ref: d14999949c018255b5100a317ea1b7b9b74dfc6e
parent: b96a99042bd16535b0c219f69a67545bcab0bf70
author: Simon Tatham <anakin@pobox.com>
date: Tue Sep 14 05:31:52 EDT 2010
New puzzle from Jonas Koelker: 'Range', an implementation of the puzzle variously known (depending on which website you look at) as Kurodoko, Kuromasu or 'Where is Black Cells'. [originally from svn r8996]
--- a/icons/Makefile
+++ b/icons/Makefile
@@ -2,8 +2,8 @@
PUZZLES = blackbox bridges cube dominosa fifteen filling flip galaxies guess \
inertia keen lightup loopy magnets map mines net netslide pattern \
- pegs rect samegame signpost singles sixteen slant solo tents towers \
- twiddle unequal untangle
+ pegs range rect samegame signpost singles sixteen slant solo tents \
+ towers twiddle unequal untangle
BASE = $(patsubst %,%-base.png,$(PUZZLES))
WEB = $(patsubst %,%-web.png,$(PUZZLES))
@@ -70,6 +70,7 @@
netslide-ibase.png : override CROP=289x289 144x144+0+0
pattern-ibase.png : override CROP=384x384 223x223+0+0
pegs-ibase.png : override CROP=263x263 147x147+116+0
+range-ibase.png : override CROP=256x256 98x98+111+15
rect-ibase.png : override CROP=205x205 115x115+90+0
signpost-ibase.png : override CROP=240x240 98x98+23+23
singles-ibase.png : override CROP=224x224 98x98+15+15
--- /dev/null
+++ b/icons/range.sav
@@ -1,0 +1,36 @@
+SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
+VERSION :1:1
+GAME :5:Range
+PARAMS :3:7x7
+CPARAMS :3:7x7
+SEED :15:989032078841515
+DESC :22:d7b3e8e5c7a7c13e4e8b4d
+UI :1:0
+NSTATES :2:27
+STATEPOS:2:27
+MOVE :5:W,4,2
+MOVE :5:W,4,3
+MOVE :5:W,4,4
+MOVE :5:W,4,5
+MOVE :5:W,4,6
+MOVE :5:W,4,0
+MOVE :5:W,3,1
+MOVE :5:W,2,1
+MOVE :5:W,1,1
+MOVE :5:W,0,1
+MOVE :5:W,6,1
+MOVE :5:W,5,1
+MOVE :5:W,5,5
+MOVE :5:W,1,5
+MOVE :5:B,5,2
+MOVE :5:W,5,3
+MOVE :5:W,6,3
+MOVE :5:W,3,6
+MOVE :5:W,2,6
+MOVE :5:B,3,5
+MOVE :5:W,2,4
+MOVE :5:W,2,2
+MOVE :5:B,2,3
+MOVE :5:W,1,3
+MOVE :5:W,3,3
+MOVE :5:W,0,5
--- a/puzzles.but
+++ b/puzzles.but
@@ -2851,6 +2851,62 @@
(the start at the top left, and the end at the bottom right). If false the start
and end squares are placed randomly (although always both shown).
+\C{range} \i{Range}
+
+\cfg{winhelp-topic}{games.range}
+
+You have a grid of squares; some squares contain numbers. Your job is
+to colour some of the squares black, such that several criteria are
+satisfied:
+
+\b no square with a number is coloured black.
+
+\b no two black squares are adjacent (horizontally or vertically).
+
+\b for any two white squares, there is a path between them using only
+white squares.
+
+\b for each square with a number, that number denotes the number of
+squares reachable from that square going in each direction until
+hitting a wall or a black square.
+
+For instance, a square containing the number one must have four black
+squares as its neighbours by the last criterion; but then it's
+impossible for it to be connected to any outside white square, which
+violates the second to last criterion. So no square will contain the
+number one.
+
+Credit for this puzzle goes to \i{Nikoli}, who have variously called
+it \q{Kurodoko}, \q{Kuromasu} or \q{Where is Black Cells}.
+\k{nikoli-range}.
+
+Range was contributed to this collection by Jonas K\u00F6{oe}lker.
+
+\B{nikoli-range}
+\W{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}\cw{http://www.nikoli.co.jp/en/puzzles/where_is_black_cells/}
+
+\H{range-controls} \I{controls, for Range}Range controls
+
+Click with the left button to paint a square black, or with the right
+button to mark a square with a dot to indicate that you are sure it
+should \e{not} be painted black. Repeated clicking with either button
+will cycle the square through the three possible states (filled,
+dotted or empty) in opposite directions.
+
+You can also use the cursor keys to move around the grid squares.
+Pressing Return does the same as clicking with the left button, while
+pressing Space does the same as a right button click.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{range-parameters} \I{parameters, for Range}Range 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.
\A{licence} \I{MIT licence}\ii{Licence}
--- /dev/null
+++ b/range.R
@@ -1,0 +1,19 @@
+# -*- makefile -*-
+
+range : [X] GTK COMMON range range-icon|no-icon
+
+range : [G] WINDOWS COMMON range range.res|noicon.res
+
+ALL += range[COMBINED]
+
+!begin gtk
+GAMES += range
+!end
+
+!begin >list.c
+ A(range) \
+!end
+
+!begin >wingames.lst
+range.exe:Range
+!end
--- /dev/null
+++ b/range.c
@@ -1,0 +1,1734 @@
+/*
+ * range.c: implementation of the Nikoli game 'Kurodoko' / 'Kuromasu'.
+ */
+
+/*
+ * Puzzle rules: the player is given a WxH grid of white squares, some
+ * of which contain numbers. The goal is to paint some of the squares
+ * black, such that:
+ *
+ * - no cell (err, cell = square) with a number is painted black
+ * - no black cells have an adjacent (horz/vert) black cell
+ * - the white cells are all connected (through other white cells)
+ * - if a cell contains a number n, let h and v be the lengths of the
+ * maximal horizontal and vertical white sequences containing that
+ * cell. Then n must equal h + v - 1.
+ */
+
+/* example instance with its encoding:
+ *
+ * +--+--+--+--+--+--+--+
+ * | | | | | 7| | |
+ * +--+--+--+--+--+--+--+
+ * | 3| | | | | | 8|
+ * +--+--+--+--+--+--+--+
+ * | | | | | | 5| |
+ * +--+--+--+--+--+--+--+
+ * | | | 7| | 7| | |
+ * +--+--+--+--+--+--+--+
+ * | |13| | | | | |
+ * +--+--+--+--+--+--+--+
+ * | 4| | | | | | 8|
+ * +--+--+--+--+--+--+--+
+ * | | | 4| | | | |
+ * +--+--+--+--+--+--+--+
+ *
+ * 7x7:d7b3e8e5c7a7c13e4d8b4d
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#include <stdarg.h>
+
+#define setmember(obj, field) ( (obj) . field = field )
+
+char *nfmtstr(int n, char *fmt, ...) {
+ va_list va;
+ char *ret = snewn(n+1, char);
+ va_start(va, fmt);
+ vsprintf(ret, fmt, va);
+ va_end(va);
+ return ret;
+}
+
+#define SWAP(type, lvar1, lvar2) do { \
+ type tmp = (lvar1); \
+ (lvar1) = (lvar2); \
+ (lvar2) = tmp; \
+} while (0)
+
+/* ----------------------------------------------------------------------
+ * Game parameters, presets, states
+ */
+
+typedef signed char puzzle_size;
+
+struct game_params {
+ puzzle_size w;
+ puzzle_size h;
+};
+
+struct game_state {
+ struct game_params params;
+ unsigned int has_cheated: 1;
+ unsigned int was_solved: 1;
+ puzzle_size *grid;
+};
+
+#define DEFAULT_PRESET 0
+static struct game_params presets[] = {{9, 6}, {12, 8}, {13, 9}, {16, 11}};
+/* rationale: I want all four combinations of {odd/even, odd/even}, as
+ * they play out differently with respect to two-way symmetry. I also
+ * want them to be generated relatively fast yet still be large enough
+ * to be entertaining for a decent amount of time, and I want them to
+ * make good use of monitor real estate (the typical screen resolution
+ * is why I do 13x9 and not 9x13).
+ */
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+ *ret = presets[DEFAULT_PRESET]; /* structure copy */
+ return ret;
+}
+
+static game_params *dup_params(game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ if (i < 0 || i >= lenof(presets)) return FALSE;
+
+ *name = nfmtstr(40, "%d x %d", presets[i].w, presets[i].h);
+ *params = dup_params(&presets[i]);
+
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+ /* FIXME check for puzzle_size overflow and decoding issues */
+ params->w = params->h = atoi(string);
+ while (*string && isdigit((unsigned char) *string)) ++string;
+ if (*string == 'x') {
+ string++;
+ params->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+ char str[80];
+ sprintf(str, "%dx%d", params->w, params->h);
+ return dupstr(str);
+}
+
+static config_item *game_configure(game_params *params)
+{
+ config_item *ret;
+
+ ret = snewn(3, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ ret[0].sval = nfmtstr(10, "%d", params->w);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ ret[1].sval = nfmtstr(10, "%d", params->h);
+ ret[1].ival = 0;
+
+ ret[2].name = NULL;
+ ret[2].type = C_END;
+ ret[2].sval = NULL;
+ ret[2].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *configuration)
+{
+ game_params *ret = snew(game_params);
+ ret->w = atoi(configuration[0].sval);
+ ret->h = atoi(configuration[1].sval);
+ return ret;
+}
+
+#define memdup(dst, src, n, type) do { \
+ dst = snewn(n, type); \
+ memcpy(dst, src, n * sizeof (type)); \
+} while (0)
+
+static game_state *dup_game(game_state *state)
+{
+ game_state *ret = snew(game_state);
+ int const n = state->params.w * state->params.h;
+
+ *ret = *state; /* structure copy */
+
+ /* copy the poin_tee_, set a new value of the poin_ter_ */
+ memdup(ret->grid, state->grid, n, puzzle_size);
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->grid);
+ sfree(state);
+}
+
+
+/* ----------------------------------------------------------------------
+ * The solver subsystem.
+ *
+ * The solver is used for two purposes:
+ * - To solve puzzles when the user selects `Solve'.
+ * - To test solubility of a grid as clues are being removed from it
+ * during the puzzle generation.
+ *
+ * It supports the following ways of reasoning:
+ *
+ * - A cell adjacent to a black cell must be white.
+ *
+ * - If painting a square black would bisect the white regions, that
+ * square is white (by finding biconnected components' cut points)
+ *
+ * - A cell with number n, covering at most k white squares in three
+ * directions must white-cover n-k squares in the last direction.
+ *
+ * - A cell with number n known to cover k squares, if extending the
+ * cover by one square in a given direction causes the cell to
+ * cover _more_ than n squares, that extension cell must be black.
+ *
+ * (either if the square already covers n, or if it extends into a
+ * chunk of size > n - k)
+ *
+ * - Recursion. Pick any cell and see if this leads to either a
+ * contradiction or a solution (and then act appropriately).
+ *
+ *
+ * TODO:
+ *
+ * (propagation upper limit)
+ * - If one has two numbers on the same line, the smaller limits the
+ * larger. Example: in |b|_|_|8|4|_|_|b|, only two _'s can be both
+ * white and connected to the "8" cell; so that cell will propagate
+ * at least four cells orthogonally to the displayed line (which is
+ * better than the current "at least 2").
+ *
+ * (propagation upper limit)
+ * - cells can't propagate into other cells if doing so exceeds that
+ * number. Example: in |b|4|.|.|2|b|, at most one _ can be white;
+ * otherwise, the |2| would have too many reaching white cells.
+ *
+ * (propagation lower and upper limit)
+ * - `Full Combo': in each four directions d_1 ... d_4, find a set of
+ * possible propagation distances S_1 ... S_4. For each i=1..4,
+ * for each x in S_i: if not exists (y, z, w) in the other sets
+ * such that (x+y+z+w+1 == clue value): then remove x from S_i.
+ * Repeat until this stabilizes. If any cell would contradict
+ */
+
+#define idx(i, j, w) ((i)*(w) + (j))
+#define out_of_bounds(r, c, w, h) \
+ ((r) < 0 || (r) >= h || (c) < 0 || (c) >= w)
+
+typedef struct square {
+ puzzle_size r, c;
+} square;
+
+enum {BLACK = -2, WHITE, EMPTY};
+/* white is for pencil marks, empty is undecided */
+
+static int const dr[4] = {+1, 0, -1, 0};
+static int const dc[4] = { 0, +1, 0, -1};
+static int const cursors[4] = /* must match dr and dc */
+{CURSOR_DOWN, CURSOR_RIGHT, CURSOR_UP, CURSOR_LEFT};
+
+typedef struct move {
+ square square;
+ unsigned int colour: 1;
+} move;
+enum {M_BLACK = 0, M_WHITE = 1};
+
+typedef move *(reasoning)(game_state *state,
+ int nclues,
+ const square *clues,
+ move *buf);
+
+static reasoning solver_reasoning_not_too_big;
+static reasoning solver_reasoning_adjacency;
+static reasoning solver_reasoning_connectedness;
+static reasoning solver_reasoning_recursion;
+
+enum {
+ DIFF_NOT_TOO_BIG,
+ DIFF_ADJACENCY,
+ DIFF_CONNECTEDNESS,
+ DIFF_RECURSION
+};
+
+static move *solve_internal(game_state *state, move *base, int diff);
+
+static char *solve_game(game_state *orig, game_state *curpos,
+ char *aux, char **error)
+{
+ int const n = orig->params.w * orig->params.h;
+ move *const base = snewn(n, move);
+ move *moves = solve_internal(orig, base, DIFF_RECURSION);
+
+ char *ret = NULL;
+
+ if (moves != NULL) {
+ int const k = moves - base;
+ char *str = ret = snewn(15*k + 2, char);
+ char colour[2] = "BW";
+ move *it;
+ *str++ = 'S';
+ *str = '\0';
+ for (it = base; it < moves; ++it)
+ str += sprintf(str, "%c,%d,%d", colour[it->colour],
+ it->square.r, it->square.c);
+ } else *error = "This puzzle instance contains a contradiction";
+
+ sfree(base);
+ return ret;
+}
+
+static square *find_clues(game_state *state, int *ret_nclues);
+static move *do_solve(game_state *state,
+ int nclues,
+ const square *clues,
+ move *move_buffer,
+ int difficulty);
+
+/* new_game_desc entry point in the solver subsystem */
+static move *solve_internal(game_state *state, move *base, int diff)
+{
+ int nclues;
+ square *const clues = find_clues(state, &nclues);
+ game_state *dup = dup_game(state);
+ move *const moves = do_solve(dup, nclues, clues, base, diff);
+ free_game(dup);
+ sfree(clues);
+ return moves;
+}
+
+static move *do_solve(game_state *state,
+ int nclues,
+ const square *clues,
+ move *move_buffer,
+ int difficulty)
+{
+ reasoning *reasonings[] = {
+ solver_reasoning_not_too_big,
+ solver_reasoning_adjacency,
+ solver_reasoning_connectedness,
+ solver_reasoning_recursion
+ };
+
+ struct move *buf = move_buffer, *oldbuf;
+ int i;
+
+ do {
+ oldbuf = buf;
+ for (i = 0; i < lenof(reasonings) && i <= difficulty; ++i) {
+ /* only recurse if all else fails */
+ if (i == DIFF_RECURSION && buf > oldbuf) continue;
+ buf = (*reasonings[i])(state, nclues, clues, buf);
+ if (buf == NULL) return NULL;
+ }
+ } while (buf > oldbuf);
+
+ return buf;
+}
+
+#define MASK(n) (1 << ((n) + 2))
+
+static int runlength(puzzle_size r, puzzle_size c,
+ puzzle_size dr, puzzle_size dc,
+ game_state *state, int colourmask)
+{
+ int const w = state->params.w, h = state->params.h;
+ int sz = 0;
+ while (TRUE) {
+ int cell = idx(r, c, w);
+ if (out_of_bounds(r, c, w, h)) break;
+ if (state->grid[cell] > 0) {
+ if (!(colourmask & ~(MASK(BLACK) | MASK(WHITE) | MASK(EMPTY))))
+ break;
+ } else if (!(MASK(state->grid[cell]) & colourmask)) break;
+ ++sz;
+ r += dr;
+ c += dc;
+ }
+ return sz;
+}
+
+static void solver_makemove(puzzle_size r, puzzle_size c, int colour,
+ game_state *state, move **buffer_ptr)
+{
+ int const cell = idx(r, c, state->params.w);
+ if (out_of_bounds(r, c, state->params.w, state->params.h)) return;
+ if (state->grid[cell] != EMPTY) return;
+ setmember((*buffer_ptr)->square, r);
+ setmember((*buffer_ptr)->square, c);
+ setmember(**buffer_ptr, colour);
+ ++*buffer_ptr;
+ state->grid[cell] = (colour == M_BLACK ? BLACK : WHITE);
+}
+
+static move *solver_reasoning_adjacency(game_state *state,
+ int nclues,
+ const square *clues,
+ move *buf)
+{
+ int r, c, i;
+ for (r = 0; r < state->params.h; ++r)
+ for (c = 0; c < state->params.w; ++c) {
+ int const cell = idx(r, c, state->params.w);
+ if (state->grid[cell] != BLACK) continue;
+ for (i = 0; i < 4; ++i)
+ solver_makemove(r + dr[i], c + dc[i], M_WHITE, state, &buf);
+ }
+ return buf;
+}
+
+enum {NOT_VISITED = -1};
+
+static int dfs_biconnect_visit(puzzle_size r, puzzle_size c,
+ game_state *state,
+ square *dfs_parent, int *dfs_depth,
+ move **buf);
+
+static move *solver_reasoning_connectedness(game_state *state,
+ int nclues,
+ const square *clues,
+ move *buf)
+{
+ int const w = state->params.w, h = state->params.h, n = w * h;
+
+ square *const dfs_parent = snewn(n, square);
+ int *const dfs_depth = snewn(n, int);
+
+ int i;
+ for (i = 0; i < n; ++i) {
+ dfs_parent[i].r = NOT_VISITED;
+ dfs_depth[i] = -n;
+ }
+
+ for (i = 0; i < n && state->grid[i] == BLACK; ++i);
+
+ dfs_parent[i].r = i / w;
+ dfs_parent[i].c = i % w; /* `dfs root`.parent == `dfs root` */
+ dfs_depth[i] = 0;
+
+ dfs_biconnect_visit(i / w, i % w, state, dfs_parent, dfs_depth, &buf);
+
+ sfree(dfs_parent);
+ sfree(dfs_depth);
+
+ return buf;
+}
+
+/* returns the `lowpoint` of (r, c) */
+static int dfs_biconnect_visit(puzzle_size r, puzzle_size c,
+ game_state *state,
+ square *dfs_parent, int *dfs_depth,
+ move **buf)
+{
+ const puzzle_size w = state->params.w, h = state->params.h;
+ int const i = idx(r, c, w), mydepth = dfs_depth[i];
+ int lowpoint = mydepth, j, nchildren = 0;
+
+ for (j = 0; j < 4; ++j) {
+ const puzzle_size rr = r + dr[j], cc = c + dc[j];
+ int const cell = idx(rr, cc, w);
+
+ if (out_of_bounds(rr, cc, w, h)) continue;
+ if (state->grid[cell] == BLACK) continue;
+
+ if (dfs_parent[cell].r == NOT_VISITED) {
+ int child_lowpoint;
+ dfs_parent[cell].r = r;
+ dfs_parent[cell].c = c;
+ dfs_depth[cell] = mydepth + 1;
+ child_lowpoint = dfs_biconnect_visit(rr, cc, state, dfs_parent,
+ dfs_depth, buf);
+
+ if (child_lowpoint >= mydepth && mydepth > 0)
+ solver_makemove(r, c, M_WHITE, state, buf);
+
+ lowpoint = min(lowpoint, child_lowpoint);
+ ++nchildren;
+ } else if (rr != dfs_parent[i].r || cc != dfs_parent[i].c) {
+ lowpoint = min(lowpoint, dfs_depth[cell]);
+ }
+ }
+
+ if (mydepth == 0 && nchildren >= 2)
+ solver_makemove(r, c, M_WHITE, state, buf);
+
+ return lowpoint;
+}
+
+static move *solver_reasoning_not_too_big(game_state *state,
+ int nclues,
+ const square *clues,
+ move *buf)
+{
+ int const w = state->params.w, runmasks[4] = {
+ ~(MASK(BLACK) | MASK(EMPTY)),
+ MASK(EMPTY),
+ ~(MASK(BLACK) | MASK(EMPTY)),
+ ~(MASK(BLACK))
+ };
+ enum {RUN_WHITE, RUN_EMPTY, RUN_BEYOND, RUN_SPACE};
+
+ int i, runlengths[4][4];
+
+ for (i = 0; i < nclues; ++i) {
+ int j, k, whites, space;
+
+ const puzzle_size row = clues[i].r, col = clues[i].c;
+ int const clue = state->grid[idx(row, col, w)];
+
+ for (j = 0; j < 4; ++j) {
+ puzzle_size r = row + dr[j], c = col + dc[j];
+ runlengths[RUN_SPACE][j] = 0;
+ for (k = 0; k <= RUN_SPACE; ++k) {
+ int l = runlength(r, c, dr[j], dc[j], state, runmasks[k]);
+ if (k < RUN_SPACE) {
+ runlengths[k][j] = l;
+ r += dr[j] * l;
+ c += dc[j] * l;
+ }
+ runlengths[RUN_SPACE][j] += l;
+ }
+ }
+
+ whites = 1;
+ for (j = 0; j < 4; ++j) whites += runlengths[RUN_WHITE][j];
+
+ for (j = 0; j < 4; ++j) {
+ int const delta = 1 + runlengths[RUN_WHITE][j];
+ const puzzle_size r = row + delta * dr[j];
+ const puzzle_size c = col + delta * dc[j];
+
+ if (whites == clue) {
+ solver_makemove(r, c, M_BLACK, state, &buf);
+ continue;
+ }
+
+ if (runlengths[RUN_EMPTY][j] == 1 &&
+ whites
+ + runlengths[RUN_EMPTY][j]
+ + runlengths[RUN_BEYOND][j]
+ > clue) {
+ solver_makemove(r, c, M_BLACK, state, &buf);
+ continue;
+ }
+
+ if (whites
+ + runlengths[RUN_EMPTY][j]
+ + runlengths[RUN_BEYOND][j]
+ > clue) {
+ runlengths[RUN_SPACE][j] =
+ runlengths[RUN_WHITE][j] +
+ runlengths[RUN_EMPTY][j] - 1;
+
+ if (runlengths[RUN_EMPTY][j] == 1)
+ solver_makemove(r, c, M_BLACK, state, &buf);
+ }
+ }
+
+ space = 1;
+ for (j = 0; j < 4; ++j) space += runlengths[RUN_SPACE][j];
+ for (j = 0; j < 4; ++j) {
+ puzzle_size r = row + dr[j], c = col + dc[j];
+
+ int k = space - runlengths[RUN_SPACE][j];
+ if (k >= clue) continue;
+
+ for (; k < clue; ++k, r += dr[j], c += dc[j])
+ solver_makemove(r, c, M_WHITE, state, &buf);
+ }
+ }
+ return buf;
+}
+
+static move *solver_reasoning_recursion(game_state *state,
+ int nclues,
+ const square *clues,
+ move *buf)
+{
+ int const w = state->params.w, n = w * state->params.h;
+ int cell, colour;
+
+ for (cell = 0; cell < n; ++cell) {
+ int const r = cell / w, c = cell % w;
+ int i;
+ game_state *newstate;
+ move *recursive_result;
+
+ if (state->grid[cell] != EMPTY) continue;
+
+ /* FIXME: add enum alias for smallest and largest (or N) */
+ for (colour = M_BLACK; colour <= M_WHITE; ++colour) {
+ newstate = dup_game(state);
+ newstate->grid[cell] = colour;
+ recursive_result = do_solve(newstate, nclues, clues, buf,
+ DIFF_RECURSION);
+ free_game(newstate);
+ if (recursive_result == NULL) {
+ solver_makemove(r, c, M_BLACK + M_WHITE - colour, state, &buf);
+ return buf;
+ }
+ for (i = 0; i < n && newstate->grid[i] != EMPTY; ++i);
+ if (i == n) return buf;
+ }
+ }
+ return buf;
+}
+
+static square *find_clues(game_state *state, int *ret_nclues)
+{
+ int r, c, i, nclues = 0;
+ square *ret = snewn(state->params.w * state->params.h, struct square);
+
+ for (i = r = 0; r < state->params.h; ++r)
+ for (c = 0; c < state->params.w; ++c, ++i)
+ if (state->grid[i] > 0) {
+ ret[nclues].r = r;
+ ret[nclues].c = c;
+ ++nclues;
+ }
+
+ *ret_nclues = nclues;
+ return sresize(ret, nclues + (nclues == 0), square);
+}
+
+/* ----------------------------------------------------------------------
+ * Puzzle generation
+ *
+ * Generating kurodoko instances is rather straightforward:
+ *
+ * - Start with a white grid and add black squares at randomly chosen
+ * locations, unless colouring that square black would violate
+ * either the adjacency or connectedness constraints.
+ *
+ * - For each white square, compute the number it would contain if it
+ * were given as a clue.
+ *
+ * - From a starting point of "give _every_ white square as a clue",
+ * for each white square (in a random order), see if the board is
+ * solvable when that square is not given as a clue. If not, don't
+ * give it as a clue, otherwise do.
+ *
+ * This never fails, but it's only _almost_ what I do. The real final
+ * step is this:
+ *
+ * - From a starting point of "give _every_ white square as a clue",
+ * first remove all clues that are two-way rotationally symmetric
+ * to a black square. If this leaves the puzzle unsolvable, throw
+ * it out and try again. Otherwise, remove all _pairs_ of clues
+ * (that are rotationally symmetric) which can be removed without
+ * rendering the puzzle unsolvable.
+ *
+ * This can fail even if one only removes the black and symmetric
+ * clues; indeed it happens often (avg. once or twice per puzzle) when
+ * generating 1xN instances. (If you add black cells they must be in
+ * the end, and if you only add one, it's ambiguous where).
+ */
+
+/* forward declarations of internal calls */
+static void newdesc_choose_black_squares(game_state *state,
+ const int *shuffle_1toN);
+static void newdesc_compute_clues(game_state *state);
+static int newdesc_strip_clues(game_state *state, int *shuffle_1toN);
+static char *newdesc_encode_game_description(int n, puzzle_size *grid);
+
+static char *new_game_desc(game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int const w = params->w, h = params->h, n = w * h;
+
+ puzzle_size *const grid = snewn(n, puzzle_size);
+ int *const shuffle_1toN = snewn(n, int);
+
+ int i, clues_removed;
+
+ char *encoding;
+
+ game_state state;
+ state.params = *params;
+ state.grid = grid;
+
+ interactive = 0; /* I don't need it, I shouldn't use it*/
+
+ for (i = 0; i < n; ++i) shuffle_1toN[i] = i;
+
+ while (TRUE) {
+ shuffle(shuffle_1toN, n, sizeof (int), rs);
+ newdesc_choose_black_squares(&state, shuffle_1toN);
+
+ newdesc_compute_clues(&state);
+
+ shuffle(shuffle_1toN, n, sizeof (int), rs);
+ clues_removed = newdesc_strip_clues(&state, shuffle_1toN);
+
+ if (clues_removed < 0) continue; else break;
+ }
+
+ encoding = newdesc_encode_game_description(n, grid);
+
+ sfree(grid);
+ sfree(shuffle_1toN);
+
+ return encoding;
+}
+
+static int dfs_count_white(game_state *state, int cell);
+
+static void newdesc_choose_black_squares(game_state *state,
+ const int *shuffle_1toN)
+{
+ int const w = state->params.w, h = state->params.h, n = w * h;
+
+ int k, any_white_cell, n_black_cells;
+
+ for (k = 0; k < n; ++k) state->grid[k] = WHITE;
+
+ any_white_cell = shuffle_1toN[n - 1];
+ n_black_cells = 0;
+
+ /* I like the puzzles that result from n / 3, but maybe this
+ * could be made a (generation, i.e. non-full) parameter? */
+ for (k = 0; k < n / 3; ++k) {
+ int const i = shuffle_1toN[k], c = i % w, r = i / w;
+
+ int j;
+ for (j = 0; j < 4; ++j) {
+ int const rr = r + dr[j], cc = c + dc[j], cell = idx(rr, cc, w);
+ /* if you're out of bounds, we skip you */
+ if (out_of_bounds(rr, cc, w, h)) continue;
+ if (state->grid[cell] == BLACK) break; /* I can't be black */
+ } if (j < 4) continue; /* I have black neighbour: I'm white */
+
+ state->grid[i] = BLACK;
+ ++n_black_cells;
+
+ j = dfs_count_white(state, any_white_cell);
+ if (j + n_black_cells < n) {
+ state->grid[i] = WHITE;
+ --n_black_cells;
+ }
+ }
+}
+
+static void newdesc_compute_clues(game_state *state)
+{
+ int const w = state->params.w, h = state->params.h;
+ int r, c;
+
+ for (r = 0; r < h; ++r) {
+ int run_size = 0, c, cc;
+ for (c = 0; c <= w; ++c) {
+ if (c == w || state->grid[idx(r, c, w)] == BLACK) {
+ for (cc = c - run_size; cc < c; ++cc)
+ state->grid[idx(r, cc, w)] += run_size;
+ run_size = 0;
+ } else ++run_size;
+ }
+ }
+
+ for (c = 0; c < w; ++c) {
+ int run_size = 0, r, rr;
+ for (r = 0; r <= h; ++r) {
+ if (r == h || state->grid[idx(r, c, w)] == BLACK) {
+ for (rr = r - run_size; rr < r; ++rr)
+ state->grid[idx(rr, c, w)] += run_size;
+ run_size = 0;
+ } else ++run_size;
+ }
+ }
+}
+
+#define rotate(x) (n - 1 - (x))
+
+static int newdesc_strip_clues(game_state *state, int *shuffle_1toN)
+{
+ int const w = state->params.w, n = w * state->params.h;
+
+ move *const move_buffer = snewn(n, move);
+ move *buf;
+ game_state *dupstate;
+
+ /*
+ * do a partition/pivot of shuffle_1toN into three groups:
+ * (1) squares rotationally-symmetric to (3)
+ * (2) squares not in (1) or (3)
+ * (3) black squares
+ *
+ * They go from [0, left), [left, right) and [right, n) in
+ * shuffle_1toN (and from there into state->grid[ ])
+ *
+ * Then, remove clues from the grid one by one in shuffle_1toN
+ * order, until the solver becomes unhappy. If we didn't remove
+ * all of (1), return (-1). Else, we're happy.
+ */
+
+ /* do the partition */
+ int clues_removed, k = 0, left = 0, right = n;
+
+ for (;; ++k) {
+ while (k < right && state->grid[shuffle_1toN[k]] == BLACK) {
+ --right;
+ SWAP(int, shuffle_1toN[right], shuffle_1toN[k]);
+ assert(state->grid[shuffle_1toN[right]] == BLACK);
+ }
+ if (k >= right) break;
+ assert (k >= left);
+ if (state->grid[rotate(shuffle_1toN[k])] == BLACK) {
+ SWAP(int, shuffle_1toN[k], shuffle_1toN[left]);
+ ++left;
+ }
+ assert (state->grid[rotate(shuffle_1toN[k])] != BLACK
+ || k == left - 1);
+ }
+
+ for (k = 0; k < left; ++k) {
+ assert (state->grid[rotate(shuffle_1toN[k])] == BLACK);
+ state->grid[shuffle_1toN[k]] = EMPTY;
+ }
+ for (k = left; k < right; ++k) {
+ assert (state->grid[rotate(shuffle_1toN[k])] != BLACK);
+ assert (state->grid[shuffle_1toN[k]] != BLACK);
+ }
+ for (k = right; k < n; ++k) {
+ assert (state->grid[shuffle_1toN[k]] == BLACK);
+ state->grid[shuffle_1toN[k]] = EMPTY;
+ }
+
+ clues_removed = (left - 0) + (n - right);
+
+ dupstate = dup_game(state);
+ buf = solve_internal(dupstate, move_buffer, DIFF_RECURSION - 1);
+ free_game(dupstate);
+ if (buf - move_buffer < clues_removed) {
+ /* branch prediction: I don't think I'll go here */
+ clues_removed = -1;
+ goto ret;
+ }
+
+ for (k = left; k < right; ++k) {
+ const int i = shuffle_1toN[k], j = rotate(i);
+ int const clue = state->grid[i], clue_rot = state->grid[j];
+ if (clue == BLACK) continue;
+ state->grid[i] = state->grid[j] = EMPTY;
+ dupstate = dup_game(state);
+ buf = solve_internal(dupstate, move_buffer, DIFF_RECURSION - 1);
+ free_game(dupstate);
+ clues_removed += 2 - (i == j);
+ /* if i is the center square, then i == (j = rotate(i))
+ * when i and j are one, removing i and j removes only one */
+ if (buf - move_buffer == clues_removed) continue;
+ /* if the solver is sound, refilling all removed clues means
+ * we have filled all squares, i.e. solved the puzzle. */
+ state->grid[i] = clue;
+ state->grid[j] = clue_rot;
+ clues_removed -= 2 - (i == j);
+ }
+
+ret:
+ sfree(move_buffer);
+ return clues_removed;
+}
+
+static int dfs_count_rec(puzzle_size *grid, int r, int c, int w, int h)
+{
+ int const cell = idx(r, c, w);
+ if (out_of_bounds(r, c, w, h)) return 0;
+ if (grid[cell] != WHITE) return 0;
+ grid[cell] = EMPTY;
+ return 1 +
+ dfs_count_rec(grid, r + 0, c + 1, w, h) +
+ dfs_count_rec(grid, r + 0, c - 1, w, h) +
+ dfs_count_rec(grid, r + 1, c + 0, w, h) +
+ dfs_count_rec(grid, r - 1, c + 0, w, h);
+}
+
+static int dfs_count_white(game_state *state, int cell)
+{
+ int const w = state->params.w, h = state->params.h, n = w * h;
+ int const r = cell / w, c = cell % w;
+ int i, k = dfs_count_rec(state->grid, r, c, w, h);
+ for (i = 0; i < n; ++i)
+ if (state->grid[i] == EMPTY)
+ state->grid[i] = WHITE;
+ return k;
+}
+
+static char *validate_params(game_params *params, int full)
+{
+ int const w = params->w, h = params->h;
+ if (w < 1) return "Error: width is less than 1";
+ if (h < 1) return "Error: height is less than 1";
+ if (w * h < 1) return "Error: size is less than 1";
+ if (w + h - 1 > SCHAR_MAX) return "Error: w + h is too big";
+ /* I might be unable to store clues in my puzzle_size *grid; */
+ if (full) {
+ if (w == 2 && h == 2) return "Error: can't create 2x2 puzzles";
+ if (w == 1 && h == 2) return "Error: can't create 1x2 puzzles";
+ if (w == 2 && h == 1) return "Error: can't create 2x1 puzzles";
+ if (w == 1 && h == 1) return "Error: can't create 1x1 puzzles";
+ }
+ return NULL;
+}
+
+/* Definition: a puzzle instance is _good_ if:
+ * - it has a unique solution
+ * - the solver can find this solution without using recursion
+ * - the solution contains at least one black square
+ * - the clues are 2-way rotationally symmetric
+ *
+ * (the idea being: the generator can not output any _bad_ puzzles)
+ *
+ * Theorem: validate_params, when full != 0, discards exactly the set
+ * of parameters for which there are _no_ good puzzle instances.
+ *
+ * Proof: it's an immediate consequence of the five lemmas below.
+ *
+ * Observation: not only do puzzles on non-tiny grids exist, the
+ * generator is pretty fast about coming up with them. On my pre-2004
+ * desktop box, it generates 100 puzzles on the highest preset (16x11)
+ * in 8.383 seconds, or <= 0.1 second per puzzle.
+ *
+ * ----------------------------------------------------------------------
+ *
+ * Lemma: On a 1x1 grid, there are no good puzzles.
+ *
+ * Proof: the one square can't be a clue because at least one square
+ * is black. But both a white square and a black square satisfy the
+ * solution criteria, so the puzzle is ambiguous (and hence bad).
+ *
+ * Lemma: On a 1x2 grid, there are no good puzzles.
+ *
+ * Proof: let's name the squares l and r. Note that there can be at
+ * most one black square, or adjacency is violated. By assumption at
+ * least one square is black, so let's call that one l. By clue
+ * symmetry, neither l nor r can be given as a clue, so the puzzle
+ * instance is blank and thus ambiguous.
+ *
+ * Corollary: On a 2x1 grid, there are no good puzzles.
+ * Proof: rotate the above proof 90 degrees ;-)
+ *
+ * ----------------------------------------------------------------------
+ *
+ * Lemma: On a 2x2 grid, there are no soluble puzzles with 2-way
+ * rotational symmetric clues and at least one black square.
+ *
+ * Proof: Let's name the squares a, b, c, and d, with a and b on the
+ * top row, a and c in the left column. Let's consider the case where
+ * a is black. Then no other square can be black: b and c would both
+ * violate the adjacency constraint; d would disconnect b from c.
+ *
+ * So exactly one square is black (and by 4-way rotation symmetry of
+ * the 2x2 square, it doesn't matter which one, so let's stick to a).
+ * By 2-way rotational symmetry of the clues and the rule about not
+ * painting numbers black, neither a nor d can be clues. A blank
+ * puzzle would be ambiguous, so one of {b, c} is a clue; by symmetry,
+ * so is the other one.
+ *
+ * It is readily seen that their clue value is 2. But "a is black"
+ * and "d is black" are both valid solutions in this case, so the
+ * puzzle is ambiguous (and hence bad).
+ *
+ * ----------------------------------------------------------------------
+ *
+ * Lemma: On a wxh grid with w, h >= 1 and (w > 2 or h > 2), there is
+ * at least one good puzzle.
+ *
+ * Proof: assume that w > h (otherwise rotate the proof again). Paint
+ * the top left and bottom right corners black, and fill a clue into
+ * all the other squares. Present this board to the solver code (or
+ * player, hypothetically), except with the two black squares as blank
+ * squares.
+ *
+ * For an Nx1 puzzle, observe that every clue is N - 2, and there are
+ * N - 2 of them in one connected sequence, so the remaining two
+ * squares can be deduced to be black, which solves the puzzle.
+ *
+ * For any other puzzle, let j be a cell in the same row as a black
+ * cell, but not in the same column (such a cell doesn't exist in 2x3
+ * puzzles, but we assume w > h and such cells exist in 3x2 puzzles).
+ *
+ * Note that the number of cells in axis parallel `rays' going out
+ * from j exceeds j's clue value by one. Only one such cell is a
+ * non-clue, so it must be black. Similarly for the other corner (let
+ * j' be a cell in the same row as the _other_ black cell, but not in
+ * the same column as _any_ black cell; repeat this argument at j').
+ *
+ * This fills the grid and satisfies all clues and the adjacency
+ * constraint and doesn't paint on top of any clues. All that is left
+ * to see is connectedness.
+ *
+ * Observe that the white cells in each column form a single connected
+ * `run', and each column contains a white cell adjacent to a white
+ * cell in the column to the right, if that column exists.
+ *
+ * Thus, any cell in the left-most column can reach any other cell:
+ * first go to the target column (by repeatedly going to the cell in
+ * your current column that lets you go right, then going right), then
+ * go up or down to the desired cell.
+ *
+ * As reachability is symmetric (in undirected graphs) and transitive,
+ * any cell can reach any left-column cell, and from there any other
+ * cell.
+ */
+
+/* ----------------------------------------------------------------------
+ * Game encoding and decoding
+ */
+
+#define NDIGITS_BASE '!'
+
+static char *newdesc_encode_game_description(int area, puzzle_size *grid)
+{
+ char *desc = NULL;
+ int desclen = 0, descsize = 0;
+ int run, i;
+
+ run = 0;
+ for (i = 0; i <= area; i++) {
+ int n = (i < area ? grid[i] : -1);
+
+ if (!n)
+ run++;
+ else {
+ if (descsize < desclen + 40) {
+ descsize = desclen * 3 / 2 + 40;
+ desc = sresize(desc, descsize, char);
+ }
+ if (run) {
+ while (run > 0) {
+ int c = 'a' - 1 + run;
+ if (run > 26)
+ c = 'z';
+ desc[desclen++] = c;
+ run -= c - ('a' - 1);
+ }
+ } else {
+ /*
+ * If there's a number in the very top left or
+ * bottom right, there's no point putting an
+ * unnecessary _ before or after it.
+ */
+ if (desclen > 0 && n > 0)
+ desc[desclen++] = '_';
+ }
+ if (n > 0)
+ desclen += sprintf(desc+desclen, "%d", n);
+ run = 0;
+ }
+ }
+ desc[desclen] = '\0';
+ return desc;
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+ int const n = params->w * params->h;
+ int squares = 0;
+ int range = params->w + params->h - 1; /* maximum cell value */
+
+ while (*desc && *desc != ',') {
+ int c = *desc++;
+ if (c >= 'a' && c <= 'z') {
+ squares += c - 'a' + 1;
+ } else if (c == '_') {
+ /* do nothing */;
+ } else if (c > '0' && c <= '9') {
+ int val = atoi(desc-1);
+ if (val < 1 || val > range)
+ return "Out-of-range number in game description";
+ squares++;
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
+ } else
+ return "Invalid character in game description";
+ }
+
+ if (squares < n)
+ return "Not enough data to fill grid";
+
+ if (squares > n)
+ return "Too much data to fit in grid";
+
+ return NULL;
+}
+
+static game_state *new_game(midend *me, game_params *params, char *desc)
+{
+ int i;
+ char *p;
+
+ int const n = params->w * params->h;
+ game_state *state = snew(game_state);
+
+ me = NULL; /* I don't need it, I shouldn't use it */
+
+ state->params = *params; /* structure copy */
+ state->grid = snewn(n, puzzle_size);
+
+ p = desc;
+ i = 0;
+ while (i < n && *p) {
+ int c = *p++;
+ if (c >= 'a' && c <= 'z') {
+ int squares = c - 'a' + 1;
+ while (squares--)
+ state->grid[i++] = 0;
+ } else if (c == '_') {
+ /* do nothing */;
+ } else if (c > '0' && c <= '9') {
+ int val = atoi(p-1);
+ assert(val >= 1 && val <= params->w+params->h-1);
+ state->grid[i++] = val;
+ while (*p >= '0' && *p <= '9')
+ p++;
+ }
+ }
+ assert(i == n);
+ state->has_cheated = FALSE;
+ state->was_solved = FALSE;
+
+ return state;
+}
+
+/* ----------------------------------------------------------------------
+ * User interface: ascii
+ */
+
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(game_state *state)
+{
+ int cellsize, r, c, i, w_string, h_string, n_string;
+ char *ret, *buf, *gridline;
+
+ int const w = state->params.w, h = state->params.h;
+
+ cellsize = 0; /* or may be used uninitialized */
+
+ for (c = 0; c < w; ++c) {
+ for (r = 1; r < h; ++r) {
+ puzzle_size k = state->grid[idx(r, c, w)];
+ int d;
+ for (d = 0; k; k /= 10, ++d);
+ cellsize = max(cellsize, d);
+ }
+ }
+
+ ++cellsize;
+
+ w_string = w * cellsize + 2; /* "|%d|%d|...|\n" */
+ h_string = 2 * h + 1; /* "+--+--+...+\n%s\n+--+--+...+\n" */
+ n_string = w_string * h_string;
+
+ gridline = snewn(w_string + 1, char); /* +1: NUL terminator */
+ memset(gridline, '-', w_string);
+ for (c = 0; c <= w; ++c) gridline[c * cellsize] = '+';
+ gridline[w_string - 1] = '\n';
+ gridline[w_string - 0] = '\0';
+
+ buf = ret = snewn(n_string + 1, char); /* +1: NUL terminator */
+ for (i = r = 0; r < h; ++r) {
+ memcpy(buf, gridline, w_string);
+ buf += w_string;
+ for (c = 0; c < w; ++c, ++i) {
+ char ch;
+ switch (state->grid[i]) {
+ case BLACK: ch = '#'; break;
+ case WHITE: ch = '.'; break;
+ case EMPTY: ch = ' '; break;
+ default:
+ buf += sprintf(buf, "|%*d", cellsize - 1, state->grid[i]);
+ continue;
+ }
+ *buf++ = '|';
+ memset(buf, ch, cellsize - 1);
+ buf += cellsize - 1;
+ }
+ buf += sprintf(buf, "|\n");
+ }
+ memcpy(buf, gridline, w_string);
+ buf += w_string;
+ assert (buf - ret == n_string);
+ *buf = '\0';
+
+ sfree(gridline);
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * User interfaces: interactive
+ */
+
+struct game_ui {
+ puzzle_size r, c; /* cursor position */
+ unsigned int cursor_show: 1;
+ unsigned int cheated: 1;
+};
+
+static game_ui *new_ui(game_state *state)
+{
+ struct game_ui *ui = snew(game_ui);
+ ui->r = ui->c = 0;
+ ui->cursor_show = ui->cheated = FALSE;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(game_ui *ui)
+{
+ return dupstr(ui->cheated ? "1" : "0");
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+ ui->cheated = (*encoding == '1');
+}
+
+typedef struct drawcell {
+ puzzle_size value;
+ unsigned int error: 1;
+ unsigned int cursor: 1;
+ unsigned int flash: 1;
+} drawcell;
+
+struct game_drawstate {
+ int tilesize;
+ drawcell *grid;
+ unsigned int started: 1;
+};
+
+#define TILESIZE (ds->tilesize)
+#define BORDER (TILESIZE / 2)
+#define COORD(x) ((x) * TILESIZE + BORDER)
+#define FROMCOORD(x) (((x) - BORDER) / TILESIZE)
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ enum {none, forwards, backwards, hint};
+ int const w = state->params.w, h = state->params.h;
+ int r = ui->r, c = ui->c, action = none, cell;
+
+ if (IS_CURSOR_SELECT(button) && !ui->cursor_show) return NULL;
+
+ if (IS_MOUSE_DOWN(button)) {
+ r = FROMCOORD(y + TILESIZE) - 1; /* or (x, y) < TILESIZE) */
+ c = FROMCOORD(x + TILESIZE) - 1; /* are considered inside */
+ if (out_of_bounds(r, c, w, h)) return NULL;
+ ui->r = r;
+ ui->c = c;
+ ui->cursor_show = FALSE;
+ }
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ /*
+ * Utterly awful hack, exactly analogous to the one in Slant,
+ * to configure the left and right mouse buttons the opposite
+ * way round.
+ *
+ * The original puzzle submitter thought it would be more
+ * useful to have the left button turn an empty square into a
+ * dotted one, on the grounds that that was what you did most
+ * often; I (SGT) felt instinctively that the left button
+ * ought to place black squares and the right button place
+ * dots, on the grounds that that was consistent with many
+ * other puzzles in which the left button fills in the data
+ * used by the solution checker while the right button places
+ * pencil marks for the user's convenience.
+ *
+ * My first beta-player wasn't sure either, so I thought I'd
+ * pre-emptively put in a 'configuration' mechanism just in
+ * case.
+ */
+ {
+ static int swap_buttons = -1;
+ if (swap_buttons < 0) {
+ char *env = getenv("RANGE_SWAP_BUTTONS");
+ swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y'));
+ }
+ if (swap_buttons) {
+ if (button == LEFT_BUTTON)
+ button = RIGHT_BUTTON;
+ else
+ button = LEFT_BUTTON;
+ }
+ }
+ }
+
+ switch (button) {
+ case CURSOR_SELECT : case LEFT_BUTTON: action = backwards; break;
+ case CURSOR_SELECT2: case RIGHT_BUTTON: action = forwards; break;
+ case 'h': case 'H' : action = hint; break;
+ case CURSOR_UP: case CURSOR_DOWN:
+ case CURSOR_LEFT: case CURSOR_RIGHT:
+ if (ui->cursor_show) {
+ int i;
+ for (i = 0; i < 4 && cursors[i] != button; ++i);
+ assert (i < 4);
+ if (!out_of_bounds(ui->r + dr[i], ui->c + dc[i], w, h)) {
+ ui->r += dr[i];
+ ui->c += dc[i];
+ }
+ } else ui->cursor_show = TRUE;
+ return "";
+ }
+
+ if (action == hint) {
+ move *end, *buf = snewn(state->params.w * state->params.h,
+ struct move);
+ char *ret = NULL;
+ end = solve_internal(state, buf, DIFF_RECURSION);
+ if (end != NULL && end > buf) {
+ ret = nfmtstr(40, "%c,%d,%d",
+ buf->colour == M_BLACK ? 'B' : 'W',
+ buf->square.r, buf->square.c);
+ ui->cheated = TRUE; /* you are being naughty ;-) */
+ }
+ sfree(buf);
+ return ret;
+ }
+
+ cell = state->grid[idx(r, c, state->params.w)];
+ if (cell > 0) return NULL;
+
+ if (action == forwards) switch (cell) {
+ case EMPTY: return nfmtstr(40, "W,%d,%d", r, c);
+ case WHITE: return nfmtstr(40, "B,%d,%d", r, c);
+ case BLACK: return nfmtstr(40, "E,%d,%d", r, c);
+ }
+
+ else if (action == backwards) switch (cell) {
+ case BLACK: return nfmtstr(40, "W,%d,%d", r, c);
+ case WHITE: return nfmtstr(40, "E,%d,%d", r, c);
+ case EMPTY: return nfmtstr(40, "B,%d,%d", r, c);
+ }
+
+ return NULL;
+}
+
+static int find_errors(game_state *state, int *report)
+{
+ int const w = state->params.w, h = state->params.h, n = w * h;
+
+ int r, c, i;
+
+ int nblack = 0, any_white_cell = -1;
+ game_state *dup = dup_game(state);
+
+ for (i = r = 0; r < h; ++r)
+ for (c = 0; c < w; ++c, ++i) {
+ switch (state->grid[i]) {
+
+ case BLACK:
+ {
+ int j;
+ ++nblack;
+ for (j = 0; j < 4; ++j) {
+ int const rr = r + dr[j], cc = c + dc[j];
+ if (out_of_bounds(rr, cc, w, h)) continue;
+ if (state->grid[idx(rr, cc, w)] != BLACK) continue;
+ if (!report) goto found_error;
+ report[i] = TRUE;
+ break;
+ }
+ }
+ break;
+ default:
+ {
+ int j, runs;
+ for (runs = 1, j = 0; j < 4; ++j) {
+ int const rr = r + dr[j], cc = c + dc[j];
+ runs += runlength(rr, cc, dr[j], dc[j], state,
+ ~MASK(BLACK));
+ }
+ if (!report) {
+ if (runs != state->grid[i]) goto found_error;
+ } else if (runs < state->grid[i]) report[i] = TRUE;
+ else {
+ for (runs = 1, j = 0; j < 4; ++j) {
+ int const rr = r + dr[j], cc = c + dc[j];
+ runs += runlength(rr, cc, dr[j], dc[j], state,
+ ~(MASK(BLACK) | MASK(EMPTY)));
+ }
+ if (runs > state->grid[i]) report[i] = TRUE;
+ }
+ }
+
+ /* note: fallthrough _into_ these cases */
+ case EMPTY:
+ case WHITE: any_white_cell = i;
+ }
+ }
+
+ for (i = 0; i < n; ++i) if (dup->grid[i] != BLACK) dup->grid[i] = WHITE;
+ if (nblack + dfs_count_white(dup, any_white_cell) < n) {
+ if (!report) {
+ printf("dfs fail at %d\n", any_white_cell);
+ goto found_error;
+ }
+ for (i = 0; i < n; ++i) if (state->grid[i] != BLACK) report[i] = TRUE;
+ }
+
+ free_game(dup);
+ return FALSE; /* if report != NULL, this is ignored */
+
+found_error:
+ free_game(dup);
+ return TRUE;
+}
+
+static game_state *execute_move(game_state *state, char *move)
+{
+ signed int r, c, value, nchars, ntok;
+ signed char what_to_do;
+ game_state *ret;
+
+ assert (move);
+
+ ret = dup_game(state);
+
+ if (*move == 'S') {
+ ++move;
+ ret->has_cheated = ret->was_solved = TRUE;
+ }
+
+ for (; *move; move += nchars) {
+ ntok = sscanf(move, "%c,%d,%d%n", &what_to_do, &r, &c, &nchars);
+ if (ntok < 3) goto failure;
+ switch (what_to_do) {
+ case 'W': value = WHITE; break;
+ case 'E': value = EMPTY; break;
+ case 'B': value = BLACK; break;
+ default: goto failure;
+ }
+ if (out_of_bounds(r, c, ret->params.w, ret->params.h)) goto failure;
+ ret->grid[idx(r, c, ret->params.w)] = value;
+ }
+
+ if (ret->was_solved == FALSE)
+ ret->was_solved = !find_errors(ret, NULL);
+
+ return ret;
+
+failure:
+ free_game(ret);
+ return NULL;
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+ if (newstate->has_cheated) ui->cheated = TRUE;
+}
+
+static float game_anim_length(game_state *oldstate, game_state *newstate,
+ int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+#define FLASH_TIME 0.7F
+
+static float game_flash_length(game_state *from, game_state *to,
+ int dir, game_ui *ui)
+{
+ if (!from->was_solved && to->was_solved && !ui->cheated)
+ return FLASH_TIME;
+ return 0.0F;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+#define PREFERRED_TILE_SIZE 32
+
+enum {
+ COL_BACKGROUND = 0,
+ COL_GRID,
+ COL_BLACK = COL_GRID,
+ COL_TEXT = COL_GRID,
+ COL_USER = COL_GRID,
+ COL_ERROR,
+ COL_LOWLIGHT,
+ COL_HIGHLIGHT = COL_ERROR, /* mkhighlight needs it, I don't */
+ COL_CURSOR = COL_LOWLIGHT,
+ NCOLOURS
+};
+
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
+{
+ *x = (1 + params->w) * tilesize;
+ *y = (1 + params->h) * tilesize;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+#define COLOUR(ret, i, r, g, b) \
+ ((ret[3*(i)+0] = (r)), (ret[3*(i)+1] = (g)), (ret[3*(i)+2] = (b)))
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+ COLOUR(ret, COL_GRID, 0.0F, 0.0F, 0.0F);
+ COLOUR(ret, COL_ERROR, 1.0F, 0.0F, 0.0F);
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static drawcell makecell(puzzle_size value, int error, int cursor, int flash)
+{
+ drawcell ret;
+ setmember(ret, value);
+ setmember(ret, error);
+ setmember(ret, cursor);
+ setmember(ret, flash);
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+{
+ int const w = state->params.w, h = state->params.h, n = w * h;
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->tilesize = 0;
+ ds->started = FALSE;
+
+ ds->grid = snewn(n, drawcell);
+ for (i = 0; i < n; ++i)
+ ds->grid[i] = makecell(w + h, FALSE, FALSE, FALSE);
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+#define cmpmember(a, b, field) ((a) . field == (b) . field)
+
+static int cell_eq(drawcell a, drawcell b)
+{
+ return
+ cmpmember(a, b, value) &&
+ cmpmember(a, b, error) &&
+ cmpmember(a, b, cursor) &&
+ cmpmember(a, b, flash);
+}
+
+static void draw_cell(drawing *dr, game_drawstate *ds, int r, int c,
+ drawcell cell);
+
+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 const w = state->params.w, h = state->params.h, n = w * h;
+ int const wpx = (w+1) * ds->tilesize, hpx = (h+1) * ds->tilesize;
+ int const flash = ((int) (flashtime * 5 / FLASH_TIME)) % 2;
+
+ int r, c, i;
+
+ int *errors = snewn(n, int);
+ memset(errors, FALSE, n * sizeof (int));
+ find_errors(state, errors);
+
+ assert (oldstate == NULL); /* only happens if animating moves */
+
+ if (!ds->started) {
+ ds->started = TRUE;
+ draw_rect(dr, 0, 0, wpx, hpx, COL_BACKGROUND);
+ draw_rect(dr, BORDER-1, BORDER-1,
+ ds->tilesize*w+2, ds->tilesize*h+2, COL_GRID);
+ draw_update(dr, 0, 0, wpx, hpx);
+ }
+
+ for (i = r = 0; r < h; ++r) {
+ for (c = 0; c < w; ++c, ++i) {
+ drawcell cell = makecell(state->grid[i], errors[i], FALSE, flash);
+ if (r == ui->r && c == ui->c && ui->cursor_show)
+ cell.cursor = TRUE;
+ if (!cell_eq(cell, ds->grid[i])) {
+ draw_cell(dr, ds, r, c, cell);
+ ds->grid[i] = cell;
+ }
+ }
+ }
+
+ sfree(errors);
+}
+
+static void draw_cell(drawing *draw, game_drawstate *ds, int r, int c,
+ drawcell cell)
+{
+ int const ts = ds->tilesize;
+ int const y = BORDER + ts * r, x = BORDER + ts * c;
+ int const tx = x + (ts / 2), ty = y + (ts / 2);
+ int const dotsz = (ds->tilesize + 9) / 10;
+
+ int const colour = (cell.value == BLACK ?
+ cell.error ? COL_ERROR : COL_BLACK :
+ cell.flash || cell.cursor ?
+ COL_LOWLIGHT : COL_BACKGROUND);
+
+ draw_rect (draw, x, y, ts, ts, colour);
+ draw_rect_outline(draw, x, y, ts, ts, COL_GRID);
+
+ switch (cell.value) {
+ case WHITE: draw_rect(draw, tx - dotsz / 2, ty - dotsz / 2, dotsz, dotsz,
+ cell.error ? COL_ERROR : COL_USER);
+ case BLACK: break;
+ case EMPTY:
+ if (cell.error)
+ draw_circle(draw, tx, ty, dotsz / 2, COL_ERROR, COL_GRID);
+ break;
+ default:
+ {
+ int const colour = (cell.error ? COL_ERROR : COL_GRID);
+ char *msg = nfmtstr(10, "%d", cell.value);
+ draw_text(draw, tx, ty, FONT_VARIABLE, ts * 3 / 5,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, colour, msg);
+ sfree(msg);
+ }
+ }
+
+ draw_update(draw, x, y, ts, ts);
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+ puts("warning: game_timing_state was called (this shouldn't happen)");
+ return FALSE; /* the (non-existing) timer should not be running */
+}
+
+/* ----------------------------------------------------------------------
+ * User interface: print
+ */
+
+static void game_print_size(game_params *params, float *x, float *y)
+{
+ int print_width, print_height;
+ game_compute_size(params, 800, &print_width, &print_height);
+ *x = print_width / 100.0F;
+ *y = print_height / 100.0F;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+ int const w = state->params.w, h = state->params.h;
+ game_drawstate ds_obj, *ds = &ds_obj;
+ int r, c, i, colour;
+
+ ds->tilesize = tilesize;
+
+ colour = print_mono_colour(dr, 1); assert(colour == COL_BACKGROUND);
+ colour = print_mono_colour(dr, 0); assert(colour == COL_GRID);
+ colour = print_mono_colour(dr, 1); assert(colour == COL_ERROR);
+ colour = print_mono_colour(dr, 0); assert(colour == COL_LOWLIGHT);
+ colour = print_mono_colour(dr, 0); assert(colour == NCOLOURS);
+
+ for (i = r = 0; r < h; ++r)
+ for (c = 0; c < w; ++c, ++i)
+ draw_cell(dr, ds, r, c,
+ makecell(state->grid[i], FALSE, FALSE, FALSE));
+
+ print_line_width(dr, 3 * tilesize / 40);
+ draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, h*TILESIZE, COL_GRID);
+}
+
+/* And that's about it ;-) **************************************************/
+
+#ifdef COMBINED
+#define thegame range
+#endif
+
+struct game const thegame = {
+ "Range", "games.range", "range",
+ 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,
+ 0, /* flags */
+};