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+/*
+ * loopy.c:
+ *
+ * An implementation of the Nikoli game 'Loop the loop'.
+ * (c) Mike Pinna, 2005, 2006
+ * Substantially rewritten to allowing for more general types of grid.
+ * (c) Lambros Lambrou 2008
+ *
+ * vim: set shiftwidth=4 :set textwidth=80:
+ */
+
+/*
+ * Possible future solver enhancements:
+ *
+ * - There's an interesting deductive technique which makes use
+ * of topology rather than just graph theory. Each _face_ in
+ * the grid is either inside or outside the loop; you can tell
+ * that two faces are on the same side of the loop if they're
+ * separated by a LINE_NO (or, more generally, by a path
+ * crossing no LINE_UNKNOWNs and an even number of LINE_YESes),
+ * and on the opposite side of the loop if they're separated by
+ * a LINE_YES (or an odd number of LINE_YESes and no
+ * LINE_UNKNOWNs). Oh, and any face separated from the outside
+ * of the grid by a LINE_YES or a LINE_NO is on the inside or
+ * outside respectively. So if you can track this for all
+ * faces, you figure out the state of the line between a pair
+ * once their relative insideness is known.
+ * + The way I envisage this working is simply to keep an edsf
+ * of all _faces_, which indicates whether they're on
+ * opposite sides of the loop from one another. We also
+ * include a special entry in the edsf for the infinite
+ * exterior "face".
+ * + So, the simple way to do this is to just go through the
+ * edges: every time we see an edge in a state other than
+ * LINE_UNKNOWN which separates two faces that aren't in the
+ * same edsf class, we can rectify that by merging the
+ * classes. Then, conversely, an edge in LINE_UNKNOWN state
+ * which separates two faces that _are_ in the same edsf
+ * class can immediately have its state determined.
+ * + But you can go one better, if you're prepared to loop
+ * over all _pairs_ of edges. Suppose we have edges A and B,
+ * which respectively separate faces A1,A2 and B1,B2.
+ * Suppose that A,B are in the same edge-edsf class and that
+ * A1,B1 (wlog) are in the same face-edsf class; then we can
+ * immediately place A2,B2 into the same face-edsf class (as
+ * each other, not as A1 and A2) one way round or the other.
+ * And conversely again, if A1,B1 are in the same face-edsf
+ * class and so are A2,B2, then we can put A,B into the same
+ * face-edsf class.
+ * * Of course, this deduction requires a quadratic-time
+ * loop over all pairs of edges in the grid, so it should
+ * be reserved until there's nothing easier left to be
+ * done.
+ *
+ * - The generalised grid support has made me (SGT) notice a
+ * possible extension to the loop-avoidance code. When you have
+ * a path of connected edges such that no other edges at all
+ * are incident on any vertex in the middle of the path - or,
+ * alternatively, such that any such edges are already known to
+ * be LINE_NO - then you know those edges are either all
+ * LINE_YES or all LINE_NO. Hence you can mentally merge the
+ * entire path into a single long curly edge for the purposes
+ * of loop avoidance, and look directly at whether or not the
+ * extreme endpoints of the path are connected by some other
+ * route. I find this coming up fairly often when I play on the
+ * octagonal grid setting, so it might be worth implementing in
+ * the solver.
+ *
+ * - (Just a speed optimisation.) Consider some todo list queue where every
+ * time we modify something we mark it for consideration by other bits of
+ * the solver, to save iteration over things that have already been done.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <stddef.h>
+#include <string.h>
+#include "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+#include "tree234.h"
+#include "grid.h"
+#include "loopgen.h"
+
+/* Debugging options */
+
+/*
+#define DEBUG_CACHES
+#define SHOW_WORKING
+#define DEBUG_DLINES
+*/
+
+/* ----------------------------------------------------------------------
+ * Struct, enum and function declarations
+ */
+
+enum {
+ COL_BACKGROUND,
+ COL_FOREGROUND,
+ COL_LINEUNKNOWN,
+ COL_HIGHLIGHT,
+ COL_MISTAKE,
+ COL_SATISFIED,
+ COL_FAINT,
+ NCOLOURS
+};
+
+struct game_state {
+ grid *game_grid; /* ref-counted (internally) */
+
+ /* Put -1 in a face that doesn't get a clue */
+ signed char *clues;
+
+ /* Array of line states, to store whether each line is
+ * YES, NO or UNKNOWN */
+ char *lines;
+
+ unsigned char *line_errors;
+ int exactly_one_loop;
+
+ int solved;
+ int cheated;
+
+ /* Used in game_text_format(), so that it knows what type of
+ * grid it's trying to render as ASCII text. */
+ int grid_type;
+};
+
+enum solver_status {
+ SOLVER_SOLVED, /* This is the only solution the solver could find */
+ SOLVER_MISTAKE, /* This is definitely not a solution */
+ SOLVER_AMBIGUOUS, /* This _might_ be an ambiguous solution */
+ SOLVER_INCOMPLETE /* This may be a partial solution */
+};
+
+/* ------ Solver state ------ */
+typedef struct solver_state {
+ game_state *state;
+ enum solver_status solver_status;
+ /* NB looplen is the number of dots that are joined together at a point, ie a
+ * looplen of 1 means there are no lines to a particular dot */
+ int *looplen;
+
+ /* Difficulty level of solver. Used by solver functions that want to
+ * vary their behaviour depending on the requested difficulty level. */
+ int diff;
+
+ /* caches */
+ char *dot_yes_count;
+ char *dot_no_count;
+ char *face_yes_count;
+ char *face_no_count;
+ char *dot_solved, *face_solved;
+ int *dotdsf;
+
+ /* Information for Normal level deductions:
+ * For each dline, store a bitmask for whether we know:
+ * (bit 0) at least one is YES
+ * (bit 1) at most one is YES */
+ char *dlines;
+
+ /* Hard level information */
+ int *linedsf;
+} solver_state;
+
+/*
+ * 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(NORMAL,Normal,n) \
+ A(TRICKY,Tricky,t) \
+ 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) DIFF_MAX };
+static char const *const diffnames[] = { DIFFLIST(TITLE) };
+static char const diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+/*
+ * Solver routines, sorted roughly in order of computational cost.
+ * The solver will run the faster deductions first, and slower deductions are
+ * only invoked when the faster deductions are unable to make progress.
+ * Each function is associated with a difficulty level, so that the generated
+ * puzzles are solvable by applying only the functions with the chosen
+ * difficulty level or lower.
+ */
+#define SOLVERLIST(A) \
+ A(trivial_deductions, DIFF_EASY) \
+ A(dline_deductions, DIFF_NORMAL) \
+ A(linedsf_deductions, DIFF_HARD) \
+ A(loop_deductions, DIFF_EASY)
+#define SOLVER_FN_DECL(fn,diff) static int fn(solver_state *);
+#define SOLVER_FN(fn,diff) &fn,
+#define SOLVER_DIFF(fn,diff) diff,
+SOLVERLIST(SOLVER_FN_DECL)
+static int (*(solver_fns[]))(solver_state *) = { SOLVERLIST(SOLVER_FN) };
+static int const solver_diffs[] = { SOLVERLIST(SOLVER_DIFF) };
+static const int NUM_SOLVERS = sizeof(solver_diffs)/sizeof(*solver_diffs);
+
+struct game_params {
+ int w, h;
+ int diff;
+ int type;
+};
+
+/* line_drawstate is the same as line_state, but with the extra ERROR
+ * possibility. The drawing code copies line_state to line_drawstate,
+ * except in the case that the line is an error. */
+enum line_state { LINE_YES, LINE_UNKNOWN, LINE_NO };
+enum line_drawstate { DS_LINE_YES, DS_LINE_UNKNOWN,
+ DS_LINE_NO, DS_LINE_ERROR };
+
+#define OPP(line_state) \
+ (2 - line_state)
+
+
+struct game_drawstate {
+ int started;
+ int tilesize;
+ int flashing;
+ int *textx, *texty;
+ char *lines;
+ char *clue_error;
+ char *clue_satisfied;
+};
+
+static char *validate_desc(const game_params *params, const char *desc);
+static int dot_order(const game_state* state, int i, char line_type);
+static int face_order(const game_state* state, int i, char line_type);
+static solver_state *solve_game_rec(const solver_state *sstate);
+
+#ifdef DEBUG_CACHES
+static void check_caches(const solver_state* sstate);
+#else
+#define check_caches(s)
+#endif
+
+/* ------- List of grid generators ------- */
+#define GRIDLIST(A) \
+ A(Squares,GRID_SQUARE,3,3) \
+ A(Triangular,GRID_TRIANGULAR,3,3) \
+ A(Honeycomb,GRID_HONEYCOMB,3,3) \
+ A(Snub-Square,GRID_SNUBSQUARE,3,3) \
+ A(Cairo,GRID_CAIRO,3,4) \
+ A(Great-Hexagonal,GRID_GREATHEXAGONAL,3,3) \
+ A(Octagonal,GRID_OCTAGONAL,3,3) \
+ A(Kites,GRID_KITE,3,3) \
+ A(Floret,GRID_FLORET,1,2) \
+ A(Dodecagonal,GRID_DODECAGONAL,2,2) \
+ A(Great-Dodecagonal,GRID_GREATDODECAGONAL,2,2) \
+ A(Penrose (kite/dart),GRID_PENROSE_P2,3,3) \
+ A(Penrose (rhombs),GRID_PENROSE_P3,3,3)
+
+#define GRID_NAME(title,type,amin,omin) #title,
+#define GRID_CONFIG(title,type,amin,omin) ":" #title
+#define GRID_TYPE(title,type,amin,omin) type,
+#define GRID_SIZES(title,type,amin,omin) \
+ {amin, omin, \
+ "Width and height for this grid type must both be at least " #amin, \
+ "At least one of width and height for this grid type must be at least " #omin,},
+static char const *const gridnames[] = { GRIDLIST(GRID_NAME) };
+#define GRID_CONFIGS GRIDLIST(GRID_CONFIG)
+static grid_type grid_types[] = { GRIDLIST(GRID_TYPE) };
+#define NUM_GRID_TYPES (sizeof(grid_types) / sizeof(grid_types[0]))
+static const struct {
+ int amin, omin;
+ char *aerr, *oerr;
+} grid_size_limits[] = { GRIDLIST(GRID_SIZES) };
+
+/* Generates a (dynamically allocated) new grid, according to the
+ * type and size requested in params. Does nothing if the grid is already
+ * generated. */
+static grid *loopy_generate_grid(const game_params *params,
+ const char *grid_desc)
+{
+ return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
+}
+
+/* ----------------------------------------------------------------------
+ * Preprocessor magic
+ */
+
+/* General constants */
+#define PREFERRED_TILE_SIZE 32
+#define BORDER(tilesize) ((tilesize) / 2)
+#define FLASH_TIME 0.5F
+
+#define BIT_SET(field, bit) ((field) & (1<<(bit)))
+
+#define SET_BIT(field, bit) (BIT_SET(field, bit) ? FALSE : \
+ ((field) |= (1<<(bit)), TRUE))
+
+#define CLEAR_BIT(field, bit) (BIT_SET(field, bit) ? \
+ ((field) &= ~(1<<(bit)), TRUE) : FALSE)
+
+#define CLUE2CHAR(c) \
+ ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')
+
+/* ----------------------------------------------------------------------
+ * General struct manipulation and other straightforward code
+ */
+
+static game_state *dup_game(const game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->game_grid = state->game_grid;
+ ret->game_grid->refcount++;
+
+ ret->solved = state->solved;
+ ret->cheated = state->cheated;
+
+ ret->clues = snewn(state->game_grid->num_faces, signed char);
+ memcpy(ret->clues, state->clues, state->game_grid->num_faces);
+
+ ret->lines = snewn(state->game_grid->num_edges, char);
+ memcpy(ret->lines, state->lines, state->game_grid->num_edges);
+
+ ret->line_errors = snewn(state->game_grid->num_edges, unsigned char);
+ memcpy(ret->line_errors, state->line_errors, state->game_grid->num_edges);
+ ret->exactly_one_loop = state->exactly_one_loop;
+
+ ret->grid_type = state->grid_type;
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ if (state) {
+ grid_free(state->game_grid);
+ sfree(state->clues);
+ sfree(state->lines);
+ sfree(state->line_errors);
+ sfree(state);
+ }
+}
+
+static solver_state *new_solver_state(const game_state *state, int diff) {
+ int i;
+ int num_dots = state->game_grid->num_dots;
+ int num_faces = state->game_grid->num_faces;
+ int num_edges = state->game_grid->num_edges;
+ solver_state *ret = snew(solver_state);
+
+ ret->state = dup_game(state);
+
+ ret->solver_status = SOLVER_INCOMPLETE;
+ ret->diff = diff;
+
+ ret->dotdsf = snew_dsf(num_dots);
+ ret->looplen = snewn(num_dots, int);
+
+ for (i = 0; i < num_dots; i++) {
+ ret->looplen[i] = 1;
+ }
+
+ ret->dot_solved = snewn(num_dots, char);
+ ret->face_solved = snewn(num_faces, char);
+ memset(ret->dot_solved, FALSE, num_dots);
+ memset(ret->face_solved, FALSE, num_faces);
+
+ ret->dot_yes_count = snewn(num_dots, char);
+ memset(ret->dot_yes_count, 0, num_dots);
+ ret->dot_no_count = snewn(num_dots, char);
+ memset(ret->dot_no_count, 0, num_dots);
+ ret->face_yes_count = snewn(num_faces, char);
+ memset(ret->face_yes_count, 0, num_faces);
+ ret->face_no_count = snewn(num_faces, char);
+ memset(ret->face_no_count, 0, num_faces);
+
+ if (diff < DIFF_NORMAL) {
+ ret->dlines = NULL;
+ } else {
+ ret->dlines = snewn(2*num_edges, char);
+ memset(ret->dlines, 0, 2*num_edges);
+ }
+
+ if (diff < DIFF_HARD) {
+ ret->linedsf = NULL;
+ } else {
+ ret->linedsf = snew_dsf(state->game_grid->num_edges);
+ }
+
+ return ret;
+}
+
+static void free_solver_state(solver_state *sstate) {
+ if (sstate) {
+ free_game(sstate->state);
+ sfree(sstate->dotdsf);
+ sfree(sstate->looplen);
+ sfree(sstate->dot_solved);
+ sfree(sstate->face_solved);
+ sfree(sstate->dot_yes_count);
+ sfree(sstate->dot_no_count);
+ sfree(sstate->face_yes_count);
+ sfree(sstate->face_no_count);
+
+ /* OK, because sfree(NULL) is a no-op */
+ sfree(sstate->dlines);
+ sfree(sstate->linedsf);
+
+ sfree(sstate);
+ }
+}
+
+static solver_state *dup_solver_state(const solver_state *sstate) {
+ game_state *state = sstate->state;
+ int num_dots = state->game_grid->num_dots;
+ int num_faces = state->game_grid->num_faces;
+ int num_edges = state->game_grid->num_edges;
+ solver_state *ret = snew(solver_state);
+
+ ret->state = state = dup_game(sstate->state);
+
+ ret->solver_status = sstate->solver_status;
+ ret->diff = sstate->diff;
+
+ ret->dotdsf = snewn(num_dots, int);
+ ret->looplen = snewn(num_dots, int);
+ memcpy(ret->dotdsf, sstate->dotdsf,
+ num_dots * sizeof(int));
+ memcpy(ret->looplen, sstate->looplen,
+ num_dots * sizeof(int));
+
+ ret->dot_solved = snewn(num_dots, char);
+ ret->face_solved = snewn(num_faces, char);
+ memcpy(ret->dot_solved, sstate->dot_solved, num_dots);
+ memcpy(ret->face_solved, sstate->face_solved, num_faces);
+
+ ret->dot_yes_count = snewn(num_dots, char);
+ memcpy(ret->dot_yes_count, sstate->dot_yes_count, num_dots);
+ ret->dot_no_count = snewn(num_dots, char);
+ memcpy(ret->dot_no_count, sstate->dot_no_count, num_dots);
+
+ ret->face_yes_count = snewn(num_faces, char);
+ memcpy(ret->face_yes_count, sstate->face_yes_count, num_faces);
+ ret->face_no_count = snewn(num_faces, char);
+ memcpy(ret->face_no_count, sstate->face_no_count, num_faces);
+
+ if (sstate->dlines) {
+ ret->dlines = snewn(2*num_edges, char);
+ memcpy(ret->dlines, sstate->dlines,
+ 2*num_edges);
+ } else {
+ ret->dlines = NULL;
+ }
+
+ if (sstate->linedsf) {
+ ret->linedsf = snewn(num_edges, int);
+ memcpy(ret->linedsf, sstate->linedsf,
+ num_edges * sizeof(int));
+ } else {
+ ret->linedsf = NULL;
+ }
+
+ return ret;
+}
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+#ifdef SLOW_SYSTEM
+ ret->h = 7;
+ ret->w = 7;
+#else
+ ret->h = 10;
+ ret->w = 10;
+#endif
+ ret->diff = DIFF_EASY;
+ ret->type = 0;
+
+ return ret;
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static const game_params presets[] = {
+#ifdef SMALL_SCREEN
+ { 7, 7, DIFF_EASY, 0 },
+ { 7, 7, DIFF_NORMAL, 0 },
+ { 7, 7, DIFF_HARD, 0 },
+ { 7, 7, DIFF_HARD, 1 },
+ { 7, 7, DIFF_HARD, 2 },
+ { 5, 5, DIFF_HARD, 3 },
+ { 7, 7, DIFF_HARD, 4 },
+ { 5, 4, DIFF_HARD, 5 },
+ { 5, 5, DIFF_HARD, 6 },
+ { 5, 5, DIFF_HARD, 7 },
+ { 3, 3, DIFF_HARD, 8 },
+ { 3, 3, DIFF_HARD, 9 },
+ { 3, 3, DIFF_HARD, 10 },
+ { 6, 6, DIFF_HARD, 11 },
+ { 6, 6, DIFF_HARD, 12 },
+#else
+ { 7, 7, DIFF_EASY, 0 },
+ { 10, 10, DIFF_EASY, 0 },
+ { 7, 7, DIFF_NORMAL, 0 },
+ { 10, 10, DIFF_NORMAL, 0 },
+ { 7, 7, DIFF_HARD, 0 },
+ { 10, 10, DIFF_HARD, 0 },
+ { 10, 10, DIFF_HARD, 1 },
+ { 12, 10, DIFF_HARD, 2 },
+ { 7, 7, DIFF_HARD, 3 },
+ { 9, 9, DIFF_HARD, 4 },
+ { 5, 4, DIFF_HARD, 5 },
+ { 7, 7, DIFF_HARD, 6 },
+ { 5, 5, DIFF_HARD, 7 },
+ { 5, 5, DIFF_HARD, 8 },
+ { 5, 4, DIFF_HARD, 9 },
+ { 5, 4, DIFF_HARD, 10 },
+ { 10, 10, DIFF_HARD, 11 },
+ { 10, 10, DIFF_HARD, 12 }
+#endif
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *tmppar;
+ char buf[80];
+
+ if (i < 0 || i >= lenof(presets))
+ return FALSE;
+
+ tmppar = snew(game_params);
+ *tmppar = presets[i];
+ *params = tmppar;
+ sprintf(buf, "%dx%d %s - %s", tmppar->h, tmppar->w,
+ gridnames[tmppar->type], diffnames[tmppar->diff]);
+ *name = dupstr(buf);
+
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+ params->h = params->w = atoi(string);
+ params->diff = DIFF_EASY;
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ params->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 't') {
+ string++;
+ params->type = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 'd') {
+ int i;
+ string++;
+ for (i = 0; i < DIFF_MAX; i++)
+ if (*string == diffchars[i])
+ params->diff = i;
+ if (*string) string++;
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char str[80];
+ sprintf(str, "%dx%dt%d", params->w, params->h, params->type);
+ if (full)
+ sprintf(str + strlen(str), "d%c", diffchars[params->diff]);
+ return dupstr(str);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(5, 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 = "Grid type";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = GRID_CONFIGS;
+ ret[2].ival = params->type;
+
+ ret[3].name = "Difficulty";
+ ret[3].type = C_CHOICES;
+ ret[3].sval = DIFFCONFIG;
+ ret[3].ival = params->diff;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].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->type = cfg[2].ival;
+ ret->diff = cfg[3].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->type < 0 || params->type >= NUM_GRID_TYPES)
+ return "Illegal grid type";
+ if (params->w < grid_size_limits[params->type].amin ||
+ params->h < grid_size_limits[params->type].amin)
+ return grid_size_limits[params->type].aerr;
+ if (params->w < grid_size_limits[params->type].omin &&
+ params->h < grid_size_limits[params->type].omin)
+ return grid_size_limits[params->type].oerr;
+
+ /*
+ * This shouldn't be able to happen at all, since decode_params
+ * and custom_params will never generate anything that isn't
+ * within range.
+ */
+ assert(params->diff < DIFF_MAX);
+
+ return NULL;
+}
+
+/* Returns a newly allocated string describing the current puzzle */
+static char *state_to_text(const game_state *state)
+{
+ grid *g = state->game_grid;
+ char *retval;
+ int num_faces = g->num_faces;
+ char *description = snewn(num_faces + 1, char);
+ char *dp = description;
+ int empty_count = 0;
+ int i;
+
+ for (i = 0; i < num_faces; i++) {
+ if (state->clues[i] < 0) {
+ if (empty_count > 25) {
+ dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
+ empty_count = 0;
+ }
+ empty_count++;
+ } else {
+ if (empty_count) {
+ dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
+ empty_count = 0;
+ }
+ dp += sprintf(dp, "%c", (int)CLUE2CHAR(state->clues[i]));
+ }
+ }
+
+ if (empty_count)
+ dp += sprintf(dp, "%c", (int)(empty_count + 'a' - 1));
+
+ retval = dupstr(description);
+ sfree(description);
+
+ return retval;
+}
+
+#define GRID_DESC_SEP '_'
+
+/* Splits up a (optional) grid_desc from the game desc. Returns the
+ * grid_desc (which needs freeing) and updates the desc pointer to
+ * start of real desc, or returns NULL if no desc. */
+static char *extract_grid_desc(const char **desc)
+{
+ char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
+ int gd_len;
+
+ if (!sep) return NULL;
+
+ gd_len = sep - (*desc);
+ gd = snewn(gd_len+1, char);
+ memcpy(gd, *desc, gd_len);
+ gd[gd_len] = '\0';
+
+ *desc = sep+1;
+
+ return gd;
+}
+
+/* We require that the params pass the test in validate_params and that the
+ * description fills the entire game area */
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int count = 0;
+ grid *g;
+ char *grid_desc, *ret;
+
+ /* It's pretty inefficient to do this just for validation. All we need to
+ * know is the precise number of faces. */
+ grid_desc = extract_grid_desc(&desc);
+ ret = grid_validate_desc(grid_types[params->type], params->w, params->h, grid_desc);
+ if (ret) return ret;
+
+ g = loopy_generate_grid(params, grid_desc);
+ if (grid_desc) sfree(grid_desc);
+
+ for (; *desc; ++desc) {
+ if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
+ count++;
+ continue;
+ }
+ if (*desc >= 'a') {
+ count += *desc - 'a' + 1;
+ continue;
+ }
+ return "Unknown character in description";
+ }
+
+ if (count < g->num_faces)
+ return "Description too short for board size";
+ if (count > g->num_faces)
+ return "Description too long for board size";
+
+ grid_free(g);
+
+ return NULL;
+}
+
+/* Sums the lengths of the numbers in range [0,n) */
+/* See equivalent function in solo.c for justification of this. */
+static int len_0_to_n(int n)
+{
+ int len = 1; /* Counting 0 as a bit of a special case */
+ int i;
+
+ for (i = 1; i < n; i *= 10) {
+ len += max(n - i, 0);
+ }
+
+ return len;
+}
+
+static char *encode_solve_move(const game_state *state)
+{
+ int len;
+ char *ret, *p;
+ int i;
+ int num_edges = state->game_grid->num_edges;
+
+ /* This is going to return a string representing the moves needed to set
+ * every line in a grid to be the same as the ones in 'state'. The exact
+ * length of this string is predictable. */
+
+ len = 1; /* Count the 'S' prefix */
+ /* Numbers in all lines */
+ len += len_0_to_n(num_edges);
+ /* For each line we also have a letter */
+ len += num_edges;
+
+ ret = snewn(len + 1, char);
+ p = ret;
+
+ p += sprintf(p, "S");
+
+ for (i = 0; i < num_edges; i++) {
+ switch (state->lines[i]) {
+ case LINE_YES:
+ p += sprintf(p, "%dy", i);
+ break;
+ case LINE_NO:
+ p += sprintf(p, "%dn", i);
+ break;
+ }
+ }
+
+ /* No point in doing sums like that if they're going to be wrong */
+ assert(strlen(ret) <= (size_t)len);
+ return ret;
+}
+
+static game_ui *new_ui(const game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *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)
+{
+}
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ int grid_width, grid_height, rendered_width, rendered_height;
+ int g_tilesize;
+
+ grid_compute_size(grid_types[params->type], params->w, params->h,
+ &g_tilesize, &grid_width, &grid_height);
+
+ /* multiply first to minimise rounding error on integer division */
+ rendered_width = grid_width * tilesize / g_tilesize;
+ rendered_height = grid_height * tilesize / g_tilesize;
+ *x = rendered_width + 2 * BORDER(tilesize) + 1;
+ *y = rendered_height + 2 * BORDER(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);
+
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ ret[COL_FOREGROUND * 3 + 0] = 0.0F;
+ ret[COL_FOREGROUND * 3 + 1] = 0.0F;
+ ret[COL_FOREGROUND * 3 + 2] = 0.0F;
+
+ /*
+ * We want COL_LINEUNKNOWN to be a yellow which is a bit darker
+ * than the background. (I previously set it to 0.8,0.8,0, but
+ * found that this went badly with the 0.8,0.8,0.8 favoured as a
+ * background by the Java frontend.)
+ */
+ ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
+ ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;
+
+ ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
+ ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
+ ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
+
+ ret[COL_MISTAKE * 3 + 0] = 1.0F;
+ ret[COL_MISTAKE * 3 + 1] = 0.0F;
+ ret[COL_MISTAKE * 3 + 2] = 0.0F;
+
+ ret[COL_SATISFIED * 3 + 0] = 0.0F;
+ ret[COL_SATISFIED * 3 + 1] = 0.0F;
+ ret[COL_SATISFIED * 3 + 2] = 0.0F;
+
+ /* We want the faint lines to be a bit darker than the background.
+ * Except if the background is pretty dark already; then it ought to be a
+ * bit lighter. Oy vey.
+ */
+ ret[COL_FAINT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_FAINT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
+ ret[COL_FAINT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.9F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int num_faces = state->game_grid->num_faces;
+ int num_edges = state->game_grid->num_edges;
+ int i;
+
+ ds->tilesize = 0;
+ ds->started = 0;
+ ds->lines = snewn(num_edges, char);
+ ds->clue_error = snewn(num_faces, char);
+ ds->clue_satisfied = snewn(num_faces, char);
+ ds->textx = snewn(num_faces, int);
+ ds->texty = snewn(num_faces, int);
+ ds->flashing = 0;
+
+ memset(ds->lines, LINE_UNKNOWN, num_edges);
+ memset(ds->clue_error, 0, num_faces);
+ memset(ds->clue_satisfied, 0, num_faces);
+ for (i = 0; i < num_faces; i++)
+ ds->textx[i] = ds->texty[i] = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->textx);
+ sfree(ds->texty);
+ sfree(ds->clue_error);
+ sfree(ds->clue_satisfied);
+ sfree(ds->lines);
+ sfree(ds);
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ if (params->type != 0)
+ return FALSE;
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int w, h, W, H;
+ int x, y, i;
+ int cell_size;
+ char *ret;
+ grid *g = state->game_grid;
+ grid_face *f;
+
+ assert(state->grid_type == 0);
+
+ /* Work out the basic size unit */
+ f = g->faces; /* first face */
+ assert(f->order == 4);
+ /* The dots are ordered clockwise, so the two opposite
+ * corners are guaranteed to span the square */
+ cell_size = abs(f->dots[0]->x - f->dots[2]->x);
+
+ w = (g->highest_x - g->lowest_x) / cell_size;
+ h = (g->highest_y - g->lowest_y) / cell_size;
+
+ /* Create a blank "canvas" to "draw" on */
+ W = 2 * w + 2;
+ H = 2 * h + 1;
+ ret = snewn(W * H + 1, char);
+ for (y = 0; y < H; y++) {
+ for (x = 0; x < W-1; x++) {
+ ret[y*W + x] = ' ';
+ }
+ ret[y*W + W-1] = '\n';
+ }
+ ret[H*W] = '\0';
+
+ /* Fill in edge info */
+ for (i = 0; i < g->num_edges; i++) {
+ grid_edge *e = g->edges + i;
+ /* Cell coordinates, from (0,0) to (w-1,h-1) */
+ int x1 = (e->dot1->x - g->lowest_x) / cell_size;
+ int x2 = (e->dot2->x - g->lowest_x) / cell_size;
+ int y1 = (e->dot1->y - g->lowest_y) / cell_size;
+ int y2 = (e->dot2->y - g->lowest_y) / cell_size;
+ /* Midpoint, in canvas coordinates (canvas coordinates are just twice
+ * cell coordinates) */
+ x = x1 + x2;
+ y = y1 + y2;
+ switch (state->lines[i]) {
+ case LINE_YES:
+ ret[y*W + x] = (y1 == y2) ? '-' : '|';
+ break;
+ case LINE_NO:
+ ret[y*W + x] = 'x';
+ break;
+ case LINE_UNKNOWN:
+ break; /* already a space */
+ default:
+ assert(!"Illegal line state");
+ }
+ }
+
+ /* Fill in clues */
+ for (i = 0; i < g->num_faces; i++) {
+ int x1, x2, y1, y2;
+
+ f = g->faces + i;
+ assert(f->order == 4);
+ /* Cell coordinates, from (0,0) to (w-1,h-1) */
+ x1 = (f->dots[0]->x - g->lowest_x) / cell_size;
+ x2 = (f->dots[2]->x - g->lowest_x) / cell_size;
+ y1 = (f->dots[0]->y - g->lowest_y) / cell_size;
+ y2 = (f->dots[2]->y - g->lowest_y) / cell_size;
+ /* Midpoint, in canvas coordinates */
+ x = x1 + x2;
+ y = y1 + y2;
+ ret[y*W + x] = CLUE2CHAR(state->clues[i]);
+ }
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Debug code
+ */
+
+#ifdef DEBUG_CACHES
+static void check_caches(const solver_state* sstate)
+{
+ int i;
+ const game_state *state = sstate->state;
+ const grid *g = state->game_grid;
+
+ for (i = 0; i < g->num_dots; i++) {
+ assert(dot_order(state, i, LINE_YES) == sstate->dot_yes_count[i]);
+ assert(dot_order(state, i, LINE_NO) == sstate->dot_no_count[i]);
+ }
+
+ for (i = 0; i < g->num_faces; i++) {
+ assert(face_order(state, i, LINE_YES) == sstate->face_yes_count[i]);
+ assert(face_order(state, i, LINE_NO) == sstate->face_no_count[i]);
+ }
+}
+
+#if 0
+#define check_caches(s) \
+ do { \
+ fprintf(stderr, "check_caches at line %d\n", __LINE__); \
+ check_caches(s); \
+ } while (0)
+#endif
+#endif /* DEBUG_CACHES */
+
+/* ----------------------------------------------------------------------
+ * Solver utility functions
+ */
+
+/* Sets the line (with index i) to the new state 'line_new', and updates
+ * the cached counts of any affected faces and dots.
+ * Returns TRUE if this actually changed the line's state. */
+static int solver_set_line(solver_state *sstate, int i,
+ enum line_state line_new
+#ifdef SHOW_WORKING
+ , const char *reason
+#endif
+ )
+{
+ game_state *state = sstate->state;
+ grid *g;
+ grid_edge *e;
+
+ assert(line_new != LINE_UNKNOWN);
+
+ check_caches(sstate);
+
+ if (state->lines[i] == line_new) {
+ return FALSE; /* nothing changed */
+ }
+ state->lines[i] = line_new;
+
+#ifdef SHOW_WORKING
+ fprintf(stderr, "solver: set line [%d] to %s (%s)\n",
+ i, line_new == LINE_YES ? "YES" : "NO",
+ reason);
+#endif
+
+ g = state->game_grid;
+ e = g->edges + i;
+
+ /* Update the cache for both dots and both faces affected by this. */
+ if (line_new == LINE_YES) {
+ sstate->dot_yes_count[e->dot1 - g->dots]++;
+ sstate->dot_yes_count[e->dot2 - g->dots]++;
+ if (e->face1) {
+ sstate->face_yes_count[e->face1 - g->faces]++;
+ }
+ if (e->face2) {
+ sstate->face_yes_count[e->face2 - g->faces]++;
+ }
+ } else {
+ sstate->dot_no_count[e->dot1 - g->dots]++;
+ sstate->dot_no_count[e->dot2 - g->dots]++;
+ if (e->face1) {
+ sstate->face_no_count[e->face1 - g->faces]++;
+ }
+ if (e->face2) {
+ sstate->face_no_count[e->face2 - g->faces]++;
+ }
+ }
+
+ check_caches(sstate);
+ return TRUE;
+}
+
+#ifdef SHOW_WORKING
+#define solver_set_line(a, b, c) \
+ solver_set_line(a, b, c, __FUNCTION__)
+#endif
+
+/*
+ * Merge two dots due to the existence of an edge between them.
+ * Updates the dsf tracking equivalence classes, and keeps track of
+ * the length of path each dot is currently a part of.
+ * Returns TRUE if the dots were already linked, ie if they are part of a
+ * closed loop, and false otherwise.
+ */
+static int merge_dots(solver_state *sstate, int edge_index)
+{
+ int i, j, len;
+ grid *g = sstate->state->game_grid;
+ grid_edge *e = g->edges + edge_index;
+
+ i = e->dot1 - g->dots;
+ j = e->dot2 - g->dots;
+
+ i = dsf_canonify(sstate->dotdsf, i);
+ j = dsf_canonify(sstate->dotdsf, j);
+
+ if (i == j) {
+ return TRUE;
+ } else {
+ len = sstate->looplen[i] + sstate->looplen[j];
+ dsf_merge(sstate->dotdsf, i, j);
+ i = dsf_canonify(sstate->dotdsf, i);
+ sstate->looplen[i] = len;
+ return FALSE;
+ }
+}
+
+/* Merge two lines because the solver has deduced that they must be either
+ * identical or opposite. Returns TRUE if this is new information, otherwise
+ * FALSE. */
+static int merge_lines(solver_state *sstate, int i, int j, int inverse
+#ifdef SHOW_WORKING
+ , const char *reason
+#endif
+ )
+{
+ int inv_tmp;
+
+ assert(i < sstate->state->game_grid->num_edges);
+ assert(j < sstate->state->game_grid->num_edges);
+
+ i = edsf_canonify(sstate->linedsf, i, &inv_tmp);
+ inverse ^= inv_tmp;
+ j = edsf_canonify(sstate->linedsf, j, &inv_tmp);
+ inverse ^= inv_tmp;
+
+ edsf_merge(sstate->linedsf, i, j, inverse);
+
+#ifdef SHOW_WORKING
+ if (i != j) {
+ fprintf(stderr, "%s [%d] [%d] %s(%s)\n",
+ __FUNCTION__, i, j,
+ inverse ? "inverse " : "", reason);
+ }
+#endif
+ return (i != j);
+}
+
+#ifdef SHOW_WORKING
+#define merge_lines(a, b, c, d) \
+ merge_lines(a, b, c, d, __FUNCTION__)
+#endif
+
+/* Count the number of lines of a particular type currently going into the
+ * given dot. */
+static int dot_order(const game_state* state, int dot, char line_type)
+{
+ int n = 0;
+ grid *g = state->game_grid;
+ grid_dot *d = g->dots + dot;
+ int i;
+
+ for (i = 0; i < d->order; i++) {
+ grid_edge *e = d->edges[i];
+ if (state->lines[e - g->edges] == line_type)
+ ++n;
+ }
+ return n;
+}
+
+/* Count the number of lines of a particular type currently surrounding the
+ * given face */
+static int face_order(const game_state* state, int face, char line_type)
+{
+ int n = 0;
+ grid *g = state->game_grid;
+ grid_face *f = g->faces + face;
+ int i;
+
+ for (i = 0; i < f->order; i++) {
+ grid_edge *e = f->edges[i];
+ if (state->lines[e - g->edges] == line_type)
+ ++n;
+ }
+ return n;
+}
+
+/* Set all lines bordering a dot of type old_type to type new_type
+ * Return value tells caller whether this function actually did anything */
+static int dot_setall(solver_state *sstate, int dot,
+ char old_type, char new_type)
+{
+ int retval = FALSE, r;
+ game_state *state = sstate->state;
+ grid *g;
+ grid_dot *d;
+ int i;
+
+ if (old_type == new_type)
+ return FALSE;
+
+ g = state->game_grid;
+ d = g->dots + dot;
+
+ for (i = 0; i < d->order; i++) {
+ int line_index = d->edges[i] - g->edges;
+ if (state->lines[line_index] == old_type) {
+ r = solver_set_line(sstate, line_index, new_type);
+ assert(r == TRUE);
+ retval = TRUE;
+ }
+ }
+ return retval;
+}
+
+/* Set all lines bordering a face of type old_type to type new_type */
+static int face_setall(solver_state *sstate, int face,
+ char old_type, char new_type)
+{
+ int retval = FALSE, r;
+ game_state *state = sstate->state;
+ grid *g;
+ grid_face *f;
+ int i;
+
+ if (old_type == new_type)
+ return FALSE;
+
+ g = state->game_grid;
+ f = g->faces + face;
+
+ for (i = 0; i < f->order; i++) {
+ int line_index = f->edges[i] - g->edges;
+ if (state->lines[line_index] == old_type) {
+ r = solver_set_line(sstate, line_index, new_type);
+ assert(r == TRUE);
+ retval = TRUE;
+ }
+ }
+ return retval;
+}
+
+/* ----------------------------------------------------------------------
+ * Loop generation and clue removal
+ */
+
+static void add_full_clues(game_state *state, random_state *rs)
+{
+ signed char *clues = state->clues;
+ grid *g = state->game_grid;
+ char *board = snewn(g->num_faces, char);
+ int i;
+
+ generate_loop(g, board, rs, NULL, NULL);
+
+ /* Fill out all the clues by initialising to 0, then iterating over
+ * all edges and incrementing each clue as we find edges that border
+ * between BLACK/WHITE faces. While we're at it, we verify that the
+ * algorithm does work, and there aren't any GREY faces still there. */
+ memset(clues, 0, g->num_faces);
+ for (i = 0; i < g->num_edges; i++) {
+ grid_edge *e = g->edges + i;
+ grid_face *f1 = e->face1;
+ grid_face *f2 = e->face2;
+ enum face_colour c1 = FACE_COLOUR(f1);
+ enum face_colour c2 = FACE_COLOUR(f2);
+ assert(c1 != FACE_GREY);
+ assert(c2 != FACE_GREY);
+ if (c1 != c2) {
+ if (f1) clues[f1 - g->faces]++;
+ if (f2) clues[f2 - g->faces]++;
+ }
+ }
+ sfree(board);
+}
+
+
+static int game_has_unique_soln(const game_state *state, int diff)
+{
+ int ret;
+ solver_state *sstate_new;
+ solver_state *sstate = new_solver_state((game_state *)state, diff);
+
+ sstate_new = solve_game_rec(sstate);
+
+ assert(sstate_new->solver_status != SOLVER_MISTAKE);
+ ret = (sstate_new->solver_status == SOLVER_SOLVED);
+
+ free_solver_state(sstate_new);
+ free_solver_state(sstate);
+
+ return ret;
+}
+
+
+/* Remove clues one at a time at random. */
+static game_state *remove_clues(game_state *state, random_state *rs,
+ int diff)
+{
+ int *face_list;
+ int num_faces = state->game_grid->num_faces;
+ game_state *ret = dup_game(state), *saved_ret;
+ int n;
+
+ /* We need to remove some clues. We'll do this by forming a list of all
+ * available clues, shuffling it, then going along one at a
+ * time clearing each clue in turn for which doing so doesn't render the
+ * board unsolvable. */
+ face_list = snewn(num_faces, int);
+ for (n = 0; n < num_faces; ++n) {
+ face_list[n] = n;
+ }
+
+ shuffle(face_list, num_faces, sizeof(int), rs);
+
+ for (n = 0; n < num_faces; ++n) {
+ saved_ret = dup_game(ret);
+ ret->clues[face_list[n]] = -1;
+
+ if (game_has_unique_soln(ret, diff)) {
+ free_game(saved_ret);
+ } else {
+ free_game(ret);
+ ret = saved_ret;
+ }
+ }
+ sfree(face_list);
+
+ return ret;
+}
+
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ /* solution and description both use run-length encoding in obvious ways */
+ char *retval, *game_desc, *grid_desc;
+ grid *g;
+ game_state *state = snew(game_state);
+ game_state *state_new;
+
+ grid_desc = grid_new_desc(grid_types[params->type], params->w, params->h, rs);
+ state->game_grid = g = loopy_generate_grid(params, grid_desc);
+
+ state->clues = snewn(g->num_faces, signed char);
+ state->lines = snewn(g->num_edges, char);
+ state->line_errors = snewn(g->num_edges, unsigned char);
+ state->exactly_one_loop = FALSE;
+
+ state->grid_type = params->type;
+
+ newboard_please:
+
+ memset(state->lines, LINE_UNKNOWN, g->num_edges);
+ memset(state->line_errors, 0, g->num_edges);
+
+ state->solved = state->cheated = FALSE;
+
+ /* Get a new random solvable board with all its clues filled in. Yes, this
+ * can loop for ever if the params are suitably unfavourable, but
+ * preventing games smaller than 4x4 seems to stop this happening */
+ do {
+ add_full_clues(state, rs);
+ } while (!game_has_unique_soln(state, params->diff));
+
+ state_new = remove_clues(state, rs, params->diff);
+ free_game(state);
+ state = state_new;
+
+
+ if (params->diff > 0 && game_has_unique_soln(state, params->diff-1)) {
+#ifdef SHOW_WORKING
+ fprintf(stderr, "Rejecting board, it is too easy\n");
+#endif
+ goto newboard_please;
+ }
+
+ game_desc = state_to_text(state);
+
+ free_game(state);
+
+ if (grid_desc) {
+ retval = snewn(strlen(grid_desc) + 1 + strlen(game_desc) + 1, char);
+ sprintf(retval, "%s%c%s", grid_desc, (int)GRID_DESC_SEP, game_desc);
+ sfree(grid_desc);
+ sfree(game_desc);
+ } else {
+ retval = game_desc;
+ }
+
+ assert(!validate_desc(params, retval));
+
+ return retval;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ int i;
+ game_state *state = snew(game_state);
+ int empties_to_make = 0;
+ int n,n2;
+ const char *dp;
+ char *grid_desc;
+ grid *g;
+ int num_faces, num_edges;
+
+ grid_desc = extract_grid_desc(&desc);
+ state->game_grid = g = loopy_generate_grid(params, grid_desc);
+ if (grid_desc) sfree(grid_desc);
+
+ dp = desc;
+
+ num_faces = g->num_faces;
+ num_edges = g->num_edges;
+
+ state->clues = snewn(num_faces, signed char);
+ state->lines = snewn(num_edges, char);
+ state->line_errors = snewn(num_edges, unsigned char);
+ state->exactly_one_loop = FALSE;
+
+ state->solved = state->cheated = FALSE;
+
+ state->grid_type = params->type;
+
+ for (i = 0; i < num_faces; i++) {
+ if (empties_to_make) {
+ empties_to_make--;
+ state->clues[i] = -1;
+ continue;
+ }
+
+ assert(*dp);
+ n = *dp - '0';
+ n2 = *dp - 'A' + 10;
+ if (n >= 0 && n < 10) {
+ state->clues[i] = n;
+ } else if (n2 >= 10 && n2 < 36) {
+ state->clues[i] = n2;
+ } else {
+ n = *dp - 'a' + 1;
+ assert(n > 0);
+ state->clues[i] = -1;
+ empties_to_make = n - 1;
+ }
+ ++dp;
+ }
+
+ memset(state->lines, LINE_UNKNOWN, num_edges);
+ memset(state->line_errors, 0, num_edges);
+ return state;
+}
+
+/* Calculates the line_errors data, and checks if the current state is a
+ * solution */
+static int check_completion(game_state *state)
+{
+ grid *g = state->game_grid;
+ int i, ret;
+ int *dsf, *component_state;
+ int nsilly, nloop, npath, largest_comp, largest_size, total_pathsize;
+ enum { COMP_NONE, COMP_LOOP, COMP_PATH, COMP_SILLY, COMP_EMPTY };
+
+ memset(state->line_errors, 0, g->num_edges);
+
+ /*
+ * Find loops in the grid, and determine whether the puzzle is
+ * solved.
+ *
+ * Loopy is a bit more complicated than most puzzles that care
+ * about loop detection. In most of them, loops are simply
+ * _forbidden_; so the obviously right way to do
+ * error-highlighting during play is to light up a graph edge red
+ * iff it is part of a loop, which is exactly what the centralised
+ * findloop.c makes easy.
+ *
+ * But Loopy is unusual in that you're _supposed_ to be making a
+ * loop - and yet _some_ loops are not the right loop. So we need
+ * to be more discriminating, by identifying loops one by one and
+ * then thinking about which ones to highlight, and so findloop.c
+ * isn't quite the right tool for the job in this case.
+ *
+ * Worse still, consider situations in which the grid contains a
+ * loop and also some non-loop edges: there are some cases like
+ * this in which the user's intuitive expectation would be to
+ * highlight the loop (if you're only about half way through the
+ * puzzle and have accidentally made a little loop in some corner
+ * of the grid), and others in which they'd be more likely to
+ * expect you to highlight the non-loop edges (if you've just
+ * closed off a whole loop that you thought was the entire
+ * solution, but forgot some disconnected edges in a corner
+ * somewhere). So while it's easy enough to check whether the
+ * solution is _right_, highlighting the wrong parts is a tricky
+ * problem for this puzzle!
+ *
+ * I'd quite like, in some situations, to identify the largest
+ * loop among the player's YES edges, and then light up everything
+ * other than that. But finding the longest cycle in a graph is an
+ * NP-complete problem (because, in particular, it must return a
+ * Hamilton cycle if one exists).
+ *
+ * However, I think we can make the problem tractable by
+ * exercising the Puzzles principle that it isn't absolutely
+ * necessary to highlight _all_ errors: the key point is that by
+ * the time the user has filled in the whole grid, they should
+ * either have seen a completion flash, or have _some_ error
+ * highlight showing them why the solution isn't right. So in
+ * principle it would be *just about* good enough to highlight
+ * just one error in the whole grid, if there was really no better
+ * way. But we'd like to highlight as many errors as possible.
+ *
+ * In this case, I think the simple approach is to make use of the
+ * fact that no vertex may have degree > 2, and that's really
+ * simple to detect. So the plan goes like this:
+ *
+ * - Form the dsf of connected components of the graph vertices.
+ *
+ * - Highlight an error at any vertex with degree > 2. (It so
+ * happens that we do this by lighting up all the edges
+ * incident to that vertex, but that's an output detail.)
+ *
+ * - Any component that contains such a vertex is now excluded
+ * from further consideration, because it already has a
+ * highlight.
+ *
+ * - The remaining components have no vertex with degree > 2, and
+ * hence they all consist of either a simple loop, or a simple
+ * path with two endpoints.
+ *
+ * - For these purposes, group together all the paths and imagine
+ * them to be a single component (because in most normal
+ * situations the player will gradually build up the solution
+ * _not_ all in one connected segment, but as lots of separate
+ * little path pieces that gradually connect to each other).
+ *
+ * - After doing that, if there is exactly one (sensible)
+ * component - be it a collection of paths or a loop - then
+ * highlight no further edge errors. (The former case is normal
+ * during play, and the latter is a potentially solved puzzle.)
+ *
+ * - Otherwise, find the largest of the sensible components,
+ * leave that one unhighlighted, and light the rest up in red.
+ */
+
+ dsf = snew_dsf(g->num_dots);
+
+ /* Build the dsf. */
+ for (i = 0; i < g->num_edges; i++) {
+ if (state->lines[i] == LINE_YES) {
+ grid_edge *e = g->edges + i;
+ int d1 = e->dot1 - g->dots, d2 = e->dot2 - g->dots;
+ dsf_merge(dsf, d1, d2);
+ }
+ }
+
+ /* Initialise a state variable for each connected component. */
+ component_state = snewn(g->num_dots, int);
+ for (i = 0; i < g->num_dots; i++) {
+ if (dsf_canonify(dsf, i) == i)
+ component_state[i] = COMP_LOOP;
+ else
+ component_state[i] = COMP_NONE;
+ }
+
+ /* Check for dots with degree > 3. Here we also spot dots of
+ * degree 1 in which the user has marked all the non-edges as
+ * LINE_NO, because those are also clear vertex-level errors, so
+ * we give them the same treatment of excluding their connected
+ * component from the subsequent loop analysis. */
+ for (i = 0; i < g->num_dots; i++) {
+ int comp = dsf_canonify(dsf, i);
+ int yes = dot_order(state, i, LINE_YES);
+ int unknown = dot_order(state, i, LINE_UNKNOWN);
+ if ((yes == 1 && unknown == 0) || (yes >= 3)) {
+ /* violation, so mark all YES edges as errors */
+ grid_dot *d = g->dots + i;
+ int j;
+ for (j = 0; j < d->order; j++) {
+ int e = d->edges[j] - g->edges;
+ if (state->lines[e] == LINE_YES)
+ state->line_errors[e] = TRUE;
+ }
+ /* And mark this component as not worthy of further
+ * consideration. */
+ component_state[comp] = COMP_SILLY;
+
+ } else if (yes == 0) {
+ /* A completely isolated dot must also be excluded it from
+ * the subsequent loop highlighting pass, but we tag it
+ * with a different enum value to avoid it counting
+ * towards the components that inhibit returning a win
+ * status. */
+ component_state[comp] = COMP_EMPTY;
+ } else if (yes == 1) {
+ /* A dot with degree 1 that didn't fall into the 'clearly
+ * erroneous' case above indicates that this connected
+ * component will be a path rather than a loop - unless
+ * something worse elsewhere in the component has
+ * classified it as silly. */
+ if (component_state[comp] != COMP_SILLY)
+ component_state[comp] = COMP_PATH;
+ }
+ }
+
+ /* Count up the components. Also, find the largest sensible
+ * component. (Tie-breaking condition is derived from the order of
+ * vertices in the grid data structure, which is fairly arbitrary
+ * but at least stays stable throughout the game.) */
+ nsilly = nloop = npath = 0;
+ total_pathsize = 0;
+ largest_comp = largest_size = -1;
+ for (i = 0; i < g->num_dots; i++) {
+ if (component_state[i] == COMP_SILLY) {
+ nsilly++;
+ } else if (component_state[i] == COMP_PATH) {
+ total_pathsize += dsf_size(dsf, i);
+ npath = 1;
+ } else if (component_state[i] == COMP_LOOP) {
+ int this_size;
+
+ nloop++;
+
+ if ((this_size = dsf_size(dsf, i)) > largest_size) {
+ largest_comp = i;
+ largest_size = this_size;
+ }
+ }
+ }
+ if (largest_size < total_pathsize) {
+ largest_comp = -1; /* means the paths */
+ largest_size = total_pathsize;
+ }
+
+ if (nloop > 0 && nloop + npath > 1) {
+ /*
+ * If there are at least two sensible components including at
+ * least one loop, highlight all edges in every sensible
+ * component that is not the largest one.
+ */
+ for (i = 0; i < g->num_edges; i++) {
+ if (state->lines[i] == LINE_YES) {
+ grid_edge *e = g->edges + i;
+ int d1 = e->dot1 - g->dots; /* either endpoint is good enough */
+ int comp = dsf_canonify(dsf, d1);
+ if ((component_state[comp] == COMP_PATH &&
+ -1 != largest_comp) ||
+ (component_state[comp] == COMP_LOOP &&
+ comp != largest_comp))
+ state->line_errors[i] = TRUE;
+ }
+ }
+ }
+
+ if (nloop == 1 && npath == 0 && nsilly == 0) {
+ /*
+ * If there is exactly one component and it is a loop, then
+ * the puzzle is potentially complete, so check the clues.
+ */
+ ret = TRUE;
+
+ for (i = 0; i < g->num_faces; i++) {
+ int c = state->clues[i];
+ if (c >= 0 && face_order(state, i, LINE_YES) != c) {
+ ret = FALSE;
+ break;
+ }
+ }
+
+ /*
+ * Also, whether or not the puzzle is actually complete, set
+ * the flag that says this game_state has exactly one loop and
+ * nothing else, which will be used to vary the semantics of
+ * clue highlighting at display time.
+ */
+ state->exactly_one_loop = TRUE;
+ } else {
+ ret = FALSE;
+ state->exactly_one_loop = FALSE;
+ }
+
+ sfree(component_state);
+ sfree(dsf);
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Solver logic
+ *
+ * Our solver modes operate as follows. Each mode also uses the modes above it.
+ *
+ * Easy Mode
+ * Just implement the rules of the game.
+ *
+ * Normal and Tricky Modes
+ * For each (adjacent) pair of lines through each dot we store a bit for
+ * whether at least one of them is on and whether at most one is on. (If we
+ * know both or neither is on that's already stored more directly.)
+ *
+ * Advanced Mode
+ * Use edsf data structure to make equivalence classes of lines that are
+ * known identical to or opposite to one another.
+ */
+
+
+/* DLines:
+ * For general grids, we consider "dlines" to be pairs of lines joined
+ * at a dot. The lines must be adjacent around the dot, so we can think of
+ * a dline as being a dot+face combination. Or, a dot+edge combination where
+ * the second edge is taken to be the next clockwise edge from the dot.
+ * Original loopy code didn't have this extra restriction of the lines being
+ * adjacent. From my tests with square grids, this extra restriction seems to
+ * take little, if anything, away from the quality of the puzzles.
+ * A dline can be uniquely identified by an edge/dot combination, given that
+ * a dline-pair always goes clockwise around its common dot. The edge/dot
+ * combination can be represented by an edge/bool combination - if bool is
+ * TRUE, use edge->dot1 else use edge->dot2. So the total number of dlines is
+ * exactly twice the number of edges in the grid - although the dlines
+ * spanning the infinite face are not all that useful to the solver.
+ * Note that, by convention, a dline goes clockwise around its common dot,
+ * which means the dline goes anti-clockwise around its common face.
+ */
+
+/* Helper functions for obtaining an index into an array of dlines, given
+ * various information. We assume the grid layout conventions about how
+ * the various lists are interleaved - see grid_make_consistent() for
+ * details. */
+
+/* i points to the first edge of the dline pair, reading clockwise around
+ * the dot. */
+static int dline_index_from_dot(grid *g, grid_dot *d, int i)
+{
+ grid_edge *e = d->edges[i];
+ int ret;
+#ifdef DEBUG_DLINES
+ grid_edge *e2;
+ int i2 = i+1;
+ if (i2 == d->order) i2 = 0;
+ e2 = d->edges[i2];
+#endif
+ ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0);
+#ifdef DEBUG_DLINES
+ printf("dline_index_from_dot: d=%d,i=%d, edges [%d,%d] - %d\n",
+ (int)(d - g->dots), i, (int)(e - g->edges),
+ (int)(e2 - g->edges), ret);
+#endif
+ return ret;
+}
+/* i points to the second edge of the dline pair, reading clockwise around
+ * the face. That is, the edges of the dline, starting at edge{i}, read
+ * anti-clockwise around the face. By layout conventions, the common dot
+ * of the dline will be f->dots[i] */
+static int dline_index_from_face(grid *g, grid_face *f, int i)
+{
+ grid_edge *e = f->edges[i];
+ grid_dot *d = f->dots[i];
+ int ret;
+#ifdef DEBUG_DLINES
+ grid_edge *e2;
+ int i2 = i - 1;
+ if (i2 < 0) i2 += f->order;
+ e2 = f->edges[i2];
+#endif
+ ret = 2 * (e - g->edges) + ((e->dot1 == d) ? 1 : 0);
+#ifdef DEBUG_DLINES
+ printf("dline_index_from_face: f=%d,i=%d, edges [%d,%d] - %d\n",
+ (int)(f - g->faces), i, (int)(e - g->edges),
+ (int)(e2 - g->edges), ret);
+#endif
+ return ret;
+}
+static int is_atleastone(const char *dline_array, int index)
+{
+ return BIT_SET(dline_array[index], 0);
+}
+static int set_atleastone(char *dline_array, int index)
+{
+ return SET_BIT(dline_array[index], 0);
+}
+static int is_atmostone(const char *dline_array, int index)
+{
+ return BIT_SET(dline_array[index], 1);
+}
+static int set_atmostone(char *dline_array, int index)
+{
+ return SET_BIT(dline_array[index], 1);
+}
+
+static void array_setall(char *array, char from, char to, int len)
+{
+ char *p = array, *p_old = p;
+ int len_remaining = len;
+
+ while ((p = memchr(p, from, len_remaining))) {
+ *p = to;
+ len_remaining -= p - p_old;
+ p_old = p;
+ }
+}
+
+/* Helper, called when doing dline dot deductions, in the case where we
+ * have 4 UNKNOWNs, and two of them (adjacent) have *exactly* one YES between
+ * them (because of dline atmostone/atleastone).
+ * On entry, edge points to the first of these two UNKNOWNs. This function
+ * will find the opposite UNKNOWNS (if they are adjacent to one another)
+ * and set their corresponding dline to atleastone. (Setting atmostone
+ * already happens in earlier dline deductions) */
+static int dline_set_opp_atleastone(solver_state *sstate,
+ grid_dot *d, int edge)
+{
+ game_state *state = sstate->state;
+ grid *g = state->game_grid;
+ int N = d->order;
+ int opp, opp2;
+ for (opp = 0; opp < N; opp++) {
+ int opp_dline_index;
+ if (opp == edge || opp == edge+1 || opp == edge-1)
+ continue;
+ if (opp == 0 && edge == N-1)
+ continue;
+ if (opp == N-1 && edge == 0)
+ continue;
+ opp2 = opp + 1;
+ if (opp2 == N) opp2 = 0;
+ /* Check if opp, opp2 point to LINE_UNKNOWNs */
+ if (state->lines[d->edges[opp] - g->edges] != LINE_UNKNOWN)
+ continue;
+ if (state->lines[d->edges[opp2] - g->edges] != LINE_UNKNOWN)
+ continue;
+ /* Found opposite UNKNOWNS and they're next to each other */
+ opp_dline_index = dline_index_from_dot(g, d, opp);
+ return set_atleastone(sstate->dlines, opp_dline_index);
+ }
+ return FALSE;
+}
+
+
+/* Set pairs of lines around this face which are known to be identical, to
+ * the given line_state */
+static int face_setall_identical(solver_state *sstate, int face_index,
+ enum line_state line_new)
+{
+ /* can[dir] contains the canonical line associated with the line in
+ * direction dir from the square in question. Similarly inv[dir] is
+ * whether or not the line in question is inverse to its canonical
+ * element. */
+ int retval = FALSE;
+ game_state *state = sstate->state;
+ grid *g = state->game_grid;
+ grid_face *f = g->faces + face_index;
+ int N = f->order;
+ int i, j;
+ int can1, can2, inv1, inv2;
+
+ for (i = 0; i < N; i++) {
+ int line1_index = f->edges[i] - g->edges;
+ if (state->lines[line1_index] != LINE_UNKNOWN)
+ continue;
+ for (j = i + 1; j < N; j++) {
+ int line2_index = f->edges[j] - g->edges;
+ if (state->lines[line2_index] != LINE_UNKNOWN)
+ continue;
+
+ /* Found two UNKNOWNS */
+ can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
+ can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
+ if (can1 == can2 && inv1 == inv2) {
+ solver_set_line(sstate, line1_index, line_new);
+ solver_set_line(sstate, line2_index, line_new);
+ }
+ }
+ }
+ return retval;
+}
+
+/* Given a dot or face, and a count of LINE_UNKNOWNs, find them and
+ * return the edge indices into e. */
+static void find_unknowns(game_state *state,
+ grid_edge **edge_list, /* Edge list to search (from a face or a dot) */
+ int expected_count, /* Number of UNKNOWNs (comes from solver's cache) */
+ int *e /* Returned edge indices */)
+{
+ int c = 0;
+ grid *g = state->game_grid;
+ while (c < expected_count) {
+ int line_index = *edge_list - g->edges;
+ if (state->lines[line_index] == LINE_UNKNOWN) {
+ e[c] = line_index;
+ c++;
+ }
+ ++edge_list;
+ }
+}
+
+/* If we have a list of edges, and we know whether the number of YESs should
+ * be odd or even, and there are only a few UNKNOWNs, we can do some simple
+ * linedsf deductions. This can be used for both face and dot deductions.
+ * Returns the difficulty level of the next solver that should be used,
+ * or DIFF_MAX if no progress was made. */
+static int parity_deductions(solver_state *sstate,
+ grid_edge **edge_list, /* Edge list (from a face or a dot) */
+ int total_parity, /* Expected number of YESs modulo 2 (either 0 or 1) */
+ int unknown_count)
+{
+ game_state *state = sstate->state;
+ int diff = DIFF_MAX;
+ int *linedsf = sstate->linedsf;
+
+ if (unknown_count == 2) {
+ /* Lines are known alike/opposite, depending on inv. */
+ int e[2];
+ find_unknowns(state, edge_list, 2, e);
+ if (merge_lines(sstate, e[0], e[1], total_parity))
+ diff = min(diff, DIFF_HARD);
+ } else if (unknown_count == 3) {
+ int e[3];
+ int can[3]; /* canonical edges */
+ int inv[3]; /* whether can[x] is inverse to e[x] */
+ find_unknowns(state, edge_list, 3, e);
+ can[0] = edsf_canonify(linedsf, e[0], inv);
+ can[1] = edsf_canonify(linedsf, e[1], inv+1);
+ can[2] = edsf_canonify(linedsf, e[2], inv+2);
+ if (can[0] == can[1]) {
+ if (solver_set_line(sstate, e[2], (total_parity^inv[0]^inv[1]) ?
+ LINE_YES : LINE_NO))
+ diff = min(diff, DIFF_EASY);
+ }
+ if (can[0] == can[2]) {
+ if (solver_set_line(sstate, e[1], (total_parity^inv[0]^inv[2]) ?
+ LINE_YES : LINE_NO))
+ diff = min(diff, DIFF_EASY);
+ }
+ if (can[1] == can[2]) {
+ if (solver_set_line(sstate, e[0], (total_parity^inv[1]^inv[2]) ?
+ LINE_YES : LINE_NO))
+ diff = min(diff, DIFF_EASY);
+ }
+ } else if (unknown_count == 4) {
+ int e[4];
+ int can[4]; /* canonical edges */
+ int inv[4]; /* whether can[x] is inverse to e[x] */
+ find_unknowns(state, edge_list, 4, e);
+ can[0] = edsf_canonify(linedsf, e[0], inv);
+ can[1] = edsf_canonify(linedsf, e[1], inv+1);
+ can[2] = edsf_canonify(linedsf, e[2], inv+2);
+ can[3] = edsf_canonify(linedsf, e[3], inv+3);
+ if (can[0] == can[1]) {
+ if (merge_lines(sstate, e[2], e[3], total_parity^inv[0]^inv[1]))
+ diff = min(diff, DIFF_HARD);
+ } else if (can[0] == can[2]) {
+ if (merge_lines(sstate, e[1], e[3], total_parity^inv[0]^inv[2]))
+ diff = min(diff, DIFF_HARD);
+ } else if (can[0] == can[3]) {
+ if (merge_lines(sstate, e[1], e[2], total_parity^inv[0]^inv[3]))
+ diff = min(diff, DIFF_HARD);
+ } else if (can[1] == can[2]) {
+ if (merge_lines(sstate, e[0], e[3], total_parity^inv[1]^inv[2]))
+ diff = min(diff, DIFF_HARD);
+ } else if (can[1] == can[3]) {
+ if (merge_lines(sstate, e[0], e[2], total_parity^inv[1]^inv[3]))
+ diff = min(diff, DIFF_HARD);
+ } else if (can[2] == can[3]) {
+ if (merge_lines(sstate, e[0], e[1], total_parity^inv[2]^inv[3]))
+ diff = min(diff, DIFF_HARD);
+ }
+ }
+ return diff;
+}
+
+
+/*
+ * These are the main solver functions.
+ *
+ * Their return values are diff values corresponding to the lowest mode solver
+ * that would notice the work that they have done. For example if the normal
+ * mode solver adds actual lines or crosses, it will return DIFF_EASY as the
+ * easy mode solver might be able to make progress using that. It doesn't make
+ * sense for one of them to return a diff value higher than that of the
+ * function itself.
+ *
+ * Each function returns the lowest value it can, as early as possible, in
+ * order to try and pass as much work as possible back to the lower level
+ * solvers which progress more quickly.
+ */
+
+/* PROPOSED NEW DESIGN:
+ * We have a work queue consisting of 'events' notifying us that something has
+ * happened that a particular solver mode might be interested in. For example
+ * the hard mode solver might do something that helps the normal mode solver at
+ * dot [x,y] in which case it will enqueue an event recording this fact. Then
+ * we pull events off the work queue, and hand each in turn to the solver that
+ * is interested in them. If a solver reports that it failed we pass the same
+ * event on to progressively more advanced solvers and the loop detector. Once
+ * we've exhausted an event, or it has helped us progress, we drop it and
+ * continue to the next one. The events are sorted first in order of solver
+ * complexity (easy first) then order of insertion (oldest first).
+ * Once we run out of events we loop over each permitted solver in turn
+ * (easiest first) until either a deduction is made (and an event therefore
+ * emerges) or no further deductions can be made (in which case we've failed).
+ *
+ * QUESTIONS:
+ * * How do we 'loop over' a solver when both dots and squares are concerned.
+ * Answer: first all squares then all dots.
+ */
+
+static int trivial_deductions(solver_state *sstate)
+{
+ int i, current_yes, current_no;
+ game_state *state = sstate->state;
+ grid *g = state->game_grid;
+ int diff = DIFF_MAX;
+
+ /* Per-face deductions */
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+
+ if (sstate->face_solved[i])
+ continue;
+
+ current_yes = sstate->face_yes_count[i];
+ current_no = sstate->face_no_count[i];
+
+ if (current_yes + current_no == f->order) {
+ sstate->face_solved[i] = TRUE;
+ continue;
+ }
+
+ if (state->clues[i] < 0)
+ continue;
+
+ /*
+ * This code checks whether the numeric clue on a face is so
+ * large as to permit all its remaining LINE_UNKNOWNs to be
+ * filled in as LINE_YES, or alternatively so small as to
+ * permit them all to be filled in as LINE_NO.
+ */
+
+ if (state->clues[i] < current_yes) {
+ sstate->solver_status = SOLVER_MISTAKE;
+ return DIFF_EASY;
+ }
+ if (state->clues[i] == current_yes) {
+ if (face_setall(sstate, i, LINE_UNKNOWN, LINE_NO))
+ diff = min(diff, DIFF_EASY);
+ sstate->face_solved[i] = TRUE;
+ continue;
+ }
+
+ if (f->order - state->clues[i] < current_no) {
+ sstate->solver_status = SOLVER_MISTAKE;
+ return DIFF_EASY;
+ }
+ if (f->order - state->clues[i] == current_no) {
+ if (face_setall(sstate, i, LINE_UNKNOWN, LINE_YES))
+ diff = min(diff, DIFF_EASY);
+ sstate->face_solved[i] = TRUE;
+ continue;
+ }
+
+ if (f->order - state->clues[i] == current_no + 1 &&
+ f->order - current_yes - current_no > 2) {
+ /*
+ * One small refinement to the above: we also look for any
+ * adjacent pair of LINE_UNKNOWNs around the face with
+ * some LINE_YES incident on it from elsewhere. If we find
+ * one, then we know that pair of LINE_UNKNOWNs can't
+ * _both_ be LINE_YES, and hence that pushes us one line
+ * closer to being able to determine all the rest.
+ */
+ int j, k, e1, e2, e, d;
+
+ for (j = 0; j < f->order; j++) {
+ e1 = f->edges[j] - g->edges;
+ e2 = f->edges[j+1 < f->order ? j+1 : 0] - g->edges;
+
+ if (g->edges[e1].dot1 == g->edges[e2].dot1 ||
+ g->edges[e1].dot1 == g->edges[e2].dot2) {
+ d = g->edges[e1].dot1 - g->dots;
+ } else {
+ assert(g->edges[e1].dot2 == g->edges[e2].dot1 ||
+ g->edges[e1].dot2 == g->edges[e2].dot2);
+ d = g->edges[e1].dot2 - g->dots;
+ }
+
+ if (state->lines[e1] == LINE_UNKNOWN &&
+ state->lines[e2] == LINE_UNKNOWN) {
+ for (k = 0; k < g->dots[d].order; k++) {
+ int e = g->dots[d].edges[k] - g->edges;
+ if (state->lines[e] == LINE_YES)
+ goto found; /* multi-level break */
+ }
+ }
+ }
+ continue;
+
+ found:
+ /*
+ * If we get here, we've found such a pair of edges, and
+ * they're e1 and e2.
+ */
+ for (j = 0; j < f->order; j++) {
+ e = f->edges[j] - g->edges;
+ if (state->lines[e] == LINE_UNKNOWN && e != e1 && e != e2) {
+ int r = solver_set_line(sstate, e, LINE_YES);
+ assert(r);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ }
+ }
+
+ check_caches(sstate);
+
+ /* Per-dot deductions */
+ for (i = 0; i < g->num_dots; i++) {
+ grid_dot *d = g->dots + i;
+ int yes, no, unknown;
+
+ if (sstate->dot_solved[i])
+ continue;
+
+ yes = sstate->dot_yes_count[i];
+ no = sstate->dot_no_count[i];
+ unknown = d->order - yes - no;
+
+ if (yes == 0) {
+ if (unknown == 0) {
+ sstate->dot_solved[i] = TRUE;
+ } else if (unknown == 1) {
+ dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO);
+ diff = min(diff, DIFF_EASY);
+ sstate->dot_solved[i] = TRUE;
+ }
+ } else if (yes == 1) {
+ if (unknown == 0) {
+ sstate->solver_status = SOLVER_MISTAKE;
+ return DIFF_EASY;
+ } else if (unknown == 1) {
+ dot_setall(sstate, i, LINE_UNKNOWN, LINE_YES);
+ diff = min(diff, DIFF_EASY);
+ }
+ } else if (yes == 2) {
+ if (unknown > 0) {
+ dot_setall(sstate, i, LINE_UNKNOWN, LINE_NO);
+ diff = min(diff, DIFF_EASY);
+ }
+ sstate->dot_solved[i] = TRUE;
+ } else {
+ sstate->solver_status = SOLVER_MISTAKE;
+ return DIFF_EASY;
+ }
+ }
+
+ check_caches(sstate);
+
+ return diff;
+}
+
+static int dline_deductions(solver_state *sstate)
+{
+ game_state *state = sstate->state;
+ grid *g = state->game_grid;
+ char *dlines = sstate->dlines;
+ int i;
+ int diff = DIFF_MAX;
+
+ /* ------ Face deductions ------ */
+
+ /* Given a set of dline atmostone/atleastone constraints, need to figure
+ * out if we can deduce any further info. For more general faces than
+ * squares, this turns out to be a tricky problem.
+ * The approach taken here is to define (per face) NxN matrices:
+ * "maxs" and "mins".
+ * The entries maxs(j,k) and mins(j,k) define the upper and lower limits
+ * for the possible number of edges that are YES between positions j and k
+ * going clockwise around the face. Can think of j and k as marking dots
+ * around the face (recall the labelling scheme: edge0 joins dot0 to dot1,
+ * edge1 joins dot1 to dot2 etc).
+ * Trivially, mins(j,j) = maxs(j,j) = 0, and we don't even bother storing
+ * these. mins(j,j+1) and maxs(j,j+1) are determined by whether edge{j}
+ * is YES, NO or UNKNOWN. mins(j,j+2) and maxs(j,j+2) are related to
+ * the dline atmostone/atleastone status for edges j and j+1.
+ *
+ * Then we calculate the remaining entries recursively. We definitely
+ * know that
+ * mins(j,k) >= { mins(j,u) + mins(u,k) } for any u between j and k.
+ * This is because any valid placement of YESs between j and k must give
+ * a valid placement between j and u, and also between u and k.
+ * I believe it's sufficient to use just the two values of u:
+ * j+1 and j+2. Seems to work well in practice - the bounds we compute
+ * are rigorous, even if they might not be best-possible.
+ *
+ * Once we have maxs and mins calculated, we can make inferences about
+ * each dline{j,j+1} by looking at the possible complementary edge-counts
+ * mins(j+2,j) and maxs(j+2,j) and comparing these with the face clue.
+ * As well as dlines, we can make similar inferences about single edges.
+ * For example, consider a pentagon with clue 3, and we know at most one
+ * of (edge0, edge1) is YES, and at most one of (edge2, edge3) is YES.
+ * We could then deduce edge4 is YES, because maxs(0,4) would be 2, so
+ * that final edge would have to be YES to make the count up to 3.
+ */
+
+ /* Much quicker to allocate arrays on the stack than the heap, so
+ * define the largest possible face size, and base our array allocations
+ * on that. We check this with an assertion, in case someone decides to
+ * make a grid which has larger faces than this. Note, this algorithm
+ * could get quite expensive if there are many large faces. */
+#define MAX_FACE_SIZE 12
+
+ for (i = 0; i < g->num_faces; i++) {
+ int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
+ int mins[MAX_FACE_SIZE][MAX_FACE_SIZE];
+ grid_face *f = g->faces + i;
+ int N = f->order;
+ int j,m;
+ int clue = state->clues[i];
+ assert(N <= MAX_FACE_SIZE);
+ if (sstate->face_solved[i])
+ continue;
+ if (clue < 0) continue;
+
+ /* Calculate the (j,j+1) entries */
+ for (j = 0; j < N; j++) {
+ int edge_index = f->edges[j] - g->edges;
+ int dline_index;
+ enum line_state line1 = state->lines[edge_index];
+ enum line_state line2;
+ int tmp;
+ int k = j + 1;
+ if (k >= N) k = 0;
+ maxs[j][k] = (line1 == LINE_NO) ? 0 : 1;
+ mins[j][k] = (line1 == LINE_YES) ? 1 : 0;
+ /* Calculate the (j,j+2) entries */
+ dline_index = dline_index_from_face(g, f, k);
+ edge_index = f->edges[k] - g->edges;
+ line2 = state->lines[edge_index];
+ k++;
+ if (k >= N) k = 0;
+
+ /* max */
+ tmp = 2;
+ if (line1 == LINE_NO) tmp--;
+ if (line2 == LINE_NO) tmp--;
+ if (tmp == 2 && is_atmostone(dlines, dline_index))
+ tmp = 1;
+ maxs[j][k] = tmp;
+
+ /* min */
+ tmp = 0;
+ if (line1 == LINE_YES) tmp++;
+ if (line2 == LINE_YES) tmp++;
+ if (tmp == 0 && is_atleastone(dlines, dline_index))
+ tmp = 1;
+ mins[j][k] = tmp;
+ }
+
+ /* Calculate the (j,j+m) entries for m between 3 and N-1 */
+ for (m = 3; m < N; m++) {
+ for (j = 0; j < N; j++) {
+ int k = j + m;
+ int u = j + 1;
+ int v = j + 2;
+ int tmp;
+ if (k >= N) k -= N;
+ if (u >= N) u -= N;
+ if (v >= N) v -= N;
+ maxs[j][k] = maxs[j][u] + maxs[u][k];
+ mins[j][k] = mins[j][u] + mins[u][k];
+ tmp = maxs[j][v] + maxs[v][k];
+ maxs[j][k] = min(maxs[j][k], tmp);
+ tmp = mins[j][v] + mins[v][k];
+ mins[j][k] = max(mins[j][k], tmp);
+ }
+ }
+
+ /* See if we can make any deductions */
+ for (j = 0; j < N; j++) {
+ int k;
+ grid_edge *e = f->edges[j];
+ int line_index = e - g->edges;
+ int dline_index;
+
+ if (state->lines[line_index] != LINE_UNKNOWN)
+ continue;
+ k = j + 1;
+ if (k >= N) k = 0;
+
+ /* minimum YESs in the complement of this edge */
+ if (mins[k][j] > clue) {
+ sstate->solver_status = SOLVER_MISTAKE;
+ return DIFF_EASY;
+ }
+ if (mins[k][j] == clue) {
+ /* setting this edge to YES would make at least
+ * (clue+1) edges - contradiction */
+ solver_set_line(sstate, line_index, LINE_NO);
+ diff = min(diff, DIFF_EASY);
+ }
+ if (maxs[k][j] < clue - 1) {
+ sstate->solver_status = SOLVER_MISTAKE;
+ return DIFF_EASY;
+ }
+ if (maxs[k][j] == clue - 1) {
+ /* Only way to satisfy the clue is to set edge{j} as YES */
+ solver_set_line(sstate, line_index, LINE_YES);
+ diff = min(diff, DIFF_EASY);
+ }
+
+ /* More advanced deduction that allows propagation along diagonal
+ * chains of faces connected by dots, for example, 3-2-...-2-3
+ * in square grids. */
+ if (sstate->diff >= DIFF_TRICKY) {
+ /* Now see if we can make dline deduction for edges{j,j+1} */
+ e = f->edges[k];
+ if (state->lines[e - g->edges] != LINE_UNKNOWN)
+ /* Only worth doing this for an UNKNOWN,UNKNOWN pair.
+ * Dlines where one of the edges is known, are handled in the
+ * dot-deductions */
+ continue;
+
+ dline_index = dline_index_from_face(g, f, k);
+ k++;
+ if (k >= N) k = 0;
+
+ /* minimum YESs in the complement of this dline */
+ if (mins[k][j] > clue - 2) {
+ /* Adding 2 YESs would break the clue */
+ if (set_atmostone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ /* maximum YESs in the complement of this dline */
+ if (maxs[k][j] < clue) {
+ /* Adding 2 NOs would mean not enough YESs */
+ if (set_atleastone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ }
+ }
+ }
+
+ if (diff < DIFF_NORMAL)
+ return diff;
+
+ /* ------ Dot deductions ------ */
+
+ for (i = 0; i < g->num_dots; i++) {
+ grid_dot *d = g->dots + i;
+ int N = d->order;
+ int yes, no, unknown;
+ int j;
+ if (sstate->dot_solved[i])
+ continue;
+ yes = sstate->dot_yes_count[i];
+ no = sstate->dot_no_count[i];
+ unknown = N - yes - no;
+
+ for (j = 0; j < N; j++) {
+ int k;
+ int dline_index;
+ int line1_index, line2_index;
+ enum line_state line1, line2;
+ k = j + 1;
+ if (k >= N) k = 0;
+ dline_index = dline_index_from_dot(g, d, j);
+ line1_index = d->edges[j] - g->edges;
+ line2_index = d->edges[k] - g->edges;
+ line1 = state->lines[line1_index];
+ line2 = state->lines[line2_index];
+
+ /* Infer dline state from line state */
+ if (line1 == LINE_NO || line2 == LINE_NO) {
+ if (set_atmostone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ if (line1 == LINE_YES || line2 == LINE_YES) {
+ if (set_atleastone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ /* Infer line state from dline state */
+ if (is_atmostone(dlines, dline_index)) {
+ if (line1 == LINE_YES && line2 == LINE_UNKNOWN) {
+ solver_set_line(sstate, line2_index, LINE_NO);
+ diff = min(diff, DIFF_EASY);
+ }
+ if (line2 == LINE_YES && line1 == LINE_UNKNOWN) {
+ solver_set_line(sstate, line1_index, LINE_NO);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ if (is_atleastone(dlines, dline_index)) {
+ if (line1 == LINE_NO && line2 == LINE_UNKNOWN) {
+ solver_set_line(sstate, line2_index, LINE_YES);
+ diff = min(diff, DIFF_EASY);
+ }
+ if (line2 == LINE_NO && line1 == LINE_UNKNOWN) {
+ solver_set_line(sstate, line1_index, LINE_YES);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ /* Deductions that depend on the numbers of lines.
+ * Only bother if both lines are UNKNOWN, otherwise the
+ * easy-mode solver (or deductions above) would have taken
+ * care of it. */
+ if (line1 != LINE_UNKNOWN || line2 != LINE_UNKNOWN)
+ continue;
+
+ if (yes == 0 && unknown == 2) {
+ /* Both these unknowns must be identical. If we know
+ * atmostone or atleastone, we can make progress. */
+ if (is_atmostone(dlines, dline_index)) {
+ solver_set_line(sstate, line1_index, LINE_NO);
+ solver_set_line(sstate, line2_index, LINE_NO);
+ diff = min(diff, DIFF_EASY);
+ }
+ if (is_atleastone(dlines, dline_index)) {
+ solver_set_line(sstate, line1_index, LINE_YES);
+ solver_set_line(sstate, line2_index, LINE_YES);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ if (yes == 1) {
+ if (set_atmostone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ if (unknown == 2) {
+ if (set_atleastone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ }
+
+ /* More advanced deduction that allows propagation along diagonal
+ * chains of faces connected by dots, for example: 3-2-...-2-3
+ * in square grids. */
+ if (sstate->diff >= DIFF_TRICKY) {
+ /* If we have atleastone set for this dline, infer
+ * atmostone for each "opposite" dline (that is, each
+ * dline without edges in common with this one).
+ * Again, this test is only worth doing if both these
+ * lines are UNKNOWN. For if one of these lines were YES,
+ * the (yes == 1) test above would kick in instead. */
+ if (is_atleastone(dlines, dline_index)) {
+ int opp;
+ for (opp = 0; opp < N; opp++) {
+ int opp_dline_index;
+ if (opp == j || opp == j+1 || opp == j-1)
+ continue;
+ if (j == 0 && opp == N-1)
+ continue;
+ if (j == N-1 && opp == 0)
+ continue;
+ opp_dline_index = dline_index_from_dot(g, d, opp);
+ if (set_atmostone(dlines, opp_dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ if (yes == 0 && is_atmostone(dlines, dline_index)) {
+ /* This dline has *exactly* one YES and there are no
+ * other YESs. This allows more deductions. */
+ if (unknown == 3) {
+ /* Third unknown must be YES */
+ for (opp = 0; opp < N; opp++) {
+ int opp_index;
+ if (opp == j || opp == k)
+ continue;
+ opp_index = d->edges[opp] - g->edges;
+ if (state->lines[opp_index] == LINE_UNKNOWN) {
+ solver_set_line(sstate, opp_index,
+ LINE_YES);
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ } else if (unknown == 4) {
+ /* Exactly one of opposite UNKNOWNS is YES. We've
+ * already set atmostone, so set atleastone as
+ * well.
+ */
+ if (dline_set_opp_atleastone(sstate, d, j))
+ diff = min(diff, DIFF_NORMAL);
+ }
+ }
+ }
+ }
+ }
+ }
+ return diff;
+}
+
+static int linedsf_deductions(solver_state *sstate)
+{
+ game_state *state = sstate->state;
+ grid *g = state->game_grid;
+ char *dlines = sstate->dlines;
+ int i;
+ int diff = DIFF_MAX;
+ int diff_tmp;
+
+ /* ------ Face deductions ------ */
+
+ /* A fully-general linedsf deduction seems overly complicated
+ * (I suspect the problem is NP-complete, though in practice it might just
+ * be doable because faces are limited in size).
+ * For simplicity, we only consider *pairs* of LINE_UNKNOWNS that are
+ * known to be identical. If setting them both to YES (or NO) would break
+ * the clue, set them to NO (or YES). */
+
+ for (i = 0; i < g->num_faces; i++) {
+ int N, yes, no, unknown;
+ int clue;
+
+ if (sstate->face_solved[i])
+ continue;
+ clue = state->clues[i];
+ if (clue < 0)
+ continue;
+
+ N = g->faces[i].order;
+ yes = sstate->face_yes_count[i];
+ if (yes + 1 == clue) {
+ if (face_setall_identical(sstate, i, LINE_NO))
+ diff = min(diff, DIFF_EASY);
+ }
+ no = sstate->face_no_count[i];
+ if (no + 1 == N - clue) {
+ if (face_setall_identical(sstate, i, LINE_YES))
+ diff = min(diff, DIFF_EASY);
+ }
+
+ /* Reload YES count, it might have changed */
+ yes = sstate->face_yes_count[i];
+ unknown = N - no - yes;
+
+ /* Deductions with small number of LINE_UNKNOWNs, based on overall
+ * parity of lines. */
+ diff_tmp = parity_deductions(sstate, g->faces[i].edges,
+ (clue - yes) % 2, unknown);
+ diff = min(diff, diff_tmp);
+ }
+
+ /* ------ Dot deductions ------ */
+ for (i = 0; i < g->num_dots; i++) {
+ grid_dot *d = g->dots + i;
+ int N = d->order;
+ int j;
+ int yes, no, unknown;
+ /* Go through dlines, and do any dline<->linedsf deductions wherever
+ * we find two UNKNOWNS. */
+ for (j = 0; j < N; j++) {
+ int dline_index = dline_index_from_dot(g, d, j);
+ int line1_index;
+ int line2_index;
+ int can1, can2, inv1, inv2;
+ int j2;
+ line1_index = d->edges[j] - g->edges;
+ if (state->lines[line1_index] != LINE_UNKNOWN)
+ continue;
+ j2 = j + 1;
+ if (j2 == N) j2 = 0;
+ line2_index = d->edges[j2] - g->edges;
+ if (state->lines[line2_index] != LINE_UNKNOWN)
+ continue;
+ /* Infer dline flags from linedsf */
+ can1 = edsf_canonify(sstate->linedsf, line1_index, &inv1);
+ can2 = edsf_canonify(sstate->linedsf, line2_index, &inv2);
+ if (can1 == can2 && inv1 != inv2) {
+ /* These are opposites, so set dline atmostone/atleastone */
+ if (set_atmostone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ if (set_atleastone(dlines, dline_index))
+ diff = min(diff, DIFF_NORMAL);
+ continue;
+ }
+ /* Infer linedsf from dline flags */
+ if (is_atmostone(dlines, dline_index)
+ && is_atleastone(dlines, dline_index)) {
+ if (merge_lines(sstate, line1_index, line2_index, 1))
+ diff = min(diff, DIFF_HARD);
+ }
+ }
+
+ /* Deductions with small number of LINE_UNKNOWNs, based on overall
+ * parity of lines. */
+ yes = sstate->dot_yes_count[i];
+ no = sstate->dot_no_count[i];
+ unknown = N - yes - no;
+ diff_tmp = parity_deductions(sstate, d->edges,
+ yes % 2, unknown);
+ diff = min(diff, diff_tmp);
+ }
+
+ /* ------ Edge dsf deductions ------ */
+
+ /* If the state of a line is known, deduce the state of its canonical line
+ * too, and vice versa. */
+ for (i = 0; i < g->num_edges; i++) {
+ int can, inv;
+ enum line_state s;
+ can = edsf_canonify(sstate->linedsf, i, &inv);
+ if (can == i)
+ continue;
+ s = sstate->state->lines[can];
+ if (s != LINE_UNKNOWN) {
+ if (solver_set_line(sstate, i, inv ? OPP(s) : s))
+ diff = min(diff, DIFF_EASY);
+ } else {
+ s = sstate->state->lines[i];
+ if (s != LINE_UNKNOWN) {
+ if (solver_set_line(sstate, can, inv ? OPP(s) : s))
+ diff = min(diff, DIFF_EASY);
+ }
+ }
+ }
+
+ return diff;
+}
+
+static int loop_deductions(solver_state *sstate)
+{
+ int edgecount = 0, clues = 0, satclues = 0, sm1clues = 0;
+ game_state *state = sstate->state;
+ grid *g = state->game_grid;
+ int shortest_chainlen = g->num_dots;
+ int loop_found = FALSE;
+ int dots_connected;
+ int progress = FALSE;
+ int i;
+
+ /*
+ * Go through the grid and update for all the new edges.
+ * Since merge_dots() is idempotent, the simplest way to
+ * do this is just to update for _all_ the edges.
+ * Also, while we're here, we count the edges.
+ */
+ for (i = 0; i < g->num_edges; i++) {
+ if (state->lines[i] == LINE_YES) {
+ loop_found |= merge_dots(sstate, i);
+ edgecount++;
+ }
+ }
+
+ /*
+ * Count the clues, count the satisfied clues, and count the
+ * satisfied-minus-one clues.
+ */
+ for (i = 0; i < g->num_faces; i++) {
+ int c = state->clues[i];
+ if (c >= 0) {
+ int o = sstate->face_yes_count[i];
+ if (o == c)
+ satclues++;
+ else if (o == c-1)
+ sm1clues++;
+ clues++;
+ }
+ }
+
+ for (i = 0; i < g->num_dots; ++i) {
+ dots_connected =
+ sstate->looplen[dsf_canonify(sstate->dotdsf, i)];
+ if (dots_connected > 1)
+ shortest_chainlen = min(shortest_chainlen, dots_connected);
+ }
+
+ assert(sstate->solver_status == SOLVER_INCOMPLETE);
+
+ if (satclues == clues && shortest_chainlen == edgecount) {
+ sstate->solver_status = SOLVER_SOLVED;
+ /* This discovery clearly counts as progress, even if we haven't
+ * just added any lines or anything */
+ progress = TRUE;
+ goto finished_loop_deductionsing;
+ }
+
+ /*
+ * Now go through looking for LINE_UNKNOWN edges which
+ * connect two dots that are already in the same
+ * equivalence class. If we find one, test to see if the
+ * loop it would create is a solution.
+ */
+ for (i = 0; i < g->num_edges; i++) {
+ grid_edge *e = g->edges + i;
+ int d1 = e->dot1 - g->dots;
+ int d2 = e->dot2 - g->dots;
+ int eqclass, val;
+ if (state->lines[i] != LINE_UNKNOWN)
+ continue;
+
+ eqclass = dsf_canonify(sstate->dotdsf, d1);
+ if (eqclass != dsf_canonify(sstate->dotdsf, d2))
+ continue;
+
+ val = LINE_NO; /* loop is bad until proven otherwise */
+
+ /*
+ * This edge would form a loop. Next
+ * question: how long would the loop be?
+ * Would it equal the total number of edges
+ * (plus the one we'd be adding if we added
+ * it)?
+ */
+ if (sstate->looplen[eqclass] == edgecount + 1) {
+ int sm1_nearby;
+
+ /*
+ * This edge would form a loop which
+ * took in all the edges in the entire
+ * grid. So now we need to work out
+ * whether it would be a valid solution
+ * to the puzzle, which means we have to
+ * check if it satisfies all the clues.
+ * This means that every clue must be
+ * either satisfied or satisfied-minus-
+ * 1, and also that the number of
+ * satisfied-minus-1 clues must be at
+ * most two and they must lie on either
+ * side of this edge.
+ */
+ sm1_nearby = 0;
+ if (e->face1) {
+ int f = e->face1 - g->faces;
+ int c = state->clues[f];
+ if (c >= 0 && sstate->face_yes_count[f] == c - 1)
+ sm1_nearby++;
+ }
+ if (e->face2) {
+ int f = e->face2 - g->faces;
+ int c = state->clues[f];
+ if (c >= 0 && sstate->face_yes_count[f] == c - 1)
+ sm1_nearby++;
+ }
+ if (sm1clues == sm1_nearby &&
+ sm1clues + satclues == clues) {
+ val = LINE_YES; /* loop is good! */
+ }
+ }
+
+ /*
+ * Right. Now we know that adding this edge
+ * would form a loop, and we know whether
+ * that loop would be a viable solution or
+ * not.
+ *
+ * If adding this edge produces a solution,
+ * then we know we've found _a_ solution but
+ * we don't know that it's _the_ solution -
+ * if it were provably the solution then
+ * we'd have deduced this edge some time ago
+ * without the need to do loop detection. So
+ * in this state we return SOLVER_AMBIGUOUS,
+ * which has the effect that hitting Solve
+ * on a user-provided puzzle will fill in a
+ * solution but using the solver to
+ * construct new puzzles won't consider this
+ * a reasonable deduction for the user to
+ * make.
+ */
+ progress = solver_set_line(sstate, i, val);
+ assert(progress == TRUE);
+ if (val == LINE_YES) {
+ sstate->solver_status = SOLVER_AMBIGUOUS;
+ goto finished_loop_deductionsing;
+ }
+ }
+
+ finished_loop_deductionsing:
+ return progress ? DIFF_EASY : DIFF_MAX;
+}
+
+/* This will return a dynamically allocated solver_state containing the (more)
+ * solved grid */
+static solver_state *solve_game_rec(const solver_state *sstate_start)
+{
+ solver_state *sstate;
+
+ /* Index of the solver we should call next. */
+ int i = 0;
+
+ /* As a speed-optimisation, we avoid re-running solvers that we know
+ * won't make any progress. This happens when a high-difficulty
+ * solver makes a deduction that can only help other high-difficulty
+ * solvers.
+ * For example: if a new 'dline' flag is set by dline_deductions, the
+ * trivial_deductions solver cannot do anything with this information.
+ * If we've already run the trivial_deductions solver (because it's
+ * earlier in the list), there's no point running it again.
+ *
+ * Therefore: if a solver is earlier in the list than "threshold_index",
+ * we don't bother running it if it's difficulty level is less than
+ * "threshold_diff".
+ */
+ int threshold_diff = 0;
+ int threshold_index = 0;
+
+ sstate = dup_solver_state(sstate_start);
+
+ check_caches(sstate);
+
+ while (i < NUM_SOLVERS) {
+ if (sstate->solver_status == SOLVER_MISTAKE)
+ return sstate;
+ if (sstate->solver_status == SOLVER_SOLVED ||
+ sstate->solver_status == SOLVER_AMBIGUOUS) {
+ /* solver finished */
+ break;
+ }
+
+ if ((solver_diffs[i] >= threshold_diff || i >= threshold_index)
+ && solver_diffs[i] <= sstate->diff) {
+ /* current_solver is eligible, so use it */
+ int next_diff = solver_fns[i](sstate);
+ if (next_diff != DIFF_MAX) {
+ /* solver made progress, so use new thresholds and
+ * start again at top of list. */
+ threshold_diff = next_diff;
+ threshold_index = i;
+ i = 0;
+ continue;
+ }
+ }
+ /* current_solver is ineligible, or failed to make progress, so
+ * go to the next solver in the list */
+ i++;
+ }
+
+ if (sstate->solver_status == SOLVER_SOLVED ||
+ sstate->solver_status == SOLVER_AMBIGUOUS) {
+ /* s/LINE_UNKNOWN/LINE_NO/g */
+ array_setall(sstate->state->lines, LINE_UNKNOWN, LINE_NO,
+ sstate->state->game_grid->num_edges);
+ return sstate;
+ }
+
+ return sstate;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ char *soln = NULL;
+ solver_state *sstate, *new_sstate;
+
+ sstate = new_solver_state(state, DIFF_MAX);
+ new_sstate = solve_game_rec(sstate);
+
+ if (new_sstate->solver_status == SOLVER_SOLVED) {
+ soln = encode_solve_move(new_sstate->state);
+ } else if (new_sstate->solver_status == SOLVER_AMBIGUOUS) {
+ soln = encode_solve_move(new_sstate->state);
+ /**error = "Solver found ambiguous solutions"; */
+ } else {
+ soln = encode_solve_move(new_sstate->state);
+ /**error = "Solver failed"; */
+ }
+
+ free_solver_state(new_sstate);
+ free_solver_state(sstate);
+
+ return soln;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing and mouse-handling
+ */
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ grid *g = state->game_grid;
+ grid_edge *e;
+ int i;
+ char *ret, buf[80];
+ char button_char = ' ';
+ enum line_state old_state;
+
+ button &= ~MOD_MASK;
+
+ /* Convert mouse-click (x,y) to grid coordinates */
+ x -= BORDER(ds->tilesize);
+ y -= BORDER(ds->tilesize);
+ x = x * g->tilesize / ds->tilesize;
+ y = y * g->tilesize / ds->tilesize;
+ x += g->lowest_x;
+ y += g->lowest_y;
+
+ e = grid_nearest_edge(g, x, y);
+ if (e == NULL)
+ return NULL;
+
+ i = e - g->edges;
+
+ /* I think it's only possible to play this game with mouse clicks, sorry */
+ /* Maybe will add mouse drag support some time */
+ old_state = state->lines[i];
+
+ switch (button) {
+ case LEFT_BUTTON:
+ switch (old_state) {
+ case LINE_UNKNOWN:
+ button_char = 'y';
+ break;
+ case LINE_YES:
+#ifdef STYLUS_BASED
+ button_char = 'n';
+ break;
+#endif
+ case LINE_NO:
+ button_char = 'u';
+ break;
+ }
+ break;
+ case MIDDLE_BUTTON:
+ button_char = 'u';
+ break;
+ case RIGHT_BUTTON:
+ switch (old_state) {
+ case LINE_UNKNOWN:
+ button_char = 'n';
+ break;
+ case LINE_NO:
+#ifdef STYLUS_BASED
+ button_char = 'y';
+ break;
+#endif
+ case LINE_YES:
+ button_char = 'u';
+ break;
+ }
+ break;
+ default:
+ return NULL;
+ }
+
+
+ sprintf(buf, "%d%c", i, (int)button_char);
+ ret = dupstr(buf);
+
+ return ret;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ int i;
+ game_state *newstate = dup_game(state);
+
+ if (move[0] == 'S') {
+ move++;
+ newstate->cheated = TRUE;
+ }
+
+ while (*move) {
+ i = atoi(move);
+ if (i < 0 || i >= newstate->game_grid->num_edges)
+ goto fail;
+ move += strspn(move, "1234567890");
+ switch (*(move++)) {
+ case 'y':
+ newstate->lines[i] = LINE_YES;
+ break;
+ case 'n':
+ newstate->lines[i] = LINE_NO;
+ break;
+ case 'u':
+ newstate->lines[i] = LINE_UNKNOWN;
+ break;
+ default:
+ goto fail;
+ }
+ }
+
+ /*
+ * Check for completion.
+ */
+ if (check_completion(newstate))
+ newstate->solved = TRUE;
+
+ return newstate;
+
+ fail:
+ free_game(newstate);
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+/* Convert from grid coordinates to screen coordinates */
+static void grid_to_screen(const game_drawstate *ds, const grid *g,
+ int grid_x, int grid_y, int *x, int *y)
+{
+ *x = grid_x - g->lowest_x;
+ *y = grid_y - g->lowest_y;
+ *x = *x * ds->tilesize / g->tilesize;
+ *y = *y * ds->tilesize / g->tilesize;
+ *x += BORDER(ds->tilesize);
+ *y += BORDER(ds->tilesize);
+}
+
+/* Returns (into x,y) position of centre of face for rendering the text clue.
+ */
+static void face_text_pos(const game_drawstate *ds, const grid *g,
+ grid_face *f, int *xret, int *yret)
+{
+ int faceindex = f - g->faces;
+
+ /*
+ * Return the cached position for this face, if we've already
+ * worked it out.
+ */
+ if (ds->textx[faceindex] >= 0) {
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+ return;
+ }
+
+ /*
+ * Otherwise, use the incentre computed by grid.c and convert it
+ * to screen coordinates.
+ */
+ grid_find_incentre(f);
+ grid_to_screen(ds, g, f->ix, f->iy,
+ &ds->textx[faceindex], &ds->texty[faceindex]);
+
+ *xret = ds->textx[faceindex];
+ *yret = ds->texty[faceindex];
+}
+
+static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f,
+ int *x, int *y, int *w, int *h)
+{
+ int xx, yy;
+ face_text_pos(ds, g, f, &xx, &yy);
+
+ /* There seems to be a certain amount of trial-and-error involved
+ * in working out the correct bounding-box for the text. */
+
+ *x = xx - ds->tilesize/4 - 1;
+ *y = yy - ds->tilesize/4 - 3;
+ *w = ds->tilesize/2 + 2;
+ *h = ds->tilesize/2 + 5;
+}
+
+static void game_redraw_clue(drawing *dr, game_drawstate *ds,
+ const game_state *state, int i)
+{
+ grid *g = state->game_grid;
+ grid_face *f = g->faces + i;
+ int x, y;
+ char c[20];
+
+ sprintf(c, "%d", state->clues[i]);
+
+ face_text_pos(ds, g, f, &x, &y);
+ draw_text(dr, x, y,
+ FONT_VARIABLE, ds->tilesize/2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE,
+ ds->clue_error[i] ? COL_MISTAKE :
+ ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
+}
+
+static void edge_bbox(game_drawstate *ds, grid *g, grid_edge *e,
+ int *x, int *y, int *w, int *h)
+{
+ int x1 = e->dot1->x;
+ int y1 = e->dot1->y;
+ int x2 = e->dot2->x;
+ int y2 = e->dot2->y;
+ int xmin, xmax, ymin, ymax;
+
+ grid_to_screen(ds, g, x1, y1, &x1, &y1);
+ grid_to_screen(ds, g, x2, y2, &x2, &y2);
+ /* Allow extra margin for dots, and thickness of lines */
+ xmin = min(x1, x2) - 2;
+ xmax = max(x1, x2) + 2;
+ ymin = min(y1, y2) - 2;
+ ymax = max(y1, y2) + 2;
+
+ *x = xmin;
+ *y = ymin;
+ *w = xmax - xmin + 1;
+ *h = ymax - ymin + 1;
+}
+
+static void dot_bbox(game_drawstate *ds, grid *g, grid_dot *d,
+ int *x, int *y, int *w, int *h)
+{
+ int x1, y1;
+
+ grid_to_screen(ds, g, d->x, d->y, &x1, &y1);
+
+ *x = x1 - 2;
+ *y = y1 - 2;
+ *w = 5;
+ *h = 5;
+}
+
+static const int loopy_line_redraw_phases[] = {
+ COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
+};
+#define NPHASES lenof(loopy_line_redraw_phases)
+
+static void game_redraw_line(drawing *dr, game_drawstate *ds,
+ const game_state *state, int i, int phase)
+{
+ grid *g = state->game_grid;
+ grid_edge *e = g->edges + i;
+ int x1, x2, y1, y2;
+ int line_colour;
+
+ if (state->line_errors[i])
+ line_colour = COL_MISTAKE;
+ else if (state->lines[i] == LINE_UNKNOWN)
+ line_colour = COL_LINEUNKNOWN;
+ else if (state->lines[i] == LINE_NO)
+ line_colour = COL_FAINT;
+ else if (ds->flashing)
+ line_colour = COL_HIGHLIGHT;
+ else
+ line_colour = COL_FOREGROUND;
+ if (line_colour != loopy_line_redraw_phases[phase])
+ return;
+
+ /* Convert from grid to screen coordinates */
+ grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
+ grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
+
+ if (line_colour == COL_FAINT) {
+ static int draw_faint_lines = -1;
+ if (draw_faint_lines < 0) {
+ char *env = getenv("LOOPY_FAINT_LINES");
+ draw_faint_lines = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (draw_faint_lines)
+ draw_line(dr, x1, y1, x2, y2, line_colour);
+ } else {
+ draw_thick_line(dr, 3.0,
+ x1 + 0.5, y1 + 0.5,
+ x2 + 0.5, y2 + 0.5,
+ line_colour);
+ }
+}
+
+static void game_redraw_dot(drawing *dr, game_drawstate *ds,
+ const game_state *state, int i)
+{
+ grid *g = state->game_grid;
+ grid_dot *d = g->dots + i;
+ int x, y;
+
+ grid_to_screen(ds, g, d->x, d->y, &x, &y);
+ draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND);
+}
+
+static int boxes_intersect(int x0, int y0, int w0, int h0,
+ int x1, int y1, int w1, int h1)
+{
+ /*
+ * Two intervals intersect iff neither is wholly on one side of
+ * the other. Two boxes intersect iff their horizontal and
+ * vertical intervals both intersect.
+ */
+ return (x0 < x1+w1 && x1 < x0+w0 && y0 < y1+h1 && y1 < y0+h0);
+}
+
+static void game_redraw_in_rect(drawing *dr, game_drawstate *ds,
+ const game_state *state,
+ int x, int y, int w, int h)
+{
+ grid *g = state->game_grid;
+ int i, phase;
+ int bx, by, bw, bh;
+
+ clip(dr, x, y, w, h);
+ draw_rect(dr, x, y, w, h, COL_BACKGROUND);
+
+ for (i = 0; i < g->num_faces; i++) {
+ if (state->clues[i] >= 0) {
+ face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_clue(dr, ds, state, i);
+ }
+ }
+ for (phase = 0; phase < NPHASES; phase++) {
+ for (i = 0; i < g->num_edges; i++) {
+ edge_bbox(ds, g, &g->edges[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_line(dr, ds, state, i, phase);
+ }
+ }
+ for (i = 0; i < g->num_dots; i++) {
+ dot_bbox(ds, g, &g->dots[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_dot(dr, ds, state, i);
+ }
+
+ unclip(dr);
+ draw_update(dr, x, y, w, h);
+}
+
+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)
+{
+#define REDRAW_OBJECTS_LIMIT 16 /* Somewhat arbitrary tradeoff */
+
+ grid *g = state->game_grid;
+ int border = BORDER(ds->tilesize);
+ int i;
+ int flash_changed;
+ int redraw_everything = FALSE;
+
+ int edges[REDRAW_OBJECTS_LIMIT], nedges = 0;
+ int faces[REDRAW_OBJECTS_LIMIT], nfaces = 0;
+
+ /* Redrawing is somewhat involved.
+ *
+ * An update can theoretically affect an arbitrary number of edges
+ * (consider, for example, completing or breaking a cycle which doesn't
+ * satisfy all the clues -- we'll switch many edges between error and
+ * normal states). On the other hand, redrawing the whole grid takes a
+ * while, making the game feel sluggish, and many updates are actually
+ * quite well localized.
+ *
+ * This redraw algorithm attempts to cope with both situations gracefully
+ * and correctly. For localized changes, we set a clip rectangle, fill
+ * it with background, and then redraw (a plausible but conservative
+ * guess at) the objects which intersect the rectangle; if several
+ * objects need redrawing, we'll do them individually. However, if lots
+ * of objects are affected, we'll just redraw everything.
+ *
+ * The reason for all of this is that it's just not safe to do the redraw
+ * piecemeal. If you try to draw an antialiased diagonal line over
+ * itself, you get a slightly thicker antialiased diagonal line, which
+ * looks rather ugly after a while.
+ *
+ * So, we take two passes over the grid. The first attempts to work out
+ * what needs doing, and the second actually does it.
+ */
+
+ if (!ds->started) {
+ redraw_everything = TRUE;
+ /*
+ * But we must still go through the upcoming loops, so that we
+ * set up stuff in ds correctly for the initial redraw.
+ */
+ }
+
+ /* First, trundle through the faces. */
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+ int sides = f->order;
+ int yes_order, no_order;
+ int clue_mistake;
+ int clue_satisfied;
+ int n = state->clues[i];
+ if (n < 0)
+ continue;
+
+ yes_order = face_order(state, i, LINE_YES);
+ if (state->exactly_one_loop) {
+ /*
+ * Special case: if the set of LINE_YES edges in the grid
+ * consists of exactly one loop and nothing else, then we
+ * switch to treating LINE_UNKNOWN the same as LINE_NO for
+ * purposes of clue checking.
+ *
+ * This is because some people like to play Loopy without
+ * using the right-click, i.e. never setting anything to
+ * LINE_NO. Without this special case, if a person playing
+ * in that style fills in what they think is a correct
+ * solution loop but in fact it has an underfilled clue,
+ * then we will display no victory flash and also no error
+ * highlight explaining why not. With this special case,
+ * we light up underfilled clues at the instant the loop
+ * is closed. (Of course, *overfilled* clues are fine
+ * either way.)
+ *
+ * (It might still be considered unfortunate that we can't
+ * warn this style of player any earlier, if they make a
+ * mistake very near the beginning which doesn't show up
+ * until they close the last edge of the loop. One other
+ * thing we _could_ do here is to treat any LINE_UNKNOWN
+ * as LINE_NO if either of its endpoints has yes-degree 2,
+ * reflecting the fact that setting that line to YES would
+ * be an obvious error. But I don't think even that could
+ * catch _all_ clue errors in a timely manner; I think
+ * there are some that won't be displayed until the loop
+ * is filled in, even so, and there's no way to avoid that
+ * with complete reliability except to switch to being a
+ * player who sets things to LINE_NO.)
+ */
+ no_order = sides - yes_order;
+ } else {
+ no_order = face_order(state, i, LINE_NO);
+ }
+
+ clue_mistake = (yes_order > n || no_order > (sides-n));
+ clue_satisfied = (yes_order == n && no_order == (sides-n));
+
+ if (clue_mistake != ds->clue_error[i] ||
+ clue_satisfied != ds->clue_satisfied[i]) {
+ ds->clue_error[i] = clue_mistake;
+ ds->clue_satisfied[i] = clue_satisfied;
+ if (nfaces == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ faces[nfaces++] = i;
+ }
+ }
+
+ /* Work out what the flash state needs to be. */
+ if (flashtime > 0 &&
+ (flashtime <= FLASH_TIME/3 ||
+ flashtime >= FLASH_TIME*2/3)) {
+ flash_changed = !ds->flashing;
+ ds->flashing = TRUE;
+ } else {
+ flash_changed = ds->flashing;
+ ds->flashing = FALSE;
+ }
+
+ /* Now, trundle through the edges. */
+ for (i = 0; i < g->num_edges; i++) {
+ char new_ds =
+ state->line_errors[i] ? DS_LINE_ERROR : state->lines[i];
+ if (new_ds != ds->lines[i] ||
+ (flash_changed && state->lines[i] == LINE_YES)) {
+ ds->lines[i] = new_ds;
+ if (nedges == REDRAW_OBJECTS_LIMIT)
+ redraw_everything = TRUE;
+ else
+ edges[nedges++] = i;
+ }
+ }
+
+ /* Pass one is now done. Now we do the actual drawing. */
+ if (redraw_everything) {
+ int grid_width = g->highest_x - g->lowest_x;
+ int grid_height = g->highest_y - g->lowest_y;
+ int w = grid_width * ds->tilesize / g->tilesize;
+ int h = grid_height * ds->tilesize / g->tilesize;
+
+ game_redraw_in_rect(dr, ds, state,
+ 0, 0, w + 2*border + 1, h + 2*border + 1);
+ } else {
+
+ /* Right. Now we roll up our sleeves. */
+
+ for (i = 0; i < nfaces; i++) {
+ grid_face *f = g->faces + faces[i];
+ int x, y, w, h;
+
+ face_text_bbox(ds, g, f, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
+
+ for (i = 0; i < nedges; i++) {
+ grid_edge *e = g->edges + edges[i];
+ int x, y, w, h;
+
+ edge_bbox(ds, g, e, &x, &y, &w, &h);
+ game_redraw_in_rect(dr, ds, state, x, y, w, h);
+ }
+ }
+
+ ds->started = TRUE;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->solved && newstate->solved &&
+ !oldstate->cheated && !newstate->cheated) {
+ return FLASH_TIME;
+ }
+
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->solved ? +1 : 0;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 7mm "squares" by default.
+ */
+ game_compute_size(params, 700, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+ int ink = print_mono_colour(dr, 0);
+ int i;
+ game_drawstate ads, *ds = &ads;
+ grid *g = state->game_grid;
+
+ ds->tilesize = tilesize;
+ ds->textx = snewn(g->num_faces, int);
+ ds->texty = snewn(g->num_faces, int);
+ for (i = 0; i < g->num_faces; i++)
+ ds->textx[i] = ds->texty[i] = -1;
+
+ for (i = 0; i < g->num_dots; i++) {
+ int x, y;
+ grid_to_screen(ds, g, g->dots[i].x, g->dots[i].y, &x, &y);
+ draw_circle(dr, x, y, ds->tilesize / 15, ink, ink);
+ }
+
+ /*
+ * Clues.
+ */
+ for (i = 0; i < g->num_faces; i++) {
+ grid_face *f = g->faces + i;
+ int clue = state->clues[i];
+ if (clue >= 0) {
+ char c[20];
+ int x, y;
+ sprintf(c, "%d", state->clues[i]);
+ face_text_pos(ds, g, f, &x, &y);
+ draw_text(dr, x, y,
+ FONT_VARIABLE, ds->tilesize / 2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, ink, c);
+ }
+ }
+
+ /*
+ * Lines.
+ */
+ for (i = 0; i < g->num_edges; i++) {
+ int thickness = (state->lines[i] == LINE_YES) ? 30 : 150;
+ grid_edge *e = g->edges + i;
+ int x1, y1, x2, y2;
+ grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
+ grid_to_screen(ds, g, e->dot2->x, e->dot2->y, &x2, &y2);
+ if (state->lines[i] == LINE_YES)
+ {
+ /* (dx, dy) points from (x1, y1) to (x2, y2).
+ * The line is then "fattened" in a perpendicular
+ * direction to create a thin rectangle. */
+ double d = sqrt(SQ((double)x1 - x2) + SQ((double)y1 - y2));
+ double dx = (x2 - x1) / d;
+ double dy = (y2 - y1) / d;
+ int points[8];
+
+ dx = (dx * ds->tilesize) / thickness;
+ dy = (dy * ds->tilesize) / thickness;
+ points[0] = x1 + (int)dy;
+ points[1] = y1 - (int)dx;
+ points[2] = x1 - (int)dy;
+ points[3] = y1 + (int)dx;
+ points[4] = x2 - (int)dy;
+ points[5] = y2 + (int)dx;
+ points[6] = x2 + (int)dy;
+ points[7] = y2 - (int)dx;
+ draw_polygon(dr, points, 4, ink, ink);
+ }
+ else
+ {
+ /* Draw a dotted line */
+ int divisions = 6;
+ int j;
+ for (j = 1; j < divisions; j++) {
+ /* Weighted average */
+ int x = (x1 * (divisions -j) + x2 * j) / divisions;
+ int y = (y1 * (divisions -j) + y2 * j) / divisions;
+ draw_circle(dr, x, y, ds->tilesize / thickness, ink, ink);
+ }
+ }
+ }
+
+ sfree(ds->textx);
+ sfree(ds->texty);
+}
+
+#ifdef COMBINED
+#define thegame loopy
+#endif
+
+const struct game thegame = {
+ "Loopy", "games.loopy", "loopy",
+ 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,
+ 1, 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_TILE_SIZE, 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, /* mouse_priorities */
+};
+
+#ifdef STANDALONE_SOLVER
+
+/*
+ * Half-hearted standalone solver. It can't output the solution to
+ * anything but a square puzzle, and it can't log the deductions
+ * it makes either. But it can solve square puzzles, and more
+ * importantly it can use its solver to grade the difficulty of
+ * any puzzle you give it.
+ */
+
+#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;
+#if 0 /* verbose solver not supported here (yet) */
+ int really_verbose = FALSE;
+#endif
+
+ while (--argc > 0) {
+ char *p = *++argv;
+#if 0 /* verbose solver not supported here (yet) */
+ if (!strcmp(p, "-v")) {
+ really_verbose = TRUE;
+ } else
+#endif
+ 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);
+
+ /*
+ * 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 < DIFF_MAX; diff++) {
+ solver_state *sstate_new;
+ solver_state *sstate = new_solver_state((game_state *)s, diff);
+
+ sstate_new = solve_game_rec(sstate);
+
+ if (sstate_new->solver_status == SOLVER_MISTAKE)
+ ret = 0;
+ else if (sstate_new->solver_status == SOLVER_SOLVED)
+ ret = 1;
+ else
+ ret = 2;
+
+ free_solver_state(sstate_new);
+ free_solver_state(sstate);
+
+ if (ret < 2)
+ break;
+ }
+
+ if (diff == DIFF_MAX) {
+ 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", diffnames[diff]);
+ } else {
+ solver_state *sstate_new;
+ solver_state *sstate = new_solver_state((game_state *)s, diff);
+
+ /* If we supported a verbose solver, we'd set verbosity here */
+
+ sstate_new = solve_game_rec(sstate);
+
+ if (sstate_new->solver_status == SOLVER_MISTAKE)
+ printf("Puzzle is inconsistent\n");
+ else {
+ assert(sstate_new->solver_status == SOLVER_SOLVED);
+ if (s->grid_type == 0) {
+ fputs(game_text_format(sstate_new->state), stdout);
+ } else {
+ printf("Unable to output non-square grids\n");
+ }
+ }
+
+ free_solver_state(sstate_new);
+ free_solver_state(sstate);
+ }
+ }
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */