diff options
author | Franklin Wei <git@fwei.tk> | 2017-04-29 18:21:56 -0400 |
---|---|---|
committer | Franklin Wei <git@fwei.tk> | 2017-04-29 18:24:42 -0400 |
commit | 881746789a489fad85aae8317555f73dbe261556 (patch) | |
tree | cec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/magnets.c | |
parent | 03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff) | |
download | rockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz rockbox-881746789a489fad85aae8317555f73dbe261556.zip |
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision
2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made
by me, including cursor-only Untangle and some compilation fixes
remain. Upstream code has been moved to its separate subdirectory and
future syncs can be done by simply copying over the new sources.
Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/magnets.c')
-rw-r--r-- | apps/plugins/puzzles/src/magnets.c | 2641 |
1 files changed, 2641 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/magnets.c b/apps/plugins/puzzles/src/magnets.c new file mode 100644 index 0000000000..553ca0d0da --- /dev/null +++ b/apps/plugins/puzzles/src/magnets.c | |||
@@ -0,0 +1,2641 @@ | |||
1 | /* | ||
2 | * magnets.c: implementation of janko.at 'magnets puzzle' game. | ||
3 | * | ||
4 | * http://64.233.179.104/translate_c?hl=en&u=http://www.janko.at/Raetsel/Magnete/Beispiel.htm | ||
5 | * | ||
6 | * Puzzle definition is just the size, and then the list of + (across then | ||
7 | * down) and - (across then down) present, then domino edges. | ||
8 | * | ||
9 | * An example: | ||
10 | * | ||
11 | * + 2 0 1 | ||
12 | * +-----+ | ||
13 | * 1|+ -| |1 | ||
14 | * |-+-+ | | ||
15 | * 0|-|#| |1 | ||
16 | * | +-+-| | ||
17 | * 2|+|- +|1 | ||
18 | * +-----+ | ||
19 | * 1 2 0 - | ||
20 | * | ||
21 | * 3x3:201,102,120,111,LRTT*BBLR | ||
22 | * | ||
23 | * 'Zotmeister' examples: | ||
24 | * 5x5:.2..1,3..1.,.2..2,2..2.,LRLRTTLRTBBT*BTTBLRBBLRLR | ||
25 | * 9x9:3.51...33,.2..23.13,..33.33.2,12...5.3.,**TLRTLR*,*TBLRBTLR,TBLRLRBTT,BLRTLRTBB,LRTB*TBLR,LRBLRBLRT,TTTLRLRTB,BBBTLRTB*,*LRBLRB** | ||
26 | * | ||
27 | * Janko 6x6 with solution: | ||
28 | * 6x6:322223,323132,232223,232223,LRTLRTTTBLRBBBTTLRLRBBLRTTLRTTBBLRBB | ||
29 | * | ||
30 | * janko 8x8: | ||
31 | * 8x8:34131323,23131334,43122323,21332243,LRTLRLRT,LRBTTTTB,LRTBBBBT,TTBTLRTB,BBTBTTBT,TTBTBBTB,BBTBLRBT,LRBLRLRB | ||
32 | */ | ||
33 | |||
34 | #include <stdio.h> | ||
35 | #include <stdlib.h> | ||
36 | #include <string.h> | ||
37 | #include <assert.h> | ||
38 | #include <ctype.h> | ||
39 | #include <math.h> | ||
40 | |||
41 | #include "puzzles.h" | ||
42 | |||
43 | #ifdef STANDALONE_SOLVER | ||
44 | int verbose = 0; | ||
45 | #endif | ||
46 | |||
47 | enum { | ||
48 | COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, | ||
49 | COL_TEXT, COL_ERROR, COL_CURSOR, COL_DONE, | ||
50 | COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT, | ||
51 | NCOLOURS | ||
52 | }; | ||
53 | |||
54 | /* Cell states. */ | ||
55 | enum { EMPTY = 0, NEUTRAL = EMPTY, POSITIVE = 1, NEGATIVE = 2 }; | ||
56 | |||
57 | #if defined DEBUGGING || defined STANDALONE_SOLVER | ||
58 | static const char *cellnames[3] = { "neutral", "positive", "negative" }; | ||
59 | #define NAME(w) ( ((w) < 0 || (w) > 2) ? "(out of range)" : cellnames[(w)] ) | ||
60 | #endif | ||
61 | |||
62 | #define GRID2CHAR(g) ( ((g) >= 0 && (g) <= 2) ? ".+-"[(g)] : '?' ) | ||
63 | #define CHAR2GRID(c) ( (c) == '+' ? POSITIVE : (c) == '-' ? NEGATIVE : NEUTRAL ) | ||
64 | |||
65 | #define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) | ||
66 | |||
67 | #define OPPOSITE(x) ( ((x)*2) % 3 ) /* 0 --> 0, | ||
68 | 1 --> 2, | ||
69 | 2 --> 4 --> 1 */ | ||
70 | |||
71 | #define FLASH_TIME 0.7F | ||
72 | |||
73 | /* Macro ickery copied from slant.c */ | ||
74 | #define DIFFLIST(A) \ | ||
75 | A(EASY,Easy,e) \ | ||
76 | A(TRICKY,Tricky,t) | ||
77 | #define ENUM(upper,title,lower) DIFF_ ## upper, | ||
78 | #define TITLE(upper,title,lower) #title, | ||
79 | #define ENCODE(upper,title,lower) #lower | ||
80 | #define CONFIG(upper,title,lower) ":" #title | ||
81 | enum { DIFFLIST(ENUM) DIFFCOUNT }; | ||
82 | static char const *const magnets_diffnames[] = { DIFFLIST(TITLE) "(count)" }; | ||
83 | static char const magnets_diffchars[] = DIFFLIST(ENCODE); | ||
84 | #define DIFFCONFIG DIFFLIST(CONFIG) | ||
85 | |||
86 | |||
87 | /* --------------------------------------------------------------- */ | ||
88 | /* Game parameter functions. */ | ||
89 | |||
90 | struct game_params { | ||
91 | int w, h, diff, stripclues; | ||
92 | }; | ||
93 | |||
94 | #define DEFAULT_PRESET 2 | ||
95 | |||
96 | static const struct game_params magnets_presets[] = { | ||
97 | {6, 5, DIFF_EASY, 0}, | ||
98 | {6, 5, DIFF_TRICKY, 0}, | ||
99 | {6, 5, DIFF_TRICKY, 1}, | ||
100 | {8, 7, DIFF_EASY, 0}, | ||
101 | {8, 7, DIFF_TRICKY, 0}, | ||
102 | {8, 7, DIFF_TRICKY, 1}, | ||
103 | {10, 9, DIFF_TRICKY, 0}, | ||
104 | {10, 9, DIFF_TRICKY, 1} | ||
105 | }; | ||
106 | |||
107 | static game_params *default_params(void) | ||
108 | { | ||
109 | game_params *ret = snew(game_params); | ||
110 | |||
111 | *ret = magnets_presets[DEFAULT_PRESET]; | ||
112 | |||
113 | return ret; | ||
114 | } | ||
115 | |||
116 | static int game_fetch_preset(int i, char **name, game_params **params) | ||
117 | { | ||
118 | game_params *ret; | ||
119 | char buf[64]; | ||
120 | |||
121 | if (i < 0 || i >= lenof(magnets_presets)) return FALSE; | ||
122 | |||
123 | ret = default_params(); | ||
124 | *ret = magnets_presets[i]; /* struct copy */ | ||
125 | *params = ret; | ||
126 | |||
127 | sprintf(buf, "%dx%d %s%s", | ||
128 | magnets_presets[i].w, magnets_presets[i].h, | ||
129 | magnets_diffnames[magnets_presets[i].diff], | ||
130 | magnets_presets[i].stripclues ? ", strip clues" : ""); | ||
131 | *name = dupstr(buf); | ||
132 | |||
133 | return TRUE; | ||
134 | } | ||
135 | |||
136 | static void free_params(game_params *params) | ||
137 | { | ||
138 | sfree(params); | ||
139 | } | ||
140 | |||
141 | static game_params *dup_params(const game_params *params) | ||
142 | { | ||
143 | game_params *ret = snew(game_params); | ||
144 | *ret = *params; /* structure copy */ | ||
145 | return ret; | ||
146 | } | ||
147 | |||
148 | static void decode_params(game_params *ret, char const *string) | ||
149 | { | ||
150 | ret->w = ret->h = atoi(string); | ||
151 | while (*string && isdigit((unsigned char) *string)) ++string; | ||
152 | if (*string == 'x') { | ||
153 | string++; | ||
154 | ret->h = atoi(string); | ||
155 | while (*string && isdigit((unsigned char)*string)) string++; | ||
156 | } | ||
157 | |||
158 | ret->diff = DIFF_EASY; | ||
159 | if (*string == 'd') { | ||
160 | int i; | ||
161 | string++; | ||
162 | for (i = 0; i < DIFFCOUNT; i++) | ||
163 | if (*string == magnets_diffchars[i]) | ||
164 | ret->diff = i; | ||
165 | if (*string) string++; | ||
166 | } | ||
167 | |||
168 | ret->stripclues = 0; | ||
169 | if (*string == 'S') { | ||
170 | string++; | ||
171 | ret->stripclues = 1; | ||
172 | } | ||
173 | } | ||
174 | |||
175 | static char *encode_params(const game_params *params, int full) | ||
176 | { | ||
177 | char buf[256]; | ||
178 | sprintf(buf, "%dx%d", params->w, params->h); | ||
179 | if (full) | ||
180 | sprintf(buf + strlen(buf), "d%c%s", | ||
181 | magnets_diffchars[params->diff], | ||
182 | params->stripclues ? "S" : ""); | ||
183 | return dupstr(buf); | ||
184 | } | ||
185 | |||
186 | static config_item *game_configure(const game_params *params) | ||
187 | { | ||
188 | config_item *ret; | ||
189 | char buf[64]; | ||
190 | |||
191 | ret = snewn(5, config_item); | ||
192 | |||
193 | ret[0].name = "Width"; | ||
194 | ret[0].type = C_STRING; | ||
195 | sprintf(buf, "%d", params->w); | ||
196 | ret[0].sval = dupstr(buf); | ||
197 | ret[0].ival = 0; | ||
198 | |||
199 | ret[1].name = "Height"; | ||
200 | ret[1].type = C_STRING; | ||
201 | sprintf(buf, "%d", params->h); | ||
202 | ret[1].sval = dupstr(buf); | ||
203 | ret[1].ival = 0; | ||
204 | |||
205 | ret[2].name = "Difficulty"; | ||
206 | ret[2].type = C_CHOICES; | ||
207 | ret[2].sval = DIFFCONFIG; | ||
208 | ret[2].ival = params->diff; | ||
209 | |||
210 | ret[3].name = "Strip clues"; | ||
211 | ret[3].type = C_BOOLEAN; | ||
212 | ret[3].sval = NULL; | ||
213 | ret[3].ival = params->stripclues; | ||
214 | |||
215 | ret[4].name = NULL; | ||
216 | ret[4].type = C_END; | ||
217 | ret[4].sval = NULL; | ||
218 | ret[4].ival = 0; | ||
219 | |||
220 | return ret; | ||
221 | } | ||
222 | |||
223 | static game_params *custom_params(const config_item *cfg) | ||
224 | { | ||
225 | game_params *ret = snew(game_params); | ||
226 | |||
227 | ret->w = atoi(cfg[0].sval); | ||
228 | ret->h = atoi(cfg[1].sval); | ||
229 | ret->diff = cfg[2].ival; | ||
230 | ret->stripclues = cfg[3].ival; | ||
231 | |||
232 | return ret; | ||
233 | } | ||
234 | |||
235 | static char *validate_params(const game_params *params, int full) | ||
236 | { | ||
237 | if (params->w < 2) return "Width must be at least one"; | ||
238 | if (params->h < 2) return "Height must be at least one"; | ||
239 | if (params->diff < 0 || params->diff >= DIFFCOUNT) | ||
240 | return "Unknown difficulty level"; | ||
241 | |||
242 | return NULL; | ||
243 | } | ||
244 | |||
245 | /* --------------------------------------------------------------- */ | ||
246 | /* Game state allocation, deallocation. */ | ||
247 | |||
248 | struct game_common { | ||
249 | int *dominoes; /* size w*h, dominoes[i] points to other end of domino. */ | ||
250 | int *rowcount; /* size 3*h, array of [plus, minus, neutral] counts */ | ||
251 | int *colcount; /* size 3*w, ditto */ | ||
252 | int refcount; | ||
253 | }; | ||
254 | |||
255 | #define GS_ERROR 1 | ||
256 | #define GS_SET 2 | ||
257 | #define GS_NOTPOSITIVE 4 | ||
258 | #define GS_NOTNEGATIVE 8 | ||
259 | #define GS_NOTNEUTRAL 16 | ||
260 | #define GS_MARK 32 | ||
261 | |||
262 | #define GS_NOTMASK (GS_NOTPOSITIVE|GS_NOTNEGATIVE|GS_NOTNEUTRAL) | ||
263 | |||
264 | #define NOTFLAG(w) ( (w) == NEUTRAL ? GS_NOTNEUTRAL : \ | ||
265 | (w) == POSITIVE ? GS_NOTPOSITIVE : \ | ||
266 | (w) == NEGATIVE ? GS_NOTNEGATIVE : \ | ||
267 | 0 ) | ||
268 | |||
269 | #define POSSIBLE(f,w) (!(state->flags[(f)] & NOTFLAG(w))) | ||
270 | |||
271 | struct game_state { | ||
272 | int w, h, wh; | ||
273 | int *grid; /* size w*h, for cell state (pos/neg) */ | ||
274 | unsigned int *flags; /* size w*h */ | ||
275 | int solved, completed, numbered; | ||
276 | unsigned char *counts_done; | ||
277 | |||
278 | struct game_common *common; /* domino layout never changes. */ | ||
279 | }; | ||
280 | |||
281 | static void clear_state(game_state *ret) | ||
282 | { | ||
283 | int i; | ||
284 | |||
285 | ret->solved = ret->completed = ret->numbered = 0; | ||
286 | |||
287 | memset(ret->common->rowcount, 0, ret->h*3*sizeof(int)); | ||
288 | memset(ret->common->colcount, 0, ret->w*3*sizeof(int)); | ||
289 | memset(ret->counts_done, 0, (ret->h + ret->w) * 2 * sizeof(unsigned char)); | ||
290 | |||
291 | for (i = 0; i < ret->wh; i++) { | ||
292 | ret->grid[i] = EMPTY; | ||
293 | ret->flags[i] = 0; | ||
294 | ret->common->dominoes[i] = i; | ||
295 | } | ||
296 | } | ||
297 | |||
298 | static game_state *new_state(int w, int h) | ||
299 | { | ||
300 | game_state *ret = snew(game_state); | ||
301 | |||
302 | memset(ret, 0, sizeof(game_state)); | ||
303 | ret->w = w; | ||
304 | ret->h = h; | ||
305 | ret->wh = w*h; | ||
306 | |||
307 | ret->grid = snewn(ret->wh, int); | ||
308 | ret->flags = snewn(ret->wh, unsigned int); | ||
309 | ret->counts_done = snewn((ret->h + ret->w) * 2, unsigned char); | ||
310 | |||
311 | ret->common = snew(struct game_common); | ||
312 | ret->common->refcount = 1; | ||
313 | |||
314 | ret->common->dominoes = snewn(ret->wh, int); | ||
315 | ret->common->rowcount = snewn(ret->h*3, int); | ||
316 | ret->common->colcount = snewn(ret->w*3, int); | ||
317 | |||
318 | clear_state(ret); | ||
319 | |||
320 | return ret; | ||
321 | } | ||
322 | |||
323 | static game_state *dup_game(const game_state *src) | ||
324 | { | ||
325 | game_state *dest = snew(game_state); | ||
326 | |||
327 | dest->w = src->w; | ||
328 | dest->h = src->h; | ||
329 | dest->wh = src->wh; | ||
330 | |||
331 | dest->solved = src->solved; | ||
332 | dest->completed = src->completed; | ||
333 | dest->numbered = src->numbered; | ||
334 | |||
335 | dest->common = src->common; | ||
336 | dest->common->refcount++; | ||
337 | |||
338 | dest->grid = snewn(dest->wh, int); | ||
339 | memcpy(dest->grid, src->grid, dest->wh*sizeof(int)); | ||
340 | |||
341 | dest->counts_done = snewn((dest->h + dest->w) * 2, unsigned char); | ||
342 | memcpy(dest->counts_done, src->counts_done, | ||
343 | (dest->h + dest->w) * 2 * sizeof(unsigned char)); | ||
344 | |||
345 | dest->flags = snewn(dest->wh, unsigned int); | ||
346 | memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int)); | ||
347 | |||
348 | return dest; | ||
349 | } | ||
350 | |||
351 | static void free_game(game_state *state) | ||
352 | { | ||
353 | state->common->refcount--; | ||
354 | if (state->common->refcount == 0) { | ||
355 | sfree(state->common->dominoes); | ||
356 | sfree(state->common->rowcount); | ||
357 | sfree(state->common->colcount); | ||
358 | sfree(state->common); | ||
359 | } | ||
360 | sfree(state->counts_done); | ||
361 | sfree(state->flags); | ||
362 | sfree(state->grid); | ||
363 | sfree(state); | ||
364 | } | ||
365 | |||
366 | /* --------------------------------------------------------------- */ | ||
367 | /* Game generation and reading. */ | ||
368 | |||
369 | /* For a game of size w*h the game description is: | ||
370 | * w-sized string of column + numbers (L-R), or '.' for none | ||
371 | * semicolon | ||
372 | * h-sized string of row + numbers (T-B), or '.' | ||
373 | * semicolon | ||
374 | * w-sized string of column - numbers (L-R), or '.' | ||
375 | * semicolon | ||
376 | * h-sized string of row - numbers (T-B), or '.' | ||
377 | * semicolon | ||
378 | * w*h-sized string of 'L', 'R', 'U', 'D' for domino associations, | ||
379 | * or '*' for a black singleton square. | ||
380 | * | ||
381 | * for a total length of 2w + 2h + wh + 4. | ||
382 | */ | ||
383 | |||
384 | static char n2c(int num) { /* XXX cloned from singles.c */ | ||
385 | if (num == -1) | ||
386 | return '.'; | ||
387 | if (num < 10) | ||
388 | return '0' + num; | ||
389 | else if (num < 10+26) | ||
390 | return 'a' + num - 10; | ||
391 | else | ||
392 | return 'A' + num - 10 - 26; | ||
393 | return '?'; | ||
394 | } | ||
395 | |||
396 | static int c2n(char c) { /* XXX cloned from singles.c */ | ||
397 | if (isdigit((unsigned char)c)) | ||
398 | return (int)(c - '0'); | ||
399 | else if (c >= 'a' && c <= 'z') | ||
400 | return (int)(c - 'a' + 10); | ||
401 | else if (c >= 'A' && c <= 'Z') | ||
402 | return (int)(c - 'A' + 10 + 26); | ||
403 | return -1; | ||
404 | } | ||
405 | |||
406 | static const char *readrow(const char *desc, int n, int *array, int off, | ||
407 | const char **prob) | ||
408 | { | ||
409 | int i, num; | ||
410 | char c; | ||
411 | |||
412 | for (i = 0; i < n; i++) { | ||
413 | c = *desc++; | ||
414 | if (c == 0) goto badchar; | ||
415 | if (c == '.') | ||
416 | num = -1; | ||
417 | else { | ||
418 | num = c2n(c); | ||
419 | if (num < 0) goto badchar; | ||
420 | } | ||
421 | array[i*3+off] = num; | ||
422 | } | ||
423 | c = *desc++; | ||
424 | if (c != ',') goto badchar; | ||
425 | return desc; | ||
426 | |||
427 | badchar: | ||
428 | *prob = (c == 0) ? | ||
429 | "Game description too short" : | ||
430 | "Game description contained unexpected characters"; | ||
431 | return NULL; | ||
432 | } | ||
433 | |||
434 | static game_state *new_game_int(const game_params *params, const char *desc, | ||
435 | const char **prob) | ||
436 | { | ||
437 | game_state *state = new_state(params->w, params->h); | ||
438 | int x, y, idx, *count; | ||
439 | char c; | ||
440 | |||
441 | *prob = NULL; | ||
442 | |||
443 | /* top row, left-to-right */ | ||
444 | desc = readrow(desc, state->w, state->common->colcount, POSITIVE, prob); | ||
445 | if (*prob) goto done; | ||
446 | |||
447 | /* left column, top-to-bottom */ | ||
448 | desc = readrow(desc, state->h, state->common->rowcount, POSITIVE, prob); | ||
449 | if (*prob) goto done; | ||
450 | |||
451 | /* bottom row, left-to-right */ | ||
452 | desc = readrow(desc, state->w, state->common->colcount, NEGATIVE, prob); | ||
453 | if (*prob) goto done; | ||
454 | |||
455 | /* right column, top-to-bottom */ | ||
456 | desc = readrow(desc, state->h, state->common->rowcount, NEGATIVE, prob); | ||
457 | if (*prob) goto done; | ||
458 | |||
459 | /* Add neutral counts (== size - pos - neg) to columns and rows. | ||
460 | * Any singleton cells will just be treated as permanently neutral. */ | ||
461 | count = state->common->colcount; | ||
462 | for (x = 0; x < state->w; x++) { | ||
463 | if (count[x*3+POSITIVE] < 0 || count[x*3+NEGATIVE] < 0) | ||
464 | count[x*3+NEUTRAL] = -1; | ||
465 | else { | ||
466 | count[x*3+NEUTRAL] = | ||
467 | state->h - count[x*3+POSITIVE] - count[x*3+NEGATIVE]; | ||
468 | if (count[x*3+NEUTRAL] < 0) { | ||
469 | *prob = "Column counts inconsistent"; | ||
470 | goto done; | ||
471 | } | ||
472 | } | ||
473 | } | ||
474 | count = state->common->rowcount; | ||
475 | for (y = 0; y < state->h; y++) { | ||
476 | if (count[y*3+POSITIVE] < 0 || count[y*3+NEGATIVE] < 0) | ||
477 | count[y*3+NEUTRAL] = -1; | ||
478 | else { | ||
479 | count[y*3+NEUTRAL] = | ||
480 | state->w - count[y*3+POSITIVE] - count[y*3+NEGATIVE]; | ||
481 | if (count[y*3+NEUTRAL] < 0) { | ||
482 | *prob = "Row counts inconsistent"; | ||
483 | goto done; | ||
484 | } | ||
485 | } | ||
486 | } | ||
487 | |||
488 | |||
489 | for (y = 0; y < state->h; y++) { | ||
490 | for (x = 0; x < state->w; x++) { | ||
491 | idx = y*state->w + x; | ||
492 | nextchar: | ||
493 | c = *desc++; | ||
494 | |||
495 | if (c == 'L') /* this square is LHS of a domino */ | ||
496 | state->common->dominoes[idx] = idx+1; | ||
497 | else if (c == 'R') /* ... RHS of a domino */ | ||
498 | state->common->dominoes[idx] = idx-1; | ||
499 | else if (c == 'T') /* ... top of a domino */ | ||
500 | state->common->dominoes[idx] = idx+state->w; | ||
501 | else if (c == 'B') /* ... bottom of a domino */ | ||
502 | state->common->dominoes[idx] = idx-state->w; | ||
503 | else if (c == '*') /* singleton */ | ||
504 | state->common->dominoes[idx] = idx; | ||
505 | else if (c == ',') /* spacer, ignore */ | ||
506 | goto nextchar; | ||
507 | else goto badchar; | ||
508 | } | ||
509 | } | ||
510 | |||
511 | /* Check dominoes as input are sensibly consistent | ||
512 | * (i.e. each end points to the other) */ | ||
513 | for (idx = 0; idx < state->wh; idx++) { | ||
514 | if (state->common->dominoes[idx] < 0 || | ||
515 | state->common->dominoes[idx] > state->wh || | ||
516 | state->common->dominoes[state->common->dominoes[idx]] != idx) { | ||
517 | *prob = "Domino descriptions inconsistent"; | ||
518 | goto done; | ||
519 | } | ||
520 | if (state->common->dominoes[idx] == idx) { | ||
521 | state->grid[idx] = NEUTRAL; | ||
522 | state->flags[idx] |= GS_SET; | ||
523 | } | ||
524 | } | ||
525 | /* Success. */ | ||
526 | state->numbered = 1; | ||
527 | goto done; | ||
528 | |||
529 | badchar: | ||
530 | *prob = (c == 0) ? | ||
531 | "Game description too short" : | ||
532 | "Game description contained unexpected characters"; | ||
533 | |||
534 | done: | ||
535 | if (*prob) { | ||
536 | free_game(state); | ||
537 | return NULL; | ||
538 | } | ||
539 | return state; | ||
540 | } | ||
541 | |||
542 | static char *validate_desc(const game_params *params, const char *desc) | ||
543 | { | ||
544 | const char *prob; | ||
545 | game_state *st = new_game_int(params, desc, &prob); | ||
546 | if (!st) return (char*)prob; | ||
547 | free_game(st); | ||
548 | return NULL; | ||
549 | } | ||
550 | |||
551 | static game_state *new_game(midend *me, const game_params *params, | ||
552 | const char *desc) | ||
553 | { | ||
554 | const char *prob; | ||
555 | game_state *st = new_game_int(params, desc, &prob); | ||
556 | assert(st); | ||
557 | return st; | ||
558 | } | ||
559 | |||
560 | static char *generate_desc(game_state *new) | ||
561 | { | ||
562 | int x, y, idx, other, w = new->w, h = new->h; | ||
563 | char *desc = snewn(new->wh + 2*(w + h) + 5, char), *p = desc; | ||
564 | |||
565 | for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+POSITIVE]); | ||
566 | *p++ = ','; | ||
567 | for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+POSITIVE]); | ||
568 | *p++ = ','; | ||
569 | |||
570 | for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+NEGATIVE]); | ||
571 | *p++ = ','; | ||
572 | for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+NEGATIVE]); | ||
573 | *p++ = ','; | ||
574 | |||
575 | for (y = 0; y < h; y++) { | ||
576 | for (x = 0; x < w; x++) { | ||
577 | idx = y*w + x; | ||
578 | other = new->common->dominoes[idx]; | ||
579 | |||
580 | if (other == idx) *p++ = '*'; | ||
581 | else if (other == idx+1) *p++ = 'L'; | ||
582 | else if (other == idx-1) *p++ = 'R'; | ||
583 | else if (other == idx+w) *p++ = 'T'; | ||
584 | else if (other == idx-w) *p++ = 'B'; | ||
585 | else assert(!"mad domino orientation"); | ||
586 | } | ||
587 | } | ||
588 | *p = '\0'; | ||
589 | |||
590 | return desc; | ||
591 | } | ||
592 | |||
593 | static void game_text_hborder(const game_state *state, char **p_r) | ||
594 | { | ||
595 | char *p = *p_r; | ||
596 | int x; | ||
597 | |||
598 | *p++ = ' '; | ||
599 | *p++ = '+'; | ||
600 | for (x = 0; x < state->w*2-1; x++) *p++ = '-'; | ||
601 | *p++ = '+'; | ||
602 | *p++ = '\n'; | ||
603 | |||
604 | *p_r = p; | ||
605 | } | ||
606 | |||
607 | static int game_can_format_as_text_now(const game_params *params) | ||
608 | { | ||
609 | return TRUE; | ||
610 | } | ||
611 | |||
612 | static char *game_text_format(const game_state *state) | ||
613 | { | ||
614 | int len, x, y, i; | ||
615 | char *ret, *p; | ||
616 | |||
617 | len = ((state->w*2)+4) * ((state->h*2)+4) + 2; | ||
618 | p = ret = snewn(len, char); | ||
619 | |||
620 | /* top row: '+' then column totals for plus. */ | ||
621 | *p++ = '+'; | ||
622 | for (x = 0; x < state->w; x++) { | ||
623 | *p++ = ' '; | ||
624 | *p++ = n2c(state->common->colcount[x*3+POSITIVE]); | ||
625 | } | ||
626 | *p++ = '\n'; | ||
627 | |||
628 | /* top border. */ | ||
629 | game_text_hborder(state, &p); | ||
630 | |||
631 | for (y = 0; y < state->h; y++) { | ||
632 | *p++ = n2c(state->common->rowcount[y*3+POSITIVE]); | ||
633 | *p++ = '|'; | ||
634 | for (x = 0; x < state->w; x++) { | ||
635 | i = y*state->w+x; | ||
636 | *p++ = state->common->dominoes[i] == i ? '#' : | ||
637 | state->grid[i] == POSITIVE ? '+' : | ||
638 | state->grid[i] == NEGATIVE ? '-' : | ||
639 | state->flags[i] & GS_SET ? '*' : ' '; | ||
640 | if (x < (state->w-1)) | ||
641 | *p++ = state->common->dominoes[i] == i+1 ? ' ' : '|'; | ||
642 | } | ||
643 | *p++ = '|'; | ||
644 | *p++ = n2c(state->common->rowcount[y*3+NEGATIVE]); | ||
645 | *p++ = '\n'; | ||
646 | |||
647 | if (y < (state->h-1)) { | ||
648 | *p++ = ' '; | ||
649 | *p++ = '|'; | ||
650 | for (x = 0; x < state->w; x++) { | ||
651 | i = y*state->w+x; | ||
652 | *p++ = state->common->dominoes[i] == i+state->w ? ' ' : '-'; | ||
653 | if (x < (state->w-1)) | ||
654 | *p++ = '+'; | ||
655 | } | ||
656 | *p++ = '|'; | ||
657 | *p++ = '\n'; | ||
658 | } | ||
659 | } | ||
660 | |||
661 | /* bottom border. */ | ||
662 | game_text_hborder(state, &p); | ||
663 | |||
664 | /* bottom row: column totals for minus then '-'. */ | ||
665 | *p++ = ' '; | ||
666 | for (x = 0; x < state->w; x++) { | ||
667 | *p++ = ' '; | ||
668 | *p++ = n2c(state->common->colcount[x*3+NEGATIVE]); | ||
669 | } | ||
670 | *p++ = ' '; | ||
671 | *p++ = '-'; | ||
672 | *p++ = '\n'; | ||
673 | *p++ = '\0'; | ||
674 | |||
675 | return ret; | ||
676 | } | ||
677 | |||
678 | static void game_debug(game_state *state, const char *desc) | ||
679 | { | ||
680 | char *fmt = game_text_format(state); | ||
681 | debug(("%s:\n%s\n", desc, fmt)); | ||
682 | sfree(fmt); | ||
683 | } | ||
684 | |||
685 | enum { ROW, COLUMN }; | ||
686 | |||
687 | typedef struct rowcol { | ||
688 | int i, di, n, roworcol, num; | ||
689 | int *targets; | ||
690 | const char *name; | ||
691 | } rowcol; | ||
692 | |||
693 | static rowcol mkrowcol(const game_state *state, int num, int roworcol) | ||
694 | { | ||
695 | rowcol rc; | ||
696 | |||
697 | rc.roworcol = roworcol; | ||
698 | rc.num = num; | ||
699 | |||
700 | if (roworcol == ROW) { | ||
701 | rc.i = num * state->w; | ||
702 | rc.di = 1; | ||
703 | rc.n = state->w; | ||
704 | rc.targets = &(state->common->rowcount[num*3]); | ||
705 | rc.name = "row"; | ||
706 | } else if (roworcol == COLUMN) { | ||
707 | rc.i = num; | ||
708 | rc.di = state->w; | ||
709 | rc.n = state->h; | ||
710 | rc.targets = &(state->common->colcount[num*3]); | ||
711 | rc.name = "column"; | ||
712 | } else { | ||
713 | assert(!"unknown roworcol"); | ||
714 | } | ||
715 | return rc; | ||
716 | } | ||
717 | |||
718 | static int count_rowcol(const game_state *state, int num, int roworcol, | ||
719 | int which) | ||
720 | { | ||
721 | int i, count = 0; | ||
722 | rowcol rc = mkrowcol(state, num, roworcol); | ||
723 | |||
724 | for (i = 0; i < rc.n; i++, rc.i += rc.di) { | ||
725 | if (which < 0) { | ||
726 | if (state->grid[rc.i] == EMPTY && | ||
727 | !(state->flags[rc.i] & GS_SET)) | ||
728 | count++; | ||
729 | } else if (state->grid[rc.i] == which) | ||
730 | count++; | ||
731 | } | ||
732 | return count; | ||
733 | } | ||
734 | |||
735 | static void check_rowcol(game_state *state, int num, int roworcol, int which, | ||
736 | int *wrong, int *incomplete) | ||
737 | { | ||
738 | int count, target = mkrowcol(state, num, roworcol).targets[which]; | ||
739 | |||
740 | if (target == -1) return; /* no number to check against. */ | ||
741 | |||
742 | count = count_rowcol(state, num, roworcol, which); | ||
743 | if (count < target) *incomplete = 1; | ||
744 | if (count > target) *wrong = 1; | ||
745 | } | ||
746 | |||
747 | static int check_completion(game_state *state) | ||
748 | { | ||
749 | int i, j, x, y, idx, w = state->w, h = state->h; | ||
750 | int which = POSITIVE, wrong = 0, incomplete = 0; | ||
751 | |||
752 | /* Check row and column counts for magnets. */ | ||
753 | for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { | ||
754 | for (i = 0; i < w; i++) | ||
755 | check_rowcol(state, i, COLUMN, which, &wrong, &incomplete); | ||
756 | |||
757 | for (i = 0; i < h; i++) | ||
758 | check_rowcol(state, i, ROW, which, &wrong, &incomplete); | ||
759 | } | ||
760 | /* Check each domino has been filled, and that we don't have | ||
761 | * touching identical terminals. */ | ||
762 | for (i = 0; i < state->wh; i++) state->flags[i] &= ~GS_ERROR; | ||
763 | for (x = 0; x < w; x++) { | ||
764 | for (y = 0; y < h; y++) { | ||
765 | idx = y*w + x; | ||
766 | if (state->common->dominoes[idx] == idx) | ||
767 | continue; /* no domino here */ | ||
768 | |||
769 | if (!(state->flags[idx] & GS_SET)) | ||
770 | incomplete = 1; | ||
771 | |||
772 | which = state->grid[idx]; | ||
773 | if (which != NEUTRAL) { | ||
774 | #define CHECK(xx,yy) do { \ | ||
775 | if (INGRID(state,xx,yy) && \ | ||
776 | (state->grid[(yy)*w+(xx)] == which)) { \ | ||
777 | wrong = 1; \ | ||
778 | state->flags[(yy)*w+(xx)] |= GS_ERROR; \ | ||
779 | state->flags[y*w+x] |= GS_ERROR; \ | ||
780 | } \ | ||
781 | } while(0) | ||
782 | CHECK(x,y-1); | ||
783 | CHECK(x,y+1); | ||
784 | CHECK(x-1,y); | ||
785 | CHECK(x+1,y); | ||
786 | #undef CHECK | ||
787 | } | ||
788 | } | ||
789 | } | ||
790 | return wrong ? -1 : incomplete ? 0 : 1; | ||
791 | } | ||
792 | |||
793 | static const int dx[4] = {-1, 1, 0, 0}; | ||
794 | static const int dy[4] = {0, 0, -1, 1}; | ||
795 | |||
796 | static void solve_clearflags(game_state *state) | ||
797 | { | ||
798 | int i; | ||
799 | |||
800 | for (i = 0; i < state->wh; i++) { | ||
801 | state->flags[i] &= ~GS_NOTMASK; | ||
802 | if (state->common->dominoes[i] != i) | ||
803 | state->flags[i] &= ~GS_SET; | ||
804 | } | ||
805 | } | ||
806 | |||
807 | /* Knowing a given cell cannot be a certain colour also tells us | ||
808 | * something about the other cell in that domino. */ | ||
809 | static int solve_unflag(game_state *state, int i, int which, | ||
810 | const char *why, rowcol *rc) | ||
811 | { | ||
812 | int ii, ret = 0; | ||
813 | #if defined DEBUGGING || defined STANDALONE_SOLVER | ||
814 | int w = state->w; | ||
815 | #endif | ||
816 | |||
817 | assert(i >= 0 && i < state->wh); | ||
818 | ii = state->common->dominoes[i]; | ||
819 | if (ii == i) return 0; | ||
820 | |||
821 | if (rc) | ||
822 | debug(("solve_unflag: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num)); | ||
823 | |||
824 | if ((state->flags[i] & GS_SET) && (state->grid[i] == which)) { | ||
825 | debug(("solve_unflag: (%d,%d) already %s, cannot unflag (for %s).", | ||
826 | i%w, i/w, NAME(which), why)); | ||
827 | return -1; | ||
828 | } | ||
829 | if ((state->flags[ii] & GS_SET) && (state->grid[ii] == OPPOSITE(which))) { | ||
830 | debug(("solve_unflag: (%d,%d) opposite already %s, cannot unflag (for %s).", | ||
831 | ii%w, ii/w, NAME(OPPOSITE(which)), why)); | ||
832 | return -1; | ||
833 | } | ||
834 | if (POSSIBLE(i, which)) { | ||
835 | state->flags[i] |= NOTFLAG(which); | ||
836 | ret++; | ||
837 | debug(("solve_unflag: (%d,%d) CANNOT be %s (%s)", | ||
838 | i%w, i/w, NAME(which), why)); | ||
839 | } | ||
840 | if (POSSIBLE(ii, OPPOSITE(which))) { | ||
841 | state->flags[ii] |= NOTFLAG(OPPOSITE(which)); | ||
842 | ret++; | ||
843 | debug(("solve_unflag: (%d,%d) CANNOT be %s (%s, other half)", | ||
844 | ii%w, ii/w, NAME(OPPOSITE(which)), why)); | ||
845 | } | ||
846 | #ifdef STANDALONE_SOLVER | ||
847 | if (verbose && ret) { | ||
848 | printf("(%d,%d)", i%w, i/w); | ||
849 | if (rc) printf(" in %s %d", rc->name, rc->num); | ||
850 | printf(" cannot be %s (%s); opposite (%d,%d) not %s.\n", | ||
851 | NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which))); | ||
852 | } | ||
853 | #endif | ||
854 | return ret; | ||
855 | } | ||
856 | |||
857 | static int solve_unflag_surrounds(game_state *state, int i, int which) | ||
858 | { | ||
859 | int x = i%state->w, y = i/state->w, xx, yy, j, ii; | ||
860 | |||
861 | assert(INGRID(state, x, y)); | ||
862 | |||
863 | for (j = 0; j < 4; j++) { | ||
864 | xx = x+dx[j]; yy = y+dy[j]; | ||
865 | if (!INGRID(state, xx, yy)) continue; | ||
866 | |||
867 | ii = yy*state->w+xx; | ||
868 | if (solve_unflag(state, ii, which, "adjacent to set cell", NULL) < 0) | ||
869 | return -1; | ||
870 | } | ||
871 | return 0; | ||
872 | } | ||
873 | |||
874 | /* Sets a cell to a particular colour, and also perform other | ||
875 | * housekeeping around that. */ | ||
876 | static int solve_set(game_state *state, int i, int which, | ||
877 | const char *why, rowcol *rc) | ||
878 | { | ||
879 | int ii; | ||
880 | #if defined DEBUGGING || defined STANDALONE_SOLVER | ||
881 | int w = state->w; | ||
882 | #endif | ||
883 | |||
884 | ii = state->common->dominoes[i]; | ||
885 | |||
886 | if (state->flags[i] & GS_SET) { | ||
887 | if (state->grid[i] == which) { | ||
888 | return 0; /* was already set and held, do nothing. */ | ||
889 | } else { | ||
890 | debug(("solve_set: (%d,%d) is held and %s, cannot set to %s", | ||
891 | i%w, i/w, NAME(state->grid[i]), NAME(which))); | ||
892 | return -1; | ||
893 | } | ||
894 | } | ||
895 | if ((state->flags[ii] & GS_SET) && state->grid[ii] != OPPOSITE(which)) { | ||
896 | debug(("solve_set: (%d,%d) opposite is held and %s, cannot set to %s", | ||
897 | ii%w, ii/w, NAME(state->grid[ii]), NAME(OPPOSITE(which)))); | ||
898 | return -1; | ||
899 | } | ||
900 | if (!POSSIBLE(i, which)) { | ||
901 | debug(("solve_set: (%d,%d) NOT %s, cannot set.", i%w, i/w, NAME(which))); | ||
902 | return -1; | ||
903 | } | ||
904 | if (!POSSIBLE(ii, OPPOSITE(which))) { | ||
905 | debug(("solve_set: (%d,%d) NOT %s, cannot set (%d,%d).", | ||
906 | ii%w, ii/w, NAME(OPPOSITE(which)), i%w, i/w)); | ||
907 | return -1; | ||
908 | } | ||
909 | |||
910 | #ifdef STANDALONE_SOLVER | ||
911 | if (verbose) { | ||
912 | printf("(%d,%d)", i%w, i/w); | ||
913 | if (rc) printf(" in %s %d", rc->name, rc->num); | ||
914 | printf(" set to %s (%s), opposite (%d,%d) set to %s.\n", | ||
915 | NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which))); | ||
916 | } | ||
917 | #endif | ||
918 | if (rc) | ||
919 | debug(("solve_set: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num)); | ||
920 | debug(("solve_set: (%d,%d) setting to %s (%s), surrounds first:", | ||
921 | i%w, i/w, NAME(which), why)); | ||
922 | |||
923 | if (which != NEUTRAL) { | ||
924 | if (solve_unflag_surrounds(state, i, which) < 0) | ||
925 | return -1; | ||
926 | if (solve_unflag_surrounds(state, ii, OPPOSITE(which)) < 0) | ||
927 | return -1; | ||
928 | } | ||
929 | |||
930 | state->grid[i] = which; | ||
931 | state->grid[ii] = OPPOSITE(which); | ||
932 | |||
933 | state->flags[i] |= GS_SET; | ||
934 | state->flags[ii] |= GS_SET; | ||
935 | |||
936 | debug(("solve_set: (%d,%d) set to %s (%s)", i%w, i/w, NAME(which), why)); | ||
937 | |||
938 | return 1; | ||
939 | } | ||
940 | |||
941 | /* counts should be int[4]. */ | ||
942 | static void solve_counts(game_state *state, rowcol rc, int *counts, int *unset) | ||
943 | { | ||
944 | int i, j, which; | ||
945 | |||
946 | assert(counts); | ||
947 | for (i = 0; i < 4; i++) { | ||
948 | counts[i] = 0; | ||
949 | if (unset) unset[i] = 0; | ||
950 | } | ||
951 | |||
952 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
953 | if (state->flags[i] & GS_SET) { | ||
954 | assert(state->grid[i] < 3); | ||
955 | counts[state->grid[i]]++; | ||
956 | } else if (unset) { | ||
957 | for (which = 0; which <= 2; which++) { | ||
958 | if (POSSIBLE(i, which)) | ||
959 | unset[which]++; | ||
960 | } | ||
961 | } | ||
962 | } | ||
963 | } | ||
964 | |||
965 | static int solve_checkfull(game_state *state, rowcol rc, int *counts) | ||
966 | { | ||
967 | int starti = rc.i, j, which, didsth = 0, target; | ||
968 | int unset[4]; | ||
969 | |||
970 | assert(state->numbered); /* only useful (should only be called) if numbered. */ | ||
971 | |||
972 | solve_counts(state, rc, counts, unset); | ||
973 | |||
974 | for (which = 0; which <= 2; which++) { | ||
975 | target = rc.targets[which]; | ||
976 | if (target == -1) continue; | ||
977 | |||
978 | /*debug(("%s %d for %s: target %d, count %d, unset %d", | ||
979 | rc.name, rc.num, NAME(which), | ||
980 | target, counts[which], unset[which]));*/ | ||
981 | |||
982 | if (target < counts[which]) { | ||
983 | debug(("%s %d has too many (%d) %s squares (target %d), impossible!", | ||
984 | rc.name, rc.num, counts[which], NAME(which), target)); | ||
985 | return -1; | ||
986 | } | ||
987 | if (target == counts[which]) { | ||
988 | /* We have the correct no. of the colour in this row/column | ||
989 | * already; unflag all the rest. */ | ||
990 | for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) { | ||
991 | if (state->flags[rc.i] & GS_SET) continue; | ||
992 | if (!POSSIBLE(rc.i, which)) continue; | ||
993 | |||
994 | if (solve_unflag(state, rc.i, which, "row/col full", &rc) < 0) | ||
995 | return -1; | ||
996 | didsth = 1; | ||
997 | } | ||
998 | } else if ((target - counts[which]) == unset[which]) { | ||
999 | /* We need all the remaining unset squares for this colour; | ||
1000 | * set them all. */ | ||
1001 | for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) { | ||
1002 | if (state->flags[rc.i] & GS_SET) continue; | ||
1003 | if (!POSSIBLE(rc.i, which)) continue; | ||
1004 | |||
1005 | if (solve_set(state, rc.i, which, "row/col needs all unset", &rc) < 0) | ||
1006 | return -1; | ||
1007 | didsth = 1; | ||
1008 | } | ||
1009 | } | ||
1010 | } | ||
1011 | return didsth; | ||
1012 | } | ||
1013 | |||
1014 | static int solve_startflags(game_state *state) | ||
1015 | { | ||
1016 | int x, y, i; | ||
1017 | |||
1018 | for (x = 0; x < state->w; x++) { | ||
1019 | for (y = 0; y < state->h; y++) { | ||
1020 | i = y*state->w+x; | ||
1021 | if (state->common->dominoes[i] == i) continue; | ||
1022 | if (state->grid[i] != NEUTRAL || | ||
1023 | state->flags[i] & GS_SET) { | ||
1024 | if (solve_set(state, i, state->grid[i], "initial set-and-hold", NULL) < 0) | ||
1025 | return -1; | ||
1026 | } | ||
1027 | } | ||
1028 | } | ||
1029 | return 0; | ||
1030 | } | ||
1031 | |||
1032 | typedef int (*rowcolfn)(game_state *state, rowcol rc, int *counts); | ||
1033 | |||
1034 | static int solve_rowcols(game_state *state, rowcolfn fn) | ||
1035 | { | ||
1036 | int x, y, didsth = 0, ret; | ||
1037 | rowcol rc; | ||
1038 | int counts[4]; | ||
1039 | |||
1040 | for (x = 0; x < state->w; x++) { | ||
1041 | rc = mkrowcol(state, x, COLUMN); | ||
1042 | solve_counts(state, rc, counts, NULL); | ||
1043 | |||
1044 | ret = fn(state, rc, counts); | ||
1045 | if (ret < 0) return ret; | ||
1046 | didsth += ret; | ||
1047 | } | ||
1048 | for (y = 0; y < state->h; y++) { | ||
1049 | rc = mkrowcol(state, y, ROW); | ||
1050 | solve_counts(state, rc, counts, NULL); | ||
1051 | |||
1052 | ret = fn(state, rc, counts); | ||
1053 | if (ret < 0) return ret; | ||
1054 | didsth += ret; | ||
1055 | } | ||
1056 | return didsth; | ||
1057 | } | ||
1058 | |||
1059 | static int solve_force(game_state *state) | ||
1060 | { | ||
1061 | int i, which, didsth = 0; | ||
1062 | unsigned long f; | ||
1063 | |||
1064 | for (i = 0; i < state->wh; i++) { | ||
1065 | if (state->flags[i] & GS_SET) continue; | ||
1066 | if (state->common->dominoes[i] == i) continue; | ||
1067 | |||
1068 | f = state->flags[i] & GS_NOTMASK; | ||
1069 | which = -1; | ||
1070 | if (f == (GS_NOTPOSITIVE|GS_NOTNEGATIVE)) | ||
1071 | which = NEUTRAL; | ||
1072 | if (f == (GS_NOTPOSITIVE|GS_NOTNEUTRAL)) | ||
1073 | which = NEGATIVE; | ||
1074 | if (f == (GS_NOTNEGATIVE|GS_NOTNEUTRAL)) | ||
1075 | which = POSITIVE; | ||
1076 | if (which != -1) { | ||
1077 | if (solve_set(state, i, which, "forced by flags", NULL) < 0) | ||
1078 | return -1; | ||
1079 | didsth = 1; | ||
1080 | } | ||
1081 | } | ||
1082 | return didsth; | ||
1083 | } | ||
1084 | |||
1085 | static int solve_neither(game_state *state) | ||
1086 | { | ||
1087 | int i, j, didsth = 0; | ||
1088 | |||
1089 | for (i = 0; i < state->wh; i++) { | ||
1090 | if (state->flags[i] & GS_SET) continue; | ||
1091 | j = state->common->dominoes[i]; | ||
1092 | if (i == j) continue; | ||
1093 | |||
1094 | if (((state->flags[i] & GS_NOTPOSITIVE) && | ||
1095 | (state->flags[j] & GS_NOTPOSITIVE)) || | ||
1096 | ((state->flags[i] & GS_NOTNEGATIVE) && | ||
1097 | (state->flags[j] & GS_NOTNEGATIVE))) { | ||
1098 | if (solve_set(state, i, NEUTRAL, "neither tile magnet", NULL) < 0) | ||
1099 | return -1; | ||
1100 | didsth = 1; | ||
1101 | } | ||
1102 | } | ||
1103 | return didsth; | ||
1104 | } | ||
1105 | |||
1106 | static int solve_advancedfull(game_state *state, rowcol rc, int *counts) | ||
1107 | { | ||
1108 | int i, j, nfound = 0, clearpos = 0, clearneg = 0, ret = 0; | ||
1109 | |||
1110 | /* For this row/col, look for a domino entirely within the row where | ||
1111 | * both ends can only be + or - (but isn't held). | ||
1112 | * The +/- counts can thus be decremented by 1 each, and the 'unset' | ||
1113 | * count by 2. | ||
1114 | * | ||
1115 | * Once that's done for all such dominoes (and they're marked), try | ||
1116 | * and made usual deductions about rest of the row based on new totals. */ | ||
1117 | |||
1118 | if (rc.targets[POSITIVE] == -1 && rc.targets[NEGATIVE] == -1) | ||
1119 | return 0; /* don't have a target for either colour, nothing to do. */ | ||
1120 | if ((rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) && | ||
1121 | (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE])) | ||
1122 | return 0; /* both colours are full up already, nothing to do. */ | ||
1123 | |||
1124 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) | ||
1125 | state->flags[i] &= ~GS_MARK; | ||
1126 | |||
1127 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1128 | if (state->flags[i] & GS_SET) continue; | ||
1129 | |||
1130 | /* We're looking for a domino in our row/col, thus if | ||
1131 | * dominoes[i] -> i+di we've found one. */ | ||
1132 | if (state->common->dominoes[i] != i+rc.di) continue; | ||
1133 | |||
1134 | /* We need both squares of this domino to be either + or - | ||
1135 | * (i.e. both NOTNEUTRAL only). */ | ||
1136 | if (((state->flags[i] & GS_NOTMASK) != GS_NOTNEUTRAL) || | ||
1137 | ((state->flags[i+rc.di] & GS_NOTMASK) != GS_NOTNEUTRAL)) | ||
1138 | continue; | ||
1139 | |||
1140 | debug(("Domino in %s %d at (%d,%d) must be polarised.", | ||
1141 | rc.name, rc.num, i%state->w, i/state->w)); | ||
1142 | state->flags[i] |= GS_MARK; | ||
1143 | state->flags[i+rc.di] |= GS_MARK; | ||
1144 | nfound++; | ||
1145 | } | ||
1146 | if (nfound == 0) return 0; | ||
1147 | |||
1148 | /* nfound is #dominoes we matched, which will all be marked. */ | ||
1149 | counts[POSITIVE] += nfound; | ||
1150 | counts[NEGATIVE] += nfound; | ||
1151 | |||
1152 | if (rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) { | ||
1153 | debug(("%s %d has now filled POSITIVE:", rc.name, rc.num)); | ||
1154 | clearpos = 1; | ||
1155 | } | ||
1156 | if (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]) { | ||
1157 | debug(("%s %d has now filled NEGATIVE:", rc.name, rc.num)); | ||
1158 | clearneg = 1; | ||
1159 | } | ||
1160 | |||
1161 | if (!clearpos && !clearneg) return 0; | ||
1162 | |||
1163 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1164 | if (state->flags[i] & GS_SET) continue; | ||
1165 | if (state->flags[i] & GS_MARK) continue; | ||
1166 | |||
1167 | if (clearpos && !(state->flags[i] & GS_NOTPOSITIVE)) { | ||
1168 | if (solve_unflag(state, i, POSITIVE, "row/col full (+ve) [tricky]", &rc) < 0) | ||
1169 | return -1; | ||
1170 | ret++; | ||
1171 | } | ||
1172 | if (clearneg && !(state->flags[i] & GS_NOTNEGATIVE)) { | ||
1173 | if (solve_unflag(state, i, NEGATIVE, "row/col full (-ve) [tricky]", &rc) < 0) | ||
1174 | return -1; | ||
1175 | ret++; | ||
1176 | } | ||
1177 | } | ||
1178 | |||
1179 | return ret; | ||
1180 | } | ||
1181 | |||
1182 | /* If we only have one neutral still to place on a row/column then no | ||
1183 | dominoes entirely in that row/column can be neutral. */ | ||
1184 | static int solve_nonneutral(game_state *state, rowcol rc, int *counts) | ||
1185 | { | ||
1186 | int i, j, ret = 0; | ||
1187 | |||
1188 | if (rc.targets[NEUTRAL] != counts[NEUTRAL]+1) | ||
1189 | return 0; | ||
1190 | |||
1191 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1192 | if (state->flags[i] & GS_SET) continue; | ||
1193 | if (state->common->dominoes[i] != i+rc.di) continue; | ||
1194 | |||
1195 | if (!(state->flags[i] & GS_NOTNEUTRAL)) { | ||
1196 | if (solve_unflag(state, i, NEUTRAL, "single neutral in row/col [tricky]", &rc) < 0) | ||
1197 | return -1; | ||
1198 | ret++; | ||
1199 | } | ||
1200 | } | ||
1201 | return ret; | ||
1202 | } | ||
1203 | |||
1204 | /* If we need to fill all unfilled cells with +-, and we need 1 more of | ||
1205 | * one than the other, and we have a single odd-numbered region of unfilled | ||
1206 | * cells, that odd-numbered region must start and end with the extra number. */ | ||
1207 | static int solve_oddlength(game_state *state, rowcol rc, int *counts) | ||
1208 | { | ||
1209 | int i, j, ret = 0, extra, tpos, tneg; | ||
1210 | int start = -1, length = 0, inempty = 0, startodd = -1; | ||
1211 | |||
1212 | /* need zero neutral cells still to find... */ | ||
1213 | if (rc.targets[NEUTRAL] != counts[NEUTRAL]) | ||
1214 | return 0; | ||
1215 | |||
1216 | /* ...and #positive and #negative to differ by one. */ | ||
1217 | tpos = rc.targets[POSITIVE] - counts[POSITIVE]; | ||
1218 | tneg = rc.targets[NEGATIVE] - counts[NEGATIVE]; | ||
1219 | if (tpos == tneg+1) | ||
1220 | extra = POSITIVE; | ||
1221 | else if (tneg == tpos+1) | ||
1222 | extra = NEGATIVE; | ||
1223 | else return 0; | ||
1224 | |||
1225 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1226 | if (state->flags[i] & GS_SET) { | ||
1227 | if (inempty) { | ||
1228 | if (length % 2) { | ||
1229 | /* we've just finished an odd-length section. */ | ||
1230 | if (startodd != -1) goto twoodd; | ||
1231 | startodd = start; | ||
1232 | } | ||
1233 | inempty = 0; | ||
1234 | } | ||
1235 | } else { | ||
1236 | if (inempty) | ||
1237 | length++; | ||
1238 | else { | ||
1239 | start = i; | ||
1240 | length = 1; | ||
1241 | inempty = 1; | ||
1242 | } | ||
1243 | } | ||
1244 | } | ||
1245 | if (inempty && (length % 2)) { | ||
1246 | if (startodd != -1) goto twoodd; | ||
1247 | startodd = start; | ||
1248 | } | ||
1249 | if (startodd != -1) | ||
1250 | ret = solve_set(state, startodd, extra, "odd-length section start", &rc); | ||
1251 | |||
1252 | return ret; | ||
1253 | |||
1254 | twoodd: | ||
1255 | debug(("%s %d has >1 odd-length sections, starting at %d,%d and %d,%d.", | ||
1256 | rc.name, rc.num, | ||
1257 | startodd%state->w, startodd/state->w, | ||
1258 | start%state->w, start/state->w)); | ||
1259 | return 0; | ||
1260 | } | ||
1261 | |||
1262 | /* Count the number of remaining empty dominoes in any row/col. | ||
1263 | * If that number is equal to the #remaining positive, | ||
1264 | * or to the #remaining negative, no empty cells can be neutral. */ | ||
1265 | static int solve_countdominoes_neutral(game_state *state, rowcol rc, int *counts) | ||
1266 | { | ||
1267 | int i, j, ndom = 0, nonn = 0, ret = 0; | ||
1268 | |||
1269 | if ((rc.targets[POSITIVE] == -1) && (rc.targets[NEGATIVE] == -1)) | ||
1270 | return 0; /* need at least one target to compare. */ | ||
1271 | |||
1272 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1273 | if (state->flags[i] & GS_SET) continue; | ||
1274 | assert(state->grid[i] == EMPTY); | ||
1275 | |||
1276 | /* Skip solo cells, or second cell in domino. */ | ||
1277 | if ((state->common->dominoes[i] == i) || | ||
1278 | (state->common->dominoes[i] == i-rc.di)) | ||
1279 | continue; | ||
1280 | |||
1281 | ndom++; | ||
1282 | } | ||
1283 | |||
1284 | if ((rc.targets[POSITIVE] != -1) && | ||
1285 | (rc.targets[POSITIVE]-counts[POSITIVE] == ndom)) | ||
1286 | nonn = 1; | ||
1287 | if ((rc.targets[NEGATIVE] != -1) && | ||
1288 | (rc.targets[NEGATIVE]-counts[NEGATIVE] == ndom)) | ||
1289 | nonn = 1; | ||
1290 | |||
1291 | if (!nonn) return 0; | ||
1292 | |||
1293 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1294 | if (state->flags[i] & GS_SET) continue; | ||
1295 | |||
1296 | if (!(state->flags[i] & GS_NOTNEUTRAL)) { | ||
1297 | if (solve_unflag(state, i, NEUTRAL, "all dominoes +/- [tricky]", &rc) < 0) | ||
1298 | return -1; | ||
1299 | ret++; | ||
1300 | } | ||
1301 | } | ||
1302 | return ret; | ||
1303 | } | ||
1304 | |||
1305 | static int solve_domino_count(game_state *state, rowcol rc, int i, int which) | ||
1306 | { | ||
1307 | int nposs = 0; | ||
1308 | |||
1309 | /* Skip solo cells or 2nd in domino. */ | ||
1310 | if ((state->common->dominoes[i] == i) || | ||
1311 | (state->common->dominoes[i] == i-rc.di)) | ||
1312 | return 0; | ||
1313 | |||
1314 | if (state->flags[i] & GS_SET) | ||
1315 | return 0; | ||
1316 | |||
1317 | if (POSSIBLE(i, which)) | ||
1318 | nposs++; | ||
1319 | |||
1320 | if (state->common->dominoes[i] == i+rc.di) { | ||
1321 | /* second cell of domino is on our row: test that too. */ | ||
1322 | if (POSSIBLE(i+rc.di, which)) | ||
1323 | nposs++; | ||
1324 | } | ||
1325 | return nposs; | ||
1326 | } | ||
1327 | |||
1328 | /* Count number of dominoes we could put each of + and - into. If it is equal | ||
1329 | * to the #left, any domino we can only put + or - in one cell of must have it. */ | ||
1330 | static int solve_countdominoes_nonneutral(game_state *state, rowcol rc, int *counts) | ||
1331 | { | ||
1332 | int which, w, i, j, ndom = 0, didsth = 0, toset; | ||
1333 | |||
1334 | for (which = POSITIVE, w = 0; w < 2; which = OPPOSITE(which), w++) { | ||
1335 | if (rc.targets[which] == -1) continue; | ||
1336 | |||
1337 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1338 | if (solve_domino_count(state, rc, i, which) > 0) | ||
1339 | ndom++; | ||
1340 | } | ||
1341 | |||
1342 | if ((rc.targets[which] - counts[which]) != ndom) | ||
1343 | continue; | ||
1344 | |||
1345 | for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { | ||
1346 | if (solve_domino_count(state, rc, i, which) == 1) { | ||
1347 | if (POSSIBLE(i, which)) | ||
1348 | toset = i; | ||
1349 | else { | ||
1350 | /* paranoia, should have been checked by solve_domino_count. */ | ||
1351 | assert(state->common->dominoes[i] == i+rc.di); | ||
1352 | assert(POSSIBLE(i+rc.di, which)); | ||
1353 | toset = i+rc.di; | ||
1354 | } | ||
1355 | if (solve_set(state, toset, which, "all empty dominoes need +/- [tricky]", &rc) < 0) | ||
1356 | return -1; | ||
1357 | didsth++; | ||
1358 | } | ||
1359 | } | ||
1360 | } | ||
1361 | return didsth; | ||
1362 | } | ||
1363 | |||
1364 | /* danger, evil macro. can't use the do { ... } while(0) trick because | ||
1365 | * the continue breaks. */ | ||
1366 | #define SOLVE_FOR_ROWCOLS(fn) \ | ||
1367 | ret = solve_rowcols(state, fn); \ | ||
1368 | if (ret < 0) { debug(("%s said impossible, cannot solve", #fn)); return -1; } \ | ||
1369 | if (ret > 0) continue | ||
1370 | |||
1371 | static int solve_state(game_state *state, int diff) | ||
1372 | { | ||
1373 | int ret; | ||
1374 | |||
1375 | debug(("solve_state, difficulty %s", magnets_diffnames[diff])); | ||
1376 | |||
1377 | solve_clearflags(state); | ||
1378 | if (solve_startflags(state) < 0) return -1; | ||
1379 | |||
1380 | while (1) { | ||
1381 | ret = solve_force(state); | ||
1382 | if (ret > 0) continue; | ||
1383 | if (ret < 0) return -1; | ||
1384 | |||
1385 | ret = solve_neither(state); | ||
1386 | if (ret > 0) continue; | ||
1387 | if (ret < 0) return -1; | ||
1388 | |||
1389 | SOLVE_FOR_ROWCOLS(solve_checkfull); | ||
1390 | SOLVE_FOR_ROWCOLS(solve_oddlength); | ||
1391 | |||
1392 | if (diff < DIFF_TRICKY) break; | ||
1393 | |||
1394 | SOLVE_FOR_ROWCOLS(solve_advancedfull); | ||
1395 | SOLVE_FOR_ROWCOLS(solve_nonneutral); | ||
1396 | SOLVE_FOR_ROWCOLS(solve_countdominoes_neutral); | ||
1397 | SOLVE_FOR_ROWCOLS(solve_countdominoes_nonneutral); | ||
1398 | |||
1399 | /* more ... */ | ||
1400 | |||
1401 | break; | ||
1402 | } | ||
1403 | return check_completion(state); | ||
1404 | } | ||
1405 | |||
1406 | |||
1407 | static char *game_state_diff(const game_state *src, const game_state *dst, | ||
1408 | int issolve) | ||
1409 | { | ||
1410 | char *ret = NULL, buf[80], c; | ||
1411 | int retlen = 0, x, y, i, k; | ||
1412 | |||
1413 | assert(src->w == dst->w && src->h == dst->h); | ||
1414 | |||
1415 | if (issolve) { | ||
1416 | ret = sresize(ret, 3, char); | ||
1417 | ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0'; | ||
1418 | retlen += 2; | ||
1419 | } | ||
1420 | for (x = 0; x < dst->w; x++) { | ||
1421 | for (y = 0; y < dst->h; y++) { | ||
1422 | i = y*dst->w+x; | ||
1423 | |||
1424 | if (src->common->dominoes[i] == i) continue; | ||
1425 | |||
1426 | #define APPEND do { \ | ||
1427 | ret = sresize(ret, retlen + k + 1, char); \ | ||
1428 | strcpy(ret + retlen, buf); \ | ||
1429 | retlen += k; \ | ||
1430 | } while(0) | ||
1431 | |||
1432 | if ((src->grid[i] != dst->grid[i]) || | ||
1433 | ((src->flags[i] & GS_SET) != (dst->flags[i] & GS_SET))) { | ||
1434 | if (dst->grid[i] == EMPTY && !(dst->flags[i] & GS_SET)) | ||
1435 | c = ' '; | ||
1436 | else | ||
1437 | c = GRID2CHAR(dst->grid[i]); | ||
1438 | k = sprintf(buf, "%c%d,%d;", (int)c, x, y); | ||
1439 | APPEND; | ||
1440 | } | ||
1441 | } | ||
1442 | } | ||
1443 | debug(("game_state_diff returns %s", ret)); | ||
1444 | return ret; | ||
1445 | } | ||
1446 | |||
1447 | static void solve_from_aux(const game_state *state, const char *aux) | ||
1448 | { | ||
1449 | int i; | ||
1450 | assert(strlen(aux) == state->wh); | ||
1451 | for (i = 0; i < state->wh; i++) { | ||
1452 | state->grid[i] = CHAR2GRID(aux[i]); | ||
1453 | state->flags[i] |= GS_SET; | ||
1454 | } | ||
1455 | } | ||
1456 | |||
1457 | static char *solve_game(const game_state *state, const game_state *currstate, | ||
1458 | const char *aux, char **error) | ||
1459 | { | ||
1460 | game_state *solved = dup_game(currstate); | ||
1461 | char *move = NULL; | ||
1462 | int ret; | ||
1463 | |||
1464 | if (aux && strlen(aux) == state->wh) { | ||
1465 | solve_from_aux(solved, aux); | ||
1466 | goto solved; | ||
1467 | } | ||
1468 | |||
1469 | if (solve_state(solved, DIFFCOUNT) > 0) goto solved; | ||
1470 | free_game(solved); | ||
1471 | |||
1472 | solved = dup_game(state); | ||
1473 | ret = solve_state(solved, DIFFCOUNT); | ||
1474 | if (ret > 0) goto solved; | ||
1475 | free_game(solved); | ||
1476 | |||
1477 | *error = (ret < 0) ? "Puzzle is impossible." : "Unable to solve puzzle."; | ||
1478 | return NULL; | ||
1479 | |||
1480 | solved: | ||
1481 | move = game_state_diff(currstate, solved, 1); | ||
1482 | free_game(solved); | ||
1483 | return move; | ||
1484 | } | ||
1485 | |||
1486 | static int solve_unnumbered(game_state *state) | ||
1487 | { | ||
1488 | int i, ret; | ||
1489 | while (1) { | ||
1490 | ret = solve_force(state); | ||
1491 | if (ret > 0) continue; | ||
1492 | if (ret < 0) return -1; | ||
1493 | |||
1494 | ret = solve_neither(state); | ||
1495 | if (ret > 0) continue; | ||
1496 | if (ret < 0) return -1; | ||
1497 | |||
1498 | break; | ||
1499 | } | ||
1500 | for (i = 0; i < state->wh; i++) { | ||
1501 | if (!(state->flags[i] & GS_SET)) return 0; | ||
1502 | } | ||
1503 | return 1; | ||
1504 | } | ||
1505 | |||
1506 | static int lay_dominoes(game_state *state, random_state *rs, int *scratch) | ||
1507 | { | ||
1508 | int n, i, ret = 0, nlaid = 0, n_initial_neutral; | ||
1509 | |||
1510 | for (i = 0; i < state->wh; i++) { | ||
1511 | scratch[i] = i; | ||
1512 | state->grid[i] = EMPTY; | ||
1513 | state->flags[i] = (state->common->dominoes[i] == i) ? GS_SET : 0; | ||
1514 | } | ||
1515 | shuffle(scratch, state->wh, sizeof(int), rs); | ||
1516 | |||
1517 | n_initial_neutral = (state->wh > 100) ? 5 : (state->wh / 10); | ||
1518 | |||
1519 | for (n = 0; n < state->wh; n++) { | ||
1520 | /* Find a space ... */ | ||
1521 | |||
1522 | i = scratch[n]; | ||
1523 | if (state->flags[i] & GS_SET) continue; /* already laid here. */ | ||
1524 | |||
1525 | /* ...and lay a domino if we can. */ | ||
1526 | |||
1527 | debug(("Laying domino at i:%d, (%d,%d)\n", i, i%state->w, i/state->w)); | ||
1528 | |||
1529 | /* The choice of which type of domino to lay here leads to subtle differences | ||
1530 | * in the sorts of boards that get produced. Too much bias towards magnets | ||
1531 | * leads to games that are too easy. | ||
1532 | * | ||
1533 | * Currently, it lays a small set of dominoes at random as neutral, and | ||
1534 | * then lays the rest preferring to be magnets -- however, if the | ||
1535 | * current layout is such that a magnet won't go there, then it lays | ||
1536 | * another neutral. | ||
1537 | * | ||
1538 | * The number of initially neutral dominoes is limited as grids get bigger: | ||
1539 | * too many neutral dominoes invariably ends up with insoluble puzzle at | ||
1540 | * this size, and the positioning process means it'll always end up laying | ||
1541 | * more than the initial 5 anyway. | ||
1542 | */ | ||
1543 | |||
1544 | /* We should always be able to lay a neutral anywhere. */ | ||
1545 | assert(!(state->flags[i] & GS_NOTNEUTRAL)); | ||
1546 | |||
1547 | if (n < n_initial_neutral) { | ||
1548 | debug((" ...laying neutral\n")); | ||
1549 | ret = solve_set(state, i, NEUTRAL, "layout initial neutral", NULL); | ||
1550 | } else { | ||
1551 | debug((" ... preferring magnet\n")); | ||
1552 | if (!(state->flags[i] & GS_NOTPOSITIVE)) | ||
1553 | ret = solve_set(state, i, POSITIVE, "layout", NULL); | ||
1554 | else if (!(state->flags[i] & GS_NOTNEGATIVE)) | ||
1555 | ret = solve_set(state, i, NEGATIVE, "layout", NULL); | ||
1556 | else | ||
1557 | ret = solve_set(state, i, NEUTRAL, "layout", NULL); | ||
1558 | } | ||
1559 | if (!ret) { | ||
1560 | debug(("Unable to lay anything at (%d,%d), giving up.", | ||
1561 | i%state->w, i/state->w)); | ||
1562 | ret = -1; | ||
1563 | break; | ||
1564 | } | ||
1565 | |||
1566 | nlaid++; | ||
1567 | ret = solve_unnumbered(state); | ||
1568 | if (ret == -1) | ||
1569 | debug(("solve_unnumbered decided impossible.\n")); | ||
1570 | if (ret != 0) | ||
1571 | break; | ||
1572 | } | ||
1573 | |||
1574 | debug(("Laid %d dominoes, total %d dominoes.\n", nlaid, state->wh/2)); | ||
1575 | game_debug(state, "Final layout"); | ||
1576 | return ret; | ||
1577 | } | ||
1578 | |||
1579 | static void gen_game(game_state *new, random_state *rs) | ||
1580 | { | ||
1581 | int ret, x, y, val; | ||
1582 | int *scratch = snewn(new->wh, int); | ||
1583 | |||
1584 | #ifdef STANDALONE_SOLVER | ||
1585 | if (verbose) printf("Generating new game...\n"); | ||
1586 | #endif | ||
1587 | |||
1588 | clear_state(new); | ||
1589 | sfree(new->common->dominoes); /* bit grotty. */ | ||
1590 | new->common->dominoes = domino_layout(new->w, new->h, rs); | ||
1591 | |||
1592 | do { | ||
1593 | ret = lay_dominoes(new, rs, scratch); | ||
1594 | } while(ret == -1); | ||
1595 | |||
1596 | /* for each cell, update colcount/rowcount as appropriate. */ | ||
1597 | memset(new->common->colcount, 0, new->w*3*sizeof(int)); | ||
1598 | memset(new->common->rowcount, 0, new->h*3*sizeof(int)); | ||
1599 | for (x = 0; x < new->w; x++) { | ||
1600 | for (y = 0; y < new->h; y++) { | ||
1601 | val = new->grid[y*new->w+x]; | ||
1602 | new->common->colcount[x*3+val]++; | ||
1603 | new->common->rowcount[y*3+val]++; | ||
1604 | } | ||
1605 | } | ||
1606 | new->numbered = 1; | ||
1607 | |||
1608 | sfree(scratch); | ||
1609 | } | ||
1610 | |||
1611 | static void generate_aux(game_state *new, char *aux) | ||
1612 | { | ||
1613 | int i; | ||
1614 | for (i = 0; i < new->wh; i++) | ||
1615 | aux[i] = GRID2CHAR(new->grid[i]); | ||
1616 | aux[new->wh] = '\0'; | ||
1617 | } | ||
1618 | |||
1619 | static int check_difficulty(const game_params *params, game_state *new, | ||
1620 | random_state *rs) | ||
1621 | { | ||
1622 | int *scratch, *grid_correct, slen, i; | ||
1623 | |||
1624 | memset(new->grid, EMPTY, new->wh*sizeof(int)); | ||
1625 | |||
1626 | if (params->diff > DIFF_EASY) { | ||
1627 | /* If this is too easy, return. */ | ||
1628 | if (solve_state(new, params->diff-1) > 0) { | ||
1629 | debug(("Puzzle is too easy.")); | ||
1630 | return -1; | ||
1631 | } | ||
1632 | } | ||
1633 | if (solve_state(new, params->diff) <= 0) { | ||
1634 | debug(("Puzzle is not soluble at requested difficulty.")); | ||
1635 | return -1; | ||
1636 | } | ||
1637 | if (!params->stripclues) return 0; | ||
1638 | |||
1639 | /* Copy the correct grid away. */ | ||
1640 | grid_correct = snewn(new->wh, int); | ||
1641 | memcpy(grid_correct, new->grid, new->wh*sizeof(int)); | ||
1642 | |||
1643 | /* Create shuffled array of side-clue locations. */ | ||
1644 | slen = new->w*2 + new->h*2; | ||
1645 | scratch = snewn(slen, int); | ||
1646 | for (i = 0; i < slen; i++) scratch[i] = i; | ||
1647 | shuffle(scratch, slen, sizeof(int), rs); | ||
1648 | |||
1649 | /* For each clue, check whether removing it makes the puzzle unsoluble; | ||
1650 | * put it back if so. */ | ||
1651 | for (i = 0; i < slen; i++) { | ||
1652 | int num = scratch[i], which, roworcol, target, targetn, ret; | ||
1653 | rowcol rc; | ||
1654 | |||
1655 | /* work out which clue we meant. */ | ||
1656 | if (num < new->w+new->h) { which = POSITIVE; } | ||
1657 | else { which = NEGATIVE; num -= new->w+new->h; } | ||
1658 | |||
1659 | if (num < new->w) { roworcol = COLUMN; } | ||
1660 | else { roworcol = ROW; num -= new->w; } | ||
1661 | |||
1662 | /* num is now the row/column index in question. */ | ||
1663 | rc = mkrowcol(new, num, roworcol); | ||
1664 | |||
1665 | /* Remove clue, storing original... */ | ||
1666 | target = rc.targets[which]; | ||
1667 | targetn = rc.targets[NEUTRAL]; | ||
1668 | rc.targets[which] = -1; | ||
1669 | rc.targets[NEUTRAL] = -1; | ||
1670 | |||
1671 | /* ...and see if we can still solve it. */ | ||
1672 | game_debug(new, "removed clue, new board:"); | ||
1673 | memset(new->grid, EMPTY, new->wh * sizeof(int)); | ||
1674 | ret = solve_state(new, params->diff); | ||
1675 | assert(ret != -1); | ||
1676 | |||
1677 | if (ret == 0 || | ||
1678 | memcmp(new->grid, grid_correct, new->wh*sizeof(int)) != 0) { | ||
1679 | /* We made it ambiguous: put clue back. */ | ||
1680 | debug(("...now impossible/different, put clue back.")); | ||
1681 | rc.targets[which] = target; | ||
1682 | rc.targets[NEUTRAL] = targetn; | ||
1683 | } | ||
1684 | } | ||
1685 | sfree(scratch); | ||
1686 | sfree(grid_correct); | ||
1687 | |||
1688 | return 0; | ||
1689 | } | ||
1690 | |||
1691 | static char *new_game_desc(const game_params *params, random_state *rs, | ||
1692 | char **aux_r, int interactive) | ||
1693 | { | ||
1694 | game_state *new = new_state(params->w, params->h); | ||
1695 | char *desc, *aux = snewn(new->wh+1, char); | ||
1696 | |||
1697 | do { | ||
1698 | gen_game(new, rs); | ||
1699 | generate_aux(new, aux); | ||
1700 | } while (check_difficulty(params, new, rs) < 0); | ||
1701 | |||
1702 | /* now we're complete, generate the description string | ||
1703 | * and an aux_info for the completed game. */ | ||
1704 | desc = generate_desc(new); | ||
1705 | |||
1706 | free_game(new); | ||
1707 | |||
1708 | *aux_r = aux; | ||
1709 | return desc; | ||
1710 | } | ||
1711 | |||
1712 | struct game_ui { | ||
1713 | int cur_x, cur_y, cur_visible; | ||
1714 | }; | ||
1715 | |||
1716 | static game_ui *new_ui(const game_state *state) | ||
1717 | { | ||
1718 | game_ui *ui = snew(game_ui); | ||
1719 | ui->cur_x = ui->cur_y = 0; | ||
1720 | ui->cur_visible = 0; | ||
1721 | return ui; | ||
1722 | } | ||
1723 | |||
1724 | static void free_ui(game_ui *ui) | ||
1725 | { | ||
1726 | sfree(ui); | ||
1727 | } | ||
1728 | |||
1729 | static char *encode_ui(const game_ui *ui) | ||
1730 | { | ||
1731 | return NULL; | ||
1732 | } | ||
1733 | |||
1734 | static void decode_ui(game_ui *ui, const char *encoding) | ||
1735 | { | ||
1736 | } | ||
1737 | |||
1738 | static void game_changed_state(game_ui *ui, const game_state *oldstate, | ||
1739 | const game_state *newstate) | ||
1740 | { | ||
1741 | if (!oldstate->completed && newstate->completed) | ||
1742 | ui->cur_visible = 0; | ||
1743 | } | ||
1744 | |||
1745 | struct game_drawstate { | ||
1746 | int tilesize, started, solved; | ||
1747 | int w, h; | ||
1748 | unsigned long *what; /* size w*h */ | ||
1749 | unsigned long *colwhat, *rowwhat; /* size 3*w, 3*h */ | ||
1750 | }; | ||
1751 | |||
1752 | #define DS_WHICH_MASK 0xf | ||
1753 | |||
1754 | #define DS_ERROR 0x10 | ||
1755 | #define DS_CURSOR 0x20 | ||
1756 | #define DS_SET 0x40 | ||
1757 | #define DS_NOTPOS 0x80 | ||
1758 | #define DS_NOTNEG 0x100 | ||
1759 | #define DS_NOTNEU 0x200 | ||
1760 | #define DS_FLASH 0x400 | ||
1761 | |||
1762 | #define PREFERRED_TILE_SIZE 32 | ||
1763 | #define TILE_SIZE (ds->tilesize) | ||
1764 | #define BORDER (TILE_SIZE / 8) | ||
1765 | |||
1766 | #define COORD(x) ( (x+1) * TILE_SIZE + BORDER ) | ||
1767 | #define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 ) | ||
1768 | |||
1769 | static int is_clue(const game_state *state, int x, int y) | ||
1770 | { | ||
1771 | int h = state->h, w = state->w; | ||
1772 | |||
1773 | if (((x == -1 || x == w) && y >= 0 && y < h) || | ||
1774 | ((y == -1 || y == h) && x >= 0 && x < w)) | ||
1775 | return TRUE; | ||
1776 | |||
1777 | return FALSE; | ||
1778 | } | ||
1779 | |||
1780 | static int clue_index(const game_state *state, int x, int y) | ||
1781 | { | ||
1782 | int h = state->h, w = state->w; | ||
1783 | |||
1784 | if (y == -1) | ||
1785 | return x; | ||
1786 | else if (x == w) | ||
1787 | return w + y; | ||
1788 | else if (y == h) | ||
1789 | return 2 * w + h - x - 1; | ||
1790 | else if (x == -1) | ||
1791 | return 2 * (w + h) - y - 1; | ||
1792 | |||
1793 | return -1; | ||
1794 | } | ||
1795 | |||
1796 | static char *interpret_move(const game_state *state, game_ui *ui, | ||
1797 | const game_drawstate *ds, | ||
1798 | int x, int y, int button) | ||
1799 | { | ||
1800 | int gx = FROMCOORD(x), gy = FROMCOORD(y), idx, curr; | ||
1801 | char *nullret = NULL, buf[80], movech; | ||
1802 | enum { CYCLE_MAGNET, CYCLE_NEUTRAL } action; | ||
1803 | |||
1804 | if (IS_CURSOR_MOVE(button)) { | ||
1805 | move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); | ||
1806 | ui->cur_visible = 1; | ||
1807 | return ""; | ||
1808 | } else if (IS_CURSOR_SELECT(button)) { | ||
1809 | if (!ui->cur_visible) { | ||
1810 | ui->cur_visible = 1; | ||
1811 | return ""; | ||
1812 | } | ||
1813 | action = (button == CURSOR_SELECT) ? CYCLE_MAGNET : CYCLE_NEUTRAL; | ||
1814 | gx = ui->cur_x; | ||
1815 | gy = ui->cur_y; | ||
1816 | } else if (INGRID(state, gx, gy) && | ||
1817 | (button == LEFT_BUTTON || button == RIGHT_BUTTON)) { | ||
1818 | if (ui->cur_visible) { | ||
1819 | ui->cur_visible = 0; | ||
1820 | nullret = ""; | ||
1821 | } | ||
1822 | action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL; | ||
1823 | } else if (button == LEFT_BUTTON && is_clue(state, gx, gy)) { | ||
1824 | sprintf(buf, "D%d,%d", gx, gy); | ||
1825 | return dupstr(buf); | ||
1826 | } else | ||
1827 | return NULL; | ||
1828 | |||
1829 | idx = gy * state->w + gx; | ||
1830 | if (state->common->dominoes[idx] == idx) return nullret; | ||
1831 | curr = state->grid[idx]; | ||
1832 | |||
1833 | if (action == CYCLE_MAGNET) { | ||
1834 | /* ... empty --> positive --> negative --> empty ... */ | ||
1835 | |||
1836 | if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET) | ||
1837 | return nullret; /* can't cycle a magnet from a neutral. */ | ||
1838 | movech = (curr == EMPTY) ? '+' : (curr == POSITIVE) ? '-' : ' '; | ||
1839 | } else if (action == CYCLE_NEUTRAL) { | ||
1840 | /* ... empty -> neutral -> !neutral --> empty ... */ | ||
1841 | |||
1842 | if (state->grid[idx] != NEUTRAL) | ||
1843 | return nullret; /* can't cycle through neutral from a magnet. */ | ||
1844 | |||
1845 | /* All of these are grid == EMPTY == NEUTRAL; it twiddles | ||
1846 | * combinations of flags. */ | ||
1847 | if (state->flags[idx] & GS_SET) /* neutral */ | ||
1848 | movech = '?'; | ||
1849 | else if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */ | ||
1850 | movech = ' '; | ||
1851 | else | ||
1852 | movech = '.'; | ||
1853 | } else { | ||
1854 | assert(!"unknown action"); | ||
1855 | movech = 0; /* placate optimiser */ | ||
1856 | } | ||
1857 | |||
1858 | sprintf(buf, "%c%d,%d", movech, gx, gy); | ||
1859 | |||
1860 | return dupstr(buf); | ||
1861 | } | ||
1862 | |||
1863 | static game_state *execute_move(const game_state *state, const char *move) | ||
1864 | { | ||
1865 | game_state *ret = dup_game(state); | ||
1866 | int x, y, n, idx, idx2; | ||
1867 | char c; | ||
1868 | |||
1869 | if (!*move) goto badmove; | ||
1870 | while (*move) { | ||
1871 | c = *move++; | ||
1872 | if (c == 'S') { | ||
1873 | ret->solved = TRUE; | ||
1874 | n = 0; | ||
1875 | } else if (c == '+' || c == '-' || | ||
1876 | c == '.' || c == ' ' || c == '?') { | ||
1877 | if ((sscanf(move, "%d,%d%n", &x, &y, &n) != 2) || | ||
1878 | !INGRID(state, x, y)) goto badmove; | ||
1879 | |||
1880 | idx = y*state->w + x; | ||
1881 | idx2 = state->common->dominoes[idx]; | ||
1882 | if (idx == idx2) goto badmove; | ||
1883 | |||
1884 | ret->flags[idx] &= ~GS_NOTMASK; | ||
1885 | ret->flags[idx2] &= ~GS_NOTMASK; | ||
1886 | |||
1887 | if (c == ' ' || c == '?') { | ||
1888 | ret->grid[idx] = EMPTY; | ||
1889 | ret->grid[idx2] = EMPTY; | ||
1890 | ret->flags[idx] &= ~GS_SET; | ||
1891 | ret->flags[idx2] &= ~GS_SET; | ||
1892 | if (c == '?') { | ||
1893 | ret->flags[idx] |= GS_NOTNEUTRAL; | ||
1894 | ret->flags[idx2] |= GS_NOTNEUTRAL; | ||
1895 | } | ||
1896 | } else { | ||
1897 | ret->grid[idx] = CHAR2GRID(c); | ||
1898 | ret->grid[idx2] = OPPOSITE(CHAR2GRID(c)); | ||
1899 | ret->flags[idx] |= GS_SET; | ||
1900 | ret->flags[idx2] |= GS_SET; | ||
1901 | } | ||
1902 | } else if (c == 'D' && sscanf(move, "%d,%d%n", &x, &y, &n) == 2 && | ||
1903 | is_clue(ret, x, y)) { | ||
1904 | ret->counts_done[clue_index(ret, x, y)] ^= 1; | ||
1905 | } else | ||
1906 | goto badmove; | ||
1907 | |||
1908 | move += n; | ||
1909 | if (*move == ';') move++; | ||
1910 | else if (*move) goto badmove; | ||
1911 | } | ||
1912 | if (check_completion(ret) == 1) | ||
1913 | ret->completed = 1; | ||
1914 | |||
1915 | return ret; | ||
1916 | |||
1917 | badmove: | ||
1918 | free_game(ret); | ||
1919 | return NULL; | ||
1920 | } | ||
1921 | |||
1922 | /* ---------------------------------------------------------------------- | ||
1923 | * Drawing routines. | ||
1924 | */ | ||
1925 | |||
1926 | static void game_compute_size(const game_params *params, int tilesize, | ||
1927 | int *x, int *y) | ||
1928 | { | ||
1929 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ | ||
1930 | struct { int tilesize; } ads, *ds = &ads; | ||
1931 | ads.tilesize = tilesize; | ||
1932 | |||
1933 | *x = TILE_SIZE * (params->w+2) + 2 * BORDER; | ||
1934 | *y = TILE_SIZE * (params->h+2) + 2 * BORDER; | ||
1935 | } | ||
1936 | |||
1937 | static void game_set_size(drawing *dr, game_drawstate *ds, | ||
1938 | const game_params *params, int tilesize) | ||
1939 | { | ||
1940 | ds->tilesize = tilesize; | ||
1941 | } | ||
1942 | |||
1943 | static float *game_colours(frontend *fe, int *ncolours) | ||
1944 | { | ||
1945 | float *ret = snewn(3 * NCOLOURS, float); | ||
1946 | int i; | ||
1947 | |||
1948 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); | ||
1949 | |||
1950 | for (i = 0; i < 3; i++) { | ||
1951 | ret[COL_TEXT * 3 + i] = 0.0F; | ||
1952 | ret[COL_NEGATIVE * 3 + i] = 0.0F; | ||
1953 | ret[COL_CURSOR * 3 + i] = 0.9F; | ||
1954 | ret[COL_DONE * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F; | ||
1955 | } | ||
1956 | |||
1957 | ret[COL_POSITIVE * 3 + 0] = 0.8F; | ||
1958 | ret[COL_POSITIVE * 3 + 1] = 0.0F; | ||
1959 | ret[COL_POSITIVE * 3 + 2] = 0.0F; | ||
1960 | |||
1961 | ret[COL_NEUTRAL * 3 + 0] = 0.10F; | ||
1962 | ret[COL_NEUTRAL * 3 + 1] = 0.60F; | ||
1963 | ret[COL_NEUTRAL * 3 + 2] = 0.10F; | ||
1964 | |||
1965 | ret[COL_ERROR * 3 + 0] = 1.0F; | ||
1966 | ret[COL_ERROR * 3 + 1] = 0.0F; | ||
1967 | ret[COL_ERROR * 3 + 2] = 0.0F; | ||
1968 | |||
1969 | ret[COL_NOT * 3 + 0] = 0.2F; | ||
1970 | ret[COL_NOT * 3 + 1] = 0.2F; | ||
1971 | ret[COL_NOT * 3 + 2] = 1.0F; | ||
1972 | |||
1973 | *ncolours = NCOLOURS; | ||
1974 | return ret; | ||
1975 | } | ||
1976 | |||
1977 | static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) | ||
1978 | { | ||
1979 | struct game_drawstate *ds = snew(struct game_drawstate); | ||
1980 | |||
1981 | ds->tilesize = ds->started = ds->solved = 0; | ||
1982 | ds->w = state->w; | ||
1983 | ds->h = state->h; | ||
1984 | |||
1985 | ds->what = snewn(state->wh, unsigned long); | ||
1986 | memset(ds->what, 0, state->wh*sizeof(unsigned long)); | ||
1987 | |||
1988 | ds->colwhat = snewn(state->w*3, unsigned long); | ||
1989 | memset(ds->colwhat, 0, state->w*3*sizeof(unsigned long)); | ||
1990 | ds->rowwhat = snewn(state->h*3, unsigned long); | ||
1991 | memset(ds->rowwhat, 0, state->h*3*sizeof(unsigned long)); | ||
1992 | |||
1993 | return ds; | ||
1994 | } | ||
1995 | |||
1996 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) | ||
1997 | { | ||
1998 | sfree(ds->colwhat); | ||
1999 | sfree(ds->rowwhat); | ||
2000 | sfree(ds->what); | ||
2001 | sfree(ds); | ||
2002 | } | ||
2003 | |||
2004 | static void draw_num(drawing *dr, game_drawstate *ds, int rowcol, int which, | ||
2005 | int idx, int colbg, int col, int num) | ||
2006 | { | ||
2007 | char buf[32]; | ||
2008 | int cx, cy, tsz; | ||
2009 | |||
2010 | if (num < 0) return; | ||
2011 | |||
2012 | sprintf(buf, "%d", num); | ||
2013 | tsz = (strlen(buf) == 1) ? (7*TILE_SIZE/10) : (9*TILE_SIZE/10)/strlen(buf); | ||
2014 | |||
2015 | if (rowcol == ROW) { | ||
2016 | cx = BORDER; | ||
2017 | if (which == NEGATIVE) cx += TILE_SIZE * (ds->w+1); | ||
2018 | cy = BORDER + TILE_SIZE * (idx+1); | ||
2019 | } else { | ||
2020 | cx = BORDER + TILE_SIZE * (idx+1); | ||
2021 | cy = BORDER; | ||
2022 | if (which == NEGATIVE) cy += TILE_SIZE * (ds->h+1); | ||
2023 | } | ||
2024 | |||
2025 | draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, colbg); | ||
2026 | draw_text(dr, cx + TILE_SIZE/2, cy + TILE_SIZE/2, FONT_VARIABLE, tsz, | ||
2027 | ALIGN_VCENTRE | ALIGN_HCENTRE, col, buf); | ||
2028 | |||
2029 | draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE); | ||
2030 | } | ||
2031 | |||
2032 | static void draw_sym(drawing *dr, game_drawstate *ds, int x, int y, int which, int col) | ||
2033 | { | ||
2034 | int cx = COORD(x), cy = COORD(y); | ||
2035 | int ccx = cx + TILE_SIZE/2, ccy = cy + TILE_SIZE/2; | ||
2036 | int roff = TILE_SIZE/4, rsz = 2*roff+1; | ||
2037 | int soff = TILE_SIZE/16, ssz = 2*soff+1; | ||
2038 | |||
2039 | if (which == POSITIVE || which == NEGATIVE) { | ||
2040 | draw_rect(dr, ccx - roff, ccy - soff, rsz, ssz, col); | ||
2041 | if (which == POSITIVE) | ||
2042 | draw_rect(dr, ccx - soff, ccy - roff, ssz, rsz, col); | ||
2043 | } else if (col == COL_NOT) { | ||
2044 | /* not-a-neutral is a blue question mark. */ | ||
2045 | char qu[2] = { '?', 0 }; | ||
2046 | draw_text(dr, ccx, ccy, FONT_VARIABLE, 7*TILE_SIZE/10, | ||
2047 | ALIGN_VCENTRE | ALIGN_HCENTRE, col, qu); | ||
2048 | } else { | ||
2049 | draw_line(dr, ccx - roff, ccy - roff, ccx + roff, ccy + roff, col); | ||
2050 | draw_line(dr, ccx + roff, ccy - roff, ccx - roff, ccy + roff, col); | ||
2051 | } | ||
2052 | } | ||
2053 | |||
2054 | enum { | ||
2055 | TYPE_L, | ||
2056 | TYPE_R, | ||
2057 | TYPE_T, | ||
2058 | TYPE_B, | ||
2059 | TYPE_BLANK | ||
2060 | }; | ||
2061 | |||
2062 | /* NOT responsible for redrawing background or updating. */ | ||
2063 | static void draw_tile_col(drawing *dr, game_drawstate *ds, int *dominoes, | ||
2064 | int x, int y, int which, int bg, int fg, int perc) | ||
2065 | { | ||
2066 | int cx = COORD(x), cy = COORD(y), i, other, type = TYPE_BLANK; | ||
2067 | int gutter, radius, coffset; | ||
2068 | |||
2069 | /* gutter is TSZ/16 for 100%, 8*TSZ/16 (TSZ/2) for 0% */ | ||
2070 | gutter = (TILE_SIZE / 16) + ((100 - perc) * (7*TILE_SIZE / 16))/100; | ||
2071 | radius = (perc * (TILE_SIZE / 8)) / 100; | ||
2072 | coffset = gutter + radius; | ||
2073 | |||
2074 | i = y*ds->w + x; | ||
2075 | other = dominoes[i]; | ||
2076 | |||
2077 | if (other == i) return; | ||
2078 | else if (other == i+1) type = TYPE_L; | ||
2079 | else if (other == i-1) type = TYPE_R; | ||
2080 | else if (other == i+ds->w) type = TYPE_T; | ||
2081 | else if (other == i-ds->w) type = TYPE_B; | ||
2082 | else assert(!"mad domino orientation"); | ||
2083 | |||
2084 | /* domino drawing shamelessly stolen from dominosa.c. */ | ||
2085 | if (type == TYPE_L || type == TYPE_T) | ||
2086 | draw_circle(dr, cx+coffset, cy+coffset, | ||
2087 | radius, bg, bg); | ||
2088 | if (type == TYPE_R || type == TYPE_T) | ||
2089 | draw_circle(dr, cx+TILE_SIZE-1-coffset, cy+coffset, | ||
2090 | radius, bg, bg); | ||
2091 | if (type == TYPE_L || type == TYPE_B) | ||
2092 | draw_circle(dr, cx+coffset, cy+TILE_SIZE-1-coffset, | ||
2093 | radius, bg, bg); | ||
2094 | if (type == TYPE_R || type == TYPE_B) | ||
2095 | draw_circle(dr, cx+TILE_SIZE-1-coffset, | ||
2096 | cy+TILE_SIZE-1-coffset, | ||
2097 | radius, bg, bg); | ||
2098 | |||
2099 | for (i = 0; i < 2; i++) { | ||
2100 | int x1, y1, x2, y2; | ||
2101 | |||
2102 | x1 = cx + (i ? gutter : coffset); | ||
2103 | y1 = cy + (i ? coffset : gutter); | ||
2104 | x2 = cx + TILE_SIZE-1 - (i ? gutter : coffset); | ||
2105 | y2 = cy + TILE_SIZE-1 - (i ? coffset : gutter); | ||
2106 | if (type == TYPE_L) | ||
2107 | x2 = cx + TILE_SIZE; | ||
2108 | else if (type == TYPE_R) | ||
2109 | x1 = cx; | ||
2110 | else if (type == TYPE_T) | ||
2111 | y2 = cy + TILE_SIZE ; | ||
2112 | else if (type == TYPE_B) | ||
2113 | y1 = cy; | ||
2114 | |||
2115 | draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg); | ||
2116 | } | ||
2117 | |||
2118 | if (fg != -1) draw_sym(dr, ds, x, y, which, fg); | ||
2119 | } | ||
2120 | |||
2121 | static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes, | ||
2122 | int x, int y, unsigned long flags) | ||
2123 | { | ||
2124 | int cx = COORD(x), cy = COORD(y), bg, fg, perc = 100; | ||
2125 | int which = flags & DS_WHICH_MASK; | ||
2126 | |||
2127 | flags &= ~DS_WHICH_MASK; | ||
2128 | |||
2129 | draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); | ||
2130 | |||
2131 | if (flags & DS_CURSOR) | ||
2132 | bg = COL_CURSOR; /* off-white white for cursor */ | ||
2133 | else if (which == POSITIVE) | ||
2134 | bg = COL_POSITIVE; | ||
2135 | else if (which == NEGATIVE) | ||
2136 | bg = COL_NEGATIVE; | ||
2137 | else if (flags & DS_SET) | ||
2138 | bg = COL_NEUTRAL; /* green inner for neutral cells */ | ||
2139 | else | ||
2140 | bg = COL_LOWLIGHT; /* light grey for empty cells. */ | ||
2141 | |||
2142 | if (which == EMPTY && !(flags & DS_SET)) { | ||
2143 | int notwhich = -1; | ||
2144 | fg = -1; /* don't draw cross unless actually set as neutral. */ | ||
2145 | |||
2146 | if (flags & DS_NOTPOS) notwhich = POSITIVE; | ||
2147 | if (flags & DS_NOTNEG) notwhich = NEGATIVE; | ||
2148 | if (flags & DS_NOTNEU) notwhich = NEUTRAL; | ||
2149 | if (notwhich != -1) { | ||
2150 | which = notwhich; | ||
2151 | fg = COL_NOT; | ||
2152 | } | ||
2153 | } else | ||
2154 | fg = (flags & DS_ERROR) ? COL_ERROR : | ||
2155 | (flags & DS_CURSOR) ? COL_TEXT : COL_BACKGROUND; | ||
2156 | |||
2157 | draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); | ||
2158 | |||
2159 | if (flags & DS_FLASH) { | ||
2160 | int bordercol = COL_HIGHLIGHT; | ||
2161 | draw_tile_col(dr, ds, dominoes, x, y, which, bordercol, -1, perc); | ||
2162 | perc = 3*perc/4; | ||
2163 | } | ||
2164 | draw_tile_col(dr, ds, dominoes, x, y, which, bg, fg, perc); | ||
2165 | |||
2166 | draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE); | ||
2167 | } | ||
2168 | |||
2169 | static int get_count_color(const game_state *state, int rowcol, int which, | ||
2170 | int index, int target) | ||
2171 | { | ||
2172 | int idx; | ||
2173 | int count = count_rowcol(state, index, rowcol, which); | ||
2174 | |||
2175 | if ((count > target) || | ||
2176 | (count < target && !count_rowcol(state, index, rowcol, -1))) { | ||
2177 | return COL_ERROR; | ||
2178 | } else if (rowcol == COLUMN) { | ||
2179 | idx = clue_index(state, index, which == POSITIVE ? -1 : state->h); | ||
2180 | } else { | ||
2181 | idx = clue_index(state, which == POSITIVE ? -1 : state->w, index); | ||
2182 | } | ||
2183 | |||
2184 | if (state->counts_done[idx]) { | ||
2185 | return COL_DONE; | ||
2186 | } | ||
2187 | |||
2188 | return COL_TEXT; | ||
2189 | } | ||
2190 | |||
2191 | static void game_redraw(drawing *dr, game_drawstate *ds, | ||
2192 | const game_state *oldstate, const game_state *state, | ||
2193 | int dir, const game_ui *ui, | ||
2194 | float animtime, float flashtime) | ||
2195 | { | ||
2196 | int x, y, w = state->w, h = state->h, which, i, j, flash; | ||
2197 | |||
2198 | flash = (int)(flashtime * 5 / FLASH_TIME) % 2; | ||
2199 | |||
2200 | if (!ds->started) { | ||
2201 | /* draw background, corner +-. */ | ||
2202 | draw_rect(dr, 0, 0, | ||
2203 | TILE_SIZE * (w+2) + 2 * BORDER, | ||
2204 | TILE_SIZE * (h+2) + 2 * BORDER, | ||
2205 | COL_BACKGROUND); | ||
2206 | |||
2207 | draw_sym(dr, ds, -1, -1, POSITIVE, COL_TEXT); | ||
2208 | draw_sym(dr, ds, state->w, state->h, NEGATIVE, COL_TEXT); | ||
2209 | |||
2210 | draw_update(dr, 0, 0, | ||
2211 | TILE_SIZE * (ds->w+2) + 2 * BORDER, | ||
2212 | TILE_SIZE * (ds->h+2) + 2 * BORDER); | ||
2213 | } | ||
2214 | |||
2215 | /* Draw grid */ | ||
2216 | for (y = 0; y < h; y++) { | ||
2217 | for (x = 0; x < w; x++) { | ||
2218 | int idx = y*w+x; | ||
2219 | unsigned long c = state->grid[idx]; | ||
2220 | |||
2221 | if (state->flags[idx] & GS_ERROR) | ||
2222 | c |= DS_ERROR; | ||
2223 | if (state->flags[idx] & GS_SET) | ||
2224 | c |= DS_SET; | ||
2225 | |||
2226 | if (x == ui->cur_x && y == ui->cur_y && ui->cur_visible) | ||
2227 | c |= DS_CURSOR; | ||
2228 | |||
2229 | if (flash) | ||
2230 | c |= DS_FLASH; | ||
2231 | |||
2232 | if (state->flags[idx] & GS_NOTPOSITIVE) | ||
2233 | c |= DS_NOTPOS; | ||
2234 | if (state->flags[idx] & GS_NOTNEGATIVE) | ||
2235 | c |= DS_NOTNEG; | ||
2236 | if (state->flags[idx] & GS_NOTNEUTRAL) | ||
2237 | c |= DS_NOTNEU; | ||
2238 | |||
2239 | if (ds->what[idx] != c || !ds->started) { | ||
2240 | draw_tile(dr, ds, state->common->dominoes, x, y, c); | ||
2241 | ds->what[idx] = c; | ||
2242 | } | ||
2243 | } | ||
2244 | } | ||
2245 | /* Draw counts around side */ | ||
2246 | for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { | ||
2247 | for (i = 0; i < w; i++) { | ||
2248 | int index = i * 3 + which; | ||
2249 | int target = state->common->colcount[index]; | ||
2250 | int color = get_count_color(state, COLUMN, which, i, target); | ||
2251 | |||
2252 | if (color != ds->colwhat[index] || !ds->started) { | ||
2253 | draw_num(dr, ds, COLUMN, which, i, COL_BACKGROUND, color, target); | ||
2254 | ds->colwhat[index] = color; | ||
2255 | } | ||
2256 | } | ||
2257 | for (i = 0; i < h; i++) { | ||
2258 | int index = i * 3 + which; | ||
2259 | int target = state->common->rowcount[index]; | ||
2260 | int color = get_count_color(state, ROW, which, i, target); | ||
2261 | |||
2262 | if (color != ds->rowwhat[index] || !ds->started) { | ||
2263 | draw_num(dr, ds, ROW, which, i, COL_BACKGROUND, color, target); | ||
2264 | ds->rowwhat[index] = color; | ||
2265 | } | ||
2266 | } | ||
2267 | } | ||
2268 | |||
2269 | ds->started = 1; | ||
2270 | } | ||
2271 | |||
2272 | static float game_anim_length(const game_state *oldstate, | ||
2273 | const game_state *newstate, int dir, game_ui *ui) | ||
2274 | { | ||
2275 | return 0.0F; | ||
2276 | } | ||
2277 | |||
2278 | static float game_flash_length(const game_state *oldstate, | ||
2279 | const game_state *newstate, int dir, game_ui *ui) | ||
2280 | { | ||
2281 | if (!oldstate->completed && newstate->completed && | ||
2282 | !oldstate->solved && !newstate->solved) | ||
2283 | return FLASH_TIME; | ||
2284 | return 0.0F; | ||
2285 | } | ||
2286 | |||
2287 | static int game_status(const game_state *state) | ||
2288 | { | ||
2289 | return state->completed ? +1 : 0; | ||
2290 | } | ||
2291 | |||
2292 | static int game_timing_state(const game_state *state, game_ui *ui) | ||
2293 | { | ||
2294 | return TRUE; | ||
2295 | } | ||
2296 | |||
2297 | static void game_print_size(const game_params *params, float *x, float *y) | ||
2298 | { | ||
2299 | int pw, ph; | ||
2300 | |||
2301 | /* | ||
2302 | * I'll use 6mm squares by default. | ||
2303 | */ | ||
2304 | game_compute_size(params, 600, &pw, &ph); | ||
2305 | *x = pw / 100.0F; | ||
2306 | *y = ph / 100.0F; | ||
2307 | } | ||
2308 | |||
2309 | static void game_print(drawing *dr, const game_state *state, int tilesize) | ||
2310 | { | ||
2311 | int w = state->w, h = state->h; | ||
2312 | int ink = print_mono_colour(dr, 0); | ||
2313 | int paper = print_mono_colour(dr, 1); | ||
2314 | int x, y, which, i, j; | ||
2315 | |||
2316 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ | ||
2317 | game_drawstate ads, *ds = &ads; | ||
2318 | game_set_size(dr, ds, NULL, tilesize); | ||
2319 | ds->w = w; ds->h = h; | ||
2320 | |||
2321 | /* Border. */ | ||
2322 | print_line_width(dr, TILE_SIZE/12); | ||
2323 | |||
2324 | /* Numbers and +/- for corners. */ | ||
2325 | draw_sym(dr, ds, -1, -1, POSITIVE, ink); | ||
2326 | draw_sym(dr, ds, state->w, state->h, NEGATIVE, ink); | ||
2327 | for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { | ||
2328 | for (i = 0; i < w; i++) { | ||
2329 | draw_num(dr, ds, COLUMN, which, i, paper, ink, | ||
2330 | state->common->colcount[i*3+which]); | ||
2331 | } | ||
2332 | for (i = 0; i < h; i++) { | ||
2333 | draw_num(dr, ds, ROW, which, i, paper, ink, | ||
2334 | state->common->rowcount[i*3+which]); | ||
2335 | } | ||
2336 | } | ||
2337 | |||
2338 | /* Dominoes. */ | ||
2339 | for (x = 0; x < w; x++) { | ||
2340 | for (y = 0; y < h; y++) { | ||
2341 | i = y*state->w + x; | ||
2342 | if (state->common->dominoes[i] == i+1 || | ||
2343 | state->common->dominoes[i] == i+w) { | ||
2344 | int dx = state->common->dominoes[i] == i+1 ? 2 : 1; | ||
2345 | int dy = 3 - dx; | ||
2346 | int xx, yy; | ||
2347 | int cx = COORD(x), cy = COORD(y); | ||
2348 | |||
2349 | print_line_width(dr, 0); | ||
2350 | |||
2351 | /* Ink the domino */ | ||
2352 | for (yy = 0; yy < 2; yy++) | ||
2353 | for (xx = 0; xx < 2; xx++) | ||
2354 | draw_circle(dr, | ||
2355 | cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16, | ||
2356 | cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16, | ||
2357 | TILE_SIZE/8, ink, ink); | ||
2358 | draw_rect(dr, cx + TILE_SIZE/16, cy + 3*TILE_SIZE/16, | ||
2359 | dx*TILE_SIZE - 2*(TILE_SIZE/16), | ||
2360 | dy*TILE_SIZE - 6*(TILE_SIZE/16), ink); | ||
2361 | draw_rect(dr, cx + 3*TILE_SIZE/16, cy + TILE_SIZE/16, | ||
2362 | dx*TILE_SIZE - 6*(TILE_SIZE/16), | ||
2363 | dy*TILE_SIZE - 2*(TILE_SIZE/16), ink); | ||
2364 | |||
2365 | /* Un-ink the domino interior */ | ||
2366 | for (yy = 0; yy < 2; yy++) | ||
2367 | for (xx = 0; xx < 2; xx++) | ||
2368 | draw_circle(dr, | ||
2369 | cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16, | ||
2370 | cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16, | ||
2371 | 3*TILE_SIZE/32, paper, paper); | ||
2372 | draw_rect(dr, cx + 3*TILE_SIZE/32, cy + 3*TILE_SIZE/16, | ||
2373 | dx*TILE_SIZE - 2*(3*TILE_SIZE/32), | ||
2374 | dy*TILE_SIZE - 6*(TILE_SIZE/16), paper); | ||
2375 | draw_rect(dr, cx + 3*TILE_SIZE/16, cy + 3*TILE_SIZE/32, | ||
2376 | dx*TILE_SIZE - 6*(TILE_SIZE/16), | ||
2377 | dy*TILE_SIZE - 2*(3*TILE_SIZE/32), paper); | ||
2378 | } | ||
2379 | } | ||
2380 | } | ||
2381 | |||
2382 | /* Grid symbols (solution). */ | ||
2383 | for (x = 0; x < w; x++) { | ||
2384 | for (y = 0; y < h; y++) { | ||
2385 | i = y*state->w + x; | ||
2386 | if ((state->grid[i] != NEUTRAL) || (state->flags[i] & GS_SET)) | ||
2387 | draw_sym(dr, ds, x, y, state->grid[i], ink); | ||
2388 | } | ||
2389 | } | ||
2390 | } | ||
2391 | |||
2392 | #ifdef COMBINED | ||
2393 | #define thegame magnets | ||
2394 | #endif | ||
2395 | |||
2396 | const struct game thegame = { | ||
2397 | "Magnets", "games.magnets", "magnets", | ||
2398 | default_params, | ||
2399 | game_fetch_preset, NULL, | ||
2400 | decode_params, | ||
2401 | encode_params, | ||
2402 | free_params, | ||
2403 | dup_params, | ||
2404 | TRUE, game_configure, custom_params, | ||
2405 | validate_params, | ||
2406 | new_game_desc, | ||
2407 | validate_desc, | ||
2408 | new_game, | ||
2409 | dup_game, | ||
2410 | free_game, | ||
2411 | TRUE, solve_game, | ||
2412 | TRUE, game_can_format_as_text_now, game_text_format, | ||
2413 | new_ui, | ||
2414 | free_ui, | ||
2415 | encode_ui, | ||
2416 | decode_ui, | ||
2417 | game_changed_state, | ||
2418 | interpret_move, | ||
2419 | execute_move, | ||
2420 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, | ||
2421 | game_colours, | ||
2422 | game_new_drawstate, | ||
2423 | game_free_drawstate, | ||
2424 | game_redraw, | ||
2425 | game_anim_length, | ||
2426 | game_flash_length, | ||
2427 | game_status, | ||
2428 | TRUE, FALSE, game_print_size, game_print, | ||
2429 | FALSE, /* wants_statusbar */ | ||
2430 | FALSE, game_timing_state, | ||
2431 | REQUIRE_RBUTTON, /* flags */ | ||
2432 | }; | ||
2433 | |||
2434 | #ifdef STANDALONE_SOLVER | ||
2435 | |||
2436 | #include <time.h> | ||
2437 | #include <stdarg.h> | ||
2438 | |||
2439 | const char *quis = NULL; | ||
2440 | int csv = 0; | ||
2441 | |||
2442 | void usage(FILE *out) { | ||
2443 | fprintf(out, "usage: %s [-v] [--print] <params>|<game id>\n", quis); | ||
2444 | } | ||
2445 | |||
2446 | void doprint(game_state *state) | ||
2447 | { | ||
2448 | char *fmt = game_text_format(state); | ||
2449 | printf("%s", fmt); | ||
2450 | sfree(fmt); | ||
2451 | } | ||
2452 | |||
2453 | static void pnum(int n, int ntot, const char *desc) | ||
2454 | { | ||
2455 | printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc); | ||
2456 | } | ||
2457 | |||
2458 | static void start_soak(game_params *p, random_state *rs) | ||
2459 | { | ||
2460 | time_t tt_start, tt_now, tt_last; | ||
2461 | char *aux; | ||
2462 | game_state *s, *s2; | ||
2463 | int n = 0, nsolved = 0, nimpossible = 0, ntricky = 0, ret, i; | ||
2464 | long nn, nn_total = 0, nn_solved = 0, nn_tricky = 0; | ||
2465 | |||
2466 | tt_start = tt_now = time(NULL); | ||
2467 | |||
2468 | if (csv) | ||
2469 | printf("time, w, h, #generated, #solved, #tricky, #impossible, " | ||
2470 | "#neutral, #neutral/solved, #neutral/tricky\n"); | ||
2471 | else | ||
2472 | printf("Soak-testing a %dx%d grid.\n", p->w, p->h); | ||
2473 | |||
2474 | s = new_state(p->w, p->h); | ||
2475 | aux = snewn(s->wh+1, char); | ||
2476 | |||
2477 | while (1) { | ||
2478 | gen_game(s, rs); | ||
2479 | |||
2480 | nn = 0; | ||
2481 | for (i = 0; i < s->wh; i++) { | ||
2482 | if (s->grid[i] == NEUTRAL) nn++; | ||
2483 | } | ||
2484 | |||
2485 | generate_aux(s, aux); | ||
2486 | memset(s->grid, EMPTY, s->wh * sizeof(int)); | ||
2487 | s2 = dup_game(s); | ||
2488 | |||
2489 | ret = solve_state(s, DIFFCOUNT); | ||
2490 | |||
2491 | n++; | ||
2492 | nn_total += nn; | ||
2493 | if (ret > 0) { | ||
2494 | nsolved++; | ||
2495 | nn_solved += nn; | ||
2496 | if (solve_state(s2, DIFF_EASY) <= 0) { | ||
2497 | ntricky++; | ||
2498 | nn_tricky += nn; | ||
2499 | } | ||
2500 | } else if (ret < 0) { | ||
2501 | char *desc = generate_desc(s); | ||
2502 | solve_from_aux(s, aux); | ||
2503 | printf("Game considered impossible:\n %dx%d:%s\n", | ||
2504 | p->w, p->h, desc); | ||
2505 | sfree(desc); | ||
2506 | doprint(s); | ||
2507 | nimpossible++; | ||
2508 | } | ||
2509 | |||
2510 | free_game(s2); | ||
2511 | |||
2512 | tt_last = time(NULL); | ||
2513 | if (tt_last > tt_now) { | ||
2514 | tt_now = tt_last; | ||
2515 | if (csv) { | ||
2516 | printf("%d,%d,%d, %d,%d,%d,%d, %ld,%ld,%ld\n", | ||
2517 | (int)(tt_now - tt_start), p->w, p->h, | ||
2518 | n, nsolved, ntricky, nimpossible, | ||
2519 | nn_total, nn_solved, nn_tricky); | ||
2520 | } else { | ||
2521 | printf("%d total, %3.1f/s, ", | ||
2522 | n, (double)n / ((double)tt_now - tt_start)); | ||
2523 | pnum(nsolved, n, "solved"); printf(", "); | ||
2524 | pnum(ntricky, n, "tricky"); | ||
2525 | if (nimpossible > 0) | ||
2526 | pnum(nimpossible, n, "impossible"); | ||
2527 | printf("\n"); | ||
2528 | |||
2529 | printf(" overall %3.1f%% neutral (%3.1f%% for solved, %3.1f%% for tricky)\n", | ||
2530 | (double)(nn_total * 100) / (double)(p->w * p->h * n), | ||
2531 | (double)(nn_solved * 100) / (double)(p->w * p->h * nsolved), | ||
2532 | (double)(nn_tricky * 100) / (double)(p->w * p->h * ntricky)); | ||
2533 | } | ||
2534 | } | ||
2535 | } | ||
2536 | free_game(s); | ||
2537 | sfree(aux); | ||
2538 | } | ||
2539 | |||
2540 | int main(int argc, const char *argv[]) | ||
2541 | { | ||
2542 | int print = 0, soak = 0, solved = 0, ret; | ||
2543 | char *id = NULL, *desc, *desc_gen = NULL, *err, *aux = NULL; | ||
2544 | game_state *s = NULL; | ||
2545 | game_params *p = NULL; | ||
2546 | random_state *rs = NULL; | ||
2547 | time_t seed = time(NULL); | ||
2548 | |||
2549 | setvbuf(stdout, NULL, _IONBF, 0); | ||
2550 | |||
2551 | quis = argv[0]; | ||
2552 | while (--argc > 0) { | ||
2553 | char *p = (char*)(*++argv); | ||
2554 | if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) { | ||
2555 | verbose = 1; | ||
2556 | } else if (!strcmp(p, "--csv")) { | ||
2557 | csv = 1; | ||
2558 | } else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { | ||
2559 | seed = atoi(*++argv); | ||
2560 | argc--; | ||
2561 | } else if (!strcmp(p, "-p") || !strcmp(p, "--print")) { | ||
2562 | print = 1; | ||
2563 | } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) { | ||
2564 | soak = 1; | ||
2565 | } else if (*p == '-') { | ||
2566 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); | ||
2567 | usage(stderr); | ||
2568 | exit(1); | ||
2569 | } else { | ||
2570 | id = p; | ||
2571 | } | ||
2572 | } | ||
2573 | |||
2574 | rs = random_new((void*)&seed, sizeof(time_t)); | ||
2575 | |||
2576 | if (!id) { | ||
2577 | fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]); | ||
2578 | goto done; | ||
2579 | } | ||
2580 | desc = strchr(id, ':'); | ||
2581 | if (desc) *desc++ = '\0'; | ||
2582 | |||
2583 | p = default_params(); | ||
2584 | decode_params(p, id); | ||
2585 | err = validate_params(p, 1); | ||
2586 | if (err) { | ||
2587 | fprintf(stderr, "%s: %s", argv[0], err); | ||
2588 | goto done; | ||
2589 | } | ||
2590 | |||
2591 | if (soak) { | ||
2592 | if (desc) { | ||
2593 | fprintf(stderr, "%s: --soak needs parameters, not description.\n", quis); | ||
2594 | goto done; | ||
2595 | } | ||
2596 | start_soak(p, rs); | ||
2597 | goto done; | ||
2598 | } | ||
2599 | |||
2600 | if (!desc) | ||
2601 | desc = desc_gen = new_game_desc(p, rs, &aux, 0); | ||
2602 | |||
2603 | err = validate_desc(p, desc); | ||
2604 | if (err) { | ||
2605 | fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc); | ||
2606 | goto done; | ||
2607 | } | ||
2608 | s = new_game(NULL, p, desc); | ||
2609 | printf("%s:%s (seed %ld)\n", id, desc, (long)seed); | ||
2610 | if (aux) { | ||
2611 | /* We just generated this ourself. */ | ||
2612 | if (verbose || print) { | ||
2613 | doprint(s); | ||
2614 | solve_from_aux(s, aux); | ||
2615 | solved = 1; | ||
2616 | } | ||
2617 | } else { | ||
2618 | doprint(s); | ||
2619 | verbose = 1; | ||
2620 | ret = solve_state(s, DIFFCOUNT); | ||
2621 | if (ret < 0) printf("Puzzle is impossible.\n"); | ||
2622 | else if (ret == 0) printf("Puzzle is ambiguous.\n"); | ||
2623 | else printf("Puzzle was solved.\n"); | ||
2624 | verbose = 0; | ||
2625 | solved = 1; | ||
2626 | } | ||
2627 | if (solved) doprint(s); | ||
2628 | |||
2629 | done: | ||
2630 | if (desc_gen) sfree(desc_gen); | ||
2631 | if (p) free_params(p); | ||
2632 | if (s) free_game(s); | ||
2633 | if (rs) random_free(rs); | ||
2634 | if (aux) sfree(aux); | ||
2635 | |||
2636 | return 0; | ||
2637 | } | ||
2638 | |||
2639 | #endif | ||
2640 | |||
2641 | /* vim: set shiftwidth=4 tabstop=8: */ | ||