A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita audio rust zig deno mpris rockbox mpd
at master 2485 lines 79 kB view raw
1/* 2 * lightup.c: Implementation of the Nikoli game 'Light Up'. 3 * 4 * Possible future solver enhancements: 5 * 6 * - In a situation where two clues are diagonally adjacent, you can 7 * deduce bounds on the number of lights shared between them. For 8 * instance, suppose a 3 clue is diagonally adjacent to a 1 clue: 9 * of the two squares adjacent to both clues, at least one must be 10 * a light (or the 3 would be unsatisfiable) and yet at most one 11 * must be a light (or the 1 would be overcommitted), so in fact 12 * _exactly_ one must be a light, and hence the other two squares 13 * adjacent to the 3 must also be lights and the other two adjacent 14 * to the 1 must not. Likewise if the 3 is replaced with a 2 but 15 * one of its other two squares is known not to be a light, and so 16 * on. 17 * 18 * - In a situation where two clues are orthogonally separated (not 19 * necessarily directly adjacent), you may be able to deduce 20 * something about the squares that align with each other. For 21 * instance, suppose two clues are vertically adjacent. Consider 22 * the pair of squares A,B horizontally adjacent to the top clue, 23 * and the pair C,D horizontally adjacent to the bottom clue. 24 * Assuming no intervening obstacles, A and C align with each other 25 * and hence at most one of them can be a light, and B and D 26 * likewise, so we must have at most two lights between the four 27 * squares. So if the clues indicate that there are at _least_ two 28 * lights in those four squares because the top clue requires at 29 * least one of AB to be a light and the bottom one requires at 30 * least one of CD, then we can in fact deduce that there are 31 * _exactly_ two lights between the four squares, and fill in the 32 * other squares adjacent to each clue accordingly. For instance, 33 * if both clues are 3s, then we instantly deduce that all four of 34 * the squares _vertically_ adjacent to the two clues must be 35 * lights. (For that to happen, of course, there'd also have to be 36 * a black square in between the clues, so the two inner lights 37 * don't light each other.) 38 * 39 * - I haven't thought it through carefully, but there's always the 40 * possibility that both of the above deductions are special cases 41 * of some more general pattern which can be made computationally 42 * feasible... 43 */ 44 45#include <stdio.h> 46#include <stdlib.h> 47#include <string.h> 48#include <assert.h> 49#include <ctype.h> 50#include <limits.h> 51#ifdef NO_TGMATH_H 52# include <math.h> 53#else 54# include <tgmath.h> 55#endif 56 57#include "puzzles.h" 58 59/* 60 * In standalone solver mode, `verbose' is a variable which can be 61 * set by command-line option; in debugging mode it's simply always 62 * true. 63 */ 64#if defined STANDALONE_SOLVER 65#define SOLVER_DIAGNOSTICS 66static int verbose = 0; 67#undef debug 68#define debug(x) printf x 69#elif defined SOLVER_DIAGNOSTICS 70#define verbose 2 71#endif 72 73/* --- Constants, structure definitions, etc. --- */ 74 75#define PREFERRED_TILE_SIZE 32 76#define TILE_SIZE (ds->tilesize) 77#define BORDER (TILE_SIZE / 2) 78#define TILE_RADIUS (ds->crad) 79 80#define COORD(x) ( (x) * TILE_SIZE + BORDER ) 81#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) 82 83#define FLASH_TIME 0.30F 84 85enum { 86 COL_BACKGROUND, 87 COL_GRID, 88 COL_BLACK, /* black */ 89 COL_LIGHT, /* white */ 90 COL_LIT, /* yellow */ 91 COL_ERROR, /* red */ 92 COL_CURSOR, 93 NCOLOURS 94}; 95 96enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX }; 97 98enum { 99 PREF_SHOW_LIT_BLOBS, 100 N_PREF_ITEMS 101}; 102 103#define DIFFCOUNT 2 104 105struct game_params { 106 int w, h; 107 int blackpc; /* %age of black squares */ 108 int symm; 109 int difficulty; /* 0 to DIFFCOUNT */ 110}; 111 112#define F_BLACK 1 113 114/* flags for black squares */ 115#define F_NUMBERED 2 /* it has a number attached */ 116#define F_NUMBERUSED 4 /* this number was useful for solving */ 117 118/* flags for non-black squares */ 119#define F_IMPOSSIBLE 8 /* can't put a light here */ 120#define F_LIGHT 16 121 122#define F_MARK 32 123 124struct game_state { 125 int w, h, nlights; 126 int *lights; /* For black squares, (optionally) the number 127 of surrounding lights. For non-black squares, 128 the number of times it's lit. size h*w*/ 129 unsigned int *flags; /* size h*w */ 130 bool completed, used_solve; 131}; 132 133#define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)]) 134 135/* A ll_data holds information about which lights would be lit by 136 * a particular grid location's light (or conversely, which locations 137 * could light a specific other location). */ 138/* most things should consider this struct opaque. */ 139typedef struct { 140 int ox,oy; 141 int minx, maxx, miny, maxy; 142 bool include_origin; 143} ll_data; 144 145/* Macro that executes 'block' once per light in lld, including 146 * the origin if include_origin is specified. 'block' can use 147 * lx and ly as the coords. */ 148#define FOREACHLIT(lld,block) do { \ 149 int lx,ly; \ 150 ly = (lld)->oy; \ 151 for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \ 152 if (lx == (lld)->ox) continue; \ 153 block \ 154 } \ 155 lx = (lld)->ox; \ 156 for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \ 157 if (!(lld)->include_origin && ly == (lld)->oy) continue; \ 158 block \ 159 } \ 160} while(0) 161 162 163typedef struct { 164 struct { int x, y; unsigned int f; } points[4]; 165 int npoints; 166} surrounds; 167 168/* Fills in (doesn't allocate) a surrounds structure with the grid locations 169 * around a given square, taking account of the edges. */ 170static void get_surrounds(const game_state *state, int ox, int oy, 171 surrounds *s) 172{ 173 assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h); 174 s->npoints = 0; 175#define ADDPOINT(cond,nx,ny) do {\ 176 if (cond) { \ 177 s->points[s->npoints].x = (nx); \ 178 s->points[s->npoints].y = (ny); \ 179 s->points[s->npoints].f = 0; \ 180 s->npoints++; \ 181 } } while(0) 182 ADDPOINT(ox > 0, ox-1, oy); 183 ADDPOINT(ox < (state->w-1), ox+1, oy); 184 ADDPOINT(oy > 0, ox, oy-1); 185 ADDPOINT(oy < (state->h-1), ox, oy+1); 186} 187 188/* --- Game parameter functions --- */ 189 190#define DEFAULT_PRESET 0 191 192static const struct game_params lightup_presets[] = { 193 { 7, 7, 20, SYMM_ROT4, 0 }, 194 { 7, 7, 20, SYMM_ROT4, 1 }, 195 { 7, 7, 20, SYMM_ROT4, 2 }, 196 { 10, 10, 20, SYMM_ROT2, 0 }, 197 { 10, 10, 20, SYMM_ROT2, 1 }, 198#ifdef SLOW_SYSTEM 199 { 12, 12, 20, SYMM_ROT2, 0 }, 200 { 12, 12, 20, SYMM_ROT2, 1 }, 201#else 202 { 10, 10, 20, SYMM_ROT2, 2 }, 203 { 14, 14, 20, SYMM_ROT2, 0 }, 204 { 14, 14, 20, SYMM_ROT2, 1 }, 205 { 14, 14, 20, SYMM_ROT2, 2 } 206#endif 207}; 208 209static game_params *default_params(void) 210{ 211 game_params *ret = snew(game_params); 212 *ret = lightup_presets[DEFAULT_PRESET]; 213 214 return ret; 215} 216 217static bool game_fetch_preset(int i, char **name, game_params **params) 218{ 219 game_params *ret; 220 char buf[80]; 221 222 if (i < 0 || i >= lenof(lightup_presets)) 223 return false; 224 225 ret = default_params(); 226 *ret = lightup_presets[i]; 227 *params = ret; 228 229 sprintf(buf, "%dx%d %s", 230 ret->w, ret->h, 231 ret->difficulty == 2 ? "hard" : 232 ret->difficulty == 1 ? "tricky" : "easy"); 233 *name = dupstr(buf); 234 235 return true; 236} 237 238static void free_params(game_params *params) 239{ 240 sfree(params); 241} 242 243static game_params *dup_params(const game_params *params) 244{ 245 game_params *ret = snew(game_params); 246 *ret = *params; /* structure copy */ 247 return ret; 248} 249 250#define EATNUM(x) do { \ 251 (x) = atoi(string); \ 252 while (*string && isdigit((unsigned char)*string)) string++; \ 253} while(0) 254 255static void decode_params(game_params *params, char const *string) 256{ 257 EATNUM(params->w); 258 if (*string == 'x') { 259 string++; 260 EATNUM(params->h); 261 } 262 if (*string == 'b') { 263 string++; 264 EATNUM(params->blackpc); 265 } 266 if (*string == 's') { 267 string++; 268 EATNUM(params->symm); 269 } else { 270 /* cope with user input such as '18x10' by ensuring symmetry 271 * is not selected by default to be incompatible with dimensions */ 272 if (params->symm == SYMM_ROT4 && params->w != params->h) 273 params->symm = SYMM_ROT2; 274 } 275 params->difficulty = 0; 276 /* cope with old params */ 277 if (*string == 'r') { 278 params->difficulty = 2; 279 string++; 280 } 281 if (*string == 'd') { 282 string++; 283 EATNUM(params->difficulty); 284 } 285} 286 287static char *encode_params(const game_params *params, bool full) 288{ 289 char buf[80]; 290 291 if (full) { 292 sprintf(buf, "%dx%db%ds%dd%d", 293 params->w, params->h, params->blackpc, 294 params->symm, 295 params->difficulty); 296 } else { 297 sprintf(buf, "%dx%d", params->w, params->h); 298 } 299 return dupstr(buf); 300} 301 302static config_item *game_configure(const game_params *params) 303{ 304 config_item *ret; 305 char buf[80]; 306 307 ret = snewn(6, config_item); 308 309 ret[0].name = "Width"; 310 ret[0].type = C_STRING; 311 sprintf(buf, "%d", params->w); 312 ret[0].u.string.sval = dupstr(buf); 313 314 ret[1].name = "Height"; 315 ret[1].type = C_STRING; 316 sprintf(buf, "%d", params->h); 317 ret[1].u.string.sval = dupstr(buf); 318 319 ret[2].name = "%age of black squares"; 320 ret[2].type = C_STRING; 321 sprintf(buf, "%d", params->blackpc); 322 ret[2].u.string.sval = dupstr(buf); 323 324 ret[3].name = "Symmetry"; 325 ret[3].type = C_CHOICES; 326 ret[3].u.choices.choicenames = ":None" 327 ":2-way mirror:2-way rotational" 328 ":4-way mirror:4-way rotational"; 329 ret[3].u.choices.selected = params->symm; 330 331 ret[4].name = "Difficulty"; 332 ret[4].type = C_CHOICES; 333 ret[4].u.choices.choicenames = ":Easy:Tricky:Hard"; 334 ret[4].u.choices.selected = params->difficulty; 335 336 ret[5].name = NULL; 337 ret[5].type = C_END; 338 339 return ret; 340} 341 342static game_params *custom_params(const config_item *cfg) 343{ 344 game_params *ret = snew(game_params); 345 346 ret->w = atoi(cfg[0].u.string.sval); 347 ret->h = atoi(cfg[1].u.string.sval); 348 ret->blackpc = atoi(cfg[2].u.string.sval); 349 ret->symm = cfg[3].u.choices.selected; 350 ret->difficulty = cfg[4].u.choices.selected; 351 352 return ret; 353} 354 355static const char *validate_params(const game_params *params, bool full) 356{ 357 if (params->w < 2 || params->h < 2) 358 return "Width and height must be at least 2"; 359 if (params->w > INT_MAX / params->h) 360 return "Width times height must not be unreasonably large"; 361 if (full) { 362 if (params->blackpc < 5 || params->blackpc > 100) 363 return "Percentage of black squares must be between 5% and 100%"; 364 if (params->w != params->h) { 365 if (params->symm == SYMM_ROT4) 366 return "4-fold symmetry is only available with square grids"; 367 } 368 if ((params->symm == SYMM_ROT4 || params->symm == SYMM_REF4) && params->w < 3 && params->h < 3) 369 return "Width or height must be at least 3 for 4-way symmetry"; 370 if (params->symm < 0 || params->symm >= SYMM_MAX) 371 return "Unknown symmetry type"; 372 if (params->difficulty < 0 || params->difficulty > DIFFCOUNT) 373 return "Unknown difficulty level"; 374 } 375 return NULL; 376} 377 378/* --- Game state construction/freeing helper functions --- */ 379 380static game_state *new_state(const game_params *params) 381{ 382 game_state *ret = snew(game_state); 383 384 ret->w = params->w; 385 ret->h = params->h; 386 ret->lights = snewn(ret->w * ret->h, int); 387 ret->nlights = 0; 388 memset(ret->lights, 0, ret->w * ret->h * sizeof(int)); 389 ret->flags = snewn(ret->w * ret->h, unsigned int); 390 memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int)); 391 ret->completed = false; 392 ret->used_solve = false; 393 return ret; 394} 395 396static game_state *dup_game(const game_state *state) 397{ 398 game_state *ret = snew(game_state); 399 400 ret->w = state->w; 401 ret->h = state->h; 402 403 ret->lights = snewn(ret->w * ret->h, int); 404 memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int)); 405 ret->nlights = state->nlights; 406 407 ret->flags = snewn(ret->w * ret->h, unsigned int); 408 memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int)); 409 410 ret->completed = state->completed; 411 ret->used_solve = state->used_solve; 412 413 return ret; 414} 415 416static void free_game(game_state *state) 417{ 418 sfree(state->lights); 419 sfree(state->flags); 420 sfree(state); 421} 422 423static void debug_state(game_state *state) 424{ 425 int x, y; 426 char c = '?'; 427 428 (void)c; /* placate -Wunused-but-set-variable if debug() does nothing */ 429 430 for (y = 0; y < state->h; y++) { 431 for (x = 0; x < state->w; x++) { 432 c = '.'; 433 if (GRID(state, flags, x, y) & F_BLACK) { 434 if (GRID(state, flags, x, y) & F_NUMBERED) 435 c = GRID(state, lights, x, y) + '0'; 436 else 437 c = '#'; 438 } else { 439 if (GRID(state, flags, x, y) & F_LIGHT) 440 c = 'O'; 441 else if (GRID(state, flags, x, y) & F_IMPOSSIBLE) 442 c = 'X'; 443 } 444 debug(("%c", (int)c)); 445 } 446 debug((" ")); 447 for (x = 0; x < state->w; x++) { 448 if (GRID(state, flags, x, y) & F_BLACK) 449 c = '#'; 450 else { 451 c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a'; 452 c += GRID(state, lights, x, y); 453 } 454 debug(("%c", (int)c)); 455 } 456 debug(("\n")); 457 } 458} 459 460/* --- Game completion test routines. --- */ 461 462/* These are split up because occasionally functions are only 463 * interested in one particular aspect. */ 464 465/* Returns true if all grid spaces are lit. */ 466static bool grid_lit(game_state *state) 467{ 468 int x, y; 469 470 for (x = 0; x < state->w; x++) { 471 for (y = 0; y < state->h; y++) { 472 if (GRID(state,flags,x,y) & F_BLACK) continue; 473 if (GRID(state,lights,x,y) == 0) 474 return false; 475 } 476 } 477 return true; 478} 479 480/* Returns non-zero if any lights are lit by other lights. */ 481static bool grid_overlap(game_state *state) 482{ 483 int x, y; 484 485 for (x = 0; x < state->w; x++) { 486 for (y = 0; y < state->h; y++) { 487 if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; 488 if (GRID(state, lights, x, y) > 1) 489 return true; 490 } 491 } 492 return false; 493} 494 495static bool number_wrong(const game_state *state, int x, int y) 496{ 497 surrounds s; 498 int i, n, empty, lights = GRID(state, lights, x, y); 499 500 /* 501 * This function computes the display hint for a number: we 502 * turn the number red if it is definitely wrong. This means 503 * that either 504 * 505 * (a) it has too many lights around it, or 506 * (b) it would have too few lights around it even if all the 507 * plausible squares (not black, lit or F_IMPOSSIBLE) were 508 * filled with lights. 509 */ 510 511 assert(GRID(state, flags, x, y) & F_NUMBERED); 512 get_surrounds(state, x, y, &s); 513 514 empty = n = 0; 515 for (i = 0; i < s.npoints; i++) { 516 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) { 517 n++; 518 continue; 519 } 520 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK) 521 continue; 522 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE) 523 continue; 524 if (GRID(state,lights,s.points[i].x,s.points[i].y)) 525 continue; 526 empty++; 527 } 528 return (n > lights || (n + empty < lights)); 529} 530 531static bool number_correct(game_state *state, int x, int y) 532{ 533 surrounds s; 534 int n = 0, i, lights = GRID(state, lights, x, y); 535 536 assert(GRID(state, flags, x, y) & F_NUMBERED); 537 get_surrounds(state, x, y, &s); 538 for (i = 0; i < s.npoints; i++) { 539 if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) 540 n++; 541 } 542 return n == lights; 543} 544 545/* Returns true if any numbers add up incorrectly. */ 546static bool grid_addsup(game_state *state) 547{ 548 int x, y; 549 550 for (x = 0; x < state->w; x++) { 551 for (y = 0; y < state->h; y++) { 552 if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue; 553 if (!number_correct(state, x, y)) return false; 554 } 555 } 556 return true; 557} 558 559static bool grid_correct(game_state *state) 560{ 561 if (grid_lit(state) && 562 !grid_overlap(state) && 563 grid_addsup(state)) return true; 564 return false; 565} 566 567/* --- Board initial setup (blacks, lights, numbers) --- */ 568 569static void clean_board(game_state *state, bool leave_blacks) 570{ 571 int x,y; 572 for (x = 0; x < state->w; x++) { 573 for (y = 0; y < state->h; y++) { 574 if (leave_blacks) 575 GRID(state, flags, x, y) &= F_BLACK; 576 else 577 GRID(state, flags, x, y) = 0; 578 GRID(state, lights, x, y) = 0; 579 } 580 } 581 state->nlights = 0; 582} 583 584static void set_blacks(game_state *state, const game_params *params, 585 random_state *rs) 586{ 587 int x, y, degree = 0, nblack; 588 bool rotate = false; 589 int rh, rw, i; 590 int wodd = (state->w % 2) ? 1 : 0; 591 int hodd = (state->h % 2) ? 1 : 0; 592 int xs[4], ys[4]; 593 594 switch (params->symm) { 595 case SYMM_NONE: degree = 1; rotate = false; break; 596 case SYMM_ROT2: degree = 2; rotate = true; break; 597 case SYMM_REF2: degree = 2; rotate = false; break; 598 case SYMM_ROT4: degree = 4; rotate = true; break; 599 case SYMM_REF4: degree = 4; rotate = false; break; 600 default: assert(!"Unknown symmetry type"); 601 } 602 if (params->symm == SYMM_ROT4 && (state->h != state->w)) 603 assert(!"4-fold symmetry unavailable without square grid"); 604 605 if (degree == 4) { 606 rw = state->w/2; 607 rh = state->h/2; 608 if (!rotate) rw += wodd; /* ... but see below. */ 609 rh += hodd; 610 } else if (degree == 2) { 611 rw = state->w; 612 rh = state->h/2; 613 rh += hodd; 614 } else { 615 rw = state->w; 616 rh = state->h; 617 } 618 619 /* clear, then randomise, required region. */ 620 clean_board(state, false); 621 nblack = (rw * rh * params->blackpc) / 100; 622 for (i = 0; i < nblack; i++) { 623 do { 624 x = random_upto(rs,rw); 625 y = random_upto(rs,rh); 626 } while (GRID(state,flags,x,y) & F_BLACK); 627 GRID(state, flags, x, y) |= F_BLACK; 628 } 629 630 /* Copy required region. */ 631 if (params->symm == SYMM_NONE) return; 632 633 for (x = 0; x < rw; x++) { 634 for (y = 0; y < rh; y++) { 635 if (degree == 4) { 636 xs[0] = x; 637 ys[0] = y; 638 xs[1] = state->w - 1 - (rotate ? y : x); 639 ys[1] = rotate ? x : y; 640 xs[2] = rotate ? (state->w - 1 - x) : x; 641 ys[2] = state->h - 1 - y; 642 xs[3] = rotate ? y : (state->w - 1 - x); 643 ys[3] = state->h - 1 - (rotate ? x : y); 644 } else { 645 xs[0] = x; 646 ys[0] = y; 647 xs[1] = rotate ? (state->w - 1 - x) : x; 648 ys[1] = state->h - 1 - y; 649 } 650 for (i = 1; i < degree; i++) { 651 GRID(state, flags, xs[i], ys[i]) = 652 GRID(state, flags, xs[0], ys[0]); 653 } 654 } 655 } 656 /* SYMM_ROT4 misses the middle square above; fix that here. */ 657 if (degree == 4 && rotate && wodd && 658 (random_upto(rs,100) <= (unsigned int)params->blackpc)) 659 GRID(state,flags, 660 state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK; 661 662#ifdef SOLVER_DIAGNOSTICS 663 if (verbose) debug_state(state); 664#endif 665} 666 667/* Fills in (does not allocate) a ll_data with all the tiles that would 668 * be illuminated by a light at point (ox,oy). If origin is true then the 669 * origin is included in this list. */ 670static void list_lights(game_state *state, int ox, int oy, bool origin, 671 ll_data *lld) 672{ 673 int x,y; 674 675 lld->ox = lld->minx = lld->maxx = ox; 676 lld->oy = lld->miny = lld->maxy = oy; 677 lld->include_origin = origin; 678 679 y = oy; 680 for (x = ox-1; x >= 0; x--) { 681 if (GRID(state, flags, x, y) & F_BLACK) break; 682 if (x < lld->minx) lld->minx = x; 683 } 684 for (x = ox+1; x < state->w; x++) { 685 if (GRID(state, flags, x, y) & F_BLACK) break; 686 if (x > lld->maxx) lld->maxx = x; 687 } 688 689 x = ox; 690 for (y = oy-1; y >= 0; y--) { 691 if (GRID(state, flags, x, y) & F_BLACK) break; 692 if (y < lld->miny) lld->miny = y; 693 } 694 for (y = oy+1; y < state->h; y++) { 695 if (GRID(state, flags, x, y) & F_BLACK) break; 696 if (y > lld->maxy) lld->maxy = y; 697 } 698} 699 700/* Makes sure a light is the given state, editing the lights table to suit the 701 * new state if necessary. */ 702static void set_light(game_state *state, int ox, int oy, bool on) 703{ 704 ll_data lld; 705 int diff = 0; 706 707 assert(!(GRID(state,flags,ox,oy) & F_BLACK)); 708 709 if (!on && GRID(state,flags,ox,oy) & F_LIGHT) { 710 diff = -1; 711 GRID(state,flags,ox,oy) &= ~F_LIGHT; 712 state->nlights--; 713 } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) { 714 diff = 1; 715 GRID(state,flags,ox,oy) |= F_LIGHT; 716 state->nlights++; 717 } 718 719 if (diff != 0) { 720 list_lights(state,ox,oy,true,&lld); 721 FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; ); 722 } 723} 724 725/* Returns 1 if removing a light at (x,y) would cause a square to go dark. */ 726static int check_dark(game_state *state, int x, int y) 727{ 728 ll_data lld; 729 730 list_lights(state, x, y, true, &lld); 731 FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } ); 732 return 0; 733} 734 735/* Sets up an initial random correct position (i.e. every 736 * space lit, and no lights lit by other lights) by filling the 737 * grid with lights and then removing lights one by one at random. */ 738static void place_lights(game_state *state, random_state *rs) 739{ 740 int i, x, y, n, *numindices, wh = state->w*state->h; 741 ll_data lld; 742 743 numindices = snewn(wh, int); 744 for (i = 0; i < wh; i++) numindices[i] = i; 745 shuffle(numindices, wh, sizeof(*numindices), rs); 746 747 /* Place a light on all grid squares without lights. */ 748 for (x = 0; x < state->w; x++) { 749 for (y = 0; y < state->h; y++) { 750 GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */ 751 if (GRID(state, flags, x, y) & F_BLACK) continue; 752 set_light(state, x, y, true); 753 } 754 } 755 756 for (i = 0; i < wh; i++) { 757 y = numindices[i] / state->w; 758 x = numindices[i] % state->w; 759 if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; 760 if (GRID(state, flags, x, y) & F_MARK) continue; 761 list_lights(state, x, y, false, &lld); 762 763 /* If we're not lighting any lights ourself, don't remove anything. */ 764 n = 0; 765 FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } ); 766 if (n == 0) continue; /* [1] */ 767 768 /* Check whether removing lights we're lighting would cause anything 769 * to go dark. */ 770 n = 0; 771 FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } ); 772 if (n == 0) { 773 /* No, it wouldn't, so we can remove them all. */ 774 FOREACHLIT(&lld, set_light(state,lx,ly, false); ); 775 GRID(state,flags,x,y) |= F_MARK; 776 } 777 778 if (!grid_overlap(state)) { 779 sfree(numindices); 780 return; /* we're done. */ 781 } 782 assert(grid_lit(state)); 783 } 784 /* could get here if the line at [1] continue'd out of the loop. */ 785 if (grid_overlap(state)) { 786 debug_state(state); 787 assert(!"place_lights failed to resolve overlapping lights!"); 788 } 789 sfree(numindices); 790} 791 792/* Fills in all black squares with numbers of adjacent lights. */ 793static void place_numbers(game_state *state) 794{ 795 int x, y, i, n; 796 surrounds s; 797 798 for (x = 0; x < state->w; x++) { 799 for (y = 0; y < state->h; y++) { 800 if (!(GRID(state,flags,x,y) & F_BLACK)) continue; 801 get_surrounds(state, x, y, &s); 802 n = 0; 803 for (i = 0; i < s.npoints; i++) { 804 if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT) 805 n++; 806 } 807 GRID(state,flags,x,y) |= F_NUMBERED; 808 GRID(state,lights,x,y) = n; 809 } 810 } 811} 812 813/* --- Actual solver, with helper subroutines. --- */ 814 815static void tsl_callback(game_state *state, 816 int lx, int ly, int *x, int *y, int *n) 817{ 818 if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return; 819 if (GRID(state,lights,lx,ly) > 0) return; 820 *x = lx; *y = ly; (*n)++; 821} 822 823static bool try_solve_light(game_state *state, int ox, int oy, 824 unsigned int flags, int lights) 825{ 826 ll_data lld; 827 int sx = 0, sy = 0, n = 0; 828 829 if (lights > 0) return false; 830 if (flags & F_BLACK) return false; 831 832 /* We have an unlit square; count how many ways there are left to 833 * place a light that lights us (including this square); if only 834 * one, we must put a light there. Squares that could light us 835 * are, of course, the same as the squares we would light... */ 836 list_lights(state, ox, oy, true, &lld); 837 FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); }); 838 if (n == 1) { 839 set_light(state, sx, sy, true); 840#ifdef SOLVER_DIAGNOSTICS 841 debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n", 842 ox,oy,sx,sy)); 843 if (verbose) debug_state(state); 844#endif 845 return true; 846 } 847 848 return false; 849} 850 851static bool could_place_light(unsigned int flags, int lights) 852{ 853 if (flags & (F_BLACK | F_IMPOSSIBLE)) return false; 854 return !(lights > 0); 855} 856 857static bool could_place_light_xy(game_state *state, int x, int y) 858{ 859 int lights = GRID(state,lights,x,y); 860 unsigned int flags = GRID(state,flags,x,y); 861 return could_place_light(flags, lights); 862} 863 864/* For a given number square, determine whether we have enough info 865 * to unambiguously place its lights. */ 866static bool try_solve_number(game_state *state, int nx, int ny, 867 unsigned int nflags, int nlights) 868{ 869 surrounds s; 870 int x, y, nl, ns, i, lights; 871 bool ret = false; 872 unsigned int flags; 873 874 if (!(nflags & F_NUMBERED)) return false; 875 nl = nlights; 876 get_surrounds(state,nx,ny,&s); 877 ns = s.npoints; 878 879 /* nl is no. of lights we need to place, ns is no. of spaces we 880 * have to place them in. Try and narrow these down, and mark 881 * points we can ignore later. */ 882 for (i = 0; i < s.npoints; i++) { 883 x = s.points[i].x; y = s.points[i].y; 884 flags = GRID(state,flags,x,y); 885 lights = GRID(state,lights,x,y); 886 if (flags & F_LIGHT) { 887 /* light here already; one less light for one less place. */ 888 nl--; ns--; 889 s.points[i].f |= F_MARK; 890 } else if (!could_place_light(flags, lights)) { 891 ns--; 892 s.points[i].f |= F_MARK; 893 } 894 } 895 if (ns == 0) return false; /* nowhere to put anything. */ 896 if (nl == 0) { 897 /* we have placed all lights we need to around here; all remaining 898 * surrounds are therefore IMPOSSIBLE. */ 899 GRID(state,flags,nx,ny) |= F_NUMBERUSED; 900 for (i = 0; i < s.npoints; i++) { 901 if (!(s.points[i].f & F_MARK)) { 902 GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE; 903 ret = true; 904 } 905 } 906#ifdef SOLVER_DIAGNOSTICS 907 printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n", 908 nx,ny); 909 if (verbose) debug_state(state); 910#endif 911 } else if (nl == ns) { 912 /* we have as many lights to place as spaces; fill them all. */ 913 GRID(state,flags,nx,ny) |= F_NUMBERUSED; 914 for (i = 0; i < s.npoints; i++) { 915 if (!(s.points[i].f & F_MARK)) { 916 set_light(state, s.points[i].x,s.points[i].y, true); 917 ret = true; 918 } 919 } 920#ifdef SOLVER_DIAGNOSTICS 921 printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n", 922 nx,ny); 923 if (verbose) debug_state(state); 924#endif 925 } 926 return ret; 927} 928 929struct setscratch { 930 int x, y; 931 int n; 932}; 933 934#define SCRATCHSZ (state->w+state->h) 935 936/* New solver algorithm: overlapping sets can add IMPOSSIBLE flags. 937 * Algorithm thanks to Simon: 938 * 939 * (a) Any square where you can place a light has a set of squares 940 * which would become non-lights as a result. (This includes 941 * squares lit by the first square, and can also include squares 942 * adjacent to the same clue square if the new light is the last 943 * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being 944 * the square you place a light. 945 946 * (b) Any unlit square has a set of squares on which you could place 947 * a light to illuminate it. (Possibly including itself, of 948 * course.) This set of squares has the property that _at least 949 * one_ of them must contain a light. Sets of this type also arise 950 * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y) 951 * the square you would place a light. 952 953 * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is 954 * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at 955 * (dx,dy) would either leave no remaining way to illuminate a certain 956 * square, or would leave no remaining way to fulfill a certain clue 957 * (at lx,ly). In either case, a light can be ruled out at that position. 958 * 959 * So, we construct all possible MAKESLIGHT sets, both from unlit squares 960 * and clue squares, and then we look for plausible MAKESDARK sets that include 961 * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have 962 * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set 963 * members. 964 * 965 * Once we have such a set, Simon came up with a Cunning Plan to find 966 * the most sensible MAKESDARK candidate: 967 * 968 * (a) for each square S in your set X, find all the squares which _would_ 969 * rule it out. That means any square which would light S, plus 970 * any square adjacent to the same clue square as S (provided 971 * that clue square has only one remaining light to be placed). 972 * It's not hard to make this list. Don't do anything with this 973 * data at the moment except _count_ the squares. 974 975 * (b) Find the square S_min in the original set which has the 976 * _smallest_ number of other squares which would rule it out. 977 978 * (c) Find all the squares that rule out S_min (it's probably 979 * better to recompute this than to have stored it during step 980 * (a), since the CPU requirement is modest but the storage 981 * cost would get ugly.) For each of these squares, see if it 982 * rules out everything else in the set X. Any which does can 983 * be marked as not-a-light. 984 * 985 */ 986 987typedef void (*trl_cb)(game_state *state, int dx, int dy, 988 struct setscratch *scratch, int n, void *ctx); 989 990static void try_rule_out(game_state *state, int x, int y, 991 struct setscratch *scratch, int n, 992 trl_cb cb, void *ctx); 993 994static void trl_callback_search(game_state *state, int dx, int dy, 995 struct setscratch *scratch, int n, void *ignored) 996{ 997 int i; 998 999#ifdef SOLVER_DIAGNOSTICS 1000 if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy)); 1001#endif 1002 1003 for (i = 0; i < n; i++) { 1004 if (dx == scratch[i].x && dy == scratch[i].y) { 1005 scratch[i].n = 1; 1006 return; 1007 } 1008 } 1009} 1010 1011static void trl_callback_discount(game_state *state, int dx, int dy, 1012 struct setscratch *scratch, int n, void *ctx) 1013{ 1014 bool *didsth = (bool *)ctx; 1015 int i; 1016 1017 if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) { 1018#ifdef SOLVER_DIAGNOSTICS 1019 debug(("Square at (%d,%d) already impossible.\n", dx,dy)); 1020#endif 1021 return; 1022 } 1023 1024 /* Check whether a light at (dx,dy) rules out everything 1025 * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does. 1026 * We can use try_rule_out for this as well, as the set of 1027 * squares which would rule out (x,y) is the same as the 1028 * set of squares which (x,y) would rule out. */ 1029 1030#ifdef SOLVER_DIAGNOSTICS 1031 if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy)); 1032#endif 1033 1034 for (i = 0; i < n; i++) 1035 scratch[i].n = 0; 1036 try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL); 1037 for (i = 0; i < n; i++) { 1038 if (scratch[i].n == 0) return; 1039 } 1040 /* The light ruled out everything in scratch. Yay. */ 1041 GRID(state,flags,dx,dy) |= F_IMPOSSIBLE; 1042#ifdef SOLVER_DIAGNOSTICS 1043 debug(("Set reduction discounted square at (%d,%d):\n", dx,dy)); 1044 if (verbose) debug_state(state); 1045#endif 1046 1047 *didsth = true; 1048} 1049 1050static void trl_callback_incn(game_state *state, int dx, int dy, 1051 struct setscratch *scratch, int n, void *ctx) 1052{ 1053 struct setscratch *s = (struct setscratch *)ctx; 1054 s->n++; 1055} 1056 1057static void try_rule_out(game_state *state, int x, int y, 1058 struct setscratch *scratch, int n, 1059 trl_cb cb, void *ctx) 1060{ 1061 /* XXX Find all the squares which would rule out (x,y); anything 1062 * that would light it as well as squares adjacent to same clues 1063 * as X assuming that clue only has one remaining light. 1064 * Call the callback with each square. */ 1065 ll_data lld; 1066 surrounds s, ss; 1067 int i, j, curr_lights, tot_lights; 1068 1069 /* Find all squares that would rule out a light at (x,y) and call trl_cb 1070 * with them: anything that would light (x,y)... */ 1071 1072 list_lights(state, x, y, false, &lld); 1073 FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } }); 1074 1075 /* ... as well as any empty space (that isn't x,y) next to any clue square 1076 * next to (x,y) that only has one light left to place. */ 1077 1078 get_surrounds(state, x, y, &s); 1079 for (i = 0; i < s.npoints; i++) { 1080 if (!(GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED)) 1081 continue; 1082 /* we have an adjacent clue square; find /its/ surrounds 1083 * and count the remaining lights it needs. */ 1084 get_surrounds(state,s.points[i].x,s.points[i].y,&ss); 1085 curr_lights = 0; 1086 for (j = 0; j < ss.npoints; j++) { 1087 if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT) 1088 curr_lights++; 1089 } 1090 tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y); 1091 /* We have a clue with tot_lights to fill, and curr_lights currently 1092 * around it. If adding a light at (x,y) fills up the clue (i.e. 1093 * curr_lights + 1 = tot_lights) then we need to discount all other 1094 * unlit squares around the clue. */ 1095 if ((curr_lights + 1) == tot_lights) { 1096 for (j = 0; j < ss.npoints; j++) { 1097 int lx = ss.points[j].x, ly = ss.points[j].y; 1098 if (lx == x && ly == y) continue; 1099 if (could_place_light_xy(state, lx, ly)) 1100 cb(state, lx, ly, scratch, n, ctx); 1101 } 1102 } 1103 } 1104} 1105 1106#ifdef SOLVER_DIAGNOSTICS 1107static void debug_scratch(const char *msg, struct setscratch *scratch, int n) 1108{ 1109 int i; 1110 debug(("%s scratch (%d elements):\n", msg, n)); 1111 for (i = 0; i < n; i++) { 1112 debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n)); 1113 } 1114} 1115#endif 1116 1117static bool discount_set(game_state *state, 1118 struct setscratch *scratch, int n) 1119{ 1120 int i, besti, bestn; 1121 bool didsth = false; 1122 1123#ifdef SOLVER_DIAGNOSTICS 1124 if (verbose > 1) debug_scratch("discount_set", scratch, n); 1125#endif 1126 if (n == 0) return false; 1127 1128 for (i = 0; i < n; i++) { 1129 try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n, 1130 trl_callback_incn, (void*)&(scratch[i])); 1131 } 1132#ifdef SOLVER_DIAGNOSTICS 1133 if (verbose > 1) debug_scratch("discount_set after count", scratch, n); 1134#endif 1135 1136 besti = -1; bestn = SCRATCHSZ; 1137 for (i = 0; i < n; i++) { 1138 if (scratch[i].n < bestn) { 1139 bestn = scratch[i].n; 1140 besti = i; 1141 } 1142 } 1143#ifdef SOLVER_DIAGNOSTICS 1144 if (verbose > 1) debug(("best square (%d,%d) with n%d.\n", 1145 scratch[besti].x, scratch[besti].y, scratch[besti].n)); 1146#endif 1147 try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n, 1148 trl_callback_discount, (void*)&didsth); 1149#ifdef SOLVER_DIAGNOSTICS 1150 if (didsth) debug((" [from square (%d,%d)]\n", 1151 scratch[besti].x, scratch[besti].y)); 1152#endif 1153 1154 return didsth; 1155} 1156 1157static void discount_clear(game_state *state, struct setscratch *scratch, int *n) 1158{ 1159 *n = 0; 1160 memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch)); 1161} 1162 1163static void unlit_cb(game_state *state, int lx, int ly, 1164 struct setscratch *scratch, int *n) 1165{ 1166 if (could_place_light_xy(state, lx, ly)) { 1167 scratch[*n].x = lx; scratch[*n].y = ly; (*n)++; 1168 } 1169} 1170 1171/* Construct a MAKESLIGHT set from an unlit square. */ 1172static bool discount_unlit(game_state *state, int x, int y, 1173 struct setscratch *scratch) 1174{ 1175 ll_data lld; 1176 int n; 1177 bool didsth; 1178 1179#ifdef SOLVER_DIAGNOSTICS 1180 if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y)); 1181 if (verbose > 1) debug_state(state); 1182#endif 1183 1184 discount_clear(state, scratch, &n); 1185 1186 list_lights(state, x, y, true, &lld); 1187 FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); }); 1188 didsth = discount_set(state, scratch, n); 1189#ifdef SOLVER_DIAGNOSTICS 1190 if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y)); 1191#endif 1192 return didsth; 1193 1194} 1195 1196/* Construct a series of MAKESLIGHT sets from a clue square. 1197 * for a clue square with N remaining spaces that must contain M lights, every 1198 * subset of size N-M+1 of those N spaces forms such a set. 1199 */ 1200 1201static bool discount_clue(game_state *state, int x, int y, 1202 struct setscratch *scratch) 1203{ 1204 int slen, m = GRID(state, lights, x, y), n, i, lights; 1205 bool didsth = false; 1206 unsigned int flags; 1207 surrounds s, sempty; 1208 combi_ctx *combi; 1209 1210 if (m == 0) return false; 1211 1212#ifdef SOLVER_DIAGNOSTICS 1213 if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y)); 1214 if (verbose > 1) debug_state(state); 1215#endif 1216 1217 /* m is no. of lights still to place; starts off at the clue value 1218 * and decreases when we find a light already down. 1219 * n is no. of spaces left; starts off at 0 and goes up when we find 1220 * a plausible space. */ 1221 1222 get_surrounds(state, x, y, &s); 1223 memset(&sempty, 0, sizeof(surrounds)); 1224 for (i = 0; i < s.npoints; i++) { 1225 int lx = s.points[i].x, ly = s.points[i].y; 1226 flags = GRID(state,flags,lx,ly); 1227 lights = GRID(state,lights,lx,ly); 1228 1229 if (flags & F_LIGHT) m--; 1230 1231 if (could_place_light(flags, lights)) { 1232 sempty.points[sempty.npoints].x = lx; 1233 sempty.points[sempty.npoints].y = ly; 1234 sempty.npoints++; 1235 } 1236 } 1237 n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */ 1238 if (n == 0) return false; /* clue is full already. */ 1239 1240 if (m < 0 || m > n) return false; /* become impossible. */ 1241 1242 combi = new_combi(n - m + 1, n); 1243 while (next_combi(combi)) { 1244 discount_clear(state, scratch, &slen); 1245 for (i = 0; i < combi->r; i++) { 1246 scratch[slen].x = sempty.points[combi->a[i]].x; 1247 scratch[slen].y = sempty.points[combi->a[i]].y; 1248 slen++; 1249 } 1250 if (discount_set(state, scratch, slen)) didsth = true; 1251 } 1252 free_combi(combi); 1253#ifdef SOLVER_DIAGNOSTICS 1254 if (didsth) debug((" [from clue at (%d,%d)].\n", x, y)); 1255#endif 1256 return didsth; 1257} 1258 1259#define F_SOLVE_FORCEUNIQUE 1 1260#define F_SOLVE_DISCOUNTSETS 2 1261#define F_SOLVE_ALLOWRECURSE 4 1262 1263static unsigned int flags_from_difficulty(int difficulty) 1264{ 1265 unsigned int sflags = F_SOLVE_FORCEUNIQUE; 1266 assert(difficulty <= DIFFCOUNT); 1267 if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS; 1268 if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE; 1269 return sflags; 1270} 1271 1272#define MAXRECURSE 5 1273 1274static int solve_sub(game_state *state, 1275 unsigned int solve_flags, int depth, 1276 int *maxdepth) 1277{ 1278 unsigned int flags; 1279 int x, y, ncanplace, lights; 1280 bool didstuff; 1281 int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0; 1282 game_state *scopy; 1283 ll_data lld; 1284 struct setscratch *sscratch = NULL; 1285 1286#ifdef SOLVER_DIAGNOSTICS 1287 printf("solve_sub: depth = %d\n", depth); 1288#endif 1289 if (maxdepth && *maxdepth < depth) *maxdepth = depth; 1290 if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE; 1291 1292 while (1) { 1293 if (grid_overlap(state)) { 1294 /* Our own solver, from scratch, should never cause this to happen 1295 * (assuming a soluble grid). However, if we're trying to solve 1296 * from a half-completed *incorrect* grid this might occur; we 1297 * just return the 'no solutions' code in this case. */ 1298 ret = 0; goto done; 1299 } 1300 1301 if (grid_correct(state)) { ret = 1; goto done; } 1302 1303 ncanplace = 0; 1304 didstuff = false; 1305 /* These 2 loops, and the functions they call, are the critical loops 1306 * for timing; any optimisations should look here first. */ 1307 for (x = 0; x < state->w; x++) { 1308 for (y = 0; y < state->h; y++) { 1309 flags = GRID(state,flags,x,y); 1310 lights = GRID(state,lights,x,y); 1311 ncanplace += could_place_light(flags, lights); 1312 1313 if (try_solve_light(state, x, y, flags, lights)) 1314 didstuff = true; 1315 if (try_solve_number(state, x, y, flags, lights)) 1316 didstuff = true; 1317 } 1318 } 1319 if (didstuff) continue; 1320 if (!ncanplace) { 1321 /* nowhere to put a light, puzzle is unsoluble. */ 1322 ret = 0; goto done; 1323 } 1324 1325 if (solve_flags & F_SOLVE_DISCOUNTSETS) { 1326 if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch); 1327 /* Try a more cunning (and more involved) way... more details above. */ 1328 for (x = 0; x < state->w; x++) { 1329 for (y = 0; y < state->h; y++) { 1330 flags = GRID(state,flags,x,y); 1331 lights = GRID(state,lights,x,y); 1332 1333 if (!(flags & F_BLACK) && lights == 0) { 1334 if (discount_unlit(state, x, y, sscratch)) { 1335 didstuff = true; 1336 goto reduction_success; 1337 } 1338 } else if (flags & F_NUMBERED) { 1339 if (discount_clue(state, x, y, sscratch)) { 1340 didstuff = true; 1341 goto reduction_success; 1342 } 1343 } 1344 } 1345 } 1346 } 1347reduction_success: 1348 if (didstuff) continue; 1349 1350 /* We now have to make a guess; we have places to put lights but 1351 * no definite idea about where they can go. */ 1352 if (depth >= maxrecurse) { 1353 /* mustn't delve any deeper. */ 1354 ret = -1; goto done; 1355 } 1356 /* Of all the squares that we could place a light, pick the one 1357 * that would light the most currently unlit squares. */ 1358 /* This heuristic was just plucked from the air; there may well be 1359 * a more efficient way of choosing a square to flip to minimise 1360 * recursion. */ 1361 bestn = 0; 1362 bestx = besty = -1; /* suyb */ 1363 for (x = 0; x < state->w; x++) { 1364 for (y = 0; y < state->h; y++) { 1365 flags = GRID(state,flags,x,y); 1366 lights = GRID(state,lights,x,y); 1367 if (!could_place_light(flags, lights)) continue; 1368 1369 n = 0; 1370 list_lights(state, x, y, true, &lld); 1371 FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; }); 1372 if (n > bestn) { 1373 bestn = n; bestx = x; besty = y; 1374 } 1375 } 1376 } 1377 assert(bestn > 0); 1378 assert(bestx >= 0 && besty >= 0); 1379 1380 /* Now we've chosen a plausible (x,y), try to solve it once as 'lit' 1381 * and once as 'impossible'; we need to make one copy to do this. */ 1382 1383 scopy = dup_game(state); 1384#ifdef SOLVER_DIAGNOSTICS 1385 debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty)); 1386#endif 1387 GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE; 1388 self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth); 1389 1390 if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) { 1391 /* we didn't care about finding all solutions, and we just 1392 * found one; return with it immediately. */ 1393 free_game(scopy); 1394 ret = self_soluble; 1395 goto done; 1396 } 1397 1398#ifdef SOLVER_DIAGNOSTICS 1399 debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty)); 1400#endif 1401 set_light(scopy, bestx, besty, true); 1402 copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth); 1403 1404 /* If we wanted a unique solution but we hit our recursion limit 1405 * (on either branch) then we have to assume we didn't find possible 1406 * extra solutions, and return 'not soluble'. */ 1407 if ((solve_flags & F_SOLVE_FORCEUNIQUE) && 1408 ((copy_soluble < 0) || (self_soluble < 0))) { 1409 ret = -1; 1410 /* Make sure that whether or not it was self or copy (or both) that 1411 * were soluble, that we return a solved state in self. */ 1412 } else if (copy_soluble <= 0) { 1413 /* copy wasn't soluble; keep self state and return that result. */ 1414 ret = self_soluble; 1415 } else if (self_soluble <= 0) { 1416 /* copy solved and we didn't, so copy in copy's (now solved) 1417 * flags and light state. */ 1418 memcpy(state->lights, scopy->lights, 1419 scopy->w * scopy->h * sizeof(int)); 1420 memcpy(state->flags, scopy->flags, 1421 scopy->w * scopy->h * sizeof(unsigned int)); 1422 ret = copy_soluble; 1423 } else { 1424 ret = copy_soluble + self_soluble; 1425 } 1426 free_game(scopy); 1427 goto done; 1428 } 1429done: 1430 if (sscratch) sfree(sscratch); 1431#ifdef SOLVER_DIAGNOSTICS 1432 if (ret < 0) 1433 debug(("solve_sub: depth = %d returning, ran out of recursion.\n", 1434 depth)); 1435 else 1436 debug(("solve_sub: depth = %d returning, %d solutions.\n", 1437 depth, ret)); 1438#endif 1439 return ret; 1440} 1441 1442/* Fills in the (possibly partially-complete) game_state as far as it can, 1443 * returning the number of possible solutions. If it returns >0 then the 1444 * game_state will be in a solved state, but you won't know which one. */ 1445static int dosolve(game_state *state, int solve_flags, int *maxdepth) 1446{ 1447 int x, y, nsol; 1448 1449 for (x = 0; x < state->w; x++) { 1450 for (y = 0; y < state->h; y++) { 1451 GRID(state,flags,x,y) &= ~F_NUMBERUSED; 1452 } 1453 } 1454 nsol = solve_sub(state, solve_flags, 0, maxdepth); 1455 return nsol; 1456} 1457 1458static int strip_unused_nums(game_state *state) 1459{ 1460 int x,y,n=0; 1461 for (x = 0; x < state->w; x++) { 1462 for (y = 0; y < state->h; y++) { 1463 if ((GRID(state,flags,x,y) & F_NUMBERED) && 1464 !(GRID(state,flags,x,y) & F_NUMBERUSED)) { 1465 GRID(state,flags,x,y) &= ~F_NUMBERED; 1466 GRID(state,lights,x,y) = 0; 1467 n++; 1468 } 1469 } 1470 } 1471 debug(("Stripped %d unused numbers.\n", n)); 1472 return n; 1473} 1474 1475static void unplace_lights(game_state *state) 1476{ 1477 int x,y; 1478 for (x = 0; x < state->w; x++) { 1479 for (y = 0; y < state->h; y++) { 1480 if (GRID(state,flags,x,y) & F_LIGHT) 1481 set_light(state,x,y,false); 1482 GRID(state,flags,x,y) &= ~F_IMPOSSIBLE; 1483 GRID(state,flags,x,y) &= ~F_NUMBERUSED; 1484 } 1485 } 1486} 1487 1488static bool puzzle_is_good(game_state *state, int difficulty) 1489{ 1490 int nsol, mdepth = 0; 1491 unsigned int sflags = flags_from_difficulty(difficulty); 1492 1493 unplace_lights(state); 1494 1495#ifdef SOLVER_DIAGNOSTICS 1496 debug(("Trying to solve with difficulty %d (0x%x):\n", 1497 difficulty, sflags)); 1498 if (verbose) debug_state(state); 1499#endif 1500 1501 nsol = dosolve(state, sflags, &mdepth); 1502 /* if we wanted an easy puzzle, make sure we didn't need recursion. */ 1503 if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) { 1504 debug(("Ignoring recursive puzzle.\n")); 1505 return false; 1506 } 1507 1508 debug(("%d solutions found.\n", nsol)); 1509 if (nsol <= 0) return false; 1510 if (nsol > 1) return false; 1511 return true; 1512} 1513 1514/* --- New game creation and user input code. --- */ 1515 1516/* The basic algorithm here is to generate the most complex grid possible 1517 * while honouring two restrictions: 1518 * 1519 * * we require a unique solution, and 1520 * * either we require solubility with no recursion (!params->recurse) 1521 * * or we require some recursion. (params->recurse). 1522 * 1523 * The solver helpfully keeps track of the numbers it needed to use to 1524 * get its solution, so we use that to remove an initial set of numbers 1525 * and check we still satsify our requirements (on uniqueness and 1526 * non-recursiveness, if applicable; we don't check explicit recursiveness 1527 * until the end). 1528 * 1529 * Then we try to remove all numbers in a random order, and see if we 1530 * still satisfy requirements (putting them back if we didn't). 1531 * 1532 * Removing numbers will always, in general terms, make a puzzle require 1533 * more recursion but it may also mean a puzzle becomes non-unique. 1534 * 1535 * Once we're done, if we wanted a recursive puzzle but the most difficult 1536 * puzzle we could come up with was non-recursive, we give up and try a new 1537 * grid. */ 1538 1539#define MAX_GRIDGEN_TRIES 20 1540 1541static char *new_game_desc(const game_params *params_in, random_state *rs, 1542 char **aux, bool interactive) 1543{ 1544 game_params params_copy = *params_in; /* structure copy */ 1545 game_params *params = &params_copy; 1546 game_state *news = new_state(params), *copys; 1547 int i, j, run, x, y, wh = params->w*params->h, num; 1548 char *ret, *p; 1549 int *numindices; 1550 1551 /* Construct a shuffled list of grid positions; we only 1552 * do this once, because if it gets used more than once it'll 1553 * be on a different grid layout. */ 1554 numindices = snewn(wh, int); 1555 for (j = 0; j < wh; j++) numindices[j] = j; 1556 shuffle(numindices, wh, sizeof(*numindices), rs); 1557 1558 while (1) { 1559 for (i = 0; i < MAX_GRIDGEN_TRIES; i++) { 1560 set_blacks(news, params, rs); /* also cleans board. */ 1561 1562 /* set up lights and then the numbers, and remove the lights */ 1563 place_lights(news, rs); 1564 debug(("Generating initial grid.\n")); 1565 place_numbers(news); 1566 if (!puzzle_is_good(news, params->difficulty)) continue; 1567 1568 /* Take a copy, remove numbers we didn't use and check there's 1569 * still a unique solution; if so, use the copy subsequently. */ 1570 copys = dup_game(news); 1571 strip_unused_nums(copys); 1572 if (!puzzle_is_good(copys, params->difficulty)) { 1573 debug(("Stripped grid is not good, reverting.\n")); 1574 free_game(copys); 1575 } else { 1576 free_game(news); 1577 news = copys; 1578 } 1579 1580 /* Go through grid removing numbers at random one-by-one and 1581 * trying to solve again; if it ceases to be good put the number back. */ 1582 for (j = 0; j < wh; j++) { 1583 y = numindices[j] / params->w; 1584 x = numindices[j] % params->w; 1585 if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue; 1586 num = GRID(news, lights, x, y); 1587 GRID(news, lights, x, y) = 0; 1588 GRID(news, flags, x, y) &= ~F_NUMBERED; 1589 if (!puzzle_is_good(news, params->difficulty)) { 1590 GRID(news, lights, x, y) = num; 1591 GRID(news, flags, x, y) |= F_NUMBERED; 1592 } else 1593 debug(("Removed (%d,%d) still soluble.\n", x, y)); 1594 } 1595 if (params->difficulty > 0) { 1596 /* Was the maximally-difficult puzzle difficult enough? 1597 * Check we can't solve it with a more simplistic solver. */ 1598 if (puzzle_is_good(news, params->difficulty-1)) { 1599 debug(("Maximally-hard puzzle still not hard enough, skipping.\n")); 1600 continue; 1601 } 1602 } 1603 1604 goto goodpuzzle; 1605 } 1606 /* Couldn't generate a good puzzle in however many goes. Ramp up the 1607 * %age of black squares (if we didn't already have lots; in which case 1608 * why couldn't we generate a puzzle?) and try again. */ 1609 if (params->blackpc < 90) params->blackpc += 5; 1610 debug(("New black layout %d%%.\n", params->blackpc)); 1611 } 1612goodpuzzle: 1613 /* Game is encoded as a long string one character per square; 1614 * 'S' is a space 1615 * 'B' is a black square with no number 1616 * '0', '1', '2', '3', '4' is a black square with a number. */ 1617 ret = snewn((params->w * params->h) + 1, char); 1618 p = ret; 1619 run = 0; 1620 for (y = 0; y < params->h; y++) { 1621 for (x = 0; x < params->w; x++) { 1622 if (GRID(news,flags,x,y) & F_BLACK) { 1623 if (run) { 1624 *p++ = ('a'-1) + run; 1625 run = 0; 1626 } 1627 if (GRID(news,flags,x,y) & F_NUMBERED) 1628 *p++ = '0' + GRID(news,lights,x,y); 1629 else 1630 *p++ = 'B'; 1631 } else { 1632 if (run == 26) { 1633 *p++ = ('a'-1) + run; 1634 run = 0; 1635 } 1636 run++; 1637 } 1638 } 1639 } 1640 if (run) { 1641 *p++ = ('a'-1) + run; 1642 run = 0; 1643 } 1644 *p = '\0'; 1645 assert(p - ret <= params->w * params->h); 1646 free_game(news); 1647 sfree(numindices); 1648 1649 return ret; 1650} 1651 1652static const char *validate_desc(const game_params *params, const char *desc) 1653{ 1654 int i; 1655 for (i = 0; i < params->w*params->h; i++) { 1656 if (*desc >= '0' && *desc <= '4') 1657 /* OK */; 1658 else if (*desc == 'B') 1659 /* OK */; 1660 else if (*desc >= 'a' && *desc <= 'z') 1661 i += *desc - 'a'; /* and the i++ will add another one */ 1662 else if (!*desc) 1663 return "Game description shorter than expected"; 1664 else 1665 return "Game description contained unexpected character"; 1666 desc++; 1667 } 1668 if (*desc || i > params->w*params->h) 1669 return "Game description longer than expected"; 1670 1671 return NULL; 1672} 1673 1674static game_state *new_game(midend *me, const game_params *params, 1675 const char *desc) 1676{ 1677 game_state *ret = new_state(params); 1678 int x,y; 1679 int run = 0; 1680 1681 for (y = 0; y < params->h; y++) { 1682 for (x = 0; x < params->w; x++) { 1683 char c = '\0'; 1684 1685 if (run == 0) { 1686 c = *desc++; 1687 assert(c != 'S'); 1688 if (c >= 'a' && c <= 'z') 1689 run = c - 'a' + 1; 1690 } 1691 1692 if (run > 0) { 1693 c = 'S'; 1694 run--; 1695 } 1696 1697 switch (c) { 1698 case '0': case '1': case '2': case '3': case '4': 1699 GRID(ret,flags,x,y) |= F_NUMBERED; 1700 GRID(ret,lights,x,y) = (c - '0'); 1701 /* run-on... */ 1702 1703 case 'B': 1704 GRID(ret,flags,x,y) |= F_BLACK; 1705 break; 1706 1707 case 'S': 1708 /* empty square */ 1709 break; 1710 1711 default: 1712 assert(!"Malformed desc."); 1713 break; 1714 } 1715 } 1716 } 1717 if (*desc) assert(!"Over-long desc."); 1718 1719 return ret; 1720} 1721 1722static char *solve_game(const game_state *state, const game_state *currstate, 1723 const char *aux, const char **error) 1724{ 1725 game_state *solved; 1726 char *move = NULL, buf[80]; 1727 int movelen, movesize, x, y, len; 1728 unsigned int oldflags, solvedflags, sflags; 1729 1730 /* We don't care here about non-unique puzzles; if the 1731 * user entered one themself then I doubt they care. */ 1732 1733 sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS; 1734 1735 /* Try and solve from where we are now (for non-unique 1736 * puzzles this may produce a different answer). */ 1737 solved = dup_game(currstate); 1738 if (dosolve(solved, sflags, NULL) > 0) goto solved; 1739 free_game(solved); 1740 1741 /* That didn't work; try solving from the clean puzzle. */ 1742 solved = dup_game(state); 1743 if (dosolve(solved, sflags, NULL) > 0) goto solved; 1744 *error = "Unable to find a solution to this puzzle."; 1745 goto done; 1746 1747solved: 1748 movesize = 256; 1749 move = snewn(movesize, char); 1750 movelen = 0; 1751 move[movelen++] = 'S'; 1752 move[movelen] = '\0'; 1753 for (x = 0; x < currstate->w; x++) { 1754 for (y = 0; y < currstate->h; y++) { 1755 len = 0; 1756 oldflags = GRID(currstate, flags, x, y); 1757 solvedflags = GRID(solved, flags, x, y); 1758 if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT)) 1759 len = sprintf(buf, ";L%d,%d", x, y); 1760 else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE)) 1761 len = sprintf(buf, ";I%d,%d", x, y); 1762 if (len) { 1763 if (movelen + len >= movesize) { 1764 movesize = movelen + len + 256; 1765 move = sresize(move, movesize, char); 1766 } 1767 strcpy(move + movelen, buf); 1768 movelen += len; 1769 } 1770 } 1771 } 1772 1773done: 1774 free_game(solved); 1775 return move; 1776} 1777 1778static bool game_can_format_as_text_now(const game_params *params) 1779{ 1780 return true; 1781} 1782 1783/* 'borrowed' from slant.c, mainly. I could have printed it one 1784 * character per cell (like debug_state) but that comes out tiny. 1785 * 'L' is used for 'light here' because 'O' looks too much like '0' 1786 * (black square with no surrounding lights). */ 1787static char *game_text_format(const game_state *state) 1788{ 1789 int w = state->w, h = state->h, W = w+1, H = h+1; 1790 int x, y, len, lights; 1791 unsigned int flags; 1792 char *ret, *p; 1793 1794 len = (h+H) * (w+W+1) + 1; 1795 ret = snewn(len, char); 1796 p = ret; 1797 1798 for (y = 0; y < H; y++) { 1799 for (x = 0; x < W; x++) { 1800 *p++ = '+'; 1801 if (x < w) 1802 *p++ = '-'; 1803 } 1804 *p++ = '\n'; 1805 if (y < h) { 1806 for (x = 0; x < W; x++) { 1807 *p++ = '|'; 1808 if (x < w) { 1809 /* actual interesting bit. */ 1810 flags = GRID(state, flags, x, y); 1811 lights = GRID(state, lights, x, y); 1812 if (flags & F_BLACK) { 1813 if (flags & F_NUMBERED) 1814 *p++ = '0' + lights; 1815 else 1816 *p++ = '#'; 1817 } else { 1818 if (flags & F_LIGHT) 1819 *p++ = 'L'; 1820 else if (flags & F_IMPOSSIBLE) 1821 *p++ = 'x'; 1822 else if (lights > 0) 1823 *p++ = '.'; 1824 else 1825 *p++ = ' '; 1826 } 1827 } 1828 } 1829 *p++ = '\n'; 1830 } 1831 } 1832 *p++ = '\0'; 1833 1834 assert(p - ret == len); 1835 return ret; 1836} 1837 1838struct game_ui { 1839 int cur_x, cur_y; 1840 bool cur_visible; 1841 1842 /* 1843 * User preference: when a square contains both a black blob for 1844 * 'user is convinced this isn't a light' and a yellow highlight 1845 * for 'this square is lit by a light', both of which rule out it 1846 * being a light, should we still bother to show the blob? 1847 */ 1848 bool draw_blobs_when_lit; 1849}; 1850 1851static void legacy_prefs_override(struct game_ui *ui_out) 1852{ 1853 static bool initialised = false; 1854 static int draw_blobs_when_lit = -1; 1855 1856 if (!initialised) { 1857 initialised = true; 1858 draw_blobs_when_lit = getenv_bool("LIGHTUP_LIT_BLOBS", -1); 1859 } 1860 1861 if (draw_blobs_when_lit != -1) 1862 ui_out->draw_blobs_when_lit = draw_blobs_when_lit; 1863} 1864 1865static game_ui *new_ui(const game_state *state) 1866{ 1867 game_ui *ui = snew(game_ui); 1868 ui->cur_x = ui->cur_y = 0; 1869 ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); 1870 ui->draw_blobs_when_lit = true; 1871 legacy_prefs_override(ui); 1872 return ui; 1873} 1874 1875static config_item *get_prefs(game_ui *ui) 1876{ 1877 config_item *ret; 1878 1879 ret = snewn(N_PREF_ITEMS+1, config_item); 1880 1881 ret[PREF_SHOW_LIT_BLOBS].name = "Draw non-light marks even when lit"; 1882 ret[PREF_SHOW_LIT_BLOBS].kw = "show-lit-blobs"; 1883 ret[PREF_SHOW_LIT_BLOBS].type = C_BOOLEAN; 1884 ret[PREF_SHOW_LIT_BLOBS].u.boolean.bval = ui->draw_blobs_when_lit; 1885 1886 ret[N_PREF_ITEMS].name = NULL; 1887 ret[N_PREF_ITEMS].type = C_END; 1888 1889 return ret; 1890} 1891 1892static void set_prefs(game_ui *ui, const config_item *cfg) 1893{ 1894 ui->draw_blobs_when_lit = cfg[PREF_SHOW_LIT_BLOBS].u.boolean.bval; 1895} 1896 1897static void free_ui(game_ui *ui) 1898{ 1899 sfree(ui); 1900} 1901 1902static void game_changed_state(game_ui *ui, const game_state *oldstate, 1903 const game_state *newstate) 1904{ 1905 if (newstate->completed) 1906 ui->cur_visible = false; 1907} 1908 1909static const char *current_key_label(const game_ui *ui, 1910 const game_state *state, int button) 1911{ 1912 int cx = ui->cur_x, cy = ui->cur_y; 1913 unsigned int flags = GRID(state, flags, cx, cy); 1914 1915 if (!ui->cur_visible) return ""; 1916 if (button == CURSOR_SELECT) { 1917 if (flags & (F_BLACK | F_IMPOSSIBLE)) return ""; 1918 if (flags & F_LIGHT) return "Clear"; 1919 return "Light"; 1920 } 1921 if (button == CURSOR_SELECT2) { 1922 if (flags & (F_BLACK | F_LIGHT)) return ""; 1923 if (flags & F_IMPOSSIBLE) return "Clear"; 1924 return "Mark"; 1925 } 1926 return ""; 1927} 1928 1929#define DF_BLACK 1 /* black square */ 1930#define DF_NUMBERED 2 /* black square with number */ 1931#define DF_LIT 4 /* display (white) square lit up */ 1932#define DF_LIGHT 8 /* display light in square */ 1933#define DF_OVERLAP 16 /* display light as overlapped */ 1934#define DF_CURSOR 32 /* display cursor */ 1935#define DF_NUMBERWRONG 64 /* display black numbered square as error. */ 1936#define DF_FLASH 128 /* background flash is on. */ 1937#define DF_IMPOSSIBLE 256 /* display non-light little square */ 1938 1939struct game_drawstate { 1940 int tilesize, crad; 1941 int w, h; 1942 unsigned int *flags; /* width * height */ 1943 bool started; 1944}; 1945 1946 1947/* Believe it or not, this empty = "" hack is needed to get around a bug in 1948 * the prc-tools gcc when optimisation is turned on; before, it produced: 1949 lightup-sect.c: In function `interpret_move': 1950 lightup-sect.c:1416: internal error--unrecognizable insn: 1951 (insn 582 580 583 (set (reg:SI 134) 1952 (pc)) -1 (nil) 1953 (nil)) 1954 */ 1955static char *interpret_move(const game_state *state, game_ui *ui, 1956 const game_drawstate *ds, 1957 int x, int y, int button) 1958{ 1959 enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE; 1960 int cx = -1, cy = -1; 1961 unsigned int flags; 1962 char buf[80], *nullret = MOVE_NO_EFFECT, *empty = MOVE_UI_UPDATE, c; 1963 1964 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { 1965 if (ui->cur_visible) 1966 nullret = empty; 1967 ui->cur_visible = false; 1968 cx = FROMCOORD(x); 1969 cy = FROMCOORD(y); 1970 action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE; 1971 } else if (IS_CURSOR_SELECT(button) || 1972 button == 'i' || button == 'I') { 1973 if (ui->cur_visible) { 1974 /* Only allow cursor-effect operations if the cursor is visible 1975 * (otherwise you have no idea which square it might be affecting) */ 1976 cx = ui->cur_x; 1977 cy = ui->cur_y; 1978 action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ? 1979 FLIP_IMPOSSIBLE : FLIP_LIGHT; 1980 } 1981 ui->cur_visible = true; 1982 } else if (IS_CURSOR_MOVE(button)) { 1983 nullret = move_cursor(button, &ui->cur_x, &ui->cur_y, 1984 state->w, state->h, false, &ui->cur_visible); 1985 } else 1986 return MOVE_UNUSED; 1987 1988 switch (action) { 1989 case FLIP_LIGHT: 1990 case FLIP_IMPOSSIBLE: 1991 if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h) 1992 return nullret; 1993 flags = GRID(state, flags, cx, cy); 1994 if (flags & F_BLACK) 1995 return nullret; 1996 if (action == FLIP_LIGHT) { 1997#ifdef STYLUS_BASED 1998 if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L'; 1999#else 2000 if (flags & F_IMPOSSIBLE) return nullret; 2001 c = 'L'; 2002#endif 2003 } else { 2004#ifdef STYLUS_BASED 2005 if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I'; 2006#else 2007 if (flags & F_LIGHT) return nullret; 2008 c = 'I'; 2009#endif 2010 } 2011 sprintf(buf, "%c%d,%d", (int)c, cx, cy); 2012 break; 2013 2014 case NONE: 2015 return nullret; 2016 2017 default: 2018 assert(!"Shouldn't get here!"); 2019 } 2020 return dupstr(buf); 2021} 2022 2023static game_state *execute_move(const game_state *state, const char *move) 2024{ 2025 game_state *ret = dup_game(state); 2026 int x, y, n, flags; 2027 char c; 2028 2029 if (!*move) goto badmove; 2030 2031 while (*move) { 2032 c = *move; 2033 if (c == 'S') { 2034 ret->used_solve = true; 2035 move++; 2036 } else if (c == 'L' || c == 'I') { 2037 move++; 2038 if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || 2039 x < 0 || y < 0 || x >= ret->w || y >= ret->h) 2040 goto badmove; 2041 2042 flags = GRID(ret, flags, x, y); 2043 if (flags & F_BLACK) goto badmove; 2044 2045 /* LIGHT and IMPOSSIBLE are mutually exclusive. */ 2046 if (c == 'L') { 2047 GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE; 2048 set_light(ret, x, y, !(flags & F_LIGHT)); 2049 } else { 2050 set_light(ret, x, y, false); 2051 GRID(ret, flags, x, y) ^= F_IMPOSSIBLE; 2052 } 2053 move += n; 2054 } else goto badmove; 2055 2056 if (*move == ';') 2057 move++; 2058 else if (*move) goto badmove; 2059 } 2060 if (grid_correct(ret)) ret->completed = true; 2061 return ret; 2062 2063badmove: 2064 free_game(ret); 2065 return NULL; 2066} 2067 2068/* ---------------------------------------------------------------------- 2069 * Drawing routines. 2070 */ 2071 2072/* XXX entirely cloned from fifteen.c; separate out? */ 2073static void game_compute_size(const game_params *params, int tilesize, 2074 const game_ui *ui, int *x, int *y) 2075{ 2076 /* Ick: fake up `ds->tilesize' for macro expansion purposes */ 2077 struct { int tilesize; } ads, *ds = &ads; 2078 ads.tilesize = tilesize; 2079 2080 *x = TILE_SIZE * params->w + 2 * BORDER; 2081 *y = TILE_SIZE * params->h + 2 * BORDER; 2082} 2083 2084static void game_set_size(drawing *dr, game_drawstate *ds, 2085 const game_params *params, int tilesize) 2086{ 2087 ds->tilesize = tilesize; 2088 ds->crad = 3*(tilesize-1)/8; 2089} 2090 2091static float *game_colours(frontend *fe, int *ncolours) 2092{ 2093 float *ret = snewn(3 * NCOLOURS, float); 2094 int i; 2095 2096 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); 2097 2098 for (i = 0; i < 3; i++) { 2099 ret[COL_BLACK * 3 + i] = 0.0F; 2100 ret[COL_LIGHT * 3 + i] = 1.0F; 2101 ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; 2102 ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F; 2103 2104 } 2105 2106 ret[COL_ERROR * 3 + 0] = 1.0F; 2107 ret[COL_ERROR * 3 + 1] = 0.25F; 2108 ret[COL_ERROR * 3 + 2] = 0.25F; 2109 2110 ret[COL_LIT * 3 + 0] = 1.0F; 2111 ret[COL_LIT * 3 + 1] = 1.0F; 2112 ret[COL_LIT * 3 + 2] = 0.0F; 2113 2114 *ncolours = NCOLOURS; 2115 return ret; 2116} 2117 2118static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) 2119{ 2120 struct game_drawstate *ds = snew(struct game_drawstate); 2121 int i; 2122 2123 ds->tilesize = ds->crad = 0; 2124 ds->w = state->w; ds->h = state->h; 2125 2126 ds->flags = snewn(ds->w*ds->h, unsigned int); 2127 for (i = 0; i < ds->w*ds->h; i++) 2128 ds->flags[i] = -1; 2129 2130 ds->started = false; 2131 2132 return ds; 2133} 2134 2135static void game_free_drawstate(drawing *dr, game_drawstate *ds) 2136{ 2137 sfree(ds->flags); 2138 sfree(ds); 2139} 2140 2141/* At some stage we should put these into a real options struct. 2142 * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not 2143 * to put those flags in. */ 2144#define HINT_LIGHTS 2145#define HINT_OVERLAPS 2146#define HINT_NUMBERS 2147 2148static unsigned int tile_flags(game_drawstate *ds, const game_state *state, 2149 const game_ui *ui, int x, int y, bool flashing) 2150{ 2151 unsigned int flags = GRID(state, flags, x, y); 2152 int lights = GRID(state, lights, x, y); 2153 unsigned int ret = 0; 2154 2155 if (flashing) ret |= DF_FLASH; 2156 if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y) 2157 ret |= DF_CURSOR; 2158 2159 if (flags & F_BLACK) { 2160 ret |= DF_BLACK; 2161 if (flags & F_NUMBERED) { 2162#ifdef HINT_NUMBERS 2163 if (number_wrong(state, x, y)) 2164 ret |= DF_NUMBERWRONG; 2165#endif 2166 ret |= DF_NUMBERED; 2167 } 2168 } else { 2169#ifdef HINT_LIGHTS 2170 if (lights > 0) ret |= DF_LIT; 2171#endif 2172 if (flags & F_LIGHT) { 2173 ret |= DF_LIGHT; 2174#ifdef HINT_OVERLAPS 2175 if (lights > 1) ret |= DF_OVERLAP; 2176#endif 2177 } 2178 if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE; 2179 } 2180 return ret; 2181} 2182 2183static void tile_redraw(drawing *dr, game_drawstate *ds, const game_ui *ui, 2184 const game_state *state, int x, int y) 2185{ 2186 unsigned int ds_flags = GRID(ds, flags, x, y); 2187 int dx = COORD(x), dy = COORD(y); 2188 int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT; 2189 2190 if (ds_flags & DF_BLACK) { 2191 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK); 2192 if (ds_flags & DF_NUMBERED) { 2193 int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT; 2194 char str[32]; 2195 2196 /* We know that this won't change over the course of the game 2197 * so it's OK to ignore this when calculating whether or not 2198 * to redraw the tile. */ 2199 sprintf(str, "%d", GRID(state, lights, x, y)); 2200 draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, 2201 FONT_VARIABLE, TILE_SIZE*3/5, 2202 ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str); 2203 } 2204 } else { 2205 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, 2206 (ds_flags & DF_LIT) ? lit : COL_BACKGROUND); 2207 draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); 2208 if (ds_flags & DF_LIGHT) { 2209 int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT; 2210 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS, 2211 lcol, COL_BLACK); 2212 } else if ((ds_flags & DF_IMPOSSIBLE)) { 2213 if (!(ds_flags & DF_LIT) || ui->draw_blobs_when_lit) { 2214 int rlen = TILE_SIZE / 4; 2215 draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, 2216 dy + TILE_SIZE/2 - rlen/2, 2217 rlen, rlen, COL_BLACK); 2218 } 2219 } 2220 } 2221 2222 if (ds_flags & DF_CURSOR) { 2223 int coff = TILE_SIZE/8; 2224 draw_rect_outline(dr, dx + coff, dy + coff, 2225 TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR); 2226 } 2227 2228 draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); 2229} 2230 2231static void game_redraw(drawing *dr, game_drawstate *ds, 2232 const game_state *oldstate, const game_state *state, 2233 int dir, const game_ui *ui, 2234 float animtime, float flashtime) 2235{ 2236 bool flashing = false; 2237 int x,y; 2238 2239 if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; 2240 2241 if (!ds->started) { 2242 draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, 2243 TILE_SIZE * ds->w + 2, 2244 TILE_SIZE * ds->h + 2, 2245 COL_GRID); 2246 2247 draw_update(dr, 0, 0, 2248 TILE_SIZE * ds->w + 2 * BORDER, 2249 TILE_SIZE * ds->h + 2 * BORDER); 2250 ds->started = true; 2251 } 2252 2253 for (x = 0; x < ds->w; x++) { 2254 for (y = 0; y < ds->h; y++) { 2255 unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing); 2256 if (ds_flags != GRID(ds, flags, x, y)) { 2257 GRID(ds, flags, x, y) = ds_flags; 2258 tile_redraw(dr, ds, ui, state, x, y); 2259 } 2260 } 2261 } 2262} 2263 2264static float game_anim_length(const game_state *oldstate, 2265 const game_state *newstate, int dir, game_ui *ui) 2266{ 2267 return 0.0F; 2268} 2269 2270static float game_flash_length(const game_state *oldstate, 2271 const game_state *newstate, int dir, game_ui *ui) 2272{ 2273 if (!oldstate->completed && newstate->completed && 2274 !oldstate->used_solve && !newstate->used_solve) 2275 return FLASH_TIME; 2276 return 0.0F; 2277} 2278 2279static void game_get_cursor_location(const game_ui *ui, 2280 const game_drawstate *ds, 2281 const game_state *state, 2282 const game_params *params, 2283 int *x, int *y, int *w, int *h) 2284{ 2285 if(ui->cur_visible) { 2286 *x = COORD(ui->cur_x); 2287 *y = COORD(ui->cur_y); 2288 *w = *h = TILE_SIZE; 2289 } 2290} 2291 2292static int game_status(const game_state *state) 2293{ 2294 return state->completed ? +1 : 0; 2295} 2296 2297static void game_print_size(const game_params *params, const game_ui *ui, 2298 float *x, float *y) 2299{ 2300 int pw, ph; 2301 2302 /* 2303 * I'll use 6mm squares by default. 2304 */ 2305 game_compute_size(params, 600, ui, &pw, &ph); 2306 *x = pw / 100.0F; 2307 *y = ph / 100.0F; 2308} 2309 2310static void game_print(drawing *dr, const game_state *state, const game_ui *ui, 2311 int tilesize) 2312{ 2313 int w = state->w, h = state->h; 2314 int ink = print_mono_colour(dr, 0); 2315 int paper = print_mono_colour(dr, 1); 2316 int x, y; 2317 2318 /* Ick: fake up `ds->tilesize' for macro expansion purposes */ 2319 game_drawstate ads, *ds = &ads; 2320 game_set_size(dr, ds, NULL, tilesize); 2321 2322 /* 2323 * Border. 2324 */ 2325 print_line_width(dr, TILE_SIZE / 16); 2326 draw_rect_outline(dr, COORD(0), COORD(0), 2327 TILE_SIZE * w, TILE_SIZE * h, ink); 2328 2329 /* 2330 * Grid. 2331 */ 2332 print_line_width(dr, TILE_SIZE / 24); 2333 for (x = 1; x < w; x++) 2334 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); 2335 for (y = 1; y < h; y++) 2336 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); 2337 2338 /* 2339 * Grid contents. 2340 */ 2341 for (y = 0; y < h; y++) 2342 for (x = 0; x < w; x++) { 2343 unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, false); 2344 int dx = COORD(x), dy = COORD(y); 2345 if (ds_flags & DF_BLACK) { 2346 draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink); 2347 if (ds_flags & DF_NUMBERED) { 2348 char str[32]; 2349 sprintf(str, "%d", GRID(state, lights, x, y)); 2350 draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, 2351 FONT_VARIABLE, TILE_SIZE*3/5, 2352 ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str); 2353 } 2354 } else if (ds_flags & DF_LIGHT) { 2355 draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, 2356 TILE_RADIUS, -1, ink); 2357 } 2358 } 2359} 2360 2361#ifdef COMBINED 2362#define thegame lightup 2363#endif 2364 2365const struct game thegame = { 2366 "Light Up", "games.lightup", "lightup", 2367 default_params, 2368 game_fetch_preset, NULL, 2369 decode_params, 2370 encode_params, 2371 free_params, 2372 dup_params, 2373 true, game_configure, custom_params, 2374 validate_params, 2375 new_game_desc, 2376 validate_desc, 2377 new_game, 2378 dup_game, 2379 free_game, 2380 true, solve_game, 2381 true, game_can_format_as_text_now, game_text_format, 2382 get_prefs, set_prefs, 2383 new_ui, 2384 free_ui, 2385 NULL, /* encode_ui */ 2386 NULL, /* decode_ui */ 2387 NULL, /* game_request_keys */ 2388 game_changed_state, 2389 current_key_label, 2390 interpret_move, 2391 execute_move, 2392 PREFERRED_TILE_SIZE, game_compute_size, game_set_size, 2393 game_colours, 2394 game_new_drawstate, 2395 game_free_drawstate, 2396 game_redraw, 2397 game_anim_length, 2398 game_flash_length, 2399 game_get_cursor_location, 2400 game_status, 2401 true, false, game_print_size, game_print, 2402 false, /* wants_statusbar */ 2403 false, NULL, /* timing_state */ 2404 0, /* flags */ 2405}; 2406 2407#ifdef STANDALONE_SOLVER 2408 2409int main(int argc, char **argv) 2410{ 2411 game_params *p; 2412 game_state *s; 2413 char *id = NULL, *desc, *result; 2414 const char *err; 2415 int nsol, diff, really_verbose = 0; 2416 unsigned int sflags; 2417 2418 while (--argc > 0) { 2419 char *p = *++argv; 2420 if (!strcmp(p, "-v")) { 2421 really_verbose++; 2422 } else if (*p == '-') { 2423 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); 2424 return 1; 2425 } else { 2426 id = p; 2427 } 2428 } 2429 2430 if (!id) { 2431 fprintf(stderr, "usage: %s [-v] <game_id>\n", argv[0]); 2432 return 1; 2433 } 2434 2435 desc = strchr(id, ':'); 2436 if (!desc) { 2437 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); 2438 return 1; 2439 } 2440 *desc++ = '\0'; 2441 2442 p = default_params(); 2443 decode_params(p, id); 2444 err = validate_desc(p, desc); 2445 if (err) { 2446 fprintf(stderr, "%s: %s\n", argv[0], err); 2447 return 1; 2448 } 2449 s = new_game(NULL, p, desc); 2450 2451 /* Run the solvers easiest to hardest until we find one that 2452 * can solve our puzzle. If it's soluble we know that the 2453 * hardest (recursive) solver will always find the solution. */ 2454 nsol = sflags = 0; 2455 for (diff = 0; diff <= DIFFCOUNT; diff++) { 2456 printf("\nSolving with difficulty %d.\n", diff); 2457 sflags = flags_from_difficulty(diff); 2458 unplace_lights(s); 2459 nsol = dosolve(s, sflags, NULL); 2460 if (nsol == 1) break; 2461 } 2462 2463 printf("\n"); 2464 if (nsol == 0) { 2465 printf("Puzzle has no solution.\n"); 2466 } else if (nsol < 0) { 2467 printf("Unable to find a unique solution.\n"); 2468 } else if (nsol > 1) { 2469 printf("Puzzle has multiple solutions.\n"); 2470 } else { 2471 verbose = really_verbose; 2472 unplace_lights(s); 2473 printf("Puzzle has difficulty %d: solving...\n", diff); 2474 dosolve(s, sflags, NULL); /* sflags from last successful solve */ 2475 result = game_text_format(s); 2476 printf("%s", result); 2477 sfree(result); 2478 } 2479 2480 return 0; 2481} 2482 2483#endif 2484 2485/* vim: set shiftwidth=4 tabstop=8: */