ref: 819277148315fd5b5cc987e4b4e440e5b2bd2dad
dir: /unequal.c/
/* * unequal.c * * Implementation of 'Futoshiki', a puzzle featured in the Guardian. * * TTD: * add multiple-links-on-same-col/row solver nous * Optimise set solver to use bit operations instead * * Guardian puzzles of note: * #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, * #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, * #3: (reprint of #2) * #4: * #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, * #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, */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <ctype.h> #ifdef NO_TGMATH_H # include <math.h> #else # include <tgmath.h> #endif #include "puzzles.h" #include "latin.h" /* contains typedef for digit */ /* ---------------------------------------------------------- * Constant and structure definitions */ #define FLASH_TIME 0.4F #define PREFERRED_TILE_SIZE 32 #define TILE_SIZE (ds->tilesize) #define GAP_SIZE (TILE_SIZE/2) #define SQUARE_SIZE (TILE_SIZE + GAP_SIZE) #define BORDER (TILE_SIZE / 2) #define COORD(x) ( (x) * SQUARE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + SQUARE_SIZE) / SQUARE_SIZE - 1 ) #define GRID(p,w,x,y) ((p)->w[((y)*(p)->order)+(x)]) #define GRID3(p,w,x,y,z) ((p)->w[ (((x)*(p)->order+(y))*(p)->order+(z)) ]) #define HINT(p,x,y,n) GRID3(p, hints, x, y, n) enum { COL_BACKGROUND, COL_GRID, COL_TEXT, COL_GUESS, COL_ERROR, COL_PENCIL, COL_HIGHLIGHT, COL_LOWLIGHT, COL_SPENT = COL_LOWLIGHT, NCOLOURS }; typedef enum { MODE_UNEQUAL, /* Puzzle indicators are 'greater-than'. */ MODE_ADJACENT /* Puzzle indicators are 'adjacent number'. */ } Mode; struct game_params { int order; /* Size of latin square */ int diff; /* Difficulty */ Mode mode; }; #define F_IMMUTABLE 1 /* passed in as game description */ #define F_ADJ_UP 2 #define F_ADJ_RIGHT 4 #define F_ADJ_DOWN 8 #define F_ADJ_LEFT 16 #define F_ERROR 32 #define F_ERROR_UP 64 #define F_ERROR_RIGHT 128 #define F_ERROR_DOWN 256 #define F_ERROR_LEFT 512 #define F_SPENT_UP 1024 #define F_SPENT_RIGHT 2048 #define F_SPENT_DOWN 4096 #define F_SPENT_LEFT 8192 #define ADJ_TO_SPENT(x) ((x) << 9) #define F_ERROR_MASK (F_ERROR|F_ERROR_UP|F_ERROR_RIGHT|F_ERROR_DOWN|F_ERROR_LEFT) #define F_SPENT_MASK (F_SPENT_UP|F_SPENT_RIGHT|F_SPENT_DOWN|F_SPENT_LEFT) struct game_state { int order; bool completed, cheated; Mode mode; digit *nums; /* actual numbers (size order^2) */ unsigned char *hints; /* remaining possiblities (size order^3) */ unsigned int *flags; /* flags (size order^2) */ }; /* ---------------------------------------------------------- * Game parameters and presets */ /* Steal the method from map.c for difficulty levels. */ #define DIFFLIST(A) \ A(LATIN,Trivial,NULL,t) \ A(EASY,Easy,solver_easy, e) \ A(SET,Tricky,solver_set, k) \ A(EXTREME,Extreme,NULL,x) \ A(RECURSIVE,Recursive,NULL,r) #define ENUM(upper,title,func,lower) DIFF_ ## upper, #define TITLE(upper,title,func,lower) #title, #define ENCODE(upper,title,func,lower) #lower #define CONFIG(upper,title,func,lower) ":" #title enum { DIFFLIST(ENUM) DIFFCOUNT, DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished }; static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) }; static char const unequal_diffchars[] = DIFFLIST(ENCODE); #define DIFFCONFIG DIFFLIST(CONFIG) #define DEFAULT_PRESET 0 static const struct game_params unequal_presets[] = { { 4, DIFF_EASY, 0 }, { 5, DIFF_EASY, 0 }, { 5, DIFF_SET, 0 }, { 5, DIFF_SET, 1 }, { 5, DIFF_EXTREME, 0 }, { 6, DIFF_EASY, 0 }, { 6, DIFF_SET, 0 }, { 6, DIFF_SET, 1 }, { 6, DIFF_EXTREME, 0 }, { 7, DIFF_SET, 0 }, { 7, DIFF_SET, 1 }, { 7, DIFF_EXTREME, 0 } }; static bool game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char buf[80]; if (i < 0 || i >= lenof(unequal_presets)) return false; ret = snew(game_params); *ret = unequal_presets[i]; /* structure copy */ sprintf(buf, "%s: %dx%d %s", ret->mode == MODE_ADJACENT ? "Adjacent" : "Unequal", ret->order, ret->order, unequal_diffnames[ret->diff]); *name = dupstr(buf); *params = ret; return true; } static game_params *default_params(void) { game_params *ret; char *name; if (!game_fetch_preset(DEFAULT_PRESET, &name, &ret)) return NULL; sfree(name); return ret; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static void decode_params(game_params *ret, char const *string) { char const *p = string; ret->order = atoi(p); while (*p && isdigit((unsigned char)*p)) p++; if (*p == 'a') { p++; ret->mode = MODE_ADJACENT; } else ret->mode = MODE_UNEQUAL; if (*p == 'd') { int i; p++; ret->diff = DIFFCOUNT+1; /* ...which is invalid */ if (*p) { for (i = 0; i < DIFFCOUNT; i++) { if (*p == unequal_diffchars[i]) ret->diff = i; } p++; } } } static char *encode_params(const game_params *params, bool full) { char ret[80]; sprintf(ret, "%d", params->order); if (params->mode == MODE_ADJACENT) sprintf(ret + strlen(ret), "a"); if (full) sprintf(ret + strlen(ret), "d%c", unequal_diffchars[params->diff]); return dupstr(ret); } static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; ret = snewn(4, config_item); ret[0].name = "Mode"; ret[0].type = C_CHOICES; ret[0].u.choices.choicenames = ":Unequal:Adjacent"; ret[0].u.choices.selected = params->mode; ret[1].name = "Size (s*s)"; ret[1].type = C_STRING; sprintf(buf, "%d", params->order); ret[1].u.string.sval = dupstr(buf); ret[2].name = "Difficulty"; ret[2].type = C_CHOICES; ret[2].u.choices.choicenames = DIFFCONFIG; ret[2].u.choices.selected = params->diff; ret[3].name = NULL; ret[3].type = C_END; return ret; } static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); ret->mode = cfg[0].u.choices.selected; ret->order = atoi(cfg[1].u.string.sval); ret->diff = cfg[2].u.choices.selected; return ret; } static const char *validate_params(const game_params *params, bool full) { if (params->order < 3 || params->order > 32) return "Order must be between 3 and 32"; if (params->diff >= DIFFCOUNT) return "Unknown difficulty rating"; if (params->order < 5 && params->mode == MODE_ADJACENT && params->diff >= DIFF_SET) return "Order must be at least 5 for Adjacent puzzles of this difficulty."; return NULL; } /* ---------------------------------------------------------- * Various utility functions */ static const struct { unsigned int f, fo, fe; int dx, dy; char c, ac; } adjthan[] = { { F_ADJ_UP, F_ADJ_DOWN, F_ERROR_UP, 0, -1, '^', '-' }, { F_ADJ_RIGHT, F_ADJ_LEFT, F_ERROR_RIGHT, 1, 0, '>', '|' }, { F_ADJ_DOWN, F_ADJ_UP, F_ERROR_DOWN, 0, 1, 'v', '-' }, { F_ADJ_LEFT, F_ADJ_RIGHT, F_ERROR_LEFT, -1, 0, '<', '|' } }; static game_state *blank_game(int order, Mode mode) { game_state *state = snew(game_state); int o2 = order*order, o3 = o2*order; state->order = order; state->mode = mode; state->completed = false; state->cheated = false; state->nums = snewn(o2, digit); state->hints = snewn(o3, unsigned char); state->flags = snewn(o2, unsigned int); memset(state->nums, 0, o2 * sizeof(digit)); memset(state->hints, 0, o3); memset(state->flags, 0, o2 * sizeof(unsigned int)); return state; } static game_state *dup_game(const game_state *state) { game_state *ret = blank_game(state->order, state->mode); int o2 = state->order*state->order, o3 = o2*state->order; memcpy(ret->nums, state->nums, o2 * sizeof(digit)); memcpy(ret->hints, state->hints, o3); memcpy(ret->flags, state->flags, o2 * sizeof(unsigned int)); return ret; } static void free_game(game_state *state) { sfree(state->nums); sfree(state->hints); sfree(state->flags); sfree(state); } #define CHECKG(x,y) grid[(y)*o+(x)] /* Returns false if it finds an error, true if ok. */ static bool check_num_adj(digit *grid, game_state *state, int x, int y, bool me) { unsigned int f = GRID(state, flags, x, y); bool ret = true; int i, o = state->order; for (i = 0; i < 4; i++) { int dx = adjthan[i].dx, dy = adjthan[i].dy, n, dn; if (x+dx < 0 || x+dx >= o || y+dy < 0 || y+dy >= o) continue; n = CHECKG(x, y); dn = CHECKG(x+dx, y+dy); assert (n != 0); if (dn == 0) continue; if (state->mode == MODE_ADJACENT) { int gd = abs(n-dn); if ((f & adjthan[i].f) && (gd != 1)) { debug(("check_adj error (%d,%d):%d should be | (%d,%d):%d", x, y, n, x+dx, y+dy, dn)); if (me) GRID(state, flags, x, y) |= adjthan[i].fe; ret = false; } if (!(f & adjthan[i].f) && (gd == 1)) { debug(("check_adj error (%d,%d):%d should not be | (%d,%d):%d", x, y, n, x+dx, y+dy, dn)); if (me) GRID(state, flags, x, y) |= adjthan[i].fe; ret = false; } } else { if ((f & adjthan[i].f) && (n <= dn)) { debug(("check_adj error (%d,%d):%d not > (%d,%d):%d", x, y, n, x+dx, y+dy, dn)); if (me) GRID(state, flags, x, y) |= adjthan[i].fe; ret = false; } } } return ret; } /* Returns false if it finds an error, true if ok. */ static bool check_num_error(digit *grid, game_state *state, int x, int y, bool mark_errors) { int o = state->order; int xx, yy, val = CHECKG(x,y); bool ret = true; assert(val != 0); /* check for dups in same column. */ for (yy = 0; yy < state->order; yy++) { if (yy == y) continue; if (CHECKG(x,yy) == val) ret = false; } /* check for dups in same row. */ for (xx = 0; xx < state->order; xx++) { if (xx == x) continue; if (CHECKG(xx,y) == val) ret = false; } if (!ret) { debug(("check_num_error (%d,%d) duplicate %d", x, y, val)); if (mark_errors) GRID(state, flags, x, y) |= F_ERROR; } return ret; } /* Returns: -1 for 'wrong' * 0 for 'incomplete' * 1 for 'complete and correct' */ static int check_complete(digit *grid, game_state *state, bool mark_errors) { int x, y, ret = 1, o = state->order; if (mark_errors) assert(grid == state->nums); for (x = 0; x < state->order; x++) { for (y = 0; y < state->order; y++) { if (mark_errors) GRID(state, flags, x, y) &= ~F_ERROR_MASK; if (grid[y*o+x] == 0) { ret = 0; } else { if (!check_num_error(grid, state, x, y, mark_errors)) ret = -1; if (!check_num_adj(grid, state, x, y, mark_errors)) ret = -1; } } } if (ret == 1 && latin_check(grid, o)) ret = -1; return ret; } static char n2c(digit n, int order) { if (n == 0) return ' '; if (order < 10) { if (n < 10) return '0' + n; } else { if (n < 11) return '0' + n-1; n -= 11; if (n <= 26) return 'A' + n; } return '?'; } /* should be 'digit', but includes -1 for 'not a digit'. * Includes keypresses (0 especially) for interpret_move. */ static int c2n(int c, int order) { if (c < 0 || c > 0xff) return -1; if (c == ' ' || c == '\b') return 0; if (order < 10) { if (c >= '0' && c <= '9') return (int)(c - '0'); } else { if (c >= '0' && c <= '9') return (int)(c - '0' + 1); if (c >= 'A' && c <= 'Z') return (int)(c - 'A' + 11); if (c >= 'a' && c <= 'z') return (int)(c - 'a' + 11); } return -1; } static bool game_can_format_as_text_now(const game_params *params) { return true; } static char *game_text_format(const game_state *state) { int x, y, len, n; char *ret, *p; len = (state->order*2) * (state->order*2-1) + 1; ret = snewn(len, char); p = ret; for (y = 0; y < state->order; y++) { for (x = 0; x < state->order; x++) { n = GRID(state, nums, x, y); *p++ = n > 0 ? n2c(n, state->order) : '.'; if (x < (state->order-1)) { if (state->mode == MODE_ADJACENT) { *p++ = (GRID(state, flags, x, y) & F_ADJ_RIGHT) ? '|' : ' '; } else { if (GRID(state, flags, x, y) & F_ADJ_RIGHT) *p++ = '>'; else if (GRID(state, flags, x+1, y) & F_ADJ_LEFT) *p++ = '<'; else *p++ = ' '; } } } *p++ = '\n'; if (y < (state->order-1)) { for (x = 0; x < state->order; x++) { if (state->mode == MODE_ADJACENT) { *p++ = (GRID(state, flags, x, y) & F_ADJ_DOWN) ? '-' : ' '; } else { if (GRID(state, flags, x, y) & F_ADJ_DOWN) *p++ = 'v'; else if (GRID(state, flags, x, y+1) & F_ADJ_UP) *p++ = '^'; else *p++ = ' '; } if (x < state->order-1) *p++ = ' '; } *p++ = '\n'; } } *p++ = '\0'; assert(p - ret == len); return ret; } #ifdef STANDALONE_SOLVER static void game_debug(game_state *state) { char *dbg = game_text_format(state); printf("%s", dbg); sfree(dbg); } #endif /* ---------------------------------------------------------- * Solver. */ struct solver_link { int len, gx, gy, lx, ly; }; struct solver_ctx { game_state *state; int nlinks, alinks; struct solver_link *links; }; static void solver_add_link(struct solver_ctx *ctx, int gx, int gy, int lx, int ly, int len) { if (ctx->alinks < ctx->nlinks+1) { ctx->alinks = ctx->alinks*2 + 1; /*debug(("resizing ctx->links, new size %d", ctx->alinks));*/ ctx->links = sresize(ctx->links, ctx->alinks, struct solver_link); } ctx->links[ctx->nlinks].gx = gx; ctx->links[ctx->nlinks].gy = gy; ctx->links[ctx->nlinks].lx = lx; ctx->links[ctx->nlinks].ly = ly; ctx->links[ctx->nlinks].len = len; ctx->nlinks++; /*debug(("Adding new link: len %d (%d,%d) < (%d,%d), nlinks now %d", len, lx, ly, gx, gy, ctx->nlinks));*/ } static struct solver_ctx *new_ctx(game_state *state) { struct solver_ctx *ctx = snew(struct solver_ctx); int o = state->order; int i, x, y; unsigned int f; ctx->nlinks = ctx->alinks = 0; ctx->links = NULL; ctx->state = state; if (state->mode == MODE_ADJACENT) return ctx; /* adjacent mode doesn't use links. */ for (x = 0; x < o; x++) { for (y = 0; y < o; y++) { f = GRID(state, flags, x, y); for (i = 0; i < 4; i++) { if (f & adjthan[i].f) solver_add_link(ctx, x, y, x+adjthan[i].dx, y+adjthan[i].dy, 1); } } } return ctx; } static void *clone_ctx(void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; return new_ctx(ctx->state); } static void free_ctx(void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; if (ctx->links) sfree(ctx->links); sfree(ctx); } static void solver_nminmax(struct latin_solver *solver, int x, int y, int *min_r, int *max_r, unsigned char **ns_r) { int o = solver->o, min = o, max = 0, n; unsigned char *ns; assert(x >= 0 && y >= 0 && x < o && y < o); ns = solver->cube + cubepos(x,y,1); if (grid(x,y) > 0) { min = max = grid(x,y)-1; } else { for (n = 0; n < o; n++) { if (ns[n]) { if (n > max) max = n; if (n < min) min = n; } } } if (min_r) *min_r = min; if (max_r) *max_r = max; if (ns_r) *ns_r = ns; } static int solver_links(struct latin_solver *solver, void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; int i, j, lmin, gmax, nchanged = 0; unsigned char *gns, *lns; struct solver_link *link; for (i = 0; i < ctx->nlinks; i++) { link = &ctx->links[i]; solver_nminmax(solver, link->gx, link->gy, NULL, &gmax, &gns); solver_nminmax(solver, link->lx, link->ly, &lmin, NULL, &lns); for (j = 0; j < solver->o; j++) { /* For the 'greater' end of the link, discount all numbers * too small to satisfy the inequality. */ if (gns[j]) { if (j < (lmin+link->len)) { #ifdef STANDALONE_SOLVER if (solver_show_working) { printf("%*slink elimination, (%d,%d) > (%d,%d):\n", solver_recurse_depth*4, "", link->gx+1, link->gy+1, link->lx+1, link->ly+1); printf("%*s ruling out %d at (%d,%d)\n", solver_recurse_depth*4, "", j+1, link->gx+1, link->gy+1); } #endif cube(link->gx, link->gy, j+1) = false; nchanged++; } } /* For the 'lesser' end of the link, discount all numbers * too large to satisfy inequality. */ if (lns[j]) { if (j > (gmax-link->len)) { #ifdef STANDALONE_SOLVER if (solver_show_working) { printf("%*slink elimination, (%d,%d) > (%d,%d):\n", solver_recurse_depth*4, "", link->gx+1, link->gy+1, link->lx+1, link->ly+1); printf("%*s ruling out %d at (%d,%d)\n", solver_recurse_depth*4, "", j+1, link->lx+1, link->ly+1); } #endif cube(link->lx, link->ly, j+1) = false; nchanged++; } } } } return nchanged; } static int solver_adjacent(struct latin_solver *solver, void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; int nchanged = 0, x, y, i, n, o = solver->o, nx, ny, gd; /* Update possible values based on known values and adjacency clues. */ for (x = 0; x < o; x++) { for (y = 0; y < o; y++) { if (grid(x, y) == 0) continue; /* We have a definite number here. Make sure that any * adjacent possibles reflect the adjacent/non-adjacent clue. */ for (i = 0; i < 4; i++) { bool isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f); nx = x + adjthan[i].dx, ny = y + adjthan[i].dy; if (nx < 0 || ny < 0 || nx >= o || ny >= o) continue; for (n = 0; n < o; n++) { /* Continue past numbers the adjacent square _could_ be, * given the clue we have. */ gd = abs((n+1) - grid(x, y)); if (isadjacent && (gd == 1)) continue; if (!isadjacent && (gd != 1)) continue; if (!cube(nx, ny, n+1)) continue; /* already discounted this possibility. */ #ifdef STANDALONE_SOLVER if (solver_show_working) { printf("%*sadjacent elimination, (%d,%d):%d %s (%d,%d):\n", solver_recurse_depth*4, "", x+1, y+1, grid(x, y), isadjacent ? "|" : "!|", nx+1, ny+1); printf("%*s ruling out %d at (%d,%d)\n", solver_recurse_depth*4, "", n+1, nx+1, ny+1); } #endif cube(nx, ny, n+1) = false; nchanged++; } } } } return nchanged; } static int solver_adjacent_set(struct latin_solver *solver, void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; int x, y, i, n, nn, o = solver->o, nx, ny, gd; int nchanged = 0, *scratch = snewn(o, int); /* Update possible values based on other possible values * of adjacent squares, and adjacency clues. */ for (x = 0; x < o; x++) { for (y = 0; y < o; y++) { for (i = 0; i < 4; i++) { bool isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f); nx = x + adjthan[i].dx, ny = y + adjthan[i].dy; if (nx < 0 || ny < 0 || nx >= o || ny >= o) continue; /* We know the current possibles for the square (x,y) * and also the adjacency clue from (x,y) to (nx,ny). * Construct a maximum set of possibles for (nx,ny) * in scratch, based on these constraints... */ memset(scratch, 0, o*sizeof(int)); for (n = 0; n < o; n++) { if (!cube(x, y, n+1)) continue; for (nn = 0; nn < o; nn++) { if (n == nn) continue; gd = abs(nn - n); if (isadjacent && (gd != 1)) continue; if (!isadjacent && (gd == 1)) continue; scratch[nn] = 1; } } /* ...and remove any possibilities for (nx,ny) that are * currently set but are not indicated in scratch. */ for (n = 0; n < o; n++) { if (scratch[n] == 1) continue; if (!cube(nx, ny, n+1)) continue; #ifdef STANDALONE_SOLVER if (solver_show_working) { printf("%*sadjacent possible elimination, (%d,%d) %s (%d,%d):\n", solver_recurse_depth*4, "", x+1, y+1, isadjacent ? "|" : "!|", nx+1, ny+1); printf("%*s ruling out %d at (%d,%d)\n", solver_recurse_depth*4, "", n+1, nx+1, ny+1); } #endif cube(nx, ny, n+1) = false; nchanged++; } } } } return nchanged; } static int solver_easy(struct latin_solver *solver, void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; if (ctx->state->mode == MODE_ADJACENT) return solver_adjacent(solver, vctx); else return solver_links(solver, vctx); } static int solver_set(struct latin_solver *solver, void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; if (ctx->state->mode == MODE_ADJACENT) return solver_adjacent_set(solver, vctx); else return 0; } #define SOLVER(upper,title,func,lower) func, static usersolver_t const unequal_solvers[] = { DIFFLIST(SOLVER) }; static bool unequal_valid(struct latin_solver *solver, void *vctx) { struct solver_ctx *ctx = (struct solver_ctx *)vctx; if (ctx->state->mode == MODE_ADJACENT) { int o = solver->o; int x, y, nx, ny, v, nv, i; for (x = 0; x+1 < o; x++) { for (y = 0; y+1 < o; y++) { v = grid(x, y); for (i = 0; i < 4; i++) { bool is_adj, should_be_adj; should_be_adj = (GRID(ctx->state, flags, x, y) & adjthan[i].f); nx = x + adjthan[i].dx, ny = y + adjthan[i].dy; if (nx < 0 || ny < 0 || nx >= o || ny >= o) continue; nv = grid(nx, ny); is_adj = (labs(v - nv) == 1); if (is_adj && !should_be_adj) { #ifdef STANDALONE_SOLVER if (solver_show_working) printf("%*s(%d,%d):%d and (%d,%d):%d have " "adjacent values, but should not\n", solver_recurse_depth*4, "", x+1, y+1, v, nx+1, ny+1, nv); #endif return false; } if (!is_adj && should_be_adj) { #ifdef STANDALONE_SOLVER if (solver_show_working) printf("%*s(%d,%d):%d and (%d,%d):%d do not have " "adjacent values, but should\n", solver_recurse_depth*4, "", x+1, y+1, v, nx+1, ny+1, nv); #endif return false; } } } } } else { int i; for (i = 0; i < ctx->nlinks; i++) { struct solver_link *link = &ctx->links[i]; int gv = grid(link->gx, link->gy); int lv = grid(link->lx, link->ly); if (gv <= lv) { #ifdef STANDALONE_SOLVER if (solver_show_working) printf("%*s(%d,%d):%d should be greater than (%d,%d):%d, " "but is not\n", solver_recurse_depth*4, "", link->gx+1, link->gy+1, gv, link->lx+1, link->ly+1, lv); #endif return false; } } } return true; } static int solver_state(game_state *state, int maxdiff) { struct solver_ctx *ctx = new_ctx(state); struct latin_solver solver; int diff; if (latin_solver_alloc(&solver, state->nums, state->order)) diff = latin_solver_main(&solver, maxdiff, DIFF_LATIN, DIFF_SET, DIFF_EXTREME, DIFF_EXTREME, DIFF_RECURSIVE, unequal_solvers, unequal_valid, ctx, clone_ctx, free_ctx); else diff = DIFF_IMPOSSIBLE; memcpy(state->hints, solver.cube, state->order*state->order*state->order); free_ctx(ctx); latin_solver_free(&solver); if (diff == DIFF_IMPOSSIBLE) return -1; if (diff == DIFF_UNFINISHED) return 0; if (diff == DIFF_AMBIGUOUS) return 2; return 1; } static game_state *solver_hint(const game_state *state, int *diff_r, int mindiff, int maxdiff) { game_state *ret = dup_game(state); int diff, r = 0; for (diff = mindiff; diff <= maxdiff; diff++) { r = solver_state(ret, diff); debug(("solver_state after %s %d", unequal_diffnames[diff], r)); if (r != 0) goto done; } done: if (diff_r) *diff_r = (r > 0) ? diff : -1; return ret; } /* ---------------------------------------------------------- * Game generation. */ static char *latin_desc(digit *sq, size_t order) { int o2 = order*order, i; char *soln = snewn(o2+2, char); soln[0] = 'S'; for (i = 0; i < o2; i++) soln[i+1] = n2c(sq[i], order); soln[o2+1] = '\0'; return soln; } /* returns true if it placed (or could have placed) clue. */ static bool gg_place_clue(game_state *state, int ccode, digit *latin, bool checkonly) { int loc = ccode / 5, which = ccode % 5; int x = loc % state->order, y = loc / state->order; assert(loc < state->order*state->order); if (which == 4) { /* add number */ if (state->nums[loc] != 0) { #ifdef STANDALONE_SOLVER if (state->nums[loc] != latin[loc]) { printf("inconsistency for (%d,%d): state %d latin %d\n", x+1, y+1, state->nums[loc], latin[loc]); } #endif assert(state->nums[loc] == latin[loc]); return false; } if (!checkonly) { state->nums[loc] = latin[loc]; } } else { /* add flag */ int lx, ly, lloc; if (state->mode == MODE_ADJACENT) return false; /* never add flag clues in adjacent mode (they're always all present) */ if (state->flags[loc] & adjthan[which].f) return false; /* already has flag. */ lx = x + adjthan[which].dx; ly = y + adjthan[which].dy; if (lx < 0 || ly < 0 || lx >= state->order || ly >= state->order) return false; /* flag compares to off grid */ lloc = loc + adjthan[which].dx + adjthan[which].dy*state->order; if (latin[loc] <= latin[lloc]) return false; /* flag would be incorrect */ if (!checkonly) { state->flags[loc] |= adjthan[which].f; } } return true; } /* returns true if it removed (or could have removed) the clue. */ static bool gg_remove_clue(game_state *state, int ccode, bool checkonly) { int loc = ccode / 5, which = ccode % 5; #ifdef STANDALONE_SOLVER int x = loc % state->order, y = loc / state->order; #endif assert(loc < state->order*state->order); if (which == 4) { /* remove number. */ if (state->nums[loc] == 0) return false; if (!checkonly) { #ifdef STANDALONE_SOLVER if (solver_show_working) printf("gg_remove_clue: removing %d at (%d,%d)", state->nums[loc], x+1, y+1); #endif state->nums[loc] = 0; } } else { /* remove flag */ if (state->mode == MODE_ADJACENT) return false; /* never remove clues in adjacent mode. */ if (!(state->flags[loc] & adjthan[which].f)) return false; if (!checkonly) { #ifdef STANDALONE_SOLVER if (solver_show_working) printf("gg_remove_clue: removing %c at (%d,%d)", adjthan[which].c, x+1, y+1); #endif state->flags[loc] &= ~adjthan[which].f; } } return true; } static int gg_best_clue(game_state *state, int *scratch, digit *latin) { int ls = state->order * state->order * 5; int maxposs = 0, minclues = 5, best = -1, i, j; int nposs, nclues, loc; #ifdef STANDALONE_SOLVER if (solver_show_working) { game_debug(state); latin_solver_debug(state->hints, state->order); } #endif for (i = ls; i-- > 0 ;) { if (!gg_place_clue(state, scratch[i], latin, true)) continue; loc = scratch[i] / 5; for (j = nposs = 0; j < state->order; j++) { if (state->hints[loc*state->order + j]) nposs++; } for (j = nclues = 0; j < 4; j++) { if (state->flags[loc] & adjthan[j].f) nclues++; } if ((nposs > maxposs) || (nposs == maxposs && nclues < minclues)) { best = i; maxposs = nposs; minclues = nclues; #ifdef STANDALONE_SOLVER if (solver_show_working) { int x = loc % state->order, y = loc / state->order; printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n", best, x+1, y+1, nposs, nclues); } #endif } } /* if we didn't solve, we must have 1 clue to place! */ assert(best != -1); return best; } #ifdef STANDALONE_SOLVER static int maxtries; #define MAXTRIES maxtries #else #define MAXTRIES 50 #endif static int gg_solved; static int game_assemble(game_state *new, int *scratch, digit *latin, int difficulty) { game_state *copy = dup_game(new); int best; if (difficulty >= DIFF_RECURSIVE) { /* We mustn't use any solver that might guess answers; * if it guesses wrongly but solves, gg_place_clue will * get mighty confused. We will always trim clues down * (making it more difficult) in game_strip, which doesn't * have this problem. */ difficulty = DIFF_RECURSIVE-1; } #ifdef STANDALONE_SOLVER if (solver_show_working) { game_debug(new); latin_solver_debug(new->hints, new->order); } #endif while(1) { gg_solved++; if (solver_state(copy, difficulty) == 1) break; best = gg_best_clue(copy, scratch, latin); gg_place_clue(new, scratch[best], latin, false); gg_place_clue(copy, scratch[best], latin, false); } free_game(copy); #ifdef STANDALONE_SOLVER if (solver_show_working) { char *dbg = game_text_format(new); printf("game_assemble: done, %d solver iterations:\n%s\n", gg_solved, dbg); sfree(dbg); } #endif return 0; } static void game_strip(game_state *new, int *scratch, digit *latin, int difficulty) { int o = new->order, o2 = o*o, lscratch = o2*5, i; game_state *copy = blank_game(new->order, new->mode); /* For each symbol (if it exists in new), try and remove it and * solve again; if we couldn't solve without it put it back. */ for (i = 0; i < lscratch; i++) { if (!gg_remove_clue(new, scratch[i], false)) continue; memcpy(copy->nums, new->nums, o2 * sizeof(digit)); memcpy(copy->flags, new->flags, o2 * sizeof(unsigned int)); gg_solved++; if (solver_state(copy, difficulty) != 1) { /* put clue back, we can't solve without it. */ bool ret = gg_place_clue(new, scratch[i], latin, false); assert(ret); } else { #ifdef STANDALONE_SOLVER if (solver_show_working) printf("game_strip: clue was redundant."); #endif } } free_game(copy); #ifdef STANDALONE_SOLVER if (solver_show_working) { char *dbg = game_text_format(new); debug(("game_strip: done, %d solver iterations.", gg_solved)); debug(("%s", dbg)); sfree(dbg); } #endif } static void add_adjacent_flags(game_state *state, digit *latin) { int x, y, o = state->order; /* All clues in adjacent mode are always present (the only variables are * the numbers). This adds all the flags to state based on the supplied * latin square. */ for (y = 0; y < o; y++) { for (x = 0; x < o; x++) { if (x < (o-1) && (abs(latin[y*o+x] - latin[y*o+x+1]) == 1)) { GRID(state, flags, x, y) |= F_ADJ_RIGHT; GRID(state, flags, x+1, y) |= F_ADJ_LEFT; } if (y < (o-1) && (abs(latin[y*o+x] - latin[(y+1)*o+x]) == 1)) { GRID(state, flags, x, y) |= F_ADJ_DOWN; GRID(state, flags, x, y+1) |= F_ADJ_UP; } } } } static char *new_game_desc(const game_params *params_in, random_state *rs, char **aux, bool interactive) { game_params params_copy = *params_in; /* structure copy */ game_params *params = ¶ms_copy; digit *sq = NULL; int i, x, y, retlen, k, nsol; int o2 = params->order * params->order, ntries = 1; int *scratch, lscratch = o2*5; char *ret, buf[80]; game_state *state = blank_game(params->order, params->mode); /* Generate a list of 'things to strip' (randomised later) */ scratch = snewn(lscratch, int); /* Put the numbers (4 mod 5) before the inequalities (0-3 mod 5) */ for (i = 0; i < lscratch; i++) scratch[i] = (i%o2)*5 + 4 - (i/o2); generate: #ifdef STANDALONE_SOLVER if (solver_show_working) printf("new_game_desc: generating %s puzzle, ntries so far %d\n", unequal_diffnames[params->diff], ntries); #endif if (sq) sfree(sq); sq = latin_generate(params->order, rs); latin_debug(sq, params->order); /* Separately shuffle the numeric and inequality clues */ shuffle(scratch, lscratch/5, sizeof(int), rs); shuffle(scratch+lscratch/5, 4*lscratch/5, sizeof(int), rs); memset(state->nums, 0, o2 * sizeof(digit)); memset(state->flags, 0, o2 * sizeof(unsigned int)); if (state->mode == MODE_ADJACENT) { /* All adjacency flags are always present. */ add_adjacent_flags(state, sq); } gg_solved = 0; if (game_assemble(state, scratch, sq, params->diff) < 0) goto generate; game_strip(state, scratch, sq, params->diff); if (params->diff > 0) { game_state *copy = dup_game(state); nsol = solver_state(copy, params->diff-1); free_game(copy); if (nsol > 0) { #ifdef STANDALONE_SOLVER if (solver_show_working) printf("game_assemble: puzzle as generated is too easy.\n"); #endif if (ntries < MAXTRIES) { ntries++; goto generate; } #ifdef STANDALONE_SOLVER if (solver_show_working) printf("Unable to generate %s %dx%d after %d attempts.\n", unequal_diffnames[params->diff], params->order, params->order, MAXTRIES); #endif params->diff--; } } #ifdef STANDALONE_SOLVER if (solver_show_working) printf("new_game_desc: generated %s puzzle; %d attempts (%d solver).\n", unequal_diffnames[params->diff], ntries, gg_solved); #endif ret = NULL; retlen = 0; for (y = 0; y < params->order; y++) { for (x = 0; x < params->order; x++) { unsigned int f = GRID(state, flags, x, y); k = sprintf(buf, "%d%s%s%s%s,", GRID(state, nums, x, y), (f & F_ADJ_UP) ? "U" : "", (f & F_ADJ_RIGHT) ? "R" : "", (f & F_ADJ_DOWN) ? "D" : "", (f & F_ADJ_LEFT) ? "L" : ""); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); retlen += k; } } *aux = latin_desc(sq, params->order); free_game(state); sfree(sq); sfree(scratch); return ret; } static game_state *load_game(const game_params *params, const char *desc, const char **why_r) { game_state *state = blank_game(params->order, params->mode); const char *p = desc; int i = 0, n, o = params->order, x, y; const char *why = NULL; while (*p) { while (*p >= 'a' && *p <= 'z') { i += *p - 'a' + 1; p++; } if (i >= o*o) { why = "Too much data to fill grid"; goto fail; } if (*p < '0' || *p > '9') { why = "Expecting number in game description"; goto fail; } n = atoi(p); if (n < 0 || n > o) { why = "Out-of-range number in game description"; goto fail; } state->nums[i] = (digit)n; while (*p >= '0' && *p <= '9') p++; /* skip number */ if (state->nums[i] != 0) state->flags[i] |= F_IMMUTABLE; /* === number set by game description */ while (*p == 'U' || *p == 'R' || *p == 'D' || *p == 'L') { switch (*p) { case 'U': state->flags[i] |= F_ADJ_UP; break; case 'R': state->flags[i] |= F_ADJ_RIGHT; break; case 'D': state->flags[i] |= F_ADJ_DOWN; break; case 'L': state->flags[i] |= F_ADJ_LEFT; break; default: why = "Expecting flag URDL in game description"; goto fail; } p++; } i++; if (i < o*o && *p != ',') { why = "Missing separator"; goto fail; } if (*p == ',') p++; } if (i < o*o) { why = "Not enough data to fill grid"; goto fail; } i = 0; for (y = 0; y < o; y++) { for (x = 0; x < o; x++) { for (n = 0; n < 4; n++) { if (GRID(state, flags, x, y) & adjthan[n].f) { int nx = x + adjthan[n].dx; int ny = y + adjthan[n].dy; /* a flag must not point us off the grid. */ if (nx < 0 || ny < 0 || nx >= o || ny >= o) { why = "Flags go off grid"; goto fail; } if (params->mode == MODE_ADJACENT) { /* if one cell is adjacent to another, the other must * also be adjacent to the first. */ if (!(GRID(state, flags, nx, ny) & adjthan[n].fo)) { why = "Flags contradicting each other"; goto fail; } } else { /* if one cell is GT another, the other must _not_ also * be GT the first. */ if (GRID(state, flags, nx, ny) & adjthan[n].fo) { why = "Flags contradicting each other"; goto fail; } } } } } } return state; fail: free_game(state); if (why_r) *why_r = why; return NULL; } static key_label *game_request_keys(const game_params *params, int *nkeys) { int i; int order = params->order; char off = (order > 9) ? '0' : '1'; key_label *keys = snewn(order + 1, key_label); *nkeys = order + 1; for(i = 0; i < order; i++) { if (i==10) off = 'a'-10; keys[i].button = i + off; keys[i].label = NULL; } keys[order].button = '\b'; keys[order].label = NULL; return keys; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { game_state *state = load_game(params, desc, NULL); if (!state) { assert("Unable to load ?validated game."); return NULL; } return state; } static const char *validate_desc(const game_params *params, const char *desc) { const char *why = NULL; game_state *dummy = load_game(params, desc, &why); if (dummy) { free_game(dummy); assert(!why); } else assert(why); return why; } static char *solve_game(const game_state *state, const game_state *currstate, const char *aux, const char **error) { game_state *solved; int r; char *ret = NULL; if (aux) return dupstr(aux); solved = dup_game(state); for (r = 0; r < state->order*state->order; r++) { if (!(solved->flags[r] & F_IMMUTABLE)) solved->nums[r] = 0; } r = solver_state(solved, DIFFCOUNT-1); /* always use full solver */ if (r > 0) ret = latin_desc(solved->nums, solved->order); free_game(solved); return ret; } /* ---------------------------------------------------------- * Game UI input processing. */ struct game_ui { int hx, hy; /* as for solo.c, highlight pos */ bool hshow, hpencil, hcursor; /* show state, type, and ?cursor. */ /* * User preference option: if the user right-clicks in a square * and presses a number key to add/remove a pencil mark, do we * hide the mouse highlight again afterwards? * * Historically our answer was yes. The Android port prefers no. * There are advantages both ways, depending how much you dislike * the highlight cluttering your view. So it's a preference. */ bool pencil_keep_highlight; }; static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); ui->hx = ui->hy = 0; ui->hpencil = false; ui->hshow = ui->hcursor = getenv_bool("PUZZLES_SHOW_CURSOR", false); ui->pencil_keep_highlight = false; return ui; } static void free_ui(game_ui *ui) { sfree(ui); } static config_item *get_prefs(game_ui *ui) { config_item *ret; ret = snewn(2, config_item); ret[0].name = "Keep mouse highlight after changing a pencil mark"; ret[0].kw = "pencil-keep-highlight"; ret[0].type = C_BOOLEAN; ret[0].u.boolean.bval = ui->pencil_keep_highlight; ret[1].name = NULL; ret[1].type = C_END; return ret; } static void set_prefs(game_ui *ui, const config_item *cfg) { ui->pencil_keep_highlight = cfg[0].u.boolean.bval; } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { /* See solo.c; if we were pencil-mode highlighting and * somehow a square has just been properly filled, cancel * pencil mode. */ if (ui->hshow && ui->hpencil && !ui->hcursor && GRID(newstate, nums, ui->hx, ui->hy) != 0) { ui->hshow = false; } } static const char *current_key_label(const game_ui *ui, const game_state *state, int button) { if (ui->hshow && IS_CURSOR_SELECT(button)) return ui->hpencil ? "Ink" : "Pencil"; return ""; } struct game_drawstate { int tilesize, order; bool started; Mode mode; digit *nums; /* copy of nums, o^2 */ unsigned char *hints; /* copy of hints, o^3 */ unsigned int *flags; /* o^2 */ int hx, hy; bool hshow, hpencil; /* as for game_ui. */ bool hflash; }; static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int ox, int oy, int button) { int x = FROMCOORD(ox), y = FROMCOORD(oy), n; char buf[80]; bool shift_or_control = button & (MOD_SHFT | MOD_CTRL); button &= ~MOD_MASK; if (x >= 0 && x < ds->order && y >= 0 && y < ds->order && IS_MOUSE_DOWN(button)) { if (oy - COORD(y) > TILE_SIZE && ox - COORD(x) > TILE_SIZE) return NULL; if (oy - COORD(y) > TILE_SIZE) { if (GRID(state, flags, x, y) & F_ADJ_DOWN) sprintf(buf, "F%d,%d,%d", x, y, F_SPENT_DOWN); else if (y + 1 < ds->order && GRID(state, flags, x, y + 1) & F_ADJ_UP) sprintf(buf, "F%d,%d,%d", x, y + 1, F_SPENT_UP); else return NULL; return dupstr(buf); } if (ox - COORD(x) > TILE_SIZE) { if (GRID(state, flags, x, y) & F_ADJ_RIGHT) sprintf(buf, "F%d,%d,%d", x, y, F_SPENT_RIGHT); else if (x + 1 < ds->order && GRID(state, flags, x + 1, y) & F_ADJ_LEFT) sprintf(buf, "F%d,%d,%d", x + 1, y, F_SPENT_LEFT); else return NULL; return dupstr(buf); } if (button == LEFT_BUTTON) { /* normal highlighting for non-immutable squares */ if (GRID(state, flags, x, y) & F_IMMUTABLE) ui->hshow = false; else if (x == ui->hx && y == ui->hy && ui->hshow && !ui->hpencil) ui->hshow = false; else { ui->hx = x; ui->hy = y; ui->hpencil = false; ui->hshow = true; } ui->hcursor = false; return MOVE_UI_UPDATE; } if (button == RIGHT_BUTTON) { /* pencil highlighting for non-filled squares */ if (GRID(state, nums, x, y) != 0) ui->hshow = false; else if (x == ui->hx && y == ui->hy && ui->hshow && ui->hpencil) ui->hshow = false; else { ui->hx = x; ui->hy = y; ui->hpencil = true; ui->hshow = true; } ui->hcursor = false; return MOVE_UI_UPDATE; } } if (IS_CURSOR_MOVE(button)) { if (shift_or_control) { int nx = ui->hx, ny = ui->hy, i; bool self; move_cursor(button, &nx, &ny, ds->order, ds->order, false, NULL); ui->hshow = true; ui->hcursor = true; for (i = 0; i < 4 && (nx != ui->hx + adjthan[i].dx || ny != ui->hy + adjthan[i].dy); ++i); if (i == 4) return MOVE_UI_UPDATE; /* invalid direction, i.e. out of * the board */ if (!(GRID(state, flags, ui->hx, ui->hy) & adjthan[i].f || GRID(state, flags, nx, ny ) & adjthan[i].fo)) return MOVE_UI_UPDATE; /* no clue to toggle */ if (state->mode == MODE_ADJACENT) self = (adjthan[i].dx >= 0 && adjthan[i].dy >= 0); else self = (GRID(state, flags, ui->hx, ui->hy) & adjthan[i].f); if (self) sprintf(buf, "F%d,%d,%u", ui->hx, ui->hy, ADJ_TO_SPENT(adjthan[i].f)); else sprintf(buf, "F%d,%d,%u", nx, ny, ADJ_TO_SPENT(adjthan[i].fo)); return dupstr(buf); } else { ui->hcursor = true; return move_cursor(button, &ui->hx, &ui->hy, ds->order, ds->order, false, &ui->hshow); } } if (ui->hshow && IS_CURSOR_SELECT(button)) { ui->hpencil = !ui->hpencil; ui->hcursor = true; return MOVE_UI_UPDATE; } n = c2n(button, state->order); if (ui->hshow && n >= 0 && n <= ds->order) { debug(("button %d, cbutton %d", button, (int)((char)button))); debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d", n, ui->hx, ui->hy, ui->hpencil, GRID(state, flags, ui->hx, ui->hy), GRID(state, nums, ui->hx, ui->hy))); if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE) return NULL; /* can't edit immutable square (!) */ if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0) return NULL; /* can't change hints on filled square (!) */ /* * If you ask to fill a square with what it already contains, * or blank it when it's already empty, that has no effect... */ if ((!ui->hpencil || n == 0) && GRID(state, nums, ui->hx, ui->hy) == n) { bool anypencil = false; int i; for (i = 0; i < state->order; i++) anypencil = anypencil || HINT(state, ui->hx, ui->hy, i); if (!anypencil) { /* ... expect to remove the cursor in mouse mode. */ if (!ui->hcursor) { ui->hshow = false; return MOVE_UI_UPDATE; } return NULL; } } sprintf(buf, "%c%d,%d,%d", (char)(ui->hpencil && n > 0 ? 'P' : 'R'), ui->hx, ui->hy, n); /* * Hide the highlight after a keypress, if it was mouse- * generated. Also, don't hide it if this move has changed * pencil marks and the user preference says not to hide the * highlight in that situation. */ if (!ui->hcursor && !(ui->hpencil && ui->pencil_keep_highlight)) ui->hshow = false; return dupstr(buf); } if (button == 'H' || button == 'h') return dupstr("H"); if (button == 'M' || button == 'm') return dupstr("M"); return NULL; } static game_state *execute_move(const game_state *state, const char *move) { game_state *ret = NULL; int x, y, n, i; debug(("execute_move: %s", move)); if ((move[0] == 'P' || move[0] == 'R') && sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 && x >= 0 && x < state->order && y >= 0 && y < state->order && n >= 0 && n <= state->order) { ret = dup_game(state); if (move[0] == 'P' && n > 0) HINT(ret, x, y, n-1) = !HINT(ret, x, y, n-1); else { GRID(ret, nums, x, y) = n; for (i = 0; i < state->order; i++) HINT(ret, x, y, i) = 0; /* real change to grid; check for completion */ if (!ret->completed && check_complete(ret->nums, ret, true) > 0) ret->completed = true; } return ret; } else if (move[0] == 'S') { const char *p; ret = dup_game(state); ret->cheated = true; p = move+1; for (i = 0; i < state->order*state->order; i++) { n = c2n((int)*p, state->order); if (!*p || n <= 0 || n > state->order) goto badmove; ret->nums[i] = n; p++; } if (*p) goto badmove; if (!ret->completed && check_complete(ret->nums, ret, true) > 0) ret->completed = true; return ret; } else if (move[0] == 'M') { ret = dup_game(state); for (x = 0; x < state->order; x++) { for (y = 0; y < state->order; y++) { for (n = 0; n < state->order; n++) { HINT(ret, x, y, n) = 1; } } } return ret; } else if (move[0] == 'H') { ret = solver_hint(state, NULL, DIFF_EASY, DIFF_EASY); check_complete(ret->nums, ret, true); return ret; } else if (move[0] == 'F' && sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 && x >= 0 && x < state->order && y >= 0 && y < state->order && (n & ~F_SPENT_MASK) == 0) { ret = dup_game(state); GRID(ret, flags, x, y) ^= n; return ret; } badmove: if (ret) free_game(ret); return NULL; } /* ---------------------------------------------------------------------- * Drawing/printing routines. */ #define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2) static void game_compute_size(const game_params *params, int tilesize, const game_ui *ui, int *x, int *y) { /* Ick: fake up `ds->tilesize' for macro expansion purposes */ struct { int tilesize, order; } ads, *ds = &ads; ads.tilesize = tilesize; ads.order = params->order; *x = *y = DRAW_SIZE; } static void game_set_size(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize) { ds->tilesize = tilesize; } static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); for (i = 0; i < 3; i++) { ret[COL_TEXT * 3 + i] = 0.0F; ret[COL_GRID * 3 + i] = 0.5F; } /* Lots of these were taken from solo.c. */ ret[COL_GUESS * 3 + 0] = 0.0F; ret[COL_GUESS * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1]; ret[COL_GUESS * 3 + 2] = 0.0F; ret[COL_ERROR * 3 + 0] = 1.0F; ret[COL_ERROR * 3 + 1] = 0.0F; ret[COL_ERROR * 3 + 2] = 0.0F; ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int o2 = state->order*state->order, o3 = o2*state->order; ds->tilesize = 0; ds->order = state->order; ds->mode = state->mode; ds->nums = snewn(o2, digit); ds->hints = snewn(o3, unsigned char); ds->flags = snewn(o2, unsigned int); memset(ds->nums, 0, o2*sizeof(digit)); memset(ds->hints, 0, o3); memset(ds->flags, 0, o2*sizeof(unsigned int)); ds->hx = ds->hy = 0; ds->started = false; ds->hshow = false; ds->hpencil = false; ds->hflash = false; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->nums); sfree(ds->hints); sfree(ds->flags); sfree(ds); } static void draw_gt(drawing *dr, int ox, int oy, int dx1, int dy1, int dx2, int dy2, int col) { int coords[12]; int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0); coords[0] = ox + xdx; coords[1] = oy + xdy; coords[2] = ox + xdx + dx1; coords[3] = oy + xdy + dy1; coords[4] = ox + xdx + dx1 + dx2; coords[5] = oy + xdy + dy1 + dy2; coords[6] = ox - xdx + dx1 + dx2; coords[7] = oy - xdy + dy1 + dy2; coords[8] = ox - xdx + dx1; coords[9] = oy - xdy + dy1; coords[10] = ox - xdx; coords[11] = oy - xdy; draw_polygon(dr, coords, 6, col, col); } #define COLOUR(direction) (f & (F_ERROR_##direction) ? COL_ERROR : \ f & (F_SPENT_##direction) ? COL_SPENT : fg) static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy, unsigned int f, int bg, int fg) { int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4; /* Draw all the greater-than signs emanating from this tile. */ if (f & F_ADJ_UP) { if (bg >= 0) draw_rect(dr, ox, oy - g, TILE_SIZE, g, bg); draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2, COLOUR(UP)); draw_update(dr, ox, oy-g, TILE_SIZE, g); } if (f & F_ADJ_RIGHT) { if (bg >= 0) draw_rect(dr, ox + TILE_SIZE, oy, g, TILE_SIZE, bg); draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2, COLOUR(RIGHT)); draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE); } if (f & F_ADJ_DOWN) { if (bg >= 0) draw_rect(dr, ox, oy + TILE_SIZE, TILE_SIZE, g, bg); draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2, COLOUR(DOWN)); draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g); } if (f & F_ADJ_LEFT) { if (bg >= 0) draw_rect(dr, ox - g, oy, g, TILE_SIZE, bg); draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2, COLOUR(LEFT)); draw_update(dr, ox-g, oy, g, TILE_SIZE); } } static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy, unsigned int f, int bg, int fg) { int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4; /* Draw all the adjacency bars relevant to this tile; we only have * to worry about F_ADJ_RIGHT and F_ADJ_DOWN. * * If we _only_ have the error flag set (i.e. it's not supposed to be * adjacent, but adjacent numbers were entered) draw an outline red bar. */ if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) { if (f & F_ADJ_RIGHT) { draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COLOUR(RIGHT)); } else { draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR); } } else if (bg >= 0) { draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, bg); } draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE); if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) { if (f & F_ADJ_DOWN) { draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COLOUR(DOWN)); } else { draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR); } } else if (bg >= 0) { draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, bg); } draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g); } static void draw_furniture(drawing *dr, game_drawstate *ds, const game_state *state, const game_ui *ui, int x, int y, bool hflash) { int ox = COORD(x), oy = COORD(y), bg; bool hon; unsigned int f = GRID(state, flags, x, y); bg = hflash ? COL_HIGHLIGHT : COL_BACKGROUND; hon = (ui->hshow && x == ui->hx && y == ui->hy); /* Clear square. */ draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, (hon && !ui->hpencil) ? COL_HIGHLIGHT : bg); /* Draw the highlight (pencil or full), if we're the highlight */ if (hon && ui->hpencil) { int coords[6]; coords[0] = ox; coords[1] = oy; coords[2] = ox + TILE_SIZE/2; coords[3] = oy; coords[4] = ox; coords[5] = oy + TILE_SIZE/2; draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); } /* Draw the square outline (which is the cursor, if we're the cursor). */ draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID); draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE); /* Draw the adjacent clue signs. */ if (ds->mode == MODE_ADJACENT) draw_adjs(dr, ds, ox, oy, f, COL_BACKGROUND, COL_GRID); else draw_gts(dr, ds, ox, oy, f, COL_BACKGROUND, COL_TEXT); } static void draw_num(drawing *dr, game_drawstate *ds, int x, int y) { int ox = COORD(x), oy = COORD(y); unsigned int f = GRID(ds,flags,x,y); char str[2]; /* (can assume square has just been cleared) */ /* Draw number, choosing appropriate colour */ str[0] = n2c(GRID(ds, nums, x, y), ds->order); str[1] = '\0'; draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2, FONT_VARIABLE, 3*TILE_SIZE/4, ALIGN_VCENTRE | ALIGN_HCENTRE, (f & F_IMMUTABLE) ? COL_TEXT : (f & F_ERROR) ? COL_ERROR : COL_GUESS, str); } static void draw_hints(drawing *dr, game_drawstate *ds, int x, int y) { int ox = COORD(x), oy = COORD(y); int nhints, i, j, hw, hh, hmax, fontsz; char str[2]; /* (can assume square has just been cleared) */ /* Draw hints; steal ingenious algorithm (basically) * from solo.c:draw_number() */ for (i = nhints = 0; i < ds->order; i++) { if (HINT(ds, x, y, i)) nhints++; } for (hw = 1; hw * hw < nhints; hw++); if (hw < 3) hw = 3; hh = (nhints + hw - 1) / hw; if (hh < 2) hh = 2; hmax = max(hw, hh); fontsz = TILE_SIZE/(hmax*(11-hmax)/8); for (i = j = 0; i < ds->order; i++) { if (HINT(ds,x,y,i)) { int hx = j % hw, hy = j / hw; str[0] = n2c(i+1, ds->order); str[1] = '\0'; draw_text(dr, ox + (4*hx+3) * TILE_SIZE / (4*hw+2), oy + (4*hy+3) * TILE_SIZE / (4*hh+2), FONT_VARIABLE, fontsz, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str); j++; } } } static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const game_ui *ui, float animtime, float flashtime) { int x, y, i; bool hchanged = false, stale, hflash = false; debug(("highlight old (%d,%d), new (%d,%d)", ds->hx, ds->hy, ui->hx, ui->hy)); if (flashtime > 0 && (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3)) hflash = true; if (!ds->started) { draw_rect(dr, 0, 0, DRAW_SIZE, DRAW_SIZE, COL_BACKGROUND); draw_update(dr, 0, 0, DRAW_SIZE, DRAW_SIZE); } if (ds->hx != ui->hx || ds->hy != ui->hy || ds->hshow != ui->hshow || ds->hpencil != ui->hpencil) hchanged = true; for (x = 0; x < ds->order; x++) { for (y = 0; y < ds->order; y++) { if (!ds->started) stale = true; else if (hflash != ds->hflash) stale = true; else stale = false; if (hchanged) { if ((x == ui->hx && y == ui->hy) || (x == ds->hx && y == ds->hy)) stale = true; } if (GRID(state, nums, x, y) != GRID(ds, nums, x, y)) { GRID(ds, nums, x, y) = GRID(state, nums, x, y); stale = true; } if (GRID(state, flags, x, y) != GRID(ds, flags, x, y)) { GRID(ds, flags, x, y) = GRID(state, flags, x, y); stale = true; } if (GRID(ds, nums, x, y) == 0) { /* We're not a number square (therefore we might * display hints); do we need to update? */ for (i = 0; i < ds->order; i++) { if (HINT(state, x, y, i) != HINT(ds, x, y, i)) { HINT(ds, x, y, i) = HINT(state, x, y, i); stale = true; } } } if (stale) { draw_furniture(dr, ds, state, ui, x, y, hflash); if (GRID(ds, nums, x, y) > 0) draw_num(dr, ds, x, y); else draw_hints(dr, ds, x, y); } } } ds->hx = ui->hx; ds->hy = ui->hy; ds->hshow = ui->hshow; ds->hpencil = ui->hpencil; ds->started = true; ds->hflash = hflash; } static float game_anim_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->cheated && !newstate->cheated) return FLASH_TIME; return 0.0F; } static void game_get_cursor_location(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h) { if(ui->hshow) { *x = COORD(ui->hx); *y = COORD(ui->hy); *w = *h = TILE_SIZE; } } static int game_status(const game_state *state) { return state->completed ? +1 : 0; } static void game_print_size(const game_params *params, const game_ui *ui, float *x, float *y) { int pw, ph; /* 10mm squares by default, roughly the same as Grauniad. */ game_compute_size(params, 1000, ui, &pw, &ph); *x = pw / 100.0F; *y = ph / 100.0F; } static void game_print(drawing *dr, const game_state *state, const game_ui *ui, int tilesize) { int ink = print_mono_colour(dr, 0); int x, y, o = state->order, ox, oy, n; char str[2]; /* Ick: fake up `ds->tilesize' for macro expansion purposes */ game_drawstate ads, *ds = &ads; game_set_size(dr, ds, NULL, tilesize); print_line_width(dr, 2 * TILE_SIZE / 40); /* Squares, numbers, gt signs */ for (y = 0; y < o; y++) { for (x = 0; x < o; x++) { ox = COORD(x); oy = COORD(y); n = GRID(state, nums, x, y); draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, ink); str[0] = n ? n2c(n, state->order) : ' '; str[1] = '\0'; draw_text(dr, ox + TILE_SIZE/2, oy + TILE_SIZE/2, FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); if (state->mode == MODE_ADJACENT) draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink); else draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink); } } } /* ---------------------------------------------------------------------- * Housekeeping. */ #ifdef COMBINED #define thegame unequal #endif const struct game thegame = { "Unequal", "games.unequal", "unequal", default_params, game_fetch_preset, NULL, decode_params, encode_params, free_params, dup_params, true, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, true, solve_game, true, game_can_format_as_text_now, game_text_format, get_prefs, set_prefs, new_ui, free_ui, NULL, /* encode_ui */ NULL, /* decode_ui */ game_request_keys, game_changed_state, current_key_label, interpret_move, execute_move, PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, game_get_cursor_location, game_status, true, false, game_print_size, game_print, false, /* wants_statusbar */ false, NULL, /* timing_state */ REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */ }; /* ---------------------------------------------------------------------- * Standalone solver. */ #ifdef STANDALONE_SOLVER #include <time.h> #include <stdarg.h> static const char *quis = NULL; #if 0 /* currently unused */ static void debug_printf(const char *fmt, ...) { char buf[4096]; va_list ap; va_start(ap, fmt); vsprintf(buf, fmt, ap); puts(buf); va_end(ap); } static void game_printf(game_state *state) { char *dbg = game_text_format(state); printf("%s", dbg); sfree(dbg); } static void game_printf_wide(game_state *state) { int x, y, i, n; for (y = 0; y < state->order; y++) { for (x = 0; x < state->order; x++) { n = GRID(state, nums, x, y); for (i = 0; i < state->order; i++) { if (n > 0) printf("%c", n2c(n, state->order)); else if (HINT(state, x, y, i)) printf("%c", n2c(i+1, state->order)); else printf("."); } printf(" "); } printf("\n"); } printf("\n"); } #endif static void pdiff(int diff) { if (diff == DIFF_IMPOSSIBLE) printf("Game is impossible.\n"); else if (diff == DIFF_UNFINISHED) printf("Game has incomplete.\n"); else if (diff == DIFF_AMBIGUOUS) printf("Game has multiple solutions.\n"); else printf("Game has difficulty %s.\n", unequal_diffnames[diff]); } static int solve(game_params *p, char *desc, int debug) { game_state *state = new_game(NULL, p, desc); struct solver_ctx *ctx = new_ctx(state); struct latin_solver solver; int diff; solver_show_working = debug; game_debug(state); if (latin_solver_alloc(&solver, state->nums, state->order)) diff = latin_solver_main(&solver, DIFF_RECURSIVE, DIFF_LATIN, DIFF_SET, DIFF_EXTREME, DIFF_EXTREME, DIFF_RECURSIVE, unequal_solvers, unequal_valid, ctx, clone_ctx, free_ctx); else diff = DIFF_IMPOSSIBLE; free_ctx(ctx); latin_solver_free(&solver); if (debug) pdiff(diff); game_debug(state); free_game(state); return diff; } static void check(game_params *p) { const char *msg = validate_params(p, true); if (msg) { fprintf(stderr, "%s: %s", quis, msg); exit(1); } } static int gen(game_params *p, random_state *rs, int debug) { char *desc, *aux; int diff; check(p); solver_show_working = debug; desc = new_game_desc(p, rs, &aux, false); diff = solve(p, desc, debug); sfree(aux); sfree(desc); return diff; } static void soak(game_params *p, random_state *rs) { time_t tt_start, tt_now, tt_last; char *aux, *desc; game_state *st; int n = 0, neasy = 0, realdiff = p->diff; check(p); solver_show_working = 0; maxtries = 1; tt_start = tt_now = time(NULL); printf("Soak-generating an %s %dx%d grid, difficulty %s.\n", p->mode == MODE_ADJACENT ? "adjacent" : "unequal", p->order, p->order, unequal_diffnames[p->diff]); while (1) { p->diff = realdiff; desc = new_game_desc(p, rs, &aux, false); st = new_game(NULL, p, desc); solver_state(st, DIFF_RECURSIVE); free_game(st); sfree(aux); sfree(desc); n++; if (realdiff != p->diff) neasy++; tt_last = time(NULL); if (tt_last > tt_now) { tt_now = tt_last; printf("%d total, %3.1f/s; %d/%2.1f%% easy, %3.1f/s good.\n", n, (double)n / ((double)tt_now - tt_start), neasy, (double)neasy*100.0/(double)n, (double)(n - neasy) / ((double)tt_now - tt_start)); } } } static void usage_exit(const char *msg) { if (msg) fprintf(stderr, "%s: %s\n", quis, msg); fprintf(stderr, "Usage: %s [--seed SEED] --soak <params> | [game_id [game_id ...]]\n", quis); exit(1); } int main(int argc, const char *argv[]) { random_state *rs; time_t seed = time(NULL); int do_soak = 0, diff; game_params *p; maxtries = 50; quis = argv[0]; while (--argc > 0) { const char *p = *++argv; if (!strcmp(p, "--soak")) do_soak = 1; else if (!strcmp(p, "--seed")) { if (argc == 0) usage_exit("--seed needs an argument"); seed = (time_t)atoi(*++argv); argc--; } else if (*p == '-') usage_exit("unrecognised option"); else break; } rs = random_new((void*)&seed, sizeof(time_t)); if (do_soak == 1) { if (argc != 1) usage_exit("only one argument for --soak"); p = default_params(); decode_params(p, *argv); soak(p, rs); } else if (argc > 0) { int i; for (i = 0; i < argc; i++) { const char *id = *argv++; char *desc = strchr(id, ':'); const char *err; p = default_params(); if (desc) { *desc++ = '\0'; decode_params(p, id); err = validate_desc(p, desc); if (err) { fprintf(stderr, "%s: %s\n", quis, err); exit(1); } solve(p, desc, 1); } else { decode_params(p, id); diff = gen(p, rs, 1); } } } else { while(1) { p = default_params(); p->order = random_upto(rs, 7) + 3; p->diff = random_upto(rs, 4); diff = gen(p, rs, 0); pdiff(diff); } } return 0; } #endif /* vim: set shiftwidth=4 tabstop=8: */