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. |
27 | * |
28 | * - a mode which shuffles the identity element into the mix |
29 | * instead of keeping it clearly shown for you? |
30 | * * shuffle more fully during table generation |
31 | * * start clue removal by clearing the identity row and column |
32 | * completely, or else it'll be totally obvious where it is |
33 | * * have to print the group elements outside the grid |
34 | * * new_ui should start the cursor at 0,0 not 1,1, and cursor |
35 | * should not be constrained to x,y >= 1 |
36 | * * get rid of the COL_IDENTITY highlights |
37 | * * will we need more checks in check_errors? |
38 | */ |
39 | |
40 | #include <stdio.h> |
41 | #include <stdlib.h> |
42 | #include <string.h> |
43 | #include <assert.h> |
44 | #include <ctype.h> |
45 | #include <math.h> |
46 | |
47 | #include "puzzles.h" |
48 | #include "latin.h" |
49 | |
50 | /* |
51 | * Difficulty levels. I do some macro ickery here to ensure that my |
52 | * enum and the various forms of my name list always match up. |
53 | */ |
54 | #define DIFFLIST(A) \ |
55 | A(TRIVIAL,Trivial,NULL,t) \ |
56 | A(NORMAL,Normal,solver_normal,n) \ |
57 | A(HARD,Hard,NULL,h) \ |
58 | A(EXTREME,Extreme,NULL,x) \ |
59 | A(UNREASONABLE,Unreasonable,NULL,u) |
60 | #define ENUM(upper,title,func,lower) DIFF_ ## upper, |
61 | #define TITLE(upper,title,func,lower) #title, |
62 | #define ENCODE(upper,title,func,lower) #lower |
63 | #define CONFIG(upper,title,func,lower) ":" #title |
64 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
65 | static char const *const group_diffnames[] = { DIFFLIST(TITLE) }; |
66 | static char const group_diffchars[] = DIFFLIST(ENCODE); |
67 | #define DIFFCONFIG DIFFLIST(CONFIG) |
68 | |
69 | enum { |
70 | COL_BACKGROUND, |
71 | COL_IDENTITY, |
72 | COL_GRID, |
73 | COL_USER, |
74 | COL_HIGHLIGHT, |
75 | COL_ERROR, |
76 | COL_PENCIL, |
77 | NCOLOURS |
78 | }; |
79 | |
80 | #define FROMCHAR(c) ((c)>='0'&&(c)<='9' ? (c)-'0' : \ |
81 | (c)>='A'&&(c)<='Z' ? (c)-'A'+10 : (c)-'a'+10) |
82 | #define ISCHAR(c) (((c)>='0'&&(c)<='9') || \ |
83 | ((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z')) |
84 | #define TOCHAR(c) ((c)>=10 ? (c)-10+'a' : (c)+'0') |
85 | |
86 | struct game_params { |
87 | int w, diff; |
88 | }; |
89 | |
90 | struct game_state { |
91 | game_params par; |
92 | digit *grid; |
93 | unsigned char *immutable; |
94 | int *pencil; /* bitmaps using bits 1<<1..1<<n */ |
95 | int completed, cheated; |
96 | }; |
97 | |
98 | static game_params *default_params(void) |
99 | { |
100 | game_params *ret = snew(game_params); |
101 | |
102 | ret->w = 6; |
103 | ret->diff = DIFF_NORMAL; |
104 | |
105 | return ret; |
106 | } |
107 | |
108 | const static struct game_params group_presets[] = { |
109 | { 4, DIFF_NORMAL }, |
110 | { 6, DIFF_NORMAL }, |
111 | }; |
112 | |
113 | static int game_fetch_preset(int i, char **name, game_params **params) |
114 | { |
115 | game_params *ret; |
116 | char buf[80]; |
117 | |
118 | if (i < 0 || i >= lenof(group_presets)) |
119 | return FALSE; |
120 | |
121 | ret = snew(game_params); |
122 | *ret = group_presets[i]; /* structure copy */ |
123 | |
124 | sprintf(buf, "%dx%d %s", ret->w, ret->w, group_diffnames[ret->diff]); |
125 | |
126 | *name = dupstr(buf); |
127 | *params = ret; |
128 | return TRUE; |
129 | } |
130 | |
131 | static void free_params(game_params *params) |
132 | { |
133 | sfree(params); |
134 | } |
135 | |
136 | static game_params *dup_params(game_params *params) |
137 | { |
138 | game_params *ret = snew(game_params); |
139 | *ret = *params; /* structure copy */ |
140 | return ret; |
141 | } |
142 | |
143 | static void decode_params(game_params *params, char const *string) |
144 | { |
145 | char const *p = string; |
146 | |
147 | params->w = atoi(p); |
148 | while (*p && isdigit((unsigned char)*p)) p++; |
149 | |
150 | if (*p == 'd') { |
151 | int i; |
152 | p++; |
153 | params->diff = DIFFCOUNT+1; /* ...which is invalid */ |
154 | if (*p) { |
155 | for (i = 0; i < DIFFCOUNT; i++) { |
156 | if (*p == group_diffchars[i]) |
157 | params->diff = i; |
158 | } |
159 | p++; |
160 | } |
161 | } |
162 | } |
163 | |
164 | static char *encode_params(game_params *params, int full) |
165 | { |
166 | char ret[80]; |
167 | |
168 | sprintf(ret, "%d", params->w); |
169 | if (full) |
170 | sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]); |
171 | |
172 | return dupstr(ret); |
173 | } |
174 | |
175 | static config_item *game_configure(game_params *params) |
176 | { |
177 | config_item *ret; |
178 | char buf[80]; |
179 | |
180 | ret = snewn(3, config_item); |
181 | |
182 | ret[0].name = "Grid size"; |
183 | ret[0].type = C_STRING; |
184 | sprintf(buf, "%d", params->w); |
185 | ret[0].sval = dupstr(buf); |
186 | ret[0].ival = 0; |
187 | |
188 | ret[1].name = "Difficulty"; |
189 | ret[1].type = C_CHOICES; |
190 | ret[1].sval = DIFFCONFIG; |
191 | ret[1].ival = params->diff; |
192 | |
193 | ret[2].name = NULL; |
194 | ret[2].type = C_END; |
195 | ret[2].sval = NULL; |
196 | ret[2].ival = 0; |
197 | |
198 | return ret; |
199 | } |
200 | |
201 | static game_params *custom_params(config_item *cfg) |
202 | { |
203 | game_params *ret = snew(game_params); |
204 | |
205 | ret->w = atoi(cfg[0].sval); |
206 | ret->diff = cfg[1].ival; |
207 | |
208 | return ret; |
209 | } |
210 | |
211 | static char *validate_params(game_params *params, int full) |
212 | { |
213 | if (params->w < 3 || params->w > 31) |
214 | return "Grid size must be between 3 and 31"; |
215 | if (params->diff >= DIFFCOUNT) |
216 | return "Unknown difficulty rating"; |
217 | return NULL; |
218 | } |
219 | |
220 | /* ---------------------------------------------------------------------- |
221 | * Solver. |
222 | */ |
223 | |
224 | static int solver_normal(struct latin_solver *solver, void *vctx) |
225 | { |
226 | int w = solver->o; |
227 | digit *grid = solver->grid; |
228 | int i, j, k; |
229 | |
230 | /* |
231 | * Deduce using associativity: (ab)c = a(bc). |
232 | * |
233 | * So we pick any a,b,c we like; then if we know ab, bc, and |
234 | * (ab)c we can fill in a(bc). |
235 | */ |
236 | for (i = 1; i < w; i++) |
237 | for (j = 1; j < w; j++) |
238 | for (k = 1; k < w; k++) { |
239 | if (!grid[i*w+j] || !grid[j*w+k]) |
240 | continue; |
241 | if (grid[(grid[i*w+j]-1)*w+k] && |
242 | !grid[i*w+(grid[j*w+k]-1)]) { |
243 | int x = grid[j*w+k]-1, y = i; |
244 | int n = grid[(grid[i*w+j]-1)*w+k]; |
245 | #ifdef STANDALONE_SOLVER |
246 | if (solver_show_working) { |
247 | printf("%*sassociativity on %d,%d,%d: %d*%d = %d*%d\n", |
248 | solver_recurse_depth*4, "", |
249 | i+1, j+1, k+1, |
250 | grid[i*w+j], k+1, i+1, grid[j*w+k]); |
251 | printf("%*s placing %d at (%d,%d)\n", |
252 | solver_recurse_depth*4, "", |
253 | n, x+1, y+1); |
254 | } |
255 | #endif |
256 | if (solver->cube[(x*w+y)*w+n-1]) { |
257 | latin_solver_place(solver, x, y, n); |
258 | return 1; |
259 | } else { |
260 | #ifdef STANDALONE_SOLVER |
261 | if (solver_show_working) |
262 | printf("%*s contradiction!\n", |
263 | solver_recurse_depth*4, ""); |
264 | return -1; |
265 | #endif |
266 | } |
267 | } |
268 | if (!grid[(grid[i*w+j]-1)*w+k] && |
269 | grid[i*w+(grid[j*w+k]-1)]) { |
270 | int x = k, y = grid[i*w+j]-1; |
271 | int n = grid[i*w+(grid[j*w+k]-1)]; |
272 | #ifdef STANDALONE_SOLVER |
273 | if (solver_show_working) { |
274 | printf("%*sassociativity on %d,%d,%d: %d*%d = %d*%d\n", |
275 | solver_recurse_depth*4, "", |
276 | i+1, j+1, k+1, |
277 | grid[i*w+j], k+1, i+1, grid[j*w+k]); |
278 | printf("%*s placing %d at (%d,%d)\n", |
279 | solver_recurse_depth*4, "", |
280 | n, x+1, y+1); |
281 | } |
282 | #endif |
283 | if (solver->cube[(x*w+y)*w+n-1]) { |
284 | latin_solver_place(solver, x, y, n); |
285 | return 1; |
286 | } else { |
287 | #ifdef STANDALONE_SOLVER |
288 | if (solver_show_working) |
289 | printf("%*s contradiction!\n", |
290 | solver_recurse_depth*4, ""); |
291 | return -1; |
292 | #endif |
293 | } |
294 | } |
295 | } |
296 | |
297 | return 0; |
298 | } |
299 | |
300 | #define SOLVER(upper,title,func,lower) func, |
301 | static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) }; |
302 | |
303 | static int solver(int w, digit *grid, int maxdiff) |
304 | { |
305 | int ret; |
306 | |
307 | ret = latin_solver(grid, w, maxdiff, |
308 | DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME, |
309 | DIFF_EXTREME, DIFF_UNREASONABLE, |
310 | group_solvers, NULL, NULL, NULL); |
311 | |
312 | return ret; |
313 | } |
314 | |
315 | /* ---------------------------------------------------------------------- |
316 | * Grid generation. |
317 | */ |
318 | |
319 | static char *encode_grid(char *desc, digit *grid, int area) |
320 | { |
321 | int run, i; |
322 | char *p = desc; |
323 | |
324 | run = 0; |
325 | for (i = 0; i <= area; i++) { |
326 | int n = (i < area ? grid[i] : -1); |
327 | |
328 | if (!n) |
329 | run++; |
330 | else { |
331 | if (run) { |
332 | while (run > 0) { |
333 | int c = 'a' - 1 + run; |
334 | if (run > 26) |
335 | c = 'z'; |
336 | *p++ = c; |
337 | run -= c - ('a' - 1); |
338 | } |
339 | } else { |
340 | /* |
341 | * If there's a number in the very top left or |
342 | * bottom right, there's no point putting an |
343 | * unnecessary _ before or after it. |
344 | */ |
345 | if (p > desc && n > 0) |
346 | *p++ = '_'; |
347 | } |
348 | if (n > 0) |
349 | p += sprintf(p, "%d", n); |
350 | run = 0; |
351 | } |
352 | } |
353 | return p; |
354 | } |
355 | |
356 | /* ----- data generated by group.gap begins ----- */ |
357 | |
358 | struct group { |
359 | unsigned long autosize; |
360 | int order, ngens; |
361 | const char *gens; |
362 | }; |
363 | struct groups { |
364 | int ngroups; |
365 | const struct group *groups; |
366 | }; |
367 | |
368 | static const struct group groupdata[] = { |
369 | /* order 2 */ |
370 | {1L, 2, 1, "21"}, |
371 | /* order 3 */ |
372 | {2L, 3, 1, "231"}, |
373 | /* order 4 */ |
374 | {2L, 4, 1, "2341"}, |
375 | {6L, 4, 2, "2143" "3412"}, |
376 | /* order 5 */ |
377 | {4L, 5, 1, "23451"}, |
378 | /* order 6 */ |
379 | {6L, 6, 2, "365214" "214365"}, |
380 | {2L, 6, 1, "436521"}, |
381 | /* order 7 */ |
382 | {6L, 7, 1, "2345671"}, |
383 | /* order 8 */ |
384 | {4L, 8, 1, "23564781"}, |
385 | {8L, 8, 2, "24567183" "57284361"}, |
386 | {8L, 8, 2, "57284361" "21563487"}, |
387 | {24L, 8, 2, "24567183" "38472516"}, |
388 | {168L, 8, 3, "21563487" "35172846" "46718235"}, |
389 | /* order 9 */ |
390 | {6L, 9, 1, "245378691"}, |
391 | {48L, 9, 2, "245178396" "356781924"}, |
392 | /* order 10 */ |
393 | {20L, 10, 2, "3A52749618" "21436587A9"}, |
394 | {4L, 10, 1, "436587A921"}, |
395 | /* order 11 */ |
396 | {10L, 11, 1, "23456789AB1"}, |
397 | /* order 12 */ |
398 | {12L, 12, 2, "7C4BA5832916" "2356179A4BC8"}, |
399 | {4L, 12, 1, "589AB32C4761"}, |
400 | {24L, 12, 2, "256719AB34C8" "6A2B8C574391"}, |
401 | {12L, 12, 2, "7C4BA5832916" "2156349A78CB"}, |
402 | {12L, 12, 2, "649A78C2B153" "794B6C83A512"}, |
403 | /* order 13 */ |
404 | {12L, 13, 1, "23456789ABCD1"}, |
405 | /* order 14 */ |
406 | {42L, 14, 2, "5C7E92B4D6183A" "21436587A9CBED"}, |
407 | {6L, 14, 1, "6587A9CBED2143"}, |
408 | /* order 15 */ |
409 | {8L, 15, 1, "5783AB6DE9F2C41"}, |
410 | /* order 16 */ |
411 | {8L, 16, 1, "DBEG6F1427C3958A"}, |
412 | {96L, 16, 2, "9CB3FE6G54A87D12" "2467891BCDE3F5GA"}, |
413 | {32L, 16, 2, "D98G643FE2C1BA75" "25678AB1CDEF34G9"}, |
414 | {32L, 16, 2, "9613F7CD45A2EGB8" "25678AB1CDEF34G9"}, |
415 | {16L, 16, 2, "DF8G6B39E2C14A75" "2467895BCDEAF1G3"}, |
416 | {16L, 16, 2, "D98G64AFE2C5B371" "2467895BCDEAF1G3"}, |
417 | {32L, 16, 2, "DF8G6439E2C5BA71" "21678345CDE9ABGF"}, |
418 | {16L, 16, 2, "D98G6BAFE2C14375" "74G8EF5B6C2391DA"}, |
419 | {32L, 16, 2, "D92G64AF78C5B3E1" "3C59A7DGB1F8E642"}, |
420 | {192L, 16, 3, |
421 | "D38G619AE2C45F7B" "25678AB1CDEF34G9" "7BC2EF546G8A91D3"}, |
422 | {64L, 16, 3, "D38G619AE2C45F7B" "CF76GBA92ED54381" "3D19A8G645FE2CB7"}, |
423 | {192L, 16, 3, |
424 | "9GB3F7DC54A2E618" "25678AB1CDEF34G9" "3D59A2G6B1F78C4E"}, |
425 | {48L, 16, 3, "9G4AFE6C5B327D18" "6A2CD5F378GB19E4" "4795BC8EAF1DG236"}, |
426 | {20160L, 16, 4, |
427 | "58AB1DE2F34G679C" "21678345CDE9ABGF" "3619A2CD45F78GBE" |
428 | "4791BC2E3F56G8AD"}, |
429 | /* order 17 */ |
430 | {16L, 17, 1, "56789ABCDEFGH1234"}, |
431 | /* order 18 */ |
432 | {54L, 18, 2, "DB9HFGE17CI5342A86" "215634ABC789FGDEIH"}, |
433 | {6L, 18, 1, "53AB786FG4DECI9H21"}, |
434 | {12L, 18, 2, "53AB782FG1DE6I4HC9" "BEFGH36I5978CA1D24"}, |
435 | {432L, 18, 3, |
436 | "96E1BCH34FG278I5DA" "EFH36I978BCA1DG245" "215634ABC789FGDEIH"}, |
437 | {48L, 18, 2, "53AB782FG1DE6I4HC9" "64BC89FG2DE1I5H3A7"}, |
438 | /* order 19 */ |
439 | {18L, 19, 1, "56789ABCDEFGHIJ1234"}, |
440 | /* order 20 */ |
441 | {40L, 20, 2, "7K4BI58F29CJ6DG3AH1E" "5129346D78AHBCEKFGIJ"}, |
442 | {8L, 20, 1, "589AC3DEG7HIJB2K4F61"}, |
443 | {20L, 20, 2, "4AJ8HE3CKI7G52B196FD" "5129346D78AHBCEKFGIJ"}, |
444 | {40L, 20, 2, "7K4BI58F29CJ6DG3AH1E" "5329176D4BAH8FEKCJIG"}, |
445 | {24L, 20, 2, "976D4BAH8FEKCJI5G321" "649A78DEBCHIFGK2J153"}, |
446 | /* order 21 */ |
447 | {42L, 21, 2, "9KCJ2FL5I4817B3AE6DHG" "5A8CDBFGEIJH1LK342679"}, |
448 | {12L, 21, 1, "5783AB6DE9GHCJKFL2I41"}, |
449 | /* order 22 */ |
450 | {110L, 22, 2, "5K7M92B4D6F8HAJCLE1G3I" "21436587A9CBEDGFIHKJML"}, |
451 | {10L, 22, 1, "6587A9CBEDGFIHKJML2143"}, |
452 | /* order 23 */ |
453 | {22L, 23, 1, "56789ABCDEFGHIJKLMN1234"}, |
454 | /* order 24 */ |
455 | {24L, 24, 2, "HO5ANGLDBCI9M26KJ1378E4F" "8IEFGJN3KLM2C49AO671BHD5"}, |
456 | {8L, 24, 1, "DH2KL4IN678OA5C9EFGBJ1M3"}, |
457 | {24L, 24, 2, "9FHI25LM6N78BC1ODEGJ34KA" "EAOFM74BJDK69GH5C3LI2N18"}, |
458 | {48L, 24, 2, "HL5ANMO6BCI9G7DEJ132FK48" "8JEFGNC4KLM2I91BO673H5DA"}, |
459 | {24L, 24, 2, "HO5ANGLDBCI9M26KJ1378E4F" "KN8EOCI9FGLDJ13HM2645A7B"}, |
460 | {48L, 24, 2, "HL5ANMO6BCI9G7DEJ132FK48" "21678345DEFG9ABCKLMHIJON"}, |
461 | {48L, 24, 3, |
462 | "HOBANMLD5JI9G76KC432FE18" "AL5HIGO6BCN3M2DEJ1978K4F" |
463 | "8JEFGNC4KLM2I91BO673H5DA"}, |
464 | {24L, 24, 3, |
465 | "HLBANGO65JI9M2DEC4378K1F" "AO5HIMLDBCN3G76KJ192FE48" |
466 | "KIFEOCN38MLDJ19AG7645H2B"}, |
467 | {16L, 24, 2, "DI7KLCN9FG6OJ4AH2ME5B381" "MBO8FH1JEKG23N45L679ACDI"}, |
468 | {16L, 24, 2, "DI7KLCN9FG6OJ4AH2ME5B381" "IDCN97KLJ4AHFG6O5B32ME18"}, |
469 | {48L, 24, 2, "9LCHI7ODJ43NFGEK5BA2M618" "7CDFGIJ4KL2MN95B6O8AH1E3"}, |
470 | {24L, 24, 2, "LAGODI3JE87KCN9B6M254HF1" "EIL6MCN9GODFA54H87K3J12B"}, |
471 | {24L, 24, 2, "D92KL1HI678O345NEFGABCMJ" "FBOM6NJ37LKE4IHA2GD1C985"}, |
472 | {144L, 24, 3, |
473 | "HOBANMLD5JI9G76KC432FE18" "AL5HIGO6BCN3M2DEJ1978K4F" |
474 | "21678345DEFG9ABCKLMHIJON"}, |
475 | {336L, 24, 3, |
476 | "HKBANFEO5JI98MLDC43G7612" "AE5HI8KLBCN3FGO6J19M2D47" |
477 | "85EFGABCKLM2HIJ1O67N34D9"}, |
478 | /* order 25 */ |
479 | {20L, 25, 1, "589CDEGHIJ6KLM2ANO4FP71B3"}, |
480 | {480L, 25, 2, "589CDEGHIJ3KLM26NO4AP7FB1" "245789BCDE1GHIJ3KLM6NOAPF"}, |
481 | /* order 26 */ |
482 | {156L, 26, 2, |
483 | "5O7Q92B4D6F8HAJCLENGPI1K3M" "21436587A9CBEDGFIHKJMLONQP"}, |
484 | {12L, 26, 1, "6587A9CBEDGFIHKJMLONQP2143"}, |
485 | /* order 27 */ |
486 | {18L, 27, 1, "53BC689IJKDE4GHOP7LMANRFQ12"}, |
487 | {108L, 27, 2, |
488 | "54BC79AIJKEFGH1OPLM2N3RQ68D" "DI2LG5O67Q4NBCREF9A8JKMH1P3"}, |
489 | {432L, 27, 2, |
490 | "51BC234IJK6789AOPDEFGHRLMNQ" "3E89PLM1GHRB7Q64NKIJFDA5O2C"}, |
491 | {54L, 27, 2, |
492 | "54BC79AIJKEFGH1OPLM2N3RQ68D" "DR2LNKI67QA8P5OEFH1GBCM34J9"}, |
493 | {11232L, 27, 3, |
494 | "51BC234IJK6789AOPDEFGHRLMNQ" "3689BDE1GHIJ2LM4N5OP7QACRFK" |
495 | "479ACEFGH1JKLM2N3OP5Q68RBDI"}, |
496 | /* order 28 */ |
497 | {84L, 28, 2, |
498 | "7S4BQ58F29CJ6DGNAHKRELO3IP1M" "5129346D78AHBCELFGIPJKMSNOQR"}, |
499 | {12L, 28, 1, "589AC3DEG7HIKBLMOFPQRJ2S4N61"}, |
500 | {84L, 28, 2, |
501 | "7S4BQ58F29CJ6DGNAHKRELO3IP1M" "5329176D4BAH8FELCJIPGNMSKRQO"}, |
502 | {36L, 28, 2, |
503 | "976D4BAH8FELCJIPGNMSKRQ5O321" "649A78DEBCHIFGLMJKPQNOS2R153"}, |
504 | /* order 29 */ |
505 | {28L, 29, 1, "56789ABCDEFGHIJKLMNOPQRST1234"}, |
506 | /* order 30 */ |
507 | {24L, 30, 2, |
508 | "LHQ7NOTDERSA9JK6UGF1PBCM34I285" "BFHIL3NO5Q78RSATDE6UG9JKCM1P24"}, |
509 | {40L, 30, 2, |
510 | "DU4JOA89PS2GEFT56MKL7BCRQ1HI3N" "BQGHT36MNL78CRS1DEIU54JKOA9P2F"}, |
511 | {120L, 30, 2, |
512 | "DS4JU589POABEFT2GHKL76MNQ1CR3I" "215634ABC789GHIDEFMNOJKLRSPQUT"}, |
513 | {8L, 30, 1, "HEMNJKCRS9PQIU5FT3OABL782G1D64"}, |
514 | /* order 31 */ |
515 | {30L, 31, 1, "56789ABCDEFGHIJKLMNOPQRSTUV1234"}, |
516 | }; |
517 | |
518 | static const struct groups groups[] = { |
519 | {0, NULL}, /* trivial case: 0 */ |
520 | {0, NULL}, /* trivial case: 1 */ |
521 | {1, groupdata + 0}, /* 2 */ |
522 | {1, groupdata + 1}, /* 3 */ |
523 | {2, groupdata + 2}, /* 4 */ |
524 | {1, groupdata + 4}, /* 5 */ |
525 | {2, groupdata + 5}, /* 6 */ |
526 | {1, groupdata + 7}, /* 7 */ |
527 | {5, groupdata + 8}, /* 8 */ |
528 | {2, groupdata + 13}, /* 9 */ |
529 | {2, groupdata + 15}, /* 10 */ |
530 | {1, groupdata + 17}, /* 11 */ |
531 | {5, groupdata + 18}, /* 12 */ |
532 | {1, groupdata + 23}, /* 13 */ |
533 | {2, groupdata + 24}, /* 14 */ |
534 | {1, groupdata + 26}, /* 15 */ |
535 | {14, groupdata + 27}, /* 16 */ |
536 | {1, groupdata + 41}, /* 17 */ |
537 | {5, groupdata + 42}, /* 18 */ |
538 | {1, groupdata + 47}, /* 19 */ |
539 | {5, groupdata + 48}, /* 20 */ |
540 | {2, groupdata + 53}, /* 21 */ |
541 | {2, groupdata + 55}, /* 22 */ |
542 | {1, groupdata + 57}, /* 23 */ |
543 | {15, groupdata + 58}, /* 24 */ |
544 | {2, groupdata + 73}, /* 25 */ |
545 | {2, groupdata + 75}, /* 26 */ |
546 | {5, groupdata + 77}, /* 27 */ |
547 | {4, groupdata + 82}, /* 28 */ |
548 | {1, groupdata + 86}, /* 29 */ |
549 | {4, groupdata + 87}, /* 30 */ |
550 | {1, groupdata + 91}, /* 31 */ |
551 | }; |
552 | |
553 | /* ----- data generated by group.gap ends ----- */ |
554 | |
555 | static char *new_game_desc(game_params *params, random_state *rs, |
556 | char **aux, int interactive) |
557 | { |
558 | int w = params->w, a = w*w; |
559 | digit *grid, *soln, *soln2; |
560 | int *indices; |
561 | int i, j, k, qh, qt; |
562 | int diff = params->diff; |
563 | const struct group *group; |
564 | char *desc, *p; |
565 | |
566 | /* |
567 | * Difficulty exceptions: some combinations of size and |
568 | * difficulty cannot be satisfied, because all puzzles of at |
569 | * most that difficulty are actually even easier. |
570 | * |
571 | * Remember to re-test this whenever a change is made to the |
572 | * solver logic! |
573 | * |
574 | * I tested it using the following shell command: |
575 | |
576 | for d in t n h x u; do |
577 | for i in {3..9}; do |
578 | echo ./group --generate 1 ${i}d${d} |
579 | perl -e 'alarm 30; exec @ARGV' ./group --generate 5 ${i}d${d} >/dev/null \ |
580 | || echo broken |
581 | done |
582 | done |
583 | |
584 | * Of course, it's better to do that after taking the exceptions |
585 | * _out_, so as to detect exceptions that should be removed as |
586 | * well as those which should be added. |
587 | */ |
588 | if (w <= 9 && diff == DIFF_EXTREME) |
589 | diff--; |
590 | if (w <= 6 && diff == DIFF_HARD) |
591 | diff--; |
592 | if (w <= 4 && diff > DIFF_TRIVIAL) |
593 | diff = DIFF_TRIVIAL; |
594 | |
595 | grid = snewn(a, digit); |
596 | soln = snewn(a, digit); |
597 | soln2 = snewn(a, digit); |
598 | indices = snewn(a, int); |
599 | |
600 | while (1) { |
601 | /* |
602 | * Construct a valid group table, by picking a group from |
603 | * the above data table, decompressing it into a full |
604 | * representation by BFS, and then randomly permuting its |
605 | * non-identity elements. |
606 | * |
607 | * We build the canonical table in 'soln' (and use 'grid' as |
608 | * our BFS queue), then transfer the table into 'grid' |
609 | * having shuffled the rows. |
610 | */ |
611 | assert(w >= 2); |
612 | assert(w < lenof(groups)); |
613 | group = groups[w].groups + random_upto(rs, groups[w].ngroups); |
614 | assert(group->order == w); |
615 | memset(soln, 0, a); |
616 | for (i = 0; i < w; i++) |
617 | soln[i] = i+1; |
618 | qh = qt = 0; |
619 | grid[qt++] = 1; |
620 | while (qh < qt) { |
621 | digit *row, *newrow; |
622 | |
623 | i = grid[qh++]; |
624 | row = soln + (i-1)*w; |
625 | |
626 | for (j = 0; j < group->ngens; j++) { |
627 | int nri; |
628 | const char *gen = group->gens + j*w; |
629 | |
630 | /* |
631 | * Apply each group generator to row, constructing a |
632 | * new row. |
633 | */ |
634 | nri = FROMCHAR(gen[row[0]-1]); /* which row is it? */ |
635 | newrow = soln + (nri-1)*w; |
636 | if (!newrow[0]) { /* not done yet */ |
637 | for (k = 0; k < w; k++) |
638 | newrow[k] = FROMCHAR(gen[row[k]-1]); |
639 | grid[qt++] = nri; |
640 | } |
641 | } |
642 | } |
643 | /* That's got the canonical table. Now shuffle it. */ |
644 | for (i = 0; i < w; i++) |
645 | grid[i] = i+1; |
646 | shuffle(grid+1, w-1, sizeof(*grid), rs); |
647 | for (i = 1; i < w; i++) |
648 | for (j = 0; j < w; j++) |
649 | grid[(grid[i]-1)*w+(grid[j]-1)] = grid[soln[i*w+j]-1]; |
650 | for (i = 0; i < w; i++) |
651 | grid[i] = i+1; |
652 | |
653 | /* |
654 | * Remove entries one by one while the puzzle is still |
655 | * soluble at the appropriate difficulty level. |
656 | */ |
657 | memcpy(soln, grid, a); |
658 | |
659 | k = 0; |
660 | for (i = 1; i < w; i++) |
661 | for (j = 1; j < w; j++) |
662 | indices[k++] = i*w+j; |
663 | shuffle(indices, k, sizeof(indices), rs); |
664 | |
665 | for (i = 0; i < k; i++) { |
666 | memcpy(soln2, grid, a); |
667 | soln2[indices[i]] = 0; |
668 | if (solver(w, soln2, diff) <= diff) |
669 | grid[indices[i]] = 0; |
670 | } |
671 | |
672 | /* |
673 | * Make sure the puzzle isn't too easy. |
674 | */ |
675 | if (diff > 0) { |
676 | memcpy(soln2, grid, a); |
677 | if (solver(w, soln2, diff-1) < diff) |
678 | continue; /* go round and try again */ |
679 | } |
680 | |
681 | /* |
682 | * Done. |
683 | */ |
684 | break; |
685 | } |
686 | |
687 | /* |
688 | * Encode the puzzle description. |
689 | */ |
690 | desc = snewn(a*20, char); |
691 | p = encode_grid(desc, grid, a); |
692 | *p++ = '\0'; |
693 | desc = sresize(desc, p - desc, char); |
694 | |
695 | /* |
696 | * Encode the solution. |
697 | */ |
698 | *aux = snewn(a+2, char); |
699 | (*aux)[0] = 'S'; |
700 | for (i = 0; i < a; i++) |
701 | (*aux)[i+1] = TOCHAR(soln[i]); |
702 | (*aux)[a+1] = '\0'; |
703 | |
704 | sfree(grid); |
705 | sfree(soln); |
706 | sfree(soln2); |
707 | sfree(indices); |
708 | |
709 | return desc; |
710 | } |
711 | |
712 | /* ---------------------------------------------------------------------- |
713 | * Gameplay. |
714 | */ |
715 | |
716 | static char *validate_grid_desc(const char **pdesc, int range, int area) |
717 | { |
718 | const char *desc = *pdesc; |
719 | int squares = 0; |
720 | while (*desc && *desc != ',') { |
721 | int n = *desc++; |
722 | if (n >= 'a' && n <= 'z') { |
723 | squares += n - 'a' + 1; |
724 | } else if (n == '_') { |
725 | /* do nothing */; |
726 | } else if (n > '0' && n <= '9') { |
727 | int val = atoi(desc-1); |
728 | if (val < 1 || val > range) |
729 | return "Out-of-range number in game description"; |
730 | squares++; |
731 | while (*desc >= '0' && *desc <= '9') |
732 | desc++; |
733 | } else |
734 | return "Invalid character in game description"; |
735 | } |
736 | |
737 | if (squares < area) |
738 | return "Not enough data to fill grid"; |
739 | |
740 | if (squares > area) |
741 | return "Too much data to fit in grid"; |
742 | *pdesc = desc; |
743 | return NULL; |
744 | } |
745 | |
746 | static char *validate_desc(game_params *params, char *desc) |
747 | { |
748 | int w = params->w, a = w*w; |
749 | const char *p = desc; |
750 | |
751 | return validate_grid_desc(&p, w, a); |
752 | } |
753 | |
754 | static char *spec_to_grid(char *desc, digit *grid, int area) |
755 | { |
756 | int i = 0; |
757 | while (*desc && *desc != ',') { |
758 | int n = *desc++; |
759 | if (n >= 'a' && n <= 'z') { |
760 | int run = n - 'a' + 1; |
761 | assert(i + run <= area); |
762 | while (run-- > 0) |
763 | grid[i++] = 0; |
764 | } else if (n == '_') { |
765 | /* do nothing */; |
766 | } else if (n > '0' && n <= '9') { |
767 | assert(i < area); |
768 | grid[i++] = atoi(desc-1); |
769 | while (*desc >= '0' && *desc <= '9') |
770 | desc++; |
771 | } else { |
772 | assert(!"We can't get here"); |
773 | } |
774 | } |
775 | assert(i == area); |
776 | return desc; |
777 | } |
778 | |
779 | static game_state *new_game(midend *me, game_params *params, char *desc) |
780 | { |
781 | int w = params->w, a = w*w; |
782 | game_state *state = snew(game_state); |
783 | int i; |
784 | |
785 | state->par = *params; /* structure copy */ |
786 | state->grid = snewn(a, digit); |
787 | state->immutable = snewn(a, unsigned char); |
788 | state->pencil = snewn(a, int); |
789 | for (i = 0; i < a; i++) { |
790 | state->grid[i] = 0; |
791 | state->immutable[i] = 0; |
792 | state->pencil[i] = 0; |
793 | } |
794 | |
795 | desc = spec_to_grid(desc, state->grid, a); |
796 | for (i = 0; i < a; i++) |
797 | if (state->grid[i] != 0) |
798 | state->immutable[i] = TRUE; |
799 | |
800 | state->completed = state->cheated = FALSE; |
801 | |
802 | return state; |
803 | } |
804 | |
805 | static game_state *dup_game(game_state *state) |
806 | { |
807 | int w = state->par.w, a = w*w; |
808 | game_state *ret = snew(game_state); |
809 | |
810 | ret->par = state->par; /* structure copy */ |
811 | |
812 | ret->grid = snewn(a, digit); |
813 | ret->immutable = snewn(a, unsigned char); |
814 | ret->pencil = snewn(a, int); |
815 | memcpy(ret->grid, state->grid, a*sizeof(digit)); |
816 | memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char)); |
817 | memcpy(ret->pencil, state->pencil, a*sizeof(int)); |
818 | |
819 | ret->completed = state->completed; |
820 | ret->cheated = state->cheated; |
821 | |
822 | return ret; |
823 | } |
824 | |
825 | static void free_game(game_state *state) |
826 | { |
827 | sfree(state->grid); |
828 | sfree(state->immutable); |
829 | sfree(state->pencil); |
830 | sfree(state); |
831 | } |
832 | |
833 | static char *solve_game(game_state *state, game_state *currstate, |
834 | char *aux, char **error) |
835 | { |
836 | int w = state->par.w, a = w*w; |
837 | int i, ret; |
838 | digit *soln; |
839 | char *out; |
840 | |
841 | if (aux) |
842 | return dupstr(aux); |
843 | |
844 | soln = snewn(a, digit); |
845 | memcpy(soln, state->grid, a*sizeof(digit)); |
846 | |
847 | ret = solver(w, soln, DIFFCOUNT-1); |
848 | |
849 | if (ret == diff_impossible) { |
850 | *error = "No solution exists for this puzzle"; |
851 | out = NULL; |
852 | } else if (ret == diff_ambiguous) { |
853 | *error = "Multiple solutions exist for this puzzle"; |
854 | out = NULL; |
855 | } else { |
856 | out = snewn(a+2, char); |
857 | out[0] = 'S'; |
858 | for (i = 0; i < a; i++) |
859 | out[i+1] = TOCHAR(soln[i]); |
860 | out[a+1] = '\0'; |
861 | } |
862 | |
863 | sfree(soln); |
864 | return out; |
865 | } |
866 | |
867 | static int game_can_format_as_text_now(game_params *params) |
868 | { |
869 | return TRUE; |
870 | } |
871 | |
872 | static char *game_text_format(game_state *state) |
873 | { |
874 | int w = state->par.w; |
875 | int x, y; |
876 | char *ret, *p, ch; |
877 | |
878 | ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */ |
879 | |
880 | p = ret; |
881 | for (y = 0; y < w; y++) { |
882 | for (x = 0; x < w; x++) { |
883 | digit d = state->grid[y*w+x]; |
884 | |
885 | if (d == 0) { |
886 | ch = '.'; |
887 | } else { |
888 | ch = TOCHAR(d); |
889 | } |
890 | |
891 | *p++ = ch; |
892 | if (x == w-1) { |
893 | *p++ = '\n'; |
894 | } else { |
895 | *p++ = ' '; |
896 | } |
897 | } |
898 | } |
899 | |
900 | assert(p - ret == 2*w*w); |
901 | *p = '\0'; |
902 | return ret; |
903 | } |
904 | |
905 | struct game_ui { |
906 | /* |
907 | * These are the coordinates of the currently highlighted |
908 | * square on the grid, if hshow = 1. |
909 | */ |
910 | int hx, hy; |
911 | /* |
912 | * This indicates whether the current highlight is a |
913 | * pencil-mark one or a real one. |
914 | */ |
915 | int hpencil; |
916 | /* |
917 | * This indicates whether or not we're showing the highlight |
918 | * (used to be hx = hy = -1); important so that when we're |
919 | * using the cursor keys it doesn't keep coming back at a |
920 | * fixed position. When hshow = 1, pressing a valid number |
921 | * or letter key or Space will enter that number or letter in the grid. |
922 | */ |
923 | int hshow; |
924 | /* |
925 | * This indicates whether we're using the highlight as a cursor; |
926 | * it means that it doesn't vanish on a keypress, and that it is |
927 | * allowed on immutable squares. |
928 | */ |
929 | int hcursor; |
930 | }; |
931 | |
932 | static game_ui *new_ui(game_state *state) |
933 | { |
934 | game_ui *ui = snew(game_ui); |
935 | |
936 | ui->hx = ui->hy = 1; |
937 | ui->hpencil = ui->hshow = ui->hcursor = 0; |
938 | |
939 | return ui; |
940 | } |
941 | |
942 | static void free_ui(game_ui *ui) |
943 | { |
944 | sfree(ui); |
945 | } |
946 | |
947 | static char *encode_ui(game_ui *ui) |
948 | { |
949 | return NULL; |
950 | } |
951 | |
952 | static void decode_ui(game_ui *ui, char *encoding) |
953 | { |
954 | } |
955 | |
956 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
957 | game_state *newstate) |
958 | { |
959 | int w = newstate->par.w; |
960 | /* |
961 | * We prevent pencil-mode highlighting of a filled square, unless |
962 | * we're using the cursor keys. So if the user has just filled in |
963 | * a square which we had a pencil-mode highlight in (by Undo, or |
964 | * by Redo, or by Solve), then we cancel the highlight. |
965 | */ |
966 | if (ui->hshow && ui->hpencil && !ui->hcursor && |
967 | newstate->grid[ui->hy * w + ui->hx] != 0) { |
968 | ui->hshow = 0; |
969 | } |
970 | } |
971 | |
972 | #define PREFERRED_TILESIZE 48 |
973 | #define TILESIZE (ds->tilesize) |
974 | #define BORDER (TILESIZE / 2) |
975 | #define GRIDEXTRA max((TILESIZE / 32),1) |
976 | #define COORD(x) ((x)*TILESIZE + BORDER) |
977 | #define FROMCOORD(x) (((x)+(TILESIZE-BORDER)) / TILESIZE - 1) |
978 | |
979 | #define FLASH_TIME 0.4F |
980 | |
981 | #define DF_HIGHLIGHT 0x0400 |
982 | #define DF_HIGHLIGHT_PENCIL 0x0200 |
983 | #define DF_IMMUTABLE 0x0100 |
984 | #define DF_DIGIT_MASK 0x001F |
985 | |
986 | #define EF_DIGIT_SHIFT 5 |
987 | #define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1) |
988 | #define EF_LEFT_SHIFT 0 |
989 | #define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT) |
990 | #define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL) |
991 | #define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT) |
992 | #define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT)) |
993 | |
994 | struct game_drawstate { |
995 | int w, tilesize; |
996 | int started; |
997 | long *tiles, *pencil, *errors; |
998 | long *errtmp; |
999 | }; |
1000 | |
1001 | static int check_errors(game_state *state, long *errors) |
1002 | { |
1003 | int w = state->par.w, a = w*w; |
1004 | digit *grid = state->grid; |
1005 | int i, j, k, x, y, errs = FALSE; |
1006 | |
1007 | if (errors) |
1008 | for (i = 0; i < a; i++) |
1009 | errors[i] = 0; |
1010 | |
1011 | for (y = 0; y < w; y++) { |
1012 | unsigned long mask = 0, errmask = 0; |
1013 | for (x = 0; x < w; x++) { |
1014 | unsigned long bit = 1UL << grid[y*w+x]; |
1015 | errmask |= (mask & bit); |
1016 | mask |= bit; |
1017 | } |
1018 | |
1019 | if (mask != (1 << (w+1)) - (1 << 1)) { |
1020 | errs = TRUE; |
1021 | errmask &= ~1UL; |
1022 | if (errors) { |
1023 | for (x = 0; x < w; x++) |
1024 | if (errmask & (1UL << grid[y*w+x])) |
1025 | errors[y*w+x] |= EF_LATIN; |
1026 | } |
1027 | } |
1028 | } |
1029 | |
1030 | for (x = 0; x < w; x++) { |
1031 | unsigned long mask = 0, errmask = 0; |
1032 | for (y = 0; y < w; y++) { |
1033 | unsigned long bit = 1UL << grid[y*w+x]; |
1034 | errmask |= (mask & bit); |
1035 | mask |= bit; |
1036 | } |
1037 | |
1038 | if (mask != (1 << (w+1)) - (1 << 1)) { |
1039 | errs = TRUE; |
1040 | errmask &= ~1UL; |
1041 | if (errors) { |
1042 | for (y = 0; y < w; y++) |
1043 | if (errmask & (1UL << grid[y*w+x])) |
1044 | errors[y*w+x] |= EF_LATIN; |
1045 | } |
1046 | } |
1047 | } |
1048 | |
1049 | for (i = 1; i < w; i++) |
1050 | for (j = 1; j < w; j++) |
1051 | for (k = 1; k < w; k++) |
1052 | if (grid[i*w+j] && grid[j*w+k] && |
1053 | grid[(grid[i*w+j]-1)*w+k] && |
1054 | grid[i*w+(grid[j*w+k]-1)] && |
1055 | grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) { |
1056 | if (errors) { |
1057 | int a = i+1, b = j+1, c = k+1; |
1058 | int ab = grid[i*w+j], bc = grid[j*w+k]; |
1059 | int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1); |
1060 | /* |
1061 | * If the appropriate error slot is already |
1062 | * used for one of the squares, we don't |
1063 | * fill either of them. |
1064 | */ |
1065 | if (!(errors[left] & EF_LEFT_MASK) && |
1066 | !(errors[right] & EF_RIGHT_MASK)) { |
1067 | long err; |
1068 | err = a; |
1069 | err = (err << EF_DIGIT_SHIFT) | b; |
1070 | err = (err << EF_DIGIT_SHIFT) | c; |
1071 | errors[left] |= err << EF_LEFT_SHIFT; |
1072 | errors[right] |= err << EF_RIGHT_SHIFT; |
1073 | } |
1074 | } |
1075 | errs = TRUE; |
1076 | } |
1077 | |
1078 | return errs; |
1079 | } |
1080 | |
1081 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1082 | int x, int y, int button) |
1083 | { |
1084 | int w = state->par.w; |
1085 | int tx, ty; |
1086 | char buf[80]; |
1087 | |
1088 | button &= ~MOD_MASK; |
1089 | |
1090 | tx = FROMCOORD(x); |
1091 | ty = FROMCOORD(y); |
1092 | |
1093 | if (tx > 0 && tx < w && ty > 0 && ty < w) { |
1094 | if (button == LEFT_BUTTON) { |
1095 | if (tx == ui->hx && ty == ui->hy && |
1096 | ui->hshow && ui->hpencil == 0) { |
1097 | ui->hshow = 0; |
1098 | } else { |
1099 | ui->hx = tx; |
1100 | ui->hy = ty; |
1101 | ui->hshow = !state->immutable[ty*w+tx]; |
1102 | ui->hpencil = 0; |
1103 | } |
1104 | ui->hcursor = 0; |
1105 | return ""; /* UI activity occurred */ |
1106 | } |
1107 | if (button == RIGHT_BUTTON) { |
1108 | /* |
1109 | * Pencil-mode highlighting for non filled squares. |
1110 | */ |
1111 | if (state->grid[ty*w+tx] == 0) { |
1112 | if (tx == ui->hx && ty == ui->hy && |
1113 | ui->hshow && ui->hpencil) { |
1114 | ui->hshow = 0; |
1115 | } else { |
1116 | ui->hpencil = 1; |
1117 | ui->hx = tx; |
1118 | ui->hy = ty; |
1119 | ui->hshow = 1; |
1120 | } |
1121 | } else { |
1122 | ui->hshow = 0; |
1123 | } |
1124 | ui->hcursor = 0; |
1125 | return ""; /* UI activity occurred */ |
1126 | } |
1127 | } |
1128 | if (IS_CURSOR_MOVE(button)) { |
1129 | ui->hx--; ui->hy--; |
1130 | move_cursor(button, &ui->hx, &ui->hy, w-1, w-1, 0); |
1131 | ui->hx++; ui->hy++; |
1132 | ui->hshow = ui->hcursor = 1; |
1133 | return ""; |
1134 | } |
1135 | if (ui->hshow && |
1136 | (button == CURSOR_SELECT)) { |
1137 | ui->hpencil = 1 - ui->hpencil; |
1138 | ui->hcursor = 1; |
1139 | return ""; |
1140 | } |
1141 | |
1142 | if (ui->hshow && |
1143 | ((ISCHAR(button) && FROMCHAR(button) <= w) || |
1144 | button == CURSOR_SELECT2 || button == '\b')) { |
1145 | int n = FROMCHAR(button); |
1146 | if (button == CURSOR_SELECT2 || button == '\b') |
1147 | n = 0; |
1148 | |
1149 | /* |
1150 | * Can't make pencil marks in a filled square. This can only |
1151 | * become highlighted if we're using cursor keys. |
1152 | */ |
1153 | if (ui->hpencil && state->grid[ui->hy*w+ui->hx]) |
1154 | return NULL; |
1155 | |
1156 | /* |
1157 | * Can't do anything to an immutable square. |
1158 | */ |
1159 | if (state->immutable[ui->hy*w+ui->hx]) |
1160 | return NULL; |
1161 | |
1162 | sprintf(buf, "%c%d,%d,%d", |
1163 | (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n); |
1164 | |
1165 | if (!ui->hcursor) ui->hshow = 0; |
1166 | |
1167 | return dupstr(buf); |
1168 | } |
1169 | |
1170 | if (button == 'M' || button == 'm') |
1171 | return dupstr("M"); |
1172 | |
1173 | return NULL; |
1174 | } |
1175 | |
1176 | static game_state *execute_move(game_state *from, char *move) |
1177 | { |
1178 | int w = from->par.w, a = w*w; |
1179 | game_state *ret; |
1180 | int x, y, i, n; |
1181 | |
1182 | if (move[0] == 'S') { |
1183 | ret = dup_game(from); |
1184 | ret->completed = ret->cheated = TRUE; |
1185 | |
1186 | for (i = 0; i < a; i++) { |
1187 | if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1]) > w) { |
1188 | free_game(ret); |
1189 | return NULL; |
1190 | } |
1191 | ret->grid[i] = FROMCHAR(move[i+1]); |
1192 | ret->pencil[i] = 0; |
1193 | } |
1194 | |
1195 | if (move[a+1] != '\0') { |
1196 | free_game(ret); |
1197 | return NULL; |
1198 | } |
1199 | |
1200 | return ret; |
1201 | } else if ((move[0] == 'P' || move[0] == 'R') && |
1202 | sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 && |
1203 | x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) { |
1204 | if (from->immutable[y*w+x]) |
1205 | return NULL; |
1206 | |
1207 | ret = dup_game(from); |
1208 | if (move[0] == 'P' && n > 0) { |
1209 | ret->pencil[y*w+x] ^= 1 << n; |
1210 | } else { |
1211 | ret->grid[y*w+x] = n; |
1212 | ret->pencil[y*w+x] = 0; |
1213 | |
1214 | if (!ret->completed && !check_errors(ret, NULL)) |
1215 | ret->completed = TRUE; |
1216 | } |
1217 | return ret; |
1218 | } else if (move[0] == 'M') { |
1219 | /* |
1220 | * Fill in absolutely all pencil marks everywhere. (I |
1221 | * wouldn't use this for actual play, but it's a handy |
1222 | * starting point when following through a set of |
1223 | * diagnostics output by the standalone solver.) |
1224 | */ |
1225 | ret = dup_game(from); |
1226 | for (i = 0; i < a; i++) { |
1227 | if (!ret->grid[i]) |
1228 | ret->pencil[i] = (1 << (w+1)) - (1 << 1); |
1229 | } |
1230 | return ret; |
1231 | } else |
1232 | return NULL; /* couldn't parse move string */ |
1233 | } |
1234 | |
1235 | /* ---------------------------------------------------------------------- |
1236 | * Drawing routines. |
1237 | */ |
1238 | |
1239 | #define SIZE(w) ((w) * TILESIZE + 2*BORDER) |
1240 | |
1241 | static void game_compute_size(game_params *params, int tilesize, |
1242 | int *x, int *y) |
1243 | { |
1244 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1245 | struct { int tilesize; } ads, *ds = &ads; |
1246 | ads.tilesize = tilesize; |
1247 | |
1248 | *x = *y = SIZE(params->w); |
1249 | } |
1250 | |
1251 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1252 | game_params *params, int tilesize) |
1253 | { |
1254 | ds->tilesize = tilesize; |
1255 | } |
1256 | |
1257 | static float *game_colours(frontend *fe, int *ncolours) |
1258 | { |
1259 | float *ret = snewn(3 * NCOLOURS, float); |
1260 | |
1261 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1262 | |
1263 | ret[COL_GRID * 3 + 0] = 0.0F; |
1264 | ret[COL_GRID * 3 + 1] = 0.0F; |
1265 | ret[COL_GRID * 3 + 2] = 0.0F; |
1266 | |
1267 | ret[COL_IDENTITY * 3 + 0] = 0.89F * ret[COL_BACKGROUND * 3 + 0]; |
1268 | ret[COL_IDENTITY * 3 + 1] = 0.89F * ret[COL_BACKGROUND * 3 + 1]; |
1269 | ret[COL_IDENTITY * 3 + 2] = 0.89F * ret[COL_BACKGROUND * 3 + 2]; |
1270 | |
1271 | ret[COL_USER * 3 + 0] = 0.0F; |
1272 | ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1]; |
1273 | ret[COL_USER * 3 + 2] = 0.0F; |
1274 | |
1275 | ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0]; |
1276 | ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1]; |
1277 | ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2]; |
1278 | |
1279 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1280 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1281 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1282 | |
1283 | ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1284 | ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1285 | ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
1286 | |
1287 | *ncolours = NCOLOURS; |
1288 | return ret; |
1289 | } |
1290 | |
1291 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1292 | { |
1293 | int w = state->par.w, a = w*w; |
1294 | struct game_drawstate *ds = snew(struct game_drawstate); |
1295 | int i; |
1296 | |
1297 | ds->w = w; |
1298 | ds->tilesize = 0; |
1299 | ds->started = FALSE; |
1300 | ds->tiles = snewn(a, long); |
1301 | ds->pencil = snewn(a, long); |
1302 | ds->errors = snewn(a, long); |
1303 | for (i = 0; i < a; i++) |
1304 | ds->tiles[i] = ds->pencil[i] = -1; |
1305 | ds->errtmp = snewn(a, long); |
1306 | |
1307 | return ds; |
1308 | } |
1309 | |
1310 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1311 | { |
1312 | sfree(ds->tiles); |
1313 | sfree(ds->pencil); |
1314 | sfree(ds->errors); |
1315 | sfree(ds->errtmp); |
1316 | sfree(ds); |
1317 | } |
1318 | |
d2cfd12c |
1319 | static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile, |
1320 | long pencil, long error) |
d8fa223c |
1321 | { |
1322 | int w = ds->w /* , a = w*w */; |
1323 | int tx, ty, tw, th; |
1324 | int cx, cy, cw, ch; |
1325 | char str[64]; |
1326 | |
1327 | tx = BORDER + x * TILESIZE + 1; |
1328 | ty = BORDER + y * TILESIZE + 1; |
1329 | |
1330 | cx = tx; |
1331 | cy = ty; |
1332 | cw = tw = TILESIZE-1; |
1333 | ch = th = TILESIZE-1; |
1334 | |
1335 | clip(dr, cx, cy, cw, ch); |
1336 | |
1337 | /* background needs erasing */ |
1338 | draw_rect(dr, cx, cy, cw, ch, |
1339 | (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : |
1340 | (x == 0 || y == 0) ? COL_IDENTITY : COL_BACKGROUND); |
1341 | |
1342 | /* pencil-mode highlight */ |
1343 | if (tile & DF_HIGHLIGHT_PENCIL) { |
1344 | int coords[6]; |
1345 | coords[0] = cx; |
1346 | coords[1] = cy; |
1347 | coords[2] = cx+cw/2; |
1348 | coords[3] = cy; |
1349 | coords[4] = cx; |
1350 | coords[5] = cy+ch/2; |
1351 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
1352 | } |
1353 | |
1354 | /* new number needs drawing? */ |
1355 | if (tile & DF_DIGIT_MASK) { |
1356 | str[1] = '\0'; |
1357 | str[0] = TOCHAR(tile & DF_DIGIT_MASK); |
1358 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
1359 | FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, |
1360 | (error & EF_LATIN) ? COL_ERROR : |
1361 | (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str); |
1362 | |
1363 | if (error & EF_LEFT_MASK) { |
1364 | int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
1365 | int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
1366 | int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK; |
1367 | char buf[10]; |
1368 | sprintf(buf, "(%c%c)%c", TOCHAR(a), TOCHAR(b), TOCHAR(c)); |
1369 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6, |
1370 | FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE, |
1371 | COL_ERROR, buf); |
1372 | } |
1373 | if (error & EF_RIGHT_MASK) { |
1374 | int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
1375 | int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
1376 | int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK; |
1377 | char buf[10]; |
1378 | sprintf(buf, "%c(%c%c)", TOCHAR(a), TOCHAR(b), TOCHAR(c)); |
1379 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6, |
1380 | FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE, |
1381 | COL_ERROR, buf); |
1382 | } |
1383 | } else { |
1384 | int i, j, npencil; |
1385 | int pl, pr, pt, pb; |
1386 | float bestsize; |
1387 | int pw, ph, minph, pbest, fontsize; |
1388 | |
1389 | /* Count the pencil marks required. */ |
1390 | for (i = 1, npencil = 0; i <= w; i++) |
1391 | if (pencil & (1 << i)) |
1392 | npencil++; |
1393 | if (npencil) { |
1394 | |
1395 | minph = 2; |
1396 | |
1397 | /* |
1398 | * Determine the bounding rectangle within which we're going |
1399 | * to put the pencil marks. |
1400 | */ |
1401 | /* Start with the whole square */ |
1402 | pl = tx + GRIDEXTRA; |
1403 | pr = pl + TILESIZE - GRIDEXTRA; |
1404 | pt = ty + GRIDEXTRA; |
1405 | pb = pt + TILESIZE - GRIDEXTRA; |
1406 | |
1407 | /* |
1408 | * We arrange our pencil marks in a grid layout, with |
1409 | * the number of rows and columns adjusted to allow the |
1410 | * maximum font size. |
1411 | * |
1412 | * So now we work out what the grid size ought to be. |
1413 | */ |
1414 | bestsize = 0.0; |
1415 | pbest = 0; |
1416 | /* Minimum */ |
1417 | for (pw = 3; pw < max(npencil,4); pw++) { |
1418 | float fw, fh, fs; |
1419 | |
1420 | ph = (npencil + pw - 1) / pw; |
1421 | ph = max(ph, minph); |
1422 | fw = (pr - pl) / (float)pw; |
1423 | fh = (pb - pt) / (float)ph; |
1424 | fs = min(fw, fh); |
1425 | if (fs > bestsize) { |
1426 | bestsize = fs; |
1427 | pbest = pw; |
1428 | } |
1429 | } |
1430 | assert(pbest > 0); |
1431 | pw = pbest; |
1432 | ph = (npencil + pw - 1) / pw; |
1433 | ph = max(ph, minph); |
1434 | |
1435 | /* |
1436 | * Now we've got our grid dimensions, work out the pixel |
1437 | * size of a grid element, and round it to the nearest |
1438 | * pixel. (We don't want rounding errors to make the |
1439 | * grid look uneven at low pixel sizes.) |
1440 | */ |
1441 | fontsize = min((pr - pl) / pw, (pb - pt) / ph); |
1442 | |
1443 | /* |
1444 | * Centre the resulting figure in the square. |
1445 | */ |
1446 | pl = tx + (TILESIZE - fontsize * pw) / 2; |
1447 | pt = ty + (TILESIZE - fontsize * ph) / 2; |
1448 | |
1449 | /* |
1450 | * Now actually draw the pencil marks. |
1451 | */ |
1452 | for (i = 1, j = 0; i <= w; i++) |
1453 | if (pencil & (1 << i)) { |
1454 | int dx = j % pw, dy = j / pw; |
1455 | |
1456 | str[1] = '\0'; |
1457 | str[0] = TOCHAR(i); |
1458 | draw_text(dr, pl + fontsize * (2*dx+1) / 2, |
1459 | pt + fontsize * (2*dy+1) / 2, |
1460 | FONT_VARIABLE, fontsize, |
1461 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str); |
1462 | j++; |
1463 | } |
1464 | } |
1465 | } |
1466 | |
1467 | unclip(dr); |
1468 | |
1469 | draw_update(dr, cx, cy, cw, ch); |
1470 | } |
1471 | |
1472 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1473 | game_state *state, int dir, game_ui *ui, |
1474 | float animtime, float flashtime) |
1475 | { |
1476 | int w = state->par.w /*, a = w*w */; |
1477 | int x, y; |
1478 | |
1479 | if (!ds->started) { |
1480 | /* |
1481 | * The initial contents of the window are not guaranteed and |
1482 | * can vary with front ends. To be on the safe side, all |
1483 | * games should start by drawing a big background-colour |
1484 | * rectangle covering the whole window. |
1485 | */ |
1486 | draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND); |
1487 | |
1488 | /* |
1489 | * Big containing rectangle. |
1490 | */ |
1491 | draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA, |
1492 | w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2, |
1493 | COL_GRID); |
1494 | |
1495 | draw_update(dr, 0, 0, SIZE(w), SIZE(w)); |
1496 | |
1497 | ds->started = TRUE; |
1498 | } |
1499 | |
1500 | check_errors(state, ds->errtmp); |
1501 | |
1502 | for (y = 0; y < w; y++) { |
1503 | for (x = 0; x < w; x++) { |
1504 | long tile = 0L, pencil = 0L, error; |
1505 | |
1506 | if (state->grid[y*w+x]) |
1507 | tile = state->grid[y*w+x]; |
1508 | else |
1509 | pencil = (long)state->pencil[y*w+x]; |
1510 | |
1511 | if (state->immutable[y*w+x]) |
1512 | tile |= DF_IMMUTABLE; |
1513 | |
1514 | if (ui->hshow && ui->hx == x && ui->hy == y) |
1515 | tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT); |
1516 | |
1517 | if (flashtime > 0 && |
1518 | (flashtime <= FLASH_TIME/3 || |
1519 | flashtime >= FLASH_TIME*2/3)) |
1520 | tile |= DF_HIGHLIGHT; /* completion flash */ |
1521 | |
1522 | error = ds->errtmp[y*w+x]; |
1523 | |
1524 | if (ds->tiles[y*w+x] != tile || |
1525 | ds->pencil[y*w+x] != pencil || |
1526 | ds->errors[y*w+x] != error) { |
1527 | ds->tiles[y*w+x] = tile; |
1528 | ds->pencil[y*w+x] = pencil; |
1529 | ds->errors[y*w+x] = error; |
1530 | draw_tile(dr, ds, x, y, tile, pencil, error); |
1531 | } |
1532 | } |
1533 | } |
1534 | } |
1535 | |
1536 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1537 | int dir, game_ui *ui) |
1538 | { |
1539 | return 0.0F; |
1540 | } |
1541 | |
1542 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1543 | int dir, game_ui *ui) |
1544 | { |
1545 | if (!oldstate->completed && newstate->completed && |
1546 | !oldstate->cheated && !newstate->cheated) |
1547 | return FLASH_TIME; |
1548 | return 0.0F; |
1549 | } |
1550 | |
1551 | static int game_timing_state(game_state *state, game_ui *ui) |
1552 | { |
1553 | if (state->completed) |
1554 | return FALSE; |
1555 | return TRUE; |
1556 | } |
1557 | |
1558 | static void game_print_size(game_params *params, float *x, float *y) |
1559 | { |
1560 | int pw, ph; |
1561 | |
1562 | /* |
1563 | * We use 9mm squares by default, like Solo. |
1564 | */ |
1565 | game_compute_size(params, 900, &pw, &ph); |
1566 | *x = pw / 100.0F; |
1567 | *y = ph / 100.0F; |
1568 | } |
1569 | |
1570 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1571 | { |
1572 | int w = state->par.w; |
1573 | int ink = print_mono_colour(dr, 0); |
1574 | int ehighlight = print_grey_colour(dr, 0.90F); |
1575 | int x, y; |
1576 | |
1577 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1578 | game_drawstate ads, *ds = &ads; |
1579 | game_set_size(dr, ds, NULL, tilesize); |
1580 | |
1581 | /* |
1582 | * Highlight the identity row and column. |
1583 | */ |
1584 | for (x = 1; x < w; x++) |
1585 | draw_rect(dr, BORDER + x*TILESIZE, BORDER, |
1586 | TILESIZE, TILESIZE, ehighlight); |
1587 | for (y = 0; y < w; y++) |
1588 | draw_rect(dr, BORDER, BORDER + y*TILESIZE, |
1589 | TILESIZE, TILESIZE, ehighlight); |
1590 | |
1591 | /* |
1592 | * Border. |
1593 | */ |
1594 | print_line_width(dr, 3 * TILESIZE / 40); |
1595 | draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, w*TILESIZE, ink); |
1596 | |
1597 | /* |
1598 | * Main grid. |
1599 | */ |
1600 | for (x = 1; x < w; x++) { |
1601 | print_line_width(dr, TILESIZE / 40); |
1602 | draw_line(dr, BORDER+x*TILESIZE, BORDER, |
1603 | BORDER+x*TILESIZE, BORDER+w*TILESIZE, ink); |
1604 | } |
1605 | for (y = 1; y < w; y++) { |
1606 | print_line_width(dr, TILESIZE / 40); |
1607 | draw_line(dr, BORDER, BORDER+y*TILESIZE, |
1608 | BORDER+w*TILESIZE, BORDER+y*TILESIZE, ink); |
1609 | } |
1610 | |
1611 | /* |
1612 | * Numbers. |
1613 | */ |
1614 | for (y = 0; y < w; y++) |
1615 | for (x = 0; x < w; x++) |
1616 | if (state->grid[y*w+x]) { |
1617 | char str[2]; |
1618 | str[1] = '\0'; |
1619 | str[0] = TOCHAR(state->grid[y*w+x]); |
1620 | draw_text(dr, BORDER + x*TILESIZE + TILESIZE/2, |
1621 | BORDER + y*TILESIZE + TILESIZE/2, |
1622 | FONT_VARIABLE, TILESIZE/2, |
1623 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); |
1624 | } |
1625 | } |
1626 | |
1627 | #ifdef COMBINED |
1628 | #define thegame group |
1629 | #endif |
1630 | |
1631 | const struct game thegame = { |
1632 | "Group", NULL, NULL, |
1633 | default_params, |
1634 | game_fetch_preset, |
1635 | decode_params, |
1636 | encode_params, |
1637 | free_params, |
1638 | dup_params, |
1639 | TRUE, game_configure, custom_params, |
1640 | validate_params, |
1641 | new_game_desc, |
1642 | validate_desc, |
1643 | new_game, |
1644 | dup_game, |
1645 | free_game, |
1646 | TRUE, solve_game, |
1647 | TRUE, game_can_format_as_text_now, game_text_format, |
1648 | new_ui, |
1649 | free_ui, |
1650 | encode_ui, |
1651 | decode_ui, |
1652 | game_changed_state, |
1653 | interpret_move, |
1654 | execute_move, |
1655 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
1656 | game_colours, |
1657 | game_new_drawstate, |
1658 | game_free_drawstate, |
1659 | game_redraw, |
1660 | game_anim_length, |
1661 | game_flash_length, |
1662 | TRUE, FALSE, game_print_size, game_print, |
1663 | FALSE, /* wants_statusbar */ |
1664 | FALSE, game_timing_state, |
1665 | REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */ |
1666 | }; |
1667 | |
1668 | #ifdef STANDALONE_SOLVER |
1669 | |
1670 | #include <stdarg.h> |
1671 | |
1672 | int main(int argc, char **argv) |
1673 | { |
1674 | game_params *p; |
1675 | game_state *s; |
1676 | char *id = NULL, *desc, *err; |
1677 | digit *grid; |
1678 | int grade = FALSE; |
1679 | int ret, diff, really_show_working = FALSE; |
1680 | |
1681 | while (--argc > 0) { |
1682 | char *p = *++argv; |
1683 | if (!strcmp(p, "-v")) { |
1684 | really_show_working = TRUE; |
1685 | } else if (!strcmp(p, "-g")) { |
1686 | grade = TRUE; |
1687 | } else if (*p == '-') { |
1688 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
1689 | return 1; |
1690 | } else { |
1691 | id = p; |
1692 | } |
1693 | } |
1694 | |
1695 | if (!id) { |
1696 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
1697 | return 1; |
1698 | } |
1699 | |
1700 | desc = strchr(id, ':'); |
1701 | if (!desc) { |
1702 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1703 | return 1; |
1704 | } |
1705 | *desc++ = '\0'; |
1706 | |
1707 | p = default_params(); |
1708 | decode_params(p, id); |
1709 | err = validate_desc(p, desc); |
1710 | if (err) { |
1711 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1712 | return 1; |
1713 | } |
1714 | s = new_game(NULL, p, desc); |
1715 | |
1716 | grid = snewn(p->w * p->w, digit); |
1717 | |
1718 | /* |
1719 | * When solving a Normal puzzle, we don't want to bother the |
1720 | * user with Hard-level deductions. For this reason, we grade |
1721 | * the puzzle internally before doing anything else. |
1722 | */ |
1723 | ret = -1; /* placate optimiser */ |
1724 | solver_show_working = FALSE; |
1725 | for (diff = 0; diff < DIFFCOUNT; diff++) { |
1726 | memcpy(grid, s->grid, p->w * p->w); |
1727 | ret = solver(p->w, grid, diff); |
1728 | if (ret <= diff) |
1729 | break; |
1730 | } |
1731 | |
1732 | if (diff == DIFFCOUNT) { |
1733 | if (grade) |
1734 | printf("Difficulty rating: ambiguous\n"); |
1735 | else |
1736 | printf("Unable to find a unique solution\n"); |
1737 | } else { |
1738 | if (grade) { |
1739 | if (ret == diff_impossible) |
1740 | printf("Difficulty rating: impossible (no solution exists)\n"); |
1741 | else |
1742 | printf("Difficulty rating: %s\n", group_diffnames[ret]); |
1743 | } else { |
1744 | solver_show_working = really_show_working; |
1745 | memcpy(grid, s->grid, p->w * p->w); |
1746 | ret = solver(p->w, grid, diff); |
1747 | if (ret != diff) |
1748 | printf("Puzzle is inconsistent\n"); |
1749 | else { |
1750 | memcpy(s->grid, grid, p->w * p->w); |
1751 | fputs(game_text_format(s), stdout); |
1752 | } |
1753 | } |
1754 | } |
1755 | |
1756 | return 0; |
1757 | } |
1758 | |
1759 | #endif |
1760 | |
1761 | /* vim: set shiftwidth=4 tabstop=8: */ |