X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=solo.c;h=a8a67e81445ea7240cfecc5ace84c8986ec9388e;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=1879a988792d80438be1a4a95fe4e0690dac2cea;hpb=ea13d39a1780406421d2e9aa01c4caeca100c9eb;p=sgt-puzzles.git diff --git a/solo.c b/solo.c index 1879a98..a8a67e8 100644 --- a/solo.c +++ b/solo.c @@ -107,18 +107,21 @@ int solver_show_working, solver_recurse_depth; 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, @@ -129,9 +132,74 @@ enum { 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 @@ -141,8 +209,9 @@ struct game_params { * 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 { @@ -151,20 +220,22 @@ 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 /* @@ -191,8 +262,9 @@ struct game_state { */ 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; @@ -204,8 +276,10 @@ static game_params *default_params(void) 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; } @@ -215,7 +289,7 @@ static void free_params(game_params *params) 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 */ @@ -228,22 +302,23 @@ static int game_fetch_preset(int i, char **name, game_params **params) 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 }; @@ -262,6 +337,7 @@ static void decode_params(game_params *ret, char const *string) ret->c = ret->r = atoi(string); ret->xtype = FALSE; + ret->killer = FALSE; while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; @@ -278,6 +354,9 @@ static void decode_params(game_params *ret, char const *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++; @@ -320,7 +399,7 @@ static void decode_params(game_params *ret, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char str[80]; @@ -330,6 +409,8 @@ static char *encode_params(game_params *params, int full) sprintf(str, "%dj", params->c); if (params->xtype) strcat(str, "x"); + if (params->killer) + strcat(str, "k"); if (full) { switch (params->symm) { @@ -354,12 +435,12 @@ static char *encode_params(game_params *params, int full) 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; @@ -383,27 +464,32 @@ static config_item *game_configure(game_params *params) 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); @@ -414,23 +500,147 @@ static game_params *custom_params(config_item *cfg) 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. * @@ -452,6 +662,10 @@ static char *validate_params(game_params *params, int full) * 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. @@ -496,7 +710,7 @@ static char *validate_params(game_params *params, int full) 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 @@ -511,6 +725,11 @@ struct solver_usage { * 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 @@ -524,6 +743,10 @@ struct solver_usage { 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) @@ -607,6 +830,24 @@ static void solver_place(struct solver_usage *usage, int x, int y, int 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, ... @@ -1149,6 +1390,256 @@ static int solver_forcing(struct solver_usage *usage, 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); @@ -1183,13 +1674,26 @@ static void solver_free_scratch(struct solver_scratch *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 @@ -1198,8 +1702,38 @@ static int solver(int cr, struct block_structure *blocks, int xtype, 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); @@ -1215,15 +1749,40 @@ static int solver(int cr, struct block_structure *blocks, int xtype, } 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 @@ -1266,76 +1825,310 @@ static int solver(int cr, struct block_structure *blocks, int xtype, } } - 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++) @@ -1379,7 +2172,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, } } - if (maxdiff <= DIFF_SIMPLE) + if (dlev->maxdiff <= DIFF_SIMPLE) break; /* @@ -1471,7 +2264,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, #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, @@ -1479,7 +2272,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, #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); @@ -1504,7 +2297,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, #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, @@ -1512,7 +2305,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, #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); @@ -1521,7 +2314,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, } } - if (maxdiff <= DIFF_INTERSECT) + if (dlev->maxdiff <= DIFF_INTERSECT) break; /* @@ -1616,7 +2409,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, 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) { @@ -1628,7 +2421,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, } } - if (maxdiff <= DIFF_SET) + if (dlev->maxdiff <= DIFF_SET) break; /* @@ -1674,7 +2467,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, * 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; @@ -1746,8 +2539,6 @@ static int solver(int cr, struct block_structure *blocks, int xtype, * main solver at every stage. */ for (i = 0; i < j; i++) { - int ret; - memcpy(outgrid, ingrid, cr * cr); outgrid[y*cr+x] = list[i]; @@ -1758,7 +2549,7 @@ static int solver(int cr, struct block_structure *blocks, int xtype, 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--; @@ -1772,12 +2563,12 @@ static int solver(int cr, struct block_structure *blocks, int xtype, * 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 */ @@ -1812,7 +2603,9 @@ static int solver(int cr, struct block_structure *blocks, int xtype, diff = DIFF_IMPOSSIBLE; } - got_result:; + got_result: + dlev->diff = diff; + dlev->kdiff = kdiff; #ifdef STANDALONE_SOLVER if (solver_show_working) @@ -1823,21 +2616,31 @@ static int solver(int cr, struct block_structure *blocks, int xtype, "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. * @@ -1862,6 +2665,9 @@ static int solver(int cr, struct block_structure *blocks, int xtype, * 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). */ /* @@ -1871,17 +2677,18 @@ static int solver(int cr, struct block_structure *blocks, int xtype, 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; @@ -1889,21 +2696,44 @@ struct gridgen_usage { 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. * @@ -1915,6 +2745,7 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid, int *steps) 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 @@ -1936,28 +2767,42 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid, int *steps) */ 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; } } @@ -1978,14 +2823,14 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid, int *steps) * 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); @@ -1996,7 +2841,7 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid, int *steps) 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. */ @@ -2006,7 +2851,7 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid, int *steps) } /* Revert the usage structure. */ - gridgen_place(usage, sx, sy, n, FALSE); + gridgen_remove(usage, sx, sy, n); usage->nspaces++; } @@ -2018,7 +2863,8 @@ static int gridgen_real(struct gridgen_usage *usage, digit *grid, int *steps) * 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; @@ -2039,16 +2885,24 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, 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; } @@ -2064,7 +2918,7 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, 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; @@ -2093,6 +2947,7 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, * 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); @@ -2105,11 +2960,46 @@ static int gridgen(int cr, struct block_structure *blocks, int xtype, * End of grid generator code. */ +static int check_killer_cage_sum(struct block_structure *kblocks, + digit *kgrid, digit *grid, int blk) +{ + /* + * Returns: -1 if the cage has any empty square; 0 if all squares + * are full but the sum is wrong; +1 if all squares are full and + * they have the right sum. + * + * Does not check uniqueness of numbers within the cage; that's + * done elsewhere (because in error highlighting it needs to be + * detected separately so as to flag the error in a visually + * different way). + */ + int n_squares = kblocks->nr_squares[blk]; + int sum = 0, clue = 0; + int i; + + for (i = 0; i < n_squares; i++) { + int xy = kblocks->blocks[blk][i]; + + if (grid[xy] == 0) + return -1; + sum += grid[xy]; + + if (kgrid[xy]) { + assert(clue == 0); + clue = kgrid[xy]; + } + } + + assert(clue != 0); + return sum == clue; +} + /* * 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, + digit *kgrid, int xtype, digit *grid) { unsigned char *used; int x, y, i, j, n; @@ -2162,6 +3052,32 @@ static int check_valid(int cr, struct block_structure *blocks, int xtype, } } + /* + * Check that each Killer cage, if any, contains at most one of + * everything. If we also know the clues for those cages (which we + * might not, when this function is called early in puzzle + * generation), we also check that they all have the right sum. + */ + 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; + } + + if (kgrid && check_killer_cage_sum(kblocks, kgrid, grid, i) != 1) { + sfree(used); + return FALSE; + } + } + } + /* * Check that each diagonal contains precisely one of everything. */ @@ -2189,7 +3105,8 @@ static int check_valid(int cr, struct block_structure *blocks, int xtype, 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; @@ -2284,86 +3201,467 @@ static char *encode_solve_move(int cr, digit *grid) 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)) + if (edge) { + while (currrun > 25) + *p++ = 'z', currrun -= 25; + if (currrun) + *p++ = 'a'-1 + currrun; + else + *p++ = '_'; + currrun = 0; + } else + currrun++; + } + return p; +} + +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; +} + +/* + * 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) { + /* + * 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, params->xtype, grid)); + assert(check_valid(cr, blocks, kblocks, NULL, params->xtype, grid)); /* * Save the solved grid in aux. @@ -2381,10 +3679,80 @@ static char *new_game_desc(game_params *params, random_state *rs, *aux = encode_solve_move(cr, grid); } - /* - * Now we have a solved grid, start removing things from it - * while preserving solubility. - */ + /* + * 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 @@ -2420,8 +3788,6 @@ static char *new_game_desc(game_params *params, random_state *rs, * 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; @@ -2430,16 +3796,19 @@ static char *new_game_desc(game_params *params, random_state *rs, 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! */ } @@ -2450,110 +3819,120 @@ static char *new_game_desc(game_params *params, random_state *rs, * 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') { @@ -2562,7 +3941,7 @@ static char *validate_desc(game_params *params, char *desc) /* 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') @@ -2576,288 +3955,200 @@ static char *validate_desc(game_params *params, char *desc) 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); - - 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 - - state->completed = state->cheated = FALSE; - - 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); + int cr = params->c * params->r, area = cr*cr; + char *err; - if (r == 1) { - int pos = 0; - int *dsf; - int nb; + err = validate_grid_desc(&desc, cr, area); + if (err) + return err; - assert(*desc == ','); + 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; - 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 if (*desc >= 'a' && *desc <= 'z') - c = *desc - 'a' + 1; - else - assert(!"Shouldn't get here"); - 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 /* @@ -2867,9 +4158,6 @@ static game_state *new_game(midend *me, game_params *params, char *desc) 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]) { @@ -2886,7 +4174,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) 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]); } @@ -2895,20 +4183,31 @@ static game_state *new_game(midend *me, game_params *params, char *desc) 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); @@ -2923,27 +4222,24 @@ static game_state *dup_game(game_state *state) 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 @@ -2954,13 +4250,16 @@ static char *solve_game(game_state *state, game_state *currstate, 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) { @@ -3162,8 +4461,22 @@ static char *grid_text_format(int cr, struct block_structure *blocks, 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); } @@ -3171,9 +4484,7 @@ static char *game_text_format(game_state *state) 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; /* @@ -3181,14 +4492,28 @@ struct game_ui { * 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; } @@ -3198,28 +4523,28 @@ static void free_ui(game_ui *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; } } @@ -3231,11 +4556,12 @@ struct game_drawstate { 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; @@ -3249,14 +4575,17 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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) { @@ -3264,47 +4593,57 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, * 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; @@ -3312,22 +4651,25 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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; @@ -3362,12 +4704,28 @@ static game_state *execute_move(game_state *from, char *move) * 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->kgrid, + 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 */ } @@ -3379,8 +4737,8 @@ static game_state *execute_move(game_state *from, char *move) #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; @@ -3391,7 +4749,7 @@ static void game_compute_size(game_params *params, int tilesize, } static void game_set_size(drawing *dr, game_drawstate *ds, - game_params *params, int tilesize) + const game_params *params, int tilesize) { ds->tilesize = tilesize; } @@ -3430,11 +4788,15 @@ static float *game_colours(frontend *fe, int *ncolours) 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; @@ -3448,7 +4810,15 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) 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; } @@ -3462,13 +4832,14 @@ static void game_free_drawstate(drawing *dr, game_drawstate *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 && @@ -3480,8 +4851,8 @@ static void draw_number(drawing *dr, game_drawstate *ds, game_state *state, 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; @@ -3525,6 +4896,96 @@ static void draw_number(drawing *dr, game_drawstate *ds, game_state *state, 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'; @@ -3536,42 +4997,113 @@ static void draw_number(drawing *dr, game_drawstate *ds, game_state *state, 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); @@ -3583,9 +5115,10 @@ static void draw_number(drawing *dr, game_drawstate *ds, game_state *state, 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; @@ -3613,21 +5146,36 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, * 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]++; } } } @@ -3646,18 +5194,31 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, 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) { + if (check_killer_cage_sum( + state->kblocks, state->kgrid, state->grid, + state->kblocks->whichblock[y*cr+x]) == 0) + highlight |= 32; + } + draw_number(dr, ds, state, x, y, highlight); } } @@ -3671,14 +5232,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } } -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) @@ -3686,12 +5247,19 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, 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; @@ -3701,11 +5269,180 @@ static void game_print_size(game_params *params, float *x, float *y) * 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); @@ -3753,152 +5490,36 @@ static void game_print(drawing *dr, game_state *state, int tilesize) } /* - * 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++) @@ -3935,7 +5556,7 @@ const struct game thegame = { 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, @@ -3950,6 +5571,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, TRUE, FALSE, game_print_size, game_print, FALSE, /* wants_statusbar */ FALSE, game_timing_state, @@ -3964,7 +5586,7 @@ int main(int argc, char **argv) game_state *s; char *id = NULL, *desc, *err; int grade = FALSE; - int ret; + struct difficulty dlev; while (--argc > 0) { char *p = *++argv; @@ -4001,18 +5623,27 @@ int main(int argc, char **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)); } @@ -4021,3 +5652,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */