2 * singles.c: implementation of Hitori ('let me alone') from Nikoli.
4 * Make single-get able to fetch a specific puzzle ID from menneske.no?
6 * www.menneske.no solving methods:
9 * SC: if you circle a cell, any cells in same row/col with same no --> black
11 * SB: if you make a cell black, any cells around it --> white
12 * -- solver_op_blacken
13 * ST: 3 identical cells in row, centre is white and outer two black.
14 * SP: 2 identical cells with single-cell gap, middle cell is white.
15 * -- solver_singlesep (both ST and SP)
16 * PI: if you have a pair of same number in row/col, any other
17 * cells of same number must be black.
19 * CC: if you have a black on edge one cell away from corner, cell
20 * on edge diag. adjacent must be white.
21 * CE: if you have 2 black cells of triangle on edge, third cell must
23 * QM: if you have 3 black cells of diagonal square in middle, fourth
25 * -- solve_allblackbutone (CC, CE, and QM).
26 * QC: a corner with 4 identical numbers (or 2 and 2) must have the
27 * corner cell (and cell diagonal to that) black.
28 * TC: a corner with 3 identical numbers (with the L either way)
29 * must have the apex of L black, and other two white.
30 * DC: a corner with 2 identical numbers in domino can set a white
32 * -- solve_corners (QC, TC, DC)
33 * IP: pair with one-offset-pair force whites by offset pair
35 * MC: any cells diag. adjacent to black cells that would split board
36 * into separate white regions must be white.
37 * -- solve_removesplits
41 * TEP: 3 pairs of dominos parallel to side, can mark 4 white cells
43 * DEP: 2 pairs of dominos parallel to side, can mark 2 white cells.
44 * FI: if you have two sets of double-cells packed together, singles
45 * in that row/col must be white (qv. PI)
46 * QuM: four identical cells (or 2 and 2) in middle of grid only have
47 * two possible solutions each.
48 * FDE: doubles one row/column away from edge can force a white cell.
49 * FDM: doubles in centre (next to bits of diag. square) can force a white cell.
50 * MP: two pairs with same number between force number to black.
51 * CnC: if circling a cell leads to impossible board, cell is black.
52 * MC: if we have two possiblilities, can we force a white circle?
66 #ifdef STANDALONE_SOLVER
70 #define PREFERRED_TILE_SIZE 32
71 #define TILE_SIZE (ds->tilesize)
72 #define BORDER (TILE_SIZE / 2)
74 #define CRAD ((TILE_SIZE / 2) - 1)
75 #define TEXTSZ ((14*CRAD/10) - 1) /* 2 * sqrt(2) of CRAD */
77 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
78 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
80 #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
82 #define FLASH_TIME 0.7F
85 COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
86 COL_BLACK, COL_WHITE, COL_BLACKNUM, COL_GRID,
87 COL_CURSOR, COL_ERROR,
101 int w, h, n, o; /* n = w*h; o = max(w, h) */
102 int completed, used_solve, impossible;
103 int *nums; /* size w*h */
104 unsigned int *flags; /* size w*h */
107 /* top, right, bottom, left */
108 static const int dxs[4] = { 0, 1, 0, -1 };
109 static const int dys[4] = { -1, 0, 1, 0 };
111 /* --- Game parameters and preset functions --- */
113 #define DIFFLIST(A) \
117 #define ENUM(upper,title,lower) DIFF_ ## upper,
118 #define TITLE(upper,title,lower) #title,
119 #define ENCODE(upper,title,lower) #lower
120 #define CONFIG(upper,title,lower) ":" #title
122 enum { DIFFLIST(ENUM) DIFF_MAX, DIFF_ANY };
123 static char const *const singles_diffnames[] = { DIFFLIST(TITLE) };
124 static char const singles_diffchars[] = DIFFLIST(ENCODE);
125 #define DIFFCOUNT lenof(singles_diffchars)
126 #define DIFFCONFIG DIFFLIST(CONFIG)
128 static game_params *default_params(void)
130 game_params *ret = snew(game_params);
132 ret->diff = DIFF_EASY;
137 static const struct game_params singles_presets[] = {
139 { 5, 5, DIFF_TRICKY },
141 { 6, 6, DIFF_TRICKY },
143 { 8, 8, DIFF_TRICKY },
144 { 10, 10, DIFF_EASY },
145 { 10, 10, DIFF_TRICKY },
146 { 12, 12, DIFF_EASY },
147 { 12, 12, DIFF_TRICKY }
150 static int game_fetch_preset(int i, char **name, game_params **params)
155 if (i < 0 || i >= lenof(singles_presets))
158 ret = default_params();
159 *ret = singles_presets[i];
162 sprintf(buf, "%dx%d %s", ret->w, ret->h, singles_diffnames[ret->diff]);
168 static void free_params(game_params *params)
173 static game_params *dup_params(game_params *params)
175 game_params *ret = snew(game_params);
176 *ret = *params; /* structure copy */
180 static void decode_params(game_params *ret, char const *string)
182 char const *p = string;
185 ret->w = ret->h = atoi(p);
186 while (*p && isdigit((unsigned char)*p)) p++;
190 while (*p && isdigit((unsigned char)*p)) p++;
193 ret->diff = DIFF_MAX; /* which is invalid */
195 for (i = 0; i < DIFFCOUNT; i++) {
196 if (*p == singles_diffchars[i])
203 static char *encode_params(game_params *params, int full)
208 sprintf(data, "%dx%dd%c", params->w, params->h, singles_diffchars[params->diff]);
210 sprintf(data, "%dx%d", params->w, params->h);
215 static config_item *game_configure(game_params *params)
220 ret = snewn(4, config_item);
222 ret[0].name = "Width";
223 ret[0].type = C_STRING;
224 sprintf(buf, "%d", params->w);
225 ret[0].sval = dupstr(buf);
228 ret[1].name = "Height";
229 ret[1].type = C_STRING;
230 sprintf(buf, "%d", params->h);
231 ret[1].sval = dupstr(buf);
234 ret[2].name = "Difficulty";
235 ret[2].type = C_CHOICES;
236 ret[2].sval = DIFFCONFIG;
237 ret[2].ival = params->diff;
247 static game_params *custom_params(config_item *cfg)
249 game_params *ret = snew(game_params);
251 ret->w = atoi(cfg[0].sval);
252 ret->h = atoi(cfg[1].sval);
253 ret->diff = cfg[2].ival;
258 static char *validate_params(game_params *params, int full)
260 if (params->w < 2 || params->h < 2)
261 return "Width and neight must be at least two";
262 if (params->w > 10+26+26 || params->h > 10+26+26)
263 return "Puzzle is too large";
265 if (params->diff < 0 || params->diff >= DIFF_MAX)
266 return "Unknown difficulty rating";
272 /* --- Game description string generation and unpicking --- */
274 static game_state *blank_game(int w, int h)
276 game_state *state = snew(game_state);
278 memset(state, 0, sizeof(game_state));
284 state->completed = state->used_solve = state->impossible = 0;
286 state->nums = snewn(state->n, int);
287 state->flags = snewn(state->n, unsigned int);
289 memset(state->nums, 0, state->n*sizeof(int));
290 memset(state->flags, 0, state->n*sizeof(unsigned int));
295 static game_state *dup_game(game_state *state)
297 game_state *ret = blank_game(state->w, state->h);
299 ret->completed = state->completed;
300 ret->used_solve = state->used_solve;
301 ret->impossible = state->impossible;
303 memcpy(ret->nums, state->nums, state->n*sizeof(int));
304 memcpy(ret->flags, state->flags, state->n*sizeof(unsigned int));
309 static void free_game(game_state *state)
316 static char n2c(int num) {
319 else if (num < 10+26)
320 return 'a' + num - 10;
322 return 'A' + num - 10 - 26;
326 static int c2n(char c) {
328 return (int)(c - '0');
329 else if (c >= 'a' && c <= 'z')
330 return (int)(c - 'a' + 10);
331 else if (c >= 'A' && c <= 'Z')
332 return (int)(c - 'A' + 10 + 26);
336 static void unpick_desc(game_params *params, char *desc,
337 game_state **sout, char **mout)
339 game_state *state = blank_game(params->w, params->h);
343 if (strlen(desc) != state->n) {
344 msg = "Game description is wrong length";
347 for (i = 0; i < state->n; i++) {
349 if (num <= 0 || num > state->o) {
350 msg = "Game description contains unexpected characters";
353 state->nums[i] = num;
356 if (msg) { /* sth went wrong. */
357 if (mout) *mout = msg;
360 if (mout) *mout = NULL;
361 if (sout) *sout = state;
362 else free_game(state);
366 static char *generate_desc(game_state *state, int issolve)
368 char *ret = snewn(state->n+1+(issolve?1:0), char);
373 for (i = 0; i < state->n; i++)
374 ret[p++] = n2c(state->nums[i]);
379 /* --- Useful game functions (completion, etc.) --- */
381 static int game_can_format_as_text_now(game_params *params)
386 static char *game_text_format(game_state *state)
391 len = (state->w)*2; /* one row ... */
392 len = len * (state->h*2); /* ... h rows, including gaps ... */
393 len += 1; /* ... final NL */
394 p = ret = snewn(len, char);
396 for (y = 0; y < state->h; y++) {
397 for (x = 0; x < state->w; x++) {
399 if (x > 0) *p++ = ' ';
400 *p++ = (state->flags[i] & F_BLACK) ? '*' : n2c(state->nums[i]);
403 for (x = 0; x < state->w; x++) {
405 if (x > 0) *p++ = ' ';
406 *p++ = (state->flags[i] & F_CIRCLE) ? '~' : ' ';
411 assert(p - ret == len);
416 static void debug_state(const char *desc, game_state *state) {
417 char *dbg = game_text_format(state);
418 debug(("%s:\n%s", desc, dbg));
422 static void connect_if_same(game_state *state, int *dsf, int i1, int i2)
426 if ((state->flags[i1] & F_BLACK) != (state->flags[i2] & F_BLACK))
429 c1 = dsf_canonify(dsf, i1);
430 c2 = dsf_canonify(dsf, i2);
431 dsf_merge(dsf, c1, c2);
434 static void connect_dsf(game_state *state, int *dsf)
438 /* Construct a dsf array for connected blocks; connections
439 * tracked to right and down. */
440 dsf_init(dsf, state->n);
441 for (x = 0; x < state->w; x++) {
442 for (y = 0; y < state->h; y++) {
446 connect_if_same(state, dsf, i, i+1); /* right */
448 connect_if_same(state, dsf, i, i+state->w); /* down */
453 static int check_rowcol(game_state *state, int starti, int di, int sz, int mark_errors)
455 int nerr = 0, n, m, i, j;
457 /* if any circled numbers have identical non-circled numbers on
458 * same row/column, error (non-circled)
459 * if any circled numbers in same column are same number, highlight them.
460 * if any rows/columns have >1 of same number, not complete. */
462 for (n = 0, i = starti; n < sz; n++, i += di) {
463 if (state->flags[i] & F_BLACK) continue;
464 for (m = n+1, j = i+di; m < sz; m++, j += di) {
465 if (state->flags[j] & F_BLACK) continue;
466 if (state->nums[i] != state->nums[j]) continue;
468 nerr++; /* ok, we have two numbers the same in a row. */
469 if (!mark_errors) continue;
471 /* If we have two circles in the same row around
472 * two identical numbers, they are _both_ wrong. */
473 if ((state->flags[i] & F_CIRCLE) &&
474 (state->flags[j] & F_CIRCLE)) {
475 state->flags[i] |= F_ERROR;
476 state->flags[j] |= F_ERROR;
478 /* Otherwise, if we have a circle, any other identical
479 * numbers in that row are obviously wrong. We don't
480 * highlight this, however, since it makes the process
481 * of solving the puzzle too easy (you circle a number
482 * and it promptly tells you which numbers to blacken! */
484 else if (state->flags[i] & F_CIRCLE)
485 state->flags[j] |= F_ERROR;
486 else if (state->flags[j] & F_CIRCLE)
487 state->flags[i] |= F_ERROR;
494 static int check_complete(game_state *state, int mark_errors)
496 int *dsf = snewn(state->n, int);
497 int x, y, i, error = 0, nwhite, w = state->w, h = state->h;
500 for (i = 0; i < state->n; i++)
501 state->flags[i] &= ~F_ERROR;
503 connect_dsf(state, dsf);
505 /* Mark any black squares in groups of >1 as errors.
506 * Count number of white squares. */
508 for (i = 0; i < state->n; i++) {
509 if (state->flags[i] & F_BLACK) {
510 if (dsf_size(dsf, i) > 1) {
513 state->flags[i] |= F_ERROR;
519 /* Check attributes of white squares, row- and column-wise. */
520 for (x = 0; x < w; x++) /* check cols from (x,0) */
521 error += check_rowcol(state, x, w, h, mark_errors);
522 for (y = 0; y < h; y++) /* check rows from (0,y) */
523 error += check_rowcol(state, y*w, 1, w, mark_errors);
525 /* mark (all) white regions as an error if there is more than one.
526 * may want to make this less in-your-face (by only marking
527 * the smallest region as an error, for example -- but what if we
528 * have two regions of identical size?) */
529 for (i = 0; i < state->n; i++) {
530 if (!(state->flags[i] & F_BLACK) &&
531 dsf_size(dsf, i) < nwhite) {
534 state->flags[i] |= F_ERROR;
539 return (error > 0) ? 0 : 1;
542 static char *game_state_diff(game_state *src, game_state *dst, int issolve)
544 char *ret = NULL, buf[80], c;
545 int retlen = 0, x, y, i, k;
546 unsigned int fmask = F_BLACK | F_CIRCLE;
548 assert(src->n == dst->n);
551 ret = sresize(ret, 3, char);
552 ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0';
556 for (x = 0; x < dst->w; x++) {
557 for (y = 0; y < dst->h; y++) {
559 if ((src->flags[i] & fmask) != (dst->flags[i] & fmask)) {
560 assert((dst->flags[i] & fmask) != fmask);
561 if (dst->flags[i] & F_BLACK)
563 else if (dst->flags[i] & F_CIRCLE)
567 k = sprintf(buf, "%c%d,%d;", (int)c, x, y);
568 ret = sresize(ret, retlen + k + 1, char);
569 strcpy(ret + retlen, buf);
579 enum { BLACK, CIRCLE };
582 int x, y, op; /* op one of BLACK or CIRCLE. */
583 const char *desc; /* must be non-malloced. */
586 struct solver_state {
587 struct solver_op *ops;
592 static struct solver_state *solver_state_new(game_state *state)
594 struct solver_state *ss = snew(struct solver_state);
597 ss->n_ops = ss->n_alloc = 0;
598 ss->scratch = snewn(state->n, int);
603 static void solver_state_free(struct solver_state *ss)
606 if (ss->ops) sfree(ss->ops);
610 static void solver_op_add(struct solver_state *ss, int x, int y, int op, const char *desc)
612 struct solver_op *sop;
614 if (ss->n_alloc < ss->n_ops + 1) {
615 ss->n_alloc = (ss->n_alloc + 1) * 2;
616 ss->ops = sresize(ss->ops, ss->n_alloc, struct solver_op);
618 sop = &(ss->ops[ss->n_ops++]);
619 sop->x = x; sop->y = y; sop->op = op; sop->desc = desc;
620 debug(("added solver op %s ('%s') at (%d,%d)",
621 op == BLACK ? "BLACK" : "CIRCLE", desc, x, y));
624 static void solver_op_circle(game_state *state, struct solver_state *ss,
627 int i = y*state->w + x;
629 if (!INGRID(state, x, y)) return;
630 if (state->flags[i] & F_BLACK) {
631 debug(("... solver wants to add auto-circle on black (%d,%d)", x, y));
632 state->impossible = 1;
635 /* Only add circle op if it's not already circled. */
636 if (!(state->flags[i] & F_CIRCLE)) {
637 solver_op_add(ss, x, y, CIRCLE, "SB - adjacent to black square");
641 static void solver_op_blacken(game_state *state, struct solver_state *ss,
642 int x, int y, int num)
644 int i = y*state->w + x;
646 if (!INGRID(state, x, y)) return;
647 if (state->nums[i] != num) return;
648 if (state->flags[i] & F_CIRCLE) {
649 debug(("... solver wants to add auto-black on circled(%d,%d)", x, y));
650 state->impossible = 1;
653 /* Only add black op if it's not already black. */
654 if (!(state->flags[i] & F_BLACK)) {
655 solver_op_add(ss, x, y, BLACK, "SC - number on same row/col as circled");
659 static int solver_ops_do(game_state *state, struct solver_state *ss)
661 int next_op = 0, i, x, y, n_ops = 0;
664 /* Care here: solver_op_* may call solver_op_add which may extend the
667 while (next_op < ss->n_ops) {
668 op = ss->ops[next_op++]; /* copy this away, it may get reallocated. */
669 i = op.y*state->w + op.x;
671 if (op.op == BLACK) {
672 if (state->flags[i] & F_CIRCLE) {
673 debug(("Solver wants to blacken circled square (%d,%d)!", op.x, op.y));
674 state->impossible = 1;
677 if (!(state->flags[i] & F_BLACK)) {
678 debug(("... solver adding black at (%d,%d): %s", op.x, op.y, op.desc));
679 #ifdef STANDALONE_SOLVER
681 printf("Adding black at (%d,%d): %s\n", op.x, op.y, op.desc);
683 state->flags[i] |= F_BLACK;
684 /*debug_state("State after adding black", state);*/
686 solver_op_circle(state, ss, op.x-1, op.y);
687 solver_op_circle(state, ss, op.x+1, op.y);
688 solver_op_circle(state, ss, op.x, op.y-1);
689 solver_op_circle(state, ss, op.x, op.y+1);
692 if (state->flags[i] & F_BLACK) {
693 debug(("Solver wants to circle blackened square (%d,%d)!", op.x, op.y));
694 state->impossible = 1;
697 if (!(state->flags[i] & F_CIRCLE)) {
698 debug(("... solver adding circle at (%d,%d): %s", op.x, op.y, op.desc));
699 #ifdef STANDALONE_SOLVER
701 printf("Adding circle at (%d,%d): %s\n", op.x, op.y, op.desc);
703 state->flags[i] |= F_CIRCLE;
704 /*debug_state("State after adding circle", state);*/
706 for (x = 0; x < state->w; x++) {
708 solver_op_blacken(state, ss, x, op.y, state->nums[i]);
710 for (y = 0; y < state->h; y++) {
712 solver_op_blacken(state, ss, op.x, y, state->nums[i]);
721 /* If the grid has two identical numbers with one cell between them, the inner
722 * cell _must_ be white (and thus circled); (at least) one of the two must be
723 * black (since they're in the same column or row) and thus the middle cell is
724 * next to a black cell. */
725 static int solve_singlesep(game_state *state, struct solver_state *ss)
727 int x, y, i, ir, irr, id, idd, n_ops = ss->n_ops;
729 for (x = 0; x < state->w; x++) {
730 for (y = 0; y < state->h; y++) {
733 /* Cell two to our right? */
734 ir = i + 1; irr = ir + 1;
735 if (x < (state->w-2) &&
736 state->nums[i] == state->nums[irr] &&
737 !(state->flags[ir] & F_CIRCLE)) {
738 solver_op_add(ss, x+1, y, CIRCLE, "SP/ST - between identical nums");
740 /* Cell two below us? */
741 id = i + state->w; idd = id + state->w;
742 if (y < (state->h-2) &&
743 state->nums[i] == state->nums[idd] &&
744 !(state->flags[id] & F_CIRCLE)) {
745 solver_op_add(ss, x, y+1, CIRCLE, "SP/ST - between identical nums");
749 return ss->n_ops - n_ops;
752 /* If we have two identical numbers next to each other (in a row or column),
753 * any other identical numbers in that column must be black. */
754 static int solve_doubles(game_state *state, struct solver_state *ss)
756 int x, y, i, ii, n_ops = ss->n_ops, xy;
758 for (y = 0, i = 0; y < state->h; y++) {
759 for (x = 0; x < state->w; x++, i++) {
760 assert(i == y*state->w+x);
761 if (state->flags[i] & F_BLACK) continue;
763 ii = i+1; /* check cell to our right. */
764 if (x < (state->w-1) &&
765 !(state->flags[ii] & F_BLACK) &&
766 state->nums[i] == state->nums[ii]) {
767 for (xy = 0; xy < state->w; xy++) {
768 if (xy == x || xy == (x+1)) continue;
769 if (state->nums[y*state->w + xy] == state->nums[i] &&
770 !(state->flags[y*state->w + xy] & F_BLACK))
771 solver_op_add(ss, xy, y, BLACK, "PI - same row as pair");
775 ii = i+state->w; /* check cell below us */
776 if (y < (state->h-1) &&
777 !(state->flags[ii] & F_BLACK) &&
778 state->nums[i] == state->nums[ii]) {
779 for (xy = 0; xy < state->h; xy++) {
780 if (xy == y || xy == (y+1)) continue;
781 if (state->nums[xy*state->w + x] == state->nums[i] &&
782 !(state->flags[xy*state->w + x] & F_BLACK))
783 solver_op_add(ss, x, xy, BLACK, "PI - same col as pair");
788 return ss->n_ops - n_ops;
791 /* If a white square has all-but-one possible adjacent squares black, the
792 * one square left over must be white. */
793 static int solve_allblackbutone(game_state *state, struct solver_state *ss)
795 int x, y, i, n_ops = ss->n_ops, xd, yd, id, ifree;
803 for (y = 0, i = 0; y < state->h; y++) {
804 for (x = 0; x < state->w; x++, i++) {
805 assert(i == y*state->w+x);
806 if (state->flags[i] & F_BLACK) continue;
809 for (d = 0; d < 4; d++) {
810 xd = x + dxs[d]; yd = y + dys[d]; id = i + dis[d];
811 if (!INGRID(state, xd, yd)) continue;
813 if (state->flags[id] & F_CIRCLE)
814 goto skip; /* this cell already has a way out */
815 if (!(state->flags[id] & F_BLACK)) {
817 goto skip; /* this cell has >1 white cell around it. */
822 solver_op_add(ss, ifree%state->w, ifree/state->w, CIRCLE,
823 "CC/CE/QM: white cell with single non-black around it");
825 debug(("White cell with no escape at (%d,%d)", x, y));
826 state->impossible = 1;
832 return ss->n_ops - n_ops;
835 /* If we have 4 numbers the same in a 2x2 corner, the far corner and the
836 * diagonally-adjacent square must both be black.
837 * If we have 3 numbers the same in a 2x2 corner, the apex of the L
838 * thus formed must be black.
839 * If we have 2 numbers the same in a 2x2 corner, the non-same cell
840 * one away from the corner must be white. */
841 static void solve_corner(game_state *state, struct solver_state *ss,
842 int x, int y, int dx, int dy)
844 int is[4], ns[4], xx, yy, w = state->w;
846 for (yy = 0; yy < 2; yy++) {
847 for (xx = 0; xx < 2; xx++) {
848 is[yy*2+xx] = (y + dy*yy) * w + (x + dx*xx);
849 ns[yy*2+xx] = state->nums[is[yy*2+xx]];
851 } /* order is now (corner, side 1, side 2, inner) */
853 if (ns[0] == ns[1] && ns[0] == ns[2] && ns[0] == ns[3]) {
854 solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "QC: corner with 4 matching");
855 solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "QC: corner with 4 matching");
856 } else if (ns[0] == ns[1] && ns[0] == ns[2]) {
857 /* corner and 2 sides: apex is corner. */
858 solver_op_add(ss, is[0]%w, is[0]/w, BLACK, "TC: corner apex from 3 matching");
859 } else if (ns[1] == ns[2] && ns[1] == ns[3]) {
860 /* side, side, fourth: apex is fourth. */
861 solver_op_add(ss, is[3]%w, is[3]/w, BLACK, "TC: inside apex from 3 matching");
862 } else if (ns[0] == ns[1] || ns[1] == ns[3]) {
863 /* either way here we match the non-identical side. */
864 solver_op_add(ss, is[2]%w, is[2]/w, CIRCLE, "DC: corner with 2 matching");
865 } else if (ns[0] == ns[2] || ns[2] == ns[3]) {
867 solver_op_add(ss, is[1]%w, is[1]/w, CIRCLE, "DC: corner with 2 matching");
871 static int solve_corners(game_state *state, struct solver_state *ss)
873 int n_ops = ss->n_ops;
875 solve_corner(state, ss, 0, 0, 1, 1);
876 solve_corner(state, ss, state->w-1, 0, -1, 1);
877 solve_corner(state, ss, state->w-1, state->h-1, -1, -1);
878 solve_corner(state, ss, 0, state->h-1, 1, -1);
880 return ss->n_ops - n_ops;
883 /* If you have the following situation:
885 * ...x A x x y A x...
886 * ...x B x x B y x...
888 * then both squares marked 'y' must be white. One of the left-most A or B must
889 * be white (since two side-by-side black cells are disallowed), which means
890 * that the corresponding right-most A or B must be black (since you can't
891 * have two of the same number on one line); thus, the adjacent squares
892 * to that right-most A or B must be white, which include the two marked 'y'
894 * Obviously this works in any row or column. It also works if A == B.
895 * It doesn't work for the degenerate case:
898 * where the square marked 'y' isn't necessarily white (consider the left-most A
902 static void solve_offsetpair_pair(game_state *state, struct solver_state *ss,
903 int x1, int y1, int x2, int y2)
905 int ox, oy, w = state->w, ax, ay, an, d, dx[2], dy[2], dn, xd, yd;
907 if (x1 == x2) { /* same column */
914 /* We try adjacent to (x1,y1) and the two diag. adjacent to (x2, y2).
915 * We expect to be called twice, once each way around. */
916 ax = x1+ox; ay = y1+oy;
917 assert(INGRID(state, ax, ay));
918 an = state->nums[ay*w + ax];
920 dx[0] = x2 + ox + oy; dx[1] = x2 + ox - oy;
921 dy[0] = y2 + oy + ox; dy[1] = y2 + oy - ox;
923 for (d = 0; d < 2; d++) {
924 if (INGRID(state, dx[d], dy[d]) && (dx[d] != ax || dy[d] != ay)) {
925 /* The 'dx != ax || dy != ay' removes the degenerate case,
926 * mentioned above. */
927 dn = state->nums[dy[d]*w + dx[d]];
929 /* We have a match; so (WLOG) the 'A' marked above are at
930 * (x1,y1) and (x2,y2), and the 'B' are at (ax,ay) and (dx,dy). */
931 debug(("Found offset-pair: %d at (%d,%d) and (%d,%d)",
932 state->nums[y1*w + x1], x1, y1, x2, y2));
933 debug((" and: %d at (%d,%d) and (%d,%d)",
934 an, ax, ay, dx[d], dy[d]));
936 xd = dx[d] - x2; yd = dy[d] - y2;
937 solver_op_add(ss, x2 + xd, y2, CIRCLE, "IP: next to offset-pair");
938 solver_op_add(ss, x2, y2 + yd, CIRCLE, "IP: next to offset-pair");
944 static int solve_offsetpair(game_state *state, struct solver_state *ss)
946 int n_ops = ss->n_ops, x, xx, y, yy, n1, n2;
948 for (x = 0; x < state->w-1; x++) {
949 for (y = 0; y < state->h; y++) {
950 n1 = state->nums[y*state->w + x];
951 for (yy = y+1; yy < state->h; yy++) {
952 n2 = state->nums[yy*state->w + x];
954 solve_offsetpair_pair(state, ss, x, y, x, yy);
955 solve_offsetpair_pair(state, ss, x, yy, x, y);
960 for (y = 0; y < state->h-1; y++) {
961 for (x = 0; x < state->w; x++) {
962 n1 = state->nums[y*state->w + x];
963 for (xx = x+1; xx < state->w; xx++) {
964 n2 = state->nums[y*state->w + xx];
966 solve_offsetpair_pair(state, ss, x, y, xx, y);
967 solve_offsetpair_pair(state, ss, xx, y, x, y);
972 return ss->n_ops - n_ops;
975 static int solve_hassinglewhiteregion(game_state *state, struct solver_state *ss)
977 int i, j, nwhite = 0, lwhite = -1, szwhite, start, end, next, a, d, x, y;
979 for (i = 0; i < state->n; i++) {
980 if (!(state->flags[i] & F_BLACK)) {
984 state->flags[i] &= ~F_SCRATCH;
987 debug(("solve_hassinglewhite: no white squares found!"));
988 state->impossible = 1;
991 /* We don't use connect_dsf here; it's too slow, and there's a quicker
992 * algorithm if all we want is the size of one region. */
993 /* Having written this, this algorithm is only about 5% faster than
995 memset(ss->scratch, -1, state->n * sizeof(int));
996 ss->scratch[0] = lwhite;
997 state->flags[lwhite] |= F_SCRATCH;
998 start = 0; end = next = 1;
999 while (start < end) {
1000 for (a = start; a < end; a++) {
1001 i = ss->scratch[a]; assert(i != -1);
1002 for (d = 0; d < 4; d++) {
1003 x = (i % state->w) + dxs[d];
1004 y = (i / state->w) + dys[d];
1006 if (!INGRID(state, x, y)) continue;
1007 if (state->flags[j] & (F_BLACK | F_SCRATCH)) continue;
1008 ss->scratch[next++] = j;
1009 state->flags[j] |= F_SCRATCH;
1012 start = end; end = next;
1015 return (szwhite == nwhite) ? 1 : 0;
1018 static void solve_removesplits_check(game_state *state, struct solver_state *ss,
1021 int i = y*state->w + x, issingle;
1023 if (!INGRID(state, x, y)) return;
1024 if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK))
1027 /* If putting a black square at (x,y) would make the white region
1028 * non-contiguous, it must be circled. */
1029 state->flags[i] |= F_BLACK;
1030 issingle = solve_hassinglewhiteregion(state, ss);
1031 state->flags[i] &= ~F_BLACK;
1034 solver_op_add(ss, x, y, CIRCLE, "MC: black square here would split white region");
1037 /* For all black squares, search in squares diagonally adjacent to see if
1038 * we can rule out putting a black square there (because it would make the
1039 * white region non-contiguous). */
1040 /* This function is likely to be somewhat slow. */
1041 static int solve_removesplits(game_state *state, struct solver_state *ss)
1043 int i, x, y, n_ops = ss->n_ops;
1045 if (!solve_hassinglewhiteregion(state, ss)) {
1046 debug(("solve_removesplits: white region is not contiguous at start!"));
1047 state->impossible = 1;
1051 for (i = 0; i < state->n; i++) {
1052 if (!(state->flags[i] & F_BLACK)) continue;
1054 x = i%state->w; y = i/state->w;
1055 solve_removesplits_check(state, ss, x-1, y-1);
1056 solve_removesplits_check(state, ss, x+1, y-1);
1057 solve_removesplits_check(state, ss, x+1, y+1);
1058 solve_removesplits_check(state, ss, x-1, y+1);
1060 return ss->n_ops - n_ops;
1064 * This function performs a solver step that isn't implicit in the rules
1065 * of the game and is thus treated somewhat differently.
1067 * It marks cells whose number does not exist elsewhere in its row/column
1068 * with circles. As it happens the game generator here does mean that this
1069 * is always correct, but it's a solving method that people should not have
1070 * to rely upon (except in the hidden 'sneaky' difficulty setting) and so
1071 * all grids at 'tricky' and above are checked to make sure that the grid
1072 * is no easier if this solving step is performed beforehand.
1074 * Calling with ss=NULL just returns the number of sneaky deductions that
1075 * would have been made.
1077 static int solve_sneaky(game_state *state, struct solver_state *ss)
1079 int i, ii, x, xx, y, yy, nunique = 0;
1081 /* Clear SCRATCH flags. */
1082 for (i = 0; i < state->n; i++) state->flags[i] &= ~F_SCRATCH;
1084 for (x = 0; x < state->w; x++) {
1085 for (y = 0; y < state->h; y++) {
1088 /* Check for duplicate numbers on our row, mark (both) if so */
1089 for (xx = x; xx < state->w; xx++) {
1090 ii = y*state->w + xx;
1091 if (i == ii) continue;
1093 if (state->nums[i] == state->nums[ii]) {
1094 state->flags[i] |= F_SCRATCH;
1095 state->flags[ii] |= F_SCRATCH;
1099 /* Check for duplicate numbers on our col, mark (both) if so */
1100 for (yy = y; yy < state->h; yy++) {
1101 ii = yy*state->w + x;
1102 if (i == ii) continue;
1104 if (state->nums[i] == state->nums[ii]) {
1105 state->flags[i] |= F_SCRATCH;
1106 state->flags[ii] |= F_SCRATCH;
1112 /* Any cell with no marking has no duplicates on its row or column:
1113 * set its CIRCLE. */
1114 for (i = 0; i < state->n; i++) {
1115 if (!(state->flags[i] & F_SCRATCH)) {
1116 if (ss) solver_op_add(ss, i%state->w, i/state->w, CIRCLE,
1117 "SNEAKY: only one of its number in row and col");
1120 state->flags[i] &= ~F_SCRATCH;
1125 static int solve_specific(game_state *state, int diff, int sneaky)
1127 struct solver_state *ss = solver_state_new(state);
1129 if (sneaky) solve_sneaky(state, ss);
1131 /* Some solver operations we only have to perform once --
1132 * they're only based on the numbers available, and not black
1133 * squares or circles which may be added later. */
1135 solve_singlesep(state, ss); /* never sets impossible */
1136 solve_doubles(state, ss); /* ditto */
1137 solve_corners(state, ss); /* ditto */
1139 if (diff >= DIFF_TRICKY)
1140 solve_offsetpair(state, ss); /* ditto */
1143 if (ss->n_ops > 0) solver_ops_do(state, ss);
1144 if (state->impossible) break;
1146 if (solve_allblackbutone(state, ss) > 0) continue;
1147 if (state->impossible) break;
1149 if (diff >= DIFF_TRICKY) {
1150 if (solve_removesplits(state, ss) > 0) continue;
1151 if (state->impossible) break;
1157 solver_state_free(ss);
1158 return state->impossible ? -1 : check_complete(state, 0);
1161 static char *solve_game(game_state *state, game_state *currstate,
1162 char *aux, char **error)
1164 game_state *solved = dup_game(currstate);
1167 if (solve_specific(solved, DIFF_ANY, 0)) goto solved;
1170 solved = dup_game(state);
1171 if (solve_specific(solved, DIFF_ANY, 0)) goto solved;
1174 *error = "Unable to solve puzzle.";
1178 move = game_state_diff(currstate, solved, 1);
1183 /* --- Game generation --- */
1185 /* A correctly completed Hitori board is essentially a latin square
1186 * (no duplicated numbers in any row or column) with black squares
1187 * added such that no black square touches another, and the white
1188 * squares make a contiguous region.
1190 * So we can generate it by:
1191 * constructing a latin square
1192 * adding black squares at random (minding the constraints)
1193 * altering the numbers under the new black squares such that
1194 the solver gets a headstart working out where they are.
1197 static int new_game_is_good(game_params *params,
1198 game_state *state, game_state *tosolve)
1200 int sret, sret_easy = 0;
1202 memcpy(tosolve->nums, state->nums, state->n * sizeof(int));
1203 memset(tosolve->flags, 0, state->n * sizeof(unsigned int));
1204 tosolve->completed = tosolve->impossible = 0;
1207 * We try and solve it twice, once at our requested difficulty level
1208 * (ensuring it's soluble at all) and once at the level below (if
1209 * it exists), which we hope to fail: if you can also solve it at
1210 * the level below then it's too easy and we have to try again.
1212 * With this puzzle in particular there's an extra finesse, which is
1213 * that we check that the generated puzzle isn't too easy _with
1214 * an extra solver step first_, which is the 'sneaky' mode of deductions
1215 * (asserting that any number which fulfils the latin-square rules
1216 * on its row/column must be white). This is an artefact of the
1217 * generation process and not implicit in the rules, so we don't want
1218 * people to be able to use it to make the puzzle easier.
1221 assert(params->diff < DIFF_MAX);
1222 sret = solve_specific(tosolve, params->diff, 0);
1223 if (params->diff > DIFF_EASY) {
1224 memset(tosolve->flags, 0, state->n * sizeof(unsigned int));
1225 tosolve->completed = tosolve->impossible = 0;
1227 /* this is the only time the 'sneaky' flag is set to 1. */
1228 sret_easy = solve_specific(tosolve, params->diff-1, 1);
1231 if (sret <= 0 || sret_easy > 0) {
1232 debug(("Generated puzzle %s at chosen difficulty %s",
1233 sret <= 0 ? "insoluble" : "too easy",
1234 singles_diffnames[params->diff]));
1242 static int best_black_col(game_state *state, random_state *rs, int *scratch,
1243 int i, int *rownums, int *colnums)
1245 int w = state->w, x = i%w, y = i/w, j, o = state->o;
1247 /* Randomise the list of numbers to try. */
1248 for (i = 0; i < o; i++) scratch[i] = i;
1249 shuffle(scratch, o, sizeof(int), rs);
1251 /* Try each number in turn, first giving preference to removing
1252 * latin-square characteristics (i.e. those numbers which only
1253 * occur once in a row/column). The '&&' here, although intuitively
1254 * wrong, results in a smaller number of 'sneaky' deductions on
1255 * solvable boards. */
1256 for (i = 0; i < o; i++) {
1258 if (rownums[y*o + j-1] == 1 && colnums[x*o + j-1] == 1)
1262 /* Then try each number in turn returning the first one that's
1263 * not actually unique in its row/column (see comment below) */
1264 for (i = 0; i < o; i++) {
1266 if (rownums[y*o + j-1] != 0 || colnums[x*o + j-1] != 0)
1269 assert(!"unable to place number under black cell.");
1273 static char *new_game_desc(game_params *params, random_state *rs,
1274 char **aux, int interactive)
1276 game_state *state = blank_game(params->w, params->h);
1277 game_state *tosolve = blank_game(params->w, params->h);
1278 int i, j, *scratch, *rownums, *colnums, x, y, ntries;
1279 int w = state->w, h = state->h, o = state->o;
1282 struct solver_state *ss = solver_state_new(state);
1284 scratch = snewn(state->n, int);
1285 rownums = snewn(h*o, int);
1286 colnums = snewn(w*o, int);
1290 debug(("Starting game generation, size %dx%d", w, h));
1292 memset(state->flags, 0, state->n*sizeof(unsigned int));
1294 /* First, generate the latin rectangle.
1295 * The order of this, o, is max(w,h). */
1296 latin = latin_generate_rect(w, h, rs);
1297 for (i = 0; i < state->n; i++)
1298 state->nums[i] = (int)latin[i];
1300 debug_state("State after latin square", state);
1302 /* Add black squares at random, using bits of solver as we go (to lay
1303 * white squares), until we can lay no more blacks. */
1304 for (i = 0; i < state->n; i++)
1306 shuffle(scratch, state->n, sizeof(int), rs);
1307 for (j = 0; j < state->n; j++) {
1309 if ((state->flags[i] & F_CIRCLE) || (state->flags[i] & F_BLACK)) {
1310 debug(("generator skipping (%d,%d): %s", i%w, i/w,
1311 (state->flags[i] & F_CIRCLE) ? "CIRCLE" : "BLACK"));
1312 continue; /* solver knows this must be one or the other already. */
1315 /* Add a random black cell... */
1316 solver_op_add(ss, i%w, i/w, BLACK, "Generator: adding random black cell");
1317 solver_ops_do(state, ss);
1319 /* ... and do as well as we know how to lay down whites that are now forced. */
1320 solve_allblackbutone(state, ss);
1321 solver_ops_do(state, ss);
1323 solve_removesplits(state, ss);
1324 solver_ops_do(state, ss);
1326 if (state->impossible) {
1327 debug(("generator made impossible, restarting..."));
1331 debug_state("State after adding blacks", state);
1333 /* Now we know which squares are white and which are black, we lay numbers
1334 * under black squares at random, except that the number must appear in
1335 * white cells at least once more in the same column or row as that [black]
1336 * square. That's necessary to avoid multiple solutions, where blackening
1337 * squares in the finished puzzle becomes optional. We use two arrays:
1339 * rownums[ROW * o + NUM-1] is the no. of white cells containing NUM in y=ROW
1340 * colnums[COL * o + NUM-1] is the no. of white cells containing NUM in x=COL
1343 memset(rownums, 0, h*o * sizeof(int));
1344 memset(colnums, 0, w*o * sizeof(int));
1345 for (i = 0; i < state->n; i++) {
1346 if (state->flags[i] & F_BLACK) continue;
1349 rownums[y * o + j-1] += 1;
1350 colnums[x * o + j-1] += 1;
1355 for (i = 0; i < state->n; i++) {
1356 if (!(state->flags[i] & F_BLACK)) continue;
1357 state->nums[i] = best_black_col(state, rs, scratch, i, rownums, colnums);
1359 debug_state("State after adding numbers", state);
1361 /* DIFF_ANY just returns whatever we first generated, for testing purposes. */
1362 if (params->diff != DIFF_ANY &&
1363 !new_game_is_good(params, state, tosolve)) {
1365 if (ntries > MAXTRIES) {
1366 debug(("Ran out of randomisation attempts, re-generating."));
1369 debug(("Re-randomising numbers under black squares."));
1373 ret = generate_desc(state, 0);
1377 solver_state_free(ss);
1385 static char *validate_desc(game_params *params, char *desc)
1389 unpick_desc(params, desc, NULL, &ret);
1393 static game_state *new_game(midend *me, game_params *params, char *desc)
1395 game_state *state = NULL;
1397 unpick_desc(params, desc, &state, NULL);
1398 if (!state) assert(!"new_game failed to unpick");
1402 /* --- Game UI and move routines --- */
1406 int show_black_nums;
1409 static game_ui *new_ui(game_state *state)
1411 game_ui *ui = snew(game_ui);
1413 ui->cx = ui->cy = ui->cshow = 0;
1414 ui->show_black_nums = 0;
1419 static void free_ui(game_ui *ui)
1424 static char *encode_ui(game_ui *ui)
1429 static void decode_ui(game_ui *ui, char *encoding)
1433 static void game_changed_state(game_ui *ui, game_state *oldstate,
1434 game_state *newstate)
1436 if (!oldstate->completed && newstate->completed)
1440 #define DS_BLACK 0x1
1441 #define DS_CIRCLE 0x2
1442 #define DS_CURSOR 0x4
1443 #define DS_BLACK_NUM 0x8
1444 #define DS_ERROR 0x10
1445 #define DS_FLASH 0x20
1446 #define DS_IMPOSSIBLE 0x40
1448 struct game_drawstate {
1449 int tilesize, started, solved;
1452 unsigned int *flags;
1455 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1456 int mx, int my, int button)
1459 int i, x = FROMCOORD(mx), y = FROMCOORD(my);
1460 enum { NONE, TOGGLE_BLACK, TOGGLE_CIRCLE, UI } action = NONE;
1462 if (IS_CURSOR_MOVE(button)) {
1463 move_cursor(button, &ui->cx, &ui->cy, state->w, state->h, 1);
1466 } else if (IS_CURSOR_SELECT(button)) {
1467 x = ui->cx; y = ui->cy;
1472 if (button == CURSOR_SELECT) {
1473 action = TOGGLE_BLACK;
1474 } else if (button == CURSOR_SELECT2) {
1475 action = TOGGLE_CIRCLE;
1477 } else if (IS_MOUSE_DOWN(button)) {
1482 if (!INGRID(state, x, y)) {
1483 ui->show_black_nums = 1 - ui->show_black_nums;
1484 action = UI; /* this wants to be a per-game option. */
1485 } else if (button == LEFT_BUTTON) {
1486 action = TOGGLE_BLACK;
1487 } else if (button == RIGHT_BUTTON) {
1488 action = TOGGLE_CIRCLE;
1491 if (action == UI) return "";
1493 if (action == TOGGLE_BLACK || action == TOGGLE_CIRCLE) {
1494 i = y * state->w + x;
1495 if (state->flags[i] & (F_BLACK | F_CIRCLE))
1498 c = (action == TOGGLE_BLACK) ? 'B' : 'C';
1499 sprintf(buf, "%c%d,%d", (int)c, x, y);
1506 static game_state *execute_move(game_state *state, char *move)
1508 game_state *ret = dup_game(state);
1511 debug(("move: %s", move));
1515 if (c == 'B' || c == 'C' || c == 'E') {
1517 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
1518 !INGRID(state, x, y))
1522 ret->flags[i] &= ~(F_CIRCLE | F_BLACK); /* empty first, always. */
1524 ret->flags[i] |= F_BLACK;
1526 ret->flags[i] |= F_CIRCLE;
1528 } else if (c == 'S') {
1530 ret->used_solve = 1;
1539 if (check_complete(ret, 1)) ret->completed = 1;
1547 /* ----------------------------------------------------------------------
1551 static void game_compute_size(game_params *params, int tilesize,
1554 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1555 struct { int tilesize; } ads, *ds = &ads;
1556 ads.tilesize = tilesize;
1558 *x = TILE_SIZE * params->w + 2 * BORDER;
1559 *y = TILE_SIZE * params->h + 2 * BORDER;
1562 static void game_set_size(drawing *dr, game_drawstate *ds,
1563 game_params *params, int tilesize)
1565 ds->tilesize = tilesize;
1568 static float *game_colours(frontend *fe, int *ncolours)
1570 float *ret = snewn(3 * NCOLOURS, float);
1573 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1574 for (i = 0; i < 3; i++) {
1575 ret[COL_BLACK * 3 + i] = 0.0F;
1576 ret[COL_BLACKNUM * 3 + i] = 0.4F;
1577 ret[COL_WHITE * 3 + i] = 1.0F;
1578 ret[COL_GRID * 3 + i] = ret[COL_LOWLIGHT * 3 + i];
1580 ret[COL_CURSOR * 3 + 0] = 0.2F;
1581 ret[COL_CURSOR * 3 + 1] = 0.8F;
1582 ret[COL_CURSOR * 3 + 2] = 0.0F;
1584 ret[COL_ERROR * 3 + 0] = 1.0F;
1585 ret[COL_ERROR * 3 + 1] = 0.0F;
1586 ret[COL_ERROR * 3 + 2] = 0.0F;
1588 *ncolours = NCOLOURS;
1592 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1594 struct game_drawstate *ds = snew(struct game_drawstate);
1596 ds->tilesize = ds->started = ds->solved = 0;
1601 ds->flags = snewn(state->n, unsigned int);
1603 memset(ds->flags, 0, state->n*sizeof(unsigned int));
1608 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1614 static void tile_redraw(drawing *dr, game_drawstate *ds, int x, int y,
1615 int num, unsigned int f)
1617 int tcol, bg, dnum, cx, cy, tsz;
1621 bg = (f & DS_ERROR) ? COL_ERROR : COL_BLACK;
1622 tcol = COL_BLACKNUM;
1623 dnum = (f & DS_BLACK_NUM) ? 1 : 0;
1625 bg = (f & DS_FLASH) ? COL_LOWLIGHT : COL_BACKGROUND;
1626 tcol = (f & DS_ERROR) ? COL_ERROR : COL_BLACK;
1630 cx = x + TILE_SIZE/2; cy = y + TILE_SIZE/2;
1632 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, bg);
1633 draw_rect_outline(dr, x, y, TILE_SIZE, TILE_SIZE,
1634 (f & DS_IMPOSSIBLE) ? COL_ERROR : COL_GRID);
1636 if (f & DS_CIRCLE) {
1637 draw_circle(dr, cx, cy, CRAD, tcol, tcol);
1638 draw_circle(dr, cx, cy, CRAD-1, bg, tcol);
1642 sprintf(buf, "%d", num);
1643 if (strlen(buf) == 1)
1646 tsz = (CRAD*2 - 1) / strlen(buf);
1647 draw_text(dr, cx, cy, FONT_VARIABLE, tsz,
1648 ALIGN_VCENTRE | ALIGN_HCENTRE, tcol, buf);
1652 draw_rect_corners(dr, cx, cy, TEXTSZ/2, COL_CURSOR);
1654 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
1657 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1658 game_state *state, int dir, game_ui *ui,
1659 float animtime, float flashtime)
1664 flash = (int)(flashtime * 5 / FLASH_TIME) % 2;
1667 int wsz = TILE_SIZE * state->w + 2 * BORDER;
1668 int hsz = TILE_SIZE * state->h + 2 * BORDER;
1669 draw_rect(dr, 0, 0, wsz, hsz, COL_BACKGROUND);
1670 draw_rect_outline(dr, COORD(0)-1, COORD(0)-1,
1671 TILE_SIZE * state->w + 2, TILE_SIZE * state->h + 2,
1673 draw_update(dr, 0, 0, wsz, hsz);
1675 for (x = 0; x < state->w; x++) {
1676 for (y = 0; y < state->h; y++) {
1680 if (flash) f |= DS_FLASH;
1681 if (state->impossible) f |= DS_IMPOSSIBLE;
1683 if (ui->cshow && x == ui->cx && y == ui->cy)
1685 if (state->flags[i] & F_BLACK) {
1687 if (ui->show_black_nums) f |= DS_BLACK_NUM;
1689 if (state->flags[i] & F_CIRCLE)
1691 if (state->flags[i] & F_ERROR)
1694 if (!ds->started || ds->flags[i] != f) {
1695 tile_redraw(dr, ds, COORD(x), COORD(y),
1704 static float game_anim_length(game_state *oldstate, game_state *newstate,
1705 int dir, game_ui *ui)
1710 static float game_flash_length(game_state *oldstate, game_state *newstate,
1711 int dir, game_ui *ui)
1713 if (!oldstate->completed &&
1714 newstate->completed && !newstate->used_solve)
1719 static int game_timing_state(game_state *state, game_ui *ui)
1724 static void game_print_size(game_params *params, float *x, float *y)
1728 /* 8mm squares by default. */
1729 game_compute_size(params, 800, &pw, &ph);
1734 static void game_print(drawing *dr, game_state *state, int tilesize)
1736 int ink = print_mono_colour(dr, 0);
1737 int paper = print_mono_colour(dr, 1);
1738 int x, y, ox, oy, i;
1741 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1742 game_drawstate ads, *ds = &ads;
1743 game_set_size(dr, ds, NULL, tilesize);
1745 print_line_width(dr, 2 * TILE_SIZE / 40);
1747 for (x = 0; x < state->w; x++) {
1748 for (y = 0; y < state->h; y++) {
1749 ox = COORD(x); oy = COORD(y);
1752 if (state->flags[i] & F_BLACK) {
1753 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1755 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1757 if (state->flags[i] & DS_CIRCLE)
1758 draw_circle(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, CRAD,
1761 sprintf(buf, "%d", state->nums[i]);
1762 draw_text(dr, ox+TILE_SIZE/2, oy+TILE_SIZE/2, FONT_VARIABLE,
1763 TEXTSZ/strlen(buf), ALIGN_VCENTRE | ALIGN_HCENTRE,
1771 #define thegame singles
1774 const struct game thegame = {
1775 "Singles", "games.singles", "singles",
1782 TRUE, game_configure, custom_params,
1790 TRUE, game_can_format_as_text_now, game_text_format,
1798 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1801 game_free_drawstate,
1805 TRUE, FALSE, game_print_size, game_print,
1806 FALSE, /* wants_statusbar */
1807 FALSE, game_timing_state,
1808 REQUIRE_RBUTTON, /* flags */
1811 #ifdef STANDALONE_SOLVER
1816 static void start_soak(game_params *p, random_state *rs)
1818 time_t tt_start, tt_now, tt_last;
1821 int i, n = 0, ndiff[DIFF_MAX], diff, sret, nblack = 0, nsneaky = 0;
1823 tt_start = tt_now = time(NULL);
1825 printf("Soak-testing a %dx%d grid.\n", p->w, p->h);
1828 memset(ndiff, 0, DIFF_MAX * sizeof(int));
1832 desc = new_game_desc(p, rs, &aux, 0);
1833 s = new_game(NULL, p, desc);
1834 nsneaky += solve_sneaky(s, NULL);
1836 for (diff = 0; diff < DIFF_MAX; diff++) {
1837 memset(s->flags, 0, s->n * sizeof(unsigned int));
1838 s->completed = s->impossible = 0;
1839 sret = solve_specific(s, diff, 0);
1843 } else if (sret < 0)
1844 fprintf(stderr, "Impossible! %s\n", desc);
1846 for (i = 0; i < s->n; i++) {
1847 if (s->flags[i] & F_BLACK) nblack++;
1852 tt_last = time(NULL);
1853 if (tt_last > tt_now) {
1855 printf("%d total, %3.1f/s, bl/sn %3.1f%%/%3.1f%%: ",
1856 n, (double)n / ((double)tt_now - tt_start),
1857 ((double)nblack * 100.0) / (double)(n * p->w * p->h),
1858 ((double)nsneaky * 100.0) / (double)(n * p->w * p->h));
1859 for (diff = 0; diff < DIFF_MAX; diff++) {
1860 if (diff > 0) printf(", ");
1861 printf("%d (%3.1f%%) %s",
1862 ndiff[diff], (double)ndiff[diff] * 100.0 / (double)n,
1863 singles_diffnames[diff]);
1870 int main(int argc, char **argv)
1872 char *id = NULL, *desc, *desc_gen = NULL, *tgame, *err, *aux;
1873 game_state *s = NULL;
1874 game_params *p = NULL;
1875 int soln, soak = 0, ret = 1;
1876 time_t seed = time(NULL);
1877 random_state *rs = NULL;
1879 setvbuf(stdout, NULL, _IONBF, 0);
1881 while (--argc > 0) {
1883 if (!strcmp(p, "-v")) {
1885 } else if (!strcmp(p, "--soak")) {
1887 } else if (!strcmp(p, "--seed")) {
1889 fprintf(stderr, "%s: --seed needs an argument", argv[0]);
1892 seed = (time_t)atoi(*++argv);
1894 } else if (*p == '-') {
1895 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1902 rs = random_new((void*)&seed, sizeof(time_t));
1905 fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]);
1908 desc = strchr(id, ':');
1909 if (desc) *desc++ = '\0';
1911 p = default_params();
1912 decode_params(p, id);
1913 err = validate_params(p, 1);
1915 fprintf(stderr, "%s: %s", argv[0], err);
1921 fprintf(stderr, "%s: --soak only needs params, not game desc.\n", argv[0]);
1926 if (!desc) desc = desc_gen = new_game_desc(p, rs, &aux, 0);
1928 err = validate_desc(p, desc);
1930 fprintf(stderr, "%s: %s\n", argv[0], err);
1934 s = new_game(NULL, p, desc);
1937 tgame = game_text_format(s);
1942 soln = solve_specific(s, DIFF_ANY, 0);
1943 tgame = game_text_format(s);
1946 printf("Game was %s.\n\n",
1947 soln < 0 ? "impossible" : soln > 0 ? "solved" : "not solved");
1952 if (desc_gen) sfree(desc_gen);
1953 if (p) free_params(p);
1954 if (s) free_game(s);
1955 if (rs) random_free(rs);
1963 /* vim: set shiftwidth=4 tabstop=8: */