Add James H's new puzzle, `Unequal' (otherwise known as the
[sgt/puzzles] / unequal.c
CommitLineData
149255d7 1/*
2 * unequal.c
3 *
4 * Implementation of 'Futoshiki', a puzzle featured in the Guardian.
5 *
6 * TTD:
7 * add multiple-links-on-same-col/row solver nous
8 * Optimise set solver to use bit operations instead
9 *
10 * Guardian puzzles of note:
11 * #1: 5:0,0L,0L,0,0,0R,0,0L,0D,0L,0R,0,2,0D,0,0,0,0,0,0,0U,0,0,0,0U,
12 * #2: 5:0,0,0,4L,0L,0,2LU,0L,0U,0,0,0U,0,0,0,0,0D,0,3LRUD,0,0R,3,0L,0,0,
13 * #3: (reprint of #2)
14 * #4:
15 * #5: 5:0,0,0,0,0,0,2,0U,3U,0U,0,0,3,0,0,0,3,0D,4,0,0,0L,0R,0,0,
16 * #6: 5:0D,0L,0,0R,0,0,0D,0,3,0D,0,0R,0,0R,0D,0U,0L,0,1,2,0,0,0U,0,0L,
17 */
18
19#include <stdio.h>
20#include <stdlib.h>
21#include <string.h>
22#include <assert.h>
23#include <ctype.h>
24#include <math.h>
25
26#include "puzzles.h"
27#include "latin.h" /* contains typedef for digit */
28
29/* ----------------------------------------------------------
30 * Constant and structure definitions
31 */
32
33#define FLASH_TIME 0.4F
34
35#define PREFERRED_TILE_SIZE 32
36
37#define TILE_SIZE (ds->tilesize)
38#define GAP_SIZE (TILE_SIZE/2)
39#define SQUARE_SIZE (TILE_SIZE + GAP_SIZE)
40
41#define BORDER (TILE_SIZE / 2)
42
43#define COORD(x) ( (x) * SQUARE_SIZE + BORDER )
44#define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 )
45
46#define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)])
47#define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ])
48#define HINT(p,x,y,n) GRID3(p, hints, x, y, n)
49
50enum {
51 COL_BACKGROUND,
52 COL_GRID,
53 COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
54 COL_HIGHLIGHT, COL_LOWLIGHT,
55 NCOLOURS
56};
57
58struct game_params {
59 int order, diff;
60};
61
62#define F_IMMUTABLE 1 /* passed in as game description */
63#define F_GT_UP 2
64#define F_GT_RIGHT 4
65#define F_GT_DOWN 8
66#define F_GT_LEFT 16
67#define F_ERROR 32
68#define F_ERROR_UP 64
69#define F_ERROR_RIGHT 128
70#define F_ERROR_DOWN 256
71#define F_ERROR_LEFT 512
72
73#define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
74
75struct game_state {
76 int order, completed, cheated;
77 digit *nums; /* actual numbers (size order^2) */
78 unsigned char *hints; /* remaining possiblities (size order^3) */
79 unsigned int *flags; /* flags (size order^2) */
80};
81
82/* ----------------------------------------------------------
83 * Game parameters and presets
84 */
85
86/* Steal the method from map.c for difficulty levels. */
87#define DIFFLIST(A) \
88 A(LATIN,Trivial,t) \
89 A(EASY,Easy,e) \
90 A(SET,Tricky,k) \
91 A(EXTREME,Extreme,x) \
92 A(RECURSIVE,Recursive,r)
93
94#define ENUM(upper,title,lower) DIFF_ ## upper,
95#define TITLE(upper,title,lower) #title,
96#define ENCODE(upper,title,lower) #lower
97#define CONFIG(upper,title,lower) ":" #title
98enum { DIFFLIST(ENUM) DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
99static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
100static char const unequal_diffchars[] = DIFFLIST(ENCODE);
101#define DIFFCOUNT lenof(unequal_diffchars)
102#define DIFFCONFIG DIFFLIST(CONFIG)
103
104#define DEFAULT_PRESET 0
105
106const static struct game_params unequal_presets[] = {
107 { 4, DIFF_EASY },
108 { 5, DIFF_EASY },
109 { 5, DIFF_SET },
110 { 5, DIFF_EXTREME },
111 { 6, DIFF_EASY },
112 { 6, DIFF_SET },
113 { 6, DIFF_EXTREME },
114 { 7, DIFF_SET },
115 { 7, DIFF_EXTREME },
116};
117
118static int game_fetch_preset(int i, char **name, game_params **params)
119{
120 game_params *ret;
121 char buf[80];
122
123 if (i < 0 || i >= lenof(unequal_presets))
124 return FALSE;
125
126 ret = snew(game_params);
127 *ret = unequal_presets[i]; /* structure copy */
128
129 sprintf(buf, "%dx%d %s", ret->order, ret->order,
130 unequal_diffnames[ret->diff]);
131
132 *name = dupstr(buf);
133 *params = ret;
134 return TRUE;
135}
136
137static game_params *default_params(void)
138{
139 game_params *ret;
140 char *name;
141
142 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
143 sfree(name);
144 return ret;
145}
146
147static void free_params(game_params *params)
148{
149 sfree(params);
150}
151
152static game_params *dup_params(game_params *params)
153{
154 game_params *ret = snew(game_params);
155 *ret = *params; /* structure copy */
156 return ret;
157}
158
159static void decode_params(game_params *ret, char const *string)
160{
161 char const *p = string;
162
163 ret->order = atoi(p);
164 while (*p && isdigit((unsigned char)*p)) p++;
165
166 if (*p == 'd') {
167 int i;
168 p++;
169 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
170 if (*p) {
171 for (i = 0; i < DIFFCOUNT; i++) {
172 if (*p == unequal_diffchars[i])
173 ret->diff = i;
174 }
175 p++;
176 }
177 }
178}
179
180static char *encode_params(game_params *params, int full)
181{
182 char ret[80];
183
184 sprintf(ret, "%d", params->order);
185 if (full)
186 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
187
188 return dupstr(ret);
189}
190
191static config_item *game_configure(game_params *params)
192{
193 config_item *ret;
194 char buf[80];
195
196 ret = snewn(3, config_item);
197
198 ret[0].name = "Size (s*s)";
199 ret[0].type = C_STRING;
200 sprintf(buf, "%d", params->order);
201 ret[0].sval = dupstr(buf);
202 ret[0].ival = 0;
203
204 ret[1].name = "Difficulty";
205 ret[1].type = C_CHOICES;
206 ret[1].sval = DIFFCONFIG;
207 ret[1].ival = params->diff;
208
209 ret[2].name = NULL;
210 ret[2].type = C_END;
211 ret[2].sval = NULL;
212 ret[2].ival = 0;
213
214 return ret;
215}
216
217static game_params *custom_params(config_item *cfg)
218{
219 game_params *ret = snew(game_params);
220
221 ret->order = atoi(cfg[0].sval);
222 ret->diff = cfg[1].ival;
223
224 return ret;
225}
226
227static char *validate_params(game_params *params, int full)
228{
229 if (params->order < 3 || params->order > 32)
230 return "Order must be between 3 and 32";
231 if (params->diff >= DIFFCOUNT)
232 return "Unknown difficulty rating.";
233 return NULL;
234}
235
236/* ----------------------------------------------------------
237 * Various utility functions
238 */
239
240static const struct { unsigned int f, fo, fe; int dx, dy; char c; } gtthan[] = {
241 { F_GT_UP, F_GT_DOWN, F_ERROR_UP, 0, -1, '^' },
242 { F_GT_RIGHT, F_GT_LEFT, F_ERROR_RIGHT, 1, 0, '>' },
243 { F_GT_DOWN, F_GT_UP, F_ERROR_DOWN, 0, 1, 'v' },
244 { F_GT_LEFT, F_GT_RIGHT, F_ERROR_LEFT, -1, 0, '<' }
245};
246
247static game_state *blank_game(int order)
248{
249 game_state *state = snew(game_state);
250 int o2 = order*order, o3 = o2*order;
251
252 state->order = order;
253 state->completed = state->cheated = 0;
254
255 state->nums = snewn(o2, digit);
256 state->hints = snewn(o3, unsigned char);
257 state->flags = snewn(o2, unsigned int);
258
259 memset(state->nums, 0, o2 * sizeof(digit));
260 memset(state->hints, 0, o3);
261 memset(state->flags, 0, o2 * sizeof(unsigned int));
262
263 return state;
264}
265
266static game_state *dup_game(game_state *state)
267{
268 game_state *ret = blank_game(state->order);
269 int o2 = state->order*state->order, o3 = o2*state->order;
270
271 memcpy(ret->nums, state->nums, o2 * sizeof(digit));
272 memcpy(ret->hints, state->hints, o3);
273 memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
274
275 return ret;
276}
277
278static void free_game(game_state *state)
279{
280 sfree(state->nums);
281 sfree(state->hints);
282 sfree(state->flags);
283 sfree(state);
284}
285
286#define CHECKG(x,y) grid[(y)*o+(x)]
287
288/* Returns 0 if it finds an error, 1 otherwise. */
289static int check_gt(digit *grid, game_state *state,
290 int x, int y, int dx, int dy)
291{
292 int o = state->order;
293 int n = CHECKG(x,y), dn = CHECKG(x+dx, y+dy);
294
295 assert(n != 0);
296 if (dn == 0) return 1;
297
298 if (n <= dn) {
299 debug(("check_gt error (%d,%d) (%d,%d)", x, y, x+dx, y+dy));
300 return 0;
301 }
302 return 1;
303}
304
305/* Returns 0 if it finds an error, 1 otherwise. */
306static int check_num_gt(digit *grid, game_state *state,
307 int x, int y, int me)
308{
309 unsigned int f = GRID(state, flags, x, y);
310 int ret = 1, i;
311
312 for (i = 0; i < 4; i++) {
313 if ((f & gtthan[i].f) &&
314 !check_gt(grid, state, x, y, gtthan[i].dx, gtthan[i].dy)) {
315 if (me) GRID(state, flags, x, y) |= gtthan[i].fe;
316 ret = 0;
317 }
318 }
319 return ret;
320}
321
322/* Returns 0 if it finds an error, 1 otherwise. */
323static int check_num_error(digit *grid, game_state *state,
324 int x, int y, int mark_errors)
325{
326 int o = state->order;
327 int xx, yy, val = CHECKG(x,y), ret = 1;
328
329 assert(val != 0);
330
331 /* check for dups in same column. */
332 for (yy = 0; yy < state->order; yy++) {
333 if (yy == y) continue;
334 if (CHECKG(x,yy) == val) ret = 0;
335 }
336
337 /* check for dups in same row. */
338 for (xx = 0; xx < state->order; xx++) {
339 if (xx == x) continue;
340 if (CHECKG(xx,y) == val) ret = 0;
341 }
342
343 if (!ret) {
344 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
345 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
346 }
347 return ret;
348}
349
350/* Returns: -1 for 'wrong'
351 * 0 for 'incomplete'
352 * 1 for 'complete and correct'
353 */
354static int check_complete(digit *grid, game_state *state, int mark_errors)
355{
356 int x, y, ret = 1, o = state->order;
357
358 if (mark_errors)
359 assert(grid == state->nums);
360
361 for (x = 0; x < state->order; x++) {
362 for (y = 0; y < state->order; y++) {
363 if (mark_errors)
364 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
365 if (grid[y*o+x] == 0) {
366 ret = 0;
367 } else {
368 if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
369 if (!check_num_gt(grid, state, x, y, mark_errors)) ret = -1;
370 }
371 }
372 }
373 if (ret == 1 && latin_check(grid, o))
374 ret = -1;
375 return ret;
376}
377
378static char n2c(digit n, int order) {
379 if (n == 0) return ' ';
380 if (order < 10) {
381 if (n < 10) return '0' + n;
382 } else {
383 if (n < 11) return '0' + n-1;
384 n -= 11;
385 if (n <= 26) return 'A' + n;
386 }
387 return '?';
388}
389
390/* should be 'digit', but includes -1 for 'not a digit'.
391 * Includes keypresses (0 especially) for interpret_move. */
392static int c2n(int c, int order) {
393 if (c < 0 || c > 0xff)
394 return -1;
395 if (c == ' ' || c == '\010' || c == '\177')
396 return 0;
397 if (order < 10) {
398 if (c >= '1' && c <= '9')
399 return (int)(c - '0');
400 } else {
401 if (c >= '0' && c <= '9')
402 return (int)(c - '0' + 1);
403 if (c >= 'A' && c <= 'Z')
404 return (int)(c - 'A' + 11);
405 if (c >= 'a' && c <= 'z')
406 return (int)(c - 'a' + 11);
407 }
408 return -1;
409}
410
411static char *game_text_format(game_state *state)
412{
413 int x, y, len, n;
414 char *ret, *p;
415
416 len = (state->order*2) * (state->order*2-1) + 1;
417 ret = snewn(len, char);
418 p = ret;
419
420 for (y = 0; y < state->order; y++) {
421 for (x = 0; x < state->order; x++) {
422 n = GRID(state, nums, x, y);
423 *p++ = n > 0 ? n2c(n, state->order) : '.';
424
425 if (x < (state->order-1)) {
426 if (GRID(state, flags, x, y) & F_GT_RIGHT)
427 *p++ = '>';
428 else if (GRID(state, flags, x+1, y) & F_GT_LEFT)
429 *p++ = '<';
430 else
431 *p++ = ' ';
432 }
433 }
434 *p++ = '\n';
435
436 if (y < (state->order-1)) {
437 for (x = 0; x < state->order; x++) {
438 if (GRID(state, flags, x, y) & F_GT_DOWN)
439 *p++ = 'v';
440 else if (GRID(state, flags, x, y+1) & F_GT_UP)
441 *p++ = '^';
442 else
443 *p++ = ' ';
444
445 if (x < state->order-1)
446 *p++ = ' ';
447 }
448 *p++ = '\n';
449 }
450 }
451 *p++ = '\0';
452
453 assert(p - ret == len);
454 return ret;
455}
456
457#ifdef STANDALONE_SOLVER
458static void game_debug(game_state *state)
459{
460 char *dbg = game_text_format(state);
461 printf("%s", dbg);
462 sfree(dbg);
463}
464#endif
465
466/* ----------------------------------------------------------
467 * Solver.
468 */
469
470struct solver_link {
471 int len, gx, gy, lx, ly;
472};
473
474typedef struct game_solver {
475 struct latin_solver latin; /* keep first in struct! */
476
477 game_state *state;
478
479 int nlinks, alinks;
480 struct solver_link *links;
481} game_solver;
482
483#if 0
484static void solver_debug(game_solver *solver, int wide)
485{
486#ifdef STANDALONE_SOLVER
487 if (solver_show_working) {
488 if (!wide)
489 game_debug(solver->state);
490 else
491 latin_solver_debug(solver->latin.cube, solver->latin.o);
492 }
493#endif
494}
495#endif
496
497static void solver_add_link(game_solver *solver,
498 int gx, int gy, int lx, int ly, int len)
499{
500 if (solver->alinks < solver->nlinks+1) {
501 solver->alinks = solver->alinks*2 + 1;
502 /*debug(("resizing solver->links, new size %d", solver->alinks));*/
503 solver->links = sresize(solver->links, solver->alinks, struct solver_link);
504 }
505 solver->links[solver->nlinks].gx = gx;
506 solver->links[solver->nlinks].gy = gy;
507 solver->links[solver->nlinks].lx = lx;
508 solver->links[solver->nlinks].ly = ly;
509 solver->links[solver->nlinks].len = len;
510 solver->nlinks++;
511 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
512 len, lx, ly, gx, gy, solver->nlinks));*/
513}
514
515static game_solver *new_solver(digit *grid, game_state *state)
516{
517 game_solver *solver = snew(game_solver);
518 int o = state->order;
519 int i, x, y;
520 unsigned int f;
521
522 latin_solver_alloc(&solver->latin, grid, o);
523
524 solver->nlinks = solver->alinks = 0;
525 solver->links = NULL;
526
527 for (x = 0; x < o; x++) {
528 for (y = 0; y < o; y++) {
529 f = GRID(state, flags, x, y);
530 for (i = 0; i < 4; i++) {
531 if (f & gtthan[i].f)
532 solver_add_link(solver, x, y, x+gtthan[i].dx, y+gtthan[i].dy, 1);
533 }
534 }
535 }
536
537 return solver;
538}
539
540static void free_solver(game_solver *solver)
541{
542 if (solver->links) sfree(solver->links);
543 latin_solver_free(&solver->latin);
544 sfree(solver);
545}
546
547static void solver_nminmax(game_solver *usolver,
548 int x, int y, int *min_r, int *max_r,
549 unsigned char **ns_r)
550{
551 struct latin_solver *solver = &usolver->latin;
552 int o = usolver->latin.o, min = o, max = 0, n;
553 unsigned char *ns;
554
555 assert(x >= 0 && y >= 0 && x < o && y < o);
556
557 ns = solver->cube + cubepos(x,y,1);
558
559 if (grid(x,y) > 0) {
560 min = max = grid(x,y)-1;
561 } else {
562 for (n = 0; n < o; n++) {
563 if (ns[n]) {
564 if (n > max) max = n;
565 if (n < min) min = n;
566 }
567 }
568 }
569 if (min_r) *min_r = min;
570 if (max_r) *max_r = max;
571 if (ns_r) *ns_r = ns;
572}
573
574static int solver_links(game_solver *usolver)
575{
576 int i, j, lmin, gmax, nchanged = 0;
577 unsigned char *gns, *lns;
578 struct solver_link *link;
579 struct latin_solver *solver = &usolver->latin;
580
581 for (i = 0; i < usolver->nlinks; i++) {
582 link = &usolver->links[i];
583 solver_nminmax(usolver, link->gx, link->gy, NULL, &gmax, &gns);
584 solver_nminmax(usolver, link->lx, link->ly, &lmin, NULL, &lns);
585
586 for (j = 0; j < solver->o; j++) {
587 /* For the 'greater' end of the link, discount all numbers
588 * too small to satisfy the inequality. */
589 if (gns[j]) {
590 if (j < (lmin+link->len)) {
591#ifdef STANDALONE_SOLVER
592 if (solver_show_working) {
593 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
594 solver_recurse_depth*4, "",
595 link->gx, link->gy, link->lx, link->ly);
596 printf("%*s ruling out %d at (%d,%d)\n",
597 solver_recurse_depth*4, "",
598 j+1, link->gx, link->gy);
599 }
600#endif
601 cube(link->gx, link->gy, j+1) = FALSE;
602 nchanged++;
603 }
604 }
605 /* For the 'lesser' end of the link, discount all numbers
606 * too large to satisfy inequality. */
607 if (lns[j]) {
608 if (j > (gmax-link->len)) {
609#ifdef STANDALONE_SOLVER
610 if (solver_show_working) {
611 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
612 solver_recurse_depth*4, "",
613 link->gx, link->gy, link->lx, link->ly);
614 printf("%*s ruling out %d at (%d,%d)\n",
615 solver_recurse_depth*4, "",
616 j+1, link->lx, link->ly);
617 }
618#endif
619 cube(link->lx, link->ly, j+1) = FALSE;
620 nchanged++;
621 }
622 }
623 }
624 }
625 return nchanged;
626}
627
628static int solver_grid(digit *grid, int o, int maxdiff, void *ctx)
629{
630 game_state *state = (game_state *)ctx;
631 game_solver *solver;
632 struct latin_solver *lsolver;
633 struct latin_solver_scratch *scratch;
634 int ret, diff = DIFF_LATIN, extreme;
635
636 assert(maxdiff <= DIFF_RECURSIVE);
637
638 assert(state->order == o);
639 solver = new_solver(grid, state);
640
641 lsolver = &solver->latin;
642 scratch = latin_solver_new_scratch(lsolver);
643
644 while (1) {
645cont:
646 ret = latin_solver_diff_simple(lsolver);
647 if (ret < 0) {
648 diff = DIFF_IMPOSSIBLE;
649 goto got_result;
650 } else if (ret > 0) {
651 diff = max(diff, DIFF_LATIN);
652 goto cont;
653 }
654
655 if (maxdiff <= DIFF_LATIN)
656 break;
657
658 /* This bit is unequal-specific */
659 ret = solver_links(solver);
660 if (ret < 0) {
661 diff = DIFF_IMPOSSIBLE;
662 goto got_result;
663 } else if (ret > 0) {
664 diff = max(diff, DIFF_EASY);
665 goto cont;
666 }
667
668 if (maxdiff <= DIFF_EASY)
669 break;
670
671 ret = latin_solver_diff_set(lsolver, scratch, &extreme);
672 if (ret < 0) {
673 diff = DIFF_IMPOSSIBLE;
674 goto got_result;
675 } else if (ret > 0) {
676 diff = max(diff, extreme ? DIFF_EXTREME : DIFF_SET);
677 goto cont;
678 }
679
680 if (maxdiff <= DIFF_SET)
681 break;
682
683 /*
684 * Forcing chains.
685 */
686 if (latin_solver_forcing(lsolver, scratch)) {
687 diff = max(diff, DIFF_EXTREME);
688 goto cont;
689 }
690
691 /*
692 * If we reach here, we have made no deductions in this
693 * iteration, so the algorithm terminates.
694 */
695 break;
696 }
697 /*
698 * Last chance: if we haven't fully solved the puzzle yet, try
699 * recursing based on guesses for a particular square. We pick
700 * one of the most constrained empty squares we can find, which
701 * has the effect of pruning the search tree as much as
702 * possible.
703 */
704 if (maxdiff == DIFF_RECURSIVE) {
705 int nsol = latin_solver_recurse(lsolver, DIFF_RECURSIVE, solver_grid, ctx);
706 if (nsol < 0) diff = DIFF_IMPOSSIBLE;
707 else if (nsol == 1) diff = DIFF_RECURSIVE;
708 else if (nsol > 1) diff = DIFF_AMBIGUOUS;
709 /* if nsol == 0 then we were complete anyway
710 * (and thus don't need to change diff) */
711 } else {
712 int cc = check_complete(grid, state, 0);
713 if (cc == -1) diff = DIFF_IMPOSSIBLE;
714 if (cc == 0) diff = DIFF_UNFINISHED;
715 }
716
717got_result:
718
719#ifdef STANDALONE_SOLVER
720 if (solver_show_working)
721 printf("%*s%s found\n",
722 solver_recurse_depth*4, "",
723 diff == DIFF_IMPOSSIBLE ? "no solution (impossible)" :
724 diff == DIFF_UNFINISHED ? "no solution (unfinished)" :
725 diff == DIFF_AMBIGUOUS ? "multiple solutions" :
726 "one solution");
727#endif
728
729 latin_solver_free_scratch(scratch);
730 memcpy(state->hints, solver->latin.cube, o*o*o);
731 free_solver(solver);
732
733 return diff;
734}
735
736static int solver_state(game_state *state, int maxdiff)
737{
738 int diff = solver_grid(state->nums, state->order, maxdiff, (void*)state);
739
740 if (diff == DIFF_IMPOSSIBLE)
741 return -1;
742 if (diff == DIFF_UNFINISHED)
743 return 0;
744 if (diff == DIFF_AMBIGUOUS)
745 return 2;
746 return 1;
747}
748
749static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
750{
751 game_state *ret = dup_game(state);
752 int diff, r = 0;
753
754 for (diff = mindiff; diff <= maxdiff; diff++) {
755 r = solver_state(ret, diff);
756 debug(("solver_state after %s %d", unequal_diffnames[diff], r));
757 if (r != 0) goto done;
758 }
759
760done:
761 if (diff_r) *diff_r = (r > 0) ? diff : -1;
762 return ret;
763}
764
765/* ----------------------------------------------------------
766 * Game generation.
767 */
768
769static char *latin_desc(digit *sq, size_t order)
770{
771 int o2 = order*order, i;
772 char *soln = snewn(o2+2, char);
773
774 soln[0] = 'S';
775 for (i = 0; i < o2; i++)
776 soln[i+1] = n2c(sq[i], order);
777 soln[o2+1] = '\0';
778
779 return soln;
780}
781
782/* returns non-zero if it placed (or could have placed) clue. */
783static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkonly)
784{
785 int loc = ccode / 5, which = ccode % 5;
786 int x = loc % state->order, y = loc / state->order;
787
788 assert(loc < state->order*state->order);
789
790 if (which == 4) { /* add number */
791 if (state->nums[loc] != 0) {
792#ifdef STANDALONE_SOLVER
793 if (state->nums[loc] != latin[loc]) {
794 printf("inconsistency for (%d,%d): state %d latin %d\n",
795 x, y, state->nums[loc], latin[loc]);
796 }
797#endif
798 assert(state->nums[loc] == latin[loc]);
799 return 0;
800 }
801 if (!checkonly) {
802 state->nums[loc] = latin[loc];
803 }
804 } else { /* add flag */
805 int lx, ly, lloc;
806
807 if (state->flags[loc] & gtthan[which].f)
808 return 0; /* already has flag. */
809
810 lx = x + gtthan[which].dx;
811 ly = y + gtthan[which].dy;
812 if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
813 return 0; /* flag compares to off grid */
814
815 lloc = loc + gtthan[which].dx + gtthan[which].dy*state->order;
816 if (latin[loc] <= latin[lloc])
817 return 0; /* flag would be incorrect */
818
819 if (!checkonly) {
820 state->flags[loc] |= gtthan[which].f;
821 }
822 }
823 return 1;
824}
825
826/* returns non-zero if it removed (or could have removed) the clue. */
827static int gg_remove_clue(game_state *state, int ccode, int checkonly)
828{
829 int loc = ccode / 5, which = ccode % 5;
830#ifdef STANDALONE_SOLVER
831 int x = loc % state->order, y = loc / state->order;
832#endif
833
834 assert(loc < state->order*state->order);
835
836 if (which == 4) { /* remove number. */
837 if (state->nums[loc] == 0) return 0;
838 if (!checkonly) {
839#ifdef STANDALONE_SOLVER
840 if (solver_show_working)
841 printf("gg_remove_clue: removing %d at (%d,%d)",
842 state->nums[loc], x, y);
843#endif
844 state->nums[loc] = 0;
845 }
846 } else { /* remove flag */
847 if (!(state->flags[loc] & gtthan[which].f)) return 0;
848 if (!checkonly) {
849#ifdef STANDALONE_SOLVER
850 if (solver_show_working)
851 printf("gg_remove_clue: removing %c at (%d,%d)",
852 gtthan[which].c, x, y);
853#endif
854 state->flags[loc] &= ~gtthan[which].f;
855 }
856 }
857 return 1;
858}
859
860static int gg_best_clue(game_state *state, int *scratch, digit *latin)
861{
862 int ls = state->order * state->order * 5;
863 int maxposs = 0, minclues = 5, best = -1, i, j;
864 int nposs, nclues, loc, x, y;
865
866#ifdef STANDALONE_SOLVER
867 if (solver_show_working) {
868 game_debug(state);
869 latin_solver_debug(state->hints, state->order);
870 }
871#endif
872
873 for (i = 0; i < ls; i++) {
874 if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
875
876 loc = scratch[i] / 5;
877 x = loc % state->order; y = loc / state->order;
878 for (j = nposs = 0; j < state->order; j++) {
879 if (state->hints[loc*state->order + j]) nposs++;
880 }
881 for (j = nclues = 0; j < 4; j++) {
882 if (state->flags[loc] & gtthan[j].f) nclues++;
883 }
884 if ((nposs > maxposs) ||
885 (nposs == maxposs && nclues < minclues)) {
886 best = i; maxposs = nposs; minclues = nclues;
887#ifdef STANDALONE_SOLVER
888 if (solver_show_working)
889 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].",
890 best, x, y, nposs, nclues);
891#endif
892 }
893 }
894 /* if we didn't solve, we must have 1 clue to place! */
895 assert(best != -1);
896 return best;
897}
898
899#ifdef STANDALONE_SOLVER
900int maxtries;
901#define MAXTRIES maxtries
902#else
903#define MAXTRIES 50
904#endif
905int gg_solved;
906
907static int game_assemble(game_state *new, int *scratch, digit *latin,
908 int difficulty)
909{
910 game_state *copy = dup_game(new);
911 int best;
912
913 if (difficulty >= DIFF_RECURSIVE) {
914 /* We mustn't use any solver that might guess answers;
915 * if it guesses wrongly but solves, gg_place_clue will
916 * get mighty confused. We will always trim clues down
917 * (making it more difficult) in game_strip, which doesn't
918 * have this problem. */
919 difficulty = DIFF_RECURSIVE-1;
920 }
921
922#ifdef STANDALONE_SOLVER
923 if (solver_show_working) {
924 game_debug(new);
925 latin_solver_debug(new->hints, new->order);
926 }
927#endif
928
929 while(1) {
930 gg_solved++;
931 if (solver_state(copy, difficulty) == 1) break;
932
933 best = gg_best_clue(copy, scratch, latin);
934 gg_place_clue(new, scratch[best], latin, 0);
935 gg_place_clue(copy, scratch[best], latin, 0);
936 }
937 free_game(copy);
938#ifdef STANDALONE_SOLVER
939 if (solver_show_working) {
940 char *dbg = game_text_format(new);
941 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
942 sfree(dbg);
943 }
944#endif
945 return 0;
946}
947
948static void game_strip(game_state *new, int *scratch, digit *latin,
949 int difficulty)
950{
951 int o = new->order, o2 = o*o, lscratch = o2*5, i;
952 game_state *copy = blank_game(new->order);
953
954 /* For each symbol (if it exists in new), try and remove it and
955 * solve again; if we couldn't solve without it put it back. */
956 for (i = 0; i < lscratch; i++) {
957 if (!gg_remove_clue(new, scratch[i], 0)) continue;
958
959 memcpy(copy->nums, new->nums, o2 * sizeof(digit));
960 memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
961 gg_solved++;
962 if (solver_state(copy, difficulty) != 1) {
963 /* put clue back, we can't solve without it. */
964 assert(gg_place_clue(new, scratch[i], latin, 0) == 1);
965 } else {
966#ifdef STANDALONE_SOLVER
967 if (solver_show_working)
968 printf("game_strip: clue was redundant.");
969#endif
970 }
971 }
972 free_game(copy);
973#ifdef STANDALONE_SOLVER
974 if (solver_show_working) {
975 char *dbg = game_text_format(new);
976 debug(("game_strip: done, %d solver iterations.", gg_solved));
977 debug(("%s", dbg));
978 sfree(dbg);
979 }
980#endif
981}
982
983static char *new_game_desc(game_params *params, random_state *rs,
984 char **aux, int interactive)
985{
986 digit *sq = NULL;
987 int i, x, y, retlen, k, nsol;
988 int o2 = params->order * params->order, ntries = 0;
989 int *scratch, lscratch = o2*5;
990 char *ret, buf[80];
991 game_state *state = blank_game(params->order);
992
993 /* Generate a list of 'things to strip' (randomised later) */
994 scratch = snewn(lscratch, int);
995 for (i = 0; i < lscratch; i++) scratch[i] = i;
996
997generate:
998#ifdef STANDALONE_SOLVER
999 if (solver_show_working)
1000 printf("new_game_desc: generating %s puzzle, ntries so far %d",
1001 unequal_diffnames[params->diff], ntries);
1002#endif
1003 if (sq) sfree(sq);
1004 sq = latin_generate(params->order, rs);
1005 latin_debug(sq, params->order);
1006 shuffle(scratch, lscratch, sizeof(int), rs);
1007
1008 memset(state->nums, 0, o2 * sizeof(digit));
1009 memset(state->flags, 0, o2 * sizeof(unsigned int));
1010
1011 gg_solved = 0;
1012 if (game_assemble(state, scratch, sq, params->diff) < 0)
1013 goto generate;
1014 game_strip(state, scratch, sq, params->diff);
1015
1016 if (params->diff > 0) {
1017 game_state *copy = dup_game(state);
1018 nsol = solver_state(copy, params->diff-1);
1019 free_game(copy);
1020 if (nsol > 0) {
1021#ifdef STANDALONE_SOLVER
1022 if (solver_show_working)
1023 printf("game_assemble: puzzle as generated is too easy.");
1024#endif
1025 if (ntries < MAXTRIES) {
1026 ntries++;
1027 goto generate;
1028 }
1029#ifdef STANDALONE_SOLVER
1030 if (solver_show_working)
1031 printf("Unable to generate %s %dx%d after %d attempts.",
1032 unequal_diffnames[params->diff],
1033 params->order, params->order, MAXTRIES);
1034#endif
1035 params->diff--;
1036 }
1037 }
1038#ifdef STANDALONE_SOLVER
1039 if (solver_show_working)
1040 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).",
1041 unequal_diffnames[params->diff], ntries, gg_solved);
1042#endif
1043
1044 ret = NULL; retlen = 0;
1045 for (y = 0; y < params->order; y++) {
1046 for (x = 0; x < params->order; x++) {
1047 unsigned int f = GRID(state, flags, x, y);
1048 k = sprintf(buf, "%d%s%s%s%s,",
1049 GRID(state, nums, x, y),
1050 (f & F_GT_UP) ? "U" : "",
1051 (f & F_GT_RIGHT) ? "R" : "",
1052 (f & F_GT_DOWN) ? "D" : "",
1053 (f & F_GT_LEFT) ? "L" : "");
1054
1055 ret = sresize(ret, retlen + k + 1, char);
1056 strcpy(ret + retlen, buf);
1057 retlen += k;
1058 }
1059 }
1060 *aux = latin_desc(sq, params->order);
1061
1062 free_game(state);
1063 sfree(sq);
1064 sfree(scratch);
1065
1066 return ret;
1067}
1068
1069static game_state *load_game(game_params *params, char *desc,
1070 char **why_r)
1071{
1072 game_state *state = blank_game(params->order);
1073 char *p = desc;
1074 int i = 0, n, o = params->order, x, y;
1075 char *why = NULL;
1076
1077 while (*p) {
1078 while (*p >= 'a' && *p <= 'z') {
1079 i += *p - 'a' + 1;
1080 p++;
1081 }
1082 if (i >= o*o) {
1083 why = "Too much data to fill grid"; goto fail;
1084 }
1085
1086 if (*p < '0' && *p > '9') {
1087 why = "Expecting number in game description"; goto fail;
1088 }
1089 n = atoi(p);
1090 if (n < 0 || n > o) {
1091 why = "Out-of-range number in game description"; goto fail;
1092 }
1093 state->nums[i] = (digit)n;
1094 while (*p >= '0' && *p <= '9') p++; /* skip number */
1095
1096 if (state->nums[i] != 0)
1097 state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
1098
1099 while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
1100 switch (*p) {
1101 case 'U': state->flags[i] |= F_GT_UP; break;
1102 case 'R': state->flags[i] |= F_GT_RIGHT; break;
1103 case 'D': state->flags[i] |= F_GT_DOWN; break;
1104 case 'L': state->flags[i] |= F_GT_LEFT; break;
1105 default: why = "Expecting flag URDL in game description"; goto fail;
1106 }
1107 p++;
1108 }
1109 i++;
1110 if (i < o*o && *p != ',') {
1111 why = "Missing separator"; goto fail;
1112 }
1113 if (*p == ',') p++;
1114 }
1115 if (i < o*o) {
1116 why = "Not enough data to fill grid"; goto fail;
1117 }
1118 i = 0;
1119 for (y = 0; y < o; y++) {
1120 for (x = 0; x < o; x++) {
1121 for (n = 0; n < 4; n++) {
1122 if (GRID(state, flags, x, y) & gtthan[n].f) {
1123 int nx = x + gtthan[n].dx;
1124 int ny = y + gtthan[n].dy;
1125 /* a flag must not point us off the grid. */
1126 if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
1127 why = "Flags go off grid"; goto fail;
1128 }
1129 /* if one cell is GT another, the other must not also
1130 * be GT the first. */
1131 if (GRID(state, flags, nx, ny) & gtthan[n].fo) {
1132 why = "Flags contradicting each other"; goto fail;
1133 }
1134 }
1135 }
1136 }
1137 }
1138
1139 return state;
1140
1141fail:
1142 free_game(state);
1143 if (why_r) *why_r = why;
1144 return NULL;
1145}
1146
1147static game_state *new_game(midend *me, game_params *params, char *desc)
1148{
1149 game_state *state = load_game(params, desc, NULL);
1150 if (!state) {
1151 assert("Unable to load ?validated game.");
1152 return NULL;
1153 }
1154 return state;
1155}
1156
1157static char *validate_desc(game_params *params, char *desc)
1158{
1159 char *why = NULL;
1160 game_state *dummy = load_game(params, desc, &why);
1161 if (dummy) {
1162 free_game(dummy);
1163 assert(!why);
1164 } else
1165 assert(why);
1166 return why;
1167}
1168
1169static char *solve_game(game_state *state, game_state *currstate,
1170 char *aux, char **error)
1171{
1172 game_state *solved;
1173 int r;
1174 char *ret = NULL;
1175
1176 if (aux) return dupstr(aux);
1177
1178 solved = dup_game(state);
1179 for (r = 0; r < state->order*state->order; r++) {
1180 if (!(solved->flags[r] & F_IMMUTABLE))
1181 solved->nums[r] = 0;
1182 }
1183 r = solver_state(solved, DIFFCOUNT);
1184 if (r > 0) ret = latin_desc(solved->nums, solved->order);
1185 free_game(solved);
1186 return ret;
1187}
1188
1189/* ----------------------------------------------------------
1190 * Game UI input processing.
1191 */
1192
1193struct game_ui {
1194 int hx, hy, hpencil; /* as for solo.c, highlight pos and type */
1195 int cx, cy; /* cursor position (-1,-1 for none) */
1196};
1197
1198static game_ui *new_ui(game_state *state)
1199{
1200 game_ui *ui = snew(game_ui);
1201
1202 ui->hx = ui->hy = -1;
1203 ui->hpencil = 0;
1204
1205 ui->cx = ui->cy = -1;
1206
1207 return ui;
1208}
1209
1210static void free_ui(game_ui *ui)
1211{
1212 sfree(ui);
1213}
1214
1215static char *encode_ui(game_ui *ui)
1216{
1217 return NULL;
1218}
1219
1220static void decode_ui(game_ui *ui, char *encoding)
1221{
1222}
1223
1224static void game_changed_state(game_ui *ui, game_state *oldstate,
1225 game_state *newstate)
1226{
1227 /* See solo.c; if we were pencil-mode highlighting and
1228 * somehow a square has just been properly filled, cancel
1229 * pencil mode. */
1230 if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
1231 GRID(newstate, nums, ui->hx, ui->hy) != 0) {
1232 ui->hx = ui->hy = -1;
1233 }
1234}
1235
1236struct game_drawstate {
1237 int tilesize, order, started;
1238 digit *nums; /* copy of nums, o^2 */
1239 unsigned char *hints; /* copy of hints, o^3 */
1240 unsigned int *flags; /* o^2 */
1241
1242 int hx, hy, hpencil;
1243 int cx, cy;
1244 int hflash;
1245};
1246
1247static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1248 int ox, int oy, int button)
1249{
1250 int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
1251 char buf[80];
1252
1253 button &= ~MOD_MASK;
1254
1255 if (x >= 0 && x < ds->order && y >= 0 && y < ds->order) {
1256 if (button == LEFT_BUTTON) {
1257 /* normal highlighting for non-immutable squares */
1258 if (GRID(state, flags, x, y) & F_IMMUTABLE)
1259 ui->hx = ui->hy = -1;
1260 else if (x == ui->hx && y == ui->hy && ui->hpencil == 0)
1261 ui->hx = ui->hy = -1;
1262 else {
1263 ui->hx = x; ui->hy = y; ui->hpencil = 0;
1264 }
1265 return "";
1266 }
1267 if (button == RIGHT_BUTTON) {
1268 /* pencil highlighting for non-filled squares */
1269 if (GRID(state, nums, x, y) != 0)
1270 ui->hx = ui->hy = -1;
1271 else if (x == ui->hx && y == ui->hy && ui->hpencil)
1272 ui->hx = ui->hy = -1;
1273 else {
1274 ui->hx = x; ui->hy = y; ui->hpencil = 1;
1275 }
1276 return "";
1277 }
1278 }
1279 if (button == 'H' || button == 'h')
1280 return dupstr("H");
1281
1282 if (ui->hx != -1 && ui->hy != -1) {
1283 debug(("button %d, cbutton %d", button, (int)((char)button)));
1284 n = c2n(button, state->order);
1285
1286 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1287 n, ui->hx, ui->hy, ui->hpencil,
1288 GRID(state, flags, ui->hx, ui->hy),
1289 GRID(state, nums, ui->hx, ui->hy)));
1290
1291 if (n < 0 || n > ds->order)
1292 return NULL; /* out of range */
1293 if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
1294 return NULL; /* can't edit immutable square (!) */
1295 if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
1296 return NULL; /* can't change hints on filled square (!) */
1297
1298
1299 sprintf(buf, "%c%d,%d,%d",
1300 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1301
1302 ui->hx = ui->hy = -1;
1303
1304 return dupstr(buf);
1305 }
1306 return NULL;
1307}
1308
1309static game_state *execute_move(game_state *state, char *move)
1310{
1311 game_state *ret = NULL;
1312 int x, y, n, i;
1313
1314 debug(("execute_move: %s", move));
1315
1316 if ((move[0] == 'P' || move[0] == 'R') &&
1317 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1318 x >= 0 && x < state->order && y >= 0 && y < state->order &&
1319 n >= 0 && n <= state->order) {
1320 ret = dup_game(state);
1321 if (move[0] == 'P' && n > 0)
1322 HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
1323 else {
1324 GRID(ret, nums, x, y) = n;
1325 for (i = 0; i < state->order; i++)
1326 HINT(ret, x, y, i) = 0;
1327
1328 /* real change to grid; check for completion */
1329 if (!ret->completed && check_complete(ret->nums, ret, 1) > 0)
1330 ret->completed = TRUE;
1331 }
1332 return ret;
1333 } else if (move[0] == 'S') {
1334 char *p;
1335
1336 ret = dup_game(state);
1337 ret->completed = ret->cheated = TRUE;
1338
1339 p = move+1;
1340 for (i = 0; i < state->order*state->order; i++) {
1341 n = c2n((int)*p, state->order);
1342 if (!*p || n <= 0 || n > state->order)
1343 goto badmove;
1344 ret->nums[i] = n;
1345 p++;
1346 }
1347 if (*p) goto badmove;
1348 assert(check_complete(ret->nums, ret, 1) > 0);
1349 return ret;
1350 } else if (move[0] == 'H') {
1351 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1352 }
1353
1354badmove:
1355 if (ret) free_game(ret);
1356 return NULL;
1357}
1358
1359/* ----------------------------------------------------------------------
1360 * Drawing/printing routines.
1361 */
1362
1363#define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1364
1365static void game_compute_size(game_params *params, int tilesize,
1366 int *x, int *y)
1367{
1368 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1369 struct { int tilesize, order; } ads, *ds = &ads;
1370 ads.tilesize = tilesize;
1371 ads.order = params->order;
1372
1373 *x = *y = DRAW_SIZE;
1374}
1375
1376static void game_set_size(drawing *dr, game_drawstate *ds,
1377 game_params *params, int tilesize)
1378{
1379 ds->tilesize = tilesize;
1380}
1381
1382static float *game_colours(frontend *fe, int *ncolours)
1383{
1384 float *ret = snewn(3 * NCOLOURS, float);
1385 int i;
1386
1387 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1388
1389 for (i = 0; i < 3; i++) {
1390 ret[COL_TEXT * 3 + i] = 0.0F;
1391 ret[COL_GRID * 3 + i] = 0.5F;
1392 }
1393
1394 /* Lots of these were taken from solo.c. */
1395 ret[COL_GUESS * 3 + 0] = 0.0F;
1396 ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1397 ret[COL_GUESS * 3 + 2] = 0.0F;
1398
1399 ret[COL_ERROR * 3 + 0] = 1.0F;
1400 ret[COL_ERROR * 3 + 1] = 0.0F;
1401 ret[COL_ERROR * 3 + 2] = 0.0F;
1402
1403 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1404 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1405 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1406
1407 *ncolours = NCOLOURS;
1408 return ret;
1409}
1410
1411static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1412{
1413 struct game_drawstate *ds = snew(struct game_drawstate);
1414 int o2 = state->order*state->order, o3 = o2*state->order;
1415
1416 ds->tilesize = 0;
1417 ds->order = state->order;
1418
1419 ds->nums = snewn(o2, digit);
1420 ds->hints = snewn(o3, unsigned char);
1421 ds->flags = snewn(o2, unsigned int);
1422 memset(ds->nums, 0, o2*sizeof(digit));
1423 memset(ds->hints, 0, o3);
1424 memset(ds->flags, 0, o2*sizeof(unsigned int));
1425
1426 ds->hx = ds->hy = ds->cx = ds->cy = -1;
1427 ds->started = ds->hpencil = ds->hflash = 0;
1428
1429 return ds;
1430}
1431
1432static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1433{
1434 sfree(ds->nums);
1435 sfree(ds->hints);
1436 sfree(ds->flags);
1437 sfree(ds);
1438}
1439
1440static void draw_gt(drawing *dr, int ox, int oy,
1441 int dx1, int dy1, int dx2, int dy2, int col)
1442{
1443 draw_line(dr, ox, oy, ox+dx1, oy+dy1, col);
1444 draw_line(dr, ox+dx1, oy+dy1, ox+dx1+dx2, oy+dy1+dy2, col);
1445}
1446
1447static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
1448 unsigned int f, int col, int needsupdate)
1449{
1450 int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
1451
1452 if (f & F_GT_UP) {
1453 draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
1454 (f & F_ERROR_UP) ? COL_ERROR : col);
1455 if (needsupdate) draw_update(dr, ox, oy-g, TILE_SIZE, g);
1456 }
1457 if (f & F_GT_RIGHT) {
1458 draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
1459 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1460 if (needsupdate) draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1461 }
1462 if (f & F_GT_DOWN) {
1463 draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
1464 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1465 if (needsupdate) draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1466 }
1467 if (f & F_GT_LEFT) {
1468 draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
1469 (f & F_ERROR_LEFT) ? COL_ERROR : col);
1470 if (needsupdate) draw_update(dr, ox-g, oy, g, TILE_SIZE);
1471 }
1472}
1473
1474static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
1475 game_ui *ui, int x, int y, int hflash)
1476{
1477 int ox = COORD(x), oy = COORD(y), bg, hon, con;
1478 unsigned int f = GRID(state, flags, x, y);
1479
1480 bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
1481
1482 hon = (x == ui->hx && y == ui->hy);
1483 con = (x == ui->cx && y == ui->cy);
1484
1485 /* Clear square. */
1486 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1487 (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
1488
1489 /* Draw the highlight (pencil or full), if we're the highlight */
1490 if (hon && ui->hpencil) {
1491 int coords[6];
1492 coords[0] = ox;
1493 coords[1] = oy;
1494 coords[2] = ox + TILE_SIZE/2;
1495 coords[3] = oy;
1496 coords[4] = ox;
1497 coords[5] = oy + TILE_SIZE/2;
1498 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1499 }
1500
1501 /* Draw the square outline (which is the cursor, if we're the cursor). */
1502 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1503 con ? COL_GUESS : COL_GRID);
1504
1505 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
1506
1507 /* Draw the GT signs. */
1508 draw_gts(dr, ds, ox, oy, f, COL_TEXT, 1);
1509}
1510
1511static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
1512{
1513 int ox = COORD(x), oy = COORD(y);
1514 unsigned int f = GRID(ds,flags,x,y);
1515 char str[2];
1516
1517 /* (can assume square has just been cleared) */
1518
1519 /* Draw number, choosing appropriate colour */
1520 str[0] = n2c(GRID(ds, nums, x, y), ds->order);
1521 str[1] = '\0';
1522 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1523 FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
1524 (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
1525}
1526
1527static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
1528{
1529 int ox = COORD(x), oy = COORD(y);
1530 int nhints, i, j, hw, hh, hmax, fontsz;
1531 char str[2];
1532
1533 /* (can assume square has just been cleared) */
1534
1535 /* Draw hints; steal ingenious algorithm (basically)
1536 * from solo.c:draw_number() */
1537 for (i = nhints = 0; i < ds->order; i++) {
1538 if (HINT(ds, x, y, i)) nhints++;
1539 }
1540
1541 for (hw = 1; hw * hw < nhints; hw++);
1542 if (hw < 3) hw = 3;
1543 hh = (nhints + hw - 1) / hw;
1544 if (hh < 2) hh = 2;
1545 hmax = max(hw, hh);
1546 fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
1547
1548 for (i = j = 0; i < ds->order; i++) {
1549 if (HINT(ds,x,y,i)) {
1550 int hx = j % hw, hy = j / hw;
1551
1552 str[0] = n2c(i+1, ds->order);
1553 str[1] = '\0';
1554 draw_text(dr,
1555 ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
1556 oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
1557 FONT_VARIABLE, fontsz,
1558 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1559 j++;
1560 }
1561 }
1562}
1563
1564static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1565 game_state *state, int dir, game_ui *ui,
1566 float animtime, float flashtime)
1567{
1568 int x, y, i, hchanged = 0, cchanged = 0, stale, hflash = 0;
1569
1570 debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
1571
1572 if (flashtime > 0 &&
1573 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
1574 hflash = 1;
1575
1576 if (!ds->started) {
1577 draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
1578 draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
1579 }
1580 if (ds->hx != ui->hx || ds->hy != ui->hy || ds->hpencil != ui->hpencil)
1581 hchanged = 1;
1582 if (ds->cx != ui->cx || ds->cy != ui->cy)
1583 cchanged = 1;
1584
1585 for (x = 0; x < ds->order; x++) {
1586 for (y = 0; y < ds->order; y++) {
1587 if (!ds->started)
1588 stale = 1;
1589 else if (hflash != ds->hflash)
1590 stale = 1;
1591 else
1592 stale = 0;
1593
1594 if (hchanged) {
1595 if ((x == ui->hx && y == ui->hy) ||
1596 (x == ds->hx && y == ds->hy))
1597 stale = 1;
1598 }
1599 if (cchanged) {
1600 if ((x == ui->cx && y == ui->cy) ||
1601 (x == ds->cx && y == ds->cy))
1602 stale = 1;
1603 }
1604
1605 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1606 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1607 stale = 1;
1608 }
1609 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1610 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1611 stale = 1;
1612 }
1613 if (GRID(ds, nums, x, y) == 0) {
1614 /* We're not a number square (therefore we might
1615 * display hints); do we need to update? */
1616 for (i = 0; i < ds->order; i++) {
1617 if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
1618 HINT(ds, x, y, i) = HINT(state, x, y, i);
1619 stale = 1;
1620 }
1621 }
1622 }
1623 if (stale) {
1624 draw_furniture(dr, ds, state, ui, x, y, hflash);
1625 if (GRID(ds, nums, x, y) > 0)
1626 draw_num(dr, ds, x, y);
1627 else
1628 draw_hints(dr, ds, x, y);
1629 }
1630 }
1631 }
1632 ds->hx = ui->hx; ds->hy = ui->hy; ds->hpencil = ui->hpencil;
1633 ds->cx = ui->cx; ds->cy = ui->cy;
1634 ds->started = 1;
1635 ds->hflash = hflash;
1636}
1637
1638static float game_anim_length(game_state *oldstate, game_state *newstate,
1639 int dir, game_ui *ui)
1640{
1641 return 0.0F;
1642}
1643
1644static float game_flash_length(game_state *oldstate, game_state *newstate,
1645 int dir, game_ui *ui)
1646{
1647 if (!oldstate->completed && newstate->completed &&
1648 !oldstate->cheated && !newstate->cheated)
1649 return FLASH_TIME;
1650 return 0.0F;
1651}
1652
1653static int game_timing_state(game_state *state, game_ui *ui)
1654{
1655 return TRUE;
1656}
1657
1658static void game_print_size(game_params *params, float *x, float *y)
1659{
1660 int pw, ph;
1661
1662 /* 10mm squares by default, roughly the same as Grauniad. */
1663 game_compute_size(params, 1000, &pw, &ph);
1664 *x = pw / 100.0F;
1665 *y = ph / 100.0F;
1666}
1667
1668static void game_print(drawing *dr, game_state *state, int tilesize)
1669{
1670 int ink = print_mono_colour(dr, 0);
1671 int x, y, o = state->order, ox, oy, n;
1672 char str[2];
1673
1674 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1675 game_drawstate ads, *ds = &ads;
1676 game_set_size(dr, ds, NULL, tilesize);
1677
1678 print_line_width(dr, 2 * TILE_SIZE / 40);
1679
1680 /* Squares, numbers, gt signs */
1681 for (y = 0; y < o; y++) {
1682 for (x = 0; x < o; x++) {
1683 ox = COORD(x); oy = COORD(y);
1684 n = GRID(state, nums, x, y);
1685
1686 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1687
1688 str[0] = n ? n2c(n, state->order) : ' ';
1689 str[1] = '\0';
1690 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1691 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1692 ink, str);
1693
1694 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink, 1);
1695 }
1696 }
1697}
1698
1699/* ----------------------------------------------------------------------
1700 * Housekeeping.
1701 */
1702
1703#ifdef COMBINED
1704#define thegame unequal
1705#endif
1706
1707const struct game thegame = {
1708 "Unequal", "games.unequal", "unequal",
1709 default_params,
1710 game_fetch_preset,
1711 decode_params,
1712 encode_params,
1713 free_params,
1714 dup_params,
1715 TRUE, game_configure, custom_params,
1716 validate_params,
1717 new_game_desc,
1718 validate_desc,
1719 new_game,
1720 dup_game,
1721 free_game,
1722 TRUE, solve_game,
1723 TRUE, game_text_format,
1724 new_ui,
1725 free_ui,
1726 encode_ui,
1727 decode_ui,
1728 game_changed_state,
1729 interpret_move,
1730 execute_move,
1731 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1732 game_colours,
1733 game_new_drawstate,
1734 game_free_drawstate,
1735 game_redraw,
1736 game_anim_length,
1737 game_flash_length,
1738 TRUE, FALSE, game_print_size, game_print,
1739 FALSE, /* wants_statusbar */
1740 FALSE, game_timing_state,
1741 0, /* flags */
1742};
1743
1744/* ----------------------------------------------------------------------
1745 * Standalone solver.
1746 */
1747
1748#ifdef STANDALONE_SOLVER
1749
1750#include <time.h>
1751#include <stdarg.h>
1752
1753const char *quis = NULL;
1754
1755#if 0 /* currently unused */
1756
1757static void debug_printf(char *fmt, ...)
1758{
1759 char buf[4096];
1760 va_list ap;
1761
1762 va_start(ap, fmt);
1763 vsprintf(buf, fmt, ap);
1764 puts(buf);
1765 va_end(ap);
1766}
1767
1768static void game_printf(game_state *state)
1769{
1770 char *dbg = game_text_format(state);
1771 printf("%s", dbg);
1772 sfree(dbg);
1773}
1774
1775static void game_printf_wide(game_state *state)
1776{
1777 int x, y, i, n;
1778
1779 for (y = 0; y < state->order; y++) {
1780 for (x = 0; x < state->order; x++) {
1781 n = GRID(state, nums, x, y);
1782 for (i = 0; i < state->order; i++) {
1783 if (n > 0)
1784 printf("%c", n2c(n, state->order));
1785 else if (HINT(state, x, y, i))
1786 printf("%c", n2c(i+1, state->order));
1787 else
1788 printf(".");
1789 }
1790 printf(" ");
1791 }
1792 printf("\n");
1793 }
1794 printf("\n");
1795}
1796
1797#endif
1798
1799static void pdiff(int diff)
1800{
1801 if (diff == DIFF_IMPOSSIBLE)
1802 printf("Game is impossible.\n");
1803 else if (diff == DIFF_UNFINISHED)
1804 printf("Game has incomplete.\n");
1805 else if (diff == DIFF_AMBIGUOUS)
1806 printf("Game has multiple solutions.\n");
1807 else
1808 printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
1809}
1810
1811static int solve(game_params *p, char *desc, int debug)
1812{
1813 game_state *st = new_game(NULL, p, desc);
1814 int diff;
1815
1816 solver_show_working = debug;
1817 game_debug(st);
1818
1819 diff = solver_grid(st->nums, st->order, DIFF_RECURSIVE, (void*)st);
1820 if (debug) pdiff(diff);
1821
1822 game_debug(st);
1823 free_game(st);
1824 return diff;
1825}
1826
1827static void check(game_params *p)
1828{
1829 char *msg = validate_params(p, 1);
1830 if (msg) {
1831 fprintf(stderr, "%s: %s", quis, msg);
1832 exit(1);
1833 }
1834}
1835
1836static int gen(game_params *p, random_state *rs, int debug)
1837{
1838 char *desc, *aux;
1839 int diff;
1840
1841 check(p);
1842
1843 solver_show_working = debug;
1844 desc = new_game_desc(p, rs, &aux, 0);
1845 diff = solve(p, desc, debug);
1846 sfree(aux);
1847 sfree(desc);
1848
1849 return diff;
1850}
1851
1852static void soak(game_params *p, random_state *rs)
1853{
1854 time_t tt_start, tt_now, tt_last;
1855 char *aux, *desc;
1856 game_state *st;
1857 int n = 0, neasy = 0, realdiff = p->diff;
1858
1859 check(p);
1860
1861 solver_show_working = 0;
1862 maxtries = 1;
1863
1864 tt_start = tt_now = time(NULL);
1865
1866 printf("Soak-generating a %dx%d grid, difficulty %s.\n",
1867 p->order, p->order, unequal_diffnames[p->diff]);
1868
1869 while (1) {
1870 p->diff = realdiff;
1871 desc = new_game_desc(p, rs, &aux, 0);
1872 st = new_game(NULL, p, desc);
1873 solver_state(st, DIFF_RECURSIVE);
1874 free_game(st);
1875 sfree(aux);
1876 sfree(desc);
1877
1878 n++;
1879 if (realdiff != p->diff) neasy++;
1880
1881 tt_last = time(NULL);
1882 if (tt_last > tt_now) {
1883 tt_now = tt_last;
1884 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
1885 n, (double)n / ((double)tt_now - tt_start),
1886 neasy, (double)neasy*100.0/(double)n,
1887 (double)(n - neasy) / ((double)tt_now - tt_start));
1888 }
1889 }
1890}
1891
1892static void usage_exit(const char *msg)
1893{
1894 if (msg)
1895 fprintf(stderr, "%s: %s\n", quis, msg);
1896 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
1897 exit(1);
1898}
1899
1900int main(int argc, const char *argv[])
1901{
1902 random_state *rs;
1903 time_t seed = time(NULL);
1904 int do_soak = 0, diff;
1905
1906 game_params *p;
1907
1908 maxtries = 50;
1909
1910 quis = argv[0];
1911 while (--argc > 0) {
1912 const char *p = *++argv;
1913 if (!strcmp(p, "--soak"))
1914 do_soak = 1;
1915 else if (!strcmp(p, "--seed")) {
1916 if (argc == 0)
1917 usage_exit("--seed needs an argument");
1918 seed = (time_t)atoi(*++argv);
1919 argc--;
1920 } else if (*p == '-')
1921 usage_exit("unrecognised option");
1922 else
1923 break;
1924 }
1925 rs = random_new((void*)&seed, sizeof(time_t));
1926
1927 if (do_soak == 1) {
1928 if (argc != 1) usage_exit("only one argument for --soak");
1929 p = default_params();
1930 decode_params(p, *argv);
1931 soak(p, rs);
1932 } else if (argc > 0) {
1933 int i;
1934 for (i = 0; i < argc; i++) {
1935 const char *id = *argv++;
1936 char *desc = strchr(id, ':'), *err;
1937 p = default_params();
1938 if (desc) {
1939 *desc++ = '\0';
1940 decode_params(p, id);
1941 err = validate_desc(p, desc);
1942 if (err) {
1943 fprintf(stderr, "%s: %s\n", quis, err);
1944 exit(1);
1945 }
1946 solve(p, desc, 1);
1947 } else {
1948 decode_params(p, id);
1949 diff = gen(p, rs, 1);
1950 }
1951 }
1952 } else {
1953 while(1) {
1954 p = default_params();
1955 p->order = random_upto(rs, 7) + 3;
1956 p->diff = random_upto(rs, 4);
1957 diff = gen(p, rs, 0);
1958 pdiff(diff);
1959 }
1960 }
1961
1962 return 0;
1963}
1964
1965#endif
1966
1967/* vim: set shiftwidth=4 tabstop=8: */