ref: fc9e6277bdd8b354b9febe56b0022441430c4465
parent: 781ba1cfa41a140067d4f3e048b7f3d7ff3cdcd6
author: Simon Tatham <anakin@pobox.com>
date: Sun Oct 7 06:18:33 EDT 2012
New puzzle! 'Unruly', contributed by Lennard Sprong, is an implementation of a puzzle usually called 'Tohu wa Vohu'. [originally from svn r9680]
--- a/LICENCE
+++ b/LICENCE
@@ -2,7 +2,7 @@
Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
K�lker, Dariusz Olszewski, Michael Schierl, Lambros Lambrou, Bernd
-Schmidt and Steffen Bauer.
+Schmidt, Steffen Bauer and Lennard Sprong.
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
--- a/icons/Makefile
+++ b/icons/Makefile
@@ -4,7 +4,7 @@
guess inertia keen lightup loopy magnets map mines net \
netslide pattern pearl pegs range rect samegame signpost \
singles sixteen slant solo tents towers twiddle undead \
- unequal untangle
+ unequal unruly untangle
BASE = $(patsubst %,%-base.png,$(PUZZLES))
WEB = $(patsubst %,%-web.png,$(PUZZLES))
--- /dev/null
+++ b/icons/unruly.sav
@@ -1,0 +1,22 @@
+SAVEFILE:41:Simon Tatham's Portable Puzzle Collection
+VERSION :1:1
+GAME :6:Unruly
+PARAMS :5:6x6de
+CPARAMS :5:6x6de
+DESC :10:faCADAJeBd
+NSTATES :2:15
+STATEPOS:2:15
+MOVE :6:P0,1,2
+MOVE :6:P0,4,2
+MOVE :6:P0,3,3
+MOVE :6:P0,3,0
+MOVE :6:P0,5,1
+MOVE :6:P0,2,1
+MOVE :6:P1,4,0
+MOVE :6:P1,1,1
+MOVE :6:P1,5,2
+MOVE :6:P0,0,2
+MOVE :6:P1,0,3
+MOVE :6:P1,0,0
+MOVE :6:P1,0,4
+MOVE :6:P0,2,4
--- a/puzzles.but
+++ b/puzzles.but
@@ -3052,6 +3052,53 @@
\dd Controls the difficulty of the generated puzzle.
+\C{unruly} \i{Unruly}
+
+\cfg{winhelp-topic}{games.unruly}
+
+You are given a grid of squares, which you must colour either black or
+white. Some squares are provided as clues; the rest are left for you
+to fill in. Each row and column must contain the same number of black
+and white squares, and no row or column may contain three consecutive
+squares of the same colour.
+
+This puzzle type was invented by Adolfo Zanellati, under the name
+\q{Tohu wa Vohu}. See \k{janko-unruly} for more details.
+
+Unruly was contributed to this collection by Lennard Sprong.
+
+\B{janko-unruly}
+\W{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}\cw{http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm}
+
+\H{unruly-controls} \I{controls, for Unruly}Unruly controls
+
+To play Unruly, click the mouse in a square to change its colour.
+Left-clicking an empty square will turn it black, and right-clicking
+will turn it white. Keep clicking the same button to cycle through the
+three possible states for the square. If you middle-click in a square
+it will be reset to empty.
+
+You can also use the cursor keys to move around the grid. Pressing the
+return or space keys will turn an empty square black or white
+respectively (and then cycle the colours in the same way as the mouse
+buttons), and pressing Backspace will reset a square to empty.
+
+(All the actions described in \k{common-actions} are also available.)
+
+\H{unruly-parameters} \I{parameters, for Unruly}Unruly parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares. (Note that the rules of the game require
+both the width and height to be even numbers.)
+
+\dt \e{Difficulty}
+
+\dd Controls the difficulty of the generated puzzle.
+
\A{licence} \I{MIT licence}\ii{Licence}
This software is \i{copyright} 2004-2012 Simon Tatham.
@@ -3058,7 +3105,7 @@
Portions copyright Richard Boulton, James Harvey, Mike Pinna, Jonas
K\u00F6{oe}lker, Dariusz Olszewski, Michael Schierl, Lambros
-Lambrou, Bernd Schmidt and Steffen Bauer.
+Lambrou, Bernd Schmidt, Steffen Bauer and Lennard Sprong.
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
--- /dev/null
+++ b/unruly.R
@@ -1,0 +1,21 @@
+# -*- makefile -*-
+
+unruly : [X] GTK COMMON unruly unruly-icon|no-icon
+unruly : [G] WINDOWS COMMON unruly unruly.res|noicon.res
+
+unrulysolver : [U] unruly[STANDALONE_SOLVER] STANDALONE
+unrulysolver : [C] unruly[STANDALONE_SOLVER] STANDALONE
+
+ALL += unruly[COMBINED]
+
+!begin gtk
+GAMES += unruly
+!end
+
+!begin >list.c
+ A(unruly) \
+!end
+
+!begin >wingames.lst
+unruly.exe:Unruly
+!end
--- /dev/null
+++ b/unruly.c
@@ -1,0 +1,1868 @@
+/*
+ * unruly.c: Implementation for Binary Puzzles.
+ * (C) 2012 Lennard Sprong
+ * Created for Simon Tatham's Portable Puzzle Collection
+ * See LICENCE for licence details
+ *
+ * Objective of the game: Fill the grid with zeros and ones, with the
+ * following rules:
+ * - There can't be a run of three or more equal numbers.
+ * - Each row and column contains an equal amount of zeros and ones.
+ *
+ * This puzzle type is known under several names, including
+ * Tohu-Wa-Vohu, One and Two and Binairo.
+ *
+ * Some variants include an extra constraint, stating that no two rows or two
+ * columns may contain the same exact sequence of zeros and ones.
+ * This rule is rarely used, so it has been discarded for this implementation.
+ *
+ * More information:
+ * http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm
+ */
+
+/*
+ * Possible future improvements:
+ *
+ * More solver cleverness
+ *
+ * - a counting-based deduction in which you find groups of squares
+ * which must each contain at least one of a given colour, plus
+ * other squares which are already known to be that colour, and see
+ * if you have any squares left over when you've worked out where
+ * they all have to be. This is a generalisation of the current
+ * check_near_complete: where that only covers rows with three
+ * unfilled squares, this would handle more, such as
+ * 0 . . 1 0 1 . . 0 .
+ * in which each of the two-square gaps must contain a 0, and there
+ * are three 0s placed, and that means the rightmost square can't
+ * be a 0.
+ *
+ * - an 'Unreasonable' difficulty level, supporting recursion and
+ * backtracking.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#ifdef STANDALONE_SOLVER
+int solver_verbose = FALSE;
+#endif
+
+enum {
+ COL_BACKGROUND,
+ COL_GRID,
+ COL_EMPTY,
+ /*
+ * When editing this enum, maintain the invariants
+ * COL_n_HIGHLIGHT = COL_n + 1
+ * COL_n_LOWLIGHT = COL_n + 2
+ */
+ COL_0,
+ COL_0_HIGHLIGHT,
+ COL_0_LOWLIGHT,
+ COL_1,
+ COL_1_HIGHLIGHT,
+ COL_1_LOWLIGHT,
+ COL_CURSOR,
+ COL_ERROR,
+ NCOLOURS
+};
+
+struct game_params {
+ int w2, h2; /* full grid width and height respectively */
+ int diff;
+};
+#define DIFFLIST(A) \
+ A(EASY,Easy, e) \
+ A(NORMAL,Normal, n) \
+
+#define ENUM(upper,title,lower) DIFF_ ## upper,
+#define TITLE(upper,title,lower) #title,
+#define ENCODE(upper,title,lower) #lower
+#define CONFIG(upper,title,lower) ":" #title
+enum { DIFFLIST(ENUM) DIFFCOUNT };
+static char const *const unruly_diffnames[] = { DIFFLIST(TITLE) };
+
+static char const unruly_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+const static struct game_params unruly_presets[] = {
+ { 8, 8, DIFF_EASY},
+ { 8, 8, DIFF_NORMAL},
+ {10, 10, DIFF_EASY},
+ {10, 10, DIFF_NORMAL},
+ {14, 14, DIFF_EASY},
+ {14, 14, DIFF_NORMAL}
+};
+
+#define DEFAULT_PRESET 0
+
+enum {
+ EMPTY,
+ N_ONE,
+ N_ZERO,
+ BOGUS
+};
+
+#define FE_HOR_ROW_LEFT 0x001
+#define FE_HOR_ROW_MID 0x003
+#define FE_HOR_ROW_RIGHT 0x002
+
+#define FE_VER_ROW_TOP 0x004
+#define FE_VER_ROW_MID 0x00C
+#define FE_VER_ROW_BOTTOM 0x008
+
+#define FE_COUNT 0x010
+
+#define FF_ONE 0x020
+#define FF_ZERO 0x040
+#define FF_CURSOR 0x080
+
+#define FF_FLASH1 0x100
+#define FF_FLASH2 0x200
+#define FF_IMMUTABLE 0x400
+
+struct game_state {
+ int w2, h2;
+ char *grid;
+ unsigned char *immutable;
+
+ int completed, cheated;
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ *ret = unruly_presets[DEFAULT_PRESET]; /* structure copy */
+
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char buf[80];
+
+ if (i < 0 || i >= lenof(unruly_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = unruly_presets[i]; /* structure copy */
+
+ sprintf(buf, "%dx%d %s", ret->w2, ret->h2, unruly_diffnames[ret->diff]);
+
+ *name = dupstr(buf);
+ *params = ret;
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+ char const *p = string;
+
+ params->w2 = atoi(p);
+ while (*p && isdigit((unsigned char)*p)) p++;
+ if (*p == 'x') {
+ p++;
+ params->h2 = atoi(p);
+ while (*p && isdigit((unsigned char)*p)) p++;
+ } else {
+ params->h2 = params->w2;
+ }
+
+ if (*p == 'd') {
+ int i;
+ p++;
+ params->diff = DIFFCOUNT + 1; /* ...which is invalid */
+ if (*p) {
+ for (i = 0; i < DIFFCOUNT; i++) {
+ if (*p == unruly_diffchars[i])
+ params->diff = i;
+ }
+ p++;
+ }
+ }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+ char buf[80];
+
+ sprintf(buf, "%dx%d", params->w2, params->h2);
+ if (full)
+ sprintf(buf + strlen(buf), "d%c", unruly_diffchars[params->diff]);
+
+ return dupstr(buf);
+}
+
+static config_item *game_configure(game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(4, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w2);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h2);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Difficulty";
+ ret[2].type = C_CHOICES;
+ ret[2].sval = DIFFCONFIG;
+ ret[2].ival = params->diff;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w2 = atoi(cfg[0].sval);
+ ret->h2 = atoi(cfg[1].sval);
+ ret->diff = cfg[2].ival;
+
+ return ret;
+}
+
+static char *validate_params(game_params *params, int full)
+{
+ if ((params->w2 & 1) || (params->h2 & 1))
+ return "Width and height must both be even";
+ if (params->w2 < 6 || params->h2 < 6)
+ return "Width and height must be at least 6";
+ if (params->diff >= DIFFCOUNT)
+ return "Unknown difficulty rating";
+
+ return NULL;
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+ int w2 = params->w2, h2 = params->h2;
+ int s = w2 * h2;
+
+ char *p = desc;
+ int pos = 0;
+
+ while (*p) {
+ if (*p >= 'a' && *p < 'z')
+ pos += 1 + (*p - 'a');
+ else if (*p >= 'A' && *p < 'Z')
+ pos += 1 + (*p - 'A');
+ else if (*p == 'Z' || *p == 'z')
+ pos += 25;
+ else
+ return "Description contains invalid characters";
+
+ ++p;
+ }
+
+ if (pos < s+1)
+ return "Description too short";
+ if (pos > s+1)
+ return "Description too long";
+
+ return NULL;
+}
+
+static game_state *blank_state(int w2, int h2)
+{
+ game_state *state = snew(game_state);
+ int s = w2 * h2;
+
+ state->w2 = w2;
+ state->h2 = h2;
+ state->grid = snewn(s, char);
+ state->immutable = snewn(s, unsigned char);
+
+ memset(state->grid, EMPTY, s);
+ memset(state->immutable, FALSE, s);
+
+ state->completed = state->cheated = FALSE;
+
+ return state;
+}
+
+static game_state *new_game(midend *me, game_params *params, char *desc)
+{
+ int w2 = params->w2, h2 = params->h2;
+ int s = w2 * h2;
+
+ game_state *state = blank_state(w2, h2);
+
+ char *p = desc;
+ int pos = 0;
+
+ while (*p) {
+ if (*p >= 'a' && *p < 'z') {
+ pos += (*p - 'a');
+ if (pos < s) {
+ state->grid[pos] = N_ZERO;
+ state->immutable[pos] = TRUE;
+ }
+ pos++;
+ } else if (*p >= 'A' && *p < 'Z') {
+ pos += (*p - 'A');
+ if (pos < s) {
+ state->grid[pos] = N_ONE;
+ state->immutable[pos] = TRUE;
+ }
+ pos++;
+ } else if (*p == 'Z' || *p == 'z') {
+ pos += 25;
+ } else
+ assert(!"Description contains invalid characters");
+
+ ++p;
+ }
+ assert(pos == s+1);
+
+ return state;
+}
+
+static game_state *dup_game(game_state *state)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int s = w2 * h2;
+
+ game_state *ret = blank_state(w2, h2);
+
+ memcpy(ret->grid, state->grid, s);
+ memcpy(ret->immutable, state->immutable, s);
+
+ ret->completed = state->completed;
+ ret->cheated = state->cheated;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->grid);
+ sfree(state->immutable);
+
+ sfree(state);
+}
+
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(game_state *state)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int lr = w2*2 + 1;
+
+ char *ret = snewn(lr * h2 + 1, char);
+ char *p = ret;
+
+ int x, y;
+ for (y = 0; y < h2; y++) {
+ for (x = 0; x < w2; x++) {
+ /* Place number */
+ char c = state->grid[y * w2 + x];
+ *p++ = (c == N_ONE ? '1' : c == N_ZERO ? '0' : '.');
+ *p++ = ' ';
+ }
+ /* End line */
+ *p++ = '\n';
+ }
+ /* End with NUL */
+ *p++ = '\0';
+
+ return ret;
+}
+
+/* ****** *
+ * Solver *
+ * ****** */
+
+struct unruly_scratch {
+ int *ones_rows;
+ int *ones_cols;
+ int *zeros_rows;
+ int *zeros_cols;
+};
+
+static void unruly_solver_update_remaining(game_state *state,
+ struct unruly_scratch *scratch)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int x, y;
+
+ /* Reset all scratch data */
+ memset(scratch->ones_rows, 0, h2 * sizeof(int));
+ memset(scratch->ones_cols, 0, w2 * sizeof(int));
+ memset(scratch->zeros_rows, 0, h2 * sizeof(int));
+ memset(scratch->zeros_cols, 0, w2 * sizeof(int));
+
+ for (x = 0; x < w2; x++)
+ for (y = 0; y < h2; y++) {
+ if (state->grid[y * w2 + x] == N_ONE) {
+ scratch->ones_rows[y]++;
+ scratch->ones_cols[x]++;
+ } else if (state->grid[y * w2 + x] == N_ZERO) {
+ scratch->zeros_rows[y]++;
+ scratch->zeros_cols[x]++;
+ }
+ }
+}
+
+static struct unruly_scratch *unruly_new_scratch(game_state *state)
+{
+ int w2 = state->w2, h2 = state->h2;
+
+ struct unruly_scratch *ret = snew(struct unruly_scratch);
+
+ ret->ones_rows = snewn(h2, int);
+ ret->ones_cols = snewn(w2, int);
+ ret->zeros_rows = snewn(h2, int);
+ ret->zeros_cols = snewn(w2, int);
+
+ unruly_solver_update_remaining(state, ret);
+
+ return ret;
+}
+
+static void unruly_free_scratch(struct unruly_scratch *scratch)
+{
+ sfree(scratch->ones_rows);
+ sfree(scratch->ones_cols);
+ sfree(scratch->zeros_rows);
+ sfree(scratch->zeros_cols);
+
+ sfree(scratch);
+}
+
+static int unruly_solver_check_threes(game_state *state, int *rowcount,
+ int *colcount, int horizontal,
+ char check, char block)
+{
+ int w2 = state->w2, h2 = state->h2;
+
+ int dx = horizontal ? 1 : 0, dy = 1 - dx;
+ int sx = dx, sy = dy;
+ int ex = w2 - dx, ey = h2 - dy;
+
+ int x, y;
+ int ret = 0;
+
+ /* Check for any three squares which almost form three in a row */
+ for (y = sy; y < ey; y++) {
+ for (x = sx; x < ex; x++) {
+ int i1 = (y-dy) * w2 + (x-dx);
+ int i2 = y * w2 + x;
+ int i3 = (y+dy) * w2 + (x+dx);
+
+ if (state->grid[i1] == check && state->grid[i2] == check
+ && state->grid[i3] == EMPTY) {
+ ret++;
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: %i,%i and %i,%i confirm %c at %i,%i\n",
+ i1 % w2, i1 / w2, i2 % w2, i2 / w2,
+ (block == N_ONE ? '1' : '0'), i3 % w2,
+ i3 / w2);
+ }
+#endif
+ state->grid[i3] = block;
+ rowcount[i3 / w2]++;
+ colcount[i3 % w2]++;
+ }
+ if (state->grid[i1] == check && state->grid[i2] == EMPTY
+ && state->grid[i3] == check) {
+ ret++;
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: %i,%i and %i,%i confirm %c at %i,%i\n",
+ i1 % w2, i1 / w2, i3 % w2, i3 / w2,
+ (block == N_ONE ? '1' : '0'), i2 % w2,
+ i2 / w2);
+ }
+#endif
+ state->grid[i2] = block;
+ rowcount[i2 / w2]++;
+ colcount[i2 % w2]++;
+ }
+ if (state->grid[i1] == EMPTY && state->grid[i2] == check
+ && state->grid[i3] == check) {
+ ret++;
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: %i,%i and %i,%i confirm %c at %i,%i\n",
+ i2 % w2, i2 / w2, i3 % w2, i3 / w2,
+ (block == N_ONE ? '1' : '0'), i1 % w2,
+ i1 / w2);
+ }
+#endif
+ state->grid[i1] = block;
+ rowcount[i1 / w2]++;
+ colcount[i1 % w2]++;
+ }
+ }
+ }
+
+ return ret;
+}
+
+static int unruly_solver_check_all_threes(game_state *state,
+ struct unruly_scratch *scratch)
+{
+ int ret = 0;
+
+ ret +=
+ unruly_solver_check_threes(state, scratch->zeros_rows,
+ scratch->zeros_cols, TRUE, N_ONE, N_ZERO);
+ ret +=
+ unruly_solver_check_threes(state, scratch->ones_rows,
+ scratch->ones_cols, TRUE, N_ZERO, N_ONE);
+ ret +=
+ unruly_solver_check_threes(state, scratch->zeros_rows,
+ scratch->zeros_cols, FALSE, N_ONE,
+ N_ZERO);
+ ret +=
+ unruly_solver_check_threes(state, scratch->ones_rows,
+ scratch->ones_cols, FALSE, N_ZERO, N_ONE);
+
+ return ret;
+}
+
+static int unruly_solver_fill_row(game_state *state, int i, int horizontal,
+ int *rowcount, int *colcount, char fill)
+{
+ int ret = 0;
+ int w2 = state->w2, h2 = state->h2;
+ int j;
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: Filling %s %i with %c:",
+ (horizontal ? "Row" : "Col"), i,
+ (fill == N_ZERO ? '0' : '1'));
+ }
+#endif
+ /* Place a number in every empty square in a row/column */
+ for (j = 0; j < (horizontal ? w2 : h2); j++) {
+ int p = (horizontal ? i * w2 + j : j * w2 + i);
+
+ if (state->grid[p] == EMPTY) {
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf(" (%i,%i)", (horizontal ? j : i),
+ (horizontal ? i : j));
+ }
+#endif
+ ret++;
+ state->grid[p] = fill;
+ rowcount[(horizontal ? i : j)]++;
+ colcount[(horizontal ? j : i)]++;
+ }
+ }
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("\n");
+ }
+#endif
+
+ return ret;
+}
+
+static int unruly_solver_check_complete_nums(game_state *state,
+ int *complete, int horizontal,
+ int *rowcount, int *colcount,
+ char fill)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int count = (horizontal ? h2 : w2); /* number of rows to check */
+ int target = (horizontal ? w2 : h2) / 2; /* target number of 0s/1s */
+ int *other = (horizontal ? rowcount : colcount);
+
+ int ret = 0;
+
+ int i;
+ /* Check for completed rows/cols for one number, then fill in the rest */
+ for (i = 0; i < count; i++) {
+ if (complete[i] == target && other[i] < target) {
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: Row %i satisfied for %c\n", i,
+ (fill != N_ZERO ? '0' : '1'));
+ }
+#endif
+ ret += unruly_solver_fill_row(state, i, horizontal, rowcount,
+ colcount, fill);
+ }
+ }
+
+ return ret;
+}
+
+static int unruly_solver_check_all_complete_nums(game_state *state,
+ struct unruly_scratch *scratch)
+{
+ int ret = 0;
+
+ ret +=
+ unruly_solver_check_complete_nums(state, scratch->ones_rows, TRUE,
+ scratch->zeros_rows,
+ scratch->zeros_cols, N_ZERO);
+ ret +=
+ unruly_solver_check_complete_nums(state, scratch->ones_cols, FALSE,
+ scratch->zeros_rows,
+ scratch->zeros_cols, N_ZERO);
+ ret +=
+ unruly_solver_check_complete_nums(state, scratch->zeros_rows, TRUE,
+ scratch->ones_rows,
+ scratch->ones_cols, N_ONE);
+ ret +=
+ unruly_solver_check_complete_nums(state, scratch->zeros_cols, FALSE,
+ scratch->ones_rows,
+ scratch->ones_cols, N_ONE);
+
+ return ret;
+}
+
+static int unruly_solver_check_near_complete(game_state *state,
+ int *complete, int horizontal,
+ int *rowcount, int *colcount,
+ char fill)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int w = w2/2, h = h2/2;
+
+ int dx = horizontal ? 1 : 0, dy = 1 - dx;
+
+ int sx = dx, sy = dy;
+ int ex = w2 - dx, ey = h2 - dy;
+
+ int x, y;
+ int ret = 0;
+
+ /*
+ * This function checks for a row with one Y remaining, then looks
+ * for positions that could cause the remaining squares in the row
+ * to make 3 X's in a row. Example:
+ *
+ * Consider the following row:
+ * 1 1 0 . . .
+ * If the last 1 was placed in the last square, the remaining
+ * squares would be 0:
+ * 1 1 0 0 0 1
+ * This violates the 3 in a row rule. We now know that the last 1
+ * shouldn't be in the last cell.
+ * 1 1 0 . . 0
+ */
+
+ /* Check for any two blank and one filled square */
+ for (y = sy; y < ey; y++) {
+ /* One type must have 1 remaining, the other at least 2 */
+ if (horizontal && (complete[y] < w - 1 || rowcount[y] > w - 2))
+ continue;
+
+ for (x = sx; x < ex; x++) {
+ int i, i1, i2, i3;
+ if (!horizontal
+ && (complete[x] < h - 1 || colcount[x] > h - 2))
+ continue;
+
+ i = (horizontal ? y : x);
+ i1 = (y-dy) * w2 + (x-dx);
+ i2 = y * w2 + x;
+ i3 = (y+dy) * w2 + (x+dx);
+
+ if (state->grid[i1] == fill && state->grid[i2] == EMPTY
+ && state->grid[i3] == EMPTY) {
+ /*
+ * Temporarily fill the empty spaces with something else.
+ * This avoids raising the counts for the row and column
+ */
+ state->grid[i2] = BOGUS;
+ state->grid[i3] = BOGUS;
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: Row %i nearly satisfied for %c\n", i,
+ (fill != N_ZERO ? '0' : '1'));
+ }
+#endif
+ ret +=
+ unruly_solver_fill_row(state, i, horizontal, rowcount,
+ colcount, fill);
+
+ state->grid[i2] = EMPTY;
+ state->grid[i3] = EMPTY;
+ }
+
+ else if (state->grid[i1] == EMPTY && state->grid[i2] == fill
+ && state->grid[i3] == EMPTY) {
+ state->grid[i1] = BOGUS;
+ state->grid[i3] = BOGUS;
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: Row %i nearly satisfied for %c\n", i,
+ (fill != N_ZERO ? '0' : '1'));
+ }
+#endif
+ ret +=
+ unruly_solver_fill_row(state, i, horizontal, rowcount,
+ colcount, fill);
+
+ state->grid[i1] = EMPTY;
+ state->grid[i3] = EMPTY;
+ }
+
+ else if (state->grid[i1] == EMPTY && state->grid[i2] == EMPTY
+ && state->grid[i3] == fill) {
+ state->grid[i1] = BOGUS;
+ state->grid[i2] = BOGUS;
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: Row %i nearly satisfied for %c\n", i,
+ (fill != N_ZERO ? '0' : '1'));
+ }
+#endif
+ ret +=
+ unruly_solver_fill_row(state, i, horizontal, rowcount,
+ colcount, fill);
+
+ state->grid[i1] = EMPTY;
+ state->grid[i2] = EMPTY;
+ }
+
+ else if (state->grid[i1] == EMPTY && state->grid[i2] == EMPTY
+ && state->grid[i3] == EMPTY) {
+ state->grid[i1] = BOGUS;
+ state->grid[i2] = BOGUS;
+ state->grid[i3] = BOGUS;
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Solver: Row %i nearly satisfied for %c\n", i,
+ (fill != N_ZERO ? '0' : '1'));
+ }
+#endif
+ ret +=
+ unruly_solver_fill_row(state, i, horizontal, rowcount,
+ colcount, fill);
+
+ state->grid[i1] = EMPTY;
+ state->grid[i2] = EMPTY;
+ state->grid[i3] = EMPTY;
+ }
+ }
+ }
+
+ return ret;
+}
+
+static int unruly_solver_check_all_near_complete(game_state *state,
+ struct unruly_scratch *scratch)
+{
+ int ret = 0;
+
+ ret +=
+ unruly_solver_check_near_complete(state, scratch->ones_rows, TRUE,
+ scratch->zeros_rows,
+ scratch->zeros_cols, N_ZERO);
+ ret +=
+ unruly_solver_check_near_complete(state, scratch->ones_cols, FALSE,
+ scratch->zeros_rows,
+ scratch->zeros_cols, N_ZERO);
+ ret +=
+ unruly_solver_check_near_complete(state, scratch->zeros_rows, TRUE,
+ scratch->ones_rows,
+ scratch->ones_cols, N_ONE);
+ ret +=
+ unruly_solver_check_near_complete(state, scratch->zeros_cols, FALSE,
+ scratch->ones_rows,
+ scratch->ones_cols, N_ONE);
+
+ return ret;
+}
+
+static int unruly_validate_rows(game_state *state, int horizontal,
+ char check, int *errors)
+{
+ int w2 = state->w2, h2 = state->h2;
+
+ int dx = horizontal ? 1 : 0, dy = 1 - dx;
+
+ int sx = dx, sy = dy;
+ int ex = w2 - dx, ey = h2 - dy;
+
+ int x, y;
+ int ret = 0;
+
+ int err1 = (horizontal ? FE_HOR_ROW_LEFT : FE_VER_ROW_TOP);
+ int err2 = (horizontal ? FE_HOR_ROW_MID : FE_VER_ROW_MID);
+ int err3 = (horizontal ? FE_HOR_ROW_RIGHT : FE_VER_ROW_BOTTOM);
+
+ /* Check for any three in a row, and mark errors accordingly (if
+ * required) */
+ for (y = sy; y < ey; y++) {
+ for (x = sx; x < ex; x++) {
+ int i1 = (y-dy) * w2 + (x-dx);
+ int i2 = y * w2 + x;
+ int i3 = (y+dy) * w2 + (x+dx);
+
+ if (state->grid[i1] == check && state->grid[i2] == check
+ && state->grid[i3] == check) {
+ ret++;
+ if (errors) {
+ errors[i1] |= err1;
+ errors[i2] |= err2;
+ errors[i3] |= err3;
+ }
+ }
+ }
+ }
+
+ return ret;
+}
+
+static int unruly_validate_all_rows(game_state *state, int *errors)
+{
+ int errcount = 0;
+
+ errcount += unruly_validate_rows(state, TRUE, N_ONE, errors);
+ errcount += unruly_validate_rows(state, FALSE, N_ONE, errors);
+ errcount += unruly_validate_rows(state, TRUE, N_ZERO, errors);
+ errcount += unruly_validate_rows(state, FALSE, N_ZERO, errors);
+
+ if (errcount)
+ return -1;
+ return 0;
+}
+
+static int unruly_validate_counts(game_state *state,
+ struct unruly_scratch *scratch, int *errors)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int w = w2/2, h = h2/2;
+ char below = FALSE;
+ char above = FALSE;
+ int i;
+
+ /* See if all rows/columns are satisfied. If one is exceeded,
+ * mark it as an error (if required)
+ */
+
+ char hasscratch = TRUE;
+ if (!scratch) {
+ scratch = unruly_new_scratch(state);
+ hasscratch = FALSE;
+ }
+
+ for (i = 0; i < w2; i++) {
+ if (scratch->ones_cols[i] < h)
+ below = TRUE;
+ if (scratch->zeros_cols[i] < h)
+ below = TRUE;
+
+ if (scratch->ones_cols[i] > h) {
+ above = TRUE;
+ if (errors)
+ errors[2*h2 + i] = TRUE;
+ } else if (errors)
+ errors[2*h2 + i] = FALSE;
+
+ if (scratch->zeros_cols[i] > h) {
+ above = TRUE;
+ if (errors)
+ errors[2*h2 + w2 + i] = TRUE;
+ } else if (errors)
+ errors[2*h2 + w2 + i] = FALSE;
+ }
+ for (i = 0; i < h2; i++) {
+ if (scratch->ones_rows[i] < w)
+ below = TRUE;
+ if (scratch->zeros_rows[i] < w)
+ below = TRUE;
+
+ if (scratch->ones_rows[i] > w) {
+ above = TRUE;
+ if (errors)
+ errors[i] = TRUE;
+ } else if (errors)
+ errors[i] = FALSE;
+
+ if (scratch->zeros_rows[i] > w) {
+ above = TRUE;
+ if (errors)
+ errors[h2 + i] = TRUE;
+ } else if (errors)
+ errors[h2 + i] = FALSE;
+ }
+
+ if (!hasscratch)
+ unruly_free_scratch(scratch);
+
+ return (above ? -1 : below ? 1 : 0);
+}
+
+static int unruly_solve_game(game_state *state,
+ struct unruly_scratch *scratch, int diff)
+{
+ int done, maxdiff = -1;
+
+ while (TRUE) {
+ done = 0;
+
+ /* Check for impending 3's */
+ done += unruly_solver_check_all_threes(state, scratch);
+
+ /* Keep using the simpler techniques while they produce results */
+ if (done) {
+ if (maxdiff < DIFF_EASY)
+ maxdiff = DIFF_EASY;
+ continue;
+ }
+
+ /* Check for completed rows */
+ done += unruly_solver_check_all_complete_nums(state, scratch);
+
+ if (done) {
+ if (maxdiff < DIFF_EASY)
+ maxdiff = DIFF_EASY;
+ continue;
+ }
+
+ /* Normal techniques */
+ if (diff < DIFF_NORMAL)
+ break;
+
+ /* Check for nearly completed rows */
+ done += unruly_solver_check_all_near_complete(state, scratch);
+
+ if (done) {
+ if (maxdiff < DIFF_NORMAL)
+ maxdiff = DIFF_NORMAL;
+ continue;
+ }
+
+ break;
+ }
+ return maxdiff;
+}
+
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
+{
+ game_state *solved = dup_game(state);
+ struct unruly_scratch *scratch = unruly_new_scratch(solved);
+ char *ret = NULL;
+ int result;
+
+ unruly_solve_game(solved, scratch, DIFFCOUNT);
+
+ result = unruly_validate_counts(solved, scratch, NULL);
+ if (unruly_validate_all_rows(solved, NULL) == -1)
+ result = -1;
+
+ if (result == 0) {
+ int w2 = solved->w2, h2 = solved->h2;
+ int s = w2 * h2;
+ char *p;
+ int i;
+
+ ret = snewn(s + 2, char);
+ p = ret;
+ *p++ = 'S';
+
+ for (i = 0; i < s; i++)
+ *p++ = (solved->grid[i] == N_ONE ? '1' : '0');
+
+ *p++ = '\0';
+ } else if (result == 1)
+ *error = "No solution found.";
+ else if (result == -1)
+ *error = "Puzzle is invalid.";
+
+ free_game(solved);
+ unruly_free_scratch(scratch);
+ return ret;
+}
+
+/* ********* *
+ * Generator *
+ * ********* */
+
+static int unruly_fill_game(game_state *state, struct unruly_scratch *scratch,
+ random_state *rs)
+{
+
+ int w2 = state->w2, h2 = state->h2;
+ int s = w2 * h2;
+ int i, j;
+ int *spaces;
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Generator: Attempt to fill grid\n");
+ }
+#endif
+
+ /* Generate random array of spaces */
+ spaces = snewn(s, int);
+ for (i = 0; i < s; i++)
+ spaces[i] = i;
+ shuffle(spaces, s, sizeof(*spaces), rs);
+
+ /*
+ * Construct a valid filled grid by repeatedly picking an unfilled
+ * space and fill it, then calling the solver to fill in any
+ * spaces forced by the change.
+ */
+ for (j = 0; j < s; j++) {
+ i = spaces[j];
+
+ if (state->grid[i] != EMPTY)
+ continue;
+
+ if (random_upto(rs, 2)) {
+ state->grid[i] = N_ONE;
+ scratch->ones_rows[i / w2]++;
+ scratch->ones_cols[i % w2]++;
+ } else {
+ state->grid[i] = N_ZERO;
+ scratch->zeros_rows[i / w2]++;
+ scratch->zeros_cols[i % w2]++;
+ }
+
+ unruly_solve_game(state, scratch, DIFFCOUNT);
+ }
+ sfree(spaces);
+
+ if (unruly_validate_all_rows(state, NULL) != 0
+ || unruly_validate_counts(state, scratch, NULL) != 0)
+ return FALSE;
+
+ return TRUE;
+}
+
+static char *new_game_desc(game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+#ifdef STANDALONE_SOLVER
+ char *debug;
+ int temp_verbose = FALSE;
+#endif
+
+ int w2 = params->w2, h2 = params->h2;
+ int s = w2 * h2;
+ int *spaces;
+ int i, j, run;
+ char *ret, *p;
+
+ game_state *state;
+ struct unruly_scratch *scratch;
+
+ int attempts = 0;
+
+ while (1) {
+
+ while (TRUE) {
+ attempts++;
+ state = blank_state(w2, h2);
+ scratch = unruly_new_scratch(state);
+ if (unruly_fill_game(state, scratch, rs))
+ break;
+ free_game(state);
+ unruly_free_scratch(scratch);
+ }
+
+#ifdef STANDALONE_SOLVER
+ if (solver_verbose) {
+ printf("Puzzle generated in %i attempts\n", attempts);
+ debug = game_text_format(state);
+ fputs(debug, stdout);
+ sfree(debug);
+
+ temp_verbose = solver_verbose;
+ solver_verbose = FALSE;
+ }
+#endif
+
+ unruly_free_scratch(scratch);
+
+ /* Generate random array of spaces */
+ spaces = snewn(s, int);
+ for (i = 0; i < s; i++)
+ spaces[i] = i;
+ shuffle(spaces, s, sizeof(*spaces), rs);
+
+ /*
+ * Winnow the clues by starting from our filled grid, repeatedly
+ * picking a filled space and emptying it, as long as the solver
+ * reports that the puzzle can still be solved after doing so.
+ */
+ for (j = 0; j < s; j++) {
+ char c;
+ game_state *solver;
+
+ i = spaces[j];
+
+ c = state->grid[i];
+ state->grid[i] = EMPTY;
+
+ solver = dup_game(state);
+ scratch = unruly_new_scratch(state);
+
+ unruly_solve_game(solver, scratch, params->diff);
+
+ if (unruly_validate_counts(solver, scratch, NULL) != 0)
+ state->grid[i] = c;
+
+ free_game(solver);
+ unruly_free_scratch(scratch);
+ }
+ sfree(spaces);
+
+#ifdef STANDALONE_SOLVER
+ if (temp_verbose) {
+ solver_verbose = TRUE;
+
+ printf("Final puzzle:\n");
+ debug = game_text_format(state);
+ fputs(debug, stdout);
+ sfree(debug);
+ }
+#endif
+
+ /*
+ * See if the game has accidentally come out too easy.
+ */
+ if (params->diff > 0) {
+ int ok;
+ game_state *solver;
+
+ solver = dup_game(state);
+ scratch = unruly_new_scratch(state);
+
+ unruly_solve_game(solver, scratch, params->diff - 1);
+
+ ok = unruly_validate_counts(solver, scratch, NULL);
+
+ free_game(solver);
+ unruly_free_scratch(scratch);
+
+ if (ok)
+ break;
+ } else {
+ /*
+ * Puzzles of the easiest difficulty can't be too easy.
+ */
+ break;
+ }
+ }
+
+ /* Encode description */
+ ret = snewn(s + 1, char);
+ p = ret;
+ run = 0;
+ for (i = 0; i < s+1; i++) {
+ if (i == s || state->grid[i] == N_ZERO) {
+ while (run > 24) {
+ *p++ = 'z';
+ run -= 25;
+ }
+ *p++ = 'a' + run;
+ run = 0;
+ } else if (state->grid[i] == N_ONE) {
+ while (run > 24) {
+ *p++ = 'Z';
+ run -= 25;
+ }
+ *p++ = 'A' + run;
+ run = 0;
+ } else {
+ run++;
+ }
+ }
+ *p = '\0';
+
+ free_game(state);
+
+ return ret;
+}
+
+/* ************** *
+ * User Interface *
+ * ************** */
+
+struct game_ui {
+ int cx, cy;
+ char cursor;
+};
+
+static game_ui *new_ui(game_state *state)
+{
+ game_ui *ret = snew(game_ui);
+
+ ret->cx = ret->cy = 0;
+ ret->cursor = FALSE;
+
+ return ret;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int tilesize;
+ int w2, h2;
+ int started;
+
+ int *gridfs;
+ int *rowfs;
+
+ int *grid;
+};
+
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+
+ int w2 = state->w2, h2 = state->h2;
+ int s = w2 * h2;
+ int i;
+
+ ds->tilesize = 0;
+ ds->w2 = w2;
+ ds->h2 = h2;
+ ds->started = FALSE;
+
+ ds->gridfs = snewn(s, int);
+ ds->rowfs = snewn(2 * (w2 + h2), int);
+
+ ds->grid = snewn(s, int);
+ for (i = 0; i < s; i++)
+ ds->grid[i] = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->gridfs);
+ sfree(ds->rowfs);
+ sfree(ds->grid);
+ sfree(ds);
+}
+
+#define COORD(x) ( (x) * ds->tilesize + ds->tilesize/2 )
+#define FROMCOORD(x) ( ((x)-(ds->tilesize/2)) / ds->tilesize )
+
+static char *interpret_move(game_state *state, game_ui *ui,
+ const game_drawstate *ds, int ox, int oy,
+ int button)
+{
+ int hx = ui->cx;
+ int hy = ui->cy;
+
+ int gx = FROMCOORD(ox);
+ int gy = FROMCOORD(oy);
+
+ int w2 = state->w2, h2 = state->h2;
+
+ button &= ~MOD_MASK;
+
+ /* Mouse click */
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
+ button == MIDDLE_BUTTON) {
+ if (ox >= (ds->tilesize / 2) && gx < w2
+ && oy >= (ds->tilesize / 2) && gy < h2) {
+ hx = gx;
+ hy = gy;
+ ui->cursor = FALSE;
+ } else
+ return NULL;
+ }
+
+ /* Keyboard move */
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cx, &ui->cy, w2, h2, 0);
+ ui->cursor = TRUE;
+ return "";
+ }
+
+ /* Place one */
+ if ((ui->cursor && (button == CURSOR_SELECT || button == CURSOR_SELECT2
+ || button == '\b' || button == '0' || button == '1'
+ || button == '2')) ||
+ button == LEFT_BUTTON || button == RIGHT_BUTTON ||
+ button == MIDDLE_BUTTON) {
+ char buf[80];
+ char c, i;
+
+ if (state->immutable[hy * w2 + hx])
+ return NULL;
+
+ c = '-';
+ i = state->grid[hy * w2 + hx];
+
+ if (button == '0' || button == '2')
+ c = '0';
+ else if (button == '1')
+ c = '1';
+ else if (button == MIDDLE_BUTTON)
+ c = '-';
+
+ /* Cycle through options */
+ else if (button == CURSOR_SELECT || button == RIGHT_BUTTON)
+ c = (i == EMPTY ? '0' : i == N_ZERO ? '1' : '-');
+ else if (button == CURSOR_SELECT2 || button == LEFT_BUTTON)
+ c = (i == EMPTY ? '1' : i == N_ONE ? '0' : '-');
+
+ if (state->grid[hy * w2 + hx] ==
+ (c == '0' ? N_ZERO : c == '1' ? N_ONE : EMPTY))
+ return NULL; /* don't put no-ops on the undo chain */
+
+ sprintf(buf, "P%c,%d,%d", c, hx, hy);
+
+ return dupstr(buf);
+ }
+ return NULL;
+}
+
+static game_state *execute_move(game_state *state, char *move)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int s = w2 * h2;
+ int x, y, i;
+ char c;
+
+ game_state *ret;
+
+ if (move[0] == 'S') {
+ char *p;
+
+ ret = dup_game(state);
+ p = move + 1;
+
+ for (i = 0; i < s; i++) {
+
+ if (!*p || !(*p == '1' || *p == '0')) {
+ free_game(ret);
+ return NULL;
+ }
+
+ ret->grid[i] = (*p == '1' ? N_ONE : N_ZERO);
+ p++;
+ }
+
+ ret->completed = ret->cheated = TRUE;
+ return ret;
+ } else if (move[0] == 'P'
+ && sscanf(move + 1, "%c,%d,%d", &c, &x, &y) == 3 && x >= 0
+ && x < w2 && y >= 0 && y < h2 && (c == '-' || c == '0'
+ || c == '1')) {
+ ret = dup_game(state);
+ i = y * w2 + x;
+
+ if (state->immutable[i]) {
+ free_game(ret);
+ return NULL;
+ }
+
+ ret->grid[i] = (c == '1' ? N_ONE : c == '0' ? N_ZERO : EMPTY);
+
+ if (!ret->completed && unruly_validate_counts(ret, NULL, NULL) == 0
+ && (unruly_validate_all_rows(ret, NULL) == 0))
+ ret->completed = TRUE;
+
+ return ret;
+ }
+
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
+{
+ *x = tilesize * (params->w2 + 1);
+ *y = tilesize * (params->h2 + 1);
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_1 * 3 + i] = 0.2F;
+ ret[COL_1_HIGHLIGHT * 3 + i] = 0.4F;
+ ret[COL_1_LOWLIGHT * 3 + i] = 0.0F;
+ ret[COL_0 * 3 + i] = 0.95F;
+ ret[COL_0_HIGHLIGHT * 3 + i] = 1.0F;
+ ret[COL_0_LOWLIGHT * 3 + i] = 0.9F;
+ ret[COL_EMPTY * 3 + i] = 0.5F;
+ ret[COL_GRID * 3 + i] = 0.3F;
+ }
+ game_mkhighlight_specific(fe, ret, COL_0, COL_0_HIGHLIGHT, COL_0_LOWLIGHT);
+ game_mkhighlight_specific(fe, ret, COL_1, COL_1_HIGHLIGHT, COL_1_LOWLIGHT);
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ ret[COL_CURSOR * 3 + 0] = 0.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.7F;
+ ret[COL_CURSOR * 3 + 2] = 0.0F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static void unruly_draw_err_rectangle(drawing *dr, int x, int y, int w, int h,
+ int tilesize)
+{
+ double thick = tilesize / 10;
+ double margin = tilesize / 20;
+
+ draw_rect(dr, x+margin, y+margin, w-2*margin, thick, COL_ERROR);
+ draw_rect(dr, x+margin, y+margin, thick, h-2*margin, COL_ERROR);
+ draw_rect(dr, x+margin, y+h-margin-thick, w-2*margin, thick, COL_ERROR);
+ draw_rect(dr, x+w-margin-thick, y+margin, thick, h-2*margin, COL_ERROR);
+}
+
+static void unruly_draw_tile(drawing *dr, int x, int y, int tilesize, int tile)
+{
+ clip(dr, x, y, tilesize, tilesize);
+
+ /* Draw the grid edge first, so the tile can overwrite it */
+ draw_rect(dr, x, y, tilesize, tilesize, COL_GRID);
+
+ /* Background of the tile */
+ {
+ int val = (tile & FF_ZERO ? 0 : tile & FF_ONE ? 2 : 1);
+ val = (val == 0 ? COL_0 : val == 2 ? COL_1 : COL_EMPTY);
+
+ if ((tile & (FF_FLASH1 | FF_FLASH2)) &&
+ (val == COL_0 || val == COL_1)) {
+ val += (tile & FF_FLASH1 ? 1 : 2);
+ }
+
+ draw_rect(dr, x, y, tilesize-1, tilesize-1, val);
+
+ if ((val == COL_0 || val == COL_1) && (tile & FF_IMMUTABLE)) {
+ draw_rect(dr, x + tilesize/6, y + tilesize/6,
+ tilesize - 2*(tilesize/6) - 2, 1, val + 2);
+ draw_rect(dr, x + tilesize/6, y + tilesize/6,
+ 1, tilesize - 2*(tilesize/6) - 2, val + 2);
+ draw_rect(dr, x + tilesize/6 + 1, y + tilesize - tilesize/6 - 2,
+ tilesize - 2*(tilesize/6) - 2, 1, val + 1);
+ draw_rect(dr, x + tilesize - tilesize/6 - 2, y + tilesize/6 + 1,
+ 1, tilesize - 2*(tilesize/6) - 2, val + 1);
+ }
+ }
+
+ /* 3-in-a-row errors */
+ if (tile & (FE_HOR_ROW_LEFT | FE_HOR_ROW_RIGHT)) {
+ int left = x, right = x + tilesize - 1;
+ if ((tile & FE_HOR_ROW_LEFT))
+ right += tilesize/2;
+ if ((tile & FE_HOR_ROW_RIGHT))
+ left -= tilesize/2;
+ unruly_draw_err_rectangle(dr, left, y, right-left, tilesize-1, tilesize);
+ }
+ if (tile & (FE_VER_ROW_TOP | FE_VER_ROW_BOTTOM)) {
+ int top = y, bottom = y + tilesize - 1;
+ if ((tile & FE_VER_ROW_TOP))
+ bottom += tilesize/2;
+ if ((tile & FE_VER_ROW_BOTTOM))
+ top -= tilesize/2;
+ unruly_draw_err_rectangle(dr, x, top, tilesize-1, bottom-top, tilesize);
+ }
+
+ /* Count errors */
+ if (tile & FE_COUNT) {
+ draw_text(dr, x + tilesize/2, y + tilesize/2, FONT_VARIABLE,
+ tilesize/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_ERROR, "!");
+ }
+
+ /* Cursor rectangle */
+ if (tile & FF_CURSOR) {
+ draw_rect(dr, x, y, tilesize/12, tilesize-1, COL_CURSOR);
+ draw_rect(dr, x, y, tilesize-1, tilesize/12, COL_CURSOR);
+ draw_rect(dr, x+tilesize-1-tilesize/12, y, tilesize/12, tilesize-1,
+ COL_CURSOR);
+ draw_rect(dr, x, y+tilesize-1-tilesize/12, tilesize-1, tilesize/12,
+ COL_CURSOR);
+ }
+
+ unclip(dr);
+ draw_update(dr, x, y, tilesize, tilesize);
+}
+
+#define TILE_SIZE (ds->tilesize)
+#define DEFAULT_TILE_SIZE 32
+#define FLASH_FRAME 0.12F
+#define FLASH_TIME (FLASH_FRAME * 3)
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ game_state *oldstate, game_state *state, int dir,
+ game_ui *ui, float animtime, float flashtime)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int s = w2 * h2;
+ int flash;
+ int x, y, i;
+
+ if (!ds->started) {
+ /* Main window background */
+ draw_rect(dr, 0, 0, TILE_SIZE * (w2+1), TILE_SIZE * (h2+1),
+ COL_BACKGROUND);
+ /* Outer edge of grid */
+ draw_rect(dr, COORD(0)-TILE_SIZE/10, COORD(0)-TILE_SIZE/10,
+ TILE_SIZE*w2 + 2*(TILE_SIZE/10) - 1,
+ TILE_SIZE*h2 + 2*(TILE_SIZE/10) - 1, COL_GRID);
+
+ draw_update(dr, 0, 0, TILE_SIZE * (w2+1), TILE_SIZE * (h2+1));
+ ds->started = TRUE;
+ }
+
+ flash = 0;
+ if (flashtime > 0)
+ flash = (int)(flashtime / FLASH_FRAME) == 1 ? FF_FLASH2 : FF_FLASH1;
+
+ for (i = 0; i < s; i++)
+ ds->gridfs[i] = 0;
+ unruly_validate_all_rows(state, ds->gridfs);
+ for (i = 0; i < 2 * (h2 + w2); i++)
+ ds->rowfs[i] = 0;
+ unruly_validate_counts(state, NULL, ds->rowfs);
+
+ for (y = 0; y < h2; y++) {
+ for (x = 0; x < w2; x++) {
+ int tile;
+
+ i = y * w2 + x;
+
+ tile = ds->gridfs[i];
+
+ if (state->grid[i] == N_ONE) {
+ tile |= FF_ONE;
+ if (ds->rowfs[y] || ds->rowfs[2*h2 + x])
+ tile |= FE_COUNT;
+ } else if (state->grid[i] == N_ZERO) {
+ tile |= FF_ZERO;
+ if (ds->rowfs[h2 + y] || ds->rowfs[2*h2 + w2 + x])
+ tile |= FE_COUNT;
+ }
+
+ tile |= flash;
+
+ if (state->immutable[i])
+ tile |= FF_IMMUTABLE;
+
+ if (ui->cursor && ui->cx == x && ui->cy == y)
+ tile |= FF_CURSOR;
+
+ if (ds->grid[i] != tile) {
+ ds->grid[i] = tile;
+ unruly_draw_tile(dr, COORD(x), COORD(y), TILE_SIZE, tile);
+ }
+ }
+ }
+}
+
+static float game_anim_length(game_state *oldstate, game_state *newstate,
+ int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(game_state *oldstate,
+ game_state *newstate, int dir,
+ game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->cheated && !newstate->cheated)
+ return FLASH_TIME;
+ return 0.0F;
+}
+
+static int game_status(game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /* Using 7mm squares */
+ game_compute_size(params, 700, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+ int w2 = state->w2, h2 = state->h2;
+ int x, y;
+
+ int ink = print_mono_colour(dr, 0);
+ char buf[2];
+ buf[1] = '\0';
+
+ for (y = 0; y < h2; y++)
+ for (x = 0; x < w2; x++) {
+ int tx = x * tilesize + (tilesize / 2);
+ int ty = y * tilesize + (tilesize / 2);
+
+ /* Draw the border */
+ int coords[8];
+ coords[0] = tx;
+ coords[1] = ty - 1;
+ coords[2] = tx + tilesize;
+ coords[3] = ty - 1;
+ coords[4] = tx + tilesize;
+ coords[5] = ty + tilesize - 1;
+ coords[6] = tx;
+ coords[7] = ty + tilesize - 1;
+ draw_polygon(dr, coords, 4, -1, ink);
+
+ if (state->grid[y * w2 + x] == N_ONE)
+ draw_rect(dr, tx, ty, tilesize, tilesize, ink);
+ else if (state->grid[y * w2 + x] == N_ZERO)
+ draw_circle(dr, tx + tilesize/2, ty + tilesize/2,
+ tilesize/12, ink, ink);
+ }
+}
+
+#ifdef COMBINED
+#define thegame unruly
+#endif
+
+const struct game thegame = {
+ "Unruly", "games.unruly", "unruly",
+ default_params,
+ game_fetch_preset,
+ 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,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ DEFAULT_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_status,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};
+
+/* ***************** *
+ * Standalone solver *
+ * ***************** */
+
+#ifdef STANDALONE_SOLVER
+#include <time.h>
+#include <stdarg.h>
+
+/* Most of the standalone solver code was copied from unequal.c and singles.c */
+
+const char *quis;
+
+static void usage_exit(const char *msg)
+{
+ if (msg)
+ fprintf(stderr, "%s: %s\n", quis, msg);
+ fprintf(stderr,
+ "Usage: %s [-v] [--seed SEED] <params> | [game_id [game_id ...]]\n",
+ quis);
+ exit(1);
+}
+
+int main(int argc, char *argv[])
+{
+ random_state *rs;
+ time_t seed = time(NULL);
+
+ game_params *params = NULL;
+
+ char *id = NULL, *desc = NULL, *err;
+
+ quis = argv[0];
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (!strcmp(p, "--seed")) {
+ if (argc == 0)
+ usage_exit("--seed needs an argument");
+ seed = (time_t) atoi(*++argv);
+ argc--;
+ } else if (!strcmp(p, "-v"))
+ solver_verbose = TRUE;
+ else if (*p == '-')
+ usage_exit("unrecognised option");
+ else
+ id = p;
+ }
+
+ if (id) {
+ desc = strchr(id, ':');
+ if (desc)
+ *desc++ = '\0';
+
+ params = default_params();
+ decode_params(params, id);
+ err = validate_params(params, TRUE);
+ if (err) {
+ fprintf(stderr, "Parameters are invalid\n");
+ fprintf(stderr, "%s: %s", argv[0], err);
+ exit(1);
+ }
+ }
+
+ if (!desc) {
+ char *desc_gen, *aux;
+ rs = random_new((void *) &seed, sizeof(time_t));
+ if (!params)
+ params = default_params();
+ printf("Generating puzzle with parameters %s\n",
+ encode_params(params, TRUE));
+ desc_gen = new_game_desc(params, rs, &aux, FALSE);
+
+ if (!solver_verbose) {
+ char *fmt = game_text_format(new_game(NULL, params, desc_gen));
+ fputs(fmt, stdout);
+ sfree(fmt);
+ }
+
+ printf("Game ID: %s\n", desc_gen);
+ } else {
+ game_state *input;
+ struct unruly_scratch *scratch;
+ int maxdiff, errcode;
+
+ err = validate_desc(params, desc);
+ if (err) {
+ fprintf(stderr, "Description is invalid\n");
+ fprintf(stderr, "%s", err);
+ exit(1);
+ }
+
+ input = new_game(NULL, params, desc);
+ scratch = unruly_new_scratch(input);
+
+ maxdiff = unruly_solve_game(input, scratch, DIFFCOUNT);
+
+ errcode = unruly_validate_counts(input, scratch, NULL);
+ if (unruly_validate_all_rows(input, NULL) == -1)
+ errcode = -1;
+
+ if (errcode != -1) {
+ char *fmt = game_text_format(input);
+ fputs(fmt, stdout);
+ sfree(fmt);
+ if (maxdiff < 0)
+ printf("Difficulty: already solved!\n");
+ else
+ printf("Difficulty: %s\n", unruly_diffnames[maxdiff]);
+ }
+
+ if (errcode == 1)
+ printf("No solution found.\n");
+ else if (errcode == -1)
+ printf("Puzzle is invalid.\n");
+
+ free_game(input);
+ unruly_free_scratch(scratch);
+ }
+
+ return 0;
+}
+#endif