4 * Implementation of 'Futoshiki', a puzzle featured in the Guardian.
7 * add multiple-links-on-same-col/row solver nous
8 * Optimise set solver to use bit operations instead
10 * Guardian puzzles of note:
11 * #1: 5:0,0L,0L,0,0,0R,0,0L,0D,0L,0R,0,2,0D,0,0,0,0,0,0,0U,0,0,0,0U,
12 * #2: 5:0,0,0,4L,0L,0,2LU,0L,0U,0,0,0U,0,0,0,0,0D,0,3LRUD,0,0R,3,0L,0,0,
15 * #5: 5:0,0,0,0,0,0,2,0U,3U,0U,0,0,3,0,0,0,3,0D,4,0,0,0L,0R,0,0,
16 * #6: 5:0D,0L,0,0R,0,0,0D,0,3,0D,0,0R,0,0R,0D,0U,0L,0,1,2,0,0,0U,0,0L,
27 #include "latin.h" /* contains typedef for digit */
29 /* ----------------------------------------------------------
30 * Constant and structure definitions
33 #define FLASH_TIME 0.4F
35 #define PREFERRED_TILE_SIZE 32
37 #define TILE_SIZE (ds->tilesize)
38 #define GAP_SIZE (TILE_SIZE/2)
39 #define SQUARE_SIZE (TILE_SIZE + GAP_SIZE)
41 #define BORDER (TILE_SIZE / 2)
43 #define COORD(x) ( (x) * SQUARE_SIZE + BORDER )
44 #define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 )
46 #define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)])
47 #define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ])
48 #define HINT(p,x,y,n) GRID3(p, hints, x, y, n)
53 COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
54 COL_HIGHLIGHT, COL_LOWLIGHT,
59 int order; /* Size of latin square */
60 int diff; /* Difficulty */
61 int adjacent; /* Puzzle indicators are 'adjacent number'
62 not 'greater-than'. */
65 #define F_IMMUTABLE 1 /* passed in as game description */
72 #define F_ERROR_RIGHT 128
73 #define F_ERROR_DOWN 256
74 #define F_ERROR_LEFT 512
76 #define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
79 int order, completed, cheated, adjacent;
80 digit *nums; /* actual numbers (size order^2) */
81 unsigned char *hints; /* remaining possiblities (size order^3) */
82 unsigned int *flags; /* flags (size order^2) */
85 /* ----------------------------------------------------------
86 * Game parameters and presets
89 /* Steal the method from map.c for difficulty levels. */
91 A(LATIN,Trivial,NULL,t) \
92 A(EASY,Easy,solver_easy, e) \
93 A(SET,Tricky,solver_set, k) \
94 A(EXTREME,Extreme,NULL,x) \
95 A(RECURSIVE,Recursive,NULL,r)
97 #define ENUM(upper,title,func,lower) DIFF_ ## upper,
98 #define TITLE(upper,title,func,lower) #title,
99 #define ENCODE(upper,title,func,lower) #lower
100 #define CONFIG(upper,title,func,lower) ":" #title
101 enum { DIFFLIST(ENUM) DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
102 static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
103 static char const unequal_diffchars[] = DIFFLIST(ENCODE);
104 #define DIFFCOUNT lenof(unequal_diffchars)
105 #define DIFFCONFIG DIFFLIST(CONFIG)
107 #define DEFAULT_PRESET 0
109 const static struct game_params unequal_presets[] = {
114 { 5, DIFF_EXTREME, 0 },
118 { 6, DIFF_EXTREME, 0 },
121 { 7, DIFF_EXTREME, 0 }
124 static int game_fetch_preset(int i, char **name, game_params **params)
129 if (i < 0 || i >= lenof(unequal_presets))
132 ret = snew(game_params);
133 *ret = unequal_presets[i]; /* structure copy */
135 sprintf(buf, "%s: %dx%d %s",
136 ret->adjacent ? "Adjacent" : "Unequal",
137 ret->order, ret->order,
138 unequal_diffnames[ret->diff]);
145 static game_params *default_params(void)
150 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
155 static void free_params(game_params *params)
160 static game_params *dup_params(game_params *params)
162 game_params *ret = snew(game_params);
163 *ret = *params; /* structure copy */
167 static void decode_params(game_params *ret, char const *string)
169 char const *p = string;
171 ret->order = atoi(p);
172 while (*p && isdigit((unsigned char)*p)) p++;
183 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
185 for (i = 0; i < DIFFCOUNT; i++) {
186 if (*p == unequal_diffchars[i])
194 static char *encode_params(game_params *params, int full)
198 sprintf(ret, "%d", params->order);
199 if (params->adjacent)
200 sprintf(ret + strlen(ret), "a");
202 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
207 static config_item *game_configure(game_params *params)
212 ret = snewn(4, config_item);
214 ret[0].name = "Mode";
215 ret[0].type = C_CHOICES;
216 ret[0].sval = ":Unequal:Adjacent";
217 ret[0].ival = params->adjacent;
219 ret[1].name = "Size (s*s)";
220 ret[1].type = C_STRING;
221 sprintf(buf, "%d", params->order);
222 ret[1].sval = dupstr(buf);
225 ret[2].name = "Difficulty";
226 ret[2].type = C_CHOICES;
227 ret[2].sval = DIFFCONFIG;
228 ret[2].ival = params->diff;
238 static game_params *custom_params(config_item *cfg)
240 game_params *ret = snew(game_params);
242 ret->adjacent = cfg[0].ival;
243 ret->order = atoi(cfg[1].sval);
244 ret->diff = cfg[2].ival;
249 static char *validate_params(game_params *params, int full)
251 if (params->order < 3 || params->order > 32)
252 return "Order must be between 3 and 32";
253 if (params->diff >= DIFFCOUNT)
254 return "Unknown difficulty rating";
255 if (params->order < 5 && params->adjacent &&
256 params->diff >= DIFF_SET)
257 return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
261 /* ----------------------------------------------------------
262 * Various utility functions
265 static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = {
266 { F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' },
267 { F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' },
268 { F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' },
269 { F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' }
272 static game_state *blank_game(int order, int adjacent)
274 game_state *state = snew(game_state);
275 int o2 = order*order, o3 = o2*order;
277 state->order = order;
278 state->adjacent = adjacent;
279 state->completed = state->cheated = 0;
281 state->nums = snewn(o2, digit);
282 state->hints = snewn(o3, unsigned char);
283 state->flags = snewn(o2, unsigned int);
285 memset(state->nums, 0, o2 * sizeof(digit));
286 memset(state->hints, 0, o3);
287 memset(state->flags, 0, o2 * sizeof(unsigned int));
292 static game_state *dup_game(game_state *state)
294 game_state *ret = blank_game(state->order, state->adjacent);
295 int o2 = state->order*state->order, o3 = o2*state->order;
297 memcpy(ret->nums, state->nums, o2 * sizeof(digit));
298 memcpy(ret->hints, state->hints, o3);
299 memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
304 static void free_game(game_state *state)
312 #define CHECKG(x,y) grid[(y)*o+(x)]
314 /* Returns 0 if it finds an error, 1 otherwise. */
315 static int check_num_adj(digit *grid, game_state *state,
316 int x, int y, int me)
318 unsigned int f = GRID(state, flags, x, y);
319 int ret = 1, i, o = state->order;
321 for (i = 0; i < 4; i++) {
322 int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn;
324 if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o)
328 dn = CHECKG(x+dx, y+dy);
331 if (dn == 0) continue;
333 if (state->adjacent) {
336 if ((f & adjthan[i].f) && (gd != 1)) {
337 debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d",
338 x, y, n, x+dx, y+dy, dn));
339 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
342 if (!(f & adjthan[i].f) && (gd == 1)) {
343 debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d",
344 x, y, n, x+dx, y+dy, dn));
345 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
350 if ((f & adjthan[i].f) && (n <= dn)) {
351 debug(("check_adj error (%d,%d):%d not > (%d,%d):%d",
352 x, y, n, x+dx, y+dy, dn));
353 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
361 /* Returns 0 if it finds an error, 1 otherwise. */
362 static int check_num_error(digit *grid, game_state *state,
363 int x, int y, int mark_errors)
365 int o = state->order;
366 int xx, yy, val = CHECKG(x,y), ret = 1;
370 /* check for dups in same column. */
371 for (yy = 0; yy < state->order; yy++) {
372 if (yy == y) continue;
373 if (CHECKG(x,yy) == val) ret = 0;
376 /* check for dups in same row. */
377 for (xx = 0; xx < state->order; xx++) {
378 if (xx == x) continue;
379 if (CHECKG(xx,y) == val) ret = 0;
383 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
384 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
389 /* Returns: -1 for 'wrong'
391 * 1 for 'complete and correct'
393 static int check_complete(digit *grid, game_state *state, int mark_errors)
395 int x, y, ret = 1, o = state->order;
398 assert(grid == state->nums);
400 for (x = 0; x < state->order; x++) {
401 for (y = 0; y < state->order; y++) {
403 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
404 if (grid[y*o+x] == 0) {
407 if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
408 if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
412 if (ret == 1 && latin_check(grid, o))
417 static char n2c(digit n, int order) {
418 if (n == 0) return ' ';
420 if (n < 10) return '0' + n;
422 if (n < 11) return '0' + n-1;
424 if (n <= 26) return 'A' + n;
429 /* should be 'digit', but includes -1 for 'not a digit'.
430 * Includes keypresses (0 especially) for interpret_move. */
431 static int c2n(int c, int order) {
432 if (c < 0 || c > 0xff)
434 if (c == ' ' || c == '\b')
437 if (c >= '0' && c <= '9')
438 return (int)(c - '0');
440 if (c >= '0' && c <= '9')
441 return (int)(c - '0' + 1);
442 if (c >= 'A' && c <= 'Z')
443 return (int)(c - 'A' + 11);
444 if (c >= 'a' && c <= 'z')
445 return (int)(c - 'a' + 11);
450 static int game_can_format_as_text_now(game_params *params)
455 static char *game_text_format(game_state *state)
460 len = (state->order*2) * (state->order*2-1) + 1;
461 ret = snewn(len, char);
464 for (y = 0; y < state->order; y++) {
465 for (x = 0; x < state->order; x++) {
466 n = GRID(state, nums, x, y);
467 *p++ = n > 0 ? n2c(n, state->order) : '.';
469 if (x < (state->order-1)) {
470 if (state->adjacent) {
471 *p++ = (GRID(state, flags, x, y) & F_ADJ_RIGHT) ? '|' : ' ';
473 if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
475 else if (GRID(state, flags, x+1, y) & F_ADJ_LEFT)
484 if (y < (state->order-1)) {
485 for (x = 0; x < state->order; x++) {
486 if (state->adjacent) {
487 *p++ = (GRID(state, flags, x, y) & F_ADJ_DOWN) ? '-' : ' ';
489 if (GRID(state, flags, x, y) & F_ADJ_DOWN)
491 else if (GRID(state, flags, x, y+1) & F_ADJ_UP)
497 if (x < state->order-1)
505 assert(p - ret == len);
509 #ifdef STANDALONE_SOLVER
510 static void game_debug(game_state *state)
512 char *dbg = game_text_format(state);
518 /* ----------------------------------------------------------
523 int len, gx, gy, lx, ly;
530 struct solver_link *links;
533 static void solver_add_link(struct solver_ctx *ctx,
534 int gx, int gy, int lx, int ly, int len)
536 if (ctx->alinks < ctx->nlinks+1) {
537 ctx->alinks = ctx->alinks*2 + 1;
538 /*debug(("resizing ctx->links, new size %d", ctx->alinks));*/
539 ctx->links = sresize(ctx->links, ctx->alinks, struct solver_link);
541 ctx->links[ctx->nlinks].gx = gx;
542 ctx->links[ctx->nlinks].gy = gy;
543 ctx->links[ctx->nlinks].lx = lx;
544 ctx->links[ctx->nlinks].ly = ly;
545 ctx->links[ctx->nlinks].len = len;
547 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
548 len, lx, ly, gx, gy, ctx->nlinks));*/
551 static struct solver_ctx *new_ctx(game_state *state)
553 struct solver_ctx *ctx = snew(struct solver_ctx);
554 int o = state->order;
558 ctx->nlinks = ctx->alinks = 0;
562 if (state->adjacent) return ctx; /* adjacent mode doesn't use links. */
564 for (x = 0; x < o; x++) {
565 for (y = 0; y < o; y++) {
566 f = GRID(state, flags, x, y);
567 for (i = 0; i < 4; i++) {
568 if (f & adjthan[i].f)
569 solver_add_link(ctx, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1);
577 static void *clone_ctx(void *vctx)
579 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
580 return new_ctx(ctx->state);
583 static void free_ctx(void *vctx)
585 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
586 if (ctx->links) sfree(ctx->links);
590 static void solver_nminmax(struct latin_solver *solver,
591 int x, int y, int *min_r, int *max_r,
592 unsigned char **ns_r)
594 int o = solver->o, min = o, max = 0, n;
597 assert(x >= 0 && y >= 0 && x < o && y < o);
599 ns = solver->cube + cubepos(x,y,1);
602 min = max = grid(x,y)-1;
604 for (n = 0; n < o; n++) {
606 if (n > max) max = n;
607 if (n < min) min = n;
611 if (min_r) *min_r = min;
612 if (max_r) *max_r = max;
613 if (ns_r) *ns_r = ns;
616 static int solver_links(struct latin_solver *solver, void *vctx)
618 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
619 int i, j, lmin, gmax, nchanged = 0;
620 unsigned char *gns, *lns;
621 struct solver_link *link;
623 for (i = 0; i < ctx->nlinks; i++) {
624 link = &ctx->links[i];
625 solver_nminmax(solver, link->gx, link->gy, NULL, &gmax, &gns);
626 solver_nminmax(solver, link->lx, link->ly, &lmin, NULL, &lns);
628 for (j = 0; j < solver->o; j++) {
629 /* For the 'greater' end of the link, discount all numbers
630 * too small to satisfy the inequality. */
632 if (j < (lmin+link->len)) {
633 #ifdef STANDALONE_SOLVER
634 if (solver_show_working) {
635 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
636 solver_recurse_depth*4, "",
637 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
638 printf("%*s ruling out %d at (%d,%d)\n",
639 solver_recurse_depth*4, "",
640 j+1, link->gx+1, link->gy+1);
643 cube(link->gx, link->gy, j+1) = FALSE;
647 /* For the 'lesser' end of the link, discount all numbers
648 * too large to satisfy inequality. */
650 if (j > (gmax-link->len)) {
651 #ifdef STANDALONE_SOLVER
652 if (solver_show_working) {
653 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
654 solver_recurse_depth*4, "",
655 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
656 printf("%*s ruling out %d at (%d,%d)\n",
657 solver_recurse_depth*4, "",
658 j+1, link->lx+1, link->ly+1);
661 cube(link->lx, link->ly, j+1) = FALSE;
670 static int solver_adjacent(struct latin_solver *solver, void *vctx)
672 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
673 int nchanged = 0, x, y, i, n, o = solver->o, nx, ny, gd;
675 /* Update possible values based on known values and adjacency clues. */
677 for (x = 0; x < o; x++) {
678 for (y = 0; y < o; y++) {
679 if (grid(x, y) == 0) continue;
681 /* We have a definite number here. Make sure that any
682 * adjacent possibles reflect the adjacent/non-adjacent clue. */
684 for (i = 0; i < 4; i++) {
685 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
687 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
688 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
691 for (n = 0; n < o; n++) {
692 /* Continue past numbers the adjacent square _could_ be,
693 * given the clue we have. */
694 gd = abs((n+1) - grid(x, y));
695 if (isadjacent && (gd == 1)) continue;
696 if (!isadjacent && (gd != 1)) continue;
698 if (cube(nx, ny, n+1) == FALSE)
699 continue; /* already discounted this possibility. */
701 #ifdef STANDALONE_SOLVER
702 if (solver_show_working) {
703 printf("%*sadjacent elimination, (%d,%d):%d %s (%d,%d):\n",
704 solver_recurse_depth*4, "",
705 x+1, y+1, grid(x, y), isadjacent ? "|" : "!|", nx+1, ny+1);
706 printf("%*s ruling out %d at (%d,%d)\n",
707 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
710 cube(nx, ny, n+1) = FALSE;
720 static int solver_adjacent_set(struct latin_solver *solver, void *vctx)
722 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
723 int x, y, i, n, nn, o = solver->o, nx, ny, gd;
724 int nchanged = 0, *scratch = snewn(o, int);
726 /* Update possible values based on other possible values
727 * of adjacent squares, and adjacency clues. */
729 for (x = 0; x < o; x++) {
730 for (y = 0; y < o; y++) {
731 for (i = 0; i < 4; i++) {
732 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
734 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
735 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
738 /* We know the current possibles for the square (x,y)
739 * and also the adjacency clue from (x,y) to (nx,ny).
740 * Construct a maximum set of possibles for (nx,ny)
741 * in scratch, based on these constraints... */
743 memset(scratch, 0, o*sizeof(int));
745 for (n = 0; n < o; n++) {
746 if (cube(x, y, n+1) == FALSE) continue;
748 for (nn = 0; nn < o; nn++) {
749 if (n == nn) continue;
752 if (isadjacent && (gd != 1)) continue;
753 if (!isadjacent && (gd == 1)) continue;
759 /* ...and remove any possibilities for (nx,ny) that are
760 * currently set but are not indicated in scratch. */
761 for (n = 0; n < o; n++) {
762 if (scratch[n] == 1) continue;
763 if (cube(nx, ny, n+1) == FALSE) continue;
765 #ifdef STANDALONE_SOLVER
766 if (solver_show_working) {
767 printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n",
768 solver_recurse_depth*4, "",
769 x+1, y+1, isadjacent ? "|" : "!|", nx+1, ny+1);
770 printf("%*s ruling out %d at (%d,%d)\n",
771 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
774 cube(nx, ny, n+1) = FALSE;
784 static int solver_easy(struct latin_solver *solver, void *vctx)
786 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
787 if (ctx->state->adjacent)
788 return solver_adjacent(solver, vctx);
790 return solver_links(solver, vctx);
793 static int solver_set(struct latin_solver *solver, void *vctx)
795 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
796 if (ctx->state->adjacent)
797 return solver_adjacent_set(solver, vctx);
802 #define SOLVER(upper,title,func,lower) func,
803 static usersolver_t const unequal_solvers[] = { DIFFLIST(SOLVER) };
805 static int solver_state(game_state *state, int maxdiff)
807 struct solver_ctx *ctx = new_ctx(state);
808 struct latin_solver solver;
811 latin_solver_alloc(&solver, state->nums, state->order);
813 diff = latin_solver_main(&solver, maxdiff,
814 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
815 DIFF_EXTREME, DIFF_RECURSIVE,
816 unequal_solvers, ctx, clone_ctx, free_ctx);
818 memcpy(state->hints, solver.cube, state->order*state->order*state->order);
822 latin_solver_free(&solver);
824 if (diff == DIFF_IMPOSSIBLE)
826 if (diff == DIFF_UNFINISHED)
828 if (diff == DIFF_AMBIGUOUS)
833 static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
835 game_state *ret = dup_game(state);
838 for (diff = mindiff; diff <= maxdiff; diff++) {
839 r = solver_state(ret, diff);
840 debug(("solver_state after %s %d", unequal_diffnames[diff], r));
841 if (r != 0) goto done;
845 if (diff_r) *diff_r = (r > 0) ? diff : -1;
849 /* ----------------------------------------------------------
853 static char *latin_desc(digit *sq, size_t order)
855 int o2 = order*order, i;
856 char *soln = snewn(o2+2, char);
859 for (i = 0; i < o2; i++)
860 soln[i+1] = n2c(sq[i], order);
866 /* returns non-zero if it placed (or could have placed) clue. */
867 static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkonly)
869 int loc = ccode / 5, which = ccode % 5;
870 int x = loc % state->order, y = loc / state->order;
872 assert(loc < state->order*state->order);
874 if (which == 4) { /* add number */
875 if (state->nums[loc] != 0) {
876 #ifdef STANDALONE_SOLVER
877 if (state->nums[loc] != latin[loc]) {
878 printf("inconsistency for (%d,%d): state %d latin %d\n",
879 x+1, y+1, state->nums[loc], latin[loc]);
882 assert(state->nums[loc] == latin[loc]);
886 state->nums[loc] = latin[loc];
888 } else { /* add flag */
892 return 0; /* never add flag clues in adjacent mode (they're always
895 if (state->flags[loc] & adjthan[which].f)
896 return 0; /* already has flag. */
898 lx = x + adjthan[which].dx;
899 ly = y + adjthan[which].dy;
900 if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
901 return 0; /* flag compares to off grid */
903 lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order;
904 if (latin[loc] <= latin[lloc])
905 return 0; /* flag would be incorrect */
908 state->flags[loc] |= adjthan[which].f;
914 /* returns non-zero if it removed (or could have removed) the clue. */
915 static int gg_remove_clue(game_state *state, int ccode, int checkonly)
917 int loc = ccode / 5, which = ccode % 5;
918 #ifdef STANDALONE_SOLVER
919 int x = loc % state->order, y = loc / state->order;
922 assert(loc < state->order*state->order);
924 if (which == 4) { /* remove number. */
925 if (state->nums[loc] == 0) return 0;
927 #ifdef STANDALONE_SOLVER
928 if (solver_show_working)
929 printf("gg_remove_clue: removing %d at (%d,%d)",
930 state->nums[loc], x+1, y+1);
932 state->nums[loc] = 0;
934 } else { /* remove flag */
936 return 0; /* never remove clues in adjacent mode. */
938 if (!(state->flags[loc] & adjthan[which].f)) return 0;
940 #ifdef STANDALONE_SOLVER
941 if (solver_show_working)
942 printf("gg_remove_clue: removing %c at (%d,%d)",
943 adjthan[which].c, x+1, y+1);
945 state->flags[loc] &= ~adjthan[which].f;
951 static int gg_best_clue(game_state *state, int *scratch, digit *latin)
953 int ls = state->order * state->order * 5;
954 int maxposs = 0, minclues = 5, best = -1, i, j;
955 int nposs, nclues, loc, x, y;
957 #ifdef STANDALONE_SOLVER
958 if (solver_show_working) {
960 latin_solver_debug(state->hints, state->order);
964 for (i = ls; i-- > 0 ;) {
965 if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
967 loc = scratch[i] / 5;
968 x = loc % state->order; y = loc / state->order;
969 for (j = nposs = 0; j < state->order; j++) {
970 if (state->hints[loc*state->order + j]) nposs++;
972 for (j = nclues = 0; j < 4; j++) {
973 if (state->flags[loc] & adjthan[j].f) nclues++;
975 if ((nposs > maxposs) ||
976 (nposs == maxposs && nclues < minclues)) {
977 best = i; maxposs = nposs; minclues = nclues;
978 #ifdef STANDALONE_SOLVER
979 if (solver_show_working)
980 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
981 best, x+1, y+1, nposs, nclues);
985 /* if we didn't solve, we must have 1 clue to place! */
990 #ifdef STANDALONE_SOLVER
992 #define MAXTRIES maxtries
998 static int game_assemble(game_state *new, int *scratch, digit *latin,
1001 game_state *copy = dup_game(new);
1004 if (difficulty >= DIFF_RECURSIVE) {
1005 /* We mustn't use any solver that might guess answers;
1006 * if it guesses wrongly but solves, gg_place_clue will
1007 * get mighty confused. We will always trim clues down
1008 * (making it more difficult) in game_strip, which doesn't
1009 * have this problem. */
1010 difficulty = DIFF_RECURSIVE-1;
1013 #ifdef STANDALONE_SOLVER
1014 if (solver_show_working) {
1016 latin_solver_debug(new->hints, new->order);
1022 if (solver_state(copy, difficulty) == 1) break;
1024 best = gg_best_clue(copy, scratch, latin);
1025 gg_place_clue(new, scratch[best], latin, 0);
1026 gg_place_clue(copy, scratch[best], latin, 0);
1029 #ifdef STANDALONE_SOLVER
1030 if (solver_show_working) {
1031 char *dbg = game_text_format(new);
1032 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
1039 static void game_strip(game_state *new, int *scratch, digit *latin,
1042 int o = new->order, o2 = o*o, lscratch = o2*5, i;
1043 game_state *copy = blank_game(new->order, new->adjacent);
1045 /* For each symbol (if it exists in new), try and remove it and
1046 * solve again; if we couldn't solve without it put it back. */
1047 for (i = 0; i < lscratch; i++) {
1048 if (!gg_remove_clue(new, scratch[i], 0)) continue;
1050 memcpy(copy->nums, new->nums, o2 * sizeof(digit));
1051 memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
1053 if (solver_state(copy, difficulty) != 1) {
1054 /* put clue back, we can't solve without it. */
1055 int ret = gg_place_clue(new, scratch[i], latin, 0);
1058 #ifdef STANDALONE_SOLVER
1059 if (solver_show_working)
1060 printf("game_strip: clue was redundant.");
1065 #ifdef STANDALONE_SOLVER
1066 if (solver_show_working) {
1067 char *dbg = game_text_format(new);
1068 debug(("game_strip: done, %d solver iterations.", gg_solved));
1075 static void add_adjacent_flags(game_state *state, digit *latin)
1077 int x, y, o = state->order;
1079 /* All clues in adjacent mode are always present (the only variables are
1080 * the numbers). This adds all the flags to state based on the supplied
1083 for (y = 0; y < o; y++) {
1084 for (x = 0; x < o; x++) {
1085 if (x < (o-1) && (abs(latin[y*o+x] - latin[y*o+x+1]) == 1)) {
1086 GRID(state, flags, x, y) |= F_ADJ_RIGHT;
1087 GRID(state, flags, x+1, y) |= F_ADJ_LEFT;
1089 if (y < (o-1) && (abs(latin[y*o+x] - latin[(y+1)*o+x]) == 1)) {
1090 GRID(state, flags, x, y) |= F_ADJ_DOWN;
1091 GRID(state, flags, x, y+1) |= F_ADJ_UP;
1097 static char *new_game_desc(game_params *params, random_state *rs,
1098 char **aux, int interactive)
1101 int i, x, y, retlen, k, nsol;
1102 int o2 = params->order * params->order, ntries = 1;
1103 int *scratch, lscratch = o2*5;
1105 game_state *state = blank_game(params->order, params->adjacent);
1107 /* Generate a list of 'things to strip' (randomised later) */
1108 scratch = snewn(lscratch, int);
1109 /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
1110 for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2);
1113 #ifdef STANDALONE_SOLVER
1114 if (solver_show_working)
1115 printf("new_game_desc: generating %s puzzle, ntries so far %d\n",
1116 unequal_diffnames[params->diff], ntries);
1119 sq = latin_generate(params->order, rs);
1120 latin_debug(sq, params->order);
1121 /* Separately shuffle the numeric and inequality clues */
1122 shuffle(scratch, lscratch/5, sizeof(int), rs);
1123 shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs);
1125 memset(state->nums, 0, o2 * sizeof(digit));
1126 memset(state->flags, 0, o2 * sizeof(unsigned int));
1128 if (state->adjacent) {
1129 /* All adjacency flags are always present. */
1130 add_adjacent_flags(state, sq);
1134 if (game_assemble(state, scratch, sq, params->diff) < 0)
1136 game_strip(state, scratch, sq, params->diff);
1138 if (params->diff > 0) {
1139 game_state *copy = dup_game(state);
1140 nsol = solver_state(copy, params->diff-1);
1143 #ifdef STANDALONE_SOLVER
1144 if (solver_show_working)
1145 printf("game_assemble: puzzle as generated is too easy.\n");
1147 if (ntries < MAXTRIES) {
1151 #ifdef STANDALONE_SOLVER
1152 if (solver_show_working)
1153 printf("Unable to generate %s %dx%d after %d attempts.\n",
1154 unequal_diffnames[params->diff],
1155 params->order, params->order, MAXTRIES);
1160 #ifdef STANDALONE_SOLVER
1161 if (solver_show_working)
1162 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
1163 unequal_diffnames[params->diff], ntries, gg_solved);
1166 ret = NULL; retlen = 0;
1167 for (y = 0; y < params->order; y++) {
1168 for (x = 0; x < params->order; x++) {
1169 unsigned int f = GRID(state, flags, x, y);
1170 k = sprintf(buf, "%d%s%s%s%s,",
1171 GRID(state, nums, x, y),
1172 (f & F_ADJ_UP) ? "U" : "",
1173 (f & F_ADJ_RIGHT) ? "R" : "",
1174 (f & F_ADJ_DOWN) ? "D" : "",
1175 (f & F_ADJ_LEFT) ? "L" : "");
1177 ret = sresize(ret, retlen + k + 1, char);
1178 strcpy(ret + retlen, buf);
1182 *aux = latin_desc(sq, params->order);
1191 static game_state *load_game(game_params *params, char *desc,
1194 game_state *state = blank_game(params->order, params->adjacent);
1196 int i = 0, n, o = params->order, x, y;
1200 while (*p >= 'a' && *p <= 'z') {
1205 why = "Too much data to fill grid"; goto fail;
1208 if (*p < '0' && *p > '9') {
1209 why = "Expecting number in game description"; goto fail;
1212 if (n < 0 || n > o) {
1213 why = "Out-of-range number in game description"; goto fail;
1215 state->nums[i] = (digit)n;
1216 while (*p >= '0' && *p <= '9') p++; /* skip number */
1218 if (state->nums[i] != 0)
1219 state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
1221 while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
1223 case 'U': state->flags[i] |= F_ADJ_UP; break;
1224 case 'R': state->flags[i] |= F_ADJ_RIGHT; break;
1225 case 'D': state->flags[i] |= F_ADJ_DOWN; break;
1226 case 'L': state->flags[i] |= F_ADJ_LEFT; break;
1227 default: why = "Expecting flag URDL in game description"; goto fail;
1232 if (i < o*o && *p != ',') {
1233 why = "Missing separator"; goto fail;
1238 why = "Not enough data to fill grid"; goto fail;
1241 for (y = 0; y < o; y++) {
1242 for (x = 0; x < o; x++) {
1243 for (n = 0; n < 4; n++) {
1244 if (GRID(state, flags, x, y) & adjthan[n].f) {
1245 int nx = x + adjthan[n].dx;
1246 int ny = y + adjthan[n].dy;
1247 /* a flag must not point us off the grid. */
1248 if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
1249 why = "Flags go off grid"; goto fail;
1251 if (params->adjacent) {
1252 /* if one cell is adjacent to another, the other must
1253 * also be adjacent to the first. */
1254 if (!(GRID(state, flags, nx, ny) & adjthan[n].fo)) {
1255 why = "Flags contradicting each other"; goto fail;
1258 /* if one cell is GT another, the other must _not_ also
1259 * be GT the first. */
1260 if (GRID(state, flags, nx, ny) & adjthan[n].fo) {
1261 why = "Flags contradicting each other"; goto fail;
1273 if (why_r) *why_r = why;
1277 static game_state *new_game(midend *me, game_params *params, char *desc)
1279 game_state *state = load_game(params, desc, NULL);
1281 assert("Unable to load ?validated game.");
1287 static char *validate_desc(game_params *params, char *desc)
1290 game_state *dummy = load_game(params, desc, &why);
1299 static char *solve_game(game_state *state, game_state *currstate,
1300 char *aux, char **error)
1306 if (aux) return dupstr(aux);
1308 solved = dup_game(state);
1309 for (r = 0; r < state->order*state->order; r++) {
1310 if (!(solved->flags[r] & F_IMMUTABLE))
1311 solved->nums[r] = 0;
1313 r = solver_state(solved, DIFFCOUNT);
1314 if (r > 0) ret = latin_desc(solved->nums, solved->order);
1319 /* ----------------------------------------------------------
1320 * Game UI input processing.
1324 int hx, hy; /* as for solo.c, highlight pos */
1325 int hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
1328 static game_ui *new_ui(game_state *state)
1330 game_ui *ui = snew(game_ui);
1332 ui->hx = ui->hy = 0;
1333 ui->hpencil = ui->hshow = ui->hcursor = 0;
1338 static void free_ui(game_ui *ui)
1343 static char *encode_ui(game_ui *ui)
1348 static void decode_ui(game_ui *ui, char *encoding)
1352 static void game_changed_state(game_ui *ui, game_state *oldstate,
1353 game_state *newstate)
1355 /* See solo.c; if we were pencil-mode highlighting and
1356 * somehow a square has just been properly filled, cancel
1358 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1359 GRID(newstate, nums, ui->hx, ui->hy) != 0) {
1364 struct game_drawstate {
1365 int tilesize, order, started, adjacent;
1366 digit *nums; /* copy of nums, o^2 */
1367 unsigned char *hints; /* copy of hints, o^3 */
1368 unsigned int *flags; /* o^2 */
1370 int hx, hy, hshow, hpencil; /* as for game_ui. */
1374 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1375 int ox, int oy, int button)
1377 int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
1380 button &= ~MOD_MASK;
1382 if (x >= 0 && x < ds->order && ((ox - COORD(x)) <= TILE_SIZE) &&
1383 y >= 0 && y < ds->order && ((oy - COORD(y)) <= TILE_SIZE)) {
1384 if (button == LEFT_BUTTON) {
1385 /* normal highlighting for non-immutable squares */
1386 if (GRID(state, flags, x, y) & F_IMMUTABLE)
1388 else if (x == ui->hx && y == ui->hy &&
1389 ui->hshow && ui->hpencil == 0)
1392 ui->hx = x; ui->hy = y; ui->hpencil = 0;
1398 if (button == RIGHT_BUTTON) {
1399 /* pencil highlighting for non-filled squares */
1400 if (GRID(state, nums, x, y) != 0)
1402 else if (x == ui->hx && y == ui->hy &&
1403 ui->hshow && ui->hpencil)
1406 ui->hx = x; ui->hy = y; ui->hpencil = 1;
1414 if (IS_CURSOR_MOVE(button)) {
1415 move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order, 0);
1416 ui->hshow = ui->hcursor = 1;
1419 if (ui->hshow && IS_CURSOR_SELECT(button)) {
1420 ui->hpencil = 1 - ui->hpencil;
1427 debug(("button %d, cbutton %d", button, (int)((char)button)));
1428 n = c2n(button, state->order);
1430 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1431 n, ui->hx, ui->hy, ui->hpencil,
1432 GRID(state, flags, ui->hx, ui->hy),
1433 GRID(state, nums, ui->hx, ui->hy)));
1435 if (n < 0 || n > ds->order)
1436 return NULL; /* out of range */
1437 if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
1438 return NULL; /* can't edit immutable square (!) */
1439 if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
1440 return NULL; /* can't change hints on filled square (!) */
1443 sprintf(buf, "%c%d,%d,%d",
1444 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1446 if (!ui->hcursor) ui->hshow = 0;
1451 if (button == 'H' || button == 'h')
1453 if (button == 'M' || button == 'm')
1459 static game_state *execute_move(game_state *state, char *move)
1461 game_state *ret = NULL;
1464 debug(("execute_move: %s", move));
1466 if ((move[0] == 'P' || move[0] == 'R') &&
1467 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1468 x >= 0 && x < state->order && y >= 0 && y < state->order &&
1469 n >= 0 && n <= state->order) {
1470 ret = dup_game(state);
1471 if (move[0] == 'P' && n > 0)
1472 HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
1474 GRID(ret, nums, x, y) = n;
1475 for (i = 0; i < state->order; i++)
1476 HINT(ret, x, y, i) = 0;
1478 /* real change to grid; check for completion */
1479 if (!ret->completed && check_complete(ret->nums, ret, 1) > 0)
1480 ret->completed = TRUE;
1483 } else if (move[0] == 'S') {
1486 ret = dup_game(state);
1487 ret->completed = ret->cheated = TRUE;
1490 for (i = 0; i < state->order*state->order; i++) {
1491 n = c2n((int)*p, state->order);
1492 if (!*p || n <= 0 || n > state->order)
1497 if (*p) goto badmove;
1498 rc = check_complete(ret->nums, ret, 1);
1501 } else if (move[0] == 'M') {
1502 ret = dup_game(state);
1503 for (x = 0; x < state->order; x++) {
1504 for (y = 0; y < state->order; y++) {
1505 for (n = 0; n < state->order; n++) {
1506 HINT(ret, x, y, n) = 1;
1511 } else if (move[0] == 'H') {
1512 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1516 if (ret) free_game(ret);
1520 /* ----------------------------------------------------------------------
1521 * Drawing/printing routines.
1524 #define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1526 static void game_compute_size(game_params *params, int tilesize,
1529 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1530 struct { int tilesize, order; } ads, *ds = &ads;
1531 ads.tilesize = tilesize;
1532 ads.order = params->order;
1534 *x = *y = DRAW_SIZE;
1537 static void game_set_size(drawing *dr, game_drawstate *ds,
1538 game_params *params, int tilesize)
1540 ds->tilesize = tilesize;
1543 static float *game_colours(frontend *fe, int *ncolours)
1545 float *ret = snewn(3 * NCOLOURS, float);
1548 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1550 for (i = 0; i < 3; i++) {
1551 ret[COL_TEXT * 3 + i] = 0.0F;
1552 ret[COL_GRID * 3 + i] = 0.5F;
1555 /* Lots of these were taken from solo.c. */
1556 ret[COL_GUESS * 3 + 0] = 0.0F;
1557 ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1558 ret[COL_GUESS * 3 + 2] = 0.0F;
1560 ret[COL_ERROR * 3 + 0] = 1.0F;
1561 ret[COL_ERROR * 3 + 1] = 0.0F;
1562 ret[COL_ERROR * 3 + 2] = 0.0F;
1564 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1565 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1566 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1568 *ncolours = NCOLOURS;
1572 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1574 struct game_drawstate *ds = snew(struct game_drawstate);
1575 int o2 = state->order*state->order, o3 = o2*state->order;
1578 ds->order = state->order;
1579 ds->adjacent = state->adjacent;
1581 ds->nums = snewn(o2, digit);
1582 ds->hints = snewn(o3, unsigned char);
1583 ds->flags = snewn(o2, unsigned int);
1584 memset(ds->nums, 0, o2*sizeof(digit));
1585 memset(ds->hints, 0, o3);
1586 memset(ds->flags, 0, o2*sizeof(unsigned int));
1588 ds->hx = ds->hy = 0;
1589 ds->started = ds->hshow = ds->hpencil = ds->hflash = 0;
1594 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1602 static void draw_gt(drawing *dr, int ox, int oy,
1603 int dx1, int dy1, int dx2, int dy2, int col)
1606 int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0);
1607 coords[0] = ox + xdx;
1608 coords[1] = oy + xdy;
1609 coords[2] = ox + xdx + dx1;
1610 coords[3] = oy + xdy + dy1;
1611 coords[4] = ox + xdx + dx1 + dx2;
1612 coords[5] = oy + xdy + dy1 + dy2;
1613 coords[6] = ox - xdx + dx1 + dx2;
1614 coords[7] = oy - xdy + dy1 + dy2;
1615 coords[8] = ox - xdx + dx1;
1616 coords[9] = oy - xdy + dy1;
1617 coords[10] = ox - xdx;
1618 coords[11] = oy - xdy;
1619 draw_polygon(dr, coords, 6, col, col);
1622 static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
1623 unsigned int f, int col)
1625 int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
1627 /* Draw all the greater-than signs emanating from this tile. */
1630 draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
1631 (f & F_ERROR_UP) ? COL_ERROR : col);
1632 draw_update(dr, ox, oy-g, TILE_SIZE, g);
1634 if (f & F_ADJ_RIGHT) {
1635 draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
1636 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1637 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1639 if (f & F_ADJ_DOWN) {
1640 draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
1641 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1642 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1644 if (f & F_ADJ_LEFT) {
1645 draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
1646 (f & F_ERROR_LEFT) ? COL_ERROR : col);
1647 draw_update(dr, ox-g, oy, g, TILE_SIZE);
1651 static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy,
1652 unsigned int f, int col)
1654 int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4;
1656 /* Draw all the adjacency bars relevant to this tile; we only have
1657 * to worry about F_ADJ_RIGHT and F_ADJ_DOWN.
1659 * If we _only_ have the error flag set (i.e. it's not supposed to be
1660 * adjacent, but adjacent numbers were entered) draw an outline red bar.
1663 if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) {
1664 if (f & F_ADJ_RIGHT) {
1665 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE,
1666 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1668 draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
1671 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_BACKGROUND);
1673 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1675 if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) {
1676 if (f & F_ADJ_DOWN) {
1677 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4,
1678 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1680 draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
1683 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_BACKGROUND);
1685 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1688 static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
1689 game_ui *ui, int x, int y, int hflash)
1691 int ox = COORD(x), oy = COORD(y), bg, hon;
1692 unsigned int f = GRID(state, flags, x, y);
1694 bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
1696 hon = (ui->hshow && x == ui->hx && y == ui->hy);
1699 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1700 (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
1702 /* Draw the highlight (pencil or full), if we're the highlight */
1703 if (hon && ui->hpencil) {
1707 coords[2] = ox + TILE_SIZE/2;
1710 coords[5] = oy + TILE_SIZE/2;
1711 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1714 /* Draw the square outline (which is the cursor, if we're the cursor). */
1715 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
1717 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
1719 /* Draw the adjacent clue signs. */
1721 draw_adjs(dr, ds, ox, oy, f, COL_GRID);
1723 draw_gts(dr, ds, ox, oy, f, COL_TEXT);
1726 static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
1728 int ox = COORD(x), oy = COORD(y);
1729 unsigned int f = GRID(ds,flags,x,y);
1732 /* (can assume square has just been cleared) */
1734 /* Draw number, choosing appropriate colour */
1735 str[0] = n2c(GRID(ds, nums, x, y), ds->order);
1737 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1738 FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
1739 (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
1742 static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
1744 int ox = COORD(x), oy = COORD(y);
1745 int nhints, i, j, hw, hh, hmax, fontsz;
1748 /* (can assume square has just been cleared) */
1750 /* Draw hints; steal ingenious algorithm (basically)
1751 * from solo.c:draw_number() */
1752 for (i = nhints = 0; i < ds->order; i++) {
1753 if (HINT(ds, x, y, i)) nhints++;
1756 for (hw = 1; hw * hw < nhints; hw++);
1758 hh = (nhints + hw - 1) / hw;
1761 fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
1763 for (i = j = 0; i < ds->order; i++) {
1764 if (HINT(ds,x,y,i)) {
1765 int hx = j % hw, hy = j / hw;
1767 str[0] = n2c(i+1, ds->order);
1770 ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
1771 oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
1772 FONT_VARIABLE, fontsz,
1773 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1779 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1780 game_state *state, int dir, game_ui *ui,
1781 float animtime, float flashtime)
1783 int x, y, i, hchanged = 0, stale, hflash = 0;
1785 debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
1787 if (flashtime > 0 &&
1788 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
1792 draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
1793 draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
1795 if (ds->hx != ui->hx || ds->hy != ui->hy ||
1796 ds->hshow != ui->hshow || ds->hpencil != ui->hpencil)
1799 for (x = 0; x < ds->order; x++) {
1800 for (y = 0; y < ds->order; y++) {
1803 else if (hflash != ds->hflash)
1809 if ((x == ui->hx && y == ui->hy) ||
1810 (x == ds->hx && y == ds->hy))
1814 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1815 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1818 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1819 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1822 if (GRID(ds, nums, x, y) == 0) {
1823 /* We're not a number square (therefore we might
1824 * display hints); do we need to update? */
1825 for (i = 0; i < ds->order; i++) {
1826 if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
1827 HINT(ds, x, y, i) = HINT(state, x, y, i);
1833 draw_furniture(dr, ds, state, ui, x, y, hflash);
1834 if (GRID(ds, nums, x, y) > 0)
1835 draw_num(dr, ds, x, y);
1837 draw_hints(dr, ds, x, y);
1841 ds->hx = ui->hx; ds->hy = ui->hy;
1842 ds->hshow = ui->hshow;
1843 ds->hpencil = ui->hpencil;
1846 ds->hflash = hflash;
1849 static float game_anim_length(game_state *oldstate, game_state *newstate,
1850 int dir, game_ui *ui)
1855 static float game_flash_length(game_state *oldstate, game_state *newstate,
1856 int dir, game_ui *ui)
1858 if (!oldstate->completed && newstate->completed &&
1859 !oldstate->cheated && !newstate->cheated)
1864 static int game_timing_state(game_state *state, game_ui *ui)
1869 static void game_print_size(game_params *params, float *x, float *y)
1873 /* 10mm squares by default, roughly the same as Grauniad. */
1874 game_compute_size(params, 1000, &pw, &ph);
1879 static void game_print(drawing *dr, game_state *state, int tilesize)
1881 int ink = print_mono_colour(dr, 0);
1882 int x, y, o = state->order, ox, oy, n;
1885 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1886 game_drawstate ads, *ds = &ads;
1887 game_set_size(dr, ds, NULL, tilesize);
1889 print_line_width(dr, 2 * TILE_SIZE / 40);
1891 /* Squares, numbers, gt signs */
1892 for (y = 0; y < o; y++) {
1893 for (x = 0; x < o; x++) {
1894 ox = COORD(x); oy = COORD(y);
1895 n = GRID(state, nums, x, y);
1897 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1899 str[0] = n ? n2c(n, state->order) : ' ';
1901 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1902 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1906 draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
1908 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
1913 /* ----------------------------------------------------------------------
1918 #define thegame unequal
1921 const struct game thegame = {
1922 "Unequal", "games.unequal", "unequal",
1929 TRUE, game_configure, custom_params,
1937 TRUE, game_can_format_as_text_now, game_text_format,
1945 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1948 game_free_drawstate,
1952 TRUE, FALSE, game_print_size, game_print,
1953 FALSE, /* wants_statusbar */
1954 FALSE, game_timing_state,
1955 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1958 /* ----------------------------------------------------------------------
1959 * Standalone solver.
1962 #ifdef STANDALONE_SOLVER
1967 const char *quis = NULL;
1969 #if 0 /* currently unused */
1971 static void debug_printf(char *fmt, ...)
1977 vsprintf(buf, fmt, ap);
1982 static void game_printf(game_state *state)
1984 char *dbg = game_text_format(state);
1989 static void game_printf_wide(game_state *state)
1993 for (y = 0; y < state->order; y++) {
1994 for (x = 0; x < state->order; x++) {
1995 n = GRID(state, nums, x, y);
1996 for (i = 0; i < state->order; i++) {
1998 printf("%c", n2c(n, state->order));
1999 else if (HINT(state, x, y, i))
2000 printf("%c", n2c(i+1, state->order));
2013 static void pdiff(int diff)
2015 if (diff == DIFF_IMPOSSIBLE)
2016 printf("Game is impossible.\n");
2017 else if (diff == DIFF_UNFINISHED)
2018 printf("Game has incomplete.\n");
2019 else if (diff == DIFF_AMBIGUOUS)
2020 printf("Game has multiple solutions.\n");
2022 printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
2025 static int solve(game_params *p, char *desc, int debug)
2027 game_state *state = new_game(NULL, p, desc);
2028 struct solver_ctx *ctx = new_ctx(state);
2029 struct latin_solver solver;
2032 solver_show_working = debug;
2035 latin_solver_alloc(&solver, state->nums, state->order);
2037 diff = latin_solver_main(&solver, DIFF_RECURSIVE,
2038 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
2039 DIFF_EXTREME, DIFF_RECURSIVE,
2040 unequal_solvers, ctx, clone_ctx, free_ctx);
2044 latin_solver_free(&solver);
2046 if (debug) pdiff(diff);
2053 static void check(game_params *p)
2055 char *msg = validate_params(p, 1);
2057 fprintf(stderr, "%s: %s", quis, msg);
2062 static int gen(game_params *p, random_state *rs, int debug)
2069 solver_show_working = debug;
2070 desc = new_game_desc(p, rs, &aux, 0);
2071 diff = solve(p, desc, debug);
2078 static void soak(game_params *p, random_state *rs)
2080 time_t tt_start, tt_now, tt_last;
2083 int n = 0, neasy = 0, realdiff = p->diff;
2087 solver_show_working = 0;
2090 tt_start = tt_now = time(NULL);
2092 printf("Soak-generating an %s %dx%d grid, difficulty %s.\n",
2093 p->adjacent ? "adjacent" : "unequal",
2094 p->order, p->order, unequal_diffnames[p->diff]);
2098 desc = new_game_desc(p, rs, &aux, 0);
2099 st = new_game(NULL, p, desc);
2100 solver_state(st, DIFF_RECURSIVE);
2106 if (realdiff != p->diff) neasy++;
2108 tt_last = time(NULL);
2109 if (tt_last > tt_now) {
2111 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
2112 n, (double)n / ((double)tt_now - tt_start),
2113 neasy, (double)neasy*100.0/(double)n,
2114 (double)(n - neasy) / ((double)tt_now - tt_start));
2119 static void usage_exit(const char *msg)
2122 fprintf(stderr, "%s: %s\n", quis, msg);
2123 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
2127 int main(int argc, const char *argv[])
2130 time_t seed = time(NULL);
2131 int do_soak = 0, diff;
2138 while (--argc > 0) {
2139 const char *p = *++argv;
2140 if (!strcmp(p, "--soak"))
2142 else if (!strcmp(p, "--seed")) {
2144 usage_exit("--seed needs an argument");
2145 seed = (time_t)atoi(*++argv);
2147 } else if (*p == '-')
2148 usage_exit("unrecognised option");
2152 rs = random_new((void*)&seed, sizeof(time_t));
2155 if (argc != 1) usage_exit("only one argument for --soak");
2156 p = default_params();
2157 decode_params(p, *argv);
2159 } else if (argc > 0) {
2161 for (i = 0; i < argc; i++) {
2162 const char *id = *argv++;
2163 char *desc = strchr(id, ':'), *err;
2164 p = default_params();
2167 decode_params(p, id);
2168 err = validate_desc(p, desc);
2170 fprintf(stderr, "%s: %s\n", quis, err);
2175 decode_params(p, id);
2176 diff = gen(p, rs, 1);
2181 p = default_params();
2182 p->order = random_upto(rs, 7) + 3;
2183 p->diff = random_upto(rs, 4);
2184 diff = gen(p, rs, 0);
2194 /* vim: set shiftwidth=4 tabstop=8: */