Oops: initialise that new 'has_incentre' flag to false, otherwise 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 {
34950d9f 59 int order; /* Size of latin square */
60 int diff; /* Difficulty */
61 int adjacent; /* Puzzle indicators are 'adjacent number'
62 not 'greater-than'. */
149255d7 63};
64
65#define F_IMMUTABLE 1 /* passed in as game description */
34950d9f 66#define F_ADJ_UP 2
67#define F_ADJ_RIGHT 4
68#define F_ADJ_DOWN 8
69#define F_ADJ_LEFT 16
149255d7 70#define F_ERROR 32
71#define F_ERROR_UP 64
72#define F_ERROR_RIGHT 128
73#define F_ERROR_DOWN 256
74#define F_ERROR_LEFT 512
75
76#define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
77
78struct game_state {
34950d9f 79 int order, completed, cheated, adjacent;
149255d7 80 digit *nums; /* actual numbers (size order^2) */
81 unsigned char *hints; /* remaining possiblities (size order^3) */
82 unsigned int *flags; /* flags (size order^2) */
83};
84
85/* ----------------------------------------------------------
86 * Game parameters and presets
87 */
88
89/* Steal the method from map.c for difficulty levels. */
388b2f00 90#define DIFFLIST(A) \
91 A(LATIN,Trivial,NULL,t) \
92 A(EASY,Easy,solver_easy, e) \
93 A(SET,Tricky,solver_set, k) \
94 A(EXTREME,Extreme,NULL,x) \
95 A(RECURSIVE,Recursive,NULL,r)
96
97#define ENUM(upper,title,func,lower) DIFF_ ## upper,
98#define TITLE(upper,title,func,lower) #title,
99#define ENCODE(upper,title,func,lower) #lower
100#define CONFIG(upper,title,func,lower) ":" #title
f04d88ba 101enum { DIFFLIST(ENUM) DIFFCOUNT, DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
149255d7 102static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
103static char const unequal_diffchars[] = DIFFLIST(ENCODE);
149255d7 104#define DIFFCONFIG DIFFLIST(CONFIG)
105
106#define DEFAULT_PRESET 0
107
108const static struct game_params unequal_presets[] = {
34950d9f 109 { 4, DIFF_EASY, 0 },
110 { 5, DIFF_EASY, 0 },
111 { 5, DIFF_SET, 0 },
112 { 5, DIFF_SET, 1 },
113 { 5, DIFF_EXTREME, 0 },
114 { 6, DIFF_EASY, 0 },
115 { 6, DIFF_SET, 0 },
116 { 6, DIFF_SET, 1 },
117 { 6, DIFF_EXTREME, 0 },
118 { 7, DIFF_SET, 0 },
119 { 7, DIFF_SET, 1 },
120 { 7, DIFF_EXTREME, 0 }
149255d7 121};
122
123static int game_fetch_preset(int i, char **name, game_params **params)
124{
125 game_params *ret;
126 char buf[80];
127
128 if (i < 0 || i >= lenof(unequal_presets))
129 return FALSE;
130
131 ret = snew(game_params);
132 *ret = unequal_presets[i]; /* structure copy */
133
34950d9f 134 sprintf(buf, "%s: %dx%d %s",
135 ret->adjacent ? "Adjacent" : "Unequal",
136 ret->order, ret->order,
149255d7 137 unequal_diffnames[ret->diff]);
138
139 *name = dupstr(buf);
140 *params = ret;
141 return TRUE;
142}
143
144static game_params *default_params(void)
145{
146 game_params *ret;
147 char *name;
148
149 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
150 sfree(name);
151 return ret;
152}
153
154static void free_params(game_params *params)
155{
156 sfree(params);
157}
158
159static game_params *dup_params(game_params *params)
160{
161 game_params *ret = snew(game_params);
162 *ret = *params; /* structure copy */
163 return ret;
164}
165
166static void decode_params(game_params *ret, char const *string)
167{
168 char const *p = string;
169
170 ret->order = atoi(p);
171 while (*p && isdigit((unsigned char)*p)) p++;
172
34950d9f 173 if (*p == 'a') {
174 p++;
175 ret->adjacent = 1;
176 } else
177 ret->adjacent = 0;
178
149255d7 179 if (*p == 'd') {
180 int i;
181 p++;
182 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
183 if (*p) {
184 for (i = 0; i < DIFFCOUNT; i++) {
185 if (*p == unequal_diffchars[i])
186 ret->diff = i;
187 }
188 p++;
189 }
190 }
191}
192
193static char *encode_params(game_params *params, int full)
194{
195 char ret[80];
196
197 sprintf(ret, "%d", params->order);
34950d9f 198 if (params->adjacent)
199 sprintf(ret + strlen(ret), "a");
149255d7 200 if (full)
201 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
202
203 return dupstr(ret);
204}
205
206static config_item *game_configure(game_params *params)
207{
208 config_item *ret;
209 char buf[80];
210
34950d9f 211 ret = snewn(4, config_item);
149255d7 212
34950d9f 213 ret[0].name = "Mode";
214 ret[0].type = C_CHOICES;
215 ret[0].sval = ":Unequal:Adjacent";
216 ret[0].ival = params->adjacent;
217
218 ret[1].name = "Size (s*s)";
219 ret[1].type = C_STRING;
149255d7 220 sprintf(buf, "%d", params->order);
34950d9f 221 ret[1].sval = dupstr(buf);
222 ret[1].ival = 0;
149255d7 223
34950d9f 224 ret[2].name = "Difficulty";
225 ret[2].type = C_CHOICES;
226 ret[2].sval = DIFFCONFIG;
227 ret[2].ival = params->diff;
149255d7 228
34950d9f 229 ret[3].name = NULL;
230 ret[3].type = C_END;
231 ret[3].sval = NULL;
232 ret[3].ival = 0;
149255d7 233
234 return ret;
235}
236
237static game_params *custom_params(config_item *cfg)
238{
239 game_params *ret = snew(game_params);
240
34950d9f 241 ret->adjacent = cfg[0].ival;
242 ret->order = atoi(cfg[1].sval);
243 ret->diff = cfg[2].ival;
149255d7 244
245 return ret;
246}
247
248static char *validate_params(game_params *params, int full)
249{
250 if (params->order < 3 || params->order > 32)
251 return "Order must be between 3 and 32";
252 if (params->diff >= DIFFCOUNT)
9c90045a 253 return "Unknown difficulty rating";
34950d9f 254 if (params->order < 5 && params->adjacent &&
255 params->diff >= DIFF_SET)
256 return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
149255d7 257 return NULL;
258}
259
260/* ----------------------------------------------------------
261 * Various utility functions
262 */
263
34950d9f 264static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = {
265 { F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' },
266 { F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' },
267 { F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' },
268 { F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' }
149255d7 269};
270
34950d9f 271static game_state *blank_game(int order, int adjacent)
149255d7 272{
273 game_state *state = snew(game_state);
274 int o2 = order*order, o3 = o2*order;
275
276 state->order = order;
34950d9f 277 state->adjacent = adjacent;
149255d7 278 state->completed = state->cheated = 0;
279
280 state->nums = snewn(o2, digit);
281 state->hints = snewn(o3, unsigned char);
282 state->flags = snewn(o2, unsigned int);
283
284 memset(state->nums, 0, o2 * sizeof(digit));
285 memset(state->hints, 0, o3);
286 memset(state->flags, 0, o2 * sizeof(unsigned int));
287
288 return state;
289}
290
291static game_state *dup_game(game_state *state)
292{
34950d9f 293 game_state *ret = blank_game(state->order, state->adjacent);
149255d7 294 int o2 = state->order*state->order, o3 = o2*state->order;
295
296 memcpy(ret->nums, state->nums, o2 * sizeof(digit));
297 memcpy(ret->hints, state->hints, o3);
298 memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
299
300 return ret;
301}
302
303static void free_game(game_state *state)
304{
305 sfree(state->nums);
306 sfree(state->hints);
307 sfree(state->flags);
308 sfree(state);
309}
310
311#define CHECKG(x,y) grid[(y)*o+(x)]
312
313/* Returns 0 if it finds an error, 1 otherwise. */
34950d9f 314static int check_num_adj(digit *grid, game_state *state,
149255d7 315 int x, int y, int me)
316{
317 unsigned int f = GRID(state, flags, x, y);
34950d9f 318 int ret = 1, i, o = state->order;
149255d7 319
320 for (i = 0; i < 4; i++) {
34950d9f 321 int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn;
322
323 if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o)
324 continue;
325
326 n = CHECKG(x, y);
327 dn = CHECKG(x+dx, y+dy);
328
329 assert (n != 0);
330 if (dn == 0) continue;
331
332 if (state->adjacent) {
333 int gd = abs(n-dn);
334
335 if ((f & adjthan[i].f) && (gd != 1)) {
336 debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d",
337 x, y, n, x+dx, y+dy, dn));
338 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
339 ret = 0;
340 }
341 if (!(f & adjthan[i].f) && (gd == 1)) {
342 debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d",
343 x, y, n, x+dx, y+dy, dn));
344 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
345 ret = 0;
346 }
347
348 } else {
349 if ((f & adjthan[i].f) && (n <= dn)) {
350 debug(("check_adj error (%d,%d):%d not > (%d,%d):%d",
351 x, y, n, x+dx, y+dy, dn));
352 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
353 ret = 0;
354 }
149255d7 355 }
356 }
357 return ret;
358}
359
360/* Returns 0 if it finds an error, 1 otherwise. */
361static int check_num_error(digit *grid, game_state *state,
362 int x, int y, int mark_errors)
363{
364 int o = state->order;
365 int xx, yy, val = CHECKG(x,y), ret = 1;
366
367 assert(val != 0);
368
369 /* check for dups in same column. */
370 for (yy = 0; yy < state->order; yy++) {
371 if (yy == y) continue;
372 if (CHECKG(x,yy) == val) ret = 0;
373 }
374
375 /* check for dups in same row. */
376 for (xx = 0; xx < state->order; xx++) {
377 if (xx == x) continue;
378 if (CHECKG(xx,y) == val) ret = 0;
379 }
380
381 if (!ret) {
382 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
383 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
384 }
385 return ret;
386}
387
388/* Returns: -1 for 'wrong'
389 * 0 for 'incomplete'
390 * 1 for 'complete and correct'
391 */
392static int check_complete(digit *grid, game_state *state, int mark_errors)
393{
394 int x, y, ret = 1, o = state->order;
395
396 if (mark_errors)
397 assert(grid == state->nums);
398
399 for (x = 0; x < state->order; x++) {
400 for (y = 0; y < state->order; y++) {
401 if (mark_errors)
402 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
403 if (grid[y*o+x] == 0) {
404 ret = 0;
405 } else {
406 if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
34950d9f 407 if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
149255d7 408 }
409 }
410 }
411 if (ret == 1 && latin_check(grid, o))
412 ret = -1;
413 return ret;
414}
415
416static char n2c(digit n, int order) {
417 if (n == 0) return ' ';
418 if (order < 10) {
419 if (n < 10) return '0' + n;
420 } else {
421 if (n < 11) return '0' + n-1;
422 n -= 11;
423 if (n <= 26) return 'A' + n;
424 }
425 return '?';
426}
427
428/* should be 'digit', but includes -1 for 'not a digit'.
429 * Includes keypresses (0 especially) for interpret_move. */
430static int c2n(int c, int order) {
431 if (c < 0 || c > 0xff)
432 return -1;
7b97f218 433 if (c == ' ' || c == '\b')
149255d7 434 return 0;
435 if (order < 10) {
34950d9f 436 if (c >= '0' && c <= '9')
149255d7 437 return (int)(c - '0');
438 } else {
439 if (c >= '0' && c <= '9')
440 return (int)(c - '0' + 1);
441 if (c >= 'A' && c <= 'Z')
442 return (int)(c - 'A' + 11);
443 if (c >= 'a' && c <= 'z')
444 return (int)(c - 'a' + 11);
445 }
446 return -1;
447}
448
fa3abef5 449static int game_can_format_as_text_now(game_params *params)
450{
451 return TRUE;
452}
453
149255d7 454static char *game_text_format(game_state *state)
455{
456 int x, y, len, n;
457 char *ret, *p;
458
459 len = (state->order*2) * (state->order*2-1) + 1;
460 ret = snewn(len, char);
461 p = ret;
462
463 for (y = 0; y < state->order; y++) {
464 for (x = 0; x < state->order; x++) {
465 n = GRID(state, nums, x, y);
466 *p++ = n > 0 ? n2c(n, state->order) : '.';
467
468 if (x < (state->order-1)) {
34950d9f 469 if (state->adjacent) {
470 *p++ = (GRID(state, flags, x, y) & F_ADJ_RIGHT) ? '|' : ' ';
471 } else {
472 if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
473 *p++ = '>';
474 else if (GRID(state, flags, x+1, y) & F_ADJ_LEFT)
475 *p++ = '<';
476 else
477 *p++ = ' ';
478 }
149255d7 479 }
480 }
481 *p++ = '\n';
482
483 if (y < (state->order-1)) {
484 for (x = 0; x < state->order; x++) {
34950d9f 485 if (state->adjacent) {
486 *p++ = (GRID(state, flags, x, y) & F_ADJ_DOWN) ? '-' : ' ';
487 } else {
488 if (GRID(state, flags, x, y) & F_ADJ_DOWN)
489 *p++ = 'v';
490 else if (GRID(state, flags, x, y+1) & F_ADJ_UP)
491 *p++ = '^';
492 else
493 *p++ = ' ';
494 }
149255d7 495
496 if (x < state->order-1)
497 *p++ = ' ';
498 }
499 *p++ = '\n';
500 }
501 }
502 *p++ = '\0';
503
504 assert(p - ret == len);
505 return ret;
506}
507
508#ifdef STANDALONE_SOLVER
509static void game_debug(game_state *state)
510{
511 char *dbg = game_text_format(state);
512 printf("%s", dbg);
513 sfree(dbg);
514}
515#endif
516
517/* ----------------------------------------------------------
518 * Solver.
519 */
520
521struct solver_link {
522 int len, gx, gy, lx, ly;
523};
524
388b2f00 525struct solver_ctx {
149255d7 526 game_state *state;
527
528 int nlinks, alinks;
529 struct solver_link *links;
388b2f00 530};
149255d7 531
388b2f00 532static void solver_add_link(struct solver_ctx *ctx,
149255d7 533 int gx, int gy, int lx, int ly, int len)
534{
388b2f00 535 if (ctx->alinks < ctx->nlinks+1) {
536 ctx->alinks = ctx->alinks*2 + 1;
537 /*debug(("resizing ctx->links, new size %d", ctx->alinks));*/
538 ctx->links = sresize(ctx->links, ctx->alinks, struct solver_link);
149255d7 539 }
388b2f00 540 ctx->links[ctx->nlinks].gx = gx;
541 ctx->links[ctx->nlinks].gy = gy;
542 ctx->links[ctx->nlinks].lx = lx;
543 ctx->links[ctx->nlinks].ly = ly;
544 ctx->links[ctx->nlinks].len = len;
545 ctx->nlinks++;
149255d7 546 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
388b2f00 547 len, lx, ly, gx, gy, ctx->nlinks));*/
149255d7 548}
549
388b2f00 550static struct solver_ctx *new_ctx(game_state *state)
149255d7 551{
388b2f00 552 struct solver_ctx *ctx = snew(struct solver_ctx);
149255d7 553 int o = state->order;
554 int i, x, y;
555 unsigned int f;
556
388b2f00 557 ctx->nlinks = ctx->alinks = 0;
558 ctx->links = NULL;
559 ctx->state = state;
149255d7 560
388b2f00 561 if (state->adjacent) return ctx; /* adjacent mode doesn't use links. */
149255d7 562
563 for (x = 0; x < o; x++) {
564 for (y = 0; y < o; y++) {
565 f = GRID(state, flags, x, y);
566 for (i = 0; i < 4; i++) {
34950d9f 567 if (f & adjthan[i].f)
388b2f00 568 solver_add_link(ctx, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1);
149255d7 569 }
570 }
571 }
572
388b2f00 573 return ctx;
149255d7 574}
575
388b2f00 576static void *clone_ctx(void *vctx)
149255d7 577{
388b2f00 578 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
579 return new_ctx(ctx->state);
149255d7 580}
581
388b2f00 582static void free_ctx(void *vctx)
583{
584 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
585 if (ctx->links) sfree(ctx->links);
586 sfree(ctx);
587}
588
589static void solver_nminmax(struct latin_solver *solver,
149255d7 590 int x, int y, int *min_r, int *max_r,
591 unsigned char **ns_r)
592{
388b2f00 593 int o = solver->o, min = o, max = 0, n;
149255d7 594 unsigned char *ns;
595
596 assert(x >= 0 && y >= 0 && x < o && y < o);
597
598 ns = solver->cube + cubepos(x,y,1);
599
600 if (grid(x,y) > 0) {
601 min = max = grid(x,y)-1;
602 } else {
603 for (n = 0; n < o; n++) {
604 if (ns[n]) {
605 if (n > max) max = n;
606 if (n < min) min = n;
607 }
608 }
609 }
610 if (min_r) *min_r = min;
611 if (max_r) *max_r = max;
612 if (ns_r) *ns_r = ns;
613}
614
388b2f00 615static int solver_links(struct latin_solver *solver, void *vctx)
149255d7 616{
388b2f00 617 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
149255d7 618 int i, j, lmin, gmax, nchanged = 0;
619 unsigned char *gns, *lns;
620 struct solver_link *link;
149255d7 621
388b2f00 622 for (i = 0; i < ctx->nlinks; i++) {
623 link = &ctx->links[i];
624 solver_nminmax(solver, link->gx, link->gy, NULL, &gmax, &gns);
625 solver_nminmax(solver, link->lx, link->ly, &lmin, NULL, &lns);
149255d7 626
627 for (j = 0; j < solver->o; j++) {
628 /* For the 'greater' end of the link, discount all numbers
629 * too small to satisfy the inequality. */
630 if (gns[j]) {
631 if (j < (lmin+link->len)) {
632#ifdef STANDALONE_SOLVER
633 if (solver_show_working) {
634 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
635 solver_recurse_depth*4, "",
6a7d52aa 636 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
149255d7 637 printf("%*s ruling out %d at (%d,%d)\n",
638 solver_recurse_depth*4, "",
6a7d52aa 639 j+1, link->gx+1, link->gy+1);
149255d7 640 }
641#endif
642 cube(link->gx, link->gy, j+1) = FALSE;
643 nchanged++;
644 }
645 }
646 /* For the 'lesser' end of the link, discount all numbers
647 * too large to satisfy inequality. */
648 if (lns[j]) {
649 if (j > (gmax-link->len)) {
650#ifdef STANDALONE_SOLVER
651 if (solver_show_working) {
652 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
653 solver_recurse_depth*4, "",
6a7d52aa 654 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
149255d7 655 printf("%*s ruling out %d at (%d,%d)\n",
656 solver_recurse_depth*4, "",
6a7d52aa 657 j+1, link->lx+1, link->ly+1);
149255d7 658 }
659#endif
660 cube(link->lx, link->ly, j+1) = FALSE;
661 nchanged++;
662 }
663 }
664 }
665 }
666 return nchanged;
667}
668
388b2f00 669static int solver_adjacent(struct latin_solver *solver, void *vctx)
34950d9f 670{
388b2f00 671 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
672 int nchanged = 0, x, y, i, n, o = solver->o, nx, ny, gd;
34950d9f 673
674 /* Update possible values based on known values and adjacency clues. */
675
676 for (x = 0; x < o; x++) {
677 for (y = 0; y < o; y++) {
678 if (grid(x, y) == 0) continue;
679
680 /* We have a definite number here. Make sure that any
681 * adjacent possibles reflect the adjacent/non-adjacent clue. */
682
683 for (i = 0; i < 4; i++) {
388b2f00 684 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
34950d9f 685
686 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
687 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
688 continue;
689
690 for (n = 0; n < o; n++) {
691 /* Continue past numbers the adjacent square _could_ be,
692 * given the clue we have. */
693 gd = abs((n+1) - grid(x, y));
694 if (isadjacent && (gd == 1)) continue;
695 if (!isadjacent && (gd != 1)) continue;
696
697 if (cube(nx, ny, n+1) == FALSE)
698 continue; /* already discounted this possibility. */
699
700#ifdef STANDALONE_SOLVER
701 if (solver_show_working) {
702 printf("%*sadjacent elimination, (%d,%d):%d %s (%d,%d):\n",
703 solver_recurse_depth*4, "",
6a7d52aa 704 x+1, y+1, grid(x, y), isadjacent ? "|" : "!|", nx+1, ny+1);
34950d9f 705 printf("%*s ruling out %d at (%d,%d)\n",
6a7d52aa 706 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
34950d9f 707 }
708#endif
709 cube(nx, ny, n+1) = FALSE;
710 nchanged++;
711 }
712 }
713 }
714 }
715
716 return nchanged;
717}
718
388b2f00 719static int solver_adjacent_set(struct latin_solver *solver, void *vctx)
34950d9f 720{
388b2f00 721 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
722 int x, y, i, n, nn, o = solver->o, nx, ny, gd;
34950d9f 723 int nchanged = 0, *scratch = snewn(o, int);
724
725 /* Update possible values based on other possible values
726 * of adjacent squares, and adjacency clues. */
727
728 for (x = 0; x < o; x++) {
729 for (y = 0; y < o; y++) {
2327c580 730 for (i = 0; i < 4; i++) {
388b2f00 731 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
34950d9f 732
733 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
734 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
735 continue;
736
737 /* We know the current possibles for the square (x,y)
738 * and also the adjacency clue from (x,y) to (nx,ny).
739 * Construct a maximum set of possibles for (nx,ny)
740 * in scratch, based on these constraints... */
741
742 memset(scratch, 0, o*sizeof(int));
743
744 for (n = 0; n < o; n++) {
745 if (cube(x, y, n+1) == FALSE) continue;
746
747 for (nn = 0; nn < o; nn++) {
748 if (n == nn) continue;
749
750 gd = abs(nn - n);
751 if (isadjacent && (gd != 1)) continue;
752 if (!isadjacent && (gd == 1)) continue;
753
754 scratch[nn] = 1;
755 }
756 }
757
758 /* ...and remove any possibilities for (nx,ny) that are
759 * currently set but are not indicated in scratch. */
760 for (n = 0; n < o; n++) {
761 if (scratch[n] == 1) continue;
762 if (cube(nx, ny, n+1) == FALSE) continue;
763
764#ifdef STANDALONE_SOLVER
765 if (solver_show_working) {
766 printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n",
767 solver_recurse_depth*4, "",
6a7d52aa 768 x+1, y+1, isadjacent ? "|" : "!|", nx+1, ny+1);
34950d9f 769 printf("%*s ruling out %d at (%d,%d)\n",
6a7d52aa 770 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
34950d9f 771 }
772#endif
773 cube(nx, ny, n+1) = FALSE;
774 nchanged++;
775 }
776 }
777 }
778 }
779
780 return nchanged;
781}
782
388b2f00 783static int solver_easy(struct latin_solver *solver, void *vctx)
149255d7 784{
388b2f00 785 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
786 if (ctx->state->adjacent)
787 return solver_adjacent(solver, vctx);
788 else
789 return solver_links(solver, vctx);
790}
149255d7 791
388b2f00 792static int solver_set(struct latin_solver *solver, void *vctx)
793{
794 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
795 if (ctx->state->adjacent)
796 return solver_adjacent_set(solver, vctx);
797 else
798 return 0;
799}
481628b3 800
388b2f00 801#define SOLVER(upper,title,func,lower) func,
802static usersolver_t const unequal_solvers[] = { DIFFLIST(SOLVER) };
149255d7 803
388b2f00 804static int solver_state(game_state *state, int maxdiff)
805{
806 struct solver_ctx *ctx = new_ctx(state);
807 struct latin_solver solver;
808 int diff;
149255d7 809
388b2f00 810 latin_solver_alloc(&solver, state->nums, state->order);
149255d7 811
388b2f00 812 diff = latin_solver_main(&solver, maxdiff,
813 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
814 DIFF_EXTREME, DIFF_RECURSIVE,
815 unequal_solvers, ctx, clone_ctx, free_ctx);
149255d7 816
388b2f00 817 memcpy(state->hints, solver.cube, state->order*state->order*state->order);
149255d7 818
388b2f00 819 free_ctx(ctx);
149255d7 820
388b2f00 821 latin_solver_free(&solver);
149255d7 822
823 if (diff == DIFF_IMPOSSIBLE)
824 return -1;
825 if (diff == DIFF_UNFINISHED)
826 return 0;
827 if (diff == DIFF_AMBIGUOUS)
828 return 2;
829 return 1;
830}
831
832static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
833{
834 game_state *ret = dup_game(state);
835 int diff, r = 0;
836
837 for (diff = mindiff; diff <= maxdiff; diff++) {
838 r = solver_state(ret, diff);
839 debug(("solver_state after %s %d", unequal_diffnames[diff], r));
840 if (r != 0) goto done;
841 }
842
843done:
844 if (diff_r) *diff_r = (r > 0) ? diff : -1;
845 return ret;
846}
847
848/* ----------------------------------------------------------
849 * Game generation.
850 */
851
852static char *latin_desc(digit *sq, size_t order)
853{
854 int o2 = order*order, i;
855 char *soln = snewn(o2+2, char);
856
857 soln[0] = 'S';
858 for (i = 0; i < o2; i++)
859 soln[i+1] = n2c(sq[i], order);
860 soln[o2+1] = '\0';
861
862 return soln;
863}
864
865/* returns non-zero if it placed (or could have placed) clue. */
866static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkonly)
867{
868 int loc = ccode / 5, which = ccode % 5;
869 int x = loc % state->order, y = loc / state->order;
870
871 assert(loc < state->order*state->order);
872
873 if (which == 4) { /* add number */
874 if (state->nums[loc] != 0) {
875#ifdef STANDALONE_SOLVER
876 if (state->nums[loc] != latin[loc]) {
877 printf("inconsistency for (%d,%d): state %d latin %d\n",
6a7d52aa 878 x+1, y+1, state->nums[loc], latin[loc]);
149255d7 879 }
880#endif
881 assert(state->nums[loc] == latin[loc]);
882 return 0;
883 }
884 if (!checkonly) {
885 state->nums[loc] = latin[loc];
886 }
887 } else { /* add flag */
888 int lx, ly, lloc;
889
34950d9f 890 if (state->adjacent)
891 return 0; /* never add flag clues in adjacent mode (they're always
892 all present) */
893
894 if (state->flags[loc] & adjthan[which].f)
149255d7 895 return 0; /* already has flag. */
896
34950d9f 897 lx = x + adjthan[which].dx;
898 ly = y + adjthan[which].dy;
149255d7 899 if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
900 return 0; /* flag compares to off grid */
901
34950d9f 902 lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order;
149255d7 903 if (latin[loc] <= latin[lloc])
904 return 0; /* flag would be incorrect */
905
906 if (!checkonly) {
34950d9f 907 state->flags[loc] |= adjthan[which].f;
149255d7 908 }
909 }
910 return 1;
911}
912
913/* returns non-zero if it removed (or could have removed) the clue. */
914static int gg_remove_clue(game_state *state, int ccode, int checkonly)
915{
916 int loc = ccode / 5, which = ccode % 5;
917#ifdef STANDALONE_SOLVER
918 int x = loc % state->order, y = loc / state->order;
919#endif
920
921 assert(loc < state->order*state->order);
922
923 if (which == 4) { /* remove number. */
924 if (state->nums[loc] == 0) return 0;
925 if (!checkonly) {
926#ifdef STANDALONE_SOLVER
927 if (solver_show_working)
928 printf("gg_remove_clue: removing %d at (%d,%d)",
6a7d52aa 929 state->nums[loc], x+1, y+1);
149255d7 930#endif
931 state->nums[loc] = 0;
932 }
933 } else { /* remove flag */
34950d9f 934 if (state->adjacent)
935 return 0; /* never remove clues in adjacent mode. */
936
937 if (!(state->flags[loc] & adjthan[which].f)) return 0;
149255d7 938 if (!checkonly) {
939#ifdef STANDALONE_SOLVER
940 if (solver_show_working)
941 printf("gg_remove_clue: removing %c at (%d,%d)",
6a7d52aa 942 adjthan[which].c, x+1, y+1);
149255d7 943#endif
34950d9f 944 state->flags[loc] &= ~adjthan[which].f;
149255d7 945 }
946 }
947 return 1;
948}
949
950static int gg_best_clue(game_state *state, int *scratch, digit *latin)
951{
952 int ls = state->order * state->order * 5;
953 int maxposs = 0, minclues = 5, best = -1, i, j;
954 int nposs, nclues, loc, x, y;
955
956#ifdef STANDALONE_SOLVER
957 if (solver_show_working) {
958 game_debug(state);
959 latin_solver_debug(state->hints, state->order);
960 }
961#endif
962
242a7d91 963 for (i = ls; i-- > 0 ;) {
149255d7 964 if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
965
966 loc = scratch[i] / 5;
967 x = loc % state->order; y = loc / state->order;
968 for (j = nposs = 0; j < state->order; j++) {
969 if (state->hints[loc*state->order + j]) nposs++;
970 }
971 for (j = nclues = 0; j < 4; j++) {
34950d9f 972 if (state->flags[loc] & adjthan[j].f) nclues++;
149255d7 973 }
974 if ((nposs > maxposs) ||
975 (nposs == maxposs && nclues < minclues)) {
976 best = i; maxposs = nposs; minclues = nclues;
977#ifdef STANDALONE_SOLVER
978 if (solver_show_working)
807a3bee 979 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
6a7d52aa 980 best, x+1, y+1, nposs, nclues);
149255d7 981#endif
982 }
983 }
984 /* if we didn't solve, we must have 1 clue to place! */
985 assert(best != -1);
986 return best;
987}
988
989#ifdef STANDALONE_SOLVER
990int maxtries;
991#define MAXTRIES maxtries
992#else
993#define MAXTRIES 50
994#endif
995int gg_solved;
996
997static int game_assemble(game_state *new, int *scratch, digit *latin,
998 int difficulty)
999{
1000 game_state *copy = dup_game(new);
1001 int best;
1002
1003 if (difficulty >= DIFF_RECURSIVE) {
1004 /* We mustn't use any solver that might guess answers;
1005 * if it guesses wrongly but solves, gg_place_clue will
1006 * get mighty confused. We will always trim clues down
1007 * (making it more difficult) in game_strip, which doesn't
1008 * have this problem. */
1009 difficulty = DIFF_RECURSIVE-1;
1010 }
1011
1012#ifdef STANDALONE_SOLVER
1013 if (solver_show_working) {
1014 game_debug(new);
1015 latin_solver_debug(new->hints, new->order);
1016 }
1017#endif
1018
1019 while(1) {
1020 gg_solved++;
1021 if (solver_state(copy, difficulty) == 1) break;
1022
1023 best = gg_best_clue(copy, scratch, latin);
1024 gg_place_clue(new, scratch[best], latin, 0);
1025 gg_place_clue(copy, scratch[best], latin, 0);
1026 }
1027 free_game(copy);
1028#ifdef STANDALONE_SOLVER
1029 if (solver_show_working) {
1030 char *dbg = game_text_format(new);
1031 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
1032 sfree(dbg);
1033 }
1034#endif
1035 return 0;
1036}
1037
1038static void game_strip(game_state *new, int *scratch, digit *latin,
1039 int difficulty)
1040{
1041 int o = new->order, o2 = o*o, lscratch = o2*5, i;
34950d9f 1042 game_state *copy = blank_game(new->order, new->adjacent);
149255d7 1043
1044 /* For each symbol (if it exists in new), try and remove it and
1045 * solve again; if we couldn't solve without it put it back. */
1046 for (i = 0; i < lscratch; i++) {
1047 if (!gg_remove_clue(new, scratch[i], 0)) continue;
1048
1049 memcpy(copy->nums, new->nums, o2 * sizeof(digit));
1050 memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
1051 gg_solved++;
1052 if (solver_state(copy, difficulty) != 1) {
1053 /* put clue back, we can't solve without it. */
242a7d91 1054 int ret = gg_place_clue(new, scratch[i], latin, 0);
1055 assert(ret == 1);
149255d7 1056 } else {
1057#ifdef STANDALONE_SOLVER
1058 if (solver_show_working)
1059 printf("game_strip: clue was redundant.");
1060#endif
1061 }
1062 }
1063 free_game(copy);
1064#ifdef STANDALONE_SOLVER
1065 if (solver_show_working) {
1066 char *dbg = game_text_format(new);
1067 debug(("game_strip: done, %d solver iterations.", gg_solved));
1068 debug(("%s", dbg));
1069 sfree(dbg);
1070 }
1071#endif
1072}
1073
34950d9f 1074static void add_adjacent_flags(game_state *state, digit *latin)
1075{
1076 int x, y, o = state->order;
1077
1078 /* All clues in adjacent mode are always present (the only variables are
1079 * the numbers). This adds all the flags to state based on the supplied
1080 * latin square. */
1081
1082 for (y = 0; y < o; y++) {
1083 for (x = 0; x < o; x++) {
1084 if (x < (o-1) && (abs(latin[y*o+x] - latin[y*o+x+1]) == 1)) {
1085 GRID(state, flags, x, y) |= F_ADJ_RIGHT;
1086 GRID(state, flags, x+1, y) |= F_ADJ_LEFT;
1087 }
1088 if (y < (o-1) && (abs(latin[y*o+x] - latin[(y+1)*o+x]) == 1)) {
1089 GRID(state, flags, x, y) |= F_ADJ_DOWN;
1090 GRID(state, flags, x, y+1) |= F_ADJ_UP;
1091 }
1092 }
1093 }
1094}
1095
149255d7 1096static char *new_game_desc(game_params *params, random_state *rs,
1097 char **aux, int interactive)
1098{
1099 digit *sq = NULL;
1100 int i, x, y, retlen, k, nsol;
807a3bee 1101 int o2 = params->order * params->order, ntries = 1;
149255d7 1102 int *scratch, lscratch = o2*5;
1103 char *ret, buf[80];
34950d9f 1104 game_state *state = blank_game(params->order, params->adjacent);
149255d7 1105
1106 /* Generate a list of 'things to strip' (randomised later) */
1107 scratch = snewn(lscratch, int);
242a7d91 1108 /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
1109 for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2);
149255d7 1110
1111generate:
1112#ifdef STANDALONE_SOLVER
1113 if (solver_show_working)
34950d9f 1114 printf("new_game_desc: generating %s puzzle, ntries so far %d\n",
149255d7 1115 unequal_diffnames[params->diff], ntries);
1116#endif
1117 if (sq) sfree(sq);
1118 sq = latin_generate(params->order, rs);
1119 latin_debug(sq, params->order);
242a7d91 1120 /* Separately shuffle the numeric and inequality clues */
1121 shuffle(scratch, lscratch/5, sizeof(int), rs);
1122 shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs);
149255d7 1123
1124 memset(state->nums, 0, o2 * sizeof(digit));
1125 memset(state->flags, 0, o2 * sizeof(unsigned int));
1126
34950d9f 1127 if (state->adjacent) {
1128 /* All adjacency flags are always present. */
1129 add_adjacent_flags(state, sq);
1130 }
1131
149255d7 1132 gg_solved = 0;
1133 if (game_assemble(state, scratch, sq, params->diff) < 0)
1134 goto generate;
1135 game_strip(state, scratch, sq, params->diff);
1136
1137 if (params->diff > 0) {
1138 game_state *copy = dup_game(state);
1139 nsol = solver_state(copy, params->diff-1);
1140 free_game(copy);
1141 if (nsol > 0) {
1142#ifdef STANDALONE_SOLVER
1143 if (solver_show_working)
807a3bee 1144 printf("game_assemble: puzzle as generated is too easy.\n");
149255d7 1145#endif
1146 if (ntries < MAXTRIES) {
1147 ntries++;
1148 goto generate;
1149 }
1150#ifdef STANDALONE_SOLVER
1151 if (solver_show_working)
807a3bee 1152 printf("Unable to generate %s %dx%d after %d attempts.\n",
149255d7 1153 unequal_diffnames[params->diff],
1154 params->order, params->order, MAXTRIES);
1155#endif
1156 params->diff--;
1157 }
1158 }
1159#ifdef STANDALONE_SOLVER
1160 if (solver_show_working)
807a3bee 1161 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
149255d7 1162 unequal_diffnames[params->diff], ntries, gg_solved);
1163#endif
1164
1165 ret = NULL; retlen = 0;
1166 for (y = 0; y < params->order; y++) {
1167 for (x = 0; x < params->order; x++) {
1168 unsigned int f = GRID(state, flags, x, y);
1169 k = sprintf(buf, "%d%s%s%s%s,",
1170 GRID(state, nums, x, y),
34950d9f 1171 (f & F_ADJ_UP) ? "U" : "",
1172 (f & F_ADJ_RIGHT) ? "R" : "",
1173 (f & F_ADJ_DOWN) ? "D" : "",
1174 (f & F_ADJ_LEFT) ? "L" : "");
149255d7 1175
1176 ret = sresize(ret, retlen + k + 1, char);
1177 strcpy(ret + retlen, buf);
1178 retlen += k;
1179 }
1180 }
1181 *aux = latin_desc(sq, params->order);
1182
1183 free_game(state);
1184 sfree(sq);
1185 sfree(scratch);
1186
1187 return ret;
1188}
1189
1190static game_state *load_game(game_params *params, char *desc,
1191 char **why_r)
1192{
34950d9f 1193 game_state *state = blank_game(params->order, params->adjacent);
149255d7 1194 char *p = desc;
1195 int i = 0, n, o = params->order, x, y;
1196 char *why = NULL;
1197
1198 while (*p) {
1199 while (*p >= 'a' && *p <= 'z') {
1200 i += *p - 'a' + 1;
1201 p++;
1202 }
1203 if (i >= o*o) {
1204 why = "Too much data to fill grid"; goto fail;
1205 }
1206
1207 if (*p < '0' && *p > '9') {
1208 why = "Expecting number in game description"; goto fail;
1209 }
1210 n = atoi(p);
1211 if (n < 0 || n > o) {
1212 why = "Out-of-range number in game description"; goto fail;
1213 }
1214 state->nums[i] = (digit)n;
1215 while (*p >= '0' && *p <= '9') p++; /* skip number */
1216
1217 if (state->nums[i] != 0)
1218 state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
1219
1220 while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
1221 switch (*p) {
34950d9f 1222 case 'U': state->flags[i] |= F_ADJ_UP; break;
1223 case 'R': state->flags[i] |= F_ADJ_RIGHT; break;
1224 case 'D': state->flags[i] |= F_ADJ_DOWN; break;
1225 case 'L': state->flags[i] |= F_ADJ_LEFT; break;
149255d7 1226 default: why = "Expecting flag URDL in game description"; goto fail;
1227 }
1228 p++;
1229 }
1230 i++;
1231 if (i < o*o && *p != ',') {
1232 why = "Missing separator"; goto fail;
1233 }
1234 if (*p == ',') p++;
1235 }
1236 if (i < o*o) {
1237 why = "Not enough data to fill grid"; goto fail;
1238 }
1239 i = 0;
1240 for (y = 0; y < o; y++) {
1241 for (x = 0; x < o; x++) {
1242 for (n = 0; n < 4; n++) {
34950d9f 1243 if (GRID(state, flags, x, y) & adjthan[n].f) {
1244 int nx = x + adjthan[n].dx;
1245 int ny = y + adjthan[n].dy;
149255d7 1246 /* a flag must not point us off the grid. */
1247 if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
1248 why = "Flags go off grid"; goto fail;
1249 }
34950d9f 1250 if (params->adjacent) {
1251 /* if one cell is adjacent to another, the other must
1252 * also be adjacent to the first. */
1253 if (!(GRID(state, flags, nx, ny) & adjthan[n].fo)) {
1254 why = "Flags contradicting each other"; goto fail;
1255 }
1256 } else {
1257 /* if one cell is GT another, the other must _not_ also
1258 * be GT the first. */
1259 if (GRID(state, flags, nx, ny) & adjthan[n].fo) {
1260 why = "Flags contradicting each other"; goto fail;
1261 }
149255d7 1262 }
1263 }
1264 }
1265 }
1266 }
1267
1268 return state;
1269
1270fail:
1271 free_game(state);
1272 if (why_r) *why_r = why;
1273 return NULL;
1274}
1275
1276static game_state *new_game(midend *me, game_params *params, char *desc)
1277{
1278 game_state *state = load_game(params, desc, NULL);
1279 if (!state) {
1280 assert("Unable to load ?validated game.");
1281 return NULL;
1282 }
1283 return state;
1284}
1285
1286static char *validate_desc(game_params *params, char *desc)
1287{
1288 char *why = NULL;
1289 game_state *dummy = load_game(params, desc, &why);
1290 if (dummy) {
1291 free_game(dummy);
1292 assert(!why);
1293 } else
1294 assert(why);
1295 return why;
1296}
1297
1298static char *solve_game(game_state *state, game_state *currstate,
1299 char *aux, char **error)
1300{
1301 game_state *solved;
1302 int r;
1303 char *ret = NULL;
1304
1305 if (aux) return dupstr(aux);
1306
1307 solved = dup_game(state);
1308 for (r = 0; r < state->order*state->order; r++) {
1309 if (!(solved->flags[r] & F_IMMUTABLE))
1310 solved->nums[r] = 0;
1311 }
f04d88ba 1312 r = solver_state(solved, DIFFCOUNT-1); /* always use full solver */
149255d7 1313 if (r > 0) ret = latin_desc(solved->nums, solved->order);
1314 free_game(solved);
1315 return ret;
1316}
1317
1318/* ----------------------------------------------------------
1319 * Game UI input processing.
1320 */
1321
1322struct game_ui {
9c90045a 1323 int hx, hy; /* as for solo.c, highlight pos */
1324 int hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
149255d7 1325};
1326
1327static game_ui *new_ui(game_state *state)
1328{
1329 game_ui *ui = snew(game_ui);
1330
9c90045a 1331 ui->hx = ui->hy = 0;
1332 ui->hpencil = ui->hshow = ui->hcursor = 0;
149255d7 1333
1334 return ui;
1335}
1336
1337static void free_ui(game_ui *ui)
1338{
1339 sfree(ui);
1340}
1341
1342static char *encode_ui(game_ui *ui)
1343{
1344 return NULL;
1345}
1346
1347static void decode_ui(game_ui *ui, char *encoding)
1348{
1349}
1350
1351static void game_changed_state(game_ui *ui, game_state *oldstate,
1352 game_state *newstate)
1353{
1354 /* See solo.c; if we were pencil-mode highlighting and
1355 * somehow a square has just been properly filled, cancel
1356 * pencil mode. */
9c90045a 1357 if (ui->hshow && ui->hpencil && !ui->hcursor &&
149255d7 1358 GRID(newstate, nums, ui->hx, ui->hy) != 0) {
9c90045a 1359 ui->hshow = 0;
149255d7 1360 }
1361}
1362
1363struct game_drawstate {
34950d9f 1364 int tilesize, order, started, adjacent;
9c90045a 1365 digit *nums; /* copy of nums, o^2 */
1366 unsigned char *hints; /* copy of hints, o^3 */
149255d7 1367 unsigned int *flags; /* o^2 */
1368
9c90045a 1369 int hx, hy, hshow, hpencil; /* as for game_ui. */
149255d7 1370 int hflash;
1371};
1372
1373static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1374 int ox, int oy, int button)
1375{
1376 int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
1377 char buf[80];
1378
1379 button &= ~MOD_MASK;
1380
84f7de6d 1381 if (x >= 0 && x < ds->order && ((ox - COORD(x)) <= TILE_SIZE) &&
1382 y >= 0 && y < ds->order && ((oy - COORD(y)) <= TILE_SIZE)) {
149255d7 1383 if (button == LEFT_BUTTON) {
1384 /* normal highlighting for non-immutable squares */
1385 if (GRID(state, flags, x, y) & F_IMMUTABLE)
9c90045a 1386 ui->hshow = 0;
1387 else if (x == ui->hx && y == ui->hy &&
1388 ui->hshow && ui->hpencil == 0)
1389 ui->hshow = 0;
149255d7 1390 else {
1391 ui->hx = x; ui->hy = y; ui->hpencil = 0;
9c90045a 1392 ui->hshow = 1;
149255d7 1393 }
9c90045a 1394 ui->hcursor = 0;
149255d7 1395 return "";
1396 }
1397 if (button == RIGHT_BUTTON) {
1398 /* pencil highlighting for non-filled squares */
1399 if (GRID(state, nums, x, y) != 0)
9c90045a 1400 ui->hshow = 0;
1401 else if (x == ui->hx && y == ui->hy &&
1402 ui->hshow && ui->hpencil)
1403 ui->hshow = 0;
149255d7 1404 else {
1405 ui->hx = x; ui->hy = y; ui->hpencil = 1;
9c90045a 1406 ui->hshow = 1;
149255d7 1407 }
9c90045a 1408 ui->hcursor = 0;
149255d7 1409 return "";
1410 }
1411 }
9c90045a 1412
1413 if (IS_CURSOR_MOVE(button)) {
1414 move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order, 0);
1415 ui->hshow = ui->hcursor = 1;
1416 return "";
1417 }
1418 if (ui->hshow && IS_CURSOR_SELECT(button)) {
1419 ui->hpencil = 1 - ui->hpencil;
1420 ui->hcursor = 1;
1421 return "";
1422 }
1423
149255d7 1424
9c90045a 1425 if (ui->hshow) {
149255d7 1426 debug(("button %d, cbutton %d", button, (int)((char)button)));
1427 n = c2n(button, state->order);
1428
1429 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1430 n, ui->hx, ui->hy, ui->hpencil,
1431 GRID(state, flags, ui->hx, ui->hy),
1432 GRID(state, nums, ui->hx, ui->hy)));
1433
1434 if (n < 0 || n > ds->order)
1435 return NULL; /* out of range */
1436 if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
1437 return NULL; /* can't edit immutable square (!) */
1438 if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
1439 return NULL; /* can't change hints on filled square (!) */
1440
1441
1442 sprintf(buf, "%c%d,%d,%d",
1443 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1444
9c90045a 1445 if (!ui->hcursor) ui->hshow = 0;
149255d7 1446
1447 return dupstr(buf);
1448 }
03b9ec27 1449
1450 if (button == 'H' || button == 'h')
1451 return dupstr("H");
1452 if (button == 'M' || button == 'm')
1453 return dupstr("M");
1454
149255d7 1455 return NULL;
1456}
1457
1458static game_state *execute_move(game_state *state, char *move)
1459{
1460 game_state *ret = NULL;
242a7d91 1461 int x, y, n, i, rc;
149255d7 1462
1463 debug(("execute_move: %s", move));
1464
1465 if ((move[0] == 'P' || move[0] == 'R') &&
1466 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1467 x >= 0 && x < state->order && y >= 0 && y < state->order &&
1468 n >= 0 && n <= state->order) {
1469 ret = dup_game(state);
1470 if (move[0] == 'P' && n > 0)
1471 HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
1472 else {
1473 GRID(ret, nums, x, y) = n;
1474 for (i = 0; i < state->order; i++)
1475 HINT(ret, x, y, i) = 0;
1476
1477 /* real change to grid; check for completion */
1478 if (!ret->completed && check_complete(ret->nums, ret, 1) > 0)
1479 ret->completed = TRUE;
1480 }
1481 return ret;
1482 } else if (move[0] == 'S') {
1483 char *p;
1484
1485 ret = dup_game(state);
1486 ret->completed = ret->cheated = TRUE;
1487
1488 p = move+1;
1489 for (i = 0; i < state->order*state->order; i++) {
1490 n = c2n((int)*p, state->order);
1491 if (!*p || n <= 0 || n > state->order)
1492 goto badmove;
1493 ret->nums[i] = n;
1494 p++;
1495 }
1496 if (*p) goto badmove;
242a7d91 1497 rc = check_complete(ret->nums, ret, 1);
1498 assert(rc > 0);
149255d7 1499 return ret;
9c90045a 1500 } else if (move[0] == 'M') {
1501 ret = dup_game(state);
1502 for (x = 0; x < state->order; x++) {
1503 for (y = 0; y < state->order; y++) {
1504 for (n = 0; n < state->order; n++) {
1505 HINT(ret, x, y, n) = 1;
1506 }
1507 }
1508 }
1509 return ret;
149255d7 1510 } else if (move[0] == 'H') {
1511 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1512 }
1513
1514badmove:
1515 if (ret) free_game(ret);
1516 return NULL;
1517}
1518
1519/* ----------------------------------------------------------------------
1520 * Drawing/printing routines.
1521 */
1522
1523#define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1524
1525static void game_compute_size(game_params *params, int tilesize,
1526 int *x, int *y)
1527{
1528 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1529 struct { int tilesize, order; } ads, *ds = &ads;
1530 ads.tilesize = tilesize;
1531 ads.order = params->order;
1532
1533 *x = *y = DRAW_SIZE;
1534}
1535
1536static void game_set_size(drawing *dr, game_drawstate *ds,
1537 game_params *params, int tilesize)
1538{
1539 ds->tilesize = tilesize;
1540}
1541
1542static float *game_colours(frontend *fe, int *ncolours)
1543{
1544 float *ret = snewn(3 * NCOLOURS, float);
1545 int i;
1546
1547 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1548
1549 for (i = 0; i < 3; i++) {
1550 ret[COL_TEXT * 3 + i] = 0.0F;
1551 ret[COL_GRID * 3 + i] = 0.5F;
1552 }
1553
1554 /* Lots of these were taken from solo.c. */
1555 ret[COL_GUESS * 3 + 0] = 0.0F;
1556 ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1557 ret[COL_GUESS * 3 + 2] = 0.0F;
1558
1559 ret[COL_ERROR * 3 + 0] = 1.0F;
1560 ret[COL_ERROR * 3 + 1] = 0.0F;
1561 ret[COL_ERROR * 3 + 2] = 0.0F;
1562
1563 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1564 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1565 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1566
1567 *ncolours = NCOLOURS;
1568 return ret;
1569}
1570
1571static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1572{
1573 struct game_drawstate *ds = snew(struct game_drawstate);
1574 int o2 = state->order*state->order, o3 = o2*state->order;
1575
1576 ds->tilesize = 0;
1577 ds->order = state->order;
34950d9f 1578 ds->adjacent = state->adjacent;
149255d7 1579
1580 ds->nums = snewn(o2, digit);
1581 ds->hints = snewn(o3, unsigned char);
1582 ds->flags = snewn(o2, unsigned int);
1583 memset(ds->nums, 0, o2*sizeof(digit));
1584 memset(ds->hints, 0, o3);
1585 memset(ds->flags, 0, o2*sizeof(unsigned int));
1586
9c90045a 1587 ds->hx = ds->hy = 0;
1588 ds->started = ds->hshow = ds->hpencil = ds->hflash = 0;
149255d7 1589
1590 return ds;
1591}
1592
1593static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1594{
1595 sfree(ds->nums);
1596 sfree(ds->hints);
1597 sfree(ds->flags);
1598 sfree(ds);
1599}
1600
1601static void draw_gt(drawing *dr, int ox, int oy,
1602 int dx1, int dy1, int dx2, int dy2, int col)
1603{
d2d40d24 1604 int coords[12];
1605 int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0);
1606 coords[0] = ox + xdx;
1607 coords[1] = oy + xdy;
1608 coords[2] = ox + xdx + dx1;
1609 coords[3] = oy + xdy + dy1;
1610 coords[4] = ox + xdx + dx1 + dx2;
1611 coords[5] = oy + xdy + dy1 + dy2;
1612 coords[6] = ox - xdx + dx1 + dx2;
1613 coords[7] = oy - xdy + dy1 + dy2;
1614 coords[8] = ox - xdx + dx1;
1615 coords[9] = oy - xdy + dy1;
1616 coords[10] = ox - xdx;
1617 coords[11] = oy - xdy;
1618 draw_polygon(dr, coords, 6, col, col);
149255d7 1619}
1620
1621static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
34950d9f 1622 unsigned int f, int col)
149255d7 1623{
1624 int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
1625
34950d9f 1626 /* Draw all the greater-than signs emanating from this tile. */
1627
1628 if (f & F_ADJ_UP) {
155b085e 1629 draw_rect(dr, ox, oy - g, TILE_SIZE, g, COL_BACKGROUND);
149255d7 1630 draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
1631 (f & F_ERROR_UP) ? COL_ERROR : col);
34950d9f 1632 draw_update(dr, ox, oy-g, TILE_SIZE, g);
149255d7 1633 }
34950d9f 1634 if (f & F_ADJ_RIGHT) {
155b085e 1635 draw_rect(dr, ox + TILE_SIZE, oy, g, TILE_SIZE, COL_BACKGROUND);
149255d7 1636 draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
1637 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
34950d9f 1638 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
149255d7 1639 }
34950d9f 1640 if (f & F_ADJ_DOWN) {
155b085e 1641 draw_rect(dr, ox, oy + TILE_SIZE, TILE_SIZE, g, COL_BACKGROUND);
149255d7 1642 draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
1643 (f & F_ERROR_DOWN) ? COL_ERROR : col);
34950d9f 1644 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
149255d7 1645 }
34950d9f 1646 if (f & F_ADJ_LEFT) {
155b085e 1647 draw_rect(dr, ox - g, oy, g, TILE_SIZE, COL_BACKGROUND);
149255d7 1648 draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
1649 (f & F_ERROR_LEFT) ? COL_ERROR : col);
34950d9f 1650 draw_update(dr, ox-g, oy, g, TILE_SIZE);
1651 }
1652}
1653
1654static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy,
1655 unsigned int f, int col)
1656{
1657 int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4;
1658
1659 /* Draw all the adjacency bars relevant to this tile; we only have
1660 * to worry about F_ADJ_RIGHT and F_ADJ_DOWN.
1661 *
1662 * If we _only_ have the error flag set (i.e. it's not supposed to be
1663 * adjacent, but adjacent numbers were entered) draw an outline red bar.
1664 */
1665
1666 if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) {
1667 if (f & F_ADJ_RIGHT) {
1668 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE,
1669 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1670 } else {
1671 draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
1672 }
1673 } else {
1674 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_BACKGROUND);
1675 }
1676 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1677
1678 if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) {
1679 if (f & F_ADJ_DOWN) {
1680 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4,
1681 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1682 } else {
1683 draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
1684 }
1685 } else {
1686 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_BACKGROUND);
149255d7 1687 }
34950d9f 1688 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
149255d7 1689}
1690
1691static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
1692 game_ui *ui, int x, int y, int hflash)
1693{
9c90045a 1694 int ox = COORD(x), oy = COORD(y), bg, hon;
149255d7 1695 unsigned int f = GRID(state, flags, x, y);
1696
1697 bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
1698
9c90045a 1699 hon = (ui->hshow && x == ui->hx && y == ui->hy);
149255d7 1700
1701 /* Clear square. */
1702 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1703 (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
1704
1705 /* Draw the highlight (pencil or full), if we're the highlight */
1706 if (hon && ui->hpencil) {
1707 int coords[6];
1708 coords[0] = ox;
1709 coords[1] = oy;
1710 coords[2] = ox + TILE_SIZE/2;
1711 coords[3] = oy;
1712 coords[4] = ox;
1713 coords[5] = oy + TILE_SIZE/2;
1714 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1715 }
1716
1717 /* Draw the square outline (which is the cursor, if we're the cursor). */
9c90045a 1718 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
149255d7 1719
1720 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
1721
34950d9f 1722 /* Draw the adjacent clue signs. */
1723 if (ds->adjacent)
1724 draw_adjs(dr, ds, ox, oy, f, COL_GRID);
1725 else
1726 draw_gts(dr, ds, ox, oy, f, COL_TEXT);
149255d7 1727}
1728
1729static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
1730{
1731 int ox = COORD(x), oy = COORD(y);
1732 unsigned int f = GRID(ds,flags,x,y);
1733 char str[2];
1734
1735 /* (can assume square has just been cleared) */
1736
1737 /* Draw number, choosing appropriate colour */
1738 str[0] = n2c(GRID(ds, nums, x, y), ds->order);
1739 str[1] = '\0';
1740 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1741 FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
1742 (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
1743}
1744
1745static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
1746{
1747 int ox = COORD(x), oy = COORD(y);
1748 int nhints, i, j, hw, hh, hmax, fontsz;
1749 char str[2];
1750
1751 /* (can assume square has just been cleared) */
1752
1753 /* Draw hints; steal ingenious algorithm (basically)
1754 * from solo.c:draw_number() */
1755 for (i = nhints = 0; i < ds->order; i++) {
1756 if (HINT(ds, x, y, i)) nhints++;
1757 }
1758
1759 for (hw = 1; hw * hw < nhints; hw++);
1760 if (hw < 3) hw = 3;
1761 hh = (nhints + hw - 1) / hw;
1762 if (hh < 2) hh = 2;
1763 hmax = max(hw, hh);
1764 fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
1765
1766 for (i = j = 0; i < ds->order; i++) {
1767 if (HINT(ds,x,y,i)) {
1768 int hx = j % hw, hy = j / hw;
1769
1770 str[0] = n2c(i+1, ds->order);
1771 str[1] = '\0';
1772 draw_text(dr,
1773 ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
1774 oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
1775 FONT_VARIABLE, fontsz,
1776 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1777 j++;
1778 }
1779 }
1780}
1781
1782static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1783 game_state *state, int dir, game_ui *ui,
1784 float animtime, float flashtime)
1785{
9c90045a 1786 int x, y, i, hchanged = 0, stale, hflash = 0;
149255d7 1787
1788 debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
1789
1790 if (flashtime > 0 &&
1791 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
1792 hflash = 1;
1793
1794 if (!ds->started) {
1795 draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
1796 draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
1797 }
9c90045a 1798 if (ds->hx != ui->hx || ds->hy != ui->hy ||
1799 ds->hshow != ui->hshow || ds->hpencil != ui->hpencil)
149255d7 1800 hchanged = 1;
149255d7 1801
1802 for (x = 0; x < ds->order; x++) {
1803 for (y = 0; y < ds->order; y++) {
1804 if (!ds->started)
1805 stale = 1;
1806 else if (hflash != ds->hflash)
1807 stale = 1;
1808 else
1809 stale = 0;
1810
1811 if (hchanged) {
1812 if ((x == ui->hx && y == ui->hy) ||
1813 (x == ds->hx && y == ds->hy))
1814 stale = 1;
1815 }
149255d7 1816
1817 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1818 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1819 stale = 1;
1820 }
1821 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1822 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1823 stale = 1;
1824 }
1825 if (GRID(ds, nums, x, y) == 0) {
1826 /* We're not a number square (therefore we might
1827 * display hints); do we need to update? */
1828 for (i = 0; i < ds->order; i++) {
1829 if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
1830 HINT(ds, x, y, i) = HINT(state, x, y, i);
1831 stale = 1;
1832 }
1833 }
1834 }
1835 if (stale) {
1836 draw_furniture(dr, ds, state, ui, x, y, hflash);
1837 if (GRID(ds, nums, x, y) > 0)
1838 draw_num(dr, ds, x, y);
1839 else
1840 draw_hints(dr, ds, x, y);
1841 }
1842 }
1843 }
9c90045a 1844 ds->hx = ui->hx; ds->hy = ui->hy;
1845 ds->hshow = ui->hshow;
1846 ds->hpencil = ui->hpencil;
1847
149255d7 1848 ds->started = 1;
1849 ds->hflash = hflash;
1850}
1851
1852static float game_anim_length(game_state *oldstate, game_state *newstate,
1853 int dir, game_ui *ui)
1854{
1855 return 0.0F;
1856}
1857
1858static float game_flash_length(game_state *oldstate, game_state *newstate,
1859 int dir, game_ui *ui)
1860{
1861 if (!oldstate->completed && newstate->completed &&
1862 !oldstate->cheated && !newstate->cheated)
1863 return FLASH_TIME;
1864 return 0.0F;
1865}
1866
4496362f 1867static int game_is_solved(game_state *state)
1868{
1869 return state->completed;
1870}
1871
149255d7 1872static int game_timing_state(game_state *state, game_ui *ui)
1873{
1874 return TRUE;
1875}
1876
1877static void game_print_size(game_params *params, float *x, float *y)
1878{
1879 int pw, ph;
1880
1881 /* 10mm squares by default, roughly the same as Grauniad. */
1882 game_compute_size(params, 1000, &pw, &ph);
1883 *x = pw / 100.0F;
1884 *y = ph / 100.0F;
1885}
1886
1887static void game_print(drawing *dr, game_state *state, int tilesize)
1888{
1889 int ink = print_mono_colour(dr, 0);
1890 int x, y, o = state->order, ox, oy, n;
1891 char str[2];
1892
1893 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1894 game_drawstate ads, *ds = &ads;
1895 game_set_size(dr, ds, NULL, tilesize);
1896
1897 print_line_width(dr, 2 * TILE_SIZE / 40);
1898
1899 /* Squares, numbers, gt signs */
1900 for (y = 0; y < o; y++) {
1901 for (x = 0; x < o; x++) {
1902 ox = COORD(x); oy = COORD(y);
1903 n = GRID(state, nums, x, y);
1904
1905 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1906
1907 str[0] = n ? n2c(n, state->order) : ' ';
1908 str[1] = '\0';
1909 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1910 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1911 ink, str);
1912
1277ff5d 1913 if (state->adjacent)
34950d9f 1914 draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
1915 else
1916 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
149255d7 1917 }
1918 }
1919}
1920
1921/* ----------------------------------------------------------------------
1922 * Housekeeping.
1923 */
1924
1925#ifdef COMBINED
1926#define thegame unequal
1927#endif
1928
1929const struct game thegame = {
1930 "Unequal", "games.unequal", "unequal",
1931 default_params,
1932 game_fetch_preset,
1933 decode_params,
1934 encode_params,
1935 free_params,
1936 dup_params,
1937 TRUE, game_configure, custom_params,
1938 validate_params,
1939 new_game_desc,
1940 validate_desc,
1941 new_game,
1942 dup_game,
1943 free_game,
1944 TRUE, solve_game,
fa3abef5 1945 TRUE, game_can_format_as_text_now, game_text_format,
149255d7 1946 new_ui,
1947 free_ui,
1948 encode_ui,
1949 decode_ui,
1950 game_changed_state,
1951 interpret_move,
1952 execute_move,
1953 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1954 game_colours,
1955 game_new_drawstate,
1956 game_free_drawstate,
1957 game_redraw,
1958 game_anim_length,
1959 game_flash_length,
4496362f 1960 game_is_solved,
149255d7 1961 TRUE, FALSE, game_print_size, game_print,
1962 FALSE, /* wants_statusbar */
1963 FALSE, game_timing_state,
cb0c7d4a 1964 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
149255d7 1965};
1966
1967/* ----------------------------------------------------------------------
1968 * Standalone solver.
1969 */
1970
1971#ifdef STANDALONE_SOLVER
1972
1973#include <time.h>
1974#include <stdarg.h>
1975
1976const char *quis = NULL;
1977
1978#if 0 /* currently unused */
1979
1980static void debug_printf(char *fmt, ...)
1981{
1982 char buf[4096];
1983 va_list ap;
1984
1985 va_start(ap, fmt);
1986 vsprintf(buf, fmt, ap);
1987 puts(buf);
1988 va_end(ap);
1989}
1990
1991static void game_printf(game_state *state)
1992{
1993 char *dbg = game_text_format(state);
1994 printf("%s", dbg);
1995 sfree(dbg);
1996}
1997
1998static void game_printf_wide(game_state *state)
1999{
2000 int x, y, i, n;
2001
2002 for (y = 0; y < state->order; y++) {
2003 for (x = 0; x < state->order; x++) {
2004 n = GRID(state, nums, x, y);
2005 for (i = 0; i < state->order; i++) {
2006 if (n > 0)
2007 printf("%c", n2c(n, state->order));
2008 else if (HINT(state, x, y, i))
2009 printf("%c", n2c(i+1, state->order));
2010 else
2011 printf(".");
2012 }
2013 printf(" ");
2014 }
2015 printf("\n");
2016 }
2017 printf("\n");
2018}
2019
2020#endif
2021
2022static void pdiff(int diff)
2023{
2024 if (diff == DIFF_IMPOSSIBLE)
2025 printf("Game is impossible.\n");
2026 else if (diff == DIFF_UNFINISHED)
2027 printf("Game has incomplete.\n");
2028 else if (diff == DIFF_AMBIGUOUS)
2029 printf("Game has multiple solutions.\n");
2030 else
2031 printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
2032}
2033
2034static int solve(game_params *p, char *desc, int debug)
2035{
388b2f00 2036 game_state *state = new_game(NULL, p, desc);
2037 struct solver_ctx *ctx = new_ctx(state);
2038 struct latin_solver solver;
149255d7 2039 int diff;
2040
2041 solver_show_working = debug;
388b2f00 2042 game_debug(state);
2043
2044 latin_solver_alloc(&solver, state->nums, state->order);
2045
2046 diff = latin_solver_main(&solver, DIFF_RECURSIVE,
2047 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
2048 DIFF_EXTREME, DIFF_RECURSIVE,
2049 unequal_solvers, ctx, clone_ctx, free_ctx);
2050
2051 free_ctx(ctx);
2052
2053 latin_solver_free(&solver);
149255d7 2054
149255d7 2055 if (debug) pdiff(diff);
2056
388b2f00 2057 game_debug(state);
2058 free_game(state);
149255d7 2059 return diff;
2060}
2061
2062static void check(game_params *p)
2063{
2064 char *msg = validate_params(p, 1);
2065 if (msg) {
2066 fprintf(stderr, "%s: %s", quis, msg);
2067 exit(1);
2068 }
2069}
2070
2071static int gen(game_params *p, random_state *rs, int debug)
2072{
2073 char *desc, *aux;
2074 int diff;
2075
2076 check(p);
2077
2078 solver_show_working = debug;
2079 desc = new_game_desc(p, rs, &aux, 0);
2080 diff = solve(p, desc, debug);
2081 sfree(aux);
2082 sfree(desc);
2083
2084 return diff;
2085}
2086
2087static void soak(game_params *p, random_state *rs)
2088{
2089 time_t tt_start, tt_now, tt_last;
2090 char *aux, *desc;
2091 game_state *st;
2092 int n = 0, neasy = 0, realdiff = p->diff;
2093
2094 check(p);
2095
2096 solver_show_working = 0;
2097 maxtries = 1;
2098
2099 tt_start = tt_now = time(NULL);
2100
34950d9f 2101 printf("Soak-generating an %s %dx%d grid, difficulty %s.\n",
2102 p->adjacent ? "adjacent" : "unequal",
149255d7 2103 p->order, p->order, unequal_diffnames[p->diff]);
2104
2105 while (1) {
2106 p->diff = realdiff;
2107 desc = new_game_desc(p, rs, &aux, 0);
2108 st = new_game(NULL, p, desc);
2109 solver_state(st, DIFF_RECURSIVE);
2110 free_game(st);
2111 sfree(aux);
2112 sfree(desc);
2113
2114 n++;
2115 if (realdiff != p->diff) neasy++;
2116
2117 tt_last = time(NULL);
2118 if (tt_last > tt_now) {
2119 tt_now = tt_last;
2120 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
2121 n, (double)n / ((double)tt_now - tt_start),
2122 neasy, (double)neasy*100.0/(double)n,
2123 (double)(n - neasy) / ((double)tt_now - tt_start));
2124 }
2125 }
2126}
2127
2128static void usage_exit(const char *msg)
2129{
2130 if (msg)
2131 fprintf(stderr, "%s: %s\n", quis, msg);
2132 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
2133 exit(1);
2134}
2135
2136int main(int argc, const char *argv[])
2137{
2138 random_state *rs;
2139 time_t seed = time(NULL);
2140 int do_soak = 0, diff;
2141
2142 game_params *p;
2143
2144 maxtries = 50;
2145
2146 quis = argv[0];
2147 while (--argc > 0) {
2148 const char *p = *++argv;
2149 if (!strcmp(p, "--soak"))
2150 do_soak = 1;
2151 else if (!strcmp(p, "--seed")) {
2152 if (argc == 0)
2153 usage_exit("--seed needs an argument");
2154 seed = (time_t)atoi(*++argv);
2155 argc--;
2156 } else if (*p == '-')
2157 usage_exit("unrecognised option");
2158 else
2159 break;
2160 }
2161 rs = random_new((void*)&seed, sizeof(time_t));
2162
2163 if (do_soak == 1) {
2164 if (argc != 1) usage_exit("only one argument for --soak");
2165 p = default_params();
2166 decode_params(p, *argv);
2167 soak(p, rs);
2168 } else if (argc > 0) {
2169 int i;
2170 for (i = 0; i < argc; i++) {
2171 const char *id = *argv++;
2172 char *desc = strchr(id, ':'), *err;
2173 p = default_params();
2174 if (desc) {
2175 *desc++ = '\0';
2176 decode_params(p, id);
2177 err = validate_desc(p, desc);
2178 if (err) {
2179 fprintf(stderr, "%s: %s\n", quis, err);
2180 exit(1);
2181 }
2182 solve(p, desc, 1);
2183 } else {
2184 decode_params(p, id);
2185 diff = gen(p, rs, 1);
2186 }
2187 }
2188 } else {
2189 while(1) {
2190 p = default_params();
2191 p->order = random_upto(rs, 7) + 3;
2192 p->diff = random_upto(rs, 4);
2193 diff = gen(p, rs, 0);
2194 pdiff(diff);
2195 }
2196 }
2197
2198 return 0;
2199}
2200
2201#endif
2202
2203/* vim: set shiftwidth=4 tabstop=8: */