ref: 0d0619868dc344a039211f8fa1105fee88bd6f24
parent: deb5e1e5b4049301678074ef9c6b7b89ce24684d
author: Simon Tatham <anakin@pobox.com>
date: Wed Jan 13 14:12:32 EST 2010
New puzzle from James H: 'Magnets'. [originally from svn r8836]
--- a/icons/Makefile
+++ b/icons/Makefile
@@ -1,8 +1,8 @@
# Makefile for Puzzles icons.
PUZZLES = blackbox bridges cube dominosa fifteen filling flip galaxies guess \
- inertia keen lightup loopy map mines net netslide pattern pegs \
- rect samegame singles sixteen slant solo tents towers twiddle \
+ inertia keen lightup loopy magnets map mines net netslide pattern \
+ pegs rect samegame singles sixteen slant solo tents towers twiddle \
unequal untangle
BASE = $(patsubst %,%-base.png,$(PUZZLES))
@@ -64,6 +64,7 @@
keen-ibase.png : override CROP=288x288 96x96+24+120
lightup-ibase.png : override CROP=256x256 112x112+144+0
loopy-ibase.png : override CROP=257x257 113x113+0+0
+magnets-ibase.png : override CROP=264x232 96x96+36+100
mines-ibase.png : override CROP=240x240 110x110+130+130
net-ibase.png : override CROP=193x193 113x113+0+80
netslide-ibase.png : override CROP=289x289 144x144+0+0
--- /dev/null
+++ b/icons/magnets.sav
@@ -1,0 +1,33 @@
+SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
+VERSION :1:1
+GAME :7:Magnets
+PARAMS :6:6x5dtS
+CPARAMS :6:6x5dtS
+SEED :15:705856238774945
+DESC :56:2.2..1,.3.2.,2.21..,2..0.,TLRTLRBLRBTTLRLRBBLRTTTTLRBBBB
+AUXINFO :60:ebae280db3eec279c628b6cfe4aca5a03ba24d7eba91169f1bdf275fce3f
+NSTATES :2:24
+STATEPOS:2:15
+MOVE :4:.1,3
+MOVE :4:.0,1
+MOVE :4:?0,1
+MOVE :4:.2,1
+MOVE :4:?2,1
+MOVE :4:.2,4
+MOVE :4:?2,4
+MOVE :4:+2,3
+MOVE :4:.3,3
+MOVE :4:.0,2
+MOVE :4:?0,2
+MOVE :4:+1,4
+MOVE :4:+0,2
+MOVE :4:+0,0
+MOVE :4:+1,1
+MOVE :4:.2,2
+MOVE :4:+2,0
+MOVE :4:+3,1
+MOVE :4:.4,0
+MOVE :4:+5,1
+MOVE :4:.5,3
+MOVE :4:+4,3
+MOVE :4:.4,2
--- /dev/null
+++ b/magnets.R
@@ -1,0 +1,24 @@
+# -*- makefile -*-
+
+MAGNETS_EXTRA = laydomino
+
+magnets : [X] GTK COMMON magnets MAGNETS_EXTRA magnets-icon|no-icon
+
+magnets : [G] WINDOWS COMMON magnets MAGNETS_EXTRA magnets.res|noicon.res
+
+magnetssolver : [U] magnets[STANDALONE_SOLVER] MAGNETS_EXTRA STANDALONE m.lib
+magnetssolver : [C] magnets[STANDALONE_SOLVER] MAGNETS_EXTRA STANDALONE
+
+ALL += magnets[COMBINED] MAGNETS_EXTRA
+
+!begin gtk
+GAMES += magnets
+!end
+
+!begin >list.c
+ A(magnets) \
+!end
+
+!begin >wingames.lst
+magnets.exe:magnets
+!end
--- /dev/null
+++ b/magnets.c
@@ -1,0 +1,2589 @@
+/*
+ * magnets.c: implementation of janko.at 'magnets puzzle' game.
+ *
+ * http://64.233.179.104/translate_c?hl=en&u=http://www.janko.at/Raetsel/Magnete/Beispiel.htm
+ *
+ * Puzzle definition is just the size, and then the list of + (across then
+ * down) and - (across then down) present, then domino edges.
+ *
+ * An example:
+ *
+ * + 2 0 1
+ * +-----+
+ * 1|+ -| |1
+ * |-+-+ |
+ * 0|-|#| |1
+ * | +-+-|
+ * 2|+|- +|1
+ * +-----+
+ * 1 2 0 -
+ *
+ * 3x3:201,102,120,111,LRTT*BBLR
+ *
+ * 'Zotmeister' examples:
+ * 5x5:.2..1,3..1.,.2..2,2..2.,LRLRTTLRTBBT*BTTBLRBBLRLR
+ * 9x9:3.51...33,.2..23.13,..33.33.2,12...5.3.,**TLRTLR*,*TBLRBTLR,TBLRLRBTT,BLRTLRTBB,LRTB*TBLR,LRBLRBLRT,TTTLRLRTB,BBBTLRTB*,*LRBLRB**
+ *
+ * Janko 6x6 with solution:
+ * 6x6:322223,323132,232223,232223,LRTLRTTTBLRBBBTTLRLRBBLRTTLRTTBBLRBB
+ *
+ * janko 8x8:
+ * 8x8:34131323,23131334,43122323,21332243,LRTLRLRT,LRBTTTTB,LRTBBBBT,TTBTLRTB,BBTBTTBT,TTBTBBTB,BBTBLRBT,LRBLRLRB
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#ifdef STANDALONE_SOLVER
+int verbose = 0;
+#endif
+
+enum {
+ COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
+ COL_TEXT, COL_ERROR, COL_CURSOR,
+ COL_NEUTRAL, COL_NEGATIVE, COL_POSITIVE, COL_NOT,
+ NCOLOURS
+};
+
+/* Cell states. */
+enum { EMPTY = 0, NEUTRAL = EMPTY, POSITIVE = 1, NEGATIVE = 2 };
+
+#if defined DEBUGGING || defined STANDALONE_SOLVER
+static const char *cellnames[3] = { "neutral", "positive", "negative" };
+#define NAME(w) ( ((w) < 0 || (w) > 2) ? "(out of range)" : cellnames[(w)] )
+#endif
+
+#define GRID2CHAR(g) ( ((g) >= 0 && (g) <= 2) ? ".+-"[(g)] : '?' )
+#define CHAR2GRID(c) ( (c) == '+' ? POSITIVE : (c) == '-' ? NEGATIVE : NEUTRAL )
+
+#define INGRID(s,x,y) ((x) >= 0 && (x) < (s)->w && (y) >= 0 && (y) < (s)->h)
+
+#define OPPOSITE(x) ( ((x)*2) % 3 ) /* 0 --> 0,
+ 1 --> 2,
+ 2 --> 4 --> 1 */
+
+#define FLASH_TIME 0.7F
+
+/* 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 magnets_diffnames[] = { DIFFLIST(TITLE) "(count)" };
+static char const magnets_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+
+/* --------------------------------------------------------------- */
+/* Game parameter functions. */
+
+struct game_params {
+ int w, h, diff, stripclues;
+};
+
+#define DEFAULT_PRESET 2
+
+static const struct game_params magnets_presets[] = {
+ {6, 5, DIFF_EASY, 0},
+ {6, 5, DIFF_TRICKY, 0},
+ {6, 5, DIFF_TRICKY, 1},
+ {8, 7, DIFF_EASY, 0},
+ {8, 7, DIFF_TRICKY, 0},
+ {8, 7, DIFF_TRICKY, 1},
+ {10, 9, DIFF_TRICKY, 0},
+ {10, 9, DIFF_TRICKY, 1}
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ *ret = magnets_presets[DEFAULT_PRESET];
+
+ 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(magnets_presets)) return FALSE;
+
+ ret = default_params();
+ *ret = magnets_presets[i]; /* struct copy */
+ *params = ret;
+
+ sprintf(buf, "%dx%d %s%s",
+ magnets_presets[i].w, magnets_presets[i].h,
+ magnets_diffnames[magnets_presets[i].diff],
+ magnets_presets[i].stripclues ? ", strip clues" : "");
+ *name = dupstr(buf);
+
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(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->diff = DIFF_EASY;
+ if (*string == 'd') {
+ int i;
+ string++;
+ for (i = 0; i < DIFFCOUNT; i++)
+ if (*string == magnets_diffchars[i])
+ ret->diff = i;
+ if (*string) string++;
+ }
+
+ ret->stripclues = 0;
+ if (*string == 'S') {
+ string++;
+ ret->stripclues = 1;
+ }
+}
+
+static char *encode_params(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",
+ magnets_diffchars[params->diff],
+ params->stripclues ? "S" : "");
+ return dupstr(buf);
+}
+
+static config_item *game_configure(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->diff;
+
+ ret[3].name = "Strip clues";
+ ret[3].type = C_BOOLEAN;
+ ret[3].sval = NULL;
+ ret[3].ival = params->stripclues;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->diff = cfg[2].ival;
+ ret->stripclues = cfg[3].ival;
+
+ return ret;
+}
+
+static char *validate_params(game_params *params, int full)
+{
+ if (params->w < 2) return "Width must be at least one";
+ if (params->h < 2) return "Height must be at least one";
+ if (params->diff < 0 || params->diff >= DIFFCOUNT)
+ return "Unknown difficulty level";
+
+ return NULL;
+}
+
+/* --------------------------------------------------------------- */
+/* Game state allocation, deallocation. */
+
+struct game_common {
+ int *dominoes; /* size w*h, dominoes[i] points to other end of domino. */
+ int *rowcount; /* size 3*h, array of [plus, minus, neutral] counts */
+ int *colcount; /* size 3*w, ditto */
+ int refcount;
+};
+
+#define GS_ERROR 1
+#define GS_SET 2
+#define GS_NOTPOSITIVE 4
+#define GS_NOTNEGATIVE 8
+#define GS_NOTNEUTRAL 16
+#define GS_MARK 32
+
+#define GS_NOTMASK (GS_NOTPOSITIVE|GS_NOTNEGATIVE|GS_NOTNEUTRAL)
+
+#define NOTFLAG(w) ( (w) == NEUTRAL ? GS_NOTNEUTRAL : \
+ (w) == POSITIVE ? GS_NOTPOSITIVE : \
+ (w) == NEGATIVE ? GS_NOTNEGATIVE : \
+ 0 )
+
+#define POSSIBLE(f,w) (!(state->flags[(f)] & NOTFLAG(w)))
+
+struct game_state {
+ int w, h, wh;
+ int *grid; /* size w*h, for cell state (pos/neg) */
+ unsigned int *flags; /* size w*h */
+ int solved, completed, numbered;
+
+ struct game_common *common; /* domino layout never changes. */
+};
+
+static void clear_state(game_state *ret)
+{
+ int i;
+
+ ret->solved = ret->completed = ret->numbered = 0;
+
+ memset(ret->common->rowcount, 0, ret->h*3*sizeof(int));
+ memset(ret->common->colcount, 0, ret->w*3*sizeof(int));
+
+ for (i = 0; i < ret->wh; i++) {
+ ret->grid[i] = EMPTY;
+ ret->flags[i] = 0;
+ ret->common->dominoes[i] = i;
+ }
+}
+
+static game_state *new_state(int w, int h)
+{
+ game_state *ret = snew(game_state);
+
+ memset(ret, 0, sizeof(game_state));
+ ret->w = w;
+ ret->h = h;
+ ret->wh = w*h;
+
+ ret->grid = snewn(ret->wh, int);
+ ret->flags = snewn(ret->wh, unsigned int);
+
+ ret->common = snew(struct game_common);
+ ret->common->refcount = 1;
+
+ ret->common->dominoes = snewn(ret->wh, int);
+ ret->common->rowcount = snewn(ret->h*3, int);
+ ret->common->colcount = snewn(ret->w*3, int);
+
+ clear_state(ret);
+
+ return ret;
+}
+
+static game_state *dup_game(game_state *src)
+{
+ game_state *dest = snew(game_state);
+
+ dest->w = src->w;
+ dest->h = src->h;
+ dest->wh = src->wh;
+
+ dest->solved = src->solved;
+ dest->completed = src->completed;
+ dest->numbered = src->numbered;
+
+ dest->common = src->common;
+ dest->common->refcount++;
+
+ dest->grid = snewn(dest->wh, int);
+ memcpy(dest->grid, src->grid, dest->wh*sizeof(int));
+
+ dest->flags = snewn(dest->wh, unsigned int);
+ memcpy(dest->flags, src->flags, dest->wh*sizeof(unsigned int));
+
+ return dest;
+}
+
+static void free_game(game_state *state)
+{
+ state->common->refcount--;
+ if (state->common->refcount == 0) {
+ sfree(state->common->dominoes);
+ sfree(state->common->rowcount);
+ sfree(state->common->colcount);
+ sfree(state->common);
+ }
+ sfree(state->flags);
+ sfree(state->grid);
+ sfree(state);
+}
+
+/* --------------------------------------------------------------- */
+/* Game generation and reading. */
+
+/* For a game of size w*h the game description is:
+ * w-sized string of column + numbers (L-R), or '.' for none
+ * semicolon
+ * h-sized string of row + numbers (T-B), or '.'
+ * semicolon
+ * w-sized string of column - numbers (L-R), or '.'
+ * semicolon
+ * h-sized string of row - numbers (T-B), or '.'
+ * semicolon
+ * w*h-sized string of 'L', 'R', 'U', 'D' for domino associations,
+ * or '*' for a black singleton square.
+ *
+ * for a total length of 2w + 2h + wh + 4.
+ */
+
+static char n2c(int num) { /* XXX cloned from singles.c */
+ if (num == -1)
+ return '.';
+ if (num < 10)
+ return '0' + num;
+ else if (num < 10+26)
+ return 'a' + num - 10;
+ else
+ return 'A' + num - 10 - 26;
+ return '?';
+}
+
+static int c2n(char c) { /* XXX cloned from singles.c */
+ if (isdigit(c))
+ return (int)(c - '0');
+ else if (c >= 'a' && c <= 'z')
+ return (int)(c - 'a' + 10);
+ else if (c >= 'A' && c <= 'Z')
+ return (int)(c - 'A' + 10 + 26);
+ return -1;
+}
+
+static char *readrow(char *desc, int n, int *array, int off, const char **prob)
+{
+ int i, num;
+ char c;
+
+ for (i = 0; i < n; i++) {
+ c = *desc++;
+ if (c == 0) goto badchar;
+ if (c == '.')
+ num = -1;
+ else {
+ num = c2n(c);
+ if (num < 0) goto badchar;
+ }
+ array[i*3+off] = num;
+ }
+ c = *desc++;
+ if (c != ',') goto badchar;
+ return desc;
+
+badchar:
+ *prob = (c == 0) ?
+ "Game description too short" :
+ "Game description contained unexpected characters";
+ return NULL;
+}
+
+static game_state *new_game_int(game_params *params, char *desc, const char **prob)
+{
+ game_state *state = new_state(params->w, params->h);
+ int x, y, idx, *count;
+ char c;
+
+ *prob = NULL;
+
+ /* top row, left-to-right */
+ desc = readrow(desc, state->w, state->common->colcount, POSITIVE, prob);
+ if (*prob) goto done;
+
+ /* left column, top-to-bottom */
+ desc = readrow(desc, state->h, state->common->rowcount, POSITIVE, prob);
+ if (*prob) goto done;
+
+ /* bottom row, left-to-right */
+ desc = readrow(desc, state->w, state->common->colcount, NEGATIVE, prob);
+ if (*prob) goto done;
+
+ /* right column, top-to-bottom */
+ desc = readrow(desc, state->h, state->common->rowcount, NEGATIVE, prob);
+ if (*prob) goto done;
+
+ /* Add neutral counts (== size - pos - neg) to columns and rows.
+ * Any singleton cells will just be treated as permanently neutral. */
+ count = state->common->colcount;
+ for (x = 0; x < state->w; x++) {
+ if (count[x*3+POSITIVE] < 0 || count[x*3+NEGATIVE] < 0)
+ count[x*3+NEUTRAL] = -1;
+ else {
+ count[x*3+NEUTRAL] =
+ state->h - count[x*3+POSITIVE] - count[x*3+NEGATIVE];
+ if (count[x*3+NEUTRAL] < 0) {
+ *prob = "Column counts inconsistent";
+ goto done;
+ }
+ }
+ }
+ count = state->common->rowcount;
+ for (y = 0; y < state->h; y++) {
+ if (count[y*3+POSITIVE] < 0 || count[y*3+NEGATIVE] < 0)
+ count[y*3+NEUTRAL] = -1;
+ else {
+ count[y*3+NEUTRAL] =
+ state->w - count[y*3+POSITIVE] - count[y*3+NEGATIVE];
+ if (count[y*3+NEUTRAL] < 0) {
+ *prob = "Row counts inconsistent";
+ goto done;
+ }
+ }
+ }
+
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ idx = y*state->w + x;
+nextchar:
+ c = *desc++;
+
+ if (c == 'L') /* this square is LHS of a domino */
+ state->common->dominoes[idx] = idx+1;
+ else if (c == 'R') /* ... RHS of a domino */
+ state->common->dominoes[idx] = idx-1;
+ else if (c == 'T') /* ... top of a domino */
+ state->common->dominoes[idx] = idx+state->w;
+ else if (c == 'B') /* ... bottom of a domino */
+ state->common->dominoes[idx] = idx-state->w;
+ else if (c == '*') /* singleton */
+ state->common->dominoes[idx] = idx;
+ else if (c == ',') /* spacer, ignore */
+ goto nextchar;
+ else goto badchar;
+ }
+ }
+
+ /* Check dominoes as input are sensibly consistent
+ * (i.e. each end points to the other) */
+ for (idx = 0; idx < state->wh; idx++) {
+ if (state->common->dominoes[idx] < 0 ||
+ state->common->dominoes[idx] > state->wh ||
+ state->common->dominoes[state->common->dominoes[idx]] != idx) {
+ *prob = "Domino descriptions inconsistent";
+ goto done;
+ }
+ if (state->common->dominoes[idx] == idx) {
+ state->grid[idx] = NEUTRAL;
+ state->flags[idx] |= GS_SET;
+ }
+ }
+ /* Success. */
+ state->numbered = 1;
+ goto done;
+
+badchar:
+ *prob = (c == 0) ?
+ "Game description too short" :
+ "Game description contained unexpected characters";
+
+done:
+ if (*prob) {
+ free_game(state);
+ return NULL;
+ }
+ return state;
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+ const char *prob;
+ game_state *st = new_game_int(params, desc, &prob);
+ if (!st) return (char*)prob;
+ free_game(st);
+ return NULL;
+}
+
+static game_state *new_game(midend *me, game_params *params, char *desc)
+{
+ const char *prob;
+ game_state *st = new_game_int(params, desc, &prob);
+ assert(st);
+ return st;
+}
+
+static char *generate_desc(game_state *new)
+{
+ int x, y, idx, other, w = new->w, h = new->h;
+ char *desc = snewn(new->wh + 2*(w + h) + 5, char), *p = desc;
+
+ for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+POSITIVE]);
+ *p++ = ',';
+ for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+POSITIVE]);
+ *p++ = ',';
+
+ for (x = 0; x < w; x++) *p++ = n2c(new->common->colcount[x*3+NEGATIVE]);
+ *p++ = ',';
+ for (y = 0; y < h; y++) *p++ = n2c(new->common->rowcount[y*3+NEGATIVE]);
+ *p++ = ',';
+
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ idx = y*w + x;
+ other = new->common->dominoes[idx];
+
+ if (other == idx) *p++ = '*';
+ else if (other == idx+1) *p++ = 'L';
+ else if (other == idx-1) *p++ = 'R';
+ else if (other == idx+w) *p++ = 'T';
+ else if (other == idx-w) *p++ = 'B';
+ else assert(!"mad domino orientation");
+ }
+ }
+ *p = '\0';
+
+ return desc;
+}
+
+static void game_text_hborder(game_state *state, char **p_r)
+{
+ char *p = *p_r;
+ int x;
+
+ *p++ = ' ';
+ *p++ = '+';
+ for (x = 0; x < state->w*2-1; x++) *p++ = '-';
+ *p++ = '+';
+ *p++ = '\n';
+
+ *p_r = p;
+}
+
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(game_state *state)
+{
+ int len, x, y, i;
+ char *ret, *p;
+
+ len = ((state->w*2)+4) * ((state->h*2)+4) + 2;
+ p = ret = snewn(len, char);
+
+ /* top row: '+' then column totals for plus. */
+ *p++ = '+';
+ for (x = 0; x < state->w; x++) {
+ *p++ = ' ';
+ *p++ = n2c(state->common->colcount[x*3+POSITIVE]);
+ }
+ *p++ = '\n';
+
+ /* top border. */
+ game_text_hborder(state, &p);
+
+ for (y = 0; y < state->h; y++) {
+ *p++ = n2c(state->common->rowcount[y*3+POSITIVE]);
+ *p++ = '|';
+ for (x = 0; x < state->w; x++) {
+ i = y*state->w+x;
+ *p++ = state->common->dominoes[i] == i ? '#' :
+ state->grid[i] == POSITIVE ? '+' :
+ state->grid[i] == NEGATIVE ? '-' :
+ state->flags[i] & GS_SET ? '*' : ' ';
+ if (x < (state->w-1))
+ *p++ = state->common->dominoes[i] == i+1 ? ' ' : '|';
+ }
+ *p++ = '|';
+ *p++ = n2c(state->common->rowcount[y*3+NEGATIVE]);
+ *p++ = '\n';
+
+ if (y < (state->h-1)) {
+ *p++ = ' ';
+ *p++ = '|';
+ for (x = 0; x < state->w; x++) {
+ i = y*state->w+x;
+ *p++ = state->common->dominoes[i] == i+state->w ? ' ' : '-';
+ if (x < (state->w-1))
+ *p++ = '+';
+ }
+ *p++ = '|';
+ *p++ = '\n';
+ }
+ }
+
+ /* bottom border. */
+ game_text_hborder(state, &p);
+
+ /* bottom row: column totals for minus then '-'. */
+ *p++ = ' ';
+ for (x = 0; x < state->w; x++) {
+ *p++ = ' ';
+ *p++ = n2c(state->common->colcount[x*3+NEGATIVE]);
+ }
+ *p++ = ' ';
+ *p++ = '-';
+ *p++ = '\n';
+ *p++ = '\0';
+
+ return ret;
+}
+
+static void game_debug(game_state *state, const char *desc)
+{
+ char *fmt = game_text_format(state);
+ debug(("%s:\n%s\n", desc, fmt));
+ sfree(fmt);
+}
+
+enum { ROW, COLUMN };
+
+typedef struct rowcol {
+ int i, di, n, roworcol, num;
+ int *targets;
+ const char *name;
+} rowcol;
+
+static rowcol mkrowcol(game_state *state, int num, int roworcol)
+{
+ rowcol rc;
+
+ rc.roworcol = roworcol;
+ rc.num = num;
+
+ if (roworcol == ROW) {
+ rc.i = num * state->w;
+ rc.di = 1;
+ rc.n = state->w;
+ rc.targets = &(state->common->rowcount[num*3]);
+ rc.name = "row";
+ } else if (roworcol == COLUMN) {
+ rc.i = num;
+ rc.di = state->w;
+ rc.n = state->h;
+ rc.targets = &(state->common->colcount[num*3]);
+ rc.name = "column";
+ } else {
+ assert(!"unknown roworcol");
+ }
+ return rc;
+}
+
+static int count_rowcol(game_state *state, int num, int roworcol, int which)
+{
+ int i, count = 0;
+ rowcol rc = mkrowcol(state, num, roworcol);
+
+ for (i = 0; i < rc.n; i++, rc.i += rc.di) {
+ if (which < 0) {
+ if (state->grid[rc.i] == EMPTY &&
+ !(state->flags[rc.i] & GS_SET))
+ count++;
+ } else if (state->grid[rc.i] == which)
+ count++;
+ }
+ return count;
+}
+
+static void check_rowcol(game_state *state, int num, int roworcol, int which,
+ int *wrong, int *incomplete)
+{
+ int count, target = mkrowcol(state, num, roworcol).targets[which];
+
+ if (target == -1) return; /* no number to check against. */
+
+ count = count_rowcol(state, num, roworcol, which);
+ if (count < target) *incomplete = 1;
+ if (count > target) *wrong = 1;
+}
+
+static int check_completion(game_state *state)
+{
+ int i, j, x, y, idx, w = state->w, h = state->h;
+ int which = POSITIVE, wrong = 0, incomplete = 0;
+
+ /* Check row and column counts for magnets. */
+ for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
+ for (i = 0; i < w; i++)
+ check_rowcol(state, i, COLUMN, which, &wrong, &incomplete);
+
+ for (i = 0; i < h; i++)
+ check_rowcol(state, i, ROW, which, &wrong, &incomplete);
+ }
+ /* Check each domino has been filled, and that we don't have
+ * touching identical terminals. */
+ for (i = 0; i < state->wh; i++) state->flags[i] &= ~GS_ERROR;
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ idx = y*w + x;
+ if (state->common->dominoes[idx] == idx)
+ continue; /* no domino here */
+
+ if (!(state->flags[idx] & GS_SET))
+ incomplete = 1;
+
+ which = state->grid[idx];
+ if (which != NEUTRAL) {
+#define CHECK(xx,yy) do { \
+ if (INGRID(state,xx,yy) && \
+ (state->grid[(yy)*w+(xx)] == which)) { \
+ wrong = 1; \
+ state->flags[(yy)*w+(xx)] |= GS_ERROR; \
+ state->flags[y*w+x] |= GS_ERROR; \
+ } \
+} while(0)
+ CHECK(x,y-1);
+ CHECK(x,y+1);
+ CHECK(x-1,y);
+ CHECK(x+1,y);
+#undef CHECK
+ }
+ }
+ }
+ return wrong ? -1 : incomplete ? 0 : 1;
+}
+
+static const int dx[4] = {-1, 1, 0, 0};
+static const int dy[4] = {0, 0, -1, 1};
+
+static void solve_clearflags(game_state *state)
+{
+ int i;
+
+ for (i = 0; i < state->wh; i++) {
+ state->flags[i] &= ~GS_NOTMASK;
+ if (state->common->dominoes[i] != i)
+ state->flags[i] &= ~GS_SET;
+ }
+}
+
+/* Knowing a given cell cannot be a certain colour also tells us
+ * something about the other cell in that domino. */
+static int solve_unflag(game_state *state, int i, int which,
+ const char *why, rowcol *rc)
+{
+ int ii, ret = 0;
+#if defined DEBUGGING || defined STANDALONE_SOLVER
+ int w = state->w;
+#endif
+
+ assert(i >= 0 && i < state->wh);
+ ii = state->common->dominoes[i];
+ if (ii == i) return 0;
+
+ if (rc)
+ debug(("solve_unflag: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num));
+
+ if ((state->flags[i] & GS_SET) && (state->grid[i] == which)) {
+ debug(("solve_unflag: (%d,%d) already %s, cannot unflag (for %s).",
+ i%w, i/w, NAME(which), why));
+ return -1;
+ }
+ if ((state->flags[ii] & GS_SET) && (state->grid[ii] == OPPOSITE(which))) {
+ debug(("solve_unflag: (%d,%d) opposite already %s, cannot unflag (for %s).",
+ ii%w, ii/w, NAME(OPPOSITE(which)), why));
+ return -1;
+ }
+ if (POSSIBLE(i, which)) {
+ state->flags[i] |= NOTFLAG(which);
+ ret++;
+ debug(("solve_unflag: (%d,%d) CANNOT be %s (%s)",
+ i%w, i/w, NAME(which), why));
+ }
+ if (POSSIBLE(ii, OPPOSITE(which))) {
+ state->flags[ii] |= NOTFLAG(OPPOSITE(which));
+ ret++;
+ debug(("solve_unflag: (%d,%d) CANNOT be %s (%s, other half)",
+ ii%w, ii/w, NAME(OPPOSITE(which)), why));
+ }
+#ifdef STANDALONE_SOLVER
+ if (verbose && ret) {
+ printf("(%d,%d)", i%w, i/w);
+ if (rc) printf(" in %s %d", rc->name, rc->num);
+ printf(" cannot be %s (%s); opposite (%d,%d) not %s.\n",
+ NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which)));
+ }
+#endif
+ return ret;
+}
+
+static int solve_unflag_surrounds(game_state *state, int i, int which)
+{
+ int x = i%state->w, y = i/state->w, xx, yy, j, ii;
+
+ assert(INGRID(state, x, y));
+
+ for (j = 0; j < 4; j++) {
+ xx = x+dx[j]; yy = y+dy[j];
+ if (!INGRID(state, xx, yy)) continue;
+
+ ii = yy*state->w+xx;
+ if (solve_unflag(state, ii, which, "adjacent to set cell", NULL) < 0)
+ return -1;
+ }
+ return 0;
+}
+
+/* Sets a cell to a particular colour, and also perform other
+ * housekeeping around that. */
+static int solve_set(game_state *state, int i, int which,
+ const char *why, rowcol *rc)
+{
+ int ii;
+#if defined DEBUGGING || defined STANDALONE_SOLVER
+ int w = state->w;
+#endif
+
+ ii = state->common->dominoes[i];
+
+ if (state->flags[i] & GS_SET) {
+ if (state->grid[i] == which) {
+ return 0; /* was already set and held, do nothing. */
+ } else {
+ debug(("solve_set: (%d,%d) is held and %s, cannot set to %s",
+ i%w, i/w, NAME(state->grid[i]), NAME(which)));
+ return -1;
+ }
+ }
+ if ((state->flags[ii] & GS_SET) && state->grid[ii] != OPPOSITE(which)) {
+ debug(("solve_set: (%d,%d) opposite is held and %s, cannot set to %s",
+ ii%w, ii/w, NAME(state->grid[ii]), NAME(OPPOSITE(which))));
+ return -1;
+ }
+ if (!POSSIBLE(i, which)) {
+ debug(("solve_set: (%d,%d) NOT %s, cannot set.", i%w, i/w, NAME(which)));
+ return -1;
+ }
+ if (!POSSIBLE(ii, OPPOSITE(which))) {
+ debug(("solve_set: (%d,%d) NOT %s, cannot set (%d,%d).",
+ ii%w, ii/w, NAME(OPPOSITE(which)), i%w, i/w));
+ return -1;
+ }
+
+#ifdef STANDALONE_SOLVER
+ if (verbose) {
+ printf("(%d,%d)", i%w, i/w);
+ if (rc) printf(" in %s %d", rc->name, rc->num);
+ printf(" set to %s (%s), opposite (%d,%d) set to %s.\n",
+ NAME(which), why, ii%w, ii/w, NAME(OPPOSITE(which)));
+ }
+#endif
+ if (rc)
+ debug(("solve_set: (%d,%d) for %s %d", i%w, i/w, rc->name, rc->num));
+ debug(("solve_set: (%d,%d) setting to %s (%s), surrounds first:",
+ i%w, i/w, NAME(which), why));
+
+ if (which != NEUTRAL) {
+ if (solve_unflag_surrounds(state, i, which) < 0)
+ return -1;
+ if (solve_unflag_surrounds(state, ii, OPPOSITE(which)) < 0)
+ return -1;
+ }
+
+ state->grid[i] = which;
+ state->grid[ii] = OPPOSITE(which);
+
+ state->flags[i] |= GS_SET;
+ state->flags[ii] |= GS_SET;
+
+ debug(("solve_set: (%d,%d) set to %s (%s)", i%w, i/w, NAME(which), why));
+
+ return 1;
+}
+
+/* counts should be int[4]. */
+static void solve_counts(game_state *state, rowcol rc, int *counts, int *unset)
+{
+ int i, j, which;
+
+ assert(counts);
+ for (i = 0; i < 4; i++) {
+ counts[i] = 0;
+ if (unset) unset[i] = 0;
+ }
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (state->flags[i] & GS_SET) {
+ assert(state->grid[i] < 3);
+ counts[state->grid[i]]++;
+ } else if (unset) {
+ for (which = 0; which <= 2; which++) {
+ if (POSSIBLE(i, which))
+ unset[which]++;
+ }
+ }
+ }
+}
+
+static int solve_checkfull(game_state *state, rowcol rc, int *counts)
+{
+ int starti = rc.i, j, which, didsth = 0, target;
+ int unset[4];
+
+ assert(state->numbered); /* only useful (should only be called) if numbered. */
+
+ solve_counts(state, rc, counts, unset);
+
+ for (which = 0; which <= 2; which++) {
+ target = rc.targets[which];
+ if (target == -1) continue;
+
+ /*debug(("%s %d for %s: target %d, count %d, unset %d",
+ rc.name, rc.num, NAME(which),
+ target, counts[which], unset[which]));*/
+
+ if (target < counts[which]) {
+ debug(("%s %d has too many (%d) %s squares (target %d), impossible!",
+ rc.name, rc.num, counts[which], NAME(which), target));
+ return -1;
+ }
+ if (target == counts[which]) {
+ /* We have the correct no. of the colour in this row/column
+ * already; unflag all the rest. */
+ for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) {
+ if (state->flags[rc.i] & GS_SET) continue;
+ if (!POSSIBLE(rc.i, which)) continue;
+
+ if (solve_unflag(state, rc.i, which, "row/col full", &rc) < 0)
+ return -1;
+ didsth = 1;
+ }
+ } else if ((target - counts[which]) == unset[which]) {
+ /* We need all the remaining unset squares for this colour;
+ * set them all. */
+ for (rc.i = starti, j = 0; j < rc.n; rc.i += rc.di, j++) {
+ if (state->flags[rc.i] & GS_SET) continue;
+ if (!POSSIBLE(rc.i, which)) continue;
+
+ if (solve_set(state, rc.i, which, "row/col needs all unset", &rc) < 0)
+ return -1;
+ didsth = 1;
+ }
+ }
+ }
+ return didsth;
+}
+
+static int solve_startflags(game_state *state)
+{
+ int x, y, i;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ i = y*state->w+x;
+ if (state->common->dominoes[i] == i) continue;
+ if (state->grid[i] != NEUTRAL ||
+ state->flags[i] & GS_SET) {
+ if (solve_set(state, i, state->grid[i], "initial set-and-hold", NULL) < 0)
+ return -1;
+ }
+ }
+ }
+ return 0;
+}
+
+typedef int (*rowcolfn)(game_state *state, rowcol rc, int *counts);
+
+static int solve_rowcols(game_state *state, rowcolfn fn)
+{
+ int x, y, didsth = 0, ret;
+ rowcol rc;
+ int counts[4];
+
+ for (x = 0; x < state->w; x++) {
+ rc = mkrowcol(state, x, COLUMN);
+ solve_counts(state, rc, counts, NULL);
+
+ ret = fn(state, rc, counts);
+ if (ret < 0) return ret;
+ didsth += ret;
+ }
+ for (y = 0; y < state->h; y++) {
+ rc = mkrowcol(state, y, ROW);
+ solve_counts(state, rc, counts, NULL);
+
+ ret = fn(state, rc, counts);
+ if (ret < 0) return ret;
+ didsth += ret;
+ }
+ return didsth;
+}
+
+static int solve_force(game_state *state)
+{
+ int x, y, i, which, didsth = 0;
+ unsigned long f;
+
+ for (i = 0; i < state->wh; i++) {
+ if (state->flags[i] & GS_SET) continue;
+ if (state->common->dominoes[i] == i) continue;
+
+ f = state->flags[i] & GS_NOTMASK;
+ which = -1;
+ if (f == (GS_NOTPOSITIVE|GS_NOTNEGATIVE))
+ which = NEUTRAL;
+ if (f == (GS_NOTPOSITIVE|GS_NOTNEUTRAL))
+ which = NEGATIVE;
+ if (f == (GS_NOTNEGATIVE|GS_NOTNEUTRAL))
+ which = POSITIVE;
+ if (which != -1) {
+ x = i%state->w; y = i/state->w;
+ if (solve_set(state, i, which, "forced by flags", NULL) < 0)
+ return -1;
+ didsth = 1;
+ }
+ }
+ return didsth;
+}
+
+static int solve_neither(game_state *state)
+{
+ int x, y, i, j, didsth = 0;
+
+ for (i = 0; i < state->wh; i++) {
+ if (state->flags[i] & GS_SET) continue;
+ j = state->common->dominoes[i];
+ if (i == j) continue;
+
+ if (((state->flags[i] & GS_NOTPOSITIVE) &&
+ (state->flags[j] & GS_NOTPOSITIVE)) ||
+ ((state->flags[i] & GS_NOTNEGATIVE) &&
+ (state->flags[j] & GS_NOTNEGATIVE))) {
+ x = i%state->w; y = i/state->w;
+ if (solve_set(state, i, NEUTRAL, "neither tile magnet", NULL) < 0)
+ return -1;
+ didsth = 1;
+ }
+ }
+ return didsth;
+}
+
+static int solve_advancedfull(game_state *state, rowcol rc, int *counts)
+{
+ int i, j, nfound = 0, clearpos = 0, clearneg = 0, ret = 0;
+
+ /* For this row/col, look for a domino entirely within the row where
+ * both ends can only be + or - (but isn't held).
+ * The +/- counts can thus be decremented by 1 each, and the 'unset'
+ * count by 2.
+ *
+ * Once that's done for all such dominoes (and they're marked), try
+ * and made usual deductions about rest of the row based on new totals. */
+
+ if (rc.targets[POSITIVE] == -1 && rc.targets[NEGATIVE] == -1)
+ return 0; /* don't have a target for either colour, nothing to do. */
+ if ((rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) &&
+ (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]))
+ return 0; /* both colours are full up already, nothing to do. */
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++)
+ state->flags[i] &= ~GS_MARK;
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (state->flags[i] & GS_SET) continue;
+
+ /* We're looking for a domino in our row/col, thus if
+ * dominoes[i] -> i+di we've found one. */
+ if (state->common->dominoes[i] != i+rc.di) continue;
+
+ /* We need both squares of this domino to be either + or -
+ * (i.e. both NOTNEUTRAL only). */
+ if (((state->flags[i] & GS_NOTMASK) != GS_NOTNEUTRAL) ||
+ ((state->flags[i+rc.di] & GS_NOTMASK) != GS_NOTNEUTRAL))
+ continue;
+
+ debug(("Domino in %s %d at (%d,%d) must be polarised.",
+ rc.name, rc.num, i%state->w, i/state->w));
+ state->flags[i] |= GS_MARK;
+ state->flags[i+rc.di] |= GS_MARK;
+ nfound++;
+ }
+ if (nfound == 0) return 0;
+
+ /* nfound is #dominoes we matched, which will all be marked. */
+ counts[POSITIVE] += nfound;
+ counts[NEGATIVE] += nfound;
+
+ if (rc.targets[POSITIVE] >= 0 && counts[POSITIVE] == rc.targets[POSITIVE]) {
+ debug(("%s %d has now filled POSITIVE:", rc.name, rc.num));
+ clearpos = 1;
+ }
+ if (rc.targets[NEGATIVE] >= 0 && counts[NEGATIVE] == rc.targets[NEGATIVE]) {
+ debug(("%s %d has now filled NEGATIVE:", rc.name, rc.num));
+ clearneg = 1;
+ }
+
+ if (!clearpos && !clearneg) return 0;
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (state->flags[i] & GS_SET) continue;
+ if (state->flags[i] & GS_MARK) continue;
+
+ if (clearpos && !(state->flags[i] & GS_NOTPOSITIVE)) {
+ if (solve_unflag(state, i, POSITIVE, "row/col full (+ve) [tricky]", &rc) < 0)
+ return -1;
+ ret++;
+ }
+ if (clearneg && !(state->flags[i] & GS_NOTNEGATIVE)) {
+ if (solve_unflag(state, i, NEGATIVE, "row/col full (-ve) [tricky]", &rc) < 0)
+ return -1;
+ ret++;
+ }
+ }
+
+ return ret;
+}
+
+/* If we only have one neutral still to place on a row/column then no
+ dominoes entirely in that row/column can be neutral. */
+static int solve_nonneutral(game_state *state, rowcol rc, int *counts)
+{
+ int i, j, ret = 0;
+
+ if (rc.targets[NEUTRAL] != counts[NEUTRAL]+1)
+ return 0;
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (state->flags[i] & GS_SET) continue;
+ if (state->common->dominoes[i] != i+rc.di) continue;
+
+ if (!(state->flags[i] & GS_NOTNEUTRAL)) {
+ if (solve_unflag(state, i, NEUTRAL, "single neutral in row/col [tricky]", &rc) < 0)
+ return -1;
+ ret++;
+ }
+ }
+ return ret;
+}
+
+/* If we need to fill all unfilled cells with +-, and we need 1 more of
+ * one than the other, and we have a single odd-numbered region of unfilled
+ * cells, that odd-numbered region must start and end with the extra number. */
+static int solve_oddlength(game_state *state, rowcol rc, int *counts)
+{
+ int i, j, ret = 0, extra, tpos, tneg;
+ int start = -1, length = 0, inempty = 0, startodd = -1;
+
+ /* need zero neutral cells still to find... */
+ if (rc.targets[NEUTRAL] != counts[NEUTRAL])
+ return 0;
+
+ /* ...and #positive and #negative to differ by one. */
+ tpos = rc.targets[POSITIVE] - counts[POSITIVE];
+ tneg = rc.targets[NEGATIVE] - counts[NEGATIVE];
+ if (tpos == tneg+1)
+ extra = POSITIVE;
+ else if (tneg == tpos+1)
+ extra = NEGATIVE;
+ else return 0;
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (state->flags[i] & GS_SET) {
+ if (inempty) {
+ if (length % 2) {
+ /* we've just finished an odd-length section. */
+ if (startodd != -1) goto twoodd;
+ startodd = start;
+ }
+ inempty = 0;
+ }
+ } else {
+ if (inempty)
+ length++;
+ else {
+ start = i;
+ length = 1;
+ inempty = 1;
+ }
+ }
+ }
+ if (inempty && (length % 2)) {
+ if (startodd != -1) goto twoodd;
+ startodd = start;
+ }
+ if (startodd != -1)
+ ret = solve_set(state, startodd, extra, "odd-length section start", &rc);
+
+ return ret;
+
+twoodd:
+ debug(("%s %d has >1 odd-length sections, starting at %d,%d and %d,%d.",
+ rc.name, rc.num,
+ startodd%state->w, startodd/state->w,
+ start%state->w, start/state->w));
+ return 0;
+}
+
+/* Count the number of remaining empty dominoes in any row/col.
+ * If that number is equal to the #remaining positive,
+ * or to the #remaining negative, no empty cells can be neutral. */
+static int solve_countdominoes_neutral(game_state *state, rowcol rc, int *counts)
+{
+ int i, j, ndom = 0, nonn = 0, ret = 0;
+
+ if ((rc.targets[POSITIVE] == -1) && (rc.targets[NEGATIVE] == -1))
+ return 0; /* need at least one target to compare. */
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (state->flags[i] & GS_SET) continue;
+ assert(state->grid[i] == EMPTY);
+
+ /* Skip solo cells, or second cell in domino. */
+ if ((state->common->dominoes[i] == i) ||
+ (state->common->dominoes[i] == i-rc.di))
+ continue;
+
+ ndom++;
+ }
+
+ if ((rc.targets[POSITIVE] != -1) &&
+ (rc.targets[POSITIVE]-counts[POSITIVE] == ndom))
+ nonn = 1;
+ if ((rc.targets[NEGATIVE] != -1) &&
+ (rc.targets[NEGATIVE]-counts[NEGATIVE] == ndom))
+ nonn = 1;
+
+ if (!nonn) return 0;
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (state->flags[i] & GS_SET) continue;
+
+ if (!(state->flags[i] & GS_NOTNEUTRAL)) {
+ if (solve_unflag(state, i, NEUTRAL, "all dominoes +/- [tricky]", &rc) < 0)
+ return -1;
+ ret++;
+ }
+ }
+ return ret;
+}
+
+static int solve_domino_count(game_state *state, rowcol rc, int i, int which)
+{
+ int nposs = 0;
+
+ /* Skip solo cells or 2nd in domino. */
+ if ((state->common->dominoes[i] == i) ||
+ (state->common->dominoes[i] == i-rc.di))
+ return 0;
+
+ if (state->flags[i] & GS_SET)
+ return 0;
+
+ if (POSSIBLE(i, which))
+ nposs++;
+
+ if (state->common->dominoes[i] == i+rc.di) {
+ /* second cell of domino is on our row: test that too. */
+ if (POSSIBLE(i+rc.di, which))
+ nposs++;
+ }
+ return nposs;
+}
+
+/* Count number of dominoes we could put each of + and - into. If it is equal
+ * to the #left, any domino we can only put + or - in one cell of must have it. */
+static int solve_countdominoes_nonneutral(game_state *state, rowcol rc, int *counts)
+{
+ int which, w, i, j, ndom = 0, didsth = 0, toset;
+
+ for (which = POSITIVE, w = 0; w < 2; which = OPPOSITE(which), w++) {
+ if (rc.targets[which] == -1) continue;
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (solve_domino_count(state, rc, i, which) > 0)
+ ndom++;
+ }
+
+ if ((rc.targets[which] - counts[which]) != ndom)
+ continue;
+
+ for (i = rc.i, j = 0; j < rc.n; i += rc.di, j++) {
+ if (solve_domino_count(state, rc, i, which) == 1) {
+ if (POSSIBLE(i, which))
+ toset = i;
+ else {
+ /* paranoia, should have been checked by solve_domino_count. */
+ assert(state->common->dominoes[i] == i+rc.di);
+ assert(POSSIBLE(i+rc.di, which));
+ toset = i+rc.di;
+ }
+ if (solve_set(state, toset, which, "all empty dominoes need +/- [tricky]", &rc) < 0)
+ return -1;
+ didsth++;
+ }
+ }
+ }
+ return didsth;
+}
+
+/* danger, evil macro. can't use the do { ... } while(0) trick because
+ * the continue breaks. */
+#define SOLVE_FOR_ROWCOLS(fn) \
+ ret = solve_rowcols(state, fn); \
+ if (ret < 0) { debug(("%s said impossible, cannot solve", #fn)); return -1; } \
+ if (ret > 0) continue
+
+static int solve_state(game_state *state, int diff)
+{
+ int ret;
+
+ debug(("solve_state, difficulty %s", magnets_diffnames[diff]));
+
+ solve_clearflags(state);
+ if (solve_startflags(state) < 0) return -1;
+
+ while (1) {
+ ret = solve_force(state);
+ if (ret > 0) continue;
+ if (ret < 0) return -1;
+
+ ret = solve_neither(state);
+ if (ret > 0) continue;
+ if (ret < 0) return -1;
+
+ SOLVE_FOR_ROWCOLS(solve_checkfull);
+ SOLVE_FOR_ROWCOLS(solve_oddlength);
+
+ if (diff < DIFF_TRICKY) break;
+
+ SOLVE_FOR_ROWCOLS(solve_advancedfull);
+ SOLVE_FOR_ROWCOLS(solve_nonneutral);
+ SOLVE_FOR_ROWCOLS(solve_countdominoes_neutral);
+ SOLVE_FOR_ROWCOLS(solve_countdominoes_nonneutral);
+
+ /* more ... */
+
+ break;
+ }
+ return check_completion(state);
+}
+
+
+static char *game_state_diff(game_state *src, game_state *dst, int issolve)
+{
+ char *ret = NULL, buf[80], c;
+ int retlen = 0, x, y, i, k;
+
+ assert(src->w == dst->w && src->h == dst->h);
+
+ if (issolve) {
+ ret = sresize(ret, 3, char);
+ ret[0] = 'S'; ret[1] = ';'; ret[2] = '\0';
+ retlen += 2;
+ }
+ for (x = 0; x < dst->w; x++) {
+ for (y = 0; y < dst->h; y++) {
+ i = y*dst->w+x;
+
+ if (src->common->dominoes[i] == i) continue;
+
+#define APPEND do { \
+ ret = sresize(ret, retlen + k + 1, char); \
+ strcpy(ret + retlen, buf); \
+ retlen += k; \
+} while(0)
+
+ if ((src->grid[i] != dst->grid[i]) ||
+ ((src->flags[i] & GS_SET) != (dst->flags[i] & GS_SET))) {
+ if (dst->grid[i] == EMPTY && !(dst->flags[i] & GS_SET))
+ c = ' ';
+ else
+ c = GRID2CHAR(dst->grid[i]);
+ k = sprintf(buf, "%c%d,%d;", (int)c, x, y);
+ APPEND;
+ }
+ }
+ }
+ debug(("game_state_diff returns %s", ret));
+ return ret;
+}
+
+static void solve_from_aux(game_state *state, char *aux)
+{
+ int i;
+ assert(strlen(aux) == state->wh);
+ for (i = 0; i < state->wh; i++) {
+ state->grid[i] = CHAR2GRID(aux[i]);
+ state->flags[i] |= GS_SET;
+ }
+}
+
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
+{
+ game_state *solved = dup_game(currstate);
+ char *move = NULL;
+ int ret;
+
+ if (aux && strlen(aux) == state->wh) {
+ solve_from_aux(solved, aux);
+ goto solved;
+ }
+
+ if (solve_state(solved, DIFFCOUNT) > 0) goto solved;
+ free_game(solved);
+
+ solved = dup_game(state);
+ ret = solve_state(solved, DIFFCOUNT);
+ if (ret > 0) goto solved;
+ free_game(solved);
+
+ *error = (ret < 0) ? "Puzzle is impossible." : "Unable to solve puzzle.";
+ return NULL;
+
+solved:
+ move = game_state_diff(currstate, solved, 1);
+ free_game(solved);
+ return move;
+}
+
+static int solve_unnumbered(game_state *state)
+{
+ int i, ret;
+ while (1) {
+ ret = solve_force(state);
+ if (ret > 0) continue;
+ if (ret < 0) return -1;
+
+ ret = solve_neither(state);
+ if (ret > 0) continue;
+ if (ret < 0) return -1;
+
+ break;
+ }
+ for (i = 0; i < state->wh; i++) {
+ if (!(state->flags[i] & GS_SET)) return 0;
+ }
+ return 1;
+}
+
+static int lay_dominoes(game_state *state, random_state *rs, int *scratch)
+{
+ int n, i, ret = 0, x, y, nlaid = 0, n_initial_neutral;
+
+ for (i = 0; i < state->wh; i++) {
+ scratch[i] = i;
+ state->grid[i] = EMPTY;
+ state->flags[i] = (state->common->dominoes[i] == i) ? GS_SET : 0;
+ }
+ shuffle(scratch, state->wh, sizeof(int), rs);
+
+ n_initial_neutral = (state->wh > 100) ? 5 : (state->wh / 10);
+
+ for (n = 0; n < state->wh; n++) {
+ /* Find a space ... */
+
+ i = scratch[n];
+ if (state->flags[i] & GS_SET) continue; /* already laid here. */
+
+ /* ...and lay a domino if we can. */
+
+ x = i%state->w; y = i/state->w;
+ debug(("Laying domino at i:%d, (%d,%d)\n", i, x, y));
+
+ /* The choice of which type of domino to lay here leads to subtle differences
+ * in the sorts of boards that get produced. Too much bias towards magnets
+ * leads to games that are too easy.
+ *
+ * Currently, it lays a small set of dominoes at random as neutral, and
+ * then lays the rest preferring to be magnets -- however, if the
+ * current layout is such that a magnet won't go there, then it lays
+ * another neutral.
+ *
+ * The number of initially neutral dominoes is limited as grids get bigger:
+ * too many neutral dominoes invariably ends up with insoluble puzzle at
+ * this size, and the positioning process means it'll always end up laying
+ * more than the initial 5 anyway.
+ */
+
+ /* We should always be able to lay a neutral anywhere. */
+ assert(!(state->flags[i] & GS_NOTNEUTRAL));
+
+ if (n < n_initial_neutral) {
+ debug((" ...laying neutral\n"));
+ ret = solve_set(state, i, NEUTRAL, "layout initial neutral", NULL);
+ } else {
+ debug((" ... preferring magnet\n"));
+ if (!(state->flags[i] & GS_NOTPOSITIVE))
+ ret = solve_set(state, i, POSITIVE, "layout", NULL);
+ else if (!(state->flags[i] & GS_NOTNEGATIVE))
+ ret = solve_set(state, i, NEGATIVE, "layout", NULL);
+ else
+ ret = solve_set(state, i, NEUTRAL, "layout", NULL);
+ }
+ if (!ret) {
+ debug(("Unable to lay anything at (%d,%d), giving up.", x, y));
+ ret = -1;
+ break;
+ }
+
+ nlaid++;
+ ret = solve_unnumbered(state);
+ if (ret == -1)
+ debug(("solve_unnumbered decided impossible.\n"));
+ if (ret != 0)
+ break;
+ }
+
+ debug(("Laid %d dominoes, total %d dominoes.\n", nlaid, state->wh/2));
+ game_debug(state, "Final layout");
+ return ret;
+}
+
+static void gen_game(game_state *new, random_state *rs)
+{
+ int ret, x, y, val;
+ int *scratch = snewn(new->wh, int);
+
+#ifdef STANDALONE_SOLVER
+ if (verbose) printf("Generating new game...\n");
+#endif
+
+ clear_state(new);
+ sfree(new->common->dominoes); /* bit grotty. */
+ new->common->dominoes = domino_layout(new->w, new->h, rs);
+
+ do {
+ ret = lay_dominoes(new, rs, scratch);
+ } while(ret == -1);
+
+ /* for each cell, update colcount/rowcount as appropriate. */
+ memset(new->common->colcount, 0, new->w*3*sizeof(int));
+ memset(new->common->rowcount, 0, new->h*3*sizeof(int));
+ for (x = 0; x < new->w; x++) {
+ for (y = 0; y < new->h; y++) {
+ val = new->grid[y*new->w+x];
+ new->common->colcount[x*3+val]++;
+ new->common->rowcount[y*3+val]++;
+ }
+ }
+ new->numbered = 1;
+
+ sfree(scratch);
+}
+
+static void generate_aux(game_state *new, char *aux)
+{
+ int i;
+ for (i = 0; i < new->wh; i++)
+ aux[i] = GRID2CHAR(new->grid[i]);
+ aux[new->wh] = '\0';
+}
+
+static int check_difficulty(game_params *params, game_state *new,
+ random_state *rs)
+{
+ int *scratch, *grid_correct, slen, i;
+
+ memset(new->grid, EMPTY, new->wh*sizeof(int));
+
+ if (params->diff > DIFF_EASY) {
+ /* If this is too easy, return. */
+ if (solve_state(new, params->diff-1) > 0) {
+ debug(("Puzzle is too easy."));
+ return -1;
+ }
+ }
+ if (solve_state(new, params->diff) <= 0) {
+ debug(("Puzzle is not soluble at requested difficulty."));
+ return -1;
+ }
+ if (!params->stripclues) return 0;
+
+ /* Copy the correct grid away. */
+ grid_correct = snewn(new->wh, int);
+ memcpy(grid_correct, new->grid, new->wh*sizeof(int));
+
+ /* Create shuffled array of side-clue locations. */
+ slen = new->w*2 + new->h*2;
+ scratch = snewn(slen, int);
+ for (i = 0; i < slen; i++) scratch[i] = i;
+ shuffle(scratch, slen, sizeof(int), rs);
+
+ /* For each clue, check whether removing it makes the puzzle unsoluble;
+ * put it back if so. */
+ for (i = 0; i < slen; i++) {
+ int num = scratch[i], which, roworcol, target, targetn, ret;
+ rowcol rc;
+
+ /* work out which clue we meant. */
+ if (num < new->w+new->h) { which = POSITIVE; }
+ else { which = NEGATIVE; num -= new->w+new->h; }
+
+ if (num < new->w) { roworcol = COLUMN; }
+ else { roworcol = ROW; num -= new->w; }
+
+ /* num is now the row/column index in question. */
+ rc = mkrowcol(new, num, roworcol);
+
+ /* Remove clue, storing original... */
+ target = rc.targets[which];
+ targetn = rc.targets[NEUTRAL];
+ rc.targets[which] = -1;
+ rc.targets[NEUTRAL] = -1;
+
+ /* ...and see if we can still solve it. */
+ game_debug(new, "removed clue, new board:");
+ memset(new->grid, EMPTY, new->wh * sizeof(int));
+ ret = solve_state(new, params->diff);
+ assert(ret != -1);
+
+ if (ret == 0 ||
+ memcmp(new->grid, grid_correct, new->wh*sizeof(int)) != 0) {
+ /* We made it ambiguous: put clue back. */
+ debug(("...now impossible/different, put clue back."));
+ rc.targets[which] = target;
+ rc.targets[NEUTRAL] = targetn;
+ }
+ }
+ sfree(scratch);
+ sfree(grid_correct);
+
+ return 0;
+}
+
+static char *new_game_desc(game_params *params, random_state *rs,
+ char **aux_r, int interactive)
+{
+ game_state *new = new_state(params->w, params->h);
+ char *desc, *aux = snewn(new->wh+1, char);
+
+ do {
+ gen_game(new, rs);
+ generate_aux(new, aux);
+ } while (check_difficulty(params, new, rs) < 0);
+
+ /* now we're complete, generate the description string
+ * and an aux_info for the completed game. */
+ desc = generate_desc(new);
+
+ free_game(new);
+
+ *aux_r = aux;
+ return desc;
+}
+
+struct game_ui {
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = 0;
+ ui->cur_visible = 0;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+ if (!oldstate->completed && newstate->completed)
+ ui->cur_visible = 0;
+}
+
+struct game_drawstate {
+ int tilesize, started, solved;
+ int w, h;
+ unsigned long *what; /* size w*h */
+ unsigned long *colwhat, *rowwhat; /* size 3*w, 3*h */
+};
+
+#define DS_WHICH_MASK 0xf
+
+#define DS_ERROR 0x10
+#define DS_CURSOR 0x20
+#define DS_SET 0x40
+#define DS_FULL 0x80
+#define DS_NOTPOS 0x100
+#define DS_NOTNEG 0x200
+#define DS_NOTNEU 0x400
+#define DS_FLASH 0x800
+
+#define PREFERRED_TILE_SIZE 32
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 8)
+
+#define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 1 )
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int gx = FROMCOORD(x), gy = FROMCOORD(y), idx, curr;
+ char *nullret = NULL, buf[80], movech;
+ enum { CYCLE_MAGNET, CYCLE_NEUTRAL } action;
+
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
+ ui->cur_visible = 1;
+ return "";
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ action = (button == CURSOR_SELECT) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
+ gx = ui->cur_x;
+ gy = ui->cur_y;
+ } else if (INGRID(state, gx, gy) &&
+ (button == LEFT_BUTTON || button == RIGHT_BUTTON)) {
+ if (ui->cur_visible) {
+ ui->cur_visible = 0;
+ nullret = "";
+ }
+ action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
+ } else
+ return NULL;
+
+ idx = gy * state->w + gx;
+ if (state->common->dominoes[idx] == idx) return nullret;
+ curr = state->grid[idx];
+
+ if (action == CYCLE_MAGNET) {
+ /* ... empty --> positive --> negative --> empty ... */
+
+ if (state->grid[idx] == NEUTRAL && state->flags[idx] & GS_SET)
+ return nullret; /* can't cycle a magnet from a neutral. */
+ movech = (curr == EMPTY) ? '+' : (curr == POSITIVE) ? '-' : ' ';
+ } else if (action == CYCLE_NEUTRAL) {
+ /* ... empty -> neutral -> !neutral --> empty ... */
+
+ if (state->grid[idx] != NEUTRAL)
+ return nullret; /* can't cycle through neutral from a magnet. */
+
+ /* All of these are grid == EMPTY == NEUTRAL; it twiddles
+ * combinations of flags. */
+ if (state->flags[idx] & GS_SET) /* neutral */
+ movech = '?';
+ else if (state->flags[idx] & GS_NOTNEUTRAL) /* !neutral */
+ movech = ' ';
+ else
+ movech = '.';
+ } else
+ assert(!"unknown action");
+
+ sprintf(buf, "%c%d,%d", movech, gx, gy);
+
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *state, char *move)
+{
+ game_state *ret = dup_game(state);
+ int x, y, n, idx, idx2;
+ char c;
+
+ if (!*move) goto badmove;
+ while (*move) {
+ c = *move++;
+ if (c == 'S') {
+ ret->solved = TRUE;
+ n = 0;
+ } else if (c == '+' || c == '-' ||
+ c == '.' || c == ' ' || c == '?') {
+ if ((sscanf(move, "%d,%d%n", &x, &y, &n) != 2) ||
+ !INGRID(state, x, y)) goto badmove;
+
+ idx = y*state->w + x;
+ idx2 = state->common->dominoes[idx];
+ if (idx == idx2) goto badmove;
+
+ ret->flags[idx] &= ~GS_NOTMASK;
+ ret->flags[idx2] &= ~GS_NOTMASK;
+
+ if (c == ' ' || c == '?') {
+ ret->grid[idx] = EMPTY;
+ ret->grid[idx2] = EMPTY;
+ ret->flags[idx] &= ~GS_SET;
+ ret->flags[idx2] &= ~GS_SET;
+ if (c == '?') {
+ ret->flags[idx] |= GS_NOTNEUTRAL;
+ ret->flags[idx2] |= GS_NOTNEUTRAL;
+ }
+ } else {
+ ret->grid[idx] = CHAR2GRID(c);
+ ret->grid[idx2] = OPPOSITE(CHAR2GRID(c));
+ ret->flags[idx] |= GS_SET;
+ ret->flags[idx2] |= GS_SET;
+ }
+ } else
+ goto badmove;
+
+ move += n;
+ if (*move == ';') move++;
+ else if (*move) goto badmove;
+ }
+ if (check_completion(ret) == 1)
+ ret->completed = 1;
+
+ return ret;
+
+badmove:
+ free_game(ret);
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(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) + 2 * BORDER;
+ *y = TILE_SIZE * (params->h+2) + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+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_TEXT * 3 + i] = 0.0F;
+ ret[COL_NEGATIVE * 3 + i] = 0.0F;
+ ret[COL_CURSOR * 3 + i] = 0.9F;
+ }
+
+ ret[COL_POSITIVE * 3 + 0] = 0.8F;
+ ret[COL_POSITIVE * 3 + 1] = 0.0F;
+ ret[COL_POSITIVE * 3 + 2] = 0.0F;
+
+ ret[COL_NEUTRAL * 3 + 0] = 0.10F;
+ ret[COL_NEUTRAL * 3 + 1] = 0.60F;
+ ret[COL_NEUTRAL * 3 + 2] = 0.10F;
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ ret[COL_NOT * 3 + 0] = 0.2F;
+ ret[COL_NOT * 3 + 1] = 0.2F;
+ ret[COL_NOT * 3 + 2] = 1.0F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+
+ ds->tilesize = ds->started = ds->solved = 0;
+ ds->w = state->w;
+ ds->h = state->h;
+
+ ds->what = snewn(state->wh, unsigned long);
+ memset(ds->what, 0, state->wh*sizeof(unsigned long));
+
+ ds->colwhat = snewn(state->w*3, unsigned long);
+ memset(ds->colwhat, 0, state->w*3*sizeof(unsigned long));
+ ds->rowwhat = snewn(state->h*3, unsigned long);
+ memset(ds->rowwhat, 0, state->h*3*sizeof(unsigned long));
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->colwhat);
+ sfree(ds->rowwhat);
+ sfree(ds->what);
+ sfree(ds);
+}
+
+static void draw_num_col(drawing *dr, game_drawstate *ds, int rowcol, int which,
+ int idx, int colbg, int col, int num)
+{
+ char buf[32];
+ int cx, cy, tsz;
+
+ if (num < 0) return;
+
+ sprintf(buf, "%d", num);
+ tsz = (strlen(buf) == 1) ? (7*TILE_SIZE/10) : (9*TILE_SIZE/10)/strlen(buf);
+
+ if (rowcol == ROW) {
+ cx = BORDER;
+ if (which == NEGATIVE) cx += TILE_SIZE * (ds->w+1);
+ cy = BORDER + TILE_SIZE * (idx+1);
+ } else {
+ cx = BORDER + TILE_SIZE * (idx+1);
+ cy = BORDER;
+ if (which == NEGATIVE) cy += TILE_SIZE * (ds->h+1);
+ }
+
+ draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, colbg);
+ draw_text(dr, cx + TILE_SIZE/2, cy + TILE_SIZE/2, FONT_VARIABLE, tsz,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, col, buf);
+
+ draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_num(drawing *dr, game_drawstate *ds, int rowcol, int which,
+ int idx, unsigned long c, int num)
+{
+ draw_num_col(dr, ds, rowcol, which, idx, COL_BACKGROUND,
+ (c & DS_ERROR) ? COL_ERROR : COL_TEXT, num);
+}
+
+static void draw_sym(drawing *dr, game_drawstate *ds, int x, int y, int which, int col)
+{
+ int cx = COORD(x), cy = COORD(y);
+ int ccx = cx + TILE_SIZE/2, ccy = cy + TILE_SIZE/2;
+ int roff = TILE_SIZE/4, rsz = 2*roff+1;
+ int soff = TILE_SIZE/16, ssz = 2*soff+1;
+
+ if (which == POSITIVE || which == NEGATIVE) {
+ draw_rect(dr, ccx - roff, ccy - soff, rsz, ssz, col);
+ if (which == POSITIVE)
+ draw_rect(dr, ccx - soff, ccy - roff, ssz, rsz, col);
+ } else if (col == COL_NOT) {
+ /* not-a-neutral is a blue question mark. */
+ char qu[2] = { '?', 0 };
+ draw_text(dr, ccx, ccy, FONT_VARIABLE, 7*TILE_SIZE/10,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, col, qu);
+ } else {
+ draw_line(dr, ccx - roff, ccy - roff, ccx + roff, ccy + roff, col);
+ draw_line(dr, ccx + roff, ccy - roff, ccx - roff, ccy + roff, col);
+ }
+}
+
+enum {
+ TYPE_L,
+ TYPE_R,
+ TYPE_T,
+ TYPE_B,
+ TYPE_BLANK
+};
+
+/* NOT responsible for redrawing background or updating. */
+static void draw_tile_col(drawing *dr, game_drawstate *ds, int *dominoes,
+ int x, int y, int which, int bg, int fg, int perc)
+{
+ int cx = COORD(x), cy = COORD(y), i, other, type = TYPE_BLANK;
+ int gutter, radius, coffset;
+
+ /* gutter is TSZ/16 for 100%, 8*TSZ/16 (TSZ/2) for 0% */
+ gutter = (TILE_SIZE / 16) + ((100 - perc) * (7*TILE_SIZE / 16))/100;
+ radius = (perc * (TILE_SIZE / 8)) / 100;
+ coffset = gutter + radius;
+
+ i = y*ds->w + x;
+ other = dominoes[i];
+
+ if (other == i) return;
+ else if (other == i+1) type = TYPE_L;
+ else if (other == i-1) type = TYPE_R;
+ else if (other == i+ds->w) type = TYPE_T;
+ else if (other == i-ds->w) type = TYPE_B;
+ else assert(!"mad domino orientation");
+
+ /* domino drawing shamelessly stolen from dominosa.c. */
+ if (type == TYPE_L || type == TYPE_T)
+ draw_circle(dr, cx+coffset, cy+coffset,
+ radius, bg, bg);
+ if (type == TYPE_R || type == TYPE_T)
+ draw_circle(dr, cx+TILE_SIZE-1-coffset, cy+coffset,
+ radius, bg, bg);
+ if (type == TYPE_L || type == TYPE_B)
+ draw_circle(dr, cx+coffset, cy+TILE_SIZE-1-coffset,
+ radius, bg, bg);
+ if (type == TYPE_R || type == TYPE_B)
+ draw_circle(dr, cx+TILE_SIZE-1-coffset,
+ cy+TILE_SIZE-1-coffset,
+ radius, bg, bg);
+
+ for (i = 0; i < 2; i++) {
+ int x1, y1, x2, y2;
+
+ x1 = cx + (i ? gutter : coffset);
+ y1 = cy + (i ? coffset : gutter);
+ x2 = cx + TILE_SIZE-1 - (i ? gutter : coffset);
+ y2 = cy + TILE_SIZE-1 - (i ? coffset : gutter);
+ if (type == TYPE_L)
+ x2 = cx + TILE_SIZE;
+ else if (type == TYPE_R)
+ x1 = cx;
+ else if (type == TYPE_T)
+ y2 = cy + TILE_SIZE ;
+ else if (type == TYPE_B)
+ y1 = cy;
+
+ draw_rect(dr, x1, y1, x2-x1+1, y2-y1+1, bg);
+ }
+
+ if (fg != -1) draw_sym(dr, ds, x, y, which, fg);
+}
+
+static void draw_tile(drawing *dr, game_drawstate *ds, int *dominoes,
+ int x, int y, unsigned long flags)
+{
+ int cx = COORD(x), cy = COORD(y), bg, fg, perc = 100;
+ int which = flags & DS_WHICH_MASK;
+
+ flags &= ~DS_WHICH_MASK;
+
+ draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+
+ if (flags & DS_CURSOR)
+ bg = COL_CURSOR; /* off-white white for cursor */
+ else if (which == POSITIVE)
+ bg = COL_POSITIVE;
+ else if (which == NEGATIVE)
+ bg = COL_NEGATIVE;
+ else if (flags & DS_SET)
+ bg = COL_NEUTRAL; /* green inner for neutral cells */
+ else
+ bg = COL_LOWLIGHT; /* light grey for empty cells. */
+
+ if (which == EMPTY && !(flags & DS_SET)) {
+ int notwhich = -1;
+ fg = -1; /* don't draw cross unless actually set as neutral. */
+
+ if (flags & DS_NOTPOS) notwhich = POSITIVE;
+ if (flags & DS_NOTNEG) notwhich = NEGATIVE;
+ if (flags & DS_NOTNEU) notwhich = NEUTRAL;
+ if (notwhich != -1) {
+ which = notwhich;
+ fg = COL_NOT;
+ }
+ } else
+ fg = (flags & DS_ERROR) ? COL_ERROR :
+ (flags & DS_CURSOR) ? COL_TEXT : COL_BACKGROUND;
+
+ draw_rect(dr, cx, cy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+
+ if (flags & DS_FLASH) {
+ int bordercol = COL_HIGHLIGHT;
+ draw_tile_col(dr, ds, dominoes, x, y, which, bordercol, -1, perc);
+ perc = 3*perc/4;
+ }
+ draw_tile_col(dr, ds, dominoes, x, y, which, bg, fg, perc);
+
+ draw_update(dr, cx, cy, TILE_SIZE, TILE_SIZE);
+}
+
+
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
+{
+ int x, y, w = state->w, h = state->h, which, i, j, flash;
+ unsigned long c = 0;
+
+ flash = (int)(flashtime * 5 / FLASH_TIME) % 2;
+
+ if (!ds->started) {
+ /* draw background, corner +-. */
+ draw_rect(dr, 0, 0,
+ TILE_SIZE * (w+2) + 2 * BORDER,
+ TILE_SIZE * (h+2) + 2 * BORDER,
+ COL_BACKGROUND);
+
+ draw_sym(dr, ds, -1, -1, POSITIVE, COL_TEXT);
+ draw_sym(dr, ds, state->w, state->h, NEGATIVE, COL_TEXT);
+
+ draw_update(dr, 0, 0,
+ TILE_SIZE * (ds->w+2) + 2 * BORDER,
+ TILE_SIZE * (ds->h+2) + 2 * BORDER);
+ }
+
+ /* Draw grid */
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int idx = y*w+x;
+
+ c = state->grid[idx];
+
+ if (state->flags[idx] & GS_ERROR)
+ c |= DS_ERROR;
+ if (state->flags[idx] & GS_SET)
+ c |= DS_SET;
+
+ if (x == ui->cur_x && y == ui->cur_y && ui->cur_visible)
+ c |= DS_CURSOR;
+
+ if (flash)
+ c |= DS_FLASH;
+
+ if (state->flags[idx] & GS_NOTPOSITIVE)
+ c |= DS_NOTPOS;
+ if (state->flags[idx] & GS_NOTNEGATIVE)
+ c |= DS_NOTNEG;
+ if (state->flags[idx] & GS_NOTNEUTRAL)
+ c |= DS_NOTNEU;
+
+ if (ds->what[idx] != c || !ds->started) {
+ draw_tile(dr, ds, state->common->dominoes, x, y, c);
+ ds->what[idx] = c;
+ }
+ }
+ }
+ /* Draw counts around side */
+ for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
+ int target, count;
+ for (i = 0; i < w; i++) {
+ target = state->common->colcount[i*3+which];
+ count = count_rowcol(state, i, COLUMN, which);
+ c = 0;
+ if ((count > target) ||
+ (count < target && !count_rowcol(state, i, COLUMN, -1)))
+ c |= DS_ERROR;
+ if (count == target) c |= DS_FULL;
+ if (c != ds->colwhat[i*3+which] || !ds->started) {
+ draw_num(dr, ds, COLUMN, which, i, c,
+ state->common->colcount[i*3+which]);
+ ds->colwhat[i*3+which] = c;
+ }
+ }
+ for (i = 0; i < h; i++) {
+ target = state->common->rowcount[i*3+which];
+ count = count_rowcol(state, i, ROW, which);
+ c = 0;
+ if ((count > target) ||
+ (count < target && !count_rowcol(state, i, ROW, -1)))
+ c |= DS_ERROR;
+ if (count == target) c |= DS_FULL;
+ if (c != ds->rowwhat[i*3+which] || !ds->started) {
+ draw_num(dr, ds, ROW, which, i, c,
+ state->common->rowcount[i*3+which]);
+ ds->rowwhat[i*3+which] = c;
+ }
+ }
+ }
+
+ ds->started = 1;
+}
+
+static float game_anim_length(game_state *oldstate, game_state *newstate,
+ int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(game_state *oldstate, game_state *newstate,
+ int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->solved && !newstate->solved)
+ return FLASH_TIME;
+ return 0.0F;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(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, 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, target, count, which, i, j;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+ ds->w = w; ds->h = h;
+
+ /* Border. */
+ print_line_width(dr, TILE_SIZE/12);
+
+ /* Numbers and +/- for corners. */
+ draw_sym(dr, ds, -1, -1, POSITIVE, ink);
+ draw_sym(dr, ds, state->w, state->h, NEGATIVE, ink);
+ for (which = POSITIVE, j = 0; j < 2; which = OPPOSITE(which), j++) {
+ for (i = 0; i < w; i++) {
+ target = state->common->colcount[i*3+which];
+ count = count_rowcol(state, i, COLUMN, which);
+ draw_num_col(dr, ds, COLUMN, which, i, paper, ink,
+ state->common->colcount[i*3+which]);
+ }
+ for (i = 0; i < h; i++) {
+ target = state->common->rowcount[i*3+which];
+ count = count_rowcol(state, i, ROW, which);
+ draw_num_col(dr, ds, ROW, which, i, paper, ink,
+ state->common->rowcount[i*3+which]);
+ }
+ }
+
+ /* Dominoes. */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ i = y*state->w + x;
+ if (state->common->dominoes[i] == i+1 ||
+ state->common->dominoes[i] == i+w) {
+ int dx = state->common->dominoes[i] == i+1 ? 2 : 1;
+ int dy = 3 - dx;
+ int xx, yy;
+ int cx = COORD(x), cy = COORD(y);
+
+ print_line_width(dr, 0);
+
+ /* Ink the domino */
+ for (yy = 0; yy < 2; yy++)
+ for (xx = 0; xx < 2; xx++)
+ draw_circle(dr,
+ cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16,
+ cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16,
+ TILE_SIZE/8, ink, ink);
+ draw_rect(dr, cx + TILE_SIZE/16, cy + 3*TILE_SIZE/16,
+ dx*TILE_SIZE - 2*(TILE_SIZE/16),
+ dy*TILE_SIZE - 6*(TILE_SIZE/16), ink);
+ draw_rect(dr, cx + 3*TILE_SIZE/16, cy + TILE_SIZE/16,
+ dx*TILE_SIZE - 6*(TILE_SIZE/16),
+ dy*TILE_SIZE - 2*(TILE_SIZE/16), ink);
+
+ /* Un-ink the domino interior */
+ for (yy = 0; yy < 2; yy++)
+ for (xx = 0; xx < 2; xx++)
+ draw_circle(dr,
+ cx+xx*dx*TILE_SIZE+(1-2*xx)*3*TILE_SIZE/16,
+ cy+yy*dy*TILE_SIZE+(1-2*yy)*3*TILE_SIZE/16,
+ 3*TILE_SIZE/32, paper, paper);
+ draw_rect(dr, cx + 3*TILE_SIZE/32, cy + 3*TILE_SIZE/16,
+ dx*TILE_SIZE - 2*(3*TILE_SIZE/32),
+ dy*TILE_SIZE - 6*(TILE_SIZE/16), paper);
+ draw_rect(dr, cx + 3*TILE_SIZE/16, cy + 3*TILE_SIZE/32,
+ dx*TILE_SIZE - 6*(TILE_SIZE/16),
+ dy*TILE_SIZE - 2*(3*TILE_SIZE/32), paper);
+ }
+ }
+ }
+
+ /* Grid symbols (solution). */
+ for (x = 0; x < w; x++) {
+ for (y = 0; y < h; y++) {
+ i = y*state->w + x;
+ if ((state->grid[i] != NEUTRAL) || (state->flags[i] & GS_SET))
+ draw_sym(dr, ds, x, y, state->grid[i], ink);
+ }
+ }
+}
+
+#ifdef COMBINED
+#define thegame magnets
+#endif
+
+const struct game thegame = {
+ "Magnets", "games.magnets", "magnets",
+ 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,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ REQUIRE_RBUTTON, /* flags */
+};
+
+#ifdef STANDALONE_SOLVER
+
+#include <time.h>
+#include <stdarg.h>
+
+const char *quis = NULL;
+int csv = 0;
+
+void usage(FILE *out) {
+ fprintf(out, "usage: %s [-v] [--print] <params>|<game id>\n", quis);
+}
+
+void doprint(game_state *state)
+{
+ char *fmt = game_text_format(state);
+ printf("%s", fmt);
+ sfree(fmt);
+}
+
+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)
+{
+ time_t tt_start, tt_now, tt_last;
+ char *aux;
+ game_state *s, *s2;
+ int n = 0, nsolved = 0, nimpossible = 0, ntricky = 0, ret, i;
+ long nn, nn_total = 0, nn_solved = 0, nn_tricky = 0;
+
+ tt_start = tt_now = time(NULL);
+
+ if (csv)
+ printf("time, w, h, #generated, #solved, #tricky, #impossible, "
+ "#neutral, #neutral/solved, #neutral/tricky\n");
+ else
+ printf("Soak-testing a %dx%d grid.\n", p->w, p->h);
+
+ s = new_state(p->w, p->h);
+ aux = snewn(s->wh+1, char);
+
+ while (1) {
+ gen_game(s, rs);
+
+ nn = 0;
+ for (i = 0; i < s->wh; i++) {
+ if (s->grid[i] == NEUTRAL) nn++;
+ }
+
+ generate_aux(s, aux);
+ memset(s->grid, EMPTY, s->wh * sizeof(int));
+ s2 = dup_game(s);
+
+ ret = solve_state(s, DIFFCOUNT);
+
+ n++;
+ nn_total += nn;
+ if (ret > 0) {
+ nsolved++;
+ nn_solved += nn;
+ if (solve_state(s2, DIFF_EASY) <= 0) {
+ ntricky++;
+ nn_tricky += nn;
+ }
+ } else if (ret < 0) {
+ char *desc = generate_desc(s);
+ solve_from_aux(s, aux);
+ printf("Game considered impossible:\n %dx%d:%s\n",
+ p->w, p->h, desc);
+ sfree(desc);
+ doprint(s);
+ nimpossible++;
+ }
+
+ free_game(s2);
+
+ tt_last = time(NULL);
+ if (tt_last > tt_now) {
+ tt_now = tt_last;
+ if (csv) {
+ printf("%d,%d,%d, %d,%d,%d,%d, %ld,%ld,%ld\n",
+ (int)(tt_now - tt_start), p->w, p->h,
+ n, nsolved, ntricky, nimpossible,
+ nn_total, nn_solved, nn_tricky);
+ } else {
+ printf("%d total, %3.1f/s, ",
+ n, (double)n / ((double)tt_now - tt_start));
+ pnum(nsolved, n, "solved"); printf(", ");
+ pnum(ntricky, n, "tricky");
+ if (nimpossible > 0)
+ pnum(nimpossible, n, "impossible");
+ printf("\n");
+
+ printf(" overall %3.1f%% neutral (%3.1f%% for solved, %3.1f%% for tricky)\n",
+ (double)(nn_total * 100) / (double)(p->w * p->h * n),
+ (double)(nn_solved * 100) / (double)(p->w * p->h * nsolved),
+ (double)(nn_tricky * 100) / (double)(p->w * p->h * ntricky));
+ }
+ }
+ }
+ free_game(s);
+ sfree(aux);
+}
+
+int main(int argc, const char *argv[])
+{
+ int print = 0, soak = 0, solved = 0, ret;
+ char *id = NULL, *desc, *desc_gen = NULL, *err, *aux = NULL;
+ game_state *s = NULL;
+ game_params *p = NULL;
+ random_state *rs = NULL;
+ time_t seed = time(NULL);
+
+ setvbuf(stdout, NULL, _IONBF, 0);
+
+ quis = argv[0];
+ while (--argc > 0) {
+ char *p = (char*)(*++argv);
+ if (!strcmp(p, "-v") || !strcmp(p, "--verbose")) {
+ verbose = 1;
+ } else if (!strcmp(p, "--csv")) {
+ csv = 1;
+ } else if (!strcmp(p, "-e") || !strcmp(p, "--seed")) {
+ seed = atoi(*++argv);
+ argc--;
+ } else if (!strcmp(p, "-p") || !strcmp(p, "--print")) {
+ print = 1;
+ } else if (!strcmp(p, "-s") || !strcmp(p, "--soak")) {
+ soak = 1;
+ } 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));
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-v] [--soak] <params> | <game_id>\n", argv[0]);
+ goto done;
+ }
+ desc = strchr(id, ':');
+ if (desc) *desc++ = '\0';
+
+ p = default_params();
+ decode_params(p, id);
+ err = validate_params(p, 1);
+ if (err) {
+ fprintf(stderr, "%s: %s", argv[0], err);
+ goto done;
+ }
+
+ if (soak) {
+ if (desc) {
+ fprintf(stderr, "%s: --soak needs parameters, not description.\n", quis);
+ goto done;
+ }
+ start_soak(p, rs);
+ goto done;
+ }
+
+ if (!desc)
+ desc = desc_gen = new_game_desc(p, rs, &aux, 0);
+
+ err = validate_desc(p, desc);
+ if (err) {
+ fprintf(stderr, "%s: %s\nDescription: %s\n", quis, err, desc);
+ free_params(p);
+ goto done;
+ }
+ s = new_game(NULL, p, desc);
+ printf("%s:%s (seed %ld)\n", id, desc, seed);
+ if (aux) {
+ /* We just generated this ourself. */
+ if (verbose || print) {
+ doprint(s);
+ solve_from_aux(s, aux);
+ solved = 1;
+ }
+ } else {
+ doprint(s);
+ verbose = 1;
+ ret = solve_state(s, DIFFCOUNT);
+ if (ret < 0) printf("Puzzle is impossible.\n");
+ else if (ret == 0) printf("Puzzle is ambiguous.\n");
+ else printf("Puzzle was solved.\n");
+ verbose = 0;
+ solved = 1;
+ }
+ if (solved) doprint(s);
+
+done:
+ if (desc_gen) sfree(desc_gen);
+ if (p) free_params(p);
+ if (s) free_game(s);
+ if (rs) random_free(rs);
+ if (aux) sfree(aux);
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/puzzles.but
+++ b/puzzles.but
@@ -2705,6 +2705,76 @@
\dd Controls the difficulty of the generated puzzle.
+\C{magnets} \i{Magnets}
+
+\cfg{winhelp-topic}{games.magnets}
+
+A rectangular grid has been filled with a mixture of magnets (that is,
+dominoes with one positive end and one negative end) and blank dominoes
+(that is, dominoes with two neutral poles).
+These dominoes are initially only seen in silhouette. Around the grid
+are placed a number of clues indicating the number of positive and
+negative poles contained in certain columns and rows.
+
+Your aim is to correctly place the magnets and blank dominoes such that
+all the clues are satisfied, with the additional constraint that no two
+similar magnetic poles may be orgothonally adjacent (since they repel).
+Neutral poles do not repel, and can be adjacacent to any other pole.
+
+Credit for this puzzle goes to \i{Janko} \k{janko-magnets}.
+
+Magnets was contributed to this collection by James Harvey.
+
+\B{janko-magnets}
+\W{http://www.janko.at/Raetsel/Magnete/index.htm}\cw{http://www.janko.at/Raetsel/Magnete/index.htm}
+
+\H{magnets-controls} \i{Magnets controls}
+
+\IM{Magnets controls} controls, for Magnets
+
+Left-clicking on an empty square places a magnet at that position with
+the positive pole on the square and the negative pole on the other half
+of the magnet; left-clicking again reverses the polarity, and a third
+click removes the magnet.
+
+Right-clicking on an empty square places a blank domino there.
+Right-clicking again places two question marks on the domino, signifying
+'this cannot be blank' (which can be useful to note deductions while
+solving, and right-clicking again empties the domino.
+
+You can also use the cursor keys to move a cursor around the grid.
+Pressing the return key will lay a domino with a positive pole at that
+position; pressing again reverses the polarity and then removes the
+domino, as with left-clicking. Using the space bar allows placement
+of blank dominoes and cannot-be-blank hints, as for right-clicking.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{magnets-parameters} \I{parameters, for Magnets}Magnets parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares. There will be half \e{Width} \by \e{Height}
+dominoes in the grid: if this number is odd then one square will be blank.
+
+(Grids with at least one odd dimension tend to be easier to solve)
+
+\dt \e{Difficulty}
+
+\dd Controls the difficulty of the generated puzzle. At Tricky level,
+you are required to make more deductions about empty dominoes and
+row/column counts.
+
+\dt \e{Strip clues}
+
+\dd If true, some of the clues around the grid are removed at generation
+time, making the puzzle more difficult.
+
+
+
\A{licence} \I{MIT licence}\ii{Licence}
This software is \i{copyright} 2004-2010 Simon Tatham.