Add an even more evil (!) game mode, in which it's not made
[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
68#define FROMCHAR(c) ((c)>='0'&&(c)<='9' ? (c)-'0' : \
69 (c)>='A'&&(c)<='Z' ? (c)-'A'+10 : (c)-'a'+10)
70#define ISCHAR(c) (((c)>='0'&&(c)<='9') || \
71 ((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z'))
72#define TOCHAR(c) ((c)>=10 ? (c)-10+'a' : (c)+'0')
73
74struct game_params {
b84b31a8 75 int w, diff, id;
d8fa223c 76};
77
78struct game_state {
79 game_params par;
80 digit *grid;
81 unsigned char *immutable;
82 int *pencil; /* bitmaps using bits 1<<1..1<<n */
83 int completed, cheated;
84};
85
86static game_params *default_params(void)
87{
88 game_params *ret = snew(game_params);
89
90 ret->w = 6;
91 ret->diff = DIFF_NORMAL;
b84b31a8 92 ret->id = TRUE;
d8fa223c 93
94 return ret;
95}
96
97const static struct game_params group_presets[] = {
b84b31a8 98 { 6, DIFF_NORMAL, TRUE },
99 { 6, DIFF_NORMAL, FALSE },
100 { 6, DIFF_HARD, TRUE },
101 { 6, DIFF_HARD, FALSE },
102 { 8, DIFF_NORMAL, TRUE },
103 { 8, DIFF_NORMAL, FALSE },
104 { 12, DIFF_NORMAL, TRUE },
d8fa223c 105};
106
107static int game_fetch_preset(int i, char **name, game_params **params)
108{
109 game_params *ret;
110 char buf[80];
111
112 if (i < 0 || i >= lenof(group_presets))
113 return FALSE;
114
115 ret = snew(game_params);
116 *ret = group_presets[i]; /* structure copy */
117
b84b31a8 118 sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
119 ret->id ? "" : ", identity hidden");
d8fa223c 120
121 *name = dupstr(buf);
122 *params = ret;
123 return TRUE;
124}
125
126static void free_params(game_params *params)
127{
128 sfree(params);
129}
130
131static game_params *dup_params(game_params *params)
132{
133 game_params *ret = snew(game_params);
134 *ret = *params; /* structure copy */
135 return ret;
136}
137
138static void decode_params(game_params *params, char const *string)
139{
140 char const *p = string;
141
142 params->w = atoi(p);
143 while (*p && isdigit((unsigned char)*p)) p++;
b84b31a8 144 params->diff = DIFF_NORMAL;
145 params->id = TRUE;
146
147 while (*p) {
148 if (*p == 'd') {
149 int i;
150 p++;
151 params->diff = DIFFCOUNT+1; /* ...which is invalid */
152 if (*p) {
153 for (i = 0; i < DIFFCOUNT; i++) {
154 if (*p == group_diffchars[i])
155 params->diff = i;
156 }
157 p++;
158 }
159 } else if (*p == 'i') {
160 params->id = FALSE;
161 }
d8fa223c 162 }
163}
164
165static char *encode_params(game_params *params, int full)
166{
167 char ret[80];
168
169 sprintf(ret, "%d", params->w);
170 if (full)
171 sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
b84b31a8 172 if (!params->id)
173 sprintf(ret + strlen(ret), "i");
d8fa223c 174
175 return dupstr(ret);
176}
177
178static config_item *game_configure(game_params *params)
179{
180 config_item *ret;
181 char buf[80];
182
b84b31a8 183 ret = snewn(4, config_item);
d8fa223c 184
185 ret[0].name = "Grid size";
186 ret[0].type = C_STRING;
187 sprintf(buf, "%d", params->w);
188 ret[0].sval = dupstr(buf);
189 ret[0].ival = 0;
190
191 ret[1].name = "Difficulty";
192 ret[1].type = C_CHOICES;
193 ret[1].sval = DIFFCONFIG;
194 ret[1].ival = params->diff;
195
b84b31a8 196 ret[2].name = "Show identity";
197 ret[2].type = C_BOOLEAN;
d8fa223c 198 ret[2].sval = NULL;
b84b31a8 199 ret[2].ival = params->id;
200
201 ret[3].name = NULL;
202 ret[3].type = C_END;
203 ret[3].sval = NULL;
204 ret[3].ival = 0;
d8fa223c 205
206 return ret;
207}
208
209static game_params *custom_params(config_item *cfg)
210{
211 game_params *ret = snew(game_params);
212
213 ret->w = atoi(cfg[0].sval);
214 ret->diff = cfg[1].ival;
b84b31a8 215 ret->id = cfg[2].ival;
d8fa223c 216
217 return ret;
218}
219
220static char *validate_params(game_params *params, int full)
221{
222 if (params->w < 3 || params->w > 31)
223 return "Grid size must be between 3 and 31";
224 if (params->diff >= DIFFCOUNT)
225 return "Unknown difficulty rating";
226 return NULL;
227}
228
229/* ----------------------------------------------------------------------
230 * Solver.
231 */
232
233static int solver_normal(struct latin_solver *solver, void *vctx)
234{
235 int w = solver->o;
236 digit *grid = solver->grid;
237 int i, j, k;
238
239 /*
240 * Deduce using associativity: (ab)c = a(bc).
241 *
242 * So we pick any a,b,c we like; then if we know ab, bc, and
243 * (ab)c we can fill in a(bc).
244 */
245 for (i = 1; i < w; i++)
246 for (j = 1; j < w; j++)
247 for (k = 1; k < w; k++) {
248 if (!grid[i*w+j] || !grid[j*w+k])
249 continue;
250 if (grid[(grid[i*w+j]-1)*w+k] &&
251 !grid[i*w+(grid[j*w+k]-1)]) {
252 int x = grid[j*w+k]-1, y = i;
253 int n = grid[(grid[i*w+j]-1)*w+k];
254#ifdef STANDALONE_SOLVER
255 if (solver_show_working) {
256 printf("%*sassociativity on %d,%d,%d: %d*%d = %d*%d\n",
257 solver_recurse_depth*4, "",
258 i+1, j+1, k+1,
259 grid[i*w+j], k+1, i+1, grid[j*w+k]);
260 printf("%*s placing %d at (%d,%d)\n",
261 solver_recurse_depth*4, "",
262 n, x+1, y+1);
263 }
264#endif
265 if (solver->cube[(x*w+y)*w+n-1]) {
266 latin_solver_place(solver, x, y, n);
267 return 1;
268 } else {
269#ifdef STANDALONE_SOLVER
270 if (solver_show_working)
271 printf("%*s contradiction!\n",
272 solver_recurse_depth*4, "");
273 return -1;
274#endif
275 }
276 }
277 if (!grid[(grid[i*w+j]-1)*w+k] &&
278 grid[i*w+(grid[j*w+k]-1)]) {
279 int x = k, y = grid[i*w+j]-1;
280 int n = grid[i*w+(grid[j*w+k]-1)];
281#ifdef STANDALONE_SOLVER
282 if (solver_show_working) {
283 printf("%*sassociativity on %d,%d,%d: %d*%d = %d*%d\n",
284 solver_recurse_depth*4, "",
285 i+1, j+1, k+1,
286 grid[i*w+j], k+1, i+1, grid[j*w+k]);
287 printf("%*s placing %d at (%d,%d)\n",
288 solver_recurse_depth*4, "",
289 n, x+1, y+1);
290 }
291#endif
292 if (solver->cube[(x*w+y)*w+n-1]) {
293 latin_solver_place(solver, x, y, n);
294 return 1;
295 } else {
296#ifdef STANDALONE_SOLVER
297 if (solver_show_working)
298 printf("%*s contradiction!\n",
299 solver_recurse_depth*4, "");
300 return -1;
301#endif
302 }
303 }
304 }
305
306 return 0;
307}
308
309#define SOLVER(upper,title,func,lower) func,
310static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
311
312static int solver(int w, digit *grid, int maxdiff)
313{
314 int ret;
315
316 ret = latin_solver(grid, w, maxdiff,
317 DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
318 DIFF_EXTREME, DIFF_UNREASONABLE,
319 group_solvers, NULL, NULL, NULL);
320
321 return ret;
322}
323
324/* ----------------------------------------------------------------------
325 * Grid generation.
326 */
327
328static char *encode_grid(char *desc, digit *grid, int area)
329{
330 int run, i;
331 char *p = desc;
332
333 run = 0;
334 for (i = 0; i <= area; i++) {
335 int n = (i < area ? grid[i] : -1);
336
337 if (!n)
338 run++;
339 else {
340 if (run) {
341 while (run > 0) {
342 int c = 'a' - 1 + run;
343 if (run > 26)
344 c = 'z';
345 *p++ = c;
346 run -= c - ('a' - 1);
347 }
348 } else {
349 /*
350 * If there's a number in the very top left or
351 * bottom right, there's no point putting an
352 * unnecessary _ before or after it.
353 */
354 if (p > desc && n > 0)
355 *p++ = '_';
356 }
357 if (n > 0)
358 p += sprintf(p, "%d", n);
359 run = 0;
360 }
361 }
362 return p;
363}
364
365/* ----- data generated by group.gap begins ----- */
366
367struct group {
368 unsigned long autosize;
369 int order, ngens;
370 const char *gens;
371};
372struct groups {
373 int ngroups;
374 const struct group *groups;
375};
376
377static const struct group groupdata[] = {
378 /* order 2 */
379 {1L, 2, 1, "21"},
380 /* order 3 */
381 {2L, 3, 1, "231"},
382 /* order 4 */
383 {2L, 4, 1, "2341"},
384 {6L, 4, 2, "2143" "3412"},
385 /* order 5 */
386 {4L, 5, 1, "23451"},
387 /* order 6 */
388 {6L, 6, 2, "365214" "214365"},
389 {2L, 6, 1, "436521"},
390 /* order 7 */
391 {6L, 7, 1, "2345671"},
392 /* order 8 */
393 {4L, 8, 1, "23564781"},
394 {8L, 8, 2, "24567183" "57284361"},
395 {8L, 8, 2, "57284361" "21563487"},
396 {24L, 8, 2, "24567183" "38472516"},
397 {168L, 8, 3, "21563487" "35172846" "46718235"},
398 /* order 9 */
399 {6L, 9, 1, "245378691"},
400 {48L, 9, 2, "245178396" "356781924"},
401 /* order 10 */
402 {20L, 10, 2, "3A52749618" "21436587A9"},
403 {4L, 10, 1, "436587A921"},
404 /* order 11 */
405 {10L, 11, 1, "23456789AB1"},
406 /* order 12 */
407 {12L, 12, 2, "7C4BA5832916" "2356179A4BC8"},
408 {4L, 12, 1, "589AB32C4761"},
409 {24L, 12, 2, "256719AB34C8" "6A2B8C574391"},
410 {12L, 12, 2, "7C4BA5832916" "2156349A78CB"},
411 {12L, 12, 2, "649A78C2B153" "794B6C83A512"},
412 /* order 13 */
413 {12L, 13, 1, "23456789ABCD1"},
414 /* order 14 */
415 {42L, 14, 2, "5C7E92B4D6183A" "21436587A9CBED"},
416 {6L, 14, 1, "6587A9CBED2143"},
417 /* order 15 */
418 {8L, 15, 1, "5783AB6DE9F2C41"},
419 /* order 16 */
420 {8L, 16, 1, "DBEG6F1427C3958A"},
421 {96L, 16, 2, "9CB3FE6G54A87D12" "2467891BCDE3F5GA"},
422 {32L, 16, 2, "D98G643FE2C1BA75" "25678AB1CDEF34G9"},
423 {32L, 16, 2, "9613F7CD45A2EGB8" "25678AB1CDEF34G9"},
424 {16L, 16, 2, "DF8G6B39E2C14A75" "2467895BCDEAF1G3"},
425 {16L, 16, 2, "D98G64AFE2C5B371" "2467895BCDEAF1G3"},
426 {32L, 16, 2, "DF8G6439E2C5BA71" "21678345CDE9ABGF"},
427 {16L, 16, 2, "D98G6BAFE2C14375" "74G8EF5B6C2391DA"},
428 {32L, 16, 2, "D92G64AF78C5B3E1" "3C59A7DGB1F8E642"},
429 {192L, 16, 3,
430 "D38G619AE2C45F7B" "25678AB1CDEF34G9" "7BC2EF546G8A91D3"},
431 {64L, 16, 3, "D38G619AE2C45F7B" "CF76GBA92ED54381" "3D19A8G645FE2CB7"},
432 {192L, 16, 3,
433 "9GB3F7DC54A2E618" "25678AB1CDEF34G9" "3D59A2G6B1F78C4E"},
434 {48L, 16, 3, "9G4AFE6C5B327D18" "6A2CD5F378GB19E4" "4795BC8EAF1DG236"},
435 {20160L, 16, 4,
436 "58AB1DE2F34G679C" "21678345CDE9ABGF" "3619A2CD45F78GBE"
437 "4791BC2E3F56G8AD"},
438 /* order 17 */
439 {16L, 17, 1, "56789ABCDEFGH1234"},
440 /* order 18 */
441 {54L, 18, 2, "DB9HFGE17CI5342A86" "215634ABC789FGDEIH"},
442 {6L, 18, 1, "53AB786FG4DECI9H21"},
443 {12L, 18, 2, "53AB782FG1DE6I4HC9" "BEFGH36I5978CA1D24"},
444 {432L, 18, 3,
445 "96E1BCH34FG278I5DA" "EFH36I978BCA1DG245" "215634ABC789FGDEIH"},
446 {48L, 18, 2, "53AB782FG1DE6I4HC9" "64BC89FG2DE1I5H3A7"},
447 /* order 19 */
448 {18L, 19, 1, "56789ABCDEFGHIJ1234"},
449 /* order 20 */
450 {40L, 20, 2, "7K4BI58F29CJ6DG3AH1E" "5129346D78AHBCEKFGIJ"},
451 {8L, 20, 1, "589AC3DEG7HIJB2K4F61"},
452 {20L, 20, 2, "4AJ8HE3CKI7G52B196FD" "5129346D78AHBCEKFGIJ"},
453 {40L, 20, 2, "7K4BI58F29CJ6DG3AH1E" "5329176D4BAH8FEKCJIG"},
454 {24L, 20, 2, "976D4BAH8FEKCJI5G321" "649A78DEBCHIFGK2J153"},
455 /* order 21 */
456 {42L, 21, 2, "9KCJ2FL5I4817B3AE6DHG" "5A8CDBFGEIJH1LK342679"},
457 {12L, 21, 1, "5783AB6DE9GHCJKFL2I41"},
458 /* order 22 */
459 {110L, 22, 2, "5K7M92B4D6F8HAJCLE1G3I" "21436587A9CBEDGFIHKJML"},
460 {10L, 22, 1, "6587A9CBEDGFIHKJML2143"},
461 /* order 23 */
462 {22L, 23, 1, "56789ABCDEFGHIJKLMN1234"},
463 /* order 24 */
464 {24L, 24, 2, "HO5ANGLDBCI9M26KJ1378E4F" "8IEFGJN3KLM2C49AO671BHD5"},
465 {8L, 24, 1, "DH2KL4IN678OA5C9EFGBJ1M3"},
466 {24L, 24, 2, "9FHI25LM6N78BC1ODEGJ34KA" "EAOFM74BJDK69GH5C3LI2N18"},
467 {48L, 24, 2, "HL5ANMO6BCI9G7DEJ132FK48" "8JEFGNC4KLM2I91BO673H5DA"},
468 {24L, 24, 2, "HO5ANGLDBCI9M26KJ1378E4F" "KN8EOCI9FGLDJ13HM2645A7B"},
469 {48L, 24, 2, "HL5ANMO6BCI9G7DEJ132FK48" "21678345DEFG9ABCKLMHIJON"},
470 {48L, 24, 3,
471 "HOBANMLD5JI9G76KC432FE18" "AL5HIGO6BCN3M2DEJ1978K4F"
472 "8JEFGNC4KLM2I91BO673H5DA"},
473 {24L, 24, 3,
474 "HLBANGO65JI9M2DEC4378K1F" "AO5HIMLDBCN3G76KJ192FE48"
475 "KIFEOCN38MLDJ19AG7645H2B"},
476 {16L, 24, 2, "DI7KLCN9FG6OJ4AH2ME5B381" "MBO8FH1JEKG23N45L679ACDI"},
477 {16L, 24, 2, "DI7KLCN9FG6OJ4AH2ME5B381" "IDCN97KLJ4AHFG6O5B32ME18"},
478 {48L, 24, 2, "9LCHI7ODJ43NFGEK5BA2M618" "7CDFGIJ4KL2MN95B6O8AH1E3"},
479 {24L, 24, 2, "LAGODI3JE87KCN9B6M254HF1" "EIL6MCN9GODFA54H87K3J12B"},
480 {24L, 24, 2, "D92KL1HI678O345NEFGABCMJ" "FBOM6NJ37LKE4IHA2GD1C985"},
481 {144L, 24, 3,
482 "HOBANMLD5JI9G76KC432FE18" "AL5HIGO6BCN3M2DEJ1978K4F"
483 "21678345DEFG9ABCKLMHIJON"},
484 {336L, 24, 3,
485 "HKBANFEO5JI98MLDC43G7612" "AE5HI8KLBCN3FGO6J19M2D47"
486 "85EFGABCKLM2HIJ1O67N34D9"},
487 /* order 25 */
488 {20L, 25, 1, "589CDEGHIJ6KLM2ANO4FP71B3"},
489 {480L, 25, 2, "589CDEGHIJ3KLM26NO4AP7FB1" "245789BCDE1GHIJ3KLM6NOAPF"},
490 /* order 26 */
491 {156L, 26, 2,
492 "5O7Q92B4D6F8HAJCLENGPI1K3M" "21436587A9CBEDGFIHKJMLONQP"},
493 {12L, 26, 1, "6587A9CBEDGFIHKJMLONQP2143"},
494 /* order 27 */
495 {18L, 27, 1, "53BC689IJKDE4GHOP7LMANRFQ12"},
496 {108L, 27, 2,
497 "54BC79AIJKEFGH1OPLM2N3RQ68D" "DI2LG5O67Q4NBCREF9A8JKMH1P3"},
498 {432L, 27, 2,
499 "51BC234IJK6789AOPDEFGHRLMNQ" "3E89PLM1GHRB7Q64NKIJFDA5O2C"},
500 {54L, 27, 2,
501 "54BC79AIJKEFGH1OPLM2N3RQ68D" "DR2LNKI67QA8P5OEFH1GBCM34J9"},
502 {11232L, 27, 3,
503 "51BC234IJK6789AOPDEFGHRLMNQ" "3689BDE1GHIJ2LM4N5OP7QACRFK"
504 "479ACEFGH1JKLM2N3OP5Q68RBDI"},
505 /* order 28 */
506 {84L, 28, 2,
507 "7S4BQ58F29CJ6DGNAHKRELO3IP1M" "5129346D78AHBCELFGIPJKMSNOQR"},
508 {12L, 28, 1, "589AC3DEG7HIKBLMOFPQRJ2S4N61"},
509 {84L, 28, 2,
510 "7S4BQ58F29CJ6DGNAHKRELO3IP1M" "5329176D4BAH8FELCJIPGNMSKRQO"},
511 {36L, 28, 2,
512 "976D4BAH8FELCJIPGNMSKRQ5O321" "649A78DEBCHIFGLMJKPQNOS2R153"},
513 /* order 29 */
514 {28L, 29, 1, "56789ABCDEFGHIJKLMNOPQRST1234"},
515 /* order 30 */
516 {24L, 30, 2,
517 "LHQ7NOTDERSA9JK6UGF1PBCM34I285" "BFHIL3NO5Q78RSATDE6UG9JKCM1P24"},
518 {40L, 30, 2,
519 "DU4JOA89PS2GEFT56MKL7BCRQ1HI3N" "BQGHT36MNL78CRS1DEIU54JKOA9P2F"},
520 {120L, 30, 2,
521 "DS4JU589POABEFT2GHKL76MNQ1CR3I" "215634ABC789GHIDEFMNOJKLRSPQUT"},
522 {8L, 30, 1, "HEMNJKCRS9PQIU5FT3OABL782G1D64"},
523 /* order 31 */
524 {30L, 31, 1, "56789ABCDEFGHIJKLMNOPQRSTUV1234"},
525};
526
527static const struct groups groups[] = {
528 {0, NULL}, /* trivial case: 0 */
529 {0, NULL}, /* trivial case: 1 */
530 {1, groupdata + 0}, /* 2 */
531 {1, groupdata + 1}, /* 3 */
532 {2, groupdata + 2}, /* 4 */
533 {1, groupdata + 4}, /* 5 */
534 {2, groupdata + 5}, /* 6 */
535 {1, groupdata + 7}, /* 7 */
536 {5, groupdata + 8}, /* 8 */
537 {2, groupdata + 13}, /* 9 */
538 {2, groupdata + 15}, /* 10 */
539 {1, groupdata + 17}, /* 11 */
540 {5, groupdata + 18}, /* 12 */
541 {1, groupdata + 23}, /* 13 */
542 {2, groupdata + 24}, /* 14 */
543 {1, groupdata + 26}, /* 15 */
544 {14, groupdata + 27}, /* 16 */
545 {1, groupdata + 41}, /* 17 */
546 {5, groupdata + 42}, /* 18 */
547 {1, groupdata + 47}, /* 19 */
548 {5, groupdata + 48}, /* 20 */
549 {2, groupdata + 53}, /* 21 */
550 {2, groupdata + 55}, /* 22 */
551 {1, groupdata + 57}, /* 23 */
552 {15, groupdata + 58}, /* 24 */
553 {2, groupdata + 73}, /* 25 */
554 {2, groupdata + 75}, /* 26 */
555 {5, groupdata + 77}, /* 27 */
556 {4, groupdata + 82}, /* 28 */
557 {1, groupdata + 86}, /* 29 */
558 {4, groupdata + 87}, /* 30 */
559 {1, groupdata + 91}, /* 31 */
560};
561
562/* ----- data generated by group.gap ends ----- */
563
564static char *new_game_desc(game_params *params, random_state *rs,
565 char **aux, int interactive)
566{
567 int w = params->w, a = w*w;
568 digit *grid, *soln, *soln2;
569 int *indices;
570 int i, j, k, qh, qt;
571 int diff = params->diff;
572 const struct group *group;
573 char *desc, *p;
574
575 /*
576 * Difficulty exceptions: some combinations of size and
577 * difficulty cannot be satisfied, because all puzzles of at
578 * most that difficulty are actually even easier.
579 *
580 * Remember to re-test this whenever a change is made to the
581 * solver logic!
582 *
583 * I tested it using the following shell command:
584
585for d in t n h x u; do
586 for i in {3..9}; do
587 echo ./group --generate 1 ${i}d${d}
588 perl -e 'alarm 30; exec @ARGV' ./group --generate 5 ${i}d${d} >/dev/null \
589 || echo broken
590 done
591done
592
593 * Of course, it's better to do that after taking the exceptions
594 * _out_, so as to detect exceptions that should be removed as
595 * well as those which should be added.
596 */
597 if (w <= 9 && diff == DIFF_EXTREME)
598 diff--;
599 if (w <= 6 && diff == DIFF_HARD)
600 diff--;
601 if (w <= 4 && diff > DIFF_TRIVIAL)
602 diff = DIFF_TRIVIAL;
603
604 grid = snewn(a, digit);
605 soln = snewn(a, digit);
606 soln2 = snewn(a, digit);
607 indices = snewn(a, int);
608
609 while (1) {
610 /*
611 * Construct a valid group table, by picking a group from
612 * the above data table, decompressing it into a full
613 * representation by BFS, and then randomly permuting its
614 * non-identity elements.
615 *
616 * We build the canonical table in 'soln' (and use 'grid' as
617 * our BFS queue), then transfer the table into 'grid'
618 * having shuffled the rows.
619 */
620 assert(w >= 2);
621 assert(w < lenof(groups));
622 group = groups[w].groups + random_upto(rs, groups[w].ngroups);
623 assert(group->order == w);
624 memset(soln, 0, a);
625 for (i = 0; i < w; i++)
626 soln[i] = i+1;
627 qh = qt = 0;
628 grid[qt++] = 1;
629 while (qh < qt) {
630 digit *row, *newrow;
631
632 i = grid[qh++];
633 row = soln + (i-1)*w;
634
635 for (j = 0; j < group->ngens; j++) {
636 int nri;
637 const char *gen = group->gens + j*w;
638
639 /*
640 * Apply each group generator to row, constructing a
641 * new row.
642 */
643 nri = FROMCHAR(gen[row[0]-1]); /* which row is it? */
644 newrow = soln + (nri-1)*w;
645 if (!newrow[0]) { /* not done yet */
646 for (k = 0; k < w; k++)
647 newrow[k] = FROMCHAR(gen[row[k]-1]);
648 grid[qt++] = nri;
649 }
650 }
651 }
652 /* That's got the canonical table. Now shuffle it. */
653 for (i = 0; i < w; i++)
b84b31a8 654 soln2[i] = i;
655 if (params->id) /* do we shuffle in the identity? */
656 shuffle(soln2+1, w-1, sizeof(*soln2), rs);
657 else
658 shuffle(soln2, w, sizeof(*soln2), rs);
d8fa223c 659 for (i = 0; i < w; i++)
b84b31a8 660 for (j = 0; j < w; j++)
661 grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
d8fa223c 662
663 /*
664 * Remove entries one by one while the puzzle is still
665 * soluble at the appropriate difficulty level.
666 */
667 memcpy(soln, grid, a);
b84b31a8 668 if (!params->id) {
669 /*
670 * Start by blanking the entire identity row and column,
671 * and also another row and column so that the player
672 * can't trivially determine which element is the
673 * identity.
674 */
675
676 j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
677 for (i = 0; i < w; i++) {
678 grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
679 grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
680 }
681
682 memcpy(soln2, grid, a);
683 if (solver(w, soln2, diff) > diff)
684 continue; /* go round again if that didn't work */
685 }
d8fa223c 686
687 k = 0;
b84b31a8 688 for (i = (params->id ? 1 : 0); i < w; i++)
689 for (j = (params->id ? 1 : 0); j < w; j++)
690 if (grid[i*w+j])
691 indices[k++] = i*w+j;
7a8dfea2 692 shuffle(indices, k, sizeof(*indices), rs);
d8fa223c 693
694 for (i = 0; i < k; i++) {
695 memcpy(soln2, grid, a);
696 soln2[indices[i]] = 0;
697 if (solver(w, soln2, diff) <= diff)
698 grid[indices[i]] = 0;
699 }
700
701 /*
702 * Make sure the puzzle isn't too easy.
703 */
704 if (diff > 0) {
705 memcpy(soln2, grid, a);
706 if (solver(w, soln2, diff-1) < diff)
707 continue; /* go round and try again */
708 }
709
710 /*
711 * Done.
712 */
713 break;
714 }
715
716 /*
717 * Encode the puzzle description.
718 */
719 desc = snewn(a*20, char);
720 p = encode_grid(desc, grid, a);
721 *p++ = '\0';
722 desc = sresize(desc, p - desc, char);
723
724 /*
725 * Encode the solution.
726 */
727 *aux = snewn(a+2, char);
728 (*aux)[0] = 'S';
729 for (i = 0; i < a; i++)
730 (*aux)[i+1] = TOCHAR(soln[i]);
731 (*aux)[a+1] = '\0';
732
733 sfree(grid);
734 sfree(soln);
735 sfree(soln2);
736 sfree(indices);
737
738 return desc;
739}
740
741/* ----------------------------------------------------------------------
742 * Gameplay.
743 */
744
745static char *validate_grid_desc(const char **pdesc, int range, int area)
746{
747 const char *desc = *pdesc;
748 int squares = 0;
749 while (*desc && *desc != ',') {
750 int n = *desc++;
751 if (n >= 'a' && n <= 'z') {
752 squares += n - 'a' + 1;
753 } else if (n == '_') {
754 /* do nothing */;
755 } else if (n > '0' && n <= '9') {
756 int val = atoi(desc-1);
757 if (val < 1 || val > range)
758 return "Out-of-range number in game description";
759 squares++;
760 while (*desc >= '0' && *desc <= '9')
761 desc++;
762 } else
763 return "Invalid character in game description";
764 }
765
766 if (squares < area)
767 return "Not enough data to fill grid";
768
769 if (squares > area)
770 return "Too much data to fit in grid";
771 *pdesc = desc;
772 return NULL;
773}
774
775static char *validate_desc(game_params *params, char *desc)
776{
777 int w = params->w, a = w*w;
778 const char *p = desc;
779
780 return validate_grid_desc(&p, w, a);
781}
782
783static char *spec_to_grid(char *desc, digit *grid, int area)
784{
785 int i = 0;
786 while (*desc && *desc != ',') {
787 int n = *desc++;
788 if (n >= 'a' && n <= 'z') {
789 int run = n - 'a' + 1;
790 assert(i + run <= area);
791 while (run-- > 0)
792 grid[i++] = 0;
793 } else if (n == '_') {
794 /* do nothing */;
795 } else if (n > '0' && n <= '9') {
796 assert(i < area);
797 grid[i++] = atoi(desc-1);
798 while (*desc >= '0' && *desc <= '9')
799 desc++;
800 } else {
801 assert(!"We can't get here");
802 }
803 }
804 assert(i == area);
805 return desc;
806}
807
808static game_state *new_game(midend *me, game_params *params, char *desc)
809{
810 int w = params->w, a = w*w;
811 game_state *state = snew(game_state);
812 int i;
813
814 state->par = *params; /* structure copy */
815 state->grid = snewn(a, digit);
816 state->immutable = snewn(a, unsigned char);
817 state->pencil = snewn(a, int);
818 for (i = 0; i < a; i++) {
819 state->grid[i] = 0;
820 state->immutable[i] = 0;
821 state->pencil[i] = 0;
822 }
823
824 desc = spec_to_grid(desc, state->grid, a);
825 for (i = 0; i < a; i++)
826 if (state->grid[i] != 0)
827 state->immutable[i] = TRUE;
828
829 state->completed = state->cheated = FALSE;
830
831 return state;
832}
833
834static game_state *dup_game(game_state *state)
835{
836 int w = state->par.w, a = w*w;
837 game_state *ret = snew(game_state);
838
839 ret->par = state->par; /* structure copy */
840
841 ret->grid = snewn(a, digit);
842 ret->immutable = snewn(a, unsigned char);
843 ret->pencil = snewn(a, int);
844 memcpy(ret->grid, state->grid, a*sizeof(digit));
845 memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
846 memcpy(ret->pencil, state->pencil, a*sizeof(int));
847
848 ret->completed = state->completed;
849 ret->cheated = state->cheated;
850
851 return ret;
852}
853
854static void free_game(game_state *state)
855{
856 sfree(state->grid);
857 sfree(state->immutable);
858 sfree(state->pencil);
859 sfree(state);
860}
861
862static char *solve_game(game_state *state, game_state *currstate,
863 char *aux, char **error)
864{
865 int w = state->par.w, a = w*w;
866 int i, ret;
867 digit *soln;
868 char *out;
869
870 if (aux)
871 return dupstr(aux);
872
873 soln = snewn(a, digit);
874 memcpy(soln, state->grid, a*sizeof(digit));
875
876 ret = solver(w, soln, DIFFCOUNT-1);
877
878 if (ret == diff_impossible) {
879 *error = "No solution exists for this puzzle";
880 out = NULL;
881 } else if (ret == diff_ambiguous) {
882 *error = "Multiple solutions exist for this puzzle";
883 out = NULL;
884 } else {
885 out = snewn(a+2, char);
886 out[0] = 'S';
887 for (i = 0; i < a; i++)
888 out[i+1] = TOCHAR(soln[i]);
889 out[a+1] = '\0';
890 }
891
892 sfree(soln);
893 return out;
894}
895
896static int game_can_format_as_text_now(game_params *params)
897{
898 return TRUE;
899}
900
901static char *game_text_format(game_state *state)
902{
903 int w = state->par.w;
904 int x, y;
905 char *ret, *p, ch;
906
907 ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
908
909 p = ret;
910 for (y = 0; y < w; y++) {
911 for (x = 0; x < w; x++) {
912 digit d = state->grid[y*w+x];
913
914 if (d == 0) {
915 ch = '.';
916 } else {
917 ch = TOCHAR(d);
918 }
919
920 *p++ = ch;
921 if (x == w-1) {
922 *p++ = '\n';
923 } else {
924 *p++ = ' ';
925 }
926 }
927 }
928
929 assert(p - ret == 2*w*w);
930 *p = '\0';
931 return ret;
932}
933
934struct game_ui {
935 /*
936 * These are the coordinates of the currently highlighted
937 * square on the grid, if hshow = 1.
938 */
939 int hx, hy;
940 /*
941 * This indicates whether the current highlight is a
942 * pencil-mark one or a real one.
943 */
944 int hpencil;
945 /*
946 * This indicates whether or not we're showing the highlight
947 * (used to be hx = hy = -1); important so that when we're
948 * using the cursor keys it doesn't keep coming back at a
949 * fixed position. When hshow = 1, pressing a valid number
950 * or letter key or Space will enter that number or letter in the grid.
951 */
952 int hshow;
953 /*
954 * This indicates whether we're using the highlight as a cursor;
955 * it means that it doesn't vanish on a keypress, and that it is
956 * allowed on immutable squares.
957 */
958 int hcursor;
959};
960
961static game_ui *new_ui(game_state *state)
962{
963 game_ui *ui = snew(game_ui);
964
b84b31a8 965 ui->hx = ui->hy = 0;
d8fa223c 966 ui->hpencil = ui->hshow = ui->hcursor = 0;
967
968 return ui;
969}
970
971static void free_ui(game_ui *ui)
972{
973 sfree(ui);
974}
975
976static char *encode_ui(game_ui *ui)
977{
978 return NULL;
979}
980
981static void decode_ui(game_ui *ui, char *encoding)
982{
983}
984
985static void game_changed_state(game_ui *ui, game_state *oldstate,
986 game_state *newstate)
987{
988 int w = newstate->par.w;
989 /*
990 * We prevent pencil-mode highlighting of a filled square, unless
991 * we're using the cursor keys. So if the user has just filled in
992 * a square which we had a pencil-mode highlight in (by Undo, or
993 * by Redo, or by Solve), then we cancel the highlight.
994 */
995 if (ui->hshow && ui->hpencil && !ui->hcursor &&
996 newstate->grid[ui->hy * w + ui->hx] != 0) {
997 ui->hshow = 0;
998 }
999}
1000
1001#define PREFERRED_TILESIZE 48
1002#define TILESIZE (ds->tilesize)
1003#define BORDER (TILESIZE / 2)
b84b31a8 1004#define LEGEND (TILESIZE)
d8fa223c 1005#define GRIDEXTRA max((TILESIZE / 32),1)
b84b31a8 1006#define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1007#define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
d8fa223c 1008
1009#define FLASH_TIME 0.4F
1010
1011#define DF_HIGHLIGHT 0x0400
1012#define DF_HIGHLIGHT_PENCIL 0x0200
1013#define DF_IMMUTABLE 0x0100
1014#define DF_DIGIT_MASK 0x001F
1015
1016#define EF_DIGIT_SHIFT 5
1017#define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1018#define EF_LEFT_SHIFT 0
1019#define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1020#define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1021#define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1022#define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1023
1024struct game_drawstate {
1025 int w, tilesize;
1026 int started;
1027 long *tiles, *pencil, *errors;
1028 long *errtmp;
1029};
1030
1031static int check_errors(game_state *state, long *errors)
1032{
1033 int w = state->par.w, a = w*w;
1034 digit *grid = state->grid;
1035 int i, j, k, x, y, errs = FALSE;
1036
1037 if (errors)
1038 for (i = 0; i < a; i++)
1039 errors[i] = 0;
1040
1041 for (y = 0; y < w; y++) {
1042 unsigned long mask = 0, errmask = 0;
1043 for (x = 0; x < w; x++) {
1044 unsigned long bit = 1UL << grid[y*w+x];
1045 errmask |= (mask & bit);
1046 mask |= bit;
1047 }
1048
1049 if (mask != (1 << (w+1)) - (1 << 1)) {
1050 errs = TRUE;
1051 errmask &= ~1UL;
1052 if (errors) {
1053 for (x = 0; x < w; x++)
1054 if (errmask & (1UL << grid[y*w+x]))
1055 errors[y*w+x] |= EF_LATIN;
1056 }
1057 }
1058 }
1059
1060 for (x = 0; x < w; x++) {
1061 unsigned long mask = 0, errmask = 0;
1062 for (y = 0; y < w; y++) {
1063 unsigned long bit = 1UL << grid[y*w+x];
1064 errmask |= (mask & bit);
1065 mask |= bit;
1066 }
1067
1068 if (mask != (1 << (w+1)) - (1 << 1)) {
1069 errs = TRUE;
1070 errmask &= ~1UL;
1071 if (errors) {
1072 for (y = 0; y < w; y++)
1073 if (errmask & (1UL << grid[y*w+x]))
1074 errors[y*w+x] |= EF_LATIN;
1075 }
1076 }
1077 }
1078
1079 for (i = 1; i < w; i++)
1080 for (j = 1; j < w; j++)
1081 for (k = 1; k < w; k++)
1082 if (grid[i*w+j] && grid[j*w+k] &&
1083 grid[(grid[i*w+j]-1)*w+k] &&
1084 grid[i*w+(grid[j*w+k]-1)] &&
1085 grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
1086 if (errors) {
1087 int a = i+1, b = j+1, c = k+1;
1088 int ab = grid[i*w+j], bc = grid[j*w+k];
1089 int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
1090 /*
1091 * If the appropriate error slot is already
1092 * used for one of the squares, we don't
1093 * fill either of them.
1094 */
1095 if (!(errors[left] & EF_LEFT_MASK) &&
1096 !(errors[right] & EF_RIGHT_MASK)) {
1097 long err;
1098 err = a;
1099 err = (err << EF_DIGIT_SHIFT) | b;
1100 err = (err << EF_DIGIT_SHIFT) | c;
1101 errors[left] |= err << EF_LEFT_SHIFT;
1102 errors[right] |= err << EF_RIGHT_SHIFT;
1103 }
1104 }
1105 errs = TRUE;
1106 }
1107
1108 return errs;
1109}
1110
1111static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1112 int x, int y, int button)
1113{
1114 int w = state->par.w;
1115 int tx, ty;
1116 char buf[80];
1117
1118 button &= ~MOD_MASK;
1119
1120 tx = FROMCOORD(x);
1121 ty = FROMCOORD(y);
1122
b84b31a8 1123 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
d8fa223c 1124 if (button == LEFT_BUTTON) {
1125 if (tx == ui->hx && ty == ui->hy &&
1126 ui->hshow && ui->hpencil == 0) {
1127 ui->hshow = 0;
1128 } else {
1129 ui->hx = tx;
1130 ui->hy = ty;
1131 ui->hshow = !state->immutable[ty*w+tx];
1132 ui->hpencil = 0;
1133 }
1134 ui->hcursor = 0;
1135 return ""; /* UI activity occurred */
1136 }
1137 if (button == RIGHT_BUTTON) {
1138 /*
1139 * Pencil-mode highlighting for non filled squares.
1140 */
1141 if (state->grid[ty*w+tx] == 0) {
1142 if (tx == ui->hx && ty == ui->hy &&
1143 ui->hshow && ui->hpencil) {
1144 ui->hshow = 0;
1145 } else {
1146 ui->hpencil = 1;
1147 ui->hx = tx;
1148 ui->hy = ty;
1149 ui->hshow = 1;
1150 }
1151 } else {
1152 ui->hshow = 0;
1153 }
1154 ui->hcursor = 0;
1155 return ""; /* UI activity occurred */
1156 }
1157 }
1158 if (IS_CURSOR_MOVE(button)) {
b84b31a8 1159 move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
d8fa223c 1160 ui->hshow = ui->hcursor = 1;
1161 return "";
1162 }
1163 if (ui->hshow &&
1164 (button == CURSOR_SELECT)) {
1165 ui->hpencil = 1 - ui->hpencil;
1166 ui->hcursor = 1;
1167 return "";
1168 }
1169
1170 if (ui->hshow &&
1171 ((ISCHAR(button) && FROMCHAR(button) <= w) ||
1172 button == CURSOR_SELECT2 || button == '\b')) {
1173 int n = FROMCHAR(button);
1174 if (button == CURSOR_SELECT2 || button == '\b')
1175 n = 0;
1176
1177 /*
1178 * Can't make pencil marks in a filled square. This can only
1179 * become highlighted if we're using cursor keys.
1180 */
1181 if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
1182 return NULL;
1183
1184 /*
1185 * Can't do anything to an immutable square.
1186 */
1187 if (state->immutable[ui->hy*w+ui->hx])
1188 return NULL;
1189
1190 sprintf(buf, "%c%d,%d,%d",
1191 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1192
1193 if (!ui->hcursor) ui->hshow = 0;
1194
1195 return dupstr(buf);
1196 }
1197
1198 if (button == 'M' || button == 'm')
1199 return dupstr("M");
1200
1201 return NULL;
1202}
1203
1204static game_state *execute_move(game_state *from, char *move)
1205{
1206 int w = from->par.w, a = w*w;
1207 game_state *ret;
1208 int x, y, i, n;
1209
1210 if (move[0] == 'S') {
1211 ret = dup_game(from);
1212 ret->completed = ret->cheated = TRUE;
1213
1214 for (i = 0; i < a; i++) {
1215 if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1]) > w) {
1216 free_game(ret);
1217 return NULL;
1218 }
1219 ret->grid[i] = FROMCHAR(move[i+1]);
1220 ret->pencil[i] = 0;
1221 }
1222
1223 if (move[a+1] != '\0') {
1224 free_game(ret);
1225 return NULL;
1226 }
1227
1228 return ret;
1229 } else if ((move[0] == 'P' || move[0] == 'R') &&
1230 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1231 x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
1232 if (from->immutable[y*w+x])
1233 return NULL;
1234
1235 ret = dup_game(from);
1236 if (move[0] == 'P' && n > 0) {
1237 ret->pencil[y*w+x] ^= 1 << n;
1238 } else {
1239 ret->grid[y*w+x] = n;
1240 ret->pencil[y*w+x] = 0;
1241
1242 if (!ret->completed && !check_errors(ret, NULL))
1243 ret->completed = TRUE;
1244 }
1245 return ret;
1246 } else if (move[0] == 'M') {
1247 /*
1248 * Fill in absolutely all pencil marks everywhere. (I
1249 * wouldn't use this for actual play, but it's a handy
1250 * starting point when following through a set of
1251 * diagnostics output by the standalone solver.)
1252 */
1253 ret = dup_game(from);
1254 for (i = 0; i < a; i++) {
1255 if (!ret->grid[i])
1256 ret->pencil[i] = (1 << (w+1)) - (1 << 1);
1257 }
1258 return ret;
1259 } else
1260 return NULL; /* couldn't parse move string */
1261}
1262
1263/* ----------------------------------------------------------------------
1264 * Drawing routines.
1265 */
1266
b84b31a8 1267#define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
d8fa223c 1268
1269static void game_compute_size(game_params *params, int tilesize,
1270 int *x, int *y)
1271{
1272 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1273 struct { int tilesize; } ads, *ds = &ads;
1274 ads.tilesize = tilesize;
1275
1276 *x = *y = SIZE(params->w);
1277}
1278
1279static void game_set_size(drawing *dr, game_drawstate *ds,
1280 game_params *params, int tilesize)
1281{
1282 ds->tilesize = tilesize;
1283}
1284
1285static float *game_colours(frontend *fe, int *ncolours)
1286{
1287 float *ret = snewn(3 * NCOLOURS, float);
1288
1289 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1290
1291 ret[COL_GRID * 3 + 0] = 0.0F;
1292 ret[COL_GRID * 3 + 1] = 0.0F;
1293 ret[COL_GRID * 3 + 2] = 0.0F;
1294
d8fa223c 1295 ret[COL_USER * 3 + 0] = 0.0F;
1296 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1297 ret[COL_USER * 3 + 2] = 0.0F;
1298
1299 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1300 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1301 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1302
1303 ret[COL_ERROR * 3 + 0] = 1.0F;
1304 ret[COL_ERROR * 3 + 1] = 0.0F;
1305 ret[COL_ERROR * 3 + 2] = 0.0F;
1306
1307 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1308 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1309 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1310
1311 *ncolours = NCOLOURS;
1312 return ret;
1313}
1314
1315static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1316{
1317 int w = state->par.w, a = w*w;
1318 struct game_drawstate *ds = snew(struct game_drawstate);
1319 int i;
1320
1321 ds->w = w;
1322 ds->tilesize = 0;
1323 ds->started = FALSE;
1324 ds->tiles = snewn(a, long);
1325 ds->pencil = snewn(a, long);
1326 ds->errors = snewn(a, long);
1327 for (i = 0; i < a; i++)
1328 ds->tiles[i] = ds->pencil[i] = -1;
1329 ds->errtmp = snewn(a, long);
1330
1331 return ds;
1332}
1333
1334static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1335{
1336 sfree(ds->tiles);
1337 sfree(ds->pencil);
1338 sfree(ds->errors);
1339 sfree(ds->errtmp);
1340 sfree(ds);
1341}
1342
d2cfd12c 1343static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
1344 long pencil, long error)
d8fa223c 1345{
1346 int w = ds->w /* , a = w*w */;
1347 int tx, ty, tw, th;
1348 int cx, cy, cw, ch;
1349 char str[64];
1350
b84b31a8 1351 tx = BORDER + LEGEND + x * TILESIZE + 1;
1352 ty = BORDER + LEGEND + y * TILESIZE + 1;
d8fa223c 1353
1354 cx = tx;
1355 cy = ty;
1356 cw = tw = TILESIZE-1;
1357 ch = th = TILESIZE-1;
1358
1359 clip(dr, cx, cy, cw, ch);
1360
1361 /* background needs erasing */
1362 draw_rect(dr, cx, cy, cw, ch,
b84b31a8 1363 (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
d8fa223c 1364
1365 /* pencil-mode highlight */
1366 if (tile & DF_HIGHLIGHT_PENCIL) {
1367 int coords[6];
1368 coords[0] = cx;
1369 coords[1] = cy;
1370 coords[2] = cx+cw/2;
1371 coords[3] = cy;
1372 coords[4] = cx;
1373 coords[5] = cy+ch/2;
1374 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1375 }
1376
1377 /* new number needs drawing? */
1378 if (tile & DF_DIGIT_MASK) {
1379 str[1] = '\0';
1380 str[0] = TOCHAR(tile & DF_DIGIT_MASK);
1381 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1382 FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1383 (error & EF_LATIN) ? COL_ERROR :
1384 (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
1385
1386 if (error & EF_LEFT_MASK) {
1387 int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1388 int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1389 int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
1390 char buf[10];
1391 sprintf(buf, "(%c%c)%c", TOCHAR(a), TOCHAR(b), TOCHAR(c));
1392 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
1393 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1394 COL_ERROR, buf);
1395 }
1396 if (error & EF_RIGHT_MASK) {
1397 int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1398 int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1399 int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
1400 char buf[10];
1401 sprintf(buf, "%c(%c%c)", TOCHAR(a), TOCHAR(b), TOCHAR(c));
1402 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
1403 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1404 COL_ERROR, buf);
1405 }
1406 } else {
1407 int i, j, npencil;
1408 int pl, pr, pt, pb;
1409 float bestsize;
1410 int pw, ph, minph, pbest, fontsize;
1411
1412 /* Count the pencil marks required. */
1413 for (i = 1, npencil = 0; i <= w; i++)
1414 if (pencil & (1 << i))
1415 npencil++;
1416 if (npencil) {
1417
1418 minph = 2;
1419
1420 /*
1421 * Determine the bounding rectangle within which we're going
1422 * to put the pencil marks.
1423 */
1424 /* Start with the whole square */
1425 pl = tx + GRIDEXTRA;
1426 pr = pl + TILESIZE - GRIDEXTRA;
1427 pt = ty + GRIDEXTRA;
1428 pb = pt + TILESIZE - GRIDEXTRA;
1429
1430 /*
1431 * We arrange our pencil marks in a grid layout, with
1432 * the number of rows and columns adjusted to allow the
1433 * maximum font size.
1434 *
1435 * So now we work out what the grid size ought to be.
1436 */
1437 bestsize = 0.0;
1438 pbest = 0;
1439 /* Minimum */
1440 for (pw = 3; pw < max(npencil,4); pw++) {
1441 float fw, fh, fs;
1442
1443 ph = (npencil + pw - 1) / pw;
1444 ph = max(ph, minph);
1445 fw = (pr - pl) / (float)pw;
1446 fh = (pb - pt) / (float)ph;
1447 fs = min(fw, fh);
1448 if (fs > bestsize) {
1449 bestsize = fs;
1450 pbest = pw;
1451 }
1452 }
1453 assert(pbest > 0);
1454 pw = pbest;
1455 ph = (npencil + pw - 1) / pw;
1456 ph = max(ph, minph);
1457
1458 /*
1459 * Now we've got our grid dimensions, work out the pixel
1460 * size of a grid element, and round it to the nearest
1461 * pixel. (We don't want rounding errors to make the
1462 * grid look uneven at low pixel sizes.)
1463 */
1464 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1465
1466 /*
1467 * Centre the resulting figure in the square.
1468 */
1469 pl = tx + (TILESIZE - fontsize * pw) / 2;
1470 pt = ty + (TILESIZE - fontsize * ph) / 2;
1471
1472 /*
1473 * Now actually draw the pencil marks.
1474 */
1475 for (i = 1, j = 0; i <= w; i++)
1476 if (pencil & (1 << i)) {
1477 int dx = j % pw, dy = j / pw;
1478
1479 str[1] = '\0';
1480 str[0] = TOCHAR(i);
1481 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1482 pt + fontsize * (2*dy+1) / 2,
1483 FONT_VARIABLE, fontsize,
1484 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1485 j++;
1486 }
1487 }
1488 }
1489
1490 unclip(dr);
1491
1492 draw_update(dr, cx, cy, cw, ch);
1493}
1494
1495static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1496 game_state *state, int dir, game_ui *ui,
1497 float animtime, float flashtime)
1498{
1499 int w = state->par.w /*, a = w*w */;
1500 int x, y;
1501
1502 if (!ds->started) {
1503 /*
1504 * The initial contents of the window are not guaranteed and
1505 * can vary with front ends. To be on the safe side, all
1506 * games should start by drawing a big background-colour
1507 * rectangle covering the whole window.
1508 */
1509 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1510
1511 /*
1512 * Big containing rectangle.
1513 */
1514 draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
1515 w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
1516 COL_GRID);
1517
b84b31a8 1518 /*
1519 * Table legend.
1520 */
1521 for (x = 0; x < w; x++) {
1522 char str[2];
1523 str[1] = '\0';
1524 str[0] = TOCHAR(x+1);
1525 draw_text(dr, COORD(x) + TILESIZE/2, BORDER + TILESIZE/2,
1526 FONT_VARIABLE, TILESIZE/2,
1527 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
1528 draw_text(dr, BORDER + TILESIZE/2, COORD(x) + TILESIZE/2,
1529 FONT_VARIABLE, TILESIZE/2,
1530 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
1531 }
1532
d8fa223c 1533 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1534
1535 ds->started = TRUE;
1536 }
1537
1538 check_errors(state, ds->errtmp);
1539
1540 for (y = 0; y < w; y++) {
1541 for (x = 0; x < w; x++) {
1542 long tile = 0L, pencil = 0L, error;
1543
1544 if (state->grid[y*w+x])
1545 tile = state->grid[y*w+x];
1546 else
1547 pencil = (long)state->pencil[y*w+x];
1548
1549 if (state->immutable[y*w+x])
1550 tile |= DF_IMMUTABLE;
1551
1552 if (ui->hshow && ui->hx == x && ui->hy == y)
1553 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1554
1555 if (flashtime > 0 &&
1556 (flashtime <= FLASH_TIME/3 ||
1557 flashtime >= FLASH_TIME*2/3))
1558 tile |= DF_HIGHLIGHT; /* completion flash */
1559
1560 error = ds->errtmp[y*w+x];
1561
1562 if (ds->tiles[y*w+x] != tile ||
1563 ds->pencil[y*w+x] != pencil ||
1564 ds->errors[y*w+x] != error) {
1565 ds->tiles[y*w+x] = tile;
1566 ds->pencil[y*w+x] = pencil;
1567 ds->errors[y*w+x] = error;
1568 draw_tile(dr, ds, x, y, tile, pencil, error);
1569 }
1570 }
1571 }
1572}
1573
1574static float game_anim_length(game_state *oldstate, game_state *newstate,
1575 int dir, game_ui *ui)
1576{
1577 return 0.0F;
1578}
1579
1580static float game_flash_length(game_state *oldstate, game_state *newstate,
1581 int dir, game_ui *ui)
1582{
1583 if (!oldstate->completed && newstate->completed &&
1584 !oldstate->cheated && !newstate->cheated)
1585 return FLASH_TIME;
1586 return 0.0F;
1587}
1588
1589static int game_timing_state(game_state *state, game_ui *ui)
1590{
1591 if (state->completed)
1592 return FALSE;
1593 return TRUE;
1594}
1595
1596static void game_print_size(game_params *params, float *x, float *y)
1597{
1598 int pw, ph;
1599
1600 /*
1601 * We use 9mm squares by default, like Solo.
1602 */
1603 game_compute_size(params, 900, &pw, &ph);
1604 *x = pw / 100.0F;
1605 *y = ph / 100.0F;
1606}
1607
1608static void game_print(drawing *dr, game_state *state, int tilesize)
1609{
1610 int w = state->par.w;
1611 int ink = print_mono_colour(dr, 0);
d8fa223c 1612 int x, y;
1613
1614 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1615 game_drawstate ads, *ds = &ads;
1616 game_set_size(dr, ds, NULL, tilesize);
1617
1618 /*
b84b31a8 1619 * Border.
d8fa223c 1620 */
b84b31a8 1621 print_line_width(dr, 3 * TILESIZE / 40);
1622 draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
1623 w*TILESIZE, w*TILESIZE, ink);
d8fa223c 1624
1625 /*
b84b31a8 1626 * Legend on table.
d8fa223c 1627 */
b84b31a8 1628 for (x = 0; x < w; x++) {
1629 char str[2];
1630 str[1] = '\0';
1631 str[0] = TOCHAR(x+1);
1632 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1633 BORDER + TILESIZE/2,
1634 FONT_VARIABLE, TILESIZE/2,
1635 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1636 draw_text(dr, BORDER + TILESIZE/2,
1637 BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1638 FONT_VARIABLE, TILESIZE/2,
1639 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1640 }
d8fa223c 1641
1642 /*
1643 * Main grid.
1644 */
1645 for (x = 1; x < w; x++) {
1646 print_line_width(dr, TILESIZE / 40);
b84b31a8 1647 draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
1648 BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
d8fa223c 1649 }
1650 for (y = 1; y < w; y++) {
1651 print_line_width(dr, TILESIZE / 40);
b84b31a8 1652 draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
1653 BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
d8fa223c 1654 }
1655
1656 /*
1657 * Numbers.
1658 */
1659 for (y = 0; y < w; y++)
1660 for (x = 0; x < w; x++)
1661 if (state->grid[y*w+x]) {
1662 char str[2];
1663 str[1] = '\0';
1664 str[0] = TOCHAR(state->grid[y*w+x]);
b84b31a8 1665 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1666 BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
d8fa223c 1667 FONT_VARIABLE, TILESIZE/2,
1668 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1669 }
1670}
1671
1672#ifdef COMBINED
1673#define thegame group
1674#endif
1675
1676const struct game thegame = {
1677 "Group", NULL, NULL,
1678 default_params,
1679 game_fetch_preset,
1680 decode_params,
1681 encode_params,
1682 free_params,
1683 dup_params,
1684 TRUE, game_configure, custom_params,
1685 validate_params,
1686 new_game_desc,
1687 validate_desc,
1688 new_game,
1689 dup_game,
1690 free_game,
1691 TRUE, solve_game,
1692 TRUE, game_can_format_as_text_now, game_text_format,
1693 new_ui,
1694 free_ui,
1695 encode_ui,
1696 decode_ui,
1697 game_changed_state,
1698 interpret_move,
1699 execute_move,
1700 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1701 game_colours,
1702 game_new_drawstate,
1703 game_free_drawstate,
1704 game_redraw,
1705 game_anim_length,
1706 game_flash_length,
1707 TRUE, FALSE, game_print_size, game_print,
1708 FALSE, /* wants_statusbar */
1709 FALSE, game_timing_state,
1710 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1711};
1712
1713#ifdef STANDALONE_SOLVER
1714
1715#include <stdarg.h>
1716
1717int main(int argc, char **argv)
1718{
1719 game_params *p;
1720 game_state *s;
1721 char *id = NULL, *desc, *err;
1722 digit *grid;
1723 int grade = FALSE;
1724 int ret, diff, really_show_working = FALSE;
1725
1726 while (--argc > 0) {
1727 char *p = *++argv;
1728 if (!strcmp(p, "-v")) {
1729 really_show_working = TRUE;
1730 } else if (!strcmp(p, "-g")) {
1731 grade = TRUE;
1732 } else if (*p == '-') {
1733 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1734 return 1;
1735 } else {
1736 id = p;
1737 }
1738 }
1739
1740 if (!id) {
1741 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
1742 return 1;
1743 }
1744
1745 desc = strchr(id, ':');
1746 if (!desc) {
1747 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1748 return 1;
1749 }
1750 *desc++ = '\0';
1751
1752 p = default_params();
1753 decode_params(p, id);
1754 err = validate_desc(p, desc);
1755 if (err) {
1756 fprintf(stderr, "%s: %s\n", argv[0], err);
1757 return 1;
1758 }
1759 s = new_game(NULL, p, desc);
1760
1761 grid = snewn(p->w * p->w, digit);
1762
1763 /*
1764 * When solving a Normal puzzle, we don't want to bother the
1765 * user with Hard-level deductions. For this reason, we grade
1766 * the puzzle internally before doing anything else.
1767 */
1768 ret = -1; /* placate optimiser */
1769 solver_show_working = FALSE;
1770 for (diff = 0; diff < DIFFCOUNT; diff++) {
1771 memcpy(grid, s->grid, p->w * p->w);
1772 ret = solver(p->w, grid, diff);
1773 if (ret <= diff)
1774 break;
1775 }
1776
1777 if (diff == DIFFCOUNT) {
1778 if (grade)
1779 printf("Difficulty rating: ambiguous\n");
1780 else
1781 printf("Unable to find a unique solution\n");
1782 } else {
1783 if (grade) {
1784 if (ret == diff_impossible)
1785 printf("Difficulty rating: impossible (no solution exists)\n");
1786 else
1787 printf("Difficulty rating: %s\n", group_diffnames[ret]);
1788 } else {
1789 solver_show_working = really_show_working;
1790 memcpy(grid, s->grid, p->w * p->w);
1791 ret = solver(p->w, grid, diff);
1792 if (ret != diff)
1793 printf("Puzzle is inconsistent\n");
1794 else {
1795 memcpy(s->grid, grid, p->w * p->w);
1796 fputs(game_text_format(s), stdout);
1797 }
1798 }
1799 }
1800
1801 return 0;
1802}
1803
1804#endif
1805
1806/* vim: set shiftwidth=4 tabstop=8: */