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|
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
\def\filename{cwpuzzle.dtx}
\def\fileversion{1.10}
\def\filedate{2020/05/23}
\let\docversion=\fileversion
\let\docdate=\filedate
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%\iffalse
\typeout{%
%% Purpose:
Package: cwpuzzle \filedate\space\fileversion\space
for typesetting crossword puzzles and more.
}%
%%
%% Documentation:
%% The documentation can be generated from the original file
%% cwpuzzle.dtx with the doc style/package. LaTeX the file
%% cwpuzzle.dtx to get the full documentation in dvi format.
%%
%%
%% Author: Gerd Neugebauer
%% Im Lerchels\"ohl 5
%% 64521 Gro\ss-Gerau
%% Mail: gene@gerd-neugebauer.de
%%
%% Copyright (c) 1995-2020 Gerd Neugebauer
%%
%% cwpuzzle.dtx is distributed in the hope that it will be useful,
%% but WITHOUT ANY WARRANTY. No author or distributor accepts
%% responsibility to anyone for the consequences of using it or for
%% whether it serves any particular purpose or works at all, unless
%% he says so in writing.
%%
%% Everyone is granted permission to copy, modify and redistribute
%% cwpuzzle.dtx, provided this copyright notice is preserved and
%% any modifications are indicated.
%%
%<*driver>
\documentclass{ltxdoc}
\usepackage{xcolor}
\usepackage{cwpuzzle}
\EnableCrossrefs
\CodelineIndex
\RecordChanges
\setcounter{IndexColumns}2
\begin{document}
\DocInput{cwpuzzle.dtx}
\newpage
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\end{document}
%</driver>
%\fi
%
% \title{A \LaTeX\ Package for Typesetting\\ Crossword
% Puzzles and More\thanks{This file documents \filename\ version
% \fileversion\ as of \filedate.}}
% \author{Gerd Neugebauer\\
% Im Lerchels\"ohl 5\\
% 64521 Gro\ss{}-Gerau (Germany)\\
% Net: {\tt gene@gerd-neugebauer.de}}
%
% \date{{\footnotesize Documentation date: \docdate}}
%
% \maketitle
%
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%
% \changes{1.3}{1996/10/28}{First public release.}
%
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% \CheckSum{640}
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%% \CharacterTable
%% {Upper-case \A\B\C\D\E\F\G\H\I\J\K\L\M\N\O\P\Q\R\S\T\U\V\W\X\Y\Z
%% Lower-case \a\b\c\d\e\f\g\h\i\j\k\l\m\n\o\p\q\r\s\t\u\v\w\x\y\z
%% Digits \0\1\2\3\4\5\6\7\8\9
%% Exclamation \! Double quote \" Hash (number) \#
%% Dollar \$ Percent \% Ampersand \&
%% Acute accent \' Left paren \( Right paren \)
%% Asterisk \* Plus \+ Comma \,
%% Minus \- Point \. Solidus \/
%% Colon \: Semicolon \; Less than \<
%% Equals \= Greater than \> Question mark \?
%% Commercial at \@ Left bracket \[ Backslash \\
%% Right bracket \] Circumflex \^ Underscore \_
%% Grave accent \` Left brace \{ Vertical bar \|
%% Right brace \} Tilde \~}
%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% \MakeShortVerb{|}
%
% \begin{abstract}
% cpwuzzle.dtx provides a package to typeset crossword puzzles.
% The leading philosophy is that the puzzle and the solution are
% typeset from the same source.
%
% The package can be used to produce several types of puzzles like
% the classical crossword puzzle, a number puzzle, and fill-in
% puzzles. In addition to the block separated puzzles the thick
% line delimited puzzles are supported as well.
% \end{abstract}
%
% \tableofcontents
% \newpage
%
% \section{About Crossword Puzzles}
%
% Crossword puzzles are can be a an amusing but also a challenging
% hobby. Unfortunately at the time of this writing I am not aware
% of any good package to typeset crossword puzzles with \LaTeX.
% Thus I decided to make one which at least fits my needs.
%
% There are several types of crossword puzzles among. This
% package can only be used to typeset several of them. The basic
% assumption in this package is that puzzles are rectangular
% arrangements of boxes. Some of these boxes are black and others
% are prepared to take single letters.
% Each word in the grid is enclosed in black boxes or the outside.
%
% Optionally there may be rectangular regions left blank inside the
% puzzle. They can be used to place ads or other informative texts
% inside the puzzle.
%
% \subsection{Classical Crossword Puzzles}\label{sec:classical}
%
% \PuzzleUnsolved
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{3}%
% |* |* |[1]E|X |* |.
% |[2]A|[3]S|T |* |[4]T|.
% |* |[5]P|A |R |T |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \begin{PuzzleClues}{Across}%
% \Clue{1}{EX}{unit of measure}%
% \Clue{2}{AST}{\(\ast\)}%
% \Clue{5}{PART}{sectioning unit}%
% \end{PuzzleClues}%
% \begin{PuzzleClues}{Down}%
% \Clue{1}{ETA}{\(\eta\)}%
% \Clue{3}{SP}{unit of measure}%
% \Clue{4}{TT}{non-proportional font}%
% \end{PuzzleClues}%
% \end{minipage}\medskip
%
% The ``classical'' type of a crossword puzzle words are marked
% with numbers and each word is accompanied with a clue which
% should help (or confuse) the reader. Those clues are listed after
% the frame of the puzzle.
%
% \subsection{Number Crossword Puzzles}\label{sec:numbered}
%
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{3}%
% |* |* |[6]E|[1]X|* |.
% |[5]A|[2]S|[7]T|* |[7]T|.
% |* |[4]P|[5]A|[3]R|[7]T|.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \PuzzleLetters{AEPRSTX}\medskip\par
% \PuzzleNumbers{XSRPAET}%
% \end{minipage}\medskip
%
% The ``number puzzle'' variant contains only numbers instead of
% letters. Different numbers denote different letters. There are no
% clues. The reader is assumed to find a complete list of letters
% by filling appropriate words into the grid. Sometimes a word is
% already entered into the grid to ease the start.
%
% \subsection{Fill-In Crossword Puzzles}\label{sec:fill-in}
%
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{3}%
% |* |* |E |X |* |.
% |A |S |T |* |T |.
% |* |P |A |R |T |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \begin{PuzzleWords}{2}
% \Word{EX}%
% \Word{SP}%
% \Word{TT}%
% \end{PuzzleWords}%
% \begin{PuzzleWords}{3}
% \Word{AST}%
% \Word{ETA}%
% \end{PuzzleWords}%
% \begin{PuzzleWords}{4}
% \Word{PART}%
% \end{PuzzleWords}%
% \end{minipage}\medskip
%
% The ``fill-in puzzle'' variant consists of a frame containing
% only black and white boxes. Additionally a list of words is given
% which have to be put into the frame until none is left and the
% frame is completed.
%
% \subsection{Line delimited Crossword Puzzles}\label{sec:line-delimited}
%
% The crossword puzzles we have seen before had the property that
% words are either delimited by the outer border or by a solid
% block. In addition line delimited puzzles are common. In this
% case a thicker line is drawn to indicate the end of a line.\medskip
%
% \noindent
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{3}%
% |[1] c |[2] c |[3][l]e |[4] x |[5] p |.
% |[6] l | o |[][o]t |[7][l]m| u |.
% | o |[][fl]s|[8][l]a | l |[][o]t |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \begin{PuzzleClues}{Across}%
% \Clue{1}{CC}{unit of measure}%
% \Clue{3}{EXP}{math function}%
% \Clue{6}{LOT}{list of tables}%
% \Clue{7}{MU}{$\mu$}%
% \Clue{8}{ALT}{key}%
% \end{PuzzleClues}%
% \begin{PuzzleClues}{Down}%
% \Clue{1}{CLO}{class option}%
% \Clue{2}{COS}{math function}%
% \Clue{3}{ETA}{\(\eta\)}%
% \Clue{4}{XML}{all in angle brackets}%
% \Clue{5}{PUT}{\LaTeX\ place picture element}%
% \end{PuzzleClues}%
% \end{minipage}
%
% In the example above we can see another feature. This feature is
% that two letters are circled. This can be used to indicate
% letters for a solution word of the crossword puzzle.
%
%
%
% \subsection{Solutions}
%
% \PuzzleSolution
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{3}%
% |* |* |[1]E|X |* |.
% |[2]A|[3]S|T |* |[4]T|.
% |* |[5]P|A |R |T |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \end{minipage}\medskip
%
% Often it is not only desirable to typeset the unsolved crossword
% puzzle but also the solution. This means that all the letters
% have to be filled in. This should be possible with the same
% source as the questions to avoid typos or redundancies leading to
% additional work.
%
% Several variants of solutions come to mind. Primarily the
% solution should show the letters and suppress any clues. One
% major distinction is also whether or not the numbers of the words
% should be shown in the solution as well.\medskip
%
% \noindent
% \PuzzleSolution[true]%
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{3}%
% |* |* |[1]E|X |* |.
% |[2]A|[3]S|T |* |[4]T|.
% |* |[5]P|A |R |T |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \end{minipage}%
%
% Finally there are the lists of letters in numbered puzzles. In
% the solution they will show the letters in them as well.\medskip
%
% \noindent
% \PuzzleSolution[false]%
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{3}%
% |* |* |[6]E|[1]X|* |.
% |[5]A|[2]S|[7]T|* |[7]T|.
% |* |[4]P|[5]A|[3]R|[7]T|.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \PuzzleLetters{AEPRSTX}\medskip\par
% \PuzzleNumbers{XSRPAET}%
% \end{minipage}
%
%
% \section{Input of Crossword Puzzles}
%
% The basic idea behind this package is that a crossword puzzle is
% specified in a separate file. The actual appearance of the puzzle
% is controlled by several options. Thus it should be possible to
% produce the unsolved and the solved puzzle from the same
% source. Before we describe the various options we will have a
% look at the basic environments and macros used to specified a
% crossword puzzle.
%
% \DescribeEnv{Puzzle}%
% This package provides the environment |Puzzle| which typesets the
% frame of a crossword puzzle. This environment takes two
% arguments. These arguments are the number of columns and the
% number of the rows of the puzzle. This means that essentially
% only rectangular puzzles can be typeset.
%
% The example from section~\ref{sec:classical} has been entered as
% follows:
% \begin{verbatim}
% \begin{Puzzle}{5}{3}%
% |* |* |[1]E|X |* |.
% |[2]A|[3]S|T |* |[4]T|.
% |* |[5]P|A |R |T |.
% \end{Puzzle}
% \end{verbatim}
% In this example we can see that inside the |Puzzle| environment
% there is one special character. This is the bar \verb/|/. This
% bar is an active character in \TeX. Thus you can think of it
% like a macro.
%
% The \verb/|/ macro takes three arguments. The first two arguments
% are optional, i.e. enclosed in brackets if present. The first
% optional argument denotes the number for numbered boxes. The
% second optional argument specifies the formatting of the cell.
%
% The third argument is either empty |{}| or it consists of a
% single character. This argument describes the action to be
% performed.
%
% \begin{itemize}
% \item If this argument is a letter then it is simply shown
% in the solution and suppressed in the unsolved crossword puzzle.
%
% \item If this argument is an asterisk |*| then a black box is
% produced.
%
% \item If this argument is a dot |.| then this marks the end of
% the current row. The next box is typeset at the beginning of the
% following row.
%
% \item If this argument is empty |{}| then a white box is
% typeset. This box does not contain a letter, nor does it have a
% frame. This macro can be used to leave room for larger boxed with
% ads. Alternatively this can be used to disable certain boxes to
% make a non-rectangular crossword puzzle.
% \end{itemize}
%
% \begin{verbatim}
% \begin{Puzzle}{5}{5}
% |{} |{} |[1]S|.
% |{} |[2]M|I |[3]D|.
% |[4]T|I |M |E |S |.
% |{} |[5]N|E |G |.
% |{} |{} |Q |.
% \end{Puzzle}
% \end{verbatim}
% \PuzzleUnsolved
% \begin{minipage}{.35\textwidth}%
% \begin{Puzzle}{5}{5}%
% |{} |{} |[1]S|.
% |{} |[2]M|I |[3]D|.
% |[4]T|I |M |E |S |.
% |{} |[5]N|E |G |.
% |{} |{} |Q |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \begin{PuzzleClues}{\textbf{Across: }}%
% \Clue{2}{MID}{\(\mid\)}%
% \Clue{4}{TIMES}{\(\times\)}%
% \Clue{5}{NEG}{\(\neg\)}%
% \end{PuzzleClues}%
% \begin{PuzzleClues}{\textbf{Down: }}%
% \Clue{1}{SIMEQ}{\(\simeq\)}%
% \Clue{2}{MIN}{log-like function}%
% \Clue{3}{DEG}{log-like function}%
% \end{PuzzleClues}%
% \end{minipage}%
%
% Note that white-space is ignored after the arguments but not
% between the bar and the arguments.
% \bigskip
%
% The formatting of the cell is controlled by the second optional
% argument of the \verb/|/ macro. This optional argument may
% contain a list of several characters. Each of these characters is
% interpreted from left to right. The following list describes the
% meaning of the built-in characters.\medskip
%
% \PuzzleUnsolved
% \newenvironment{CellLetter}[1]{\par\noindent
% \begin{minipage}{.25\textwidth}
% \let\PuzzlePre\relax
% \let\PuzzlePost\relax
% \begin{Puzzle}{1}{1}|[8][#1]X
% \end{Puzzle}\tt\quad
% \char`\|[8][#1]X
% \end{minipage}%
% \begin{minipage}{.7\textwidth}
% }{\end{minipage}\smallskip}%
% \begin{CellLetter}{f}
% The letter f produces a simple frame around the cell. This is
% the default if nothing is specified.
% \end{CellLetter}%
% \begin{CellLetter}{.}
% The character . produces no additional rendering it can be used
% to overwrite the default rendering which is to place a frame
% around the cell.
% \end{CellLetter}%
% \begin{CellLetter}{*}
% The character * produces a black box. This is the same effect
% which can be achieved by providing the character * to be filled
% into the cell for the solution.
% \end{CellLetter}%
% \begin{CellLetter}{O}
% The letter O produces an oval as drawn with the \LaTeX\ macro
% \verb/\oval/.
% \end{CellLetter}%
% \begin{CellLetter}{o}
% The letter o produces an oval inside a frame. T is is an
% abbreviation for the two letters fO.
% \end{CellLetter}%
% \begin{CellLetter}{t}
% The letter t produces a frame with a thicker line at the top.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{T}
% The letter T produces a thicker line at the top of the cell.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{b}
% The letter b produces a frame with a thicker line at the bottom.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{B}
% The letter B produces a thicker line at the bottom of the cell.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{l}
% The letter l produces a frame with a thicker line at the left
% side of the cell. The thickness of this line is controlled by
% the macro |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{L}
% The letter L produces a thicker line at the left side of the
% cell. The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{r}
% The letter r produces a frame with a thicker line at the right
% side of the cell. The thickness of this line is controlled by
% the macro |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{R}
% The letter R produces a thicker line at the right side of the
% cell. The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \end{CellLetter}%
% \begin{CellLetter}{/}
% The character / produces a line crossing the cell from lower
% left to upper right.
% \end{CellLetter}%
% \begin{CellLetter}{,}
% The character , produces a line crossing the cell from upper
% left to lower right.
% \end{CellLetter}%
% \begin{CellLetter}{S}
% The character S produces the solution, i.e. the content of the
% cell is typeset. No decorations are placed around. For this
% purpose it should be combined with some other formatting
% characters.
% \end{CellLetter}%
%
% Whenever you try to use an undefined specification for the cell
% frame a warning is printed and the letter is ignored.
%
% \DescribeMacro{\PuzzleDefineCell}
% You can define additional cell renderings of your own. For this
% purpose the macro |\PuzzleDefineCell| is provided. It takes two
% arguments. The first argument contains the key under which the
% rendering should be addressed in the optional second argument of
% the macro \verb/|/. The second argument contains the replacement
% text like in |\newcommand|. This replacement text can make use of
% two arguments. They are addressed with |#1| and |#2|. The first
% one contains the x coordinate of the cell to be rendered. The
% second one its y coordinate.
%
% The following example shows for instance the definition of a new
% cell type addressed by the key + which draws a thick frame around
% the cell.
% \begin{verbatim}
% \PuzzleDefineCell{+}{
% \PuzzleThicklines
% \put(#1,#2){\framebox(1,1){}}
% }
% \end{verbatim}
%
%
% Finally we show how to define a cell type consisting of a colored
% box. The box itself is drawn with the help of the macro
% |\colorbox|. Thus it is necessary to load the package
% \texttt{color} which defines this macro.
%
% The two invocations show the combination with the f specifier.
% The specifier f is the default and used only if the user does not
% provide the optional argument. Thus we need to provide the f we
% we want to have it additionally.\medskip
%
% \noindent
% \begin{minipage}{.65\textwidth}\small
% \begin{verbatim}
% \definecolor{gray}{gray}{.9}
% \PuzzleDefineCell{c}{{%
% \put(#1,#2){\makebox(1,1){%
% \fboxsep=0pt
% \colorbox{gray}{\makebox(1,1){}}}}
% }}
% \begin{Puzzle}{2}{2}
% |[1][cf]X | {} |.
% |{} |[2][c]X |.
% \end{Puzzle}
% \end{verbatim}
% \end{minipage}\hfill
% \begin{minipage}{.30\textwidth}
% \definecolor{gray}{gray}{.9}
% \PuzzleDefineCell{c}{{%
% \fboxsep=0pt
% \put(#1,#2){\makebox(1,1){\colorbox{gray}{\makebox(1,1){}}}}
% }}
% \begin{Puzzle}{2}{2}
% |[1][cf]X | {} |.
% |{} |[2][c]X |.
% \end{Puzzle}
% \end{minipage}
%
% \DescribeMacro{\DefineColorCell}
% The macro |\DefineColorCell| simplifies this task by
% encapsulating the definition above. It has two arguments. The
% first one is the key character and the second one is th name of
% the color to use for the background.\medskip
%
% \noindent
% \begin{minipage}{.65\textwidth}\small
% \begin{verbatim}
% \definecolor{gray}{gray}{.9}
% \PuzzleDefineColorCell{c}{gray}
% \begin{Puzzle}{2}{2}
% |{} |[1][cf]X |.
% |[2][c]X |{} |.
% \end{Puzzle}
% \end{verbatim}
% \end{minipage}\hfill
% \begin{minipage}{.30\textwidth}
% \definecolor{gray}{gray}{.9}
% \PuzzleDefineColorCell{c}{gray}
% \begin{Puzzle}{2}{2}
% |{} |[1][cf]X |.
% |[2][c]X |{} |.
% \end{Puzzle}
% \end{minipage}
%
% \DescribeMacro{\Frame}
% The macro |\Frame| can be used to typeset ads or other text into
% larger boxes inside the frame of the crossword puzzle. For this
% purpose five arguments are required. The first two arguments are
% used to specify the lower left corner of the frame. The lower
% left corner has the coordinates 0,0 and the numbers increase
% upwards and to the right.
%
% The third argument is the width of the frame and the fourth
% argument is the height of the frame measured in number of boxes.
% Finally, the fifth argument contains the text to be typeset. Per
% default it is typeset in a mini-page of the appropriate width
% centered horizontally and vertically.
%
% \changes{1.10}{2020/05/23}{Font changing macros modernized}
% \begin{verbatim}
% \begin{Puzzle}{8}{6}
% \Frame{2}{2}{4}{2}{\sffamily Crossword\\Puzzle}
% |[1]E|* |[2]N |U |L |[3]L |* |[4]V|.
% |[5]T|[6]R|I |A |N |G |[7]L|E |.
% |A |U |{} |{} |{} |{} |[8]C|C |.
% |* |L |{} |{} |{} |{} |E |* |.
% |[9]B|E |T |[10]A|* |[11]L|I |M |.
% |F |* |[12]L|A |B |E |L |* |.
% \end{Puzzle}
% \end{verbatim}
%
% \PuzzleUnsolved\noindent
% \begin{minipage}{.5\textwidth}\PuzzleUnitlength=18pt
% \begin{Puzzle}{8}{6}%
% \Frame{2}{2}{4}{2}{\sffamily Crossword\\Puzzle}%
% |[1]E|* |[2]N|U|L|[3]L|* |[4]V|.
% |[5]T|[6]R|I|A|N|G|[7]L|E|.
% |A|U|{}|{}|{}|{}|[8]C|C|.
% |* |L|{}|{}|{}|{}|E|* |.
% |[9]B|E|T|[10]A|* |[11]L|I|M|.
% |F|* |[12]L|A|B|E|L|* |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.47\textwidth}
% \begin{PuzzleClues}{\textbf{Across: }}%
% \Clue{2}{NULL}{empty}%
% \Clue{5}{TRIANGLE}{\(\triangle\)}%
% \Clue{8}{CC}{carbon copy (letter.sty)}%
% \Clue{9}{BETA}{\(\beta\)}%
% \Clue{11}{LIM}{limes}%
% \Clue{12}{LABEL}{mark it}%
% \end{PuzzleClues}%
% \begin{PuzzleClues}{\textbf{Down: }}%
% \Clue{1}{ETA}{\(\eta\)}%
% \Clue{2}{NI}{\(\ni\)}%
% \Clue{3}{LG}{logarithm}%
% \Clue{4}{VEC}{\(\vec{}\)}%
% \Clue{6}{RULE}{black rectangle}%
% \Clue{7}{LCEIL}{\(\lceil\)}%
% \Clue{9}{BF}{bold face}%
% \Clue{10}{AA}{\AA}%
% \Clue{11}{LE}{\(\le\)}%
% \end{PuzzleClues}%
% \end{minipage}%
%
% \DescribeEnv{PuzzleClues}
% The clues in the classical crossword puzzle are typeset with the
% use of the environment |PuzzleClues|. This environment takes one
% argument which is typeset before the clues. The environment takes
% roughly the half of the text width and make a mini-page with this
% width. Thus two invocations of this environment are typeset side
% by side.
%
% Alternatively if the solution is typeset then the environment
% |PuzzleClues| has no effect.
%
% \begin{verbatim}
% \begin{PuzzleClues}{\textbf{Across}}%
% \Clue{1}{EX}{unit of measure}%
% \Clue{2}{AST}{\(\ast\)}%
% \Clue{5}{PART}{sectioning unit}%
% \end{PuzzleClues}%
% \begin{PuzzleClues}{\textbf{Down}}%
% \Clue{1}{ETA}{\(\eta\)}%
% \Clue{3}{SP}{unit of measure}%
% \Clue{4}{TT}{nonproportional font}%
% \end{PuzzleClues}%
% \end{verbatim}
%
% \DescribeMacro{Clue}
% The environment |PuzzleClues| defines one local macro. This macro
% is named |\Clue| and takes three arguments. The first argument is
% the number of the word. This should correspond to the number in
% the puzzle frame. The second argument is the word itself.
% Currently this not used at all. Finally the third argument is the
% clue for the word.
%
% If the unsolved puzzle is typeset then the first and the third
% argument are used. Otherwise all arguments are silently absorbed.
%
% \DescribeMacro{\PuzzleLetters}
% The macro |\PuzzleLetters| can be used to typeset the list of
% used letters in numbered crossword puzzles. It has one argument
% which are the used letters (preferably in alphabetical order.
%
% \DescribeMacro{\PuzzleNumbers}
% The macro |\PuzzleNumbers| can be used to generate a numbered
% list of boxes for the numbered crossword puzzles. The user is
% supposed to collect the found letters here.
%
% \DescribeEnv{PuzzleWords}
% The environment |PuzzleWords| can be sued to typeset the list of
% words for a fill-in puzzle. It takes one argument. This is the
% length of the words listed. For each length there should be an
% invocation of this environment. The words in this environment are
% supposed to be ordered alphabetically.
%
% \DescribeMacro{\Word}
% The macro |\Word| is defined inside the environment
% |PuzzleWords|. It takes one argument which is the word itself.
%
% \begin{verbatim}
% \begin{PuzzleWords}{2}
% \Word{EX}%
% \Word{SP}%
% \Word{TT}%
% \end{PuzzleWords}%
% \begin{PuzzleWords}{3}
% \Word{AST}%
% \Word{ETA}%
% \end{PuzzleWords}%
% \begin{PuzzleWords}{4}
% \Word{PART}%
% \end{PuzzleWords}%
% \end{verbatim}
%
%
% \section{Other Grid-based Puzzles}
%
% In addition to the crossword puzzles other puzzles based on a
% grid can also be typeset with this package. The basic principle
% is the same. Just some minor simplifications have been provided.
%
% \subsection{Sudoku}
%
% A Sudoku is a puzzle on a $9\times9$ grid. It is filled with nine
% numbers. Each number occurs only once in each row, each column
% and each of the nine $3\times3$ boxes. Initially some of the
% numbers are shown. The goal is to fill in all missing digits.
% \medskip
%
% \begin{Sudoku}
% | 7|*2| 4| 1| 3| 5| 6|*9| 8|.
% |*3| 8|*1|*9| 7|*6|*5| 4|*2|.
% | 9| 6| 5|*8| 2|*4| 1| 3| 7|.
% | 2|*9| 6| 7| 1| 8| 3|*5| 4|.
% |*5| 1| 8|*2| 4|*3| 9| 7|*6|.
% | 4|*7| 3| 6| 5| 9| 8|*2| 1|.
% | 6| 3| 9|*4| 8|*7| 2| 1| 5|.
% |*8| 4|*2|*5| 9|*1|*7| 6|*3|.
% | 1|*5| 7| 3| 6| 2| 4|*8| 9|.
% \end{Sudoku}
%
% \DescribeEnv{Sudoku}
% The input for a Sudoku is given in a specialized environment.
% Since the size is fixed there is no need to specify a size. We
% separate the cells with a pipe symbol and mark the end of a line
% with a dot. To mark those cells contianing the hints we preceed
% the number with an asterisk.
%
% The Sudoku shown above is typeset from the following source:
%
% \begin{verbatim}
% \begin{Sudoku}
% | 7|*2| 4| 1| 3| 5| 6|*9| 8|.
% |*3| 8|*1|*9| 7|*6|*5| 4|*2|.
% | 9| 6| 5|*8| 2|*4| 1| 3| 7|.
% | 2|*9| 6| 7| 1| 8| 3|*5| 4|.
% |*5| 1| 8|*2| 4|*3| 9| 7|*6|.
% | 4|*7| 3| 6| 5| 9| 8|*2| 1|.
% | 6| 3| 9|*4| 8|*7| 2| 1| 5|.
% |*8| 4|*2|*5| 9|*1|*7| 6|*3|.
% | 1|*5| 7| 3| 6| 2| 4|*8| 9|.
% \end{Sudoku}
% \end{verbatim}
%
% As for crossword puzzles the macro |\PuzzleSolution| can be used
% to switch to solution mode. Then all numbers are shown. The
% parameters to modify the appearance of a puzzle work here as well. \medskip
%
% {\PuzzleSolution\PuzzleUnitlength=14pt\sffamily\footnotesize
% \begin{Sudoku}
% | 7|*2| 4| 1| 3| 5| 6|*9| 8|.
% |*3| 8|*1|*9| 7|*6|*5| 4|*2|.
% | 9| 6| 5|*8| 2|*4| 1| 3| 7|.
% | 2|*9| 6| 7| 1| 8| 3|*5| 4|.
% |*5| 1| 8|*2| 4|*3| 9| 7|*6|.
% | 4|*7| 3| 6| 5| 9| 8|*2| 1|.
% | 6| 3| 9|*4| 8|*7| 2| 1| 5|.
% |*8| 4|*2|*5| 9|*1|*7| 6|*3|.
% | 1|*5| 7| 3| 6| 2| 4|*8| 9|.
% \end{Sudoku}}
%
% Since the characters in the solution are numbers only we can use
% the following definition to colorize the cells in the solution.
%
% \begin{verbatim}
% \def\PuzzleSolutionContent#1{\fboxsep=0pt
% \def\myColor{}%
% \ifcase#1
% \def\myColor{white}%0
% \or\def\myColor{red}%1
% \or\def\myColor{green}%2
% \or\def\myColor{yellow}%3
% \or\def\myColor{orange}%4
% \or\def\myColor{lime}%5
% \or\def\myColor{purple}%6
% \or\def\myColor{violet}%7
% \or\def\myColor{teal}%8
% \or\def\myColor{brown}%9
% \else\def\myColor{white}%*
% \fi
% \colorbox{\myColor}{\makebox(1,1){#1}}}
% \end{verbatim}
%
% With the help of the package \textsf{xcolor} for the predefined
% colors we get the following output: \medskip
%
% {\def\PuzzleSolutionContent#1{\fboxsep=0pt
% \def\myColor{}\ifcase#1
% \def\myColor{white}\or\def\myColor{red}\or\def\myColor{green}\or\def\myColor{yellow}\or\def\myColor{orange}\or\def\myColor{lime}\or\def\myColor{purple}\or\def\myColor{violet}\or\def\myColor{teal}\or\def\myColor{brown}\else\def\myColor{white}\fi
% \colorbox{\myColor}{\makebox(1,1){#1}}}
% \PuzzleSolution\PuzzleUnitlength=14pt\sffamily\footnotesize
% \begin{Sudoku}
% | 7|*2| 4| 1| 3| 5| 6|*9| 8|.
% |*3| 8|*1|*9| 7|*6|*5| 4|*2|.
% | 9| 6| 5|*8| 2|*4| 1| 3| 7|.
% | 2|*9| 6| 7| 1| 8| 3|*5| 4|.
% |*5| 1| 8|*2| 4|*3| 9| 7|*6|.
% | 4|*7| 3| 6| 5| 9| 8|*2| 1|.
% | 6| 3| 9|*4| 8|*7| 2| 1| 5|.
% |*8| 4|*2|*5| 9|*1|*7| 6|*3|.
% | 1|*5| 7| 3| 6| 2| 4|*8| 9|.
% \end{Sudoku}}
%
% Note that this definition has to be restricted to a local block
% if you have solutions for other puzzle types in the same
% document.
%
%
% \subsection{Kakuro}
%
% In a Kakuro the cells are filled with digits. Each ``word''
% consists of different digits; i.e. a number can not be repeated
% in a consecutive horizontal or vertical sequence of numbers.
%
% The hints for the ``words'' are the sums of the digits.
%
% \begin{Kakuro}{6}{9}
% | - |<:13> |<:37> | - |<:41> |<:7> | - |.
% |<4:> |* 3 | 1 |<14:> | 8 | 6 | - |.
% |<13:> | 9 |* 7 |<3:20>| 2 | 1 | - |.
% |<11:> | 1 | 2 | 3 | 5 | - | - |.
% | - |<23:> | 6 |* 8 | 9 | - | - |.
% | - |<29:3>| 8 | 9 | 7 | 5 | - |.
% |<11:> | 2 | 9 |<6:> |* 4 | 2 | - |.
% |<5:> |* 1 | 4 |<7:> | 6 | 1 | - |.
% | - | - | - | - | - | - | - |.
% \end{Kakuro}
%
% \DescribeEnv{Kakuro}
% The input for a Kakuro is given in a specialized environment. It
% takes the width and the height as arguments.
% We separate the cells with a pipe symbol and mark the end of a line
% with a dot. To mark those cells contianing the initial digits we
% preceed the digit with an asterisk.
%
% The hints are enteres in angle brackets. They contain the
% horizontal and vertical sums separated by a colon. The sums can
% be empty if none should be typeset.
%
% The Kakuro shown above is typeset from the following source:
%
% \begin{verbatim}
% \begin{Kakuro}{6}{9}
% | - |<:13> |<:37> | - |<:41> |<:7> | - |.
% |<4:> |* 3 | 1 |<14:> | 8 | 6 | - |.
% |<13:> | 9 |* 7 |<3:20>| 2 | 1 | - |.
% |<11:> | 1 | 2 | 3 | 5 | - | - |.
% | - |<23:> | 6 |* 8 | 9 | - | - |.
% | - |<29:3>| 8 | 9 | 7 | 5 | - |.
% |<11:> | 2 | 9 |<6:> |* 4 | 2 | - |.
% |<5:> | 1 | 4 |<7:> | 6 | 1 | - |.
% | - | - | - | - | - | - | - |.
% \end{Kakuro}
% \end{verbatim}
%
% As for crossword puzzles the macro |\PuzzleSolution| can be used
% to switch to solution mode. Then all numbers are shown.
%
% \begin{minipage}{.25\textwidth}
% {\PuzzleSolution
% \PuzzleUnitlength=14pt
% \sffamily\footnotesize
% \begin{Kakuro}{6}{9}
% | - |<:13> |<:37> | - |<:41> |<:7> | - |.
% |<4:> |* 3 | 1 |<14:> | 8 | 6 | - |.
% |<13:> | 9 |* 7 |<3:20>| 2 | 1 | - |.
% |<11:> | 1 | 2 | 3 | 5 | - | - |.
% | - |<23:> | 6 |* 8 | 9 | - | - |.
% | - |<29:3>| 8 | 9 | 7 | 5 | - |.
% |<11:> | 2 | 9 |<6:> |* 4 | 2 | - |.
% |<5:> | 1 | 4 |<7:> | 6 | 1 | - |.
% | - | - | - | - | - | - | - |.
% \end{Kakuro}}
% \end{minipage}\hfill
% \begin{minipage}{.7\textwidth}\footnotesize
% \begin{verbatim}
% \PuzzleSolution
% \PuzzleUnitlength=14pt
% \sffamily\footnotesize
% \begin{Kakuro}{6}{9}
% | - |<:13> |<:37>| - |<:41>|<:7> | - |.
% |<4:> |* 3 | 1 |<14:> | 8 | 6 | - |.
% |<13:>| 9 |* 7 |<3:20>| 2 | 1 | - |.
% |<11:>| 1 | 2 | 3 | 5 | - | - |.
% | - |<23:> | 6 |* 8 | 9 | - | - |.
% | - |<29:3>| 8 | 9 | 7 | 5 | - |.
% |<11:>| 2 | 9 |<6:> |* 4 | 2 | - |.
% |<5:> | 1 | 4 |<7:> | 6 | 1 | - |.
% | - | - | - | - | - | - | - |.
% \end{Kakuro}
% \end{verbatim}
% \end{minipage}
%
%
% \section{Parameters and Options}
%
% The package cwpuzzle can be controlled by a rich set of macros.
% In addition some settings can be performed with style options. The
% following style options are recognized:
% \begin{description}
% \item [numbered]
% The solution numbering is turned on.
% \item [nocenter]
% The puzzle is not typeset in a centered paragraph of its own.
% \item [unboxed]
% The clues are not enclosed in mini-pages and centered on the
% page.
% \item [normalsize]
% The puzzle is set in normalsize. This is the default.
% \item [small]
% The puzzle is set in small. The size of the cell and the font
% size of the solution are adjusted accordingly.
% \item [large]
% The puzzle is set in large. The size of the cell and the font
% size of the solution are adjusted accordingly.
% \item [german]
% \item [ngerman]
% The build in texts are switched to german variants. The
% defaults are English. This options is also in effect when given
% to the document class. The style inherits it from there.
% \end{description}
%
% The style options can be passed to the style in the usual way:
% \begin{verbatim}
% \usepackage[nocenter,unboxed,small]{cwpuzzle}
% \end{verbatim}
%
% The fine tuning can be achieved with the help of several macros.
% Those macros are described below.
%
% \DescribeMacro{\PuzzleUnitlength}
% The length |\PuzzleUnitlength| determines the width and height of
% each single box in the frame of a crossword puzzle. The default
% value is |20pt|.
%
% \DescribeMacro{\PuzzleBlackBox}
% The macro |\PuzzleBlackBox| contains the commands to produce the
% black boxes. It has to produce at most of width and height of
% |\PuzzleUnitlength|. Per default it just produces a black
% rectangle of this size.
%
% The following list shows some variants which can be achieved by
% redefining the macro |\PuzzleBlackBox|.\medskip
%
% \noindent
% \unitlength=\PuzzleUnitlength
% \framebox(1,1){\rule{.75\PuzzleUnitlength}{.75\PuzzleUnitlength}}
% \hfill
% \begin{minipage}{.9\textwidth}
% \begin{verbatim}
% \renewcommand{\PuzzleBlackBox}{\rule{.75\PuzzleUnitlength}%
% {.75\PuzzleUnitlength}}
% \end{verbatim}
% \end{minipage}
%
% \noindent
% \framebox(1,1){\framebox(.75,.75){\framebox(.5,.5){}}}
% \hfill
% \begin{minipage}{.9\textwidth}
% \begin{verbatim}
% \renewcommand{\PuzzleBlackBox}{\framebox(.75,.75){%
% \framebox(.5,.5){}}}
% \end{verbatim}
% \end{minipage}
%
% Additional effects can be achieved by using shades of gray (with
% the |graphics| package).
%
% \DescribeMacro{\PuzzleFont}
% The macro |\PuzzleFont| contains the font changing
% command issued before the frame of the crossword puzzle.
%
% \DescribeMacro{\PuzzleNumberFont}
% The macro |\PuzzleNumberFont| contains the font changing
% command issued before a number in the frame of the crossword
% puzzle is typeset.
%
% \DescribeMacro{\PuzzleClueFont}
% The macro |\PuzzleClueFont| contains the font changing
% command issued before the clues are typeset.
%
% \DescribeMacro{\PuzzleWordsText}
% The macro |\PuzzleWordsText| contains the text which is typeset
% at the beginning of the environment |PuzzleWords|. It has one
% argument which contains the length of the words listed.
%
% \DescribeMacro{\PuzzleLettersText}
% The macro |\PuzzleLettersText| contains the text which is typeset
% at the beginning of the macro |\PuzzleLetters|.
%
% \DescribeMacro{\PuzzleSolution}
% The macro |\PuzzleSolution| arranges everything that the
% following puzzles are typeset in the ``solution'' mode, i.e. the
% letters are shown and the clues are suppressed.
%
% This macros has one optional argument which has to be |true| or
% |false|. This argument determines whether or not the numbers
% should also be shown in the solution. The default is |false|
% which means that the numbers are suppressed in the solution.
%
% \DescribeMacro{\PuzzleUnsolved}
% The macro |\PuzzleUnsolved| arranges everything that the
% following puzzles are typeset in the ``unsolved'' mode, i.e. the
% letters are suppressed and the clues are shown.
%
% \DescribeMacro{\PuzzlePutNumber}
% The macro |\PuzzlePutNumber| is a configuration macro which
% typesets the number in a cell. The first argument is the x
% coordinate. The second argument is the y coordinate. The third
% argument is the number to be typeset. The coordinates are integer
% numbers. The coordinate (0,0) is the lower left corner.
%
% \DescribeMacro{\PuzzleHook}
% The macro |\PuzzleHook| is called at the end of the |Puzzle|
% environment. It can be used to place additional graphical
% elements in the puzzle frame.
%
% The following example shows a crossword puzzle which we have seen
% before and the definition for the |\PuzzleHook|.\medskip
%
% \PuzzleUnsolved
% \begin{minipage}{.35\textwidth}%
% \newcommand\PuzzleHook{%
% \put(0,2){\line(1,-1){2}}
% \put(0,3){\line(1,1){2}}
% \put(5,2){\line(-1,-1){2}}
% \put(5,3){\line(-1,1){2}}
% }
% \begin{Puzzle}{5}{5}%
% |{} |{} |[1]S|.
% |{} |[2]M|I |[3]D|.
% |[4]T|I |M |E |S |.
% |{} |[5]N|E |G |.
% |{} |{} |Q |.
% \end{Puzzle}%
% \end{minipage}%
% \begin{minipage}{.6\textwidth}
% \begin{verbatim}
% \newcommand\PuzzleHook{
% \put(0,2){\line(1,-1){2}}
% \put(0,3){\line(1,1){2}}
% \put(5,2){\line(-1,-1){2}}
% \put(5,3){\line(-1,1){2}}
% }
% \end{verbatim}
% \end{minipage}
%
% \DescribeMacro{\PuzzleLineThickness}
% The macro |\PuzzleLineThickness| contains the width of the line
% used to frame the cells.
%
% \DescribeMacro{\PuzzlePre}
% This macro contains the code to be inserted before a puzzle is
% typeset. It is initialized to begin a new paragraph and center the
% puzzle.
%
% \DescribeMacro{\PuzzlePost}
% This macro contains the code to be inserted after a puzzle is
% typeset. It is initialized to end the paragraph and center the
% puzzle.
%
% \DescribeMacro{\PuzzleCluePre}
% This macro contains the code to be inserted before the clues are
% typeset in normal mode. It is initialized to end the paragraph
% and center the puzzle.
%
% \DescribeMacro{\PuzzleCluePost}
% This macro contains the code to be inserted after the clues are
% typeset in normal mode. It is initialized to end the paragraph
% and center the puzzle.
%
% \DescribeMacro{\PuzzleContent}
% This macro contains the content of a cell during formatting this
% cell. This enables the cell formating macro to access it.
%
% \DescribeMacro{\PuzzleSolutionContent}
% This macro processes the letter in solution mode. It takes one
% argument, the letter. This macro can be redefinied to achieve
% special effects for the solution.
%
% \DescribeMacro{\SudokuLinethickness}
% This macro contains the thickness of the thick lines in a sudoku.
%
% \DescribeMacro{\KakuroNumberFont}
% This macro contains the definition of the font switching macros
% used when typesetting a Kakuro hint.
%
% \DescribeMacro{\KakuroHintTypeKakuroNumberFont}
% This macro contains the cell type used when typesetting a Kakuro
% hint. It can be used to redefine the appearance.
%
%
%
% \section{Further Plans}
%
% \subsection{General}
%
% Maybe I will add a mode for further variants of crossword puzzles
% sometimes.
%
% Maybe I can add support for further languages if someone provides
% the appropriate texts. Contributions are welcome.
%
%
% \subsection{The Related Program}
%
% There is a related program written in Perl/Tk. This program can be
% used to manually construct crossword puzzles and save them in a
% format suitable for this package.
% Other features include the creation of a proper frame and filling
% with words.
%
% Right now I have not prepared a distribution of this program yet
% since this program requires dictionaries which I can not
% distribute legally.
%
% The crossword examples in this documentation have been computed
% with the help of the |cwp| program.
%
%
% \StopEventually{}
% \newpage
%
%
% \section{The Implementation}
%
% The crossword puzzle is basically implemented with the \LaTeX{}
% picture environment. This gives us enough flexibility and
% provides an high enough abstraction such that we do not have to
% fiddle around with to many low level details.
%
% The natural unit in a crossword puzzle is a box which is empty
% or black. Thus the |unitlength| is set to the width (and height)
% of such a box.
%
%
% \subsection{Basic Definitions and Parameters}
%
% First we identify this package.
%
% \begin{macrocode}
\ProvidesPackage{cwpuzzle}[\filedate gene]
% \end{macrocode}
% Next we load the package amssymb beended for the triangles used
% in Kakuros
% \begin{macrocode}
\RequirePackage{amssymb}
% \end{macrocode}
%
% The dimen register |\PuzzleUnitlength| stores the height and
% width of a box of the puzzle. The default is |20pt| which is
% also shown in this documentation.
% \begin{macrocode}
\newdimen\PuzzleUnitlength
\PuzzleUnitlength=20pt
% \end{macrocode}
%
% \begin{macro}{\PuzzleClueFont}
%
% The macro |\PuzzleClueFont| contains font changing
% commands issued before the clues are typeset.
% \begin{macrocode}
\newcommand\PuzzleClueFont{\footnotesize}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleFont}
%
% The macro |\PuzzleFont| contains font changing
% commands issued before the puzzle is typeset.
% \changes{1.10}{2020/05/23}{Font changing macros modernized}
% \begin{macrocode}
\newcommand\PuzzleFont{\rmfamily\normalsize}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleNumberFont}
% The macro |\PuzzleNumberFont| contains font changing
% commands issued before the numbers in a puzzle are typeset.
% \changes{1.10}{2020/05/23}{Font changing macros modernized}
% \begin{macrocode}
\newcommand\PuzzleNumberFont{\sffamily\scriptsize}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleHook}
% Puzzles are typeset with the \LaTeX{} picture environment. At the
% end of this environment the macro |\PuzzleHook| is
% called. The package produces an empty default. Users may want to
% use this place to typeset additional elements on top of the
% puzzle.
%
% The puzzle uses a |\unitlength| of |\PuzzleUnitlength|. Thus it
% is rather easy to address the boxes in the puzzle.
%
% \begin{macrocode}
\let\PuzzleHook=\relax
% \end{macrocode}
% \end{macro}
%
% \subsection{The Frame of the Crossword Puzzle}
%
% To describe the coordinates where the next box should be typeset
% we need two counters for the coordinates. These counters are now
% allocated (even though we could use temporary counters from
% \LaTeX).
% \begin{macrocode}
\newcount\Puzzle@X
\newcount\Puzzle@Y
% \end{macrocode}
%
% \begin{macrocode}
\begingroup
\catcode`\|=13
\gdef\Puzzle@@solution{
\let|=\Puzzle@Box@@solution
\let\Frame=\Puzzle@Frame@@solution
}
% \end{macrocode}
%
% \begin{macrocode}
\gdef\Puzzle@@normal{
\let|=\Puzzle@Box@@normal
\let\Frame=\Puzzle@Frame@@normal
}
\endgroup
% \end{macrocode}
%
% \begin{environment}{Puzzle}
% The environment |Puzzle| typesets the frame of a crossword
% puzzle. It is implemented utilizing a |picture| environment. The
% unitlength is set to the |\PuzzleUnitlength|. Thus the navigation
% is fairly easy. The basic unit is width and height of a single
% box.
%
% The macros which are local to the environment are activated. Thus
% we avoid collisions with other packages where the same macro names
% might be used.
%
% Finally the counter which contain the x and the y coordinate have
% to be initialized.
%
% The last action in the |picture| environment is the expansion of
% the macro |\PuzzleHook|. This can be used to include additional
% material in the |picture| environment. Primarily I have use this
% to include the ads. But now there is the macro |\Frame| for this
% purpose.
% \begin{macrocode}
\newenvironment{Puzzle}[2]{\PuzzlePre
\catcode`\|=13
\@nameuse{Puzzle@@\Puzzle@TYPE}%
\unitlength=\PuzzleUnitlength
\linethickness{\PuzzleLineThickness}%
\Puzzle@Y=#2
\begin{picture}(#1,#2)
\Puzzle@Box@@normal.
}{%
\PuzzleHook
\end{picture}\PuzzlePost
}
% \end{macrocode}
% \end{environment}
%
% \begin{macro}{\PuzzleLineThickness}
% The macro |\PuzzleLineThickness| contains the width of the line
% used to frame the cells.
% \changes{1.5}{2006/08/11}{New}
% \begin{macrocode}
\newcommand\PuzzleLineThickness{.25pt}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzlePre}
% This macro contains the code to be inserted before a puzzle is
% typeset. It is initialized to begin a new paragraph and center the
% puzzle.
% \changes{1.5}{2006/08/11}{New}
% \begin{macrocode}
\newcommand\PuzzlePre{%
\par\noindent\mbox{}\hfill
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzlePost}
% This macro contains the code to be inserted after a puzzle is
% typeset. It is initialized to end the paragraph and center the
% puzzle.
% \changes{1.5}{2006/08/11}{New}
% \begin{macrocode}
\newcommand\PuzzlePost{%
\hfill\null\par\noindent
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Frame@@normal}
% The macro |Puzzle@Frame| is used to place additional
% rectangular regions into the puzzle frame. This frame can contain
% arbitrary text which is typeset in a centered environment.
%
% This macro takes five arguments. The first two arguments are the
% coordinates of the upper left corner of the frame. The
% coordinates are logical coordinates starting from the lower left
% corner of the puzzle. The next two arguments are the width and the
% height of the frame given in the number of boxes covered. Finally
% the fifth argument contains the text which should appear in this
% frame.
% \begin{macrocode}
\newcommand\Puzzle@Frame@@normal[5]{\put(#1,#2){\framebox(#3,#4){%
\begin{minipage}{#3\unitlength}\begin{center} #5
\end{center}\end{minipage}}}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Frame@@solution}
% For the solution the framed ads are simply ignored.
% \begin{macrocode}
\newcommand\Puzzle@Frame@@solution[5]{}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleBlackBox}
% The macro |\PuzzleBlackBox| is called to typeset the black boxes.
% It should produce a box of at most width and height of
% |\PuzzleUnitlength|.
% \begin{macrocode}
\newcommand\PuzzleBlackBox{\rule{\PuzzleUnitlength}{\PuzzleUnitlength}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Box@@normal}
% The macro |\Puzzle@Box@@normal| performs all tasks when a box
% should be typeset in ``normal'' mode. The arguments are evaluated
% and the appropriate type of box typeset or other actions performed.
% \changes{1.4}{1996/11/25}{Minor bug fix. Using
% \texttt{\char`\\ifx}
% instead of \texttt{\char`\\if}.}
% \changes{1.5}{2006/08/10}{Reimplemented to cope with two optional
% arguments.}
% \begin{macrocode}
\newcommand\Puzzle@Box@@normal[1][]{%
\def\Puzzle@tmp@{#1}%
\Puzzle@Box@@normal@
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Box@@normal@}
% The macro |\Puzzle@Box@@normal@| performs all tasks when a box
% should be typeset in ``normal'' mode. The arguments are evaluated
% and the appropriate type of box typeset or other actions performed.
% \changes{1.5}{2006/08/10}{Extracted from
% \texttt{\char`\\Puzzle@Box@@normal}.}
% \changes{1.7}{2009/06/09}{\texttt{\char`\\PuzzleContent} added to
% transport the letter to the formatting macro.}
% \begin{macrocode}
\newcommand\Puzzle@Box@@normal@[2][f]{%
\def\PuzzleContent{#2}%
\def\Puzzle@tmp{#2}%
\if\Puzzle@tmp.
\Puzzle@X=0
\advance\Puzzle@Y-1
\else
\ifx\Puzzle@tmp\@empty
\else
\if\Puzzle@tmp*
\Puzzle@Cell@Loop *#1{}%
\else
\Puzzle@Cell@Loop #1{}%
\fi
\fi
\ifx\@empty\Puzzle@tmp@\else
\PuzzlePutNumber{\Puzzle@X}{\Puzzle@Y}{\Puzzle@tmp@}%
\fi
\advance\Puzzle@X 1
\fi
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzlePutNumber}
% The macro |\PuzzlePutNumber| is a configuration macro which
% typesets the number in a cell. The first argument is the x
% coordinate. The second argument is the y coordinate. The third
% argument is the number to be typeset.
% \changes{1.5}{2006/08/10}{New}
% \begin{macrocode}
\def\PuzzlePutNumber#1#2#3{%
\put(#1,#2){\makebox(1,.95)[tl]{\PuzzleNumberFont\,#3}}%
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@Loop}
% The macro |\Puzzle@Cell@Loop| processes its arguments until an
% empty argument is found. For each argument it is tried to invoke
% the corresponding cell drawing macro.
% \changes{1.5}{2006/08/09}{New}
% \begin{macrocode}
\def\Puzzle@Cell@Loop#1{%
\def\Puzzle@tmp{#1}%
\ifx\Puzzle@tmp\@empty
\let\Puzzle@tmp\relax
\else
\expandafter\ifx\csname Puzzle@Cell@@#1\endcsname\relax
\typeout{cwpuzzle: Cell type #1 is undefined. I am ignoring it}%
\else
\csname Puzzle@Cell@@#1\endcsname{\Puzzle@X}{\Puzzle@Y}%
\fi
\let\Puzzle@tmp\Puzzle@Cell@Loop
\fi
\Puzzle@tmp
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Box@@solution}
% The macro |\Puzzle@Box@@solution| performs all tasks when a box
% should be typeset in ``solution'' mode. The arguments are evaluated
% and the appropriate type of box typeset or other actions performed.
% \changes{1.4}{1996/11/25}{Minor bug fix. Using \texttt{\char`\\ifx} instead of \texttt{\char`\\if}.}
% \changes{1.5}{2006/08/10}{Reimplemented to cope with two optional arguments.}
% \begin{macrocode}
\newcommand\Puzzle@Box@@solution[1][]{%
\def\Puzzle@tmp@{#1}%
\Puzzle@Box@@solution@
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Box@@solution@}
% The macro |\Puzzle@Box@@solution@| performs all tasks when a box
% should be typeset in ``solution'' mode. The arguments are evaluated
% and the appropriate type of box typeset or other actions performed.
% \changes{1.5}{2006/08/10}{Reimplemented to cope with two optional arguments.}
% \changes{1.9}{2014/01/12}{Macro PuzzleSolutionContent introduced as extension point}
% \begin{macrocode}
\newcommand\Puzzle@Box@@solution@[2][f]{%
\def\Puzzle@tmp{#2}%
\if\Puzzle@tmp.
\Puzzle@X=0
\advance\Puzzle@Y-1
\else
\ifx\Puzzle@tmp\@empty
\else
\if\Puzzle@tmp*
\Puzzle@Cell@Loop *#1{}%
\else
\Puzzle@Cell@Loop #1{}%
\put(\Puzzle@X,\Puzzle@Y){\PuzzleSolutionContent{#2}}%
\fi
\fi
\def\Puzzle@tmp{#1}%
\ifx\Puzzle@tmp\@empty\else
\ifPuzzle@SolutionNumbered
\PuzzlePutNumber{\Puzzle@X}{\Puzzle@Y}{\Puzzle@tmp@}%
\fi
\fi
\advance\Puzzle@X 1
\fi
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleSolutionContent}
% The macro |\PuzzleSolutionContent| procees the character in
% solution mode. Per default it converts the argument to upper
% caseand sets it in a box of size $1\times1$.
% \changes{1.9}{2014/01/12}{Macro PuzzleSolutionContent introduced as extension point}
% \begin{macrocode}
\def\PuzzleSolutionContent#1{\makebox(1,1){\uppercase{#1}}}
% \end{macrocode}
% \end{macro}
%
% \subsection{Predefined Cell Types}
% In this section a series of frame types are defined.
%
% \begin{macro}{\PuzzleDefineCell}
% The macro |\PuzzleDefineCell| is a user command to define a new
% cell type. The first argument contains the key under which the
% cell type should be addressed. This key should be expandable and
% should result into a single letter. Special effects can be
% achieved with keys constituted of non letters or several
% characters.
%
% The second argument contains the code to be stored for the key
% given.
% \changes{1.5}{2006/08/08}{New}
% \begin{macrocode}
\newcommand\PuzzleDefineCell[2]{
\global\@namedef{Puzzle@Cell@@#1}##1##2{#2}%
}
% \end{macrocode}
% \end{macro}
%
%
% \begin{macro}{\PuzzleDefineColorCell}
%
% \changes{1.5}{2006/08/11}{New}
% \begin{macrocode}
\newcommand\PuzzleDefineColorCell[2]{
\global\@namedef{Puzzle@Cell@@#1}##1##2{%
\fboxsep=0pt
\put(##1,##2){\makebox(1,1){\colorbox{#2}{\makebox(1,1){}}}}
}%
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleThickine}
% The parameter |\PuzzleThickine| contains the expansion text to
% be inserted. whenever a thick line is required. This means that
% this macro arranges everything that a thick line is drawn.
% Usually it contains an invocation to |\linethickness|. It can
% be redefined to achieve other effects like even thicker lines
% or colored lines. Note that the macro is used inside a group in
% the predefined cell types.
% \begin{macrocode}
\def\PuzzleThickline{\linethickness{2pt}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@T}
% The letter T produces a thicker line at the top of the cell.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \changes{1.5}{2006/08/08}{New}
% \begin{macrocode}
\PuzzleDefineCell{T}{{%
\advance#2 1
\PuzzleThickline
\put(#1,#2){{\line(1,0){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@t}
% The letter t produces a frame with a thicker line at the top.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \changes{1.5}{2006/08/08}{New}
% \begin{macrocode}
\PuzzleDefineCell{t}{{%
\put(#1,#2){\framebox(1,1){}}
\advance#2 1
\PuzzleThickline
\put(#1,#2){{\line(1,0){1}}}
}}
% \end{macrocode}
% \end{macro}
%
%
% \begin{macro}{\Puzzle@Cell@@B}
% The letter B produces a thicker line at the bottom of the cell.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \changes{1.5}{2006/08/10}{New}
% \begin{macrocode}
\PuzzleDefineCell{B}{{%
\PuzzleThickline
\put(#1,#2){{\line(1,0){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@b}
% The letter b produces a frame with a thicker line at the bottom.
% The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \changes{1.5}{2006/08/10}{New}
% \begin{macrocode}
\PuzzleDefineCell{b}{{%
\put(#1,#2){\framebox(1,1){}}
\PuzzleThickline
\put(#1,#2){{\line(1,0){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@l}
% The letter l produces a frame with a thicker line at the left
% side of the cell. The thickness of this line is controlled by
% the macro |\PuzzleThickline|.
% \changes{1.5}{2006/08/10}{New}
% \begin{macrocode}
\PuzzleDefineCell{l}{{%
\put(#1,#2){\framebox(1,1){}}
\PuzzleThickline
\put(#1,#2){{\line(0,1){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@L}
% The letter L produces a thicker line at the left side of the
% cell. The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \changes{1.5}{2006/08/10}{New}
% \begin{macrocode}
\PuzzleDefineCell{L}{{%
\PuzzleThickline
\put(#1,#2){{\line(0,1){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@r}
% The letter r produces a frame with a thicker line at the right
% side of the cell. The thickness of this line is controlled by
% the macro |\PuzzleThickline|.
% \changes{1.5}{2006/08/10}{New}
% \begin{macrocode}
\PuzzleDefineCell{r}{{%
\put(#1,#2){\framebox(1,1){}}
\advance #1 1
\PuzzleThickline
\put(#1,#2){{\line(0,1){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@R}
% The letter R produces a thicker line at the right side of the
% cell. The thickness of this line is controlled by the macro
% |\PuzzleThickline|.
% \changes{1.5}{2006/08/10}{New}
% \begin{macrocode}
\PuzzleDefineCell{R}{{%
\advance #1 1
\PuzzleThickline
\put(#1,#2){{\line(0,1){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@f}
% The letter f produces a simple frame around the cell. This is
% the default if nothing is specified.
% \changes{1.5}{2006/08/08}{New}
% \begin{macrocode}
\PuzzleDefineCell{f}{{%
\put(#1,#2){\framebox(1,1){}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@S}
% The letter S produces the solution without any other formatting
% around it.
% \changes{1.7}{2009/06/09}{New}
% \begin{macrocode}
\PuzzleDefineCell{S}{{%
\put(#1,#2){\makebox(1,1){\expandafter\uppercase{\PuzzleContent}}}
}}
% \end{macrocode}
% \end{macro}
%
%
% \begin{macro}{\Puzzle@Cell@@.}
% The character . produces no additional rendering it can be used
% to overwrite the default rendering which is to place a frame
% around the cell.
% \changes{1.5}{2006/08/11}{New}
% \begin{macrocode}
\PuzzleDefineCell{.}{}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@O}
% The letter O produces an oval as drawn with the \LaTeX\ macro
% \verb/\oval/.
% \changes{1.5}{2006/08/11}{New}
% \begin{macrocode}
\PuzzleDefineCell{O}{{%
\put(\the#1.5,\the#2.5){\oval(1,1){}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@o}
% The letter o produces an oval inside a frame. T is is an
% abbreviation for the two letters fO.
% \changes{1.5}{2006/08/08}{New}
% \begin{macrocode}
\PuzzleDefineCell{o}{{%
\put(#1,#2){\framebox(1,1){}}
\put(\the#1.5,\the#2.5){\oval(1,1){}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@*}
% The letter * produces a solid black box.
% \changes{1.5}{2006/08/08}{New}
% \begin{macrocode}
\PuzzleDefineCell{*}{%
\put(#1,#2){\framebox(1,1){\PuzzleBlackBox}}
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@/}
% The character / produces a line crossing the cell from lower
% left to upper right.
% \changes{1.5}{2006/08/08}{New}
% \begin{macrocode}
\PuzzleDefineCell{/}{{%
\put(#1,#2){{\line(1,1){1}}}
}}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Cell@@,}
% The character , produces a line crossing the cell from upper
% left to lower right.
% \changes{1.5}{2006/08/11}{New}
% \begin{macrocode}
\PuzzleDefineCell{,}{{%
\advance#2 1
\put(#1,#2){{\line(1,-1){1}}}
}}
% \end{macrocode}
% \end{macro}
%
%
% \subsection{Clues}
%
% \begin{macro}{\Puzzle@Clue@@normal}
% The first and the third argument are shown as clue. This macro is
% used for unsolved puzzles.
% \begin{macrocode}
\newcommand\Puzzle@Clue@@normal[3]{\textsf{#1} #3 }
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Clue@@solution}
% In solutions clues are simply suppressed. Thus all three
% arguments are discarded.
% \begin{macrocode}
\newcommand\Puzzle@Clue@@solution[3]{}
% \end{macrocode}
% \end{macro}
%
% \begin{environment}{Puzzle@Clues@@normal}
% The environment |Puzzle@Clues@@normal| is mapped to |PuzzleClues|
% in ``normal'' mode. It typesets its contents in a mini-page of
% approximately half text width.
% \begin{macrocode}
\newenvironment{Puzzle@Clues@@normal}[1]{%
\let\Clue\Puzzle@Clue@@normal
\PuzzleCluePre
\PuzzleClueFont{#1}%
}{\PuzzleCluePost }
% \end{macrocode}
% \end{environment}
%
% \begin{macro}{\PuzzleCluePre}
% The macro |\PuzzleCluePre| contains the code which is inserted
% before the clues are typeset in normal mode.
% \begin{macrocode}
\newcommand\PuzzleCluePre{%
\null\hfill
\begin{minipage}[t]{.45\textwidth}%
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleCluePost}
% The macro |\PuzzleCluePost| contains the code which is inserted
% after the clues are typeset in normal mode.
% \begin{macrocode}
\newcommand\PuzzleCluePost{
\end{minipage}\hfill\null
}
% \end{macrocode}
% \end{macro}
%
% \begin{environment}{Puzzle@Clues@@solution}
% The environment |Puzzle@Clues@@solution| is mapped to |PuzzleClues|
% in ``solution'' mode. It just suppresses any output.
% \begin{macrocode}
\newenvironment{Puzzle@Clues@@solution}[1]{%
\let\Clue\Puzzle@Clue@@solution
}{}
% \end{macrocode}
% \end{environment}
%
% \begin{macro}{\PuzzleWordsText}
% The macro |\PuzzleWordsText| is the text typeset at the beginning
% of the environment |PuzzleWords|. It takes one argument which is
% the length of the words listed.
% \begin{macrocode}
\newcommand\PuzzleWordsText[1]{Words of length #1: }
% \end{macrocode}
% \end{macro}
%
% \begin{environment}{Puzzle@Words@@normal}
% The environment |Puzzle@Words@@normal| will be mapped to the
% environment |PuzzleWords| in ``normal'' mode. It just arranges
% that words are typeset after the |\PuzzleWordsText| has shown the
% length of the words. Finally a new paragraph is started.
% \begin{macrocode}
\newenvironment{Puzzle@Words@@normal}[1]{%
\PuzzleWordsText{#1}%
\let\Word\relax
}{\par}
% \end{macrocode}
% \end{environment}
%
% \begin{environment}{Puzzle@Words@@solution}
% The environment |Puzzle@Words@@solution| will be mapped to the
% environment |PuzzleWords| in ``solution'' mode. It arranges
% things that the contents is silently ignored.
% \begin{macrocode}
\newenvironment{Puzzle@Words@@solution}[1]{%
\newcommand\Word[1]{}%
}{}
% \end{macrocode}
% \end{environment}
%
% \subsection{Numbers}
%
% \begin{macro}{\PuzzleNumbers}
% The macro |\PuzzleNumbers| will produce a list of boxes with
% numbers for letters. It is intended for numbered crossword puzzles.
% \begin{macrocode}
\newcommand\PuzzleNumbers[1]{\begingroup
\@nameuse{Puzzle@@\Puzzle@TYPE}%
\Puzzle@Y=0
\Puzzle@X=1
\unitlength=\PuzzleUnitlength
\Puzzle@Numbers#1.\endgroup}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@Numbers}
% The macro |\Puzzle@Numbers| loops through the arguments until it
% finds a dot. For each argument it produces a box, either with the
% numbers or with the letters or both, depending on the current
% settings.
%
% The loop is implemented via recursion. The box is typeset by the
% \verb/|/ macro which takes care of the current settings. For this
% purpose this character has to be made active temporarily.
% \begin{macrocode}
\begingroup
\catcode`\|=13
\gdef\Puzzle@Numbers#1{%
\if#1.
\let\next\relax
\else
\begin{picture}(1,1)
\xdef\X{\the\Puzzle@X}%
\Puzzle@X=0
|[\X]{#1}%
\end{picture}%
\let\next\Puzzle@Numbers
\advance\Puzzle@X 1
\fi
\next
}
\endgroup
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleLettersText}
% The macro |\PuzzleLettersText| contains the text typeset at the
% beginning of the |\PuzzleLetters| environment.
% \begin{macrocode}
\newcommand\PuzzleLettersText{The following letters are used: }
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleLetters}
% The macro |\PuzzleLetters| is intended to show the letters used
% in a numbered crossword puzzle. The argument is the (sorted) list
% of characters used.
% \begin{macrocode}
\newcommand\PuzzleLetters[1]{\PuzzleLettersText #1\par}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Puzzle@TYPE}
% The macro |\Puzzle@TYPE| contains the type of the puzzle. It is
% used find the appropriate initialization macro.
% \begin{macrocode}
\newcommand\Puzzle@TYPE{normal}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleSolution}
% The macro |\PuzzleSolution| arranges everything that the
% following puzzles are typeset in the ``solution'' mode, i.e. the
% letters are shown and the clues are suppressed.
%
% This macros has one optional argument which has to be |true| or
% |false|. This argument determines whether or not the numbers
% should also be shown in the solution. The default is |false|
% which means that the numbers are suppressed in the solution.
% \begin{macrocode}
\newcommand\PuzzleSolution[1][false]{%
\@nameuse{Puzzle@SolutionNumbered#1}%
\let\Kakuro@HINT\Kakuro@nohint
\let\PuzzleClues\Puzzle@Clues@@solution
\let\endPuzzleClues\endPuzzle@Clues@@solution
\let\PuzzleWords\Puzzle@Words@@solution
\let\endPuzzleWords\endPuzzle@Words@@solution
\def\Puzzle@TYPE{solution}%
}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\PuzzleUnsolved}
% The macro |\PuzzleUnsolved| arranges everything that the
% following puzzles are typeset in the ``unsolved'' mode, i.e. the
% letters are suppressed and the clues are shown.
% \begin{macrocode}
\newcommand\PuzzleUnsolved{%
\let\Kakuro@HINT\Kakuro@hint
\let\PuzzleClues\Puzzle@Clues@@normal
\let\endPuzzleClues\endPuzzle@Clues@@normal
\let\PuzzleWords\Puzzle@Words@@normal
\let\endPuzzleWords\endPuzzle@Words@@normal
\xdef\Puzzle@TYPE{normal}}
% \end{macrocode}
% \end{macro}
%
% The boolean |Puzzle@SolutionNumbered| determines whether or
% not the solution should contain numbers. Initially it is set to
% ``false''.
%
% \begin{macrocode}
\newif\ifPuzzle@SolutionNumbered
\Puzzle@SolutionNumberedfalse
% \end{macrocode}
%
% \subsection{Sudoku}
%
% The challenge for the sudoku is to implement a convenient input syntax.
%
% \begin{environment}{Sudoku}
% The environemnt |Sudoku| is used to typeset the puzzle.
% The implementation defines the begin and end macro separately.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\begingroup
\catcode`\|=13
\gdef\Sudoku{\begin{Puzzle}{9}{9}%
\let\Puzzle@pipe=|%
\def\PPa{\Puzzle@pipe[][fS]}%
\def|##1{\ifx##1*\let\next\PPa\else
\Puzzle@pipe{##1}\let\next\relax\fi\next}
}
\endgroup
% \end{macrocode}
%
% The macro |\endSudoku| contains the code to be expanded at the
% end of the environment. It draws the field with the $3\times3$
% boxes.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\gdef\endSudoku{%
\multiput(0,0)(1,0)9{\framebox(1,1){}}
\multiput(0,1)(1,0)9{\framebox(1,1){}}
\multiput(0,2)(1,0)9{\framebox(1,1){}}
\multiput(0,3)(1,0)9{\framebox(1,1){}}
\multiput(0,4)(1,0)9{\framebox(1,1){}}
\multiput(0,5)(1,0)9{\framebox(1,1){}}
\multiput(0,6)(1,0)9{\framebox(1,1){}}
\multiput(0,7)(1,0)9{\framebox(1,1){}}
\multiput(0,8)(1,0)9{\framebox(1,1){}}
\linethickness{\SudokuLinethickness}%
\put(0,0){\framebox(9,9){}}
\put(3,0){\framebox(3,9){}}
\put(0,3){\framebox(9,3){}}
\end{Puzzle}}
% \end{macrocode}
% \end{environment}
%
% \begin{macro}{\SudokuLinethickness}
% The macro |\SudokuLinethickness| contains the thickness od thick
% lines in a Sudoku.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\newcommand\SudokuLinethickness{2pt}
% \end{macrocode}
% \end{macro}
%
%
% \subsection{Kakuro}
%
% \begin{macro}{\KakuroNumberFont}
% The macro |\KakuroNumberFont| is used to typeset the hints, i.e.
% the horizontal and vertical sums.
% \changes{1.8}{2009/09/13}{New}
% \changes{1.10}{2020/05/23}{Font changing macros modernized}
% \begin{macrocode}
\newcommand\KakuroNumberFont{\sffamily\tiny}
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Kakuro@cell}
% The macro |\Kakuro@cell| is used to typeset the cells. It
% analyzes the argument and acts accordingly.
% \changes{1.8}{2009/09/13}{New}
% \changes{1.10}{2020/05/23}{Font changing macros modernized}
% \begin{macrocode}
\def\Kakuro@cell#1{%
\ifx#1. \def\next{\Puzzle@pipe.}%
\else\ifx#1< \let\next\Kakuro@HINT
\else\ifx#1* \let\next\Kakuro@always
\else\ifx#1- \let\next\Kakuro@empty
\else\Puzzle@pipe#1 \let\next\relax
\fi\fi\fi\fi
\next
}%
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Kakuro@always}
% The macro |\Kakuro@always| is used to draw a cell with an inital number.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\def\Kakuro@always{\Puzzle@pipe[][fS]}%
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Kakuro@empty}
% The macro |\Kakuro@empty| is used to drae an empty cell.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\def\Kakuro@empty{\Puzzle@pipe{}}%
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Kakuro@hint}
% The macro |\Kakuro@hint| is used to draw hints.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\def\Kakuro@hint#1:#2>{%
\def\x{#2}%
\ifx\x\empty\else
\put(\Puzzle@X,\Puzzle@Y){%
\makebox(1,.8)[r]{\parbox{.95\unitlength}{%
\raggedright\KakuroNumberFont
$\blacktriangledown$\\#2}}}
\fi
\def\x{#1}%
\ifx\x\empty\else
\put(\Puzzle@X,\Puzzle@Y){%
\makebox(1,1.2){\parbox{.95\unitlength}{%
\raggedleft\KakuroNumberFont
#1 $\blacktriangleright$\\\mbox{}}}}
\fi
\Puzzle@pipe[][\KakuroHintType]{ }}%
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Kakuro@nohint}
% The macro |\Kakuro@nohint| is used to suppress hints in solution mode.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\def\Kakuro@nohint#1:#2>{%
\Puzzle@pipe[][,]{ }}%
% \end{macrocode}
% \end{macro}
%
% \begin{macro}{\Kakuro@HINT}
% The macro |\Kakuro@HINT| contains the definition to be used to
% typeset hints. This indirection is needed to suppress hints in
% solution mode.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\let\Kakuro@HINT\Kakuro@hint
% \end{macrocode}
% \end{macro}
%
%
% \begin{environment}{Kakuro}
% The environemnt |Kakuro| is used to typeset the puzzle.
% The implementation defines the begin and end macro separately to
% cope with catcode changes.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\begingroup
\catcode`\|=13
\gdef\Kakuro#1#2{\begin{Puzzle}{#1}{#2}%
\catcode`\|=13
\let\Puzzle@pipe=|
\let|=\Kakuro@cell
}
\endgroup
% \end{macrocode}
%
% The macro |\endKakuro| contains the code to be expanded at the
% end of the environment.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\def\endKakuro{\end{Puzzle}}
% \end{macrocode}
% \end{environment}
%
% \begin{macro}{\KakuroHintType}
% The macro |\KakuroHintType| contains the cell type for
% typesetting hint cells. It can be used to achieve a different
% look and feel.
% \changes{1.8}{2009/09/13}{New}
% \begin{macrocode}
\def\KakuroHintType{,}
% \end{macrocode}
% \end{macro}
%
%
% \subsection{Initialization}
%
% Finally we arrange that the default behavior is to typeset an
% unsolved crossword puzzle.
%
% \begin{macrocode}
\PuzzleUnsolved
% \end{macrocode}
%
% Now, that everything is in place we can arrange some package
% options.
% \changes{1.6}{2006/08/12}{Several style options defined}
% \changes{1.10}{2020/05/23}{Font changing macros modernized}
% \begin{macrocode}
\DeclareOption{numbered}{\Puzzle@SolutionNumberedtrue}
\DeclareOption{nocenter}{\let\PuzzlePre=\relax
\let\PuzzlePost=\relax}
\DeclareOption{unboxed}{\let\PuzzleCluePre=\relax
\let\PuzzleCluePost=\relax}
\DeclareOption{normalsize}{\PuzzleUnitlength=20pt
\def\PuzzleFont{\rmfamily\normalsize}}
\DeclareOption{small}{\PuzzleUnitlength=16pt
\def\PuzzleFont{\rmfamily\small}}
\DeclareOption{large}{\PuzzleUnitlength=24pt
\def\PuzzleFont{\rmfamily\large}}
\DeclareOption{german}{%
\renewcommand\PuzzleWordsText[1]{Worte der L\"ange #1: }%
\renewcommand\PuzzleLettersText{Benutzte Buchstaben: }%
}
\DeclareOption{ngerman}{%
\renewcommand\PuzzleWordsText[1]{Worte der L\"ange #1: }%
\renewcommand\PuzzleLettersText{Benutzte Buchstaben: }%
}
\ProcessOptions\relax
% \end{macrocode}
%
% That's all.
%
% \PrintChanges
% \newpage
% \PrintIndex
%
% \Finale
%
\endinput
%
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% mode: latex
% TeX-master: t
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