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build, and which is redundant given the new standalone solver functionality. [originally from svn r5672]
1583 lines
40 KiB
C
1583 lines
40 KiB
C
/*
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* solo.c: the number-placing puzzle most popularly known as `Sudoku'.
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*
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* TODO:
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*
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* - can we do anything about nasty centring of text in GTK? It
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* seems to be taking ascenders/descenders into account when
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* centring. Ick.
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*
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* - implement stronger modes of reasoning in nsolve, thus
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* enabling harder puzzles
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* + and having done that, supply configurable difficulty
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* levels
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*
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* - it might still be nice to do some prioritisation on the
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* removal of numbers from the grid
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* + one possibility is to try to minimise the maximum number
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* of filled squares in any block, which in particular ought
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* to enforce never leaving a completely filled block in the
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* puzzle as presented.
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* + be careful of being too clever here, though, until after
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* I've tried implementing difficulty levels. It's not
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* impossible that those might impose much more important
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* constraints on this process.
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*
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* - alternative interface modes
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* + sudoku.com's Windows program has a palette of possible
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* entries; you select a palette entry first and then click
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* on the square you want it to go in, thus enabling
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* mouse-only play. Useful for PDAs! I don't think it's
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* actually incompatible with the current highlight-then-type
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* approach: you _either_ highlight a palette entry and then
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* click, _or_ you highlight a square and then type. At most
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* one thing is ever highlighted at a time, so there's no way
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* to confuse the two.
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* + `pencil marks' might be useful for more subtle forms of
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* deduction, once we implement creation of puzzles that
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* require it.
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*/
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/*
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* Solo puzzles need to be square overall (since each row and each
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* column must contain one of every digit), but they need not be
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* subdivided the same way internally. I am going to adopt a
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* convention whereby I _always_ refer to `r' as the number of rows
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* of _big_ divisions, and `c' as the number of columns of _big_
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* divisions. Thus, a 2c by 3r puzzle looks something like this:
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*
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* 4 5 1 | 2 6 3
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* 6 3 2 | 5 4 1
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* ------+------ (Of course, you can't subdivide it the other way
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* 1 4 5 | 6 3 2 or you'll get clashes; observe that the 4 in the
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* 3 2 6 | 4 1 5 top left would conflict with the 4 in the second
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* ------+------ box down on the left-hand side.)
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* 5 1 4 | 3 2 6
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* 2 6 3 | 1 5 4
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*
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* The need for a strong naming convention should now be clear:
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* each small box is two rows of digits by three columns, while the
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* overall puzzle has three rows of small boxes by two columns. So
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* I will (hopefully) consistently use `r' to denote the number of
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* rows _of small boxes_ (here 3), which is also the number of
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* columns of digits in each small box; and `c' vice versa (here
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* 2).
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*
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* I'm also going to choose arbitrarily to list c first wherever
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* possible: the above is a 2x3 puzzle, not a 3x2 one.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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/*
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* To save space, I store digits internally as unsigned char. This
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* imposes a hard limit of 255 on the order of the puzzle. Since
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* even a 5x5 takes unacceptably long to generate, I don't see this
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* as a serious limitation unless something _really_ impressive
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* happens in computing technology; but here's a typedef anyway for
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* general good practice.
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*/
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typedef unsigned char digit;
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#define ORDER_MAX 255
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#define TILE_SIZE 32
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#define BORDER 18
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#define FLASH_TIME 0.4F
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enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF4 };
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enum {
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COL_BACKGROUND,
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COL_GRID,
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COL_CLUE,
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COL_USER,
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COL_HIGHLIGHT,
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NCOLOURS
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};
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struct game_params {
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int c, r, symm;
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};
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struct game_state {
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int c, r;
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digit *grid;
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unsigned char *immutable; /* marks which digits are clues */
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int completed;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->c = ret->r = 3;
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ret->symm = SYMM_ROT2; /* a plausible default */
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return ret;
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}
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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int c, r;
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char buf[80];
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switch (i) {
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case 0: c = 2, r = 2; break;
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case 1: c = 2, r = 3; break;
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case 2: c = 3, r = 3; break;
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case 3: c = 3, r = 4; break;
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case 4: c = 4, r = 4; break;
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default: return FALSE;
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}
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sprintf(buf, "%dx%d", c, r);
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*name = dupstr(buf);
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*params = ret = snew(game_params);
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ret->c = c;
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ret->r = r;
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ret->symm = SYMM_ROT2;
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/* FIXME: difficulty presets? */
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return TRUE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static game_params *decode_params(char const *string)
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{
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game_params *ret = default_params();
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ret->c = ret->r = atoi(string);
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ret->symm = SYMM_ROT2;
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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ret->r = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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}
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if (*string == 'r' || *string == 'm' || *string == 'a') {
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int sn, sc;
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sc = *string++;
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sn = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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if (sc == 'm' && sn == 4)
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ret->symm = SYMM_REF4;
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if (sc == 'r' && sn == 4)
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ret->symm = SYMM_ROT4;
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if (sc == 'r' && sn == 2)
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ret->symm = SYMM_ROT2;
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if (sc == 'a')
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ret->symm = SYMM_NONE;
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}
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/* FIXME: difficulty levels */
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return ret;
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}
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static char *encode_params(game_params *params)
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{
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char str[80];
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/*
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* Symmetry is a game generation preference and hence is left
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* out of the encoding. Users can add it back in as they see
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* fit.
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*/
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sprintf(str, "%dx%d", params->c, params->r);
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return dupstr(str);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(5, config_item);
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ret[0].name = "Columns of sub-blocks";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->c);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Rows of sub-blocks";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->r);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "Symmetry";
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ret[2].type = C_CHOICES;
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ret[2].sval = ":None:2-way rotation:4-way rotation:4-way mirror";
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ret[2].ival = params->symm;
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/*
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* FIXME: difficulty level.
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*/
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->c = atoi(cfg[0].sval);
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ret->r = atoi(cfg[1].sval);
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ret->symm = cfg[2].ival;
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return ret;
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}
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static char *validate_params(game_params *params)
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{
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if (params->c < 2 || params->r < 2)
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return "Both dimensions must be at least 2";
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if (params->c > ORDER_MAX || params->r > ORDER_MAX)
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return "Dimensions greater than "STR(ORDER_MAX)" are not supported";
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return NULL;
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}
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/* ----------------------------------------------------------------------
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* Full recursive Solo solver.
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*
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* The algorithm for this solver is shamelessly copied from a
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* Python solver written by Andrew Wilkinson (which is GPLed, but
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* I've reused only ideas and no code). It mostly just does the
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* obvious recursive thing: pick an empty square, put one of the
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* possible digits in it, recurse until all squares are filled,
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* backtrack and change some choices if necessary.
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*
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* The clever bit is that every time it chooses which square to
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* fill in next, it does so by counting the number of _possible_
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* numbers that can go in each square, and it prioritises so that
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* it picks a square with the _lowest_ number of possibilities. The
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* idea is that filling in lots of the obvious bits (particularly
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* any squares with only one possibility) will cut down on the list
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* of possibilities for other squares and hence reduce the enormous
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* search space as much as possible as early as possible.
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*
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* In practice the algorithm appeared to work very well; run on
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* sample problems from the Times it completed in well under a
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* second on my G5 even when written in Python, and given an empty
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* grid (so that in principle it would enumerate _all_ solved
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* grids!) it found the first valid solution just as quickly. So
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* with a bit more randomisation I see no reason not to use this as
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* my grid generator.
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*/
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/*
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* Internal data structure used in solver to keep track of
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* progress.
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*/
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struct rsolve_coord { int x, y, r; };
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struct rsolve_usage {
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int c, r, cr; /* cr == c*r */
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/* grid is a copy of the input grid, modified as we go along */
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digit *grid;
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/* row[y*cr+n-1] TRUE if digit n has been placed in row y */
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unsigned char *row;
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/* col[x*cr+n-1] TRUE if digit n has been placed in row x */
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unsigned char *col;
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/* blk[(y*c+x)*cr+n-1] TRUE if digit n has been placed in block (x,y) */
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unsigned char *blk;
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/* This lists all the empty spaces remaining in the grid. */
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struct rsolve_coord *spaces;
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int nspaces;
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/* If we need randomisation in the solve, this is our random state. */
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random_state *rs;
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/* Number of solutions so far found, and maximum number we care about. */
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int solns, maxsolns;
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};
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/*
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* The real recursive step in the solving function.
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*/
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static void rsolve_real(struct rsolve_usage *usage, digit *grid)
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{
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int c = usage->c, r = usage->r, cr = usage->cr;
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int i, j, n, sx, sy, bestm, bestr;
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int *digits;
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/*
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* Firstly, check for completion! If there are no spaces left
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* in the grid, we have a solution.
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*/
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if (usage->nspaces == 0) {
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if (!usage->solns) {
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/*
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* This is our first solution, so fill in the output grid.
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*/
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memcpy(grid, usage->grid, cr * cr);
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}
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usage->solns++;
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return;
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}
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/*
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* Otherwise, there must be at least one space. Find the most
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* constrained space, using the `r' field as a tie-breaker.
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*/
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bestm = cr+1; /* so that any space will beat it */
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bestr = 0;
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i = sx = sy = -1;
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for (j = 0; j < usage->nspaces; j++) {
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int x = usage->spaces[j].x, y = usage->spaces[j].y;
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int m;
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/*
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* Find the number of digits that could go in this space.
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*/
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m = 0;
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for (n = 0; n < cr; n++)
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if (!usage->row[y*cr+n] && !usage->col[x*cr+n] &&
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!usage->blk[((y/c)*c+(x/r))*cr+n])
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m++;
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if (m < bestm || (m == bestm && usage->spaces[j].r < bestr)) {
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bestm = m;
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bestr = usage->spaces[j].r;
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sx = x;
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sy = y;
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i = j;
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}
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}
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/*
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* Swap that square into the final place in the spaces array,
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* so that decrementing nspaces will remove it from the list.
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*/
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if (i != usage->nspaces-1) {
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struct rsolve_coord t;
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t = usage->spaces[usage->nspaces-1];
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usage->spaces[usage->nspaces-1] = usage->spaces[i];
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usage->spaces[i] = t;
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}
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/*
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* Now we've decided which square to start our recursion at,
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* simply go through all possible values, shuffling them
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* randomly first if necessary.
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*/
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digits = snewn(bestm, int);
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j = 0;
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for (n = 0; n < cr; n++)
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if (!usage->row[sy*cr+n] && !usage->col[sx*cr+n] &&
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!usage->blk[((sy/c)*c+(sx/r))*cr+n]) {
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digits[j++] = n+1;
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}
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if (usage->rs) {
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/* shuffle */
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for (i = j; i > 1; i--) {
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int p = random_upto(usage->rs, i);
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if (p != i-1) {
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int t = digits[p];
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digits[p] = digits[i-1];
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digits[i-1] = t;
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}
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}
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}
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/* And finally, go through the digit list and actually recurse. */
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for (i = 0; i < j; i++) {
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n = digits[i];
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/* Update the usage structure to reflect the placing of this digit. */
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usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] =
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usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = TRUE;
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usage->grid[sy*cr+sx] = n;
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usage->nspaces--;
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/* Call the solver recursively. */
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rsolve_real(usage, grid);
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/*
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* If we have seen as many solutions as we need, terminate
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* all processing immediately.
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*/
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if (usage->solns >= usage->maxsolns)
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break;
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/* Revert the usage structure. */
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usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] =
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usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = FALSE;
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usage->grid[sy*cr+sx] = 0;
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usage->nspaces++;
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}
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sfree(digits);
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}
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/*
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* Entry point to solver. You give it dimensions and a starting
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* grid, which is simply an array of N^4 digits. In that array, 0
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* means an empty square, and 1..N mean a clue square.
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*
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* Return value is the number of solutions found; searching will
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* stop after the provided `max'. (Thus, you can pass max==1 to
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* indicate that you only care about finding _one_ solution, or
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* max==2 to indicate that you want to know the difference between
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* a unique and non-unique solution.) The input parameter `grid' is
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* also filled in with the _first_ (or only) solution found by the
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* solver.
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*/
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static int rsolve(int c, int r, digit *grid, random_state *rs, int max)
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{
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struct rsolve_usage *usage;
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int x, y, cr = c*r;
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int ret;
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/*
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* Create an rsolve_usage structure.
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*/
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usage = snew(struct rsolve_usage);
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usage->c = c;
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usage->r = r;
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usage->cr = cr;
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usage->grid = snewn(cr * cr, digit);
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memcpy(usage->grid, grid, cr * cr);
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usage->row = snewn(cr * cr, unsigned char);
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usage->col = snewn(cr * cr, unsigned char);
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usage->blk = snewn(cr * cr, unsigned char);
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memset(usage->row, FALSE, cr * cr);
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memset(usage->col, FALSE, cr * cr);
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memset(usage->blk, FALSE, cr * cr);
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usage->spaces = snewn(cr * cr, struct rsolve_coord);
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usage->nspaces = 0;
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usage->solns = 0;
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usage->maxsolns = max;
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usage->rs = rs;
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/*
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* Now fill it in with data from the input grid.
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*/
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for (y = 0; y < cr; y++) {
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for (x = 0; x < cr; x++) {
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int v = grid[y*cr+x];
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if (v == 0) {
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usage->spaces[usage->nspaces].x = x;
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usage->spaces[usage->nspaces].y = y;
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if (rs)
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usage->spaces[usage->nspaces].r = random_bits(rs, 31);
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else
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usage->spaces[usage->nspaces].r = usage->nspaces;
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usage->nspaces++;
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} else {
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usage->row[y*cr+v-1] = TRUE;
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usage->col[x*cr+v-1] = TRUE;
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usage->blk[((y/c)*c+(x/r))*cr+v-1] = TRUE;
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}
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}
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}
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/*
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* Run the real recursive solving function.
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*/
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rsolve_real(usage, grid);
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ret = usage->solns;
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/*
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* Clean up the usage structure now we have our answer.
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*/
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sfree(usage->spaces);
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sfree(usage->blk);
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sfree(usage->col);
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sfree(usage->row);
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sfree(usage->grid);
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|
sfree(usage);
|
|
|
|
/*
|
|
* And return.
|
|
*/
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* End of recursive solver code.
|
|
*/
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Less capable non-recursive solver. This one is used to check
|
|
* solubility of a grid as we gradually remove numbers from it: by
|
|
* verifying a grid using this solver we can ensure it isn't _too_
|
|
* hard (e.g. does not actually require guessing and backtracking).
|
|
*
|
|
* It supports a variety of specific modes of reasoning. By
|
|
* enabling or disabling subsets of these modes we can arrange a
|
|
* range of difficulty levels.
|
|
*/
|
|
|
|
/*
|
|
* Modes of reasoning currently supported:
|
|
*
|
|
* - Positional elimination: a number must go in a particular
|
|
* square because all the other empty squares in a given
|
|
* row/col/blk are ruled out.
|
|
*
|
|
* - Numeric elimination: a square must have a particular number
|
|
* in because all the other numbers that could go in it are
|
|
* ruled out.
|
|
*
|
|
* More advanced modes of reasoning I'd like to support in future:
|
|
*
|
|
* - Intersectional elimination: given two domains which overlap
|
|
* (hence one must be a block, and the other can be a row or
|
|
* col), if the possible locations for a particular number in
|
|
* one of the domains can be narrowed down to the overlap, then
|
|
* that number can be ruled out everywhere but the overlap in
|
|
* the other domain too.
|
|
*
|
|
* - Setwise numeric elimination: if there is a subset of the
|
|
* empty squares within a domain such that the union of the
|
|
* possible numbers in that subset has the same size as the
|
|
* subset itself, then those numbers can be ruled out everywhere
|
|
* else in the domain. (For example, if there are five empty
|
|
* squares and the possible numbers in each are 12, 23, 13, 134
|
|
* and 1345, then the first three empty squares form such a
|
|
* subset: the numbers 1, 2 and 3 _must_ be in those three
|
|
* squares in some permutation, and hence we can deduce none of
|
|
* them can be in the fourth or fifth squares.)
|
|
*
|
|
* - Setwise positional elimination: if there is a subset of the
|
|
* unplaced numbers within a domain such that the union of all
|
|
* their possible positions has the same size as the subset
|
|
* itself, then all other numbers can be ruled out for those
|
|
* positions.
|
|
*/
|
|
|
|
/*
|
|
* Within this solver, I'm going to transform all y-coordinates by
|
|
* inverting the significance of the block number and the position
|
|
* within the block. That is, we will start with the top row of
|
|
* each block in order, then the second row of each block in order,
|
|
* etc.
|
|
*
|
|
* This transformation has the enormous advantage that it means
|
|
* every row, column _and_ block is described by an arithmetic
|
|
* progression of coordinates within the cubic array, so that I can
|
|
* use the same very simple function to do blockwise, row-wise and
|
|
* column-wise elimination.
|
|
*/
|
|
#define YTRANS(y) (((y)%c)*r+(y)/c)
|
|
#define YUNTRANS(y) (((y)%r)*c+(y)/r)
|
|
|
|
struct nsolve_usage {
|
|
int c, r, cr;
|
|
/*
|
|
* We set up a cubic array, indexed by x, y and digit; each
|
|
* element of this array is TRUE or FALSE according to whether
|
|
* or not that digit _could_ in principle go in that position.
|
|
*
|
|
* The way to index this array is cube[(x*cr+y)*cr+n-1].
|
|
* y-coordinates in here are transformed.
|
|
*/
|
|
unsigned char *cube;
|
|
/*
|
|
* This is the grid in which we write down our final
|
|
* deductions. y-coordinates in here are _not_ transformed.
|
|
*/
|
|
digit *grid;
|
|
/*
|
|
* Now we keep track, at a slightly higher level, of what we
|
|
* have yet to work out, to prevent doing the same deduction
|
|
* many times.
|
|
*/
|
|
/* row[y*cr+n-1] TRUE if digit n has been placed in row y */
|
|
unsigned char *row;
|
|
/* col[x*cr+n-1] TRUE if digit n has been placed in row x */
|
|
unsigned char *col;
|
|
/* blk[(y*c+x)*cr+n-1] TRUE if digit n has been placed in block (x,y) */
|
|
unsigned char *blk;
|
|
};
|
|
#define cubepos(x,y,n) (((x)*usage->cr+(y))*usage->cr+(n)-1)
|
|
#define cube(x,y,n) (usage->cube[cubepos(x,y,n)])
|
|
|
|
/*
|
|
* Function called when we are certain that a particular square has
|
|
* a particular number in it. The y-coordinate passed in here is
|
|
* transformed.
|
|
*/
|
|
static void nsolve_place(struct nsolve_usage *usage, int x, int y, int n)
|
|
{
|
|
int c = usage->c, r = usage->r, cr = usage->cr;
|
|
int i, j, bx, by;
|
|
|
|
assert(cube(x,y,n));
|
|
|
|
/*
|
|
* Rule out all other numbers in this square.
|
|
*/
|
|
for (i = 1; i <= cr; i++)
|
|
if (i != n)
|
|
cube(x,y,i) = FALSE;
|
|
|
|
/*
|
|
* Rule out this number in all other positions in the row.
|
|
*/
|
|
for (i = 0; i < cr; i++)
|
|
if (i != y)
|
|
cube(x,i,n) = FALSE;
|
|
|
|
/*
|
|
* Rule out this number in all other positions in the column.
|
|
*/
|
|
for (i = 0; i < cr; i++)
|
|
if (i != x)
|
|
cube(i,y,n) = FALSE;
|
|
|
|
/*
|
|
* Rule out this number in all other positions in the block.
|
|
*/
|
|
bx = (x/r)*r;
|
|
by = y % r;
|
|
for (i = 0; i < r; i++)
|
|
for (j = 0; j < c; j++)
|
|
if (bx+i != x || by+j*r != y)
|
|
cube(bx+i,by+j*r,n) = FALSE;
|
|
|
|
/*
|
|
* Enter the number in the result grid.
|
|
*/
|
|
usage->grid[YUNTRANS(y)*cr+x] = n;
|
|
|
|
/*
|
|
* Cross out this number from the list of numbers left to place
|
|
* in its row, its column and its block.
|
|
*/
|
|
usage->row[y*cr+n-1] = usage->col[x*cr+n-1] =
|
|
usage->blk[((y/c)*c+(x/r))*cr+n-1] = TRUE;
|
|
}
|
|
|
|
static int nsolve_elim(struct nsolve_usage *usage, int start, int step)
|
|
{
|
|
int c = usage->c, r = usage->r, cr = c*r;
|
|
int fpos, m, i;
|
|
|
|
/*
|
|
* Count the number of set bits within this section of the
|
|
* cube.
|
|
*/
|
|
m = 0;
|
|
fpos = -1;
|
|
for (i = 0; i < cr; i++)
|
|
if (usage->cube[start+i*step]) {
|
|
fpos = start+i*step;
|
|
m++;
|
|
}
|
|
|
|
if (m == 1) {
|
|
int x, y, n;
|
|
assert(fpos >= 0);
|
|
|
|
n = 1 + fpos % cr;
|
|
y = fpos / cr;
|
|
x = y / cr;
|
|
y %= cr;
|
|
|
|
if (!usage->grid[YUNTRANS(y)*cr+x]) {
|
|
nsolve_place(usage, x, y, n);
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
static int nsolve(int c, int r, digit *grid)
|
|
{
|
|
struct nsolve_usage *usage;
|
|
int cr = c*r;
|
|
int x, y, n;
|
|
|
|
/*
|
|
* Set up a usage structure as a clean slate (everything
|
|
* possible).
|
|
*/
|
|
usage = snew(struct nsolve_usage);
|
|
usage->c = c;
|
|
usage->r = r;
|
|
usage->cr = cr;
|
|
usage->cube = snewn(cr*cr*cr, unsigned char);
|
|
usage->grid = grid; /* write straight back to the input */
|
|
memset(usage->cube, TRUE, cr*cr*cr);
|
|
|
|
usage->row = snewn(cr * cr, unsigned char);
|
|
usage->col = snewn(cr * cr, unsigned char);
|
|
usage->blk = snewn(cr * cr, unsigned char);
|
|
memset(usage->row, FALSE, cr * cr);
|
|
memset(usage->col, FALSE, cr * cr);
|
|
memset(usage->blk, FALSE, cr * cr);
|
|
|
|
/*
|
|
* Place all the clue numbers we are given.
|
|
*/
|
|
for (x = 0; x < cr; x++)
|
|
for (y = 0; y < cr; y++)
|
|
if (grid[y*cr+x])
|
|
nsolve_place(usage, x, YTRANS(y), grid[y*cr+x]);
|
|
|
|
/*
|
|
* Now loop over the grid repeatedly trying all permitted modes
|
|
* of reasoning. The loop terminates if we complete an
|
|
* iteration without making any progress; we then return
|
|
* failure or success depending on whether the grid is full or
|
|
* not.
|
|
*/
|
|
while (1) {
|
|
cont:
|
|
|
|
/*
|
|
* Blockwise positional elimination.
|
|
*/
|
|
for (x = 0; x < cr; x += r)
|
|
for (y = 0; y < r; y++)
|
|
for (n = 1; n <= cr; n++)
|
|
if (!usage->blk[(y*c+(x/r))*cr+n-1] &&
|
|
nsolve_elim(usage, cubepos(x,y,n), r*cr))
|
|
goto cont;
|
|
|
|
/*
|
|
* Row-wise positional elimination.
|
|
*/
|
|
for (y = 0; y < cr; y++)
|
|
for (n = 1; n <= cr; n++)
|
|
if (!usage->row[y*cr+n-1] &&
|
|
nsolve_elim(usage, cubepos(0,y,n), cr*cr))
|
|
goto cont;
|
|
/*
|
|
* Column-wise positional elimination.
|
|
*/
|
|
for (x = 0; x < cr; x++)
|
|
for (n = 1; n <= cr; n++)
|
|
if (!usage->col[x*cr+n-1] &&
|
|
nsolve_elim(usage, cubepos(x,0,n), cr))
|
|
goto cont;
|
|
|
|
/*
|
|
* Numeric elimination.
|
|
*/
|
|
for (x = 0; x < cr; x++)
|
|
for (y = 0; y < cr; y++)
|
|
if (!usage->grid[YUNTRANS(y)*cr+x] &&
|
|
nsolve_elim(usage, cubepos(x,y,1), 1))
|
|
goto cont;
|
|
|
|
/*
|
|
* If we reach here, we have made no deductions in this
|
|
* iteration, so the algorithm terminates.
|
|
*/
|
|
break;
|
|
}
|
|
|
|
sfree(usage->cube);
|
|
sfree(usage->row);
|
|
sfree(usage->col);
|
|
sfree(usage->blk);
|
|
sfree(usage);
|
|
|
|
for (x = 0; x < cr; x++)
|
|
for (y = 0; y < cr; y++)
|
|
if (!grid[y*cr+x])
|
|
return FALSE;
|
|
return TRUE;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* End of non-recursive solver code.
|
|
*/
|
|
|
|
/*
|
|
* Check whether a grid contains a valid complete puzzle.
|
|
*/
|
|
static int check_valid(int c, int r, digit *grid)
|
|
{
|
|
int cr = c*r;
|
|
unsigned char *used;
|
|
int x, y, n;
|
|
|
|
used = snewn(cr, unsigned char);
|
|
|
|
/*
|
|
* Check that each row contains precisely one of everything.
|
|
*/
|
|
for (y = 0; y < cr; y++) {
|
|
memset(used, FALSE, cr);
|
|
for (x = 0; x < cr; x++)
|
|
if (grid[y*cr+x] > 0 && grid[y*cr+x] <= cr)
|
|
used[grid[y*cr+x]-1] = TRUE;
|
|
for (n = 0; n < cr; n++)
|
|
if (!used[n]) {
|
|
sfree(used);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Check that each column contains precisely one of everything.
|
|
*/
|
|
for (x = 0; x < cr; x++) {
|
|
memset(used, FALSE, cr);
|
|
for (y = 0; y < cr; y++)
|
|
if (grid[y*cr+x] > 0 && grid[y*cr+x] <= cr)
|
|
used[grid[y*cr+x]-1] = TRUE;
|
|
for (n = 0; n < cr; n++)
|
|
if (!used[n]) {
|
|
sfree(used);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Check that each block contains precisely one of everything.
|
|
*/
|
|
for (x = 0; x < cr; x += r) {
|
|
for (y = 0; y < cr; y += c) {
|
|
int xx, yy;
|
|
memset(used, FALSE, cr);
|
|
for (xx = x; xx < x+r; xx++)
|
|
for (yy = 0; yy < y+c; yy++)
|
|
if (grid[yy*cr+xx] > 0 && grid[yy*cr+xx] <= cr)
|
|
used[grid[yy*cr+xx]-1] = TRUE;
|
|
for (n = 0; n < cr; n++)
|
|
if (!used[n]) {
|
|
sfree(used);
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
sfree(used);
|
|
return TRUE;
|
|
}
|
|
|
|
static void symmetry_limit(game_params *params, int *xlim, int *ylim, int s)
|
|
{
|
|
int c = params->c, r = params->r, cr = c*r;
|
|
|
|
switch (s) {
|
|
case SYMM_NONE:
|
|
*xlim = *ylim = cr;
|
|
break;
|
|
case SYMM_ROT2:
|
|
*xlim = (cr+1) / 2;
|
|
*ylim = cr;
|
|
break;
|
|
case SYMM_REF4:
|
|
case SYMM_ROT4:
|
|
*xlim = *ylim = (cr+1) / 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static int symmetries(game_params *params, int x, int y, int *output, int s)
|
|
{
|
|
int c = params->c, r = params->r, cr = c*r;
|
|
int i = 0;
|
|
|
|
*output++ = x;
|
|
*output++ = y;
|
|
i++;
|
|
|
|
switch (s) {
|
|
case SYMM_NONE:
|
|
break; /* just x,y is all we need */
|
|
case SYMM_REF4:
|
|
case SYMM_ROT4:
|
|
switch (s) {
|
|
case SYMM_REF4:
|
|
*output++ = cr - 1 - x;
|
|
*output++ = y;
|
|
i++;
|
|
|
|
*output++ = x;
|
|
*output++ = cr - 1 - y;
|
|
i++;
|
|
break;
|
|
case SYMM_ROT4:
|
|
*output++ = cr - 1 - y;
|
|
*output++ = x;
|
|
i++;
|
|
|
|
*output++ = y;
|
|
*output++ = cr - 1 - x;
|
|
i++;
|
|
break;
|
|
}
|
|
/* fall through */
|
|
case SYMM_ROT2:
|
|
*output++ = cr - 1 - x;
|
|
*output++ = cr - 1 - y;
|
|
i++;
|
|
break;
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
static char *new_game_seed(game_params *params, random_state *rs)
|
|
{
|
|
int c = params->c, r = params->r, cr = c*r;
|
|
int area = cr*cr;
|
|
digit *grid, *grid2;
|
|
struct xy { int x, y; } *locs;
|
|
int nlocs;
|
|
int ret;
|
|
char *seed;
|
|
int coords[16], ncoords;
|
|
int xlim, ylim;
|
|
|
|
/*
|
|
* Start the recursive solver with an empty grid to generate a
|
|
* random solved state.
|
|
*/
|
|
grid = snewn(area, digit);
|
|
memset(grid, 0, area);
|
|
ret = rsolve(c, r, grid, rs, 1);
|
|
assert(ret == 1);
|
|
assert(check_valid(c, r, grid));
|
|
|
|
/*
|
|
* Now we have a solved grid, start removing things from it
|
|
* while preserving solubility.
|
|
*/
|
|
locs = snewn(area, struct xy);
|
|
grid2 = snewn(area, digit);
|
|
symmetry_limit(params, &xlim, &ylim, params->symm);
|
|
while (1) {
|
|
int x, y, i, j;
|
|
|
|
/*
|
|
* Iterate over the grid and enumerate all the filled
|
|
* squares we could empty.
|
|
*/
|
|
nlocs = 0;
|
|
|
|
for (x = 0; x < xlim; x++)
|
|
for (y = 0; y < ylim; y++)
|
|
if (grid[y*cr+x]) {
|
|
locs[nlocs].x = x;
|
|
locs[nlocs].y = y;
|
|
nlocs++;
|
|
}
|
|
|
|
/*
|
|
* Now shuffle that list.
|
|
*/
|
|
for (i = nlocs; i > 1; i--) {
|
|
int p = random_upto(rs, i);
|
|
if (p != i-1) {
|
|
struct xy t = locs[p];
|
|
locs[p] = locs[i-1];
|
|
locs[i-1] = t;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Now loop over the shuffled list and, for each element,
|
|
* see whether removing that element (and its reflections)
|
|
* from the grid will still leave the grid soluble by
|
|
* nsolve.
|
|
*/
|
|
for (i = 0; i < nlocs; i++) {
|
|
x = locs[i].x;
|
|
y = locs[i].y;
|
|
|
|
memcpy(grid2, grid, area);
|
|
ncoords = symmetries(params, x, y, coords, params->symm);
|
|
for (j = 0; j < ncoords; j++)
|
|
grid2[coords[2*j+1]*cr+coords[2*j]] = 0;
|
|
|
|
if (nsolve(c, r, grid2)) {
|
|
for (j = 0; j < ncoords; j++)
|
|
grid[coords[2*j+1]*cr+coords[2*j]] = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == nlocs) {
|
|
/*
|
|
* There was nothing we could remove without destroying
|
|
* solvability.
|
|
*/
|
|
break;
|
|
}
|
|
}
|
|
sfree(grid2);
|
|
sfree(locs);
|
|
|
|
/*
|
|
* Now we have the grid as it will be presented to the user.
|
|
* Encode it in a game seed.
|
|
*/
|
|
{
|
|
char *p;
|
|
int run, i;
|
|
|
|
seed = snewn(5 * area, char);
|
|
p = seed;
|
|
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 > seed && n > 0)
|
|
*p++ = '_';
|
|
}
|
|
if (n > 0)
|
|
p += sprintf(p, "%d", n);
|
|
run = 0;
|
|
}
|
|
}
|
|
assert(p - seed < 5 * area);
|
|
*p++ = '\0';
|
|
seed = sresize(seed, p - seed, char);
|
|
}
|
|
|
|
sfree(grid);
|
|
|
|
return seed;
|
|
}
|
|
|
|
static char *validate_seed(game_params *params, char *seed)
|
|
{
|
|
int area = params->r * params->r * params->c * params->c;
|
|
int squares = 0;
|
|
|
|
while (*seed) {
|
|
int n = *seed++;
|
|
if (n >= 'a' && n <= 'z') {
|
|
squares += n - 'a' + 1;
|
|
} else if (n == '_') {
|
|
/* do nothing */;
|
|
} else if (n > '0' && n <= '9') {
|
|
squares++;
|
|
while (*seed >= '0' && *seed <= '9')
|
|
seed++;
|
|
} else
|
|
return "Invalid character in game specification";
|
|
}
|
|
|
|
if (squares < area)
|
|
return "Not enough data to fill grid";
|
|
|
|
if (squares > area)
|
|
return "Too much data to fit in grid";
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(game_params *params, char *seed)
|
|
{
|
|
game_state *state = snew(game_state);
|
|
int c = params->c, r = params->r, cr = c*r, area = cr * cr;
|
|
int i;
|
|
|
|
state->c = params->c;
|
|
state->r = params->r;
|
|
|
|
state->grid = snewn(area, digit);
|
|
state->immutable = snewn(area, unsigned char);
|
|
memset(state->immutable, FALSE, area);
|
|
|
|
state->completed = FALSE;
|
|
|
|
i = 0;
|
|
while (*seed) {
|
|
int n = *seed++;
|
|
if (n >= 'a' && n <= 'z') {
|
|
int run = n - 'a' + 1;
|
|
assert(i + run <= area);
|
|
while (run-- > 0)
|
|
state->grid[i++] = 0;
|
|
} else if (n == '_') {
|
|
/* do nothing */;
|
|
} else if (n > '0' && n <= '9') {
|
|
assert(i < area);
|
|
state->immutable[i] = TRUE;
|
|
state->grid[i++] = atoi(seed-1);
|
|
while (*seed >= '0' && *seed <= '9')
|
|
seed++;
|
|
} else {
|
|
assert(!"We can't get here");
|
|
}
|
|
}
|
|
assert(i == area);
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(game_state *state)
|
|
{
|
|
game_state *ret = snew(game_state);
|
|
int c = state->c, r = state->r, cr = c*r, area = cr * cr;
|
|
|
|
ret->c = state->c;
|
|
ret->r = state->r;
|
|
|
|
ret->grid = snewn(area, digit);
|
|
memcpy(ret->grid, state->grid, area);
|
|
|
|
ret->immutable = snewn(area, unsigned char);
|
|
memcpy(ret->immutable, state->immutable, area);
|
|
|
|
ret->completed = state->completed;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
sfree(state->immutable);
|
|
sfree(state->grid);
|
|
sfree(state);
|
|
}
|
|
|
|
struct game_ui {
|
|
/*
|
|
* These are the coordinates of the currently highlighted
|
|
* square on the grid, or -1,-1 if there isn't one. When there
|
|
* is, pressing a valid number or letter key or Space will
|
|
* enter that number or letter in the grid.
|
|
*/
|
|
int hx, hy;
|
|
};
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
game_ui *ui = snew(game_ui);
|
|
|
|
ui->hx = ui->hy = -1;
|
|
|
|
return ui;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
sfree(ui);
|
|
}
|
|
|
|
static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
|
|
int button)
|
|
{
|
|
int c = from->c, r = from->r, cr = c*r;
|
|
int tx, ty;
|
|
game_state *ret;
|
|
|
|
tx = (x - BORDER) / TILE_SIZE;
|
|
ty = (y - BORDER) / TILE_SIZE;
|
|
|
|
if (tx >= 0 && tx < cr && ty >= 0 && ty < cr && button == LEFT_BUTTON) {
|
|
if (tx == ui->hx && ty == ui->hy) {
|
|
ui->hx = ui->hy = -1;
|
|
} else {
|
|
ui->hx = tx;
|
|
ui->hy = ty;
|
|
}
|
|
return from; /* UI activity occurred */
|
|
}
|
|
|
|
if (ui->hx != -1 && ui->hy != -1 &&
|
|
((button >= '1' && button <= '9' && button - '0' <= cr) ||
|
|
(button >= 'a' && button <= 'z' && button - 'a' + 10 <= cr) ||
|
|
(button >= 'A' && button <= 'Z' && button - 'A' + 10 <= cr) ||
|
|
button == ' ')) {
|
|
int n = button - '0';
|
|
if (button >= 'A' && button <= 'Z')
|
|
n = button - 'A' + 10;
|
|
if (button >= 'a' && button <= 'z')
|
|
n = button - 'a' + 10;
|
|
if (button == ' ')
|
|
n = 0;
|
|
|
|
if (from->immutable[ui->hy*cr+ui->hx])
|
|
return NULL; /* can't overwrite this square */
|
|
|
|
ret = dup_game(from);
|
|
ret->grid[ui->hy*cr+ui->hx] = n;
|
|
ui->hx = ui->hy = -1;
|
|
|
|
/*
|
|
* We've made a real change to the grid. Check to see
|
|
* if the game has been completed.
|
|
*/
|
|
if (!ret->completed && check_valid(c, r, ret->grid)) {
|
|
ret->completed = TRUE;
|
|
}
|
|
|
|
return ret; /* made a valid move */
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
struct game_drawstate {
|
|
int started;
|
|
int c, r, cr;
|
|
digit *grid;
|
|
unsigned char *hl;
|
|
};
|
|
|
|
#define XSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
|
|
#define YSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
|
|
|
|
static void game_size(game_params *params, int *x, int *y)
|
|
{
|
|
int c = params->c, r = params->r, cr = c*r;
|
|
|
|
*x = XSIZE(cr);
|
|
*y = YSIZE(cr);
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, game_state *state, 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_CLUE * 3 + 0] = 0.0F;
|
|
ret[COL_CLUE * 3 + 1] = 0.0F;
|
|
ret[COL_CLUE * 3 + 2] = 0.0F;
|
|
|
|
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] = 0.85F * ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_HIGHLIGHT * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_HIGHLIGHT * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2];
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(game_state *state)
|
|
{
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int c = state->c, r = state->r, cr = c*r;
|
|
|
|
ds->started = FALSE;
|
|
ds->c = c;
|
|
ds->r = r;
|
|
ds->cr = cr;
|
|
ds->grid = snewn(cr*cr, digit);
|
|
memset(ds->grid, 0, cr*cr);
|
|
ds->hl = snewn(cr*cr, unsigned char);
|
|
memset(ds->hl, 0, cr*cr);
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(game_drawstate *ds)
|
|
{
|
|
sfree(ds->hl);
|
|
sfree(ds->grid);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_number(frontend *fe, game_drawstate *ds, game_state *state,
|
|
int x, int y, int hl)
|
|
{
|
|
int c = state->c, r = state->r, cr = c*r;
|
|
int tx, ty;
|
|
int cx, cy, cw, ch;
|
|
char str[2];
|
|
|
|
if (ds->grid[y*cr+x] == state->grid[y*cr+x] && ds->hl[y*cr+x] == hl)
|
|
return; /* no change required */
|
|
|
|
tx = BORDER + x * TILE_SIZE + 2;
|
|
ty = BORDER + y * TILE_SIZE + 2;
|
|
|
|
cx = tx;
|
|
cy = ty;
|
|
cw = TILE_SIZE-3;
|
|
ch = TILE_SIZE-3;
|
|
|
|
if (x % r)
|
|
cx--, cw++;
|
|
if ((x+1) % r)
|
|
cw++;
|
|
if (y % c)
|
|
cy--, ch++;
|
|
if ((y+1) % c)
|
|
ch++;
|
|
|
|
clip(fe, cx, cy, cw, ch);
|
|
|
|
/* background needs erasing? */
|
|
if (ds->grid[y*cr+x] || ds->hl[y*cr+x] != hl)
|
|
draw_rect(fe, cx, cy, cw, ch, hl ? COL_HIGHLIGHT : COL_BACKGROUND);
|
|
|
|
/* new number needs drawing? */
|
|
if (state->grid[y*cr+x]) {
|
|
str[1] = '\0';
|
|
str[0] = state->grid[y*cr+x] + '0';
|
|
if (str[0] > '9')
|
|
str[0] += 'a' - ('9'+1);
|
|
draw_text(fe, tx + TILE_SIZE/2, ty + TILE_SIZE/2,
|
|
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
|
|
state->immutable[y*cr+x] ? COL_CLUE : COL_USER, str);
|
|
}
|
|
|
|
unclip(fe);
|
|
|
|
draw_update(fe, cx, cy, cw, ch);
|
|
|
|
ds->grid[y*cr+x] = state->grid[y*cr+x];
|
|
ds->hl[y*cr+x] = hl;
|
|
}
|
|
|
|
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int c = state->c, r = state->r, cr = c*r;
|
|
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(fe, 0, 0, XSIZE(cr), YSIZE(cr), COL_BACKGROUND);
|
|
|
|
/*
|
|
* Draw the grid.
|
|
*/
|
|
for (x = 0; x <= cr; x++) {
|
|
int thick = (x % r ? 0 : 1);
|
|
draw_rect(fe, BORDER + x*TILE_SIZE - thick, BORDER-1,
|
|
1+2*thick, cr*TILE_SIZE+3, COL_GRID);
|
|
}
|
|
for (y = 0; y <= cr; y++) {
|
|
int thick = (y % c ? 0 : 1);
|
|
draw_rect(fe, BORDER-1, BORDER + y*TILE_SIZE - thick,
|
|
cr*TILE_SIZE+3, 1+2*thick, COL_GRID);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Draw any numbers which need redrawing.
|
|
*/
|
|
for (x = 0; x < cr; x++) {
|
|
for (y = 0; y < cr; y++) {
|
|
draw_number(fe, ds, state, x, y,
|
|
(x == ui->hx && y == ui->hy) ||
|
|
(flashtime > 0 &&
|
|
(flashtime <= FLASH_TIME/3 ||
|
|
flashtime >= FLASH_TIME*2/3)));
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Update the _entire_ grid if necessary.
|
|
*/
|
|
if (!ds->started) {
|
|
draw_update(fe, 0, 0, XSIZE(cr), YSIZE(cr));
|
|
ds->started = TRUE;
|
|
}
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
|
int dir)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
|
int dir)
|
|
{
|
|
if (!oldstate->completed && newstate->completed)
|
|
return FLASH_TIME;
|
|
return 0.0F;
|
|
}
|
|
|
|
static int game_wants_statusbar(void)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame solo
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Solo", "games.solo", TRUE,
|
|
default_params,
|
|
game_fetch_preset,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
game_configure,
|
|
custom_params,
|
|
validate_params,
|
|
new_game_seed,
|
|
validate_seed,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
new_ui,
|
|
free_ui,
|
|
make_move,
|
|
game_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_wants_statusbar,
|
|
};
|
|
|
|
#ifdef STANDALONE_SOLVER
|
|
|
|
void frontend_default_colour(frontend *fe, float *output) {}
|
|
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
|
|
int align, int colour, char *text) {}
|
|
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
|
|
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
|
|
void draw_polygon(frontend *fe, int *coords, int npoints,
|
|
int fill, int colour) {}
|
|
void clip(frontend *fe, int x, int y, int w, int h) {}
|
|
void unclip(frontend *fe) {}
|
|
void start_draw(frontend *fe) {}
|
|
void draw_update(frontend *fe, int x, int y, int w, int h) {}
|
|
void end_draw(frontend *fe) {}
|
|
|
|
#include <stdarg.h>
|
|
|
|
void fatal(char *fmt, ...)
|
|
{
|
|
va_list ap;
|
|
|
|
fprintf(stderr, "fatal error: ");
|
|
|
|
va_start(ap, fmt);
|
|
vfprintf(stderr, fmt, ap);
|
|
va_end(ap);
|
|
|
|
fprintf(stderr, "\n");
|
|
exit(1);
|
|
}
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
game_params *p;
|
|
game_state *s;
|
|
int recurse = FALSE;
|
|
char *id = NULL, *seed, *err;
|
|
int y, x;
|
|
|
|
while (--argc > 0) {
|
|
char *p = *++argv;
|
|
if (!strcmp(p, "-r")) {
|
|
recurse = TRUE;
|
|
} else if (!strcmp(p, "-n")) {
|
|
recurse = FALSE;
|
|
} else if (*p == '-') {
|
|
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
|
|
return 1;
|
|
} else {
|
|
id = p;
|
|
}
|
|
}
|
|
|
|
if (!id) {
|
|
fprintf(stderr, "usage: %s [-n | -r] <game_id>\n", argv[0]);
|
|
return 1;
|
|
}
|
|
|
|
seed = strchr(id, ':');
|
|
if (!seed) {
|
|
fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
|
|
return 1;
|
|
}
|
|
*seed++ = '\0';
|
|
|
|
p = decode_params(id);
|
|
err = validate_seed(p, seed);
|
|
if (err) {
|
|
fprintf(stderr, "%s: %s\n", argv[0], err);
|
|
return 1;
|
|
}
|
|
s = new_game(p, seed);
|
|
|
|
if (recurse) {
|
|
int ret = rsolve(p->c, p->r, s->grid, NULL, 2);
|
|
if (ret > 1) {
|
|
printf("multiple solutions detected; only first one output\n");
|
|
}
|
|
} else {
|
|
nsolve(p->c, p->r, s->grid);
|
|
}
|
|
|
|
for (y = 0; y < p->c * p->r; y++) {
|
|
for (x = 0; x < p->c * p->r; x++) {
|
|
printf("%2.0d", s->grid[y * p->c * p->r + x]);
|
|
}
|
|
printf("\n");
|
|
}
|
|
printf("\n");
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endif
|