Stop the analysis pass in Loopy's redraw routine from being
[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; /* Size of latin square */
60 int diff; /* Difficulty */
61 int adjacent; /* Puzzle indicators are 'adjacent number'
62 not 'greater-than'. */
63 };
64
65 #define F_IMMUTABLE 1 /* passed in as game description */
66 #define F_ADJ_UP 2
67 #define F_ADJ_RIGHT 4
68 #define F_ADJ_DOWN 8
69 #define F_ADJ_LEFT 16
70 #define F_ERROR 32
71 #define F_ERROR_UP 64
72 #define F_ERROR_RIGHT 128
73 #define F_ERROR_DOWN 256
74 #define F_ERROR_LEFT 512
75
76 #define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
77
78 struct game_state {
79 int order, completed, cheated, adjacent;
80 digit *nums; /* actual numbers (size order^2) */
81 unsigned char *hints; /* remaining possiblities (size order^3) */
82 unsigned int *flags; /* flags (size order^2) */
83 };
84
85 /* ----------------------------------------------------------
86 * Game parameters and presets
87 */
88
89 /* Steal the method from map.c for difficulty levels. */
90 #define DIFFLIST(A) \
91 A(LATIN,Trivial,NULL,t) \
92 A(EASY,Easy,solver_easy, e) \
93 A(SET,Tricky,solver_set, k) \
94 A(EXTREME,Extreme,NULL,x) \
95 A(RECURSIVE,Recursive,NULL,r)
96
97 #define ENUM(upper,title,func,lower) DIFF_ ## upper,
98 #define TITLE(upper,title,func,lower) #title,
99 #define ENCODE(upper,title,func,lower) #lower
100 #define CONFIG(upper,title,func,lower) ":" #title
101 enum { DIFFLIST(ENUM) DIFFCOUNT, DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
102 static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
103 static char const unequal_diffchars[] = DIFFLIST(ENCODE);
104 #define DIFFCONFIG DIFFLIST(CONFIG)
105
106 #define DEFAULT_PRESET 0
107
108 const static struct game_params unequal_presets[] = {
109 { 4, DIFF_EASY, 0 },
110 { 5, DIFF_EASY, 0 },
111 { 5, DIFF_SET, 0 },
112 { 5, DIFF_SET, 1 },
113 { 5, DIFF_EXTREME, 0 },
114 { 6, DIFF_EASY, 0 },
115 { 6, DIFF_SET, 0 },
116 { 6, DIFF_SET, 1 },
117 { 6, DIFF_EXTREME, 0 },
118 { 7, DIFF_SET, 0 },
119 { 7, DIFF_SET, 1 },
120 { 7, DIFF_EXTREME, 0 }
121 };
122
123 static int game_fetch_preset(int i, char **name, game_params **params)
124 {
125 game_params *ret;
126 char buf[80];
127
128 if (i < 0 || i >= lenof(unequal_presets))
129 return FALSE;
130
131 ret = snew(game_params);
132 *ret = unequal_presets[i]; /* structure copy */
133
134 sprintf(buf, "%s: %dx%d %s",
135 ret->adjacent ? "Adjacent" : "Unequal",
136 ret->order, ret->order,
137 unequal_diffnames[ret->diff]);
138
139 *name = dupstr(buf);
140 *params = ret;
141 return TRUE;
142 }
143
144 static game_params *default_params(void)
145 {
146 game_params *ret;
147 char *name;
148
149 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
150 sfree(name);
151 return ret;
152 }
153
154 static void free_params(game_params *params)
155 {
156 sfree(params);
157 }
158
159 static game_params *dup_params(game_params *params)
160 {
161 game_params *ret = snew(game_params);
162 *ret = *params; /* structure copy */
163 return ret;
164 }
165
166 static void decode_params(game_params *ret, char const *string)
167 {
168 char const *p = string;
169
170 ret->order = atoi(p);
171 while (*p && isdigit((unsigned char)*p)) p++;
172
173 if (*p == 'a') {
174 p++;
175 ret->adjacent = 1;
176 } else
177 ret->adjacent = 0;
178
179 if (*p == 'd') {
180 int i;
181 p++;
182 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
183 if (*p) {
184 for (i = 0; i < DIFFCOUNT; i++) {
185 if (*p == unequal_diffchars[i])
186 ret->diff = i;
187 }
188 p++;
189 }
190 }
191 }
192
193 static char *encode_params(game_params *params, int full)
194 {
195 char ret[80];
196
197 sprintf(ret, "%d", params->order);
198 if (params->adjacent)
199 sprintf(ret + strlen(ret), "a");
200 if (full)
201 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
202
203 return dupstr(ret);
204 }
205
206 static config_item *game_configure(game_params *params)
207 {
208 config_item *ret;
209 char buf[80];
210
211 ret = snewn(4, config_item);
212
213 ret[0].name = "Mode";
214 ret[0].type = C_CHOICES;
215 ret[0].sval = ":Unequal:Adjacent";
216 ret[0].ival = params->adjacent;
217
218 ret[1].name = "Size (s*s)";
219 ret[1].type = C_STRING;
220 sprintf(buf, "%d", params->order);
221 ret[1].sval = dupstr(buf);
222 ret[1].ival = 0;
223
224 ret[2].name = "Difficulty";
225 ret[2].type = C_CHOICES;
226 ret[2].sval = DIFFCONFIG;
227 ret[2].ival = params->diff;
228
229 ret[3].name = NULL;
230 ret[3].type = C_END;
231 ret[3].sval = NULL;
232 ret[3].ival = 0;
233
234 return ret;
235 }
236
237 static game_params *custom_params(config_item *cfg)
238 {
239 game_params *ret = snew(game_params);
240
241 ret->adjacent = cfg[0].ival;
242 ret->order = atoi(cfg[1].sval);
243 ret->diff = cfg[2].ival;
244
245 return ret;
246 }
247
248 static char *validate_params(game_params *params, int full)
249 {
250 if (params->order < 3 || params->order > 32)
251 return "Order must be between 3 and 32";
252 if (params->diff >= DIFFCOUNT)
253 return "Unknown difficulty rating";
254 if (params->order < 5 && params->adjacent &&
255 params->diff >= DIFF_SET)
256 return "Order must be at least 5 for Adjacent puzzles of this difficulty.";
257 return NULL;
258 }
259
260 /* ----------------------------------------------------------
261 * Various utility functions
262 */
263
264 static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = {
265 { F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' },
266 { F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' },
267 { F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' },
268 { F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' }
269 };
270
271 static game_state *blank_game(int order, int adjacent)
272 {
273 game_state *state = snew(game_state);
274 int o2 = order*order, o3 = o2*order;
275
276 state->order = order;
277 state->adjacent = adjacent;
278 state->completed = state->cheated = 0;
279
280 state->nums = snewn(o2, digit);
281 state->hints = snewn(o3, unsigned char);
282 state->flags = snewn(o2, unsigned int);
283
284 memset(state->nums, 0, o2 * sizeof(digit));
285 memset(state->hints, 0, o3);
286 memset(state->flags, 0, o2 * sizeof(unsigned int));
287
288 return state;
289 }
290
291 static game_state *dup_game(game_state *state)
292 {
293 game_state *ret = blank_game(state->order, state->adjacent);
294 int o2 = state->order*state->order, o3 = o2*state->order;
295
296 memcpy(ret->nums, state->nums, o2 * sizeof(digit));
297 memcpy(ret->hints, state->hints, o3);
298 memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int));
299
300 return ret;
301 }
302
303 static void free_game(game_state *state)
304 {
305 sfree(state->nums);
306 sfree(state->hints);
307 sfree(state->flags);
308 sfree(state);
309 }
310
311 #define CHECKG(x,y) grid[(y)*o+(x)]
312
313 /* Returns 0 if it finds an error, 1 otherwise. */
314 static int check_num_adj(digit *grid, game_state *state,
315 int x, int y, int me)
316 {
317 unsigned int f = GRID(state, flags, x, y);
318 int ret = 1, i, o = state->order;
319
320 for (i = 0; i < 4; i++) {
321 int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn;
322
323 if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o)
324 continue;
325
326 n = CHECKG(x, y);
327 dn = CHECKG(x+dx, y+dy);
328
329 assert (n != 0);
330 if (dn == 0) continue;
331
332 if (state->adjacent) {
333 int gd = abs(n-dn);
334
335 if ((f & adjthan[i].f) && (gd != 1)) {
336 debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d",
337 x, y, n, x+dx, y+dy, dn));
338 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
339 ret = 0;
340 }
341 if (!(f & adjthan[i].f) && (gd == 1)) {
342 debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d",
343 x, y, n, x+dx, y+dy, dn));
344 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
345 ret = 0;
346 }
347
348 } else {
349 if ((f & adjthan[i].f) && (n <= dn)) {
350 debug(("check_adj error (%d,%d):%d not > (%d,%d):%d",
351 x, y, n, x+dx, y+dy, dn));
352 if (me) GRID(state, flags, x, y) |= adjthan[i].fe;
353 ret = 0;
354 }
355 }
356 }
357 return ret;
358 }
359
360 /* Returns 0 if it finds an error, 1 otherwise. */
361 static int check_num_error(digit *grid, game_state *state,
362 int x, int y, int mark_errors)
363 {
364 int o = state->order;
365 int xx, yy, val = CHECKG(x,y), ret = 1;
366
367 assert(val != 0);
368
369 /* check for dups in same column. */
370 for (yy = 0; yy < state->order; yy++) {
371 if (yy == y) continue;
372 if (CHECKG(x,yy) == val) ret = 0;
373 }
374
375 /* check for dups in same row. */
376 for (xx = 0; xx < state->order; xx++) {
377 if (xx == x) continue;
378 if (CHECKG(xx,y) == val) ret = 0;
379 }
380
381 if (!ret) {
382 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
383 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
384 }
385 return ret;
386 }
387
388 /* Returns: -1 for 'wrong'
389 * 0 for 'incomplete'
390 * 1 for 'complete and correct'
391 */
392 static int check_complete(digit *grid, game_state *state, int mark_errors)
393 {
394 int x, y, ret = 1, o = state->order;
395
396 if (mark_errors)
397 assert(grid == state->nums);
398
399 for (x = 0; x < state->order; x++) {
400 for (y = 0; y < state->order; y++) {
401 if (mark_errors)
402 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
403 if (grid[y*o+x] == 0) {
404 ret = 0;
405 } else {
406 if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1;
407 if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1;
408 }
409 }
410 }
411 if (ret == 1 && latin_check(grid, o))
412 ret = -1;
413 return ret;
414 }
415
416 static char n2c(digit n, int order) {
417 if (n == 0) return ' ';
418 if (order < 10) {
419 if (n < 10) return '0' + n;
420 } else {
421 if (n < 11) return '0' + n-1;
422 n -= 11;
423 if (n <= 26) return 'A' + n;
424 }
425 return '?';
426 }
427
428 /* should be 'digit', but includes -1 for 'not a digit'.
429 * Includes keypresses (0 especially) for interpret_move. */
430 static int c2n(int c, int order) {
431 if (c < 0 || c > 0xff)
432 return -1;
433 if (c == ' ' || c == '\b')
434 return 0;
435 if (order < 10) {
436 if (c >= '0' && c <= '9')
437 return (int)(c - '0');
438 } else {
439 if (c >= '0' && c <= '9')
440 return (int)(c - '0' + 1);
441 if (c >= 'A' && c <= 'Z')
442 return (int)(c - 'A' + 11);
443 if (c >= 'a' && c <= 'z')
444 return (int)(c - 'a' + 11);
445 }
446 return -1;
447 }
448
449 static int game_can_format_as_text_now(game_params *params)
450 {
451 return TRUE;
452 }
453
454 static char *game_text_format(game_state *state)
455 {
456 int x, y, len, n;
457 char *ret, *p;
458
459 len = (state->order*2) * (state->order*2-1) + 1;
460 ret = snewn(len, char);
461 p = ret;
462
463 for (y = 0; y < state->order; y++) {
464 for (x = 0; x < state->order; x++) {
465 n = GRID(state, nums, x, y);
466 *p++ = n > 0 ? n2c(n, state->order) : '.';
467
468 if (x < (state->order-1)) {
469 if (state->adjacent) {
470 *p++ = (GRID(state, flags, x, y) & F_ADJ_RIGHT) ? '|' : ' ';
471 } else {
472 if (GRID(state, flags, x, y) & F_ADJ_RIGHT)
473 *p++ = '>';
474 else if (GRID(state, flags, x+1, y) & F_ADJ_LEFT)
475 *p++ = '<';
476 else
477 *p++ = ' ';
478 }
479 }
480 }
481 *p++ = '\n';
482
483 if (y < (state->order-1)) {
484 for (x = 0; x < state->order; x++) {
485 if (state->adjacent) {
486 *p++ = (GRID(state, flags, x, y) & F_ADJ_DOWN) ? '-' : ' ';
487 } else {
488 if (GRID(state, flags, x, y) & F_ADJ_DOWN)
489 *p++ = 'v';
490 else if (GRID(state, flags, x, y+1) & F_ADJ_UP)
491 *p++ = '^';
492 else
493 *p++ = ' ';
494 }
495
496 if (x < state->order-1)
497 *p++ = ' ';
498 }
499 *p++ = '\n';
500 }
501 }
502 *p++ = '\0';
503
504 assert(p - ret == len);
505 return ret;
506 }
507
508 #ifdef STANDALONE_SOLVER
509 static void game_debug(game_state *state)
510 {
511 char *dbg = game_text_format(state);
512 printf("%s", dbg);
513 sfree(dbg);
514 }
515 #endif
516
517 /* ----------------------------------------------------------
518 * Solver.
519 */
520
521 struct solver_link {
522 int len, gx, gy, lx, ly;
523 };
524
525 struct solver_ctx {
526 game_state *state;
527
528 int nlinks, alinks;
529 struct solver_link *links;
530 };
531
532 static void solver_add_link(struct solver_ctx *ctx,
533 int gx, int gy, int lx, int ly, int len)
534 {
535 if (ctx->alinks < ctx->nlinks+1) {
536 ctx->alinks = ctx->alinks*2 + 1;
537 /*debug(("resizing ctx->links, new size %d", ctx->alinks));*/
538 ctx->links = sresize(ctx->links, ctx->alinks, struct solver_link);
539 }
540 ctx->links[ctx->nlinks].gx = gx;
541 ctx->links[ctx->nlinks].gy = gy;
542 ctx->links[ctx->nlinks].lx = lx;
543 ctx->links[ctx->nlinks].ly = ly;
544 ctx->links[ctx->nlinks].len = len;
545 ctx->nlinks++;
546 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
547 len, lx, ly, gx, gy, ctx->nlinks));*/
548 }
549
550 static struct solver_ctx *new_ctx(game_state *state)
551 {
552 struct solver_ctx *ctx = snew(struct solver_ctx);
553 int o = state->order;
554 int i, x, y;
555 unsigned int f;
556
557 ctx->nlinks = ctx->alinks = 0;
558 ctx->links = NULL;
559 ctx->state = state;
560
561 if (state->adjacent) return ctx; /* adjacent mode doesn't use links. */
562
563 for (x = 0; x < o; x++) {
564 for (y = 0; y < o; y++) {
565 f = GRID(state, flags, x, y);
566 for (i = 0; i < 4; i++) {
567 if (f & adjthan[i].f)
568 solver_add_link(ctx, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1);
569 }
570 }
571 }
572
573 return ctx;
574 }
575
576 static void *clone_ctx(void *vctx)
577 {
578 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
579 return new_ctx(ctx->state);
580 }
581
582 static void free_ctx(void *vctx)
583 {
584 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
585 if (ctx->links) sfree(ctx->links);
586 sfree(ctx);
587 }
588
589 static void solver_nminmax(struct latin_solver *solver,
590 int x, int y, int *min_r, int *max_r,
591 unsigned char **ns_r)
592 {
593 int o = solver->o, min = o, max = 0, n;
594 unsigned char *ns;
595
596 assert(x >= 0 && y >= 0 && x < o && y < o);
597
598 ns = solver->cube + cubepos(x,y,1);
599
600 if (grid(x,y) > 0) {
601 min = max = grid(x,y)-1;
602 } else {
603 for (n = 0; n < o; n++) {
604 if (ns[n]) {
605 if (n > max) max = n;
606 if (n < min) min = n;
607 }
608 }
609 }
610 if (min_r) *min_r = min;
611 if (max_r) *max_r = max;
612 if (ns_r) *ns_r = ns;
613 }
614
615 static int solver_links(struct latin_solver *solver, void *vctx)
616 {
617 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
618 int i, j, lmin, gmax, nchanged = 0;
619 unsigned char *gns, *lns;
620 struct solver_link *link;
621
622 for (i = 0; i < ctx->nlinks; i++) {
623 link = &ctx->links[i];
624 solver_nminmax(solver, link->gx, link->gy, NULL, &gmax, &gns);
625 solver_nminmax(solver, link->lx, link->ly, &lmin, NULL, &lns);
626
627 for (j = 0; j < solver->o; j++) {
628 /* For the 'greater' end of the link, discount all numbers
629 * too small to satisfy the inequality. */
630 if (gns[j]) {
631 if (j < (lmin+link->len)) {
632 #ifdef STANDALONE_SOLVER
633 if (solver_show_working) {
634 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
635 solver_recurse_depth*4, "",
636 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
637 printf("%*s ruling out %d at (%d,%d)\n",
638 solver_recurse_depth*4, "",
639 j+1, link->gx+1, link->gy+1);
640 }
641 #endif
642 cube(link->gx, link->gy, j+1) = FALSE;
643 nchanged++;
644 }
645 }
646 /* For the 'lesser' end of the link, discount all numbers
647 * too large to satisfy inequality. */
648 if (lns[j]) {
649 if (j > (gmax-link->len)) {
650 #ifdef STANDALONE_SOLVER
651 if (solver_show_working) {
652 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
653 solver_recurse_depth*4, "",
654 link->gx+1, link->gy+1, link->lx+1, link->ly+1);
655 printf("%*s ruling out %d at (%d,%d)\n",
656 solver_recurse_depth*4, "",
657 j+1, link->lx+1, link->ly+1);
658 }
659 #endif
660 cube(link->lx, link->ly, j+1) = FALSE;
661 nchanged++;
662 }
663 }
664 }
665 }
666 return nchanged;
667 }
668
669 static int solver_adjacent(struct latin_solver *solver, void *vctx)
670 {
671 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
672 int nchanged = 0, x, y, i, n, o = solver->o, nx, ny, gd;
673
674 /* Update possible values based on known values and adjacency clues. */
675
676 for (x = 0; x < o; x++) {
677 for (y = 0; y < o; y++) {
678 if (grid(x, y) == 0) continue;
679
680 /* We have a definite number here. Make sure that any
681 * adjacent possibles reflect the adjacent/non-adjacent clue. */
682
683 for (i = 0; i < 4; i++) {
684 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
685
686 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
687 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
688 continue;
689
690 for (n = 0; n < o; n++) {
691 /* Continue past numbers the adjacent square _could_ be,
692 * given the clue we have. */
693 gd = abs((n+1) - grid(x, y));
694 if (isadjacent && (gd == 1)) continue;
695 if (!isadjacent && (gd != 1)) continue;
696
697 if (cube(nx, ny, n+1) == FALSE)
698 continue; /* already discounted this possibility. */
699
700 #ifdef STANDALONE_SOLVER
701 if (solver_show_working) {
702 printf("%*sadjacent elimination, (%d,%d):%d %s (%d,%d):\n",
703 solver_recurse_depth*4, "",
704 x+1, y+1, grid(x, y), isadjacent ? "|" : "!|", nx+1, ny+1);
705 printf("%*s ruling out %d at (%d,%d)\n",
706 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
707 }
708 #endif
709 cube(nx, ny, n+1) = FALSE;
710 nchanged++;
711 }
712 }
713 }
714 }
715
716 return nchanged;
717 }
718
719 static int solver_adjacent_set(struct latin_solver *solver, void *vctx)
720 {
721 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
722 int x, y, i, n, nn, o = solver->o, nx, ny, gd;
723 int nchanged = 0, *scratch = snewn(o, int);
724
725 /* Update possible values based on other possible values
726 * of adjacent squares, and adjacency clues. */
727
728 for (x = 0; x < o; x++) {
729 for (y = 0; y < o; y++) {
730 for (i = 0; i < 4; i++) {
731 int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
732
733 nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
734 if (nx < 0 || ny < 0 || nx >= o || ny >= o)
735 continue;
736
737 /* We know the current possibles for the square (x,y)
738 * and also the adjacency clue from (x,y) to (nx,ny).
739 * Construct a maximum set of possibles for (nx,ny)
740 * in scratch, based on these constraints... */
741
742 memset(scratch, 0, o*sizeof(int));
743
744 for (n = 0; n < o; n++) {
745 if (cube(x, y, n+1) == FALSE) continue;
746
747 for (nn = 0; nn < o; nn++) {
748 if (n == nn) continue;
749
750 gd = abs(nn - n);
751 if (isadjacent && (gd != 1)) continue;
752 if (!isadjacent && (gd == 1)) continue;
753
754 scratch[nn] = 1;
755 }
756 }
757
758 /* ...and remove any possibilities for (nx,ny) that are
759 * currently set but are not indicated in scratch. */
760 for (n = 0; n < o; n++) {
761 if (scratch[n] == 1) continue;
762 if (cube(nx, ny, n+1) == FALSE) continue;
763
764 #ifdef STANDALONE_SOLVER
765 if (solver_show_working) {
766 printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n",
767 solver_recurse_depth*4, "",
768 x+1, y+1, isadjacent ? "|" : "!|", nx+1, ny+1);
769 printf("%*s ruling out %d at (%d,%d)\n",
770 solver_recurse_depth*4, "", n+1, nx+1, ny+1);
771 }
772 #endif
773 cube(nx, ny, n+1) = FALSE;
774 nchanged++;
775 }
776 }
777 }
778 }
779
780 return nchanged;
781 }
782
783 static int solver_easy(struct latin_solver *solver, void *vctx)
784 {
785 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
786 if (ctx->state->adjacent)
787 return solver_adjacent(solver, vctx);
788 else
789 return solver_links(solver, vctx);
790 }
791
792 static int solver_set(struct latin_solver *solver, void *vctx)
793 {
794 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
795 if (ctx->state->adjacent)
796 return solver_adjacent_set(solver, vctx);
797 else
798 return 0;
799 }
800
801 #define SOLVER(upper,title,func,lower) func,
802 static usersolver_t const unequal_solvers[] = { DIFFLIST(SOLVER) };
803
804 static int solver_state(game_state *state, int maxdiff)
805 {
806 struct solver_ctx *ctx = new_ctx(state);
807 struct latin_solver solver;
808 int diff;
809
810 latin_solver_alloc(&solver, state->nums, state->order);
811
812 diff = latin_solver_main(&solver, maxdiff,
813 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
814 DIFF_EXTREME, DIFF_RECURSIVE,
815 unequal_solvers, ctx, clone_ctx, free_ctx);
816
817 memcpy(state->hints, solver.cube, state->order*state->order*state->order);
818
819 free_ctx(ctx);
820
821 latin_solver_free(&solver);
822
823 if (diff == DIFF_IMPOSSIBLE)
824 return -1;
825 if (diff == DIFF_UNFINISHED)
826 return 0;
827 if (diff == DIFF_AMBIGUOUS)
828 return 2;
829 return 1;
830 }
831
832 static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
833 {
834 game_state *ret = dup_game(state);
835 int diff, r = 0;
836
837 for (diff = mindiff; diff <= maxdiff; diff++) {
838 r = solver_state(ret, diff);
839 debug(("solver_state after %s %d", unequal_diffnames[diff], r));
840 if (r != 0) goto done;
841 }
842
843 done:
844 if (diff_r) *diff_r = (r > 0) ? diff : -1;
845 return ret;
846 }
847
848 /* ----------------------------------------------------------
849 * Game generation.
850 */
851
852 static char *latin_desc(digit *sq, size_t order)
853 {
854 int o2 = order*order, i;
855 char *soln = snewn(o2+2, char);
856
857 soln[0] = 'S';
858 for (i = 0; i < o2; i++)
859 soln[i+1] = n2c(sq[i], order);
860 soln[o2+1] = '\0';
861
862 return soln;
863 }
864
865 /* returns non-zero if it placed (or could have placed) clue. */
866 static int gg_place_clue(game_state *state, int ccode, digit *latin, int checkonly)
867 {
868 int loc = ccode / 5, which = ccode % 5;
869 int x = loc % state->order, y = loc / state->order;
870
871 assert(loc < state->order*state->order);
872
873 if (which == 4) { /* add number */
874 if (state->nums[loc] != 0) {
875 #ifdef STANDALONE_SOLVER
876 if (state->nums[loc] != latin[loc]) {
877 printf("inconsistency for (%d,%d): state %d latin %d\n",
878 x+1, y+1, state->nums[loc], latin[loc]);
879 }
880 #endif
881 assert(state->nums[loc] == latin[loc]);
882 return 0;
883 }
884 if (!checkonly) {
885 state->nums[loc] = latin[loc];
886 }
887 } else { /* add flag */
888 int lx, ly, lloc;
889
890 if (state->adjacent)
891 return 0; /* never add flag clues in adjacent mode (they're always
892 all present) */
893
894 if (state->flags[loc] & adjthan[which].f)
895 return 0; /* already has flag. */
896
897 lx = x + adjthan[which].dx;
898 ly = y + adjthan[which].dy;
899 if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order)
900 return 0; /* flag compares to off grid */
901
902 lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order;
903 if (latin[loc] <= latin[lloc])
904 return 0; /* flag would be incorrect */
905
906 if (!checkonly) {
907 state->flags[loc] |= adjthan[which].f;
908 }
909 }
910 return 1;
911 }
912
913 /* returns non-zero if it removed (or could have removed) the clue. */
914 static int gg_remove_clue(game_state *state, int ccode, int checkonly)
915 {
916 int loc = ccode / 5, which = ccode % 5;
917 #ifdef STANDALONE_SOLVER
918 int x = loc % state->order, y = loc / state->order;
919 #endif
920
921 assert(loc < state->order*state->order);
922
923 if (which == 4) { /* remove number. */
924 if (state->nums[loc] == 0) return 0;
925 if (!checkonly) {
926 #ifdef STANDALONE_SOLVER
927 if (solver_show_working)
928 printf("gg_remove_clue: removing %d at (%d,%d)",
929 state->nums[loc], x+1, y+1);
930 #endif
931 state->nums[loc] = 0;
932 }
933 } else { /* remove flag */
934 if (state->adjacent)
935 return 0; /* never remove clues in adjacent mode. */
936
937 if (!(state->flags[loc] & adjthan[which].f)) return 0;
938 if (!checkonly) {
939 #ifdef STANDALONE_SOLVER
940 if (solver_show_working)
941 printf("gg_remove_clue: removing %c at (%d,%d)",
942 adjthan[which].c, x+1, y+1);
943 #endif
944 state->flags[loc] &= ~adjthan[which].f;
945 }
946 }
947 return 1;
948 }
949
950 static int gg_best_clue(game_state *state, int *scratch, digit *latin)
951 {
952 int ls = state->order * state->order * 5;
953 int maxposs = 0, minclues = 5, best = -1, i, j;
954 int nposs, nclues, loc;
955
956 #ifdef STANDALONE_SOLVER
957 if (solver_show_working) {
958 game_debug(state);
959 latin_solver_debug(state->hints, state->order);
960 }
961 #endif
962
963 for (i = ls; i-- > 0 ;) {
964 if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
965
966 loc = scratch[i] / 5;
967 for (j = nposs = 0; j < state->order; j++) {
968 if (state->hints[loc*state->order + j]) nposs++;
969 }
970 for (j = nclues = 0; j < 4; j++) {
971 if (state->flags[loc] & adjthan[j].f) nclues++;
972 }
973 if ((nposs > maxposs) ||
974 (nposs == maxposs && nclues < minclues)) {
975 best = i; maxposs = nposs; minclues = nclues;
976 #ifdef STANDALONE_SOLVER
977 if (solver_show_working) {
978 int x = loc % state->order, y = loc / state->order;
979 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
980 best, x+1, y+1, nposs, nclues);
981 }
982 #endif
983 }
984 }
985 /* if we didn't solve, we must have 1 clue to place! */
986 assert(best != -1);
987 return best;
988 }
989
990 #ifdef STANDALONE_SOLVER
991 int maxtries;
992 #define MAXTRIES maxtries
993 #else
994 #define MAXTRIES 50
995 #endif
996 int gg_solved;
997
998 static int game_assemble(game_state *new, int *scratch, digit *latin,
999 int difficulty)
1000 {
1001 game_state *copy = dup_game(new);
1002 int best;
1003
1004 if (difficulty >= DIFF_RECURSIVE) {
1005 /* We mustn't use any solver that might guess answers;
1006 * if it guesses wrongly but solves, gg_place_clue will
1007 * get mighty confused. We will always trim clues down
1008 * (making it more difficult) in game_strip, which doesn't
1009 * have this problem. */
1010 difficulty = DIFF_RECURSIVE-1;
1011 }
1012
1013 #ifdef STANDALONE_SOLVER
1014 if (solver_show_working) {
1015 game_debug(new);
1016 latin_solver_debug(new->hints, new->order);
1017 }
1018 #endif
1019
1020 while(1) {
1021 gg_solved++;
1022 if (solver_state(copy, difficulty) == 1) break;
1023
1024 best = gg_best_clue(copy, scratch, latin);
1025 gg_place_clue(new, scratch[best], latin, 0);
1026 gg_place_clue(copy, scratch[best], latin, 0);
1027 }
1028 free_game(copy);
1029 #ifdef STANDALONE_SOLVER
1030 if (solver_show_working) {
1031 char *dbg = game_text_format(new);
1032 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg);
1033 sfree(dbg);
1034 }
1035 #endif
1036 return 0;
1037 }
1038
1039 static void game_strip(game_state *new, int *scratch, digit *latin,
1040 int difficulty)
1041 {
1042 int o = new->order, o2 = o*o, lscratch = o2*5, i;
1043 game_state *copy = blank_game(new->order, new->adjacent);
1044
1045 /* For each symbol (if it exists in new), try and remove it and
1046 * solve again; if we couldn't solve without it put it back. */
1047 for (i = 0; i < lscratch; i++) {
1048 if (!gg_remove_clue(new, scratch[i], 0)) continue;
1049
1050 memcpy(copy->nums, new->nums, o2 * sizeof(digit));
1051 memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int));
1052 gg_solved++;
1053 if (solver_state(copy, difficulty) != 1) {
1054 /* put clue back, we can't solve without it. */
1055 int ret = gg_place_clue(new, scratch[i], latin, 0);
1056 assert(ret == 1);
1057 } else {
1058 #ifdef STANDALONE_SOLVER
1059 if (solver_show_working)
1060 printf("game_strip: clue was redundant.");
1061 #endif
1062 }
1063 }
1064 free_game(copy);
1065 #ifdef STANDALONE_SOLVER
1066 if (solver_show_working) {
1067 char *dbg = game_text_format(new);
1068 debug(("game_strip: done, %d solver iterations.", gg_solved));
1069 debug(("%s", dbg));
1070 sfree(dbg);
1071 }
1072 #endif
1073 }
1074
1075 static void add_adjacent_flags(game_state *state, digit *latin)
1076 {
1077 int x, y, o = state->order;
1078
1079 /* All clues in adjacent mode are always present (the only variables are
1080 * the numbers). This adds all the flags to state based on the supplied
1081 * latin square. */
1082
1083 for (y = 0; y < o; y++) {
1084 for (x = 0; x < o; x++) {
1085 if (x < (o-1) && (abs(latin[y*o+x] - latin[y*o+x+1]) == 1)) {
1086 GRID(state, flags, x, y) |= F_ADJ_RIGHT;
1087 GRID(state, flags, x+1, y) |= F_ADJ_LEFT;
1088 }
1089 if (y < (o-1) && (abs(latin[y*o+x] - latin[(y+1)*o+x]) == 1)) {
1090 GRID(state, flags, x, y) |= F_ADJ_DOWN;
1091 GRID(state, flags, x, y+1) |= F_ADJ_UP;
1092 }
1093 }
1094 }
1095 }
1096
1097 static char *new_game_desc(game_params *params, random_state *rs,
1098 char **aux, int interactive)
1099 {
1100 digit *sq = NULL;
1101 int i, x, y, retlen, k, nsol;
1102 int o2 = params->order * params->order, ntries = 1;
1103 int *scratch, lscratch = o2*5;
1104 char *ret, buf[80];
1105 game_state *state = blank_game(params->order, params->adjacent);
1106
1107 /* Generate a list of 'things to strip' (randomised later) */
1108 scratch = snewn(lscratch, int);
1109 /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
1110 for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2);
1111
1112 generate:
1113 #ifdef STANDALONE_SOLVER
1114 if (solver_show_working)
1115 printf("new_game_desc: generating %s puzzle, ntries so far %d\n",
1116 unequal_diffnames[params->diff], ntries);
1117 #endif
1118 if (sq) sfree(sq);
1119 sq = latin_generate(params->order, rs);
1120 latin_debug(sq, params->order);
1121 /* Separately shuffle the numeric and inequality clues */
1122 shuffle(scratch, lscratch/5, sizeof(int), rs);
1123 shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs);
1124
1125 memset(state->nums, 0, o2 * sizeof(digit));
1126 memset(state->flags, 0, o2 * sizeof(unsigned int));
1127
1128 if (state->adjacent) {
1129 /* All adjacency flags are always present. */
1130 add_adjacent_flags(state, sq);
1131 }
1132
1133 gg_solved = 0;
1134 if (game_assemble(state, scratch, sq, params->diff) < 0)
1135 goto generate;
1136 game_strip(state, scratch, sq, params->diff);
1137
1138 if (params->diff > 0) {
1139 game_state *copy = dup_game(state);
1140 nsol = solver_state(copy, params->diff-1);
1141 free_game(copy);
1142 if (nsol > 0) {
1143 #ifdef STANDALONE_SOLVER
1144 if (solver_show_working)
1145 printf("game_assemble: puzzle as generated is too easy.\n");
1146 #endif
1147 if (ntries < MAXTRIES) {
1148 ntries++;
1149 goto generate;
1150 }
1151 #ifdef STANDALONE_SOLVER
1152 if (solver_show_working)
1153 printf("Unable to generate %s %dx%d after %d attempts.\n",
1154 unequal_diffnames[params->diff],
1155 params->order, params->order, MAXTRIES);
1156 #endif
1157 params->diff--;
1158 }
1159 }
1160 #ifdef STANDALONE_SOLVER
1161 if (solver_show_working)
1162 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
1163 unequal_diffnames[params->diff], ntries, gg_solved);
1164 #endif
1165
1166 ret = NULL; retlen = 0;
1167 for (y = 0; y < params->order; y++) {
1168 for (x = 0; x < params->order; x++) {
1169 unsigned int f = GRID(state, flags, x, y);
1170 k = sprintf(buf, "%d%s%s%s%s,",
1171 GRID(state, nums, x, y),
1172 (f & F_ADJ_UP) ? "U" : "",
1173 (f & F_ADJ_RIGHT) ? "R" : "",
1174 (f & F_ADJ_DOWN) ? "D" : "",
1175 (f & F_ADJ_LEFT) ? "L" : "");
1176
1177 ret = sresize(ret, retlen + k + 1, char);
1178 strcpy(ret + retlen, buf);
1179 retlen += k;
1180 }
1181 }
1182 *aux = latin_desc(sq, params->order);
1183
1184 free_game(state);
1185 sfree(sq);
1186 sfree(scratch);
1187
1188 return ret;
1189 }
1190
1191 static game_state *load_game(game_params *params, char *desc,
1192 char **why_r)
1193 {
1194 game_state *state = blank_game(params->order, params->adjacent);
1195 char *p = desc;
1196 int i = 0, n, o = params->order, x, y;
1197 char *why = NULL;
1198
1199 while (*p) {
1200 while (*p >= 'a' && *p <= 'z') {
1201 i += *p - 'a' + 1;
1202 p++;
1203 }
1204 if (i >= o*o) {
1205 why = "Too much data to fill grid"; goto fail;
1206 }
1207
1208 if (*p < '0' && *p > '9') {
1209 why = "Expecting number in game description"; goto fail;
1210 }
1211 n = atoi(p);
1212 if (n < 0 || n > o) {
1213 why = "Out-of-range number in game description"; goto fail;
1214 }
1215 state->nums[i] = (digit)n;
1216 while (*p >= '0' && *p <= '9') p++; /* skip number */
1217
1218 if (state->nums[i] != 0)
1219 state->flags[i] |= F_IMMUTABLE; /* === number set by game description */
1220
1221 while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') {
1222 switch (*p) {
1223 case 'U': state->flags[i] |= F_ADJ_UP; break;
1224 case 'R': state->flags[i] |= F_ADJ_RIGHT; break;
1225 case 'D': state->flags[i] |= F_ADJ_DOWN; break;
1226 case 'L': state->flags[i] |= F_ADJ_LEFT; break;
1227 default: why = "Expecting flag URDL in game description"; goto fail;
1228 }
1229 p++;
1230 }
1231 i++;
1232 if (i < o*o && *p != ',') {
1233 why = "Missing separator"; goto fail;
1234 }
1235 if (*p == ',') p++;
1236 }
1237 if (i < o*o) {
1238 why = "Not enough data to fill grid"; goto fail;
1239 }
1240 i = 0;
1241 for (y = 0; y < o; y++) {
1242 for (x = 0; x < o; x++) {
1243 for (n = 0; n < 4; n++) {
1244 if (GRID(state, flags, x, y) & adjthan[n].f) {
1245 int nx = x + adjthan[n].dx;
1246 int ny = y + adjthan[n].dy;
1247 /* a flag must not point us off the grid. */
1248 if (nx < 0 || ny < 0 || nx >= o || ny >= o) {
1249 why = "Flags go off grid"; goto fail;
1250 }
1251 if (params->adjacent) {
1252 /* if one cell is adjacent to another, the other must
1253 * also be adjacent to the first. */
1254 if (!(GRID(state, flags, nx, ny) & adjthan[n].fo)) {
1255 why = "Flags contradicting each other"; goto fail;
1256 }
1257 } else {
1258 /* if one cell is GT another, the other must _not_ also
1259 * be GT the first. */
1260 if (GRID(state, flags, nx, ny) & adjthan[n].fo) {
1261 why = "Flags contradicting each other"; goto fail;
1262 }
1263 }
1264 }
1265 }
1266 }
1267 }
1268
1269 return state;
1270
1271 fail:
1272 free_game(state);
1273 if (why_r) *why_r = why;
1274 return NULL;
1275 }
1276
1277 static game_state *new_game(midend *me, game_params *params, char *desc)
1278 {
1279 game_state *state = load_game(params, desc, NULL);
1280 if (!state) {
1281 assert("Unable to load ?validated game.");
1282 return NULL;
1283 }
1284 return state;
1285 }
1286
1287 static char *validate_desc(game_params *params, char *desc)
1288 {
1289 char *why = NULL;
1290 game_state *dummy = load_game(params, desc, &why);
1291 if (dummy) {
1292 free_game(dummy);
1293 assert(!why);
1294 } else
1295 assert(why);
1296 return why;
1297 }
1298
1299 static char *solve_game(game_state *state, game_state *currstate,
1300 char *aux, char **error)
1301 {
1302 game_state *solved;
1303 int r;
1304 char *ret = NULL;
1305
1306 if (aux) return dupstr(aux);
1307
1308 solved = dup_game(state);
1309 for (r = 0; r < state->order*state->order; r++) {
1310 if (!(solved->flags[r] & F_IMMUTABLE))
1311 solved->nums[r] = 0;
1312 }
1313 r = solver_state(solved, DIFFCOUNT-1); /* always use full solver */
1314 if (r > 0) ret = latin_desc(solved->nums, solved->order);
1315 free_game(solved);
1316 return ret;
1317 }
1318
1319 /* ----------------------------------------------------------
1320 * Game UI input processing.
1321 */
1322
1323 struct game_ui {
1324 int hx, hy; /* as for solo.c, highlight pos */
1325 int hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
1326 };
1327
1328 static game_ui *new_ui(game_state *state)
1329 {
1330 game_ui *ui = snew(game_ui);
1331
1332 ui->hx = ui->hy = 0;
1333 ui->hpencil = ui->hshow = ui->hcursor = 0;
1334
1335 return ui;
1336 }
1337
1338 static void free_ui(game_ui *ui)
1339 {
1340 sfree(ui);
1341 }
1342
1343 static char *encode_ui(game_ui *ui)
1344 {
1345 return NULL;
1346 }
1347
1348 static void decode_ui(game_ui *ui, char *encoding)
1349 {
1350 }
1351
1352 static void game_changed_state(game_ui *ui, game_state *oldstate,
1353 game_state *newstate)
1354 {
1355 /* See solo.c; if we were pencil-mode highlighting and
1356 * somehow a square has just been properly filled, cancel
1357 * pencil mode. */
1358 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1359 GRID(newstate, nums, ui->hx, ui->hy) != 0) {
1360 ui->hshow = 0;
1361 }
1362 }
1363
1364 struct game_drawstate {
1365 int tilesize, order, started, adjacent;
1366 digit *nums; /* copy of nums, o^2 */
1367 unsigned char *hints; /* copy of hints, o^3 */
1368 unsigned int *flags; /* o^2 */
1369
1370 int hx, hy, hshow, hpencil; /* as for game_ui. */
1371 int hflash;
1372 };
1373
1374 static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
1375 int ox, int oy, int button)
1376 {
1377 int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
1378 char buf[80];
1379
1380 button &= ~MOD_MASK;
1381
1382 if (x >= 0 && x < ds->order && ((ox - COORD(x)) <= TILE_SIZE) &&
1383 y >= 0 && y < ds->order && ((oy - COORD(y)) <= TILE_SIZE)) {
1384 if (button == LEFT_BUTTON) {
1385 /* normal highlighting for non-immutable squares */
1386 if (GRID(state, flags, x, y) & F_IMMUTABLE)
1387 ui->hshow = 0;
1388 else if (x == ui->hx && y == ui->hy &&
1389 ui->hshow && ui->hpencil == 0)
1390 ui->hshow = 0;
1391 else {
1392 ui->hx = x; ui->hy = y; ui->hpencil = 0;
1393 ui->hshow = 1;
1394 }
1395 ui->hcursor = 0;
1396 return "";
1397 }
1398 if (button == RIGHT_BUTTON) {
1399 /* pencil highlighting for non-filled squares */
1400 if (GRID(state, nums, x, y) != 0)
1401 ui->hshow = 0;
1402 else if (x == ui->hx && y == ui->hy &&
1403 ui->hshow && ui->hpencil)
1404 ui->hshow = 0;
1405 else {
1406 ui->hx = x; ui->hy = y; ui->hpencil = 1;
1407 ui->hshow = 1;
1408 }
1409 ui->hcursor = 0;
1410 return "";
1411 }
1412 }
1413
1414 if (IS_CURSOR_MOVE(button)) {
1415 move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order, 0);
1416 ui->hshow = ui->hcursor = 1;
1417 return "";
1418 }
1419 if (ui->hshow && IS_CURSOR_SELECT(button)) {
1420 ui->hpencil = 1 - ui->hpencil;
1421 ui->hcursor = 1;
1422 return "";
1423 }
1424
1425
1426 if (ui->hshow) {
1427 debug(("button %d, cbutton %d", button, (int)((char)button)));
1428 n = c2n(button, state->order);
1429
1430 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1431 n, ui->hx, ui->hy, ui->hpencil,
1432 GRID(state, flags, ui->hx, ui->hy),
1433 GRID(state, nums, ui->hx, ui->hy)));
1434
1435 if (n < 0 || n > ds->order)
1436 return NULL; /* out of range */
1437 if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
1438 return NULL; /* can't edit immutable square (!) */
1439 if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
1440 return NULL; /* can't change hints on filled square (!) */
1441
1442
1443 sprintf(buf, "%c%d,%d,%d",
1444 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1445
1446 if (!ui->hcursor) ui->hshow = 0;
1447
1448 return dupstr(buf);
1449 }
1450
1451 if (button == 'H' || button == 'h')
1452 return dupstr("H");
1453 if (button == 'M' || button == 'm')
1454 return dupstr("M");
1455
1456 return NULL;
1457 }
1458
1459 static game_state *execute_move(game_state *state, char *move)
1460 {
1461 game_state *ret = NULL;
1462 int x, y, n, i, rc;
1463
1464 debug(("execute_move: %s", move));
1465
1466 if ((move[0] == 'P' || move[0] == 'R') &&
1467 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1468 x >= 0 && x < state->order && y >= 0 && y < state->order &&
1469 n >= 0 && n <= state->order) {
1470 ret = dup_game(state);
1471 if (move[0] == 'P' && n > 0)
1472 HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1);
1473 else {
1474 GRID(ret, nums, x, y) = n;
1475 for (i = 0; i < state->order; i++)
1476 HINT(ret, x, y, i) = 0;
1477
1478 /* real change to grid; check for completion */
1479 if (!ret->completed && check_complete(ret->nums, ret, 1) > 0)
1480 ret->completed = TRUE;
1481 }
1482 return ret;
1483 } else if (move[0] == 'S') {
1484 char *p;
1485
1486 ret = dup_game(state);
1487 ret->completed = ret->cheated = TRUE;
1488
1489 p = move+1;
1490 for (i = 0; i < state->order*state->order; i++) {
1491 n = c2n((int)*p, state->order);
1492 if (!*p || n <= 0 || n > state->order)
1493 goto badmove;
1494 ret->nums[i] = n;
1495 p++;
1496 }
1497 if (*p) goto badmove;
1498 rc = check_complete(ret->nums, ret, 1);
1499 assert(rc > 0);
1500 return ret;
1501 } else if (move[0] == 'M') {
1502 ret = dup_game(state);
1503 for (x = 0; x < state->order; x++) {
1504 for (y = 0; y < state->order; y++) {
1505 for (n = 0; n < state->order; n++) {
1506 HINT(ret, x, y, n) = 1;
1507 }
1508 }
1509 }
1510 return ret;
1511 } else if (move[0] == 'H') {
1512 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1513 }
1514
1515 badmove:
1516 if (ret) free_game(ret);
1517 return NULL;
1518 }
1519
1520 /* ----------------------------------------------------------------------
1521 * Drawing/printing routines.
1522 */
1523
1524 #define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1525
1526 static void game_compute_size(game_params *params, int tilesize,
1527 int *x, int *y)
1528 {
1529 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1530 struct { int tilesize, order; } ads, *ds = &ads;
1531 ads.tilesize = tilesize;
1532 ads.order = params->order;
1533
1534 *x = *y = DRAW_SIZE;
1535 }
1536
1537 static void game_set_size(drawing *dr, game_drawstate *ds,
1538 game_params *params, int tilesize)
1539 {
1540 ds->tilesize = tilesize;
1541 }
1542
1543 static float *game_colours(frontend *fe, int *ncolours)
1544 {
1545 float *ret = snewn(3 * NCOLOURS, float);
1546 int i;
1547
1548 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
1549
1550 for (i = 0; i < 3; i++) {
1551 ret[COL_TEXT * 3 + i] = 0.0F;
1552 ret[COL_GRID * 3 + i] = 0.5F;
1553 }
1554
1555 /* Lots of these were taken from solo.c. */
1556 ret[COL_GUESS * 3 + 0] = 0.0F;
1557 ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1558 ret[COL_GUESS * 3 + 2] = 0.0F;
1559
1560 ret[COL_ERROR * 3 + 0] = 1.0F;
1561 ret[COL_ERROR * 3 + 1] = 0.0F;
1562 ret[COL_ERROR * 3 + 2] = 0.0F;
1563
1564 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1565 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1566 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1567
1568 *ncolours = NCOLOURS;
1569 return ret;
1570 }
1571
1572 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1573 {
1574 struct game_drawstate *ds = snew(struct game_drawstate);
1575 int o2 = state->order*state->order, o3 = o2*state->order;
1576
1577 ds->tilesize = 0;
1578 ds->order = state->order;
1579 ds->adjacent = state->adjacent;
1580
1581 ds->nums = snewn(o2, digit);
1582 ds->hints = snewn(o3, unsigned char);
1583 ds->flags = snewn(o2, unsigned int);
1584 memset(ds->nums, 0, o2*sizeof(digit));
1585 memset(ds->hints, 0, o3);
1586 memset(ds->flags, 0, o2*sizeof(unsigned int));
1587
1588 ds->hx = ds->hy = 0;
1589 ds->started = ds->hshow = ds->hpencil = ds->hflash = 0;
1590
1591 return ds;
1592 }
1593
1594 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1595 {
1596 sfree(ds->nums);
1597 sfree(ds->hints);
1598 sfree(ds->flags);
1599 sfree(ds);
1600 }
1601
1602 static void draw_gt(drawing *dr, int ox, int oy,
1603 int dx1, int dy1, int dx2, int dy2, int col)
1604 {
1605 int coords[12];
1606 int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0);
1607 coords[0] = ox + xdx;
1608 coords[1] = oy + xdy;
1609 coords[2] = ox + xdx + dx1;
1610 coords[3] = oy + xdy + dy1;
1611 coords[4] = ox + xdx + dx1 + dx2;
1612 coords[5] = oy + xdy + dy1 + dy2;
1613 coords[6] = ox - xdx + dx1 + dx2;
1614 coords[7] = oy - xdy + dy1 + dy2;
1615 coords[8] = ox - xdx + dx1;
1616 coords[9] = oy - xdy + dy1;
1617 coords[10] = ox - xdx;
1618 coords[11] = oy - xdy;
1619 draw_polygon(dr, coords, 6, col, col);
1620 }
1621
1622 static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
1623 unsigned int f, int bg, int fg)
1624 {
1625 int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
1626
1627 /* Draw all the greater-than signs emanating from this tile. */
1628
1629 if (f & F_ADJ_UP) {
1630 if (bg >= 0) draw_rect(dr, ox, oy - g, TILE_SIZE, g, bg);
1631 draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
1632 (f & F_ERROR_UP) ? COL_ERROR : fg);
1633 draw_update(dr, ox, oy-g, TILE_SIZE, g);
1634 }
1635 if (f & F_ADJ_RIGHT) {
1636 if (bg >= 0) draw_rect(dr, ox + TILE_SIZE, oy, g, TILE_SIZE, bg);
1637 draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
1638 (f & F_ERROR_RIGHT) ? COL_ERROR : fg);
1639 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1640 }
1641 if (f & F_ADJ_DOWN) {
1642 if (bg >= 0) draw_rect(dr, ox, oy + TILE_SIZE, TILE_SIZE, g, bg);
1643 draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
1644 (f & F_ERROR_DOWN) ? COL_ERROR : fg);
1645 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1646 }
1647 if (f & F_ADJ_LEFT) {
1648 if (bg >= 0) draw_rect(dr, ox - g, oy, g, TILE_SIZE, bg);
1649 draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
1650 (f & F_ERROR_LEFT) ? COL_ERROR : fg);
1651 draw_update(dr, ox-g, oy, g, TILE_SIZE);
1652 }
1653 }
1654
1655 static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy,
1656 unsigned int f, int bg, int fg)
1657 {
1658 int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4;
1659
1660 /* Draw all the adjacency bars relevant to this tile; we only have
1661 * to worry about F_ADJ_RIGHT and F_ADJ_DOWN.
1662 *
1663 * If we _only_ have the error flag set (i.e. it's not supposed to be
1664 * adjacent, but adjacent numbers were entered) draw an outline red bar.
1665 */
1666
1667 if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) {
1668 if (f & F_ADJ_RIGHT) {
1669 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE,
1670 (f & F_ERROR_RIGHT) ? COL_ERROR : fg);
1671 } else {
1672 draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
1673 }
1674 } else if (bg >= 0) {
1675 draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, bg);
1676 }
1677 draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
1678
1679 if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) {
1680 if (f & F_ADJ_DOWN) {
1681 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4,
1682 (f & F_ERROR_DOWN) ? COL_ERROR : fg);
1683 } else {
1684 draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
1685 }
1686 } else if (bg >= 0) {
1687 draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, bg);
1688 }
1689 draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
1690 }
1691
1692 static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
1693 game_ui *ui, int x, int y, int hflash)
1694 {
1695 int ox = COORD(x), oy = COORD(y), bg, hon;
1696 unsigned int f = GRID(state, flags, x, y);
1697
1698 bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND;
1699
1700 hon = (ui->hshow && x == ui->hx && y == ui->hy);
1701
1702 /* Clear square. */
1703 draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE,
1704 (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg);
1705
1706 /* Draw the highlight (pencil or full), if we're the highlight */
1707 if (hon && ui->hpencil) {
1708 int coords[6];
1709 coords[0] = ox;
1710 coords[1] = oy;
1711 coords[2] = ox + TILE_SIZE/2;
1712 coords[3] = oy;
1713 coords[4] = ox;
1714 coords[5] = oy + TILE_SIZE/2;
1715 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1716 }
1717
1718 /* Draw the square outline (which is the cursor, if we're the cursor). */
1719 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
1720
1721 draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
1722
1723 /* Draw the adjacent clue signs. */
1724 if (ds->adjacent)
1725 draw_adjs(dr, ds, ox, oy, f, COL_BACKGROUND, COL_GRID);
1726 else
1727 draw_gts(dr, ds, ox, oy, f, COL_BACKGROUND, COL_TEXT);
1728 }
1729
1730 static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
1731 {
1732 int ox = COORD(x), oy = COORD(y);
1733 unsigned int f = GRID(ds,flags,x,y);
1734 char str[2];
1735
1736 /* (can assume square has just been cleared) */
1737
1738 /* Draw number, choosing appropriate colour */
1739 str[0] = n2c(GRID(ds, nums, x, y), ds->order);
1740 str[1] = '\0';
1741 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1742 FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE,
1743 (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str);
1744 }
1745
1746 static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y)
1747 {
1748 int ox = COORD(x), oy = COORD(y);
1749 int nhints, i, j, hw, hh, hmax, fontsz;
1750 char str[2];
1751
1752 /* (can assume square has just been cleared) */
1753
1754 /* Draw hints; steal ingenious algorithm (basically)
1755 * from solo.c:draw_number() */
1756 for (i = nhints = 0; i < ds->order; i++) {
1757 if (HINT(ds, x, y, i)) nhints++;
1758 }
1759
1760 for (hw = 1; hw * hw < nhints; hw++);
1761 if (hw < 3) hw = 3;
1762 hh = (nhints + hw - 1) / hw;
1763 if (hh < 2) hh = 2;
1764 hmax = max(hw, hh);
1765 fontsz = TILE_SIZE/(hmax*(11-hmax)/8);
1766
1767 for (i = j = 0; i < ds->order; i++) {
1768 if (HINT(ds,x,y,i)) {
1769 int hx = j % hw, hy = j / hw;
1770
1771 str[0] = n2c(i+1, ds->order);
1772 str[1] = '\0';
1773 draw_text(dr,
1774 ox + (4*hx+3) * TILE_SIZE / (4*hw+2),
1775 oy + (4*hy+3) * TILE_SIZE / (4*hh+2),
1776 FONT_VARIABLE, fontsz,
1777 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1778 j++;
1779 }
1780 }
1781 }
1782
1783 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1784 game_state *state, int dir, game_ui *ui,
1785 float animtime, float flashtime)
1786 {
1787 int x, y, i, hchanged = 0, stale, hflash = 0;
1788
1789 debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy));
1790
1791 if (flashtime > 0 &&
1792 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3))
1793 hflash = 1;
1794
1795 if (!ds->started) {
1796 draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND);
1797 draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE);
1798 }
1799 if (ds->hx != ui->hx || ds->hy != ui->hy ||
1800 ds->hshow != ui->hshow || ds->hpencil != ui->hpencil)
1801 hchanged = 1;
1802
1803 for (x = 0; x < ds->order; x++) {
1804 for (y = 0; y < ds->order; y++) {
1805 if (!ds->started)
1806 stale = 1;
1807 else if (hflash != ds->hflash)
1808 stale = 1;
1809 else
1810 stale = 0;
1811
1812 if (hchanged) {
1813 if ((x == ui->hx && y == ui->hy) ||
1814 (x == ds->hx && y == ds->hy))
1815 stale = 1;
1816 }
1817
1818 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1819 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1820 stale = 1;
1821 }
1822 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1823 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1824 stale = 1;
1825 }
1826 if (GRID(ds, nums, x, y) == 0) {
1827 /* We're not a number square (therefore we might
1828 * display hints); do we need to update? */
1829 for (i = 0; i < ds->order; i++) {
1830 if (HINT(state, x, y, i) != HINT(ds, x, y, i)) {
1831 HINT(ds, x, y, i) = HINT(state, x, y, i);
1832 stale = 1;
1833 }
1834 }
1835 }
1836 if (stale) {
1837 draw_furniture(dr, ds, state, ui, x, y, hflash);
1838 if (GRID(ds, nums, x, y) > 0)
1839 draw_num(dr, ds, x, y);
1840 else
1841 draw_hints(dr, ds, x, y);
1842 }
1843 }
1844 }
1845 ds->hx = ui->hx; ds->hy = ui->hy;
1846 ds->hshow = ui->hshow;
1847 ds->hpencil = ui->hpencil;
1848
1849 ds->started = 1;
1850 ds->hflash = hflash;
1851 }
1852
1853 static float game_anim_length(game_state *oldstate, game_state *newstate,
1854 int dir, game_ui *ui)
1855 {
1856 return 0.0F;
1857 }
1858
1859 static float game_flash_length(game_state *oldstate, game_state *newstate,
1860 int dir, game_ui *ui)
1861 {
1862 if (!oldstate->completed && newstate->completed &&
1863 !oldstate->cheated && !newstate->cheated)
1864 return FLASH_TIME;
1865 return 0.0F;
1866 }
1867
1868 static int game_status(game_state *state)
1869 {
1870 return state->completed ? +1 : 0;
1871 }
1872
1873 static int game_timing_state(game_state *state, game_ui *ui)
1874 {
1875 return TRUE;
1876 }
1877
1878 static void game_print_size(game_params *params, float *x, float *y)
1879 {
1880 int pw, ph;
1881
1882 /* 10mm squares by default, roughly the same as Grauniad. */
1883 game_compute_size(params, 1000, &pw, &ph);
1884 *x = pw / 100.0F;
1885 *y = ph / 100.0F;
1886 }
1887
1888 static void game_print(drawing *dr, game_state *state, int tilesize)
1889 {
1890 int ink = print_mono_colour(dr, 0);
1891 int x, y, o = state->order, ox, oy, n;
1892 char str[2];
1893
1894 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1895 game_drawstate ads, *ds = &ads;
1896 game_set_size(dr, ds, NULL, tilesize);
1897
1898 print_line_width(dr, 2 * TILE_SIZE / 40);
1899
1900 /* Squares, numbers, gt signs */
1901 for (y = 0; y < o; y++) {
1902 for (x = 0; x < o; x++) {
1903 ox = COORD(x); oy = COORD(y);
1904 n = GRID(state, nums, x, y);
1905
1906 draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink);
1907
1908 str[0] = n ? n2c(n, state->order) : ' ';
1909 str[1] = '\0';
1910 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1911 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1912 ink, str);
1913
1914 if (state->adjacent)
1915 draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
1916 else
1917 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
1918 }
1919 }
1920 }
1921
1922 /* ----------------------------------------------------------------------
1923 * Housekeeping.
1924 */
1925
1926 #ifdef COMBINED
1927 #define thegame unequal
1928 #endif
1929
1930 const struct game thegame = {
1931 "Unequal", "games.unequal", "unequal",
1932 default_params,
1933 game_fetch_preset,
1934 decode_params,
1935 encode_params,
1936 free_params,
1937 dup_params,
1938 TRUE, game_configure, custom_params,
1939 validate_params,
1940 new_game_desc,
1941 validate_desc,
1942 new_game,
1943 dup_game,
1944 free_game,
1945 TRUE, solve_game,
1946 TRUE, game_can_format_as_text_now, game_text_format,
1947 new_ui,
1948 free_ui,
1949 encode_ui,
1950 decode_ui,
1951 game_changed_state,
1952 interpret_move,
1953 execute_move,
1954 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1955 game_colours,
1956 game_new_drawstate,
1957 game_free_drawstate,
1958 game_redraw,
1959 game_anim_length,
1960 game_flash_length,
1961 game_status,
1962 TRUE, FALSE, game_print_size, game_print,
1963 FALSE, /* wants_statusbar */
1964 FALSE, game_timing_state,
1965 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1966 };
1967
1968 /* ----------------------------------------------------------------------
1969 * Standalone solver.
1970 */
1971
1972 #ifdef STANDALONE_SOLVER
1973
1974 #include <time.h>
1975 #include <stdarg.h>
1976
1977 const char *quis = NULL;
1978
1979 #if 0 /* currently unused */
1980
1981 static void debug_printf(char *fmt, ...)
1982 {
1983 char buf[4096];
1984 va_list ap;
1985
1986 va_start(ap, fmt);
1987 vsprintf(buf, fmt, ap);
1988 puts(buf);
1989 va_end(ap);
1990 }
1991
1992 static void game_printf(game_state *state)
1993 {
1994 char *dbg = game_text_format(state);
1995 printf("%s", dbg);
1996 sfree(dbg);
1997 }
1998
1999 static void game_printf_wide(game_state *state)
2000 {
2001 int x, y, i, n;
2002
2003 for (y = 0; y < state->order; y++) {
2004 for (x = 0; x < state->order; x++) {
2005 n = GRID(state, nums, x, y);
2006 for (i = 0; i < state->order; i++) {
2007 if (n > 0)
2008 printf("%c", n2c(n, state->order));
2009 else if (HINT(state, x, y, i))
2010 printf("%c", n2c(i+1, state->order));
2011 else
2012 printf(".");
2013 }
2014 printf(" ");
2015 }
2016 printf("\n");
2017 }
2018 printf("\n");
2019 }
2020
2021 #endif
2022
2023 static void pdiff(int diff)
2024 {
2025 if (diff == DIFF_IMPOSSIBLE)
2026 printf("Game is impossible.\n");
2027 else if (diff == DIFF_UNFINISHED)
2028 printf("Game has incomplete.\n");
2029 else if (diff == DIFF_AMBIGUOUS)
2030 printf("Game has multiple solutions.\n");
2031 else
2032 printf("Game has difficulty %s.\n", unequal_diffnames[diff]);
2033 }
2034
2035 static int solve(game_params *p, char *desc, int debug)
2036 {
2037 game_state *state = new_game(NULL, p, desc);
2038 struct solver_ctx *ctx = new_ctx(state);
2039 struct latin_solver solver;
2040 int diff;
2041
2042 solver_show_working = debug;
2043 game_debug(state);
2044
2045 latin_solver_alloc(&solver, state->nums, state->order);
2046
2047 diff = latin_solver_main(&solver, DIFF_RECURSIVE,
2048 DIFF_LATIN, DIFF_SET, DIFF_EXTREME,
2049 DIFF_EXTREME, DIFF_RECURSIVE,
2050 unequal_solvers, ctx, clone_ctx, free_ctx);
2051
2052 free_ctx(ctx);
2053
2054 latin_solver_free(&solver);
2055
2056 if (debug) pdiff(diff);
2057
2058 game_debug(state);
2059 free_game(state);
2060 return diff;
2061 }
2062
2063 static void check(game_params *p)
2064 {
2065 char *msg = validate_params(p, 1);
2066 if (msg) {
2067 fprintf(stderr, "%s: %s", quis, msg);
2068 exit(1);
2069 }
2070 }
2071
2072 static int gen(game_params *p, random_state *rs, int debug)
2073 {
2074 char *desc, *aux;
2075 int diff;
2076
2077 check(p);
2078
2079 solver_show_working = debug;
2080 desc = new_game_desc(p, rs, &aux, 0);
2081 diff = solve(p, desc, debug);
2082 sfree(aux);
2083 sfree(desc);
2084
2085 return diff;
2086 }
2087
2088 static void soak(game_params *p, random_state *rs)
2089 {
2090 time_t tt_start, tt_now, tt_last;
2091 char *aux, *desc;
2092 game_state *st;
2093 int n = 0, neasy = 0, realdiff = p->diff;
2094
2095 check(p);
2096
2097 solver_show_working = 0;
2098 maxtries = 1;
2099
2100 tt_start = tt_now = time(NULL);
2101
2102 printf("Soak-generating an %s %dx%d grid, difficulty %s.\n",
2103 p->adjacent ? "adjacent" : "unequal",
2104 p->order, p->order, unequal_diffnames[p->diff]);
2105
2106 while (1) {
2107 p->diff = realdiff;
2108 desc = new_game_desc(p, rs, &aux, 0);
2109 st = new_game(NULL, p, desc);
2110 solver_state(st, DIFF_RECURSIVE);
2111 free_game(st);
2112 sfree(aux);
2113 sfree(desc);
2114
2115 n++;
2116 if (realdiff != p->diff) neasy++;
2117
2118 tt_last = time(NULL);
2119 if (tt_last > tt_now) {
2120 tt_now = tt_last;
2121 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
2122 n, (double)n / ((double)tt_now - tt_start),
2123 neasy, (double)neasy*100.0/(double)n,
2124 (double)(n - neasy) / ((double)tt_now - tt_start));
2125 }
2126 }
2127 }
2128
2129 static void usage_exit(const char *msg)
2130 {
2131 if (msg)
2132 fprintf(stderr, "%s: %s\n", quis, msg);
2133 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
2134 exit(1);
2135 }
2136
2137 int main(int argc, const char *argv[])
2138 {
2139 random_state *rs;
2140 time_t seed = time(NULL);
2141 int do_soak = 0, diff;
2142
2143 game_params *p;
2144
2145 maxtries = 50;
2146
2147 quis = argv[0];
2148 while (--argc > 0) {
2149 const char *p = *++argv;
2150 if (!strcmp(p, "--soak"))
2151 do_soak = 1;
2152 else if (!strcmp(p, "--seed")) {
2153 if (argc == 0)
2154 usage_exit("--seed needs an argument");
2155 seed = (time_t)atoi(*++argv);
2156 argc--;
2157 } else if (*p == '-')
2158 usage_exit("unrecognised option");
2159 else
2160 break;
2161 }
2162 rs = random_new((void*)&seed, sizeof(time_t));
2163
2164 if (do_soak == 1) {
2165 if (argc != 1) usage_exit("only one argument for --soak");
2166 p = default_params();
2167 decode_params(p, *argv);
2168 soak(p, rs);
2169 } else if (argc > 0) {
2170 int i;
2171 for (i = 0; i < argc; i++) {
2172 const char *id = *argv++;
2173 char *desc = strchr(id, ':'), *err;
2174 p = default_params();
2175 if (desc) {
2176 *desc++ = '\0';
2177 decode_params(p, id);
2178 err = validate_desc(p, desc);
2179 if (err) {
2180 fprintf(stderr, "%s: %s\n", quis, err);
2181 exit(1);
2182 }
2183 solve(p, desc, 1);
2184 } else {
2185 decode_params(p, id);
2186 diff = gen(p, rs, 1);
2187 }
2188 }
2189 } else {
2190 while(1) {
2191 p = default_params();
2192 p->order = random_upto(rs, 7) + 3;
2193 p->diff = random_upto(rs, 4);
2194 diff = gen(p, rs, 0);
2195 pdiff(diff);
2196 }
2197 }
2198
2199 return 0;
2200 }
2201
2202 #endif
2203
2204 /* vim: set shiftwidth=4 tabstop=8: */