A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita audio rust zig deno mpris rockbox mpd
at master 2696 lines 80 kB view raw
1/* 2 * magnets.c: implementation of janko.at 'magnets puzzle' game. 3 * 4 * http://64.233.179.104/translate_c?hl=en&u=http://www.janko.at/Raetsel/Magnete/Beispiel.htm 5 * 6 * Puzzle definition is just the size, and then the list of + (across then 7 * down) and - (across then down) present, then domino edges. 8 * 9 * An example: 10 * 11 * + 2 0 1 12 * +-----+ 13 * 1|+ -| |1 14 * |-+-+ | 15 * 0|-|#| |1 16 * | +-+-| 17 * 2|+|- +|1 18 * +-----+ 19 * 1 2 0 - 20 * 21 * 3x3:201,102,120,111,LRTT*BBLR 22 * 23 * 'Zotmeister' examples: 24 * 5x5:.2..1,3..1.,.2..2,2..2.,LRLRTTLRTBBT*BTTBLRBBLRLR 25 * 9x9:3.51...33,.2..23.13,..33.33.2,12...5.3.,**TLRTLR*,*TBLRBTLR,TBLRLRBTT,BLRTLRTBB,LRTB*TBLR,LRBLRBLRT,TTTLRLRTB,BBBTLRTB*,*LRBLRB** 26 * 27 * Janko 6x6 with solution: 28 * 6x6:322223,323132,232223,232223,LRTLRTTTBLRBBBTTLRLRBBLRTTLRTTBBLRBB 29 * 30 * janko 8x8: 31 * 8x8:34131323,23131334,43122323,21332243,LRTLRLRT,LRBTTTTB,LRTBBBBT,TTBTLRTB,BBTBTTBT,TTBTBBTB,BBTBLRBT,LRBLRLRB 32 */ 33 34#include <stdio.h> 35#include <stdlib.h> 36#include <string.h> 37#include <assert.h> 38#include <ctype.h> 39#include <limits.h> 40#ifdef NO_TGMATH_H 41# include <math.h> 42#else 43# include <tgmath.h> 44#endif 45 46#include "puzzles.h" 47 48#ifdef STANDALONE_SOLVER 49static bool verbose = false; 50#endif 51 52enum { 53 COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT, 54 COL_TEXT, COL_ERROR, COL_CURSOR, COL_DONE, 55 COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT, 56 NCOLOURS 57}; 58 59/* Cell states. */ 60enum { EMPTY = 0, NEUTRAL = EMPTY, POSITIVE = 1, NEGATIVE = 2 }; 61 62#if defined DEBUGGING || defined STANDALONE_SOLVER 63static const char *cellnames[3] = { "neutral", "positive", "negative" }; 64#define NAME(w) ( ((w) < 0 || (w) > 2) ? "(out of range)" : cellnames[(w)] ) 65#endif 66 67#define GRID2CHAR(g) ( ((g) >= 0 && (g) <= 2) ? ".+-"[(g)] : '?' ) 68#define CHAR2GRID(c) ( (c) == '+' ? POSITIVE : (c) == '-' ? NEGATIVE : NEUTRAL ) 69 70#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h) 71 72#define OPPOSITE(x) ( ((x)*2) % 3 ) /* 0 --> 0, 73 1 --> 2, 74 2 --> 4 --> 1 */ 75 76#define FLASH_TIME 0.7F 77 78/* Macro ickery copied from slant.c */ 79#define DIFFLIST(A) \ 80 A(EASY,Easy,e) \ 81 A(TRICKY,Tricky,t) 82#define ENUM(upper,title,lower) DIFF_ ## upper, 83#define TITLE(upper,title,lower) #title, 84#define ENCODE(upper,title,lower) #lower 85#define CONFIG(upper,title,lower) ":" #title 86enum { DIFFLIST(ENUM) DIFFCOUNT }; 87static char const *const magnets_diffnames[] = { DIFFLIST(TITLE) "(count)" }; 88static char const magnets_diffchars[] = DIFFLIST(ENCODE); 89#define DIFFCONFIG DIFFLIST(CONFIG) 90 91 92/* --------------------------------------------------------------- */ 93/* Game parameter functions. */ 94 95struct game_params { 96 int w, h, diff; 97 bool stripclues; 98}; 99 100#define DEFAULT_PRESET 2 101 102static const struct game_params magnets_presets[] = { 103 {6, 5, DIFF_EASY, 0}, 104 {6, 5, DIFF_TRICKY, 0}, 105 {6, 5, DIFF_TRICKY, 1}, 106 {8, 7, DIFF_EASY, 0}, 107 {8, 7, DIFF_TRICKY, 0}, 108 {8, 7, DIFF_TRICKY, 1}, 109 {10, 9, DIFF_TRICKY, 0}, 110 {10, 9, DIFF_TRICKY, 1} 111}; 112 113static game_params *default_params(void) 114{ 115 game_params *ret = snew(game_params); 116 117 *ret = magnets_presets[DEFAULT_PRESET]; 118 119 return ret; 120} 121 122static bool game_fetch_preset(int i, char **name, game_params **params) 123{ 124 game_params *ret; 125 char buf[64]; 126 127 if (i < 0 || i >= lenof(magnets_presets)) return false; 128 129 ret = default_params(); 130 *ret = magnets_presets[i]; /* struct copy */ 131 *params = ret; 132 133 sprintf(buf, "%dx%d %s%s", 134 magnets_presets[i].w, magnets_presets[i].h, 135 magnets_diffnames[magnets_presets[i].diff], 136 magnets_presets[i].stripclues ? ", strip clues" : ""); 137 *name = dupstr(buf); 138 139 return true; 140} 141 142static void free_params(game_params *params) 143{ 144 sfree(params); 145} 146 147static game_params *dup_params(const game_params *params) 148{ 149 game_params *ret = snew(game_params); 150 *ret = *params; /* structure copy */ 151 return ret; 152} 153 154static void decode_params(game_params *ret, char const *string) 155{ 156 ret->w = ret->h = atoi(string); 157 while (*string && isdigit((unsigned char) *string)) ++string; 158 if (*string == 'x') { 159 string++; 160 ret->h = atoi(string); 161 while (*string && isdigit((unsigned char)*string)) string++; 162 } 163 164 ret->diff = DIFF_EASY; 165 if (*string == 'd') { 166 int i; 167 string++; 168 for (i = 0; i < DIFFCOUNT; i++) 169 if (*string == magnets_diffchars[i]) 170 ret->diff = i; 171 if (*string) string++; 172 } 173 174 ret->stripclues = false; 175 if (*string == 'S') { 176 string++; 177 ret->stripclues = true; 178 } 179} 180 181static char *encode_params(const game_params *params, bool full) 182{ 183 char buf[256]; 184 sprintf(buf, "%dx%d", params->w, params->h); 185 if (full) 186 sprintf(buf + strlen(buf), "d%c%s", 187 magnets_diffchars[params->diff], 188 params->stripclues ? "S" : ""); 189 return dupstr(buf); 190} 191 192static config_item *game_configure(const game_params *params) 193{ 194 config_item *ret; 195 char buf[64]; 196 197 ret = snewn(5, config_item); 198 199 ret[0].name = "Width"; 200 ret[0].type = C_STRING; 201 sprintf(buf, "%d", params->w); 202 ret[0].u.string.sval = dupstr(buf); 203 204 ret[1].name = "Height"; 205 ret[1].type = C_STRING; 206 sprintf(buf, "%d", params->h); 207 ret[1].u.string.sval = dupstr(buf); 208 209 ret[2].name = "Difficulty"; 210 ret[2].type = C_CHOICES; 211 ret[2].u.choices.choicenames = DIFFCONFIG; 212 ret[2].u.choices.selected = params->diff; 213 214 ret[3].name = "Strip clues"; 215 ret[3].type = C_BOOLEAN; 216 ret[3].u.boolean.bval = params->stripclues; 217 218 ret[4].name = NULL; 219 ret[4].type = C_END; 220 221 return ret; 222} 223 224static game_params *custom_params(const config_item *cfg) 225{ 226 game_params *ret = snew(game_params); 227 228 ret->w = atoi(cfg[0].u.string.sval); 229 ret->h = atoi(cfg[1].u.string.sval); 230 ret->diff = cfg[2].u.choices.selected; 231 ret->stripclues = cfg[3].u.boolean.bval; 232 233 return ret; 234} 235 236static const char *validate_params(const game_params *params, bool full) 237{ 238 if (params->w < 2) return "Width must be at least two"; 239 if (params->h < 2) return "Height must be at least two"; 240 if (params->w > INT_MAX / params->h) 241 return "Width times height must not be unreasonably large"; 242 if (params->diff >= DIFF_TRICKY) { 243 if (params->w < 5 && params->h < 5) 244 return "Either width or height must be at least five for Tricky"; 245 } else { 246 if (params->w < 3 && params->h < 3) 247 return "Either width or height must be at least three"; 248 } 249 if (params->diff < 0 || params->diff >= DIFFCOUNT) 250 return "Unknown difficulty level"; 251 252 return NULL; 253} 254 255/* --------------------------------------------------------------- */ 256/* Game state allocation, deallocation. */ 257 258struct game_common { 259 int *dominoes; /* size w*h, dominoes[i] points to other end of domino. */ 260 int *rowcount; /* size 3*h, array of [plus, minus, neutral] counts */ 261 int *colcount; /* size 3*w, ditto */ 262 int refcount; 263}; 264 265#define GS_ERROR 1 266#define GS_SET 2 267#define GS_NOTPOSITIVE 4 268#define GS_NOTNEGATIVE 8 269#define GS_NOTNEUTRAL 16 270#define GS_MARK 32 271 272#define GS_NOTMASK (GS_NOTPOSITIVE|GS_NOTNEGATIVE|GS_NOTNEUTRAL) 273 274#define NOTFLAG(w) ( (w) == NEUTRAL ? GS_NOTNEUTRAL : \ 275 (w) == POSITIVE ? GS_NOTPOSITIVE : \ 276 (w) == NEGATIVE ? GS_NOTNEGATIVE : \ 277 0 ) 278 279#define POSSIBLE(f,w) (!(state->flags[(f)] & NOTFLAG(w))) 280 281struct game_state { 282 int w, h, wh; 283 int *grid; /* size w*h, for cell state (pos/neg) */ 284 unsigned int *flags; /* size w*h */ 285 bool solved, completed, numbered; 286 bool *counts_done; 287 288 struct game_common *common; /* domino layout never changes. */ 289}; 290 291static void clear_state(game_state *ret) 292{ 293 int i; 294 295 ret->solved = false; 296 ret->completed = false; 297 ret->numbered = false; 298 299 memset(ret->common->rowcount, 0, ret->h*3*sizeof(int)); 300 memset(ret->common->colcount, 0, ret->w*3*sizeof(int)); 301 memset(ret->counts_done, 0, (ret->h + ret->w) * 2 * sizeof(bool)); 302 303 for (i = 0; i < ret->wh; i++) { 304 ret->grid[i] = EMPTY; 305 ret->flags[i] = 0; 306 ret->common->dominoes[i] = i; 307 } 308} 309 310static game_state *new_state(int w, int h) 311{ 312 game_state *ret = snew(game_state); 313 314 memset(ret, 0, sizeof(game_state)); 315 ret->w = w; 316 ret->h = h; 317 ret->wh = w*h; 318 319 ret->grid = snewn(ret->wh, int); 320 ret->flags = snewn(ret->wh, unsigned int); 321 ret->counts_done = snewn((ret->h + ret->w) * 2, bool); 322 323 ret->common = snew(struct game_common); 324 ret->common->refcount = 1; 325 326 ret->common->dominoes = snewn(ret->wh, int); 327 ret->common->rowcount = snewn(ret->h*3, int); 328 ret->common->colcount = snewn(ret->w*3, int); 329 330 clear_state(ret); 331 332 return ret; 333} 334 335static game_state *dup_game(const game_state *src) 336{ 337 game_state *dest = snew(game_state); 338 339 dest->w = src->w; 340 dest->h = src->h; 341 dest->wh = src->wh; 342 343 dest->solved = src->solved; 344 dest->completed = src->completed; 345 dest->numbered = src->numbered; 346 347 dest->common = src->common; 348 dest->common->refcount++; 349 350 dest->grid = snewn(dest->wh, int); 351 memcpy(dest->grid, src->grid, dest->wh*sizeof(int)); 352 353 dest->counts_done = snewn((dest->h + dest->w) * 2, bool); 354 memcpy(dest->counts_done, src->counts_done, 355 (dest->h + dest->w) * 2 * sizeof(bool)); 356 357 dest->flags = snewn(dest->wh, unsigned int); 358 memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int)); 359 360 return dest; 361} 362 363static void free_game(game_state *state) 364{ 365 state->common->refcount--; 366 if (state->common->refcount == 0) { 367 sfree(state->common->dominoes); 368 sfree(state->common->rowcount); 369 sfree(state->common->colcount); 370 sfree(state->common); 371 } 372 sfree(state->counts_done); 373 sfree(state->flags); 374 sfree(state->grid); 375 sfree(state); 376} 377 378/* --------------------------------------------------------------- */ 379/* Game generation and reading. */ 380 381/* For a game of size w*h the game description is: 382 * w-sized string of column + numbers (L-R), or '.' for none 383 * semicolon 384 * h-sized string of row + numbers (T-B), or '.' 385 * semicolon 386 * w-sized string of column - numbers (L-R), or '.' 387 * semicolon 388 * h-sized string of row - numbers (T-B), or '.' 389 * semicolon 390 * w*h-sized string of 'L', 'R', 'U', 'D' for domino associations, 391 * or '*' for a black singleton square. 392 * 393 * for a total length of 2w + 2h + wh + 4. 394 */ 395 396static char n2c(int num) { /* XXX cloned from singles.c */ 397 if (num == -1) 398 return '.'; 399 if (num < 10) 400 return '0' + num; 401 else if (num < 10+26) 402 return 'a' + num - 10; 403 else 404 return 'A' + num - 10 - 26; 405 return '?'; 406} 407 408static int c2n(char c) { /* XXX cloned from singles.c */ 409 if (isdigit((unsigned char)c)) 410 return (int)(c - '0'); 411 else if (c >= 'a' && c <= 'z') 412 return (int)(c - 'a' + 10); 413 else if (c >= 'A' && c <= 'Z') 414 return (int)(c - 'A' + 10 + 26); 415 return -1; 416} 417 418static const char *readrow(const char *desc, int n, int *array, int off, 419 const char **prob) 420{ 421 int i, num; 422 char c; 423 424 for (i = 0; i < n; i++) { 425 c = *desc++; 426 if (c == 0) goto badchar; 427 if (c == '.') 428 num = -1; 429 else { 430 num = c2n(c); 431 if (num < 0) goto badchar; 432 } 433 array[i*3+off] = num; 434 } 435 c = *desc++; 436 if (c != ',') goto badchar; 437 return desc; 438 439badchar: 440 *prob = (c == 0) ? 441 "Game description too short" : 442 "Game description contained unexpected characters"; 443 return NULL; 444} 445 446static game_state *new_game_int(const game_params *params, const char *desc, 447 const char **prob) 448{ 449 game_state *state = new_state(params->w, params->h); 450 int x, y, idx, *count; 451 char c; 452 453 *prob = NULL; 454 455 /* top row, left-to-right */ 456 desc = readrow(desc, state->w, state->common->colcount, POSITIVE, prob); 457 if (*prob) goto done; 458 459 /* left column, top-to-bottom */ 460 desc = readrow(desc, state->h, state->common->rowcount, POSITIVE, prob); 461 if (*prob) goto done; 462 463 /* bottom row, left-to-right */ 464 desc = readrow(desc, state->w, state->common->colcount, NEGATIVE, prob); 465 if (*prob) goto done; 466 467 /* right column, top-to-bottom */ 468 desc = readrow(desc, state->h, state->common->rowcount, NEGATIVE, prob); 469 if (*prob) goto done; 470 471 /* Add neutral counts (== size - pos - neg) to columns and rows. 472 * Any singleton cells will just be treated as permanently neutral. */ 473 count = state->common->colcount; 474 for (x = 0; x < state->w; x++) { 475 if (count[x*3+POSITIVE] < 0 || count[x*3+NEGATIVE] < 0) 476 count[x*3+NEUTRAL] = -1; 477 else { 478 count[x*3+NEUTRAL] = 479 state->h - count[x*3+POSITIVE] - count[x*3+NEGATIVE]; 480 if (count[x*3+NEUTRAL] < 0) { 481 *prob = "Column counts inconsistent"; 482 goto done; 483 } 484 } 485 } 486 count = state->common->rowcount; 487 for (y = 0; y < state->h; y++) { 488 if (count[y*3+POSITIVE] < 0 || count[y*3+NEGATIVE] < 0) 489 count[y*3+NEUTRAL] = -1; 490 else { 491 count[y*3+NEUTRAL] = 492 state->w - count[y*3+POSITIVE] - count[y*3+NEGATIVE]; 493 if (count[y*3+NEUTRAL] < 0) { 494 *prob = "Row counts inconsistent"; 495 goto done; 496 } 497 } 498 } 499 500 501 for (y = 0; y < state->h; y++) { 502 for (x = 0; x < state->w; x++) { 503 idx = y*state->w + x; 504nextchar: 505 c = *desc++; 506 507 if (c == 'L') /* this square is LHS of a domino */ 508 state->common->dominoes[idx] = idx+1; 509 else if (c == 'R') /* ... RHS of a domino */ 510 state->common->dominoes[idx] = idx-1; 511 else if (c == 'T') /* ... top of a domino */ 512 state->common->dominoes[idx] = idx+state->w; 513 else if (c == 'B') /* ... bottom of a domino */ 514 state->common->dominoes[idx] = idx-state->w; 515 else if (c == '*') /* singleton */ 516 state->common->dominoes[idx] = idx; 517 else if (c == ',') /* spacer, ignore */ 518 goto nextchar; 519 else goto badchar; 520 } 521 } 522 523 /* Check dominoes as input are sensibly consistent 524 * (i.e. each end points to the other) */ 525 for (idx = 0; idx < state->wh; idx++) { 526 if (state->common->dominoes[idx] < 0 || 527 state->common->dominoes[idx] >= state->wh || 528 (state->common->dominoes[idx] % state->w != idx % state->w && 529 state->common->dominoes[idx] / state->w != idx / state->w) || 530 state->common->dominoes[state->common->dominoes[idx]] != idx) { 531 *prob = "Domino descriptions inconsistent"; 532 goto done; 533 } 534 if (state->common->dominoes[idx] == idx) { 535 state->grid[idx] = NEUTRAL; 536 state->flags[idx] |= GS_SET; 537 } 538 } 539 /* Success. */ 540 state->numbered = true; 541 goto done; 542 543badchar: 544 *prob = (c == 0) ? 545 "Game description too short" : 546 "Game description contained unexpected characters"; 547 548done: 549 if (*prob) { 550 free_game(state); 551 return NULL; 552 } 553 return state; 554} 555 556static const char *validate_desc(const game_params *params, const char *desc) 557{ 558 const char *prob; 559 game_state *st = new_game_int(params, desc, &prob); 560 if (!st) return prob; 561 free_game(st); 562 return NULL; 563} 564 565static game_state *new_game(midend *me, const game_params *params, 566 const char *desc) 567{ 568 const char *prob; 569 game_state *st = new_game_int(params, desc, &prob); 570 assert(st); 571 return st; 572} 573 574static char *generate_desc(game_state *new) 575{ 576 int x, y, idx, other, w = new->w, h = new->h; 577 char *desc = snewn(new->wh + 2*(w + h) + 5, char), *p = desc; 578 579 for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+POSITIVE]); 580 *p++ = ','; 581 for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+POSITIVE]); 582 *p++ = ','; 583 584 for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+NEGATIVE]); 585 *p++ = ','; 586 for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+NEGATIVE]); 587 *p++ = ','; 588 589 for (y = 0; y < h; y++) { 590 for (x = 0; x < w; x++) { 591 idx = y*w + x; 592 other = new->common->dominoes[idx]; 593 594 if (other == idx) *p++ = '*'; 595 else if (other == idx+1) *p++ = 'L'; 596 else if (other == idx-1) *p++ = 'R'; 597 else if (other == idx+w) *p++ = 'T'; 598 else if (other == idx-w) *p++ = 'B'; 599 else assert(!"mad domino orientation"); 600 } 601 } 602 *p = '\0'; 603 604 return desc; 605} 606 607static void game_text_hborder(const game_state *state, char **p_r) 608{ 609 char *p = *p_r; 610 int x; 611 612 *p++ = ' '; 613 *p++ = '+'; 614 for (x = 0; x < state->w*2-1; x++) *p++ = '-'; 615 *p++ = '+'; 616 *p++ = '\n'; 617 618 *p_r = p; 619} 620 621static bool game_can_format_as_text_now(const game_params *params) 622{ 623 return true; 624} 625 626static char *game_text_format(const game_state *state) 627{ 628 int len, x, y, i; 629 char *ret, *p; 630 631 len = ((state->w*2)+4) * ((state->h*2)+4) + 2; 632 p = ret = snewn(len, char); 633 634 /* top row: '+' then column totals for plus. */ 635 *p++ = '+'; 636 for (x = 0; x < state->w; x++) { 637 *p++ = ' '; 638 *p++ = n2c(state->common->colcount[x*3+POSITIVE]); 639 } 640 *p++ = '\n'; 641 642 /* top border. */ 643 game_text_hborder(state, &p); 644 645 for (y = 0; y < state->h; y++) { 646 *p++ = n2c(state->common->rowcount[y*3+POSITIVE]); 647 *p++ = '|'; 648 for (x = 0; x < state->w; x++) { 649 i = y*state->w+x; 650 *p++ = state->common->dominoes[i] == i ? '#' : 651 state->grid[i] == POSITIVE ? '+' : 652 state->grid[i] == NEGATIVE ? '-' : 653 state->flags[i] & GS_SET ? '*' : ' '; 654 if (x < (state->w-1)) 655 *p++ = state->common->dominoes[i] == i+1 ? ' ' : '|'; 656 } 657 *p++ = '|'; 658 *p++ = n2c(state->common->rowcount[y*3+NEGATIVE]); 659 *p++ = '\n'; 660 661 if (y < (state->h-1)) { 662 *p++ = ' '; 663 *p++ = '|'; 664 for (x = 0; x < state->w; x++) { 665 i = y*state->w+x; 666 *p++ = state->common->dominoes[i] == i+state->w ? ' ' : '-'; 667 if (x < (state->w-1)) 668 *p++ = '+'; 669 } 670 *p++ = '|'; 671 *p++ = '\n'; 672 } 673 } 674 675 /* bottom border. */ 676 game_text_hborder(state, &p); 677 678 /* bottom row: column totals for minus then '-'. */ 679 *p++ = ' '; 680 for (x = 0; x < state->w; x++) { 681 *p++ = ' '; 682 *p++ = n2c(state->common->colcount[x*3+NEGATIVE]); 683 } 684 *p++ = ' '; 685 *p++ = '-'; 686 *p++ = '\n'; 687 *p++ = '\0'; 688 689 return ret; 690} 691 692static void game_debug(game_state *state, const char *desc) 693{ 694 char *fmt = game_text_format(state); 695 debug(("%s:\n%s\n", desc, fmt)); 696 sfree(fmt); 697} 698 699enum { ROW, COLUMN }; 700 701typedef struct rowcol { 702 int i, di, n, roworcol, num; 703 int *targets; 704 const char *name; 705} rowcol; 706 707static rowcol mkrowcol(const game_state *state, int num, int roworcol) 708{ 709 rowcol rc; 710 711 rc.roworcol = roworcol; 712 rc.num = num; 713 714 if (roworcol == ROW) { 715 rc.i = num * state->w; 716 rc.di = 1; 717 rc.n = state->w; 718 rc.targets = &(state->common->rowcount[num*3]); 719 rc.name = "row"; 720 } else if (roworcol == COLUMN) { 721 rc.i = num; 722 rc.di = state->w; 723 rc.n = state->h; 724 rc.targets = &(state->common->colcount[num*3]); 725 rc.name = "column"; 726 } else { 727 assert(!"unknown roworcol"); 728 } 729 return rc; 730} 731 732static int count_rowcol(const game_state *state, int num, int roworcol, 733 int which) 734{ 735 int i, count = 0; 736 rowcol rc = mkrowcol(state, num, roworcol); 737 738 for (i = 0; i < rc.n; i++, rc.i += rc.di) { 739 if (which < 0) { 740 if (state->grid[rc.i] == EMPTY && 741 !(state->flags[rc.i] & GS_SET)) 742 count++; 743 } else if (state->grid[rc.i] == which) 744 count++; 745 } 746 return count; 747} 748 749static void check_rowcol(game_state *state, int num, int roworcol, int which, 750 bool *wrong, bool *incomplete) 751{ 752 int count, target = mkrowcol(state, num, roworcol).targets[which]; 753 754 if (target == -1) return; /* no number to check against. */ 755 756 count = count_rowcol(state, num, roworcol, which); 757 if (count < target) *incomplete = true; 758 if (count > target) *wrong = true; 759} 760 761static int check_completion(game_state *state) 762{ 763 int i, j, x, y, idx, w = state->w, h = state->h; 764 int which = POSITIVE; 765 bool wrong = false, incomplete = false; 766 767 /* Check row and column counts for magnets. */ 768 for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { 769 for (i = 0; i < w; i++) 770 check_rowcol(state, i, COLUMN, which, &wrong, &incomplete); 771 772 for (i = 0; i < h; i++) 773 check_rowcol(state, i, ROW, which, &wrong, &incomplete); 774 } 775 /* Check each domino has been filled, and that we don't have 776 * touching identical terminals. */ 777 for (i = 0; i < state->wh; i++) state->flags[i] &= ~GS_ERROR; 778 for (x = 0; x < w; x++) { 779 for (y = 0; y < h; y++) { 780 idx = y*w + x; 781 if (state->common->dominoes[idx] == idx) 782 continue; /* no domino here */ 783 784 if (!(state->flags[idx] & GS_SET)) 785 incomplete = true; 786 787 which = state->grid[idx]; 788 if (which != NEUTRAL) { 789#define CHECK(xx,yy) do { \ 790 if (INGRID(state,xx,yy) && \ 791 (state->grid[(yy)*w+(xx)] == which)) { \ 792 wrong = true; \ 793 state->flags[(yy)*w+(xx)] |= GS_ERROR; \ 794 state->flags[y*w+x] |= GS_ERROR; \ 795 } \ 796} while(0) 797 CHECK(x,y-1); 798 CHECK(x,y+1); 799 CHECK(x-1,y); 800 CHECK(x+1,y); 801#undef CHECK 802 } 803 } 804 } 805 return wrong ? -1 : incomplete ? 0 : 1; 806} 807 808static const int dx[4] = {-1, 1, 0, 0}; 809static const int dy[4] = {0, 0, -1, 1}; 810 811static void solve_clearflags(game_state *state) 812{ 813 int i; 814 815 for (i = 0; i < state->wh; i++) { 816 state->flags[i] &= ~GS_NOTMASK; 817 if (state->common->dominoes[i] != i) 818 state->flags[i] &= ~GS_SET; 819 } 820} 821 822/* Knowing a given cell cannot be a certain colour also tells us 823 * something about the other cell in that domino. */ 824static int solve_unflag(game_state *state, int i, int which, 825 const char *why, rowcol *rc) 826{ 827 int ii, ret = 0; 828#if defined DEBUGGING || defined STANDALONE_SOLVER 829 int w = state->w; 830#endif 831 832 assert(i >= 0 && i < state->wh); 833 ii = state->common->dominoes[i]; 834 if (ii == i) return 0; 835 836 if (rc) 837 debug(("solve_unflag: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num)); 838 839 if ((state->flags[i] & GS_SET) && (state->grid[i] == which)) { 840 debug(("solve_unflag: (%d,%d) already %s, cannot unflag (for %s).", 841 i%w, i/w, NAME(which), why)); 842 return -1; 843 } 844 if ((state->flags[ii] & GS_SET) && (state->grid[ii] == OPPOSITE(which))) { 845 debug(("solve_unflag: (%d,%d) opposite already %s, cannot unflag (for %s).", 846 ii%w, ii/w, NAME(OPPOSITE(which)), why)); 847 return -1; 848 } 849 if (POSSIBLE(i, which)) { 850 state->flags[i] |= NOTFLAG(which); 851 ret++; 852 debug(("solve_unflag: (%d,%d) CANNOT be %s (%s)", 853 i%w, i/w, NAME(which), why)); 854 } 855 if (POSSIBLE(ii, OPPOSITE(which))) { 856 state->flags[ii] |= NOTFLAG(OPPOSITE(which)); 857 ret++; 858 debug(("solve_unflag: (%d,%d) CANNOT be %s (%s, other half)", 859 ii%w, ii/w, NAME(OPPOSITE(which)), why)); 860 } 861#ifdef STANDALONE_SOLVER 862 if (verbose && ret) { 863 printf("(%d,%d)", i%w, i/w); 864 if (rc) printf(" in %s %d", rc->name, rc->num); 865 printf(" cannot be %s (%s); opposite (%d,%d) not %s.\n", 866 NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which))); 867 } 868#endif 869 return ret; 870} 871 872static int solve_unflag_surrounds(game_state *state, int i, int which) 873{ 874 int x = i%state->w, y = i/state->w, xx, yy, j, ii; 875 876 assert(INGRID(state, x, y)); 877 878 for (j = 0; j < 4; j++) { 879 xx = x+dx[j]; yy = y+dy[j]; 880 if (!INGRID(state, xx, yy)) continue; 881 882 ii = yy*state->w+xx; 883 if (solve_unflag(state, ii, which, "adjacent to set cell", NULL) < 0) 884 return -1; 885 } 886 return 0; 887} 888 889/* Sets a cell to a particular colour, and also perform other 890 * housekeeping around that. */ 891static int solve_set(game_state *state, int i, int which, 892 const char *why, rowcol *rc) 893{ 894 int ii; 895#if defined DEBUGGING || defined STANDALONE_SOLVER 896 int w = state->w; 897#endif 898 899 ii = state->common->dominoes[i]; 900 901 if (state->flags[i] & GS_SET) { 902 if (state->grid[i] == which) { 903 return 0; /* was already set and held, do nothing. */ 904 } else { 905 debug(("solve_set: (%d,%d) is held and %s, cannot set to %s", 906 i%w, i/w, NAME(state->grid[i]), NAME(which))); 907 return -1; 908 } 909 } 910 if ((state->flags[ii] & GS_SET) && state->grid[ii] != OPPOSITE(which)) { 911 debug(("solve_set: (%d,%d) opposite is held and %s, cannot set to %s", 912 ii%w, ii/w, NAME(state->grid[ii]), NAME(OPPOSITE(which)))); 913 return -1; 914 } 915 if (!POSSIBLE(i, which)) { 916 debug(("solve_set: (%d,%d) NOT %s, cannot set.", i%w, i/w, NAME(which))); 917 return -1; 918 } 919 if (!POSSIBLE(ii, OPPOSITE(which))) { 920 debug(("solve_set: (%d,%d) NOT %s, cannot set (%d,%d).", 921 ii%w, ii/w, NAME(OPPOSITE(which)), i%w, i/w)); 922 return -1; 923 } 924 925#ifdef STANDALONE_SOLVER 926 if (verbose) { 927 printf("(%d,%d)", i%w, i/w); 928 if (rc) printf(" in %s %d", rc->name, rc->num); 929 printf(" set to %s (%s), opposite (%d,%d) set to %s.\n", 930 NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which))); 931 } 932#endif 933 if (rc) 934 debug(("solve_set: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num)); 935 debug(("solve_set: (%d,%d) setting to %s (%s), surrounds first:", 936 i%w, i/w, NAME(which), why)); 937 938 if (which != NEUTRAL) { 939 if (solve_unflag_surrounds(state, i, which) < 0) 940 return -1; 941 if (solve_unflag_surrounds(state, ii, OPPOSITE(which)) < 0) 942 return -1; 943 } 944 945 state->grid[i] = which; 946 state->grid[ii] = OPPOSITE(which); 947 948 state->flags[i] |= GS_SET; 949 state->flags[ii] |= GS_SET; 950 951 debug(("solve_set: (%d,%d) set to %s (%s)", i%w, i/w, NAME(which), why)); 952 953 return 1; 954} 955 956/* counts should be int[4]. */ 957static void solve_counts(game_state *state, rowcol rc, int *counts, int *unset) 958{ 959 int i, j, which; 960 961 assert(counts); 962 for (i = 0; i < 4; i++) { 963 counts[i] = 0; 964 if (unset) unset[i] = 0; 965 } 966 967 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 968 if (state->flags[i] & GS_SET) { 969 assert(state->grid[i] < 3); 970 counts[state->grid[i]]++; 971 } else if (unset) { 972 for (which = 0; which <= 2; which++) { 973 if (POSSIBLE(i, which)) 974 unset[which]++; 975 } 976 } 977 } 978} 979 980static int solve_checkfull(game_state *state, rowcol rc, int *counts) 981{ 982 int starti = rc.i, j, which, didsth = 0, target; 983 int unset[4]; 984 985 assert(state->numbered); /* only useful (should only be called) if numbered. */ 986 987 solve_counts(state, rc, counts, unset); 988 989 for (which = 0; which <= 2; which++) { 990 target = rc.targets[which]; 991 if (target == -1) continue; 992 993 /*debug(("%s %d for %s: target %d, count %d, unset %d", 994 rc.name, rc.num, NAME(which), 995 target, counts[which], unset[which]));*/ 996 997 if (target < counts[which]) { 998 debug(("%s %d has too many (%d) %s squares (target %d), impossible!", 999 rc.name, rc.num, counts[which], NAME(which), target)); 1000 return -1; 1001 } 1002 if (target == counts[which]) { 1003 /* We have the correct no. of the colour in this row/column 1004 * already; unflag all the rest. */ 1005 for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) { 1006 if (state->flags[rc.i] & GS_SET) continue; 1007 if (!POSSIBLE(rc.i, which)) continue; 1008 1009 if (solve_unflag(state, rc.i, which, "row/col full", &rc) < 0) 1010 return -1; 1011 didsth = 1; 1012 } 1013 } else if ((target - counts[which]) == unset[which]) { 1014 /* We need all the remaining unset squares for this colour; 1015 * set them all. */ 1016 for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) { 1017 if (state->flags[rc.i] & GS_SET) continue; 1018 if (!POSSIBLE(rc.i, which)) continue; 1019 1020 if (solve_set(state, rc.i, which, "row/col needs all unset", &rc) < 0) 1021 return -1; 1022 didsth = 1; 1023 } 1024 } 1025 } 1026 return didsth; 1027} 1028 1029static int solve_startflags(game_state *state) 1030{ 1031 int x, y, i; 1032 1033 for (x = 0; x < state->w; x++) { 1034 for (y = 0; y < state->h; y++) { 1035 i = y*state->w+x; 1036 if (state->common->dominoes[i] == i) continue; 1037 if (state->grid[i] != NEUTRAL || 1038 state->flags[i] & GS_SET) { 1039 if (solve_set(state, i, state->grid[i], "initial set-and-hold", NULL) < 0) 1040 return -1; 1041 } 1042 } 1043 } 1044 return 0; 1045} 1046 1047typedef int (*rowcolfn)(game_state *state, rowcol rc, int *counts); 1048 1049static int solve_rowcols(game_state *state, rowcolfn fn) 1050{ 1051 int x, y, didsth = 0, ret; 1052 rowcol rc; 1053 int counts[4]; 1054 1055 for (x = 0; x < state->w; x++) { 1056 rc = mkrowcol(state, x, COLUMN); 1057 solve_counts(state, rc, counts, NULL); 1058 1059 ret = fn(state, rc, counts); 1060 if (ret < 0) return ret; 1061 didsth += ret; 1062 } 1063 for (y = 0; y < state->h; y++) { 1064 rc = mkrowcol(state, y, ROW); 1065 solve_counts(state, rc, counts, NULL); 1066 1067 ret = fn(state, rc, counts); 1068 if (ret < 0) return ret; 1069 didsth += ret; 1070 } 1071 return didsth; 1072} 1073 1074static int solve_force(game_state *state) 1075{ 1076 int i, which, didsth = 0; 1077 unsigned long f; 1078 1079 for (i = 0; i < state->wh; i++) { 1080 if (state->flags[i] & GS_SET) continue; 1081 if (state->common->dominoes[i] == i) continue; 1082 1083 f = state->flags[i] & GS_NOTMASK; 1084 which = -1; 1085 if (f == (GS_NOTPOSITIVE|GS_NOTNEGATIVE)) 1086 which = NEUTRAL; 1087 if (f == (GS_NOTPOSITIVE|GS_NOTNEUTRAL)) 1088 which = NEGATIVE; 1089 if (f == (GS_NOTNEGATIVE|GS_NOTNEUTRAL)) 1090 which = POSITIVE; 1091 if (which != -1) { 1092 if (solve_set(state, i, which, "forced by flags", NULL) < 0) 1093 return -1; 1094 didsth = 1; 1095 } 1096 } 1097 return didsth; 1098} 1099 1100static int solve_neither(game_state *state) 1101{ 1102 int i, j, didsth = 0; 1103 1104 for (i = 0; i < state->wh; i++) { 1105 if (state->flags[i] & GS_SET) continue; 1106 j = state->common->dominoes[i]; 1107 if (i == j) continue; 1108 1109 if (((state->flags[i] & GS_NOTPOSITIVE) && 1110 (state->flags[j] & GS_NOTPOSITIVE)) || 1111 ((state->flags[i] & GS_NOTNEGATIVE) && 1112 (state->flags[j] & GS_NOTNEGATIVE))) { 1113 if (solve_set(state, i, NEUTRAL, "neither tile magnet", NULL) < 0) 1114 return -1; 1115 didsth = 1; 1116 } 1117 } 1118 return didsth; 1119} 1120 1121static int solve_advancedfull(game_state *state, rowcol rc, int *counts) 1122{ 1123 int i, j, nfound = 0, ret = 0; 1124 bool clearpos = false, clearneg = false; 1125 1126 /* For this row/col, look for a domino entirely within the row where 1127 * both ends can only be + or - (but isn't held). 1128 * The +/- counts can thus be decremented by 1 each, and the 'unset' 1129 * count by 2. 1130 * 1131 * Once that's done for all such dominoes (and they're marked), try 1132 * and made usual deductions about rest of the row based on new totals. */ 1133 1134 if (rc.targets[POSITIVE] == -1 && rc.targets[NEGATIVE] == -1) 1135 return 0; /* don't have a target for either colour, nothing to do. */ 1136 if ((rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) && 1137 (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE])) 1138 return 0; /* both colours are full up already, nothing to do. */ 1139 1140 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) 1141 state->flags[i] &= ~GS_MARK; 1142 1143 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1144 if (state->flags[i] & GS_SET) continue; 1145 1146 /* We're looking for a domino in our row/col, thus if 1147 * dominoes[i] -> i+di we've found one. */ 1148 if (state->common->dominoes[i] != i+rc.di) continue; 1149 1150 /* We need both squares of this domino to be either + or - 1151 * (i.e. both NOTNEUTRAL only). */ 1152 if (((state->flags[i] & GS_NOTMASK) != GS_NOTNEUTRAL) || 1153 ((state->flags[i+rc.di] & GS_NOTMASK) != GS_NOTNEUTRAL)) 1154 continue; 1155 1156 debug(("Domino in %s %d at (%d,%d) must be polarised.", 1157 rc.name, rc.num, i%state->w, i/state->w)); 1158 state->flags[i] |= GS_MARK; 1159 state->flags[i+rc.di] |= GS_MARK; 1160 nfound++; 1161 } 1162 if (nfound == 0) return 0; 1163 1164 /* nfound is #dominoes we matched, which will all be marked. */ 1165 counts[POSITIVE] += nfound; 1166 counts[NEGATIVE] += nfound; 1167 1168 if (rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) { 1169 debug(("%s %d has now filled POSITIVE:", rc.name, rc.num)); 1170 clearpos = true; 1171 } 1172 if (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]) { 1173 debug(("%s %d has now filled NEGATIVE:", rc.name, rc.num)); 1174 clearneg = true; 1175 } 1176 1177 if (!clearpos && !clearneg) return 0; 1178 1179 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1180 if (state->flags[i] & GS_SET) continue; 1181 if (state->flags[i] & GS_MARK) continue; 1182 1183 if (clearpos && !(state->flags[i] & GS_NOTPOSITIVE)) { 1184 if (solve_unflag(state, i, POSITIVE, "row/col full (+ve) [tricky]", &rc) < 0) 1185 return -1; 1186 ret++; 1187 } 1188 if (clearneg && !(state->flags[i] & GS_NOTNEGATIVE)) { 1189 if (solve_unflag(state, i, NEGATIVE, "row/col full (-ve) [tricky]", &rc) < 0) 1190 return -1; 1191 ret++; 1192 } 1193 } 1194 1195 return ret; 1196} 1197 1198/* If we only have one neutral still to place on a row/column then no 1199 dominoes entirely in that row/column can be neutral. */ 1200static int solve_nonneutral(game_state *state, rowcol rc, int *counts) 1201{ 1202 int i, j, ret = 0; 1203 1204 if (rc.targets[NEUTRAL] != counts[NEUTRAL]+1) 1205 return 0; 1206 1207 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1208 if (state->flags[i] & GS_SET) continue; 1209 if (state->common->dominoes[i] != i+rc.di) continue; 1210 1211 if (!(state->flags[i] & GS_NOTNEUTRAL)) { 1212 if (solve_unflag(state, i, NEUTRAL, "single neutral in row/col [tricky]", &rc) < 0) 1213 return -1; 1214 ret++; 1215 } 1216 } 1217 return ret; 1218} 1219 1220/* If we need to fill all unfilled cells with +-, and we need 1 more of 1221 * one than the other, and we have a single odd-numbered region of unfilled 1222 * cells, that odd-numbered region must start and end with the extra number. */ 1223static int solve_oddlength(game_state *state, rowcol rc, int *counts) 1224{ 1225 int i, j, ret = 0, extra, tpos, tneg; 1226 int start = -1, length = 0, startodd = -1; 1227 bool inempty = false; 1228 1229 /* need zero neutral cells still to find... */ 1230 if (rc.targets[NEUTRAL] != counts[NEUTRAL]) 1231 return 0; 1232 1233 /* ...and #positive and #negative to differ by one. */ 1234 tpos = rc.targets[POSITIVE] - counts[POSITIVE]; 1235 tneg = rc.targets[NEGATIVE] - counts[NEGATIVE]; 1236 if (tpos == tneg+1) 1237 extra = POSITIVE; 1238 else if (tneg == tpos+1) 1239 extra = NEGATIVE; 1240 else return 0; 1241 1242 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1243 if (state->flags[i] & GS_SET) { 1244 if (inempty) { 1245 if (length % 2) { 1246 /* we've just finished an odd-length section. */ 1247 if (startodd != -1) goto twoodd; 1248 startodd = start; 1249 } 1250 inempty = false; 1251 } 1252 } else { 1253 if (inempty) 1254 length++; 1255 else { 1256 start = i; 1257 length = 1; 1258 inempty = true; 1259 } 1260 } 1261 } 1262 if (inempty && (length % 2)) { 1263 if (startodd != -1) goto twoodd; 1264 startodd = start; 1265 } 1266 if (startodd != -1) 1267 ret = solve_set(state, startodd, extra, "odd-length section start", &rc); 1268 1269 return ret; 1270 1271twoodd: 1272 debug(("%s %d has >1 odd-length sections, starting at %d,%d and %d,%d.", 1273 rc.name, rc.num, 1274 startodd%state->w, startodd/state->w, 1275 start%state->w, start/state->w)); 1276 return 0; 1277} 1278 1279/* Count the number of remaining empty dominoes in any row/col. 1280 * If that number is equal to the #remaining positive, 1281 * or to the #remaining negative, no empty cells can be neutral. */ 1282static int solve_countdominoes_neutral(game_state *state, rowcol rc, int *counts) 1283{ 1284 int i, j, ndom = 0, ret = 0; 1285 bool nonn = false; 1286 1287 if ((rc.targets[POSITIVE] == -1) && (rc.targets[NEGATIVE] == -1)) 1288 return 0; /* need at least one target to compare. */ 1289 1290 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1291 if (state->flags[i] & GS_SET) continue; 1292 assert(state->grid[i] == EMPTY); 1293 1294 /* Skip solo cells, or second cell in domino. */ 1295 if ((state->common->dominoes[i] == i) || 1296 (state->common->dominoes[i] == i-rc.di)) 1297 continue; 1298 1299 ndom++; 1300 } 1301 1302 if ((rc.targets[POSITIVE] != -1) && 1303 (rc.targets[POSITIVE]-counts[POSITIVE] == ndom)) 1304 nonn = true; 1305 if ((rc.targets[NEGATIVE] != -1) && 1306 (rc.targets[NEGATIVE]-counts[NEGATIVE] == ndom)) 1307 nonn = true; 1308 1309 if (!nonn) return 0; 1310 1311 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1312 if (state->flags[i] & GS_SET) continue; 1313 1314 if (!(state->flags[i] & GS_NOTNEUTRAL)) { 1315 if (solve_unflag(state, i, NEUTRAL, "all dominoes +/- [tricky]", &rc) < 0) 1316 return -1; 1317 ret++; 1318 } 1319 } 1320 return ret; 1321} 1322 1323static int solve_domino_count(game_state *state, rowcol rc, int i, int which) 1324{ 1325 int nposs = 0; 1326 1327 /* Skip solo cells or 2nd in domino. */ 1328 if ((state->common->dominoes[i] == i) || 1329 (state->common->dominoes[i] == i-rc.di)) 1330 return 0; 1331 1332 if (state->flags[i] & GS_SET) 1333 return 0; 1334 1335 if (POSSIBLE(i, which)) 1336 nposs++; 1337 1338 if (state->common->dominoes[i] == i+rc.di) { 1339 /* second cell of domino is on our row: test that too. */ 1340 if (POSSIBLE(i+rc.di, which)) 1341 nposs++; 1342 } 1343 return nposs; 1344} 1345 1346/* Count number of dominoes we could put each of + and - into. If it is equal 1347 * to the #left, any domino we can only put + or - in one cell of must have it. */ 1348static int solve_countdominoes_nonneutral(game_state *state, rowcol rc, int *counts) 1349{ 1350 int which, w, i, j, ndom = 0, didsth = 0, toset; 1351 1352 for (which = POSITIVE, w = 0; w < 2; which = OPPOSITE(which), w++) { 1353 if (rc.targets[which] == -1) continue; 1354 1355 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1356 if (solve_domino_count(state, rc, i, which) > 0) 1357 ndom++; 1358 } 1359 1360 if ((rc.targets[which] - counts[which]) != ndom) 1361 continue; 1362 1363 for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) { 1364 if (solve_domino_count(state, rc, i, which) == 1) { 1365 if (POSSIBLE(i, which)) 1366 toset = i; 1367 else { 1368 /* paranoia, should have been checked by solve_domino_count. */ 1369 assert(state->common->dominoes[i] == i+rc.di); 1370 assert(POSSIBLE(i+rc.di, which)); 1371 toset = i+rc.di; 1372 } 1373 if (solve_set(state, toset, which, "all empty dominoes need +/- [tricky]", &rc) < 0) 1374 return -1; 1375 didsth++; 1376 } 1377 } 1378 } 1379 return didsth; 1380} 1381 1382/* danger, evil macro. can't use the do { ... } while(0) trick because 1383 * the continue breaks. */ 1384#define SOLVE_FOR_ROWCOLS(fn) \ 1385 ret = solve_rowcols(state, fn); \ 1386 if (ret < 0) { debug(("%s said impossible, cannot solve", #fn)); return -1; } \ 1387 if (ret > 0) continue 1388 1389static int solve_state(game_state *state, int diff) 1390{ 1391 int ret; 1392 1393 debug(("solve_state, difficulty %s", magnets_diffnames[diff])); 1394 1395 solve_clearflags(state); 1396 if (solve_startflags(state) < 0) return -1; 1397 1398 while (1) { 1399 ret = solve_force(state); 1400 if (ret > 0) continue; 1401 if (ret < 0) return -1; 1402 1403 ret = solve_neither(state); 1404 if (ret > 0) continue; 1405 if (ret < 0) return -1; 1406 1407 SOLVE_FOR_ROWCOLS(solve_checkfull); 1408 SOLVE_FOR_ROWCOLS(solve_oddlength); 1409 1410 if (diff < DIFF_TRICKY) break; 1411 1412 SOLVE_FOR_ROWCOLS(solve_advancedfull); 1413 SOLVE_FOR_ROWCOLS(solve_nonneutral); 1414 SOLVE_FOR_ROWCOLS(solve_countdominoes_neutral); 1415 SOLVE_FOR_ROWCOLS(solve_countdominoes_nonneutral); 1416 1417 /* more ... */ 1418 1419 break; 1420 } 1421 return check_completion(state); 1422} 1423 1424 1425static char *game_state_diff(const game_state *src, const game_state *dst, 1426 bool issolve) 1427{ 1428 char *ret = NULL, buf[80], c; 1429 int retlen = 0, x, y, i, k; 1430 1431 assert(src->w == dst->w && src->h == dst->h); 1432 1433 if (issolve) { 1434 ret = sresize(ret, 3, char); 1435 ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0'; 1436 retlen += 2; 1437 } 1438 for (x = 0; x < dst->w; x++) { 1439 for (y = 0; y < dst->h; y++) { 1440 i = y*dst->w+x; 1441 1442 if (src->common->dominoes[i] == i) continue; 1443 1444#define APPEND do { \ 1445 ret = sresize(ret, retlen + k + 1, char); \ 1446 strcpy(ret + retlen, buf); \ 1447 retlen += k; \ 1448} while(0) 1449 1450 if ((src->grid[i] != dst->grid[i]) || 1451 ((src->flags[i] & GS_SET) != (dst->flags[i] & GS_SET))) { 1452 if (dst->grid[i] == EMPTY && !(dst->flags[i] & GS_SET)) 1453 c = ' '; 1454 else 1455 c = GRID2CHAR(dst->grid[i]); 1456 k = sprintf(buf, "%c%d,%d;", (int)c, x, y); 1457 APPEND; 1458 } 1459 } 1460 } 1461 debug(("game_state_diff returns %s", ret)); 1462 return ret; 1463} 1464 1465static void solve_from_aux(const game_state *state, const char *aux) 1466{ 1467 int i; 1468 assert(strlen(aux) == state->wh); 1469 for (i = 0; i < state->wh; i++) { 1470 state->grid[i] = CHAR2GRID(aux[i]); 1471 state->flags[i] |= GS_SET; 1472 } 1473} 1474 1475static char *solve_game(const game_state *state, const game_state *currstate, 1476 const char *aux, const char **error) 1477{ 1478 game_state *solved = dup_game(currstate); 1479 char *move = NULL; 1480 int ret; 1481 1482 if (aux && strlen(aux) == state->wh) { 1483 solve_from_aux(solved, aux); 1484 goto solved; 1485 } 1486 1487 if (solve_state(solved, DIFFCOUNT) > 0) goto solved; 1488 free_game(solved); 1489 1490 solved = dup_game(state); 1491 ret = solve_state(solved, DIFFCOUNT); 1492 if (ret > 0) goto solved; 1493 free_game(solved); 1494 1495 *error = (ret < 0) ? "Puzzle is impossible." : "Unable to solve puzzle."; 1496 return NULL; 1497 1498solved: 1499 move = game_state_diff(currstate, solved, true); 1500 free_game(solved); 1501 return move; 1502} 1503 1504static int solve_unnumbered(game_state *state) 1505{ 1506 int i, ret; 1507 while (1) { 1508 ret = solve_force(state); 1509 if (ret > 0) continue; 1510 if (ret < 0) return -1; 1511 1512 ret = solve_neither(state); 1513 if (ret > 0) continue; 1514 if (ret < 0) return -1; 1515 1516 break; 1517 } 1518 for (i = 0; i < state->wh; i++) { 1519 if (!(state->flags[i] & GS_SET)) return 0; 1520 } 1521 return 1; 1522} 1523 1524static int lay_dominoes(game_state *state, random_state *rs, int *scratch) 1525{ 1526 int n, i, ret = 0, nlaid = 0, n_initial_neutral; 1527 1528 for (i = 0; i < state->wh; i++) { 1529 scratch[i] = i; 1530 state->grid[i] = EMPTY; 1531 state->flags[i] = (state->common->dominoes[i] == i) ? GS_SET : 0; 1532 } 1533 shuffle(scratch, state->wh, sizeof(int), rs); 1534 1535 n_initial_neutral = (state->wh > 100) ? 5 : (state->wh / 10); 1536 1537 for (n = 0; n < state->wh; n++) { 1538 /* Find a space ... */ 1539 1540 i = scratch[n]; 1541 if (state->flags[i] & GS_SET) continue; /* already laid here. */ 1542 1543 /* ...and lay a domino if we can. */ 1544 1545 debug(("Laying domino at i:%d, (%d,%d)\n", i, i%state->w, i/state->w)); 1546 1547 /* The choice of which type of domino to lay here leads to subtle differences 1548 * in the sorts of boards that get produced. Too much bias towards magnets 1549 * leads to games that are too easy. 1550 * 1551 * Currently, it lays a small set of dominoes at random as neutral, and 1552 * then lays the rest preferring to be magnets -- however, if the 1553 * current layout is such that a magnet won't go there, then it lays 1554 * another neutral. 1555 * 1556 * The number of initially neutral dominoes is limited as grids get bigger: 1557 * too many neutral dominoes invariably ends up with insoluble puzzle at 1558 * this size, and the positioning process means it'll always end up laying 1559 * more than the initial 5 anyway. 1560 */ 1561 1562 /* We should always be able to lay a neutral anywhere. */ 1563 assert(!(state->flags[i] & GS_NOTNEUTRAL)); 1564 1565 if (n < n_initial_neutral) { 1566 debug((" ...laying neutral\n")); 1567 ret = solve_set(state, i, NEUTRAL, "layout initial neutral", NULL); 1568 } else { 1569 debug((" ... preferring magnet\n")); 1570 if (!(state->flags[i] & GS_NOTPOSITIVE)) 1571 ret = solve_set(state, i, POSITIVE, "layout", NULL); 1572 else if (!(state->flags[i] & GS_NOTNEGATIVE)) 1573 ret = solve_set(state, i, NEGATIVE, "layout", NULL); 1574 else 1575 ret = solve_set(state, i, NEUTRAL, "layout", NULL); 1576 } 1577 if (!ret) { 1578 debug(("Unable to lay anything at (%d,%d), giving up.", 1579 i%state->w, i/state->w)); 1580 ret = -1; 1581 break; 1582 } 1583 1584 nlaid++; 1585 ret = solve_unnumbered(state); 1586 if (ret == -1) 1587 debug(("solve_unnumbered decided impossible.\n")); 1588 if (ret != 0) 1589 break; 1590 } 1591 1592 debug(("Laid %d dominoes, total %d dominoes.\n", nlaid, state->wh/2)); 1593 (void)nlaid; 1594 game_debug(state, "Final layout"); 1595 return ret; 1596} 1597 1598static void gen_game(game_state *new, random_state *rs) 1599{ 1600 int ret, x, y, val; 1601 int *scratch = snewn(new->wh, int); 1602 1603#ifdef STANDALONE_SOLVER 1604 if (verbose) printf("Generating new game...\n"); 1605#endif 1606 1607 clear_state(new); 1608 sfree(new->common->dominoes); /* bit grotty. */ 1609 new->common->dominoes = domino_layout(new->w, new->h, rs); 1610 1611 do { 1612 ret = lay_dominoes(new, rs, scratch); 1613 } while(ret == -1); 1614 1615 /* for each cell, update colcount/rowcount as appropriate. */ 1616 memset(new->common->colcount, 0, new->w*3*sizeof(int)); 1617 memset(new->common->rowcount, 0, new->h*3*sizeof(int)); 1618 for (x = 0; x < new->w; x++) { 1619 for (y = 0; y < new->h; y++) { 1620 val = new->grid[y*new->w+x]; 1621 new->common->colcount[x*3+val]++; 1622 new->common->rowcount[y*3+val]++; 1623 } 1624 } 1625 new->numbered = true; 1626 1627 sfree(scratch); 1628} 1629 1630static void generate_aux(game_state *new, char *aux) 1631{ 1632 int i; 1633 for (i = 0; i < new->wh; i++) 1634 aux[i] = GRID2CHAR(new->grid[i]); 1635 aux[new->wh] = '\0'; 1636} 1637 1638static int check_difficulty(const game_params *params, game_state *new, 1639 random_state *rs) 1640{ 1641 int *scratch, *grid_correct, slen, i; 1642 1643 memset(new->grid, EMPTY, new->wh*sizeof(int)); 1644 1645 if (params->diff > DIFF_EASY) { 1646 /* If this is too easy, return. */ 1647 if (solve_state(new, params->diff-1) > 0) { 1648 debug(("Puzzle is too easy.")); 1649 return -1; 1650 } 1651 } 1652 if (solve_state(new, params->diff) <= 0) { 1653 debug(("Puzzle is not soluble at requested difficulty.")); 1654 return -1; 1655 } 1656 if (!params->stripclues) return 0; 1657 1658 /* Copy the correct grid away. */ 1659 grid_correct = snewn(new->wh, int); 1660 memcpy(grid_correct, new->grid, new->wh*sizeof(int)); 1661 1662 /* Create shuffled array of side-clue locations. */ 1663 slen = new->w*2 + new->h*2; 1664 scratch = snewn(slen, int); 1665 for (i = 0; i < slen; i++) scratch[i] = i; 1666 shuffle(scratch, slen, sizeof(int), rs); 1667 1668 /* For each clue, check whether removing it makes the puzzle unsoluble; 1669 * put it back if so. */ 1670 for (i = 0; i < slen; i++) { 1671 int num = scratch[i], which, roworcol, target, targetn, ret; 1672 rowcol rc; 1673 1674 /* work out which clue we meant. */ 1675 if (num < new->w+new->h) { which = POSITIVE; } 1676 else { which = NEGATIVE; num -= new->w+new->h; } 1677 1678 if (num < new->w) { roworcol = COLUMN; } 1679 else { roworcol = ROW; num -= new->w; } 1680 1681 /* num is now the row/column index in question. */ 1682 rc = mkrowcol(new, num, roworcol); 1683 1684 /* Remove clue, storing original... */ 1685 target = rc.targets[which]; 1686 targetn = rc.targets[NEUTRAL]; 1687 rc.targets[which] = -1; 1688 rc.targets[NEUTRAL] = -1; 1689 1690 /* ...and see if we can still solve it. */ 1691 game_debug(new, "removed clue, new board:"); 1692 memset(new->grid, EMPTY, new->wh * sizeof(int)); 1693 ret = solve_state(new, params->diff); 1694 assert(ret != -1); 1695 1696 if (ret == 0 || 1697 memcmp(new->grid, grid_correct, new->wh*sizeof(int)) != 0) { 1698 /* We made it ambiguous: put clue back. */ 1699 debug(("...now impossible/different, put clue back.")); 1700 rc.targets[which] = target; 1701 rc.targets[NEUTRAL] = targetn; 1702 } 1703 } 1704 sfree(scratch); 1705 sfree(grid_correct); 1706 1707 return 0; 1708} 1709 1710static char *new_game_desc(const game_params *params, random_state *rs, 1711 char **aux_r, bool interactive) 1712{ 1713 game_state *new = new_state(params->w, params->h); 1714 char *desc, *aux = snewn(new->wh+1, char); 1715 1716 do { 1717 gen_game(new, rs); 1718 generate_aux(new, aux); 1719 } while (check_difficulty(params, new, rs) < 0); 1720 1721 /* now we're complete, generate the description string 1722 * and an aux_info for the completed game. */ 1723 desc = generate_desc(new); 1724 1725 free_game(new); 1726 1727 *aux_r = aux; 1728 return desc; 1729} 1730 1731struct game_ui { 1732 int cur_x, cur_y; 1733 bool cur_visible; 1734}; 1735 1736static game_ui *new_ui(const game_state *state) 1737{ 1738 game_ui *ui = snew(game_ui); 1739 ui->cur_x = ui->cur_y = 0; 1740 ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); 1741 return ui; 1742} 1743 1744static void free_ui(game_ui *ui) 1745{ 1746 sfree(ui); 1747} 1748 1749static void game_changed_state(game_ui *ui, const game_state *oldstate, 1750 const game_state *newstate) 1751{ 1752 if (!oldstate->completed && newstate->completed) 1753 ui->cur_visible = false; 1754} 1755 1756static const char *current_key_label(const game_ui *ui, 1757 const game_state *state, int button) 1758{ 1759 int idx; 1760 1761 if (IS_CURSOR_SELECT(button)) { 1762 if (!ui->cur_visible) return ""; 1763 idx = ui->cur_y * state->w + ui->cur_x; 1764 if (button == CURSOR_SELECT) { 1765 if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET) 1766 return ""; 1767 switch (state->grid[idx]) { 1768 case EMPTY: return "+"; 1769 case POSITIVE: return "-"; 1770 case NEGATIVE: return "Clear"; 1771 } 1772 } 1773 if (button == CURSOR_SELECT2) { 1774 if (state->grid[idx] != NEUTRAL) return ""; 1775 if (state->flags[idx] & GS_SET) /* neutral */ 1776 return "?"; 1777 if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */ 1778 return "Clear"; 1779 else 1780 return "X"; 1781 } 1782 } 1783 return ""; 1784} 1785 1786struct game_drawstate { 1787 int tilesize; 1788 bool started, solved; 1789 int w, h; 1790 unsigned long *what; /* size w*h */ 1791 unsigned long *colwhat, *rowwhat; /* size 3*w, 3*h */ 1792}; 1793 1794#define DS_WHICH_MASK 0xf 1795 1796#define DS_ERROR 0x10 1797#define DS_CURSOR 0x20 1798#define DS_SET 0x40 1799#define DS_NOTPOS 0x80 1800#define DS_NOTNEG 0x100 1801#define DS_NOTNEU 0x200 1802#define DS_FLASH 0x400 1803 1804#define PREFERRED_TILE_SIZE 32 1805#define TILE_SIZE (ds->tilesize) 1806#define BORDER (TILE_SIZE / 8) 1807 1808#define COORD(x) ( (x+1) * TILE_SIZE + BORDER ) 1809#define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 ) 1810 1811static bool is_clue(const game_state *state, int x, int y) 1812{ 1813 int h = state->h, w = state->w; 1814 1815 if (((x == -1 || x == w) && y >= 0 && y < h) || 1816 ((y == -1 || y == h) && x >= 0 && x < w)) 1817 return true; 1818 1819 return false; 1820} 1821 1822static int clue_index(const game_state *state, int x, int y) 1823{ 1824 int h = state->h, w = state->w; 1825 1826 if (y == -1) 1827 return x; 1828 else if (x == w) 1829 return w + y; 1830 else if (y == h) 1831 return 2 * w + h - x - 1; 1832 else if (x == -1) 1833 return 2 * (w + h) - y - 1; 1834 1835 return -1; 1836} 1837 1838static char *interpret_move(const game_state *state, game_ui *ui, 1839 const game_drawstate *ds, 1840 int x, int y, int button) 1841{ 1842 int gx = FROMCOORD(x), gy = FROMCOORD(y), idx, curr; 1843 char *nullret = NULL, buf[80], movech; 1844 enum { CYCLE_MAGNET, CYCLE_NEUTRAL } action; 1845 1846 if (IS_CURSOR_MOVE(button)) 1847 return move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 1848 false, &ui->cur_visible); 1849 else if (IS_CURSOR_SELECT(button)) { 1850 if (!ui->cur_visible) { 1851 ui->cur_visible = true; 1852 return MOVE_UI_UPDATE; 1853 } 1854 action = (button == CURSOR_SELECT) ? CYCLE_MAGNET : CYCLE_NEUTRAL; 1855 gx = ui->cur_x; 1856 gy = ui->cur_y; 1857 } else if (INGRID(state, gx, gy) && 1858 (button == LEFT_BUTTON || button == RIGHT_BUTTON)) { 1859 if (ui->cur_visible) { 1860 ui->cur_visible = false; 1861 nullret = MOVE_UI_UPDATE; 1862 } 1863 action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL; 1864 } else if (button == LEFT_BUTTON && is_clue(state, gx, gy)) { 1865 sprintf(buf, "D%d,%d", gx, gy); 1866 return dupstr(buf); 1867 } else 1868 return NULL; 1869 1870 idx = gy * state->w + gx; 1871 if (state->common->dominoes[idx] == idx) return nullret; 1872 curr = state->grid[idx]; 1873 1874 if (action == CYCLE_MAGNET) { 1875 /* ... empty --> positive --> negative --> empty ... */ 1876 1877 if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET) 1878 return nullret; /* can't cycle a magnet from a neutral. */ 1879 movech = (curr == EMPTY) ? '+' : (curr == POSITIVE) ? '-' : ' '; 1880 } else if (action == CYCLE_NEUTRAL) { 1881 /* ... empty -> neutral -> !neutral --> empty ... */ 1882 1883 if (state->grid[idx] != NEUTRAL) 1884 return nullret; /* can't cycle through neutral from a magnet. */ 1885 1886 /* All of these are grid == EMPTY == NEUTRAL; it twiddles 1887 * combinations of flags. */ 1888 if (state->flags[idx] & GS_SET) /* neutral */ 1889 movech = '?'; 1890 else if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */ 1891 movech = ' '; 1892 else 1893 movech = '.'; 1894 } else { 1895 assert(!"unknown action"); 1896 movech = 0; /* placate optimiser */ 1897 } 1898 1899 sprintf(buf, "%c%d,%d", movech, gx, gy); 1900 1901 return dupstr(buf); 1902} 1903 1904static game_state *execute_move(const game_state *state, const char *move) 1905{ 1906 game_state *ret = dup_game(state); 1907 int x, y, n, idx, idx2; 1908 char c; 1909 1910 if (!*move) goto badmove; 1911 while (*move) { 1912 c = *move++; 1913 if (c == 'S') { 1914 ret->solved = true; 1915 n = 0; 1916 } else if (c == '+' || c == '-' || 1917 c == '.' || c == ' ' || c == '?') { 1918 if ((sscanf(move, "%d,%d%n", &x, &y, &n) != 2) || 1919 !INGRID(state, x, y)) goto badmove; 1920 1921 idx = y*state->w + x; 1922 idx2 = state->common->dominoes[idx]; 1923 if (idx == idx2) goto badmove; 1924 1925 ret->flags[idx] &= ~GS_NOTMASK; 1926 ret->flags[idx2] &= ~GS_NOTMASK; 1927 1928 if (c == ' ' || c == '?') { 1929 ret->grid[idx] = EMPTY; 1930 ret->grid[idx2] = EMPTY; 1931 ret->flags[idx] &= ~GS_SET; 1932 ret->flags[idx2] &= ~GS_SET; 1933 if (c == '?') { 1934 ret->flags[idx] |= GS_NOTNEUTRAL; 1935 ret->flags[idx2] |= GS_NOTNEUTRAL; 1936 } 1937 } else { 1938 ret->grid[idx] = CHAR2GRID(c); 1939 ret->grid[idx2] = OPPOSITE(CHAR2GRID(c)); 1940 ret->flags[idx] |= GS_SET; 1941 ret->flags[idx2] |= GS_SET; 1942 } 1943 } else if (c == 'D' && sscanf(move, "%d,%d%n", &x, &y, &n) == 2 && 1944 is_clue(ret, x, y)) { 1945 ret->counts_done[clue_index(ret, x, y)] ^= 1; 1946 } else 1947 goto badmove; 1948 1949 move += n; 1950 if (*move == ';') move++; 1951 else if (*move) goto badmove; 1952 } 1953 if (check_completion(ret) == 1) 1954 ret->completed = true; 1955 1956 return ret; 1957 1958badmove: 1959 free_game(ret); 1960 return NULL; 1961} 1962 1963/* ---------------------------------------------------------------------- 1964 * Drawing routines. 1965 */ 1966 1967static void game_compute_size(const game_params *params, int tilesize, 1968 const game_ui *ui, int *x, int *y) 1969{ 1970 /* Ick: fake up `ds->tilesize' for macro expansion purposes */ 1971 struct { int tilesize; } ads, *ds = &ads; 1972 ads.tilesize = tilesize; 1973 1974 *x = TILE_SIZE * (params->w+2) + 2 * BORDER; 1975 *y = TILE_SIZE * (params->h+2) + 2 * BORDER; 1976} 1977 1978static void game_set_size(drawing *dr, game_drawstate *ds, 1979 const game_params *params, int tilesize) 1980{ 1981 ds->tilesize = tilesize; 1982} 1983 1984static float *game_colours(frontend *fe, int *ncolours) 1985{ 1986 float *ret = snewn(3 * NCOLOURS, float); 1987 int i; 1988 1989 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); 1990 1991 for (i = 0; i < 3; i++) { 1992 ret[COL_TEXT * 3 + i] = 0.0F; 1993 ret[COL_NEGATIVE * 3 + i] = 0.0F; 1994 ret[COL_CURSOR * 3 + i] = 0.9F; 1995 ret[COL_DONE * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F; 1996 } 1997 1998 ret[COL_POSITIVE * 3 + 0] = 0.8F; 1999 ret[COL_POSITIVE * 3 + 1] = 0.0F; 2000 ret[COL_POSITIVE * 3 + 2] = 0.0F; 2001 2002 ret[COL_NEUTRAL * 3 + 0] = 0.10F; 2003 ret[COL_NEUTRAL * 3 + 1] = 0.60F; 2004 ret[COL_NEUTRAL * 3 + 2] = 0.10F; 2005 2006 ret[COL_ERROR * 3 + 0] = 1.0F; 2007 ret[COL_ERROR * 3 + 1] = 0.0F; 2008 ret[COL_ERROR * 3 + 2] = 0.0F; 2009 2010 ret[COL_NOT * 3 + 0] = 0.2F; 2011 ret[COL_NOT * 3 + 1] = 0.2F; 2012 ret[COL_NOT * 3 + 2] = 1.0F; 2013 2014 *ncolours = NCOLOURS; 2015 return ret; 2016} 2017 2018static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) 2019{ 2020 struct game_drawstate *ds = snew(struct game_drawstate); 2021 2022 ds->tilesize = 0; 2023 ds->started = false; 2024 ds->solved = false; 2025 ds->w = state->w; 2026 ds->h = state->h; 2027 2028 ds->what = snewn(state->wh, unsigned long); 2029 memset(ds->what, 0, state->wh*sizeof(unsigned long)); 2030 2031 ds->colwhat = snewn(state->w*3, unsigned long); 2032 memset(ds->colwhat, 0, state->w*3*sizeof(unsigned long)); 2033 ds->rowwhat = snewn(state->h*3, unsigned long); 2034 memset(ds->rowwhat, 0, state->h*3*sizeof(unsigned long)); 2035 2036 return ds; 2037} 2038 2039static void game_free_drawstate(drawing *dr, game_drawstate *ds) 2040{ 2041 sfree(ds->colwhat); 2042 sfree(ds->rowwhat); 2043 sfree(ds->what); 2044 sfree(ds); 2045} 2046 2047static void draw_num(drawing *dr, game_drawstate *ds, int rowcol, int which, 2048 int idx, int colbg, int col, int num) 2049{ 2050 char buf[32]; 2051 int cx, cy, tsz; 2052 2053 if (num < 0) return; 2054 2055 sprintf(buf, "%d", num); 2056 tsz = (strlen(buf) == 1) ? (7*TILE_SIZE/10) : (9*TILE_SIZE/10)/strlen(buf); 2057 2058 if (rowcol == ROW) { 2059 cx = BORDER; 2060 if (which == NEGATIVE) cx += TILE_SIZE * (ds->w+1); 2061 cy = BORDER + TILE_SIZE * (idx+1); 2062 } else { 2063 cx = BORDER + TILE_SIZE * (idx+1); 2064 cy = BORDER; 2065 if (which == NEGATIVE) cy += TILE_SIZE * (ds->h+1); 2066 } 2067 2068 draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, colbg); 2069 draw_text(dr, cx + TILE_SIZE/2, cy + TILE_SIZE/2, FONT_VARIABLE, tsz, 2070 ALIGN_VCENTRE | ALIGN_HCENTRE, col, buf); 2071 2072 draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE); 2073} 2074 2075static void draw_sym(drawing *dr, game_drawstate *ds, int x, int y, int which, int col) 2076{ 2077 int cx = COORD(x), cy = COORD(y); 2078 int ccx = cx + TILE_SIZE/2, ccy = cy + TILE_SIZE/2; 2079 int roff = TILE_SIZE/4, rsz = 2*roff+1; 2080 int soff = TILE_SIZE/16, ssz = 2*soff+1; 2081 2082 if (which == POSITIVE || which == NEGATIVE) { 2083 draw_rect(dr, ccx - roff, ccy - soff, rsz, ssz, col); 2084 if (which == POSITIVE) 2085 draw_rect(dr, ccx - soff, ccy - roff, ssz, rsz, col); 2086 } else if (col == COL_NOT) { 2087 /* not-a-neutral is a blue question mark. */ 2088 char qu[2] = { '?', 0 }; 2089 draw_text(dr, ccx, ccy, FONT_VARIABLE, 7*TILE_SIZE/10, 2090 ALIGN_VCENTRE | ALIGN_HCENTRE, col, qu); 2091 } else { 2092 draw_line(dr, ccx - roff, ccy - roff, ccx + roff, ccy + roff, col); 2093 draw_line(dr, ccx + roff, ccy - roff, ccx - roff, ccy + roff, col); 2094 } 2095} 2096 2097enum { 2098 TYPE_L, 2099 TYPE_R, 2100 TYPE_T, 2101 TYPE_B, 2102 TYPE_BLANK 2103}; 2104 2105/* NOT responsible for redrawing background or updating. */ 2106static void draw_tile_col(drawing *dr, game_drawstate *ds, int *dominoes, 2107 int x, int y, int which, int bg, int fg, int perc) 2108{ 2109 int cx = COORD(x), cy = COORD(y), i, other, type = TYPE_BLANK; 2110 int gutter, radius, coffset; 2111 2112 /* gutter is TSZ/16 for 100%, 8*TSZ/16 (TSZ/2) for 0% */ 2113 gutter = (TILE_SIZE / 16) + ((100 - perc) * (7*TILE_SIZE / 16))/100; 2114 radius = (perc * (TILE_SIZE / 8)) / 100; 2115 coffset = gutter + radius; 2116 2117 i = y*ds->w + x; 2118 other = dominoes[i]; 2119 2120 if (other == i) return; 2121 else if (other == i+1) type = TYPE_L; 2122 else if (other == i-1) type = TYPE_R; 2123 else if (other == i+ds->w) type = TYPE_T; 2124 else if (other == i-ds->w) type = TYPE_B; 2125 else assert(!"mad domino orientation"); 2126 2127 /* domino drawing shamelessly stolen from dominosa.c. */ 2128 if (type == TYPE_L || type == TYPE_T) 2129 draw_circle(dr, cx+coffset, cy+coffset, 2130 radius, bg, bg); 2131 if (type == TYPE_R || type == TYPE_T) 2132 draw_circle(dr, cx+TILE_SIZE-1-coffset, cy+coffset, 2133 radius, bg, bg); 2134 if (type == TYPE_L || type == TYPE_B) 2135 draw_circle(dr, cx+coffset, cy+TILE_SIZE-1-coffset, 2136 radius, bg, bg); 2137 if (type == TYPE_R || type == TYPE_B) 2138 draw_circle(dr, cx+TILE_SIZE-1-coffset, 2139 cy+TILE_SIZE-1-coffset, 2140 radius, bg, bg); 2141 2142 for (i = 0; i < 2; i++) { 2143 int x1, y1, x2, y2; 2144 2145 x1 = cx + (i ? gutter : coffset); 2146 y1 = cy + (i ? coffset : gutter); 2147 x2 = cx + TILE_SIZE-1 - (i ? gutter : coffset); 2148 y2 = cy + TILE_SIZE-1 - (i ? coffset : gutter); 2149 if (type == TYPE_L) 2150 x2 = cx + TILE_SIZE; 2151 else if (type == TYPE_R) 2152 x1 = cx; 2153 else if (type == TYPE_T) 2154 y2 = cy + TILE_SIZE ; 2155 else if (type == TYPE_B) 2156 y1 = cy; 2157 2158 draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg); 2159 } 2160 2161 if (fg != -1) draw_sym(dr, ds, x, y, which, fg); 2162} 2163 2164static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes, 2165 int x, int y, unsigned long flags) 2166{ 2167 int cx = COORD(x), cy = COORD(y), bg, fg, perc = 100; 2168 int which = flags & DS_WHICH_MASK; 2169 2170 flags &= ~DS_WHICH_MASK; 2171 2172 draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); 2173 2174 if (flags & DS_CURSOR) 2175 bg = COL_CURSOR; /* off-white white for cursor */ 2176 else if (which == POSITIVE) 2177 bg = COL_POSITIVE; 2178 else if (which == NEGATIVE) 2179 bg = COL_NEGATIVE; 2180 else if (flags & DS_SET) 2181 bg = COL_NEUTRAL; /* green inner for neutral cells */ 2182 else 2183 bg = COL_LOWLIGHT; /* light grey for empty cells. */ 2184 2185 if (which == EMPTY && !(flags & DS_SET)) { 2186 int notwhich = -1; 2187 fg = -1; /* don't draw cross unless actually set as neutral. */ 2188 2189 if (flags & DS_NOTPOS) notwhich = POSITIVE; 2190 if (flags & DS_NOTNEG) notwhich = NEGATIVE; 2191 if (flags & DS_NOTNEU) notwhich = NEUTRAL; 2192 if (notwhich != -1) { 2193 which = notwhich; 2194 fg = COL_NOT; 2195 } 2196 } else 2197 fg = (flags & DS_ERROR) ? COL_ERROR : 2198 (flags & DS_CURSOR) ? COL_TEXT : COL_BACKGROUND; 2199 2200 draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND); 2201 2202 if (flags & DS_FLASH) { 2203 int bordercol = COL_HIGHLIGHT; 2204 draw_tile_col(dr, ds, dominoes, x, y, which, bordercol, -1, perc); 2205 perc = 3*perc/4; 2206 } 2207 draw_tile_col(dr, ds, dominoes, x, y, which, bg, fg, perc); 2208 2209 draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE); 2210} 2211 2212static int get_count_color(const game_state *state, int rowcol, int which, 2213 int index, int target) 2214{ 2215 int idx; 2216 int count = count_rowcol(state, index, rowcol, which); 2217 2218 if ((count > target) || 2219 (count < target && !count_rowcol(state, index, rowcol, -1))) { 2220 return COL_ERROR; 2221 } else if (rowcol == COLUMN) { 2222 idx = clue_index(state, index, which == POSITIVE ? -1 : state->h); 2223 } else { 2224 idx = clue_index(state, which == POSITIVE ? -1 : state->w, index); 2225 } 2226 2227 if (state->counts_done[idx]) { 2228 return COL_DONE; 2229 } 2230 2231 return COL_TEXT; 2232} 2233 2234static void game_redraw(drawing *dr, game_drawstate *ds, 2235 const game_state *oldstate, const game_state *state, 2236 int dir, const game_ui *ui, 2237 float animtime, float flashtime) 2238{ 2239 int x, y, w = state->w, h = state->h, which, i, j; 2240 bool flash; 2241 2242 flash = (int)(flashtime * 5 / FLASH_TIME) % 2; 2243 2244 if (!ds->started) { 2245 /* draw corner +-. */ 2246 draw_sym(dr, ds, -1, -1, POSITIVE, COL_TEXT); 2247 draw_sym(dr, ds, state->w, state->h, NEGATIVE, COL_TEXT); 2248 2249 draw_update(dr, 0, 0, 2250 TILE_SIZE * (ds->w+2) + 2 * BORDER, 2251 TILE_SIZE * (ds->h+2) + 2 * BORDER); 2252 } 2253 2254 /* Draw grid */ 2255 for (y = 0; y < h; y++) { 2256 for (x = 0; x < w; x++) { 2257 int idx = y*w+x; 2258 unsigned long c = state->grid[idx]; 2259 2260 if (state->flags[idx] & GS_ERROR) 2261 c |= DS_ERROR; 2262 if (state->flags[idx] & GS_SET) 2263 c |= DS_SET; 2264 2265 if (x == ui->cur_x && y == ui->cur_y && ui->cur_visible) 2266 c |= DS_CURSOR; 2267 2268 if (flash) 2269 c |= DS_FLASH; 2270 2271 if (state->flags[idx] & GS_NOTPOSITIVE) 2272 c |= DS_NOTPOS; 2273 if (state->flags[idx] & GS_NOTNEGATIVE) 2274 c |= DS_NOTNEG; 2275 if (state->flags[idx] & GS_NOTNEUTRAL) 2276 c |= DS_NOTNEU; 2277 2278 if (ds->what[idx] != c || !ds->started) { 2279 draw_tile(dr, ds, state->common->dominoes, x, y, c); 2280 ds->what[idx] = c; 2281 } 2282 } 2283 } 2284 /* Draw counts around side */ 2285 for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { 2286 for (i = 0; i < w; i++) { 2287 int index = i * 3 + which; 2288 int target = state->common->colcount[index]; 2289 int color = get_count_color(state, COLUMN, which, i, target); 2290 2291 if (color != ds->colwhat[index] || !ds->started) { 2292 draw_num(dr, ds, COLUMN, which, i, COL_BACKGROUND, color, target); 2293 ds->colwhat[index] = color; 2294 } 2295 } 2296 for (i = 0; i < h; i++) { 2297 int index = i * 3 + which; 2298 int target = state->common->rowcount[index]; 2299 int color = get_count_color(state, ROW, which, i, target); 2300 2301 if (color != ds->rowwhat[index] || !ds->started) { 2302 draw_num(dr, ds, ROW, which, i, COL_BACKGROUND, color, target); 2303 ds->rowwhat[index] = color; 2304 } 2305 } 2306 } 2307 2308 ds->started = true; 2309} 2310 2311static float game_anim_length(const game_state *oldstate, 2312 const game_state *newstate, int dir, game_ui *ui) 2313{ 2314 return 0.0F; 2315} 2316 2317static float game_flash_length(const game_state *oldstate, 2318 const game_state *newstate, int dir, game_ui *ui) 2319{ 2320 if (!oldstate->completed && newstate->completed && 2321 !oldstate->solved && !newstate->solved) 2322 return FLASH_TIME; 2323 return 0.0F; 2324} 2325 2326static void game_get_cursor_location(const game_ui *ui, 2327 const game_drawstate *ds, 2328 const game_state *state, 2329 const game_params *params, 2330 int *x, int *y, int *w, int *h) 2331{ 2332 if(ui->cur_visible) { 2333 *x = COORD(ui->cur_x); 2334 *y = COORD(ui->cur_y); 2335 *w = *h = TILE_SIZE; 2336 } 2337} 2338 2339static int game_status(const game_state *state) 2340{ 2341 return state->completed ? +1 : 0; 2342} 2343 2344static void game_print_size(const game_params *params, const game_ui *ui, 2345 float *x, float *y) 2346{ 2347 int pw, ph; 2348 2349 /* 2350 * I'll use 6mm squares by default. 2351 */ 2352 game_compute_size(params, 600, ui, &pw, &ph); 2353 *x = pw / 100.0F; 2354 *y = ph / 100.0F; 2355} 2356 2357static void game_print(drawing *dr, const game_state *state, const game_ui *ui, 2358 int tilesize) 2359{ 2360 int w = state->w, h = state->h; 2361 int ink = print_mono_colour(dr, 0); 2362 int paper = print_mono_colour(dr, 1); 2363 int x, y, which, i, j; 2364 2365 /* Ick: fake up `ds->tilesize' for macro expansion purposes */ 2366 game_drawstate ads, *ds = &ads; 2367 game_set_size(dr, ds, NULL, tilesize); 2368 ds->w = w; ds->h = h; 2369 2370 /* Border. */ 2371 print_line_width(dr, TILE_SIZE/12); 2372 2373 /* Numbers and +/- for corners. */ 2374 draw_sym(dr, ds, -1, -1, POSITIVE, ink); 2375 draw_sym(dr, ds, state->w, state->h, NEGATIVE, ink); 2376 for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) { 2377 for (i = 0; i < w; i++) { 2378 draw_num(dr, ds, COLUMN, which, i, paper, ink, 2379 state->common->colcount[i*3+which]); 2380 } 2381 for (i = 0; i < h; i++) { 2382 draw_num(dr, ds, ROW, which, i, paper, ink, 2383 state->common->rowcount[i*3+which]); 2384 } 2385 } 2386 2387 /* Dominoes. */ 2388 for (x = 0; x < w; x++) { 2389 for (y = 0; y < h; y++) { 2390 i = y*state->w + x; 2391 if (state->common->dominoes[i] == i+1 || 2392 state->common->dominoes[i] == i+w) { 2393 int dx = state->common->dominoes[i] == i+1 ? 2 : 1; 2394 int dy = 3 - dx; 2395 int xx, yy; 2396 int cx = COORD(x), cy = COORD(y); 2397 2398 print_line_width(dr, 0); 2399 2400 /* Ink the domino */ 2401 for (yy = 0; yy < 2; yy++) 2402 for (xx = 0; xx < 2; xx++) 2403 draw_circle(dr, 2404 cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16, 2405 cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16, 2406 TILE_SIZE/8, ink, ink); 2407 draw_rect(dr, cx + TILE_SIZE/16, cy + 3*TILE_SIZE/16, 2408 dx*TILE_SIZE - 2*(TILE_SIZE/16), 2409 dy*TILE_SIZE - 6*(TILE_SIZE/16), ink); 2410 draw_rect(dr, cx + 3*TILE_SIZE/16, cy + TILE_SIZE/16, 2411 dx*TILE_SIZE - 6*(TILE_SIZE/16), 2412 dy*TILE_SIZE - 2*(TILE_SIZE/16), ink); 2413 2414 /* Un-ink the domino interior */ 2415 for (yy = 0; yy < 2; yy++) 2416 for (xx = 0; xx < 2; xx++) 2417 draw_circle(dr, 2418 cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16, 2419 cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16, 2420 3*TILE_SIZE/32, paper, paper); 2421 draw_rect(dr, cx + 3*TILE_SIZE/32, cy + 3*TILE_SIZE/16, 2422 dx*TILE_SIZE - 2*(3*TILE_SIZE/32), 2423 dy*TILE_SIZE - 6*(TILE_SIZE/16), paper); 2424 draw_rect(dr, cx + 3*TILE_SIZE/16, cy + 3*TILE_SIZE/32, 2425 dx*TILE_SIZE - 6*(TILE_SIZE/16), 2426 dy*TILE_SIZE - 2*(3*TILE_SIZE/32), paper); 2427 } 2428 } 2429 } 2430 2431 /* Grid symbols (solution). */ 2432 for (x = 0; x < w; x++) { 2433 for (y = 0; y < h; y++) { 2434 i = y*state->w + x; 2435 if ((state->grid[i] != NEUTRAL) || (state->flags[i] & GS_SET)) 2436 draw_sym(dr, ds, x, y, state->grid[i], ink); 2437 } 2438 } 2439} 2440 2441#ifdef COMBINED 2442#define thegame magnets 2443#endif 2444 2445const struct game thegame = { 2446 "Magnets", "games.magnets", "magnets", 2447 default_params, 2448 game_fetch_preset, NULL, 2449 decode_params, 2450 encode_params, 2451 free_params, 2452 dup_params, 2453 true, game_configure, custom_params, 2454 validate_params, 2455 new_game_desc, 2456 validate_desc, 2457 new_game, 2458 dup_game, 2459 free_game, 2460 true, solve_game, 2461 true, game_can_format_as_text_now, game_text_format, 2462 NULL, NULL, /* get_prefs, set_prefs */ 2463 new_ui, 2464 free_ui, 2465 NULL, /* encode_ui */ 2466 NULL, /* decode_ui */ 2467 NULL, /* game_request_keys */ 2468 game_changed_state, 2469 current_key_label, 2470 interpret_move, 2471 execute_move, 2472 PREFERRED_TILE_SIZE, game_compute_size, game_set_size, 2473 game_colours, 2474 game_new_drawstate, 2475 game_free_drawstate, 2476 game_redraw, 2477 game_anim_length, 2478 game_flash_length, 2479 game_get_cursor_location, 2480 game_status, 2481 true, false, game_print_size, game_print, 2482 false, /* wants_statusbar */ 2483 false, NULL, /* timing_state */ 2484 REQUIRE_RBUTTON, /* flags */ 2485}; 2486 2487#ifdef STANDALONE_SOLVER 2488 2489#include <time.h> 2490#include <stdarg.h> 2491 2492static const char *quis = NULL; 2493static bool csv = false; 2494 2495static void usage(FILE *out) { 2496 fprintf(out, "usage: %s [-v] [--print] <params>|<game id>\n", quis); 2497} 2498 2499static void doprint(game_state *state) 2500{ 2501 char *fmt = game_text_format(state); 2502 printf("%s", fmt); 2503 sfree(fmt); 2504} 2505 2506static void pnum(int n, int ntot, const char *desc) 2507{ 2508 printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc); 2509} 2510 2511static void start_soak(game_params *p, random_state *rs) 2512{ 2513 time_t tt_start, tt_now, tt_last; 2514 char *aux; 2515 game_state *s, *s2; 2516 int n = 0, nsolved = 0, nimpossible = 0, ntricky = 0, ret, i; 2517 long nn, nn_total = 0, nn_solved = 0, nn_tricky = 0; 2518 2519 tt_start = tt_now = time(NULL); 2520 2521 if (csv) 2522 printf("time, w, h, #generated, #solved, #tricky, #impossible, " 2523 "#neutral, #neutral/solved, #neutral/tricky\n"); 2524 else 2525 printf("Soak-testing a %dx%d grid.\n", p->w, p->h); 2526 2527 s = new_state(p->w, p->h); 2528 aux = snewn(s->wh+1, char); 2529 2530 while (1) { 2531 gen_game(s, rs); 2532 2533 nn = 0; 2534 for (i = 0; i < s->wh; i++) { 2535 if (s->grid[i] == NEUTRAL) nn++; 2536 } 2537 2538 generate_aux(s, aux); 2539 memset(s->grid, EMPTY, s->wh * sizeof(int)); 2540 s2 = dup_game(s); 2541 2542 ret = solve_state(s, DIFFCOUNT); 2543 2544 n++; 2545 nn_total += nn; 2546 if (ret > 0) { 2547 nsolved++; 2548 nn_solved += nn; 2549 if (solve_state(s2, DIFF_EASY) <= 0) { 2550 ntricky++; 2551 nn_tricky += nn; 2552 } 2553 } else if (ret < 0) { 2554 char *desc = generate_desc(s); 2555 solve_from_aux(s, aux); 2556 printf("Game considered impossible:\n %dx%d:%s\n", 2557 p->w, p->h, desc); 2558 sfree(desc); 2559 doprint(s); 2560 nimpossible++; 2561 } 2562 2563 free_game(s2); 2564 2565 tt_last = time(NULL); 2566 if (tt_last > tt_now) { 2567 tt_now = tt_last; 2568 if (csv) { 2569 printf("%d,%d,%d, %d,%d,%d,%d, %ld,%ld,%ld\n", 2570 (int)(tt_now - tt_start), p->w, p->h, 2571 n, nsolved, ntricky, nimpossible, 2572 nn_total, nn_solved, nn_tricky); 2573 } else { 2574 printf("%d total, %3.1f/s, ", 2575 n, (double)n / ((double)tt_now - tt_start)); 2576 pnum(nsolved, n, "solved"); printf(", "); 2577 pnum(ntricky, n, "tricky"); 2578 if (nimpossible > 0) 2579 pnum(nimpossible, n, "impossible"); 2580 printf("\n"); 2581 2582 printf(" overall %3.1f%% neutral (%3.1f%% for solved, %3.1f%% for tricky)\n", 2583 (double)(nn_total * 100) / (double)(p->w * p->h * n), 2584 (double)(nn_solved * 100) / (double)(p->w * p->h * nsolved), 2585 (double)(nn_tricky * 100) / (double)(p->w * p->h * ntricky)); 2586 } 2587 } 2588 } 2589 free_game(s); 2590 sfree(aux); 2591} 2592 2593int main(int argc, char *argv[]) 2594{ 2595 bool print = false, soak = false, solved = false; 2596 int ret; 2597 char *id = NULL, *desc, *desc_gen = NULL, *aux = NULL; 2598 const char *err; 2599 game_state *s = NULL; 2600 game_params *p = NULL; 2601 random_state *rs = NULL; 2602 time_t seed = time(NULL); 2603 2604 setvbuf(stdout, NULL, _IONBF, 0); 2605 2606 quis = argv[0]; 2607 while (--argc > 0) { 2608 char *p = (char*)(*++argv); 2609 if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) { 2610 verbose = true; 2611 } else if (!strcmp(p, "--csv")) { 2612 csv = true; 2613 } else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) { 2614 seed = atoi(*++argv); 2615 argc--; 2616 } else if (!strcmp(p, "-p") || !strcmp(p, "--print")) { 2617 print = true; 2618 } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) { 2619 soak = true; 2620 } else if (*p == '-') { 2621 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); 2622 usage(stderr); 2623 exit(1); 2624 } else { 2625 id = p; 2626 } 2627 } 2628 2629 rs = random_new((void*)&seed, sizeof(time_t)); 2630 2631 if (!id) { 2632 fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]); 2633 goto done; 2634 } 2635 desc = strchr(id, ':'); 2636 if (desc) *desc++ = '\0'; 2637 2638 p = default_params(); 2639 decode_params(p, id); 2640 err = validate_params(p, true); 2641 if (err) { 2642 fprintf(stderr, "%s: %s\n", argv[0], err); 2643 goto done; 2644 } 2645 2646 if (soak) { 2647 if (desc) { 2648 fprintf(stderr, "%s: --soak needs parameters, not description.\n", quis); 2649 goto done; 2650 } 2651 start_soak(p, rs); 2652 goto done; 2653 } 2654 2655 if (!desc) 2656 desc = desc_gen = new_game_desc(p, rs, &aux, false); 2657 2658 err = validate_desc(p, desc); 2659 if (err) { 2660 fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc); 2661 goto done; 2662 } 2663 s = new_game(NULL, p, desc); 2664 printf("%s:%s (seed %ld)\n", id, desc, (long)seed); 2665 if (aux) { 2666 /* We just generated this ourself. */ 2667 if (verbose || print) { 2668 doprint(s); 2669 solve_from_aux(s, aux); 2670 solved = true; 2671 } 2672 } else { 2673 doprint(s); 2674 verbose = true; 2675 ret = solve_state(s, DIFFCOUNT); 2676 if (ret < 0) printf("Puzzle is impossible.\n"); 2677 else if (ret == 0) printf("Puzzle is ambiguous.\n"); 2678 else printf("Puzzle was solved.\n"); 2679 verbose = false; 2680 solved = true; 2681 } 2682 if (solved) doprint(s); 2683 2684done: 2685 if (desc_gen) sfree(desc_gen); 2686 if (p) free_params(p); 2687 if (s) free_game(s); 2688 if (rs) random_free(rs); 2689 if (aux) sfree(aux); 2690 2691 return 0; 2692} 2693 2694#endif 2695 2696/* vim: set shiftwidth=4 tabstop=8: */