2 * pearl.c: Nikoli's `Masyu' puzzle.
8 * - The current keyboard cursor mechanism works well on ordinary PC
9 * keyboards, but for platforms with only arrow keys and a select
10 * button or two, we may at some point need a simpler one which can
11 * handle 'x' markings without needing shift keys. For instance, a
12 * cursor with twice the grid resolution, so that it can range
13 * across face centres, edge centres and vertices; 'clicks' on face
14 * centres begin a drag as currently, clicks on edges toggle
15 * markings, and clicks on vertices are ignored (but it would be
16 * too confusing not to let the cursor rest on them). But I'm
17 * pretty sure that would be less pleasant to play on a full
18 * keyboard, so probably a #ifdef would be the thing.
20 * - Generation is still pretty slow, due to difficulty coming up in
21 * the first place with a loop that makes a soluble puzzle even
22 * with all possible clues filled in.
23 * + A possible alternative strategy to further tuning of the
24 * existing loop generator would be to throw the entire
25 * mechanism out and instead write a different generator from
26 * scratch which evolves the solution along with the puzzle:
27 * place a few clues, nail down a bit of the loop, place another
28 * clue, nail down some more, etc. However, I don't have a
29 * detailed plan for any such mechanism, so it may be a pipe
44 #define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0)
55 #define DX(d) ( ((d)==R) - ((d)==L) )
56 #define DY(d) ( ((d)==D) - ((d)==U) )
58 #define F(d) (((d << 2) | (d >> 2)) & 0xF)
59 #define C(d) (((d << 3) | (d >> 1)) & 0xF)
60 #define A(d) (((d << 1) | (d >> 3)) & 0xF)
89 #define bBLANK (1 << BLANK)
92 COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
,
93 COL_CURSOR_BACKGROUND
= COL_LOWLIGHT
,
95 COL_ERROR
, COL_GRID
, COL_FLASH
,
96 COL_DRAGON
, COL_DRAGOFF
,
100 /* Macro ickery copied from slant.c */
101 #define DIFFLIST(A) \
104 #define ENUM(upper,title,lower) DIFF_ ## upper,
105 #define TITLE(upper,title,lower) #title,
106 #define ENCODE(upper,title,lower) #lower
107 #define CONFIG(upper,title,lower) ":" #title
108 enum { DIFFLIST(ENUM
) DIFFCOUNT
};
109 static char const *const pearl_diffnames
[] = { DIFFLIST(TITLE
) "(count)" };
110 static char const pearl_diffchars
[] = DIFFLIST(ENCODE
);
111 #define DIFFCONFIG DIFFLIST(CONFIG)
116 int nosolve
; /* XXX remove me! */
119 struct shared_state
{
121 char *clues
; /* size w*h */
125 #define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \
126 (gy) >= 0 && (gy) < (state)->shared->h)
128 struct shared_state
*shared
;
129 char *lines
; /* size w*h: lines placed */
130 char *errors
; /* size w*h: errors detected */
131 char *marks
; /* size w*h: 'no line here' marks placed. */
132 int completed
, used_solve
;
133 int loop_length
; /* filled in by check_completion when complete. */
136 #define DEFAULT_PRESET 3
138 static const struct game_params pearl_presets
[] = {
144 {10, 10, DIFF_TRICKY
},
146 {12, 8, DIFF_TRICKY
},
149 static game_params
*default_params(void)
151 game_params
*ret
= snew(game_params
);
153 *ret
= pearl_presets
[DEFAULT_PRESET
];
154 ret
->nosolve
= FALSE
;
159 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
164 if (i
< 0 || i
>= lenof(pearl_presets
)) return FALSE
;
166 ret
= default_params();
167 *ret
= pearl_presets
[i
]; /* struct copy */
170 sprintf(buf
, "%dx%d %s",
171 pearl_presets
[i
].w
, pearl_presets
[i
].h
,
172 pearl_diffnames
[pearl_presets
[i
].difficulty
]);
178 static void free_params(game_params
*params
)
183 static game_params
*dup_params(game_params
*params
)
185 game_params
*ret
= snew(game_params
);
186 *ret
= *params
; /* structure copy */
190 static void decode_params(game_params
*ret
, char const *string
)
192 ret
->w
= ret
->h
= atoi(string
);
193 while (*string
&& isdigit((unsigned char) *string
)) ++string
;
194 if (*string
== 'x') {
196 ret
->h
= atoi(string
);
197 while (*string
&& isdigit((unsigned char)*string
)) string
++;
200 ret
->difficulty
= DIFF_EASY
;
201 if (*string
== 'd') {
204 for (i
= 0; i
< DIFFCOUNT
; i
++)
205 if (*string
== pearl_diffchars
[i
])
207 if (*string
) string
++;
210 ret
->nosolve
= FALSE
;
211 if (*string
== 'n') {
217 static char *encode_params(game_params
*params
, int full
)
220 sprintf(buf
, "%dx%d", params
->w
, params
->h
);
222 sprintf(buf
+ strlen(buf
), "d%c%s",
223 pearl_diffchars
[params
->difficulty
],
224 params
->nosolve
? "n" : "");
228 static config_item
*game_configure(game_params
*params
)
233 ret
= snewn(5, config_item
);
235 ret
[0].name
= "Width";
236 ret
[0].type
= C_STRING
;
237 sprintf(buf
, "%d", params
->w
);
238 ret
[0].sval
= dupstr(buf
);
241 ret
[1].name
= "Height";
242 ret
[1].type
= C_STRING
;
243 sprintf(buf
, "%d", params
->h
);
244 ret
[1].sval
= dupstr(buf
);
247 ret
[2].name
= "Difficulty";
248 ret
[2].type
= C_CHOICES
;
249 ret
[2].sval
= DIFFCONFIG
;
250 ret
[2].ival
= params
->difficulty
;
252 ret
[3].name
= "Allow unsoluble";
253 ret
[3].type
= C_BOOLEAN
;
255 ret
[3].ival
= params
->nosolve
;
265 static game_params
*custom_params(config_item
*cfg
)
267 game_params
*ret
= snew(game_params
);
269 ret
->w
= atoi(cfg
[0].sval
);
270 ret
->h
= atoi(cfg
[1].sval
);
271 ret
->difficulty
= cfg
[2].ival
;
272 ret
->nosolve
= cfg
[3].ival
;
277 static char *validate_params(game_params
*params
, int full
)
279 if (params
->w
< 5) return "Width must be at least five";
280 if (params
->h
< 5) return "Height must be at least five";
281 if (params
->difficulty
< 0 || params
->difficulty
>= DIFFCOUNT
)
282 return "Unknown difficulty level";
287 /* ----------------------------------------------------------------------
291 int pearl_solve(int w
, int h
, char *clues
, char *result
,
292 int difficulty
, int partial
)
294 int W
= 2*w
+1, H
= 2*h
+1;
301 * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature
302 * of the square (x,y), as a logical OR of bitfields.
304 * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates
305 * whether the horizontal edge between (x,y) and (x+1,y) is
306 * connected (1), disconnected (2) or unknown (3).
308 * workspace[(2*y+1)*W+(2*x)], indicates the same about the
309 * vertical edge between (x,y) and (x,y+1).
311 * Initially, every square is considered capable of being in
312 * any of the seven possible states (two straights, four
313 * corners and empty), except those corresponding to clue
314 * squares which are more restricted.
316 * Initially, all edges are unknown, except the ones around the
317 * grid border which are known to be disconnected.
319 workspace
= snewn(W
*H
, short);
320 for (x
= 0; x
< W
*H
; x
++)
323 for (y
= 0; y
< h
; y
++)
324 for (x
= 0; x
< w
; x
++)
325 switch (clues
[y
*w
+x
]) {
327 workspace
[(2*y
+1)*W
+(2*x
+1)] = bLU
|bLD
|bRU
|bRD
;
330 workspace
[(2*y
+1)*W
+(2*x
+1)] = bLR
|bUD
;
333 workspace
[(2*y
+1)*W
+(2*x
+1)] = bLR
|bUD
|bLU
|bLD
|bRU
|bRD
|bBLANK
;
336 /* Horizontal edges */
337 for (y
= 0; y
<= h
; y
++)
338 for (x
= 0; x
< w
; x
++)
339 workspace
[(2*y
)*W
+(2*x
+1)] = (y
==0 || y
==h
? 2 : 3);
341 for (y
= 0; y
< h
; y
++)
342 for (x
= 0; x
<= w
; x
++)
343 workspace
[(2*y
+1)*W
+(2*x
)] = (x
==0 || x
==w
? 2 : 3);
346 * We maintain a dsf of connected squares, together with a
347 * count of the size of each equivalence class.
349 dsf
= snewn(w
*h
, int);
350 dsfsize
= snewn(w
*h
, int);
353 * Now repeatedly try to find something we can do.
356 int done_something
= FALSE
;
358 #ifdef SOLVER_DIAGNOSTICS
359 for (y
= 0; y
< H
; y
++) {
360 for (x
= 0; x
< W
; x
++)
361 printf("%*x", (x
&1) ? 5 : 2, workspace
[y
*W
+x
]);
367 * Go through the square state words, and discard any
368 * square state which is inconsistent with known facts
369 * about the edges around the square.
371 for (y
= 0; y
< h
; y
++)
372 for (x
= 0; x
< w
; x
++) {
373 for (b
= 0; b
< 0xD; b
++)
374 if (workspace
[(2*y
+1)*W
+(2*x
+1)] & (1<<b
)) {
376 * If any edge of this square is known to
377 * be connected when state b would require
378 * it disconnected, or vice versa, discard
381 for (d
= 1; d
<= 8; d
+= d
) {
382 int ex
= 2*x
+1 + DX(d
), ey
= 2*y
+1 + DY(d
);
383 if (workspace
[ey
*W
+ex
] ==
385 workspace
[(2*y
+1)*W
+(2*x
+1)] &= ~(1<<b
);
386 #ifdef SOLVER_DIAGNOSTICS
387 printf("edge (%d,%d)-(%d,%d) rules out state"
388 " %d for square (%d,%d)\n",
389 ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2,
392 done_something
= TRUE
;
399 * Consistency check: each square must have at
400 * least one state left!
402 if (!workspace
[(2*y
+1)*W
+(2*x
+1)]) {
403 #ifdef SOLVER_DIAGNOSTICS
404 printf("edge check at (%d,%d): inconsistency\n", x
, y
);
412 * Now go through the states array again, and nail down any
413 * unknown edge if one of its neighbouring squares makes it
416 for (y
= 0; y
< h
; y
++)
417 for (x
= 0; x
< w
; x
++) {
418 int edgeor
= 0, edgeand
= 15;
420 for (b
= 0; b
< 0xD; b
++)
421 if (workspace
[(2*y
+1)*W
+(2*x
+1)] & (1<<b
)) {
427 * Now any bit clear in edgeor marks a disconnected
428 * edge, and any bit set in edgeand marks a
432 /* First check consistency: neither bit is both! */
433 if (edgeand
& ~edgeor
) {
434 #ifdef SOLVER_DIAGNOSTICS
435 printf("square check at (%d,%d): inconsistency\n", x
, y
);
441 for (d
= 1; d
<= 8; d
+= d
) {
442 int ex
= 2*x
+1 + DX(d
), ey
= 2*y
+1 + DY(d
);
444 if (!(edgeor
& d
) && workspace
[ey
*W
+ex
] == 3) {
445 workspace
[ey
*W
+ex
] = 2;
446 done_something
= TRUE
;
447 #ifdef SOLVER_DIAGNOSTICS
448 printf("possible states of square (%d,%d) force edge"
449 " (%d,%d)-(%d,%d) to be disconnected\n",
450 x
, y
, ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2);
452 } else if ((edgeand
& d
) && workspace
[ey
*W
+ex
] == 3) {
453 workspace
[ey
*W
+ex
] = 1;
454 done_something
= TRUE
;
455 #ifdef SOLVER_DIAGNOSTICS
456 printf("possible states of square (%d,%d) force edge"
457 " (%d,%d)-(%d,%d) to be connected\n",
458 x
, y
, ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2);
468 * Now for longer-range clue-based deductions (using the
469 * rules that a corner clue must connect to two straight
470 * squares, and a straight clue must connect to at least
471 * one corner square).
473 for (y
= 0; y
< h
; y
++)
474 for (x
= 0; x
< w
; x
++)
475 switch (clues
[y
*w
+x
]) {
477 for (d
= 1; d
<= 8; d
+= d
) {
478 int ex
= 2*x
+1 + DX(d
), ey
= 2*y
+1 + DY(d
);
479 int fx
= ex
+ DX(d
), fy
= ey
+ DY(d
);
482 if (workspace
[ey
*W
+ex
] == 1) {
484 * If a corner clue is connected on any
485 * edge, then we can immediately nail
486 * down the square beyond that edge as
487 * being a straight in the appropriate
490 if (workspace
[fy
*W
+fx
] != (1<<type
)) {
491 workspace
[fy
*W
+fx
] = (1<<type
);
492 done_something
= TRUE
;
493 #ifdef SOLVER_DIAGNOSTICS
494 printf("corner clue at (%d,%d) forces square "
495 "(%d,%d) into state %d\n", x
, y
,
500 } else if (workspace
[ey
*W
+ex
] == 3) {
502 * Conversely, if a corner clue is
503 * separated by an unknown edge from a
504 * square which _cannot_ be a straight
505 * in the appropriate direction, we can
506 * mark that edge as disconnected.
508 if (!(workspace
[fy
*W
+fx
] & (1<<type
))) {
509 workspace
[ey
*W
+ex
] = 2;
510 done_something
= TRUE
;
511 #ifdef SOLVER_DIAGNOSTICS
512 printf("corner clue at (%d,%d), plus square "
513 "(%d,%d) not being state %d, "
514 "disconnects edge (%d,%d)-(%d,%d)\n",
515 x
, y
, fx
/2, fy
/2, type
,
516 ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2);
526 * If a straight clue is between two squares
527 * neither of which is capable of being a
528 * corner connected to it, then the straight
529 * clue cannot point in that direction.
531 for (d
= 1; d
<= 2; d
+= d
) {
532 int fx
= 2*x
+1 + 2*DX(d
), fy
= 2*y
+1 + 2*DY(d
);
533 int gx
= 2*x
+1 - 2*DX(d
), gy
= 2*y
+1 - 2*DY(d
);
536 if (!(workspace
[(2*y
+1)*W
+(2*x
+1)] & (1<<type
)))
539 if (!(workspace
[fy
*W
+fx
] & ((1<<(F(d
)|A(d
))) |
540 (1<<(F(d
)|C(d
))))) &&
541 !(workspace
[gy
*W
+gx
] & ((1<<( d
|A(d
))) |
543 workspace
[(2*y
+1)*W
+(2*x
+1)] &= ~(1<<type
);
544 done_something
= TRUE
;
545 #ifdef SOLVER_DIAGNOSTICS
546 printf("straight clue at (%d,%d) cannot corner at "
547 "(%d,%d) or (%d,%d) so is not state %d\n",
548 x
, y
, fx
/2, fy
/2, gx
/2, gy
/2, type
);
555 * If a straight clue with known direction is
556 * connected on one side to a known straight,
557 * then on the other side it must be a corner.
559 for (d
= 1; d
<= 8; d
+= d
) {
560 int fx
= 2*x
+1 + 2*DX(d
), fy
= 2*y
+1 + 2*DY(d
);
561 int gx
= 2*x
+1 - 2*DX(d
), gy
= 2*y
+1 - 2*DY(d
);
564 if (workspace
[(2*y
+1)*W
+(2*x
+1)] != (1<<type
))
567 if (!(workspace
[fy
*W
+fx
] &~ (bLR
|bUD
)) &&
568 (workspace
[gy
*W
+gx
] &~ (bLU
|bLD
|bRU
|bRD
))) {
569 workspace
[gy
*W
+gx
] &= (bLU
|bLD
|bRU
|bRD
);
570 done_something
= TRUE
;
571 #ifdef SOLVER_DIAGNOSTICS
572 printf("straight clue at (%d,%d) connecting to "
573 "straight at (%d,%d) makes (%d,%d) a "
574 "corner\n", x
, y
, fx
/2, fy
/2, gx
/2, gy
/2);
586 * Now detect shortcut loops.
590 int nonblanks
, loopclass
;
593 for (x
= 0; x
< w
*h
; x
++)
597 * First go through the edge entries and update the dsf
598 * of which squares are connected to which others. We
599 * also track the number of squares in each equivalence
600 * class, and count the overall number of
601 * known-non-blank squares.
603 * In the process of doing this, we must notice if a
604 * loop has already been formed. If it has, we blank
605 * out any square which isn't part of that loop
606 * (failing a consistency check if any such square does
607 * not have BLANK as one of its remaining options) and
608 * exit the deduction loop with success.
612 for (y
= 1; y
< H
-1; y
++)
613 for (x
= 1; x
< W
-1; x
++)
616 * (x,y) are the workspace coordinates of
617 * an edge field. Compute the normal-space
618 * coordinates of the squares it connects.
620 int ax
= (x
-1)/2, ay
= (y
-1)/2, ac
= ay
*w
+ax
;
621 int bx
= x
/2, by
= y
/2, bc
= by
*w
+bx
;
624 * If the edge is connected, do the dsf
627 if (workspace
[y
*W
+x
] == 1) {
630 ae
= dsf_canonify(dsf
, ac
);
631 be
= dsf_canonify(dsf
, bc
);
637 if (loopclass
!= -1) {
639 * In fact, we have two
640 * separate loops, which is
643 #ifdef SOLVER_DIAGNOSTICS
644 printf("two loops found in grid!\n");
652 * Merge the two equivalence
655 int size
= dsfsize
[ae
] + dsfsize
[be
];
656 dsf_merge(dsf
, ac
, bc
);
657 ae
= dsf_canonify(dsf
, ac
);
661 } else if ((y
& x
) & 1) {
663 * (x,y) are the workspace coordinates of a
664 * square field. If the square is
665 * definitely not blank, count it.
667 if (!(workspace
[y
*W
+x
] & bBLANK
))
672 * If we discovered an existing loop above, we must now
673 * blank every square not part of it, and exit the main
676 if (loopclass
!= -1) {
677 #ifdef SOLVER_DIAGNOSTICS
678 printf("loop found in grid!\n");
680 for (y
= 0; y
< h
; y
++)
681 for (x
= 0; x
< w
; x
++)
682 if (dsf_canonify(dsf
, y
*w
+x
) != loopclass
) {
683 if (workspace
[(y
*2+1)*W
+(x
*2+1)] & bBLANK
) {
684 workspace
[(y
*2+1)*W
+(x
*2+1)] = bBLANK
;
687 * This square is not part of the
688 * loop, but is known non-blank. We
691 #ifdef SOLVER_DIAGNOSTICS
692 printf("non-blank square (%d,%d) found outside"
706 /* Further deductions are considered 'tricky'. */
707 if (difficulty
== DIFF_EASY
) goto done_deductions
;
710 * Now go through the workspace again and mark any edge
711 * which would cause a shortcut loop (i.e. would
712 * connect together two squares in the same equivalence
713 * class, and that equivalence class does not contain
714 * _all_ the known-non-blank squares currently in the
715 * grid) as disconnected. Also, mark any _square state_
716 * which would cause a shortcut loop as disconnected.
718 for (y
= 1; y
< H
-1; y
++)
719 for (x
= 1; x
< W
-1; x
++)
722 * (x,y) are the workspace coordinates of
723 * an edge field. Compute the normal-space
724 * coordinates of the squares it connects.
726 int ax
= (x
-1)/2, ay
= (y
-1)/2, ac
= ay
*w
+ax
;
727 int bx
= x
/2, by
= y
/2, bc
= by
*w
+bx
;
730 * If the edge is currently unknown, and
731 * sits between two squares in the same
732 * equivalence class, and the size of that
733 * class is less than nonblanks, then
734 * connecting this edge would be a shortcut
735 * loop and so we must not do so.
737 if (workspace
[y
*W
+x
] == 3) {
740 ae
= dsf_canonify(dsf
, ac
);
741 be
= dsf_canonify(dsf
, bc
);
745 * We have a loop. Is it a shortcut?
747 if (dsfsize
[ae
] < nonblanks
) {
749 * Yes! Mark this edge disconnected.
751 workspace
[y
*W
+x
] = 2;
752 done_something
= TRUE
;
753 #ifdef SOLVER_DIAGNOSTICS
754 printf("edge (%d,%d)-(%d,%d) would create"
755 " a shortcut loop, hence must be"
756 " disconnected\n", x
/2, y
/2,
762 } else if ((y
& x
) & 1) {
764 * (x,y) are the workspace coordinates of a
765 * square field. Go through its possible
766 * (non-blank) states and see if any gives
767 * rise to a shortcut loop.
769 * This is slightly fiddly, because we have
770 * to check whether this square is already
771 * part of the same equivalence class as
772 * the things it's joining.
774 int ae
= dsf_canonify(dsf
, (y
/2)*w
+(x
/2));
776 for (b
= 2; b
< 0xD; b
++)
777 if (workspace
[y
*W
+x
] & (1<<b
)) {
779 * Find the equivalence classes of
780 * the two squares this one would
781 * connect if it were in this
786 for (d
= 1; d
<= 8; d
+= d
) if (b
& d
) {
787 int xx
= x
/2 + DX(d
), yy
= y
/2 + DY(d
);
788 int ee
= dsf_canonify(dsf
, yy
*w
+xx
);
798 * This square state would form
799 * a loop on equivalence class
800 * e. Measure the size of that
801 * loop, and see if it's a
804 int loopsize
= dsfsize
[e
];
806 loopsize
++;/* add the square itself */
807 if (loopsize
< nonblanks
) {
809 * It is! Mark this square
812 workspace
[y
*W
+x
] &= ~(1<<b
);
813 done_something
= TRUE
;
814 #ifdef SOLVER_DIAGNOSTICS
815 printf("square (%d,%d) would create a "
816 "shortcut loop in state %d, "
832 * If we reach here, there is nothing left we can do.
833 * Return 2 for ambiguous puzzle.
842 * If ret = 1 then we've successfully achieved a solution. This
843 * means that we expect every square to be nailed down to
844 * exactly one possibility. If this is the case, or if the caller
845 * asked for a partial solution anyway, transcribe those
846 * possibilities into the result array.
848 if (ret
== 1 || partial
) {
849 for (y
= 0; y
< h
; y
++) {
850 for (x
= 0; x
< w
; x
++) {
851 for (b
= 0; b
< 0xD; b
++)
852 if (workspace
[(2*y
+1)*W
+(2*x
+1)] == (1<<b
)) {
856 if (ret
== 1) assert(b
< 0xD); /* we should have had a break by now */
868 /* ----------------------------------------------------------------------
873 * We use the loop generator code from loopy, hard-coding to a square
874 * grid of the appropriate size. Knowing the grid layout and the tile
875 * size we can shrink that to our small grid and then make our line
876 * layout from the face colour info.
878 * We provide a bias function to the loop generator which tries to
879 * bias in favour of loops with more scope for Pearl black clues. This
880 * seems to improve the success rate of the puzzle generator, in that
881 * such loops have a better chance of being soluble with all valid
885 struct pearl_loopgen_bias_ctx
{
887 * Our bias function counts the number of 'black clue' corners
888 * (i.e. corners adjacent to two straights) in both the
889 * BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do
892 * - track the edges that are part of each of those loops
893 * - track the types of vertex in each loop (corner, straight,
895 * - track the current black-clue status of each vertex in each
898 * Each of these chunks of data is updated incrementally from the
899 * previous one, to avoid slowdown due to the bias function
900 * rescanning the whole grid every time it's called.
902 * So we need a lot of separate arrays, plus a tdq for each one,
903 * and we must repeat it all twice for the BLACK and WHITE
906 struct pearl_loopgen_bias_ctx_boundary
{
907 int colour
; /* FACE_WHITE or FACE_BLACK */
909 char *edges
; /* is each edge part of the loop? */
912 char *vertextypes
; /* bits 0-3 == outgoing edge bitmap;
913 * bit 4 set iff corner clue.
914 * Hence, 0 means non-vertex;
915 * nonzero but bit 4 zero = straight. */
916 int *neighbour
[2]; /* indices of neighbour vertices in loop */
917 tdq
*vertextypes_todo
;
919 char *blackclues
; /* is each vertex a black clue site? */
920 tdq
*blackclues_todo
;
921 } boundaries
[2]; /* boundaries[0]=WHITE, [1]=BLACK */
923 char *faces
; /* remember last-seen colour of each face */
930 int pearl_loopgen_bias(void *vctx
, char *board
, int face
)
932 struct pearl_loopgen_bias_ctx
*ctx
= (struct pearl_loopgen_bias_ctx
*)vctx
;
934 int oldface
, newface
;
937 tdq_add(ctx
->faces_todo
, face
);
938 while ((j
= tdq_remove(ctx
->faces_todo
)) >= 0) {
939 oldface
= ctx
->faces
[j
];
940 ctx
->faces
[j
] = newface
= board
[j
];
941 for (i
= 0; i
< 2; i
++) {
942 struct pearl_loopgen_bias_ctx_boundary
*b
= &ctx
->boundaries
[i
];
946 * If the face has changed either from or to colour c, we need
947 * to reprocess the edges for this boundary.
949 if (oldface
== c
|| newface
== c
) {
950 grid_face
*f
= &g
->faces
[face
];
951 for (k
= 0; k
< f
->order
; k
++)
952 tdq_add(b
->edges_todo
, f
->edges
[k
] - g
->edges
);
957 for (i
= 0; i
< 2; i
++) {
958 struct pearl_loopgen_bias_ctx_boundary
*b
= &ctx
->boundaries
[i
];
962 * Go through the to-do list of edges. For each edge, decide
963 * anew whether it's part of this boundary or not. Any edge
964 * that changes state has to have both its endpoints put on
965 * the vertextypes_todo list.
967 while ((j
= tdq_remove(b
->edges_todo
)) >= 0) {
968 grid_edge
*e
= &g
->edges
[j
];
969 int fc1
= e
->face1
? board
[e
->face1
- g
->faces
] : FACE_BLACK
;
970 int fc2
= e
->face2
? board
[e
->face2
- g
->faces
] : FACE_BLACK
;
971 int oldedge
= b
->edges
[j
];
972 int newedge
= (fc1
==c
) ^ (fc2
==c
);
973 if (oldedge
!= newedge
) {
974 b
->edges
[j
] = newedge
;
975 tdq_add(b
->vertextypes_todo
, e
->dot1
- g
->dots
);
976 tdq_add(b
->vertextypes_todo
, e
->dot2
- g
->dots
);
981 * Go through the to-do list of vertices whose types need
982 * refreshing. For each one, decide whether it's a corner, a
983 * straight, or a vertex not in the loop, and in the former
984 * two cases also work out the indices of its neighbour
985 * vertices along the loop. Any vertex that changes state must
986 * be put back on the to-do list for deciding if it's a black
987 * clue site, and so must its two new neighbours _and_ its two
990 while ((j
= tdq_remove(b
->vertextypes_todo
)) >= 0) {
991 grid_dot
*d
= &g
->dots
[j
];
992 int neighbours
[2], type
= 0, n
= 0;
994 for (k
= 0; k
< d
->order
; k
++) {
995 grid_edge
*e
= d
->edges
[k
];
996 grid_dot
*d2
= (e
->dot1
== d
? e
->dot2
: e
->dot1
);
997 /* dir == 0,1,2,3 for an edge going L,U,R,D */
998 int dir
= (d
->y
== d2
->y
) + 2*(d
->x
+d
->y
> d2
->x
+d2
->y
);
999 int ei
= e
- g
->edges
;
1002 neighbours
[n
] = d2
- g
->dots
;
1008 * Decide if it's a corner, and set the corner flag if so.
1010 if (type
!= 0 && type
!= 0x5 && type
!= 0xA)
1013 if (type
!= b
->vertextypes
[j
]) {
1015 * Recompute old neighbours, if any.
1017 if (b
->vertextypes
[j
]) {
1018 tdq_add(b
->blackclues_todo
, b
->neighbour
[0][j
]);
1019 tdq_add(b
->blackclues_todo
, b
->neighbour
[1][j
]);
1022 * Recompute this vertex.
1024 tdq_add(b
->blackclues_todo
, j
);
1025 b
->vertextypes
[j
] = type
;
1027 * Recompute new neighbours, if any.
1029 if (b
->vertextypes
[j
]) {
1030 b
->neighbour
[0][j
] = neighbours
[0];
1031 b
->neighbour
[1][j
] = neighbours
[1];
1032 tdq_add(b
->blackclues_todo
, b
->neighbour
[0][j
]);
1033 tdq_add(b
->blackclues_todo
, b
->neighbour
[1][j
]);
1039 * Go through the list of vertices which we must check to see
1040 * if they're black clue sites. Each one is a black clue site
1041 * iff it is a corner and its loop neighbours are non-corners.
1042 * Adjust the running total of black clues we've counted.
1044 while ((j
= tdq_remove(b
->blackclues_todo
)) >= 0) {
1045 ctx
->score
-= b
->blackclues
[j
];
1046 b
->blackclues
[j
] = ((b
->vertextypes
[j
] & 0x10) &&
1047 !((b
->vertextypes
[b
->neighbour
[0][j
]] |
1048 b
->vertextypes
[b
->neighbour
[1][j
]])
1050 ctx
->score
+= b
->blackclues
[j
];
1057 void pearl_loopgen(int w
, int h
, char *lines
, random_state
*rs
)
1059 grid
*g
= grid_new(GRID_SQUARE
, w
-1, h
-1, NULL
);
1060 char *board
= snewn(g
->num_faces
, char);
1061 int i
, s
= g
->tilesize
;
1062 struct pearl_loopgen_bias_ctx biasctx
;
1064 memset(lines
, 0, w
*h
);
1067 * Initialise the context for the bias function. Initially we fill
1068 * all the to-do lists, so that the first call will scan
1069 * everything; thereafter the lists stay empty so we make
1070 * incremental changes.
1073 biasctx
.faces
= snewn(g
->num_faces
, char);
1074 biasctx
.faces_todo
= tdq_new(g
->num_faces
);
1075 tdq_fill(biasctx
.faces_todo
);
1077 memset(biasctx
.faces
, FACE_GREY
, g
->num_faces
);
1078 for (i
= 0; i
< 2; i
++) {
1079 biasctx
.boundaries
[i
].edges
= snewn(g
->num_edges
, char);
1080 memset(biasctx
.boundaries
[i
].edges
, 0, g
->num_edges
);
1081 biasctx
.boundaries
[i
].edges_todo
= tdq_new(g
->num_edges
);
1082 tdq_fill(biasctx
.boundaries
[i
].edges_todo
);
1083 biasctx
.boundaries
[i
].vertextypes
= snewn(g
->num_dots
, char);
1084 memset(biasctx
.boundaries
[i
].vertextypes
, 0, g
->num_dots
);
1085 biasctx
.boundaries
[i
].neighbour
[0] = snewn(g
->num_dots
, int);
1086 biasctx
.boundaries
[i
].neighbour
[1] = snewn(g
->num_dots
, int);
1087 biasctx
.boundaries
[i
].vertextypes_todo
= tdq_new(g
->num_dots
);
1088 tdq_fill(biasctx
.boundaries
[i
].vertextypes_todo
);
1089 biasctx
.boundaries
[i
].blackclues
= snewn(g
->num_dots
, char);
1090 memset(biasctx
.boundaries
[i
].blackclues
, 0, g
->num_dots
);
1091 biasctx
.boundaries
[i
].blackclues_todo
= tdq_new(g
->num_dots
);
1092 tdq_fill(biasctx
.boundaries
[i
].blackclues_todo
);
1094 biasctx
.boundaries
[0].colour
= FACE_WHITE
;
1095 biasctx
.boundaries
[1].colour
= FACE_BLACK
;
1096 generate_loop(g
, board
, rs
, pearl_loopgen_bias
, &biasctx
);
1097 sfree(biasctx
.faces
);
1098 tdq_free(biasctx
.faces_todo
);
1099 for (i
= 0; i
< 2; i
++) {
1100 sfree(biasctx
.boundaries
[i
].edges
);
1101 tdq_free(biasctx
.boundaries
[i
].edges_todo
);
1102 sfree(biasctx
.boundaries
[i
].vertextypes
);
1103 sfree(biasctx
.boundaries
[i
].neighbour
[0]);
1104 sfree(biasctx
.boundaries
[i
].neighbour
[1]);
1105 tdq_free(biasctx
.boundaries
[i
].vertextypes_todo
);
1106 sfree(biasctx
.boundaries
[i
].blackclues
);
1107 tdq_free(biasctx
.boundaries
[i
].blackclues_todo
);
1110 for (i
= 0; i
< g
->num_edges
; i
++) {
1111 grid_edge
*e
= g
->edges
+ i
;
1112 enum face_colour c1
= FACE_COLOUR(e
->face1
);
1113 enum face_colour c2
= FACE_COLOUR(e
->face2
);
1114 assert(c1
!= FACE_GREY
);
1115 assert(c2
!= FACE_GREY
);
1117 /* This grid edge is on the loop: lay line along it */
1118 int x1
= e
->dot1
->x
/s
, y1
= e
->dot1
->y
/s
;
1119 int x2
= e
->dot2
->x
/s
, y2
= e
->dot2
->y
/s
;
1121 /* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */
1123 if (y1
> y2
) SWAP(y1
,y2
);
1126 lines
[y1
*w
+x1
] |= D
;
1127 lines
[y2
*w
+x1
] |= U
;
1128 } else if (y1
== y2
) {
1129 if (x1
> x2
) SWAP(x1
,x2
);
1132 lines
[y1
*w
+x1
] |= R
;
1133 lines
[y1
*w
+x2
] |= L
;
1135 assert(!"grid with diagonal coords?!");
1142 #if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS
1143 printf("as returned:\n");
1144 for (y
= 0; y
< h
; y
++) {
1145 for (x
= 0; x
< w
; x
++) {
1146 int type
= lines
[y
*w
+x
];
1148 if (type
& L
) *p
++ = 'L';
1149 if (type
& R
) *p
++ = 'R';
1150 if (type
& U
) *p
++ = 'U';
1151 if (type
& D
) *p
++ = 'D';
1161 static int new_clues(game_params
*params
, random_state
*rs
,
1162 char *clues
, char *grid
)
1164 int w
= params
->w
, h
= params
->h
;
1165 int ngen
= 0, x
, y
, d
, ret
, i
;
1169 pearl_loopgen(w
, h
, grid
, rs
);
1171 #ifdef GENERATION_DIAGNOSTICS
1172 printf("grid array:\n");
1173 for (y
= 0; y
< h
; y
++) {
1174 for (x
= 0; x
< w
; x
++) {
1175 int type
= grid
[y
*w
+x
];
1177 if (type
& L
) *p
++ = 'L';
1178 if (type
& R
) *p
++ = 'R';
1179 if (type
& U
) *p
++ = 'U';
1180 if (type
& D
) *p
++ = 'D';
1190 * Set up the maximal clue array.
1192 for (y
= 0; y
< h
; y
++)
1193 for (x
= 0; x
< w
; x
++) {
1194 int type
= grid
[y
*w
+x
];
1196 clues
[y
*w
+x
] = NOCLUE
;
1198 if ((bLR
|bUD
) & (1 << type
)) {
1200 * This is a straight; see if it's a viable
1201 * candidate for a straight clue. It qualifies if
1202 * at least one of the squares it connects to is a
1205 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1206 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1207 assert(xx
>= 0 && xx
< w
&& yy
>= 0 && yy
< h
);
1208 if ((bLU
|bLD
|bRU
|bRD
) & (1 << grid
[yy
*w
+xx
]))
1211 if (d
<= 8) /* we found one */
1212 clues
[y
*w
+x
] = STRAIGHT
;
1213 } else if ((bLU
|bLD
|bRU
|bRD
) & (1 << type
)) {
1215 * This is a corner; see if it's a viable candidate
1216 * for a corner clue. It qualifies if all the
1217 * squares it connects to are straights.
1219 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1220 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1221 assert(xx
>= 0 && xx
< w
&& yy
>= 0 && yy
< h
);
1222 if (!((bLR
|bUD
) & (1 << grid
[yy
*w
+xx
])))
1225 if (d
> 8) /* we didn't find a counterexample */
1226 clues
[y
*w
+x
] = CORNER
;
1230 #ifdef GENERATION_DIAGNOSTICS
1231 printf("clue array:\n");
1232 for (y
= 0; y
< h
; y
++) {
1233 for (x
= 0; x
< w
; x
++) {
1234 printf("%c", " *O"[(unsigned char)clues
[y
*w
+x
]]);
1241 if (!params
->nosolve
) {
1242 int *cluespace
, *straights
, *corners
;
1243 int nstraights
, ncorners
, nstraightpos
, ncornerpos
;
1246 * See if we can solve the puzzle just like this.
1248 ret
= pearl_solve(w
, h
, clues
, grid
, params
->difficulty
, FALSE
);
1249 assert(ret
> 0); /* shouldn't be inconsistent! */
1251 continue; /* go round and try again */
1254 * Check this puzzle isn't too easy.
1256 if (params
->difficulty
> DIFF_EASY
) {
1257 ret
= pearl_solve(w
, h
, clues
, grid
, params
->difficulty
-1, FALSE
);
1260 continue; /* too easy: try again */
1264 * Now shuffle the grid points and gradually remove the
1265 * clues to find a minimal set which still leaves the
1268 * We preferentially attempt to remove whichever type of
1269 * clue is currently most numerous, to combat a general
1270 * tendency of plain random generation to bias in favour
1271 * of many white clues and few black.
1273 * 'nstraights' and 'ncorners' count the number of clues
1274 * of each type currently remaining in the grid;
1275 * 'nstraightpos' and 'ncornerpos' count the clues of each
1276 * type we have left to try to remove. (Clues which we
1277 * have tried and failed to remove are counted by the
1278 * former but not the latter.)
1280 cluespace
= snewn(w
*h
, int);
1281 straights
= cluespace
;
1283 for (i
= 0; i
< w
*h
; i
++)
1284 if (clues
[i
] == STRAIGHT
)
1285 straights
[nstraightpos
++] = i
;
1286 corners
= straights
+ nstraightpos
;
1288 for (i
= 0; i
< w
*h
; i
++)
1289 if (clues
[i
] == STRAIGHT
)
1290 corners
[ncornerpos
++] = i
;
1291 nstraights
= nstraightpos
;
1292 ncorners
= ncornerpos
;
1294 shuffle(straights
, nstraightpos
, sizeof(*straights
), rs
);
1295 shuffle(corners
, ncornerpos
, sizeof(*corners
), rs
);
1296 while (nstraightpos
> 0 || ncornerpos
> 0) {
1301 * Decide which clue to try to remove next. If both
1302 * types are available, we choose whichever kind is
1303 * currently overrepresented; otherwise we take
1304 * whatever we can get.
1306 if (nstraightpos
> 0 && ncornerpos
> 0) {
1307 if (nstraights
>= ncorners
)
1308 cluepos
= straights
[--nstraightpos
];
1310 cluepos
= straights
[--ncornerpos
];
1312 if (nstraightpos
> 0)
1313 cluepos
= straights
[--nstraightpos
];
1315 cluepos
= straights
[--ncornerpos
];
1321 clue
= clues
[y
*w
+x
];
1322 clues
[y
*w
+x
] = 0; /* try removing this clue */
1324 ret
= pearl_solve(w
, h
, clues
, grid
, params
->difficulty
, FALSE
);
1327 clues
[y
*w
+x
] = clue
; /* oops, put it back again */
1332 #ifdef FINISHED_PUZZLE
1333 printf("clue array:\n");
1334 for (y
= 0; y
< h
; y
++) {
1335 for (x
= 0; x
< w
; x
++) {
1336 printf("%c", " *O"[(unsigned char)clues
[y
*w
+x
]]);
1346 debug(("%d %dx%d loops before finished puzzle.\n", ngen
, w
, h
));
1351 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1352 char **aux
, int interactive
)
1356 int w
= params
->w
, h
= params
->h
, i
, j
;
1358 grid
= snewn(w
*h
, char);
1359 clues
= snewn(w
*h
, char);
1361 new_clues(params
, rs
, clues
, grid
);
1363 desc
= snewn(w
* h
+ 1, char);
1364 for (i
= j
= 0; i
< w
*h
; i
++) {
1365 if (clues
[i
] == NOCLUE
&& j
> 0 &&
1366 desc
[j
-1] >= 'a' && desc
[j
-1] < 'z')
1368 else if (clues
[i
] == NOCLUE
)
1370 else if (clues
[i
] == CORNER
)
1372 else if (clues
[i
] == STRAIGHT
)
1377 *aux
= snewn(w
*h
+1, char);
1378 for (i
= 0; i
< w
*h
; i
++)
1379 (*aux
)[i
] = (grid
[i
] < 10) ? (grid
[i
] + '0') : (grid
[i
] + 'A' - 10);
1388 static char *validate_desc(game_params
*params
, char *desc
)
1391 const int totalsize
= params
->w
* params
->h
;
1394 for (i
= 0; desc
[i
]; i
++) {
1395 if (desc
[i
] >= 'a' && desc
[i
] <= 'z')
1396 sizesofar
+= desc
[i
] - 'a' + 1;
1397 else if (desc
[i
] == 'B' || desc
[i
] == 'W')
1400 return "unrecognised character in string";
1403 if (sizesofar
> totalsize
)
1404 return "string too long";
1405 else if (sizesofar
< totalsize
)
1406 return "string too short";
1411 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1413 game_state
*state
= snew(game_state
);
1414 int i
, j
, sz
= params
->w
*params
->h
;
1416 state
->completed
= state
->used_solve
= FALSE
;
1417 state
->shared
= snew(struct shared_state
);
1419 state
->shared
->w
= params
->w
;
1420 state
->shared
->h
= params
->h
;
1421 state
->shared
->sz
= sz
;
1422 state
->shared
->refcnt
= 1;
1423 state
->shared
->clues
= snewn(sz
, char);
1424 for (i
= j
= 0; desc
[i
]; i
++) {
1426 if (desc
[i
] >= 'a' && desc
[i
] <= 'z') {
1427 int n
= desc
[i
] - 'a' + 1;
1428 assert(j
+ n
<= sz
);
1430 state
->shared
->clues
[j
++] = NOCLUE
;
1431 } else if (desc
[i
] == 'B') {
1432 state
->shared
->clues
[j
++] = CORNER
;
1433 } else if (desc
[i
] == 'W') {
1434 state
->shared
->clues
[j
++] = STRAIGHT
;
1438 state
->lines
= snewn(sz
, char);
1439 state
->errors
= snewn(sz
, char);
1440 state
->marks
= snewn(sz
, char);
1441 for (i
= 0; i
< sz
; i
++)
1442 state
->lines
[i
] = state
->errors
[i
] = state
->marks
[i
] = BLANK
;
1447 static game_state
*dup_game(game_state
*state
)
1449 game_state
*ret
= snew(game_state
);
1450 int sz
= state
->shared
->sz
, i
;
1452 ret
->shared
= state
->shared
;
1453 ret
->completed
= state
->completed
;
1454 ret
->used_solve
= state
->used_solve
;
1455 ++ret
->shared
->refcnt
;
1457 ret
->lines
= snewn(sz
, char);
1458 ret
->errors
= snewn(sz
, char);
1459 ret
->marks
= snewn(sz
, char);
1460 for (i
= 0; i
< sz
; i
++) {
1461 ret
->lines
[i
] = state
->lines
[i
];
1462 ret
->errors
[i
] = state
->errors
[i
];
1463 ret
->marks
[i
] = state
->marks
[i
];
1469 static void free_game(game_state
*state
)
1472 if (--state
->shared
->refcnt
== 0) {
1473 sfree(state
->shared
->clues
);
1474 sfree(state
->shared
);
1476 sfree(state
->lines
);
1477 sfree(state
->errors
);
1478 sfree(state
->marks
);
1482 static char nbits
[16] = { 0, 1, 1, 2,
1486 #define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] )
1488 #define ERROR_CLUE 16
1490 static void dsf_update_completion(game_state
*state
, int *loopclass
,
1491 int ax
, int ay
, char dir
,
1492 int *dsf
, int *dsfsize
)
1494 int w
= state
->shared
->w
/*, h = state->shared->h */;
1495 int ac
= ay
*w
+ax
, ae
, bx
, by
, bc
, be
;
1497 if (!(state
->lines
[ac
] & dir
)) return; /* no link */
1498 bx
= ax
+ DX(dir
); by
= ay
+ DY(dir
);
1500 assert(INGRID(state
, bx
, by
)); /* should not have a link off grid */
1504 assert(state
->lines
[bc
] & F(dir
)); /* should have reciprocal link */
1506 /* TODO put above assertion back in once we stop generating partially
1507 * soluble puzzles. */
1508 if (!(state
->lines
[bc
] & F(dir
))) return;
1510 ae
= dsf_canonify(dsf
, ac
);
1511 be
= dsf_canonify(dsf
, bc
);
1513 if (ae
== be
) { /* detected a loop! */
1514 if (*loopclass
!= -1) /* this is the second loop, doom. */
1518 int size
= dsfsize
[ae
] + dsfsize
[be
];
1519 dsf_merge(dsf
, ac
, bc
);
1520 ae
= dsf_canonify(dsf
, ac
);
1526 static void check_completion(game_state
*state
, int mark
)
1528 int w
= state
->shared
->w
, h
= state
->shared
->h
, x
, y
, i
, d
;
1529 int had_error
= FALSE
/*, is_complete = FALSE */, loopclass
;
1533 for (i
= 0; i
< w
*h
; i
++) {
1534 state
->errors
[i
] = 0;
1538 #define ERROR(x,y,e) do { had_error = TRUE; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0)
1541 * First of all: we should have one single closed loop, passing through all clues.
1543 dsf
= snewn(w
*h
, int);
1544 dsfsize
= snewn(w
*h
, int);
1546 for (i
= 0; i
< w
*h
; i
++) dsfsize
[i
] = 1;
1549 for (x
= 0; x
< w
; x
++) {
1550 for (y
= 0; y
< h
; y
++) {
1551 dsf_update_completion(state
, &loopclass
, x
, y
, R
, dsf
, dsfsize
);
1552 dsf_update_completion(state
, &loopclass
, x
, y
, D
, dsf
, dsfsize
);
1555 if (loopclass
!= -1) {
1556 /* We have a loop. Check all squares with lines on. */
1557 for (x
= 0; x
< w
; x
++) {
1558 for (y
= 0; y
< h
; y
++) {
1559 if (state
->lines
[y
*w
+x
] == BLANK
) {
1560 if (state
->shared
->clues
[y
*w
+x
] != NOCLUE
) {
1561 /* the loop doesn't include this clue square! */
1562 ERROR(x
, y
, ERROR_CLUE
);
1565 if (dsf_canonify(dsf
, y
*w
+x
) != loopclass
) {
1566 /* these lines are not on the loop: mark them as error. */
1567 ERROR(x
, y
, state
->lines
[y
*w
+x
]);
1575 * Second: check no clues are contradicted.
1578 for (x
= 0; x
< w
; x
++) {
1579 for (y
= 0; y
< h
; y
++) {
1580 int type
= state
->lines
[y
*w
+x
];
1582 * Check that no square has more than two line segments.
1584 if (NBITS(type
) > 2) {
1588 * Check that no clues are contradicted. This code is similar to
1589 * the code that sets up the maximal clue array for any given
1592 if (state
->shared
->clues
[y
*w
+x
] == CORNER
) {
1593 /* Supposed to be a corner: will find a contradiction if
1594 * it actually contains a straight line, or if it touches any
1596 if ((bLR
|bUD
) & (1 << type
)) {
1597 ERROR(x
,y
,ERROR_CLUE
); /* actually straight */
1599 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1600 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1601 if (!INGRID(state
, xx
, yy
)) {
1602 ERROR(x
,y
,d
); /* leads off grid */
1604 if ((bLU
|bLD
|bRU
|bRD
) & (1 << state
->lines
[yy
*w
+xx
])) {
1605 ERROR(x
,y
,ERROR_CLUE
); /* touches corner */
1609 } else if (state
->shared
->clues
[y
*w
+x
] == STRAIGHT
) {
1610 /* Supposed to be straight: will find a contradiction if
1611 * it actually contains a corner, or if it only touches
1612 * straight lines. */
1613 if ((bLU
|bLD
|bRU
|bRD
) & (1 << type
)) {
1614 ERROR(x
,y
,ERROR_CLUE
); /* actually a corner */
1617 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1618 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1619 if (!INGRID(state
, xx
, yy
)) {
1620 ERROR(x
,y
,d
); /* leads off grid */
1622 if ((bLR
|bUD
) & (1 << state
->lines
[yy
*w
+xx
]))
1623 i
++; /* a straight */
1626 if (i
>= 2 && NBITS(type
) >= 2) {
1627 ERROR(x
,y
,ERROR_CLUE
); /* everything touched is straight */
1632 if (!had_error
&& loopclass
!= -1) {
1633 state
->completed
= TRUE
;
1634 state
->loop_length
= dsfsize
[loopclass
];
1636 state
->completed
= FALSE
;
1645 /* completion check:
1647 * - no clues must be contradicted (highlight clue itself in error if so)
1648 * - if there is a closed loop it must include every line segment laid
1649 * - if there's a smaller closed loop then highlight whole loop as error
1650 * - no square must have more than 3 lines radiating from centre point
1651 * (highlight all lines in that square as error if so)
1654 static char *solve_for_diff(game_state
*state
, char *old_lines
, char *new_lines
)
1656 int w
= state
->shared
->w
, h
= state
->shared
->h
, i
;
1657 char *move
= snewn(w
*h
*40, char), *p
= move
;
1660 for (i
= 0; i
< w
*h
; i
++) {
1661 if (old_lines
[i
] != new_lines
[i
]) {
1662 p
+= sprintf(p
, ";R%d,%d,%d", new_lines
[i
], i
%w
, i
/w
);
1666 move
= sresize(move
, p
- move
, char);
1671 static char *solve_game(game_state
*state
, game_state
*currstate
,
1672 char *aux
, char **error
)
1674 game_state
*solved
= dup_game(state
);
1675 int i
, ret
, sz
= state
->shared
->sz
;
1679 for (i
= 0; i
< sz
; i
++) {
1680 if (aux
[i
] >= '0' && aux
[i
] <= '9')
1681 solved
->lines
[i
] = aux
[i
] - '0';
1682 else if (aux
[i
] >= 'A' && aux
[i
] <= 'F')
1683 solved
->lines
[i
] = aux
[i
] - 'A' + 10;
1685 *error
= "invalid char in aux";
1692 /* Try to solve with present (half-solved) state first: if there's no
1693 * solution from there go back to original state. */
1694 ret
= pearl_solve(currstate
->shared
->w
, currstate
->shared
->h
,
1695 currstate
->shared
->clues
, solved
->lines
,
1698 ret
= pearl_solve(state
->shared
->w
, state
->shared
->h
,
1699 state
->shared
->clues
, solved
->lines
,
1705 *error
= "Unable to find solution";
1708 move
= solve_for_diff(solved
, currstate
->lines
, solved
->lines
);
1716 static int game_can_format_as_text_now(game_params
*params
)
1721 static char *game_text_format(game_state
*state
)
1727 int *dragcoords
; /* list of (y*w+x) coords in drag so far */
1728 int ndragcoords
; /* number of entries in dragcoords.
1729 * 0 = click but no drag yet. -1 = no drag at all */
1730 int clickx
, clicky
; /* pixel position of initial click */
1732 int curx
, cury
; /* grid position of keyboard cursor */
1733 int cursor_active
; /* TRUE iff cursor is shown */
1736 static game_ui
*new_ui(game_state
*state
)
1738 game_ui
*ui
= snew(game_ui
);
1739 int sz
= state
->shared
->sz
;
1741 ui
->ndragcoords
= -1;
1742 ui
->dragcoords
= snewn(sz
, int);
1743 ui
->cursor_active
= FALSE
;
1744 ui
->curx
= ui
->cury
= 0;
1749 static void free_ui(game_ui
*ui
)
1751 sfree(ui
->dragcoords
);
1755 static char *encode_ui(game_ui
*ui
)
1760 static void decode_ui(game_ui
*ui
, char *encoding
)
1764 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1765 game_state
*newstate
)
1769 #define PREFERRED_TILE_SIZE 31
1770 #define HALFSZ (ds->halfsz)
1771 #define TILE_SIZE (ds->halfsz*2 + 1)
1773 #define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2))
1775 #define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
1777 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
1778 #define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
1779 #define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) )
1781 #define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */
1782 #define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */
1783 #define DS_MSHIFT 12 /* shift for no-line mark */
1785 #define DS_ERROR_CLUE (1 << 20)
1786 #define DS_FLASH (1 << 21)
1787 #define DS_CURSOR (1 << 22)
1789 enum { GUI_MASYU
, GUI_LOOPY
};
1791 static int get_gui_style(void)
1793 static int gui_style
= -1;
1795 if (gui_style
== -1) {
1796 char *env
= getenv("PEARL_GUI_LOOPY");
1797 if (env
&& (env
[0] == 'y' || env
[0] == 'Y'))
1798 gui_style
= GUI_LOOPY
;
1800 gui_style
= GUI_MASYU
;
1805 struct game_drawstate
{
1810 unsigned int *lflags
; /* size w*h */
1812 char *draglines
; /* size w*h; lines flipped by current drag */
1815 static void update_ui_drag(game_state
*state
, game_ui
*ui
, int gx
, int gy
)
1817 int /* sz = state->shared->sz, */ w
= state
->shared
->w
;
1821 if (!INGRID(state
, gx
, gy
))
1822 return; /* square is outside grid */
1824 if (ui
->ndragcoords
< 0)
1825 return; /* drag not in progress anyway */
1829 lastpos
= ui
->dragcoords
[ui
->ndragcoords
> 0 ? ui
->ndragcoords
-1 : 0];
1831 return; /* same square as last visited one */
1833 /* Drag confirmed, if it wasn't already. */
1834 if (ui
->ndragcoords
== 0)
1835 ui
->ndragcoords
= 1;
1838 * Dragging the mouse into a square that's already been visited by
1839 * the drag path so far has the effect of truncating the path back
1840 * to that square, so a player can back out part of an uncommitted
1841 * drag without having to let go of the mouse.
1843 for (i
= 0; i
< ui
->ndragcoords
; i
++)
1844 if (pos
== ui
->dragcoords
[i
]) {
1845 ui
->ndragcoords
= i
+1;
1850 * Otherwise, dragging the mouse into a square that's a rook-move
1851 * away from the last one on the path extends the path.
1853 oy
= ui
->dragcoords
[ui
->ndragcoords
-1] / w
;
1854 ox
= ui
->dragcoords
[ui
->ndragcoords
-1] % w
;
1855 if (ox
== gx
|| oy
== gy
) {
1856 int dx
= (gx
< ox
? -1 : gx
> ox
? +1 : 0);
1857 int dy
= (gy
< oy
? -1 : gy
> oy
? +1 : 0);
1858 int dir
= (dy
>0 ? D
: dy
<0 ? U
: dx
>0 ? R
: L
);
1859 while (ox
!= gx
|| oy
!= gy
) {
1861 * If the drag attempts to cross a 'no line here' mark,
1862 * stop there. We physically don't allow the user to drag
1865 if (state
->marks
[oy
*w
+ox
] & dir
)
1869 ui
->dragcoords
[ui
->ndragcoords
++] = oy
* w
+ ox
;
1874 * Failing that, we do nothing at all: if the user has dragged
1875 * diagonally across the board, they'll just have to return the
1876 * mouse to the last known position and do whatever they meant to
1877 * do again, more slowly and clearly.
1882 * Routine shared between interpret_move and game_redraw to work out
1883 * the intended effect of a drag path on the grid.
1885 * Call it in a loop, like this:
1887 * int clearing = TRUE;
1888 * for (i = 0; i < ui->ndragcoords - 1; i++) {
1889 * int sx, sy, dx, dy, dir, oldstate, newstate;
1890 * interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
1891 * &dir, &oldstate, &newstate);
1893 * [do whatever is needed to handle the fact that the drag
1894 * wants the edge from sx,sy to dx,dy (heading in direction
1895 * 'dir' at the sx,sy end) to be changed from state oldstate
1896 * to state newstate, each of which equals either 0 or dir]
1899 static void interpret_ui_drag(game_state
*state
, game_ui
*ui
, int *clearing
,
1900 int i
, int *sx
, int *sy
, int *dx
, int *dy
,
1901 int *dir
, int *oldstate
, int *newstate
)
1903 int w
= state
->shared
->w
;
1904 int sp
= ui
->dragcoords
[i
], dp
= ui
->dragcoords
[i
+1];
1909 *dir
= (*dy
>*sy
? D
: *dy
<*sy
? U
: *dx
>*sx
? R
: L
);
1910 *oldstate
= state
->lines
[sp
] & *dir
;
1913 * The edge we've dragged over was previously
1914 * present. Set it to absent, unless we've already
1915 * stopped doing that.
1917 *newstate
= *clearing
? 0 : *dir
;
1920 * The edge we've dragged over was previously
1921 * absent. Set it to present, and cancel the
1922 * 'clearing' flag so that all subsequent edges in
1923 * the drag are set rather than cleared.
1930 static char *mark_in_direction(game_state
*state
, int x
, int y
, int dir
,
1931 int ismark
, char *buf
)
1933 int w
= state
->shared
->w
/*, h = state->shared->h, sz = state->shared->sz */;
1934 int x2
= x
+ DX(dir
);
1935 int y2
= y
+ DY(dir
);
1937 char ch
= ismark
? 'M' : 'F';
1939 if (!INGRID(state
, x
, y
) || !INGRID(state
, x2
, y2
)) return "";
1940 /* disallow laying a mark over a line, or vice versa. */
1942 if ((state
->lines
[y
*w
+x
] & dir
) || (state
->lines
[y2
*w
+x2
] & dir2
))
1945 if ((state
->marks
[y
*w
+x
] & dir
) || (state
->marks
[y2
*w
+x2
] & dir2
))
1949 sprintf(buf
, "%c%d,%d,%d;%c%d,%d,%d", ch
, dir
, x
, y
, ch
, dir2
, x2
, y2
);
1953 #define KEY_DIRECTION(btn) (\
1954 (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
1955 (btn) == CURSOR_LEFT ? L : R)
1957 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1958 int x
, int y
, int button
)
1960 int w
= state
->shared
->w
, h
= state
->shared
->h
/*, sz = state->shared->sz */;
1961 int gx
= FROMCOORD(x
), gy
= FROMCOORD(y
), i
;
1962 int release
= FALSE
;
1965 if (IS_MOUSE_DOWN(button
)) {
1966 ui
->cursor_active
= FALSE
;
1968 if (!INGRID(state
, gx
, gy
)) {
1969 ui
->ndragcoords
= -1;
1973 ui
->clickx
= x
; ui
->clicky
= y
;
1974 ui
->dragcoords
[0] = gy
* w
+ gx
;
1975 ui
->ndragcoords
= 0; /* will be 1 once drag is confirmed */
1980 if (button
== LEFT_DRAG
&& ui
->ndragcoords
>= 0) {
1981 update_ui_drag(state
, ui
, gx
, gy
);
1985 if (IS_MOUSE_RELEASE(button
)) release
= TRUE
;
1987 if (IS_CURSOR_MOVE(button
& ~MOD_MASK
)) {
1988 if (!ui
->cursor_active
) {
1989 ui
->cursor_active
= TRUE
;
1990 } else if (button
& (MOD_SHFT
| MOD_CTRL
)) {
1991 if (ui
->ndragcoords
> 0) return NULL
;
1992 ui
->ndragcoords
= -1;
1993 return mark_in_direction(state
, ui
->curx
, ui
->cury
,
1994 KEY_DIRECTION(button
& ~MOD_MASK
),
1995 (button
& MOD_SHFT
), tmpbuf
);
1997 move_cursor(button
, &ui
->curx
, &ui
->cury
, w
, h
, FALSE
);
1998 if (ui
->ndragcoords
>= 0)
1999 update_ui_drag(state
, ui
, ui
->curx
, ui
->cury
);
2004 if (IS_CURSOR_SELECT(button
& ~MOD_MASK
)) {
2005 if (!ui
->cursor_active
) {
2006 ui
->cursor_active
= TRUE
;
2008 } else if (button
== CURSOR_SELECT
) {
2009 if (ui
->ndragcoords
== -1) {
2010 ui
->ndragcoords
= 0;
2011 ui
->dragcoords
[0] = ui
->cury
* w
+ ui
->curx
;
2012 ui
->clickx
= CENTERED_COORD(ui
->curx
);
2013 ui
->clicky
= CENTERED_COORD(ui
->cury
);
2015 } else release
= TRUE
;
2016 } else if (button
== CURSOR_SELECT2
&& ui
->ndragcoords
>= 0) {
2017 ui
->ndragcoords
= -1;
2023 if (ui
->ndragcoords
> 0) {
2024 /* End of a drag: process the cached line data. */
2025 int buflen
= 0, bufsize
= 256, tmplen
;
2027 const char *sep
= "";
2028 int clearing
= TRUE
;
2030 for (i
= 0; i
< ui
->ndragcoords
- 1; i
++) {
2031 int sx
, sy
, dx
, dy
, dir
, oldstate
, newstate
;
2032 interpret_ui_drag(state
, ui
, &clearing
, i
, &sx
, &sy
, &dx
, &dy
,
2033 &dir
, &oldstate
, &newstate
);
2035 if (oldstate
!= newstate
) {
2036 if (!buf
) buf
= snewn(bufsize
, char);
2037 tmplen
= sprintf(tmpbuf
, "%sF%d,%d,%d;F%d,%d,%d", sep
,
2038 dir
, sx
, sy
, F(dir
), dx
, dy
);
2039 if (buflen
+ tmplen
>= bufsize
) {
2040 bufsize
= (buflen
+ tmplen
) * 5 / 4 + 256;
2041 buf
= sresize(buf
, bufsize
, char);
2043 strcpy(buf
+ buflen
, tmpbuf
);
2049 ui
->ndragcoords
= -1;
2051 return buf
? buf
: "";
2052 } else if (ui
->ndragcoords
== 0) {
2053 /* Click (or tiny drag). Work out which edge we were
2057 ui
->ndragcoords
= -1;
2060 * We process clicks based on the mouse-down location,
2061 * because that's more natural for a user to carefully
2062 * control than the mouse-up.
2069 cx
= CENTERED_COORD(gx
);
2070 cy
= CENTERED_COORD(gy
);
2072 if (!INGRID(state
, gx
, gy
)) return "";
2074 if (max(abs(x
-cx
),abs(y
-cy
)) < TILE_SIZE
/4) {
2075 /* TODO closer to centre of grid: process as a cell click not an edge click. */
2080 if (abs(x
-cx
) < abs(y
-cy
)) {
2081 /* Closest to top/bottom edge. */
2082 direction
= (y
< cy
) ? U
: D
;
2084 /* Closest to left/right edge. */
2085 direction
= (x
< cx
) ? L
: R
;
2087 return mark_in_direction(state
, gx
, gy
, direction
,
2088 (button
== RIGHT_RELEASE
), tmpbuf
);
2093 if (button
== 'H' || button
== 'h')
2099 static game_state
*execute_move(game_state
*state
, char *move
)
2101 int w
= state
->shared
->w
, h
= state
->shared
->h
;
2104 game_state
*ret
= dup_game(state
);
2106 debug(("move: %s\n", move
));
2111 ret
->used_solve
= TRUE
;
2113 } else if (c
== 'L' || c
== 'N' || c
== 'R' || c
== 'F' || c
== 'M') {
2114 /* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */
2116 if (sscanf(move
, "%d,%d,%d%n", &l
, &x
, &y
, &n
) != 3)
2118 if (!INGRID(state
, x
, y
)) goto badmove
;
2119 if (l
< 0 || l
> 15) goto badmove
;
2122 ret
->lines
[y
*w
+ x
] |= (char)l
;
2124 ret
->lines
[y
*w
+ x
] &= ~((char)l
);
2125 else if (c
== 'R') {
2126 ret
->lines
[y
*w
+ x
] = (char)l
;
2127 ret
->marks
[y
*w
+ x
] &= ~((char)l
); /* erase marks too */
2128 } else if (c
== 'F')
2129 ret
->lines
[y
*w
+ x
] ^= (char)l
;
2131 ret
->marks
[y
*w
+ x
] ^= (char)l
;
2134 * If we ended up trying to lay a line _over_ a mark,
2135 * that's a failed move: interpret_move() should have
2136 * ensured we never received a move string like that in
2139 if ((ret
->lines
[y
*w
+ x
] & (char)l
) &&
2140 (ret
->marks
[y
*w
+ x
] & (char)l
))
2144 } else if (strcmp(move
, "H") == 0) {
2145 pearl_solve(ret
->shared
->w
, ret
->shared
->h
,
2146 ret
->shared
->clues
, ret
->lines
, DIFFCOUNT
, TRUE
);
2147 for (n
= 0; n
< w
*h
; n
++)
2148 ret
->marks
[n
] &= ~ret
->lines
[n
]; /* erase marks too */
2159 check_completion(ret
, TRUE
);
2168 /* ----------------------------------------------------------------------
2172 #define FLASH_TIME 0.5F
2174 static void game_compute_size(game_params
*params
, int tilesize
,
2177 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2178 struct { int halfsz
; } ads
, *ds
= &ads
;
2179 ads
.halfsz
= (tilesize
-1)/2;
2181 *x
= (params
->w
) * TILE_SIZE
+ 2 * BORDER
;
2182 *y
= (params
->h
) * TILE_SIZE
+ 2 * BORDER
;
2185 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2186 game_params
*params
, int tilesize
)
2188 ds
->halfsz
= (tilesize
-1)/2;
2191 static float *game_colours(frontend
*fe
, int *ncolours
)
2193 float *ret
= snewn(3 * NCOLOURS
, float);
2196 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
2198 for (i
= 0; i
< 3; i
++) {
2199 ret
[COL_BLACK
* 3 + i
] = 0.0F
;
2200 ret
[COL_WHITE
* 3 + i
] = 1.0F
;
2201 ret
[COL_GRID
* 3 + i
] = 0.4F
;
2204 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
2205 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
2206 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
2208 ret
[COL_DRAGON
* 3 + 0] = 0.0F
;
2209 ret
[COL_DRAGON
* 3 + 1] = 0.0F
;
2210 ret
[COL_DRAGON
* 3 + 2] = 1.0F
;
2212 ret
[COL_DRAGOFF
* 3 + 0] = 0.8F
;
2213 ret
[COL_DRAGOFF
* 3 + 1] = 0.8F
;
2214 ret
[COL_DRAGOFF
* 3 + 2] = 1.0F
;
2216 ret
[COL_FLASH
* 3 + 0] = 1.0F
;
2217 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
2218 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
2220 *ncolours
= NCOLOURS
;
2225 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2227 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2231 ds
->started
= FALSE
;
2233 ds
->w
= state
->shared
->w
;
2234 ds
->h
= state
->shared
->h
;
2235 ds
->sz
= state
->shared
->sz
;
2236 ds
->lflags
= snewn(ds
->sz
, unsigned int);
2237 for (i
= 0; i
< ds
->sz
; i
++)
2240 ds
->draglines
= snewn(ds
->sz
, char);
2245 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2247 sfree(ds
->draglines
);
2252 static void draw_lines_specific(drawing
*dr
, game_drawstate
*ds
,
2253 int x
, int y
, unsigned int lflags
,
2254 unsigned int shift
, int c
)
2256 int ox
= COORD(x
), oy
= COORD(y
);
2257 int t2
= HALFSZ
, t16
= HALFSZ
/4;
2258 int cx
= ox
+ t2
, cy
= oy
+ t2
;
2261 /* Draw each of the four directions, where laid (or error, or drag, etc.) */
2262 for (d
= 1; d
< 16; d
*= 2) {
2263 int xoff
= t2
* DX(d
), yoff
= t2
* DY(d
);
2264 int xnudge
= abs(t16
* DX(C(d
))), ynudge
= abs(t16
* DY(C(d
)));
2266 if ((lflags
>> shift
) & d
) {
2267 int lx
= cx
+ ((xoff
< 0) ? xoff
: 0) - xnudge
;
2268 int ly
= cy
+ ((yoff
< 0) ? yoff
: 0) - ynudge
;
2270 if (c
== COL_DRAGOFF
&& !(lflags
& d
))
2272 if (c
== COL_DRAGON
&& (lflags
& d
))
2275 draw_rect(dr
, lx
, ly
,
2276 abs(xoff
)+2*xnudge
+1,
2277 abs(yoff
)+2*ynudge
+1, c
);
2279 draw_rect(dr
, cx
- t16
, cy
- t16
, 2*t16
+1, 2*t16
+1, c
);
2284 static void draw_square(drawing
*dr
, game_drawstate
*ds
, game_ui
*ui
,
2285 int x
, int y
, unsigned int lflags
, char clue
)
2287 int ox
= COORD(x
), oy
= COORD(y
);
2288 int t2
= HALFSZ
, t16
= HALFSZ
/4;
2289 int cx
= ox
+ t2
, cy
= oy
+ t2
;
2294 /* Clip to the grid square. */
2295 clip(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2297 /* Clear the square. */
2298 draw_rect(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
,
2299 (lflags
& DS_CURSOR
) ?
2300 COL_CURSOR_BACKGROUND
: COL_BACKGROUND
);
2303 if (get_gui_style() == GUI_LOOPY
) {
2304 /* Draw small dot, underneath any lines. */
2305 draw_circle(dr
, cx
, cy
, t16
, COL_GRID
, COL_GRID
);
2307 /* Draw outline of grid square */
2308 draw_line(dr
, ox
, oy
, COORD(x
+1), oy
, COL_GRID
);
2309 draw_line(dr
, ox
, oy
, ox
, COORD(y
+1), COL_GRID
);
2312 /* Draw grid: either thin gridlines, or no-line marks.
2313 * We draw these first because the thick laid lines should be on top. */
2314 for (d
= 1; d
< 16; d
*= 2) {
2315 int xoff
= t2
* DX(d
), yoff
= t2
* DY(d
);
2317 if ((x
== 0 && d
== L
) ||
2318 (y
== 0 && d
== U
) ||
2319 (x
== ds
->w
-1 && d
== R
) ||
2320 (y
== ds
->h
-1 && d
== D
))
2321 continue; /* no gridlines out to the border. */
2323 if ((lflags
>> DS_MSHIFT
) & d
) {
2324 /* either a no-line mark ... */
2325 int mx
= cx
+ xoff
, my
= cy
+ yoff
, msz
= t16
;
2327 draw_line(dr
, mx
-msz
, my
-msz
, mx
+msz
, my
+msz
, COL_BLACK
);
2328 draw_line(dr
, mx
-msz
, my
+msz
, mx
+msz
, my
-msz
, COL_BLACK
);
2330 if (get_gui_style() == GUI_LOOPY
) {
2331 /* draw grid lines connecting centre of cells */
2332 draw_line(dr
, cx
, cy
, cx
+xoff
, cy
+yoff
, COL_GRID
);
2337 /* Draw each of the four directions, where laid (or error, or drag, etc.)
2338 * Order is important here, specifically for the eventual colours of the
2339 * exposed end caps. */
2340 draw_lines_specific(dr
, ds
, x
, y
, lflags
, 0,
2341 (lflags
& DS_FLASH
? COL_FLASH
: COL_BLACK
));
2342 draw_lines_specific(dr
, ds
, x
, y
, lflags
, DS_ESHIFT
, COL_ERROR
);
2343 draw_lines_specific(dr
, ds
, x
, y
, lflags
, DS_DSHIFT
, COL_DRAGOFF
);
2344 draw_lines_specific(dr
, ds
, x
, y
, lflags
, DS_DSHIFT
, COL_DRAGON
);
2346 /* Draw a clue, if present */
2347 if (clue
!= NOCLUE
) {
2348 int c
= (lflags
& DS_FLASH
) ? COL_FLASH
:
2349 (clue
== STRAIGHT
) ? COL_WHITE
: COL_BLACK
;
2351 if (lflags
& DS_ERROR_CLUE
) /* draw a bigger 'error' clue circle. */
2352 draw_circle(dr
, cx
, cy
, TILE_SIZE
*3/8, COL_ERROR
, COL_ERROR
);
2354 draw_circle(dr
, cx
, cy
, TILE_SIZE
/4, c
, COL_BLACK
);
2358 draw_update(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2361 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2362 game_state
*state
, int dir
, game_ui
*ui
,
2363 float animtime
, float flashtime
)
2365 int w
= state
->shared
->w
, h
= state
->shared
->h
, sz
= state
->shared
->sz
;
2366 int x
, y
, force
= 0, flashing
= 0;
2370 * The initial contents of the window are not guaranteed and
2371 * can vary with front ends. To be on the safe side, all games
2372 * should start by drawing a big background-colour rectangle
2373 * covering the whole window.
2375 draw_rect(dr
, 0, 0, w
*TILE_SIZE
+ 2*BORDER
, h
*TILE_SIZE
+ 2*BORDER
,
2378 if (get_gui_style() == GUI_MASYU
) {
2380 * Smaller black rectangle which is the main grid.
2382 draw_rect(dr
, BORDER
- BORDER_WIDTH
, BORDER
- BORDER_WIDTH
,
2383 w
*TILE_SIZE
+ 2*BORDER_WIDTH
+ 1,
2384 h
*TILE_SIZE
+ 2*BORDER_WIDTH
+ 1,
2388 draw_update(dr
, 0, 0, w
*TILE_SIZE
+ 2*BORDER
, h
*TILE_SIZE
+ 2*BORDER
);
2394 if (flashtime
> 0 &&
2395 (flashtime
<= FLASH_TIME
/3 ||
2396 flashtime
>= FLASH_TIME
*2/3))
2397 flashing
= DS_FLASH
;
2399 memset(ds
->draglines
, 0, sz
);
2400 if (ui
->ndragcoords
> 0) {
2401 int i
, clearing
= TRUE
;
2402 for (i
= 0; i
< ui
->ndragcoords
- 1; i
++) {
2403 int sx
, sy
, dx
, dy
, dir
, oldstate
, newstate
;
2404 interpret_ui_drag(state
, ui
, &clearing
, i
, &sx
, &sy
, &dx
, &dy
,
2405 &dir
, &oldstate
, &newstate
);
2406 ds
->draglines
[sy
*w
+sx
] ^= (oldstate
^ newstate
);
2407 ds
->draglines
[dy
*w
+dx
] ^= (F(oldstate
) ^ F(newstate
));
2411 for (x
= 0; x
< w
; x
++) {
2412 for (y
= 0; y
< h
; y
++) {
2413 unsigned int f
= (unsigned int)state
->lines
[y
*w
+x
];
2414 unsigned int eline
= (unsigned int)(state
->errors
[y
*w
+x
] & (R
|U
|L
|D
));
2416 f
|= eline
<< DS_ESHIFT
;
2417 f
|= ((unsigned int)ds
->draglines
[y
*w
+x
]) << DS_DSHIFT
;
2418 f
|= ((unsigned int)state
->marks
[y
*w
+x
]) << DS_MSHIFT
;
2420 if (state
->errors
[y
*w
+x
] & ERROR_CLUE
)
2425 if (ui
->cursor_active
&& x
== ui
->curx
&& y
== ui
->cury
)
2428 if (f
!= ds
->lflags
[y
*w
+x
] || force
) {
2429 ds
->lflags
[y
*w
+x
] = f
;
2430 draw_square(dr
, ds
, ui
, x
, y
, f
, state
->shared
->clues
[y
*w
+x
]);
2436 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2437 int dir
, game_ui
*ui
)
2442 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2443 int dir
, game_ui
*ui
)
2445 if (!oldstate
->completed
&&
2446 newstate
->completed
&& !newstate
->used_solve
)
2452 static int game_status(game_state
*state
)
2454 return state
->completed
? +1 : 0;
2457 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2462 static void game_print_size(game_params
*params
, float *x
, float *y
)
2467 * I'll use 6mm squares by default.
2469 game_compute_size(params
, 600, &pw
, &ph
);
2474 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2476 int w
= state
->shared
->w
, h
= state
->shared
->h
, x
, y
;
2477 int black
= print_mono_colour(dr
, 0);
2478 int white
= print_mono_colour(dr
, 1);
2480 /* No GUI_LOOPY here: only use the familiar masyu style. */
2482 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2483 game_drawstate
*ds
= game_new_drawstate(dr
, state
);
2484 game_set_size(dr
, ds
, NULL
, tilesize
);
2486 /* Draw grid outlines (black). */
2487 for (x
= 0; x
<= w
; x
++)
2488 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), black
);
2489 for (y
= 0; y
<= h
; y
++)
2490 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), black
);
2492 for (x
= 0; x
< w
; x
++) {
2493 for (y
= 0; y
< h
; y
++) {
2494 int cx
= COORD(x
) + HALFSZ
, cy
= COORD(y
) + HALFSZ
;
2495 int clue
= state
->shared
->clues
[y
*w
+x
];
2497 draw_lines_specific(dr
, ds
, x
, y
, state
->lines
[y
*w
+x
], 0, black
);
2499 if (clue
!= NOCLUE
) {
2500 int c
= (clue
== CORNER
) ? black
: white
;
2501 draw_circle(dr
, cx
, cy
, TILE_SIZE
/4, c
, black
);
2506 game_free_drawstate(dr
, ds
);
2510 #define thegame pearl
2513 const struct game thegame
= {
2514 "Pearl", "games.pearl", "pearl",
2521 TRUE
, game_configure
, custom_params
,
2529 FALSE
, game_can_format_as_text_now
, game_text_format
,
2537 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2540 game_free_drawstate
,
2545 TRUE
, FALSE
, game_print_size
, game_print
,
2546 FALSE
, /* wants_statusbar */
2547 FALSE
, game_timing_state
,
2551 #ifdef STANDALONE_SOLVER
2556 const char *quis
= NULL
;
2558 static void usage(FILE *out
) {
2559 fprintf(out
, "usage: %s <params>\n", quis
);
2562 static void pnum(int n
, int ntot
, const char *desc
)
2564 printf("%2.1f%% (%d) %s", (double)n
*100.0 / (double)ntot
, n
, desc
);
2567 static void start_soak(game_params
*p
, random_state
*rs
, int nsecs
)
2569 time_t tt_start
, tt_now
, tt_last
;
2570 int n
= 0, nsolved
= 0, nimpossible
= 0, ret
;
2573 tt_start
= tt_last
= time(NULL
);
2575 /* Currently this generates puzzles of any difficulty (trying to solve it
2576 * on the maximum difficulty level and not checking it's not too easy). */
2577 printf("Soak-testing a %dx%d grid (any difficulty)", p
->w
, p
->h
);
2578 if (nsecs
> 0) printf(" for %d seconds", nsecs
);
2583 grid
= snewn(p
->w
*p
->h
, char);
2584 clues
= snewn(p
->w
*p
->h
, char);
2587 n
+= new_clues(p
, rs
, clues
, grid
); /* should be 1, with nosolve */
2589 ret
= pearl_solve(p
->w
, p
->h
, clues
, grid
, DIFF_TRICKY
, FALSE
);
2590 if (ret
<= 0) nimpossible
++;
2591 if (ret
== 1) nsolved
++;
2593 tt_now
= time(NULL
);
2594 if (tt_now
> tt_last
) {
2597 printf("%d total, %3.1f/s, ",
2598 n
, (double)n
/ ((double)tt_now
- tt_start
));
2599 pnum(nsolved
, n
, "solved"); printf(", ");
2600 printf("%3.1f/s", (double)nsolved
/ ((double)tt_now
- tt_start
));
2601 if (nimpossible
> 0)
2602 pnum(nimpossible
, n
, "impossible");
2605 if (nsecs
> 0 && (tt_now
- tt_start
) > nsecs
) {
2615 int main(int argc
, const char *argv
[])
2617 game_params
*p
= NULL
;
2618 random_state
*rs
= NULL
;
2619 time_t seed
= time(NULL
);
2620 char *id
= NULL
, *err
;
2622 setvbuf(stdout
, NULL
, _IONBF
, 0);
2626 while (--argc
> 0) {
2627 char *p
= (char*)(*++argv
);
2628 if (!strcmp(p
, "-e") || !strcmp(p
, "--seed")) {
2629 seed
= atoi(*++argv
);
2631 } else if (*p
== '-') {
2632 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
2640 rs
= random_new((void*)&seed
, sizeof(time_t));
2641 p
= default_params();
2644 if (strchr(id
, ':')) {
2645 fprintf(stderr
, "soak takes params only.\n");
2649 decode_params(p
, id
);
2650 err
= validate_params(p
, 1);
2652 fprintf(stderr
, "%s: %s", argv
[0], err
);
2656 start_soak(p
, rs
, 0); /* run forever */
2660 for (i
= 5; i
<= 12; i
++) {
2662 start_soak(p
, rs
, 5);
2675 /* vim: set shiftwidth=4 tabstop=8: */