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
;
89 digit
*sequence
; /* sequence of group elements shown */
92 * This array indicates thick lines separating rows and columns
93 * placed and unplaced manually by the user as a visual aid, e.g.
94 * to delineate a subgroup and its cosets.
96 * When a line is placed, it's deemed to be between the two
97 * particular group elements that are on either side of it at the
98 * time; dragging those two away from each other automatically
99 * gets rid of the line. Hence, for a given element i, dividers[i]
100 * is either -1 (indicating no divider to the right of i), or some
101 * other element (indicating a divider to the right of i iff that
102 * element is the one right of it). These are eagerly cleared
105 int *dividers
; /* thick lines between rows/cols */
108 static game_params
*default_params(void)
110 game_params
*ret
= snew(game_params
);
113 ret
->diff
= DIFF_NORMAL
;
119 const static struct game_params group_presets
[] = {
120 { 6, DIFF_NORMAL
, TRUE
},
121 { 6, DIFF_NORMAL
, FALSE
},
122 { 8, DIFF_NORMAL
, TRUE
},
123 { 8, DIFF_NORMAL
, FALSE
},
124 { 8, DIFF_HARD
, TRUE
},
125 { 8, DIFF_HARD
, FALSE
},
126 { 12, DIFF_NORMAL
, TRUE
},
129 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
134 if (i
< 0 || i
>= lenof(group_presets
))
137 ret
= snew(game_params
);
138 *ret
= group_presets
[i
]; /* structure copy */
140 sprintf(buf
, "%dx%d %s%s", ret
->w
, ret
->w
, group_diffnames
[ret
->diff
],
141 ret
->id ?
"" : ", identity hidden");
148 static void free_params(game_params
*params
)
153 static game_params
*dup_params(game_params
*params
)
155 game_params
*ret
= snew(game_params
);
156 *ret
= *params
; /* structure copy */
160 static void decode_params(game_params
*params
, char const *string
)
162 char const *p
= string
;
165 while (*p
&& isdigit((unsigned char)*p
)) p
++;
166 params
->diff
= DIFF_NORMAL
;
173 params
->diff
= DIFFCOUNT
+1; /* ...which is invalid */
175 for (i
= 0; i
< DIFFCOUNT
; i
++) {
176 if (*p
== group_diffchars
[i
])
181 } else if (*p
== 'i') {
185 /* unrecognised character */
191 static char *encode_params(game_params
*params
, int full
)
195 sprintf(ret
, "%d", params
->w
);
197 sprintf(ret
+ strlen(ret
), "d%c", group_diffchars
[params
->diff
]);
199 sprintf(ret
+ strlen(ret
), "i");
204 static config_item
*game_configure(game_params
*params
)
209 ret
= snewn(4, config_item
);
211 ret
[0].name
= "Grid size";
212 ret
[0].type
= C_STRING
;
213 sprintf(buf
, "%d", params
->w
);
214 ret
[0].sval
= dupstr(buf
);
217 ret
[1].name
= "Difficulty";
218 ret
[1].type
= C_CHOICES
;
219 ret
[1].sval
= DIFFCONFIG
;
220 ret
[1].ival
= params
->diff
;
222 ret
[2].name
= "Show identity";
223 ret
[2].type
= C_BOOLEAN
;
225 ret
[2].ival
= params
->id
;
235 static game_params
*custom_params(config_item
*cfg
)
237 game_params
*ret
= snew(game_params
);
239 ret
->w
= atoi(cfg
[0].sval
);
240 ret
->diff
= cfg
[1].ival
;
241 ret
->id
= cfg
[2].ival
;
246 static char *validate_params(game_params
*params
, int full
)
248 if (params
->w
< 3 || params
->w
> 26)
249 return "Grid size must be between 3 and 26";
250 if (params
->diff
>= DIFFCOUNT
)
251 return "Unknown difficulty rating";
252 if (!params
->id
&& params
->diff
== DIFF_TRIVIAL
) {
254 * We can't have a Trivial-difficulty puzzle (i.e. latin
255 * square deductions only) without a clear identity, because
256 * identityless puzzles always have two rows and two columns
257 * entirely blank, and no latin-square deduction permits the
258 * distinguishing of two such rows.
260 return "Trivial puzzles must have an identity";
262 if (!params
->id
&& params
->w
== 3) {
264 * We can't have a 3x3 puzzle without an identity either,
265 * because 3x3 puzzles can't ever be harder than Trivial
266 * (there are no 3x3 latin squares which aren't also valid
267 * group tables, so enabling group-based deductions doesn't
268 * rule out any possible solutions) and - as above - Trivial
269 * puzzles can't not have an identity.
271 return "3x3 puzzles must have an identity";
276 /* ----------------------------------------------------------------------
280 static int solver_normal(struct latin_solver
*solver
, void *vctx
)
283 #ifdef STANDALONE_SOLVER
284 char **names
= solver
->names
;
286 digit
*grid
= solver
->grid
;
290 * Deduce using associativity: (ab)c = a(bc).
292 * So we pick any a,b,c we like; then if we know ab, bc, and
293 * (ab)c we can fill in a(bc).
295 for (i
= 1; i
< w
; i
++)
296 for (j
= 1; j
< w
; j
++)
297 for (k
= 1; k
< w
; k
++) {
298 if (!grid
[i
*w
+j
] || !grid
[j
*w
+k
])
300 if (grid
[(grid
[i
*w
+j
]-1)*w
+k
] &&
301 !grid
[i
*w
+(grid
[j
*w
+k
]-1)]) {
302 int x
= grid
[j
*w
+k
]-1, y
= i
;
303 int n
= grid
[(grid
[i
*w
+j
]-1)*w
+k
];
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);
316 if (solver
->cube
[(x
*w
+y
)*w
+n
-1]) {
317 latin_solver_place(solver
, x
, y
, n
);
320 #ifdef STANDALONE_SOLVER
321 if (solver_show_working
)
322 printf("%*s contradiction!\n",
323 solver_recurse_depth
*4, "");
328 if (!grid
[(grid
[i
*w
+j
]-1)*w
+k
] &&
329 grid
[i
*w
+(grid
[j
*w
+k
]-1)]) {
330 int x
= k
, y
= grid
[i
*w
+j
]-1;
331 int n
= grid
[i
*w
+(grid
[j
*w
+k
]-1)];
332 #ifdef STANDALONE_SOLVER
333 if (solver_show_working
) {
334 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
335 solver_recurse_depth
*4, "",
336 names
[i
], names
[j
], names
[k
],
337 names
[grid
[i
*w
+j
]-1], names
[k
],
338 names
[i
], names
[grid
[j
*w
+k
]-1]);
339 printf("%*s placing %s at (%d,%d)\n",
340 solver_recurse_depth
*4, "",
341 names
[n
-1], x
+1, y
+1);
344 if (solver
->cube
[(x
*w
+y
)*w
+n
-1]) {
345 latin_solver_place(solver
, x
, y
, n
);
348 #ifdef STANDALONE_SOLVER
349 if (solver_show_working
)
350 printf("%*s contradiction!\n",
351 solver_recurse_depth
*4, "");
361 #define SOLVER(upper,title,func,lower) func,
362 static usersolver_t
const group_solvers
[] = { DIFFLIST(SOLVER
) };
364 static int solver(game_params
*params
, digit
*grid
, int maxdiff
)
368 struct latin_solver solver
;
369 #ifdef STANDALONE_SOLVER
370 char *p
, text
[100], *names
[50];
374 latin_solver_alloc(&solver
, grid
, w
);
375 #ifdef STANDALONE_SOLVER
376 for (i
= 0, p
= text
; i
< w
; i
++) {
378 *p
++ = TOCHAR(i
+1, params
->id
);
381 solver
.names
= names
;
384 ret
= latin_solver_main(&solver
, maxdiff
,
385 DIFF_TRIVIAL
, DIFF_HARD
, DIFF_EXTREME
,
386 DIFF_EXTREME
, DIFF_UNREASONABLE
,
387 group_solvers
, NULL
, NULL
, NULL
);
389 latin_solver_free(&solver
);
394 /* ----------------------------------------------------------------------
398 static char *encode_grid(char *desc
, digit
*grid
, int area
)
404 for (i
= 0; i
<= area
; i
++) {
405 int n
= (i
< area ? grid
[i
] : -1);
412 int c
= 'a' - 1 + run
;
416 run
-= c
- ('a' - 1);
420 * If there's a number in the very top left or
421 * bottom right, there's no point putting an
422 * unnecessary _ before or after it.
424 if (p
> desc
&& n
> 0)
428 p
+= sprintf(p
, "%d", n
);
435 /* ----- data generated by group.gap begins ----- */
438 unsigned long autosize
;
444 const struct group
*groups
;
447 static const struct group groupdata
[] = {
454 {6L, 4, 2, "BADC" "CDAB"},
458 {6L, 6, 2, "CFEBAD" "BADCFE"},
459 {2L, 6, 1, "DCFEBA"},
461 {6L, 7, 1, "BCDEFGA"},
463 {4L, 8, 1, "BCEFDGHA"},
464 {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
465 {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
466 {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
467 {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
469 {6L, 9, 1, "BDECGHFIA"},
470 {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
472 {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
473 {4L, 10, 1, "DCFEHGJIBA"},
475 {10L, 11, 1, "BCDEFGHIJKA"},
477 {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
478 {4L, 12, 1, "EHIJKCBLDGFA"},
479 {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
480 {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
481 {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
483 {12L, 13, 1, "BCDEFGHIJKLMA"},
485 {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
486 {6L, 14, 1, "FEHGJILKNMBADC"},
488 {8L, 15, 1, "EGHCJKFMNIOBLDA"},
490 {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
491 {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
492 {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
493 {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
494 {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
495 {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
496 {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
497 {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
498 {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
500 "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
501 {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
503 "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
504 {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
506 "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
509 {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
511 {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
512 {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
513 {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
515 "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
516 {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
518 {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
520 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
521 {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
522 {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
523 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
524 {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
526 {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
527 {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
529 {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
530 {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
532 {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
534 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
535 {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
536 {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
537 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
538 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
539 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
541 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
542 "HSNOPWLDTUVBRIAKXFGCQEMJ"},
544 "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
545 "TRONXLWCHVUMSAIJPGFDEQBK"},
546 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
547 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
548 {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
549 {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
550 {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
552 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
553 "BAFGHCDEMNOPIJKLTUVQRSXW"},
555 "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
556 "HENOPJKLTUVBQRSAXFGWCDMI"},
558 {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
559 {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
562 "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
563 {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
566 static const struct groups groups
[] = {
567 {0, NULL
}, /* trivial case: 0 */
568 {0, NULL
}, /* trivial case: 1 */
569 {1, groupdata
+ 0}, /* 2 */
570 {1, groupdata
+ 1}, /* 3 */
571 {2, groupdata
+ 2}, /* 4 */
572 {1, groupdata
+ 4}, /* 5 */
573 {2, groupdata
+ 5}, /* 6 */
574 {1, groupdata
+ 7}, /* 7 */
575 {5, groupdata
+ 8}, /* 8 */
576 {2, groupdata
+ 13}, /* 9 */
577 {2, groupdata
+ 15}, /* 10 */
578 {1, groupdata
+ 17}, /* 11 */
579 {5, groupdata
+ 18}, /* 12 */
580 {1, groupdata
+ 23}, /* 13 */
581 {2, groupdata
+ 24}, /* 14 */
582 {1, groupdata
+ 26}, /* 15 */
583 {14, groupdata
+ 27}, /* 16 */
584 {1, groupdata
+ 41}, /* 17 */
585 {5, groupdata
+ 42}, /* 18 */
586 {1, groupdata
+ 47}, /* 19 */
587 {5, groupdata
+ 48}, /* 20 */
588 {2, groupdata
+ 53}, /* 21 */
589 {2, groupdata
+ 55}, /* 22 */
590 {1, groupdata
+ 57}, /* 23 */
591 {15, groupdata
+ 58}, /* 24 */
592 {2, groupdata
+ 73}, /* 25 */
593 {2, groupdata
+ 75}, /* 26 */
596 /* ----- data generated by group.gap ends ----- */
598 static char *new_game_desc(game_params
*params
, random_state
*rs
,
599 char **aux
, int interactive
)
601 int w
= params
->w
, a
= w
*w
;
602 digit
*grid
, *soln
, *soln2
;
605 int diff
= params
->diff
;
606 const struct group
*group
;
610 * Difficulty exceptions: some combinations of size and
611 * difficulty cannot be satisfied, because all puzzles of at
612 * most that difficulty are actually even easier.
614 * Remember to re-test this whenever a change is made to the
617 * I tested it using the following shell command:
619 for d in t n h x u; do
622 echo -n "./group --generate 1 ${i}d${d}${id}: "
623 perl -e 'alarm 30; exec @ARGV' \
624 ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
629 * Of course, it's better to do that after taking the exceptions
630 * _out_, so as to detect exceptions that should be removed as
631 * well as those which should be added.
633 if (w
< 5 && diff
== DIFF_UNREASONABLE
)
635 if ((w
< 5 || ((w
== 6 || w
== 8) && params
->id
)) && diff
== DIFF_EXTREME
)
637 if ((w
< 6 || (w
== 6 && params
->id
)) && diff
== DIFF_HARD
)
639 if ((w
< 4 || (w
== 4 && params
->id
)) && diff
== DIFF_NORMAL
)
642 grid
= snewn(a
, digit
);
643 soln
= snewn(a
, digit
);
644 soln2
= snewn(a
, digit
);
645 indices
= snewn(a
, int);
649 * Construct a valid group table, by picking a group from
650 * the above data table, decompressing it into a full
651 * representation by BFS, and then randomly permuting its
652 * non-identity elements.
654 * We build the canonical table in 'soln' (and use 'grid' as
655 * our BFS queue), then transfer the table into 'grid'
656 * having shuffled the rows.
659 assert(w
< lenof(groups
));
660 group
= groups
[w
].groups
+ random_upto(rs
, groups
[w
].ngroups
);
661 assert(group
->order
== w
);
663 for (i
= 0; i
< w
; i
++)
671 row
= soln
+ (i
-1)*w
;
673 for (j
= 0; j
< group
->ngens
; j
++) {
675 const char *gen
= group
->gens
+ j
*w
;
678 * Apply each group generator to row, constructing a
681 nri
= gen
[row
[0]-1] - 'A' + 1; /* which row is it? */
682 newrow
= soln
+ (nri
-1)*w
;
683 if (!newrow
[0]) { /* not done yet */
684 for (k
= 0; k
< w
; k
++)
685 newrow
[k
] = gen
[row
[k
]-1] - 'A' + 1;
690 /* That's got the canonical table. Now shuffle it. */
691 for (i
= 0; i
< w
; i
++)
693 if (params
->id
) /* do we shuffle in the identity? */
694 shuffle(soln2
+1, w
-1, sizeof(*soln2
), rs
);
696 shuffle(soln2
, w
, sizeof(*soln2
), rs
);
697 for (i
= 0; i
< w
; i
++)
698 for (j
= 0; j
< w
; j
++)
699 grid
[(soln2
[i
])*w
+(soln2
[j
])] = soln2
[soln
[i
*w
+j
]-1]+1;
702 * Remove entries one by one while the puzzle is still
703 * soluble at the appropriate difficulty level.
705 memcpy(soln
, grid
, a
);
708 * Start by blanking the entire identity row and column,
709 * and also another row and column so that the player
710 * can't trivially determine which element is the
714 j
= 1 + random_upto(rs
, w
-1); /* pick a second row/col to blank */
715 for (i
= 0; i
< w
; i
++) {
716 grid
[(soln2
[0])*w
+i
] = grid
[i
*w
+(soln2
[0])] = 0;
717 grid
[(soln2
[j
])*w
+i
] = grid
[i
*w
+(soln2
[j
])] = 0;
720 memcpy(soln2
, grid
, a
);
721 if (solver(params
, soln2
, diff
) > diff
)
722 continue; /* go round again if that didn't work */
726 for (i
= (params
->id ?
1 : 0); i
< w
; i
++)
727 for (j
= (params
->id ?
1 : 0); j
< w
; j
++)
729 indices
[k
++] = i
*w
+j
;
730 shuffle(indices
, k
, sizeof(*indices
), rs
);
732 for (i
= 0; i
< k
; i
++) {
733 memcpy(soln2
, grid
, a
);
734 soln2
[indices
[i
]] = 0;
735 if (solver(params
, soln2
, diff
) <= diff
)
736 grid
[indices
[i
]] = 0;
740 * Make sure the puzzle isn't too easy.
743 memcpy(soln2
, grid
, a
);
744 if (solver(params
, soln2
, diff
-1) < diff
)
745 continue; /* go round and try again */
755 * Encode the puzzle description.
757 desc
= snewn(a
*20, char);
758 p
= encode_grid(desc
, grid
, a
);
760 desc
= sresize(desc
, p
- desc
, char);
763 * Encode the solution.
765 *aux
= snewn(a
+2, char);
767 for (i
= 0; i
< a
; i
++)
768 (*aux
)[i
+1] = TOCHAR(soln
[i
], params
->id
);
779 /* ----------------------------------------------------------------------
783 static char *validate_grid_desc(const char **pdesc
, int range
, int area
)
785 const char *desc
= *pdesc
;
787 while (*desc
&& *desc
!= ',') {
789 if (n
>= 'a' && n
<= 'z') {
790 squares
+= n
- 'a' + 1;
791 } else if (n
== '_') {
793 } else if (n
> '0' && n
<= '9') {
794 int val
= atoi(desc
-1);
795 if (val
< 1 || val
> range
)
796 return "Out-of-range number in game description";
798 while (*desc
>= '0' && *desc
<= '9')
801 return "Invalid character in game description";
805 return "Not enough data to fill grid";
808 return "Too much data to fit in grid";
813 static char *validate_desc(game_params
*params
, char *desc
)
815 int w
= params
->w
, a
= w
*w
;
816 const char *p
= desc
;
818 return validate_grid_desc(&p
, w
, a
);
821 static char *spec_to_grid(char *desc
, digit
*grid
, int area
)
824 while (*desc
&& *desc
!= ',') {
826 if (n
>= 'a' && n
<= 'z') {
827 int run
= n
- 'a' + 1;
828 assert(i
+ run
<= area
);
831 } else if (n
== '_') {
833 } else if (n
> '0' && n
<= '9') {
835 grid
[i
++] = atoi(desc
-1);
836 while (*desc
>= '0' && *desc
<= '9')
839 assert(!"We can't get here");
846 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
848 int w
= params
->w
, a
= w
*w
;
849 game_state
*state
= snew(game_state
);
852 state
->par
= *params
; /* structure copy */
853 state
->grid
= snewn(a
, digit
);
854 state
->immutable
= snewn(a
, unsigned char);
855 state
->pencil
= snewn(a
, int);
856 for (i
= 0; i
< a
; i
++) {
858 state
->immutable
[i
] = 0;
859 state
->pencil
[i
] = 0;
861 state
->sequence
= snewn(w
, digit
);
862 state
->dividers
= snewn(w
, int);
863 for (i
= 0; i
< w
; i
++) {
864 state
->sequence
[i
] = i
;
865 state
->dividers
[i
] = -1;
868 desc
= spec_to_grid(desc
, state
->grid
, a
);
869 for (i
= 0; i
< a
; i
++)
870 if (state
->grid
[i
] != 0)
871 state
->immutable
[i
] = TRUE
;
873 state
->completed
= state
->cheated
= FALSE
;
878 static game_state
*dup_game(game_state
*state
)
880 int w
= state
->par
.w
, a
= w
*w
;
881 game_state
*ret
= snew(game_state
);
883 ret
->par
= state
->par
; /* structure copy */
885 ret
->grid
= snewn(a
, digit
);
886 ret
->immutable
= snewn(a
, unsigned char);
887 ret
->pencil
= snewn(a
, int);
888 ret
->sequence
= snewn(w
, digit
);
889 ret
->dividers
= snewn(w
, int);
890 memcpy(ret
->grid
, state
->grid
, a
*sizeof(digit
));
891 memcpy(ret
->immutable
, state
->immutable
, a
*sizeof(unsigned char));
892 memcpy(ret
->pencil
, state
->pencil
, a
*sizeof(int));
893 memcpy(ret
->sequence
, state
->sequence
, w
*sizeof(digit
));
894 memcpy(ret
->dividers
, state
->dividers
, w
*sizeof(int));
896 ret
->completed
= state
->completed
;
897 ret
->cheated
= state
->cheated
;
902 static void free_game(game_state
*state
)
905 sfree(state
->immutable
);
906 sfree(state
->pencil
);
907 sfree(state
->sequence
);
911 static char *solve_game(game_state
*state
, game_state
*currstate
,
912 char *aux
, char **error
)
914 int w
= state
->par
.w
, a
= w
*w
;
922 soln
= snewn(a
, digit
);
923 memcpy(soln
, state
->grid
, a
*sizeof(digit
));
925 ret
= solver(&state
->par
, soln
, DIFFCOUNT
-1);
927 if (ret
== diff_impossible
) {
928 *error
= "No solution exists for this puzzle";
930 } else if (ret
== diff_ambiguous
) {
931 *error
= "Multiple solutions exist for this puzzle";
934 out
= snewn(a
+2, char);
936 for (i
= 0; i
< a
; i
++)
937 out
[i
+1] = TOCHAR(soln
[i
], state
->par
.id
);
945 static int game_can_format_as_text_now(game_params
*params
)
950 static char *game_text_format(game_state
*state
)
952 int w
= state
->par
.w
;
956 ret
= snewn(2*w
*w
+1, char); /* leave room for terminating NUL */
959 for (y
= 0; y
< w
; y
++) {
960 for (x
= 0; x
< w
; x
++) {
961 digit d
= state
->grid
[y
*w
+x
];
966 ch
= TOCHAR(d
, state
->par
.id
);
978 assert(p
- ret
== 2*w
*w
);
985 * These are the coordinates of the currently highlighted
986 * square on the grid, if hshow = 1.
990 * This indicates whether the current highlight is a
991 * pencil-mark one or a real one.
995 * This indicates whether or not we're showing the highlight
996 * (used to be hx = hy = -1); important so that when we're
997 * using the cursor keys it doesn't keep coming back at a
998 * fixed position. When hshow = 1, pressing a valid number
999 * or letter key or Space will enter that number or letter in the grid.
1003 * This indicates whether we're using the highlight as a cursor;
1004 * it means that it doesn't vanish on a keypress, and that it is
1005 * allowed on immutable squares.
1009 * This indicates whether we're dragging a table header to
1010 * reposition an entire row or column.
1012 int drag
; /* 0=none 1=row 2=col */
1013 int dragnum
; /* element being dragged */
1014 int dragpos
; /* its current position */
1018 static game_ui
*new_ui(game_state
*state
)
1020 game_ui
*ui
= snew(game_ui
);
1022 ui
->hx
= ui
->hy
= 0;
1023 ui
->hpencil
= ui
->hshow
= ui
->hcursor
= 0;
1029 static void free_ui(game_ui
*ui
)
1034 static char *encode_ui(game_ui
*ui
)
1039 static void decode_ui(game_ui
*ui
, char *encoding
)
1043 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1044 game_state
*newstate
)
1046 int w
= newstate
->par
.w
;
1048 * We prevent pencil-mode highlighting of a filled square, unless
1049 * we're using the cursor keys. So if the user has just filled in
1050 * a square which we had a pencil-mode highlight in (by Undo, or
1051 * by Redo, or by Solve), then we cancel the highlight.
1053 if (ui
->hshow
&& ui
->hpencil
&& !ui
->hcursor
&&
1054 newstate
->grid
[ui
->hy
* w
+ ui
->hx
] != 0) {
1059 #define PREFERRED_TILESIZE 48
1060 #define TILESIZE (ds->tilesize)
1061 #define BORDER (TILESIZE / 2)
1062 #define LEGEND (TILESIZE)
1063 #define GRIDEXTRA max((TILESIZE / 32),1)
1064 #define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1065 #define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
1067 #define FLASH_TIME 0.4F
1069 #define DF_DIVIDER_TOP 0x1000
1070 #define DF_DIVIDER_BOT 0x2000
1071 #define DF_DIVIDER_LEFT 0x4000
1072 #define DF_DIVIDER_RIGHT 0x8000
1073 #define DF_HIGHLIGHT 0x0400
1074 #define DF_HIGHLIGHT_PENCIL 0x0200
1075 #define DF_IMMUTABLE 0x0100
1076 #define DF_LEGEND 0x0080
1077 #define DF_DIGIT_MASK 0x001F
1079 #define EF_DIGIT_SHIFT 5
1080 #define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1081 #define EF_LEFT_SHIFT 0
1082 #define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1083 #define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1084 #define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1085 #define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1087 struct game_drawstate
{
1091 long *tiles
, *legend
, *pencil
, *errors
;
1096 static int check_errors(game_state
*state
, long *errors
)
1098 int w
= state
->par
.w
, a
= w
*w
;
1099 digit
*grid
= state
->grid
;
1100 int i
, j
, k
, x
, y
, errs
= FALSE
;
1103 * To verify that we have a valid group table, it suffices to
1104 * test latin-square-hood and associativity only. All the other
1105 * group axioms follow from those two.
1109 * Associativity is given; closure is obvious from latin-
1110 * square-hood. We need to show that an identity exists and that
1111 * every element has an inverse.
1113 * Identity: take any element a. There will be some element e
1114 * such that ea=a (in a latin square, every element occurs in
1115 * every row and column, so a must occur somewhere in the a
1116 * column, say on row e). For any other element b, there must
1117 * exist x such that ax=b (same argument from latin-square-hood
1118 * again), and then associativity gives us eb = e(ax) = (ea)x =
1119 * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A
1120 * similar argument tells us that there must be some f which is
1121 * a right-identity, and then we show they are the same element
1122 * by observing that ef must simultaneously equal e and equal f.
1124 * Inverses: given any a, by the latin-square argument again,
1125 * there must exist p and q such that pa=e and aq=e (i.e. left-
1126 * and right-inverses). We can show these are equal by
1127 * associativity: p = pe = p(aq) = (pa)q = eq = q. []
1131 for (i
= 0; i
< a
; i
++)
1134 for (y
= 0; y
< w
; y
++) {
1135 unsigned long mask
= 0, errmask
= 0;
1136 for (x
= 0; x
< w
; x
++) {
1137 unsigned long bit
= 1UL << grid
[y
*w
+x
];
1138 errmask
|= (mask
& bit
);
1142 if (mask
!= (1 << (w
+1)) - (1 << 1)) {
1146 for (x
= 0; x
< w
; x
++)
1147 if (errmask
& (1UL << grid
[y
*w
+x
]))
1148 errors
[y
*w
+x
] |= EF_LATIN
;
1153 for (x
= 0; x
< w
; x
++) {
1154 unsigned long mask
= 0, errmask
= 0;
1155 for (y
= 0; y
< w
; y
++) {
1156 unsigned long bit
= 1UL << grid
[y
*w
+x
];
1157 errmask
|= (mask
& bit
);
1161 if (mask
!= (1 << (w
+1)) - (1 << 1)) {
1165 for (y
= 0; y
< w
; y
++)
1166 if (errmask
& (1UL << grid
[y
*w
+x
]))
1167 errors
[y
*w
+x
] |= EF_LATIN
;
1172 for (i
= 1; i
< w
; i
++)
1173 for (j
= 1; j
< w
; j
++)
1174 for (k
= 1; k
< w
; k
++)
1175 if (grid
[i
*w
+j
] && grid
[j
*w
+k
] &&
1176 grid
[(grid
[i
*w
+j
]-1)*w
+k
] &&
1177 grid
[i
*w
+(grid
[j
*w
+k
]-1)] &&
1178 grid
[(grid
[i
*w
+j
]-1)*w
+k
] != grid
[i
*w
+(grid
[j
*w
+k
]-1)]) {
1180 int a
= i
+1, b
= j
+1, c
= k
+1;
1181 int ab
= grid
[i
*w
+j
], bc
= grid
[j
*w
+k
];
1182 int left
= (ab
-1)*w
+(c
-1), right
= (a
-1)*w
+(bc
-1);
1184 * If the appropriate error slot is already
1185 * used for one of the squares, we don't
1186 * fill either of them.
1188 if (!(errors
[left
] & EF_LEFT_MASK
) &&
1189 !(errors
[right
] & EF_RIGHT_MASK
)) {
1192 err
= (err
<< EF_DIGIT_SHIFT
) | b
;
1193 err
= (err
<< EF_DIGIT_SHIFT
) | c
;
1194 errors
[left
] |= err
<< EF_LEFT_SHIFT
;
1195 errors
[right
] |= err
<< EF_RIGHT_SHIFT
;
1204 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1205 int x
, int y
, int button
)
1207 int w
= state
->par
.w
;
1211 button
&= ~MOD_MASK
;
1217 if (IS_MOUSE_DRAG(button
)) {
1218 int tcoord
= ((ui
->drag
&~ 4) == 1 ? ty
: tx
);
1219 ui
->drag
|= 4; /* some movement has happened */
1220 if (tcoord
>= 0 && tcoord
< w
) {
1221 ui
->dragpos
= tcoord
;
1224 } else if (IS_MOUSE_RELEASE(button
)) {
1226 ui
->drag
= 0; /* end drag */
1227 if (state
->sequence
[ui
->dragpos
] == ui
->dragnum
)
1228 return ""; /* drag was a no-op overall */
1229 sprintf(buf
, "D%d,%d", ui
->dragnum
, ui
->dragpos
);
1232 ui
->drag
= 0; /* end 'drag' */
1233 if (ui
->edgepos
> 0 && ui
->edgepos
< w
) {
1234 sprintf(buf
, "V%d,%d",
1235 state
->sequence
[ui
->edgepos
-1],
1236 state
->sequence
[ui
->edgepos
]);
1239 return ""; /* no-op */
1242 } else if (IS_MOUSE_DOWN(button
)) {
1243 if (tx
>= 0 && tx
< w
&& ty
>= 0 && ty
< w
) {
1244 tx
= state
->sequence
[tx
];
1245 ty
= state
->sequence
[ty
];
1246 if (button
== LEFT_BUTTON
) {
1247 if (tx
== ui
->hx
&& ty
== ui
->hy
&&
1248 ui
->hshow
&& ui
->hpencil
== 0) {
1253 ui
->hshow
= !state
->immutable
[ty
*w
+tx
];
1257 return ""; /* UI activity occurred */
1259 if (button
== RIGHT_BUTTON
) {
1261 * Pencil-mode highlighting for non filled squares.
1263 if (state
->grid
[ty
*w
+tx
] == 0) {
1264 if (tx
== ui
->hx
&& ty
== ui
->hy
&&
1265 ui
->hshow
&& ui
->hpencil
) {
1277 return ""; /* UI activity occurred */
1279 } else if (tx
>= 0 && tx
< w
&& ty
== -1) {
1281 ui
->dragnum
= state
->sequence
[tx
];
1283 ui
->edgepos
= FROMCOORD(x
+ TILESIZE
/2);
1285 } else if (ty
>= 0 && ty
< w
&& tx
== -1) {
1287 ui
->dragnum
= state
->sequence
[ty
];
1289 ui
->edgepos
= FROMCOORD(y
+ TILESIZE
/2);
1294 if (IS_CURSOR_MOVE(button
)) {
1295 move_cursor(button
, &ui
->hx
, &ui
->hy
, w
, w
, 0);
1296 ui
->hshow
= ui
->hcursor
= 1;
1300 (button
== CURSOR_SELECT
)) {
1301 ui
->hpencil
= 1 - ui
->hpencil
;
1307 ((ISCHAR(button
) && FROMCHAR(button
, state
->par
.id
) <= w
) ||
1308 button
== CURSOR_SELECT2
|| button
== '\b')) {
1309 int n
= FROMCHAR(button
, state
->par
.id
);
1310 if (button
== CURSOR_SELECT2
|| button
== '\b')
1314 * Can't make pencil marks in a filled square. This can only
1315 * become highlighted if we're using cursor keys.
1317 if (ui
->hpencil
&& state
->grid
[ui
->hy
*w
+ui
->hx
])
1321 * Can't do anything to an immutable square.
1323 if (state
->immutable
[ui
->hy
*w
+ui
->hx
])
1326 sprintf(buf
, "%c%d,%d,%d",
1327 (char)(ui
->hpencil
&& n
> 0 ?
'P' : 'R'), ui
->hx
, ui
->hy
, n
);
1329 if (!ui
->hcursor
) ui
->hshow
= 0;
1334 if (button
== 'M' || button
== 'm')
1340 static game_state
*execute_move(game_state
*from
, char *move
)
1342 int w
= from
->par
.w
, a
= w
*w
;
1346 if (move
[0] == 'S') {
1347 ret
= dup_game(from
);
1348 ret
->completed
= ret
->cheated
= TRUE
;
1350 for (i
= 0; i
< a
; i
++) {
1351 if (!ISCHAR(move
[i
+1]) || FROMCHAR(move
[i
+1], from
->par
.id
) > w
) {
1355 ret
->grid
[i
] = FROMCHAR(move
[i
+1], from
->par
.id
);
1359 if (move
[a
+1] != '\0') {
1365 } else if ((move
[0] == 'P' || move
[0] == 'R') &&
1366 sscanf(move
+1, "%d,%d,%d", &x
, &y
, &n
) == 3 &&
1367 x
>= 0 && x
< w
&& y
>= 0 && y
< w
&& n
>= 0 && n
<= w
) {
1368 if (from
->immutable
[y
*w
+x
])
1371 ret
= dup_game(from
);
1372 if (move
[0] == 'P' && n
> 0) {
1373 ret
->pencil
[y
*w
+x
] ^= 1 << n
;
1375 ret
->grid
[y
*w
+x
] = n
;
1376 ret
->pencil
[y
*w
+x
] = 0;
1378 if (!ret
->completed
&& !check_errors(ret
, NULL
))
1379 ret
->completed
= TRUE
;
1382 } else if (move
[0] == 'M') {
1384 * Fill in absolutely all pencil marks everywhere. (I
1385 * wouldn't use this for actual play, but it's a handy
1386 * starting point when following through a set of
1387 * diagnostics output by the standalone solver.)
1389 ret
= dup_game(from
);
1390 for (i
= 0; i
< a
; i
++) {
1392 ret
->pencil
[i
] = (1 << (w
+1)) - (1 << 1);
1395 } else if (move
[0] == 'D' &&
1396 sscanf(move
+1, "%d,%d", &x
, &y
) == 2) {
1398 * Reorder the rows and columns so that digit x is in position
1401 ret
= dup_game(from
);
1402 for (i
= j
= 0; i
< w
; i
++) {
1404 ret
->sequence
[i
] = x
;
1406 if (from
->sequence
[j
] == x
)
1408 ret
->sequence
[i
] = from
->sequence
[j
++];
1412 * Eliminate any obsoleted dividers.
1414 for (x
= 0; x
+1 < w
; x
++) {
1415 int i
= ret
->sequence
[x
], j
= ret
->sequence
[x
+1];
1416 if (ret
->dividers
[i
] != j
)
1417 ret
->dividers
[i
] = -1;
1420 } else if (move
[0] == 'V' &&
1421 sscanf(move
+1, "%d,%d", &i
, &j
) == 2) {
1422 ret
= dup_game(from
);
1423 if (ret
->dividers
[i
] == j
)
1424 ret
->dividers
[i
] = -1;
1426 ret
->dividers
[i
] = j
;
1429 return NULL
; /* couldn't parse move string */
1432 /* ----------------------------------------------------------------------
1436 #define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
1438 static void game_compute_size(game_params
*params
, int tilesize
,
1441 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1442 struct { int tilesize
; } ads
, *ds
= &ads
;
1443 ads
.tilesize
= tilesize
;
1445 *x
= *y
= SIZE(params
->w
);
1448 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1449 game_params
*params
, int tilesize
)
1451 ds
->tilesize
= tilesize
;
1454 static float *game_colours(frontend
*fe
, int *ncolours
)
1456 float *ret
= snewn(3 * NCOLOURS
, float);
1458 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1460 ret
[COL_GRID
* 3 + 0] = 0.0F
;
1461 ret
[COL_GRID
* 3 + 1] = 0.0F
;
1462 ret
[COL_GRID
* 3 + 2] = 0.0F
;
1464 ret
[COL_USER
* 3 + 0] = 0.0F
;
1465 ret
[COL_USER
* 3 + 1] = 0.6F
* ret
[COL_BACKGROUND
* 3 + 1];
1466 ret
[COL_USER
* 3 + 2] = 0.0F
;
1468 ret
[COL_HIGHLIGHT
* 3 + 0] = 0.78F
* ret
[COL_BACKGROUND
* 3 + 0];
1469 ret
[COL_HIGHLIGHT
* 3 + 1] = 0.78F
* ret
[COL_BACKGROUND
* 3 + 1];
1470 ret
[COL_HIGHLIGHT
* 3 + 2] = 0.78F
* ret
[COL_BACKGROUND
* 3 + 2];
1472 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
1473 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
1474 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
1476 ret
[COL_PENCIL
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1477 ret
[COL_PENCIL
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1478 ret
[COL_PENCIL
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2];
1480 *ncolours
= NCOLOURS
;
1484 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1486 int w
= state
->par
.w
, a
= w
*w
;
1487 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1491 ds
->par
= state
->par
; /* structure copy */
1493 ds
->started
= FALSE
;
1494 ds
->tiles
= snewn(a
, long);
1495 ds
->legend
= snewn(w
, long);
1496 ds
->pencil
= snewn(a
, long);
1497 ds
->errors
= snewn(a
, long);
1498 ds
->sequence
= snewn(a
, digit
);
1499 for (i
= 0; i
< a
; i
++)
1500 ds
->tiles
[i
] = ds
->pencil
[i
] = -1;
1501 for (i
= 0; i
< w
; i
++)
1503 ds
->errtmp
= snewn(a
, long);
1508 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1514 sfree(ds
->sequence
);
1518 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, int x
, int y
, long tile
,
1519 long pencil
, long error
)
1521 int w
= ds
->w
/* , a = w*w */;
1526 tx
= BORDER
+ LEGEND
+ x
* TILESIZE
+ 1;
1527 ty
= BORDER
+ LEGEND
+ y
* TILESIZE
+ 1;
1531 cw
= tw
= TILESIZE
-1;
1532 ch
= th
= TILESIZE
-1;
1534 if (tile
& DF_LEGEND
) {
1539 tile
|= DF_IMMUTABLE
;
1542 clip(dr
, cx
, cy
, cw
, ch
);
1544 /* background needs erasing */
1545 draw_rect(dr
, cx
, cy
, cw
, ch
,
1546 (tile
& DF_HIGHLIGHT
) ? COL_HIGHLIGHT
: COL_BACKGROUND
);
1549 if (tile
& DF_DIVIDER_TOP
)
1550 draw_rect(dr
, cx
, cy
, cw
, 1, COL_GRID
);
1551 if (tile
& DF_DIVIDER_BOT
)
1552 draw_rect(dr
, cx
, cy
+ch
-1, cw
, 1, COL_GRID
);
1553 if (tile
& DF_DIVIDER_LEFT
)
1554 draw_rect(dr
, cx
, cy
, 1, ch
, COL_GRID
);
1555 if (tile
& DF_DIVIDER_RIGHT
)
1556 draw_rect(dr
, cx
+cw
-1, cy
, 1, ch
, COL_GRID
);
1558 /* pencil-mode highlight */
1559 if (tile
& DF_HIGHLIGHT_PENCIL
) {
1563 coords
[2] = cx
+cw
/2;
1566 coords
[5] = cy
+ch
/2;
1567 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
1570 /* new number needs drawing? */
1571 if (tile
& DF_DIGIT_MASK
) {
1573 str
[0] = TOCHAR(tile
& DF_DIGIT_MASK
, ds
->par
.id
);
1574 draw_text(dr
, tx
+ TILESIZE
/2, ty
+ TILESIZE
/2,
1575 FONT_VARIABLE
, TILESIZE
/2, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1576 (error
& EF_LATIN
) ? COL_ERROR
:
1577 (tile
& DF_IMMUTABLE
) ? COL_GRID
: COL_USER
, str
);
1579 if (error
& EF_LEFT_MASK
) {
1580 int a
= (error
>> (EF_LEFT_SHIFT
+2*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1581 int b
= (error
>> (EF_LEFT_SHIFT
+1*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1582 int c
= (error
>> (EF_LEFT_SHIFT
))&EF_DIGIT_MASK
;
1584 sprintf(buf
, "(%c%c)%c", TOCHAR(a
, ds
->par
.id
),
1585 TOCHAR(b
, ds
->par
.id
), TOCHAR(c
, ds
->par
.id
));
1586 draw_text(dr
, tx
+ TILESIZE
/2, ty
+ TILESIZE
/6,
1587 FONT_VARIABLE
, TILESIZE
/6, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1590 if (error
& EF_RIGHT_MASK
) {
1591 int a
= (error
>> (EF_RIGHT_SHIFT
+2*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1592 int b
= (error
>> (EF_RIGHT_SHIFT
+1*EF_DIGIT_SHIFT
))&EF_DIGIT_MASK
;
1593 int c
= (error
>> (EF_RIGHT_SHIFT
))&EF_DIGIT_MASK
;
1595 sprintf(buf
, "%c(%c%c)", TOCHAR(a
, ds
->par
.id
),
1596 TOCHAR(b
, ds
->par
.id
), TOCHAR(c
, ds
->par
.id
));
1597 draw_text(dr
, tx
+ TILESIZE
/2, ty
+ TILESIZE
- TILESIZE
/6,
1598 FONT_VARIABLE
, TILESIZE
/6, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1605 int pw
, ph
, minph
, pbest
, fontsize
;
1607 /* Count the pencil marks required. */
1608 for (i
= 1, npencil
= 0; i
<= w
; i
++)
1609 if (pencil
& (1 << i
))
1616 * Determine the bounding rectangle within which we're going
1617 * to put the pencil marks.
1619 /* Start with the whole square */
1620 pl
= tx
+ GRIDEXTRA
;
1621 pr
= pl
+ TILESIZE
- GRIDEXTRA
;
1622 pt
= ty
+ GRIDEXTRA
;
1623 pb
= pt
+ TILESIZE
- GRIDEXTRA
;
1626 * We arrange our pencil marks in a grid layout, with
1627 * the number of rows and columns adjusted to allow the
1628 * maximum font size.
1630 * So now we work out what the grid size ought to be.
1635 for (pw
= 3; pw
< max(npencil
,4); pw
++) {
1638 ph
= (npencil
+ pw
- 1) / pw
;
1639 ph
= max(ph
, minph
);
1640 fw
= (pr
- pl
) / (float)pw
;
1641 fh
= (pb
- pt
) / (float)ph
;
1643 if (fs
> bestsize
) {
1650 ph
= (npencil
+ pw
- 1) / pw
;
1651 ph
= max(ph
, minph
);
1654 * Now we've got our grid dimensions, work out the pixel
1655 * size of a grid element, and round it to the nearest
1656 * pixel. (We don't want rounding errors to make the
1657 * grid look uneven at low pixel sizes.)
1659 fontsize
= min((pr
- pl
) / pw
, (pb
- pt
) / ph
);
1662 * Centre the resulting figure in the square.
1664 pl
= tx
+ (TILESIZE
- fontsize
* pw
) / 2;
1665 pt
= ty
+ (TILESIZE
- fontsize
* ph
) / 2;
1668 * Now actually draw the pencil marks.
1670 for (i
= 1, j
= 0; i
<= w
; i
++)
1671 if (pencil
& (1 << i
)) {
1672 int dx
= j
% pw
, dy
= j
/ pw
;
1675 str
[0] = TOCHAR(i
, ds
->par
.id
);
1676 draw_text(dr
, pl
+ fontsize
* (2*dx
+1) / 2,
1677 pt
+ fontsize
* (2*dy
+1) / 2,
1678 FONT_VARIABLE
, fontsize
,
1679 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_PENCIL
, str
);
1687 draw_update(dr
, cx
, cy
, cw
, ch
);
1690 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1691 game_state
*state
, int dir
, game_ui
*ui
,
1692 float animtime
, float flashtime
)
1694 int w
= state
->par
.w
/*, a = w*w */;
1699 * The initial contents of the window are not guaranteed and
1700 * can vary with front ends. To be on the safe side, all
1701 * games should start by drawing a big background-colour
1702 * rectangle covering the whole window.
1704 draw_rect(dr
, 0, 0, SIZE(w
), SIZE(w
), COL_BACKGROUND
);
1707 * Big containing rectangle.
1709 draw_rect(dr
, COORD(0) - GRIDEXTRA
, COORD(0) - GRIDEXTRA
,
1710 w
*TILESIZE
+1+GRIDEXTRA
*2, w
*TILESIZE
+1+GRIDEXTRA
*2,
1713 draw_update(dr
, 0, 0, SIZE(w
), SIZE(w
));
1718 check_errors(state
, ds
->errtmp
);
1721 * Construct a modified version of state->sequence which takes
1722 * into account an unfinished drag operation.
1730 for (i
= j
= 0; i
< w
; i
++) {
1732 ds
->sequence
[i
] = x
;
1734 if (state
->sequence
[j
] == x
)
1736 ds
->sequence
[i
] = state
->sequence
[j
++];
1741 * Draw the table legend.
1743 for (x
= 0; x
< w
; x
++) {
1744 int sx
= ds
->sequence
[x
];
1745 long tile
= (sx
+1) | DF_LEGEND
;
1746 if (ds
->legend
[x
] != tile
) {
1747 ds
->legend
[x
] = tile
;
1748 draw_tile(dr
, ds
, -1, x
, tile
, 0, 0);
1749 draw_tile(dr
, ds
, x
, -1, tile
, 0, 0);
1753 for (y
= 0; y
< w
; y
++) {
1754 int sy
= ds
->sequence
[y
];
1755 for (x
= 0; x
< w
; x
++) {
1756 long tile
= 0L, pencil
= 0L, error
;
1757 int sx
= ds
->sequence
[x
];
1759 if (state
->grid
[sy
*w
+sx
])
1760 tile
= state
->grid
[sy
*w
+sx
];
1762 pencil
= (long)state
->pencil
[sy
*w
+sx
];
1764 if (state
->immutable
[sy
*w
+sx
])
1765 tile
|= DF_IMMUTABLE
;
1767 if ((ui
->drag
== 5 && ui
->dragnum
== sy
) ||
1768 (ui
->drag
== 6 && ui
->dragnum
== sx
))
1769 tile
|= DF_HIGHLIGHT
;
1770 else if (ui
->hshow
&& ui
->hx
== sx
&& ui
->hy
== sy
)
1771 tile
|= (ui
->hpencil ? DF_HIGHLIGHT_PENCIL
: DF_HIGHLIGHT
);
1773 if (flashtime
> 0 &&
1774 (flashtime
<= FLASH_TIME
/3 ||
1775 flashtime
>= FLASH_TIME
*2/3))
1776 tile
|= DF_HIGHLIGHT
; /* completion flash */
1778 if (y
<= 0 || state
->dividers
[ds
->sequence
[y
-1]] == sy
)
1779 tile
|= DF_DIVIDER_TOP
;
1780 if (y
+1 >= w
|| state
->dividers
[sy
] == ds
->sequence
[y
+1])
1781 tile
|= DF_DIVIDER_BOT
;
1782 if (x
<= 0 || state
->dividers
[ds
->sequence
[x
-1]] == sx
)
1783 tile
|= DF_DIVIDER_LEFT
;
1784 if (x
+1 >= w
|| state
->dividers
[sx
] == ds
->sequence
[x
+1])
1785 tile
|= DF_DIVIDER_RIGHT
;
1787 error
= ds
->errtmp
[sy
*w
+sx
];
1789 if (ds
->tiles
[y
*w
+x
] != tile
||
1790 ds
->pencil
[y
*w
+x
] != pencil
||
1791 ds
->errors
[y
*w
+x
] != error
) {
1792 ds
->tiles
[y
*w
+x
] = tile
;
1793 ds
->pencil
[y
*w
+x
] = pencil
;
1794 ds
->errors
[y
*w
+x
] = error
;
1795 draw_tile(dr
, ds
, x
, y
, tile
, pencil
, error
);
1801 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1802 int dir
, game_ui
*ui
)
1807 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1808 int dir
, game_ui
*ui
)
1810 if (!oldstate
->completed
&& newstate
->completed
&&
1811 !oldstate
->cheated
&& !newstate
->cheated
)
1816 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1818 if (state
->completed
)
1823 static void game_print_size(game_params
*params
, float *x
, float *y
)
1828 * We use 9mm squares by default, like Solo.
1830 game_compute_size(params
, 900, &pw
, &ph
);
1835 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1837 int w
= state
->par
.w
;
1838 int ink
= print_mono_colour(dr
, 0);
1841 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1842 game_drawstate ads
, *ds
= &ads
;
1843 game_set_size(dr
, ds
, NULL
, tilesize
);
1848 print_line_width(dr
, 3 * TILESIZE
/ 40);
1849 draw_rect_outline(dr
, BORDER
+ LEGEND
, BORDER
+ LEGEND
,
1850 w
*TILESIZE
, w
*TILESIZE
, ink
);
1855 for (x
= 0; x
< w
; x
++) {
1858 str
[0] = TOCHAR(x
+1, state
->par
.id
);
1859 draw_text(dr
, BORDER
+LEGEND
+ x
*TILESIZE
+ TILESIZE
/2,
1860 BORDER
+ TILESIZE
/2,
1861 FONT_VARIABLE
, TILESIZE
/2,
1862 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
1863 draw_text(dr
, BORDER
+ TILESIZE
/2,
1864 BORDER
+LEGEND
+ x
*TILESIZE
+ TILESIZE
/2,
1865 FONT_VARIABLE
, TILESIZE
/2,
1866 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
1872 for (x
= 1; x
< w
; x
++) {
1873 print_line_width(dr
, TILESIZE
/ 40);
1874 draw_line(dr
, BORDER
+LEGEND
+x
*TILESIZE
, BORDER
+LEGEND
,
1875 BORDER
+LEGEND
+x
*TILESIZE
, BORDER
+LEGEND
+w
*TILESIZE
, ink
);
1877 for (y
= 1; y
< w
; y
++) {
1878 print_line_width(dr
, TILESIZE
/ 40);
1879 draw_line(dr
, BORDER
+LEGEND
, BORDER
+LEGEND
+y
*TILESIZE
,
1880 BORDER
+LEGEND
+w
*TILESIZE
, BORDER
+LEGEND
+y
*TILESIZE
, ink
);
1886 for (y
= 0; y
< w
; y
++)
1887 for (x
= 0; x
< w
; x
++)
1888 if (state
->grid
[y
*w
+x
]) {
1891 str
[0] = TOCHAR(state
->grid
[y
*w
+x
], state
->par
.id
);
1892 draw_text(dr
, BORDER
+LEGEND
+ x
*TILESIZE
+ TILESIZE
/2,
1893 BORDER
+LEGEND
+ y
*TILESIZE
+ TILESIZE
/2,
1894 FONT_VARIABLE
, TILESIZE
/2,
1895 ALIGN_VCENTRE
| ALIGN_HCENTRE
, ink
, str
);
1900 #define thegame group
1903 const struct game thegame
= {
1904 "Group", NULL
, NULL
,
1911 TRUE
, game_configure
, custom_params
,
1919 TRUE
, game_can_format_as_text_now
, game_text_format
,
1927 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
1930 game_free_drawstate
,
1934 TRUE
, FALSE
, game_print_size
, game_print
,
1935 FALSE
, /* wants_statusbar */
1936 FALSE
, game_timing_state
,
1937 REQUIRE_RBUTTON
| REQUIRE_NUMPAD
, /* flags */
1940 #ifdef STANDALONE_SOLVER
1944 int main(int argc
, char **argv
)
1948 char *id
= NULL
, *desc
, *err
;
1951 int ret
, diff
, really_show_working
= FALSE
;
1953 while (--argc
> 0) {
1955 if (!strcmp(p
, "-v")) {
1956 really_show_working
= TRUE
;
1957 } else if (!strcmp(p
, "-g")) {
1959 } else if (*p
== '-') {
1960 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
1968 fprintf(stderr
, "usage: %s [-g | -v] <game_id>\n", argv
[0]);
1972 desc
= strchr(id
, ':');
1974 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
1979 p
= default_params();
1980 decode_params(p
, id
);
1981 err
= validate_desc(p
, desc
);
1983 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
1986 s
= new_game(NULL
, p
, desc
);
1988 grid
= snewn(p
->w
* p
->w
, digit
);
1991 * When solving a Normal puzzle, we don't want to bother the
1992 * user with Hard-level deductions. For this reason, we grade
1993 * the puzzle internally before doing anything else.
1995 ret
= -1; /* placate optimiser */
1996 solver_show_working
= FALSE
;
1997 for (diff
= 0; diff
< DIFFCOUNT
; diff
++) {
1998 memcpy(grid
, s
->grid
, p
->w
* p
->w
);
1999 ret
= solver(&s
->par
, grid
, diff
);
2004 if (diff
== DIFFCOUNT
) {
2006 printf("Difficulty rating: ambiguous\n");
2008 printf("Unable to find a unique solution\n");
2011 if (ret
== diff_impossible
)
2012 printf("Difficulty rating: impossible (no solution exists)\n");
2014 printf("Difficulty rating: %s\n", group_diffnames
[ret
]);
2016 solver_show_working
= really_show_working
;
2017 memcpy(grid
, s
->grid
, p
->w
* p
->w
);
2018 ret
= solver(&s
->par
, grid
, diff
);
2020 printf("Puzzle is inconsistent\n");
2022 memcpy(s
->grid
, grid
, p
->w
* p
->w
);
2023 fputs(game_text_format(s
), stdout
);
2033 /* vim: set shiftwidth=4 tabstop=8: */