typedef unsigned char digit;
#define ORDER_MAX 255
-#define PREFERRED_TILE_SIZE 32
+#define PREFERRED_TILE_SIZE 48
#define TILE_SIZE (ds->tilesize)
#define BORDER (TILE_SIZE / 2)
-#define GRIDEXTRA (TILE_SIZE / 32)
+#define GRIDEXTRA max((TILE_SIZE / 32),1)
#define FLASH_TIME 0.4F
enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF2, SYMM_REF2D, SYMM_REF4,
SYMM_REF4D, SYMM_REF8 };
-enum { DIFF_BLOCK, DIFF_SIMPLE, DIFF_INTERSECT, DIFF_SET, DIFF_EXTREME,
- DIFF_RECURSIVE, DIFF_AMBIGUOUS, DIFF_IMPOSSIBLE };
+enum { DIFF_BLOCK,
+ DIFF_SIMPLE, DIFF_INTERSECT, DIFF_SET, DIFF_EXTREME, DIFF_RECURSIVE,
+ DIFF_AMBIGUOUS, DIFF_IMPOSSIBLE };
+
+enum { DIFF_KSINGLE, DIFF_KMINMAX, DIFF_KSUMS, DIFF_KINTERSECT };
enum {
COL_BACKGROUND,
COL_HIGHLIGHT,
COL_ERROR,
COL_PENCIL,
+ COL_KILLER,
NCOLOURS
};
+/*
+ * To determine all possible ways to reach a given sum by adding two or
+ * three numbers from 1..9, each of which occurs exactly once in the sum,
+ * these arrays contain a list of bitmasks for each sum value, where if
+ * bit N is set, it means that N occurs in the sum. Each list is
+ * terminated by a zero if it is shorter than the size of the array.
+ */
+#define MAX_2SUMS 5
+#define MAX_3SUMS 8
+#define MAX_4SUMS 12
+unsigned long sum_bits2[18][MAX_2SUMS];
+unsigned long sum_bits3[25][MAX_3SUMS];
+unsigned long sum_bits4[31][MAX_4SUMS];
+
+static int find_sum_bits(unsigned long *array, int idx, int value_left,
+ int addends_left, int min_addend,
+ unsigned long bitmask_so_far)
+{
+ int i;
+ assert(addends_left >= 2);
+
+ for (i = min_addend; i < value_left; i++) {
+ unsigned long new_bitmask = bitmask_so_far | (1L << i);
+ assert(bitmask_so_far != new_bitmask);
+
+ if (addends_left == 2) {
+ int j = value_left - i;
+ if (j <= i)
+ break;
+ if (j > 9)
+ continue;
+ array[idx++] = new_bitmask | (1L << j);
+ } else
+ idx = find_sum_bits(array, idx, value_left - i,
+ addends_left - 1, i + 1,
+ new_bitmask);
+ }
+ return idx;
+}
+
+static void precompute_sum_bits(void)
+{
+ int i;
+ for (i = 3; i < 31; i++) {
+ int j;
+ if (i < 18) {
+ j = find_sum_bits(sum_bits2[i], 0, i, 2, 1, 0);
+ assert (j <= MAX_2SUMS);
+ if (j < MAX_2SUMS)
+ sum_bits2[i][j] = 0;
+ }
+ if (i < 25) {
+ j = find_sum_bits(sum_bits3[i], 0, i, 3, 1, 0);
+ assert (j <= MAX_3SUMS);
+ if (j < MAX_3SUMS)
+ sum_bits3[i][j] = 0;
+ }
+ j = find_sum_bits(sum_bits4[i], 0, i, 4, 1, 0);
+ assert (j <= MAX_4SUMS);
+ if (j < MAX_4SUMS)
+ sum_bits4[i][j] = 0;
+ }
+}
+
struct game_params {
/*
* For a square puzzle, `c' and `r' indicate the puzzle
* can be whatever it likes (there is no constraint on
* compositeness - a 7x7 jigsaw sudoku makes perfect sense).
*/
- int c, r, symm, diff;
+ int c, r, symm, diff, kdiff;
int xtype; /* require all digits in X-diagonals */
+ int killer;
};
struct block_structure {
/*
* For text formatting, we do need c and r here.
*/
- int c, r;
+ int c, r, area;
/*
* For any square index, whichblock[i] gives its block index.
- *
+ *
* For 0 <= b,i < cr, blocks[b][i] gives the index of the ith
- * square in block b.
- *
- * whichblock and blocks are each dynamically allocated in
- * their own right, but the subarrays in blocks are appended
- * to the whichblock array, so shouldn't be freed
- * individually.
+ * square in block b. nr_squares[b] gives the number of squares
+ * in block b (also the number of valid elements in blocks[b]).
+ *
+ * blocks_data holds the data pointed to by blocks.
+ *
+ * nr_squares may be NULL for block structures where all blocks are
+ * the same size.
*/
- int *whichblock, **blocks;
+ int *whichblock, **blocks, *nr_squares, *blocks_data;
+ int nr_blocks, max_nr_squares;
#ifdef STANDALONE_SOLVER
/*
*/
int cr;
struct block_structure *blocks;
- int xtype;
- digit *grid;
+ struct block_structure *kblocks; /* Blocks for killer puzzles. */
+ int xtype, killer;
+ digit *grid, *kgrid;
unsigned char *pencil; /* c*r*c*r elements */
unsigned char *immutable; /* marks which digits are clues */
int completed, cheated;
ret->c = ret->r = 3;
ret->xtype = FALSE;
+ ret->killer = FALSE;
ret->symm = SYMM_ROT2; /* a plausible default */
ret->diff = DIFF_BLOCK; /* so is this */
+ ret->kdiff = DIFF_KINTERSECT; /* so is this */
return ret;
}
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
char *title;
game_params params;
} presets[] = {
- { "2x2 Trivial", { 2, 2, SYMM_ROT2, DIFF_BLOCK, FALSE } },
- { "2x3 Basic", { 2, 3, SYMM_ROT2, DIFF_SIMPLE, FALSE } },
- { "3x3 Trivial", { 3, 3, SYMM_ROT2, DIFF_BLOCK, FALSE } },
- { "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE, FALSE } },
- { "3x3 Basic X", { 3, 3, SYMM_ROT2, DIFF_SIMPLE, TRUE } },
- { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT, FALSE } },
- { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET, FALSE } },
- { "3x3 Advanced X", { 3, 3, SYMM_ROT2, DIFF_SET, TRUE } },
- { "3x3 Extreme", { 3, 3, SYMM_ROT2, DIFF_EXTREME, FALSE } },
- { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE, FALSE } },
- { "9 Jigsaw Basic", { 9, 1, SYMM_ROT2, DIFF_SIMPLE, FALSE } },
- { "9 Jigsaw Basic X", { 9, 1, SYMM_ROT2, DIFF_SIMPLE, TRUE } },
- { "9 Jigsaw Advanced", { 9, 1, SYMM_ROT2, DIFF_SET, FALSE } },
+ { "2x2 Trivial", { 2, 2, SYMM_ROT2, DIFF_BLOCK, DIFF_KMINMAX, FALSE, FALSE } },
+ { "2x3 Basic", { 2, 3, SYMM_ROT2, DIFF_SIMPLE, DIFF_KMINMAX, FALSE, FALSE } },
+ { "3x3 Trivial", { 3, 3, SYMM_ROT2, DIFF_BLOCK, DIFF_KMINMAX, FALSE, FALSE } },
+ { "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE, DIFF_KMINMAX, FALSE, FALSE } },
+ { "3x3 Basic X", { 3, 3, SYMM_ROT2, DIFF_SIMPLE, DIFF_KMINMAX, TRUE } },
+ { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT, DIFF_KMINMAX, FALSE, FALSE } },
+ { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET, DIFF_KMINMAX, FALSE, FALSE } },
+ { "3x3 Advanced X", { 3, 3, SYMM_ROT2, DIFF_SET, DIFF_KMINMAX, TRUE } },
+ { "3x3 Extreme", { 3, 3, SYMM_ROT2, DIFF_EXTREME, DIFF_KMINMAX, FALSE, FALSE } },
+ { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE, DIFF_KMINMAX, FALSE, FALSE } },
+ { "3x3 Killer", { 3, 3, SYMM_NONE, DIFF_BLOCK, DIFF_KINTERSECT, FALSE, TRUE } },
+ { "9 Jigsaw Basic", { 9, 1, SYMM_ROT2, DIFF_SIMPLE, DIFF_KMINMAX, FALSE, FALSE } },
+ { "9 Jigsaw Basic X", { 9, 1, SYMM_ROT2, DIFF_SIMPLE, DIFF_KMINMAX, TRUE } },
+ { "9 Jigsaw Advanced", { 9, 1, SYMM_ROT2, DIFF_SET, DIFF_KMINMAX, FALSE, FALSE } },
#ifndef SLOW_SYSTEM
- { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE, FALSE } },
- { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE, FALSE } },
+ { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE, DIFF_KMINMAX, FALSE, FALSE } },
+ { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE, DIFF_KMINMAX, FALSE, FALSE } },
#endif
};
ret->c = ret->r = atoi(string);
ret->xtype = FALSE;
+ ret->killer = FALSE;
while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
} else if (*string == 'x') {
string++;
ret->xtype = TRUE;
+ } else if (*string == 'k') {
+ string++;
+ ret->killer = TRUE;
} else if (*string == 'r' || *string == 'm' || *string == 'a') {
int sn, sc, sd;
sc = *string++;
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char str[80];
sprintf(str, "%dj", params->c);
if (params->xtype)
strcat(str, "x");
+ if (params->killer)
+ strcat(str, "k");
if (full) {
switch (params->symm) {
return dupstr(str);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
- ret = snewn(7, config_item);
+ ret = snewn(8, config_item);
ret[0].name = "Columns of sub-blocks";
ret[0].type = C_STRING;
ret[3].sval = NULL;
ret[3].ival = (params->r == 1);
- ret[4].name = "Symmetry";
- ret[4].type = C_CHOICES;
- ret[4].sval = ":None:2-way rotation:4-way rotation:2-way mirror:"
+ ret[4].name = "Killer (digit sums)";
+ ret[4].type = C_BOOLEAN;
+ ret[4].sval = NULL;
+ ret[4].ival = params->killer;
+
+ ret[5].name = "Symmetry";
+ ret[5].type = C_CHOICES;
+ ret[5].sval = ":None:2-way rotation:4-way rotation:2-way mirror:"
"2-way diagonal mirror:4-way mirror:4-way diagonal mirror:"
"8-way mirror";
- ret[4].ival = params->symm;
+ ret[5].ival = params->symm;
- ret[5].name = "Difficulty";
- ret[5].type = C_CHOICES;
- ret[5].sval = ":Trivial:Basic:Intermediate:Advanced:Extreme:Unreasonable";
- ret[5].ival = params->diff;
+ ret[6].name = "Difficulty";
+ ret[6].type = C_CHOICES;
+ ret[6].sval = ":Trivial:Basic:Intermediate:Advanced:Extreme:Unreasonable";
+ ret[6].ival = params->diff;
- ret[6].name = NULL;
- ret[6].type = C_END;
- ret[6].sval = NULL;
- ret[6].ival = 0;
+ ret[7].name = NULL;
+ ret[7].type = C_END;
+ ret[7].sval = NULL;
+ ret[7].ival = 0;
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->c *= ret->r;
ret->r = 1;
}
- ret->symm = cfg[4].ival;
- ret->diff = cfg[5].ival;
+ ret->killer = cfg[4].ival;
+ ret->symm = cfg[5].ival;
+ ret->diff = cfg[6].ival;
+ ret->kdiff = DIFF_KINTERSECT;
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->c < 2)
return "Both dimensions must be at least 2";
if (params->c > ORDER_MAX || params->r > ORDER_MAX)
return "Dimensions greater than "STR(ORDER_MAX)" are not supported";
- if ((params->c * params->r) > 35)
- return "Unable to support more than 35 distinct symbols in a puzzle";
+ if ((params->c * params->r) > 31)
+ return "Unable to support more than 31 distinct symbols in a puzzle";
+ if (params->killer && params->c * params->r > 9)
+ return "Killer puzzle dimensions must be smaller than 10.";
return NULL;
}
+/*
+ * ----------------------------------------------------------------------
+ * Block structure functions.
+ */
+
+static struct block_structure *alloc_block_structure(int c, int r, int area,
+ int max_nr_squares,
+ int nr_blocks)
+{
+ int i;
+ struct block_structure *b = snew(struct block_structure);
+
+ b->refcount = 1;
+ b->nr_blocks = nr_blocks;
+ b->max_nr_squares = max_nr_squares;
+ b->c = c; b->r = r; b->area = area;
+ b->whichblock = snewn(area, int);
+ b->blocks_data = snewn(nr_blocks * max_nr_squares, int);
+ b->blocks = snewn(nr_blocks, int *);
+ b->nr_squares = snewn(nr_blocks, int);
+
+ for (i = 0; i < nr_blocks; i++)
+ b->blocks[i] = b->blocks_data + i*max_nr_squares;
+
+#ifdef STANDALONE_SOLVER
+ b->blocknames = (char **)smalloc(c*r*(sizeof(char *)+80));
+ for (i = 0; i < c * r; i++)
+ b->blocknames[i] = NULL;
+#endif
+ return b;
+}
+
+static void free_block_structure(struct block_structure *b)
+{
+ if (--b->refcount == 0) {
+ sfree(b->whichblock);
+ sfree(b->blocks);
+ sfree(b->blocks_data);
+#ifdef STANDALONE_SOLVER
+ sfree(b->blocknames);
+#endif
+ sfree(b->nr_squares);
+ sfree(b);
+ }
+}
+
+static struct block_structure *dup_block_structure(struct block_structure *b)
+{
+ struct block_structure *nb;
+ int i;
+
+ nb = alloc_block_structure(b->c, b->r, b->area, b->max_nr_squares,
+ b->nr_blocks);
+ memcpy(nb->nr_squares, b->nr_squares, b->nr_blocks * sizeof *b->nr_squares);
+ memcpy(nb->whichblock, b->whichblock, b->area * sizeof *b->whichblock);
+ memcpy(nb->blocks_data, b->blocks_data,
+ b->nr_blocks * b->max_nr_squares * sizeof *b->blocks_data);
+ for (i = 0; i < b->nr_blocks; i++)
+ nb->blocks[i] = nb->blocks_data + i*nb->max_nr_squares;
+
+#ifdef STANDALONE_SOLVER
+ memcpy(nb->blocknames, b->blocknames, b->c * b->r *(sizeof(char *)+80));
+ {
+ int i;
+ for (i = 0; i < b->c * b->r; i++)
+ if (b->blocknames[i] == NULL)
+ nb->blocknames[i] = NULL;
+ else
+ nb->blocknames[i] = ((char *)nb->blocknames) + (b->blocknames[i] - (char *)b->blocknames);
+ }
+#endif
+ return nb;
+}
+
+static void split_block(struct block_structure *b, int *squares, int nr_squares)
+{
+ int i, j;
+ int previous_block = b->whichblock[squares[0]];
+ int newblock = b->nr_blocks;
+
+ assert(b->max_nr_squares >= nr_squares);
+ assert(b->nr_squares[previous_block] > nr_squares);
+
+ b->nr_blocks++;
+ b->blocks_data = sresize(b->blocks_data,
+ b->nr_blocks * b->max_nr_squares, int);
+ b->nr_squares = sresize(b->nr_squares, b->nr_blocks, int);
+ sfree(b->blocks);
+ b->blocks = snewn(b->nr_blocks, int *);
+ for (i = 0; i < b->nr_blocks; i++)
+ b->blocks[i] = b->blocks_data + i*b->max_nr_squares;
+ for (i = 0; i < nr_squares; i++) {
+ assert(b->whichblock[squares[i]] == previous_block);
+ b->whichblock[squares[i]] = newblock;
+ b->blocks[newblock][i] = squares[i];
+ }
+ for (i = j = 0; i < b->nr_squares[previous_block]; i++) {
+ int k;
+ int sq = b->blocks[previous_block][i];
+ for (k = 0; k < nr_squares; k++)
+ if (squares[k] == sq)
+ break;
+ if (k == nr_squares)
+ b->blocks[previous_block][j++] = sq;
+ }
+ b->nr_squares[previous_block] -= nr_squares;
+ b->nr_squares[newblock] = nr_squares;
+}
+
+static void remove_from_block(struct block_structure *blocks, int b, int n)
+{
+ int i, j;
+ blocks->whichblock[n] = -1;
+ for (i = j = 0; i < blocks->nr_squares[b]; i++)
+ if (blocks->blocks[b][i] != n)
+ blocks->blocks[b][j++] = blocks->blocks[b][i];
+ assert(j+1 == i);
+ blocks->nr_squares[b]--;
+}
+
/* ----------------------------------------------------------------------
* Solver.
*
* square because all the other empty squares in a given
* row/col/blk are ruled out.
*
+ * - Killer minmax elimination: for killer-type puzzles, a number
+ * is impossible if choosing it would cause the sum in a killer
+ * region to be guaranteed to be too large or too small.
+ *
* - Numeric elimination: a square must have a particular number
* in because all the other numbers that could go in it are
* ruled out.
struct solver_usage {
int cr;
- struct block_structure *blocks;
+ struct block_structure *blocks, *kblocks, *extra_cages;
/*
* We set up a cubic array, indexed by x, y and digit; each
* element of this array is TRUE or FALSE according to whether
* deductions. y-coordinates in here are _not_ transformed.
*/
digit *grid;
+ /*
+ * For killer-type puzzles, kclues holds the secondary clue for
+ * each cage. For derived cages, the clue is in extra_clues.
+ */
+ digit *kclues, *extra_clues;
/*
* Now we keep track, at a slightly higher level, of what we
* have yet to work out, to prevent doing the same deduction
unsigned char *blk;
/* diag[i*cr+n-1] TRUE if digit n has been placed in diagonal i */
unsigned char *diag; /* diag 0 is \, 1 is / */
+
+ int *regions;
+ int nr_regions;
+ int **sq2region;
};
#define cubepos2(xy,n) ((xy)*usage->cr+(n)-1)
#define cubepos(x,y,n) cubepos2((y)*usage->cr+(x),n)
}
}
+#if defined STANDALONE_SOLVER && defined __GNUC__
+/*
+ * Forward-declare the functions taking printf-like format arguments
+ * with __attribute__((format)) so as to ensure the argument syntax
+ * gets debugged.
+ */
+struct solver_scratch;
+static int solver_elim(struct solver_usage *usage, int *indices,
+ char *fmt, ...) __attribute__((format(printf,3,4)));
+static int solver_intersect(struct solver_usage *usage,
+ int *indices1, int *indices2, char *fmt, ...)
+ __attribute__((format(printf,4,5)));
+static int solver_set(struct solver_usage *usage,
+ struct solver_scratch *scratch,
+ int *indices, char *fmt, ...)
+ __attribute__((format(printf,4,5)));
+#endif
+
static int solver_elim(struct solver_usage *usage, int *indices
#ifdef STANDALONE_SOLVER
, char *fmt, ...
return 0;
}
+static int solver_killer_minmax(struct solver_usage *usage,
+ struct block_structure *cages, digit *clues,
+ int b
+#ifdef STANDALONE_SOLVER
+ , const char *extra
+#endif
+ )
+{
+ int cr = usage->cr;
+ int i;
+ int ret = 0;
+ int nsquares = cages->nr_squares[b];
+
+ if (clues[b] == 0)
+ return 0;
+
+ for (i = 0; i < nsquares; i++) {
+ int n, x = cages->blocks[b][i];
+
+ for (n = 1; n <= cr; n++)
+ if (cube2(x, n)) {
+ int maxval = 0, minval = 0;
+ int j;
+ for (j = 0; j < nsquares; j++) {
+ int m;
+ int y = cages->blocks[b][j];
+ if (i == j)
+ continue;
+ for (m = 1; m <= cr; m++)
+ if (cube2(y, m)) {
+ minval += m;
+ break;
+ }
+ for (m = cr; m > 0; m--)
+ if (cube2(y, m)) {
+ maxval += m;
+ break;
+ }
+ }
+ if (maxval + n < clues[b]) {
+ cube2(x, n) = FALSE;
+ ret = 1;
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working)
+ printf("%*s ruling out %d at (%d,%d) as too low %s\n",
+ solver_recurse_depth*4, "killer minmax analysis",
+ n, 1 + x%cr, 1 + x/cr, extra);
+#endif
+ }
+ if (minval + n > clues[b]) {
+ cube2(x, n) = FALSE;
+ ret = 1;
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working)
+ printf("%*s ruling out %d at (%d,%d) as too high %s\n",
+ solver_recurse_depth*4, "killer minmax analysis",
+ n, 1 + x%cr, 1 + x/cr, extra);
+#endif
+ }
+ }
+ }
+ return ret;
+}
+
+static int solver_killer_sums(struct solver_usage *usage, int b,
+ struct block_structure *cages, int clue,
+ int cage_is_region
+#ifdef STANDALONE_SOLVER
+ , const char *cage_type
+#endif
+ )
+{
+ int cr = usage->cr;
+ int i, ret, max_sums;
+ int nsquares = cages->nr_squares[b];
+ unsigned long *sumbits, possible_addends;
+
+ if (clue == 0) {
+ assert(nsquares == 0);
+ return 0;
+ }
+ assert(nsquares > 0);
+
+ if (nsquares < 2 || nsquares > 4)
+ return 0;
+
+ if (!cage_is_region) {
+ int known_row = -1, known_col = -1, known_block = -1;
+ /*
+ * Verify that the cage lies entirely within one region,
+ * so that using the precomputed sums is valid.
+ */
+ for (i = 0; i < nsquares; i++) {
+ int x = cages->blocks[b][i];
+
+ assert(usage->grid[x] == 0);
+
+ if (i == 0) {
+ known_row = x/cr;
+ known_col = x%cr;
+ known_block = usage->blocks->whichblock[x];
+ } else {
+ if (known_row != x/cr)
+ known_row = -1;
+ if (known_col != x%cr)
+ known_col = -1;
+ if (known_block != usage->blocks->whichblock[x])
+ known_block = -1;
+ }
+ }
+ if (known_block == -1 && known_col == -1 && known_row == -1)
+ return 0;
+ }
+ if (nsquares == 2) {
+ if (clue < 3 || clue > 17)
+ return -1;
+
+ sumbits = sum_bits2[clue];
+ max_sums = MAX_2SUMS;
+ } else if (nsquares == 3) {
+ if (clue < 6 || clue > 24)
+ return -1;
+
+ sumbits = sum_bits3[clue];
+ max_sums = MAX_3SUMS;
+ } else {
+ if (clue < 10 || clue > 30)
+ return -1;
+
+ sumbits = sum_bits4[clue];
+ max_sums = MAX_4SUMS;
+ }
+ /*
+ * For every possible way to get the sum, see if there is
+ * one square in the cage that disallows all the required
+ * addends. If we find one such square, this way to compute
+ * the sum is impossible.
+ */
+ possible_addends = 0;
+ for (i = 0; i < max_sums; i++) {
+ int j;
+ unsigned long bits = sumbits[i];
+
+ if (bits == 0)
+ break;
+
+ for (j = 0; j < nsquares; j++) {
+ int n;
+ unsigned long square_bits = bits;
+ int x = cages->blocks[b][j];
+ for (n = 1; n <= cr; n++)
+ if (!cube2(x, n))
+ square_bits &= ~(1L << n);
+ if (square_bits == 0) {
+ break;
+ }
+ }
+ if (j == nsquares)
+ possible_addends |= bits;
+ }
+ /*
+ * Now we know which addends can possibly be used to
+ * compute the sum. Remove all other digits from the
+ * set of possibilities.
+ */
+ if (possible_addends == 0)
+ return -1;
+
+ ret = 0;
+ for (i = 0; i < nsquares; i++) {
+ int n;
+ int x = cages->blocks[b][i];
+ for (n = 1; n <= cr; n++) {
+ if (!cube2(x, n))
+ continue;
+ if ((possible_addends & (1 << n)) == 0) {
+ cube2(x, n) = FALSE;
+ ret = 1;
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working) {
+ printf("%*s using %s\n",
+ solver_recurse_depth*4, "killer sums analysis",
+ cage_type);
+ printf("%*s ruling out %d at (%d,%d) due to impossible %d-sum\n",
+ solver_recurse_depth*4, "",
+ n, 1 + x%cr, 1 + x/cr, nsquares);
+ }
+#endif
+ }
+ }
+ }
+ return ret;
+}
+
+static int filter_whole_cages(struct solver_usage *usage, int *squares, int n,
+ int *filtered_sum)
+{
+ int b, i, j, off;
+ *filtered_sum = 0;
+
+ /* First, filter squares with a clue. */
+ for (i = j = 0; i < n; i++)
+ if (usage->grid[squares[i]])
+ *filtered_sum += usage->grid[squares[i]];
+ else
+ squares[j++] = squares[i];
+ n = j;
+
+ /*
+ * Filter all cages that are covered entirely by the list of
+ * squares.
+ */
+ off = 0;
+ for (b = 0; b < usage->kblocks->nr_blocks && off < n; b++) {
+ int b_squares = usage->kblocks->nr_squares[b];
+ int matched = 0;
+
+ if (b_squares == 0)
+ continue;
+
+ /*
+ * Find all squares of block b that lie in our list,
+ * and make them contiguous at off, which is the current position
+ * in the output list.
+ */
+ for (i = 0; i < b_squares; i++) {
+ for (j = off; j < n; j++)
+ if (squares[j] == usage->kblocks->blocks[b][i]) {
+ int t = squares[off + matched];
+ squares[off + matched] = squares[j];
+ squares[j] = t;
+ matched++;
+ break;
+ }
+ }
+ /* If so, filter out all squares of b from the list. */
+ if (matched != usage->kblocks->nr_squares[b]) {
+ off += matched;
+ continue;
+ }
+ memmove(squares + off, squares + off + matched,
+ (n - off - matched) * sizeof *squares);
+ n -= matched;
+
+ *filtered_sum += usage->kclues[b];
+ }
+ assert(off == n);
+ return off;
+}
+
static struct solver_scratch *solver_new_scratch(struct solver_usage *usage)
{
struct solver_scratch *scratch = snew(struct solver_scratch);
sfree(scratch);
}
-static int solver(int cr, struct block_structure *blocks, int xtype,
- digit *grid, int maxdiff)
+/*
+ * Used for passing information about difficulty levels between the solver
+ * and its callers.
+ */
+struct difficulty {
+ /* Maximum levels allowed. */
+ int maxdiff, maxkdiff;
+ /* Levels reached by the solver. */
+ int diff, kdiff;
+};
+
+static void solver(int cr, struct block_structure *blocks,
+ struct block_structure *kblocks, int xtype,
+ digit *grid, digit *kgrid, struct difficulty *dlev)
{
struct solver_usage *usage;
struct solver_scratch *scratch;
int x, y, b, i, n, ret;
int diff = DIFF_BLOCK;
+ int kdiff = DIFF_KSINGLE;
/*
* Set up a usage structure as a clean slate (everything
usage = snew(struct solver_usage);
usage->cr = cr;
usage->blocks = blocks;
+ if (kblocks) {
+ usage->kblocks = dup_block_structure(kblocks);
+ usage->extra_cages = alloc_block_structure (kblocks->c, kblocks->r,
+ cr * cr, cr, cr * cr);
+ usage->extra_clues = snewn(cr*cr, digit);
+ } else {
+ usage->kblocks = usage->extra_cages = NULL;
+ usage->extra_clues = NULL;
+ }
usage->cube = snewn(cr*cr*cr, unsigned char);
usage->grid = grid; /* write straight back to the input */
+ if (kgrid) {
+ int nclues;
+
+ assert(kblocks);
+ nclues = kblocks->nr_blocks;
+ /*
+ * Allow for expansion of the killer regions, the absolute
+ * limit is obviously one region per square.
+ */
+ usage->kclues = snewn(cr*cr, digit);
+ for (i = 0; i < nclues; i++) {
+ for (n = 0; n < kblocks->nr_squares[i]; n++)
+ if (kgrid[kblocks->blocks[i][n]] != 0)
+ usage->kclues[i] = kgrid[kblocks->blocks[i][n]];
+ assert(usage->kclues[i] > 0);
+ }
+ memset(usage->kclues + nclues, 0, cr*cr - nclues);
+ } else {
+ usage->kclues = NULL;
+ }
+
memset(usage->cube, TRUE, cr*cr*cr);
usage->row = snewn(cr * cr, unsigned char);
} else
usage->diag = NULL;
+ usage->nr_regions = cr * 3 + (xtype ? 2 : 0);
+ usage->regions = snewn(cr * usage->nr_regions, int);
+ usage->sq2region = snewn(cr * cr * 3, int *);
+
+ for (n = 0; n < cr; n++) {
+ for (i = 0; i < cr; i++) {
+ x = n*cr+i;
+ y = i*cr+n;
+ b = usage->blocks->blocks[n][i];
+ usage->regions[cr*n*3 + i] = x;
+ usage->regions[cr*n*3 + cr + i] = y;
+ usage->regions[cr*n*3 + 2*cr + i] = b;
+ usage->sq2region[x*3] = usage->regions + cr*n*3;
+ usage->sq2region[y*3 + 1] = usage->regions + cr*n*3 + cr;
+ usage->sq2region[b*3 + 2] = usage->regions + cr*n*3 + 2*cr;
+ }
+ }
+
scratch = solver_new_scratch(usage);
/*
* Place all the clue numbers we are given.
*/
for (x = 0; x < cr; x++)
- for (y = 0; y < cr; y++)
- if (grid[y*cr+x])
+ for (y = 0; y < cr; y++) {
+ int n = grid[y*cr+x];
+ if (n) {
+ if (!cube(x,y,n)) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ }
solver_place(usage, x, y, grid[y*cr+x]);
+ }
+ }
/*
* Now loop over the grid repeatedly trying all permitted modes
}
}
- if (maxdiff <= DIFF_BLOCK)
- break;
+ if (usage->kclues != NULL) {
+ int changed = FALSE;
- /*
- * Row-wise positional elimination.
- */
- for (y = 0; y < cr; y++)
- for (n = 1; n <= cr; n++)
- if (!usage->row[y*cr+n-1]) {
- for (x = 0; x < cr; x++)
- scratch->indexlist[x] = cubepos(x, y, n);
- ret = solver_elim(usage, scratch->indexlist
-#ifdef STANDALONE_SOLVER
- , "positional elimination,"
- " %d in row %d", n, 1+y
-#endif
- );
- if (ret < 0) {
+ /*
+ * First, bring the kblocks into a more useful form: remove
+ * all filled-in squares, and reduce the sum by their values.
+ * Walk in reverse order, since otherwise remove_from_block
+ * can move element past our loop counter.
+ */
+ for (b = 0; b < usage->kblocks->nr_blocks; b++)
+ for (i = usage->kblocks->nr_squares[b] -1; i >= 0; i--) {
+ int x = usage->kblocks->blocks[b][i];
+ int t = usage->grid[x];
+
+ if (t == 0)
+ continue;
+ remove_from_block(usage->kblocks, b, x);
+ if (t > usage->kclues[b]) {
diff = DIFF_IMPOSSIBLE;
goto got_result;
- } else if (ret > 0) {
- diff = max(diff, DIFF_SIMPLE);
- goto cont;
}
- }
- /*
- * Column-wise positional elimination.
- */
- for (x = 0; x < cr; x++)
- for (n = 1; n <= cr; n++)
- if (!usage->col[x*cr+n-1]) {
- for (y = 0; y < cr; y++)
- scratch->indexlist[y] = cubepos(x, y, n);
- ret = solver_elim(usage, scratch->indexlist
-#ifdef STANDALONE_SOLVER
- , "positional elimination,"
- " %d in column %d", n, 1+x
-#endif
- );
- if (ret < 0) {
+ usage->kclues[b] -= t;
+ /*
+ * Since cages are regions, this tells us something
+ * about the other squares in the cage.
+ */
+ for (n = 0; n < usage->kblocks->nr_squares[b]; n++) {
+ cube2(usage->kblocks->blocks[b][n], t) = FALSE;
+ }
+ }
+
+ /*
+ * The most trivial kind of solver for killer puzzles: fill
+ * single-square cages.
+ */
+ for (b = 0; b < usage->kblocks->nr_blocks; b++) {
+ int squares = usage->kblocks->nr_squares[b];
+ if (squares == 1) {
+ int v = usage->kclues[b];
+ if (v < 1 || v > cr) {
diff = DIFF_IMPOSSIBLE;
goto got_result;
- } else if (ret > 0) {
- diff = max(diff, DIFF_SIMPLE);
- goto cont;
}
- }
-
- /*
- * X-diagonal positional elimination.
- */
- if (usage->diag) {
- for (n = 1; n <= cr; n++)
- if (!usage->diag[n-1]) {
- for (i = 0; i < cr; i++)
- scratch->indexlist[i] = cubepos2(diag0(i), n);
- ret = solver_elim(usage, scratch->indexlist
-#ifdef STANDALONE_SOLVER
- , "positional elimination,"
- " %d in \\-diagonal", n
-#endif
- );
- if (ret < 0) {
+ x = usage->kblocks->blocks[b][0] % cr;
+ y = usage->kblocks->blocks[b][0] / cr;
+ if (!cube(x, y, v)) {
diff = DIFF_IMPOSSIBLE;
goto got_result;
- } else if (ret > 0) {
- diff = max(diff, DIFF_SIMPLE);
- goto cont;
}
- }
+ solver_place(usage, x, y, v);
+
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working) {
+ printf("%*s placing %d at (%d,%d)\n",
+ solver_recurse_depth*4, "killer single-square cage",
+ v, 1 + x%cr, 1 + x/cr);
+ }
+#endif
+ changed = TRUE;
+ }
+ }
+
+ if (changed) {
+ kdiff = max(kdiff, DIFF_KSINGLE);
+ goto cont;
+ }
+ }
+ if (dlev->maxkdiff >= DIFF_KINTERSECT && usage->kclues != NULL) {
+ int changed = FALSE;
+ /*
+ * Now, create the extra_cages information. Every full region
+ * (row, column, or block) has the same sum total (45 for 3x3
+ * puzzles. After we try to cover these regions with cages that
+ * lie entirely within them, any squares that remain must bring
+ * the total to this known value, and so they form additional
+ * cages which aren't immediately evident in the displayed form
+ * of the puzzle.
+ */
+ usage->extra_cages->nr_blocks = 0;
+ for (i = 0; i < 3; i++) {
+ for (n = 0; n < cr; n++) {
+ int *region = usage->regions + cr*n*3 + i*cr;
+ int sum = cr * (cr + 1) / 2;
+ int nsquares = cr;
+ int filtered;
+ int n_extra = usage->extra_cages->nr_blocks;
+ int *extra_list = usage->extra_cages->blocks[n_extra];
+ memcpy(extra_list, region, cr * sizeof *extra_list);
+
+ nsquares = filter_whole_cages(usage, extra_list, nsquares, &filtered);
+ sum -= filtered;
+ if (nsquares == cr || nsquares == 0)
+ continue;
+ if (dlev->maxdiff >= DIFF_RECURSIVE) {
+ if (sum <= 0) {
+ dlev->diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ }
+ }
+ assert(sum > 0);
+
+ if (nsquares == 1) {
+ if (sum > cr) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ }
+ x = extra_list[0] % cr;
+ y = extra_list[0] / cr;
+ if (!cube(x, y, sum)) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ }
+ solver_place(usage, x, y, sum);
+ changed = TRUE;
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working) {
+ printf("%*s placing %d at (%d,%d)\n",
+ solver_recurse_depth*4, "killer single-square deduced cage",
+ sum, 1 + x, 1 + y);
+ }
+#endif
+ }
+
+ b = usage->kblocks->whichblock[extra_list[0]];
+ for (x = 1; x < nsquares; x++)
+ if (usage->kblocks->whichblock[extra_list[x]] != b)
+ break;
+ if (x == nsquares) {
+ assert(usage->kblocks->nr_squares[b] > nsquares);
+ split_block(usage->kblocks, extra_list, nsquares);
+ assert(usage->kblocks->nr_squares[usage->kblocks->nr_blocks - 1] == nsquares);
+ usage->kclues[usage->kblocks->nr_blocks - 1] = sum;
+ usage->kclues[b] -= sum;
+ } else {
+ usage->extra_cages->nr_squares[n_extra] = nsquares;
+ usage->extra_cages->nr_blocks++;
+ usage->extra_clues[n_extra] = sum;
+ }
+ }
+ }
+ if (changed) {
+ kdiff = max(kdiff, DIFF_KINTERSECT);
+ goto cont;
+ }
+ }
+
+ /*
+ * Another simple killer-type elimination. For every square in a
+ * cage, find the minimum and maximum possible sums of all the
+ * other squares in the same cage, and rule out possibilities
+ * for the given square based on whether they are guaranteed to
+ * cause the sum to be either too high or too low.
+ * This is a special case of trying all possible sums across a
+ * region, which is a recursive algorithm. We should probably
+ * implement it for a higher difficulty level.
+ */
+ if (dlev->maxkdiff >= DIFF_KMINMAX && usage->kclues != NULL) {
+ int changed = FALSE;
+ for (b = 0; b < usage->kblocks->nr_blocks; b++) {
+ int ret = solver_killer_minmax(usage, usage->kblocks,
+ usage->kclues, b
+#ifdef STANDALONE_SOLVER
+ , ""
+#endif
+ );
+ if (ret < 0) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ } else if (ret > 0)
+ changed = TRUE;
+ }
+ for (b = 0; b < usage->extra_cages->nr_blocks; b++) {
+ int ret = solver_killer_minmax(usage, usage->extra_cages,
+ usage->extra_clues, b
+#ifdef STANDALONE_SOLVER
+ , "using deduced cages"
+#endif
+ );
+ if (ret < 0) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ } else if (ret > 0)
+ changed = TRUE;
+ }
+ if (changed) {
+ kdiff = max(kdiff, DIFF_KMINMAX);
+ goto cont;
+ }
+ }
+
+ /*
+ * Try to use knowledge of which numbers can be used to generate
+ * a given sum.
+ * This can only be used if a cage lies entirely within a region.
+ */
+ if (dlev->maxkdiff >= DIFF_KSUMS && usage->kclues != NULL) {
+ int changed = FALSE;
+
+ for (b = 0; b < usage->kblocks->nr_blocks; b++) {
+ int ret = solver_killer_sums(usage, b, usage->kblocks,
+ usage->kclues[b], TRUE
+#ifdef STANDALONE_SOLVER
+ , "regular clues"
+#endif
+ );
+ if (ret > 0) {
+ changed = TRUE;
+ kdiff = max(kdiff, DIFF_KSUMS);
+ } else if (ret < 0) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ }
+ }
+
+ for (b = 0; b < usage->extra_cages->nr_blocks; b++) {
+ int ret = solver_killer_sums(usage, b, usage->extra_cages,
+ usage->extra_clues[b], FALSE
+#ifdef STANDALONE_SOLVER
+ , "deduced clues"
+#endif
+ );
+ if (ret > 0) {
+ changed = TRUE;
+ kdiff = max(kdiff, DIFF_KSUMS);
+ } else if (ret < 0) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ }
+ }
+
+ if (changed)
+ goto cont;
+ }
+
+ if (dlev->maxdiff <= DIFF_BLOCK)
+ break;
+
+ /*
+ * Row-wise positional elimination.
+ */
+ for (y = 0; y < cr; y++)
+ for (n = 1; n <= cr; n++)
+ if (!usage->row[y*cr+n-1]) {
+ for (x = 0; x < cr; x++)
+ scratch->indexlist[x] = cubepos(x, y, n);
+ ret = solver_elim(usage, scratch->indexlist
+#ifdef STANDALONE_SOLVER
+ , "positional elimination,"
+ " %d in row %d", n, 1+y
+#endif
+ );
+ if (ret < 0) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ } else if (ret > 0) {
+ diff = max(diff, DIFF_SIMPLE);
+ goto cont;
+ }
+ }
+ /*
+ * Column-wise positional elimination.
+ */
+ for (x = 0; x < cr; x++)
+ for (n = 1; n <= cr; n++)
+ if (!usage->col[x*cr+n-1]) {
+ for (y = 0; y < cr; y++)
+ scratch->indexlist[y] = cubepos(x, y, n);
+ ret = solver_elim(usage, scratch->indexlist
+#ifdef STANDALONE_SOLVER
+ , "positional elimination,"
+ " %d in column %d", n, 1+x
+#endif
+ );
+ if (ret < 0) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ } else if (ret > 0) {
+ diff = max(diff, DIFF_SIMPLE);
+ goto cont;
+ }
+ }
+
+ /*
+ * X-diagonal positional elimination.
+ */
+ if (usage->diag) {
+ for (n = 1; n <= cr; n++)
+ if (!usage->diag[n-1]) {
+ for (i = 0; i < cr; i++)
+ scratch->indexlist[i] = cubepos2(diag0(i), n);
+ ret = solver_elim(usage, scratch->indexlist
+#ifdef STANDALONE_SOLVER
+ , "positional elimination,"
+ " %d in \\-diagonal", n
+#endif
+ );
+ if (ret < 0) {
+ diff = DIFF_IMPOSSIBLE;
+ goto got_result;
+ } else if (ret > 0) {
+ diff = max(diff, DIFF_SIMPLE);
+ goto cont;
+ }
+ }
for (n = 1; n <= cr; n++)
if (!usage->diag[cr+n-1]) {
for (i = 0; i < cr; i++)
}
}
- if (maxdiff <= DIFF_SIMPLE)
+ if (dlev->maxdiff <= DIFF_SIMPLE)
break;
/*
#ifdef STANDALONE_SOLVER
, "intersectional analysis,"
" %d in \\-diagonal vs block %s",
- n, 1+x, usage->blocks->blocknames[b]
+ n, usage->blocks->blocknames[b]
#endif
) ||
solver_intersect(usage, scratch->indexlist2,
#ifdef STANDALONE_SOLVER
, "intersectional analysis,"
" %d in block %s vs \\-diagonal",
- n, usage->blocks->blocknames[b], 1+x
+ n, usage->blocks->blocknames[b]
#endif
)) {
diff = max(diff, DIFF_INTERSECT);
#ifdef STANDALONE_SOLVER
, "intersectional analysis,"
" %d in /-diagonal vs block %s",
- n, 1+x, usage->blocks->blocknames[b]
+ n, usage->blocks->blocknames[b]
#endif
) ||
solver_intersect(usage, scratch->indexlist2,
#ifdef STANDALONE_SOLVER
, "intersectional analysis,"
" %d in block %s vs /-diagonal",
- n, usage->blocks->blocknames[b], 1+x
+ n, usage->blocks->blocknames[b]
#endif
)) {
diff = max(diff, DIFF_INTERSECT);
}
}
- if (maxdiff <= DIFF_INTERSECT)
+ if (dlev->maxdiff <= DIFF_INTERSECT)
break;
/*
scratch->indexlist[i*cr+n-1] = cubepos2(diag1(i), n);
ret = solver_set(usage, scratch, scratch->indexlist
#ifdef STANDALONE_SOLVER
- , "set elimination, \\-diagonal"
+ , "set elimination, /-diagonal"
#endif
);
if (ret < 0) {
}
}
- if (maxdiff <= DIFF_SET)
+ if (dlev->maxdiff <= DIFF_SET)
break;
/*
* has the effect of pruning the search tree as much as
* possible.
*/
- if (maxdiff >= DIFF_RECURSIVE) {
+ if (dlev->maxdiff >= DIFF_RECURSIVE) {
int best, bestcount;
best = -1;
* main solver at every stage.
*/
for (i = 0; i < j; i++) {
- int ret;
-
memcpy(outgrid, ingrid, cr * cr);
outgrid[y*cr+x] = list[i];
solver_recurse_depth++;
#endif
- ret = solver(cr, blocks, xtype, outgrid, maxdiff);
+ solver(cr, blocks, kblocks, xtype, outgrid, kgrid, dlev);
#ifdef STANDALONE_SOLVER
solver_recurse_depth--;
* If we have our first solution, copy it into the
* grid we will return.
*/
- if (diff == DIFF_IMPOSSIBLE && ret != DIFF_IMPOSSIBLE)
+ if (diff == DIFF_IMPOSSIBLE && dlev->diff != DIFF_IMPOSSIBLE)
memcpy(grid, outgrid, cr*cr);
- if (ret == DIFF_AMBIGUOUS)
+ if (dlev->diff == DIFF_AMBIGUOUS)
diff = DIFF_AMBIGUOUS;
- else if (ret == DIFF_IMPOSSIBLE)
+ else if (dlev->diff == DIFF_IMPOSSIBLE)
/* do not change our return value */;
else {
/* the recursion turned up exactly one solution */
diff = DIFF_IMPOSSIBLE;
}
- got_result:;
+ got_result:
+ dlev->diff = diff;
+ dlev->kdiff = kdiff;
#ifdef STANDALONE_SOLVER
if (solver_show_working)
"one solution");
#endif
+ sfree(usage->sq2region);
+ sfree(usage->regions);
sfree(usage->cube);
sfree(usage->row);
sfree(usage->col);
sfree(usage->blk);
+ if (usage->kblocks) {
+ free_block_structure(usage->kblocks);
+ free_block_structure(usage->extra_cages);
+ sfree(usage->extra_clues);
+ }
+ if (usage->kclues) sfree(usage->kclues);
sfree(usage);
solver_free_scratch(scratch);
-
- return diff;
}
/* ----------------------------------------------------------------------
* End of solver code.
*/
+/* ----------------------------------------------------------------------
+ * Killer set generator.
+ */
+
/* ----------------------------------------------------------------------
* Solo filled-grid generator.
*
* any squares with only one possibility) will cut down on the list
* of possibilities for other squares and hence reduce the enormous
* search space as much as possible as early as possible.
+ *
+ * The use of bit sets implies that we support puzzles up to a size of
+ * 32x32 (less if anyone finds a 16-bit machine to compile this on).
*/
/*
struct gridgen_coord { int x, y, r; };
struct gridgen_usage {
int cr;
- struct block_structure *blocks;
+ struct block_structure *blocks, *kblocks;
/* grid is a copy of the input grid, modified as we go along */
digit *grid;
- /* row[y*cr+n-1] TRUE if digit n has been placed in row y */
- unsigned char *row;
- /* col[x*cr+n-1] TRUE if digit n has been placed in row x */
- unsigned char *col;
- /* blk[(y*c+x)*cr+n-1] TRUE if digit n has been placed in block (x,y) */
- unsigned char *blk;
- /* diag[i*cr+n-1] TRUE if digit n has been placed in diagonal i */
- unsigned char *diag;
+ /*
+ * Bitsets. In each of them, bit n is set if digit n has been placed
+ * in the corresponding region. row, col and blk are used for all
+ * puzzles. cge is used only for killer puzzles, and diag is used
+ * only for x-type puzzles.
+ * All of these have cr entries, except diag which only has 2,
+ * and cge, which has as many entries as kblocks.
+ */
+ unsigned int *row, *col, *blk, *cge, *diag;
/* This lists all the empty spaces remaining in the grid. */
struct gridgen_coord *spaces;
int nspaces;
random_state *rs;
};
-static void gridgen_place(struct gridgen_usage *usage, int x, int y, digit n,
- int placing)
+static void gridgen_place(struct gridgen_usage *usage, int x, int y, digit n)
{
+ unsigned int bit = 1 << n;
int cr = usage->cr;
- usage->row[y*cr+n-1] = usage->col[x*cr+n-1] =
- usage->blk[usage->blocks->whichblock[y*cr+x]*cr+n-1] = placing;
+ usage->row[y] |= bit;
+ usage->col[x] |= bit;
+ usage->blk[usage->blocks->whichblock[y*cr+x]] |= bit;
+ if (usage->cge)
+ usage->cge[usage->kblocks->whichblock[y*cr+x]] |= bit;
+ if (usage->diag) {
+ if (ondiag0(y*cr+x))
+ usage->diag[0] |= bit;
+ if (ondiag1(y*cr+x))
+ usage->diag[1] |= bit;
+ }
+ usage->grid[y*cr+x] = n;
+}
+
+static void gridgen_remove(struct gridgen_usage *usage, int x, int y, digit n)
+{
+ unsigned int mask = ~(1 << n);
+ int cr = usage->cr;
+ usage->row[y] &= mask;
+ usage->col[x] &= mask;
+ usage->blk[usage->blocks->whichblock[y*cr+x]] &= mask;
+ if (usage->cge)
+ usage->cge[usage->kblocks->whichblock[y*cr+x]] &= mask;
if (usage->diag) {
if (ondiag0(y*cr+x))
- usage->diag[n-1] = placing;
+ usage->diag[0] &= mask;
if (ondiag1(y*cr+x))
- usage->diag[cr+n-1] = placing;
+ usage->diag[1] &= mask;
}
- usage->grid[y*cr+x] = placing ? n : 0;
+ usage->grid[y*cr+x] = 0;
}
+#define N_SINGLE 32
+
/*
* The real recursive step in the generating function.
*
int cr = usage->cr;
int i, j, n, sx, sy, bestm, bestr, ret;
int *digits;
+ unsigned int used;
/*
* Firstly, check for completion! If there are no spaces left
*/
bestm = cr+1; /* so that any space will beat it */
bestr = 0;
+ used = ~0;
i = sx = sy = -1;
for (j = 0; j < usage->nspaces; j++) {
int x = usage->spaces[j].x, y = usage->spaces[j].y;
+ unsigned int used_xy;
int m;
+ m = usage->blocks->whichblock[y*cr+x];
+ used_xy = usage->row[y] | usage->col[x] | usage->blk[m];
+ if (usage->cge != NULL)
+ used_xy |= usage->cge[usage->kblocks->whichblock[y*cr+x]];
+ if (usage->cge != NULL)
+ used_xy |= usage->cge[usage->kblocks->whichblock[y*cr+x]];
+ if (usage->diag != NULL) {
+ if (ondiag0(y*cr+x))
+ used_xy |= usage->diag[0];
+ if (ondiag1(y*cr+x))
+ used_xy |= usage->diag[1];
+ }
+
/*
* Find the number of digits that could go in this space.
*/
m = 0;
- for (n = 0; n < cr; n++)
- if (!usage->row[y*cr+n] && !usage->col[x*cr+n] &&
- !usage->blk[usage->blocks->whichblock[y*cr+x]*cr+n] &&
- (!usage->diag || ((!ondiag0(y*cr+x) || !usage->diag[n]) &&
- (!ondiag1(y*cr+x) || !usage->diag[cr+n]))))
+ for (n = 1; n <= cr; n++) {
+ unsigned int bit = 1 << n;
+ if ((used_xy & bit) == 0)
m++;
-
+ }
if (m < bestm || (m == bestm && usage->spaces[j].r < bestr)) {
bestm = m;
bestr = usage->spaces[j].r;
sx = x;
sy = y;
i = j;
+ used = used_xy;
}
}
* randomly first if necessary.
*/
digits = snewn(bestm, int);
+
j = 0;
- for (n = 0; n < cr; n++)
- if (!usage->row[sy*cr+n] && !usage->col[sx*cr+n] &&
- !usage->blk[usage->blocks->whichblock[sy*cr+sx]*cr+n] &&
- (!usage->diag || ((!ondiag0(sy*cr+sx) || !usage->diag[n]) &&
- (!ondiag1(sy*cr+sx) || !usage->diag[cr+n])))) {
- digits[j++] = n+1;
- }
+ for (n = 1; n <= cr; n++) {
+ unsigned int bit = 1 << n;
+
+ if ((used & bit) == 0)
+ digits[j++] = n;
+ }
if (usage->rs)
shuffle(digits, j, sizeof(*digits), usage->rs);
n = digits[i];
/* Update the usage structure to reflect the placing of this digit. */
- gridgen_place(usage, sx, sy, n, TRUE);
+ gridgen_place(usage, sx, sy, n);
usage->nspaces--;
/* Call the solver recursively. Stop when we find a solution. */
}
/* Revert the usage structure. */
- gridgen_place(usage, sx, sy, n, FALSE);
+ gridgen_remove(usage, sx, sy, n);
usage->nspaces++;
}
* Entry point to generator. You give it parameters and a starting
* grid, which is simply an array of cr*cr digits.
*/
-static int gridgen(int cr, struct block_structure *blocks, int xtype,
+static int gridgen(int cr, struct block_structure *blocks,
+ struct block_structure *kblocks, int xtype,
digit *grid, random_state *rs, int maxsteps)
{
struct gridgen_usage *usage;
usage->grid = grid;
- usage->row = snewn(cr * cr, unsigned char);
- usage->col = snewn(cr * cr, unsigned char);
- usage->blk = snewn(cr * cr, unsigned char);
- memset(usage->row, FALSE, cr * cr);
- memset(usage->col, FALSE, cr * cr);
- memset(usage->blk, FALSE, cr * cr);
+ usage->row = snewn(cr, unsigned int);
+ usage->col = snewn(cr, unsigned int);
+ usage->blk = snewn(cr, unsigned int);
+ if (kblocks != NULL) {
+ usage->kblocks = kblocks;
+ usage->cge = snewn(usage->kblocks->nr_blocks, unsigned int);
+ memset(usage->cge, FALSE, kblocks->nr_blocks * sizeof *usage->cge);
+ } else {
+ usage->cge = NULL;
+ }
+
+ memset(usage->row, 0, cr * sizeof *usage->row);
+ memset(usage->col, 0, cr * sizeof *usage->col);
+ memset(usage->blk, 0, cr * sizeof *usage->blk);
if (xtype) {
- usage->diag = snewn(2 * cr, unsigned char);
- memset(usage->diag, FALSE, 2 * cr);
+ usage->diag = snewn(2, unsigned int);
+ memset(usage->diag, 0, 2 * sizeof *usage->diag);
} else {
usage->diag = NULL;
}
grid[x] = x+1;
shuffle(grid, cr, sizeof(*grid), rs);
for (x = 0; x < cr; x++)
- gridgen_place(usage, x, 0, grid[x], TRUE);
+ gridgen_place(usage, x, 0, grid[x]);
usage->spaces = snewn(cr * cr, struct gridgen_coord);
usage->nspaces = 0;
* Clean up the usage structure now we have our answer.
*/
sfree(usage->spaces);
+ sfree(usage->cge);
sfree(usage->blk);
sfree(usage->col);
sfree(usage->row);
/*
* Check whether a grid contains a valid complete puzzle.
*/
-static int check_valid(int cr, struct block_structure *blocks, int xtype,
- digit *grid)
+static int check_valid(int cr, struct block_structure *blocks,
+ struct block_structure *kblocks, int xtype, digit *grid)
{
unsigned char *used;
int x, y, i, j, n;
}
}
+ /*
+ * Check that each Killer cage, if any, contains at most one of
+ * everything.
+ */
+ if (kblocks) {
+ for (i = 0; i < kblocks->nr_blocks; i++) {
+ memset(used, FALSE, cr);
+ for (j = 0; j < kblocks->nr_squares[i]; j++)
+ if (grid[kblocks->blocks[i][j]] > 0 &&
+ grid[kblocks->blocks[i][j]] <= cr) {
+ if (used[grid[kblocks->blocks[i][j]]-1]) {
+ sfree(used);
+ return FALSE;
+ }
+ used[grid[kblocks->blocks[i][j]]-1] = TRUE;
+ }
+ }
+ }
+
/*
* Check that each diagonal contains precisely one of everything.
*/
return TRUE;
}
-static int symmetries(game_params *params, int x, int y, int *output, int s)
+static int symmetries(const game_params *params, int x, int y,
+ int *output, int s)
{
int c = params->c, r = params->r, cr = c*r;
int i = 0;
return ret;
}
-static char *new_game_desc(game_params *params, random_state *rs,
- char **aux, int interactive)
+static void dsf_to_blocks(int *dsf, struct block_structure *blocks,
+ int min_expected, int max_expected)
{
- int c = params->c, r = params->r, cr = c*r;
- int area = cr*cr;
- struct block_structure *blocks;
- digit *grid, *grid2;
- struct xy { int x, y; } *locs;
- int nlocs;
- char *desc;
- int coords[16], ncoords;
- int maxdiff;
- int x, y, i, j;
+ int cr = blocks->c * blocks->r, area = cr * cr;
+ int i, nb = 0;
- /*
- * Adjust the maximum difficulty level to be consistent with
- * the puzzle size: all 2x2 puzzles appear to be Trivial
- * (DIFF_BLOCK) so we cannot hold out for even a Basic
- * (DIFF_SIMPLE) one.
- */
- maxdiff = params->diff;
- if (c == 2 && r == 2)
- maxdiff = DIFF_BLOCK;
+ for (i = 0; i < area; i++)
+ blocks->whichblock[i] = -1;
+ for (i = 0; i < area; i++) {
+ int j = dsf_canonify(dsf, i);
+ if (blocks->whichblock[j] < 0)
+ blocks->whichblock[j] = nb++;
+ blocks->whichblock[i] = blocks->whichblock[j];
+ }
+ assert(nb >= min_expected && nb <= max_expected);
+ blocks->nr_blocks = nb;
+}
- grid = snewn(area, digit);
- locs = snewn(area, struct xy);
- grid2 = snewn(area, digit);
+static void make_blocks_from_whichblock(struct block_structure *blocks)
+{
+ int i;
- blocks = snew(struct block_structure);
- blocks->c = params->c; blocks->r = params->r;
- blocks->whichblock = snewn(area*2, int);
- blocks->blocks = snewn(cr, int *);
- for (i = 0; i < cr; i++)
- blocks->blocks[i] = blocks->whichblock + area + i*cr;
-#ifdef STANDALONE_SOLVER
- assert(!"This should never happen, so we don't need to create blocknames");
-#endif
+ for (i = 0; i < blocks->nr_blocks; i++) {
+ blocks->blocks[i][blocks->max_nr_squares-1] = 0;
+ blocks->nr_squares[i] = 0;
+ }
+ for (i = 0; i < blocks->area; i++) {
+ int b = blocks->whichblock[i];
+ int j = blocks->blocks[b][blocks->max_nr_squares-1]++;
+ assert(j < blocks->max_nr_squares);
+ blocks->blocks[b][j] = i;
+ blocks->nr_squares[b]++;
+ }
+}
+
+static char *encode_block_structure_desc(char *p, struct block_structure *blocks)
+{
+ int i, currrun = 0;
+ int c = blocks->c, r = blocks->r, cr = c * r;
/*
- * Loop until we get a grid of the required difficulty. This is
- * nasty, but it seems to be unpleasantly hard to generate
- * difficult grids otherwise.
+ * Encode the block structure. We do this by encoding
+ * the pattern of dividing lines: first we iterate
+ * over the cr*(cr-1) internal vertical grid lines in
+ * ordinary reading order, then over the cr*(cr-1)
+ * internal horizontal ones in transposed reading
+ * order.
+ *
+ * We encode the number of non-lines between the
+ * lines; _ means zero (two adjacent divisions), a
+ * means 1, ..., y means 25, and z means 25 non-lines
+ * _and no following line_ (so that za means 26, zb 27
+ * etc).
*/
- while (1) {
- /*
- * Generate a random solved state, starting by
- * constructing the block structure.
- */
- if (r == 1) { /* jigsaw mode */
- int *dsf = divvy_rectangle(cr, cr, cr, rs);
- int nb = 0;
+ for (i = 0; i <= 2*cr*(cr-1); i++) {
+ int x, y, p0, p1, edge;
- for (i = 0; i < area; i++)
- blocks->whichblock[i] = -1;
- for (i = 0; i < area; i++) {
- int j = dsf_canonify(dsf, i);
- if (blocks->whichblock[j] < 0)
- blocks->whichblock[j] = nb++;
- blocks->whichblock[i] = blocks->whichblock[j];
+ if (i == 2*cr*(cr-1)) {
+ edge = TRUE; /* terminating virtual edge */
+ } else {
+ if (i < cr*(cr-1)) {
+ y = i/(cr-1);
+ x = i%(cr-1);
+ p0 = y*cr+x;
+ p1 = y*cr+x+1;
+ } else {
+ x = i/(cr-1) - cr;
+ y = i%(cr-1);
+ p0 = y*cr+x;
+ p1 = (y+1)*cr+x;
}
- assert(nb == cr);
-
- sfree(dsf);
- } else { /* basic Sudoku mode */
- for (y = 0; y < cr; y++)
- for (x = 0; x < cr; x++)
- blocks->whichblock[y*cr+x] = (y/c) * c + (x/r);
- }
- for (i = 0; i < cr; i++)
- blocks->blocks[i][cr-1] = 0;
- for (i = 0; i < area; i++) {
- int b = blocks->whichblock[i];
- j = blocks->blocks[b][cr-1]++;
- assert(j < cr);
- blocks->blocks[b][j] = i;
+ edge = (blocks->whichblock[p0] != blocks->whichblock[p1]);
}
- if (!gridgen(cr, blocks, params->xtype, grid, rs, area*area))
- continue;
- assert(check_valid(cr, blocks, params->xtype, grid));
+ if (edge) {
+ while (currrun > 25)
+ *p++ = 'z', currrun -= 25;
+ if (currrun)
+ *p++ = 'a'-1 + currrun;
+ else
+ *p++ = '_';
+ currrun = 0;
+ } else
+ currrun++;
+ }
+ return p;
+}
- /*
- * Save the solved grid in aux.
- */
- {
- /*
- * We might already have written *aux the last time we
- * went round this loop, in which case we should free
- * the old aux before overwriting it with the new one.
- */
- if (*aux) {
- sfree(*aux);
- }
+static char *encode_grid(char *desc, digit *grid, int area)
+{
+ int run, i;
+ char *p = desc;
+
+ run = 0;
+ for (i = 0; i <= area; i++) {
+ int n = (i < area ? grid[i] : -1);
+
+ if (!n)
+ run++;
+ else {
+ if (run) {
+ while (run > 0) {
+ int c = 'a' - 1 + run;
+ if (run > 26)
+ c = 'z';
+ *p++ = c;
+ run -= c - ('a' - 1);
+ }
+ } else {
+ /*
+ * If there's a number in the very top left or
+ * bottom right, there's no point putting an
+ * unnecessary _ before or after it.
+ */
+ if (p > desc && n > 0)
+ *p++ = '_';
+ }
+ if (n > 0)
+ p += sprintf(p, "%d", n);
+ run = 0;
+ }
+ }
+ return p;
+}
- *aux = encode_solve_move(cr, grid);
+/*
+ * Conservatively stimate the number of characters required for
+ * encoding a grid of a certain area.
+ */
+static int grid_encode_space (int area)
+{
+ int t, count;
+ for (count = 1, t = area; t > 26; t -= 26)
+ count++;
+ return count * area;
+}
+
+/*
+ * Conservatively stimate the number of characters required for
+ * encoding a given blocks structure.
+ */
+static int blocks_encode_space(struct block_structure *blocks)
+{
+ int cr = blocks->c * blocks->r, area = cr * cr;
+ return grid_encode_space(area);
+}
+
+static char *encode_puzzle_desc(const game_params *params, digit *grid,
+ struct block_structure *blocks,
+ digit *kgrid,
+ struct block_structure *kblocks)
+{
+ int c = params->c, r = params->r, cr = c*r;
+ int area = cr*cr;
+ char *p, *desc;
+ int space;
+
+ space = grid_encode_space(area) + 1;
+ if (r == 1)
+ space += blocks_encode_space(blocks) + 1;
+ if (params->killer) {
+ space += blocks_encode_space(kblocks) + 1;
+ space += grid_encode_space(area) + 1;
+ }
+ desc = snewn(space, char);
+ p = encode_grid(desc, grid, area);
+
+ if (r == 1) {
+ *p++ = ',';
+ p = encode_block_structure_desc(p, blocks);
+ }
+ if (params->killer) {
+ *p++ = ',';
+ p = encode_block_structure_desc(p, kblocks);
+ *p++ = ',';
+ p = encode_grid(p, kgrid, area);
+ }
+ assert(p - desc < space);
+ *p++ = '\0';
+ desc = sresize(desc, p - desc, char);
+
+ return desc;
+}
+
+static void merge_blocks(struct block_structure *b, int n1, int n2)
+{
+ int i;
+ /* Move data towards the lower block number. */
+ if (n2 < n1) {
+ int t = n2;
+ n2 = n1;
+ n1 = t;
+ }
+
+ /* Merge n2 into n1, and move the last block into n2's position. */
+ for (i = 0; i < b->nr_squares[n2]; i++)
+ b->whichblock[b->blocks[n2][i]] = n1;
+ memcpy(b->blocks[n1] + b->nr_squares[n1], b->blocks[n2],
+ b->nr_squares[n2] * sizeof **b->blocks);
+ b->nr_squares[n1] += b->nr_squares[n2];
+
+ n1 = b->nr_blocks - 1;
+ if (n2 != n1) {
+ memcpy(b->blocks[n2], b->blocks[n1],
+ b->nr_squares[n1] * sizeof **b->blocks);
+ for (i = 0; i < b->nr_squares[n1]; i++)
+ b->whichblock[b->blocks[n1][i]] = n2;
+ b->nr_squares[n2] = b->nr_squares[n1];
+ }
+ b->nr_blocks = n1;
+}
+
+static int merge_some_cages(struct block_structure *b, int cr, int area,
+ digit *grid, random_state *rs)
+{
+ /*
+ * Make a list of all the pairs of adjacent blocks.
+ */
+ int i, j, k;
+ struct pair {
+ int b1, b2;
+ } *pairs;
+ int npairs;
+
+ pairs = snewn(b->nr_blocks * b->nr_blocks, struct pair);
+ npairs = 0;
+
+ for (i = 0; i < b->nr_blocks; i++) {
+ for (j = i+1; j < b->nr_blocks; j++) {
+
+ /*
+ * Rule the merger out of consideration if it's
+ * obviously not viable.
+ */
+ if (b->nr_squares[i] + b->nr_squares[j] > b->max_nr_squares)
+ continue; /* we couldn't merge these anyway */
+
+ /*
+ * See if these two blocks have a pair of squares
+ * adjacent to each other.
+ */
+ for (k = 0; k < b->nr_squares[i]; k++) {
+ int xy = b->blocks[i][k];
+ int y = xy / cr, x = xy % cr;
+ if ((y > 0 && b->whichblock[xy - cr] == j) ||
+ (y+1 < cr && b->whichblock[xy + cr] == j) ||
+ (x > 0 && b->whichblock[xy - 1] == j) ||
+ (x+1 < cr && b->whichblock[xy + 1] == j)) {
+ /*
+ * Yes! Add this pair to our list.
+ */
+ pairs[npairs].b1 = i;
+ pairs[npairs].b2 = j;
+ break;
+ }
+ }
+ }
+ }
+
+ /*
+ * Now go through that list in random order until we find a pair
+ * of blocks we can merge.
+ */
+ while (npairs > 0) {
+ int n1, n2;
+ unsigned int digits_found;
+
+ /*
+ * Pick a random pair, and remove it from the list.
+ */
+ i = random_upto(rs, npairs);
+ n1 = pairs[i].b1;
+ n2 = pairs[i].b2;
+ if (i != npairs-1)
+ pairs[i] = pairs[npairs-1];
+ npairs--;
+
+ /* Guarantee that the merged cage would still be a region. */
+ digits_found = 0;
+ for (i = 0; i < b->nr_squares[n1]; i++)
+ digits_found |= 1 << grid[b->blocks[n1][i]];
+ for (i = 0; i < b->nr_squares[n2]; i++)
+ if (digits_found & (1 << grid[b->blocks[n2][i]]))
+ break;
+ if (i != b->nr_squares[n2])
+ continue;
+
+ /*
+ * Got one! Do the merge.
+ */
+ merge_blocks(b, n1, n2);
+ sfree(pairs);
+ return TRUE;
+ }
+
+ sfree(pairs);
+ return FALSE;
+}
+
+static void compute_kclues(struct block_structure *cages, digit *kclues,
+ digit *grid, int area)
+{
+ int i;
+ memset(kclues, 0, area * sizeof *kclues);
+ for (i = 0; i < cages->nr_blocks; i++) {
+ int j, sum = 0;
+ for (j = 0; j < area; j++)
+ if (cages->whichblock[j] == i)
+ sum += grid[j];
+ for (j = 0; j < area; j++)
+ if (cages->whichblock[j] == i)
+ break;
+ assert (j != area);
+ kclues[j] = sum;
+ }
+}
+
+static struct block_structure *gen_killer_cages(int cr, random_state *rs,
+ int remove_singletons)
+{
+ int nr;
+ int x, y, area = cr * cr;
+ int n_singletons = 0;
+ struct block_structure *b = alloc_block_structure (1, cr, area, cr, area);
+
+ for (x = 0; x < area; x++)
+ b->whichblock[x] = -1;
+ nr = 0;
+ for (y = 0; y < cr; y++)
+ for (x = 0; x < cr; x++) {
+ int rnd;
+ int xy = y*cr+x;
+ if (b->whichblock[xy] != -1)
+ continue;
+ b->whichblock[xy] = nr;
+
+ rnd = random_bits(rs, 4);
+ if (xy + 1 < area && (rnd >= 4 || (!remove_singletons && rnd >= 1))) {
+ int xy2 = xy + 1;
+ if (x + 1 == cr || b->whichblock[xy2] != -1 ||
+ (xy + cr < area && random_bits(rs, 1) == 0))
+ xy2 = xy + cr;
+ if (xy2 >= area)
+ n_singletons++;
+ else
+ b->whichblock[xy2] = nr;
+ } else
+ n_singletons++;
+ nr++;
+ }
+
+ b->nr_blocks = nr;
+ make_blocks_from_whichblock(b);
+
+ for (x = y = 0; x < b->nr_blocks; x++)
+ if (b->nr_squares[x] == 1)
+ y++;
+ assert(y == n_singletons);
+
+ if (n_singletons > 0 && remove_singletons) {
+ int n;
+ for (n = 0; n < b->nr_blocks;) {
+ int xy, x, y, xy2, other;
+ if (b->nr_squares[n] > 1) {
+ n++;
+ continue;
+ }
+ xy = b->blocks[n][0];
+ x = xy % cr;
+ y = xy / cr;
+ if (xy + 1 == area)
+ xy2 = xy - 1;
+ else if (x + 1 < cr && (y + 1 == cr || random_bits(rs, 1) == 0))
+ xy2 = xy + 1;
+ else
+ xy2 = xy + cr;
+ other = b->whichblock[xy2];
+
+ if (b->nr_squares[other] == 1)
+ n_singletons--;
+ n_singletons--;
+ merge_blocks(b, n, other);
+ if (n < other)
+ n++;
}
+ assert(n_singletons == 0);
+ }
+ return b;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int c = params->c, r = params->r, cr = c*r;
+ int area = cr*cr;
+ struct block_structure *blocks, *kblocks;
+ digit *grid, *grid2, *kgrid;
+ struct xy { int x, y; } *locs;
+ int nlocs;
+ char *desc;
+ int coords[16], ncoords;
+ int x, y, i, j;
+ struct difficulty dlev;
+
+ precompute_sum_bits();
+
+ /*
+ * Adjust the maximum difficulty level to be consistent with
+ * the puzzle size: all 2x2 puzzles appear to be Trivial
+ * (DIFF_BLOCK) so we cannot hold out for even a Basic
+ * (DIFF_SIMPLE) one.
+ */
+ dlev.maxdiff = params->diff;
+ dlev.maxkdiff = params->kdiff;
+ if (c == 2 && r == 2)
+ dlev.maxdiff = DIFF_BLOCK;
+ grid = snewn(area, digit);
+ locs = snewn(area, struct xy);
+ grid2 = snewn(area, digit);
+
+ blocks = alloc_block_structure (c, r, area, cr, cr);
+
+ kblocks = NULL;
+ kgrid = (params->killer) ? snewn(area, digit) : NULL;
+
+#ifdef STANDALONE_SOLVER
+ assert(!"This should never happen, so we don't need to create blocknames");
+#endif
+
+ /*
+ * Loop until we get a grid of the required difficulty. This is
+ * nasty, but it seems to be unpleasantly hard to generate
+ * difficult grids otherwise.
+ */
+ while (1) {
/*
- * Now we have a solved grid, start removing things from it
- * while preserving solubility.
+ * Generate a random solved state, starting by
+ * constructing the block structure.
*/
+ if (r == 1) { /* jigsaw mode */
+ int *dsf = divvy_rectangle(cr, cr, cr, rs);
+
+ dsf_to_blocks (dsf, blocks, cr, cr);
+
+ sfree(dsf);
+ } else { /* basic Sudoku mode */
+ for (y = 0; y < cr; y++)
+ for (x = 0; x < cr; x++)
+ blocks->whichblock[y*cr+x] = (y/c) * c + (x/r);
+ }
+ make_blocks_from_whichblock(blocks);
+
+ if (params->killer) {
+ if (kblocks) free_block_structure(kblocks);
+ kblocks = gen_killer_cages(cr, rs, params->kdiff > DIFF_KSINGLE);
+ }
+
+ if (!gridgen(cr, blocks, kblocks, params->xtype, grid, rs, area*area))
+ continue;
+ assert(check_valid(cr, blocks, kblocks, params->xtype, grid));
+
+ /*
+ * Save the solved grid in aux.
+ */
+ {
+ /*
+ * We might already have written *aux the last time we
+ * went round this loop, in which case we should free
+ * the old aux before overwriting it with the new one.
+ */
+ if (*aux) {
+ sfree(*aux);
+ }
+
+ *aux = encode_solve_move(cr, grid);
+ }
+
+ /*
+ * Now we have a solved grid. For normal puzzles, we start removing
+ * things from it while preserving solubility. Killer puzzles are
+ * different: we just pass the empty grid to the solver, and use
+ * the puzzle if it comes back solved.
+ */
+
+ if (params->killer) {
+ struct block_structure *good_cages = NULL;
+ struct block_structure *last_cages = NULL;
+ int ntries = 0;
+
+ memcpy(grid2, grid, area);
+
+ for (;;) {
+ compute_kclues(kblocks, kgrid, grid2, area);
+
+ memset(grid, 0, area * sizeof *grid);
+ solver(cr, blocks, kblocks, params->xtype, grid, kgrid, &dlev);
+ if (dlev.diff == dlev.maxdiff && dlev.kdiff == dlev.maxkdiff) {
+ /*
+ * We have one that matches our difficulty. Store it for
+ * later, but keep going.
+ */
+ if (good_cages)
+ free_block_structure(good_cages);
+ ntries = 0;
+ good_cages = dup_block_structure(kblocks);
+ if (!merge_some_cages(kblocks, cr, area, grid2, rs))
+ break;
+ } else if (dlev.diff > dlev.maxdiff || dlev.kdiff > dlev.maxkdiff) {
+ /*
+ * Give up after too many tries and either use the good one we
+ * found, or generate a new grid.
+ */
+ if (++ntries > 50)
+ break;
+ /*
+ * The difficulty level got too high. If we have a good
+ * one, use it, otherwise go back to the last one that
+ * was at a lower difficulty and restart the process from
+ * there.
+ */
+ if (good_cages != NULL) {
+ free_block_structure(kblocks);
+ kblocks = dup_block_structure(good_cages);
+ if (!merge_some_cages(kblocks, cr, area, grid2, rs))
+ break;
+ } else {
+ if (last_cages == NULL)
+ break;
+ free_block_structure(kblocks);
+ kblocks = last_cages;
+ last_cages = NULL;
+ }
+ } else {
+ if (last_cages)
+ free_block_structure(last_cages);
+ last_cages = dup_block_structure(kblocks);
+ if (!merge_some_cages(kblocks, cr, area, grid2, rs))
+ break;
+ }
+ }
+ if (last_cages)
+ free_block_structure(last_cages);
+ if (good_cages != NULL) {
+ free_block_structure(kblocks);
+ kblocks = good_cages;
+ compute_kclues(kblocks, kgrid, grid2, area);
+ memset(grid, 0, area * sizeof *grid);
+ break;
+ }
+ continue;
+ }
/*
* Find the set of equivalence classes of squares permitted
* from the grid will still leave the grid soluble.
*/
for (i = 0; i < nlocs; i++) {
- int ret;
-
x = locs[i].x;
y = locs[i].y;
for (j = 0; j < ncoords; j++)
grid2[coords[2*j+1]*cr+coords[2*j]] = 0;
- ret = solver(cr, blocks, params->xtype, grid2, maxdiff);
- if (ret <= maxdiff) {
+ solver(cr, blocks, kblocks, params->xtype, grid2, kgrid, &dlev);
+ if (dlev.diff <= dlev.maxdiff &&
+ (!params->killer || dlev.kdiff <= dlev.maxkdiff)) {
for (j = 0; j < ncoords; j++)
grid[coords[2*j+1]*cr+coords[2*j]] = 0;
}
}
memcpy(grid2, grid, area);
-
- if (solver(cr, blocks, params->xtype, grid2, maxdiff) == maxdiff)
+
+ solver(cr, blocks, kblocks, params->xtype, grid2, kgrid, &dlev);
+ if (dlev.diff == dlev.maxdiff &&
+ (!params->killer || dlev.kdiff == dlev.maxkdiff))
break; /* found one! */
}
* Now we have the grid as it will be presented to the user.
* Encode it in a game desc.
*/
- {
- char *p;
- int run, i;
-
- desc = snewn(7 * area, char);
- p = desc;
- run = 0;
- for (i = 0; i <= area; i++) {
- int n = (i < area ? grid[i] : -1);
-
- if (!n)
- run++;
- else {
- if (run) {
- while (run > 0) {
- int c = 'a' - 1 + run;
- if (run > 26)
- c = 'z';
- *p++ = c;
- run -= c - ('a' - 1);
- }
- } else {
- /*
- * If there's a number in the very top left or
- * bottom right, there's no point putting an
- * unnecessary _ before or after it.
- */
- if (p > desc && n > 0)
- *p++ = '_';
- }
- if (n > 0)
- p += sprintf(p, "%d", n);
- run = 0;
- }
+ desc = encode_puzzle_desc(params, grid, blocks, kgrid, kblocks);
+
+ sfree(grid);
+ free_block_structure(blocks);
+ if (params->killer) {
+ free_block_structure(kblocks);
+ sfree(kgrid);
+ }
+
+ return desc;
+}
+
+static const char *spec_to_grid(const char *desc, digit *grid, int area)
+{
+ int i = 0;
+ while (*desc && *desc != ',') {
+ int n = *desc++;
+ if (n >= 'a' && n <= 'z') {
+ int run = n - 'a' + 1;
+ assert(i + run <= area);
+ while (run-- > 0)
+ grid[i++] = 0;
+ } else if (n == '_') {
+ /* do nothing */;
+ } else if (n > '0' && n <= '9') {
+ assert(i < area);
+ grid[i++] = atoi(desc-1);
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
+ } else {
+ assert(!"We can't get here");
+ }
+ }
+ assert(i == area);
+ return desc;
+}
+
+/*
+ * Create a DSF from a spec found in *pdesc. Update this to point past the
+ * end of the block spec, and return an error string or NULL if everything
+ * is OK. The DSF is stored in *PDSF.
+ */
+static char *spec_to_dsf(const char **pdesc, int **pdsf, int cr, int area)
+{
+ const char *desc = *pdesc;
+ int pos = 0;
+ int *dsf;
+
+ *pdsf = dsf = snew_dsf(area);
+
+ while (*desc && *desc != ',') {
+ int c, adv;
+
+ if (*desc == '_')
+ c = 0;
+ else if (*desc >= 'a' && *desc <= 'z')
+ c = *desc - 'a' + 1;
+ else {
+ sfree(dsf);
+ return "Invalid character in game description";
}
+ desc++;
- if (r == 1) {
- int currrun = 0;
+ adv = (c != 26); /* 'z' is a special case */
- *p++ = ',';
+ while (c-- > 0) {
+ int p0, p1;
/*
- * Encode the block structure. We do this by encoding
- * the pattern of dividing lines: first we iterate
- * over the cr*(cr-1) internal vertical grid lines in
- * ordinary reading order, then over the cr*(cr-1)
- * internal horizontal ones in transposed reading
- * order.
- *
- * We encode the number of non-lines between the
- * lines; _ means zero (two adjacent divisions), a
- * means 1, ..., y means 25, and z means 25 non-lines
- * _and no following line_ (so that za means 26, zb 27
- * etc).
+ * Non-edge; merge the two dsf classes on either
+ * side of it.
*/
- for (i = 0; i <= 2*cr*(cr-1); i++) {
- int p0, p1, edge;
-
- if (i == 2*cr*(cr-1)) {
- edge = TRUE; /* terminating virtual edge */
- } else {
- if (i < cr*(cr-1)) {
- y = i/(cr-1);
- x = i%(cr-1);
- p0 = y*cr+x;
- p1 = y*cr+x+1;
- } else {
- x = i/(cr-1) - cr;
- y = i%(cr-1);
- p0 = y*cr+x;
- p1 = (y+1)*cr+x;
- }
- edge = (blocks->whichblock[p0] != blocks->whichblock[p1]);
- }
+ if (pos >= 2*cr*(cr-1)) {
+ sfree(dsf);
+ return "Too much data in block structure specification";
+ }
- if (edge) {
- while (currrun > 25)
- *p++ = 'z', currrun -= 25;
- if (currrun)
- *p++ = 'a'-1 + currrun;
- else
- *p++ = '_';
- currrun = 0;
- } else
- currrun++;
+ if (pos < cr*(cr-1)) {
+ int y = pos/(cr-1);
+ int x = pos%(cr-1);
+ p0 = y*cr+x;
+ p1 = y*cr+x+1;
+ } else {
+ int x = pos/(cr-1) - cr;
+ int y = pos%(cr-1);
+ p0 = y*cr+x;
+ p1 = (y+1)*cr+x;
}
- }
+ dsf_merge(dsf, p0, p1);
- assert(p - desc < 7 * area);
- *p++ = '\0';
- desc = sresize(desc, p - desc, char);
+ pos++;
+ }
+ if (adv)
+ pos++;
}
+ *pdesc = desc;
- sfree(grid);
+ /*
+ * When desc is exhausted, we expect to have gone exactly
+ * one space _past_ the end of the grid, due to the dummy
+ * edge at the end.
+ */
+ if (pos != 2*cr*(cr-1)+1) {
+ sfree(dsf);
+ return "Not enough data in block structure specification";
+ }
- return desc;
+ return NULL;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_grid_desc(const char **pdesc, int range, int area)
{
- int cr = params->c * params->r, area = cr*cr;
+ const char *desc = *pdesc;
int squares = 0;
- int *dsf;
-
while (*desc && *desc != ',') {
int n = *desc++;
if (n >= 'a' && n <= 'z') {
/* do nothing */;
} else if (n > '0' && n <= '9') {
int val = atoi(desc-1);
- if (val < 1 || val > params->c * params->r)
+ if (val < 1 || val > range)
return "Out-of-range number in game description";
squares++;
while (*desc >= '0' && *desc <= '9')
if (squares > area)
return "Too much data to fit in grid";
+ *pdesc = desc;
+ return NULL;
+}
- if (params->r == 1) {
- int pos;
-
- /*
- * Now we expect a suffix giving the jigsaw block
- * structure. Parse it and validate that it divides the
- * grid into the right number of regions which are the
- * right size.
- */
- if (*desc != ',')
- return "Expected jigsaw block structure in game description";
- pos = 0;
-
- dsf = snew_dsf(area);
- desc++;
-
- while (*desc) {
- int c, adv;
-
- if (*desc == '_')
- c = 0;
- else if (*desc >= 'a' && *desc <= 'z')
- c = *desc - 'a' + 1;
- else {
- sfree(dsf);
- return "Invalid character in game description";
- }
- desc++;
-
- adv = (c != 25); /* 'z' is a special case */
-
- while (c-- > 0) {
- int p0, p1;
-
- /*
- * Non-edge; merge the two dsf classes on either
- * side of it.
- */
- if (pos >= 2*cr*(cr-1)) {
- sfree(dsf);
- return "Too much data in block structure specification";
- } else if (pos < cr*(cr-1)) {
- int y = pos/(cr-1);
- int x = pos%(cr-1);
- p0 = y*cr+x;
- p1 = y*cr+x+1;
- } else {
- int x = pos/(cr-1) - cr;
- int y = pos%(cr-1);
- p0 = y*cr+x;
- p1 = (y+1)*cr+x;
- }
- dsf_merge(dsf, p0, p1);
-
- pos++;
- }
- if (adv)
- pos++;
- }
+static char *validate_block_desc(const char **pdesc, int cr, int area,
+ int min_nr_blocks, int max_nr_blocks,
+ int min_nr_squares, int max_nr_squares)
+{
+ char *err;
+ int *dsf;
- /*
- * When desc is exhausted, we expect to have gone exactly
- * one space _past_ the end of the grid, due to the dummy
- * edge at the end.
- */
- if (pos != 2*cr*(cr-1)+1) {
- sfree(dsf);
- return "Not enough data in block structure specification";
- }
+ err = spec_to_dsf(pdesc, &dsf, cr, area);
+ if (err) {
+ return err;
+ }
- /*
- * Now we've got our dsf. Verify that it matches
- * expectations.
- */
- {
- int *canons, *counts;
- int i, j, c, ncanons = 0;
+ if (min_nr_squares == max_nr_squares) {
+ assert(min_nr_blocks == max_nr_blocks);
+ assert(min_nr_blocks * min_nr_squares == area);
+ }
+ /*
+ * Now we've got our dsf. Verify that it matches
+ * expectations.
+ */
+ {
+ int *canons, *counts;
+ int i, j, c, ncanons = 0;
- canons = snewn(cr, int);
- counts = snewn(cr, int);
+ canons = snewn(max_nr_blocks, int);
+ counts = snewn(max_nr_blocks, int);
- for (i = 0; i < area; i++) {
- j = dsf_canonify(dsf, i);
-
- for (c = 0; c < ncanons; c++)
- if (canons[c] == j) {
- counts[c]++;
- if (counts[c] > cr) {
- sfree(dsf);
- sfree(canons);
- sfree(counts);
- return "A jigsaw block is too big";
- }
- break;
- }
+ for (i = 0; i < area; i++) {
+ j = dsf_canonify(dsf, i);
- if (c == ncanons) {
- if (ncanons >= cr) {
+ for (c = 0; c < ncanons; c++)
+ if (canons[c] == j) {
+ counts[c]++;
+ if (counts[c] > max_nr_squares) {
sfree(dsf);
sfree(canons);
sfree(counts);
- return "Too many distinct jigsaw blocks";
+ return "A jigsaw block is too big";
}
- canons[ncanons] = j;
- counts[ncanons] = 1;
- ncanons++;
+ break;
}
- }
- /*
- * If we've managed to get through that loop without
- * tripping either of the error conditions, then we
- * must have partitioned the entire grid into at most
- * cr blocks of at most cr squares each; therefore we
- * must have _exactly_ cr blocks of _exactly_ cr
- * squares each. I'll verify that by assertion just in
- * case something has gone horribly wrong, but it
- * shouldn't have been able to happen by duff input,
- * only by a bug in the above code.
- */
- assert(ncanons == cr);
- for (c = 0; c < ncanons; c++)
- assert(counts[c] == cr);
+ if (c == ncanons) {
+ if (ncanons >= max_nr_blocks) {
+ sfree(dsf);
+ sfree(canons);
+ sfree(counts);
+ return "Too many distinct jigsaw blocks";
+ }
+ canons[ncanons] = j;
+ counts[ncanons] = 1;
+ ncanons++;
+ }
+ }
+ if (ncanons < min_nr_blocks) {
+ sfree(dsf);
sfree(canons);
sfree(counts);
+ return "Not enough distinct jigsaw blocks";
}
-
- sfree(dsf);
- } else {
- if (*desc)
- return "Unexpected jigsaw block structure in game description";
+ for (c = 0; c < ncanons; c++) {
+ if (counts[c] < min_nr_squares) {
+ sfree(dsf);
+ sfree(canons);
+ sfree(counts);
+ return "A jigsaw block is too small";
+ }
+ }
+ sfree(canons);
+ sfree(counts);
}
+ sfree(dsf);
return NULL;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
- game_state *state = snew(game_state);
- int c = params->c, r = params->r, cr = c*r, area = cr * cr;
- int i;
-
- state->cr = cr;
- state->xtype = params->xtype;
-
- state->grid = snewn(area, digit);
- state->pencil = snewn(area * cr, unsigned char);
- memset(state->pencil, 0, area * cr);
- state->immutable = snewn(area, unsigned char);
- memset(state->immutable, FALSE, area);
+ int cr = params->c * params->r, area = cr*cr;
+ char *err;
- state->blocks = snew(struct block_structure);
- state->blocks->c = c; state->blocks->r = r;
- state->blocks->refcount = 1;
- state->blocks->whichblock = snewn(area*2, int);
- state->blocks->blocks = snewn(cr, int *);
- for (i = 0; i < cr; i++)
- state->blocks->blocks[i] = state->blocks->whichblock + area + i*cr;
-#ifdef STANDALONE_SOLVER
- state->blocks->blocknames = (char **)smalloc(cr*(sizeof(char *)+80));
-#endif
+ err = validate_grid_desc(&desc, cr, area);
+ if (err)
+ return err;
- state->completed = state->cheated = FALSE;
+ if (params->r == 1) {
+ /*
+ * Now we expect a suffix giving the jigsaw block
+ * structure. Parse it and validate that it divides the
+ * grid into the right number of regions which are the
+ * right size.
+ */
+ if (*desc != ',')
+ return "Expected jigsaw block structure in game description";
+ desc++;
+ err = validate_block_desc(&desc, cr, area, cr, cr, cr, cr);
+ if (err)
+ return err;
- i = 0;
- while (*desc && *desc != ',') {
- int n = *desc++;
- if (n >= 'a' && n <= 'z') {
- int run = n - 'a' + 1;
- assert(i + run <= area);
- while (run-- > 0)
- state->grid[i++] = 0;
- } else if (n == '_') {
- /* do nothing */;
- } else if (n > '0' && n <= '9') {
- assert(i < area);
- state->immutable[i] = TRUE;
- state->grid[i++] = atoi(desc-1);
- while (*desc >= '0' && *desc <= '9')
- desc++;
- } else {
- assert(!"We can't get here");
- }
}
- assert(i == area);
-
- if (r == 1) {
- int pos = 0;
- int *dsf;
- int nb;
-
- assert(*desc == ',');
-
- dsf = snew_dsf(area);
+ if (params->killer) {
+ if (*desc != ',')
+ return "Expected killer block structure in game description";
desc++;
+ err = validate_block_desc(&desc, cr, area, cr, area, 2, cr);
+ if (err)
+ return err;
+ if (*desc != ',')
+ return "Expected killer clue grid in game description";
+ desc++;
+ err = validate_grid_desc(&desc, cr * area, area);
+ if (err)
+ return err;
+ }
+ if (*desc)
+ return "Unexpected data at end of game description";
- while (*desc) {
- int c, adv;
+ return NULL;
+}
- if (*desc == '_')
- c = 0;
- else {
- assert(*desc >= 'a' && *desc <= 'z');
- c = *desc - 'a' + 1;
- }
- desc++;
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ game_state *state = snew(game_state);
+ int c = params->c, r = params->r, cr = c*r, area = cr * cr;
+ int i;
- adv = (c != 25); /* 'z' is a special case */
+ precompute_sum_bits();
- while (c-- > 0) {
- int p0, p1;
+ state->cr = cr;
+ state->xtype = params->xtype;
+ state->killer = params->killer;
- /*
- * Non-edge; merge the two dsf classes on either
- * side of it.
- */
- assert(pos < 2*cr*(cr-1));
- if (pos < cr*(cr-1)) {
- int y = pos/(cr-1);
- int x = pos%(cr-1);
- p0 = y*cr+x;
- p1 = y*cr+x+1;
- } else {
- int x = pos/(cr-1) - cr;
- int y = pos%(cr-1);
- p0 = y*cr+x;
- p1 = (y+1)*cr+x;
- }
- dsf_merge(dsf, p0, p1);
+ state->grid = snewn(area, digit);
+ state->pencil = snewn(area * cr, unsigned char);
+ memset(state->pencil, 0, area * cr);
+ state->immutable = snewn(area, unsigned char);
+ memset(state->immutable, FALSE, area);
- pos++;
- }
- if (adv)
- pos++;
- }
+ state->blocks = alloc_block_structure (c, r, area, cr, cr);
- /*
- * When desc is exhausted, we expect to have gone exactly
- * one space _past_ the end of the grid, due to the dummy
- * edge at the end.
- */
- assert(pos == 2*cr*(cr-1)+1);
+ if (params->killer) {
+ state->kblocks = alloc_block_structure (c, r, area, cr, area);
+ state->kgrid = snewn(area, digit);
+ } else {
+ state->kblocks = NULL;
+ state->kgrid = NULL;
+ }
+ state->completed = state->cheated = FALSE;
- /*
- * Now we've got our dsf. Translate it into a block
- * structure.
- */
- nb = 0;
- for (i = 0; i < area; i++)
- state->blocks->whichblock[i] = -1;
- for (i = 0; i < area; i++) {
- int j = dsf_canonify(dsf, i);
- if (state->blocks->whichblock[j] < 0)
- state->blocks->whichblock[j] = nb++;
- state->blocks->whichblock[i] = state->blocks->whichblock[j];
- }
- assert(nb == cr);
+ desc = spec_to_grid(desc, state->grid, area);
+ for (i = 0; i < area; i++)
+ if (state->grid[i] != 0)
+ state->immutable[i] = TRUE;
+ if (r == 1) {
+ char *err;
+ int *dsf;
+ assert(*desc == ',');
+ desc++;
+ err = spec_to_dsf(&desc, &dsf, cr, area);
+ assert(err == NULL);
+ dsf_to_blocks(dsf, state->blocks, cr, cr);
sfree(dsf);
} else {
int x, y;
- assert(!*desc);
-
for (y = 0; y < cr; y++)
for (x = 0; x < cr; x++)
state->blocks->whichblock[y*cr+x] = (y/c) * c + (x/r);
}
+ make_blocks_from_whichblock(state->blocks);
- /*
- * Having sorted out whichblock[], set up the block index arrays.
- */
- for (i = 0; i < cr; i++)
- state->blocks->blocks[i][cr-1] = 0;
- for (i = 0; i < area; i++) {
- int b = state->blocks->whichblock[i];
- int j = state->blocks->blocks[b][cr-1]++;
- assert(j < cr);
- state->blocks->blocks[b][j] = i;
+ if (params->killer) {
+ char *err;
+ int *dsf;
+ assert(*desc == ',');
+ desc++;
+ err = spec_to_dsf(&desc, &dsf, cr, area);
+ assert(err == NULL);
+ dsf_to_blocks(dsf, state->kblocks, cr, area);
+ sfree(dsf);
+ make_blocks_from_whichblock(state->kblocks);
+
+ assert(*desc == ',');
+ desc++;
+ desc = spec_to_grid(desc, state->kgrid, area);
}
+ assert(!*desc);
#ifdef STANDALONE_SOLVER
/*
char *p = (char *)(state->blocks->blocknames + cr);
if (r == 1) {
- for (i = 0; i < cr; i++)
- state->blocks->blocknames[i] = NULL;
-
for (i = 0; i < area; i++) {
int j = state->blocks->whichblock[i];
if (!state->blocks->blocknames[j]) {
p += 1 + sprintf(p, "(%d,%d)", bx+1, by+1);
}
}
- assert(p - (char *)state->blocks->blocknames < cr*(sizeof(char *)+80));
+ assert(p - (char *)state->blocks->blocknames < (int)(cr*(sizeof(char *)+80)));
for (i = 0; i < cr; i++)
assert(state->blocks->blocknames[i]);
}
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
int cr = state->cr, area = cr * cr;
ret->cr = state->cr;
ret->xtype = state->xtype;
+ ret->killer = state->killer;
ret->blocks = state->blocks;
ret->blocks->refcount++;
+ ret->kblocks = state->kblocks;
+ if (ret->kblocks)
+ ret->kblocks->refcount++;
+
ret->grid = snewn(area, digit);
memcpy(ret->grid, state->grid, area);
+ if (state->killer) {
+ ret->kgrid = snewn(area, digit);
+ memcpy(ret->kgrid, state->kgrid, area);
+ } else
+ ret->kgrid = NULL;
+
ret->pencil = snewn(area * cr, unsigned char);
memcpy(ret->pencil, state->pencil, area * cr);
static void free_game(game_state *state)
{
- if (--state->blocks->refcount == 0) {
- sfree(state->blocks->whichblock);
- sfree(state->blocks->blocks);
-#ifdef STANDALONE_SOLVER
- sfree(state->blocks->blocknames);
-#endif
- sfree(state->blocks);
- }
+ free_block_structure(state->blocks);
+ if (state->kblocks)
+ free_block_structure(state->kblocks);
+
sfree(state->immutable);
sfree(state->pencil);
sfree(state->grid);
+ if (state->kgrid) sfree(state->kgrid);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *ai, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *ai, char **error)
{
int cr = state->cr;
char *ret;
digit *grid;
- int solve_ret;
+ struct difficulty dlev;
/*
* If we already have the solution in ai, save ourselves some
grid = snewn(cr*cr, digit);
memcpy(grid, state->grid, cr*cr);
- solve_ret = solver(cr, state->blocks, state->xtype, grid, DIFF_RECURSIVE);
+ dlev.maxdiff = DIFF_RECURSIVE;
+ dlev.maxkdiff = DIFF_KINTERSECT;
+ solver(cr, state->blocks, state->kblocks, state->xtype, grid,
+ state->kgrid, &dlev);
*error = NULL;
- if (solve_ret == DIFF_IMPOSSIBLE)
+ if (dlev.diff == DIFF_IMPOSSIBLE)
*error = "No solution exists for this puzzle";
- else if (solve_ret == DIFF_AMBIGUOUS)
+ else if (dlev.diff == DIFF_AMBIGUOUS)
*error = "Multiple solutions exist for this puzzle";
if (*error) {
return ret;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ /*
+ * Formatting Killer puzzles as text is currently unsupported. I
+ * can't think of any sensible way of doing it which doesn't
+ * involve expanding the puzzle to such a large scale as to make
+ * it unusable.
+ */
+ if (params->killer)
+ return FALSE;
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
+ assert(!state->kblocks);
return grid_text_format(state->cr, state->blocks, state->xtype,
state->grid);
}
struct game_ui {
/*
* These are the coordinates of the currently highlighted
- * square on the grid, or -1,-1 if there isn't one. When there
- * is, pressing a valid number or letter key or Space will
- * enter that number or letter in the grid.
+ * square on the grid, if hshow = 1.
*/
int hx, hy;
/*
* pencil-mark one or a real one.
*/
int hpencil;
+ /*
+ * This indicates whether or not we're showing the highlight
+ * (used to be hx = hy = -1); important so that when we're
+ * using the cursor keys it doesn't keep coming back at a
+ * fixed position. When hshow = 1, pressing a valid number
+ * or letter key or Space will enter that number or letter in the grid.
+ */
+ int hshow;
+ /*
+ * This indicates whether we're using the highlight as a cursor;
+ * it means that it doesn't vanish on a keypress, and that it is
+ * allowed on immutable squares.
+ */
+ int hcursor;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
- ui->hx = ui->hy = -1;
- ui->hpencil = 0;
+ ui->hx = ui->hy = 0;
+ ui->hpencil = ui->hshow = ui->hcursor = 0;
return ui;
}
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
int cr = newstate->cr;
/*
- * We prevent pencil-mode highlighting of a filled square. So
- * if the user has just filled in a square which we had a
- * pencil-mode highlight in (by Undo, or by Redo, or by Solve),
- * then we cancel the highlight.
+ * We prevent pencil-mode highlighting of a filled square, unless
+ * we're using the cursor keys. So if the user has just filled in
+ * a square which we had a pencil-mode highlight in (by Undo, or
+ * by Redo, or by Solve), then we cancel the highlight.
*/
- if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
+ if (ui->hshow && ui->hpencil && !ui->hcursor &&
newstate->grid[ui->hy * cr + ui->hx] != 0) {
- ui->hx = ui->hy = -1;
+ ui->hshow = 0;
}
}
unsigned char *pencil;
unsigned char *hl;
/* This is scratch space used within a single call to game_redraw. */
- int *entered_items;
+ int nregions, *entered_items;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int cr = state->cr;
int tx, ty;
if (tx >= 0 && tx < cr && ty >= 0 && ty < cr) {
if (button == LEFT_BUTTON) {
if (state->immutable[ty*cr+tx]) {
- ui->hx = ui->hy = -1;
- } else if (tx == ui->hx && ty == ui->hy && ui->hpencil == 0) {
- ui->hx = ui->hy = -1;
+ ui->hshow = 0;
+ } else if (tx == ui->hx && ty == ui->hy &&
+ ui->hshow && ui->hpencil == 0) {
+ ui->hshow = 0;
} else {
ui->hx = tx;
ui->hy = ty;
+ ui->hshow = 1;
ui->hpencil = 0;
}
+ ui->hcursor = 0;
return ""; /* UI activity occurred */
}
if (button == RIGHT_BUTTON) {
* Pencil-mode highlighting for non filled squares.
*/
if (state->grid[ty*cr+tx] == 0) {
- if (tx == ui->hx && ty == ui->hy && ui->hpencil) {
- ui->hx = ui->hy = -1;
+ if (tx == ui->hx && ty == ui->hy &&
+ ui->hshow && ui->hpencil) {
+ ui->hshow = 0;
} else {
ui->hpencil = 1;
ui->hx = tx;
ui->hy = ty;
+ ui->hshow = 1;
}
} else {
- ui->hx = ui->hy = -1;
+ ui->hshow = 0;
}
+ ui->hcursor = 0;
return ""; /* UI activity occurred */
}
}
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->hx, &ui->hy, cr, cr, 0);
+ ui->hshow = ui->hcursor = 1;
+ return "";
+ }
+ if (ui->hshow &&
+ (button == CURSOR_SELECT)) {
+ ui->hpencil = 1 - ui->hpencil;
+ ui->hcursor = 1;
+ return "";
+ }
- if (ui->hx != -1 && ui->hy != -1 &&
- ((button >= '1' && button <= '9' && button - '0' <= cr) ||
+ if (ui->hshow &&
+ ((button >= '0' && button <= '9' && button - '0' <= cr) ||
(button >= 'a' && button <= 'z' && button - 'a' + 10 <= cr) ||
(button >= 'A' && button <= 'Z' && button - 'A' + 10 <= cr) ||
- button == ' ' || button == '\010' || button == '\177')) {
+ button == CURSOR_SELECT2 || button == '\b')) {
int n = button - '0';
if (button >= 'A' && button <= 'Z')
n = button - 'A' + 10;
if (button >= 'a' && button <= 'z')
n = button - 'a' + 10;
- if (button == ' ' || button == '\010' || button == '\177')
+ if (button == CURSOR_SELECT2 || button == '\b')
n = 0;
/*
- * Can't overwrite this square. In principle this shouldn't
- * happen anyway because we should never have even been
- * able to highlight the square, but it never hurts to be
- * careful.
+ * Can't overwrite this square. This can only happen here
+ * if we're using the cursor keys.
*/
if (state->immutable[ui->hy*cr+ui->hx])
return NULL;
/*
- * Can't make pencil marks in a filled square. In principle
- * this shouldn't happen anyway because we should never
- * have even been able to pencil-highlight the square, but
- * it never hurts to be careful.
+ * Can't make pencil marks in a filled square. Again, this
+ * can only become highlighted if we're using cursor keys.
*/
if (ui->hpencil && state->grid[ui->hy*cr+ui->hx])
return NULL;
sprintf(buf, "%c%d,%d,%d",
(char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
- ui->hx = ui->hy = -1;
+ if (!ui->hcursor) ui->hshow = 0;
return dupstr(buf);
}
+ if (button == 'M' || button == 'm')
+ return dupstr("M");
+
return NULL;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int cr = from->cr;
game_state *ret;
int x, y, n;
if (move[0] == 'S') {
- char *p;
+ const char *p;
ret = dup_game(from);
ret->completed = ret->cheated = TRUE;
* We've made a real change to the grid. Check to see
* if the game has been completed.
*/
- if (!ret->completed && check_valid(cr, ret->blocks, ret->xtype,
- ret->grid)) {
+ if (!ret->completed && check_valid(cr, ret->blocks, ret->kblocks,
+ ret->xtype, ret->grid)) {
ret->completed = TRUE;
}
}
return ret;
+ } else if (move[0] == 'M') {
+ /*
+ * Fill in absolutely all pencil marks in unfilled squares,
+ * for those who like to play by the rigorous approach of
+ * starting off in that state and eliminating things.
+ */
+ ret = dup_game(from);
+ for (y = 0; y < cr; y++) {
+ for (x = 0; x < cr; x++) {
+ if (!ret->grid[y*cr+x]) {
+ memset(ret->pencil + (y*cr+x)*cr, 1, cr);
+ }
+ }
+ }
+ return ret;
} else
return NULL; /* couldn't parse move string */
}
#define SIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
#define GETTILESIZE(cr, w) ( (double)(w-1) / (double)(cr+1) )
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
+ ret[COL_KILLER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_KILLER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_KILLER * 3 + 2] = 0.1F * ret[COL_BACKGROUND * 3 + 2];
+
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int cr = state->cr;
memset(ds->pencil, 0, cr*cr*cr);
ds->hl = snewn(cr*cr, unsigned char);
memset(ds->hl, 0, cr*cr);
- ds->entered_items = snewn(cr*cr, int);
+ /*
+ * ds->entered_items needs one row of cr entries per entity in
+ * which digits may not be duplicated. That's one for each row,
+ * each column, each block, each diagonal, and each Killer cage.
+ */
+ ds->nregions = cr*3 + 2;
+ if (state->kblocks)
+ ds->nregions += state->kblocks->nr_blocks;
+ ds->entered_items = snewn(cr * ds->nregions, int);
ds->tilesize = 0; /* not decided yet */
return ds;
}
sfree(ds);
}
-static void draw_number(drawing *dr, game_drawstate *ds, game_state *state,
- int x, int y, int hl)
+static void draw_number(drawing *dr, game_drawstate *ds,
+ const game_state *state, int x, int y, int hl)
{
int cr = state->cr;
- int tx, ty;
+ int tx, ty, tw, th;
int cx, cy, cw, ch;
- char str[2];
+ int col_killer = (hl & 32 ? COL_ERROR : COL_KILLER);
+ char str[20];
if (ds->grid[y*cr+x] == state->grid[y*cr+x] &&
ds->hl[y*cr+x] == hl &&
cx = tx;
cy = ty;
- cw = TILE_SIZE-1-2*GRIDEXTRA;
- ch = TILE_SIZE-1-2*GRIDEXTRA;
+ cw = tw = TILE_SIZE-1-2*GRIDEXTRA;
+ ch = th = TILE_SIZE-1-2*GRIDEXTRA;
if (x > 0 && state->blocks->whichblock[y*cr+x] == state->blocks->whichblock[y*cr+x-1])
cx -= GRIDEXTRA, cw += GRIDEXTRA;
draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
}
+ if (state->kblocks) {
+ int t = GRIDEXTRA * 3;
+ int kcx, kcy, kcw, kch;
+ int kl, kt, kr, kb;
+ int has_left = 0, has_right = 0, has_top = 0, has_bottom = 0;
+
+ /*
+ * In non-jigsaw mode, the Killer cages are placed at a
+ * fixed offset from the outer edge of the cell dividing
+ * lines, so that they look right whether those lines are
+ * thick or thin. In jigsaw mode, however, doing this will
+ * sometimes cause the cage outlines in adjacent squares to
+ * fail to match up with each other, so we must offset a
+ * fixed amount from the _centre_ of the cell dividing
+ * lines.
+ */
+ if (state->blocks->r == 1) {
+ kcx = tx;
+ kcy = ty;
+ kcw = tw;
+ kch = th;
+ } else {
+ kcx = cx;
+ kcy = cy;
+ kcw = cw;
+ kch = ch;
+ }
+ kl = kcx - 1;
+ kt = kcy - 1;
+ kr = kcx + kcw;
+ kb = kcy + kch;
+
+ /*
+ * First, draw the lines dividing this area from neighbouring
+ * different areas.
+ */
+ if (x == 0 || state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[y*cr+x-1])
+ has_left = 1, kl += t;
+ if (x+1 >= cr || state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[y*cr+x+1])
+ has_right = 1, kr -= t;
+ if (y == 0 || state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[(y-1)*cr+x])
+ has_top = 1, kt += t;
+ if (y+1 >= cr || state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[(y+1)*cr+x])
+ has_bottom = 1, kb -= t;
+ if (has_top)
+ draw_line(dr, kl, kt, kr, kt, col_killer);
+ if (has_bottom)
+ draw_line(dr, kl, kb, kr, kb, col_killer);
+ if (has_left)
+ draw_line(dr, kl, kt, kl, kb, col_killer);
+ if (has_right)
+ draw_line(dr, kr, kt, kr, kb, col_killer);
+ /*
+ * Now, take care of the corners (just as for the normal borders).
+ * We only need a corner if there wasn't a full edge.
+ */
+ if (x > 0 && y > 0 && !has_left && !has_top
+ && state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[(y-1)*cr+x-1])
+ {
+ draw_line(dr, kl, kt + t, kl + t, kt + t, col_killer);
+ draw_line(dr, kl + t, kt, kl + t, kt + t, col_killer);
+ }
+ if (x+1 < cr && y > 0 && !has_right && !has_top
+ && state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[(y-1)*cr+x+1])
+ {
+ draw_line(dr, kcx + kcw - t, kt + t, kcx + kcw, kt + t, col_killer);
+ draw_line(dr, kcx + kcw - t, kt, kcx + kcw - t, kt + t, col_killer);
+ }
+ if (x > 0 && y+1 < cr && !has_left && !has_bottom
+ && state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[(y+1)*cr+x-1])
+ {
+ draw_line(dr, kl, kcy + kch - t, kl + t, kcy + kch - t, col_killer);
+ draw_line(dr, kl + t, kcy + kch - t, kl + t, kcy + kch, col_killer);
+ }
+ if (x+1 < cr && y+1 < cr && !has_right && !has_bottom
+ && state->kblocks->whichblock[y*cr+x] != state->kblocks->whichblock[(y+1)*cr+x+1])
+ {
+ draw_line(dr, kcx + kcw - t, kcy + kch - t, kcx + kcw - t, kcy + kch, col_killer);
+ draw_line(dr, kcx + kcw - t, kcy + kch - t, kcx + kcw, kcy + kch - t, col_killer);
+ }
+
+ }
+
+ if (state->killer && state->kgrid[y*cr+x]) {
+ sprintf (str, "%d", state->kgrid[y*cr+x]);
+ draw_text(dr, tx + GRIDEXTRA * 4, ty + GRIDEXTRA * 4 + TILE_SIZE/4,
+ FONT_VARIABLE, TILE_SIZE/4, ALIGN_VNORMAL | ALIGN_HLEFT,
+ col_killer, str);
+ }
+
/* new number needs drawing? */
if (state->grid[y*cr+x]) {
str[1] = '\0';
state->immutable[y*cr+x] ? COL_CLUE : (hl & 16) ? COL_ERROR : COL_USER, str);
} else {
int i, j, npencil;
- int pw, ph, pmax, fontsize;
+ int pl, pr, pt, pb;
+ float bestsize;
+ int pw, ph, minph, pbest, fontsize;
- /* count the pencil marks required */
+ /* Count the pencil marks required. */
for (i = npencil = 0; i < cr; i++)
if (state->pencil[(y*cr+x)*cr+i])
npencil++;
+ if (npencil) {
- /*
- * It's not sensible to arrange pencil marks in the same
- * layout as the squares within a block, because this leads
- * to the font being too small. Instead, we arrange pencil
- * marks in the nearest thing we can to a square layout,
- * and we adjust the square layout depending on the number
- * of pencil marks in the square.
- */
- for (pw = 1; pw * pw < npencil; pw++);
- if (pw < 3) pw = 3; /* otherwise it just looks _silly_ */
- ph = (npencil + pw - 1) / pw;
- if (ph < 2) ph = 2; /* likewise */
- pmax = max(pw, ph);
- fontsize = TILE_SIZE/(pmax*(11-pmax)/8);
-
- for (i = j = 0; i < cr; i++)
- if (state->pencil[(y*cr+x)*cr+i]) {
- int dx = j % pw, dy = j / pw;
-
- str[1] = '\0';
- str[0] = i + '1';
- if (str[0] > '9')
- str[0] += 'a' - ('9'+1);
- draw_text(dr, tx + (4*dx+3) * TILE_SIZE / (4*pw+2),
- ty + (4*dy+3) * TILE_SIZE / (4*ph+2),
- FONT_VARIABLE, fontsize,
- ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
- j++;
- }
+ minph = 2;
+
+ /*
+ * Determine the bounding rectangle within which we're going
+ * to put the pencil marks.
+ */
+ /* Start with the whole square */
+ pl = tx + GRIDEXTRA;
+ pr = pl + TILE_SIZE - GRIDEXTRA;
+ pt = ty + GRIDEXTRA;
+ pb = pt + TILE_SIZE - GRIDEXTRA;
+ if (state->killer) {
+ /*
+ * Make space for the Killer cages. We do this
+ * unconditionally, for uniformity between squares,
+ * rather than making it depend on whether a Killer
+ * cage edge is actually present on any given side.
+ */
+ pl += GRIDEXTRA * 3;
+ pr -= GRIDEXTRA * 3;
+ pt += GRIDEXTRA * 3;
+ pb -= GRIDEXTRA * 3;
+ if (state->kgrid[y*cr+x] != 0) {
+ /* Make further space for the Killer number. */
+ pt += TILE_SIZE/4;
+ /* minph--; */
+ }
+ }
+
+ /*
+ * We arrange our pencil marks in a grid layout, with
+ * the number of rows and columns adjusted to allow the
+ * maximum font size.
+ *
+ * So now we work out what the grid size ought to be.
+ */
+ bestsize = 0.0;
+ pbest = 0;
+ /* Minimum */
+ for (pw = 3; pw < max(npencil,4); pw++) {
+ float fw, fh, fs;
+
+ ph = (npencil + pw - 1) / pw;
+ ph = max(ph, minph);
+ fw = (pr - pl) / (float)pw;
+ fh = (pb - pt) / (float)ph;
+ fs = min(fw, fh);
+ if (fs > bestsize) {
+ bestsize = fs;
+ pbest = pw;
+ }
+ }
+ assert(pbest > 0);
+ pw = pbest;
+ ph = (npencil + pw - 1) / pw;
+ ph = max(ph, minph);
+
+ /*
+ * Now we've got our grid dimensions, work out the pixel
+ * size of a grid element, and round it to the nearest
+ * pixel. (We don't want rounding errors to make the
+ * grid look uneven at low pixel sizes.)
+ */
+ fontsize = min((pr - pl) / pw, (pb - pt) / ph);
+
+ /*
+ * Centre the resulting figure in the square.
+ */
+ pl = tx + (TILE_SIZE - fontsize * pw) / 2;
+ pt = ty + (TILE_SIZE - fontsize * ph) / 2;
+
+ /*
+ * And move it down a bit if it's collided with the
+ * Killer cage number.
+ */
+ if (state->killer && state->kgrid[y*cr+x] != 0) {
+ pt = max(pt, ty + GRIDEXTRA * 3 + TILE_SIZE/4);
+ }
+
+ /*
+ * Now actually draw the pencil marks.
+ */
+ for (i = j = 0; i < cr; i++)
+ if (state->pencil[(y*cr+x)*cr+i]) {
+ int dx = j % pw, dy = j / pw;
+
+ str[1] = '\0';
+ str[0] = i + '1';
+ if (str[0] > '9')
+ str[0] += 'a' - ('9'+1);
+ draw_text(dr, pl + fontsize * (2*dx+1) / 2,
+ pt + fontsize * (2*dy+1) / 2,
+ FONT_VARIABLE, fontsize,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
+ j++;
+ }
+ }
}
unclip(dr);
ds->hl[y*cr+x] = hl;
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int cr = state->cr;
int x, y;
* This array is used to keep track of rows, columns and boxes
* which contain a number more than once.
*/
- for (x = 0; x < cr * cr; x++)
+ for (x = 0; x < cr * ds->nregions; x++)
ds->entered_items[x] = 0;
for (x = 0; x < cr; x++)
for (y = 0; y < cr; y++) {
digit d = state->grid[y*cr+x];
if (d) {
- int box = state->blocks->whichblock[y*cr+x];
- ds->entered_items[x*cr+d-1] |= ((ds->entered_items[x*cr+d-1] & 1) << 1) | 1;
- ds->entered_items[y*cr+d-1] |= ((ds->entered_items[y*cr+d-1] & 4) << 1) | 4;
- ds->entered_items[box*cr+d-1] |= ((ds->entered_items[box*cr+d-1] & 16) << 1) | 16;
+ int box, kbox;
+
+ /* Rows */
+ ds->entered_items[x*cr+d-1]++;
+
+ /* Columns */
+ ds->entered_items[(y+cr)*cr+d-1]++;
+
+ /* Blocks */
+ box = state->blocks->whichblock[y*cr+x];
+ ds->entered_items[(box+2*cr)*cr+d-1]++;
+
+ /* Diagonals */
if (ds->xtype) {
if (ondiag0(y*cr+x))
- ds->entered_items[d-1] |= ((ds->entered_items[d-1] & 64) << 1) | 64;
+ ds->entered_items[(3*cr)*cr+d-1]++;
if (ondiag1(y*cr+x))
- ds->entered_items[cr+d-1] |= ((ds->entered_items[cr+d-1] & 64) << 1) | 64;
+ ds->entered_items[(3*cr+1)*cr+d-1]++;
+ }
+
+ /* Killer cages */
+ if (state->kblocks) {
+ kbox = state->kblocks->whichblock[y*cr+x];
+ ds->entered_items[(kbox+3*cr+2)*cr+d-1]++;
}
}
}
highlight = 1;
/* Highlight active input areas. */
- if (x == ui->hx && y == ui->hy)
+ if (x == ui->hx && y == ui->hy && ui->hshow)
highlight = ui->hpencil ? 2 : 1;
/* Mark obvious errors (ie, numbers which occur more than once
* in a single row, column, or box). */
- if (d && ((ds->entered_items[x*cr+d-1] & 2) ||
- (ds->entered_items[y*cr+d-1] & 8) ||
- (ds->entered_items[state->blocks->whichblock[y*cr+x]*cr+d-1] & 32) ||
- (ds->xtype && ((ondiag0(y*cr+x) && (ds->entered_items[d-1] & 128)) ||
- (ondiag1(y*cr+x) && (ds->entered_items[cr+d-1] & 128))))))
+ if (d && (ds->entered_items[x*cr+d-1] > 1 ||
+ ds->entered_items[(y+cr)*cr+d-1] > 1 ||
+ ds->entered_items[(state->blocks->whichblock[y*cr+x]
+ +2*cr)*cr+d-1] > 1 ||
+ (ds->xtype && ((ondiag0(y*cr+x) &&
+ ds->entered_items[(3*cr)*cr+d-1] > 1) ||
+ (ondiag1(y*cr+x) &&
+ ds->entered_items[(3*cr+1)*cr+d-1]>1)))||
+ (state->kblocks &&
+ ds->entered_items[(state->kblocks->whichblock[y*cr+x]
+ +3*cr+2)*cr+d-1] > 1)))
highlight |= 16;
+ if (d && state->kblocks) {
+ int i, b = state->kblocks->whichblock[y*cr+x];
+ int n_squares = state->kblocks->nr_squares[b];
+ int sum = 0, clue = 0;
+ for (i = 0; i < n_squares; i++) {
+ int xy = state->kblocks->blocks[b][i];
+ if (state->grid[xy] == 0)
+ break;
+
+ sum += state->grid[xy];
+ if (state->kgrid[xy]) {
+ assert(clue == 0);
+ clue = state->kgrid[xy];
+ }
+ }
+
+ if (i == n_squares) {
+ assert(clue != 0);
+ if (sum != clue)
+ highlight |= 32;
+ }
+ }
+
draw_number(dr, ds, state, x, y, highlight);
}
}
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return 0.0F;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
{
+ if (state->completed)
+ return FALSE;
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
* of pencil marks in the squares.
*/
game_compute_size(params, 900, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+/*
+ * Subfunction to draw the thick lines between cells. In order to do
+ * this using the line-drawing rather than rectangle-drawing API (so
+ * as to get line thicknesses to scale correctly) and yet have
+ * correctly mitred joins between lines, we must do this by tracing
+ * the boundary of each sub-block and drawing it in one go as a
+ * single polygon.
+ *
+ * This subfunction is also reused with thinner dotted lines to
+ * outline the Killer cages, this time offsetting the outline toward
+ * the interior of the affected squares.
+ */
+static void outline_block_structure(drawing *dr, game_drawstate *ds,
+ const game_state *state,
+ struct block_structure *blocks,
+ int ink, int inset)
+{
+ int cr = state->cr;
+ int *coords;
+ int bi, i, n;
+ int x, y, dx, dy, sx, sy, sdx, sdy;
+
+ /*
+ * Maximum perimeter of a k-omino is 2k+2. (Proof: start
+ * with k unconnected squares, with total perimeter 4k.
+ * Now repeatedly join two disconnected components
+ * together into a larger one; every time you do so you
+ * remove at least two unit edges, and you require k-1 of
+ * these operations to create a single connected piece, so
+ * you must have at most 4k-2(k-1) = 2k+2 unit edges left
+ * afterwards.)
+ */
+ coords = snewn(4*cr+4, int); /* 2k+2 points, 2 coords per point */
+
+ /*
+ * Iterate over all the blocks.
+ */
+ for (bi = 0; bi < blocks->nr_blocks; bi++) {
+ if (blocks->nr_squares[bi] == 0)
+ continue;
+
+ /*
+ * For each block, find a starting square within it
+ * which has a boundary at the left.
+ */
+ for (i = 0; i < cr; i++) {
+ int j = blocks->blocks[bi][i];
+ if (j % cr == 0 || blocks->whichblock[j-1] != bi)
+ break;
+ }
+ assert(i < cr); /* every block must have _some_ leftmost square */
+ x = blocks->blocks[bi][i] % cr;
+ y = blocks->blocks[bi][i] / cr;
+ dx = -1;
+ dy = 0;
+
+ /*
+ * Now begin tracing round the perimeter. At all
+ * times, (x,y) describes some square within the
+ * block, and (x+dx,y+dy) is some adjacent square
+ * outside it; so the edge between those two squares
+ * is always an edge of the block.
+ */
+ sx = x, sy = y, sdx = dx, sdy = dy; /* save starting position */
+ n = 0;
+ do {
+ int cx, cy, tx, ty, nin;
+
+ /*
+ * Advance to the next edge, by looking at the two
+ * squares beyond it. If they're both outside the block,
+ * we turn right (by leaving x,y the same and rotating
+ * dx,dy clockwise); if they're both inside, we turn
+ * left (by rotating dx,dy anticlockwise and contriving
+ * to leave x+dx,y+dy unchanged); if one of each, we go
+ * straight on (and may enforce by assertion that
+ * they're one of each the _right_ way round).
+ */
+ nin = 0;
+ tx = x - dy + dx;
+ ty = y + dx + dy;
+ nin += (tx >= 0 && tx < cr && ty >= 0 && ty < cr &&
+ blocks->whichblock[ty*cr+tx] == bi);
+ tx = x - dy;
+ ty = y + dx;
+ nin += (tx >= 0 && tx < cr && ty >= 0 && ty < cr &&
+ blocks->whichblock[ty*cr+tx] == bi);
+ if (nin == 0) {
+ /*
+ * Turn right.
+ */
+ int tmp;
+ tmp = dx;
+ dx = -dy;
+ dy = tmp;
+ } else if (nin == 2) {
+ /*
+ * Turn left.
+ */
+ int tmp;
+
+ x += dx;
+ y += dy;
+
+ tmp = dx;
+ dx = dy;
+ dy = -tmp;
+
+ x -= dx;
+ y -= dy;
+ } else {
+ /*
+ * Go straight on.
+ */
+ x -= dy;
+ y += dx;
+ }
+
+ /*
+ * Now enforce by assertion that we ended up
+ * somewhere sensible.
+ */
+ assert(x >= 0 && x < cr && y >= 0 && y < cr &&
+ blocks->whichblock[y*cr+x] == bi);
+ assert(x+dx < 0 || x+dx >= cr || y+dy < 0 || y+dy >= cr ||
+ blocks->whichblock[(y+dy)*cr+(x+dx)] != bi);
+
+ /*
+ * Record the point we just went past at one end of the
+ * edge. To do this, we translate (x,y) down and right
+ * by half a unit (so they're describing a point in the
+ * _centre_ of the square) and then translate back again
+ * in a manner rotated by dy and dx.
+ */
+ assert(n < 2*cr+2);
+ cx = ((2*x+1) + dy + dx) / 2;
+ cy = ((2*y+1) - dx + dy) / 2;
+ coords[2*n+0] = BORDER + cx * TILE_SIZE;
+ coords[2*n+1] = BORDER + cy * TILE_SIZE;
+ coords[2*n+0] -= dx * inset;
+ coords[2*n+1] -= dy * inset;
+ if (nin == 0) {
+ /*
+ * We turned right, so inset this corner back along
+ * the edge towards the centre of the square.
+ */
+ coords[2*n+0] -= dy * inset;
+ coords[2*n+1] += dx * inset;
+ } else if (nin == 2) {
+ /*
+ * We turned left, so inset this corner further
+ * _out_ along the edge into the next square.
+ */
+ coords[2*n+0] += dy * inset;
+ coords[2*n+1] -= dx * inset;
+ }
+ n++;
+
+ } while (x != sx || y != sy || dx != sdx || dy != sdy);
+
+ /*
+ * That's our polygon; now draw it.
+ */
+ draw_polygon(dr, coords, n, -1, ink);
+ }
+
+ sfree(coords);
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int cr = state->cr;
int ink = print_mono_colour(dr, 0);
}
/*
- * Thick lines between cells. In order to do this using the
- * line-drawing rather than rectangle-drawing API (so as to
- * get line thicknesses to scale correctly) and yet have
- * correctly mitred joins between lines, we must do this by
- * tracing the boundary of each sub-block and drawing it in
- * one go as a single polygon.
+ * Thick lines between cells.
*/
- {
- int *coords;
- int bi, i, n;
- int x, y, dx, dy, sx, sy, sdx, sdy;
-
- print_line_width(dr, 3 * TILE_SIZE / 40);
-
- /*
- * Maximum perimeter of a k-omino is 2k+2. (Proof: start
- * with k unconnected squares, with total perimeter 4k.
- * Now repeatedly join two disconnected components
- * together into a larger one; every time you do so you
- * remove at least two unit edges, and you require k-1 of
- * these operations to create a single connected piece, so
- * you must have at most 4k-2(k-1) = 2k+2 unit edges left
- * afterwards.)
- */
- coords = snewn(4*cr+4, int); /* 2k+2 points, 2 coords per point */
-
- /*
- * Iterate over all the blocks.
- */
- for (bi = 0; bi < cr; bi++) {
-
- /*
- * For each block, find a starting square within it
- * which has a boundary at the left.
- */
- for (i = 0; i < cr; i++) {
- int j = state->blocks->blocks[bi][i];
- if (j % cr == 0 || state->blocks->whichblock[j-1] != bi)
- break;
- }
- assert(i < cr); /* every block must have _some_ leftmost square */
- x = state->blocks->blocks[bi][i] % cr;
- y = state->blocks->blocks[bi][i] / cr;
- dx = -1;
- dy = 0;
-
- /*
- * Now begin tracing round the perimeter. At all
- * times, (x,y) describes some square within the
- * block, and (x+dx,y+dy) is some adjacent square
- * outside it; so the edge between those two squares
- * is always an edge of the block.
- */
- sx = x, sy = y, sdx = dx, sdy = dy; /* save starting position */
- n = 0;
- do {
- int cx, cy, tx, ty, nin;
-
- /*
- * To begin with, record the point at one end of
- * the edge. To do this, we translate (x,y) down
- * and right by half a unit (so they're describing
- * a point in the _centre_ of the square) and then
- * translate back again in a manner rotated by dy
- * and dx.
- */
- assert(n < 2*cr+2);
- cx = ((2*x+1) + dy + dx) / 2;
- cy = ((2*y+1) - dx + dy) / 2;
- coords[2*n+0] = BORDER + cx * TILE_SIZE;
- coords[2*n+1] = BORDER + cy * TILE_SIZE;
- n++;
-
- /*
- * Now advance to the next edge, by looking at the
- * two squares beyond it. If they're both outside
- * the block, we turn right (by leaving x,y the
- * same and rotating dx,dy clockwise); if they're
- * both inside, we turn left (by rotating dx,dy
- * anticlockwise and contriving to leave x+dx,y+dy
- * unchanged); if one of each, we go straight on
- * (and may enforce by assertion that they're one
- * of each the _right_ way round).
- */
- nin = 0;
- tx = x - dy + dx;
- ty = y + dx + dy;
- nin += (tx >= 0 && tx < cr && ty >= 0 && ty < cr &&
- state->blocks->whichblock[ty*cr+tx] == bi);
- tx = x - dy;
- ty = y + dx;
- nin += (tx >= 0 && tx < cr && ty >= 0 && ty < cr &&
- state->blocks->whichblock[ty*cr+tx] == bi);
- if (nin == 0) {
- /*
- * Turn right.
- */
- int tmp;
- tmp = dx;
- dx = -dy;
- dy = tmp;
- } else if (nin == 2) {
- /*
- * Turn left.
- */
- int tmp;
-
- x += dx;
- y += dy;
-
- tmp = dx;
- dx = dy;
- dy = -tmp;
+ print_line_width(dr, 3 * TILE_SIZE / 40);
+ outline_block_structure(dr, ds, state, state->blocks, ink, 0);
- x -= dx;
- y -= dy;
- } else {
- /*
- * Go straight on.
- */
- x -= dy;
- y += dx;
+ /*
+ * Killer cages and their totals.
+ */
+ if (state->kblocks) {
+ print_line_width(dr, TILE_SIZE / 40);
+ print_line_dotted(dr, TRUE);
+ outline_block_structure(dr, ds, state, state->kblocks, ink,
+ 5 * TILE_SIZE / 40);
+ print_line_dotted(dr, FALSE);
+ for (y = 0; y < cr; y++)
+ for (x = 0; x < cr; x++)
+ if (state->kgrid[y*cr+x]) {
+ char str[20];
+ sprintf(str, "%d", state->kgrid[y*cr+x]);
+ draw_text(dr,
+ BORDER+x*TILE_SIZE + 7*TILE_SIZE/40,
+ BORDER+y*TILE_SIZE + 16*TILE_SIZE/40,
+ FONT_VARIABLE, TILE_SIZE/4,
+ ALIGN_VNORMAL | ALIGN_HLEFT,
+ ink, str);
}
-
- /*
- * Now enforce by assertion that we ended up
- * somewhere sensible.
- */
- assert(x >= 0 && x < cr && y >= 0 && y < cr &&
- state->blocks->whichblock[y*cr+x] == bi);
- assert(x+dx < 0 || x+dx >= cr || y+dy < 0 || y+dy >= cr ||
- state->blocks->whichblock[(y+dy)*cr+(x+dx)] != bi);
-
- } while (x != sx || y != sy || dx != sdx || dy != sdy);
-
- /*
- * That's our polygon; now draw it.
- */
- draw_polygon(dr, coords, n, -1, ink);
- }
-
- sfree(coords);
}
/*
- * Numbers.
+ * Standard (non-Killer) clue numbers.
*/
for (y = 0; y < cr; y++)
for (x = 0; x < cr; x++)
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
game_state *s;
char *id = NULL, *desc, *err;
int grade = FALSE;
- int ret;
+ struct difficulty dlev;
while (--argc > 0) {
char *p = *++argv;
}
s = new_game(NULL, p, desc);
- ret = solver(s->cr, s->blocks, s->xtype, s->grid, DIFF_RECURSIVE);
+ dlev.maxdiff = DIFF_RECURSIVE;
+ dlev.maxkdiff = DIFF_KINTERSECT;
+ solver(s->cr, s->blocks, s->kblocks, s->xtype, s->grid, s->kgrid, &dlev);
if (grade) {
printf("Difficulty rating: %s\n",
- ret==DIFF_BLOCK ? "Trivial (blockwise positional elimination only)":
- ret==DIFF_SIMPLE ? "Basic (row/column/number elimination required)":
- ret==DIFF_INTERSECT ? "Intermediate (intersectional analysis required)":
- ret==DIFF_SET ? "Advanced (set elimination required)":
- ret==DIFF_EXTREME ? "Extreme (complex non-recursive techniques required)":
- ret==DIFF_RECURSIVE ? "Unreasonable (guesswork and backtracking required)":
- ret==DIFF_AMBIGUOUS ? "Ambiguous (multiple solutions exist)":
- ret==DIFF_IMPOSSIBLE ? "Impossible (no solution exists)":
+ dlev.diff==DIFF_BLOCK ? "Trivial (blockwise positional elimination only)":
+ dlev.diff==DIFF_SIMPLE ? "Basic (row/column/number elimination required)":
+ dlev.diff==DIFF_INTERSECT ? "Intermediate (intersectional analysis required)":
+ dlev.diff==DIFF_SET ? "Advanced (set elimination required)":
+ dlev.diff==DIFF_EXTREME ? "Extreme (complex non-recursive techniques required)":
+ dlev.diff==DIFF_RECURSIVE ? "Unreasonable (guesswork and backtracking required)":
+ dlev.diff==DIFF_AMBIGUOUS ? "Ambiguous (multiple solutions exist)":
+ dlev.diff==DIFF_IMPOSSIBLE ? "Impossible (no solution exists)":
"INTERNAL ERROR: unrecognised difficulty code");
+ if (p->killer)
+ printf("Killer difficulty: %s\n",
+ dlev.kdiff==DIFF_KSINGLE ? "Trivial (single square cages only)":
+ dlev.kdiff==DIFF_KMINMAX ? "Simple (maximum sum analysis required)":
+ dlev.kdiff==DIFF_KSUMS ? "Intermediate (sum possibilities)":
+ dlev.kdiff==DIFF_KINTERSECT ? "Advanced (sum region intersections)":
+ "INTERNAL ERROR: unrecognised difficulty code");
} else {
printf("%s\n", grid_text_format(s->cr, s->blocks, s->xtype, s->grid));
}
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */