2 * pearl.c: Nikoli's `Masyu' puzzle.
8 * - Keyboard-control cursor. (Would probably have to address both
9 * square centres, for laying multiple edges at a time in a
10 * drag-like style, and grid edges for marking particular line
13 * - Generation is still pretty slow, due to difficulty coming up in
14 * the first place with a loop that makes a soluble puzzle even
15 * with all possible clues filled in.
16 * + A possible alternative strategy to further tuning of the
17 * existing loop generator would be to throw the entire
18 * mechanism out and instead write a different generator from
19 * scratch which evolves the solution along with the puzzle:
20 * place a few clues, nail down a bit of the loop, place another
21 * clue, nail down some more, etc. However, I don't have a
22 * detailed plan for any such mechanism, so it may be a pipe
37 #define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0)
48 #define DX(d) ( ((d)==R) - ((d)==L) )
49 #define DY(d) ( ((d)==D) - ((d)==U) )
51 #define F(d) (((d << 2) | (d >> 2)) & 0xF)
52 #define C(d) (((d << 3) | (d >> 1)) & 0xF)
53 #define A(d) (((d << 1) | (d >> 3)) & 0xF)
82 #define bBLANK (1 << BLANK)
85 COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
,
87 COL_ERROR
, COL_GRID
, COL_FLASH
,
88 COL_DRAGON
, COL_DRAGOFF
,
92 /* Macro ickery copied from slant.c */
96 #define ENUM(upper,title,lower) DIFF_ ## upper,
97 #define TITLE(upper,title,lower) #title,
98 #define ENCODE(upper,title,lower) #lower
99 #define CONFIG(upper,title,lower) ":" #title
100 enum { DIFFLIST(ENUM
) DIFFCOUNT
};
101 static char const *const pearl_diffnames
[] = { DIFFLIST(TITLE
) "(count)" };
102 static char const pearl_diffchars
[] = DIFFLIST(ENCODE
);
103 #define DIFFCONFIG DIFFLIST(CONFIG)
108 int nosolve
; /* XXX remove me! */
111 struct shared_state
{
113 char *clues
; /* size w*h */
117 #define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \
118 (gy) >= 0 && (gy) < (state)->shared->h)
120 struct shared_state
*shared
;
121 char *lines
; /* size w*h: lines placed */
122 char *errors
; /* size w*h: errors detected */
123 char *marks
; /* size w*h: 'no line here' marks placed. */
124 int completed
, used_solve
;
125 int loop_length
; /* filled in by check_completion when complete. */
128 #define DEFAULT_PRESET 3
130 static const struct game_params pearl_presets
[] = {
136 {10, 10, DIFF_TRICKY
},
138 {12, 8, DIFF_TRICKY
},
141 static game_params
*default_params(void)
143 game_params
*ret
= snew(game_params
);
145 *ret
= pearl_presets
[DEFAULT_PRESET
];
146 ret
->nosolve
= FALSE
;
151 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
156 if (i
< 0 || i
>= lenof(pearl_presets
)) return FALSE
;
158 ret
= default_params();
159 *ret
= pearl_presets
[i
]; /* struct copy */
162 sprintf(buf
, "%dx%d %s",
163 pearl_presets
[i
].w
, pearl_presets
[i
].h
,
164 pearl_diffnames
[pearl_presets
[i
].difficulty
]);
170 static void free_params(game_params
*params
)
175 static game_params
*dup_params(game_params
*params
)
177 game_params
*ret
= snew(game_params
);
178 *ret
= *params
; /* structure copy */
182 static void decode_params(game_params
*ret
, char const *string
)
184 ret
->w
= ret
->h
= atoi(string
);
185 while (*string
&& isdigit((unsigned char) *string
)) ++string
;
186 if (*string
== 'x') {
188 ret
->h
= atoi(string
);
189 while (*string
&& isdigit((unsigned char)*string
)) string
++;
192 ret
->difficulty
= DIFF_EASY
;
193 if (*string
== 'd') {
196 for (i
= 0; i
< DIFFCOUNT
; i
++)
197 if (*string
== pearl_diffchars
[i
])
199 if (*string
) string
++;
202 ret
->nosolve
= FALSE
;
203 if (*string
== 'n') {
209 static char *encode_params(game_params
*params
, int full
)
212 sprintf(buf
, "%dx%d", params
->w
, params
->h
);
214 sprintf(buf
+ strlen(buf
), "d%c%s",
215 pearl_diffchars
[params
->difficulty
],
216 params
->nosolve
? "n" : "");
220 static config_item
*game_configure(game_params
*params
)
225 ret
= snewn(5, config_item
);
227 ret
[0].name
= "Width";
228 ret
[0].type
= C_STRING
;
229 sprintf(buf
, "%d", params
->w
);
230 ret
[0].sval
= dupstr(buf
);
233 ret
[1].name
= "Height";
234 ret
[1].type
= C_STRING
;
235 sprintf(buf
, "%d", params
->h
);
236 ret
[1].sval
= dupstr(buf
);
239 ret
[2].name
= "Difficulty";
240 ret
[2].type
= C_CHOICES
;
241 ret
[2].sval
= DIFFCONFIG
;
242 ret
[2].ival
= params
->difficulty
;
244 ret
[3].name
= "Allow unsoluble";
245 ret
[3].type
= C_BOOLEAN
;
247 ret
[3].ival
= params
->nosolve
;
257 static game_params
*custom_params(config_item
*cfg
)
259 game_params
*ret
= snew(game_params
);
261 ret
->w
= atoi(cfg
[0].sval
);
262 ret
->h
= atoi(cfg
[1].sval
);
263 ret
->difficulty
= cfg
[2].ival
;
264 ret
->nosolve
= cfg
[3].ival
;
269 static char *validate_params(game_params
*params
, int full
)
271 if (params
->w
< 5) return "Width must be at least five";
272 if (params
->h
< 5) return "Height must be at least five";
273 if (params
->difficulty
< 0 || params
->difficulty
>= DIFFCOUNT
)
274 return "Unknown difficulty level";
279 /* ----------------------------------------------------------------------
283 int pearl_solve(int w
, int h
, char *clues
, char *result
,
284 int difficulty
, int partial
)
286 int W
= 2*w
+1, H
= 2*h
+1;
293 * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature
294 * of the square (x,y), as a logical OR of bitfields.
296 * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates
297 * whether the horizontal edge between (x,y) and (x+1,y) is
298 * connected (1), disconnected (2) or unknown (3).
300 * workspace[(2*y+1)*W+(2*x)], indicates the same about the
301 * vertical edge between (x,y) and (x,y+1).
303 * Initially, every square is considered capable of being in
304 * any of the seven possible states (two straights, four
305 * corners and empty), except those corresponding to clue
306 * squares which are more restricted.
308 * Initially, all edges are unknown, except the ones around the
309 * grid border which are known to be disconnected.
311 workspace
= snewn(W
*H
, short);
312 for (x
= 0; x
< W
*H
; x
++)
315 for (y
= 0; y
< h
; y
++)
316 for (x
= 0; x
< w
; x
++)
317 switch (clues
[y
*w
+x
]) {
319 workspace
[(2*y
+1)*W
+(2*x
+1)] = bLU
|bLD
|bRU
|bRD
;
322 workspace
[(2*y
+1)*W
+(2*x
+1)] = bLR
|bUD
;
325 workspace
[(2*y
+1)*W
+(2*x
+1)] = bLR
|bUD
|bLU
|bLD
|bRU
|bRD
|bBLANK
;
328 /* Horizontal edges */
329 for (y
= 0; y
<= h
; y
++)
330 for (x
= 0; x
< w
; x
++)
331 workspace
[(2*y
)*W
+(2*x
+1)] = (y
==0 || y
==h
? 2 : 3);
333 for (y
= 0; y
< h
; y
++)
334 for (x
= 0; x
<= w
; x
++)
335 workspace
[(2*y
+1)*W
+(2*x
)] = (x
==0 || x
==w
? 2 : 3);
338 * We maintain a dsf of connected squares, together with a
339 * count of the size of each equivalence class.
341 dsf
= snewn(w
*h
, int);
342 dsfsize
= snewn(w
*h
, int);
345 * Now repeatedly try to find something we can do.
348 int done_something
= FALSE
;
350 #ifdef SOLVER_DIAGNOSTICS
351 for (y
= 0; y
< H
; y
++) {
352 for (x
= 0; x
< W
; x
++)
353 printf("%*x", (x
&1) ? 5 : 2, workspace
[y
*W
+x
]);
359 * Go through the square state words, and discard any
360 * square state which is inconsistent with known facts
361 * about the edges around the square.
363 for (y
= 0; y
< h
; y
++)
364 for (x
= 0; x
< w
; x
++) {
365 for (b
= 0; b
< 0xD; b
++)
366 if (workspace
[(2*y
+1)*W
+(2*x
+1)] & (1<<b
)) {
368 * If any edge of this square is known to
369 * be connected when state b would require
370 * it disconnected, or vice versa, discard
373 for (d
= 1; d
<= 8; d
+= d
) {
374 int ex
= 2*x
+1 + DX(d
), ey
= 2*y
+1 + DY(d
);
375 if (workspace
[ey
*W
+ex
] ==
377 workspace
[(2*y
+1)*W
+(2*x
+1)] &= ~(1<<b
);
378 #ifdef SOLVER_DIAGNOSTICS
379 printf("edge (%d,%d)-(%d,%d) rules out state"
380 " %d for square (%d,%d)\n",
381 ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2,
384 done_something
= TRUE
;
391 * Consistency check: each square must have at
392 * least one state left!
394 if (!workspace
[(2*y
+1)*W
+(2*x
+1)]) {
395 #ifdef SOLVER_DIAGNOSTICS
396 printf("edge check at (%d,%d): inconsistency\n", x
, y
);
404 * Now go through the states array again, and nail down any
405 * unknown edge if one of its neighbouring squares makes it
408 for (y
= 0; y
< h
; y
++)
409 for (x
= 0; x
< w
; x
++) {
410 int edgeor
= 0, edgeand
= 15;
412 for (b
= 0; b
< 0xD; b
++)
413 if (workspace
[(2*y
+1)*W
+(2*x
+1)] & (1<<b
)) {
419 * Now any bit clear in edgeor marks a disconnected
420 * edge, and any bit set in edgeand marks a
424 /* First check consistency: neither bit is both! */
425 if (edgeand
& ~edgeor
) {
426 #ifdef SOLVER_DIAGNOSTICS
427 printf("square check at (%d,%d): inconsistency\n", x
, y
);
433 for (d
= 1; d
<= 8; d
+= d
) {
434 int ex
= 2*x
+1 + DX(d
), ey
= 2*y
+1 + DY(d
);
436 if (!(edgeor
& d
) && workspace
[ey
*W
+ex
] == 3) {
437 workspace
[ey
*W
+ex
] = 2;
438 done_something
= TRUE
;
439 #ifdef SOLVER_DIAGNOSTICS
440 printf("possible states of square (%d,%d) force edge"
441 " (%d,%d)-(%d,%d) to be disconnected\n",
442 x
, y
, ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2);
444 } else if ((edgeand
& d
) && workspace
[ey
*W
+ex
] == 3) {
445 workspace
[ey
*W
+ex
] = 1;
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 connected\n",
450 x
, y
, ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2);
460 * Now for longer-range clue-based deductions (using the
461 * rules that a corner clue must connect to two straight
462 * squares, and a straight clue must connect to at least
463 * one corner square).
465 for (y
= 0; y
< h
; y
++)
466 for (x
= 0; x
< w
; x
++)
467 switch (clues
[y
*w
+x
]) {
469 for (d
= 1; d
<= 8; d
+= d
) {
470 int ex
= 2*x
+1 + DX(d
), ey
= 2*y
+1 + DY(d
);
471 int fx
= ex
+ DX(d
), fy
= ey
+ DY(d
);
474 if (workspace
[ey
*W
+ex
] == 1) {
476 * If a corner clue is connected on any
477 * edge, then we can immediately nail
478 * down the square beyond that edge as
479 * being a straight in the appropriate
482 if (workspace
[fy
*W
+fx
] != (1<<type
)) {
483 workspace
[fy
*W
+fx
] = (1<<type
);
484 done_something
= TRUE
;
485 #ifdef SOLVER_DIAGNOSTICS
486 printf("corner clue at (%d,%d) forces square "
487 "(%d,%d) into state %d\n", x
, y
,
492 } else if (workspace
[ey
*W
+ex
] == 3) {
494 * Conversely, if a corner clue is
495 * separated by an unknown edge from a
496 * square which _cannot_ be a straight
497 * in the appropriate direction, we can
498 * mark that edge as disconnected.
500 if (!(workspace
[fy
*W
+fx
] & (1<<type
))) {
501 workspace
[ey
*W
+ex
] = 2;
502 done_something
= TRUE
;
503 #ifdef SOLVER_DIAGNOSTICS
504 printf("corner clue at (%d,%d), plus square "
505 "(%d,%d) not being state %d, "
506 "disconnects edge (%d,%d)-(%d,%d)\n",
507 x
, y
, fx
/2, fy
/2, type
,
508 ex
/2, ey
/2, (ex
+1)/2, (ey
+1)/2);
518 * If a straight clue is between two squares
519 * neither of which is capable of being a
520 * corner connected to it, then the straight
521 * clue cannot point in that direction.
523 for (d
= 1; d
<= 2; d
+= d
) {
524 int fx
= 2*x
+1 + 2*DX(d
), fy
= 2*y
+1 + 2*DY(d
);
525 int gx
= 2*x
+1 - 2*DX(d
), gy
= 2*y
+1 - 2*DY(d
);
528 if (!(workspace
[(2*y
+1)*W
+(2*x
+1)] & (1<<type
)))
531 if (!(workspace
[fy
*W
+fx
] & ((1<<(F(d
)|A(d
))) |
532 (1<<(F(d
)|C(d
))))) &&
533 !(workspace
[gy
*W
+gx
] & ((1<<( d
|A(d
))) |
535 workspace
[(2*y
+1)*W
+(2*x
+1)] &= ~(1<<type
);
536 done_something
= TRUE
;
537 #ifdef SOLVER_DIAGNOSTICS
538 printf("straight clue at (%d,%d) cannot corner at "
539 "(%d,%d) or (%d,%d) so is not state %d\n",
540 x
, y
, fx
/2, fy
/2, gx
/2, gy
/2, type
);
547 * If a straight clue with known direction is
548 * connected on one side to a known straight,
549 * then on the other side it must be a corner.
551 for (d
= 1; d
<= 8; d
+= d
) {
552 int fx
= 2*x
+1 + 2*DX(d
), fy
= 2*y
+1 + 2*DY(d
);
553 int gx
= 2*x
+1 - 2*DX(d
), gy
= 2*y
+1 - 2*DY(d
);
556 if (workspace
[(2*y
+1)*W
+(2*x
+1)] != (1<<type
))
559 if (!(workspace
[fy
*W
+fx
] &~ (bLR
|bUD
)) &&
560 (workspace
[gy
*W
+gx
] &~ (bLU
|bLD
|bRU
|bRD
))) {
561 workspace
[gy
*W
+gx
] &= (bLU
|bLD
|bRU
|bRD
);
562 done_something
= TRUE
;
563 #ifdef SOLVER_DIAGNOSTICS
564 printf("straight clue at (%d,%d) connecting to "
565 "straight at (%d,%d) makes (%d,%d) a "
566 "corner\n", x
, y
, fx
/2, fy
/2, gx
/2, gy
/2);
578 * Now detect shortcut loops.
582 int nonblanks
, loopclass
;
585 for (x
= 0; x
< w
*h
; x
++)
589 * First go through the edge entries and update the dsf
590 * of which squares are connected to which others. We
591 * also track the number of squares in each equivalence
592 * class, and count the overall number of
593 * known-non-blank squares.
595 * In the process of doing this, we must notice if a
596 * loop has already been formed. If it has, we blank
597 * out any square which isn't part of that loop
598 * (failing a consistency check if any such square does
599 * not have BLANK as one of its remaining options) and
600 * exit the deduction loop with success.
604 for (y
= 1; y
< H
-1; y
++)
605 for (x
= 1; x
< W
-1; x
++)
608 * (x,y) are the workspace coordinates of
609 * an edge field. Compute the normal-space
610 * coordinates of the squares it connects.
612 int ax
= (x
-1)/2, ay
= (y
-1)/2, ac
= ay
*w
+ax
;
613 int bx
= x
/2, by
= y
/2, bc
= by
*w
+bx
;
616 * If the edge is connected, do the dsf
619 if (workspace
[y
*W
+x
] == 1) {
622 ae
= dsf_canonify(dsf
, ac
);
623 be
= dsf_canonify(dsf
, bc
);
629 if (loopclass
!= -1) {
631 * In fact, we have two
632 * separate loops, which is
635 #ifdef SOLVER_DIAGNOSTICS
636 printf("two loops found in grid!\n");
644 * Merge the two equivalence
647 int size
= dsfsize
[ae
] + dsfsize
[be
];
648 dsf_merge(dsf
, ac
, bc
);
649 ae
= dsf_canonify(dsf
, ac
);
653 } else if ((y
& x
) & 1) {
655 * (x,y) are the workspace coordinates of a
656 * square field. If the square is
657 * definitely not blank, count it.
659 if (!(workspace
[y
*W
+x
] & bBLANK
))
664 * If we discovered an existing loop above, we must now
665 * blank every square not part of it, and exit the main
668 if (loopclass
!= -1) {
669 #ifdef SOLVER_DIAGNOSTICS
670 printf("loop found in grid!\n");
672 for (y
= 0; y
< h
; y
++)
673 for (x
= 0; x
< w
; x
++)
674 if (dsf_canonify(dsf
, y
*w
+x
) != loopclass
) {
675 if (workspace
[(y
*2+1)*W
+(x
*2+1)] & bBLANK
) {
676 workspace
[(y
*2+1)*W
+(x
*2+1)] = bBLANK
;
679 * This square is not part of the
680 * loop, but is known non-blank. We
683 #ifdef SOLVER_DIAGNOSTICS
684 printf("non-blank square (%d,%d) found outside"
698 /* Further deductions are considered 'tricky'. */
699 if (difficulty
== DIFF_EASY
) goto done_deductions
;
702 * Now go through the workspace again and mark any edge
703 * which would cause a shortcut loop (i.e. would
704 * connect together two squares in the same equivalence
705 * class, and that equivalence class does not contain
706 * _all_ the known-non-blank squares currently in the
707 * grid) as disconnected. Also, mark any _square state_
708 * which would cause a shortcut loop as disconnected.
710 for (y
= 1; y
< H
-1; y
++)
711 for (x
= 1; x
< W
-1; x
++)
714 * (x,y) are the workspace coordinates of
715 * an edge field. Compute the normal-space
716 * coordinates of the squares it connects.
718 int ax
= (x
-1)/2, ay
= (y
-1)/2, ac
= ay
*w
+ax
;
719 int bx
= x
/2, by
= y
/2, bc
= by
*w
+bx
;
722 * If the edge is currently unknown, and
723 * sits between two squares in the same
724 * equivalence class, and the size of that
725 * class is less than nonblanks, then
726 * connecting this edge would be a shortcut
727 * loop and so we must not do so.
729 if (workspace
[y
*W
+x
] == 3) {
732 ae
= dsf_canonify(dsf
, ac
);
733 be
= dsf_canonify(dsf
, bc
);
737 * We have a loop. Is it a shortcut?
739 if (dsfsize
[ae
] < nonblanks
) {
741 * Yes! Mark this edge disconnected.
743 workspace
[y
*W
+x
] = 2;
744 done_something
= TRUE
;
745 #ifdef SOLVER_DIAGNOSTICS
746 printf("edge (%d,%d)-(%d,%d) would create"
747 " a shortcut loop, hence must be"
748 " disconnected\n", x
/2, y
/2,
754 } else if ((y
& x
) & 1) {
756 * (x,y) are the workspace coordinates of a
757 * square field. Go through its possible
758 * (non-blank) states and see if any gives
759 * rise to a shortcut loop.
761 * This is slightly fiddly, because we have
762 * to check whether this square is already
763 * part of the same equivalence class as
764 * the things it's joining.
766 int ae
= dsf_canonify(dsf
, (y
/2)*w
+(x
/2));
768 for (b
= 2; b
< 0xD; b
++)
769 if (workspace
[y
*W
+x
] & (1<<b
)) {
771 * Find the equivalence classes of
772 * the two squares this one would
773 * connect if it were in this
778 for (d
= 1; d
<= 8; d
+= d
) if (b
& d
) {
779 int xx
= x
/2 + DX(d
), yy
= y
/2 + DY(d
);
780 int ee
= dsf_canonify(dsf
, yy
*w
+xx
);
790 * This square state would form
791 * a loop on equivalence class
792 * e. Measure the size of that
793 * loop, and see if it's a
796 int loopsize
= dsfsize
[e
];
798 loopsize
++;/* add the square itself */
799 if (loopsize
< nonblanks
) {
801 * It is! Mark this square
804 workspace
[y
*W
+x
] &= ~(1<<b
);
805 done_something
= TRUE
;
806 #ifdef SOLVER_DIAGNOSTICS
807 printf("square (%d,%d) would create a "
808 "shortcut loop in state %d, "
824 * If we reach here, there is nothing left we can do.
825 * Return 2 for ambiguous puzzle.
834 * If ret = 1 then we've successfully achieved a solution. This
835 * means that we expect every square to be nailed down to
836 * exactly one possibility. If this is the case, or if the caller
837 * asked for a partial solution anyway, transcribe those
838 * possibilities into the result array.
840 if (ret
== 1 || partial
) {
841 for (y
= 0; y
< h
; y
++) {
842 for (x
= 0; x
< w
; x
++) {
843 for (b
= 0; b
< 0xD; b
++)
844 if (workspace
[(2*y
+1)*W
+(2*x
+1)] == (1<<b
)) {
848 if (ret
== 1) assert(b
< 0xD); /* we should have had a break by now */
860 /* ----------------------------------------------------------------------
865 * We use the loop generator code from loopy, hard-coding to a square
866 * grid of the appropriate size. Knowing the grid layout and the tile
867 * size we can shrink that to our small grid and then make our line
868 * layout from the face colour info.
870 * We provide a bias function to the loop generator which tries to
871 * bias in favour of loops with more scope for Pearl black clues. This
872 * seems to improve the success rate of the puzzle generator, in that
873 * such loops have a better chance of being soluble with all valid
877 struct pearl_loopgen_bias_ctx
{
879 * Our bias function counts the number of 'black clue' corners
880 * (i.e. corners adjacent to two straights) in both the
881 * BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do
884 * - track the edges that are part of each of those loops
885 * - track the types of vertex in each loop (corner, straight,
887 * - track the current black-clue status of each vertex in each
890 * Each of these chunks of data is updated incrementally from the
891 * previous one, to avoid slowdown due to the bias function
892 * rescanning the whole grid every time it's called.
894 * So we need a lot of separate arrays, plus a tdq for each one,
895 * and we must repeat it all twice for the BLACK and WHITE
898 struct pearl_loopgen_bias_ctx_boundary
{
899 int colour
; /* FACE_WHITE or FACE_BLACK */
901 char *edges
; /* is each edge part of the loop? */
904 char *vertextypes
; /* bits 0-3 == outgoing edge bitmap;
905 * bit 4 set iff corner clue.
906 * Hence, 0 means non-vertex;
907 * nonzero but bit 4 zero = straight. */
908 int *neighbour
[2]; /* indices of neighbour vertices in loop */
909 tdq
*vertextypes_todo
;
911 char *blackclues
; /* is each vertex a black clue site? */
912 tdq
*blackclues_todo
;
913 } boundaries
[2]; /* boundaries[0]=WHITE, [1]=BLACK */
915 char *faces
; /* remember last-seen colour of each face */
922 int pearl_loopgen_bias(void *vctx
, char *board
, int face
)
924 struct pearl_loopgen_bias_ctx
*ctx
= (struct pearl_loopgen_bias_ctx
*)vctx
;
926 int oldface
, newface
;
929 tdq_add(ctx
->faces_todo
, face
);
930 while ((j
= tdq_remove(ctx
->faces_todo
)) >= 0) {
931 oldface
= ctx
->faces
[j
];
932 ctx
->faces
[j
] = newface
= board
[j
];
933 for (i
= 0; i
< 2; i
++) {
934 struct pearl_loopgen_bias_ctx_boundary
*b
= &ctx
->boundaries
[i
];
938 * If the face has changed either from or to colour c, we need
939 * to reprocess the edges for this boundary.
941 if (oldface
== c
|| newface
== c
) {
942 grid_face
*f
= &g
->faces
[face
];
943 for (k
= 0; k
< f
->order
; k
++)
944 tdq_add(b
->edges_todo
, f
->edges
[k
] - g
->edges
);
949 for (i
= 0; i
< 2; i
++) {
950 struct pearl_loopgen_bias_ctx_boundary
*b
= &ctx
->boundaries
[i
];
954 * Go through the to-do list of edges. For each edge, decide
955 * anew whether it's part of this boundary or not. Any edge
956 * that changes state has to have both its endpoints put on
957 * the vertextypes_todo list.
959 while ((j
= tdq_remove(b
->edges_todo
)) >= 0) {
960 grid_edge
*e
= &g
->edges
[j
];
961 int fc1
= e
->face1
? board
[e
->face1
- g
->faces
] : FACE_BLACK
;
962 int fc2
= e
->face2
? board
[e
->face2
- g
->faces
] : FACE_BLACK
;
963 int oldedge
= b
->edges
[j
];
964 int newedge
= (fc1
==c
) ^ (fc2
==c
);
965 if (oldedge
!= newedge
) {
966 b
->edges
[j
] = newedge
;
967 tdq_add(b
->vertextypes_todo
, e
->dot1
- g
->dots
);
968 tdq_add(b
->vertextypes_todo
, e
->dot2
- g
->dots
);
973 * Go through the to-do list of vertices whose types need
974 * refreshing. For each one, decide whether it's a corner, a
975 * straight, or a vertex not in the loop, and in the former
976 * two cases also work out the indices of its neighbour
977 * vertices along the loop. Any vertex that changes state must
978 * be put back on the to-do list for deciding if it's a black
979 * clue site, and so must its two new neighbours _and_ its two
982 while ((j
= tdq_remove(b
->vertextypes_todo
)) >= 0) {
983 grid_dot
*d
= &g
->dots
[j
];
984 int neighbours
[2], type
= 0, n
= 0;
986 for (k
= 0; k
< d
->order
; k
++) {
987 grid_edge
*e
= d
->edges
[k
];
988 grid_dot
*d2
= (e
->dot1
== d
? e
->dot2
: e
->dot1
);
989 /* dir == 0,1,2,3 for an edge going L,U,R,D */
990 int dir
= (d
->y
== d2
->y
) + 2*(d
->x
+d
->y
> d2
->x
+d2
->y
);
991 int ei
= e
- g
->edges
;
994 neighbours
[n
] = d2
- g
->dots
;
1000 * Decide if it's a corner, and set the corner flag if so.
1002 if (type
!= 0 && type
!= 0x5 && type
!= 0xA)
1005 if (type
!= b
->vertextypes
[j
]) {
1007 * Recompute old neighbours, if any.
1009 if (b
->vertextypes
[j
]) {
1010 tdq_add(b
->blackclues_todo
, b
->neighbour
[0][j
]);
1011 tdq_add(b
->blackclues_todo
, b
->neighbour
[1][j
]);
1014 * Recompute this vertex.
1016 tdq_add(b
->blackclues_todo
, j
);
1017 b
->vertextypes
[j
] = type
;
1019 * Recompute new neighbours, if any.
1021 if (b
->vertextypes
[j
]) {
1022 b
->neighbour
[0][j
] = neighbours
[0];
1023 b
->neighbour
[1][j
] = neighbours
[1];
1024 tdq_add(b
->blackclues_todo
, b
->neighbour
[0][j
]);
1025 tdq_add(b
->blackclues_todo
, b
->neighbour
[1][j
]);
1031 * Go through the list of vertices which we must check to see
1032 * if they're black clue sites. Each one is a black clue site
1033 * iff it is a corner and its loop neighbours are non-corners.
1034 * Adjust the running total of black clues we've counted.
1036 while ((j
= tdq_remove(b
->blackclues_todo
)) >= 0) {
1037 ctx
->score
-= b
->blackclues
[j
];
1038 b
->blackclues
[j
] = ((b
->vertextypes
[j
] & 0x10) &&
1039 !((b
->vertextypes
[b
->neighbour
[0][j
]] |
1040 b
->vertextypes
[b
->neighbour
[1][j
]])
1042 ctx
->score
+= b
->blackclues
[j
];
1049 void pearl_loopgen(int w
, int h
, char *lines
, random_state
*rs
)
1051 grid
*g
= grid_new(GRID_SQUARE
, w
-1, h
-1, NULL
);
1052 char *board
= snewn(g
->num_faces
, char);
1053 int i
, s
= g
->tilesize
;
1054 struct pearl_loopgen_bias_ctx biasctx
;
1056 memset(lines
, 0, w
*h
);
1059 * Initialise the context for the bias function. Initially we fill
1060 * all the to-do lists, so that the first call will scan
1061 * everything; thereafter the lists stay empty so we make
1062 * incremental changes.
1065 biasctx
.faces
= snewn(g
->num_faces
, char);
1066 biasctx
.faces_todo
= tdq_new(g
->num_faces
);
1067 tdq_fill(biasctx
.faces_todo
);
1069 memset(biasctx
.faces
, FACE_GREY
, g
->num_faces
);
1070 for (i
= 0; i
< 2; i
++) {
1071 biasctx
.boundaries
[i
].edges
= snewn(g
->num_edges
, char);
1072 memset(biasctx
.boundaries
[i
].edges
, 0, g
->num_edges
);
1073 biasctx
.boundaries
[i
].edges_todo
= tdq_new(g
->num_edges
);
1074 tdq_fill(biasctx
.boundaries
[i
].edges_todo
);
1075 biasctx
.boundaries
[i
].vertextypes
= snewn(g
->num_dots
, char);
1076 memset(biasctx
.boundaries
[i
].vertextypes
, 0, g
->num_dots
);
1077 biasctx
.boundaries
[i
].neighbour
[0] = snewn(g
->num_dots
, int);
1078 biasctx
.boundaries
[i
].neighbour
[1] = snewn(g
->num_dots
, int);
1079 biasctx
.boundaries
[i
].vertextypes_todo
= tdq_new(g
->num_dots
);
1080 tdq_fill(biasctx
.boundaries
[i
].vertextypes_todo
);
1081 biasctx
.boundaries
[i
].blackclues
= snewn(g
->num_dots
, char);
1082 memset(biasctx
.boundaries
[i
].blackclues
, 0, g
->num_dots
);
1083 biasctx
.boundaries
[i
].blackclues_todo
= tdq_new(g
->num_dots
);
1084 tdq_fill(biasctx
.boundaries
[i
].blackclues_todo
);
1086 biasctx
.boundaries
[0].colour
= FACE_WHITE
;
1087 biasctx
.boundaries
[1].colour
= FACE_BLACK
;
1088 generate_loop(g
, board
, rs
, pearl_loopgen_bias
, &biasctx
);
1089 sfree(biasctx
.faces
);
1090 tdq_free(biasctx
.faces_todo
);
1091 for (i
= 0; i
< 2; i
++) {
1092 sfree(biasctx
.boundaries
[i
].edges
);
1093 tdq_free(biasctx
.boundaries
[i
].edges_todo
);
1094 sfree(biasctx
.boundaries
[i
].vertextypes
);
1095 sfree(biasctx
.boundaries
[i
].neighbour
[0]);
1096 sfree(biasctx
.boundaries
[i
].neighbour
[1]);
1097 tdq_free(biasctx
.boundaries
[i
].vertextypes_todo
);
1098 sfree(biasctx
.boundaries
[i
].blackclues
);
1099 tdq_free(biasctx
.boundaries
[i
].blackclues_todo
);
1102 for (i
= 0; i
< g
->num_edges
; i
++) {
1103 grid_edge
*e
= g
->edges
+ i
;
1104 enum face_colour c1
= FACE_COLOUR(e
->face1
);
1105 enum face_colour c2
= FACE_COLOUR(e
->face2
);
1106 assert(c1
!= FACE_GREY
);
1107 assert(c2
!= FACE_GREY
);
1109 /* This grid edge is on the loop: lay line along it */
1110 int x1
= e
->dot1
->x
/s
, y1
= e
->dot1
->y
/s
;
1111 int x2
= e
->dot2
->x
/s
, y2
= e
->dot2
->y
/s
;
1113 /* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */
1115 if (y1
> y2
) SWAP(y1
,y2
);
1118 lines
[y1
*w
+x1
] |= D
;
1119 lines
[y2
*w
+x1
] |= U
;
1120 } else if (y1
== y2
) {
1121 if (x1
> x2
) SWAP(x1
,x2
);
1124 lines
[y1
*w
+x1
] |= R
;
1125 lines
[y1
*w
+x2
] |= L
;
1127 assert(!"grid with diagonal coords?!");
1134 #if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS
1135 printf("as returned:\n");
1136 for (y
= 0; y
< h
; y
++) {
1137 for (x
= 0; x
< w
; x
++) {
1138 int type
= lines
[y
*w
+x
];
1140 if (type
& L
) *p
++ = 'L';
1141 if (type
& R
) *p
++ = 'R';
1142 if (type
& U
) *p
++ = 'U';
1143 if (type
& D
) *p
++ = 'D';
1153 static int new_clues(game_params
*params
, random_state
*rs
,
1154 char *clues
, char *grid
)
1156 int w
= params
->w
, h
= params
->h
;
1157 int ngen
= 0, x
, y
, d
, ret
, i
;
1161 pearl_loopgen(w
, h
, grid
, rs
);
1163 #ifdef GENERATION_DIAGNOSTICS
1164 printf("grid array:\n");
1165 for (y
= 0; y
< h
; y
++) {
1166 for (x
= 0; x
< w
; x
++) {
1167 int type
= grid
[y
*w
+x
];
1169 if (type
& L
) *p
++ = 'L';
1170 if (type
& R
) *p
++ = 'R';
1171 if (type
& U
) *p
++ = 'U';
1172 if (type
& D
) *p
++ = 'D';
1182 * Set up the maximal clue array.
1184 for (y
= 0; y
< h
; y
++)
1185 for (x
= 0; x
< w
; x
++) {
1186 int type
= grid
[y
*w
+x
];
1188 clues
[y
*w
+x
] = NOCLUE
;
1190 if ((bLR
|bUD
) & (1 << type
)) {
1192 * This is a straight; see if it's a viable
1193 * candidate for a straight clue. It qualifies if
1194 * at least one of the squares it connects to is a
1197 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1198 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1199 assert(xx
>= 0 && xx
< w
&& yy
>= 0 && yy
< h
);
1200 if ((bLU
|bLD
|bRU
|bRD
) & (1 << grid
[yy
*w
+xx
]))
1203 if (d
<= 8) /* we found one */
1204 clues
[y
*w
+x
] = STRAIGHT
;
1205 } else if ((bLU
|bLD
|bRU
|bRD
) & (1 << type
)) {
1207 * This is a corner; see if it's a viable candidate
1208 * for a corner clue. It qualifies if all the
1209 * squares it connects to are straights.
1211 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1212 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1213 assert(xx
>= 0 && xx
< w
&& yy
>= 0 && yy
< h
);
1214 if (!((bLR
|bUD
) & (1 << grid
[yy
*w
+xx
])))
1217 if (d
> 8) /* we didn't find a counterexample */
1218 clues
[y
*w
+x
] = CORNER
;
1222 #ifdef GENERATION_DIAGNOSTICS
1223 printf("clue array:\n");
1224 for (y
= 0; y
< h
; y
++) {
1225 for (x
= 0; x
< w
; x
++) {
1226 printf("%c", " *O"[(unsigned char)clues
[y
*w
+x
]]);
1233 if (!params
->nosolve
) {
1234 int *cluespace
, *straights
, *corners
;
1235 int nstraights
, ncorners
, nstraightpos
, ncornerpos
;
1238 * See if we can solve the puzzle just like this.
1240 ret
= pearl_solve(w
, h
, clues
, grid
, params
->difficulty
, FALSE
);
1241 assert(ret
> 0); /* shouldn't be inconsistent! */
1243 continue; /* go round and try again */
1246 * Check this puzzle isn't too easy.
1248 if (params
->difficulty
> DIFF_EASY
) {
1249 ret
= pearl_solve(w
, h
, clues
, grid
, params
->difficulty
-1, FALSE
);
1252 continue; /* too easy: try again */
1256 * Now shuffle the grid points and gradually remove the
1257 * clues to find a minimal set which still leaves the
1260 * We preferentially attempt to remove whichever type of
1261 * clue is currently most numerous, to combat a general
1262 * tendency of plain random generation to bias in favour
1263 * of many white clues and few black.
1265 * 'nstraights' and 'ncorners' count the number of clues
1266 * of each type currently remaining in the grid;
1267 * 'nstraightpos' and 'ncornerpos' count the clues of each
1268 * type we have left to try to remove. (Clues which we
1269 * have tried and failed to remove are counted by the
1270 * former but not the latter.)
1272 cluespace
= snewn(w
*h
, int);
1273 straights
= cluespace
;
1275 for (i
= 0; i
< w
*h
; i
++)
1276 if (clues
[i
] == STRAIGHT
)
1277 straights
[nstraightpos
++] = i
;
1278 corners
= straights
+ nstraightpos
;
1280 for (i
= 0; i
< w
*h
; i
++)
1281 if (clues
[i
] == STRAIGHT
)
1282 corners
[ncornerpos
++] = i
;
1283 nstraights
= nstraightpos
;
1284 ncorners
= ncornerpos
;
1286 shuffle(straights
, nstraightpos
, sizeof(*straights
), rs
);
1287 shuffle(corners
, ncornerpos
, sizeof(*corners
), rs
);
1288 while (nstraightpos
> 0 || ncornerpos
> 0) {
1293 * Decide which clue to try to remove next. If both
1294 * types are available, we choose whichever kind is
1295 * currently overrepresented; otherwise we take
1296 * whatever we can get.
1298 if (nstraightpos
> 0 && ncornerpos
> 0) {
1299 if (nstraights
>= ncorners
)
1300 cluepos
= straights
[--nstraightpos
];
1302 cluepos
= straights
[--ncornerpos
];
1304 if (nstraightpos
> 0)
1305 cluepos
= straights
[--nstraightpos
];
1307 cluepos
= straights
[--ncornerpos
];
1313 clue
= clues
[y
*w
+x
];
1314 clues
[y
*w
+x
] = 0; /* try removing this clue */
1316 ret
= pearl_solve(w
, h
, clues
, grid
, params
->difficulty
, FALSE
);
1319 clues
[y
*w
+x
] = clue
; /* oops, put it back again */
1324 #ifdef FINISHED_PUZZLE
1325 printf("clue array:\n");
1326 for (y
= 0; y
< h
; y
++) {
1327 for (x
= 0; x
< w
; x
++) {
1328 printf("%c", " *O"[(unsigned char)clues
[y
*w
+x
]]);
1338 debug(("%d %dx%d loops before finished puzzle.\n", ngen
, w
, h
));
1343 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1344 char **aux
, int interactive
)
1348 int w
= params
->w
, h
= params
->h
, i
, j
;
1350 grid
= snewn(w
*h
, char);
1351 clues
= snewn(w
*h
, char);
1353 new_clues(params
, rs
, clues
, grid
);
1355 desc
= snewn(w
* h
+ 1, char);
1356 for (i
= j
= 0; i
< w
*h
; i
++) {
1357 if (clues
[i
] == NOCLUE
&& j
> 0 &&
1358 desc
[j
-1] >= 'a' && desc
[j
-1] < 'z')
1360 else if (clues
[i
] == NOCLUE
)
1362 else if (clues
[i
] == CORNER
)
1364 else if (clues
[i
] == STRAIGHT
)
1369 *aux
= snewn(w
*h
+1, char);
1370 for (i
= 0; i
< w
*h
; i
++)
1371 (*aux
)[i
] = (grid
[i
] < 10) ? (grid
[i
] + '0') : (grid
[i
] + 'A' - 10);
1380 static char *validate_desc(game_params
*params
, char *desc
)
1383 const int totalsize
= params
->w
* params
->h
;
1386 for (i
= 0; desc
[i
]; i
++) {
1387 if (desc
[i
] >= 'a' && desc
[i
] <= 'z')
1388 sizesofar
+= desc
[i
] - 'a' + 1;
1389 else if (desc
[i
] == 'B' || desc
[i
] == 'W')
1392 return "unrecognised character in string";
1395 if (sizesofar
> totalsize
)
1396 return "string too long";
1397 else if (sizesofar
< totalsize
)
1398 return "string too short";
1403 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1405 game_state
*state
= snew(game_state
);
1406 int i
, j
, sz
= params
->w
*params
->h
;
1408 state
->completed
= state
->used_solve
= FALSE
;
1409 state
->shared
= snew(struct shared_state
);
1411 state
->shared
->w
= params
->w
;
1412 state
->shared
->h
= params
->h
;
1413 state
->shared
->sz
= sz
;
1414 state
->shared
->refcnt
= 1;
1415 state
->shared
->clues
= snewn(sz
, char);
1416 for (i
= j
= 0; desc
[i
]; i
++) {
1418 if (desc
[i
] >= 'a' && desc
[i
] <= 'z') {
1419 int n
= desc
[i
] - 'a' + 1;
1420 assert(j
+ n
<= sz
);
1422 state
->shared
->clues
[j
++] = NOCLUE
;
1423 } else if (desc
[i
] == 'B') {
1424 state
->shared
->clues
[j
++] = CORNER
;
1425 } else if (desc
[i
] == 'W') {
1426 state
->shared
->clues
[j
++] = STRAIGHT
;
1430 state
->lines
= snewn(sz
, char);
1431 state
->errors
= snewn(sz
, char);
1432 state
->marks
= snewn(sz
, char);
1433 for (i
= 0; i
< sz
; i
++)
1434 state
->lines
[i
] = state
->errors
[i
] = state
->marks
[i
] = BLANK
;
1439 static game_state
*dup_game(game_state
*state
)
1441 game_state
*ret
= snew(game_state
);
1442 int sz
= state
->shared
->sz
, i
;
1444 ret
->shared
= state
->shared
;
1445 ret
->completed
= state
->completed
;
1446 ret
->used_solve
= state
->used_solve
;
1447 ++ret
->shared
->refcnt
;
1449 ret
->lines
= snewn(sz
, char);
1450 ret
->errors
= snewn(sz
, char);
1451 ret
->marks
= snewn(sz
, char);
1452 for (i
= 0; i
< sz
; i
++) {
1453 ret
->lines
[i
] = state
->lines
[i
];
1454 ret
->errors
[i
] = state
->errors
[i
];
1455 ret
->marks
[i
] = state
->marks
[i
];
1461 static void free_game(game_state
*state
)
1464 if (--state
->shared
->refcnt
== 0) {
1465 sfree(state
->shared
->clues
);
1466 sfree(state
->shared
);
1468 sfree(state
->lines
);
1469 sfree(state
->errors
);
1470 sfree(state
->marks
);
1474 static char nbits
[16] = { 0, 1, 1, 2,
1478 #define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] )
1480 #define ERROR_CLUE 16
1482 static void dsf_update_completion(game_state
*state
, int *loopclass
,
1483 int ax
, int ay
, char dir
,
1484 int *dsf
, int *dsfsize
)
1486 int w
= state
->shared
->w
/*, h = state->shared->h */;
1487 int ac
= ay
*w
+ax
, ae
, bx
, by
, bc
, be
;
1489 if (!(state
->lines
[ac
] & dir
)) return; /* no link */
1490 bx
= ax
+ DX(dir
); by
= ay
+ DY(dir
);
1492 assert(INGRID(state
, bx
, by
)); /* should not have a link off grid */
1496 assert(state
->lines
[bc
] & F(dir
)); /* should have reciprocal link */
1498 /* TODO put above assertion back in once we stop generating partially
1499 * soluble puzzles. */
1500 if (!(state
->lines
[bc
] & F(dir
))) return;
1502 ae
= dsf_canonify(dsf
, ac
);
1503 be
= dsf_canonify(dsf
, bc
);
1505 if (ae
== be
) { /* detected a loop! */
1506 if (*loopclass
!= -1) /* this is the second loop, doom. */
1510 int size
= dsfsize
[ae
] + dsfsize
[be
];
1511 dsf_merge(dsf
, ac
, bc
);
1512 ae
= dsf_canonify(dsf
, ac
);
1518 static void check_completion(game_state
*state
, int mark
)
1520 int w
= state
->shared
->w
, h
= state
->shared
->h
, x
, y
, i
, d
;
1521 int had_error
= FALSE
/*, is_complete = FALSE */, loopclass
;
1525 for (i
= 0; i
< w
*h
; i
++) {
1526 state
->errors
[i
] = 0;
1530 #define ERROR(x,y,e) do { had_error = TRUE; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0)
1533 * First of all: we should have one single closed loop, passing through all clues.
1535 dsf
= snewn(w
*h
, int);
1536 dsfsize
= snewn(w
*h
, int);
1538 for (i
= 0; i
< w
*h
; i
++) dsfsize
[i
] = 1;
1541 for (x
= 0; x
< w
; x
++) {
1542 for (y
= 0; y
< h
; y
++) {
1543 dsf_update_completion(state
, &loopclass
, x
, y
, R
, dsf
, dsfsize
);
1544 dsf_update_completion(state
, &loopclass
, x
, y
, D
, dsf
, dsfsize
);
1547 if (loopclass
!= -1) {
1548 /* We have a loop. Check all squares with lines on. */
1549 for (x
= 0; x
< w
; x
++) {
1550 for (y
= 0; y
< h
; y
++) {
1551 if (state
->lines
[y
*w
+x
] == BLANK
) {
1552 if (state
->shared
->clues
[y
*w
+x
] != NOCLUE
) {
1553 /* the loop doesn't include this clue square! */
1554 ERROR(x
, y
, ERROR_CLUE
);
1557 if (dsf_canonify(dsf
, y
*w
+x
) != loopclass
) {
1558 /* these lines are not on the loop: mark them as error. */
1559 ERROR(x
, y
, state
->lines
[y
*w
+x
]);
1567 * Second: check no clues are contradicted.
1570 for (x
= 0; x
< w
; x
++) {
1571 for (y
= 0; y
< h
; y
++) {
1572 int type
= state
->lines
[y
*w
+x
];
1574 * Check that no square has more than two line segments.
1576 if (NBITS(type
) > 2) {
1580 * Check that no clues are contradicted. This code is similar to
1581 * the code that sets up the maximal clue array for any given
1584 if (state
->shared
->clues
[y
*w
+x
] == CORNER
) {
1585 /* Supposed to be a corner: will find a contradiction if
1586 * it actually contains a straight line, or if it touches any
1588 if ((bLR
|bUD
) & (1 << type
)) {
1589 ERROR(x
,y
,ERROR_CLUE
); /* actually straight */
1591 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1592 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1593 if (!INGRID(state
, xx
, yy
)) {
1594 ERROR(x
,y
,d
); /* leads off grid */
1596 if ((bLU
|bLD
|bRU
|bRD
) & (1 << state
->lines
[yy
*w
+xx
])) {
1597 ERROR(x
,y
,ERROR_CLUE
); /* touches corner */
1601 } else if (state
->shared
->clues
[y
*w
+x
] == STRAIGHT
) {
1602 /* Supposed to be straight: will find a contradiction if
1603 * it actually contains a corner, or if it only touches
1604 * straight lines. */
1605 if ((bLU
|bLD
|bRU
|bRD
) & (1 << type
)) {
1606 ERROR(x
,y
,ERROR_CLUE
); /* actually a corner */
1609 for (d
= 1; d
<= 8; d
+= d
) if (type
& d
) {
1610 int xx
= x
+ DX(d
), yy
= y
+ DY(d
);
1611 if (!INGRID(state
, xx
, yy
)) {
1612 ERROR(x
,y
,d
); /* leads off grid */
1614 if ((bLR
|bUD
) & (1 << state
->lines
[yy
*w
+xx
]))
1615 i
++; /* a straight */
1618 if (i
>= 2 && NBITS(type
) >= 2) {
1619 ERROR(x
,y
,ERROR_CLUE
); /* everything touched is straight */
1624 if (!had_error
&& loopclass
!= -1) {
1625 state
->completed
= TRUE
;
1626 state
->loop_length
= dsfsize
[loopclass
];
1628 state
->completed
= FALSE
;
1637 /* completion check:
1639 * - no clues must be contradicted (highlight clue itself in error if so)
1640 * - if there is a closed loop it must include every line segment laid
1641 * - if there's a smaller closed loop then highlight whole loop as error
1642 * - no square must have more than 3 lines radiating from centre point
1643 * (highlight all lines in that square as error if so)
1646 static char *solve_for_diff(game_state
*state
, char *old_lines
, char *new_lines
)
1648 int w
= state
->shared
->w
, h
= state
->shared
->h
, i
;
1649 char *move
= snewn(w
*h
*40, char), *p
= move
;
1652 for (i
= 0; i
< w
*h
; i
++) {
1653 if (old_lines
[i
] != new_lines
[i
]) {
1654 p
+= sprintf(p
, ";R%d,%d,%d", new_lines
[i
], i
%w
, i
/w
);
1658 move
= sresize(move
, p
- move
, char);
1663 static char *solve_game(game_state
*state
, game_state
*currstate
,
1664 char *aux
, char **error
)
1666 game_state
*solved
= dup_game(state
);
1667 int i
, ret
, sz
= state
->shared
->sz
;
1671 for (i
= 0; i
< sz
; i
++) {
1672 if (aux
[i
] >= '0' && aux
[i
] <= '9')
1673 solved
->lines
[i
] = aux
[i
] - '0';
1674 else if (aux
[i
] >= 'A' && aux
[i
] <= 'F')
1675 solved
->lines
[i
] = aux
[i
] - 'A' + 10;
1677 *error
= "invalid char in aux";
1684 /* Try to solve with present (half-solved) state first: if there's no
1685 * solution from there go back to original state. */
1686 ret
= pearl_solve(currstate
->shared
->w
, currstate
->shared
->h
,
1687 currstate
->shared
->clues
, solved
->lines
,
1690 ret
= pearl_solve(state
->shared
->w
, state
->shared
->h
,
1691 state
->shared
->clues
, solved
->lines
,
1697 *error
= "Unable to find solution";
1700 move
= solve_for_diff(solved
, currstate
->lines
, solved
->lines
);
1708 static int game_can_format_as_text_now(game_params
*params
)
1713 static char *game_text_format(game_state
*state
)
1719 int *dragcoords
; /* list of (y*w+x) coords in drag so far */
1720 int ndragcoords
; /* number of entries in dragcoords.
1721 * 0 = click but no drag yet. -1 = no drag at all */
1722 int clickx
, clicky
; /* pixel position of initial click */
1725 static game_ui
*new_ui(game_state
*state
)
1727 game_ui
*ui
= snew(game_ui
);
1728 int sz
= state
->shared
->sz
;
1730 ui
->ndragcoords
= -1;
1731 ui
->dragcoords
= snewn(sz
, int);
1736 static void free_ui(game_ui
*ui
)
1738 sfree(ui
->dragcoords
);
1742 static char *encode_ui(game_ui
*ui
)
1747 static void decode_ui(game_ui
*ui
, char *encoding
)
1751 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1752 game_state
*newstate
)
1756 #define PREFERRED_TILE_SIZE 31
1757 #define HALFSZ (ds->halfsz)
1758 #define TILE_SIZE (ds->halfsz*2 + 1)
1760 #define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2))
1762 #define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
1764 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
1765 #define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) )
1767 #define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */
1768 #define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */
1769 #define DS_MSHIFT 12 /* shift for no-line mark */
1771 #define DS_ERROR_CLUE (1 << 20)
1772 #define DS_FLASH (1 << 21)
1774 enum { GUI_MASYU
, GUI_LOOPY
};
1776 static int get_gui_style(void)
1778 static int gui_style
= -1;
1780 if (gui_style
== -1) {
1781 char *env
= getenv("PEARL_GUI_LOOPY");
1782 if (env
&& (env
[0] == 'y' || env
[0] == 'Y'))
1783 gui_style
= GUI_LOOPY
;
1785 gui_style
= GUI_MASYU
;
1790 struct game_drawstate
{
1795 unsigned int *lflags
; /* size w*h */
1797 char *draglines
; /* size w*h; lines flipped by current drag */
1800 static void update_ui_drag(game_state
*state
, game_ui
*ui
, int gx
, int gy
)
1802 int /* sz = state->shared->sz, */ w
= state
->shared
->w
;
1806 if (!INGRID(state
, gx
, gy
))
1807 return; /* square is outside grid */
1809 if (ui
->ndragcoords
< 0)
1810 return; /* drag not in progress anyway */
1814 lastpos
= ui
->dragcoords
[ui
->ndragcoords
> 0 ? ui
->ndragcoords
-1 : 0];
1816 return; /* same square as last visited one */
1818 /* Drag confirmed, if it wasn't already. */
1819 if (ui
->ndragcoords
== 0)
1820 ui
->ndragcoords
= 1;
1823 * Dragging the mouse into a square that's already been visited by
1824 * the drag path so far has the effect of truncating the path back
1825 * to that square, so a player can back out part of an uncommitted
1826 * drag without having to let go of the mouse.
1828 for (i
= 0; i
< ui
->ndragcoords
; i
++)
1829 if (pos
== ui
->dragcoords
[i
]) {
1830 ui
->ndragcoords
= i
+1;
1835 * Otherwise, dragging the mouse into a square that's a rook-move
1836 * away from the last one on the path extends the path.
1838 oy
= ui
->dragcoords
[ui
->ndragcoords
-1] / w
;
1839 ox
= ui
->dragcoords
[ui
->ndragcoords
-1] % w
;
1840 if (ox
== gx
|| oy
== gy
) {
1841 int dx
= (gx
< ox
? -1 : gx
> ox
? +1 : 0);
1842 int dy
= (gy
< oy
? -1 : gy
> oy
? +1 : 0);
1843 int dir
= (dy
>0 ? D
: dy
<0 ? U
: dx
>0 ? R
: L
);
1844 while (ox
!= gx
|| oy
!= gy
) {
1846 * If the drag attempts to cross a 'no line here' mark,
1847 * stop there. We physically don't allow the user to drag
1850 if (state
->marks
[oy
*w
+ox
] & dir
)
1854 ui
->dragcoords
[ui
->ndragcoords
++] = oy
* w
+ ox
;
1859 * Failing that, we do nothing at all: if the user has dragged
1860 * diagonally across the board, they'll just have to return the
1861 * mouse to the last known position and do whatever they meant to
1862 * do again, more slowly and clearly.
1867 * Routine shared between interpret_move and game_redraw to work out
1868 * the intended effect of a drag path on the grid.
1870 * Call it in a loop, like this:
1872 * int clearing = TRUE;
1873 * for (i = 0; i < ui->ndragcoords - 1; i++) {
1874 * int sx, sy, dx, dy, dir, oldstate, newstate;
1875 * interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
1876 * &dir, &oldstate, &newstate);
1878 * [do whatever is needed to handle the fact that the drag
1879 * wants the edge from sx,sy to dx,dy (heading in direction
1880 * 'dir' at the sx,sy end) to be changed from state oldstate
1881 * to state newstate, each of which equals either 0 or dir]
1884 static void interpret_ui_drag(game_state
*state
, game_ui
*ui
, int *clearing
,
1885 int i
, int *sx
, int *sy
, int *dx
, int *dy
,
1886 int *dir
, int *oldstate
, int *newstate
)
1888 int w
= state
->shared
->w
;
1889 int sp
= ui
->dragcoords
[i
], dp
= ui
->dragcoords
[i
+1];
1894 *dir
= (*dy
>*sy
? D
: *dy
<*sy
? U
: *dx
>*sx
? R
: L
);
1895 *oldstate
= state
->lines
[sp
] & *dir
;
1898 * The edge we've dragged over was previously
1899 * present. Set it to absent, unless we've already
1900 * stopped doing that.
1902 *newstate
= *clearing
? 0 : *dir
;
1905 * The edge we've dragged over was previously
1906 * absent. Set it to present, and cancel the
1907 * 'clearing' flag so that all subsequent edges in
1908 * the drag are set rather than cleared.
1915 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1916 int x
, int y
, int button
)
1918 int w
= state
->shared
->w
/*, h = state->shared->h, sz = state->shared->sz */;
1919 int gx
= FROMCOORD(x
), gy
= FROMCOORD(y
), i
;
1922 if (IS_MOUSE_DOWN(button
)) {
1923 if (!INGRID(state
, gx
, gy
)) {
1924 ui
->ndragcoords
= -1;
1928 ui
->clickx
= x
; ui
->clicky
= y
;
1929 ui
->dragcoords
[0] = gy
* w
+ gx
;
1930 ui
->ndragcoords
= 0; /* will be 1 once drag is confirmed */
1935 if (button
== LEFT_DRAG
&& ui
->ndragcoords
>= 0) {
1936 update_ui_drag(state
, ui
, gx
, gy
);
1940 if (IS_MOUSE_RELEASE(button
)) {
1941 if (ui
->ndragcoords
> 0) {
1942 /* End of a drag: process the cached line data. */
1943 int buflen
= 0, bufsize
= 256, tmplen
;
1945 const char *sep
= "";
1946 int clearing
= TRUE
;
1948 for (i
= 0; i
< ui
->ndragcoords
- 1; i
++) {
1949 int sx
, sy
, dx
, dy
, dir
, oldstate
, newstate
;
1950 interpret_ui_drag(state
, ui
, &clearing
, i
, &sx
, &sy
, &dx
, &dy
,
1951 &dir
, &oldstate
, &newstate
);
1953 if (oldstate
!= newstate
) {
1954 if (!buf
) buf
= snewn(bufsize
, char);
1955 tmplen
= sprintf(tmpbuf
, "%sF%d,%d,%d;F%d,%d,%d", sep
,
1956 dir
, sx
, sy
, F(dir
), dx
, dy
);
1957 if (buflen
+ tmplen
>= bufsize
) {
1958 bufsize
= (buflen
+ tmplen
) * 5 / 4 + 256;
1959 buf
= sresize(buf
, bufsize
, char);
1961 strcpy(buf
+ buflen
, tmpbuf
);
1967 ui
->ndragcoords
= -1;
1969 return buf
? buf
: "";
1970 } else if (ui
->ndragcoords
== 0) {
1971 /* Click (or tiny drag). Work out which edge we were
1974 int gx2
, gy2
, l1
, l2
, ismark
= (button
== RIGHT_RELEASE
);
1975 char movec
= ismark
? 'M' : 'F';
1977 ui
->ndragcoords
= -1;
1980 * We process clicks based on the mouse-down location,
1981 * because that's more natural for a user to carefully
1982 * control than the mouse-up.
1989 cx
= COORD(gx
) + TILE_SIZE
/2;
1990 cy
= COORD(gy
) + TILE_SIZE
/2;
1992 if (!INGRID(state
, gx
, gy
)) return "";
1994 if (max(abs(x
-cx
),abs(y
-cy
)) < TILE_SIZE
/4) {
1995 /* TODO closer to centre of grid: process as a cell click not an edge click. */
1999 if (abs(x
-cx
) < abs(y
-cy
)) {
2000 /* Closest to top/bottom edge. */
2001 l1
= (y
< cy
) ? U
: D
;
2003 /* Closest to left/right edge. */
2004 l1
= (x
< cx
) ? L
: R
;
2006 gx2
= gx
+ DX(l1
); gy2
= gy
+ DY(l1
);
2009 if (!INGRID(state
, gx
, gy
) || !INGRID(state
, gx2
, gy2
)) return "";
2011 /* disallow laying a mark over a line, or vice versa. */
2013 if ((state
->lines
[gy
*w
+gx
] & l1
) || (state
->lines
[gy2
*w
+gx2
] & l2
))
2016 if ((state
->marks
[gy
*w
+gx
] & l1
) || (state
->marks
[gy2
*w
+gx2
] & l2
))
2020 sprintf(tmpbuf
, "%c%d,%d,%d;%c%d,%d,%d",
2021 movec
, l1
, gx
, gy
, movec
, l2
, gx2
, gy2
);
2022 return dupstr(tmpbuf
);
2027 if (button
== 'H' || button
== 'h')
2035 static game_state
*execute_move(game_state
*state
, char *move
)
2037 int w
= state
->shared
->w
, h
= state
->shared
->h
;
2040 game_state
*ret
= dup_game(state
);
2042 debug(("move: %s\n", move
));
2047 ret
->used_solve
= TRUE
;
2049 } else if (c
== 'L' || c
== 'N' || c
== 'R' || c
== 'F' || c
== 'M') {
2050 /* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */
2052 if (sscanf(move
, "%d,%d,%d%n", &l
, &x
, &y
, &n
) != 3)
2054 if (!INGRID(state
, x
, y
)) goto badmove
;
2055 if (l
< 0 || l
> 15) goto badmove
;
2058 ret
->lines
[y
*w
+ x
] |= (char)l
;
2060 ret
->lines
[y
*w
+ x
] &= ~((char)l
);
2061 else if (c
== 'R') {
2062 ret
->lines
[y
*w
+ x
] = (char)l
;
2063 ret
->marks
[y
*w
+ x
] &= ~((char)l
); /* erase marks too */
2064 } else if (c
== 'F')
2065 ret
->lines
[y
*w
+ x
] ^= (char)l
;
2067 ret
->marks
[y
*w
+ x
] ^= (char)l
;
2070 * If we ended up trying to lay a line _over_ a mark,
2071 * that's a failed move: interpret_move() should have
2072 * ensured we never received a move string like that in
2075 if ((ret
->lines
[y
*w
+ x
] & (char)l
) &&
2076 (ret
->marks
[y
*w
+ x
] & (char)l
))
2080 } else if (strcmp(move
, "H") == 0) {
2081 pearl_solve(ret
->shared
->w
, ret
->shared
->h
,
2082 ret
->shared
->clues
, ret
->lines
, DIFFCOUNT
, TRUE
);
2083 for (n
= 0; n
< w
*h
; n
++)
2084 ret
->marks
[n
] &= ~ret
->lines
[n
]; /* erase marks too */
2095 check_completion(ret
, TRUE
);
2104 /* ----------------------------------------------------------------------
2108 #define FLASH_TIME 0.5F
2110 static void game_compute_size(game_params
*params
, int tilesize
,
2113 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2114 struct { int halfsz
; } ads
, *ds
= &ads
;
2115 ads
.halfsz
= (tilesize
-1)/2;
2117 *x
= (params
->w
) * TILE_SIZE
+ 2 * BORDER
;
2118 *y
= (params
->h
) * TILE_SIZE
+ 2 * BORDER
;
2121 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2122 game_params
*params
, int tilesize
)
2124 ds
->halfsz
= (tilesize
-1)/2;
2127 static float *game_colours(frontend
*fe
, int *ncolours
)
2129 float *ret
= snewn(3 * NCOLOURS
, float);
2132 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
2134 for (i
= 0; i
< 3; i
++) {
2135 ret
[COL_BLACK
* 3 + i
] = 0.0F
;
2136 ret
[COL_WHITE
* 3 + i
] = 1.0F
;
2137 ret
[COL_GRID
* 3 + i
] = 0.4F
;
2140 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
2141 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
2142 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
2144 ret
[COL_DRAGON
* 3 + 0] = 0.0F
;
2145 ret
[COL_DRAGON
* 3 + 1] = 0.0F
;
2146 ret
[COL_DRAGON
* 3 + 2] = 1.0F
;
2148 ret
[COL_DRAGOFF
* 3 + 0] = 0.8F
;
2149 ret
[COL_DRAGOFF
* 3 + 1] = 0.8F
;
2150 ret
[COL_DRAGOFF
* 3 + 2] = 1.0F
;
2152 ret
[COL_FLASH
* 3 + 0] = 1.0F
;
2153 ret
[COL_FLASH
* 3 + 1] = 1.0F
;
2154 ret
[COL_FLASH
* 3 + 2] = 1.0F
;
2156 *ncolours
= NCOLOURS
;
2161 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2163 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2167 ds
->started
= FALSE
;
2169 ds
->w
= state
->shared
->w
;
2170 ds
->h
= state
->shared
->h
;
2171 ds
->sz
= state
->shared
->sz
;
2172 ds
->lflags
= snewn(ds
->sz
, unsigned int);
2173 for (i
= 0; i
< ds
->sz
; i
++)
2176 ds
->draglines
= snewn(ds
->sz
, char);
2181 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2183 sfree(ds
->draglines
);
2188 static void draw_lines_specific(drawing
*dr
, game_drawstate
*ds
,
2189 int x
, int y
, unsigned int lflags
,
2190 unsigned int shift
, int c
)
2192 int ox
= COORD(x
), oy
= COORD(y
);
2193 int t2
= HALFSZ
, t16
= HALFSZ
/4;
2194 int cx
= ox
+ t2
, cy
= oy
+ t2
;
2197 /* Draw each of the four directions, where laid (or error, or drag, etc.) */
2198 for (d
= 1; d
< 16; d
*= 2) {
2199 int xoff
= t2
* DX(d
), yoff
= t2
* DY(d
);
2200 int xnudge
= abs(t16
* DX(C(d
))), ynudge
= abs(t16
* DY(C(d
)));
2202 if ((lflags
>> shift
) & d
) {
2203 int lx
= cx
+ ((xoff
< 0) ? xoff
: 0) - xnudge
;
2204 int ly
= cy
+ ((yoff
< 0) ? yoff
: 0) - ynudge
;
2206 if (c
== COL_DRAGOFF
&& !(lflags
& d
))
2208 if (c
== COL_DRAGON
&& (lflags
& d
))
2211 draw_rect(dr
, lx
, ly
,
2212 abs(xoff
)+2*xnudge
+1,
2213 abs(yoff
)+2*ynudge
+1, c
);
2215 draw_rect(dr
, cx
- t16
, cy
- t16
, 2*t16
+1, 2*t16
+1, c
);
2220 static void draw_square(drawing
*dr
, game_drawstate
*ds
, game_ui
*ui
,
2221 int x
, int y
, unsigned int lflags
, char clue
)
2223 int ox
= COORD(x
), oy
= COORD(y
);
2224 int t2
= HALFSZ
, t16
= HALFSZ
/4;
2225 int cx
= ox
+ t2
, cy
= oy
+ t2
;
2230 /* Clip to the grid square. */
2231 clip(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2233 /* Clear the square. */
2234 draw_rect(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, COL_BACKGROUND
);
2236 if (get_gui_style() == GUI_LOOPY
) {
2237 /* Draw small dot, underneath any lines. */
2238 draw_circle(dr
, cx
, cy
, t16
, COL_GRID
, COL_GRID
);
2240 /* Draw outline of grid square */
2241 draw_line(dr
, ox
, oy
, COORD(x
+1), oy
, COL_GRID
);
2242 draw_line(dr
, ox
, oy
, ox
, COORD(y
+1), COL_GRID
);
2245 /* Draw grid: either thin gridlines, or no-line marks.
2246 * We draw these first because the thick laid lines should be on top. */
2247 for (d
= 1; d
< 16; d
*= 2) {
2248 int xoff
= t2
* DX(d
), yoff
= t2
* DY(d
);
2250 if ((x
== 0 && d
== L
) ||
2251 (y
== 0 && d
== U
) ||
2252 (x
== ds
->w
-1 && d
== R
) ||
2253 (y
== ds
->h
-1 && d
== D
))
2254 continue; /* no gridlines out to the border. */
2256 if ((lflags
>> DS_MSHIFT
) & d
) {
2257 /* either a no-line mark ... */
2258 int mx
= cx
+ xoff
, my
= cy
+ yoff
, msz
= t16
;
2260 draw_line(dr
, mx
-msz
, my
-msz
, mx
+msz
, my
+msz
, COL_BLACK
);
2261 draw_line(dr
, mx
-msz
, my
+msz
, mx
+msz
, my
-msz
, COL_BLACK
);
2263 if (get_gui_style() == GUI_LOOPY
) {
2264 /* draw grid lines connecting centre of cells */
2265 draw_line(dr
, cx
, cy
, cx
+xoff
, cy
+yoff
, COL_GRID
);
2270 /* Draw each of the four directions, where laid (or error, or drag, etc.)
2271 * Order is important here, specifically for the eventual colours of the
2272 * exposed end caps. */
2273 draw_lines_specific(dr
, ds
, x
, y
, lflags
, 0,
2274 (lflags
& DS_FLASH
? COL_FLASH
: COL_BLACK
));
2275 draw_lines_specific(dr
, ds
, x
, y
, lflags
, DS_ESHIFT
, COL_ERROR
);
2276 draw_lines_specific(dr
, ds
, x
, y
, lflags
, DS_DSHIFT
, COL_DRAGOFF
);
2277 draw_lines_specific(dr
, ds
, x
, y
, lflags
, DS_DSHIFT
, COL_DRAGON
);
2279 /* Draw a clue, if present */
2280 if (clue
!= NOCLUE
) {
2281 int c
= (lflags
& DS_FLASH
) ? COL_FLASH
:
2282 (clue
== STRAIGHT
) ? COL_WHITE
: COL_BLACK
;
2284 if (lflags
& DS_ERROR_CLUE
) /* draw a bigger 'error' clue circle. */
2285 draw_circle(dr
, cx
, cy
, TILE_SIZE
*3/8, COL_ERROR
, COL_ERROR
);
2287 draw_circle(dr
, cx
, cy
, TILE_SIZE
/4, c
, COL_BLACK
);
2291 draw_update(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
2294 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2295 game_state
*state
, int dir
, game_ui
*ui
,
2296 float animtime
, float flashtime
)
2298 int w
= state
->shared
->w
, h
= state
->shared
->h
, sz
= state
->shared
->sz
;
2299 int x
, y
, force
= 0, flashing
= 0;
2303 * The initial contents of the window are not guaranteed and
2304 * can vary with front ends. To be on the safe side, all games
2305 * should start by drawing a big background-colour rectangle
2306 * covering the whole window.
2308 draw_rect(dr
, 0, 0, w
*TILE_SIZE
+ 2*BORDER
, h
*TILE_SIZE
+ 2*BORDER
,
2311 if (get_gui_style() == GUI_MASYU
) {
2313 * Smaller black rectangle which is the main grid.
2315 draw_rect(dr
, BORDER
- BORDER_WIDTH
, BORDER
- BORDER_WIDTH
,
2316 w
*TILE_SIZE
+ 2*BORDER_WIDTH
+ 1,
2317 h
*TILE_SIZE
+ 2*BORDER_WIDTH
+ 1,
2321 draw_update(dr
, 0, 0, w
*TILE_SIZE
+ 2*BORDER
, h
*TILE_SIZE
+ 2*BORDER
);
2327 if (flashtime
> 0 &&
2328 (flashtime
<= FLASH_TIME
/3 ||
2329 flashtime
>= FLASH_TIME
*2/3))
2330 flashing
= DS_FLASH
;
2332 memset(ds
->draglines
, 0, sz
);
2333 if (ui
->ndragcoords
> 0) {
2334 int i
, clearing
= TRUE
;
2335 for (i
= 0; i
< ui
->ndragcoords
- 1; i
++) {
2336 int sx
, sy
, dx
, dy
, dir
, oldstate
, newstate
;
2337 interpret_ui_drag(state
, ui
, &clearing
, i
, &sx
, &sy
, &dx
, &dy
,
2338 &dir
, &oldstate
, &newstate
);
2339 ds
->draglines
[sy
*w
+sx
] ^= (oldstate
^ newstate
);
2340 ds
->draglines
[dy
*w
+dx
] ^= (F(oldstate
) ^ F(newstate
));
2344 for (x
= 0; x
< w
; x
++) {
2345 for (y
= 0; y
< h
; y
++) {
2346 unsigned int f
= (unsigned int)state
->lines
[y
*w
+x
];
2347 unsigned int eline
= (unsigned int)(state
->errors
[y
*w
+x
] & (R
|U
|L
|D
));
2349 f
|= eline
<< DS_ESHIFT
;
2350 f
|= ((unsigned int)ds
->draglines
[y
*w
+x
]) << DS_DSHIFT
;
2351 f
|= ((unsigned int)state
->marks
[y
*w
+x
]) << DS_MSHIFT
;
2353 if (state
->errors
[y
*w
+x
] & ERROR_CLUE
)
2358 if (f
!= ds
->lflags
[y
*w
+x
] || force
) {
2359 ds
->lflags
[y
*w
+x
] = f
;
2360 draw_square(dr
, ds
, ui
, x
, y
, f
, state
->shared
->clues
[y
*w
+x
]);
2366 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2367 int dir
, game_ui
*ui
)
2372 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2373 int dir
, game_ui
*ui
)
2375 if (!oldstate
->completed
&&
2376 newstate
->completed
&& !newstate
->used_solve
)
2382 static int game_status(game_state
*state
)
2384 return state
->completed
? +1 : 0;
2387 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2392 static void game_print_size(game_params
*params
, float *x
, float *y
)
2397 * I'll use 6mm squares by default.
2399 game_compute_size(params
, 600, &pw
, &ph
);
2404 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2406 int w
= state
->shared
->w
, h
= state
->shared
->h
, x
, y
;
2407 int black
= print_mono_colour(dr
, 0);
2408 int white
= print_mono_colour(dr
, 1);
2410 /* No GUI_LOOPY here: only use the familiar masyu style. */
2412 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2413 game_drawstate
*ds
= game_new_drawstate(dr
, state
);
2414 game_set_size(dr
, ds
, NULL
, tilesize
);
2416 /* Draw grid outlines (black). */
2417 for (x
= 0; x
<= w
; x
++)
2418 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), black
);
2419 for (y
= 0; y
<= h
; y
++)
2420 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), black
);
2422 for (x
= 0; x
< w
; x
++) {
2423 for (y
= 0; y
< h
; y
++) {
2424 int cx
= COORD(x
) + HALFSZ
, cy
= COORD(y
) + HALFSZ
;
2425 int clue
= state
->shared
->clues
[y
*w
+x
];
2427 draw_lines_specific(dr
, ds
, x
, y
, state
->lines
[y
*w
+x
], 0, black
);
2429 if (clue
!= NOCLUE
) {
2430 int c
= (clue
== CORNER
) ? black
: white
;
2431 draw_circle(dr
, cx
, cy
, TILE_SIZE
/4, c
, black
);
2436 game_free_drawstate(dr
, ds
);
2440 #define thegame pearl
2443 const struct game thegame
= {
2444 "Pearl", "games.pearl", "pearl",
2451 TRUE
, game_configure
, custom_params
,
2459 FALSE
, game_can_format_as_text_now
, game_text_format
,
2467 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2470 game_free_drawstate
,
2475 TRUE
, FALSE
, game_print_size
, game_print
,
2476 FALSE
, /* wants_statusbar */
2477 FALSE
, game_timing_state
,
2481 #ifdef STANDALONE_SOLVER
2486 const char *quis
= NULL
;
2488 static void usage(FILE *out
) {
2489 fprintf(out
, "usage: %s <params>\n", quis
);
2492 static void pnum(int n
, int ntot
, const char *desc
)
2494 printf("%2.1f%% (%d) %s", (double)n
*100.0 / (double)ntot
, n
, desc
);
2497 static void start_soak(game_params
*p
, random_state
*rs
, int nsecs
)
2499 time_t tt_start
, tt_now
, tt_last
;
2500 int n
= 0, nsolved
= 0, nimpossible
= 0, ret
;
2503 tt_start
= tt_last
= time(NULL
);
2505 /* Currently this generates puzzles of any difficulty (trying to solve it
2506 * on the maximum difficulty level and not checking it's not too easy). */
2507 printf("Soak-testing a %dx%d grid (any difficulty)", p
->w
, p
->h
);
2508 if (nsecs
> 0) printf(" for %d seconds", nsecs
);
2513 grid
= snewn(p
->w
*p
->h
, char);
2514 clues
= snewn(p
->w
*p
->h
, char);
2517 n
+= new_clues(p
, rs
, clues
, grid
); /* should be 1, with nosolve */
2519 ret
= pearl_solve(p
->w
, p
->h
, clues
, grid
, DIFF_TRICKY
, FALSE
);
2520 if (ret
<= 0) nimpossible
++;
2521 if (ret
== 1) nsolved
++;
2523 tt_now
= time(NULL
);
2524 if (tt_now
> tt_last
) {
2527 printf("%d total, %3.1f/s, ",
2528 n
, (double)n
/ ((double)tt_now
- tt_start
));
2529 pnum(nsolved
, n
, "solved"); printf(", ");
2530 printf("%3.1f/s", (double)nsolved
/ ((double)tt_now
- tt_start
));
2531 if (nimpossible
> 0)
2532 pnum(nimpossible
, n
, "impossible");
2535 if (nsecs
> 0 && (tt_now
- tt_start
) > nsecs
) {
2545 int main(int argc
, const char *argv
[])
2547 game_params
*p
= NULL
;
2548 random_state
*rs
= NULL
;
2549 time_t seed
= time(NULL
);
2550 char *id
= NULL
, *err
;
2552 setvbuf(stdout
, NULL
, _IONBF
, 0);
2556 while (--argc
> 0) {
2557 char *p
= (char*)(*++argv
);
2558 if (!strcmp(p
, "-e") || !strcmp(p
, "--seed")) {
2559 seed
= atoi(*++argv
);
2561 } else if (*p
== '-') {
2562 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
2570 rs
= random_new((void*)&seed
, sizeof(time_t));
2571 p
= default_params();
2574 if (strchr(id
, ':')) {
2575 fprintf(stderr
, "soak takes params only.\n");
2579 decode_params(p
, id
);
2580 err
= validate_params(p
, 1);
2582 fprintf(stderr
, "%s: %s", argv
[0], err
);
2586 start_soak(p
, rs
, 0); /* run forever */
2590 for (i
= 5; i
<= 12; i
++) {
2592 start_soak(p
, rs
, 5);
2605 /* vim: set shiftwidth=4 tabstop=8: */