| 1 | /* |
| 2 | * group.c: a Latin-square puzzle, but played with groups' Cayley |
| 3 | * tables. That is, you are given a Cayley table of a group with |
| 4 | * most elements blank and a few clues, and you must fill it in |
| 5 | * so as to preserve the group axioms. |
| 6 | * |
| 7 | * This is a perfectly playable and fully working puzzle, but I'm |
| 8 | * leaving it for the moment in the 'unfinished' directory because |
| 9 | * it's just too esoteric (not to mention _hard_) for me to be |
| 10 | * comfortable presenting it to the general public as something they |
| 11 | * might (implicitly) actually want to play. |
| 12 | * |
| 13 | * TODO: |
| 14 | * |
| 15 | * - more solver techniques? |
| 16 | * * Inverses: once we know that gh = e, we can immediately |
| 17 | * deduce hg = e as well; then for any gx=y we can deduce |
| 18 | * hy=x, and for any xg=y we have yh=x. |
| 19 | * * Hard-mode associativity: we currently deduce based on |
| 20 | * definite numbers in the grid, but we could also winnow |
| 21 | * based on _possible_ numbers. |
| 22 | * * My overambitious original thoughts included wondering if we |
| 23 | * could infer that there must be elements of certain orders |
| 24 | * (e.g. a group of order divisible by 5 must contain an |
| 25 | * element of order 5), but I think in fact this is probably |
| 26 | * silly. |
| 27 | */ |
| 28 | |
| 29 | #include <stdio.h> |
| 30 | #include <stdlib.h> |
| 31 | #include <string.h> |
| 32 | #include <assert.h> |
| 33 | #include <ctype.h> |
| 34 | #include <math.h> |
| 35 | |
| 36 | #include "puzzles.h" |
| 37 | #include "latin.h" |
| 38 | |
| 39 | /* |
| 40 | * Difficulty levels. I do some macro ickery here to ensure that my |
| 41 | * enum and the various forms of my name list always match up. |
| 42 | */ |
| 43 | #define DIFFLIST(A) \ |
| 44 | A(TRIVIAL,Trivial,NULL,t) \ |
| 45 | A(NORMAL,Normal,solver_normal,n) \ |
| 46 | A(HARD,Hard,NULL,h) \ |
| 47 | A(EXTREME,Extreme,NULL,x) \ |
| 48 | A(UNREASONABLE,Unreasonable,NULL,u) |
| 49 | #define ENUM(upper,title,func,lower) DIFF_ ## upper, |
| 50 | #define TITLE(upper,title,func,lower) #title, |
| 51 | #define ENCODE(upper,title,func,lower) #lower |
| 52 | #define CONFIG(upper,title,func,lower) ":" #title |
| 53 | enum { DIFFLIST(ENUM) DIFFCOUNT }; |
| 54 | static char const *const group_diffnames[] = { DIFFLIST(TITLE) }; |
| 55 | static char const group_diffchars[] = DIFFLIST(ENCODE); |
| 56 | #define DIFFCONFIG DIFFLIST(CONFIG) |
| 57 | |
| 58 | enum { |
| 59 | COL_BACKGROUND, |
| 60 | COL_GRID, |
| 61 | COL_USER, |
| 62 | COL_HIGHLIGHT, |
| 63 | COL_ERROR, |
| 64 | COL_PENCIL, |
| 65 | NCOLOURS |
| 66 | }; |
| 67 | |
| 68 | /* |
| 69 | * In identity mode, we number the elements e,a,b,c,d,f,g,h,... |
| 70 | * Otherwise, they're a,b,c,d,e,f,g,h,... in the obvious way. |
| 71 | */ |
| 72 | #define E_TO_FRONT(c,id) ( (id) && (c)<=5 ? (c) % 5 + 1 : (c) ) |
| 73 | #define E_FROM_FRONT(c,id) ( (id) && (c)<=5 ? ((c) + 3) % 5 + 1 : (c) ) |
| 74 | |
| 75 | #define FROMCHAR(c,id) E_TO_FRONT((((c)-('A'-1)) & ~0x20), id) |
| 76 | #define ISCHAR(c) (((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z')) |
| 77 | #define TOCHAR(c,id) (E_FROM_FRONT(c,id) + ('a'-1)) |
| 78 | |
| 79 | struct game_params { |
| 80 | int w, diff, id; |
| 81 | }; |
| 82 | |
| 83 | struct game_state { |
| 84 | game_params par; |
| 85 | digit *grid; |
| 86 | unsigned char *immutable; |
| 87 | int *pencil; /* bitmaps using bits 1<<1..1<<n */ |
| 88 | int completed, cheated; |
| 89 | digit *sequence; /* sequence of group elements shown */ |
| 90 | |
| 91 | /* |
| 92 | * This array indicates thick lines separating rows and columns |
| 93 | * placed and unplaced manually by the user as a visual aid, e.g. |
| 94 | * to delineate a subgroup and its cosets. |
| 95 | * |
| 96 | * When a line is placed, it's deemed to be between the two |
| 97 | * particular group elements that are on either side of it at the |
| 98 | * time; dragging those two away from each other automatically |
| 99 | * gets rid of the line. Hence, for a given element i, dividers[i] |
| 100 | * is either -1 (indicating no divider to the right of i), or some |
| 101 | * other element (indicating a divider to the right of i iff that |
| 102 | * element is the one right of it). These are eagerly cleared |
| 103 | * during drags. |
| 104 | */ |
| 105 | int *dividers; /* thick lines between rows/cols */ |
| 106 | }; |
| 107 | |
| 108 | static game_params *default_params(void) |
| 109 | { |
| 110 | game_params *ret = snew(game_params); |
| 111 | |
| 112 | ret->w = 6; |
| 113 | ret->diff = DIFF_NORMAL; |
| 114 | ret->id = TRUE; |
| 115 | |
| 116 | return ret; |
| 117 | } |
| 118 | |
| 119 | const static struct game_params group_presets[] = { |
| 120 | { 6, DIFF_NORMAL, TRUE }, |
| 121 | { 6, DIFF_NORMAL, FALSE }, |
| 122 | { 8, DIFF_NORMAL, TRUE }, |
| 123 | { 8, DIFF_NORMAL, FALSE }, |
| 124 | { 8, DIFF_HARD, TRUE }, |
| 125 | { 8, DIFF_HARD, FALSE }, |
| 126 | { 12, DIFF_NORMAL, TRUE }, |
| 127 | }; |
| 128 | |
| 129 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 130 | { |
| 131 | game_params *ret; |
| 132 | char buf[80]; |
| 133 | |
| 134 | if (i < 0 || i >= lenof(group_presets)) |
| 135 | return FALSE; |
| 136 | |
| 137 | ret = snew(game_params); |
| 138 | *ret = group_presets[i]; /* structure copy */ |
| 139 | |
| 140 | sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff], |
| 141 | ret->id ? "" : ", identity hidden"); |
| 142 | |
| 143 | *name = dupstr(buf); |
| 144 | *params = ret; |
| 145 | return TRUE; |
| 146 | } |
| 147 | |
| 148 | static void free_params(game_params *params) |
| 149 | { |
| 150 | sfree(params); |
| 151 | } |
| 152 | |
| 153 | static game_params *dup_params(game_params *params) |
| 154 | { |
| 155 | game_params *ret = snew(game_params); |
| 156 | *ret = *params; /* structure copy */ |
| 157 | return ret; |
| 158 | } |
| 159 | |
| 160 | static void decode_params(game_params *params, char const *string) |
| 161 | { |
| 162 | char const *p = string; |
| 163 | |
| 164 | params->w = atoi(p); |
| 165 | while (*p && isdigit((unsigned char)*p)) p++; |
| 166 | params->diff = DIFF_NORMAL; |
| 167 | params->id = TRUE; |
| 168 | |
| 169 | while (*p) { |
| 170 | if (*p == 'd') { |
| 171 | int i; |
| 172 | p++; |
| 173 | params->diff = DIFFCOUNT+1; /* ...which is invalid */ |
| 174 | if (*p) { |
| 175 | for (i = 0; i < DIFFCOUNT; i++) { |
| 176 | if (*p == group_diffchars[i]) |
| 177 | params->diff = i; |
| 178 | } |
| 179 | p++; |
| 180 | } |
| 181 | } else if (*p == 'i') { |
| 182 | params->id = FALSE; |
| 183 | p++; |
| 184 | } else { |
| 185 | /* unrecognised character */ |
| 186 | p++; |
| 187 | } |
| 188 | } |
| 189 | } |
| 190 | |
| 191 | static char *encode_params(game_params *params, int full) |
| 192 | { |
| 193 | char ret[80]; |
| 194 | |
| 195 | sprintf(ret, "%d", params->w); |
| 196 | if (full) |
| 197 | sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]); |
| 198 | if (!params->id) |
| 199 | sprintf(ret + strlen(ret), "i"); |
| 200 | |
| 201 | return dupstr(ret); |
| 202 | } |
| 203 | |
| 204 | static config_item *game_configure(game_params *params) |
| 205 | { |
| 206 | config_item *ret; |
| 207 | char buf[80]; |
| 208 | |
| 209 | ret = snewn(4, config_item); |
| 210 | |
| 211 | ret[0].name = "Grid size"; |
| 212 | ret[0].type = C_STRING; |
| 213 | sprintf(buf, "%d", params->w); |
| 214 | ret[0].sval = dupstr(buf); |
| 215 | ret[0].ival = 0; |
| 216 | |
| 217 | ret[1].name = "Difficulty"; |
| 218 | ret[1].type = C_CHOICES; |
| 219 | ret[1].sval = DIFFCONFIG; |
| 220 | ret[1].ival = params->diff; |
| 221 | |
| 222 | ret[2].name = "Show identity"; |
| 223 | ret[2].type = C_BOOLEAN; |
| 224 | ret[2].sval = NULL; |
| 225 | ret[2].ival = params->id; |
| 226 | |
| 227 | ret[3].name = NULL; |
| 228 | ret[3].type = C_END; |
| 229 | ret[3].sval = NULL; |
| 230 | ret[3].ival = 0; |
| 231 | |
| 232 | return ret; |
| 233 | } |
| 234 | |
| 235 | static game_params *custom_params(config_item *cfg) |
| 236 | { |
| 237 | game_params *ret = snew(game_params); |
| 238 | |
| 239 | ret->w = atoi(cfg[0].sval); |
| 240 | ret->diff = cfg[1].ival; |
| 241 | ret->id = cfg[2].ival; |
| 242 | |
| 243 | return ret; |
| 244 | } |
| 245 | |
| 246 | static char *validate_params(game_params *params, int full) |
| 247 | { |
| 248 | if (params->w < 3 || params->w > 26) |
| 249 | return "Grid size must be between 3 and 26"; |
| 250 | if (params->diff >= DIFFCOUNT) |
| 251 | return "Unknown difficulty rating"; |
| 252 | if (!params->id && params->diff == DIFF_TRIVIAL) { |
| 253 | /* |
| 254 | * We can't have a Trivial-difficulty puzzle (i.e. latin |
| 255 | * square deductions only) without a clear identity, because |
| 256 | * identityless puzzles always have two rows and two columns |
| 257 | * entirely blank, and no latin-square deduction permits the |
| 258 | * distinguishing of two such rows. |
| 259 | */ |
| 260 | return "Trivial puzzles must have an identity"; |
| 261 | } |
| 262 | if (!params->id && params->w == 3) { |
| 263 | /* |
| 264 | * We can't have a 3x3 puzzle without an identity either, |
| 265 | * because 3x3 puzzles can't ever be harder than Trivial |
| 266 | * (there are no 3x3 latin squares which aren't also valid |
| 267 | * group tables, so enabling group-based deductions doesn't |
| 268 | * rule out any possible solutions) and - as above - Trivial |
| 269 | * puzzles can't not have an identity. |
| 270 | */ |
| 271 | return "3x3 puzzles must have an identity"; |
| 272 | } |
| 273 | return NULL; |
| 274 | } |
| 275 | |
| 276 | /* ---------------------------------------------------------------------- |
| 277 | * Solver. |
| 278 | */ |
| 279 | |
| 280 | static int solver_normal(struct latin_solver *solver, void *vctx) |
| 281 | { |
| 282 | int w = solver->o; |
| 283 | #ifdef STANDALONE_SOLVER |
| 284 | char **names = solver->names; |
| 285 | #endif |
| 286 | digit *grid = solver->grid; |
| 287 | int i, j, k; |
| 288 | |
| 289 | /* |
| 290 | * Deduce using associativity: (ab)c = a(bc). |
| 291 | * |
| 292 | * So we pick any a,b,c we like; then if we know ab, bc, and |
| 293 | * (ab)c we can fill in a(bc). |
| 294 | */ |
| 295 | for (i = 1; i < w; i++) |
| 296 | for (j = 1; j < w; j++) |
| 297 | for (k = 1; k < w; k++) { |
| 298 | if (!grid[i*w+j] || !grid[j*w+k]) |
| 299 | continue; |
| 300 | if (grid[(grid[i*w+j]-1)*w+k] && |
| 301 | !grid[i*w+(grid[j*w+k]-1)]) { |
| 302 | int x = grid[j*w+k]-1, y = i; |
| 303 | int n = grid[(grid[i*w+j]-1)*w+k]; |
| 304 | #ifdef STANDALONE_SOLVER |
| 305 | if (solver_show_working) { |
| 306 | printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n", |
| 307 | solver_recurse_depth*4, "", |
| 308 | names[i], names[j], names[k], |
| 309 | names[grid[i*w+j]-1], names[k], |
| 310 | names[i], names[grid[j*w+k]-1]); |
| 311 | printf("%*s placing %s at (%d,%d)\n", |
| 312 | solver_recurse_depth*4, "", |
| 313 | names[n-1], x+1, y+1); |
| 314 | } |
| 315 | #endif |
| 316 | if (solver->cube[(x*w+y)*w+n-1]) { |
| 317 | latin_solver_place(solver, x, y, n); |
| 318 | return 1; |
| 319 | } else { |
| 320 | #ifdef STANDALONE_SOLVER |
| 321 | if (solver_show_working) |
| 322 | printf("%*s contradiction!\n", |
| 323 | solver_recurse_depth*4, ""); |
| 324 | return -1; |
| 325 | #endif |
| 326 | } |
| 327 | } |
| 328 | if (!grid[(grid[i*w+j]-1)*w+k] && |
| 329 | grid[i*w+(grid[j*w+k]-1)]) { |
| 330 | int x = k, y = grid[i*w+j]-1; |
| 331 | int n = grid[i*w+(grid[j*w+k]-1)]; |
| 332 | #ifdef STANDALONE_SOLVER |
| 333 | if (solver_show_working) { |
| 334 | printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n", |
| 335 | solver_recurse_depth*4, "", |
| 336 | names[i], names[j], names[k], |
| 337 | names[grid[i*w+j]-1], names[k], |
| 338 | names[i], names[grid[j*w+k]-1]); |
| 339 | printf("%*s placing %s at (%d,%d)\n", |
| 340 | solver_recurse_depth*4, "", |
| 341 | names[n-1], x+1, y+1); |
| 342 | } |
| 343 | #endif |
| 344 | if (solver->cube[(x*w+y)*w+n-1]) { |
| 345 | latin_solver_place(solver, x, y, n); |
| 346 | return 1; |
| 347 | } else { |
| 348 | #ifdef STANDALONE_SOLVER |
| 349 | if (solver_show_working) |
| 350 | printf("%*s contradiction!\n", |
| 351 | solver_recurse_depth*4, ""); |
| 352 | return -1; |
| 353 | #endif |
| 354 | } |
| 355 | } |
| 356 | } |
| 357 | |
| 358 | return 0; |
| 359 | } |
| 360 | |
| 361 | #define SOLVER(upper,title,func,lower) func, |
| 362 | static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) }; |
| 363 | |
| 364 | static int solver(game_params *params, digit *grid, int maxdiff) |
| 365 | { |
| 366 | int w = params->w; |
| 367 | int ret; |
| 368 | struct latin_solver solver; |
| 369 | #ifdef STANDALONE_SOLVER |
| 370 | char *p, text[100], *names[50]; |
| 371 | int i; |
| 372 | #endif |
| 373 | |
| 374 | latin_solver_alloc(&solver, grid, w); |
| 375 | #ifdef STANDALONE_SOLVER |
| 376 | for (i = 0, p = text; i < w; i++) { |
| 377 | names[i] = p; |
| 378 | *p++ = TOCHAR(i+1, params->id); |
| 379 | *p++ = '\0'; |
| 380 | } |
| 381 | solver.names = names; |
| 382 | #endif |
| 383 | |
| 384 | ret = latin_solver_main(&solver, maxdiff, |
| 385 | DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME, |
| 386 | DIFF_EXTREME, DIFF_UNREASONABLE, |
| 387 | group_solvers, NULL, NULL, NULL); |
| 388 | |
| 389 | latin_solver_free(&solver); |
| 390 | |
| 391 | return ret; |
| 392 | } |
| 393 | |
| 394 | /* ---------------------------------------------------------------------- |
| 395 | * Grid generation. |
| 396 | */ |
| 397 | |
| 398 | static char *encode_grid(char *desc, digit *grid, int area) |
| 399 | { |
| 400 | int run, i; |
| 401 | char *p = desc; |
| 402 | |
| 403 | run = 0; |
| 404 | for (i = 0; i <= area; i++) { |
| 405 | int n = (i < area ? grid[i] : -1); |
| 406 | |
| 407 | if (!n) |
| 408 | run++; |
| 409 | else { |
| 410 | if (run) { |
| 411 | while (run > 0) { |
| 412 | int c = 'a' - 1 + run; |
| 413 | if (run > 26) |
| 414 | c = 'z'; |
| 415 | *p++ = c; |
| 416 | run -= c - ('a' - 1); |
| 417 | } |
| 418 | } else { |
| 419 | /* |
| 420 | * If there's a number in the very top left or |
| 421 | * bottom right, there's no point putting an |
| 422 | * unnecessary _ before or after it. |
| 423 | */ |
| 424 | if (p > desc && n > 0) |
| 425 | *p++ = '_'; |
| 426 | } |
| 427 | if (n > 0) |
| 428 | p += sprintf(p, "%d", n); |
| 429 | run = 0; |
| 430 | } |
| 431 | } |
| 432 | return p; |
| 433 | } |
| 434 | |
| 435 | /* ----- data generated by group.gap begins ----- */ |
| 436 | |
| 437 | struct group { |
| 438 | unsigned long autosize; |
| 439 | int order, ngens; |
| 440 | const char *gens; |
| 441 | }; |
| 442 | struct groups { |
| 443 | int ngroups; |
| 444 | const struct group *groups; |
| 445 | }; |
| 446 | |
| 447 | static const struct group groupdata[] = { |
| 448 | /* order 2 */ |
| 449 | {1L, 2, 1, "BA"}, |
| 450 | /* order 3 */ |
| 451 | {2L, 3, 1, "BCA"}, |
| 452 | /* order 4 */ |
| 453 | {2L, 4, 1, "BCDA"}, |
| 454 | {6L, 4, 2, "BADC" "CDAB"}, |
| 455 | /* order 5 */ |
| 456 | {4L, 5, 1, "BCDEA"}, |
| 457 | /* order 6 */ |
| 458 | {6L, 6, 2, "CFEBAD" "BADCFE"}, |
| 459 | {2L, 6, 1, "DCFEBA"}, |
| 460 | /* order 7 */ |
| 461 | {6L, 7, 1, "BCDEFGA"}, |
| 462 | /* order 8 */ |
| 463 | {4L, 8, 1, "BCEFDGHA"}, |
| 464 | {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"}, |
| 465 | {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"}, |
| 466 | {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"}, |
| 467 | {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"}, |
| 468 | /* order 9 */ |
| 469 | {6L, 9, 1, "BDECGHFIA"}, |
| 470 | {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"}, |
| 471 | /* order 10 */ |
| 472 | {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"}, |
| 473 | {4L, 10, 1, "DCFEHGJIBA"}, |
| 474 | /* order 11 */ |
| 475 | {10L, 11, 1, "BCDEFGHIJKA"}, |
| 476 | /* order 12 */ |
| 477 | {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"}, |
| 478 | {4L, 12, 1, "EHIJKCBLDGFA"}, |
| 479 | {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"}, |
| 480 | {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"}, |
| 481 | {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"}, |
| 482 | /* order 13 */ |
| 483 | {12L, 13, 1, "BCDEFGHIJKLMA"}, |
| 484 | /* order 14 */ |
| 485 | {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"}, |
| 486 | {6L, 14, 1, "FEHGJILKNMBADC"}, |
| 487 | /* order 15 */ |
| 488 | {8L, 15, 1, "EGHCJKFMNIOBLDA"}, |
| 489 | /* order 16 */ |
| 490 | {8L, 16, 1, "MKNPFOADBGLCIEHJ"}, |
| 491 | {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"}, |
| 492 | {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"}, |
| 493 | {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"}, |
| 494 | {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"}, |
| 495 | {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"}, |
| 496 | {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"}, |
| 497 | {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"}, |
| 498 | {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"}, |
| 499 | {192L, 16, 3, |
| 500 | "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"}, |
| 501 | {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"}, |
| 502 | {192L, 16, 3, |
| 503 | "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"}, |
| 504 | {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"}, |
| 505 | {20160L, 16, 4, |
| 506 | "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN" |
| 507 | "DGIAKLBNCOEFPHJM"}, |
| 508 | /* order 17 */ |
| 509 | {16L, 17, 1, "EFGHIJKLMNOPQABCD"}, |
| 510 | /* order 18 */ |
| 511 | {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"}, |
| 512 | {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"}, |
| 513 | {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"}, |
| 514 | {432L, 18, 3, |
| 515 | "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"}, |
| 516 | {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"}, |
| 517 | /* order 19 */ |
| 518 | {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"}, |
| 519 | /* order 20 */ |
| 520 | {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"}, |
| 521 | {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"}, |
| 522 | {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"}, |
| 523 | {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"}, |
| 524 | {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"}, |
| 525 | /* order 21 */ |
| 526 | {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"}, |
| 527 | {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"}, |
| 528 | /* order 22 */ |
| 529 | {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"}, |
| 530 | {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"}, |
| 531 | /* order 23 */ |
| 532 | {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"}, |
| 533 | /* order 24 */ |
| 534 | {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"}, |
| 535 | {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"}, |
| 536 | {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"}, |
| 537 | {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"}, |
| 538 | {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"}, |
| 539 | {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"}, |
| 540 | {48L, 24, 3, |
| 541 | "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO" |
| 542 | "HSNOPWLDTUVBRIAKXFGCQEMJ"}, |
| 543 | {24L, 24, 3, |
| 544 | "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH" |
| 545 | "TRONXLWCHVUMSAIJPGFDEQBK"}, |
| 546 | {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"}, |
| 547 | {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"}, |
| 548 | {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"}, |
| 549 | {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"}, |
| 550 | {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"}, |
| 551 | {144L, 24, 3, |
| 552 | "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO" |
| 553 | "BAFGHCDEMNOPIJKLTUVQRSXW"}, |
| 554 | {336L, 24, 3, |
| 555 | "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG" |
| 556 | "HENOPJKLTUVBQRSAXFGWCDMI"}, |
| 557 | /* order 25 */ |
| 558 | {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"}, |
| 559 | {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"}, |
| 560 | /* order 26 */ |
| 561 | {156L, 26, 2, |
| 562 | "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"}, |
| 563 | {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"}, |
| 564 | }; |
| 565 | |
| 566 | static const struct groups groups[] = { |
| 567 | {0, NULL}, /* trivial case: 0 */ |
| 568 | {0, NULL}, /* trivial case: 1 */ |
| 569 | {1, groupdata + 0}, /* 2 */ |
| 570 | {1, groupdata + 1}, /* 3 */ |
| 571 | {2, groupdata + 2}, /* 4 */ |
| 572 | {1, groupdata + 4}, /* 5 */ |
| 573 | {2, groupdata + 5}, /* 6 */ |
| 574 | {1, groupdata + 7}, /* 7 */ |
| 575 | {5, groupdata + 8}, /* 8 */ |
| 576 | {2, groupdata + 13}, /* 9 */ |
| 577 | {2, groupdata + 15}, /* 10 */ |
| 578 | {1, groupdata + 17}, /* 11 */ |
| 579 | {5, groupdata + 18}, /* 12 */ |
| 580 | {1, groupdata + 23}, /* 13 */ |
| 581 | {2, groupdata + 24}, /* 14 */ |
| 582 | {1, groupdata + 26}, /* 15 */ |
| 583 | {14, groupdata + 27}, /* 16 */ |
| 584 | {1, groupdata + 41}, /* 17 */ |
| 585 | {5, groupdata + 42}, /* 18 */ |
| 586 | {1, groupdata + 47}, /* 19 */ |
| 587 | {5, groupdata + 48}, /* 20 */ |
| 588 | {2, groupdata + 53}, /* 21 */ |
| 589 | {2, groupdata + 55}, /* 22 */ |
| 590 | {1, groupdata + 57}, /* 23 */ |
| 591 | {15, groupdata + 58}, /* 24 */ |
| 592 | {2, groupdata + 73}, /* 25 */ |
| 593 | {2, groupdata + 75}, /* 26 */ |
| 594 | }; |
| 595 | |
| 596 | /* ----- data generated by group.gap ends ----- */ |
| 597 | |
| 598 | static char *new_game_desc(game_params *params, random_state *rs, |
| 599 | char **aux, int interactive) |
| 600 | { |
| 601 | int w = params->w, a = w*w; |
| 602 | digit *grid, *soln, *soln2; |
| 603 | int *indices; |
| 604 | int i, j, k, qh, qt; |
| 605 | int diff = params->diff; |
| 606 | const struct group *group; |
| 607 | char *desc, *p; |
| 608 | |
| 609 | /* |
| 610 | * Difficulty exceptions: some combinations of size and |
| 611 | * difficulty cannot be satisfied, because all puzzles of at |
| 612 | * most that difficulty are actually even easier. |
| 613 | * |
| 614 | * Remember to re-test this whenever a change is made to the |
| 615 | * solver logic! |
| 616 | * |
| 617 | * I tested it using the following shell command: |
| 618 | |
| 619 | for d in t n h x u; do |
| 620 | for id in '' i; do |
| 621 | for i in {3..9}; do |
| 622 | echo -n "./group --generate 1 ${i}d${d}${id}: " |
| 623 | perl -e 'alarm 30; exec @ARGV' \ |
| 624 | ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok |
| 625 | done |
| 626 | done |
| 627 | done |
| 628 | |
| 629 | * Of course, it's better to do that after taking the exceptions |
| 630 | * _out_, so as to detect exceptions that should be removed as |
| 631 | * well as those which should be added. |
| 632 | */ |
| 633 | if (w < 5 && diff == DIFF_UNREASONABLE) |
| 634 | diff--; |
| 635 | if ((w < 5 || ((w == 6 || w == 8) && params->id)) && diff == DIFF_EXTREME) |
| 636 | diff--; |
| 637 | if ((w < 6 || (w == 6 && params->id)) && diff == DIFF_HARD) |
| 638 | diff--; |
| 639 | if ((w < 4 || (w == 4 && params->id)) && diff == DIFF_NORMAL) |
| 640 | diff--; |
| 641 | |
| 642 | grid = snewn(a, digit); |
| 643 | soln = snewn(a, digit); |
| 644 | soln2 = snewn(a, digit); |
| 645 | indices = snewn(a, int); |
| 646 | |
| 647 | while (1) { |
| 648 | /* |
| 649 | * Construct a valid group table, by picking a group from |
| 650 | * the above data table, decompressing it into a full |
| 651 | * representation by BFS, and then randomly permuting its |
| 652 | * non-identity elements. |
| 653 | * |
| 654 | * We build the canonical table in 'soln' (and use 'grid' as |
| 655 | * our BFS queue), then transfer the table into 'grid' |
| 656 | * having shuffled the rows. |
| 657 | */ |
| 658 | assert(w >= 2); |
| 659 | assert(w < lenof(groups)); |
| 660 | group = groups[w].groups + random_upto(rs, groups[w].ngroups); |
| 661 | assert(group->order == w); |
| 662 | memset(soln, 0, a); |
| 663 | for (i = 0; i < w; i++) |
| 664 | soln[i] = i+1; |
| 665 | qh = qt = 0; |
| 666 | grid[qt++] = 1; |
| 667 | while (qh < qt) { |
| 668 | digit *row, *newrow; |
| 669 | |
| 670 | i = grid[qh++]; |
| 671 | row = soln + (i-1)*w; |
| 672 | |
| 673 | for (j = 0; j < group->ngens; j++) { |
| 674 | int nri; |
| 675 | const char *gen = group->gens + j*w; |
| 676 | |
| 677 | /* |
| 678 | * Apply each group generator to row, constructing a |
| 679 | * new row. |
| 680 | */ |
| 681 | nri = gen[row[0]-1] - 'A' + 1; /* which row is it? */ |
| 682 | newrow = soln + (nri-1)*w; |
| 683 | if (!newrow[0]) { /* not done yet */ |
| 684 | for (k = 0; k < w; k++) |
| 685 | newrow[k] = gen[row[k]-1] - 'A' + 1; |
| 686 | grid[qt++] = nri; |
| 687 | } |
| 688 | } |
| 689 | } |
| 690 | /* That's got the canonical table. Now shuffle it. */ |
| 691 | for (i = 0; i < w; i++) |
| 692 | soln2[i] = i; |
| 693 | if (params->id) /* do we shuffle in the identity? */ |
| 694 | shuffle(soln2+1, w-1, sizeof(*soln2), rs); |
| 695 | else |
| 696 | shuffle(soln2, w, sizeof(*soln2), rs); |
| 697 | for (i = 0; i < w; i++) |
| 698 | for (j = 0; j < w; j++) |
| 699 | grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1; |
| 700 | |
| 701 | /* |
| 702 | * Remove entries one by one while the puzzle is still |
| 703 | * soluble at the appropriate difficulty level. |
| 704 | */ |
| 705 | memcpy(soln, grid, a); |
| 706 | if (!params->id) { |
| 707 | /* |
| 708 | * Start by blanking the entire identity row and column, |
| 709 | * and also another row and column so that the player |
| 710 | * can't trivially determine which element is the |
| 711 | * identity. |
| 712 | */ |
| 713 | |
| 714 | j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */ |
| 715 | for (i = 0; i < w; i++) { |
| 716 | grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0; |
| 717 | grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0; |
| 718 | } |
| 719 | |
| 720 | memcpy(soln2, grid, a); |
| 721 | if (solver(params, soln2, diff) > diff) |
| 722 | continue; /* go round again if that didn't work */ |
| 723 | } |
| 724 | |
| 725 | k = 0; |
| 726 | for (i = (params->id ? 1 : 0); i < w; i++) |
| 727 | for (j = (params->id ? 1 : 0); j < w; j++) |
| 728 | if (grid[i*w+j]) |
| 729 | indices[k++] = i*w+j; |
| 730 | shuffle(indices, k, sizeof(*indices), rs); |
| 731 | |
| 732 | for (i = 0; i < k; i++) { |
| 733 | memcpy(soln2, grid, a); |
| 734 | soln2[indices[i]] = 0; |
| 735 | if (solver(params, soln2, diff) <= diff) |
| 736 | grid[indices[i]] = 0; |
| 737 | } |
| 738 | |
| 739 | /* |
| 740 | * Make sure the puzzle isn't too easy. |
| 741 | */ |
| 742 | if (diff > 0) { |
| 743 | memcpy(soln2, grid, a); |
| 744 | if (solver(params, soln2, diff-1) < diff) |
| 745 | continue; /* go round and try again */ |
| 746 | } |
| 747 | |
| 748 | /* |
| 749 | * Done. |
| 750 | */ |
| 751 | break; |
| 752 | } |
| 753 | |
| 754 | /* |
| 755 | * Encode the puzzle description. |
| 756 | */ |
| 757 | desc = snewn(a*20, char); |
| 758 | p = encode_grid(desc, grid, a); |
| 759 | *p++ = '\0'; |
| 760 | desc = sresize(desc, p - desc, char); |
| 761 | |
| 762 | /* |
| 763 | * Encode the solution. |
| 764 | */ |
| 765 | *aux = snewn(a+2, char); |
| 766 | (*aux)[0] = 'S'; |
| 767 | for (i = 0; i < a; i++) |
| 768 | (*aux)[i+1] = TOCHAR(soln[i], params->id); |
| 769 | (*aux)[a+1] = '\0'; |
| 770 | |
| 771 | sfree(grid); |
| 772 | sfree(soln); |
| 773 | sfree(soln2); |
| 774 | sfree(indices); |
| 775 | |
| 776 | return desc; |
| 777 | } |
| 778 | |
| 779 | /* ---------------------------------------------------------------------- |
| 780 | * Gameplay. |
| 781 | */ |
| 782 | |
| 783 | static char *validate_grid_desc(const char **pdesc, int range, int area) |
| 784 | { |
| 785 | const char *desc = *pdesc; |
| 786 | int squares = 0; |
| 787 | while (*desc && *desc != ',') { |
| 788 | int n = *desc++; |
| 789 | if (n >= 'a' && n <= 'z') { |
| 790 | squares += n - 'a' + 1; |
| 791 | } else if (n == '_') { |
| 792 | /* do nothing */; |
| 793 | } else if (n > '0' && n <= '9') { |
| 794 | int val = atoi(desc-1); |
| 795 | if (val < 1 || val > range) |
| 796 | return "Out-of-range number in game description"; |
| 797 | squares++; |
| 798 | while (*desc >= '0' && *desc <= '9') |
| 799 | desc++; |
| 800 | } else |
| 801 | return "Invalid character in game description"; |
| 802 | } |
| 803 | |
| 804 | if (squares < area) |
| 805 | return "Not enough data to fill grid"; |
| 806 | |
| 807 | if (squares > area) |
| 808 | return "Too much data to fit in grid"; |
| 809 | *pdesc = desc; |
| 810 | return NULL; |
| 811 | } |
| 812 | |
| 813 | static char *validate_desc(game_params *params, char *desc) |
| 814 | { |
| 815 | int w = params->w, a = w*w; |
| 816 | const char *p = desc; |
| 817 | |
| 818 | return validate_grid_desc(&p, w, a); |
| 819 | } |
| 820 | |
| 821 | static char *spec_to_grid(char *desc, digit *grid, int area) |
| 822 | { |
| 823 | int i = 0; |
| 824 | while (*desc && *desc != ',') { |
| 825 | int n = *desc++; |
| 826 | if (n >= 'a' && n <= 'z') { |
| 827 | int run = n - 'a' + 1; |
| 828 | assert(i + run <= area); |
| 829 | while (run-- > 0) |
| 830 | grid[i++] = 0; |
| 831 | } else if (n == '_') { |
| 832 | /* do nothing */; |
| 833 | } else if (n > '0' && n <= '9') { |
| 834 | assert(i < area); |
| 835 | grid[i++] = atoi(desc-1); |
| 836 | while (*desc >= '0' && *desc <= '9') |
| 837 | desc++; |
| 838 | } else { |
| 839 | assert(!"We can't get here"); |
| 840 | } |
| 841 | } |
| 842 | assert(i == area); |
| 843 | return desc; |
| 844 | } |
| 845 | |
| 846 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 847 | { |
| 848 | int w = params->w, a = w*w; |
| 849 | game_state *state = snew(game_state); |
| 850 | int i; |
| 851 | |
| 852 | state->par = *params; /* structure copy */ |
| 853 | state->grid = snewn(a, digit); |
| 854 | state->immutable = snewn(a, unsigned char); |
| 855 | state->pencil = snewn(a, int); |
| 856 | for (i = 0; i < a; i++) { |
| 857 | state->grid[i] = 0; |
| 858 | state->immutable[i] = 0; |
| 859 | state->pencil[i] = 0; |
| 860 | } |
| 861 | state->sequence = snewn(w, digit); |
| 862 | state->dividers = snewn(w, int); |
| 863 | for (i = 0; i < w; i++) { |
| 864 | state->sequence[i] = i; |
| 865 | state->dividers[i] = -1; |
| 866 | } |
| 867 | |
| 868 | desc = spec_to_grid(desc, state->grid, a); |
| 869 | for (i = 0; i < a; i++) |
| 870 | if (state->grid[i] != 0) |
| 871 | state->immutable[i] = TRUE; |
| 872 | |
| 873 | state->completed = state->cheated = FALSE; |
| 874 | |
| 875 | return state; |
| 876 | } |
| 877 | |
| 878 | static game_state *dup_game(game_state *state) |
| 879 | { |
| 880 | int w = state->par.w, a = w*w; |
| 881 | game_state *ret = snew(game_state); |
| 882 | |
| 883 | ret->par = state->par; /* structure copy */ |
| 884 | |
| 885 | ret->grid = snewn(a, digit); |
| 886 | ret->immutable = snewn(a, unsigned char); |
| 887 | ret->pencil = snewn(a, int); |
| 888 | ret->sequence = snewn(w, digit); |
| 889 | ret->dividers = snewn(w, int); |
| 890 | memcpy(ret->grid, state->grid, a*sizeof(digit)); |
| 891 | memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char)); |
| 892 | memcpy(ret->pencil, state->pencil, a*sizeof(int)); |
| 893 | memcpy(ret->sequence, state->sequence, w*sizeof(digit)); |
| 894 | memcpy(ret->dividers, state->dividers, w*sizeof(int)); |
| 895 | |
| 896 | ret->completed = state->completed; |
| 897 | ret->cheated = state->cheated; |
| 898 | |
| 899 | return ret; |
| 900 | } |
| 901 | |
| 902 | static void free_game(game_state *state) |
| 903 | { |
| 904 | sfree(state->grid); |
| 905 | sfree(state->immutable); |
| 906 | sfree(state->pencil); |
| 907 | sfree(state->sequence); |
| 908 | sfree(state); |
| 909 | } |
| 910 | |
| 911 | static char *solve_game(game_state *state, game_state *currstate, |
| 912 | char *aux, char **error) |
| 913 | { |
| 914 | int w = state->par.w, a = w*w; |
| 915 | int i, ret; |
| 916 | digit *soln; |
| 917 | char *out; |
| 918 | |
| 919 | if (aux) |
| 920 | return dupstr(aux); |
| 921 | |
| 922 | soln = snewn(a, digit); |
| 923 | memcpy(soln, state->grid, a*sizeof(digit)); |
| 924 | |
| 925 | ret = solver(&state->par, soln, DIFFCOUNT-1); |
| 926 | |
| 927 | if (ret == diff_impossible) { |
| 928 | *error = "No solution exists for this puzzle"; |
| 929 | out = NULL; |
| 930 | } else if (ret == diff_ambiguous) { |
| 931 | *error = "Multiple solutions exist for this puzzle"; |
| 932 | out = NULL; |
| 933 | } else { |
| 934 | out = snewn(a+2, char); |
| 935 | out[0] = 'S'; |
| 936 | for (i = 0; i < a; i++) |
| 937 | out[i+1] = TOCHAR(soln[i], state->par.id); |
| 938 | out[a+1] = '\0'; |
| 939 | } |
| 940 | |
| 941 | sfree(soln); |
| 942 | return out; |
| 943 | } |
| 944 | |
| 945 | static int game_can_format_as_text_now(game_params *params) |
| 946 | { |
| 947 | return TRUE; |
| 948 | } |
| 949 | |
| 950 | static char *game_text_format(game_state *state) |
| 951 | { |
| 952 | int w = state->par.w; |
| 953 | int x, y; |
| 954 | char *ret, *p, ch; |
| 955 | |
| 956 | ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */ |
| 957 | |
| 958 | p = ret; |
| 959 | for (y = 0; y < w; y++) { |
| 960 | for (x = 0; x < w; x++) { |
| 961 | digit d = state->grid[y*w+x]; |
| 962 | |
| 963 | if (d == 0) { |
| 964 | ch = '.'; |
| 965 | } else { |
| 966 | ch = TOCHAR(d, state->par.id); |
| 967 | } |
| 968 | |
| 969 | *p++ = ch; |
| 970 | if (x == w-1) { |
| 971 | *p++ = '\n'; |
| 972 | } else { |
| 973 | *p++ = ' '; |
| 974 | } |
| 975 | } |
| 976 | } |
| 977 | |
| 978 | assert(p - ret == 2*w*w); |
| 979 | *p = '\0'; |
| 980 | return ret; |
| 981 | } |
| 982 | |
| 983 | struct game_ui { |
| 984 | /* |
| 985 | * These are the coordinates of the currently highlighted |
| 986 | * square on the grid, if hshow = 1. |
| 987 | */ |
| 988 | int hx, hy; |
| 989 | /* |
| 990 | * This indicates whether the current highlight is a |
| 991 | * pencil-mark one or a real one. |
| 992 | */ |
| 993 | int hpencil; |
| 994 | /* |
| 995 | * This indicates whether or not we're showing the highlight |
| 996 | * (used to be hx = hy = -1); important so that when we're |
| 997 | * using the cursor keys it doesn't keep coming back at a |
| 998 | * fixed position. When hshow = 1, pressing a valid number |
| 999 | * or letter key or Space will enter that number or letter in the grid. |
| 1000 | */ |
| 1001 | int hshow; |
| 1002 | /* |
| 1003 | * This indicates whether we're using the highlight as a cursor; |
| 1004 | * it means that it doesn't vanish on a keypress, and that it is |
| 1005 | * allowed on immutable squares. |
| 1006 | */ |
| 1007 | int hcursor; |
| 1008 | /* |
| 1009 | * This indicates whether we're dragging a table header to |
| 1010 | * reposition an entire row or column. |
| 1011 | */ |
| 1012 | int drag; /* 0=none 1=row 2=col */ |
| 1013 | int dragnum; /* element being dragged */ |
| 1014 | int dragpos; /* its current position */ |
| 1015 | int edgepos; |
| 1016 | }; |
| 1017 | |
| 1018 | static game_ui *new_ui(game_state *state) |
| 1019 | { |
| 1020 | game_ui *ui = snew(game_ui); |
| 1021 | |
| 1022 | ui->hx = ui->hy = 0; |
| 1023 | ui->hpencil = ui->hshow = ui->hcursor = 0; |
| 1024 | ui->drag = 0; |
| 1025 | |
| 1026 | return ui; |
| 1027 | } |
| 1028 | |
| 1029 | static void free_ui(game_ui *ui) |
| 1030 | { |
| 1031 | sfree(ui); |
| 1032 | } |
| 1033 | |
| 1034 | static char *encode_ui(game_ui *ui) |
| 1035 | { |
| 1036 | return NULL; |
| 1037 | } |
| 1038 | |
| 1039 | static void decode_ui(game_ui *ui, char *encoding) |
| 1040 | { |
| 1041 | } |
| 1042 | |
| 1043 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1044 | game_state *newstate) |
| 1045 | { |
| 1046 | int w = newstate->par.w; |
| 1047 | /* |
| 1048 | * We prevent pencil-mode highlighting of a filled square, unless |
| 1049 | * we're using the cursor keys. So if the user has just filled in |
| 1050 | * a square which we had a pencil-mode highlight in (by Undo, or |
| 1051 | * by Redo, or by Solve), then we cancel the highlight. |
| 1052 | */ |
| 1053 | if (ui->hshow && ui->hpencil && !ui->hcursor && |
| 1054 | newstate->grid[ui->hy * w + ui->hx] != 0) { |
| 1055 | ui->hshow = 0; |
| 1056 | } |
| 1057 | } |
| 1058 | |
| 1059 | #define PREFERRED_TILESIZE 48 |
| 1060 | #define TILESIZE (ds->tilesize) |
| 1061 | #define BORDER (TILESIZE / 2) |
| 1062 | #define LEGEND (TILESIZE) |
| 1063 | #define GRIDEXTRA max((TILESIZE / 32),1) |
| 1064 | #define COORD(x) ((x)*TILESIZE + BORDER + LEGEND) |
| 1065 | #define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1) |
| 1066 | |
| 1067 | #define FLASH_TIME 0.4F |
| 1068 | |
| 1069 | #define DF_DIVIDER_TOP 0x1000 |
| 1070 | #define DF_DIVIDER_BOT 0x2000 |
| 1071 | #define DF_DIVIDER_LEFT 0x4000 |
| 1072 | #define DF_DIVIDER_RIGHT 0x8000 |
| 1073 | #define DF_HIGHLIGHT 0x0400 |
| 1074 | #define DF_HIGHLIGHT_PENCIL 0x0200 |
| 1075 | #define DF_IMMUTABLE 0x0100 |
| 1076 | #define DF_LEGEND 0x0080 |
| 1077 | #define DF_DIGIT_MASK 0x001F |
| 1078 | |
| 1079 | #define EF_DIGIT_SHIFT 5 |
| 1080 | #define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1) |
| 1081 | #define EF_LEFT_SHIFT 0 |
| 1082 | #define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT) |
| 1083 | #define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL) |
| 1084 | #define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT) |
| 1085 | #define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT)) |
| 1086 | |
| 1087 | struct game_drawstate { |
| 1088 | game_params par; |
| 1089 | int w, tilesize; |
| 1090 | int started; |
| 1091 | long *tiles, *legend, *pencil, *errors; |
| 1092 | long *errtmp; |
| 1093 | digit *sequence; |
| 1094 | }; |
| 1095 | |
| 1096 | static int check_errors(game_state *state, long *errors) |
| 1097 | { |
| 1098 | int w = state->par.w, a = w*w; |
| 1099 | digit *grid = state->grid; |
| 1100 | int i, j, k, x, y, errs = FALSE; |
| 1101 | |
| 1102 | /* |
| 1103 | * To verify that we have a valid group table, it suffices to |
| 1104 | * test latin-square-hood and associativity only. All the other |
| 1105 | * group axioms follow from those two. |
| 1106 | * |
| 1107 | * Proof: |
| 1108 | * |
| 1109 | * Associativity is given; closure is obvious from latin- |
| 1110 | * square-hood. We need to show that an identity exists and that |
| 1111 | * every element has an inverse. |
| 1112 | * |
| 1113 | * Identity: take any element a. There will be some element e |
| 1114 | * such that ea=a (in a latin square, every element occurs in |
| 1115 | * every row and column, so a must occur somewhere in the a |
| 1116 | * column, say on row e). For any other element b, there must |
| 1117 | * exist x such that ax=b (same argument from latin-square-hood |
| 1118 | * again), and then associativity gives us eb = e(ax) = (ea)x = |
| 1119 | * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A |
| 1120 | * similar argument tells us that there must be some f which is |
| 1121 | * a right-identity, and then we show they are the same element |
| 1122 | * by observing that ef must simultaneously equal e and equal f. |
| 1123 | * |
| 1124 | * Inverses: given any a, by the latin-square argument again, |
| 1125 | * there must exist p and q such that pa=e and aq=e (i.e. left- |
| 1126 | * and right-inverses). We can show these are equal by |
| 1127 | * associativity: p = pe = p(aq) = (pa)q = eq = q. [] |
| 1128 | */ |
| 1129 | |
| 1130 | if (errors) |
| 1131 | for (i = 0; i < a; i++) |
| 1132 | errors[i] = 0; |
| 1133 | |
| 1134 | for (y = 0; y < w; y++) { |
| 1135 | unsigned long mask = 0, errmask = 0; |
| 1136 | for (x = 0; x < w; x++) { |
| 1137 | unsigned long bit = 1UL << grid[y*w+x]; |
| 1138 | errmask |= (mask & bit); |
| 1139 | mask |= bit; |
| 1140 | } |
| 1141 | |
| 1142 | if (mask != (1 << (w+1)) - (1 << 1)) { |
| 1143 | errs = TRUE; |
| 1144 | errmask &= ~1UL; |
| 1145 | if (errors) { |
| 1146 | for (x = 0; x < w; x++) |
| 1147 | if (errmask & (1UL << grid[y*w+x])) |
| 1148 | errors[y*w+x] |= EF_LATIN; |
| 1149 | } |
| 1150 | } |
| 1151 | } |
| 1152 | |
| 1153 | for (x = 0; x < w; x++) { |
| 1154 | unsigned long mask = 0, errmask = 0; |
| 1155 | for (y = 0; y < w; y++) { |
| 1156 | unsigned long bit = 1UL << grid[y*w+x]; |
| 1157 | errmask |= (mask & bit); |
| 1158 | mask |= bit; |
| 1159 | } |
| 1160 | |
| 1161 | if (mask != (1 << (w+1)) - (1 << 1)) { |
| 1162 | errs = TRUE; |
| 1163 | errmask &= ~1UL; |
| 1164 | if (errors) { |
| 1165 | for (y = 0; y < w; y++) |
| 1166 | if (errmask & (1UL << grid[y*w+x])) |
| 1167 | errors[y*w+x] |= EF_LATIN; |
| 1168 | } |
| 1169 | } |
| 1170 | } |
| 1171 | |
| 1172 | for (i = 1; i < w; i++) |
| 1173 | for (j = 1; j < w; j++) |
| 1174 | for (k = 1; k < w; k++) |
| 1175 | if (grid[i*w+j] && grid[j*w+k] && |
| 1176 | grid[(grid[i*w+j]-1)*w+k] && |
| 1177 | grid[i*w+(grid[j*w+k]-1)] && |
| 1178 | grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) { |
| 1179 | if (errors) { |
| 1180 | int a = i+1, b = j+1, c = k+1; |
| 1181 | int ab = grid[i*w+j], bc = grid[j*w+k]; |
| 1182 | int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1); |
| 1183 | /* |
| 1184 | * If the appropriate error slot is already |
| 1185 | * used for one of the squares, we don't |
| 1186 | * fill either of them. |
| 1187 | */ |
| 1188 | if (!(errors[left] & EF_LEFT_MASK) && |
| 1189 | !(errors[right] & EF_RIGHT_MASK)) { |
| 1190 | long err; |
| 1191 | err = a; |
| 1192 | err = (err << EF_DIGIT_SHIFT) | b; |
| 1193 | err = (err << EF_DIGIT_SHIFT) | c; |
| 1194 | errors[left] |= err << EF_LEFT_SHIFT; |
| 1195 | errors[right] |= err << EF_RIGHT_SHIFT; |
| 1196 | } |
| 1197 | } |
| 1198 | errs = TRUE; |
| 1199 | } |
| 1200 | |
| 1201 | return errs; |
| 1202 | } |
| 1203 | |
| 1204 | static int find_in_sequence(digit *seq, int len, digit n) |
| 1205 | { |
| 1206 | int i; |
| 1207 | |
| 1208 | for (i = 0; i < len; i++) |
| 1209 | if (seq[i] == n) |
| 1210 | return i; |
| 1211 | |
| 1212 | assert(!"Should never get here"); |
| 1213 | return -1; |
| 1214 | } |
| 1215 | |
| 1216 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1217 | int x, int y, int button) |
| 1218 | { |
| 1219 | int w = state->par.w; |
| 1220 | int tx, ty; |
| 1221 | char buf[80]; |
| 1222 | |
| 1223 | button &= ~MOD_MASK; |
| 1224 | |
| 1225 | tx = FROMCOORD(x); |
| 1226 | ty = FROMCOORD(y); |
| 1227 | |
| 1228 | if (ui->drag) { |
| 1229 | if (IS_MOUSE_DRAG(button)) { |
| 1230 | int tcoord = ((ui->drag &~ 4) == 1 ? ty : tx); |
| 1231 | ui->drag |= 4; /* some movement has happened */ |
| 1232 | if (tcoord >= 0 && tcoord < w) { |
| 1233 | ui->dragpos = tcoord; |
| 1234 | return ""; |
| 1235 | } |
| 1236 | } else if (IS_MOUSE_RELEASE(button)) { |
| 1237 | if (ui->drag & 4) { |
| 1238 | ui->drag = 0; /* end drag */ |
| 1239 | if (state->sequence[ui->dragpos] == ui->dragnum) |
| 1240 | return ""; /* drag was a no-op overall */ |
| 1241 | sprintf(buf, "D%d,%d", ui->dragnum, ui->dragpos); |
| 1242 | return dupstr(buf); |
| 1243 | } else { |
| 1244 | ui->drag = 0; /* end 'drag' */ |
| 1245 | if (ui->edgepos > 0 && ui->edgepos < w) { |
| 1246 | sprintf(buf, "V%d,%d", |
| 1247 | state->sequence[ui->edgepos-1], |
| 1248 | state->sequence[ui->edgepos]); |
| 1249 | return dupstr(buf); |
| 1250 | } else |
| 1251 | return ""; /* no-op */ |
| 1252 | } |
| 1253 | } |
| 1254 | } else if (IS_MOUSE_DOWN(button)) { |
| 1255 | if (tx >= 0 && tx < w && ty >= 0 && ty < w) { |
| 1256 | tx = state->sequence[tx]; |
| 1257 | ty = state->sequence[ty]; |
| 1258 | if (button == LEFT_BUTTON) { |
| 1259 | if (tx == ui->hx && ty == ui->hy && |
| 1260 | ui->hshow && ui->hpencil == 0) { |
| 1261 | ui->hshow = 0; |
| 1262 | } else { |
| 1263 | ui->hx = tx; |
| 1264 | ui->hy = ty; |
| 1265 | ui->hshow = !state->immutable[ty*w+tx]; |
| 1266 | ui->hpencil = 0; |
| 1267 | } |
| 1268 | ui->hcursor = 0; |
| 1269 | return ""; /* UI activity occurred */ |
| 1270 | } |
| 1271 | if (button == RIGHT_BUTTON) { |
| 1272 | /* |
| 1273 | * Pencil-mode highlighting for non filled squares. |
| 1274 | */ |
| 1275 | if (state->grid[ty*w+tx] == 0) { |
| 1276 | if (tx == ui->hx && ty == ui->hy && |
| 1277 | ui->hshow && ui->hpencil) { |
| 1278 | ui->hshow = 0; |
| 1279 | } else { |
| 1280 | ui->hpencil = 1; |
| 1281 | ui->hx = tx; |
| 1282 | ui->hy = ty; |
| 1283 | ui->hshow = 1; |
| 1284 | } |
| 1285 | } else { |
| 1286 | ui->hshow = 0; |
| 1287 | } |
| 1288 | ui->hcursor = 0; |
| 1289 | return ""; /* UI activity occurred */ |
| 1290 | } |
| 1291 | } else if (tx >= 0 && tx < w && ty == -1) { |
| 1292 | ui->drag = 2; |
| 1293 | ui->dragnum = state->sequence[tx]; |
| 1294 | ui->dragpos = tx; |
| 1295 | ui->edgepos = FROMCOORD(x + TILESIZE/2); |
| 1296 | return ""; |
| 1297 | } else if (ty >= 0 && ty < w && tx == -1) { |
| 1298 | ui->drag = 1; |
| 1299 | ui->dragnum = state->sequence[ty]; |
| 1300 | ui->dragpos = ty; |
| 1301 | ui->edgepos = FROMCOORD(y + TILESIZE/2); |
| 1302 | return ""; |
| 1303 | } |
| 1304 | } |
| 1305 | |
| 1306 | if (IS_CURSOR_MOVE(button)) { |
| 1307 | int cx = find_in_sequence(state->sequence, w, ui->hx); |
| 1308 | int cy = find_in_sequence(state->sequence, w, ui->hy); |
| 1309 | move_cursor(button, &cx, &cy, w, w, 0); |
| 1310 | ui->hx = state->sequence[cx]; |
| 1311 | ui->hy = state->sequence[cy]; |
| 1312 | ui->hshow = ui->hcursor = 1; |
| 1313 | return ""; |
| 1314 | } |
| 1315 | if (ui->hshow && |
| 1316 | (button == CURSOR_SELECT)) { |
| 1317 | ui->hpencil = 1 - ui->hpencil; |
| 1318 | ui->hcursor = 1; |
| 1319 | return ""; |
| 1320 | } |
| 1321 | |
| 1322 | if (ui->hshow && |
| 1323 | ((ISCHAR(button) && FROMCHAR(button, state->par.id) <= w) || |
| 1324 | button == CURSOR_SELECT2 || button == '\b')) { |
| 1325 | int n = FROMCHAR(button, state->par.id); |
| 1326 | if (button == CURSOR_SELECT2 || button == '\b') |
| 1327 | n = 0; |
| 1328 | |
| 1329 | /* |
| 1330 | * Can't make pencil marks in a filled square. This can only |
| 1331 | * become highlighted if we're using cursor keys. |
| 1332 | */ |
| 1333 | if (ui->hpencil && state->grid[ui->hy*w+ui->hx]) |
| 1334 | return NULL; |
| 1335 | |
| 1336 | /* |
| 1337 | * Can't do anything to an immutable square. |
| 1338 | */ |
| 1339 | if (state->immutable[ui->hy*w+ui->hx]) |
| 1340 | return NULL; |
| 1341 | |
| 1342 | sprintf(buf, "%c%d,%d,%d", |
| 1343 | (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n); |
| 1344 | |
| 1345 | if (!ui->hcursor) ui->hshow = 0; |
| 1346 | |
| 1347 | return dupstr(buf); |
| 1348 | } |
| 1349 | |
| 1350 | if (button == 'M' || button == 'm') |
| 1351 | return dupstr("M"); |
| 1352 | |
| 1353 | return NULL; |
| 1354 | } |
| 1355 | |
| 1356 | static game_state *execute_move(game_state *from, char *move) |
| 1357 | { |
| 1358 | int w = from->par.w, a = w*w; |
| 1359 | game_state *ret; |
| 1360 | int x, y, i, j, n; |
| 1361 | |
| 1362 | if (move[0] == 'S') { |
| 1363 | ret = dup_game(from); |
| 1364 | ret->completed = ret->cheated = TRUE; |
| 1365 | |
| 1366 | for (i = 0; i < a; i++) { |
| 1367 | if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1], from->par.id) > w) { |
| 1368 | free_game(ret); |
| 1369 | return NULL; |
| 1370 | } |
| 1371 | ret->grid[i] = FROMCHAR(move[i+1], from->par.id); |
| 1372 | ret->pencil[i] = 0; |
| 1373 | } |
| 1374 | |
| 1375 | if (move[a+1] != '\0') { |
| 1376 | free_game(ret); |
| 1377 | return NULL; |
| 1378 | } |
| 1379 | |
| 1380 | return ret; |
| 1381 | } else if ((move[0] == 'P' || move[0] == 'R') && |
| 1382 | sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 && |
| 1383 | x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) { |
| 1384 | if (from->immutable[y*w+x]) |
| 1385 | return NULL; |
| 1386 | |
| 1387 | ret = dup_game(from); |
| 1388 | if (move[0] == 'P' && n > 0) { |
| 1389 | ret->pencil[y*w+x] ^= 1 << n; |
| 1390 | } else { |
| 1391 | ret->grid[y*w+x] = n; |
| 1392 | ret->pencil[y*w+x] = 0; |
| 1393 | |
| 1394 | if (!ret->completed && !check_errors(ret, NULL)) |
| 1395 | ret->completed = TRUE; |
| 1396 | } |
| 1397 | return ret; |
| 1398 | } else if (move[0] == 'M') { |
| 1399 | /* |
| 1400 | * Fill in absolutely all pencil marks everywhere. (I |
| 1401 | * wouldn't use this for actual play, but it's a handy |
| 1402 | * starting point when following through a set of |
| 1403 | * diagnostics output by the standalone solver.) |
| 1404 | */ |
| 1405 | ret = dup_game(from); |
| 1406 | for (i = 0; i < a; i++) { |
| 1407 | if (!ret->grid[i]) |
| 1408 | ret->pencil[i] = (1 << (w+1)) - (1 << 1); |
| 1409 | } |
| 1410 | return ret; |
| 1411 | } else if (move[0] == 'D' && |
| 1412 | sscanf(move+1, "%d,%d", &x, &y) == 2) { |
| 1413 | /* |
| 1414 | * Reorder the rows and columns so that digit x is in position |
| 1415 | * y. |
| 1416 | */ |
| 1417 | ret = dup_game(from); |
| 1418 | for (i = j = 0; i < w; i++) { |
| 1419 | if (i == y) { |
| 1420 | ret->sequence[i] = x; |
| 1421 | } else { |
| 1422 | if (from->sequence[j] == x) |
| 1423 | j++; |
| 1424 | ret->sequence[i] = from->sequence[j++]; |
| 1425 | } |
| 1426 | } |
| 1427 | /* |
| 1428 | * Eliminate any obsoleted dividers. |
| 1429 | */ |
| 1430 | for (x = 0; x+1 < w; x++) { |
| 1431 | int i = ret->sequence[x], j = ret->sequence[x+1]; |
| 1432 | if (ret->dividers[i] != j) |
| 1433 | ret->dividers[i] = -1; |
| 1434 | } |
| 1435 | return ret; |
| 1436 | } else if (move[0] == 'V' && |
| 1437 | sscanf(move+1, "%d,%d", &i, &j) == 2) { |
| 1438 | ret = dup_game(from); |
| 1439 | if (ret->dividers[i] == j) |
| 1440 | ret->dividers[i] = -1; |
| 1441 | else |
| 1442 | ret->dividers[i] = j; |
| 1443 | return ret; |
| 1444 | } else |
| 1445 | return NULL; /* couldn't parse move string */ |
| 1446 | } |
| 1447 | |
| 1448 | /* ---------------------------------------------------------------------- |
| 1449 | * Drawing routines. |
| 1450 | */ |
| 1451 | |
| 1452 | #define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND) |
| 1453 | |
| 1454 | static void game_compute_size(game_params *params, int tilesize, |
| 1455 | int *x, int *y) |
| 1456 | { |
| 1457 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1458 | struct { int tilesize; } ads, *ds = &ads; |
| 1459 | ads.tilesize = tilesize; |
| 1460 | |
| 1461 | *x = *y = SIZE(params->w); |
| 1462 | } |
| 1463 | |
| 1464 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1465 | game_params *params, int tilesize) |
| 1466 | { |
| 1467 | ds->tilesize = tilesize; |
| 1468 | } |
| 1469 | |
| 1470 | static float *game_colours(frontend *fe, int *ncolours) |
| 1471 | { |
| 1472 | float *ret = snewn(3 * NCOLOURS, float); |
| 1473 | |
| 1474 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 1475 | |
| 1476 | ret[COL_GRID * 3 + 0] = 0.0F; |
| 1477 | ret[COL_GRID * 3 + 1] = 0.0F; |
| 1478 | ret[COL_GRID * 3 + 2] = 0.0F; |
| 1479 | |
| 1480 | ret[COL_USER * 3 + 0] = 0.0F; |
| 1481 | ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1]; |
| 1482 | ret[COL_USER * 3 + 2] = 0.0F; |
| 1483 | |
| 1484 | ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0]; |
| 1485 | ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1]; |
| 1486 | ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2]; |
| 1487 | |
| 1488 | ret[COL_ERROR * 3 + 0] = 1.0F; |
| 1489 | ret[COL_ERROR * 3 + 1] = 0.0F; |
| 1490 | ret[COL_ERROR * 3 + 2] = 0.0F; |
| 1491 | |
| 1492 | ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
| 1493 | ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
| 1494 | ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; |
| 1495 | |
| 1496 | *ncolours = NCOLOURS; |
| 1497 | return ret; |
| 1498 | } |
| 1499 | |
| 1500 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1501 | { |
| 1502 | int w = state->par.w, a = w*w; |
| 1503 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1504 | int i; |
| 1505 | |
| 1506 | ds->w = w; |
| 1507 | ds->par = state->par; /* structure copy */ |
| 1508 | ds->tilesize = 0; |
| 1509 | ds->started = FALSE; |
| 1510 | ds->tiles = snewn(a, long); |
| 1511 | ds->legend = snewn(w, long); |
| 1512 | ds->pencil = snewn(a, long); |
| 1513 | ds->errors = snewn(a, long); |
| 1514 | ds->sequence = snewn(a, digit); |
| 1515 | for (i = 0; i < a; i++) |
| 1516 | ds->tiles[i] = ds->pencil[i] = -1; |
| 1517 | for (i = 0; i < w; i++) |
| 1518 | ds->legend[i] = -1; |
| 1519 | ds->errtmp = snewn(a, long); |
| 1520 | |
| 1521 | return ds; |
| 1522 | } |
| 1523 | |
| 1524 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1525 | { |
| 1526 | sfree(ds->tiles); |
| 1527 | sfree(ds->pencil); |
| 1528 | sfree(ds->errors); |
| 1529 | sfree(ds->errtmp); |
| 1530 | sfree(ds->sequence); |
| 1531 | sfree(ds); |
| 1532 | } |
| 1533 | |
| 1534 | static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile, |
| 1535 | long pencil, long error) |
| 1536 | { |
| 1537 | int w = ds->w /* , a = w*w */; |
| 1538 | int tx, ty, tw, th; |
| 1539 | int cx, cy, cw, ch; |
| 1540 | char str[64]; |
| 1541 | |
| 1542 | tx = BORDER + LEGEND + x * TILESIZE + 1; |
| 1543 | ty = BORDER + LEGEND + y * TILESIZE + 1; |
| 1544 | |
| 1545 | cx = tx; |
| 1546 | cy = ty; |
| 1547 | cw = tw = TILESIZE-1; |
| 1548 | ch = th = TILESIZE-1; |
| 1549 | |
| 1550 | if (tile & DF_LEGEND) { |
| 1551 | cx += TILESIZE/10; |
| 1552 | cy += TILESIZE/10; |
| 1553 | cw -= TILESIZE/5; |
| 1554 | ch -= TILESIZE/5; |
| 1555 | tile |= DF_IMMUTABLE; |
| 1556 | } |
| 1557 | |
| 1558 | clip(dr, cx, cy, cw, ch); |
| 1559 | |
| 1560 | /* background needs erasing */ |
| 1561 | draw_rect(dr, cx, cy, cw, ch, |
| 1562 | (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND); |
| 1563 | |
| 1564 | /* dividers */ |
| 1565 | if (tile & DF_DIVIDER_TOP) |
| 1566 | draw_rect(dr, cx, cy, cw, 1, COL_GRID); |
| 1567 | if (tile & DF_DIVIDER_BOT) |
| 1568 | draw_rect(dr, cx, cy+ch-1, cw, 1, COL_GRID); |
| 1569 | if (tile & DF_DIVIDER_LEFT) |
| 1570 | draw_rect(dr, cx, cy, 1, ch, COL_GRID); |
| 1571 | if (tile & DF_DIVIDER_RIGHT) |
| 1572 | draw_rect(dr, cx+cw-1, cy, 1, ch, COL_GRID); |
| 1573 | |
| 1574 | /* pencil-mode highlight */ |
| 1575 | if (tile & DF_HIGHLIGHT_PENCIL) { |
| 1576 | int coords[6]; |
| 1577 | coords[0] = cx; |
| 1578 | coords[1] = cy; |
| 1579 | coords[2] = cx+cw/2; |
| 1580 | coords[3] = cy; |
| 1581 | coords[4] = cx; |
| 1582 | coords[5] = cy+ch/2; |
| 1583 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
| 1584 | } |
| 1585 | |
| 1586 | /* new number needs drawing? */ |
| 1587 | if (tile & DF_DIGIT_MASK) { |
| 1588 | str[1] = '\0'; |
| 1589 | str[0] = TOCHAR(tile & DF_DIGIT_MASK, ds->par.id); |
| 1590 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
| 1591 | FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 1592 | (error & EF_LATIN) ? COL_ERROR : |
| 1593 | (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str); |
| 1594 | |
| 1595 | if (error & EF_LEFT_MASK) { |
| 1596 | int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
| 1597 | int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
| 1598 | int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK; |
| 1599 | char buf[10]; |
| 1600 | sprintf(buf, "(%c%c)%c", TOCHAR(a, ds->par.id), |
| 1601 | TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id)); |
| 1602 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6, |
| 1603 | FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 1604 | COL_ERROR, buf); |
| 1605 | } |
| 1606 | if (error & EF_RIGHT_MASK) { |
| 1607 | int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
| 1608 | int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK; |
| 1609 | int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK; |
| 1610 | char buf[10]; |
| 1611 | sprintf(buf, "%c(%c%c)", TOCHAR(a, ds->par.id), |
| 1612 | TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id)); |
| 1613 | draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6, |
| 1614 | FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 1615 | COL_ERROR, buf); |
| 1616 | } |
| 1617 | } else { |
| 1618 | int i, j, npencil; |
| 1619 | int pl, pr, pt, pb; |
| 1620 | float bestsize; |
| 1621 | int pw, ph, minph, pbest, fontsize; |
| 1622 | |
| 1623 | /* Count the pencil marks required. */ |
| 1624 | for (i = 1, npencil = 0; i <= w; i++) |
| 1625 | if (pencil & (1 << i)) |
| 1626 | npencil++; |
| 1627 | if (npencil) { |
| 1628 | |
| 1629 | minph = 2; |
| 1630 | |
| 1631 | /* |
| 1632 | * Determine the bounding rectangle within which we're going |
| 1633 | * to put the pencil marks. |
| 1634 | */ |
| 1635 | /* Start with the whole square */ |
| 1636 | pl = tx + GRIDEXTRA; |
| 1637 | pr = pl + TILESIZE - GRIDEXTRA; |
| 1638 | pt = ty + GRIDEXTRA; |
| 1639 | pb = pt + TILESIZE - GRIDEXTRA; |
| 1640 | |
| 1641 | /* |
| 1642 | * We arrange our pencil marks in a grid layout, with |
| 1643 | * the number of rows and columns adjusted to allow the |
| 1644 | * maximum font size. |
| 1645 | * |
| 1646 | * So now we work out what the grid size ought to be. |
| 1647 | */ |
| 1648 | bestsize = 0.0; |
| 1649 | pbest = 0; |
| 1650 | /* Minimum */ |
| 1651 | for (pw = 3; pw < max(npencil,4); pw++) { |
| 1652 | float fw, fh, fs; |
| 1653 | |
| 1654 | ph = (npencil + pw - 1) / pw; |
| 1655 | ph = max(ph, minph); |
| 1656 | fw = (pr - pl) / (float)pw; |
| 1657 | fh = (pb - pt) / (float)ph; |
| 1658 | fs = min(fw, fh); |
| 1659 | if (fs > bestsize) { |
| 1660 | bestsize = fs; |
| 1661 | pbest = pw; |
| 1662 | } |
| 1663 | } |
| 1664 | assert(pbest > 0); |
| 1665 | pw = pbest; |
| 1666 | ph = (npencil + pw - 1) / pw; |
| 1667 | ph = max(ph, minph); |
| 1668 | |
| 1669 | /* |
| 1670 | * Now we've got our grid dimensions, work out the pixel |
| 1671 | * size of a grid element, and round it to the nearest |
| 1672 | * pixel. (We don't want rounding errors to make the |
| 1673 | * grid look uneven at low pixel sizes.) |
| 1674 | */ |
| 1675 | fontsize = min((pr - pl) / pw, (pb - pt) / ph); |
| 1676 | |
| 1677 | /* |
| 1678 | * Centre the resulting figure in the square. |
| 1679 | */ |
| 1680 | pl = tx + (TILESIZE - fontsize * pw) / 2; |
| 1681 | pt = ty + (TILESIZE - fontsize * ph) / 2; |
| 1682 | |
| 1683 | /* |
| 1684 | * Now actually draw the pencil marks. |
| 1685 | */ |
| 1686 | for (i = 1, j = 0; i <= w; i++) |
| 1687 | if (pencil & (1 << i)) { |
| 1688 | int dx = j % pw, dy = j / pw; |
| 1689 | |
| 1690 | str[1] = '\0'; |
| 1691 | str[0] = TOCHAR(i, ds->par.id); |
| 1692 | draw_text(dr, pl + fontsize * (2*dx+1) / 2, |
| 1693 | pt + fontsize * (2*dy+1) / 2, |
| 1694 | FONT_VARIABLE, fontsize, |
| 1695 | ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str); |
| 1696 | j++; |
| 1697 | } |
| 1698 | } |
| 1699 | } |
| 1700 | |
| 1701 | unclip(dr); |
| 1702 | |
| 1703 | draw_update(dr, cx, cy, cw, ch); |
| 1704 | } |
| 1705 | |
| 1706 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1707 | game_state *state, int dir, game_ui *ui, |
| 1708 | float animtime, float flashtime) |
| 1709 | { |
| 1710 | int w = state->par.w /*, a = w*w */; |
| 1711 | int x, y, i, j; |
| 1712 | |
| 1713 | if (!ds->started) { |
| 1714 | /* |
| 1715 | * The initial contents of the window are not guaranteed and |
| 1716 | * can vary with front ends. To be on the safe side, all |
| 1717 | * games should start by drawing a big background-colour |
| 1718 | * rectangle covering the whole window. |
| 1719 | */ |
| 1720 | draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND); |
| 1721 | |
| 1722 | /* |
| 1723 | * Big containing rectangle. |
| 1724 | */ |
| 1725 | draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA, |
| 1726 | w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2, |
| 1727 | COL_GRID); |
| 1728 | |
| 1729 | draw_update(dr, 0, 0, SIZE(w), SIZE(w)); |
| 1730 | |
| 1731 | ds->started = TRUE; |
| 1732 | } |
| 1733 | |
| 1734 | check_errors(state, ds->errtmp); |
| 1735 | |
| 1736 | /* |
| 1737 | * Construct a modified version of state->sequence which takes |
| 1738 | * into account an unfinished drag operation. |
| 1739 | */ |
| 1740 | if (ui->drag) { |
| 1741 | x = ui->dragnum; |
| 1742 | y = ui->dragpos; |
| 1743 | } else { |
| 1744 | x = y = -1; |
| 1745 | } |
| 1746 | for (i = j = 0; i < w; i++) { |
| 1747 | if (i == y) { |
| 1748 | ds->sequence[i] = x; |
| 1749 | } else { |
| 1750 | if (state->sequence[j] == x) |
| 1751 | j++; |
| 1752 | ds->sequence[i] = state->sequence[j++]; |
| 1753 | } |
| 1754 | } |
| 1755 | |
| 1756 | /* |
| 1757 | * Draw the table legend. |
| 1758 | */ |
| 1759 | for (x = 0; x < w; x++) { |
| 1760 | int sx = ds->sequence[x]; |
| 1761 | long tile = (sx+1) | DF_LEGEND; |
| 1762 | if (ds->legend[x] != tile) { |
| 1763 | ds->legend[x] = tile; |
| 1764 | draw_tile(dr, ds, -1, x, tile, 0, 0); |
| 1765 | draw_tile(dr, ds, x, -1, tile, 0, 0); |
| 1766 | } |
| 1767 | } |
| 1768 | |
| 1769 | for (y = 0; y < w; y++) { |
| 1770 | int sy = ds->sequence[y]; |
| 1771 | for (x = 0; x < w; x++) { |
| 1772 | long tile = 0L, pencil = 0L, error; |
| 1773 | int sx = ds->sequence[x]; |
| 1774 | |
| 1775 | if (state->grid[sy*w+sx]) |
| 1776 | tile = state->grid[sy*w+sx]; |
| 1777 | else |
| 1778 | pencil = (long)state->pencil[sy*w+sx]; |
| 1779 | |
| 1780 | if (state->immutable[sy*w+sx]) |
| 1781 | tile |= DF_IMMUTABLE; |
| 1782 | |
| 1783 | if ((ui->drag == 5 && ui->dragnum == sy) || |
| 1784 | (ui->drag == 6 && ui->dragnum == sx)) |
| 1785 | tile |= DF_HIGHLIGHT; |
| 1786 | else if (ui->hshow && ui->hx == sx && ui->hy == sy) |
| 1787 | tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT); |
| 1788 | |
| 1789 | if (flashtime > 0 && |
| 1790 | (flashtime <= FLASH_TIME/3 || |
| 1791 | flashtime >= FLASH_TIME*2/3)) |
| 1792 | tile |= DF_HIGHLIGHT; /* completion flash */ |
| 1793 | |
| 1794 | if (y <= 0 || state->dividers[ds->sequence[y-1]] == sy) |
| 1795 | tile |= DF_DIVIDER_TOP; |
| 1796 | if (y+1 >= w || state->dividers[sy] == ds->sequence[y+1]) |
| 1797 | tile |= DF_DIVIDER_BOT; |
| 1798 | if (x <= 0 || state->dividers[ds->sequence[x-1]] == sx) |
| 1799 | tile |= DF_DIVIDER_LEFT; |
| 1800 | if (x+1 >= w || state->dividers[sx] == ds->sequence[x+1]) |
| 1801 | tile |= DF_DIVIDER_RIGHT; |
| 1802 | |
| 1803 | error = ds->errtmp[sy*w+sx]; |
| 1804 | |
| 1805 | if (ds->tiles[y*w+x] != tile || |
| 1806 | ds->pencil[y*w+x] != pencil || |
| 1807 | ds->errors[y*w+x] != error) { |
| 1808 | ds->tiles[y*w+x] = tile; |
| 1809 | ds->pencil[y*w+x] = pencil; |
| 1810 | ds->errors[y*w+x] = error; |
| 1811 | draw_tile(dr, ds, x, y, tile, pencil, error); |
| 1812 | } |
| 1813 | } |
| 1814 | } |
| 1815 | } |
| 1816 | |
| 1817 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1818 | int dir, game_ui *ui) |
| 1819 | { |
| 1820 | return 0.0F; |
| 1821 | } |
| 1822 | |
| 1823 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 1824 | int dir, game_ui *ui) |
| 1825 | { |
| 1826 | if (!oldstate->completed && newstate->completed && |
| 1827 | !oldstate->cheated && !newstate->cheated) |
| 1828 | return FLASH_TIME; |
| 1829 | return 0.0F; |
| 1830 | } |
| 1831 | |
| 1832 | static int game_status(game_state *state) |
| 1833 | { |
| 1834 | return state->completed ? +1 : 0; |
| 1835 | } |
| 1836 | |
| 1837 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1838 | { |
| 1839 | if (state->completed) |
| 1840 | return FALSE; |
| 1841 | return TRUE; |
| 1842 | } |
| 1843 | |
| 1844 | static void game_print_size(game_params *params, float *x, float *y) |
| 1845 | { |
| 1846 | int pw, ph; |
| 1847 | |
| 1848 | /* |
| 1849 | * We use 9mm squares by default, like Solo. |
| 1850 | */ |
| 1851 | game_compute_size(params, 900, &pw, &ph); |
| 1852 | *x = pw / 100.0F; |
| 1853 | *y = ph / 100.0F; |
| 1854 | } |
| 1855 | |
| 1856 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1857 | { |
| 1858 | int w = state->par.w; |
| 1859 | int ink = print_mono_colour(dr, 0); |
| 1860 | int x, y; |
| 1861 | |
| 1862 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1863 | game_drawstate ads, *ds = &ads; |
| 1864 | game_set_size(dr, ds, NULL, tilesize); |
| 1865 | |
| 1866 | /* |
| 1867 | * Border. |
| 1868 | */ |
| 1869 | print_line_width(dr, 3 * TILESIZE / 40); |
| 1870 | draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND, |
| 1871 | w*TILESIZE, w*TILESIZE, ink); |
| 1872 | |
| 1873 | /* |
| 1874 | * Legend on table. |
| 1875 | */ |
| 1876 | for (x = 0; x < w; x++) { |
| 1877 | char str[2]; |
| 1878 | str[1] = '\0'; |
| 1879 | str[0] = TOCHAR(x+1, state->par.id); |
| 1880 | draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2, |
| 1881 | BORDER + TILESIZE/2, |
| 1882 | FONT_VARIABLE, TILESIZE/2, |
| 1883 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); |
| 1884 | draw_text(dr, BORDER + TILESIZE/2, |
| 1885 | BORDER+LEGEND + x*TILESIZE + TILESIZE/2, |
| 1886 | FONT_VARIABLE, TILESIZE/2, |
| 1887 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); |
| 1888 | } |
| 1889 | |
| 1890 | /* |
| 1891 | * Main grid. |
| 1892 | */ |
| 1893 | for (x = 1; x < w; x++) { |
| 1894 | print_line_width(dr, TILESIZE / 40); |
| 1895 | draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND, |
| 1896 | BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink); |
| 1897 | } |
| 1898 | for (y = 1; y < w; y++) { |
| 1899 | print_line_width(dr, TILESIZE / 40); |
| 1900 | draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE, |
| 1901 | BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink); |
| 1902 | } |
| 1903 | |
| 1904 | /* |
| 1905 | * Numbers. |
| 1906 | */ |
| 1907 | for (y = 0; y < w; y++) |
| 1908 | for (x = 0; x < w; x++) |
| 1909 | if (state->grid[y*w+x]) { |
| 1910 | char str[2]; |
| 1911 | str[1] = '\0'; |
| 1912 | str[0] = TOCHAR(state->grid[y*w+x], state->par.id); |
| 1913 | draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2, |
| 1914 | BORDER+LEGEND + y*TILESIZE + TILESIZE/2, |
| 1915 | FONT_VARIABLE, TILESIZE/2, |
| 1916 | ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); |
| 1917 | } |
| 1918 | } |
| 1919 | |
| 1920 | #ifdef COMBINED |
| 1921 | #define thegame group |
| 1922 | #endif |
| 1923 | |
| 1924 | const struct game thegame = { |
| 1925 | "Group", NULL, NULL, |
| 1926 | default_params, |
| 1927 | game_fetch_preset, |
| 1928 | decode_params, |
| 1929 | encode_params, |
| 1930 | free_params, |
| 1931 | dup_params, |
| 1932 | TRUE, game_configure, custom_params, |
| 1933 | validate_params, |
| 1934 | new_game_desc, |
| 1935 | validate_desc, |
| 1936 | new_game, |
| 1937 | dup_game, |
| 1938 | free_game, |
| 1939 | TRUE, solve_game, |
| 1940 | TRUE, game_can_format_as_text_now, game_text_format, |
| 1941 | new_ui, |
| 1942 | free_ui, |
| 1943 | encode_ui, |
| 1944 | decode_ui, |
| 1945 | game_changed_state, |
| 1946 | interpret_move, |
| 1947 | execute_move, |
| 1948 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
| 1949 | game_colours, |
| 1950 | game_new_drawstate, |
| 1951 | game_free_drawstate, |
| 1952 | game_redraw, |
| 1953 | game_anim_length, |
| 1954 | game_flash_length, |
| 1955 | game_status, |
| 1956 | TRUE, FALSE, game_print_size, game_print, |
| 1957 | FALSE, /* wants_statusbar */ |
| 1958 | FALSE, game_timing_state, |
| 1959 | REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */ |
| 1960 | }; |
| 1961 | |
| 1962 | #ifdef STANDALONE_SOLVER |
| 1963 | |
| 1964 | #include <stdarg.h> |
| 1965 | |
| 1966 | int main(int argc, char **argv) |
| 1967 | { |
| 1968 | game_params *p; |
| 1969 | game_state *s; |
| 1970 | char *id = NULL, *desc, *err; |
| 1971 | digit *grid; |
| 1972 | int grade = FALSE; |
| 1973 | int ret, diff, really_show_working = FALSE; |
| 1974 | |
| 1975 | while (--argc > 0) { |
| 1976 | char *p = *++argv; |
| 1977 | if (!strcmp(p, "-v")) { |
| 1978 | really_show_working = TRUE; |
| 1979 | } else if (!strcmp(p, "-g")) { |
| 1980 | grade = TRUE; |
| 1981 | } else if (*p == '-') { |
| 1982 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
| 1983 | return 1; |
| 1984 | } else { |
| 1985 | id = p; |
| 1986 | } |
| 1987 | } |
| 1988 | |
| 1989 | if (!id) { |
| 1990 | fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]); |
| 1991 | return 1; |
| 1992 | } |
| 1993 | |
| 1994 | desc = strchr(id, ':'); |
| 1995 | if (!desc) { |
| 1996 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
| 1997 | return 1; |
| 1998 | } |
| 1999 | *desc++ = '\0'; |
| 2000 | |
| 2001 | p = default_params(); |
| 2002 | decode_params(p, id); |
| 2003 | err = validate_desc(p, desc); |
| 2004 | if (err) { |
| 2005 | fprintf(stderr, "%s: %s\n", argv[0], err); |
| 2006 | return 1; |
| 2007 | } |
| 2008 | s = new_game(NULL, p, desc); |
| 2009 | |
| 2010 | grid = snewn(p->w * p->w, digit); |
| 2011 | |
| 2012 | /* |
| 2013 | * When solving a Normal puzzle, we don't want to bother the |
| 2014 | * user with Hard-level deductions. For this reason, we grade |
| 2015 | * the puzzle internally before doing anything else. |
| 2016 | */ |
| 2017 | ret = -1; /* placate optimiser */ |
| 2018 | solver_show_working = FALSE; |
| 2019 | for (diff = 0; diff < DIFFCOUNT; diff++) { |
| 2020 | memcpy(grid, s->grid, p->w * p->w); |
| 2021 | ret = solver(&s->par, grid, diff); |
| 2022 | if (ret <= diff) |
| 2023 | break; |
| 2024 | } |
| 2025 | |
| 2026 | if (diff == DIFFCOUNT) { |
| 2027 | if (grade) |
| 2028 | printf("Difficulty rating: ambiguous\n"); |
| 2029 | else |
| 2030 | printf("Unable to find a unique solution\n"); |
| 2031 | } else { |
| 2032 | if (grade) { |
| 2033 | if (ret == diff_impossible) |
| 2034 | printf("Difficulty rating: impossible (no solution exists)\n"); |
| 2035 | else |
| 2036 | printf("Difficulty rating: %s\n", group_diffnames[ret]); |
| 2037 | } else { |
| 2038 | solver_show_working = really_show_working; |
| 2039 | memcpy(grid, s->grid, p->w * p->w); |
| 2040 | ret = solver(&s->par, grid, diff); |
| 2041 | if (ret != diff) |
| 2042 | printf("Puzzle is inconsistent\n"); |
| 2043 | else { |
| 2044 | memcpy(s->grid, grid, p->w * p->w); |
| 2045 | fputs(game_text_format(s), stdout); |
| 2046 | } |
| 2047 | } |
| 2048 | } |
| 2049 | |
| 2050 | return 0; |
| 2051 | } |
| 2052 | |
| 2053 | #endif |
| 2054 | |
| 2055 | /* vim: set shiftwidth=4 tabstop=8: */ |