c8c23a7f |
1 | /* |
2 | * keen.c: an implementation of the Times's 'KenKen' puzzle. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
9 | #include <ctype.h> |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | #include "latin.h" |
14 | |
15 | /* |
16 | * Difficulty levels. I do some macro ickery here to ensure that my |
17 | * enum and the various forms of my name list always match up. |
18 | */ |
19 | #define DIFFLIST(A) \ |
20 | A(EASY,Easy,solver_easy,e) \ |
21 | A(NORMAL,Normal,solver_normal,n) \ |
22 | A(HARD,Hard,solver_hard,h) \ |
23 | A(EXTREME,Extreme,NULL,x) \ |
24 | A(UNREASONABLE,Unreasonable,NULL,u) |
25 | #define ENUM(upper,title,func,lower) DIFF_ ## upper, |
26 | #define TITLE(upper,title,func,lower) #title, |
27 | #define ENCODE(upper,title,func,lower) #lower |
28 | #define CONFIG(upper,title,func,lower) ":" #title |
29 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
30 | static char const *const keen_diffnames[] = { DIFFLIST(TITLE) }; |
31 | static char const keen_diffchars[] = DIFFLIST(ENCODE); |
32 | #define DIFFCONFIG DIFFLIST(CONFIG) |
33 | |
34 | /* |
35 | * Clue notation. Important here that ADD and MUL come before SUB |
36 | * and DIV, and that DIV comes last. |
37 | */ |
38 | #define C_ADD 0x00000000L |
39 | #define C_MUL 0x20000000L |
40 | #define C_SUB 0x40000000L |
41 | #define C_DIV 0x60000000L |
42 | #define CMASK 0x60000000L |
43 | #define CUNIT 0x20000000L |
44 | |
45 | enum { |
46 | COL_BACKGROUND, |
47 | COL_GRID, |
48 | COL_USER, |
49 | COL_HIGHLIGHT, |
50 | COL_ERROR, |
51 | COL_PENCIL, |
52 | NCOLOURS |
53 | }; |
54 | |
55 | struct game_params { |
56 | int w, diff; |
57 | }; |
58 | |
59 | struct clues { |
60 | int refcount; |
61 | int w; |
62 | int *dsf; |
63 | long *clues; |
64 | }; |
65 | |
66 | struct game_state { |
67 | game_params par; |
68 | struct clues *clues; |
69 | digit *grid; |
70 | int *pencil; /* bitmaps using bits 1<<1..1<<n */ |
71 | int completed, cheated; |
72 | }; |
73 | |
74 | static game_params *default_params(void) |
75 | { |
76 | game_params *ret = snew(game_params); |
77 | |
78 | ret->w = 6; |
79 | ret->diff = DIFF_NORMAL; |
80 | |
81 | return ret; |
82 | } |
83 | |
84 | const static struct game_params keen_presets[] = { |
85 | { 4, DIFF_EASY }, |
86 | { 5, DIFF_EASY }, |
87 | { 6, DIFF_EASY }, |
88 | { 6, DIFF_NORMAL }, |
89 | { 6, DIFF_HARD }, |
90 | { 6, DIFF_EXTREME }, |
91 | { 6, DIFF_UNREASONABLE }, |
92 | { 9, DIFF_NORMAL }, |
93 | }; |
94 | |
95 | static int game_fetch_preset(int i, char **name, game_params **params) |
96 | { |
97 | game_params *ret; |
98 | char buf[80]; |
99 | |
100 | if (i < 0 || i >= lenof(keen_presets)) |
101 | return FALSE; |
102 | |
103 | ret = snew(game_params); |
104 | *ret = keen_presets[i]; /* structure copy */ |
105 | |
106 | sprintf(buf, "%dx%d %s", ret->w, ret->w, keen_diffnames[ret->diff]); |
107 | |
108 | *name = dupstr(buf); |
109 | *params = ret; |
110 | return TRUE; |
111 | } |
112 | |
113 | static void free_params(game_params *params) |
114 | { |
115 | sfree(params); |
116 | } |
117 | |
118 | static game_params *dup_params(game_params *params) |
119 | { |
120 | game_params *ret = snew(game_params); |
121 | *ret = *params; /* structure copy */ |
122 | return ret; |
123 | } |
124 | |
125 | static void decode_params(game_params *params, char const *string) |
126 | { |
127 | char const *p = string; |
128 | |
129 | params->w = atoi(p); |
130 | while (*p && isdigit((unsigned char)*p)) p++; |
131 | |
132 | if (*p == 'd') { |
133 | int i; |
134 | p++; |
135 | params->diff = DIFFCOUNT+1; /* ...which is invalid */ |
136 | if (*p) { |
137 | for (i = 0; i < DIFFCOUNT; i++) { |
138 | if (*p == keen_diffchars[i]) |
139 | params->diff = i; |
140 | } |
141 | p++; |
142 | } |
143 | } |
144 | } |
145 | |
146 | static char *encode_params(game_params *params, int full) |
147 | { |
148 | char ret[80]; |
149 | |
150 | sprintf(ret, "%d", params->w); |
151 | if (full) |
152 | sprintf(ret + strlen(ret), "d%c", keen_diffchars[params->diff]); |
153 | |
154 | return dupstr(ret); |
155 | } |
156 | |
157 | static config_item *game_configure(game_params *params) |
158 | { |
159 | config_item *ret; |
160 | char buf[80]; |
161 | |
162 | ret = snewn(3, config_item); |
163 | |
164 | ret[0].name = "Grid size"; |
165 | ret[0].type = C_STRING; |
166 | sprintf(buf, "%d", params->w); |
167 | ret[0].sval = dupstr(buf); |
168 | ret[0].ival = 0; |
169 | |
170 | ret[1].name = "Difficulty"; |
171 | ret[1].type = C_CHOICES; |
172 | ret[1].sval = DIFFCONFIG; |
173 | ret[1].ival = params->diff; |
174 | |
175 | ret[2].name = NULL; |
176 | ret[2].type = C_END; |
177 | ret[2].sval = NULL; |
178 | ret[2].ival = 0; |
179 | |
180 | return ret; |
181 | } |
182 | |
183 | static game_params *custom_params(config_item *cfg) |
184 | { |
185 | game_params *ret = snew(game_params); |
186 | |
187 | ret->w = atoi(cfg[0].sval); |
188 | ret->diff = cfg[1].ival; |
189 | |
190 | return ret; |
191 | } |
192 | |
193 | static char *validate_params(game_params *params, int full) |
194 | { |
195 | if (params->w < 3 || params->w > 9) |
196 | return "Grid size must be between 3 and 9"; |
197 | if (params->diff >= DIFFCOUNT) |
198 | return "Unknown difficulty rating"; |
199 | return NULL; |
200 | } |
201 | |
202 | /* ---------------------------------------------------------------------- |
203 | * Solver. |
204 | */ |
205 | |
206 | struct solver_ctx { |
207 | int w, diff; |
208 | int nboxes; |
209 | int *boxes, *boxlist, *whichbox; |
210 | long *clues; |
211 | digit *soln; |
212 | digit *dscratch; |
213 | int *iscratch; |
214 | }; |
215 | |
216 | static void solver_clue_candidate(struct solver_ctx *ctx, int diff, int box) |
217 | { |
218 | int w = ctx->w; |
219 | int n = ctx->boxes[box+1] - ctx->boxes[box]; |
220 | int j; |
221 | |
222 | /* |
223 | * This function is called from the main clue-based solver |
224 | * routine when we discover a candidate layout for a given clue |
225 | * box consistent with everything we currently know about the |
226 | * digit constraints in that box. We expect to find the digits |
227 | * of the candidate layout in ctx->dscratch, and we update |
228 | * ctx->iscratch as appropriate. |
229 | */ |
230 | if (diff == DIFF_EASY) { |
231 | unsigned mask = 0; |
232 | /* |
233 | * Easy-mode clue deductions: we do not record information |
234 | * about which squares take which values, so we amalgamate |
235 | * all the values in dscratch and OR them all into |
236 | * everywhere. |
237 | */ |
238 | for (j = 0; j < n; j++) |
239 | mask |= 1 << ctx->dscratch[j]; |
240 | for (j = 0; j < n; j++) |
241 | ctx->iscratch[j] |= mask; |
242 | } else if (diff == DIFF_NORMAL) { |
243 | /* |
244 | * Normal-mode deductions: we process the information in |
245 | * dscratch in the obvious way. |
246 | */ |
247 | for (j = 0; j < n; j++) |
248 | ctx->iscratch[j] |= 1 << ctx->dscratch[j]; |
249 | } else if (diff == DIFF_HARD) { |
250 | /* |
251 | * Hard-mode deductions: instead of ruling things out |
252 | * _inside_ the clue box, we look for numbers which occur in |
253 | * a given row or column in all candidate layouts, and rule |
254 | * them out of all squares in that row or column that |
255 | * _aren't_ part of this clue box. |
256 | */ |
257 | int *sq = ctx->boxlist + ctx->boxes[box]; |
258 | |
259 | for (j = 0; j < 2*w; j++) |
260 | ctx->iscratch[2*w+j] = 0; |
261 | for (j = 0; j < n; j++) { |
262 | int x = sq[j] / w, y = sq[j] % w; |
263 | ctx->iscratch[2*w+x] |= 1 << ctx->dscratch[j]; |
264 | ctx->iscratch[3*w+y] |= 1 << ctx->dscratch[j]; |
265 | } |
266 | for (j = 0; j < 2*w; j++) |
267 | ctx->iscratch[j] &= ctx->iscratch[2*w+j]; |
268 | } |
269 | } |
270 | |
271 | static int solver_common(struct latin_solver *solver, void *vctx, int diff) |
272 | { |
273 | struct solver_ctx *ctx = (struct solver_ctx *)vctx; |
274 | int w = ctx->w; |
275 | int box, i, j, k; |
276 | int ret = 0, total; |
277 | |
278 | /* |
279 | * Iterate over each clue box and deduce what we can. |
280 | */ |
281 | for (box = 0; box < ctx->nboxes; box++) { |
282 | int *sq = ctx->boxlist + ctx->boxes[box]; |
283 | int n = ctx->boxes[box+1] - ctx->boxes[box]; |
450d3df0 |
284 | long value = ctx->clues[box] & ~CMASK; |
285 | long op = ctx->clues[box] & CMASK; |
c8c23a7f |
286 | |
287 | if (diff == DIFF_HARD) { |
288 | for (i = 0; i < n; i++) |
289 | ctx->iscratch[i] = (1 << (w+1)) - (1 << 1); |
290 | } else { |
291 | for (i = 0; i < n; i++) |
292 | ctx->iscratch[i] = 0; |
293 | } |
294 | |
295 | switch (op) { |
296 | case C_SUB: |
297 | case C_DIV: |
298 | /* |
299 | * These two clue types must always apply to a box of |
300 | * area 2. Also, the two digits in these boxes can never |
301 | * be the same (because any domino must have its two |
302 | * squares in either the same row or the same column). |
303 | * So we simply iterate over all possibilities for the |
304 | * two squares (both ways round), rule out any which are |
305 | * inconsistent with the digit constraints we already |
306 | * have, and update the digit constraints with any new |
307 | * information thus garnered. |
308 | */ |
309 | assert(n == 2); |
310 | |
311 | for (i = 1; i <= w; i++) { |
312 | j = (op == C_SUB ? i + value : i * value); |
313 | if (j > w) break; |
314 | |
315 | /* (i,j) is a valid digit pair. Try it both ways round. */ |
316 | |
317 | if (solver->cube[sq[0]*w+i-1] && |
318 | solver->cube[sq[1]*w+j-1]) { |
319 | ctx->dscratch[0] = i; |
320 | ctx->dscratch[1] = j; |
321 | solver_clue_candidate(ctx, diff, box); |
322 | } |
323 | |
324 | if (solver->cube[sq[0]*w+j-1] && |
325 | solver->cube[sq[1]*w+i-1]) { |
326 | ctx->dscratch[0] = j; |
327 | ctx->dscratch[1] = i; |
328 | solver_clue_candidate(ctx, diff, box); |
329 | } |
330 | } |
331 | |
332 | break; |
333 | |
334 | case C_ADD: |
335 | case C_MUL: |
336 | /* |
337 | * For these clue types, I have no alternative but to go |
338 | * through all possible number combinations. |
339 | * |
340 | * Instead of a tedious physical recursion, I iterate in |
341 | * the scratch array through all possibilities. At any |
342 | * given moment, i indexes the element of the box that |
343 | * will next be incremented. |
344 | */ |
345 | i = 0; |
346 | ctx->dscratch[i] = 0; |
347 | total = value; /* start with the identity */ |
348 | while (1) { |
349 | if (i < n) { |
350 | /* |
351 | * Find the next valid value for cell i. |
352 | */ |
353 | for (j = ctx->dscratch[i] + 1; j <= w; j++) { |
354 | if (op == C_ADD ? (total < j) : (total % j != 0)) |
355 | continue; /* this one won't fit */ |
356 | if (!solver->cube[sq[i]*w+j-1]) |
357 | continue; /* this one is ruled out already */ |
358 | for (k = 0; k < i; k++) |
359 | if (ctx->dscratch[k] == j && |
360 | (sq[k] % w == sq[i] % w || |
361 | sq[k] / w == sq[i] / w)) |
362 | break; /* clashes with another row/col */ |
363 | if (k < i) |
364 | continue; |
365 | |
366 | /* Found one. */ |
367 | break; |
368 | } |
369 | |
370 | if (j > w) { |
371 | /* No valid values left; drop back. */ |
372 | i--; |
373 | if (i < 0) |
374 | break; /* overall iteration is finished */ |
375 | if (op == C_ADD) |
376 | total += ctx->dscratch[i]; |
377 | else |
378 | total *= ctx->dscratch[i]; |
379 | } else { |
380 | /* Got a valid value; store it and move on. */ |
381 | ctx->dscratch[i++] = j; |
382 | if (op == C_ADD) |
383 | total -= j; |
384 | else |
385 | total /= j; |
386 | ctx->dscratch[i] = 0; |
387 | } |
388 | } else { |
389 | if (total == (op == C_ADD ? 0 : 1)) |
390 | solver_clue_candidate(ctx, diff, box); |
391 | i--; |
392 | if (op == C_ADD) |
393 | total += ctx->dscratch[i]; |
394 | else |
395 | total *= ctx->dscratch[i]; |
396 | } |
397 | } |
398 | |
399 | break; |
400 | } |
401 | |
402 | if (diff < DIFF_HARD) { |
403 | #ifdef STANDALONE_SOLVER |
404 | char prefix[256]; |
405 | |
406 | if (solver_show_working) |
407 | sprintf(prefix, "%*susing clue at (%d,%d):\n", |
408 | solver_recurse_depth*4, "", |
409 | sq[0]/w+1, sq[0]%w+1); |
410 | else |
411 | prefix[0] = '\0'; /* placate optimiser */ |
412 | #endif |
413 | |
414 | for (i = 0; i < n; i++) |
415 | for (j = 1; j <= w; j++) { |
416 | if (solver->cube[sq[i]*w+j-1] && |
417 | !(ctx->iscratch[i] & (1 << j))) { |
418 | #ifdef STANDALONE_SOLVER |
419 | if (solver_show_working) { |
420 | printf("%s%*s ruling out %d at (%d,%d)\n", |
421 | prefix, solver_recurse_depth*4, "", |
422 | j, sq[i]/w+1, sq[i]%w+1); |
423 | prefix[0] = '\0'; |
424 | } |
425 | #endif |
426 | solver->cube[sq[i]*w+j-1] = 0; |
427 | ret = 1; |
428 | } |
429 | } |
430 | } else { |
431 | #ifdef STANDALONE_SOLVER |
432 | char prefix[256]; |
433 | |
434 | if (solver_show_working) |
435 | sprintf(prefix, "%*susing clue at (%d,%d):\n", |
436 | solver_recurse_depth*4, "", |
437 | sq[0]/w+1, sq[0]%w+1); |
438 | else |
439 | prefix[0] = '\0'; /* placate optimiser */ |
440 | #endif |
441 | |
442 | for (i = 0; i < 2*w; i++) { |
443 | int start = (i < w ? i*w : i-w); |
444 | int step = (i < w ? 1 : w); |
445 | for (j = 1; j <= w; j++) if (ctx->iscratch[i] & (1 << j)) { |
446 | #ifdef STANDALONE_SOLVER |
447 | char prefix2[256]; |
448 | |
449 | if (solver_show_working) |
450 | sprintf(prefix2, "%*s this clue requires %d in" |
451 | " %s %d:\n", solver_recurse_depth*4, "", |
452 | j, i < w ? "column" : "row", i%w+1); |
453 | else |
454 | prefix2[0] = '\0'; /* placate optimiser */ |
455 | #endif |
456 | |
457 | for (k = 0; k < w; k++) { |
458 | int pos = start + k*step; |
459 | if (ctx->whichbox[pos] != box && |
460 | solver->cube[pos*w+j-1]) { |
461 | #ifdef STANDALONE_SOLVER |
462 | if (solver_show_working) { |
463 | printf("%s%s%*s ruling out %d at (%d,%d)\n", |
464 | prefix, prefix2, |
465 | solver_recurse_depth*4, "", |
466 | j, pos/w+1, pos%w+1); |
467 | prefix[0] = prefix2[0] = '\0'; |
468 | } |
469 | #endif |
470 | solver->cube[pos*w+j-1] = 0; |
471 | ret = 1; |
472 | } |
473 | } |
474 | } |
475 | } |
476 | |
477 | /* |
478 | * Once we find one block we can do something with in |
479 | * this way, revert to trying easier deductions, so as |
480 | * not to generate solver diagnostics that make the |
481 | * problem look harder than it is. (We have to do this |
482 | * for the Hard deductions but not the Easy/Normal ones, |
483 | * because only the Hard deductions are cross-box.) |
484 | */ |
485 | if (ret) |
486 | return ret; |
487 | } |
488 | } |
489 | |
490 | return ret; |
491 | } |
492 | |
493 | static int solver_easy(struct latin_solver *solver, void *vctx) |
494 | { |
495 | /* |
496 | * Omit the EASY deductions when solving at NORMAL level, since |
497 | * the NORMAL deductions are a superset of them anyway and it |
498 | * saves on time and confusing solver diagnostics. |
499 | * |
500 | * Note that this breaks the natural semantics of the return |
501 | * value of latin_solver. Without this hack, you could determine |
502 | * a puzzle's difficulty in one go by trying to solve it at |
503 | * maximum difficulty and seeing what difficulty value was |
504 | * returned; but with this hack, solving an Easy puzzle on |
505 | * Normal difficulty will typically return Normal. Hence the |
506 | * uses of the solver to determine difficulty are all arranged |
507 | * so as to double-check by re-solving at the next difficulty |
508 | * level down and making sure it failed. |
509 | */ |
510 | struct solver_ctx *ctx = (struct solver_ctx *)vctx; |
511 | if (ctx->diff > DIFF_EASY) |
512 | return 0; |
513 | return solver_common(solver, vctx, DIFF_EASY); |
514 | } |
515 | |
516 | static int solver_normal(struct latin_solver *solver, void *vctx) |
517 | { |
518 | return solver_common(solver, vctx, DIFF_NORMAL); |
519 | } |
520 | |
521 | static int solver_hard(struct latin_solver *solver, void *vctx) |
522 | { |
523 | return solver_common(solver, vctx, DIFF_HARD); |
524 | } |
525 | |
526 | #define SOLVER(upper,title,func,lower) func, |
527 | static usersolver_t const keen_solvers[] = { DIFFLIST(SOLVER) }; |
528 | |
529 | static int solver(int w, int *dsf, long *clues, digit *soln, int maxdiff) |
530 | { |
531 | int a = w*w; |
532 | struct solver_ctx ctx; |
533 | int ret; |
534 | int i, j, n, m; |
535 | |
536 | ctx.w = w; |
537 | ctx.soln = soln; |
538 | ctx.diff = maxdiff; |
539 | |
540 | /* |
541 | * Transform the dsf-formatted clue list into one over which we |
542 | * can iterate more easily. |
543 | * |
544 | * Also transpose the x- and y-coordinates at this point, |
545 | * because the 'cube' array in the general Latin square solver |
546 | * puts x first (oops). |
547 | */ |
548 | for (ctx.nboxes = i = 0; i < a; i++) |
549 | if (dsf_canonify(dsf, i) == i) |
550 | ctx.nboxes++; |
551 | ctx.boxlist = snewn(a, int); |
552 | ctx.boxes = snewn(ctx.nboxes+1, int); |
553 | ctx.clues = snewn(ctx.nboxes, long); |
554 | ctx.whichbox = snewn(a, int); |
555 | for (n = m = i = 0; i < a; i++) |
556 | if (dsf_canonify(dsf, i) == i) { |
557 | ctx.clues[n] = clues[i]; |
558 | ctx.boxes[n] = m; |
559 | for (j = 0; j < a; j++) |
560 | if (dsf_canonify(dsf, j) == i) { |
561 | ctx.boxlist[m++] = (j % w) * w + (j / w); /* transpose */ |
562 | ctx.whichbox[ctx.boxlist[m-1]] = n; |
563 | } |
564 | n++; |
565 | } |
566 | assert(n == ctx.nboxes); |
567 | assert(m == a); |
568 | ctx.boxes[n] = m; |
569 | |
570 | ctx.dscratch = snewn(a+1, digit); |
571 | ctx.iscratch = snewn(max(a+1, 4*w), int); |
572 | |
573 | ret = latin_solver(soln, w, maxdiff, |
574 | DIFF_EASY, DIFF_HARD, DIFF_EXTREME, |
575 | DIFF_EXTREME, DIFF_UNREASONABLE, |
576 | keen_solvers, &ctx, NULL, NULL); |
577 | |
578 | sfree(ctx.dscratch); |
579 | sfree(ctx.iscratch); |
580 | sfree(ctx.whichbox); |
581 | sfree(ctx.boxlist); |
582 | sfree(ctx.boxes); |
583 | sfree(ctx.clues); |
584 | |
585 | return ret; |
586 | } |
587 | |
588 | /* ---------------------------------------------------------------------- |
589 | * Grid generation. |
590 | */ |
591 | |
592 | static char *encode_block_structure(char *p, int w, int *dsf) |
593 | { |
594 | int i, currrun = 0; |
595 | char *orig, *q, *r, c; |
596 | |
597 | orig = p; |
598 | |
599 | /* |
600 | * Encode the block structure. We do this by encoding the |
601 | * pattern of dividing lines: first we iterate over the w*(w-1) |
602 | * internal vertical grid lines in ordinary reading order, then |
603 | * over the w*(w-1) internal horizontal ones in transposed |
604 | * reading order. |
605 | * |
606 | * We encode the number of non-lines between the lines; _ means |
607 | * zero (two adjacent divisions), a means 1, ..., y means 25, |
608 | * and z means 25 non-lines _and no following line_ (so that za |
609 | * means 26, zb 27 etc). |
610 | */ |
611 | for (i = 0; i <= 2*w*(w-1); i++) { |
612 | int x, y, p0, p1, edge; |
613 | |
614 | if (i == 2*w*(w-1)) { |
615 | edge = TRUE; /* terminating virtual edge */ |
616 | } else { |
617 | if (i < w*(w-1)) { |
618 | y = i/(w-1); |
619 | x = i%(w-1); |
620 | p0 = y*w+x; |
621 | p1 = y*w+x+1; |
622 | } else { |
623 | x = i/(w-1) - w; |
624 | y = i%(w-1); |
625 | p0 = y*w+x; |
626 | p1 = (y+1)*w+x; |
627 | } |
628 | edge = (dsf_canonify(dsf, p0) != dsf_canonify(dsf, p1)); |
629 | } |
630 | |
631 | if (edge) { |
632 | while (currrun > 25) |
633 | *p++ = 'z', currrun -= 25; |
634 | if (currrun) |
635 | *p++ = 'a'-1 + currrun; |
636 | else |
637 | *p++ = '_'; |
638 | currrun = 0; |
639 | } else |
640 | currrun++; |
641 | } |
642 | |
643 | /* |
644 | * Now go through and compress the string by replacing runs of |
645 | * the same letter with a single copy of that letter followed by |
646 | * a repeat count, where that makes it shorter. (This puzzle |
647 | * seems to generate enough long strings of _ to make this a |
648 | * worthwhile step.) |
649 | */ |
650 | for (q = r = orig; r < p ;) { |
651 | *q++ = c = *r; |
652 | |
653 | for (i = 0; r+i < p && r[i] == c; i++); |
654 | r += i; |
655 | |
656 | if (i == 2) { |
657 | *q++ = c; |
658 | } else if (i > 2) { |
659 | q += sprintf(q, "%d", i); |
660 | } |
661 | } |
662 | |
663 | return q; |
664 | } |
665 | |
666 | static char *parse_block_structure(const char **p, int w, int *dsf) |
667 | { |
668 | int a = w*w; |
669 | int pos = 0; |
670 | int repc = 0, repn = 0; |
671 | |
672 | dsf_init(dsf, a); |
673 | |
674 | while (**p && (repn > 0 || **p != ',')) { |
675 | int c, adv; |
676 | |
677 | if (repn > 0) { |
678 | repn--; |
679 | c = repc; |
680 | } else if (**p == '_' || (**p >= 'a' && **p <= 'z')) { |
681 | c = (**p == '_' ? 0 : **p - 'a' + 1); |
682 | (*p)++; |
683 | if (**p && isdigit((unsigned char)**p)) { |
684 | repc = c; |
685 | repn = atoi(*p)-1; |
686 | while (**p && isdigit((unsigned char)**p)) (*p)++; |
687 | } |
688 | } else |
689 | return "Invalid character in game description"; |
690 | |
691 | adv = (c != 25); /* 'z' is a special case */ |
692 | |
693 | while (c-- > 0) { |
694 | int p0, p1; |
695 | |
696 | /* |
697 | * Non-edge; merge the two dsf classes on either |
698 | * side of it. |
699 | */ |
700 | if (pos >= 2*w*(w-1)) |
701 | return "Too much data in block structure specification"; |
702 | if (pos < w*(w-1)) { |
703 | int y = pos/(w-1); |
704 | int x = pos%(w-1); |
705 | p0 = y*w+x; |
706 | p1 = y*w+x+1; |
707 | } else { |
708 | int x = pos/(w-1) - w; |
709 | int y = pos%(w-1); |
710 | p0 = y*w+x; |
711 | p1 = (y+1)*w+x; |
712 | } |
713 | dsf_merge(dsf, p0, p1); |
714 | |
715 | pos++; |
716 | } |
717 | if (adv) { |
718 | pos++; |
719 | if (pos > 2*w*(w-1)+1) |
720 | return "Too much data in block structure specification"; |
721 | } |
722 | } |
723 | |
724 | /* |
725 | * When desc is exhausted, we expect to have gone exactly |
726 | * one space _past_ the end of the grid, due to the dummy |
727 | * edge at the end. |
728 | */ |
729 | if (pos != 2*w*(w-1)+1) |
730 | return "Not enough data in block structure specification"; |
731 | |
732 | return NULL; |
733 | } |
734 | |
735 | static char *new_game_desc(game_params *params, random_state *rs, |
736 | char **aux, int interactive) |
737 | { |
738 | int w = params->w, a = w*w; |
739 | digit *grid, *soln; |
740 | int *order, *revorder, *singletons, *dsf; |
741 | long *clues, *cluevals; |
742 | int i, j, k, n, x, y, ret; |
743 | int diff = params->diff; |
744 | char *desc, *p; |
745 | |
746 | /* |
747 | * Difficulty exceptions: 3x3 puzzles at difficulty Hard or |
748 | * higher are currently not generable - the generator will spin |
749 | * forever looking for puzzles of the appropriate difficulty. We |
750 | * dial each of these down to the next lower difficulty. |
751 | * |
752 | * Remember to re-test this whenever a change is made to the |
753 | * solver logic! |
754 | * |
755 | * I tested it using the following shell command: |
756 | |
757 | for d in e n h x u; do |
758 | for i in {3..9}; do |
759 | echo ./keen --generate 1 ${i}d${d} |
760 | perl -e 'alarm 30; exec @ARGV' ./keen --generate 5 ${i}d${d} >/dev/null \ |
761 | || echo broken |
762 | done |
763 | done |
764 | |
765 | * Of course, it's better to do that after taking the exceptions |
766 | * _out_, so as to detect exceptions that should be removed as |
767 | * well as those which should be added. |
768 | */ |
769 | if (w == 3 && diff > DIFF_NORMAL) |
770 | diff = DIFF_NORMAL; |
771 | |
772 | grid = NULL; |
773 | |
774 | order = snewn(a, int); |
775 | revorder = snewn(a, int); |
776 | singletons = snewn(a, int); |
777 | dsf = snew_dsf(a); |
778 | clues = snewn(a, long); |
779 | cluevals = snewn(a, long); |
780 | soln = snewn(a, digit); |
781 | |
782 | while (1) { |
783 | /* |
784 | * First construct a latin square to be the solution. |
785 | */ |
786 | sfree(grid); |
787 | grid = latin_generate(w, rs); |
788 | |
789 | /* |
790 | * Divide the grid into arbitrarily sized blocks, but so as |
791 | * to arrange plenty of dominoes which can be SUB/DIV clues. |
792 | * We do this by first placing dominoes at random for a |
793 | * while, then tying the remaining singletons one by one |
794 | * into neighbouring blocks. |
795 | */ |
796 | for (i = 0; i < a; i++) |
797 | order[i] = i; |
798 | shuffle(order, a, sizeof(*order), rs); |
799 | for (i = 0; i < a; i++) |
800 | revorder[order[i]] = i; |
801 | |
802 | for (i = 0; i < a; i++) |
803 | singletons[i] = TRUE; |
804 | |
805 | dsf_init(dsf, a); |
806 | |
807 | /* Place dominoes. */ |
808 | for (i = 0; i < a; i++) { |
809 | if (singletons[i]) { |
810 | int best = -1; |
811 | |
812 | x = i % w; |
813 | y = i / w; |
814 | |
815 | if (x > 0 && singletons[i-1] && |
816 | (best == -1 || revorder[i-1] < revorder[best])) |
817 | best = i-1; |
818 | if (x+1 < w && singletons[i+1] && |
819 | (best == -1 || revorder[i+1] < revorder[best])) |
820 | best = i+1; |
821 | if (y > 0 && singletons[i-w] && |
822 | (best == -1 || revorder[i-w] < revorder[best])) |
823 | best = i-w; |
824 | if (y+1 < w && singletons[i+w] && |
825 | (best == -1 || revorder[i+w] < revorder[best])) |
826 | best = i+w; |
827 | |
828 | /* |
829 | * When we find a potential domino, we place it with |
830 | * probability 3/4, which seems to strike a decent |
831 | * balance between plenty of dominoes and leaving |
832 | * enough singletons to make interesting larger |
833 | * shapes. |
834 | */ |
835 | if (best >= 0 && random_upto(rs, 4)) { |
836 | singletons[i] = singletons[best] = FALSE; |
837 | dsf_merge(dsf, i, best); |
838 | } |
839 | } |
840 | } |
841 | |
842 | /* Fold in singletons. */ |
843 | for (i = 0; i < a; i++) { |
844 | if (singletons[i]) { |
845 | int best = -1; |
846 | |
847 | x = i % w; |
848 | y = i / w; |
849 | |
850 | if (x > 0 && |
851 | (best == -1 || revorder[i-1] < revorder[best])) |
852 | best = i-1; |
853 | if (x+1 < w && |
854 | (best == -1 || revorder[i+1] < revorder[best])) |
855 | best = i+1; |
856 | if (y > 0 && |
857 | (best == -1 || revorder[i-w] < revorder[best])) |
858 | best = i-w; |
859 | if (y+1 < w && |
860 | (best == -1 || revorder[i+w] < revorder[best])) |
861 | best = i+w; |
862 | |
863 | if (best >= 0) { |
864 | singletons[i] = FALSE; |
865 | dsf_merge(dsf, i, best); |
866 | } |
867 | } |
868 | } |
869 | |
870 | /* |
871 | * Decide what would be acceptable clues for each block. |
872 | * |
873 | * Blocks larger than 2 have free choice of ADD or MUL; |
874 | * blocks of size 2 can be anything in principle (except |
875 | * that they can only be DIV if the two numbers have an |
876 | * integer quotient, of course), but we rule out (or try to |
877 | * avoid) some clues because they're of low quality. |
878 | * |
879 | * Hence, we iterate once over the grid, stopping at the |
880 | * canonical element of every >2 block and the _non_- |
881 | * canonical element of every 2-block; the latter means that |
882 | * we can make our decision about a 2-block in the knowledge |
883 | * of both numbers in it. |
884 | * |
885 | * We reuse the 'singletons' array (finished with in the |
886 | * above loop) to hold information about which blocks are |
887 | * suitable for what. |
888 | */ |
889 | #define F_ADD 0x01 |
890 | #define F_ADD_BAD 0x02 |
891 | #define F_SUB 0x04 |
892 | #define F_SUB_BAD 0x08 |
893 | #define F_MUL 0x10 |
894 | #define F_MUL_BAD 0x20 |
895 | #define F_DIV 0x40 |
896 | #define F_DIV_BAD 0x80 |
897 | for (i = 0; i < a; i++) { |
898 | singletons[i] = 0; |
899 | j = dsf_canonify(dsf, i); |
900 | k = dsf_size(dsf, j); |
901 | if (j == i && k > 2) { |
902 | singletons[j] |= F_ADD | F_MUL; |
903 | } else if (j != i && k == 2) { |
904 | /* Fetch the two numbers and sort them into order. */ |
905 | int p = grid[j], q = grid[i], v; |
906 | if (p < q) { |
907 | int t = p; p = q; q = t; |
908 | } |
909 | |
910 | /* |
911 | * Addition clues are always allowed, but we try to |
912 | * avoid sums of 3, 4, (2w-1) and (2w-2) if we can, |
913 | * because they're too easy - they only leave one |
914 | * option for the pair of numbers involved. |
915 | */ |
916 | v = p + q; |
917 | if (v > 4 && v < 2*w-2) |
918 | singletons[j] |= F_ADD; |
919 | else |
920 | singletons[j] |= F_ADD_BAD; |
921 | |
922 | /* |
923 | * Multiplication clues: similarly, we prefer clues |
924 | * of this type which leave multiple options open. |
925 | * We can't rule out all the others, though, because |
926 | * there are very very few 2-square multiplication |
927 | * clues that _don't_ leave only one option. |
928 | */ |
929 | v = p * q; |
930 | n = 0; |
931 | for (k = 1; k <= w; k++) |
932 | if (v % k == 0 && v / k <= w && v / k != k) |
933 | n++; |
934 | if (n > 1) |
935 | singletons[j] |= F_MUL; |
936 | else |
937 | singletons[j] |= F_MUL_BAD; |
938 | |
939 | /* |
940 | * Subtraction: we completely avoid a difference of |
941 | * w-1. |
942 | */ |
943 | v = p - q; |
944 | if (v < w-1) |
945 | singletons[j] |= F_SUB; |
946 | |
947 | /* |
948 | * Division: for a start, the quotient must be an |
949 | * integer or the clue type is impossible. Also, we |
950 | * never use quotients strictly greater than w/2, |
951 | * because they're not only too easy but also |
952 | * inelegant. |
953 | */ |
954 | if (p % q == 0 && 2 * (p / q) <= w) |
955 | singletons[j] |= F_DIV; |
956 | } |
957 | } |
958 | |
959 | /* |
960 | * Actually choose a clue for each block, trying to keep the |
961 | * numbers of each type even, and starting with the |
962 | * preferred candidates for each type where possible. |
963 | * |
964 | * I'm sure there should be a faster algorithm for doing |
965 | * this, but I can't be bothered: O(N^2) is good enough when |
966 | * N is at most the number of dominoes that fits into a 9x9 |
967 | * square. |
968 | */ |
969 | shuffle(order, a, sizeof(*order), rs); |
970 | for (i = 0; i < a; i++) |
971 | clues[i] = 0; |
972 | while (1) { |
973 | int done_something = FALSE; |
974 | |
975 | for (k = 0; k < 4; k++) { |
976 | long clue; |
977 | int good, bad; |
978 | switch (k) { |
979 | case 0: clue = C_DIV; good = F_DIV; bad = F_DIV_BAD; break; |
980 | case 1: clue = C_SUB; good = F_SUB; bad = F_SUB_BAD; break; |
981 | case 2: clue = C_MUL; good = F_MUL; bad = F_MUL_BAD; break; |
982 | default /* case 3 */ : |
983 | clue = C_ADD; good = F_ADD; bad = F_ADD_BAD; break; |
984 | } |
985 | |
986 | for (i = 0; i < a; i++) { |
987 | j = order[i]; |
988 | if (singletons[j] & good) { |
989 | clues[j] = clue; |
990 | singletons[j] = 0; |
991 | break; |
992 | } |
993 | } |
994 | if (i == a) { |
995 | /* didn't find a nice one, use a nasty one */ |
996 | for (i = 0; i < a; i++) { |
997 | j = order[i]; |
998 | if (singletons[j] & good) { |
999 | clues[j] = clue; |
1000 | singletons[j] = 0; |
1001 | break; |
1002 | } |
1003 | } |
1004 | } |
1005 | if (i < a) |
1006 | done_something = TRUE; |
1007 | } |
1008 | |
1009 | if (!done_something) |
1010 | break; |
1011 | } |
1012 | #undef F_ADD |
1013 | #undef F_ADD_BAD |
1014 | #undef F_SUB |
1015 | #undef F_SUB_BAD |
1016 | #undef F_MUL |
1017 | #undef F_MUL_BAD |
1018 | #undef F_DIV |
1019 | #undef F_DIV_BAD |
1020 | |
1021 | /* |
1022 | * Having chosen the clue types, calculate the clue values. |
1023 | */ |
1024 | for (i = 0; i < a; i++) { |
1025 | j = dsf_canonify(dsf, i); |
1026 | if (j == i) { |
1027 | cluevals[j] = grid[i]; |
1028 | } else { |
1029 | switch (clues[j]) { |
1030 | case C_ADD: |
1031 | cluevals[j] += grid[i]; |
1032 | break; |
1033 | case C_MUL: |
1034 | cluevals[j] *= grid[i]; |
1035 | break; |
1036 | case C_SUB: |
1037 | cluevals[j] = abs(cluevals[j] - grid[i]); |
1038 | break; |
1039 | case C_DIV: |
1040 | { |
1041 | int d1 = cluevals[j], d2 = grid[i]; |
1042 | if (d1 == 0 || d2 == 0) |
1043 | cluevals[j] = 0; |
1044 | else |
1045 | cluevals[j] = d2/d1 + d1/d2;/* one is 0 :-) */ |
1046 | } |
1047 | break; |
1048 | } |
1049 | } |
1050 | } |
1051 | |
1052 | for (i = 0; i < a; i++) { |
1053 | j = dsf_canonify(dsf, i); |
1054 | if (j == i) { |
1055 | clues[j] |= cluevals[j]; |
1056 | } |
1057 | } |
1058 | |
1059 | /* |
1060 | * See if the game can be solved at the specified difficulty |
1061 | * level, but not at the one below. |
1062 | */ |
1063 | if (diff > 0) { |
1064 | memset(soln, 0, a); |
1065 | ret = solver(w, dsf, clues, soln, diff-1); |
1066 | if (ret <= diff-1) |
1067 | continue; |
1068 | } |
1069 | memset(soln, 0, a); |
1070 | ret = solver(w, dsf, clues, soln, diff); |
1071 | if (ret != diff) |
1072 | continue; /* go round again */ |
1073 | |
1074 | /* |
1075 | * I wondered if at this point it would be worth trying to |
1076 | * merge adjacent blocks together, to make the puzzle |
1077 | * gradually more difficult if it's currently easier than |
1078 | * specced, increasing the chance of a given generation run |
1079 | * being successful. |
1080 | * |
1081 | * It doesn't seem to be critical for the generation speed, |
1082 | * though, so for the moment I'm leaving it out. |
1083 | */ |
1084 | |
1085 | /* |
1086 | * We've got a usable puzzle! |
1087 | */ |
1088 | break; |
1089 | } |
1090 | |
1091 | /* |
1092 | * Encode the puzzle description. |
1093 | */ |
1094 | desc = snewn(40*a, char); |
1095 | p = desc; |
1096 | p = encode_block_structure(p, w, dsf); |
1097 | *p++ = ','; |
1098 | for (i = 0; i < a; i++) { |
1099 | j = dsf_canonify(dsf, i); |
1100 | if (j == i) { |
1101 | switch (clues[j] & CMASK) { |
1102 | case C_ADD: *p++ = 'a'; break; |
1103 | case C_SUB: *p++ = 's'; break; |
1104 | case C_MUL: *p++ = 'm'; break; |
1105 | case C_DIV: *p++ = 'd'; break; |
1106 | } |
1107 | p += sprintf(p, "%ld", clues[j] & ~CMASK); |
1108 | } |
1109 | } |
1110 | *p++ = '\0'; |
1111 | desc = sresize(desc, p - desc, char); |
1112 | |
1113 | /* |
1114 | * Encode the solution. |
1115 | */ |
1116 | assert(memcmp(soln, grid, a) == 0); |
1117 | *aux = snewn(a+2, char); |
1118 | (*aux)[0] = 'S'; |
1119 | for (i = 0; i < a; i++) |
1120 | (*aux)[i+1] = '0' + soln[i]; |
1121 | (*aux)[a+1] = '\0'; |
1122 | |
1123 | sfree(grid); |
1124 | sfree(order); |
1125 | sfree(revorder); |
1126 | sfree(singletons); |
1127 | sfree(dsf); |
1128 | sfree(clues); |
1129 | sfree(cluevals); |
1130 | sfree(soln); |
1131 | |
1132 | return desc; |
1133 | } |
1134 | |
1135 | /* ---------------------------------------------------------------------- |
1136 | * Gameplay. |
1137 | */ |
1138 | |
1139 | static char *validate_desc(game_params *params, char *desc) |
1140 | { |
1141 | int w = params->w, a = w*w; |
1142 | int *dsf; |
1143 | char *ret; |
1144 | const char *p = desc; |
1145 | int i; |
1146 | |
1147 | /* |
1148 | * Verify that the block structure makes sense. |
1149 | */ |
1150 | dsf = snew_dsf(a); |
1151 | ret = parse_block_structure(&p, w, dsf); |
1152 | if (ret) { |
1153 | sfree(dsf); |
1154 | return ret; |
1155 | } |
1156 | |
1157 | if (*p != ',') |
1158 | return "Expected ',' after block structure description"; |
1159 | p++; |
1160 | |
1161 | /* |
1162 | * Verify that the right number of clues are given, and that SUB |
1163 | * and DIV clues don't apply to blocks of the wrong size. |
1164 | */ |
1165 | for (i = 0; i < a; i++) { |
1166 | if (dsf_canonify(dsf, i) == i) { |
1167 | if (*p == 'a' || *p == 'm') { |
1168 | /* these clues need no validation */ |
1169 | } else if (*p == 'd' || *p == 's') { |
1170 | if (dsf_size(dsf, i) != 2) |
1171 | return "Subtraction and division blocks must have area 2"; |
1172 | } else if (!*p) { |
1173 | return "Too few clues for block structure"; |
1174 | } else { |
1175 | return "Unrecognised clue type"; |
1176 | } |
1177 | p++; |
1178 | while (*p && isdigit((unsigned char)*p)) p++; |
1179 | } |
1180 | } |
1181 | if (*p) |
1182 | return "Too many clues for block structure"; |
1183 | |
1184 | return NULL; |
1185 | } |
1186 | |
1187 | static game_state *new_game(midend *me, game_params *params, char *desc) |
1188 | { |
1189 | int w = params->w, a = w*w; |
1190 | game_state *state = snew(game_state); |
1191 | char *err; |
1192 | const char *p = desc; |
1193 | int i; |
1194 | |
1195 | state->par = *params; /* structure copy */ |
1196 | state->clues = snew(struct clues); |
1197 | state->clues->refcount = 1; |
1198 | state->clues->w = w; |
1199 | state->clues->dsf = snew_dsf(a); |
1200 | err = parse_block_structure(&p, w, state->clues->dsf); |
1201 | |
1202 | assert(*p == ','); |
1203 | p++; |
1204 | |
1205 | state->clues->clues = snewn(a, long); |
1206 | for (i = 0; i < a; i++) { |
1207 | if (dsf_canonify(state->clues->dsf, i) == i) { |
1208 | long clue = 0; |
1209 | switch (*p) { |
1210 | case 'a': |
1211 | clue = C_ADD; |
1212 | break; |
1213 | case 'm': |
1214 | clue = C_MUL; |
1215 | break; |
1216 | case 's': |
1217 | clue = C_SUB; |
1218 | assert(dsf_size(state->clues->dsf, i) == 2); |
1219 | break; |
1220 | case 'd': |
1221 | clue = C_DIV; |
1222 | assert(dsf_size(state->clues->dsf, i) == 2); |
1223 | break; |
1224 | default: |
1225 | assert(!"Bad description in new_game"); |
1226 | } |
1227 | p++; |
1228 | clue |= atol(p); |
1229 | while (*p && isdigit((unsigned char)*p)) p++; |
1230 | state->clues->clues[i] = clue; |
1231 | } else |
1232 | state->clues->clues[i] = 0; |
1233 | } |
1234 | |
1235 | state->grid = snewn(a, digit); |
1236 | state->pencil = snewn(a, int); |
1237 | for (i = 0; i < a; i++) { |
1238 | state->grid[i] = 0; |
1239 | state->pencil[i] = 0; |
1240 | } |
1241 | |
1242 | state->completed = state->cheated = FALSE; |
1243 | |
1244 | return state; |
1245 | } |
1246 | |
1247 | static game_state *dup_game(game_state *state) |
1248 | { |
1249 | int w = state->par.w, a = w*w; |
1250 | game_state *ret = snew(game_state); |
1251 | |
1252 | ret->par = state->par; /* structure copy */ |
1253 | |
1254 | ret->clues = state->clues; |
1255 | ret->clues->refcount++; |
1256 | |
1257 | ret->grid = snewn(a, digit); |
1258 | ret->pencil = snewn(a, int); |
1259 | memcpy(ret->grid, state->grid, a*sizeof(digit)); |
1260 | memcpy(ret->pencil, state->pencil, a*sizeof(int)); |
1261 | |
1262 | ret->completed = state->completed; |
1263 | ret->cheated = state->cheated; |
1264 | |
1265 | return ret; |
1266 | } |
1267 | |
1268 | static void free_game(game_state *state) |
1269 | { |
1270 | sfree(state->grid); |
1271 | sfree(state->pencil); |
1272 | if (--state->clues->refcount <= 0) { |
1273 | sfree(state->clues->dsf); |
1274 | sfree(state->clues->clues); |
1275 | sfree(state->clues); |
1276 | } |
1277 | sfree(state); |
1278 | } |
1279 | |
1280 | static char *solve_game(game_state *state, game_state *currstate, |
1281 | char *aux, char **error) |
1282 | { |
1283 | int w = state->par.w, a = w*w; |
1284 | int i, ret; |
1285 | digit *soln; |
1286 | char *out; |
1287 | |
1288 | if (aux) |
1289 | return dupstr(aux); |
1290 | |
1291 | soln = snewn(a, digit); |
1292 | memset(soln, 0, a); |
1293 | |
1294 | ret = solver(w, state->clues->dsf, state->clues->clues, |
1295 | soln, DIFFCOUNT-1); |
1296 | |
1297 | if (ret == diff_impossible) { |
1298 | *error = "No solution exists for this puzzle"; |
1299 | out = NULL; |
1300 | } else if (ret == diff_ambiguous) { |
1301 | *error = "Multiple solutions exist for this puzzle"; |
1302 | out = NULL; |
1303 | } else { |
1304 | out = snewn(a+2, char); |
1305 | out[0] = 'S'; |
1306 | for (i = 0; i < a; i++) |
1307 | out[i+1] = '0' + soln[i]; |
1308 | out[a+1] = '\0'; |
1309 | } |
1310 | |
1311 | sfree(soln); |
1312 | return out; |
1313 | } |
1314 | |
1315 | static int game_can_format_as_text_now(game_params *params) |
1316 | { |
1317 | return TRUE; |
1318 | } |
1319 | |
1320 | static char *game_text_format(game_state *state) |
1321 | { |
1322 | return NULL; |
1323 | } |
1324 | |
1325 | struct game_ui { |
1326 | /* |
1327 | * These are the coordinates of the currently highlighted |
1328 | * square on the grid, if hshow = 1. |
1329 | */ |
1330 | int hx, hy; |
1331 | /* |
1332 | * This indicates whether the current highlight is a |
1333 | * pencil-mark one or a real one. |
1334 | */ |
1335 | int hpencil; |
1336 | /* |
1337 | * This indicates whether or not we're showing the highlight |
1338 | * (used to be hx = hy = -1); important so that when we're |
1339 | * using the cursor keys it doesn't keep coming back at a |
1340 | * fixed position. When hshow = 1, pressing a valid number |
1341 | * or letter key or Space will enter that number or letter in the grid. |
1342 | */ |
1343 | int hshow; |
1344 | /* |
1345 | * This indicates whether we're using the highlight as a cursor; |
1346 | * it means that it doesn't vanish on a keypress, and that it is |
1347 | * allowed on immutable squares. |
1348 | */ |
1349 | int hcursor; |
1350 | }; |
1351 | |
1352 | static game_ui *new_ui(game_state *state) |
1353 | { |
1354 | game_ui *ui = snew(game_ui); |
1355 | |
1356 | ui->hx = ui->hy = 0; |
1357 | ui->hpencil = ui->hshow = ui->hcursor = 0; |
1358 | |
1359 | return ui; |
1360 | } |
1361 | |
1362 | static void free_ui(game_ui *ui) |
1363 | { |
1364 | sfree(ui); |
1365 | } |
1366 | |
1367 | static char *encode_ui(game_ui *ui) |
1368 | { |
1369 | return NULL; |
1370 | } |
1371 | |
1372 | static void decode_ui(game_ui *ui, char *encoding) |
1373 | { |
1374 | } |
1375 | |
1376 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1377 | game_state *newstate) |
1378 | { |
1379 | int w = newstate->par.w; |
1380 | /* |
1381 | * We prevent pencil-mode highlighting of a filled square, unless |
1382 | * we're using the cursor keys. So if the user has just filled in |
1383 | * a square which we had a pencil-mode highlight in (by Undo, or |
1384 | * by Redo, or by Solve), then we cancel the highlight. |
1385 | */ |
1386 | if (ui->hshow && ui->hpencil && !ui->hcursor && |
1387 | newstate->grid[ui->hy * w + ui->hx] != 0) { |
1388 | ui->hshow = 0; |
1389 | } |
1390 | } |
1391 | |
1392 | #define PREFERRED_TILESIZE 48 |
1393 | #define TILESIZE (ds->tilesize) |
1394 | #define BORDER (TILESIZE / 2) |
1395 | #define GRIDEXTRA max((TILESIZE / 32),1) |
1396 | #define COORD(x) ((x)*TILESIZE + BORDER) |
1397 | #define FROMCOORD(x) (((x)+(TILESIZE-BORDER)) / TILESIZE - 1) |
1398 | |
1399 | #define FLASH_TIME 0.4F |
1400 | |
1401 | #define DF_PENCIL_SHIFT 16 |
1402 | #define DF_ERR_LATIN 0x8000 |
1403 | #define DF_ERR_CLUE 0x4000 |
1404 | #define DF_HIGHLIGHT 0x2000 |
1405 | #define DF_HIGHLIGHT_PENCIL 0x1000 |
1406 | #define DF_DIGIT_MASK 0x000F |
1407 | |
1408 | struct game_drawstate { |
1409 | int tilesize; |
1410 | int started; |
1411 | long *tiles; |
1412 | long *errors; |
1413 | char *minus_sign, *times_sign, *divide_sign; |
1414 | }; |
1415 | |
1416 | static int check_errors(game_state *state, long *errors) |
1417 | { |
1418 | int w = state->par.w, a = w*w; |
1419 | int i, j, x, y, errs = FALSE; |
1420 | long *cluevals; |
1421 | int *full; |
1422 | |
1423 | cluevals = snewn(a, long); |
1424 | full = snewn(a, int); |
1425 | |
1426 | if (errors) |
1427 | for (i = 0; i < a; i++) { |
1428 | errors[i] = 0; |
1429 | full[i] = TRUE; |
1430 | } |
1431 | |
1432 | for (i = 0; i < a; i++) { |
1433 | long clue; |
1434 | |
1435 | j = dsf_canonify(state->clues->dsf, i); |
1436 | if (j == i) { |
1437 | cluevals[i] = state->grid[i]; |
1438 | } else { |
1439 | clue = state->clues->clues[j] & CMASK; |
1440 | |
1441 | switch (clue) { |
1442 | case C_ADD: |
1443 | cluevals[j] += state->grid[i]; |
1444 | break; |
1445 | case C_MUL: |
1446 | cluevals[j] *= state->grid[i]; |
1447 | break; |
1448 | case C_SUB: |
1449 | cluevals[j] = abs(cluevals[j] - state->grid[i]); |
1450 | break; |
1451 | case C_DIV: |
1452 | { |
1453 | int d1 = cluevals[j], d2 = state->grid[i]; |
1454 | if (d1 == 0 || d2 == 0) |
1455 | cluevals[j] = 0; |
1456 | else |
1457 | cluevals[j] = d2/d1 + d1/d2;/* one of them is 0 :-) */ |
1458 | } |
1459 | break; |
1460 | } |
1461 | } |
1462 | |
1463 | if (!state->grid[i]) |
1464 | full[j] = FALSE; |
1465 | } |
1466 | |
1467 | for (i = 0; i < a; i++) { |
1468 | j = dsf_canonify(state->clues->dsf, i); |
1469 | if (j == i) { |
1470 | if ((state->clues->clues[j] & ~CMASK) != cluevals[i]) { |
1471 | errs = TRUE; |
1472 | if (errors && full[j]) |
1473 | errors[j] |= DF_ERR_CLUE; |
1474 | } |
1475 | } |
1476 | } |
1477 | |
1478 | sfree(cluevals); |
1479 | sfree(full); |
1480 | |
1481 | for (y = 0; y < w; y++) { |
1482 | int mask = 0, errmask = 0; |
1483 | for (x = 0; x < w; x++) { |
1484 | int bit = 1 << state->grid[y*w+x]; |
1485 | errmask |= (mask & bit); |
1486 | mask |= bit; |
1487 | } |
1488 | |
1489 | if (mask != (1 << (w+1)) - (1 << 1)) { |
1490 | errs = TRUE; |
1491 | errmask &= ~1; |
1492 | if (errors) { |
1493 | for (x = 0; x < w; x++) |
1494 | if (errmask & (1 << state->grid[y*w+x])) |
1495 | errors[y*w+x] |= DF_ERR_LATIN; |
1496 | } |
1497 | } |
1498 | } |
1499 | |
1500 | for (x = 0; x < w; x++) { |
1501 | int mask = 0, errmask = 0; |
1502 | for (y = 0; y < w; y++) { |
1503 | int bit = 1 << state->grid[y*w+x]; |
1504 | errmask |= (mask & bit); |
1505 | mask |= bit; |
1506 | } |
1507 | |
1508 | if (mask != (1 << (w+1)) - (1 << 1)) { |
1509 | errs = TRUE; |
1510 | errmask &= ~1; |
1511 | if (errors) { |
1512 | for (y = 0; y < w; y++) |
1513 | if (errmask & (1 << state->grid[y*w+x])) |
1514 | errors[y*w+x] |= DF_ERR_LATIN; |
1515 | } |
1516 | } |
1517 | } |
1518 | |
1519 | return errs; |
1520 | } |
1521 | |
1522 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1523 | int x, int y, int button) |
1524 | { |
1525 | int w = state->par.w; |
1526 | int tx, ty; |
1527 | char buf[80]; |
1528 | |
1529 | button &= ~MOD_MASK; |
1530 | |
1531 | tx = FROMCOORD(x); |
1532 | ty = FROMCOORD(y); |
1533 | |
1534 | if (tx >= 0 && tx < w && ty >= 0 && ty < w) { |
1535 | if (button == LEFT_BUTTON) { |
1536 | if (tx == ui->hx && ty == ui->hy && |
1537 | ui->hshow && ui->hpencil == 0) { |
1538 | ui->hshow = 0; |
1539 | } else { |
1540 | ui->hx = tx; |
1541 | ui->hy = ty; |
1542 | ui->hshow = 1; |
1543 | ui->hpencil = 0; |
1544 | } |
1545 | ui->hcursor = 0; |
1546 | return ""; /* UI activity occurred */ |
1547 | } |
1548 | if (button == RIGHT_BUTTON) { |
1549 | /* |
1550 | * Pencil-mode highlighting for non filled squares. |
1551 | */ |
1552 | if (state->grid[ty*w+tx] == 0) { |
1553 | if (tx == ui->hx && ty == ui->hy && |
1554 | ui->hshow && ui->hpencil) { |
1555 | ui->hshow = 0; |
1556 | } else { |
1557 | ui->hpencil = 1; |
1558 | ui->hx = tx; |
1559 | ui->hy = ty; |
1560 | ui->hshow = 1; |
1561 | } |
1562 | } else { |
1563 | ui->hshow = 0; |
1564 | } |
1565 | ui->hcursor = 0; |
1566 | return ""; /* UI activity occurred */ |
1567 | } |
1568 | } |
1569 | if (IS_CURSOR_MOVE(button)) { |
1570 | move_cursor(button, &ui->hx, &ui->hy, w, w, 0); |
1571 | ui->hshow = ui->hcursor = 1; |
1572 | return ""; |
1573 | } |
1574 | if (ui->hshow && |
1575 | (button == CURSOR_SELECT)) { |
1576 | ui->hpencil = 1 - ui->hpencil; |
1577 | ui->hcursor = 1; |
1578 | return ""; |
1579 | } |
1580 | |
1581 | if (ui->hshow && |
1582 | ((button >= '0' && button <= '9' && button - '0' <= w) || |
1583 | button == CURSOR_SELECT2 || button == '\b')) { |
1584 | int n = button - '0'; |
1585 | if (button == CURSOR_SELECT2 || button == '\b') |
1586 | n = 0; |
1587 | |
1588 | /* |
1589 | * Can't make pencil marks in a filled square. This can only |
1590 | * become highlighted if we're using cursor keys. |
1591 | */ |
1592 | if (ui->hpencil && state->grid[ui->hy*w+ui->hx]) |
1593 | return NULL; |
1594 | |
1595 | sprintf(buf, "%c%d,%d,%d", |
1596 | (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n); |
1597 | |
1598 | if (!ui->hcursor) ui->hshow = 0; |
1599 | |
1600 | return dupstr(buf); |
1601 | } |
1602 | |
1603 | if (button == 'M' || button == 'm') |
1604 | return dupstr("M"); |
1605 | |
1606 | return NULL; |
1607 | } |
1608 | |
1609 | static game_state *execute_move(game_state *from, char *move) |
1610 | { |
1611 | int w = from->par.w, a = w*w; |
1612 | game_state *ret; |
1613 | int x, y, i, n; |
1614 | |
1615 | if (move[0] == 'S') { |
1616 | ret = dup_game(from); |
1617 | ret->completed = ret->cheated = TRUE; |
1618 | |
1619 | for (i = 0; i < a; i++) { |
1620 | if (move[i+1] < '1' || move[i+1] > '0'+w) { |
1621 | free_game(ret); |
1622 | return NULL; |
1623 | } |
1624 | ret->grid[i] = move[i+1] - '0'; |
1625 | ret->pencil[i] = 0; |
1626 | } |
1627 | |
1628 | if (move[a+1] != '\0') { |
1629 | free_game(ret); |
1630 | return NULL; |
1631 | } |
1632 | |
1633 | return ret; |
1634 | } else if ((move[0] == 'P' || move[0] == 'R') && |
1635 | sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 && |
1636 | x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) { |
1637 | |
1638 | ret = dup_game(from); |
1639 | if (move[0] == 'P' && n > 0) { |
1640 | ret->pencil[y*w+x] ^= 1 << n; |
1641 | } else { |
1642 | ret->grid[y*w+x] = n; |
1643 | ret->pencil[y*w+x] = 0; |
1644 | |
1645 | if (!ret->completed && !check_errors(ret, NULL)) |
1646 | ret->completed = TRUE; |
1647 | } |
1648 | return ret; |
1649 | } else if (move[0] == 'M') { |
1650 | /* |
1651 | * Fill in absolutely all pencil marks everywhere. (I |
1652 | * wouldn't use this for actual play, but it's a handy |
1653 | * starting point when following through a set of |
1654 | * diagnostics output by the standalone solver.) |
1655 | */ |
1656 | ret = dup_game(from); |
1657 | for (i = 0; i < a; i++) { |
1658 | if (!ret->grid[i]) |
1659 | ret->pencil[i] = (1 << (w+1)) - (1 << 1); |
1660 | } |
1661 | return ret; |
1662 | } else |
1663 | return NULL; /* couldn't parse move string */ |
1664 | } |
1665 | |
1666 | /* ---------------------------------------------------------------------- |
1667 | * Drawing routines. |
1668 | */ |
1669 | |
1670 | #define SIZE(w) ((w) * TILESIZE + 2*BORDER) |
1671 | |
1672 | static void game_compute_size(game_params *params, int tilesize, |
1673 | int *x, int *y) |
1674 | { |
1675 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1676 | struct { int tilesize; } ads, *ds = &ads; |
1677 | ads.tilesize = tilesize; |
1678 | |
1679 | *x = *y = SIZE(params->w); |
1680 | } |
1681 | |
1682 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1683 | game_params *params, int tilesize) |
1684 | { |
1685 | ds->tilesize = tilesize; |
1686 | } |
1687 | |
1688 | static float *game_colours(frontend *fe, int *ncolours) |
1689 | { |
1690 | float *ret = snewn(3 * NCOLOURS, float); |
1691 | |
1692 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1693 | |
1694 | ret[COL_GRID * 3 + 0] = 0.0F; |
1695 | ret[COL_GRID * 3 + 1] = 0.0F; |
1696 | ret[COL_GRID * 3 + 2] = 0.0F; |
1697 | |
1698 | ret[COL_USER * 3 + 0] = 0.0F; |
1699 | ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1]; |
1700 | ret[COL_USER * 3 + 2] = 0.0F; |
1701 | |
1702 | ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0]; |
1703 | ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1]; |
1704 | ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2]; |
1705 | |
1706 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1707 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1708 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1709 | |
1710 | ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1711 | ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1712 | ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
1713 | |
1714 | *ncolours = NCOLOURS; |
1715 | return ret; |
1716 | } |
1717 | |
1718 | static const char *const minus_signs[] = { "\xE2\x88\x92", "-" }; |
1719 | static const char *const times_signs[] = { "\xC3\x97", "*" }; |
1720 | static const char *const divide_signs[] = { "\xC3\xB7", "/" }; |
1721 | |
1722 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1723 | { |
1724 | int w = state->par.w, a = w*w; |
1725 | struct game_drawstate *ds = snew(struct game_drawstate); |
1726 | int i; |
1727 | |
1728 | ds->tilesize = 0; |
1729 | ds->started = FALSE; |
1730 | ds->tiles = snewn(a, long); |
1731 | for (i = 0; i < a; i++) |
1732 | ds->tiles[i] = -1; |
1733 | ds->errors = snewn(a, long); |
1734 | ds->minus_sign = text_fallback(dr, minus_signs, lenof(minus_signs)); |
1735 | ds->times_sign = text_fallback(dr, times_signs, lenof(times_signs)); |
1736 | ds->divide_sign = text_fallback(dr, divide_signs, lenof(divide_signs)); |
1737 | |
1738 | return ds; |
1739 | } |
1740 | |
1741 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1742 | { |
1743 | sfree(ds->tiles); |
1744 | sfree(ds->errors); |
1745 | sfree(ds->minus_sign); |
1746 | sfree(ds->times_sign); |
1747 | sfree(ds->divide_sign); |
1748 | sfree(ds); |
1749 | } |
1750 | |
d2cfd12c |
1751 | static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues, |
1752 | int x, int y, long tile) |
c8c23a7f |
1753 | { |
1754 | int w = clues->w /* , a = w*w */; |
1755 | int tx, ty, tw, th; |
1756 | int cx, cy, cw, ch; |
1757 | char str[64]; |
1758 | |
1759 | tx = BORDER + x * TILESIZE + 1 + GRIDEXTRA; |
1760 | ty = BORDER + y * TILESIZE + 1 + GRIDEXTRA; |
1761 | |
1762 | cx = tx; |
1763 | cy = ty; |
1764 | cw = tw = TILESIZE-1-2*GRIDEXTRA; |
1765 | ch = th = TILESIZE-1-2*GRIDEXTRA; |
1766 | |
1767 | if (x > 0 && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, y*w+x-1)) |
1768 | cx -= GRIDEXTRA, cw += GRIDEXTRA; |
1769 | if (x+1 < w && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, y*w+x+1)) |
1770 | cw += GRIDEXTRA; |
1771 | if (y > 0 && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, (y-1)*w+x)) |
1772 | cy -= GRIDEXTRA, ch += GRIDEXTRA; |
1773 | if (y+1 < w && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, (y+1)*w+x)) |
1774 | ch += GRIDEXTRA; |
1775 | |
1776 | clip(dr, cx, cy, cw, ch); |
1777 | |
1778 | /* background needs erasing */ |
1779 | draw_rect(dr, cx, cy, cw, ch, |
1780 | (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND); |
1781 | |
1782 | /* |
1783 | * Draw the corners of thick lines in corner-adjacent squares, |
1784 | * which jut into this square by one pixel. |
1785 | */ |
1786 | if (x > 0 && y > 0 && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y-1)*w+x-1)) |
1787 | draw_rect(dr, tx-GRIDEXTRA, ty-GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID); |
1788 | if (x+1 < w && y > 0 && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y-1)*w+x+1)) |
1789 | draw_rect(dr, tx+TILESIZE-1-2*GRIDEXTRA, ty-GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID); |
1790 | if (x > 0 && y+1 < w && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y+1)*w+x-1)) |
1791 | draw_rect(dr, tx-GRIDEXTRA, ty+TILESIZE-1-2*GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID); |
1792 | if (x+1 < w && y+1 < w && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y+1)*w+x+1)) |
1793 | draw_rect(dr, tx+TILESIZE-1-2*GRIDEXTRA, ty+TILESIZE-1-2*GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID); |
1794 | |
1795 | /* pencil-mode highlight */ |
1796 | if (tile & DF_HIGHLIGHT_PENCIL) { |
1797 | int coords[6]; |
1798 | coords[0] = cx; |
1799 | coords[1] = cy; |
1800 | coords[2] = cx+cw/2; |
1801 | coords[3] = cy; |
1802 | coords[4] = cx; |
1803 | coords[5] = cy+ch/2; |
1804 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
1805 | } |
1806 | |
1807 | /* Draw the box clue. */ |
1808 | if (dsf_canonify(clues->dsf, y*w+x) == y*w+x) { |
1809 | long clue = clues->clues[y*w+x]; |
1810 | long cluetype = clue & CMASK, clueval = clue & ~CMASK; |
1811 | int size = dsf_size(clues->dsf, y*w+x); |
1812 | /* |
1813 | * Special case of clue-drawing: a box with only one square |
1814 | * is written as just the number, with no operation, because |
1815 | * it doesn't matter whether the operation is ADD or MUL. |
1816 | * The generation code above should never produce puzzles |
1817 | * containing such a thing - I think they're inelegant - but |
1818 | * it's possible to type in game IDs from elsewhere, so I |
1819 | * want to display them right if so. |
1820 | */ |
1821 | sprintf (str, "%ld%s", clueval, |
1822 | (size == 1 ? "" : |
1823 | cluetype == C_ADD ? "+" : |
1824 | cluetype == C_SUB ? ds->minus_sign : |
1825 | cluetype == C_MUL ? ds->times_sign : |
1826 | /* cluetype == C_DIV ? */ ds->divide_sign)); |
1827 | draw_text(dr, tx + GRIDEXTRA * 2, ty + GRIDEXTRA * 2 + TILESIZE/4, |
1828 | FONT_VARIABLE, TILESIZE/4, ALIGN_VNORMAL | ALIGN_HLEFT, |
1829 | (tile & DF_ERR_CLUE ? COL_ERROR : COL_GRID), str); |
1830 | } |
1831 | |
1832 | /* new number needs drawing? */ |
1833 | if (tile & DF_DIGIT_MASK) { |
1834 | str[1] = '\0'; |
1835 | str[0] = (tile & DF_DIGIT_MASK) + '0'; |
1836 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
1837 | FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, |
1838 | (tile & DF_ERR_LATIN) ? COL_ERROR : COL_USER, str); |
1839 | } else { |
1840 | int i, j, npencil; |
1841 | int pl, pr, pt, pb; |
1842 | float bestsize; |
1843 | int pw, ph, minph, pbest, fontsize; |
1844 | |
1845 | /* Count the pencil marks required. */ |
1846 | for (i = 1, npencil = 0; i <= w; i++) |
04b82990 |
1847 | if (tile & (1L << (i + DF_PENCIL_SHIFT))) |
c8c23a7f |
1848 | npencil++; |
1849 | if (npencil) { |
1850 | |
1851 | minph = 2; |
1852 | |
1853 | /* |
1854 | * Determine the bounding rectangle within which we're going |
1855 | * to put the pencil marks. |
1856 | */ |
1857 | /* Start with the whole square */ |
1858 | pl = tx + GRIDEXTRA; |
1859 | pr = pl + TILESIZE - GRIDEXTRA; |
1860 | pt = ty + GRIDEXTRA; |
1861 | pb = pt + TILESIZE - GRIDEXTRA; |
130de411 |
1862 | if (dsf_canonify(clues->dsf, y*w+x) == y*w+x) { |
1863 | /* |
1864 | * Make space for the clue text. |
1865 | */ |
1866 | pt += TILESIZE/4; |
1867 | /* minph--; */ |
1868 | } |
c8c23a7f |
1869 | |
1870 | /* |
1871 | * We arrange our pencil marks in a grid layout, with |
1872 | * the number of rows and columns adjusted to allow the |
1873 | * maximum font size. |
1874 | * |
1875 | * So now we work out what the grid size ought to be. |
1876 | */ |
1877 | bestsize = 0.0; |
1878 | pbest = 0; |
1879 | /* Minimum */ |
1880 | for (pw = 3; pw < max(npencil,4); pw++) { |
1881 | float fw, fh, fs; |
1882 | |
1883 | ph = (npencil + pw - 1) / pw; |
1884 | ph = max(ph, minph); |
1885 | fw = (pr - pl) / (float)pw; |
1886 | fh = (pb - pt) / (float)ph; |
1887 | fs = min(fw, fh); |
1888 | if (fs > bestsize) { |
1889 | bestsize = fs; |
1890 | pbest = pw; |
1891 | } |
1892 | } |
1893 | assert(pbest > 0); |
1894 | pw = pbest; |
1895 | ph = (npencil + pw - 1) / pw; |
1896 | ph = max(ph, minph); |
1897 | |
1898 | /* |
1899 | * Now we've got our grid dimensions, work out the pixel |
1900 | * size of a grid element, and round it to the nearest |
1901 | * pixel. (We don't want rounding errors to make the |
1902 | * grid look uneven at low pixel sizes.) |
1903 | */ |
1904 | fontsize = min((pr - pl) / pw, (pb - pt) / ph); |
1905 | |
1906 | /* |
1907 | * Centre the resulting figure in the square. |
1908 | */ |
1909 | pl = tx + (TILESIZE - fontsize * pw) / 2; |
1910 | pt = ty + (TILESIZE - fontsize * ph) / 2; |
1911 | |
1912 | /* |
1913 | * And move it down a bit if it's collided with some |
1914 | * clue text. |
1915 | */ |
1916 | if (dsf_canonify(clues->dsf, y*w+x) == y*w+x) { |
1917 | pt = max(pt, ty + GRIDEXTRA * 3 + TILESIZE/4); |
1918 | } |
1919 | |
1920 | /* |
1921 | * Now actually draw the pencil marks. |
1922 | */ |
1923 | for (i = 1, j = 0; i <= w; i++) |
04b82990 |
1924 | if (tile & (1L << (i + DF_PENCIL_SHIFT))) { |
c8c23a7f |
1925 | int dx = j % pw, dy = j / pw; |
1926 | |
1927 | str[1] = '\0'; |
1928 | str[0] = i + '0'; |
1929 | draw_text(dr, pl + fontsize * (2*dx+1) / 2, |
1930 | pt + fontsize * (2*dy+1) / 2, |
1931 | FONT_VARIABLE, fontsize, |
1932 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str); |
1933 | j++; |
1934 | } |
1935 | } |
1936 | } |
1937 | |
1938 | unclip(dr); |
1939 | |
1940 | draw_update(dr, cx, cy, cw, ch); |
1941 | } |
1942 | |
1943 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1944 | game_state *state, int dir, game_ui *ui, |
1945 | float animtime, float flashtime) |
1946 | { |
1947 | int w = state->par.w /*, a = w*w */; |
1948 | int x, y; |
1949 | |
1950 | if (!ds->started) { |
1951 | /* |
1952 | * The initial contents of the window are not guaranteed and |
1953 | * can vary with front ends. To be on the safe side, all |
1954 | * games should start by drawing a big background-colour |
1955 | * rectangle covering the whole window. |
1956 | */ |
1957 | draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND); |
1958 | |
1959 | /* |
1960 | * Big containing rectangle. |
1961 | */ |
1962 | draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA, |
1963 | w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2, |
1964 | COL_GRID); |
1965 | |
1966 | draw_update(dr, 0, 0, SIZE(w), SIZE(w)); |
1967 | |
1968 | ds->started = TRUE; |
1969 | } |
1970 | |
1971 | check_errors(state, ds->errors); |
1972 | |
1973 | for (y = 0; y < w; y++) { |
1974 | for (x = 0; x < w; x++) { |
1975 | long tile = 0L; |
1976 | |
1977 | if (state->grid[y*w+x]) |
1978 | tile = state->grid[y*w+x]; |
1979 | else |
1980 | tile = (long)state->pencil[y*w+x] << DF_PENCIL_SHIFT; |
1981 | |
1982 | if (ui->hshow && ui->hx == x && ui->hy == y) |
1983 | tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT); |
1984 | |
1985 | if (flashtime > 0 && |
1986 | (flashtime <= FLASH_TIME/3 || |
1987 | flashtime >= FLASH_TIME*2/3)) |
1988 | tile |= DF_HIGHLIGHT; /* completion flash */ |
1989 | |
1990 | tile |= ds->errors[y*w+x]; |
1991 | |
1992 | if (ds->tiles[y*w+x] != tile) { |
1993 | ds->tiles[y*w+x] = tile; |
1994 | draw_tile(dr, ds, state->clues, x, y, tile); |
1995 | } |
1996 | } |
1997 | } |
1998 | } |
1999 | |
2000 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
2001 | int dir, game_ui *ui) |
2002 | { |
2003 | return 0.0F; |
2004 | } |
2005 | |
2006 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
2007 | int dir, game_ui *ui) |
2008 | { |
2009 | if (!oldstate->completed && newstate->completed && |
2010 | !oldstate->cheated && !newstate->cheated) |
2011 | return FLASH_TIME; |
2012 | return 0.0F; |
2013 | } |
2014 | |
2015 | static int game_timing_state(game_state *state, game_ui *ui) |
2016 | { |
2017 | if (state->completed) |
2018 | return FALSE; |
2019 | return TRUE; |
2020 | } |
2021 | |
2022 | static void game_print_size(game_params *params, float *x, float *y) |
2023 | { |
2024 | int pw, ph; |
2025 | |
2026 | /* |
2027 | * We use 9mm squares by default, like Solo. |
2028 | */ |
2029 | game_compute_size(params, 900, &pw, &ph); |
2030 | *x = pw / 100.0F; |
2031 | *y = ph / 100.0F; |
2032 | } |
2033 | |
2034 | /* |
2035 | * Subfunction to draw the thick lines between cells. In order to do |
2036 | * this using the line-drawing rather than rectangle-drawing API (so |
2037 | * as to get line thicknesses to scale correctly) and yet have |
2038 | * correctly mitred joins between lines, we must do this by tracing |
2039 | * the boundary of each sub-block and drawing it in one go as a |
2040 | * single polygon. |
2041 | */ |
2042 | static void outline_block_structure(drawing *dr, game_drawstate *ds, |
2043 | int w, int *dsf, int ink) |
2044 | { |
2045 | int a = w*w; |
2046 | int *coords; |
2047 | int i, n; |
2048 | int x, y, dx, dy, sx, sy, sdx, sdy; |
2049 | |
2050 | coords = snewn(4*a, int); |
2051 | |
2052 | /* |
2053 | * Iterate over all the blocks. |
2054 | */ |
2055 | for (i = 0; i < a; i++) { |
2056 | if (dsf_canonify(dsf, i) != i) |
2057 | continue; |
2058 | |
2059 | /* |
2060 | * For each block, we need a starting square within it which |
2061 | * has a boundary at the left. Conveniently, we have one |
2062 | * right here, by construction. |
2063 | */ |
2064 | x = i % w; |
2065 | y = i / w; |
2066 | dx = -1; |
2067 | dy = 0; |
2068 | |
2069 | /* |
2070 | * Now begin tracing round the perimeter. At all |
2071 | * times, (x,y) describes some square within the |
2072 | * block, and (x+dx,y+dy) is some adjacent square |
2073 | * outside it; so the edge between those two squares |
2074 | * is always an edge of the block. |
2075 | */ |
2076 | sx = x, sy = y, sdx = dx, sdy = dy; /* save starting position */ |
2077 | n = 0; |
2078 | do { |
2079 | int cx, cy, tx, ty, nin; |
2080 | |
2081 | /* |
2082 | * Advance to the next edge, by looking at the two |
2083 | * squares beyond it. If they're both outside the block, |
2084 | * we turn right (by leaving x,y the same and rotating |
2085 | * dx,dy clockwise); if they're both inside, we turn |
2086 | * left (by rotating dx,dy anticlockwise and contriving |
2087 | * to leave x+dx,y+dy unchanged); if one of each, we go |
2088 | * straight on (and may enforce by assertion that |
2089 | * they're one of each the _right_ way round). |
2090 | */ |
2091 | nin = 0; |
2092 | tx = x - dy + dx; |
2093 | ty = y + dx + dy; |
2094 | nin += (tx >= 0 && tx < w && ty >= 0 && ty < w && |
2095 | dsf_canonify(dsf, ty*w+tx) == i); |
2096 | tx = x - dy; |
2097 | ty = y + dx; |
2098 | nin += (tx >= 0 && tx < w && ty >= 0 && ty < w && |
2099 | dsf_canonify(dsf, ty*w+tx) == i); |
2100 | if (nin == 0) { |
2101 | /* |
2102 | * Turn right. |
2103 | */ |
2104 | int tmp; |
2105 | tmp = dx; |
2106 | dx = -dy; |
2107 | dy = tmp; |
2108 | } else if (nin == 2) { |
2109 | /* |
2110 | * Turn left. |
2111 | */ |
2112 | int tmp; |
2113 | |
2114 | x += dx; |
2115 | y += dy; |
2116 | |
2117 | tmp = dx; |
2118 | dx = dy; |
2119 | dy = -tmp; |
2120 | |
2121 | x -= dx; |
2122 | y -= dy; |
2123 | } else { |
2124 | /* |
2125 | * Go straight on. |
2126 | */ |
2127 | x -= dy; |
2128 | y += dx; |
2129 | } |
2130 | |
2131 | /* |
2132 | * Now enforce by assertion that we ended up |
2133 | * somewhere sensible. |
2134 | */ |
2135 | assert(x >= 0 && x < w && y >= 0 && y < w && |
2136 | dsf_canonify(dsf, y*w+x) == i); |
2137 | assert(x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= w || |
2138 | dsf_canonify(dsf, (y+dy)*w+(x+dx)) != i); |
2139 | |
2140 | /* |
2141 | * Record the point we just went past at one end of the |
2142 | * edge. To do this, we translate (x,y) down and right |
2143 | * by half a unit (so they're describing a point in the |
2144 | * _centre_ of the square) and then translate back again |
2145 | * in a manner rotated by dy and dx. |
2146 | */ |
2147 | assert(n < 2*w+2); |
2148 | cx = ((2*x+1) + dy + dx) / 2; |
2149 | cy = ((2*y+1) - dx + dy) / 2; |
2150 | coords[2*n+0] = BORDER + cx * TILESIZE; |
2151 | coords[2*n+1] = BORDER + cy * TILESIZE; |
2152 | n++; |
2153 | |
2154 | } while (x != sx || y != sy || dx != sdx || dy != sdy); |
2155 | |
2156 | /* |
2157 | * That's our polygon; now draw it. |
2158 | */ |
2159 | draw_polygon(dr, coords, n, -1, ink); |
2160 | } |
2161 | |
2162 | sfree(coords); |
2163 | } |
2164 | |
2165 | static void game_print(drawing *dr, game_state *state, int tilesize) |
2166 | { |
2167 | int w = state->par.w; |
2168 | int ink = print_mono_colour(dr, 0); |
2169 | int x, y; |
2170 | char *minus_sign, *times_sign, *divide_sign; |
2171 | |
2172 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
2173 | game_drawstate ads, *ds = &ads; |
2174 | game_set_size(dr, ds, NULL, tilesize); |
2175 | |
2176 | minus_sign = text_fallback(dr, minus_signs, lenof(minus_signs)); |
2177 | times_sign = text_fallback(dr, times_signs, lenof(times_signs)); |
2178 | divide_sign = text_fallback(dr, divide_signs, lenof(divide_signs)); |
2179 | |
2180 | /* |
2181 | * Border. |
2182 | */ |
2183 | print_line_width(dr, 3 * TILESIZE / 40); |
2184 | draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, w*TILESIZE, ink); |
2185 | |
2186 | /* |
2187 | * Main grid. |
2188 | */ |
2189 | for (x = 1; x < w; x++) { |
2190 | print_line_width(dr, TILESIZE / 40); |
2191 | draw_line(dr, BORDER+x*TILESIZE, BORDER, |
2192 | BORDER+x*TILESIZE, BORDER+w*TILESIZE, ink); |
2193 | } |
2194 | for (y = 1; y < w; y++) { |
2195 | print_line_width(dr, TILESIZE / 40); |
2196 | draw_line(dr, BORDER, BORDER+y*TILESIZE, |
2197 | BORDER+w*TILESIZE, BORDER+y*TILESIZE, ink); |
2198 | } |
2199 | |
2200 | /* |
2201 | * Thick lines between cells. |
2202 | */ |
2203 | print_line_width(dr, 3 * TILESIZE / 40); |
2204 | outline_block_structure(dr, ds, w, state->clues->dsf, ink); |
2205 | |
2206 | /* |
2207 | * Clues. |
2208 | */ |
2209 | for (y = 0; y < w; y++) |
2210 | for (x = 0; x < w; x++) |
2211 | if (dsf_canonify(state->clues->dsf, y*w+x) == y*w+x) { |
2212 | long clue = state->clues->clues[y*w+x]; |
2213 | long cluetype = clue & CMASK, clueval = clue & ~CMASK; |
2214 | int size = dsf_size(state->clues->dsf, y*w+x); |
2215 | char str[64]; |
2216 | |
2217 | /* |
2218 | * As in the drawing code, we omit the operator for |
2219 | * blocks of area 1. |
2220 | */ |
2221 | sprintf (str, "%ld%s", clueval, |
2222 | (size == 1 ? "" : |
2223 | cluetype == C_ADD ? "+" : |
2224 | cluetype == C_SUB ? minus_sign : |
2225 | cluetype == C_MUL ? times_sign : |
2226 | /* cluetype == C_DIV ? */ divide_sign)); |
2227 | |
2228 | draw_text(dr, |
2229 | BORDER+x*TILESIZE + 5*TILESIZE/80, |
2230 | BORDER+y*TILESIZE + 20*TILESIZE/80, |
2231 | FONT_VARIABLE, TILESIZE/4, |
2232 | ALIGN_VNORMAL | ALIGN_HLEFT, |
2233 | ink, str); |
2234 | } |
2235 | |
2236 | /* |
2237 | * Numbers for the solution, if any. |
2238 | */ |
2239 | for (y = 0; y < w; y++) |
2240 | for (x = 0; x < w; x++) |
2241 | if (state->grid[y*w+x]) { |
2242 | char str[2]; |
2243 | str[1] = '\0'; |
2244 | str[0] = state->grid[y*w+x] + '0'; |
2245 | draw_text(dr, BORDER + x*TILESIZE + TILESIZE/2, |
2246 | BORDER + y*TILESIZE + TILESIZE/2, |
2247 | FONT_VARIABLE, TILESIZE/2, |
2248 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); |
2249 | } |
2250 | } |
2251 | |
2252 | #ifdef COMBINED |
2253 | #define thegame keen |
2254 | #endif |
2255 | |
2256 | const struct game thegame = { |
2257 | "Keen", "games.keen", "keen", |
2258 | default_params, |
2259 | game_fetch_preset, |
2260 | decode_params, |
2261 | encode_params, |
2262 | free_params, |
2263 | dup_params, |
2264 | TRUE, game_configure, custom_params, |
2265 | validate_params, |
2266 | new_game_desc, |
2267 | validate_desc, |
2268 | new_game, |
2269 | dup_game, |
2270 | free_game, |
2271 | TRUE, solve_game, |
2272 | FALSE, game_can_format_as_text_now, game_text_format, |
2273 | new_ui, |
2274 | free_ui, |
2275 | encode_ui, |
2276 | decode_ui, |
2277 | game_changed_state, |
2278 | interpret_move, |
2279 | execute_move, |
2280 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
2281 | game_colours, |
2282 | game_new_drawstate, |
2283 | game_free_drawstate, |
2284 | game_redraw, |
2285 | game_anim_length, |
2286 | game_flash_length, |
2287 | TRUE, FALSE, game_print_size, game_print, |
2288 | FALSE, /* wants_statusbar */ |
2289 | FALSE, game_timing_state, |
2290 | REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */ |
2291 | }; |
2292 | |
2293 | #ifdef STANDALONE_SOLVER |
2294 | |
2295 | #include <stdarg.h> |
2296 | |
2297 | int main(int argc, char **argv) |
2298 | { |
2299 | game_params *p; |
2300 | game_state *s; |
2301 | char *id = NULL, *desc, *err; |
2302 | int grade = FALSE; |
2303 | int ret, diff, really_show_working = FALSE; |
2304 | |
2305 | while (--argc > 0) { |
2306 | char *p = *++argv; |
2307 | if (!strcmp(p, "-v")) { |
2308 | really_show_working = TRUE; |
2309 | } else if (!strcmp(p, "-g")) { |
2310 | grade = TRUE; |
2311 | } else if (*p == '-') { |
2312 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
2313 | return 1; |
2314 | } else { |
2315 | id = p; |
2316 | } |
2317 | } |
2318 | |
2319 | if (!id) { |
2320 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
2321 | return 1; |
2322 | } |
2323 | |
2324 | desc = strchr(id, ':'); |
2325 | if (!desc) { |
2326 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
2327 | return 1; |
2328 | } |
2329 | *desc++ = '\0'; |
2330 | |
2331 | p = default_params(); |
2332 | decode_params(p, id); |
2333 | err = validate_desc(p, desc); |
2334 | if (err) { |
2335 | fprintf(stderr, "%s: %s\n", argv[0], err); |
2336 | return 1; |
2337 | } |
2338 | s = new_game(NULL, p, desc); |
2339 | |
2340 | /* |
2341 | * When solving an Easy puzzle, we don't want to bother the |
2342 | * user with Hard-level deductions. For this reason, we grade |
2343 | * the puzzle internally before doing anything else. |
2344 | */ |
2345 | ret = -1; /* placate optimiser */ |
2346 | solver_show_working = FALSE; |
2347 | for (diff = 0; diff < DIFFCOUNT; diff++) { |
2348 | memset(s->grid, 0, p->w * p->w); |
2349 | ret = solver(p->w, s->clues->dsf, s->clues->clues, |
2350 | s->grid, diff); |
2351 | if (ret <= diff) |
2352 | break; |
2353 | } |
2354 | |
2355 | if (diff == DIFFCOUNT) { |
2356 | if (grade) |
2357 | printf("Difficulty rating: ambiguous\n"); |
2358 | else |
2359 | printf("Unable to find a unique solution\n"); |
2360 | } else { |
2361 | if (grade) { |
2362 | if (ret == diff_impossible) |
2363 | printf("Difficulty rating: impossible (no solution exists)\n"); |
2364 | else |
2365 | printf("Difficulty rating: %s\n", keen_diffnames[ret]); |
2366 | } else { |
2367 | solver_show_working = really_show_working; |
2368 | memset(s->grid, 0, p->w * p->w); |
2369 | ret = solver(p->w, s->clues->dsf, s->clues->clues, |
2370 | s->grid, diff); |
2371 | if (ret != diff) |
2372 | printf("Puzzle is inconsistent\n"); |
2373 | else { |
2374 | /* |
2375 | * We don't have a game_text_format for this game, |
2376 | * so we have to output the solution manually. |
2377 | */ |
2378 | int x, y; |
2379 | for (y = 0; y < p->w; y++) { |
2380 | for (x = 0; x < p->w; x++) { |
2381 | printf("%s%c", x>0?" ":"", '0' + s->grid[y*p->w+x]); |
2382 | } |
2383 | putchar('\n'); |
2384 | } |
2385 | } |
2386 | } |
2387 | } |
2388 | |
2389 | return 0; |
2390 | } |
2391 | |
2392 | #endif |
2393 | |
2394 | /* vim: set shiftwidth=4 tabstop=8: */ |