d2ff194295655616a83e628e4c7251dd601123df
[sgt/puzzles] / unfinished / group.c
1 /*
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.
6 *
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.
12 *
13 * TODO:
14 *
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
26 * silly.
27 */
28
29 #include <stdio.h>
30 #include <stdlib.h>
31 #include <string.h>
32 #include <assert.h>
33 #include <ctype.h>
34 #include <math.h>
35
36 #include "puzzles.h"
37 #include "latin.h"
38
39 /*
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.
42 */
43 #define DIFFLIST(A) \
44 A(TRIVIAL,Trivial,NULL,t) \
45 A(NORMAL,Normal,solver_normal,n) \
46 A(HARD,Hard,NULL,h) \
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)
57
58 enum {
59 COL_BACKGROUND,
60 COL_GRID,
61 COL_USER,
62 COL_HIGHLIGHT,
63 COL_ERROR,
64 COL_PENCIL,
65 NCOLOURS
66 };
67
68 /*
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.
71 */
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) )
74
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))
78
79 struct game_params {
80 int w, diff, id;
81 };
82
83 struct game_state {
84 game_params par;
85 digit *grid;
86 unsigned char *immutable;
87 int *pencil; /* bitmaps using bits 1<<1..1<<n */
88 int completed, cheated;
89 };
90
91 static game_params *default_params(void)
92 {
93 game_params *ret = snew(game_params);
94
95 ret->w = 6;
96 ret->diff = DIFF_NORMAL;
97 ret->id = TRUE;
98
99 return ret;
100 }
101
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 },
110 };
111
112 static int game_fetch_preset(int i, char **name, game_params **params)
113 {
114 game_params *ret;
115 char buf[80];
116
117 if (i < 0 || i >= lenof(group_presets))
118 return FALSE;
119
120 ret = snew(game_params);
121 *ret = group_presets[i]; /* structure copy */
122
123 sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
124 ret->id ? "" : ", identity hidden");
125
126 *name = dupstr(buf);
127 *params = ret;
128 return TRUE;
129 }
130
131 static void free_params(game_params *params)
132 {
133 sfree(params);
134 }
135
136 static game_params *dup_params(game_params *params)
137 {
138 game_params *ret = snew(game_params);
139 *ret = *params; /* structure copy */
140 return ret;
141 }
142
143 static void decode_params(game_params *params, char const *string)
144 {
145 char const *p = string;
146
147 params->w = atoi(p);
148 while (*p && isdigit((unsigned char)*p)) p++;
149 params->diff = DIFF_NORMAL;
150 params->id = TRUE;
151
152 while (*p) {
153 if (*p == 'd') {
154 int i;
155 p++;
156 params->diff = DIFFCOUNT+1; /* ...which is invalid */
157 if (*p) {
158 for (i = 0; i < DIFFCOUNT; i++) {
159 if (*p == group_diffchars[i])
160 params->diff = i;
161 }
162 p++;
163 }
164 } else if (*p == 'i') {
165 params->id = FALSE;
166 p++;
167 } else {
168 /* unrecognised character */
169 p++;
170 }
171 }
172 }
173
174 static char *encode_params(game_params *params, int full)
175 {
176 char ret[80];
177
178 sprintf(ret, "%d", params->w);
179 if (full)
180 sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
181 if (!params->id)
182 sprintf(ret + strlen(ret), "i");
183
184 return dupstr(ret);
185 }
186
187 static config_item *game_configure(game_params *params)
188 {
189 config_item *ret;
190 char buf[80];
191
192 ret = snewn(4, config_item);
193
194 ret[0].name = "Grid size";
195 ret[0].type = C_STRING;
196 sprintf(buf, "%d", params->w);
197 ret[0].sval = dupstr(buf);
198 ret[0].ival = 0;
199
200 ret[1].name = "Difficulty";
201 ret[1].type = C_CHOICES;
202 ret[1].sval = DIFFCONFIG;
203 ret[1].ival = params->diff;
204
205 ret[2].name = "Show identity";
206 ret[2].type = C_BOOLEAN;
207 ret[2].sval = NULL;
208 ret[2].ival = params->id;
209
210 ret[3].name = NULL;
211 ret[3].type = C_END;
212 ret[3].sval = NULL;
213 ret[3].ival = 0;
214
215 return ret;
216 }
217
218 static game_params *custom_params(config_item *cfg)
219 {
220 game_params *ret = snew(game_params);
221
222 ret->w = atoi(cfg[0].sval);
223 ret->diff = cfg[1].ival;
224 ret->id = cfg[2].ival;
225
226 return ret;
227 }
228
229 static char *validate_params(game_params *params, int full)
230 {
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) {
236 /*
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.
242 */
243 return "Trivial puzzles must have an identity";
244 }
245 return NULL;
246 }
247
248 /* ----------------------------------------------------------------------
249 * Solver.
250 */
251
252 static int solver_normal(struct latin_solver *solver, void *vctx)
253 {
254 int w = solver->o;
255 #ifdef STANDALONE_SOLVER
256 char **names = solver->names;
257 #endif
258 digit *grid = solver->grid;
259 int i, j, k;
260
261 /*
262 * Deduce using associativity: (ab)c = a(bc).
263 *
264 * So we pick any a,b,c we like; then if we know ab, bc, and
265 * (ab)c we can fill in a(bc).
266 */
267 for (i = 1; i < w; i++)
268 for (j = 1; j < w; j++)
269 for (k = 1; k < w; k++) {
270 if (!grid[i*w+j] || !grid[j*w+k])
271 continue;
272 if (grid[(grid[i*w+j]-1)*w+k] &&
273 !grid[i*w+(grid[j*w+k]-1)]) {
274 int x = grid[j*w+k]-1, y = i;
275 int n = grid[(grid[i*w+j]-1)*w+k];
276 #ifdef STANDALONE_SOLVER
277 if (solver_show_working) {
278 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
279 solver_recurse_depth*4, "",
280 names[i], names[j], names[k],
281 names[grid[i*w+j]-1], names[k],
282 names[i], names[grid[j*w+k]-1]);
283 printf("%*s placing %s at (%d,%d)\n",
284 solver_recurse_depth*4, "",
285 names[n-1], x+1, y+1);
286 }
287 #endif
288 if (solver->cube[(x*w+y)*w+n-1]) {
289 latin_solver_place(solver, x, y, n);
290 return 1;
291 } else {
292 #ifdef STANDALONE_SOLVER
293 if (solver_show_working)
294 printf("%*s contradiction!\n",
295 solver_recurse_depth*4, "");
296 return -1;
297 #endif
298 }
299 }
300 if (!grid[(grid[i*w+j]-1)*w+k] &&
301 grid[i*w+(grid[j*w+k]-1)]) {
302 int x = k, y = grid[i*w+j]-1;
303 int n = grid[i*w+(grid[j*w+k]-1)];
304 #ifdef STANDALONE_SOLVER
305 if (solver_show_working) {
306 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
307 solver_recurse_depth*4, "",
308 names[i], names[j], names[k],
309 names[grid[i*w+j]-1], names[k],
310 names[i], names[grid[j*w+k]-1]);
311 printf("%*s placing %s at (%d,%d)\n",
312 solver_recurse_depth*4, "",
313 names[n-1], x+1, y+1);
314 }
315 #endif
316 if (solver->cube[(x*w+y)*w+n-1]) {
317 latin_solver_place(solver, x, y, n);
318 return 1;
319 } else {
320 #ifdef STANDALONE_SOLVER
321 if (solver_show_working)
322 printf("%*s contradiction!\n",
323 solver_recurse_depth*4, "");
324 return -1;
325 #endif
326 }
327 }
328 }
329
330 return 0;
331 }
332
333 #define SOLVER(upper,title,func,lower) func,
334 static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
335
336 static int solver(game_params *params, digit *grid, int maxdiff)
337 {
338 int w = params->w;
339 int ret;
340 struct latin_solver solver;
341 #ifdef STANDALONE_SOLVER
342 char *p, text[100], *names[50];
343 int i;
344 #endif
345
346 latin_solver_alloc(&solver, grid, w);
347 #ifdef STANDALONE_SOLVER
348 for (i = 0, p = text; i < w; i++) {
349 names[i] = p;
350 *p++ = TOCHAR(i+1, params->id);
351 *p++ = '\0';
352 }
353 solver.names = names;
354 #endif
355
356 ret = latin_solver_main(&solver, maxdiff,
357 DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
358 DIFF_EXTREME, DIFF_UNREASONABLE,
359 group_solvers, NULL, NULL, NULL);
360
361 latin_solver_free(&solver);
362
363 return ret;
364 }
365
366 /* ----------------------------------------------------------------------
367 * Grid generation.
368 */
369
370 static char *encode_grid(char *desc, digit *grid, int area)
371 {
372 int run, i;
373 char *p = desc;
374
375 run = 0;
376 for (i = 0; i <= area; i++) {
377 int n = (i < area ? grid[i] : -1);
378
379 if (!n)
380 run++;
381 else {
382 if (run) {
383 while (run > 0) {
384 int c = 'a' - 1 + run;
385 if (run > 26)
386 c = 'z';
387 *p++ = c;
388 run -= c - ('a' - 1);
389 }
390 } else {
391 /*
392 * If there's a number in the very top left or
393 * bottom right, there's no point putting an
394 * unnecessary _ before or after it.
395 */
396 if (p > desc && n > 0)
397 *p++ = '_';
398 }
399 if (n > 0)
400 p += sprintf(p, "%d", n);
401 run = 0;
402 }
403 }
404 return p;
405 }
406
407 /* ----- data generated by group.gap begins ----- */
408
409 struct group {
410 unsigned long autosize;
411 int order, ngens;
412 const char *gens;
413 };
414 struct groups {
415 int ngroups;
416 const struct group *groups;
417 };
418
419 static const struct group groupdata[] = {
420 /* order 2 */
421 {1L, 2, 1, "BA"},
422 /* order 3 */
423 {2L, 3, 1, "BCA"},
424 /* order 4 */
425 {2L, 4, 1, "BCDA"},
426 {6L, 4, 2, "BADC" "CDAB"},
427 /* order 5 */
428 {4L, 5, 1, "BCDEA"},
429 /* order 6 */
430 {6L, 6, 2, "CFEBAD" "BADCFE"},
431 {2L, 6, 1, "DCFEBA"},
432 /* order 7 */
433 {6L, 7, 1, "BCDEFGA"},
434 /* order 8 */
435 {4L, 8, 1, "BCEFDGHA"},
436 {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
437 {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
438 {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
439 {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
440 /* order 9 */
441 {6L, 9, 1, "BDECGHFIA"},
442 {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
443 /* order 10 */
444 {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
445 {4L, 10, 1, "DCFEHGJIBA"},
446 /* order 11 */
447 {10L, 11, 1, "BCDEFGHIJKA"},
448 /* order 12 */
449 {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
450 {4L, 12, 1, "EHIJKCBLDGFA"},
451 {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
452 {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
453 {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
454 /* order 13 */
455 {12L, 13, 1, "BCDEFGHIJKLMA"},
456 /* order 14 */
457 {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
458 {6L, 14, 1, "FEHGJILKNMBADC"},
459 /* order 15 */
460 {8L, 15, 1, "EGHCJKFMNIOBLDA"},
461 /* order 16 */
462 {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
463 {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
464 {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
465 {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
466 {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
467 {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
468 {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
469 {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
470 {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
471 {192L, 16, 3,
472 "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
473 {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
474 {192L, 16, 3,
475 "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
476 {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
477 {20160L, 16, 4,
478 "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
479 "DGIAKLBNCOEFPHJM"},
480 /* order 17 */
481 {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
482 /* order 18 */
483 {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
484 {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
485 {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
486 {432L, 18, 3,
487 "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
488 {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
489 /* order 19 */
490 {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
491 /* order 20 */
492 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
493 {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
494 {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
495 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
496 {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
497 /* order 21 */
498 {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
499 {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
500 /* order 22 */
501 {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
502 {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
503 /* order 23 */
504 {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
505 /* order 24 */
506 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
507 {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
508 {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
509 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
510 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
511 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
512 {48L, 24, 3,
513 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
514 "HSNOPWLDTUVBRIAKXFGCQEMJ"},
515 {24L, 24, 3,
516 "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
517 "TRONXLWCHVUMSAIJPGFDEQBK"},
518 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
519 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
520 {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
521 {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
522 {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
523 {144L, 24, 3,
524 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
525 "BAFGHCDEMNOPIJKLTUVQRSXW"},
526 {336L, 24, 3,
527 "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
528 "HENOPJKLTUVBQRSAXFGWCDMI"},
529 /* order 25 */
530 {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
531 {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
532 /* order 26 */
533 {156L, 26, 2,
534 "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
535 {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
536 };
537
538 static const struct groups groups[] = {
539 {0, NULL}, /* trivial case: 0 */
540 {0, NULL}, /* trivial case: 1 */
541 {1, groupdata + 0}, /* 2 */
542 {1, groupdata + 1}, /* 3 */
543 {2, groupdata + 2}, /* 4 */
544 {1, groupdata + 4}, /* 5 */
545 {2, groupdata + 5}, /* 6 */
546 {1, groupdata + 7}, /* 7 */
547 {5, groupdata + 8}, /* 8 */
548 {2, groupdata + 13}, /* 9 */
549 {2, groupdata + 15}, /* 10 */
550 {1, groupdata + 17}, /* 11 */
551 {5, groupdata + 18}, /* 12 */
552 {1, groupdata + 23}, /* 13 */
553 {2, groupdata + 24}, /* 14 */
554 {1, groupdata + 26}, /* 15 */
555 {14, groupdata + 27}, /* 16 */
556 {1, groupdata + 41}, /* 17 */
557 {5, groupdata + 42}, /* 18 */
558 {1, groupdata + 47}, /* 19 */
559 {5, groupdata + 48}, /* 20 */
560 {2, groupdata + 53}, /* 21 */
561 {2, groupdata + 55}, /* 22 */
562 {1, groupdata + 57}, /* 23 */
563 {15, groupdata + 58}, /* 24 */
564 {2, groupdata + 73}, /* 25 */
565 {2, groupdata + 75}, /* 26 */
566 };
567
568 /* ----- data generated by group.gap ends ----- */
569
570 static char *new_game_desc(game_params *params, random_state *rs,
571 char **aux, int interactive)
572 {
573 int w = params->w, a = w*w;
574 digit *grid, *soln, *soln2;
575 int *indices;
576 int i, j, k, qh, qt;
577 int diff = params->diff;
578 const struct group *group;
579 char *desc, *p;
580
581 /*
582 * Difficulty exceptions: some combinations of size and
583 * difficulty cannot be satisfied, because all puzzles of at
584 * most that difficulty are actually even easier.
585 *
586 * Remember to re-test this whenever a change is made to the
587 * solver logic!
588 *
589 * I tested it using the following shell command:
590
591 for d in t n h x u; do
592 for id in '' i; do
593 for i in {3..9}; do
594 echo -n "./group --generate 1 ${i}d${d}${id}: "
595 perl -e 'alarm 30; exec @ARGV' \
596 ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
597 done
598 done
599 done
600
601 * Of course, it's better to do that after taking the exceptions
602 * _out_, so as to detect exceptions that should be removed as
603 * well as those which should be added.
604 */
605 #if 0
606 if (w < 5 && diff == DIFF_UNREASONABLE)
607 diff--;
608 if ((w < 5 || ((w == 6 || w == 8) && params->id)) && diff == DIFF_EXTREME)
609 diff--;
610 if ((w < 6 || (w == 6 && params->id)) && diff == DIFF_HARD)
611 diff--;
612 if ((w < 4 || (w == 4 && params->id)) && diff == DIFF_NORMAL)
613 diff--;
614 #endif
615
616 grid = snewn(a, digit);
617 soln = snewn(a, digit);
618 soln2 = snewn(a, digit);
619 indices = snewn(a, int);
620
621 while (1) {
622 /*
623 * Construct a valid group table, by picking a group from
624 * the above data table, decompressing it into a full
625 * representation by BFS, and then randomly permuting its
626 * non-identity elements.
627 *
628 * We build the canonical table in 'soln' (and use 'grid' as
629 * our BFS queue), then transfer the table into 'grid'
630 * having shuffled the rows.
631 */
632 assert(w >= 2);
633 assert(w < lenof(groups));
634 group = groups[w].groups + random_upto(rs, groups[w].ngroups);
635 assert(group->order == w);
636 memset(soln, 0, a);
637 for (i = 0; i < w; i++)
638 soln[i] = i+1;
639 qh = qt = 0;
640 grid[qt++] = 1;
641 while (qh < qt) {
642 digit *row, *newrow;
643
644 i = grid[qh++];
645 row = soln + (i-1)*w;
646
647 for (j = 0; j < group->ngens; j++) {
648 int nri;
649 const char *gen = group->gens + j*w;
650
651 /*
652 * Apply each group generator to row, constructing a
653 * new row.
654 */
655 nri = gen[row[0]-1] - 'A' + 1; /* which row is it? */
656 newrow = soln + (nri-1)*w;
657 if (!newrow[0]) { /* not done yet */
658 for (k = 0; k < w; k++)
659 newrow[k] = gen[row[k]-1] - 'A' + 1;
660 grid[qt++] = nri;
661 }
662 }
663 }
664 /* That's got the canonical table. Now shuffle it. */
665 for (i = 0; i < w; i++)
666 soln2[i] = i;
667 if (params->id) /* do we shuffle in the identity? */
668 shuffle(soln2+1, w-1, sizeof(*soln2), rs);
669 else
670 shuffle(soln2, w, sizeof(*soln2), rs);
671 for (i = 0; i < w; i++)
672 for (j = 0; j < w; j++)
673 grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
674
675 /*
676 * Remove entries one by one while the puzzle is still
677 * soluble at the appropriate difficulty level.
678 */
679 memcpy(soln, grid, a);
680 if (!params->id) {
681 /*
682 * Start by blanking the entire identity row and column,
683 * and also another row and column so that the player
684 * can't trivially determine which element is the
685 * identity.
686 */
687
688 j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
689 for (i = 0; i < w; i++) {
690 grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
691 grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
692 }
693
694 memcpy(soln2, grid, a);
695 if (solver(params, soln2, diff) > diff)
696 continue; /* go round again if that didn't work */
697 }
698
699 k = 0;
700 for (i = (params->id ? 1 : 0); i < w; i++)
701 for (j = (params->id ? 1 : 0); j < w; j++)
702 if (grid[i*w+j])
703 indices[k++] = i*w+j;
704 shuffle(indices, k, sizeof(*indices), rs);
705
706 for (i = 0; i < k; i++) {
707 memcpy(soln2, grid, a);
708 soln2[indices[i]] = 0;
709 if (solver(params, soln2, diff) <= diff)
710 grid[indices[i]] = 0;
711 }
712
713 /*
714 * Make sure the puzzle isn't too easy.
715 */
716 if (diff > 0) {
717 memcpy(soln2, grid, a);
718 if (solver(params, soln2, diff-1) < diff)
719 continue; /* go round and try again */
720 }
721
722 /*
723 * Done.
724 */
725 break;
726 }
727
728 /*
729 * Encode the puzzle description.
730 */
731 desc = snewn(a*20, char);
732 p = encode_grid(desc, grid, a);
733 *p++ = '\0';
734 desc = sresize(desc, p - desc, char);
735
736 /*
737 * Encode the solution.
738 */
739 *aux = snewn(a+2, char);
740 (*aux)[0] = 'S';
741 for (i = 0; i < a; i++)
742 (*aux)[i+1] = TOCHAR(soln[i], params->id);
743 (*aux)[a+1] = '\0';
744
745 sfree(grid);
746 sfree(soln);
747 sfree(soln2);
748 sfree(indices);
749
750 return desc;
751 }
752
753 /* ----------------------------------------------------------------------
754 * Gameplay.
755 */
756
757 static char *validate_grid_desc(const char **pdesc, int range, int area)
758 {
759 const char *desc = *pdesc;
760 int squares = 0;
761 while (*desc && *desc != ',') {
762 int n = *desc++;
763 if (n >= 'a' && n <= 'z') {
764 squares += n - 'a' + 1;
765 } else if (n == '_') {
766 /* do nothing */;
767 } else if (n > '0' && n <= '9') {
768 int val = atoi(desc-1);
769 if (val < 1 || val > range)
770 return "Out-of-range number in game description";
771 squares++;
772 while (*desc >= '0' && *desc <= '9')
773 desc++;
774 } else
775 return "Invalid character in game description";
776 }
777
778 if (squares < area)
779 return "Not enough data to fill grid";
780
781 if (squares > area)
782 return "Too much data to fit in grid";
783 *pdesc = desc;
784 return NULL;
785 }
786
787 static char *validate_desc(game_params *params, char *desc)
788 {
789 int w = params->w, a = w*w;
790 const char *p = desc;
791
792 return validate_grid_desc(&p, w, a);
793 }
794
795 static char *spec_to_grid(char *desc, digit *grid, int area)
796 {
797 int i = 0;
798 while (*desc && *desc != ',') {
799 int n = *desc++;
800 if (n >= 'a' && n <= 'z') {
801 int run = n - 'a' + 1;
802 assert(i + run <= area);
803 while (run-- > 0)
804 grid[i++] = 0;
805 } else if (n == '_') {
806 /* do nothing */;
807 } else if (n > '0' && n <= '9') {
808 assert(i < area);
809 grid[i++] = atoi(desc-1);
810 while (*desc >= '0' && *desc <= '9')
811 desc++;
812 } else {
813 assert(!"We can't get here");
814 }
815 }
816 assert(i == area);
817 return desc;
818 }
819
820 static game_state *new_game(midend *me, game_params *params, char *desc)
821 {
822 int w = params->w, a = w*w;
823 game_state *state = snew(game_state);
824 int i;
825
826 state->par = *params; /* structure copy */
827 state->grid = snewn(a, digit);
828 state->immutable = snewn(a, unsigned char);
829 state->pencil = snewn(a, int);
830 for (i = 0; i < a; i++) {
831 state->grid[i] = 0;
832 state->immutable[i] = 0;
833 state->pencil[i] = 0;
834 }
835
836 desc = spec_to_grid(desc, state->grid, a);
837 for (i = 0; i < a; i++)
838 if (state->grid[i] != 0)
839 state->immutable[i] = TRUE;
840
841 state->completed = state->cheated = FALSE;
842
843 return state;
844 }
845
846 static game_state *dup_game(game_state *state)
847 {
848 int w = state->par.w, a = w*w;
849 game_state *ret = snew(game_state);
850
851 ret->par = state->par; /* structure copy */
852
853 ret->grid = snewn(a, digit);
854 ret->immutable = snewn(a, unsigned char);
855 ret->pencil = snewn(a, int);
856 memcpy(ret->grid, state->grid, a*sizeof(digit));
857 memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
858 memcpy(ret->pencil, state->pencil, a*sizeof(int));
859
860 ret->completed = state->completed;
861 ret->cheated = state->cheated;
862
863 return ret;
864 }
865
866 static void free_game(game_state *state)
867 {
868 sfree(state->grid);
869 sfree(state->immutable);
870 sfree(state->pencil);
871 sfree(state);
872 }
873
874 static char *solve_game(game_state *state, game_state *currstate,
875 char *aux, char **error)
876 {
877 int w = state->par.w, a = w*w;
878 int i, ret;
879 digit *soln;
880 char *out;
881
882 if (aux)
883 return dupstr(aux);
884
885 soln = snewn(a, digit);
886 memcpy(soln, state->grid, a*sizeof(digit));
887
888 ret = solver(&state->par, soln, DIFFCOUNT-1);
889
890 if (ret == diff_impossible) {
891 *error = "No solution exists for this puzzle";
892 out = NULL;
893 } else if (ret == diff_ambiguous) {
894 *error = "Multiple solutions exist for this puzzle";
895 out = NULL;
896 } else {
897 out = snewn(a+2, char);
898 out[0] = 'S';
899 for (i = 0; i < a; i++)
900 out[i+1] = TOCHAR(soln[i], state->par.id);
901 out[a+1] = '\0';
902 }
903
904 sfree(soln);
905 return out;
906 }
907
908 static int game_can_format_as_text_now(game_params *params)
909 {
910 return TRUE;
911 }
912
913 static char *game_text_format(game_state *state)
914 {
915 int w = state->par.w;
916 int x, y;
917 char *ret, *p, ch;
918
919 ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
920
921 p = ret;
922 for (y = 0; y < w; y++) {
923 for (x = 0; x < w; x++) {
924 digit d = state->grid[y*w+x];
925
926 if (d == 0) {
927 ch = '.';
928 } else {
929 ch = TOCHAR(d, state->par.id);
930 }
931
932 *p++ = ch;
933 if (x == w-1) {
934 *p++ = '\n';
935 } else {
936 *p++ = ' ';
937 }
938 }
939 }
940
941 assert(p - ret == 2*w*w);
942 *p = '\0';
943 return ret;
944 }
945
946 struct game_ui {
947 /*
948 * These are the coordinates of the currently highlighted
949 * square on the grid, if hshow = 1.
950 */
951 int hx, hy;
952 /*
953 * This indicates whether the current highlight is a
954 * pencil-mark one or a real one.
955 */
956 int hpencil;
957 /*
958 * This indicates whether or not we're showing the highlight
959 * (used to be hx = hy = -1); important so that when we're
960 * using the cursor keys it doesn't keep coming back at a
961 * fixed position. When hshow = 1, pressing a valid number
962 * or letter key or Space will enter that number or letter in the grid.
963 */
964 int hshow;
965 /*
966 * This indicates whether we're using the highlight as a cursor;
967 * it means that it doesn't vanish on a keypress, and that it is
968 * allowed on immutable squares.
969 */
970 int hcursor;
971 };
972
973 static game_ui *new_ui(game_state *state)
974 {
975 game_ui *ui = snew(game_ui);
976
977 ui->hx = ui->hy = 0;
978 ui->hpencil = ui->hshow = ui->hcursor = 0;
979
980 return ui;
981 }
982
983 static void free_ui(game_ui *ui)
984 {
985 sfree(ui);
986 }
987
988 static char *encode_ui(game_ui *ui)
989 {
990 return NULL;
991 }
992
993 static void decode_ui(game_ui *ui, char *encoding)
994 {
995 }
996
997 static void game_changed_state(game_ui *ui, game_state *oldstate,
998 game_state *newstate)
999 {
1000 int w = newstate->par.w;
1001 /*
1002 * We prevent pencil-mode highlighting of a filled square, unless
1003 * we're using the cursor keys. So if the user has just filled in
1004 * a square which we had a pencil-mode highlight in (by Undo, or
1005 * by Redo, or by Solve), then we cancel the highlight.
1006 */
1007 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1008 newstate->grid[ui->hy * w + ui->hx] != 0) {
1009 ui->hshow = 0;
1010 }
1011 }
1012
1013 #define PREFERRED_TILESIZE 48
1014 #define TILESIZE (ds->tilesize)
1015 #define BORDER (TILESIZE / 2)
1016 #define LEGEND (TILESIZE)
1017 #define GRIDEXTRA max((TILESIZE / 32),1)
1018 #define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1019 #define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
1020
1021 #define FLASH_TIME 0.4F
1022
1023 #define DF_HIGHLIGHT 0x0400
1024 #define DF_HIGHLIGHT_PENCIL 0x0200
1025 #define DF_IMMUTABLE 0x0100
1026 #define DF_DIGIT_MASK 0x001F
1027
1028 #define EF_DIGIT_SHIFT 5
1029 #define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1030 #define EF_LEFT_SHIFT 0
1031 #define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1032 #define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1033 #define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1034 #define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1035
1036 struct game_drawstate {
1037 game_params par;
1038 int w, tilesize;
1039 int started;
1040 long *tiles, *pencil, *errors;
1041 long *errtmp;
1042 };
1043
1044 static int check_errors(game_state *state, long *errors)
1045 {
1046 int w = state->par.w, a = w*w;
1047 digit *grid = state->grid;
1048 int i, j, k, x, y, errs = FALSE;
1049
1050 if (errors)
1051 for (i = 0; i < a; i++)
1052 errors[i] = 0;
1053
1054 for (y = 0; y < w; y++) {
1055 unsigned long mask = 0, errmask = 0;
1056 for (x = 0; x < w; x++) {
1057 unsigned long bit = 1UL << grid[y*w+x];
1058 errmask |= (mask & bit);
1059 mask |= bit;
1060 }
1061
1062 if (mask != (1 << (w+1)) - (1 << 1)) {
1063 errs = TRUE;
1064 errmask &= ~1UL;
1065 if (errors) {
1066 for (x = 0; x < w; x++)
1067 if (errmask & (1UL << grid[y*w+x]))
1068 errors[y*w+x] |= EF_LATIN;
1069 }
1070 }
1071 }
1072
1073 for (x = 0; x < w; x++) {
1074 unsigned long mask = 0, errmask = 0;
1075 for (y = 0; y < w; y++) {
1076 unsigned long bit = 1UL << grid[y*w+x];
1077 errmask |= (mask & bit);
1078 mask |= bit;
1079 }
1080
1081 if (mask != (1 << (w+1)) - (1 << 1)) {
1082 errs = TRUE;
1083 errmask &= ~1UL;
1084 if (errors) {
1085 for (y = 0; y < w; y++)
1086 if (errmask & (1UL << grid[y*w+x]))
1087 errors[y*w+x] |= EF_LATIN;
1088 }
1089 }
1090 }
1091
1092 for (i = 1; i < w; i++)
1093 for (j = 1; j < w; j++)
1094 for (k = 1; k < w; k++)
1095 if (grid[i*w+j] && grid[j*w+k] &&
1096 grid[(grid[i*w+j]-1)*w+k] &&
1097 grid[i*w+(grid[j*w+k]-1)] &&
1098 grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
1099 if (errors) {
1100 int a = i+1, b = j+1, c = k+1;
1101 int ab = grid[i*w+j], bc = grid[j*w+k];
1102 int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
1103 /*
1104 * If the appropriate error slot is already
1105 * used for one of the squares, we don't
1106 * fill either of them.
1107 */
1108 if (!(errors[left] & EF_LEFT_MASK) &&
1109 !(errors[right] & EF_RIGHT_MASK)) {
1110 long err;
1111 err = a;
1112 err = (err << EF_DIGIT_SHIFT) | b;
1113 err = (err << EF_DIGIT_SHIFT) | c;
1114 errors[left] |= err << EF_LEFT_SHIFT;
1115 errors[right] |= err << EF_RIGHT_SHIFT;
1116 }
1117 }
1118 errs = TRUE;
1119 }
1120
1121 return errs;
1122 }
1123
1124 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1125 int x, int y, int button)
1126 {
1127 int w = state->par.w;
1128 int tx, ty;
1129 char buf[80];
1130
1131 button &= ~MOD_MASK;
1132
1133 tx = FROMCOORD(x);
1134 ty = FROMCOORD(y);
1135
1136 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
1137 if (button == LEFT_BUTTON) {
1138 if (tx == ui->hx && ty == ui->hy &&
1139 ui->hshow && ui->hpencil == 0) {
1140 ui->hshow = 0;
1141 } else {
1142 ui->hx = tx;
1143 ui->hy = ty;
1144 ui->hshow = !state->immutable[ty*w+tx];
1145 ui->hpencil = 0;
1146 }
1147 ui->hcursor = 0;
1148 return ""; /* UI activity occurred */
1149 }
1150 if (button == RIGHT_BUTTON) {
1151 /*
1152 * Pencil-mode highlighting for non filled squares.
1153 */
1154 if (state->grid[ty*w+tx] == 0) {
1155 if (tx == ui->hx && ty == ui->hy &&
1156 ui->hshow && ui->hpencil) {
1157 ui->hshow = 0;
1158 } else {
1159 ui->hpencil = 1;
1160 ui->hx = tx;
1161 ui->hy = ty;
1162 ui->hshow = 1;
1163 }
1164 } else {
1165 ui->hshow = 0;
1166 }
1167 ui->hcursor = 0;
1168 return ""; /* UI activity occurred */
1169 }
1170 }
1171 if (IS_CURSOR_MOVE(button)) {
1172 move_cursor(button, &ui->hx, &ui->hy, w, w, 0);
1173 ui->hshow = ui->hcursor = 1;
1174 return "";
1175 }
1176 if (ui->hshow &&
1177 (button == CURSOR_SELECT)) {
1178 ui->hpencil = 1 - ui->hpencil;
1179 ui->hcursor = 1;
1180 return "";
1181 }
1182
1183 if (ui->hshow &&
1184 ((ISCHAR(button) && FROMCHAR(button, state->par.id) <= w) ||
1185 button == CURSOR_SELECT2 || button == '\b')) {
1186 int n = FROMCHAR(button, state->par.id);
1187 if (button == CURSOR_SELECT2 || button == '\b')
1188 n = 0;
1189
1190 /*
1191 * Can't make pencil marks in a filled square. This can only
1192 * become highlighted if we're using cursor keys.
1193 */
1194 if (ui->hpencil && state->grid[ui->hy*w+ui->hx])
1195 return NULL;
1196
1197 /*
1198 * Can't do anything to an immutable square.
1199 */
1200 if (state->immutable[ui->hy*w+ui->hx])
1201 return NULL;
1202
1203 sprintf(buf, "%c%d,%d,%d",
1204 (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n);
1205
1206 if (!ui->hcursor) ui->hshow = 0;
1207
1208 return dupstr(buf);
1209 }
1210
1211 if (button == 'M' || button == 'm')
1212 return dupstr("M");
1213
1214 return NULL;
1215 }
1216
1217 static game_state *execute_move(game_state *from, char *move)
1218 {
1219 int w = from->par.w, a = w*w;
1220 game_state *ret;
1221 int x, y, i, n;
1222
1223 if (move[0] == 'S') {
1224 ret = dup_game(from);
1225 ret->completed = ret->cheated = TRUE;
1226
1227 for (i = 0; i < a; i++) {
1228 if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1], from->par.id) > w) {
1229 free_game(ret);
1230 return NULL;
1231 }
1232 ret->grid[i] = FROMCHAR(move[i+1], from->par.id);
1233 ret->pencil[i] = 0;
1234 }
1235
1236 if (move[a+1] != '\0') {
1237 free_game(ret);
1238 return NULL;
1239 }
1240
1241 return ret;
1242 } else if ((move[0] == 'P' || move[0] == 'R') &&
1243 sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 &&
1244 x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) {
1245 if (from->immutable[y*w+x])
1246 return NULL;
1247
1248 ret = dup_game(from);
1249 if (move[0] == 'P' && n > 0) {
1250 ret->pencil[y*w+x] ^= 1 << n;
1251 } else {
1252 ret->grid[y*w+x] = n;
1253 ret->pencil[y*w+x] = 0;
1254
1255 if (!ret->completed && !check_errors(ret, NULL))
1256 ret->completed = TRUE;
1257 }
1258 return ret;
1259 } else if (move[0] == 'M') {
1260 /*
1261 * Fill in absolutely all pencil marks everywhere. (I
1262 * wouldn't use this for actual play, but it's a handy
1263 * starting point when following through a set of
1264 * diagnostics output by the standalone solver.)
1265 */
1266 ret = dup_game(from);
1267 for (i = 0; i < a; i++) {
1268 if (!ret->grid[i])
1269 ret->pencil[i] = (1 << (w+1)) - (1 << 1);
1270 }
1271 return ret;
1272 } else
1273 return NULL; /* couldn't parse move string */
1274 }
1275
1276 /* ----------------------------------------------------------------------
1277 * Drawing routines.
1278 */
1279
1280 #define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
1281
1282 static void game_compute_size(game_params *params, int tilesize,
1283 int *x, int *y)
1284 {
1285 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1286 struct { int tilesize; } ads, *ds = &ads;
1287 ads.tilesize = tilesize;
1288
1289 *x = *y = SIZE(params->w);
1290 }
1291
1292 static void game_set_size(drawing *dr, game_drawstate *ds,
1293 game_params *params, int tilesize)
1294 {
1295 ds->tilesize = tilesize;
1296 }
1297
1298 static float *game_colours(frontend *fe, int *ncolours)
1299 {
1300 float *ret = snewn(3 * NCOLOURS, float);
1301
1302 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1303
1304 ret[COL_GRID * 3 + 0] = 0.0F;
1305 ret[COL_GRID * 3 + 1] = 0.0F;
1306 ret[COL_GRID * 3 + 2] = 0.0F;
1307
1308 ret[COL_USER * 3 + 0] = 0.0F;
1309 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1310 ret[COL_USER * 3 + 2] = 0.0F;
1311
1312 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1313 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1314 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1315
1316 ret[COL_ERROR * 3 + 0] = 1.0F;
1317 ret[COL_ERROR * 3 + 1] = 0.0F;
1318 ret[COL_ERROR * 3 + 2] = 0.0F;
1319
1320 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1321 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1322 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1323
1324 *ncolours = NCOLOURS;
1325 return ret;
1326 }
1327
1328 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1329 {
1330 int w = state->par.w, a = w*w;
1331 struct game_drawstate *ds = snew(struct game_drawstate);
1332 int i;
1333
1334 ds->w = w;
1335 ds->par = state->par; /* structure copy */
1336 ds->tilesize = 0;
1337 ds->started = FALSE;
1338 ds->tiles = snewn(a, long);
1339 ds->pencil = snewn(a, long);
1340 ds->errors = snewn(a, long);
1341 for (i = 0; i < a; i++)
1342 ds->tiles[i] = ds->pencil[i] = -1;
1343 ds->errtmp = snewn(a, long);
1344
1345 return ds;
1346 }
1347
1348 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1349 {
1350 sfree(ds->tiles);
1351 sfree(ds->pencil);
1352 sfree(ds->errors);
1353 sfree(ds->errtmp);
1354 sfree(ds);
1355 }
1356
1357 static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
1358 long pencil, long error)
1359 {
1360 int w = ds->w /* , a = w*w */;
1361 int tx, ty, tw, th;
1362 int cx, cy, cw, ch;
1363 char str[64];
1364
1365 tx = BORDER + LEGEND + x * TILESIZE + 1;
1366 ty = BORDER + LEGEND + y * TILESIZE + 1;
1367
1368 cx = tx;
1369 cy = ty;
1370 cw = tw = TILESIZE-1;
1371 ch = th = TILESIZE-1;
1372
1373 clip(dr, cx, cy, cw, ch);
1374
1375 /* background needs erasing */
1376 draw_rect(dr, cx, cy, cw, ch,
1377 (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT : COL_BACKGROUND);
1378
1379 /* pencil-mode highlight */
1380 if (tile & DF_HIGHLIGHT_PENCIL) {
1381 int coords[6];
1382 coords[0] = cx;
1383 coords[1] = cy;
1384 coords[2] = cx+cw/2;
1385 coords[3] = cy;
1386 coords[4] = cx;
1387 coords[5] = cy+ch/2;
1388 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1389 }
1390
1391 /* new number needs drawing? */
1392 if (tile & DF_DIGIT_MASK) {
1393 str[1] = '\0';
1394 str[0] = TOCHAR(tile & DF_DIGIT_MASK, ds->par.id);
1395 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1396 FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1397 (error & EF_LATIN) ? COL_ERROR :
1398 (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
1399
1400 if (error & EF_LEFT_MASK) {
1401 int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1402 int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1403 int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
1404 char buf[10];
1405 sprintf(buf, "(%c%c)%c", TOCHAR(a, ds->par.id),
1406 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1407 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
1408 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1409 COL_ERROR, buf);
1410 }
1411 if (error & EF_RIGHT_MASK) {
1412 int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1413 int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1414 int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
1415 char buf[10];
1416 sprintf(buf, "%c(%c%c)", TOCHAR(a, ds->par.id),
1417 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1418 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
1419 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1420 COL_ERROR, buf);
1421 }
1422 } else {
1423 int i, j, npencil;
1424 int pl, pr, pt, pb;
1425 float bestsize;
1426 int pw, ph, minph, pbest, fontsize;
1427
1428 /* Count the pencil marks required. */
1429 for (i = 1, npencil = 0; i <= w; i++)
1430 if (pencil & (1 << i))
1431 npencil++;
1432 if (npencil) {
1433
1434 minph = 2;
1435
1436 /*
1437 * Determine the bounding rectangle within which we're going
1438 * to put the pencil marks.
1439 */
1440 /* Start with the whole square */
1441 pl = tx + GRIDEXTRA;
1442 pr = pl + TILESIZE - GRIDEXTRA;
1443 pt = ty + GRIDEXTRA;
1444 pb = pt + TILESIZE - GRIDEXTRA;
1445
1446 /*
1447 * We arrange our pencil marks in a grid layout, with
1448 * the number of rows and columns adjusted to allow the
1449 * maximum font size.
1450 *
1451 * So now we work out what the grid size ought to be.
1452 */
1453 bestsize = 0.0;
1454 pbest = 0;
1455 /* Minimum */
1456 for (pw = 3; pw < max(npencil,4); pw++) {
1457 float fw, fh, fs;
1458
1459 ph = (npencil + pw - 1) / pw;
1460 ph = max(ph, minph);
1461 fw = (pr - pl) / (float)pw;
1462 fh = (pb - pt) / (float)ph;
1463 fs = min(fw, fh);
1464 if (fs > bestsize) {
1465 bestsize = fs;
1466 pbest = pw;
1467 }
1468 }
1469 assert(pbest > 0);
1470 pw = pbest;
1471 ph = (npencil + pw - 1) / pw;
1472 ph = max(ph, minph);
1473
1474 /*
1475 * Now we've got our grid dimensions, work out the pixel
1476 * size of a grid element, and round it to the nearest
1477 * pixel. (We don't want rounding errors to make the
1478 * grid look uneven at low pixel sizes.)
1479 */
1480 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1481
1482 /*
1483 * Centre the resulting figure in the square.
1484 */
1485 pl = tx + (TILESIZE - fontsize * pw) / 2;
1486 pt = ty + (TILESIZE - fontsize * ph) / 2;
1487
1488 /*
1489 * Now actually draw the pencil marks.
1490 */
1491 for (i = 1, j = 0; i <= w; i++)
1492 if (pencil & (1 << i)) {
1493 int dx = j % pw, dy = j / pw;
1494
1495 str[1] = '\0';
1496 str[0] = TOCHAR(i, ds->par.id);
1497 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1498 pt + fontsize * (2*dy+1) / 2,
1499 FONT_VARIABLE, fontsize,
1500 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1501 j++;
1502 }
1503 }
1504 }
1505
1506 unclip(dr);
1507
1508 draw_update(dr, cx, cy, cw, ch);
1509 }
1510
1511 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1512 game_state *state, int dir, game_ui *ui,
1513 float animtime, float flashtime)
1514 {
1515 int w = state->par.w /*, a = w*w */;
1516 int x, y;
1517
1518 if (!ds->started) {
1519 /*
1520 * The initial contents of the window are not guaranteed and
1521 * can vary with front ends. To be on the safe side, all
1522 * games should start by drawing a big background-colour
1523 * rectangle covering the whole window.
1524 */
1525 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1526
1527 /*
1528 * Big containing rectangle.
1529 */
1530 draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
1531 w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
1532 COL_GRID);
1533
1534 /*
1535 * Table legend.
1536 */
1537 for (x = 0; x < w; x++) {
1538 char str[2];
1539 str[1] = '\0';
1540 str[0] = TOCHAR(x+1, ds->par.id);
1541 draw_text(dr, COORD(x) + TILESIZE/2, BORDER + TILESIZE/2,
1542 FONT_VARIABLE, TILESIZE/2,
1543 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
1544 draw_text(dr, BORDER + TILESIZE/2, COORD(x) + TILESIZE/2,
1545 FONT_VARIABLE, TILESIZE/2,
1546 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_GRID, str);
1547 }
1548
1549 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1550
1551 ds->started = TRUE;
1552 }
1553
1554 check_errors(state, ds->errtmp);
1555
1556 for (y = 0; y < w; y++) {
1557 for (x = 0; x < w; x++) {
1558 long tile = 0L, pencil = 0L, error;
1559
1560 if (state->grid[y*w+x])
1561 tile = state->grid[y*w+x];
1562 else
1563 pencil = (long)state->pencil[y*w+x];
1564
1565 if (state->immutable[y*w+x])
1566 tile |= DF_IMMUTABLE;
1567
1568 if (ui->hshow && ui->hx == x && ui->hy == y)
1569 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1570
1571 if (flashtime > 0 &&
1572 (flashtime <= FLASH_TIME/3 ||
1573 flashtime >= FLASH_TIME*2/3))
1574 tile |= DF_HIGHLIGHT; /* completion flash */
1575
1576 error = ds->errtmp[y*w+x];
1577
1578 if (ds->tiles[y*w+x] != tile ||
1579 ds->pencil[y*w+x] != pencil ||
1580 ds->errors[y*w+x] != error) {
1581 ds->tiles[y*w+x] = tile;
1582 ds->pencil[y*w+x] = pencil;
1583 ds->errors[y*w+x] = error;
1584 draw_tile(dr, ds, x, y, tile, pencil, error);
1585 }
1586 }
1587 }
1588 }
1589
1590 static float game_anim_length(game_state *oldstate, game_state *newstate,
1591 int dir, game_ui *ui)
1592 {
1593 return 0.0F;
1594 }
1595
1596 static float game_flash_length(game_state *oldstate, game_state *newstate,
1597 int dir, game_ui *ui)
1598 {
1599 if (!oldstate->completed && newstate->completed &&
1600 !oldstate->cheated && !newstate->cheated)
1601 return FLASH_TIME;
1602 return 0.0F;
1603 }
1604
1605 static int game_timing_state(game_state *state, game_ui *ui)
1606 {
1607 if (state->completed)
1608 return FALSE;
1609 return TRUE;
1610 }
1611
1612 static void game_print_size(game_params *params, float *x, float *y)
1613 {
1614 int pw, ph;
1615
1616 /*
1617 * We use 9mm squares by default, like Solo.
1618 */
1619 game_compute_size(params, 900, &pw, &ph);
1620 *x = pw / 100.0F;
1621 *y = ph / 100.0F;
1622 }
1623
1624 static void game_print(drawing *dr, game_state *state, int tilesize)
1625 {
1626 int w = state->par.w;
1627 int ink = print_mono_colour(dr, 0);
1628 int x, y;
1629
1630 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1631 game_drawstate ads, *ds = &ads;
1632 game_set_size(dr, ds, NULL, tilesize);
1633
1634 /*
1635 * Border.
1636 */
1637 print_line_width(dr, 3 * TILESIZE / 40);
1638 draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
1639 w*TILESIZE, w*TILESIZE, ink);
1640
1641 /*
1642 * Legend on table.
1643 */
1644 for (x = 0; x < w; x++) {
1645 char str[2];
1646 str[1] = '\0';
1647 str[0] = TOCHAR(x+1, state->par.id);
1648 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1649 BORDER + TILESIZE/2,
1650 FONT_VARIABLE, TILESIZE/2,
1651 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1652 draw_text(dr, BORDER + TILESIZE/2,
1653 BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1654 FONT_VARIABLE, TILESIZE/2,
1655 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1656 }
1657
1658 /*
1659 * Main grid.
1660 */
1661 for (x = 1; x < w; x++) {
1662 print_line_width(dr, TILESIZE / 40);
1663 draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
1664 BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
1665 }
1666 for (y = 1; y < w; y++) {
1667 print_line_width(dr, TILESIZE / 40);
1668 draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
1669 BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
1670 }
1671
1672 /*
1673 * Numbers.
1674 */
1675 for (y = 0; y < w; y++)
1676 for (x = 0; x < w; x++)
1677 if (state->grid[y*w+x]) {
1678 char str[2];
1679 str[1] = '\0';
1680 str[0] = TOCHAR(state->grid[y*w+x], state->par.id);
1681 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
1682 BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
1683 FONT_VARIABLE, TILESIZE/2,
1684 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
1685 }
1686 }
1687
1688 #ifdef COMBINED
1689 #define thegame group
1690 #endif
1691
1692 const struct game thegame = {
1693 "Group", NULL, NULL,
1694 default_params,
1695 game_fetch_preset,
1696 decode_params,
1697 encode_params,
1698 free_params,
1699 dup_params,
1700 TRUE, game_configure, custom_params,
1701 validate_params,
1702 new_game_desc,
1703 validate_desc,
1704 new_game,
1705 dup_game,
1706 free_game,
1707 TRUE, solve_game,
1708 TRUE, game_can_format_as_text_now, game_text_format,
1709 new_ui,
1710 free_ui,
1711 encode_ui,
1712 decode_ui,
1713 game_changed_state,
1714 interpret_move,
1715 execute_move,
1716 PREFERRED_TILESIZE, game_compute_size, game_set_size,
1717 game_colours,
1718 game_new_drawstate,
1719 game_free_drawstate,
1720 game_redraw,
1721 game_anim_length,
1722 game_flash_length,
1723 TRUE, FALSE, game_print_size, game_print,
1724 FALSE, /* wants_statusbar */
1725 FALSE, game_timing_state,
1726 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
1727 };
1728
1729 #ifdef STANDALONE_SOLVER
1730
1731 #include <stdarg.h>
1732
1733 int main(int argc, char **argv)
1734 {
1735 game_params *p;
1736 game_state *s;
1737 char *id = NULL, *desc, *err;
1738 digit *grid;
1739 int grade = FALSE;
1740 int ret, diff, really_show_working = FALSE;
1741
1742 while (--argc > 0) {
1743 char *p = *++argv;
1744 if (!strcmp(p, "-v")) {
1745 really_show_working = TRUE;
1746 } else if (!strcmp(p, "-g")) {
1747 grade = TRUE;
1748 } else if (*p == '-') {
1749 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1750 return 1;
1751 } else {
1752 id = p;
1753 }
1754 }
1755
1756 if (!id) {
1757 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
1758 return 1;
1759 }
1760
1761 desc = strchr(id, ':');
1762 if (!desc) {
1763 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1764 return 1;
1765 }
1766 *desc++ = '\0';
1767
1768 p = default_params();
1769 decode_params(p, id);
1770 err = validate_desc(p, desc);
1771 if (err) {
1772 fprintf(stderr, "%s: %s\n", argv[0], err);
1773 return 1;
1774 }
1775 s = new_game(NULL, p, desc);
1776
1777 grid = snewn(p->w * p->w, digit);
1778
1779 /*
1780 * When solving a Normal puzzle, we don't want to bother the
1781 * user with Hard-level deductions. For this reason, we grade
1782 * the puzzle internally before doing anything else.
1783 */
1784 ret = -1; /* placate optimiser */
1785 solver_show_working = FALSE;
1786 for (diff = 0; diff < DIFFCOUNT; diff++) {
1787 memcpy(grid, s->grid, p->w * p->w);
1788 ret = solver(&s->par, grid, diff);
1789 if (ret <= diff)
1790 break;
1791 }
1792
1793 if (diff == DIFFCOUNT) {
1794 if (grade)
1795 printf("Difficulty rating: ambiguous\n");
1796 else
1797 printf("Unable to find a unique solution\n");
1798 } else {
1799 if (grade) {
1800 if (ret == diff_impossible)
1801 printf("Difficulty rating: impossible (no solution exists)\n");
1802 else
1803 printf("Difficulty rating: %s\n", group_diffnames[ret]);
1804 } else {
1805 solver_show_working = really_show_working;
1806 memcpy(grid, s->grid, p->w * p->w);
1807 ret = solver(&s->par, grid, diff);
1808 if (ret != diff)
1809 printf("Puzzle is inconsistent\n");
1810 else {
1811 memcpy(s->grid, grid, p->w * p->w);
1812 fputs(game_text_format(s), stdout);
1813 }
1814 }
1815 }
1816
1817 return 0;
1818 }
1819
1820 #endif
1821
1822 /* vim: set shiftwidth=4 tabstop=8: */