Having looked at Keen's clue selection code, I also notice that the
[sgt/puzzles] / keen.c
1 /*
2 * keen.c: an implementation of the Times's 'KenKen' puzzle.
3 */
4
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13 #include "latin.h"
14
15 /*
16 * Difficulty levels. I do some macro ickery here to ensure that my
17 * enum and the various forms of my name list always match up.
18 */
19 #define DIFFLIST(A) \
20 A(EASY,Easy,solver_easy,e) \
21 A(NORMAL,Normal,solver_normal,n) \
22 A(HARD,Hard,solver_hard,h) \
23 A(EXTREME,Extreme,NULL,x) \
24 A(UNREASONABLE,Unreasonable,NULL,u)
25 #define ENUM(upper,title,func,lower) DIFF_ ## upper,
26 #define TITLE(upper,title,func,lower) #title,
27 #define ENCODE(upper,title,func,lower) #lower
28 #define CONFIG(upper,title,func,lower) ":" #title
29 enum { DIFFLIST(ENUM) DIFFCOUNT };
30 static char const *const keen_diffnames[] = { DIFFLIST(TITLE) };
31 static char const keen_diffchars[] = DIFFLIST(ENCODE);
32 #define DIFFCONFIG DIFFLIST(CONFIG)
33
34 /*
35 * Clue notation. Important here that ADD and MUL come before SUB
36 * and DIV, and that DIV comes last.
37 */
38 #define C_ADD 0x00000000L
39 #define C_MUL 0x20000000L
40 #define C_SUB 0x40000000L
41 #define C_DIV 0x60000000L
42 #define CMASK 0x60000000L
43 #define CUNIT 0x20000000L
44
45 enum {
46 COL_BACKGROUND,
47 COL_GRID,
48 COL_USER,
49 COL_HIGHLIGHT,
50 COL_ERROR,
51 COL_PENCIL,
52 NCOLOURS
53 };
54
55 struct game_params {
56 int w, diff;
57 };
58
59 struct clues {
60 int refcount;
61 int w;
62 int *dsf;
63 long *clues;
64 };
65
66 struct game_state {
67 game_params par;
68 struct clues *clues;
69 digit *grid;
70 int *pencil; /* bitmaps using bits 1<<1..1<<n */
71 int completed, cheated;
72 };
73
74 static game_params *default_params(void)
75 {
76 game_params *ret = snew(game_params);
77
78 ret->w = 6;
79 ret->diff = DIFF_NORMAL;
80
81 return ret;
82 }
83
84 const static struct game_params keen_presets[] = {
85 { 4, DIFF_EASY },
86 { 5, DIFF_EASY },
87 { 6, DIFF_EASY },
88 { 6, DIFF_NORMAL },
89 { 6, DIFF_HARD },
90 { 6, DIFF_EXTREME },
91 { 6, DIFF_UNREASONABLE },
92 { 9, DIFF_NORMAL },
93 };
94
95 static int game_fetch_preset(int i, char **name, game_params **params)
96 {
97 game_params *ret;
98 char buf[80];
99
100 if (i < 0 || i >= lenof(keen_presets))
101 return FALSE;
102
103 ret = snew(game_params);
104 *ret = keen_presets[i]; /* structure copy */
105
106 sprintf(buf, "%dx%d %s", ret->w, ret->w, keen_diffnames[ret->diff]);
107
108 *name = dupstr(buf);
109 *params = ret;
110 return TRUE;
111 }
112
113 static void free_params(game_params *params)
114 {
115 sfree(params);
116 }
117
118 static game_params *dup_params(game_params *params)
119 {
120 game_params *ret = snew(game_params);
121 *ret = *params; /* structure copy */
122 return ret;
123 }
124
125 static void decode_params(game_params *params, char const *string)
126 {
127 char const *p = string;
128
129 params->w = atoi(p);
130 while (*p && isdigit((unsigned char)*p)) p++;
131
132 if (*p == 'd') {
133 int i;
134 p++;
135 params->diff = DIFFCOUNT+1; /* ...which is invalid */
136 if (*p) {
137 for (i = 0; i < DIFFCOUNT; i++) {
138 if (*p == keen_diffchars[i])
139 params->diff = i;
140 }
141 p++;
142 }
143 }
144 }
145
146 static char *encode_params(game_params *params, int full)
147 {
148 char ret[80];
149
150 sprintf(ret, "%d", params->w);
151 if (full)
152 sprintf(ret + strlen(ret), "d%c", keen_diffchars[params->diff]);
153
154 return dupstr(ret);
155 }
156
157 static config_item *game_configure(game_params *params)
158 {
159 config_item *ret;
160 char buf[80];
161
162 ret = snewn(3, config_item);
163
164 ret[0].name = "Grid size";
165 ret[0].type = C_STRING;
166 sprintf(buf, "%d", params->w);
167 ret[0].sval = dupstr(buf);
168 ret[0].ival = 0;
169
170 ret[1].name = "Difficulty";
171 ret[1].type = C_CHOICES;
172 ret[1].sval = DIFFCONFIG;
173 ret[1].ival = params->diff;
174
175 ret[2].name = NULL;
176 ret[2].type = C_END;
177 ret[2].sval = NULL;
178 ret[2].ival = 0;
179
180 return ret;
181 }
182
183 static game_params *custom_params(config_item *cfg)
184 {
185 game_params *ret = snew(game_params);
186
187 ret->w = atoi(cfg[0].sval);
188 ret->diff = cfg[1].ival;
189
190 return ret;
191 }
192
193 static char *validate_params(game_params *params, int full)
194 {
195 if (params->w < 3 || params->w > 9)
196 return "Grid size must be between 3 and 9";
197 if (params->diff >= DIFFCOUNT)
198 return "Unknown difficulty rating";
199 return NULL;
200 }
201
202 /* ----------------------------------------------------------------------
203 * Solver.
204 */
205
206 struct solver_ctx {
207 int w, diff;
208 int nboxes;
209 int *boxes, *boxlist, *whichbox;
210 long *clues;
211 digit *soln;
212 digit *dscratch;
213 int *iscratch;
214 };
215
216 static void solver_clue_candidate(struct solver_ctx *ctx, int diff, int box)
217 {
218 int w = ctx->w;
219 int n = ctx->boxes[box+1] - ctx->boxes[box];
220 int j;
221
222 /*
223 * This function is called from the main clue-based solver
224 * routine when we discover a candidate layout for a given clue
225 * box consistent with everything we currently know about the
226 * digit constraints in that box. We expect to find the digits
227 * of the candidate layout in ctx->dscratch, and we update
228 * ctx->iscratch as appropriate.
229 */
230 if (diff == DIFF_EASY) {
231 unsigned mask = 0;
232 /*
233 * Easy-mode clue deductions: we do not record information
234 * about which squares take which values, so we amalgamate
235 * all the values in dscratch and OR them all into
236 * everywhere.
237 */
238 for (j = 0; j < n; j++)
239 mask |= 1 << ctx->dscratch[j];
240 for (j = 0; j < n; j++)
241 ctx->iscratch[j] |= mask;
242 } else if (diff == DIFF_NORMAL) {
243 /*
244 * Normal-mode deductions: we process the information in
245 * dscratch in the obvious way.
246 */
247 for (j = 0; j < n; j++)
248 ctx->iscratch[j] |= 1 << ctx->dscratch[j];
249 } else if (diff == DIFF_HARD) {
250 /*
251 * Hard-mode deductions: instead of ruling things out
252 * _inside_ the clue box, we look for numbers which occur in
253 * a given row or column in all candidate layouts, and rule
254 * them out of all squares in that row or column that
255 * _aren't_ part of this clue box.
256 */
257 int *sq = ctx->boxlist + ctx->boxes[box];
258
259 for (j = 0; j < 2*w; j++)
260 ctx->iscratch[2*w+j] = 0;
261 for (j = 0; j < n; j++) {
262 int x = sq[j] / w, y = sq[j] % w;
263 ctx->iscratch[2*w+x] |= 1 << ctx->dscratch[j];
264 ctx->iscratch[3*w+y] |= 1 << ctx->dscratch[j];
265 }
266 for (j = 0; j < 2*w; j++)
267 ctx->iscratch[j] &= ctx->iscratch[2*w+j];
268 }
269 }
270
271 static int solver_common(struct latin_solver *solver, void *vctx, int diff)
272 {
273 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
274 int w = ctx->w;
275 int box, i, j, k;
276 int ret = 0, total;
277
278 /*
279 * Iterate over each clue box and deduce what we can.
280 */
281 for (box = 0; box < ctx->nboxes; box++) {
282 int *sq = ctx->boxlist + ctx->boxes[box];
283 int n = ctx->boxes[box+1] - ctx->boxes[box];
284 long value = ctx->clues[box] & ~CMASK;
285 long op = ctx->clues[box] & CMASK;
286
287 if (diff == DIFF_HARD) {
288 for (i = 0; i < n; i++)
289 ctx->iscratch[i] = (1 << (w+1)) - (1 << 1);
290 } else {
291 for (i = 0; i < n; i++)
292 ctx->iscratch[i] = 0;
293 }
294
295 switch (op) {
296 case C_SUB:
297 case C_DIV:
298 /*
299 * These two clue types must always apply to a box of
300 * area 2. Also, the two digits in these boxes can never
301 * be the same (because any domino must have its two
302 * squares in either the same row or the same column).
303 * So we simply iterate over all possibilities for the
304 * two squares (both ways round), rule out any which are
305 * inconsistent with the digit constraints we already
306 * have, and update the digit constraints with any new
307 * information thus garnered.
308 */
309 assert(n == 2);
310
311 for (i = 1; i <= w; i++) {
312 j = (op == C_SUB ? i + value : i * value);
313 if (j > w) break;
314
315 /* (i,j) is a valid digit pair. Try it both ways round. */
316
317 if (solver->cube[sq[0]*w+i-1] &&
318 solver->cube[sq[1]*w+j-1]) {
319 ctx->dscratch[0] = i;
320 ctx->dscratch[1] = j;
321 solver_clue_candidate(ctx, diff, box);
322 }
323
324 if (solver->cube[sq[0]*w+j-1] &&
325 solver->cube[sq[1]*w+i-1]) {
326 ctx->dscratch[0] = j;
327 ctx->dscratch[1] = i;
328 solver_clue_candidate(ctx, diff, box);
329 }
330 }
331
332 break;
333
334 case C_ADD:
335 case C_MUL:
336 /*
337 * For these clue types, I have no alternative but to go
338 * through all possible number combinations.
339 *
340 * Instead of a tedious physical recursion, I iterate in
341 * the scratch array through all possibilities. At any
342 * given moment, i indexes the element of the box that
343 * will next be incremented.
344 */
345 i = 0;
346 ctx->dscratch[i] = 0;
347 total = value; /* start with the identity */
348 while (1) {
349 if (i < n) {
350 /*
351 * Find the next valid value for cell i.
352 */
353 for (j = ctx->dscratch[i] + 1; j <= w; j++) {
354 if (op == C_ADD ? (total < j) : (total % j != 0))
355 continue; /* this one won't fit */
356 if (!solver->cube[sq[i]*w+j-1])
357 continue; /* this one is ruled out already */
358 for (k = 0; k < i; k++)
359 if (ctx->dscratch[k] == j &&
360 (sq[k] % w == sq[i] % w ||
361 sq[k] / w == sq[i] / w))
362 break; /* clashes with another row/col */
363 if (k < i)
364 continue;
365
366 /* Found one. */
367 break;
368 }
369
370 if (j > w) {
371 /* No valid values left; drop back. */
372 i--;
373 if (i < 0)
374 break; /* overall iteration is finished */
375 if (op == C_ADD)
376 total += ctx->dscratch[i];
377 else
378 total *= ctx->dscratch[i];
379 } else {
380 /* Got a valid value; store it and move on. */
381 ctx->dscratch[i++] = j;
382 if (op == C_ADD)
383 total -= j;
384 else
385 total /= j;
386 ctx->dscratch[i] = 0;
387 }
388 } else {
389 if (total == (op == C_ADD ? 0 : 1))
390 solver_clue_candidate(ctx, diff, box);
391 i--;
392 if (op == C_ADD)
393 total += ctx->dscratch[i];
394 else
395 total *= ctx->dscratch[i];
396 }
397 }
398
399 break;
400 }
401
402 if (diff < DIFF_HARD) {
403 #ifdef STANDALONE_SOLVER
404 char prefix[256];
405
406 if (solver_show_working)
407 sprintf(prefix, "%*susing clue at (%d,%d):\n",
408 solver_recurse_depth*4, "",
409 sq[0]/w+1, sq[0]%w+1);
410 else
411 prefix[0] = '\0'; /* placate optimiser */
412 #endif
413
414 for (i = 0; i < n; i++)
415 for (j = 1; j <= w; j++) {
416 if (solver->cube[sq[i]*w+j-1] &&
417 !(ctx->iscratch[i] & (1 << j))) {
418 #ifdef STANDALONE_SOLVER
419 if (solver_show_working) {
420 printf("%s%*s ruling out %d at (%d,%d)\n",
421 prefix, solver_recurse_depth*4, "",
422 j, sq[i]/w+1, sq[i]%w+1);
423 prefix[0] = '\0';
424 }
425 #endif
426 solver->cube[sq[i]*w+j-1] = 0;
427 ret = 1;
428 }
429 }
430 } else {
431 #ifdef STANDALONE_SOLVER
432 char prefix[256];
433
434 if (solver_show_working)
435 sprintf(prefix, "%*susing clue at (%d,%d):\n",
436 solver_recurse_depth*4, "",
437 sq[0]/w+1, sq[0]%w+1);
438 else
439 prefix[0] = '\0'; /* placate optimiser */
440 #endif
441
442 for (i = 0; i < 2*w; i++) {
443 int start = (i < w ? i*w : i-w);
444 int step = (i < w ? 1 : w);
445 for (j = 1; j <= w; j++) if (ctx->iscratch[i] & (1 << j)) {
446 #ifdef STANDALONE_SOLVER
447 char prefix2[256];
448
449 if (solver_show_working)
450 sprintf(prefix2, "%*s this clue requires %d in"
451 " %s %d:\n", solver_recurse_depth*4, "",
452 j, i < w ? "column" : "row", i%w+1);
453 else
454 prefix2[0] = '\0'; /* placate optimiser */
455 #endif
456
457 for (k = 0; k < w; k++) {
458 int pos = start + k*step;
459 if (ctx->whichbox[pos] != box &&
460 solver->cube[pos*w+j-1]) {
461 #ifdef STANDALONE_SOLVER
462 if (solver_show_working) {
463 printf("%s%s%*s ruling out %d at (%d,%d)\n",
464 prefix, prefix2,
465 solver_recurse_depth*4, "",
466 j, pos/w+1, pos%w+1);
467 prefix[0] = prefix2[0] = '\0';
468 }
469 #endif
470 solver->cube[pos*w+j-1] = 0;
471 ret = 1;
472 }
473 }
474 }
475 }
476
477 /*
478 * Once we find one block we can do something with in
479 * this way, revert to trying easier deductions, so as
480 * not to generate solver diagnostics that make the
481 * problem look harder than it is. (We have to do this
482 * for the Hard deductions but not the Easy/Normal ones,
483 * because only the Hard deductions are cross-box.)
484 */
485 if (ret)
486 return ret;
487 }
488 }
489
490 return ret;
491 }
492
493 static int solver_easy(struct latin_solver *solver, void *vctx)
494 {
495 /*
496 * Omit the EASY deductions when solving at NORMAL level, since
497 * the NORMAL deductions are a superset of them anyway and it
498 * saves on time and confusing solver diagnostics.
499 *
500 * Note that this breaks the natural semantics of the return
501 * value of latin_solver. Without this hack, you could determine
502 * a puzzle's difficulty in one go by trying to solve it at
503 * maximum difficulty and seeing what difficulty value was
504 * returned; but with this hack, solving an Easy puzzle on
505 * Normal difficulty will typically return Normal. Hence the
506 * uses of the solver to determine difficulty are all arranged
507 * so as to double-check by re-solving at the next difficulty
508 * level down and making sure it failed.
509 */
510 struct solver_ctx *ctx = (struct solver_ctx *)vctx;
511 if (ctx->diff > DIFF_EASY)
512 return 0;
513 return solver_common(solver, vctx, DIFF_EASY);
514 }
515
516 static int solver_normal(struct latin_solver *solver, void *vctx)
517 {
518 return solver_common(solver, vctx, DIFF_NORMAL);
519 }
520
521 static int solver_hard(struct latin_solver *solver, void *vctx)
522 {
523 return solver_common(solver, vctx, DIFF_HARD);
524 }
525
526 #define SOLVER(upper,title,func,lower) func,
527 static usersolver_t const keen_solvers[] = { DIFFLIST(SOLVER) };
528
529 static int solver(int w, int *dsf, long *clues, digit *soln, int maxdiff)
530 {
531 int a = w*w;
532 struct solver_ctx ctx;
533 int ret;
534 int i, j, n, m;
535
536 ctx.w = w;
537 ctx.soln = soln;
538 ctx.diff = maxdiff;
539
540 /*
541 * Transform the dsf-formatted clue list into one over which we
542 * can iterate more easily.
543 *
544 * Also transpose the x- and y-coordinates at this point,
545 * because the 'cube' array in the general Latin square solver
546 * puts x first (oops).
547 */
548 for (ctx.nboxes = i = 0; i < a; i++)
549 if (dsf_canonify(dsf, i) == i)
550 ctx.nboxes++;
551 ctx.boxlist = snewn(a, int);
552 ctx.boxes = snewn(ctx.nboxes+1, int);
553 ctx.clues = snewn(ctx.nboxes, long);
554 ctx.whichbox = snewn(a, int);
555 for (n = m = i = 0; i < a; i++)
556 if (dsf_canonify(dsf, i) == i) {
557 ctx.clues[n] = clues[i];
558 ctx.boxes[n] = m;
559 for (j = 0; j < a; j++)
560 if (dsf_canonify(dsf, j) == i) {
561 ctx.boxlist[m++] = (j % w) * w + (j / w); /* transpose */
562 ctx.whichbox[ctx.boxlist[m-1]] = n;
563 }
564 n++;
565 }
566 assert(n == ctx.nboxes);
567 assert(m == a);
568 ctx.boxes[n] = m;
569
570 ctx.dscratch = snewn(a+1, digit);
571 ctx.iscratch = snewn(max(a+1, 4*w), int);
572
573 ret = latin_solver(soln, w, maxdiff,
574 DIFF_EASY, DIFF_HARD, DIFF_EXTREME,
575 DIFF_EXTREME, DIFF_UNREASONABLE,
576 keen_solvers, &ctx, NULL, NULL);
577
578 sfree(ctx.dscratch);
579 sfree(ctx.iscratch);
580 sfree(ctx.whichbox);
581 sfree(ctx.boxlist);
582 sfree(ctx.boxes);
583 sfree(ctx.clues);
584
585 return ret;
586 }
587
588 /* ----------------------------------------------------------------------
589 * Grid generation.
590 */
591
592 static char *encode_block_structure(char *p, int w, int *dsf)
593 {
594 int i, currrun = 0;
595 char *orig, *q, *r, c;
596
597 orig = p;
598
599 /*
600 * Encode the block structure. We do this by encoding the
601 * pattern of dividing lines: first we iterate over the w*(w-1)
602 * internal vertical grid lines in ordinary reading order, then
603 * over the w*(w-1) internal horizontal ones in transposed
604 * reading order.
605 *
606 * We encode the number of non-lines between the lines; _ means
607 * zero (two adjacent divisions), a means 1, ..., y means 25,
608 * and z means 25 non-lines _and no following line_ (so that za
609 * means 26, zb 27 etc).
610 */
611 for (i = 0; i <= 2*w*(w-1); i++) {
612 int x, y, p0, p1, edge;
613
614 if (i == 2*w*(w-1)) {
615 edge = TRUE; /* terminating virtual edge */
616 } else {
617 if (i < w*(w-1)) {
618 y = i/(w-1);
619 x = i%(w-1);
620 p0 = y*w+x;
621 p1 = y*w+x+1;
622 } else {
623 x = i/(w-1) - w;
624 y = i%(w-1);
625 p0 = y*w+x;
626 p1 = (y+1)*w+x;
627 }
628 edge = (dsf_canonify(dsf, p0) != dsf_canonify(dsf, p1));
629 }
630
631 if (edge) {
632 while (currrun > 25)
633 *p++ = 'z', currrun -= 25;
634 if (currrun)
635 *p++ = 'a'-1 + currrun;
636 else
637 *p++ = '_';
638 currrun = 0;
639 } else
640 currrun++;
641 }
642
643 /*
644 * Now go through and compress the string by replacing runs of
645 * the same letter with a single copy of that letter followed by
646 * a repeat count, where that makes it shorter. (This puzzle
647 * seems to generate enough long strings of _ to make this a
648 * worthwhile step.)
649 */
650 for (q = r = orig; r < p ;) {
651 *q++ = c = *r;
652
653 for (i = 0; r+i < p && r[i] == c; i++);
654 r += i;
655
656 if (i == 2) {
657 *q++ = c;
658 } else if (i > 2) {
659 q += sprintf(q, "%d", i);
660 }
661 }
662
663 return q;
664 }
665
666 static char *parse_block_structure(const char **p, int w, int *dsf)
667 {
668 int a = w*w;
669 int pos = 0;
670 int repc = 0, repn = 0;
671
672 dsf_init(dsf, a);
673
674 while (**p && (repn > 0 || **p != ',')) {
675 int c, adv;
676
677 if (repn > 0) {
678 repn--;
679 c = repc;
680 } else if (**p == '_' || (**p >= 'a' && **p <= 'z')) {
681 c = (**p == '_' ? 0 : **p - 'a' + 1);
682 (*p)++;
683 if (**p && isdigit((unsigned char)**p)) {
684 repc = c;
685 repn = atoi(*p)-1;
686 while (**p && isdigit((unsigned char)**p)) (*p)++;
687 }
688 } else
689 return "Invalid character in game description";
690
691 adv = (c != 25); /* 'z' is a special case */
692
693 while (c-- > 0) {
694 int p0, p1;
695
696 /*
697 * Non-edge; merge the two dsf classes on either
698 * side of it.
699 */
700 if (pos >= 2*w*(w-1))
701 return "Too much data in block structure specification";
702 if (pos < w*(w-1)) {
703 int y = pos/(w-1);
704 int x = pos%(w-1);
705 p0 = y*w+x;
706 p1 = y*w+x+1;
707 } else {
708 int x = pos/(w-1) - w;
709 int y = pos%(w-1);
710 p0 = y*w+x;
711 p1 = (y+1)*w+x;
712 }
713 dsf_merge(dsf, p0, p1);
714
715 pos++;
716 }
717 if (adv) {
718 pos++;
719 if (pos > 2*w*(w-1)+1)
720 return "Too much data in block structure specification";
721 }
722 }
723
724 /*
725 * When desc is exhausted, we expect to have gone exactly
726 * one space _past_ the end of the grid, due to the dummy
727 * edge at the end.
728 */
729 if (pos != 2*w*(w-1)+1)
730 return "Not enough data in block structure specification";
731
732 return NULL;
733 }
734
735 static char *new_game_desc(game_params *params, random_state *rs,
736 char **aux, int interactive)
737 {
738 int w = params->w, a = w*w;
739 digit *grid, *soln;
740 int *order, *revorder, *singletons, *dsf;
741 long *clues, *cluevals;
742 int i, j, k, n, x, y, ret;
743 int diff = params->diff;
744 char *desc, *p;
745
746 /*
747 * Difficulty exceptions: 3x3 puzzles at difficulty Hard or
748 * higher are currently not generable - the generator will spin
749 * forever looking for puzzles of the appropriate difficulty. We
750 * dial each of these down to the next lower difficulty.
751 *
752 * Remember to re-test this whenever a change is made to the
753 * solver logic!
754 *
755 * I tested it using the following shell command:
756
757 for d in e n h x u; do
758 for i in {3..9}; do
759 echo ./keen --generate 1 ${i}d${d}
760 perl -e 'alarm 30; exec @ARGV' ./keen --generate 5 ${i}d${d} >/dev/null \
761 || echo broken
762 done
763 done
764
765 * Of course, it's better to do that after taking the exceptions
766 * _out_, so as to detect exceptions that should be removed as
767 * well as those which should be added.
768 */
769 if (w == 3 && diff > DIFF_NORMAL)
770 diff = DIFF_NORMAL;
771
772 grid = NULL;
773
774 order = snewn(a, int);
775 revorder = snewn(a, int);
776 singletons = snewn(a, int);
777 dsf = snew_dsf(a);
778 clues = snewn(a, long);
779 cluevals = snewn(a, long);
780 soln = snewn(a, digit);
781
782 while (1) {
783 /*
784 * First construct a latin square to be the solution.
785 */
786 sfree(grid);
787 grid = latin_generate(w, rs);
788
789 /*
790 * Divide the grid into arbitrarily sized blocks, but so as
791 * to arrange plenty of dominoes which can be SUB/DIV clues.
792 * We do this by first placing dominoes at random for a
793 * while, then tying the remaining singletons one by one
794 * into neighbouring blocks.
795 */
796 for (i = 0; i < a; i++)
797 order[i] = i;
798 shuffle(order, a, sizeof(*order), rs);
799 for (i = 0; i < a; i++)
800 revorder[order[i]] = i;
801
802 for (i = 0; i < a; i++)
803 singletons[i] = TRUE;
804
805 dsf_init(dsf, a);
806
807 /* Place dominoes. */
808 for (i = 0; i < a; i++) {
809 if (singletons[i]) {
810 int best = -1;
811
812 x = i % w;
813 y = i / w;
814
815 if (x > 0 && singletons[i-1] &&
816 (best == -1 || revorder[i-1] < revorder[best]))
817 best = i-1;
818 if (x+1 < w && singletons[i+1] &&
819 (best == -1 || revorder[i+1] < revorder[best]))
820 best = i+1;
821 if (y > 0 && singletons[i-w] &&
822 (best == -1 || revorder[i-w] < revorder[best]))
823 best = i-w;
824 if (y+1 < w && singletons[i+w] &&
825 (best == -1 || revorder[i+w] < revorder[best]))
826 best = i+w;
827
828 /*
829 * When we find a potential domino, we place it with
830 * probability 3/4, which seems to strike a decent
831 * balance between plenty of dominoes and leaving
832 * enough singletons to make interesting larger
833 * shapes.
834 */
835 if (best >= 0 && random_upto(rs, 4)) {
836 singletons[i] = singletons[best] = FALSE;
837 dsf_merge(dsf, i, best);
838 }
839 }
840 }
841
842 /* Fold in singletons. */
843 for (i = 0; i < a; i++) {
844 if (singletons[i]) {
845 int best = -1;
846
847 x = i % w;
848 y = i / w;
849
850 if (x > 0 &&
851 (best == -1 || revorder[i-1] < revorder[best]))
852 best = i-1;
853 if (x+1 < w &&
854 (best == -1 || revorder[i+1] < revorder[best]))
855 best = i+1;
856 if (y > 0 &&
857 (best == -1 || revorder[i-w] < revorder[best]))
858 best = i-w;
859 if (y+1 < w &&
860 (best == -1 || revorder[i+w] < revorder[best]))
861 best = i+w;
862
863 if (best >= 0) {
864 singletons[i] = FALSE;
865 dsf_merge(dsf, i, best);
866 }
867 }
868 }
869
870 /*
871 * Decide what would be acceptable clues for each block.
872 *
873 * Blocks larger than 2 have free choice of ADD or MUL;
874 * blocks of size 2 can be anything in principle (except
875 * that they can only be DIV if the two numbers have an
876 * integer quotient, of course), but we rule out (or try to
877 * avoid) some clues because they're of low quality.
878 *
879 * Hence, we iterate once over the grid, stopping at the
880 * canonical element of every >2 block and the _non_-
881 * canonical element of every 2-block; the latter means that
882 * we can make our decision about a 2-block in the knowledge
883 * of both numbers in it.
884 *
885 * We reuse the 'singletons' array (finished with in the
886 * above loop) to hold information about which blocks are
887 * suitable for what.
888 */
889 #define F_ADD 0x01
890 #define F_ADD_BAD 0x02
891 #define F_SUB 0x04
892 #define F_SUB_BAD 0x08
893 #define F_MUL 0x10
894 #define F_MUL_BAD 0x20
895 #define F_DIV 0x40
896 #define F_DIV_BAD 0x80
897 for (i = 0; i < a; i++) {
898 singletons[i] = 0;
899 j = dsf_canonify(dsf, i);
900 k = dsf_size(dsf, j);
901 if (j == i && k > 2) {
902 singletons[j] |= F_ADD | F_MUL;
903 } else if (j != i && k == 2) {
904 /* Fetch the two numbers and sort them into order. */
905 int p = grid[j], q = grid[i], v;
906 if (p < q) {
907 int t = p; p = q; q = t;
908 }
909
910 /*
911 * Addition clues are always allowed, but we try to
912 * avoid sums of 3, 4, (2w-1) and (2w-2) if we can,
913 * because they're too easy - they only leave one
914 * option for the pair of numbers involved.
915 */
916 v = p + q;
917 if (v > 4 && v < 2*w-2)
918 singletons[j] |= F_ADD;
919 else
920 singletons[j] |= F_ADD_BAD;
921
922 /*
923 * Multiplication clues: similarly, we prefer clues
924 * of this type which leave multiple options open.
925 * We can't rule out all the others, though, because
926 * there are very very few 2-square multiplication
927 * clues that _don't_ leave only one option.
928 */
929 v = p * q;
930 n = 0;
931 for (k = 1; k <= w; k++)
932 if (v % k == 0 && v / k <= w && v / k != k)
933 n++;
934 if (n > 2)
935 singletons[j] |= F_MUL;
936 else
937 singletons[j] |= F_MUL_BAD;
938
939 /*
940 * Subtraction: we completely avoid a difference of
941 * w-1.
942 */
943 v = p - q;
944 if (v < w-1)
945 singletons[j] |= F_SUB;
946
947 /*
948 * Division: for a start, the quotient must be an
949 * integer or the clue type is impossible. Also, we
950 * never use quotients strictly greater than w/2,
951 * because they're not only too easy but also
952 * inelegant.
953 */
954 if (p % q == 0 && 2 * (p / q) <= w)
955 singletons[j] |= F_DIV;
956 }
957 }
958
959 /*
960 * Actually choose a clue for each block, trying to keep the
961 * numbers of each type even, and starting with the
962 * preferred candidates for each type where possible.
963 *
964 * I'm sure there should be a faster algorithm for doing
965 * this, but I can't be bothered: O(N^2) is good enough when
966 * N is at most the number of dominoes that fits into a 9x9
967 * square.
968 */
969 shuffle(order, a, sizeof(*order), rs);
970 for (i = 0; i < a; i++)
971 clues[i] = 0;
972 while (1) {
973 int done_something = FALSE;
974
975 for (k = 0; k < 4; k++) {
976 long clue;
977 int good, bad;
978 switch (k) {
979 case 0: clue = C_DIV; good = F_DIV; bad = F_DIV_BAD; break;
980 case 1: clue = C_SUB; good = F_SUB; bad = F_SUB_BAD; break;
981 case 2: clue = C_MUL; good = F_MUL; bad = F_MUL_BAD; break;
982 default /* case 3 */ :
983 clue = C_ADD; good = F_ADD; bad = F_ADD_BAD; break;
984 }
985
986 for (i = 0; i < a; i++) {
987 j = order[i];
988 if (singletons[j] & good) {
989 clues[j] = clue;
990 singletons[j] = 0;
991 break;
992 }
993 }
994 if (i == a) {
995 /* didn't find a nice one, use a nasty one */
996 for (i = 0; i < a; i++) {
997 j = order[i];
998 if (singletons[j] & bad) {
999 clues[j] = clue;
1000 singletons[j] = 0;
1001 break;
1002 }
1003 }
1004 }
1005 if (i < a)
1006 done_something = TRUE;
1007 }
1008
1009 if (!done_something)
1010 break;
1011 }
1012 #undef F_ADD
1013 #undef F_ADD_BAD
1014 #undef F_SUB
1015 #undef F_SUB_BAD
1016 #undef F_MUL
1017 #undef F_MUL_BAD
1018 #undef F_DIV
1019 #undef F_DIV_BAD
1020
1021 /*
1022 * Having chosen the clue types, calculate the clue values.
1023 */
1024 for (i = 0; i < a; i++) {
1025 j = dsf_canonify(dsf, i);
1026 if (j == i) {
1027 cluevals[j] = grid[i];
1028 } else {
1029 switch (clues[j]) {
1030 case C_ADD:
1031 cluevals[j] += grid[i];
1032 break;
1033 case C_MUL:
1034 cluevals[j] *= grid[i];
1035 break;
1036 case C_SUB:
1037 cluevals[j] = abs(cluevals[j] - grid[i]);
1038 break;
1039 case C_DIV:
1040 {
1041 int d1 = cluevals[j], d2 = grid[i];
1042 if (d1 == 0 || d2 == 0)
1043 cluevals[j] = 0;
1044 else
1045 cluevals[j] = d2/d1 + d1/d2;/* one is 0 :-) */
1046 }
1047 break;
1048 }
1049 }
1050 }
1051
1052 for (i = 0; i < a; i++) {
1053 j = dsf_canonify(dsf, i);
1054 if (j == i) {
1055 clues[j] |= cluevals[j];
1056 }
1057 }
1058
1059 /*
1060 * See if the game can be solved at the specified difficulty
1061 * level, but not at the one below.
1062 */
1063 if (diff > 0) {
1064 memset(soln, 0, a);
1065 ret = solver(w, dsf, clues, soln, diff-1);
1066 if (ret <= diff-1)
1067 continue;
1068 }
1069 memset(soln, 0, a);
1070 ret = solver(w, dsf, clues, soln, diff);
1071 if (ret != diff)
1072 continue; /* go round again */
1073
1074 /*
1075 * I wondered if at this point it would be worth trying to
1076 * merge adjacent blocks together, to make the puzzle
1077 * gradually more difficult if it's currently easier than
1078 * specced, increasing the chance of a given generation run
1079 * being successful.
1080 *
1081 * It doesn't seem to be critical for the generation speed,
1082 * though, so for the moment I'm leaving it out.
1083 */
1084
1085 /*
1086 * We've got a usable puzzle!
1087 */
1088 break;
1089 }
1090
1091 /*
1092 * Encode the puzzle description.
1093 */
1094 desc = snewn(40*a, char);
1095 p = desc;
1096 p = encode_block_structure(p, w, dsf);
1097 *p++ = ',';
1098 for (i = 0; i < a; i++) {
1099 j = dsf_canonify(dsf, i);
1100 if (j == i) {
1101 switch (clues[j] & CMASK) {
1102 case C_ADD: *p++ = 'a'; break;
1103 case C_SUB: *p++ = 's'; break;
1104 case C_MUL: *p++ = 'm'; break;
1105 case C_DIV: *p++ = 'd'; break;
1106 }
1107 p += sprintf(p, "%ld", clues[j] & ~CMASK);
1108 }
1109 }
1110 *p++ = '\0';
1111 desc = sresize(desc, p - desc, char);
1112
1113 /*
1114 * Encode the solution.
1115 */
1116 assert(memcmp(soln, grid, a) == 0);
1117 *aux = snewn(a+2, char);
1118 (*aux)[0] = 'S';
1119 for (i = 0; i < a; i++)
1120 (*aux)[i+1] = '0' + soln[i];
1121 (*aux)[a+1] = '\0';
1122
1123 sfree(grid);
1124 sfree(order);
1125 sfree(revorder);
1126 sfree(singletons);
1127 sfree(dsf);
1128 sfree(clues);
1129 sfree(cluevals);
1130 sfree(soln);
1131
1132 return desc;
1133 }
1134
1135 /* ----------------------------------------------------------------------
1136 * Gameplay.
1137 */
1138
1139 static char *validate_desc(game_params *params, char *desc)
1140 {
1141 int w = params->w, a = w*w;
1142 int *dsf;
1143 char *ret;
1144 const char *p = desc;
1145 int i;
1146
1147 /*
1148 * Verify that the block structure makes sense.
1149 */
1150 dsf = snew_dsf(a);
1151 ret = parse_block_structure(&p, w, dsf);
1152 if (ret) {
1153 sfree(dsf);
1154 return ret;
1155 }
1156
1157 if (*p != ',')
1158 return "Expected ',' after block structure description";
1159 p++;
1160
1161 /*
1162 * Verify that the right number of clues are given, and that SUB
1163 * and DIV clues don't apply to blocks of the wrong size.
1164 */
1165 for (i = 0; i < a; i++) {
1166 if (dsf_canonify(dsf, i) == i) {
1167 if (*p == 'a' || *p == 'm') {
1168 /* these clues need no validation */
1169 } else if (*p == 'd' || *p == 's') {
1170 if (dsf_size(dsf, i) != 2)
1171 return "Subtraction and division blocks must have area 2";
1172 } else if (!*p) {
1173 return "Too few clues for block structure";
1174 } else {
1175 return "Unrecognised clue type";
1176 }
1177 p++;
1178 while (*p && isdigit((unsigned char)*p)) p++;
1179 }
1180 }
1181 if (*p)
1182 return "Too many clues for block structure";
1183
1184 return NULL;
1185 }
1186
1187 static game_state *new_game(midend *me, game_params *params, char *desc)
1188 {
1189 int w = params->w, a = w*w;
1190 game_state *state = snew(game_state);
1191 const char *p = desc;
1192 int i;
1193
1194 state->par = *params; /* structure copy */
1195 state->clues = snew(struct clues);
1196 state->clues->refcount = 1;
1197 state->clues->w = w;
1198 state->clues->dsf = snew_dsf(a);
1199 parse_block_structure(&p, w, state->clues->dsf);
1200
1201 assert(*p == ',');
1202 p++;
1203
1204 state->clues->clues = snewn(a, long);
1205 for (i = 0; i < a; i++) {
1206 if (dsf_canonify(state->clues->dsf, i) == i) {
1207 long clue = 0;
1208 switch (*p) {
1209 case 'a':
1210 clue = C_ADD;
1211 break;
1212 case 'm':
1213 clue = C_MUL;
1214 break;
1215 case 's':
1216 clue = C_SUB;
1217 assert(dsf_size(state->clues->dsf, i) == 2);
1218 break;
1219 case 'd':
1220 clue = C_DIV;
1221 assert(dsf_size(state->clues->dsf, i) == 2);
1222 break;
1223 default:
1224 assert(!"Bad description in new_game");
1225 }
1226 p++;
1227 clue |= atol(p);
1228 while (*p && isdigit((unsigned char)*p)) p++;
1229 state->clues->clues[i] = clue;
1230 } else
1231 state->clues->clues[i] = 0;
1232 }
1233
1234 state->grid = snewn(a, digit);
1235 state->pencil = snewn(a, int);
1236 for (i = 0; i < a; i++) {
1237 state->grid[i] = 0;
1238 state->pencil[i] = 0;
1239 }
1240
1241 state->completed = state->cheated = FALSE;
1242
1243 return state;
1244 }
1245
1246 static game_state *dup_game(game_state *state)
1247 {
1248 int w = state->par.w, a = w*w;
1249 game_state *ret = snew(game_state);
1250
1251 ret->par = state->par; /* structure copy */
1252
1253 ret->clues = state->clues;
1254 ret->clues->refcount++;
1255
1256 ret->grid = snewn(a, digit);
1257 ret->pencil = snewn(a, int);
1258 memcpy(ret->grid, state->grid, a*sizeof(digit));
1259 memcpy(ret->pencil, state->pencil, a*sizeof(int));
1260
1261 ret->completed = state->completed;
1262 ret->cheated = state->cheated;
1263
1264 return ret;
1265 }
1266
1267 static void free_game(game_state *state)
1268 {
1269 sfree(state->grid);
1270 sfree(state->pencil);
1271 if (--state->clues->refcount <= 0) {
1272 sfree(state->clues->dsf);
1273 sfree(state->clues->clues);
1274 sfree(state->clues);
1275 }
1276 sfree(state);
1277 }
1278
1279 static char *solve_game(game_state *state, game_state *currstate,
1280 char *aux, char **error)
1281 {
1282 int w = state->par.w, a = w*w;
1283 int i, ret;
1284 digit *soln;
1285 char *out;
1286
1287 if (aux)
1288 return dupstr(aux);
1289
1290 soln = snewn(a, digit);
1291 memset(soln, 0, a);
1292
1293 ret = solver(w, state->clues->dsf, state->clues->clues,
1294 soln, DIFFCOUNT-1);
1295
1296 if (ret == diff_impossible) {
1297 *error = "No solution exists for this puzzle";
1298 out = NULL;
1299 } else if (ret == diff_ambiguous) {
1300 *error = "Multiple solutions exist for this puzzle";
1301 out = NULL;
1302 } else {
1303 out = snewn(a+2, char);
1304 out[0] = 'S';
1305 for (i = 0; i < a; i++)
1306 out[i+1] = '0' + soln[i];
1307 out[a+1] = '\0';
1308 }
1309
1310 sfree(soln);
1311 return out;
1312 }
1313
1314 static int game_can_format_as_text_now(game_params *params)
1315 {
1316 return TRUE;
1317 }
1318
1319 static char *game_text_format(game_state *state)
1320 {
1321 return NULL;
1322 }
1323
1324 struct game_ui {
1325 /*
1326 * These are the coordinates of the currently highlighted
1327 * square on the grid, if hshow = 1.
1328 */
1329 int hx, hy;
1330 /*
1331 * This indicates whether the current highlight is a
1332 * pencil-mark one or a real one.
1333 */
1334 int hpencil;
1335 /*
1336 * This indicates whether or not we're showing the highlight
1337 * (used to be hx = hy = -1); important so that when we're
1338 * using the cursor keys it doesn't keep coming back at a
1339 * fixed position. When hshow = 1, pressing a valid number
1340 * or letter key or Space will enter that number or letter in the grid.
1341 */
1342 int hshow;
1343 /*
1344 * This indicates whether we're using the highlight as a cursor;
1345 * it means that it doesn't vanish on a keypress, and that it is
1346 * allowed on immutable squares.
1347 */
1348 int hcursor;
1349 };
1350
1351 static game_ui *new_ui(game_state *state)
1352 {
1353 game_ui *ui = snew(game_ui);
1354
1355 ui->hx = ui->hy = 0;
1356 ui->hpencil = ui->hshow = ui->hcursor = 0;
1357
1358 return ui;
1359 }
1360
1361 static void free_ui(game_ui *ui)
1362 {
1363 sfree(ui);
1364 }
1365
1366 static char *encode_ui(game_ui *ui)
1367 {
1368 return NULL;
1369 }
1370
1371 static void decode_ui(game_ui *ui, char *encoding)
1372 {
1373 }
1374
1375 static void game_changed_state(game_ui *ui, game_state *oldstate,
1376 game_state *newstate)
1377 {
1378 int w = newstate->par.w;
1379 /*
1380 * We prevent pencil-mode highlighting of a filled square, unless
1381 * we're using the cursor keys. So if the user has just filled in
1382 * a square which we had a pencil-mode highlight in (by Undo, or
1383 * by Redo, or by Solve), then we cancel the highlight.
1384 */
1385 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1386 newstate->grid[ui->hy * w + ui->hx] != 0) {
1387 ui->hshow = 0;
1388 }
1389 }
1390
1391 #define PREFERRED_TILESIZE 48
1392 #define TILESIZE (ds->tilesize)
1393 #define BORDER (TILESIZE / 2)
1394 #define GRIDEXTRA max((TILESIZE / 32),1)
1395 #define COORD(x) ((x)*TILESIZE + BORDER)
1396 #define FROMCOORD(x) (((x)+(TILESIZE-BORDER)) / TILESIZE - 1)
1397
1398 #define FLASH_TIME 0.4F
1399
1400 #define DF_PENCIL_SHIFT 16
1401 #define DF_ERR_LATIN 0x8000
1402 #define DF_ERR_CLUE 0x4000
1403 #define DF_HIGHLIGHT 0x2000
1404 #define DF_HIGHLIGHT_PENCIL 0x1000
1405 #define DF_DIGIT_MASK 0x000F
1406
1407 struct game_drawstate {
1408 int tilesize;
1409 int started;
1410 long *tiles;
1411 long *errors;
1412 char *minus_sign, *times_sign, *divide_sign;
1413 };
1414
1415 static int check_errors(game_state *state, long *errors)
1416 {
1417 int w = state->par.w, a = w*w;
1418 int i, j, x, y, errs = FALSE;
1419 long *cluevals;
1420 int *full;
1421
1422 cluevals = snewn(a, long);
1423 full = snewn(a, int);
1424
1425 if (errors)
1426 for (i = 0; i < a; i++) {
1427 errors[i] = 0;
1428 full[i] = TRUE;
1429 }
1430
1431 for (i = 0; i < a; i++) {
1432 long clue;
1433
1434 j = dsf_canonify(state->clues->dsf, i);
1435 if (j == i) {
1436 cluevals[i] = state->grid[i];
1437 } else {
1438 clue = state->clues->clues[j] & CMASK;
1439
1440 switch (clue) {
1441 case C_ADD:
1442 cluevals[j] += state->grid[i];
1443 break;
1444 case C_MUL:
1445 cluevals[j] *= state->grid[i];
1446 break;
1447 case C_SUB:
1448 cluevals[j] = abs(cluevals[j] - state->grid[i]);
1449 break;
1450 case C_DIV:
1451 {
1452 int d1 = min(cluevals[j], state->grid[i]);
1453 int d2 = max(cluevals[j], state->grid[i]);
1454 if (d1 == 0 || d2 % d1 != 0)
1455 cluevals[j] = 0;
1456 else
1457 cluevals[j] = d2 / d1;
1458 }
1459 break;
1460 }
1461 }
1462
1463 if (!state->grid[i])
1464 full[j] = FALSE;
1465 }
1466
1467 for (i = 0; i < a; i++) {
1468 j = dsf_canonify(state->clues->dsf, i);
1469 if (j == i) {
1470 if ((state->clues->clues[j] & ~CMASK) != cluevals[i]) {
1471 errs = TRUE;
1472 if (errors && full[j])
1473 errors[j] |= DF_ERR_CLUE;
1474 }
1475 }
1476 }
1477
1478 sfree(cluevals);
1479 sfree(full);
1480
1481 for (y = 0; y < w; y++) {
1482 int mask = 0, errmask = 0;
1483 for (x = 0; x < w; x++) {
1484 int bit = 1 << state->grid[y*w+x];
1485 errmask |= (mask & bit);
1486 mask |= bit;
1487 }
1488
1489 if (mask != (1 << (w+1)) - (1 << 1)) {
1490 errs = TRUE;
1491 errmask &= ~1;
1492 if (errors) {
1493 for (x = 0; x < w; x++)
1494 if (errmask & (1 << state->grid[y*w+x]))
1495 errors[y*w+x] |= DF_ERR_LATIN;
1496 }
1497 }
1498 }
1499
1500 for (x = 0; x < w; x++) {
1501 int mask = 0, errmask = 0;
1502 for (y = 0; y < w; y++) {
1503 int bit = 1 << state->grid[y*w+x];
1504 errmask |= (mask & bit);
1505 mask |= bit;
1506 }
1507
1508 if (mask != (1 << (w+1)) - (1 << 1)) {
1509 errs = TRUE;
1510 errmask &= ~1;
1511 if (errors) {
1512 for (y = 0; y < w; y++)
1513 if (errmask & (1 << state->grid[y*w+x]))
1514 errors[y*w+x] |= DF_ERR_LATIN;
1515 }
1516 }
1517 }
1518
1519 return errs;
1520 }
1521
1522 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1523 int x, int y, int button)
1524 {
1525 int w = state->par.w;
1526 int tx, ty;
1527 char buf[80];
1528
1529 button &= ~MOD_MASK;
1530
1531 tx = FROMCOORD(x);
1532 ty = FROMCOORD(y);
1533
1534 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
1535 if (button == LEFT_BUTTON) {
1536 if (tx == ui->hx && ty == ui->hy &&
1537 ui->hshow && ui->hpencil == 0) {
1538 ui->hshow = 0;
1539 } else {
1540 ui->hx = tx;
1541 ui->hy = ty;
1542 ui->hshow = 1;
1543 ui->hpencil = 0;
1544 }
1545 ui->hcursor = 0;
1546 return ""; /* UI activity occurred */
1547 }
1548 if (button == RIGHT_BUTTON) {
1549 /*
1550 * Pencil-mode highlighting for non filled squares.
1551 */
1552 if (state->grid[ty*w+tx] == 0) {
1553 if (tx == ui->hx && ty == ui->hy &&
1554 ui->hshow && ui->hpencil) {
1555 ui->hshow = 0;
1556 } else {
1557 ui->hpencil = 1;
1558 ui->hx = tx;
1559 ui->hy = ty;
1560 ui->hshow = 1;
1561 }
1562 } else {
1563 ui->hshow = 0;
1564 }
1565 ui->hcursor = 0;
1566 return ""; /* UI activity occurred */
1567 }
1568 }
1569 if (IS_CURSOR_MOVE(button)) {
1570 move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
1571 ui->hshow = ui->hcursor = 1;
1572 return "";
1573 }
1574 if (ui->hshow &&
1575 (button == CURSOR_SELECT)) {
1576 ui->hpencil = 1 - ui->hpencil;
1577 ui->hcursor = 1;
1578 return "";
1579 }
1580
1581 if (ui->hshow &&
1582 ((button >= '0' && button <= '9' && button - '0' <= w) ||
1583 button == CURSOR_SELECT2 || button == '\b')) {
1584 int n = button - '0';
1585 if (button == CURSOR_SELECT2 || button == '\b')
1586 n = 0;
1587
1588 /*
1589 * Can't make pencil marks in a filled square. This can only
1590 * become highlighted if we're using cursor keys.
1591 */
1592 if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
1593 return NULL;
1594
1595 sprintf(buf, "%c%d,%d,%d",
1596 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1597
1598 if (!ui->hcursor) ui->hshow = 0;
1599
1600 return dupstr(buf);
1601 }
1602
1603 if (button == 'M' || button == 'm')
1604 return dupstr("M");
1605
1606 return NULL;
1607 }
1608
1609 static game_state *execute_move(game_state *from, char *move)
1610 {
1611 int w = from->par.w, a = w*w;
1612 game_state *ret;
1613 int x, y, i, n;
1614
1615 if (move[0] == 'S') {
1616 ret = dup_game(from);
1617 ret->completed = ret->cheated = TRUE;
1618
1619 for (i = 0; i < a; i++) {
1620 if (move[i+1] < '1' || move[i+1] > '0'+w) {
1621 free_game(ret);
1622 return NULL;
1623 }
1624 ret->grid[i] = move[i+1] - '0';
1625 ret->pencil[i] = 0;
1626 }
1627
1628 if (move[a+1] != '\0') {
1629 free_game(ret);
1630 return NULL;
1631 }
1632
1633 return ret;
1634 } else if ((move[0] == 'P' || move[0] == 'R') &&
1635 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1636 x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
1637
1638 ret = dup_game(from);
1639 if (move[0] == 'P' && n > 0) {
1640 ret->pencil[y*w+x] ^= 1 << n;
1641 } else {
1642 ret->grid[y*w+x] = n;
1643 ret->pencil[y*w+x] = 0;
1644
1645 if (!ret->completed && !check_errors(ret, NULL))
1646 ret->completed = TRUE;
1647 }
1648 return ret;
1649 } else if (move[0] == 'M') {
1650 /*
1651 * Fill in absolutely all pencil marks everywhere. (I
1652 * wouldn't use this for actual play, but it's a handy
1653 * starting point when following through a set of
1654 * diagnostics output by the standalone solver.)
1655 */
1656 ret = dup_game(from);
1657 for (i = 0; i < a; i++) {
1658 if (!ret->grid[i])
1659 ret->pencil[i] = (1 << (w+1)) - (1 << 1);
1660 }
1661 return ret;
1662 } else
1663 return NULL; /* couldn't parse move string */
1664 }
1665
1666 /* ----------------------------------------------------------------------
1667 * Drawing routines.
1668 */
1669
1670 #define SIZE(w) ((w) * TILESIZE + 2*BORDER)
1671
1672 static void game_compute_size(game_params *params, int tilesize,
1673 int *x, int *y)
1674 {
1675 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1676 struct { int tilesize; } ads, *ds = &ads;
1677 ads.tilesize = tilesize;
1678
1679 *x = *y = SIZE(params->w);
1680 }
1681
1682 static void game_set_size(drawing *dr, game_drawstate *ds,
1683 game_params *params, int tilesize)
1684 {
1685 ds->tilesize = tilesize;
1686 }
1687
1688 static float *game_colours(frontend *fe, int *ncolours)
1689 {
1690 float *ret = snewn(3 * NCOLOURS, float);
1691
1692 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1693
1694 ret[COL_GRID * 3 + 0] = 0.0F;
1695 ret[COL_GRID * 3 + 1] = 0.0F;
1696 ret[COL_GRID * 3 + 2] = 0.0F;
1697
1698 ret[COL_USER * 3 + 0] = 0.0F;
1699 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1700 ret[COL_USER * 3 + 2] = 0.0F;
1701
1702 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1703 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1704 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1705
1706 ret[COL_ERROR * 3 + 0] = 1.0F;
1707 ret[COL_ERROR * 3 + 1] = 0.0F;
1708 ret[COL_ERROR * 3 + 2] = 0.0F;
1709
1710 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1711 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1712 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1713
1714 *ncolours = NCOLOURS;
1715 return ret;
1716 }
1717
1718 static const char *const minus_signs[] = { "\xE2\x88\x92", "-" };
1719 static const char *const times_signs[] = { "\xC3\x97", "*" };
1720 static const char *const divide_signs[] = { "\xC3\xB7", "/" };
1721
1722 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1723 {
1724 int w = state->par.w, a = w*w;
1725 struct game_drawstate *ds = snew(struct game_drawstate);
1726 int i;
1727
1728 ds->tilesize = 0;
1729 ds->started = FALSE;
1730 ds->tiles = snewn(a, long);
1731 for (i = 0; i < a; i++)
1732 ds->tiles[i] = -1;
1733 ds->errors = snewn(a, long);
1734 ds->minus_sign = text_fallback(dr, minus_signs, lenof(minus_signs));
1735 ds->times_sign = text_fallback(dr, times_signs, lenof(times_signs));
1736 ds->divide_sign = text_fallback(dr, divide_signs, lenof(divide_signs));
1737
1738 return ds;
1739 }
1740
1741 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1742 {
1743 sfree(ds->tiles);
1744 sfree(ds->errors);
1745 sfree(ds->minus_sign);
1746 sfree(ds->times_sign);
1747 sfree(ds->divide_sign);
1748 sfree(ds);
1749 }
1750
1751 static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues,
1752 int x, int y, long tile)
1753 {
1754 int w = clues->w /* , a = w*w */;
1755 int tx, ty, tw, th;
1756 int cx, cy, cw, ch;
1757 char str[64];
1758
1759 tx = BORDER + x * TILESIZE + 1 + GRIDEXTRA;
1760 ty = BORDER + y * TILESIZE + 1 + GRIDEXTRA;
1761
1762 cx = tx;
1763 cy = ty;
1764 cw = tw = TILESIZE-1-2*GRIDEXTRA;
1765 ch = th = TILESIZE-1-2*GRIDEXTRA;
1766
1767 if (x > 0 && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, y*w+x-1))
1768 cx -= GRIDEXTRA, cw += GRIDEXTRA;
1769 if (x+1 < w && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, y*w+x+1))
1770 cw += GRIDEXTRA;
1771 if (y > 0 && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, (y-1)*w+x))
1772 cy -= GRIDEXTRA, ch += GRIDEXTRA;
1773 if (y+1 < w && dsf_canonify(clues->dsf, y*w+x) == dsf_canonify(clues->dsf, (y+1)*w+x))
1774 ch += GRIDEXTRA;
1775
1776 clip(dr, cx, cy, cw, ch);
1777
1778 /* background needs erasing */
1779 draw_rect(dr, cx, cy, cw, ch,
1780 (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
1781
1782 /*
1783 * Draw the corners of thick lines in corner-adjacent squares,
1784 * which jut into this square by one pixel.
1785 */
1786 if (x > 0 && y > 0 && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y-1)*w+x-1))
1787 draw_rect(dr, tx-GRIDEXTRA, ty-GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID);
1788 if (x+1 < w && y > 0 && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y-1)*w+x+1))
1789 draw_rect(dr, tx+TILESIZE-1-2*GRIDEXTRA, ty-GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID);
1790 if (x > 0 && y+1 < w && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y+1)*w+x-1))
1791 draw_rect(dr, tx-GRIDEXTRA, ty+TILESIZE-1-2*GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID);
1792 if (x+1 < w && y+1 < w && dsf_canonify(clues->dsf, y*w+x) != dsf_canonify(clues->dsf, (y+1)*w+x+1))
1793 draw_rect(dr, tx+TILESIZE-1-2*GRIDEXTRA, ty+TILESIZE-1-2*GRIDEXTRA, GRIDEXTRA, GRIDEXTRA, COL_GRID);
1794
1795 /* pencil-mode highlight */
1796 if (tile & DF_HIGHLIGHT_PENCIL) {
1797 int coords[6];
1798 coords[0] = cx;
1799 coords[1] = cy;
1800 coords[2] = cx+cw/2;
1801 coords[3] = cy;
1802 coords[4] = cx;
1803 coords[5] = cy+ch/2;
1804 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1805 }
1806
1807 /* Draw the box clue. */
1808 if (dsf_canonify(clues->dsf, y*w+x) == y*w+x) {
1809 long clue = clues->clues[y*w+x];
1810 long cluetype = clue & CMASK, clueval = clue & ~CMASK;
1811 int size = dsf_size(clues->dsf, y*w+x);
1812 /*
1813 * Special case of clue-drawing: a box with only one square
1814 * is written as just the number, with no operation, because
1815 * it doesn't matter whether the operation is ADD or MUL.
1816 * The generation code above should never produce puzzles
1817 * containing such a thing - I think they're inelegant - but
1818 * it's possible to type in game IDs from elsewhere, so I
1819 * want to display them right if so.
1820 */
1821 sprintf (str, "%ld%s", clueval,
1822 (size == 1 ? "" :
1823 cluetype == C_ADD ? "+" :
1824 cluetype == C_SUB ? ds->minus_sign :
1825 cluetype == C_MUL ? ds->times_sign :
1826 /* cluetype == C_DIV ? */ ds->divide_sign));
1827 draw_text(dr, tx + GRIDEXTRA * 2, ty + GRIDEXTRA * 2 + TILESIZE/4,
1828 FONT_VARIABLE, TILESIZE/4, ALIGN_VNORMAL | ALIGN_HLEFT,
1829 (tile & DF_ERR_CLUE ? COL_ERROR : COL_GRID), str);
1830 }
1831
1832 /* new number needs drawing? */
1833 if (tile & DF_DIGIT_MASK) {
1834 str[1] = '\0';
1835 str[0] = (tile & DF_DIGIT_MASK) + '0';
1836 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1837 FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1838 (tile & DF_ERR_LATIN) ? COL_ERROR : COL_USER, str);
1839 } else {
1840 int i, j, npencil;
1841 int pl, pr, pt, pb;
1842 float bestsize;
1843 int pw, ph, minph, pbest, fontsize;
1844
1845 /* Count the pencil marks required. */
1846 for (i = 1, npencil = 0; i <= w; i++)
1847 if (tile & (1L << (i + DF_PENCIL_SHIFT)))
1848 npencil++;
1849 if (npencil) {
1850
1851 minph = 2;
1852
1853 /*
1854 * Determine the bounding rectangle within which we're going
1855 * to put the pencil marks.
1856 */
1857 /* Start with the whole square */
1858 pl = tx + GRIDEXTRA;
1859 pr = pl + TILESIZE - GRIDEXTRA;
1860 pt = ty + GRIDEXTRA;
1861 pb = pt + TILESIZE - GRIDEXTRA;
1862 if (dsf_canonify(clues->dsf, y*w+x) == y*w+x) {
1863 /*
1864 * Make space for the clue text.
1865 */
1866 pt += TILESIZE/4;
1867 /* minph--; */
1868 }
1869
1870 /*
1871 * We arrange our pencil marks in a grid layout, with
1872 * the number of rows and columns adjusted to allow the
1873 * maximum font size.
1874 *
1875 * So now we work out what the grid size ought to be.
1876 */
1877 bestsize = 0.0;
1878 pbest = 0;
1879 /* Minimum */
1880 for (pw = 3; pw < max(npencil,4); pw++) {
1881 float fw, fh, fs;
1882
1883 ph = (npencil + pw - 1) / pw;
1884 ph = max(ph, minph);
1885 fw = (pr - pl) / (float)pw;
1886 fh = (pb - pt) / (float)ph;
1887 fs = min(fw, fh);
1888 if (fs > bestsize) {
1889 bestsize = fs;
1890 pbest = pw;
1891 }
1892 }
1893 assert(pbest > 0);
1894 pw = pbest;
1895 ph = (npencil + pw - 1) / pw;
1896 ph = max(ph, minph);
1897
1898 /*
1899 * Now we've got our grid dimensions, work out the pixel
1900 * size of a grid element, and round it to the nearest
1901 * pixel. (We don't want rounding errors to make the
1902 * grid look uneven at low pixel sizes.)
1903 */
1904 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1905
1906 /*
1907 * Centre the resulting figure in the square.
1908 */
1909 pl = tx + (TILESIZE - fontsize * pw) / 2;
1910 pt = ty + (TILESIZE - fontsize * ph) / 2;
1911
1912 /*
1913 * And move it down a bit if it's collided with some
1914 * clue text.
1915 */
1916 if (dsf_canonify(clues->dsf, y*w+x) == y*w+x) {
1917 pt = max(pt, ty + GRIDEXTRA * 3 + TILESIZE/4);
1918 }
1919
1920 /*
1921 * Now actually draw the pencil marks.
1922 */
1923 for (i = 1, j = 0; i <= w; i++)
1924 if (tile & (1L << (i + DF_PENCIL_SHIFT))) {
1925 int dx = j % pw, dy = j / pw;
1926
1927 str[1] = '\0';
1928 str[0] = i + '0';
1929 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1930 pt + fontsize * (2*dy+1) / 2,
1931 FONT_VARIABLE, fontsize,
1932 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1933 j++;
1934 }
1935 }
1936 }
1937
1938 unclip(dr);
1939
1940 draw_update(dr, cx, cy, cw, ch);
1941 }
1942
1943 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1944 game_state *state, int dir, game_ui *ui,
1945 float animtime, float flashtime)
1946 {
1947 int w = state->par.w /*, a = w*w */;
1948 int x, y;
1949
1950 if (!ds->started) {
1951 /*
1952 * The initial contents of the window are not guaranteed and
1953 * can vary with front ends. To be on the safe side, all
1954 * games should start by drawing a big background-colour
1955 * rectangle covering the whole window.
1956 */
1957 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1958
1959 /*
1960 * Big containing rectangle.
1961 */
1962 draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
1963 w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
1964 COL_GRID);
1965
1966 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1967
1968 ds->started = TRUE;
1969 }
1970
1971 check_errors(state, ds->errors);
1972
1973 for (y = 0; y < w; y++) {
1974 for (x = 0; x < w; x++) {
1975 long tile = 0L;
1976
1977 if (state->grid[y*w+x])
1978 tile = state->grid[y*w+x];
1979 else
1980 tile = (long)state->pencil[y*w+x] << DF_PENCIL_SHIFT;
1981
1982 if (ui->hshow && ui->hx == x && ui->hy == y)
1983 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1984
1985 if (flashtime > 0 &&
1986 (flashtime <= FLASH_TIME/3 ||
1987 flashtime >= FLASH_TIME*2/3))
1988 tile |= DF_HIGHLIGHT; /* completion flash */
1989
1990 tile |= ds->errors[y*w+x];
1991
1992 if (ds->tiles[y*w+x] != tile) {
1993 ds->tiles[y*w+x] = tile;
1994 draw_tile(dr, ds, state->clues, x, y, tile);
1995 }
1996 }
1997 }
1998 }
1999
2000 static float game_anim_length(game_state *oldstate, game_state *newstate,
2001 int dir, game_ui *ui)
2002 {
2003 return 0.0F;
2004 }
2005
2006 static float game_flash_length(game_state *oldstate, game_state *newstate,
2007 int dir, game_ui *ui)
2008 {
2009 if (!oldstate->completed && newstate->completed &&
2010 !oldstate->cheated && !newstate->cheated)
2011 return FLASH_TIME;
2012 return 0.0F;
2013 }
2014
2015 static int game_is_solved(game_state *state)
2016 {
2017 return state->completed;
2018 }
2019
2020 static int game_timing_state(game_state *state, game_ui *ui)
2021 {
2022 if (state->completed)
2023 return FALSE;
2024 return TRUE;
2025 }
2026
2027 static void game_print_size(game_params *params, float *x, float *y)
2028 {
2029 int pw, ph;
2030
2031 /*
2032 * We use 9mm squares by default, like Solo.
2033 */
2034 game_compute_size(params, 900, &pw, &ph);
2035 *x = pw / 100.0F;
2036 *y = ph / 100.0F;
2037 }
2038
2039 /*
2040 * Subfunction to draw the thick lines between cells. In order to do
2041 * this using the line-drawing rather than rectangle-drawing API (so
2042 * as to get line thicknesses to scale correctly) and yet have
2043 * correctly mitred joins between lines, we must do this by tracing
2044 * the boundary of each sub-block and drawing it in one go as a
2045 * single polygon.
2046 */
2047 static void outline_block_structure(drawing *dr, game_drawstate *ds,
2048 int w, int *dsf, int ink)
2049 {
2050 int a = w*w;
2051 int *coords;
2052 int i, n;
2053 int x, y, dx, dy, sx, sy, sdx, sdy;
2054
2055 coords = snewn(4*a, int);
2056
2057 /*
2058 * Iterate over all the blocks.
2059 */
2060 for (i = 0; i < a; i++) {
2061 if (dsf_canonify(dsf, i) != i)
2062 continue;
2063
2064 /*
2065 * For each block, we need a starting square within it which
2066 * has a boundary at the left. Conveniently, we have one
2067 * right here, by construction.
2068 */
2069 x = i % w;
2070 y = i / w;
2071 dx = -1;
2072 dy = 0;
2073
2074 /*
2075 * Now begin tracing round the perimeter. At all
2076 * times, (x,y) describes some square within the
2077 * block, and (x+dx,y+dy) is some adjacent square
2078 * outside it; so the edge between those two squares
2079 * is always an edge of the block.
2080 */
2081 sx = x, sy = y, sdx = dx, sdy = dy; /* save starting position */
2082 n = 0;
2083 do {
2084 int cx, cy, tx, ty, nin;
2085
2086 /*
2087 * Advance to the next edge, by looking at the two
2088 * squares beyond it. If they're both outside the block,
2089 * we turn right (by leaving x,y the same and rotating
2090 * dx,dy clockwise); if they're both inside, we turn
2091 * left (by rotating dx,dy anticlockwise and contriving
2092 * to leave x+dx,y+dy unchanged); if one of each, we go
2093 * straight on (and may enforce by assertion that
2094 * they're one of each the _right_ way round).
2095 */
2096 nin = 0;
2097 tx = x - dy + dx;
2098 ty = y + dx + dy;
2099 nin += (tx >= 0 && tx < w && ty >= 0 && ty < w &&
2100 dsf_canonify(dsf, ty*w+tx) == i);
2101 tx = x - dy;
2102 ty = y + dx;
2103 nin += (tx >= 0 && tx < w && ty >= 0 && ty < w &&
2104 dsf_canonify(dsf, ty*w+tx) == i);
2105 if (nin == 0) {
2106 /*
2107 * Turn right.
2108 */
2109 int tmp;
2110 tmp = dx;
2111 dx = -dy;
2112 dy = tmp;
2113 } else if (nin == 2) {
2114 /*
2115 * Turn left.
2116 */
2117 int tmp;
2118
2119 x += dx;
2120 y += dy;
2121
2122 tmp = dx;
2123 dx = dy;
2124 dy = -tmp;
2125
2126 x -= dx;
2127 y -= dy;
2128 } else {
2129 /*
2130 * Go straight on.
2131 */
2132 x -= dy;
2133 y += dx;
2134 }
2135
2136 /*
2137 * Now enforce by assertion that we ended up
2138 * somewhere sensible.
2139 */
2140 assert(x >= 0 && x < w && y >= 0 && y < w &&
2141 dsf_canonify(dsf, y*w+x) == i);
2142 assert(x+dx < 0 || x+dx >= w || y+dy < 0 || y+dy >= w ||
2143 dsf_canonify(dsf, (y+dy)*w+(x+dx)) != i);
2144
2145 /*
2146 * Record the point we just went past at one end of the
2147 * edge. To do this, we translate (x,y) down and right
2148 * by half a unit (so they're describing a point in the
2149 * _centre_ of the square) and then translate back again
2150 * in a manner rotated by dy and dx.
2151 */
2152 assert(n < 2*w+2);
2153 cx = ((2*x+1) + dy + dx) / 2;
2154 cy = ((2*y+1) - dx + dy) / 2;
2155 coords[2*n+0] = BORDER + cx * TILESIZE;
2156 coords[2*n+1] = BORDER + cy * TILESIZE;
2157 n++;
2158
2159 } while (x != sx || y != sy || dx != sdx || dy != sdy);
2160
2161 /*
2162 * That's our polygon; now draw it.
2163 */
2164 draw_polygon(dr, coords, n, -1, ink);
2165 }
2166
2167 sfree(coords);
2168 }
2169
2170 static void game_print(drawing *dr, game_state *state, int tilesize)
2171 {
2172 int w = state->par.w;
2173 int ink = print_mono_colour(dr, 0);
2174 int x, y;
2175 char *minus_sign, *times_sign, *divide_sign;
2176
2177 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2178 game_drawstate ads, *ds = &ads;
2179 game_set_size(dr, ds, NULL, tilesize);
2180
2181 minus_sign = text_fallback(dr, minus_signs, lenof(minus_signs));
2182 times_sign = text_fallback(dr, times_signs, lenof(times_signs));
2183 divide_sign = text_fallback(dr, divide_signs, lenof(divide_signs));
2184
2185 /*
2186 * Border.
2187 */
2188 print_line_width(dr, 3 * TILESIZE / 40);
2189 draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, w*TILESIZE, ink);
2190
2191 /*
2192 * Main grid.
2193 */
2194 for (x = 1; x < w; x++) {
2195 print_line_width(dr, TILESIZE / 40);
2196 draw_line(dr, BORDER+x*TILESIZE, BORDER,
2197 BORDER+x*TILESIZE, BORDER+w*TILESIZE, ink);
2198 }
2199 for (y = 1; y < w; y++) {
2200 print_line_width(dr, TILESIZE / 40);
2201 draw_line(dr, BORDER, BORDER+y*TILESIZE,
2202 BORDER+w*TILESIZE, BORDER+y*TILESIZE, ink);
2203 }
2204
2205 /*
2206 * Thick lines between cells.
2207 */
2208 print_line_width(dr, 3 * TILESIZE / 40);
2209 outline_block_structure(dr, ds, w, state->clues->dsf, ink);
2210
2211 /*
2212 * Clues.
2213 */
2214 for (y = 0; y < w; y++)
2215 for (x = 0; x < w; x++)
2216 if (dsf_canonify(state->clues->dsf, y*w+x) == y*w+x) {
2217 long clue = state->clues->clues[y*w+x];
2218 long cluetype = clue & CMASK, clueval = clue & ~CMASK;
2219 int size = dsf_size(state->clues->dsf, y*w+x);
2220 char str[64];
2221
2222 /*
2223 * As in the drawing code, we omit the operator for
2224 * blocks of area 1.
2225 */
2226 sprintf (str, "%ld%s", clueval,
2227 (size == 1 ? "" :
2228 cluetype == C_ADD ? "+" :
2229 cluetype == C_SUB ? minus_sign :
2230 cluetype == C_MUL ? times_sign :
2231 /* cluetype == C_DIV ? */ divide_sign));
2232
2233 draw_text(dr,
2234 BORDER+x*TILESIZE + 5*TILESIZE/80,
2235 BORDER+y*TILESIZE + 20*TILESIZE/80,
2236 FONT_VARIABLE, TILESIZE/4,
2237 ALIGN_VNORMAL | ALIGN_HLEFT,
2238 ink, str);
2239 }
2240
2241 /*
2242 * Numbers for the solution, if any.
2243 */
2244 for (y = 0; y < w; y++)
2245 for (x = 0; x < w; x++)
2246 if (state->grid[y*w+x]) {
2247 char str[2];
2248 str[1] = '\0';
2249 str[0] = state->grid[y*w+x] + '0';
2250 draw_text(dr, BORDER + x*TILESIZE + TILESIZE/2,
2251 BORDER + y*TILESIZE + TILESIZE/2,
2252 FONT_VARIABLE, TILESIZE/2,
2253 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
2254 }
2255
2256 sfree(minus_sign);
2257 sfree(times_sign);
2258 sfree(divide_sign);
2259 }
2260
2261 #ifdef COMBINED
2262 #define thegame keen
2263 #endif
2264
2265 const struct game thegame = {
2266 "Keen", "games.keen", "keen",
2267 default_params,
2268 game_fetch_preset,
2269 decode_params,
2270 encode_params,
2271 free_params,
2272 dup_params,
2273 TRUE, game_configure, custom_params,
2274 validate_params,
2275 new_game_desc,
2276 validate_desc,
2277 new_game,
2278 dup_game,
2279 free_game,
2280 TRUE, solve_game,
2281 FALSE, game_can_format_as_text_now, game_text_format,
2282 new_ui,
2283 free_ui,
2284 encode_ui,
2285 decode_ui,
2286 game_changed_state,
2287 interpret_move,
2288 execute_move,
2289 PREFERRED_TILESIZE, game_compute_size, game_set_size,
2290 game_colours,
2291 game_new_drawstate,
2292 game_free_drawstate,
2293 game_redraw,
2294 game_anim_length,
2295 game_flash_length,
2296 game_is_solved,
2297 TRUE, FALSE, game_print_size, game_print,
2298 FALSE, /* wants_statusbar */
2299 FALSE, game_timing_state,
2300 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
2301 };
2302
2303 #ifdef STANDALONE_SOLVER
2304
2305 #include <stdarg.h>
2306
2307 int main(int argc, char **argv)
2308 {
2309 game_params *p;
2310 game_state *s;
2311 char *id = NULL, *desc, *err;
2312 int grade = FALSE;
2313 int ret, diff, really_show_working = FALSE;
2314
2315 while (--argc > 0) {
2316 char *p = *++argv;
2317 if (!strcmp(p, "-v")) {
2318 really_show_working = TRUE;
2319 } else if (!strcmp(p, "-g")) {
2320 grade = TRUE;
2321 } else if (*p == '-') {
2322 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2323 return 1;
2324 } else {
2325 id = p;
2326 }
2327 }
2328
2329 if (!id) {
2330 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
2331 return 1;
2332 }
2333
2334 desc = strchr(id, ':');
2335 if (!desc) {
2336 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2337 return 1;
2338 }
2339 *desc++ = '\0';
2340
2341 p = default_params();
2342 decode_params(p, id);
2343 err = validate_desc(p, desc);
2344 if (err) {
2345 fprintf(stderr, "%s: %s\n", argv[0], err);
2346 return 1;
2347 }
2348 s = new_game(NULL, p, desc);
2349
2350 /*
2351 * When solving an Easy puzzle, we don't want to bother the
2352 * user with Hard-level deductions. For this reason, we grade
2353 * the puzzle internally before doing anything else.
2354 */
2355 ret = -1; /* placate optimiser */
2356 solver_show_working = FALSE;
2357 for (diff = 0; diff < DIFFCOUNT; diff++) {
2358 memset(s->grid, 0, p->w * p->w);
2359 ret = solver(p->w, s->clues->dsf, s->clues->clues,
2360 s->grid, diff);
2361 if (ret <= diff)
2362 break;
2363 }
2364
2365 if (diff == DIFFCOUNT) {
2366 if (grade)
2367 printf("Difficulty rating: ambiguous\n");
2368 else
2369 printf("Unable to find a unique solution\n");
2370 } else {
2371 if (grade) {
2372 if (ret == diff_impossible)
2373 printf("Difficulty rating: impossible (no solution exists)\n");
2374 else
2375 printf("Difficulty rating: %s\n", keen_diffnames[ret]);
2376 } else {
2377 solver_show_working = really_show_working;
2378 memset(s->grid, 0, p->w * p->w);
2379 ret = solver(p->w, s->clues->dsf, s->clues->clues,
2380 s->grid, diff);
2381 if (ret != diff)
2382 printf("Puzzle is inconsistent\n");
2383 else {
2384 /*
2385 * We don't have a game_text_format for this game,
2386 * so we have to output the solution manually.
2387 */
2388 int x, y;
2389 for (y = 0; y < p->w; y++) {
2390 for (x = 0; x < p->w; x++) {
2391 printf("%s%c", x>0?" ":"", '0' + s->grid[y*p->w+x]);
2392 }
2393 putchar('\n');
2394 }
2395 }
2396 }
2397 }
2398
2399 return 0;
2400 }
2401
2402 #endif
2403
2404 /* vim: set shiftwidth=4 tabstop=8: */