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