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-rw-r--r--test/CMakeLists.txt2
-rw-r--r--test/Makefile9
-rw-r--r--test/sudoku.cxx230
-rw-r--r--test/sudoku_generator.cpp590
4 files changed, 739 insertions, 92 deletions
diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt
index 6fb3b5105..730da2444 100644
--- a/test/CMakeLists.txt
+++ b/test/CMakeLists.txt
@@ -133,7 +133,7 @@ CREATE_EXAMPLE (resize-example5c "resize-example5c.cxx;resize-arrows.cxx" fltk)
CREATE_EXAMPLE (rotated_text rotated_text.cxx fltk)
CREATE_EXAMPLE (scroll scroll.cxx fltk)
CREATE_EXAMPLE (subwindow subwindow.cxx fltk)
-CREATE_EXAMPLE (sudoku "sudoku.cxx;sudoku.plist;sudoku.icns;sudoku.rc" "fltk_images;fltk;${AUDIOLIBS}")
+CREATE_EXAMPLE (sudoku "sudoku.cxx;sudoku_generator.cxx;sudoku.plist;sudoku.icns;sudoku.rc" "fltk_images;fltk;${AUDIOLIBS}")
CREATE_EXAMPLE (symbols symbols.cxx fltk)
CREATE_EXAMPLE (tabs tabs.fl fltk)
CREATE_EXAMPLE (table table.cxx fltk)
diff --git a/test/Makefile b/test/Makefile
index f1187caf5..51af5bbcb 100644
--- a/test/Makefile
+++ b/test/Makefile
@@ -131,6 +131,7 @@ CPPFILES =\
shape.cxx \
subwindow.cxx \
sudoku.cxx \
+ sudoku_generator.cxx \
symbols.cxx \
table.cxx \
tabs.cxx \
@@ -596,19 +597,19 @@ scroll$(EXEEXT): scroll.o
subwindow$(EXEEXT): subwindow.o
-sudoku: sudoku.o
+sudoku: sudoku.o sudoku_generator.o
echo Linking $@...
- $(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
+ $(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o sudoku_generator.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
$(OSX_ONLY) $(RM) -f -r sudoku.app
$(OSX_ONLY) mkdir -p sudoku.app/Contents/MacOS sudoku.app/Contents/Resources
$(OSX_ONLY) $(INSTALL_BIN) sudoku$(EXEEXT) sudoku.app/Contents/MacOS
$(OSX_ONLY) $(INSTALL_BIN) mac-resources/sudoku.icns sudoku.app/Contents/Resources/
$(OSX_ONLY) $(INSTALL_BIN) mac-resources/sudoku.plist sudoku.app/Contents/Info.plist
-sudoku.exe: sudoku.o sudoku.rc
+sudoku.exe: sudoku.o sudoku_generator.o sudoku.rc
echo Linking $@...
$(RC) sudoku.rc sudokures.o
- $(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o sudokures.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
+ $(CXX) $(ARCHFLAGS) $(CXXFLAGS) $(LDFLAGS) sudoku.o sudoku_generator.o sudokures.o -o $@ $(AUDIOLIBS) $(LINKFLTKIMG) $(LDLIBS)
symbols$(EXEEXT): symbols.o
diff --git a/test/sudoku.cxx b/test/sudoku.cxx
index 97766ac2f..24529665c 100644
--- a/test/sudoku.cxx
+++ b/test/sudoku.cxx
@@ -135,7 +135,7 @@ class SudokuSound {
class SudokuCell : public Fl_Widget {
bool readonly_;
int value_;
- int test_value_[9];
+ int marks_;
public:
@@ -144,13 +144,15 @@ class SudokuCell : public Fl_Widget {
int handle(int event) FL_OVERRIDE;
void readonly(bool r) { readonly_ = r; redraw(); }
bool readonly() const { return readonly_; }
- void test_value(int v, int n) { test_value_[n] = v; redraw(); }
- int test_value(int n) const { return test_value_[n]; }
- void value(int v) {
- value_ = v;
- for (int i = 0; i < 8; i ++) test_value_[i] = 0;
- redraw();
- }
+ void mark(int n, bool set);
+ void toggle_mark(int n);
+ bool mark(int n);
+ void clear_marks();
+ void value(int v) {
+ value_ = v;
+ clear_marks();
+ redraw();
+ }
int value() const { return value_; }
};
@@ -483,7 +485,9 @@ void SudokuSound::play(char note) {
// Create a cell widget
SudokuCell::SudokuCell(int X, int Y, int W, int H)
- : Fl_Widget(X, Y, W, H, 0) {
+: Fl_Widget(X, Y, W, H, 0),
+ marks_(0)
+{
value(0);
}
@@ -491,15 +495,17 @@ SudokuCell::SudokuCell(int X, int Y, int W, int H)
// Draw cell
void
SudokuCell::draw() {
- static Fl_Align align[8] = {
+ static Fl_Align align[10] = {
+ 0,
FL_ALIGN_TOP_LEFT,
FL_ALIGN_TOP,
FL_ALIGN_TOP_RIGHT,
+ FL_ALIGN_LEFT,
+ 0,
FL_ALIGN_RIGHT,
- FL_ALIGN_BOTTOM_RIGHT,
- FL_ALIGN_BOTTOM,
FL_ALIGN_BOTTOM_LEFT,
- FL_ALIGN_LEFT
+ FL_ALIGN_BOTTOM,
+ FL_ALIGN_BOTTOM_RIGHT,
};
@@ -527,11 +533,11 @@ SudokuCell::draw() {
fl_draw(s, x(), y(), w(), h(), FL_ALIGN_CENTER);
}
- fl_font(FL_HELVETICA_BOLD, h() / 5);
+ fl_font(FL_HELVETICA_BOLD, h()*2/9);
- for (int i = 0; i < 8; i ++) {
- if (test_value_[i]) {
- s[0] = test_value_[i] + '0';
+ for (int i = 1; i <= 9; i ++) {
+ if (mark(i)) {
+ s[0] = i + '0';
fl_draw(s, x() + 5, y() + 5, w() - 10, h() - 10, align[i]);
}
}
@@ -578,27 +584,8 @@ SudokuCell::handle(int event) {
}
if (Fl::event_state() & (FL_SHIFT | FL_CAPS_LOCK)) {
- int i;
-
- for (i = 0; i < 8; i ++)
- if (test_value_[i] == key) {
- test_value_[i] = 0;
- break;
- }
-
- if (i >= 8) {
- for (i = 0; i < 8; i ++)
- if (!test_value_[i]) {
- test_value_[i] = key;
- break;
- }
- }
-
- if (i >= 8) {
- for (i = 0; i < 7; i ++) test_value_[i] = test_value_[i + 1];
- test_value_[i] = key;
- }
-
+ toggle_mark(key);
+ value_ = 0;
redraw();
} else {
value(key);
@@ -622,6 +609,29 @@ SudokuCell::handle(int event) {
return Fl_Widget::handle(event);
}
+void SudokuCell::mark(int n, bool set) {
+ if (n<1 || n>9) return;
+ if (set) {
+ marks_ |= (1<<n);
+ } else {
+ marks_ &= ~(1<<n);
+ }
+}
+
+void SudokuCell::toggle_mark(int n) {
+ if (n<1 || n>9) return;
+ marks_ ^= (1<<n);
+}
+
+bool SudokuCell::mark(int n) {
+ if (n<1 || n>9) return 0;
+ return (marks_>>n) & 1;
+}
+
+void SudokuCell::clear_marks() {
+ marks_ = 0;
+}
+
// Sudoku class globals...
Fl_Help_Dialog *Sudoku::help_dialog_ = (Fl_Help_Dialog *)0;
@@ -641,7 +651,7 @@ Sudoku::Sudoku()
{ "&Check Game", FL_COMMAND | 'c', check_cb, 0, 0 },
{ "&Restart Game", FL_COMMAND | 'r', restart_cb, 0, 0 },
{ "&Solve Game", FL_COMMAND | 's', solve_cb, 0, FL_MENU_DIVIDER },
- { "&Update Helpers", 0, update_helpers_cb, 0, 0 },
+ { "&Update Helpers", FL_COMMAND | 'u', update_helpers_cb, 0, 0 },
{ "&Mute Sound", FL_COMMAND | 'm', mute_cb, 0, FL_MENU_TOGGLE | FL_MENU_DIVIDER },
{ "&Quit", FL_COMMAND | 'q', close_cb, 0, 0 },
{ 0 },
@@ -885,12 +895,12 @@ Sudoku::update_helpers() {
int j, k, m;
// First we delete any entries that the user may have made
+ // TODO: set all marks if none were set
+ // TODO: clear marks if value is used, don't set individual marks
for (j = 0; j < 9; j ++) {
for (k = 0; k < 9; k ++) {
SudokuCell *cell = grid_cells_[j][k];
- for (m = 0; m < 8; m ++) {
- cell->test_value(0, m);
- }
+ cell->clear_marks();
}
}
@@ -925,10 +935,11 @@ Sudoku::update_helpers() {
}
}
// transfer our findings to the markers
- for (m = 1, k = 0; m <= 9; m ++) {
+ for (m = 1; m <= 9; m ++) {
if (!taken[m])
- dst_cell->test_value(m, k ++);
+ dst_cell->mark(m, true);
}
+ dst_cell->redraw();
}
}
@@ -994,47 +1005,63 @@ Sudoku::help_cb(Fl_Widget *, void *) {
// Load the game from saved preferences...
void
Sudoku::load_game() {
+#if 0
+ for (int j = 0; j < 9; j ++) {
+ Fl_Preferences row(prefs_, Fl_Preferences::Name("Row%d", j));
+ for (int k = 0; k < 9; k ++) {
+ Fl_Preferences p(row, Fl_Preferences::Name("Col%d", k));
+ char name[255];
+ SudokuCell *cell = grid_cells_[j][k];
+ p.set("value", grid_values_[j][k]);
+ p.set("state", cell->value());
+ p.set("readonly", cell->readonly());
+ for (int m = 1; m <= 9; m ++) {
+ if (cell->mark(m))
+ p.set(Fl_Preferences::Name("m%d", m), 1);
+ else
+ p.deleteEntry(Fl_Preferences::Name("m%d", m));
+ }
+ }
+ }
+#endif
+
// Load the current values and state of each grid...
memset(grid_values_, 0, sizeof(grid_values_));
bool solved = true;
+ bool empty = false;
- for (int j = 0; j < 9; j ++)
+ for (int j = 0; j < 9; j ++) {
+ Fl_Preferences row(prefs_, Fl_Preferences::Name("Row%d", j));
for (int k = 0; k < 9; k ++) {
- char name[255];
- int val;
+ Fl_Preferences p(row, Fl_Preferences::Name("Col%d", k));
+ int v;
SudokuCell *cell = grid_cells_[j][k];
- snprintf(name, sizeof(name), "value%d.%d", j, k);
- if (!prefs_.get(name, val, 0)) {
- j = 9;
- grid_values_[0][0] = 0;
- break;
- }
-
- grid_values_[j][k] = val;
+ p.get("value", v, 0);
+ grid_values_[j][k] = v;
+ if (v) empty = false;
- snprintf(name, sizeof(name), "state%d.%d", j, k);
- prefs_.get(name, val, 0);
- cell->value(val);
+ p.get("state", v, 0);
+ cell->value(v);
- snprintf(name, sizeof(name), "readonly%d.%d", j, k);
- prefs_.get(name, val, 0);
- cell->readonly(val != 0);
-
- if (val) cell->color(FL_GRAY);
- else {
+ p.set("readonly", cell->readonly());
+ cell->readonly(v != 0);
+ if (v) {
+ cell->color(FL_GRAY);
+ } else {
cell->color(FL_LIGHT3);
solved = false;
}
- for (int m = 0; m < 8; m ++) {
- snprintf(name, sizeof(name), "test%d%d.%d", m, j, k);
- prefs_.get(name, val, 0);
- cell->test_value(val, m);
+ for (int m = 1; m <= 9; m ++) {
+ p.get(Fl_Preferences::Name("m%d", m), v, 0);
+ cell->mark(m, v);
}
+ cell->redraw();
}
+ }
// If we didn't load any values or the last game was solved, then
// create a new game automatically...
@@ -1064,19 +1091,50 @@ void
Sudoku::new_cb(Fl_Widget *widget, void *) {
Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget);
- if (s->grid_cells_[0][0]->color() != FL_GREEN) {
- if (!fl_choice("Are you sure you want to change the difficulty level and "
- "discard the current game?", "Keep Current Game", "Start New Game",
- NULL)) return;
- }
+// if (s->grid_cells_[0][0]->color() != FL_GREEN) {
+// if (!fl_choice("Are you sure you want to change the difficulty level and "
+// "discard the current game?", "Keep Current Game", "Start New Game",
+// NULL)) return;
+// }
s->new_game(time(NULL));
}
+extern int generate_sudoku(int grid_data[81]);
+
// Create a new game...
void
Sudoku::new_game(time_t seed) {
+
+ {
+ int grid_data[81];
+ int *g = grid_data;
+ generate_sudoku(grid_data);
+ SudokuCell *cell;
+ for (int j = 0; j < 9; j ++) {
+ for (int k = 0; k < 9; k ++) {
+ int v = *g++;
+ int vv = v; if (vv<0) vv = -vv;
+ grid_values_[j][k] = vv;
+ cell = grid_cells_[j][k];
+ if (v<0) {
+ cell->value(0);
+ cell->readonly(0);
+ cell->color(FL_LIGHT3);
+ } else {
+ cell->value(vv);
+ cell->readonly(1);
+ cell->color(FL_GRAY);
+ }
+ }
+ }
+ return;
+ }
+
+
+
+
int j, k, m, n, t, count;
@@ -1256,25 +1314,23 @@ Sudoku::restart_cb(Fl_Widget *widget, void *) {
void
Sudoku::save_game() {
// Save the current values and state of each grid...
- for (int j = 0; j < 9; j ++)
+ for (int j = 0; j < 9; j ++) {
+ Fl_Preferences row(prefs_, Fl_Preferences::Name("Row%d", j));
for (int k = 0; k < 9; k ++) {
+ Fl_Preferences p(row, Fl_Preferences::Name("Col%d", k));
char name[255];
SudokuCell *cell = grid_cells_[j][k];
-
- snprintf(name, sizeof(name), "value%d.%d", j, k);
- prefs_.set(name, grid_values_[j][k]);
-
- snprintf(name, sizeof(name), "state%d.%d", j, k);
- prefs_.set(name, cell->value());
-
- snprintf(name, sizeof(name), "readonly%d.%d", j, k);
- prefs_.set(name, cell->readonly());
-
- for (int m = 0; m < 8; m ++) {
- snprintf(name, sizeof(name), "test%d%d.%d", m, j, k);
- prefs_.set(name, cell->test_value(m));
+ p.set("value", grid_values_[j][k]);
+ p.set("state", cell->value());
+ p.set("readonly", cell->readonly());
+ for (int m = 1; m <= 9; m ++) {
+ if (cell->mark(m))
+ p.set(Fl_Preferences::Name("m%d", m), 1);
+ else
+ p.deleteEntry(Fl_Preferences::Name("m%d", m));
}
}
+ }
}
diff --git a/test/sudoku_generator.cpp b/test/sudoku_generator.cpp
new file mode 100644
index 000000000..8f6469e19
--- /dev/null
+++ b/test/sudoku_generator.cpp
@@ -0,0 +1,590 @@
+//
+// Sudoku game generator using the Fast Light Tool Kit (FLTK).
+//
+// Copyright (c) 2018 Vaibhav Thakkar.
+// Copyright 2023 by Vaibhav Thakkar and Matthias Melcher.
+//
+// This library is free software. Distribution and use rights are outlined in
+// the file "COPYING" which should have been included with this file. If this
+// file is missing or damaged, see the license at:
+//
+// https://www.fltk.org/COPYING.php
+//
+// Please see the following page on how to report bugs and issues:
+//
+// https://www.fltk.org/bugs.php
+//
+
+//
+// This solver is based on the work of Vaibhav Thakkar
+// from https://github.com/vaithak/Sudoku-Generator
+// vaithak/Sudoku-Generator is licensed under the MIT License
+// Copyright (c) 2018 Vaibhav Thakkar
+//
+// The solver was modified to fit FLTKs requirements of using minimal C++
+// and adapted to the FLTK naming scheme.
+//
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <time.h>
+#include <FL/Fl_Int_Vector.H>
+
+#define UNASSIGNED 0
+
+class Sudoku_Generator {
+private:
+public:
+ int grid[9][9];
+ int solnGrid[9][9];
+ int guessNum[9];
+ int gridPos[81];
+ int difficultyLevel;
+ bool grid_status;
+
+public:
+ Sudoku_Generator ();
+ Sudoku_Generator(int[81], bool row_major=true);
+ void fillEmptyDiagonalBox(int);
+ void createSeed();
+ void printGrid();
+ bool solveGrid();
+ void countSoln(int &number);
+ void genPuzzle();
+ bool gridStatus();
+ void calculateDifficulty();
+ int branchDifficultyScore();
+};
+
+// Generate a random number between 0 and maxLimit-1
+int genRandNum(int maxLimit)
+{
+ return rand()%maxLimit;
+}
+
+
+// We take an integer array of the length n and swap the content around randomly.
+// The function was part of the c++11 standard, but was removed in C++17 because
+// it was regarded as flawed.
+// This implementation is a minimal hack without care about random dstribution.
+// For additional randomness, we do that three times.
+void random_shuffle(int *data, int n, int (*r)(int))
+{
+ for (int n = 3; n>0; --n) {
+ for (int i = n-1; i > 0; --i) {
+ int j = r(i+1);
+ int tmp = data[i];
+ data[i] = data[j];
+ data[j] = tmp;
+ }
+ }
+}
+
+// Helper functions for solving grid
+bool FindUnassignedLocation(int grid[9][9], int &row, int &col)
+{
+ for (row = 0; row < 9; row++)
+ {
+ for (col = 0; col < 9; col++)
+ {
+ if (grid[row][col] == UNASSIGNED)
+ return true;
+ }
+ }
+ return false;
+}
+
+// Return true if num exists in row of grid.
+bool UsedInRow(int grid[9][9], int row, int num)
+{
+ for (int col = 0; col < 9; col++)
+ {
+ if (grid[row][col] == num)
+ return true;
+ }
+ return false;
+}
+
+// Return true if num exists in col of grid.
+bool UsedInCol(int grid[9][9], int col, int num)
+{
+ for (int row = 0; row < 9; row++)
+ {
+ if (grid[row][col] == num)
+ return true;
+ }
+ return false;
+}
+
+// Return true if num exists in box at row, col of grid.
+bool UsedInBox(int grid[9][9], int boxStartRow, int boxStartCol, int num)
+{
+ for (int row = 0; row < 3; row++)
+ {
+ for (int col = 0; col < 3; col++)
+ {
+ if (grid[row+boxStartRow][col+boxStartCol] == num)
+ return true;
+ }
+ }
+ return false;
+}
+
+// Return true if a number can be used at row, col and does not appear
+// yet in the rom, column, or box
+bool isSafe(int grid[9][9], int row, int col, int num)
+{
+ return !UsedInRow(grid, row, num) && !UsedInCol(grid, col, num) && !UsedInBox(grid, row - row%3 , col - col%3, num);
+}
+
+// Fill the box at idx*3, idx*3 with random values
+void Sudoku_Generator::fillEmptyDiagonalBox(int idx)
+{
+ int start = idx*3;
+ random_shuffle(guessNum, 9, genRandNum);
+ for (int i = 0; i < 3; ++i)
+ {
+ for (int j = 0; j < 3; ++j)
+ {
+ this->grid[start+i][start+j] = guessNum[i*3+j];
+ }
+ }
+}
+
+// Create a soved Sudoku puzzle
+void Sudoku_Generator::createSeed()
+{
+ /* Fill diagonal boxes to form:
+ x | . | .
+ . | x | .
+ . | . | x
+ */
+ this->fillEmptyDiagonalBox(0);
+ this->fillEmptyDiagonalBox(1);
+ this->fillEmptyDiagonalBox(2);
+
+ /* Fill the remaining blocks:
+ x | x | x
+ x | x | x
+ x | x | x
+ */
+ this->solveGrid(); // Not truly random, but still good enough because we generate random diagonals.
+
+ // Saving the solution grid
+ for(int i=0;i<9;i++)
+ {
+ for(int j=0;j<9;j++)
+ {
+ this->solnGrid[i][j] = this->grid[i][j];
+ }
+ }
+}
+
+// Initialize the egenrator
+Sudoku_Generator::Sudoku_Generator()
+{
+ // initialize difficulty level
+ this->difficultyLevel = 0;
+
+ // Randomly shuffling the array of removing grid positions
+ for(int i=0;i<81;i++)
+ {
+ this->gridPos[i] = i;
+ }
+
+ random_shuffle(gridPos, 81, genRandNum);
+
+ // Randomly shuffling the guessing number array
+ for(int i=0;i<9;i++)
+ {
+ this->guessNum[i]=i+1;
+ }
+
+ random_shuffle(guessNum, 9, genRandNum);
+
+ // Initialising the grid
+ for(int i=0;i<9;i++)
+ {
+ for(int j=0;j<9;j++)
+ {
+ this->grid[i][j]=0;
+ }
+ }
+
+ grid_status = true;
+}
+
+// Custom Initialising with grid passed as argument
+Sudoku_Generator::Sudoku_Generator(int grid_data[81], bool row_major)
+{
+ // First pass: Check if all cells are valid
+ for(int i=0; i<81; ++i)
+ {
+ int curr_num = grid_data[i];
+ if(!((curr_num == UNASSIGNED) || (curr_num > 0 && curr_num < 10)))
+ {
+ grid_status=false;
+ return;
+ }
+
+ if(row_major) grid[i/9][i%9] = curr_num;
+ else grid[i%9][i/9] = curr_num;
+ }
+
+ // Second pass: Check if all columns are valid
+ for (int col_num=0; col_num<9; ++col_num)
+ {
+ bool nums[10]={false};
+ for (int row_num=0; row_num<9; ++row_num)
+ {
+ int curr_num = grid[row_num][col_num];
+ if(curr_num!=UNASSIGNED && nums[curr_num]==true)
+ {
+ grid_status=false;
+ return;
+ }
+ nums[curr_num] = true;
+ }
+ }
+
+ // Third pass: Check if all rows are valid
+ for (int row_num=0; row_num<9; ++row_num)
+ {
+ bool nums[10]={false};
+ for (int col_num=0; col_num<9; ++col_num)
+ {
+ int curr_num = grid[row_num][col_num];
+ if(curr_num!=UNASSIGNED && nums[curr_num]==true)
+ {
+ grid_status=false;
+ return;
+ }
+ nums[curr_num] = true;
+ }
+ }
+
+ // Fourth pass: Check if all blocks are valid
+ for (int block_num=0; block_num<9; ++block_num)
+ {
+ bool nums[10]={false};
+ for (int cell_num=0; cell_num<9; ++cell_num)
+ {
+ int curr_num = grid[((int)(block_num/3))*3 + (cell_num/3)][((int)(block_num%3))*3 + (cell_num%3)];
+ if(curr_num!=UNASSIGNED && nums[curr_num]==true)
+ {
+ grid_status=false;
+ return;
+ }
+ nums[curr_num] = true;
+ }
+ }
+
+ // Randomly shuffling the guessing number array
+ for(int i=0;i<9;i++)
+ {
+ this->guessNum[i]=i+1;
+ }
+
+ random_shuffle(guessNum, 9, genRandNum);
+
+ grid_status = true;
+}
+
+// Return status of the custom grid passed.
+bool Sudoku_Generator::gridStatus()
+{
+ return grid_status;
+}
+
+// Printing the grid
+void Sudoku_Generator::printGrid()
+{
+ for(int i=0;i<9;i++)
+ {
+ for(int j=0;j<9;j++)
+ {
+ if(grid[i][j] == 0)
+ printf(" .");
+ else
+ printf(" %d", grid[i][j]);
+ if (((j%3) == 2) && (j < 8))
+ printf(" |");
+ }
+ printf("\n");
+ if (((i%3) == 2) && (i < 8))
+ printf("-------+-------+-------\n");
+ }
+ printf("\nDifficulty of current sudoku(0 being easiest): %d\n", difficultyLevel);
+}
+
+// Modified Sudoku solver
+bool Sudoku_Generator::solveGrid()
+{
+ int row, col;
+
+ // If there is no unassigned location, we are done
+ if (!FindUnassignedLocation(this->grid, row, col))
+ return true; // success!
+
+ // Consider digits 1 to 9
+ for (int num = 0; num < 9; num++)
+ {
+ // if looks promising
+ if (isSafe(this->grid, row, col, this->guessNum[num]))
+ {
+ // make tentative assignment
+ this->grid[row][col] = this->guessNum[num];
+
+ // return, if success, yay!
+ if (solveGrid())
+ return true;
+
+ // failure, unmake & try again
+ this->grid[row][col] = UNASSIGNED;
+ }
+ }
+
+ return false; // this triggers backtracking
+}
+
+// Check if the grid is uniquely solvable
+void Sudoku_Generator::countSoln(int &number)
+{
+ int row, col;
+
+ if(!FindUnassignedLocation(this->grid, row, col))
+ {
+ number++;
+ return ;
+ }
+
+
+ for(int i=0;i<9 && number<2;i++)
+ {
+ if( isSafe(this->grid, row, col, this->guessNum[i]) )
+ {
+ this->grid[row][col] = this->guessNum[i];
+ countSoln(number);
+ }
+
+ this->grid[row][col] = UNASSIGNED;
+ }
+
+}
+// END: Check if the grid is uniquely solvable
+
+
+// START: Generate puzzle
+void Sudoku_Generator::genPuzzle()
+{
+ for(int i=0;i<81;i++)
+ {
+ int x = (this->gridPos[i])/9;
+ int y = (this->gridPos[i])%9;
+ int temp = this->grid[x][y];
+ this->grid[x][y] = UNASSIGNED;
+
+ // If now more than 1 solution , replace the removed cell back.
+ int check=0;
+ countSoln(check);
+ if(check!=1)
+ {
+ this->grid[x][y] = temp;
+ }
+ }
+}
+// END: Generate puzzle
+
+
+// START: Calculate branch difficulty score
+int Sudoku_Generator::branchDifficultyScore()
+{
+ int emptyPositions = -1;
+ int tempGrid[9][9];
+ int sum=0;
+
+ for(int i=0;i<9;i++)
+ {
+ for(int j=0;j<9;j++)
+ {
+ tempGrid[i][j] = this->grid[i][j];
+ }
+ }
+
+ while(emptyPositions!=0)
+ {
+ Fl_Int_Vector empty[81];
+ int empty_n = 0;
+
+ for(int i=0;i<81;i++)
+ {
+ if(tempGrid[(int)(i/9)][(int)(i%9)] == 0)
+ {
+ // TODO: C++
+ Fl_Int_Vector temp;
+ temp.push_back(i);
+
+ for(int num=1;num<=9;num++)
+ {
+ if(isSafe(tempGrid,i/9,i%9,num))
+ {
+ temp.push_back(num);
+ }
+ }
+
+ empty[empty_n++] = temp;
+ }
+
+ }
+
+ if(empty_n == 0)
+ {
+ return sum;
+ }
+
+ int minIndex = 0;
+
+ int check = empty_n;
+ for(int i=0;i<check;i++)
+ {
+ if(empty[i].size() < empty[minIndex].size())
+ minIndex = i;
+ }
+
+ int branchFactor=empty[minIndex].size();
+ int rowIndex = empty[minIndex][0]/9;
+ int colIndex = empty[minIndex][0]%9;
+
+ tempGrid[rowIndex][colIndex] = this->solnGrid[rowIndex][colIndex];
+ sum = sum + ((branchFactor-2) * (branchFactor-2)) ;
+
+ emptyPositions = empty_n - 1;
+ }
+
+ return sum;
+
+}
+// END: Finish branch difficulty score
+
+
+// START: Calculate difficulty level of current grid
+void Sudoku_Generator::calculateDifficulty()
+{
+ int B = branchDifficultyScore();
+ int emptyCells = 0;
+
+ for(int i=0;i<9;i++)
+ {
+ for(int j=0;j<9;j++)
+ {
+ if(this->grid[i][j] == 0)
+ emptyCells++;
+ }
+ }
+
+ this->difficultyLevel = B*100 + emptyCells;
+}
+// END: calculating difficulty level
+
+
+// START: The main function
+int generate_sudoku(int grid_data[81])
+{
+#if 0
+ int i, j;
+ FILE *f = fopen("/Users/matt/dev/su.cxx", "wb");
+ fprintf(f, "// all horizontal chains\n");
+ for (i=0; i<9; i++) {
+ fprintf(f, "{ ");
+ for (j=0; j<9; j++) {
+ fprintf(f, "%2d, ", i*9+j);
+ }
+ fprintf(f, "},\n");
+ }
+ fprintf(f, "// all vertical chains\n");
+ for (i=0; i<9; i++) {
+ fprintf(f, "{ ");
+ for (j=0; j<9; j++) {
+ fprintf(f, "%2d, ", j*9+i);
+ }
+ fprintf(f, "},\n");
+ }
+ fprintf(f, "// all squares\n");
+ for (i=0; i<9; i++) {
+ fprintf(f, "{ ");
+ for (j=0; j<9; j++) {
+ fprintf(f, "%2d, ", ((i%3)*3) + ((i/3)*3*9) + (j%3) + (j/3)*9);
+ }
+ fprintf(f, "},\n");
+ }
+ fprintf(f, "// every field is part of 3 chains\n");
+ for (i=0; i<81; i++) {
+ fprintf(f, "{ ");
+ int col = i % 9;
+ int row = i / 9;
+ fprintf(f, " %2d, %2d, %2d ",
+ i/9, i%9, (col/3) + (row/3)*3
+ );
+ fprintf(f, "},\n");
+ }
+ fclose(f);
+#endif
+
+
+ // Initialising seed for random number generation
+ srand((unsigned int)time(NULL));
+
+ // Creating an instance of Sudoku
+ Sudoku_Generator *puzzle = new Sudoku_Generator();
+
+ // Creating a seed for puzzle generation
+ puzzle->createSeed();
+
+ // Generating the puzzle
+ puzzle->genPuzzle();
+
+ // Calculating difficulty of puzzle
+ puzzle->calculateDifficulty();
+
+ // testing by printing the grid
+ puzzle->printGrid();
+
+// // Printing the grid into SVG file
+// string rem = "sudokuGen";
+// string path = argv[0];
+// path = path.substr(0,path.size() - rem.size());
+// puzzle->printSVG(path);
+// cout<<"The above sudoku puzzle has been stored in puzzles.svg in current folder\n";
+// // freeing the memory
+
+ puzzle->printGrid();
+ printf("Difficulty: %d\n", puzzle->difficultyLevel);
+ for (int d = 0; d<9; d++) {
+ int x = 0, y = 0;
+ for (;;) {
+ x = genRandNum(9);
+ y = genRandNum(9);
+ if (puzzle->grid[x][y] == 0) break;
+ }
+ puzzle->grid[x][y] = puzzle->solnGrid[x][y];
+ printf(" %d %d\n", x, y);
+ puzzle->calculateDifficulty();
+ printf("Difficulty: %d\n", puzzle->difficultyLevel);
+ }
+
+ int *g = grid_data;
+ for(int i=0;i<9;i++) {
+ for(int j=0;j<9;j++) {
+ if (puzzle->grid[i][j] == UNASSIGNED) {
+ *g++ = -puzzle->solnGrid[i][j];
+ } else {
+ *g++ = puzzle->solnGrid[i][j];
+ }
+ }
+ }
+
+ delete puzzle;
+
+ return 0;
+}
+// END: The main function