rockbox/apps/plugins/puzzles/src/pearl.c
Franklin Wei 5094aaa4d4 puzzles: Follow cursor in zoom mode and general code cleanup.
Frontends now have a way to retrieve the backend cursor position with some
changes I've submitted upstream. With this information, we can now follow
the cursor around in "interaction mode" while zoomed in, eliminating (most)
need for mode switching.

Also does some cleanup of the frontend code.

Change-Id: I1ba118f67564a3baed95435f5619b73cfa3ae87a
2020-07-06 23:00:13 -04:00

2784 lines
82 KiB
C

/*
* pearl.c: Nikoli's `Masyu' puzzle.
*/
/*
* TODO:
*
* - The current keyboard cursor mechanism works well on ordinary PC
* keyboards, but for platforms with only arrow keys and a select
* button or two, we may at some point need a simpler one which can
* handle 'x' markings without needing shift keys. For instance, a
* cursor with twice the grid resolution, so that it can range
* across face centres, edge centres and vertices; 'clicks' on face
* centres begin a drag as currently, clicks on edges toggle
* markings, and clicks on vertices are ignored (but it would be
* too confusing not to let the cursor rest on them). But I'm
* pretty sure that would be less pleasant to play on a full
* keyboard, so probably a #ifdef would be the thing.
*
* - Generation is still pretty slow, due to difficulty coming up in
* the first place with a loop that makes a soluble puzzle even
* with all possible clues filled in.
* + A possible alternative strategy to further tuning of the
* existing loop generator would be to throw the entire
* mechanism out and instead write a different generator from
* scratch which evolves the solution along with the puzzle:
* place a few clues, nail down a bit of the loop, place another
* clue, nail down some more, etc. However, I don't have a
* detailed plan for any such mechanism, so it may be a pipe
* dream.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#include "grid.h"
#include "loopgen.h"
#define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0)
#define NOCLUE 0
#define CORNER 1
#define STRAIGHT 2
#define R 1
#define U 2
#define L 4
#define D 8
#define DX(d) ( ((d)==R) - ((d)==L) )
#define DY(d) ( ((d)==D) - ((d)==U) )
#define F(d) (((d << 2) | (d >> 2)) & 0xF)
#define C(d) (((d << 3) | (d >> 1)) & 0xF)
#define A(d) (((d << 1) | (d >> 3)) & 0xF)
#define LR (L | R)
#define RL (R | L)
#define UD (U | D)
#define DU (D | U)
#define LU (L | U)
#define UL (U | L)
#define LD (L | D)
#define DL (D | L)
#define RU (R | U)
#define UR (U | R)
#define RD (R | D)
#define DR (D | R)
#define BLANK 0
#define UNKNOWN 15
#define bLR (1 << LR)
#define bRL (1 << RL)
#define bUD (1 << UD)
#define bDU (1 << DU)
#define bLU (1 << LU)
#define bUL (1 << UL)
#define bLD (1 << LD)
#define bDL (1 << DL)
#define bRU (1 << RU)
#define bUR (1 << UR)
#define bRD (1 << RD)
#define bDR (1 << DR)
#define bBLANK (1 << BLANK)
enum {
COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
COL_CURSOR_BACKGROUND = COL_LOWLIGHT,
COL_BLACK, COL_WHITE,
COL_ERROR, COL_GRID, COL_FLASH,
COL_DRAGON, COL_DRAGOFF,
NCOLOURS
};
/* Macro ickery copied from slant.c */
#define DIFFLIST(A) \
A(EASY,Easy,e) \
A(TRICKY,Tricky,t)
#define ENUM(upper,title,lower) DIFF_ ## upper,
#define TITLE(upper,title,lower) #title,
#define ENCODE(upper,title,lower) #lower
#define CONFIG(upper,title,lower) ":" #title
enum { DIFFLIST(ENUM) DIFFCOUNT };
static char const *const pearl_diffnames[] = { DIFFLIST(TITLE) "(count)" };
static char const pearl_diffchars[] = DIFFLIST(ENCODE);
#define DIFFCONFIG DIFFLIST(CONFIG)
struct game_params {
int w, h;
int difficulty;
bool nosolve; /* XXX remove me! */
};
struct shared_state {
int w, h, sz;
char *clues; /* size w*h */
int refcnt;
};
#define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \
(gy) >= 0 && (gy) < (state)->shared->h)
struct game_state {
struct shared_state *shared;
char *lines; /* size w*h: lines placed */
char *errors; /* size w*h: errors detected */
char *marks; /* size w*h: 'no line here' marks placed. */
bool completed, used_solve;
};
#define DEFAULT_PRESET 3
static const struct game_params pearl_presets[] = {
{6, 6, DIFF_EASY},
{6, 6, DIFF_TRICKY},
{8, 8, DIFF_EASY},
{8, 8, DIFF_TRICKY},
{10, 10, DIFF_EASY},
{10, 10, DIFF_TRICKY},
{12, 8, DIFF_EASY},
{12, 8, DIFF_TRICKY},
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
*ret = pearl_presets[DEFAULT_PRESET];
ret->nosolve = false;
return ret;
}
static bool game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char buf[64];
if (i < 0 || i >= lenof(pearl_presets)) return false;
ret = default_params();
*ret = pearl_presets[i]; /* struct copy */
*params = ret;
sprintf(buf, "%dx%d %s",
pearl_presets[i].w, pearl_presets[i].h,
pearl_diffnames[pearl_presets[i].difficulty]);
*name = dupstr(buf);
return true;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *ret, char const *string)
{
ret->w = ret->h = atoi(string);
while (*string && isdigit((unsigned char) *string)) ++string;
if (*string == 'x') {
string++;
ret->h = atoi(string);
while (*string && isdigit((unsigned char)*string)) string++;
}
ret->difficulty = DIFF_EASY;
if (*string == 'd') {
int i;
string++;
for (i = 0; i < DIFFCOUNT; i++)
if (*string == pearl_diffchars[i])
ret->difficulty = i;
if (*string) string++;
}
ret->nosolve = false;
if (*string == 'n') {
ret->nosolve = true;
string++;
}
}
static char *encode_params(const game_params *params, bool full)
{
char buf[256];
sprintf(buf, "%dx%d", params->w, params->h);
if (full)
sprintf(buf + strlen(buf), "d%c%s",
pearl_diffchars[params->difficulty],
params->nosolve ? "n" : "");
return dupstr(buf);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[64];
ret = snewn(5, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].u.string.sval = dupstr(buf);
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].u.string.sval = dupstr(buf);
ret[2].name = "Difficulty";
ret[2].type = C_CHOICES;
ret[2].u.choices.choicenames = DIFFCONFIG;
ret[2].u.choices.selected = params->difficulty;
ret[3].name = "Allow unsoluble";
ret[3].type = C_BOOLEAN;
ret[3].u.boolean.bval = params->nosolve;
ret[4].name = NULL;
ret[4].type = C_END;
return ret;
}
static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].u.string.sval);
ret->h = atoi(cfg[1].u.string.sval);
ret->difficulty = cfg[2].u.choices.selected;
ret->nosolve = cfg[3].u.boolean.bval;
return ret;
}
static const char *validate_params(const game_params *params, bool full)
{
if (params->w < 5) return "Width must be at least five";
if (params->h < 5) return "Height must be at least five";
if (params->difficulty < 0 || params->difficulty >= DIFFCOUNT)
return "Unknown difficulty level";
return NULL;
}
/* ----------------------------------------------------------------------
* Solver.
*/
static int pearl_solve(int w, int h, char *clues, char *result,
int difficulty, bool partial)
{
int W = 2*w+1, H = 2*h+1;
short *workspace;
int *dsf, *dsfsize;
int x, y, b, d;
int ret = -1;
/*
* workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature
* of the square (x,y), as a logical OR of bitfields.
*
* workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates
* whether the horizontal edge between (x,y) and (x+1,y) is
* connected (1), disconnected (2) or unknown (3).
*
* workspace[(2*y+1)*W+(2*x)], indicates the same about the
* vertical edge between (x,y) and (x,y+1).
*
* Initially, every square is considered capable of being in
* any of the seven possible states (two straights, four
* corners and empty), except those corresponding to clue
* squares which are more restricted.
*
* Initially, all edges are unknown, except the ones around the
* grid border which are known to be disconnected.
*/
workspace = snewn(W*H, short);
for (x = 0; x < W*H; x++)
workspace[x] = 0;
/* Square states */
for (y = 0; y < h; y++)
for (x = 0; x < w; x++)
switch (clues[y*w+x]) {
case CORNER:
workspace[(2*y+1)*W+(2*x+1)] = bLU|bLD|bRU|bRD;
break;
case STRAIGHT:
workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD;
break;
default:
workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD|bLU|bLD|bRU|bRD|bBLANK;
break;
}
/* Horizontal edges */
for (y = 0; y <= h; y++)
for (x = 0; x < w; x++)
workspace[(2*y)*W+(2*x+1)] = (y==0 || y==h ? 2 : 3);
/* Vertical edges */
for (y = 0; y < h; y++)
for (x = 0; x <= w; x++)
workspace[(2*y+1)*W+(2*x)] = (x==0 || x==w ? 2 : 3);
/*
* We maintain a dsf of connected squares, together with a
* count of the size of each equivalence class.
*/
dsf = snewn(w*h, int);
dsfsize = snewn(w*h, int);
/*
* Now repeatedly try to find something we can do.
*/
while (1) {
bool done_something = false;
#ifdef SOLVER_DIAGNOSTICS
for (y = 0; y < H; y++) {
for (x = 0; x < W; x++)
printf("%*x", (x&1) ? 5 : 2, workspace[y*W+x]);
printf("\n");
}
#endif
/*
* Go through the square state words, and discard any
* square state which is inconsistent with known facts
* about the edges around the square.
*/
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
for (b = 0; b < 0xD; b++)
if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
/*
* If any edge of this square is known to
* be connected when state b would require
* it disconnected, or vice versa, discard
* the state.
*/
for (d = 1; d <= 8; d += d) {
int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
if (workspace[ey*W+ex] ==
((b & d) ? 2 : 1)) {
workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<b);
#ifdef SOLVER_DIAGNOSTICS
printf("edge (%d,%d)-(%d,%d) rules out state"
" %d for square (%d,%d)\n",
ex/2, ey/2, (ex+1)/2, (ey+1)/2,
b, x, y);
#endif
done_something = true;
break;
}
}
}
/*
* Consistency check: each square must have at
* least one state left!
*/
if (!workspace[(2*y+1)*W+(2*x+1)]) {
#ifdef SOLVER_DIAGNOSTICS
printf("edge check at (%d,%d): inconsistency\n", x, y);
#endif
ret = 0;
goto cleanup;
}
}
/*
* Now go through the states array again, and nail down any
* unknown edge if one of its neighbouring squares makes it
* known.
*/
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
int edgeor = 0, edgeand = 15;
for (b = 0; b < 0xD; b++)
if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
edgeor |= b;
edgeand &= b;
}
/*
* Now any bit clear in edgeor marks a disconnected
* edge, and any bit set in edgeand marks a
* connected edge.
*/
/* First check consistency: neither bit is both! */
if (edgeand & ~edgeor) {
#ifdef SOLVER_DIAGNOSTICS
printf("square check at (%d,%d): inconsistency\n", x, y);
#endif
ret = 0;
goto cleanup;
}
for (d = 1; d <= 8; d += d) {
int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
if (!(edgeor & d) && workspace[ey*W+ex] == 3) {
workspace[ey*W+ex] = 2;
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("possible states of square (%d,%d) force edge"
" (%d,%d)-(%d,%d) to be disconnected\n",
x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
#endif
} else if ((edgeand & d) && workspace[ey*W+ex] == 3) {
workspace[ey*W+ex] = 1;
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("possible states of square (%d,%d) force edge"
" (%d,%d)-(%d,%d) to be connected\n",
x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
#endif
}
}
}
if (done_something)
continue;
/*
* Now for longer-range clue-based deductions (using the
* rules that a corner clue must connect to two straight
* squares, and a straight clue must connect to at least
* one corner square).
*/
for (y = 0; y < h; y++)
for (x = 0; x < w; x++)
switch (clues[y*w+x]) {
case CORNER:
for (d = 1; d <= 8; d += d) {
int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
int fx = ex + DX(d), fy = ey + DY(d);
int type = d | F(d);
if (workspace[ey*W+ex] == 1) {
/*
* If a corner clue is connected on any
* edge, then we can immediately nail
* down the square beyond that edge as
* being a straight in the appropriate
* direction.
*/
if (workspace[fy*W+fx] != (1<<type)) {
workspace[fy*W+fx] = (1<<type);
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("corner clue at (%d,%d) forces square "
"(%d,%d) into state %d\n", x, y,
fx/2, fy/2, type);
#endif
}
} else if (workspace[ey*W+ex] == 3) {
/*
* Conversely, if a corner clue is
* separated by an unknown edge from a
* square which _cannot_ be a straight
* in the appropriate direction, we can
* mark that edge as disconnected.
*/
if (!(workspace[fy*W+fx] & (1<<type))) {
workspace[ey*W+ex] = 2;
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("corner clue at (%d,%d), plus square "
"(%d,%d) not being state %d, "
"disconnects edge (%d,%d)-(%d,%d)\n",
x, y, fx/2, fy/2, type,
ex/2, ey/2, (ex+1)/2, (ey+1)/2);
#endif
}
}
}
break;
case STRAIGHT:
/*
* If a straight clue is between two squares
* neither of which is capable of being a
* corner connected to it, then the straight
* clue cannot point in that direction.
*/
for (d = 1; d <= 2; d += d) {
int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
int type = d | F(d);
if (!(workspace[(2*y+1)*W+(2*x+1)] & (1<<type)))
continue;
if (!(workspace[fy*W+fx] & ((1<<(F(d)|A(d))) |
(1<<(F(d)|C(d))))) &&
!(workspace[gy*W+gx] & ((1<<( d |A(d))) |
(1<<( d |C(d)))))) {
workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<type);
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("straight clue at (%d,%d) cannot corner at "
"(%d,%d) or (%d,%d) so is not state %d\n",
x, y, fx/2, fy/2, gx/2, gy/2, type);
#endif
}
}
/*
* If a straight clue with known direction is
* connected on one side to a known straight,
* then on the other side it must be a corner.
*/
for (d = 1; d <= 8; d += d) {
int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
int type = d | F(d);
if (workspace[(2*y+1)*W+(2*x+1)] != (1<<type))
continue;
if (!(workspace[fy*W+fx] &~ (bLR|bUD)) &&
(workspace[gy*W+gx] &~ (bLU|bLD|bRU|bRD))) {
workspace[gy*W+gx] &= (bLU|bLD|bRU|bRD);
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("straight clue at (%d,%d) connecting to "
"straight at (%d,%d) makes (%d,%d) a "
"corner\n", x, y, fx/2, fy/2, gx/2, gy/2);
#endif
}
}
break;
}
if (done_something)
continue;
/*
* Now detect shortcut loops.
*/
{
int nonblanks, loopclass;
dsf_init(dsf, w*h);
for (x = 0; x < w*h; x++)
dsfsize[x] = 1;
/*
* First go through the edge entries and update the dsf
* of which squares are connected to which others. We
* also track the number of squares in each equivalence
* class, and count the overall number of
* known-non-blank squares.
*
* In the process of doing this, we must notice if a
* loop has already been formed. If it has, we blank
* out any square which isn't part of that loop
* (failing a consistency check if any such square does
* not have BLANK as one of its remaining options) and
* exit the deduction loop with success.
*/
nonblanks = 0;
loopclass = -1;
for (y = 1; y < H-1; y++)
for (x = 1; x < W-1; x++)
if ((y ^ x) & 1) {
/*
* (x,y) are the workspace coordinates of
* an edge field. Compute the normal-space
* coordinates of the squares it connects.
*/
int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
int bx = x/2, by = y/2, bc = by*w+bx;
/*
* If the edge is connected, do the dsf
* thing.
*/
if (workspace[y*W+x] == 1) {
int ae, be;
ae = dsf_canonify(dsf, ac);
be = dsf_canonify(dsf, bc);
if (ae == be) {
/*
* We have a loop!
*/
if (loopclass != -1) {
/*
* In fact, we have two
* separate loops, which is
* doom.
*/
#ifdef SOLVER_DIAGNOSTICS
printf("two loops found in grid!\n");
#endif
ret = 0;
goto cleanup;
}
loopclass = ae;
} else {
/*
* Merge the two equivalence
* classes.
*/
int size = dsfsize[ae] + dsfsize[be];
dsf_merge(dsf, ac, bc);
ae = dsf_canonify(dsf, ac);
dsfsize[ae] = size;
}
}
} else if ((y & x) & 1) {
/*
* (x,y) are the workspace coordinates of a
* square field. If the square is
* definitely not blank, count it.
*/
if (!(workspace[y*W+x] & bBLANK))
nonblanks++;
}
/*
* If we discovered an existing loop above, we must now
* blank every square not part of it, and exit the main
* deduction loop.
*/
if (loopclass != -1) {
#ifdef SOLVER_DIAGNOSTICS
printf("loop found in grid!\n");
#endif
for (y = 0; y < h; y++)
for (x = 0; x < w; x++)
if (dsf_canonify(dsf, y*w+x) != loopclass) {
if (workspace[(y*2+1)*W+(x*2+1)] & bBLANK) {
workspace[(y*2+1)*W+(x*2+1)] = bBLANK;
} else {
/*
* This square is not part of the
* loop, but is known non-blank. We
* have goofed.
*/
#ifdef SOLVER_DIAGNOSTICS
printf("non-blank square (%d,%d) found outside"
" loop!\n", x, y);
#endif
ret = 0;
goto cleanup;
}
}
/*
* And we're done.
*/
ret = 1;
break;
}
/* Further deductions are considered 'tricky'. */
if (difficulty == DIFF_EASY) goto done_deductions;
/*
* Now go through the workspace again and mark any edge
* which would cause a shortcut loop (i.e. would
* connect together two squares in the same equivalence
* class, and that equivalence class does not contain
* _all_ the known-non-blank squares currently in the
* grid) as disconnected. Also, mark any _square state_
* which would cause a shortcut loop as disconnected.
*/
for (y = 1; y < H-1; y++)
for (x = 1; x < W-1; x++)
if ((y ^ x) & 1) {
/*
* (x,y) are the workspace coordinates of
* an edge field. Compute the normal-space
* coordinates of the squares it connects.
*/
int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
int bx = x/2, by = y/2, bc = by*w+bx;
/*
* If the edge is currently unknown, and
* sits between two squares in the same
* equivalence class, and the size of that
* class is less than nonblanks, then
* connecting this edge would be a shortcut
* loop and so we must not do so.
*/
if (workspace[y*W+x] == 3) {
int ae, be;
ae = dsf_canonify(dsf, ac);
be = dsf_canonify(dsf, bc);
if (ae == be) {
/*
* We have a loop. Is it a shortcut?
*/
if (dsfsize[ae] < nonblanks) {
/*
* Yes! Mark this edge disconnected.
*/
workspace[y*W+x] = 2;
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("edge (%d,%d)-(%d,%d) would create"
" a shortcut loop, hence must be"
" disconnected\n", x/2, y/2,
(x+1)/2, (y+1)/2);
#endif
}
}
}
} else if ((y & x) & 1) {
/*
* (x,y) are the workspace coordinates of a
* square field. Go through its possible
* (non-blank) states and see if any gives
* rise to a shortcut loop.
*
* This is slightly fiddly, because we have
* to check whether this square is already
* part of the same equivalence class as
* the things it's joining.
*/
int ae = dsf_canonify(dsf, (y/2)*w+(x/2));
for (b = 2; b < 0xD; b++)
if (workspace[y*W+x] & (1<<b)) {
/*
* Find the equivalence classes of
* the two squares this one would
* connect if it were in this
* state.
*/
int e = -1;
for (d = 1; d <= 8; d += d) if (b & d) {
int xx = x/2 + DX(d), yy = y/2 + DY(d);
int ee = dsf_canonify(dsf, yy*w+xx);
if (e == -1)
ee = e;
else if (e != ee)
e = -2;
}
if (e >= 0) {
/*
* This square state would form
* a loop on equivalence class
* e. Measure the size of that
* loop, and see if it's a
* shortcut.
*/
int loopsize = dsfsize[e];
if (e != ae)
loopsize++;/* add the square itself */
if (loopsize < nonblanks) {
/*
* It is! Mark this square
* state invalid.
*/
workspace[y*W+x] &= ~(1<<b);
done_something = true;
#ifdef SOLVER_DIAGNOSTICS
printf("square (%d,%d) would create a "
"shortcut loop in state %d, "
"hence cannot be\n",
x/2, y/2, b);
#endif
}
}
}
}
}
done_deductions:
if (done_something)
continue;
/*
* If we reach here, there is nothing left we can do.
* Return 2 for ambiguous puzzle.
*/
ret = 2;
break;
}
cleanup:
/*
* If ret = 1 then we've successfully achieved a solution. This
* means that we expect every square to be nailed down to
* exactly one possibility. If this is the case, or if the caller
* asked for a partial solution anyway, transcribe those
* possibilities into the result array.
*/
if (ret == 1 || partial) {
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
for (b = 0; b < 0xD; b++)
if (workspace[(2*y+1)*W+(2*x+1)] == (1<<b)) {
result[y*w+x] = b;
break;
}
if (ret == 1) assert(b < 0xD); /* we should have had a break by now */
}
}
}
sfree(dsfsize);
sfree(dsf);
sfree(workspace);
assert(ret >= 0);
return ret;
}
/* ----------------------------------------------------------------------
* Loop generator.
*/
/*
* We use the loop generator code from loopy, hard-coding to a square
* grid of the appropriate size. Knowing the grid layout and the tile
* size we can shrink that to our small grid and then make our line
* layout from the face colour info.
*
* We provide a bias function to the loop generator which tries to
* bias in favour of loops with more scope for Pearl black clues. This
* seems to improve the success rate of the puzzle generator, in that
* such loops have a better chance of being soluble with all valid
* clues put in.
*/
struct pearl_loopgen_bias_ctx {
/*
* Our bias function counts the number of 'black clue' corners
* (i.e. corners adjacent to two straights) in both the
* BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do
* this, we must:
*
* - track the edges that are part of each of those loops
* - track the types of vertex in each loop (corner, straight,
* none)
* - track the current black-clue status of each vertex in each
* loop.
*
* Each of these chunks of data is updated incrementally from the
* previous one, to avoid slowdown due to the bias function
* rescanning the whole grid every time it's called.
*
* So we need a lot of separate arrays, plus a tdq for each one,
* and we must repeat it all twice for the BLACK and WHITE
* boundaries.
*/
struct pearl_loopgen_bias_ctx_boundary {
int colour; /* FACE_WHITE or FACE_BLACK */
bool *edges; /* is each edge part of the loop? */
tdq *edges_todo;
char *vertextypes; /* bits 0-3 == outgoing edge bitmap;
* bit 4 set iff corner clue.
* Hence, 0 means non-vertex;
* nonzero but bit 4 zero = straight. */
int *neighbour[2]; /* indices of neighbour vertices in loop */
tdq *vertextypes_todo;
char *blackclues; /* is each vertex a black clue site? */
tdq *blackclues_todo;
} boundaries[2]; /* boundaries[0]=WHITE, [1]=BLACK */
char *faces; /* remember last-seen colour of each face */
tdq *faces_todo;
int score;
grid *g;
};
static int pearl_loopgen_bias(void *vctx, char *board, int face)
{
struct pearl_loopgen_bias_ctx *ctx = (struct pearl_loopgen_bias_ctx *)vctx;
grid *g = ctx->g;
int oldface, newface;
int i, j, k;
tdq_add(ctx->faces_todo, face);
while ((j = tdq_remove(ctx->faces_todo)) >= 0) {
oldface = ctx->faces[j];
ctx->faces[j] = newface = board[j];
for (i = 0; i < 2; i++) {
struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i];
int c = b->colour;
/*
* If the face has changed either from or to colour c, we need
* to reprocess the edges for this boundary.
*/
if (oldface == c || newface == c) {
grid_face *f = &g->faces[face];
for (k = 0; k < f->order; k++)
tdq_add(b->edges_todo, f->edges[k] - g->edges);
}
}
}
for (i = 0; i < 2; i++) {
struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i];
int c = b->colour;
/*
* Go through the to-do list of edges. For each edge, decide
* anew whether it's part of this boundary or not. Any edge
* that changes state has to have both its endpoints put on
* the vertextypes_todo list.
*/
while ((j = tdq_remove(b->edges_todo)) >= 0) {
grid_edge *e = &g->edges[j];
int fc1 = e->face1 ? board[e->face1 - g->faces] : FACE_BLACK;
int fc2 = e->face2 ? board[e->face2 - g->faces] : FACE_BLACK;
bool oldedge = b->edges[j];
bool newedge = (fc1==c) ^ (fc2==c);
if (oldedge != newedge) {
b->edges[j] = newedge;
tdq_add(b->vertextypes_todo, e->dot1 - g->dots);
tdq_add(b->vertextypes_todo, e->dot2 - g->dots);
}
}
/*
* Go through the to-do list of vertices whose types need
* refreshing. For each one, decide whether it's a corner, a
* straight, or a vertex not in the loop, and in the former
* two cases also work out the indices of its neighbour
* vertices along the loop. Any vertex that changes state must
* be put back on the to-do list for deciding if it's a black
* clue site, and so must its two new neighbours _and_ its two
* old neighbours.
*/
while ((j = tdq_remove(b->vertextypes_todo)) >= 0) {
grid_dot *d = &g->dots[j];
int neighbours[2], type = 0, n = 0;
for (k = 0; k < d->order; k++) {
grid_edge *e = d->edges[k];
grid_dot *d2 = (e->dot1 == d ? e->dot2 : e->dot1);
/* dir == 0,1,2,3 for an edge going L,U,R,D */
int dir = (d->y == d2->y) + 2*(d->x+d->y > d2->x+d2->y);
int ei = e - g->edges;
if (b->edges[ei]) {
type |= 1 << dir;
neighbours[n] = d2 - g->dots;
n++;
}
}
/*
* Decide if it's a corner, and set the corner flag if so.
*/
if (type != 0 && type != 0x5 && type != 0xA)
type |= 0x10;
if (type != b->vertextypes[j]) {
/*
* Recompute old neighbours, if any.
*/
if (b->vertextypes[j]) {
tdq_add(b->blackclues_todo, b->neighbour[0][j]);
tdq_add(b->blackclues_todo, b->neighbour[1][j]);
}
/*
* Recompute this vertex.
*/
tdq_add(b->blackclues_todo, j);
b->vertextypes[j] = type;
/*
* Recompute new neighbours, if any.
*/
if (b->vertextypes[j]) {
b->neighbour[0][j] = neighbours[0];
b->neighbour[1][j] = neighbours[1];
tdq_add(b->blackclues_todo, b->neighbour[0][j]);
tdq_add(b->blackclues_todo, b->neighbour[1][j]);
}
}
}
/*
* Go through the list of vertices which we must check to see
* if they're black clue sites. Each one is a black clue site
* iff it is a corner and its loop neighbours are non-corners.
* Adjust the running total of black clues we've counted.
*/
while ((j = tdq_remove(b->blackclues_todo)) >= 0) {
ctx->score -= b->blackclues[j];
b->blackclues[j] = ((b->vertextypes[j] & 0x10) &&
!((b->vertextypes[b->neighbour[0][j]] |
b->vertextypes[b->neighbour[1][j]])
& 0x10));
ctx->score += b->blackclues[j];
}
}
return ctx->score;
}
static void pearl_loopgen(int w, int h, char *lines, random_state *rs)
{
grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL);
char *board = snewn(g->num_faces, char);
int i, s = g->tilesize;
struct pearl_loopgen_bias_ctx biasctx;
memset(lines, 0, w*h);
/*
* Initialise the context for the bias function. Initially we fill
* all the to-do lists, so that the first call will scan
* everything; thereafter the lists stay empty so we make
* incremental changes.
*/
biasctx.g = g;
biasctx.faces = snewn(g->num_faces, char);
biasctx.faces_todo = tdq_new(g->num_faces);
tdq_fill(biasctx.faces_todo);
biasctx.score = 0;
memset(biasctx.faces, FACE_GREY, g->num_faces);
for (i = 0; i < 2; i++) {
biasctx.boundaries[i].edges = snewn(g->num_edges, bool);
memset(biasctx.boundaries[i].edges, 0, g->num_edges * sizeof(bool));
biasctx.boundaries[i].edges_todo = tdq_new(g->num_edges);
tdq_fill(biasctx.boundaries[i].edges_todo);
biasctx.boundaries[i].vertextypes = snewn(g->num_dots, char);
memset(biasctx.boundaries[i].vertextypes, 0, g->num_dots);
biasctx.boundaries[i].neighbour[0] = snewn(g->num_dots, int);
biasctx.boundaries[i].neighbour[1] = snewn(g->num_dots, int);
biasctx.boundaries[i].vertextypes_todo = tdq_new(g->num_dots);
tdq_fill(biasctx.boundaries[i].vertextypes_todo);
biasctx.boundaries[i].blackclues = snewn(g->num_dots, char);
memset(biasctx.boundaries[i].blackclues, 0, g->num_dots);
biasctx.boundaries[i].blackclues_todo = tdq_new(g->num_dots);
tdq_fill(biasctx.boundaries[i].blackclues_todo);
}
biasctx.boundaries[0].colour = FACE_WHITE;
biasctx.boundaries[1].colour = FACE_BLACK;
generate_loop(g, board, rs, pearl_loopgen_bias, &biasctx);
sfree(biasctx.faces);
tdq_free(biasctx.faces_todo);
for (i = 0; i < 2; i++) {
sfree(biasctx.boundaries[i].edges);
tdq_free(biasctx.boundaries[i].edges_todo);
sfree(biasctx.boundaries[i].vertextypes);
sfree(biasctx.boundaries[i].neighbour[0]);
sfree(biasctx.boundaries[i].neighbour[1]);
tdq_free(biasctx.boundaries[i].vertextypes_todo);
sfree(biasctx.boundaries[i].blackclues);
tdq_free(biasctx.boundaries[i].blackclues_todo);
}
for (i = 0; i < g->num_edges; i++) {
grid_edge *e = g->edges + i;
enum face_colour c1 = FACE_COLOUR(e->face1);
enum face_colour c2 = FACE_COLOUR(e->face2);
assert(c1 != FACE_GREY);
assert(c2 != FACE_GREY);
if (c1 != c2) {
/* This grid edge is on the loop: lay line along it */
int x1 = e->dot1->x/s, y1 = e->dot1->y/s;
int x2 = e->dot2->x/s, y2 = e->dot2->y/s;
/* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */
if (x1 == x2) {
if (y1 > y2) SWAP(y1,y2);
assert(y1+1 == y2);
lines[y1*w+x1] |= D;
lines[y2*w+x1] |= U;
} else if (y1 == y2) {
if (x1 > x2) SWAP(x1,x2);
assert(x1+1 == x2);
lines[y1*w+x1] |= R;
lines[y1*w+x2] |= L;
} else
assert(!"grid with diagonal coords?!");
}
}
grid_free(g);
sfree(board);
#if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS
printf("as returned:\n");
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
int type = lines[y*w+x];
char s[5], *p = s;
if (type & L) *p++ = 'L';
if (type & R) *p++ = 'R';
if (type & U) *p++ = 'U';
if (type & D) *p++ = 'D';
*p = '\0';
printf("%3s", s);
}
printf("\n");
}
printf("\n");
#endif
}
static int new_clues(const game_params *params, random_state *rs,
char *clues, char *grid)
{
int w = params->w, h = params->h, diff = params->difficulty;
int ngen = 0, x, y, d, ret, i;
/*
* Difficulty exception: 5x5 Tricky is not generable (the
* generator will spin forever trying) and so we fudge it to Easy.
*/
if (w == 5 && h == 5 && diff > DIFF_EASY)
diff = DIFF_EASY;
while (1) {
ngen++;
pearl_loopgen(w, h, grid, rs);
#ifdef GENERATION_DIAGNOSTICS
printf("grid array:\n");
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
int type = grid[y*w+x];
char s[5], *p = s;
if (type & L) *p++ = 'L';
if (type & R) *p++ = 'R';
if (type & U) *p++ = 'U';
if (type & D) *p++ = 'D';
*p = '\0';
printf("%2s ", s);
}
printf("\n");
}
printf("\n");
#endif
/*
* Set up the maximal clue array.
*/
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
int type = grid[y*w+x];
clues[y*w+x] = NOCLUE;
if ((bLR|bUD) & (1 << type)) {
/*
* This is a straight; see if it's a viable
* candidate for a straight clue. It qualifies if
* at least one of the squares it connects to is a
* corner.
*/
for (d = 1; d <= 8; d += d) if (type & d) {
int xx = x + DX(d), yy = y + DY(d);
assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx]))
break;
}
if (d <= 8) /* we found one */
clues[y*w+x] = STRAIGHT;
} else if ((bLU|bLD|bRU|bRD) & (1 << type)) {
/*
* This is a corner; see if it's a viable candidate
* for a corner clue. It qualifies if all the
* squares it connects to are straights.
*/
for (d = 1; d <= 8; d += d) if (type & d) {
int xx = x + DX(d), yy = y + DY(d);
assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
if (!((bLR|bUD) & (1 << grid[yy*w+xx])))
break;
}
if (d > 8) /* we didn't find a counterexample */
clues[y*w+x] = CORNER;
}
}
#ifdef GENERATION_DIAGNOSTICS
printf("clue array:\n");
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
}
printf("\n");
}
printf("\n");
#endif
if (!params->nosolve) {
int *cluespace, *straights, *corners;
int nstraights, ncorners, nstraightpos, ncornerpos;
/*
* See if we can solve the puzzle just like this.
*/
ret = pearl_solve(w, h, clues, grid, diff, false);
assert(ret > 0); /* shouldn't be inconsistent! */
if (ret != 1)
continue; /* go round and try again */
/*
* Check this puzzle isn't too easy.
*/
if (diff > DIFF_EASY) {
ret = pearl_solve(w, h, clues, grid, diff-1, false);
assert(ret > 0);
if (ret == 1)
continue; /* too easy: try again */
}
/*
* Now shuffle the grid points and gradually remove the
* clues to find a minimal set which still leaves the
* puzzle soluble.
*
* We preferentially attempt to remove whichever type of
* clue is currently most numerous, to combat a general
* tendency of plain random generation to bias in favour
* of many white clues and few black.
*
* 'nstraights' and 'ncorners' count the number of clues
* of each type currently remaining in the grid;
* 'nstraightpos' and 'ncornerpos' count the clues of each
* type we have left to try to remove. (Clues which we
* have tried and failed to remove are counted by the
* former but not the latter.)
*/
cluespace = snewn(w*h, int);
straights = cluespace;
nstraightpos = 0;
for (i = 0; i < w*h; i++)
if (clues[i] == STRAIGHT)
straights[nstraightpos++] = i;
corners = straights + nstraightpos;
ncornerpos = 0;
for (i = 0; i < w*h; i++)
if (clues[i] == STRAIGHT)
corners[ncornerpos++] = i;
nstraights = nstraightpos;
ncorners = ncornerpos;
shuffle(straights, nstraightpos, sizeof(*straights), rs);
shuffle(corners, ncornerpos, sizeof(*corners), rs);
while (nstraightpos > 0 || ncornerpos > 0) {
int cluepos;
int clue;
/*
* Decide which clue to try to remove next. If both
* types are available, we choose whichever kind is
* currently overrepresented; otherwise we take
* whatever we can get.
*/
if (nstraightpos > 0 && ncornerpos > 0) {
if (nstraights >= ncorners)
cluepos = straights[--nstraightpos];
else
cluepos = straights[--ncornerpos];
} else {
if (nstraightpos > 0)
cluepos = straights[--nstraightpos];
else
cluepos = straights[--ncornerpos];
}
y = cluepos / w;
x = cluepos % w;
clue = clues[y*w+x];
clues[y*w+x] = 0; /* try removing this clue */
ret = pearl_solve(w, h, clues, grid, diff, false);
assert(ret > 0);
if (ret != 1)
clues[y*w+x] = clue; /* oops, put it back again */
}
sfree(cluespace);
}
#ifdef FINISHED_PUZZLE
printf("clue array:\n");
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
}
printf("\n");
}
printf("\n");
#endif
break; /* got it */
}
debug(("%d %dx%d loops before finished puzzle.\n", ngen, w, h));
return ngen;
}
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
char *grid, *clues;
char *desc;
int w = params->w, h = params->h, i, j;
grid = snewn(w*h, char);
clues = snewn(w*h, char);
new_clues(params, rs, clues, grid);
desc = snewn(w * h + 1, char);
for (i = j = 0; i < w*h; i++) {
if (clues[i] == NOCLUE && j > 0 &&
desc[j-1] >= 'a' && desc[j-1] < 'z')
desc[j-1]++;
else if (clues[i] == NOCLUE)
desc[j++] = 'a';
else if (clues[i] == CORNER)
desc[j++] = 'B';
else if (clues[i] == STRAIGHT)
desc[j++] = 'W';
}
desc[j] = '\0';
*aux = snewn(w*h+1, char);
for (i = 0; i < w*h; i++)
(*aux)[i] = (grid[i] < 10) ? (grid[i] + '0') : (grid[i] + 'A' - 10);
(*aux)[w*h] = '\0';
sfree(grid);
sfree(clues);
return desc;
}
static const char *validate_desc(const game_params *params, const char *desc)
{
int i, sizesofar;
const int totalsize = params->w * params->h;
sizesofar = 0;
for (i = 0; desc[i]; i++) {
if (desc[i] >= 'a' && desc[i] <= 'z')
sizesofar += desc[i] - 'a' + 1;
else if (desc[i] == 'B' || desc[i] == 'W')
sizesofar++;
else
return "unrecognised character in string";
}
if (sizesofar > totalsize)
return "string too long";
else if (sizesofar < totalsize)
return "string too short";
return NULL;
}
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
game_state *state = snew(game_state);
int i, j, sz = params->w*params->h;
state->completed = false;
state->used_solve = false;
state->shared = snew(struct shared_state);
state->shared->w = params->w;
state->shared->h = params->h;
state->shared->sz = sz;
state->shared->refcnt = 1;
state->shared->clues = snewn(sz, char);
for (i = j = 0; desc[i]; i++) {
assert(j < sz);
if (desc[i] >= 'a' && desc[i] <= 'z') {
int n = desc[i] - 'a' + 1;
assert(j + n <= sz);
while (n-- > 0)
state->shared->clues[j++] = NOCLUE;
} else if (desc[i] == 'B') {
state->shared->clues[j++] = CORNER;
} else if (desc[i] == 'W') {
state->shared->clues[j++] = STRAIGHT;
}
}
state->lines = snewn(sz, char);
state->errors = snewn(sz, char);
state->marks = snewn(sz, char);
for (i = 0; i < sz; i++)
state->lines[i] = state->errors[i] = state->marks[i] = BLANK;
return state;
}
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
int sz = state->shared->sz, i;
ret->shared = state->shared;
ret->completed = state->completed;
ret->used_solve = state->used_solve;
++ret->shared->refcnt;
ret->lines = snewn(sz, char);
ret->errors = snewn(sz, char);
ret->marks = snewn(sz, char);
for (i = 0; i < sz; i++) {
ret->lines[i] = state->lines[i];
ret->errors[i] = state->errors[i];
ret->marks[i] = state->marks[i];
}
return ret;
}
static void free_game(game_state *state)
{
assert(state);
if (--state->shared->refcnt == 0) {
sfree(state->shared->clues);
sfree(state->shared);
}
sfree(state->lines);
sfree(state->errors);
sfree(state->marks);
sfree(state);
}
static char nbits[16] = { 0, 1, 1, 2,
1, 2, 2, 3,
1, 2, 2, 3,
2, 3, 3, 4 };
#define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] )
#define ERROR_CLUE 16
static void dsf_update_completion(game_state *state, int ax, int ay, char dir,
int *dsf)
{
int w = state->shared->w /*, h = state->shared->h */;
int ac = ay*w+ax, bx, by, bc;
if (!(state->lines[ac] & dir)) return; /* no link */
bx = ax + DX(dir); by = ay + DY(dir);
assert(INGRID(state, bx, by)); /* should not have a link off grid */
bc = by*w+bx;
assert(state->lines[bc] & F(dir)); /* should have reciprocal link */
if (!(state->lines[bc] & F(dir))) return;
dsf_merge(dsf, ac, bc);
}
static void check_completion(game_state *state, bool mark)
{
int w = state->shared->w, h = state->shared->h, x, y, i, d;
bool had_error = false;
int *dsf, *component_state;
int nsilly, nloop, npath, largest_comp, largest_size, total_pathsize;
enum { COMP_NONE, COMP_LOOP, COMP_PATH, COMP_SILLY, COMP_EMPTY };
if (mark) {
for (i = 0; i < w*h; i++) {
state->errors[i] = 0;
}
}
#define ERROR(x,y,e) do { had_error = true; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0)
/*
* Analyse the solution into loops, paths and stranger things.
* Basic strategy here is all the same as in Loopy - see the big
* comment in loopy.c's check_completion() - and for exactly the
* same reasons, since Loopy and Pearl have basically the same
* form of expected solution.
*/
dsf = snew_dsf(w*h);
/* Build the dsf. */
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
dsf_update_completion(state, x, y, R, dsf);
dsf_update_completion(state, x, y, D, dsf);
}
}
/* Initialise a state variable for each connected component. */
component_state = snewn(w*h, int);
for (i = 0; i < w*h; i++) {
if (dsf_canonify(dsf, i) == i)
component_state[i] = COMP_LOOP;
else
component_state[i] = COMP_NONE;
}
/*
* Classify components, and mark errors where a square has more
* than two line segments.
*/
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
int type = state->lines[y*w+x];
int degree = NBITS(type);
int comp = dsf_canonify(dsf, y*w+x);
if (degree > 2) {
ERROR(x,y,type);
component_state[comp] = COMP_SILLY;
} else if (degree == 0) {
component_state[comp] = COMP_EMPTY;
} else if (degree == 1) {
if (component_state[comp] != COMP_SILLY)
component_state[comp] = COMP_PATH;
}
}
}
/* Count the components, and find the largest sensible one. */
nsilly = nloop = npath = 0;
total_pathsize = 0;
largest_comp = largest_size = -1;
for (i = 0; i < w*h; i++) {
if (component_state[i] == COMP_SILLY) {
nsilly++;
} else if (component_state[i] == COMP_PATH) {
total_pathsize += dsf_size(dsf, i);
npath = 1;
} else if (component_state[i] == COMP_LOOP) {
int this_size;
nloop++;
if ((this_size = dsf_size(dsf, i)) > largest_size) {
largest_comp = i;
largest_size = this_size;
}
}
}
if (largest_size < total_pathsize) {
largest_comp = -1; /* means the paths */
largest_size = total_pathsize;
}
if (nloop > 0 && nloop + npath > 1) {
/*
* If there are at least two sensible components including at
* least one loop, highlight every sensible component that is
* not the largest one.
*/
for (i = 0; i < w*h; i++) {
int comp = dsf_canonify(dsf, i);
if ((component_state[comp] == COMP_PATH &&
-1 != largest_comp) ||
(component_state[comp] == COMP_LOOP &&
comp != largest_comp))
ERROR(i%w, i/w, state->lines[i]);
}
}
/* Now we've finished with the dsf and component states. The only
* thing we'll need to remember later on is whether all edges were
* part of a single loop, for which our counter variables
* nsilly,nloop,npath are enough. */
sfree(component_state);
sfree(dsf);
/*
* Check that no clues are contradicted. This code is similar to
* the code that sets up the maximal clue array for any given
* loop.
*/
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
int type = state->lines[y*w+x];
if (state->shared->clues[y*w+x] == CORNER) {
/* Supposed to be a corner: will find a contradiction if
* it actually contains a straight line, or if it touches any
* corners. */
if ((bLR|bUD) & (1 << type)) {
ERROR(x,y,ERROR_CLUE); /* actually straight */
}
for (d = 1; d <= 8; d += d) if (type & d) {
int xx = x + DX(d), yy = y + DY(d);
if (!INGRID(state, xx, yy)) {
ERROR(x,y,d); /* leads off grid */
} else {
if ((bLU|bLD|bRU|bRD) & (1 << state->lines[yy*w+xx])) {
ERROR(x,y,ERROR_CLUE); /* touches corner */
}
}
}
} else if (state->shared->clues[y*w+x] == STRAIGHT) {
/* Supposed to be straight: will find a contradiction if
* it actually contains a corner, or if it only touches
* straight lines. */
if ((bLU|bLD|bRU|bRD) & (1 << type)) {
ERROR(x,y,ERROR_CLUE); /* actually a corner */
}
i = 0;
for (d = 1; d <= 8; d += d) if (type & d) {
int xx = x + DX(d), yy = y + DY(d);
if (!INGRID(state, xx, yy)) {
ERROR(x,y,d); /* leads off grid */
} else {
if ((bLR|bUD) & (1 << state->lines[yy*w+xx]))
i++; /* a straight */
}
}
if (i >= 2 && NBITS(type) >= 2) {
ERROR(x,y,ERROR_CLUE); /* everything touched is straight */
}
}
}
}
if (nloop == 1 && nsilly == 0 && npath == 0) {
/*
* If there's exactly one loop (so that the puzzle is at least
* potentially complete), we need to ensure it hasn't left any
* clue out completely.
*/
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
if (state->lines[y*w+x] == BLANK) {
if (state->shared->clues[y*w+x] != NOCLUE) {
/* the loop doesn't include this clue square! */
ERROR(x, y, ERROR_CLUE);
}
}
}
}
/*
* But if not, then we're done!
*/
if (!had_error)
state->completed = true;
}
}
/* completion check:
*
* - no clues must be contradicted (highlight clue itself in error if so)
* - if there is a closed loop it must include every line segment laid
* - if there's a smaller closed loop then highlight whole loop as error
* - no square must have more than 2 lines radiating from centre point
* (highlight all lines in that square as error if so)
*/
static char *solve_for_diff(game_state *state, char *old_lines, char *new_lines)
{
int w = state->shared->w, h = state->shared->h, i;
char *move = snewn(w*h*40, char), *p = move;
*p++ = 'S';
for (i = 0; i < w*h; i++) {
if (old_lines[i] != new_lines[i]) {
p += sprintf(p, ";R%d,%d,%d", new_lines[i], i%w, i/w);
}
}
*p++ = '\0';
move = sresize(move, p - move, char);
return move;
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, const char **error)
{
game_state *solved = dup_game(state);
int i, ret, sz = state->shared->sz;
char *move;
if (aux) {
for (i = 0; i < sz; i++) {
if (aux[i] >= '0' && aux[i] <= '9')
solved->lines[i] = aux[i] - '0';
else if (aux[i] >= 'A' && aux[i] <= 'F')
solved->lines[i] = aux[i] - 'A' + 10;
else {
*error = "invalid char in aux";
move = NULL;
goto done;
}
}
ret = 1;
} else {
/* Try to solve with present (half-solved) state first: if there's no
* solution from there go back to original state. */
ret = pearl_solve(currstate->shared->w, currstate->shared->h,
currstate->shared->clues, solved->lines,
DIFFCOUNT, false);
if (ret < 1)
ret = pearl_solve(state->shared->w, state->shared->h,
state->shared->clues, solved->lines,
DIFFCOUNT, false);
}
if (ret < 1) {
*error = "Unable to find solution";
move = NULL;
} else {
move = solve_for_diff(solved, currstate->lines, solved->lines);
}
done:
free_game(solved);
return move;
}
static bool game_can_format_as_text_now(const game_params *params)
{
return true;
}
static char *game_text_format(const game_state *state)
{
int w = state->shared->w, h = state->shared->h, cw = 4, ch = 2;
int gw = cw*(w-1) + 2, gh = ch*(h-1) + 1, len = gw * gh, r, c, j;
char *board = snewn(len + 1, char);
assert(board);
memset(board, ' ', len);
for (r = 0; r < h; ++r) {
for (c = 0; c < w; ++c) {
int i = r*w + c, cell = r*ch*gw + c*cw;
board[cell] = "+BW"[(unsigned char)state->shared->clues[i]];
if (c < w - 1 && (state->lines[i] & R || state->lines[i+1] & L))
memset(board + cell + 1, '-', cw - 1);
if (r < h - 1 && (state->lines[i] & D || state->lines[i+w] & U))
for (j = 1; j < ch; ++j) board[cell + j*gw] = '|';
if (c < w - 1 && (state->marks[i] & R || state->marks[i+1] & L))
board[cell + cw/2] = 'x';
if (r < h - 1 && (state->marks[i] & D || state->marks[i+w] & U))
board[cell + (ch/2 * gw)] = 'x';
}
for (j = 0; j < (r == h - 1 ? 1 : ch); ++j)
board[r*ch*gw + (gw - 1) + j*gw] = '\n';
}
board[len] = '\0';
return board;
}
struct game_ui {
int *dragcoords; /* list of (y*w+x) coords in drag so far */
int ndragcoords; /* number of entries in dragcoords.
* 0 = click but no drag yet. -1 = no drag at all */
int clickx, clicky; /* pixel position of initial click */
int curx, cury; /* grid position of keyboard cursor */
bool cursor_active; /* true iff cursor is shown */
};
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
int sz = state->shared->sz;
ui->ndragcoords = -1;
ui->dragcoords = snewn(sz, int);
ui->cursor_active = false;
ui->curx = ui->cury = 0;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui->dragcoords);
sfree(ui);
}
static char *encode_ui(const game_ui *ui)
{
return NULL;
}
static void decode_ui(game_ui *ui, const char *encoding)
{
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
}
#define PREFERRED_TILE_SIZE 31
#define HALFSZ (ds->halfsz)
#define TILE_SIZE (ds->halfsz*2 + 1)
#define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2))
#define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) )
#define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */
#define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */
#define DS_MSHIFT 12 /* shift for no-line mark */
#define DS_ERROR_CLUE (1 << 20)
#define DS_FLASH (1 << 21)
#define DS_CURSOR (1 << 22)
enum { GUI_MASYU, GUI_LOOPY };
static int get_gui_style(void)
{
static int gui_style = -1;
if (gui_style == -1) {
char *env = getenv("PEARL_GUI_LOOPY");
if (env && (env[0] == 'y' || env[0] == 'Y'))
gui_style = GUI_LOOPY;
else
gui_style = GUI_MASYU;
}
return gui_style;
}
struct game_drawstate {
int halfsz;
bool started;
int w, h, sz;
unsigned int *lflags; /* size w*h */
char *draglines; /* size w*h; lines flipped by current drag */
};
static void update_ui_drag(const game_state *state, game_ui *ui,
int gx, int gy)
{
int /* sz = state->shared->sz, */ w = state->shared->w;
int i, ox, oy, pos;
int lastpos;
if (!INGRID(state, gx, gy))
return; /* square is outside grid */
if (ui->ndragcoords < 0)
return; /* drag not in progress anyway */
pos = gy * w + gx;
lastpos = ui->dragcoords[ui->ndragcoords > 0 ? ui->ndragcoords-1 : 0];
if (pos == lastpos)
return; /* same square as last visited one */
/* Drag confirmed, if it wasn't already. */
if (ui->ndragcoords == 0)
ui->ndragcoords = 1;
/*
* Dragging the mouse into a square that's already been visited by
* the drag path so far has the effect of truncating the path back
* to that square, so a player can back out part of an uncommitted
* drag without having to let go of the mouse.
*/
for (i = 0; i < ui->ndragcoords; i++)
if (pos == ui->dragcoords[i]) {
ui->ndragcoords = i+1;
return;
}
/*
* Otherwise, dragging the mouse into a square that's a rook-move
* away from the last one on the path extends the path.
*/
oy = ui->dragcoords[ui->ndragcoords-1] / w;
ox = ui->dragcoords[ui->ndragcoords-1] % w;
if (ox == gx || oy == gy) {
int dx = (gx < ox ? -1 : gx > ox ? +1 : 0);
int dy = (gy < oy ? -1 : gy > oy ? +1 : 0);
int dir = (dy>0 ? D : dy<0 ? U : dx>0 ? R : L);
while (ox != gx || oy != gy) {
/*
* If the drag attempts to cross a 'no line here' mark,
* stop there. We physically don't allow the user to drag
* over those marks.
*/
if (state->marks[oy*w+ox] & dir)
break;
ox += dx;
oy += dy;
ui->dragcoords[ui->ndragcoords++] = oy * w + ox;
}
}
/*
* Failing that, we do nothing at all: if the user has dragged
* diagonally across the board, they'll just have to return the
* mouse to the last known position and do whatever they meant to
* do again, more slowly and clearly.
*/
}
/*
* Routine shared between interpret_move and game_redraw to work out
* the intended effect of a drag path on the grid.
*
* Call it in a loop, like this:
*
* bool clearing = true;
* for (i = 0; i < ui->ndragcoords - 1; i++) {
* int sx, sy, dx, dy, dir, oldstate, newstate;
* interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
* &dir, &oldstate, &newstate);
*
* [do whatever is needed to handle the fact that the drag
* wants the edge from sx,sy to dx,dy (heading in direction
* 'dir' at the sx,sy end) to be changed from state oldstate
* to state newstate, each of which equals either 0 or dir]
* }
*/
static void interpret_ui_drag(const game_state *state, const game_ui *ui,
bool *clearing, int i, int *sx, int *sy,
int *dx, int *dy, int *dir,
int *oldstate, int *newstate)
{
int w = state->shared->w;
int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1];
*sy = sp/w;
*sx = sp%w;
*dy = dp/w;
*dx = dp%w;
*dir = (*dy>*sy ? D : *dy<*sy ? U : *dx>*sx ? R : L);
*oldstate = state->lines[sp] & *dir;
if (*oldstate) {
/*
* The edge we've dragged over was previously
* present. Set it to absent, unless we've already
* stopped doing that.
*/
*newstate = *clearing ? 0 : *dir;
} else {
/*
* The edge we've dragged over was previously
* absent. Set it to present, and cancel the
* 'clearing' flag so that all subsequent edges in
* the drag are set rather than cleared.
*/
*newstate = *dir;
*clearing = false;
}
}
static char *mark_in_direction(const game_state *state, int x, int y, int dir,
bool primary, char *buf)
{
int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
int x2 = x + DX(dir);
int y2 = y + DY(dir);
int dir2 = F(dir);
char ch = primary ? 'F' : 'M', *other;
if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return UI_UPDATE;
/* disallow laying a mark over a line, or vice versa. */
other = primary ? state->marks : state->lines;
if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return UI_UPDATE;
sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2);
return dupstr(buf);
}
#define KEY_DIRECTION(btn) (\
(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
(btn) == CURSOR_LEFT ? L : R)
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
int gx = FROMCOORD(x), gy = FROMCOORD(y), i;
bool release = false;
char tmpbuf[80];
bool shift = button & MOD_SHFT, control = button & MOD_CTRL;
button &= ~MOD_MASK;
if (IS_MOUSE_DOWN(button)) {
ui->cursor_active = false;
if (!INGRID(state, gx, gy)) {
ui->ndragcoords = -1;
return NULL;
}
ui->clickx = x; ui->clicky = y;
ui->dragcoords[0] = gy * w + gx;
ui->ndragcoords = 0; /* will be 1 once drag is confirmed */
return UI_UPDATE;
}
if (button == LEFT_DRAG && ui->ndragcoords >= 0) {
update_ui_drag(state, ui, gx, gy);
return UI_UPDATE;
}
if (IS_MOUSE_RELEASE(button)) release = true;
if (IS_CURSOR_MOVE(button)) {
if (!ui->cursor_active) {
ui->cursor_active = true;
} else if (control || shift) {
char *move;
if (ui->ndragcoords > 0) return NULL;
ui->ndragcoords = -1;
move = mark_in_direction(state, ui->curx, ui->cury,
KEY_DIRECTION(button), control, tmpbuf);
if (control && !shift && *move)
move_cursor(button, &ui->curx, &ui->cury, w, h, false);
return move;
} else {
move_cursor(button, &ui->curx, &ui->cury, w, h, false);
if (ui->ndragcoords >= 0)
update_ui_drag(state, ui, ui->curx, ui->cury);
}
return UI_UPDATE;
}
if (IS_CURSOR_SELECT(button)) {
if (!ui->cursor_active) {
ui->cursor_active = true;
return UI_UPDATE;
} else if (button == CURSOR_SELECT) {
if (ui->ndragcoords == -1) {
ui->ndragcoords = 0;
ui->dragcoords[0] = ui->cury * w + ui->curx;
ui->clickx = CENTERED_COORD(ui->curx);
ui->clicky = CENTERED_COORD(ui->cury);
return UI_UPDATE;
} else release = true;
} else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) {
ui->ndragcoords = -1;
return UI_UPDATE;
}
}
if (button == 27 || button == '\b') {
ui->ndragcoords = -1;
return UI_UPDATE;
}
if (release) {
if (ui->ndragcoords > 0) {
/* End of a drag: process the cached line data. */
int buflen = 0, bufsize = 256, tmplen;
char *buf = NULL;
const char *sep = "";
bool clearing = true;
for (i = 0; i < ui->ndragcoords - 1; i++) {
int sx, sy, dx, dy, dir, oldstate, newstate;
interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
&dir, &oldstate, &newstate);
if (oldstate != newstate) {
if (!buf) buf = snewn(bufsize, char);
tmplen = sprintf(tmpbuf, "%sF%d,%d,%d;F%d,%d,%d", sep,
dir, sx, sy, F(dir), dx, dy);
if (buflen + tmplen >= bufsize) {
bufsize = (buflen + tmplen) * 5 / 4 + 256;
buf = sresize(buf, bufsize, char);
}
strcpy(buf + buflen, tmpbuf);
buflen += tmplen;
sep = ";";
}
}
ui->ndragcoords = -1;
return buf ? buf : UI_UPDATE;
} else if (ui->ndragcoords == 0) {
/* Click (or tiny drag). Work out which edge we were
* closest to. */
int cx, cy;
ui->ndragcoords = -1;
/*
* We process clicks based on the mouse-down location,
* because that's more natural for a user to carefully
* control than the mouse-up.
*/
x = ui->clickx;
y = ui->clicky;
gx = FROMCOORD(x);
gy = FROMCOORD(y);
cx = CENTERED_COORD(gx);
cy = CENTERED_COORD(gy);
if (!INGRID(state, gx, gy)) return UI_UPDATE;
if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
/* TODO closer to centre of grid: process as a cell click not an edge click. */
return UI_UPDATE;
} else {
int direction;
if (abs(x-cx) < abs(y-cy)) {
/* Closest to top/bottom edge. */
direction = (y < cy) ? U : D;
} else {
/* Closest to left/right edge. */
direction = (x < cx) ? L : R;
}
return mark_in_direction(state, gx, gy, direction,
(button == LEFT_RELEASE), tmpbuf);
}
}
}
if (button == 'H' || button == 'h')
return dupstr("H");
return NULL;
}
static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->shared->w, h = state->shared->h;
char c;
int x, y, l, n;
game_state *ret = dup_game(state);
debug(("move: %s\n", move));
while (*move) {
c = *move;
if (c == 'S') {
ret->used_solve = true;
move++;
} else if (c == 'L' || c == 'N' || c == 'R' || c == 'F' || c == 'M') {
/* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */
move++;
if (sscanf(move, "%d,%d,%d%n", &l, &x, &y, &n) != 3)
goto badmove;
if (!INGRID(state, x, y)) goto badmove;
if (l < 0 || l > 15) goto badmove;
if (c == 'L')
ret->lines[y*w + x] |= (char)l;
else if (c == 'N')
ret->lines[y*w + x] &= ~((char)l);
else if (c == 'R') {
ret->lines[y*w + x] = (char)l;
ret->marks[y*w + x] &= ~((char)l); /* erase marks too */
} else if (c == 'F')
ret->lines[y*w + x] ^= (char)l;
else if (c == 'M')
ret->marks[y*w + x] ^= (char)l;
/*
* If we ended up trying to lay a line _over_ a mark,
* that's a failed move: interpret_move() should have
* ensured we never received a move string like that in
* the first place.
*/
if ((ret->lines[y*w + x] & (char)l) &&
(ret->marks[y*w + x] & (char)l))
goto badmove;
move += n;
} else if (strcmp(move, "H") == 0) {
pearl_solve(ret->shared->w, ret->shared->h,
ret->shared->clues, ret->lines, DIFFCOUNT, true);
for (n = 0; n < w*h; n++)
ret->marks[n] &= ~ret->lines[n]; /* erase marks too */
move++;
} else {
goto badmove;
}
if (*move == ';')
move++;
else if (*move)
goto badmove;
}
check_completion(ret, true);
return ret;
badmove:
free_game(ret);
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
#define FLASH_TIME 0.5F
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int halfsz; } ads, *ds = &ads;
ads.halfsz = (tilesize-1)/2;
*x = (params->w) * TILE_SIZE + 2 * BORDER;
*y = (params->h) * TILE_SIZE + 2 * BORDER;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize)
{
ds->halfsz = (tilesize-1)/2;
}
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
for (i = 0; i < 3; i++) {
ret[COL_BLACK * 3 + i] = 0.0F;
ret[COL_WHITE * 3 + i] = 1.0F;
ret[COL_GRID * 3 + i] = 0.4F;
}
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.0F;
ret[COL_ERROR * 3 + 2] = 0.0F;
ret[COL_DRAGON * 3 + 0] = 0.0F;
ret[COL_DRAGON * 3 + 1] = 0.0F;
ret[COL_DRAGON * 3 + 2] = 1.0F;
ret[COL_DRAGOFF * 3 + 0] = 0.8F;
ret[COL_DRAGOFF * 3 + 1] = 0.8F;
ret[COL_DRAGOFF * 3 + 2] = 1.0F;
ret[COL_FLASH * 3 + 0] = 1.0F;
ret[COL_FLASH * 3 + 1] = 1.0F;
ret[COL_FLASH * 3 + 2] = 1.0F;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->halfsz = 0;
ds->started = false;
ds->w = state->shared->w;
ds->h = state->shared->h;
ds->sz = state->shared->sz;
ds->lflags = snewn(ds->sz, unsigned int);
for (i = 0; i < ds->sz; i++)
ds->lflags[i] = 0;
ds->draglines = snewn(ds->sz, char);
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->draglines);
sfree(ds->lflags);
sfree(ds);
}
static void draw_lines_specific(drawing *dr, game_drawstate *ds,
int x, int y, unsigned int lflags,
unsigned int shift, int c)
{
int ox = COORD(x), oy = COORD(y);
int t2 = HALFSZ, t16 = HALFSZ/4;
int cx = ox + t2, cy = oy + t2;
int d;
/* Draw each of the four directions, where laid (or error, or drag, etc.) */
for (d = 1; d < 16; d *= 2) {
int xoff = t2 * DX(d), yoff = t2 * DY(d);
int xnudge = abs(t16 * DX(C(d))), ynudge = abs(t16 * DY(C(d)));
if ((lflags >> shift) & d) {
int lx = cx + ((xoff < 0) ? xoff : 0) - xnudge;
int ly = cy + ((yoff < 0) ? yoff : 0) - ynudge;
if (c == COL_DRAGOFF && !(lflags & d))
continue;
if (c == COL_DRAGON && (lflags & d))
continue;
draw_rect(dr, lx, ly,
abs(xoff)+2*xnudge+1,
abs(yoff)+2*ynudge+1, c);
/* end cap */
draw_rect(dr, cx - t16, cy - t16, 2*t16+1, 2*t16+1, c);
}
}
}
static void draw_square(drawing *dr, game_drawstate *ds, const game_ui *ui,
int x, int y, unsigned int lflags, char clue)
{
int ox = COORD(x), oy = COORD(y);
int t2 = HALFSZ, t16 = HALFSZ/4;
int cx = ox + t2, cy = oy + t2;
int d;
assert(dr);
/* Clip to the grid square. */
clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
/* Clear the square. */
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
(lflags & DS_CURSOR) ?
COL_CURSOR_BACKGROUND : COL_BACKGROUND);
if (get_gui_style() == GUI_LOOPY) {
/* Draw small dot, underneath any lines. */
draw_circle(dr, cx, cy, t16, COL_GRID, COL_GRID);
} else {
/* Draw outline of grid square */
draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID);
draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID);
}
/* Draw grid: either thin gridlines, or no-line marks.
* We draw these first because the thick laid lines should be on top. */
for (d = 1; d < 16; d *= 2) {
int xoff = t2 * DX(d), yoff = t2 * DY(d);
if ((x == 0 && d == L) ||
(y == 0 && d == U) ||
(x == ds->w-1 && d == R) ||
(y == ds->h-1 && d == D))
continue; /* no gridlines out to the border. */
if ((lflags >> DS_MSHIFT) & d) {
/* either a no-line mark ... */
int mx = cx + xoff, my = cy + yoff, msz = t16;
draw_line(dr, mx-msz, my-msz, mx+msz, my+msz, COL_BLACK);
draw_line(dr, mx-msz, my+msz, mx+msz, my-msz, COL_BLACK);
} else {
if (get_gui_style() == GUI_LOOPY) {
/* draw grid lines connecting centre of cells */
draw_line(dr, cx, cy, cx+xoff, cy+yoff, COL_GRID);
}
}
}
/* Draw each of the four directions, where laid (or error, or drag, etc.)
* Order is important here, specifically for the eventual colours of the
* exposed end caps. */
draw_lines_specific(dr, ds, x, y, lflags, 0,
(lflags & DS_FLASH ? COL_FLASH : COL_BLACK));
draw_lines_specific(dr, ds, x, y, lflags, DS_ESHIFT, COL_ERROR);
draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGOFF);
draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGON);
/* Draw a clue, if present */
if (clue != NOCLUE) {
int c = (lflags & DS_FLASH) ? COL_FLASH :
(clue == STRAIGHT) ? COL_WHITE : COL_BLACK;
if (lflags & DS_ERROR_CLUE) /* draw a bigger 'error' clue circle. */
draw_circle(dr, cx, cy, TILE_SIZE*3/8, COL_ERROR, COL_ERROR);
draw_circle(dr, cx, cy, TILE_SIZE/4, c, COL_BLACK);
}
unclip(dr);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
}
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int w = state->shared->w, h = state->shared->h, sz = state->shared->sz;
int x, y, flashing = 0;
bool force = false;
if (!ds->started) {
/*
* The initial contents of the window are not guaranteed and
* can vary with front ends. To be on the safe side, all games
* should start by drawing a big background-colour rectangle
* covering the whole window.
*/
draw_rect(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER,
COL_BACKGROUND);
if (get_gui_style() == GUI_MASYU) {
/*
* Smaller black rectangle which is the main grid.
*/
draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH,
w*TILE_SIZE + 2*BORDER_WIDTH + 1,
h*TILE_SIZE + 2*BORDER_WIDTH + 1,
COL_GRID);
}
draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER);
ds->started = true;
force = true;
}
if (flashtime > 0 &&
(flashtime <= FLASH_TIME/3 ||
flashtime >= FLASH_TIME*2/3))
flashing = DS_FLASH;
memset(ds->draglines, 0, sz);
if (ui->ndragcoords > 0) {
int i;
bool clearing = true;
for (i = 0; i < ui->ndragcoords - 1; i++) {
int sx, sy, dx, dy, dir, oldstate, newstate;
interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
&dir, &oldstate, &newstate);
ds->draglines[sy*w+sx] ^= (oldstate ^ newstate);
ds->draglines[dy*w+dx] ^= (F(oldstate) ^ F(newstate));
}
}
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
unsigned int f = (unsigned int)state->lines[y*w+x];
unsigned int eline = (unsigned int)(state->errors[y*w+x] & (R|U|L|D));
f |= eline << DS_ESHIFT;
f |= ((unsigned int)ds->draglines[y*w+x]) << DS_DSHIFT;
f |= ((unsigned int)state->marks[y*w+x]) << DS_MSHIFT;
if (state->errors[y*w+x] & ERROR_CLUE)
f |= DS_ERROR_CLUE;
f |= flashing;
if (ui->cursor_active && x == ui->curx && y == ui->cury)
f |= DS_CURSOR;
if (f != ds->lflags[y*w+x] || force) {
ds->lflags[y*w+x] = f;
draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]);
}
}
}
}
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
return FLASH_TIME;
else
return 0.0F;
}
static void game_get_cursor_location(const game_ui *ui,
const game_drawstate *ds,
const game_state *state,
const game_params *params,
int *x, int *y, int *w, int *h)
{
if(ui->cursor_active) {
*x = COORD(ui->curx);
*y = COORD(ui->cury);
*w = *h = TILE_SIZE;
}
}
static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
static bool game_timing_state(const game_state *state, game_ui *ui)
{
return true;
}
static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
/*
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &pw, &ph);
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->shared->w, h = state->shared->h, x, y;
int black = print_mono_colour(dr, 0);
int white = print_mono_colour(dr, 1);
/* No GUI_LOOPY here: only use the familiar masyu style. */
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate *ds = game_new_drawstate(dr, state);
game_set_size(dr, ds, NULL, tilesize);
/* Draw grid outlines (black). */
for (x = 0; x <= w; x++)
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black);
for (y = 0; y <= h; y++)
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black);
for (x = 0; x < w; x++) {
for (y = 0; y < h; y++) {
int cx = COORD(x) + HALFSZ, cy = COORD(y) + HALFSZ;
int clue = state->shared->clues[y*w+x];
draw_lines_specific(dr, ds, x, y, state->lines[y*w+x], 0, black);
if (clue != NOCLUE) {
int c = (clue == CORNER) ? black : white;
draw_circle(dr, cx, cy, TILE_SIZE/4, c, black);
}
}
}
game_free_drawstate(dr, ds);
}
#ifdef COMBINED
#define thegame pearl
#endif
const struct game thegame = {
"Pearl", "games.pearl", "pearl",
default_params,
game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_params,
true, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
true, solve_game,
true, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
decode_ui,
NULL, /* game_request_keys */
game_changed_state,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_get_cursor_location,
game_status,
true, false, game_print_size, game_print,
false, /* wants_statusbar */
false, game_timing_state,
0, /* flags */
};
#ifdef STANDALONE_SOLVER
#include <time.h>
#include <stdarg.h>
const char *quis = NULL;
static void usage(FILE *out) {
fprintf(out, "usage: %s <params>\n", quis);
}
static void pnum(int n, int ntot, const char *desc)
{
printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc);
}
static void start_soak(game_params *p, random_state *rs, int nsecs)
{
time_t tt_start, tt_now, tt_last;
int n = 0, nsolved = 0, nimpossible = 0, ret;
char *grid, *clues;
tt_start = tt_last = time(NULL);
/* Currently this generates puzzles of any difficulty (trying to solve it
* on the maximum difficulty level and not checking it's not too easy). */
printf("Soak-testing a %dx%d grid (any difficulty)", p->w, p->h);
if (nsecs > 0) printf(" for %d seconds", nsecs);
printf(".\n");
p->nosolve = true;
grid = snewn(p->w*p->h, char);
clues = snewn(p->w*p->h, char);
while (1) {
n += new_clues(p, rs, clues, grid); /* should be 1, with nosolve */
ret = pearl_solve(p->w, p->h, clues, grid, DIFF_TRICKY, false);
if (ret <= 0) nimpossible++;
if (ret == 1) nsolved++;
tt_now = time(NULL);
if (tt_now > tt_last) {
tt_last = tt_now;
printf("%d total, %3.1f/s, ",
n, (double)n / ((double)tt_now - tt_start));
pnum(nsolved, n, "solved"); printf(", ");
printf("%3.1f/s", (double)nsolved / ((double)tt_now - tt_start));
if (nimpossible > 0)
pnum(nimpossible, n, "impossible");
printf("\n");
}
if (nsecs > 0 && (tt_now - tt_start) > nsecs) {
printf("\n");
break;
}
}
sfree(grid);
sfree(clues);
}
int main(int argc, const char *argv[])
{
game_params *p = NULL;
random_state *rs = NULL;
time_t seed = time(NULL);
char *id = NULL;
const char *err;
setvbuf(stdout, NULL, _IONBF, 0);
quis = argv[0];
while (--argc > 0) {
char *p = (char*)(*++argv);
if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
seed = atoi(*++argv);
argc--;
} else if (*p == '-') {
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
usage(stderr);
exit(1);
} else {
id = p;
}
}
rs = random_new((void*)&seed, sizeof(time_t));
p = default_params();
if (id) {
if (strchr(id, ':')) {
fprintf(stderr, "soak takes params only.\n");
goto done;
}
decode_params(p, id);
err = validate_params(p, true);
if (err) {
fprintf(stderr, "%s: %s", argv[0], err);
goto done;
}
start_soak(p, rs, 0); /* run forever */
} else {
int i;
for (i = 5; i <= 12; i++) {
p->w = p->h = i;
start_soak(p, rs, 5);
}
}
done:
free_params(p);
random_free(rs);
return 0;
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */