Files
puzzles/unequal.c
Ben Harris 6dac51795e Add an environment variable to control initial cursor visibility
If you define PUZZLES_INITIAL_CURSOR=y, puzzles that have a keyboard
cursor will default to making it visible rather than invisible at the
start of a new game.  Behaviour is otherwise the same, so mouse actions
will cause the cursor to vanish and keyboard actions will cause it to
appear.  It's just the default that has changed.

The purpose of this is for use on devices and platforms where the
primary or only means of interaction is keyboard-based.  In those cases,
starting with the keyboard cursor invisible is weird and a bit
confusing.
2023-03-22 16:58:22 +00:00

2424 lines
71 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>
#include <math.h>
#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;
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. */
};
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);
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static char *encode_ui(const game_ui *ui)
{
return NULL;
}
static void decode_ui(game_ui *ui, const char *encoding)
{
}
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 &= ~MOD_MASK;
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 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 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);
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 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 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 {
move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order, false);
ui->hshow = true;
ui->hcursor = true;
return UI_UPDATE;
}
}
if (ui->hshow && IS_CURSOR_SELECT(button)) {
ui->hpencil = !ui->hpencil;
ui->hcursor = true;
return 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 UI_UPDATE;
}
return NULL;
}
}
sprintf(buf, "%c%d,%d,%d",
(char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
if (!ui->hcursor) 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,
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, float *x, float *y)
{
int pw, ph;
/* 10mm squares by default, roughly the same as Grauniad. */
game_compute_size(params, 1000, &pw, &ph);
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, const game_state *state, 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,
new_ui,
free_ui,
encode_ui,
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: */