir2_sq, a, b) \
1942 if (sstate->dline_identical[i+a +
1943 (sstate->state->w + 1) * (j+b)] &\
1945 dir1_sq(sstate->state, i, j) = LINE_NO; \
1946 dir2_sq(sstate->state, i, j) = LINE_NO; \
1948 /* If two lines are the same they must be off */
1953 static char *solve_game(game_state *state, game_state *currstate,
1954 char *aux, char **error)
1957 solver_state *sstate, *new_sstate;
1959 sstate = new_solver_state(state);
1960 new_sstate = solve_game_rec(sstate);
1962 if (new_sstate->solver_status == SOLVER_SOLVED) {
1963 soln = encode_solve_move(new_sstate->state);
1964 } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
1965 soln = encode_solve_move(new_sstate->state);
1966 /**error = "Solver found ambiguous solutions"; */
1968 soln = encode_solve_move(new_sstate->state);
1969 /**error = "Solver failed"; */
1972 free_solver_state(new_sstate);
1973 free_solver_state(sstate);
1978 static char *game_text_format(game_state *state)
1984 len = (2 * state->w + 2) * (2 * state->h + 1);
1985 rp = ret = snewn(len + 1, char);
1988 switch (ABOVE_SQUARE(state, i, j)) { \
1990 rp += sprintf(rp, " -"); \
1993 rp += sprintf(rp, " x"); \
1995 case LINE_UNKNOWN: \
1996 rp += sprintf(rp, " "); \
1999 assert(!"Illegal line state for HL");\
2003 switch (LEFTOF_SQUARE(state, i, j)) {\
2005 rp += sprintf(rp, "|"); \
2008 rp += sprintf(rp, "x"); \
2010 case LINE_UNKNOWN: \
2011 rp += sprintf(rp, " "); \
2014 assert(!"Illegal line state for VL");\
2017 for (j = 0; j < state->h; ++j) {
2018 for (i = 0; i < state->w; ++i) {
2021 rp += sprintf(rp, " \n");
2022 for (i = 0; i < state->w; ++i) {
2024 rp += sprintf(rp, "%c", CLUE_AT(state, i, j));
2027 rp += sprintf(rp, "\n");
2029 for (i = 0; i < state->w; ++i) {
2032 rp += sprintf(rp, " \n");
2034 assert(strlen(ret) == len);
2038 static game_ui *new_ui(game_state *state)
2043 static void free_ui(game_ui *ui)
2047 static char *encode_ui(game_ui *ui)
2052 static void decode_ui(game_ui *ui, char *encoding)
2056 static void game_changed_state(game_ui *ui, game_state *oldstate,
2057 game_state *newstate)
2061 struct game_drawstate {
2068 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
2069 int x, int y, int button)
2074 char button_char = ' ';
2075 enum line_state old_state;
2077 button &= ~MOD_MASK;
2079 /* Around each line is a diamond-shaped region where points within that
2080 * region are closer to this line than any other. We assume any click
2081 * within a line's diamond was meant for that line. It would all be a lot
2082 * simpler if the / and % operators respected modulo arithmetic properly
2083 * for negative numbers. */
2088 /* Get the coordinates of the square the click was in */
2089 i = (x + TILE_SIZE) / TILE_SIZE - 1;
2090 j = (y + TILE_SIZE) / TILE_SIZE - 1;
2092 /* Get the precise position inside square [i,j] */
2093 p = (x + TILE_SIZE) % TILE_SIZE;
2094 q = (y + TILE_SIZE) % TILE_SIZE;
2096 /* After this bit of magic [i,j] will correspond to the point either above
2097 * or to the left of the line selected */
2099 if (TILE_SIZE - p > q) {
2102 hl_selected = FALSE;
2106 if (TILE_SIZE - q > p) {
2107 hl_selected = FALSE;
2118 if (i >= state->w || j >= state->h + 1)
2121 if (i >= state->w + 1 || j >= state->h)
2125 /* I think it's only possible to play this game with mouse clicks, sorry */
2126 /* Maybe will add mouse drag support some time */
2128 old_state = RIGHTOF_DOT(state, i, j);
2130 old_state = BELOW_DOT(state, i, j);
2134 switch (old_state) {
2148 switch (old_state) {
2163 sprintf(buf, "%d,%d%c%c", i, j, hl_selected ? 'h' : 'v', button_char);
2169 static game_state *execute_move(game_state *state, char *move)
2172 game_state *newstate = dup_game(state);
2174 if (move[0] == 'S') {
2176 newstate->cheated = TRUE;
2181 move = strchr(move, ',');
2185 move += strspn(move, "1234567890");
2186 switch (*(move++)) {
2188 if (i >= newstate->w || j > newstate->h)
2190 switch (*(move++)) {
2192 LV_RIGHTOF_DOT(newstate, i, j) = LINE_YES;
2195 LV_RIGHTOF_DOT(newstate, i, j) = LINE_NO;
2198 LV_RIGHTOF_DOT(newstate, i, j) = LINE_UNKNOWN;
2205 if (i > newstate->w || j >= newstate->h)
2207 switch (*(move++)) {
2209 LV_BELOW_DOT(newstate, i, j) = LINE_YES;
2212 LV_BELOW_DOT(newstate, i, j) = LINE_NO;
2215 LV_BELOW_DOT(newstate, i, j) = LINE_UNKNOWN;
2227 * Check for completion.
2229 for (j = 0; j <= newstate->h; j++) {
2230 for (i = 0; i < newstate->w; i++)
2231 if (LV_RIGHTOF_DOT(newstate, i, j) == LINE_YES)
2233 if (i < newstate->w)
2236 if (j <= newstate->h) {
2242 * We've found a horizontal edge at (i,j). Follow it round
2243 * to see if it's part of a loop.
2247 int order = dot_order(newstate, x, y, LINE_YES);
2249 goto completion_check_done;
2251 if (LEFTOF_DOT(newstate, x, y) == LINE_YES && prevdir != 'L') {
2254 } else if (RIGHTOF_DOT(newstate, x, y) == LINE_YES &&
2258 } else if (ABOVE_DOT(newstate, x, y) == LINE_YES &&
2262 } else if (BELOW_DOT(newstate, x, y) == LINE_YES &&
2267 assert(!"Can't happen"); /* dot_order guarantees success */
2272 if (x == i && y == j)
2276 if (x != i || y != j || looplen == 0)
2277 goto completion_check_done;
2280 * We've traced our way round a loop, and we know how many
2281 * line segments were involved. Count _all_ the line
2282 * segments in the grid, to see if the loop includes them
2286 for (j = 0; j <= newstate->h; j++)
2287 for (i = 0; i <= newstate->w; i++)
2288 count += ((RIGHTOF_DOT(newstate, i, j) == LINE_YES) +
2289 (BELOW_DOT(newstate, i, j) == LINE_YES));
2290 assert(count >= looplen);
2291 if (count != looplen)
2292 goto completion_check_done;
2295 * The grid contains one closed loop and nothing else.
2296 * Check that all the clues are satisfied.
2298 for (j = 0; j < newstate->h; ++j) {
2299 for (i = 0; i < newstate->w; ++i) {
2300 int n = CLUE_AT(newstate, i, j);
2302 if (square_order(newstate, i, j, LINE_YES) != n - '0') {
2303 goto completion_check_done;
2312 newstate->solved = TRUE;
2315 completion_check_done:
2319 free_game(newstate);
2323 /* ----------------------------------------------------------------------
2327 #define SIZE(d) ((d) * TILE_SIZE + 2 * BORDER + 1)
2329 static void game_compute_size(game_params *params, int tilesize,
2332 struct { int tilesize; } ads, *ds = &ads;
2333 ads.tilesize = tilesize;
2335 *x = SIZE(params->w);
2336 *y = SIZE(params->h);
2339 static void game_set_size(drawing *dr, game_drawstate *ds,
2340 game_params *params, int tilesize)
2342 ds->tilesize = tilesize;
2345 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2347 float *ret = snewn(4 * NCOLOURS, float);
2349 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2351 ret[COL_FOREGROUND * 3 + 0] = 0.0F;
2352 ret[COL_FOREGROUND * 3 + 1] = 0.0F;
2353 ret[COL_FOREGROUND * 3 + 2] = 0.0F;
2355 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
2356 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
2357 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
2359 *ncolours = NCOLOURS;
2363 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2365 struct game_drawstate *ds = snew(struct game_drawstate);
2369 ds->hl = snewn(HL_COUNT(state), char);
2370 ds->vl = snewn(VL_COUNT(state), char);
2373 memset(ds->hl, LINE_UNKNOWN, HL_COUNT(state));
2374 memset(ds->vl, LINE_UNKNOWN, VL_COUNT(state));
2379 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2386 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2387 game_state *state, int dir, game_ui *ui,
2388 float animtime, float flashtime)
2391 int w = state->w, h = state->h;
2393 int line_colour, flash_changed;
2397 * The initial contents of the window are not guaranteed and
2398 * can vary with front ends. To be on the safe side, all games
2399 * should start by drawing a big background-colour rectangle
2400 * covering the whole window.
2402 draw_rect(dr, 0, 0, SIZE(state->w), SIZE(state->h), COL_BACKGROUND);
2405 for (j = 0; j < h + 1; ++j) {
2406 for (i = 0; i < w + 1; ++i) {
2408 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2409 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2410 LINEWIDTH, LINEWIDTH, COL_FOREGROUND);
2415 for (j = 0; j < h; ++j) {
2416 for (i = 0; i < w; ++i) {
2417 c[0] = CLUE_AT(state, i, j);
2420 BORDER + i * TILE_SIZE + TILE_SIZE/2,
2421 BORDER + j * TILE_SIZE + TILE_SIZE/2,
2422 FONT_VARIABLE, TILE_SIZE/2,
2423 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_FOREGROUND, c);
2426 draw_update(dr, 0, 0,
2427 state->w * TILE_SIZE + 2*BORDER + 1,
2428 state->h * TILE_SIZE + 2*BORDER + 1);
2432 if (flashtime > 0 &&
2433 (flashtime <= FLASH_TIME/3 ||
2434 flashtime >= FLASH_TIME*2/3)) {
2435 flash_changed = !ds->flashing;
2436 ds->flashing = TRUE;
2437 line_colour = COL_HIGHLIGHT;
2439 flash_changed = ds->flashing;
2440 ds->flashing = FALSE;
2441 line_colour = COL_FOREGROUND;
2444 #define CROSS_SIZE (3 * LINEWIDTH / 2)
2446 #define CLEAR_VL(i, j) do { \
2448 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2449 BORDER + j * TILE_SIZE + LINEWIDTH/2, \
2451 TILE_SIZE - LINEWIDTH, \
2454 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2455 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2457 TILE_SIZE + CROSS_SIZE*2); \
2460 #define CLEAR_HL(i, j) do { \
2462 BORDER + i * TILE_SIZE + LINEWIDTH/2, \
2463 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2464 TILE_SIZE - LINEWIDTH, \
2468 BORDER + i * TILE_SIZE - CROSS_SIZE, \
2469 BORDER + j * TILE_SIZE - CROSS_SIZE, \
2470 TILE_SIZE + CROSS_SIZE*2, \
2474 /* Vertical lines */
2475 for (j = 0; j < h; ++j) {
2476 for (i = 0; i < w + 1; ++i) {
2477 switch (BELOW_DOT(state, i, j)) {
2479 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2484 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j) ||
2488 BORDER + i * TILE_SIZE - LINEWIDTH/2,
2489 BORDER + j * TILE_SIZE + LINEWIDTH/2,
2490 LINEWIDTH, TILE_SIZE - LINEWIDTH,
2495 if (ds->vl[i + (w + 1) * j] != BELOW_DOT(state, i, j)) {
2498 BORDER + i * TILE_SIZE - CROSS_SIZE,
2499 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2500 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2501 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2504 BORDER + i * TILE_SIZE + CROSS_SIZE - 1,
2505 BORDER + j * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2506 BORDER + i * TILE_SIZE - CROSS_SIZE,
2507 BORDER + j * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2512 ds->vl[i + (w + 1) * j] = BELOW_DOT(state, i, j);
2516 /* Horizontal lines */
2517 for (j = 0; j < h + 1; ++j) {
2518 for (i = 0; i < w; ++i) {
2519 switch (RIGHTOF_DOT(state, i, j)) {
2521 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2526 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j) ||
2530 BORDER + i * TILE_SIZE + LINEWIDTH/2,
2531 BORDER + j * TILE_SIZE - LINEWIDTH/2,
2532 TILE_SIZE - LINEWIDTH, LINEWIDTH,
2537 if (ds->hl[i + w * j] != RIGHTOF_DOT(state, i, j)) {
2540 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2541 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2542 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2543 BORDER + j * TILE_SIZE - CROSS_SIZE,
2546 BORDER + i * TILE_SIZE + TILE_SIZE/2 - CROSS_SIZE,
2547 BORDER + j * TILE_SIZE - CROSS_SIZE,
2548 BORDER + i * TILE_SIZE + TILE_SIZE/2 + CROSS_SIZE - 1,
2549 BORDER + j * TILE_SIZE + CROSS_SIZE - 1,
2554 ds->hl[i + w * j] = RIGHTOF_DOT(state, i, j);
2559 static float game_anim_length(game_state *oldstate, game_state *newstate,
2560 int dir, game_ui *ui)
2565 static float game_flash_length(game_state *oldstate, game_state *newstate,
2566 int dir, game_ui *ui)
2568 if (!oldstate->solved && newstate->solved &&
2569 !oldstate->cheated && !newstate->cheated) {
2576 static int game_wants_statusbar(void)
2581 static int game_timing_state(game_state *state, game_ui *ui)
2586 static void game_print_size(game_params *params, float *x, float *y)
2591 * I'll use 7mm squares by default.
2593 game_compute_size(params, 700, &pw, &ph);
2598 static void game_print(drawing *dr, game_state *state, int tilesize)
2600 int w = state->w, h = state->h;
2601 int ink = print_mono_colour(dr, 0);
2603 game_drawstate ads, *ds = &ads;
2604 ds->tilesize = tilesize;
2607 * Dots. I'll deliberately make the dots a bit wider than the
2608 * lines, so you can still see them. (And also because it's
2609 * annoyingly tricky to make them _exactly_ the same size...)
2611 for (y = 0; y <= h; y++)
2612 for (x = 0; x <= w; x++)
2613 draw_circle(dr, BORDER + x * TILE_SIZE, BORDER + y * TILE_SIZE,
2614 LINEWIDTH, ink, ink);
2619 for (y = 0; y < h; y++)
2620 for (x = 0; x < w; x++)
2621 if (CLUE_AT(state, x, y) != ' ') {
2624 c[0] = CLUE_AT(state, x, y);
2627 BORDER + x * TILE_SIZE + TILE_SIZE/2,
2628 BORDER + y * TILE_SIZE + TILE_SIZE/2,
2629 FONT_VARIABLE, TILE_SIZE/2,
2630 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
2634 * Lines. (At the moment, I'm not bothering with crosses.)
2636 for (y = 0; y <= h; y++)
2637 for (x = 0; x < w; x++)
2638 if (RIGHTOF_DOT(state, x, y) == LINE_YES)
2639 draw_rect(dr, BORDER + x * TILE_SIZE,
2640 BORDER + y * TILE_SIZE - LINEWIDTH/2,
2641 TILE_SIZE, (LINEWIDTH/2) * 2 + 1, ink);
2642 for (y = 0; y < h; y++)
2643 for (x = 0; x <= w; x++)
2644 if (BELOW_DOT(state, x, y) == LINE_YES)
2645 draw_rect(dr, BORDER + x * TILE_SIZE - LINEWIDTH/2,
2646 BORDER + y * TILE_SIZE,
2647 (LINEWIDTH/2) * 2 + 1, TILE_SIZE, ink);
2651 #define thegame loopy
2654 const struct game thegame = {
2655 "Loopy", "games.loopy",
2662 TRUE, game_configure, custom_params,
2670 TRUE, game_text_format,
2678 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2681 game_free_drawstate,
2685 TRUE, FALSE, game_print_size, game_print,
2686 game_wants_statusbar,
2687 FALSE, game_timing_state,
2688 0, /* mouse_priorities */