4 * Implementation of 'Futoshiki', a puzzle featured in the Guardian.
7 * add multiple-links-on-same-col/row solver nous
8 * Optimise set solver to use bit operations instead
10 * Guardian puzzles of note:
11 * #1: 5:0,0L,0L,0,0,0R,0,0L,0D,0L,0R,0,2,0D,0,0,0,0,0,0,0U,0,0,0,0U,
12 * #2: 5:0,0,0,4L,0L,0,2LU,0L,0U,0,0,0U,0,0,0,0,0D,0,3LRUD,0,0R,3,0L,0,0,
15 * #5: 5:0,0,0,0,0,0,2,0U,3U,0U,0,0,3,0,0,0,3,0D,4,0,0,0L,0R,0,0,
16 * #6: 5:0D,0L,0,0R,0,0,0D,0,3,0D,0,0R,0,0R,0D,0U,0L,0,1,2,0,0,0U,0,0L,
27 #include "latin.h" /* contains typedef for digit */
29 /* ----------------------------------------------------------
30 * Constant and structure definitions
33 #define FLASH_TIME 0.4F
35 #define PREFERRED_TILE_SIZE 32
37 #define TILE_SIZE (ds->tilesize)
38 #define GAP_SIZE (TILE_SIZE/2)
39 #define SQUARE_SIZE (TILE_SIZE + GAP_SIZE)
41 #define BORDER (TILE_SIZE / 2)
43 #define COORD(x) ( (x) * SQUARE_SIZE + BORDER )
44 #define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 )
46 #define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)])
47 #define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ])
48 #define HINT(p,x,y,n) GRID3(p, hints, x, y, n)
53 COL_TEXT
, COL_GUESS
, COL_ERROR
, COL_PENCIL
,
54 COL_HIGHLIGHT
, COL_LOWLIGHT
,
62 #define F_IMMUTABLE 1 /* passed in as game description */
69 #define F_ERROR_RIGHT 128
70 #define F_ERROR_DOWN 256
71 #define F_ERROR_LEFT 512
73 #define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT)
76 int order
, completed
, cheated
;
77 digit
*nums
; /* actual numbers (size order^2) */
78 unsigned char *hints
; /* remaining possiblities (size order^3) */
79 unsigned int *flags
; /* flags (size order^2) */
82 /* ----------------------------------------------------------
83 * Game parameters and presets
86 /* Steal the method from map.c for difficulty levels. */
91 A(EXTREME,Extreme,x) \
92 A(RECURSIVE,Recursive,r)
94 #define ENUM(upper,title,lower) DIFF_ ## upper,
95 #define TITLE(upper,title,lower) #title,
96 #define ENCODE(upper,title,lower) #lower
97 #define CONFIG(upper,title,lower) ":" #title
98 enum { DIFFLIST(ENUM
) DIFF_IMPOSSIBLE
= diff_impossible
, DIFF_AMBIGUOUS
= diff_ambiguous
, DIFF_UNFINISHED
= diff_unfinished
};
99 static char const *const unequal_diffnames
[] = { DIFFLIST(TITLE
) };
100 static char const unequal_diffchars
[] = DIFFLIST(ENCODE
);
101 #define DIFFCOUNT lenof(unequal_diffchars)
102 #define DIFFCONFIG DIFFLIST(CONFIG)
104 #define DEFAULT_PRESET 0
106 const static struct game_params unequal_presets
[] = {
118 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
123 if (i
< 0 || i
>= lenof(unequal_presets
))
126 ret
= snew(game_params
);
127 *ret
= unequal_presets
[i
]; /* structure copy */
129 sprintf(buf
, "%dx%d %s", ret
->order
, ret
->order
,
130 unequal_diffnames
[ret
->diff
]);
137 static game_params
*default_params(void)
142 if (!game_fetch_preset(DEFAULT_PRESET
, &name
, &ret
)) return NULL
;
147 static void free_params(game_params
*params
)
152 static game_params
*dup_params(game_params
*params
)
154 game_params
*ret
= snew(game_params
);
155 *ret
= *params
; /* structure copy */
159 static void decode_params(game_params
*ret
, char const *string
)
161 char const *p
= string
;
163 ret
->order
= atoi(p
);
164 while (*p
&& isdigit((unsigned char)*p
)) p
++;
169 ret
->diff
= DIFFCOUNT
+1; /* ...which is invalid */
171 for (i
= 0; i
< DIFFCOUNT
; i
++) {
172 if (*p
== unequal_diffchars
[i
])
180 static char *encode_params(game_params
*params
, int full
)
184 sprintf(ret
, "%d", params
->order
);
186 sprintf(ret
+ strlen(ret
), "d%c", unequal_diffchars
[params
->diff
]);
191 static config_item
*game_configure(game_params
*params
)
196 ret
= snewn(3, config_item
);
198 ret
[0].name
= "Size (s*s)";
199 ret
[0].type
= C_STRING
;
200 sprintf(buf
, "%d", params
->order
);
201 ret
[0].sval
= dupstr(buf
);
204 ret
[1].name
= "Difficulty";
205 ret
[1].type
= C_CHOICES
;
206 ret
[1].sval
= DIFFCONFIG
;
207 ret
[1].ival
= params
->diff
;
217 static game_params
*custom_params(config_item
*cfg
)
219 game_params
*ret
= snew(game_params
);
221 ret
->order
= atoi(cfg
[0].sval
);
222 ret
->diff
= cfg
[1].ival
;
227 static char *validate_params(game_params
*params
, int full
)
229 if (params
->order
< 3 || params
->order
> 32)
230 return "Order must be between 3 and 32";
231 if (params
->diff
>= DIFFCOUNT
)
232 return "Unknown difficulty rating.";
236 /* ----------------------------------------------------------
237 * Various utility functions
240 static const struct { unsigned int f
, fo
, fe
; int dx
, dy
; char c
; } gtthan
[] = {
241 { F_GT_UP
, F_GT_DOWN
, F_ERROR_UP
, 0, -1, '^' },
242 { F_GT_RIGHT
, F_GT_LEFT
, F_ERROR_RIGHT
, 1, 0, '>' },
243 { F_GT_DOWN
, F_GT_UP
, F_ERROR_DOWN
, 0, 1, 'v' },
244 { F_GT_LEFT
, F_GT_RIGHT
, F_ERROR_LEFT
, -1, 0, '<' }
247 static game_state
*blank_game(int order
)
249 game_state
*state
= snew(game_state
);
250 int o2
= order
*order
, o3
= o2
*order
;
252 state
->order
= order
;
253 state
->completed
= state
->cheated
= 0;
255 state
->nums
= snewn(o2
, digit
);
256 state
->hints
= snewn(o3
, unsigned char);
257 state
->flags
= snewn(o2
, unsigned int);
259 memset(state
->nums
, 0, o2
* sizeof(digit
));
260 memset(state
->hints
, 0, o3
);
261 memset(state
->flags
, 0, o2
* sizeof(unsigned int));
266 static game_state
*dup_game(game_state
*state
)
268 game_state
*ret
= blank_game(state
->order
);
269 int o2
= state
->order
*state
->order
, o3
= o2
*state
->order
;
271 memcpy(ret
->nums
, state
->nums
, o2
* sizeof(digit
));
272 memcpy(ret
->hints
, state
->hints
, o3
);
273 memcpy(ret
->flags
, state
->flags
, o2
* sizeof(unsigned int));
278 static void free_game(game_state
*state
)
286 #define CHECKG(x,y) grid[(y)*o+(x)]
288 /* Returns 0 if it finds an error, 1 otherwise. */
289 static int check_gt(digit
*grid
, game_state
*state
,
290 int x
, int y
, int dx
, int dy
)
292 int o
= state
->order
;
293 int n
= CHECKG(x
,y
), dn
= CHECKG(x
+dx
, y
+dy
);
296 if (dn
== 0) return 1;
299 debug(("check_gt error (%d,%d) (%d,%d)", x
, y
, x
+dx
, y
+dy
));
305 /* Returns 0 if it finds an error, 1 otherwise. */
306 static int check_num_gt(digit
*grid
, game_state
*state
,
307 int x
, int y
, int me
)
309 unsigned int f
= GRID(state
, flags
, x
, y
);
312 for (i
= 0; i
< 4; i
++) {
313 if ((f
& gtthan
[i
].f
) &&
314 !check_gt(grid
, state
, x
, y
, gtthan
[i
].dx
, gtthan
[i
].dy
)) {
315 if (me
) GRID(state
, flags
, x
, y
) |= gtthan
[i
].fe
;
322 /* Returns 0 if it finds an error, 1 otherwise. */
323 static int check_num_error(digit
*grid
, game_state
*state
,
324 int x
, int y
, int mark_errors
)
326 int o
= state
->order
;
327 int xx
, yy
, val
= CHECKG(x
,y
), ret
= 1;
331 /* check for dups in same column. */
332 for (yy
= 0; yy
< state
->order
; yy
++) {
333 if (yy
== y
) continue;
334 if (CHECKG(x
,yy
) == val
) ret
= 0;
337 /* check for dups in same row. */
338 for (xx
= 0; xx
< state
->order
; xx
++) {
339 if (xx
== x
) continue;
340 if (CHECKG(xx
,y
) == val
) ret
= 0;
344 debug(("check_num_error (%d,%d) duplicate %d", x
, y
, val
));
345 if (mark_errors
) GRID(state
, flags
, x
, y
) |= F_ERROR
;
350 /* Returns: -1 for 'wrong'
352 * 1 for 'complete and correct'
354 static int check_complete(digit
*grid
, game_state
*state
, int mark_errors
)
356 int x
, y
, ret
= 1, o
= state
->order
;
359 assert(grid
== state
->nums
);
361 for (x
= 0; x
< state
->order
; x
++) {
362 for (y
= 0; y
< state
->order
; y
++) {
364 GRID(state
, flags
, x
, y
) &= ~F_ERROR_MASK
;
365 if (grid
[y
*o
+x
] == 0) {
368 if (!check_num_error(grid
, state
, x
, y
, mark_errors
)) ret
= -1;
369 if (!check_num_gt(grid
, state
, x
, y
, mark_errors
)) ret
= -1;
373 if (ret
== 1 && latin_check(grid
, o
))
378 static char n2c(digit n
, int order
) {
379 if (n
== 0) return ' ';
381 if (n
< 10) return '0' + n
;
383 if (n
< 11) return '0' + n
-1;
385 if (n
<= 26) return 'A' + n
;
390 /* should be 'digit', but includes -1 for 'not a digit'.
391 * Includes keypresses (0 especially) for interpret_move. */
392 static int c2n(int c
, int order
) {
393 if (c
< 0 || c
> 0xff)
395 if (c
== ' ' || c
== '\010' || c
== '\177')
398 if (c
>= '1' && c
<= '9')
399 return (int)(c
- '0');
401 if (c
>= '0' && c
<= '9')
402 return (int)(c
- '0' + 1);
403 if (c
>= 'A' && c
<= 'Z')
404 return (int)(c
- 'A' + 11);
405 if (c
>= 'a' && c
<= 'z')
406 return (int)(c
- 'a' + 11);
411 static int game_can_format_as_text_now(game_params
*params
)
416 static char *game_text_format(game_state
*state
)
421 len
= (state
->order
*2) * (state
->order
*2-1) + 1;
422 ret
= snewn(len
, char);
425 for (y
= 0; y
< state
->order
; y
++) {
426 for (x
= 0; x
< state
->order
; x
++) {
427 n
= GRID(state
, nums
, x
, y
);
428 *p
++ = n
> 0 ? n2c(n
, state
->order
) : '.';
430 if (x
< (state
->order
-1)) {
431 if (GRID(state
, flags
, x
, y
) & F_GT_RIGHT
)
433 else if (GRID(state
, flags
, x
+1, y
) & F_GT_LEFT
)
441 if (y
< (state
->order
-1)) {
442 for (x
= 0; x
< state
->order
; x
++) {
443 if (GRID(state
, flags
, x
, y
) & F_GT_DOWN
)
445 else if (GRID(state
, flags
, x
, y
+1) & F_GT_UP
)
450 if (x
< state
->order
-1)
458 assert(p
- ret
== len
);
462 #ifdef STANDALONE_SOLVER
463 static void game_debug(game_state
*state
)
465 char *dbg
= game_text_format(state
);
471 /* ----------------------------------------------------------
476 int len
, gx
, gy
, lx
, ly
;
479 typedef struct game_solver
{
480 struct latin_solver latin
; /* keep first in struct! */
485 struct solver_link
*links
;
489 static void solver_debug(game_solver
*solver
, int wide
)
491 #ifdef STANDALONE_SOLVER
492 if (solver_show_working
) {
494 game_debug(solver
->state
);
496 latin_solver_debug(solver
->latin
.cube
, solver
->latin
.o
);
502 static void solver_add_link(game_solver
*solver
,
503 int gx
, int gy
, int lx
, int ly
, int len
)
505 if (solver
->alinks
< solver
->nlinks
+1) {
506 solver
->alinks
= solver
->alinks
*2 + 1;
507 /*debug(("resizing solver->links, new size %d", solver->alinks));*/
508 solver
->links
= sresize(solver
->links
, solver
->alinks
, struct solver_link
);
510 solver
->links
[solver
->nlinks
].gx
= gx
;
511 solver
->links
[solver
->nlinks
].gy
= gy
;
512 solver
->links
[solver
->nlinks
].lx
= lx
;
513 solver
->links
[solver
->nlinks
].ly
= ly
;
514 solver
->links
[solver
->nlinks
].len
= len
;
516 /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d",
517 len, lx, ly, gx, gy, solver->nlinks));*/
520 static game_solver
*new_solver(digit
*grid
, game_state
*state
)
522 game_solver
*solver
= snew(game_solver
);
523 int o
= state
->order
;
527 latin_solver_alloc(&solver
->latin
, grid
, o
);
529 solver
->nlinks
= solver
->alinks
= 0;
530 solver
->links
= NULL
;
532 for (x
= 0; x
< o
; x
++) {
533 for (y
= 0; y
< o
; y
++) {
534 f
= GRID(state
, flags
, x
, y
);
535 for (i
= 0; i
< 4; i
++) {
537 solver_add_link(solver
, x
, y
, x
+gtthan
[i
].dx
, y
+gtthan
[i
].dy
, 1);
545 static void free_solver(game_solver
*solver
)
547 if (solver
->links
) sfree(solver
->links
);
548 latin_solver_free(&solver
->latin
);
552 static void solver_nminmax(game_solver
*usolver
,
553 int x
, int y
, int *min_r
, int *max_r
,
554 unsigned char **ns_r
)
556 struct latin_solver
*solver
= &usolver
->latin
;
557 int o
= usolver
->latin
.o
, min
= o
, max
= 0, n
;
560 assert(x
>= 0 && y
>= 0 && x
< o
&& y
< o
);
562 ns
= solver
->cube
+ cubepos(x
,y
,1);
565 min
= max
= grid(x
,y
)-1;
567 for (n
= 0; n
< o
; n
++) {
569 if (n
> max
) max
= n
;
570 if (n
< min
) min
= n
;
574 if (min_r
) *min_r
= min
;
575 if (max_r
) *max_r
= max
;
576 if (ns_r
) *ns_r
= ns
;
579 static int solver_links(game_solver
*usolver
)
581 int i
, j
, lmin
, gmax
, nchanged
= 0;
582 unsigned char *gns
, *lns
;
583 struct solver_link
*link
;
584 struct latin_solver
*solver
= &usolver
->latin
;
586 for (i
= 0; i
< usolver
->nlinks
; i
++) {
587 link
= &usolver
->links
[i
];
588 solver_nminmax(usolver
, link
->gx
, link
->gy
, NULL
, &gmax
, &gns
);
589 solver_nminmax(usolver
, link
->lx
, link
->ly
, &lmin
, NULL
, &lns
);
591 for (j
= 0; j
< solver
->o
; j
++) {
592 /* For the 'greater' end of the link, discount all numbers
593 * too small to satisfy the inequality. */
595 if (j
< (lmin
+link
->len
)) {
596 #ifdef STANDALONE_SOLVER
597 if (solver_show_working
) {
598 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
599 solver_recurse_depth
*4, "",
600 link
->gx
, link
->gy
, link
->lx
, link
->ly
);
601 printf("%*s ruling out %d at (%d,%d)\n",
602 solver_recurse_depth
*4, "",
603 j
+1, link
->gx
, link
->gy
);
606 cube(link
->gx
, link
->gy
, j
+1) = FALSE
;
610 /* For the 'lesser' end of the link, discount all numbers
611 * too large to satisfy inequality. */
613 if (j
> (gmax
-link
->len
)) {
614 #ifdef STANDALONE_SOLVER
615 if (solver_show_working
) {
616 printf("%*slink elimination, (%d,%d) > (%d,%d):\n",
617 solver_recurse_depth
*4, "",
618 link
->gx
, link
->gy
, link
->lx
, link
->ly
);
619 printf("%*s ruling out %d at (%d,%d)\n",
620 solver_recurse_depth
*4, "",
621 j
+1, link
->lx
, link
->ly
);
624 cube(link
->lx
, link
->ly
, j
+1) = FALSE
;
633 static int solver_grid(digit
*grid
, int o
, int maxdiff
, void *ctx
)
635 game_state
*state
= (game_state
*)ctx
;
637 struct latin_solver
*lsolver
;
638 struct latin_solver_scratch
*scratch
;
639 int ret
, diff
= DIFF_LATIN
;
641 assert(maxdiff
<= DIFF_RECURSIVE
);
643 assert(state
->order
== o
);
644 solver
= new_solver(grid
, state
);
646 lsolver
= &solver
->latin
;
647 scratch
= latin_solver_new_scratch(lsolver
);
651 ret
= latin_solver_diff_simple(lsolver
);
653 diff
= DIFF_IMPOSSIBLE
;
655 } else if (ret
> 0) {
656 diff
= max(diff
, DIFF_LATIN
);
660 if (maxdiff
<= DIFF_LATIN
)
663 /* This bit is unequal-specific */
664 ret
= solver_links(solver
);
666 diff
= DIFF_IMPOSSIBLE
;
668 } else if (ret
> 0) {
669 diff
= max(diff
, DIFF_EASY
);
673 if (maxdiff
<= DIFF_EASY
)
676 /* Row- and column-wise set elimination */
677 ret
= latin_solver_diff_set(lsolver
, scratch
, 0);
679 diff
= DIFF_IMPOSSIBLE
;
681 } else if (ret
> 0) {
682 diff
= max(diff
, DIFF_SET
);
686 if (maxdiff
<= DIFF_SET
)
689 ret
= latin_solver_diff_set(lsolver
, scratch
, 1);
691 diff
= DIFF_IMPOSSIBLE
;
693 } else if (ret
> 0) {
694 diff
= max(diff
, DIFF_EXTREME
);
701 if (latin_solver_forcing(lsolver
, scratch
)) {
702 diff
= max(diff
, DIFF_EXTREME
);
707 * If we reach here, we have made no deductions in this
708 * iteration, so the algorithm terminates.
713 * Last chance: if we haven't fully solved the puzzle yet, try
714 * recursing based on guesses for a particular square. We pick
715 * one of the most constrained empty squares we can find, which
716 * has the effect of pruning the search tree as much as
719 if (maxdiff
== DIFF_RECURSIVE
) {
720 int nsol
= latin_solver_recurse(lsolver
, DIFF_RECURSIVE
, solver_grid
, ctx
);
721 if (nsol
< 0) diff
= DIFF_IMPOSSIBLE
;
722 else if (nsol
== 1) diff
= DIFF_RECURSIVE
;
723 else if (nsol
> 1) diff
= DIFF_AMBIGUOUS
;
724 /* if nsol == 0 then we were complete anyway
725 * (and thus don't need to change diff) */
727 int cc
= check_complete(grid
, state
, 0);
728 if (cc
== -1) diff
= DIFF_IMPOSSIBLE
;
729 if (cc
== 0) diff
= DIFF_UNFINISHED
;
734 #ifdef STANDALONE_SOLVER
735 if (solver_show_working
)
736 printf("%*s%s found\n",
737 solver_recurse_depth
*4, "",
738 diff
== DIFF_IMPOSSIBLE
? "no solution (impossible)" :
739 diff
== DIFF_UNFINISHED
? "no solution (unfinished)" :
740 diff
== DIFF_AMBIGUOUS
? "multiple solutions" :
744 latin_solver_free_scratch(scratch
);
745 memcpy(state
->hints
, solver
->latin
.cube
, o
*o
*o
);
751 static int solver_state(game_state
*state
, int maxdiff
)
753 int diff
= solver_grid(state
->nums
, state
->order
, maxdiff
, (void*)state
);
755 if (diff
== DIFF_IMPOSSIBLE
)
757 if (diff
== DIFF_UNFINISHED
)
759 if (diff
== DIFF_AMBIGUOUS
)
764 static game_state
*solver_hint(game_state
*state
, int *diff_r
, int mindiff
, int maxdiff
)
766 game_state
*ret
= dup_game(state
);
769 for (diff
= mindiff
; diff
<= maxdiff
; diff
++) {
770 r
= solver_state(ret
, diff
);
771 debug(("solver_state after %s %d", unequal_diffnames
[diff
], r
));
772 if (r
!= 0) goto done
;
776 if (diff_r
) *diff_r
= (r
> 0) ? diff
: -1;
780 /* ----------------------------------------------------------
784 static char *latin_desc(digit
*sq
, size_t order
)
786 int o2
= order
*order
, i
;
787 char *soln
= snewn(o2
+2, char);
790 for (i
= 0; i
< o2
; i
++)
791 soln
[i
+1] = n2c(sq
[i
], order
);
797 /* returns non-zero if it placed (or could have placed) clue. */
798 static int gg_place_clue(game_state
*state
, int ccode
, digit
*latin
, int checkonly
)
800 int loc
= ccode
/ 5, which
= ccode
% 5;
801 int x
= loc
% state
->order
, y
= loc
/ state
->order
;
803 assert(loc
< state
->order
*state
->order
);
805 if (which
== 4) { /* add number */
806 if (state
->nums
[loc
] != 0) {
807 #ifdef STANDALONE_SOLVER
808 if (state
->nums
[loc
] != latin
[loc
]) {
809 printf("inconsistency for (%d,%d): state %d latin %d\n",
810 x
, y
, state
->nums
[loc
], latin
[loc
]);
813 assert(state
->nums
[loc
] == latin
[loc
]);
817 state
->nums
[loc
] = latin
[loc
];
819 } else { /* add flag */
822 if (state
->flags
[loc
] & gtthan
[which
].f
)
823 return 0; /* already has flag. */
825 lx
= x
+ gtthan
[which
].dx
;
826 ly
= y
+ gtthan
[which
].dy
;
827 if (lx
< 0 || ly
< 0 || lx
>= state
->order
|| ly
>= state
->order
)
828 return 0; /* flag compares to off grid */
830 lloc
= loc
+ gtthan
[which
].dx
+ gtthan
[which
].dy
*state
->order
;
831 if (latin
[loc
] <= latin
[lloc
])
832 return 0; /* flag would be incorrect */
835 state
->flags
[loc
] |= gtthan
[which
].f
;
841 /* returns non-zero if it removed (or could have removed) the clue. */
842 static int gg_remove_clue(game_state
*state
, int ccode
, int checkonly
)
844 int loc
= ccode
/ 5, which
= ccode
% 5;
845 #ifdef STANDALONE_SOLVER
846 int x
= loc
% state
->order
, y
= loc
/ state
->order
;
849 assert(loc
< state
->order
*state
->order
);
851 if (which
== 4) { /* remove number. */
852 if (state
->nums
[loc
] == 0) return 0;
854 #ifdef STANDALONE_SOLVER
855 if (solver_show_working
)
856 printf("gg_remove_clue: removing %d at (%d,%d)",
857 state
->nums
[loc
], x
, y
);
859 state
->nums
[loc
] = 0;
861 } else { /* remove flag */
862 if (!(state
->flags
[loc
] & gtthan
[which
].f
)) return 0;
864 #ifdef STANDALONE_SOLVER
865 if (solver_show_working
)
866 printf("gg_remove_clue: removing %c at (%d,%d)",
867 gtthan
[which
].c
, x
, y
);
869 state
->flags
[loc
] &= ~gtthan
[which
].f
;
875 static int gg_best_clue(game_state
*state
, int *scratch
, digit
*latin
)
877 int ls
= state
->order
* state
->order
* 5;
878 int maxposs
= 0, minclues
= 5, best
= -1, i
, j
;
879 int nposs
, nclues
, loc
, x
, y
;
881 #ifdef STANDALONE_SOLVER
882 if (solver_show_working
) {
884 latin_solver_debug(state
->hints
, state
->order
);
888 for (i
= ls
; i
-- > 0 ;) {
889 if (!gg_place_clue(state
, scratch
[i
], latin
, 1)) continue;
891 loc
= scratch
[i
] / 5;
892 x
= loc
% state
->order
; y
= loc
/ state
->order
;
893 for (j
= nposs
= 0; j
< state
->order
; j
++) {
894 if (state
->hints
[loc
*state
->order
+ j
]) nposs
++;
896 for (j
= nclues
= 0; j
< 4; j
++) {
897 if (state
->flags
[loc
] & gtthan
[j
].f
) nclues
++;
899 if ((nposs
> maxposs
) ||
900 (nposs
== maxposs
&& nclues
< minclues
)) {
901 best
= i
; maxposs
= nposs
; minclues
= nclues
;
902 #ifdef STANDALONE_SOLVER
903 if (solver_show_working
)
904 printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
905 best
, x
, y
, nposs
, nclues
);
909 /* if we didn't solve, we must have 1 clue to place! */
914 #ifdef STANDALONE_SOLVER
916 #define MAXTRIES maxtries
922 static int game_assemble(game_state
*new, int *scratch
, digit
*latin
,
925 game_state
*copy
= dup_game(new);
928 if (difficulty
>= DIFF_RECURSIVE
) {
929 /* We mustn't use any solver that might guess answers;
930 * if it guesses wrongly but solves, gg_place_clue will
931 * get mighty confused. We will always trim clues down
932 * (making it more difficult) in game_strip, which doesn't
933 * have this problem. */
934 difficulty
= DIFF_RECURSIVE
-1;
937 #ifdef STANDALONE_SOLVER
938 if (solver_show_working
) {
940 latin_solver_debug(new->hints
, new->order
);
946 if (solver_state(copy
, difficulty
) == 1) break;
948 best
= gg_best_clue(copy
, scratch
, latin
);
949 gg_place_clue(new, scratch
[best
], latin
, 0);
950 gg_place_clue(copy
, scratch
[best
], latin
, 0);
953 #ifdef STANDALONE_SOLVER
954 if (solver_show_working
) {
955 char *dbg
= game_text_format(new);
956 printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved
, dbg
);
963 static void game_strip(game_state
*new, int *scratch
, digit
*latin
,
966 int o
= new->order
, o2
= o
*o
, lscratch
= o2
*5, i
;
967 game_state
*copy
= blank_game(new->order
);
969 /* For each symbol (if it exists in new), try and remove it and
970 * solve again; if we couldn't solve without it put it back. */
971 for (i
= 0; i
< lscratch
; i
++) {
972 if (!gg_remove_clue(new, scratch
[i
], 0)) continue;
974 memcpy(copy
->nums
, new->nums
, o2
* sizeof(digit
));
975 memcpy(copy
->flags
, new->flags
, o2
* sizeof(unsigned int));
977 if (solver_state(copy
, difficulty
) != 1) {
978 /* put clue back, we can't solve without it. */
979 int ret
= gg_place_clue(new, scratch
[i
], latin
, 0);
982 #ifdef STANDALONE_SOLVER
983 if (solver_show_working
)
984 printf("game_strip: clue was redundant.");
989 #ifdef STANDALONE_SOLVER
990 if (solver_show_working
) {
991 char *dbg
= game_text_format(new);
992 debug(("game_strip: done, %d solver iterations.", gg_solved
));
999 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1000 char **aux
, int interactive
)
1003 int i
, x
, y
, retlen
, k
, nsol
;
1004 int o2
= params
->order
* params
->order
, ntries
= 1;
1005 int *scratch
, lscratch
= o2
*5;
1007 game_state
*state
= blank_game(params
->order
);
1009 /* Generate a list of 'things to strip' (randomised later) */
1010 scratch
= snewn(lscratch
, int);
1011 /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */
1012 for (i
= 0; i
< lscratch
; i
++) scratch
[i
] = (i
%o2
)*5 + 4 - (i
/o2
);
1015 #ifdef STANDALONE_SOLVER
1016 if (solver_show_working
)
1017 printf("new_game_desc: generating %s puzzle, ntries so far %d",
1018 unequal_diffnames
[params
->diff
], ntries
);
1021 sq
= latin_generate(params
->order
, rs
);
1022 latin_debug(sq
, params
->order
);
1023 /* Separately shuffle the numeric and inequality clues */
1024 shuffle(scratch
, lscratch
/5, sizeof(int), rs
);
1025 shuffle(scratch
+lscratch
/5, 4*lscratch
/5, sizeof(int), rs
);
1027 memset(state
->nums
, 0, o2
* sizeof(digit
));
1028 memset(state
->flags
, 0, o2
* sizeof(unsigned int));
1031 if (game_assemble(state
, scratch
, sq
, params
->diff
) < 0)
1033 game_strip(state
, scratch
, sq
, params
->diff
);
1035 if (params
->diff
> 0) {
1036 game_state
*copy
= dup_game(state
);
1037 nsol
= solver_state(copy
, params
->diff
-1);
1040 #ifdef STANDALONE_SOLVER
1041 if (solver_show_working
)
1042 printf("game_assemble: puzzle as generated is too easy.\n");
1044 if (ntries
< MAXTRIES
) {
1048 #ifdef STANDALONE_SOLVER
1049 if (solver_show_working
)
1050 printf("Unable to generate %s %dx%d after %d attempts.\n",
1051 unequal_diffnames
[params
->diff
],
1052 params
->order
, params
->order
, MAXTRIES
);
1057 #ifdef STANDALONE_SOLVER
1058 if (solver_show_working
)
1059 printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n",
1060 unequal_diffnames
[params
->diff
], ntries
, gg_solved
);
1063 ret
= NULL
; retlen
= 0;
1064 for (y
= 0; y
< params
->order
; y
++) {
1065 for (x
= 0; x
< params
->order
; x
++) {
1066 unsigned int f
= GRID(state
, flags
, x
, y
);
1067 k
= sprintf(buf
, "%d%s%s%s%s,",
1068 GRID(state
, nums
, x
, y
),
1069 (f
& F_GT_UP
) ? "U" : "",
1070 (f
& F_GT_RIGHT
) ? "R" : "",
1071 (f
& F_GT_DOWN
) ? "D" : "",
1072 (f
& F_GT_LEFT
) ? "L" : "");
1074 ret
= sresize(ret
, retlen
+ k
+ 1, char);
1075 strcpy(ret
+ retlen
, buf
);
1079 *aux
= latin_desc(sq
, params
->order
);
1088 static game_state
*load_game(game_params
*params
, char *desc
,
1091 game_state
*state
= blank_game(params
->order
);
1093 int i
= 0, n
, o
= params
->order
, x
, y
;
1097 while (*p
>= 'a' && *p
<= 'z') {
1102 why
= "Too much data to fill grid"; goto fail
;
1105 if (*p
< '0' && *p
> '9') {
1106 why
= "Expecting number in game description"; goto fail
;
1109 if (n
< 0 || n
> o
) {
1110 why
= "Out-of-range number in game description"; goto fail
;
1112 state
->nums
[i
] = (digit
)n
;
1113 while (*p
>= '0' && *p
<= '9') p
++; /* skip number */
1115 if (state
->nums
[i
] != 0)
1116 state
->flags
[i
] |= F_IMMUTABLE
; /* === number set by game description */
1118 while (*p
== 'U' || *p
== 'R' || *p
== 'D' || *p
== 'L') {
1120 case 'U': state
->flags
[i
] |= F_GT_UP
; break;
1121 case 'R': state
->flags
[i
] |= F_GT_RIGHT
; break;
1122 case 'D': state
->flags
[i
] |= F_GT_DOWN
; break;
1123 case 'L': state
->flags
[i
] |= F_GT_LEFT
; break;
1124 default: why
= "Expecting flag URDL in game description"; goto fail
;
1129 if (i
< o
*o
&& *p
!= ',') {
1130 why
= "Missing separator"; goto fail
;
1135 why
= "Not enough data to fill grid"; goto fail
;
1138 for (y
= 0; y
< o
; y
++) {
1139 for (x
= 0; x
< o
; x
++) {
1140 for (n
= 0; n
< 4; n
++) {
1141 if (GRID(state
, flags
, x
, y
) & gtthan
[n
].f
) {
1142 int nx
= x
+ gtthan
[n
].dx
;
1143 int ny
= y
+ gtthan
[n
].dy
;
1144 /* a flag must not point us off the grid. */
1145 if (nx
< 0 || ny
< 0 || nx
>= o
|| ny
>= o
) {
1146 why
= "Flags go off grid"; goto fail
;
1148 /* if one cell is GT another, the other must not also
1149 * be GT the first. */
1150 if (GRID(state
, flags
, nx
, ny
) & gtthan
[n
].fo
) {
1151 why
= "Flags contradicting each other"; goto fail
;
1162 if (why_r
) *why_r
= why
;
1166 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1168 game_state
*state
= load_game(params
, desc
, NULL
);
1170 assert("Unable to load ?validated game.");
1176 static char *validate_desc(game_params
*params
, char *desc
)
1179 game_state
*dummy
= load_game(params
, desc
, &why
);
1188 static char *solve_game(game_state
*state
, game_state
*currstate
,
1189 char *aux
, char **error
)
1195 if (aux
) return dupstr(aux
);
1197 solved
= dup_game(state
);
1198 for (r
= 0; r
< state
->order
*state
->order
; r
++) {
1199 if (!(solved
->flags
[r
] & F_IMMUTABLE
))
1200 solved
->nums
[r
] = 0;
1202 r
= solver_state(solved
, DIFFCOUNT
);
1203 if (r
> 0) ret
= latin_desc(solved
->nums
, solved
->order
);
1208 /* ----------------------------------------------------------
1209 * Game UI input processing.
1213 int hx
, hy
, hpencil
; /* as for solo.c, highlight pos and type */
1214 int cx
, cy
; /* cursor position (-1,-1 for none) */
1217 static game_ui
*new_ui(game_state
*state
)
1219 game_ui
*ui
= snew(game_ui
);
1221 ui
->hx
= ui
->hy
= -1;
1224 ui
->cx
= ui
->cy
= -1;
1229 static void free_ui(game_ui
*ui
)
1234 static char *encode_ui(game_ui
*ui
)
1239 static void decode_ui(game_ui
*ui
, char *encoding
)
1243 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1244 game_state
*newstate
)
1246 /* See solo.c; if we were pencil-mode highlighting and
1247 * somehow a square has just been properly filled, cancel
1249 if (ui
->hx
>= 0 && ui
->hy
>= 0 && ui
->hpencil
&&
1250 GRID(newstate
, nums
, ui
->hx
, ui
->hy
) != 0) {
1251 ui
->hx
= ui
->hy
= -1;
1255 struct game_drawstate
{
1256 int tilesize
, order
, started
;
1257 digit
*nums
; /* copy of nums, o^2 */
1258 unsigned char *hints
; /* copy of hints, o^3 */
1259 unsigned int *flags
; /* o^2 */
1261 int hx
, hy
, hpencil
;
1266 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1267 int ox
, int oy
, int button
)
1269 int x
= FROMCOORD(ox
), y
= FROMCOORD(oy
), n
;
1272 button
&= ~MOD_MASK
;
1274 if (x
>= 0 && x
< ds
->order
&& ((ox
- COORD(x
)) <= TILE_SIZE
) &&
1275 y
>= 0 && y
< ds
->order
&& ((oy
- COORD(y
)) <= TILE_SIZE
)) {
1276 if (button
== LEFT_BUTTON
) {
1277 /* normal highlighting for non-immutable squares */
1278 if (GRID(state
, flags
, x
, y
) & F_IMMUTABLE
)
1279 ui
->hx
= ui
->hy
= -1;
1280 else if (x
== ui
->hx
&& y
== ui
->hy
&& ui
->hpencil
== 0)
1281 ui
->hx
= ui
->hy
= -1;
1283 ui
->hx
= x
; ui
->hy
= y
; ui
->hpencil
= 0;
1287 if (button
== RIGHT_BUTTON
) {
1288 /* pencil highlighting for non-filled squares */
1289 if (GRID(state
, nums
, x
, y
) != 0)
1290 ui
->hx
= ui
->hy
= -1;
1291 else if (x
== ui
->hx
&& y
== ui
->hy
&& ui
->hpencil
)
1292 ui
->hx
= ui
->hy
= -1;
1294 ui
->hx
= x
; ui
->hy
= y
; ui
->hpencil
= 1;
1300 if (ui
->hx
!= -1 && ui
->hy
!= -1) {
1301 debug(("button %d, cbutton %d", button
, (int)((char)button
)));
1302 n
= c2n(button
, state
->order
);
1304 debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
1305 n
, ui
->hx
, ui
->hy
, ui
->hpencil
,
1306 GRID(state
, flags
, ui
->hx
, ui
->hy
),
1307 GRID(state
, nums
, ui
->hx
, ui
->hy
)));
1309 if (n
< 0 || n
> ds
->order
)
1310 return NULL
; /* out of range */
1311 if (GRID(state
, flags
, ui
->hx
, ui
->hy
) & F_IMMUTABLE
)
1312 return NULL
; /* can't edit immutable square (!) */
1313 if (ui
->hpencil
&& GRID(state
, nums
, ui
->hx
, ui
->hy
) > 0)
1314 return NULL
; /* can't change hints on filled square (!) */
1317 sprintf(buf
, "%c%d,%d,%d",
1318 (char)(ui
->hpencil
&& n
> 0 ? 'P' : 'R'), ui
->hx
, ui
->hy
, n
);
1320 ui
->hx
= ui
->hy
= -1;
1325 if (button
== 'H' || button
== 'h')
1331 static game_state
*execute_move(game_state
*state
, char *move
)
1333 game_state
*ret
= NULL
;
1336 debug(("execute_move: %s", move
));
1338 if ((move
[0] == 'P' || move
[0] == 'R') &&
1339 sscanf(move
+1, "%d,%d,%d", &x
, &y
, &n
) == 3 &&
1340 x
>= 0 && x
< state
->order
&& y
>= 0 && y
< state
->order
&&
1341 n
>= 0 && n
<= state
->order
) {
1342 ret
= dup_game(state
);
1343 if (move
[0] == 'P' && n
> 0)
1344 HINT(ret
, x
, y
, n
-1) = !HINT(ret
, x
, y
, n
-1);
1346 GRID(ret
, nums
, x
, y
) = n
;
1347 for (i
= 0; i
< state
->order
; i
++)
1348 HINT(ret
, x
, y
, i
) = 0;
1350 /* real change to grid; check for completion */
1351 if (!ret
->completed
&& check_complete(ret
->nums
, ret
, 1) > 0)
1352 ret
->completed
= TRUE
;
1355 } else if (move
[0] == 'S') {
1358 ret
= dup_game(state
);
1359 ret
->completed
= ret
->cheated
= TRUE
;
1362 for (i
= 0; i
< state
->order
*state
->order
; i
++) {
1363 n
= c2n((int)*p
, state
->order
);
1364 if (!*p
|| n
<= 0 || n
> state
->order
)
1369 if (*p
) goto badmove
;
1370 rc
= check_complete(ret
->nums
, ret
, 1);
1373 } else if (move
[0] == 'H') {
1374 return solver_hint(state
, NULL
, DIFF_EASY
, DIFF_EASY
);
1378 if (ret
) free_game(ret
);
1382 /* ----------------------------------------------------------------------
1383 * Drawing/printing routines.
1386 #define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
1388 static void game_compute_size(game_params
*params
, int tilesize
,
1391 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1392 struct { int tilesize
, order
; } ads
, *ds
= &ads
;
1393 ads
.tilesize
= tilesize
;
1394 ads
.order
= params
->order
;
1396 *x
= *y
= DRAW_SIZE
;
1399 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1400 game_params
*params
, int tilesize
)
1402 ds
->tilesize
= tilesize
;
1405 static float *game_colours(frontend
*fe
, int *ncolours
)
1407 float *ret
= snewn(3 * NCOLOURS
, float);
1410 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
1412 for (i
= 0; i
< 3; i
++) {
1413 ret
[COL_TEXT
* 3 + i
] = 0.0F
;
1414 ret
[COL_GRID
* 3 + i
] = 0.5F
;
1417 /* Lots of these were taken from solo.c. */
1418 ret
[COL_GUESS
* 3 + 0] = 0.0F
;
1419 ret
[COL_GUESS
* 3 + 1] = 0.6F
* ret
[COL_BACKGROUND
* 3 + 1];
1420 ret
[COL_GUESS
* 3 + 2] = 0.0F
;
1422 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
1423 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
1424 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
1426 ret
[COL_PENCIL
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1427 ret
[COL_PENCIL
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1428 ret
[COL_PENCIL
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2];
1430 *ncolours
= NCOLOURS
;
1434 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1436 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1437 int o2
= state
->order
*state
->order
, o3
= o2
*state
->order
;
1440 ds
->order
= state
->order
;
1442 ds
->nums
= snewn(o2
, digit
);
1443 ds
->hints
= snewn(o3
, unsigned char);
1444 ds
->flags
= snewn(o2
, unsigned int);
1445 memset(ds
->nums
, 0, o2
*sizeof(digit
));
1446 memset(ds
->hints
, 0, o3
);
1447 memset(ds
->flags
, 0, o2
*sizeof(unsigned int));
1449 ds
->hx
= ds
->hy
= ds
->cx
= ds
->cy
= -1;
1450 ds
->started
= ds
->hpencil
= ds
->hflash
= 0;
1455 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1463 static void draw_gt(drawing
*dr
, int ox
, int oy
,
1464 int dx1
, int dy1
, int dx2
, int dy2
, int col
)
1466 draw_line(dr
, ox
, oy
, ox
+dx1
, oy
+dy1
, col
);
1467 draw_line(dr
, ox
+dx1
, oy
+dy1
, ox
+dx1
+dx2
, oy
+dy1
+dy2
, col
);
1470 static void draw_gts(drawing
*dr
, game_drawstate
*ds
, int ox
, int oy
,
1471 unsigned int f
, int col
, int needsupdate
)
1473 int g
= GAP_SIZE
, g2
= (g
+1)/2, g4
= (g
+1)/4;
1476 draw_gt(dr
, ox
+g2
, oy
-g4
, g2
, -g2
, g2
, g2
,
1477 (f
& F_ERROR_UP
) ? COL_ERROR
: col
);
1478 if (needsupdate
) draw_update(dr
, ox
, oy
-g
, TILE_SIZE
, g
);
1480 if (f
& F_GT_RIGHT
) {
1481 draw_gt(dr
, ox
+TILE_SIZE
+g4
, oy
+g2
, g2
, g2
, -g2
, g2
,
1482 (f
& F_ERROR_RIGHT
) ? COL_ERROR
: col
);
1483 if (needsupdate
) draw_update(dr
, ox
+TILE_SIZE
, oy
, g
, TILE_SIZE
);
1485 if (f
& F_GT_DOWN
) {
1486 draw_gt(dr
, ox
+g2
, oy
+TILE_SIZE
+g4
, g2
, g2
, g2
, -g2
,
1487 (f
& F_ERROR_DOWN
) ? COL_ERROR
: col
);
1488 if (needsupdate
) draw_update(dr
, ox
, oy
+TILE_SIZE
, TILE_SIZE
, g
);
1490 if (f
& F_GT_LEFT
) {
1491 draw_gt(dr
, ox
-g4
, oy
+g2
, -g2
, g2
, g2
, g2
,
1492 (f
& F_ERROR_LEFT
) ? COL_ERROR
: col
);
1493 if (needsupdate
) draw_update(dr
, ox
-g
, oy
, g
, TILE_SIZE
);
1497 static void draw_furniture(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
1498 game_ui
*ui
, int x
, int y
, int hflash
)
1500 int ox
= COORD(x
), oy
= COORD(y
), bg
, hon
, con
;
1501 unsigned int f
= GRID(state
, flags
, x
, y
);
1503 bg
= hflash
? COL_HIGHLIGHT
: COL_BACKGROUND
;
1505 hon
= (x
== ui
->hx
&& y
== ui
->hy
);
1506 con
= (x
== ui
->cx
&& y
== ui
->cy
);
1509 draw_rect(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
,
1510 (hon
&& !ui
->hpencil
) ? COL_HIGHLIGHT
: bg
);
1512 /* Draw the highlight (pencil or full), if we're the highlight */
1513 if (hon
&& ui
->hpencil
) {
1517 coords
[2] = ox
+ TILE_SIZE
/2;
1520 coords
[5] = oy
+ TILE_SIZE
/2;
1521 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
1524 /* Draw the square outline (which is the cursor, if we're the cursor). */
1525 draw_rect_outline(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
,
1526 con
? COL_GUESS
: COL_GRID
);
1528 draw_update(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
);
1530 /* Draw the GT signs. */
1531 draw_gts(dr
, ds
, ox
, oy
, f
, COL_TEXT
, 1);
1534 static void draw_num(drawing
*dr
, game_drawstate
*ds
, int x
, int y
)
1536 int ox
= COORD(x
), oy
= COORD(y
);
1537 unsigned int f
= GRID(ds
,flags
,x
,y
);
1540 /* (can assume square has just been cleared) */
1542 /* Draw number, choosing appropriate colour */
1543 str
[0] = n2c(GRID(ds
, nums
, x
, y
), ds
->order
);
1545 draw_text(dr
, ox
+ TILE_SIZE
/2, oy
+ TILE_SIZE
/2,
1546 FONT_VARIABLE
, 3*TILE_SIZE
/4, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1547 (f
& F_IMMUTABLE
) ? COL_TEXT
: (f
& F_ERROR
) ? COL_ERROR
: COL_GUESS
, str
);
1550 static void draw_hints(drawing
*dr
, game_drawstate
*ds
, int x
, int y
)
1552 int ox
= COORD(x
), oy
= COORD(y
);
1553 int nhints
, i
, j
, hw
, hh
, hmax
, fontsz
;
1556 /* (can assume square has just been cleared) */
1558 /* Draw hints; steal ingenious algorithm (basically)
1559 * from solo.c:draw_number() */
1560 for (i
= nhints
= 0; i
< ds
->order
; i
++) {
1561 if (HINT(ds
, x
, y
, i
)) nhints
++;
1564 for (hw
= 1; hw
* hw
< nhints
; hw
++);
1566 hh
= (nhints
+ hw
- 1) / hw
;
1569 fontsz
= TILE_SIZE
/(hmax
*(11-hmax
)/8);
1571 for (i
= j
= 0; i
< ds
->order
; i
++) {
1572 if (HINT(ds
,x
,y
,i
)) {
1573 int hx
= j
% hw
, hy
= j
/ hw
;
1575 str
[0] = n2c(i
+1, ds
->order
);
1578 ox
+ (4*hx
+3) * TILE_SIZE
/ (4*hw
+2),
1579 oy
+ (4*hy
+3) * TILE_SIZE
/ (4*hh
+2),
1580 FONT_VARIABLE
, fontsz
,
1581 ALIGN_VCENTRE
| ALIGN_HCENTRE
, COL_PENCIL
, str
);
1587 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1588 game_state
*state
, int dir
, game_ui
*ui
,
1589 float animtime
, float flashtime
)
1591 int x
, y
, i
, hchanged
= 0, cchanged
= 0, stale
, hflash
= 0;
1593 debug(("highlight old (%d,%d), new (%d,%d)", ds
->hx
, ds
->hy
, ui
->hx
, ui
->hy
));
1595 if (flashtime
> 0 &&
1596 (flashtime
<= FLASH_TIME
/3 || flashtime
>= FLASH_TIME
*2/3))
1600 draw_rect(dr
, 0, 0, DRAW_SIZE
, DRAW_SIZE
, COL_BACKGROUND
);
1601 draw_update(dr
, 0, 0, DRAW_SIZE
, DRAW_SIZE
);
1603 if (ds
->hx
!= ui
->hx
|| ds
->hy
!= ui
->hy
|| ds
->hpencil
!= ui
->hpencil
)
1605 if (ds
->cx
!= ui
->cx
|| ds
->cy
!= ui
->cy
)
1608 for (x
= 0; x
< ds
->order
; x
++) {
1609 for (y
= 0; y
< ds
->order
; y
++) {
1612 else if (hflash
!= ds
->hflash
)
1618 if ((x
== ui
->hx
&& y
== ui
->hy
) ||
1619 (x
== ds
->hx
&& y
== ds
->hy
))
1623 if ((x
== ui
->cx
&& y
== ui
->cy
) ||
1624 (x
== ds
->cx
&& y
== ds
->cy
))
1628 if (GRID(state
, nums
, x
, y
) != GRID(ds
, nums
, x
, y
)) {
1629 GRID(ds
, nums
, x
, y
) = GRID(state
, nums
, x
, y
);
1632 if (GRID(state
, flags
, x
, y
) != GRID(ds
, flags
, x
, y
)) {
1633 GRID(ds
, flags
, x
, y
) = GRID(state
, flags
, x
, y
);
1636 if (GRID(ds
, nums
, x
, y
) == 0) {
1637 /* We're not a number square (therefore we might
1638 * display hints); do we need to update? */
1639 for (i
= 0; i
< ds
->order
; i
++) {
1640 if (HINT(state
, x
, y
, i
) != HINT(ds
, x
, y
, i
)) {
1641 HINT(ds
, x
, y
, i
) = HINT(state
, x
, y
, i
);
1647 draw_furniture(dr
, ds
, state
, ui
, x
, y
, hflash
);
1648 if (GRID(ds
, nums
, x
, y
) > 0)
1649 draw_num(dr
, ds
, x
, y
);
1651 draw_hints(dr
, ds
, x
, y
);
1655 ds
->hx
= ui
->hx
; ds
->hy
= ui
->hy
; ds
->hpencil
= ui
->hpencil
;
1656 ds
->cx
= ui
->cx
; ds
->cy
= ui
->cy
;
1658 ds
->hflash
= hflash
;
1661 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
1662 int dir
, game_ui
*ui
)
1667 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
1668 int dir
, game_ui
*ui
)
1670 if (!oldstate
->completed
&& newstate
->completed
&&
1671 !oldstate
->cheated
&& !newstate
->cheated
)
1676 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1681 static void game_print_size(game_params
*params
, float *x
, float *y
)
1685 /* 10mm squares by default, roughly the same as Grauniad. */
1686 game_compute_size(params
, 1000, &pw
, &ph
);
1691 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1693 int ink
= print_mono_colour(dr
, 0);
1694 int x
, y
, o
= state
->order
, ox
, oy
, n
;
1697 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1698 game_drawstate ads
, *ds
= &ads
;
1699 game_set_size(dr
, ds
, NULL
, tilesize
);
1701 print_line_width(dr
, 2 * TILE_SIZE
/ 40);
1703 /* Squares, numbers, gt signs */
1704 for (y
= 0; y
< o
; y
++) {
1705 for (x
= 0; x
< o
; x
++) {
1706 ox
= COORD(x
); oy
= COORD(y
);
1707 n
= GRID(state
, nums
, x
, y
);
1709 draw_rect_outline(dr
, ox
, oy
, TILE_SIZE
, TILE_SIZE
, ink
);
1711 str
[0] = n
? n2c(n
, state
->order
) : ' ';
1713 draw_text(dr
, ox
+ TILE_SIZE
/2, oy
+ TILE_SIZE
/2,
1714 FONT_VARIABLE
, TILE_SIZE
/2, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
1717 draw_gts(dr
, ds
, ox
, oy
, GRID(state
, flags
, x
, y
), ink
, 1);
1722 /* ----------------------------------------------------------------------
1727 #define thegame unequal
1730 const struct game thegame
= {
1731 "Unequal", "games.unequal", "unequal",
1738 TRUE
, game_configure
, custom_params
,
1746 TRUE
, game_can_format_as_text_now
, game_text_format
,
1754 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1757 game_free_drawstate
,
1761 TRUE
, FALSE
, game_print_size
, game_print
,
1762 FALSE
, /* wants_statusbar */
1763 FALSE
, game_timing_state
,
1764 REQUIRE_RBUTTON
| REQUIRE_NUMPAD
, /* flags */
1767 /* ----------------------------------------------------------------------
1768 * Standalone solver.
1771 #ifdef STANDALONE_SOLVER
1776 const char *quis
= NULL
;
1778 #if 0 /* currently unused */
1780 static void debug_printf(char *fmt
, ...)
1786 vsprintf(buf
, fmt
, ap
);
1791 static void game_printf(game_state
*state
)
1793 char *dbg
= game_text_format(state
);
1798 static void game_printf_wide(game_state
*state
)
1802 for (y
= 0; y
< state
->order
; y
++) {
1803 for (x
= 0; x
< state
->order
; x
++) {
1804 n
= GRID(state
, nums
, x
, y
);
1805 for (i
= 0; i
< state
->order
; i
++) {
1807 printf("%c", n2c(n
, state
->order
));
1808 else if (HINT(state
, x
, y
, i
))
1809 printf("%c", n2c(i
+1, state
->order
));
1822 static void pdiff(int diff
)
1824 if (diff
== DIFF_IMPOSSIBLE
)
1825 printf("Game is impossible.\n");
1826 else if (diff
== DIFF_UNFINISHED
)
1827 printf("Game has incomplete.\n");
1828 else if (diff
== DIFF_AMBIGUOUS
)
1829 printf("Game has multiple solutions.\n");
1831 printf("Game has difficulty %s.\n", unequal_diffnames
[diff
]);
1834 static int solve(game_params
*p
, char *desc
, int debug
)
1836 game_state
*st
= new_game(NULL
, p
, desc
);
1839 solver_show_working
= debug
;
1842 diff
= solver_grid(st
->nums
, st
->order
, DIFF_RECURSIVE
, (void*)st
);
1843 if (debug
) pdiff(diff
);
1850 static void check(game_params
*p
)
1852 char *msg
= validate_params(p
, 1);
1854 fprintf(stderr
, "%s: %s", quis
, msg
);
1859 static int gen(game_params
*p
, random_state
*rs
, int debug
)
1866 solver_show_working
= debug
;
1867 desc
= new_game_desc(p
, rs
, &aux
, 0);
1868 diff
= solve(p
, desc
, debug
);
1875 static void soak(game_params
*p
, random_state
*rs
)
1877 time_t tt_start
, tt_now
, tt_last
;
1880 int n
= 0, neasy
= 0, realdiff
= p
->diff
;
1884 solver_show_working
= 0;
1887 tt_start
= tt_now
= time(NULL
);
1889 printf("Soak-generating a %dx%d grid, difficulty %s.\n",
1890 p
->order
, p
->order
, unequal_diffnames
[p
->diff
]);
1894 desc
= new_game_desc(p
, rs
, &aux
, 0);
1895 st
= new_game(NULL
, p
, desc
);
1896 solver_state(st
, DIFF_RECURSIVE
);
1902 if (realdiff
!= p
->diff
) neasy
++;
1904 tt_last
= time(NULL
);
1905 if (tt_last
> tt_now
) {
1907 printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n",
1908 n
, (double)n
/ ((double)tt_now
- tt_start
),
1909 neasy
, (double)neasy
*100.0/(double)n
,
1910 (double)(n
- neasy
) / ((double)tt_now
- tt_start
));
1915 static void usage_exit(const char *msg
)
1918 fprintf(stderr
, "%s: %s\n", quis
, msg
);
1919 fprintf(stderr
, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis
);
1923 int main(int argc
, const char *argv
[])
1926 time_t seed
= time(NULL
);
1927 int do_soak
= 0, diff
;
1934 while (--argc
> 0) {
1935 const char *p
= *++argv
;
1936 if (!strcmp(p
, "--soak"))
1938 else if (!strcmp(p
, "--seed")) {
1940 usage_exit("--seed needs an argument");
1941 seed
= (time_t)atoi(*++argv
);
1943 } else if (*p
== '-')
1944 usage_exit("unrecognised option");
1948 rs
= random_new((void*)&seed
, sizeof(time_t));
1951 if (argc
!= 1) usage_exit("only one argument for --soak");
1952 p
= default_params();
1953 decode_params(p
, *argv
);
1955 } else if (argc
> 0) {
1957 for (i
= 0; i
< argc
; i
++) {
1958 const char *id
= *argv
++;
1959 char *desc
= strchr(id
, ':'), *err
;
1960 p
= default_params();
1963 decode_params(p
, id
);
1964 err
= validate_desc(p
, desc
);
1966 fprintf(stderr
, "%s: %s\n", quis
, err
);
1971 decode_params(p
, id
);
1972 diff
= gen(p
, rs
, 1);
1977 p
= default_params();
1978 p
->order
= random_upto(rs
, 7) + 3;
1979 p
->diff
= random_upto(rs
, 4);
1980 diff
= gen(p
, rs
, 0);
1990 /* vim: set shiftwidth=4 tabstop=8: */