Files
puzzles/unequal.c
Hauke Rehr dc2407ed0c Use semantic enum entry names for pref indices
[Commit message added by SGT: this makes it easier to allocate indices
in the config_item array, and keep them in sync between get_prefs and
set_prefs for each game.]
2025-02-15 15:23:01 +00:00

2469 lines
73 KiB
C

/*
* unequal.c
*
* Implementation of 'Futoshiki', a puzzle featured in the Guardian.
*
* TTD:
* add multiple-links-on-same-col/row solver nous
* Optimise set solver to use bit operations instead
*
* Guardian puzzles of note:
* #1: 5:0,0L,0L,0,0,0R,0,0L,0D,0L,0R,0,2,0D,0,0,0,0,0,0,0U,0,0,0,0U,
* #2: 5:0,0,0,4L,0L,0,2LU,0L,0U,0,0,0U,0,0,0,0,0D,0,3LRUD,0,0R,3,0L,0,0,
* #3: (reprint of #2)
* #4:
* #5: 5:0,0,0,0,0,0,2,0U,3U,0U,0,0,3,0,0,0,3,0D,4,0,0,0L,0R,0,0,
* #6: 5:0D,0L,0,0R,0,0,0D,0,3,0D,0,0R,0,0R,0D,0U,0L,0,1,2,0,0,0U,0,0L,
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#ifdef NO_TGMATH_H
# include <math.h>
#else
# include <tgmath.h>
#endif
#include "puzzles.h"
#include "latin.h" /* contains typedef for digit */
/* ----------------------------------------------------------
* Constant and structure definitions
*/
#define FLASH_TIME 0.4F
#define PREFERRED_TILE_SIZE 32
#define TILE_SIZE (ds->tilesize)
#define GAP_SIZE (TILE_SIZE/2)
#define SQUARE_SIZE (TILE_SIZE + GAP_SIZE)
#define BORDER (TILE_SIZE / 2)
#define COORD(x) ( (x) * SQUARE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 )
#define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)])
#define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ])
#define HINT(p,x,y,n) GRID3(p, hints, x, y, n)
enum {
COL_BACKGROUND,
COL_GRID,
COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
COL_HIGHLIGHT, COL_LOWLIGHT, COL_SPENT = COL_LOWLIGHT,
NCOLOURS
};
typedef enum {
MODE_UNEQUAL, /* Puzzle indicators are 'greater-than'. */
MODE_ADJACENT /* Puzzle indicators are 'adjacent number'. */
} Mode;
enum {
PREF_PENCIL_KEEP_HIGHLIGHT,
N_PREF_ITEMS
};
struct game_params {
int order; /* Size of latin square */
int diff; /* Difficulty */
Mode mode;
};
#define F_IMMUTABLE 1 /* passed in as game description */
#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
#define F_ERROR_DOWN 256
#define F_ERROR_LEFT 512
#define F_SPENT_UP 1024
#define F_SPENT_RIGHT 2048
#define F_SPENT_DOWN 4096
#define F_SPENT_LEFT 8192
#define ADJ_TO_SPENT(x) ((x) << 9)
#define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
#define F_SPENT_MASK (F_SPENT_UP|F_SPENT_RIGHT|F_SPENT_DOWN|F_SPENT_LEFT)
struct game_state {
int order;
bool completed, cheated;
Mode mode;
digit *nums; /* actual numbers (size order^2) */
unsigned char *hints; /* remaining possiblities (size order^3) */
unsigned int *flags; /* flags (size order^2) */
};
/* ----------------------------------------------------------
* Game parameters and presets
*/
/* Steal the method from map.c for difficulty levels. */
#define DIFFLIST(A) \
A(LATIN,Trivial,NULL,t) \
A(EASY,Easy,solver_easy, e) \
A(SET,Tricky,solver_set, k) \
A(EXTREME,Extreme,NULL,x) \
A(RECURSIVE,Recursive,NULL,r)
#define ENUM(upper,title,func,lower) DIFF_ ## upper,
#define TITLE(upper,title,func,lower) #title,
#define ENCODE(upper,title,func,lower) #lower
#define CONFIG(upper,title,func,lower) ":" #title
enum { DIFFLIST(ENUM) DIFFCOUNT, DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
static char const unequal_diffchars[] = DIFFLIST(ENCODE);
#define DIFFCONFIG DIFFLIST(CONFIG)
#define DEFAULT_PRESET 0
static const struct game_params unequal_presets[] = {
{ 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 bool game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char buf[80];
if (i < 0 || i >= lenof(unequal_presets))
return false;
ret = snew(game_params);
*ret = unequal_presets[i]; /* structure copy */
sprintf(buf, "%s: %dx%d %s",
ret->mode == MODE_ADJACENT ? "Adjacent" : "Unequal",
ret->order, ret->order,
unequal_diffnames[ret->diff]);
*name = dupstr(buf);
*params = ret;
return true;
}
static game_params *default_params(void)
{
game_params *ret;
char *name;
if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
sfree(name);
return ret;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *ret, char const *string)
{
char const *p = string;
ret->order = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'a') {
p++;
ret->mode = MODE_ADJACENT;
} else
ret->mode = MODE_UNEQUAL;
if (*p == 'd') {
int i;
p++;
ret->diff = DIFFCOUNT+1; /* ...which is invalid */
if (*p) {
for (i = 0; i < DIFFCOUNT; i++) {
if (*p == unequal_diffchars[i])
ret->diff = i;
}
p++;
}
}
}
static char *encode_params(const game_params *params, bool full)
{
char ret[80];
sprintf(ret, "%d", params->order);
if (params->mode == MODE_ADJACENT)
sprintf(ret + strlen(ret), "a");
if (full)
sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
return dupstr(ret);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(4, config_item);
ret[0].name = "Mode";
ret[0].type = C_CHOICES;
ret[0].u.choices.choicenames = ":Unequal:Adjacent";
ret[0].u.choices.selected = params->mode;
ret[1].name = "Size (s*s)";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->order);
ret[1].u.string.sval = dupstr(buf);
ret[2].name = "Difficulty";
ret[2].type = C_CHOICES;
ret[2].u.choices.choicenames = DIFFCONFIG;
ret[2].u.choices.selected = params->diff;
ret[3].name = NULL;
ret[3].type = C_END;
return ret;
}
static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->mode = cfg[0].u.choices.selected;
ret->order = atoi(cfg[1].u.string.sval);
ret->diff = cfg[2].u.choices.selected;
return ret;
}
static const char *validate_params(const game_params *params, bool full)
{
if (params->order < 3 || params->order > 32)
return "Order must be between 3 and 32";
if (params->diff >= DIFFCOUNT)
return "Unknown difficulty rating";
if (params->order < 5 && params->mode == MODE_ADJACENT &&
params->diff >= DIFF_SET)
return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
return NULL;
}
/* ----------------------------------------------------------
* Various utility functions
*/
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, Mode mode)
{
game_state *state = snew(game_state);
int o2 = order*order, o3 = o2*order;
state->order = order;
state->mode = mode;
state->completed = false;
state->cheated = false;
state->nums = snewn(o2, digit);
state->hints = snewn(o3, unsigned char);
state->flags = snewn(o2, unsigned int);
memset(state->nums, 0, o2 * sizeof(digit));
memset(state->hints, 0, o3);
memset(state->flags, 0, o2 * sizeof(unsigned int));
return state;
}
static game_state *dup_game(const game_state *state)
{
game_state *ret = blank_game(state->order, state->mode);
int o2 = state->order*state->order, o3 = o2*state->order;
memcpy(ret->nums, state->nums, o2 * sizeof(digit));
memcpy(ret->hints, state->hints, o3);
memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
return ret;
}
static void free_game(game_state *state)
{
sfree(state->nums);
sfree(state->hints);
sfree(state->flags);
sfree(state);
}
#define CHECKG(x,y) grid[(y)*o+(x)]
/* Returns false if it finds an error, true if ok. */
static bool check_num_adj(digit *grid, game_state *state,
int x, int y, bool me)
{
unsigned int f = GRID(state, flags, x, y);
bool ret = true;
int i, o = state->order;
for (i = 0; i < 4; i++) {
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->mode == MODE_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 = false;
}
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 = false;
}
} 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 = false;
}
}
}
return ret;
}
/* Returns false if it finds an error, true if ok. */
static bool check_num_error(digit *grid, game_state *state,
int x, int y, bool mark_errors)
{
int o = state->order;
int xx, yy, val = CHECKG(x,y);
bool ret = true;
assert(val != 0);
/* check for dups in same column. */
for (yy = 0; yy < state->order; yy++) {
if (yy == y) continue;
if (CHECKG(x,yy) == val) ret = false;
}
/* check for dups in same row. */
for (xx = 0; xx < state->order; xx++) {
if (xx == x) continue;
if (CHECKG(xx,y) == val) ret = false;
}
if (!ret) {
debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
}
return ret;
}
/* Returns: -1 for 'wrong'
* 0 for 'incomplete'
* 1 for 'complete and correct'
*/
static int check_complete(digit *grid, game_state *state, bool mark_errors)
{
int x, y, ret = 1, o = state->order;
if (mark_errors)
assert(grid == state->nums);
for (x = 0; x < state->order; x++) {
for (y = 0; y < state->order; y++) {
if (mark_errors)
GRID(state, flags, x, y) &= ~F_ERROR_MASK;
if (grid[y*o+x] == 0) {
ret = 0;
} else {
if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
}
}
}
if (ret == 1 && latin_check(grid, o))
ret = -1;
return ret;
}
static char n2c(digit n, int order) {
if (n == 0) return ' ';
if (order < 10) {
if (n < 10) return '0' + n;
} else {
if (n < 11) return '0' + n-1;
n -= 11;
if (n <= 26) return 'A' + n;
}
return '?';
}
/* should be 'digit', but includes -1 for 'not a digit'.
* Includes keypresses (0 especially) for interpret_move. */
static int c2n(int c, int order) {
if (c < 0 || c > 0xff)
return -1;
if (c == ' ' || c == '\b')
return 0;
if (order < 10) {
if (c >= '0' && c <= '9')
return (int)(c - '0');
} else {
if (c >= '0' && c <= '9')
return (int)(c - '0' + 1);
if (c >= 'A' && c <= 'Z')
return (int)(c - 'A' + 11);
if (c >= 'a' && c <= 'z')
return (int)(c - 'a' + 11);
}
return -1;
}
static bool game_can_format_as_text_now(const game_params *params)
{
return true;
}
static char *game_text_format(const game_state *state)
{
int x, y, len, n;
char *ret, *p;
len = (state->order*2) * (state->order*2-1) + 1;
ret = snewn(len, char);
p = ret;
for (y = 0; y < state->order; y++) {
for (x = 0; x < state->order; x++) {
n = GRID(state, nums, x, y);
*p++ = n > 0 ? n2c(n, state->order) : '.';
if (x < (state->order-1)) {
if (state->mode == MODE_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 (state->mode == MODE_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++ = ' ';
}
*p++ = '\n';
}
}
*p++ = '\0';
assert(p - ret == len);
return ret;
}
#ifdef STANDALONE_SOLVER
static void game_debug(game_state *state)
{
char *dbg = game_text_format(state);
printf("%s", dbg);
sfree(dbg);
}
#endif
/* ----------------------------------------------------------
* Solver.
*/
struct solver_link {
int len, gx, gy, lx, ly;
};
struct solver_ctx {
game_state *state;
int nlinks, alinks;
struct solver_link *links;
};
static void solver_add_link(struct solver_ctx *ctx,
int gx, int gy, int lx, int ly, int len)
{
if (ctx->alinks < ctx->nlinks+1) {
ctx->alinks = ctx->alinks*2 + 1;
/*debug(("resizing ctx->links, new size %d", ctx->alinks));*/
ctx->links = sresize(ctx->links, ctx->alinks, struct solver_link);
}
ctx->links[ctx->nlinks].gx = gx;
ctx->links[ctx->nlinks].gy = gy;
ctx->links[ctx->nlinks].lx = lx;
ctx->links[ctx->nlinks].ly = ly;
ctx->links[ctx->nlinks].len = len;
ctx->nlinks++;
/*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
len, lx, ly, gx, gy, ctx->nlinks));*/
}
static struct solver_ctx *new_ctx(game_state *state)
{
struct solver_ctx *ctx = snew(struct solver_ctx);
int o = state->order;
int i, x, y;
unsigned int f;
ctx->nlinks = ctx->alinks = 0;
ctx->links = NULL;
ctx->state = state;
if (state->mode == MODE_ADJACENT)
return ctx; /* 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 & adjthan[i].f)
solver_add_link(ctx, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1);
}
}
}
return ctx;
}
static void *clone_ctx(void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
return new_ctx(ctx->state);
}
static void free_ctx(void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
if (ctx->links) sfree(ctx->links);
sfree(ctx);
}
static void solver_nminmax(struct latin_solver *solver,
int x, int y, int *min_r, int *max_r,
unsigned char **ns_r)
{
int o = solver->o, min = o, max = 0, n;
unsigned char *ns;
assert(x >= 0 && y >= 0 && x < o && y < o);
ns = solver->cube + cubepos(x,y,1);
if (grid(x,y) > 0) {
min = max = grid(x,y)-1;
} else {
for (n = 0; n < o; n++) {
if (ns[n]) {
if (n > max) max = n;
if (n < min) min = n;
}
}
}
if (min_r) *min_r = min;
if (max_r) *max_r = max;
if (ns_r) *ns_r = ns;
}
static int solver_links(struct latin_solver *solver, void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
int i, j, lmin, gmax, nchanged = 0;
unsigned char *gns, *lns;
struct solver_link *link;
for (i = 0; i < ctx->nlinks; i++) {
link = &ctx->links[i];
solver_nminmax(solver, link->gx, link->gy, NULL, &gmax, &gns);
solver_nminmax(solver, link->lx, link->ly, &lmin, NULL, &lns);
for (j = 0; j < solver->o; j++) {
/* For the 'greater' end of the link, discount all numbers
* too small to satisfy the inequality. */
if (gns[j]) {
if (j < (lmin+link->len)) {
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
solver_recurse_depth*4, "",
link->gx+1, link->gy+1, link->lx+1, link->ly+1);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "",
j+1, link->gx+1, link->gy+1);
}
#endif
cube(link->gx, link->gy, j+1) = false;
nchanged++;
}
}
/* For the 'lesser' end of the link, discount all numbers
* too large to satisfy inequality. */
if (lns[j]) {
if (j > (gmax-link->len)) {
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
solver_recurse_depth*4, "",
link->gx+1, link->gy+1, link->lx+1, link->ly+1);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "",
j+1, link->lx+1, link->ly+1);
}
#endif
cube(link->lx, link->ly, j+1) = false;
nchanged++;
}
}
}
}
return nchanged;
}
static int solver_adjacent(struct latin_solver *solver, void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
int nchanged = 0, x, y, i, n, o = solver->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++) {
bool isadjacent =
(GRID(ctx->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))
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+1, y+1, grid(x, y), isadjacent ? "|" : "!|", nx+1, ny+1);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "", n+1, nx+1, ny+1);
}
#endif
cube(nx, ny, n+1) = false;
nchanged++;
}
}
}
}
return nchanged;
}
static int solver_adjacent_set(struct latin_solver *solver, void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
int x, y, i, n, nn, o = solver->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 < 4; i++) {
bool isadjacent =
(GRID(ctx->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)) 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)) continue;
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n",
solver_recurse_depth*4, "",
x+1, y+1, isadjacent ? "|" : "!|", nx+1, ny+1);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "", n+1, nx+1, ny+1);
}
#endif
cube(nx, ny, n+1) = false;
nchanged++;
}
}
}
}
return nchanged;
}
static int solver_easy(struct latin_solver *solver, void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
if (ctx->state->mode == MODE_ADJACENT)
return solver_adjacent(solver, vctx);
else
return solver_links(solver, vctx);
}
static int solver_set(struct latin_solver *solver, void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
if (ctx->state->mode == MODE_ADJACENT)
return solver_adjacent_set(solver, vctx);
else
return 0;
}
#define SOLVER(upper,title,func,lower) func,
static usersolver_t const unequal_solvers[] = { DIFFLIST(SOLVER) };
static bool unequal_valid(struct latin_solver *solver, void *vctx)
{
struct solver_ctx *ctx = (struct solver_ctx *)vctx;
if (ctx->state->mode == MODE_ADJACENT) {
int o = solver->o;
int x, y, nx, ny, v, nv, i;
for (x = 0; x+1 < o; x++) {
for (y = 0; y+1 < o; y++) {
v = grid(x, y);
for (i = 0; i < 4; i++) {
bool is_adj, should_be_adj;
should_be_adj =
(GRID(ctx->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;
nv = grid(nx, ny);
is_adj = (labs(v - nv) == 1);
if (is_adj && !should_be_adj) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("%*s(%d,%d):%d and (%d,%d):%d have "
"adjacent values, but should not\n",
solver_recurse_depth*4, "",
x+1, y+1, v, nx+1, ny+1, nv);
#endif
return false;
}
if (!is_adj && should_be_adj) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("%*s(%d,%d):%d and (%d,%d):%d do not have "
"adjacent values, but should\n",
solver_recurse_depth*4, "",
x+1, y+1, v, nx+1, ny+1, nv);
#endif
return false;
}
}
}
}
} else {
int i;
for (i = 0; i < ctx->nlinks; i++) {
struct solver_link *link = &ctx->links[i];
int gv = grid(link->gx, link->gy);
int lv = grid(link->lx, link->ly);
if (gv <= lv) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("%*s(%d,%d):%d should be greater than (%d,%d):%d, "
"but is not\n", solver_recurse_depth*4, "",
link->gx+1, link->gy+1, gv,
link->lx+1, link->ly+1, lv);
#endif
return false;
}
}
}
return true;
}
static int solver_state(game_state *state, int maxdiff)
{
struct solver_ctx *ctx = new_ctx(state);
struct latin_solver solver;
int diff;
if (latin_solver_alloc(&solver, state->nums, state->order))
diff = latin_solver_main(&solver, maxdiff,
DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
DIFF_EXTREME, DIFF_RECURSIVE,
unequal_solvers, unequal_valid, ctx,
clone_ctx, free_ctx);
else
diff = DIFF_IMPOSSIBLE;
memcpy(state->hints, solver.cube, state->order*state->order*state->order);
free_ctx(ctx);
latin_solver_free(&solver);
if (diff == DIFF_IMPOSSIBLE)
return -1;
if (diff == DIFF_UNFINISHED)
return 0;
if (diff == DIFF_AMBIGUOUS)
return 2;
return 1;
}
static game_state *solver_hint(const game_state *state, int *diff_r,
int mindiff, int maxdiff)
{
game_state *ret = dup_game(state);
int diff, r = 0;
for (diff = mindiff; diff <= maxdiff; diff++) {
r = solver_state(ret, diff);
debug(("solver_state after %s %d", unequal_diffnames[diff], r));
if (r != 0) goto done;
}
done:
if (diff_r) *diff_r = (r > 0) ? diff : -1;
return ret;
}
/* ----------------------------------------------------------
* Game generation.
*/
static char *latin_desc(digit *sq, size_t order)
{
int o2 = order*order, i;
char *soln = snewn(o2+2, char);
soln[0] = 'S';
for (i = 0; i < o2; i++)
soln[i+1] = n2c(sq[i], order);
soln[o2+1] = '\0';
return soln;
}
/* returns true if it placed (or could have placed) clue. */
static bool gg_place_clue(game_state *state, int ccode, digit *latin, bool checkonly)
{
int loc = ccode / 5, which = ccode % 5;
int x = loc % state->order, y = loc / state->order;
assert(loc < state->order*state->order);
if (which == 4) { /* add number */
if (state->nums[loc] != 0) {
#ifdef STANDALONE_SOLVER
if (state->nums[loc] != latin[loc]) {
printf("inconsistency for (%d,%d): state %d latin %d\n",
x+1, y+1, state->nums[loc], latin[loc]);
}
#endif
assert(state->nums[loc] == latin[loc]);
return false;
}
if (!checkonly) {
state->nums[loc] = latin[loc];
}
} else { /* add flag */
int lx, ly, lloc;
if (state->mode == MODE_ADJACENT)
return false; /* never add flag clues in adjacent mode
(they're always all present) */
if (state->flags[loc] & adjthan[which].f)
return false; /* already has flag. */
lx = x + adjthan[which].dx;
ly = y + adjthan[which].dy;
if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
return false; /* flag compares to off grid */
lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order;
if (latin[loc] <= latin[lloc])
return false; /* flag would be incorrect */
if (!checkonly) {
state->flags[loc] |= adjthan[which].f;
}
}
return true;
}
/* returns true if it removed (or could have removed) the clue. */
static bool gg_remove_clue(game_state *state, int ccode, bool checkonly)
{
int loc = ccode / 5, which = ccode % 5;
#ifdef STANDALONE_SOLVER
int x = loc % state->order, y = loc / state->order;
#endif
assert(loc < state->order*state->order);
if (which == 4) { /* remove number. */
if (state->nums[loc] == 0) return false;
if (!checkonly) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("gg_remove_clue: removing %d at (%d,%d)",
state->nums[loc], x+1, y+1);
#endif
state->nums[loc] = 0;
}
} else { /* remove flag */
if (state->mode == MODE_ADJACENT)
return false; /* never remove clues in adjacent mode. */
if (!(state->flags[loc] & adjthan[which].f)) return false;
if (!checkonly) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("gg_remove_clue: removing %c at (%d,%d)",
adjthan[which].c, x+1, y+1);
#endif
state->flags[loc] &= ~adjthan[which].f;
}
}
return true;
}
static int gg_best_clue(game_state *state, int *scratch, digit *latin)
{
int ls = state->order * state->order * 5;
int maxposs = 0, minclues = 5, best = -1, i, j;
int nposs, nclues, loc;
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
game_debug(state);
latin_solver_debug(state->hints, state->order);
}
#endif
for (i = ls; i-- > 0 ;) {
if (!gg_place_clue(state, scratch[i], latin, true)) continue;
loc = scratch[i] / 5;
for (j = nposs = 0; j < state->order; j++) {
if (state->hints[loc*state->order + j]) nposs++;
}
for (j = nclues = 0; j < 4; j++) {
if (state->flags[loc] & adjthan[j].f) nclues++;
}
if ((nposs > maxposs) ||
(nposs == maxposs && nclues < minclues)) {
best = i; maxposs = nposs; minclues = nclues;
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
int x = loc % state->order, y = loc / state->order;
printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
best, x+1, y+1, nposs, nclues);
}
#endif
}
}
/* if we didn't solve, we must have 1 clue to place! */
assert(best != -1);
return best;
}
#ifdef STANDALONE_SOLVER
static int maxtries;
#define MAXTRIES maxtries
#else
#define MAXTRIES 50
#endif
static int gg_solved;
static int game_assemble(game_state *new, int *scratch, digit *latin,
int difficulty)
{
game_state *copy = dup_game(new);
int best;
if (difficulty >= DIFF_RECURSIVE) {
/* We mustn't use any solver that might guess answers;
* if it guesses wrongly but solves, gg_place_clue will
* get mighty confused. We will always trim clues down
* (making it more difficult) in game_strip, which doesn't
* have this problem. */
difficulty = DIFF_RECURSIVE-1;
}
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
game_debug(new);
latin_solver_debug(new->hints, new->order);
}
#endif
while(1) {
gg_solved++;
if (solver_state(copy, difficulty) == 1) break;
best = gg_best_clue(copy, scratch, latin);
gg_place_clue(new, scratch[best], latin, false);
gg_place_clue(copy, scratch[best], latin, false);
}
free_game(copy);
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
char *dbg = game_text_format(new);
printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
sfree(dbg);
}
#endif
return 0;
}
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, new->mode);
/* 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. */
for (i = 0; i < lscratch; i++) {
if (!gg_remove_clue(new, scratch[i], false)) continue;
memcpy(copy->nums, new->nums, o2 * sizeof(digit));
memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
gg_solved++;
if (solver_state(copy, difficulty) != 1) {
/* put clue back, we can't solve without it. */
bool ret = gg_place_clue(new, scratch[i], latin, false);
assert(ret);
} else {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("game_strip: clue was redundant.");
#endif
}
}
free_game(copy);
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
char *dbg = game_text_format(new);
debug(("game_strip: done, %d solver iterations.", gg_solved));
debug(("%s", dbg));
sfree(dbg);
}
#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(const game_params *params_in, random_state *rs,
char **aux, bool interactive)
{
game_params params_copy = *params_in; /* structure copy */
game_params *params = &params_copy;
digit *sq = NULL;
int i, x, y, retlen, k, nsol;
int o2 = params->order * params->order, ntries = 1;
int *scratch, lscratch = o2*5;
char *ret, buf[80];
game_state *state = blank_game(params->order, params->mode);
/* Generate a list of 'things to strip' (randomised later) */
scratch = snewn(lscratch, int);
/* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2);
generate:
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("new_game_desc: generating %s puzzle, ntries so far %d\n",
unequal_diffnames[params->diff], ntries);
#endif
if (sq) sfree(sq);
sq = latin_generate(params->order, rs);
latin_debug(sq, params->order);
/* Separately shuffle the numeric and inequality clues */
shuffle(scratch, lscratch/5, sizeof(int), rs);
shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs);
memset(state->nums, 0, o2 * sizeof(digit));
memset(state->flags, 0, o2 * sizeof(unsigned int));
if (state->mode == MODE_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;
game_strip(state, scratch, sq, params->diff);
if (params->diff > 0) {
game_state *copy = dup_game(state);
nsol = solver_state(copy, params->diff-1);
free_game(copy);
if (nsol > 0) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("game_assemble: puzzle as generated is too easy.\n");
#endif
if (ntries < MAXTRIES) {
ntries++;
goto generate;
}
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("Unable to generate %s %dx%d after %d attempts.\n",
unequal_diffnames[params->diff],
params->order, params->order, MAXTRIES);
#endif
params->diff--;
}
}
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
unequal_diffnames[params->diff], ntries, gg_solved);
#endif
ret = NULL; retlen = 0;
for (y = 0; y < params->order; y++) {
for (x = 0; x < params->order; x++) {
unsigned int f = GRID(state, flags, x, y);
k = sprintf(buf, "%d%s%s%s%s,",
GRID(state, nums, x, y),
(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);
retlen += k;
}
}
*aux = latin_desc(sq, params->order);
free_game(state);
sfree(sq);
sfree(scratch);
return ret;
}
static game_state *load_game(const game_params *params, const char *desc,
const char **why_r)
{
game_state *state = blank_game(params->order, params->mode);
const char *p = desc;
int i = 0, n, o = params->order, x, y;
const char *why = NULL;
while (*p) {
while (*p >= 'a' && *p <= 'z') {
i += *p - 'a' + 1;
p++;
}
if (i >= o*o) {
why = "Too much data to fill grid"; goto fail;
}
if (*p < '0' || *p > '9') {
why = "Expecting number in game description"; goto fail;
}
n = atoi(p);
if (n < 0 || n > o) {
why = "Out-of-range number in game description"; goto fail;
}
state->nums[i] = (digit)n;
while (*p >= '0' && *p <= '9') p++; /* skip number */
if (state->nums[i] != 0)
state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
switch (*p) {
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++;
}
i++;
if (i < o*o && *p != ',') {
why = "Missing separator"; goto fail;
}
if (*p == ',') p++;
}
if (i < o*o) {
why = "Not enough data to fill grid"; goto fail;
}
i = 0;
for (y = 0; y < o; y++) {
for (x = 0; x < o; x++) {
for (n = 0; n < 4; n++) {
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 (params->mode == MODE_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;
}
}
}
}
}
}
return state;
fail:
free_game(state);
if (why_r) *why_r = why;
return NULL;
}
static key_label *game_request_keys(const game_params *params, int *nkeys)
{
int i;
int order = params->order;
char off = (order > 9) ? '0' : '1';
key_label *keys = snewn(order + 1, key_label);
*nkeys = order + 1;
for(i = 0; i < order; i++) {
if (i==10) off = 'a'-10;
keys[i].button = i + off;
keys[i].label = NULL;
}
keys[order].button = '\b';
keys[order].label = NULL;
return keys;
}
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
game_state *state = load_game(params, desc, NULL);
if (!state) {
assert("Unable to load ?validated game.");
return NULL;
}
return state;
}
static const char *validate_desc(const game_params *params, const char *desc)
{
const char *why = NULL;
game_state *dummy = load_game(params, desc, &why);
if (dummy) {
free_game(dummy);
assert(!why);
} else
assert(why);
return why;
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, const char **error)
{
game_state *solved;
int r;
char *ret = NULL;
if (aux) return dupstr(aux);
solved = dup_game(state);
for (r = 0; r < state->order*state->order; r++) {
if (!(solved->flags[r] & F_IMMUTABLE))
solved->nums[r] = 0;
}
r = solver_state(solved, DIFFCOUNT-1); /* always use full solver */
if (r > 0) ret = latin_desc(solved->nums, solved->order);
free_game(solved);
return ret;
}
/* ----------------------------------------------------------
* Game UI input processing.
*/
struct game_ui {
int hx, hy; /* as for solo.c, highlight pos */
bool hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
/*
* User preference option: if the user right-clicks in a square
* and presses a number key to add/remove a pencil mark, do we
* hide the mouse highlight again afterwards?
*
* Historically our answer was yes. The Android port prefers no.
* There are advantages both ways, depending how much you dislike
* the highlight cluttering your view. So it's a preference.
*/
bool pencil_keep_highlight;
};
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = 0;
ui->hpencil = false;
ui->hshow = ui->hcursor = getenv_bool("PUZZLES_SHOW_CURSOR", false);
ui->pencil_keep_highlight = false;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static config_item *get_prefs(game_ui *ui)
{
config_item *ret;
ret = snewn(N_PREF_ITEMS+1, config_item);
ret[PREF_PENCIL_KEEP_HIGHLIGHT].name =
"Keep mouse highlight after changing a pencil mark";
ret[PREF_PENCIL_KEEP_HIGHLIGHT].kw = "pencil-keep-highlight";
ret[PREF_PENCIL_KEEP_HIGHLIGHT].type = C_BOOLEAN;
ret[PREF_PENCIL_KEEP_HIGHLIGHT].u.boolean.bval = ui->pencil_keep_highlight;
ret[N_PREF_ITEMS].name = NULL;
ret[N_PREF_ITEMS].type = C_END;
return ret;
}
static void set_prefs(game_ui *ui, const config_item *cfg)
{
ui->pencil_keep_highlight = cfg[PREF_PENCIL_KEEP_HIGHLIGHT].u.boolean.bval;
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
/* See solo.c; if we were pencil-mode highlighting and
* somehow a square has just been properly filled, cancel
* pencil mode. */
if (ui->hshow && ui->hpencil && !ui->hcursor &&
GRID(newstate, nums, ui->hx, ui->hy) != 0) {
ui->hshow = false;
}
}
static const char *current_key_label(const game_ui *ui,
const game_state *state, int button)
{
if (ui->hshow && IS_CURSOR_SELECT(button))
return ui->hpencil ? "Ink" : "Pencil";
return "";
}
struct game_drawstate {
int tilesize, order;
bool started;
Mode mode;
digit *nums; /* copy of nums, o^2 */
unsigned char *hints; /* copy of hints, o^3 */
unsigned int *flags; /* o^2 */
int hx, hy;
bool hshow, hpencil; /* as for game_ui. */
bool hflash;
};
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int ox, int oy, int button)
{
int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
char buf[80];
bool shift_or_control = button & (MOD_SHFT | MOD_CTRL);
button = STRIP_BUTTON_MODIFIERS(button);
if (x >= 0 && x < ds->order && y >= 0 && y < ds->order && IS_MOUSE_DOWN(button)) {
if (oy - COORD(y) > TILE_SIZE && ox - COORD(x) > TILE_SIZE)
return NULL;
if (oy - COORD(y) > TILE_SIZE) {
if (GRID(state, flags, x, y) & F_ADJ_DOWN)
sprintf(buf, "F%d,%d,%d", x, y, F_SPENT_DOWN);
else if (y + 1 < ds->order && GRID(state, flags, x, y + 1) & F_ADJ_UP)
sprintf(buf, "F%d,%d,%d", x, y + 1, F_SPENT_UP);
else return NULL;
return dupstr(buf);
}
if (ox - COORD(x) > TILE_SIZE) {
if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
sprintf(buf, "F%d,%d,%d", x, y, F_SPENT_RIGHT);
else if (x + 1 < ds->order && GRID(state, flags, x + 1, y) & F_ADJ_LEFT)
sprintf(buf, "F%d,%d,%d", x + 1, y, F_SPENT_LEFT);
else return NULL;
return dupstr(buf);
}
if (button == LEFT_BUTTON) {
/* normal highlighting for non-immutable squares */
if (GRID(state, flags, x, y) & F_IMMUTABLE)
ui->hshow = false;
else if (x == ui->hx && y == ui->hy &&
ui->hshow && !ui->hpencil)
ui->hshow = false;
else {
ui->hx = x; ui->hy = y; ui->hpencil = false;
ui->hshow = true;
}
ui->hcursor = false;
return MOVE_UI_UPDATE;
}
if (button == RIGHT_BUTTON) {
/* pencil highlighting for non-filled squares */
if (GRID(state, nums, x, y) != 0)
ui->hshow = false;
else if (x == ui->hx && y == ui->hy &&
ui->hshow && ui->hpencil)
ui->hshow = false;
else {
ui->hx = x; ui->hy = y; ui->hpencil = true;
ui->hshow = true;
}
ui->hcursor = false;
return MOVE_UI_UPDATE;
}
}
if (IS_CURSOR_MOVE(button)) {
if (shift_or_control) {
int nx = ui->hx, ny = ui->hy, i;
bool self;
move_cursor(button, &nx, &ny, ds->order, ds->order, false, NULL);
ui->hshow = true;
ui->hcursor = true;
for (i = 0; i < 4 && (nx != ui->hx + adjthan[i].dx ||
ny != ui->hy + adjthan[i].dy); ++i);
if (i == 4)
return MOVE_UI_UPDATE; /* invalid direction, i.e. out of
* the board */
if (!(GRID(state, flags, ui->hx, ui->hy) & adjthan[i].f ||
GRID(state, flags, nx, ny ) & adjthan[i].fo))
return MOVE_UI_UPDATE; /* no clue to toggle */
if (state->mode == MODE_ADJACENT)
self = (adjthan[i].dx >= 0 && adjthan[i].dy >= 0);
else
self = (GRID(state, flags, ui->hx, ui->hy) & adjthan[i].f);
if (self)
sprintf(buf, "F%d,%d,%u", ui->hx, ui->hy,
ADJ_TO_SPENT(adjthan[i].f));
else
sprintf(buf, "F%d,%d,%u", nx, ny,
ADJ_TO_SPENT(adjthan[i].fo));
return dupstr(buf);
} else {
ui->hcursor = true;
return move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order,
false, &ui->hshow);
}
}
if (ui->hshow && IS_CURSOR_SELECT(button)) {
ui->hpencil = !ui->hpencil;
ui->hcursor = true;
return MOVE_UI_UPDATE;
}
n = c2n(button, state->order);
if (ui->hshow && n >= 0 && n <= ds->order) {
debug(("button %d, cbutton %d", button, (int)((char)button)));
debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
n, ui->hx, ui->hy, ui->hpencil,
GRID(state, flags, ui->hx, ui->hy),
GRID(state, nums, ui->hx, ui->hy)));
if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
return NULL; /* can't edit immutable square (!) */
if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
return NULL; /* can't change hints on filled square (!) */
/*
* If you ask to fill a square with what it already contains,
* or blank it when it's already empty, that has no effect...
*/
if ((!ui->hpencil || n == 0) &&
GRID(state, nums, ui->hx, ui->hy) == n) {
bool anypencil = false;
int i;
for (i = 0; i < state->order; i++)
anypencil = anypencil || HINT(state, ui->hx, ui->hy, i);
if (!anypencil) {
/* ... expect to remove the cursor in mouse mode. */
if (!ui->hcursor) {
ui->hshow = false;
return MOVE_UI_UPDATE;
}
return NULL;
}
}
sprintf(buf, "%c%d,%d,%d",
(char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
/*
* Hide the highlight after a keypress, if it was mouse-
* generated. Also, don't hide it if this move has changed
* pencil marks and the user preference says not to hide the
* highlight in that situation.
*/
if (!ui->hcursor && !(ui->hpencil && ui->pencil_keep_highlight))
ui->hshow = false;
return dupstr(buf);
}
if (button == 'H' || button == 'h')
return dupstr("H");
if (button == 'M' || button == 'm')
return dupstr("M");
return NULL;
}
static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = NULL;
int x, y, n, i;
debug(("execute_move: %s", move));
if ((move[0] == 'P' || move[0] == 'R') &&
sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
x >= 0 && x < state->order && y >= 0 && y < state->order &&
n >= 0 && n <= state->order) {
ret = dup_game(state);
if (move[0] == 'P' && n > 0)
HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
else {
GRID(ret, nums, x, y) = n;
for (i = 0; i < state->order; i++)
HINT(ret, x, y, i) = 0;
/* real change to grid; check for completion */
if (!ret->completed && check_complete(ret->nums, ret, true) > 0)
ret->completed = true;
}
return ret;
} else if (move[0] == 'S') {
const char *p;
ret = dup_game(state);
ret->cheated = true;
p = move+1;
for (i = 0; i < state->order*state->order; i++) {
n = c2n((int)*p, state->order);
if (!*p || n <= 0 || n > state->order)
goto badmove;
ret->nums[i] = n;
p++;
}
if (*p) goto badmove;
if (!ret->completed && check_complete(ret->nums, ret, true) > 0)
ret->completed = true;
return ret;
} else if (move[0] == 'M') {
ret = dup_game(state);
for (x = 0; x < state->order; x++) {
for (y = 0; y < state->order; y++) {
for (n = 0; n < state->order; n++) {
HINT(ret, x, y, n) = 1;
}
}
}
return ret;
} else if (move[0] == 'H') {
ret = solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
check_complete(ret->nums, ret, true);
return ret;
} else if (move[0] == 'F' && sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
x >= 0 && x < state->order && y >= 0 && y < state->order &&
(n & ~F_SPENT_MASK) == 0) {
ret = dup_game(state);
GRID(ret, flags, x, y) ^= n;
return ret;
}
badmove:
if (ret) free_game(ret);
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing/printing routines.
*/
#define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
static void game_compute_size(const game_params *params, int tilesize,
const game_ui *ui, int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize, order; } ads, *ds = &ads;
ads.tilesize = tilesize;
ads.order = params->order;
*x = *y = DRAW_SIZE;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
const 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_GRID * 3 + i] = 0.5F;
}
/* Lots of these were taken from solo.c. */
ret[COL_GUESS * 3 + 0] = 0.0F;
ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_GUESS * 3 + 2] = 0.0F;
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.0F;
ret[COL_ERROR * 3 + 2] = 0.0F;
ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int o2 = state->order*state->order, o3 = o2*state->order;
ds->tilesize = 0;
ds->order = state->order;
ds->mode = state->mode;
ds->nums = snewn(o2, digit);
ds->hints = snewn(o3, unsigned char);
ds->flags = snewn(o2, unsigned int);
memset(ds->nums, 0, o2*sizeof(digit));
memset(ds->hints, 0, o3);
memset(ds->flags, 0, o2*sizeof(unsigned int));
ds->hx = ds->hy = 0;
ds->started = false;
ds->hshow = false;
ds->hpencil = false;
ds->hflash = false;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->nums);
sfree(ds->hints);
sfree(ds->flags);
sfree(ds);
}
static void draw_gt(drawing *dr, int ox, int oy,
int dx1, int dy1, int dx2, int dy2, int col)
{
int coords[12];
int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0);
coords[0] = ox + xdx;
coords[1] = oy + xdy;
coords[2] = ox + xdx + dx1;
coords[3] = oy + xdy + dy1;
coords[4] = ox + xdx + dx1 + dx2;
coords[5] = oy + xdy + dy1 + dy2;
coords[6] = ox - xdx + dx1 + dx2;
coords[7] = oy - xdy + dy1 + dy2;
coords[8] = ox - xdx + dx1;
coords[9] = oy - xdy + dy1;
coords[10] = ox - xdx;
coords[11] = oy - xdy;
draw_polygon(dr, coords, 6, col, col);
}
#define COLOUR(direction) (f & (F_ERROR_##direction) ? COL_ERROR : \
f & (F_SPENT_##direction) ? COL_SPENT : fg)
static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
unsigned int f, int bg, int fg)
{
int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
/* Draw all the greater-than signs emanating from this tile. */
if (f & F_ADJ_UP) {
if (bg >= 0) draw_rect(dr, ox, oy - g, TILE_SIZE, g, bg);
draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2, COLOUR(UP));
draw_update(dr, ox, oy-g, TILE_SIZE, g);
}
if (f & F_ADJ_RIGHT) {
if (bg >= 0) draw_rect(dr, ox + TILE_SIZE, oy, g, TILE_SIZE, bg);
draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2, COLOUR(RIGHT));
draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
}
if (f & F_ADJ_DOWN) {
if (bg >= 0) draw_rect(dr, ox, oy + TILE_SIZE, TILE_SIZE, g, bg);
draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2, COLOUR(DOWN));
draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
if (f & F_ADJ_LEFT) {
if (bg >= 0) draw_rect(dr, ox - g, oy, g, TILE_SIZE, bg);
draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2, COLOUR(LEFT));
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 bg, int fg)
{
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, COLOUR(RIGHT));
} else {
draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
}
} else if (bg >= 0) {
draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, bg);
}
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, COLOUR(DOWN));
} else {
draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
}
} else if (bg >= 0) {
draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, bg);
}
draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
static void draw_furniture(drawing *dr, game_drawstate *ds,
const game_state *state, const game_ui *ui,
int x, int y, bool hflash)
{
int ox = COORD(x), oy = COORD(y), bg;
bool hon;
unsigned int f = GRID(state, flags, x, y);
bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
hon = (ui->hshow && x == ui->hx && y == ui->hy);
/* Clear square. */
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
(hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
/* Draw the highlight (pencil or full), if we're the highlight */
if (hon && ui->hpencil) {
int coords[6];
coords[0] = ox;
coords[1] = oy;
coords[2] = ox + TILE_SIZE/2;
coords[3] = oy;
coords[4] = ox;
coords[5] = oy + TILE_SIZE/2;
draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
}
/* Draw the square outline (which is the cursor, if we're the cursor). */
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
/* Draw the adjacent clue signs. */
if (ds->mode == MODE_ADJACENT)
draw_adjs(dr, ds, ox, oy, f, COL_BACKGROUND, COL_GRID);
else
draw_gts(dr, ds, ox, oy, f, COL_BACKGROUND, COL_TEXT);
}
static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
{
int ox = COORD(x), oy = COORD(y);
unsigned int f = GRID(ds,flags,x,y);
char str[2];
/* (can assume square has just been cleared) */
/* Draw number, choosing appropriate colour */
str[0] = n2c(GRID(ds, nums, x, y), ds->order);
str[1] = '\0';
draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
(f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
}
static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
{
int ox = COORD(x), oy = COORD(y);
int nhints, i, j, hw, hh, hmax, fontsz;
char str[2];
/* (can assume square has just been cleared) */
/* Draw hints; steal ingenious algorithm (basically)
* from solo.c:draw_number() */
for (i = nhints = 0; i < ds->order; i++) {
if (HINT(ds, x, y, i)) nhints++;
}
for (hw = 1; hw * hw < nhints; hw++);
if (hw < 3) hw = 3;
hh = (nhints + hw - 1) / hw;
if (hh < 2) hh = 2;
hmax = max(hw, hh);
fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
for (i = j = 0; i < ds->order; i++) {
if (HINT(ds,x,y,i)) {
int hx = j % hw, hy = j / hw;
str[0] = n2c(i+1, ds->order);
str[1] = '\0';
draw_text(dr,
ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
FONT_VARIABLE, fontsz,
ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
j++;
}
}
}
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int x, y, i;
bool hchanged = false, stale, hflash = false;
debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
if (flashtime > 0 &&
(flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
hflash = true;
if (!ds->started) {
draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
}
if (ds->hx != ui->hx || ds->hy != ui->hy ||
ds->hshow != ui->hshow || ds->hpencil != ui->hpencil)
hchanged = true;
for (x = 0; x < ds->order; x++) {
for (y = 0; y < ds->order; y++) {
if (!ds->started)
stale = true;
else if (hflash != ds->hflash)
stale = true;
else
stale = false;
if (hchanged) {
if ((x == ui->hx && y == ui->hy) ||
(x == ds->hx && y == ds->hy))
stale = true;
}
if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
GRID(ds, nums, x, y) = GRID(state, nums, x, y);
stale = true;
}
if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
GRID(ds, flags, x, y) = GRID(state, flags, x, y);
stale = true;
}
if (GRID(ds, nums, x, y) == 0) {
/* We're not a number square (therefore we might
* display hints); do we need to update? */
for (i = 0; i < ds->order; i++) {
if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
HINT(ds, x, y, i) = HINT(state, x, y, i);
stale = true;
}
}
}
if (stale) {
draw_furniture(dr, ds, state, ui, x, y, hflash);
if (GRID(ds, nums, x, y) > 0)
draw_num(dr, ds, x, y);
else
draw_hints(dr, ds, x, y);
}
}
}
ds->hx = ui->hx; ds->hy = ui->hy;
ds->hshow = ui->hshow;
ds->hpencil = ui->hpencil;
ds->started = true;
ds->hflash = hflash;
}
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
static void game_get_cursor_location(const game_ui *ui,
const game_drawstate *ds,
const game_state *state,
const game_params *params,
int *x, int *y, int *w, int *h)
{
if(ui->hshow) {
*x = COORD(ui->hx);
*y = COORD(ui->hy);
*w = *h = TILE_SIZE;
}
}
static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
static void game_print_size(const game_params *params, const game_ui *ui,
float *x, float *y)
{
int pw, ph;
/* 10mm squares by default, roughly the same as Grauniad. */
game_compute_size(params, 1000, ui, &pw, &ph);
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, const game_state *state, const game_ui *ui,
int tilesize)
{
int ink = print_mono_colour(dr, 0);
int x, y, o = state->order, ox, oy, n;
char str[2];
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
game_set_size(dr, ds, NULL, tilesize);
print_line_width(dr, 2 * TILE_SIZE / 40);
/* Squares, numbers, gt signs */
for (y = 0; y < o; y++) {
for (x = 0; x < o; x++) {
ox = COORD(x); oy = COORD(y);
n = GRID(state, nums, x, y);
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
str[0] = n ? n2c(n, state->order) : ' ';
str[1] = '\0';
draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
ink, str);
if (state->mode == MODE_ADJACENT)
draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
else
draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
}
}
}
/* ----------------------------------------------------------------------
* Housekeeping.
*/
#ifdef COMBINED
#define thegame unequal
#endif
const struct game thegame = {
"Unequal", "games.unequal", "unequal",
default_params,
game_fetch_preset, NULL,
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,
get_prefs, set_prefs,
new_ui,
free_ui,
NULL, /* encode_ui */
NULL, /* decode_ui */
game_request_keys,
game_changed_state,
current_key_label,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_get_cursor_location,
game_status,
true, false, game_print_size, game_print,
false, /* wants_statusbar */
false, NULL, /* timing_state */
REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
};
/* ----------------------------------------------------------------------
* Standalone solver.
*/
#ifdef STANDALONE_SOLVER
#include <time.h>
#include <stdarg.h>
static const char *quis = NULL;
#if 0 /* currently unused */
static void debug_printf(const char *fmt, ...)
{
char buf[4096];
va_list ap;
va_start(ap, fmt);
vsprintf(buf, fmt, ap);
puts(buf);
va_end(ap);
}
static void game_printf(game_state *state)
{
char *dbg = game_text_format(state);
printf("%s", dbg);
sfree(dbg);
}
static void game_printf_wide(game_state *state)
{
int x, y, i, n;
for (y = 0; y < state->order; y++) {
for (x = 0; x < state->order; x++) {
n = GRID(state, nums, x, y);
for (i = 0; i < state->order; i++) {
if (n > 0)
printf("%c", n2c(n, state->order));
else if (HINT(state, x, y, i))
printf("%c", n2c(i+1, state->order));
else
printf(".");
}
printf(" ");
}
printf("\n");
}
printf("\n");
}
#endif
static void pdiff(int diff)
{
if (diff == DIFF_IMPOSSIBLE)
printf("Game is impossible.\n");
else if (diff == DIFF_UNFINISHED)
printf("Game has incomplete.\n");
else if (diff == DIFF_AMBIGUOUS)
printf("Game has multiple solutions.\n");
else
printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
}
static int solve(game_params *p, char *desc, int debug)
{
game_state *state = new_game(NULL, p, desc);
struct solver_ctx *ctx = new_ctx(state);
struct latin_solver solver;
int diff;
solver_show_working = debug;
game_debug(state);
if (latin_solver_alloc(&solver, state->nums, state->order))
diff = latin_solver_main(&solver, DIFF_RECURSIVE,
DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
DIFF_EXTREME, DIFF_RECURSIVE,
unequal_solvers, unequal_valid, ctx,
clone_ctx, free_ctx);
else
diff = DIFF_IMPOSSIBLE;
free_ctx(ctx);
latin_solver_free(&solver);
if (debug) pdiff(diff);
game_debug(state);
free_game(state);
return diff;
}
static void check(game_params *p)
{
const char *msg = validate_params(p, true);
if (msg) {
fprintf(stderr, "%s: %s", quis, msg);
exit(1);
}
}
static int gen(game_params *p, random_state *rs, int debug)
{
char *desc, *aux;
int diff;
check(p);
solver_show_working = debug;
desc = new_game_desc(p, rs, &aux, false);
diff = solve(p, desc, debug);
sfree(aux);
sfree(desc);
return diff;
}
static void soak(game_params *p, random_state *rs)
{
time_t tt_start, tt_now, tt_last;
char *aux, *desc;
game_state *st;
int n = 0, neasy = 0, realdiff = p->diff;
check(p);
solver_show_working = 0;
maxtries = 1;
tt_start = tt_now = time(NULL);
printf("Soak-generating an %s %dx%d grid, difficulty %s.\n",
p->mode == MODE_ADJACENT ? "adjacent" : "unequal",
p->order, p->order, unequal_diffnames[p->diff]);
while (1) {
p->diff = realdiff;
desc = new_game_desc(p, rs, &aux, false);
st = new_game(NULL, p, desc);
solver_state(st, DIFF_RECURSIVE);
free_game(st);
sfree(aux);
sfree(desc);
n++;
if (realdiff != p->diff) neasy++;
tt_last = time(NULL);
if (tt_last > tt_now) {
tt_now = tt_last;
printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
n, (double)n / ((double)tt_now - tt_start),
neasy, (double)neasy*100.0/(double)n,
(double)(n - neasy) / ((double)tt_now - tt_start));
}
}
}
static void usage_exit(const char *msg)
{
if (msg)
fprintf(stderr, "%s: %s\n", quis, msg);
fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
exit(1);
}
int main(int argc, const char *argv[])
{
random_state *rs;
time_t seed = time(NULL);
int do_soak = 0, diff;
game_params *p;
maxtries = 50;
quis = argv[0];
while (--argc > 0) {
const char *p = *++argv;
if (!strcmp(p, "--soak"))
do_soak = 1;
else if (!strcmp(p, "--seed")) {
if (argc == 0)
usage_exit("--seed needs an argument");
seed = (time_t)atoi(*++argv);
argc--;
} else if (*p == '-')
usage_exit("unrecognised option");
else
break;
}
rs = random_new((void*)&seed, sizeof(time_t));
if (do_soak == 1) {
if (argc != 1) usage_exit("only one argument for --soak");
p = default_params();
decode_params(p, *argv);
soak(p, rs);
} else if (argc > 0) {
int i;
for (i = 0; i < argc; i++) {
const char *id = *argv++;
char *desc = strchr(id, ':');
const char *err;
p = default_params();
if (desc) {
*desc++ = '\0';
decode_params(p, id);
err = validate_desc(p, desc);
if (err) {
fprintf(stderr, "%s: %s\n", quis, err);
exit(1);
}
solve(p, desc, 1);
} else {
decode_params(p, id);
diff = gen(p, rs, 1);
}
}
} else {
while(1) {
p = default_params();
p->order = random_upto(rs, 7) + 3;
p->diff = random_upto(rs, 4);
diff = gen(p, rs, 0);
pdiff(diff);
}
}
return 0;
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */