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Files

[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.]
2469 lines
73 KiB
C
2469 lines
73 KiB
C
/*
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* unequal.c
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*
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* Implementation of 'Futoshiki', a puzzle featured in the Guardian.
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*
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* TTD:
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* add multiple-links-on-same-col/row solver nous
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* Optimise set solver to use bit operations instead
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*
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* Guardian puzzles of note:
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* #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,
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* #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,
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* #3: (reprint of #2)
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* #4:
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* #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,
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* #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,
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#ifdef NO_TGMATH_H
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# include <math.h>
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#else
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# include <tgmath.h>
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#endif
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#include "puzzles.h"
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#include "latin.h" /* contains typedef for digit */
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/* ----------------------------------------------------------
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* Constant and structure definitions
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*/
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#define FLASH_TIME 0.4F
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#define PREFERRED_TILE_SIZE 32
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#define TILE_SIZE (ds->tilesize)
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#define GAP_SIZE (TILE_SIZE/2)
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#define SQUARE_SIZE (TILE_SIZE + GAP_SIZE)
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#define BORDER (TILE_SIZE / 2)
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#define COORD(x) ( (x) * SQUARE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 )
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#define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)])
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#define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ])
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#define HINT(p,x,y,n) GRID3(p, hints, x, y, n)
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enum {
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COL_BACKGROUND,
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COL_GRID,
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COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
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COL_HIGHLIGHT, COL_LOWLIGHT, COL_SPENT = COL_LOWLIGHT,
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NCOLOURS
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};
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typedef enum {
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MODE_UNEQUAL, /* Puzzle indicators are 'greater-than'. */
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MODE_ADJACENT /* Puzzle indicators are 'adjacent number'. */
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} Mode;
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enum {
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PREF_PENCIL_KEEP_HIGHLIGHT,
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N_PREF_ITEMS
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};
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struct game_params {
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int order; /* Size of latin square */
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int diff; /* Difficulty */
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Mode mode;
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};
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#define F_IMMUTABLE 1 /* passed in as game description */
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#define F_ADJ_UP 2
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#define F_ADJ_RIGHT 4
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#define F_ADJ_DOWN 8
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#define F_ADJ_LEFT 16
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#define F_ERROR 32
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#define F_ERROR_UP 64
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#define F_ERROR_RIGHT 128
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#define F_ERROR_DOWN 256
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#define F_ERROR_LEFT 512
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#define F_SPENT_UP 1024
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#define F_SPENT_RIGHT 2048
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#define F_SPENT_DOWN 4096
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#define F_SPENT_LEFT 8192
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#define ADJ_TO_SPENT(x) ((x) << 9)
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#define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
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#define F_SPENT_MASK (F_SPENT_UP|F_SPENT_RIGHT|F_SPENT_DOWN|F_SPENT_LEFT)
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struct game_state {
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int order;
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bool completed, cheated;
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Mode mode;
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digit *nums; /* actual numbers (size order^2) */
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unsigned char *hints; /* remaining possiblities (size order^3) */
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unsigned int *flags; /* flags (size order^2) */
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};
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/* ----------------------------------------------------------
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* Game parameters and presets
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*/
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/* Steal the method from map.c for difficulty levels. */
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#define DIFFLIST(A) \
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A(LATIN,Trivial,NULL,t) \
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A(EASY,Easy,solver_easy, e) \
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A(SET,Tricky,solver_set, k) \
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A(EXTREME,Extreme,NULL,x) \
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A(RECURSIVE,Recursive,NULL,r)
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#define ENUM(upper,title,func,lower) DIFF_ ## upper,
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#define TITLE(upper,title,func,lower) #title,
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#define ENCODE(upper,title,func,lower) #lower
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#define CONFIG(upper,title,func,lower) ":" #title
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enum { DIFFLIST(ENUM) DIFFCOUNT, DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
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static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
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static char const unequal_diffchars[] = DIFFLIST(ENCODE);
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#define DIFFCONFIG DIFFLIST(CONFIG)
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#define DEFAULT_PRESET 0
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static const struct game_params unequal_presets[] = {
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{ 4, DIFF_EASY, 0 },
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{ 5, DIFF_EASY, 0 },
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{ 5, DIFF_SET, 0 },
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{ 5, DIFF_SET, 1 },
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{ 5, DIFF_EXTREME, 0 },
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{ 6, DIFF_EASY, 0 },
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{ 6, DIFF_SET, 0 },
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{ 6, DIFF_SET, 1 },
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{ 6, DIFF_EXTREME, 0 },
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{ 7, DIFF_SET, 0 },
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{ 7, DIFF_SET, 1 },
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{ 7, DIFF_EXTREME, 0 }
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};
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static bool game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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char buf[80];
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if (i < 0 || i >= lenof(unequal_presets))
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return false;
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ret = snew(game_params);
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*ret = unequal_presets[i]; /* structure copy */
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sprintf(buf, "%s: %dx%d %s",
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ret->mode == MODE_ADJACENT ? "Adjacent" : "Unequal",
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ret->order, ret->order,
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unequal_diffnames[ret->diff]);
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*name = dupstr(buf);
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*params = ret;
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return true;
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}
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static game_params *default_params(void)
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{
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game_params *ret;
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char *name;
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if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
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sfree(name);
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return ret;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(const game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *ret, char const *string)
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{
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char const *p = string;
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ret->order = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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if (*p == 'a') {
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p++;
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ret->mode = MODE_ADJACENT;
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} else
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ret->mode = MODE_UNEQUAL;
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if (*p == 'd') {
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int i;
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p++;
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ret->diff = DIFFCOUNT+1; /* ...which is invalid */
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if (*p) {
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for (i = 0; i < DIFFCOUNT; i++) {
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if (*p == unequal_diffchars[i])
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ret->diff = i;
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}
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p++;
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}
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}
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}
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static char *encode_params(const game_params *params, bool full)
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{
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char ret[80];
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sprintf(ret, "%d", params->order);
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if (params->mode == MODE_ADJACENT)
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sprintf(ret + strlen(ret), "a");
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if (full)
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sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
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return dupstr(ret);
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}
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static config_item *game_configure(const game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(4, config_item);
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ret[0].name = "Mode";
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ret[0].type = C_CHOICES;
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ret[0].u.choices.choicenames = ":Unequal:Adjacent";
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ret[0].u.choices.selected = params->mode;
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ret[1].name = "Size (s*s)";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->order);
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ret[1].u.string.sval = dupstr(buf);
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ret[2].name = "Difficulty";
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ret[2].type = C_CHOICES;
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ret[2].u.choices.choicenames = DIFFCONFIG;
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ret[2].u.choices.selected = params->diff;
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ret[3].name = NULL;
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ret[3].type = C_END;
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return ret;
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}
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static game_params *custom_params(const config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->mode = cfg[0].u.choices.selected;
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ret->order = atoi(cfg[1].u.string.sval);
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ret->diff = cfg[2].u.choices.selected;
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return ret;
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}
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static const char *validate_params(const game_params *params, bool full)
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{
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if (params->order < 3 || params->order > 32)
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return "Order must be between 3 and 32";
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if (params->diff >= DIFFCOUNT)
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return "Unknown difficulty rating";
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if (params->order < 5 && params->mode == MODE_ADJACENT &&
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params->diff >= DIFF_SET)
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return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
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return NULL;
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}
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/* ----------------------------------------------------------
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* Various utility functions
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*/
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static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = {
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{ F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' },
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{ F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' },
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{ F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' },
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{ F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' }
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};
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static game_state *blank_game(int order, Mode mode)
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{
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game_state *state = snew(game_state);
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int o2 = order*order, o3 = o2*order;
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state->order = order;
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state->mode = mode;
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state->completed = false;
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state->cheated = false;
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state->nums = snewn(o2, digit);
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state->hints = snewn(o3, unsigned char);
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state->flags = snewn(o2, unsigned int);
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memset(state->nums, 0, o2 * sizeof(digit));
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memset(state->hints, 0, o3);
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memset(state->flags, 0, o2 * sizeof(unsigned int));
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return state;
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}
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static game_state *dup_game(const game_state *state)
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{
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game_state *ret = blank_game(state->order, state->mode);
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int o2 = state->order*state->order, o3 = o2*state->order;
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memcpy(ret->nums, state->nums, o2 * sizeof(digit));
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memcpy(ret->hints, state->hints, o3);
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memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
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return ret;
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}
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static void free_game(game_state *state)
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{
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sfree(state->nums);
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sfree(state->hints);
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sfree(state->flags);
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sfree(state);
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}
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#define CHECKG(x,y) grid[(y)*o+(x)]
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/* Returns false if it finds an error, true if ok. */
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static bool check_num_adj(digit *grid, game_state *state,
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int x, int y, bool me)
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{
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unsigned int f = GRID(state, flags, x, y);
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bool ret = true;
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int i, o = state->order;
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for (i = 0; i < 4; i++) {
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int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn;
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if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o)
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continue;
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n = CHECKG(x, y);
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dn = CHECKG(x+dx, y+dy);
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assert (n != 0);
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if (dn == 0) continue;
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if (state->mode == MODE_ADJACENT) {
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int gd = abs(n-dn);
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if ((f & adjthan[i].f) && (gd != 1)) {
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debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d",
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x, y, n, x+dx, y+dy, dn));
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if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
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ret = false;
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}
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if (!(f & adjthan[i].f) && (gd == 1)) {
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debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d",
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x, y, n, x+dx, y+dy, dn));
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if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
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ret = false;
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}
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} else {
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if ((f & adjthan[i].f) && (n <= dn)) {
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debug(("check_adj error (%d,%d):%d not > (%d,%d):%d",
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x, y, n, x+dx, y+dy, dn));
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if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
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ret = false;
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}
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}
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}
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return ret;
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}
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/* Returns false if it finds an error, true if ok. */
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static bool check_num_error(digit *grid, game_state *state,
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int x, int y, bool mark_errors)
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{
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int o = state->order;
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int xx, yy, val = CHECKG(x,y);
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bool ret = true;
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assert(val != 0);
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/* check for dups in same column. */
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for (yy = 0; yy < state->order; yy++) {
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if (yy == y) continue;
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if (CHECKG(x,yy) == val) ret = false;
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}
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/* check for dups in same row. */
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for (xx = 0; xx < state->order; xx++) {
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if (xx == x) continue;
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if (CHECKG(xx,y) == val) ret = false;
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}
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if (!ret) {
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debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
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if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
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}
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return ret;
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}
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/* Returns: -1 for 'wrong'
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* 0 for 'incomplete'
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* 1 for 'complete and correct'
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*/
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static int check_complete(digit *grid, game_state *state, bool mark_errors)
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{
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int x, y, ret = 1, o = state->order;
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if (mark_errors)
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assert(grid == state->nums);
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for (x = 0; x < state->order; x++) {
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for (y = 0; y < state->order; y++) {
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if (mark_errors)
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GRID(state, flags, x, y) &= ~F_ERROR_MASK;
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if (grid[y*o+x] == 0) {
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ret = 0;
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} else {
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if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
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if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
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}
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}
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}
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if (ret == 1 && latin_check(grid, o))
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ret = -1;
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return ret;
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}
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static char n2c(digit n, int order) {
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if (n == 0) return ' ';
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if (order < 10) {
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if (n < 10) return '0' + n;
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} else {
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if (n < 11) return '0' + n-1;
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n -= 11;
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if (n <= 26) return 'A' + n;
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}
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return '?';
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}
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/* should be 'digit', but includes -1 for 'not a digit'.
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* Includes keypresses (0 especially) for interpret_move. */
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static int c2n(int c, int order) {
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if (c < 0 || c > 0xff)
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return -1;
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if (c == ' ' || c == '\b')
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return 0;
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if (order < 10) {
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if (c >= '0' && c <= '9')
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return (int)(c - '0');
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} else {
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if (c >= '0' && c <= '9')
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return (int)(c - '0' + 1);
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if (c >= 'A' && c <= 'Z')
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return (int)(c - 'A' + 11);
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if (c >= 'a' && c <= 'z')
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return (int)(c - 'a' + 11);
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}
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return -1;
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}
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static bool game_can_format_as_text_now(const game_params *params)
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{
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return true;
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}
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static char *game_text_format(const game_state *state)
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{
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int x, y, len, n;
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char *ret, *p;
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len = (state->order*2) * (state->order*2-1) + 1;
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ret = snewn(len, char);
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p = ret;
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for (y = 0; y < state->order; y++) {
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for (x = 0; x < state->order; x++) {
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n = GRID(state, nums, x, y);
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*p++ = n > 0 ? n2c(n, state->order) : '.';
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|
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 = ¶ms_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: */
|