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authorFranklin Wei <frankhwei536@gmail.com>2016-11-20 15:16:41 -0500
committerFranklin Wei <frankhwei536@gmail.com>2016-11-24 16:23:09 -0500
commit56c9984511f016eab7e1278ba9e40d88bb59a162 (patch)
tree1bfa6d3aeb3bf2a6ffec71387ac073cd0b8b2a51 /apps/plugins/puzzles/slant.c
parent29648f817677b84c03c2bcfe89eb8cf53653e7db (diff)
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[WIP] Port of Simon Tatham's Puzzle Collectionpuzzles
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. The following games are at least partially broken for various reasons: Cube: crash with certain settings Galaxies: crash Inertia: crash Keen: input issues Loopy: weird stuff happens Map: crash on input Mines: weird stuff happens on target Palisade: input issues Signpost: crash on input Solo: input issues Towers: input and drawing issues Train Tracks: drawing issues Twiddle: weird animation on target Undead: input and drawing issues Unequal: input and drawing issues Untangle: input issues All in all, about 40% of the games are at least partially broken. Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
Diffstat (limited to 'apps/plugins/puzzles/slant.c')
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1 files changed, 2278 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/slant.c b/apps/plugins/puzzles/slant.c
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+/*
+ * slant.c: Puzzle from nikoli.co.jp involving drawing a diagonal
+ * line through each square of a grid.
+ */
+
+/*
+ * In this puzzle you have a grid of squares, each of which must
+ * contain a diagonal line; you also have clue numbers placed at
+ * _points_ of that grid, which means there's a (w+1) x (h+1) array
+ * of possible clue positions.
+ *
+ * I'm therefore going to adopt a rigid convention throughout this
+ * source file of using w and h for the dimensions of the grid of
+ * squares, and W and H for the dimensions of the grid of points.
+ * Thus, W == w+1 and H == h+1 always.
+ *
+ * Clue arrays will be W*H `signed char's, and the clue at each
+ * point will be a number from 0 to 4, or -1 if there's no clue.
+ *
+ * Solution arrays will be W*H `signed char's, and the number at
+ * each point will be +1 for a forward slash (/), -1 for a
+ * backslash (\), and 0 for unknown.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <string.h>
+#include "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+enum {
+ COL_BACKGROUND,
+ COL_GRID,
+ COL_INK,
+ COL_SLANT1,
+ COL_SLANT2,
+ COL_ERROR,
+ COL_CURSOR,
+ COL_FILLEDSQUARE,
+ NCOLOURS
+};
+
+/*
+ * In standalone solver mode, `verbose' is a variable which can be
+ * set by command-line option; in debugging mode it's simply always
+ * true.
+ */
+#if defined STANDALONE_SOLVER
+#define SOLVER_DIAGNOSTICS
+int verbose = FALSE;
+#elif defined SOLVER_DIAGNOSTICS
+#define verbose TRUE
+#endif
+
+/*
+ * Difficulty levels. I do some macro ickery here to ensure that my
+ * enum and the various forms of my name list always match up.
+ */
+#define DIFFLIST(A) \
+ A(EASY,Easy,e) \
+ A(HARD,Hard,h)
+#define ENUM(upper,title,lower) DIFF_ ## upper,
+#define TITLE(upper,title,lower) #title,
+#define ENCODE(upper,title,lower) #lower
+#define CONFIG(upper,title,lower) ":" #title
+enum { DIFFLIST(ENUM) DIFFCOUNT };
+static char const *const slant_diffnames[] = { DIFFLIST(TITLE) };
+static char const slant_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+struct game_params {
+ int w, h, diff;
+};
+
+typedef struct game_clues {
+ int w, h;
+ signed char *clues;
+ int *tmpdsf;
+ int refcount;
+} game_clues;
+
+#define ERR_VERTEX 1
+#define ERR_SQUARE 2
+
+struct game_state {
+ struct game_params p;
+ game_clues *clues;
+ signed char *soln;
+ unsigned char *errors;
+ int completed;
+ int used_solve; /* used to suppress completion flash */
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = 8;
+ ret->diff = DIFF_EASY;
+
+ return ret;
+}
+
+static const struct game_params slant_presets[] = {
+ {5, 5, DIFF_EASY},
+ {5, 5, DIFF_HARD},
+ {8, 8, DIFF_EASY},
+ {8, 8, DIFF_HARD},
+ {12, 10, DIFF_EASY},
+ {12, 10, DIFF_HARD},
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char str[80];
+
+ if (i < 0 || i >= lenof(slant_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = slant_presets[i];
+
+ sprintf(str, "%dx%d %s", ret->w, ret->h, slant_diffnames[ret->diff]);
+
+ *name = dupstr(str);
+ *params = ret;
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *ret, char const *string)
+{
+ ret->w = ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 'd') {
+ int i;
+ string++;
+ for (i = 0; i < DIFFCOUNT; i++)
+ if (*string == slant_diffchars[i])
+ ret->diff = i;
+ if (*string) string++;
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+ if (full)
+ sprintf(data + strlen(data), "d%c", slant_diffchars[params->diff]);
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(4, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Difficulty";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = DIFFCONFIG;
+ ret[2].ival = params->diff;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->diff = cfg[2].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ /*
+ * (At least at the time of writing this comment) The grid
+ * generator is actually capable of handling even zero grid
+ * dimensions without crashing. Puzzles with a zero-area grid
+ * are a bit boring, though, because they're already solved :-)
+ * And puzzles with a dimension of 1 can't be made Hard, which
+ * means the simplest thing is to forbid them altogether.
+ */
+
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must both be at least two";
+
+ return NULL;
+}
+
+/*
+ * Scratch space for solver.
+ */
+struct solver_scratch {
+ /*
+ * Disjoint set forest which tracks the connected sets of
+ * points.
+ */
+ int *connected;
+
+ /*
+ * Counts the number of possible exits from each connected set
+ * of points. (That is, the number of possible _simultaneous_
+ * exits: an unconnected point labelled 2 has an exit count of
+ * 2 even if all four possible edges are still under
+ * consideration.)
+ */
+ int *exits;
+
+ /*
+ * Tracks whether each connected set of points includes a
+ * border point.
+ */
+ unsigned char *border;
+
+ /*
+ * Another disjoint set forest. This one tracks _squares_ which
+ * are known to slant in the same direction.
+ */
+ int *equiv;
+
+ /*
+ * Stores slash values which we know for an equivalence class.
+ * When we fill in a square, we set slashval[canonify(x)] to
+ * the same value as soln[x], so that we can then spot other
+ * squares equivalent to it and fill them in immediately via
+ * their known equivalence.
+ */
+ signed char *slashval;
+
+ /*
+ * Stores possible v-shapes. This array is w by h in size, but
+ * not every bit of every entry is meaningful. The bits mean:
+ *
+ * - bit 0 for a square means that that square and the one to
+ * its right might form a v-shape between them
+ * - bit 1 for a square means that that square and the one to
+ * its right might form a ^-shape between them
+ * - bit 2 for a square means that that square and the one
+ * below it might form a >-shape between them
+ * - bit 3 for a square means that that square and the one
+ * below it might form a <-shape between them
+ *
+ * Any starting 1 or 3 clue rules out four bits in this array
+ * immediately; a 2 clue propagates any ruled-out bit past it
+ * (if the two squares on one side of a 2 cannot be a v-shape,
+ * then neither can the two on the other side be the same
+ * v-shape); we can rule out further bits during play using
+ * partially filled 2 clues; whenever a pair of squares is
+ * known not to be _either_ kind of v-shape, we can mark them
+ * as equivalent.
+ */
+ unsigned char *vbitmap;
+
+ /*
+ * Useful to have this information automatically passed to
+ * solver subroutines. (This pointer is not dynamically
+ * allocated by new_scratch and free_scratch.)
+ */
+ const signed char *clues;
+};
+
+static struct solver_scratch *new_scratch(int w, int h)
+{
+ int W = w+1, H = h+1;
+ struct solver_scratch *ret = snew(struct solver_scratch);
+ ret->connected = snewn(W*H, int);
+ ret->exits = snewn(W*H, int);
+ ret->border = snewn(W*H, unsigned char);
+ ret->equiv = snewn(w*h, int);
+ ret->slashval = snewn(w*h, signed char);
+ ret->vbitmap = snewn(w*h, unsigned char);
+ return ret;
+}
+
+static void free_scratch(struct solver_scratch *sc)
+{
+ sfree(sc->vbitmap);
+ sfree(sc->slashval);
+ sfree(sc->equiv);
+ sfree(sc->border);
+ sfree(sc->exits);
+ sfree(sc->connected);
+ sfree(sc);
+}
+
+/*
+ * Wrapper on dsf_merge() which updates the `exits' and `border'
+ * arrays.
+ */
+static void merge_vertices(int *connected,
+ struct solver_scratch *sc, int i, int j)
+{
+ int exits = -1, border = FALSE; /* initialise to placate optimiser */
+
+ if (sc) {
+ i = dsf_canonify(connected, i);
+ j = dsf_canonify(connected, j);
+
+ /*
+ * We have used one possible exit from each of the two
+ * classes. Thus, the viable exit count of the new class is
+ * the sum of the old exit counts minus two.
+ */
+ exits = sc->exits[i] + sc->exits[j] - 2;
+
+ border = sc->border[i] || sc->border[j];
+ }
+
+ dsf_merge(connected, i, j);
+
+ if (sc) {
+ i = dsf_canonify(connected, i);
+ sc->exits[i] = exits;
+ sc->border[i] = border;
+ }
+}
+
+/*
+ * Called when we have just blocked one way out of a particular
+ * point. If that point is a non-clue point (thus has a variable
+ * number of exits), we have therefore decreased its potential exit
+ * count, so we must decrement the exit count for the group as a
+ * whole.
+ */
+static void decr_exits(struct solver_scratch *sc, int i)
+{
+ if (sc->clues[i] < 0) {
+ i = dsf_canonify(sc->connected, i);
+ sc->exits[i]--;
+ }
+}
+
+static void fill_square(int w, int h, int x, int y, int v,
+ signed char *soln,
+ int *connected, struct solver_scratch *sc)
+{
+ int W = w+1 /*, H = h+1 */;
+
+ assert(x >= 0 && x < w && y >= 0 && y < h);
+
+ if (soln[y*w+x] != 0) {
+ return; /* do nothing */
+ }
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf(" placing %c in %d,%d\n", v == -1 ? '\\' : '/', x, y);
+#endif
+
+ soln[y*w+x] = v;
+
+ if (sc) {
+ int c = dsf_canonify(sc->equiv, y*w+x);
+ sc->slashval[c] = v;
+ }
+
+ if (v < 0) {
+ merge_vertices(connected, sc, y*W+x, (y+1)*W+(x+1));
+ if (sc) {
+ decr_exits(sc, y*W+(x+1));
+ decr_exits(sc, (y+1)*W+x);
+ }
+ } else {
+ merge_vertices(connected, sc, y*W+(x+1), (y+1)*W+x);
+ if (sc) {
+ decr_exits(sc, y*W+x);
+ decr_exits(sc, (y+1)*W+(x+1));
+ }
+ }
+}
+
+static int vbitmap_clear(int w, int h, struct solver_scratch *sc,
+ int x, int y, int vbits, char *reason, ...)
+{
+ int done_something = FALSE;
+ int vbit;
+
+ for (vbit = 1; vbit <= 8; vbit <<= 1)
+ if (vbits & sc->vbitmap[y*w+x] & vbit) {
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) {
+ va_list ap;
+
+ printf("ruling out %c shape at (%d,%d)-(%d,%d) (",
+ "!v^!>!!!<"[vbit], x, y,
+ x+((vbit&0x3)!=0), y+((vbit&0xC)!=0));
+
+ va_start(ap, reason);
+ vprintf(reason, ap);
+ va_end(ap);
+
+ printf(")\n");
+ }
+#endif
+ sc->vbitmap[y*w+x] &= ~vbit;
+ }
+
+ return done_something;
+}
+
+/*
+ * Solver. Returns 0 for impossibility, 1 for success, 2 for
+ * ambiguity or failure to converge.
+ */
+static int slant_solve(int w, int h, const signed char *clues,
+ signed char *soln, struct solver_scratch *sc,
+ int difficulty)
+{
+ int W = w+1, H = h+1;
+ int x, y, i, j;
+ int done_something;
+
+ /*
+ * Clear the output.
+ */
+ memset(soln, 0, w*h);
+
+ sc->clues = clues;
+
+ /*
+ * Establish a disjoint set forest for tracking connectedness
+ * between grid points.
+ */
+ dsf_init(sc->connected, W*H);
+
+ /*
+ * Establish a disjoint set forest for tracking which squares
+ * are known to slant in the same direction.
+ */
+ dsf_init(sc->equiv, w*h);
+
+ /*
+ * Clear the slashval array.
+ */
+ memset(sc->slashval, 0, w*h);
+
+ /*
+ * Set up the vbitmap array. Initially all types of v are possible.
+ */
+ memset(sc->vbitmap, 0xF, w*h);
+
+ /*
+ * Initialise the `exits' and `border' arrays. These are used
+ * to do second-order loop avoidance: the dual of the no loops
+ * constraint is that every point must be somehow connected to
+ * the border of the grid (otherwise there would be a solid
+ * loop around it which prevented this).
+ *
+ * I define a `dead end' to be a connected group of points
+ * which contains no border point, and which can form at most
+ * one new connection outside itself. Then I forbid placing an
+ * edge so that it connects together two dead-end groups, since
+ * this would yield a non-border-connected isolated subgraph
+ * with no further scope to extend it.
+ */
+ for (y = 0; y < H; y++)
+ for (x = 0; x < W; x++) {
+ if (y == 0 || y == H-1 || x == 0 || x == W-1)
+ sc->border[y*W+x] = TRUE;
+ else
+ sc->border[y*W+x] = FALSE;
+
+ if (clues[y*W+x] < 0)
+ sc->exits[y*W+x] = 4;
+ else
+ sc->exits[y*W+x] = clues[y*W+x];
+ }
+
+ /*
+ * Repeatedly try to deduce something until we can't.
+ */
+ do {
+ done_something = FALSE;
+
+ /*
+ * Any clue point with the number of remaining lines equal
+ * to zero or to the number of remaining undecided
+ * neighbouring squares can be filled in completely.
+ */
+ for (y = 0; y < H; y++)
+ for (x = 0; x < W; x++) {
+ struct {
+ int pos, slash;
+ } neighbours[4];
+ int nneighbours;
+ int nu, nl, c, s, eq, eq2, last, meq, mj1, mj2;
+
+ if ((c = clues[y*W+x]) < 0)
+ continue;
+
+ /*
+ * We have a clue point. Start by listing its
+ * neighbouring squares, in order around the point,
+ * together with the type of slash that would be
+ * required in that square to connect to the point.
+ */
+ nneighbours = 0;
+ if (x > 0 && y > 0) {
+ neighbours[nneighbours].pos = (y-1)*w+(x-1);
+ neighbours[nneighbours].slash = -1;
+ nneighbours++;
+ }
+ if (x > 0 && y < h) {
+ neighbours[nneighbours].pos = y*w+(x-1);
+ neighbours[nneighbours].slash = +1;
+ nneighbours++;
+ }
+ if (x < w && y < h) {
+ neighbours[nneighbours].pos = y*w+x;
+ neighbours[nneighbours].slash = -1;
+ nneighbours++;
+ }
+ if (x < w && y > 0) {
+ neighbours[nneighbours].pos = (y-1)*w+x;
+ neighbours[nneighbours].slash = +1;
+ nneighbours++;
+ }
+
+ /*
+ * Count up the number of undecided neighbours, and
+ * also the number of lines already present.
+ *
+ * If we're not on DIFF_EASY, then in this loop we
+ * also track whether we've seen two adjacent empty
+ * squares belonging to the same equivalence class
+ * (meaning they have the same type of slash). If
+ * so, we count them jointly as one line.
+ */
+ nu = 0;
+ nl = c;
+ last = neighbours[nneighbours-1].pos;
+ if (soln[last] == 0)
+ eq = dsf_canonify(sc->equiv, last);
+ else
+ eq = -1;
+ meq = mj1 = mj2 = -1;
+ for (i = 0; i < nneighbours; i++) {
+ j = neighbours[i].pos;
+ s = neighbours[i].slash;
+ if (soln[j] == 0) {
+ nu++; /* undecided */
+ if (meq < 0 && difficulty > DIFF_EASY) {
+ eq2 = dsf_canonify(sc->equiv, j);
+ if (eq == eq2 && last != j) {
+ /*
+ * We've found an equivalent pair.
+ * Mark it. This also inhibits any
+ * further equivalence tracking
+ * around this square, since we can
+ * only handle one pair (and in
+ * particular we want to avoid
+ * being misled by two overlapping
+ * equivalence pairs).
+ */
+ meq = eq;
+ mj1 = last;
+ mj2 = j;
+ nl--; /* count one line */
+ nu -= 2; /* and lose two undecideds */
+ } else
+ eq = eq2;
+ }
+ } else {
+ eq = -1;
+ if (soln[j] == s)
+ nl--; /* here's a line */
+ }
+ last = j;
+ }
+
+ /*
+ * Check the counts.
+ */
+ if (nl < 0 || nl > nu) {
+ /*
+ * No consistent value for this at all!
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("need %d / %d lines around clue point at %d,%d!\n",
+ nl, nu, x, y);
+#endif
+ return 0; /* impossible */
+ }
+
+ if (nu > 0 && (nl == 0 || nl == nu)) {
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) {
+ if (meq >= 0)
+ printf("partially (since %d,%d == %d,%d) ",
+ mj1%w, mj1/w, mj2%w, mj2/w);
+ printf("%s around clue point at %d,%d\n",
+ nl ? "filling" : "emptying", x, y);
+ }
+#endif
+ for (i = 0; i < nneighbours; i++) {
+ j = neighbours[i].pos;
+ s = neighbours[i].slash;
+ if (soln[j] == 0 && j != mj1 && j != mj2)
+ fill_square(w, h, j%w, j/w, (nl ? s : -s), soln,
+ sc->connected, sc);
+ }
+
+ done_something = TRUE;
+ } else if (nu == 2 && nl == 1 && difficulty > DIFF_EASY) {
+ /*
+ * If we have precisely two undecided squares
+ * and precisely one line to place between
+ * them, _and_ those squares are adjacent, then
+ * we can mark them as equivalent to one
+ * another.
+ *
+ * This even applies if meq >= 0: if we have a
+ * 2 clue point and two of its neighbours are
+ * already marked equivalent, we can indeed
+ * mark the other two as equivalent.
+ *
+ * We don't bother with this on DIFF_EASY,
+ * since we wouldn't have used the results
+ * anyway.
+ */
+ last = -1;
+ for (i = 0; i < nneighbours; i++) {
+ j = neighbours[i].pos;
+ if (soln[j] == 0 && j != mj1 && j != mj2) {
+ if (last < 0)
+ last = i;
+ else if (last == i-1 || (last == 0 && i == 3))
+ break; /* found a pair */
+ }
+ }
+ if (i < nneighbours) {
+ int sv1, sv2;
+
+ assert(last >= 0);
+ /*
+ * neighbours[last] and neighbours[i] are
+ * the pair. Mark them equivalent.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) {
+ if (meq >= 0)
+ printf("since %d,%d == %d,%d, ",
+ mj1%w, mj1/w, mj2%w, mj2/w);
+ }
+#endif
+ mj1 = neighbours[last].pos;
+ mj2 = neighbours[i].pos;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("clue point at %d,%d implies %d,%d == %d,"
+ "%d\n", x, y, mj1%w, mj1/w, mj2%w, mj2/w);
+#endif
+ mj1 = dsf_canonify(sc->equiv, mj1);
+ sv1 = sc->slashval[mj1];
+ mj2 = dsf_canonify(sc->equiv, mj2);
+ sv2 = sc->slashval[mj2];
+ if (sv1 != 0 && sv2 != 0 && sv1 != sv2) {
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("merged two equivalence classes with"
+ " different slash values!\n");
+#endif
+ return 0;
+ }
+ sv1 = sv1 ? sv1 : sv2;
+ dsf_merge(sc->equiv, mj1, mj2);
+ mj1 = dsf_canonify(sc->equiv, mj1);
+ sc->slashval[mj1] = sv1;
+ }
+ }
+ }
+
+ if (done_something)
+ continue;
+
+ /*
+ * Failing that, we now apply the second condition, which
+ * is that no square may be filled in such a way as to form
+ * a loop. Also in this loop (since it's over squares
+ * rather than points), we check slashval to see if we've
+ * already filled in another square in the same equivalence
+ * class.
+ *
+ * The slashval check is disabled on DIFF_EASY, as is dead
+ * end avoidance. Only _immediate_ loop avoidance remains.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int fs, bs, v;
+ int c1, c2;
+#ifdef SOLVER_DIAGNOSTICS
+ char *reason = "<internal error>";
+#endif
+
+ if (soln[y*w+x])
+ continue; /* got this one already */
+
+ fs = FALSE;
+ bs = FALSE;
+
+ if (difficulty > DIFF_EASY)
+ v = sc->slashval[dsf_canonify(sc->equiv, y*w+x)];
+ else
+ v = 0;
+
+ /*
+ * Try to rule out connectivity between (x,y) and
+ * (x+1,y+1); if successful, we will deduce that we
+ * must have a forward slash.
+ */
+ c1 = dsf_canonify(sc->connected, y*W+x);
+ c2 = dsf_canonify(sc->connected, (y+1)*W+(x+1));
+ if (c1 == c2) {
+ fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "simple loop avoidance";
+#endif
+ }
+ if (difficulty > DIFF_EASY &&
+ !sc->border[c1] && !sc->border[c2] &&
+ sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
+ fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "dead end avoidance";
+#endif
+ }
+ if (v == +1) {
+ fs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "equivalence to an already filled square";
+#endif
+ }
+
+ /*
+ * Now do the same between (x+1,y) and (x,y+1), to
+ * see if we are required to have a backslash.
+ */
+ c1 = dsf_canonify(sc->connected, y*W+(x+1));
+ c2 = dsf_canonify(sc->connected, (y+1)*W+x);
+ if (c1 == c2) {
+ bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "simple loop avoidance";
+#endif
+ }
+ if (difficulty > DIFF_EASY &&
+ !sc->border[c1] && !sc->border[c2] &&
+ sc->exits[c1] <= 1 && sc->exits[c2] <= 1) {
+ bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "dead end avoidance";
+#endif
+ }
+ if (v == -1) {
+ bs = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ reason = "equivalence to an already filled square";
+#endif
+ }
+
+ if (fs && bs) {
+ /*
+ * No consistent value for this at all!
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("%d,%d has no consistent slash!\n", x, y);
+#endif
+ return 0; /* impossible */
+ }
+
+ if (fs) {
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("employing %s\n", reason);
+#endif
+ fill_square(w, h, x, y, +1, soln, sc->connected, sc);
+ done_something = TRUE;
+ } else if (bs) {
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("employing %s\n", reason);
+#endif
+ fill_square(w, h, x, y, -1, soln, sc->connected, sc);
+ done_something = TRUE;
+ }
+ }
+
+ if (done_something)
+ continue;
+
+ /*
+ * Now see what we can do with the vbitmap array. All
+ * vbitmap deductions are disabled at Easy level.
+ */
+ if (difficulty <= DIFF_EASY)
+ continue;
+
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int s, c;
+
+ /*
+ * Any line already placed in a square must rule
+ * out any type of v which contradicts it.
+ */
+ if ((s = soln[y*w+x]) != 0) {
+ if (x > 0)
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y, (s < 0 ? 0x1 : 0x2),
+ "contradicts known edge at (%d,%d)",x,y);
+ if (x+1 < w)
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x2 : 0x1),
+ "contradicts known edge at (%d,%d)",x,y);
+ if (y > 0)
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1, (s < 0 ? 0x4 : 0x8),
+ "contradicts known edge at (%d,%d)",x,y);
+ if (y+1 < h)
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y, (s < 0 ? 0x8 : 0x4),
+ "contradicts known edge at (%d,%d)",x,y);
+ }
+
+ /*
+ * If both types of v are ruled out for a pair of
+ * adjacent squares, mark them as equivalent.
+ */
+ if (x+1 < w && !(sc->vbitmap[y*w+x] & 0x3)) {
+ int n1 = y*w+x, n2 = y*w+(x+1);
+ if (dsf_canonify(sc->equiv, n1) !=
+ dsf_canonify(sc->equiv, n2)) {
+ dsf_merge(sc->equiv, n1, n2);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("(%d,%d) and (%d,%d) must be equivalent"
+ " because both v-shapes are ruled out\n",
+ x, y, x+1, y);
+#endif
+ }
+ }
+ if (y+1 < h && !(sc->vbitmap[y*w+x] & 0xC)) {
+ int n1 = y*w+x, n2 = (y+1)*w+x;
+ if (dsf_canonify(sc->equiv, n1) !=
+ dsf_canonify(sc->equiv, n2)) {
+ dsf_merge(sc->equiv, n1, n2);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose)
+ printf("(%d,%d) and (%d,%d) must be equivalent"
+ " because both v-shapes are ruled out\n",
+ x, y, x, y+1);
+#endif
+ }
+ }
+
+ /*
+ * The remaining work in this loop only works
+ * around non-edge clue points.
+ */
+ if (y == 0 || x == 0)
+ continue;
+ if ((c = clues[y*W+x]) < 0)
+ continue;
+
+ /*
+ * x,y marks a clue point not on the grid edge. See
+ * if this clue point allows us to rule out any v
+ * shapes.
+ */
+
+ if (c == 1) {
+ /*
+ * A 1 clue can never have any v shape pointing
+ * at it.
+ */
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1, 0x5,
+ "points at 1 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y, 0x2,
+ "points at 1 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1, 0x8,
+ "points at 1 clue at (%d,%d)", x, y);
+ } else if (c == 3) {
+ /*
+ * A 3 clue can never have any v shape pointing
+ * away from it.
+ */
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1, 0xA,
+ "points away from 3 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y, 0x1,
+ "points away from 3 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1, 0x4,
+ "points away from 3 clue at (%d,%d)", x, y);
+ } else if (c == 2) {
+ /*
+ * If a 2 clue has any kind of v ruled out on
+ * one side of it, the same v is ruled out on
+ * the other side.
+ */
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1,
+ (sc->vbitmap[(y )*w+(x-1)] & 0x3) ^ 0x3,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y-1,
+ (sc->vbitmap[(y-1)*w+(x )] & 0xC) ^ 0xC,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x-1, y,
+ (sc->vbitmap[(y-1)*w+(x-1)] & 0x3) ^ 0x3,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ done_something |=
+ vbitmap_clear(w, h, sc, x, y-1,
+ (sc->vbitmap[(y-1)*w+(x-1)] & 0xC) ^ 0xC,
+ "propagated by 2 clue at (%d,%d)", x, y);
+ }
+
+#undef CLEARBITS
+
+ }
+
+ } while (done_something);
+
+ /*
+ * Solver can make no more progress. See if the grid is full.
+ */
+ for (i = 0; i < w*h; i++)
+ if (!soln[i])
+ return 2; /* failed to converge */
+ return 1; /* success */
+}
+
+/*
+ * Filled-grid generator.
+ */
+static void slant_generate(int w, int h, signed char *soln, random_state *rs)
+{
+ int W = w+1, H = h+1;
+ int x, y, i;
+ int *connected, *indices;
+
+ /*
+ * Clear the output.
+ */
+ memset(soln, 0, w*h);
+
+ /*
+ * Establish a disjoint set forest for tracking connectedness
+ * between grid points.
+ */
+ connected = snew_dsf(W*H);
+
+ /*
+ * Prepare a list of the squares in the grid, and fill them in
+ * in a random order.
+ */
+ indices = snewn(w*h, int);
+ for (i = 0; i < w*h; i++)
+ indices[i] = i;
+ shuffle(indices, w*h, sizeof(*indices), rs);
+
+ /*
+ * Fill in each one in turn.
+ */
+ for (i = 0; i < w*h; i++) {
+ int fs, bs, v;
+
+ y = indices[i] / w;
+ x = indices[i] % w;
+
+ fs = (dsf_canonify(connected, y*W+x) ==
+ dsf_canonify(connected, (y+1)*W+(x+1)));
+ bs = (dsf_canonify(connected, (y+1)*W+x) ==
+ dsf_canonify(connected, y*W+(x+1)));
+
+ /*
+ * It isn't possible to get into a situation where we
+ * aren't allowed to place _either_ type of slash in a
+ * square. Thus, filled-grid generation never has to
+ * backtrack.
+ *
+ * Proof (thanks to Gareth Taylor):
+ *
+ * If it were possible, it would have to be because there
+ * was an existing path (not using this square) between the
+ * top-left and bottom-right corners of this square, and
+ * another between the other two. These two paths would
+ * have to cross at some point.
+ *
+ * Obviously they can't cross in the middle of a square, so
+ * they must cross by sharing a point in common. But this
+ * isn't possible either: if you chessboard-colour all the
+ * points on the grid, you find that any continuous
+ * diagonal path is entirely composed of points of the same
+ * colour. And one of our two hypothetical paths is between
+ * two black points, and the other is between two white
+ * points - therefore they can have no point in common. []
+ */
+ assert(!(fs && bs));
+
+ v = fs ? +1 : bs ? -1 : 2 * random_upto(rs, 2) - 1;
+ fill_square(w, h, x, y, v, soln, connected, NULL);
+ }
+
+ sfree(indices);
+ sfree(connected);
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int w = params->w, h = params->h, W = w+1, H = h+1;
+ signed char *soln, *tmpsoln, *clues;
+ int *clueindices;
+ struct solver_scratch *sc;
+ int x, y, v, i, j;
+ char *desc;
+
+ soln = snewn(w*h, signed char);
+ tmpsoln = snewn(w*h, signed char);
+ clues = snewn(W*H, signed char);
+ clueindices = snewn(W*H, int);
+ sc = new_scratch(w, h);
+
+ do {
+ /*
+ * Create the filled grid.
+ */
+ slant_generate(w, h, soln, rs);
+
+ /*
+ * Fill in the complete set of clues.
+ */
+ for (y = 0; y < H; y++)
+ for (x = 0; x < W; x++) {
+ v = 0;
+
+ if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] == -1) v++;
+ if (x > 0 && y < h && soln[y*w+(x-1)] == +1) v++;
+ if (x < w && y > 0 && soln[(y-1)*w+x] == +1) v++;
+ if (x < w && y < h && soln[y*w+x] == -1) v++;
+
+ clues[y*W+x] = v;
+ }
+
+ /*
+ * With all clue points filled in, all puzzles are easy: we can
+ * simply process the clue points in lexicographic order, and
+ * at each clue point we will always have at most one square
+ * undecided, which we can then fill in uniquely.
+ */
+ assert(slant_solve(w, h, clues, tmpsoln, sc, DIFF_EASY) == 1);
+
+ /*
+ * Remove as many clues as possible while retaining solubility.
+ *
+ * In DIFF_HARD mode, we prioritise the removal of obvious
+ * starting points (4s, 0s, border 2s and corner 1s), on
+ * the grounds that having as few of these as possible
+ * seems like a good thing. In particular, we can often get
+ * away without _any_ completely obvious starting points,
+ * which is even better.
+ */
+ for (i = 0; i < W*H; i++)
+ clueindices[i] = i;
+ shuffle(clueindices, W*H, sizeof(*clueindices), rs);
+ for (j = 0; j < 2; j++) {
+ for (i = 0; i < W*H; i++) {
+ int pass, yb, xb;
+
+ y = clueindices[i] / W;
+ x = clueindices[i] % W;
+ v = clues[y*W+x];
+
+ /*
+ * Identify which pass we should process this point
+ * in. If it's an obvious start point, _or_ we're
+ * in DIFF_EASY, then it goes in pass 0; otherwise
+ * pass 1.
+ */
+ xb = (x == 0 || x == W-1);
+ yb = (y == 0 || y == H-1);
+ if (params->diff == DIFF_EASY || v == 4 || v == 0 ||
+ (v == 2 && (xb||yb)) || (v == 1 && xb && yb))
+ pass = 0;
+ else
+ pass = 1;
+
+ if (pass == j) {
+ clues[y*W+x] = -1;
+ if (slant_solve(w, h, clues, tmpsoln, sc,
+ params->diff) != 1)
+ clues[y*W+x] = v; /* put it back */
+ }
+ }
+ }
+
+ /*
+ * And finally, verify that the grid is of _at least_ the
+ * requested difficulty, by running the solver one level
+ * down and verifying that it can't manage it.
+ */
+ } while (params->diff > 0 &&
+ slant_solve(w, h, clues, tmpsoln, sc, params->diff - 1) <= 1);
+
+ /*
+ * Now we have the clue set as it will be presented to the
+ * user. Encode it in a game desc.
+ */
+ {
+ char *p;
+ int run, i;
+
+ desc = snewn(W*H+1, char);
+ p = desc;
+ run = 0;
+ for (i = 0; i <= W*H; i++) {
+ int n = (i < W*H ? clues[i] : -2);
+
+ if (n == -1)
+ run++;
+ else {
+ if (run) {
+ while (run > 0) {
+ int c = 'a' - 1 + run;
+ if (run > 26)
+ c = 'z';
+ *p++ = c;
+ run -= c - ('a' - 1);
+ }
+ }
+ if (n >= 0)
+ *p++ = '0' + n;
+ run = 0;
+ }
+ }
+ assert(p - desc <= W*H);
+ *p++ = '\0';
+ desc = sresize(desc, p - desc, char);
+ }
+
+ /*
+ * Encode the solution as an aux_info.
+ */
+ {
+ char *auxbuf;
+ *aux = auxbuf = snewn(w*h+1, char);
+ for (i = 0; i < w*h; i++)
+ auxbuf[i] = soln[i] < 0 ? '\\' : '/';
+ auxbuf[w*h] = '\0';
+ }
+
+ free_scratch(sc);
+ sfree(clueindices);
+ sfree(clues);
+ sfree(tmpsoln);
+ sfree(soln);
+
+ return desc;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int w = params->w, h = params->h, W = w+1, H = h+1;
+ int area = W*H;
+ int squares = 0;
+
+ while (*desc) {
+ int n = *desc++;
+ if (n >= 'a' && n <= 'z') {
+ squares += n - 'a' + 1;
+ } else if (n >= '0' && n <= '4') {
+ squares++;
+ } else
+ return "Invalid character in game description";
+ }
+
+ if (squares < area)
+ return "Not enough data to fill grid";
+
+ if (squares > area)
+ return "Too much data to fit in grid";
+
+ return NULL;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ int w = params->w, h = params->h, W = w+1, H = h+1;
+ game_state *state = snew(game_state);
+ int area = W*H;
+ int squares = 0;
+
+ state->p = *params;
+ state->soln = snewn(w*h, signed char);
+ memset(state->soln, 0, w*h);
+ state->completed = state->used_solve = FALSE;
+ state->errors = snewn(W*H, unsigned char);
+ memset(state->errors, 0, W*H);
+
+ state->clues = snew(game_clues);
+ state->clues->w = w;
+ state->clues->h = h;
+ state->clues->clues = snewn(W*H, signed char);
+ state->clues->refcount = 1;
+ state->clues->tmpdsf = snewn(W*H*2+W+H, int);
+ memset(state->clues->clues, -1, W*H);
+ while (*desc) {
+ int n = *desc++;
+ if (n >= 'a' && n <= 'z') {
+ squares += n - 'a' + 1;
+ } else if (n >= '0' && n <= '4') {
+ state->clues->clues[squares++] = n - '0';
+ } else
+ assert(!"can't get here");
+ }
+ assert(squares == area);
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
+ game_state *ret = snew(game_state);
+
+ ret->p = state->p;
+ ret->clues = state->clues;
+ ret->clues->refcount++;
+ ret->completed = state->completed;
+ ret->used_solve = state->used_solve;
+
+ ret->soln = snewn(w*h, signed char);
+ memcpy(ret->soln, state->soln, w*h);
+
+ ret->errors = snewn(W*H, unsigned char);
+ memcpy(ret->errors, state->errors, W*H);
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->errors);
+ sfree(state->soln);
+ assert(state->clues);
+ if (--state->clues->refcount <= 0) {
+ sfree(state->clues->clues);
+ sfree(state->clues->tmpdsf);
+ sfree(state->clues);
+ }
+ sfree(state);
+}
+
+/*
+ * Utility function to return the current degree of a vertex. If
+ * `anti' is set, it returns the number of filled-in edges
+ * surrounding the point which _don't_ connect to it; thus 4 minus
+ * its anti-degree is the maximum degree it could have if all the
+ * empty spaces around it were filled in.
+ *
+ * (Yes, _4_ minus its anti-degree even if it's a border vertex.)
+ *
+ * If ret > 0, *sx and *sy are set to the coordinates of one of the
+ * squares that contributed to it.
+ */
+static int vertex_degree(int w, int h, signed char *soln, int x, int y,
+ int anti, int *sx, int *sy)
+{
+ int ret = 0;
+
+ assert(x >= 0 && x <= w && y >= 0 && y <= h);
+ if (x > 0 && y > 0 && soln[(y-1)*w+(x-1)] - anti < 0) {
+ if (sx) *sx = x-1;
+ if (sy) *sy = y-1;
+ ret++;
+ }
+ if (x > 0 && y < h && soln[y*w+(x-1)] + anti > 0) {
+ if (sx) *sx = x-1;
+ if (sy) *sy = y;
+ ret++;
+ }
+ if (x < w && y > 0 && soln[(y-1)*w+x] + anti > 0) {
+ if (sx) *sx = x;
+ if (sy) *sy = y-1;
+ ret++;
+ }
+ if (x < w && y < h && soln[y*w+x] - anti < 0) {
+ if (sx) *sx = x;
+ if (sy) *sy = y;
+ ret++;
+ }
+
+ return anti ? 4 - ret : ret;
+}
+
+struct slant_neighbour_ctx {
+ const game_state *state;
+ int i, n, neighbours[4];
+};
+static int slant_neighbour(int vertex, void *vctx)
+{
+ struct slant_neighbour_ctx *ctx = (struct slant_neighbour_ctx *)vctx;
+
+ if (vertex >= 0) {
+ int w = ctx->state->p.w, h = ctx->state->p.h, W = w+1;
+ int x = vertex % W, y = vertex / W;
+ ctx->n = ctx->i = 0;
+ if (x < w && y < h && ctx->state->soln[y*w+x] < 0)
+ ctx->neighbours[ctx->n++] = (y+1)*W+(x+1);
+ if (x > 0 && y > 0 && ctx->state->soln[(y-1)*w+(x-1)] < 0)
+ ctx->neighbours[ctx->n++] = (y-1)*W+(x-1);
+ if (x > 0 && y < h && ctx->state->soln[y*w+(x-1)] > 0)
+ ctx->neighbours[ctx->n++] = (y+1)*W+(x-1);
+ if (x < w && y > 0 && ctx->state->soln[(y-1)*w+x] > 0)
+ ctx->neighbours[ctx->n++] = (y-1)*W+(x+1);
+ }
+
+ if (ctx->i < ctx->n)
+ return ctx->neighbours[ctx->i++];
+ else
+ return -1;
+}
+
+static int check_completion(game_state *state)
+{
+ int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
+ int x, y, err = FALSE;
+
+ memset(state->errors, 0, W*H);
+
+ /*
+ * Detect and error-highlight loops in the grid.
+ */
+ {
+ struct findloopstate *fls = findloop_new_state(W*H);
+ struct slant_neighbour_ctx ctx;
+ ctx.state = state;
+
+ if (findloop_run(fls, W*H, slant_neighbour, &ctx))
+ err = TRUE;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int u, v;
+ if (state->soln[y*w+x] == 0) {
+ continue;
+ } else if (state->soln[y*w+x] > 0) {
+ u = y*W+(x+1);
+ v = (y+1)*W+x;
+ } else {
+ u = (y+1)*W+(x+1);
+ v = y*W+x;
+ }
+ if (findloop_is_loop_edge(fls, u, v))
+ state->errors[y*W+x] |= ERR_SQUARE;
+ }
+ }
+
+ findloop_free_state(fls);
+ }
+
+ /*
+ * Now go through and check the degree of each clue vertex, and
+ * mark it with ERR_VERTEX if it cannot be fulfilled.
+ */
+ for (y = 0; y < H; y++)
+ for (x = 0; x < W; x++) {
+ int c;
+
+ if ((c = state->clues->clues[y*W+x]) < 0)
+ continue;
+
+ /*
+ * Check to see if there are too many connections to
+ * this vertex _or_ too many non-connections. Either is
+ * grounds for marking the vertex as erroneous.
+ */
+ if (vertex_degree(w, h, state->soln, x, y,
+ FALSE, NULL, NULL) > c ||
+ vertex_degree(w, h, state->soln, x, y,
+ TRUE, NULL, NULL) > 4-c) {
+ state->errors[y*W+x] |= ERR_VERTEX;
+ err = TRUE;
+ }
+ }
+
+ /*
+ * Now our actual victory condition is that (a) none of the
+ * above code marked anything as erroneous, and (b) every
+ * square has an edge in it.
+ */
+
+ if (err)
+ return FALSE;
+
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (state->soln[y*w+x] == 0)
+ return FALSE;
+
+ return TRUE;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ int w = state->p.w, h = state->p.h;
+ signed char *soln;
+ int bs, ret;
+ int free_soln = FALSE;
+ char *move, buf[80];
+ int movelen, movesize;
+ int x, y;
+
+ if (aux) {
+ /*
+ * If we already have the solution, save ourselves some
+ * time.
+ */
+ soln = (signed char *)aux;
+ bs = (signed char)'\\';
+ free_soln = FALSE;
+ } else {
+ struct solver_scratch *sc = new_scratch(w, h);
+ soln = snewn(w*h, signed char);
+ bs = -1;
+ ret = slant_solve(w, h, state->clues->clues, soln, sc, DIFF_HARD);
+ free_scratch(sc);
+ if (ret != 1) {
+ sfree(soln);
+ if (ret == 0)
+ *error = "This puzzle is not self-consistent";
+ else
+ *error = "Unable to find a unique solution for this puzzle";
+ return NULL;
+ }
+ free_soln = TRUE;
+ }
+
+ /*
+ * Construct a move string which turns the current state into
+ * the solved state.
+ */
+ movesize = 256;
+ move = snewn(movesize, char);
+ movelen = 0;
+ move[movelen++] = 'S';
+ move[movelen] = '\0';
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int v = (soln[y*w+x] == bs ? -1 : +1);
+ if (state->soln[y*w+x] != v) {
+ int len = sprintf(buf, ";%c%d,%d", (int)(v < 0 ? '\\' : '/'), x, y);
+ if (movelen + len >= movesize) {
+ movesize = movelen + len + 256;
+ move = sresize(move, movesize, char);
+ }
+ strcpy(move + movelen, buf);
+ movelen += len;
+ }
+ }
+
+ if (free_soln)
+ sfree(soln);
+
+ return move;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
+ int x, y, len;
+ char *ret, *p;
+
+ /*
+ * There are h+H rows of w+W columns.
+ */
+ len = (h+H) * (w+W+1) + 1;
+ ret = snewn(len, char);
+ p = ret;
+
+ for (y = 0; y < H; y++) {
+ for (x = 0; x < W; x++) {
+ if (state->clues->clues[y*W+x] >= 0)
+ *p++ = state->clues->clues[y*W+x] + '0';
+ else
+ *p++ = '+';
+ if (x < w)
+ *p++ = '-';
+ }
+ *p++ = '\n';
+ if (y < h) {
+ for (x = 0; x < W; x++) {
+ *p++ = '|';
+ if (x < w) {
+ if (state->soln[y*w+x] != 0)
+ *p++ = (state->soln[y*w+x] < 0 ? '\\' : '/');
+ else
+ *p++ = ' ';
+ }
+ }
+ *p++ = '\n';
+ }
+ }
+ *p++ = '\0';
+
+ assert(p - ret == len);
+ return ret;
+}
+
+struct game_ui {
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+#define PREFERRED_TILESIZE 32
+#define TILESIZE (ds->tilesize)
+#define BORDER TILESIZE
+#define CLUE_RADIUS (TILESIZE / 3)
+#define CLUE_TEXTSIZE (TILESIZE / 2)
+#define COORD(x) ( (x) * TILESIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
+
+#define FLASH_TIME 0.30F
+
+/*
+ * Bit fields in the `grid' and `todraw' elements of the drawstate.
+ */
+#define BACKSLASH 0x00000001L
+#define FORWSLASH 0x00000002L
+#define L_T 0x00000004L
+#define ERR_L_T 0x00000008L
+#define L_B 0x00000010L
+#define ERR_L_B 0x00000020L
+#define T_L 0x00000040L
+#define ERR_T_L 0x00000080L
+#define T_R 0x00000100L
+#define ERR_T_R 0x00000200L
+#define C_TL 0x00000400L
+#define ERR_C_TL 0x00000800L
+#define FLASH 0x00001000L
+#define ERRSLASH 0x00002000L
+#define ERR_TL 0x00004000L
+#define ERR_TR 0x00008000L
+#define ERR_BL 0x00010000L
+#define ERR_BR 0x00020000L
+#define CURSOR 0x00040000L
+
+struct game_drawstate {
+ int tilesize;
+ int started;
+ long *grid;
+ long *todraw;
+};
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->p.w, h = state->p.h;
+ int v;
+ char buf[80];
+ enum { CLOCKWISE, ANTICLOCKWISE, NONE } action = NONE;
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ /*
+ * This is an utterly awful hack which I should really sort out
+ * by means of a proper configuration mechanism. One Slant
+ * player has observed that they prefer the mouse buttons to
+ * function exactly the opposite way round, so here's a
+ * mechanism for environment-based configuration. I cache the
+ * result in a global variable - yuck! - to avoid repeated
+ * lookups.
+ */
+ {
+ static int swap_buttons = -1;
+ if (swap_buttons < 0) {
+ char *env = getenv("SLANT_SWAP_BUTTONS");
+ swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y'));
+ }
+ if (swap_buttons) {
+ if (button == LEFT_BUTTON)
+ button = RIGHT_BUTTON;
+ else
+ button = LEFT_BUTTON;
+ }
+ }
+ action = (button == LEFT_BUTTON) ? CLOCKWISE : ANTICLOCKWISE;
+
+ x = FROMCOORD(x);
+ y = FROMCOORD(y);
+ if (x < 0 || y < 0 || x >= w || y >= h)
+ return NULL;
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ x = ui->cur_x;
+ y = ui->cur_y;
+
+ action = (button == CURSOR_SELECT2) ? ANTICLOCKWISE : CLOCKWISE;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+ ui->cur_visible = 1;
+ return "";
+ } else if (button == '\\' || button == '\b' || button == '/') {
+ int x = ui->cur_x, y = ui->cur_y;
+ if (button == ("\\" "\b" "/")[state->soln[y*w + x] + 1]) return NULL;
+ sprintf(buf, "%c%d,%d", button == '\b' ? 'C' : button, x, y);
+ return dupstr(buf);
+ }
+
+ if (action != NONE) {
+ if (action == CLOCKWISE) {
+ /*
+ * Left-clicking cycles blank -> \ -> / -> blank.
+ */
+ v = state->soln[y*w+x] - 1;
+ if (v == -2)
+ v = +1;
+ } else {
+ /*
+ * Right-clicking cycles blank -> / -> \ -> blank.
+ */
+ v = state->soln[y*w+x] + 1;
+ if (v == +2)
+ v = -1;
+ }
+
+ sprintf(buf, "%c%d,%d", (int)(v==-1 ? '\\' : v==+1 ? '/' : 'C'), x, y);
+ return dupstr(buf);
+ }
+
+ return NULL;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ int w = state->p.w, h = state->p.h;
+ char c;
+ int x, y, n;
+ game_state *ret = dup_game(state);
+
+ while (*move) {
+ c = *move;
+ if (c == 'S') {
+ ret->used_solve = TRUE;
+ move++;
+ } else if (c == '\\' || c == '/' || c == 'C') {
+ move++;
+ if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
+ x < 0 || y < 0 || x >= w || y >= h) {
+ free_game(ret);
+ return NULL;
+ }
+ ret->soln[y*w+x] = (c == '\\' ? -1 : c == '/' ? +1 : 0);
+ move += n;
+ } else {
+ free_game(ret);
+ return NULL;
+ }
+ if (*move == ';')
+ move++;
+ else if (*move) {
+ free_game(ret);
+ return NULL;
+ }
+ }
+
+ /*
+ * We never clear the `completed' flag, but we must always
+ * re-run the completion check because it also highlights
+ * errors in the grid.
+ */
+ ret->completed = check_completion(ret) || ret->completed;
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* fool the macros */
+ struct dummy { int tilesize; } dummy, *ds = &dummy;
+ dummy.tilesize = tilesize;
+
+ *x = 2 * BORDER + params->w * TILESIZE + 1;
+ *y = 2 * BORDER + params->h * TILESIZE + 1;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+
+ /* CURSOR colour is a background highlight. */
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1);
+
+ ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
+
+ ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
+ ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
+ ret[COL_GRID * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.7F;
+
+ ret[COL_INK * 3 + 0] = 0.0F;
+ ret[COL_INK * 3 + 1] = 0.0F;
+ ret[COL_INK * 3 + 2] = 0.0F;
+
+ ret[COL_SLANT1 * 3 + 0] = 0.0F;
+ ret[COL_SLANT1 * 3 + 1] = 0.0F;
+ ret[COL_SLANT1 * 3 + 2] = 0.0F;
+
+ ret[COL_SLANT2 * 3 + 0] = 0.0F;
+ ret[COL_SLANT2 * 3 + 1] = 0.0F;
+ ret[COL_SLANT2 * 3 + 2] = 0.0F;
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+ int w = state->p.w, h = state->p.h;
+ int i;
+ struct game_drawstate *ds = snew(struct game_drawstate);
+
+ ds->tilesize = 0;
+ ds->started = FALSE;
+ ds->grid = snewn((w+2)*(h+2), long);
+ ds->todraw = snewn((w+2)*(h+2), long);
+ for (i = 0; i < (w+2)*(h+2); i++)
+ ds->grid[i] = ds->todraw[i] = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->todraw);
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+static void draw_clue(drawing *dr, game_drawstate *ds,
+ int x, int y, long v, long err, int bg, int colour)
+{
+ char p[2];
+ int ccol = colour >= 0 ? colour : ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
+ int tcol = colour >= 0 ? colour : err ? COL_ERROR : COL_INK;
+
+ if (v < 0)
+ return;
+
+ p[0] = (char)v + '0';
+ p[1] = '\0';
+ draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
+ bg >= 0 ? bg : COL_BACKGROUND, ccol);
+ draw_text(dr, COORD(x), COORD(y), FONT_VARIABLE,
+ CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE, tcol, p);
+}
+
+static void draw_tile(drawing *dr, game_drawstate *ds, game_clues *clues,
+ int x, int y, long v)
+{
+ int w = clues->w, h = clues->h, W = w+1 /*, H = h+1 */;
+ int chesscolour = (x ^ y) & 1;
+ int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
+ int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;
+
+ clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
+
+ draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
+ (v & FLASH) ? COL_GRID :
+ (v & CURSOR) ? COL_CURSOR :
+ (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE :
+ COL_BACKGROUND);
+
+ /*
+ * Draw the grid lines.
+ */
+ if (x >= 0 && x < w && y >= 0)
+ draw_rect(dr, COORD(x), COORD(y), TILESIZE+1, 1, COL_GRID);
+ if (x >= 0 && x < w && y < h)
+ draw_rect(dr, COORD(x), COORD(y+1), TILESIZE+1, 1, COL_GRID);
+ if (y >= 0 && y < h && x >= 0)
+ draw_rect(dr, COORD(x), COORD(y), 1, TILESIZE+1, COL_GRID);
+ if (y >= 0 && y < h && x < w)
+ draw_rect(dr, COORD(x+1), COORD(y), 1, TILESIZE+1, COL_GRID);
+ if (x == -1 && y == -1)
+ draw_rect(dr, COORD(x+1), COORD(y+1), 1, 1, COL_GRID);
+ if (x == -1 && y == h)
+ draw_rect(dr, COORD(x+1), COORD(y), 1, 1, COL_GRID);
+ if (x == w && y == -1)
+ draw_rect(dr, COORD(x), COORD(y+1), 1, 1, COL_GRID);
+ if (x == w && y == h)
+ draw_rect(dr, COORD(x), COORD(y), 1, 1, COL_GRID);
+
+ /*
+ * Draw the slash.
+ */
+ if (v & BACKSLASH) {
+ int scol = (v & ERRSLASH) ? COL_ERROR : bscol;
+ draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y+1), scol);
+ draw_line(dr, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
+ scol);
+ draw_line(dr, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
+ scol);
+ } else if (v & FORWSLASH) {
+ int scol = (v & ERRSLASH) ? COL_ERROR : fscol;
+ draw_line(dr, COORD(x+1), COORD(y), COORD(x), COORD(y+1), scol);
+ draw_line(dr, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
+ scol);
+ draw_line(dr, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
+ scol);
+ }
+
+ /*
+ * Draw dots on the grid corners that appear if a slash is in a
+ * neighbouring cell.
+ */
+ if (v & (L_T | BACKSLASH))
+ draw_rect(dr, COORD(x), COORD(y)+1, 1, 1,
+ (v & ERR_L_T ? COL_ERROR : bscol));
+ if (v & (L_B | FORWSLASH))
+ draw_rect(dr, COORD(x), COORD(y+1)-1, 1, 1,
+ (v & ERR_L_B ? COL_ERROR : fscol));
+ if (v & (T_L | BACKSLASH))
+ draw_rect(dr, COORD(x)+1, COORD(y), 1, 1,
+ (v & ERR_T_L ? COL_ERROR : bscol));
+ if (v & (T_R | FORWSLASH))
+ draw_rect(dr, COORD(x+1)-1, COORD(y), 1, 1,
+ (v & ERR_T_R ? COL_ERROR : fscol));
+ if (v & (C_TL | BACKSLASH))
+ draw_rect(dr, COORD(x), COORD(y), 1, 1,
+ (v & ERR_C_TL ? COL_ERROR : bscol));
+
+ /*
+ * And finally the clues at the corners.
+ */
+ if (x >= 0 && y >= 0)
+ draw_clue(dr, ds, x, y, clues->clues[y*W+x], v & ERR_TL, -1, -1);
+ if (x < w && y >= 0)
+ draw_clue(dr, ds, x+1, y, clues->clues[y*W+(x+1)], v & ERR_TR, -1, -1);
+ if (x >= 0 && y < h)
+ draw_clue(dr, ds, x, y+1, clues->clues[(y+1)*W+x], v & ERR_BL, -1, -1);
+ if (x < w && y < h)
+ draw_clue(dr, ds, x+1, y+1, clues->clues[(y+1)*W+(x+1)], v & ERR_BR,
+ -1, -1);
+
+ unclip(dr);
+ draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+ int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
+ int x, y;
+ int flashing;
+
+ if (flashtime > 0)
+ flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
+ else
+ flashing = FALSE;
+
+ if (!ds->started) {
+ int ww, wh;
+ game_compute_size(&state->p, TILESIZE, &ww, &wh);
+ draw_rect(dr, 0, 0, ww, wh, COL_BACKGROUND);
+ draw_update(dr, 0, 0, ww, wh);
+ ds->started = TRUE;
+ }
+
+ /*
+ * Loop over the grid and work out where all the slashes are.
+ * We need to do this because a slash in one square affects the
+ * drawing of the next one along.
+ */
+ for (y = -1; y <= h; y++)
+ for (x = -1; x <= w; x++) {
+ if (x >= 0 && x < w && y >= 0 && y < h)
+ ds->todraw[(y+1)*(w+2)+(x+1)] = flashing ? FLASH : 0;
+ else
+ ds->todraw[(y+1)*(w+2)+(x+1)] = 0;
+ }
+
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int err = state->errors[y*W+x] & ERR_SQUARE;
+
+ if (state->soln[y*w+x] < 0) {
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= BACKSLASH;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= T_R;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= L_B;
+ ds->todraw[(y+2)*(w+2)+(x+2)] |= C_TL;
+ if (err) {
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
+ ERR_T_L | ERR_L_T | ERR_C_TL;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_R;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_B;
+ ds->todraw[(y+2)*(w+2)+(x+2)] |= ERR_C_TL;
+ }
+ } else if (state->soln[y*w+x] > 0) {
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= FORWSLASH;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= L_T | C_TL;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= T_L | C_TL;
+ if (err) {
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= ERRSLASH |
+ ERR_L_B | ERR_T_R;
+ ds->todraw[(y+1)*(w+2)+(x+2)] |= ERR_L_T | ERR_C_TL;
+ ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
+ }
+ }
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= CURSOR;
+ }
+ }
+
+ for (y = 0; y < H; y++)
+ for (x = 0; x < W; x++)
+ if (state->errors[y*W+x] & ERR_VERTEX) {
+ ds->todraw[y*(w+2)+x] |= ERR_BR;
+ ds->todraw[y*(w+2)+(x+1)] |= ERR_BL;
+ ds->todraw[(y+1)*(w+2)+x] |= ERR_TR;
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= ERR_TL;
+ }
+
+ /*
+ * Now go through and draw the grid squares.
+ */
+ for (y = -1; y <= h; y++) {
+ for (x = -1; x <= w; x++) {
+ if (ds->todraw[(y+1)*(w+2)+(x+1)] != ds->grid[(y+1)*(w+2)+(x+1)]) {
+ draw_tile(dr, ds, state->clues, x, y,
+ ds->todraw[(y+1)*(w+2)+(x+1)]);
+ ds->grid[(y+1)*(w+2)+(x+1)] = ds->todraw[(y+1)*(w+2)+(x+1)];
+ }
+ }
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
+ return FLASH_TIME;
+
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 6mm squares by default.
+ */
+ game_compute_size(params, 600, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+ int w = state->p.w, h = state->p.h, W = w+1;
+ int ink = print_mono_colour(dr, 0);
+ int paper = print_mono_colour(dr, 1);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILESIZE / 16);
+ draw_rect_outline(dr, COORD(0), COORD(0), w*TILESIZE, h*TILESIZE, ink);
+
+ /*
+ * Grid.
+ */
+ print_line_width(dr, TILESIZE / 24);
+ for (x = 1; x < w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
+
+ /*
+ * Solution.
+ */
+ print_line_width(dr, TILESIZE / 12);
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (state->soln[y*w+x]) {
+ int ly, ry;
+ /*
+ * To prevent nasty line-ending artefacts at
+ * corners, I'll do something slightly cunning
+ * here.
+ */
+ clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
+ if (state->soln[y*w+x] < 0)
+ ly = y-1, ry = y+2;
+ else
+ ry = y-1, ly = y+2;
+ draw_line(dr, COORD(x-1), COORD(ly), COORD(x+2), COORD(ry),
+ ink);
+ unclip(dr);
+ }
+
+ /*
+ * Clues.
+ */
+ print_line_width(dr, TILESIZE / 24);
+ for (y = 0; y <= h; y++)
+ for (x = 0; x <= w; x++)
+ draw_clue(dr, ds, x, y, state->clues->clues[y*W+x],
+ FALSE, paper, ink);
+}
+
+#ifdef COMBINED
+#define thegame slant
+#endif
+
+const struct game thegame = {
+ "Slant", "games.slant", "slant",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILESIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};
+
+#ifdef STANDALONE_SOLVER
+
+#include <stdarg.h>
+
+int main(int argc, char **argv)
+{
+ game_params *p;
+ game_state *s;
+ char *id = NULL, *desc, *err;
+ int grade = FALSE;
+ int ret, diff, really_verbose = FALSE;
+ struct solver_scratch *sc;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (!strcmp(p, "-v")) {
+ really_verbose = TRUE;
+ } else if (!strcmp(p, "-g")) {
+ grade = TRUE;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
+ return 1;
+ }
+
+ desc = strchr(id, ':');
+ if (!desc) {
+ fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+ return 1;
+ }
+ *desc++ = '\0';
+
+ p = default_params();
+ decode_params(p, id);
+ err = validate_desc(p, desc);
+ if (err) {
+ fprintf(stderr, "%s: %s\n", argv[0], err);
+ return 1;
+ }
+ s = new_game(NULL, p, desc);
+
+ sc = new_scratch(p->w, p->h);
+
+ /*
+ * When solving an Easy puzzle, we don't want to bother the
+ * user with Hard-level deductions. For this reason, we grade
+ * the puzzle internally before doing anything else.
+ */
+ ret = -1; /* placate optimiser */
+ for (diff = 0; diff < DIFFCOUNT; diff++) {
+ ret = slant_solve(p->w, p->h, s->clues->clues,
+ s->soln, sc, diff);
+ if (ret < 2)
+ break;
+ }
+
+ if (diff == DIFFCOUNT) {
+ if (grade)
+ printf("Difficulty rating: harder than Hard, or ambiguous\n");
+ else
+ printf("Unable to find a unique solution\n");
+ } else {
+ if (grade) {
+ if (ret == 0)
+ printf("Difficulty rating: impossible (no solution exists)\n");
+ else if (ret == 1)
+ printf("Difficulty rating: %s\n", slant_diffnames[diff]);
+ } else {
+ verbose = really_verbose;
+ ret = slant_solve(p->w, p->h, s->clues->clues,
+ s->soln, sc, diff);
+ if (ret == 0)
+ printf("Puzzle is inconsistent\n");
+ else
+ fputs(game_text_format(s), stdout);
+ }
+ }
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */