2 * group.c: a Latin-square puzzle, but played with groups' Cayley
3 * tables. That is, you are given a Cayley table of a group with
4 * most elements blank and a few clues, and you must fill it in
5 * so as to preserve the group axioms.
7 * This is a perfectly playable and fully working puzzle, but I'm
8 * leaving it for the moment in the 'unfinished' directory because
9 * it's just too esoteric (not to mention _hard_) for me to be
10 * comfortable presenting it to the general public as something they
11 * might (implicitly) actually want to play.
15 * - more solver techniques?
16 * * Inverses: once we know that gh = e, we can immediately
17 * deduce hg = e as well; then for any gx=y we can deduce
18 * hy=x, and for any xg=y we have yh=x.
19 * * Hard-mode associativity: we currently deduce based on
20 * definite numbers in the grid, but we could also winnow
21 * based on _possible_ numbers.
22 * * My overambitious original thoughts included wondering if we
23 * could infer that there must be elements of certain orders
24 * (e.g. a group of order divisible by 5 must contain an
25 * element of order 5), but I think in fact this is probably
40 * Difficulty levels. I do some macro ickery here to ensure that my
41 * enum and the various forms of my name list always match up.
44 A(TRIVIAL,Trivial,NULL,t) \
45 A(NORMAL,Normal,solver_normal,n) \
47 A(EXTREME,Extreme,NULL,x) \
48 A(UNREASONABLE,Unreasonable,NULL,u)
49 #define ENUM(upper,title,func,lower) DIFF_ ## upper,
50 #define TITLE(upper,title,func,lower) #title,
51 #define ENCODE(upper,title,func,lower) #lower
52 #define CONFIG(upper,title,func,lower) ":" #title
53 enum { DIFFLIST(ENUM
) DIFFCOUNT
};
54 static char const *const group_diffnames
[] = { DIFFLIST(TITLE
) };
55 static char const group_diffchars
[] = DIFFLIST(ENCODE
);
56 #define DIFFCONFIG DIFFLIST(CONFIG)
69 * In identity mode, we number the elements e,a,b,c,d,f,g,h,...
70 * Otherwise, they're a,b,c,d,e,f,g,h,... in the obvious way.
72 #define E_TO_FRONT(c,id) ( (id) && (c)<=5 ? (c) % 5 + 1 : (c) )
73 #define E_FROM_FRONT(c,id) ( (id) && (c)<=5 ? ((c) + 3) % 5 + 1 : (c) )
75 #define FROMCHAR(c,id) E_TO_FRONT((((c)-('A'-1)) & ~0x20), id)
76 #define ISCHAR(c) (((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z'))
77 #define TOCHAR(c,id) (E_FROM_FRONT(c,id) + ('a'-1))
86 unsigned char *immutable
;
87 int *pencil
; /* bitmaps using bits 1<<1..1<<n */
88 int completed
, cheated
;
91 static game_params
*default_params(void)
93 game_params
*ret
= snew(game_params
);
96 ret
->diff
= DIFF_NORMAL
;
102 const static struct game_params group_presets
[] = {
103 { 6, DIFF_NORMAL
, TRUE
},
104 { 6, DIFF_NORMAL
, FALSE
},
105 { 8, DIFF_NORMAL
, TRUE
},
106 { 8, DIFF_NORMAL
, FALSE
},
107 { 8, DIFF_HARD
, TRUE
},
108 { 8, DIFF_HARD
, FALSE
},
109 { 12, DIFF_NORMAL
, TRUE
},
112 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
117 if (i
< 0 || i
>= lenof(group_presets
))
120 ret
= snew(game_params
);
121 *ret
= group_presets
[i
]; /* structure copy */
123 sprintf(buf
, "%dx%d %s%s", ret
->w
, ret
->w
, group_diffnames
[ret
->diff
],
124 ret
->id ?
"" : ", identity hidden");
131 static void free_params(game_params
*params
)
136 static game_params
*dup_params(game_params
*params
)
138 game_params
*ret
= snew(game_params
);
139 *ret
= *params
; /* structure copy */
143 static void decode_params(game_params
*params
, char const *string
)
145 char const *p
= string
;
148 while (*p
&& isdigit((unsigned char)*p
)) p
++;
149 params
->diff
= DIFF_NORMAL
;
156 params
->diff
= DIFFCOUNT
+1; /* ...which is invalid */
158 for (i
= 0; i
< DIFFCOUNT
; i
++) {
159 if (*p
== group_diffchars
[i
])
164 } else if (*p
== 'i') {
168 /* unrecognised character */
174 static char *encode_params(game_params
*params
, int full
)
178 sprintf(ret
, "%d", params
->w
);
180 sprintf(ret
+ strlen(ret
), "d%c", group_diffchars
[params
->diff
]);
182 sprintf(ret
+ strlen(ret
), "i");
187 static config_item
*game_configure(game_params
*params
)
192 ret
= snewn(4, config_item
);
194 ret
[0].name
= "Grid size";
195 ret
[0].type
= C_STRING
;
196 sprintf(buf
, "%d", params
->w
);
197 ret
[0].sval
= dupstr(buf
);
200 ret
[1].name
= "Difficulty";
201 ret
[1].type
= C_CHOICES
;
202 ret
[1].sval
= DIFFCONFIG
;
203 ret
[1].ival
= params
->diff
;
205 ret
[2].name
= "Show identity";
206 ret
[2].type
= C_BOOLEAN
;
208 ret
[2].ival
= params
->id
;
218 static game_params
*custom_params(config_item
*cfg
)
220 game_params
*ret
= snew(game_params
);
222 ret
->w
= atoi(cfg
[0].sval
);
223 ret
->diff
= cfg
[1].ival
;
224 ret
->id
= cfg
[2].ival
;
229 static char *validate_params(game_params
*params
, int full
)
231 if (params
->w
< 3 || params
->w
> 26)
232 return "Grid size must be between 3 and 26";
233 if (params
->diff
>= DIFFCOUNT
)
234 return "Unknown difficulty rating";
235 if (!params
->id
&& params
->diff
== DIFF_TRIVIAL
) {
237 * We can't have a Trivial-difficulty puzzle (i.e. latin
238 * square deductions only) without a clear identity, because
239 * identityless puzzles always have two rows and two columns
240 * entirely blank, and no latin-square deduction permits the
241 * distinguishing of two such rows.
243 return "Trivial puzzles must have an identity";
245 if (!params
->id
&& params
->w
== 3) {
247 * We can't have a 3x3 puzzle without an identity either,
248 * because 3x3 puzzles can't ever be harder than Trivial
249 * (there are no 3x3 latin squares which aren't also valid
250 * group tables, so enabling group-based deductions doesn't
251 * rule out any possible solutions) and - as above - Trivial
252 * puzzles can't not have an identity.
254 return "3x3 puzzles must have an identity";
259 /* ----------------------------------------------------------------------
263 static int solver_normal(struct latin_solver
*solver
, void *vctx
)
266 #ifdef STANDALONE_SOLVER
267 char **names
= solver
->names
;
269 digit
*grid
= solver
->grid
;
273 * Deduce using associativity: (ab)c = a(bc).
275 * So we pick any a,b,c we like; then if we know ab, bc, and
276 * (ab)c we can fill in a(bc).
278 for (i
= 1; i
< w
; i
++)
279 for (j
= 1; j
< w
; j
++)
280 for (k
= 1; k
< w
; k
++) {
281 if (!grid
[i
*w
+j
] || !grid
[j
*w
+k
])
283 if (grid
[(grid
[i
*w
+j
]-1)*w
+k
] &&
284 !grid
[i
*w
+(grid
[j
*w
+k
]-1)]) {
285 int x
= grid
[j
*w
+k
]-1, y
= i
;
286 int n
= grid
[(grid
[i
*w
+j
]-1)*w
+k
];
287 #ifdef STANDALONE_SOLVER
288 if (solver_show_working
) {
289 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
290 solver_recurse_depth
*4, "",
291 names
[i
], names
[j
], names
[k
],
292 names
[grid
[i
*w
+j
]-1], names
[k
],
293 names
[i
], names
[grid
[j
*w
+k
]-1]);
294 printf("%*s placing %s at (%d,%d)\n",
295 solver_recurse_depth
*4, "",
296 names
[n
-1], x
+1, y
+1);
299 if (solver
->cube
[(x
*w
+y
)*w
+n
-1]) {
300 latin_solver_place(solver
, x
, y
, n
);
303 #ifdef STANDALONE_SOLVER
304 if (solver_show_working
)
305 printf("%*s contradiction!\n",
306 solver_recurse_depth
*4, "");
311 if (!grid
[(grid
[i
*w
+j
]-1)*w
+k
] &&
312 grid
[i
*w
+(grid
[j
*w
+k
]-1)]) {
313 int x
= k
, y
= grid
[i
*w
+j
]-1;
314 int n
= grid
[i
*w
+(grid
[j
*w
+k
]-1)];
315 #ifdef STANDALONE_SOLVER
316 if (solver_show_working
) {
317 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
318 solver_recurse_depth
*4, "",
319 names
[i
], names
[j
], names
[k
],
320 names
[grid
[i
*w
+j
]-1], names
[k
],
321 names
[i
], names
[grid
[j
*w
+k
]-1]);
322 printf("%*s placing %s at (%d,%d)\n",
323 solver_recurse_depth
*4, "",
324 names
[n
-1], x
+1, y
+1);
327 if (solver
->cube
[(x
*w
+y
)*w
+n
-1]) {
328 latin_solver_place(solver
, x
, y
, n
);
331 #ifdef STANDALONE_SOLVER
332 if (solver_show_working
)
333 printf("%*s contradiction!\n",
334 solver_recurse_depth
*4, "");
344 #define SOLVER(upper,title,func,lower) func,
345 static usersolver_t
const group_solvers
[] = { DIFFLIST(SOLVER
) };
347 static int solver(game_params
*params
, digit
*grid
, int maxdiff
)
351 struct latin_solver solver
;
352 #ifdef STANDALONE_SOLVER
353 char *p
, text
[100], *names
[50];
357 latin_solver_alloc(&solver
, grid
, w
);
358 #ifdef STANDALONE_SOLVER
359 for (i
= 0, p
= text
; i
< w
; i
++) {
361 *p
++ = TOCHAR(i
+1, params
->id
);
364 solver
.names
= names
;
367 ret
= latin_solver_main(&solver
, maxdiff
,
368 DIFF_TRIVIAL
, DIFF_HARD
, DIFF_EXTREME
,
369 DIFF_EXTREME
, DIFF_UNREASONABLE
,
370 group_solvers
, NULL
, NULL
, NULL
);
372 latin_solver_free(&solver
);
377 /* ----------------------------------------------------------------------
381 static char *encode_grid(char *desc
, digit
*grid
, int area
)
387 for (i
= 0; i
<= area
; i
++) {
388 int n
= (i
< area ? grid
[i
] : -1);
395 int c
= 'a' - 1 + run
;
399 run
-= c
- ('a' - 1);
403 * If there's a number in the very top left or
404 * bottom right, there's no point putting an
405 * unnecessary _ before or after it.
407 if (p
> desc
&& n
> 0)
411 p
+= sprintf(p
, "%d", n
);
418 /* ----- data generated by group.gap begins ----- */
421 unsigned long autosize
;
427 const struct group
*groups
;
430 static const struct group groupdata
[] = {
437 {6L, 4, 2, "BADC" "CDAB"},
441 {6L, 6, 2, "CFEBAD" "BADCFE"},
442 {2L, 6, 1, "DCFEBA"},
444 {6L, 7, 1, "BCDEFGA"},
446 {4L, 8, 1, "BCEFDGHA"},
447 {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
448 {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
449 {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
450 {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
452 {6L, 9, 1, "BDECGHFIA"},
453 {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
455 {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
456 {4L, 10, 1, "DCFEHGJIBA"},
458 {10L, 11, 1, "BCDEFGHIJKA"},
460 {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
461 {4L, 12, 1, "EHIJKCBLDGFA"},
462 {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
463 {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
464 {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
466 {12L, 13, 1, "BCDEFGHIJKLMA"},
468 {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
469 {6L, 14, 1, "FEHGJILKNMBADC"},
471 {8L, 15, 1, "EGHCJKFMNIOBLDA"},
473 {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
474 {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
475 {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
476 {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
477 {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
478 {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
479 {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
480 {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
481 {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
483 "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
484 {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
486 "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
487 {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
489 "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
492 {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
494 {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
495 {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
496 {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
498 "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
499 {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
501 {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
503 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
504 {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
505 {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
506 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
507 {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
509 {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
510 {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
512 {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
513 {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
515 {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
517 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
518 {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
519 {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
520 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
521 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
522 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
524 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
525 "HSNOPWLDTUVBRIAKXFGCQEMJ"},
527 "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
528 "TRONXLWCHVUMSAIJPGFDEQBK"},
529 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
530 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
531 {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
532 {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
533 {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
535 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
536 "BAFGHCDEMNOPIJKLTUVQRSXW"},
538 "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
539 "HENOPJKLTUVBQRSAXFGWCDMI"},
541 {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
542 {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
545 "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
546 {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
549 static const struct groups groups
[] = {
550 {0, NULL
}, /* trivial case: 0 */
551 {0, NULL
}, /* trivial case: 1 */
552 {1, groupdata
+ 0}, /* 2 */
553 {1, groupdata
+ 1}, /* 3 */
554 {2, groupdata
+ 2}, /* 4 */
555 {1, groupdata
+ 4}, /* 5 */
556 {2, groupdata
+ 5}, /* 6 */
557 {1, groupdata
+ 7}, /* 7 */
558 {5, groupdata
+ 8}, /* 8 */
559 {2, groupdata
+ 13}, /* 9 */
560 {2, groupdata
+ 15}, /* 10 */
561 {1, groupdata
+ 17}, /* 11 */
562 {5, groupdata
+ 18}, /* 12 */
563 {1, groupdata
+ 23}, /* 13 */
564 {2, groupdata
+ 24}, /* 14 */
565 {1, groupdata
+ 26}, /* 15 */
566 {14, groupdata
+ 27}, /* 16 */
567 {1, groupdata
+ 41}, /* 17 */
568 {5, groupdata
+ 42}, /* 18 */
569 {1, groupdata
+ 47}, /* 19 */
570 {5, groupdata
+ 48}, /* 20 */
571 {2, groupdata
+ 53}, /* 21 */
572 {2, groupdata
+ 55}, /* 22 */
573 {1, groupdata
+ 57}, /* 23 */
574 {15, groupdata
+ 58}, /* 24 */
575 {2, groupdata
+ 73}, /* 25 */
576 {2, groupdata
+ 75}, /* 26 */
579 /* ----- data generated by group.gap ends ----- */
581 static char *new_game_desc(game_params
*params
, random_state
*rs
,
582 char **aux
, int interactive
)
584 int w
= params
->w
, a
= w
*w
;
585 digit
*grid
, *soln
, *soln2
;
588 int diff
= params
->diff
;
589 const struct group
*group
;
593 * Difficulty exceptions: some combinations of size and
594 * difficulty cannot be satisfied, because all puzzles of at
595 * most that difficulty are actually even easier.
597 * Remember to re-test this whenever a change is made to the
600 * I tested it using the following shell command:
602 for d in t n h x u; do
605 echo -n "./group --generate 1 ${i}d${d}${id}: "
606 perl -e 'alarm 30; exec @ARGV' \
607 ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
612 * Of course, it's better to do that after taking the exceptions
613 * _out_, so as to detect exceptions that should be removed as
614 * well as those which should be added.
616 if (w
< 5 && diff
== DIFF_UNREASONABLE
)
618 if ((w
< 5 || ((w
== 6 || w
== 8) && params
->id
)) && diff
== DIFF_EXTREME
)
620 if ((w
< 6 || (w
== 6 && params
->id
)) && diff
== DIFF_HARD
)
622 if ((w
< 4 || (w
== 4 && params
->id
)) && diff
== DIFF_NORMAL
)
625 grid
= snewn(a
, digit
);
626 soln
= snewn(a
, digit
);
627 soln2
= snewn(a
, digit
);
628 indices
= snewn(a
, int);
632 * Construct a valid group table, by picking a group from
633 * the above data table, decompressing it into a full
634 * representation by BFS, and then randomly permuting its
635 * non-identity elements.
637 * We build the canonical table in 'soln' (and use 'grid' as
638 * our BFS queue), then transfer the table into 'grid'
639 * having shuffled the rows.
642 assert(w
< lenof(groups
));
643 group
= groups
[w
].groups
+ random_upto(rs
, groups
[w
].ngroups
);
644 assert(group
->order
== w
);
646 for (i
= 0; i
< w
; i
++)
654 row
= soln
+ (i
-1)*w
;
656 for (j
= 0; j
< group
->ngens
; j
++) {
658 const char *gen
= group
->gens
+ j
*w
;
661 * Apply each group generator to row, constructing a
664 nri
= gen
[row
[0]-1] - 'A' + 1; /* which row is it? */
665 newrow
= soln
+ (nri
-1)*w
;
666 if (!newrow
[0]) { /* not done yet */
667 for (k
= 0; k
< w
; k
++)
668 newrow
[k
] = gen
[row
[k
]-1] - 'A' + 1;
673 /* That's got the canonical table. Now shuffle it. */
674 for (i
= 0; i
< w
; i
++)
676 if (params
->id
) /* do we shuffle in the identity? */
677 shuffle(soln2
+1, w
-1, sizeof(*soln2
), rs
);
679 shuffle(soln2
, w
, sizeof(*soln2
), rs
);
680 for (i
= 0; i
< w
; i
++)
681 for (j
= 0; j
< w
; j
++)
682 grid
[(soln2
[i
])*w
+(soln2
[j
])] = soln2
[soln
[i
*w
+j
]-1]+1;
685 * Remove entries one by one while the puzzle is still
686 * soluble at the appropriate difficulty level.
688 memcpy(soln
, grid
, a
);
691 * Start by blanking the entire identity row and column,
692 * and also another row and column so that the player
693 * can't trivially determine which element is the
697 j
= 1 + random_upto(rs
, w
-1); /* pick a second row/col to blank */
698 for (i
= 0; i
< w
; i
++) {
699 grid
[(soln2
[0])*w
+i
] = grid
[i
*w
+(soln2
[0])] = 0;
700 grid
[(soln2
[j
])*w
+i
] = grid
[i
*w
+(soln2
[j
])] = 0;
703 memcpy(soln2
, grid
, a
);
704 if (solver(params
, soln2
, diff
) > diff
)
705 continue; /* go round again if that didn't work */
709 for (i
= (params
->id ?
1 : 0); i
< w
; i
++)
710 for (j
= (params
->id ?
1 : 0); j
< w
; j
++)
712 indices
[k
++] = i
*w
+j
;
713 shuffle(indices
, k
, sizeof(*indices
), rs
);
715 for (i
= 0; i
< k
; i
++) {
716 memcpy(soln2
, grid
, a
);
717 soln2
[indices
[i
]] = 0;
718 if (solver(params
, soln2
, diff
) <= diff
)
719 grid
[indices
[i
]] = 0;
723 * Make sure the puzzle isn't too easy.
726 memcpy(soln2
, grid
, a
);
727 if (solver(params
, soln2
, diff
-1) < diff
)
728 continue; /* go round and try again */
738 * Encode the puzzle description.
740 desc
= snewn(a
*20, char);
741 p
= encode_grid(desc
, grid
, a
);
743 desc
= sresize(desc
, p
- desc
, char);
746 * Encode the solution.
748 *aux
= snewn(a
+2, char);
750 for (i
= 0; i
< a
; i
++)
751 (*aux
)[i
+1] = TOCHAR(soln
[i
], params
->id
);
762 /* ----------------------------------------------------------------------
766 static char *validate_grid_desc(const char **pdesc
, int range
, int area
)
768 const char *desc
= *pdesc
;
770 while (*desc
&& *desc
!= ',') {
772 if (n
>= 'a' && n
<= 'z') {
773 squares
+= n
- 'a' + 1;
774 } else if (n
== '_') {
776 } else if (n
> '0' && n
<= '9') {
777 int val
= atoi(desc
-1);
778 if (val
< 1 || val
> range
)
779 return "Out-of-range number in game description";
781 while (*desc
>= '0' && *desc
<= '9')
784 return "Invalid character in game description";
788 return "Not enough data to fill grid";
791 return "Too much data to fit in grid";
796 static char *validate_desc(game_params
*params
, char *desc
)
798 int w
= params
->w
, a
= w
*w
;
799 const char *p
= desc
;
801 return validate_grid_desc(&p
, w
, a
);
804 static char *spec_to_grid(char *desc
, digit
*grid
, int area
)
807 while (*desc
&& *desc
!= ',') {
809 if (n
>= 'a' && n
<= 'z') {
810 int run
= n
- 'a' + 1;
811 assert(i
+ run
<= area
);
814 } else if (n
== '_') {
816 } else if (n
> '0' && n
<= '9') {
818 grid
[i
++] = atoi(desc
-1);
819 while (*desc
>= '0' && *desc
<= '9')
822 assert(!"We can't get here");
829 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
831 int w
= params
->w
, a
= w
*w
;
832 game_state
*state
= snew(game_state
);
835 state
->par
= *params
; /* structure copy */
836 state
->grid
= snewn(a
, digit
);
837 state
->immutable
= snewn(a
, unsigned char);
838 state
->pencil
= snewn(a
, int);
839 for (i
= 0; i
< a
; i
++) {
841 state
->immutable
[i
] = 0;
842 state
->pencil
[i
] = 0;
845 desc
= spec_to_grid(desc
, state
->grid
, a
);
846 for (i
= 0; i
< a
; i
++)
847 if (state
->grid
[i
] != 0)
848 state
->immutable
[i
] = TRUE
;
850 state
->completed
= state
->cheated
= FALSE
;
855 static game_state
*dup_game(game_state
*state
)
857 int w
= state
->par
.w
, a
= w
*w
;
858 game_state
*ret
= snew(game_state
);
860 ret
->par
= state
->par
; /* structure copy */
862 ret
->grid
= snewn(a
, digit
);
863 ret
->immutable
= snewn(a
, unsigned char);
864 ret
->pencil
= snewn(a
, int);
865 memcpy(ret
->grid
, state
->grid
, a
*sizeof(digit
));
866 memcpy(ret
->immutable
, state
->immutable
, a
*sizeof(unsigned char));
867 memcpy(ret
->pencil
, state
->pencil
, a
*sizeof(int));
869 ret
->completed
= state
->completed
;
870 ret
->cheated
= state
->cheated
;
875 static void free_game(game_state
*state
)
878 sfree(state
->immutable
);
879 sfree(state
->pencil
);
883 static char *solve_game(game_state
*state
, game_state
*currstate
,
884 char *aux
, char **error
)
886 int w
= state
->par
.w
, a
= w
*w
;
894 soln
= snewn(a
, digit
);
895 memcpy(soln
, state
->grid
, a
*sizeof(digit
));
897 ret
= solver(&state
->par
, soln
, DIFFCOUNT
-1);
899 if (ret
== diff_impossible
) {
900 *error
= "No solution exists for this puzzle";
902 } else if (ret
== diff_ambiguous
) {
903 *error
= "Multiple solutions exist for this puzzle";
906 out
= snewn(a
+2, char);
908 for (i
= 0; i
< a
; i
++)
909 out
[i
+1] = TOCHAR(soln
[i
], state
->par
.id
);
917 static int game_can_format_as_text_now(game_params
*params
)
922 static char *game_text_format(game_state
*state
)
924 int w
= state
->par
.w
;
928 ret
= snewn(2*w
*w
+1, char); /* leave room for terminating NUL */
931 for (y
= 0; y
< w
; y
++) {
932 for (x
= 0; x
< w
; x
++) {
933 digit d
= state
->grid
[y
*w
+x
];
938 ch
= TOCHAR(d
, state
->par
.id
);
950 assert(p
- ret
== 2*w
*w
);
957 * These are the coordinates of the currently highlighted
958 * square on the grid, if hshow = 1.
962 * This indicates whether the current highlight is a
963 * pencil-mark one or a real one.
967 * This indicates whether or not we're showing the highlight
968 * (used to be hx = hy = -1); important so that when we're
969 * using the cursor keys it doesn't keep coming back at a
970 * fixed position. When hshow = 1, pressing a valid number
971 * or letter key or Space will enter that number or letter in the grid.
975 * This indicates whether we're using the highlight as a cursor;
976 * it means that it doesn't vanish on a keypress, and that it is
977 * allowed on immutable squares.
982 static game_ui
*new_ui(game_state
*state
)
984 game_ui
*ui
= snew(game_ui
);
987 ui
->hpencil
= ui
->hshow
= ui
->hcursor
= 0;
992 static void free_ui(game_ui
*ui
)
997 static char *encode_ui(game_ui
*ui
)
1002 static void decode_ui(game_ui
*ui
, char *encoding
)
1006 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1007 game_state
*newstate
)
1009 int w
= newstate
->par
.w
;
1011 * We prevent pencil-mode highlighting of a filled square, unless
1012 * we're using the cursor keys. So if the user has just filled in
1013 * a square which we had a pencil-mode highlight in (by Undo, or
1014 * by Redo, or by Solve), then we cancel the highlight.
1016 if (ui
->hshow
&& ui
->hpencil
&& !ui
->hcursor
&&
1017 newstate
->grid
[ui
->hy
* w
+ ui
->hx
] != 0) {
1022 #define PREFERRED_TILESIZE 48
1023 #define TILESIZE (ds->tilesize)
1024 #define BORDER (TILESIZE / 2)
1025 #define LEGEND (TILESIZE)
1026 #define GRIDEXTRA max((TILESIZE / 32),1)
1027 #define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1028 #define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
1030 #define FLASH_TIME 0.4F
1032 #define DF_HIGHLIGHT 0x0400
1033 #define DF_HIGHLIGHT_PENCIL 0x0200
1034 #define DF_IMMUTABLE 0x0100
1035 #define DF_DIGIT_MASK 0x001F
1037 #define EF_DIGIT_SHIFT 5
1038 #define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1039 #define EF_LEFT_SHIFT 0
1040 #define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1041 #define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1042 #define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1043 #define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1045 struct game_drawstate
{
1049 long *tiles
, *pencil
, *errors
;
1053 static int check_errors(game_state
*state
, long *errors
)
1055 int w
= state
->par
.w
, a
= w
*w
;
1056 digit
*grid
= state
->grid
;
1057 int i
, j
, k
, x
, y
, errs
= FALSE
;
1060 * To verify that we have a valid group table, it suffices to
1061 * test latin-square-hood and associativity only. All the other
1062 * group axioms follow from those two.
1066 * Associativity is given; closure is obvious from latin-
1067 * square-hood. We need to show that an identity exists and that
1068 * every element has an inverse.
1070 * Identity: take any element a. There will be some element e
1071 * such that ea=a (in a latin square, every element occurs in
1072 * every row and column, so a must occur somewhere in the a
1073 * column, say on row e). For any other element b, there must
1074 * exist x such that ax=b (same argument from latin-square-hood
1075 * again), and then associativity gives us eb = e(ax) = (ea)x =
1076 * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A
1077 * similar argument tells us that there must be some f which is
1078 * a right-identity, and then we show they are the same element
1079 * by observing that ef must simultaneously equal e and equal f.
1081 * Inverses: given any a, by the latin-square argument again,
1082 * there must exist p and q such that pa=e and aq=e (i.e. left-
1083 * and right-inverses). We can show these are equal by
1084 * associativity: p = pe = p(aq) = (pa)q = eq = q. []
1088 for (i
= 0; i
< a
; i
++)
1091 for (y
= 0; y
< w
; y
++) {
1092 unsigned long mask
= 0, errmask
= 0;
1093 for (x
= 0; x
< w
; x
++) {
1094 unsigned long bit
= 1UL << grid
[y
*w
+x
];
1095 errmask
|= (mask
& bit
);
1099 if (mask
!= (1 << (w
+1)) - (1 << 1)) {
1103 for (x
= 0; x
< w
; x
++)
1104 if (errmask
& (1UL << grid
[y
*w
+x
]))
1105 errors
[y
*w
+x
] |= EF_LATIN
;
1110 for (x
= 0; x
< w
; x
++) {
1111 unsigned long mask
= 0, errmask
= 0;
1112 for (y
= 0; y
< w
; y
++) {
1113 unsigned long bit
= 1UL << grid
[y
*w
+x
];
1114 errmask
|= (mask
& bit
);
1118 if (mask
!= (1 << (w
+1)) - (1 << 1)) {
1122 for (y
= 0; y
< w
; y
++)
1123 if (errmask
& (1UL << grid
[y
*w
+x
]))
1124 errors
[y
*w
+x
] |= EF_LATIN
;
1129 for (i
= 1; i
< w
; i
++)
1130 for (j
= 1; j
< w
; j
++)
1131 for (k
= 1; k
< w
; k
++)
1132 if (grid
[i
*w
+j
] && grid
[j
*w
+k
] &&
1133 grid
[(grid
[i
*w
+j
]-1)*w
+k
] &&
1134 grid
[i
*w
+(grid
[j
*w
+k
]-1)] &&
1135 grid
[(grid
[i
*w
+j
]-1)*w
+k
] != grid
[i
*w
+(grid
[j
*w
+k
]-1)]) {
1137 int a
= i
+1, b
= j
+1, c
= k
+1;
1138 int ab
= grid
[i
*w
+j
], bc
= grid
[j
*w
+k
];
1139 int left
= (ab
-1)*w
+(c
-1), right
= (a
-1)*w
+(bc
-1);
1141 * If the appropriate error slot is already
1142 * used for one of the squares, we don't
1143 * fill either of them.
1145 if (!(errors
[left
] & EF_LEFT_MASK
) &&
1146 !(errors
[right
] & EF_RIGHT_MASK
)) {
1149 err
= (err
<< EF_DIGIT_SHIFT
) | b
;
1150 err
= (err
<< EF_DIGIT_SHIFT
) | c
;
1151 errors
[left
] |= err
<< EF_LEFT_SHIFT
;
1152 errors
[right
] |= err
<< EF_RIGHT_SHIFT
;
1161 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1162 int x
, int y
, int button
)
1164 int w
= state
->par
.w
;
1168 button
&= ~MOD_MASK
;
1173 if (tx
>= 0 && tx
< w
&& ty
>= 0 && ty
< w
) {
1174 if (button
== LEFT_BUTTON
) {
1175 if (tx
== ui
->hx
&& ty
== ui
->hy
&&
1176 ui
->hshow
&& ui
->hpencil
== 0) {
1181 ui
->hshow
= !state
->immutable
[ty
*w
+tx
];
1185 return ""; /* UI activity occurred */
1187 if (button
== RIGHT_BUTTON
) {
1189 * Pencil-mode highlighting for non filled squares.
1191 if (state
->grid
[ty
*w
+tx
] == 0) {
1192 if (tx
== ui
->hx
&& ty
== ui
->hy
&&
1193 ui
->hshow
&& ui
->hpencil
) {
1205 return ""; /* UI activity occurred */
1208 if (IS_CURSOR_MOVE(button
)) {
1209 move_cursor(button
, &ui
->hx
, &ui
->hy
, w
, w
, 0);
1210 ui
->hshow
= ui
->hcursor
= 1;
1214 (button
== CURSOR_SELECT
)) {
1215 ui
->hpencil
= 1 - ui
->hpencil
;
1221 ((ISCHAR(button
) && FROMCHAR(button
, state
->par
.id
) <= w
) ||
1222 button
== CURSOR_SELECT2
|| button
== '\b')) {
1223 int n
= FROMCHAR(button
, state
->par
.id
);
1224 if (button
== CURSOR_SELECT2
|| button
== '\b')
1228 * Can't make pencil marks in a filled square. This can only
1229 * become highlighted if we're using cursor keys.
1231 if (ui
->hpencil
&& state
->grid
[ui
->hy
*w
+ui
->hx
])
1235 * Can't do anything to an immutable square.
1237 if (state
->immutable
[ui
->hy
*w
+ui
->hx
])
1240 sprintf(buf
, "%c%d,%d,%d",
1241 (char)(ui
->hpencil
&& n
> 0 ?
'P' : 'R'), ui
->hx
, ui
->hy
, n
);
1243 if (!ui
->hcursor
) ui
->hshow
= 0;
1248 if (button
== 'M' || button
== 'm')
1254 static game_state
*execute_move(game_state
*from
, char *move
)
1256 int w
= from
->par
.w
, a
= w
*w
;
1260 if (move
[0] == 'S') {
1261 ret
= dup_game(from
);
1262 ret
->completed
= ret
->cheated
= TRUE
;
1264 for (i
= 0; i
< a
; i
++) {
1265 if (!ISCHAR(move
[i
+1]) || FROMCHAR(move
[i
+1], from
->par
.id
) > w
) {
1269 ret
->grid
[i
] = FROMCHAR(move
[i
+1], from
->par
.id
);
1273 if (move
[a
+1] != '\0') {
1279 } else if ((move
[0] == 'P' || move
[0] == 'R') &&
1280 sscanf(move
+1, "%d,%d,%d", &x
, &y
, &n
) == 3 &&
1281 x
>= 0 && x
< w
&& y
>= 0 && y
< w
&& n
>= 0 && n
<= w
) {
1282 if (from
->immutable
[y
*w
+x
])
1285 ret
= dup_game(from
);
1286 if (move
[0] == 'P' && n
> 0) {
1287 ret
->pencil
[y
*w
+x
] ^= 1 << n
;
1289 ret
->grid
[y
*w
+x
] = n
;
1290 ret
->pencil
[y
*w
+x
] = 0;
1292 if (!ret
->completed
&& !check_errors(ret
, NULL
))
1293 ret
->completed
= TRUE
;
1296 } else if (move
[0] == 'M') {
1298 * Fill in absolutely all pencil marks everywhere. (I
1299 * wouldn't use this for actual play, but it's a handy
1300 * starting point when following through a set of
1301 * diagnostics output by the standalone solver.)
1303 ret
= dup_game(from
);
1304 for (i
= 0; i
< a
; i
++) {
1306 ret
->pencil
[i
] = (1 << (w
+1)) - (1 << 1);
1310 return NULL
; /* couldn't parse move string */
1313 /* ----------------------------------------------------------------------
1317 #define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
1319 static void game_compute_size(game_params
*params
, int tilesize
,
1322 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1323 struct { int tilesize
; } ads
, *ds
= &ads
;
1324 ads
.tilesize
= tilesize
;
1326 *x
= *y
= SIZE(params
->w
);
1329 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1330 game_params
*params
, int tilesize
)
1332 ds
->tilesize
= tilesize
;
1335 static float *game_colours(frontend
*fe
, int *ncolours
)
1337 float *ret
= snewn(3 * NCOLOURS
, float);
1339 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1341 ret
[COL_GRID
* 3 + 0] = 0.0F
;
1342 ret
[COL_GRID
* 3 + 1] = 0.0F
;
1343 ret
[COL_GRID
* 3 + 2] = 0.0F
;
1345 ret
[COL_USER
* 3 + 0] = 0.0F
;
1346 ret
[COL_USER
* 3 + 1] = 0.6F
* ret
[COL_BACKGROUND
* 3 + 1];
1347 ret
[COL_USER
* 3 + 2] = 0.0F
;
1349 ret
[COL_HIGHLIGHT
* 3 + 0] = 0.78F
* ret
[COL_BACKGROUND
* 3 + 0];
1350 ret
[COL_HIGHLIGHT
* 3 + 1] = 0.78F
* ret
[COL_BACKGROUND
* 3 + 1];
1351 ret
[COL_HIGHLIGHT
* 3 + 2] = 0.78F
* ret
[COL_BACKGROUND
* 3 + 2];
1353 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
1354 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
1355 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
1357 ret
[COL_PENCIL
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1358 ret
[COL_PENCIL
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1359 ret
[COL_PENCIL
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2];
1361 *ncolours
= NCOLOURS
;
1365 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1367 int w
= state
->par
.w
, a
= w
*w
;
1368 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1372 ds
->par
= state
->par
; /* structure copy */
1374 ds
->started
= FALSE
;
1375 ds
->tiles
= snewn(a
, long);
1376 ds
->pencil
= snewn(a
, long);
1377 ds
->errors
= snewn(a
, long);
1378 for (i
= 0; i
< a
; i
++)
1379 ds
->tiles
[i
] = ds
->pencil
[i
] = -1;
1380 ds
->errtmp
= snewn(a
, long);
1385 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1394 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, int x
, int y
, long tile
,
1395 long pencil
, long error
)
1397 int w
= ds
->w
/* , a = w*w */;
1402 tx
= BORDER
+ LEGEND
+ x
* TILESIZE
+ 1;
1403 ty
= BORDER
+ LEGEND
+ y
* TILESIZE
+ 1;
1407 cw
= tw
= TILESIZE
-1;
1408 ch
= th
= TILESIZE
-1;
1410 clip(dr
, cx
, cy
, cw
, ch
);
1412 /* background needs erasing */
1413 draw_rect(dr
, cx
, cy
, cw
, ch
,
1414 (tile
& DF_HIGHLIGHT
) ? COL_HIGHLIGHT
: COL_BACKGROUND
);
1416 /* pencil-mode highlight */
1417 if (tile
& DF_HIGHLIGHT_PENCIL
) {
1421 coords
[2] = cx
+cw
/2;
1424 coords
[5] = cy
+ch
/2;
1425 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
1428 /* new number needs drawing? */
1429 if (tile
& DF_DIGIT_MASK
) {
1431 str
[0] = TOCHAR(tile
& DF_DIGIT_MASK
, ds
->par
.id
);
1432 draw_text(dr
, tx
+ TILESIZE
/2, ty
+ TILESIZE
/2,
1433 FONT_VARIABLE
, TILESIZE
/2, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1434 (error
& EF_LATIN
) ? COL_ERROR
:
1435 (tile
& DF_IMMUTABLE
) ? COL_GRID
: COL_USER
, str
);
1437 if (error
& EF_LEFT_MASK
) {
1438 int a
= (error
>> (EF_LEFT_SHIFT
+2*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1439 int b
= (error
>> (EF_LEFT_SHIFT
+1*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1440 int c
= (error
>> (EF_LEFT_SHIFT
))&EF_DIGIT_MASK
;
1442 sprintf(buf
, "(%c%c)%c", TOCHAR(a
, ds
->par
.id
),
1443 TOCHAR(b
, ds
->par
.id
), TOCHAR(c
, ds
->par
.id
));
1444 draw_text(dr
, tx
+ TILESIZE
/2, ty
+ TILESIZE
/6,
1445 FONT_VARIABLE
, TILESIZE
/6, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1448 if (error
& EF_RIGHT_MASK
) {
1449 int a
= (error
>> (EF_RIGHT_SHIFT
+2*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1450 int b
= (error
>> (EF_RIGHT_SHIFT
+1*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1451 int c
= (error
>> (EF_RIGHT_SHIFT
))&EF_DIGIT_MASK
;
1453 sprintf(buf
, "%c(%c%c)", TOCHAR(a
, ds
->par
.id
),
1454 TOCHAR(b
, ds
->par
.id
), TOCHAR(c
, ds
->par
.id
));
1455 draw_text(dr
, tx
+ TILESIZE
/2, ty
+ TILESIZE
- TILESIZE
/6,
1456 FONT_VARIABLE
, TILESIZE
/6, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1463 int pw
, ph
, minph
, pbest
, fontsize
;
1465 /* Count the pencil marks required. */
1466 for (i
= 1, npencil
= 0; i
<= w
; i
++)
1467 if (pencil
& (1 << i
))
1474 * Determine the bounding rectangle within which we're going
1475 * to put the pencil marks.
1477 /* Start with the whole square */
1478 pl
= tx
+ GRIDEXTRA
;
1479 pr
= pl
+ TILESIZE
- GRIDEXTRA
;
1480 pt
= ty
+ GRIDEXTRA
;
1481 pb
= pt
+ TILESIZE
- GRIDEXTRA
;
1484 * We arrange our pencil marks in a grid layout, with
1485 * the number of rows and columns adjusted to allow the
1486 * maximum font size.
1488 * So now we work out what the grid size ought to be.
1493 for (pw
= 3; pw
< max(npencil
,4); pw
++) {
1496 ph
= (npencil
+ pw
- 1) / pw
;
1497 ph
= max(ph
, minph
);
1498 fw
= (pr
- pl
) / (float)pw
;
1499 fh
= (pb
- pt
) / (float)ph
;
1501 if (fs
> bestsize
) {
1508 ph
= (npencil
+ pw
- 1) / pw
;
1509 ph
= max(ph
, minph
);
1512 * Now we've got our grid dimensions, work out the pixel
1513 * size of a grid element, and round it to the nearest
1514 * pixel. (We don't want rounding errors to make the
1515 * grid look uneven at low pixel sizes.)
1517 fontsize
= min((pr
- pl
) / pw
, (pb
- pt
) / ph
);
1520 * Centre the resulting figure in the square.
1522 pl
= tx
+ (TILESIZE
- fontsize
* pw
) / 2;
1523 pt
= ty
+ (TILESIZE
- fontsize
* ph
) / 2;
1526 * Now actually draw the pencil marks.
1528 for (i
= 1, j
= 0; i
<= w
; i
++)
1529 if (pencil
& (1 << i
)) {
1530 int dx
= j
% pw
, dy
= j
/ pw
;
1533 str
[0] = TOCHAR(i
, ds
->par
.id
);
1534 draw_text(dr
, pl
+ fontsize
* (2*dx
+1) / 2,
1535 pt
+ fontsize
* (2*dy
+1) / 2,
1536 FONT_VARIABLE
, fontsize
,
1537 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_PENCIL
, str
);
1545 draw_update(dr
, cx
, cy
, cw
, ch
);
1548 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1549 game_state
*state
, int dir
, game_ui
*ui
,
1550 float animtime
, float flashtime
)
1552 int w
= state
->par
.w
/*, a = w*w */;
1557 * The initial contents of the window are not guaranteed and
1558 * can vary with front ends. To be on the safe side, all
1559 * games should start by drawing a big background-colour
1560 * rectangle covering the whole window.
1562 draw_rect(dr
, 0, 0, SIZE(w
), SIZE(w
), COL_BACKGROUND
);
1565 * Big containing rectangle.
1567 draw_rect(dr
, COORD(0) - GRIDEXTRA
, COORD(0) - GRIDEXTRA
,
1568 w
*TILESIZE
+1+GRIDEXTRA
*2, w
*TILESIZE
+1+GRIDEXTRA
*2,
1574 for (x
= 0; x
< w
; x
++) {
1577 str
[0] = TOCHAR(x
+1, ds
->par
.id
);
1578 draw_text(dr
, COORD(x
) + TILESIZE
/2, BORDER
+ TILESIZE
/2,
1579 FONT_VARIABLE
, TILESIZE
/2,
1580 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_GRID
, str
);
1581 draw_text(dr
, BORDER
+ TILESIZE
/2, COORD(x
) + TILESIZE
/2,
1582 FONT_VARIABLE
, TILESIZE
/2,
1583 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_GRID
, str
);
1586 draw_update(dr
, 0, 0, SIZE(w
), SIZE(w
));
1591 check_errors(state
, ds
->errtmp
);
1593 for (y
= 0; y
< w
; y
++) {
1594 for (x
= 0; x
< w
; x
++) {
1595 long tile
= 0L, pencil
= 0L, error
;
1597 if (state
->grid
[y
*w
+x
])
1598 tile
= state
->grid
[y
*w
+x
];
1600 pencil
= (long)state
->pencil
[y
*w
+x
];
1602 if (state
->immutable
[y
*w
+x
])
1603 tile
|= DF_IMMUTABLE
;
1605 if (ui
->hshow
&& ui
->hx
== x
&& ui
->hy
== y
)
1606 tile
|= (ui
->hpencil ? DF_HIGHLIGHT_PENCIL
: DF_HIGHLIGHT
);
1608 if (flashtime
> 0 &&
1609 (flashtime
<= FLASH_TIME
/3 ||
1610 flashtime
>= FLASH_TIME
*2/3))
1611 tile
|= DF_HIGHLIGHT
; /* completion flash */
1613 error
= ds
->errtmp
[y
*w
+x
];
1615 if (ds
->tiles
[y
*w
+x
] != tile
||
1616 ds
->pencil
[y
*w
+x
] != pencil
||
1617 ds
->errors
[y
*w
+x
] != error
) {
1618 ds
->tiles
[y
*w
+x
] = tile
;
1619 ds
->pencil
[y
*w
+x
] = pencil
;
1620 ds
->errors
[y
*w
+x
] = error
;
1621 draw_tile(dr
, ds
, x
, y
, tile
, pencil
, error
);
1627 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1628 int dir
, game_ui
*ui
)
1633 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1634 int dir
, game_ui
*ui
)
1636 if (!oldstate
->completed
&& newstate
->completed
&&
1637 !oldstate
->cheated
&& !newstate
->cheated
)
1642 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1644 if (state
->completed
)
1649 static void game_print_size(game_params
*params
, float *x
, float *y
)
1654 * We use 9mm squares by default, like Solo.
1656 game_compute_size(params
, 900, &pw
, &ph
);
1661 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1663 int w
= state
->par
.w
;
1664 int ink
= print_mono_colour(dr
, 0);
1667 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1668 game_drawstate ads
, *ds
= &ads
;
1669 game_set_size(dr
, ds
, NULL
, tilesize
);
1674 print_line_width(dr
, 3 * TILESIZE
/ 40);
1675 draw_rect_outline(dr
, BORDER
+ LEGEND
, BORDER
+ LEGEND
,
1676 w
*TILESIZE
, w
*TILESIZE
, ink
);
1681 for (x
= 0; x
< w
; x
++) {
1684 str
[0] = TOCHAR(x
+1, state
->par
.id
);
1685 draw_text(dr
, BORDER
+LEGEND
+ x
*TILESIZE
+ TILESIZE
/2,
1686 BORDER
+ TILESIZE
/2,
1687 FONT_VARIABLE
, TILESIZE
/2,
1688 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
1689 draw_text(dr
, BORDER
+ TILESIZE
/2,
1690 BORDER
+LEGEND
+ x
*TILESIZE
+ TILESIZE
/2,
1691 FONT_VARIABLE
, TILESIZE
/2,
1692 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
1698 for (x
= 1; x
< w
; x
++) {
1699 print_line_width(dr
, TILESIZE
/ 40);
1700 draw_line(dr
, BORDER
+LEGEND
+x
*TILESIZE
, BORDER
+LEGEND
,
1701 BORDER
+LEGEND
+x
*TILESIZE
, BORDER
+LEGEND
+w
*TILESIZE
, ink
);
1703 for (y
= 1; y
< w
; y
++) {
1704 print_line_width(dr
, TILESIZE
/ 40);
1705 draw_line(dr
, BORDER
+LEGEND
, BORDER
+LEGEND
+y
*TILESIZE
,
1706 BORDER
+LEGEND
+w
*TILESIZE
, BORDER
+LEGEND
+y
*TILESIZE
, ink
);
1712 for (y
= 0; y
< w
; y
++)
1713 for (x
= 0; x
< w
; x
++)
1714 if (state
->grid
[y
*w
+x
]) {
1717 str
[0] = TOCHAR(state
->grid
[y
*w
+x
], state
->par
.id
);
1718 draw_text(dr
, BORDER
+LEGEND
+ x
*TILESIZE
+ TILESIZE
/2,
1719 BORDER
+LEGEND
+ y
*TILESIZE
+ TILESIZE
/2,
1720 FONT_VARIABLE
, TILESIZE
/2,
1721 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
1726 #define thegame group
1729 const struct game thegame
= {
1730 "Group", NULL
, NULL
,
1737 TRUE
, game_configure
, custom_params
,
1745 TRUE
, game_can_format_as_text_now
, game_text_format
,
1753 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
1756 game_free_drawstate
,
1760 TRUE
, FALSE
, game_print_size
, game_print
,
1761 FALSE
, /* wants_statusbar */
1762 FALSE
, game_timing_state
,
1763 REQUIRE_RBUTTON
| REQUIRE_NUMPAD
, /* flags */
1766 #ifdef STANDALONE_SOLVER
1770 int main(int argc
, char **argv
)
1774 char *id
= NULL
, *desc
, *err
;
1777 int ret
, diff
, really_show_working
= FALSE
;
1779 while (--argc
> 0) {
1781 if (!strcmp(p
, "-v")) {
1782 really_show_working
= TRUE
;
1783 } else if (!strcmp(p
, "-g")) {
1785 } else if (*p
== '-') {
1786 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
1794 fprintf(stderr
, "usage: %s [-g | -v] <game_id>\n", argv
[0]);
1798 desc
= strchr(id
, ':');
1800 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
1805 p
= default_params();
1806 decode_params(p
, id
);
1807 err
= validate_desc(p
, desc
);
1809 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
1812 s
= new_game(NULL
, p
, desc
);
1814 grid
= snewn(p
->w
* p
->w
, digit
);
1817 * When solving a Normal puzzle, we don't want to bother the
1818 * user with Hard-level deductions. For this reason, we grade
1819 * the puzzle internally before doing anything else.
1821 ret
= -1; /* placate optimiser */
1822 solver_show_working
= FALSE
;
1823 for (diff
= 0; diff
< DIFFCOUNT
; diff
++) {
1824 memcpy(grid
, s
->grid
, p
->w
* p
->w
);
1825 ret
= solver(&s
->par
, grid
, diff
);
1830 if (diff
== DIFFCOUNT
) {
1832 printf("Difficulty rating: ambiguous\n");
1834 printf("Unable to find a unique solution\n");
1837 if (ret
== diff_impossible
)
1838 printf("Difficulty rating: impossible (no solution exists)\n");
1840 printf("Difficulty rating: %s\n", group_diffnames
[ret
]);
1842 solver_show_working
= really_show_working
;
1843 memcpy(grid
, s
->grid
, p
->w
* p
->w
);
1844 ret
= solver(&s
->par
, grid
, diff
);
1846 printf("Puzzle is inconsistent\n");
1848 memcpy(s
->grid
, grid
, p
->w
* p
->w
);
1849 fputs(game_text_format(s
), stdout
);
1859 /* vim: set shiftwidth=4 tabstop=8: */