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) DIFFCOUNT, 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 DIFFCONFIG DIFFLIST(CONFIG)
106 #define DEFAULT_PRESET 0
108 const static struct game_params unequal_presets[] = {
113 { 5, DIFF_EXTREME, 0 },
117 { 6, DIFF_EXTREME, 0 },
120 { 7, DIFF_EXTREME, 0 }
123 static int game_fetch_preset(int i, char **name, game_params **params)
128 if (i < 0 || i >= lenof(unequal_presets))
131 ret = snew(game_params);
132 *ret = unequal_presets[i]; /* structure copy */
134 sprintf(buf, "%s: %dx%d %s",
135 ret->adjacent ? "Adjacent" : "Unequal",
136 ret->order, ret->order,
137 unequal_diffnames[ret->diff]);
144 static game_params *default_params(void)
149 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
154 static void free_params(game_params *params)
159 static game_params *dup_params(game_params *params)
161 game_params *ret = snew(game_params);
162 *ret = *params; /* structure copy */
166 static void decode_params(game_params *ret, char const *string)
168 char const *p = string;
170 ret->order = atoi(p);
171 while (*p && isdigit((unsigned char)*p)) p++;
182 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
184 for (i = 0; i < DIFFCOUNT; i++) {
185 if (*p == unequal_diffchars[i])
193 static char *encode_params(game_params *params, int full)
197 sprintf(ret, "%d", params->order);
198 if (params->adjacent)
199 sprintf(ret + strlen(ret), "a");
201 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
206 static config_item *game_configure(game_params *params)
211 ret = snewn(4, config_item);
213 ret[0].name = "Mode";
214 ret[0].type = C_CHOICES;
215 ret[0].sval = ":Unequal:Adjacent";
216 ret[0].ival = params->adjacent;
218 ret[1].name = "Size (s*s)";
219 ret[1].type = C_STRING;
220 sprintf(buf, "%d", params->order);
221 ret[1].sval = dupstr(buf);
224 ret[2].name = "Difficulty";
225 ret[2].type = C_CHOICES;
226 ret[2].sval = DIFFCONFIG;
227 ret[2].ival = params->diff;
237 static game_params *custom_params(config_item *cfg)
239 game_params *ret = snew(game_params);
241 ret->adjacent = cfg[0].ival;
242 ret->order = atoi(cfg[1].sval);
243 ret->diff = cfg[2].ival;
248 static char *validate_params(game_params *params, int full)
250 if (params->order < 3 || params->order > 32)
251 return "Order must be between 3 and 32";
252 if (params->diff >= DIFFCOUNT)
253 return "Unknown difficulty rating";
254 if (params->order < 5 && params->adjacent &&
255 params->diff >= DIFF_SET)
256 return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
260 /* ----------------------------------------------------------
261 * Various utility functions
264 static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = {
265 { F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' },
266 { F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' },
267 { F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' },
268 { F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' }
271 static game_state *blank_game(int order, int adjacent)
273 game_state *state = snew(game_state);
274 int o2 = order*order, o3 = o2*order;
276 state->order = order;
277 state->adjacent = adjacent;
278 state->completed = state->cheated = 0;
280 state->nums = snewn(o2, digit);
281 state->hints = snewn(o3, unsigned char);
282 state->flags = snewn(o2, unsigned int);
284 memset(state->nums, 0, o2 * sizeof(digit));
285 memset(state->hints, 0, o3);
286 memset(state->flags, 0, o2 * sizeof(unsigned int));
291 static game_state *dup_game(game_state *state)
293 game_state *ret = blank_game(state->order, state->adjacent);
294 int o2 = state->order*state->order, o3 = o2*state->order;
296 memcpy(ret->nums, state->nums, o2 * sizeof(digit));
297 memcpy(ret->hints, state->hints, o3);
298 memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
303 static void free_game(game_state *state)
311 #define CHECKG(x,y) grid[(y)*o+(x)]
313 /* Returns 0 if it finds an error, 1 otherwise. */
314 static int check_num_adj(digit *grid, game_state *state,
315 int x, int y, int me)
317 unsigned int f = GRID(state, flags, x, y);
318 int ret = 1, i, o = state->order;
320 for (i = 0; i < 4; i++) {
321 int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn;
323 if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o)
327 dn = CHECKG(x+dx, y+dy);
330 if (dn == 0) continue;
332 if (state->adjacent) {
335 if ((f & adjthan[i].f) && (gd != 1)) {
336 debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d",
337 x, y, n, x+dx, y+dy, dn));
338 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
341 if (!(f & adjthan[i].f) && (gd == 1)) {
342 debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d",
343 x, y, n, x+dx, y+dy, dn));
344 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
349 if ((f & adjthan[i].f) && (n <= dn)) {
350 debug(("check_adj error (%d,%d):%d not > (%d,%d):%d",
351 x, y, n, x+dx, y+dy, dn));
352 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
360 /* Returns 0 if it finds an error, 1 otherwise. */
361 static int check_num_error(digit *grid, game_state *state,
362 int x, int y, int mark_errors)
364 int o = state->order;
365 int xx, yy, val = CHECKG(x,y), ret = 1;
369 /* check for dups in same column. */
370 for (yy = 0; yy < state->order; yy++) {
371 if (yy == y) continue;
372 if (CHECKG(x,yy) == val) ret = 0;
375 /* check for dups in same row. */
376 for (xx = 0; xx < state->order; xx++) {
377 if (xx == x) continue;
378 if (CHECKG(xx,y) == val) ret = 0;
382 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
383 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
388 /* Returns: -1 for 'wrong'
390 * 1 for 'complete and correct'
392 static int check_complete(digit *grid, game_state *state, int mark_errors)
394 int x, y, ret = 1, o = state->order;
397 assert(grid == state->nums);
399 for (x = 0; x < state->order; x++) {
400 for (y = 0; y < state->order; y++) {
402 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
403 if (grid[y*o+x] == 0) {
406 if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
407 if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
411 if (ret == 1 && latin_check(grid, o))
416 static char n2c(digit n, int order) {
417 if (n == 0) return ' ';
419 if (n < 10) return '0' + n;
421 if (n < 11) return '0' + n-1;
423 if (n <= 26) return 'A' + n;
428 /* should be 'digit', but includes -1 for 'not a digit'.
429 * Includes keypresses (0 especially) for interpret_move. */
430 static int c2n(int c, int order) {
431 if (c < 0 || c > 0xff)
433 if (c == ' ' || c == '\b')
436 if (c >= '0' && c <= '9')
437 return (int)(c - '0');
439 if (c >= '0' && c <= '9')
440 return (int)(c - '0' + 1);
441 if (c >= 'A' && c <= 'Z')
442 return (int)(c - 'A' + 11);
443 if (c >= 'a' && c <= 'z')
444 return (int)(c - 'a' + 11);
449 static int game_can_format_as_text_now(game_params *params)
454 static char *game_text_format(game_state *state)
459 len = (state->order*2) * (state->order*2-1) + 1;
460 ret = snewn(len, char);
463 for (y = 0; y < state->order; y++) {
464 for (x = 0; x < state->order; x++) {
465 n = GRID(state, nums, x, y);
466 *p++ = n > 0 ? n2c(n, state->order) : '.';
468 if (x < (state->order-1)) {
469 if (state->adjacent) {
470 *p++ = (GRID(state, flags, x, y) & F_ADJ_RIGHT) ? '|' : ' ';
472 if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
474 else if (GRID(state, flags, x+1, y) & F_ADJ_LEFT)
483 if (y < (state->order-1)) {
484 for (x = 0; x < state->order; x++) {
485 if (state->adjacent) {
486 *p++ = (GRID(state, flags, x, y) & F_ADJ_DOWN) ? '-' : ' ';
488 if (GRID(state, flags, x, y) & F_ADJ_DOWN)
490 else if (GRID(state, flags, x, y+1) & F_ADJ_UP)
496 if (x < state->order-1)
504 assert(p - ret == len);
508 #ifdef STANDALONE_SOLVER
509 static void game_debug(game_state *state)
511 char *dbg = game_text_format(state);
517 /* ----------------------------------------------------------
522 int len, gx, gy, lx, ly;
529 struct solver_link *links;
532 static void solver_add_link(struct solver_ctx *ctx,
533 int gx, int gy, int lx, int ly, int len)
535 if (ctx->alinks < ctx->nlinks+1) {
536 ctx->alinks = ctx->alinks*2 + 1;
537 /*debug(("resizing ctx->links, new size %d", ctx->alinks));*/
538 ctx->links = sresize(ctx->links, ctx->alinks, struct solver_link);
540 ctx->links[ctx->nlinks].gx = gx;
541 ctx->links[ctx->nlinks].gy = gy;
542 ctx->links[ctx->nlinks].lx = lx;
543 ctx->links[ctx->nlinks].ly = ly;
544 ctx->links[ctx->nlinks].len = len;
546 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
547 len, lx, ly, gx, gy, ctx->nlinks));*/
550 static struct solver_ctx *new_ctx(game_state *state)
552 struct solver_ctx *ctx = snew(struct solver_ctx);
553 int o = state->order;
557 ctx->nlinks = ctx->alinks = 0;
561 if (state->adjacent) return ctx; /* adjacent mode doesn't use links. */
563 for (x = 0; x < o; x++) {
564 for (y = 0; y < o; y++) {
565 f = GRID(state, flags, x, y);
566 for (i = 0; i < 4; i++) {
567 if (f & adjthan[i].f)
568 solver_add_link(ctx, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1);
576 static void *clone_ctx(void *vctx)
578 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
579 return new_ctx(ctx->state);
582 static void free_ctx(void *vctx)
584 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
585 if (ctx->links) sfree(ctx->links);
589 static void solver_nminmax(struct latin_solver *solver,
590 int x, int y, int *min_r, int *max_r,
591 unsigned char **ns_r)
593 int o = solver->o, min = o, max = 0, n;
596 assert(x >= 0 && y >= 0 && x < o && y < o);
598 ns = solver->cube + cubepos(x,y,1);
601 min = max = grid(x,y)-1;
603 for (n = 0; n < o; n++) {
605 if (n > max) max = n;
606 if (n < min) min = n;
610 if (min_r) *min_r = min;
611 if (max_r) *max_r = max;
612 if (ns_r) *ns_r = ns;
615 static int solver_links(struct latin_solver *solver, void *vctx)
617 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
618 int i, j, lmin, gmax, nchanged = 0;
619 unsigned char *gns, *lns;
620 struct solver_link *link;
622 for (i = 0; i < ctx->nlinks; i++) {
623 link = &ctx->links[i];
624 solver_nminmax(solver, link->gx, link->gy, NULL, &gmax, &gns);
625 solver_nminmax(solver, link->lx, link->ly, &lmin, NULL, &lns);
627 for (j = 0; j < solver->o; j++) {
628 /* For the 'greater' end of the link, discount all numbers
629 * too small to satisfy the inequality. */
631 if (j < (lmin+link->len)) {
632 #ifdef STANDALONE_SOLVER
633 if (solver_show_working) {
634 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
635 solver_recurse_depth*4, "",
636 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
637 printf("%*s ruling out %d at (%d,%d)\n",
638 solver_recurse_depth*4, "",
639 j+1, link->gx+1, link->gy+1);
642 cube(link->gx, link->gy, j+1) = FALSE;
646 /* For the 'lesser' end of the link, discount all numbers
647 * too large to satisfy inequality. */
649 if (j > (gmax-link->len)) {
650 #ifdef STANDALONE_SOLVER
651 if (solver_show_working) {
652 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
653 solver_recurse_depth*4, "",
654 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
655 printf("%*s ruling out %d at (%d,%d)\n",
656 solver_recurse_depth*4, "",
657 j+1, link->lx+1, link->ly+1);
660 cube(link->lx, link->ly, j+1) = FALSE;
669 static int solver_adjacent(struct latin_solver *solver, void *vctx)
671 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
672 int nchanged = 0, x, y, i, n, o = solver->o, nx, ny, gd;
674 /* Update possible values based on known values and adjacency clues. */
676 for (x = 0; x < o; x++) {
677 for (y = 0; y < o; y++) {
678 if (grid(x, y) == 0) continue;
680 /* We have a definite number here. Make sure that any
681 * adjacent possibles reflect the adjacent/non-adjacent clue. */
683 for (i = 0; i < 4; i++) {
684 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
686 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
687 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
690 for (n = 0; n < o; n++) {
691 /* Continue past numbers the adjacent square _could_ be,
692 * given the clue we have. */
693 gd = abs((n+1) - grid(x, y));
694 if (isadjacent && (gd == 1)) continue;
695 if (!isadjacent && (gd != 1)) continue;
697 if (cube(nx, ny, n+1) == FALSE)
698 continue; /* already discounted this possibility. */
700 #ifdef STANDALONE_SOLVER
701 if (solver_show_working) {
702 printf("%*sadjacent elimination, (%d,%d):%d %s (%d,%d):\n",
703 solver_recurse_depth*4, "",
704 x+1, y+1, grid(x, y), isadjacent ? "|" : "!|", nx+1, ny+1);
705 printf("%*s ruling out %d at (%d,%d)\n",
706 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
709 cube(nx, ny, n+1) = FALSE;
719 static int solver_adjacent_set(struct latin_solver *solver, void *vctx)
721 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
722 int x, y, i, n, nn, o = solver->o, nx, ny, gd;
723 int nchanged = 0, *scratch = snewn(o, int);
725 /* Update possible values based on other possible values
726 * of adjacent squares, and adjacency clues. */
728 for (x = 0; x < o; x++) {
729 for (y = 0; y < o; y++) {
730 for (i = 0; i < 4; i++) {
731 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
733 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
734 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
737 /* We know the current possibles for the square (x,y)
738 * and also the adjacency clue from (x,y) to (nx,ny).
739 * Construct a maximum set of possibles for (nx,ny)
740 * in scratch, based on these constraints... */
742 memset(scratch, 0, o*sizeof(int));
744 for (n = 0; n < o; n++) {
745 if (cube(x, y, n+1) == FALSE) continue;
747 for (nn = 0; nn < o; nn++) {
748 if (n == nn) continue;
751 if (isadjacent && (gd != 1)) continue;
752 if (!isadjacent && (gd == 1)) continue;
758 /* ...and remove any possibilities for (nx,ny) that are
759 * currently set but are not indicated in scratch. */
760 for (n = 0; n < o; n++) {
761 if (scratch[n] == 1) continue;
762 if (cube(nx, ny, n+1) == FALSE) continue;
764 #ifdef STANDALONE_SOLVER
765 if (solver_show_working) {
766 printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n",
767 solver_recurse_depth*4, "",
768 x+1, y+1, isadjacent ? "|" : "!|", nx+1, ny+1);
769 printf("%*s ruling out %d at (%d,%d)\n",
770 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
773 cube(nx, ny, n+1) = FALSE;
783 static int solver_easy(struct latin_solver *solver, void *vctx)
785 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
786 if (ctx->state->adjacent)
787 return solver_adjacent(solver, vctx);
789 return solver_links(solver, vctx);
792 static int solver_set(struct latin_solver *solver, void *vctx)
794 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
795 if (ctx->state->adjacent)
796 return solver_adjacent_set(solver, vctx);
801 #define SOLVER(upper,title,func,lower) func,
802 static usersolver_t const unequal_solvers[] = { DIFFLIST(SOLVER) };
804 static int solver_state(game_state *state, int maxdiff)
806 struct solver_ctx *ctx = new_ctx(state);
807 struct latin_solver solver;
810 latin_solver_alloc(&solver, state->nums, state->order);
812 diff = latin_solver_main(&solver, maxdiff,
813 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
814 DIFF_EXTREME, DIFF_RECURSIVE,
815 unequal_solvers, ctx, clone_ctx, free_ctx);
817 memcpy(state->hints, solver.cube, state->order*state->order*state->order);
821 latin_solver_free(&solver);
823 if (diff == DIFF_IMPOSSIBLE)
825 if (diff == DIFF_UNFINISHED)
827 if (diff == DIFF_AMBIGUOUS)
832 static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
834 game_state *ret = dup_game(state);
837 for (diff = mindiff; diff <= maxdiff; diff++) {
838 r = solver_state(ret, diff);
839 debug(("solver_state after %s %d", unequal_diffnames[diff], r));
840 if (r != 0) goto done;
844 if (diff_r) *diff_r = (r > 0) ? diff : -1;
848 /* ----------------------------------------------------------
852 static char *latin_desc(digit *sq, size_t order)
854 int o2 = order*order, i;
855 char *soln = snewn(o2+2, char);
858 for (i = 0; i < o2; i++)
859 soln[i+1] = n2c(sq[i], order);
865 /* returns non-zero if it placed (or could have placed) clue. */
866 static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkonly)
868 int loc = ccode / 5, which = ccode % 5;
869 int x = loc % state->order, y = loc / state->order;
871 assert(loc < state->order*state->order);
873 if (which == 4) { /* add number */
874 if (state->nums[loc] != 0) {
875 #ifdef STANDALONE_SOLVER
876 if (state->nums[loc] != latin[loc]) {
877 printf("inconsistency for (%d,%d): state %d latin %d\n",
878 x+1, y+1, state->nums[loc], latin[loc]);
881 assert(state->nums[loc] == latin[loc]);
885 state->nums[loc] = latin[loc];
887 } else { /* add flag */
891 return 0; /* never add flag clues in adjacent mode (they're always
894 if (state->flags[loc] & adjthan[which].f)
895 return 0; /* already has flag. */
897 lx = x + adjthan[which].dx;
898 ly = y + adjthan[which].dy;
899 if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
900 return 0; /* flag compares to off grid */
902 lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order;
903 if (latin[loc] <= latin[lloc])
904 return 0; /* flag would be incorrect */
907 state->flags[loc] |= adjthan[which].f;
913 /* returns non-zero if it removed (or could have removed) the clue. */
914 static int gg_remove_clue(game_state *state, int ccode, int checkonly)
916 int loc = ccode / 5, which = ccode % 5;
917 #ifdef STANDALONE_SOLVER
918 int x = loc % state->order, y = loc / state->order;
921 assert(loc < state->order*state->order);
923 if (which == 4) { /* remove number. */
924 if (state->nums[loc] == 0) return 0;
926 #ifdef STANDALONE_SOLVER
927 if (solver_show_working)
928 printf("gg_remove_clue: removing %d at (%d,%d)",
929 state->nums[loc], x+1, y+1);
931 state->nums[loc] = 0;
933 } else { /* remove flag */
935 return 0; /* never remove clues in adjacent mode. */
937 if (!(state->flags[loc] & adjthan[which].f)) return 0;
939 #ifdef STANDALONE_SOLVER
940 if (solver_show_working)
941 printf("gg_remove_clue: removing %c at (%d,%d)",
942 adjthan[which].c, x+1, y+1);
944 state->flags[loc] &= ~adjthan[which].f;
950 static int gg_best_clue(game_state *state, int *scratch, digit *latin)
952 int ls = state->order * state->order * 5;
953 int maxposs = 0, minclues = 5, best = -1, i, j;
954 int nposs, nclues, loc, x, y;
956 #ifdef STANDALONE_SOLVER
957 if (solver_show_working) {
959 latin_solver_debug(state->hints, state->order);
963 for (i = ls; i-- > 0 ;) {
964 if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
966 loc = scratch[i] / 5;
967 x = loc % state->order; y = loc / state->order;
968 for (j = nposs = 0; j < state->order; j++) {
969 if (state->hints[loc*state->order + j]) nposs++;
971 for (j = nclues = 0; j < 4; j++) {
972 if (state->flags[loc] & adjthan[j].f) nclues++;
974 if ((nposs > maxposs) ||
975 (nposs == maxposs && nclues < minclues)) {
976 best = i; maxposs = nposs; minclues = nclues;
977 #ifdef STANDALONE_SOLVER
978 if (solver_show_working)
979 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
980 best, x+1, y+1, nposs, nclues);
984 /* if we didn't solve, we must have 1 clue to place! */
989 #ifdef STANDALONE_SOLVER
991 #define MAXTRIES maxtries
997 static int game_assemble(game_state *new, int *scratch, digit *latin,
1000 game_state *copy = dup_game(new);
1003 if (difficulty >= DIFF_RECURSIVE) {
1004 /* We mustn't use any solver that might guess answers;
1005 * if it guesses wrongly but solves, gg_place_clue will
1006 * get mighty confused. We will always trim clues down
1007 * (making it more difficult) in game_strip, which doesn't
1008 * have this problem. */
1009 difficulty = DIFF_RECURSIVE-1;
1012 #ifdef STANDALONE_SOLVER
1013 if (solver_show_working) {
1015 latin_solver_debug(new->hints, new->order);
1021 if (solver_state(copy, difficulty) == 1) break;
1023 best = gg_best_clue(copy, scratch, latin);
1024 gg_place_clue(new, scratch[best], latin, 0);
1025 gg_place_clue(copy, scratch[best], latin, 0);
1028 #ifdef STANDALONE_SOLVER
1029 if (solver_show_working) {
1030 char *dbg = game_text_format(new);
1031 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
1038 static void game_strip(game_state *new, int *scratch, digit *latin,
1041 int o = new->order, o2 = o*o, lscratch = o2*5, i;
1042 game_state *copy = blank_game(new->order, new->adjacent);
1044 /* For each symbol (if it exists in new), try and remove it and
1045 * solve again; if we couldn't solve without it put it back. */
1046 for (i = 0; i < lscratch; i++) {
1047 if (!gg_remove_clue(new, scratch[i], 0)) continue;
1049 memcpy(copy->nums, new->nums, o2 * sizeof(digit));
1050 memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
1052 if (solver_state(copy, difficulty) != 1) {
1053 /* put clue back, we can't solve without it. */
1054 int ret = gg_place_clue(new, scratch[i], latin, 0);
1057 #ifdef STANDALONE_SOLVER
1058 if (solver_show_working)
1059 printf("game_strip: clue was redundant.");
1064 #ifdef STANDALONE_SOLVER
1065 if (solver_show_working) {
1066 char *dbg = game_text_format(new);
1067 debug(("game_strip: done, %d solver iterations.", gg_solved));
1074 static void add_adjacent_flags(game_state *state, digit *latin)
1076 int x, y, o = state->order;
1078 /* All clues in adjacent mode are always present (the only variables are
1079 * the numbers). This adds all the flags to state based on the supplied
1082 for (y = 0; y < o; y++) {
1083 for (x = 0; x < o; x++) {
1084 if (x < (o-1) && (abs(latin[y*o+x] - latin[y*o+x+1]) == 1)) {
1085 GRID(state, flags, x, y) |= F_ADJ_RIGHT;
1086 GRID(state, flags, x+1, y) |= F_ADJ_LEFT;
1088 if (y < (o-1) && (abs(latin[y*o+x] - latin[(y+1)*o+x]) == 1)) {
1089 GRID(state, flags, x, y) |= F_ADJ_DOWN;
1090 GRID(state, flags, x, y+1) |= F_ADJ_UP;
1096 static char *new_game_desc(game_params *params, random_state *rs,
1097 char **aux, int interactive)
1100 int i, x, y, retlen, k, nsol;
1101 int o2 = params->order * params->order, ntries = 1;
1102 int *scratch, lscratch = o2*5;
1104 game_state *state = blank_game(params->order, params->adjacent);
1106 /* Generate a list of 'things to strip' (randomised later) */
1107 scratch = snewn(lscratch, int);
1108 /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
1109 for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2);
1112 #ifdef STANDALONE_SOLVER
1113 if (solver_show_working)
1114 printf("new_game_desc: generating %s puzzle, ntries so far %d\n",
1115 unequal_diffnames[params->diff], ntries);
1118 sq = latin_generate(params->order, rs);
1119 latin_debug(sq, params->order);
1120 /* Separately shuffle the numeric and inequality clues */
1121 shuffle(scratch, lscratch/5, sizeof(int), rs);
1122 shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs);
1124 memset(state->nums, 0, o2 * sizeof(digit));
1125 memset(state->flags, 0, o2 * sizeof(unsigned int));
1127 if (state->adjacent) {
1128 /* All adjacency flags are always present. */
1129 add_adjacent_flags(state, sq);
1133 if (game_assemble(state, scratch, sq, params->diff) < 0)
1135 game_strip(state, scratch, sq, params->diff);
1137 if (params->diff > 0) {
1138 game_state *copy = dup_game(state);
1139 nsol = solver_state(copy, params->diff-1);
1142 #ifdef STANDALONE_SOLVER
1143 if (solver_show_working)
1144 printf("game_assemble: puzzle as generated is too easy.\n");
1146 if (ntries < MAXTRIES) {
1150 #ifdef STANDALONE_SOLVER
1151 if (solver_show_working)
1152 printf("Unable to generate %s %dx%d after %d attempts.\n",
1153 unequal_diffnames[params->diff],
1154 params->order, params->order, MAXTRIES);
1159 #ifdef STANDALONE_SOLVER
1160 if (solver_show_working)
1161 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
1162 unequal_diffnames[params->diff], ntries, gg_solved);
1165 ret = NULL; retlen = 0;
1166 for (y = 0; y < params->order; y++) {
1167 for (x = 0; x < params->order; x++) {
1168 unsigned int f = GRID(state, flags, x, y);
1169 k = sprintf(buf, "%d%s%s%s%s,",
1170 GRID(state, nums, x, y),
1171 (f & F_ADJ_UP) ? "U" : "",
1172 (f & F_ADJ_RIGHT) ? "R" : "",
1173 (f & F_ADJ_DOWN) ? "D" : "",
1174 (f & F_ADJ_LEFT) ? "L" : "");
1176 ret = sresize(ret, retlen + k + 1, char);
1177 strcpy(ret + retlen, buf);
1181 *aux = latin_desc(sq, params->order);
1190 static game_state *load_game(game_params *params, char *desc,
1193 game_state *state = blank_game(params->order, params->adjacent);
1195 int i = 0, n, o = params->order, x, y;
1199 while (*p >= 'a' && *p <= 'z') {
1204 why = "Too much data to fill grid"; goto fail;
1207 if (*p < '0' && *p > '9') {
1208 why = "Expecting number in game description"; goto fail;
1211 if (n < 0 || n > o) {
1212 why = "Out-of-range number in game description"; goto fail;
1214 state->nums[i] = (digit)n;
1215 while (*p >= '0' && *p <= '9') p++; /* skip number */
1217 if (state->nums[i] != 0)
1218 state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
1220 while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
1222 case 'U': state->flags[i] |= F_ADJ_UP; break;
1223 case 'R': state->flags[i] |= F_ADJ_RIGHT; break;
1224 case 'D': state->flags[i] |= F_ADJ_DOWN; break;
1225 case 'L': state->flags[i] |= F_ADJ_LEFT; break;
1226 default: why = "Expecting flag URDL in game description"; goto fail;
1231 if (i < o*o && *p != ',') {
1232 why = "Missing separator"; goto fail;
1237 why = "Not enough data to fill grid"; goto fail;
1240 for (y = 0; y < o; y++) {
1241 for (x = 0; x < o; x++) {
1242 for (n = 0; n < 4; n++) {
1243 if (GRID(state, flags, x, y) & adjthan[n].f) {
1244 int nx = x + adjthan[n].dx;
1245 int ny = y + adjthan[n].dy;
1246 /* a flag must not point us off the grid. */
1247 if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
1248 why = "Flags go off grid"; goto fail;
1250 if (params->adjacent) {
1251 /* if one cell is adjacent to another, the other must
1252 * also be adjacent to the first. */
1253 if (!(GRID(state, flags, nx, ny) & adjthan[n].fo)) {
1254 why = "Flags contradicting each other"; goto fail;
1257 /* if one cell is GT another, the other must _not_ also
1258 * be GT the first. */
1259 if (GRID(state, flags, nx, ny) & adjthan[n].fo) {
1260 why = "Flags contradicting each other"; goto fail;
1272 if (why_r) *why_r = why;
1276 static game_state *new_game(midend *me, game_params *params, char *desc)
1278 game_state *state = load_game(params, desc, NULL);
1280 assert("Unable to load ?validated game.");
1286 static char *validate_desc(game_params *params, char *desc)
1289 game_state *dummy = load_game(params, desc, &why);
1298 static char *solve_game(game_state *state, game_state *currstate,
1299 char *aux, char **error)
1305 if (aux) return dupstr(aux);
1307 solved = dup_game(state);
1308 for (r = 0; r < state->order*state->order; r++) {
1309 if (!(solved->flags[r] & F_IMMUTABLE))
1310 solved->nums[r] = 0;
1312 r = solver_state(solved, DIFFCOUNT-1); /* always use full solver */
1313 if (r > 0) ret = latin_desc(solved->nums, solved->order);
1318 /* ----------------------------------------------------------
1319 * Game UI input processing.
1323 int hx, hy; /* as for solo.c, highlight pos */
1324 int hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
1327 static game_ui *new_ui(game_state *state)
1329 game_ui *ui = snew(game_ui);
1331 ui->hx = ui->hy = 0;
1332 ui->hpencil = ui->hshow = ui->hcursor = 0;
1337 static void free_ui(game_ui *ui)
1342 static char *encode_ui(game_ui *ui)
1347 static void decode_ui(game_ui *ui, char *encoding)
1351 static void game_changed_state(game_ui *ui, game_state *oldstate,
1352 game_state *newstate)
1354 /* See solo.c; if we were pencil-mode highlighting and
1355 * somehow a square has just been properly filled, cancel
1357 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1358 GRID(newstate, nums, ui->hx, ui->hy) != 0) {
1363 struct game_drawstate {
1364 int tilesize, order, started, adjacent;
1365 digit *nums; /* copy of nums, o^2 */
1366 unsigned char *hints; /* copy of hints, o^3 */
1367 unsigned int *flags; /* o^2 */
1369 int hx, hy, hshow, hpencil; /* as for game_ui. */
1373 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1374 int ox, int oy, int button)
1376 int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
1379 button &= ~MOD_MASK;
1381 if (x >= 0 && x < ds->order && ((ox - COORD(x)) <= TILE_SIZE) &&
1382 y >= 0 && y < ds->order && ((oy - COORD(y)) <= TILE_SIZE)) {
1383 if (button == LEFT_BUTTON) {
1384 /* normal highlighting for non-immutable squares */
1385 if (GRID(state, flags, x, y) & F_IMMUTABLE)
1387 else if (x == ui->hx && y == ui->hy &&
1388 ui->hshow && ui->hpencil == 0)
1391 ui->hx = x; ui->hy = y; ui->hpencil = 0;
1397 if (button == RIGHT_BUTTON) {
1398 /* pencil highlighting for non-filled squares */
1399 if (GRID(state, nums, x, y) != 0)
1401 else if (x == ui->hx && y == ui->hy &&
1402 ui->hshow && ui->hpencil)
1405 ui->hx = x; ui->hy = y; ui->hpencil = 1;
1413 if (IS_CURSOR_MOVE(button)) {
1414 move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order, 0);
1415 ui->hshow = ui->hcursor = 1;
1418 if (ui->hshow && IS_CURSOR_SELECT(button)) {
1419 ui->hpencil = 1 - ui->hpencil;
1426 debug(("button %d, cbutton %d", button, (int)((char)button)));
1427 n = c2n(button, state->order);
1429 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1430 n, ui->hx, ui->hy, ui->hpencil,
1431 GRID(state, flags, ui->hx, ui->hy),
1432 GRID(state, nums, ui->hx, ui->hy)));
1434 if (n < 0 || n > ds->order)
1435 return NULL; /* out of range */
1436 if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
1437 return NULL; /* can't edit immutable square (!) */
1438 if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
1439 return NULL; /* can't change hints on filled square (!) */
1442 sprintf(buf, "%c%d,%d,%d",
1443 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1445 if (!ui->hcursor) ui->hshow = 0;
1450 if (button == 'H' || button == 'h')
1452 if (button == 'M' || button == 'm')
1458 static game_state *execute_move(game_state *state, char *move)
1460 game_state *ret = NULL;
1463 debug(("execute_move: %s", move));
1465 if ((move[0] == 'P' || move[0] == 'R') &&
1466 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1467 x >= 0 && x < state->order && y >= 0 && y < state->order &&
1468 n >= 0 && n <= state->order) {
1469 ret = dup_game(state);
1470 if (move[0] == 'P' && n > 0)
1471 HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
1473 GRID(ret, nums, x, y) = n;
1474 for (i = 0; i < state->order; i++)
1475 HINT(ret, x, y, i) = 0;
1477 /* real change to grid; check for completion */
1478 if (!ret->completed && check_complete(ret->nums, ret, 1) > 0)
1479 ret->completed = TRUE;
1482 } else if (move[0] == 'S') {
1485 ret = dup_game(state);
1486 ret->completed = ret->cheated = TRUE;
1489 for (i = 0; i < state->order*state->order; i++) {
1490 n = c2n((int)*p, state->order);
1491 if (!*p || n <= 0 || n > state->order)
1496 if (*p) goto badmove;
1497 rc = check_complete(ret->nums, ret, 1);
1500 } else if (move[0] == 'M') {
1501 ret = dup_game(state);
1502 for (x = 0; x < state->order; x++) {
1503 for (y = 0; y < state->order; y++) {
1504 for (n = 0; n < state->order; n++) {
1505 HINT(ret, x, y, n) = 1;
1510 } else if (move[0] == 'H') {
1511 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1515 if (ret) free_game(ret);
1519 /* ----------------------------------------------------------------------
1520 * Drawing/printing routines.
1523 #define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1525 static void game_compute_size(game_params *params, int tilesize,
1528 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1529 struct { int tilesize, order; } ads, *ds = &ads;
1530 ads.tilesize = tilesize;
1531 ads.order = params->order;
1533 *x = *y = DRAW_SIZE;
1536 static void game_set_size(drawing *dr, game_drawstate *ds,
1537 game_params *params, int tilesize)
1539 ds->tilesize = tilesize;
1542 static float *game_colours(frontend *fe, int *ncolours)
1544 float *ret = snewn(3 * NCOLOURS, float);
1547 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1549 for (i = 0; i < 3; i++) {
1550 ret[COL_TEXT * 3 + i] = 0.0F;
1551 ret[COL_GRID * 3 + i] = 0.5F;
1554 /* Lots of these were taken from solo.c. */
1555 ret[COL_GUESS * 3 + 0] = 0.0F;
1556 ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1557 ret[COL_GUESS * 3 + 2] = 0.0F;
1559 ret[COL_ERROR * 3 + 0] = 1.0F;
1560 ret[COL_ERROR * 3 + 1] = 0.0F;
1561 ret[COL_ERROR * 3 + 2] = 0.0F;
1563 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1564 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1565 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1567 *ncolours = NCOLOURS;
1571 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1573 struct game_drawstate *ds = snew(struct game_drawstate);
1574 int o2 = state->order*state->order, o3 = o2*state->order;
1577 ds->order = state->order;
1578 ds->adjacent = state->adjacent;
1580 ds->nums = snewn(o2, digit);
1581 ds->hints = snewn(o3, unsigned char);
1582 ds->flags = snewn(o2, unsigned int);
1583 memset(ds->nums, 0, o2*sizeof(digit));
1584 memset(ds->hints, 0, o3);
1585 memset(ds->flags, 0, o2*sizeof(unsigned int));
1587 ds->hx = ds->hy = 0;
1588 ds->started = ds->hshow = ds->hpencil = ds->hflash = 0;
1593 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1601 static void draw_gt(drawing *dr, int ox, int oy,
1602 int dx1, int dy1, int dx2, int dy2, int col)
1605 int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0);
1606 coords[0] = ox + xdx;
1607 coords[1] = oy + xdy;
1608 coords[2] = ox + xdx + dx1;
1609 coords[3] = oy + xdy + dy1;
1610 coords[4] = ox + xdx + dx1 + dx2;
1611 coords[5] = oy + xdy + dy1 + dy2;
1612 coords[6] = ox - xdx + dx1 + dx2;
1613 coords[7] = oy - xdy + dy1 + dy2;
1614 coords[8] = ox - xdx + dx1;
1615 coords[9] = oy - xdy + dy1;
1616 coords[10] = ox - xdx;
1617 coords[11] = oy - xdy;
1618 draw_polygon(dr, coords, 6, col, col);
1621 static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
1622 unsigned int f, int col)
1624 int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
1626 /* Draw all the greater-than signs emanating from this tile. */
1629 draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
1630 (f & F_ERROR_UP) ? COL_ERROR : col);
1631 draw_update(dr, ox, oy-g, TILE_SIZE, g);
1633 if (f & F_ADJ_RIGHT) {
1634 draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
1635 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1636 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1638 if (f & F_ADJ_DOWN) {
1639 draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
1640 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1641 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1643 if (f & F_ADJ_LEFT) {
1644 draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
1645 (f & F_ERROR_LEFT) ? COL_ERROR : col);
1646 draw_update(dr, ox-g, oy, g, TILE_SIZE);
1650 static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy,
1651 unsigned int f, int col)
1653 int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4;
1655 /* Draw all the adjacency bars relevant to this tile; we only have
1656 * to worry about F_ADJ_RIGHT and F_ADJ_DOWN.
1658 * If we _only_ have the error flag set (i.e. it's not supposed to be
1659 * adjacent, but adjacent numbers were entered) draw an outline red bar.
1662 if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) {
1663 if (f & F_ADJ_RIGHT) {
1664 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE,
1665 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1667 draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
1670 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_BACKGROUND);
1672 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1674 if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) {
1675 if (f & F_ADJ_DOWN) {
1676 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4,
1677 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1679 draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
1682 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_BACKGROUND);
1684 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1687 static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
1688 game_ui *ui, int x, int y, int hflash)
1690 int ox = COORD(x), oy = COORD(y), bg, hon;
1691 unsigned int f = GRID(state, flags, x, y);
1693 bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
1695 hon = (ui->hshow && x == ui->hx && y == ui->hy);
1698 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1699 (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
1701 /* Draw the highlight (pencil or full), if we're the highlight */
1702 if (hon && ui->hpencil) {
1706 coords[2] = ox + TILE_SIZE/2;
1709 coords[5] = oy + TILE_SIZE/2;
1710 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1713 /* Draw the square outline (which is the cursor, if we're the cursor). */
1714 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
1716 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
1718 /* Draw the adjacent clue signs. */
1720 draw_adjs(dr, ds, ox, oy, f, COL_GRID);
1722 draw_gts(dr, ds, ox, oy, f, COL_TEXT);
1725 static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
1727 int ox = COORD(x), oy = COORD(y);
1728 unsigned int f = GRID(ds,flags,x,y);
1731 /* (can assume square has just been cleared) */
1733 /* Draw number, choosing appropriate colour */
1734 str[0] = n2c(GRID(ds, nums, x, y), ds->order);
1736 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1737 FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
1738 (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
1741 static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
1743 int ox = COORD(x), oy = COORD(y);
1744 int nhints, i, j, hw, hh, hmax, fontsz;
1747 /* (can assume square has just been cleared) */
1749 /* Draw hints; steal ingenious algorithm (basically)
1750 * from solo.c:draw_number() */
1751 for (i = nhints = 0; i < ds->order; i++) {
1752 if (HINT(ds, x, y, i)) nhints++;
1755 for (hw = 1; hw * hw < nhints; hw++);
1757 hh = (nhints + hw - 1) / hw;
1760 fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
1762 for (i = j = 0; i < ds->order; i++) {
1763 if (HINT(ds,x,y,i)) {
1764 int hx = j % hw, hy = j / hw;
1766 str[0] = n2c(i+1, ds->order);
1769 ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
1770 oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
1771 FONT_VARIABLE, fontsz,
1772 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1778 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1779 game_state *state, int dir, game_ui *ui,
1780 float animtime, float flashtime)
1782 int x, y, i, hchanged = 0, stale, hflash = 0;
1784 debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
1786 if (flashtime > 0 &&
1787 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
1791 draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
1792 draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
1794 if (ds->hx != ui->hx || ds->hy != ui->hy ||
1795 ds->hshow != ui->hshow || ds->hpencil != ui->hpencil)
1798 for (x = 0; x < ds->order; x++) {
1799 for (y = 0; y < ds->order; y++) {
1802 else if (hflash != ds->hflash)
1808 if ((x == ui->hx && y == ui->hy) ||
1809 (x == ds->hx && y == ds->hy))
1813 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1814 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1817 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1818 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1821 if (GRID(ds, nums, x, y) == 0) {
1822 /* We're not a number square (therefore we might
1823 * display hints); do we need to update? */
1824 for (i = 0; i < ds->order; i++) {
1825 if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
1826 HINT(ds, x, y, i) = HINT(state, x, y, i);
1832 draw_furniture(dr, ds, state, ui, x, y, hflash);
1833 if (GRID(ds, nums, x, y) > 0)
1834 draw_num(dr, ds, x, y);
1836 draw_hints(dr, ds, x, y);
1840 ds->hx = ui->hx; ds->hy = ui->hy;
1841 ds->hshow = ui->hshow;
1842 ds->hpencil = ui->hpencil;
1845 ds->hflash = hflash;
1848 static float game_anim_length(game_state *oldstate, game_state *newstate,
1849 int dir, game_ui *ui)
1854 static float game_flash_length(game_state *oldstate, game_state *newstate,
1855 int dir, game_ui *ui)
1857 if (!oldstate->completed && newstate->completed &&
1858 !oldstate->cheated && !newstate->cheated)
1863 static int game_timing_state(game_state *state, game_ui *ui)
1868 static void game_print_size(game_params *params, float *x, float *y)
1872 /* 10mm squares by default, roughly the same as Grauniad. */
1873 game_compute_size(params, 1000, &pw, &ph);
1878 static void game_print(drawing *dr, game_state *state, int tilesize)
1880 int ink = print_mono_colour(dr, 0);
1881 int x, y, o = state->order, ox, oy, n;
1884 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1885 game_drawstate ads, *ds = &ads;
1886 game_set_size(dr, ds, NULL, tilesize);
1888 print_line_width(dr, 2 * TILE_SIZE / 40);
1890 /* Squares, numbers, gt signs */
1891 for (y = 0; y < o; y++) {
1892 for (x = 0; x < o; x++) {
1893 ox = COORD(x); oy = COORD(y);
1894 n = GRID(state, nums, x, y);
1896 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1898 str[0] = n ? n2c(n, state->order) : ' ';
1900 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1901 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1904 if (state->adjacent)
1905 draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
1907 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
1912 /* ----------------------------------------------------------------------
1917 #define thegame unequal
1920 const struct game thegame = {
1921 "Unequal", "games.unequal", "unequal",
1928 TRUE, game_configure, custom_params,
1936 TRUE, game_can_format_as_text_now, game_text_format,
1944 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1947 game_free_drawstate,
1951 TRUE, FALSE, game_print_size, game_print,
1952 FALSE, /* wants_statusbar */
1953 FALSE, game_timing_state,
1954 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1957 /* ----------------------------------------------------------------------
1958 * Standalone solver.
1961 #ifdef STANDALONE_SOLVER
1966 const char *quis = NULL;
1968 #if 0 /* currently unused */
1970 static void debug_printf(char *fmt, ...)
1976 vsprintf(buf, fmt, ap);
1981 static void game_printf(game_state *state)
1983 char *dbg = game_text_format(state);
1988 static void game_printf_wide(game_state *state)
1992 for (y = 0; y < state->order; y++) {
1993 for (x = 0; x < state->order; x++) {
1994 n = GRID(state, nums, x, y);
1995 for (i = 0; i < state->order; i++) {
1997 printf("%c", n2c(n, state->order));
1998 else if (HINT(state, x, y, i))
1999 printf("%c", n2c(i+1, state->order));
2012 static void pdiff(int diff)
2014 if (diff == DIFF_IMPOSSIBLE)
2015 printf("Game is impossible.\n");
2016 else if (diff == DIFF_UNFINISHED)
2017 printf("Game has incomplete.\n");
2018 else if (diff == DIFF_AMBIGUOUS)
2019 printf("Game has multiple solutions.\n");
2021 printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
2024 static int solve(game_params *p, char *desc, int debug)
2026 game_state *state = new_game(NULL, p, desc);
2027 struct solver_ctx *ctx = new_ctx(state);
2028 struct latin_solver solver;
2031 solver_show_working = debug;
2034 latin_solver_alloc(&solver, state->nums, state->order);
2036 diff = latin_solver_main(&solver, DIFF_RECURSIVE,
2037 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
2038 DIFF_EXTREME, DIFF_RECURSIVE,
2039 unequal_solvers, ctx, clone_ctx, free_ctx);
2043 latin_solver_free(&solver);
2045 if (debug) pdiff(diff);
2052 static void check(game_params *p)
2054 char *msg = validate_params(p, 1);
2056 fprintf(stderr, "%s: %s", quis, msg);
2061 static int gen(game_params *p, random_state *rs, int debug)
2068 solver_show_working = debug;
2069 desc = new_game_desc(p, rs, &aux, 0);
2070 diff = solve(p, desc, debug);
2077 static void soak(game_params *p, random_state *rs)
2079 time_t tt_start, tt_now, tt_last;
2082 int n = 0, neasy = 0, realdiff = p->diff;
2086 solver_show_working = 0;
2089 tt_start = tt_now = time(NULL);
2091 printf("Soak-generating an %s %dx%d grid, difficulty %s.\n",
2092 p->adjacent ? "adjacent" : "unequal",
2093 p->order, p->order, unequal_diffnames[p->diff]);
2097 desc = new_game_desc(p, rs, &aux, 0);
2098 st = new_game(NULL, p, desc);
2099 solver_state(st, DIFF_RECURSIVE);
2105 if (realdiff != p->diff) neasy++;
2107 tt_last = time(NULL);
2108 if (tt_last > tt_now) {
2110 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
2111 n, (double)n / ((double)tt_now - tt_start),
2112 neasy, (double)neasy*100.0/(double)n,
2113 (double)(n - neasy) / ((double)tt_now - tt_start));
2118 static void usage_exit(const char *msg)
2121 fprintf(stderr, "%s: %s\n", quis, msg);
2122 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
2126 int main(int argc, const char *argv[])
2129 time_t seed = time(NULL);
2130 int do_soak = 0, diff;
2137 while (--argc > 0) {
2138 const char *p = *++argv;
2139 if (!strcmp(p, "--soak"))
2141 else if (!strcmp(p, "--seed")) {
2143 usage_exit("--seed needs an argument");
2144 seed = (time_t)atoi(*++argv);
2146 } else if (*p == '-')
2147 usage_exit("unrecognised option");
2151 rs = random_new((void*)&seed, sizeof(time_t));
2154 if (argc != 1) usage_exit("only one argument for --soak");
2155 p = default_params();
2156 decode_params(p, *argv);
2158 } else if (argc > 0) {
2160 for (i = 0; i < argc; i++) {
2161 const char *id = *argv++;
2162 char *desc = strchr(id, ':'), *err;
2163 p = default_params();
2166 decode_params(p, id);
2167 err = validate_desc(p, desc);
2169 fprintf(stderr, "%s: %s\n", quis, err);
2174 decode_params(p, id);
2175 diff = gen(p, rs, 1);
2180 p = default_params();
2181 p->order = random_upto(rs, 7) + 3;
2182 p->diff = random_upto(rs, 4);
2183 diff = gen(p, rs, 0);
2193 /* vim: set shiftwidth=4 tabstop=8: */