X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/947a07d62de5c0ed1d77f0abdcffe7b6710a2942..cccb7f09e28f348e9273467cc8e410ad13283165:/solo.c diff --git a/solo.c b/solo.c index e598fc0..a2f40eb 100644 --- a/solo.c +++ b/solo.c @@ -116,8 +116,8 @@ typedef unsigned char digit; enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF2, SYMM_REF2D, SYMM_REF4, SYMM_REF4D, SYMM_REF8 }; -enum { DIFF_BLOCK, DIFF_SIMPLE, DIFF_INTERSECT, - DIFF_SET, DIFF_RECURSIVE, DIFF_AMBIGUOUS, DIFF_IMPOSSIBLE }; +enum { DIFF_BLOCK, DIFF_SIMPLE, DIFF_INTERSECT, DIFF_SET, DIFF_EXTREME, + DIFF_RECURSIVE, DIFF_AMBIGUOUS, DIFF_IMPOSSIBLE }; enum { COL_BACKGROUND, @@ -177,6 +177,7 @@ static int game_fetch_preset(int i, char **name, game_params **params) { "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE } }, { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT } }, { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET } }, + { "3x3 Extreme", { 3, 3, SYMM_ROT2, DIFF_EXTREME } }, { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE } }, #ifndef SLOW_SYSTEM { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } }, @@ -236,6 +237,8 @@ static void decode_params(game_params *ret, char const *string) string++, ret->diff = DIFF_INTERSECT; else if (*string == 'a') /* advanced */ string++, ret->diff = DIFF_SET; + else if (*string == 'e') /* extreme */ + string++, ret->diff = DIFF_EXTREME; else if (*string == 'u') /* unreasonable */ string++, ret->diff = DIFF_RECURSIVE; } else @@ -264,6 +267,7 @@ static char *encode_params(game_params *params, int full) case DIFF_SIMPLE: strcat(str, "db"); break; case DIFF_INTERSECT: strcat(str, "di"); break; case DIFF_SET: strcat(str, "da"); break; + case DIFF_EXTREME: strcat(str, "de"); break; case DIFF_RECURSIVE: strcat(str, "du"); break; } } @@ -298,7 +302,7 @@ static config_item *game_configure(game_params *params) ret[3].name = "Difficulty"; ret[3].type = C_CHOICES; - ret[3].sval = ":Trivial:Basic:Intermediate:Advanced:Unreasonable"; + ret[3].sval = ":Trivial:Basic:Intermediate:Advanced:Extreme:Unreasonable"; ret[3].ival = params->diff; ret[4].name = NULL; @@ -327,15 +331,15 @@ static char *validate_params(game_params *params, int full) return "Both dimensions must be at least 2"; if (params->c > ORDER_MAX || params->r > ORDER_MAX) return "Dimensions greater than "STR(ORDER_MAX)" are not supported"; + if ((params->c * params->r) > 36) + return "Unable to support more than 36 distinct symbols in a puzzle"; return NULL; } /* ---------------------------------------------------------------------- * Solver. * - * This solver is used for several purposes: - * + to generate filled grids as the basis for new puzzles (by - * supplying no clue squares at all) + * This solver is used for two purposes: * + to check solubility of a grid as we gradually remove numbers * from it * + to solve an externally generated puzzle when the user selects @@ -387,6 +391,29 @@ static char *validate_params(game_params *params, int full) * the numbers' possible positions (or the spaces' possible * contents). * + * - Mutual neighbour elimination: find two squares A,B and a + * number N in the possible set of A, such that putting N in A + * would rule out enough possibilities from the mutual + * neighbours of A and B that there would be no possibilities + * left for B. Thereby rule out N in A. + * + The simplest case of this is if B has two possibilities + * (wlog {1,2}), and there are two mutual neighbours of A and + * B which have possibilities {1,3} and {2,3}. Thus, if A + * were to be 3, then those neighbours would contain 1 and 2, + * and hence there would be nothing left which could go in B. + * + There can be more complex cases of it too: if A and B are + * in the same column of large blocks, then they can have + * more than two mutual neighbours, some of which can also be + * neighbours of one another. Suppose, for example, that B + * has possibilities {1,2,3}; there's one square P in the + * same column as B and the same block as A, with + * possibilities {1,4}; and there are _two_ squares Q,R in + * the same column as A and the same block as B with + * possibilities {2,3,4}. Then if A contained 4, P would + * contain 1, and Q and R would have to contain 2 and 3 in + * _some_ order; therefore, once again, B would have no + * remaining possibilities. + * * - Recursion. If all else fails, we pick one of the currently * most constrained empty squares and take a random guess at its * contents, then continue solving on that basis and see if we @@ -625,6 +652,10 @@ static int solver_intersect(struct solver_usage *usage, struct solver_scratch { unsigned char *grid, *rowidx, *colidx, *set; + int *neighbours, *bfsqueue; +#ifdef STANDALONE_SOLVER + int *bfsprev; +#endif }; static int solver_set(struct solver_usage *usage, @@ -823,6 +854,353 @@ static int solver_set(struct solver_usage *usage, return 0; } +/* + * Try to find a number in the possible set of (x1,y1) which can be + * ruled out because it would leave no possibilities for (x2,y2). + */ +static int solver_mne(struct solver_usage *usage, + struct solver_scratch *scratch, + int x1, int y1, int x2, int y2) +{ + int c = usage->c, r = usage->r, cr = c*r; + int *nb[2]; + unsigned char *set = scratch->set; + unsigned char *numbers = scratch->rowidx; + unsigned char *numbersleft = scratch->colidx; + int nnb, count; + int i, j, n, nbi; + + nb[0] = scratch->neighbours; + nb[1] = scratch->neighbours + cr; + + /* + * First, work out the mutual neighbour squares of the two. We + * can assert that they're not actually in the same block, + * which leaves two possibilities: they're in different block + * rows _and_ different block columns (thus their mutual + * neighbours are precisely the other two corners of the + * rectangle), or they're in the same row (WLOG) and different + * columns, in which case their mutual neighbours are the + * column of each block aligned with the other square. + * + * We divide the mutual neighbours into two separate subsets + * nb[0] and nb[1]; squares in the same subset are not only + * adjacent to both our key squares, but are also always + * adjacent to one another. + */ + if (x1 / r != x2 / r && y1 % r != y2 % r) { + /* Corners of the rectangle. */ + nnb = 1; + nb[0][0] = cubepos(x2, y1, 1); + nb[1][0] = cubepos(x1, y2, 1); + } else if (x1 / r != x2 / r) { + /* Same row of blocks; different blocks within that row. */ + int x1b = x1 - (x1 % r); + int x2b = x2 - (x2 % r); + + nnb = r; + for (i = 0; i < r; i++) { + nb[0][i] = cubepos(x2b+i, y1, 1); + nb[1][i] = cubepos(x1b+i, y2, 1); + } + } else { + /* Same column of blocks; different blocks within that column. */ + int y1b = y1 % r; + int y2b = y2 % r; + + assert(y1 % r != y2 % r); + + nnb = c; + for (i = 0; i < c; i++) { + nb[0][i] = cubepos(x2, y1b+i*r, 1); + nb[1][i] = cubepos(x1, y2b+i*r, 1); + } + } + + /* + * Right. Now loop over each possible number. + */ + for (n = 1; n <= cr; n++) { + if (!cube(x1, y1, n)) + continue; + for (j = 0; j < cr; j++) + numbersleft[j] = cube(x2, y2, j+1); + + /* + * Go over every possible subset of each neighbour list, + * and see if its union of possible numbers minus n has the + * same size as the subset. If so, add the numbers in that + * subset to the set of things which would be ruled out + * from (x2,y2) if n were placed at (x1,y1). + */ + memset(set, 0, nnb); + count = 0; + while (1) { + /* + * Binary increment: change the rightmost 0 to a 1, and + * change all 1s to the right of it to 0s. + */ + i = nnb; + while (i > 0 && set[i-1]) + set[--i] = 0, count--; + if (i > 0) + set[--i] = 1, count++; + else + break; /* done */ + + /* + * Examine this subset of each neighbour set. + */ + for (nbi = 0; nbi < 2; nbi++) { + int *nbs = nb[nbi]; + + memset(numbers, 0, cr); + + for (i = 0; i < nnb; i++) + if (set[i]) + for (j = 0; j < cr; j++) + if (j != n-1 && usage->cube[nbs[i] + j]) + numbers[j] = 1; + + for (i = j = 0; j < cr; j++) + i += numbers[j]; + + if (i == count) { + /* + * Got one. This subset of nbs, in the absence + * of n, would definitely contain all the + * numbers listed in `numbers'. Rule them out + * of `numbersleft'. + */ + for (j = 0; j < cr; j++) + if (numbers[j]) + numbersleft[j] = 0; + } + } + } + + /* + * If we've got nothing left in `numbersleft', we have a + * successful mutual neighbour elimination. + */ + for (j = 0; j < cr; j++) + if (numbersleft[j]) + break; + + if (j == cr) { +#ifdef STANDALONE_SOLVER + if (solver_show_working) { + printf("%*smutual neighbour elimination, (%d,%d) vs (%d,%d):\n", + solver_recurse_depth*4, "", + 1+x1, 1+YUNTRANS(y1), 1+x2, 1+YUNTRANS(y2)); + printf("%*s ruling out %d at (%d,%d)\n", + solver_recurse_depth*4, "", + n, 1+x1, 1+YUNTRANS(y1)); + } +#endif + cube(x1, y1, n) = FALSE; + return +1; + } + } + + return 0; /* nothing found */ +} + +/* + * Look for forcing chains. A forcing chain is a path of + * pairwise-exclusive squares (i.e. each pair of adjacent squares + * in the path are in the same row, column or block) with the + * following properties: + * + * (a) Each square on the path has precisely two possible numbers. + * + * (b) Each pair of squares which are adjacent on the path share + * at least one possible number in common. + * + * (c) Each square in the middle of the path shares _both_ of its + * numbers with at least one of its neighbours (not the same + * one with both neighbours). + * + * These together imply that at least one of the possible number + * choices at one end of the path forces _all_ the rest of the + * numbers along the path. In order to make real use of this, we + * need further properties: + * + * (c) Ruling out some number N from the square at one end + * of the path forces the square at the other end to + * take number N. + * + * (d) The two end squares are both in line with some third + * square. + * + * (e) That third square currently has N as a possibility. + * + * If we can find all of that lot, we can deduce that at least one + * of the two ends of the forcing chain has number N, and that + * therefore the mutually adjacent third square does not. + * + * To find forcing chains, we're going to start a bfs at each + * suitable square, once for each of its two possible numbers. + */ +static int solver_forcing(struct solver_usage *usage, + struct solver_scratch *scratch) +{ + int c = usage->c, r = usage->r, cr = c*r; + int *bfsqueue = scratch->bfsqueue; +#ifdef STANDALONE_SOLVER + int *bfsprev = scratch->bfsprev; +#endif + unsigned char *number = scratch->grid; + int *neighbours = scratch->neighbours; + int x, y; + + for (y = 0; y < cr; y++) + for (x = 0; x < cr; x++) { + int count, t, n; + + /* + * If this square doesn't have exactly two candidate + * numbers, don't try it. + * + * In this loop we also sum the candidate numbers, + * which is a nasty hack to allow us to quickly find + * `the other one' (since we will shortly know there + * are exactly two). + */ + for (count = t = 0, n = 1; n <= cr; n++) + if (cube(x, y, n)) + count++, t += n; + if (count != 2) + continue; + + /* + * Now attempt a bfs for each candidate. + */ + for (n = 1; n <= cr; n++) + if (cube(x, y, n)) { + int orign, currn, head, tail; + + /* + * Begin a bfs. + */ + orign = n; + + memset(number, cr+1, cr*cr); + head = tail = 0; + bfsqueue[tail++] = y*cr+x; +#ifdef STANDALONE_SOLVER + bfsprev[y*cr+x] = -1; +#endif + number[y*cr+x] = t - n; + + while (head < tail) { + int xx, yy, nneighbours, xt, yt, xblk, i; + + xx = bfsqueue[head++]; + yy = xx / cr; + xx %= cr; + + currn = number[yy*cr+xx]; + + /* + * Find neighbours of yy,xx. + */ + nneighbours = 0; + for (yt = 0; yt < cr; yt++) + neighbours[nneighbours++] = yt*cr+xx; + for (xt = 0; xt < cr; xt++) + neighbours[nneighbours++] = yy*cr+xt; + xblk = xx - (xx % r); + for (yt = yy % r; yt < cr; yt += r) + for (xt = xblk; xt < xblk+r; xt++) + neighbours[nneighbours++] = yt*cr+xt; + + /* + * Try visiting each of those neighbours. + */ + for (i = 0; i < nneighbours; i++) { + int cc, tt, nn; + + xt = neighbours[i] % cr; + yt = neighbours[i] / cr; + + /* + * We need this square to not be + * already visited, and to include + * currn as a possible number. + */ + if (number[yt*cr+xt] <= cr) + continue; + if (!cube(xt, yt, currn)) + continue; + + /* + * Don't visit _this_ square a second + * time! + */ + if (xt == xx && yt == yy) + continue; + + /* + * To continue with the bfs, we need + * this square to have exactly two + * possible numbers. + */ + for (cc = tt = 0, nn = 1; nn <= cr; nn++) + if (cube(xt, yt, nn)) + cc++, tt += nn; + if (cc == 2) { + bfsqueue[tail++] = yt*cr+xt; +#ifdef STANDALONE_SOLVER + bfsprev[yt*cr+xt] = yy*cr+xx; +#endif + number[yt*cr+xt] = tt - currn; + } + + /* + * One other possibility is that this + * might be the square in which we can + * make a real deduction: if it's + * adjacent to x,y, and currn is equal + * to the original number we ruled out. + */ + if (currn == orign && + (xt == x || yt == y || + (xt / r == x / r && yt % r == y % r))) { +#ifdef STANDALONE_SOLVER + if (solver_show_working) { + char *sep = ""; + int xl, yl; + printf("%*sforcing chain, %d at ends of ", + solver_recurse_depth*4, "", orign); + xl = xx; + yl = yy; + while (1) { + printf("%s(%d,%d)", sep, 1+xl, + 1+YUNTRANS(yl)); + xl = bfsprev[yl*cr+xl]; + if (xl < 0) + break; + yl = xl / cr; + xl %= cr; + sep = "-"; + } + printf("\n%*s ruling out %d at (%d,%d)\n", + solver_recurse_depth*4, "", + orign, 1+xt, 1+YUNTRANS(yt)); + } +#endif + cube(xt, yt, orign) = FALSE; + return 1; + } + } + } + } + } + + return 0; +} + static struct solver_scratch *solver_new_scratch(struct solver_usage *usage) { struct solver_scratch *scratch = snew(struct solver_scratch); @@ -831,11 +1209,21 @@ static struct solver_scratch *solver_new_scratch(struct solver_usage *usage) scratch->rowidx = snewn(cr, unsigned char); scratch->colidx = snewn(cr, unsigned char); scratch->set = snewn(cr, unsigned char); + scratch->neighbours = snewn(3*cr, int); + scratch->bfsqueue = snewn(cr*cr, int); +#ifdef STANDALONE_SOLVER + scratch->bfsprev = snewn(cr*cr, int); +#endif return scratch; } static void solver_free_scratch(struct solver_scratch *scratch) { +#ifdef STANDALONE_SOLVER + sfree(scratch->bfsprev); +#endif + sfree(scratch->bfsqueue); + sfree(scratch->neighbours); sfree(scratch->set); sfree(scratch->colidx); sfree(scratch->rowidx); @@ -848,7 +1236,7 @@ static int solver(int c, int r, digit *grid, int maxdiff) struct solver_usage *usage; struct solver_scratch *scratch; int cr = c*r; - int x, y, n, ret; + int x, y, x2, y2, n, ret; int diff = DIFF_BLOCK; /* @@ -1105,6 +1493,71 @@ static int solver(int c, int r, digit *grid, int maxdiff) } /* + * Row-vs-column set elimination on a single number. + */ + for (n = 1; n <= cr; n++) { + ret = solver_set(usage, scratch, cubepos(0,0,n), cr*cr, cr +#ifdef STANDALONE_SOLVER + , "positional set elimination, number %d", n +#endif + ); + if (ret < 0) { + diff = DIFF_IMPOSSIBLE; + goto got_result; + } else if (ret > 0) { + diff = max(diff, DIFF_EXTREME); + goto cont; + } + } + + /* + * Mutual neighbour elimination. + */ + for (y = 0; y+1 < cr; y++) { + for (x = 0; x+1 < cr; x++) { + for (y2 = y+1; y2 < cr; y2++) { + for (x2 = x+1; x2 < cr; x2++) { + /* + * Can't do mutual neighbour elimination + * between elements of the same actual + * block. + */ + if (x/r == x2/r && y%r == y2%r) + continue; + + /* + * Otherwise, try (x,y) vs (x2,y2) in both + * directions, and likewise (x2,y) vs + * (x,y2). + */ + if (!usage->grid[YUNTRANS(y)*cr+x] && + !usage->grid[YUNTRANS(y2)*cr+x2] && + (solver_mne(usage, scratch, x, y, x2, y2) || + solver_mne(usage, scratch, x2, y2, x, y))) { + diff = max(diff, DIFF_EXTREME); + goto cont; + } + if (!usage->grid[YUNTRANS(y)*cr+x2] && + !usage->grid[YUNTRANS(y2)*cr+x] && + (solver_mne(usage, scratch, x2, y, x, y2) || + solver_mne(usage, scratch, x, y2, x2, y))) { + diff = max(diff, DIFF_EXTREME); + goto cont; + } + } + } + } + } + + /* + * Forcing chains. + */ + if (solver_forcing(usage, scratch)) { + diff = max(diff, DIFF_EXTREME); + goto cont; + } + + /* * If we reach here, we have made no deductions in this * iteration, so the algorithm terminates. */ @@ -1672,8 +2125,8 @@ static char *new_game_desc(game_params *params, random_state *rs, int nlocs; char *desc; int coords[16], ncoords; - int *symmclasses, nsymmclasses; - int maxdiff, recursing; + int maxdiff; + int x, y, i, j; /* * Adjust the maximum difficulty level to be consistent with @@ -1690,31 +2143,6 @@ static char *new_game_desc(game_params *params, random_state *rs, grid2 = snewn(area, digit); /* - * Find the set of equivalence classes of squares permitted - * by the selected symmetry. We do this by enumerating all - * the grid squares which have no symmetric companion - * sorting lower than themselves. - */ - nsymmclasses = 0; - symmclasses = snewn(cr * cr, int); - { - int x, y; - - for (y = 0; y < cr; y++) - for (x = 0; x < cr; x++) { - int i = y*cr+x; - int j; - - ncoords = symmetries(params, x, y, coords, params->symm); - for (j = 0; j < ncoords; j++) - if (coords[2*j+1]*cr+coords[2*j] < i) - break; - if (j == ncoords) - symmclasses[nsymmclasses++] = i; - } - } - - /* * Loop until we get a grid of the required difficulty. This is * nasty, but it seems to be unpleasantly hard to generate * difficult grids otherwise. @@ -1746,62 +2174,55 @@ static char *new_game_desc(game_params *params, random_state *rs, * Now we have a solved grid, start removing things from it * while preserving solubility. */ - recursing = FALSE; - while (1) { - int x, y, i, j; - /* - * Iterate over the grid and enumerate all the filled - * squares we could empty. - */ - nlocs = 0; + /* + * Find the set of equivalence classes of squares permitted + * by the selected symmetry. We do this by enumerating all + * the grid squares which have no symmetric companion + * sorting lower than themselves. + */ + nlocs = 0; + for (y = 0; y < cr; y++) + for (x = 0; x < cr; x++) { + int i = y*cr+x; + int j; - for (i = 0; i < nsymmclasses; i++) { - x = symmclasses[i] % cr; - y = symmclasses[i] / cr; - if (grid[y*cr+x]) { + ncoords = symmetries(params, x, y, coords, params->symm); + for (j = 0; j < ncoords; j++) + if (coords[2*j+1]*cr+coords[2*j] < i) + break; + if (j == ncoords) { locs[nlocs].x = x; locs[nlocs].y = y; nlocs++; } } - /* - * Now shuffle that list. - */ - shuffle(locs, nlocs, sizeof(*locs), rs); - - /* - * Now loop over the shuffled list and, for each element, - * see whether removing that element (and its reflections) - * from the grid will still leave the grid soluble by - * solver. - */ - for (i = 0; i < nlocs; i++) { - int ret; + /* + * Now shuffle that list. + */ + shuffle(locs, nlocs, sizeof(*locs), rs); - x = locs[i].x; - y = locs[i].y; + /* + * Now loop over the shuffled list and, for each element, + * see whether removing that element (and its reflections) + * from the grid will still leave the grid soluble. + */ + for (i = 0; i < nlocs; i++) { + int ret; - memcpy(grid2, grid, area); - ncoords = symmetries(params, x, y, coords, params->symm); - for (j = 0; j < ncoords; j++) - grid2[coords[2*j+1]*cr+coords[2*j]] = 0; + x = locs[i].x; + y = locs[i].y; - ret = solver(c, r, grid2, maxdiff); - if (ret != DIFF_IMPOSSIBLE && ret != DIFF_AMBIGUOUS) { - for (j = 0; j < ncoords; j++) - grid[coords[2*j+1]*cr+coords[2*j]] = 0; - break; - } - } + memcpy(grid2, grid, area); + ncoords = symmetries(params, x, y, coords, params->symm); + for (j = 0; j < ncoords; j++) + grid2[coords[2*j+1]*cr+coords[2*j]] = 0; - if (i == nlocs) { - /* - * There was nothing we could remove without - * destroying solvability. Give up. - */ - break; + ret = solver(c, r, grid2, maxdiff); + if (ret <= maxdiff) { + for (j = 0; j < ncoords; j++) + grid[coords[2*j+1]*cr+coords[2*j]] = 0; } } @@ -1811,8 +2232,6 @@ static char *new_game_desc(game_params *params, random_state *rs, sfree(grid2); sfree(locs); - sfree(symmclasses); - /* * Now we have the grid as it will be presented to the user. * Encode it in a game desc. @@ -1874,6 +2293,9 @@ static char *validate_desc(game_params *params, char *desc) } else if (n == '_') { /* do nothing */; } else if (n > '0' && n <= '9') { + int val = atoi(desc-1); + if (val < 1 || val > params->c * params->r) + return "Out-of-range number in game description"; squares++; while (*desc >= '0' && *desc <= '9') desc++; @@ -1890,7 +2312,7 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state = snew(game_state); int c = params->c, r = params->r, cr = c*r, area = cr * cr; @@ -2023,7 +2445,7 @@ static char *grid_text_format(int c, int r, digit *grid) for (x = 0; x < cr; x++) { int ch = grid[y * cr + x]; if (ch == 0) - ch = ' '; + ch = '.'; else if (ch <= 9) ch = '0' + ch; else @@ -2177,13 +2599,13 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ((button >= '1' && button <= '9' && button - '0' <= cr) || (button >= 'a' && button <= 'z' && button - 'a' + 10 <= cr) || (button >= 'A' && button <= 'Z' && button - 'A' + 10 <= cr) || - button == ' ')) { + button == ' ' || button == '\010' || button == '\177')) { int n = button - '0'; if (button >= 'A' && button <= 'Z') n = button - 'A' + 10; if (button >= 'a' && button <= 'z') n = button - 'a' + 10; - if (button == ' ') + if (button == ' ' || button == '\010' || button == '\177') n = 0; /* @@ -2284,13 +2706,13 @@ static void game_compute_size(game_params *params, int tilesize, *y = SIZE(params->c * params->r); } -static void game_set_size(game_drawstate *ds, game_params *params, - int tilesize) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) { ds->tilesize = tilesize; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -2324,7 +2746,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int c = state->c, r = state->r, cr = c*r; @@ -2344,7 +2766,7 @@ static game_drawstate *game_new_drawstate(game_state *state) return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->hl); sfree(ds->pencil); @@ -2353,7 +2775,7 @@ static void game_free_drawstate(game_drawstate *ds) sfree(ds); } -static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, +static void draw_number(drawing *dr, game_drawstate *ds, game_state *state, int x, int y, int hl) { int c = state->c, r = state->r, cr = c*r; @@ -2383,10 +2805,10 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, if ((y+1) % c) ch++; - clip(fe, cx, cy, cw, ch); + clip(dr, cx, cy, cw, ch); /* background needs erasing */ - draw_rect(fe, cx, cy, cw, ch, (hl & 15) == 1 ? COL_HIGHLIGHT : COL_BACKGROUND); + draw_rect(dr, cx, cy, cw, ch, (hl & 15) == 1 ? COL_HIGHLIGHT : COL_BACKGROUND); /* pencil-mode highlight */ if ((hl & 15) == 2) { @@ -2397,7 +2819,7 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, coords[3] = cy; coords[4] = cx; coords[5] = cy+ch/2; - draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); + draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); } /* new number needs drawing? */ @@ -2406,7 +2828,7 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, str[0] = state->grid[y*cr+x] + '0'; if (str[0] > '9') str[0] += 'a' - ('9'+1); - draw_text(fe, tx + TILE_SIZE/2, ty + TILE_SIZE/2, + draw_text(dr, tx + TILE_SIZE/2, ty + TILE_SIZE/2, FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, state->immutable[y*cr+x] ? COL_CLUE : (hl & 16) ? COL_ERROR : COL_USER, str); } else { @@ -2441,7 +2863,7 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, str[0] = i + '1'; if (str[0] > '9') str[0] += 'a' - ('9'+1); - draw_text(fe, tx + (4*dx+3) * TILE_SIZE / (4*pw+2), + draw_text(dr, tx + (4*dx+3) * TILE_SIZE / (4*pw+2), ty + (4*dy+3) * TILE_SIZE / (4*ph+2), FONT_VARIABLE, fontsize, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str); @@ -2449,16 +2871,16 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, } } - unclip(fe); + unclip(dr); - draw_update(fe, cx, cy, cw, ch); + draw_update(dr, cx, cy, cw, ch); ds->grid[y*cr+x] = state->grid[y*cr+x]; memcpy(ds->pencil+(y*cr+x)*cr, state->pencil+(y*cr+x)*cr, cr); ds->hl[y*cr+x] = hl; } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { @@ -2472,19 +2894,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * all games should start by drawing a big * background-colour rectangle covering the whole window. */ - draw_rect(fe, 0, 0, SIZE(cr), SIZE(cr), COL_BACKGROUND); + draw_rect(dr, 0, 0, SIZE(cr), SIZE(cr), COL_BACKGROUND); /* * Draw the grid. */ for (x = 0; x <= cr; x++) { int thick = (x % r ? 0 : 1); - draw_rect(fe, BORDER + x*TILE_SIZE - thick, BORDER-1, + draw_rect(dr, BORDER + x*TILE_SIZE - thick, BORDER-1, 1+2*thick, cr*TILE_SIZE+3, COL_GRID); } for (y = 0; y <= cr; y++) { int thick = (y % c ? 0 : 1); - draw_rect(fe, BORDER-1, BORDER + y*TILE_SIZE - thick, + draw_rect(dr, BORDER-1, BORDER + y*TILE_SIZE - thick, cr*TILE_SIZE+3, 1+2*thick, COL_GRID); } } @@ -2530,7 +2952,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, (ds->entered_items[((x/r)+(y/c)*c)*cr+d-1] & 32))) highlight |= 16; - draw_number(fe, ds, state, x, y, highlight); + draw_number(dr, ds, state, x, y, highlight); } } @@ -2538,7 +2960,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * Update the _entire_ grid if necessary. */ if (!ds->started) { - draw_update(fe, 0, 0, SIZE(cr), SIZE(cr)); + draw_update(dr, 0, 0, SIZE(cr), SIZE(cr)); ds->started = TRUE; } } @@ -2558,14 +2980,71 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { - return FALSE; + return TRUE; } -static int game_timing_state(game_state *state, game_ui *ui) +static void game_print_size(game_params *params, float *x, float *y) { - return TRUE; + int pw, ph; + + /* + * I'll use 9mm squares by default. They should be quite big + * for this game, because players will want to jot down no end + * of pencil marks in the squares. + */ + game_compute_size(params, 900, &pw, &ph); + *x = pw / 100.0; + *y = ph / 100.0; +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ + int c = state->c, r = state->r, cr = c*r; + int ink = print_mono_colour(dr, 0); + int x, y; + + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + game_set_size(dr, ds, NULL, tilesize); + + /* + * Border. + */ + print_line_width(dr, 3 * TILE_SIZE / 40); + draw_rect_outline(dr, BORDER, BORDER, cr*TILE_SIZE, cr*TILE_SIZE, ink); + + /* + * Grid. + */ + for (x = 1; x < cr; x++) { + print_line_width(dr, (x % r ? 1 : 3) * TILE_SIZE / 40); + draw_line(dr, BORDER+x*TILE_SIZE, BORDER, + BORDER+x*TILE_SIZE, BORDER+cr*TILE_SIZE, ink); + } + for (y = 1; y < cr; y++) { + print_line_width(dr, (y % c ? 1 : 3) * TILE_SIZE / 40); + draw_line(dr, BORDER, BORDER+y*TILE_SIZE, + BORDER+cr*TILE_SIZE, BORDER+y*TILE_SIZE, ink); + } + + /* + * Numbers. + */ + for (y = 0; y < cr; y++) + for (x = 0; x < cr; x++) + if (state->grid[y*cr+x]) { + char str[2]; + str[1] = '\0'; + str[0] = state->grid[y*cr+x] + '0'; + if (str[0] > '9') + str[0] += 'a' - ('9'+1); + draw_text(dr, BORDER + x*TILE_SIZE + TILE_SIZE/2, + BORDER + y*TILE_SIZE + TILE_SIZE/2, + FONT_VARIABLE, TILE_SIZE/2, + ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); + } } #ifdef COMBINED @@ -2573,7 +3052,7 @@ static int game_timing_state(game_state *state, game_ui *ui) #endif const struct game thegame = { - "Solo", "games.solo", + "Solo", "games.solo", "solo", default_params, game_fetch_preset, decode_params, @@ -2603,50 +3082,14 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + TRUE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ }; #ifdef STANDALONE_SOLVER -/* - * gcc -DSTANDALONE_SOLVER -o solosolver solo.c malloc.c - */ - -void frontend_default_colour(frontend *fe, float *output) {} -void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, - int align, int colour, char *text) {} -void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} -void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} -void draw_polygon(frontend *fe, int *coords, int npoints, - int fillcolour, int outlinecolour) {} -void clip(frontend *fe, int x, int y, int w, int h) {} -void unclip(frontend *fe) {} -void start_draw(frontend *fe) {} -void draw_update(frontend *fe, int x, int y, int w, int h) {} -void end_draw(frontend *fe) {} -unsigned long random_bits(random_state *state, int bits) -{ assert(!"Shouldn't get randomness"); return 0; } -unsigned long random_upto(random_state *state, unsigned long limit) -{ assert(!"Shouldn't get randomness"); return 0; } -void shuffle(void *array, int nelts, int eltsize, random_state *rs) -{ assert(!"Shouldn't get randomness"); } - -void fatal(char *fmt, ...) -{ - va_list ap; - - fprintf(stderr, "fatal error: "); - - va_start(ap, fmt); - vfprintf(stderr, fmt, ap); - va_end(ap); - - fprintf(stderr, "\n"); - exit(1); -} - int main(int argc, char **argv) { game_params *p; @@ -2697,6 +3140,7 @@ int main(int argc, char **argv) ret==DIFF_SIMPLE ? "Basic (row/column/number elimination required)": ret==DIFF_INTERSECT ? "Intermediate (intersectional analysis required)": ret==DIFF_SET ? "Advanced (set elimination required)": + ret==DIFF_EXTREME ? "Extreme (complex non-recursive techniques required)": ret==DIFF_RECURSIVE ? "Unreasonable (guesswork and backtracking required)": ret==DIFF_AMBIGUOUS ? "Ambiguous (multiple solutions exist)": ret==DIFF_IMPOSSIBLE ? "Impossible (no solution exists)":