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-rw-r--r--apps/plugins/puzzles/lightup.c2405
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diff --git a/apps/plugins/puzzles/lightup.c b/apps/plugins/puzzles/lightup.c
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+/*
+ * lightup.c: Implementation of the Nikoli game 'Light Up'.
+ *
+ * Possible future solver enhancements:
+ *
+ * - In a situation where two clues are diagonally adjacent, you can
+ * deduce bounds on the number of lights shared between them. For
+ * instance, suppose a 3 clue is diagonally adjacent to a 1 clue:
+ * of the two squares adjacent to both clues, at least one must be
+ * a light (or the 3 would be unsatisfiable) and yet at most one
+ * must be a light (or the 1 would be overcommitted), so in fact
+ * _exactly_ one must be a light, and hence the other two squares
+ * adjacent to the 3 must also be lights and the other two adjacent
+ * to the 1 must not. Likewise if the 3 is replaced with a 2 but
+ * one of its other two squares is known not to be a light, and so
+ * on.
+ *
+ * - In a situation where two clues are orthogonally separated (not
+ * necessarily directly adjacent), you may be able to deduce
+ * something about the squares that align with each other. For
+ * instance, suppose two clues are vertically adjacent. Consider
+ * the pair of squares A,B horizontally adjacent to the top clue,
+ * and the pair C,D horizontally adjacent to the bottom clue.
+ * Assuming no intervening obstacles, A and C align with each other
+ * and hence at most one of them can be a light, and B and D
+ * likewise, so we must have at most two lights between the four
+ * squares. So if the clues indicate that there are at _least_ two
+ * lights in those four squares because the top clue requires at
+ * least one of AB to be a light and the bottom one requires at
+ * least one of CD, then we can in fact deduce that there are
+ * _exactly_ two lights between the four squares, and fill in the
+ * other squares adjacent to each clue accordingly. For instance,
+ * if both clues are 3s, then we instantly deduce that all four of
+ * the squares _vertically_ adjacent to the two clues must be
+ * lights. (For that to happen, of course, there'd also have to be
+ * a black square in between the clues, so the two inner lights
+ * don't light each other.)
+ *
+ * - I haven't thought it through carefully, but there's always the
+ * possibility that both of the above deductions are special cases
+ * of some more general pattern which can be made computationally
+ * feasible...
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+/*
+ * In standalone solver mode, `verbose' is a variable which can be
+ * set by command-line option; in debugging mode it's simply always
+ * true.
+ */
+#if defined STANDALONE_SOLVER
+#define SOLVER_DIAGNOSTICS
+int verbose = 0;
+#undef debug
+#define debug(x) printf x
+#elif defined SOLVER_DIAGNOSTICS
+#define verbose 2
+#endif
+
+/* --- Constants, structure definitions, etc. --- */
+
+#define PREFERRED_TILE_SIZE 32
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 2)
+#define TILE_RADIUS (ds->crad)
+
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
+
+#define FLASH_TIME 0.30F
+
+enum {
+ COL_BACKGROUND,
+ COL_GRID,
+ COL_BLACK, /* black */
+ COL_LIGHT, /* white */
+ COL_LIT, /* yellow */
+ COL_ERROR, /* red */
+ COL_CURSOR,
+ NCOLOURS
+};
+
+enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX };
+
+#define DIFFCOUNT 2
+
+struct game_params {
+ int w, h;
+ int blackpc; /* %age of black squares */
+ int symm;
+ int difficulty; /* 0 to DIFFCOUNT */
+};
+
+#define F_BLACK 1
+
+/* flags for black squares */
+#define F_NUMBERED 2 /* it has a number attached */
+#define F_NUMBERUSED 4 /* this number was useful for solving */
+
+/* flags for non-black squares */
+#define F_IMPOSSIBLE 8 /* can't put a light here */
+#define F_LIGHT 16
+
+#define F_MARK 32
+
+struct game_state {
+ int w, h, nlights;
+ int *lights; /* For black squares, (optionally) the number
+ of surrounding lights. For non-black squares,
+ the number of times it's lit. size h*w*/
+ unsigned int *flags; /* size h*w */
+ int completed, used_solve;
+};
+
+#define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)])
+
+/* A ll_data holds information about which lights would be lit by
+ * a particular grid location's light (or conversely, which locations
+ * could light a specific other location). */
+/* most things should consider this struct opaque. */
+typedef struct {
+ int ox,oy;
+ int minx, maxx, miny, maxy;
+ int include_origin;
+} ll_data;
+
+/* Macro that executes 'block' once per light in lld, including
+ * the origin if include_origin is specified. 'block' can use
+ * lx and ly as the coords. */
+#define FOREACHLIT(lld,block) do { \
+ int lx,ly; \
+ ly = (lld)->oy; \
+ for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \
+ if (lx == (lld)->ox) continue; \
+ block \
+ } \
+ lx = (lld)->ox; \
+ for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \
+ if (!(lld)->include_origin && ly == (lld)->oy) continue; \
+ block \
+ } \
+} while(0)
+
+
+typedef struct {
+ struct { int x, y; unsigned int f; } points[4];
+ int npoints;
+} surrounds;
+
+/* Fills in (doesn't allocate) a surrounds structure with the grid locations
+ * around a given square, taking account of the edges. */
+static void get_surrounds(const game_state *state, int ox, int oy,
+ surrounds *s)
+{
+ assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h);
+ s->npoints = 0;
+#define ADDPOINT(cond,nx,ny) do {\
+ if (cond) { \
+ s->points[s->npoints].x = (nx); \
+ s->points[s->npoints].y = (ny); \
+ s->points[s->npoints].f = 0; \
+ s->npoints++; \
+ } } while(0)
+ ADDPOINT(ox > 0, ox-1, oy);
+ ADDPOINT(ox < (state->w-1), ox+1, oy);
+ ADDPOINT(oy > 0, ox, oy-1);
+ ADDPOINT(oy < (state->h-1), ox, oy+1);
+}
+
+/* --- Game parameter functions --- */
+
+#define DEFAULT_PRESET 0
+
+const struct game_params lightup_presets[] = {
+ { 7, 7, 20, SYMM_ROT4, 0 },
+ { 7, 7, 20, SYMM_ROT4, 1 },
+ { 7, 7, 20, SYMM_ROT4, 2 },
+ { 10, 10, 20, SYMM_ROT2, 0 },
+ { 10, 10, 20, SYMM_ROT2, 1 },
+#ifdef SLOW_SYSTEM
+ { 12, 12, 20, SYMM_ROT2, 0 },
+ { 12, 12, 20, SYMM_ROT2, 1 },
+#else
+ { 10, 10, 20, SYMM_ROT2, 2 },
+ { 14, 14, 20, SYMM_ROT2, 0 },
+ { 14, 14, 20, SYMM_ROT2, 1 },
+ { 14, 14, 20, SYMM_ROT2, 2 }
+#endif
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+ *ret = lightup_presets[DEFAULT_PRESET];
+
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char buf[80];
+
+ if (i < 0 || i >= lenof(lightup_presets))
+ return FALSE;
+
+ ret = default_params();
+ *ret = lightup_presets[i];
+ *params = ret;
+
+ sprintf(buf, "%dx%d %s",
+ ret->w, ret->h,
+ ret->difficulty == 2 ? "hard" :
+ ret->difficulty == 1 ? "tricky" : "easy");
+ *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;
+}
+
+#define EATNUM(x) do { \
+ (x) = atoi(string); \
+ while (*string && isdigit((unsigned char)*string)) string++; \
+} while(0)
+
+static void decode_params(game_params *params, char const *string)
+{
+ EATNUM(params->w);
+ if (*string == 'x') {
+ string++;
+ EATNUM(params->h);
+ }
+ if (*string == 'b') {
+ string++;
+ EATNUM(params->blackpc);
+ }
+ if (*string == 's') {
+ string++;
+ EATNUM(params->symm);
+ } else {
+ /* cope with user input such as '18x10' by ensuring symmetry
+ * is not selected by default to be incompatible with dimensions */
+ if (params->symm == SYMM_ROT4 && params->w != params->h)
+ params->symm = SYMM_ROT2;
+ }
+ params->difficulty = 0;
+ /* cope with old params */
+ if (*string == 'r') {
+ params->difficulty = 2;
+ string++;
+ }
+ if (*string == 'd') {
+ string++;
+ EATNUM(params->difficulty);
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char buf[80];
+
+ if (full) {
+ sprintf(buf, "%dx%db%ds%dd%d",
+ params->w, params->h, params->blackpc,
+ params->symm,
+ params->difficulty);
+ } else {
+ sprintf(buf, "%dx%d", params->w, params->h);
+ }
+ return dupstr(buf);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(6, 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 = "%age of black squares";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->blackpc);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = "Symmetry";
+ ret[3].type = C_CHOICES;
+ ret[3].sval = ":None"
+ ":2-way mirror:2-way rotational"
+ ":4-way mirror:4-way rotational";
+ ret[3].ival = params->symm;
+
+ ret[4].name = "Difficulty";
+ ret[4].type = C_CHOICES;
+ ret[4].sval = ":Easy:Tricky:Hard";
+ ret[4].ival = params->difficulty;
+
+ ret[5].name = NULL;
+ ret[5].type = C_END;
+ ret[5].sval = NULL;
+ ret[5].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->blackpc = atoi(cfg[2].sval);
+ ret->symm = cfg[3].ival;
+ ret->difficulty = cfg[4].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must be at least 2";
+ if (full) {
+ if (params->blackpc < 5 || params->blackpc > 100)
+ return "Percentage of black squares must be between 5% and 100%";
+ if (params->w != params->h) {
+ if (params->symm == SYMM_ROT4)
+ return "4-fold symmetry is only available with square grids";
+ }
+ if (params->symm < 0 || params->symm >= SYMM_MAX)
+ return "Unknown symmetry type";
+ if (params->difficulty < 0 || params->difficulty > DIFFCOUNT)
+ return "Unknown difficulty level";
+ }
+ return NULL;
+}
+
+/* --- Game state construction/freeing helper functions --- */
+
+static game_state *new_state(const game_params *params)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = params->w;
+ ret->h = params->h;
+ ret->lights = snewn(ret->w * ret->h, int);
+ ret->nlights = 0;
+ memset(ret->lights, 0, ret->w * ret->h * sizeof(int));
+ ret->flags = snewn(ret->w * ret->h, unsigned int);
+ memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int));
+ ret->completed = ret->used_solve = 0;
+ return ret;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+
+ ret->lights = snewn(ret->w * ret->h, int);
+ memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int));
+ ret->nlights = state->nlights;
+
+ ret->flags = snewn(ret->w * ret->h, unsigned int);
+ memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int));
+
+ ret->completed = state->completed;
+ ret->used_solve = state->used_solve;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->lights);
+ sfree(state->flags);
+ sfree(state);
+}
+
+static void debug_state(game_state *state)
+{
+ int x, y;
+ char c = '?';
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ c = '.';
+ if (GRID(state, flags, x, y) & F_BLACK) {
+ if (GRID(state, flags, x, y) & F_NUMBERED)
+ c = GRID(state, lights, x, y) + '0';
+ else
+ c = '#';
+ } else {
+ if (GRID(state, flags, x, y) & F_LIGHT)
+ c = 'O';
+ else if (GRID(state, flags, x, y) & F_IMPOSSIBLE)
+ c = 'X';
+ }
+ debug(("%c", (int)c));
+ }
+ debug((" "));
+ for (x = 0; x < state->w; x++) {
+ if (GRID(state, flags, x, y) & F_BLACK)
+ c = '#';
+ else {
+ c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a';
+ c += GRID(state, lights, x, y);
+ }
+ debug(("%c", (int)c));
+ }
+ debug(("\n"));
+ }
+}
+
+/* --- Game completion test routines. --- */
+
+/* These are split up because occasionally functions are only
+ * interested in one particular aspect. */
+
+/* Returns non-zero if all grid spaces are lit. */
+static int grid_lit(game_state *state)
+{
+ int x, y;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (GRID(state,flags,x,y) & F_BLACK) continue;
+ if (GRID(state,lights,x,y) == 0)
+ return 0;
+ }
+ }
+ return 1;
+}
+
+/* Returns non-zero if any lights are lit by other lights. */
+static int grid_overlap(game_state *state)
+{
+ int x, y;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
+ if (GRID(state, lights, x, y) > 1)
+ return 1;
+ }
+ }
+ return 0;
+}
+
+static int number_wrong(const game_state *state, int x, int y)
+{
+ surrounds s;
+ int i, n, empty, lights = GRID(state, lights, x, y);
+
+ /*
+ * This function computes the display hint for a number: we
+ * turn the number red if it is definitely wrong. This means
+ * that either
+ *
+ * (a) it has too many lights around it, or
+ * (b) it would have too few lights around it even if all the
+ * plausible squares (not black, lit or F_IMPOSSIBLE) were
+ * filled with lights.
+ */
+
+ assert(GRID(state, flags, x, y) & F_NUMBERED);
+ get_surrounds(state, x, y, &s);
+
+ empty = n = 0;
+ for (i = 0; i < s.npoints; i++) {
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) {
+ n++;
+ continue;
+ }
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK)
+ continue;
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE)
+ continue;
+ if (GRID(state,lights,s.points[i].x,s.points[i].y))
+ continue;
+ empty++;
+ }
+ return (n > lights || (n + empty < lights));
+}
+
+static int number_correct(game_state *state, int x, int y)
+{
+ surrounds s;
+ int n = 0, i, lights = GRID(state, lights, x, y);
+
+ assert(GRID(state, flags, x, y) & F_NUMBERED);
+ get_surrounds(state, x, y, &s);
+ for (i = 0; i < s.npoints; i++) {
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT)
+ n++;
+ }
+ return (n == lights) ? 1 : 0;
+}
+
+/* Returns non-zero if any numbers add up incorrectly. */
+static int grid_addsup(game_state *state)
+{
+ int x, y;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue;
+ if (!number_correct(state, x, y)) return 0;
+ }
+ }
+ return 1;
+}
+
+static int grid_correct(game_state *state)
+{
+ if (grid_lit(state) &&
+ !grid_overlap(state) &&
+ grid_addsup(state)) return 1;
+ return 0;
+}
+
+/* --- Board initial setup (blacks, lights, numbers) --- */
+
+static void clean_board(game_state *state, int leave_blacks)
+{
+ int x,y;
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (leave_blacks)
+ GRID(state, flags, x, y) &= F_BLACK;
+ else
+ GRID(state, flags, x, y) = 0;
+ GRID(state, lights, x, y) = 0;
+ }
+ }
+ state->nlights = 0;
+}
+
+static void set_blacks(game_state *state, const game_params *params,
+ random_state *rs)
+{
+ int x, y, degree = 0, rotate = 0, nblack;
+ int rh, rw, i;
+ int wodd = (state->w % 2) ? 1 : 0;
+ int hodd = (state->h % 2) ? 1 : 0;
+ int xs[4], ys[4];
+
+ switch (params->symm) {
+ case SYMM_NONE: degree = 1; rotate = 0; break;
+ case SYMM_ROT2: degree = 2; rotate = 1; break;
+ case SYMM_REF2: degree = 2; rotate = 0; break;
+ case SYMM_ROT4: degree = 4; rotate = 1; break;
+ case SYMM_REF4: degree = 4; rotate = 0; break;
+ default: assert(!"Unknown symmetry type");
+ }
+ if (params->symm == SYMM_ROT4 && (state->h != state->w))
+ assert(!"4-fold symmetry unavailable without square grid");
+
+ if (degree == 4) {
+ rw = state->w/2;
+ rh = state->h/2;
+ if (!rotate) rw += wodd; /* ... but see below. */
+ rh += hodd;
+ } else if (degree == 2) {
+ rw = state->w;
+ rh = state->h/2;
+ rh += hodd;
+ } else {
+ rw = state->w;
+ rh = state->h;
+ }
+
+ /* clear, then randomise, required region. */
+ clean_board(state, 0);
+ nblack = (rw * rh * params->blackpc) / 100;
+ for (i = 0; i < nblack; i++) {
+ do {
+ x = random_upto(rs,rw);
+ y = random_upto(rs,rh);
+ } while (GRID(state,flags,x,y) & F_BLACK);
+ GRID(state, flags, x, y) |= F_BLACK;
+ }
+
+ /* Copy required region. */
+ if (params->symm == SYMM_NONE) return;
+
+ for (x = 0; x < rw; x++) {
+ for (y = 0; y < rh; y++) {
+ if (degree == 4) {
+ xs[0] = x;
+ ys[0] = y;
+ xs[1] = state->w - 1 - (rotate ? y : x);
+ ys[1] = rotate ? x : y;
+ xs[2] = rotate ? (state->w - 1 - x) : x;
+ ys[2] = state->h - 1 - y;
+ xs[3] = rotate ? y : (state->w - 1 - x);
+ ys[3] = state->h - 1 - (rotate ? x : y);
+ } else {
+ xs[0] = x;
+ ys[0] = y;
+ xs[1] = rotate ? (state->w - 1 - x) : x;
+ ys[1] = state->h - 1 - y;
+ }
+ for (i = 1; i < degree; i++) {
+ GRID(state, flags, xs[i], ys[i]) =
+ GRID(state, flags, xs[0], ys[0]);
+ }
+ }
+ }
+ /* SYMM_ROT4 misses the middle square above; fix that here. */
+ if (degree == 4 && rotate && wodd &&
+ (random_upto(rs,100) <= (unsigned int)params->blackpc))
+ GRID(state,flags,
+ state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug_state(state);
+#endif
+}
+
+/* Fills in (does not allocate) a ll_data with all the tiles that would
+ * be illuminated by a light at point (ox,oy). If origin=1 then the
+ * origin is included in this list. */
+static void list_lights(game_state *state, int ox, int oy, int origin,
+ ll_data *lld)
+{
+ int x,y;
+
+ lld->ox = lld->minx = lld->maxx = ox;
+ lld->oy = lld->miny = lld->maxy = oy;
+ lld->include_origin = origin;
+
+ y = oy;
+ for (x = ox-1; x >= 0; x--) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (x < lld->minx) lld->minx = x;
+ }
+ for (x = ox+1; x < state->w; x++) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (x > lld->maxx) lld->maxx = x;
+ }
+
+ x = ox;
+ for (y = oy-1; y >= 0; y--) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (y < lld->miny) lld->miny = y;
+ }
+ for (y = oy+1; y < state->h; y++) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (y > lld->maxy) lld->maxy = y;
+ }
+}
+
+/* Makes sure a light is the given state, editing the lights table to suit the
+ * new state if necessary. */
+static void set_light(game_state *state, int ox, int oy, int on)
+{
+ ll_data lld;
+ int diff = 0;
+
+ assert(!(GRID(state,flags,ox,oy) & F_BLACK));
+
+ if (!on && GRID(state,flags,ox,oy) & F_LIGHT) {
+ diff = -1;
+ GRID(state,flags,ox,oy) &= ~F_LIGHT;
+ state->nlights--;
+ } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) {
+ diff = 1;
+ GRID(state,flags,ox,oy) |= F_LIGHT;
+ state->nlights++;
+ }
+
+ if (diff != 0) {
+ list_lights(state,ox,oy,1,&lld);
+ FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; );
+ }
+}
+
+/* Returns 1 if removing a light at (x,y) would cause a square to go dark. */
+static int check_dark(game_state *state, int x, int y)
+{
+ ll_data lld;
+
+ list_lights(state, x, y, 1, &lld);
+ FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } );
+ return 0;
+}
+
+/* Sets up an initial random correct position (i.e. every
+ * space lit, and no lights lit by other lights) by filling the
+ * grid with lights and then removing lights one by one at random. */
+static void place_lights(game_state *state, random_state *rs)
+{
+ int i, x, y, n, *numindices, wh = state->w*state->h;
+ ll_data lld;
+
+ numindices = snewn(wh, int);
+ for (i = 0; i < wh; i++) numindices[i] = i;
+ shuffle(numindices, wh, sizeof(*numindices), rs);
+
+ /* Place a light on all grid squares without lights. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */
+ if (GRID(state, flags, x, y) & F_BLACK) continue;
+ set_light(state, x, y, 1);
+ }
+ }
+
+ for (i = 0; i < wh; i++) {
+ y = numindices[i] / state->w;
+ x = numindices[i] % state->w;
+ if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
+ if (GRID(state, flags, x, y) & F_MARK) continue;
+ list_lights(state, x, y, 0, &lld);
+
+ /* If we're not lighting any lights ourself, don't remove anything. */
+ n = 0;
+ FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } );
+ if (n == 0) continue; /* [1] */
+
+ /* Check whether removing lights we're lighting would cause anything
+ * to go dark. */
+ n = 0;
+ FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } );
+ if (n == 0) {
+ /* No, it wouldn't, so we can remove them all. */
+ FOREACHLIT(&lld, set_light(state,lx,ly, 0); );
+ GRID(state,flags,x,y) |= F_MARK;
+ }
+
+ if (!grid_overlap(state)) {
+ sfree(numindices);
+ return; /* we're done. */
+ }
+ assert(grid_lit(state));
+ }
+ /* could get here if the line at [1] continue'd out of the loop. */
+ if (grid_overlap(state)) {
+ debug_state(state);
+ assert(!"place_lights failed to resolve overlapping lights!");
+ }
+ sfree(numindices);
+}
+
+/* Fills in all black squares with numbers of adjacent lights. */
+static void place_numbers(game_state *state)
+{
+ int x, y, i, n;
+ surrounds s;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (!(GRID(state,flags,x,y) & F_BLACK)) continue;
+ get_surrounds(state, x, y, &s);
+ n = 0;
+ for (i = 0; i < s.npoints; i++) {
+ if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT)
+ n++;
+ }
+ GRID(state,flags,x,y) |= F_NUMBERED;
+ GRID(state,lights,x,y) = n;
+ }
+ }
+}
+
+/* --- Actual solver, with helper subroutines. --- */
+
+static void tsl_callback(game_state *state,
+ int lx, int ly, int *x, int *y, int *n)
+{
+ if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return;
+ if (GRID(state,lights,lx,ly) > 0) return;
+ *x = lx; *y = ly; (*n)++;
+}
+
+static int try_solve_light(game_state *state, int ox, int oy,
+ unsigned int flags, int lights)
+{
+ ll_data lld;
+ int sx = 0, sy = 0, n = 0;
+
+ if (lights > 0) return 0;
+ if (flags & F_BLACK) return 0;
+
+ /* We have an unlit square; count how many ways there are left to
+ * place a light that lights us (including this square); if only
+ * one, we must put a light there. Squares that could light us
+ * are, of course, the same as the squares we would light... */
+ list_lights(state, ox, oy, 1, &lld);
+ FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); });
+ if (n == 1) {
+ set_light(state, sx, sy, 1);
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
+ ox,oy,sx,sy));
+ if (verbose) debug_state(state);
+#endif
+ return 1;
+ }
+
+ return 0;
+}
+
+static int could_place_light(unsigned int flags, int lights)
+{
+ if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0;
+ return (lights > 0) ? 0 : 1;
+}
+
+static int could_place_light_xy(game_state *state, int x, int y)
+{
+ int lights = GRID(state,lights,x,y);
+ unsigned int flags = GRID(state,flags,x,y);
+ return (could_place_light(flags, lights)) ? 1 : 0;
+}
+
+/* For a given number square, determine whether we have enough info
+ * to unambiguously place its lights. */
+static int try_solve_number(game_state *state, int nx, int ny,
+ unsigned int nflags, int nlights)
+{
+ surrounds s;
+ int x, y, nl, ns, i, ret = 0, lights;
+ unsigned int flags;
+
+ if (!(nflags & F_NUMBERED)) return 0;
+ nl = nlights;
+ get_surrounds(state,nx,ny,&s);
+ ns = s.npoints;
+
+ /* nl is no. of lights we need to place, ns is no. of spaces we
+ * have to place them in. Try and narrow these down, and mark
+ * points we can ignore later. */
+ for (i = 0; i < s.npoints; i++) {
+ x = s.points[i].x; y = s.points[i].y;
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+ if (flags & F_LIGHT) {
+ /* light here already; one less light for one less place. */
+ nl--; ns--;
+ s.points[i].f |= F_MARK;
+ } else if (!could_place_light(flags, lights)) {
+ ns--;
+ s.points[i].f |= F_MARK;
+ }
+ }
+ if (ns == 0) return 0; /* nowhere to put anything. */
+ if (nl == 0) {
+ /* we have placed all lights we need to around here; all remaining
+ * surrounds are therefore IMPOSSIBLE. */
+ GRID(state,flags,nx,ny) |= F_NUMBERUSED;
+ for (i = 0; i < s.npoints; i++) {
+ if (!(s.points[i].f & F_MARK)) {
+ GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE;
+ ret = 1;
+ }
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n",
+ nx,ny);
+ if (verbose) debug_state(state);
+#endif
+ } else if (nl == ns) {
+ /* we have as many lights to place as spaces; fill them all. */
+ GRID(state,flags,nx,ny) |= F_NUMBERUSED;
+ for (i = 0; i < s.npoints; i++) {
+ if (!(s.points[i].f & F_MARK)) {
+ set_light(state, s.points[i].x,s.points[i].y, 1);
+ ret = 1;
+ }
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n",
+ nx,ny);
+ if (verbose) debug_state(state);
+#endif
+ }
+ return ret;
+}
+
+struct setscratch {
+ int x, y;
+ int n;
+};
+
+#define SCRATCHSZ (state->w+state->h)
+
+/* New solver algorithm: overlapping sets can add IMPOSSIBLE flags.
+ * Algorithm thanks to Simon:
+ *
+ * (a) Any square where you can place a light has a set of squares
+ * which would become non-lights as a result. (This includes
+ * squares lit by the first square, and can also include squares
+ * adjacent to the same clue square if the new light is the last
+ * one around that clue.) Call this MAKESDARK(x,y) with (x,y) being
+ * the square you place a light.
+
+ * (b) Any unlit square has a set of squares on which you could place
+ * a light to illuminate it. (Possibly including itself, of
+ * course.) This set of squares has the property that _at least
+ * one_ of them must contain a light. Sets of this type also arise
+ * from clue squares. Call this MAKESLIGHT(x,y), again with (x,y)
+ * the square you would place a light.
+
+ * (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is
+ * a superset of MAKESLIGHT(lx,ly), this implies that placing a light at
+ * (dx,dy) would either leave no remaining way to illuminate a certain
+ * square, or would leave no remaining way to fulfill a certain clue
+ * (at lx,ly). In either case, a light can be ruled out at that position.
+ *
+ * So, we construct all possible MAKESLIGHT sets, both from unlit squares
+ * and clue squares, and then we look for plausible MAKESDARK sets that include
+ * our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have
+ * constructed the MAKESLIGHT set we don't care about (lx,ly), just the set
+ * members.
+ *
+ * Once we have such a set, Simon came up with a Cunning Plan to find
+ * the most sensible MAKESDARK candidate:
+ *
+ * (a) for each square S in your set X, find all the squares which _would_
+ * rule it out. That means any square which would light S, plus
+ * any square adjacent to the same clue square as S (provided
+ * that clue square has only one remaining light to be placed).
+ * It's not hard to make this list. Don't do anything with this
+ * data at the moment except _count_ the squares.
+
+ * (b) Find the square S_min in the original set which has the
+ * _smallest_ number of other squares which would rule it out.
+
+ * (c) Find all the squares that rule out S_min (it's probably
+ * better to recompute this than to have stored it during step
+ * (a), since the CPU requirement is modest but the storage
+ * cost would get ugly.) For each of these squares, see if it
+ * rules out everything else in the set X. Any which does can
+ * be marked as not-a-light.
+ *
+ */
+
+typedef void (*trl_cb)(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ctx);
+
+static void try_rule_out(game_state *state, int x, int y,
+ struct setscratch *scratch, int n,
+ trl_cb cb, void *ctx);
+
+static void trl_callback_search(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ignored)
+{
+ int i;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy));
+#endif
+
+ for (i = 0; i < n; i++) {
+ if (dx == scratch[i].x && dy == scratch[i].y) {
+ scratch[i].n = 1;
+ return;
+ }
+ }
+}
+
+static void trl_callback_discount(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ctx)
+{
+ int *didsth = (int *)ctx;
+ int i;
+
+ if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) {
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Square at (%d,%d) already impossible.\n", dx,dy));
+#endif
+ return;
+ }
+
+ /* Check whether a light at (dx,dy) rules out everything
+ * in scratch, and mark (dx,dy) as IMPOSSIBLE if it does.
+ * We can use try_rule_out for this as well, as the set of
+ * squares which would rule out (x,y) is the same as the
+ * set of squares which (x,y) would rule out. */
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy));
+#endif
+
+ for (i = 0; i < n; i++)
+ scratch[i].n = 0;
+ try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL);
+ for (i = 0; i < n; i++) {
+ if (scratch[i].n == 0) return;
+ }
+ /* The light ruled out everything in scratch. Yay. */
+ GRID(state,flags,dx,dy) |= F_IMPOSSIBLE;
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Set reduction discounted square at (%d,%d):\n", dx,dy));
+ if (verbose) debug_state(state);
+#endif
+
+ *didsth = 1;
+}
+
+static void trl_callback_incn(game_state *state, int dx, int dy,
+ struct setscratch *scratch, int n, void *ctx)
+{
+ struct setscratch *s = (struct setscratch *)ctx;
+ s->n++;
+}
+
+static void try_rule_out(game_state *state, int x, int y,
+ struct setscratch *scratch, int n,
+ trl_cb cb, void *ctx)
+{
+ /* XXX Find all the squares which would rule out (x,y); anything
+ * that would light it as well as squares adjacent to same clues
+ * as X assuming that clue only has one remaining light.
+ * Call the callback with each square. */
+ ll_data lld;
+ surrounds s, ss;
+ int i, j, curr_lights, tot_lights;
+
+ /* Find all squares that would rule out a light at (x,y) and call trl_cb
+ * with them: anything that would light (x,y)... */
+
+ list_lights(state, x, y, 0, &lld);
+ FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } });
+
+ /* ... as well as any empty space (that isn't x,y) next to any clue square
+ * next to (x,y) that only has one light left to place. */
+
+ get_surrounds(state, x, y, &s);
+ for (i = 0; i < s.npoints; i++) {
+ if (!(GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED))
+ continue;
+ /* we have an adjacent clue square; find /its/ surrounds
+ * and count the remaining lights it needs. */
+ get_surrounds(state,s.points[i].x,s.points[i].y,&ss);
+ curr_lights = 0;
+ for (j = 0; j < ss.npoints; j++) {
+ if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT)
+ curr_lights++;
+ }
+ tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y);
+ /* We have a clue with tot_lights to fill, and curr_lights currently
+ * around it. If adding a light at (x,y) fills up the clue (i.e.
+ * curr_lights + 1 = tot_lights) then we need to discount all other
+ * unlit squares around the clue. */
+ if ((curr_lights + 1) == tot_lights) {
+ for (j = 0; j < ss.npoints; j++) {
+ int lx = ss.points[j].x, ly = ss.points[j].y;
+ if (lx == x && ly == y) continue;
+ if (could_place_light_xy(state, lx, ly))
+ cb(state, lx, ly, scratch, n, ctx);
+ }
+ }
+ }
+}
+
+#ifdef SOLVER_DIAGNOSTICS
+static void debug_scratch(const char *msg, struct setscratch *scratch, int n)
+{
+ int i;
+ debug(("%s scratch (%d elements):\n", msg, n));
+ for (i = 0; i < n; i++) {
+ debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n));
+ }
+}
+#endif
+
+static int discount_set(game_state *state,
+ struct setscratch *scratch, int n)
+{
+ int i, besti, bestn, didsth = 0;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose > 1) debug_scratch("discount_set", scratch, n);
+#endif
+ if (n == 0) return 0;
+
+ for (i = 0; i < n; i++) {
+ try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n,
+ trl_callback_incn, (void*)&(scratch[i]));
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose > 1) debug_scratch("discount_set after count", scratch, n);
+#endif
+
+ besti = -1; bestn = SCRATCHSZ;
+ for (i = 0; i < n; i++) {
+ if (scratch[i].n < bestn) {
+ bestn = scratch[i].n;
+ besti = i;
+ }
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose > 1) debug(("best square (%d,%d) with n%d.\n",
+ scratch[besti].x, scratch[besti].y, scratch[besti].n));
+#endif
+ try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n,
+ trl_callback_discount, (void*)&didsth);
+#ifdef SOLVER_DIAGNOSTICS
+ if (didsth) debug((" [from square (%d,%d)]\n",
+ scratch[besti].x, scratch[besti].y));
+#endif
+
+ return didsth;
+}
+
+static void discount_clear(game_state *state, struct setscratch *scratch, int *n)
+{
+ *n = 0;
+ memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch));
+}
+
+static void unlit_cb(game_state *state, int lx, int ly,
+ struct setscratch *scratch, int *n)
+{
+ if (could_place_light_xy(state, lx, ly)) {
+ scratch[*n].x = lx; scratch[*n].y = ly; (*n)++;
+ }
+}
+
+/* Construct a MAKESLIGHT set from an unlit square. */
+static int discount_unlit(game_state *state, int x, int y,
+ struct setscratch *scratch)
+{
+ ll_data lld;
+ int n, didsth;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y));
+ if (verbose > 1) debug_state(state);
+#endif
+
+ discount_clear(state, scratch, &n);
+
+ list_lights(state, x, y, 1, &lld);
+ FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); });
+ didsth = discount_set(state, scratch, n);
+#ifdef SOLVER_DIAGNOSTICS
+ if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y));
+#endif
+ return didsth;
+
+}
+
+/* Construct a series of MAKESLIGHT sets from a clue square.
+ * for a clue square with N remaining spaces that must contain M lights, every
+ * subset of size N-M+1 of those N spaces forms such a set.
+ */
+
+static int discount_clue(game_state *state, int x, int y,
+ struct setscratch *scratch)
+{
+ int slen, m = GRID(state, lights, x, y), n, i, didsth = 0, lights;
+ unsigned int flags;
+ surrounds s, sempty;
+ combi_ctx *combi;
+
+ if (m == 0) return 0;
+
+#ifdef SOLVER_DIAGNOSTICS
+ if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y));
+ if (verbose > 1) debug_state(state);
+#endif
+
+ /* m is no. of lights still to place; starts off at the clue value
+ * and decreases when we find a light already down.
+ * n is no. of spaces left; starts off at 0 and goes up when we find
+ * a plausible space. */
+
+ get_surrounds(state, x, y, &s);
+ memset(&sempty, 0, sizeof(surrounds));
+ for (i = 0; i < s.npoints; i++) {
+ int lx = s.points[i].x, ly = s.points[i].y;
+ flags = GRID(state,flags,lx,ly);
+ lights = GRID(state,lights,lx,ly);
+
+ if (flags & F_LIGHT) m--;
+
+ if (could_place_light(flags, lights)) {
+ sempty.points[sempty.npoints].x = lx;
+ sempty.points[sempty.npoints].y = ly;
+ sempty.npoints++;
+ }
+ }
+ n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */
+ if (n == 0) return 0; /* clue is full already. */
+
+ if (m < 0 || m > n) return 0; /* become impossible. */
+
+ combi = new_combi(n - m + 1, n);
+ while (next_combi(combi)) {
+ discount_clear(state, scratch, &slen);
+ for (i = 0; i < combi->r; i++) {
+ scratch[slen].x = sempty.points[combi->a[i]].x;
+ scratch[slen].y = sempty.points[combi->a[i]].y;
+ slen++;
+ }
+ if (discount_set(state, scratch, slen)) didsth = 1;
+ }
+ free_combi(combi);
+#ifdef SOLVER_DIAGNOSTICS
+ if (didsth) debug((" [from clue at (%d,%d)].\n", x, y));
+#endif
+ return didsth;
+}
+
+#define F_SOLVE_FORCEUNIQUE 1
+#define F_SOLVE_DISCOUNTSETS 2
+#define F_SOLVE_ALLOWRECURSE 4
+
+static unsigned int flags_from_difficulty(int difficulty)
+{
+ unsigned int sflags = F_SOLVE_FORCEUNIQUE;
+ assert(difficulty <= DIFFCOUNT);
+ if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS;
+ if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE;
+ return sflags;
+}
+
+#define MAXRECURSE 5
+
+static int solve_sub(game_state *state,
+ unsigned int solve_flags, int depth,
+ int *maxdepth)
+{
+ unsigned int flags;
+ int x, y, didstuff, ncanplace, lights;
+ int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0;
+ game_state *scopy;
+ ll_data lld;
+ struct setscratch *sscratch = NULL;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("solve_sub: depth = %d\n", depth);
+#endif
+ if (maxdepth && *maxdepth < depth) *maxdepth = depth;
+ if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE;
+
+ while (1) {
+ if (grid_overlap(state)) {
+ /* Our own solver, from scratch, should never cause this to happen
+ * (assuming a soluble grid). However, if we're trying to solve
+ * from a half-completed *incorrect* grid this might occur; we
+ * just return the 'no solutions' code in this case. */
+ ret = 0; goto done;
+ }
+
+ if (grid_correct(state)) { ret = 1; goto done; }
+
+ ncanplace = 0;
+ didstuff = 0;
+ /* These 2 loops, and the functions they call, are the critical loops
+ * for timing; any optimisations should look here first. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+ ncanplace += could_place_light(flags, lights);
+
+ if (try_solve_light(state, x, y, flags, lights)) didstuff = 1;
+ if (try_solve_number(state, x, y, flags, lights)) didstuff = 1;
+ }
+ }
+ if (didstuff) continue;
+ if (!ncanplace) {
+ /* nowhere to put a light, puzzle is unsoluble. */
+ ret = 0; goto done;
+ }
+
+ if (solve_flags & F_SOLVE_DISCOUNTSETS) {
+ if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch);
+ /* Try a more cunning (and more involved) way... more details above. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+
+ if (!(flags & F_BLACK) && lights == 0) {
+ if (discount_unlit(state, x, y, sscratch)) {
+ didstuff = 1;
+ goto reduction_success;
+ }
+ } else if (flags & F_NUMBERED) {
+ if (discount_clue(state, x, y, sscratch)) {
+ didstuff = 1;
+ goto reduction_success;
+ }
+ }
+ }
+ }
+ }
+reduction_success:
+ if (didstuff) continue;
+
+ /* We now have to make a guess; we have places to put lights but
+ * no definite idea about where they can go. */
+ if (depth >= maxrecurse) {
+ /* mustn't delve any deeper. */
+ ret = -1; goto done;
+ }
+ /* Of all the squares that we could place a light, pick the one
+ * that would light the most currently unlit squares. */
+ /* This heuristic was just plucked from the air; there may well be
+ * a more efficient way of choosing a square to flip to minimise
+ * recursion. */
+ bestn = 0;
+ bestx = besty = -1; /* suyb */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+ if (!could_place_light(flags, lights)) continue;
+
+ n = 0;
+ list_lights(state, x, y, 1, &lld);
+ FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; });
+ if (n > bestn) {
+ bestn = n; bestx = x; besty = y;
+ }
+ }
+ }
+ assert(bestn > 0);
+ assert(bestx >= 0 && besty >= 0);
+
+ /* Now we've chosen a plausible (x,y), try to solve it once as 'lit'
+ * and once as 'impossible'; we need to make one copy to do this. */
+
+ scopy = dup_game(state);
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty));
+#endif
+ GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE;
+ self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth);
+
+ if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) {
+ /* we didn't care about finding all solutions, and we just
+ * found one; return with it immediately. */
+ free_game(scopy);
+ ret = self_soluble;
+ goto done;
+ }
+
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty));
+#endif
+ set_light(scopy, bestx, besty, 1);
+ copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth);
+
+ /* If we wanted a unique solution but we hit our recursion limit
+ * (on either branch) then we have to assume we didn't find possible
+ * extra solutions, and return 'not soluble'. */
+ if ((solve_flags & F_SOLVE_FORCEUNIQUE) &&
+ ((copy_soluble < 0) || (self_soluble < 0))) {
+ ret = -1;
+ /* Make sure that whether or not it was self or copy (or both) that
+ * were soluble, that we return a solved state in self. */
+ } else if (copy_soluble <= 0) {
+ /* copy wasn't soluble; keep self state and return that result. */
+ ret = self_soluble;
+ } else if (self_soluble <= 0) {
+ /* copy solved and we didn't, so copy in copy's (now solved)
+ * flags and light state. */
+ memcpy(state->lights, scopy->lights,
+ scopy->w * scopy->h * sizeof(int));
+ memcpy(state->flags, scopy->flags,
+ scopy->w * scopy->h * sizeof(unsigned int));
+ ret = copy_soluble;
+ } else {
+ ret = copy_soluble + self_soluble;
+ }
+ free_game(scopy);
+ goto done;
+ }
+done:
+ if (sscratch) sfree(sscratch);
+#ifdef SOLVER_DIAGNOSTICS
+ if (ret < 0)
+ debug(("solve_sub: depth = %d returning, ran out of recursion.\n",
+ depth));
+ else
+ debug(("solve_sub: depth = %d returning, %d solutions.\n",
+ depth, ret));
+#endif
+ return ret;
+}
+
+/* Fills in the (possibly partially-complete) game_state as far as it can,
+ * returning the number of possible solutions. If it returns >0 then the
+ * game_state will be in a solved state, but you won't know which one. */
+static int dosolve(game_state *state, int solve_flags, int *maxdepth)
+{
+ int x, y, nsol;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ GRID(state,flags,x,y) &= ~F_NUMBERUSED;
+ }
+ }
+ nsol = solve_sub(state, solve_flags, 0, maxdepth);
+ return nsol;
+}
+
+static int strip_unused_nums(game_state *state)
+{
+ int x,y,n=0;
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if ((GRID(state,flags,x,y) & F_NUMBERED) &&
+ !(GRID(state,flags,x,y) & F_NUMBERUSED)) {
+ GRID(state,flags,x,y) &= ~F_NUMBERED;
+ GRID(state,lights,x,y) = 0;
+ n++;
+ }
+ }
+ }
+ debug(("Stripped %d unused numbers.\n", n));
+ return n;
+}
+
+static void unplace_lights(game_state *state)
+{
+ int x,y;
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (GRID(state,flags,x,y) & F_LIGHT)
+ set_light(state,x,y,0);
+ GRID(state,flags,x,y) &= ~F_IMPOSSIBLE;
+ GRID(state,flags,x,y) &= ~F_NUMBERUSED;
+ }
+ }
+}
+
+static int puzzle_is_good(game_state *state, int difficulty)
+{
+ int nsol, mdepth = 0;
+ unsigned int sflags = flags_from_difficulty(difficulty);
+
+ unplace_lights(state);
+
+#ifdef SOLVER_DIAGNOSTICS
+ debug(("Trying to solve with difficulty %d (0x%x):\n",
+ difficulty, sflags));
+ if (verbose) debug_state(state);
+#endif
+
+ nsol = dosolve(state, sflags, &mdepth);
+ /* if we wanted an easy puzzle, make sure we didn't need recursion. */
+ if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) {
+ debug(("Ignoring recursive puzzle.\n"));
+ return 0;
+ }
+
+ debug(("%d solutions found.\n", nsol));
+ if (nsol <= 0) return 0;
+ if (nsol > 1) return 0;
+ return 1;
+}
+
+/* --- New game creation and user input code. --- */
+
+/* The basic algorithm here is to generate the most complex grid possible
+ * while honouring two restrictions:
+ *
+ * * we require a unique solution, and
+ * * either we require solubility with no recursion (!params->recurse)
+ * * or we require some recursion. (params->recurse).
+ *
+ * The solver helpfully keeps track of the numbers it needed to use to
+ * get its solution, so we use that to remove an initial set of numbers
+ * and check we still satsify our requirements (on uniqueness and
+ * non-recursiveness, if applicable; we don't check explicit recursiveness
+ * until the end).
+ *
+ * Then we try to remove all numbers in a random order, and see if we
+ * still satisfy requirements (putting them back if we didn't).
+ *
+ * Removing numbers will always, in general terms, make a puzzle require
+ * more recursion but it may also mean a puzzle becomes non-unique.
+ *
+ * Once we're done, if we wanted a recursive puzzle but the most difficult
+ * puzzle we could come up with was non-recursive, we give up and try a new
+ * grid. */
+
+#define MAX_GRIDGEN_TRIES 20
+
+static char *new_game_desc(const game_params *params_in, random_state *rs,
+ char **aux, int interactive)
+{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = &params_copy;
+ game_state *news = new_state(params), *copys;
+ int i, j, run, x, y, wh = params->w*params->h, num;
+ char *ret, *p;
+ int *numindices;
+
+ /* Construct a shuffled list of grid positions; we only
+ * do this once, because if it gets used more than once it'll
+ * be on a different grid layout. */
+ numindices = snewn(wh, int);
+ for (j = 0; j < wh; j++) numindices[j] = j;
+ shuffle(numindices, wh, sizeof(*numindices), rs);
+
+ while (1) {
+ for (i = 0; i < MAX_GRIDGEN_TRIES; i++) {
+ set_blacks(news, params, rs); /* also cleans board. */
+
+ /* set up lights and then the numbers, and remove the lights */
+ place_lights(news, rs);
+ debug(("Generating initial grid.\n"));
+ place_numbers(news);
+ if (!puzzle_is_good(news, params->difficulty)) continue;
+
+ /* Take a copy, remove numbers we didn't use and check there's
+ * still a unique solution; if so, use the copy subsequently. */
+ copys = dup_game(news);
+ strip_unused_nums(copys);
+ if (!puzzle_is_good(copys, params->difficulty)) {
+ debug(("Stripped grid is not good, reverting.\n"));
+ free_game(copys);
+ } else {
+ free_game(news);
+ news = copys;
+ }
+
+ /* Go through grid removing numbers at random one-by-one and
+ * trying to solve again; if it ceases to be good put the number back. */
+ for (j = 0; j < wh; j++) {
+ y = numindices[j] / params->w;
+ x = numindices[j] % params->w;
+ if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue;
+ num = GRID(news, lights, x, y);
+ GRID(news, lights, x, y) = 0;
+ GRID(news, flags, x, y) &= ~F_NUMBERED;
+ if (!puzzle_is_good(news, params->difficulty)) {
+ GRID(news, lights, x, y) = num;
+ GRID(news, flags, x, y) |= F_NUMBERED;
+ } else
+ debug(("Removed (%d,%d) still soluble.\n", x, y));
+ }
+ if (params->difficulty > 0) {
+ /* Was the maximally-difficult puzzle difficult enough?
+ * Check we can't solve it with a more simplistic solver. */
+ if (puzzle_is_good(news, params->difficulty-1)) {
+ debug(("Maximally-hard puzzle still not hard enough, skipping.\n"));
+ continue;
+ }
+ }
+
+ goto goodpuzzle;
+ }
+ /* Couldn't generate a good puzzle in however many goes. Ramp up the
+ * %age of black squares (if we didn't already have lots; in which case
+ * why couldn't we generate a puzzle?) and try again. */
+ if (params->blackpc < 90) params->blackpc += 5;
+ debug(("New black layout %d%%.\n", params->blackpc));
+ }
+goodpuzzle:
+ /* Game is encoded as a long string one character per square;
+ * 'S' is a space
+ * 'B' is a black square with no number
+ * '0', '1', '2', '3', '4' is a black square with a number. */
+ ret = snewn((params->w * params->h) + 1, char);
+ p = ret;
+ run = 0;
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ if (GRID(news,flags,x,y) & F_BLACK) {
+ if (run) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ if (GRID(news,flags,x,y) & F_NUMBERED)
+ *p++ = '0' + GRID(news,lights,x,y);
+ else
+ *p++ = 'B';
+ } else {
+ if (run == 26) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ run++;
+ }
+ }
+ }
+ if (run) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ *p = '\0';
+ assert(p - ret <= params->w * params->h);
+ free_game(news);
+ sfree(numindices);
+
+ return ret;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int i;
+ for (i = 0; i < params->w*params->h; i++) {
+ if (*desc >= '0' && *desc <= '4')
+ /* OK */;
+ else if (*desc == 'B')
+ /* OK */;
+ else if (*desc >= 'a' && *desc <= 'z')
+ i += *desc - 'a'; /* and the i++ will add another one */
+ else if (!*desc)
+ return "Game description shorter than expected";
+ else
+ return "Game description contained unexpected character";
+ desc++;
+ }
+ if (*desc || i > params->w*params->h)
+ return "Game description longer than expected";
+
+ return NULL;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ game_state *ret = new_state(params);
+ int x,y;
+ int run = 0;
+
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ char c = '\0';
+
+ if (run == 0) {
+ c = *desc++;
+ assert(c != 'S');
+ if (c >= 'a' && c <= 'z')
+ run = c - 'a' + 1;
+ }
+
+ if (run > 0) {
+ c = 'S';
+ run--;
+ }
+
+ switch (c) {
+ case '0': case '1': case '2': case '3': case '4':
+ GRID(ret,flags,x,y) |= F_NUMBERED;
+ GRID(ret,lights,x,y) = (c - '0');
+ /* run-on... */
+
+ case 'B':
+ GRID(ret,flags,x,y) |= F_BLACK;
+ break;
+
+ case 'S':
+ /* empty square */
+ break;
+
+ default:
+ assert(!"Malformed desc.");
+ break;
+ }
+ }
+ }
+ if (*desc) assert(!"Over-long desc.");
+
+ return ret;
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ game_state *solved;
+ char *move = NULL, buf[80];
+ int movelen, movesize, x, y, len;
+ unsigned int oldflags, solvedflags, sflags;
+
+ /* We don't care here about non-unique puzzles; if the
+ * user entered one themself then I doubt they care. */
+
+ sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS;
+
+ /* Try and solve from where we are now (for non-unique
+ * puzzles this may produce a different answer). */
+ solved = dup_game(currstate);
+ if (dosolve(solved, sflags, NULL) > 0) goto solved;
+ free_game(solved);
+
+ /* That didn't work; try solving from the clean puzzle. */
+ solved = dup_game(state);
+ if (dosolve(solved, sflags, NULL) > 0) goto solved;
+ *error = "Unable to find a solution to this puzzle.";
+ goto done;
+
+solved:
+ movesize = 256;
+ move = snewn(movesize, char);
+ movelen = 0;
+ move[movelen++] = 'S';
+ move[movelen] = '\0';
+ for (x = 0; x < currstate->w; x++) {
+ for (y = 0; y < currstate->h; y++) {
+ len = 0;
+ oldflags = GRID(currstate, flags, x, y);
+ solvedflags = GRID(solved, flags, x, y);
+ if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT))
+ len = sprintf(buf, ";L%d,%d", x, y);
+ else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE))
+ len = sprintf(buf, ";I%d,%d", x, y);
+ if (len) {
+ if (movelen + len >= movesize) {
+ movesize = movelen + len + 256;
+ move = sresize(move, movesize, char);
+ }
+ strcpy(move + movelen, buf);
+ movelen += len;
+ }
+ }
+ }
+
+done:
+ free_game(solved);
+ return move;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+/* 'borrowed' from slant.c, mainly. I could have printed it one
+ * character per cell (like debug_state) but that comes out tiny.
+ * 'L' is used for 'light here' because 'O' looks too much like '0'
+ * (black square with no surrounding lights). */
+static char *game_text_format(const game_state *state)
+{
+ int w = state->w, h = state->h, W = w+1, H = h+1;
+ int x, y, len, lights;
+ unsigned int flags;
+ char *ret, *p;
+
+ len = (h+H) * (w+W+1) + 1;
+ ret = snewn(len, char);
+ p = ret;
+
+ for (y = 0; y < H; y++) {
+ for (x = 0; x < W; x++) {
+ *p++ = '+';
+ if (x < w)
+ *p++ = '-';
+ }
+ *p++ = '\n';
+ if (y < h) {
+ for (x = 0; x < W; x++) {
+ *p++ = '|';
+ if (x < w) {
+ /* actual interesting bit. */
+ flags = GRID(state, flags, x, y);
+ lights = GRID(state, lights, x, y);
+ if (flags & F_BLACK) {
+ if (flags & F_NUMBERED)
+ *p++ = '0' + lights;
+ else
+ *p++ = '#';
+ } else {
+ if (flags & F_LIGHT)
+ *p++ = 'L';
+ else if (flags & F_IMPOSSIBLE)
+ *p++ = 'x';
+ else if (lights > 0)
+ *p++ = '.';
+ else
+ *p++ = ' ';
+ }
+ }
+ }
+ *p++ = '\n';
+ }
+ }
+ *p++ = '\0';
+
+ assert(p - ret == len);
+ return ret;
+}
+
+struct game_ui {
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ /* nothing to encode. */
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+ /* nothing to decode. */
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+ if (newstate->completed)
+ ui->cur_visible = 0;
+}
+
+#define DF_BLACK 1 /* black square */
+#define DF_NUMBERED 2 /* black square with number */
+#define DF_LIT 4 /* display (white) square lit up */
+#define DF_LIGHT 8 /* display light in square */
+#define DF_OVERLAP 16 /* display light as overlapped */
+#define DF_CURSOR 32 /* display cursor */
+#define DF_NUMBERWRONG 64 /* display black numbered square as error. */
+#define DF_FLASH 128 /* background flash is on. */
+#define DF_IMPOSSIBLE 256 /* display non-light little square */
+
+struct game_drawstate {
+ int tilesize, crad;
+ int w, h;
+ unsigned int *flags; /* width * height */
+ int started;
+};
+
+
+/* Believe it or not, this empty = "" hack is needed to get around a bug in
+ * the prc-tools gcc when optimisation is turned on; before, it produced:
+ lightup-sect.c: In function `interpret_move':
+ lightup-sect.c:1416: internal error--unrecognizable insn:
+ (insn 582 580 583 (set (reg:SI 134)
+ (pc)) -1 (nil)
+ (nil))
+ */
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
+ int cx = -1, cy = -1;
+ unsigned int flags;
+ char buf[80], *nullret = NULL, *empty = "", c;
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (ui->cur_visible)
+ nullret = empty;
+ ui->cur_visible = 0;
+ cx = FROMCOORD(x);
+ cy = FROMCOORD(y);
+ action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
+ } else if (IS_CURSOR_SELECT(button) ||
+ button == 'i' || button == 'I' ||
+ button == ' ' || button == '\r' || button == '\n') {
+ if (ui->cur_visible) {
+ /* Only allow cursor-effect operations if the cursor is visible
+ * (otherwise you have no idea which square it might be affecting) */
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ action = (button == 'i' || button == 'I' || button == CURSOR_SELECT2) ?
+ FLIP_IMPOSSIBLE : FLIP_LIGHT;
+ }
+ ui->cur_visible = 1;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
+ ui->cur_visible = 1;
+ nullret = empty;
+ } else
+ return NULL;
+
+ switch (action) {
+ case FLIP_LIGHT:
+ case FLIP_IMPOSSIBLE:
+ if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h)
+ return nullret;
+ flags = GRID(state, flags, cx, cy);
+ if (flags & F_BLACK)
+ return nullret;
+ if (action == FLIP_LIGHT) {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'I'; else c = 'L';
+#else
+ if (flags & F_IMPOSSIBLE) return nullret;
+ c = 'L';
+#endif
+ } else {
+#ifdef STYLUS_BASED
+ if (flags & F_IMPOSSIBLE || flags & F_LIGHT) c = 'L'; else c = 'I';
+#else
+ if (flags & F_LIGHT) return nullret;
+ c = 'I';
+#endif
+ }
+ sprintf(buf, "%c%d,%d", (int)c, cx, cy);
+ break;
+
+ case NONE:
+ return nullret;
+
+ default:
+ assert(!"Shouldn't get here!");
+ }
+ return dupstr(buf);
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+ game_state *ret = dup_game(state);
+ int x, y, n, flags;
+ char c;
+
+ if (!*move) goto badmove;
+
+ while (*move) {
+ c = *move;
+ if (c == 'S') {
+ ret->used_solve = TRUE;
+ move++;
+ } else if (c == 'L' || c == 'I') {
+ move++;
+ if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
+ x < 0 || y < 0 || x >= ret->w || y >= ret->h)
+ goto badmove;
+
+ flags = GRID(ret, flags, x, y);
+ if (flags & F_BLACK) goto badmove;
+
+ /* LIGHT and IMPOSSIBLE are mutually exclusive. */
+ if (c == 'L') {
+ GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE;
+ set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1);
+ } else {
+ set_light(ret, x, y, 0);
+ GRID(ret, flags, x, y) ^= F_IMPOSSIBLE;
+ }
+ move += n;
+ } else goto badmove;
+
+ if (*move == ';')
+ move++;
+ else if (*move) goto badmove;
+ }
+ if (grid_correct(ret)) ret->completed = 1;
+ return ret;
+
+badmove:
+ free_game(ret);
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+/* XXX entirely cloned from fifteen.c; separate out? */
+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 tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ *x = TILE_SIZE * params->w + 2 * BORDER;
+ *y = TILE_SIZE * params->h + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+ ds->crad = 3*(tilesize-1)/8;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_BLACK * 3 + i] = 0.0F;
+ ret[COL_LIGHT * 3 + i] = 1.0F;
+ ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
+ ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F;
+
+ }
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.25F;
+ ret[COL_ERROR * 3 + 2] = 0.25F;
+
+ ret[COL_LIT * 3 + 0] = 1.0F;
+ ret[COL_LIT * 3 + 1] = 1.0F;
+ ret[COL_LIT * 3 + 2] = 0.0F;
+
+ *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->tilesize = ds->crad = 0;
+ ds->w = state->w; ds->h = state->h;
+
+ ds->flags = snewn(ds->w*ds->h, unsigned int);
+ for (i = 0; i < ds->w*ds->h; i++)
+ ds->flags[i] = -1;
+
+ ds->started = 0;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->flags);
+ sfree(ds);
+}
+
+/* At some stage we should put these into a real options struct.
+ * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not
+ * to put those flags in. */
+#define HINT_LIGHTS
+#define HINT_OVERLAPS
+#define HINT_NUMBERS
+
+static unsigned int tile_flags(game_drawstate *ds, const game_state *state,
+ const game_ui *ui, int x, int y, int flashing)
+{
+ unsigned int flags = GRID(state, flags, x, y);
+ int lights = GRID(state, lights, x, y);
+ unsigned int ret = 0;
+
+ if (flashing) ret |= DF_FLASH;
+ if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
+ ret |= DF_CURSOR;
+
+ if (flags & F_BLACK) {
+ ret |= DF_BLACK;
+ if (flags & F_NUMBERED) {
+#ifdef HINT_NUMBERS
+ if (number_wrong(state, x, y))
+ ret |= DF_NUMBERWRONG;
+#endif
+ ret |= DF_NUMBERED;
+ }
+ } else {
+#ifdef HINT_LIGHTS
+ if (lights > 0) ret |= DF_LIT;
+#endif
+ if (flags & F_LIGHT) {
+ ret |= DF_LIGHT;
+#ifdef HINT_OVERLAPS
+ if (lights > 1) ret |= DF_OVERLAP;
+#endif
+ }
+ if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE;
+ }
+ return ret;
+}
+
+static void tile_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *state, int x, int y)
+{
+ unsigned int ds_flags = GRID(ds, flags, x, y);
+ int dx = COORD(x), dy = COORD(y);
+ int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT;
+
+ if (ds_flags & DF_BLACK) {
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
+ if (ds_flags & DF_NUMBERED) {
+ int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT;
+ char str[32];
+
+ /* We know that this won't change over the course of the game
+ * so it's OK to ignore this when calculating whether or not
+ * to redraw the tile. */
+ sprintf(str, "%d", GRID(state, lights, x, y));
+ draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE*3/5,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str);
+ }
+ } else {
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE,
+ (ds_flags & DF_LIT) ? lit : COL_BACKGROUND);
+ draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+ if (ds_flags & DF_LIGHT) {
+ int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
+ lcol, COL_BLACK);
+ } else if ((ds_flags & DF_IMPOSSIBLE)) {
+ static int draw_blobs_when_lit = -1;
+ if (draw_blobs_when_lit < 0) {
+ char *env = getenv("LIGHTUP_LIT_BLOBS");
+ draw_blobs_when_lit = (!env || (env[0] == 'y' ||
+ env[0] == 'Y'));
+ }
+ if (!(ds_flags & DF_LIT) || draw_blobs_when_lit) {
+ int rlen = TILE_SIZE / 4;
+ draw_rect(dr, dx + TILE_SIZE/2 - rlen/2,
+ dy + TILE_SIZE/2 - rlen/2,
+ rlen, rlen, COL_BLACK);
+ }
+ }
+ }
+
+ if (ds_flags & DF_CURSOR) {
+ int coff = TILE_SIZE/8;
+ draw_rect_outline(dr, dx + coff, dy + coff,
+ TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR);
+ }
+
+ draw_update(dr, dx, dy, 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 flashing = FALSE;
+ int x,y;
+
+ if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
+
+ if (!ds->started) {
+ draw_rect(dr, 0, 0,
+ TILE_SIZE * ds->w + 2 * BORDER,
+ TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
+
+ draw_rect_outline(dr, COORD(0)-1, COORD(0)-1,
+ TILE_SIZE * ds->w + 2,
+ TILE_SIZE * ds->h + 2,
+ COL_GRID);
+
+ draw_update(dr, 0, 0,
+ TILE_SIZE * ds->w + 2 * BORDER,
+ TILE_SIZE * ds->h + 2 * BORDER);
+ ds->started = 1;
+ }
+
+ for (x = 0; x < ds->w; x++) {
+ for (y = 0; y < ds->h; y++) {
+ unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing);
+ if (ds_flags != GRID(ds, flags, x, y)) {
+ GRID(ds, flags, x, y) = ds_flags;
+ tile_redraw(dr, ds, state, x, y);
+ }
+ }
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
+ return FLASH_TIME;
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 6mm squares by default.
+ */
+ game_compute_size(params, 600, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+ int w = state->w, h = state->h;
+ int ink = print_mono_colour(dr, 0);
+ int paper = print_mono_colour(dr, 1);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / 16);
+ draw_rect_outline(dr, COORD(0), COORD(0),
+ TILE_SIZE * w, TILE_SIZE * h, ink);
+
+ /*
+ * Grid.
+ */
+ print_line_width(dr, TILE_SIZE / 24);
+ for (x = 1; x < w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
+
+ /*
+ * Grid contents.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE);
+ int dx = COORD(x), dy = COORD(y);
+ if (ds_flags & DF_BLACK) {
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink);
+ if (ds_flags & DF_NUMBERED) {
+ char str[32];
+ sprintf(str, "%d", GRID(state, lights, x, y));
+ draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE*3/5,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str);
+ }
+ } else if (ds_flags & DF_LIGHT) {
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ TILE_RADIUS, -1, ink);
+ }
+ }
+}
+
+#ifdef COMBINED
+#define thegame lightup
+#endif
+
+const struct game thegame = {
+ "Light Up", "games.lightup", "lightup",
+ 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
+
+int main(int argc, char **argv)
+{
+ game_params *p;
+ game_state *s;
+ char *id = NULL, *desc, *err, *result;
+ int nsol, diff, really_verbose = 0;
+ unsigned int sflags;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (!strcmp(p, "-v")) {
+ really_verbose++;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-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);
+
+ /* Run the solvers easiest to hardest until we find one that
+ * can solve our puzzle. If it's soluble we know that the
+ * hardest (recursive) solver will always find the solution. */
+ nsol = sflags = 0;
+ for (diff = 0; diff <= DIFFCOUNT; diff++) {
+ printf("\nSolving with difficulty %d.\n", diff);
+ sflags = flags_from_difficulty(diff);
+ unplace_lights(s);
+ nsol = dosolve(s, sflags, NULL);
+ if (nsol == 1) break;
+ }
+
+ printf("\n");
+ if (nsol == 0) {
+ printf("Puzzle has no solution.\n");
+ } else if (nsol < 0) {
+ printf("Unable to find a unique solution.\n");
+ } else if (nsol > 1) {
+ printf("Puzzle has multiple solutions.\n");
+ } else {
+ verbose = really_verbose;
+ unplace_lights(s);
+ printf("Puzzle has difficulty %d: solving...\n", diff);
+ dosolve(s, sflags, NULL); /* sflags from last successful solve */
+ result = game_text_format(s);
+ printf("%s", result);
+ sfree(result);
+ }
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */