Files
Simon Tatham 66a6a930c5 Yikes! Fix a misaimed 'sizeof' which I only got away with because
ints and pointers are usually the same size.

[originally from svn r8809]
2010-01-05 18:51:42 +00:00

1762 lines
46 KiB
C

/*
* group.c: a Latin-square puzzle, but played with groups' Cayley
* tables. That is, you are given a Cayley table of a group with
* most elements blank and a few clues, and you must fill it in
* so as to preserve the group axioms.
*
* This is a perfectly playable and fully working puzzle, but I'm
* leaving it for the moment in the 'unfinished' directory because
* it's just too esoteric (not to mention _hard_) for me to be
* comfortable presenting it to the general public as something they
* might (implicitly) actually want to play.
*
* TODO:
*
* - more solver techniques?
* * Inverses: once we know that gh = e, we can immediately
* deduce hg = e as well; then for any gx=y we can deduce
* hy=x, and for any xg=y we have yh=x.
* * Hard-mode associativity: we currently deduce based on
* definite numbers in the grid, but we could also winnow
* based on _possible_ numbers.
* * My overambitious original thoughts included wondering if we
* could infer that there must be elements of certain orders
* (e.g. a group of order divisible by 5 must contain an
* element of order 5), but I think in fact this is probably
* silly.
*
* - a mode which shuffles the identity element into the mix
* instead of keeping it clearly shown for you?
* * shuffle more fully during table generation
* * start clue removal by clearing the identity row and column
* completely, or else it'll be totally obvious where it is
* * have to print the group elements outside the grid
* * new_ui should start the cursor at 0,0 not 1,1, and cursor
* should not be constrained to x,y >= 1
* * get rid of the COL_IDENTITY highlights
* * will we need more checks in check_errors?
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#include "latin.h"
/*
* Difficulty levels. I do some macro ickery here to ensure that my
* enum and the various forms of my name list always match up.
*/
#define DIFFLIST(A) \
A(TRIVIAL,Trivial,NULL,t) \
A(NORMAL,Normal,solver_normal,n) \
A(HARD,Hard,NULL,h) \
A(EXTREME,Extreme,NULL,x) \
A(UNREASONABLE,Unreasonable,NULL,u)
#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 };
static char const *const group_diffnames[] = { DIFFLIST(TITLE) };
static char const group_diffchars[] = DIFFLIST(ENCODE);
#define DIFFCONFIG DIFFLIST(CONFIG)
enum {
COL_BACKGROUND,
COL_IDENTITY,
COL_GRID,
COL_USER,
COL_HIGHLIGHT,
COL_ERROR,
COL_PENCIL,
NCOLOURS
};
#define FROMCHAR(c) ((c)>='0'&&(c)<='9' ? (c)-'0' : \
(c)>='A'&&(c)<='Z' ? (c)-'A'+10 : (c)-'a'+10)
#define ISCHAR(c) (((c)>='0'&&(c)<='9') || \
((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z'))
#define TOCHAR(c) ((c)>=10 ? (c)-10+'a' : (c)+'0')
struct game_params {
int w, diff;
};
struct game_state {
game_params par;
digit *grid;
unsigned char *immutable;
int *pencil; /* bitmaps using bits 1<<1..1<<n */
int completed, cheated;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = 6;
ret->diff = DIFF_NORMAL;
return ret;
}
const static struct game_params group_presets[] = {
{ 4, DIFF_NORMAL },
{ 6, DIFF_NORMAL },
};
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char buf[80];
if (i < 0 || i >= lenof(group_presets))
return FALSE;
ret = snew(game_params);
*ret = group_presets[i]; /* structure copy */
sprintf(buf, "%dx%d %s", ret->w, ret->w, group_diffnames[ret->diff]);
*name = dupstr(buf);
*params = ret;
return TRUE;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *params, char const *string)
{
char const *p = string;
params->w = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'd') {
int i;
p++;
params->diff = DIFFCOUNT+1; /* ...which is invalid */
if (*p) {
for (i = 0; i < DIFFCOUNT; i++) {
if (*p == group_diffchars[i])
params->diff = i;
}
p++;
}
}
}
static char *encode_params(game_params *params, int full)
{
char ret[80];
sprintf(ret, "%d", params->w);
if (full)
sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
return dupstr(ret);
}
static config_item *game_configure(game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(3, config_item);
ret[0].name = "Grid size";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Difficulty";
ret[1].type = C_CHOICES;
ret[1].sval = DIFFCONFIG;
ret[1].ival = params->diff;
ret[2].name = NULL;
ret[2].type = C_END;
ret[2].sval = NULL;
ret[2].ival = 0;
return ret;
}
static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->diff = cfg[1].ival;
return ret;
}
static char *validate_params(game_params *params, int full)
{
if (params->w < 3 || params->w > 31)
return "Grid size must be between 3 and 31";
if (params->diff >= DIFFCOUNT)
return "Unknown difficulty rating";
return NULL;
}
/* ----------------------------------------------------------------------
* Solver.
*/
static int solver_normal(struct latin_solver *solver, void *vctx)
{
int w = solver->o;
digit *grid = solver->grid;
int i, j, k;
/*
* Deduce using associativity: (ab)c = a(bc).
*
* So we pick any a,b,c we like; then if we know ab, bc, and
* (ab)c we can fill in a(bc).
*/
for (i = 1; i < w; i++)
for (j = 1; j < w; j++)
for (k = 1; k < w; k++) {
if (!grid[i*w+j] || !grid[j*w+k])
continue;
if (grid[(grid[i*w+j]-1)*w+k] &&
!grid[i*w+(grid[j*w+k]-1)]) {
int x = grid[j*w+k]-1, y = i;
int n = grid[(grid[i*w+j]-1)*w+k];
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
printf("%*sassociativity on %d,%d,%d: %d*%d = %d*%d\n",
solver_recurse_depth*4, "",
i+1, j+1, k+1,
grid[i*w+j], k+1, i+1, grid[j*w+k]);
printf("%*s placing %d at (%d,%d)\n",
solver_recurse_depth*4, "",
n, x+1, y+1);
}
#endif
if (solver->cube[(x*w+y)*w+n-1]) {
latin_solver_place(solver, x, y, n);
return 1;
} else {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("%*s contradiction!\n",
solver_recurse_depth*4, "");
return -1;
#endif
}
}
if (!grid[(grid[i*w+j]-1)*w+k] &&
grid[i*w+(grid[j*w+k]-1)]) {
int x = k, y = grid[i*w+j]-1;
int n = grid[i*w+(grid[j*w+k]-1)];
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
printf("%*sassociativity on %d,%d,%d: %d*%d = %d*%d\n",
solver_recurse_depth*4, "",
i+1, j+1, k+1,
grid[i*w+j], k+1, i+1, grid[j*w+k]);
printf("%*s placing %d at (%d,%d)\n",
solver_recurse_depth*4, "",
n, x+1, y+1);
}
#endif
if (solver->cube[(x*w+y)*w+n-1]) {
latin_solver_place(solver, x, y, n);
return 1;
} else {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("%*s contradiction!\n",
solver_recurse_depth*4, "");
return -1;
#endif
}
}
}
return 0;
}
#define SOLVER(upper,title,func,lower) func,
static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
static int solver(int w, digit *grid, int maxdiff)
{
int ret;
ret = latin_solver(grid, w, maxdiff,
DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
DIFF_EXTREME, DIFF_UNREASONABLE,
group_solvers, NULL, NULL, NULL);
return ret;
}
/* ----------------------------------------------------------------------
* Grid generation.
*/
static char *encode_grid(char *desc, digit *grid, int area)
{
int run, i;
char *p = desc;
run = 0;
for (i = 0; i <= area; i++) {
int n = (i < area ? grid[i] : -1);
if (!n)
run++;
else {
if (run) {
while (run > 0) {
int c = 'a' - 1 + run;
if (run > 26)
c = 'z';
*p++ = c;
run -= c - ('a' - 1);
}
} else {
/*
* If there's a number in the very top left or
* bottom right, there's no point putting an
* unnecessary _ before or after it.
*/
if (p > desc && n > 0)
*p++ = '_';
}
if (n > 0)
p += sprintf(p, "%d", n);
run = 0;
}
}
return p;
}
/* ----- data generated by group.gap begins ----- */
struct group {
unsigned long autosize;
int order, ngens;
const char *gens;
};
struct groups {
int ngroups;
const struct group *groups;
};
static const struct group groupdata[] = {
/* order 2 */
{1L, 2, 1, "21"},
/* order 3 */
{2L, 3, 1, "231"},
/* order 4 */
{2L, 4, 1, "2341"},
{6L, 4, 2, "2143" "3412"},
/* order 5 */
{4L, 5, 1, "23451"},
/* order 6 */
{6L, 6, 2, "365214" "214365"},
{2L, 6, 1, "436521"},
/* order 7 */
{6L, 7, 1, "2345671"},
/* order 8 */
{4L, 8, 1, "23564781"},
{8L, 8, 2, "24567183" "57284361"},
{8L, 8, 2, "57284361" "21563487"},
{24L, 8, 2, "24567183" "38472516"},
{168L, 8, 3, "21563487" "35172846" "46718235"},
/* order 9 */
{6L, 9, 1, "245378691"},
{48L, 9, 2, "245178396" "356781924"},
/* order 10 */
{20L, 10, 2, "3A52749618" "21436587A9"},
{4L, 10, 1, "436587A921"},
/* order 11 */
{10L, 11, 1, "23456789AB1"},
/* order 12 */
{12L, 12, 2, "7C4BA5832916" "2356179A4BC8"},
{4L, 12, 1, "589AB32C4761"},
{24L, 12, 2, "256719AB34C8" "6A2B8C574391"},
{12L, 12, 2, "7C4BA5832916" "2156349A78CB"},
{12L, 12, 2, "649A78C2B153" "794B6C83A512"},
/* order 13 */
{12L, 13, 1, "23456789ABCD1"},
/* order 14 */
{42L, 14, 2, "5C7E92B4D6183A" "21436587A9CBED"},
{6L, 14, 1, "6587A9CBED2143"},
/* order 15 */
{8L, 15, 1, "5783AB6DE9F2C41"},
/* order 16 */
{8L, 16, 1, "DBEG6F1427C3958A"},
{96L, 16, 2, "9CB3FE6G54A87D12" "2467891BCDE3F5GA"},
{32L, 16, 2, "D98G643FE2C1BA75" "25678AB1CDEF34G9"},
{32L, 16, 2, "9613F7CD45A2EGB8" "25678AB1CDEF34G9"},
{16L, 16, 2, "DF8G6B39E2C14A75" "2467895BCDEAF1G3"},
{16L, 16, 2, "D98G64AFE2C5B371" "2467895BCDEAF1G3"},
{32L, 16, 2, "DF8G6439E2C5BA71" "21678345CDE9ABGF"},
{16L, 16, 2, "D98G6BAFE2C14375" "74G8EF5B6C2391DA"},
{32L, 16, 2, "D92G64AF78C5B3E1" "3C59A7DGB1F8E642"},
{192L, 16, 3,
"D38G619AE2C45F7B" "25678AB1CDEF34G9" "7BC2EF546G8A91D3"},
{64L, 16, 3, "D38G619AE2C45F7B" "CF76GBA92ED54381" "3D19A8G645FE2CB7"},
{192L, 16, 3,
"9GB3F7DC54A2E618" "25678AB1CDEF34G9" "3D59A2G6B1F78C4E"},
{48L, 16, 3, "9G4AFE6C5B327D18" "6A2CD5F378GB19E4" "4795BC8EAF1DG236"},
{20160L, 16, 4,
"58AB1DE2F34G679C" "21678345CDE9ABGF" "3619A2CD45F78GBE"
"4791BC2E3F56G8AD"},
/* order 17 */
{16L, 17, 1, "56789ABCDEFGH1234"},
/* order 18 */
{54L, 18, 2, "DB9HFGE17CI5342A86" "215634ABC789FGDEIH"},
{6L, 18, 1, "53AB786FG4DECI9H21"},
{12L, 18, 2, "53AB782FG1DE6I4HC9" "BEFGH36I5978CA1D24"},
{432L, 18, 3,
"96E1BCH34FG278I5DA" "EFH36I978BCA1DG245" "215634ABC789FGDEIH"},
{48L, 18, 2, "53AB782FG1DE6I4HC9" "64BC89FG2DE1I5H3A7"},
/* order 19 */
{18L, 19, 1, "56789ABCDEFGHIJ1234"},
/* order 20 */
{40L, 20, 2, "7K4BI58F29CJ6DG3AH1E" "5129346D78AHBCEKFGIJ"},
{8L, 20, 1, "589AC3DEG7HIJB2K4F61"},
{20L, 20, 2, "4AJ8HE3CKI7G52B196FD" "5129346D78AHBCEKFGIJ"},
{40L, 20, 2, "7K4BI58F29CJ6DG3AH1E" "5329176D4BAH8FEKCJIG"},
{24L, 20, 2, "976D4BAH8FEKCJI5G321" "649A78DEBCHIFGK2J153"},
/* order 21 */
{42L, 21, 2, "9KCJ2FL5I4817B3AE6DHG" "5A8CDBFGEIJH1LK342679"},
{12L, 21, 1, "5783AB6DE9GHCJKFL2I41"},
/* order 22 */
{110L, 22, 2, "5K7M92B4D6F8HAJCLE1G3I" "21436587A9CBEDGFIHKJML"},
{10L, 22, 1, "6587A9CBEDGFIHKJML2143"},
/* order 23 */
{22L, 23, 1, "56789ABCDEFGHIJKLMN1234"},
/* order 24 */
{24L, 24, 2, "HO5ANGLDBCI9M26KJ1378E4F" "8IEFGJN3KLM2C49AO671BHD5"},
{8L, 24, 1, "DH2KL4IN678OA5C9EFGBJ1M3"},
{24L, 24, 2, "9FHI25LM6N78BC1ODEGJ34KA" "EAOFM74BJDK69GH5C3LI2N18"},
{48L, 24, 2, "HL5ANMO6BCI9G7DEJ132FK48" "8JEFGNC4KLM2I91BO673H5DA"},
{24L, 24, 2, "HO5ANGLDBCI9M26KJ1378E4F" "KN8EOCI9FGLDJ13HM2645A7B"},
{48L, 24, 2, "HL5ANMO6BCI9G7DEJ132FK48" "21678345DEFG9ABCKLMHIJON"},
{48L, 24, 3,
"HOBANMLD5JI9G76KC432FE18" "AL5HIGO6BCN3M2DEJ1978K4F"
"8JEFGNC4KLM2I91BO673H5DA"},
{24L, 24, 3,
"HLBANGO65JI9M2DEC4378K1F" "AO5HIMLDBCN3G76KJ192FE48"
"KIFEOCN38MLDJ19AG7645H2B"},
{16L, 24, 2, "DI7KLCN9FG6OJ4AH2ME5B381" "MBO8FH1JEKG23N45L679ACDI"},
{16L, 24, 2, "DI7KLCN9FG6OJ4AH2ME5B381" "IDCN97KLJ4AHFG6O5B32ME18"},
{48L, 24, 2, "9LCHI7ODJ43NFGEK5BA2M618" "7CDFGIJ4KL2MN95B6O8AH1E3"},
{24L, 24, 2, "LAGODI3JE87KCN9B6M254HF1" "EIL6MCN9GODFA54H87K3J12B"},
{24L, 24, 2, "D92KL1HI678O345NEFGABCMJ" "FBOM6NJ37LKE4IHA2GD1C985"},
{144L, 24, 3,
"HOBANMLD5JI9G76KC432FE18" "AL5HIGO6BCN3M2DEJ1978K4F"
"21678345DEFG9ABCKLMHIJON"},
{336L, 24, 3,
"HKBANFEO5JI98MLDC43G7612" "AE5HI8KLBCN3FGO6J19M2D47"
"85EFGABCKLM2HIJ1O67N34D9"},
/* order 25 */
{20L, 25, 1, "589CDEGHIJ6KLM2ANO4FP71B3"},
{480L, 25, 2, "589CDEGHIJ3KLM26NO4AP7FB1" "245789BCDE1GHIJ3KLM6NOAPF"},
/* order 26 */
{156L, 26, 2,
"5O7Q92B4D6F8HAJCLENGPI1K3M" "21436587A9CBEDGFIHKJMLONQP"},
{12L, 26, 1, "6587A9CBEDGFIHKJMLONQP2143"},
/* order 27 */
{18L, 27, 1, "53BC689IJKDE4GHOP7LMANRFQ12"},
{108L, 27, 2,
"54BC79AIJKEFGH1OPLM2N3RQ68D" "DI2LG5O67Q4NBCREF9A8JKMH1P3"},
{432L, 27, 2,
"51BC234IJK6789AOPDEFGHRLMNQ" "3E89PLM1GHRB7Q64NKIJFDA5O2C"},
{54L, 27, 2,
"54BC79AIJKEFGH1OPLM2N3RQ68D" "DR2LNKI67QA8P5OEFH1GBCM34J9"},
{11232L, 27, 3,
"51BC234IJK6789AOPDEFGHRLMNQ" "3689BDE1GHIJ2LM4N5OP7QACRFK"
"479ACEFGH1JKLM2N3OP5Q68RBDI"},
/* order 28 */
{84L, 28, 2,
"7S4BQ58F29CJ6DGNAHKRELO3IP1M" "5129346D78AHBCELFGIPJKMSNOQR"},
{12L, 28, 1, "589AC3DEG7HIKBLMOFPQRJ2S4N61"},
{84L, 28, 2,
"7S4BQ58F29CJ6DGNAHKRELO3IP1M" "5329176D4BAH8FELCJIPGNMSKRQO"},
{36L, 28, 2,
"976D4BAH8FELCJIPGNMSKRQ5O321" "649A78DEBCHIFGLMJKPQNOS2R153"},
/* order 29 */
{28L, 29, 1, "56789ABCDEFGHIJKLMNOPQRST1234"},
/* order 30 */
{24L, 30, 2,
"LHQ7NOTDERSA9JK6UGF1PBCM34I285" "BFHIL3NO5Q78RSATDE6UG9JKCM1P24"},
{40L, 30, 2,
"DU4JOA89PS2GEFT56MKL7BCRQ1HI3N" "BQGHT36MNL78CRS1DEIU54JKOA9P2F"},
{120L, 30, 2,
"DS4JU589POABEFT2GHKL76MNQ1CR3I" "215634ABC789GHIDEFMNOJKLRSPQUT"},
{8L, 30, 1, "HEMNJKCRS9PQIU5FT3OABL782G1D64"},
/* order 31 */
{30L, 31, 1, "56789ABCDEFGHIJKLMNOPQRSTUV1234"},
};
static const struct groups groups[] = {
{0, NULL}, /* trivial case: 0 */
{0, NULL}, /* trivial case: 1 */
{1, groupdata + 0}, /* 2 */
{1, groupdata + 1}, /* 3 */
{2, groupdata + 2}, /* 4 */
{1, groupdata + 4}, /* 5 */
{2, groupdata + 5}, /* 6 */
{1, groupdata + 7}, /* 7 */
{5, groupdata + 8}, /* 8 */
{2, groupdata + 13}, /* 9 */
{2, groupdata + 15}, /* 10 */
{1, groupdata + 17}, /* 11 */
{5, groupdata + 18}, /* 12 */
{1, groupdata + 23}, /* 13 */
{2, groupdata + 24}, /* 14 */
{1, groupdata + 26}, /* 15 */
{14, groupdata + 27}, /* 16 */
{1, groupdata + 41}, /* 17 */
{5, groupdata + 42}, /* 18 */
{1, groupdata + 47}, /* 19 */
{5, groupdata + 48}, /* 20 */
{2, groupdata + 53}, /* 21 */
{2, groupdata + 55}, /* 22 */
{1, groupdata + 57}, /* 23 */
{15, groupdata + 58}, /* 24 */
{2, groupdata + 73}, /* 25 */
{2, groupdata + 75}, /* 26 */
{5, groupdata + 77}, /* 27 */
{4, groupdata + 82}, /* 28 */
{1, groupdata + 86}, /* 29 */
{4, groupdata + 87}, /* 30 */
{1, groupdata + 91}, /* 31 */
};
/* ----- data generated by group.gap ends ----- */
static char *new_game_desc(game_params *params, random_state *rs,
char **aux, int interactive)
{
int w = params->w, a = w*w;
digit *grid, *soln, *soln2;
int *indices;
int i, j, k, qh, qt;
int diff = params->diff;
const struct group *group;
char *desc, *p;
/*
* Difficulty exceptions: some combinations of size and
* difficulty cannot be satisfied, because all puzzles of at
* most that difficulty are actually even easier.
*
* Remember to re-test this whenever a change is made to the
* solver logic!
*
* I tested it using the following shell command:
for d in t n h x u; do
for i in {3..9}; do
echo ./group --generate 1 ${i}d${d}
perl -e 'alarm 30; exec @ARGV' ./group --generate 5 ${i}d${d} >/dev/null \
|| echo broken
done
done
* Of course, it's better to do that after taking the exceptions
* _out_, so as to detect exceptions that should be removed as
* well as those which should be added.
*/
if (w <= 9 && diff == DIFF_EXTREME)
diff--;
if (w <= 6 && diff == DIFF_HARD)
diff--;
if (w <= 4 && diff > DIFF_TRIVIAL)
diff = DIFF_TRIVIAL;
grid = snewn(a, digit);
soln = snewn(a, digit);
soln2 = snewn(a, digit);
indices = snewn(a, int);
while (1) {
/*
* Construct a valid group table, by picking a group from
* the above data table, decompressing it into a full
* representation by BFS, and then randomly permuting its
* non-identity elements.
*
* We build the canonical table in 'soln' (and use 'grid' as
* our BFS queue), then transfer the table into 'grid'
* having shuffled the rows.
*/
assert(w >= 2);
assert(w < lenof(groups));
group = groups[w].groups + random_upto(rs, groups[w].ngroups);
assert(group->order == w);
memset(soln, 0, a);
for (i = 0; i < w; i++)
soln[i] = i+1;
qh = qt = 0;
grid[qt++] = 1;
while (qh < qt) {
digit *row, *newrow;
i = grid[qh++];
row = soln + (i-1)*w;
for (j = 0; j < group->ngens; j++) {
int nri;
const char *gen = group->gens + j*w;
/*
* Apply each group generator to row, constructing a
* new row.
*/
nri = FROMCHAR(gen[row[0]-1]); /* which row is it? */
newrow = soln + (nri-1)*w;
if (!newrow[0]) { /* not done yet */
for (k = 0; k < w; k++)
newrow[k] = FROMCHAR(gen[row[k]-1]);
grid[qt++] = nri;
}
}
}
/* That's got the canonical table. Now shuffle it. */
for (i = 0; i < w; i++)
grid[i] = i+1;
shuffle(grid+1, w-1, sizeof(*grid), rs);
for (i = 1; i < w; i++)
for (j = 0; j < w; j++)
grid[(grid[i]-1)*w+(grid[j]-1)] = grid[soln[i*w+j]-1];
for (i = 0; i < w; i++)
grid[i] = i+1;
/*
* Remove entries one by one while the puzzle is still
* soluble at the appropriate difficulty level.
*/
memcpy(soln, grid, a);
k = 0;
for (i = 1; i < w; i++)
for (j = 1; j < w; j++)
indices[k++] = i*w+j;
shuffle(indices, k, sizeof(*indices), rs);
for (i = 0; i < k; i++) {
memcpy(soln2, grid, a);
soln2[indices[i]] = 0;
if (solver(w, soln2, diff) <= diff)
grid[indices[i]] = 0;
}
/*
* Make sure the puzzle isn't too easy.
*/
if (diff > 0) {
memcpy(soln2, grid, a);
if (solver(w, soln2, diff-1) < diff)
continue; /* go round and try again */
}
/*
* Done.
*/
break;
}
/*
* Encode the puzzle description.
*/
desc = snewn(a*20, char);
p = encode_grid(desc, grid, a);
*p++ = '\0';
desc = sresize(desc, p - desc, char);
/*
* Encode the solution.
*/
*aux = snewn(a+2, char);
(*aux)[0] = 'S';
for (i = 0; i < a; i++)
(*aux)[i+1] = TOCHAR(soln[i]);
(*aux)[a+1] = '\0';
sfree(grid);
sfree(soln);
sfree(soln2);
sfree(indices);
return desc;
}
/* ----------------------------------------------------------------------
* Gameplay.
*/
static char *validate_grid_desc(const char **pdesc, int range, int area)
{
const char *desc = *pdesc;
int squares = 0;
while (*desc && *desc != ',') {
int n = *desc++;
if (n >= 'a' && n <= 'z') {
squares += n - 'a' + 1;
} else if (n == '_') {
/* do nothing */;
} else if (n > '0' && n <= '9') {
int val = atoi(desc-1);
if (val < 1 || val > range)
return "Out-of-range number in game description";
squares++;
while (*desc >= '0' && *desc <= '9')
desc++;
} else
return "Invalid character in game description";
}
if (squares < area)
return "Not enough data to fill grid";
if (squares > area)
return "Too much data to fit in grid";
*pdesc = desc;
return NULL;
}
static char *validate_desc(game_params *params, char *desc)
{
int w = params->w, a = w*w;
const char *p = desc;
return validate_grid_desc(&p, w, a);
}
static char *spec_to_grid(char *desc, digit *grid, int area)
{
int i = 0;
while (*desc && *desc != ',') {
int n = *desc++;
if (n >= 'a' && n <= 'z') {
int run = n - 'a' + 1;
assert(i + run <= area);
while (run-- > 0)
grid[i++] = 0;
} else if (n == '_') {
/* do nothing */;
} else if (n > '0' && n <= '9') {
assert(i < area);
grid[i++] = atoi(desc-1);
while (*desc >= '0' && *desc <= '9')
desc++;
} else {
assert(!"We can't get here");
}
}
assert(i == area);
return desc;
}
static game_state *new_game(midend *me, game_params *params, char *desc)
{
int w = params->w, a = w*w;
game_state *state = snew(game_state);
int i;
state->par = *params; /* structure copy */
state->grid = snewn(a, digit);
state->immutable = snewn(a, unsigned char);
state->pencil = snewn(a, int);
for (i = 0; i < a; i++) {
state->grid[i] = 0;
state->immutable[i] = 0;
state->pencil[i] = 0;
}
desc = spec_to_grid(desc, state->grid, a);
for (i = 0; i < a; i++)
if (state->grid[i] != 0)
state->immutable[i] = TRUE;
state->completed = state->cheated = FALSE;
return state;
}
static game_state *dup_game(game_state *state)
{
int w = state->par.w, a = w*w;
game_state *ret = snew(game_state);
ret->par = state->par; /* structure copy */
ret->grid = snewn(a, digit);
ret->immutable = snewn(a, unsigned char);
ret->pencil = snewn(a, int);
memcpy(ret->grid, state->grid, a*sizeof(digit));
memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
memcpy(ret->pencil, state->pencil, a*sizeof(int));
ret->completed = state->completed;
ret->cheated = state->cheated;
return ret;
}
static void free_game(game_state *state)
{
sfree(state->grid);
sfree(state->immutable);
sfree(state->pencil);
sfree(state);
}
static char *solve_game(game_state *state, game_state *currstate,
char *aux, char **error)
{
int w = state->par.w, a = w*w;
int i, ret;
digit *soln;
char *out;
if (aux)
return dupstr(aux);
soln = snewn(a, digit);
memcpy(soln, state->grid, a*sizeof(digit));
ret = solver(w, soln, DIFFCOUNT-1);
if (ret == diff_impossible) {
*error = "No solution exists for this puzzle";
out = NULL;
} else if (ret == diff_ambiguous) {
*error = "Multiple solutions exist for this puzzle";
out = NULL;
} else {
out = snewn(a+2, char);
out[0] = 'S';
for (i = 0; i < a; i++)
out[i+1] = TOCHAR(soln[i]);
out[a+1] = '\0';
}
sfree(soln);
return out;
}
static int game_can_format_as_text_now(game_params *params)
{
return TRUE;
}
static char *game_text_format(game_state *state)
{
int w = state->par.w;
int x, y;
char *ret, *p, ch;
ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
p = ret;
for (y = 0; y < w; y++) {
for (x = 0; x < w; x++) {
digit d = state->grid[y*w+x];
if (d == 0) {
ch = '.';
} else {
ch = TOCHAR(d);
}
*p++ = ch;
if (x == w-1) {
*p++ = '\n';
} else {
*p++ = ' ';
}
}
}
assert(p - ret == 2*w*w);
*p = '\0';
return ret;
}
struct game_ui {
/*
* These are the coordinates of the currently highlighted
* square on the grid, if hshow = 1.
*/
int hx, hy;
/*
* This indicates whether the current highlight is a
* pencil-mark one or a real one.
*/
int hpencil;
/*
* This indicates whether or not we're showing the highlight
* (used to be hx = hy = -1); important so that when we're
* using the cursor keys it doesn't keep coming back at a
* fixed position. When hshow = 1, pressing a valid number
* or letter key or Space will enter that number or letter in the grid.
*/
int hshow;
/*
* This indicates whether we're using the highlight as a cursor;
* it means that it doesn't vanish on a keypress, and that it is
* allowed on immutable squares.
*/
int hcursor;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->hx = ui->hy = 1;
ui->hpencil = ui->hshow = ui->hcursor = 0;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static char *encode_ui(game_ui *ui)
{
return NULL;
}
static void decode_ui(game_ui *ui, char *encoding)
{
}
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
int w = newstate->par.w;
/*
* We prevent pencil-mode highlighting of a filled square, unless
* we're using the cursor keys. So if the user has just filled in
* a square which we had a pencil-mode highlight in (by Undo, or
* by Redo, or by Solve), then we cancel the highlight.
*/
if (ui->hshow && ui->hpencil && !ui->hcursor &&
newstate->grid[ui->hy * w + ui->hx] != 0) {
ui->hshow = 0;
}
}
#define PREFERRED_TILESIZE 48
#define TILESIZE (ds->tilesize)
#define BORDER (TILESIZE / 2)
#define GRIDEXTRA max((TILESIZE / 32),1)
#define COORD(x) ((x)*TILESIZE + BORDER)
#define FROMCOORD(x) (((x)+(TILESIZE-BORDER)) / TILESIZE - 1)
#define FLASH_TIME 0.4F
#define DF_HIGHLIGHT 0x0400
#define DF_HIGHLIGHT_PENCIL 0x0200
#define DF_IMMUTABLE 0x0100
#define DF_DIGIT_MASK 0x001F
#define EF_DIGIT_SHIFT 5
#define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
#define EF_LEFT_SHIFT 0
#define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
#define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
#define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
#define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
struct game_drawstate {
int w, tilesize;
int started;
long *tiles, *pencil, *errors;
long *errtmp;
};
static int check_errors(game_state *state, long *errors)
{
int w = state->par.w, a = w*w;
digit *grid = state->grid;
int i, j, k, x, y, errs = FALSE;
if (errors)
for (i = 0; i < a; i++)
errors[i] = 0;
for (y = 0; y < w; y++) {
unsigned long mask = 0, errmask = 0;
for (x = 0; x < w; x++) {
unsigned long bit = 1UL << grid[y*w+x];
errmask |= (mask & bit);
mask |= bit;
}
if (mask != (1 << (w+1)) - (1 << 1)) {
errs = TRUE;
errmask &= ~1UL;
if (errors) {
for (x = 0; x < w; x++)
if (errmask & (1UL << grid[y*w+x]))
errors[y*w+x] |= EF_LATIN;
}
}
}
for (x = 0; x < w; x++) {
unsigned long mask = 0, errmask = 0;
for (y = 0; y < w; y++) {
unsigned long bit = 1UL << grid[y*w+x];
errmask |= (mask & bit);
mask |= bit;
}
if (mask != (1 << (w+1)) - (1 << 1)) {
errs = TRUE;
errmask &= ~1UL;
if (errors) {
for (y = 0; y < w; y++)
if (errmask & (1UL << grid[y*w+x]))
errors[y*w+x] |= EF_LATIN;
}
}
}
for (i = 1; i < w; i++)
for (j = 1; j < w; j++)
for (k = 1; k < w; k++)
if (grid[i*w+j] && grid[j*w+k] &&
grid[(grid[i*w+j]-1)*w+k] &&
grid[i*w+(grid[j*w+k]-1)] &&
grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
if (errors) {
int a = i+1, b = j+1, c = k+1;
int ab = grid[i*w+j], bc = grid[j*w+k];
int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
/*
* If the appropriate error slot is already
* used for one of the squares, we don't
* fill either of them.
*/
if (!(errors[left] & EF_LEFT_MASK) &&
!(errors[right] & EF_RIGHT_MASK)) {
long err;
err = a;
err = (err << EF_DIGIT_SHIFT) | b;
err = (err << EF_DIGIT_SHIFT) | c;
errors[left] |= err << EF_LEFT_SHIFT;
errors[right] |= err << EF_RIGHT_SHIFT;
}
}
errs = TRUE;
}
return errs;
}
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
int w = state->par.w;
int tx, ty;
char buf[80];
button &= ~MOD_MASK;
tx = FROMCOORD(x);
ty = FROMCOORD(y);
if (tx > 0 && tx < w && ty > 0 && ty < w) {
if (button == LEFT_BUTTON) {
if (tx == ui->hx && ty == ui->hy &&
ui->hshow && ui->hpencil == 0) {
ui->hshow = 0;
} else {
ui->hx = tx;
ui->hy = ty;
ui->hshow = !state->immutable[ty*w+tx];
ui->hpencil = 0;
}
ui->hcursor = 0;
return ""; /* UI activity occurred */
}
if (button == RIGHT_BUTTON) {
/*
* Pencil-mode highlighting for non filled squares.
*/
if (state->grid[ty*w+tx] == 0) {
if (tx == ui->hx && ty == ui->hy &&
ui->hshow && ui->hpencil) {
ui->hshow = 0;
} else {
ui->hpencil = 1;
ui->hx = tx;
ui->hy = ty;
ui->hshow = 1;
}
} else {
ui->hshow = 0;
}
ui->hcursor = 0;
return ""; /* UI activity occurred */
}
}
if (IS_CURSOR_MOVE(button)) {
ui->hx--; ui->hy--;
move_cursor(button, &ui->hx, &ui->hy, w-1, w-1, 0);
ui->hx++; ui->hy++;
ui->hshow = ui->hcursor = 1;
return "";
}
if (ui->hshow &&
(button == CURSOR_SELECT)) {
ui->hpencil = 1 - ui->hpencil;
ui->hcursor = 1;
return "";
}
if (ui->hshow &&
((ISCHAR(button) && FROMCHAR(button) <= w) ||
button == CURSOR_SELECT2 || button == '\b')) {
int n = FROMCHAR(button);
if (button == CURSOR_SELECT2 || button == '\b')
n = 0;
/*
* Can't make pencil marks in a filled square. This can only
* become highlighted if we're using cursor keys.
*/
if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
return NULL;
/*
* Can't do anything to an immutable square.
*/
if (state->immutable[ui->hy*w+ui->hx])
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 = 0;
return dupstr(buf);
}
if (button == 'M' || button == 'm')
return dupstr("M");
return NULL;
}
static game_state *execute_move(game_state *from, char *move)
{
int w = from->par.w, a = w*w;
game_state *ret;
int x, y, i, n;
if (move[0] == 'S') {
ret = dup_game(from);
ret->completed = ret->cheated = TRUE;
for (i = 0; i < a; i++) {
if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1]) > w) {
free_game(ret);
return NULL;
}
ret->grid[i] = FROMCHAR(move[i+1]);
ret->pencil[i] = 0;
}
if (move[a+1] != '\0') {
free_game(ret);
return NULL;
}
return ret;
} else if ((move[0] == 'P' || move[0] == 'R') &&
sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
if (from->immutable[y*w+x])
return NULL;
ret = dup_game(from);
if (move[0] == 'P' && n > 0) {
ret->pencil[y*w+x] ^= 1 << n;
} else {
ret->grid[y*w+x] = n;
ret->pencil[y*w+x] = 0;
if (!ret->completed && !check_errors(ret, NULL))
ret->completed = TRUE;
}
return ret;
} else if (move[0] == 'M') {
/*
* Fill in absolutely all pencil marks everywhere. (I
* wouldn't use this for actual play, but it's a handy
* starting point when following through a set of
* diagnostics output by the standalone solver.)
*/
ret = dup_game(from);
for (i = 0; i < a; i++) {
if (!ret->grid[i])
ret->pencil[i] = (1 << (w+1)) - (1 << 1);
}
return ret;
} else
return NULL; /* couldn't parse move string */
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
#define SIZE(w) ((w) * TILESIZE + 2*BORDER)
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = *y = SIZE(params->w);
}
static void game_set_size(drawing *dr, game_drawstate *ds,
game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
ret[COL_GRID * 3 + 0] = 0.0F;
ret[COL_GRID * 3 + 1] = 0.0F;
ret[COL_GRID * 3 + 2] = 0.0F;
ret[COL_IDENTITY * 3 + 0] = 0.89F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_IDENTITY * 3 + 1] = 0.89F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_IDENTITY * 3 + 2] = 0.89F * ret[COL_BACKGROUND * 3 + 2];
ret[COL_USER * 3 + 0] = 0.0F;
ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_USER * 3 + 2] = 0.0F;
ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
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, game_state *state)
{
int w = state->par.w, a = w*w;
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->w = w;
ds->tilesize = 0;
ds->started = FALSE;
ds->tiles = snewn(a, long);
ds->pencil = snewn(a, long);
ds->errors = snewn(a, long);
for (i = 0; i < a; i++)
ds->tiles[i] = ds->pencil[i] = -1;
ds->errtmp = snewn(a, long);
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds->pencil);
sfree(ds->errors);
sfree(ds->errtmp);
sfree(ds);
}
static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
long pencil, long error)
{
int w = ds->w /* , a = w*w */;
int tx, ty, tw, th;
int cx, cy, cw, ch;
char str[64];
tx = BORDER + x * TILESIZE + 1;
ty = BORDER + y * TILESIZE + 1;
cx = tx;
cy = ty;
cw = tw = TILESIZE-1;
ch = th = TILESIZE-1;
clip(dr, cx, cy, cw, ch);
/* background needs erasing */
draw_rect(dr, cx, cy, cw, ch,
(tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT :
(x == 0 || y == 0) ? COL_IDENTITY : COL_BACKGROUND);
/* pencil-mode highlight */
if (tile & DF_HIGHLIGHT_PENCIL) {
int coords[6];
coords[0] = cx;
coords[1] = cy;
coords[2] = cx+cw/2;
coords[3] = cy;
coords[4] = cx;
coords[5] = cy+ch/2;
draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
}
/* new number needs drawing? */
if (tile & DF_DIGIT_MASK) {
str[1] = '\0';
str[0] = TOCHAR(tile & DF_DIGIT_MASK);
draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
(error & EF_LATIN) ? COL_ERROR :
(tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
if (error & EF_LEFT_MASK) {
int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
char buf[10];
sprintf(buf, "(%c%c)%c", TOCHAR(a), TOCHAR(b), TOCHAR(c));
draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_ERROR, buf);
}
if (error & EF_RIGHT_MASK) {
int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
char buf[10];
sprintf(buf, "%c(%c%c)", TOCHAR(a), TOCHAR(b), TOCHAR(c));
draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_ERROR, buf);
}
} else {
int i, j, npencil;
int pl, pr, pt, pb;
float bestsize;
int pw, ph, minph, pbest, fontsize;
/* Count the pencil marks required. */
for (i = 1, npencil = 0; i <= w; i++)
if (pencil & (1 << i))
npencil++;
if (npencil) {
minph = 2;
/*
* Determine the bounding rectangle within which we're going
* to put the pencil marks.
*/
/* Start with the whole square */
pl = tx + GRIDEXTRA;
pr = pl + TILESIZE - GRIDEXTRA;
pt = ty + GRIDEXTRA;
pb = pt + TILESIZE - GRIDEXTRA;
/*
* We arrange our pencil marks in a grid layout, with
* the number of rows and columns adjusted to allow the
* maximum font size.
*
* So now we work out what the grid size ought to be.
*/
bestsize = 0.0;
pbest = 0;
/* Minimum */
for (pw = 3; pw < max(npencil,4); pw++) {
float fw, fh, fs;
ph = (npencil + pw - 1) / pw;
ph = max(ph, minph);
fw = (pr - pl) / (float)pw;
fh = (pb - pt) / (float)ph;
fs = min(fw, fh);
if (fs > bestsize) {
bestsize = fs;
pbest = pw;
}
}
assert(pbest > 0);
pw = pbest;
ph = (npencil + pw - 1) / pw;
ph = max(ph, minph);
/*
* Now we've got our grid dimensions, work out the pixel
* size of a grid element, and round it to the nearest
* pixel. (We don't want rounding errors to make the
* grid look uneven at low pixel sizes.)
*/
fontsize = min((pr - pl) / pw, (pb - pt) / ph);
/*
* Centre the resulting figure in the square.
*/
pl = tx + (TILESIZE - fontsize * pw) / 2;
pt = ty + (TILESIZE - fontsize * ph) / 2;
/*
* Now actually draw the pencil marks.
*/
for (i = 1, j = 0; i <= w; i++)
if (pencil & (1 << i)) {
int dx = j % pw, dy = j / pw;
str[1] = '\0';
str[0] = TOCHAR(i);
draw_text(dr, pl + fontsize * (2*dx+1) / 2,
pt + fontsize * (2*dy+1) / 2,
FONT_VARIABLE, fontsize,
ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
j++;
}
}
}
unclip(dr);
draw_update(dr, cx, cy, cw, ch);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int w = state->par.w /*, a = w*w */;
int x, y;
if (!ds->started) {
/*
* The initial contents of the window are not guaranteed and
* can vary with front ends. To be on the safe side, all
* games should start by drawing a big background-colour
* rectangle covering the whole window.
*/
draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
/*
* Big containing rectangle.
*/
draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
COL_GRID);
draw_update(dr, 0, 0, SIZE(w), SIZE(w));
ds->started = TRUE;
}
check_errors(state, ds->errtmp);
for (y = 0; y < w; y++) {
for (x = 0; x < w; x++) {
long tile = 0L, pencil = 0L, error;
if (state->grid[y*w+x])
tile = state->grid[y*w+x];
else
pencil = (long)state->pencil[y*w+x];
if (state->immutable[y*w+x])
tile |= DF_IMMUTABLE;
if (ui->hshow && ui->hx == x && ui->hy == y)
tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
if (flashtime > 0 &&
(flashtime <= FLASH_TIME/3 ||
flashtime >= FLASH_TIME*2/3))
tile |= DF_HIGHLIGHT; /* completion flash */
error = ds->errtmp[y*w+x];
if (ds->tiles[y*w+x] != tile ||
ds->pencil[y*w+x] != pencil ||
ds->errors[y*w+x] != error) {
ds->tiles[y*w+x] = tile;
ds->pencil[y*w+x] = pencil;
ds->errors[y*w+x] = error;
draw_tile(dr, ds, x, y, tile, pencil, error);
}
}
}
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->completed)
return FALSE;
return TRUE;
}
static void game_print_size(game_params *params, float *x, float *y)
{
int pw, ph;
/*
* We use 9mm squares by default, like Solo.
*/
game_compute_size(params, 900, &pw, &ph);
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
{
int w = state->par.w;
int ink = print_mono_colour(dr, 0);
int ehighlight = print_grey_colour(dr, 0.90F);
int x, y;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
game_set_size(dr, ds, NULL, tilesize);
/*
* Highlight the identity row and column.
*/
for (x = 1; x < w; x++)
draw_rect(dr, BORDER + x*TILESIZE, BORDER,
TILESIZE, TILESIZE, ehighlight);
for (y = 0; y < w; y++)
draw_rect(dr, BORDER, BORDER + y*TILESIZE,
TILESIZE, TILESIZE, ehighlight);
/*
* Border.
*/
print_line_width(dr, 3 * TILESIZE / 40);
draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, w*TILESIZE, ink);
/*
* Main grid.
*/
for (x = 1; x < w; x++) {
print_line_width(dr, TILESIZE / 40);
draw_line(dr, BORDER+x*TILESIZE, BORDER,
BORDER+x*TILESIZE, BORDER+w*TILESIZE, ink);
}
for (y = 1; y < w; y++) {
print_line_width(dr, TILESIZE / 40);
draw_line(dr, BORDER, BORDER+y*TILESIZE,
BORDER+w*TILESIZE, BORDER+y*TILESIZE, ink);
}
/*
* Numbers.
*/
for (y = 0; y < w; y++)
for (x = 0; x < w; x++)
if (state->grid[y*w+x]) {
char str[2];
str[1] = '\0';
str[0] = TOCHAR(state->grid[y*w+x]);
draw_text(dr, BORDER + x*TILESIZE + TILESIZE/2,
BORDER + y*TILESIZE + TILESIZE/2,
FONT_VARIABLE, TILESIZE/2,
ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
}
}
#ifdef COMBINED
#define thegame group
#endif
const struct game thegame = {
"Group", NULL, NULL,
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
decode_ui,
game_changed_state,
interpret_move,
execute_move,
PREFERRED_TILESIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
};
#ifdef STANDALONE_SOLVER
#include <stdarg.h>
int main(int argc, char **argv)
{
game_params *p;
game_state *s;
char *id = NULL, *desc, *err;
digit *grid;
int grade = FALSE;
int ret, diff, really_show_working = FALSE;
while (--argc > 0) {
char *p = *++argv;
if (!strcmp(p, "-v")) {
really_show_working = TRUE;
} else if (!strcmp(p, "-g")) {
grade = TRUE;
} else if (*p == '-') {
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
return 1;
} else {
id = p;
}
}
if (!id) {
fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
return 1;
}
desc = strchr(id, ':');
if (!desc) {
fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
return 1;
}
*desc++ = '\0';
p = default_params();
decode_params(p, id);
err = validate_desc(p, desc);
if (err) {
fprintf(stderr, "%s: %s\n", argv[0], err);
return 1;
}
s = new_game(NULL, p, desc);
grid = snewn(p->w * p->w, digit);
/*
* When solving a Normal puzzle, we don't want to bother the
* user with Hard-level deductions. For this reason, we grade
* the puzzle internally before doing anything else.
*/
ret = -1; /* placate optimiser */
solver_show_working = FALSE;
for (diff = 0; diff < DIFFCOUNT; diff++) {
memcpy(grid, s->grid, p->w * p->w);
ret = solver(p->w, grid, diff);
if (ret <= diff)
break;
}
if (diff == DIFFCOUNT) {
if (grade)
printf("Difficulty rating: ambiguous\n");
else
printf("Unable to find a unique solution\n");
} else {
if (grade) {
if (ret == diff_impossible)
printf("Difficulty rating: impossible (no solution exists)\n");
else
printf("Difficulty rating: %s\n", group_diffnames[ret]);
} else {
solver_show_working = really_show_working;
memcpy(grid, s->grid, p->w * p->w);
ret = solver(p->w, grid, diff);
if (ret != diff)
printf("Puzzle is inconsistent\n");
else {
memcpy(s->grid, grid, p->w * p->w);
fputs(game_text_format(s), stdout);
}
}
}
return 0;
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */