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authorFranklin Wei <git@fwei.tk>2017-04-29 18:21:56 -0400
committerFranklin Wei <git@fwei.tk>2017-04-29 18:24:42 -0400
commit881746789a489fad85aae8317555f73dbe261556 (patch)
treecec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/src/unfinished/group.c
parent03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff)
downloadrockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz
rockbox-881746789a489fad85aae8317555f73dbe261556.zip
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/unfinished/group.c')
-rw-r--r--apps/plugins/puzzles/src/unfinished/group.c2198
1 files changed, 2198 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/unfinished/group.c b/apps/plugins/puzzles/src/unfinished/group.c
new file mode 100644
index 0000000000..4a4ad6ce53
--- /dev/null
+++ b/apps/plugins/puzzles/src/unfinished/group.c
@@ -0,0 +1,2198 @@
1/*
2 * group.c: a Latin-square puzzle, but played with groups' Cayley
3 * tables. That is, you are given a Cayley table of a group with
4 * most elements blank and a few clues, and you must fill it in
5 * so as to preserve the group axioms.
6 *
7 * This is a perfectly playable and fully working puzzle, but I'm
8 * leaving it for the moment in the 'unfinished' directory because
9 * it's just too esoteric (not to mention _hard_) for me to be
10 * comfortable presenting it to the general public as something they
11 * might (implicitly) actually want to play.
12 *
13 * TODO:
14 *
15 * - more solver techniques?
16 * * Inverses: once we know that gh = e, we can immediately
17 * deduce hg = e as well; then for any gx=y we can deduce
18 * hy=x, and for any xg=y we have yh=x.
19 * * Hard-mode associativity: we currently deduce based on
20 * definite numbers in the grid, but we could also winnow
21 * based on _possible_ numbers.
22 * * My overambitious original thoughts included wondering if we
23 * could infer that there must be elements of certain orders
24 * (e.g. a group of order divisible by 5 must contain an
25 * element of order 5), but I think in fact this is probably
26 * silly.
27 */
28
29#include <stdio.h>
30#include <stdlib.h>
31#include <string.h>
32#include <assert.h>
33#include <ctype.h>
34#include <math.h>
35
36#include "puzzles.h"
37#include "latin.h"
38
39/*
40 * Difficulty levels. I do some macro ickery here to ensure that my
41 * enum and the various forms of my name list always match up.
42 */
43#define DIFFLIST(A) \
44 A(TRIVIAL,Trivial,NULL,t) \
45 A(NORMAL,Normal,solver_normal,n) \
46 A(HARD,Hard,NULL,h) \
47 A(EXTREME,Extreme,NULL,x) \
48 A(UNREASONABLE,Unreasonable,NULL,u)
49#define ENUM(upper,title,func,lower) DIFF_ ## upper,
50#define TITLE(upper,title,func,lower) #title,
51#define ENCODE(upper,title,func,lower) #lower
52#define CONFIG(upper,title,func,lower) ":" #title
53enum { DIFFLIST(ENUM) DIFFCOUNT };
54static char const *const group_diffnames[] = { DIFFLIST(TITLE) };
55static char const group_diffchars[] = DIFFLIST(ENCODE);
56#define DIFFCONFIG DIFFLIST(CONFIG)
57
58enum {
59 COL_BACKGROUND,
60 COL_GRID,
61 COL_USER,
62 COL_HIGHLIGHT,
63 COL_ERROR,
64 COL_PENCIL,
65 COL_DIAGONAL,
66 NCOLOURS
67};
68
69/*
70 * In identity mode, we number the elements e,a,b,c,d,f,g,h,...
71 * Otherwise, they're a,b,c,d,e,f,g,h,... in the obvious way.
72 */
73#define E_TO_FRONT(c,id) ( (id) && (c)<=5 ? (c) % 5 + 1 : (c) )
74#define E_FROM_FRONT(c,id) ( (id) && (c)<=5 ? ((c) + 3) % 5 + 1 : (c) )
75
76#define FROMCHAR(c,id) E_TO_FRONT((((c)-('A'-1)) & ~0x20), id)
77#define ISCHAR(c) (((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z'))
78#define TOCHAR(c,id) (E_FROM_FRONT(c,id) + ('a'-1))
79
80struct game_params {
81 int w, diff, id;
82};
83
84struct game_state {
85 game_params par;
86 digit *grid;
87 unsigned char *immutable;
88 int *pencil; /* bitmaps using bits 1<<1..1<<n */
89 int completed, cheated;
90 digit *sequence; /* sequence of group elements shown */
91
92 /*
93 * This array indicates thick lines separating rows and columns
94 * placed and unplaced manually by the user as a visual aid, e.g.
95 * to delineate a subgroup and its cosets.
96 *
97 * When a line is placed, it's deemed to be between the two
98 * particular group elements that are on either side of it at the
99 * time; dragging those two away from each other automatically
100 * gets rid of the line. Hence, for a given element i, dividers[i]
101 * is either -1 (indicating no divider to the right of i), or some
102 * other element (indicating a divider to the right of i iff that
103 * element is the one right of it). These are eagerly cleared
104 * during drags.
105 */
106 int *dividers; /* thick lines between rows/cols */
107};
108
109static game_params *default_params(void)
110{
111 game_params *ret = snew(game_params);
112
113 ret->w = 6;
114 ret->diff = DIFF_NORMAL;
115 ret->id = TRUE;
116
117 return ret;
118}
119
120const static struct game_params group_presets[] = {
121 { 6, DIFF_NORMAL, TRUE },
122 { 6, DIFF_NORMAL, FALSE },
123 { 8, DIFF_NORMAL, TRUE },
124 { 8, DIFF_NORMAL, FALSE },
125 { 8, DIFF_HARD, TRUE },
126 { 8, DIFF_HARD, FALSE },
127 { 12, DIFF_NORMAL, TRUE },
128};
129
130static int game_fetch_preset(int i, char **name, game_params **params)
131{
132 game_params *ret;
133 char buf[80];
134
135 if (i < 0 || i >= lenof(group_presets))
136 return FALSE;
137
138 ret = snew(game_params);
139 *ret = group_presets[i]; /* structure copy */
140
141 sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
142 ret->id ? "" : ", identity hidden");
143
144 *name = dupstr(buf);
145 *params = ret;
146 return TRUE;
147}
148
149static void free_params(game_params *params)
150{
151 sfree(params);
152}
153
154static game_params *dup_params(const game_params *params)
155{
156 game_params *ret = snew(game_params);
157 *ret = *params; /* structure copy */
158 return ret;
159}
160
161static void decode_params(game_params *params, char const *string)
162{
163 char const *p = string;
164
165 params->w = atoi(p);
166 while (*p && isdigit((unsigned char)*p)) p++;
167 params->diff = DIFF_NORMAL;
168 params->id = TRUE;
169
170 while (*p) {
171 if (*p == 'd') {
172 int i;
173 p++;
174 params->diff = DIFFCOUNT+1; /* ...which is invalid */
175 if (*p) {
176 for (i = 0; i < DIFFCOUNT; i++) {
177 if (*p == group_diffchars[i])
178 params->diff = i;
179 }
180 p++;
181 }
182 } else if (*p == 'i') {
183 params->id = FALSE;
184 p++;
185 } else {
186 /* unrecognised character */
187 p++;
188 }
189 }
190}
191
192static char *encode_params(const game_params *params, int full)
193{
194 char ret[80];
195
196 sprintf(ret, "%d", params->w);
197 if (full)
198 sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
199 if (!params->id)
200 sprintf(ret + strlen(ret), "i");
201
202 return dupstr(ret);
203}
204
205static config_item *game_configure(const game_params *params)
206{
207 config_item *ret;
208 char buf[80];
209
210 ret = snewn(4, config_item);
211
212 ret[0].name = "Grid size";
213 ret[0].type = C_STRING;
214 sprintf(buf, "%d", params->w);
215 ret[0].sval = dupstr(buf);
216 ret[0].ival = 0;
217
218 ret[1].name = "Difficulty";
219 ret[1].type = C_CHOICES;
220 ret[1].sval = DIFFCONFIG;
221 ret[1].ival = params->diff;
222
223 ret[2].name = "Show identity";
224 ret[2].type = C_BOOLEAN;
225 ret[2].sval = NULL;
226 ret[2].ival = params->id;
227
228 ret[3].name = NULL;
229 ret[3].type = C_END;
230 ret[3].sval = NULL;
231 ret[3].ival = 0;
232
233 return ret;
234}
235
236static game_params *custom_params(const config_item *cfg)
237{
238 game_params *ret = snew(game_params);
239
240 ret->w = atoi(cfg[0].sval);
241 ret->diff = cfg[1].ival;
242 ret->id = cfg[2].ival;
243
244 return ret;
245}
246
247static char *validate_params(const game_params *params, int full)
248{
249 if (params->w < 3 || params->w > 26)
250 return "Grid size must be between 3 and 26";
251 if (params->diff >= DIFFCOUNT)
252 return "Unknown difficulty rating";
253 if (!params->id && params->diff == DIFF_TRIVIAL) {
254 /*
255 * We can't have a Trivial-difficulty puzzle (i.e. latin
256 * square deductions only) without a clear identity, because
257 * identityless puzzles always have two rows and two columns
258 * entirely blank, and no latin-square deduction permits the
259 * distinguishing of two such rows.
260 */
261 return "Trivial puzzles must have an identity";
262 }
263 if (!params->id && params->w == 3) {
264 /*
265 * We can't have a 3x3 puzzle without an identity either,
266 * because 3x3 puzzles can't ever be harder than Trivial
267 * (there are no 3x3 latin squares which aren't also valid
268 * group tables, so enabling group-based deductions doesn't
269 * rule out any possible solutions) and - as above - Trivial
270 * puzzles can't not have an identity.
271 */
272 return "3x3 puzzles must have an identity";
273 }
274 return NULL;
275}
276
277/* ----------------------------------------------------------------------
278 * Solver.
279 */
280
281static int solver_normal(struct latin_solver *solver, void *vctx)
282{
283 int w = solver->o;
284#ifdef STANDALONE_SOLVER
285 char **names = solver->names;
286#endif
287 digit *grid = solver->grid;
288 int i, j, k;
289
290 /*
291 * Deduce using associativity: (ab)c = a(bc).
292 *
293 * So we pick any a,b,c we like; then if we know ab, bc, and
294 * (ab)c we can fill in a(bc).
295 */
296 for (i = 1; i < w; i++)
297 for (j = 1; j < w; j++)
298 for (k = 1; k < w; k++) {
299 if (!grid[i*w+j] || !grid[j*w+k])
300 continue;
301 if (grid[(grid[i*w+j]-1)*w+k] &&
302 !grid[i*w+(grid[j*w+k]-1)]) {
303 int x = grid[j*w+k]-1, y = i;
304 int n = grid[(grid[i*w+j]-1)*w+k];
305#ifdef STANDALONE_SOLVER
306 if (solver_show_working) {
307 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
308 solver_recurse_depth*4, "",
309 names[i], names[j], names[k],
310 names[grid[i*w+j]-1], names[k],
311 names[i], names[grid[j*w+k]-1]);
312 printf("%*s placing %s at (%d,%d)\n",
313 solver_recurse_depth*4, "",
314 names[n-1], x+1, y+1);
315 }
316#endif
317 if (solver->cube[(x*w+y)*w+n-1]) {
318 latin_solver_place(solver, x, y, n);
319 return 1;
320 } else {
321#ifdef STANDALONE_SOLVER
322 if (solver_show_working)
323 printf("%*s contradiction!\n",
324 solver_recurse_depth*4, "");
325 return -1;
326#endif
327 }
328 }
329 if (!grid[(grid[i*w+j]-1)*w+k] &&
330 grid[i*w+(grid[j*w+k]-1)]) {
331 int x = k, y = grid[i*w+j]-1;
332 int n = grid[i*w+(grid[j*w+k]-1)];
333#ifdef STANDALONE_SOLVER
334 if (solver_show_working) {
335 printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
336 solver_recurse_depth*4, "",
337 names[i], names[j], names[k],
338 names[grid[i*w+j]-1], names[k],
339 names[i], names[grid[j*w+k]-1]);
340 printf("%*s placing %s at (%d,%d)\n",
341 solver_recurse_depth*4, "",
342 names[n-1], x+1, y+1);
343 }
344#endif
345 if (solver->cube[(x*w+y)*w+n-1]) {
346 latin_solver_place(solver, x, y, n);
347 return 1;
348 } else {
349#ifdef STANDALONE_SOLVER
350 if (solver_show_working)
351 printf("%*s contradiction!\n",
352 solver_recurse_depth*4, "");
353 return -1;
354#endif
355 }
356 }
357 }
358
359 return 0;
360}
361
362#define SOLVER(upper,title,func,lower) func,
363static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
364
365static int solver(const game_params *params, digit *grid, int maxdiff)
366{
367 int w = params->w;
368 int ret;
369 struct latin_solver solver;
370#ifdef STANDALONE_SOLVER
371 char *p, text[100], *names[50];
372 int i;
373#endif
374
375 latin_solver_alloc(&solver, grid, w);
376#ifdef STANDALONE_SOLVER
377 for (i = 0, p = text; i < w; i++) {
378 names[i] = p;
379 *p++ = TOCHAR(i+1, params->id);
380 *p++ = '\0';
381 }
382 solver.names = names;
383#endif
384
385 ret = latin_solver_main(&solver, maxdiff,
386 DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
387 DIFF_EXTREME, DIFF_UNREASONABLE,
388 group_solvers, NULL, NULL, NULL);
389
390 latin_solver_free(&solver);
391
392 return ret;
393}
394
395/* ----------------------------------------------------------------------
396 * Grid generation.
397 */
398
399static char *encode_grid(char *desc, digit *grid, int area)
400{
401 int run, i;
402 char *p = desc;
403
404 run = 0;
405 for (i = 0; i <= area; i++) {
406 int n = (i < area ? grid[i] : -1);
407
408 if (!n)
409 run++;
410 else {
411 if (run) {
412 while (run > 0) {
413 int c = 'a' - 1 + run;
414 if (run > 26)
415 c = 'z';
416 *p++ = c;
417 run -= c - ('a' - 1);
418 }
419 } else {
420 /*
421 * If there's a number in the very top left or
422 * bottom right, there's no point putting an
423 * unnecessary _ before or after it.
424 */
425 if (p > desc && n > 0)
426 *p++ = '_';
427 }
428 if (n > 0)
429 p += sprintf(p, "%d", n);
430 run = 0;
431 }
432 }
433 return p;
434}
435
436/* ----- data generated by group.gap begins ----- */
437
438struct group {
439 unsigned long autosize;
440 int order, ngens;
441 const char *gens;
442};
443struct groups {
444 int ngroups;
445 const struct group *groups;
446};
447
448static const struct group groupdata[] = {
449 /* order 2 */
450 {1L, 2, 1, "BA"},
451 /* order 3 */
452 {2L, 3, 1, "BCA"},
453 /* order 4 */
454 {2L, 4, 1, "BCDA"},
455 {6L, 4, 2, "BADC" "CDAB"},
456 /* order 5 */
457 {4L, 5, 1, "BCDEA"},
458 /* order 6 */
459 {6L, 6, 2, "CFEBAD" "BADCFE"},
460 {2L, 6, 1, "DCFEBA"},
461 /* order 7 */
462 {6L, 7, 1, "BCDEFGA"},
463 /* order 8 */
464 {4L, 8, 1, "BCEFDGHA"},
465 {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
466 {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
467 {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
468 {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
469 /* order 9 */
470 {6L, 9, 1, "BDECGHFIA"},
471 {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
472 /* order 10 */
473 {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
474 {4L, 10, 1, "DCFEHGJIBA"},
475 /* order 11 */
476 {10L, 11, 1, "BCDEFGHIJKA"},
477 /* order 12 */
478 {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
479 {4L, 12, 1, "EHIJKCBLDGFA"},
480 {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
481 {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
482 {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
483 /* order 13 */
484 {12L, 13, 1, "BCDEFGHIJKLMA"},
485 /* order 14 */
486 {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
487 {6L, 14, 1, "FEHGJILKNMBADC"},
488 /* order 15 */
489 {8L, 15, 1, "EGHCJKFMNIOBLDA"},
490 /* order 16 */
491 {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
492 {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
493 {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
494 {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
495 {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
496 {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
497 {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
498 {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
499 {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
500 {192L, 16, 3,
501 "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
502 {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
503 {192L, 16, 3,
504 "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
505 {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
506 {20160L, 16, 4,
507 "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
508 "DGIAKLBNCOEFPHJM"},
509 /* order 17 */
510 {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
511 /* order 18 */
512 {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
513 {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
514 {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
515 {432L, 18, 3,
516 "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
517 {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
518 /* order 19 */
519 {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
520 /* order 20 */
521 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
522 {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
523 {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
524 {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
525 {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
526 /* order 21 */
527 {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
528 {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
529 /* order 22 */
530 {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
531 {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
532 /* order 23 */
533 {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
534 /* order 24 */
535 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
536 {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
537 {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
538 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
539 {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
540 {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
541 {48L, 24, 3,
542 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
543 "HSNOPWLDTUVBRIAKXFGCQEMJ"},
544 {24L, 24, 3,
545 "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
546 "TRONXLWCHVUMSAIJPGFDEQBK"},
547 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
548 {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
549 {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
550 {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
551 {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
552 {144L, 24, 3,
553 "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
554 "BAFGHCDEMNOPIJKLTUVQRSXW"},
555 {336L, 24, 3,
556 "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
557 "HENOPJKLTUVBQRSAXFGWCDMI"},
558 /* order 25 */
559 {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
560 {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
561 /* order 26 */
562 {156L, 26, 2,
563 "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
564 {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
565};
566
567static const struct groups groups[] = {
568 {0, NULL}, /* trivial case: 0 */
569 {0, NULL}, /* trivial case: 1 */
570 {1, groupdata + 0}, /* 2 */
571 {1, groupdata + 1}, /* 3 */
572 {2, groupdata + 2}, /* 4 */
573 {1, groupdata + 4}, /* 5 */
574 {2, groupdata + 5}, /* 6 */
575 {1, groupdata + 7}, /* 7 */
576 {5, groupdata + 8}, /* 8 */
577 {2, groupdata + 13}, /* 9 */
578 {2, groupdata + 15}, /* 10 */
579 {1, groupdata + 17}, /* 11 */
580 {5, groupdata + 18}, /* 12 */
581 {1, groupdata + 23}, /* 13 */
582 {2, groupdata + 24}, /* 14 */
583 {1, groupdata + 26}, /* 15 */
584 {14, groupdata + 27}, /* 16 */
585 {1, groupdata + 41}, /* 17 */
586 {5, groupdata + 42}, /* 18 */
587 {1, groupdata + 47}, /* 19 */
588 {5, groupdata + 48}, /* 20 */
589 {2, groupdata + 53}, /* 21 */
590 {2, groupdata + 55}, /* 22 */
591 {1, groupdata + 57}, /* 23 */
592 {15, groupdata + 58}, /* 24 */
593 {2, groupdata + 73}, /* 25 */
594 {2, groupdata + 75}, /* 26 */
595};
596
597/* ----- data generated by group.gap ends ----- */
598
599static char *new_game_desc(const game_params *params, random_state *rs,
600 char **aux, int interactive)
601{
602 int w = params->w, a = w*w;
603 digit *grid, *soln, *soln2;
604 int *indices;
605 int i, j, k, qh, qt;
606 int diff = params->diff;
607 const struct group *group;
608 char *desc, *p;
609
610 /*
611 * Difficulty exceptions: some combinations of size and
612 * difficulty cannot be satisfied, because all puzzles of at
613 * most that difficulty are actually even easier.
614 *
615 * Remember to re-test this whenever a change is made to the
616 * solver logic!
617 *
618 * I tested it using the following shell command:
619
620for d in t n h x u; do
621 for id in '' i; do
622 for i in {3..9}; do
623 echo -n "./group --generate 1 ${i}d${d}${id}: "
624 perl -e 'alarm 30; exec @ARGV' \
625 ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
626 done
627 done
628done
629
630 * Of course, it's better to do that after taking the exceptions
631 * _out_, so as to detect exceptions that should be removed as
632 * well as those which should be added.
633 */
634 if (w < 5 && diff == DIFF_UNREASONABLE)
635 diff--;
636 if ((w < 5 || ((w == 6 || w == 8) && params->id)) && diff == DIFF_EXTREME)
637 diff--;
638 if ((w < 6 || (w == 6 && params->id)) && diff == DIFF_HARD)
639 diff--;
640 if ((w < 4 || (w == 4 && params->id)) && diff == DIFF_NORMAL)
641 diff--;
642
643 grid = snewn(a, digit);
644 soln = snewn(a, digit);
645 soln2 = snewn(a, digit);
646 indices = snewn(a, int);
647
648 while (1) {
649 /*
650 * Construct a valid group table, by picking a group from
651 * the above data table, decompressing it into a full
652 * representation by BFS, and then randomly permuting its
653 * non-identity elements.
654 *
655 * We build the canonical table in 'soln' (and use 'grid' as
656 * our BFS queue), then transfer the table into 'grid'
657 * having shuffled the rows.
658 */
659 assert(w >= 2);
660 assert(w < lenof(groups));
661 group = groups[w].groups + random_upto(rs, groups[w].ngroups);
662 assert(group->order == w);
663 memset(soln, 0, a);
664 for (i = 0; i < w; i++)
665 soln[i] = i+1;
666 qh = qt = 0;
667 grid[qt++] = 1;
668 while (qh < qt) {
669 digit *row, *newrow;
670
671 i = grid[qh++];
672 row = soln + (i-1)*w;
673
674 for (j = 0; j < group->ngens; j++) {
675 int nri;
676 const char *gen = group->gens + j*w;
677
678 /*
679 * Apply each group generator to row, constructing a
680 * new row.
681 */
682 nri = gen[row[0]-1] - 'A' + 1; /* which row is it? */
683 newrow = soln + (nri-1)*w;
684 if (!newrow[0]) { /* not done yet */
685 for (k = 0; k < w; k++)
686 newrow[k] = gen[row[k]-1] - 'A' + 1;
687 grid[qt++] = nri;
688 }
689 }
690 }
691 /* That's got the canonical table. Now shuffle it. */
692 for (i = 0; i < w; i++)
693 soln2[i] = i;
694 if (params->id) /* do we shuffle in the identity? */
695 shuffle(soln2+1, w-1, sizeof(*soln2), rs);
696 else
697 shuffle(soln2, w, sizeof(*soln2), rs);
698 for (i = 0; i < w; i++)
699 for (j = 0; j < w; j++)
700 grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
701
702 /*
703 * Remove entries one by one while the puzzle is still
704 * soluble at the appropriate difficulty level.
705 */
706 memcpy(soln, grid, a);
707 if (!params->id) {
708 /*
709 * Start by blanking the entire identity row and column,
710 * and also another row and column so that the player
711 * can't trivially determine which element is the
712 * identity.
713 */
714
715 j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
716 for (i = 0; i < w; i++) {
717 grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
718 grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
719 }
720
721 memcpy(soln2, grid, a);
722 if (solver(params, soln2, diff) > diff)
723 continue; /* go round again if that didn't work */
724 }
725
726 k = 0;
727 for (i = (params->id ? 1 : 0); i < w; i++)
728 for (j = (params->id ? 1 : 0); j < w; j++)
729 if (grid[i*w+j])
730 indices[k++] = i*w+j;
731 shuffle(indices, k, sizeof(*indices), rs);
732
733 for (i = 0; i < k; i++) {
734 memcpy(soln2, grid, a);
735 soln2[indices[i]] = 0;
736 if (solver(params, soln2, diff) <= diff)
737 grid[indices[i]] = 0;
738 }
739
740 /*
741 * Make sure the puzzle isn't too easy.
742 */
743 if (diff > 0) {
744 memcpy(soln2, grid, a);
745 if (solver(params, soln2, diff-1) < diff)
746 continue; /* go round and try again */
747 }
748
749 /*
750 * Done.
751 */
752 break;
753 }
754
755 /*
756 * Encode the puzzle description.
757 */
758 desc = snewn(a*20, char);
759 p = encode_grid(desc, grid, a);
760 *p++ = '\0';
761 desc = sresize(desc, p - desc, char);
762
763 /*
764 * Encode the solution.
765 */
766 *aux = snewn(a+2, char);
767 (*aux)[0] = 'S';
768 for (i = 0; i < a; i++)
769 (*aux)[i+1] = TOCHAR(soln[i], params->id);
770 (*aux)[a+1] = '\0';
771
772 sfree(grid);
773 sfree(soln);
774 sfree(soln2);
775 sfree(indices);
776
777 return desc;
778}
779
780/* ----------------------------------------------------------------------
781 * Gameplay.
782 */
783
784static char *validate_grid_desc(const char **pdesc, int range, int area)
785{
786 const char *desc = *pdesc;
787 int squares = 0;
788 while (*desc && *desc != ',') {
789 int n = *desc++;
790 if (n >= 'a' && n <= 'z') {
791 squares += n - 'a' + 1;
792 } else if (n == '_') {
793 /* do nothing */;
794 } else if (n > '0' && n <= '9') {
795 int val = atoi(desc-1);
796 if (val < 1 || val > range)
797 return "Out-of-range number in game description";
798 squares++;
799 while (*desc >= '0' && *desc <= '9')
800 desc++;
801 } else
802 return "Invalid character in game description";
803 }
804
805 if (squares < area)
806 return "Not enough data to fill grid";
807
808 if (squares > area)
809 return "Too much data to fit in grid";
810 *pdesc = desc;
811 return NULL;
812}
813
814static char *validate_desc(const game_params *params, const char *desc)
815{
816 int w = params->w, a = w*w;
817 const char *p = desc;
818
819 return validate_grid_desc(&p, w, a);
820}
821
822static const char *spec_to_grid(const char *desc, digit *grid, int area)
823{
824 int i = 0;
825 while (*desc && *desc != ',') {
826 int n = *desc++;
827 if (n >= 'a' && n <= 'z') {
828 int run = n - 'a' + 1;
829 assert(i + run <= area);
830 while (run-- > 0)
831 grid[i++] = 0;
832 } else if (n == '_') {
833 /* do nothing */;
834 } else if (n > '0' && n <= '9') {
835 assert(i < area);
836 grid[i++] = atoi(desc-1);
837 while (*desc >= '0' && *desc <= '9')
838 desc++;
839 } else {
840 assert(!"We can't get here");
841 }
842 }
843 assert(i == area);
844 return desc;
845}
846
847static game_state *new_game(midend *me, const game_params *params,
848 const char *desc)
849{
850 int w = params->w, a = w*w;
851 game_state *state = snew(game_state);
852 int i;
853
854 state->par = *params; /* structure copy */
855 state->grid = snewn(a, digit);
856 state->immutable = snewn(a, unsigned char);
857 state->pencil = snewn(a, int);
858 for (i = 0; i < a; i++) {
859 state->grid[i] = 0;
860 state->immutable[i] = 0;
861 state->pencil[i] = 0;
862 }
863 state->sequence = snewn(w, digit);
864 state->dividers = snewn(w, int);
865 for (i = 0; i < w; i++) {
866 state->sequence[i] = i;
867 state->dividers[i] = -1;
868 }
869
870 desc = spec_to_grid(desc, state->grid, a);
871 for (i = 0; i < a; i++)
872 if (state->grid[i] != 0)
873 state->immutable[i] = TRUE;
874
875 state->completed = state->cheated = FALSE;
876
877 return state;
878}
879
880static game_state *dup_game(const game_state *state)
881{
882 int w = state->par.w, a = w*w;
883 game_state *ret = snew(game_state);
884
885 ret->par = state->par; /* structure copy */
886
887 ret->grid = snewn(a, digit);
888 ret->immutable = snewn(a, unsigned char);
889 ret->pencil = snewn(a, int);
890 ret->sequence = snewn(w, digit);
891 ret->dividers = snewn(w, int);
892 memcpy(ret->grid, state->grid, a*sizeof(digit));
893 memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
894 memcpy(ret->pencil, state->pencil, a*sizeof(int));
895 memcpy(ret->sequence, state->sequence, w*sizeof(digit));
896 memcpy(ret->dividers, state->dividers, w*sizeof(int));
897
898 ret->completed = state->completed;
899 ret->cheated = state->cheated;
900
901 return ret;
902}
903
904static void free_game(game_state *state)
905{
906 sfree(state->grid);
907 sfree(state->immutable);
908 sfree(state->pencil);
909 sfree(state->sequence);
910 sfree(state);
911}
912
913static char *solve_game(const game_state *state, const game_state *currstate,
914 const char *aux, char **error)
915{
916 int w = state->par.w, a = w*w;
917 int i, ret;
918 digit *soln;
919 char *out;
920
921 if (aux)
922 return dupstr(aux);
923
924 soln = snewn(a, digit);
925 memcpy(soln, state->grid, a*sizeof(digit));
926
927 ret = solver(&state->par, soln, DIFFCOUNT-1);
928
929 if (ret == diff_impossible) {
930 *error = "No solution exists for this puzzle";
931 out = NULL;
932 } else if (ret == diff_ambiguous) {
933 *error = "Multiple solutions exist for this puzzle";
934 out = NULL;
935 } else {
936 out = snewn(a+2, char);
937 out[0] = 'S';
938 for (i = 0; i < a; i++)
939 out[i+1] = TOCHAR(soln[i], state->par.id);
940 out[a+1] = '\0';
941 }
942
943 sfree(soln);
944 return out;
945}
946
947static int game_can_format_as_text_now(const game_params *params)
948{
949 return TRUE;
950}
951
952static char *game_text_format(const game_state *state)
953{
954 int w = state->par.w;
955 int x, y;
956 char *ret, *p, ch;
957
958 ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
959
960 p = ret;
961 for (y = 0; y < w; y++) {
962 for (x = 0; x < w; x++) {
963 digit d = state->grid[y*w+x];
964
965 if (d == 0) {
966 ch = '.';
967 } else {
968 ch = TOCHAR(d, state->par.id);
969 }
970
971 *p++ = ch;
972 if (x == w-1) {
973 *p++ = '\n';
974 } else {
975 *p++ = ' ';
976 }
977 }
978 }
979
980 assert(p - ret == 2*w*w);
981 *p = '\0';
982 return ret;
983}
984
985struct game_ui {
986 /*
987 * These are the coordinates of the primary highlighted square on
988 * the grid, if hshow = 1.
989 */
990 int hx, hy;
991 /*
992 * These are the coordinates hx,hy _before_ they go through
993 * state->sequence.
994 */
995 int ohx, ohy;
996 /*
997 * These variables give the length and displacement of a diagonal
998 * sequence of highlighted squares starting at ohx,ohy (still if
999 * hshow = 1). To find the squares' real coordinates, for 0<=i<dn,
1000 * compute ohx+i*odx and ohy+i*ody and then map through
1001 * state->sequence.
1002 */
1003 int odx, ody, odn;
1004 /*
1005 * This indicates whether the current highlight is a
1006 * pencil-mark one or a real one.
1007 */
1008 int hpencil;
1009 /*
1010 * This indicates whether or not we're showing the highlight
1011 * (used to be hx = hy = -1); important so that when we're
1012 * using the cursor keys it doesn't keep coming back at a
1013 * fixed position. When hshow = 1, pressing a valid number
1014 * or letter key or Space will enter that number or letter in the grid.
1015 */
1016 int hshow;
1017 /*
1018 * This indicates whether we're using the highlight as a cursor;
1019 * it means that it doesn't vanish on a keypress, and that it is
1020 * allowed on immutable squares.
1021 */
1022 int hcursor;
1023 /*
1024 * This indicates whether we're dragging a table header to
1025 * reposition an entire row or column.
1026 */
1027 int drag; /* 0=none 1=row 2=col */
1028 int dragnum; /* element being dragged */
1029 int dragpos; /* its current position */
1030 int edgepos;
1031};
1032
1033static game_ui *new_ui(const game_state *state)
1034{
1035 game_ui *ui = snew(game_ui);
1036
1037 ui->hx = ui->hy = 0;
1038 ui->hpencil = ui->hshow = ui->hcursor = 0;
1039 ui->drag = 0;
1040
1041 return ui;
1042}
1043
1044static void free_ui(game_ui *ui)
1045{
1046 sfree(ui);
1047}
1048
1049static char *encode_ui(const game_ui *ui)
1050{
1051 return NULL;
1052}
1053
1054static void decode_ui(game_ui *ui, const char *encoding)
1055{
1056}
1057
1058static void game_changed_state(game_ui *ui, const game_state *oldstate,
1059 const game_state *newstate)
1060{
1061 int w = newstate->par.w;
1062 /*
1063 * We prevent pencil-mode highlighting of a filled square, unless
1064 * we're using the cursor keys. So if the user has just filled in
1065 * a square which we had a pencil-mode highlight in (by Undo, or
1066 * by Redo, or by Solve), then we cancel the highlight.
1067 */
1068 if (ui->hshow && ui->hpencil && !ui->hcursor &&
1069 newstate->grid[ui->hy * w + ui->hx] != 0) {
1070 ui->hshow = 0;
1071 }
1072 if (ui->hshow && ui->odn > 1) {
1073 /*
1074 * Reordering of rows or columns within the range of a
1075 * multifill selection cancels the multifill and deselects
1076 * everything.
1077 */
1078 int i;
1079 for (i = 0; i < ui->odn; i++) {
1080 if (oldstate->sequence[ui->ohx + i*ui->odx] !=
1081 newstate->sequence[ui->ohx + i*ui->odx]) {
1082 ui->hshow = 0;
1083 break;
1084 }
1085 if (oldstate->sequence[ui->ohy + i*ui->ody] !=
1086 newstate->sequence[ui->ohy + i*ui->ody]) {
1087 ui->hshow = 0;
1088 break;
1089 }
1090 }
1091 } else if (ui->hshow &&
1092 (newstate->sequence[ui->ohx] != ui->hx ||
1093 newstate->sequence[ui->ohy] != ui->hy)) {
1094 /*
1095 * Otherwise, reordering of the row or column containing the
1096 * selection causes the selection to move with it.
1097 */
1098 int i;
1099 for (i = 0; i < w; i++) {
1100 if (newstate->sequence[i] == ui->hx)
1101 ui->ohx = i;
1102 if (newstate->sequence[i] == ui->hy)
1103 ui->ohy = i;
1104 }
1105 }
1106}
1107
1108#define PREFERRED_TILESIZE 48
1109#define TILESIZE (ds->tilesize)
1110#define BORDER (TILESIZE / 2)
1111#define LEGEND (TILESIZE)
1112#define GRIDEXTRA max((TILESIZE / 32),1)
1113#define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
1114#define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
1115
1116#define FLASH_TIME 0.4F
1117
1118#define DF_DIVIDER_TOP 0x1000
1119#define DF_DIVIDER_BOT 0x2000
1120#define DF_DIVIDER_LEFT 0x4000
1121#define DF_DIVIDER_RIGHT 0x8000
1122#define DF_HIGHLIGHT 0x0400
1123#define DF_HIGHLIGHT_PENCIL 0x0200
1124#define DF_IMMUTABLE 0x0100
1125#define DF_LEGEND 0x0080
1126#define DF_DIGIT_MASK 0x001F
1127
1128#define EF_DIGIT_SHIFT 5
1129#define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
1130#define EF_LEFT_SHIFT 0
1131#define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
1132#define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
1133#define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
1134#define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
1135
1136struct game_drawstate {
1137 game_params par;
1138 int w, tilesize;
1139 int started;
1140 long *tiles, *legend, *pencil, *errors;
1141 long *errtmp;
1142 digit *sequence;
1143};
1144
1145static int check_errors(const game_state *state, long *errors)
1146{
1147 int w = state->par.w, a = w*w;
1148 digit *grid = state->grid;
1149 int i, j, k, x, y, errs = FALSE;
1150
1151 /*
1152 * To verify that we have a valid group table, it suffices to
1153 * test latin-square-hood and associativity only. All the other
1154 * group axioms follow from those two.
1155 *
1156 * Proof:
1157 *
1158 * Associativity is given; closure is obvious from latin-
1159 * square-hood. We need to show that an identity exists and that
1160 * every element has an inverse.
1161 *
1162 * Identity: take any element a. There will be some element e
1163 * such that ea=a (in a latin square, every element occurs in
1164 * every row and column, so a must occur somewhere in the a
1165 * column, say on row e). For any other element b, there must
1166 * exist x such that ax=b (same argument from latin-square-hood
1167 * again), and then associativity gives us eb = e(ax) = (ea)x =
1168 * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A
1169 * similar argument tells us that there must be some f which is
1170 * a right-identity, and then we show they are the same element
1171 * by observing that ef must simultaneously equal e and equal f.
1172 *
1173 * Inverses: given any a, by the latin-square argument again,
1174 * there must exist p and q such that pa=e and aq=e (i.e. left-
1175 * and right-inverses). We can show these are equal by
1176 * associativity: p = pe = p(aq) = (pa)q = eq = q. []
1177 */
1178
1179 if (errors)
1180 for (i = 0; i < a; i++)
1181 errors[i] = 0;
1182
1183 for (y = 0; y < w; y++) {
1184 unsigned long mask = 0, errmask = 0;
1185 for (x = 0; x < w; x++) {
1186 unsigned long bit = 1UL << grid[y*w+x];
1187 errmask |= (mask & bit);
1188 mask |= bit;
1189 }
1190
1191 if (mask != (1 << (w+1)) - (1 << 1)) {
1192 errs = TRUE;
1193 errmask &= ~1UL;
1194 if (errors) {
1195 for (x = 0; x < w; x++)
1196 if (errmask & (1UL << grid[y*w+x]))
1197 errors[y*w+x] |= EF_LATIN;
1198 }
1199 }
1200 }
1201
1202 for (x = 0; x < w; x++) {
1203 unsigned long mask = 0, errmask = 0;
1204 for (y = 0; y < w; y++) {
1205 unsigned long bit = 1UL << grid[y*w+x];
1206 errmask |= (mask & bit);
1207 mask |= bit;
1208 }
1209
1210 if (mask != (1 << (w+1)) - (1 << 1)) {
1211 errs = TRUE;
1212 errmask &= ~1UL;
1213 if (errors) {
1214 for (y = 0; y < w; y++)
1215 if (errmask & (1UL << grid[y*w+x]))
1216 errors[y*w+x] |= EF_LATIN;
1217 }
1218 }
1219 }
1220
1221 for (i = 1; i < w; i++)
1222 for (j = 1; j < w; j++)
1223 for (k = 1; k < w; k++)
1224 if (grid[i*w+j] && grid[j*w+k] &&
1225 grid[(grid[i*w+j]-1)*w+k] &&
1226 grid[i*w+(grid[j*w+k]-1)] &&
1227 grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
1228 if (errors) {
1229 int a = i+1, b = j+1, c = k+1;
1230 int ab = grid[i*w+j], bc = grid[j*w+k];
1231 int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
1232 /*
1233 * If the appropriate error slot is already
1234 * used for one of the squares, we don't
1235 * fill either of them.
1236 */
1237 if (!(errors[left] & EF_LEFT_MASK) &&
1238 !(errors[right] & EF_RIGHT_MASK)) {
1239 long err;
1240 err = a;
1241 err = (err << EF_DIGIT_SHIFT) | b;
1242 err = (err << EF_DIGIT_SHIFT) | c;
1243 errors[left] |= err << EF_LEFT_SHIFT;
1244 errors[right] |= err << EF_RIGHT_SHIFT;
1245 }
1246 }
1247 errs = TRUE;
1248 }
1249
1250 return errs;
1251}
1252
1253static int find_in_sequence(digit *seq, int len, digit n)
1254{
1255 int i;
1256
1257 for (i = 0; i < len; i++)
1258 if (seq[i] == n)
1259 return i;
1260
1261 assert(!"Should never get here");
1262 return -1;
1263}
1264
1265static char *interpret_move(const game_state *state, game_ui *ui,
1266 const game_drawstate *ds,
1267 int x, int y, int button)
1268{
1269 int w = state->par.w;
1270 int tx, ty;
1271 char buf[80];
1272
1273 button &= ~MOD_MASK;
1274
1275 tx = FROMCOORD(x);
1276 ty = FROMCOORD(y);
1277
1278 if (ui->drag) {
1279 if (IS_MOUSE_DRAG(button)) {
1280 int tcoord = ((ui->drag &~ 4) == 1 ? ty : tx);
1281 ui->drag |= 4; /* some movement has happened */
1282 if (tcoord >= 0 && tcoord < w) {
1283 ui->dragpos = tcoord;
1284 return "";
1285 }
1286 } else if (IS_MOUSE_RELEASE(button)) {
1287 if (ui->drag & 4) {
1288 ui->drag = 0; /* end drag */
1289 if (state->sequence[ui->dragpos] == ui->dragnum)
1290 return ""; /* drag was a no-op overall */
1291 sprintf(buf, "D%d,%d", ui->dragnum, ui->dragpos);
1292 return dupstr(buf);
1293 } else {
1294 ui->drag = 0; /* end 'drag' */
1295 if (ui->edgepos > 0 && ui->edgepos < w) {
1296 sprintf(buf, "V%d,%d",
1297 state->sequence[ui->edgepos-1],
1298 state->sequence[ui->edgepos]);
1299 return dupstr(buf);
1300 } else
1301 return ""; /* no-op */
1302 }
1303 }
1304 } else if (IS_MOUSE_DOWN(button)) {
1305 if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
1306 int otx = tx, oty = ty;
1307 tx = state->sequence[tx];
1308 ty = state->sequence[ty];
1309 if (button == LEFT_BUTTON) {
1310 if (tx == ui->hx && ty == ui->hy &&
1311 ui->hshow && ui->hpencil == 0) {
1312 ui->hshow = 0;
1313 } else {
1314 ui->hx = tx;
1315 ui->hy = ty;
1316 ui->ohx = otx;
1317 ui->ohy = oty;
1318 ui->odx = ui->ody = 0;
1319 ui->odn = 1;
1320 ui->hshow = !state->immutable[ty*w+tx];
1321 ui->hpencil = 0;
1322 }
1323 ui->hcursor = 0;
1324 return ""; /* UI activity occurred */
1325 }
1326 if (button == RIGHT_BUTTON) {
1327 /*
1328 * Pencil-mode highlighting for non filled squares.
1329 */
1330 if (state->grid[ty*w+tx] == 0) {
1331 if (tx == ui->hx && ty == ui->hy &&
1332 ui->hshow && ui->hpencil) {
1333 ui->hshow = 0;
1334 } else {
1335 ui->hpencil = 1;
1336 ui->hx = tx;
1337 ui->hy = ty;
1338 ui->ohx = otx;
1339 ui->ohy = oty;
1340 ui->odx = ui->ody = 0;
1341 ui->odn = 1;
1342 ui->hshow = 1;
1343 }
1344 } else {
1345 ui->hshow = 0;
1346 }
1347 ui->hcursor = 0;
1348 return ""; /* UI activity occurred */
1349 }
1350 } else if (tx >= 0 && tx < w && ty == -1) {
1351 ui->drag = 2;
1352 ui->dragnum = state->sequence[tx];
1353 ui->dragpos = tx;
1354 ui->edgepos = FROMCOORD(x + TILESIZE/2);
1355 return "";
1356 } else if (ty >= 0 && ty < w && tx == -1) {
1357 ui->drag = 1;
1358 ui->dragnum = state->sequence[ty];
1359 ui->dragpos = ty;
1360 ui->edgepos = FROMCOORD(y + TILESIZE/2);
1361 return "";
1362 }
1363 } else if (IS_MOUSE_DRAG(button)) {
1364 if (!ui->hpencil &&
1365 tx >= 0 && tx < w && ty >= 0 && ty < w &&
1366 abs(tx - ui->ohx) == abs(ty - ui->ohy)) {
1367 ui->odn = abs(tx - ui->ohx) + 1;
1368 ui->odx = (tx < ui->ohx ? -1 : +1);
1369 ui->ody = (ty < ui->ohy ? -1 : +1);
1370 } else {
1371 ui->odx = ui->ody = 0;
1372 ui->odn = 1;
1373 }
1374 return "";
1375 }
1376
1377 if (IS_CURSOR_MOVE(button)) {
1378 int cx = find_in_sequence(state->sequence, w, ui->hx);
1379 int cy = find_in_sequence(state->sequence, w, ui->hy);
1380 move_cursor(button, &cx, &cy, w, w, 0);
1381 ui->hx = state->sequence[cx];
1382 ui->hy = state->sequence[cy];
1383 ui->hshow = ui->hcursor = 1;
1384 return "";
1385 }
1386 if (ui->hshow &&
1387 (button == CURSOR_SELECT)) {
1388 ui->hpencil = 1 - ui->hpencil;
1389 ui->hcursor = 1;
1390 return "";
1391 }
1392
1393 if (ui->hshow &&
1394 ((ISCHAR(button) && FROMCHAR(button, state->par.id) <= w) ||
1395 button == CURSOR_SELECT2 || button == '\b')) {
1396 int n = FROMCHAR(button, state->par.id);
1397 int i, buflen;
1398 char *movebuf;
1399
1400 if (button == CURSOR_SELECT2 || button == '\b')
1401 n = 0;
1402
1403 for (i = 0; i < ui->odn; i++) {
1404 int x = state->sequence[ui->ohx + i*ui->odx];
1405 int y = state->sequence[ui->ohy + i*ui->ody];
1406 int index = y*w+x;
1407
1408 /*
1409 * Can't make pencil marks in a filled square. This can only
1410 * become highlighted if we're using cursor keys.
1411 */
1412 if (ui->hpencil && state->grid[index])
1413 return NULL;
1414
1415 /*
1416 * Can't do anything to an immutable square. Exception:
1417 * trying to set it to what it already was is OK (so that
1418 * multifilling can set a whole diagonal to a without
1419 * having to detour round the one immutable square in the
1420 * middle that already said a).
1421 */
1422 if (!ui->hpencil && state->grid[index] == n)
1423 /* OK even if it is immutable */;
1424 else if (state->immutable[index])
1425 return NULL;
1426 }
1427
1428 movebuf = snewn(80 * ui->odn, char);
1429 buflen = sprintf(movebuf, "%c%d,%d,%d",
1430 (char)(ui->hpencil && n > 0 ? 'P' : 'R'),
1431 ui->hx, ui->hy, n);
1432 for (i = 1; i < ui->odn; i++) {
1433 assert(buflen < i*80);
1434 buflen += sprintf(movebuf + buflen, "+%d,%d",
1435 state->sequence[ui->ohx + i*ui->odx],
1436 state->sequence[ui->ohy + i*ui->ody]);
1437 }
1438 movebuf = sresize(movebuf, buflen+1, char);
1439
1440 if (!ui->hcursor) ui->hshow = 0;
1441
1442 return movebuf;
1443 }
1444
1445 if (button == 'M' || button == 'm')
1446 return dupstr("M");
1447
1448 return NULL;
1449}
1450
1451static game_state *execute_move(const game_state *from, const char *move)
1452{
1453 int w = from->par.w, a = w*w;
1454 game_state *ret;
1455 int x, y, i, j, n, pos;
1456
1457 if (move[0] == 'S') {
1458 ret = dup_game(from);
1459 ret->completed = ret->cheated = TRUE;
1460
1461 for (i = 0; i < a; i++) {
1462 if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1], from->par.id) > w) {
1463 free_game(ret);
1464 return NULL;
1465 }
1466 ret->grid[i] = FROMCHAR(move[i+1], from->par.id);
1467 ret->pencil[i] = 0;
1468 }
1469
1470 if (move[a+1] != '\0') {
1471 free_game(ret);
1472 return NULL;
1473 }
1474
1475 return ret;
1476 } else if ((move[0] == 'P' || move[0] == 'R') &&
1477 sscanf(move+1, "%d,%d,%d%n", &x, &y, &n, &pos) == 3 &&
1478 n >= 0 && n <= w) {
1479 const char *mp = move + 1 + pos;
1480 int pencil = (move[0] == 'P');
1481 ret = dup_game(from);
1482
1483 while (1) {
1484 if (x < 0 || x >= w || y < 0 || y >= w) {
1485 free_game(ret);
1486 return NULL;
1487 }
1488 if (from->immutable[y*w+x] && !(!pencil && from->grid[y*w+x] == n))
1489 return NULL;
1490
1491 if (move[0] == 'P' && n > 0) {
1492 ret->pencil[y*w+x] ^= 1 << n;
1493 } else {
1494 ret->grid[y*w+x] = n;
1495 ret->pencil[y*w+x] = 0;
1496 }
1497
1498 if (!*mp)
1499 break;
1500
1501 if (*mp != '+')
1502 return NULL;
1503 if (sscanf(mp, "+%d,%d%n", &x, &y, &pos) < 2)
1504 return NULL;
1505 mp += pos;
1506 }
1507
1508 if (!ret->completed && !check_errors(ret, NULL))
1509 ret->completed = TRUE;
1510
1511 return ret;
1512 } else if (move[0] == 'M') {
1513 /*
1514 * Fill in absolutely all pencil marks everywhere. (I
1515 * wouldn't use this for actual play, but it's a handy
1516 * starting point when following through a set of
1517 * diagnostics output by the standalone solver.)
1518 */
1519 ret = dup_game(from);
1520 for (i = 0; i < a; i++) {
1521 if (!ret->grid[i])
1522 ret->pencil[i] = (1 << (w+1)) - (1 << 1);
1523 }
1524 return ret;
1525 } else if (move[0] == 'D' &&
1526 sscanf(move+1, "%d,%d", &x, &y) == 2) {
1527 /*
1528 * Reorder the rows and columns so that digit x is in position
1529 * y.
1530 */
1531 ret = dup_game(from);
1532 for (i = j = 0; i < w; i++) {
1533 if (i == y) {
1534 ret->sequence[i] = x;
1535 } else {
1536 if (from->sequence[j] == x)
1537 j++;
1538 ret->sequence[i] = from->sequence[j++];
1539 }
1540 }
1541 /*
1542 * Eliminate any obsoleted dividers.
1543 */
1544 for (x = 0; x < w; x++) {
1545 int i = ret->sequence[x];
1546 int j = (x+1 < w ? ret->sequence[x+1] : -1);
1547 if (ret->dividers[i] != j)
1548 ret->dividers[i] = -1;
1549 }
1550 return ret;
1551 } else if (move[0] == 'V' &&
1552 sscanf(move+1, "%d,%d", &i, &j) == 2) {
1553 ret = dup_game(from);
1554 if (ret->dividers[i] == j)
1555 ret->dividers[i] = -1;
1556 else
1557 ret->dividers[i] = j;
1558 return ret;
1559 } else
1560 return NULL; /* couldn't parse move string */
1561}
1562
1563/* ----------------------------------------------------------------------
1564 * Drawing routines.
1565 */
1566
1567#define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
1568
1569static void game_compute_size(const game_params *params, int tilesize,
1570 int *x, int *y)
1571{
1572 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1573 struct { int tilesize; } ads, *ds = &ads;
1574 ads.tilesize = tilesize;
1575
1576 *x = *y = SIZE(params->w);
1577}
1578
1579static void game_set_size(drawing *dr, game_drawstate *ds,
1580 const game_params *params, int tilesize)
1581{
1582 ds->tilesize = tilesize;
1583}
1584
1585static float *game_colours(frontend *fe, int *ncolours)
1586{
1587 float *ret = snewn(3 * NCOLOURS, float);
1588
1589 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1590
1591 ret[COL_GRID * 3 + 0] = 0.0F;
1592 ret[COL_GRID * 3 + 1] = 0.0F;
1593 ret[COL_GRID * 3 + 2] = 0.0F;
1594
1595 ret[COL_USER * 3 + 0] = 0.0F;
1596 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
1597 ret[COL_USER * 3 + 2] = 0.0F;
1598
1599 ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
1600 ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
1601 ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
1602
1603 ret[COL_ERROR * 3 + 0] = 1.0F;
1604 ret[COL_ERROR * 3 + 1] = 0.0F;
1605 ret[COL_ERROR * 3 + 2] = 0.0F;
1606
1607 ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1608 ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1609 ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
1610
1611 ret[COL_DIAGONAL * 3 + 0] = 0.95F * ret[COL_BACKGROUND * 3 + 0];
1612 ret[COL_DIAGONAL * 3 + 1] = 0.95F * ret[COL_BACKGROUND * 3 + 1];
1613 ret[COL_DIAGONAL * 3 + 2] = 0.95F * ret[COL_BACKGROUND * 3 + 2];
1614
1615 *ncolours = NCOLOURS;
1616 return ret;
1617}
1618
1619static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1620{
1621 int w = state->par.w, a = w*w;
1622 struct game_drawstate *ds = snew(struct game_drawstate);
1623 int i;
1624
1625 ds->w = w;
1626 ds->par = state->par; /* structure copy */
1627 ds->tilesize = 0;
1628 ds->started = FALSE;
1629 ds->tiles = snewn(a, long);
1630 ds->legend = snewn(w, long);
1631 ds->pencil = snewn(a, long);
1632 ds->errors = snewn(a, long);
1633 ds->sequence = snewn(a, digit);
1634 for (i = 0; i < a; i++)
1635 ds->tiles[i] = ds->pencil[i] = -1;
1636 for (i = 0; i < w; i++)
1637 ds->legend[i] = -1;
1638 ds->errtmp = snewn(a, long);
1639
1640 return ds;
1641}
1642
1643static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1644{
1645 sfree(ds->tiles);
1646 sfree(ds->pencil);
1647 sfree(ds->errors);
1648 sfree(ds->errtmp);
1649 sfree(ds->sequence);
1650 sfree(ds);
1651}
1652
1653static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
1654 long pencil, long error)
1655{
1656 int w = ds->w /* , a = w*w */;
1657 int tx, ty, tw, th;
1658 int cx, cy, cw, ch;
1659 char str[64];
1660
1661 tx = BORDER + LEGEND + x * TILESIZE + 1;
1662 ty = BORDER + LEGEND + y * TILESIZE + 1;
1663
1664 cx = tx;
1665 cy = ty;
1666 cw = tw = TILESIZE-1;
1667 ch = th = TILESIZE-1;
1668
1669 if (tile & DF_LEGEND) {
1670 cx += TILESIZE/10;
1671 cy += TILESIZE/10;
1672 cw -= TILESIZE/5;
1673 ch -= TILESIZE/5;
1674 tile |= DF_IMMUTABLE;
1675 }
1676
1677 clip(dr, cx, cy, cw, ch);
1678
1679 /* background needs erasing */
1680 draw_rect(dr, cx, cy, cw, ch,
1681 (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT :
1682 (x == y) ? COL_DIAGONAL : COL_BACKGROUND);
1683
1684 /* dividers */
1685 if (tile & DF_DIVIDER_TOP)
1686 draw_rect(dr, cx, cy, cw, 1, COL_GRID);
1687 if (tile & DF_DIVIDER_BOT)
1688 draw_rect(dr, cx, cy+ch-1, cw, 1, COL_GRID);
1689 if (tile & DF_DIVIDER_LEFT)
1690 draw_rect(dr, cx, cy, 1, ch, COL_GRID);
1691 if (tile & DF_DIVIDER_RIGHT)
1692 draw_rect(dr, cx+cw-1, cy, 1, ch, COL_GRID);
1693
1694 /* pencil-mode highlight */
1695 if (tile & DF_HIGHLIGHT_PENCIL) {
1696 int coords[6];
1697 coords[0] = cx;
1698 coords[1] = cy;
1699 coords[2] = cx+cw/2;
1700 coords[3] = cy;
1701 coords[4] = cx;
1702 coords[5] = cy+ch/2;
1703 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
1704 }
1705
1706 /* new number needs drawing? */
1707 if (tile & DF_DIGIT_MASK) {
1708 str[1] = '\0';
1709 str[0] = TOCHAR(tile & DF_DIGIT_MASK, ds->par.id);
1710 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
1711 FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
1712 (error & EF_LATIN) ? COL_ERROR :
1713 (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
1714
1715 if (error & EF_LEFT_MASK) {
1716 int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1717 int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1718 int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
1719 char buf[10];
1720 sprintf(buf, "(%c%c)%c", TOCHAR(a, ds->par.id),
1721 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1722 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
1723 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1724 COL_ERROR, buf);
1725 }
1726 if (error & EF_RIGHT_MASK) {
1727 int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1728 int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
1729 int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
1730 char buf[10];
1731 sprintf(buf, "%c(%c%c)", TOCHAR(a, ds->par.id),
1732 TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
1733 draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
1734 FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
1735 COL_ERROR, buf);
1736 }
1737 } else {
1738 int i, j, npencil;
1739 int pl, pr, pt, pb;
1740 float bestsize;
1741 int pw, ph, minph, pbest, fontsize;
1742
1743 /* Count the pencil marks required. */
1744 for (i = 1, npencil = 0; i <= w; i++)
1745 if (pencil & (1 << i))
1746 npencil++;
1747 if (npencil) {
1748
1749 minph = 2;
1750
1751 /*
1752 * Determine the bounding rectangle within which we're going
1753 * to put the pencil marks.
1754 */
1755 /* Start with the whole square */
1756 pl = tx + GRIDEXTRA;
1757 pr = pl + TILESIZE - GRIDEXTRA;
1758 pt = ty + GRIDEXTRA;
1759 pb = pt + TILESIZE - GRIDEXTRA;
1760
1761 /*
1762 * We arrange our pencil marks in a grid layout, with
1763 * the number of rows and columns adjusted to allow the
1764 * maximum font size.
1765 *
1766 * So now we work out what the grid size ought to be.
1767 */
1768 bestsize = 0.0;
1769 pbest = 0;
1770 /* Minimum */
1771 for (pw = 3; pw < max(npencil,4); pw++) {
1772 float fw, fh, fs;
1773
1774 ph = (npencil + pw - 1) / pw;
1775 ph = max(ph, minph);
1776 fw = (pr - pl) / (float)pw;
1777 fh = (pb - pt) / (float)ph;
1778 fs = min(fw, fh);
1779 if (fs > bestsize) {
1780 bestsize = fs;
1781 pbest = pw;
1782 }
1783 }
1784 assert(pbest > 0);
1785 pw = pbest;
1786 ph = (npencil + pw - 1) / pw;
1787 ph = max(ph, minph);
1788
1789 /*
1790 * Now we've got our grid dimensions, work out the pixel
1791 * size of a grid element, and round it to the nearest
1792 * pixel. (We don't want rounding errors to make the
1793 * grid look uneven at low pixel sizes.)
1794 */
1795 fontsize = min((pr - pl) / pw, (pb - pt) / ph);
1796
1797 /*
1798 * Centre the resulting figure in the square.
1799 */
1800 pl = tx + (TILESIZE - fontsize * pw) / 2;
1801 pt = ty + (TILESIZE - fontsize * ph) / 2;
1802
1803 /*
1804 * Now actually draw the pencil marks.
1805 */
1806 for (i = 1, j = 0; i <= w; i++)
1807 if (pencil & (1 << i)) {
1808 int dx = j % pw, dy = j / pw;
1809
1810 str[1] = '\0';
1811 str[0] = TOCHAR(i, ds->par.id);
1812 draw_text(dr, pl + fontsize * (2*dx+1) / 2,
1813 pt + fontsize * (2*dy+1) / 2,
1814 FONT_VARIABLE, fontsize,
1815 ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
1816 j++;
1817 }
1818 }
1819 }
1820
1821 unclip(dr);
1822
1823 draw_update(dr, cx, cy, cw, ch);
1824}
1825
1826static void game_redraw(drawing *dr, game_drawstate *ds,
1827 const game_state *oldstate, const game_state *state,
1828 int dir, const game_ui *ui,
1829 float animtime, float flashtime)
1830{
1831 int w = state->par.w /*, a = w*w */;
1832 int x, y, i, j;
1833
1834 if (!ds->started) {
1835 /*
1836 * The initial contents of the window are not guaranteed and
1837 * can vary with front ends. To be on the safe side, all
1838 * games should start by drawing a big background-colour
1839 * rectangle covering the whole window.
1840 */
1841 draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
1842
1843 /*
1844 * Big containing rectangle.
1845 */
1846 draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
1847 w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
1848 COL_GRID);
1849
1850 draw_update(dr, 0, 0, SIZE(w), SIZE(w));
1851
1852 ds->started = TRUE;
1853 }
1854
1855 check_errors(state, ds->errtmp);
1856
1857 /*
1858 * Construct a modified version of state->sequence which takes
1859 * into account an unfinished drag operation.
1860 */
1861 if (ui->drag) {
1862 x = ui->dragnum;
1863 y = ui->dragpos;
1864 } else {
1865 x = y = -1;
1866 }
1867 for (i = j = 0; i < w; i++) {
1868 if (i == y) {
1869 ds->sequence[i] = x;
1870 } else {
1871 if (state->sequence[j] == x)
1872 j++;
1873 ds->sequence[i] = state->sequence[j++];
1874 }
1875 }
1876
1877 /*
1878 * Draw the table legend.
1879 */
1880 for (x = 0; x < w; x++) {
1881 int sx = ds->sequence[x];
1882 long tile = (sx+1) | DF_LEGEND;
1883 if (ds->legend[x] != tile) {
1884 ds->legend[x] = tile;
1885 draw_tile(dr, ds, -1, x, tile, 0, 0);
1886 draw_tile(dr, ds, x, -1, tile, 0, 0);
1887 }
1888 }
1889
1890 for (y = 0; y < w; y++) {
1891 int sy = ds->sequence[y];
1892 for (x = 0; x < w; x++) {
1893 long tile = 0L, pencil = 0L, error;
1894 int sx = ds->sequence[x];
1895
1896 if (state->grid[sy*w+sx])
1897 tile = state->grid[sy*w+sx];
1898 else
1899 pencil = (long)state->pencil[sy*w+sx];
1900
1901 if (state->immutable[sy*w+sx])
1902 tile |= DF_IMMUTABLE;
1903
1904 if ((ui->drag == 5 && ui->dragnum == sy) ||
1905 (ui->drag == 6 && ui->dragnum == sx)) {
1906 tile |= DF_HIGHLIGHT;
1907 } else if (ui->hshow) {
1908 int i = abs(x - ui->ohx);
1909 int highlight = 0;
1910 if (ui->odn > 1) {
1911 /*
1912 * When a diagonal multifill selection is shown,
1913 * we show it in its original grid position
1914 * regardless of in-progress row/col drags. Moving
1915 * every square about would be horrible.
1916 */
1917 if (i >= 0 && i < ui->odn &&
1918 x == ui->ohx + i*ui->odx &&
1919 y == ui->ohy + i*ui->ody)
1920 highlight = 1;
1921 } else {
1922 /*
1923 * For a single square, we move its highlight
1924 * around with the drag.
1925 */
1926 highlight = (ui->hx == sx && ui->hy == sy);
1927 }
1928 if (highlight)
1929 tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
1930 }
1931
1932 if (flashtime > 0 &&
1933 (flashtime <= FLASH_TIME/3 ||
1934 flashtime >= FLASH_TIME*2/3))
1935 tile |= DF_HIGHLIGHT; /* completion flash */
1936
1937 if (y <= 0 || state->dividers[ds->sequence[y-1]] == sy)
1938 tile |= DF_DIVIDER_TOP;
1939 if (y+1 >= w || state->dividers[sy] == ds->sequence[y+1])
1940 tile |= DF_DIVIDER_BOT;
1941 if (x <= 0 || state->dividers[ds->sequence[x-1]] == sx)
1942 tile |= DF_DIVIDER_LEFT;
1943 if (x+1 >= w || state->dividers[sx] == ds->sequence[x+1])
1944 tile |= DF_DIVIDER_RIGHT;
1945
1946 error = ds->errtmp[sy*w+sx];
1947
1948 if (ds->tiles[y*w+x] != tile ||
1949 ds->pencil[y*w+x] != pencil ||
1950 ds->errors[y*w+x] != error) {
1951 ds->tiles[y*w+x] = tile;
1952 ds->pencil[y*w+x] = pencil;
1953 ds->errors[y*w+x] = error;
1954 draw_tile(dr, ds, x, y, tile, pencil, error);
1955 }
1956 }
1957 }
1958}
1959
1960static float game_anim_length(const game_state *oldstate,
1961 const game_state *newstate, int dir, game_ui *ui)
1962{
1963 return 0.0F;
1964}
1965
1966static float game_flash_length(const game_state *oldstate,
1967 const game_state *newstate, int dir, game_ui *ui)
1968{
1969 if (!oldstate->completed && newstate->completed &&
1970 !oldstate->cheated && !newstate->cheated)
1971 return FLASH_TIME;
1972 return 0.0F;
1973}
1974
1975static int game_status(const game_state *state)
1976{
1977 return state->completed ? +1 : 0;
1978}
1979
1980static int game_timing_state(const game_state *state, game_ui *ui)
1981{
1982 if (state->completed)
1983 return FALSE;
1984 return TRUE;
1985}
1986
1987static void game_print_size(const game_params *params, float *x, float *y)
1988{
1989 int pw, ph;
1990
1991 /*
1992 * We use 9mm squares by default, like Solo.
1993 */
1994 game_compute_size(params, 900, &pw, &ph);
1995 *x = pw / 100.0F;
1996 *y = ph / 100.0F;
1997}
1998
1999static void game_print(drawing *dr, const game_state *state, int tilesize)
2000{
2001 int w = state->par.w;
2002 int ink = print_mono_colour(dr, 0);
2003 int x, y;
2004
2005 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2006 game_drawstate ads, *ds = &ads;
2007 game_set_size(dr, ds, NULL, tilesize);
2008
2009 /*
2010 * Border.
2011 */
2012 print_line_width(dr, 3 * TILESIZE / 40);
2013 draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
2014 w*TILESIZE, w*TILESIZE, ink);
2015
2016 /*
2017 * Legend on table.
2018 */
2019 for (x = 0; x < w; x++) {
2020 char str[2];
2021 str[1] = '\0';
2022 str[0] = TOCHAR(x+1, state->par.id);
2023 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
2024 BORDER + TILESIZE/2,
2025 FONT_VARIABLE, TILESIZE/2,
2026 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
2027 draw_text(dr, BORDER + TILESIZE/2,
2028 BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
2029 FONT_VARIABLE, TILESIZE/2,
2030 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
2031 }
2032
2033 /*
2034 * Main grid.
2035 */
2036 for (x = 1; x < w; x++) {
2037 print_line_width(dr, TILESIZE / 40);
2038 draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
2039 BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
2040 }
2041 for (y = 1; y < w; y++) {
2042 print_line_width(dr, TILESIZE / 40);
2043 draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
2044 BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
2045 }
2046
2047 /*
2048 * Numbers.
2049 */
2050 for (y = 0; y < w; y++)
2051 for (x = 0; x < w; x++)
2052 if (state->grid[y*w+x]) {
2053 char str[2];
2054 str[1] = '\0';
2055 str[0] = TOCHAR(state->grid[y*w+x], state->par.id);
2056 draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
2057 BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
2058 FONT_VARIABLE, TILESIZE/2,
2059 ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
2060 }
2061}
2062
2063#ifdef COMBINED
2064#define thegame group
2065#endif
2066
2067const struct game thegame = {
2068 "Group", NULL, NULL,
2069 default_params,
2070 game_fetch_preset, NULL,
2071 decode_params,
2072 encode_params,
2073 free_params,
2074 dup_params,
2075 TRUE, game_configure, custom_params,
2076 validate_params,
2077 new_game_desc,
2078 validate_desc,
2079 new_game,
2080 dup_game,
2081 free_game,
2082 TRUE, solve_game,
2083 TRUE, game_can_format_as_text_now, game_text_format,
2084 new_ui,
2085 free_ui,
2086 encode_ui,
2087 decode_ui,
2088 game_changed_state,
2089 interpret_move,
2090 execute_move,
2091 PREFERRED_TILESIZE, game_compute_size, game_set_size,
2092 game_colours,
2093 game_new_drawstate,
2094 game_free_drawstate,
2095 game_redraw,
2096 game_anim_length,
2097 game_flash_length,
2098 game_status,
2099 TRUE, FALSE, game_print_size, game_print,
2100 FALSE, /* wants_statusbar */
2101 FALSE, game_timing_state,
2102 REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
2103};
2104
2105#ifdef STANDALONE_SOLVER
2106
2107#include <stdarg.h>
2108
2109int main(int argc, char **argv)
2110{
2111 game_params *p;
2112 game_state *s;
2113 char *id = NULL, *desc, *err;
2114 digit *grid;
2115 int grade = FALSE;
2116 int ret, diff, really_show_working = FALSE;
2117
2118 while (--argc > 0) {
2119 char *p = *++argv;
2120 if (!strcmp(p, "-v")) {
2121 really_show_working = TRUE;
2122 } else if (!strcmp(p, "-g")) {
2123 grade = TRUE;
2124 } else if (*p == '-') {
2125 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2126 return 1;
2127 } else {
2128 id = p;
2129 }
2130 }
2131
2132 if (!id) {
2133 fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
2134 return 1;
2135 }
2136
2137 desc = strchr(id, ':');
2138 if (!desc) {
2139 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2140 return 1;
2141 }
2142 *desc++ = '\0';
2143
2144 p = default_params();
2145 decode_params(p, id);
2146 err = validate_desc(p, desc);
2147 if (err) {
2148 fprintf(stderr, "%s: %s\n", argv[0], err);
2149 return 1;
2150 }
2151 s = new_game(NULL, p, desc);
2152
2153 grid = snewn(p->w * p->w, digit);
2154
2155 /*
2156 * When solving a Normal puzzle, we don't want to bother the
2157 * user with Hard-level deductions. For this reason, we grade
2158 * the puzzle internally before doing anything else.
2159 */
2160 ret = -1; /* placate optimiser */
2161 solver_show_working = FALSE;
2162 for (diff = 0; diff < DIFFCOUNT; diff++) {
2163 memcpy(grid, s->grid, p->w * p->w);
2164 ret = solver(&s->par, grid, diff);
2165 if (ret <= diff)
2166 break;
2167 }
2168
2169 if (diff == DIFFCOUNT) {
2170 if (grade)
2171 printf("Difficulty rating: ambiguous\n");
2172 else
2173 printf("Unable to find a unique solution\n");
2174 } else {
2175 if (grade) {
2176 if (ret == diff_impossible)
2177 printf("Difficulty rating: impossible (no solution exists)\n");
2178 else
2179 printf("Difficulty rating: %s\n", group_diffnames[ret]);
2180 } else {
2181 solver_show_working = really_show_working;
2182 memcpy(grid, s->grid, p->w * p->w);
2183 ret = solver(&s->par, grid, diff);
2184 if (ret != diff)
2185 printf("Puzzle is inconsistent\n");
2186 else {
2187 memcpy(s->grid, grid, p->w * p->w);
2188 fputs(game_text_format(s), stdout);
2189 }
2190 }
2191 }
2192
2193 return 0;
2194}
2195
2196#endif
2197
2198/* vim: set shiftwidth=4 tabstop=8: */