2 * group.c: a Latin-square puzzle, but played with groups' Cayley
3 * tables. That is, you are given a Cayley table of a group with
4 * most elements blank and a few clues, and you must fill it in
5 * so as to preserve the group axioms.
7 * This is a perfectly playable and fully working puzzle, but I'm
8 * leaving it for the moment in the 'unfinished' directory because
9 * it's just too esoteric (not to mention _hard_) for me to be
10 * comfortable presenting it to the general public as something they
11 * might (implicitly) actually want to play.
15 * - more solver techniques?
16 * * Inverses: once we know that gh = e, we can immediately
17 * deduce hg = e as well; then for any gx=y we can deduce
18 * hy=x, and for any xg=y we have yh=x.
19 * * Hard-mode associativity: we currently deduce based on
20 * definite numbers in the grid, but we could also winnow
21 * based on _possible_ numbers.
22 * * My overambitious original thoughts included wondering if we
23 * could infer that there must be elements of certain orders
24 * (e.g. a group of order divisible by 5 must contain an
25 * element of order 5), but I think in fact this is probably
40 * Difficulty levels. I do some macro ickery here to ensure that my
41 * enum and the various forms of my name list always match up.
44 A(TRIVIAL,Trivial,NULL,t) \
45 A(NORMAL,Normal,solver_normal,n) \
47 A(EXTREME,Extreme,NULL,x) \
48 A(UNREASONABLE,Unreasonable,NULL,u)
49 #define ENUM(upper,title,func,lower) DIFF_ ## upper,
50 #define TITLE(upper,title,func,lower) #title,
51 #define ENCODE(upper,title,func,lower) #lower
52 #define CONFIG(upper,title,func,lower) ":" #title
53 enum { DIFFLIST(ENUM) DIFFCOUNT };
54 static char const *const group_diffnames[] = { DIFFLIST(TITLE) };
55 static char const group_diffchars[] = DIFFLIST(ENCODE);
56 #define DIFFCONFIG DIFFLIST(CONFIG)
69 * In identity mode, we number the elements e,a,b,c,d,f,g,h,...
70 * Otherwise, they're a,b,c,d,e,f,g,h,... in the obvious way.
72 #define E_TO_FRONT(c,id) ( (id) && (c)<=5 ? (c) % 5 + 1 : (c) )
73 #define E_FROM_FRONT(c,id) ( (id) && (c)<=5 ? ((c) + 3) % 5 + 1 : (c) )
75 #define FROMCHAR(c,id) E_TO_FRONT((((c)-('A'-1)) & ~0x20), id)
76 #define ISCHAR(c) (((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z'))
77 #define TOCHAR(c,id) (E_FROM_FRONT(c,id) + ('a'-1))
86 unsigned char *immutable;
87 int *pencil; /* bitmaps using bits 1<<1..1<<n */
88 int completed, cheated;
89 digit *sequence; /* sequence of group elements shown */
92 static game_params *default_params(void)
94 game_params *ret = snew(game_params);
97 ret->diff = DIFF_NORMAL;
103 const static struct game_params group_presets[] = {
104 { 6, DIFF_NORMAL, TRUE },
105 { 6, DIFF_NORMAL, FALSE },
106 { 8, DIFF_NORMAL, TRUE },
107 { 8, DIFF_NORMAL, FALSE },
108 { 8, DIFF_HARD, TRUE },
109 { 8, DIFF_HARD, FALSE },
110 { 12, DIFF_NORMAL, TRUE },
113 static int game_fetch_preset(int i, char **name, game_params **params)
118 if (i < 0 || i >= lenof(group_presets))
121 ret = snew(game_params);
122 *ret = group_presets[i]; /* structure copy */
124 sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
125 ret->id ? "" : ", identity hidden");
132 static void free_params(game_params *params)
137 static game_params *dup_params(game_params *params)
139 game_params *ret = snew(game_params);
140 *ret = *params; /* structure copy */
144 static void decode_params(game_params *params, char const *string)
146 char const *p = string;
149 while (*p && isdigit((unsigned char)*p)) p++;
150 params->diff = DIFF_NORMAL;
157 params->diff = DIFFCOUNT+1; /* ...which is invalid */
159 for (i = 0; i < DIFFCOUNT; i++) {
160 if (*p == group_diffchars[i])
165 } else if (*p == 'i') {
169 /* unrecognised character */
175 static char *encode_params(game_params *params, int full)
179 sprintf(ret, "%d", params->w);
181 sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
183 sprintf(ret + strlen(ret), "i");
188 static config_item *game_configure(game_params *params)
193 ret = snewn(4, config_item);
195 ret[0].name = "Grid size";
196 ret[0].type = C_STRING;
197 sprintf(buf, "%d", params->w);
198 ret[0].sval = dupstr(buf);
201 ret[1].name = "Difficulty";
202 ret[1].type = C_CHOICES;
203 ret[1].sval = DIFFCONFIG;
204 ret[1].ival = params->diff;
206 ret[2].name = "Show identity";
207 ret[2].type = C_BOOLEAN;
209 ret[2].ival = params->id;
219 static game_params *custom_params(config_item *cfg)
221 game_params *ret = snew(game_params);
223 ret->w = atoi(cfg[0].sval);
224 ret->diff = cfg[1].ival;
225 ret->id = cfg[2].ival;
230 static char *validate_params(game_params *params, int full)
232 if (params->w < 3 || params->w > 26)
233 return "Grid size must be between 3 and 26";
234 if (params->diff >= DIFFCOUNT)
235 return "Unknown difficulty rating";
236 if (!params->id && params->diff == DIFF_TRIVIAL) {
238 * We can't have a Trivial-difficulty puzzle (i.e. latin
239 * square deductions only) without a clear identity, because
240 * identityless puzzles always have two rows and two columns
241 * entirely blank, and no latin-square deduction permits the
242 * distinguishing of two such rows.
244 return "Trivial puzzles must have an identity";
246 if (!params->id && params->w == 3) {
248 * We can't have a 3x3 puzzle without an identity either,
249 * because 3x3 puzzles can't ever be harder than Trivial
250 * (there are no 3x3 latin squares which aren't also valid
251 * group tables, so enabling group-based deductions doesn't
252 * rule out any possible solutions) and - as above - Trivial
253 * puzzles can't not have an identity.
255 return "3x3 puzzles must have an identity";
260 /* ----------------------------------------------------------------------
264 static int solver_normal(struct latin_solver *solver, void *vctx)
267 #ifdef STANDALONE_SOLVER
268 char **names = solver->names;
270 digit *grid = solver->grid;
274 * Deduce using associativity: (ab)c = a(bc).
276 * So we pick any a,b,c we like; then if we know ab, bc, and
277 * (ab)c we can fill in a(bc).
279 for (i = 1; i < w; i++)
280 for (j = 1; j < w; j++)
281 for (k = 1; k < w; k++) {
282 if (!grid[i*w+j] || !grid[j*w+k])
284 if (grid[(grid[i*w+j]-1)*w+k] &&
285 !grid[i*w+(grid[j*w+k]-1)]) {
286 int x = grid[j*w+k]-1, y = i;
287 int n = grid[(grid[i*w+j]-1)*w+k];
288 #ifdef STANDALONE_SOLVER
289 if (solver_show_working) {
290 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
291 solver_recurse_depth*4, "",
292 names[i], names[j], names[k],
293 names[grid[i*w+j]-1], names[k],
294 names[i], names[grid[j*w+k]-1]);
295 printf("%*s placing %s at (%d,%d)\n",
296 solver_recurse_depth*4, "",
297 names[n-1], x+1, y+1);
300 if (solver->cube[(x*w+y)*w+n-1]) {
301 latin_solver_place(solver, x, y, n);
304 #ifdef STANDALONE_SOLVER
305 if (solver_show_working)
306 printf("%*s contradiction!\n",
307 solver_recurse_depth*4, "");
312 if (!grid[(grid[i*w+j]-1)*w+k] &&
313 grid[i*w+(grid[j*w+k]-1)]) {
314 int x = k, y = grid[i*w+j]-1;
315 int n = grid[i*w+(grid[j*w+k]-1)];
316 #ifdef STANDALONE_SOLVER
317 if (solver_show_working) {
318 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
319 solver_recurse_depth*4, "",
320 names[i], names[j], names[k],
321 names[grid[i*w+j]-1], names[k],
322 names[i], names[grid[j*w+k]-1]);
323 printf("%*s placing %s at (%d,%d)\n",
324 solver_recurse_depth*4, "",
325 names[n-1], x+1, y+1);
328 if (solver->cube[(x*w+y)*w+n-1]) {
329 latin_solver_place(solver, x, y, n);
332 #ifdef STANDALONE_SOLVER
333 if (solver_show_working)
334 printf("%*s contradiction!\n",
335 solver_recurse_depth*4, "");
345 #define SOLVER(upper,title,func,lower) func,
346 static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
348 static int solver(game_params *params, digit *grid, int maxdiff)
352 struct latin_solver solver;
353 #ifdef STANDALONE_SOLVER
354 char *p, text[100], *names[50];
358 latin_solver_alloc(&solver, grid, w);
359 #ifdef STANDALONE_SOLVER
360 for (i = 0, p = text; i < w; i++) {
362 *p++ = TOCHAR(i+1, params->id);
365 solver.names = names;
368 ret = latin_solver_main(&solver, maxdiff,
369 DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
370 DIFF_EXTREME, DIFF_UNREASONABLE,
371 group_solvers, NULL, NULL, NULL);
373 latin_solver_free(&solver);
378 /* ----------------------------------------------------------------------
382 static char *encode_grid(char *desc, digit *grid, int area)
388 for (i = 0; i <= area; i++) {
389 int n = (i < area ? grid[i] : -1);
396 int c = 'a' - 1 + run;
400 run -= c - ('a' - 1);
404 * If there's a number in the very top left or
405 * bottom right, there's no point putting an
406 * unnecessary _ before or after it.
408 if (p > desc && n > 0)
412 p += sprintf(p, "%d", n);
419 /* ----- data generated by group.gap begins ----- */
422 unsigned long autosize;
428 const struct group *groups;
431 static const struct group groupdata[] = {
438 {6L, 4, 2, "BADC" "CDAB"},
442 {6L, 6, 2, "CFEBAD" "BADCFE"},
443 {2L, 6, 1, "DCFEBA"},
445 {6L, 7, 1, "BCDEFGA"},
447 {4L, 8, 1, "BCEFDGHA"},
448 {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
449 {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
450 {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
451 {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
453 {6L, 9, 1, "BDECGHFIA"},
454 {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
456 {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
457 {4L, 10, 1, "DCFEHGJIBA"},
459 {10L, 11, 1, "BCDEFGHIJKA"},
461 {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
462 {4L, 12, 1, "EHIJKCBLDGFA"},
463 {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
464 {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
465 {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
467 {12L, 13, 1, "BCDEFGHIJKLMA"},
469 {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
470 {6L, 14, 1, "FEHGJILKNMBADC"},
472 {8L, 15, 1, "EGHCJKFMNIOBLDA"},
474 {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
475 {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
476 {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
477 {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
478 {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
479 {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
480 {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
481 {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
482 {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
484 "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
485 {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
487 "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
488 {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
490 "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
493 {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
495 {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
496 {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
497 {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
499 "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
500 {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
502 {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
504 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
505 {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
506 {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
507 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
508 {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
510 {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
511 {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
513 {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
514 {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
516 {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
518 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
519 {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
520 {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
521 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
522 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
523 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
525 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
526 "HSNOPWLDTUVBRIAKXFGCQEMJ"},
528 "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
529 "TRONXLWCHVUMSAIJPGFDEQBK"},
530 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
531 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
532 {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
533 {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
534 {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
536 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
537 "BAFGHCDEMNOPIJKLTUVQRSXW"},
539 "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
540 "HENOPJKLTUVBQRSAXFGWCDMI"},
542 {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
543 {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
546 "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
547 {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
550 static const struct groups groups[] = {
551 {0, NULL}, /* trivial case: 0 */
552 {0, NULL}, /* trivial case: 1 */
553 {1, groupdata + 0}, /* 2 */
554 {1, groupdata + 1}, /* 3 */
555 {2, groupdata + 2}, /* 4 */
556 {1, groupdata + 4}, /* 5 */
557 {2, groupdata + 5}, /* 6 */
558 {1, groupdata + 7}, /* 7 */
559 {5, groupdata + 8}, /* 8 */
560 {2, groupdata + 13}, /* 9 */
561 {2, groupdata + 15}, /* 10 */
562 {1, groupdata + 17}, /* 11 */
563 {5, groupdata + 18}, /* 12 */
564 {1, groupdata + 23}, /* 13 */
565 {2, groupdata + 24}, /* 14 */
566 {1, groupdata + 26}, /* 15 */
567 {14, groupdata + 27}, /* 16 */
568 {1, groupdata + 41}, /* 17 */
569 {5, groupdata + 42}, /* 18 */
570 {1, groupdata + 47}, /* 19 */
571 {5, groupdata + 48}, /* 20 */
572 {2, groupdata + 53}, /* 21 */
573 {2, groupdata + 55}, /* 22 */
574 {1, groupdata + 57}, /* 23 */
575 {15, groupdata + 58}, /* 24 */
576 {2, groupdata + 73}, /* 25 */
577 {2, groupdata + 75}, /* 26 */
580 /* ----- data generated by group.gap ends ----- */
582 static char *new_game_desc(game_params *params, random_state *rs,
583 char **aux, int interactive)
585 int w = params->w, a = w*w;
586 digit *grid, *soln, *soln2;
589 int diff = params->diff;
590 const struct group *group;
594 * Difficulty exceptions: some combinations of size and
595 * difficulty cannot be satisfied, because all puzzles of at
596 * most that difficulty are actually even easier.
598 * Remember to re-test this whenever a change is made to the
601 * I tested it using the following shell command:
603 for d in t n h x u; do
606 echo -n "./group --generate 1 ${i}d${d}${id}: "
607 perl -e 'alarm 30; exec @ARGV' \
608 ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
613 * Of course, it's better to do that after taking the exceptions
614 * _out_, so as to detect exceptions that should be removed as
615 * well as those which should be added.
617 if (w < 5 && diff == DIFF_UNREASONABLE)
619 if ((w < 5 || ((w == 6 || w == 8) && params->id)) && diff == DIFF_EXTREME)
621 if ((w < 6 || (w == 6 && params->id)) && diff == DIFF_HARD)
623 if ((w < 4 || (w == 4 && params->id)) && diff == DIFF_NORMAL)
626 grid = snewn(a, digit);
627 soln = snewn(a, digit);
628 soln2 = snewn(a, digit);
629 indices = snewn(a, int);
633 * Construct a valid group table, by picking a group from
634 * the above data table, decompressing it into a full
635 * representation by BFS, and then randomly permuting its
636 * non-identity elements.
638 * We build the canonical table in 'soln' (and use 'grid' as
639 * our BFS queue), then transfer the table into 'grid'
640 * having shuffled the rows.
643 assert(w < lenof(groups));
644 group = groups[w].groups + random_upto(rs, groups[w].ngroups);
645 assert(group->order == w);
647 for (i = 0; i < w; i++)
655 row = soln + (i-1)*w;
657 for (j = 0; j < group->ngens; j++) {
659 const char *gen = group->gens + j*w;
662 * Apply each group generator to row, constructing a
665 nri = gen[row[0]-1] - 'A' + 1; /* which row is it? */
666 newrow = soln + (nri-1)*w;
667 if (!newrow[0]) { /* not done yet */
668 for (k = 0; k < w; k++)
669 newrow[k] = gen[row[k]-1] - 'A' + 1;
674 /* That's got the canonical table. Now shuffle it. */
675 for (i = 0; i < w; i++)
677 if (params->id) /* do we shuffle in the identity? */
678 shuffle(soln2+1, w-1, sizeof(*soln2), rs);
680 shuffle(soln2, w, sizeof(*soln2), rs);
681 for (i = 0; i < w; i++)
682 for (j = 0; j < w; j++)
683 grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
686 * Remove entries one by one while the puzzle is still
687 * soluble at the appropriate difficulty level.
689 memcpy(soln, grid, a);
692 * Start by blanking the entire identity row and column,
693 * and also another row and column so that the player
694 * can't trivially determine which element is the
698 j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
699 for (i = 0; i < w; i++) {
700 grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
701 grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
704 memcpy(soln2, grid, a);
705 if (solver(params, soln2, diff) > diff)
706 continue; /* go round again if that didn't work */
710 for (i = (params->id ? 1 : 0); i < w; i++)
711 for (j = (params->id ? 1 : 0); j < w; j++)
713 indices[k++] = i*w+j;
714 shuffle(indices, k, sizeof(*indices), rs);
716 for (i = 0; i < k; i++) {
717 memcpy(soln2, grid, a);
718 soln2[indices[i]] = 0;
719 if (solver(params, soln2, diff) <= diff)
720 grid[indices[i]] = 0;
724 * Make sure the puzzle isn't too easy.
727 memcpy(soln2, grid, a);
728 if (solver(params, soln2, diff-1) < diff)
729 continue; /* go round and try again */
739 * Encode the puzzle description.
741 desc = snewn(a*20, char);
742 p = encode_grid(desc, grid, a);
744 desc = sresize(desc, p - desc, char);
747 * Encode the solution.
749 *aux = snewn(a+2, char);
751 for (i = 0; i < a; i++)
752 (*aux)[i+1] = TOCHAR(soln[i], params->id);
763 /* ----------------------------------------------------------------------
767 static char *validate_grid_desc(const char **pdesc, int range, int area)
769 const char *desc = *pdesc;
771 while (*desc && *desc != ',') {
773 if (n >= 'a' && n <= 'z') {
774 squares += n - 'a' + 1;
775 } else if (n == '_') {
777 } else if (n > '0' && n <= '9') {
778 int val = atoi(desc-1);
779 if (val < 1 || val > range)
780 return "Out-of-range number in game description";
782 while (*desc >= '0' && *desc <= '9')
785 return "Invalid character in game description";
789 return "Not enough data to fill grid";
792 return "Too much data to fit in grid";
797 static char *validate_desc(game_params *params, char *desc)
799 int w = params->w, a = w*w;
800 const char *p = desc;
802 return validate_grid_desc(&p, w, a);
805 static char *spec_to_grid(char *desc, digit *grid, int area)
808 while (*desc && *desc != ',') {
810 if (n >= 'a' && n <= 'z') {
811 int run = n - 'a' + 1;
812 assert(i + run <= area);
815 } else if (n == '_') {
817 } else if (n > '0' && n <= '9') {
819 grid[i++] = atoi(desc-1);
820 while (*desc >= '0' && *desc <= '9')
823 assert(!"We can't get here");
830 static game_state *new_game(midend *me, game_params *params, char *desc)
832 int w = params->w, a = w*w;
833 game_state *state = snew(game_state);
836 state->par = *params; /* structure copy */
837 state->grid = snewn(a, digit);
838 state->immutable = snewn(a, unsigned char);
839 state->pencil = snewn(a, int);
840 for (i = 0; i < a; i++) {
842 state->immutable[i] = 0;
843 state->pencil[i] = 0;
845 state->sequence = snewn(w, digit);
846 for (i = 0; i < w; i++) {
847 state->sequence[i] = i;
850 desc = spec_to_grid(desc, state->grid, a);
851 for (i = 0; i < a; i++)
852 if (state->grid[i] != 0)
853 state->immutable[i] = TRUE;
855 state->completed = state->cheated = FALSE;
860 static game_state *dup_game(game_state *state)
862 int w = state->par.w, a = w*w;
863 game_state *ret = snew(game_state);
865 ret->par = state->par; /* structure copy */
867 ret->grid = snewn(a, digit);
868 ret->immutable = snewn(a, unsigned char);
869 ret->pencil = snewn(a, int);
870 ret->sequence = snewn(w, digit);
871 memcpy(ret->grid, state->grid, a*sizeof(digit));
872 memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
873 memcpy(ret->pencil, state->pencil, a*sizeof(int));
874 memcpy(ret->sequence, state->sequence, w*sizeof(digit));
876 ret->completed = state->completed;
877 ret->cheated = state->cheated;
882 static void free_game(game_state *state)
885 sfree(state->immutable);
886 sfree(state->pencil);
887 sfree(state->sequence);
891 static char *solve_game(game_state *state, game_state *currstate,
892 char *aux, char **error)
894 int w = state->par.w, a = w*w;
902 soln = snewn(a, digit);
903 memcpy(soln, state->grid, a*sizeof(digit));
905 ret = solver(&state->par, soln, DIFFCOUNT-1);
907 if (ret == diff_impossible) {
908 *error = "No solution exists for this puzzle";
910 } else if (ret == diff_ambiguous) {
911 *error = "Multiple solutions exist for this puzzle";
914 out = snewn(a+2, char);
916 for (i = 0; i < a; i++)
917 out[i+1] = TOCHAR(soln[i], state->par.id);
925 static int game_can_format_as_text_now(game_params *params)
930 static char *game_text_format(game_state *state)
932 int w = state->par.w;
936 ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
939 for (y = 0; y < w; y++) {
940 for (x = 0; x < w; x++) {
941 digit d = state->grid[y*w+x];
946 ch = TOCHAR(d, state->par.id);
958 assert(p - ret == 2*w*w);
965 * These are the coordinates of the currently highlighted
966 * square on the grid, if hshow = 1.
970 * This indicates whether the current highlight is a
971 * pencil-mark one or a real one.
975 * This indicates whether or not we're showing the highlight
976 * (used to be hx = hy = -1); important so that when we're
977 * using the cursor keys it doesn't keep coming back at a
978 * fixed position. When hshow = 1, pressing a valid number
979 * or letter key or Space will enter that number or letter in the grid.
983 * This indicates whether we're using the highlight as a cursor;
984 * it means that it doesn't vanish on a keypress, and that it is
985 * allowed on immutable squares.
989 * This indicates whether we're dragging a table header to
990 * reposition an entire row or column.
992 int drag; /* 0=none 1=row 2=col */
993 int dragnum; /* element being dragged */
994 int dragpos; /* its current position */
997 static game_ui *new_ui(game_state *state)
999 game_ui *ui = snew(game_ui);
1001 ui->hx = ui->hy = 0;
1002 ui->hpencil = ui->hshow = ui->hcursor = 0;
1008 static void free_ui(game_ui *ui)
1013 static char *encode_ui(game_ui *ui)
1018 static void decode_ui(game_ui *ui, char *encoding)
1022 static void game_changed_state(game_ui *ui, game_state *oldstate,
1023 game_state *newstate)
1025 int w = newstate->par.w;
1027 * We prevent pencil-mode highlighting of a filled square, unless
1028 * we're using the cursor keys. So if the user has just filled in
1029 * a square which we had a pencil-mode highlight in (by Undo, or
1030 * by Redo, or by Solve), then we cancel the highlight.
1032 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1033 newstate->grid[ui->hy * w + ui->hx] != 0) {
1038 #define PREFERRED_TILESIZE 48
1039 #define TILESIZE (ds->tilesize)
1040 #define BORDER (TILESIZE / 2)
1041 #define LEGEND (TILESIZE)
1042 #define GRIDEXTRA max((TILESIZE / 32),1)
1043 #define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1044 #define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
1046 #define FLASH_TIME 0.4F
1048 #define DF_HIGHLIGHT 0x0400
1049 #define DF_HIGHLIGHT_PENCIL 0x0200
1050 #define DF_IMMUTABLE 0x0100
1051 #define DF_LEGEND 0x0080
1052 #define DF_DIGIT_MASK 0x001F
1054 #define EF_DIGIT_SHIFT 5
1055 #define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1056 #define EF_LEFT_SHIFT 0
1057 #define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1058 #define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1059 #define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1060 #define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1062 struct game_drawstate {
1066 long *tiles, *legend, *pencil, *errors;
1071 static int check_errors(game_state *state, long *errors)
1073 int w = state->par.w, a = w*w;
1074 digit *grid = state->grid;
1075 int i, j, k, x, y, errs = FALSE;
1078 * To verify that we have a valid group table, it suffices to
1079 * test latin-square-hood and associativity only. All the other
1080 * group axioms follow from those two.
1084 * Associativity is given; closure is obvious from latin-
1085 * square-hood. We need to show that an identity exists and that
1086 * every element has an inverse.
1088 * Identity: take any element a. There will be some element e
1089 * such that ea=a (in a latin square, every element occurs in
1090 * every row and column, so a must occur somewhere in the a
1091 * column, say on row e). For any other element b, there must
1092 * exist x such that ax=b (same argument from latin-square-hood
1093 * again), and then associativity gives us eb = e(ax) = (ea)x =
1094 * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A
1095 * similar argument tells us that there must be some f which is
1096 * a right-identity, and then we show they are the same element
1097 * by observing that ef must simultaneously equal e and equal f.
1099 * Inverses: given any a, by the latin-square argument again,
1100 * there must exist p and q such that pa=e and aq=e (i.e. left-
1101 * and right-inverses). We can show these are equal by
1102 * associativity: p = pe = p(aq) = (pa)q = eq = q. []
1106 for (i = 0; i < a; i++)
1109 for (y = 0; y < w; y++) {
1110 unsigned long mask = 0, errmask = 0;
1111 for (x = 0; x < w; x++) {
1112 unsigned long bit = 1UL << grid[y*w+x];
1113 errmask |= (mask & bit);
1117 if (mask != (1 << (w+1)) - (1 << 1)) {
1121 for (x = 0; x < w; x++)
1122 if (errmask & (1UL << grid[y*w+x]))
1123 errors[y*w+x] |= EF_LATIN;
1128 for (x = 0; x < w; x++) {
1129 unsigned long mask = 0, errmask = 0;
1130 for (y = 0; y < w; y++) {
1131 unsigned long bit = 1UL << grid[y*w+x];
1132 errmask |= (mask & bit);
1136 if (mask != (1 << (w+1)) - (1 << 1)) {
1140 for (y = 0; y < w; y++)
1141 if (errmask & (1UL << grid[y*w+x]))
1142 errors[y*w+x] |= EF_LATIN;
1147 for (i = 1; i < w; i++)
1148 for (j = 1; j < w; j++)
1149 for (k = 1; k < w; k++)
1150 if (grid[i*w+j] && grid[j*w+k] &&
1151 grid[(grid[i*w+j]-1)*w+k] &&
1152 grid[i*w+(grid[j*w+k]-1)] &&
1153 grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
1155 int a = i+1, b = j+1, c = k+1;
1156 int ab = grid[i*w+j], bc = grid[j*w+k];
1157 int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
1159 * If the appropriate error slot is already
1160 * used for one of the squares, we don't
1161 * fill either of them.
1163 if (!(errors[left] & EF_LEFT_MASK) &&
1164 !(errors[right] & EF_RIGHT_MASK)) {
1167 err = (err << EF_DIGIT_SHIFT) | b;
1168 err = (err << EF_DIGIT_SHIFT) | c;
1169 errors[left] |= err << EF_LEFT_SHIFT;
1170 errors[right] |= err << EF_RIGHT_SHIFT;
1179 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1180 int x, int y, int button)
1182 int w = state->par.w;
1186 button &= ~MOD_MASK;
1192 if (IS_MOUSE_DRAG(button)) {
1193 int tcoord = (ui->drag == 1 ? ty : tx);
1194 if (tcoord >= 0 && tcoord < w) {
1195 ui->dragpos = tcoord;
1198 } else if (IS_MOUSE_RELEASE(button)) {
1199 ui->drag = 0; /* end drag */
1200 if (state->sequence[ui->dragpos] == ui->dragnum)
1201 return ""; /* drag was a no-op overall */
1202 sprintf(buf, "D%d,%d", ui->dragnum, ui->dragpos);
1205 } else if (IS_MOUSE_DOWN(button)) {
1206 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
1207 tx = state->sequence[tx];
1208 ty = state->sequence[ty];
1209 if (button == LEFT_BUTTON) {
1210 if (tx == ui->hx && ty == ui->hy &&
1211 ui->hshow && ui->hpencil == 0) {
1216 ui->hshow = !state->immutable[ty*w+tx];
1220 return ""; /* UI activity occurred */
1222 if (button == RIGHT_BUTTON) {
1224 * Pencil-mode highlighting for non filled squares.
1226 if (state->grid[ty*w+tx] == 0) {
1227 if (tx == ui->hx && ty == ui->hy &&
1228 ui->hshow && ui->hpencil) {
1240 return ""; /* UI activity occurred */
1242 } else if (tx >= 0 && tx < w && ty == -1) {
1244 ui->dragnum = state->sequence[tx];
1247 } else if (ty >= 0 && ty < w && tx == -1) {
1249 ui->dragnum = state->sequence[ty];
1255 if (IS_CURSOR_MOVE(button)) {
1256 move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
1257 ui->hshow = ui->hcursor = 1;
1261 (button == CURSOR_SELECT)) {
1262 ui->hpencil = 1 - ui->hpencil;
1268 ((ISCHAR(button) && FROMCHAR(button, state->par.id) <= w) ||
1269 button == CURSOR_SELECT2 || button == '\b')) {
1270 int n = FROMCHAR(button, state->par.id);
1271 if (button == CURSOR_SELECT2 || button == '\b')
1275 * Can't make pencil marks in a filled square. This can only
1276 * become highlighted if we're using cursor keys.
1278 if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
1282 * Can't do anything to an immutable square.
1284 if (state->immutable[ui->hy*w+ui->hx])
1287 sprintf(buf, "%c%d,%d,%d",
1288 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1290 if (!ui->hcursor) ui->hshow = 0;
1295 if (button == 'M' || button == 'm')
1301 static game_state *execute_move(game_state *from, char *move)
1303 int w = from->par.w, a = w*w;
1307 if (move[0] == 'S') {
1308 ret = dup_game(from);
1309 ret->completed = ret->cheated = TRUE;
1311 for (i = 0; i < a; i++) {
1312 if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1], from->par.id) > w) {
1316 ret->grid[i] = FROMCHAR(move[i+1], from->par.id);
1320 if (move[a+1] != '\0') {
1326 } else if ((move[0] == 'P' || move[0] == 'R') &&
1327 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1328 x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
1329 if (from->immutable[y*w+x])
1332 ret = dup_game(from);
1333 if (move[0] == 'P' && n > 0) {
1334 ret->pencil[y*w+x] ^= 1 << n;
1336 ret->grid[y*w+x] = n;
1337 ret->pencil[y*w+x] = 0;
1339 if (!ret->completed && !check_errors(ret, NULL))
1340 ret->completed = TRUE;
1343 } else if (move[0] == 'M') {
1345 * Fill in absolutely all pencil marks everywhere. (I
1346 * wouldn't use this for actual play, but it's a handy
1347 * starting point when following through a set of
1348 * diagnostics output by the standalone solver.)
1350 ret = dup_game(from);
1351 for (i = 0; i < a; i++) {
1353 ret->pencil[i] = (1 << (w+1)) - (1 << 1);
1356 } else if (move[0] == 'D' &&
1357 sscanf(move+1, "%d,%d", &x, &y) == 2) {
1359 * Reorder the rows and columns so that digit x is in position
1362 ret = dup_game(from);
1363 for (i = j = 0; i < w; i++) {
1365 ret->sequence[i] = x;
1367 if (from->sequence[j] == x)
1369 ret->sequence[i] = from->sequence[j++];
1374 return NULL; /* couldn't parse move string */
1377 /* ----------------------------------------------------------------------
1381 #define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
1383 static void game_compute_size(game_params *params, int tilesize,
1386 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1387 struct { int tilesize; } ads, *ds = &ads;
1388 ads.tilesize = tilesize;
1390 *x = *y = SIZE(params->w);
1393 static void game_set_size(drawing *dr, game_drawstate *ds,
1394 game_params *params, int tilesize)
1396 ds->tilesize = tilesize;
1399 static float *game_colours(frontend *fe, int *ncolours)
1401 float *ret = snewn(3 * NCOLOURS, float);
1403 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1405 ret[COL_GRID * 3 + 0] = 0.0F;
1406 ret[COL_GRID * 3 + 1] = 0.0F;
1407 ret[COL_GRID * 3 + 2] = 0.0F;
1409 ret[COL_USER * 3 + 0] = 0.0F;
1410 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1411 ret[COL_USER * 3 + 2] = 0.0F;
1413 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1414 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1415 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1417 ret[COL_ERROR * 3 + 0] = 1.0F;
1418 ret[COL_ERROR * 3 + 1] = 0.0F;
1419 ret[COL_ERROR * 3 + 2] = 0.0F;
1421 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1422 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1423 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1425 *ncolours = NCOLOURS;
1429 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1431 int w = state->par.w, a = w*w;
1432 struct game_drawstate *ds = snew(struct game_drawstate);
1436 ds->par = state->par; /* structure copy */
1438 ds->started = FALSE;
1439 ds->tiles = snewn(a, long);
1440 ds->legend = snewn(w, long);
1441 ds->pencil = snewn(a, long);
1442 ds->errors = snewn(a, long);
1443 ds->sequence = snewn(a, digit);
1444 for (i = 0; i < a; i++)
1445 ds->tiles[i] = ds->pencil[i] = -1;
1446 for (i = 0; i < w; i++)
1448 ds->errtmp = snewn(a, long);
1453 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1459 sfree(ds->sequence);
1463 static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
1464 long pencil, long error)
1466 int w = ds->w /* , a = w*w */;
1471 tx = BORDER + LEGEND + x * TILESIZE + 1;
1472 ty = BORDER + LEGEND + y * TILESIZE + 1;
1476 cw = tw = TILESIZE-1;
1477 ch = th = TILESIZE-1;
1479 if (tile & DF_LEGEND) {
1484 tile |= DF_IMMUTABLE;
1487 clip(dr, cx, cy, cw, ch);
1489 /* background needs erasing */
1490 draw_rect(dr, cx, cy, cw, ch,
1491 (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
1493 /* pencil-mode highlight */
1494 if (tile & DF_HIGHLIGHT_PENCIL) {
1498 coords[2] = cx+cw/2;
1501 coords[5] = cy+ch/2;
1502 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1505 /* new number needs drawing? */
1506 if (tile & DF_DIGIT_MASK) {
1508 str[0] = TOCHAR(tile & DF_DIGIT_MASK, ds->par.id);
1509 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1510 FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1511 (error & EF_LATIN) ? COL_ERROR :
1512 (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
1514 if (error & EF_LEFT_MASK) {
1515 int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1516 int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1517 int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
1519 sprintf(buf, "(%c%c)%c", TOCHAR(a, ds->par.id),
1520 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1521 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
1522 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1525 if (error & EF_RIGHT_MASK) {
1526 int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1527 int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1528 int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
1530 sprintf(buf, "%c(%c%c)", TOCHAR(a, ds->par.id),
1531 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1532 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
1533 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1540 int pw, ph, minph, pbest, fontsize;
1542 /* Count the pencil marks required. */
1543 for (i = 1, npencil = 0; i <= w; i++)
1544 if (pencil & (1 << i))
1551 * Determine the bounding rectangle within which we're going
1552 * to put the pencil marks.
1554 /* Start with the whole square */
1555 pl = tx + GRIDEXTRA;
1556 pr = pl + TILESIZE - GRIDEXTRA;
1557 pt = ty + GRIDEXTRA;
1558 pb = pt + TILESIZE - GRIDEXTRA;
1561 * We arrange our pencil marks in a grid layout, with
1562 * the number of rows and columns adjusted to allow the
1563 * maximum font size.
1565 * So now we work out what the grid size ought to be.
1570 for (pw = 3; pw < max(npencil,4); pw++) {
1573 ph = (npencil + pw - 1) / pw;
1574 ph = max(ph, minph);
1575 fw = (pr - pl) / (float)pw;
1576 fh = (pb - pt) / (float)ph;
1578 if (fs > bestsize) {
1585 ph = (npencil + pw - 1) / pw;
1586 ph = max(ph, minph);
1589 * Now we've got our grid dimensions, work out the pixel
1590 * size of a grid element, and round it to the nearest
1591 * pixel. (We don't want rounding errors to make the
1592 * grid look uneven at low pixel sizes.)
1594 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1597 * Centre the resulting figure in the square.
1599 pl = tx + (TILESIZE - fontsize * pw) / 2;
1600 pt = ty + (TILESIZE - fontsize * ph) / 2;
1603 * Now actually draw the pencil marks.
1605 for (i = 1, j = 0; i <= w; i++)
1606 if (pencil & (1 << i)) {
1607 int dx = j % pw, dy = j / pw;
1610 str[0] = TOCHAR(i, ds->par.id);
1611 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1612 pt + fontsize * (2*dy+1) / 2,
1613 FONT_VARIABLE, fontsize,
1614 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1622 draw_update(dr, cx, cy, cw, ch);
1625 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1626 game_state *state, int dir, game_ui *ui,
1627 float animtime, float flashtime)
1629 int w = state->par.w /*, a = w*w */;
1634 * The initial contents of the window are not guaranteed and
1635 * can vary with front ends. To be on the safe side, all
1636 * games should start by drawing a big background-colour
1637 * rectangle covering the whole window.
1639 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1642 * Big containing rectangle.
1644 draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
1645 w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
1648 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1653 check_errors(state, ds->errtmp);
1656 * Construct a modified version of state->sequence which takes
1657 * into account an unfinished drag operation.
1665 for (i = j = 0; i < w; i++) {
1667 ds->sequence[i] = x;
1669 if (state->sequence[j] == x)
1671 ds->sequence[i] = state->sequence[j++];
1676 * Draw the table legend.
1678 for (x = 0; x < w; x++) {
1679 int sx = ds->sequence[x];
1680 long tile = (sx+1) | DF_LEGEND;
1681 if (ds->legend[x] != tile) {
1682 ds->legend[x] = tile;
1683 draw_tile(dr, ds, -1, x, tile, 0, 0);
1684 draw_tile(dr, ds, x, -1, tile, 0, 0);
1688 for (y = 0; y < w; y++) {
1689 int sy = ds->sequence[y];
1690 for (x = 0; x < w; x++) {
1691 long tile = 0L, pencil = 0L, error;
1692 int sx = ds->sequence[x];
1694 if (state->grid[sy*w+sx])
1695 tile = state->grid[sy*w+sx];
1697 pencil = (long)state->pencil[sy*w+sx];
1699 if (state->immutable[sy*w+sx])
1700 tile |= DF_IMMUTABLE;
1702 if ((ui->drag == 1 && ui->dragnum == sy) ||
1703 (ui->drag == 2 && ui->dragnum == sx))
1704 tile |= DF_HIGHLIGHT;
1705 else if (ui->hshow && ui->hx == sx && ui->hy == sy)
1706 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1708 if (flashtime > 0 &&
1709 (flashtime <= FLASH_TIME/3 ||
1710 flashtime >= FLASH_TIME*2/3))
1711 tile |= DF_HIGHLIGHT; /* completion flash */
1713 error = ds->errtmp[y*w+x];
1715 if (ds->tiles[y*w+x] != tile ||
1716 ds->pencil[y*w+x] != pencil ||
1717 ds->errors[y*w+x] != error) {
1718 ds->tiles[y*w+x] = tile;
1719 ds->pencil[y*w+x] = pencil;
1720 ds->errors[y*w+x] = error;
1721 draw_tile(dr, ds, x, y, tile, pencil, error);
1727 static float game_anim_length(game_state *oldstate, game_state *newstate,
1728 int dir, game_ui *ui)
1733 static float game_flash_length(game_state *oldstate, game_state *newstate,
1734 int dir, game_ui *ui)
1736 if (!oldstate->completed && newstate->completed &&
1737 !oldstate->cheated && !newstate->cheated)
1742 static int game_timing_state(game_state *state, game_ui *ui)
1744 if (state->completed)
1749 static void game_print_size(game_params *params, float *x, float *y)
1754 * We use 9mm squares by default, like Solo.
1756 game_compute_size(params, 900, &pw, &ph);
1761 static void game_print(drawing *dr, game_state *state, int tilesize)
1763 int w = state->par.w;
1764 int ink = print_mono_colour(dr, 0);
1767 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1768 game_drawstate ads, *ds = &ads;
1769 game_set_size(dr, ds, NULL, tilesize);
1774 print_line_width(dr, 3 * TILESIZE / 40);
1775 draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
1776 w*TILESIZE, w*TILESIZE, ink);
1781 for (x = 0; x < w; x++) {
1784 str[0] = TOCHAR(x+1, state->par.id);
1785 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1786 BORDER + TILESIZE/2,
1787 FONT_VARIABLE, TILESIZE/2,
1788 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1789 draw_text(dr, BORDER + TILESIZE/2,
1790 BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1791 FONT_VARIABLE, TILESIZE/2,
1792 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1798 for (x = 1; x < w; x++) {
1799 print_line_width(dr, TILESIZE / 40);
1800 draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
1801 BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
1803 for (y = 1; y < w; y++) {
1804 print_line_width(dr, TILESIZE / 40);
1805 draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
1806 BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
1812 for (y = 0; y < w; y++)
1813 for (x = 0; x < w; x++)
1814 if (state->grid[y*w+x]) {
1817 str[0] = TOCHAR(state->grid[y*w+x], state->par.id);
1818 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1819 BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
1820 FONT_VARIABLE, TILESIZE/2,
1821 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1826 #define thegame group
1829 const struct game thegame = {
1830 "Group", NULL, NULL,
1837 TRUE, game_configure, custom_params,
1845 TRUE, game_can_format_as_text_now, game_text_format,
1853 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1856 game_free_drawstate,
1860 TRUE, FALSE, game_print_size, game_print,
1861 FALSE, /* wants_statusbar */
1862 FALSE, game_timing_state,
1863 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1866 #ifdef STANDALONE_SOLVER
1870 int main(int argc, char **argv)
1874 char *id = NULL, *desc, *err;
1877 int ret, diff, really_show_working = FALSE;
1879 while (--argc > 0) {
1881 if (!strcmp(p, "-v")) {
1882 really_show_working = TRUE;
1883 } else if (!strcmp(p, "-g")) {
1885 } else if (*p == '-') {
1886 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1894 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
1898 desc = strchr(id, ':');
1900 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1905 p = default_params();
1906 decode_params(p, id);
1907 err = validate_desc(p, desc);
1909 fprintf(stderr, "%s: %s\n", argv[0], err);
1912 s = new_game(NULL, p, desc);
1914 grid = snewn(p->w * p->w, digit);
1917 * When solving a Normal puzzle, we don't want to bother the
1918 * user with Hard-level deductions. For this reason, we grade
1919 * the puzzle internally before doing anything else.
1921 ret = -1; /* placate optimiser */
1922 solver_show_working = FALSE;
1923 for (diff = 0; diff < DIFFCOUNT; diff++) {
1924 memcpy(grid, s->grid, p->w * p->w);
1925 ret = solver(&s->par, grid, diff);
1930 if (diff == DIFFCOUNT) {
1932 printf("Difficulty rating: ambiguous\n");
1934 printf("Unable to find a unique solution\n");
1937 if (ret == diff_impossible)
1938 printf("Difficulty rating: impossible (no solution exists)\n");
1940 printf("Difficulty rating: %s\n", group_diffnames[ret]);
1942 solver_show_working = really_show_working;
1943 memcpy(grid, s->grid, p->w * p->w);
1944 ret = solver(&s->par, grid, diff);
1946 printf("Puzzle is inconsistent\n");
1948 memcpy(s->grid, grid, p->w * p->w);
1949 fputs(game_text_format(s), stdout);
1959 /* vim: set shiftwidth=4 tabstop=8: */