New mode for Unequal, from James H. In this mode, called 'Adjacent',

the < and > clues are replaced by bars separating every pair of
squares whose contents differ by exactly 1. Unlike standard Unequal,
which presents only a subset of the available clues, in Adjacent the
clues are _all_ present, so you can deduce from the absence of a bar
that the two numbers it would separate are _not_ consecutive.

[originally from svn r8790]
This commit is contained in:
Simon Tatham
2009-12-27 10:01:09 +00:00
parent d54b4c4651
commit b9c22e5cac
2 changed files with 417 additions and 128 deletions

View File

@ -2240,21 +2240,33 @@ tightly-packed islands.
\cfg{winhelp-topic}{games.unequal}
You have a square grid; each square may contain a digit from 1 to
the size of the grid, and some squares have greater-than signs between
the size of the grid, and some squares have clue signs between
them. Your aim is to fully populate the grid with numbers such that:
\b Each row contains only one occurrence of each digit
\b Each column contains only one occurrence of each digit
\b All the greater-than signs are satisfied.
\b All the clue signs are satisfied.
In \q{Trivial} mode (available via the \q{Custom} game type
selector), there are no greater-than signs; the puzzle is to solve
the \i{Latin square} only.
There are two modes for this game, \q{Unequal} and \q{Adjacent}.
At the time of writing, this puzzle is appearing in the Guardian
weekly under the name \q{\i{Futoshiki}}.
In \q{Unequal} mode, the clue signs are greater-than symbols indicating one
square's value is greater than its neighbour's. In this mode not all clues
may be visible, particularly at higher difficulty levels.
In \q{Adjacent} mode, the clue signs are bars indicating
one square's value is numerically adjacent (i.e. one higher or one lower)
than its neighbour. In this mode all clues are always visible: absence of
a bar thus means that a square's value is definitely not numerically adjacent
to that neighbour's.
In \q{Trivial} difficulty level (available via the \q{Custom} game type
selector), there are no greater-than signs in \q{Unequal} mode; the puzzle is
to solve the \i{Latin square} only.
At the time of writing, the \q{Unequal} mode of this puzzle is appearing in the
Guardian weekly under the name \q{\i{Futoshiki}}.
Unequal was contributed to this collection by James Harvey.
@ -2305,6 +2317,10 @@ filled square.
These parameters are available from the \q{Custom...} option on the
\q{Type} menu.
\dt \e{Mode}
\dd Mode of the puzzle (\q{Unequal} or \q{Adjacent})
\dt \e{Size (s*s)}
\dd Size of grid.

515
unequal.c
View File

@ -56,14 +56,17 @@ enum {
};
struct game_params {
int order, diff;
int order; /* Size of latin square */
int diff; /* Difficulty */
int adjacent; /* Puzzle indicators are 'adjacent number'
not 'greater-than'. */
};
#define F_IMMUTABLE 1 /* passed in as game description */
#define F_GT_UP 2
#define F_GT_RIGHT 4
#define F_GT_DOWN 8
#define F_GT_LEFT 16
#define F_ADJ_UP 2
#define F_ADJ_RIGHT 4
#define F_ADJ_DOWN 8
#define F_ADJ_LEFT 16
#define F_ERROR 32
#define F_ERROR_UP 64
#define F_ERROR_RIGHT 128
@ -73,7 +76,7 @@ struct game_params {
#define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
struct game_state {
int order, completed, cheated;
int order, completed, cheated, adjacent;
digit *nums; /* actual numbers (size order^2) */
unsigned char *hints; /* remaining possiblities (size order^3) */
unsigned int *flags; /* flags (size order^2) */
@ -104,15 +107,18 @@ static char const unequal_diffchars[] = DIFFLIST(ENCODE);
#define DEFAULT_PRESET 0
const static struct game_params unequal_presets[] = {
{ 4, DIFF_EASY },
{ 5, DIFF_EASY },
{ 5, DIFF_SET },
{ 5, DIFF_EXTREME },
{ 6, DIFF_EASY },
{ 6, DIFF_SET },
{ 6, DIFF_EXTREME },
{ 7, DIFF_SET },
{ 7, DIFF_EXTREME },
{ 4, DIFF_EASY, 0 },
{ 5, DIFF_EASY, 0 },
{ 5, DIFF_SET, 0 },
{ 5, DIFF_SET, 1 },
{ 5, DIFF_EXTREME, 0 },
{ 6, DIFF_EASY, 0 },
{ 6, DIFF_SET, 0 },
{ 6, DIFF_SET, 1 },
{ 6, DIFF_EXTREME, 0 },
{ 7, DIFF_SET, 0 },
{ 7, DIFF_SET, 1 },
{ 7, DIFF_EXTREME, 0 }
};
static int game_fetch_preset(int i, char **name, game_params **params)
@ -126,7 +132,9 @@ static int game_fetch_preset(int i, char **name, game_params **params)
ret = snew(game_params);
*ret = unequal_presets[i]; /* structure copy */
sprintf(buf, "%dx%d %s", ret->order, ret->order,
sprintf(buf, "%s: %dx%d %s",
ret->adjacent ? "Adjacent" : "Unequal",
ret->order, ret->order,
unequal_diffnames[ret->diff]);
*name = dupstr(buf);
@ -163,6 +171,12 @@ static void decode_params(game_params *ret, char const *string)
ret->order = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'a') {
p++;
ret->adjacent = 1;
} else
ret->adjacent = 0;
if (*p == 'd') {
int i;
p++;
@ -182,6 +196,8 @@ static char *encode_params(game_params *params, int full)
char ret[80];
sprintf(ret, "%d", params->order);
if (params->adjacent)
sprintf(ret + strlen(ret), "a");
if (full)
sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
@ -193,23 +209,28 @@ static config_item *game_configure(game_params *params)
config_item *ret;
char buf[80];
ret = snewn(3, config_item);
ret = snewn(4, config_item);
ret[0].name = "Size (s*s)";
ret[0].type = C_STRING;
ret[0].name = "Mode";
ret[0].type = C_CHOICES;
ret[0].sval = ":Unequal:Adjacent";
ret[0].ival = params->adjacent;
ret[1].name = "Size (s*s)";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->order);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[1].name = "Difficulty";
ret[1].type = C_CHOICES;
ret[1].sval = DIFFCONFIG;
ret[1].ival = params->diff;
ret[2].name = "Difficulty";
ret[2].type = C_CHOICES;
ret[2].sval = DIFFCONFIG;
ret[2].ival = params->diff;
ret[2].name = NULL;
ret[2].type = C_END;
ret[2].sval = NULL;
ret[2].ival = 0;
ret[3].name = NULL;
ret[3].type = C_END;
ret[3].sval = NULL;
ret[3].ival = 0;
return ret;
}
@ -218,8 +239,9 @@ static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->order = atoi(cfg[0].sval);
ret->diff = cfg[1].ival;
ret->adjacent = cfg[0].ival;
ret->order = atoi(cfg[1].sval);
ret->diff = cfg[2].ival;
return ret;
}
@ -230,6 +252,9 @@ static char *validate_params(game_params *params, int full)
return "Order must be between 3 and 32";
if (params->diff >= DIFFCOUNT)
return "Unknown difficulty rating";
if (params->order < 5 && params->adjacent &&
params->diff >= DIFF_SET)
return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
return NULL;
}
@ -237,19 +262,20 @@ static char *validate_params(game_params *params, int full)
* Various utility functions
*/
static const struct { unsigned int f, fo, fe; int dx, dy; char c; } gtthan[] = {
{ F_GT_UP, F_GT_DOWN, F_ERROR_UP, 0, -1, '^' },
{ F_GT_RIGHT, F_GT_LEFT, F_ERROR_RIGHT, 1, 0, '>' },
{ F_GT_DOWN, F_GT_UP, F_ERROR_DOWN, 0, 1, 'v' },
{ F_GT_LEFT, F_GT_RIGHT, F_ERROR_LEFT, -1, 0, '<' }
static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = {
{ F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' },
{ F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' },
{ F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' },
{ F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' }
};
static game_state *blank_game(int order)
static game_state *blank_game(int order, int adjacent)
{
game_state *state = snew(game_state);
int o2 = order*order, o3 = o2*order;
state->order = order;
state->adjacent = adjacent;
state->completed = state->cheated = 0;
state->nums = snewn(o2, digit);
@ -265,7 +291,7 @@ static game_state *blank_game(int order)
static game_state *dup_game(game_state *state)
{
game_state *ret = blank_game(state->order);
game_state *ret = blank_game(state->order, state->adjacent);
int o2 = state->order*state->order, o3 = o2*state->order;
memcpy(ret->nums, state->nums, o2 * sizeof(digit));
@ -286,34 +312,47 @@ static void free_game(game_state *state)
#define CHECKG(x,y) grid[(y)*o+(x)]
/* Returns 0 if it finds an error, 1 otherwise. */
static int check_gt(digit *grid, game_state *state,
int x, int y, int dx, int dy)
{
int o = state->order;
int n = CHECKG(x,y), dn = CHECKG(x+dx, y+dy);
assert(n != 0);
if (dn == 0) return 1;
if (n <= dn) {
debug(("check_gt error (%d,%d) (%d,%d)", x, y, x+dx, y+dy));
return 0;
}
return 1;
}
/* Returns 0 if it finds an error, 1 otherwise. */
static int check_num_gt(digit *grid, game_state *state,
static int check_num_adj(digit *grid, game_state *state,
int x, int y, int me)
{
unsigned int f = GRID(state, flags, x, y);
int ret = 1, i;
int ret = 1, i, o = state->order;
for (i = 0; i < 4; i++) {
if ((f & gtthan[i].f) &&
!check_gt(grid, state, x, y, gtthan[i].dx, gtthan[i].dy)) {
if (me) GRID(state, flags, x, y) |= gtthan[i].fe;
ret = 0;
int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn;
if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o)
continue;
n = CHECKG(x, y);
dn = CHECKG(x+dx, y+dy);
assert (n != 0);
if (dn == 0) continue;
if (state->adjacent) {
int gd = abs(n-dn);
if ((f & adjthan[i].f) && (gd != 1)) {
debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d",
x, y, n, x+dx, y+dy, dn));
if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
ret = 0;
}
if (!(f & adjthan[i].f) && (gd == 1)) {
debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d",
x, y, n, x+dx, y+dy, dn));
if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
ret = 0;
}
} else {
if ((f & adjthan[i].f) && (n <= dn)) {
debug(("check_adj error (%d,%d):%d not > (%d,%d):%d",
x, y, n, x+dx, y+dy, dn));
if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
ret = 0;
}
}
}
return ret;
@ -366,7 +405,7 @@ static int check_complete(digit *grid, game_state *state, int mark_errors)
ret = 0;
} else {
if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
if (!check_num_gt(grid, state, x, y, mark_errors)) ret = -1;
if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
}
}
}
@ -395,7 +434,7 @@ static int c2n(int c, int order) {
if (c == ' ' || c == '\b')
return 0;
if (order < 10) {
if (c >= '1' && c <= '9')
if (c >= '0' && c <= '9')
return (int)(c - '0');
} else {
if (c >= '0' && c <= '9')
@ -428,24 +467,32 @@ static char *game_text_format(game_state *state)
*p++ = n > 0 ? n2c(n, state->order) : '.';
if (x < (state->order-1)) {
if (GRID(state, flags, x, y) & F_GT_RIGHT)
*p++ = '>';
else if (GRID(state, flags, x+1, y) & F_GT_LEFT)
*p++ = '<';
else
*p++ = ' ';
if (state->adjacent) {
*p++ = (GRID(state, flags, x, y) & F_ADJ_RIGHT) ? '|' : ' ';
} else {
if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
*p++ = '>';
else if (GRID(state, flags, x+1, y) & F_ADJ_LEFT)
*p++ = '<';
else
*p++ = ' ';
}
}
}
*p++ = '\n';
if (y < (state->order-1)) {
for (x = 0; x < state->order; x++) {
if (GRID(state, flags, x, y) & F_GT_DOWN)
*p++ = 'v';
else if (GRID(state, flags, x, y+1) & F_GT_UP)
*p++ = '^';
else
*p++ = ' ';
if (state->adjacent) {
*p++ = (GRID(state, flags, x, y) & F_ADJ_DOWN) ? '-' : ' ';
} else {
if (GRID(state, flags, x, y) & F_ADJ_DOWN)
*p++ = 'v';
else if (GRID(state, flags, x, y+1) & F_ADJ_UP)
*p++ = '^';
else
*p++ = ' ';
}
if (x < state->order-1)
*p++ = ' ';
@ -528,13 +575,16 @@ static game_solver *new_solver(digit *grid, game_state *state)
solver->nlinks = solver->alinks = 0;
solver->links = NULL;
solver->state = state;
if (state->adjacent) return solver; /* adjacent mode doesn't use links. */
for (x = 0; x < o; x++) {
for (y = 0; y < o; y++) {
f = GRID(state, flags, x, y);
for (i = 0; i < 4; i++) {
if (f & gtthan[i].f)
solver_add_link(solver, x, y, x+gtthan[i].dx, y+gtthan[i].dy, 1);
if (f & adjthan[i].f)
solver_add_link(solver, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1);
}
}
}
@ -630,6 +680,120 @@ static int solver_links(game_solver *usolver)
return nchanged;
}
static int solver_adjacent(game_solver *usolver)
{
struct latin_solver *solver = &usolver->latin;
int nchanged = 0, x, y, i, n, o = usolver->latin.o, nx, ny, gd;
/* Update possible values based on known values and adjacency clues. */
for (x = 0; x < o; x++) {
for (y = 0; y < o; y++) {
if (grid(x, y) == 0) continue;
/* We have a definite number here. Make sure that any
* adjacent possibles reflect the adjacent/non-adjacent clue. */
for (i = 0; i < 4; i++) {
int isadjacent = (GRID(usolver->state, flags, x, y) & adjthan[i].f);
nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
if (nx < 0 || ny < 0 || nx >= o || ny >= o)
continue;
for (n = 0; n < o; n++) {
/* Continue past numbers the adjacent square _could_ be,
* given the clue we have. */
gd = abs((n+1) - grid(x, y));
if (isadjacent && (gd == 1)) continue;
if (!isadjacent && (gd != 1)) continue;
if (cube(nx, ny, n+1) == FALSE)
continue; /* already discounted this possibility. */
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
printf("%*sadjacent elimination, (%d,%d):%d %s (%d,%d):\n",
solver_recurse_depth*4, "",
x, y, grid(x, y), isadjacent ? "|" : "!|", nx, ny);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "", n+1, nx, ny);
}
#endif
cube(nx, ny, n+1) = FALSE;
nchanged++;
}
}
}
}
return nchanged;
}
static int solver_adjacent_set(game_solver *usolver)
{
struct latin_solver *solver = &usolver->latin;
int x, y, i, n, nn, o = usolver->latin.o, nx, ny, gd;
int nchanged = 0, *scratch = snewn(o, int);
/* Update possible values based on other possible values
* of adjacent squares, and adjacency clues. */
for (x = 0; x < o; x++) {
for (y = 0; y < o; y++) {
for (i = 0; i < o; i++) {
int isadjacent = (GRID(usolver->state, flags, x, y) & adjthan[i].f);
nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
if (nx < 0 || ny < 0 || nx >= o || ny >= o)
continue;
/* We know the current possibles for the square (x,y)
* and also the adjacency clue from (x,y) to (nx,ny).
* Construct a maximum set of possibles for (nx,ny)
* in scratch, based on these constraints... */
memset(scratch, 0, o*sizeof(int));
for (n = 0; n < o; n++) {
if (cube(x, y, n+1) == FALSE) continue;
for (nn = 0; nn < o; nn++) {
if (n == nn) continue;
gd = abs(nn - n);
if (isadjacent && (gd != 1)) continue;
if (!isadjacent && (gd == 1)) continue;
scratch[nn] = 1;
}
}
/* ...and remove any possibilities for (nx,ny) that are
* currently set but are not indicated in scratch. */
for (n = 0; n < o; n++) {
if (scratch[n] == 1) continue;
if (cube(nx, ny, n+1) == FALSE) continue;
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n",
solver_recurse_depth*4, "",
x, y, isadjacent ? "|" : "!|", nx, ny);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "", n+1, nx, ny);
}
#endif
cube(nx, ny, n+1) = FALSE;
nchanged++;
}
}
}
}
return nchanged;
}
static int solver_grid(digit *grid, int o, int maxdiff, void *ctx)
{
game_state *state = (game_state *)ctx;
@ -660,8 +824,15 @@ cont:
if (maxdiff <= DIFF_LATIN)
break;
/* This bit is unequal-specific */
ret = solver_links(solver);
if (state->adjacent) {
/* Adjacent-specific: set possibles from known numbers
* and adjacency clues. */
ret = solver_adjacent(solver);
} else {
/* Unequal-specific: set possibles from chains of
* inequalities. */
ret = solver_links(solver);
}
if (ret < 0) {
diff = DIFF_IMPOSSIBLE;
goto got_result;
@ -683,6 +854,19 @@ cont:
goto cont;
}
if (state->adjacent) {
/* Adjacent-specific: set possibles from other possibles
* and adjacency clues. */
ret = solver_adjacent_set(solver);
if (ret < 0) {
diff = DIFF_IMPOSSIBLE;
goto got_result;
} else if (ret > 0) {
diff = max(diff, DIFF_SET);
goto cont;
}
}
if (maxdiff <= DIFF_SET)
break;
@ -819,20 +1003,24 @@ static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkon
} else { /* add flag */
int lx, ly, lloc;
if (state->flags[loc] & gtthan[which].f)
if (state->adjacent)
return 0; /* never add flag clues in adjacent mode (they're always
all present) */
if (state->flags[loc] & adjthan[which].f)
return 0; /* already has flag. */
lx = x + gtthan[which].dx;
ly = y + gtthan[which].dy;
lx = x + adjthan[which].dx;
ly = y + adjthan[which].dy;
if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
return 0; /* flag compares to off grid */
lloc = loc + gtthan[which].dx + gtthan[which].dy*state->order;
lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order;
if (latin[loc] <= latin[lloc])
return 0; /* flag would be incorrect */
if (!checkonly) {
state->flags[loc] |= gtthan[which].f;
state->flags[loc] |= adjthan[which].f;
}
}
return 1;
@ -859,14 +1047,17 @@ static int gg_remove_clue(game_state *state, int ccode, int checkonly)
state->nums[loc] = 0;
}
} else { /* remove flag */
if (!(state->flags[loc] & gtthan[which].f)) return 0;
if (state->adjacent)
return 0; /* never remove clues in adjacent mode. */
if (!(state->flags[loc] & adjthan[which].f)) return 0;
if (!checkonly) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("gg_remove_clue: removing %c at (%d,%d)",
gtthan[which].c, x, y);
adjthan[which].c, x, y);
#endif
state->flags[loc] &= ~gtthan[which].f;
state->flags[loc] &= ~adjthan[which].f;
}
}
return 1;
@ -894,7 +1085,7 @@ static int gg_best_clue(game_state *state, int *scratch, digit *latin)
if (state->hints[loc*state->order + j]) nposs++;
}
for (j = nclues = 0; j < 4; j++) {
if (state->flags[loc] & gtthan[j].f) nclues++;
if (state->flags[loc] & adjthan[j].f) nclues++;
}
if ((nposs > maxposs) ||
(nposs == maxposs && nclues < minclues)) {
@ -964,7 +1155,7 @@ static void game_strip(game_state *new, int *scratch, digit *latin,
int difficulty)
{
int o = new->order, o2 = o*o, lscratch = o2*5, i;
game_state *copy = blank_game(new->order);
game_state *copy = blank_game(new->order, new->adjacent);
/* For each symbol (if it exists in new), try and remove it and
* solve again; if we couldn't solve without it put it back. */
@ -996,6 +1187,28 @@ static void game_strip(game_state *new, int *scratch, digit *latin,
#endif
}
static void add_adjacent_flags(game_state *state, digit *latin)
{
int x, y, o = state->order;
/* All clues in adjacent mode are always present (the only variables are
* the numbers). This adds all the flags to state based on the supplied
* latin square. */
for (y = 0; y < o; y++) {
for (x = 0; x < o; x++) {
if (x < (o-1) && (abs(latin[y*o+x] - latin[y*o+x+1]) == 1)) {
GRID(state, flags, x, y) |= F_ADJ_RIGHT;
GRID(state, flags, x+1, y) |= F_ADJ_LEFT;
}
if (y < (o-1) && (abs(latin[y*o+x] - latin[(y+1)*o+x]) == 1)) {
GRID(state, flags, x, y) |= F_ADJ_DOWN;
GRID(state, flags, x, y+1) |= F_ADJ_UP;
}
}
}
}
static char *new_game_desc(game_params *params, random_state *rs,
char **aux, int interactive)
{
@ -1004,7 +1217,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
int o2 = params->order * params->order, ntries = 1;
int *scratch, lscratch = o2*5;
char *ret, buf[80];
game_state *state = blank_game(params->order);
game_state *state = blank_game(params->order, params->adjacent);
/* Generate a list of 'things to strip' (randomised later) */
scratch = snewn(lscratch, int);
@ -1014,7 +1227,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
generate:
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("new_game_desc: generating %s puzzle, ntries so far %d",
printf("new_game_desc: generating %s puzzle, ntries so far %d\n",
unequal_diffnames[params->diff], ntries);
#endif
if (sq) sfree(sq);
@ -1027,6 +1240,11 @@ generate:
memset(state->nums, 0, o2 * sizeof(digit));
memset(state->flags, 0, o2 * sizeof(unsigned int));
if (state->adjacent) {
/* All adjacency flags are always present. */
add_adjacent_flags(state, sq);
}
gg_solved = 0;
if (game_assemble(state, scratch, sq, params->diff) < 0)
goto generate;
@ -1066,10 +1284,10 @@ generate:
unsigned int f = GRID(state, flags, x, y);
k = sprintf(buf, "%d%s%s%s%s,",
GRID(state, nums, x, y),
(f & F_GT_UP) ? "U" : "",
(f & F_GT_RIGHT) ? "R" : "",
(f & F_GT_DOWN) ? "D" : "",
(f & F_GT_LEFT) ? "L" : "");
(f & F_ADJ_UP) ? "U" : "",
(f & F_ADJ_RIGHT) ? "R" : "",
(f & F_ADJ_DOWN) ? "D" : "",
(f & F_ADJ_LEFT) ? "L" : "");
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
@ -1088,7 +1306,7 @@ generate:
static game_state *load_game(game_params *params, char *desc,
char **why_r)
{
game_state *state = blank_game(params->order);
game_state *state = blank_game(params->order, params->adjacent);
char *p = desc;
int i = 0, n, o = params->order, x, y;
char *why = NULL;
@ -1117,10 +1335,10 @@ static game_state *load_game(game_params *params, char *desc,
while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
switch (*p) {
case 'U': state->flags[i] |= F_GT_UP; break;
case 'R': state->flags[i] |= F_GT_RIGHT; break;
case 'D': state->flags[i] |= F_GT_DOWN; break;
case 'L': state->flags[i] |= F_GT_LEFT; break;
case 'U': state->flags[i] |= F_ADJ_UP; break;
case 'R': state->flags[i] |= F_ADJ_RIGHT; break;
case 'D': state->flags[i] |= F_ADJ_DOWN; break;
case 'L': state->flags[i] |= F_ADJ_LEFT; break;
default: why = "Expecting flag URDL in game description"; goto fail;
}
p++;
@ -1138,17 +1356,25 @@ static game_state *load_game(game_params *params, char *desc,
for (y = 0; y < o; y++) {
for (x = 0; x < o; x++) {
for (n = 0; n < 4; n++) {
if (GRID(state, flags, x, y) & gtthan[n].f) {
int nx = x + gtthan[n].dx;
int ny = y + gtthan[n].dy;
if (GRID(state, flags, x, y) & adjthan[n].f) {
int nx = x + adjthan[n].dx;
int ny = y + adjthan[n].dy;
/* a flag must not point us off the grid. */
if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
why = "Flags go off grid"; goto fail;
}
/* if one cell is GT another, the other must not also
* be GT the first. */
if (GRID(state, flags, nx, ny) & gtthan[n].fo) {
why = "Flags contradicting each other"; goto fail;
if (params->adjacent) {
/* if one cell is adjacent to another, the other must
* also be adjacent to the first. */
if (!(GRID(state, flags, nx, ny) & adjthan[n].fo)) {
why = "Flags contradicting each other"; goto fail;
}
} else {
/* if one cell is GT another, the other must _not_ also
* be GT the first. */
if (GRID(state, flags, nx, ny) & adjthan[n].fo) {
why = "Flags contradicting each other"; goto fail;
}
}
}
}
@ -1251,7 +1477,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
}
struct game_drawstate {
int tilesize, order, started;
int tilesize, order, started, adjacent;
digit *nums; /* copy of nums, o^2 */
unsigned char *hints; /* copy of hints, o^3 */
unsigned int *flags; /* o^2 */
@ -1465,6 +1691,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
ds->tilesize = 0;
ds->order = state->order;
ds->adjacent = state->adjacent;
ds->nums = snewn(o2, digit);
ds->hints = snewn(o3, unsigned char);
@ -1495,32 +1722,71 @@ static void draw_gt(drawing *dr, int ox, int oy,
}
static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
unsigned int f, int col, int needsupdate)
unsigned int f, int col)
{
int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
if (f & F_GT_UP) {
/* Draw all the greater-than signs emanating from this tile. */
if (f & F_ADJ_UP) {
draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
(f & F_ERROR_UP) ? COL_ERROR : col);
if (needsupdate) draw_update(dr, ox, oy-g, TILE_SIZE, g);
draw_update(dr, ox, oy-g, TILE_SIZE, g);
}
if (f & F_GT_RIGHT) {
if (f & F_ADJ_RIGHT) {
draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
(f & F_ERROR_RIGHT) ? COL_ERROR : col);
if (needsupdate) draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
}
if (f & F_GT_DOWN) {
if (f & F_ADJ_DOWN) {
draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
(f & F_ERROR_DOWN) ? COL_ERROR : col);
if (needsupdate) draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
if (f & F_GT_LEFT) {
if (f & F_ADJ_LEFT) {
draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
(f & F_ERROR_LEFT) ? COL_ERROR : col);
if (needsupdate) draw_update(dr, ox-g, oy, g, TILE_SIZE);
draw_update(dr, ox-g, oy, g, TILE_SIZE);
}
}
static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy,
unsigned int f, int col)
{
int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4;
/* Draw all the adjacency bars relevant to this tile; we only have
* to worry about F_ADJ_RIGHT and F_ADJ_DOWN.
*
* If we _only_ have the error flag set (i.e. it's not supposed to be
* adjacent, but adjacent numbers were entered) draw an outline red bar.
*/
if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) {
if (f & F_ADJ_RIGHT) {
draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE,
(f & F_ERROR_RIGHT) ? COL_ERROR : col);
} else {
draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
}
} else {
draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_BACKGROUND);
}
draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) {
if (f & F_ADJ_DOWN) {
draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4,
(f & F_ERROR_DOWN) ? COL_ERROR : col);
} else {
draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
}
} else {
draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_BACKGROUND);
}
draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
game_ui *ui, int x, int y, int hflash)
{
@ -1552,8 +1818,11 @@ static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
/* Draw the GT signs. */
draw_gts(dr, ds, ox, oy, f, COL_TEXT, 1);
/* Draw the adjacent clue signs. */
if (ds->adjacent)
draw_adjs(dr, ds, ox, oy, f, COL_GRID);
else
draw_gts(dr, ds, ox, oy, f, COL_TEXT);
}
static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
@ -1735,7 +2004,10 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
ink, str);
draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink, 1);
if (ds->adjacent)
draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
else
draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
}
}
}
@ -1907,7 +2179,8 @@ static void soak(game_params *p, random_state *rs)
tt_start = tt_now = time(NULL);
printf("Soak-generating a %dx%d grid, difficulty %s.\n",
printf("Soak-generating an %s %dx%d grid, difficulty %s.\n",
p->adjacent ? "adjacent" : "unequal",
p->order, p->order, unequal_diffnames[p->diff]);
while (1) {