COL_BACKGROUND,
COL_GRID,
COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
- COL_HIGHLIGHT, COL_LOWLIGHT,
+ COL_HIGHLIGHT, COL_LOWLIGHT, COL_SPENT = COL_LOWLIGHT,
NCOLOURS
};
struct game_params {
- int order, diff;
+ int order; /* Size of latin square */
+ int diff; /* Difficulty */
+ int adjacent; /* Puzzle indicators are 'adjacent number'
+ not 'greater-than'. */
};
#define F_IMMUTABLE 1 /* passed in as game description */
-#define F_GT_UP 2
-#define F_GT_RIGHT 4
-#define F_GT_DOWN 8
-#define F_GT_LEFT 16
+#define F_ADJ_UP 2
+#define F_ADJ_RIGHT 4
+#define F_ADJ_DOWN 8
+#define F_ADJ_LEFT 16
#define F_ERROR 32
#define F_ERROR_UP 64
#define F_ERROR_RIGHT 128
#define F_ERROR_DOWN 256
#define F_ERROR_LEFT 512
+#define F_SPENT_UP 1024
+#define F_SPENT_RIGHT 2048
+#define F_SPENT_DOWN 4096
+#define F_SPENT_LEFT 8192
+
+#define ADJ_TO_SPENT(x) ((x) << 9)
#define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
struct game_state {
- int order, completed, cheated;
+ int order, completed, cheated, adjacent;
digit *nums; /* actual numbers (size order^2) */
unsigned char *hints; /* remaining possiblities (size order^3) */
unsigned int *flags; /* flags (size order^2) */
*/
/* Steal the method from map.c for difficulty levels. */
-#define DIFFLIST(A) \
- A(LATIN,Trivial,t) \
- A(EASY,Easy,e) \
- A(SET,Tricky,k) \
- A(EXTREME,Extreme,x) \
- A(RECURSIVE,Recursive,r)
-
-#define ENUM(upper,title,lower) DIFF_ ## upper,
-#define TITLE(upper,title,lower) #title,
-#define ENCODE(upper,title,lower) #lower
-#define CONFIG(upper,title,lower) ":" #title
-enum { DIFFLIST(ENUM) DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
+#define DIFFLIST(A) \
+ A(LATIN,Trivial,NULL,t) \
+ A(EASY,Easy,solver_easy, e) \
+ A(SET,Tricky,solver_set, k) \
+ A(EXTREME,Extreme,NULL,x) \
+ A(RECURSIVE,Recursive,NULL,r)
+
+#define ENUM(upper,title,func,lower) DIFF_ ## upper,
+#define TITLE(upper,title,func,lower) #title,
+#define ENCODE(upper,title,func,lower) #lower
+#define CONFIG(upper,title,func,lower) ":" #title
+enum { DIFFLIST(ENUM) DIFFCOUNT, DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
static char const unequal_diffchars[] = DIFFLIST(ENCODE);
-#define DIFFCOUNT lenof(unequal_diffchars)
#define DIFFCONFIG DIFFLIST(CONFIG)
#define DEFAULT_PRESET 0
const static struct game_params unequal_presets[] = {
- { 4, DIFF_EASY },
- { 5, DIFF_EASY },
- { 5, DIFF_SET },
- { 5, DIFF_EXTREME },
- { 6, DIFF_EASY },
- { 6, DIFF_SET },
- { 6, DIFF_EXTREME },
- { 7, DIFF_SET },
- { 7, DIFF_EXTREME },
+ { 4, DIFF_EASY, 0 },
+ { 5, DIFF_EASY, 0 },
+ { 5, DIFF_SET, 0 },
+ { 5, DIFF_SET, 1 },
+ { 5, DIFF_EXTREME, 0 },
+ { 6, DIFF_EASY, 0 },
+ { 6, DIFF_SET, 0 },
+ { 6, DIFF_SET, 1 },
+ { 6, DIFF_EXTREME, 0 },
+ { 7, DIFF_SET, 0 },
+ { 7, DIFF_SET, 1 },
+ { 7, DIFF_EXTREME, 0 }
};
static int game_fetch_preset(int i, char **name, game_params **params)
ret = snew(game_params);
*ret = unequal_presets[i]; /* structure copy */
- sprintf(buf, "%dx%d %s", ret->order, ret->order,
+ sprintf(buf, "%s: %dx%d %s",
+ ret->adjacent ? "Adjacent" : "Unequal",
+ ret->order, ret->order,
unequal_diffnames[ret->diff]);
*name = dupstr(buf);
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 */
ret->order = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
+ if (*p == 'a') {
+ p++;
+ ret->adjacent = 1;
+ } else
+ ret->adjacent = 0;
+
if (*p == 'd') {
int i;
p++;
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char ret[80];
sprintf(ret, "%d", params->order);
+ if (params->adjacent)
+ sprintf(ret + strlen(ret), "a");
if (full)
sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
return dupstr(ret);
}
-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(3, config_item);
+ ret = snewn(4, config_item);
+
+ ret[0].name = "Mode";
+ ret[0].type = C_CHOICES;
+ ret[0].u.choices.choicenames = ":Unequal:Adjacent";
+ ret[0].u.choices.selected = params->adjacent;
- ret[0].name = "Size (s*s)";
- ret[0].type = C_STRING;
+ ret[1].name = "Size (s*s)";
+ ret[1].type = C_STRING;
sprintf(buf, "%d", params->order);
- ret[0].sval = dupstr(buf);
- ret[0].ival = 0;
+ ret[1].u.string.sval = dupstr(buf);
- ret[1].name = "Difficulty";
- ret[1].type = C_CHOICES;
- ret[1].sval = DIFFCONFIG;
- ret[1].ival = params->diff;
+ ret[2].name = "Difficulty";
+ ret[2].type = C_CHOICES;
+ ret[2].u.choices.choicenames = DIFFCONFIG;
+ ret[2].u.choices.selected = params->diff;
- ret[2].name = NULL;
- ret[2].type = C_END;
- ret[2].sval = NULL;
- ret[2].ival = 0;
+ ret[3].name = NULL;
+ ret[3].type = C_END;
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->order = atoi(cfg[0].sval);
- ret->diff = cfg[1].ival;
+ ret->adjacent = cfg[0].u.choices.selected;
+ ret->order = atoi(cfg[1].u.string.sval);
+ ret->diff = cfg[2].u.choices.selected;
return ret;
}
-static char *validate_params(game_params *params, int full)
+static const char *validate_params(const game_params *params, int full)
{
if (params->order < 3 || params->order > 32)
return "Order must be between 3 and 32";
if (params->diff >= DIFFCOUNT)
- return "Unknown difficulty rating.";
+ return "Unknown difficulty rating";
+ if (params->order < 5 && params->adjacent &&
+ params->diff >= DIFF_SET)
+ return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
return NULL;
}
* Various utility functions
*/
-static const struct { unsigned int f, fo, fe; int dx, dy; char c; } gtthan[] = {
- { F_GT_UP, F_GT_DOWN, F_ERROR_UP, 0, -1, '^' },
- { F_GT_RIGHT, F_GT_LEFT, F_ERROR_RIGHT, 1, 0, '>' },
- { F_GT_DOWN, F_GT_UP, F_ERROR_DOWN, 0, 1, 'v' },
- { F_GT_LEFT, F_GT_RIGHT, F_ERROR_LEFT, -1, 0, '<' }
+static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = {
+ { F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' },
+ { F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' },
+ { F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' },
+ { F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' }
};
-static game_state *blank_game(int order)
+static game_state *blank_game(int order, int adjacent)
{
game_state *state = snew(game_state);
int o2 = order*order, o3 = o2*order;
state->order = order;
+ state->adjacent = adjacent;
state->completed = state->cheated = 0;
state->nums = snewn(o2, digit);
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
- game_state *ret = blank_game(state->order);
+ game_state *ret = blank_game(state->order, state->adjacent);
int o2 = state->order*state->order, o3 = o2*state->order;
memcpy(ret->nums, state->nums, o2 * sizeof(digit));
#define CHECKG(x,y) grid[(y)*o+(x)]
/* Returns 0 if it finds an error, 1 otherwise. */
-static int check_gt(digit *grid, game_state *state,
- int x, int y, int dx, int dy)
-{
- int o = state->order;
- int n = CHECKG(x,y), dn = CHECKG(x+dx, y+dy);
-
- assert(n != 0);
- if (dn == 0) return 1;
-
- if (n <= dn) {
- debug(("check_gt error (%d,%d) (%d,%d)", x, y, x+dx, y+dy));
- return 0;
- }
- return 1;
-}
-
-/* Returns 0 if it finds an error, 1 otherwise. */
-static int check_num_gt(digit *grid, game_state *state,
+static int check_num_adj(digit *grid, game_state *state,
int x, int y, int me)
{
unsigned int f = GRID(state, flags, x, y);
- int ret = 1, i;
+ int ret = 1, i, o = state->order;
for (i = 0; i < 4; i++) {
- if ((f & gtthan[i].f) &&
- !check_gt(grid, state, x, y, gtthan[i].dx, gtthan[i].dy)) {
- if (me) GRID(state, flags, x, y) |= gtthan[i].fe;
- ret = 0;
+ int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn;
+
+ if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o)
+ continue;
+
+ n = CHECKG(x, y);
+ dn = CHECKG(x+dx, y+dy);
+
+ assert (n != 0);
+ if (dn == 0) continue;
+
+ if (state->adjacent) {
+ int gd = abs(n-dn);
+
+ if ((f & adjthan[i].f) && (gd != 1)) {
+ debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d",
+ x, y, n, x+dx, y+dy, dn));
+ if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
+ ret = 0;
+ }
+ if (!(f & adjthan[i].f) && (gd == 1)) {
+ debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d",
+ x, y, n, x+dx, y+dy, dn));
+ if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
+ ret = 0;
+ }
+
+ } else {
+ if ((f & adjthan[i].f) && (n <= dn)) {
+ debug(("check_adj error (%d,%d):%d not > (%d,%d):%d",
+ x, y, n, x+dx, y+dy, dn));
+ if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
+ ret = 0;
+ }
}
}
return ret;
ret = 0;
} else {
if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
- if (!check_num_gt(grid, state, x, y, mark_errors)) ret = -1;
+ if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
}
}
}
static int c2n(int c, int order) {
if (c < 0 || c > 0xff)
return -1;
- if (c == ' ' || c == '\010' || c == '\177')
+ if (c == ' ' || c == '\b')
return 0;
if (order < 10) {
- if (c >= '1' && c <= '9')
+ if (c >= '0' && c <= '9')
return (int)(c - '0');
} else {
if (c >= '0' && c <= '9')
return -1;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
int x, y, len, n;
char *ret, *p;
*p++ = n > 0 ? n2c(n, state->order) : '.';
if (x < (state->order-1)) {
- if (GRID(state, flags, x, y) & F_GT_RIGHT)
- *p++ = '>';
- else if (GRID(state, flags, x+1, y) & F_GT_LEFT)
- *p++ = '<';
- else
- *p++ = ' ';
+ if (state->adjacent) {
+ *p++ = (GRID(state, flags, x, y) & F_ADJ_RIGHT) ? '|' : ' ';
+ } else {
+ if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
+ *p++ = '>';
+ else if (GRID(state, flags, x+1, y) & F_ADJ_LEFT)
+ *p++ = '<';
+ else
+ *p++ = ' ';
+ }
}
}
*p++ = '\n';
if (y < (state->order-1)) {
for (x = 0; x < state->order; x++) {
- if (GRID(state, flags, x, y) & F_GT_DOWN)
- *p++ = 'v';
- else if (GRID(state, flags, x, y+1) & F_GT_UP)
- *p++ = '^';
- else
- *p++ = ' ';
+ if (state->adjacent) {
+ *p++ = (GRID(state, flags, x, y) & F_ADJ_DOWN) ? '-' : ' ';
+ } else {
+ if (GRID(state, flags, x, y) & F_ADJ_DOWN)
+ *p++ = 'v';
+ else if (GRID(state, flags, x, y+1) & F_ADJ_UP)
+ *p++ = '^';
+ else
+ *p++ = ' ';
+ }
if (x < state->order-1)
*p++ = ' ';
int len, gx, gy, lx, ly;
};
-typedef struct game_solver {
- struct latin_solver latin; /* keep first in struct! */
-
+struct solver_ctx {
game_state *state;
int nlinks, alinks;
struct solver_link *links;
-} game_solver;
-
-#if 0
-static void solver_debug(game_solver *solver, int wide)
-{
-#ifdef STANDALONE_SOLVER
- if (solver_show_working) {
- if (!wide)
- game_debug(solver->state);
- else
- latin_solver_debug(solver->latin.cube, solver->latin.o);
- }
-#endif
-}
-#endif
+};
-static void solver_add_link(game_solver *solver,
+static void solver_add_link(struct solver_ctx *ctx,
int gx, int gy, int lx, int ly, int len)
{
- if (solver->alinks < solver->nlinks+1) {
- solver->alinks = solver->alinks*2 + 1;
- /*debug(("resizing solver->links, new size %d", solver->alinks));*/
- solver->links = sresize(solver->links, solver->alinks, struct solver_link);
+ if (ctx->alinks < ctx->nlinks+1) {
+ ctx->alinks = ctx->alinks*2 + 1;
+ /*debug(("resizing ctx->links, new size %d", ctx->alinks));*/
+ ctx->links = sresize(ctx->links, ctx->alinks, struct solver_link);
}
- solver->links[solver->nlinks].gx = gx;
- solver->links[solver->nlinks].gy = gy;
- solver->links[solver->nlinks].lx = lx;
- solver->links[solver->nlinks].ly = ly;
- solver->links[solver->nlinks].len = len;
- solver->nlinks++;
+ ctx->links[ctx->nlinks].gx = gx;
+ ctx->links[ctx->nlinks].gy = gy;
+ ctx->links[ctx->nlinks].lx = lx;
+ ctx->links[ctx->nlinks].ly = ly;
+ ctx->links[ctx->nlinks].len = len;
+ ctx->nlinks++;
/*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
- len, lx, ly, gx, gy, solver->nlinks));*/
+ len, lx, ly, gx, gy, ctx->nlinks));*/
}
-static game_solver *new_solver(digit *grid, game_state *state)
+static struct solver_ctx *new_ctx(game_state *state)
{
- game_solver *solver = snew(game_solver);
+ struct solver_ctx *ctx = snew(struct solver_ctx);
int o = state->order;
int i, x, y;
unsigned int f;
- latin_solver_alloc(&solver->latin, grid, o);
+ ctx->nlinks = ctx->alinks = 0;
+ ctx->links = NULL;
+ ctx->state = state;
- solver->nlinks = solver->alinks = 0;
- solver->links = NULL;
+ if (state->adjacent) return ctx; /* adjacent mode doesn't use links. */
for (x = 0; x < o; x++) {
for (y = 0; y < o; y++) {
f = GRID(state, flags, x, y);
for (i = 0; i < 4; i++) {
- if (f & gtthan[i].f)
- solver_add_link(solver, x, y, x+gtthan[i].dx, y+gtthan[i].dy, 1);
+ if (f & adjthan[i].f)
+ solver_add_link(ctx, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1);
}
}
}
- return solver;
+ return ctx;
+}
+
+static void *clone_ctx(void *vctx)
+{
+ struct solver_ctx *ctx = (struct solver_ctx *)vctx;
+ return new_ctx(ctx->state);
}
-static void free_solver(game_solver *solver)
+static void free_ctx(void *vctx)
{
- if (solver->links) sfree(solver->links);
- latin_solver_free(&solver->latin);
- sfree(solver);
+ struct solver_ctx *ctx = (struct solver_ctx *)vctx;
+ if (ctx->links) sfree(ctx->links);
+ sfree(ctx);
}
-static void solver_nminmax(game_solver *usolver,
+static void solver_nminmax(struct latin_solver *solver,
int x, int y, int *min_r, int *max_r,
unsigned char **ns_r)
{
- struct latin_solver *solver = &usolver->latin;
- int o = usolver->latin.o, min = o, max = 0, n;
+ int o = solver->o, min = o, max = 0, n;
unsigned char *ns;
assert(x >= 0 && y >= 0 && x < o && y < o);
if (ns_r) *ns_r = ns;
}
-static int solver_links(game_solver *usolver)
+static int solver_links(struct latin_solver *solver, void *vctx)
{
+ struct solver_ctx *ctx = (struct solver_ctx *)vctx;
int i, j, lmin, gmax, nchanged = 0;
unsigned char *gns, *lns;
struct solver_link *link;
- struct latin_solver *solver = &usolver->latin;
- for (i = 0; i < usolver->nlinks; i++) {
- link = &usolver->links[i];
- solver_nminmax(usolver, link->gx, link->gy, NULL, &gmax, &gns);
- solver_nminmax(usolver, link->lx, link->ly, &lmin, NULL, &lns);
+ for (i = 0; i < ctx->nlinks; i++) {
+ link = &ctx->links[i];
+ solver_nminmax(solver, link->gx, link->gy, NULL, &gmax, &gns);
+ solver_nminmax(solver, link->lx, link->ly, &lmin, NULL, &lns);
for (j = 0; j < solver->o; j++) {
/* For the 'greater' end of the link, discount all numbers
if (solver_show_working) {
printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
solver_recurse_depth*4, "",
- link->gx, link->gy, link->lx, link->ly);
+ link->gx+1, link->gy+1, link->lx+1, link->ly+1);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "",
- j+1, link->gx, link->gy);
+ j+1, link->gx+1, link->gy+1);
}
#endif
cube(link->gx, link->gy, j+1) = FALSE;
if (solver_show_working) {
printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
solver_recurse_depth*4, "",
- link->gx, link->gy, link->lx, link->ly);
+ link->gx+1, link->gy+1, link->lx+1, link->ly+1);
printf("%*s ruling out %d at (%d,%d)\n",
solver_recurse_depth*4, "",
- j+1, link->lx, link->ly);
+ j+1, link->lx+1, link->ly+1);
}
#endif
cube(link->lx, link->ly, j+1) = FALSE;
return nchanged;
}
-static int solver_grid(digit *grid, int o, int maxdiff, void *ctx)
+static int solver_adjacent(struct latin_solver *solver, void *vctx)
{
- game_state *state = (game_state *)ctx;
- game_solver *solver;
- struct latin_solver *lsolver;
- struct latin_solver_scratch *scratch;
- int ret, diff = DIFF_LATIN, extreme;
+ struct solver_ctx *ctx = (struct solver_ctx *)vctx;
+ int nchanged = 0, x, y, i, n, o = solver->o, nx, ny, gd;
- assert(maxdiff <= DIFF_RECURSIVE);
+ /* Update possible values based on known values and adjacency clues. */
- assert(state->order == o);
- solver = new_solver(grid, state);
+ for (x = 0; x < o; x++) {
+ for (y = 0; y < o; y++) {
+ if (grid(x, y) == 0) continue;
- lsolver = &solver->latin;
- scratch = latin_solver_new_scratch(lsolver);
+ /* We have a definite number here. Make sure that any
+ * adjacent possibles reflect the adjacent/non-adjacent clue. */
- while (1) {
-cont:
- ret = latin_solver_diff_simple(lsolver);
- if (ret < 0) {
- diff = DIFF_IMPOSSIBLE;
- goto got_result;
- } else if (ret > 0) {
- diff = max(diff, DIFF_LATIN);
- goto cont;
- }
+ for (i = 0; i < 4; i++) {
+ int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
- if (maxdiff <= DIFF_LATIN)
- break;
+ nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
+ if (nx < 0 || ny < 0 || nx >= o || ny >= o)
+ continue;
- /* This bit is unequal-specific */
- ret = solver_links(solver);
- if (ret < 0) {
- diff = DIFF_IMPOSSIBLE;
- goto got_result;
- } else if (ret > 0) {
- diff = max(diff, DIFF_EASY);
- goto cont;
- }
+ for (n = 0; n < o; n++) {
+ /* Continue past numbers the adjacent square _could_ be,
+ * given the clue we have. */
+ gd = abs((n+1) - grid(x, y));
+ if (isadjacent && (gd == 1)) continue;
+ if (!isadjacent && (gd != 1)) continue;
- if (maxdiff <= DIFF_EASY)
- break;
+ if (cube(nx, ny, n+1) == FALSE)
+ continue; /* already discounted this possibility. */
- ret = latin_solver_diff_set(lsolver, scratch, &extreme);
- if (ret < 0) {
- diff = DIFF_IMPOSSIBLE;
- goto got_result;
- } else if (ret > 0) {
- diff = max(diff, extreme ? DIFF_EXTREME : DIFF_SET);
- goto cont;
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working) {
+ printf("%*sadjacent elimination, (%d,%d):%d %s (%d,%d):\n",
+ solver_recurse_depth*4, "",
+ x+1, y+1, grid(x, y), isadjacent ? "|" : "!|", nx+1, ny+1);
+ printf("%*s ruling out %d at (%d,%d)\n",
+ solver_recurse_depth*4, "", n+1, nx+1, ny+1);
+ }
+#endif
+ cube(nx, ny, n+1) = FALSE;
+ nchanged++;
+ }
+ }
}
+ }
- if (maxdiff <= DIFF_SET)
- break;
+ return nchanged;
+}
- /*
- * Forcing chains.
- */
- if (latin_solver_forcing(lsolver, scratch)) {
- diff = max(diff, DIFF_EXTREME);
- goto cont;
- }
+static int solver_adjacent_set(struct latin_solver *solver, void *vctx)
+{
+ struct solver_ctx *ctx = (struct solver_ctx *)vctx;
+ int x, y, i, n, nn, o = solver->o, nx, ny, gd;
+ int nchanged = 0, *scratch = snewn(o, int);
- /*
- * If we reach here, we have made no deductions in this
- * iteration, so the algorithm terminates.
- */
- break;
- }
- /*
- * Last chance: if we haven't fully solved the puzzle yet, try
- * recursing based on guesses for a particular square. We pick
- * one of the most constrained empty squares we can find, which
- * has the effect of pruning the search tree as much as
- * possible.
- */
- if (maxdiff == DIFF_RECURSIVE) {
- int nsol = latin_solver_recurse(lsolver, DIFF_RECURSIVE, solver_grid, ctx);
- if (nsol < 0) diff = DIFF_IMPOSSIBLE;
- else if (nsol == 1) diff = DIFF_RECURSIVE;
- else if (nsol > 1) diff = DIFF_AMBIGUOUS;
- /* if nsol == 0 then we were complete anyway
- * (and thus don't need to change diff) */
- } else {
- int cc = check_complete(grid, state, 0);
- if (cc == -1) diff = DIFF_IMPOSSIBLE;
- if (cc == 0) diff = DIFF_UNFINISHED;
- }
+ /* Update possible values based on other possible values
+ * of adjacent squares, and adjacency clues. */
+
+ for (x = 0; x < o; x++) {
+ for (y = 0; y < o; y++) {
+ for (i = 0; i < 4; i++) {
+ int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
+
+ nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
+ if (nx < 0 || ny < 0 || nx >= o || ny >= o)
+ continue;
+
+ /* We know the current possibles for the square (x,y)
+ * and also the adjacency clue from (x,y) to (nx,ny).
+ * Construct a maximum set of possibles for (nx,ny)
+ * in scratch, based on these constraints... */
+
+ memset(scratch, 0, o*sizeof(int));
-got_result:
+ for (n = 0; n < o; n++) {
+ if (cube(x, y, n+1) == FALSE) continue;
+
+ for (nn = 0; nn < o; nn++) {
+ if (n == nn) continue;
+
+ gd = abs(nn - n);
+ if (isadjacent && (gd != 1)) continue;
+ if (!isadjacent && (gd == 1)) continue;
+
+ scratch[nn] = 1;
+ }
+ }
+
+ /* ...and remove any possibilities for (nx,ny) that are
+ * currently set but are not indicated in scratch. */
+ for (n = 0; n < o; n++) {
+ if (scratch[n] == 1) continue;
+ if (cube(nx, ny, n+1) == FALSE) continue;
#ifdef STANDALONE_SOLVER
- if (solver_show_working)
- printf("%*s%s found\n",
- solver_recurse_depth*4, "",
- diff == DIFF_IMPOSSIBLE ? "no solution (impossible)" :
- diff == DIFF_UNFINISHED ? "no solution (unfinished)" :
- diff == DIFF_AMBIGUOUS ? "multiple solutions" :
- "one solution");
+ if (solver_show_working) {
+ printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n",
+ solver_recurse_depth*4, "",
+ x+1, y+1, isadjacent ? "|" : "!|", nx+1, ny+1);
+ printf("%*s ruling out %d at (%d,%d)\n",
+ solver_recurse_depth*4, "", n+1, nx+1, ny+1);
+ }
#endif
+ cube(nx, ny, n+1) = FALSE;
+ nchanged++;
+ }
+ }
+ }
+ }
- latin_solver_free_scratch(scratch);
- memcpy(state->hints, solver->latin.cube, o*o*o);
- free_solver(solver);
+ return nchanged;
+}
- return diff;
+static int solver_easy(struct latin_solver *solver, void *vctx)
+{
+ struct solver_ctx *ctx = (struct solver_ctx *)vctx;
+ if (ctx->state->adjacent)
+ return solver_adjacent(solver, vctx);
+ else
+ return solver_links(solver, vctx);
}
+static int solver_set(struct latin_solver *solver, void *vctx)
+{
+ struct solver_ctx *ctx = (struct solver_ctx *)vctx;
+ if (ctx->state->adjacent)
+ return solver_adjacent_set(solver, vctx);
+ else
+ return 0;
+}
+
+#define SOLVER(upper,title,func,lower) func,
+static usersolver_t const unequal_solvers[] = { DIFFLIST(SOLVER) };
+
static int solver_state(game_state *state, int maxdiff)
{
- int diff = solver_grid(state->nums, state->order, maxdiff, (void*)state);
+ struct solver_ctx *ctx = new_ctx(state);
+ struct latin_solver solver;
+ int diff;
+
+ latin_solver_alloc(&solver, state->nums, state->order);
+
+ diff = latin_solver_main(&solver, maxdiff,
+ DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
+ DIFF_EXTREME, DIFF_RECURSIVE,
+ unequal_solvers, ctx, clone_ctx, free_ctx);
+
+ memcpy(state->hints, solver.cube, state->order*state->order*state->order);
+
+ free_ctx(ctx);
+
+ latin_solver_free(&solver);
if (diff == DIFF_IMPOSSIBLE)
return -1;
return 1;
}
-static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
+static game_state *solver_hint(const game_state *state, int *diff_r,
+ int mindiff, int maxdiff)
{
game_state *ret = dup_game(state);
int diff, r = 0;
#ifdef STANDALONE_SOLVER
if (state->nums[loc] != latin[loc]) {
printf("inconsistency for (%d,%d): state %d latin %d\n",
- x, y, state->nums[loc], latin[loc]);
+ x+1, y+1, state->nums[loc], latin[loc]);
}
#endif
assert(state->nums[loc] == latin[loc]);
} else { /* add flag */
int lx, ly, lloc;
- if (state->flags[loc] & gtthan[which].f)
+ if (state->adjacent)
+ return 0; /* never add flag clues in adjacent mode (they're always
+ all present) */
+
+ if (state->flags[loc] & adjthan[which].f)
return 0; /* already has flag. */
- lx = x + gtthan[which].dx;
- ly = y + gtthan[which].dy;
+ lx = x + adjthan[which].dx;
+ ly = y + adjthan[which].dy;
if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
return 0; /* flag compares to off grid */
- lloc = loc + gtthan[which].dx + gtthan[which].dy*state->order;
+ lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order;
if (latin[loc] <= latin[lloc])
return 0; /* flag would be incorrect */
if (!checkonly) {
- state->flags[loc] |= gtthan[which].f;
+ state->flags[loc] |= adjthan[which].f;
}
}
return 1;
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("gg_remove_clue: removing %d at (%d,%d)",
- state->nums[loc], x, y);
+ state->nums[loc], x+1, y+1);
#endif
state->nums[loc] = 0;
}
} else { /* remove flag */
- if (!(state->flags[loc] & gtthan[which].f)) return 0;
+ if (state->adjacent)
+ return 0; /* never remove clues in adjacent mode. */
+
+ if (!(state->flags[loc] & adjthan[which].f)) return 0;
if (!checkonly) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
printf("gg_remove_clue: removing %c at (%d,%d)",
- gtthan[which].c, x, y);
+ adjthan[which].c, x+1, y+1);
#endif
- state->flags[loc] &= ~gtthan[which].f;
+ state->flags[loc] &= ~adjthan[which].f;
}
}
return 1;
{
int ls = state->order * state->order * 5;
int maxposs = 0, minclues = 5, best = -1, i, j;
- int nposs, nclues, loc, x, y;
+ int nposs, nclues, loc;
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
}
#endif
- for (i = 0; i < ls; i++) {
+ for (i = ls; i-- > 0 ;) {
if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
loc = scratch[i] / 5;
- x = loc % state->order; y = loc / state->order;
for (j = nposs = 0; j < state->order; j++) {
if (state->hints[loc*state->order + j]) nposs++;
}
for (j = nclues = 0; j < 4; j++) {
- if (state->flags[loc] & gtthan[j].f) nclues++;
+ if (state->flags[loc] & adjthan[j].f) nclues++;
}
if ((nposs > maxposs) ||
(nposs == maxposs && nclues < minclues)) {
best = i; maxposs = nposs; minclues = nclues;
#ifdef STANDALONE_SOLVER
- if (solver_show_working)
- printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].",
- best, x, y, nposs, nclues);
+ if (solver_show_working) {
+ int x = loc % state->order, y = loc / state->order;
+ printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
+ best, x+1, y+1, nposs, nclues);
+ }
#endif
}
}
int difficulty)
{
int o = new->order, o2 = o*o, lscratch = o2*5, i;
- game_state *copy = blank_game(new->order);
+ game_state *copy = blank_game(new->order, new->adjacent);
/* For each symbol (if it exists in new), try and remove it and
* solve again; if we couldn't solve without it put it back. */
gg_solved++;
if (solver_state(copy, difficulty) != 1) {
/* put clue back, we can't solve without it. */
- assert(gg_place_clue(new, scratch[i], latin, 0) == 1);
+ int ret = gg_place_clue(new, scratch[i], latin, 0);
+ assert(ret == 1);
} else {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
#endif
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static void add_adjacent_flags(game_state *state, digit *latin)
+{
+ int x, y, o = state->order;
+
+ /* All clues in adjacent mode are always present (the only variables are
+ * the numbers). This adds all the flags to state based on the supplied
+ * latin square. */
+
+ for (y = 0; y < o; y++) {
+ for (x = 0; x < o; x++) {
+ if (x < (o-1) && (abs(latin[y*o+x] - latin[y*o+x+1]) == 1)) {
+ GRID(state, flags, x, y) |= F_ADJ_RIGHT;
+ GRID(state, flags, x+1, y) |= F_ADJ_LEFT;
+ }
+ if (y < (o-1) && (abs(latin[y*o+x] - latin[(y+1)*o+x]) == 1)) {
+ GRID(state, flags, x, y) |= F_ADJ_DOWN;
+ GRID(state, flags, x, y+1) |= F_ADJ_UP;
+ }
+ }
+ }
+}
+
+static char *new_game_desc(const game_params *params_in, random_state *rs,
char **aux, int interactive)
{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
digit *sq = NULL;
int i, x, y, retlen, k, nsol;
- int o2 = params->order * params->order, ntries = 0;
+ int o2 = params->order * params->order, ntries = 1;
int *scratch, lscratch = o2*5;
char *ret, buf[80];
- game_state *state = blank_game(params->order);
+ game_state *state = blank_game(params->order, params->adjacent);
/* Generate a list of 'things to strip' (randomised later) */
scratch = snewn(lscratch, int);
- for (i = 0; i < lscratch; i++) scratch[i] = i;
+ /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
+ for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2);
generate:
#ifdef STANDALONE_SOLVER
if (solver_show_working)
- printf("new_game_desc: generating %s puzzle, ntries so far %d",
+ printf("new_game_desc: generating %s puzzle, ntries so far %d\n",
unequal_diffnames[params->diff], ntries);
#endif
if (sq) sfree(sq);
sq = latin_generate(params->order, rs);
latin_debug(sq, params->order);
- shuffle(scratch, lscratch, sizeof(int), rs);
+ /* Separately shuffle the numeric and inequality clues */
+ shuffle(scratch, lscratch/5, sizeof(int), rs);
+ shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs);
memset(state->nums, 0, o2 * sizeof(digit));
memset(state->flags, 0, o2 * sizeof(unsigned int));
+ if (state->adjacent) {
+ /* All adjacency flags are always present. */
+ add_adjacent_flags(state, sq);
+ }
+
gg_solved = 0;
if (game_assemble(state, scratch, sq, params->diff) < 0)
goto generate;
if (nsol > 0) {
#ifdef STANDALONE_SOLVER
if (solver_show_working)
- printf("game_assemble: puzzle as generated is too easy.");
+ printf("game_assemble: puzzle as generated is too easy.\n");
#endif
if (ntries < MAXTRIES) {
ntries++;
}
#ifdef STANDALONE_SOLVER
if (solver_show_working)
- printf("Unable to generate %s %dx%d after %d attempts.",
+ printf("Unable to generate %s %dx%d after %d attempts.\n",
unequal_diffnames[params->diff],
params->order, params->order, MAXTRIES);
#endif
}
#ifdef STANDALONE_SOLVER
if (solver_show_working)
- printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).",
+ printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
unequal_diffnames[params->diff], ntries, gg_solved);
#endif
unsigned int f = GRID(state, flags, x, y);
k = sprintf(buf, "%d%s%s%s%s,",
GRID(state, nums, x, y),
- (f & F_GT_UP) ? "U" : "",
- (f & F_GT_RIGHT) ? "R" : "",
- (f & F_GT_DOWN) ? "D" : "",
- (f & F_GT_LEFT) ? "L" : "");
+ (f & F_ADJ_UP) ? "U" : "",
+ (f & F_ADJ_RIGHT) ? "R" : "",
+ (f & F_ADJ_DOWN) ? "D" : "",
+ (f & F_ADJ_LEFT) ? "L" : "");
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
return ret;
}
-static game_state *load_game(game_params *params, char *desc,
- char **why_r)
+static game_state *load_game(const game_params *params, const char *desc,
+ const char **why_r)
{
- game_state *state = blank_game(params->order);
- char *p = desc;
+ game_state *state = blank_game(params->order, params->adjacent);
+ const char *p = desc;
int i = 0, n, o = params->order, x, y;
- char *why = NULL;
+ const char *why = NULL;
while (*p) {
while (*p >= 'a' && *p <= 'z') {
why = "Too much data to fill grid"; goto fail;
}
- if (*p < '0' && *p > '9') {
+ if (*p < '0' || *p > '9') {
why = "Expecting number in game description"; goto fail;
}
n = atoi(p);
while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
switch (*p) {
- case 'U': state->flags[i] |= F_GT_UP; break;
- case 'R': state->flags[i] |= F_GT_RIGHT; break;
- case 'D': state->flags[i] |= F_GT_DOWN; break;
- case 'L': state->flags[i] |= F_GT_LEFT; break;
+ case 'U': state->flags[i] |= F_ADJ_UP; break;
+ case 'R': state->flags[i] |= F_ADJ_RIGHT; break;
+ case 'D': state->flags[i] |= F_ADJ_DOWN; break;
+ case 'L': state->flags[i] |= F_ADJ_LEFT; break;
default: why = "Expecting flag URDL in game description"; goto fail;
}
p++;
for (y = 0; y < o; y++) {
for (x = 0; x < o; x++) {
for (n = 0; n < 4; n++) {
- if (GRID(state, flags, x, y) & gtthan[n].f) {
- int nx = x + gtthan[n].dx;
- int ny = y + gtthan[n].dy;
+ if (GRID(state, flags, x, y) & adjthan[n].f) {
+ int nx = x + adjthan[n].dx;
+ int ny = y + adjthan[n].dy;
/* a flag must not point us off the grid. */
if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
why = "Flags go off grid"; goto fail;
}
- /* if one cell is GT another, the other must not also
- * be GT the first. */
- if (GRID(state, flags, nx, ny) & gtthan[n].fo) {
- why = "Flags contradicting each other"; goto fail;
+ if (params->adjacent) {
+ /* if one cell is adjacent to another, the other must
+ * also be adjacent to the first. */
+ if (!(GRID(state, flags, nx, ny) & adjthan[n].fo)) {
+ why = "Flags contradicting each other"; goto fail;
+ }
+ } else {
+ /* if one cell is GT another, the other must _not_ also
+ * be GT the first. */
+ if (GRID(state, flags, nx, ny) & adjthan[n].fo) {
+ why = "Flags contradicting each other"; goto fail;
+ }
}
}
}
return NULL;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = load_game(params, desc, NULL);
if (!state) {
return state;
}
-static char *validate_desc(game_params *params, char *desc)
+static const char *validate_desc(const game_params *params, const char *desc)
{
- char *why = NULL;
+ const char *why = NULL;
game_state *dummy = load_game(params, desc, &why);
if (dummy) {
free_game(dummy);
return why;
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, const char **error)
{
game_state *solved;
int r;
if (!(solved->flags[r] & F_IMMUTABLE))
solved->nums[r] = 0;
}
- r = solver_state(solved, DIFFCOUNT);
+ r = solver_state(solved, DIFFCOUNT-1); /* always use full solver */
if (r > 0) ret = latin_desc(solved->nums, solved->order);
free_game(solved);
return ret;
*/
struct game_ui {
- int hx, hy, hpencil; /* as for solo.c, highlight pos and type */
- int cx, cy; /* cursor position (-1,-1 for none) */
+ int hx, hy; /* as for solo.c, highlight pos */
+ int hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
};
-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->cx = ui->cy = -1;
+ 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)
{
/* See solo.c; if we were pencil-mode highlighting and
* somehow a square has just been properly filled, cancel
* pencil mode. */
- if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
+ if (ui->hshow && ui->hpencil && !ui->hcursor &&
GRID(newstate, nums, ui->hx, ui->hy) != 0) {
- ui->hx = ui->hy = -1;
+ ui->hshow = 0;
}
}
struct game_drawstate {
- int tilesize, order, started;
- digit *nums; /* copy of nums, o^2 */
- unsigned char *hints; /* copy of hints, o^3 */
+ int tilesize, order, started, adjacent;
+ digit *nums; /* copy of nums, o^2 */
+ unsigned char *hints; /* copy of hints, o^3 */
unsigned int *flags; /* o^2 */
- int hx, hy, hpencil;
- int cx, cy;
+ int hx, hy, hshow, hpencil; /* as for game_ui. */
int hflash;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int ox, int oy, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int ox, int oy, int button)
{
int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
char buf[80];
+ int shift_or_control = button & (MOD_SHFT | MOD_CTRL);
button &= ~MOD_MASK;
- if (x >= 0 && x < ds->order && y >= 0 && y < ds->order) {
+ if (x >= 0 && x < ds->order && y >= 0 && y < ds->order && IS_MOUSE_DOWN(button)) {
+ if (oy - COORD(y) > TILE_SIZE && ox - COORD(x) > TILE_SIZE)
+ return NULL;
+
+ if (oy - COORD(y) > TILE_SIZE) {
+ if (GRID(state, flags, x, y) & F_ADJ_DOWN)
+ sprintf(buf, "F%d,%d,%d", x, y, F_SPENT_DOWN);
+ else if (y + 1 < ds->order && GRID(state, flags, x, y + 1) & F_ADJ_UP)
+ sprintf(buf, "F%d,%d,%d", x, y + 1, F_SPENT_UP);
+ else return NULL;
+ return dupstr(buf);
+ }
+
+ if (ox - COORD(x) > TILE_SIZE) {
+ if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
+ sprintf(buf, "F%d,%d,%d", x, y, F_SPENT_RIGHT);
+ else if (x + 1 < ds->order && GRID(state, flags, x + 1, y) & F_ADJ_LEFT)
+ sprintf(buf, "F%d,%d,%d", x + 1, y, F_SPENT_LEFT);
+ else return NULL;
+ return dupstr(buf);
+ }
+
if (button == LEFT_BUTTON) {
/* normal highlighting for non-immutable squares */
if (GRID(state, flags, x, y) & F_IMMUTABLE)
- ui->hx = ui->hy = -1;
- else if (x == ui->hx && y == ui->hy && ui->hpencil == 0)
- ui->hx = ui->hy = -1;
+ ui->hshow = 0;
+ else if (x == ui->hx && y == ui->hy &&
+ ui->hshow && ui->hpencil == 0)
+ ui->hshow = 0;
else {
ui->hx = x; ui->hy = y; ui->hpencil = 0;
+ ui->hshow = 1;
}
- return "";
+ ui->hcursor = 0;
+ return UI_UPDATE;
}
if (button == RIGHT_BUTTON) {
/* pencil highlighting for non-filled squares */
if (GRID(state, nums, x, y) != 0)
- ui->hx = ui->hy = -1;
- else if (x == ui->hx && y == ui->hy && ui->hpencil)
- ui->hx = ui->hy = -1;
+ ui->hshow = 0;
+ else if (x == ui->hx && y == ui->hy &&
+ ui->hshow && ui->hpencil)
+ ui->hshow = 0;
else {
ui->hx = x; ui->hy = y; ui->hpencil = 1;
+ ui->hshow = 1;
}
- return "";
+ ui->hcursor = 0;
+ return UI_UPDATE;
}
}
- if (button == 'H' || button == 'h')
- return dupstr("H");
- if (ui->hx != -1 && ui->hy != -1) {
+ if (IS_CURSOR_MOVE(button)) {
+ if (shift_or_control) {
+ int nx = ui->hx, ny = ui->hy, i, self;
+ move_cursor(button, &nx, &ny, ds->order, ds->order, FALSE);
+ ui->hshow = ui->hcursor = 1;
+
+ for (i = 0; i < 4 && (nx != ui->hx + adjthan[i].dx ||
+ ny != ui->hy + adjthan[i].dy); ++i);
+
+ if (i == 4)
+ return UI_UPDATE; /* invalid direction, i.e. out of
+ * the board */
+
+ if (!(GRID(state, flags, ui->hx, ui->hy) & adjthan[i].f ||
+ GRID(state, flags, nx, ny ) & adjthan[i].fo))
+ return UI_UPDATE; /* no clue to toggle */
+
+ if (state->adjacent)
+ self = (adjthan[i].dx >= 0 && adjthan[i].dy >= 0);
+ else
+ self = (GRID(state, flags, ui->hx, ui->hy) & adjthan[i].f);
+
+ if (self)
+ sprintf(buf, "F%d,%d,%d", ui->hx, ui->hy,
+ ADJ_TO_SPENT(adjthan[i].f));
+ else
+ sprintf(buf, "F%d,%d,%d", nx, ny,
+ ADJ_TO_SPENT(adjthan[i].fo));
+
+ return dupstr(buf);
+ } else {
+ move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order, FALSE);
+ ui->hshow = ui->hcursor = 1;
+ return UI_UPDATE;
+ }
+ }
+ if (ui->hshow && IS_CURSOR_SELECT(button)) {
+ ui->hpencil = 1 - ui->hpencil;
+ ui->hcursor = 1;
+ return UI_UPDATE;
+ }
+
+ n = c2n(button, state->order);
+ if (ui->hshow && n >= 0 && n <= ds->order) {
debug(("button %d, cbutton %d", button, (int)((char)button)));
- n = c2n(button, state->order);
debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
n, ui->hx, ui->hy, ui->hpencil,
GRID(state, flags, ui->hx, ui->hy),
GRID(state, nums, ui->hx, ui->hy)));
- if (n < 0 || n > ds->order)
- return NULL; /* out of range */
if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
return NULL; /* can't edit immutable square (!) */
if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
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 == 'H' || button == 'h')
+ return dupstr("H");
+ if (button == 'M' || button == 'm')
+ return dupstr("M");
+
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = NULL;
- int x, y, n, i;
+ int x, y, n, i, rc;
debug(("execute_move: %s", move));
}
return ret;
} else if (move[0] == 'S') {
- char *p;
+ const char *p;
ret = dup_game(state);
ret->completed = ret->cheated = TRUE;
p++;
}
if (*p) goto badmove;
- assert(check_complete(ret->nums, ret, 1) > 0);
+ rc = check_complete(ret->nums, ret, 1);
+ assert(rc > 0);
+ return ret;
+ } else if (move[0] == 'M') {
+ ret = dup_game(state);
+ for (x = 0; x < state->order; x++) {
+ for (y = 0; y < state->order; y++) {
+ for (n = 0; n < state->order; n++) {
+ HINT(ret, x, y, n) = 1;
+ }
+ }
+ }
return ret;
} else if (move[0] == 'H') {
return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
+ } else if (move[0] == 'F' && sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
+ x >= 0 && x < state->order && y >= 0 && y < state->order) {
+ ret = dup_game(state);
+ GRID(ret, flags, x, y) ^= n;
+ return ret;
}
badmove:
#define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
-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, order; } 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;
}
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 o2 = state->order*state->order, o3 = o2*state->order;
ds->tilesize = 0;
ds->order = state->order;
+ ds->adjacent = state->adjacent;
ds->nums = snewn(o2, digit);
ds->hints = snewn(o3, unsigned char);
memset(ds->hints, 0, o3);
memset(ds->flags, 0, o2*sizeof(unsigned int));
- ds->hx = ds->hy = ds->cx = ds->cy = -1;
- ds->started = ds->hpencil = ds->hflash = 0;
+ ds->hx = ds->hy = 0;
+ ds->started = ds->hshow = ds->hpencil = ds->hflash = 0;
return ds;
}
static void draw_gt(drawing *dr, int ox, int oy,
int dx1, int dy1, int dx2, int dy2, int col)
{
- draw_line(dr, ox, oy, ox+dx1, oy+dy1, col);
- draw_line(dr, ox+dx1, oy+dy1, ox+dx1+dx2, oy+dy1+dy2, col);
-}
+ int coords[12];
+ int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0);
+ coords[0] = ox + xdx;
+ coords[1] = oy + xdy;
+ coords[2] = ox + xdx + dx1;
+ coords[3] = oy + xdy + dy1;
+ coords[4] = ox + xdx + dx1 + dx2;
+ coords[5] = oy + xdy + dy1 + dy2;
+ coords[6] = ox - xdx + dx1 + dx2;
+ coords[7] = oy - xdy + dy1 + dy2;
+ coords[8] = ox - xdx + dx1;
+ coords[9] = oy - xdy + dy1;
+ coords[10] = ox - xdx;
+ coords[11] = oy - xdy;
+ draw_polygon(dr, coords, 6, col, col);
+}
+
+#define COLOUR(direction) (f & (F_ERROR_##direction) ? COL_ERROR : \
+ f & (F_SPENT_##direction) ? COL_SPENT : fg)
static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
- unsigned int f, int col, int needsupdate)
+ unsigned int f, int bg, int fg)
{
int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
- if (f & F_GT_UP) {
- draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
- (f & F_ERROR_UP) ? COL_ERROR : col);
- if (needsupdate) draw_update(dr, ox, oy-g, TILE_SIZE, g);
+ /* Draw all the greater-than signs emanating from this tile. */
+
+ if (f & F_ADJ_UP) {
+ if (bg >= 0) draw_rect(dr, ox, oy - g, TILE_SIZE, g, bg);
+ draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2, COLOUR(UP));
+ draw_update(dr, ox, oy-g, TILE_SIZE, g);
+ }
+ if (f & F_ADJ_RIGHT) {
+ if (bg >= 0) draw_rect(dr, ox + TILE_SIZE, oy, g, TILE_SIZE, bg);
+ draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2, COLOUR(RIGHT));
+ draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
+ }
+ if (f & F_ADJ_DOWN) {
+ if (bg >= 0) draw_rect(dr, ox, oy + TILE_SIZE, TILE_SIZE, g, bg);
+ draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2, COLOUR(DOWN));
+ draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
- if (f & F_GT_RIGHT) {
- draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
- (f & F_ERROR_RIGHT) ? COL_ERROR : col);
- if (needsupdate) draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
+ if (f & F_ADJ_LEFT) {
+ if (bg >= 0) draw_rect(dr, ox - g, oy, g, TILE_SIZE, bg);
+ draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2, COLOUR(LEFT));
+ draw_update(dr, ox-g, oy, g, TILE_SIZE);
}
- if (f & F_GT_DOWN) {
- draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
- (f & F_ERROR_DOWN) ? COL_ERROR : col);
- if (needsupdate) draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
+}
+
+static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy,
+ unsigned int f, int bg, int fg)
+{
+ int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4;
+
+ /* Draw all the adjacency bars relevant to this tile; we only have
+ * to worry about F_ADJ_RIGHT and F_ADJ_DOWN.
+ *
+ * If we _only_ have the error flag set (i.e. it's not supposed to be
+ * adjacent, but adjacent numbers were entered) draw an outline red bar.
+ */
+
+ if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) {
+ if (f & F_ADJ_RIGHT) {
+ draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COLOUR(RIGHT));
+ } else {
+ draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
+ }
+ } else if (bg >= 0) {
+ draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, bg);
}
- if (f & F_GT_LEFT) {
- draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
- (f & F_ERROR_LEFT) ? COL_ERROR : col);
- if (needsupdate) draw_update(dr, ox-g, oy, g, TILE_SIZE);
+ draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
+
+ if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) {
+ if (f & F_ADJ_DOWN) {
+ draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COLOUR(DOWN));
+ } else {
+ draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
+ }
+ } else if (bg >= 0) {
+ draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, bg);
}
+ draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
-static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
- game_ui *ui, int x, int y, int hflash)
+static void draw_furniture(drawing *dr, game_drawstate *ds,
+ const game_state *state, const game_ui *ui,
+ int x, int y, int hflash)
{
- int ox = COORD(x), oy = COORD(y), bg, hon, con;
+ int ox = COORD(x), oy = COORD(y), bg, hon;
unsigned int f = GRID(state, flags, x, y);
bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
- hon = (x == ui->hx && y == ui->hy);
- con = (x == ui->cx && y == ui->cy);
+ hon = (ui->hshow && x == ui->hx && y == ui->hy);
/* Clear square. */
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
}
/* Draw the square outline (which is the cursor, if we're the cursor). */
- draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE,
- con ? COL_GUESS : COL_GRID);
+ draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
- /* Draw the GT signs. */
- draw_gts(dr, ds, ox, oy, f, COL_TEXT, 1);
+ /* Draw the adjacent clue signs. */
+ if (ds->adjacent)
+ draw_adjs(dr, ds, ox, oy, f, COL_BACKGROUND, COL_GRID);
+ else
+ draw_gts(dr, ds, ox, oy, f, COL_BACKGROUND, COL_TEXT);
}
static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
}
}
-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 x, y, i, hchanged = 0, cchanged = 0, stale, hflash = 0;
+ int x, y, i, hchanged = 0, stale, hflash = 0;
debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
}
- if (ds->hx != ui->hx || ds->hy != ui->hy || ds->hpencil != ui->hpencil)
+ if (ds->hx != ui->hx || ds->hy != ui->hy ||
+ ds->hshow != ui->hshow || ds->hpencil != ui->hpencil)
hchanged = 1;
- if (ds->cx != ui->cx || ds->cy != ui->cy)
- cchanged = 1;
for (x = 0; x < ds->order; x++) {
for (y = 0; y < ds->order; y++) {
(x == ds->hx && y == ds->hy))
stale = 1;
}
- if (cchanged) {
- if ((x == ui->cx && y == ui->cy) ||
- (x == ds->cx && y == ds->cy))
- stale = 1;
- }
if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
GRID(ds, nums, x, y) = GRID(state, nums, x, y);
}
}
}
- ds->hx = ui->hx; ds->hy = ui->hy; ds->hpencil = ui->hpencil;
- ds->cx = ui->cx; ds->cy = ui->cy;
+ ds->hx = ui->hx; ds->hy = ui->hy;
+ ds->hshow = ui->hshow;
+ ds->hpencil = ui->hpencil;
+
ds->started = 1;
ds->hflash = hflash;
}
-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)
{
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;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int ink = print_mono_colour(dr, 0);
int x, y, o = state->order, ox, oy, n;
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
ink, str);
- draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink, 1);
+ if (state->adjacent)
+ draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
+ else
+ draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
}
}
}
const struct game thegame = {
"Unequal", "games.unequal", "unequal",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
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,
- 0, /* flags */
+ REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
};
/* ----------------------------------------------------------------------
#if 0 /* currently unused */
-static void debug_printf(char *fmt, ...)
+static void debug_printf(const char *fmt, ...)
{
char buf[4096];
va_list ap;
static int solve(game_params *p, char *desc, int debug)
{
- game_state *st = new_game(NULL, p, desc);
+ game_state *state = new_game(NULL, p, desc);
+ struct solver_ctx *ctx = new_ctx(state);
+ struct latin_solver solver;
int diff;
solver_show_working = debug;
- game_debug(st);
+ game_debug(state);
+
+ latin_solver_alloc(&solver, state->nums, state->order);
+
+ diff = latin_solver_main(&solver, DIFF_RECURSIVE,
+ DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
+ DIFF_EXTREME, DIFF_RECURSIVE,
+ unequal_solvers, ctx, clone_ctx, free_ctx);
+
+ free_ctx(ctx);
+
+ latin_solver_free(&solver);
- diff = solver_grid(st->nums, st->order, DIFF_RECURSIVE, (void*)st);
if (debug) pdiff(diff);
- game_debug(st);
- free_game(st);
+ game_debug(state);
+ free_game(state);
return diff;
}
static void check(game_params *p)
{
- char *msg = validate_params(p, 1);
+ const char *msg = validate_params(p, 1);
if (msg) {
fprintf(stderr, "%s: %s", quis, msg);
exit(1);
tt_start = tt_now = time(NULL);
- printf("Soak-generating a %dx%d grid, difficulty %s.\n",
+ printf("Soak-generating an %s %dx%d grid, difficulty %s.\n",
+ p->adjacent ? "adjacent" : "unequal",
p->order, p->order, unequal_diffnames[p->diff]);
while (1) {
int i;
for (i = 0; i < argc; i++) {
const char *id = *argv++;
- char *desc = strchr(id, ':'), *err;
+ char *desc = strchr(id, ':');
+ const char *err;
p = default_params();
if (desc) {
*desc++ = '\0';