4871e605 |
1 | /* |
2 | * unruly.c: Implementation for Binary Puzzles. |
3 | * (C) 2012 Lennard Sprong |
4 | * Created for Simon Tatham's Portable Puzzle Collection |
5 | * See LICENCE for licence details |
6 | * |
7 | * Objective of the game: Fill the grid with zeros and ones, with the |
8 | * following rules: |
9 | * - There can't be a run of three or more equal numbers. |
10 | * - Each row and column contains an equal amount of zeros and ones. |
11 | * |
12 | * This puzzle type is known under several names, including |
13 | * Tohu-Wa-Vohu, One and Two and Binairo. |
14 | * |
15 | * Some variants include an extra constraint, stating that no two rows or two |
16 | * columns may contain the same exact sequence of zeros and ones. |
17 | * This rule is rarely used, so it has been discarded for this implementation. |
18 | * |
19 | * More information: |
20 | * http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm |
21 | */ |
22 | |
23 | /* |
24 | * Possible future improvements: |
25 | * |
26 | * More solver cleverness |
27 | * |
28 | * - a counting-based deduction in which you find groups of squares |
29 | * which must each contain at least one of a given colour, plus |
30 | * other squares which are already known to be that colour, and see |
31 | * if you have any squares left over when you've worked out where |
32 | * they all have to be. This is a generalisation of the current |
33 | * check_near_complete: where that only covers rows with three |
34 | * unfilled squares, this would handle more, such as |
35 | * 0 . . 1 0 1 . . 0 . |
36 | * in which each of the two-square gaps must contain a 0, and there |
37 | * are three 0s placed, and that means the rightmost square can't |
38 | * be a 0. |
39 | * |
40 | * - an 'Unreasonable' difficulty level, supporting recursion and |
41 | * backtracking. |
42 | */ |
43 | |
44 | #include <stdio.h> |
45 | #include <stdlib.h> |
46 | #include <string.h> |
47 | #include <assert.h> |
48 | #include <ctype.h> |
49 | #include <math.h> |
50 | |
51 | #include "puzzles.h" |
52 | |
53 | #ifdef STANDALONE_SOLVER |
54 | int solver_verbose = FALSE; |
55 | #endif |
56 | |
57 | enum { |
58 | COL_BACKGROUND, |
59 | COL_GRID, |
60 | COL_EMPTY, |
61 | /* |
62 | * When editing this enum, maintain the invariants |
63 | * COL_n_HIGHLIGHT = COL_n + 1 |
64 | * COL_n_LOWLIGHT = COL_n + 2 |
65 | */ |
66 | COL_0, |
67 | COL_0_HIGHLIGHT, |
68 | COL_0_LOWLIGHT, |
69 | COL_1, |
70 | COL_1_HIGHLIGHT, |
71 | COL_1_LOWLIGHT, |
72 | COL_CURSOR, |
73 | COL_ERROR, |
74 | NCOLOURS |
75 | }; |
76 | |
77 | struct game_params { |
78 | int w2, h2; /* full grid width and height respectively */ |
79 | int diff; |
80 | }; |
81 | #define DIFFLIST(A) \ |
82 | A(EASY,Easy, e) \ |
83 | A(NORMAL,Normal, n) \ |
84 | |
85 | #define ENUM(upper,title,lower) DIFF_ ## upper, |
86 | #define TITLE(upper,title,lower) #title, |
87 | #define ENCODE(upper,title,lower) #lower |
88 | #define CONFIG(upper,title,lower) ":" #title |
89 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
90 | static char const *const unruly_diffnames[] = { DIFFLIST(TITLE) }; |
91 | |
92 | static char const unruly_diffchars[] = DIFFLIST(ENCODE); |
93 | #define DIFFCONFIG DIFFLIST(CONFIG) |
94 | |
95 | const static struct game_params unruly_presets[] = { |
96 | { 8, 8, DIFF_EASY}, |
97 | { 8, 8, DIFF_NORMAL}, |
98 | {10, 10, DIFF_EASY}, |
99 | {10, 10, DIFF_NORMAL}, |
100 | {14, 14, DIFF_EASY}, |
101 | {14, 14, DIFF_NORMAL} |
102 | }; |
103 | |
104 | #define DEFAULT_PRESET 0 |
105 | |
106 | enum { |
107 | EMPTY, |
108 | N_ONE, |
109 | N_ZERO, |
110 | BOGUS |
111 | }; |
112 | |
113 | #define FE_HOR_ROW_LEFT 0x001 |
114 | #define FE_HOR_ROW_MID 0x003 |
115 | #define FE_HOR_ROW_RIGHT 0x002 |
116 | |
117 | #define FE_VER_ROW_TOP 0x004 |
118 | #define FE_VER_ROW_MID 0x00C |
119 | #define FE_VER_ROW_BOTTOM 0x008 |
120 | |
121 | #define FE_COUNT 0x010 |
122 | |
123 | #define FF_ONE 0x020 |
124 | #define FF_ZERO 0x040 |
125 | #define FF_CURSOR 0x080 |
126 | |
127 | #define FF_FLASH1 0x100 |
128 | #define FF_FLASH2 0x200 |
129 | #define FF_IMMUTABLE 0x400 |
130 | |
131 | struct game_state { |
132 | int w2, h2; |
133 | char *grid; |
134 | unsigned char *immutable; |
135 | |
136 | int completed, cheated; |
137 | }; |
138 | |
139 | static game_params *default_params(void) |
140 | { |
141 | game_params *ret = snew(game_params); |
142 | |
143 | *ret = unruly_presets[DEFAULT_PRESET]; /* structure copy */ |
144 | |
145 | return ret; |
146 | } |
147 | |
148 | static int game_fetch_preset(int i, char **name, game_params **params) |
149 | { |
150 | game_params *ret; |
151 | char buf[80]; |
152 | |
153 | if (i < 0 || i >= lenof(unruly_presets)) |
154 | return FALSE; |
155 | |
156 | ret = snew(game_params); |
157 | *ret = unruly_presets[i]; /* structure copy */ |
158 | |
159 | sprintf(buf, "%dx%d %s", ret->w2, ret->h2, unruly_diffnames[ret->diff]); |
160 | |
161 | *name = dupstr(buf); |
162 | *params = ret; |
163 | return TRUE; |
164 | } |
165 | |
166 | static void free_params(game_params *params) |
167 | { |
168 | sfree(params); |
169 | } |
170 | |
171 | static game_params *dup_params(game_params *params) |
172 | { |
173 | game_params *ret = snew(game_params); |
174 | *ret = *params; /* structure copy */ |
175 | return ret; |
176 | } |
177 | |
178 | static void decode_params(game_params *params, char const *string) |
179 | { |
180 | char const *p = string; |
181 | |
182 | params->w2 = atoi(p); |
183 | while (*p && isdigit((unsigned char)*p)) p++; |
184 | if (*p == 'x') { |
185 | p++; |
186 | params->h2 = atoi(p); |
187 | while (*p && isdigit((unsigned char)*p)) p++; |
188 | } else { |
189 | params->h2 = params->w2; |
190 | } |
191 | |
192 | if (*p == 'd') { |
193 | int i; |
194 | p++; |
195 | params->diff = DIFFCOUNT + 1; /* ...which is invalid */ |
196 | if (*p) { |
197 | for (i = 0; i < DIFFCOUNT; i++) { |
198 | if (*p == unruly_diffchars[i]) |
199 | params->diff = i; |
200 | } |
201 | p++; |
202 | } |
203 | } |
204 | } |
205 | |
206 | static char *encode_params(game_params *params, int full) |
207 | { |
208 | char buf[80]; |
209 | |
210 | sprintf(buf, "%dx%d", params->w2, params->h2); |
211 | if (full) |
212 | sprintf(buf + strlen(buf), "d%c", unruly_diffchars[params->diff]); |
213 | |
214 | return dupstr(buf); |
215 | } |
216 | |
217 | static config_item *game_configure(game_params *params) |
218 | { |
219 | config_item *ret; |
220 | char buf[80]; |
221 | |
222 | ret = snewn(4, config_item); |
223 | |
224 | ret[0].name = "Width"; |
225 | ret[0].type = C_STRING; |
226 | sprintf(buf, "%d", params->w2); |
227 | ret[0].sval = dupstr(buf); |
228 | ret[0].ival = 0; |
229 | |
230 | ret[1].name = "Height"; |
231 | ret[1].type = C_STRING; |
232 | sprintf(buf, "%d", params->h2); |
233 | ret[1].sval = dupstr(buf); |
234 | ret[1].ival = 0; |
235 | |
236 | ret[2].name = "Difficulty"; |
237 | ret[2].type = C_CHOICES; |
238 | ret[2].sval = DIFFCONFIG; |
239 | ret[2].ival = params->diff; |
240 | |
241 | ret[3].name = NULL; |
242 | ret[3].type = C_END; |
243 | ret[3].sval = NULL; |
244 | ret[3].ival = 0; |
245 | |
246 | return ret; |
247 | } |
248 | |
249 | static game_params *custom_params(config_item *cfg) |
250 | { |
251 | game_params *ret = snew(game_params); |
252 | |
253 | ret->w2 = atoi(cfg[0].sval); |
254 | ret->h2 = atoi(cfg[1].sval); |
255 | ret->diff = cfg[2].ival; |
256 | |
257 | return ret; |
258 | } |
259 | |
260 | static char *validate_params(game_params *params, int full) |
261 | { |
262 | if ((params->w2 & 1) || (params->h2 & 1)) |
263 | return "Width and height must both be even"; |
264 | if (params->w2 < 6 || params->h2 < 6) |
265 | return "Width and height must be at least 6"; |
266 | if (params->diff >= DIFFCOUNT) |
267 | return "Unknown difficulty rating"; |
268 | |
269 | return NULL; |
270 | } |
271 | |
272 | static char *validate_desc(game_params *params, char *desc) |
273 | { |
274 | int w2 = params->w2, h2 = params->h2; |
275 | int s = w2 * h2; |
276 | |
277 | char *p = desc; |
278 | int pos = 0; |
279 | |
280 | while (*p) { |
281 | if (*p >= 'a' && *p < 'z') |
282 | pos += 1 + (*p - 'a'); |
283 | else if (*p >= 'A' && *p < 'Z') |
284 | pos += 1 + (*p - 'A'); |
285 | else if (*p == 'Z' || *p == 'z') |
286 | pos += 25; |
287 | else |
288 | return "Description contains invalid characters"; |
289 | |
290 | ++p; |
291 | } |
292 | |
293 | if (pos < s+1) |
294 | return "Description too short"; |
295 | if (pos > s+1) |
296 | return "Description too long"; |
297 | |
298 | return NULL; |
299 | } |
300 | |
301 | static game_state *blank_state(int w2, int h2) |
302 | { |
303 | game_state *state = snew(game_state); |
304 | int s = w2 * h2; |
305 | |
306 | state->w2 = w2; |
307 | state->h2 = h2; |
308 | state->grid = snewn(s, char); |
309 | state->immutable = snewn(s, unsigned char); |
310 | |
311 | memset(state->grid, EMPTY, s); |
312 | memset(state->immutable, FALSE, s); |
313 | |
314 | state->completed = state->cheated = FALSE; |
315 | |
316 | return state; |
317 | } |
318 | |
319 | static game_state *new_game(midend *me, game_params *params, char *desc) |
320 | { |
321 | int w2 = params->w2, h2 = params->h2; |
322 | int s = w2 * h2; |
323 | |
324 | game_state *state = blank_state(w2, h2); |
325 | |
326 | char *p = desc; |
327 | int pos = 0; |
328 | |
329 | while (*p) { |
330 | if (*p >= 'a' && *p < 'z') { |
331 | pos += (*p - 'a'); |
332 | if (pos < s) { |
333 | state->grid[pos] = N_ZERO; |
334 | state->immutable[pos] = TRUE; |
335 | } |
336 | pos++; |
337 | } else if (*p >= 'A' && *p < 'Z') { |
338 | pos += (*p - 'A'); |
339 | if (pos < s) { |
340 | state->grid[pos] = N_ONE; |
341 | state->immutable[pos] = TRUE; |
342 | } |
343 | pos++; |
344 | } else if (*p == 'Z' || *p == 'z') { |
345 | pos += 25; |
346 | } else |
347 | assert(!"Description contains invalid characters"); |
348 | |
349 | ++p; |
350 | } |
351 | assert(pos == s+1); |
352 | |
353 | return state; |
354 | } |
355 | |
356 | static game_state *dup_game(game_state *state) |
357 | { |
358 | int w2 = state->w2, h2 = state->h2; |
359 | int s = w2 * h2; |
360 | |
361 | game_state *ret = blank_state(w2, h2); |
362 | |
363 | memcpy(ret->grid, state->grid, s); |
364 | memcpy(ret->immutable, state->immutable, s); |
365 | |
366 | ret->completed = state->completed; |
367 | ret->cheated = state->cheated; |
368 | |
369 | return ret; |
370 | } |
371 | |
372 | static void free_game(game_state *state) |
373 | { |
374 | sfree(state->grid); |
375 | sfree(state->immutable); |
376 | |
377 | sfree(state); |
378 | } |
379 | |
380 | static int game_can_format_as_text_now(game_params *params) |
381 | { |
382 | return TRUE; |
383 | } |
384 | |
385 | static char *game_text_format(game_state *state) |
386 | { |
387 | int w2 = state->w2, h2 = state->h2; |
388 | int lr = w2*2 + 1; |
389 | |
390 | char *ret = snewn(lr * h2 + 1, char); |
391 | char *p = ret; |
392 | |
393 | int x, y; |
394 | for (y = 0; y < h2; y++) { |
395 | for (x = 0; x < w2; x++) { |
396 | /* Place number */ |
397 | char c = state->grid[y * w2 + x]; |
398 | *p++ = (c == N_ONE ? '1' : c == N_ZERO ? '0' : '.'); |
399 | *p++ = ' '; |
400 | } |
401 | /* End line */ |
402 | *p++ = '\n'; |
403 | } |
404 | /* End with NUL */ |
405 | *p++ = '\0'; |
406 | |
407 | return ret; |
408 | } |
409 | |
410 | /* ****** * |
411 | * Solver * |
412 | * ****** */ |
413 | |
414 | struct unruly_scratch { |
415 | int *ones_rows; |
416 | int *ones_cols; |
417 | int *zeros_rows; |
418 | int *zeros_cols; |
419 | }; |
420 | |
421 | static void unruly_solver_update_remaining(game_state *state, |
422 | struct unruly_scratch *scratch) |
423 | { |
424 | int w2 = state->w2, h2 = state->h2; |
425 | int x, y; |
426 | |
427 | /* Reset all scratch data */ |
428 | memset(scratch->ones_rows, 0, h2 * sizeof(int)); |
429 | memset(scratch->ones_cols, 0, w2 * sizeof(int)); |
430 | memset(scratch->zeros_rows, 0, h2 * sizeof(int)); |
431 | memset(scratch->zeros_cols, 0, w2 * sizeof(int)); |
432 | |
433 | for (x = 0; x < w2; x++) |
434 | for (y = 0; y < h2; y++) { |
435 | if (state->grid[y * w2 + x] == N_ONE) { |
436 | scratch->ones_rows[y]++; |
437 | scratch->ones_cols[x]++; |
438 | } else if (state->grid[y * w2 + x] == N_ZERO) { |
439 | scratch->zeros_rows[y]++; |
440 | scratch->zeros_cols[x]++; |
441 | } |
442 | } |
443 | } |
444 | |
445 | static struct unruly_scratch *unruly_new_scratch(game_state *state) |
446 | { |
447 | int w2 = state->w2, h2 = state->h2; |
448 | |
449 | struct unruly_scratch *ret = snew(struct unruly_scratch); |
450 | |
451 | ret->ones_rows = snewn(h2, int); |
452 | ret->ones_cols = snewn(w2, int); |
453 | ret->zeros_rows = snewn(h2, int); |
454 | ret->zeros_cols = snewn(w2, int); |
455 | |
456 | unruly_solver_update_remaining(state, ret); |
457 | |
458 | return ret; |
459 | } |
460 | |
461 | static void unruly_free_scratch(struct unruly_scratch *scratch) |
462 | { |
463 | sfree(scratch->ones_rows); |
464 | sfree(scratch->ones_cols); |
465 | sfree(scratch->zeros_rows); |
466 | sfree(scratch->zeros_cols); |
467 | |
468 | sfree(scratch); |
469 | } |
470 | |
471 | static int unruly_solver_check_threes(game_state *state, int *rowcount, |
472 | int *colcount, int horizontal, |
473 | char check, char block) |
474 | { |
475 | int w2 = state->w2, h2 = state->h2; |
476 | |
477 | int dx = horizontal ? 1 : 0, dy = 1 - dx; |
478 | int sx = dx, sy = dy; |
479 | int ex = w2 - dx, ey = h2 - dy; |
480 | |
481 | int x, y; |
482 | int ret = 0; |
483 | |
484 | /* Check for any three squares which almost form three in a row */ |
485 | for (y = sy; y < ey; y++) { |
486 | for (x = sx; x < ex; x++) { |
487 | int i1 = (y-dy) * w2 + (x-dx); |
488 | int i2 = y * w2 + x; |
489 | int i3 = (y+dy) * w2 + (x+dx); |
490 | |
491 | if (state->grid[i1] == check && state->grid[i2] == check |
492 | && state->grid[i3] == EMPTY) { |
493 | ret++; |
494 | #ifdef STANDALONE_SOLVER |
495 | if (solver_verbose) { |
496 | printf("Solver: %i,%i and %i,%i confirm %c at %i,%i\n", |
497 | i1 % w2, i1 / w2, i2 % w2, i2 / w2, |
498 | (block == N_ONE ? '1' : '0'), i3 % w2, |
499 | i3 / w2); |
500 | } |
501 | #endif |
502 | state->grid[i3] = block; |
503 | rowcount[i3 / w2]++; |
504 | colcount[i3 % w2]++; |
505 | } |
506 | if (state->grid[i1] == check && state->grid[i2] == EMPTY |
507 | && state->grid[i3] == check) { |
508 | ret++; |
509 | #ifdef STANDALONE_SOLVER |
510 | if (solver_verbose) { |
511 | printf("Solver: %i,%i and %i,%i confirm %c at %i,%i\n", |
512 | i1 % w2, i1 / w2, i3 % w2, i3 / w2, |
513 | (block == N_ONE ? '1' : '0'), i2 % w2, |
514 | i2 / w2); |
515 | } |
516 | #endif |
517 | state->grid[i2] = block; |
518 | rowcount[i2 / w2]++; |
519 | colcount[i2 % w2]++; |
520 | } |
521 | if (state->grid[i1] == EMPTY && state->grid[i2] == check |
522 | && state->grid[i3] == check) { |
523 | ret++; |
524 | #ifdef STANDALONE_SOLVER |
525 | if (solver_verbose) { |
526 | printf("Solver: %i,%i and %i,%i confirm %c at %i,%i\n", |
527 | i2 % w2, i2 / w2, i3 % w2, i3 / w2, |
528 | (block == N_ONE ? '1' : '0'), i1 % w2, |
529 | i1 / w2); |
530 | } |
531 | #endif |
532 | state->grid[i1] = block; |
533 | rowcount[i1 / w2]++; |
534 | colcount[i1 % w2]++; |
535 | } |
536 | } |
537 | } |
538 | |
539 | return ret; |
540 | } |
541 | |
542 | static int unruly_solver_check_all_threes(game_state *state, |
543 | struct unruly_scratch *scratch) |
544 | { |
545 | int ret = 0; |
546 | |
547 | ret += |
548 | unruly_solver_check_threes(state, scratch->zeros_rows, |
549 | scratch->zeros_cols, TRUE, N_ONE, N_ZERO); |
550 | ret += |
551 | unruly_solver_check_threes(state, scratch->ones_rows, |
552 | scratch->ones_cols, TRUE, N_ZERO, N_ONE); |
553 | ret += |
554 | unruly_solver_check_threes(state, scratch->zeros_rows, |
555 | scratch->zeros_cols, FALSE, N_ONE, |
556 | N_ZERO); |
557 | ret += |
558 | unruly_solver_check_threes(state, scratch->ones_rows, |
559 | scratch->ones_cols, FALSE, N_ZERO, N_ONE); |
560 | |
561 | return ret; |
562 | } |
563 | |
564 | static int unruly_solver_fill_row(game_state *state, int i, int horizontal, |
565 | int *rowcount, int *colcount, char fill) |
566 | { |
567 | int ret = 0; |
568 | int w2 = state->w2, h2 = state->h2; |
569 | int j; |
570 | |
571 | #ifdef STANDALONE_SOLVER |
572 | if (solver_verbose) { |
573 | printf("Solver: Filling %s %i with %c:", |
574 | (horizontal ? "Row" : "Col"), i, |
575 | (fill == N_ZERO ? '0' : '1')); |
576 | } |
577 | #endif |
578 | /* Place a number in every empty square in a row/column */ |
579 | for (j = 0; j < (horizontal ? w2 : h2); j++) { |
580 | int p = (horizontal ? i * w2 + j : j * w2 + i); |
581 | |
582 | if (state->grid[p] == EMPTY) { |
583 | #ifdef STANDALONE_SOLVER |
584 | if (solver_verbose) { |
585 | printf(" (%i,%i)", (horizontal ? j : i), |
586 | (horizontal ? i : j)); |
587 | } |
588 | #endif |
589 | ret++; |
590 | state->grid[p] = fill; |
591 | rowcount[(horizontal ? i : j)]++; |
592 | colcount[(horizontal ? j : i)]++; |
593 | } |
594 | } |
595 | |
596 | #ifdef STANDALONE_SOLVER |
597 | if (solver_verbose) { |
598 | printf("\n"); |
599 | } |
600 | #endif |
601 | |
602 | return ret; |
603 | } |
604 | |
605 | static int unruly_solver_check_complete_nums(game_state *state, |
606 | int *complete, int horizontal, |
607 | int *rowcount, int *colcount, |
608 | char fill) |
609 | { |
610 | int w2 = state->w2, h2 = state->h2; |
611 | int count = (horizontal ? h2 : w2); /* number of rows to check */ |
612 | int target = (horizontal ? w2 : h2) / 2; /* target number of 0s/1s */ |
613 | int *other = (horizontal ? rowcount : colcount); |
614 | |
615 | int ret = 0; |
616 | |
617 | int i; |
618 | /* Check for completed rows/cols for one number, then fill in the rest */ |
619 | for (i = 0; i < count; i++) { |
620 | if (complete[i] == target && other[i] < target) { |
621 | #ifdef STANDALONE_SOLVER |
622 | if (solver_verbose) { |
623 | printf("Solver: Row %i satisfied for %c\n", i, |
624 | (fill != N_ZERO ? '0' : '1')); |
625 | } |
626 | #endif |
627 | ret += unruly_solver_fill_row(state, i, horizontal, rowcount, |
628 | colcount, fill); |
629 | } |
630 | } |
631 | |
632 | return ret; |
633 | } |
634 | |
635 | static int unruly_solver_check_all_complete_nums(game_state *state, |
636 | struct unruly_scratch *scratch) |
637 | { |
638 | int ret = 0; |
639 | |
640 | ret += |
641 | unruly_solver_check_complete_nums(state, scratch->ones_rows, TRUE, |
642 | scratch->zeros_rows, |
643 | scratch->zeros_cols, N_ZERO); |
644 | ret += |
645 | unruly_solver_check_complete_nums(state, scratch->ones_cols, FALSE, |
646 | scratch->zeros_rows, |
647 | scratch->zeros_cols, N_ZERO); |
648 | ret += |
649 | unruly_solver_check_complete_nums(state, scratch->zeros_rows, TRUE, |
650 | scratch->ones_rows, |
651 | scratch->ones_cols, N_ONE); |
652 | ret += |
653 | unruly_solver_check_complete_nums(state, scratch->zeros_cols, FALSE, |
654 | scratch->ones_rows, |
655 | scratch->ones_cols, N_ONE); |
656 | |
657 | return ret; |
658 | } |
659 | |
660 | static int unruly_solver_check_near_complete(game_state *state, |
661 | int *complete, int horizontal, |
662 | int *rowcount, int *colcount, |
663 | char fill) |
664 | { |
665 | int w2 = state->w2, h2 = state->h2; |
666 | int w = w2/2, h = h2/2; |
667 | |
668 | int dx = horizontal ? 1 : 0, dy = 1 - dx; |
669 | |
670 | int sx = dx, sy = dy; |
671 | int ex = w2 - dx, ey = h2 - dy; |
672 | |
673 | int x, y; |
674 | int ret = 0; |
675 | |
676 | /* |
677 | * This function checks for a row with one Y remaining, then looks |
678 | * for positions that could cause the remaining squares in the row |
679 | * to make 3 X's in a row. Example: |
680 | * |
681 | * Consider the following row: |
682 | * 1 1 0 . . . |
683 | * If the last 1 was placed in the last square, the remaining |
684 | * squares would be 0: |
685 | * 1 1 0 0 0 1 |
686 | * This violates the 3 in a row rule. We now know that the last 1 |
687 | * shouldn't be in the last cell. |
688 | * 1 1 0 . . 0 |
689 | */ |
690 | |
691 | /* Check for any two blank and one filled square */ |
692 | for (y = sy; y < ey; y++) { |
693 | /* One type must have 1 remaining, the other at least 2 */ |
694 | if (horizontal && (complete[y] < w - 1 || rowcount[y] > w - 2)) |
695 | continue; |
696 | |
697 | for (x = sx; x < ex; x++) { |
698 | int i, i1, i2, i3; |
699 | if (!horizontal |
700 | && (complete[x] < h - 1 || colcount[x] > h - 2)) |
701 | continue; |
702 | |
703 | i = (horizontal ? y : x); |
704 | i1 = (y-dy) * w2 + (x-dx); |
705 | i2 = y * w2 + x; |
706 | i3 = (y+dy) * w2 + (x+dx); |
707 | |
708 | if (state->grid[i1] == fill && state->grid[i2] == EMPTY |
709 | && state->grid[i3] == EMPTY) { |
710 | /* |
711 | * Temporarily fill the empty spaces with something else. |
712 | * This avoids raising the counts for the row and column |
713 | */ |
714 | state->grid[i2] = BOGUS; |
715 | state->grid[i3] = BOGUS; |
716 | |
717 | #ifdef STANDALONE_SOLVER |
718 | if (solver_verbose) { |
719 | printf("Solver: Row %i nearly satisfied for %c\n", i, |
720 | (fill != N_ZERO ? '0' : '1')); |
721 | } |
722 | #endif |
723 | ret += |
724 | unruly_solver_fill_row(state, i, horizontal, rowcount, |
725 | colcount, fill); |
726 | |
727 | state->grid[i2] = EMPTY; |
728 | state->grid[i3] = EMPTY; |
729 | } |
730 | |
731 | else if (state->grid[i1] == EMPTY && state->grid[i2] == fill |
732 | && state->grid[i3] == EMPTY) { |
733 | state->grid[i1] = BOGUS; |
734 | state->grid[i3] = BOGUS; |
735 | |
736 | #ifdef STANDALONE_SOLVER |
737 | if (solver_verbose) { |
738 | printf("Solver: Row %i nearly satisfied for %c\n", i, |
739 | (fill != N_ZERO ? '0' : '1')); |
740 | } |
741 | #endif |
742 | ret += |
743 | unruly_solver_fill_row(state, i, horizontal, rowcount, |
744 | colcount, fill); |
745 | |
746 | state->grid[i1] = EMPTY; |
747 | state->grid[i3] = EMPTY; |
748 | } |
749 | |
750 | else if (state->grid[i1] == EMPTY && state->grid[i2] == EMPTY |
751 | && state->grid[i3] == fill) { |
752 | state->grid[i1] = BOGUS; |
753 | state->grid[i2] = BOGUS; |
754 | |
755 | #ifdef STANDALONE_SOLVER |
756 | if (solver_verbose) { |
757 | printf("Solver: Row %i nearly satisfied for %c\n", i, |
758 | (fill != N_ZERO ? '0' : '1')); |
759 | } |
760 | #endif |
761 | ret += |
762 | unruly_solver_fill_row(state, i, horizontal, rowcount, |
763 | colcount, fill); |
764 | |
765 | state->grid[i1] = EMPTY; |
766 | state->grid[i2] = EMPTY; |
767 | } |
768 | |
769 | else if (state->grid[i1] == EMPTY && state->grid[i2] == EMPTY |
770 | && state->grid[i3] == EMPTY) { |
771 | state->grid[i1] = BOGUS; |
772 | state->grid[i2] = BOGUS; |
773 | state->grid[i3] = BOGUS; |
774 | |
775 | #ifdef STANDALONE_SOLVER |
776 | if (solver_verbose) { |
777 | printf("Solver: Row %i nearly satisfied for %c\n", i, |
778 | (fill != N_ZERO ? '0' : '1')); |
779 | } |
780 | #endif |
781 | ret += |
782 | unruly_solver_fill_row(state, i, horizontal, rowcount, |
783 | colcount, fill); |
784 | |
785 | state->grid[i1] = EMPTY; |
786 | state->grid[i2] = EMPTY; |
787 | state->grid[i3] = EMPTY; |
788 | } |
789 | } |
790 | } |
791 | |
792 | return ret; |
793 | } |
794 | |
795 | static int unruly_solver_check_all_near_complete(game_state *state, |
796 | struct unruly_scratch *scratch) |
797 | { |
798 | int ret = 0; |
799 | |
800 | ret += |
801 | unruly_solver_check_near_complete(state, scratch->ones_rows, TRUE, |
802 | scratch->zeros_rows, |
803 | scratch->zeros_cols, N_ZERO); |
804 | ret += |
805 | unruly_solver_check_near_complete(state, scratch->ones_cols, FALSE, |
806 | scratch->zeros_rows, |
807 | scratch->zeros_cols, N_ZERO); |
808 | ret += |
809 | unruly_solver_check_near_complete(state, scratch->zeros_rows, TRUE, |
810 | scratch->ones_rows, |
811 | scratch->ones_cols, N_ONE); |
812 | ret += |
813 | unruly_solver_check_near_complete(state, scratch->zeros_cols, FALSE, |
814 | scratch->ones_rows, |
815 | scratch->ones_cols, N_ONE); |
816 | |
817 | return ret; |
818 | } |
819 | |
820 | static int unruly_validate_rows(game_state *state, int horizontal, |
821 | char check, int *errors) |
822 | { |
823 | int w2 = state->w2, h2 = state->h2; |
824 | |
825 | int dx = horizontal ? 1 : 0, dy = 1 - dx; |
826 | |
827 | int sx = dx, sy = dy; |
828 | int ex = w2 - dx, ey = h2 - dy; |
829 | |
830 | int x, y; |
831 | int ret = 0; |
832 | |
833 | int err1 = (horizontal ? FE_HOR_ROW_LEFT : FE_VER_ROW_TOP); |
834 | int err2 = (horizontal ? FE_HOR_ROW_MID : FE_VER_ROW_MID); |
835 | int err3 = (horizontal ? FE_HOR_ROW_RIGHT : FE_VER_ROW_BOTTOM); |
836 | |
837 | /* Check for any three in a row, and mark errors accordingly (if |
838 | * required) */ |
839 | for (y = sy; y < ey; y++) { |
840 | for (x = sx; x < ex; x++) { |
841 | int i1 = (y-dy) * w2 + (x-dx); |
842 | int i2 = y * w2 + x; |
843 | int i3 = (y+dy) * w2 + (x+dx); |
844 | |
845 | if (state->grid[i1] == check && state->grid[i2] == check |
846 | && state->grid[i3] == check) { |
847 | ret++; |
848 | if (errors) { |
849 | errors[i1] |= err1; |
850 | errors[i2] |= err2; |
851 | errors[i3] |= err3; |
852 | } |
853 | } |
854 | } |
855 | } |
856 | |
857 | return ret; |
858 | } |
859 | |
860 | static int unruly_validate_all_rows(game_state *state, int *errors) |
861 | { |
862 | int errcount = 0; |
863 | |
864 | errcount += unruly_validate_rows(state, TRUE, N_ONE, errors); |
865 | errcount += unruly_validate_rows(state, FALSE, N_ONE, errors); |
866 | errcount += unruly_validate_rows(state, TRUE, N_ZERO, errors); |
867 | errcount += unruly_validate_rows(state, FALSE, N_ZERO, errors); |
868 | |
869 | if (errcount) |
870 | return -1; |
871 | return 0; |
872 | } |
873 | |
874 | static int unruly_validate_counts(game_state *state, |
875 | struct unruly_scratch *scratch, int *errors) |
876 | { |
877 | int w2 = state->w2, h2 = state->h2; |
878 | int w = w2/2, h = h2/2; |
879 | char below = FALSE; |
880 | char above = FALSE; |
881 | int i; |
882 | |
883 | /* See if all rows/columns are satisfied. If one is exceeded, |
884 | * mark it as an error (if required) |
885 | */ |
886 | |
887 | char hasscratch = TRUE; |
888 | if (!scratch) { |
889 | scratch = unruly_new_scratch(state); |
890 | hasscratch = FALSE; |
891 | } |
892 | |
893 | for (i = 0; i < w2; i++) { |
894 | if (scratch->ones_cols[i] < h) |
895 | below = TRUE; |
896 | if (scratch->zeros_cols[i] < h) |
897 | below = TRUE; |
898 | |
899 | if (scratch->ones_cols[i] > h) { |
900 | above = TRUE; |
901 | if (errors) |
902 | errors[2*h2 + i] = TRUE; |
903 | } else if (errors) |
904 | errors[2*h2 + i] = FALSE; |
905 | |
906 | if (scratch->zeros_cols[i] > h) { |
907 | above = TRUE; |
908 | if (errors) |
909 | errors[2*h2 + w2 + i] = TRUE; |
910 | } else if (errors) |
911 | errors[2*h2 + w2 + i] = FALSE; |
912 | } |
913 | for (i = 0; i < h2; i++) { |
914 | if (scratch->ones_rows[i] < w) |
915 | below = TRUE; |
916 | if (scratch->zeros_rows[i] < w) |
917 | below = TRUE; |
918 | |
919 | if (scratch->ones_rows[i] > w) { |
920 | above = TRUE; |
921 | if (errors) |
922 | errors[i] = TRUE; |
923 | } else if (errors) |
924 | errors[i] = FALSE; |
925 | |
926 | if (scratch->zeros_rows[i] > w) { |
927 | above = TRUE; |
928 | if (errors) |
929 | errors[h2 + i] = TRUE; |
930 | } else if (errors) |
931 | errors[h2 + i] = FALSE; |
932 | } |
933 | |
934 | if (!hasscratch) |
935 | unruly_free_scratch(scratch); |
936 | |
937 | return (above ? -1 : below ? 1 : 0); |
938 | } |
939 | |
940 | static int unruly_solve_game(game_state *state, |
941 | struct unruly_scratch *scratch, int diff) |
942 | { |
943 | int done, maxdiff = -1; |
944 | |
945 | while (TRUE) { |
946 | done = 0; |
947 | |
948 | /* Check for impending 3's */ |
949 | done += unruly_solver_check_all_threes(state, scratch); |
950 | |
951 | /* Keep using the simpler techniques while they produce results */ |
952 | if (done) { |
953 | if (maxdiff < DIFF_EASY) |
954 | maxdiff = DIFF_EASY; |
955 | continue; |
956 | } |
957 | |
958 | /* Check for completed rows */ |
959 | done += unruly_solver_check_all_complete_nums(state, scratch); |
960 | |
961 | if (done) { |
962 | if (maxdiff < DIFF_EASY) |
963 | maxdiff = DIFF_EASY; |
964 | continue; |
965 | } |
966 | |
967 | /* Normal techniques */ |
968 | if (diff < DIFF_NORMAL) |
969 | break; |
970 | |
971 | /* Check for nearly completed rows */ |
972 | done += unruly_solver_check_all_near_complete(state, scratch); |
973 | |
974 | if (done) { |
975 | if (maxdiff < DIFF_NORMAL) |
976 | maxdiff = DIFF_NORMAL; |
977 | continue; |
978 | } |
979 | |
980 | break; |
981 | } |
982 | return maxdiff; |
983 | } |
984 | |
985 | static char *solve_game(game_state *state, game_state *currstate, |
986 | char *aux, char **error) |
987 | { |
988 | game_state *solved = dup_game(state); |
989 | struct unruly_scratch *scratch = unruly_new_scratch(solved); |
990 | char *ret = NULL; |
991 | int result; |
992 | |
993 | unruly_solve_game(solved, scratch, DIFFCOUNT); |
994 | |
995 | result = unruly_validate_counts(solved, scratch, NULL); |
996 | if (unruly_validate_all_rows(solved, NULL) == -1) |
997 | result = -1; |
998 | |
999 | if (result == 0) { |
1000 | int w2 = solved->w2, h2 = solved->h2; |
1001 | int s = w2 * h2; |
1002 | char *p; |
1003 | int i; |
1004 | |
1005 | ret = snewn(s + 2, char); |
1006 | p = ret; |
1007 | *p++ = 'S'; |
1008 | |
1009 | for (i = 0; i < s; i++) |
1010 | *p++ = (solved->grid[i] == N_ONE ? '1' : '0'); |
1011 | |
1012 | *p++ = '\0'; |
1013 | } else if (result == 1) |
1014 | *error = "No solution found."; |
1015 | else if (result == -1) |
1016 | *error = "Puzzle is invalid."; |
1017 | |
1018 | free_game(solved); |
1019 | unruly_free_scratch(scratch); |
1020 | return ret; |
1021 | } |
1022 | |
1023 | /* ********* * |
1024 | * Generator * |
1025 | * ********* */ |
1026 | |
1027 | static int unruly_fill_game(game_state *state, struct unruly_scratch *scratch, |
1028 | random_state *rs) |
1029 | { |
1030 | |
1031 | int w2 = state->w2, h2 = state->h2; |
1032 | int s = w2 * h2; |
1033 | int i, j; |
1034 | int *spaces; |
1035 | |
1036 | #ifdef STANDALONE_SOLVER |
1037 | if (solver_verbose) { |
1038 | printf("Generator: Attempt to fill grid\n"); |
1039 | } |
1040 | #endif |
1041 | |
1042 | /* Generate random array of spaces */ |
1043 | spaces = snewn(s, int); |
1044 | for (i = 0; i < s; i++) |
1045 | spaces[i] = i; |
1046 | shuffle(spaces, s, sizeof(*spaces), rs); |
1047 | |
1048 | /* |
1049 | * Construct a valid filled grid by repeatedly picking an unfilled |
1050 | * space and fill it, then calling the solver to fill in any |
1051 | * spaces forced by the change. |
1052 | */ |
1053 | for (j = 0; j < s; j++) { |
1054 | i = spaces[j]; |
1055 | |
1056 | if (state->grid[i] != EMPTY) |
1057 | continue; |
1058 | |
1059 | if (random_upto(rs, 2)) { |
1060 | state->grid[i] = N_ONE; |
1061 | scratch->ones_rows[i / w2]++; |
1062 | scratch->ones_cols[i % w2]++; |
1063 | } else { |
1064 | state->grid[i] = N_ZERO; |
1065 | scratch->zeros_rows[i / w2]++; |
1066 | scratch->zeros_cols[i % w2]++; |
1067 | } |
1068 | |
1069 | unruly_solve_game(state, scratch, DIFFCOUNT); |
1070 | } |
1071 | sfree(spaces); |
1072 | |
1073 | if (unruly_validate_all_rows(state, NULL) != 0 |
1074 | || unruly_validate_counts(state, scratch, NULL) != 0) |
1075 | return FALSE; |
1076 | |
1077 | return TRUE; |
1078 | } |
1079 | |
1080 | static char *new_game_desc(game_params *params, random_state *rs, |
1081 | char **aux, int interactive) |
1082 | { |
1083 | #ifdef STANDALONE_SOLVER |
1084 | char *debug; |
1085 | int temp_verbose = FALSE; |
1086 | #endif |
1087 | |
1088 | int w2 = params->w2, h2 = params->h2; |
1089 | int s = w2 * h2; |
1090 | int *spaces; |
1091 | int i, j, run; |
1092 | char *ret, *p; |
1093 | |
1094 | game_state *state; |
1095 | struct unruly_scratch *scratch; |
1096 | |
1097 | int attempts = 0; |
1098 | |
1099 | while (1) { |
1100 | |
1101 | while (TRUE) { |
1102 | attempts++; |
1103 | state = blank_state(w2, h2); |
1104 | scratch = unruly_new_scratch(state); |
1105 | if (unruly_fill_game(state, scratch, rs)) |
1106 | break; |
1107 | free_game(state); |
1108 | unruly_free_scratch(scratch); |
1109 | } |
1110 | |
1111 | #ifdef STANDALONE_SOLVER |
1112 | if (solver_verbose) { |
1113 | printf("Puzzle generated in %i attempts\n", attempts); |
1114 | debug = game_text_format(state); |
1115 | fputs(debug, stdout); |
1116 | sfree(debug); |
1117 | |
1118 | temp_verbose = solver_verbose; |
1119 | solver_verbose = FALSE; |
1120 | } |
1121 | #endif |
1122 | |
1123 | unruly_free_scratch(scratch); |
1124 | |
1125 | /* Generate random array of spaces */ |
1126 | spaces = snewn(s, int); |
1127 | for (i = 0; i < s; i++) |
1128 | spaces[i] = i; |
1129 | shuffle(spaces, s, sizeof(*spaces), rs); |
1130 | |
1131 | /* |
1132 | * Winnow the clues by starting from our filled grid, repeatedly |
1133 | * picking a filled space and emptying it, as long as the solver |
1134 | * reports that the puzzle can still be solved after doing so. |
1135 | */ |
1136 | for (j = 0; j < s; j++) { |
1137 | char c; |
1138 | game_state *solver; |
1139 | |
1140 | i = spaces[j]; |
1141 | |
1142 | c = state->grid[i]; |
1143 | state->grid[i] = EMPTY; |
1144 | |
1145 | solver = dup_game(state); |
1146 | scratch = unruly_new_scratch(state); |
1147 | |
1148 | unruly_solve_game(solver, scratch, params->diff); |
1149 | |
1150 | if (unruly_validate_counts(solver, scratch, NULL) != 0) |
1151 | state->grid[i] = c; |
1152 | |
1153 | free_game(solver); |
1154 | unruly_free_scratch(scratch); |
1155 | } |
1156 | sfree(spaces); |
1157 | |
1158 | #ifdef STANDALONE_SOLVER |
1159 | if (temp_verbose) { |
1160 | solver_verbose = TRUE; |
1161 | |
1162 | printf("Final puzzle:\n"); |
1163 | debug = game_text_format(state); |
1164 | fputs(debug, stdout); |
1165 | sfree(debug); |
1166 | } |
1167 | #endif |
1168 | |
1169 | /* |
1170 | * See if the game has accidentally come out too easy. |
1171 | */ |
1172 | if (params->diff > 0) { |
1173 | int ok; |
1174 | game_state *solver; |
1175 | |
1176 | solver = dup_game(state); |
1177 | scratch = unruly_new_scratch(state); |
1178 | |
1179 | unruly_solve_game(solver, scratch, params->diff - 1); |
1180 | |
1181 | ok = unruly_validate_counts(solver, scratch, NULL); |
1182 | |
1183 | free_game(solver); |
1184 | unruly_free_scratch(scratch); |
1185 | |
1186 | if (ok) |
1187 | break; |
1188 | } else { |
1189 | /* |
1190 | * Puzzles of the easiest difficulty can't be too easy. |
1191 | */ |
1192 | break; |
1193 | } |
1194 | } |
1195 | |
1196 | /* Encode description */ |
1197 | ret = snewn(s + 1, char); |
1198 | p = ret; |
1199 | run = 0; |
1200 | for (i = 0; i < s+1; i++) { |
1201 | if (i == s || state->grid[i] == N_ZERO) { |
1202 | while (run > 24) { |
1203 | *p++ = 'z'; |
1204 | run -= 25; |
1205 | } |
1206 | *p++ = 'a' + run; |
1207 | run = 0; |
1208 | } else if (state->grid[i] == N_ONE) { |
1209 | while (run > 24) { |
1210 | *p++ = 'Z'; |
1211 | run -= 25; |
1212 | } |
1213 | *p++ = 'A' + run; |
1214 | run = 0; |
1215 | } else { |
1216 | run++; |
1217 | } |
1218 | } |
1219 | *p = '\0'; |
1220 | |
1221 | free_game(state); |
1222 | |
1223 | return ret; |
1224 | } |
1225 | |
1226 | /* ************** * |
1227 | * User Interface * |
1228 | * ************** */ |
1229 | |
1230 | struct game_ui { |
1231 | int cx, cy; |
1232 | char cursor; |
1233 | }; |
1234 | |
1235 | static game_ui *new_ui(game_state *state) |
1236 | { |
1237 | game_ui *ret = snew(game_ui); |
1238 | |
1239 | ret->cx = ret->cy = 0; |
1240 | ret->cursor = FALSE; |
1241 | |
1242 | return ret; |
1243 | } |
1244 | |
1245 | static void free_ui(game_ui *ui) |
1246 | { |
1247 | sfree(ui); |
1248 | } |
1249 | |
1250 | static char *encode_ui(game_ui *ui) |
1251 | { |
1252 | return NULL; |
1253 | } |
1254 | |
1255 | static void decode_ui(game_ui *ui, char *encoding) |
1256 | { |
1257 | } |
1258 | |
1259 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1260 | game_state *newstate) |
1261 | { |
1262 | } |
1263 | |
1264 | struct game_drawstate { |
1265 | int tilesize; |
1266 | int w2, h2; |
1267 | int started; |
1268 | |
1269 | int *gridfs; |
1270 | int *rowfs; |
1271 | |
1272 | int *grid; |
1273 | }; |
1274 | |
1275 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
1276 | { |
1277 | struct game_drawstate *ds = snew(struct game_drawstate); |
1278 | |
1279 | int w2 = state->w2, h2 = state->h2; |
1280 | int s = w2 * h2; |
1281 | int i; |
1282 | |
1283 | ds->tilesize = 0; |
1284 | ds->w2 = w2; |
1285 | ds->h2 = h2; |
1286 | ds->started = FALSE; |
1287 | |
1288 | ds->gridfs = snewn(s, int); |
1289 | ds->rowfs = snewn(2 * (w2 + h2), int); |
1290 | |
1291 | ds->grid = snewn(s, int); |
1292 | for (i = 0; i < s; i++) |
1293 | ds->grid[i] = -1; |
1294 | |
1295 | return ds; |
1296 | } |
1297 | |
1298 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
1299 | { |
1300 | sfree(ds->gridfs); |
1301 | sfree(ds->rowfs); |
1302 | sfree(ds->grid); |
1303 | sfree(ds); |
1304 | } |
1305 | |
1306 | #define COORD(x) ( (x) * ds->tilesize + ds->tilesize/2 ) |
1307 | #define FROMCOORD(x) ( ((x)-(ds->tilesize/2)) / ds->tilesize ) |
1308 | |
1309 | static char *interpret_move(game_state *state, game_ui *ui, |
1310 | const game_drawstate *ds, int ox, int oy, |
1311 | int button) |
1312 | { |
1313 | int hx = ui->cx; |
1314 | int hy = ui->cy; |
1315 | |
1316 | int gx = FROMCOORD(ox); |
1317 | int gy = FROMCOORD(oy); |
1318 | |
1319 | int w2 = state->w2, h2 = state->h2; |
1320 | |
1321 | button &= ~MOD_MASK; |
1322 | |
1323 | /* Mouse click */ |
1324 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
1325 | button == MIDDLE_BUTTON) { |
1326 | if (ox >= (ds->tilesize / 2) && gx < w2 |
1327 | && oy >= (ds->tilesize / 2) && gy < h2) { |
1328 | hx = gx; |
1329 | hy = gy; |
1330 | ui->cursor = FALSE; |
1331 | } else |
1332 | return NULL; |
1333 | } |
1334 | |
1335 | /* Keyboard move */ |
1336 | if (IS_CURSOR_MOVE(button)) { |
1337 | move_cursor(button, &ui->cx, &ui->cy, w2, h2, 0); |
1338 | ui->cursor = TRUE; |
1339 | return ""; |
1340 | } |
1341 | |
1342 | /* Place one */ |
1343 | if ((ui->cursor && (button == CURSOR_SELECT || button == CURSOR_SELECT2 |
1344 | || button == '\b' || button == '0' || button == '1' |
1345 | || button == '2')) || |
1346 | button == LEFT_BUTTON || button == RIGHT_BUTTON || |
1347 | button == MIDDLE_BUTTON) { |
1348 | char buf[80]; |
1349 | char c, i; |
1350 | |
1351 | if (state->immutable[hy * w2 + hx]) |
1352 | return NULL; |
1353 | |
1354 | c = '-'; |
1355 | i = state->grid[hy * w2 + hx]; |
1356 | |
1357 | if (button == '0' || button == '2') |
1358 | c = '0'; |
1359 | else if (button == '1') |
1360 | c = '1'; |
1361 | else if (button == MIDDLE_BUTTON) |
1362 | c = '-'; |
1363 | |
1364 | /* Cycle through options */ |
1365 | else if (button == CURSOR_SELECT || button == RIGHT_BUTTON) |
1366 | c = (i == EMPTY ? '0' : i == N_ZERO ? '1' : '-'); |
1367 | else if (button == CURSOR_SELECT2 || button == LEFT_BUTTON) |
1368 | c = (i == EMPTY ? '1' : i == N_ONE ? '0' : '-'); |
1369 | |
1370 | if (state->grid[hy * w2 + hx] == |
1371 | (c == '0' ? N_ZERO : c == '1' ? N_ONE : EMPTY)) |
1372 | return NULL; /* don't put no-ops on the undo chain */ |
1373 | |
1374 | sprintf(buf, "P%c,%d,%d", c, hx, hy); |
1375 | |
1376 | return dupstr(buf); |
1377 | } |
1378 | return NULL; |
1379 | } |
1380 | |
1381 | static game_state *execute_move(game_state *state, char *move) |
1382 | { |
1383 | int w2 = state->w2, h2 = state->h2; |
1384 | int s = w2 * h2; |
1385 | int x, y, i; |
1386 | char c; |
1387 | |
1388 | game_state *ret; |
1389 | |
1390 | if (move[0] == 'S') { |
1391 | char *p; |
1392 | |
1393 | ret = dup_game(state); |
1394 | p = move + 1; |
1395 | |
1396 | for (i = 0; i < s; i++) { |
1397 | |
1398 | if (!*p || !(*p == '1' || *p == '0')) { |
1399 | free_game(ret); |
1400 | return NULL; |
1401 | } |
1402 | |
1403 | ret->grid[i] = (*p == '1' ? N_ONE : N_ZERO); |
1404 | p++; |
1405 | } |
1406 | |
1407 | ret->completed = ret->cheated = TRUE; |
1408 | return ret; |
1409 | } else if (move[0] == 'P' |
1410 | && sscanf(move + 1, "%c,%d,%d", &c, &x, &y) == 3 && x >= 0 |
1411 | && x < w2 && y >= 0 && y < h2 && (c == '-' || c == '0' |
1412 | || c == '1')) { |
1413 | ret = dup_game(state); |
1414 | i = y * w2 + x; |
1415 | |
1416 | if (state->immutable[i]) { |
1417 | free_game(ret); |
1418 | return NULL; |
1419 | } |
1420 | |
1421 | ret->grid[i] = (c == '1' ? N_ONE : c == '0' ? N_ZERO : EMPTY); |
1422 | |
1423 | if (!ret->completed && unruly_validate_counts(ret, NULL, NULL) == 0 |
1424 | && (unruly_validate_all_rows(ret, NULL) == 0)) |
1425 | ret->completed = TRUE; |
1426 | |
1427 | return ret; |
1428 | } |
1429 | |
1430 | return NULL; |
1431 | } |
1432 | |
1433 | /* ---------------------------------------------------------------------- |
1434 | * Drawing routines. |
1435 | */ |
1436 | |
1437 | static void game_compute_size(game_params *params, int tilesize, |
1438 | int *x, int *y) |
1439 | { |
1440 | *x = tilesize * (params->w2 + 1); |
1441 | *y = tilesize * (params->h2 + 1); |
1442 | } |
1443 | |
1444 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1445 | game_params *params, int tilesize) |
1446 | { |
1447 | ds->tilesize = tilesize; |
1448 | } |
1449 | |
1450 | static float *game_colours(frontend *fe, int *ncolours) |
1451 | { |
1452 | float *ret = snewn(3 * NCOLOURS, float); |
1453 | int i; |
1454 | |
1455 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1456 | |
1457 | for (i = 0; i < 3; i++) { |
1458 | ret[COL_1 * 3 + i] = 0.2F; |
1459 | ret[COL_1_HIGHLIGHT * 3 + i] = 0.4F; |
1460 | ret[COL_1_LOWLIGHT * 3 + i] = 0.0F; |
1461 | ret[COL_0 * 3 + i] = 0.95F; |
1462 | ret[COL_0_HIGHLIGHT * 3 + i] = 1.0F; |
1463 | ret[COL_0_LOWLIGHT * 3 + i] = 0.9F; |
1464 | ret[COL_EMPTY * 3 + i] = 0.5F; |
1465 | ret[COL_GRID * 3 + i] = 0.3F; |
1466 | } |
1467 | game_mkhighlight_specific(fe, ret, COL_0, COL_0_HIGHLIGHT, COL_0_LOWLIGHT); |
1468 | game_mkhighlight_specific(fe, ret, COL_1, COL_1_HIGHLIGHT, COL_1_LOWLIGHT); |
1469 | |
1470 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1471 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1472 | ret[COL_ERROR * 3 + 2] = 0.0F; |
1473 | |
1474 | ret[COL_CURSOR * 3 + 0] = 0.0F; |
1475 | ret[COL_CURSOR * 3 + 1] = 0.7F; |
1476 | ret[COL_CURSOR * 3 + 2] = 0.0F; |
1477 | |
1478 | *ncolours = NCOLOURS; |
1479 | return ret; |
1480 | } |
1481 | |
1482 | static void unruly_draw_err_rectangle(drawing *dr, int x, int y, int w, int h, |
1483 | int tilesize) |
1484 | { |
1485 | double thick = tilesize / 10; |
1486 | double margin = tilesize / 20; |
1487 | |
1488 | draw_rect(dr, x+margin, y+margin, w-2*margin, thick, COL_ERROR); |
1489 | draw_rect(dr, x+margin, y+margin, thick, h-2*margin, COL_ERROR); |
1490 | draw_rect(dr, x+margin, y+h-margin-thick, w-2*margin, thick, COL_ERROR); |
1491 | draw_rect(dr, x+w-margin-thick, y+margin, thick, h-2*margin, COL_ERROR); |
1492 | } |
1493 | |
1494 | static void unruly_draw_tile(drawing *dr, int x, int y, int tilesize, int tile) |
1495 | { |
1496 | clip(dr, x, y, tilesize, tilesize); |
1497 | |
1498 | /* Draw the grid edge first, so the tile can overwrite it */ |
1499 | draw_rect(dr, x, y, tilesize, tilesize, COL_GRID); |
1500 | |
1501 | /* Background of the tile */ |
1502 | { |
1503 | int val = (tile & FF_ZERO ? 0 : tile & FF_ONE ? 2 : 1); |
1504 | val = (val == 0 ? COL_0 : val == 2 ? COL_1 : COL_EMPTY); |
1505 | |
1506 | if ((tile & (FF_FLASH1 | FF_FLASH2)) && |
1507 | (val == COL_0 || val == COL_1)) { |
1508 | val += (tile & FF_FLASH1 ? 1 : 2); |
1509 | } |
1510 | |
1511 | draw_rect(dr, x, y, tilesize-1, tilesize-1, val); |
1512 | |
1513 | if ((val == COL_0 || val == COL_1) && (tile & FF_IMMUTABLE)) { |
1514 | draw_rect(dr, x + tilesize/6, y + tilesize/6, |
1515 | tilesize - 2*(tilesize/6) - 2, 1, val + 2); |
1516 | draw_rect(dr, x + tilesize/6, y + tilesize/6, |
1517 | 1, tilesize - 2*(tilesize/6) - 2, val + 2); |
1518 | draw_rect(dr, x + tilesize/6 + 1, y + tilesize - tilesize/6 - 2, |
1519 | tilesize - 2*(tilesize/6) - 2, 1, val + 1); |
1520 | draw_rect(dr, x + tilesize - tilesize/6 - 2, y + tilesize/6 + 1, |
1521 | 1, tilesize - 2*(tilesize/6) - 2, val + 1); |
1522 | } |
1523 | } |
1524 | |
1525 | /* 3-in-a-row errors */ |
1526 | if (tile & (FE_HOR_ROW_LEFT | FE_HOR_ROW_RIGHT)) { |
1527 | int left = x, right = x + tilesize - 1; |
1528 | if ((tile & FE_HOR_ROW_LEFT)) |
1529 | right += tilesize/2; |
1530 | if ((tile & FE_HOR_ROW_RIGHT)) |
1531 | left -= tilesize/2; |
1532 | unruly_draw_err_rectangle(dr, left, y, right-left, tilesize-1, tilesize); |
1533 | } |
1534 | if (tile & (FE_VER_ROW_TOP | FE_VER_ROW_BOTTOM)) { |
1535 | int top = y, bottom = y + tilesize - 1; |
1536 | if ((tile & FE_VER_ROW_TOP)) |
1537 | bottom += tilesize/2; |
1538 | if ((tile & FE_VER_ROW_BOTTOM)) |
1539 | top -= tilesize/2; |
1540 | unruly_draw_err_rectangle(dr, x, top, tilesize-1, bottom-top, tilesize); |
1541 | } |
1542 | |
1543 | /* Count errors */ |
1544 | if (tile & FE_COUNT) { |
1545 | draw_text(dr, x + tilesize/2, y + tilesize/2, FONT_VARIABLE, |
1546 | tilesize/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_ERROR, "!"); |
1547 | } |
1548 | |
1549 | /* Cursor rectangle */ |
1550 | if (tile & FF_CURSOR) { |
1551 | draw_rect(dr, x, y, tilesize/12, tilesize-1, COL_CURSOR); |
1552 | draw_rect(dr, x, y, tilesize-1, tilesize/12, COL_CURSOR); |
1553 | draw_rect(dr, x+tilesize-1-tilesize/12, y, tilesize/12, tilesize-1, |
1554 | COL_CURSOR); |
1555 | draw_rect(dr, x, y+tilesize-1-tilesize/12, tilesize-1, tilesize/12, |
1556 | COL_CURSOR); |
1557 | } |
1558 | |
1559 | unclip(dr); |
1560 | draw_update(dr, x, y, tilesize, tilesize); |
1561 | } |
1562 | |
1563 | #define TILE_SIZE (ds->tilesize) |
1564 | #define DEFAULT_TILE_SIZE 32 |
1565 | #define FLASH_FRAME 0.12F |
1566 | #define FLASH_TIME (FLASH_FRAME * 3) |
1567 | |
1568 | static void game_redraw(drawing *dr, game_drawstate *ds, |
1569 | game_state *oldstate, game_state *state, int dir, |
1570 | game_ui *ui, float animtime, float flashtime) |
1571 | { |
1572 | int w2 = state->w2, h2 = state->h2; |
1573 | int s = w2 * h2; |
1574 | int flash; |
1575 | int x, y, i; |
1576 | |
1577 | if (!ds->started) { |
1578 | /* Main window background */ |
1579 | draw_rect(dr, 0, 0, TILE_SIZE * (w2+1), TILE_SIZE * (h2+1), |
1580 | COL_BACKGROUND); |
1581 | /* Outer edge of grid */ |
1582 | draw_rect(dr, COORD(0)-TILE_SIZE/10, COORD(0)-TILE_SIZE/10, |
1583 | TILE_SIZE*w2 + 2*(TILE_SIZE/10) - 1, |
1584 | TILE_SIZE*h2 + 2*(TILE_SIZE/10) - 1, COL_GRID); |
1585 | |
1586 | draw_update(dr, 0, 0, TILE_SIZE * (w2+1), TILE_SIZE * (h2+1)); |
1587 | ds->started = TRUE; |
1588 | } |
1589 | |
1590 | flash = 0; |
1591 | if (flashtime > 0) |
1592 | flash = (int)(flashtime / FLASH_FRAME) == 1 ? FF_FLASH2 : FF_FLASH1; |
1593 | |
1594 | for (i = 0; i < s; i++) |
1595 | ds->gridfs[i] = 0; |
1596 | unruly_validate_all_rows(state, ds->gridfs); |
1597 | for (i = 0; i < 2 * (h2 + w2); i++) |
1598 | ds->rowfs[i] = 0; |
1599 | unruly_validate_counts(state, NULL, ds->rowfs); |
1600 | |
1601 | for (y = 0; y < h2; y++) { |
1602 | for (x = 0; x < w2; x++) { |
1603 | int tile; |
1604 | |
1605 | i = y * w2 + x; |
1606 | |
1607 | tile = ds->gridfs[i]; |
1608 | |
1609 | if (state->grid[i] == N_ONE) { |
1610 | tile |= FF_ONE; |
1611 | if (ds->rowfs[y] || ds->rowfs[2*h2 + x]) |
1612 | tile |= FE_COUNT; |
1613 | } else if (state->grid[i] == N_ZERO) { |
1614 | tile |= FF_ZERO; |
1615 | if (ds->rowfs[h2 + y] || ds->rowfs[2*h2 + w2 + x]) |
1616 | tile |= FE_COUNT; |
1617 | } |
1618 | |
1619 | tile |= flash; |
1620 | |
1621 | if (state->immutable[i]) |
1622 | tile |= FF_IMMUTABLE; |
1623 | |
1624 | if (ui->cursor && ui->cx == x && ui->cy == y) |
1625 | tile |= FF_CURSOR; |
1626 | |
1627 | if (ds->grid[i] != tile) { |
1628 | ds->grid[i] = tile; |
1629 | unruly_draw_tile(dr, COORD(x), COORD(y), TILE_SIZE, tile); |
1630 | } |
1631 | } |
1632 | } |
1633 | } |
1634 | |
1635 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1636 | int dir, game_ui *ui) |
1637 | { |
1638 | return 0.0F; |
1639 | } |
1640 | |
1641 | static float game_flash_length(game_state *oldstate, |
1642 | game_state *newstate, int dir, |
1643 | game_ui *ui) |
1644 | { |
1645 | if (!oldstate->completed && newstate->completed && |
1646 | !oldstate->cheated && !newstate->cheated) |
1647 | return FLASH_TIME; |
1648 | return 0.0F; |
1649 | } |
1650 | |
1651 | static int game_status(game_state *state) |
1652 | { |
1653 | return state->completed ? +1 : 0; |
1654 | } |
1655 | |
1656 | static int game_timing_state(game_state *state, game_ui *ui) |
1657 | { |
1658 | return TRUE; |
1659 | } |
1660 | |
1661 | static void game_print_size(game_params *params, float *x, float *y) |
1662 | { |
1663 | int pw, ph; |
1664 | |
1665 | /* Using 7mm squares */ |
1666 | game_compute_size(params, 700, &pw, &ph); |
1667 | *x = pw / 100.0F; |
1668 | *y = ph / 100.0F; |
1669 | } |
1670 | |
1671 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1672 | { |
1673 | int w2 = state->w2, h2 = state->h2; |
1674 | int x, y; |
1675 | |
1676 | int ink = print_mono_colour(dr, 0); |
4871e605 |
1677 | |
1678 | for (y = 0; y < h2; y++) |
1679 | for (x = 0; x < w2; x++) { |
1680 | int tx = x * tilesize + (tilesize / 2); |
1681 | int ty = y * tilesize + (tilesize / 2); |
1682 | |
1683 | /* Draw the border */ |
1684 | int coords[8]; |
1685 | coords[0] = tx; |
1686 | coords[1] = ty - 1; |
1687 | coords[2] = tx + tilesize; |
1688 | coords[3] = ty - 1; |
1689 | coords[4] = tx + tilesize; |
1690 | coords[5] = ty + tilesize - 1; |
1691 | coords[6] = tx; |
1692 | coords[7] = ty + tilesize - 1; |
1693 | draw_polygon(dr, coords, 4, -1, ink); |
1694 | |
1695 | if (state->grid[y * w2 + x] == N_ONE) |
1696 | draw_rect(dr, tx, ty, tilesize, tilesize, ink); |
1697 | else if (state->grid[y * w2 + x] == N_ZERO) |
1698 | draw_circle(dr, tx + tilesize/2, ty + tilesize/2, |
1699 | tilesize/12, ink, ink); |
1700 | } |
1701 | } |
1702 | |
1703 | #ifdef COMBINED |
1704 | #define thegame unruly |
1705 | #endif |
1706 | |
1707 | const struct game thegame = { |
1708 | "Unruly", "games.unruly", "unruly", |
1709 | default_params, |
1710 | game_fetch_preset, |
1711 | decode_params, |
1712 | encode_params, |
1713 | free_params, |
1714 | dup_params, |
1715 | TRUE, game_configure, custom_params, |
1716 | validate_params, |
1717 | new_game_desc, |
1718 | validate_desc, |
1719 | new_game, |
1720 | dup_game, |
1721 | free_game, |
1722 | TRUE, solve_game, |
1723 | TRUE, game_can_format_as_text_now, game_text_format, |
1724 | new_ui, |
1725 | free_ui, |
1726 | encode_ui, |
1727 | decode_ui, |
1728 | game_changed_state, |
1729 | interpret_move, |
1730 | execute_move, |
1731 | DEFAULT_TILE_SIZE, game_compute_size, game_set_size, |
1732 | game_colours, |
1733 | game_new_drawstate, |
1734 | game_free_drawstate, |
1735 | game_redraw, |
1736 | game_anim_length, |
1737 | game_flash_length, |
1738 | game_status, |
1739 | TRUE, FALSE, game_print_size, game_print, |
1740 | FALSE, /* wants_statusbar */ |
1741 | FALSE, game_timing_state, |
1742 | 0, /* flags */ |
1743 | }; |
1744 | |
1745 | /* ***************** * |
1746 | * Standalone solver * |
1747 | * ***************** */ |
1748 | |
1749 | #ifdef STANDALONE_SOLVER |
1750 | #include <time.h> |
1751 | #include <stdarg.h> |
1752 | |
1753 | /* Most of the standalone solver code was copied from unequal.c and singles.c */ |
1754 | |
1755 | const char *quis; |
1756 | |
1757 | static void usage_exit(const char *msg) |
1758 | { |
1759 | if (msg) |
1760 | fprintf(stderr, "%s: %s\n", quis, msg); |
1761 | fprintf(stderr, |
1762 | "Usage: %s [-v] [--seed SEED] <params> | [game_id [game_id ...]]\n", |
1763 | quis); |
1764 | exit(1); |
1765 | } |
1766 | |
1767 | int main(int argc, char *argv[]) |
1768 | { |
1769 | random_state *rs; |
1770 | time_t seed = time(NULL); |
1771 | |
1772 | game_params *params = NULL; |
1773 | |
1774 | char *id = NULL, *desc = NULL, *err; |
1775 | |
1776 | quis = argv[0]; |
1777 | |
1778 | while (--argc > 0) { |
1779 | char *p = *++argv; |
1780 | if (!strcmp(p, "--seed")) { |
1781 | if (argc == 0) |
1782 | usage_exit("--seed needs an argument"); |
1783 | seed = (time_t) atoi(*++argv); |
1784 | argc--; |
1785 | } else if (!strcmp(p, "-v")) |
1786 | solver_verbose = TRUE; |
1787 | else if (*p == '-') |
1788 | usage_exit("unrecognised option"); |
1789 | else |
1790 | id = p; |
1791 | } |
1792 | |
1793 | if (id) { |
1794 | desc = strchr(id, ':'); |
1795 | if (desc) |
1796 | *desc++ = '\0'; |
1797 | |
1798 | params = default_params(); |
1799 | decode_params(params, id); |
1800 | err = validate_params(params, TRUE); |
1801 | if (err) { |
1802 | fprintf(stderr, "Parameters are invalid\n"); |
1803 | fprintf(stderr, "%s: %s", argv[0], err); |
1804 | exit(1); |
1805 | } |
1806 | } |
1807 | |
1808 | if (!desc) { |
1809 | char *desc_gen, *aux; |
1810 | rs = random_new((void *) &seed, sizeof(time_t)); |
1811 | if (!params) |
1812 | params = default_params(); |
1813 | printf("Generating puzzle with parameters %s\n", |
1814 | encode_params(params, TRUE)); |
1815 | desc_gen = new_game_desc(params, rs, &aux, FALSE); |
1816 | |
1817 | if (!solver_verbose) { |
1818 | char *fmt = game_text_format(new_game(NULL, params, desc_gen)); |
1819 | fputs(fmt, stdout); |
1820 | sfree(fmt); |
1821 | } |
1822 | |
1823 | printf("Game ID: %s\n", desc_gen); |
1824 | } else { |
1825 | game_state *input; |
1826 | struct unruly_scratch *scratch; |
1827 | int maxdiff, errcode; |
1828 | |
1829 | err = validate_desc(params, desc); |
1830 | if (err) { |
1831 | fprintf(stderr, "Description is invalid\n"); |
1832 | fprintf(stderr, "%s", err); |
1833 | exit(1); |
1834 | } |
1835 | |
1836 | input = new_game(NULL, params, desc); |
1837 | scratch = unruly_new_scratch(input); |
1838 | |
1839 | maxdiff = unruly_solve_game(input, scratch, DIFFCOUNT); |
1840 | |
1841 | errcode = unruly_validate_counts(input, scratch, NULL); |
1842 | if (unruly_validate_all_rows(input, NULL) == -1) |
1843 | errcode = -1; |
1844 | |
1845 | if (errcode != -1) { |
1846 | char *fmt = game_text_format(input); |
1847 | fputs(fmt, stdout); |
1848 | sfree(fmt); |
1849 | if (maxdiff < 0) |
1850 | printf("Difficulty: already solved!\n"); |
1851 | else |
1852 | printf("Difficulty: %s\n", unruly_diffnames[maxdiff]); |
1853 | } |
1854 | |
1855 | if (errcode == 1) |
1856 | printf("No solution found.\n"); |
1857 | else if (errcode == -1) |
1858 | printf("Puzzle is invalid.\n"); |
1859 | |
1860 | free_game(input); |
1861 | unruly_free_scratch(scratch); |
1862 | } |
1863 | |
1864 | return 0; |
1865 | } |
1866 | #endif |