Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / towers.c
1 /*
2 * towers.c: the puzzle also known as 'Skyscrapers'.
3 *
4 * Possible future work:
5 *
6 * - Relax the upper bound on grid size at 9?
7 * + I'd need TOCHAR and FROMCHAR macros a bit like group's, to
8 * be used wherever this code has +'0' or -'0'
9 * + the pencil marks in the drawstate would need a separate
10 * word to live in
11 * + the clues outside the grid would have to cope with being
12 * multi-digit, meaning in particular that the text formatting
13 * would become more unpleasant
14 * + most importantly, though, the solver just isn't fast
15 * enough. Even at size 9 it can't really do the solver_hard
16 * factorial-time enumeration at a sensible rate. Easy puzzles
17 * higher than that would be possible, but more latin-squarey
18 * than skyscrapery, as it were.
19 *
20 * - UI work?
21 * + Allow the user to mark a clue as 'spent' in some way once
22 * it's no longer interesting (typically because no
23 * arrangement of the remaining possibilities _can_ violate
24 * it)?
25 */
26
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <string.h>
30 #include <assert.h>
31 #include <ctype.h>
32 #include <math.h>
33
34 #include "puzzles.h"
35 #include "latin.h"
36
37 /*
38 * Difficulty levels. I do some macro ickery here to ensure that my
39 * enum and the various forms of my name list always match up.
40 */
41 #define DIFFLIST(A) \
42 A(EASY,Easy,solver_easy,e) \
43 A(HARD,Hard,solver_hard,h) \
44 A(EXTREME,Extreme,NULL,x) \
45 A(UNREASONABLE,Unreasonable,NULL,u)
46 #define ENUM(upper,title,func,lower) DIFF_ ## upper,
47 #define TITLE(upper,title,func,lower) #title,
48 #define ENCODE(upper,title,func,lower) #lower
49 #define CONFIG(upper,title,func,lower) ":" #title
50 enum { DIFFLIST(ENUM) DIFFCOUNT };
51 static char const *const towers_diffnames[] = { DIFFLIST(TITLE) };
52 static char const towers_diffchars[] = DIFFLIST(ENCODE);
53 #define DIFFCONFIG DIFFLIST(CONFIG)
54
55 enum {
56 COL_BACKGROUND,
57 COL_GRID,
58 COL_USER,
59 COL_HIGHLIGHT,
60 COL_ERROR,
61 COL_PENCIL,
62 NCOLOURS
63 };
64
65 struct game_params {
66 int w, diff;
67 };
68
69 struct clues {
70 int refcount;
71 int w;
72 /*
73 * An array of 4w integers, of which:
74 * - the first w run across the top
75 * - the next w across the bottom
76 * - the third w down the left
77 * - the last w down the right.
78 */
79 int *clues;
80
81 /*
82 * An array of w*w digits.
83 */
84 digit *immutable;
85 };
86
87 /*
88 * Macros to compute clue indices and coordinates.
89 */
90 #define STARTSTEP(start, step, index, w) do { \
91 if (index < w) \
92 start = index, step = w; \
93 else if (index < 2*w) \
94 start = (w-1)*w+(index-w), step = -w; \
95 else if (index < 3*w) \
96 start = w*(index-2*w), step = 1; \
97 else \
98 start = w*(index-3*w)+(w-1), step = -1; \
99 } while (0)
100 #define CSTARTSTEP(start, step, index, w) \
101 STARTSTEP(start, step, (((index)+2*w)%(4*w)), w)
102 #define CLUEPOS(x, y, index, w) do { \
103 if (index < w) \
104 x = index, y = -1; \
105 else if (index < 2*w) \
106 x = index-w, y = w; \
107 else if (index < 3*w) \
108 x = -1, y = index-2*w; \
109 else \
110 x = w, y = index-3*w; \
111 } while (0)
112
113 #ifdef STANDALONE_SOLVER
114 static const char *const cluepos[] = {
115 "above column", "below column", "left of row", "right of row"
116 };
117 #endif
118
119 struct game_state {
120 game_params par;
121 struct clues *clues;
122 digit *grid;
123 int *pencil; /* bitmaps using bits 1<<1..1<<n */
124 int completed, cheated;
125 };
126
127 static game_params *default_params(void)
128 {
129 game_params *ret = snew(game_params);
130
131 ret->w = 5;
132 ret->diff = DIFF_EASY;
133
134 return ret;
135 }
136
137 const static struct game_params towers_presets[] = {
138 { 4, DIFF_EASY },
139 { 5, DIFF_EASY },
140 { 5, DIFF_HARD },
141 { 6, DIFF_EASY },
142 { 6, DIFF_HARD },
143 { 6, DIFF_EXTREME },
144 { 6, DIFF_UNREASONABLE },
145 };
146
147 static int game_fetch_preset(int i, char **name, game_params **params)
148 {
149 game_params *ret;
150 char buf[80];
151
152 if (i < 0 || i >= lenof(towers_presets))
153 return FALSE;
154
155 ret = snew(game_params);
156 *ret = towers_presets[i]; /* structure copy */
157
158 sprintf(buf, "%dx%d %s", ret->w, ret->w, towers_diffnames[ret->diff]);
159
160 *name = dupstr(buf);
161 *params = ret;
162 return TRUE;
163 }
164
165 static void free_params(game_params *params)
166 {
167 sfree(params);
168 }
169
170 static game_params *dup_params(game_params *params)
171 {
172 game_params *ret = snew(game_params);
173 *ret = *params; /* structure copy */
174 return ret;
175 }
176
177 static void decode_params(game_params *params, char const *string)
178 {
179 char const *p = string;
180
181 params->w = atoi(p);
182 while (*p && isdigit((unsigned char)*p)) p++;
183
184 if (*p == 'd') {
185 int i;
186 p++;
187 params->diff = DIFFCOUNT+1; /* ...which is invalid */
188 if (*p) {
189 for (i = 0; i < DIFFCOUNT; i++) {
190 if (*p == towers_diffchars[i])
191 params->diff = i;
192 }
193 p++;
194 }
195 }
196 }
197
198 static char *encode_params(game_params *params, int full)
199 {
200 char ret[80];
201
202 sprintf(ret, "%d", params->w);
203 if (full)
204 sprintf(ret + strlen(ret), "d%c", towers_diffchars[params->diff]);
205
206 return dupstr(ret);
207 }
208
209 static config_item *game_configure(game_params *params)
210 {
211 config_item *ret;
212 char buf[80];
213
214 ret = snewn(3, config_item);
215
216 ret[0].name = "Grid size";
217 ret[0].type = C_STRING;
218 sprintf(buf, "%d", params->w);
219 ret[0].sval = dupstr(buf);
220 ret[0].ival = 0;
221
222 ret[1].name = "Difficulty";
223 ret[1].type = C_CHOICES;
224 ret[1].sval = DIFFCONFIG;
225 ret[1].ival = params->diff;
226
227 ret[2].name = NULL;
228 ret[2].type = C_END;
229 ret[2].sval = NULL;
230 ret[2].ival = 0;
231
232 return ret;
233 }
234
235 static game_params *custom_params(config_item *cfg)
236 {
237 game_params *ret = snew(game_params);
238
239 ret->w = atoi(cfg[0].sval);
240 ret->diff = cfg[1].ival;
241
242 return ret;
243 }
244
245 static char *validate_params(game_params *params, int full)
246 {
247 if (params->w < 3 || params->w > 9)
248 return "Grid size must be between 3 and 9";
249 if (params->diff >= DIFFCOUNT)
250 return "Unknown difficulty rating";
251 return NULL;
252 }
253
254 /* ----------------------------------------------------------------------
255 * Solver.
256 */
257
258 struct solver_ctx {
259 int w, diff;
260 int started;
261 int *clues;
262 long *iscratch;
263 int *dscratch;
264 };
265
266 static int solver_easy(struct latin_solver *solver, void *vctx)
267 {
268 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
269 int w = ctx->w;
270 int c, i, j, n, m, furthest;
271 int start, step, cstart, cstep, clue, pos, cpos;
272 int ret = 0;
273 #ifdef STANDALONE_SOLVER
274 char prefix[256];
275 #endif
276
277 if (!ctx->started) {
278 ctx->started = TRUE;
279 /*
280 * One-off loop to help get started: when a pair of facing
281 * clues sum to w+1, it must mean that the row consists of
282 * two increasing sequences back to back, so we can
283 * immediately place the highest digit by knowing the
284 * lengths of those two sequences.
285 */
286 for (c = 0; c < 3*w; c = (c == w-1 ? 2*w : c+1)) {
287 int c2 = c + w;
288
289 if (ctx->clues[c] && ctx->clues[c2] &&
290 ctx->clues[c] + ctx->clues[c2] == w+1) {
291 STARTSTEP(start, step, c, w);
292 CSTARTSTEP(cstart, cstep, c, w);
293 pos = start + (ctx->clues[c]-1)*step;
294 cpos = cstart + (ctx->clues[c]-1)*cstep;
295 if (solver->cube[cpos*w+w-1]) {
296 #ifdef STANDALONE_SOLVER
297 if (solver_show_working) {
298 printf("%*sfacing clues on %s %d are maximal:\n",
299 solver_recurse_depth*4, "",
300 c>=2*w ? "row" : "column", c % w + 1);
301 printf("%*s placing %d at (%d,%d)\n",
302 solver_recurse_depth*4, "",
303 w, pos%w+1, pos/w+1);
304 }
305 #endif
306 latin_solver_place(solver, pos%w, pos/w, w);
307 ret = 1;
308 } else {
309 ret = -1;
310 }
311 }
312 }
313
314 if (ret)
315 return ret;
316 }
317
318 /*
319 * Go over every clue doing reasonably simple heuristic
320 * deductions.
321 */
322 for (c = 0; c < 4*w; c++) {
323 clue = ctx->clues[c];
324 if (!clue)
325 continue;
326 STARTSTEP(start, step, c, w);
327 CSTARTSTEP(cstart, cstep, c, w);
328
329 /* Find the location of each number in the row. */
330 for (i = 0; i < w; i++)
331 ctx->dscratch[i] = w;
332 for (i = 0; i < w; i++)
333 if (solver->grid[start+i*step])
334 ctx->dscratch[solver->grid[start+i*step]-1] = i;
335
336 n = m = 0;
337 furthest = w;
338 for (i = w; i >= 1; i--) {
339 if (ctx->dscratch[i-1] == w) {
340 break;
341 } else if (ctx->dscratch[i-1] < furthest) {
342 furthest = ctx->dscratch[i-1];
343 m = i;
344 n++;
345 }
346 }
347 if (clue == n+1 && furthest > 1) {
348 #ifdef STANDALONE_SOLVER
349 if (solver_show_working)
350 sprintf(prefix, "%*sclue %s %d is nearly filled:\n",
351 solver_recurse_depth*4, "",
352 cluepos[c/w], c%w+1);
353 else
354 prefix[0] = '\0'; /* placate optimiser */
355 #endif
356 /*
357 * We can already see an increasing sequence of the very
358 * highest numbers, of length one less than that
359 * specified in the clue. All of those numbers _must_ be
360 * part of the clue sequence, so the number right next
361 * to the clue must be the final one - i.e. it must be
362 * bigger than any of the numbers between it and m. This
363 * allows us to rule out small numbers in that square.
364 *
365 * (This is a generalisation of the obvious deduction
366 * that when you see a clue saying 1, it must be right
367 * next to the largest possible number; and similarly,
368 * when you see a clue saying 2 opposite that, it must
369 * be right next to the second-largest.)
370 */
371 j = furthest-1; /* number of small numbers we can rule out */
372 for (i = 1; i <= w && j > 0; i++) {
373 if (ctx->dscratch[i-1] < w && ctx->dscratch[i-1] >= furthest)
374 continue; /* skip this number, it's elsewhere */
375 j--;
376 if (solver->cube[cstart*w+i-1]) {
377 #ifdef STANDALONE_SOLVER
378 if (solver_show_working) {
379 printf("%s%*s ruling out %d at (%d,%d)\n",
380 prefix, solver_recurse_depth*4, "",
381 i, start%w+1, start/w+1);
382 prefix[0] = '\0';
383 }
384 #endif
385 solver->cube[cstart*w+i-1] = 0;
386 ret = 1;
387 }
388 }
389 }
390
391 if (ret)
392 return ret;
393
394 #ifdef STANDALONE_SOLVER
395 if (solver_show_working)
396 sprintf(prefix, "%*slower bounds for clue %s %d:\n",
397 solver_recurse_depth*4, "",
398 cluepos[c/w], c%w+1);
399 else
400 prefix[0] = '\0'; /* placate optimiser */
401 #endif
402
403 i = 0;
404 for (n = w; n > 0; n--) {
405 /*
406 * The largest number cannot occur in the first (clue-1)
407 * squares of the row, or else there wouldn't be space
408 * for a sufficiently long increasing sequence which it
409 * terminated. The second-largest number (not counting
410 * any that are known to be on the far side of a larger
411 * number and hence excluded from this sequence) cannot
412 * occur in the first (clue-2) squares, similarly, and
413 * so on.
414 */
415
416 if (ctx->dscratch[n-1] < w) {
417 for (m = n+1; m < w; m++)
418 if (ctx->dscratch[m] < ctx->dscratch[n-1])
419 break;
420 if (m < w)
421 continue; /* this number doesn't count */
422 }
423
424 for (j = 0; j < clue - i - 1; j++)
425 if (solver->cube[(cstart + j*cstep)*w+n-1]) {
426 #ifdef STANDALONE_SOLVER
427 if (solver_show_working) {
428 int pos = start+j*step;
429 printf("%s%*s ruling out %d at (%d,%d)\n",
430 prefix, solver_recurse_depth*4, "",
431 n, pos%w+1, pos/w+1);
432 prefix[0] = '\0';
433 }
434 #endif
435 solver->cube[(cstart + j*cstep)*w+n-1] = 0;
436 ret = 1;
437 }
438 i++;
439 }
440 }
441
442 if (ret)
443 return ret;
444
445 return 0;
446 }
447
448 static int solver_hard(struct latin_solver *solver, void *vctx)
449 {
450 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
451 int w = ctx->w;
452 int c, i, j, n, best, clue, start, step, ret;
453 long bitmap;
454 #ifdef STANDALONE_SOLVER
455 char prefix[256];
456 #endif
457
458 /*
459 * Go over every clue analysing all possibilities.
460 */
461 for (c = 0; c < 4*w; c++) {
462 clue = ctx->clues[c];
463 if (!clue)
464 continue;
465 CSTARTSTEP(start, step, c, w);
466
467 for (i = 0; i < w; i++)
468 ctx->iscratch[i] = 0;
469
470 /*
471 * Instead of a tedious physical recursion, I iterate in the
472 * scratch array through all possibilities. At any given
473 * moment, i indexes the element of the box that will next
474 * be incremented.
475 */
476 i = 0;
477 ctx->dscratch[i] = 0;
478 best = n = 0;
479 bitmap = 0;
480
481 while (1) {
482 if (i < w) {
483 /*
484 * Find the next valid value for cell i.
485 */
486 int limit = (n == clue ? best : w);
487 int pos = start + step * i;
488 for (j = ctx->dscratch[i] + 1; j <= limit; j++) {
489 if (bitmap & (1L << j))
490 continue; /* used this one already */
491 if (!solver->cube[pos*w+j-1])
492 continue; /* ruled out already */
493
494 /* Found one. */
495 break;
496 }
497
498 if (j > limit) {
499 /* No valid values left; drop back. */
500 i--;
501 if (i < 0)
502 break; /* overall iteration is finished */
503 bitmap &= ~(1L << ctx->dscratch[i]);
504 if (ctx->dscratch[i] == best) {
505 n--;
506 best = 0;
507 for (j = 0; j < i; j++)
508 if (best < ctx->dscratch[j])
509 best = ctx->dscratch[j];
510 }
511 } else {
512 /* Got a valid value; store it and move on. */
513 bitmap |= 1L << j;
514 ctx->dscratch[i++] = j;
515 if (j > best) {
516 best = j;
517 n++;
518 }
519 ctx->dscratch[i] = 0;
520 }
521 } else {
522 if (n == clue) {
523 for (j = 0; j < w; j++)
524 ctx->iscratch[j] |= 1L << ctx->dscratch[j];
525 }
526 i--;
527 bitmap &= ~(1L << ctx->dscratch[i]);
528 if (ctx->dscratch[i] == best) {
529 n--;
530 best = 0;
531 for (j = 0; j < i; j++)
532 if (best < ctx->dscratch[j])
533 best = ctx->dscratch[j];
534 }
535 }
536 }
537
538 #ifdef STANDALONE_SOLVER
539 if (solver_show_working)
540 sprintf(prefix, "%*sexhaustive analysis of clue %s %d:\n",
541 solver_recurse_depth*4, "",
542 cluepos[c/w], c%w+1);
543 else
544 prefix[0] = '\0'; /* placate optimiser */
545 #endif
546
547 ret = 0;
548
549 for (i = 0; i < w; i++) {
550 int pos = start + step * i;
551 for (j = 1; j <= w; j++) {
552 if (solver->cube[pos*w+j-1] &&
553 !(ctx->iscratch[i] & (1L << j))) {
554 #ifdef STANDALONE_SOLVER
555 if (solver_show_working) {
556 printf("%s%*s ruling out %d at (%d,%d)\n",
557 prefix, solver_recurse_depth*4, "",
558 j, pos/w+1, pos%w+1);
559 prefix[0] = '\0';
560 }
561 #endif
562 solver->cube[pos*w+j-1] = 0;
563 ret = 1;
564 }
565 }
566
567 /*
568 * Once we find one clue we can do something with in
569 * this way, revert to trying easier deductions, so as
570 * not to generate solver diagnostics that make the
571 * problem look harder than it is.
572 */
573 if (ret)
574 return ret;
575 }
576 }
577
578 return 0;
579 }
580
581 #define SOLVER(upper,title,func,lower) func,
582 static usersolver_t const towers_solvers[] = { DIFFLIST(SOLVER) };
583
584 static int solver(int w, int *clues, digit *soln, int maxdiff)
585 {
586 int ret;
587 struct solver_ctx ctx;
588
589 ctx.w = w;
590 ctx.diff = maxdiff;
591 ctx.clues = clues;
592 ctx.started = FALSE;
593 ctx.iscratch = snewn(w, long);
594 ctx.dscratch = snewn(w+1, int);
595
596 ret = latin_solver(soln, w, maxdiff,
597 DIFF_EASY, DIFF_HARD, DIFF_EXTREME,
598 DIFF_EXTREME, DIFF_UNREASONABLE,
599 towers_solvers, &ctx, NULL, NULL);
600
601 sfree(ctx.iscratch);
602 sfree(ctx.dscratch);
603
604 return ret;
605 }
606
607 /* ----------------------------------------------------------------------
608 * Grid generation.
609 */
610
611 static char *new_game_desc(game_params *params, random_state *rs,
612 char **aux, int interactive)
613 {
614 int w = params->w, a = w*w;
615 digit *grid, *soln, *soln2;
616 int *clues, *order;
617 int i, ret;
618 int diff = params->diff;
619 char *desc, *p;
620
621 /*
622 * Difficulty exceptions: some combinations of size and
623 * difficulty cannot be satisfied, because all puzzles of at
624 * most that difficulty are actually even easier.
625 *
626 * Remember to re-test this whenever a change is made to the
627 * solver logic!
628 *
629 * I tested it using the following shell command:
630
631 for d in e h x u; do
632 for i in {3..9}; do
633 echo -n "./towers --generate 1 ${i}d${d}: "
634 perl -e 'alarm 30; exec @ARGV' ./towers --generate 1 ${i}d${d} >/dev/null \
635 && echo ok
636 done
637 done
638
639 * Of course, it's better to do that after taking the exceptions
640 * _out_, so as to detect exceptions that should be removed as
641 * well as those which should be added.
642 */
643 if (diff > DIFF_HARD && w <= 3)
644 diff = DIFF_HARD;
645
646 grid = NULL;
647 clues = snewn(4*w, int);
648 soln = snewn(a, digit);
649 soln2 = snewn(a, digit);
650 order = snewn(max(4*w,a), int);
651
652 while (1) {
653 /*
654 * Construct a latin square to be the solution.
655 */
656 sfree(grid);
657 grid = latin_generate(w, rs);
658
659 /*
660 * Fill in the clues.
661 */
662 for (i = 0; i < 4*w; i++) {
663 int start, step, j, k, best;
664 STARTSTEP(start, step, i, w);
665 k = best = 0;
666 for (j = 0; j < w; j++) {
667 if (grid[start+j*step] > best) {
668 best = grid[start+j*step];
669 k++;
670 }
671 }
672 clues[i] = k;
673 }
674
675 /*
676 * Remove the grid numbers and then the clues, one by one,
677 * for as long as the game remains soluble at the given
678 * difficulty.
679 */
680 memcpy(soln, grid, a);
681
682 if (diff == DIFF_EASY && w <= 5) {
683 /*
684 * Special case: for Easy-mode grids that are small
685 * enough, it's nice to be able to find completely empty
686 * grids.
687 */
688 memset(soln2, 0, a);
689 ret = solver(w, clues, soln2, diff);
690 if (ret > diff)
691 continue;
692 }
693
694 for (i = 0; i < a; i++)
695 order[i] = i;
696 shuffle(order, a, sizeof(*order), rs);
697 for (i = 0; i < a; i++) {
698 int j = order[i];
699
700 memcpy(soln2, grid, a);
701 soln2[j] = 0;
702 ret = solver(w, clues, soln2, diff);
703 if (ret <= diff)
704 grid[j] = 0;
705 }
706
707 if (diff > DIFF_EASY) { /* leave all clues on Easy mode */
708 for (i = 0; i < 4*w; i++)
709 order[i] = i;
710 shuffle(order, 4*w, sizeof(*order), rs);
711 for (i = 0; i < 4*w; i++) {
712 int j = order[i];
713 int clue = clues[j];
714
715 memcpy(soln2, grid, a);
716 clues[j] = 0;
717 ret = solver(w, clues, soln2, diff);
718 if (ret > diff)
719 clues[j] = clue;
720 }
721 }
722
723 /*
724 * See if the game can be solved at the specified difficulty
725 * level, but not at the one below.
726 */
727 memcpy(soln2, grid, a);
728 ret = solver(w, clues, soln2, diff);
729 if (ret != diff)
730 continue; /* go round again */
731
732 /*
733 * We've got a usable puzzle!
734 */
735 break;
736 }
737
738 /*
739 * Encode the puzzle description.
740 */
741 desc = snewn(40*a, char);
742 p = desc;
743 for (i = 0; i < 4*w; i++) {
744 p += sprintf(p, "%s%.0d", i?"/":"", clues[i]);
745 }
746 for (i = 0; i < a; i++)
747 if (grid[i])
748 break;
749 if (i < a) {
750 int run = 0;
751
752 *p++ = ',';
753
754 for (i = 0; i <= a; i++) {
755 int n = (i < a ? grid[i] : -1);
756
757 if (!n)
758 run++;
759 else {
760 if (run) {
761 while (run > 0) {
762 int thisrun = min(run, 26);
763 *p++ = thisrun - 1 + 'a';
764 run -= thisrun;
765 }
766 } else {
767 /*
768 * If there's a number in the very top left or
769 * bottom right, there's no point putting an
770 * unnecessary _ before or after it.
771 */
772 if (i > 0 && n > 0)
773 *p++ = '_';
774 }
775 if (n > 0)
776 p += sprintf(p, "%d", n);
777 run = 0;
778 }
779 }
780 }
781 *p++ = '\0';
782 desc = sresize(desc, p - desc, char);
783
784 /*
785 * Encode the solution.
786 */
787 *aux = snewn(a+2, char);
788 (*aux)[0] = 'S';
789 for (i = 0; i < a; i++)
790 (*aux)[i+1] = '0' + soln[i];
791 (*aux)[a+1] = '\0';
792
793 sfree(grid);
794 sfree(clues);
795 sfree(soln);
796 sfree(soln2);
797 sfree(order);
798
799 return desc;
800 }
801
802 /* ----------------------------------------------------------------------
803 * Gameplay.
804 */
805
806 static char *validate_desc(game_params *params, char *desc)
807 {
808 int w = params->w, a = w*w;
809 const char *p = desc;
810 int i, clue;
811
812 /*
813 * Verify that the right number of clues are given, and that
814 * they're in range.
815 */
816 for (i = 0; i < 4*w; i++) {
817 if (!*p)
818 return "Too few clues for grid size";
819
820 if (i > 0) {
821 if (*p != '/')
822 return "Expected commas between clues";
823 p++;
824 }
825
826 if (isdigit((unsigned char)*p)) {
827 clue = atoi(p);
828 while (*p && isdigit((unsigned char)*p)) p++;
829
830 if (clue <= 0 || clue > w)
831 return "Clue number out of range";
832 }
833 }
834 if (*p == '/')
835 return "Too many clues for grid size";
836
837 if (*p == ',') {
838 /*
839 * Verify that the right amount of grid data is given, and
840 * that any grid elements provided are in range.
841 */
842 int squares = 0;
843
844 p++;
845 while (*p) {
846 int c = *p++;
847 if (c >= 'a' && c <= 'z') {
848 squares += c - 'a' + 1;
849 } else if (c == '_') {
850 /* do nothing */;
851 } else if (c > '0' && c <= '9') {
852 int val = atoi(p-1);
853 if (val < 1 || val > w)
854 return "Out-of-range number in grid description";
855 squares++;
856 while (*p && isdigit((unsigned char)*p)) p++;
857 } else
858 return "Invalid character in game description";
859 }
860
861 if (squares < a)
862 return "Not enough data to fill grid";
863
864 if (squares > a)
865 return "Too much data to fit in grid";
866 }
867
868 return NULL;
869 }
870
871 static game_state *new_game(midend *me, game_params *params, char *desc)
872 {
873 int w = params->w, a = w*w;
874 game_state *state = snew(game_state);
875 const char *p = desc;
876 int i;
877
878 state->par = *params; /* structure copy */
879 state->clues = snew(struct clues);
880 state->clues->refcount = 1;
881 state->clues->w = w;
882 state->clues->clues = snewn(4*w, int);
883 state->clues->immutable = snewn(a, digit);
884 state->grid = snewn(a, digit);
885 state->pencil = snewn(a, int);
886
887 for (i = 0; i < a; i++) {
888 state->grid[i] = 0;
889 state->pencil[i] = 0;
890 }
891
892 memset(state->clues->immutable, 0, a);
893
894 for (i = 0; i < 4*w; i++) {
895 if (i > 0) {
896 assert(*p == '/');
897 p++;
898 }
899 if (*p && isdigit((unsigned char)*p)) {
900 state->clues->clues[i] = atoi(p);
901 while (*p && isdigit((unsigned char)*p)) p++;
902 } else
903 state->clues->clues[i] = 0;
904 }
905
906 if (*p == ',') {
907 int pos = 0;
908 p++;
909 while (*p) {
910 int c = *p++;
911 if (c >= 'a' && c <= 'z') {
912 pos += c - 'a' + 1;
913 } else if (c == '_') {
914 /* do nothing */;
915 } else if (c > '0' && c <= '9') {
916 int val = atoi(p-1);
917 assert(val >= 1 && val <= w);
918 assert(pos < a);
919 state->grid[pos] = state->clues->immutable[pos] = val;
920 pos++;
921 while (*p && isdigit((unsigned char)*p)) p++;
922 } else
923 assert(!"Corrupt game description");
924 }
925 assert(pos == a);
926 }
927 assert(!*p);
928
929 state->completed = state->cheated = FALSE;
930
931 return state;
932 }
933
934 static game_state *dup_game(game_state *state)
935 {
936 int w = state->par.w, a = w*w;
937 game_state *ret = snew(game_state);
938
939 ret->par = state->par; /* structure copy */
940
941 ret->clues = state->clues;
942 ret->clues->refcount++;
943
944 ret->grid = snewn(a, digit);
945 ret->pencil = snewn(a, int);
946 memcpy(ret->grid, state->grid, a*sizeof(digit));
947 memcpy(ret->pencil, state->pencil, a*sizeof(int));
948
949 ret->completed = state->completed;
950 ret->cheated = state->cheated;
951
952 return ret;
953 }
954
955 static void free_game(game_state *state)
956 {
957 sfree(state->grid);
958 sfree(state->pencil);
959 if (--state->clues->refcount <= 0) {
960 sfree(state->clues->immutable);
961 sfree(state->clues->clues);
962 sfree(state->clues);
963 }
964 sfree(state);
965 }
966
967 static char *solve_game(game_state *state, game_state *currstate,
968 char *aux, char **error)
969 {
970 int w = state->par.w, a = w*w;
971 int i, ret;
972 digit *soln;
973 char *out;
974
975 if (aux)
976 return dupstr(aux);
977
978 soln = snewn(a, digit);
979 memcpy(soln, state->clues->immutable, a);
980
981 ret = solver(w, state->clues->clues, soln, DIFFCOUNT-1);
982
983 if (ret == diff_impossible) {
984 *error = "No solution exists for this puzzle";
985 out = NULL;
986 } else if (ret == diff_ambiguous) {
987 *error = "Multiple solutions exist for this puzzle";
988 out = NULL;
989 } else {
990 out = snewn(a+2, char);
991 out[0] = 'S';
992 for (i = 0; i < a; i++)
993 out[i+1] = '0' + soln[i];
994 out[a+1] = '\0';
995 }
996
997 sfree(soln);
998 return out;
999 }
1000
1001 static int game_can_format_as_text_now(game_params *params)
1002 {
1003 return TRUE;
1004 }
1005
1006 static char *game_text_format(game_state *state)
1007 {
1008 int w = state->par.w /* , a = w*w */;
1009 char *ret;
1010 char *p;
1011 int x, y;
1012 int total;
1013
1014 /*
1015 * We have:
1016 * - a top clue row, consisting of three spaces, then w clue
1017 * digits with spaces between (total 2*w+3 chars including
1018 * newline)
1019 * - a blank line (one newline)
1020 * - w main rows, consisting of a left clue digit, two spaces,
1021 * w grid digits with spaces between, two spaces and a right
1022 * clue digit (total 2*w+6 chars each including newline)
1023 * - a blank line (one newline)
1024 * - a bottom clue row (same as top clue row)
1025 * - terminating NUL.
1026 *
1027 * Total size is therefore 2*(2*w+3) + 2 + w*(2*w+6) + 1
1028 * = 2w^2+10w+9.
1029 */
1030 total = 2*w*w + 10*w + 9;
1031 ret = snewn(total, char);
1032 p = ret;
1033
1034 /* Top clue row. */
1035 *p++ = ' '; *p++ = ' ';
1036 for (x = 0; x < w; x++) {
1037 *p++ = ' ';
1038 *p++ = (state->clues->clues[x] ? '0' + state->clues->clues[x] : ' ');
1039 }
1040 *p++ = '\n';
1041
1042 /* Blank line. */
1043 *p++ = '\n';
1044
1045 /* Main grid. */
1046 for (y = 0; y < w; y++) {
1047 *p++ = (state->clues->clues[y+2*w] ? '0' + state->clues->clues[y+2*w] :
1048 ' ');
1049 *p++ = ' ';
1050 for (x = 0; x < w; x++) {
1051 *p++ = ' ';
1052 *p++ = (state->grid[y*w+x] ? '0' + state->grid[y*w+x] : ' ');
1053 }
1054 *p++ = ' '; *p++ = ' ';
1055 *p++ = (state->clues->clues[y+3*w] ? '0' + state->clues->clues[y+3*w] :
1056 ' ');
1057 *p++ = '\n';
1058 }
1059
1060 /* Blank line. */
1061 *p++ = '\n';
1062
1063 /* Bottom clue row. */
1064 *p++ = ' '; *p++ = ' ';
1065 for (x = 0; x < w; x++) {
1066 *p++ = ' ';
1067 *p++ = (state->clues->clues[x+w] ? '0' + state->clues->clues[x+w] :
1068 ' ');
1069 }
1070 *p++ = '\n';
1071
1072 *p++ = '\0';
1073 assert(p == ret + total);
1074
1075 return ret;
1076 }
1077
1078 struct game_ui {
1079 /*
1080 * These are the coordinates of the currently highlighted
1081 * square on the grid, if hshow = 1.
1082 */
1083 int hx, hy;
1084 /*
1085 * This indicates whether the current highlight is a
1086 * pencil-mark one or a real one.
1087 */
1088 int hpencil;
1089 /*
1090 * This indicates whether or not we're showing the highlight
1091 * (used to be hx = hy = -1); important so that when we're
1092 * using the cursor keys it doesn't keep coming back at a
1093 * fixed position. When hshow = 1, pressing a valid number
1094 * or letter key or Space will enter that number or letter in the grid.
1095 */
1096 int hshow;
1097 /*
1098 * This indicates whether we're using the highlight as a cursor;
1099 * it means that it doesn't vanish on a keypress, and that it is
1100 * allowed on immutable squares.
1101 */
1102 int hcursor;
1103 };
1104
1105 static game_ui *new_ui(game_state *state)
1106 {
1107 game_ui *ui = snew(game_ui);
1108
1109 ui->hx = ui->hy = 0;
1110 ui->hpencil = ui->hshow = ui->hcursor = 0;
1111
1112 return ui;
1113 }
1114
1115 static void free_ui(game_ui *ui)
1116 {
1117 sfree(ui);
1118 }
1119
1120 static char *encode_ui(game_ui *ui)
1121 {
1122 return NULL;
1123 }
1124
1125 static void decode_ui(game_ui *ui, char *encoding)
1126 {
1127 }
1128
1129 static void game_changed_state(game_ui *ui, game_state *oldstate,
1130 game_state *newstate)
1131 {
1132 int w = newstate->par.w;
1133 /*
1134 * We prevent pencil-mode highlighting of a filled square, unless
1135 * we're using the cursor keys. So if the user has just filled in
1136 * a square which we had a pencil-mode highlight in (by Undo, or
1137 * by Redo, or by Solve), then we cancel the highlight.
1138 */
1139 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1140 newstate->grid[ui->hy * w + ui->hx] != 0) {
1141 ui->hshow = 0;
1142 }
1143 }
1144
1145 #define PREFERRED_TILESIZE 48
1146 #define TILESIZE (ds->tilesize)
1147 #define BORDER (TILESIZE * 9 / 8)
1148 #define COORD(x) ((x)*TILESIZE + BORDER)
1149 #define FROMCOORD(x) (((x)+(TILESIZE-BORDER)) / TILESIZE - 1)
1150
1151 /* These always return positive values, though y offsets are actually -ve */
1152 #define X_3D_DISP(height, w) ((height) * TILESIZE / (8 * (w)))
1153 #define Y_3D_DISP(height, w) ((height) * TILESIZE / (4 * (w)))
1154
1155 #define FLASH_TIME 0.4F
1156
1157 #define DF_PENCIL_SHIFT 16
1158 #define DF_ERROR 0x8000
1159 #define DF_HIGHLIGHT 0x4000
1160 #define DF_HIGHLIGHT_PENCIL 0x2000
1161 #define DF_IMMUTABLE 0x1000
1162 #define DF_PLAYAREA 0x0800
1163 #define DF_DIGIT_MASK 0x00FF
1164
1165 struct game_drawstate {
1166 int tilesize;
1167 int three_d; /* default 3D graphics are user-disableable */
1168 int started;
1169 long *tiles; /* (w+2)*(w+2) temp space */
1170 long *drawn; /* (w+2)*(w+2)*4: current drawn data */
1171 int *errtmp;
1172 };
1173
1174 static int check_errors(game_state *state, int *errors)
1175 {
1176 int w = state->par.w /*, a = w*w */;
1177 int W = w+2, A = W*W; /* the errors array is (w+2) square */
1178 int *clues = state->clues->clues;
1179 digit *grid = state->grid;
1180 int i, x, y, errs = FALSE;
1181 int tmp[32];
1182
1183 assert(w < lenof(tmp));
1184
1185 if (errors)
1186 for (i = 0; i < A; i++)
1187 errors[i] = 0;
1188
1189 for (y = 0; y < w; y++) {
1190 unsigned long mask = 0, errmask = 0;
1191 for (x = 0; x < w; x++) {
1192 unsigned long bit = 1UL << grid[y*w+x];
1193 errmask |= (mask & bit);
1194 mask |= bit;
1195 }
1196
1197 if (mask != (1L << (w+1)) - (1L << 1)) {
1198 errs = TRUE;
1199 errmask &= ~1UL;
1200 if (errors) {
1201 for (x = 0; x < w; x++)
1202 if (errmask & (1UL << grid[y*w+x]))
1203 errors[(y+1)*W+(x+1)] = TRUE;
1204 }
1205 }
1206 }
1207
1208 for (x = 0; x < w; x++) {
1209 unsigned long mask = 0, errmask = 0;
1210 for (y = 0; y < w; y++) {
1211 unsigned long bit = 1UL << grid[y*w+x];
1212 errmask |= (mask & bit);
1213 mask |= bit;
1214 }
1215
1216 if (mask != (1 << (w+1)) - (1 << 1)) {
1217 errs = TRUE;
1218 errmask &= ~1UL;
1219 if (errors) {
1220 for (y = 0; y < w; y++)
1221 if (errmask & (1UL << grid[y*w+x]))
1222 errors[(y+1)*W+(x+1)] = TRUE;
1223 }
1224 }
1225 }
1226
1227 for (i = 0; i < 4*w; i++) {
1228 int start, step, j, n, best;
1229 STARTSTEP(start, step, i, w);
1230
1231 if (!clues[i])
1232 continue;
1233
1234 best = n = 0;
1235 for (j = 0; j < w; j++) {
1236 int number = grid[start+j*step];
1237 if (!number)
1238 break; /* can't tell what happens next */
1239 if (number > best) {
1240 best = number;
1241 n++;
1242 }
1243 }
1244
1245 if (n > clues[i] || (j == w && n < clues[i])) {
1246 if (errors) {
1247 int x, y;
1248 CLUEPOS(x, y, i, w);
1249 errors[(y+1)*W+(x+1)] = TRUE;
1250 }
1251 errs = TRUE;
1252 }
1253 }
1254
1255 return errs;
1256 }
1257
1258 static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
1259 int x, int y, int button)
1260 {
1261 int w = state->par.w;
1262 int tx, ty;
1263 char buf[80];
1264
1265 button &= ~MOD_MASK;
1266
1267 tx = FROMCOORD(x);
1268 ty = FROMCOORD(y);
1269
1270 if (ds->three_d) {
1271 /*
1272 * In 3D mode, just locating the mouse click in the natural
1273 * square grid may not be sufficient to tell which tower the
1274 * user clicked on. Investigate the _tops_ of the nearby
1275 * towers to see if a click on one grid square was actually
1276 * a click on a tower protruding into that region from
1277 * another.
1278 */
1279 int dx, dy;
1280 for (dy = 0; dy <= 1; dy++)
1281 for (dx = 0; dx >= -1; dx--) {
1282 int cx = tx + dx, cy = ty + dy;
1283 if (cx >= 0 && cx < w && cy >= 0 && cy < w) {
1284 int height = state->grid[cy*w+cx];
1285 int bx = COORD(cx), by = COORD(cy);
1286 int ox = bx + X_3D_DISP(height, w);
1287 int oy = by - Y_3D_DISP(height, w);
1288 if (/* on top face? */
1289 (x - ox >= 0 && x - ox < TILESIZE &&
1290 y - oy >= 0 && y - oy < TILESIZE) ||
1291 /* in triangle between top-left corners? */
1292 (ox > bx && x >= bx && x <= ox && y <= by &&
1293 (by-y) * (ox-bx) <= (by-oy) * (x-bx)) ||
1294 /* in triangle between bottom-right corners? */
1295 (ox > bx && x >= bx+TILESIZE && x <= ox+TILESIZE &&
1296 y >= oy+TILESIZE &&
1297 (by-y+TILESIZE)*(ox-bx) >= (by-oy)*(x-bx-TILESIZE))) {
1298 tx = cx;
1299 ty = cy;
1300 }
1301 }
1302 }
1303 }
1304
1305 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
1306 if (button == LEFT_BUTTON) {
1307 if (tx == ui->hx && ty == ui->hy &&
1308 ui->hshow && ui->hpencil == 0) {
1309 ui->hshow = 0;
1310 } else {
1311 ui->hx = tx;
1312 ui->hy = ty;
1313 ui->hshow = !state->clues->immutable[ty*w+tx];
1314 ui->hpencil = 0;
1315 }
1316 ui->hcursor = 0;
1317 return ""; /* UI activity occurred */
1318 }
1319 if (button == RIGHT_BUTTON) {
1320 /*
1321 * Pencil-mode highlighting for non filled squares.
1322 */
1323 if (state->grid[ty*w+tx] == 0) {
1324 if (tx == ui->hx && ty == ui->hy &&
1325 ui->hshow && ui->hpencil) {
1326 ui->hshow = 0;
1327 } else {
1328 ui->hpencil = 1;
1329 ui->hx = tx;
1330 ui->hy = ty;
1331 ui->hshow = 1;
1332 }
1333 } else {
1334 ui->hshow = 0;
1335 }
1336 ui->hcursor = 0;
1337 return ""; /* UI activity occurred */
1338 }
1339 }
1340 if (IS_CURSOR_MOVE(button)) {
1341 move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
1342 ui->hshow = ui->hcursor = 1;
1343 return "";
1344 }
1345 if (ui->hshow &&
1346 (button == CURSOR_SELECT)) {
1347 ui->hpencil = 1 - ui->hpencil;
1348 ui->hcursor = 1;
1349 return "";
1350 }
1351
1352 if (ui->hshow &&
1353 ((button >= '0' && button <= '9' && button - '0' <= w) ||
1354 button == CURSOR_SELECT2 || button == '\b')) {
1355 int n = button - '0';
1356 if (button == CURSOR_SELECT2 || button == '\b')
1357 n = 0;
1358
1359 /*
1360 * Can't make pencil marks in a filled square. This can only
1361 * become highlighted if we're using cursor keys.
1362 */
1363 if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
1364 return NULL;
1365
1366 /*
1367 * Can't do anything to an immutable square.
1368 */
1369 if (state->clues->immutable[ui->hy*w+ui->hx])
1370 return NULL;
1371
1372 sprintf(buf, "%c%d,%d,%d",
1373 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1374
1375 if (!ui->hcursor) ui->hshow = 0;
1376
1377 return dupstr(buf);
1378 }
1379
1380 if (button == 'M' || button == 'm')
1381 return dupstr("M");
1382
1383 return NULL;
1384 }
1385
1386 static game_state *execute_move(game_state *from, char *move)
1387 {
1388 int w = from->par.w, a = w*w;
1389 game_state *ret;
1390 int x, y, i, n;
1391
1392 if (move[0] == 'S') {
1393 ret = dup_game(from);
1394 ret->completed = ret->cheated = TRUE;
1395
1396 for (i = 0; i < a; i++) {
1397 if (move[i+1] < '1' || move[i+1] > '0'+w) {
1398 free_game(ret);
1399 return NULL;
1400 }
1401 ret->grid[i] = move[i+1] - '0';
1402 ret->pencil[i] = 0;
1403 }
1404
1405 if (move[a+1] != '\0') {
1406 free_game(ret);
1407 return NULL;
1408 }
1409
1410 return ret;
1411 } else if ((move[0] == 'P' || move[0] == 'R') &&
1412 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1413 x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
1414 if (from->clues->immutable[y*w+x])
1415 return NULL;
1416
1417 ret = dup_game(from);
1418 if (move[0] == 'P' && n > 0) {
1419 ret->pencil[y*w+x] ^= 1L << n;
1420 } else {
1421 ret->grid[y*w+x] = n;
1422 ret->pencil[y*w+x] = 0;
1423
1424 if (!ret->completed && !check_errors(ret, NULL))
1425 ret->completed = TRUE;
1426 }
1427 return ret;
1428 } else if (move[0] == 'M') {
1429 /*
1430 * Fill in absolutely all pencil marks everywhere. (I
1431 * wouldn't use this for actual play, but it's a handy
1432 * starting point when following through a set of
1433 * diagnostics output by the standalone solver.)
1434 */
1435 ret = dup_game(from);
1436 for (i = 0; i < a; i++) {
1437 if (!ret->grid[i])
1438 ret->pencil[i] = (1L << (w+1)) - (1L << 1);
1439 }
1440 return ret;
1441 } else
1442 return NULL; /* couldn't parse move string */
1443 }
1444
1445 /* ----------------------------------------------------------------------
1446 * Drawing routines.
1447 */
1448
1449 #define SIZE(w) ((w) * TILESIZE + 2*BORDER)
1450
1451 static void game_compute_size(game_params *params, int tilesize,
1452 int *x, int *y)
1453 {
1454 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1455 struct { int tilesize; } ads, *ds = &ads;
1456 ads.tilesize = tilesize;
1457
1458 *x = *y = SIZE(params->w);
1459 }
1460
1461 static void game_set_size(drawing *dr, game_drawstate *ds,
1462 game_params *params, int tilesize)
1463 {
1464 ds->tilesize = tilesize;
1465 }
1466
1467 static float *game_colours(frontend *fe, int *ncolours)
1468 {
1469 float *ret = snewn(3 * NCOLOURS, float);
1470
1471 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1472
1473 ret[COL_GRID * 3 + 0] = 0.0F;
1474 ret[COL_GRID * 3 + 1] = 0.0F;
1475 ret[COL_GRID * 3 + 2] = 0.0F;
1476
1477 ret[COL_USER * 3 + 0] = 0.0F;
1478 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1479 ret[COL_USER * 3 + 2] = 0.0F;
1480
1481 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1482 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1483 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1484
1485 ret[COL_ERROR * 3 + 0] = 1.0F;
1486 ret[COL_ERROR * 3 + 1] = 0.0F;
1487 ret[COL_ERROR * 3 + 2] = 0.0F;
1488
1489 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1490 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1491 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1492
1493 *ncolours = NCOLOURS;
1494 return ret;
1495 }
1496
1497 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1498 {
1499 int w = state->par.w /*, a = w*w */;
1500 struct game_drawstate *ds = snew(struct game_drawstate);
1501 int i;
1502
1503 ds->tilesize = 0;
1504 ds->three_d = !getenv("TOWERS_2D");
1505 ds->started = FALSE;
1506 ds->tiles = snewn((w+2)*(w+2), long);
1507 ds->drawn = snewn((w+2)*(w+2)*4, long);
1508 for (i = 0; i < (w+2)*(w+2)*4; i++)
1509 ds->drawn[i] = -1;
1510 ds->errtmp = snewn((w+2)*(w+2), int);
1511
1512 return ds;
1513 }
1514
1515 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1516 {
1517 sfree(ds->errtmp);
1518 sfree(ds->tiles);
1519 sfree(ds->drawn);
1520 sfree(ds);
1521 }
1522
1523 static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues,
1524 int x, int y, long tile)
1525 {
1526 int w = clues->w /* , a = w*w */;
1527 int tx, ty, bg;
1528 char str[64];
1529
1530 tx = COORD(x);
1531 ty = COORD(y);
1532
1533 bg = (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND;
1534
1535 /* draw tower */
1536 if (ds->three_d && (tile & DF_PLAYAREA) && (tile & DF_DIGIT_MASK)) {
1537 int coords[8];
1538 int xoff = X_3D_DISP(tile & DF_DIGIT_MASK, w);
1539 int yoff = Y_3D_DISP(tile & DF_DIGIT_MASK, w);
1540
1541 /* left face of tower */
1542 coords[0] = tx;
1543 coords[1] = ty - 1;
1544 coords[2] = tx;
1545 coords[3] = ty + TILESIZE - 1;
1546 coords[4] = coords[2] + xoff;
1547 coords[5] = coords[3] - yoff;
1548 coords[6] = coords[0] + xoff;
1549 coords[7] = coords[1] - yoff;
1550 draw_polygon(dr, coords, 4, bg, COL_GRID);
1551
1552 /* bottom face of tower */
1553 coords[0] = tx + TILESIZE;
1554 coords[1] = ty + TILESIZE - 1;
1555 coords[2] = tx;
1556 coords[3] = ty + TILESIZE - 1;
1557 coords[4] = coords[2] + xoff;
1558 coords[5] = coords[3] - yoff;
1559 coords[6] = coords[0] + xoff;
1560 coords[7] = coords[1] - yoff;
1561 draw_polygon(dr, coords, 4, bg, COL_GRID);
1562
1563 /* now offset all subsequent drawing to the top of the tower */
1564 tx += xoff;
1565 ty -= yoff;
1566 }
1567
1568 /* erase background */
1569 draw_rect(dr, tx, ty, TILESIZE, TILESIZE, bg);
1570
1571 /* pencil-mode highlight */
1572 if (tile & DF_HIGHLIGHT_PENCIL) {
1573 int coords[6];
1574 coords[0] = tx;
1575 coords[1] = ty;
1576 coords[2] = tx+TILESIZE/2;
1577 coords[3] = ty;
1578 coords[4] = tx;
1579 coords[5] = ty+TILESIZE/2;
1580 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1581 }
1582
1583 /* draw box outline */
1584 if (tile & DF_PLAYAREA) {
1585 int coords[8];
1586 coords[0] = tx;
1587 coords[1] = ty - 1;
1588 coords[2] = tx + TILESIZE;
1589 coords[3] = ty - 1;
1590 coords[4] = tx + TILESIZE;
1591 coords[5] = ty + TILESIZE - 1;
1592 coords[6] = tx;
1593 coords[7] = ty + TILESIZE - 1;
1594 draw_polygon(dr, coords, 4, -1, COL_GRID);
1595 }
1596
1597 /* new number needs drawing? */
1598 if (tile & DF_DIGIT_MASK) {
1599 str[1] = '\0';
1600 str[0] = (tile & DF_DIGIT_MASK) + '0';
1601 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2, FONT_VARIABLE,
1602 (tile & DF_PLAYAREA ? TILESIZE/2 : TILESIZE*2/5),
1603 ALIGN_VCENTRE | ALIGN_HCENTRE,
1604 (tile & DF_ERROR) ? COL_ERROR :
1605 (x < 0 || y < 0 || x >= w || y >= w) ? COL_GRID :
1606 (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
1607 } else {
1608 int i, j, npencil;
1609 int pl, pr, pt, pb;
1610 float bestsize;
1611 int pw, ph, minph, pbest, fontsize;
1612
1613 /* Count the pencil marks required. */
1614 for (i = 1, npencil = 0; i <= w; i++)
1615 if (tile & (1L << (i + DF_PENCIL_SHIFT)))
1616 npencil++;
1617 if (npencil) {
1618
1619 minph = 2;
1620
1621 /*
1622 * Determine the bounding rectangle within which we're going
1623 * to put the pencil marks.
1624 */
1625 /* Start with the whole square, minus space for impinging towers */
1626 pl = tx + (ds->three_d ? X_3D_DISP(w,w) : 0);
1627 pr = tx + TILESIZE;
1628 pt = ty;
1629 pb = ty + TILESIZE - (ds->three_d ? Y_3D_DISP(w,w) : 0);
1630
1631 /*
1632 * We arrange our pencil marks in a grid layout, with
1633 * the number of rows and columns adjusted to allow the
1634 * maximum font size.
1635 *
1636 * So now we work out what the grid size ought to be.
1637 */
1638 bestsize = 0.0;
1639 pbest = 0;
1640 /* Minimum */
1641 for (pw = 3; pw < max(npencil,4); pw++) {
1642 float fw, fh, fs;
1643
1644 ph = (npencil + pw - 1) / pw;
1645 ph = max(ph, minph);
1646 fw = (pr - pl) / (float)pw;
1647 fh = (pb - pt) / (float)ph;
1648 fs = min(fw, fh);
1649 if (fs > bestsize) {
1650 bestsize = fs;
1651 pbest = pw;
1652 }
1653 }
1654 assert(pbest > 0);
1655 pw = pbest;
1656 ph = (npencil + pw - 1) / pw;
1657 ph = max(ph, minph);
1658
1659 /*
1660 * Now we've got our grid dimensions, work out the pixel
1661 * size of a grid element, and round it to the nearest
1662 * pixel. (We don't want rounding errors to make the
1663 * grid look uneven at low pixel sizes.)
1664 */
1665 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1666
1667 /*
1668 * Centre the resulting figure in the square.
1669 */
1670 pl = pl + (pr - pl - fontsize * pw) / 2;
1671 pt = pt + (pb - pt - fontsize * ph) / 2;
1672
1673 /*
1674 * Now actually draw the pencil marks.
1675 */
1676 for (i = 1, j = 0; i <= w; i++)
1677 if (tile & (1L << (i + DF_PENCIL_SHIFT))) {
1678 int dx = j % pw, dy = j / pw;
1679
1680 str[1] = '\0';
1681 str[0] = i + '0';
1682 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1683 pt + fontsize * (2*dy+1) / 2,
1684 FONT_VARIABLE, fontsize,
1685 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1686 j++;
1687 }
1688 }
1689 }
1690 }
1691
1692 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1693 game_state *state, int dir, game_ui *ui,
1694 float animtime, float flashtime)
1695 {
1696 int w = state->par.w /*, a = w*w */;
1697 int i, x, y;
1698
1699 if (!ds->started) {
1700 /*
1701 * The initial contents of the window are not guaranteed and
1702 * can vary with front ends. To be on the safe side, all
1703 * games should start by drawing a big background-colour
1704 * rectangle covering the whole window.
1705 */
1706 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1707
1708 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1709
1710 ds->started = TRUE;
1711 }
1712
1713 check_errors(state, ds->errtmp);
1714
1715 /*
1716 * Work out what data each tile should contain.
1717 */
1718 for (i = 0; i < (w+2)*(w+2); i++)
1719 ds->tiles[i] = 0; /* completely blank square */
1720 /* The clue squares... */
1721 for (i = 0; i < 4*w; i++) {
1722 long tile = state->clues->clues[i];
1723
1724 CLUEPOS(x, y, i, w);
1725
1726 if (ds->errtmp[(y+1)*(w+2)+(x+1)])
1727 tile |= DF_ERROR;
1728
1729 ds->tiles[(y+1)*(w+2)+(x+1)] = tile;
1730 }
1731 /* ... and the main grid. */
1732 for (y = 0; y < w; y++) {
1733 for (x = 0; x < w; x++) {
1734 long tile = DF_PLAYAREA;
1735
1736 if (state->grid[y*w+x])
1737 tile |= state->grid[y*w+x];
1738 else
1739 tile |= (long)state->pencil[y*w+x] << DF_PENCIL_SHIFT;
1740
1741 if (ui->hshow && ui->hx == x && ui->hy == y)
1742 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1743
1744 if (state->clues->immutable[y*w+x])
1745 tile |= DF_IMMUTABLE;
1746
1747 if (flashtime > 0 &&
1748 (flashtime <= FLASH_TIME/3 ||
1749 flashtime >= FLASH_TIME*2/3))
1750 tile |= DF_HIGHLIGHT; /* completion flash */
1751
1752 if (ds->errtmp[(y+1)*(w+2)+(x+1)])
1753 tile |= DF_ERROR;
1754
1755 ds->tiles[(y+1)*(w+2)+(x+1)] = tile;
1756 }
1757 }
1758
1759 /*
1760 * Now actually draw anything that needs to be changed.
1761 */
1762 for (y = 0; y < w+2; y++) {
1763 for (x = 0; x < w+2; x++) {
1764 long tl, tr, bl, br;
1765 int i = y*(w+2)+x;
1766
1767 tr = ds->tiles[y*(w+2)+x];
1768 tl = (x == 0 ? 0 : ds->tiles[y*(w+2)+(x-1)]);
1769 br = (y == w+1 ? 0 : ds->tiles[(y+1)*(w+2)+x]);
1770 bl = (x == 0 || y == w+1 ? 0 : ds->tiles[(y+1)*(w+2)+(x-1)]);
1771
1772 if (ds->drawn[i*4] != tl || ds->drawn[i*4+1] != tr ||
1773 ds->drawn[i*4+2] != bl || ds->drawn[i*4+3] != br) {
1774 clip(dr, COORD(x-1), COORD(y-1), TILESIZE, TILESIZE);
1775
1776 draw_tile(dr, ds, state->clues, x-1, y-1, tr);
1777 if (x > 0)
1778 draw_tile(dr, ds, state->clues, x-2, y-1, tl);
1779 if (y <= w)
1780 draw_tile(dr, ds, state->clues, x-1, y, br);
1781 if (x > 0 && y <= w)
1782 draw_tile(dr, ds, state->clues, x-2, y, bl);
1783
1784 unclip(dr);
1785 draw_update(dr, COORD(x-1), COORD(y-1), TILESIZE, TILESIZE);
1786
1787 ds->drawn[i*4] = tl;
1788 ds->drawn[i*4+1] = tr;
1789 ds->drawn[i*4+2] = bl;
1790 ds->drawn[i*4+3] = br;
1791 }
1792 }
1793 }
1794 }
1795
1796 static float game_anim_length(game_state *oldstate, game_state *newstate,
1797 int dir, game_ui *ui)
1798 {
1799 return 0.0F;
1800 }
1801
1802 static float game_flash_length(game_state *oldstate, game_state *newstate,
1803 int dir, game_ui *ui)
1804 {
1805 if (!oldstate->completed && newstate->completed &&
1806 !oldstate->cheated && !newstate->cheated)
1807 return FLASH_TIME;
1808 return 0.0F;
1809 }
1810
1811 static int game_status(game_state *state)
1812 {
1813 return state->completed ? +1 : 0;
1814 }
1815
1816 static int game_timing_state(game_state *state, game_ui *ui)
1817 {
1818 if (state->completed)
1819 return FALSE;
1820 return TRUE;
1821 }
1822
1823 static void game_print_size(game_params *params, float *x, float *y)
1824 {
1825 int pw, ph;
1826
1827 /*
1828 * We use 9mm squares by default, like Solo.
1829 */
1830 game_compute_size(params, 900, &pw, &ph);
1831 *x = pw / 100.0F;
1832 *y = ph / 100.0F;
1833 }
1834
1835 static void game_print(drawing *dr, game_state *state, int tilesize)
1836 {
1837 int w = state->par.w;
1838 int ink = print_mono_colour(dr, 0);
1839 int i, x, y;
1840
1841 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1842 game_drawstate ads, *ds = &ads;
1843 game_set_size(dr, ds, NULL, tilesize);
1844
1845 /*
1846 * Border.
1847 */
1848 print_line_width(dr, 3 * TILESIZE / 40);
1849 draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, w*TILESIZE, ink);
1850
1851 /*
1852 * Main grid.
1853 */
1854 for (x = 1; x < w; x++) {
1855 print_line_width(dr, TILESIZE / 40);
1856 draw_line(dr, BORDER+x*TILESIZE, BORDER,
1857 BORDER+x*TILESIZE, BORDER+w*TILESIZE, ink);
1858 }
1859 for (y = 1; y < w; y++) {
1860 print_line_width(dr, TILESIZE / 40);
1861 draw_line(dr, BORDER, BORDER+y*TILESIZE,
1862 BORDER+w*TILESIZE, BORDER+y*TILESIZE, ink);
1863 }
1864
1865 /*
1866 * Clues.
1867 */
1868 for (i = 0; i < 4*w; i++) {
1869 char str[128];
1870
1871 if (!state->clues->clues[i])
1872 continue;
1873
1874 CLUEPOS(x, y, i, w);
1875
1876 sprintf (str, "%d", state->clues->clues[i]);
1877
1878 draw_text(dr, BORDER + x*TILESIZE + TILESIZE/2,
1879 BORDER + y*TILESIZE + TILESIZE/2,
1880 FONT_VARIABLE, TILESIZE/2,
1881 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1882 }
1883
1884 /*
1885 * Numbers for the solution, if any.
1886 */
1887 for (y = 0; y < w; y++)
1888 for (x = 0; x < w; x++)
1889 if (state->grid[y*w+x]) {
1890 char str[2];
1891 str[1] = '\0';
1892 str[0] = state->grid[y*w+x] + '0';
1893 draw_text(dr, BORDER + x*TILESIZE + TILESIZE/2,
1894 BORDER + y*TILESIZE + TILESIZE/2,
1895 FONT_VARIABLE, TILESIZE/2,
1896 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1897 }
1898 }
1899
1900 #ifdef COMBINED
1901 #define thegame towers
1902 #endif
1903
1904 const struct game thegame = {
1905 "Towers", "games.towers", "towers",
1906 default_params,
1907 game_fetch_preset,
1908 decode_params,
1909 encode_params,
1910 free_params,
1911 dup_params,
1912 TRUE, game_configure, custom_params,
1913 validate_params,
1914 new_game_desc,
1915 validate_desc,
1916 new_game,
1917 dup_game,
1918 free_game,
1919 TRUE, solve_game,
1920 TRUE, game_can_format_as_text_now, game_text_format,
1921 new_ui,
1922 free_ui,
1923 encode_ui,
1924 decode_ui,
1925 game_changed_state,
1926 interpret_move,
1927 execute_move,
1928 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1929 game_colours,
1930 game_new_drawstate,
1931 game_free_drawstate,
1932 game_redraw,
1933 game_anim_length,
1934 game_flash_length,
1935 game_status,
1936 TRUE, FALSE, game_print_size, game_print,
1937 FALSE, /* wants_statusbar */
1938 FALSE, game_timing_state,
1939 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1940 };
1941
1942 #ifdef STANDALONE_SOLVER
1943
1944 #include <stdarg.h>
1945
1946 int main(int argc, char **argv)
1947 {
1948 game_params *p;
1949 game_state *s;
1950 char *id = NULL, *desc, *err;
1951 int grade = FALSE;
1952 int ret, diff, really_show_working = FALSE;
1953
1954 while (--argc > 0) {
1955 char *p = *++argv;
1956 if (!strcmp(p, "-v")) {
1957 really_show_working = TRUE;
1958 } else if (!strcmp(p, "-g")) {
1959 grade = TRUE;
1960 } else if (*p == '-') {
1961 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1962 return 1;
1963 } else {
1964 id = p;
1965 }
1966 }
1967
1968 if (!id) {
1969 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
1970 return 1;
1971 }
1972
1973 desc = strchr(id, ':');
1974 if (!desc) {
1975 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1976 return 1;
1977 }
1978 *desc++ = '\0';
1979
1980 p = default_params();
1981 decode_params(p, id);
1982 err = validate_desc(p, desc);
1983 if (err) {
1984 fprintf(stderr, "%s: %s\n", argv[0], err);
1985 return 1;
1986 }
1987 s = new_game(NULL, p, desc);
1988
1989 /*
1990 * When solving an Easy puzzle, we don't want to bother the
1991 * user with Hard-level deductions. For this reason, we grade
1992 * the puzzle internally before doing anything else.
1993 */
1994 ret = -1; /* placate optimiser */
1995 solver_show_working = FALSE;
1996 for (diff = 0; diff < DIFFCOUNT; diff++) {
1997 memcpy(s->grid, s->clues->immutable, p->w * p->w);
1998 ret = solver(p->w, s->clues->clues, s->grid, diff);
1999 if (ret <= diff)
2000 break;
2001 }
2002
2003 if (diff == DIFFCOUNT) {
2004 if (grade)
2005 printf("Difficulty rating: ambiguous\n");
2006 else
2007 printf("Unable to find a unique solution\n");
2008 } else {
2009 if (grade) {
2010 if (ret == diff_impossible)
2011 printf("Difficulty rating: impossible (no solution exists)\n");
2012 else
2013 printf("Difficulty rating: %s\n", towers_diffnames[ret]);
2014 } else {
2015 solver_show_working = really_show_working;
2016 memcpy(s->grid, s->clues->immutable, p->w * p->w);
2017 ret = solver(p->w, s->clues->clues, s->grid, diff);
2018 if (ret != diff)
2019 printf("Puzzle is inconsistent\n");
2020 else
2021 fputs(game_text_format(s), stdout);
2022 }
2023 }
2024
2025 return 0;
2026 }
2027
2028 #endif
2029
2030 /* vim: set shiftwidth=4 tabstop=8: */