After it confused Verity, clarify in the Unequal docs that the
[sgt/puzzles] / unequal.c
CommitLineData
149255d7 1/*
2 * unequal.c
3 *
4 * Implementation of 'Futoshiki', a puzzle featured in the Guardian.
5 *
6 * TTD:
7 * add multiple-links-on-same-col/row solver nous
8 * Optimise set solver to use bit operations instead
9 *
10 * Guardian puzzles of note:
11 * #1: 5:0,0L,0L,0,0,0R,0,0L,0D,0L,0R,0,2,0D,0,0,0,0,0,0,0U,0,0,0,0U,
12 * #2: 5:0,0,0,4L,0L,0,2LU,0L,0U,0,0,0U,0,0,0,0,0D,0,3LRUD,0,0R,3,0L,0,0,
13 * #3: (reprint of #2)
14 * #4:
15 * #5: 5:0,0,0,0,0,0,2,0U,3U,0U,0,0,3,0,0,0,3,0D,4,0,0,0L,0R,0,0,
16 * #6: 5:0D,0L,0,0R,0,0,0D,0,3,0D,0,0R,0,0R,0D,0U,0L,0,1,2,0,0,0U,0,0L,
17 */
18
19#include <stdio.h>
20#include <stdlib.h>
21#include <string.h>
22#include <assert.h>
23#include <ctype.h>
24#include <math.h>
25
26#include "puzzles.h"
27#include "latin.h" /* contains typedef for digit */
28
29/* ----------------------------------------------------------
30 * Constant and structure definitions
31 */
32
33#define FLASH_TIME 0.4F
34
35#define PREFERRED_TILE_SIZE 32
36
37#define TILE_SIZE (ds->tilesize)
38#define GAP_SIZE (TILE_SIZE/2)
39#define SQUARE_SIZE (TILE_SIZE + GAP_SIZE)
40
41#define BORDER (TILE_SIZE / 2)
42
43#define COORD(x) ( (x) * SQUARE_SIZE + BORDER )
44#define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 )
45
46#define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)])
47#define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ])
48#define HINT(p,x,y,n) GRID3(p, hints, x, y, n)
49
50enum {
51 COL_BACKGROUND,
52 COL_GRID,
53 COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
54 COL_HIGHLIGHT, COL_LOWLIGHT,
55 NCOLOURS
56};
57
58struct game_params {
59 int order, diff;
60};
61
62#define F_IMMUTABLE 1 /* passed in as game description */
63#define F_GT_UP 2
64#define F_GT_RIGHT 4
65#define F_GT_DOWN 8
66#define F_GT_LEFT 16
67#define F_ERROR 32
68#define F_ERROR_UP 64
69#define F_ERROR_RIGHT 128
70#define F_ERROR_DOWN 256
71#define F_ERROR_LEFT 512
72
73#define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
74
75struct game_state {
76 int order, completed, cheated;
77 digit *nums; /* actual numbers (size order^2) */
78 unsigned char *hints; /* remaining possiblities (size order^3) */
79 unsigned int *flags; /* flags (size order^2) */
80};
81
82/* ----------------------------------------------------------
83 * Game parameters and presets
84 */
85
86/* Steal the method from map.c for difficulty levels. */
87#define DIFFLIST(A) \
88 A(LATIN,Trivial,t) \
89 A(EASY,Easy,e) \
90 A(SET,Tricky,k) \
91 A(EXTREME,Extreme,x) \
92 A(RECURSIVE,Recursive,r)
93
94#define ENUM(upper,title,lower) DIFF_ ## upper,
95#define TITLE(upper,title,lower) #title,
96#define ENCODE(upper,title,lower) #lower
97#define CONFIG(upper,title,lower) ":" #title
98enum { DIFFLIST(ENUM) DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
99static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
100static char const unequal_diffchars[] = DIFFLIST(ENCODE);
101#define DIFFCOUNT lenof(unequal_diffchars)
102#define DIFFCONFIG DIFFLIST(CONFIG)
103
104#define DEFAULT_PRESET 0
105
106const static struct game_params unequal_presets[] = {
107 { 4, DIFF_EASY },
108 { 5, DIFF_EASY },
109 { 5, DIFF_SET },
110 { 5, DIFF_EXTREME },
111 { 6, DIFF_EASY },
112 { 6, DIFF_SET },
113 { 6, DIFF_EXTREME },
114 { 7, DIFF_SET },
115 { 7, DIFF_EXTREME },
116};
117
118static int game_fetch_preset(int i, char **name, game_params **params)
119{
120 game_params *ret;
121 char buf[80];
122
123 if (i < 0 || i >= lenof(unequal_presets))
124 return FALSE;
125
126 ret = snew(game_params);
127 *ret = unequal_presets[i]; /* structure copy */
128
129 sprintf(buf, "%dx%d %s", ret->order, ret->order,
130 unequal_diffnames[ret->diff]);
131
132 *name = dupstr(buf);
133 *params = ret;
134 return TRUE;
135}
136
137static game_params *default_params(void)
138{
139 game_params *ret;
140 char *name;
141
142 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
143 sfree(name);
144 return ret;
145}
146
147static void free_params(game_params *params)
148{
149 sfree(params);
150}
151
152static game_params *dup_params(game_params *params)
153{
154 game_params *ret = snew(game_params);
155 *ret = *params; /* structure copy */
156 return ret;
157}
158
159static void decode_params(game_params *ret, char const *string)
160{
161 char const *p = string;
162
163 ret->order = atoi(p);
164 while (*p && isdigit((unsigned char)*p)) p++;
165
166 if (*p == 'd') {
167 int i;
168 p++;
169 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
170 if (*p) {
171 for (i = 0; i < DIFFCOUNT; i++) {
172 if (*p == unequal_diffchars[i])
173 ret->diff = i;
174 }
175 p++;
176 }
177 }
178}
179
180static char *encode_params(game_params *params, int full)
181{
182 char ret[80];
183
184 sprintf(ret, "%d", params->order);
185 if (full)
186 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
187
188 return dupstr(ret);
189}
190
191static config_item *game_configure(game_params *params)
192{
193 config_item *ret;
194 char buf[80];
195
196 ret = snewn(3, config_item);
197
198 ret[0].name = "Size (s*s)";
199 ret[0].type = C_STRING;
200 sprintf(buf, "%d", params->order);
201 ret[0].sval = dupstr(buf);
202 ret[0].ival = 0;
203
204 ret[1].name = "Difficulty";
205 ret[1].type = C_CHOICES;
206 ret[1].sval = DIFFCONFIG;
207 ret[1].ival = params->diff;
208
209 ret[2].name = NULL;
210 ret[2].type = C_END;
211 ret[2].sval = NULL;
212 ret[2].ival = 0;
213
214 return ret;
215}
216
217static game_params *custom_params(config_item *cfg)
218{
219 game_params *ret = snew(game_params);
220
221 ret->order = atoi(cfg[0].sval);
222 ret->diff = cfg[1].ival;
223
224 return ret;
225}
226
227static char *validate_params(game_params *params, int full)
228{
229 if (params->order < 3 || params->order > 32)
230 return "Order must be between 3 and 32";
231 if (params->diff >= DIFFCOUNT)
232 return "Unknown difficulty rating.";
233 return NULL;
234}
235
236/* ----------------------------------------------------------
237 * Various utility functions
238 */
239
240static const struct { unsigned int f, fo, fe; int dx, dy; char c; } gtthan[] = {
241 { F_GT_UP, F_GT_DOWN, F_ERROR_UP, 0, -1, '^' },
242 { F_GT_RIGHT, F_GT_LEFT, F_ERROR_RIGHT, 1, 0, '>' },
243 { F_GT_DOWN, F_GT_UP, F_ERROR_DOWN, 0, 1, 'v' },
244 { F_GT_LEFT, F_GT_RIGHT, F_ERROR_LEFT, -1, 0, '<' }
245};
246
247static game_state *blank_game(int order)
248{
249 game_state *state = snew(game_state);
250 int o2 = order*order, o3 = o2*order;
251
252 state->order = order;
253 state->completed = state->cheated = 0;
254
255 state->nums = snewn(o2, digit);
256 state->hints = snewn(o3, unsigned char);
257 state->flags = snewn(o2, unsigned int);
258
259 memset(state->nums, 0, o2 * sizeof(digit));
260 memset(state->hints, 0, o3);
261 memset(state->flags, 0, o2 * sizeof(unsigned int));
262
263 return state;
264}
265
266static game_state *dup_game(game_state *state)
267{
268 game_state *ret = blank_game(state->order);
269 int o2 = state->order*state->order, o3 = o2*state->order;
270
271 memcpy(ret->nums, state->nums, o2 * sizeof(digit));
272 memcpy(ret->hints, state->hints, o3);
273 memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
274
275 return ret;
276}
277
278static void free_game(game_state *state)
279{
280 sfree(state->nums);
281 sfree(state->hints);
282 sfree(state->flags);
283 sfree(state);
284}
285
286#define CHECKG(x,y) grid[(y)*o+(x)]
287
288/* Returns 0 if it finds an error, 1 otherwise. */
289static int check_gt(digit *grid, game_state *state,
290 int x, int y, int dx, int dy)
291{
292 int o = state->order;
293 int n = CHECKG(x,y), dn = CHECKG(x+dx, y+dy);
294
295 assert(n != 0);
296 if (dn == 0) return 1;
297
298 if (n <= dn) {
299 debug(("check_gt error (%d,%d) (%d,%d)", x, y, x+dx, y+dy));
300 return 0;
301 }
302 return 1;
303}
304
305/* Returns 0 if it finds an error, 1 otherwise. */
306static int check_num_gt(digit *grid, game_state *state,
307 int x, int y, int me)
308{
309 unsigned int f = GRID(state, flags, x, y);
310 int ret = 1, i;
311
312 for (i = 0; i < 4; i++) {
313 if ((f & gtthan[i].f) &&
314 !check_gt(grid, state, x, y, gtthan[i].dx, gtthan[i].dy)) {
315 if (me) GRID(state, flags, x, y) |= gtthan[i].fe;
316 ret = 0;
317 }
318 }
319 return ret;
320}
321
322/* Returns 0 if it finds an error, 1 otherwise. */
323static int check_num_error(digit *grid, game_state *state,
324 int x, int y, int mark_errors)
325{
326 int o = state->order;
327 int xx, yy, val = CHECKG(x,y), ret = 1;
328
329 assert(val != 0);
330
331 /* check for dups in same column. */
332 for (yy = 0; yy < state->order; yy++) {
333 if (yy == y) continue;
334 if (CHECKG(x,yy) == val) ret = 0;
335 }
336
337 /* check for dups in same row. */
338 for (xx = 0; xx < state->order; xx++) {
339 if (xx == x) continue;
340 if (CHECKG(xx,y) == val) ret = 0;
341 }
342
343 if (!ret) {
344 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
345 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
346 }
347 return ret;
348}
349
350/* Returns: -1 for 'wrong'
351 * 0 for 'incomplete'
352 * 1 for 'complete and correct'
353 */
354static int check_complete(digit *grid, game_state *state, int mark_errors)
355{
356 int x, y, ret = 1, o = state->order;
357
358 if (mark_errors)
359 assert(grid == state->nums);
360
361 for (x = 0; x < state->order; x++) {
362 for (y = 0; y < state->order; y++) {
363 if (mark_errors)
364 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
365 if (grid[y*o+x] == 0) {
366 ret = 0;
367 } else {
368 if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
369 if (!check_num_gt(grid, state, x, y, mark_errors)) ret = -1;
370 }
371 }
372 }
373 if (ret == 1 && latin_check(grid, o))
374 ret = -1;
375 return ret;
376}
377
378static char n2c(digit n, int order) {
379 if (n == 0) return ' ';
380 if (order < 10) {
381 if (n < 10) return '0' + n;
382 } else {
383 if (n < 11) return '0' + n-1;
384 n -= 11;
385 if (n <= 26) return 'A' + n;
386 }
387 return '?';
388}
389
390/* should be 'digit', but includes -1 for 'not a digit'.
391 * Includes keypresses (0 especially) for interpret_move. */
392static int c2n(int c, int order) {
393 if (c < 0 || c > 0xff)
394 return -1;
395 if (c == ' ' || c == '\010' || c == '\177')
396 return 0;
397 if (order < 10) {
398 if (c >= '1' && c <= '9')
399 return (int)(c - '0');
400 } else {
401 if (c >= '0' && c <= '9')
402 return (int)(c - '0' + 1);
403 if (c >= 'A' && c <= 'Z')
404 return (int)(c - 'A' + 11);
405 if (c >= 'a' && c <= 'z')
406 return (int)(c - 'a' + 11);
407 }
408 return -1;
409}
410
411static char *game_text_format(game_state *state)
412{
413 int x, y, len, n;
414 char *ret, *p;
415
416 len = (state->order*2) * (state->order*2-1) + 1;
417 ret = snewn(len, char);
418 p = ret;
419
420 for (y = 0; y < state->order; y++) {
421 for (x = 0; x < state->order; x++) {
422 n = GRID(state, nums, x, y);
423 *p++ = n > 0 ? n2c(n, state->order) : '.';
424
425 if (x < (state->order-1)) {
426 if (GRID(state, flags, x, y) & F_GT_RIGHT)
427 *p++ = '>';
428 else if (GRID(state, flags, x+1, y) & F_GT_LEFT)
429 *p++ = '<';
430 else
431 *p++ = ' ';
432 }
433 }
434 *p++ = '\n';
435
436 if (y < (state->order-1)) {
437 for (x = 0; x < state->order; x++) {
438 if (GRID(state, flags, x, y) & F_GT_DOWN)
439 *p++ = 'v';
440 else if (GRID(state, flags, x, y+1) & F_GT_UP)
441 *p++ = '^';
442 else
443 *p++ = ' ';
444
445 if (x < state->order-1)
446 *p++ = ' ';
447 }
448 *p++ = '\n';
449 }
450 }
451 *p++ = '\0';
452
453 assert(p - ret == len);
454 return ret;
455}
456
457#ifdef STANDALONE_SOLVER
458static void game_debug(game_state *state)
459{
460 char *dbg = game_text_format(state);
461 printf("%s", dbg);
462 sfree(dbg);
463}
464#endif
465
466/* ----------------------------------------------------------
467 * Solver.
468 */
469
470struct solver_link {
471 int len, gx, gy, lx, ly;
472};
473
474typedef struct game_solver {
475 struct latin_solver latin; /* keep first in struct! */
476
477 game_state *state;
478
479 int nlinks, alinks;
480 struct solver_link *links;
481} game_solver;
482
483#if 0
484static void solver_debug(game_solver *solver, int wide)
485{
486#ifdef STANDALONE_SOLVER
487 if (solver_show_working) {
488 if (!wide)
489 game_debug(solver->state);
490 else
491 latin_solver_debug(solver->latin.cube, solver->latin.o);
492 }
493#endif
494}
495#endif
496
497static void solver_add_link(game_solver *solver,
498 int gx, int gy, int lx, int ly, int len)
499{
500 if (solver->alinks < solver->nlinks+1) {
501 solver->alinks = solver->alinks*2 + 1;
502 /*debug(("resizing solver->links, new size %d", solver->alinks));*/
503 solver->links = sresize(solver->links, solver->alinks, struct solver_link);
504 }
505 solver->links[solver->nlinks].gx = gx;
506 solver->links[solver->nlinks].gy = gy;
507 solver->links[solver->nlinks].lx = lx;
508 solver->links[solver->nlinks].ly = ly;
509 solver->links[solver->nlinks].len = len;
510 solver->nlinks++;
511 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
512 len, lx, ly, gx, gy, solver->nlinks));*/
513}
514
515static game_solver *new_solver(digit *grid, game_state *state)
516{
517 game_solver *solver = snew(game_solver);
518 int o = state->order;
519 int i, x, y;
520 unsigned int f;
521
522 latin_solver_alloc(&solver->latin, grid, o);
523
524 solver->nlinks = solver->alinks = 0;
525 solver->links = NULL;
526
527 for (x = 0; x < o; x++) {
528 for (y = 0; y < o; y++) {
529 f = GRID(state, flags, x, y);
530 for (i = 0; i < 4; i++) {
531 if (f & gtthan[i].f)
532 solver_add_link(solver, x, y, x+gtthan[i].dx, y+gtthan[i].dy, 1);
533 }
534 }
535 }
536
537 return solver;
538}
539
540static void free_solver(game_solver *solver)
541{
542 if (solver->links) sfree(solver->links);
543 latin_solver_free(&solver->latin);
544 sfree(solver);
545}
546
547static void solver_nminmax(game_solver *usolver,
548 int x, int y, int *min_r, int *max_r,
549 unsigned char **ns_r)
550{
551 struct latin_solver *solver = &usolver->latin;
552 int o = usolver->latin.o, min = o, max = 0, n;
553 unsigned char *ns;
554
555 assert(x >= 0 && y >= 0 && x < o && y < o);
556
557 ns = solver->cube + cubepos(x,y,1);
558
559 if (grid(x,y) > 0) {
560 min = max = grid(x,y)-1;
561 } else {
562 for (n = 0; n < o; n++) {
563 if (ns[n]) {
564 if (n > max) max = n;
565 if (n < min) min = n;
566 }
567 }
568 }
569 if (min_r) *min_r = min;
570 if (max_r) *max_r = max;
571 if (ns_r) *ns_r = ns;
572}
573
574static int solver_links(game_solver *usolver)
575{
576 int i, j, lmin, gmax, nchanged = 0;
577 unsigned char *gns, *lns;
578 struct solver_link *link;
579 struct latin_solver *solver = &usolver->latin;
580
581 for (i = 0; i < usolver->nlinks; i++) {
582 link = &usolver->links[i];
583 solver_nminmax(usolver, link->gx, link->gy, NULL, &gmax, &gns);
584 solver_nminmax(usolver, link->lx, link->ly, &lmin, NULL, &lns);
585
586 for (j = 0; j < solver->o; j++) {
587 /* For the 'greater' end of the link, discount all numbers
588 * too small to satisfy the inequality. */
589 if (gns[j]) {
590 if (j < (lmin+link->len)) {
591#ifdef STANDALONE_SOLVER
592 if (solver_show_working) {
593 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
594 solver_recurse_depth*4, "",
595 link->gx, link->gy, link->lx, link->ly);
596 printf("%*s ruling out %d at (%d,%d)\n",
597 solver_recurse_depth*4, "",
598 j+1, link->gx, link->gy);
599 }
600#endif
601 cube(link->gx, link->gy, j+1) = FALSE;
602 nchanged++;
603 }
604 }
605 /* For the 'lesser' end of the link, discount all numbers
606 * too large to satisfy inequality. */
607 if (lns[j]) {
608 if (j > (gmax-link->len)) {
609#ifdef STANDALONE_SOLVER
610 if (solver_show_working) {
611 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
612 solver_recurse_depth*4, "",
613 link->gx, link->gy, link->lx, link->ly);
614 printf("%*s ruling out %d at (%d,%d)\n",
615 solver_recurse_depth*4, "",
616 j+1, link->lx, link->ly);
617 }
618#endif
619 cube(link->lx, link->ly, j+1) = FALSE;
620 nchanged++;
621 }
622 }
623 }
624 }
625 return nchanged;
626}
627
628static int solver_grid(digit *grid, int o, int maxdiff, void *ctx)
629{
630 game_state *state = (game_state *)ctx;
631 game_solver *solver;
632 struct latin_solver *lsolver;
633 struct latin_solver_scratch *scratch;
481628b3 634 int ret, diff = DIFF_LATIN;
149255d7 635
636 assert(maxdiff <= DIFF_RECURSIVE);
637
638 assert(state->order == o);
639 solver = new_solver(grid, state);
640
641 lsolver = &solver->latin;
642 scratch = latin_solver_new_scratch(lsolver);
643
644 while (1) {
645cont:
646 ret = latin_solver_diff_simple(lsolver);
647 if (ret < 0) {
648 diff = DIFF_IMPOSSIBLE;
649 goto got_result;
650 } else if (ret > 0) {
651 diff = max(diff, DIFF_LATIN);
652 goto cont;
653 }
654
655 if (maxdiff <= DIFF_LATIN)
656 break;
657
658 /* This bit is unequal-specific */
659 ret = solver_links(solver);
660 if (ret < 0) {
661 diff = DIFF_IMPOSSIBLE;
662 goto got_result;
663 } else if (ret > 0) {
664 diff = max(diff, DIFF_EASY);
665 goto cont;
666 }
667
668 if (maxdiff <= DIFF_EASY)
669 break;
670
481628b3 671 /* Row- and column-wise set elimination */
672 ret = latin_solver_diff_set(lsolver, scratch, 0);
149255d7 673 if (ret < 0) {
674 diff = DIFF_IMPOSSIBLE;
675 goto got_result;
676 } else if (ret > 0) {
481628b3 677 diff = max(diff, DIFF_SET);
149255d7 678 goto cont;
679 }
680
681 if (maxdiff <= DIFF_SET)
682 break;
683
481628b3 684 ret = latin_solver_diff_set(lsolver, scratch, 1);
685 if (ret < 0) {
686 diff = DIFF_IMPOSSIBLE;
687 goto got_result;
688 } else if (ret > 0) {
689 diff = max(diff, DIFF_EXTREME);
690 goto cont;
691 }
692
149255d7 693 /*
694 * Forcing chains.
695 */
696 if (latin_solver_forcing(lsolver, scratch)) {
697 diff = max(diff, DIFF_EXTREME);
698 goto cont;
699 }
700
701 /*
702 * If we reach here, we have made no deductions in this
703 * iteration, so the algorithm terminates.
704 */
705 break;
706 }
707 /*
708 * Last chance: if we haven't fully solved the puzzle yet, try
709 * recursing based on guesses for a particular square. We pick
710 * one of the most constrained empty squares we can find, which
711 * has the effect of pruning the search tree as much as
712 * possible.
713 */
714 if (maxdiff == DIFF_RECURSIVE) {
715 int nsol = latin_solver_recurse(lsolver, DIFF_RECURSIVE, solver_grid, ctx);
716 if (nsol < 0) diff = DIFF_IMPOSSIBLE;
717 else if (nsol == 1) diff = DIFF_RECURSIVE;
718 else if (nsol > 1) diff = DIFF_AMBIGUOUS;
719 /* if nsol == 0 then we were complete anyway
720 * (and thus don't need to change diff) */
721 } else {
722 int cc = check_complete(grid, state, 0);
723 if (cc == -1) diff = DIFF_IMPOSSIBLE;
724 if (cc == 0) diff = DIFF_UNFINISHED;
725 }
726
727got_result:
728
729#ifdef STANDALONE_SOLVER
730 if (solver_show_working)
731 printf("%*s%s found\n",
732 solver_recurse_depth*4, "",
733 diff == DIFF_IMPOSSIBLE ? "no solution (impossible)" :
734 diff == DIFF_UNFINISHED ? "no solution (unfinished)" :
735 diff == DIFF_AMBIGUOUS ? "multiple solutions" :
736 "one solution");
737#endif
738
739 latin_solver_free_scratch(scratch);
740 memcpy(state->hints, solver->latin.cube, o*o*o);
741 free_solver(solver);
742
743 return diff;
744}
745
746static int solver_state(game_state *state, int maxdiff)
747{
748 int diff = solver_grid(state->nums, state->order, maxdiff, (void*)state);
749
750 if (diff == DIFF_IMPOSSIBLE)
751 return -1;
752 if (diff == DIFF_UNFINISHED)
753 return 0;
754 if (diff == DIFF_AMBIGUOUS)
755 return 2;
756 return 1;
757}
758
759static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
760{
761 game_state *ret = dup_game(state);
762 int diff, r = 0;
763
764 for (diff = mindiff; diff <= maxdiff; diff++) {
765 r = solver_state(ret, diff);
766 debug(("solver_state after %s %d", unequal_diffnames[diff], r));
767 if (r != 0) goto done;
768 }
769
770done:
771 if (diff_r) *diff_r = (r > 0) ? diff : -1;
772 return ret;
773}
774
775/* ----------------------------------------------------------
776 * Game generation.
777 */
778
779static char *latin_desc(digit *sq, size_t order)
780{
781 int o2 = order*order, i;
782 char *soln = snewn(o2+2, char);
783
784 soln[0] = 'S';
785 for (i = 0; i < o2; i++)
786 soln[i+1] = n2c(sq[i], order);
787 soln[o2+1] = '\0';
788
789 return soln;
790}
791
792/* returns non-zero if it placed (or could have placed) clue. */
793static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkonly)
794{
795 int loc = ccode / 5, which = ccode % 5;
796 int x = loc % state->order, y = loc / state->order;
797
798 assert(loc < state->order*state->order);
799
800 if (which == 4) { /* add number */
801 if (state->nums[loc] != 0) {
802#ifdef STANDALONE_SOLVER
803 if (state->nums[loc] != latin[loc]) {
804 printf("inconsistency for (%d,%d): state %d latin %d\n",
805 x, y, state->nums[loc], latin[loc]);
806 }
807#endif
808 assert(state->nums[loc] == latin[loc]);
809 return 0;
810 }
811 if (!checkonly) {
812 state->nums[loc] = latin[loc];
813 }
814 } else { /* add flag */
815 int lx, ly, lloc;
816
817 if (state->flags[loc] & gtthan[which].f)
818 return 0; /* already has flag. */
819
820 lx = x + gtthan[which].dx;
821 ly = y + gtthan[which].dy;
822 if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
823 return 0; /* flag compares to off grid */
824
825 lloc = loc + gtthan[which].dx + gtthan[which].dy*state->order;
826 if (latin[loc] <= latin[lloc])
827 return 0; /* flag would be incorrect */
828
829 if (!checkonly) {
830 state->flags[loc] |= gtthan[which].f;
831 }
832 }
833 return 1;
834}
835
836/* returns non-zero if it removed (or could have removed) the clue. */
837static int gg_remove_clue(game_state *state, int ccode, int checkonly)
838{
839 int loc = ccode / 5, which = ccode % 5;
840#ifdef STANDALONE_SOLVER
841 int x = loc % state->order, y = loc / state->order;
842#endif
843
844 assert(loc < state->order*state->order);
845
846 if (which == 4) { /* remove number. */
847 if (state->nums[loc] == 0) return 0;
848 if (!checkonly) {
849#ifdef STANDALONE_SOLVER
850 if (solver_show_working)
851 printf("gg_remove_clue: removing %d at (%d,%d)",
852 state->nums[loc], x, y);
853#endif
854 state->nums[loc] = 0;
855 }
856 } else { /* remove flag */
857 if (!(state->flags[loc] & gtthan[which].f)) return 0;
858 if (!checkonly) {
859#ifdef STANDALONE_SOLVER
860 if (solver_show_working)
861 printf("gg_remove_clue: removing %c at (%d,%d)",
862 gtthan[which].c, x, y);
863#endif
864 state->flags[loc] &= ~gtthan[which].f;
865 }
866 }
867 return 1;
868}
869
870static int gg_best_clue(game_state *state, int *scratch, digit *latin)
871{
872 int ls = state->order * state->order * 5;
873 int maxposs = 0, minclues = 5, best = -1, i, j;
874 int nposs, nclues, loc, x, y;
875
876#ifdef STANDALONE_SOLVER
877 if (solver_show_working) {
878 game_debug(state);
879 latin_solver_debug(state->hints, state->order);
880 }
881#endif
882
883 for (i = 0; i < ls; i++) {
884 if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
885
886 loc = scratch[i] / 5;
887 x = loc % state->order; y = loc / state->order;
888 for (j = nposs = 0; j < state->order; j++) {
889 if (state->hints[loc*state->order + j]) nposs++;
890 }
891 for (j = nclues = 0; j < 4; j++) {
892 if (state->flags[loc] & gtthan[j].f) nclues++;
893 }
894 if ((nposs > maxposs) ||
895 (nposs == maxposs && nclues < minclues)) {
896 best = i; maxposs = nposs; minclues = nclues;
897#ifdef STANDALONE_SOLVER
898 if (solver_show_working)
899 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].",
900 best, x, y, nposs, nclues);
901#endif
902 }
903 }
904 /* if we didn't solve, we must have 1 clue to place! */
905 assert(best != -1);
906 return best;
907}
908
909#ifdef STANDALONE_SOLVER
910int maxtries;
911#define MAXTRIES maxtries
912#else
913#define MAXTRIES 50
914#endif
915int gg_solved;
916
917static int game_assemble(game_state *new, int *scratch, digit *latin,
918 int difficulty)
919{
920 game_state *copy = dup_game(new);
921 int best;
922
923 if (difficulty >= DIFF_RECURSIVE) {
924 /* We mustn't use any solver that might guess answers;
925 * if it guesses wrongly but solves, gg_place_clue will
926 * get mighty confused. We will always trim clues down
927 * (making it more difficult) in game_strip, which doesn't
928 * have this problem. */
929 difficulty = DIFF_RECURSIVE-1;
930 }
931
932#ifdef STANDALONE_SOLVER
933 if (solver_show_working) {
934 game_debug(new);
935 latin_solver_debug(new->hints, new->order);
936 }
937#endif
938
939 while(1) {
940 gg_solved++;
941 if (solver_state(copy, difficulty) == 1) break;
942
943 best = gg_best_clue(copy, scratch, latin);
944 gg_place_clue(new, scratch[best], latin, 0);
945 gg_place_clue(copy, scratch[best], latin, 0);
946 }
947 free_game(copy);
948#ifdef STANDALONE_SOLVER
949 if (solver_show_working) {
950 char *dbg = game_text_format(new);
951 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
952 sfree(dbg);
953 }
954#endif
955 return 0;
956}
957
958static void game_strip(game_state *new, int *scratch, digit *latin,
959 int difficulty)
960{
961 int o = new->order, o2 = o*o, lscratch = o2*5, i;
962 game_state *copy = blank_game(new->order);
963
964 /* For each symbol (if it exists in new), try and remove it and
965 * solve again; if we couldn't solve without it put it back. */
966 for (i = 0; i < lscratch; i++) {
967 if (!gg_remove_clue(new, scratch[i], 0)) continue;
968
969 memcpy(copy->nums, new->nums, o2 * sizeof(digit));
970 memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
971 gg_solved++;
972 if (solver_state(copy, difficulty) != 1) {
973 /* put clue back, we can't solve without it. */
974 assert(gg_place_clue(new, scratch[i], latin, 0) == 1);
975 } else {
976#ifdef STANDALONE_SOLVER
977 if (solver_show_working)
978 printf("game_strip: clue was redundant.");
979#endif
980 }
981 }
982 free_game(copy);
983#ifdef STANDALONE_SOLVER
984 if (solver_show_working) {
985 char *dbg = game_text_format(new);
986 debug(("game_strip: done, %d solver iterations.", gg_solved));
987 debug(("%s", dbg));
988 sfree(dbg);
989 }
990#endif
991}
992
993static char *new_game_desc(game_params *params, random_state *rs,
994 char **aux, int interactive)
995{
996 digit *sq = NULL;
997 int i, x, y, retlen, k, nsol;
998 int o2 = params->order * params->order, ntries = 0;
999 int *scratch, lscratch = o2*5;
1000 char *ret, buf[80];
1001 game_state *state = blank_game(params->order);
1002
1003 /* Generate a list of 'things to strip' (randomised later) */
1004 scratch = snewn(lscratch, int);
1005 for (i = 0; i < lscratch; i++) scratch[i] = i;
1006
1007generate:
1008#ifdef STANDALONE_SOLVER
1009 if (solver_show_working)
1010 printf("new_game_desc: generating %s puzzle, ntries so far %d",
1011 unequal_diffnames[params->diff], ntries);
1012#endif
1013 if (sq) sfree(sq);
1014 sq = latin_generate(params->order, rs);
1015 latin_debug(sq, params->order);
1016 shuffle(scratch, lscratch, sizeof(int), rs);
1017
1018 memset(state->nums, 0, o2 * sizeof(digit));
1019 memset(state->flags, 0, o2 * sizeof(unsigned int));
1020
1021 gg_solved = 0;
1022 if (game_assemble(state, scratch, sq, params->diff) < 0)
1023 goto generate;
1024 game_strip(state, scratch, sq, params->diff);
1025
1026 if (params->diff > 0) {
1027 game_state *copy = dup_game(state);
1028 nsol = solver_state(copy, params->diff-1);
1029 free_game(copy);
1030 if (nsol > 0) {
1031#ifdef STANDALONE_SOLVER
1032 if (solver_show_working)
1033 printf("game_assemble: puzzle as generated is too easy.");
1034#endif
1035 if (ntries < MAXTRIES) {
1036 ntries++;
1037 goto generate;
1038 }
1039#ifdef STANDALONE_SOLVER
1040 if (solver_show_working)
1041 printf("Unable to generate %s %dx%d after %d attempts.",
1042 unequal_diffnames[params->diff],
1043 params->order, params->order, MAXTRIES);
1044#endif
1045 params->diff--;
1046 }
1047 }
1048#ifdef STANDALONE_SOLVER
1049 if (solver_show_working)
1050 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).",
1051 unequal_diffnames[params->diff], ntries, gg_solved);
1052#endif
1053
1054 ret = NULL; retlen = 0;
1055 for (y = 0; y < params->order; y++) {
1056 for (x = 0; x < params->order; x++) {
1057 unsigned int f = GRID(state, flags, x, y);
1058 k = sprintf(buf, "%d%s%s%s%s,",
1059 GRID(state, nums, x, y),
1060 (f & F_GT_UP) ? "U" : "",
1061 (f & F_GT_RIGHT) ? "R" : "",
1062 (f & F_GT_DOWN) ? "D" : "",
1063 (f & F_GT_LEFT) ? "L" : "");
1064
1065 ret = sresize(ret, retlen + k + 1, char);
1066 strcpy(ret + retlen, buf);
1067 retlen += k;
1068 }
1069 }
1070 *aux = latin_desc(sq, params->order);
1071
1072 free_game(state);
1073 sfree(sq);
1074 sfree(scratch);
1075
1076 return ret;
1077}
1078
1079static game_state *load_game(game_params *params, char *desc,
1080 char **why_r)
1081{
1082 game_state *state = blank_game(params->order);
1083 char *p = desc;
1084 int i = 0, n, o = params->order, x, y;
1085 char *why = NULL;
1086
1087 while (*p) {
1088 while (*p >= 'a' && *p <= 'z') {
1089 i += *p - 'a' + 1;
1090 p++;
1091 }
1092 if (i >= o*o) {
1093 why = "Too much data to fill grid"; goto fail;
1094 }
1095
1096 if (*p < '0' && *p > '9') {
1097 why = "Expecting number in game description"; goto fail;
1098 }
1099 n = atoi(p);
1100 if (n < 0 || n > o) {
1101 why = "Out-of-range number in game description"; goto fail;
1102 }
1103 state->nums[i] = (digit)n;
1104 while (*p >= '0' && *p <= '9') p++; /* skip number */
1105
1106 if (state->nums[i] != 0)
1107 state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
1108
1109 while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
1110 switch (*p) {
1111 case 'U': state->flags[i] |= F_GT_UP; break;
1112 case 'R': state->flags[i] |= F_GT_RIGHT; break;
1113 case 'D': state->flags[i] |= F_GT_DOWN; break;
1114 case 'L': state->flags[i] |= F_GT_LEFT; break;
1115 default: why = "Expecting flag URDL in game description"; goto fail;
1116 }
1117 p++;
1118 }
1119 i++;
1120 if (i < o*o && *p != ',') {
1121 why = "Missing separator"; goto fail;
1122 }
1123 if (*p == ',') p++;
1124 }
1125 if (i < o*o) {
1126 why = "Not enough data to fill grid"; goto fail;
1127 }
1128 i = 0;
1129 for (y = 0; y < o; y++) {
1130 for (x = 0; x < o; x++) {
1131 for (n = 0; n < 4; n++) {
1132 if (GRID(state, flags, x, y) & gtthan[n].f) {
1133 int nx = x + gtthan[n].dx;
1134 int ny = y + gtthan[n].dy;
1135 /* a flag must not point us off the grid. */
1136 if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
1137 why = "Flags go off grid"; goto fail;
1138 }
1139 /* if one cell is GT another, the other must not also
1140 * be GT the first. */
1141 if (GRID(state, flags, nx, ny) & gtthan[n].fo) {
1142 why = "Flags contradicting each other"; goto fail;
1143 }
1144 }
1145 }
1146 }
1147 }
1148
1149 return state;
1150
1151fail:
1152 free_game(state);
1153 if (why_r) *why_r = why;
1154 return NULL;
1155}
1156
1157static game_state *new_game(midend *me, game_params *params, char *desc)
1158{
1159 game_state *state = load_game(params, desc, NULL);
1160 if (!state) {
1161 assert("Unable to load ?validated game.");
1162 return NULL;
1163 }
1164 return state;
1165}
1166
1167static char *validate_desc(game_params *params, char *desc)
1168{
1169 char *why = NULL;
1170 game_state *dummy = load_game(params, desc, &why);
1171 if (dummy) {
1172 free_game(dummy);
1173 assert(!why);
1174 } else
1175 assert(why);
1176 return why;
1177}
1178
1179static char *solve_game(game_state *state, game_state *currstate,
1180 char *aux, char **error)
1181{
1182 game_state *solved;
1183 int r;
1184 char *ret = NULL;
1185
1186 if (aux) return dupstr(aux);
1187
1188 solved = dup_game(state);
1189 for (r = 0; r < state->order*state->order; r++) {
1190 if (!(solved->flags[r] & F_IMMUTABLE))
1191 solved->nums[r] = 0;
1192 }
1193 r = solver_state(solved, DIFFCOUNT);
1194 if (r > 0) ret = latin_desc(solved->nums, solved->order);
1195 free_game(solved);
1196 return ret;
1197}
1198
1199/* ----------------------------------------------------------
1200 * Game UI input processing.
1201 */
1202
1203struct game_ui {
1204 int hx, hy, hpencil; /* as for solo.c, highlight pos and type */
1205 int cx, cy; /* cursor position (-1,-1 for none) */
1206};
1207
1208static game_ui *new_ui(game_state *state)
1209{
1210 game_ui *ui = snew(game_ui);
1211
1212 ui->hx = ui->hy = -1;
1213 ui->hpencil = 0;
1214
1215 ui->cx = ui->cy = -1;
1216
1217 return ui;
1218}
1219
1220static void free_ui(game_ui *ui)
1221{
1222 sfree(ui);
1223}
1224
1225static char *encode_ui(game_ui *ui)
1226{
1227 return NULL;
1228}
1229
1230static void decode_ui(game_ui *ui, char *encoding)
1231{
1232}
1233
1234static void game_changed_state(game_ui *ui, game_state *oldstate,
1235 game_state *newstate)
1236{
1237 /* See solo.c; if we were pencil-mode highlighting and
1238 * somehow a square has just been properly filled, cancel
1239 * pencil mode. */
1240 if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
1241 GRID(newstate, nums, ui->hx, ui->hy) != 0) {
1242 ui->hx = ui->hy = -1;
1243 }
1244}
1245
1246struct game_drawstate {
1247 int tilesize, order, started;
1248 digit *nums; /* copy of nums, o^2 */
1249 unsigned char *hints; /* copy of hints, o^3 */
1250 unsigned int *flags; /* o^2 */
1251
1252 int hx, hy, hpencil;
1253 int cx, cy;
1254 int hflash;
1255};
1256
1257static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1258 int ox, int oy, int button)
1259{
1260 int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
1261 char buf[80];
1262
1263 button &= ~MOD_MASK;
1264
1265 if (x >= 0 && x < ds->order && y >= 0 && y < ds->order) {
1266 if (button == LEFT_BUTTON) {
1267 /* normal highlighting for non-immutable squares */
1268 if (GRID(state, flags, x, y) & F_IMMUTABLE)
1269 ui->hx = ui->hy = -1;
1270 else if (x == ui->hx && y == ui->hy && ui->hpencil == 0)
1271 ui->hx = ui->hy = -1;
1272 else {
1273 ui->hx = x; ui->hy = y; ui->hpencil = 0;
1274 }
1275 return "";
1276 }
1277 if (button == RIGHT_BUTTON) {
1278 /* pencil highlighting for non-filled squares */
1279 if (GRID(state, nums, x, y) != 0)
1280 ui->hx = ui->hy = -1;
1281 else if (x == ui->hx && y == ui->hy && ui->hpencil)
1282 ui->hx = ui->hy = -1;
1283 else {
1284 ui->hx = x; ui->hy = y; ui->hpencil = 1;
1285 }
1286 return "";
1287 }
1288 }
1289 if (button == 'H' || button == 'h')
1290 return dupstr("H");
1291
1292 if (ui->hx != -1 && ui->hy != -1) {
1293 debug(("button %d, cbutton %d", button, (int)((char)button)));
1294 n = c2n(button, state->order);
1295
1296 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1297 n, ui->hx, ui->hy, ui->hpencil,
1298 GRID(state, flags, ui->hx, ui->hy),
1299 GRID(state, nums, ui->hx, ui->hy)));
1300
1301 if (n < 0 || n > ds->order)
1302 return NULL; /* out of range */
1303 if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
1304 return NULL; /* can't edit immutable square (!) */
1305 if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
1306 return NULL; /* can't change hints on filled square (!) */
1307
1308
1309 sprintf(buf, "%c%d,%d,%d",
1310 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1311
1312 ui->hx = ui->hy = -1;
1313
1314 return dupstr(buf);
1315 }
1316 return NULL;
1317}
1318
1319static game_state *execute_move(game_state *state, char *move)
1320{
1321 game_state *ret = NULL;
1322 int x, y, n, i;
1323
1324 debug(("execute_move: %s", move));
1325
1326 if ((move[0] == 'P' || move[0] == 'R') &&
1327 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1328 x >= 0 && x < state->order && y >= 0 && y < state->order &&
1329 n >= 0 && n <= state->order) {
1330 ret = dup_game(state);
1331 if (move[0] == 'P' && n > 0)
1332 HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
1333 else {
1334 GRID(ret, nums, x, y) = n;
1335 for (i = 0; i < state->order; i++)
1336 HINT(ret, x, y, i) = 0;
1337
1338 /* real change to grid; check for completion */
1339 if (!ret->completed && check_complete(ret->nums, ret, 1) > 0)
1340 ret->completed = TRUE;
1341 }
1342 return ret;
1343 } else if (move[0] == 'S') {
1344 char *p;
1345
1346 ret = dup_game(state);
1347 ret->completed = ret->cheated = TRUE;
1348
1349 p = move+1;
1350 for (i = 0; i < state->order*state->order; i++) {
1351 n = c2n((int)*p, state->order);
1352 if (!*p || n <= 0 || n > state->order)
1353 goto badmove;
1354 ret->nums[i] = n;
1355 p++;
1356 }
1357 if (*p) goto badmove;
1358 assert(check_complete(ret->nums, ret, 1) > 0);
1359 return ret;
1360 } else if (move[0] == 'H') {
1361 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1362 }
1363
1364badmove:
1365 if (ret) free_game(ret);
1366 return NULL;
1367}
1368
1369/* ----------------------------------------------------------------------
1370 * Drawing/printing routines.
1371 */
1372
1373#define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1374
1375static void game_compute_size(game_params *params, int tilesize,
1376 int *x, int *y)
1377{
1378 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1379 struct { int tilesize, order; } ads, *ds = &ads;
1380 ads.tilesize = tilesize;
1381 ads.order = params->order;
1382
1383 *x = *y = DRAW_SIZE;
1384}
1385
1386static void game_set_size(drawing *dr, game_drawstate *ds,
1387 game_params *params, int tilesize)
1388{
1389 ds->tilesize = tilesize;
1390}
1391
1392static float *game_colours(frontend *fe, int *ncolours)
1393{
1394 float *ret = snewn(3 * NCOLOURS, float);
1395 int i;
1396
1397 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1398
1399 for (i = 0; i < 3; i++) {
1400 ret[COL_TEXT * 3 + i] = 0.0F;
1401 ret[COL_GRID * 3 + i] = 0.5F;
1402 }
1403
1404 /* Lots of these were taken from solo.c. */
1405 ret[COL_GUESS * 3 + 0] = 0.0F;
1406 ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1407 ret[COL_GUESS * 3 + 2] = 0.0F;
1408
1409 ret[COL_ERROR * 3 + 0] = 1.0F;
1410 ret[COL_ERROR * 3 + 1] = 0.0F;
1411 ret[COL_ERROR * 3 + 2] = 0.0F;
1412
1413 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1414 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1415 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1416
1417 *ncolours = NCOLOURS;
1418 return ret;
1419}
1420
1421static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1422{
1423 struct game_drawstate *ds = snew(struct game_drawstate);
1424 int o2 = state->order*state->order, o3 = o2*state->order;
1425
1426 ds->tilesize = 0;
1427 ds->order = state->order;
1428
1429 ds->nums = snewn(o2, digit);
1430 ds->hints = snewn(o3, unsigned char);
1431 ds->flags = snewn(o2, unsigned int);
1432 memset(ds->nums, 0, o2*sizeof(digit));
1433 memset(ds->hints, 0, o3);
1434 memset(ds->flags, 0, o2*sizeof(unsigned int));
1435
1436 ds->hx = ds->hy = ds->cx = ds->cy = -1;
1437 ds->started = ds->hpencil = ds->hflash = 0;
1438
1439 return ds;
1440}
1441
1442static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1443{
1444 sfree(ds->nums);
1445 sfree(ds->hints);
1446 sfree(ds->flags);
1447 sfree(ds);
1448}
1449
1450static void draw_gt(drawing *dr, int ox, int oy,
1451 int dx1, int dy1, int dx2, int dy2, int col)
1452{
1453 draw_line(dr, ox, oy, ox+dx1, oy+dy1, col);
1454 draw_line(dr, ox+dx1, oy+dy1, ox+dx1+dx2, oy+dy1+dy2, col);
1455}
1456
1457static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
1458 unsigned int f, int col, int needsupdate)
1459{
1460 int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
1461
1462 if (f & F_GT_UP) {
1463 draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
1464 (f & F_ERROR_UP) ? COL_ERROR : col);
1465 if (needsupdate) draw_update(dr, ox, oy-g, TILE_SIZE, g);
1466 }
1467 if (f & F_GT_RIGHT) {
1468 draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
1469 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1470 if (needsupdate) draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1471 }
1472 if (f & F_GT_DOWN) {
1473 draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
1474 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1475 if (needsupdate) draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1476 }
1477 if (f & F_GT_LEFT) {
1478 draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
1479 (f & F_ERROR_LEFT) ? COL_ERROR : col);
1480 if (needsupdate) draw_update(dr, ox-g, oy, g, TILE_SIZE);
1481 }
1482}
1483
1484static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
1485 game_ui *ui, int x, int y, int hflash)
1486{
1487 int ox = COORD(x), oy = COORD(y), bg, hon, con;
1488 unsigned int f = GRID(state, flags, x, y);
1489
1490 bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
1491
1492 hon = (x == ui->hx && y == ui->hy);
1493 con = (x == ui->cx && y == ui->cy);
1494
1495 /* Clear square. */
1496 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1497 (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
1498
1499 /* Draw the highlight (pencil or full), if we're the highlight */
1500 if (hon && ui->hpencil) {
1501 int coords[6];
1502 coords[0] = ox;
1503 coords[1] = oy;
1504 coords[2] = ox + TILE_SIZE/2;
1505 coords[3] = oy;
1506 coords[4] = ox;
1507 coords[5] = oy + TILE_SIZE/2;
1508 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1509 }
1510
1511 /* Draw the square outline (which is the cursor, if we're the cursor). */
1512 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1513 con ? COL_GUESS : COL_GRID);
1514
1515 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
1516
1517 /* Draw the GT signs. */
1518 draw_gts(dr, ds, ox, oy, f, COL_TEXT, 1);
1519}
1520
1521static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
1522{
1523 int ox = COORD(x), oy = COORD(y);
1524 unsigned int f = GRID(ds,flags,x,y);
1525 char str[2];
1526
1527 /* (can assume square has just been cleared) */
1528
1529 /* Draw number, choosing appropriate colour */
1530 str[0] = n2c(GRID(ds, nums, x, y), ds->order);
1531 str[1] = '\0';
1532 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1533 FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
1534 (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
1535}
1536
1537static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
1538{
1539 int ox = COORD(x), oy = COORD(y);
1540 int nhints, i, j, hw, hh, hmax, fontsz;
1541 char str[2];
1542
1543 /* (can assume square has just been cleared) */
1544
1545 /* Draw hints; steal ingenious algorithm (basically)
1546 * from solo.c:draw_number() */
1547 for (i = nhints = 0; i < ds->order; i++) {
1548 if (HINT(ds, x, y, i)) nhints++;
1549 }
1550
1551 for (hw = 1; hw * hw < nhints; hw++);
1552 if (hw < 3) hw = 3;
1553 hh = (nhints + hw - 1) / hw;
1554 if (hh < 2) hh = 2;
1555 hmax = max(hw, hh);
1556 fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
1557
1558 for (i = j = 0; i < ds->order; i++) {
1559 if (HINT(ds,x,y,i)) {
1560 int hx = j % hw, hy = j / hw;
1561
1562 str[0] = n2c(i+1, ds->order);
1563 str[1] = '\0';
1564 draw_text(dr,
1565 ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
1566 oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
1567 FONT_VARIABLE, fontsz,
1568 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1569 j++;
1570 }
1571 }
1572}
1573
1574static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1575 game_state *state, int dir, game_ui *ui,
1576 float animtime, float flashtime)
1577{
1578 int x, y, i, hchanged = 0, cchanged = 0, stale, hflash = 0;
1579
1580 debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
1581
1582 if (flashtime > 0 &&
1583 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
1584 hflash = 1;
1585
1586 if (!ds->started) {
1587 draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
1588 draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
1589 }
1590 if (ds->hx != ui->hx || ds->hy != ui->hy || ds->hpencil != ui->hpencil)
1591 hchanged = 1;
1592 if (ds->cx != ui->cx || ds->cy != ui->cy)
1593 cchanged = 1;
1594
1595 for (x = 0; x < ds->order; x++) {
1596 for (y = 0; y < ds->order; y++) {
1597 if (!ds->started)
1598 stale = 1;
1599 else if (hflash != ds->hflash)
1600 stale = 1;
1601 else
1602 stale = 0;
1603
1604 if (hchanged) {
1605 if ((x == ui->hx && y == ui->hy) ||
1606 (x == ds->hx && y == ds->hy))
1607 stale = 1;
1608 }
1609 if (cchanged) {
1610 if ((x == ui->cx && y == ui->cy) ||
1611 (x == ds->cx && y == ds->cy))
1612 stale = 1;
1613 }
1614
1615 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1616 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1617 stale = 1;
1618 }
1619 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1620 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1621 stale = 1;
1622 }
1623 if (GRID(ds, nums, x, y) == 0) {
1624 /* We're not a number square (therefore we might
1625 * display hints); do we need to update? */
1626 for (i = 0; i < ds->order; i++) {
1627 if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
1628 HINT(ds, x, y, i) = HINT(state, x, y, i);
1629 stale = 1;
1630 }
1631 }
1632 }
1633 if (stale) {
1634 draw_furniture(dr, ds, state, ui, x, y, hflash);
1635 if (GRID(ds, nums, x, y) > 0)
1636 draw_num(dr, ds, x, y);
1637 else
1638 draw_hints(dr, ds, x, y);
1639 }
1640 }
1641 }
1642 ds->hx = ui->hx; ds->hy = ui->hy; ds->hpencil = ui->hpencil;
1643 ds->cx = ui->cx; ds->cy = ui->cy;
1644 ds->started = 1;
1645 ds->hflash = hflash;
1646}
1647
1648static float game_anim_length(game_state *oldstate, game_state *newstate,
1649 int dir, game_ui *ui)
1650{
1651 return 0.0F;
1652}
1653
1654static float game_flash_length(game_state *oldstate, game_state *newstate,
1655 int dir, game_ui *ui)
1656{
1657 if (!oldstate->completed && newstate->completed &&
1658 !oldstate->cheated && !newstate->cheated)
1659 return FLASH_TIME;
1660 return 0.0F;
1661}
1662
1663static int game_timing_state(game_state *state, game_ui *ui)
1664{
1665 return TRUE;
1666}
1667
1668static void game_print_size(game_params *params, float *x, float *y)
1669{
1670 int pw, ph;
1671
1672 /* 10mm squares by default, roughly the same as Grauniad. */
1673 game_compute_size(params, 1000, &pw, &ph);
1674 *x = pw / 100.0F;
1675 *y = ph / 100.0F;
1676}
1677
1678static void game_print(drawing *dr, game_state *state, int tilesize)
1679{
1680 int ink = print_mono_colour(dr, 0);
1681 int x, y, o = state->order, ox, oy, n;
1682 char str[2];
1683
1684 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1685 game_drawstate ads, *ds = &ads;
1686 game_set_size(dr, ds, NULL, tilesize);
1687
1688 print_line_width(dr, 2 * TILE_SIZE / 40);
1689
1690 /* Squares, numbers, gt signs */
1691 for (y = 0; y < o; y++) {
1692 for (x = 0; x < o; x++) {
1693 ox = COORD(x); oy = COORD(y);
1694 n = GRID(state, nums, x, y);
1695
1696 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1697
1698 str[0] = n ? n2c(n, state->order) : ' ';
1699 str[1] = '\0';
1700 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1701 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1702 ink, str);
1703
1704 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink, 1);
1705 }
1706 }
1707}
1708
1709/* ----------------------------------------------------------------------
1710 * Housekeeping.
1711 */
1712
1713#ifdef COMBINED
1714#define thegame unequal
1715#endif
1716
1717const struct game thegame = {
1718 "Unequal", "games.unequal", "unequal",
1719 default_params,
1720 game_fetch_preset,
1721 decode_params,
1722 encode_params,
1723 free_params,
1724 dup_params,
1725 TRUE, game_configure, custom_params,
1726 validate_params,
1727 new_game_desc,
1728 validate_desc,
1729 new_game,
1730 dup_game,
1731 free_game,
1732 TRUE, solve_game,
1733 TRUE, game_text_format,
1734 new_ui,
1735 free_ui,
1736 encode_ui,
1737 decode_ui,
1738 game_changed_state,
1739 interpret_move,
1740 execute_move,
1741 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1742 game_colours,
1743 game_new_drawstate,
1744 game_free_drawstate,
1745 game_redraw,
1746 game_anim_length,
1747 game_flash_length,
1748 TRUE, FALSE, game_print_size, game_print,
1749 FALSE, /* wants_statusbar */
1750 FALSE, game_timing_state,
1751 0, /* flags */
1752};
1753
1754/* ----------------------------------------------------------------------
1755 * Standalone solver.
1756 */
1757
1758#ifdef STANDALONE_SOLVER
1759
1760#include <time.h>
1761#include <stdarg.h>
1762
1763const char *quis = NULL;
1764
1765#if 0 /* currently unused */
1766
1767static void debug_printf(char *fmt, ...)
1768{
1769 char buf[4096];
1770 va_list ap;
1771
1772 va_start(ap, fmt);
1773 vsprintf(buf, fmt, ap);
1774 puts(buf);
1775 va_end(ap);
1776}
1777
1778static void game_printf(game_state *state)
1779{
1780 char *dbg = game_text_format(state);
1781 printf("%s", dbg);
1782 sfree(dbg);
1783}
1784
1785static void game_printf_wide(game_state *state)
1786{
1787 int x, y, i, n;
1788
1789 for (y = 0; y < state->order; y++) {
1790 for (x = 0; x < state->order; x++) {
1791 n = GRID(state, nums, x, y);
1792 for (i = 0; i < state->order; i++) {
1793 if (n > 0)
1794 printf("%c", n2c(n, state->order));
1795 else if (HINT(state, x, y, i))
1796 printf("%c", n2c(i+1, state->order));
1797 else
1798 printf(".");
1799 }
1800 printf(" ");
1801 }
1802 printf("\n");
1803 }
1804 printf("\n");
1805}
1806
1807#endif
1808
1809static void pdiff(int diff)
1810{
1811 if (diff == DIFF_IMPOSSIBLE)
1812 printf("Game is impossible.\n");
1813 else if (diff == DIFF_UNFINISHED)
1814 printf("Game has incomplete.\n");
1815 else if (diff == DIFF_AMBIGUOUS)
1816 printf("Game has multiple solutions.\n");
1817 else
1818 printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
1819}
1820
1821static int solve(game_params *p, char *desc, int debug)
1822{
1823 game_state *st = new_game(NULL, p, desc);
1824 int diff;
1825
1826 solver_show_working = debug;
1827 game_debug(st);
1828
1829 diff = solver_grid(st->nums, st->order, DIFF_RECURSIVE, (void*)st);
1830 if (debug) pdiff(diff);
1831
1832 game_debug(st);
1833 free_game(st);
1834 return diff;
1835}
1836
1837static void check(game_params *p)
1838{
1839 char *msg = validate_params(p, 1);
1840 if (msg) {
1841 fprintf(stderr, "%s: %s", quis, msg);
1842 exit(1);
1843 }
1844}
1845
1846static int gen(game_params *p, random_state *rs, int debug)
1847{
1848 char *desc, *aux;
1849 int diff;
1850
1851 check(p);
1852
1853 solver_show_working = debug;
1854 desc = new_game_desc(p, rs, &aux, 0);
1855 diff = solve(p, desc, debug);
1856 sfree(aux);
1857 sfree(desc);
1858
1859 return diff;
1860}
1861
1862static void soak(game_params *p, random_state *rs)
1863{
1864 time_t tt_start, tt_now, tt_last;
1865 char *aux, *desc;
1866 game_state *st;
1867 int n = 0, neasy = 0, realdiff = p->diff;
1868
1869 check(p);
1870
1871 solver_show_working = 0;
1872 maxtries = 1;
1873
1874 tt_start = tt_now = time(NULL);
1875
1876 printf("Soak-generating a %dx%d grid, difficulty %s.\n",
1877 p->order, p->order, unequal_diffnames[p->diff]);
1878
1879 while (1) {
1880 p->diff = realdiff;
1881 desc = new_game_desc(p, rs, &aux, 0);
1882 st = new_game(NULL, p, desc);
1883 solver_state(st, DIFF_RECURSIVE);
1884 free_game(st);
1885 sfree(aux);
1886 sfree(desc);
1887
1888 n++;
1889 if (realdiff != p->diff) neasy++;
1890
1891 tt_last = time(NULL);
1892 if (tt_last > tt_now) {
1893 tt_now = tt_last;
1894 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
1895 n, (double)n / ((double)tt_now - tt_start),
1896 neasy, (double)neasy*100.0/(double)n,
1897 (double)(n - neasy) / ((double)tt_now - tt_start));
1898 }
1899 }
1900}
1901
1902static void usage_exit(const char *msg)
1903{
1904 if (msg)
1905 fprintf(stderr, "%s: %s\n", quis, msg);
1906 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
1907 exit(1);
1908}
1909
1910int main(int argc, const char *argv[])
1911{
1912 random_state *rs;
1913 time_t seed = time(NULL);
1914 int do_soak = 0, diff;
1915
1916 game_params *p;
1917
1918 maxtries = 50;
1919
1920 quis = argv[0];
1921 while (--argc > 0) {
1922 const char *p = *++argv;
1923 if (!strcmp(p, "--soak"))
1924 do_soak = 1;
1925 else if (!strcmp(p, "--seed")) {
1926 if (argc == 0)
1927 usage_exit("--seed needs an argument");
1928 seed = (time_t)atoi(*++argv);
1929 argc--;
1930 } else if (*p == '-')
1931 usage_exit("unrecognised option");
1932 else
1933 break;
1934 }
1935 rs = random_new((void*)&seed, sizeof(time_t));
1936
1937 if (do_soak == 1) {
1938 if (argc != 1) usage_exit("only one argument for --soak");
1939 p = default_params();
1940 decode_params(p, *argv);
1941 soak(p, rs);
1942 } else if (argc > 0) {
1943 int i;
1944 for (i = 0; i < argc; i++) {
1945 const char *id = *argv++;
1946 char *desc = strchr(id, ':'), *err;
1947 p = default_params();
1948 if (desc) {
1949 *desc++ = '\0';
1950 decode_params(p, id);
1951 err = validate_desc(p, desc);
1952 if (err) {
1953 fprintf(stderr, "%s: %s\n", quis, err);
1954 exit(1);
1955 }
1956 solve(p, desc, 1);
1957 } else {
1958 decode_params(p, id);
1959 diff = gen(p, rs, 1);
1960 }
1961 }
1962 } else {
1963 while(1) {
1964 p = default_params();
1965 p->order = random_upto(rs, 7) + 3;
1966 p->diff = random_upto(rs, 4);
1967 diff = gen(p, rs, 0);
1968 pdiff(diff);
1969 }
1970 }
1971
1972 return 0;
1973}
1974
1975#endif
1976
1977/* vim: set shiftwidth=4 tabstop=8: */