Imported Upstream version 8278
[sgt-puzzles/ydirson.git] / unequal.c
blob20fc2d25c06e1ae8c3922b2b97b326569b4dacc2
1 /*
2 * unequal.c
4 * Implementation of 'Futoshiki', a puzzle featured in the Guardian.
6 * TTD:
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,
13 * #3: (reprint of #2)
14 * #4:
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,
19 #include <stdio.h>
20 #include <stdlib.h>
21 #include <string.h>
22 #include <assert.h>
23 #include <ctype.h>
24 #include <math.h>
26 #include "puzzles.h"
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)
50 enum {
51 COL_BACKGROUND,
52 COL_GRID,
53 COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL,
54 COL_HIGHLIGHT, COL_LOWLIGHT,
55 NCOLOURS
58 struct game_params {
59 int order, diff;
62 #define F_IMMUTABLE 1 /* passed in as game description */
63 #define F_GT_UP 2
64 #define F_GT_RIGHT 4
65 #define F_GT_DOWN 8
66 #define F_GT_LEFT 16
67 #define F_ERROR 32
68 #define F_ERROR_UP 64
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)
75 struct game_state {
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. */
87 #define DIFFLIST(A) \
88 A(LATIN,Trivial,t) \
89 A(EASY,Easy,e) \
90 A(SET,Tricky,k) \
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[] = {
107 { 4, DIFF_EASY },
108 { 5, DIFF_EASY },
109 { 5, DIFF_SET },
110 { 5, DIFF_EXTREME },
111 { 6, DIFF_EASY },
112 { 6, DIFF_SET },
113 { 6, DIFF_EXTREME },
114 { 7, DIFF_SET },
115 { 7, DIFF_EXTREME },
118 static int game_fetch_preset(int i, char **name, game_params **params)
120 game_params *ret;
121 char buf[80];
123 if (i < 0 || i >= lenof(unequal_presets))
124 return FALSE;
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]);
132 *name = dupstr(buf);
133 *params = ret;
134 return TRUE;
137 static game_params *default_params(void)
139 game_params *ret;
140 char *name;
142 if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL;
143 sfree(name);
144 return ret;
147 static void free_params(game_params *params)
149 sfree(params);
152 static game_params *dup_params(game_params *params)
154 game_params *ret = snew(game_params);
155 *ret = *params; /* structure copy */
156 return ret;
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++;
166 if (*p == 'd') {
167 int i;
168 p++;
169 ret->diff = DIFFCOUNT+1; /* ...which is invalid */
170 if (*p) {
171 for (i = 0; i < DIFFCOUNT; i++) {
172 if (*p == unequal_diffchars[i])
173 ret->diff = i;
175 p++;
180 static char *encode_params(game_params *params, int full)
182 char ret[80];
184 sprintf(ret, "%d", params->order);
185 if (full)
186 sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]);
188 return dupstr(ret);
191 static config_item *game_configure(game_params *params)
193 config_item *ret;
194 char buf[80];
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);
202 ret[0].ival = 0;
204 ret[1].name = "Difficulty";
205 ret[1].type = C_CHOICES;
206 ret[1].sval = DIFFCONFIG;
207 ret[1].ival = params->diff;
209 ret[2].name = NULL;
210 ret[2].type = C_END;
211 ret[2].sval = NULL;
212 ret[2].ival = 0;
214 return ret;
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;
224 return ret;
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.";
233 return NULL;
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));
263 return state;
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));
275 return ret;
278 static void free_game(game_state *state)
280 sfree(state->nums);
281 sfree(state->hints);
282 sfree(state->flags);
283 sfree(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);
295 assert(n != 0);
296 if (dn == 0) return 1;
298 if (n <= dn) {
299 debug(("check_gt error (%d,%d) (%d,%d)", x, y, x+dx, y+dy));
300 return 0;
302 return 1;
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);
310 int ret = 1, i;
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;
316 ret = 0;
319 return ret;
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;
329 assert(val != 0);
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;
343 if (!ret) {
344 debug(("check_num_error (%d,%d) duplicate %d", x, y, val));
345 if (mark_errors) GRID(state, flags, x, y) |= F_ERROR;
347 return ret;
350 /* Returns: -1 for 'wrong'
351 * 0 for 'incomplete'
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;
358 if (mark_errors)
359 assert(grid == state->nums);
361 for (x = 0; x < state->order; x++) {
362 for (y = 0; y < state->order; y++) {
363 if (mark_errors)
364 GRID(state, flags, x, y) &= ~F_ERROR_MASK;
365 if (grid[y*o+x] == 0) {
366 ret = 0;
367 } else {
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))
374 ret = -1;
375 return ret;
378 static char n2c(digit n, int order) {
379 if (n == 0) return ' ';
380 if (order < 10) {
381 if (n < 10) return '0' + n;
382 } else {
383 if (n < 11) return '0' + n-1;
384 n -= 11;
385 if (n <= 26) return 'A' + n;
387 return '?';
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)
394 return -1;
395 if (c == ' ' || c == '\010' || c == '\177')
396 return 0;
397 if (order < 10) {
398 if (c >= '1' && c <= '9')
399 return (int)(c - '0');
400 } else {
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);
408 return -1;
411 static int game_can_format_as_text_now(game_params *params)
413 return TRUE;
416 static char *game_text_format(game_state *state)
418 int x, y, len, n;
419 char *ret, *p;
421 len = (state->order*2) * (state->order*2-1) + 1;
422 ret = snewn(len, char);
423 p = ret;
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)
432 *p++ = '>';
433 else if (GRID(state, flags, x+1, y) & F_GT_LEFT)
434 *p++ = '<';
435 else
436 *p++ = ' ';
439 *p++ = '\n';
441 if (y < (state->order-1)) {
442 for (x = 0; x < state->order; x++) {
443 if (GRID(state, flags, x, y) & F_GT_DOWN)
444 *p++ = 'v';
445 else if (GRID(state, flags, x, y+1) & F_GT_UP)
446 *p++ = '^';
447 else
448 *p++ = ' ';
450 if (x < state->order-1)
451 *p++ = ' ';
453 *p++ = '\n';
456 *p++ = '\0';
458 assert(p - ret == len);
459 return ret;
462 #ifdef STANDALONE_SOLVER
463 static void game_debug(game_state *state)
465 char *dbg = game_text_format(state);
466 printf("%s", dbg);
467 sfree(dbg);
469 #endif
471 /* ----------------------------------------------------------
472 * Solver.
475 struct solver_link {
476 int len, gx, gy, lx, ly;
479 typedef struct game_solver {
480 struct latin_solver latin; /* keep first in struct! */
482 game_state *state;
484 int nlinks, alinks;
485 struct solver_link *links;
486 } game_solver;
488 #if 0
489 static void solver_debug(game_solver *solver, int wide)
491 #ifdef STANDALONE_SOLVER
492 if (solver_show_working) {
493 if (!wide)
494 game_debug(solver->state);
495 else
496 latin_solver_debug(solver->latin.cube, solver->latin.o);
498 #endif
500 #endif
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;
515 solver->nlinks++;
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;
524 int i, x, y;
525 unsigned int f;
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++) {
536 if (f & gtthan[i].f)
537 solver_add_link(solver, x, y, x+gtthan[i].dx, y+gtthan[i].dy, 1);
542 return solver;
545 static void free_solver(game_solver *solver)
547 if (solver->links) sfree(solver->links);
548 latin_solver_free(&solver->latin);
549 sfree(solver);
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;
558 unsigned char *ns;
560 assert(x >= 0 && y >= 0 && x < o && y < o);
562 ns = solver->cube + cubepos(x,y,1);
564 if (grid(x,y) > 0) {
565 min = max = grid(x,y)-1;
566 } else {
567 for (n = 0; n < o; n++) {
568 if (ns[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. */
594 if (gns[j]) {
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);
605 #endif
606 cube(link->gx, link->gy, j+1) = FALSE;
607 nchanged++;
610 /* For the 'lesser' end of the link, discount all numbers
611 * too large to satisfy inequality. */
612 if (lns[j]) {
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);
623 #endif
624 cube(link->lx, link->ly, j+1) = FALSE;
625 nchanged++;
630 return nchanged;
633 static int solver_grid(digit *grid, int o, int maxdiff, void *ctx)
635 game_state *state = (game_state *)ctx;
636 game_solver *solver;
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);
649 while (1) {
650 cont:
651 ret = latin_solver_diff_simple(lsolver);
652 if (ret < 0) {
653 diff = DIFF_IMPOSSIBLE;
654 goto got_result;
655 } else if (ret > 0) {
656 diff = max(diff, DIFF_LATIN);
657 goto cont;
660 if (maxdiff <= DIFF_LATIN)
661 break;
663 /* This bit is unequal-specific */
664 ret = solver_links(solver);
665 if (ret < 0) {
666 diff = DIFF_IMPOSSIBLE;
667 goto got_result;
668 } else if (ret > 0) {
669 diff = max(diff, DIFF_EASY);
670 goto cont;
673 if (maxdiff <= DIFF_EASY)
674 break;
676 /* Row- and column-wise set elimination */
677 ret = latin_solver_diff_set(lsolver, scratch, 0);
678 if (ret < 0) {
679 diff = DIFF_IMPOSSIBLE;
680 goto got_result;
681 } else if (ret > 0) {
682 diff = max(diff, DIFF_SET);
683 goto cont;
686 if (maxdiff <= DIFF_SET)
687 break;
689 ret = latin_solver_diff_set(lsolver, scratch, 1);
690 if (ret < 0) {
691 diff = DIFF_IMPOSSIBLE;
692 goto got_result;
693 } else if (ret > 0) {
694 diff = max(diff, DIFF_EXTREME);
695 goto cont;
699 * Forcing chains.
701 if (latin_solver_forcing(lsolver, scratch)) {
702 diff = max(diff, DIFF_EXTREME);
703 goto cont;
707 * If we reach here, we have made no deductions in this
708 * iteration, so the algorithm terminates.
710 break;
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
717 * possible.
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) */
726 } else {
727 int cc = check_complete(grid, state, 0);
728 if (cc == -1) diff = DIFF_IMPOSSIBLE;
729 if (cc == 0) diff = DIFF_UNFINISHED;
732 got_result:
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" :
741 "one solution");
742 #endif
744 latin_solver_free_scratch(scratch);
745 memcpy(state->hints, solver->latin.cube, o*o*o);
746 free_solver(solver);
748 return diff;
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)
756 return -1;
757 if (diff == DIFF_UNFINISHED)
758 return 0;
759 if (diff == DIFF_AMBIGUOUS)
760 return 2;
761 return 1;
764 static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
766 game_state *ret = dup_game(state);
767 int diff, r = 0;
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;
775 done:
776 if (diff_r) *diff_r = (r > 0) ? diff : -1;
777 return ret;
780 /* ----------------------------------------------------------
781 * Game generation.
784 static char *latin_desc(digit *sq, size_t order)
786 int o2 = order*order, i;
787 char *soln = snewn(o2+2, char);
789 soln[0] = 'S';
790 for (i = 0; i < o2; i++)
791 soln[i+1] = n2c(sq[i], order);
792 soln[o2+1] = '\0';
794 return soln;
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]);
812 #endif
813 assert(state->nums[loc] == latin[loc]);
814 return 0;
816 if (!checkonly) {
817 state->nums[loc] = latin[loc];
819 } else { /* add flag */
820 int lx, ly, lloc;
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 */
834 if (!checkonly) {
835 state->flags[loc] |= gtthan[which].f;
838 return 1;
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;
847 #endif
849 assert(loc < state->order*state->order);
851 if (which == 4) { /* remove number. */
852 if (state->nums[loc] == 0) return 0;
853 if (!checkonly) {
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);
858 #endif
859 state->nums[loc] = 0;
861 } else { /* remove flag */
862 if (!(state->flags[loc] & gtthan[which].f)) return 0;
863 if (!checkonly) {
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);
868 #endif
869 state->flags[loc] &= ~gtthan[which].f;
872 return 1;
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) {
883 game_debug(state);
884 latin_solver_debug(state->hints, state->order);
886 #endif
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);
906 #endif
909 /* if we didn't solve, we must have 1 clue to place! */
910 assert(best != -1);
911 return best;
914 #ifdef STANDALONE_SOLVER
915 int maxtries;
916 #define MAXTRIES maxtries
917 #else
918 #define MAXTRIES 50
919 #endif
920 int gg_solved;
922 static int game_assemble(game_state *new, int *scratch, digit *latin,
923 int difficulty)
925 game_state *copy = dup_game(new);
926 int best;
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) {
939 game_debug(new);
940 latin_solver_debug(new->hints, new->order);
942 #endif
944 while(1) {
945 gg_solved++;
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);
952 free_game(copy);
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);
957 sfree(dbg);
959 #endif
960 return 0;
963 static void game_strip(game_state *new, int *scratch, digit *latin,
964 int difficulty)
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));
976 gg_solved++;
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);
980 assert(ret == 1);
981 } else {
982 #ifdef STANDALONE_SOLVER
983 if (solver_show_working)
984 printf("game_strip: clue was redundant.");
985 #endif
988 free_game(copy);
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));
993 debug(("%s", dbg));
994 sfree(dbg);
996 #endif
999 static char *new_game_desc(game_params *params, random_state *rs,
1000 char **aux, int interactive)
1002 digit *sq = NULL;
1003 int i, x, y, retlen, k, nsol;
1004 int o2 = params->order * params->order, ntries = 1;
1005 int *scratch, lscratch = o2*5;
1006 char *ret, buf[80];
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);
1014 generate:
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);
1019 #endif
1020 if (sq) sfree(sq);
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));
1030 gg_solved = 0;
1031 if (game_assemble(state, scratch, sq, params->diff) < 0)
1032 goto generate;
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);
1038 free_game(copy);
1039 if (nsol > 0) {
1040 #ifdef STANDALONE_SOLVER
1041 if (solver_show_working)
1042 printf("game_assemble: puzzle as generated is too easy.\n");
1043 #endif
1044 if (ntries < MAXTRIES) {
1045 ntries++;
1046 goto generate;
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);
1053 #endif
1054 params->diff--;
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);
1061 #endif
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);
1076 retlen += k;
1079 *aux = latin_desc(sq, params->order);
1081 free_game(state);
1082 sfree(sq);
1083 sfree(scratch);
1085 return ret;
1088 static game_state *load_game(game_params *params, char *desc,
1089 char **why_r)
1091 game_state *state = blank_game(params->order);
1092 char *p = desc;
1093 int i = 0, n, o = params->order, x, y;
1094 char *why = NULL;
1096 while (*p) {
1097 while (*p >= 'a' && *p <= 'z') {
1098 i += *p - 'a' + 1;
1099 p++;
1101 if (i >= o*o) {
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;
1108 n = atoi(p);
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') {
1119 switch (*p) {
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;
1126 p++;
1128 i++;
1129 if (i < o*o && *p != ',') {
1130 why = "Missing separator"; goto fail;
1132 if (*p == ',') p++;
1134 if (i < o*o) {
1135 why = "Not enough data to fill grid"; goto fail;
1137 i = 0;
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;
1158 return state;
1160 fail:
1161 free_game(state);
1162 if (why_r) *why_r = why;
1163 return NULL;
1166 static game_state *new_game(midend *me, game_params *params, char *desc)
1168 game_state *state = load_game(params, desc, NULL);
1169 if (!state) {
1170 assert("Unable to load ?validated game.");
1171 return NULL;
1173 return state;
1176 static char *validate_desc(game_params *params, char *desc)
1178 char *why = NULL;
1179 game_state *dummy = load_game(params, desc, &why);
1180 if (dummy) {
1181 free_game(dummy);
1182 assert(!why);
1183 } else
1184 assert(why);
1185 return why;
1188 static char *solve_game(game_state *state, game_state *currstate,
1189 char *aux, char **error)
1191 game_state *solved;
1192 int r;
1193 char *ret = NULL;
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);
1204 free_game(solved);
1205 return ret;
1208 /* ----------------------------------------------------------
1209 * Game UI input processing.
1212 struct game_ui {
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;
1222 ui->hpencil = 0;
1224 ui->cx = ui->cy = -1;
1226 return ui;
1229 static void free_ui(game_ui *ui)
1231 sfree(ui);
1234 static char *encode_ui(game_ui *ui)
1236 return NULL;
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
1248 * pencil mode. */
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;
1262 int cx, cy;
1263 int hflash;
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;
1270 char buf[80];
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;
1282 else {
1283 ui->hx = x; ui->hy = y; ui->hpencil = 0;
1285 return "";
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;
1293 else {
1294 ui->hx = x; ui->hy = y; ui->hpencil = 1;
1296 return "";
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;
1322 return dupstr(buf);
1325 if (button == 'H' || button == 'h')
1326 return dupstr("H");
1328 return NULL;
1331 static game_state *execute_move(game_state *state, char *move)
1333 game_state *ret = NULL;
1334 int x, y, n, i, rc;
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);
1345 else {
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;
1354 return ret;
1355 } else if (move[0] == 'S') {
1356 char *p;
1358 ret = dup_game(state);
1359 ret->completed = ret->cheated = TRUE;
1361 p = move+1;
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)
1365 goto badmove;
1366 ret->nums[i] = n;
1367 p++;
1369 if (*p) goto badmove;
1370 rc = check_complete(ret->nums, ret, 1);
1371 assert(rc > 0);
1372 return ret;
1373 } else if (move[0] == 'H') {
1374 return solver_hint(state, NULL, DIFF_EASY, DIFF_EASY);
1377 badmove:
1378 if (ret) free_game(ret);
1379 return NULL;
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,
1389 int *x, int *y)
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);
1408 int i;
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;
1431 return ret;
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;
1439 ds->tilesize = 0;
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;
1452 return ds;
1455 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1457 sfree(ds->nums);
1458 sfree(ds->hints);
1459 sfree(ds->flags);
1460 sfree(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;
1475 if (f & F_GT_UP) {
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);
1508 /* Clear square. */
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) {
1514 int coords[6];
1515 coords[0] = ox;
1516 coords[1] = oy;
1517 coords[2] = ox + TILE_SIZE/2;
1518 coords[3] = oy;
1519 coords[4] = ox;
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);
1538 char str[2];
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);
1544 str[1] = '\0';
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;
1554 char str[2];
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++);
1565 if (hw < 3) hw = 3;
1566 hh = (nhints + hw - 1) / hw;
1567 if (hh < 2) hh = 2;
1568 hmax = max(hw, hh);
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);
1576 str[1] = '\0';
1577 draw_text(dr,
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);
1582 j++;
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))
1597 hflash = 1;
1599 if (!ds->started) {
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)
1604 hchanged = 1;
1605 if (ds->cx != ui->cx || ds->cy != ui->cy)
1606 cchanged = 1;
1608 for (x = 0; x < ds->order; x++) {
1609 for (y = 0; y < ds->order; y++) {
1610 if (!ds->started)
1611 stale = 1;
1612 else if (hflash != ds->hflash)
1613 stale = 1;
1614 else
1615 stale = 0;
1617 if (hchanged) {
1618 if ((x == ui->hx && y == ui->hy) ||
1619 (x == ds->hx && y == ds->hy))
1620 stale = 1;
1622 if (cchanged) {
1623 if ((x == ui->cx && y == ui->cy) ||
1624 (x == ds->cx && y == ds->cy))
1625 stale = 1;
1628 if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) {
1629 GRID(ds, nums, x, y) = GRID(state, nums, x, y);
1630 stale = 1;
1632 if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) {
1633 GRID(ds, flags, x, y) = GRID(state, flags, x, y);
1634 stale = 1;
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);
1642 stale = 1;
1646 if (stale) {
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);
1650 else
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;
1657 ds->started = 1;
1658 ds->hflash = hflash;
1661 static float game_anim_length(game_state *oldstate, game_state *newstate,
1662 int dir, game_ui *ui)
1664 return 0.0F;
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)
1672 return FLASH_TIME;
1673 return 0.0F;
1676 static int game_timing_state(game_state *state, game_ui *ui)
1678 return TRUE;
1681 static void game_print_size(game_params *params, float *x, float *y)
1683 int pw, ph;
1685 /* 10mm squares by default, roughly the same as Grauniad. */
1686 game_compute_size(params, 1000, &pw, &ph);
1687 *x = pw / 100.0F;
1688 *y = ph / 100.0F;
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;
1695 char str[2];
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) : ' ';
1712 str[1] = '\0';
1713 draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2,
1714 FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1715 ink, str);
1717 draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink, 1);
1722 /* ----------------------------------------------------------------------
1723 * Housekeeping.
1726 #ifdef COMBINED
1727 #define thegame unequal
1728 #endif
1730 const struct game thegame = {
1731 "Unequal", "games.unequal", "unequal",
1732 default_params,
1733 game_fetch_preset,
1734 decode_params,
1735 encode_params,
1736 free_params,
1737 dup_params,
1738 TRUE, game_configure, custom_params,
1739 validate_params,
1740 new_game_desc,
1741 validate_desc,
1742 new_game,
1743 dup_game,
1744 free_game,
1745 TRUE, solve_game,
1746 TRUE, game_can_format_as_text_now, game_text_format,
1747 new_ui,
1748 free_ui,
1749 encode_ui,
1750 decode_ui,
1751 game_changed_state,
1752 interpret_move,
1753 execute_move,
1754 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1755 game_colours,
1756 game_new_drawstate,
1757 game_free_drawstate,
1758 game_redraw,
1759 game_anim_length,
1760 game_flash_length,
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
1773 #include <time.h>
1774 #include <stdarg.h>
1776 const char *quis = NULL;
1778 #if 0 /* currently unused */
1780 static void debug_printf(char *fmt, ...)
1782 char buf[4096];
1783 va_list ap;
1785 va_start(ap, fmt);
1786 vsprintf(buf, fmt, ap);
1787 puts(buf);
1788 va_end(ap);
1791 static void game_printf(game_state *state)
1793 char *dbg = game_text_format(state);
1794 printf("%s", dbg);
1795 sfree(dbg);
1798 static void game_printf_wide(game_state *state)
1800 int x, y, i, n;
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++) {
1806 if (n > 0)
1807 printf("%c", n2c(n, state->order));
1808 else if (HINT(state, x, y, i))
1809 printf("%c", n2c(i+1, state->order));
1810 else
1811 printf(".");
1813 printf(" ");
1815 printf("\n");
1817 printf("\n");
1820 #endif
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");
1830 else
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);
1837 int diff;
1839 solver_show_working = debug;
1840 game_debug(st);
1842 diff = solver_grid(st->nums, st->order, DIFF_RECURSIVE, (void*)st);
1843 if (debug) pdiff(diff);
1845 game_debug(st);
1846 free_game(st);
1847 return diff;
1850 static void check(game_params *p)
1852 char *msg = validate_params(p, 1);
1853 if (msg) {
1854 fprintf(stderr, "%s: %s", quis, msg);
1855 exit(1);
1859 static int gen(game_params *p, random_state *rs, int debug)
1861 char *desc, *aux;
1862 int diff;
1864 check(p);
1866 solver_show_working = debug;
1867 desc = new_game_desc(p, rs, &aux, 0);
1868 diff = solve(p, desc, debug);
1869 sfree(aux);
1870 sfree(desc);
1872 return diff;
1875 static void soak(game_params *p, random_state *rs)
1877 time_t tt_start, tt_now, tt_last;
1878 char *aux, *desc;
1879 game_state *st;
1880 int n = 0, neasy = 0, realdiff = p->diff;
1882 check(p);
1884 solver_show_working = 0;
1885 maxtries = 1;
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]);
1892 while (1) {
1893 p->diff = realdiff;
1894 desc = new_game_desc(p, rs, &aux, 0);
1895 st = new_game(NULL, p, desc);
1896 solver_state(st, DIFF_RECURSIVE);
1897 free_game(st);
1898 sfree(aux);
1899 sfree(desc);
1901 n++;
1902 if (realdiff != p->diff) neasy++;
1904 tt_last = time(NULL);
1905 if (tt_last > tt_now) {
1906 tt_now = tt_last;
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)
1917 if (msg)
1918 fprintf(stderr, "%s: %s\n", quis, msg);
1919 fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis);
1920 exit(1);
1923 int main(int argc, const char *argv[])
1925 random_state *rs;
1926 time_t seed = time(NULL);
1927 int do_soak = 0, diff;
1929 game_params *p;
1931 maxtries = 50;
1933 quis = argv[0];
1934 while (--argc > 0) {
1935 const char *p = *++argv;
1936 if (!strcmp(p, "--soak"))
1937 do_soak = 1;
1938 else if (!strcmp(p, "--seed")) {
1939 if (argc == 0)
1940 usage_exit("--seed needs an argument");
1941 seed = (time_t)atoi(*++argv);
1942 argc--;
1943 } else if (*p == '-')
1944 usage_exit("unrecognised option");
1945 else
1946 break;
1948 rs = random_new((void*)&seed, sizeof(time_t));
1950 if (do_soak == 1) {
1951 if (argc != 1) usage_exit("only one argument for --soak");
1952 p = default_params();
1953 decode_params(p, *argv);
1954 soak(p, rs);
1955 } else if (argc > 0) {
1956 int i;
1957 for (i = 0; i < argc; i++) {
1958 const char *id = *argv++;
1959 char *desc = strchr(id, ':'), *err;
1960 p = default_params();
1961 if (desc) {
1962 *desc++ = '\0';
1963 decode_params(p, id);
1964 err = validate_desc(p, desc);
1965 if (err) {
1966 fprintf(stderr, "%s: %s\n", quis, err);
1967 exit(1);
1969 solve(p, desc, 1);
1970 } else {
1971 decode_params(p, id);
1972 diff = gen(p, rs, 1);
1975 } else {
1976 while(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);
1981 pdiff(diff);
1985 return 0;
1988 #endif
1990 /* vim: set shiftwidth=4 tabstop=8: */