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authorFranklin Wei <frankhwei536@gmail.com>2016-11-20 15:16:41 -0500
committerFranklin Wei <frankhwei536@gmail.com>2016-11-24 16:23:09 -0500
commit56c9984511f016eab7e1278ba9e40d88bb59a162 (patch)
tree1bfa6d3aeb3bf2a6ffec71387ac073cd0b8b2a51 /apps/plugins/puzzles/unfinished/group.c
parent29648f817677b84c03c2bcfe89eb8cf53653e7db (diff)
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[WIP] Port of Simon Tatham's Puzzle Collectionpuzzles
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. The following games are at least partially broken for various reasons: Cube: crash with certain settings Galaxies: crash Inertia: crash Keen: input issues Loopy: weird stuff happens Map: crash on input Mines: weird stuff happens on target Palisade: input issues Signpost: crash on input Solo: input issues Towers: input and drawing issues Train Tracks: drawing issues Twiddle: weird animation on target Undead: input and drawing issues Unequal: input and drawing issues Untangle: input issues All in all, about 40% of the games are at least partially broken. Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
Diffstat (limited to 'apps/plugins/puzzles/unfinished/group.c')
-rw-r--r--apps/plugins/puzzles/unfinished/group.c2198
1 files changed, 2198 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/unfinished/group.c b/apps/plugins/puzzles/unfinished/group.c
new file mode 100644
index 0000000..bec826e
--- /dev/null
+++ b/apps/plugins/puzzles/unfinished/group.c
@@ -0,0 +1,2198 @@
+/*
+ * group.c: a Latin-square puzzle, but played with groups' Cayley
+ * tables. That is, you are given a Cayley table of a group with
+ * most elements blank and a few clues, and you must fill it in
+ * so as to preserve the group axioms.
+ *
+ * This is a perfectly playable and fully working puzzle, but I'm
+ * leaving it for the moment in the 'unfinished' directory because
+ * it's just too esoteric (not to mention _hard_) for me to be
+ * comfortable presenting it to the general public as something they
+ * might (implicitly) actually want to play.
+ *
+ * TODO:
+ *
+ * - more solver techniques?
+ * * Inverses: once we know that gh = e, we can immediately
+ * deduce hg = e as well; then for any gx=y we can deduce
+ * hy=x, and for any xg=y we have yh=x.
+ * * Hard-mode associativity: we currently deduce based on
+ * definite numbers in the grid, but we could also winnow
+ * based on _possible_ numbers.
+ * * My overambitious original thoughts included wondering if we
+ * could infer that there must be elements of certain orders
+ * (e.g. a group of order divisible by 5 must contain an
+ * element of order 5), but I think in fact this is probably
+ * silly.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+#include "latin.h"
+
+/*
+ * Difficulty levels. I do some macro ickery here to ensure that my
+ * enum and the various forms of my name list always match up.
+ */
+#define DIFFLIST(A) \
+ A(TRIVIAL,Trivial,NULL,t) \
+ A(NORMAL,Normal,solver_normal,n) \
+ A(HARD,Hard,NULL,h) \
+ A(EXTREME,Extreme,NULL,x) \
+ A(UNREASONABLE,Unreasonable,NULL,u)
+#define ENUM(upper,title,func,lower) DIFF_ ## upper,
+#define TITLE(upper,title,func,lower) #title,
+#define ENCODE(upper,title,func,lower) #lower
+#define CONFIG(upper,title,func,lower) ":" #title
+enum { DIFFLIST(ENUM) DIFFCOUNT };
+static char const *const group_diffnames[] = { DIFFLIST(TITLE) };
+static char const group_diffchars[] = DIFFLIST(ENCODE);
+#define DIFFCONFIG DIFFLIST(CONFIG)
+
+enum {
+ COL_BACKGROUND,
+ COL_GRID,
+ COL_USER,
+ COL_HIGHLIGHT,
+ COL_ERROR,
+ COL_PENCIL,
+ COL_DIAGONAL,
+ NCOLOURS
+};
+
+/*
+ * In identity mode, we number the elements e,a,b,c,d,f,g,h,...
+ * Otherwise, they're a,b,c,d,e,f,g,h,... in the obvious way.
+ */
+#define E_TO_FRONT(c,id) ( (id) && (c)<=5 ? (c) % 5 + 1 : (c) )
+#define E_FROM_FRONT(c,id) ( (id) && (c)<=5 ? ((c) + 3) % 5 + 1 : (c) )
+
+#define FROMCHAR(c,id) E_TO_FRONT((((c)-('A'-1)) & ~0x20), id)
+#define ISCHAR(c) (((c)>='A'&&(c)<='Z') || ((c)>='a'&&(c)<='z'))
+#define TOCHAR(c,id) (E_FROM_FRONT(c,id) + ('a'-1))
+
+struct game_params {
+ int w, diff, id;
+};
+
+struct game_state {
+ game_params par;
+ digit *grid;
+ unsigned char *immutable;
+ int *pencil; /* bitmaps using bits 1<<1..1<<n */
+ int completed, cheated;
+ digit *sequence; /* sequence of group elements shown */
+
+ /*
+ * This array indicates thick lines separating rows and columns
+ * placed and unplaced manually by the user as a visual aid, e.g.
+ * to delineate a subgroup and its cosets.
+ *
+ * When a line is placed, it's deemed to be between the two
+ * particular group elements that are on either side of it at the
+ * time; dragging those two away from each other automatically
+ * gets rid of the line. Hence, for a given element i, dividers[i]
+ * is either -1 (indicating no divider to the right of i), or some
+ * other element (indicating a divider to the right of i iff that
+ * element is the one right of it). These are eagerly cleared
+ * during drags.
+ */
+ int *dividers; /* thick lines between rows/cols */
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = 6;
+ ret->diff = DIFF_NORMAL;
+ ret->id = TRUE;
+
+ return ret;
+}
+
+const static struct game_params group_presets[] = {
+ { 6, DIFF_NORMAL, TRUE },
+ { 6, DIFF_NORMAL, FALSE },
+ { 8, DIFF_NORMAL, TRUE },
+ { 8, DIFF_NORMAL, FALSE },
+ { 8, DIFF_HARD, TRUE },
+ { 8, DIFF_HARD, FALSE },
+ { 12, DIFF_NORMAL, TRUE },
+};
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char buf[80];
+
+ if (i < 0 || i >= lenof(group_presets))
+ return FALSE;
+
+ ret = snew(game_params);
+ *ret = group_presets[i]; /* structure copy */
+
+ sprintf(buf, "%dx%d %s%s", ret->w, ret->w, group_diffnames[ret->diff],
+ ret->id ? "" : ", identity hidden");
+
+ *name = dupstr(buf);
+ *params = ret;
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *params, char const *string)
+{
+ char const *p = string;
+
+ params->w = atoi(p);
+ while (*p && isdigit((unsigned char)*p)) p++;
+ params->diff = DIFF_NORMAL;
+ params->id = TRUE;
+
+ while (*p) {
+ if (*p == 'd') {
+ int i;
+ p++;
+ params->diff = DIFFCOUNT+1; /* ...which is invalid */
+ if (*p) {
+ for (i = 0; i < DIFFCOUNT; i++) {
+ if (*p == group_diffchars[i])
+ params->diff = i;
+ }
+ p++;
+ }
+ } else if (*p == 'i') {
+ params->id = FALSE;
+ p++;
+ } else {
+ /* unrecognised character */
+ p++;
+ }
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char ret[80];
+
+ sprintf(ret, "%d", params->w);
+ if (full)
+ sprintf(ret + strlen(ret), "d%c", group_diffchars[params->diff]);
+ if (!params->id)
+ sprintf(ret + strlen(ret), "i");
+
+ return dupstr(ret);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(4, config_item);
+
+ ret[0].name = "Grid size";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Difficulty";
+ ret[1].type = C_CHOICES;
+ ret[1].sval = DIFFCONFIG;
+ ret[1].ival = params->diff;
+
+ ret[2].name = "Show identity";
+ ret[2].type = C_BOOLEAN;
+ ret[2].sval = NULL;
+ ret[2].ival = params->id;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->diff = cfg[1].ival;
+ ret->id = cfg[2].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 3 || params->w > 26)
+ return "Grid size must be between 3 and 26";
+ if (params->diff >= DIFFCOUNT)
+ return "Unknown difficulty rating";
+ if (!params->id && params->diff == DIFF_TRIVIAL) {
+ /*
+ * We can't have a Trivial-difficulty puzzle (i.e. latin
+ * square deductions only) without a clear identity, because
+ * identityless puzzles always have two rows and two columns
+ * entirely blank, and no latin-square deduction permits the
+ * distinguishing of two such rows.
+ */
+ return "Trivial puzzles must have an identity";
+ }
+ if (!params->id && params->w == 3) {
+ /*
+ * We can't have a 3x3 puzzle without an identity either,
+ * because 3x3 puzzles can't ever be harder than Trivial
+ * (there are no 3x3 latin squares which aren't also valid
+ * group tables, so enabling group-based deductions doesn't
+ * rule out any possible solutions) and - as above - Trivial
+ * puzzles can't not have an identity.
+ */
+ return "3x3 puzzles must have an identity";
+ }
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Solver.
+ */
+
+static int solver_normal(struct latin_solver *solver, void *vctx)
+{
+ int w = solver->o;
+#ifdef STANDALONE_SOLVER
+ char **names = solver->names;
+#endif
+ digit *grid = solver->grid;
+ int i, j, k;
+
+ /*
+ * Deduce using associativity: (ab)c = a(bc).
+ *
+ * So we pick any a,b,c we like; then if we know ab, bc, and
+ * (ab)c we can fill in a(bc).
+ */
+ for (i = 1; i < w; i++)
+ for (j = 1; j < w; j++)
+ for (k = 1; k < w; k++) {
+ if (!grid[i*w+j] || !grid[j*w+k])
+ continue;
+ if (grid[(grid[i*w+j]-1)*w+k] &&
+ !grid[i*w+(grid[j*w+k]-1)]) {
+ int x = grid[j*w+k]-1, y = i;
+ int n = grid[(grid[i*w+j]-1)*w+k];
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working) {
+ printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
+ solver_recurse_depth*4, "",
+ names[i], names[j], names[k],
+ names[grid[i*w+j]-1], names[k],
+ names[i], names[grid[j*w+k]-1]);
+ printf("%*s placing %s at (%d,%d)\n",
+ solver_recurse_depth*4, "",
+ names[n-1], x+1, y+1);
+ }
+#endif
+ if (solver->cube[(x*w+y)*w+n-1]) {
+ latin_solver_place(solver, x, y, n);
+ return 1;
+ } else {
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working)
+ printf("%*s contradiction!\n",
+ solver_recurse_depth*4, "");
+ return -1;
+#endif
+ }
+ }
+ if (!grid[(grid[i*w+j]-1)*w+k] &&
+ grid[i*w+(grid[j*w+k]-1)]) {
+ int x = k, y = grid[i*w+j]-1;
+ int n = grid[i*w+(grid[j*w+k]-1)];
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working) {
+ printf("%*sassociativity on %s,%s,%s: %s*%s = %s*%s\n",
+ solver_recurse_depth*4, "",
+ names[i], names[j], names[k],
+ names[grid[i*w+j]-1], names[k],
+ names[i], names[grid[j*w+k]-1]);
+ printf("%*s placing %s at (%d,%d)\n",
+ solver_recurse_depth*4, "",
+ names[n-1], x+1, y+1);
+ }
+#endif
+ if (solver->cube[(x*w+y)*w+n-1]) {
+ latin_solver_place(solver, x, y, n);
+ return 1;
+ } else {
+#ifdef STANDALONE_SOLVER
+ if (solver_show_working)
+ printf("%*s contradiction!\n",
+ solver_recurse_depth*4, "");
+ return -1;
+#endif
+ }
+ }
+ }
+
+ return 0;
+}
+
+#define SOLVER(upper,title,func,lower) func,
+static usersolver_t const group_solvers[] = { DIFFLIST(SOLVER) };
+
+static int solver(const game_params *params, digit *grid, int maxdiff)
+{
+ int w = params->w;
+ int ret;
+ struct latin_solver solver;
+#ifdef STANDALONE_SOLVER
+ char *p, text[100], *names[50];
+ int i;
+#endif
+
+ latin_solver_alloc(&solver, grid, w);
+#ifdef STANDALONE_SOLVER
+ for (i = 0, p = text; i < w; i++) {
+ names[i] = p;
+ *p++ = TOCHAR(i+1, params->id);
+ *p++ = '\0';
+ }
+ solver.names = names;
+#endif
+
+ ret = latin_solver_main(&solver, maxdiff,
+ DIFF_TRIVIAL, DIFF_HARD, DIFF_EXTREME,
+ DIFF_EXTREME, DIFF_UNREASONABLE,
+ group_solvers, NULL, NULL, NULL);
+
+ latin_solver_free(&solver);
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Grid generation.
+ */
+
+static char *encode_grid(char *desc, digit *grid, int area)
+{
+ int run, i;
+ char *p = desc;
+
+ run = 0;
+ for (i = 0; i <= area; i++) {
+ int n = (i < area ? grid[i] : -1);
+
+ if (!n)
+ run++;
+ else {
+ if (run) {
+ while (run > 0) {
+ int c = 'a' - 1 + run;
+ if (run > 26)
+ c = 'z';
+ *p++ = c;
+ run -= c - ('a' - 1);
+ }
+ } else {
+ /*
+ * If there's a number in the very top left or
+ * bottom right, there's no point putting an
+ * unnecessary _ before or after it.
+ */
+ if (p > desc && n > 0)
+ *p++ = '_';
+ }
+ if (n > 0)
+ p += sprintf(p, "%d", n);
+ run = 0;
+ }
+ }
+ return p;
+}
+
+/* ----- data generated by group.gap begins ----- */
+
+struct group {
+ unsigned long autosize;
+ int order, ngens;
+ const char *gens;
+};
+struct groups {
+ int ngroups;
+ const struct group *groups;
+};
+
+static const struct group groupdata[] = {
+ /* order 2 */
+ {1L, 2, 1, "BA"},
+ /* order 3 */
+ {2L, 3, 1, "BCA"},
+ /* order 4 */
+ {2L, 4, 1, "BCDA"},
+ {6L, 4, 2, "BADC" "CDAB"},
+ /* order 5 */
+ {4L, 5, 1, "BCDEA"},
+ /* order 6 */
+ {6L, 6, 2, "CFEBAD" "BADCFE"},
+ {2L, 6, 1, "DCFEBA"},
+ /* order 7 */
+ {6L, 7, 1, "BCDEFGA"},
+ /* order 8 */
+ {4L, 8, 1, "BCEFDGHA"},
+ {8L, 8, 2, "BDEFGAHC" "EGBHDCFA"},
+ {8L, 8, 2, "EGBHDCFA" "BAEFCDHG"},
+ {24L, 8, 2, "BDEFGAHC" "CHDGBEAF"},
+ {168L, 8, 3, "BAEFCDHG" "CEAGBHDF" "DFGAHBCE"},
+ /* order 9 */
+ {6L, 9, 1, "BDECGHFIA"},
+ {48L, 9, 2, "BDEAGHCIF" "CEFGHAIBD"},
+ /* order 10 */
+ {20L, 10, 2, "CJEBGDIFAH" "BADCFEHGJI"},
+ {4L, 10, 1, "DCFEHGJIBA"},
+ /* order 11 */
+ {10L, 11, 1, "BCDEFGHIJKA"},
+ /* order 12 */
+ {12L, 12, 2, "GLDKJEHCBIAF" "BCEFAGIJDKLH"},
+ {4L, 12, 1, "EHIJKCBLDGFA"},
+ {24L, 12, 2, "BEFGAIJKCDLH" "FJBKHLEGDCIA"},
+ {12L, 12, 2, "GLDKJEHCBIAF" "BAEFCDIJGHLK"},
+ {12L, 12, 2, "FDIJGHLBKAEC" "GIDKFLHCJEAB"},
+ /* order 13 */
+ {12L, 13, 1, "BCDEFGHIJKLMA"},
+ /* order 14 */
+ {42L, 14, 2, "ELGNIBKDMFAHCJ" "BADCFEHGJILKNM"},
+ {6L, 14, 1, "FEHGJILKNMBADC"},
+ /* order 15 */
+ {8L, 15, 1, "EGHCJKFMNIOBLDA"},
+ /* order 16 */
+ {8L, 16, 1, "MKNPFOADBGLCIEHJ"},
+ {96L, 16, 2, "ILKCONFPEDJHGMAB" "BDFGHIAKLMNCOEPJ"},
+ {32L, 16, 2, "MIHPFDCONBLAKJGE" "BEFGHJKALMNOCDPI"},
+ {32L, 16, 2, "IFACOGLMDEJBNPKH" "BEFGHJKALMNOCDPI"},
+ {16L, 16, 2, "MOHPFKCINBLADJGE" "BDFGHIEKLMNJOAPC"},
+ {16L, 16, 2, "MIHPFDJONBLEKCGA" "BDFGHIEKLMNJOAPC"},
+ {32L, 16, 2, "MOHPFDCINBLEKJGA" "BAFGHCDELMNIJKPO"},
+ {16L, 16, 2, "MIHPFKJONBLADCGE" "GDPHNOEKFLBCIAMJ"},
+ {32L, 16, 2, "MIBPFDJOGHLEKCNA" "CLEIJGMPKAOHNFDB"},
+ {192L, 16, 3,
+ "MCHPFAIJNBLDEOGK" "BEFGHJKALMNOCDPI" "GKLBNOEDFPHJIAMC"},
+ {64L, 16, 3, "MCHPFAIJNBLDEOGK" "LOGFPKJIBNMEDCHA" "CMAIJHPFDEONBLKG"},
+ {192L, 16, 3,
+ "IPKCOGMLEDJBNFAH" "BEFGHJKALMNOCDPI" "CMEIJBPFKAOGHLDN"},
+ {48L, 16, 3, "IPDJONFLEKCBGMAH" "FJBLMEOCGHPKAIND" "DGIEKLHNJOAMPBCF"},
+ {20160L, 16, 4,
+ "EHJKAMNBOCDPFGIL" "BAFGHCDELMNIJKPO" "CFAIJBLMDEOGHPKN"
+ "DGIAKLBNCOEFPHJM"},
+ /* order 17 */
+ {16L, 17, 1, "EFGHIJKLMNOPQABCD"},
+ /* order 18 */
+ {54L, 18, 2, "MKIQOPNAGLRECDBJHF" "BAEFCDJKLGHIOPMNRQ"},
+ {6L, 18, 1, "ECJKGHFOPDMNLRIQBA"},
+ {12L, 18, 2, "ECJKGHBOPAMNFRDQLI" "KNOPQCFREIGHLJAMBD"},
+ {432L, 18, 3,
+ "IFNAKLQCDOPBGHREMJ" "NOQCFRIGHKLJAMPBDE" "BAEFCDJKLGHIOPMNRQ"},
+ {48L, 18, 2, "ECJKGHBOPAMNFRDQLI" "FDKLHIOPBMNAREQCJG"},
+ /* order 19 */
+ {18L, 19, 1, "EFGHIJKLMNOPQRSABCD"},
+ /* order 20 */
+ {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "EABICDFMGHJQKLNTOPRS"},
+ {8L, 20, 1, "EHIJLCMNPGQRSKBTDOFA"},
+ {20L, 20, 2, "DJSHQNCLTRGPEBKAIFOM" "EABICDFMGHJQKLNTOPRS"},
+ {40L, 20, 2, "GTDKREHOBILSFMPCJQAN" "ECBIAGFMDKJQHONTLSRP"},
+ {24L, 20, 2, "IGFMDKJQHONTLSREPCBA" "FDIJGHMNKLQROPTBSAEC"},
+ /* order 21 */
+ {42L, 21, 2, "ITLSBOUERDHAGKCJNFMQP" "EJHLMKOPNRSQAUTCDBFGI"},
+ {12L, 21, 1, "EGHCJKFMNIPQLSTOUBRDA"},
+ /* order 22 */
+ {110L, 22, 2, "ETGVIBKDMFOHQJSLUNAPCR" "BADCFEHGJILKNMPORQTSVU"},
+ {10L, 22, 1, "FEHGJILKNMPORQTSVUBADC"},
+ /* order 23 */
+ {22L, 23, 1, "EFGHIJKLMNOPQRSTUVWABCD"},
+ /* order 24 */
+ {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "HRNOPSWCTUVBLDIJXFGAKQME"},
+ {8L, 24, 1, "MQBTUDRWFGHXJELINOPKSAVC"},
+ {24L, 24, 2, "IOQRBEUVFWGHKLAXMNPSCDTJ" "NJXOVGDKSMTFIPQELCURBWAH"},
+ {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "HSNOPWLDTUVBRIAKXFGCQEMJ"},
+ {24L, 24, 2, "QXEJWPUMKLRIVBFTSACGHNDO" "TWHNXLRIOPUMSACQVBFDEJGK"},
+ {48L, 24, 2, "QUEJWVXFKLRIPGMNSACBOTDH" "BAFGHCDEMNOPIJKLTUVQRSXW"},
+ {48L, 24, 3,
+ "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
+ "HSNOPWLDTUVBRIAKXFGCQEMJ"},
+ {24L, 24, 3,
+ "QUKJWPXFESRIVBMNLDCGHTAO" "JXEQRVUMKLWCPGFTSAIBONDH"
+ "TRONXLWCHVUMSAIJPGFDEQBK"},
+ {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "VKXHOQASNTPBCWDEUFGIJLMR"},
+ {16L, 24, 2, "MRGTULWIOPFXSDJQBVNEKCHA" "RMLWIGTUSDJQOPFXEKCBVNAH"},
+ {48L, 24, 2, "IULQRGXMSDCWOPNTEKJBVFAH" "GLMOPRSDTUBVWIEKFXHJQANC"},
+ {24L, 24, 2, "UJPXMRCSNHGTLWIKFVBEDQOA" "NRUFVLWIPXMOJEDQHGTCSABK"},
+ {24L, 24, 2, "MIBTUAQRFGHXCDEWNOPJKLVS" "OKXVFWSCGUTNDRQJBPMALIHE"},
+ {144L, 24, 3,
+ "QXKJWVUMESRIPGFTLDCBONAH" "JUEQRPXFKLWCVBMNSAIGHTDO"
+ "BAFGHCDEMNOPIJKLTUVQRSXW"},
+ {336L, 24, 3,
+ "QTKJWONXESRIHVUMLDCPGFAB" "JNEQRHTUKLWCOPXFSAIVBMDG"
+ "HENOPJKLTUVBQRSAXFGWCDMI"},
+ /* order 25 */
+ {20L, 25, 1, "EHILMNPQRSFTUVBJWXDOYGAKC"},
+ {480L, 25, 2, "EHILMNPQRSCTUVBFWXDJYGOKA" "BDEGHIKLMNAPQRSCTUVFWXJYO"},
+ /* order 26 */
+ {156L, 26, 2,
+ "EXGZIBKDMFOHQJSLUNWPYRATCV" "BADCFEHGJILKNMPORQTSVUXWZY"},
+ {12L, 26, 1, "FEHGJILKNMPORQTSVUXWZYBADC"},
+};
+
+static const struct groups groups[] = {
+ {0, NULL}, /* trivial case: 0 */
+ {0, NULL}, /* trivial case: 1 */
+ {1, groupdata + 0}, /* 2 */
+ {1, groupdata + 1}, /* 3 */
+ {2, groupdata + 2}, /* 4 */
+ {1, groupdata + 4}, /* 5 */
+ {2, groupdata + 5}, /* 6 */
+ {1, groupdata + 7}, /* 7 */
+ {5, groupdata + 8}, /* 8 */
+ {2, groupdata + 13}, /* 9 */
+ {2, groupdata + 15}, /* 10 */
+ {1, groupdata + 17}, /* 11 */
+ {5, groupdata + 18}, /* 12 */
+ {1, groupdata + 23}, /* 13 */
+ {2, groupdata + 24}, /* 14 */
+ {1, groupdata + 26}, /* 15 */
+ {14, groupdata + 27}, /* 16 */
+ {1, groupdata + 41}, /* 17 */
+ {5, groupdata + 42}, /* 18 */
+ {1, groupdata + 47}, /* 19 */
+ {5, groupdata + 48}, /* 20 */
+ {2, groupdata + 53}, /* 21 */
+ {2, groupdata + 55}, /* 22 */
+ {1, groupdata + 57}, /* 23 */
+ {15, groupdata + 58}, /* 24 */
+ {2, groupdata + 73}, /* 25 */
+ {2, groupdata + 75}, /* 26 */
+};
+
+/* ----- data generated by group.gap ends ----- */
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int w = params->w, a = w*w;
+ digit *grid, *soln, *soln2;
+ int *indices;
+ int i, j, k, qh, qt;
+ int diff = params->diff;
+ const struct group *group;
+ char *desc, *p;
+
+ /*
+ * Difficulty exceptions: some combinations of size and
+ * difficulty cannot be satisfied, because all puzzles of at
+ * most that difficulty are actually even easier.
+ *
+ * Remember to re-test this whenever a change is made to the
+ * solver logic!
+ *
+ * I tested it using the following shell command:
+
+for d in t n h x u; do
+ for id in '' i; do
+ for i in {3..9}; do
+ echo -n "./group --generate 1 ${i}d${d}${id}: "
+ perl -e 'alarm 30; exec @ARGV' \
+ ./group --generate 1 ${i}d${d}${id} >/dev/null && echo ok
+ done
+ done
+done
+
+ * Of course, it's better to do that after taking the exceptions
+ * _out_, so as to detect exceptions that should be removed as
+ * well as those which should be added.
+ */
+ if (w < 5 && diff == DIFF_UNREASONABLE)
+ diff--;
+ if ((w < 5 || ((w == 6 || w == 8) && params->id)) && diff == DIFF_EXTREME)
+ diff--;
+ if ((w < 6 || (w == 6 && params->id)) && diff == DIFF_HARD)
+ diff--;
+ if ((w < 4 || (w == 4 && params->id)) && diff == DIFF_NORMAL)
+ diff--;
+
+ grid = snewn(a, digit);
+ soln = snewn(a, digit);
+ soln2 = snewn(a, digit);
+ indices = snewn(a, int);
+
+ while (1) {
+ /*
+ * Construct a valid group table, by picking a group from
+ * the above data table, decompressing it into a full
+ * representation by BFS, and then randomly permuting its
+ * non-identity elements.
+ *
+ * We build the canonical table in 'soln' (and use 'grid' as
+ * our BFS queue), then transfer the table into 'grid'
+ * having shuffled the rows.
+ */
+ assert(w >= 2);
+ assert(w < lenof(groups));
+ group = groups[w].groups + random_upto(rs, groups[w].ngroups);
+ assert(group->order == w);
+ memset(soln, 0, a);
+ for (i = 0; i < w; i++)
+ soln[i] = i+1;
+ qh = qt = 0;
+ grid[qt++] = 1;
+ while (qh < qt) {
+ digit *row, *newrow;
+
+ i = grid[qh++];
+ row = soln + (i-1)*w;
+
+ for (j = 0; j < group->ngens; j++) {
+ int nri;
+ const char *gen = group->gens + j*w;
+
+ /*
+ * Apply each group generator to row, constructing a
+ * new row.
+ */
+ nri = gen[row[0]-1] - 'A' + 1; /* which row is it? */
+ newrow = soln + (nri-1)*w;
+ if (!newrow[0]) { /* not done yet */
+ for (k = 0; k < w; k++)
+ newrow[k] = gen[row[k]-1] - 'A' + 1;
+ grid[qt++] = nri;
+ }
+ }
+ }
+ /* That's got the canonical table. Now shuffle it. */
+ for (i = 0; i < w; i++)
+ soln2[i] = i;
+ if (params->id) /* do we shuffle in the identity? */
+ shuffle(soln2+1, w-1, sizeof(*soln2), rs);
+ else
+ shuffle(soln2, w, sizeof(*soln2), rs);
+ for (i = 0; i < w; i++)
+ for (j = 0; j < w; j++)
+ grid[(soln2[i])*w+(soln2[j])] = soln2[soln[i*w+j]-1]+1;
+
+ /*
+ * Remove entries one by one while the puzzle is still
+ * soluble at the appropriate difficulty level.
+ */
+ memcpy(soln, grid, a);
+ if (!params->id) {
+ /*
+ * Start by blanking the entire identity row and column,
+ * and also another row and column so that the player
+ * can't trivially determine which element is the
+ * identity.
+ */
+
+ j = 1 + random_upto(rs, w-1); /* pick a second row/col to blank */
+ for (i = 0; i < w; i++) {
+ grid[(soln2[0])*w+i] = grid[i*w+(soln2[0])] = 0;
+ grid[(soln2[j])*w+i] = grid[i*w+(soln2[j])] = 0;
+ }
+
+ memcpy(soln2, grid, a);
+ if (solver(params, soln2, diff) > diff)
+ continue; /* go round again if that didn't work */
+ }
+
+ k = 0;
+ for (i = (params->id ? 1 : 0); i < w; i++)
+ for (j = (params->id ? 1 : 0); j < w; j++)
+ if (grid[i*w+j])
+ indices[k++] = i*w+j;
+ shuffle(indices, k, sizeof(*indices), rs);
+
+ for (i = 0; i < k; i++) {
+ memcpy(soln2, grid, a);
+ soln2[indices[i]] = 0;
+ if (solver(params, soln2, diff) <= diff)
+ grid[indices[i]] = 0;
+ }
+
+ /*
+ * Make sure the puzzle isn't too easy.
+ */
+ if (diff > 0) {
+ memcpy(soln2, grid, a);
+ if (solver(params, soln2, diff-1) < diff)
+ continue; /* go round and try again */
+ }
+
+ /*
+ * Done.
+ */
+ break;
+ }
+
+ /*
+ * Encode the puzzle description.
+ */
+ desc = snewn(a*20, char);
+ p = encode_grid(desc, grid, a);
+ *p++ = '\0';
+ desc = sresize(desc, p - desc, char);
+
+ /*
+ * Encode the solution.
+ */
+ *aux = snewn(a+2, char);
+ (*aux)[0] = 'S';
+ for (i = 0; i < a; i++)
+ (*aux)[i+1] = TOCHAR(soln[i], params->id);
+ (*aux)[a+1] = '\0';
+
+ sfree(grid);
+ sfree(soln);
+ sfree(soln2);
+ sfree(indices);
+
+ return desc;
+}
+
+/* ----------------------------------------------------------------------
+ * Gameplay.
+ */
+
+static char *validate_grid_desc(const char **pdesc, int range, int area)
+{
+ const char *desc = *pdesc;
+ int squares = 0;
+ while (*desc && *desc != ',') {
+ int n = *desc++;
+ if (n >= 'a' && n <= 'z') {
+ squares += n - 'a' + 1;
+ } else if (n == '_') {
+ /* do nothing */;
+ } else if (n > '0' && n <= '9') {
+ int val = atoi(desc-1);
+ if (val < 1 || val > range)
+ return "Out-of-range number in game description";
+ squares++;
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
+ } else
+ return "Invalid character in game description";
+ }
+
+ if (squares < area)
+ return "Not enough data to fill grid";
+
+ if (squares > area)
+ return "Too much data to fit in grid";
+ *pdesc = desc;
+ return NULL;
+}
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ int w = params->w, a = w*w;
+ const char *p = desc;
+
+ return validate_grid_desc(&p, w, a);
+}
+
+static const char *spec_to_grid(const char *desc, digit *grid, int area)
+{
+ int i = 0;
+ while (*desc && *desc != ',') {
+ int n = *desc++;
+ if (n >= 'a' && n <= 'z') {
+ int run = n - 'a' + 1;
+ assert(i + run <= area);
+ while (run-- > 0)
+ grid[i++] = 0;
+ } else if (n == '_') {
+ /* do nothing */;
+ } else if (n > '0' && n <= '9') {
+ assert(i < area);
+ grid[i++] = atoi(desc-1);
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
+ } else {
+ assert(!"We can't get here");
+ }
+ }
+ assert(i == area);
+ return desc;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ int w = params->w, a = w*w;
+ game_state *state = snew(game_state);
+ int i;
+
+ state->par = *params; /* structure copy */
+ state->grid = snewn(a, digit);
+ state->immutable = snewn(a, unsigned char);
+ state->pencil = snewn(a, int);
+ for (i = 0; i < a; i++) {
+ state->grid[i] = 0;
+ state->immutable[i] = 0;
+ state->pencil[i] = 0;
+ }
+ state->sequence = snewn(w, digit);
+ state->dividers = snewn(w, int);
+ for (i = 0; i < w; i++) {
+ state->sequence[i] = i;
+ state->dividers[i] = -1;
+ }
+
+ desc = spec_to_grid(desc, state->grid, a);
+ for (i = 0; i < a; i++)
+ if (state->grid[i] != 0)
+ state->immutable[i] = TRUE;
+
+ state->completed = state->cheated = FALSE;
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ int w = state->par.w, a = w*w;
+ game_state *ret = snew(game_state);
+
+ ret->par = state->par; /* structure copy */
+
+ ret->grid = snewn(a, digit);
+ ret->immutable = snewn(a, unsigned char);
+ ret->pencil = snewn(a, int);
+ ret->sequence = snewn(w, digit);
+ ret->dividers = snewn(w, int);
+ memcpy(ret->grid, state->grid, a*sizeof(digit));
+ memcpy(ret->immutable, state->immutable, a*sizeof(unsigned char));
+ memcpy(ret->pencil, state->pencil, a*sizeof(int));
+ memcpy(ret->sequence, state->sequence, w*sizeof(digit));
+ memcpy(ret->dividers, state->dividers, w*sizeof(int));
+
+ 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->pencil);
+ sfree(state->sequence);
+ sfree(state);
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ int w = state->par.w, a = w*w;
+ int i, ret;
+ digit *soln;
+ char *out;
+
+ if (aux)
+ return dupstr(aux);
+
+ soln = snewn(a, digit);
+ memcpy(soln, state->grid, a*sizeof(digit));
+
+ ret = solver(&state->par, soln, DIFFCOUNT-1);
+
+ if (ret == diff_impossible) {
+ *error = "No solution exists for this puzzle";
+ out = NULL;
+ } else if (ret == diff_ambiguous) {
+ *error = "Multiple solutions exist for this puzzle";
+ out = NULL;
+ } else {
+ out = snewn(a+2, char);
+ out[0] = 'S';
+ for (i = 0; i < a; i++)
+ out[i+1] = TOCHAR(soln[i], state->par.id);
+ out[a+1] = '\0';
+ }
+
+ sfree(soln);
+ return out;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ int w = state->par.w;
+ int x, y;
+ char *ret, *p, ch;
+
+ ret = snewn(2*w*w+1, char); /* leave room for terminating NUL */
+
+ p = ret;
+ for (y = 0; y < w; y++) {
+ for (x = 0; x < w; x++) {
+ digit d = state->grid[y*w+x];
+
+ if (d == 0) {
+ ch = '.';
+ } else {
+ ch = TOCHAR(d, state->par.id);
+ }
+
+ *p++ = ch;
+ if (x == w-1) {
+ *p++ = '\n';
+ } else {
+ *p++ = ' ';
+ }
+ }
+ }
+
+ assert(p - ret == 2*w*w);
+ *p = '\0';
+ return ret;
+}
+
+struct game_ui {
+ /*
+ * These are the coordinates of the primary highlighted square on
+ * the grid, if hshow = 1.
+ */
+ int hx, hy;
+ /*
+ * These are the coordinates hx,hy _before_ they go through
+ * state->sequence.
+ */
+ int ohx, ohy;
+ /*
+ * These variables give the length and displacement of a diagonal
+ * sequence of highlighted squares starting at ohx,ohy (still if
+ * hshow = 1). To find the squares' real coordinates, for 0<=i<dn,
+ * compute ohx+i*odx and ohy+i*ody and then map through
+ * state->sequence.
+ */
+ int odx, ody, odn;
+ /*
+ * This indicates whether the current highlight is a
+ * pencil-mark one or a real one.
+ */
+ int hpencil;
+ /*
+ * This indicates whether or not we're showing the highlight
+ * (used to be hx = hy = -1); important so that when we're
+ * using the cursor keys it doesn't keep coming back at a
+ * fixed position. When hshow = 1, pressing a valid number
+ * or letter key or Space will enter that number or letter in the grid.
+ */
+ int hshow;
+ /*
+ * This indicates whether we're using the highlight as a cursor;
+ * it means that it doesn't vanish on a keypress, and that it is
+ * allowed on immutable squares.
+ */
+ int hcursor;
+ /*
+ * This indicates whether we're dragging a table header to
+ * reposition an entire row or column.
+ */
+ int drag; /* 0=none 1=row 2=col */
+ int dragnum; /* element being dragged */
+ int dragpos; /* its current position */
+ int edgepos;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+
+ ui->hx = ui->hy = 0;
+ ui->hpencil = ui->hshow = ui->hcursor = 0;
+ ui->drag = 0;
+
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+ int w = newstate->par.w;
+ /*
+ * We prevent pencil-mode highlighting of a filled square, unless
+ * we're using the cursor keys. So if the user has just filled in
+ * a square which we had a pencil-mode highlight in (by Undo, or
+ * by Redo, or by Solve), then we cancel the highlight.
+ */
+ if (ui->hshow && ui->hpencil && !ui->hcursor &&
+ newstate->grid[ui->hy * w + ui->hx] != 0) {
+ ui->hshow = 0;
+ }
+ if (ui->hshow && ui->odn > 1) {
+ /*
+ * Reordering of rows or columns within the range of a
+ * multifill selection cancels the multifill and deselects
+ * everything.
+ */
+ int i;
+ for (i = 0; i < ui->odn; i++) {
+ if (oldstate->sequence[ui->ohx + i*ui->odx] !=
+ newstate->sequence[ui->ohx + i*ui->odx]) {
+ ui->hshow = 0;
+ break;
+ }
+ if (oldstate->sequence[ui->ohy + i*ui->ody] !=
+ newstate->sequence[ui->ohy + i*ui->ody]) {
+ ui->hshow = 0;
+ break;
+ }
+ }
+ } else if (ui->hshow &&
+ (newstate->sequence[ui->ohx] != ui->hx ||
+ newstate->sequence[ui->ohy] != ui->hy)) {
+ /*
+ * Otherwise, reordering of the row or column containing the
+ * selection causes the selection to move with it.
+ */
+ int i;
+ for (i = 0; i < w; i++) {
+ if (newstate->sequence[i] == ui->hx)
+ ui->ohx = i;
+ if (newstate->sequence[i] == ui->hy)
+ ui->ohy = i;
+ }
+ }
+}
+
+#define PREFERRED_TILESIZE 48
+#define TILESIZE (ds->tilesize)
+#define BORDER (TILESIZE / 2)
+#define LEGEND (TILESIZE)
+#define GRIDEXTRA max((TILESIZE / 32),1)
+#define COORD(x) ((x)*TILESIZE + BORDER + LEGEND)
+#define FROMCOORD(x) (((x)+(TILESIZE-BORDER-LEGEND)) / TILESIZE - 1)
+
+#define FLASH_TIME 0.4F
+
+#define DF_DIVIDER_TOP 0x1000
+#define DF_DIVIDER_BOT 0x2000
+#define DF_DIVIDER_LEFT 0x4000
+#define DF_DIVIDER_RIGHT 0x8000
+#define DF_HIGHLIGHT 0x0400
+#define DF_HIGHLIGHT_PENCIL 0x0200
+#define DF_IMMUTABLE 0x0100
+#define DF_LEGEND 0x0080
+#define DF_DIGIT_MASK 0x001F
+
+#define EF_DIGIT_SHIFT 5
+#define EF_DIGIT_MASK ((1 << EF_DIGIT_SHIFT) - 1)
+#define EF_LEFT_SHIFT 0
+#define EF_RIGHT_SHIFT (3*EF_DIGIT_SHIFT)
+#define EF_LEFT_MASK ((1UL << (3*EF_DIGIT_SHIFT)) - 1UL)
+#define EF_RIGHT_MASK (EF_LEFT_MASK << EF_RIGHT_SHIFT)
+#define EF_LATIN (1UL << (6*EF_DIGIT_SHIFT))
+
+struct game_drawstate {
+ game_params par;
+ int w, tilesize;
+ int started;
+ long *tiles, *legend, *pencil, *errors;
+ long *errtmp;
+ digit *sequence;
+};
+
+static int check_errors(const game_state *state, long *errors)
+{
+ int w = state->par.w, a = w*w;
+ digit *grid = state->grid;
+ int i, j, k, x, y, errs = FALSE;
+
+ /*
+ * To verify that we have a valid group table, it suffices to
+ * test latin-square-hood and associativity only. All the other
+ * group axioms follow from those two.
+ *
+ * Proof:
+ *
+ * Associativity is given; closure is obvious from latin-
+ * square-hood. We need to show that an identity exists and that
+ * every element has an inverse.
+ *
+ * Identity: take any element a. There will be some element e
+ * such that ea=a (in a latin square, every element occurs in
+ * every row and column, so a must occur somewhere in the a
+ * column, say on row e). For any other element b, there must
+ * exist x such that ax=b (same argument from latin-square-hood
+ * again), and then associativity gives us eb = e(ax) = (ea)x =
+ * ax = b. Hence eb=b for all b, i.e. e is a left-identity. A
+ * similar argument tells us that there must be some f which is
+ * a right-identity, and then we show they are the same element
+ * by observing that ef must simultaneously equal e and equal f.
+ *
+ * Inverses: given any a, by the latin-square argument again,
+ * there must exist p and q such that pa=e and aq=e (i.e. left-
+ * and right-inverses). We can show these are equal by
+ * associativity: p = pe = p(aq) = (pa)q = eq = q. []
+ */
+
+ if (errors)
+ for (i = 0; i < a; i++)
+ errors[i] = 0;
+
+ for (y = 0; y < w; y++) {
+ unsigned long mask = 0, errmask = 0;
+ for (x = 0; x < w; x++) {
+ unsigned long bit = 1UL << grid[y*w+x];
+ errmask |= (mask & bit);
+ mask |= bit;
+ }
+
+ if (mask != (1 << (w+1)) - (1 << 1)) {
+ errs = TRUE;
+ errmask &= ~1UL;
+ if (errors) {
+ for (x = 0; x < w; x++)
+ if (errmask & (1UL << grid[y*w+x]))
+ errors[y*w+x] |= EF_LATIN;
+ }
+ }
+ }
+
+ for (x = 0; x < w; x++) {
+ unsigned long mask = 0, errmask = 0;
+ for (y = 0; y < w; y++) {
+ unsigned long bit = 1UL << grid[y*w+x];
+ errmask |= (mask & bit);
+ mask |= bit;
+ }
+
+ if (mask != (1 << (w+1)) - (1 << 1)) {
+ errs = TRUE;
+ errmask &= ~1UL;
+ if (errors) {
+ for (y = 0; y < w; y++)
+ if (errmask & (1UL << grid[y*w+x]))
+ errors[y*w+x] |= EF_LATIN;
+ }
+ }
+ }
+
+ for (i = 1; i < w; i++)
+ for (j = 1; j < w; j++)
+ for (k = 1; k < w; k++)
+ if (grid[i*w+j] && grid[j*w+k] &&
+ grid[(grid[i*w+j]-1)*w+k] &&
+ grid[i*w+(grid[j*w+k]-1)] &&
+ grid[(grid[i*w+j]-1)*w+k] != grid[i*w+(grid[j*w+k]-1)]) {
+ if (errors) {
+ int a = i+1, b = j+1, c = k+1;
+ int ab = grid[i*w+j], bc = grid[j*w+k];
+ int left = (ab-1)*w+(c-1), right = (a-1)*w+(bc-1);
+ /*
+ * If the appropriate error slot is already
+ * used for one of the squares, we don't
+ * fill either of them.
+ */
+ if (!(errors[left] & EF_LEFT_MASK) &&
+ !(errors[right] & EF_RIGHT_MASK)) {
+ long err;
+ err = a;
+ err = (err << EF_DIGIT_SHIFT) | b;
+ err = (err << EF_DIGIT_SHIFT) | c;
+ errors[left] |= err << EF_LEFT_SHIFT;
+ errors[right] |= err << EF_RIGHT_SHIFT;
+ }
+ }
+ errs = TRUE;
+ }
+
+ return errs;
+}
+
+static int find_in_sequence(digit *seq, int len, digit n)
+{
+ int i;
+
+ for (i = 0; i < len; i++)
+ if (seq[i] == n)
+ return i;
+
+ assert(!"Should never get here");
+ return -1;
+}
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->par.w;
+ int tx, ty;
+ char buf[80];
+
+ button &= ~MOD_MASK;
+
+ tx = FROMCOORD(x);
+ ty = FROMCOORD(y);
+
+ if (ui->drag) {
+ if (IS_MOUSE_DRAG(button)) {
+ int tcoord = ((ui->drag &~ 4) == 1 ? ty : tx);
+ ui->drag |= 4; /* some movement has happened */
+ if (tcoord >= 0 && tcoord < w) {
+ ui->dragpos = tcoord;
+ return "";
+ }
+ } else if (IS_MOUSE_RELEASE(button)) {
+ if (ui->drag & 4) {
+ ui->drag = 0; /* end drag */
+ if (state->sequence[ui->dragpos] == ui->dragnum)
+ return ""; /* drag was a no-op overall */
+ sprintf(buf, "D%d,%d", ui->dragnum, ui->dragpos);
+ return dupstr(buf);
+ } else {
+ ui->drag = 0; /* end 'drag' */
+ if (ui->edgepos > 0 && ui->edgepos < w) {
+ sprintf(buf, "V%d,%d",
+ state->sequence[ui->edgepos-1],
+ state->sequence[ui->edgepos]);
+ return dupstr(buf);
+ } else
+ return ""; /* no-op */
+ }
+ }
+ } else if (IS_MOUSE_DOWN(button)) {
+ if (tx >= 0 && tx < w && ty >= 0 && ty < w) {
+ int otx = tx, oty = ty;
+ tx = state->sequence[tx];
+ ty = state->sequence[ty];
+ if (button == LEFT_BUTTON) {
+ if (tx == ui->hx && ty == ui->hy &&
+ ui->hshow && ui->hpencil == 0) {
+ ui->hshow = 0;
+ } else {
+ ui->hx = tx;
+ ui->hy = ty;
+ ui->ohx = otx;
+ ui->ohy = oty;
+ ui->odx = ui->ody = 0;
+ ui->odn = 1;
+ ui->hshow = !state->immutable[ty*w+tx];
+ ui->hpencil = 0;
+ }
+ ui->hcursor = 0;
+ return ""; /* UI activity occurred */
+ }
+ if (button == RIGHT_BUTTON) {
+ /*
+ * Pencil-mode highlighting for non filled squares.
+ */
+ if (state->grid[ty*w+tx] == 0) {
+ if (tx == ui->hx && ty == ui->hy &&
+ ui->hshow && ui->hpencil) {
+ ui->hshow = 0;
+ } else {
+ ui->hpencil = 1;
+ ui->hx = tx;
+ ui->hy = ty;
+ ui->ohx = otx;
+ ui->ohy = oty;
+ ui->odx = ui->ody = 0;
+ ui->odn = 1;
+ ui->hshow = 1;
+ }
+ } else {
+ ui->hshow = 0;
+ }
+ ui->hcursor = 0;
+ return ""; /* UI activity occurred */
+ }
+ } else if (tx >= 0 && tx < w && ty == -1) {
+ ui->drag = 2;
+ ui->dragnum = state->sequence[tx];
+ ui->dragpos = tx;
+ ui->edgepos = FROMCOORD(x + TILESIZE/2);
+ return "";
+ } else if (ty >= 0 && ty < w && tx == -1) {
+ ui->drag = 1;
+ ui->dragnum = state->sequence[ty];
+ ui->dragpos = ty;
+ ui->edgepos = FROMCOORD(y + TILESIZE/2);
+ return "";
+ }
+ } else if (IS_MOUSE_DRAG(button)) {
+ if (!ui->hpencil &&
+ tx >= 0 && tx < w && ty >= 0 && ty < w &&
+ abs(tx - ui->ohx) == abs(ty - ui->ohy)) {
+ ui->odn = abs(tx - ui->ohx) + 1;
+ ui->odx = (tx < ui->ohx ? -1 : +1);
+ ui->ody = (ty < ui->ohy ? -1 : +1);
+ } else {
+ ui->odx = ui->ody = 0;
+ ui->odn = 1;
+ }
+ return "";
+ }
+
+ if (IS_CURSOR_MOVE(button)) {
+ int cx = find_in_sequence(state->sequence, w, ui->hx);
+ int cy = find_in_sequence(state->sequence, w, ui->hy);
+ move_cursor(button, &cx, &cy, w, w, 0);
+ ui->hx = state->sequence[cx];
+ ui->hy = state->sequence[cy];
+ ui->hshow = ui->hcursor = 1;
+ return "";
+ }
+ if (ui->hshow &&
+ (button == CURSOR_SELECT)) {
+ ui->hpencil = 1 - ui->hpencil;
+ ui->hcursor = 1;
+ return "";
+ }
+
+ if (ui->hshow &&
+ ((ISCHAR(button) && FROMCHAR(button, state->par.id) <= w) ||
+ button == CURSOR_SELECT2 || button == '\b')) {
+ int n = FROMCHAR(button, state->par.id);
+ int i, buflen;
+ char *movebuf;
+
+ if (button == CURSOR_SELECT2 || button == '\b')
+ n = 0;
+
+ for (i = 0; i < ui->odn; i++) {
+ int x = state->sequence[ui->ohx + i*ui->odx];
+ int y = state->sequence[ui->ohy + i*ui->ody];
+ int index = y*w+x;
+
+ /*
+ * Can't make pencil marks in a filled square. This can only
+ * become highlighted if we're using cursor keys.
+ */
+ if (ui->hpencil && state->grid[index])
+ return NULL;
+
+ /*
+ * Can't do anything to an immutable square. Exception:
+ * trying to set it to what it already was is OK (so that
+ * multifilling can set a whole diagonal to a without
+ * having to detour round the one immutable square in the
+ * middle that already said a).
+ */
+ if (!ui->hpencil && state->grid[index] == n)
+ /* OK even if it is immutable */;
+ else if (state->immutable[index])
+ return NULL;
+ }
+
+ movebuf = snewn(80 * ui->odn, char);
+ buflen = sprintf(movebuf, "%c%d,%d,%d",
+ (char)(ui->hpencil && n > 0 ? 'P' : 'R'),
+ ui->hx, ui->hy, n);
+ for (i = 1; i < ui->odn; i++) {
+ assert(buflen < i*80);
+ buflen += sprintf(movebuf + buflen, "+%d,%d",
+ state->sequence[ui->ohx + i*ui->odx],
+ state->sequence[ui->ohy + i*ui->ody]);
+ }
+ movebuf = sresize(movebuf, buflen+1, char);
+
+ if (!ui->hcursor) ui->hshow = 0;
+
+ return movebuf;
+ }
+
+ if (button == 'M' || button == 'm')
+ return dupstr("M");
+
+ return NULL;
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ int w = from->par.w, a = w*w;
+ game_state *ret;
+ int x, y, i, j, n, pos;
+
+ if (move[0] == 'S') {
+ ret = dup_game(from);
+ ret->completed = ret->cheated = TRUE;
+
+ for (i = 0; i < a; i++) {
+ if (!ISCHAR(move[i+1]) || FROMCHAR(move[i+1], from->par.id) > w) {
+ free_game(ret);
+ return NULL;
+ }
+ ret->grid[i] = FROMCHAR(move[i+1], from->par.id);
+ ret->pencil[i] = 0;
+ }
+
+ if (move[a+1] != '\0') {
+ free_game(ret);
+ return NULL;
+ }
+
+ return ret;
+ } else if ((move[0] == 'P' || move[0] == 'R') &&
+ sscanf(move+1, "%d,%d,%d%n", &x, &y, &n, &pos) == 3 &&
+ n >= 0 && n <= w) {
+ const char *mp = move + 1 + pos;
+ int pencil = (move[0] == 'P');
+ ret = dup_game(from);
+
+ while (1) {
+ if (x < 0 || x >= w || y < 0 || y >= w) {
+ free_game(ret);
+ return NULL;
+ }
+ if (from->immutable[y*w+x] && !(!pencil && from->grid[y*w+x] == n))
+ return NULL;
+
+ if (move[0] == 'P' && n > 0) {
+ ret->pencil[y*w+x] ^= 1 << n;
+ } else {
+ ret->grid[y*w+x] = n;
+ ret->pencil[y*w+x] = 0;
+ }
+
+ if (!*mp)
+ break;
+
+ if (*mp != '+')
+ return NULL;
+ if (sscanf(mp, "+%d,%d%n", &x, &y, &pos) < 2)
+ return NULL;
+ mp += pos;
+ }
+
+ if (!ret->completed && !check_errors(ret, NULL))
+ ret->completed = TRUE;
+
+ return ret;
+ } else if (move[0] == 'M') {
+ /*
+ * Fill in absolutely all pencil marks everywhere. (I
+ * wouldn't use this for actual play, but it's a handy
+ * starting point when following through a set of
+ * diagnostics output by the standalone solver.)
+ */
+ ret = dup_game(from);
+ for (i = 0; i < a; i++) {
+ if (!ret->grid[i])
+ ret->pencil[i] = (1 << (w+1)) - (1 << 1);
+ }
+ return ret;
+ } else if (move[0] == 'D' &&
+ sscanf(move+1, "%d,%d", &x, &y) == 2) {
+ /*
+ * Reorder the rows and columns so that digit x is in position
+ * y.
+ */
+ ret = dup_game(from);
+ for (i = j = 0; i < w; i++) {
+ if (i == y) {
+ ret->sequence[i] = x;
+ } else {
+ if (from->sequence[j] == x)
+ j++;
+ ret->sequence[i] = from->sequence[j++];
+ }
+ }
+ /*
+ * Eliminate any obsoleted dividers.
+ */
+ for (x = 0; x < w; x++) {
+ int i = ret->sequence[x];
+ int j = (x+1 < w ? ret->sequence[x+1] : -1);
+ if (ret->dividers[i] != j)
+ ret->dividers[i] = -1;
+ }
+ return ret;
+ } else if (move[0] == 'V' &&
+ sscanf(move+1, "%d,%d", &i, &j) == 2) {
+ ret = dup_game(from);
+ if (ret->dividers[i] == j)
+ ret->dividers[i] = -1;
+ else
+ ret->dividers[i] = j;
+ return ret;
+ } else
+ return NULL; /* couldn't parse move string */
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+#define SIZE(w) ((w) * TILESIZE + 2*BORDER + LEGEND)
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ *x = *y = SIZE(params->w);
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ ret[COL_GRID * 3 + 0] = 0.0F;
+ ret[COL_GRID * 3 + 1] = 0.0F;
+ ret[COL_GRID * 3 + 2] = 0.0F;
+
+ ret[COL_USER * 3 + 0] = 0.0F;
+ ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_USER * 3 + 2] = 0.0F;
+
+ ret[COL_HIGHLIGHT * 3 + 0] = 0.78F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_HIGHLIGHT * 3 + 1] = 0.78F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_HIGHLIGHT * 3 + 2] = 0.78F * ret[COL_BACKGROUND * 3 + 2];
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
+
+ ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
+
+ ret[COL_DIAGONAL * 3 + 0] = 0.95F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_DIAGONAL * 3 + 1] = 0.95F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_DIAGONAL * 3 + 2] = 0.95F * ret[COL_BACKGROUND * 3 + 2];
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+ int w = state->par.w, a = w*w;
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->w = w;
+ ds->par = state->par; /* structure copy */
+ ds->tilesize = 0;
+ ds->started = FALSE;
+ ds->tiles = snewn(a, long);
+ ds->legend = snewn(w, long);
+ ds->pencil = snewn(a, long);
+ ds->errors = snewn(a, long);
+ ds->sequence = snewn(a, digit);
+ for (i = 0; i < a; i++)
+ ds->tiles[i] = ds->pencil[i] = -1;
+ for (i = 0; i < w; i++)
+ ds->legend[i] = -1;
+ ds->errtmp = snewn(a, long);
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->tiles);
+ sfree(ds->pencil);
+ sfree(ds->errors);
+ sfree(ds->errtmp);
+ sfree(ds->sequence);
+ sfree(ds);
+}
+
+static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, long tile,
+ long pencil, long error)
+{
+ int w = ds->w /* , a = w*w */;
+ int tx, ty, tw, th;
+ int cx, cy, cw, ch;
+ char str[64];
+
+ tx = BORDER + LEGEND + x * TILESIZE + 1;
+ ty = BORDER + LEGEND + y * TILESIZE + 1;
+
+ cx = tx;
+ cy = ty;
+ cw = tw = TILESIZE-1;
+ ch = th = TILESIZE-1;
+
+ if (tile & DF_LEGEND) {
+ cx += TILESIZE/10;
+ cy += TILESIZE/10;
+ cw -= TILESIZE/5;
+ ch -= TILESIZE/5;
+ tile |= DF_IMMUTABLE;
+ }
+
+ clip(dr, cx, cy, cw, ch);
+
+ /* background needs erasing */
+ draw_rect(dr, cx, cy, cw, ch,
+ (tile & DF_HIGHLIGHT) ? COL_HIGHLIGHT :
+ (x == y) ? COL_DIAGONAL : COL_BACKGROUND);
+
+ /* dividers */
+ if (tile & DF_DIVIDER_TOP)
+ draw_rect(dr, cx, cy, cw, 1, COL_GRID);
+ if (tile & DF_DIVIDER_BOT)
+ draw_rect(dr, cx, cy+ch-1, cw, 1, COL_GRID);
+ if (tile & DF_DIVIDER_LEFT)
+ draw_rect(dr, cx, cy, 1, ch, COL_GRID);
+ if (tile & DF_DIVIDER_RIGHT)
+ draw_rect(dr, cx+cw-1, cy, 1, ch, COL_GRID);
+
+ /* pencil-mode highlight */
+ if (tile & DF_HIGHLIGHT_PENCIL) {
+ int coords[6];
+ coords[0] = cx;
+ coords[1] = cy;
+ coords[2] = cx+cw/2;
+ coords[3] = cy;
+ coords[4] = cx;
+ coords[5] = cy+ch/2;
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ }
+
+ /* new number needs drawing? */
+ if (tile & DF_DIGIT_MASK) {
+ str[1] = '\0';
+ str[0] = TOCHAR(tile & DF_DIGIT_MASK, ds->par.id);
+ draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2,
+ FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
+ (error & EF_LATIN) ? COL_ERROR :
+ (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str);
+
+ if (error & EF_LEFT_MASK) {
+ int a = (error >> (EF_LEFT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
+ int b = (error >> (EF_LEFT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
+ int c = (error >> (EF_LEFT_SHIFT ))&EF_DIGIT_MASK;
+ char buf[10];
+ sprintf(buf, "(%c%c)%c", TOCHAR(a, ds->par.id),
+ TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
+ draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/6,
+ FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
+ COL_ERROR, buf);
+ }
+ if (error & EF_RIGHT_MASK) {
+ int a = (error >> (EF_RIGHT_SHIFT+2*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
+ int b = (error >> (EF_RIGHT_SHIFT+1*EF_DIGIT_SHIFT))&EF_DIGIT_MASK;
+ int c = (error >> (EF_RIGHT_SHIFT ))&EF_DIGIT_MASK;
+ char buf[10];
+ sprintf(buf, "%c(%c%c)", TOCHAR(a, ds->par.id),
+ TOCHAR(b, ds->par.id), TOCHAR(c, ds->par.id));
+ draw_text(dr, tx + TILESIZE/2, ty + TILESIZE - TILESIZE/6,
+ FONT_VARIABLE, TILESIZE/6, ALIGN_VCENTRE | ALIGN_HCENTRE,
+ COL_ERROR, buf);
+ }
+ } else {
+ int i, j, npencil;
+ int pl, pr, pt, pb;
+ float bestsize;
+ int pw, ph, minph, pbest, fontsize;
+
+ /* Count the pencil marks required. */
+ for (i = 1, npencil = 0; i <= w; i++)
+ if (pencil & (1 << i))
+ npencil++;
+ if (npencil) {
+
+ minph = 2;
+
+ /*
+ * Determine the bounding rectangle within which we're going
+ * to put the pencil marks.
+ */
+ /* Start with the whole square */
+ pl = tx + GRIDEXTRA;
+ pr = pl + TILESIZE - GRIDEXTRA;
+ pt = ty + GRIDEXTRA;
+ pb = pt + TILESIZE - GRIDEXTRA;
+
+ /*
+ * We arrange our pencil marks in a grid layout, with
+ * the number of rows and columns adjusted to allow the
+ * maximum font size.
+ *
+ * So now we work out what the grid size ought to be.
+ */
+ bestsize = 0.0;
+ pbest = 0;
+ /* Minimum */
+ for (pw = 3; pw < max(npencil,4); pw++) {
+ float fw, fh, fs;
+
+ ph = (npencil + pw - 1) / pw;
+ ph = max(ph, minph);
+ fw = (pr - pl) / (float)pw;
+ fh = (pb - pt) / (float)ph;
+ fs = min(fw, fh);
+ if (fs > bestsize) {
+ bestsize = fs;
+ pbest = pw;
+ }
+ }
+ assert(pbest > 0);
+ pw = pbest;
+ ph = (npencil + pw - 1) / pw;
+ ph = max(ph, minph);
+
+ /*
+ * Now we've got our grid dimensions, work out the pixel
+ * size of a grid element, and round it to the nearest
+ * pixel. (We don't want rounding errors to make the
+ * grid look uneven at low pixel sizes.)
+ */
+ fontsize = min((pr - pl) / pw, (pb - pt) / ph);
+
+ /*
+ * Centre the resulting figure in the square.
+ */
+ pl = tx + (TILESIZE - fontsize * pw) / 2;
+ pt = ty + (TILESIZE - fontsize * ph) / 2;
+
+ /*
+ * Now actually draw the pencil marks.
+ */
+ for (i = 1, j = 0; i <= w; i++)
+ if (pencil & (1 << i)) {
+ int dx = j % pw, dy = j / pw;
+
+ str[1] = '\0';
+ str[0] = TOCHAR(i, ds->par.id);
+ draw_text(dr, pl + fontsize * (2*dx+1) / 2,
+ pt + fontsize * (2*dy+1) / 2,
+ FONT_VARIABLE, fontsize,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str);
+ j++;
+ }
+ }
+ }
+
+ unclip(dr);
+
+ draw_update(dr, cx, cy, cw, ch);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+ int w = state->par.w /*, a = w*w */;
+ int x, y, i, j;
+
+ if (!ds->started) {
+ /*
+ * The initial contents of the window are not guaranteed and
+ * can vary with front ends. To be on the safe side, all
+ * games should start by drawing a big background-colour
+ * rectangle covering the whole window.
+ */
+ draw_rect(dr, 0, 0, SIZE(w), SIZE(w), COL_BACKGROUND);
+
+ /*
+ * Big containing rectangle.
+ */
+ draw_rect(dr, COORD(0) - GRIDEXTRA, COORD(0) - GRIDEXTRA,
+ w*TILESIZE+1+GRIDEXTRA*2, w*TILESIZE+1+GRIDEXTRA*2,
+ COL_GRID);
+
+ draw_update(dr, 0, 0, SIZE(w), SIZE(w));
+
+ ds->started = TRUE;
+ }
+
+ check_errors(state, ds->errtmp);
+
+ /*
+ * Construct a modified version of state->sequence which takes
+ * into account an unfinished drag operation.
+ */
+ if (ui->drag) {
+ x = ui->dragnum;
+ y = ui->dragpos;
+ } else {
+ x = y = -1;
+ }
+ for (i = j = 0; i < w; i++) {
+ if (i == y) {
+ ds->sequence[i] = x;
+ } else {
+ if (state->sequence[j] == x)
+ j++;
+ ds->sequence[i] = state->sequence[j++];
+ }
+ }
+
+ /*
+ * Draw the table legend.
+ */
+ for (x = 0; x < w; x++) {
+ int sx = ds->sequence[x];
+ long tile = (sx+1) | DF_LEGEND;
+ if (ds->legend[x] != tile) {
+ ds->legend[x] = tile;
+ draw_tile(dr, ds, -1, x, tile, 0, 0);
+ draw_tile(dr, ds, x, -1, tile, 0, 0);
+ }
+ }
+
+ for (y = 0; y < w; y++) {
+ int sy = ds->sequence[y];
+ for (x = 0; x < w; x++) {
+ long tile = 0L, pencil = 0L, error;
+ int sx = ds->sequence[x];
+
+ if (state->grid[sy*w+sx])
+ tile = state->grid[sy*w+sx];
+ else
+ pencil = (long)state->pencil[sy*w+sx];
+
+ if (state->immutable[sy*w+sx])
+ tile |= DF_IMMUTABLE;
+
+ if ((ui->drag == 5 && ui->dragnum == sy) ||
+ (ui->drag == 6 && ui->dragnum == sx)) {
+ tile |= DF_HIGHLIGHT;
+ } else if (ui->hshow) {
+ int i = abs(x - ui->ohx);
+ int highlight = 0;
+ if (ui->odn > 1) {
+ /*
+ * When a diagonal multifill selection is shown,
+ * we show it in its original grid position
+ * regardless of in-progress row/col drags. Moving
+ * every square about would be horrible.
+ */
+ if (i >= 0 && i < ui->odn &&
+ x == ui->ohx + i*ui->odx &&
+ y == ui->ohy + i*ui->ody)
+ highlight = 1;
+ } else {
+ /*
+ * For a single square, we move its highlight
+ * around with the drag.
+ */
+ highlight = (ui->hx == sx && ui->hy == sy);
+ }
+ if (highlight)
+ tile |= (ui->hpencil ? DF_HIGHLIGHT_PENCIL : DF_HIGHLIGHT);
+ }
+
+ if (flashtime > 0 &&
+ (flashtime <= FLASH_TIME/3 ||
+ flashtime >= FLASH_TIME*2/3))
+ tile |= DF_HIGHLIGHT; /* completion flash */
+
+ if (y <= 0 || state->dividers[ds->sequence[y-1]] == sy)
+ tile |= DF_DIVIDER_TOP;
+ if (y+1 >= w || state->dividers[sy] == ds->sequence[y+1])
+ tile |= DF_DIVIDER_BOT;
+ if (x <= 0 || state->dividers[ds->sequence[x-1]] == sx)
+ tile |= DF_DIVIDER_LEFT;
+ if (x+1 >= w || state->dividers[sx] == ds->sequence[x+1])
+ tile |= DF_DIVIDER_RIGHT;
+
+ error = ds->errtmp[sy*w+sx];
+
+ if (ds->tiles[y*w+x] != tile ||
+ ds->pencil[y*w+x] != pencil ||
+ ds->errors[y*w+x] != error) {
+ ds->tiles[y*w+x] = tile;
+ ds->pencil[y*w+x] = pencil;
+ ds->errors[y*w+x] = error;
+ draw_tile(dr, ds, x, y, tile, pencil, error);
+ }
+ }
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->cheated && !newstate->cheated)
+ return FLASH_TIME;
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ if (state->completed)
+ return FALSE;
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * We use 9mm squares by default, like Solo.
+ */
+ game_compute_size(params, 900, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+ int w = state->par.w;
+ int ink = print_mono_colour(dr, 0);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, 3 * TILESIZE / 40);
+ draw_rect_outline(dr, BORDER + LEGEND, BORDER + LEGEND,
+ w*TILESIZE, w*TILESIZE, ink);
+
+ /*
+ * Legend on table.
+ */
+ for (x = 0; x < w; x++) {
+ char str[2];
+ str[1] = '\0';
+ str[0] = TOCHAR(x+1, state->par.id);
+ draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
+ BORDER + TILESIZE/2,
+ FONT_VARIABLE, TILESIZE/2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
+ draw_text(dr, BORDER + TILESIZE/2,
+ BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
+ FONT_VARIABLE, TILESIZE/2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
+ }
+
+ /*
+ * Main grid.
+ */
+ for (x = 1; x < w; x++) {
+ print_line_width(dr, TILESIZE / 40);
+ draw_line(dr, BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND,
+ BORDER+LEGEND+x*TILESIZE, BORDER+LEGEND+w*TILESIZE, ink);
+ }
+ for (y = 1; y < w; y++) {
+ print_line_width(dr, TILESIZE / 40);
+ draw_line(dr, BORDER+LEGEND, BORDER+LEGEND+y*TILESIZE,
+ BORDER+LEGEND+w*TILESIZE, BORDER+LEGEND+y*TILESIZE, ink);
+ }
+
+ /*
+ * Numbers.
+ */
+ for (y = 0; y < w; y++)
+ for (x = 0; x < w; x++)
+ if (state->grid[y*w+x]) {
+ char str[2];
+ str[1] = '\0';
+ str[0] = TOCHAR(state->grid[y*w+x], state->par.id);
+ draw_text(dr, BORDER+LEGEND + x*TILESIZE + TILESIZE/2,
+ BORDER+LEGEND + y*TILESIZE + TILESIZE/2,
+ FONT_VARIABLE, TILESIZE/2,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str);
+ }
+}
+
+#ifdef COMBINED
+#define thegame group
+#endif
+
+const struct game thegame = {
+ "Group", NULL, NULL,
+ 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,
+ PREFERRED_TILESIZE, 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,
+ REQUIRE_RBUTTON | REQUIRE_NUMPAD, /* flags */
+};
+
+#ifdef STANDALONE_SOLVER
+
+#include <stdarg.h>
+
+int main(int argc, char **argv)
+{
+ game_params *p;
+ game_state *s;
+ char *id = NULL, *desc, *err;
+ digit *grid;
+ int grade = FALSE;
+ int ret, diff, really_show_working = FALSE;
+
+ while (--argc > 0) {
+ char *p = *++argv;
+ if (!strcmp(p, "-v")) {
+ really_show_working = TRUE;
+ } else if (!strcmp(p, "-g")) {
+ grade = TRUE;
+ } else if (*p == '-') {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ } else {
+ id = p;
+ }
+ }
+
+ if (!id) {
+ fprintf(stderr, "usage: %s [-g | -v] <game_id>\n", argv[0]);
+ return 1;
+ }
+
+ desc = strchr(id, ':');
+ if (!desc) {
+ fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+ return 1;
+ }
+ *desc++ = '\0';
+
+ p = default_params();
+ decode_params(p, id);
+ err = validate_desc(p, desc);
+ if (err) {
+ fprintf(stderr, "%s: %s\n", argv[0], err);
+ return 1;
+ }
+ s = new_game(NULL, p, desc);
+
+ grid = snewn(p->w * p->w, digit);
+
+ /*
+ * When solving a Normal puzzle, we don't want to bother the
+ * user with Hard-level deductions. For this reason, we grade
+ * the puzzle internally before doing anything else.
+ */
+ ret = -1; /* placate optimiser */
+ solver_show_working = FALSE;
+ for (diff = 0; diff < DIFFCOUNT; diff++) {
+ memcpy(grid, s->grid, p->w * p->w);
+ ret = solver(&s->par, grid, diff);
+ if (ret <= diff)
+ break;
+ }
+
+ if (diff == DIFFCOUNT) {
+ if (grade)
+ printf("Difficulty rating: ambiguous\n");
+ else
+ printf("Unable to find a unique solution\n");
+ } else {
+ if (grade) {
+ if (ret == diff_impossible)
+ printf("Difficulty rating: impossible (no solution exists)\n");
+ else
+ printf("Difficulty rating: %s\n", group_diffnames[ret]);
+ } else {
+ solver_show_working = really_show_working;
+ memcpy(grid, s->grid, p->w * p->w);
+ ret = solver(&s->par, grid, diff);
+ if (ret != diff)
+ printf("Puzzle is inconsistent\n");
+ else {
+ memcpy(s->grid, grid, p->w * p->w);
+ fputs(game_text_format(s), stdout);
+ }
+ }
+ }
+
+ return 0;
+}
+
+#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */