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-rw-r--r--apps/plugins/puzzles/pearl.c2772
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diff --git a/apps/plugins/puzzles/pearl.c b/apps/plugins/puzzles/pearl.c
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+/*
+ * pearl.c: Nikoli's `Masyu' puzzle.
+ */
+
+/*
+ * TODO:
+ *
+ * - The current keyboard cursor mechanism works well on ordinary PC
+ * keyboards, but for platforms with only arrow keys and a select
+ * button or two, we may at some point need a simpler one which can
+ * handle 'x' markings without needing shift keys. For instance, a
+ * cursor with twice the grid resolution, so that it can range
+ * across face centres, edge centres and vertices; 'clicks' on face
+ * centres begin a drag as currently, clicks on edges toggle
+ * markings, and clicks on vertices are ignored (but it would be
+ * too confusing not to let the cursor rest on them). But I'm
+ * pretty sure that would be less pleasant to play on a full
+ * keyboard, so probably a #ifdef would be the thing.
+ *
+ * - Generation is still pretty slow, due to difficulty coming up in
+ * the first place with a loop that makes a soluble puzzle even
+ * with all possible clues filled in.
+ * + A possible alternative strategy to further tuning of the
+ * existing loop generator would be to throw the entire
+ * mechanism out and instead write a different generator from
+ * scratch which evolves the solution along with the puzzle:
+ * place a few clues, nail down a bit of the loop, place another
+ * clue, nail down some more, etc. However, I don't have a
+ * detailed plan for any such mechanism, so it may be a pipe
+ * dream.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+#include "grid.h"
+#include "loopgen.h"
+
+#define SWAP(i,j) do { int swaptmp = (i); (i) = (j); (j) = swaptmp; } while (0)
+
+#define NOCLUE 0
+#define CORNER 1
+#define STRAIGHT 2
+
+#define R 1
+#define U 2
+#define L 4
+#define D 8
+
+#define DX(d) ( ((d)==R) - ((d)==L) )
+#define DY(d) ( ((d)==D) - ((d)==U) )
+
+#define F(d) (((d << 2) | (d >> 2)) & 0xF)
+#define C(d) (((d << 3) | (d >> 1)) & 0xF)
+#define A(d) (((d << 1) | (d >> 3)) & 0xF)
+
+#define LR (L | R)
+#define RL (R | L)
+#define UD (U | D)
+#define DU (D | U)
+#define LU (L | U)
+#define UL (U | L)
+#define LD (L | D)
+#define DL (D | L)
+#define RU (R | U)
+#define UR (U | R)
+#define RD (R | D)
+#define DR (D | R)
+#define BLANK 0
+#define UNKNOWN 15
+
+#define bLR (1 << LR)
+#define bRL (1 << RL)
+#define bUD (1 << UD)
+#define bDU (1 << DU)
+#define bLU (1 << LU)
+#define bUL (1 << UL)
+#define bLD (1 << LD)
+#define bDL (1 << DL)
+#define bRU (1 << RU)
+#define bUR (1 << UR)
+#define bRD (1 << RD)
+#define bDR (1 << DR)
+#define bBLANK (1 << BLANK)
+
+enum {
+ COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
+ COL_CURSOR_BACKGROUND = COL_LOWLIGHT,
+ COL_BLACK, COL_WHITE,
+ COL_ERROR, COL_GRID, COL_FLASH,
+ COL_DRAGON, COL_DRAGOFF,
+ NCOLOURS
+};
+
+/* Macro ickery copied from slant.c */
+#define DIFFLIST(A) \
+ A(EASY,Easy,e) \
+ A(TRICKY,Tricky,t)
+#define ENUM(upper,title,lower) DIFF_ ## upper,
+#define TITLE(upper,title,lower) #title,
+#define ENCODE(upper,title,lower) #lower
+#define CONFIG(upper,title,lower) ":" #title
+enum { DIFFLIST(ENUM) DIFFCOUNT };
+static char const *const pearl_diffnames[] = { DIFFLIST(TITLE) "(count)" };
+static char const pearl_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+struct game_params {
+ int w, h;
+ int difficulty;
+ int nosolve; /* XXX remove me! */
+};
+
+struct shared_state {
+ int w, h, sz;
+ char *clues; /* size w*h */
+ int refcnt;
+};
+
+#define INGRID(state, gx, gy) ((gx) >= 0 && (gx) < (state)->shared->w && \
+ (gy) >= 0 && (gy) < (state)->shared->h)
+struct game_state {
+ struct shared_state *shared;
+ char *lines; /* size w*h: lines placed */
+ char *errors; /* size w*h: errors detected */
+ char *marks; /* size w*h: 'no line here' marks placed. */
+ int completed, used_solve;
+};
+
+#define DEFAULT_PRESET 3
+
+static const struct game_params pearl_presets[] = {
+ {6, 6, DIFF_EASY},
+ {6, 6, DIFF_TRICKY},
+ {8, 8, DIFF_EASY},
+ {8, 8, DIFF_TRICKY},
+ {10, 10, DIFF_EASY},
+ {10, 10, DIFF_TRICKY},
+ {12, 8, DIFF_EASY},
+ {12, 8, DIFF_TRICKY},
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ *ret = pearl_presets[DEFAULT_PRESET];
+ ret->nosolve = FALSE;
+
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char buf[64];
+
+ if (i < 0 || i >= lenof(pearl_presets)) return FALSE;
+
+ ret = default_params();
+ *ret = pearl_presets[i]; /* struct copy */
+ *params = ret;
+
+ sprintf(buf, "%dx%d %s",
+ pearl_presets[i].w, pearl_presets[i].h,
+ pearl_diffnames[pearl_presets[i].difficulty]);
+ *name = dupstr(buf);
+
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *ret, char const *string)
+{
+ ret->w = ret->h = atoi(string);
+ while (*string && isdigit((unsigned char) *string)) ++string;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+
+ ret->difficulty = DIFF_EASY;
+ if (*string == 'd') {
+ int i;
+ string++;
+ for (i = 0; i < DIFFCOUNT; i++)
+ if (*string == pearl_diffchars[i])
+ ret->difficulty = i;
+ if (*string) string++;
+ }
+
+ ret->nosolve = FALSE;
+ if (*string == 'n') {
+ ret->nosolve = TRUE;
+ string++;
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char buf[256];
+ sprintf(buf, "%dx%d", params->w, params->h);
+ if (full)
+ sprintf(buf + strlen(buf), "d%c%s",
+ pearl_diffchars[params->difficulty],
+ params->nosolve ? "n" : "");
+ return dupstr(buf);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[64];
+
+ 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 = "Difficulty";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = DIFFCONFIG;
+ ret[2].ival = params->difficulty;
+
+ ret[3].name = "Allow unsoluble";
+ ret[3].type = C_BOOLEAN;
+ ret[3].sval = NULL;
+ ret[3].ival = params->nosolve;
+
+ 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->difficulty = cfg[2].ival;
+ ret->nosolve = cfg[3].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 5) return "Width must be at least five";
+ if (params->h < 5) return "Height must be at least five";
+ if (params->difficulty < 0 || params->difficulty >= DIFFCOUNT)
+ return "Unknown difficulty level";
+
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Solver.
+ */
+
+int pearl_solve(int w, int h, char *clues, char *result,
+ int difficulty, int partial)
+{
+ int W = 2*w+1, H = 2*h+1;
+ short *workspace;
+ int *dsf, *dsfsize;
+ int x, y, b, d;
+ int ret = -1;
+
+ /*
+ * workspace[(2*y+1)*W+(2*x+1)] indicates the possible nature
+ * of the square (x,y), as a logical OR of bitfields.
+ *
+ * workspace[(2*y)*W+(2*x+1)], for x odd and y even, indicates
+ * whether the horizontal edge between (x,y) and (x+1,y) is
+ * connected (1), disconnected (2) or unknown (3).
+ *
+ * workspace[(2*y+1)*W+(2*x)], indicates the same about the
+ * vertical edge between (x,y) and (x,y+1).
+ *
+ * Initially, every square is considered capable of being in
+ * any of the seven possible states (two straights, four
+ * corners and empty), except those corresponding to clue
+ * squares which are more restricted.
+ *
+ * Initially, all edges are unknown, except the ones around the
+ * grid border which are known to be disconnected.
+ */
+ workspace = snewn(W*H, short);
+ for (x = 0; x < W*H; x++)
+ workspace[x] = 0;
+ /* Square states */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ switch (clues[y*w+x]) {
+ case CORNER:
+ workspace[(2*y+1)*W+(2*x+1)] = bLU|bLD|bRU|bRD;
+ break;
+ case STRAIGHT:
+ workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD;
+ break;
+ default:
+ workspace[(2*y+1)*W+(2*x+1)] = bLR|bUD|bLU|bLD|bRU|bRD|bBLANK;
+ break;
+ }
+ /* Horizontal edges */
+ for (y = 0; y <= h; y++)
+ for (x = 0; x < w; x++)
+ workspace[(2*y)*W+(2*x+1)] = (y==0 || y==h ? 2 : 3);
+ /* Vertical edges */
+ for (y = 0; y < h; y++)
+ for (x = 0; x <= w; x++)
+ workspace[(2*y+1)*W+(2*x)] = (x==0 || x==w ? 2 : 3);
+
+ /*
+ * We maintain a dsf of connected squares, together with a
+ * count of the size of each equivalence class.
+ */
+ dsf = snewn(w*h, int);
+ dsfsize = snewn(w*h, int);
+
+ /*
+ * Now repeatedly try to find something we can do.
+ */
+ while (1) {
+ int done_something = FALSE;
+
+#ifdef SOLVER_DIAGNOSTICS
+ for (y = 0; y < H; y++) {
+ for (x = 0; x < W; x++)
+ printf("%*x", (x&1) ? 5 : 2, workspace[y*W+x]);
+ printf("\n");
+ }
+#endif
+
+ /*
+ * Go through the square state words, and discard any
+ * square state which is inconsistent with known facts
+ * about the edges around the square.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ for (b = 0; b < 0xD; b++)
+ if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
+ /*
+ * If any edge of this square is known to
+ * be connected when state b would require
+ * it disconnected, or vice versa, discard
+ * the state.
+ */
+ for (d = 1; d <= 8; d += d) {
+ int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
+ if (workspace[ey*W+ex] ==
+ ((b & d) ? 2 : 1)) {
+ workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<b);
+#ifdef SOLVER_DIAGNOSTICS
+ printf("edge (%d,%d)-(%d,%d) rules out state"
+ " %d for square (%d,%d)\n",
+ ex/2, ey/2, (ex+1)/2, (ey+1)/2,
+ b, x, y);
+#endif
+ done_something = TRUE;
+ break;
+ }
+ }
+ }
+
+ /*
+ * Consistency check: each square must have at
+ * least one state left!
+ */
+ if (!workspace[(2*y+1)*W+(2*x+1)]) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("edge check at (%d,%d): inconsistency\n", x, y);
+#endif
+ ret = 0;
+ goto cleanup;
+ }
+ }
+
+ /*
+ * Now go through the states array again, and nail down any
+ * unknown edge if one of its neighbouring squares makes it
+ * known.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int edgeor = 0, edgeand = 15;
+
+ for (b = 0; b < 0xD; b++)
+ if (workspace[(2*y+1)*W+(2*x+1)] & (1<<b)) {
+ edgeor |= b;
+ edgeand &= b;
+ }
+
+ /*
+ * Now any bit clear in edgeor marks a disconnected
+ * edge, and any bit set in edgeand marks a
+ * connected edge.
+ */
+
+ /* First check consistency: neither bit is both! */
+ if (edgeand & ~edgeor) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("square check at (%d,%d): inconsistency\n", x, y);
+#endif
+ ret = 0;
+ goto cleanup;
+ }
+
+ for (d = 1; d <= 8; d += d) {
+ int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
+
+ if (!(edgeor & d) && workspace[ey*W+ex] == 3) {
+ workspace[ey*W+ex] = 2;
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("possible states of square (%d,%d) force edge"
+ " (%d,%d)-(%d,%d) to be disconnected\n",
+ x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
+#endif
+ } else if ((edgeand & d) && workspace[ey*W+ex] == 3) {
+ workspace[ey*W+ex] = 1;
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("possible states of square (%d,%d) force edge"
+ " (%d,%d)-(%d,%d) to be connected\n",
+ x, y, ex/2, ey/2, (ex+1)/2, (ey+1)/2);
+#endif
+ }
+ }
+ }
+
+ if (done_something)
+ continue;
+
+ /*
+ * Now for longer-range clue-based deductions (using the
+ * rules that a corner clue must connect to two straight
+ * squares, and a straight clue must connect to at least
+ * one corner square).
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ switch (clues[y*w+x]) {
+ case CORNER:
+ for (d = 1; d <= 8; d += d) {
+ int ex = 2*x+1 + DX(d), ey = 2*y+1 + DY(d);
+ int fx = ex + DX(d), fy = ey + DY(d);
+ int type = d | F(d);
+
+ if (workspace[ey*W+ex] == 1) {
+ /*
+ * If a corner clue is connected on any
+ * edge, then we can immediately nail
+ * down the square beyond that edge as
+ * being a straight in the appropriate
+ * direction.
+ */
+ if (workspace[fy*W+fx] != (1<<type)) {
+ workspace[fy*W+fx] = (1<<type);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("corner clue at (%d,%d) forces square "
+ "(%d,%d) into state %d\n", x, y,
+ fx/2, fy/2, type);
+#endif
+
+ }
+ } else if (workspace[ey*W+ex] == 3) {
+ /*
+ * Conversely, if a corner clue is
+ * separated by an unknown edge from a
+ * square which _cannot_ be a straight
+ * in the appropriate direction, we can
+ * mark that edge as disconnected.
+ */
+ if (!(workspace[fy*W+fx] & (1<<type))) {
+ workspace[ey*W+ex] = 2;
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("corner clue at (%d,%d), plus square "
+ "(%d,%d) not being state %d, "
+ "disconnects edge (%d,%d)-(%d,%d)\n",
+ x, y, fx/2, fy/2, type,
+ ex/2, ey/2, (ex+1)/2, (ey+1)/2);
+#endif
+
+ }
+ }
+ }
+
+ break;
+ case STRAIGHT:
+ /*
+ * If a straight clue is between two squares
+ * neither of which is capable of being a
+ * corner connected to it, then the straight
+ * clue cannot point in that direction.
+ */
+ for (d = 1; d <= 2; d += d) {
+ int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
+ int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
+ int type = d | F(d);
+
+ if (!(workspace[(2*y+1)*W+(2*x+1)] & (1<<type)))
+ continue;
+
+ if (!(workspace[fy*W+fx] & ((1<<(F(d)|A(d))) |
+ (1<<(F(d)|C(d))))) &&
+ !(workspace[gy*W+gx] & ((1<<( d |A(d))) |
+ (1<<( d |C(d)))))) {
+ workspace[(2*y+1)*W+(2*x+1)] &= ~(1<<type);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("straight clue at (%d,%d) cannot corner at "
+ "(%d,%d) or (%d,%d) so is not state %d\n",
+ x, y, fx/2, fy/2, gx/2, gy/2, type);
+#endif
+ }
+
+ }
+
+ /*
+ * If a straight clue with known direction is
+ * connected on one side to a known straight,
+ * then on the other side it must be a corner.
+ */
+ for (d = 1; d <= 8; d += d) {
+ int fx = 2*x+1 + 2*DX(d), fy = 2*y+1 + 2*DY(d);
+ int gx = 2*x+1 - 2*DX(d), gy = 2*y+1 - 2*DY(d);
+ int type = d | F(d);
+
+ if (workspace[(2*y+1)*W+(2*x+1)] != (1<<type))
+ continue;
+
+ if (!(workspace[fy*W+fx] &~ (bLR|bUD)) &&
+ (workspace[gy*W+gx] &~ (bLU|bLD|bRU|bRD))) {
+ workspace[gy*W+gx] &= (bLU|bLD|bRU|bRD);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("straight clue at (%d,%d) connecting to "
+ "straight at (%d,%d) makes (%d,%d) a "
+ "corner\n", x, y, fx/2, fy/2, gx/2, gy/2);
+#endif
+ }
+
+ }
+ break;
+ }
+
+ if (done_something)
+ continue;
+
+ /*
+ * Now detect shortcut loops.
+ */
+
+ {
+ int nonblanks, loopclass;
+
+ dsf_init(dsf, w*h);
+ for (x = 0; x < w*h; x++)
+ dsfsize[x] = 1;
+
+ /*
+ * First go through the edge entries and update the dsf
+ * of which squares are connected to which others. We
+ * also track the number of squares in each equivalence
+ * class, and count the overall number of
+ * known-non-blank squares.
+ *
+ * In the process of doing this, we must notice if a
+ * loop has already been formed. If it has, we blank
+ * out any square which isn't part of that loop
+ * (failing a consistency check if any such square does
+ * not have BLANK as one of its remaining options) and
+ * exit the deduction loop with success.
+ */
+ nonblanks = 0;
+ loopclass = -1;
+ for (y = 1; y < H-1; y++)
+ for (x = 1; x < W-1; x++)
+ if ((y ^ x) & 1) {
+ /*
+ * (x,y) are the workspace coordinates of
+ * an edge field. Compute the normal-space
+ * coordinates of the squares it connects.
+ */
+ int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
+ int bx = x/2, by = y/2, bc = by*w+bx;
+
+ /*
+ * If the edge is connected, do the dsf
+ * thing.
+ */
+ if (workspace[y*W+x] == 1) {
+ int ae, be;
+
+ ae = dsf_canonify(dsf, ac);
+ be = dsf_canonify(dsf, bc);
+
+ if (ae == be) {
+ /*
+ * We have a loop!
+ */
+ if (loopclass != -1) {
+ /*
+ * In fact, we have two
+ * separate loops, which is
+ * doom.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("two loops found in grid!\n");
+#endif
+ ret = 0;
+ goto cleanup;
+ }
+ loopclass = ae;
+ } else {
+ /*
+ * Merge the two equivalence
+ * classes.
+ */
+ int size = dsfsize[ae] + dsfsize[be];
+ dsf_merge(dsf, ac, bc);
+ ae = dsf_canonify(dsf, ac);
+ dsfsize[ae] = size;
+ }
+ }
+ } else if ((y & x) & 1) {
+ /*
+ * (x,y) are the workspace coordinates of a
+ * square field. If the square is
+ * definitely not blank, count it.
+ */
+ if (!(workspace[y*W+x] & bBLANK))
+ nonblanks++;
+ }
+
+ /*
+ * If we discovered an existing loop above, we must now
+ * blank every square not part of it, and exit the main
+ * deduction loop.
+ */
+ if (loopclass != -1) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("loop found in grid!\n");
+#endif
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (dsf_canonify(dsf, y*w+x) != loopclass) {
+ if (workspace[(y*2+1)*W+(x*2+1)] & bBLANK) {
+ workspace[(y*2+1)*W+(x*2+1)] = bBLANK;
+ } else {
+ /*
+ * This square is not part of the
+ * loop, but is known non-blank. We
+ * have goofed.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("non-blank square (%d,%d) found outside"
+ " loop!\n", x, y);
+#endif
+ ret = 0;
+ goto cleanup;
+ }
+ }
+ /*
+ * And we're done.
+ */
+ ret = 1;
+ break;
+ }
+
+ /* Further deductions are considered 'tricky'. */
+ if (difficulty == DIFF_EASY) goto done_deductions;
+
+ /*
+ * Now go through the workspace again and mark any edge
+ * which would cause a shortcut loop (i.e. would
+ * connect together two squares in the same equivalence
+ * class, and that equivalence class does not contain
+ * _all_ the known-non-blank squares currently in the
+ * grid) as disconnected. Also, mark any _square state_
+ * which would cause a shortcut loop as disconnected.
+ */
+ for (y = 1; y < H-1; y++)
+ for (x = 1; x < W-1; x++)
+ if ((y ^ x) & 1) {
+ /*
+ * (x,y) are the workspace coordinates of
+ * an edge field. Compute the normal-space
+ * coordinates of the squares it connects.
+ */
+ int ax = (x-1)/2, ay = (y-1)/2, ac = ay*w+ax;
+ int bx = x/2, by = y/2, bc = by*w+bx;
+
+ /*
+ * If the edge is currently unknown, and
+ * sits between two squares in the same
+ * equivalence class, and the size of that
+ * class is less than nonblanks, then
+ * connecting this edge would be a shortcut
+ * loop and so we must not do so.
+ */
+ if (workspace[y*W+x] == 3) {
+ int ae, be;
+
+ ae = dsf_canonify(dsf, ac);
+ be = dsf_canonify(dsf, bc);
+
+ if (ae == be) {
+ /*
+ * We have a loop. Is it a shortcut?
+ */
+ if (dsfsize[ae] < nonblanks) {
+ /*
+ * Yes! Mark this edge disconnected.
+ */
+ workspace[y*W+x] = 2;
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("edge (%d,%d)-(%d,%d) would create"
+ " a shortcut loop, hence must be"
+ " disconnected\n", x/2, y/2,
+ (x+1)/2, (y+1)/2);
+#endif
+ }
+ }
+ }
+ } else if ((y & x) & 1) {
+ /*
+ * (x,y) are the workspace coordinates of a
+ * square field. Go through its possible
+ * (non-blank) states and see if any gives
+ * rise to a shortcut loop.
+ *
+ * This is slightly fiddly, because we have
+ * to check whether this square is already
+ * part of the same equivalence class as
+ * the things it's joining.
+ */
+ int ae = dsf_canonify(dsf, (y/2)*w+(x/2));
+
+ for (b = 2; b < 0xD; b++)
+ if (workspace[y*W+x] & (1<<b)) {
+ /*
+ * Find the equivalence classes of
+ * the two squares this one would
+ * connect if it were in this
+ * state.
+ */
+ int e = -1;
+
+ for (d = 1; d <= 8; d += d) if (b & d) {
+ int xx = x/2 + DX(d), yy = y/2 + DY(d);
+ int ee = dsf_canonify(dsf, yy*w+xx);
+
+ if (e == -1)
+ ee = e;
+ else if (e != ee)
+ e = -2;
+ }
+
+ if (e >= 0) {
+ /*
+ * This square state would form
+ * a loop on equivalence class
+ * e. Measure the size of that
+ * loop, and see if it's a
+ * shortcut.
+ */
+ int loopsize = dsfsize[e];
+ if (e != ae)
+ loopsize++;/* add the square itself */
+ if (loopsize < nonblanks) {
+ /*
+ * It is! Mark this square
+ * state invalid.
+ */
+ workspace[y*W+x] &= ~(1<<b);
+ done_something = TRUE;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("square (%d,%d) would create a "
+ "shortcut loop in state %d, "
+ "hence cannot be\n",
+ x/2, y/2, b);
+#endif
+ }
+ }
+ }
+ }
+ }
+
+done_deductions:
+
+ if (done_something)
+ continue;
+
+ /*
+ * If we reach here, there is nothing left we can do.
+ * Return 2 for ambiguous puzzle.
+ */
+ ret = 2;
+ break;
+ }
+
+cleanup:
+
+ /*
+ * If ret = 1 then we've successfully achieved a solution. This
+ * means that we expect every square to be nailed down to
+ * exactly one possibility. If this is the case, or if the caller
+ * asked for a partial solution anyway, transcribe those
+ * possibilities into the result array.
+ */
+ if (ret == 1 || partial) {
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ for (b = 0; b < 0xD; b++)
+ if (workspace[(2*y+1)*W+(2*x+1)] == (1<<b)) {
+ result[y*w+x] = b;
+ break;
+ }
+ if (ret == 1) assert(b < 0xD); /* we should have had a break by now */
+ }
+ }
+ }
+
+ sfree(dsfsize);
+ sfree(dsf);
+ sfree(workspace);
+ assert(ret >= 0);
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Loop generator.
+ */
+
+/*
+ * We use the loop generator code from loopy, hard-coding to a square
+ * grid of the appropriate size. Knowing the grid layout and the tile
+ * size we can shrink that to our small grid and then make our line
+ * layout from the face colour info.
+ *
+ * We provide a bias function to the loop generator which tries to
+ * bias in favour of loops with more scope for Pearl black clues. This
+ * seems to improve the success rate of the puzzle generator, in that
+ * such loops have a better chance of being soluble with all valid
+ * clues put in.
+ */
+
+struct pearl_loopgen_bias_ctx {
+ /*
+ * Our bias function counts the number of 'black clue' corners
+ * (i.e. corners adjacent to two straights) in both the
+ * BLACK/nonBLACK and WHITE/nonWHITE boundaries. In order to do
+ * this, we must:
+ *
+ * - track the edges that are part of each of those loops
+ * - track the types of vertex in each loop (corner, straight,
+ * none)
+ * - track the current black-clue status of each vertex in each
+ * loop.
+ *
+ * Each of these chunks of data is updated incrementally from the
+ * previous one, to avoid slowdown due to the bias function
+ * rescanning the whole grid every time it's called.
+ *
+ * So we need a lot of separate arrays, plus a tdq for each one,
+ * and we must repeat it all twice for the BLACK and WHITE
+ * boundaries.
+ */
+ struct pearl_loopgen_bias_ctx_boundary {
+ int colour; /* FACE_WHITE or FACE_BLACK */
+
+ char *edges; /* is each edge part of the loop? */
+ tdq *edges_todo;
+
+ char *vertextypes; /* bits 0-3 == outgoing edge bitmap;
+ * bit 4 set iff corner clue.
+ * Hence, 0 means non-vertex;
+ * nonzero but bit 4 zero = straight. */
+ int *neighbour[2]; /* indices of neighbour vertices in loop */
+ tdq *vertextypes_todo;
+
+ char *blackclues; /* is each vertex a black clue site? */
+ tdq *blackclues_todo;
+ } boundaries[2]; /* boundaries[0]=WHITE, [1]=BLACK */
+
+ char *faces; /* remember last-seen colour of each face */
+ tdq *faces_todo;
+
+ int score;
+
+ grid *g;
+};
+int pearl_loopgen_bias(void *vctx, char *board, int face)
+{
+ struct pearl_loopgen_bias_ctx *ctx = (struct pearl_loopgen_bias_ctx *)vctx;
+ grid *g = ctx->g;
+ int oldface, newface;
+ int i, j, k;
+
+ tdq_add(ctx->faces_todo, face);
+ while ((j = tdq_remove(ctx->faces_todo)) >= 0) {
+ oldface = ctx->faces[j];
+ ctx->faces[j] = newface = board[j];
+ for (i = 0; i < 2; i++) {
+ struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i];
+ int c = b->colour;
+
+ /*
+ * If the face has changed either from or to colour c, we need
+ * to reprocess the edges for this boundary.
+ */
+ if (oldface == c || newface == c) {
+ grid_face *f = &g->faces[face];
+ for (k = 0; k < f->order; k++)
+ tdq_add(b->edges_todo, f->edges[k] - g->edges);
+ }
+ }
+ }
+
+ for (i = 0; i < 2; i++) {
+ struct pearl_loopgen_bias_ctx_boundary *b = &ctx->boundaries[i];
+ int c = b->colour;
+
+ /*
+ * Go through the to-do list of edges. For each edge, decide
+ * anew whether it's part of this boundary or not. Any edge
+ * that changes state has to have both its endpoints put on
+ * the vertextypes_todo list.
+ */
+ while ((j = tdq_remove(b->edges_todo)) >= 0) {
+ grid_edge *e = &g->edges[j];
+ int fc1 = e->face1 ? board[e->face1 - g->faces] : FACE_BLACK;
+ int fc2 = e->face2 ? board[e->face2 - g->faces] : FACE_BLACK;
+ int oldedge = b->edges[j];
+ int newedge = (fc1==c) ^ (fc2==c);
+ if (oldedge != newedge) {
+ b->edges[j] = newedge;
+ tdq_add(b->vertextypes_todo, e->dot1 - g->dots);
+ tdq_add(b->vertextypes_todo, e->dot2 - g->dots);
+ }
+ }
+
+ /*
+ * Go through the to-do list of vertices whose types need
+ * refreshing. For each one, decide whether it's a corner, a
+ * straight, or a vertex not in the loop, and in the former
+ * two cases also work out the indices of its neighbour
+ * vertices along the loop. Any vertex that changes state must
+ * be put back on the to-do list for deciding if it's a black
+ * clue site, and so must its two new neighbours _and_ its two
+ * old neighbours.
+ */
+ while ((j = tdq_remove(b->vertextypes_todo)) >= 0) {
+ grid_dot *d = &g->dots[j];
+ int neighbours[2], type = 0, n = 0;
+
+ for (k = 0; k < d->order; k++) {
+ grid_edge *e = d->edges[k];
+ grid_dot *d2 = (e->dot1 == d ? e->dot2 : e->dot1);
+ /* dir == 0,1,2,3 for an edge going L,U,R,D */
+ int dir = (d->y == d2->y) + 2*(d->x+d->y > d2->x+d2->y);
+ int ei = e - g->edges;
+ if (b->edges[ei]) {
+ type |= 1 << dir;
+ neighbours[n] = d2 - g->dots;
+ n++;
+ }
+ }
+
+ /*
+ * Decide if it's a corner, and set the corner flag if so.
+ */
+ if (type != 0 && type != 0x5 && type != 0xA)
+ type |= 0x10;
+
+ if (type != b->vertextypes[j]) {
+ /*
+ * Recompute old neighbours, if any.
+ */
+ if (b->vertextypes[j]) {
+ tdq_add(b->blackclues_todo, b->neighbour[0][j]);
+ tdq_add(b->blackclues_todo, b->neighbour[1][j]);
+ }
+ /*
+ * Recompute this vertex.
+ */
+ tdq_add(b->blackclues_todo, j);
+ b->vertextypes[j] = type;
+ /*
+ * Recompute new neighbours, if any.
+ */
+ if (b->vertextypes[j]) {
+ b->neighbour[0][j] = neighbours[0];
+ b->neighbour[1][j] = neighbours[1];
+ tdq_add(b->blackclues_todo, b->neighbour[0][j]);
+ tdq_add(b->blackclues_todo, b->neighbour[1][j]);
+ }
+ }
+ }
+
+ /*
+ * Go through the list of vertices which we must check to see
+ * if they're black clue sites. Each one is a black clue site
+ * iff it is a corner and its loop neighbours are non-corners.
+ * Adjust the running total of black clues we've counted.
+ */
+ while ((j = tdq_remove(b->blackclues_todo)) >= 0) {
+ ctx->score -= b->blackclues[j];
+ b->blackclues[j] = ((b->vertextypes[j] & 0x10) &&
+ !((b->vertextypes[b->neighbour[0][j]] |
+ b->vertextypes[b->neighbour[1][j]])
+ & 0x10));
+ ctx->score += b->blackclues[j];
+ }
+ }
+
+ return ctx->score;
+}
+
+void pearl_loopgen(int w, int h, char *lines, random_state *rs)
+{
+ grid *g = grid_new(GRID_SQUARE, w-1, h-1, NULL);
+ char *board = snewn(g->num_faces, char);
+ int i, s = g->tilesize;
+ struct pearl_loopgen_bias_ctx biasctx;
+
+ memset(lines, 0, w*h);
+
+ /*
+ * Initialise the context for the bias function. Initially we fill
+ * all the to-do lists, so that the first call will scan
+ * everything; thereafter the lists stay empty so we make
+ * incremental changes.
+ */
+ biasctx.g = g;
+ biasctx.faces = snewn(g->num_faces, char);
+ biasctx.faces_todo = tdq_new(g->num_faces);
+ tdq_fill(biasctx.faces_todo);
+ biasctx.score = 0;
+ memset(biasctx.faces, FACE_GREY, g->num_faces);
+ for (i = 0; i < 2; i++) {
+ biasctx.boundaries[i].edges = snewn(g->num_edges, char);
+ memset(biasctx.boundaries[i].edges, 0, g->num_edges);
+ biasctx.boundaries[i].edges_todo = tdq_new(g->num_edges);
+ tdq_fill(biasctx.boundaries[i].edges_todo);
+ biasctx.boundaries[i].vertextypes = snewn(g->num_dots, char);
+ memset(biasctx.boundaries[i].vertextypes, 0, g->num_dots);
+ biasctx.boundaries[i].neighbour[0] = snewn(g->num_dots, int);
+ biasctx.boundaries[i].neighbour[1] = snewn(g->num_dots, int);
+ biasctx.boundaries[i].vertextypes_todo = tdq_new(g->num_dots);
+ tdq_fill(biasctx.boundaries[i].vertextypes_todo);
+ biasctx.boundaries[i].blackclues = snewn(g->num_dots, char);
+ memset(biasctx.boundaries[i].blackclues, 0, g->num_dots);
+ biasctx.boundaries[i].blackclues_todo = tdq_new(g->num_dots);
+ tdq_fill(biasctx.boundaries[i].blackclues_todo);
+ }
+ biasctx.boundaries[0].colour = FACE_WHITE;
+ biasctx.boundaries[1].colour = FACE_BLACK;
+ generate_loop(g, board, rs, pearl_loopgen_bias, &biasctx);
+ sfree(biasctx.faces);
+ tdq_free(biasctx.faces_todo);
+ for (i = 0; i < 2; i++) {
+ sfree(biasctx.boundaries[i].edges);
+ tdq_free(biasctx.boundaries[i].edges_todo);
+ sfree(biasctx.boundaries[i].vertextypes);
+ sfree(biasctx.boundaries[i].neighbour[0]);
+ sfree(biasctx.boundaries[i].neighbour[1]);
+ tdq_free(biasctx.boundaries[i].vertextypes_todo);
+ sfree(biasctx.boundaries[i].blackclues);
+ tdq_free(biasctx.boundaries[i].blackclues_todo);
+ }
+
+ for (i = 0; i < g->num_edges; i++) {
+ grid_edge *e = g->edges + i;
+ enum face_colour c1 = FACE_COLOUR(e->face1);
+ enum face_colour c2 = FACE_COLOUR(e->face2);
+ assert(c1 != FACE_GREY);
+ assert(c2 != FACE_GREY);
+ if (c1 != c2) {
+ /* This grid edge is on the loop: lay line along it */
+ int x1 = e->dot1->x/s, y1 = e->dot1->y/s;
+ int x2 = e->dot2->x/s, y2 = e->dot2->y/s;
+
+ /* (x1,y1) and (x2,y2) are now in our grid coords (0-w,0-h). */
+ if (x1 == x2) {
+ if (y1 > y2) SWAP(y1,y2);
+
+ assert(y1+1 == y2);
+ lines[y1*w+x1] |= D;
+ lines[y2*w+x1] |= U;
+ } else if (y1 == y2) {
+ if (x1 > x2) SWAP(x1,x2);
+
+ assert(x1+1 == x2);
+ lines[y1*w+x1] |= R;
+ lines[y1*w+x2] |= L;
+ } else
+ assert(!"grid with diagonal coords?!");
+ }
+ }
+
+ grid_free(g);
+ sfree(board);
+
+#if defined LOOPGEN_DIAGNOSTICS && !defined GENERATION_DIAGNOSTICS
+ printf("as returned:\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int type = lines[y*w+x];
+ char s[5], *p = s;
+ if (type & L) *p++ = 'L';
+ if (type & R) *p++ = 'R';
+ if (type & U) *p++ = 'U';
+ if (type & D) *p++ = 'D';
+ *p = '\0';
+ printf("%3s", s);
+ }
+ printf("\n");
+ }
+ printf("\n");
+#endif
+}
+
+static int new_clues(const game_params *params, random_state *rs,
+ char *clues, char *grid)
+{
+ int w = params->w, h = params->h, diff = params->difficulty;
+ int ngen = 0, x, y, d, ret, i;
+
+
+ /*
+ * Difficulty exception: 5x5 Tricky is not generable (the
+ * generator will spin forever trying) and so we fudge it to Easy.
+ */
+ if (w == 5 && h == 5 && diff > DIFF_EASY)
+ diff = DIFF_EASY;
+
+ while (1) {
+ ngen++;
+ pearl_loopgen(w, h, grid, rs);
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("grid array:\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int type = grid[y*w+x];
+ char s[5], *p = s;
+ if (type & L) *p++ = 'L';
+ if (type & R) *p++ = 'R';
+ if (type & U) *p++ = 'U';
+ if (type & D) *p++ = 'D';
+ *p = '\0';
+ printf("%2s ", s);
+ }
+ printf("\n");
+ }
+ printf("\n");
+#endif
+
+ /*
+ * Set up the maximal clue array.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int type = grid[y*w+x];
+
+ clues[y*w+x] = NOCLUE;
+
+ if ((bLR|bUD) & (1 << type)) {
+ /*
+ * This is a straight; see if it's a viable
+ * candidate for a straight clue. It qualifies if
+ * at least one of the squares it connects to is a
+ * corner.
+ */
+ for (d = 1; d <= 8; d += d) if (type & d) {
+ int xx = x + DX(d), yy = y + DY(d);
+ assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
+ if ((bLU|bLD|bRU|bRD) & (1 << grid[yy*w+xx]))
+ break;
+ }
+ if (d <= 8) /* we found one */
+ clues[y*w+x] = STRAIGHT;
+ } else if ((bLU|bLD|bRU|bRD) & (1 << type)) {
+ /*
+ * This is a corner; see if it's a viable candidate
+ * for a corner clue. It qualifies if all the
+ * squares it connects to are straights.
+ */
+ for (d = 1; d <= 8; d += d) if (type & d) {
+ int xx = x + DX(d), yy = y + DY(d);
+ assert(xx >= 0 && xx < w && yy >= 0 && yy < h);
+ if (!((bLR|bUD) & (1 << grid[yy*w+xx])))
+ break;
+ }
+ if (d > 8) /* we didn't find a counterexample */
+ clues[y*w+x] = CORNER;
+ }
+ }
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("clue array:\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
+ }
+ printf("\n");
+ }
+ printf("\n");
+#endif
+
+ if (!params->nosolve) {
+ int *cluespace, *straights, *corners;
+ int nstraights, ncorners, nstraightpos, ncornerpos;
+
+ /*
+ * See if we can solve the puzzle just like this.
+ */
+ ret = pearl_solve(w, h, clues, grid, diff, FALSE);
+ assert(ret > 0); /* shouldn't be inconsistent! */
+ if (ret != 1)
+ continue; /* go round and try again */
+
+ /*
+ * Check this puzzle isn't too easy.
+ */
+ if (diff > DIFF_EASY) {
+ ret = pearl_solve(w, h, clues, grid, diff-1, FALSE);
+ assert(ret > 0);
+ if (ret == 1)
+ continue; /* too easy: try again */
+ }
+
+ /*
+ * Now shuffle the grid points and gradually remove the
+ * clues to find a minimal set which still leaves the
+ * puzzle soluble.
+ *
+ * We preferentially attempt to remove whichever type of
+ * clue is currently most numerous, to combat a general
+ * tendency of plain random generation to bias in favour
+ * of many white clues and few black.
+ *
+ * 'nstraights' and 'ncorners' count the number of clues
+ * of each type currently remaining in the grid;
+ * 'nstraightpos' and 'ncornerpos' count the clues of each
+ * type we have left to try to remove. (Clues which we
+ * have tried and failed to remove are counted by the
+ * former but not the latter.)
+ */
+ cluespace = snewn(w*h, int);
+ straights = cluespace;
+ nstraightpos = 0;
+ for (i = 0; i < w*h; i++)
+ if (clues[i] == STRAIGHT)
+ straights[nstraightpos++] = i;
+ corners = straights + nstraightpos;
+ ncornerpos = 0;
+ for (i = 0; i < w*h; i++)
+ if (clues[i] == STRAIGHT)
+ corners[ncornerpos++] = i;
+ nstraights = nstraightpos;
+ ncorners = ncornerpos;
+
+ shuffle(straights, nstraightpos, sizeof(*straights), rs);
+ shuffle(corners, ncornerpos, sizeof(*corners), rs);
+ while (nstraightpos > 0 || ncornerpos > 0) {
+ int cluepos;
+ int clue;
+
+ /*
+ * Decide which clue to try to remove next. If both
+ * types are available, we choose whichever kind is
+ * currently overrepresented; otherwise we take
+ * whatever we can get.
+ */
+ if (nstraightpos > 0 && ncornerpos > 0) {
+ if (nstraights >= ncorners)
+ cluepos = straights[--nstraightpos];
+ else
+ cluepos = straights[--ncornerpos];
+ } else {
+ if (nstraightpos > 0)
+ cluepos = straights[--nstraightpos];
+ else
+ cluepos = straights[--ncornerpos];
+ }
+
+ y = cluepos / w;
+ x = cluepos % w;
+
+ clue = clues[y*w+x];
+ clues[y*w+x] = 0; /* try removing this clue */
+
+ ret = pearl_solve(w, h, clues, grid, diff, FALSE);
+ assert(ret > 0);
+ if (ret != 1)
+ clues[y*w+x] = clue; /* oops, put it back again */
+ }
+ sfree(cluespace);
+ }
+
+#ifdef FINISHED_PUZZLE
+ printf("clue array:\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printf("%c", " *O"[(unsigned char)clues[y*w+x]]);
+ }
+ printf("\n");
+ }
+ printf("\n");
+#endif
+
+ break; /* got it */
+ }
+
+ debug(("%d %dx%d loops before finished puzzle.\n", ngen, w, h));
+
+ return ngen;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ char *grid, *clues;
+ char *desc;
+ int w = params->w, h = params->h, i, j;
+
+ grid = snewn(w*h, char);
+ clues = snewn(w*h, char);
+
+ new_clues(params, rs, clues, grid);
+
+ desc = snewn(w * h + 1, char);
+ for (i = j = 0; i < w*h; i++) {
+ if (clues[i] == NOCLUE && j > 0 &&
+ desc[j-1] >= 'a' && desc[j-1] < 'z')
+ desc[j-1]++;
+ else if (clues[i] == NOCLUE)
+ desc[j++] = 'a';
+ else if (clues[i] == CORNER)
+ desc[j++] = 'B';
+ else if (clues[i] == STRAIGHT)
+ desc[j++] = 'W';
+ }
+ desc[j] = '\0';
+
+ *aux = snewn(w*h+1, char);
+ for (i = 0; i < w*h; i++)
+ (*aux)[i] = (grid[i] < 10) ? (grid[i] + '0') : (grid[i] + 'A' - 10);
+ (*aux)[w*h] = '\0';
+
+ sfree(grid);
+ sfree(clues);
+
+ return desc;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int i, sizesofar;
+ const int totalsize = params->w * params->h;
+
+ sizesofar = 0;
+ for (i = 0; desc[i]; i++) {
+ if (desc[i] >= 'a' && desc[i] <= 'z')
+ sizesofar += desc[i] - 'a' + 1;
+ else if (desc[i] == 'B' || desc[i] == 'W')
+ sizesofar++;
+ else
+ return "unrecognised character in string";
+ }
+
+ if (sizesofar > totalsize)
+ return "string too long";
+ else if (sizesofar < totalsize)
+ return "string too short";
+
+ return NULL;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ game_state *state = snew(game_state);
+ int i, j, sz = params->w*params->h;
+
+ state->completed = state->used_solve = FALSE;
+ state->shared = snew(struct shared_state);
+
+ state->shared->w = params->w;
+ state->shared->h = params->h;
+ state->shared->sz = sz;
+ state->shared->refcnt = 1;
+ state->shared->clues = snewn(sz, char);
+ for (i = j = 0; desc[i]; i++) {
+ assert(j < sz);
+ if (desc[i] >= 'a' && desc[i] <= 'z') {
+ int n = desc[i] - 'a' + 1;
+ assert(j + n <= sz);
+ while (n-- > 0)
+ state->shared->clues[j++] = NOCLUE;
+ } else if (desc[i] == 'B') {
+ state->shared->clues[j++] = CORNER;
+ } else if (desc[i] == 'W') {
+ state->shared->clues[j++] = STRAIGHT;
+ }
+ }
+
+ state->lines = snewn(sz, char);
+ state->errors = snewn(sz, char);
+ state->marks = snewn(sz, char);
+ for (i = 0; i < sz; i++)
+ state->lines[i] = state->errors[i] = state->marks[i] = BLANK;
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ game_state *ret = snew(game_state);
+ int sz = state->shared->sz, i;
+
+ ret->shared = state->shared;
+ ret->completed = state->completed;
+ ret->used_solve = state->used_solve;
+ ++ret->shared->refcnt;
+
+ ret->lines = snewn(sz, char);
+ ret->errors = snewn(sz, char);
+ ret->marks = snewn(sz, char);
+ for (i = 0; i < sz; i++) {
+ ret->lines[i] = state->lines[i];
+ ret->errors[i] = state->errors[i];
+ ret->marks[i] = state->marks[i];
+ }
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ assert(state);
+ if (--state->shared->refcnt == 0) {
+ sfree(state->shared->clues);
+ sfree(state->shared);
+ }
+ sfree(state->lines);
+ sfree(state->errors);
+ sfree(state->marks);
+ sfree(state);
+}
+
+static char nbits[16] = { 0, 1, 1, 2,
+ 1, 2, 2, 3,
+ 1, 2, 2, 3,
+ 2, 3, 3, 4 };
+#define NBITS(l) ( ((l) < 0 || (l) > 15) ? 4 : nbits[l] )
+
+#define ERROR_CLUE 16
+
+static void dsf_update_completion(game_state *state, int ax, int ay, char dir,
+ int *dsf)
+{
+ int w = state->shared->w /*, h = state->shared->h */;
+ int ac = ay*w+ax, bx, by, bc;
+
+ if (!(state->lines[ac] & dir)) return; /* no link */
+ bx = ax + DX(dir); by = ay + DY(dir);
+
+ assert(INGRID(state, bx, by)); /* should not have a link off grid */
+
+ bc = by*w+bx;
+ assert(state->lines[bc] & F(dir)); /* should have reciprocal link */
+ if (!(state->lines[bc] & F(dir))) return;
+
+ dsf_merge(dsf, ac, bc);
+}
+
+static void check_completion(game_state *state, int mark)
+{
+ int w = state->shared->w, h = state->shared->h, x, y, i, d;
+ int had_error = FALSE;
+ 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 };
+
+ if (mark) {
+ for (i = 0; i < w*h; i++) {
+ state->errors[i] = 0;
+ }
+ }
+
+#define ERROR(x,y,e) do { had_error = TRUE; if (mark) state->errors[(y)*w+(x)] |= (e); } while(0)
+
+ /*
+ * Analyse the solution into loops, paths and stranger things.
+ * Basic strategy here is all the same as in Loopy - see the big
+ * comment in loopy.c's check_completion() - and for exactly the
+ * same reasons, since Loopy and Pearl have basically the same
+ * form of expected solution.
+ */
+ dsf = snew_dsf(w*h);
+
+ /* Build the dsf. */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ dsf_update_completion(state, x, y, R, dsf);
+ dsf_update_completion(state, x, y, D, dsf);
+ }
+ }
+
+ /* Initialise a state variable for each connected component. */
+ component_state = snewn(w*h, int);
+ for (i = 0; i < w*h; i++) {
+ if (dsf_canonify(dsf, i) == i)
+ component_state[i] = COMP_LOOP;
+ else
+ component_state[i] = COMP_NONE;
+ }
+
+ /*
+ * Classify components, and mark errors where a square has more
+ * than two line segments.
+ */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ int type = state->lines[y*w+x];
+ int degree = NBITS(type);
+ int comp = dsf_canonify(dsf, y*w+x);
+ if (degree > 2) {
+ ERROR(x,y,type);
+ component_state[comp] = COMP_SILLY;
+ } else if (degree == 0) {
+ component_state[comp] = COMP_EMPTY;
+ } else if (degree == 1) {
+ if (component_state[comp] != COMP_SILLY)
+ component_state[comp] = COMP_PATH;
+ }
+ }
+ }
+
+ /* Count the components, and find the largest sensible one. */
+ nsilly = nloop = npath = 0;
+ total_pathsize = 0;
+ largest_comp = largest_size = -1;
+ for (i = 0; i < w*h; 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 every sensible component that is
+ * not the largest one.
+ */
+ for (i = 0; i < w*h; i++) {
+ int comp = dsf_canonify(dsf, i);
+ if (component_state[comp] == COMP_PATH)
+ comp = -1; /* part of the 'all paths' quasi-component */
+ if ((component_state[comp] == COMP_PATH &&
+ -1 != largest_comp) ||
+ (component_state[comp] == COMP_LOOP &&
+ comp != largest_comp))
+ ERROR(i%w, i/w, state->lines[i]);
+ }
+ }
+
+ /* Now we've finished with the dsf and component states. The only
+ * thing we'll need to remember later on is whether all edges were
+ * part of a single loop, for which our counter variables
+ * nsilly,nloop,npath are enough. */
+ sfree(component_state);
+ sfree(dsf);
+
+ /*
+ * Check that no clues are contradicted. This code is similar to
+ * the code that sets up the maximal clue array for any given
+ * loop.
+ */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ int type = state->lines[y*w+x];
+ if (state->shared->clues[y*w+x] == CORNER) {
+ /* Supposed to be a corner: will find a contradiction if
+ * it actually contains a straight line, or if it touches any
+ * corners. */
+ if ((bLR|bUD) & (1 << type)) {
+ ERROR(x,y,ERROR_CLUE); /* actually straight */
+ }
+ for (d = 1; d <= 8; d += d) if (type & d) {
+ int xx = x + DX(d), yy = y + DY(d);
+ if (!INGRID(state, xx, yy)) {
+ ERROR(x,y,d); /* leads off grid */
+ } else {
+ if ((bLU|bLD|bRU|bRD) & (1 << state->lines[yy*w+xx])) {
+ ERROR(x,y,ERROR_CLUE); /* touches corner */
+ }
+ }
+ }
+ } else if (state->shared->clues[y*w+x] == STRAIGHT) {
+ /* Supposed to be straight: will find a contradiction if
+ * it actually contains a corner, or if it only touches
+ * straight lines. */
+ if ((bLU|bLD|bRU|bRD) & (1 << type)) {
+ ERROR(x,y,ERROR_CLUE); /* actually a corner */
+ }
+ i = 0;
+ for (d = 1; d <= 8; d += d) if (type & d) {
+ int xx = x + DX(d), yy = y + DY(d);
+ if (!INGRID(state, xx, yy)) {
+ ERROR(x,y,d); /* leads off grid */
+ } else {
+ if ((bLR|bUD) & (1 << state->lines[yy*w+xx]))
+ i++; /* a straight */
+ }
+ }
+ if (i >= 2 && NBITS(type) >= 2) {
+ ERROR(x,y,ERROR_CLUE); /* everything touched is straight */
+ }
+ }
+ }
+ }
+
+ if (nloop == 1 && nsilly == 0 && npath == 0) {
+ /*
+ * If there's exactly one loop (so that the puzzle is at least
+ * potentially complete), we need to ensure it hasn't left any
+ * clue out completely.
+ */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ if (state->lines[y*w+x] == BLANK) {
+ if (state->shared->clues[y*w+x] != NOCLUE) {
+ /* the loop doesn't include this clue square! */
+ ERROR(x, y, ERROR_CLUE);
+ }
+ }
+ }
+ }
+
+ /*
+ * But if not, then we're done!
+ */
+ if (!had_error)
+ state->completed = TRUE;
+ }
+}
+
+/* completion check:
+ *
+ * - no clues must be contradicted (highlight clue itself in error if so)
+ * - if there is a closed loop it must include every line segment laid
+ * - if there's a smaller closed loop then highlight whole loop as error
+ * - no square must have more than 2 lines radiating from centre point
+ * (highlight all lines in that square as error if so)
+ */
+
+static char *solve_for_diff(game_state *state, char *old_lines, char *new_lines)
+{
+ int w = state->shared->w, h = state->shared->h, i;
+ char *move = snewn(w*h*40, char), *p = move;
+
+ *p++ = 'S';
+ for (i = 0; i < w*h; i++) {
+ if (old_lines[i] != new_lines[i]) {
+ p += sprintf(p, ";R%d,%d,%d", new_lines[i], i%w, i/w);
+ }
+ }
+ *p++ = '\0';
+ move = sresize(move, p - move, char);
+
+ return move;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ game_state *solved = dup_game(state);
+ int i, ret, sz = state->shared->sz;
+ char *move;
+
+ if (aux) {
+ for (i = 0; i < sz; i++) {
+ if (aux[i] >= '0' && aux[i] <= '9')
+ solved->lines[i] = aux[i] - '0';
+ else if (aux[i] >= 'A' && aux[i] <= 'F')
+ solved->lines[i] = aux[i] - 'A' + 10;
+ else {
+ *error = "invalid char in aux";
+ move = NULL;
+ goto done;
+ }
+ }
+ ret = 1;
+ } else {
+ /* Try to solve with present (half-solved) state first: if there's no
+ * solution from there go back to original state. */
+ ret = pearl_solve(currstate->shared->w, currstate->shared->h,
+ currstate->shared->clues, solved->lines,
+ DIFFCOUNT, FALSE);
+ if (ret < 1)
+ ret = pearl_solve(state->shared->w, state->shared->h,
+ state->shared->clues, solved->lines,
+ DIFFCOUNT, FALSE);
+
+ }
+
+ if (ret < 1) {
+ *error = "Unable to find solution";
+ move = NULL;
+ } else {
+ move = solve_for_diff(solved, currstate->lines, solved->lines);
+ }
+
+done:
+ free_game(solved);
+ return move;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int w = state->shared->w, h = state->shared->h, cw = 4, ch = 2;
+ int gw = cw*(w-1) + 2, gh = ch*(h-1) + 1, len = gw * gh, r, c, j;
+ char *board = snewn(len + 1, char);
+
+ assert(board);
+ memset(board, ' ', len);
+
+ for (r = 0; r < h; ++r) {
+ for (c = 0; c < w; ++c) {
+ int i = r*w + c, cell = r*ch*gw + c*cw;
+ board[cell] = "+BW"[(unsigned char)state->shared->clues[i]];
+ if (c < w - 1 && (state->lines[i] & R || state->lines[i+1] & L))
+ memset(board + cell + 1, '-', cw - 1);
+ if (r < h - 1 && (state->lines[i] & D || state->lines[i+w] & U))
+ for (j = 1; j < ch; ++j) board[cell + j*gw] = '|';
+ if (c < w - 1 && (state->marks[i] & R || state->marks[i+1] & L))
+ board[cell + cw/2] = 'x';
+ if (r < h - 1 && (state->marks[i] & D || state->marks[i+w] & U))
+ board[cell + (ch/2 * gw)] = 'x';
+ }
+
+ for (j = 0; j < (r == h - 1 ? 1 : ch); ++j)
+ board[r*ch*gw + (gw - 1) + j*gw] = '\n';
+ }
+
+ board[len] = '\0';
+ return board;
+}
+
+struct game_ui {
+ int *dragcoords; /* list of (y*w+x) coords in drag so far */
+ int ndragcoords; /* number of entries in dragcoords.
+ * 0 = click but no drag yet. -1 = no drag at all */
+ int clickx, clicky; /* pixel position of initial click */
+
+ int curx, cury; /* grid position of keyboard cursor */
+ int cursor_active; /* TRUE iff cursor is shown */
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ int sz = state->shared->sz;
+
+ ui->ndragcoords = -1;
+ ui->dragcoords = snewn(sz, int);
+ ui->cursor_active = FALSE;
+ ui->curx = ui->cury = 0;
+
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui->dragcoords);
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+#define PREFERRED_TILE_SIZE 31
+#define HALFSZ (ds->halfsz)
+#define TILE_SIZE (ds->halfsz*2 + 1)
+
+#define BORDER ((get_gui_style() == GUI_LOOPY) ? (TILE_SIZE/8) : (TILE_SIZE/2))
+
+#define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
+
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define CENTERED_COORD(x) ( COORD(x) + TILE_SIZE/2 )
+#define FROMCOORD(x) ( ((x) < BORDER) ? -1 : ( ((x) - BORDER) / TILE_SIZE) )
+
+#define DS_ESHIFT 4 /* R/U/L/D shift, for error flags */
+#define DS_DSHIFT 8 /* R/U/L/D shift, for drag-in-progress flags */
+#define DS_MSHIFT 12 /* shift for no-line mark */
+
+#define DS_ERROR_CLUE (1 << 20)
+#define DS_FLASH (1 << 21)
+#define DS_CURSOR (1 << 22)
+
+enum { GUI_MASYU, GUI_LOOPY };
+
+static int get_gui_style(void)
+{
+ static int gui_style = -1;
+
+ if (gui_style == -1) {
+ char *env = getenv("PEARL_GUI_LOOPY");
+ if (env && (env[0] == 'y' || env[0] == 'Y'))
+ gui_style = GUI_LOOPY;
+ else
+ gui_style = GUI_MASYU;
+ }
+ return gui_style;
+}
+
+struct game_drawstate {
+ int halfsz;
+ int started;
+
+ int w, h, sz;
+ unsigned int *lflags; /* size w*h */
+
+ char *draglines; /* size w*h; lines flipped by current drag */
+};
+
+static void update_ui_drag(const game_state *state, game_ui *ui,
+ int gx, int gy)
+{
+ int /* sz = state->shared->sz, */ w = state->shared->w;
+ int i, ox, oy, pos;
+ int lastpos;
+
+ if (!INGRID(state, gx, gy))
+ return; /* square is outside grid */
+
+ if (ui->ndragcoords < 0)
+ return; /* drag not in progress anyway */
+
+ pos = gy * w + gx;
+
+ lastpos = ui->dragcoords[ui->ndragcoords > 0 ? ui->ndragcoords-1 : 0];
+ if (pos == lastpos)
+ return; /* same square as last visited one */
+
+ /* Drag confirmed, if it wasn't already. */
+ if (ui->ndragcoords == 0)
+ ui->ndragcoords = 1;
+
+ /*
+ * Dragging the mouse into a square that's already been visited by
+ * the drag path so far has the effect of truncating the path back
+ * to that square, so a player can back out part of an uncommitted
+ * drag without having to let go of the mouse.
+ */
+ for (i = 0; i < ui->ndragcoords; i++)
+ if (pos == ui->dragcoords[i]) {
+ ui->ndragcoords = i+1;
+ return;
+ }
+
+ /*
+ * Otherwise, dragging the mouse into a square that's a rook-move
+ * away from the last one on the path extends the path.
+ */
+ oy = ui->dragcoords[ui->ndragcoords-1] / w;
+ ox = ui->dragcoords[ui->ndragcoords-1] % w;
+ if (ox == gx || oy == gy) {
+ int dx = (gx < ox ? -1 : gx > ox ? +1 : 0);
+ int dy = (gy < oy ? -1 : gy > oy ? +1 : 0);
+ int dir = (dy>0 ? D : dy<0 ? U : dx>0 ? R : L);
+ while (ox != gx || oy != gy) {
+ /*
+ * If the drag attempts to cross a 'no line here' mark,
+ * stop there. We physically don't allow the user to drag
+ * over those marks.
+ */
+ if (state->marks[oy*w+ox] & dir)
+ break;
+ ox += dx;
+ oy += dy;
+ ui->dragcoords[ui->ndragcoords++] = oy * w + ox;
+ }
+ }
+
+ /*
+ * Failing that, we do nothing at all: if the user has dragged
+ * diagonally across the board, they'll just have to return the
+ * mouse to the last known position and do whatever they meant to
+ * do again, more slowly and clearly.
+ */
+}
+
+/*
+ * Routine shared between interpret_move and game_redraw to work out
+ * the intended effect of a drag path on the grid.
+ *
+ * Call it in a loop, like this:
+ *
+ * int clearing = TRUE;
+ * for (i = 0; i < ui->ndragcoords - 1; i++) {
+ * int sx, sy, dx, dy, dir, oldstate, newstate;
+ * interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
+ * &dir, &oldstate, &newstate);
+ *
+ * [do whatever is needed to handle the fact that the drag
+ * wants the edge from sx,sy to dx,dy (heading in direction
+ * 'dir' at the sx,sy end) to be changed from state oldstate
+ * to state newstate, each of which equals either 0 or dir]
+ * }
+ */
+static void interpret_ui_drag(const game_state *state, const game_ui *ui,
+ int *clearing, int i, int *sx, int *sy,
+ int *dx, int *dy, int *dir,
+ int *oldstate, int *newstate)
+{
+ int w = state->shared->w;
+ int sp = ui->dragcoords[i], dp = ui->dragcoords[i+1];
+ *sy = sp/w;
+ *sx = sp%w;
+ *dy = dp/w;
+ *dx = dp%w;
+ *dir = (*dy>*sy ? D : *dy<*sy ? U : *dx>*sx ? R : L);
+ *oldstate = state->lines[sp] & *dir;
+ if (*oldstate) {
+ /*
+ * The edge we've dragged over was previously
+ * present. Set it to absent, unless we've already
+ * stopped doing that.
+ */
+ *newstate = *clearing ? 0 : *dir;
+ } else {
+ /*
+ * The edge we've dragged over was previously
+ * absent. Set it to present, and cancel the
+ * 'clearing' flag so that all subsequent edges in
+ * the drag are set rather than cleared.
+ */
+ *newstate = *dir;
+ *clearing = FALSE;
+ }
+}
+
+static char *mark_in_direction(const game_state *state, int x, int y, int dir,
+ int primary, char *buf)
+{
+ int w = state->shared->w /*, h = state->shared->h, sz = state->shared->sz */;
+ int x2 = x + DX(dir);
+ int y2 = y + DY(dir);
+ int dir2 = F(dir);
+
+ char ch = primary ? 'F' : 'M', *other;
+
+ if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return "";
+
+ /* disallow laying a mark over a line, or vice versa. */
+ other = primary ? state->marks : state->lines;
+ if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return "";
+
+ sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2);
+ return dupstr(buf);
+}
+
+#define KEY_DIRECTION(btn) (\
+ (btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
+ (btn) == CURSOR_LEFT ? L : R)
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
+ int gx = FROMCOORD(x), gy = FROMCOORD(y), i;
+ int release = FALSE;
+ char tmpbuf[80];
+
+ int shift = button & MOD_SHFT, control = button & MOD_CTRL;
+ button &= ~MOD_MASK;
+
+ if (IS_MOUSE_DOWN(button)) {
+ ui->cursor_active = FALSE;
+
+ if (!INGRID(state, gx, gy)) {
+ ui->ndragcoords = -1;
+ return NULL;
+ }
+
+ ui->clickx = x; ui->clicky = y;
+ ui->dragcoords[0] = gy * w + gx;
+ ui->ndragcoords = 0; /* will be 1 once drag is confirmed */
+
+ return "";
+ }
+
+ if (button == LEFT_DRAG && ui->ndragcoords >= 0) {
+ update_ui_drag(state, ui, gx, gy);
+ return "";
+ }
+
+ if (IS_MOUSE_RELEASE(button)) release = TRUE;
+
+ if (IS_CURSOR_MOVE(button)) {
+ if (!ui->cursor_active) {
+ ui->cursor_active = TRUE;
+ } else if (control | shift) {
+ char *move;
+ if (ui->ndragcoords > 0) return NULL;
+ ui->ndragcoords = -1;
+ move = mark_in_direction(state, ui->curx, ui->cury,
+ KEY_DIRECTION(button), control, tmpbuf);
+ if (control && !shift && *move)
+ move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE);
+ return move;
+ } else {
+ move_cursor(button, &ui->curx, &ui->cury, w, h, FALSE);
+ if (ui->ndragcoords >= 0)
+ update_ui_drag(state, ui, ui->curx, ui->cury);
+ }
+ return "";
+ }
+
+ if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cursor_active) {
+ ui->cursor_active = TRUE;
+ return "";
+ } else if (button == CURSOR_SELECT) {
+ if (ui->ndragcoords == -1) {
+ ui->ndragcoords = 0;
+ ui->dragcoords[0] = ui->cury * w + ui->curx;
+ ui->clickx = CENTERED_COORD(ui->curx);
+ ui->clicky = CENTERED_COORD(ui->cury);
+ return "";
+ } else release = TRUE;
+ } else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) {
+ ui->ndragcoords = -1;
+ return "";
+ }
+ }
+
+ if (button == 27 || button == '\b') {
+ ui->ndragcoords = -1;
+ return "";
+ }
+
+ if (release) {
+ if (ui->ndragcoords > 0) {
+ /* End of a drag: process the cached line data. */
+ int buflen = 0, bufsize = 256, tmplen;
+ char *buf = NULL;
+ const char *sep = "";
+ int clearing = TRUE;
+
+ for (i = 0; i < ui->ndragcoords - 1; i++) {
+ int sx, sy, dx, dy, dir, oldstate, newstate;
+ interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
+ &dir, &oldstate, &newstate);
+
+ if (oldstate != newstate) {
+ if (!buf) buf = snewn(bufsize, char);
+ tmplen = sprintf(tmpbuf, "%sF%d,%d,%d;F%d,%d,%d", sep,
+ dir, sx, sy, F(dir), dx, dy);
+ if (buflen + tmplen >= bufsize) {
+ bufsize = (buflen + tmplen) * 5 / 4 + 256;
+ buf = sresize(buf, bufsize, char);
+ }
+ strcpy(buf + buflen, tmpbuf);
+ buflen += tmplen;
+ sep = ";";
+ }
+ }
+
+ ui->ndragcoords = -1;
+
+ return buf ? buf : "";
+ } else if (ui->ndragcoords == 0) {
+ /* Click (or tiny drag). Work out which edge we were
+ * closest to. */
+ int cx, cy;
+
+ ui->ndragcoords = -1;
+
+ /*
+ * We process clicks based on the mouse-down location,
+ * because that's more natural for a user to carefully
+ * control than the mouse-up.
+ */
+ x = ui->clickx;
+ y = ui->clicky;
+
+ gx = FROMCOORD(x);
+ gy = FROMCOORD(y);
+ cx = CENTERED_COORD(gx);
+ cy = CENTERED_COORD(gy);
+
+ if (!INGRID(state, gx, gy)) return "";
+
+ if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
+ /* TODO closer to centre of grid: process as a cell click not an edge click. */
+
+ return "";
+ } else {
+ int direction;
+ if (abs(x-cx) < abs(y-cy)) {
+ /* Closest to top/bottom edge. */
+ direction = (y < cy) ? U : D;
+ } else {
+ /* Closest to left/right edge. */
+ direction = (x < cx) ? L : R;
+ }
+ return mark_in_direction(state, gx, gy, direction,
+ (button == LEFT_RELEASE), tmpbuf);
+ }
+ }
+ }
+
+ if (button == 'H' || button == 'h')
+ return dupstr("H");
+
+ return NULL;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ int w = state->shared->w, h = state->shared->h;
+ char c;
+ int x, y, l, n;
+ game_state *ret = dup_game(state);
+
+ debug(("move: %s\n", move));
+
+ while (*move) {
+ c = *move;
+ if (c == 'S') {
+ ret->used_solve = TRUE;
+ move++;
+ } else if (c == 'L' || c == 'N' || c == 'R' || c == 'F' || c == 'M') {
+ /* 'line' or 'noline' or 'replace' or 'flip' or 'mark' */
+ move++;
+ if (sscanf(move, "%d,%d,%d%n", &l, &x, &y, &n) != 3)
+ goto badmove;
+ if (!INGRID(state, x, y)) goto badmove;
+ if (l < 0 || l > 15) goto badmove;
+
+ if (c == 'L')
+ ret->lines[y*w + x] |= (char)l;
+ else if (c == 'N')
+ ret->lines[y*w + x] &= ~((char)l);
+ else if (c == 'R') {
+ ret->lines[y*w + x] = (char)l;
+ ret->marks[y*w + x] &= ~((char)l); /* erase marks too */
+ } else if (c == 'F')
+ ret->lines[y*w + x] ^= (char)l;
+ else if (c == 'M')
+ ret->marks[y*w + x] ^= (char)l;
+
+ /*
+ * If we ended up trying to lay a line _over_ a mark,
+ * that's a failed move: interpret_move() should have
+ * ensured we never received a move string like that in
+ * the first place.
+ */
+ if ((ret->lines[y*w + x] & (char)l) &&
+ (ret->marks[y*w + x] & (char)l))
+ goto badmove;
+
+ move += n;
+ } else if (strcmp(move, "H") == 0) {
+ pearl_solve(ret->shared->w, ret->shared->h,
+ ret->shared->clues, ret->lines, DIFFCOUNT, TRUE);
+ for (n = 0; n < w*h; n++)
+ ret->marks[n] &= ~ret->lines[n]; /* erase marks too */
+ move++;
+ } else {
+ goto badmove;
+ }
+ if (*move == ';')
+ move++;
+ else if (*move)
+ goto badmove;
+ }
+
+ check_completion(ret, TRUE);
+
+ return ret;
+
+badmove:
+ free_game(ret);
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+#define FLASH_TIME 0.5F
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int halfsz; } ads, *ds = &ads;
+ ads.halfsz = (tilesize-1)/2;
+
+ *x = (params->w) * TILE_SIZE + 2 * BORDER;
+ *y = (params->h) * TILE_SIZE + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->halfsz = (tilesize-1)/2;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_BLACK * 3 + i] = 0.0F;
+ ret[COL_WHITE * 3 + i] = 1.0F;
+ ret[COL_GRID * 3 + i] = 0.4F;
+ }
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ ret[COL_DRAGON * 3 + 0] = 0.0F;
+ ret[COL_DRAGON * 3 + 1] = 0.0F;
+ ret[COL_DRAGON * 3 + 2] = 1.0F;
+
+ ret[COL_DRAGOFF * 3 + 0] = 0.8F;
+ ret[COL_DRAGOFF * 3 + 1] = 0.8F;
+ ret[COL_DRAGOFF * 3 + 2] = 1.0F;
+
+ ret[COL_FLASH * 3 + 0] = 1.0F;
+ ret[COL_FLASH * 3 + 1] = 1.0F;
+ ret[COL_FLASH * 3 + 2] = 1.0F;
+
+ *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 i;
+
+ ds->halfsz = 0;
+ ds->started = FALSE;
+
+ ds->w = state->shared->w;
+ ds->h = state->shared->h;
+ ds->sz = state->shared->sz;
+ ds->lflags = snewn(ds->sz, unsigned int);
+ for (i = 0; i < ds->sz; i++)
+ ds->lflags[i] = 0;
+
+ ds->draglines = snewn(ds->sz, char);
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->draglines);
+ sfree(ds->lflags);
+ sfree(ds);
+}
+
+static void draw_lines_specific(drawing *dr, game_drawstate *ds,
+ int x, int y, unsigned int lflags,
+ unsigned int shift, int c)
+{
+ int ox = COORD(x), oy = COORD(y);
+ int t2 = HALFSZ, t16 = HALFSZ/4;
+ int cx = ox + t2, cy = oy + t2;
+ int d;
+
+ /* Draw each of the four directions, where laid (or error, or drag, etc.) */
+ for (d = 1; d < 16; d *= 2) {
+ int xoff = t2 * DX(d), yoff = t2 * DY(d);
+ int xnudge = abs(t16 * DX(C(d))), ynudge = abs(t16 * DY(C(d)));
+
+ if ((lflags >> shift) & d) {
+ int lx = cx + ((xoff < 0) ? xoff : 0) - xnudge;
+ int ly = cy + ((yoff < 0) ? yoff : 0) - ynudge;
+
+ if (c == COL_DRAGOFF && !(lflags & d))
+ continue;
+ if (c == COL_DRAGON && (lflags & d))
+ continue;
+
+ draw_rect(dr, lx, ly,
+ abs(xoff)+2*xnudge+1,
+ abs(yoff)+2*ynudge+1, c);
+ /* end cap */
+ draw_rect(dr, cx - t16, cy - t16, 2*t16+1, 2*t16+1, c);
+ }
+ }
+}
+
+static void draw_square(drawing *dr, game_drawstate *ds, const game_ui *ui,
+ int x, int y, unsigned int lflags, char clue)
+{
+ int ox = COORD(x), oy = COORD(y);
+ int t2 = HALFSZ, t16 = HALFSZ/4;
+ int cx = ox + t2, cy = oy + t2;
+ int d;
+
+ assert(dr);
+
+ /* Clip to the grid square. */
+ clip(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+
+ /* Clear the square. */
+ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
+ (lflags & DS_CURSOR) ?
+ COL_CURSOR_BACKGROUND : COL_BACKGROUND);
+
+
+ if (get_gui_style() == GUI_LOOPY) {
+ /* Draw small dot, underneath any lines. */
+ draw_circle(dr, cx, cy, t16, COL_GRID, COL_GRID);
+ } else {
+ /* Draw outline of grid square */
+ draw_line(dr, ox, oy, COORD(x+1), oy, COL_GRID);
+ draw_line(dr, ox, oy, ox, COORD(y+1), COL_GRID);
+ }
+
+ /* Draw grid: either thin gridlines, or no-line marks.
+ * We draw these first because the thick laid lines should be on top. */
+ for (d = 1; d < 16; d *= 2) {
+ int xoff = t2 * DX(d), yoff = t2 * DY(d);
+
+ if ((x == 0 && d == L) ||
+ (y == 0 && d == U) ||
+ (x == ds->w-1 && d == R) ||
+ (y == ds->h-1 && d == D))
+ continue; /* no gridlines out to the border. */
+
+ if ((lflags >> DS_MSHIFT) & d) {
+ /* either a no-line mark ... */
+ int mx = cx + xoff, my = cy + yoff, msz = t16;
+
+ draw_line(dr, mx-msz, my-msz, mx+msz, my+msz, COL_BLACK);
+ draw_line(dr, mx-msz, my+msz, mx+msz, my-msz, COL_BLACK);
+ } else {
+ if (get_gui_style() == GUI_LOOPY) {
+ /* draw grid lines connecting centre of cells */
+ draw_line(dr, cx, cy, cx+xoff, cy+yoff, COL_GRID);
+ }
+ }
+ }
+
+ /* Draw each of the four directions, where laid (or error, or drag, etc.)
+ * Order is important here, specifically for the eventual colours of the
+ * exposed end caps. */
+ draw_lines_specific(dr, ds, x, y, lflags, 0,
+ (lflags & DS_FLASH ? COL_FLASH : COL_BLACK));
+ draw_lines_specific(dr, ds, x, y, lflags, DS_ESHIFT, COL_ERROR);
+ draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGOFF);
+ draw_lines_specific(dr, ds, x, y, lflags, DS_DSHIFT, COL_DRAGON);
+
+ /* Draw a clue, if present */
+ if (clue != NOCLUE) {
+ int c = (lflags & DS_FLASH) ? COL_FLASH :
+ (clue == STRAIGHT) ? COL_WHITE : COL_BLACK;
+
+ if (lflags & DS_ERROR_CLUE) /* draw a bigger 'error' clue circle. */
+ draw_circle(dr, cx, cy, TILE_SIZE*3/8, COL_ERROR, COL_ERROR);
+
+ draw_circle(dr, cx, cy, TILE_SIZE/4, c, COL_BLACK);
+ }
+
+ unclip(dr);
+ draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+ int w = state->shared->w, h = state->shared->h, sz = state->shared->sz;
+ int x, y, force = 0, flashing = 0;
+
+ if (!ds->started) {
+ /*
+ * The initial contents of the window are not guaranteed and
+ * can vary with front ends. To be on the safe side, all games
+ * should start by drawing a big background-colour rectangle
+ * covering the whole window.
+ */
+ draw_rect(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER,
+ COL_BACKGROUND);
+
+ if (get_gui_style() == GUI_MASYU) {
+ /*
+ * Smaller black rectangle which is the main grid.
+ */
+ draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH,
+ w*TILE_SIZE + 2*BORDER_WIDTH + 1,
+ h*TILE_SIZE + 2*BORDER_WIDTH + 1,
+ COL_GRID);
+ }
+
+ draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER);
+
+ ds->started = TRUE;
+ force = 1;
+ }
+
+ if (flashtime > 0 &&
+ (flashtime <= FLASH_TIME/3 ||
+ flashtime >= FLASH_TIME*2/3))
+ flashing = DS_FLASH;
+
+ memset(ds->draglines, 0, sz);
+ if (ui->ndragcoords > 0) {
+ int i, clearing = TRUE;
+ for (i = 0; i < ui->ndragcoords - 1; i++) {
+ int sx, sy, dx, dy, dir, oldstate, newstate;
+ interpret_ui_drag(state, ui, &clearing, i, &sx, &sy, &dx, &dy,
+ &dir, &oldstate, &newstate);
+ ds->draglines[sy*w+sx] ^= (oldstate ^ newstate);
+ ds->draglines[dy*w+dx] ^= (F(oldstate) ^ F(newstate));
+ }
+ }
+
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ unsigned int f = (unsigned int)state->lines[y*w+x];
+ unsigned int eline = (unsigned int)(state->errors[y*w+x] & (R|U|L|D));
+
+ f |= eline << DS_ESHIFT;
+ f |= ((unsigned int)ds->draglines[y*w+x]) << DS_DSHIFT;
+ f |= ((unsigned int)state->marks[y*w+x]) << DS_MSHIFT;
+
+ if (state->errors[y*w+x] & ERROR_CLUE)
+ f |= DS_ERROR_CLUE;
+
+ f |= flashing;
+
+ if (ui->cursor_active && x == ui->curx && y == ui->cury)
+ f |= DS_CURSOR;
+
+ if (f != ds->lflags[y*w+x] || force) {
+ ds->lflags[y*w+x] = f;
+ draw_square(dr, ds, ui, x, y, f, state->shared->clues[y*w+x]);
+ }
+ }
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
+ return FLASH_TIME;
+ else
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 6mm squares by default.
+ */
+ game_compute_size(params, 600, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+ int w = state->shared->w, h = state->shared->h, x, y;
+ int black = print_mono_colour(dr, 0);
+ int white = print_mono_colour(dr, 1);
+
+ /* No GUI_LOOPY here: only use the familiar masyu style. */
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate *ds = game_new_drawstate(dr, state);
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /* Draw grid outlines (black). */
+ for (x = 0; x <= w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), black);
+ for (y = 0; y <= h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), black);
+
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ int cx = COORD(x) + HALFSZ, cy = COORD(y) + HALFSZ;
+ int clue = state->shared->clues[y*w+x];
+
+ draw_lines_specific(dr, ds, x, y, state->lines[y*w+x], 0, black);
+
+ if (clue != NOCLUE) {
+ int c = (clue == CORNER) ? black : white;
+ draw_circle(dr, cx, cy, TILE_SIZE/4, c, black);
+ }
+ }
+ }
+
+ game_free_drawstate(dr, ds);
+}
+
+#ifdef COMBINED
+#define thegame pearl
+#endif
+
+const struct game thegame = {
+ "Pearl", "games.pearl", "pearl",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_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, /* flags */
+};
+
+#ifdef STANDALONE_SOLVER
+
+#include <time.h>
+#include <stdarg.h>
+
+const char *quis = NULL;
+
+static void usage(FILE *out) {
+ fprintf(out, "usage: %s <params>\n", quis);
+}
+
+static void pnum(int n, int ntot, const char *desc)
+{
+ printf("%2.1f%% (%d) %s", (double)n*100.0 / (double)ntot, n, desc);
+}
+
+static void start_soak(game_params *p, random_state *rs, int nsecs)
+{
+ time_t tt_start, tt_now, tt_last;
+ int n = 0, nsolved = 0, nimpossible = 0, ret;
+ char *grid, *clues;
+
+ tt_start = tt_last = time(NULL);
+
+ /* Currently this generates puzzles of any difficulty (trying to solve it
+ * on the maximum difficulty level and not checking it's not too easy). */
+ printf("Soak-testing a %dx%d grid (any difficulty)", p->w, p->h);
+ if (nsecs > 0) printf(" for %d seconds", nsecs);
+ printf(".\n");
+
+ p->nosolve = TRUE;
+
+ grid = snewn(p->w*p->h, char);
+ clues = snewn(p->w*p->h, char);
+
+ while (1) {
+ n += new_clues(p, rs, clues, grid); /* should be 1, with nosolve */
+
+ ret = pearl_solve(p->w, p->h, clues, grid, DIFF_TRICKY, FALSE);
+ if (ret <= 0) nimpossible++;
+ if (ret == 1) nsolved++;
+
+ tt_now = time(NULL);
+ if (tt_now > tt_last) {
+ tt_last = tt_now;
+
+ printf("%d total, %3.1f/s, ",
+ n, (double)n / ((double)tt_now - tt_start));
+ pnum(nsolved, n, "solved"); printf(", ");
+ printf("%3.1f/s", (double)nsolved / ((double)tt_now - tt_start));
+ if (nimpossible > 0)
+ pnum(nimpossible, n, "impossible");
+ printf("\n");
+ }
+ if (nsecs > 0 && (tt_now - tt_start) > nsecs) {
+ printf("\n");
+ break;
+ }
+ }
+
+ sfree(grid);
+ sfree(clues);
+}
+
+int main(int argc, const char *argv[])
+{
+ game_params *p = NULL;
+ random_state *rs = NULL;
+ time_t seed = time(NULL);
+ char *id = NULL, *err;
+
+ setvbuf(stdout, NULL, _IONBF, 0);
+
+ quis = argv[0];
+
+ while (--argc > 0) {
+ char *p = (char*)(*++argv);
+ if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
+ seed = atoi(*++argv);
+ argc--;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ usage(stderr);
+ exit(1);
+ } else {
+ id = p;
+ }
+ }
+
+ rs = random_new((void*)&seed, sizeof(time_t));
+ p = default_params();
+
+ if (id) {
+ if (strchr(id, ':')) {
+ fprintf(stderr, "soak takes params only.\n");
+ goto done;
+ }
+
+ decode_params(p, id);
+ err = validate_params(p, 1);
+ if (err) {
+ fprintf(stderr, "%s: %s", argv[0], err);
+ goto done;
+ }
+
+ start_soak(p, rs, 0); /* run forever */
+ } else {
+ int i;
+
+ for (i = 5; i <= 12; i++) {
+ p->w = p->h = i;
+ start_soak(p, rs, 5);
+ }
+ }
+
+done:
+ free_params(p);
+ random_free(rs);
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */