Changed my mind about midend_is_solved: I've now reprototyped it as
[sgt/puzzles] / unfinished / group.c
CommitLineData
d8fa223c 1/*
2 * group.c: a Latin-square puzzle, but played with groups' Cayley
3 * tables. That is, you are given a Cayley table of a group with
4 * most elements blank and a few clues, and you must fill it in
5 * so as to preserve the group axioms.
6 *
7 * This is a perfectly playable and fully working puzzle, but I'm
8 * leaving it for the moment in the 'unfinished' directory because
9 * it's just too esoteric (not to mention _hard_) for me to be
10 * comfortable presenting it to the general public as something they
11 * might (implicitly) actually want to play.
12 *
13 * TODO:
14 *
15 * - more solver techniques?
16 * * Inverses: once we know that gh = e, we can immediately
17 * deduce hg = e as well; then for any gx=y we can deduce
18 * hy=x, and for any xg=y we have yh=x.
19 * * Hard-mode associativity: we currently deduce based on
20 * definite numbers in the grid, but we could also winnow
21 * based on _possible_ numbers.
22 * * My overambitious original thoughts included wondering if we
23 * could infer that there must be elements of certain orders
24 * (e.g. a group of order divisible by 5 must contain an
25 * element of order 5), but I think in fact this is probably
26 * silly.
d8fa223c 27 */
28
29#include <stdio.h>
30#include <stdlib.h>
31#include <string.h>
32#include <assert.h>
33#include <ctype.h>
34#include <math.h>
35
36#include "puzzles.h"
37#include "latin.h"
38
39/*
40 * Difficulty levels. I do some macro ickery here to ensure that my
41 * enum and the various forms of my name list always match up.
42 */
43#define DIFFLIST(A) \
44 A(TRIVIAL,Trivial,NULL,t) \
45 A(NORMAL,Normal,solver_normal,n) \
46 A(HARD,Hard,NULL,h) \
47 A(EXTREME,Extreme,NULL,x) \
48 A(UNREASONABLE,Unreasonable,NULL,u)
49#define ENUM(upper,title,func,lower) DIFF_ ## upper,
50#define TITLE(upper,title,func,lower) #title,
51#define ENCODE(upper,title,func,lower) #lower
52#define CONFIG(upper,title,func,lower) ":" #title
53enum { DIFFLIST(ENUM) DIFFCOUNT };
54static char const *const group_diffnames[] = { DIFFLIST(TITLE) };
55static char const group_diffchars[] = DIFFLIST(ENCODE);
56#define DIFFCONFIG DIFFLIST(CONFIG)
57
58enum {
59 COL_BACKGROUND,
d8fa223c 60 COL_GRID,
61 COL_USER,
62 COL_HIGHLIGHT,
63 COL_ERROR,
64 COL_PENCIL,
65 NCOLOURS
66};
67
5523645e 68/*
69 * In identity mode, we number the elements e,a,b,c,d,f,g,h,...
70 * Otherwise, they're a,b,c,d,e,f,g,h,... in the obvious way.
71 */
72#define E_TO_FRONT(c,id) ( (id) && (c)<=5 ? (c) % 5 + 1 : (c) )
73#define E_FROM_FRONT(c,id) ( (id) && (c)<=5 ? ((c) + 3) % 5 + 1 : (c) )
74
75#define FROMCHAR(c,id) E_TO_FRONT((((c)-('A'-1)) & ~0x20), id)
76#define ISCHAR(c) (((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z'))
77#define TOCHAR(c,id) (E_FROM_FRONT(c,id) + ('a'-1))
d8fa223c 78
79struct game_params {
b84b31a8 80 int w, diff, id;
d8fa223c 81};
82
83struct game_state {
84 game_params par;
85 digit *grid;
86 unsigned char *immutable;
87 int *pencil; /* bitmaps using bits 1<<1..1<<n */
88 int completed, cheated;
f536db21 89 digit *sequence; /* sequence of group elements shown */
a346afcd 90
91 /*
92 * This array indicates thick lines separating rows and columns
93 * placed and unplaced manually by the user as a visual aid, e.g.
94 * to delineate a subgroup and its cosets.
95 *
96 * When a line is placed, it's deemed to be between the two
97 * particular group elements that are on either side of it at the
98 * time; dragging those two away from each other automatically
99 * gets rid of the line. Hence, for a given element i, dividers[i]
100 * is either -1 (indicating no divider to the right of i), or some
101 * other element (indicating a divider to the right of i iff that
102 * element is the one right of it). These are eagerly cleared
103 * during drags.
104 */
105 int *dividers; /* thick lines between rows/cols */
d8fa223c 106};
107
108static game_params *default_params(void)
109{
110 game_params *ret = snew(game_params);
111
112 ret->w = 6;
113 ret->diff = DIFF_NORMAL;
b84b31a8 114 ret->id = TRUE;
d8fa223c 115
116 return ret;
117}
118
119const static struct game_params group_presets[] = {
b84b31a8 120 { 6, DIFF_NORMAL, TRUE },
121 { 6, DIFF_NORMAL, FALSE },
b84b31a8 122 { 8, DIFF_NORMAL, TRUE },
123 { 8, DIFF_NORMAL, FALSE },
5523645e 124 { 8, DIFF_HARD, TRUE },
125 { 8, DIFF_HARD, FALSE },
b84b31a8 126 { 12, DIFF_NORMAL, TRUE },
d8fa223c 127};
128
129static int game_fetch_preset(int i, char **name, game_params **params)
130{
131 game_params *ret;
132 char buf[80];
133
134 if (i < 0 || i >= lenof(group_presets))
135 return FALSE;
136
137 ret = snew(game_params);
138 *ret = group_presets[i]; /* structure copy */
139
b84b31a8 140 sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
141 ret->id ? "" : ", identity hidden");
d8fa223c 142
143 *name = dupstr(buf);
144 *params = ret;
145 return TRUE;
146}
147
148static void free_params(game_params *params)
149{
150 sfree(params);
151}
152
153static game_params *dup_params(game_params *params)
154{
155 game_params *ret = snew(game_params);
156 *ret = *params; /* structure copy */
157 return ret;
158}
159
160static void decode_params(game_params *params, char const *string)
161{
162 char const *p = string;
163
164 params->w = atoi(p);
165 while (*p && isdigit((unsigned char)*p)) p++;
b84b31a8 166 params->diff = DIFF_NORMAL;
167 params->id = TRUE;
168
169 while (*p) {
170 if (*p == 'd') {
171 int i;
172 p++;
173 params->diff = DIFFCOUNT+1; /* ...which is invalid */
174 if (*p) {
175 for (i = 0; i < DIFFCOUNT; i++) {
176 if (*p == group_diffchars[i])
177 params->diff = i;
178 }
179 p++;
180 }
181 } else if (*p == 'i') {
182 params->id = FALSE;
5523645e 183 p++;
184 } else {
185 /* unrecognised character */
186 p++;
b84b31a8 187 }
d8fa223c 188 }
189}
190
191static char *encode_params(game_params *params, int full)
192{
193 char ret[80];
194
195 sprintf(ret, "%d", params->w);
196 if (full)
197 sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
b84b31a8 198 if (!params->id)
199 sprintf(ret + strlen(ret), "i");
d8fa223c 200
201 return dupstr(ret);
202}
203
204static config_item *game_configure(game_params *params)
205{
206 config_item *ret;
207 char buf[80];
208
b84b31a8 209 ret = snewn(4, config_item);
d8fa223c 210
211 ret[0].name = "Grid size";
212 ret[0].type = C_STRING;
213 sprintf(buf, "%d", params->w);
214 ret[0].sval = dupstr(buf);
215 ret[0].ival = 0;
216
217 ret[1].name = "Difficulty";
218 ret[1].type = C_CHOICES;
219 ret[1].sval = DIFFCONFIG;
220 ret[1].ival = params->diff;
221
b84b31a8 222 ret[2].name = "Show identity";
223 ret[2].type = C_BOOLEAN;
d8fa223c 224 ret[2].sval = NULL;
b84b31a8 225 ret[2].ival = params->id;
226
227 ret[3].name = NULL;
228 ret[3].type = C_END;
229 ret[3].sval = NULL;
230 ret[3].ival = 0;
d8fa223c 231
232 return ret;
233}
234
235static game_params *custom_params(config_item *cfg)
236{
237 game_params *ret = snew(game_params);
238
239 ret->w = atoi(cfg[0].sval);
240 ret->diff = cfg[1].ival;
b84b31a8 241 ret->id = cfg[2].ival;
d8fa223c 242
243 return ret;
244}
245
246static char *validate_params(game_params *params, int full)
247{
5523645e 248 if (params->w < 3 || params->w > 26)
249 return "Grid size must be between 3 and 26";
d8fa223c 250 if (params->diff >= DIFFCOUNT)
251 return "Unknown difficulty rating";
5523645e 252 if (!params->id && params->diff == DIFF_TRIVIAL) {
253 /*
254 * We can't have a Trivial-difficulty puzzle (i.e. latin
255 * square deductions only) without a clear identity, because
256 * identityless puzzles always have two rows and two columns
257 * entirely blank, and no latin-square deduction permits the
258 * distinguishing of two such rows.
259 */
260 return "Trivial puzzles must have an identity";
261 }
08d8cd00 262 if (!params->id && params->w == 3) {
263 /*
264 * We can't have a 3x3 puzzle without an identity either,
265 * because 3x3 puzzles can't ever be harder than Trivial
266 * (there are no 3x3 latin squares which aren't also valid
267 * group tables, so enabling group-based deductions doesn't
268 * rule out any possible solutions) and - as above - Trivial
269 * puzzles can't not have an identity.
270 */
271 return "3x3 puzzles must have an identity";
272 }
d8fa223c 273 return NULL;
274}
275
276/* ----------------------------------------------------------------------
277 * Solver.
278 */
279
280static int solver_normal(struct latin_solver *solver, void *vctx)
281{
282 int w = solver->o;
5523645e 283#ifdef STANDALONE_SOLVER
284 char **names = solver->names;
285#endif
d8fa223c 286 digit *grid = solver->grid;
287 int i, j, k;
288
289 /*
290 * Deduce using associativity: (ab)c = a(bc).
291 *
292 * So we pick any a,b,c we like; then if we know ab, bc, and
293 * (ab)c we can fill in a(bc).
294 */
295 for (i = 1; i < w; i++)
296 for (j = 1; j < w; j++)
297 for (k = 1; k < w; k++) {
298 if (!grid[i*w+j] || !grid[j*w+k])
299 continue;
300 if (grid[(grid[i*w+j]-1)*w+k] &&
301 !grid[i*w+(grid[j*w+k]-1)]) {
302 int x = grid[j*w+k]-1, y = i;
303 int n = grid[(grid[i*w+j]-1)*w+k];
304#ifdef STANDALONE_SOLVER
305 if (solver_show_working) {
5523645e 306 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
d8fa223c 307 solver_recurse_depth*4, "",
5523645e 308 names[i], names[j], names[k],
309 names[grid[i*w+j]-1], names[k],
310 names[i], names[grid[j*w+k]-1]);
311 printf("%*s placing %s at (%d,%d)\n",
d8fa223c 312 solver_recurse_depth*4, "",
5523645e 313 names[n-1], x+1, y+1);
d8fa223c 314 }
315#endif
316 if (solver->cube[(x*w+y)*w+n-1]) {
317 latin_solver_place(solver, x, y, n);
318 return 1;
319 } else {
320#ifdef STANDALONE_SOLVER
321 if (solver_show_working)
322 printf("%*s contradiction!\n",
323 solver_recurse_depth*4, "");
324 return -1;
325#endif
326 }
327 }
328 if (!grid[(grid[i*w+j]-1)*w+k] &&
329 grid[i*w+(grid[j*w+k]-1)]) {
330 int x = k, y = grid[i*w+j]-1;
331 int n = grid[i*w+(grid[j*w+k]-1)];
332#ifdef STANDALONE_SOLVER
333 if (solver_show_working) {
5523645e 334 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
d8fa223c 335 solver_recurse_depth*4, "",
5523645e 336 names[i], names[j], names[k],
337 names[grid[i*w+j]-1], names[k],
338 names[i], names[grid[j*w+k]-1]);
339 printf("%*s placing %s at (%d,%d)\n",
d8fa223c 340 solver_recurse_depth*4, "",
5523645e 341 names[n-1], x+1, y+1);
d8fa223c 342 }
343#endif
344 if (solver->cube[(x*w+y)*w+n-1]) {
345 latin_solver_place(solver, x, y, n);
346 return 1;
347 } else {
348#ifdef STANDALONE_SOLVER
349 if (solver_show_working)
350 printf("%*s contradiction!\n",
351 solver_recurse_depth*4, "");
352 return -1;
353#endif
354 }
355 }
356 }
357
358 return 0;
359}
360
361#define SOLVER(upper,title,func,lower) func,
362static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
363
5523645e 364static int solver(game_params *params, digit *grid, int maxdiff)
d8fa223c 365{
5523645e 366 int w = params->w;
d8fa223c 367 int ret;
5523645e 368 struct latin_solver solver;
369#ifdef STANDALONE_SOLVER
370 char *p, text[100], *names[50];
371 int i;
372#endif
373
374 latin_solver_alloc(&solver, grid, w);
375#ifdef STANDALONE_SOLVER
376 for (i = 0, p = text; i < w; i++) {
377 names[i] = p;
378 *p++ = TOCHAR(i+1, params->id);
379 *p++ = '\0';
380 }
381 solver.names = names;
382#endif
383
384 ret = latin_solver_main(&solver, maxdiff,
385 DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
386 DIFF_EXTREME, DIFF_UNREASONABLE,
387 group_solvers, NULL, NULL, NULL);
388
389 latin_solver_free(&solver);
d8fa223c 390
391 return ret;
392}
393
394/* ----------------------------------------------------------------------
395 * Grid generation.
396 */
397
398static char *encode_grid(char *desc, digit *grid, int area)
399{
400 int run, i;
401 char *p = desc;
402
403 run = 0;
404 for (i = 0; i <= area; i++) {
405 int n = (i < area ? grid[i] : -1);
406
407 if (!n)
408 run++;
409 else {
410 if (run) {
411 while (run > 0) {
412 int c = 'a' - 1 + run;
413 if (run > 26)
414 c = 'z';
415 *p++ = c;
416 run -= c - ('a' - 1);
417 }
418 } else {
419 /*
420 * If there's a number in the very top left or
421 * bottom right, there's no point putting an
422 * unnecessary _ before or after it.
423 */
424 if (p > desc && n > 0)
425 *p++ = '_';
426 }
427 if (n > 0)
428 p += sprintf(p, "%d", n);
429 run = 0;
430 }
431 }
432 return p;
433}
434
435/* ----- data generated by group.gap begins ----- */
436
437struct group {
438 unsigned long autosize;
439 int order, ngens;
440 const char *gens;
441};
442struct groups {
443 int ngroups;
444 const struct group *groups;
445};
446
447static const struct group groupdata[] = {
448 /* order 2 */
5523645e 449 {1L, 2, 1, "BA"},
d8fa223c 450 /* order 3 */
5523645e 451 {2L, 3, 1, "BCA"},
d8fa223c 452 /* order 4 */
5523645e 453 {2L, 4, 1, "BCDA"},
454 {6L, 4, 2, "BADC" "CDAB"},
d8fa223c 455 /* order 5 */
5523645e 456 {4L, 5, 1, "BCDEA"},
d8fa223c 457 /* order 6 */
5523645e 458 {6L, 6, 2, "CFEBAD" "BADCFE"},
459 {2L, 6, 1, "DCFEBA"},
d8fa223c 460 /* order 7 */
5523645e 461 {6L, 7, 1, "BCDEFGA"},
d8fa223c 462 /* order 8 */
5523645e 463 {4L, 8, 1, "BCEFDGHA"},
464 {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
465 {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
466 {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
467 {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
d8fa223c 468 /* order 9 */
5523645e 469 {6L, 9, 1, "BDECGHFIA"},
470 {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
d8fa223c 471 /* order 10 */
5523645e 472 {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
473 {4L, 10, 1, "DCFEHGJIBA"},
d8fa223c 474 /* order 11 */
5523645e 475 {10L, 11, 1, "BCDEFGHIJKA"},
d8fa223c 476 /* order 12 */
5523645e 477 {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
478 {4L, 12, 1, "EHIJKCBLDGFA"},
479 {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
480 {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
481 {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
d8fa223c 482 /* order 13 */
5523645e 483 {12L, 13, 1, "BCDEFGHIJKLMA"},
d8fa223c 484 /* order 14 */
5523645e 485 {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
486 {6L, 14, 1, "FEHGJILKNMBADC"},
d8fa223c 487 /* order 15 */
5523645e 488 {8L, 15, 1, "EGHCJKFMNIOBLDA"},
d8fa223c 489 /* order 16 */
5523645e 490 {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
491 {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
492 {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
493 {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
494 {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
495 {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
496 {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
497 {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
498 {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
d8fa223c 499 {192L, 16, 3,
5523645e 500 "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
501 {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
d8fa223c 502 {192L, 16, 3,
5523645e 503 "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
504 {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
d8fa223c 505 {20160L, 16, 4,
5523645e 506 "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
507 "DGIAKLBNCOEFPHJM"},
d8fa223c 508 /* order 17 */
5523645e 509 {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
d8fa223c 510 /* order 18 */
5523645e 511 {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
512 {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
513 {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
d8fa223c 514 {432L, 18, 3,
5523645e 515 "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
516 {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
d8fa223c 517 /* order 19 */
5523645e 518 {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
d8fa223c 519 /* order 20 */
5523645e 520 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
521 {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
522 {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
523 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
524 {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
d8fa223c 525 /* order 21 */
5523645e 526 {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
527 {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
d8fa223c 528 /* order 22 */
5523645e 529 {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
530 {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
d8fa223c 531 /* order 23 */
5523645e 532 {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
d8fa223c 533 /* order 24 */
5523645e 534 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
535 {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
536 {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
537 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
538 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
539 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
d8fa223c 540 {48L, 24, 3,
5523645e 541 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
542 "HSNOPWLDTUVBRIAKXFGCQEMJ"},
d8fa223c 543 {24L, 24, 3,
5523645e 544 "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
545 "TRONXLWCHVUMSAIJPGFDEQBK"},
546 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
547 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
548 {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
549 {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
550 {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
d8fa223c 551 {144L, 24, 3,
5523645e 552 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
553 "BAFGHCDEMNOPIJKLTUVQRSXW"},
d8fa223c 554 {336L, 24, 3,
5523645e 555 "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
556 "HENOPJKLTUVBQRSAXFGWCDMI"},
d8fa223c 557 /* order 25 */
5523645e 558 {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
559 {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
d8fa223c 560 /* order 26 */
561 {156L, 26, 2,
5523645e 562 "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
563 {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
d8fa223c 564};
565
566static const struct groups groups[] = {
5523645e 567 {0, NULL}, /* trivial case: 0 */
568 {0, NULL}, /* trivial case: 1 */
569 {1, groupdata + 0}, /* 2 */
570 {1, groupdata + 1}, /* 3 */
571 {2, groupdata + 2}, /* 4 */
572 {1, groupdata + 4}, /* 5 */
573 {2, groupdata + 5}, /* 6 */
574 {1, groupdata + 7}, /* 7 */
575 {5, groupdata + 8}, /* 8 */
576 {2, groupdata + 13}, /* 9 */
577 {2, groupdata + 15}, /* 10 */
578 {1, groupdata + 17}, /* 11 */
579 {5, groupdata + 18}, /* 12 */
580 {1, groupdata + 23}, /* 13 */
581 {2, groupdata + 24}, /* 14 */
582 {1, groupdata + 26}, /* 15 */
583 {14, groupdata + 27}, /* 16 */
584 {1, groupdata + 41}, /* 17 */
585 {5, groupdata + 42}, /* 18 */
586 {1, groupdata + 47}, /* 19 */
587 {5, groupdata + 48}, /* 20 */
588 {2, groupdata + 53}, /* 21 */
589 {2, groupdata + 55}, /* 22 */
590 {1, groupdata + 57}, /* 23 */
591 {15, groupdata + 58}, /* 24 */
592 {2, groupdata + 73}, /* 25 */
593 {2, groupdata + 75}, /* 26 */
d8fa223c 594};
595
596/* ----- data generated by group.gap ends ----- */
597
598static char *new_game_desc(game_params *params, random_state *rs,
599 char **aux, int interactive)
600{
601 int w = params->w, a = w*w;
602 digit *grid, *soln, *soln2;
603 int *indices;
604 int i, j, k, qh, qt;
605 int diff = params->diff;
606 const struct group *group;
607 char *desc, *p;
608
609 /*
610 * Difficulty exceptions: some combinations of size and
611 * difficulty cannot be satisfied, because all puzzles of at
612 * most that difficulty are actually even easier.
613 *
614 * Remember to re-test this whenever a change is made to the
615 * solver logic!
616 *
617 * I tested it using the following shell command:
618
619for d in t n h x u; do
5523645e 620 for id in '' i; do
621 for i in {3..9}; do
622 echo -n "./group --generate 1 ${i}d${d}${id}: "
623 perl -e 'alarm 30; exec @ARGV' \
624 ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
625 done
d8fa223c 626 done
627done
628
629 * Of course, it's better to do that after taking the exceptions
630 * _out_, so as to detect exceptions that should be removed as
631 * well as those which should be added.
632 */
5523645e 633 if (w < 5 && diff == DIFF_UNREASONABLE)
634 diff--;
635 if ((w < 5 || ((w == 6 || w == 8) && params->id)) && diff == DIFF_EXTREME)
d8fa223c 636 diff--;
5523645e 637 if ((w < 6 || (w == 6 && params->id)) && diff == DIFF_HARD)
d8fa223c 638 diff--;
5523645e 639 if ((w < 4 || (w == 4 && params->id)) && diff == DIFF_NORMAL)
640 diff--;
d8fa223c 641
642 grid = snewn(a, digit);
643 soln = snewn(a, digit);
644 soln2 = snewn(a, digit);
645 indices = snewn(a, int);
646
647 while (1) {
648 /*
649 * Construct a valid group table, by picking a group from
650 * the above data table, decompressing it into a full
651 * representation by BFS, and then randomly permuting its
652 * non-identity elements.
653 *
654 * We build the canonical table in 'soln' (and use 'grid' as
655 * our BFS queue), then transfer the table into 'grid'
656 * having shuffled the rows.
657 */
658 assert(w >= 2);
659 assert(w < lenof(groups));
660 group = groups[w].groups + random_upto(rs, groups[w].ngroups);
661 assert(group->order == w);
662 memset(soln, 0, a);
663 for (i = 0; i < w; i++)
664 soln[i] = i+1;
665 qh = qt = 0;
666 grid[qt++] = 1;
667 while (qh < qt) {
668 digit *row, *newrow;
669
670 i = grid[qh++];
671 row = soln + (i-1)*w;
672
673 for (j = 0; j < group->ngens; j++) {
674 int nri;
675 const char *gen = group->gens + j*w;
676
677 /*
678 * Apply each group generator to row, constructing a
679 * new row.
680 */
5523645e 681 nri = gen[row[0]-1] - 'A' + 1; /* which row is it? */
d8fa223c 682 newrow = soln + (nri-1)*w;
683 if (!newrow[0]) { /* not done yet */
684 for (k = 0; k < w; k++)
5523645e 685 newrow[k] = gen[row[k]-1] - 'A' + 1;
d8fa223c 686 grid[qt++] = nri;
687 }
688 }
689 }
690 /* That's got the canonical table. Now shuffle it. */
691 for (i = 0; i < w; i++)
b84b31a8 692 soln2[i] = i;
693 if (params->id) /* do we shuffle in the identity? */
694 shuffle(soln2+1, w-1, sizeof(*soln2), rs);
695 else
696 shuffle(soln2, w, sizeof(*soln2), rs);
d8fa223c 697 for (i = 0; i < w; i++)
b84b31a8 698 for (j = 0; j < w; j++)
699 grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
d8fa223c 700
701 /*
702 * Remove entries one by one while the puzzle is still
703 * soluble at the appropriate difficulty level.
704 */
705 memcpy(soln, grid, a);
b84b31a8 706 if (!params->id) {
707 /*
708 * Start by blanking the entire identity row and column,
709 * and also another row and column so that the player
710 * can't trivially determine which element is the
711 * identity.
712 */
713
714 j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
715 for (i = 0; i < w; i++) {
716 grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
717 grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
718 }
719
720 memcpy(soln2, grid, a);
5523645e 721 if (solver(params, soln2, diff) > diff)
b84b31a8 722 continue; /* go round again if that didn't work */
723 }
d8fa223c 724
725 k = 0;
b84b31a8 726 for (i = (params->id ? 1 : 0); i < w; i++)
727 for (j = (params->id ? 1 : 0); j < w; j++)
728 if (grid[i*w+j])
729 indices[k++] = i*w+j;
7a8dfea2 730 shuffle(indices, k, sizeof(*indices), rs);
d8fa223c 731
732 for (i = 0; i < k; i++) {
733 memcpy(soln2, grid, a);
734 soln2[indices[i]] = 0;
5523645e 735 if (solver(params, soln2, diff) <= diff)
d8fa223c 736 grid[indices[i]] = 0;
737 }
738
739 /*
740 * Make sure the puzzle isn't too easy.
741 */
742 if (diff > 0) {
743 memcpy(soln2, grid, a);
5523645e 744 if (solver(params, soln2, diff-1) < diff)
d8fa223c 745 continue; /* go round and try again */
746 }
747
748 /*
749 * Done.
750 */
751 break;
752 }
753
754 /*
755 * Encode the puzzle description.
756 */
757 desc = snewn(a*20, char);
758 p = encode_grid(desc, grid, a);
759 *p++ = '\0';
760 desc = sresize(desc, p - desc, char);
761
762 /*
763 * Encode the solution.
764 */
765 *aux = snewn(a+2, char);
766 (*aux)[0] = 'S';
767 for (i = 0; i < a; i++)
5523645e 768 (*aux)[i+1] = TOCHAR(soln[i], params->id);
d8fa223c 769 (*aux)[a+1] = '\0';
770
771 sfree(grid);
772 sfree(soln);
773 sfree(soln2);
774 sfree(indices);
775
776 return desc;
777}
778
779/* ----------------------------------------------------------------------
780 * Gameplay.
781 */
782
783static char *validate_grid_desc(const char **pdesc, int range, int area)
784{
785 const char *desc = *pdesc;
786 int squares = 0;
787 while (*desc && *desc != ',') {
788 int n = *desc++;
789 if (n >= 'a' && n <= 'z') {
790 squares += n - 'a' + 1;
791 } else if (n == '_') {
792 /* do nothing */;
793 } else if (n > '0' && n <= '9') {
794 int val = atoi(desc-1);
795 if (val < 1 || val > range)
796 return "Out-of-range number in game description";
797 squares++;
798 while (*desc >= '0' && *desc <= '9')
799 desc++;
800 } else
801 return "Invalid character in game description";
802 }
803
804 if (squares < area)
805 return "Not enough data to fill grid";
806
807 if (squares > area)
808 return "Too much data to fit in grid";
809 *pdesc = desc;
810 return NULL;
811}
812
813static char *validate_desc(game_params *params, char *desc)
814{
815 int w = params->w, a = w*w;
816 const char *p = desc;
817
818 return validate_grid_desc(&p, w, a);
819}
820
821static char *spec_to_grid(char *desc, digit *grid, int area)
822{
823 int i = 0;
824 while (*desc && *desc != ',') {
825 int n = *desc++;
826 if (n >= 'a' && n <= 'z') {
827 int run = n - 'a' + 1;
828 assert(i + run <= area);
829 while (run-- > 0)
830 grid[i++] = 0;
831 } else if (n == '_') {
832 /* do nothing */;
833 } else if (n > '0' && n <= '9') {
834 assert(i < area);
835 grid[i++] = atoi(desc-1);
836 while (*desc >= '0' && *desc <= '9')
837 desc++;
838 } else {
839 assert(!"We can't get here");
840 }
841 }
842 assert(i == area);
843 return desc;
844}
845
846static game_state *new_game(midend *me, game_params *params, char *desc)
847{
848 int w = params->w, a = w*w;
849 game_state *state = snew(game_state);
850 int i;
851
852 state->par = *params; /* structure copy */
853 state->grid = snewn(a, digit);
854 state->immutable = snewn(a, unsigned char);
855 state->pencil = snewn(a, int);
856 for (i = 0; i < a; i++) {
857 state->grid[i] = 0;
858 state->immutable[i] = 0;
859 state->pencil[i] = 0;
860 }
f536db21 861 state->sequence = snewn(w, digit);
a346afcd 862 state->dividers = snewn(w, int);
f536db21 863 for (i = 0; i < w; i++) {
864 state->sequence[i] = i;
a346afcd 865 state->dividers[i] = -1;
f536db21 866 }
d8fa223c 867
868 desc = spec_to_grid(desc, state->grid, a);
869 for (i = 0; i < a; i++)
870 if (state->grid[i] != 0)
871 state->immutable[i] = TRUE;
872
873 state->completed = state->cheated = FALSE;
874
875 return state;
876}
877
878static game_state *dup_game(game_state *state)
879{
880 int w = state->par.w, a = w*w;
881 game_state *ret = snew(game_state);
882
883 ret->par = state->par; /* structure copy */
884
885 ret->grid = snewn(a, digit);
886 ret->immutable = snewn(a, unsigned char);
887 ret->pencil = snewn(a, int);
f536db21 888 ret->sequence = snewn(w, digit);
a346afcd 889 ret->dividers = snewn(w, int);
d8fa223c 890 memcpy(ret->grid, state->grid, a*sizeof(digit));
891 memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
892 memcpy(ret->pencil, state->pencil, a*sizeof(int));
f536db21 893 memcpy(ret->sequence, state->sequence, w*sizeof(digit));
a346afcd 894 memcpy(ret->dividers, state->dividers, w*sizeof(int));
d8fa223c 895
896 ret->completed = state->completed;
897 ret->cheated = state->cheated;
898
899 return ret;
900}
901
902static void free_game(game_state *state)
903{
904 sfree(state->grid);
905 sfree(state->immutable);
906 sfree(state->pencil);
f536db21 907 sfree(state->sequence);
d8fa223c 908 sfree(state);
909}
910
911static char *solve_game(game_state *state, game_state *currstate,
912 char *aux, char **error)
913{
914 int w = state->par.w, a = w*w;
915 int i, ret;
916 digit *soln;
917 char *out;
918
919 if (aux)
920 return dupstr(aux);
921
922 soln = snewn(a, digit);
923 memcpy(soln, state->grid, a*sizeof(digit));
924
5523645e 925 ret = solver(&state->par, soln, DIFFCOUNT-1);
d8fa223c 926
927 if (ret == diff_impossible) {
928 *error = "No solution exists for this puzzle";
929 out = NULL;
930 } else if (ret == diff_ambiguous) {
931 *error = "Multiple solutions exist for this puzzle";
932 out = NULL;
933 } else {
934 out = snewn(a+2, char);
935 out[0] = 'S';
936 for (i = 0; i < a; i++)
5523645e 937 out[i+1] = TOCHAR(soln[i], state->par.id);
d8fa223c 938 out[a+1] = '\0';
939 }
940
941 sfree(soln);
942 return out;
943}
944
945static int game_can_format_as_text_now(game_params *params)
946{
947 return TRUE;
948}
949
950static char *game_text_format(game_state *state)
951{
952 int w = state->par.w;
953 int x, y;
954 char *ret, *p, ch;
955
956 ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
957
958 p = ret;
959 for (y = 0; y < w; y++) {
960 for (x = 0; x < w; x++) {
961 digit d = state->grid[y*w+x];
962
963 if (d == 0) {
964 ch = '.';
965 } else {
5523645e 966 ch = TOCHAR(d, state->par.id);
d8fa223c 967 }
968
969 *p++ = ch;
970 if (x == w-1) {
971 *p++ = '\n';
972 } else {
973 *p++ = ' ';
974 }
975 }
976 }
977
978 assert(p - ret == 2*w*w);
979 *p = '\0';
980 return ret;
981}
982
983struct game_ui {
984 /*
985 * These are the coordinates of the currently highlighted
986 * square on the grid, if hshow = 1.
987 */
988 int hx, hy;
989 /*
990 * This indicates whether the current highlight is a
991 * pencil-mark one or a real one.
992 */
993 int hpencil;
994 /*
995 * This indicates whether or not we're showing the highlight
996 * (used to be hx = hy = -1); important so that when we're
997 * using the cursor keys it doesn't keep coming back at a
998 * fixed position. When hshow = 1, pressing a valid number
999 * or letter key or Space will enter that number or letter in the grid.
1000 */
1001 int hshow;
1002 /*
1003 * This indicates whether we're using the highlight as a cursor;
1004 * it means that it doesn't vanish on a keypress, and that it is
1005 * allowed on immutable squares.
1006 */
1007 int hcursor;
f536db21 1008 /*
1009 * This indicates whether we're dragging a table header to
1010 * reposition an entire row or column.
1011 */
1012 int drag; /* 0=none 1=row 2=col */
1013 int dragnum; /* element being dragged */
1014 int dragpos; /* its current position */
a346afcd 1015 int edgepos;
d8fa223c 1016};
1017
1018static game_ui *new_ui(game_state *state)
1019{
1020 game_ui *ui = snew(game_ui);
1021
b84b31a8 1022 ui->hx = ui->hy = 0;
d8fa223c 1023 ui->hpencil = ui->hshow = ui->hcursor = 0;
f536db21 1024 ui->drag = 0;
d8fa223c 1025
1026 return ui;
1027}
1028
1029static void free_ui(game_ui *ui)
1030{
1031 sfree(ui);
1032}
1033
1034static char *encode_ui(game_ui *ui)
1035{
1036 return NULL;
1037}
1038
1039static void decode_ui(game_ui *ui, char *encoding)
1040{
1041}
1042
1043static void game_changed_state(game_ui *ui, game_state *oldstate,
1044 game_state *newstate)
1045{
1046 int w = newstate->par.w;
1047 /*
1048 * We prevent pencil-mode highlighting of a filled square, unless
1049 * we're using the cursor keys. So if the user has just filled in
1050 * a square which we had a pencil-mode highlight in (by Undo, or
1051 * by Redo, or by Solve), then we cancel the highlight.
1052 */
1053 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1054 newstate->grid[ui->hy * w + ui->hx] != 0) {
1055 ui->hshow = 0;
1056 }
1057}
1058
1059#define PREFERRED_TILESIZE 48
1060#define TILESIZE (ds->tilesize)
1061#define BORDER (TILESIZE / 2)
b84b31a8 1062#define LEGEND (TILESIZE)
d8fa223c 1063#define GRIDEXTRA max((TILESIZE / 32),1)
b84b31a8 1064#define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1065#define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
d8fa223c 1066
1067#define FLASH_TIME 0.4F
1068
a346afcd 1069#define DF_DIVIDER_TOP 0x1000
1070#define DF_DIVIDER_BOT 0x2000
1071#define DF_DIVIDER_LEFT 0x4000
1072#define DF_DIVIDER_RIGHT 0x8000
d8fa223c 1073#define DF_HIGHLIGHT 0x0400
1074#define DF_HIGHLIGHT_PENCIL 0x0200
1075#define DF_IMMUTABLE 0x0100
f536db21 1076#define DF_LEGEND 0x0080
d8fa223c 1077#define DF_DIGIT_MASK 0x001F
1078
1079#define EF_DIGIT_SHIFT 5
1080#define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1081#define EF_LEFT_SHIFT 0
1082#define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1083#define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1084#define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1085#define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1086
1087struct game_drawstate {
5523645e 1088 game_params par;
d8fa223c 1089 int w, tilesize;
1090 int started;
f536db21 1091 long *tiles, *legend, *pencil, *errors;
d8fa223c 1092 long *errtmp;
f536db21 1093 digit *sequence;
d8fa223c 1094};
1095
1096static int check_errors(game_state *state, long *errors)
1097{
1098 int w = state->par.w, a = w*w;
1099 digit *grid = state->grid;
1100 int i, j, k, x, y, errs = FALSE;
1101
05d6901a 1102 /*
1103 * To verify that we have a valid group table, it suffices to
1104 * test latin-square-hood and associativity only. All the other
1105 * group axioms follow from those two.
1106 *
1107 * Proof:
1108 *
1109 * Associativity is given; closure is obvious from latin-
1110 * square-hood. We need to show that an identity exists and that
1111 * every element has an inverse.
1112 *
1113 * Identity: take any element a. There will be some element e
1114 * such that ea=a (in a latin square, every element occurs in
1115 * every row and column, so a must occur somewhere in the a
1116 * column, say on row e). For any other element b, there must
1117 * exist x such that ax=b (same argument from latin-square-hood
1118 * again), and then associativity gives us eb = e(ax) = (ea)x =
1119 * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A
1120 * similar argument tells us that there must be some f which is
1121 * a right-identity, and then we show they are the same element
1122 * by observing that ef must simultaneously equal e and equal f.
1123 *
1124 * Inverses: given any a, by the latin-square argument again,
1125 * there must exist p and q such that pa=e and aq=e (i.e. left-
1126 * and right-inverses). We can show these are equal by
1127 * associativity: p = pe = p(aq) = (pa)q = eq = q. []
1128 */
1129
d8fa223c 1130 if (errors)
1131 for (i = 0; i < a; i++)
1132 errors[i] = 0;
1133
1134 for (y = 0; y < w; y++) {
1135 unsigned long mask = 0, errmask = 0;
1136 for (x = 0; x < w; x++) {
1137 unsigned long bit = 1UL << grid[y*w+x];
1138 errmask |= (mask & bit);
1139 mask |= bit;
1140 }
1141
1142 if (mask != (1 << (w+1)) - (1 << 1)) {
1143 errs = TRUE;
1144 errmask &= ~1UL;
1145 if (errors) {
1146 for (x = 0; x < w; x++)
1147 if (errmask & (1UL << grid[y*w+x]))
1148 errors[y*w+x] |= EF_LATIN;
1149 }
1150 }
1151 }
1152
1153 for (x = 0; x < w; x++) {
1154 unsigned long mask = 0, errmask = 0;
1155 for (y = 0; y < w; y++) {
1156 unsigned long bit = 1UL << grid[y*w+x];
1157 errmask |= (mask & bit);
1158 mask |= bit;
1159 }
1160
1161 if (mask != (1 << (w+1)) - (1 << 1)) {
1162 errs = TRUE;
1163 errmask &= ~1UL;
1164 if (errors) {
1165 for (y = 0; y < w; y++)
1166 if (errmask & (1UL << grid[y*w+x]))
1167 errors[y*w+x] |= EF_LATIN;
1168 }
1169 }
1170 }
1171
1172 for (i = 1; i < w; i++)
1173 for (j = 1; j < w; j++)
1174 for (k = 1; k < w; k++)
1175 if (grid[i*w+j] && grid[j*w+k] &&
1176 grid[(grid[i*w+j]-1)*w+k] &&
1177 grid[i*w+(grid[j*w+k]-1)] &&
1178 grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
1179 if (errors) {
1180 int a = i+1, b = j+1, c = k+1;
1181 int ab = grid[i*w+j], bc = grid[j*w+k];
1182 int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
1183 /*
1184 * If the appropriate error slot is already
1185 * used for one of the squares, we don't
1186 * fill either of them.
1187 */
1188 if (!(errors[left] & EF_LEFT_MASK) &&
1189 !(errors[right] & EF_RIGHT_MASK)) {
1190 long err;
1191 err = a;
1192 err = (err << EF_DIGIT_SHIFT) | b;
1193 err = (err << EF_DIGIT_SHIFT) | c;
1194 errors[left] |= err << EF_LEFT_SHIFT;
1195 errors[right] |= err << EF_RIGHT_SHIFT;
1196 }
1197 }
1198 errs = TRUE;
1199 }
1200
1201 return errs;
1202}
1203
1204static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1205 int x, int y, int button)
1206{
1207 int w = state->par.w;
1208 int tx, ty;
1209 char buf[80];
1210
1211 button &= ~MOD_MASK;
1212
1213 tx = FROMCOORD(x);
1214 ty = FROMCOORD(y);
1215
f536db21 1216 if (ui->drag) {
1217 if (IS_MOUSE_DRAG(button)) {
a346afcd 1218 int tcoord = ((ui->drag &~ 4) == 1 ? ty : tx);
1219 ui->drag |= 4; /* some movement has happened */
f536db21 1220 if (tcoord >= 0 && tcoord < w) {
1221 ui->dragpos = tcoord;
1222 return "";
d8fa223c 1223 }
f536db21 1224 } else if (IS_MOUSE_RELEASE(button)) {
a346afcd 1225 if (ui->drag & 4) {
1226 ui->drag = 0; /* end drag */
1227 if (state->sequence[ui->dragpos] == ui->dragnum)
1228 return ""; /* drag was a no-op overall */
1229 sprintf(buf, "D%d,%d", ui->dragnum, ui->dragpos);
1230 return dupstr(buf);
1231 } else {
1232 ui->drag = 0; /* end 'drag' */
1233 if (ui->edgepos > 0 && ui->edgepos < w) {
1234 sprintf(buf, "V%d,%d",
1235 state->sequence[ui->edgepos-1],
1236 state->sequence[ui->edgepos]);
1237 return dupstr(buf);
1238 } else
1239 return ""; /* no-op */
1240 }
d8fa223c 1241 }
f536db21 1242 } else if (IS_MOUSE_DOWN(button)) {
1243 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
1244 tx = state->sequence[tx];
1245 ty = state->sequence[ty];
1246 if (button == LEFT_BUTTON) {
d8fa223c 1247 if (tx == ui->hx && ty == ui->hy &&
f536db21 1248 ui->hshow && ui->hpencil == 0) {
d8fa223c 1249 ui->hshow = 0;
1250 } else {
d8fa223c 1251 ui->hx = tx;
1252 ui->hy = ty;
f536db21 1253 ui->hshow = !state->immutable[ty*w+tx];
1254 ui->hpencil = 0;
d8fa223c 1255 }
f536db21 1256 ui->hcursor = 0;
1257 return ""; /* UI activity occurred */
d8fa223c 1258 }
f536db21 1259 if (button == RIGHT_BUTTON) {
1260 /*
1261 * Pencil-mode highlighting for non filled squares.
1262 */
1263 if (state->grid[ty*w+tx] == 0) {
1264 if (tx == ui->hx && ty == ui->hy &&
1265 ui->hshow && ui->hpencil) {
1266 ui->hshow = 0;
1267 } else {
1268 ui->hpencil = 1;
1269 ui->hx = tx;
1270 ui->hy = ty;
1271 ui->hshow = 1;
1272 }
1273 } else {
1274 ui->hshow = 0;
1275 }
1276 ui->hcursor = 0;
1277 return ""; /* UI activity occurred */
1278 }
1279 } else if (tx >= 0 && tx < w && ty == -1) {
1280 ui->drag = 2;
1281 ui->dragnum = state->sequence[tx];
1282 ui->dragpos = tx;
a346afcd 1283 ui->edgepos = FROMCOORD(x + TILESIZE/2);
f536db21 1284 return "";
1285 } else if (ty >= 0 && ty < w && tx == -1) {
1286 ui->drag = 1;
1287 ui->dragnum = state->sequence[ty];
1288 ui->dragpos = ty;
a346afcd 1289 ui->edgepos = FROMCOORD(y + TILESIZE/2);
f536db21 1290 return "";
d8fa223c 1291 }
1292 }
f536db21 1293
d8fa223c 1294 if (IS_CURSOR_MOVE(button)) {
b84b31a8 1295 move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
d8fa223c 1296 ui->hshow = ui->hcursor = 1;
1297 return "";
1298 }
1299 if (ui->hshow &&
1300 (button == CURSOR_SELECT)) {
1301 ui->hpencil = 1 - ui->hpencil;
1302 ui->hcursor = 1;
1303 return "";
1304 }
1305
1306 if (ui->hshow &&
5523645e 1307 ((ISCHAR(button) && FROMCHAR(button, state->par.id) <= w) ||
d8fa223c 1308 button == CURSOR_SELECT2 || button == '\b')) {
5523645e 1309 int n = FROMCHAR(button, state->par.id);
d8fa223c 1310 if (button == CURSOR_SELECT2 || button == '\b')
1311 n = 0;
1312
1313 /*
1314 * Can't make pencil marks in a filled square. This can only
1315 * become highlighted if we're using cursor keys.
1316 */
1317 if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
1318 return NULL;
1319
1320 /*
1321 * Can't do anything to an immutable square.
1322 */
1323 if (state->immutable[ui->hy*w+ui->hx])
1324 return NULL;
1325
1326 sprintf(buf, "%c%d,%d,%d",
1327 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1328
1329 if (!ui->hcursor) ui->hshow = 0;
1330
1331 return dupstr(buf);
1332 }
1333
1334 if (button == 'M' || button == 'm')
1335 return dupstr("M");
1336
1337 return NULL;
1338}
1339
1340static game_state *execute_move(game_state *from, char *move)
1341{
1342 int w = from->par.w, a = w*w;
1343 game_state *ret;
f536db21 1344 int x, y, i, j, n;
d8fa223c 1345
1346 if (move[0] == 'S') {
1347 ret = dup_game(from);
1348 ret->completed = ret->cheated = TRUE;
1349
1350 for (i = 0; i < a; i++) {
5523645e 1351 if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1], from->par.id) > w) {
d8fa223c 1352 free_game(ret);
1353 return NULL;
1354 }
5523645e 1355 ret->grid[i] = FROMCHAR(move[i+1], from->par.id);
d8fa223c 1356 ret->pencil[i] = 0;
1357 }
1358
1359 if (move[a+1] != '\0') {
1360 free_game(ret);
1361 return NULL;
1362 }
1363
1364 return ret;
1365 } else if ((move[0] == 'P' || move[0] == 'R') &&
1366 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1367 x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
1368 if (from->immutable[y*w+x])
1369 return NULL;
1370
1371 ret = dup_game(from);
1372 if (move[0] == 'P' && n > 0) {
1373 ret->pencil[y*w+x] ^= 1 << n;
1374 } else {
1375 ret->grid[y*w+x] = n;
1376 ret->pencil[y*w+x] = 0;
1377
1378 if (!ret->completed && !check_errors(ret, NULL))
1379 ret->completed = TRUE;
1380 }
1381 return ret;
1382 } else if (move[0] == 'M') {
1383 /*
1384 * Fill in absolutely all pencil marks everywhere. (I
1385 * wouldn't use this for actual play, but it's a handy
1386 * starting point when following through a set of
1387 * diagnostics output by the standalone solver.)
1388 */
1389 ret = dup_game(from);
1390 for (i = 0; i < a; i++) {
1391 if (!ret->grid[i])
1392 ret->pencil[i] = (1 << (w+1)) - (1 << 1);
1393 }
1394 return ret;
f536db21 1395 } else if (move[0] == 'D' &&
1396 sscanf(move+1, "%d,%d", &x, &y) == 2) {
1397 /*
1398 * Reorder the rows and columns so that digit x is in position
1399 * y.
1400 */
1401 ret = dup_game(from);
1402 for (i = j = 0; i < w; i++) {
1403 if (i == y) {
1404 ret->sequence[i] = x;
1405 } else {
1406 if (from->sequence[j] == x)
1407 j++;
1408 ret->sequence[i] = from->sequence[j++];
1409 }
1410 }
a346afcd 1411 /*
1412 * Eliminate any obsoleted dividers.
1413 */
1414 for (x = 0; x+1 < w; x++) {
1415 int i = ret->sequence[x], j = ret->sequence[x+1];
1416 if (ret->dividers[i] != j)
1417 ret->dividers[i] = -1;
1418 }
1419 return ret;
1420 } else if (move[0] == 'V' &&
1421 sscanf(move+1, "%d,%d", &i, &j) == 2) {
1422 ret = dup_game(from);
1423 if (ret->dividers[i] == j)
1424 ret->dividers[i] = -1;
1425 else
1426 ret->dividers[i] = j;
f536db21 1427 return ret;
d8fa223c 1428 } else
1429 return NULL; /* couldn't parse move string */
1430}
1431
1432/* ----------------------------------------------------------------------
1433 * Drawing routines.
1434 */
1435
b84b31a8 1436#define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
d8fa223c 1437
1438static void game_compute_size(game_params *params, int tilesize,
1439 int *x, int *y)
1440{
1441 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1442 struct { int tilesize; } ads, *ds = &ads;
1443 ads.tilesize = tilesize;
1444
1445 *x = *y = SIZE(params->w);
1446}
1447
1448static void game_set_size(drawing *dr, game_drawstate *ds,
1449 game_params *params, int tilesize)
1450{
1451 ds->tilesize = tilesize;
1452}
1453
1454static float *game_colours(frontend *fe, int *ncolours)
1455{
1456 float *ret = snewn(3 * NCOLOURS, float);
1457
1458 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1459
1460 ret[COL_GRID * 3 + 0] = 0.0F;
1461 ret[COL_GRID * 3 + 1] = 0.0F;
1462 ret[COL_GRID * 3 + 2] = 0.0F;
1463
d8fa223c 1464 ret[COL_USER * 3 + 0] = 0.0F;
1465 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1466 ret[COL_USER * 3 + 2] = 0.0F;
1467
1468 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1469 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1470 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1471
1472 ret[COL_ERROR * 3 + 0] = 1.0F;
1473 ret[COL_ERROR * 3 + 1] = 0.0F;
1474 ret[COL_ERROR * 3 + 2] = 0.0F;
1475
1476 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1477 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1478 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1479
1480 *ncolours = NCOLOURS;
1481 return ret;
1482}
1483
1484static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1485{
1486 int w = state->par.w, a = w*w;
1487 struct game_drawstate *ds = snew(struct game_drawstate);
1488 int i;
1489
1490 ds->w = w;
5523645e 1491 ds->par = state->par; /* structure copy */
d8fa223c 1492 ds->tilesize = 0;
1493 ds->started = FALSE;
1494 ds->tiles = snewn(a, long);
f536db21 1495 ds->legend = snewn(w, long);
d8fa223c 1496 ds->pencil = snewn(a, long);
1497 ds->errors = snewn(a, long);
f536db21 1498 ds->sequence = snewn(a, digit);
d8fa223c 1499 for (i = 0; i < a; i++)
1500 ds->tiles[i] = ds->pencil[i] = -1;
f536db21 1501 for (i = 0; i < w; i++)
1502 ds->legend[i] = -1;
d8fa223c 1503 ds->errtmp = snewn(a, long);
1504
1505 return ds;
1506}
1507
1508static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1509{
1510 sfree(ds->tiles);
1511 sfree(ds->pencil);
1512 sfree(ds->errors);
1513 sfree(ds->errtmp);
f536db21 1514 sfree(ds->sequence);
d8fa223c 1515 sfree(ds);
1516}
1517
d2cfd12c 1518static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
1519 long pencil, long error)
d8fa223c 1520{
1521 int w = ds->w /* , a = w*w */;
1522 int tx, ty, tw, th;
1523 int cx, cy, cw, ch;
1524 char str[64];
1525
b84b31a8 1526 tx = BORDER + LEGEND + x * TILESIZE + 1;
1527 ty = BORDER + LEGEND + y * TILESIZE + 1;
d8fa223c 1528
1529 cx = tx;
1530 cy = ty;
1531 cw = tw = TILESIZE-1;
1532 ch = th = TILESIZE-1;
1533
f536db21 1534 if (tile & DF_LEGEND) {
1535 cx += TILESIZE/10;
1536 cy += TILESIZE/10;
1537 cw -= TILESIZE/5;
1538 ch -= TILESIZE/5;
1539 tile |= DF_IMMUTABLE;
1540 }
1541
d8fa223c 1542 clip(dr, cx, cy, cw, ch);
1543
1544 /* background needs erasing */
1545 draw_rect(dr, cx, cy, cw, ch,
b84b31a8 1546 (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
d8fa223c 1547
a346afcd 1548 /* dividers */
1549 if (tile & DF_DIVIDER_TOP)
1550 draw_rect(dr, cx, cy, cw, 1, COL_GRID);
1551 if (tile & DF_DIVIDER_BOT)
1552 draw_rect(dr, cx, cy+ch-1, cw, 1, COL_GRID);
1553 if (tile & DF_DIVIDER_LEFT)
1554 draw_rect(dr, cx, cy, 1, ch, COL_GRID);
1555 if (tile & DF_DIVIDER_RIGHT)
1556 draw_rect(dr, cx+cw-1, cy, 1, ch, COL_GRID);
1557
d8fa223c 1558 /* pencil-mode highlight */
1559 if (tile & DF_HIGHLIGHT_PENCIL) {
1560 int coords[6];
1561 coords[0] = cx;
1562 coords[1] = cy;
1563 coords[2] = cx+cw/2;
1564 coords[3] = cy;
1565 coords[4] = cx;
1566 coords[5] = cy+ch/2;
1567 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1568 }
1569
1570 /* new number needs drawing? */
1571 if (tile & DF_DIGIT_MASK) {
1572 str[1] = '\0';
5523645e 1573 str[0] = TOCHAR(tile & DF_DIGIT_MASK, ds->par.id);
d8fa223c 1574 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1575 FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1576 (error & EF_LATIN) ? COL_ERROR :
1577 (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
1578
1579 if (error & EF_LEFT_MASK) {
1580 int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1581 int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1582 int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
1583 char buf[10];
5523645e 1584 sprintf(buf, "(%c%c)%c", TOCHAR(a, ds->par.id),
1585 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
d8fa223c 1586 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
1587 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1588 COL_ERROR, buf);
1589 }
1590 if (error & EF_RIGHT_MASK) {
1591 int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1592 int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1593 int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
1594 char buf[10];
5523645e 1595 sprintf(buf, "%c(%c%c)", TOCHAR(a, ds->par.id),
1596 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
d8fa223c 1597 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
1598 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1599 COL_ERROR, buf);
1600 }
1601 } else {
1602 int i, j, npencil;
1603 int pl, pr, pt, pb;
1604 float bestsize;
1605 int pw, ph, minph, pbest, fontsize;
1606
1607 /* Count the pencil marks required. */
1608 for (i = 1, npencil = 0; i <= w; i++)
1609 if (pencil & (1 << i))
1610 npencil++;
1611 if (npencil) {
1612
1613 minph = 2;
1614
1615 /*
1616 * Determine the bounding rectangle within which we're going
1617 * to put the pencil marks.
1618 */
1619 /* Start with the whole square */
1620 pl = tx + GRIDEXTRA;
1621 pr = pl + TILESIZE - GRIDEXTRA;
1622 pt = ty + GRIDEXTRA;
1623 pb = pt + TILESIZE - GRIDEXTRA;
1624
1625 /*
1626 * We arrange our pencil marks in a grid layout, with
1627 * the number of rows and columns adjusted to allow the
1628 * maximum font size.
1629 *
1630 * So now we work out what the grid size ought to be.
1631 */
1632 bestsize = 0.0;
1633 pbest = 0;
1634 /* Minimum */
1635 for (pw = 3; pw < max(npencil,4); pw++) {
1636 float fw, fh, fs;
1637
1638 ph = (npencil + pw - 1) / pw;
1639 ph = max(ph, minph);
1640 fw = (pr - pl) / (float)pw;
1641 fh = (pb - pt) / (float)ph;
1642 fs = min(fw, fh);
1643 if (fs > bestsize) {
1644 bestsize = fs;
1645 pbest = pw;
1646 }
1647 }
1648 assert(pbest > 0);
1649 pw = pbest;
1650 ph = (npencil + pw - 1) / pw;
1651 ph = max(ph, minph);
1652
1653 /*
1654 * Now we've got our grid dimensions, work out the pixel
1655 * size of a grid element, and round it to the nearest
1656 * pixel. (We don't want rounding errors to make the
1657 * grid look uneven at low pixel sizes.)
1658 */
1659 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1660
1661 /*
1662 * Centre the resulting figure in the square.
1663 */
1664 pl = tx + (TILESIZE - fontsize * pw) / 2;
1665 pt = ty + (TILESIZE - fontsize * ph) / 2;
1666
1667 /*
1668 * Now actually draw the pencil marks.
1669 */
1670 for (i = 1, j = 0; i <= w; i++)
1671 if (pencil & (1 << i)) {
1672 int dx = j % pw, dy = j / pw;
1673
1674 str[1] = '\0';
5523645e 1675 str[0] = TOCHAR(i, ds->par.id);
d8fa223c 1676 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1677 pt + fontsize * (2*dy+1) / 2,
1678 FONT_VARIABLE, fontsize,
1679 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1680 j++;
1681 }
1682 }
1683 }
1684
1685 unclip(dr);
1686
1687 draw_update(dr, cx, cy, cw, ch);
1688}
1689
1690static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1691 game_state *state, int dir, game_ui *ui,
1692 float animtime, float flashtime)
1693{
1694 int w = state->par.w /*, a = w*w */;
f536db21 1695 int x, y, i, j;
d8fa223c 1696
1697 if (!ds->started) {
1698 /*
1699 * The initial contents of the window are not guaranteed and
1700 * can vary with front ends. To be on the safe side, all
1701 * games should start by drawing a big background-colour
1702 * rectangle covering the whole window.
1703 */
1704 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1705
1706 /*
1707 * Big containing rectangle.
1708 */
1709 draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
1710 w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
1711 COL_GRID);
1712
1713 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1714
1715 ds->started = TRUE;
1716 }
1717
1718 check_errors(state, ds->errtmp);
1719
f536db21 1720 /*
1721 * Construct a modified version of state->sequence which takes
1722 * into account an unfinished drag operation.
1723 */
1724 if (ui->drag) {
1725 x = ui->dragnum;
1726 y = ui->dragpos;
1727 } else {
1728 x = y = -1;
1729 }
1730 for (i = j = 0; i < w; i++) {
1731 if (i == y) {
1732 ds->sequence[i] = x;
1733 } else {
1734 if (state->sequence[j] == x)
1735 j++;
1736 ds->sequence[i] = state->sequence[j++];
1737 }
1738 }
1739
1740 /*
1741 * Draw the table legend.
1742 */
1743 for (x = 0; x < w; x++) {
1744 int sx = ds->sequence[x];
1745 long tile = (sx+1) | DF_LEGEND;
1746 if (ds->legend[x] != tile) {
1747 ds->legend[x] = tile;
1748 draw_tile(dr, ds, -1, x, tile, 0, 0);
1749 draw_tile(dr, ds, x, -1, tile, 0, 0);
1750 }
1751 }
1752
d8fa223c 1753 for (y = 0; y < w; y++) {
f536db21 1754 int sy = ds->sequence[y];
d8fa223c 1755 for (x = 0; x < w; x++) {
1756 long tile = 0L, pencil = 0L, error;
f536db21 1757 int sx = ds->sequence[x];
d8fa223c 1758
f536db21 1759 if (state->grid[sy*w+sx])
1760 tile = state->grid[sy*w+sx];
d8fa223c 1761 else
f536db21 1762 pencil = (long)state->pencil[sy*w+sx];
d8fa223c 1763
f536db21 1764 if (state->immutable[sy*w+sx])
d8fa223c 1765 tile |= DF_IMMUTABLE;
1766
a346afcd 1767 if ((ui->drag == 5 && ui->dragnum == sy) ||
1768 (ui->drag == 6 && ui->dragnum == sx))
f536db21 1769 tile |= DF_HIGHLIGHT;
1770 else if (ui->hshow && ui->hx == sx && ui->hy == sy)
d8fa223c 1771 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1772
1773 if (flashtime > 0 &&
1774 (flashtime <= FLASH_TIME/3 ||
1775 flashtime >= FLASH_TIME*2/3))
1776 tile |= DF_HIGHLIGHT; /* completion flash */
1777
a346afcd 1778 if (y <= 0 || state->dividers[ds->sequence[y-1]] == sy)
1779 tile |= DF_DIVIDER_TOP;
1780 if (y+1 >= w || state->dividers[sy] == ds->sequence[y+1])
1781 tile |= DF_DIVIDER_BOT;
1782 if (x <= 0 || state->dividers[ds->sequence[x-1]] == sx)
1783 tile |= DF_DIVIDER_LEFT;
1784 if (x+1 >= w || state->dividers[sx] == ds->sequence[x+1])
1785 tile |= DF_DIVIDER_RIGHT;
1786
b725220b 1787 error = ds->errtmp[sy*w+sx];
d8fa223c 1788
1789 if (ds->tiles[y*w+x] != tile ||
1790 ds->pencil[y*w+x] != pencil ||
1791 ds->errors[y*w+x] != error) {
1792 ds->tiles[y*w+x] = tile;
1793 ds->pencil[y*w+x] = pencil;
1794 ds->errors[y*w+x] = error;
1795 draw_tile(dr, ds, x, y, tile, pencil, error);
1796 }
1797 }
1798 }
1799}
1800
1801static float game_anim_length(game_state *oldstate, game_state *newstate,
1802 int dir, game_ui *ui)
1803{
1804 return 0.0F;
1805}
1806
1807static float game_flash_length(game_state *oldstate, game_state *newstate,
1808 int dir, game_ui *ui)
1809{
1810 if (!oldstate->completed && newstate->completed &&
1811 !oldstate->cheated && !newstate->cheated)
1812 return FLASH_TIME;
1813 return 0.0F;
1814}
1815
1cea529f 1816static int game_status(game_state *state)
4496362f 1817{
1cea529f 1818 return state->completed ? +1 : 0;
4496362f 1819}
1820
d8fa223c 1821static int game_timing_state(game_state *state, game_ui *ui)
1822{
1823 if (state->completed)
1824 return FALSE;
1825 return TRUE;
1826}
1827
1828static void game_print_size(game_params *params, float *x, float *y)
1829{
1830 int pw, ph;
1831
1832 /*
1833 * We use 9mm squares by default, like Solo.
1834 */
1835 game_compute_size(params, 900, &pw, &ph);
1836 *x = pw / 100.0F;
1837 *y = ph / 100.0F;
1838}
1839
1840static void game_print(drawing *dr, game_state *state, int tilesize)
1841{
1842 int w = state->par.w;
1843 int ink = print_mono_colour(dr, 0);
d8fa223c 1844 int x, y;
1845
1846 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1847 game_drawstate ads, *ds = &ads;
1848 game_set_size(dr, ds, NULL, tilesize);
1849
1850 /*
b84b31a8 1851 * Border.
d8fa223c 1852 */
b84b31a8 1853 print_line_width(dr, 3 * TILESIZE / 40);
1854 draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
1855 w*TILESIZE, w*TILESIZE, ink);
d8fa223c 1856
1857 /*
b84b31a8 1858 * Legend on table.
d8fa223c 1859 */
b84b31a8 1860 for (x = 0; x < w; x++) {
1861 char str[2];
1862 str[1] = '\0';
5523645e 1863 str[0] = TOCHAR(x+1, state->par.id);
b84b31a8 1864 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1865 BORDER + TILESIZE/2,
1866 FONT_VARIABLE, TILESIZE/2,
1867 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1868 draw_text(dr, BORDER + TILESIZE/2,
1869 BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1870 FONT_VARIABLE, TILESIZE/2,
1871 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1872 }
d8fa223c 1873
1874 /*
1875 * Main grid.
1876 */
1877 for (x = 1; x < w; x++) {
1878 print_line_width(dr, TILESIZE / 40);
b84b31a8 1879 draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
1880 BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
d8fa223c 1881 }
1882 for (y = 1; y < w; y++) {
1883 print_line_width(dr, TILESIZE / 40);
b84b31a8 1884 draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
1885 BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
d8fa223c 1886 }
1887
1888 /*
1889 * Numbers.
1890 */
1891 for (y = 0; y < w; y++)
1892 for (x = 0; x < w; x++)
1893 if (state->grid[y*w+x]) {
1894 char str[2];
1895 str[1] = '\0';
5523645e 1896 str[0] = TOCHAR(state->grid[y*w+x], state->par.id);
b84b31a8 1897 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1898 BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
d8fa223c 1899 FONT_VARIABLE, TILESIZE/2,
1900 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1901 }
1902}
1903
1904#ifdef COMBINED
1905#define thegame group
1906#endif
1907
1908const struct game thegame = {
1909 "Group", NULL, NULL,
1910 default_params,
1911 game_fetch_preset,
1912 decode_params,
1913 encode_params,
1914 free_params,
1915 dup_params,
1916 TRUE, game_configure, custom_params,
1917 validate_params,
1918 new_game_desc,
1919 validate_desc,
1920 new_game,
1921 dup_game,
1922 free_game,
1923 TRUE, solve_game,
1924 TRUE, game_can_format_as_text_now, game_text_format,
1925 new_ui,
1926 free_ui,
1927 encode_ui,
1928 decode_ui,
1929 game_changed_state,
1930 interpret_move,
1931 execute_move,
1932 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1933 game_colours,
1934 game_new_drawstate,
1935 game_free_drawstate,
1936 game_redraw,
1937 game_anim_length,
1938 game_flash_length,
1cea529f 1939 game_status,
d8fa223c 1940 TRUE, FALSE, game_print_size, game_print,
1941 FALSE, /* wants_statusbar */
1942 FALSE, game_timing_state,
1943 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1944};
1945
1946#ifdef STANDALONE_SOLVER
1947
1948#include <stdarg.h>
1949
1950int main(int argc, char **argv)
1951{
1952 game_params *p;
1953 game_state *s;
1954 char *id = NULL, *desc, *err;
1955 digit *grid;
1956 int grade = FALSE;
1957 int ret, diff, really_show_working = FALSE;
1958
1959 while (--argc > 0) {
1960 char *p = *++argv;
1961 if (!strcmp(p, "-v")) {
1962 really_show_working = TRUE;
1963 } else if (!strcmp(p, "-g")) {
1964 grade = TRUE;
1965 } else if (*p == '-') {
1966 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1967 return 1;
1968 } else {
1969 id = p;
1970 }
1971 }
1972
1973 if (!id) {
1974 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
1975 return 1;
1976 }
1977
1978 desc = strchr(id, ':');
1979 if (!desc) {
1980 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1981 return 1;
1982 }
1983 *desc++ = '\0';
1984
1985 p = default_params();
1986 decode_params(p, id);
1987 err = validate_desc(p, desc);
1988 if (err) {
1989 fprintf(stderr, "%s: %s\n", argv[0], err);
1990 return 1;
1991 }
1992 s = new_game(NULL, p, desc);
1993
1994 grid = snewn(p->w * p->w, digit);
1995
1996 /*
1997 * When solving a Normal puzzle, we don't want to bother the
1998 * user with Hard-level deductions. For this reason, we grade
1999 * the puzzle internally before doing anything else.
2000 */
2001 ret = -1; /* placate optimiser */
2002 solver_show_working = FALSE;
2003 for (diff = 0; diff < DIFFCOUNT; diff++) {
2004 memcpy(grid, s->grid, p->w * p->w);
5523645e 2005 ret = solver(&s->par, grid, diff);
d8fa223c 2006 if (ret <= diff)
2007 break;
2008 }
2009
2010 if (diff == DIFFCOUNT) {
2011 if (grade)
2012 printf("Difficulty rating: ambiguous\n");
2013 else
2014 printf("Unable to find a unique solution\n");
2015 } else {
2016 if (grade) {
2017 if (ret == diff_impossible)
2018 printf("Difficulty rating: impossible (no solution exists)\n");
2019 else
2020 printf("Difficulty rating: %s\n", group_diffnames[ret]);
2021 } else {
2022 solver_show_working = really_show_working;
2023 memcpy(grid, s->grid, p->w * p->w);
5523645e 2024 ret = solver(&s->par, grid, diff);
d8fa223c 2025 if (ret != diff)
2026 printf("Puzzle is inconsistent\n");
2027 else {
2028 memcpy(s->grid, grid, p->w * p->w);
2029 fputs(game_text_format(s), stdout);
2030 }
2031 }
2032 }
2033
2034 return 0;
2035}
2036
2037#endif
2038
2039/* vim: set shiftwidth=4 tabstop=8: */