From 881746789a489fad85aae8317555f73dbe261556 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 29 Apr 2017 18:21:56 -0400 Subject: 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 --- apps/plugins/puzzles/src/pearl.c | 2770 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 2770 insertions(+) create mode 100644 apps/plugins/puzzles/src/pearl.c (limited to 'apps/plugins/puzzles/src/pearl.c') diff --git a/apps/plugins/puzzles/src/pearl.c b/apps/plugins/puzzles/src/pearl.c new file mode 100644 index 0000000000..c6c305f3f2 --- /dev/null +++ b/apps/plugins/puzzles/src/pearl.c @@ -0,0 +1,2770 @@ +/* + * pearl.c: Nikoli's `Masyu' puzzle. + */ + +/* + * TODO: + * + * - The current keyboard cursor mechanism works well on ordinary PC + * keyboards, but for platforms with only arrow keys and a select + * button or two, we may at some point need a simpler one which can + * handle 'x' markings without needing shift keys. For instance, a + * cursor with twice the grid resolution, so that it can range + * across face centres, edge centres and vertices; 'clicks' on face + * centres begin a drag as currently, clicks on edges toggle + * markings, and clicks on vertices are ignored (but it would be + * too confusing not to let the cursor rest on them). But I'm + * pretty sure that would be less pleasant to play on a full + * keyboard, so probably a #ifdef would be the thing. + * + * - Generation is still pretty slow, due to difficulty coming up in + * the first place with a loop that makes a soluble puzzle even + * with all possible clues filled in. + * + A possible alternative strategy to further tuning of the + * existing loop generator would be to throw the entire + * mechanism out and instead write a different generator from + * scratch which evolves the solution along with the puzzle: + * place a few clues, nail down a bit of the loop, place another + * clue, nail down some more, etc. However, I don't have a + * detailed plan for any such mechanism, so it may be a pipe + * dream. + */ + +#include +#include +#include +#include +#include +#include + +#include "puzzles.h" +#include "grid.h" +#include "loopgen.h" + +#define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0) + +#define NOCLUE 0 +#define CORNER 1 +#define STRAIGHT 2 + +#define R 1 +#define U 2 +#define L 4 +#define D 8 + +#define DX(d) ( ((d)==R) - ((d)==L) ) +#define DY(d) ( ((d)==D) - ((d)==U) ) + +#define F(d) (((d << 2) | (d >> 2)) & 0xF) +#define C(d) (((d << 3) | (d >> 1)) & 0xF) +#define A(d) (((d << 1) | (d >> 3)) & 0xF) + +#define LR (L | R) +#define RL (R | L) +#define UD (U | D) +#define DU (D | U) +#define LU (L | U) +#define UL (U | L) +#define LD (L | D) +#define DL (D | L) +#define RU (R | U) +#define UR (U | R) +#define RD (R | D) +#define DR (D | R) +#define BLANK 0 +#define UNKNOWN 15 + +#define bLR (1 << LR) +#define bRL (1 << RL) +#define bUD (1 << UD) +#define bDU (1 << DU) +#define bLU (1 << LU) +#define bUL (1 << UL) +#define bLD (1 << LD) +#define bDL (1 << DL) +#define bRU (1 << RU) +#define bUR (1 << UR) +#define bRD (1 << RD) +#define bDR (1 << DR) +#define bBLANK (1 << BLANK) + +enum { + COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, + COL_CURSOR_BACKGROUND = COL_LOWLIGHT, + COL_BLACK, COL_WHITE, + COL_ERROR, COL_GRID, COL_FLASH, + COL_DRAGON, COL_DRAGOFF, + NCOLOURS +}; + +/* Macro ickery copied from slant.c */ +#define DIFFLIST(A) \ + A(EASY,Easy,e) \ + A(TRICKY,Tricky,t) +#define ENUM(upper,title,lower) DIFF_ ## upper, +#define TITLE(upper,title,lower) #title, +#define ENCODE(upper,title,lower) #lower +#define CONFIG(upper,title,lower) ":" #title +enum { DIFFLIST(ENUM) DIFFCOUNT }; +static char const *const pearl_diffnames[] = { DIFFLIST(TITLE) "(count)" }; +static char const pearl_diffchars[] = DIFFLIST(ENCODE); +#define DIFFCONFIG DIFFLIST(CONFIG) + +struct game_params { + int w, h; + int difficulty; + int nosolve; /* XXX remove me! */ +}; + +struct shared_state { + int w, h, sz; + char *clues; /* size w*h */ + int refcnt; +}; + +#define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \ + (gy) >= 0 && (gy) < (state)->shared->h) +struct game_state { + struct shared_state *shared; + char *lines; /* size w*h: lines placed */ + char *errors; /* size w*h: errors detected */ + char *marks; /* size w*h: 'no line here' marks placed. */ + int completed, used_solve; +}; + +#define DEFAULT_PRESET 3 + +static const struct game_params pearl_presets[] = { + {6, 6, DIFF_EASY}, + {6, 6, DIFF_TRICKY}, + {8, 8, DIFF_EASY}, + {8, 8, DIFF_TRICKY}, + {10, 10, DIFF_EASY}, + {10, 10, DIFF_TRICKY}, + {12, 8, DIFF_EASY}, + {12, 8, DIFF_TRICKY}, +}; + +static game_params *default_params(void) +{ + game_params *ret = snew(game_params); + + *ret = pearl_presets[DEFAULT_PRESET]; + ret->nosolve = FALSE; + + return ret; +} + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + game_params *ret; + char buf[64]; + + if (i < 0 || i >= lenof(pearl_presets)) return FALSE; + + ret = default_params(); + *ret = pearl_presets[i]; /* struct copy */ + *params = ret; + + sprintf(buf, "%dx%d %s", + pearl_presets[i].w, pearl_presets[i].h, + pearl_diffnames[pearl_presets[i].difficulty]); + *name = dupstr(buf); + + return TRUE; +} + +static void free_params(game_params *params) +{ + sfree(params); +} + +static game_params *dup_params(const game_params *params) +{ + game_params *ret = snew(game_params); + *ret = *params; /* structure copy */ + return ret; +} + +static void decode_params(game_params *ret, char const *string) +{ + ret->w = ret->h = atoi(string); + while (*string && isdigit((unsigned char) *string)) ++string; + if (*string == 'x') { + string++; + ret->h = atoi(string); + while (*string && isdigit((unsigned char)*string)) string++; + } + + ret->difficulty = DIFF_EASY; + if (*string == 'd') { + int i; + string++; + for (i = 0; i < DIFFCOUNT; i++) + if (*string == pearl_diffchars[i]) + ret->difficulty = i; + if (*string) string++; + } + + ret->nosolve = FALSE; + if (*string == 'n') { + ret->nosolve = TRUE; + string++; + } +} + +static char *encode_params(const game_params *params, int full) +{ + char buf[256]; + sprintf(buf, "%dx%d", params->w, params->h); + if (full) + sprintf(buf + strlen(buf), "d%c%s", + pearl_diffchars[params->difficulty], + params->nosolve ? "n" : ""); + return dupstr(buf); +} + +static config_item *game_configure(const game_params *params) +{ + config_item *ret; + char buf[64]; + + ret = snewn(5, config_item); + + ret[0].name = "Width"; + ret[0].type = C_STRING; + sprintf(buf, "%d", params->w); + ret[0].sval = dupstr(buf); + ret[0].ival = 0; + + ret[1].name = "Height"; + ret[1].type = C_STRING; + sprintf(buf, "%d", params->h); + ret[1].sval = dupstr(buf); + ret[1].ival = 0; + + ret[2].name = "Difficulty"; + ret[2].type = C_CHOICES; + ret[2].sval = DIFFCONFIG; + ret[2].ival = params->difficulty; + + ret[3].name = "Allow unsoluble"; + ret[3].type = C_BOOLEAN; + ret[3].sval = NULL; + ret[3].ival = params->nosolve; + + ret[4].name = NULL; + ret[4].type = C_END; + ret[4].sval = NULL; + ret[4].ival = 0; + + return ret; +} + +static game_params *custom_params(const config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->w = atoi(cfg[0].sval); + ret->h = atoi(cfg[1].sval); + ret->difficulty = cfg[2].ival; + ret->nosolve = cfg[3].ival; + + return ret; +} + +static char *validate_params(const game_params *params, int full) +{ + if (params->w < 5) return "Width must be at least five"; + if (params->h < 5) return "Height must be at least five"; + if (params->difficulty < 0 || params->difficulty >= DIFFCOUNT) + return "Unknown difficulty level"; + + return NULL; +} + +/* ---------------------------------------------------------------------- + * Solver. + */ + +int pearl_solve(int w, int h, char *clues, char *result, + int difficulty, int partial) +{ + int W = 2*w+1, H = 2*h+1; + short *workspace; + int *dsf, *dsfsize; + int x, y, b, d; + int ret = -1; + + /* + * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature + * of the square (x,y), as a logical OR of bitfields. + * + * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates + * whether the horizontal edge between (x,y) and (x+1,y) is + * connected (1), disconnected (2) or unknown (3). + * + * workspace[(2*y+1)*W+(2*x)], indicates the same about the + * vertical edge between (x,y) and (x,y+1). + * + * Initially, every square is considered capable of being in + * any of the seven possible states (two straights, four + * corners and empty), except those corresponding to clue + * squares which are more restricted. + * + * Initially, all edges are unknown, except the ones around the + * grid border which are known to be disconnected. + */ + workspace = snewn(W*H, short); + for (x = 0; x < W*H; x++) + workspace[x] = 0; + /* Square states */ + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) + switch (clues[y*w+x]) { + case CORNER: + workspace[(2*y+1)*W+(2*x+1)] = bLU|bLD|bRU|bRD; + break; + case STRAIGHT: + workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD; + break; + default: + workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD|bLU|bLD|bRU|bRD|bBLANK; + break; + } + /* Horizontal edges */ + for (y = 0; y <= h; y++) + for (x = 0; x < w; x++) + workspace[(2*y)*W+(2*x+1)] = (y==0 || y==h ? 2 : 3); + /* Vertical edges */ + for (y = 0; y < h; y++) + for (x = 0; x <= w; x++) + workspace[(2*y+1)*W+(2*x)] = (x==0 || x==w ? 2 : 3); + + /* + * We maintain a dsf of connected squares, together with a + * count of the size of each equivalence class. + */ + dsf = snewn(w*h, int); + dsfsize = snewn(w*h, int); + + /* + * Now repeatedly try to find something we can do. + */ + while (1) { + int done_something = FALSE; + +#ifdef SOLVER_DIAGNOSTICS + for (y = 0; y < H; y++) { + for (x = 0; x < W; x++) + printf("%*x", (x&1) ? 5 : 2, workspace[y*W+x]); + printf("\n"); + } +#endif + + /* + * Go through the square state words, and discard any + * square state which is inconsistent with known facts + * about the edges around the square. + */ + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) { + for (b = 0; b < 0xD; b++) + if (workspace[(2*y+1)*W+(2*x+1)] & (1<= 0) { + /* + * This square state would form + * a loop on equivalence class + * e. Measure the size of that + * loop, and see if it's a + * shortcut. + */ + int loopsize = dsfsize[e]; + if (e != ae) + loopsize++;/* add the square itself */ + if (loopsize < nonblanks) { + /* + * It is! Mark this square + * state invalid. + */ + workspace[y*W+x] &= ~(1<= 0); + return ret; +} + +/* ---------------------------------------------------------------------- + * Loop generator. + */ + +/* + * We use the loop generator code from loopy, hard-coding to a square + * grid of the appropriate size. Knowing the grid layout and the tile + * size we can shrink that to our small grid and then make our line + * layout from the face colour info. + * + * We provide a bias function to the loop generator which tries to + * bias in favour of loops with more scope for Pearl black clues. This + * seems to improve the success rate of the puzzle generator, in that + * such loops have a better chance of being soluble with all valid + * clues put in. + */ + +struct pearl_loopgen_bias_ctx { + /* + * Our bias function counts the number of 'black clue' corners + * (i.e. corners adjacent to two straights) in both the + * BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do + * this, we must: + * + * - track the edges that are part of each of those loops + * - track the types of vertex in each loop (corner, straight, + * none) + * - track the current black-clue status of each vertex in each + * loop. + * + * Each of these chunks of data is updated incrementally from the + * previous one, to avoid slowdown due to the bias function + * rescanning the whole grid every time it's called. + * + * So we need a lot of separate arrays, plus a tdq for each one, + * and we must repeat it all twice for the BLACK and WHITE + * boundaries. + */ + struct pearl_loopgen_bias_ctx_boundary { + int colour; /* FACE_WHITE or FACE_BLACK */ + + char *edges; /* is each edge part of the loop? */ + tdq *edges_todo; + + char *vertextypes; /* bits 0-3 == outgoing edge bitmap; + * bit 4 set iff corner clue. + * Hence, 0 means non-vertex; + * nonzero but bit 4 zero = straight. */ + int *neighbour[2]; /* indices of neighbour vertices in loop */ + tdq *vertextypes_todo; + + char *blackclues; /* is each vertex a black clue site? */ + tdq *blackclues_todo; + } boundaries[2]; /* boundaries[0]=WHITE, [1]=BLACK */ + + char *faces; /* remember last-seen colour of each face */ + tdq *faces_todo; + + int score; + + grid *g; +}; +int pearl_loopgen_bias(void *vctx, char *board, int face) +{ + struct pearl_loopgen_bias_ctx *ctx = (struct pearl_loopgen_bias_ctx *)vctx; + grid *g = ctx->g; + int oldface, newface; + int i, j, k; + + tdq_add(ctx->faces_todo, face); + while ((j = tdq_remove(ctx->faces_todo)) >= 0) { + oldface = ctx->faces[j]; + ctx->faces[j] = newface = board[j]; + for (i = 0; i < 2; i++) { + struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i]; + int c = b->colour; + + /* + * If the face has changed either from or to colour c, we need + * to reprocess the edges for this boundary. + */ + if (oldface == c || newface == c) { + grid_face *f = &g->faces[face]; + for (k = 0; k < f->order; k++) + tdq_add(b->edges_todo, f->edges[k] - g->edges); + } + } + } + + for (i = 0; i < 2; i++) { + struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i]; + int c = b->colour; + + /* + * Go through the to-do list of edges. For each edge, decide + * anew whether it's part of this boundary or not. Any edge + * that changes state has to have both its endpoints put on + * the vertextypes_todo list. + */ + while ((j = tdq_remove(b->edges_todo)) >= 0) { + grid_edge *e = &g->edges[j]; + int fc1 = e->face1 ? board[e->face1 - g->faces] : FACE_BLACK; + int fc2 = e->face2 ? board[e->face2 - g->faces] : FACE_BLACK; + int oldedge = b->edges[j]; + int newedge = (fc1==c) ^ (fc2==c); + if (oldedge != newedge) { + b->edges[j] = newedge; + tdq_add(b->vertextypes_todo, e->dot1 - g->dots); + tdq_add(b->vertextypes_todo, e->dot2 - g->dots); + } + } + + /* + * Go through the to-do list of vertices whose types need + * refreshing. For each one, decide whether it's a corner, a + * straight, or a vertex not in the loop, and in the former + * two cases also work out the indices of its neighbour + * vertices along the loop. Any vertex that changes state must + * be put back on the to-do list for deciding if it's a black + * clue site, and so must its two new neighbours _and_ its two + * old neighbours. + */ + while ((j = tdq_remove(b->vertextypes_todo)) >= 0) { + grid_dot *d = &g->dots[j]; + int neighbours[2], type = 0, n = 0; + + for (k = 0; k < d->order; k++) { + grid_edge *e = d->edges[k]; + grid_dot *d2 = (e->dot1 == d ? e->dot2 : e->dot1); + /* dir == 0,1,2,3 for an edge going L,U,R,D */ + int dir = (d->y == d2->y) + 2*(d->x+d->y > d2->x+d2->y); + int ei = e - g->edges; + if (b->edges[ei]) { + type |= 1 << dir; + neighbours[n] = d2 - g->dots; + n++; + } + } + + /* + * Decide if it's a corner, and set the corner flag if so. + */ + if (type != 0 && type != 0x5 && type != 0xA) + type |= 0x10; + + if (type != b->vertextypes[j]) { + /* + * Recompute old neighbours, if any. + */ + if (b->vertextypes[j]) { + tdq_add(b->blackclues_todo, b->neighbour[0][j]); + tdq_add(b->blackclues_todo, b->neighbour[1][j]); + } + /* + * Recompute this vertex. + */ + tdq_add(b->blackclues_todo, j); + b->vertextypes[j] = type; + /* + * Recompute new neighbours, if any. + */ + if (b->vertextypes[j]) { + b->neighbour[0][j] = neighbours[0]; + b->neighbour[1][j] = neighbours[1]; + tdq_add(b->blackclues_todo, b->neighbour[0][j]); + tdq_add(b->blackclues_todo, b->neighbour[1][j]); + } + } + } + + /* + * Go through the list of vertices which we must check to see + * if they're black clue sites. Each one is a black clue site + * iff it is a corner and its loop neighbours are non-corners. + * Adjust the running total of black clues we've counted. + */ + while ((j = tdq_remove(b->blackclues_todo)) >= 0) { + ctx->score -= b->blackclues[j]; + b->blackclues[j] = ((b->vertextypes[j] & 0x10) && + !((b->vertextypes[b->neighbour[0][j]] | + b->vertextypes[b->neighbour[1][j]]) + & 0x10)); + ctx->score += b->blackclues[j]; + } + } + + return ctx->score; +} + +void pearl_loopgen(int w, int h, char *lines, random_state *rs) +{ + grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL); + char *board = snewn(g->num_faces, char); + int i, s = g->tilesize; + struct pearl_loopgen_bias_ctx biasctx; + + memset(lines, 0, w*h); + + /* + * Initialise the context for the bias function. Initially we fill + * all the to-do lists, so that the first call will scan + * everything; thereafter the lists stay empty so we make + * incremental changes. + */ + biasctx.g = g; + biasctx.faces = snewn(g->num_faces, char); + biasctx.faces_todo = tdq_new(g->num_faces); + tdq_fill(biasctx.faces_todo); + biasctx.score = 0; + memset(biasctx.faces, FACE_GREY, g->num_faces); + for (i = 0; i < 2; i++) { + biasctx.boundaries[i].edges = snewn(g->num_edges, char); + memset(biasctx.boundaries[i].edges, 0, g->num_edges); + biasctx.boundaries[i].edges_todo = tdq_new(g->num_edges); + tdq_fill(biasctx.boundaries[i].edges_todo); + biasctx.boundaries[i].vertextypes = snewn(g->num_dots, char); + memset(biasctx.boundaries[i].vertextypes, 0, g->num_dots); + biasctx.boundaries[i].neighbour[0] = snewn(g->num_dots, int); + biasctx.boundaries[i].neighbour[1] = snewn(g->num_dots, int); + biasctx.boundaries[i].vertextypes_todo = tdq_new(g->num_dots); + tdq_fill(biasctx.boundaries[i].vertextypes_todo); + biasctx.boundaries[i].blackclues = snewn(g->num_dots, char); + memset(biasctx.boundaries[i].blackclues, 0, g->num_dots); + biasctx.boundaries[i].blackclues_todo = tdq_new(g->num_dots); + tdq_fill(biasctx.boundaries[i].blackclues_todo); + } + biasctx.boundaries[0].colour = FACE_WHITE; + biasctx.boundaries[1].colour = FACE_BLACK; + generate_loop(g, board, rs, pearl_loopgen_bias, &biasctx); + sfree(biasctx.faces); + tdq_free(biasctx.faces_todo); + for (i = 0; i < 2; i++) { + sfree(biasctx.boundaries[i].edges); + tdq_free(biasctx.boundaries[i].edges_todo); + sfree(biasctx.boundaries[i].vertextypes); + sfree(biasctx.boundaries[i].neighbour[0]); + sfree(biasctx.boundaries[i].neighbour[1]); + tdq_free(biasctx.boundaries[i].vertextypes_todo); + sfree(biasctx.boundaries[i].blackclues); + tdq_free(biasctx.boundaries[i].blackclues_todo); + } + + for (i = 0; i < g->num_edges; i++) { + grid_edge *e = g->edges + i; + enum face_colour c1 = FACE_COLOUR(e->face1); + enum face_colour c2 = FACE_COLOUR(e->face2); + assert(c1 != FACE_GREY); + assert(c2 != FACE_GREY); + if (c1 != c2) { + /* This grid edge is on the loop: lay line along it */ + int x1 = e->dot1->x/s, y1 = e->dot1->y/s; + int x2 = e->dot2->x/s, y2 = e->dot2->y/s; + + /* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */ + if (x1 == x2) { + if (y1 > y2) SWAP(y1,y2); + + assert(y1+1 == y2); + lines[y1*w+x1] |= D; + lines[y2*w+x1] |= U; + } else if (y1 == y2) { + if (x1 > x2) SWAP(x1,x2); + + assert(x1+1 == x2); + lines[y1*w+x1] |= R; + lines[y1*w+x2] |= L; + } else + assert(!"grid with diagonal coords?!"); + } + } + + grid_free(g); + sfree(board); + +#if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS + printf("as returned:\n"); + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + int type = lines[y*w+x]; + char s[5], *p = s; + if (type & L) *p++ = 'L'; + if (type & R) *p++ = 'R'; + if (type & U) *p++ = 'U'; + if (type & D) *p++ = 'D'; + *p = '\0'; + printf("%3s", s); + } + printf("\n"); + } + printf("\n"); +#endif +} + +static int new_clues(const game_params *params, random_state *rs, + char *clues, char *grid) +{ + int w = params->w, h = params->h, diff = params->difficulty; + int ngen = 0, x, y, d, ret, i; + + + /* + * Difficulty exception: 5x5 Tricky is not generable (the + * generator will spin forever trying) and so we fudge it to Easy. + */ + if (w == 5 && h == 5 && diff > DIFF_EASY) + diff = DIFF_EASY; + + while (1) { + ngen++; + pearl_loopgen(w, h, grid, rs); + +#ifdef GENERATION_DIAGNOSTICS + printf("grid array:\n"); + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + int type = grid[y*w+x]; + char s[5], *p = s; + if (type & L) *p++ = 'L'; + if (type & R) *p++ = 'R'; + if (type & U) *p++ = 'U'; + if (type & D) *p++ = 'D'; + *p = '\0'; + printf("%2s ", s); + } + printf("\n"); + } + printf("\n"); +#endif + + /* + * Set up the maximal clue array. + */ + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) { + int type = grid[y*w+x]; + + clues[y*w+x] = NOCLUE; + + if ((bLR|bUD) & (1 << type)) { + /* + * This is a straight; see if it's a viable + * candidate for a straight clue. It qualifies if + * at least one of the squares it connects to is a + * corner. + */ + for (d = 1; d <= 8; d += d) if (type & d) { + int xx = x + DX(d), yy = y + DY(d); + assert(xx >= 0 && xx < w && yy >= 0 && yy < h); + if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx])) + break; + } + if (d <= 8) /* we found one */ + clues[y*w+x] = STRAIGHT; + } else if ((bLU|bLD|bRU|bRD) & (1 << type)) { + /* + * This is a corner; see if it's a viable candidate + * for a corner clue. It qualifies if all the + * squares it connects to are straights. + */ + for (d = 1; d <= 8; d += d) if (type & d) { + int xx = x + DX(d), yy = y + DY(d); + assert(xx >= 0 && xx < w && yy >= 0 && yy < h); + if (!((bLR|bUD) & (1 << grid[yy*w+xx]))) + break; + } + if (d > 8) /* we didn't find a counterexample */ + clues[y*w+x] = CORNER; + } + } + +#ifdef GENERATION_DIAGNOSTICS + printf("clue array:\n"); + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + printf("%c", " *O"[(unsigned char)clues[y*w+x]]); + } + printf("\n"); + } + printf("\n"); +#endif + + if (!params->nosolve) { + int *cluespace, *straights, *corners; + int nstraights, ncorners, nstraightpos, ncornerpos; + + /* + * See if we can solve the puzzle just like this. + */ + ret = pearl_solve(w, h, clues, grid, diff, FALSE); + assert(ret > 0); /* shouldn't be inconsistent! */ + if (ret != 1) + continue; /* go round and try again */ + + /* + * Check this puzzle isn't too easy. + */ + if (diff > DIFF_EASY) { + ret = pearl_solve(w, h, clues, grid, diff-1, FALSE); + assert(ret > 0); + if (ret == 1) + continue; /* too easy: try again */ + } + + /* + * Now shuffle the grid points and gradually remove the + * clues to find a minimal set which still leaves the + * puzzle soluble. + * + * We preferentially attempt to remove whichever type of + * clue is currently most numerous, to combat a general + * tendency of plain random generation to bias in favour + * of many white clues and few black. + * + * 'nstraights' and 'ncorners' count the number of clues + * of each type currently remaining in the grid; + * 'nstraightpos' and 'ncornerpos' count the clues of each + * type we have left to try to remove. (Clues which we + * have tried and failed to remove are counted by the + * former but not the latter.) + */ + cluespace = snewn(w*h, int); + straights = cluespace; + nstraightpos = 0; + for (i = 0; i < w*h; i++) + if (clues[i] == STRAIGHT) + straights[nstraightpos++] = i; + corners = straights + nstraightpos; + ncornerpos = 0; + for (i = 0; i < w*h; i++) + if (clues[i] == STRAIGHT) + corners[ncornerpos++] = i; + nstraights = nstraightpos; + ncorners = ncornerpos; + + shuffle(straights, nstraightpos, sizeof(*straights), rs); + shuffle(corners, ncornerpos, sizeof(*corners), rs); + while (nstraightpos > 0 || ncornerpos > 0) { + int cluepos; + int clue; + + /* + * Decide which clue to try to remove next. If both + * types are available, we choose whichever kind is + * currently overrepresented; otherwise we take + * whatever we can get. + */ + if (nstraightpos > 0 && ncornerpos > 0) { + if (nstraights >= ncorners) + cluepos = straights[--nstraightpos]; + else + cluepos = straights[--ncornerpos]; + } else { + if (nstraightpos > 0) + cluepos = straights[--nstraightpos]; + else + cluepos = straights[--ncornerpos]; + } + + y = cluepos / w; + x = cluepos % w; + + clue = clues[y*w+x]; + clues[y*w+x] = 0; /* try removing this clue */ + + ret = pearl_solve(w, h, clues, grid, diff, FALSE); + assert(ret > 0); + if (ret != 1) + clues[y*w+x] = clue; /* oops, put it back again */ + } + sfree(cluespace); + } + +#ifdef FINISHED_PUZZLE + printf("clue array:\n"); + for (y = 0; y < h; y++) { + for (x = 0; x < w; x++) { + printf("%c", " *O"[(unsigned char)clues[y*w+x]]); + } + printf("\n"); + } + printf("\n"); +#endif + + break; /* got it */ + } + + debug(("%d %dx%d loops before finished puzzle.\n", ngen, w, h)); + + return ngen; +} + +static char *new_game_desc(const game_params *params, random_state *rs, + char **aux, int interactive) +{ + char *grid, *clues; + char *desc; + int w = params->w, h = params->h, i, j; + + grid = snewn(w*h, char); + clues = snewn(w*h, char); + + new_clues(params, rs, clues, grid); + + desc = snewn(w * h + 1, char); + for (i = j = 0; i < w*h; i++) { + if (clues[i] == NOCLUE && j > 0 && + desc[j-1] >= 'a' && desc[j-1] < 'z') + desc[j-1]++; + else if (clues[i] == NOCLUE) + desc[j++] = 'a'; + else if (clues[i] == CORNER) + desc[j++] = 'B'; + else if (clues[i] == STRAIGHT) + desc[j++] = 'W'; + } + desc[j] = '\0'; + + *aux = snewn(w*h+1, char); + for (i = 0; i < w*h; i++) + (*aux)[i] = (grid[i] < 10) ? (grid[i] + '0') : (grid[i] + 'A' - 10); + (*aux)[w*h] = '\0'; + + sfree(grid); + sfree(clues); + + return desc; +} + +static char *validate_desc(const game_params *params, const char *desc) +{ + int i, sizesofar; + const int totalsize = params->w * params->h; + + sizesofar = 0; + for (i = 0; desc[i]; i++) { + if (desc[i] >= 'a' && desc[i] <= 'z') + sizesofar += desc[i] - 'a' + 1; + else if (desc[i] == 'B' || desc[i] == 'W') + sizesofar++; + else + return "unrecognised character in string"; + } + + if (sizesofar > totalsize) + return "string too long"; + else if (sizesofar < totalsize) + return "string too short"; + + return NULL; +} + +static game_state *new_game(midend *me, const game_params *params, + const char *desc) +{ + game_state *state = snew(game_state); + int i, j, sz = params->w*params->h; + + state->completed = state->used_solve = FALSE; + state->shared = snew(struct shared_state); + + state->shared->w = params->w; + state->shared->h = params->h; + state->shared->sz = sz; + state->shared->refcnt = 1; + state->shared->clues = snewn(sz, char); + for (i = j = 0; desc[i]; i++) { + assert(j < sz); + if (desc[i] >= 'a' && desc[i] <= 'z') { + int n = desc[i] - 'a' + 1; + assert(j + n <= sz); + while (n-- > 0) + state->shared->clues[j++] = NOCLUE; + } else if (desc[i] == 'B') { + state->shared->clues[j++] = CORNER; + } else if (desc[i] == 'W') { + state->shared->clues[j++] = STRAIGHT; + } + } + + state->lines = snewn(sz, char); + state->errors = snewn(sz, char); + state->marks = snewn(sz, char); + for (i = 0; i < sz; i++) + state->lines[i] = state->errors[i] = state->marks[i] = BLANK; + + return state; +} + +static game_state *dup_game(const game_state *state) +{ + game_state *ret = snew(game_state); + int sz = state->shared->sz, i; + + ret->shared = state->shared; + ret->completed = state->completed; + ret->used_solve = state->used_solve; + ++ret->shared->refcnt; + + ret->lines = snewn(sz, char); + ret->errors = snewn(sz, char); + ret->marks = snewn(sz, char); + for (i = 0; i < sz; i++) { + ret->lines[i] = state->lines[i]; + ret->errors[i] = state->errors[i]; + ret->marks[i] = state->marks[i]; + } + + return ret; +} + +static void free_game(game_state *state) +{ + assert(state); + if (--state->shared->refcnt == 0) { + sfree(state->shared->clues); + sfree(state->shared); + } + sfree(state->lines); + sfree(state->errors); + sfree(state->marks); + sfree(state); +} + +static char nbits[16] = { 0, 1, 1, 2, + 1, 2, 2, 3, + 1, 2, 2, 3, + 2, 3, 3, 4 }; +#define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] ) + +#define ERROR_CLUE 16 + +static void dsf_update_completion(game_state *state, int ax, int ay, char dir, + int *dsf) +{ + int w = state->shared->w /*, h = state->shared->h */; + int ac = ay*w+ax, bx, by, bc; + + if (!(state->lines[ac] & dir)) return; /* no link */ + bx = ax + DX(dir); by = ay + DY(dir); + + assert(INGRID(state, bx, by)); /* should not have a link off grid */ + + bc = by*w+bx; + assert(state->lines[bc] & F(dir)); /* should have reciprocal link */ + if (!(state->lines[bc] & F(dir))) return; + + dsf_merge(dsf, ac, bc); +} + +static void check_completion(game_state *state, int mark) +{ + int w = state->shared->w, h = state->shared->h, x, y, i, d; + int had_error = FALSE; + int *dsf, *component_state; + int nsilly, nloop, npath, largest_comp, largest_size, total_pathsize; + enum { COMP_NONE, COMP_LOOP, COMP_PATH, COMP_SILLY, COMP_EMPTY }; + + if (mark) { + for (i = 0; i < w*h; i++) { + state->errors[i] = 0; + } + } + +#define ERROR(x,y,e) do { had_error = TRUE; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0) + + /* + * Analyse the solution into loops, paths and stranger things. + * Basic strategy here is all the same as in Loopy - see the big + * comment in loopy.c's check_completion() - and for exactly the + * same reasons, since Loopy and Pearl have basically the same + * form of expected solution. + */ + dsf = snew_dsf(w*h); + + /* Build the dsf. */ + for (x = 0; x < w; x++) { + for (y = 0; y < h; y++) { + dsf_update_completion(state, x, y, R, dsf); + dsf_update_completion(state, x, y, D, dsf); + } + } + + /* Initialise a state variable for each connected component. */ + component_state = snewn(w*h, int); + for (i = 0; i < w*h; i++) { + if (dsf_canonify(dsf, i) == i) + component_state[i] = COMP_LOOP; + else + component_state[i] = COMP_NONE; + } + + /* + * Classify components, and mark errors where a square has more + * than two line segments. + */ + for (x = 0; x < w; x++) { + for (y = 0; y < h; y++) { + int type = state->lines[y*w+x]; + int degree = NBITS(type); + int comp = dsf_canonify(dsf, y*w+x); + if (degree > 2) { + ERROR(x,y,type); + component_state[comp] = COMP_SILLY; + } else if (degree == 0) { + component_state[comp] = COMP_EMPTY; + } else if (degree == 1) { + if (component_state[comp] != COMP_SILLY) + component_state[comp] = COMP_PATH; + } + } + } + + /* Count the components, and find the largest sensible one. */ + nsilly = nloop = npath = 0; + total_pathsize = 0; + largest_comp = largest_size = -1; + for (i = 0; i < w*h; i++) { + if (component_state[i] == COMP_SILLY) { + nsilly++; + } else if (component_state[i] == COMP_PATH) { + total_pathsize += dsf_size(dsf, i); + npath = 1; + } else if (component_state[i] == COMP_LOOP) { + int this_size; + + nloop++; + + if ((this_size = dsf_size(dsf, i)) > largest_size) { + largest_comp = i; + largest_size = this_size; + } + } + } + if (largest_size < total_pathsize) { + largest_comp = -1; /* means the paths */ + largest_size = total_pathsize; + } + + if (nloop > 0 && nloop + npath > 1) { + /* + * If there are at least two sensible components including at + * least one loop, highlight every sensible component that is + * not the largest one. + */ + for (i = 0; i < w*h; i++) { + int comp = dsf_canonify(dsf, i); + if ((component_state[comp] == COMP_PATH && + -1 != largest_comp) || + (component_state[comp] == COMP_LOOP && + comp != largest_comp)) + ERROR(i%w, i/w, state->lines[i]); + } + } + + /* Now we've finished with the dsf and component states. The only + * thing we'll need to remember later on is whether all edges were + * part of a single loop, for which our counter variables + * nsilly,nloop,npath are enough. */ + sfree(component_state); + sfree(dsf); + + /* + * Check that no clues are contradicted. This code is similar to + * the code that sets up the maximal clue array for any given + * loop. + */ + for (x = 0; x < w; x++) { + for (y = 0; y < h; y++) { + int type = state->lines[y*w+x]; + if (state->shared->clues[y*w+x] == CORNER) { + /* Supposed to be a corner: will find a contradiction if + * it actually contains a straight line, or if it touches any + * corners. */ + if ((bLR|bUD) & (1 << type)) { + ERROR(x,y,ERROR_CLUE); /* actually straight */ + } + for (d = 1; d <= 8; d += d) if (type & d) { + int xx = x + DX(d), yy = y + DY(d); + if (!INGRID(state, xx, yy)) { + ERROR(x,y,d); /* leads off grid */ + } else { + if ((bLU|bLD|bRU|bRD) & (1 << state->lines[yy*w+xx])) { + ERROR(x,y,ERROR_CLUE); /* touches corner */ + } + } + } + } else if (state->shared->clues[y*w+x] == STRAIGHT) { + /* Supposed to be straight: will find a contradiction if + * it actually contains a corner, or if it only touches + * straight lines. */ + if ((bLU|bLD|bRU|bRD) & (1 << type)) { + ERROR(x,y,ERROR_CLUE); /* actually a corner */ + } + i = 0; + for (d = 1; d <= 8; d += d) if (type & d) { + int xx = x + DX(d), yy = y + DY(d); + if (!INGRID(state, xx, yy)) { + ERROR(x,y,d); /* leads off grid */ + } else { + if ((bLR|bUD) & (1 << state->lines[yy*w+xx])) + i++; /* a straight */ + } + } + if (i >= 2 && NBITS(type) >= 2) { + ERROR(x,y,ERROR_CLUE); /* everything touched is straight */ + } + } + } + } + + if (nloop == 1 && nsilly == 0 && npath == 0) { + /* + * If there's exactly one loop (so that the puzzle is at least + * potentially complete), we need to ensure it hasn't left any + * clue out completely. + */ + for (x = 0; x < w; x++) { + for (y = 0; y < h; y++) { + if (state->lines[y*w+x] == BLANK) { + if (state->shared->clues[y*w+x] != NOCLUE) { + /* the loop doesn't include this clue square! */ + ERROR(x, y, ERROR_CLUE); + } + } + } + } + + /* + * But if not, then we're done! + */ + if (!had_error) + state->completed = TRUE; + } +} + +/* completion check: + * + * - no clues must be contradicted (highlight clue itself in error if so) + * - if there is a closed loop it must include every line segment laid + * - if there's a smaller closed loop then highlight whole loop as error + * - no square must have more than 2 lines radiating from centre point + * (highlight all lines in that square as error if so) + */ + +static char *solve_for_diff(game_state *state, char *old_lines, char *new_lines) +{ + int w = state->shared->w, h = state->shared->h, i; + char *move = snewn(w*h*40, char), *p = move; + + *p++ = 'S'; + for (i = 0; i < w*h; i++) { + if (old_lines[i] != new_lines[i]) { + p += sprintf(p, ";R%d,%d,%d", new_lines[i], i%w, i/w); + } + } + *p++ = '\0'; + move = sresize(move, p - move, char); + + return move; +} + +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) +{ + game_state *solved = dup_game(state); + int i, ret, sz = state->shared->sz; + char *move; + + if (aux) { + for (i = 0; i < sz; i++) { + if (aux[i] >= '0' && aux[i] <= '9') + solved->lines[i] = aux[i] - '0'; + else if (aux[i] >= 'A' && aux[i] <= 'F') + solved->lines[i] = aux[i] - 'A' + 10; + else { + *error = "invalid char in aux"; + move = NULL; + goto done; + } + } + ret = 1; + } else { + /* Try to solve with present (half-solved) state first: if there's no + * solution from there go back to original state. */ + ret = pearl_solve(currstate->shared->w, currstate->shared->h, + currstate->shared->clues, solved->lines, + DIFFCOUNT, FALSE); + if (ret < 1) + ret = pearl_solve(state->shared->w, state->shared->h, + state->shared->clues, solved->lines, + DIFFCOUNT, FALSE); + + } + + if (ret < 1) { + *error = "Unable to find solution"; + move = NULL; + } else { + move = solve_for_diff(solved, currstate->lines, solved->lines); + } + +done: + free_game(solved); + return move; +} + +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) +{ + int w = state->shared->w, h = state->shared->h, cw = 4, ch = 2; + int gw = cw*(w-1) + 2, gh = ch*(h-1) + 1, len = gw * gh, r, c, j; + char *board = snewn(len + 1, char); + + assert(board); + memset(board, ' ', len); + + for (r = 0; r < h; ++r) { + for (c = 0; c < w; ++c) { + int i = r*w + c, cell = r*ch*gw + c*cw; + board[cell] = "+BW"[(unsigned char)state->shared->clues[i]]; + if (c < w - 1 && (state->lines[i] & R || state->lines[i+1] & L)) + memset(board + cell + 1, '-', cw - 1); + if (r < h - 1 && (state->lines[i] & D || state->lines[i+w] & U)) + for (j = 1; j < ch; ++j) board[cell + j*gw] = '|'; + if (c < w - 1 && (state->marks[i] & R || state->marks[i+1] & L)) + board[cell + cw/2] = 'x'; + if (r < h - 1 && (state->marks[i] & D || state->marks[i+w] & U)) + board[cell + (ch/2 * gw)] = 'x'; + } + + for (j = 0; j < (r == h - 1 ? 1 : ch); ++j) + board[r*ch*gw + (gw - 1) + j*gw] = '\n'; + } + + board[len] = '\0'; + return board; +} + +struct game_ui { + int *dragcoords; /* list of (y*w+x) coords in drag so far */ + int ndragcoords; /* number of entries in dragcoords. + * 0 = click but no drag yet. -1 = no drag at all */ + int clickx, clicky; /* pixel position of initial click */ + + int curx, cury; /* grid position of keyboard cursor */ + int cursor_active; /* TRUE iff cursor is shown */ +}; + +static game_ui *new_ui(const game_state *state) +{ + game_ui *ui = snew(game_ui); + int sz = state->shared->sz; + + ui->ndragcoords = -1; + ui->dragcoords = snewn(sz, int); + ui->cursor_active = FALSE; + ui->curx = ui->cury = 0; + + return ui; +} + +static void free_ui(game_ui *ui) +{ + sfree(ui->dragcoords); + sfree(ui); +} + +static char *encode_ui(const game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, const char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) +{ +} + +#define PREFERRED_TILE_SIZE 31 +#define HALFSZ (ds->halfsz) +#define TILE_SIZE (ds->halfsz*2 + 1) + +#define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2)) + +#define BORDER_WIDTH (max(TILE_SIZE / 32, 1)) + +#define COORD(x) ( (x) * TILE_SIZE + BORDER ) +#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 ) +#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) ) + +#define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */ +#define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */ +#define DS_MSHIFT 12 /* shift for no-line mark */ + +#define DS_ERROR_CLUE (1 << 20) +#define DS_FLASH (1 << 21) +#define DS_CURSOR (1 << 22) + +enum { GUI_MASYU, GUI_LOOPY }; + +static int get_gui_style(void) +{ + static int gui_style = -1; + + if (gui_style == -1) { + char *env = getenv("PEARL_GUI_LOOPY"); + if (env && (env[0] == 'y' || env[0] == 'Y')) + gui_style = GUI_LOOPY; + else + gui_style = GUI_MASYU; + } + return gui_style; +} + +struct game_drawstate { + int halfsz; + int started; + + int w, h, sz; + unsigned int *lflags; /* size w*h */ + + char *draglines; /* size w*h; lines flipped by current drag */ +}; + +static void update_ui_drag(const game_state *state, game_ui *ui, + int gx, int gy) +{ + int /* sz = state->shared->sz, */ w = state->shared->w; + int i, ox, oy, pos; + int lastpos; + + if (!INGRID(state, gx, gy)) + return; /* square is outside grid */ + + if (ui->ndragcoords < 0) + return; /* drag not in progress anyway */ + + pos = gy * w + gx; + + lastpos = ui->dragcoords[ui->ndragcoords > 0 ? ui->ndragcoords-1 : 0]; + if (pos == lastpos) + return; /* same square as last visited one */ + + /* Drag confirmed, if it wasn't already. */ + if (ui->ndragcoords == 0) + ui->ndragcoords = 1; + + /* + * Dragging the mouse into a square that's already been visited by + * the drag path so far has the effect of truncating the path back + * to that square, so a player can back out part of an uncommitted + * drag without having to let go of the mouse. + */ + for (i = 0; i < ui->ndragcoords; i++) + if (pos == ui->dragcoords[i]) { + ui->ndragcoords = i+1; + return; + } + + /* + * Otherwise, dragging the mouse into a square that's a rook-move + * away from the last one on the path extends the path. + */ + oy = ui->dragcoords[ui->ndragcoords-1] / w; + ox = ui->dragcoords[ui->ndragcoords-1] % w; + if (ox == gx || oy == gy) { + int dx = (gx < ox ? -1 : gx > ox ? +1 : 0); + int dy = (gy < oy ? -1 : gy > oy ? +1 : 0); + int dir = (dy>0 ? D : dy<0 ? U : dx>0 ? R : L); + while (ox != gx || oy != gy) { + /* + * If the drag attempts to cross a 'no line here' mark, + * stop there. We physically don't allow the user to drag + * over those marks. + */ + if (state->marks[oy*w+ox] & dir) + break; + ox += dx; + oy += dy; + ui->dragcoords[ui->ndragcoords++] = oy * w + ox; + } + } + + /* + * Failing that, we do nothing at all: if the user has dragged + * diagonally across the board, they'll just have to return the + * mouse to the last known position and do whatever they meant to + * do again, more slowly and clearly. + */ +} + +/* + * Routine shared between interpret_move and game_redraw to work out + * the intended effect of a drag path on the grid. + * + * Call it in a loop, like this: + * + * int clearing = TRUE; + * for (i = 0; i < ui->ndragcoords - 1; i++) { + * int sx, sy, dx, dy, dir, oldstate, newstate; + * interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, + * &dir, &oldstate, &newstate); + * + * [do whatever is needed to handle the fact that the drag + * wants the edge from sx,sy to dx,dy (heading in direction + * 'dir' at the sx,sy end) to be changed from state oldstate + * to state newstate, each of which equals either 0 or dir] + * } + */ +static void interpret_ui_drag(const game_state *state, const game_ui *ui, + int *clearing, int i, int *sx, int *sy, + int *dx, int *dy, int *dir, + int *oldstate, int *newstate) +{ + int w = state->shared->w; + int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1]; + *sy = sp/w; + *sx = sp%w; + *dy = dp/w; + *dx = dp%w; + *dir = (*dy>*sy ? D : *dy<*sy ? U : *dx>*sx ? R : L); + *oldstate = state->lines[sp] & *dir; + if (*oldstate) { + /* + * The edge we've dragged over was previously + * present. Set it to absent, unless we've already + * stopped doing that. + */ + *newstate = *clearing ? 0 : *dir; + } else { + /* + * The edge we've dragged over was previously + * absent. Set it to present, and cancel the + * 'clearing' flag so that all subsequent edges in + * the drag are set rather than cleared. + */ + *newstate = *dir; + *clearing = FALSE; + } +} + +static char *mark_in_direction(const game_state *state, int x, int y, int dir, + int primary, char *buf) +{ + int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */; + int x2 = x + DX(dir); + int y2 = y + DY(dir); + int dir2 = F(dir); + + char ch = primary ? 'F' : 'M', *other; + + if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return ""; + + /* disallow laying a mark over a line, or vice versa. */ + other = primary ? state->marks : state->lines; + if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return ""; + + sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2); + return dupstr(buf); +} + +#define KEY_DIRECTION(btn) (\ + (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\ + (btn) == CURSOR_LEFT ? L : R) + +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) +{ + int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */; + int gx = FROMCOORD(x), gy = FROMCOORD(y), i; + int release = FALSE; + char tmpbuf[80]; + + int shift = button & MOD_SHFT, control = button & MOD_CTRL; + button &= ~MOD_MASK; + + if (IS_MOUSE_DOWN(button)) { + ui->cursor_active = FALSE; + + if (!INGRID(state, gx, gy)) { + ui->ndragcoords = -1; + return NULL; + } + + ui->clickx = x; ui->clicky = y; + ui->dragcoords[0] = gy * w + gx; + ui->ndragcoords = 0; /* will be 1 once drag is confirmed */ + + return ""; + } + + if (button == LEFT_DRAG && ui->ndragcoords >= 0) { + update_ui_drag(state, ui, gx, gy); + return ""; + } + + if (IS_MOUSE_RELEASE(button)) release = TRUE; + + if (IS_CURSOR_MOVE(button)) { + if (!ui->cursor_active) { + ui->cursor_active = TRUE; + } else if (control | shift) { + char *move; + if (ui->ndragcoords > 0) return NULL; + ui->ndragcoords = -1; + move = mark_in_direction(state, ui->curx, ui->cury, + KEY_DIRECTION(button), control, tmpbuf); + if (control && !shift && *move) + move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE); + return move; + } else { + move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE); + if (ui->ndragcoords >= 0) + update_ui_drag(state, ui, ui->curx, ui->cury); + } + return ""; + } + + if (IS_CURSOR_SELECT(button)) { + if (!ui->cursor_active) { + ui->cursor_active = TRUE; + return ""; + } else if (button == CURSOR_SELECT) { + if (ui->ndragcoords == -1) { + ui->ndragcoords = 0; + ui->dragcoords[0] = ui->cury * w + ui->curx; + ui->clickx = CENTERED_COORD(ui->curx); + ui->clicky = CENTERED_COORD(ui->cury); + return ""; + } else release = TRUE; + } else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) { + ui->ndragcoords = -1; + return ""; + } + } + + if (button == 27 || button == '\b') { + ui->ndragcoords = -1; + return ""; + } + + if (release) { + if (ui->ndragcoords > 0) { + /* End of a drag: process the cached line data. */ + int buflen = 0, bufsize = 256, tmplen; + char *buf = NULL; + const char *sep = ""; + int clearing = TRUE; + + for (i = 0; i < ui->ndragcoords - 1; i++) { + int sx, sy, dx, dy, dir, oldstate, newstate; + interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, + &dir, &oldstate, &newstate); + + if (oldstate != newstate) { + if (!buf) buf = snewn(bufsize, char); + tmplen = sprintf(tmpbuf, "%sF%d,%d,%d;F%d,%d,%d", sep, + dir, sx, sy, F(dir), dx, dy); + if (buflen + tmplen >= bufsize) { + bufsize = (buflen + tmplen) * 5 / 4 + 256; + buf = sresize(buf, bufsize, char); + } + strcpy(buf + buflen, tmpbuf); + buflen += tmplen; + sep = ";"; + } + } + + ui->ndragcoords = -1; + + return buf ? buf : ""; + } else if (ui->ndragcoords == 0) { + /* Click (or tiny drag). Work out which edge we were + * closest to. */ + int cx, cy; + + ui->ndragcoords = -1; + + /* + * We process clicks based on the mouse-down location, + * because that's more natural for a user to carefully + * control than the mouse-up. + */ + x = ui->clickx; + y = ui->clicky; + + gx = FROMCOORD(x); + gy = FROMCOORD(y); + cx = CENTERED_COORD(gx); + cy = CENTERED_COORD(gy); + + if (!INGRID(state, gx, gy)) return ""; + + if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) { + /* TODO closer to centre of grid: process as a cell click not an edge click. */ + + return ""; + } else { + int direction; + if (abs(x-cx) < abs(y-cy)) { + /* Closest to top/bottom edge. */ + direction = (y < cy) ? U : D; + } else { + /* Closest to left/right edge. */ + direction = (x < cx) ? L : R; + } + return mark_in_direction(state, gx, gy, direction, + (button == LEFT_RELEASE), tmpbuf); + } + } + } + + if (button == 'H' || button == 'h') + return dupstr("H"); + + return NULL; +} + +static game_state *execute_move(const game_state *state, const char *move) +{ + int w = state->shared->w, h = state->shared->h; + char c; + int x, y, l, n; + game_state *ret = dup_game(state); + + debug(("move: %s\n", move)); + + while (*move) { + c = *move; + if (c == 'S') { + ret->used_solve = TRUE; + move++; + } else if (c == 'L' || c == 'N' || c == 'R' || c == 'F' || c == 'M') { + /* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */ + move++; + if (sscanf(move, "%d,%d,%d%n", &l, &x, &y, &n) != 3) + goto badmove; + if (!INGRID(state, x, y)) goto badmove; + if (l < 0 || l > 15) goto badmove; + + if (c == 'L') + ret->lines[y*w + x] |= (char)l; + else if (c == 'N') + ret->lines[y*w + x] &= ~((char)l); + else if (c == 'R') { + ret->lines[y*w + x] = (char)l; + ret->marks[y*w + x] &= ~((char)l); /* erase marks too */ + } else if (c == 'F') + ret->lines[y*w + x] ^= (char)l; + else if (c == 'M') + ret->marks[y*w + x] ^= (char)l; + + /* + * If we ended up trying to lay a line _over_ a mark, + * that's a failed move: interpret_move() should have + * ensured we never received a move string like that in + * the first place. + */ + if ((ret->lines[y*w + x] & (char)l) && + (ret->marks[y*w + x] & (char)l)) + goto badmove; + + move += n; + } else if (strcmp(move, "H") == 0) { + pearl_solve(ret->shared->w, ret->shared->h, + ret->shared->clues, ret->lines, DIFFCOUNT, TRUE); + for (n = 0; n < w*h; n++) + ret->marks[n] &= ~ret->lines[n]; /* erase marks too */ + move++; + } else { + goto badmove; + } + if (*move == ';') + move++; + else if (*move) + goto badmove; + } + + check_completion(ret, TRUE); + + return ret; + +badmove: + free_game(ret); + return NULL; +} + +/* ---------------------------------------------------------------------- + * Drawing routines. + */ + +#define FLASH_TIME 0.5F + +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) +{ + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int halfsz; } ads, *ds = &ads; + ads.halfsz = (tilesize-1)/2; + + *x = (params->w) * TILE_SIZE + 2 * BORDER; + *y = (params->h) * TILE_SIZE + 2 * BORDER; +} + +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) +{ + ds->halfsz = (tilesize-1)/2; +} + +static float *game_colours(frontend *fe, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float); + int i; + + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); + + for (i = 0; i < 3; i++) { + ret[COL_BLACK * 3 + i] = 0.0F; + ret[COL_WHITE * 3 + i] = 1.0F; + ret[COL_GRID * 3 + i] = 0.4F; + } + + ret[COL_ERROR * 3 + 0] = 1.0F; + ret[COL_ERROR * 3 + 1] = 0.0F; + ret[COL_ERROR * 3 + 2] = 0.0F; + + ret[COL_DRAGON * 3 + 0] = 0.0F; + ret[COL_DRAGON * 3 + 1] = 0.0F; + ret[COL_DRAGON * 3 + 2] = 1.0F; + + ret[COL_DRAGOFF * 3 + 0] = 0.8F; + ret[COL_DRAGOFF * 3 + 1] = 0.8F; + ret[COL_DRAGOFF * 3 + 2] = 1.0F; + + ret[COL_FLASH * 3 + 0] = 1.0F; + ret[COL_FLASH * 3 + 1] = 1.0F; + ret[COL_FLASH * 3 + 2] = 1.0F; + + *ncolours = NCOLOURS; + + return ret; +} + +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) +{ + struct game_drawstate *ds = snew(struct game_drawstate); + int i; + + ds->halfsz = 0; + ds->started = FALSE; + + ds->w = state->shared->w; + ds->h = state->shared->h; + ds->sz = state->shared->sz; + ds->lflags = snewn(ds->sz, unsigned int); + for (i = 0; i < ds->sz; i++) + ds->lflags[i] = 0; + + ds->draglines = snewn(ds->sz, char); + + return ds; +} + +static void game_free_drawstate(drawing *dr, game_drawstate *ds) +{ + sfree(ds->draglines); + sfree(ds->lflags); + sfree(ds); +} + +static void draw_lines_specific(drawing *dr, game_drawstate *ds, + int x, int y, unsigned int lflags, + unsigned int shift, int c) +{ + int ox = COORD(x), oy = COORD(y); + int t2 = HALFSZ, t16 = HALFSZ/4; + int cx = ox + t2, cy = oy + t2; + int d; + + /* Draw each of the four directions, where laid (or error, or drag, etc.) */ + for (d = 1; d < 16; d *= 2) { + int xoff = t2 * DX(d), yoff = t2 * DY(d); + int xnudge = abs(t16 * DX(C(d))), ynudge = abs(t16 * DY(C(d))); + + if ((lflags >> shift) & d) { + int lx = cx + ((xoff < 0) ? xoff : 0) - xnudge; + int ly = cy + ((yoff < 0) ? yoff : 0) - ynudge; + + if (c == COL_DRAGOFF && !(lflags & d)) + continue; + if (c == COL_DRAGON && (lflags & d)) + continue; + + draw_rect(dr, lx, ly, + abs(xoff)+2*xnudge+1, + abs(yoff)+2*ynudge+1, c); + /* end cap */ + draw_rect(dr, cx - t16, cy - t16, 2*t16+1, 2*t16+1, c); + } + } +} + +static void draw_square(drawing *dr, game_drawstate *ds, const game_ui *ui, + int x, int y, unsigned int lflags, char clue) +{ + int ox = COORD(x), oy = COORD(y); + int t2 = HALFSZ, t16 = HALFSZ/4; + int cx = ox + t2, cy = oy + t2; + int d; + + assert(dr); + + /* Clip to the grid square. */ + clip(dr, ox, oy, TILE_SIZE, TILE_SIZE); + + /* Clear the square. */ + draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, + (lflags & DS_CURSOR) ? + COL_CURSOR_BACKGROUND : COL_BACKGROUND); + + + if (get_gui_style() == GUI_LOOPY) { + /* Draw small dot, underneath any lines. */ + draw_circle(dr, cx, cy, t16, COL_GRID, COL_GRID); + } else { + /* Draw outline of grid square */ + draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID); + draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID); + } + + /* Draw grid: either thin gridlines, or no-line marks. + * We draw these first because the thick laid lines should be on top. */ + for (d = 1; d < 16; d *= 2) { + int xoff = t2 * DX(d), yoff = t2 * DY(d); + + if ((x == 0 && d == L) || + (y == 0 && d == U) || + (x == ds->w-1 && d == R) || + (y == ds->h-1 && d == D)) + continue; /* no gridlines out to the border. */ + + if ((lflags >> DS_MSHIFT) & d) { + /* either a no-line mark ... */ + int mx = cx + xoff, my = cy + yoff, msz = t16; + + draw_line(dr, mx-msz, my-msz, mx+msz, my+msz, COL_BLACK); + draw_line(dr, mx-msz, my+msz, mx+msz, my-msz, COL_BLACK); + } else { + if (get_gui_style() == GUI_LOOPY) { + /* draw grid lines connecting centre of cells */ + draw_line(dr, cx, cy, cx+xoff, cy+yoff, COL_GRID); + } + } + } + + /* Draw each of the four directions, where laid (or error, or drag, etc.) + * Order is important here, specifically for the eventual colours of the + * exposed end caps. */ + draw_lines_specific(dr, ds, x, y, lflags, 0, + (lflags & DS_FLASH ? COL_FLASH : COL_BLACK)); + draw_lines_specific(dr, ds, x, y, lflags, DS_ESHIFT, COL_ERROR); + draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGOFF); + draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGON); + + /* Draw a clue, if present */ + if (clue != NOCLUE) { + int c = (lflags & DS_FLASH) ? COL_FLASH : + (clue == STRAIGHT) ? COL_WHITE : COL_BLACK; + + if (lflags & DS_ERROR_CLUE) /* draw a bigger 'error' clue circle. */ + draw_circle(dr, cx, cy, TILE_SIZE*3/8, COL_ERROR, COL_ERROR); + + draw_circle(dr, cx, cy, TILE_SIZE/4, c, COL_BLACK); + } + + unclip(dr); + draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); +} + +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, + float animtime, float flashtime) +{ + int w = state->shared->w, h = state->shared->h, sz = state->shared->sz; + int x, y, force = 0, flashing = 0; + + if (!ds->started) { + /* + * The initial contents of the window are not guaranteed and + * can vary with front ends. To be on the safe side, all games + * should start by drawing a big background-colour rectangle + * covering the whole window. + */ + draw_rect(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER, + COL_BACKGROUND); + + if (get_gui_style() == GUI_MASYU) { + /* + * Smaller black rectangle which is the main grid. + */ + draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH, + w*TILE_SIZE + 2*BORDER_WIDTH + 1, + h*TILE_SIZE + 2*BORDER_WIDTH + 1, + COL_GRID); + } + + draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER); + + ds->started = TRUE; + force = 1; + } + + if (flashtime > 0 && + (flashtime <= FLASH_TIME/3 || + flashtime >= FLASH_TIME*2/3)) + flashing = DS_FLASH; + + memset(ds->draglines, 0, sz); + if (ui->ndragcoords > 0) { + int i, clearing = TRUE; + for (i = 0; i < ui->ndragcoords - 1; i++) { + int sx, sy, dx, dy, dir, oldstate, newstate; + interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy, + &dir, &oldstate, &newstate); + ds->draglines[sy*w+sx] ^= (oldstate ^ newstate); + ds->draglines[dy*w+dx] ^= (F(oldstate) ^ F(newstate)); + } + } + + for (x = 0; x < w; x++) { + for (y = 0; y < h; y++) { + unsigned int f = (unsigned int)state->lines[y*w+x]; + unsigned int eline = (unsigned int)(state->errors[y*w+x] & (R|U|L|D)); + + f |= eline << DS_ESHIFT; + f |= ((unsigned int)ds->draglines[y*w+x]) << DS_DSHIFT; + f |= ((unsigned int)state->marks[y*w+x]) << DS_MSHIFT; + + if (state->errors[y*w+x] & ERROR_CLUE) + f |= DS_ERROR_CLUE; + + f |= flashing; + + if (ui->cursor_active && x == ui->curx && y == ui->cury) + f |= DS_CURSOR; + + if (f != ds->lflags[y*w+x] || force) { + ds->lflags[y*w+x] = f; + draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]); + } + } + } +} + +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + return 0.0F; +} + +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + if (!oldstate->completed && newstate->completed && + !oldstate->used_solve && !newstate->used_solve) + return FLASH_TIME; + else + return 0.0F; +} + +static int game_status(const game_state *state) +{ + return state->completed ? +1 : 0; +} + +static int game_timing_state(const game_state *state, game_ui *ui) +{ + return TRUE; +} + +static void game_print_size(const game_params *params, float *x, float *y) +{ + int pw, ph; + + /* + * I'll use 6mm squares by default. + */ + game_compute_size(params, 600, &pw, &ph); + *x = pw / 100.0F; + *y = ph / 100.0F; +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ + int w = state->shared->w, h = state->shared->h, x, y; + int black = print_mono_colour(dr, 0); + int white = print_mono_colour(dr, 1); + + /* No GUI_LOOPY here: only use the familiar masyu style. */ + + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + game_drawstate *ds = game_new_drawstate(dr, state); + game_set_size(dr, ds, NULL, tilesize); + + /* Draw grid outlines (black). */ + for (x = 0; x <= w; x++) + draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black); + for (y = 0; y <= h; y++) + draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black); + + for (x = 0; x < w; x++) { + for (y = 0; y < h; y++) { + int cx = COORD(x) + HALFSZ, cy = COORD(y) + HALFSZ; + int clue = state->shared->clues[y*w+x]; + + draw_lines_specific(dr, ds, x, y, state->lines[y*w+x], 0, black); + + if (clue != NOCLUE) { + int c = (clue == CORNER) ? black : white; + draw_circle(dr, cx, cy, TILE_SIZE/4, c, black); + } + } + } + + game_free_drawstate(dr, ds); +} + +#ifdef COMBINED +#define thegame pearl +#endif + +const struct game thegame = { + "Pearl", "games.pearl", "pearl", + default_params, + game_fetch_preset, NULL, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + validate_desc, + new_game, + dup_game, + free_game, + TRUE, solve_game, + TRUE, game_can_format_as_text_now, game_text_format, + new_ui, + free_ui, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + game_status, + TRUE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ +}; + +#ifdef STANDALONE_SOLVER + +#include +#include + +const char *quis = NULL; + +static void usage(FILE *out) { + fprintf(out, "usage: %s \n", quis); +} + +static void pnum(int n, int ntot, const char *desc) +{ + printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc); +} + +static void start_soak(game_params *p, random_state *rs, int nsecs) +{ + time_t tt_start, tt_now, tt_last; + int n = 0, nsolved = 0, nimpossible = 0, ret; + char *grid, *clues; + + tt_start = tt_last = time(NULL); + + /* Currently this generates puzzles of any difficulty (trying to solve it + * on the maximum difficulty level and not checking it's not too easy). */ + printf("Soak-testing a %dx%d grid (any difficulty)", p->w, p->h); + if (nsecs > 0) printf(" for %d seconds", nsecs); + printf(".\n"); + + p->nosolve = TRUE; + + grid = snewn(p->w*p->h, char); + clues = snewn(p->w*p->h, char); + + while (1) { + n += new_clues(p, rs, clues, grid); /* should be 1, with nosolve */ + + ret = pearl_solve(p->w, p->h, clues, grid, DIFF_TRICKY, FALSE); + if (ret <= 0) nimpossible++; + if (ret == 1) nsolved++; + + tt_now = time(NULL); + if (tt_now > tt_last) { + tt_last = tt_now; + + printf("%d total, %3.1f/s, ", + n, (double)n / ((double)tt_now - tt_start)); + pnum(nsolved, n, "solved"); printf(", "); + printf("%3.1f/s", (double)nsolved / ((double)tt_now - tt_start)); + if (nimpossible > 0) + pnum(nimpossible, n, "impossible"); + printf("\n"); + } + if (nsecs > 0 && (tt_now - tt_start) > nsecs) { + printf("\n"); + break; + } + } + + sfree(grid); + sfree(clues); +} + +int main(int argc, const char *argv[]) +{ + game_params *p = NULL; + random_state *rs = NULL; + time_t seed = time(NULL); + char *id = NULL, *err; + + setvbuf(stdout, NULL, _IONBF, 0); + + quis = argv[0]; + + while (--argc > 0) { + char *p = (char*)(*++argv); + if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { + seed = atoi(*++argv); + argc--; + } else if (*p == '-') { + fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); + usage(stderr); + exit(1); + } else { + id = p; + } + } + + rs = random_new((void*)&seed, sizeof(time_t)); + p = default_params(); + + if (id) { + if (strchr(id, ':')) { + fprintf(stderr, "soak takes params only.\n"); + goto done; + } + + decode_params(p, id); + err = validate_params(p, 1); + if (err) { + fprintf(stderr, "%s: %s", argv[0], err); + goto done; + } + + start_soak(p, rs, 0); /* run forever */ + } else { + int i; + + for (i = 5; i <= 12; i++) { + p->w = p->h = i; + start_soak(p, rs, 5); + } + } + +done: + free_params(p); + random_free(rs); + + return 0; +} + +#endif + +/* vim: set shiftwidth=4 tabstop=8: */ -- cgit v1.2.3