037547e2260b06332312f0455aa2ae0c235704ba
[sgt/puzzles] / unfinished / group.c
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 static game_params *default_params(void)
93 {
94 game_params *ret = snew(game_params);
95
96 ret->w = 6;
97 ret->diff = DIFF_NORMAL;
98 ret->id = TRUE;
99
100 return ret;
101 }
102
103 const static struct game_params group_presets[] = {
104 { 6, DIFF_NORMAL, TRUE },
105 { 6, DIFF_NORMAL, FALSE },
106 { 8, DIFF_NORMAL, TRUE },
107 { 8, DIFF_NORMAL, FALSE },
108 { 8, DIFF_HARD, TRUE },
109 { 8, DIFF_HARD, FALSE },
110 { 12, DIFF_NORMAL, TRUE },
111 };
112
113 static int game_fetch_preset(int i, char **name, game_params **params)
114 {
115 game_params *ret;
116 char buf[80];
117
118 if (i < 0 || i >= lenof(group_presets))
119 return FALSE;
120
121 ret = snew(game_params);
122 *ret = group_presets[i]; /* structure copy */
123
124 sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
125 ret->id ? "" : ", identity hidden");
126
127 *name = dupstr(buf);
128 *params = ret;
129 return TRUE;
130 }
131
132 static void free_params(game_params *params)
133 {
134 sfree(params);
135 }
136
137 static game_params *dup_params(game_params *params)
138 {
139 game_params *ret = snew(game_params);
140 *ret = *params; /* structure copy */
141 return ret;
142 }
143
144 static void decode_params(game_params *params, char const *string)
145 {
146 char const *p = string;
147
148 params->w = atoi(p);
149 while (*p && isdigit((unsigned char)*p)) p++;
150 params->diff = DIFF_NORMAL;
151 params->id = TRUE;
152
153 while (*p) {
154 if (*p == 'd') {
155 int i;
156 p++;
157 params->diff = DIFFCOUNT+1; /* ...which is invalid */
158 if (*p) {
159 for (i = 0; i < DIFFCOUNT; i++) {
160 if (*p == group_diffchars[i])
161 params->diff = i;
162 }
163 p++;
164 }
165 } else if (*p == 'i') {
166 params->id = FALSE;
167 p++;
168 } else {
169 /* unrecognised character */
170 p++;
171 }
172 }
173 }
174
175 static char *encode_params(game_params *params, int full)
176 {
177 char ret[80];
178
179 sprintf(ret, "%d", params->w);
180 if (full)
181 sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
182 if (!params->id)
183 sprintf(ret + strlen(ret), "i");
184
185 return dupstr(ret);
186 }
187
188 static config_item *game_configure(game_params *params)
189 {
190 config_item *ret;
191 char buf[80];
192
193 ret = snewn(4, config_item);
194
195 ret[0].name = "Grid size";
196 ret[0].type = C_STRING;
197 sprintf(buf, "%d", params->w);
198 ret[0].sval = dupstr(buf);
199 ret[0].ival = 0;
200
201 ret[1].name = "Difficulty";
202 ret[1].type = C_CHOICES;
203 ret[1].sval = DIFFCONFIG;
204 ret[1].ival = params->diff;
205
206 ret[2].name = "Show identity";
207 ret[2].type = C_BOOLEAN;
208 ret[2].sval = NULL;
209 ret[2].ival = params->id;
210
211 ret[3].name = NULL;
212 ret[3].type = C_END;
213 ret[3].sval = NULL;
214 ret[3].ival = 0;
215
216 return ret;
217 }
218
219 static game_params *custom_params(config_item *cfg)
220 {
221 game_params *ret = snew(game_params);
222
223 ret->w = atoi(cfg[0].sval);
224 ret->diff = cfg[1].ival;
225 ret->id = cfg[2].ival;
226
227 return ret;
228 }
229
230 static char *validate_params(game_params *params, int full)
231 {
232 if (params->w < 3 || params->w > 26)
233 return "Grid size must be between 3 and 26";
234 if (params->diff >= DIFFCOUNT)
235 return "Unknown difficulty rating";
236 if (!params->id && params->diff == DIFF_TRIVIAL) {
237 /*
238 * We can't have a Trivial-difficulty puzzle (i.e. latin
239 * square deductions only) without a clear identity, because
240 * identityless puzzles always have two rows and two columns
241 * entirely blank, and no latin-square deduction permits the
242 * distinguishing of two such rows.
243 */
244 return "Trivial puzzles must have an identity";
245 }
246 if (!params->id && params->w == 3) {
247 /*
248 * We can't have a 3x3 puzzle without an identity either,
249 * because 3x3 puzzles can't ever be harder than Trivial
250 * (there are no 3x3 latin squares which aren't also valid
251 * group tables, so enabling group-based deductions doesn't
252 * rule out any possible solutions) and - as above - Trivial
253 * puzzles can't not have an identity.
254 */
255 return "3x3 puzzles must have an identity";
256 }
257 return NULL;
258 }
259
260 /* ----------------------------------------------------------------------
261 * Solver.
262 */
263
264 static int solver_normal(struct latin_solver *solver, void *vctx)
265 {
266 int w = solver->o;
267 #ifdef STANDALONE_SOLVER
268 char **names = solver->names;
269 #endif
270 digit *grid = solver->grid;
271 int i, j, k;
272
273 /*
274 * Deduce using associativity: (ab)c = a(bc).
275 *
276 * So we pick any a,b,c we like; then if we know ab, bc, and
277 * (ab)c we can fill in a(bc).
278 */
279 for (i = 1; i < w; i++)
280 for (j = 1; j < w; j++)
281 for (k = 1; k < w; k++) {
282 if (!grid[i*w+j] || !grid[j*w+k])
283 continue;
284 if (grid[(grid[i*w+j]-1)*w+k] &&
285 !grid[i*w+(grid[j*w+k]-1)]) {
286 int x = grid[j*w+k]-1, y = i;
287 int n = grid[(grid[i*w+j]-1)*w+k];
288 #ifdef STANDALONE_SOLVER
289 if (solver_show_working) {
290 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
291 solver_recurse_depth*4, "",
292 names[i], names[j], names[k],
293 names[grid[i*w+j]-1], names[k],
294 names[i], names[grid[j*w+k]-1]);
295 printf("%*s placing %s at (%d,%d)\n",
296 solver_recurse_depth*4, "",
297 names[n-1], x+1, y+1);
298 }
299 #endif
300 if (solver->cube[(x*w+y)*w+n-1]) {
301 latin_solver_place(solver, x, y, n);
302 return 1;
303 } else {
304 #ifdef STANDALONE_SOLVER
305 if (solver_show_working)
306 printf("%*s contradiction!\n",
307 solver_recurse_depth*4, "");
308 return -1;
309 #endif
310 }
311 }
312 if (!grid[(grid[i*w+j]-1)*w+k] &&
313 grid[i*w+(grid[j*w+k]-1)]) {
314 int x = k, y = grid[i*w+j]-1;
315 int n = grid[i*w+(grid[j*w+k]-1)];
316 #ifdef STANDALONE_SOLVER
317 if (solver_show_working) {
318 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
319 solver_recurse_depth*4, "",
320 names[i], names[j], names[k],
321 names[grid[i*w+j]-1], names[k],
322 names[i], names[grid[j*w+k]-1]);
323 printf("%*s placing %s at (%d,%d)\n",
324 solver_recurse_depth*4, "",
325 names[n-1], x+1, y+1);
326 }
327 #endif
328 if (solver->cube[(x*w+y)*w+n-1]) {
329 latin_solver_place(solver, x, y, n);
330 return 1;
331 } else {
332 #ifdef STANDALONE_SOLVER
333 if (solver_show_working)
334 printf("%*s contradiction!\n",
335 solver_recurse_depth*4, "");
336 return -1;
337 #endif
338 }
339 }
340 }
341
342 return 0;
343 }
344
345 #define SOLVER(upper,title,func,lower) func,
346 static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
347
348 static int solver(game_params *params, digit *grid, int maxdiff)
349 {
350 int w = params->w;
351 int ret;
352 struct latin_solver solver;
353 #ifdef STANDALONE_SOLVER
354 char *p, text[100], *names[50];
355 int i;
356 #endif
357
358 latin_solver_alloc(&solver, grid, w);
359 #ifdef STANDALONE_SOLVER
360 for (i = 0, p = text; i < w; i++) {
361 names[i] = p;
362 *p++ = TOCHAR(i+1, params->id);
363 *p++ = '\0';
364 }
365 solver.names = names;
366 #endif
367
368 ret = latin_solver_main(&solver, maxdiff,
369 DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
370 DIFF_EXTREME, DIFF_UNREASONABLE,
371 group_solvers, NULL, NULL, NULL);
372
373 latin_solver_free(&solver);
374
375 return ret;
376 }
377
378 /* ----------------------------------------------------------------------
379 * Grid generation.
380 */
381
382 static char *encode_grid(char *desc, digit *grid, int area)
383 {
384 int run, i;
385 char *p = desc;
386
387 run = 0;
388 for (i = 0; i <= area; i++) {
389 int n = (i < area ? grid[i] : -1);
390
391 if (!n)
392 run++;
393 else {
394 if (run) {
395 while (run > 0) {
396 int c = 'a' - 1 + run;
397 if (run > 26)
398 c = 'z';
399 *p++ = c;
400 run -= c - ('a' - 1);
401 }
402 } else {
403 /*
404 * If there's a number in the very top left or
405 * bottom right, there's no point putting an
406 * unnecessary _ before or after it.
407 */
408 if (p > desc && n > 0)
409 *p++ = '_';
410 }
411 if (n > 0)
412 p += sprintf(p, "%d", n);
413 run = 0;
414 }
415 }
416 return p;
417 }
418
419 /* ----- data generated by group.gap begins ----- */
420
421 struct group {
422 unsigned long autosize;
423 int order, ngens;
424 const char *gens;
425 };
426 struct groups {
427 int ngroups;
428 const struct group *groups;
429 };
430
431 static const struct group groupdata[] = {
432 /* order 2 */
433 {1L, 2, 1, "BA"},
434 /* order 3 */
435 {2L, 3, 1, "BCA"},
436 /* order 4 */
437 {2L, 4, 1, "BCDA"},
438 {6L, 4, 2, "BADC" "CDAB"},
439 /* order 5 */
440 {4L, 5, 1, "BCDEA"},
441 /* order 6 */
442 {6L, 6, 2, "CFEBAD" "BADCFE"},
443 {2L, 6, 1, "DCFEBA"},
444 /* order 7 */
445 {6L, 7, 1, "BCDEFGA"},
446 /* order 8 */
447 {4L, 8, 1, "BCEFDGHA"},
448 {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
449 {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
450 {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
451 {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
452 /* order 9 */
453 {6L, 9, 1, "BDECGHFIA"},
454 {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
455 /* order 10 */
456 {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
457 {4L, 10, 1, "DCFEHGJIBA"},
458 /* order 11 */
459 {10L, 11, 1, "BCDEFGHIJKA"},
460 /* order 12 */
461 {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
462 {4L, 12, 1, "EHIJKCBLDGFA"},
463 {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
464 {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
465 {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
466 /* order 13 */
467 {12L, 13, 1, "BCDEFGHIJKLMA"},
468 /* order 14 */
469 {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
470 {6L, 14, 1, "FEHGJILKNMBADC"},
471 /* order 15 */
472 {8L, 15, 1, "EGHCJKFMNIOBLDA"},
473 /* order 16 */
474 {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
475 {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
476 {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
477 {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
478 {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
479 {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
480 {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
481 {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
482 {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
483 {192L, 16, 3,
484 "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
485 {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
486 {192L, 16, 3,
487 "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
488 {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
489 {20160L, 16, 4,
490 "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
491 "DGIAKLBNCOEFPHJM"},
492 /* order 17 */
493 {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
494 /* order 18 */
495 {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
496 {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
497 {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
498 {432L, 18, 3,
499 "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
500 {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
501 /* order 19 */
502 {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
503 /* order 20 */
504 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
505 {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
506 {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
507 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
508 {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
509 /* order 21 */
510 {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
511 {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
512 /* order 22 */
513 {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
514 {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
515 /* order 23 */
516 {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
517 /* order 24 */
518 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
519 {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
520 {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
521 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
522 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
523 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
524 {48L, 24, 3,
525 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
526 "HSNOPWLDTUVBRIAKXFGCQEMJ"},
527 {24L, 24, 3,
528 "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
529 "TRONXLWCHVUMSAIJPGFDEQBK"},
530 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
531 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
532 {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
533 {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
534 {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
535 {144L, 24, 3,
536 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
537 "BAFGHCDEMNOPIJKLTUVQRSXW"},
538 {336L, 24, 3,
539 "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
540 "HENOPJKLTUVBQRSAXFGWCDMI"},
541 /* order 25 */
542 {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
543 {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
544 /* order 26 */
545 {156L, 26, 2,
546 "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
547 {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
548 };
549
550 static const struct groups groups[] = {
551 {0, NULL}, /* trivial case: 0 */
552 {0, NULL}, /* trivial case: 1 */
553 {1, groupdata + 0}, /* 2 */
554 {1, groupdata + 1}, /* 3 */
555 {2, groupdata + 2}, /* 4 */
556 {1, groupdata + 4}, /* 5 */
557 {2, groupdata + 5}, /* 6 */
558 {1, groupdata + 7}, /* 7 */
559 {5, groupdata + 8}, /* 8 */
560 {2, groupdata + 13}, /* 9 */
561 {2, groupdata + 15}, /* 10 */
562 {1, groupdata + 17}, /* 11 */
563 {5, groupdata + 18}, /* 12 */
564 {1, groupdata + 23}, /* 13 */
565 {2, groupdata + 24}, /* 14 */
566 {1, groupdata + 26}, /* 15 */
567 {14, groupdata + 27}, /* 16 */
568 {1, groupdata + 41}, /* 17 */
569 {5, groupdata + 42}, /* 18 */
570 {1, groupdata + 47}, /* 19 */
571 {5, groupdata + 48}, /* 20 */
572 {2, groupdata + 53}, /* 21 */
573 {2, groupdata + 55}, /* 22 */
574 {1, groupdata + 57}, /* 23 */
575 {15, groupdata + 58}, /* 24 */
576 {2, groupdata + 73}, /* 25 */
577 {2, groupdata + 75}, /* 26 */
578 };
579
580 /* ----- data generated by group.gap ends ----- */
581
582 static char *new_game_desc(game_params *params, random_state *rs,
583 char **aux, int interactive)
584 {
585 int w = params->w, a = w*w;
586 digit *grid, *soln, *soln2;
587 int *indices;
588 int i, j, k, qh, qt;
589 int diff = params->diff;
590 const struct group *group;
591 char *desc, *p;
592
593 /*
594 * Difficulty exceptions: some combinations of size and
595 * difficulty cannot be satisfied, because all puzzles of at
596 * most that difficulty are actually even easier.
597 *
598 * Remember to re-test this whenever a change is made to the
599 * solver logic!
600 *
601 * I tested it using the following shell command:
602
603 for d in t n h x u; do
604 for id in '' i; do
605 for i in {3..9}; do
606 echo -n "./group --generate 1 ${i}d${d}${id}: "
607 perl -e 'alarm 30; exec @ARGV' \
608 ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
609 done
610 done
611 done
612
613 * Of course, it's better to do that after taking the exceptions
614 * _out_, so as to detect exceptions that should be removed as
615 * well as those which should be added.
616 */
617 if (w < 5 && diff == DIFF_UNREASONABLE)
618 diff--;
619 if ((w < 5 || ((w == 6 || w == 8) && params->id)) && diff == DIFF_EXTREME)
620 diff--;
621 if ((w < 6 || (w == 6 && params->id)) && diff == DIFF_HARD)
622 diff--;
623 if ((w < 4 || (w == 4 && params->id)) && diff == DIFF_NORMAL)
624 diff--;
625
626 grid = snewn(a, digit);
627 soln = snewn(a, digit);
628 soln2 = snewn(a, digit);
629 indices = snewn(a, int);
630
631 while (1) {
632 /*
633 * Construct a valid group table, by picking a group from
634 * the above data table, decompressing it into a full
635 * representation by BFS, and then randomly permuting its
636 * non-identity elements.
637 *
638 * We build the canonical table in 'soln' (and use 'grid' as
639 * our BFS queue), then transfer the table into 'grid'
640 * having shuffled the rows.
641 */
642 assert(w >= 2);
643 assert(w < lenof(groups));
644 group = groups[w].groups + random_upto(rs, groups[w].ngroups);
645 assert(group->order == w);
646 memset(soln, 0, a);
647 for (i = 0; i < w; i++)
648 soln[i] = i+1;
649 qh = qt = 0;
650 grid[qt++] = 1;
651 while (qh < qt) {
652 digit *row, *newrow;
653
654 i = grid[qh++];
655 row = soln + (i-1)*w;
656
657 for (j = 0; j < group->ngens; j++) {
658 int nri;
659 const char *gen = group->gens + j*w;
660
661 /*
662 * Apply each group generator to row, constructing a
663 * new row.
664 */
665 nri = gen[row[0]-1] - 'A' + 1; /* which row is it? */
666 newrow = soln + (nri-1)*w;
667 if (!newrow[0]) { /* not done yet */
668 for (k = 0; k < w; k++)
669 newrow[k] = gen[row[k]-1] - 'A' + 1;
670 grid[qt++] = nri;
671 }
672 }
673 }
674 /* That's got the canonical table. Now shuffle it. */
675 for (i = 0; i < w; i++)
676 soln2[i] = i;
677 if (params->id) /* do we shuffle in the identity? */
678 shuffle(soln2+1, w-1, sizeof(*soln2), rs);
679 else
680 shuffle(soln2, w, sizeof(*soln2), rs);
681 for (i = 0; i < w; i++)
682 for (j = 0; j < w; j++)
683 grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
684
685 /*
686 * Remove entries one by one while the puzzle is still
687 * soluble at the appropriate difficulty level.
688 */
689 memcpy(soln, grid, a);
690 if (!params->id) {
691 /*
692 * Start by blanking the entire identity row and column,
693 * and also another row and column so that the player
694 * can't trivially determine which element is the
695 * identity.
696 */
697
698 j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
699 for (i = 0; i < w; i++) {
700 grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
701 grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
702 }
703
704 memcpy(soln2, grid, a);
705 if (solver(params, soln2, diff) > diff)
706 continue; /* go round again if that didn't work */
707 }
708
709 k = 0;
710 for (i = (params->id ? 1 : 0); i < w; i++)
711 for (j = (params->id ? 1 : 0); j < w; j++)
712 if (grid[i*w+j])
713 indices[k++] = i*w+j;
714 shuffle(indices, k, sizeof(*indices), rs);
715
716 for (i = 0; i < k; i++) {
717 memcpy(soln2, grid, a);
718 soln2[indices[i]] = 0;
719 if (solver(params, soln2, diff) <= diff)
720 grid[indices[i]] = 0;
721 }
722
723 /*
724 * Make sure the puzzle isn't too easy.
725 */
726 if (diff > 0) {
727 memcpy(soln2, grid, a);
728 if (solver(params, soln2, diff-1) < diff)
729 continue; /* go round and try again */
730 }
731
732 /*
733 * Done.
734 */
735 break;
736 }
737
738 /*
739 * Encode the puzzle description.
740 */
741 desc = snewn(a*20, char);
742 p = encode_grid(desc, grid, a);
743 *p++ = '\0';
744 desc = sresize(desc, p - desc, char);
745
746 /*
747 * Encode the solution.
748 */
749 *aux = snewn(a+2, char);
750 (*aux)[0] = 'S';
751 for (i = 0; i < a; i++)
752 (*aux)[i+1] = TOCHAR(soln[i], params->id);
753 (*aux)[a+1] = '\0';
754
755 sfree(grid);
756 sfree(soln);
757 sfree(soln2);
758 sfree(indices);
759
760 return desc;
761 }
762
763 /* ----------------------------------------------------------------------
764 * Gameplay.
765 */
766
767 static char *validate_grid_desc(const char **pdesc, int range, int area)
768 {
769 const char *desc = *pdesc;
770 int squares = 0;
771 while (*desc && *desc != ',') {
772 int n = *desc++;
773 if (n >= 'a' && n <= 'z') {
774 squares += n - 'a' + 1;
775 } else if (n == '_') {
776 /* do nothing */;
777 } else if (n > '0' && n <= '9') {
778 int val = atoi(desc-1);
779 if (val < 1 || val > range)
780 return "Out-of-range number in game description";
781 squares++;
782 while (*desc >= '0' && *desc <= '9')
783 desc++;
784 } else
785 return "Invalid character in game description";
786 }
787
788 if (squares < area)
789 return "Not enough data to fill grid";
790
791 if (squares > area)
792 return "Too much data to fit in grid";
793 *pdesc = desc;
794 return NULL;
795 }
796
797 static char *validate_desc(game_params *params, char *desc)
798 {
799 int w = params->w, a = w*w;
800 const char *p = desc;
801
802 return validate_grid_desc(&p, w, a);
803 }
804
805 static char *spec_to_grid(char *desc, digit *grid, int area)
806 {
807 int i = 0;
808 while (*desc && *desc != ',') {
809 int n = *desc++;
810 if (n >= 'a' && n <= 'z') {
811 int run = n - 'a' + 1;
812 assert(i + run <= area);
813 while (run-- > 0)
814 grid[i++] = 0;
815 } else if (n == '_') {
816 /* do nothing */;
817 } else if (n > '0' && n <= '9') {
818 assert(i < area);
819 grid[i++] = atoi(desc-1);
820 while (*desc >= '0' && *desc <= '9')
821 desc++;
822 } else {
823 assert(!"We can't get here");
824 }
825 }
826 assert(i == area);
827 return desc;
828 }
829
830 static game_state *new_game(midend *me, game_params *params, char *desc)
831 {
832 int w = params->w, a = w*w;
833 game_state *state = snew(game_state);
834 int i;
835
836 state->par = *params; /* structure copy */
837 state->grid = snewn(a, digit);
838 state->immutable = snewn(a, unsigned char);
839 state->pencil = snewn(a, int);
840 for (i = 0; i < a; i++) {
841 state->grid[i] = 0;
842 state->immutable[i] = 0;
843 state->pencil[i] = 0;
844 }
845 state->sequence = snewn(w, digit);
846 for (i = 0; i < w; i++) {
847 state->sequence[i] = i;
848 }
849
850 desc = spec_to_grid(desc, state->grid, a);
851 for (i = 0; i < a; i++)
852 if (state->grid[i] != 0)
853 state->immutable[i] = TRUE;
854
855 state->completed = state->cheated = FALSE;
856
857 return state;
858 }
859
860 static game_state *dup_game(game_state *state)
861 {
862 int w = state->par.w, a = w*w;
863 game_state *ret = snew(game_state);
864
865 ret->par = state->par; /* structure copy */
866
867 ret->grid = snewn(a, digit);
868 ret->immutable = snewn(a, unsigned char);
869 ret->pencil = snewn(a, int);
870 ret->sequence = snewn(w, digit);
871 memcpy(ret->grid, state->grid, a*sizeof(digit));
872 memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
873 memcpy(ret->pencil, state->pencil, a*sizeof(int));
874 memcpy(ret->sequence, state->sequence, w*sizeof(digit));
875
876 ret->completed = state->completed;
877 ret->cheated = state->cheated;
878
879 return ret;
880 }
881
882 static void free_game(game_state *state)
883 {
884 sfree(state->grid);
885 sfree(state->immutable);
886 sfree(state->pencil);
887 sfree(state->sequence);
888 sfree(state);
889 }
890
891 static char *solve_game(game_state *state, game_state *currstate,
892 char *aux, char **error)
893 {
894 int w = state->par.w, a = w*w;
895 int i, ret;
896 digit *soln;
897 char *out;
898
899 if (aux)
900 return dupstr(aux);
901
902 soln = snewn(a, digit);
903 memcpy(soln, state->grid, a*sizeof(digit));
904
905 ret = solver(&state->par, soln, DIFFCOUNT-1);
906
907 if (ret == diff_impossible) {
908 *error = "No solution exists for this puzzle";
909 out = NULL;
910 } else if (ret == diff_ambiguous) {
911 *error = "Multiple solutions exist for this puzzle";
912 out = NULL;
913 } else {
914 out = snewn(a+2, char);
915 out[0] = 'S';
916 for (i = 0; i < a; i++)
917 out[i+1] = TOCHAR(soln[i], state->par.id);
918 out[a+1] = '\0';
919 }
920
921 sfree(soln);
922 return out;
923 }
924
925 static int game_can_format_as_text_now(game_params *params)
926 {
927 return TRUE;
928 }
929
930 static char *game_text_format(game_state *state)
931 {
932 int w = state->par.w;
933 int x, y;
934 char *ret, *p, ch;
935
936 ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
937
938 p = ret;
939 for (y = 0; y < w; y++) {
940 for (x = 0; x < w; x++) {
941 digit d = state->grid[y*w+x];
942
943 if (d == 0) {
944 ch = '.';
945 } else {
946 ch = TOCHAR(d, state->par.id);
947 }
948
949 *p++ = ch;
950 if (x == w-1) {
951 *p++ = '\n';
952 } else {
953 *p++ = ' ';
954 }
955 }
956 }
957
958 assert(p - ret == 2*w*w);
959 *p = '\0';
960 return ret;
961 }
962
963 struct game_ui {
964 /*
965 * These are the coordinates of the currently highlighted
966 * square on the grid, if hshow = 1.
967 */
968 int hx, hy;
969 /*
970 * This indicates whether the current highlight is a
971 * pencil-mark one or a real one.
972 */
973 int hpencil;
974 /*
975 * This indicates whether or not we're showing the highlight
976 * (used to be hx = hy = -1); important so that when we're
977 * using the cursor keys it doesn't keep coming back at a
978 * fixed position. When hshow = 1, pressing a valid number
979 * or letter key or Space will enter that number or letter in the grid.
980 */
981 int hshow;
982 /*
983 * This indicates whether we're using the highlight as a cursor;
984 * it means that it doesn't vanish on a keypress, and that it is
985 * allowed on immutable squares.
986 */
987 int hcursor;
988 /*
989 * This indicates whether we're dragging a table header to
990 * reposition an entire row or column.
991 */
992 int drag; /* 0=none 1=row 2=col */
993 int dragnum; /* element being dragged */
994 int dragpos; /* its current position */
995 };
996
997 static game_ui *new_ui(game_state *state)
998 {
999 game_ui *ui = snew(game_ui);
1000
1001 ui->hx = ui->hy = 0;
1002 ui->hpencil = ui->hshow = ui->hcursor = 0;
1003 ui->drag = 0;
1004
1005 return ui;
1006 }
1007
1008 static void free_ui(game_ui *ui)
1009 {
1010 sfree(ui);
1011 }
1012
1013 static char *encode_ui(game_ui *ui)
1014 {
1015 return NULL;
1016 }
1017
1018 static void decode_ui(game_ui *ui, char *encoding)
1019 {
1020 }
1021
1022 static void game_changed_state(game_ui *ui, game_state *oldstate,
1023 game_state *newstate)
1024 {
1025 int w = newstate->par.w;
1026 /*
1027 * We prevent pencil-mode highlighting of a filled square, unless
1028 * we're using the cursor keys. So if the user has just filled in
1029 * a square which we had a pencil-mode highlight in (by Undo, or
1030 * by Redo, or by Solve), then we cancel the highlight.
1031 */
1032 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1033 newstate->grid[ui->hy * w + ui->hx] != 0) {
1034 ui->hshow = 0;
1035 }
1036 }
1037
1038 #define PREFERRED_TILESIZE 48
1039 #define TILESIZE (ds->tilesize)
1040 #define BORDER (TILESIZE / 2)
1041 #define LEGEND (TILESIZE)
1042 #define GRIDEXTRA max((TILESIZE / 32),1)
1043 #define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1044 #define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
1045
1046 #define FLASH_TIME 0.4F
1047
1048 #define DF_HIGHLIGHT 0x0400
1049 #define DF_HIGHLIGHT_PENCIL 0x0200
1050 #define DF_IMMUTABLE 0x0100
1051 #define DF_LEGEND 0x0080
1052 #define DF_DIGIT_MASK 0x001F
1053
1054 #define EF_DIGIT_SHIFT 5
1055 #define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1056 #define EF_LEFT_SHIFT 0
1057 #define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1058 #define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1059 #define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1060 #define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1061
1062 struct game_drawstate {
1063 game_params par;
1064 int w, tilesize;
1065 int started;
1066 long *tiles, *legend, *pencil, *errors;
1067 long *errtmp;
1068 digit *sequence;
1069 };
1070
1071 static int check_errors(game_state *state, long *errors)
1072 {
1073 int w = state->par.w, a = w*w;
1074 digit *grid = state->grid;
1075 int i, j, k, x, y, errs = FALSE;
1076
1077 /*
1078 * To verify that we have a valid group table, it suffices to
1079 * test latin-square-hood and associativity only. All the other
1080 * group axioms follow from those two.
1081 *
1082 * Proof:
1083 *
1084 * Associativity is given; closure is obvious from latin-
1085 * square-hood. We need to show that an identity exists and that
1086 * every element has an inverse.
1087 *
1088 * Identity: take any element a. There will be some element e
1089 * such that ea=a (in a latin square, every element occurs in
1090 * every row and column, so a must occur somewhere in the a
1091 * column, say on row e). For any other element b, there must
1092 * exist x such that ax=b (same argument from latin-square-hood
1093 * again), and then associativity gives us eb = e(ax) = (ea)x =
1094 * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A
1095 * similar argument tells us that there must be some f which is
1096 * a right-identity, and then we show they are the same element
1097 * by observing that ef must simultaneously equal e and equal f.
1098 *
1099 * Inverses: given any a, by the latin-square argument again,
1100 * there must exist p and q such that pa=e and aq=e (i.e. left-
1101 * and right-inverses). We can show these are equal by
1102 * associativity: p = pe = p(aq) = (pa)q = eq = q. []
1103 */
1104
1105 if (errors)
1106 for (i = 0; i < a; i++)
1107 errors[i] = 0;
1108
1109 for (y = 0; y < w; y++) {
1110 unsigned long mask = 0, errmask = 0;
1111 for (x = 0; x < w; x++) {
1112 unsigned long bit = 1UL << grid[y*w+x];
1113 errmask |= (mask & bit);
1114 mask |= bit;
1115 }
1116
1117 if (mask != (1 << (w+1)) - (1 << 1)) {
1118 errs = TRUE;
1119 errmask &= ~1UL;
1120 if (errors) {
1121 for (x = 0; x < w; x++)
1122 if (errmask & (1UL << grid[y*w+x]))
1123 errors[y*w+x] |= EF_LATIN;
1124 }
1125 }
1126 }
1127
1128 for (x = 0; x < w; x++) {
1129 unsigned long mask = 0, errmask = 0;
1130 for (y = 0; y < w; y++) {
1131 unsigned long bit = 1UL << grid[y*w+x];
1132 errmask |= (mask & bit);
1133 mask |= bit;
1134 }
1135
1136 if (mask != (1 << (w+1)) - (1 << 1)) {
1137 errs = TRUE;
1138 errmask &= ~1UL;
1139 if (errors) {
1140 for (y = 0; y < w; y++)
1141 if (errmask & (1UL << grid[y*w+x]))
1142 errors[y*w+x] |= EF_LATIN;
1143 }
1144 }
1145 }
1146
1147 for (i = 1; i < w; i++)
1148 for (j = 1; j < w; j++)
1149 for (k = 1; k < w; k++)
1150 if (grid[i*w+j] && grid[j*w+k] &&
1151 grid[(grid[i*w+j]-1)*w+k] &&
1152 grid[i*w+(grid[j*w+k]-1)] &&
1153 grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
1154 if (errors) {
1155 int a = i+1, b = j+1, c = k+1;
1156 int ab = grid[i*w+j], bc = grid[j*w+k];
1157 int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
1158 /*
1159 * If the appropriate error slot is already
1160 * used for one of the squares, we don't
1161 * fill either of them.
1162 */
1163 if (!(errors[left] & EF_LEFT_MASK) &&
1164 !(errors[right] & EF_RIGHT_MASK)) {
1165 long err;
1166 err = a;
1167 err = (err << EF_DIGIT_SHIFT) | b;
1168 err = (err << EF_DIGIT_SHIFT) | c;
1169 errors[left] |= err << EF_LEFT_SHIFT;
1170 errors[right] |= err << EF_RIGHT_SHIFT;
1171 }
1172 }
1173 errs = TRUE;
1174 }
1175
1176 return errs;
1177 }
1178
1179 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1180 int x, int y, int button)
1181 {
1182 int w = state->par.w;
1183 int tx, ty;
1184 char buf[80];
1185
1186 button &= ~MOD_MASK;
1187
1188 tx = FROMCOORD(x);
1189 ty = FROMCOORD(y);
1190
1191 if (ui->drag) {
1192 if (IS_MOUSE_DRAG(button)) {
1193 int tcoord = (ui->drag == 1 ? ty : tx);
1194 if (tcoord >= 0 && tcoord < w) {
1195 ui->dragpos = tcoord;
1196 return "";
1197 }
1198 } else if (IS_MOUSE_RELEASE(button)) {
1199 ui->drag = 0; /* end drag */
1200 if (state->sequence[ui->dragpos] == ui->dragnum)
1201 return ""; /* drag was a no-op overall */
1202 sprintf(buf, "D%d,%d", ui->dragnum, ui->dragpos);
1203 return dupstr(buf);
1204 }
1205 } else if (IS_MOUSE_DOWN(button)) {
1206 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
1207 tx = state->sequence[tx];
1208 ty = state->sequence[ty];
1209 if (button == LEFT_BUTTON) {
1210 if (tx == ui->hx && ty == ui->hy &&
1211 ui->hshow && ui->hpencil == 0) {
1212 ui->hshow = 0;
1213 } else {
1214 ui->hx = tx;
1215 ui->hy = ty;
1216 ui->hshow = !state->immutable[ty*w+tx];
1217 ui->hpencil = 0;
1218 }
1219 ui->hcursor = 0;
1220 return ""; /* UI activity occurred */
1221 }
1222 if (button == RIGHT_BUTTON) {
1223 /*
1224 * Pencil-mode highlighting for non filled squares.
1225 */
1226 if (state->grid[ty*w+tx] == 0) {
1227 if (tx == ui->hx && ty == ui->hy &&
1228 ui->hshow && ui->hpencil) {
1229 ui->hshow = 0;
1230 } else {
1231 ui->hpencil = 1;
1232 ui->hx = tx;
1233 ui->hy = ty;
1234 ui->hshow = 1;
1235 }
1236 } else {
1237 ui->hshow = 0;
1238 }
1239 ui->hcursor = 0;
1240 return ""; /* UI activity occurred */
1241 }
1242 } else if (tx >= 0 && tx < w && ty == -1) {
1243 ui->drag = 2;
1244 ui->dragnum = state->sequence[tx];
1245 ui->dragpos = tx;
1246 return "";
1247 } else if (ty >= 0 && ty < w && tx == -1) {
1248 ui->drag = 1;
1249 ui->dragnum = state->sequence[ty];
1250 ui->dragpos = ty;
1251 return "";
1252 }
1253 }
1254
1255 if (IS_CURSOR_MOVE(button)) {
1256 move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
1257 ui->hshow = ui->hcursor = 1;
1258 return "";
1259 }
1260 if (ui->hshow &&
1261 (button == CURSOR_SELECT)) {
1262 ui->hpencil = 1 - ui->hpencil;
1263 ui->hcursor = 1;
1264 return "";
1265 }
1266
1267 if (ui->hshow &&
1268 ((ISCHAR(button) && FROMCHAR(button, state->par.id) <= w) ||
1269 button == CURSOR_SELECT2 || button == '\b')) {
1270 int n = FROMCHAR(button, state->par.id);
1271 if (button == CURSOR_SELECT2 || button == '\b')
1272 n = 0;
1273
1274 /*
1275 * Can't make pencil marks in a filled square. This can only
1276 * become highlighted if we're using cursor keys.
1277 */
1278 if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
1279 return NULL;
1280
1281 /*
1282 * Can't do anything to an immutable square.
1283 */
1284 if (state->immutable[ui->hy*w+ui->hx])
1285 return NULL;
1286
1287 sprintf(buf, "%c%d,%d,%d",
1288 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1289
1290 if (!ui->hcursor) ui->hshow = 0;
1291
1292 return dupstr(buf);
1293 }
1294
1295 if (button == 'M' || button == 'm')
1296 return dupstr("M");
1297
1298 return NULL;
1299 }
1300
1301 static game_state *execute_move(game_state *from, char *move)
1302 {
1303 int w = from->par.w, a = w*w;
1304 game_state *ret;
1305 int x, y, i, j, n;
1306
1307 if (move[0] == 'S') {
1308 ret = dup_game(from);
1309 ret->completed = ret->cheated = TRUE;
1310
1311 for (i = 0; i < a; i++) {
1312 if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1], from->par.id) > w) {
1313 free_game(ret);
1314 return NULL;
1315 }
1316 ret->grid[i] = FROMCHAR(move[i+1], from->par.id);
1317 ret->pencil[i] = 0;
1318 }
1319
1320 if (move[a+1] != '\0') {
1321 free_game(ret);
1322 return NULL;
1323 }
1324
1325 return ret;
1326 } else if ((move[0] == 'P' || move[0] == 'R') &&
1327 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1328 x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
1329 if (from->immutable[y*w+x])
1330 return NULL;
1331
1332 ret = dup_game(from);
1333 if (move[0] == 'P' && n > 0) {
1334 ret->pencil[y*w+x] ^= 1 << n;
1335 } else {
1336 ret->grid[y*w+x] = n;
1337 ret->pencil[y*w+x] = 0;
1338
1339 if (!ret->completed && !check_errors(ret, NULL))
1340 ret->completed = TRUE;
1341 }
1342 return ret;
1343 } else if (move[0] == 'M') {
1344 /*
1345 * Fill in absolutely all pencil marks everywhere. (I
1346 * wouldn't use this for actual play, but it's a handy
1347 * starting point when following through a set of
1348 * diagnostics output by the standalone solver.)
1349 */
1350 ret = dup_game(from);
1351 for (i = 0; i < a; i++) {
1352 if (!ret->grid[i])
1353 ret->pencil[i] = (1 << (w+1)) - (1 << 1);
1354 }
1355 return ret;
1356 } else if (move[0] == 'D' &&
1357 sscanf(move+1, "%d,%d", &x, &y) == 2) {
1358 /*
1359 * Reorder the rows and columns so that digit x is in position
1360 * y.
1361 */
1362 ret = dup_game(from);
1363 for (i = j = 0; i < w; i++) {
1364 if (i == y) {
1365 ret->sequence[i] = x;
1366 } else {
1367 if (from->sequence[j] == x)
1368 j++;
1369 ret->sequence[i] = from->sequence[j++];
1370 }
1371 }
1372 return ret;
1373 } else
1374 return NULL; /* couldn't parse move string */
1375 }
1376
1377 /* ----------------------------------------------------------------------
1378 * Drawing routines.
1379 */
1380
1381 #define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
1382
1383 static void game_compute_size(game_params *params, int tilesize,
1384 int *x, int *y)
1385 {
1386 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1387 struct { int tilesize; } ads, *ds = &ads;
1388 ads.tilesize = tilesize;
1389
1390 *x = *y = SIZE(params->w);
1391 }
1392
1393 static void game_set_size(drawing *dr, game_drawstate *ds,
1394 game_params *params, int tilesize)
1395 {
1396 ds->tilesize = tilesize;
1397 }
1398
1399 static float *game_colours(frontend *fe, int *ncolours)
1400 {
1401 float *ret = snewn(3 * NCOLOURS, float);
1402
1403 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1404
1405 ret[COL_GRID * 3 + 0] = 0.0F;
1406 ret[COL_GRID * 3 + 1] = 0.0F;
1407 ret[COL_GRID * 3 + 2] = 0.0F;
1408
1409 ret[COL_USER * 3 + 0] = 0.0F;
1410 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1411 ret[COL_USER * 3 + 2] = 0.0F;
1412
1413 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1414 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1415 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1416
1417 ret[COL_ERROR * 3 + 0] = 1.0F;
1418 ret[COL_ERROR * 3 + 1] = 0.0F;
1419 ret[COL_ERROR * 3 + 2] = 0.0F;
1420
1421 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1422 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1423 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1424
1425 *ncolours = NCOLOURS;
1426 return ret;
1427 }
1428
1429 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1430 {
1431 int w = state->par.w, a = w*w;
1432 struct game_drawstate *ds = snew(struct game_drawstate);
1433 int i;
1434
1435 ds->w = w;
1436 ds->par = state->par; /* structure copy */
1437 ds->tilesize = 0;
1438 ds->started = FALSE;
1439 ds->tiles = snewn(a, long);
1440 ds->legend = snewn(w, long);
1441 ds->pencil = snewn(a, long);
1442 ds->errors = snewn(a, long);
1443 ds->sequence = snewn(a, digit);
1444 for (i = 0; i < a; i++)
1445 ds->tiles[i] = ds->pencil[i] = -1;
1446 for (i = 0; i < w; i++)
1447 ds->legend[i] = -1;
1448 ds->errtmp = snewn(a, long);
1449
1450 return ds;
1451 }
1452
1453 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1454 {
1455 sfree(ds->tiles);
1456 sfree(ds->pencil);
1457 sfree(ds->errors);
1458 sfree(ds->errtmp);
1459 sfree(ds->sequence);
1460 sfree(ds);
1461 }
1462
1463 static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
1464 long pencil, long error)
1465 {
1466 int w = ds->w /* , a = w*w */;
1467 int tx, ty, tw, th;
1468 int cx, cy, cw, ch;
1469 char str[64];
1470
1471 tx = BORDER + LEGEND + x * TILESIZE + 1;
1472 ty = BORDER + LEGEND + y * TILESIZE + 1;
1473
1474 cx = tx;
1475 cy = ty;
1476 cw = tw = TILESIZE-1;
1477 ch = th = TILESIZE-1;
1478
1479 if (tile & DF_LEGEND) {
1480 cx += TILESIZE/10;
1481 cy += TILESIZE/10;
1482 cw -= TILESIZE/5;
1483 ch -= TILESIZE/5;
1484 tile |= DF_IMMUTABLE;
1485 }
1486
1487 clip(dr, cx, cy, cw, ch);
1488
1489 /* background needs erasing */
1490 draw_rect(dr, cx, cy, cw, ch,
1491 (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
1492
1493 /* pencil-mode highlight */
1494 if (tile & DF_HIGHLIGHT_PENCIL) {
1495 int coords[6];
1496 coords[0] = cx;
1497 coords[1] = cy;
1498 coords[2] = cx+cw/2;
1499 coords[3] = cy;
1500 coords[4] = cx;
1501 coords[5] = cy+ch/2;
1502 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1503 }
1504
1505 /* new number needs drawing? */
1506 if (tile & DF_DIGIT_MASK) {
1507 str[1] = '\0';
1508 str[0] = TOCHAR(tile & DF_DIGIT_MASK, ds->par.id);
1509 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1510 FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1511 (error & EF_LATIN) ? COL_ERROR :
1512 (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
1513
1514 if (error & EF_LEFT_MASK) {
1515 int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1516 int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1517 int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
1518 char buf[10];
1519 sprintf(buf, "(%c%c)%c", TOCHAR(a, ds->par.id),
1520 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1521 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
1522 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1523 COL_ERROR, buf);
1524 }
1525 if (error & EF_RIGHT_MASK) {
1526 int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1527 int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1528 int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
1529 char buf[10];
1530 sprintf(buf, "%c(%c%c)", TOCHAR(a, ds->par.id),
1531 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1532 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
1533 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1534 COL_ERROR, buf);
1535 }
1536 } else {
1537 int i, j, npencil;
1538 int pl, pr, pt, pb;
1539 float bestsize;
1540 int pw, ph, minph, pbest, fontsize;
1541
1542 /* Count the pencil marks required. */
1543 for (i = 1, npencil = 0; i <= w; i++)
1544 if (pencil & (1 << i))
1545 npencil++;
1546 if (npencil) {
1547
1548 minph = 2;
1549
1550 /*
1551 * Determine the bounding rectangle within which we're going
1552 * to put the pencil marks.
1553 */
1554 /* Start with the whole square */
1555 pl = tx + GRIDEXTRA;
1556 pr = pl + TILESIZE - GRIDEXTRA;
1557 pt = ty + GRIDEXTRA;
1558 pb = pt + TILESIZE - GRIDEXTRA;
1559
1560 /*
1561 * We arrange our pencil marks in a grid layout, with
1562 * the number of rows and columns adjusted to allow the
1563 * maximum font size.
1564 *
1565 * So now we work out what the grid size ought to be.
1566 */
1567 bestsize = 0.0;
1568 pbest = 0;
1569 /* Minimum */
1570 for (pw = 3; pw < max(npencil,4); pw++) {
1571 float fw, fh, fs;
1572
1573 ph = (npencil + pw - 1) / pw;
1574 ph = max(ph, minph);
1575 fw = (pr - pl) / (float)pw;
1576 fh = (pb - pt) / (float)ph;
1577 fs = min(fw, fh);
1578 if (fs > bestsize) {
1579 bestsize = fs;
1580 pbest = pw;
1581 }
1582 }
1583 assert(pbest > 0);
1584 pw = pbest;
1585 ph = (npencil + pw - 1) / pw;
1586 ph = max(ph, minph);
1587
1588 /*
1589 * Now we've got our grid dimensions, work out the pixel
1590 * size of a grid element, and round it to the nearest
1591 * pixel. (We don't want rounding errors to make the
1592 * grid look uneven at low pixel sizes.)
1593 */
1594 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1595
1596 /*
1597 * Centre the resulting figure in the square.
1598 */
1599 pl = tx + (TILESIZE - fontsize * pw) / 2;
1600 pt = ty + (TILESIZE - fontsize * ph) / 2;
1601
1602 /*
1603 * Now actually draw the pencil marks.
1604 */
1605 for (i = 1, j = 0; i <= w; i++)
1606 if (pencil & (1 << i)) {
1607 int dx = j % pw, dy = j / pw;
1608
1609 str[1] = '\0';
1610 str[0] = TOCHAR(i, ds->par.id);
1611 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1612 pt + fontsize * (2*dy+1) / 2,
1613 FONT_VARIABLE, fontsize,
1614 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1615 j++;
1616 }
1617 }
1618 }
1619
1620 unclip(dr);
1621
1622 draw_update(dr, cx, cy, cw, ch);
1623 }
1624
1625 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1626 game_state *state, int dir, game_ui *ui,
1627 float animtime, float flashtime)
1628 {
1629 int w = state->par.w /*, a = w*w */;
1630 int x, y, i, j;
1631
1632 if (!ds->started) {
1633 /*
1634 * The initial contents of the window are not guaranteed and
1635 * can vary with front ends. To be on the safe side, all
1636 * games should start by drawing a big background-colour
1637 * rectangle covering the whole window.
1638 */
1639 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1640
1641 /*
1642 * Big containing rectangle.
1643 */
1644 draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
1645 w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
1646 COL_GRID);
1647
1648 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1649
1650 ds->started = TRUE;
1651 }
1652
1653 check_errors(state, ds->errtmp);
1654
1655 /*
1656 * Construct a modified version of state->sequence which takes
1657 * into account an unfinished drag operation.
1658 */
1659 if (ui->drag) {
1660 x = ui->dragnum;
1661 y = ui->dragpos;
1662 } else {
1663 x = y = -1;
1664 }
1665 for (i = j = 0; i < w; i++) {
1666 if (i == y) {
1667 ds->sequence[i] = x;
1668 } else {
1669 if (state->sequence[j] == x)
1670 j++;
1671 ds->sequence[i] = state->sequence[j++];
1672 }
1673 }
1674
1675 /*
1676 * Draw the table legend.
1677 */
1678 for (x = 0; x < w; x++) {
1679 int sx = ds->sequence[x];
1680 long tile = (sx+1) | DF_LEGEND;
1681 if (ds->legend[x] != tile) {
1682 ds->legend[x] = tile;
1683 draw_tile(dr, ds, -1, x, tile, 0, 0);
1684 draw_tile(dr, ds, x, -1, tile, 0, 0);
1685 }
1686 }
1687
1688 for (y = 0; y < w; y++) {
1689 int sy = ds->sequence[y];
1690 for (x = 0; x < w; x++) {
1691 long tile = 0L, pencil = 0L, error;
1692 int sx = ds->sequence[x];
1693
1694 if (state->grid[sy*w+sx])
1695 tile = state->grid[sy*w+sx];
1696 else
1697 pencil = (long)state->pencil[sy*w+sx];
1698
1699 if (state->immutable[sy*w+sx])
1700 tile |= DF_IMMUTABLE;
1701
1702 if ((ui->drag == 1 && ui->dragnum == sy) ||
1703 (ui->drag == 2 && ui->dragnum == sx))
1704 tile |= DF_HIGHLIGHT;
1705 else if (ui->hshow && ui->hx == sx && ui->hy == sy)
1706 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1707
1708 if (flashtime > 0 &&
1709 (flashtime <= FLASH_TIME/3 ||
1710 flashtime >= FLASH_TIME*2/3))
1711 tile |= DF_HIGHLIGHT; /* completion flash */
1712
1713 error = ds->errtmp[y*w+x];
1714
1715 if (ds->tiles[y*w+x] != tile ||
1716 ds->pencil[y*w+x] != pencil ||
1717 ds->errors[y*w+x] != error) {
1718 ds->tiles[y*w+x] = tile;
1719 ds->pencil[y*w+x] = pencil;
1720 ds->errors[y*w+x] = error;
1721 draw_tile(dr, ds, x, y, tile, pencil, error);
1722 }
1723 }
1724 }
1725 }
1726
1727 static float game_anim_length(game_state *oldstate, game_state *newstate,
1728 int dir, game_ui *ui)
1729 {
1730 return 0.0F;
1731 }
1732
1733 static float game_flash_length(game_state *oldstate, game_state *newstate,
1734 int dir, game_ui *ui)
1735 {
1736 if (!oldstate->completed && newstate->completed &&
1737 !oldstate->cheated && !newstate->cheated)
1738 return FLASH_TIME;
1739 return 0.0F;
1740 }
1741
1742 static int game_timing_state(game_state *state, game_ui *ui)
1743 {
1744 if (state->completed)
1745 return FALSE;
1746 return TRUE;
1747 }
1748
1749 static void game_print_size(game_params *params, float *x, float *y)
1750 {
1751 int pw, ph;
1752
1753 /*
1754 * We use 9mm squares by default, like Solo.
1755 */
1756 game_compute_size(params, 900, &pw, &ph);
1757 *x = pw / 100.0F;
1758 *y = ph / 100.0F;
1759 }
1760
1761 static void game_print(drawing *dr, game_state *state, int tilesize)
1762 {
1763 int w = state->par.w;
1764 int ink = print_mono_colour(dr, 0);
1765 int x, y;
1766
1767 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1768 game_drawstate ads, *ds = &ads;
1769 game_set_size(dr, ds, NULL, tilesize);
1770
1771 /*
1772 * Border.
1773 */
1774 print_line_width(dr, 3 * TILESIZE / 40);
1775 draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
1776 w*TILESIZE, w*TILESIZE, ink);
1777
1778 /*
1779 * Legend on table.
1780 */
1781 for (x = 0; x < w; x++) {
1782 char str[2];
1783 str[1] = '\0';
1784 str[0] = TOCHAR(x+1, state->par.id);
1785 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1786 BORDER + TILESIZE/2,
1787 FONT_VARIABLE, TILESIZE/2,
1788 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1789 draw_text(dr, BORDER + TILESIZE/2,
1790 BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1791 FONT_VARIABLE, TILESIZE/2,
1792 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1793 }
1794
1795 /*
1796 * Main grid.
1797 */
1798 for (x = 1; x < w; x++) {
1799 print_line_width(dr, TILESIZE / 40);
1800 draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
1801 BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
1802 }
1803 for (y = 1; y < w; y++) {
1804 print_line_width(dr, TILESIZE / 40);
1805 draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
1806 BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
1807 }
1808
1809 /*
1810 * Numbers.
1811 */
1812 for (y = 0; y < w; y++)
1813 for (x = 0; x < w; x++)
1814 if (state->grid[y*w+x]) {
1815 char str[2];
1816 str[1] = '\0';
1817 str[0] = TOCHAR(state->grid[y*w+x], state->par.id);
1818 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1819 BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
1820 FONT_VARIABLE, TILESIZE/2,
1821 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1822 }
1823 }
1824
1825 #ifdef COMBINED
1826 #define thegame group
1827 #endif
1828
1829 const struct game thegame = {
1830 "Group", NULL, NULL,
1831 default_params,
1832 game_fetch_preset,
1833 decode_params,
1834 encode_params,
1835 free_params,
1836 dup_params,
1837 TRUE, game_configure, custom_params,
1838 validate_params,
1839 new_game_desc,
1840 validate_desc,
1841 new_game,
1842 dup_game,
1843 free_game,
1844 TRUE, solve_game,
1845 TRUE, game_can_format_as_text_now, game_text_format,
1846 new_ui,
1847 free_ui,
1848 encode_ui,
1849 decode_ui,
1850 game_changed_state,
1851 interpret_move,
1852 execute_move,
1853 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1854 game_colours,
1855 game_new_drawstate,
1856 game_free_drawstate,
1857 game_redraw,
1858 game_anim_length,
1859 game_flash_length,
1860 TRUE, FALSE, game_print_size, game_print,
1861 FALSE, /* wants_statusbar */
1862 FALSE, game_timing_state,
1863 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1864 };
1865
1866 #ifdef STANDALONE_SOLVER
1867
1868 #include <stdarg.h>
1869
1870 int main(int argc, char **argv)
1871 {
1872 game_params *p;
1873 game_state *s;
1874 char *id = NULL, *desc, *err;
1875 digit *grid;
1876 int grade = FALSE;
1877 int ret, diff, really_show_working = FALSE;
1878
1879 while (--argc > 0) {
1880 char *p = *++argv;
1881 if (!strcmp(p, "-v")) {
1882 really_show_working = TRUE;
1883 } else if (!strcmp(p, "-g")) {
1884 grade = TRUE;
1885 } else if (*p == '-') {
1886 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1887 return 1;
1888 } else {
1889 id = p;
1890 }
1891 }
1892
1893 if (!id) {
1894 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
1895 return 1;
1896 }
1897
1898 desc = strchr(id, ':');
1899 if (!desc) {
1900 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1901 return 1;
1902 }
1903 *desc++ = '\0';
1904
1905 p = default_params();
1906 decode_params(p, id);
1907 err = validate_desc(p, desc);
1908 if (err) {
1909 fprintf(stderr, "%s: %s\n", argv[0], err);
1910 return 1;
1911 }
1912 s = new_game(NULL, p, desc);
1913
1914 grid = snewn(p->w * p->w, digit);
1915
1916 /*
1917 * When solving a Normal puzzle, we don't want to bother the
1918 * user with Hard-level deductions. For this reason, we grade
1919 * the puzzle internally before doing anything else.
1920 */
1921 ret = -1; /* placate optimiser */
1922 solver_show_working = FALSE;
1923 for (diff = 0; diff < DIFFCOUNT; diff++) {
1924 memcpy(grid, s->grid, p->w * p->w);
1925 ret = solver(&s->par, grid, diff);
1926 if (ret <= diff)
1927 break;
1928 }
1929
1930 if (diff == DIFFCOUNT) {
1931 if (grade)
1932 printf("Difficulty rating: ambiguous\n");
1933 else
1934 printf("Unable to find a unique solution\n");
1935 } else {
1936 if (grade) {
1937 if (ret == diff_impossible)
1938 printf("Difficulty rating: impossible (no solution exists)\n");
1939 else
1940 printf("Difficulty rating: %s\n", group_diffnames[ret]);
1941 } else {
1942 solver_show_working = really_show_working;
1943 memcpy(grid, s->grid, p->w * p->w);
1944 ret = solver(&s->par, grid, diff);
1945 if (ret != diff)
1946 printf("Puzzle is inconsistent\n");
1947 else {
1948 memcpy(s->grid, grid, p->w * p->w);
1949 fputs(game_text_format(s), stdout);
1950 }
1951 }
1952 }
1953
1954 return 0;
1955 }
1956
1957 #endif
1958
1959 /* vim: set shiftwidth=4 tabstop=8: */