Disallow clicks between squares.
[sgt/puzzles] / unequal.c
1 /*
2 * unequal.c
3 *
4 * Implementation of 'Futoshiki', a puzzle featured in the Guardian.
5 *
6 * TTD:
7 * add multiple-links-on-same-col/row solver nous
8 * Optimise set solver to use bit operations instead
9 *
10 * Guardian puzzles of note:
11 * #1: 5:0,0L,0L,0,0,0R,0,0L,0D,0L,0R,0,2,0D,0,0,0,0,0,0,0U,0,0,0,0U,
12 * #2: 5:0,0,0,4L,0L,0,2LU,0L,0U,0,0,0U,0,0,0,0,0D,0,3LRUD,0,0R,3,0L,0,0,
13 * #3: (reprint of #2)
14 * #4:
15 * #5: 5:0,0,0,0,0,0,2,0U,3U,0U,0,0,3,0,0,0,3,0D,4,0,0,0L,0R,0,0,
16 * #6: 5:0D,0L,0,0R,0,0,0D,0,3,0D,0,0R,0,0R,0D,0U,0L,0,1,2,0,0,0U,0,0L,
17 */
18
19 #include <stdio.h>
20 #include <stdlib.h>
21 #include <string.h>
22 #include <assert.h>
23 #include <ctype.h>
24 #include <math.h>
25
26 #include "puzzles.h"
27 #include "latin.h" /* contains typedef for digit */
28
29 /* ----------------------------------------------------------
30 * Constant and structure definitions
31 */
32
33 #define FLASH_TIME 0.4F
34
35 #define PREFERRED_TILE_SIZE 32
36
37 #define TILE_SIZE (ds->tilesize)
38 #define GAP_SIZE (TILE_SIZE/2)
39 #define SQUARE_SIZE (TILE_SIZE + GAP_SIZE)
40
41 #define BORDER (TILE_SIZE / 2)
42
43 #define COORD(x) ( (x) * SQUARE_SIZE + BORDER )
44 #define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 )
45
46 #define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)])
47 #define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ])
48 #define HINT(p,x,y,n) GRID3(p, hints, x, y, n)
49
50 enum {
51 COL_BACKGROUND,
52 COL_GRID,
53 COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
54 COL_HIGHLIGHT, COL_LOWLIGHT,
55 NCOLOURS
56 };
57
58 struct game_params {
59 int order, diff;
60 };
61
62 #define F_IMMUTABLE 1 /* passed in as game description */
63 #define F_GT_UP 2
64 #define F_GT_RIGHT 4
65 #define F_GT_DOWN 8
66 #define F_GT_LEFT 16
67 #define F_ERROR 32
68 #define F_ERROR_UP 64
69 #define F_ERROR_RIGHT 128
70 #define F_ERROR_DOWN 256
71 #define F_ERROR_LEFT 512
72
73 #define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
74
75 struct game_state {
76 int order, completed, cheated;
77 digit *nums; /* actual numbers (size order^2) */
78 unsigned char *hints; /* remaining possiblities (size order^3) */
79 unsigned int *flags; /* flags (size order^2) */
80 };
81
82 /* ----------------------------------------------------------
83 * Game parameters and presets
84 */
85
86 /* Steal the method from map.c for difficulty levels. */
87 #define DIFFLIST(A) \
88 A(LATIN,Trivial,t) \
89 A(EASY,Easy,e) \
90 A(SET,Tricky,k) \
91 A(EXTREME,Extreme,x) \
92 A(RECURSIVE,Recursive,r)
93
94 #define ENUM(upper,title,lower) DIFF_ ## upper,
95 #define TITLE(upper,title,lower) #title,
96 #define ENCODE(upper,title,lower) #lower
97 #define CONFIG(upper,title,lower) ":" #title
98 enum { DIFFLIST(ENUM) DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
99 static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
100 static char const unequal_diffchars[] = DIFFLIST(ENCODE);
101 #define DIFFCOUNT lenof(unequal_diffchars)
102 #define DIFFCONFIG DIFFLIST(CONFIG)
103
104 #define DEFAULT_PRESET 0
105
106 const static struct game_params unequal_presets[] = {
107 { 4, DIFF_EASY },
108 { 5, DIFF_EASY },
109 { 5, DIFF_SET },
110 { 5, DIFF_EXTREME },
111 { 6, DIFF_EASY },
112 { 6, DIFF_SET },
113 { 6, DIFF_EXTREME },
114 { 7, DIFF_SET },
115 { 7, DIFF_EXTREME },
116 };
117
118 static int game_fetch_preset(int i, char **name, game_params **params)
119 {
120 game_params *ret;
121 char buf[80];
122
123 if (i < 0 || i >= lenof(unequal_presets))
124 return FALSE;
125
126 ret = snew(game_params);
127 *ret = unequal_presets[i]; /* structure copy */
128
129 sprintf(buf, "%dx%d %s", ret->order, ret->order,
130 unequal_diffnames[ret->diff]);
131
132 *name = dupstr(buf);
133 *params = ret;
134 return TRUE;
135 }
136
137 static game_params *default_params(void)
138 {
139 game_params *ret;
140 char *name;
141
142 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
143 sfree(name);
144 return ret;
145 }
146
147 static void free_params(game_params *params)
148 {
149 sfree(params);
150 }
151
152 static game_params *dup_params(game_params *params)
153 {
154 game_params *ret = snew(game_params);
155 *ret = *params; /* structure copy */
156 return ret;
157 }
158
159 static void decode_params(game_params *ret, char const *string)
160 {
161 char const *p = string;
162
163 ret->order = atoi(p);
164 while (*p && isdigit((unsigned char)*p)) p++;
165
166 if (*p == 'd') {
167 int i;
168 p++;
169 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
170 if (*p) {
171 for (i = 0; i < DIFFCOUNT; i++) {
172 if (*p == unequal_diffchars[i])
173 ret->diff = i;
174 }
175 p++;
176 }
177 }
178 }
179
180 static char *encode_params(game_params *params, int full)
181 {
182 char ret[80];
183
184 sprintf(ret, "%d", params->order);
185 if (full)
186 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
187
188 return dupstr(ret);
189 }
190
191 static config_item *game_configure(game_params *params)
192 {
193 config_item *ret;
194 char buf[80];
195
196 ret = snewn(3, config_item);
197
198 ret[0].name = "Size (s*s)";
199 ret[0].type = C_STRING;
200 sprintf(buf, "%d", params->order);
201 ret[0].sval = dupstr(buf);
202 ret[0].ival = 0;
203
204 ret[1].name = "Difficulty";
205 ret[1].type = C_CHOICES;
206 ret[1].sval = DIFFCONFIG;
207 ret[1].ival = params->diff;
208
209 ret[2].name = NULL;
210 ret[2].type = C_END;
211 ret[2].sval = NULL;
212 ret[2].ival = 0;
213
214 return ret;
215 }
216
217 static game_params *custom_params(config_item *cfg)
218 {
219 game_params *ret = snew(game_params);
220
221 ret->order = atoi(cfg[0].sval);
222 ret->diff = cfg[1].ival;
223
224 return ret;
225 }
226
227 static char *validate_params(game_params *params, int full)
228 {
229 if (params->order < 3 || params->order > 32)
230 return "Order must be between 3 and 32";
231 if (params->diff >= DIFFCOUNT)
232 return "Unknown difficulty rating.";
233 return NULL;
234 }
235
236 /* ----------------------------------------------------------
237 * Various utility functions
238 */
239
240 static const struct { unsigned int f, fo, fe; int dx, dy; char c; } gtthan[] = {
241 { F_GT_UP, F_GT_DOWN, F_ERROR_UP, 0, -1, '^' },
242 { F_GT_RIGHT, F_GT_LEFT, F_ERROR_RIGHT, 1, 0, '>' },
243 { F_GT_DOWN, F_GT_UP, F_ERROR_DOWN, 0, 1, 'v' },
244 { F_GT_LEFT, F_GT_RIGHT, F_ERROR_LEFT, -1, 0, '<' }
245 };
246
247 static game_state *blank_game(int order)
248 {
249 game_state *state = snew(game_state);
250 int o2 = order*order, o3 = o2*order;
251
252 state->order = order;
253 state->completed = state->cheated = 0;
254
255 state->nums = snewn(o2, digit);
256 state->hints = snewn(o3, unsigned char);
257 state->flags = snewn(o2, unsigned int);
258
259 memset(state->nums, 0, o2 * sizeof(digit));
260 memset(state->hints, 0, o3);
261 memset(state->flags, 0, o2 * sizeof(unsigned int));
262
263 return state;
264 }
265
266 static game_state *dup_game(game_state *state)
267 {
268 game_state *ret = blank_game(state->order);
269 int o2 = state->order*state->order, o3 = o2*state->order;
270
271 memcpy(ret->nums, state->nums, o2 * sizeof(digit));
272 memcpy(ret->hints, state->hints, o3);
273 memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
274
275 return ret;
276 }
277
278 static void free_game(game_state *state)
279 {
280 sfree(state->nums);
281 sfree(state->hints);
282 sfree(state->flags);
283 sfree(state);
284 }
285
286 #define CHECKG(x,y) grid[(y)*o+(x)]
287
288 /* Returns 0 if it finds an error, 1 otherwise. */
289 static int check_gt(digit *grid, game_state *state,
290 int x, int y, int dx, int dy)
291 {
292 int o = state->order;
293 int n = CHECKG(x,y), dn = CHECKG(x+dx, y+dy);
294
295 assert(n != 0);
296 if (dn == 0) return 1;
297
298 if (n <= dn) {
299 debug(("check_gt error (%d,%d) (%d,%d)", x, y, x+dx, y+dy));
300 return 0;
301 }
302 return 1;
303 }
304
305 /* Returns 0 if it finds an error, 1 otherwise. */
306 static int check_num_gt(digit *grid, game_state *state,
307 int x, int y, int me)
308 {
309 unsigned int f = GRID(state, flags, x, y);
310 int ret = 1, i;
311
312 for (i = 0; i < 4; i++) {
313 if ((f & gtthan[i].f) &&
314 !check_gt(grid, state, x, y, gtthan[i].dx, gtthan[i].dy)) {
315 if (me) GRID(state, flags, x, y) |= gtthan[i].fe;
316 ret = 0;
317 }
318 }
319 return ret;
320 }
321
322 /* Returns 0 if it finds an error, 1 otherwise. */
323 static int check_num_error(digit *grid, game_state *state,
324 int x, int y, int mark_errors)
325 {
326 int o = state->order;
327 int xx, yy, val = CHECKG(x,y), ret = 1;
328
329 assert(val != 0);
330
331 /* check for dups in same column. */
332 for (yy = 0; yy < state->order; yy++) {
333 if (yy == y) continue;
334 if (CHECKG(x,yy) == val) ret = 0;
335 }
336
337 /* check for dups in same row. */
338 for (xx = 0; xx < state->order; xx++) {
339 if (xx == x) continue;
340 if (CHECKG(xx,y) == val) ret = 0;
341 }
342
343 if (!ret) {
344 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
345 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
346 }
347 return ret;
348 }
349
350 /* Returns: -1 for 'wrong'
351 * 0 for 'incomplete'
352 * 1 for 'complete and correct'
353 */
354 static int check_complete(digit *grid, game_state *state, int mark_errors)
355 {
356 int x, y, ret = 1, o = state->order;
357
358 if (mark_errors)
359 assert(grid == state->nums);
360
361 for (x = 0; x < state->order; x++) {
362 for (y = 0; y < state->order; y++) {
363 if (mark_errors)
364 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
365 if (grid[y*o+x] == 0) {
366 ret = 0;
367 } else {
368 if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
369 if (!check_num_gt(grid, state, x, y, mark_errors)) ret = -1;
370 }
371 }
372 }
373 if (ret == 1 && latin_check(grid, o))
374 ret = -1;
375 return ret;
376 }
377
378 static char n2c(digit n, int order) {
379 if (n == 0) return ' ';
380 if (order < 10) {
381 if (n < 10) return '0' + n;
382 } else {
383 if (n < 11) return '0' + n-1;
384 n -= 11;
385 if (n <= 26) return 'A' + n;
386 }
387 return '?';
388 }
389
390 /* should be 'digit', but includes -1 for 'not a digit'.
391 * Includes keypresses (0 especially) for interpret_move. */
392 static int c2n(int c, int order) {
393 if (c < 0 || c > 0xff)
394 return -1;
395 if (c == ' ' || c == '\010' || c == '\177')
396 return 0;
397 if (order < 10) {
398 if (c >= '1' && c <= '9')
399 return (int)(c - '0');
400 } else {
401 if (c >= '0' && c <= '9')
402 return (int)(c - '0' + 1);
403 if (c >= 'A' && c <= 'Z')
404 return (int)(c - 'A' + 11);
405 if (c >= 'a' && c <= 'z')
406 return (int)(c - 'a' + 11);
407 }
408 return -1;
409 }
410
411 static char *game_text_format(game_state *state)
412 {
413 int x, y, len, n;
414 char *ret, *p;
415
416 len = (state->order*2) * (state->order*2-1) + 1;
417 ret = snewn(len, char);
418 p = ret;
419
420 for (y = 0; y < state->order; y++) {
421 for (x = 0; x < state->order; x++) {
422 n = GRID(state, nums, x, y);
423 *p++ = n > 0 ? n2c(n, state->order) : '.';
424
425 if (x < (state->order-1)) {
426 if (GRID(state, flags, x, y) & F_GT_RIGHT)
427 *p++ = '>';
428 else if (GRID(state, flags, x+1, y) & F_GT_LEFT)
429 *p++ = '<';
430 else
431 *p++ = ' ';
432 }
433 }
434 *p++ = '\n';
435
436 if (y < (state->order-1)) {
437 for (x = 0; x < state->order; x++) {
438 if (GRID(state, flags, x, y) & F_GT_DOWN)
439 *p++ = 'v';
440 else if (GRID(state, flags, x, y+1) & F_GT_UP)
441 *p++ = '^';
442 else
443 *p++ = ' ';
444
445 if (x < state->order-1)
446 *p++ = ' ';
447 }
448 *p++ = '\n';
449 }
450 }
451 *p++ = '\0';
452
453 assert(p - ret == len);
454 return ret;
455 }
456
457 #ifdef STANDALONE_SOLVER
458 static void game_debug(game_state *state)
459 {
460 char *dbg = game_text_format(state);
461 printf("%s", dbg);
462 sfree(dbg);
463 }
464 #endif
465
466 /* ----------------------------------------------------------
467 * Solver.
468 */
469
470 struct solver_link {
471 int len, gx, gy, lx, ly;
472 };
473
474 typedef struct game_solver {
475 struct latin_solver latin; /* keep first in struct! */
476
477 game_state *state;
478
479 int nlinks, alinks;
480 struct solver_link *links;
481 } game_solver;
482
483 #if 0
484 static void solver_debug(game_solver *solver, int wide)
485 {
486 #ifdef STANDALONE_SOLVER
487 if (solver_show_working) {
488 if (!wide)
489 game_debug(solver->state);
490 else
491 latin_solver_debug(solver->latin.cube, solver->latin.o);
492 }
493 #endif
494 }
495 #endif
496
497 static void solver_add_link(game_solver *solver,
498 int gx, int gy, int lx, int ly, int len)
499 {
500 if (solver->alinks < solver->nlinks+1) {
501 solver->alinks = solver->alinks*2 + 1;
502 /*debug(("resizing solver->links, new size %d", solver->alinks));*/
503 solver->links = sresize(solver->links, solver->alinks, struct solver_link);
504 }
505 solver->links[solver->nlinks].gx = gx;
506 solver->links[solver->nlinks].gy = gy;
507 solver->links[solver->nlinks].lx = lx;
508 solver->links[solver->nlinks].ly = ly;
509 solver->links[solver->nlinks].len = len;
510 solver->nlinks++;
511 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
512 len, lx, ly, gx, gy, solver->nlinks));*/
513 }
514
515 static game_solver *new_solver(digit *grid, game_state *state)
516 {
517 game_solver *solver = snew(game_solver);
518 int o = state->order;
519 int i, x, y;
520 unsigned int f;
521
522 latin_solver_alloc(&solver->latin, grid, o);
523
524 solver->nlinks = solver->alinks = 0;
525 solver->links = NULL;
526
527 for (x = 0; x < o; x++) {
528 for (y = 0; y < o; y++) {
529 f = GRID(state, flags, x, y);
530 for (i = 0; i < 4; i++) {
531 if (f & gtthan[i].f)
532 solver_add_link(solver, x, y, x+gtthan[i].dx, y+gtthan[i].dy, 1);
533 }
534 }
535 }
536
537 return solver;
538 }
539
540 static void free_solver(game_solver *solver)
541 {
542 if (solver->links) sfree(solver->links);
543 latin_solver_free(&solver->latin);
544 sfree(solver);
545 }
546
547 static void solver_nminmax(game_solver *usolver,
548 int x, int y, int *min_r, int *max_r,
549 unsigned char **ns_r)
550 {
551 struct latin_solver *solver = &usolver->latin;
552 int o = usolver->latin.o, min = o, max = 0, n;
553 unsigned char *ns;
554
555 assert(x >= 0 && y >= 0 && x < o && y < o);
556
557 ns = solver->cube + cubepos(x,y,1);
558
559 if (grid(x,y) > 0) {
560 min = max = grid(x,y)-1;
561 } else {
562 for (n = 0; n < o; n++) {
563 if (ns[n]) {
564 if (n > max) max = n;
565 if (n < min) min = n;
566 }
567 }
568 }
569 if (min_r) *min_r = min;
570 if (max_r) *max_r = max;
571 if (ns_r) *ns_r = ns;
572 }
573
574 static int solver_links(game_solver *usolver)
575 {
576 int i, j, lmin, gmax, nchanged = 0;
577 unsigned char *gns, *lns;
578 struct solver_link *link;
579 struct latin_solver *solver = &usolver->latin;
580
581 for (i = 0; i < usolver->nlinks; i++) {
582 link = &usolver->links[i];
583 solver_nminmax(usolver, link->gx, link->gy, NULL, &gmax, &gns);
584 solver_nminmax(usolver, link->lx, link->ly, &lmin, NULL, &lns);
585
586 for (j = 0; j < solver->o; j++) {
587 /* For the 'greater' end of the link, discount all numbers
588 * too small to satisfy the inequality. */
589 if (gns[j]) {
590 if (j < (lmin+link->len)) {
591 #ifdef STANDALONE_SOLVER
592 if (solver_show_working) {
593 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
594 solver_recurse_depth*4, "",
595 link->gx, link->gy, link->lx, link->ly);
596 printf("%*s ruling out %d at (%d,%d)\n",
597 solver_recurse_depth*4, "",
598 j+1, link->gx, link->gy);
599 }
600 #endif
601 cube(link->gx, link->gy, j+1) = FALSE;
602 nchanged++;
603 }
604 }
605 /* For the 'lesser' end of the link, discount all numbers
606 * too large to satisfy inequality. */
607 if (lns[j]) {
608 if (j > (gmax-link->len)) {
609 #ifdef STANDALONE_SOLVER
610 if (solver_show_working) {
611 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
612 solver_recurse_depth*4, "",
613 link->gx, link->gy, link->lx, link->ly);
614 printf("%*s ruling out %d at (%d,%d)\n",
615 solver_recurse_depth*4, "",
616 j+1, link->lx, link->ly);
617 }
618 #endif
619 cube(link->lx, link->ly, j+1) = FALSE;
620 nchanged++;
621 }
622 }
623 }
624 }
625 return nchanged;
626 }
627
628 static int solver_grid(digit *grid, int o, int maxdiff, void *ctx)
629 {
630 game_state *state = (game_state *)ctx;
631 game_solver *solver;
632 struct latin_solver *lsolver;
633 struct latin_solver_scratch *scratch;
634 int ret, diff = DIFF_LATIN;
635
636 assert(maxdiff <= DIFF_RECURSIVE);
637
638 assert(state->order == o);
639 solver = new_solver(grid, state);
640
641 lsolver = &solver->latin;
642 scratch = latin_solver_new_scratch(lsolver);
643
644 while (1) {
645 cont:
646 ret = latin_solver_diff_simple(lsolver);
647 if (ret < 0) {
648 diff = DIFF_IMPOSSIBLE;
649 goto got_result;
650 } else if (ret > 0) {
651 diff = max(diff, DIFF_LATIN);
652 goto cont;
653 }
654
655 if (maxdiff <= DIFF_LATIN)
656 break;
657
658 /* This bit is unequal-specific */
659 ret = solver_links(solver);
660 if (ret < 0) {
661 diff = DIFF_IMPOSSIBLE;
662 goto got_result;
663 } else if (ret > 0) {
664 diff = max(diff, DIFF_EASY);
665 goto cont;
666 }
667
668 if (maxdiff <= DIFF_EASY)
669 break;
670
671 /* Row- and column-wise set elimination */
672 ret = latin_solver_diff_set(lsolver, scratch, 0);
673 if (ret < 0) {
674 diff = DIFF_IMPOSSIBLE;
675 goto got_result;
676 } else if (ret > 0) {
677 diff = max(diff, DIFF_SET);
678 goto cont;
679 }
680
681 if (maxdiff <= DIFF_SET)
682 break;
683
684 ret = latin_solver_diff_set(lsolver, scratch, 1);
685 if (ret < 0) {
686 diff = DIFF_IMPOSSIBLE;
687 goto got_result;
688 } else if (ret > 0) {
689 diff = max(diff, DIFF_EXTREME);
690 goto cont;
691 }
692
693 /*
694 * Forcing chains.
695 */
696 if (latin_solver_forcing(lsolver, scratch)) {
697 diff = max(diff, DIFF_EXTREME);
698 goto cont;
699 }
700
701 /*
702 * If we reach here, we have made no deductions in this
703 * iteration, so the algorithm terminates.
704 */
705 break;
706 }
707 /*
708 * Last chance: if we haven't fully solved the puzzle yet, try
709 * recursing based on guesses for a particular square. We pick
710 * one of the most constrained empty squares we can find, which
711 * has the effect of pruning the search tree as much as
712 * possible.
713 */
714 if (maxdiff == DIFF_RECURSIVE) {
715 int nsol = latin_solver_recurse(lsolver, DIFF_RECURSIVE, solver_grid, ctx);
716 if (nsol < 0) diff = DIFF_IMPOSSIBLE;
717 else if (nsol == 1) diff = DIFF_RECURSIVE;
718 else if (nsol > 1) diff = DIFF_AMBIGUOUS;
719 /* if nsol == 0 then we were complete anyway
720 * (and thus don't need to change diff) */
721 } else {
722 int cc = check_complete(grid, state, 0);
723 if (cc == -1) diff = DIFF_IMPOSSIBLE;
724 if (cc == 0) diff = DIFF_UNFINISHED;
725 }
726
727 got_result:
728
729 #ifdef STANDALONE_SOLVER
730 if (solver_show_working)
731 printf("%*s%s found\n",
732 solver_recurse_depth*4, "",
733 diff == DIFF_IMPOSSIBLE ? "no solution (impossible)" :
734 diff == DIFF_UNFINISHED ? "no solution (unfinished)" :
735 diff == DIFF_AMBIGUOUS ? "multiple solutions" :
736 "one solution");
737 #endif
738
739 latin_solver_free_scratch(scratch);
740 memcpy(state->hints, solver->latin.cube, o*o*o);
741 free_solver(solver);
742
743 return diff;
744 }
745
746 static int solver_state(game_state *state, int maxdiff)
747 {
748 int diff = solver_grid(state->nums, state->order, maxdiff, (void*)state);
749
750 if (diff == DIFF_IMPOSSIBLE)
751 return -1;
752 if (diff == DIFF_UNFINISHED)
753 return 0;
754 if (diff == DIFF_AMBIGUOUS)
755 return 2;
756 return 1;
757 }
758
759 static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
760 {
761 game_state *ret = dup_game(state);
762 int diff, r = 0;
763
764 for (diff = mindiff; diff <= maxdiff; diff++) {
765 r = solver_state(ret, diff);
766 debug(("solver_state after %s %d", unequal_diffnames[diff], r));
767 if (r != 0) goto done;
768 }
769
770 done:
771 if (diff_r) *diff_r = (r > 0) ? diff : -1;
772 return ret;
773 }
774
775 /* ----------------------------------------------------------
776 * Game generation.
777 */
778
779 static char *latin_desc(digit *sq, size_t order)
780 {
781 int o2 = order*order, i;
782 char *soln = snewn(o2+2, char);
783
784 soln[0] = 'S';
785 for (i = 0; i < o2; i++)
786 soln[i+1] = n2c(sq[i], order);
787 soln[o2+1] = '\0';
788
789 return soln;
790 }
791
792 /* returns non-zero if it placed (or could have placed) clue. */
793 static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkonly)
794 {
795 int loc = ccode / 5, which = ccode % 5;
796 int x = loc % state->order, y = loc / state->order;
797
798 assert(loc < state->order*state->order);
799
800 if (which == 4) { /* add number */
801 if (state->nums[loc] != 0) {
802 #ifdef STANDALONE_SOLVER
803 if (state->nums[loc] != latin[loc]) {
804 printf("inconsistency for (%d,%d): state %d latin %d\n",
805 x, y, state->nums[loc], latin[loc]);
806 }
807 #endif
808 assert(state->nums[loc] == latin[loc]);
809 return 0;
810 }
811 if (!checkonly) {
812 state->nums[loc] = latin[loc];
813 }
814 } else { /* add flag */
815 int lx, ly, lloc;
816
817 if (state->flags[loc] & gtthan[which].f)
818 return 0; /* already has flag. */
819
820 lx = x + gtthan[which].dx;
821 ly = y + gtthan[which].dy;
822 if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
823 return 0; /* flag compares to off grid */
824
825 lloc = loc + gtthan[which].dx + gtthan[which].dy*state->order;
826 if (latin[loc] <= latin[lloc])
827 return 0; /* flag would be incorrect */
828
829 if (!checkonly) {
830 state->flags[loc] |= gtthan[which].f;
831 }
832 }
833 return 1;
834 }
835
836 /* returns non-zero if it removed (or could have removed) the clue. */
837 static int gg_remove_clue(game_state *state, int ccode, int checkonly)
838 {
839 int loc = ccode / 5, which = ccode % 5;
840 #ifdef STANDALONE_SOLVER
841 int x = loc % state->order, y = loc / state->order;
842 #endif
843
844 assert(loc < state->order*state->order);
845
846 if (which == 4) { /* remove number. */
847 if (state->nums[loc] == 0) return 0;
848 if (!checkonly) {
849 #ifdef STANDALONE_SOLVER
850 if (solver_show_working)
851 printf("gg_remove_clue: removing %d at (%d,%d)",
852 state->nums[loc], x, y);
853 #endif
854 state->nums[loc] = 0;
855 }
856 } else { /* remove flag */
857 if (!(state->flags[loc] & gtthan[which].f)) return 0;
858 if (!checkonly) {
859 #ifdef STANDALONE_SOLVER
860 if (solver_show_working)
861 printf("gg_remove_clue: removing %c at (%d,%d)",
862 gtthan[which].c, x, y);
863 #endif
864 state->flags[loc] &= ~gtthan[which].f;
865 }
866 }
867 return 1;
868 }
869
870 static int gg_best_clue(game_state *state, int *scratch, digit *latin)
871 {
872 int ls = state->order * state->order * 5;
873 int maxposs = 0, minclues = 5, best = -1, i, j;
874 int nposs, nclues, loc, x, y;
875
876 #ifdef STANDALONE_SOLVER
877 if (solver_show_working) {
878 game_debug(state);
879 latin_solver_debug(state->hints, state->order);
880 }
881 #endif
882
883 for (i = ls; i-- > 0 ;) {
884 if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
885
886 loc = scratch[i] / 5;
887 x = loc % state->order; y = loc / state->order;
888 for (j = nposs = 0; j < state->order; j++) {
889 if (state->hints[loc*state->order + j]) nposs++;
890 }
891 for (j = nclues = 0; j < 4; j++) {
892 if (state->flags[loc] & gtthan[j].f) nclues++;
893 }
894 if ((nposs > maxposs) ||
895 (nposs == maxposs && nclues < minclues)) {
896 best = i; maxposs = nposs; minclues = nclues;
897 #ifdef STANDALONE_SOLVER
898 if (solver_show_working)
899 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
900 best, x, y, nposs, nclues);
901 #endif
902 }
903 }
904 /* if we didn't solve, we must have 1 clue to place! */
905 assert(best != -1);
906 return best;
907 }
908
909 #ifdef STANDALONE_SOLVER
910 int maxtries;
911 #define MAXTRIES maxtries
912 #else
913 #define MAXTRIES 50
914 #endif
915 int gg_solved;
916
917 static int game_assemble(game_state *new, int *scratch, digit *latin,
918 int difficulty)
919 {
920 game_state *copy = dup_game(new);
921 int best;
922
923 if (difficulty >= DIFF_RECURSIVE) {
924 /* We mustn't use any solver that might guess answers;
925 * if it guesses wrongly but solves, gg_place_clue will
926 * get mighty confused. We will always trim clues down
927 * (making it more difficult) in game_strip, which doesn't
928 * have this problem. */
929 difficulty = DIFF_RECURSIVE-1;
930 }
931
932 #ifdef STANDALONE_SOLVER
933 if (solver_show_working) {
934 game_debug(new);
935 latin_solver_debug(new->hints, new->order);
936 }
937 #endif
938
939 while(1) {
940 gg_solved++;
941 if (solver_state(copy, difficulty) == 1) break;
942
943 best = gg_best_clue(copy, scratch, latin);
944 gg_place_clue(new, scratch[best], latin, 0);
945 gg_place_clue(copy, scratch[best], latin, 0);
946 }
947 free_game(copy);
948 #ifdef STANDALONE_SOLVER
949 if (solver_show_working) {
950 char *dbg = game_text_format(new);
951 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
952 sfree(dbg);
953 }
954 #endif
955 return 0;
956 }
957
958 static void game_strip(game_state *new, int *scratch, digit *latin,
959 int difficulty)
960 {
961 int o = new->order, o2 = o*o, lscratch = o2*5, i;
962 game_state *copy = blank_game(new->order);
963
964 /* For each symbol (if it exists in new), try and remove it and
965 * solve again; if we couldn't solve without it put it back. */
966 for (i = 0; i < lscratch; i++) {
967 if (!gg_remove_clue(new, scratch[i], 0)) continue;
968
969 memcpy(copy->nums, new->nums, o2 * sizeof(digit));
970 memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
971 gg_solved++;
972 if (solver_state(copy, difficulty) != 1) {
973 /* put clue back, we can't solve without it. */
974 int ret = gg_place_clue(new, scratch[i], latin, 0);
975 assert(ret == 1);
976 } else {
977 #ifdef STANDALONE_SOLVER
978 if (solver_show_working)
979 printf("game_strip: clue was redundant.");
980 #endif
981 }
982 }
983 free_game(copy);
984 #ifdef STANDALONE_SOLVER
985 if (solver_show_working) {
986 char *dbg = game_text_format(new);
987 debug(("game_strip: done, %d solver iterations.", gg_solved));
988 debug(("%s", dbg));
989 sfree(dbg);
990 }
991 #endif
992 }
993
994 static char *new_game_desc(game_params *params, random_state *rs,
995 char **aux, int interactive)
996 {
997 digit *sq = NULL;
998 int i, x, y, retlen, k, nsol;
999 int o2 = params->order * params->order, ntries = 1;
1000 int *scratch, lscratch = o2*5;
1001 char *ret, buf[80];
1002 game_state *state = blank_game(params->order);
1003
1004 /* Generate a list of 'things to strip' (randomised later) */
1005 scratch = snewn(lscratch, int);
1006 /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
1007 for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2);
1008
1009 generate:
1010 #ifdef STANDALONE_SOLVER
1011 if (solver_show_working)
1012 printf("new_game_desc: generating %s puzzle, ntries so far %d",
1013 unequal_diffnames[params->diff], ntries);
1014 #endif
1015 if (sq) sfree(sq);
1016 sq = latin_generate(params->order, rs);
1017 latin_debug(sq, params->order);
1018 /* Separately shuffle the numeric and inequality clues */
1019 shuffle(scratch, lscratch/5, sizeof(int), rs);
1020 shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs);
1021
1022 memset(state->nums, 0, o2 * sizeof(digit));
1023 memset(state->flags, 0, o2 * sizeof(unsigned int));
1024
1025 gg_solved = 0;
1026 if (game_assemble(state, scratch, sq, params->diff) < 0)
1027 goto generate;
1028 game_strip(state, scratch, sq, params->diff);
1029
1030 if (params->diff > 0) {
1031 game_state *copy = dup_game(state);
1032 nsol = solver_state(copy, params->diff-1);
1033 free_game(copy);
1034 if (nsol > 0) {
1035 #ifdef STANDALONE_SOLVER
1036 if (solver_show_working)
1037 printf("game_assemble: puzzle as generated is too easy.\n");
1038 #endif
1039 if (ntries < MAXTRIES) {
1040 ntries++;
1041 goto generate;
1042 }
1043 #ifdef STANDALONE_SOLVER
1044 if (solver_show_working)
1045 printf("Unable to generate %s %dx%d after %d attempts.\n",
1046 unequal_diffnames[params->diff],
1047 params->order, params->order, MAXTRIES);
1048 #endif
1049 params->diff--;
1050 }
1051 }
1052 #ifdef STANDALONE_SOLVER
1053 if (solver_show_working)
1054 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
1055 unequal_diffnames[params->diff], ntries, gg_solved);
1056 #endif
1057
1058 ret = NULL; retlen = 0;
1059 for (y = 0; y < params->order; y++) {
1060 for (x = 0; x < params->order; x++) {
1061 unsigned int f = GRID(state, flags, x, y);
1062 k = sprintf(buf, "%d%s%s%s%s,",
1063 GRID(state, nums, x, y),
1064 (f & F_GT_UP) ? "U" : "",
1065 (f & F_GT_RIGHT) ? "R" : "",
1066 (f & F_GT_DOWN) ? "D" : "",
1067 (f & F_GT_LEFT) ? "L" : "");
1068
1069 ret = sresize(ret, retlen + k + 1, char);
1070 strcpy(ret + retlen, buf);
1071 retlen += k;
1072 }
1073 }
1074 *aux = latin_desc(sq, params->order);
1075
1076 free_game(state);
1077 sfree(sq);
1078 sfree(scratch);
1079
1080 return ret;
1081 }
1082
1083 static game_state *load_game(game_params *params, char *desc,
1084 char **why_r)
1085 {
1086 game_state *state = blank_game(params->order);
1087 char *p = desc;
1088 int i = 0, n, o = params->order, x, y;
1089 char *why = NULL;
1090
1091 while (*p) {
1092 while (*p >= 'a' && *p <= 'z') {
1093 i += *p - 'a' + 1;
1094 p++;
1095 }
1096 if (i >= o*o) {
1097 why = "Too much data to fill grid"; goto fail;
1098 }
1099
1100 if (*p < '0' && *p > '9') {
1101 why = "Expecting number in game description"; goto fail;
1102 }
1103 n = atoi(p);
1104 if (n < 0 || n > o) {
1105 why = "Out-of-range number in game description"; goto fail;
1106 }
1107 state->nums[i] = (digit)n;
1108 while (*p >= '0' && *p <= '9') p++; /* skip number */
1109
1110 if (state->nums[i] != 0)
1111 state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
1112
1113 while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
1114 switch (*p) {
1115 case 'U': state->flags[i] |= F_GT_UP; break;
1116 case 'R': state->flags[i] |= F_GT_RIGHT; break;
1117 case 'D': state->flags[i] |= F_GT_DOWN; break;
1118 case 'L': state->flags[i] |= F_GT_LEFT; break;
1119 default: why = "Expecting flag URDL in game description"; goto fail;
1120 }
1121 p++;
1122 }
1123 i++;
1124 if (i < o*o && *p != ',') {
1125 why = "Missing separator"; goto fail;
1126 }
1127 if (*p == ',') p++;
1128 }
1129 if (i < o*o) {
1130 why = "Not enough data to fill grid"; goto fail;
1131 }
1132 i = 0;
1133 for (y = 0; y < o; y++) {
1134 for (x = 0; x < o; x++) {
1135 for (n = 0; n < 4; n++) {
1136 if (GRID(state, flags, x, y) & gtthan[n].f) {
1137 int nx = x + gtthan[n].dx;
1138 int ny = y + gtthan[n].dy;
1139 /* a flag must not point us off the grid. */
1140 if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
1141 why = "Flags go off grid"; goto fail;
1142 }
1143 /* if one cell is GT another, the other must not also
1144 * be GT the first. */
1145 if (GRID(state, flags, nx, ny) & gtthan[n].fo) {
1146 why = "Flags contradicting each other"; goto fail;
1147 }
1148 }
1149 }
1150 }
1151 }
1152
1153 return state;
1154
1155 fail:
1156 free_game(state);
1157 if (why_r) *why_r = why;
1158 return NULL;
1159 }
1160
1161 static game_state *new_game(midend *me, game_params *params, char *desc)
1162 {
1163 game_state *state = load_game(params, desc, NULL);
1164 if (!state) {
1165 assert("Unable to load ?validated game.");
1166 return NULL;
1167 }
1168 return state;
1169 }
1170
1171 static char *validate_desc(game_params *params, char *desc)
1172 {
1173 char *why = NULL;
1174 game_state *dummy = load_game(params, desc, &why);
1175 if (dummy) {
1176 free_game(dummy);
1177 assert(!why);
1178 } else
1179 assert(why);
1180 return why;
1181 }
1182
1183 static char *solve_game(game_state *state, game_state *currstate,
1184 char *aux, char **error)
1185 {
1186 game_state *solved;
1187 int r;
1188 char *ret = NULL;
1189
1190 if (aux) return dupstr(aux);
1191
1192 solved = dup_game(state);
1193 for (r = 0; r < state->order*state->order; r++) {
1194 if (!(solved->flags[r] & F_IMMUTABLE))
1195 solved->nums[r] = 0;
1196 }
1197 r = solver_state(solved, DIFFCOUNT);
1198 if (r > 0) ret = latin_desc(solved->nums, solved->order);
1199 free_game(solved);
1200 return ret;
1201 }
1202
1203 /* ----------------------------------------------------------
1204 * Game UI input processing.
1205 */
1206
1207 struct game_ui {
1208 int hx, hy, hpencil; /* as for solo.c, highlight pos and type */
1209 int cx, cy; /* cursor position (-1,-1 for none) */
1210 };
1211
1212 static game_ui *new_ui(game_state *state)
1213 {
1214 game_ui *ui = snew(game_ui);
1215
1216 ui->hx = ui->hy = -1;
1217 ui->hpencil = 0;
1218
1219 ui->cx = ui->cy = -1;
1220
1221 return ui;
1222 }
1223
1224 static void free_ui(game_ui *ui)
1225 {
1226 sfree(ui);
1227 }
1228
1229 static char *encode_ui(game_ui *ui)
1230 {
1231 return NULL;
1232 }
1233
1234 static void decode_ui(game_ui *ui, char *encoding)
1235 {
1236 }
1237
1238 static void game_changed_state(game_ui *ui, game_state *oldstate,
1239 game_state *newstate)
1240 {
1241 /* See solo.c; if we were pencil-mode highlighting and
1242 * somehow a square has just been properly filled, cancel
1243 * pencil mode. */
1244 if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
1245 GRID(newstate, nums, ui->hx, ui->hy) != 0) {
1246 ui->hx = ui->hy = -1;
1247 }
1248 }
1249
1250 struct game_drawstate {
1251 int tilesize, order, started;
1252 digit *nums; /* copy of nums, o^2 */
1253 unsigned char *hints; /* copy of hints, o^3 */
1254 unsigned int *flags; /* o^2 */
1255
1256 int hx, hy, hpencil;
1257 int cx, cy;
1258 int hflash;
1259 };
1260
1261 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1262 int ox, int oy, int button)
1263 {
1264 int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
1265 char buf[80];
1266
1267 button &= ~MOD_MASK;
1268
1269 if (x >= 0 && x < ds->order && ((ox - COORD(x)) <= TILE_SIZE) &&
1270 y >= 0 && y < ds->order && ((oy - COORD(y)) <= TILE_SIZE)) {
1271 if (button == LEFT_BUTTON) {
1272 /* normal highlighting for non-immutable squares */
1273 if (GRID(state, flags, x, y) & F_IMMUTABLE)
1274 ui->hx = ui->hy = -1;
1275 else if (x == ui->hx && y == ui->hy && ui->hpencil == 0)
1276 ui->hx = ui->hy = -1;
1277 else {
1278 ui->hx = x; ui->hy = y; ui->hpencil = 0;
1279 }
1280 return "";
1281 }
1282 if (button == RIGHT_BUTTON) {
1283 /* pencil highlighting for non-filled squares */
1284 if (GRID(state, nums, x, y) != 0)
1285 ui->hx = ui->hy = -1;
1286 else if (x == ui->hx && y == ui->hy && ui->hpencil)
1287 ui->hx = ui->hy = -1;
1288 else {
1289 ui->hx = x; ui->hy = y; ui->hpencil = 1;
1290 }
1291 return "";
1292 }
1293 }
1294 if (button == 'H' || button == 'h')
1295 return dupstr("H");
1296
1297 if (ui->hx != -1 && ui->hy != -1) {
1298 debug(("button %d, cbutton %d", button, (int)((char)button)));
1299 n = c2n(button, state->order);
1300
1301 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1302 n, ui->hx, ui->hy, ui->hpencil,
1303 GRID(state, flags, ui->hx, ui->hy),
1304 GRID(state, nums, ui->hx, ui->hy)));
1305
1306 if (n < 0 || n > ds->order)
1307 return NULL; /* out of range */
1308 if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
1309 return NULL; /* can't edit immutable square (!) */
1310 if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
1311 return NULL; /* can't change hints on filled square (!) */
1312
1313
1314 sprintf(buf, "%c%d,%d,%d",
1315 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1316
1317 ui->hx = ui->hy = -1;
1318
1319 return dupstr(buf);
1320 }
1321 return NULL;
1322 }
1323
1324 static game_state *execute_move(game_state *state, char *move)
1325 {
1326 game_state *ret = NULL;
1327 int x, y, n, i, rc;
1328
1329 debug(("execute_move: %s", move));
1330
1331 if ((move[0] == 'P' || move[0] == 'R') &&
1332 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1333 x >= 0 && x < state->order && y >= 0 && y < state->order &&
1334 n >= 0 && n <= state->order) {
1335 ret = dup_game(state);
1336 if (move[0] == 'P' && n > 0)
1337 HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
1338 else {
1339 GRID(ret, nums, x, y) = n;
1340 for (i = 0; i < state->order; i++)
1341 HINT(ret, x, y, i) = 0;
1342
1343 /* real change to grid; check for completion */
1344 if (!ret->completed && check_complete(ret->nums, ret, 1) > 0)
1345 ret->completed = TRUE;
1346 }
1347 return ret;
1348 } else if (move[0] == 'S') {
1349 char *p;
1350
1351 ret = dup_game(state);
1352 ret->completed = ret->cheated = TRUE;
1353
1354 p = move+1;
1355 for (i = 0; i < state->order*state->order; i++) {
1356 n = c2n((int)*p, state->order);
1357 if (!*p || n <= 0 || n > state->order)
1358 goto badmove;
1359 ret->nums[i] = n;
1360 p++;
1361 }
1362 if (*p) goto badmove;
1363 rc = check_complete(ret->nums, ret, 1);
1364 assert(rc > 0);
1365 return ret;
1366 } else if (move[0] == 'H') {
1367 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1368 }
1369
1370 badmove:
1371 if (ret) free_game(ret);
1372 return NULL;
1373 }
1374
1375 /* ----------------------------------------------------------------------
1376 * Drawing/printing routines.
1377 */
1378
1379 #define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1380
1381 static void game_compute_size(game_params *params, int tilesize,
1382 int *x, int *y)
1383 {
1384 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1385 struct { int tilesize, order; } ads, *ds = &ads;
1386 ads.tilesize = tilesize;
1387 ads.order = params->order;
1388
1389 *x = *y = DRAW_SIZE;
1390 }
1391
1392 static void game_set_size(drawing *dr, game_drawstate *ds,
1393 game_params *params, int tilesize)
1394 {
1395 ds->tilesize = tilesize;
1396 }
1397
1398 static float *game_colours(frontend *fe, int *ncolours)
1399 {
1400 float *ret = snewn(3 * NCOLOURS, float);
1401 int i;
1402
1403 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1404
1405 for (i = 0; i < 3; i++) {
1406 ret[COL_TEXT * 3 + i] = 0.0F;
1407 ret[COL_GRID * 3 + i] = 0.5F;
1408 }
1409
1410 /* Lots of these were taken from solo.c. */
1411 ret[COL_GUESS * 3 + 0] = 0.0F;
1412 ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1413 ret[COL_GUESS * 3 + 2] = 0.0F;
1414
1415 ret[COL_ERROR * 3 + 0] = 1.0F;
1416 ret[COL_ERROR * 3 + 1] = 0.0F;
1417 ret[COL_ERROR * 3 + 2] = 0.0F;
1418
1419 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1420 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1421 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1422
1423 *ncolours = NCOLOURS;
1424 return ret;
1425 }
1426
1427 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1428 {
1429 struct game_drawstate *ds = snew(struct game_drawstate);
1430 int o2 = state->order*state->order, o3 = o2*state->order;
1431
1432 ds->tilesize = 0;
1433 ds->order = state->order;
1434
1435 ds->nums = snewn(o2, digit);
1436 ds->hints = snewn(o3, unsigned char);
1437 ds->flags = snewn(o2, unsigned int);
1438 memset(ds->nums, 0, o2*sizeof(digit));
1439 memset(ds->hints, 0, o3);
1440 memset(ds->flags, 0, o2*sizeof(unsigned int));
1441
1442 ds->hx = ds->hy = ds->cx = ds->cy = -1;
1443 ds->started = ds->hpencil = ds->hflash = 0;
1444
1445 return ds;
1446 }
1447
1448 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1449 {
1450 sfree(ds->nums);
1451 sfree(ds->hints);
1452 sfree(ds->flags);
1453 sfree(ds);
1454 }
1455
1456 static void draw_gt(drawing *dr, int ox, int oy,
1457 int dx1, int dy1, int dx2, int dy2, int col)
1458 {
1459 draw_line(dr, ox, oy, ox+dx1, oy+dy1, col);
1460 draw_line(dr, ox+dx1, oy+dy1, ox+dx1+dx2, oy+dy1+dy2, col);
1461 }
1462
1463 static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
1464 unsigned int f, int col, int needsupdate)
1465 {
1466 int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
1467
1468 if (f & F_GT_UP) {
1469 draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
1470 (f & F_ERROR_UP) ? COL_ERROR : col);
1471 if (needsupdate) draw_update(dr, ox, oy-g, TILE_SIZE, g);
1472 }
1473 if (f & F_GT_RIGHT) {
1474 draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
1475 (f & F_ERROR_RIGHT) ? COL_ERROR : col);
1476 if (needsupdate) draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1477 }
1478 if (f & F_GT_DOWN) {
1479 draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
1480 (f & F_ERROR_DOWN) ? COL_ERROR : col);
1481 if (needsupdate) draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1482 }
1483 if (f & F_GT_LEFT) {
1484 draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
1485 (f & F_ERROR_LEFT) ? COL_ERROR : col);
1486 if (needsupdate) draw_update(dr, ox-g, oy, g, TILE_SIZE);
1487 }
1488 }
1489
1490 static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
1491 game_ui *ui, int x, int y, int hflash)
1492 {
1493 int ox = COORD(x), oy = COORD(y), bg, hon, con;
1494 unsigned int f = GRID(state, flags, x, y);
1495
1496 bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
1497
1498 hon = (x == ui->hx && y == ui->hy);
1499 con = (x == ui->cx && y == ui->cy);
1500
1501 /* Clear square. */
1502 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1503 (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
1504
1505 /* Draw the highlight (pencil or full), if we're the highlight */
1506 if (hon && ui->hpencil) {
1507 int coords[6];
1508 coords[0] = ox;
1509 coords[1] = oy;
1510 coords[2] = ox + TILE_SIZE/2;
1511 coords[3] = oy;
1512 coords[4] = ox;
1513 coords[5] = oy + TILE_SIZE/2;
1514 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1515 }
1516
1517 /* Draw the square outline (which is the cursor, if we're the cursor). */
1518 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1519 con ? COL_GUESS : COL_GRID);
1520
1521 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
1522
1523 /* Draw the GT signs. */
1524 draw_gts(dr, ds, ox, oy, f, COL_TEXT, 1);
1525 }
1526
1527 static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
1528 {
1529 int ox = COORD(x), oy = COORD(y);
1530 unsigned int f = GRID(ds,flags,x,y);
1531 char str[2];
1532
1533 /* (can assume square has just been cleared) */
1534
1535 /* Draw number, choosing appropriate colour */
1536 str[0] = n2c(GRID(ds, nums, x, y), ds->order);
1537 str[1] = '\0';
1538 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1539 FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
1540 (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
1541 }
1542
1543 static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
1544 {
1545 int ox = COORD(x), oy = COORD(y);
1546 int nhints, i, j, hw, hh, hmax, fontsz;
1547 char str[2];
1548
1549 /* (can assume square has just been cleared) */
1550
1551 /* Draw hints; steal ingenious algorithm (basically)
1552 * from solo.c:draw_number() */
1553 for (i = nhints = 0; i < ds->order; i++) {
1554 if (HINT(ds, x, y, i)) nhints++;
1555 }
1556
1557 for (hw = 1; hw * hw < nhints; hw++);
1558 if (hw < 3) hw = 3;
1559 hh = (nhints + hw - 1) / hw;
1560 if (hh < 2) hh = 2;
1561 hmax = max(hw, hh);
1562 fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
1563
1564 for (i = j = 0; i < ds->order; i++) {
1565 if (HINT(ds,x,y,i)) {
1566 int hx = j % hw, hy = j / hw;
1567
1568 str[0] = n2c(i+1, ds->order);
1569 str[1] = '\0';
1570 draw_text(dr,
1571 ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
1572 oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
1573 FONT_VARIABLE, fontsz,
1574 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1575 j++;
1576 }
1577 }
1578 }
1579
1580 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1581 game_state *state, int dir, game_ui *ui,
1582 float animtime, float flashtime)
1583 {
1584 int x, y, i, hchanged = 0, cchanged = 0, stale, hflash = 0;
1585
1586 debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
1587
1588 if (flashtime > 0 &&
1589 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
1590 hflash = 1;
1591
1592 if (!ds->started) {
1593 draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
1594 draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
1595 }
1596 if (ds->hx != ui->hx || ds->hy != ui->hy || ds->hpencil != ui->hpencil)
1597 hchanged = 1;
1598 if (ds->cx != ui->cx || ds->cy != ui->cy)
1599 cchanged = 1;
1600
1601 for (x = 0; x < ds->order; x++) {
1602 for (y = 0; y < ds->order; y++) {
1603 if (!ds->started)
1604 stale = 1;
1605 else if (hflash != ds->hflash)
1606 stale = 1;
1607 else
1608 stale = 0;
1609
1610 if (hchanged) {
1611 if ((x == ui->hx && y == ui->hy) ||
1612 (x == ds->hx && y == ds->hy))
1613 stale = 1;
1614 }
1615 if (cchanged) {
1616 if ((x == ui->cx && y == ui->cy) ||
1617 (x == ds->cx && y == ds->cy))
1618 stale = 1;
1619 }
1620
1621 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1622 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1623 stale = 1;
1624 }
1625 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1626 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1627 stale = 1;
1628 }
1629 if (GRID(ds, nums, x, y) == 0) {
1630 /* We're not a number square (therefore we might
1631 * display hints); do we need to update? */
1632 for (i = 0; i < ds->order; i++) {
1633 if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
1634 HINT(ds, x, y, i) = HINT(state, x, y, i);
1635 stale = 1;
1636 }
1637 }
1638 }
1639 if (stale) {
1640 draw_furniture(dr, ds, state, ui, x, y, hflash);
1641 if (GRID(ds, nums, x, y) > 0)
1642 draw_num(dr, ds, x, y);
1643 else
1644 draw_hints(dr, ds, x, y);
1645 }
1646 }
1647 }
1648 ds->hx = ui->hx; ds->hy = ui->hy; ds->hpencil = ui->hpencil;
1649 ds->cx = ui->cx; ds->cy = ui->cy;
1650 ds->started = 1;
1651 ds->hflash = hflash;
1652 }
1653
1654 static float game_anim_length(game_state *oldstate, game_state *newstate,
1655 int dir, game_ui *ui)
1656 {
1657 return 0.0F;
1658 }
1659
1660 static float game_flash_length(game_state *oldstate, game_state *newstate,
1661 int dir, game_ui *ui)
1662 {
1663 if (!oldstate->completed && newstate->completed &&
1664 !oldstate->cheated && !newstate->cheated)
1665 return FLASH_TIME;
1666 return 0.0F;
1667 }
1668
1669 static int game_timing_state(game_state *state, game_ui *ui)
1670 {
1671 return TRUE;
1672 }
1673
1674 static void game_print_size(game_params *params, float *x, float *y)
1675 {
1676 int pw, ph;
1677
1678 /* 10mm squares by default, roughly the same as Grauniad. */
1679 game_compute_size(params, 1000, &pw, &ph);
1680 *x = pw / 100.0F;
1681 *y = ph / 100.0F;
1682 }
1683
1684 static void game_print(drawing *dr, game_state *state, int tilesize)
1685 {
1686 int ink = print_mono_colour(dr, 0);
1687 int x, y, o = state->order, ox, oy, n;
1688 char str[2];
1689
1690 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1691 game_drawstate ads, *ds = &ads;
1692 game_set_size(dr, ds, NULL, tilesize);
1693
1694 print_line_width(dr, 2 * TILE_SIZE / 40);
1695
1696 /* Squares, numbers, gt signs */
1697 for (y = 0; y < o; y++) {
1698 for (x = 0; x < o; x++) {
1699 ox = COORD(x); oy = COORD(y);
1700 n = GRID(state, nums, x, y);
1701
1702 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1703
1704 str[0] = n ? n2c(n, state->order) : ' ';
1705 str[1] = '\0';
1706 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1707 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1708 ink, str);
1709
1710 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink, 1);
1711 }
1712 }
1713 }
1714
1715 /* ----------------------------------------------------------------------
1716 * Housekeeping.
1717 */
1718
1719 #ifdef COMBINED
1720 #define thegame unequal
1721 #endif
1722
1723 const struct game thegame = {
1724 "Unequal", "games.unequal", "unequal",
1725 default_params,
1726 game_fetch_preset,
1727 decode_params,
1728 encode_params,
1729 free_params,
1730 dup_params,
1731 TRUE, game_configure, custom_params,
1732 validate_params,
1733 new_game_desc,
1734 validate_desc,
1735 new_game,
1736 dup_game,
1737 free_game,
1738 TRUE, solve_game,
1739 TRUE, game_text_format,
1740 new_ui,
1741 free_ui,
1742 encode_ui,
1743 decode_ui,
1744 game_changed_state,
1745 interpret_move,
1746 execute_move,
1747 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1748 game_colours,
1749 game_new_drawstate,
1750 game_free_drawstate,
1751 game_redraw,
1752 game_anim_length,
1753 game_flash_length,
1754 TRUE, FALSE, game_print_size, game_print,
1755 FALSE, /* wants_statusbar */
1756 FALSE, game_timing_state,
1757 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1758 };
1759
1760 /* ----------------------------------------------------------------------
1761 * Standalone solver.
1762 */
1763
1764 #ifdef STANDALONE_SOLVER
1765
1766 #include <time.h>
1767 #include <stdarg.h>
1768
1769 const char *quis = NULL;
1770
1771 #if 0 /* currently unused */
1772
1773 static void debug_printf(char *fmt, ...)
1774 {
1775 char buf[4096];
1776 va_list ap;
1777
1778 va_start(ap, fmt);
1779 vsprintf(buf, fmt, ap);
1780 puts(buf);
1781 va_end(ap);
1782 }
1783
1784 static void game_printf(game_state *state)
1785 {
1786 char *dbg = game_text_format(state);
1787 printf("%s", dbg);
1788 sfree(dbg);
1789 }
1790
1791 static void game_printf_wide(game_state *state)
1792 {
1793 int x, y, i, n;
1794
1795 for (y = 0; y < state->order; y++) {
1796 for (x = 0; x < state->order; x++) {
1797 n = GRID(state, nums, x, y);
1798 for (i = 0; i < state->order; i++) {
1799 if (n > 0)
1800 printf("%c", n2c(n, state->order));
1801 else if (HINT(state, x, y, i))
1802 printf("%c", n2c(i+1, state->order));
1803 else
1804 printf(".");
1805 }
1806 printf(" ");
1807 }
1808 printf("\n");
1809 }
1810 printf("\n");
1811 }
1812
1813 #endif
1814
1815 static void pdiff(int diff)
1816 {
1817 if (diff == DIFF_IMPOSSIBLE)
1818 printf("Game is impossible.\n");
1819 else if (diff == DIFF_UNFINISHED)
1820 printf("Game has incomplete.\n");
1821 else if (diff == DIFF_AMBIGUOUS)
1822 printf("Game has multiple solutions.\n");
1823 else
1824 printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
1825 }
1826
1827 static int solve(game_params *p, char *desc, int debug)
1828 {
1829 game_state *st = new_game(NULL, p, desc);
1830 int diff;
1831
1832 solver_show_working = debug;
1833 game_debug(st);
1834
1835 diff = solver_grid(st->nums, st->order, DIFF_RECURSIVE, (void*)st);
1836 if (debug) pdiff(diff);
1837
1838 game_debug(st);
1839 free_game(st);
1840 return diff;
1841 }
1842
1843 static void check(game_params *p)
1844 {
1845 char *msg = validate_params(p, 1);
1846 if (msg) {
1847 fprintf(stderr, "%s: %s", quis, msg);
1848 exit(1);
1849 }
1850 }
1851
1852 static int gen(game_params *p, random_state *rs, int debug)
1853 {
1854 char *desc, *aux;
1855 int diff;
1856
1857 check(p);
1858
1859 solver_show_working = debug;
1860 desc = new_game_desc(p, rs, &aux, 0);
1861 diff = solve(p, desc, debug);
1862 sfree(aux);
1863 sfree(desc);
1864
1865 return diff;
1866 }
1867
1868 static void soak(game_params *p, random_state *rs)
1869 {
1870 time_t tt_start, tt_now, tt_last;
1871 char *aux, *desc;
1872 game_state *st;
1873 int n = 0, neasy = 0, realdiff = p->diff;
1874
1875 check(p);
1876
1877 solver_show_working = 0;
1878 maxtries = 1;
1879
1880 tt_start = tt_now = time(NULL);
1881
1882 printf("Soak-generating a %dx%d grid, difficulty %s.\n",
1883 p->order, p->order, unequal_diffnames[p->diff]);
1884
1885 while (1) {
1886 p->diff = realdiff;
1887 desc = new_game_desc(p, rs, &aux, 0);
1888 st = new_game(NULL, p, desc);
1889 solver_state(st, DIFF_RECURSIVE);
1890 free_game(st);
1891 sfree(aux);
1892 sfree(desc);
1893
1894 n++;
1895 if (realdiff != p->diff) neasy++;
1896
1897 tt_last = time(NULL);
1898 if (tt_last > tt_now) {
1899 tt_now = tt_last;
1900 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
1901 n, (double)n / ((double)tt_now - tt_start),
1902 neasy, (double)neasy*100.0/(double)n,
1903 (double)(n - neasy) / ((double)tt_now - tt_start));
1904 }
1905 }
1906 }
1907
1908 static void usage_exit(const char *msg)
1909 {
1910 if (msg)
1911 fprintf(stderr, "%s: %s\n", quis, msg);
1912 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
1913 exit(1);
1914 }
1915
1916 int main(int argc, const char *argv[])
1917 {
1918 random_state *rs;
1919 time_t seed = time(NULL);
1920 int do_soak = 0, diff;
1921
1922 game_params *p;
1923
1924 maxtries = 50;
1925
1926 quis = argv[0];
1927 while (--argc > 0) {
1928 const char *p = *++argv;
1929 if (!strcmp(p, "--soak"))
1930 do_soak = 1;
1931 else if (!strcmp(p, "--seed")) {
1932 if (argc == 0)
1933 usage_exit("--seed needs an argument");
1934 seed = (time_t)atoi(*++argv);
1935 argc--;
1936 } else if (*p == '-')
1937 usage_exit("unrecognised option");
1938 else
1939 break;
1940 }
1941 rs = random_new((void*)&seed, sizeof(time_t));
1942
1943 if (do_soak == 1) {
1944 if (argc != 1) usage_exit("only one argument for --soak");
1945 p = default_params();
1946 decode_params(p, *argv);
1947 soak(p, rs);
1948 } else if (argc > 0) {
1949 int i;
1950 for (i = 0; i < argc; i++) {
1951 const char *id = *argv++;
1952 char *desc = strchr(id, ':'), *err;
1953 p = default_params();
1954 if (desc) {
1955 *desc++ = '\0';
1956 decode_params(p, id);
1957 err = validate_desc(p, desc);
1958 if (err) {
1959 fprintf(stderr, "%s: %s\n", quis, err);
1960 exit(1);
1961 }
1962 solve(p, desc, 1);
1963 } else {
1964 decode_params(p, id);
1965 diff = gen(p, rs, 1);
1966 }
1967 }
1968 } else {
1969 while(1) {
1970 p = default_params();
1971 p->order = random_upto(rs, 7) + 3;
1972 p->diff = random_upto(rs, 4);
1973 diff = gen(p, rs, 0);
1974 pdiff(diff);
1975 }
1976 }
1977
1978 return 0;
1979 }
1980
1981 #endif
1982
1983 /* vim: set shiftwidth=4 tabstop=8: */