Spaces:
Sleeping
Sleeping
| /* | |
| * filling.c: An implementation of the Nikoli game fillomino. | |
| * Copyright (C) 2007 Jonas Kölker. See LICENSE for the license. | |
| */ | |
| /* TODO: | |
| * | |
| * - use a typedef instead of int for numbers on the board | |
| * + replace int with something else (signed short?) | |
| * - the type should be signed (for -board[i] and -SENTINEL) | |
| * - the type should be somewhat big: board[i] = i | |
| * - Using shorts gives us 181x181 puzzles as upper bound. | |
| * | |
| * - in board generation, after having merged regions such that no | |
| * more merges are necessary, try splitting (big) regions. | |
| * + it seems that smaller regions make for better puzzles; see | |
| * for instance the 7x7 puzzle in this file (grep for 7x7:). | |
| * | |
| * - symmetric hints (solo-style) | |
| * + right now that means including _many_ hints, and the puzzles | |
| * won't look any nicer. Not worth it (at the moment). | |
| * | |
| * - make the solver do recursion/backtracking. | |
| * + This is for user-submitted puzzles, not for puzzle | |
| * generation (on the other hand, never say never). | |
| * | |
| * - prove that only w=h=2 needs a special case | |
| * | |
| * - solo-like pencil marks? | |
| * | |
| * - a user says that the difficulty is unevenly distributed. | |
| * + partition into levels? Will they be non-crap? | |
| * | |
| * - Allow square contents > 9? | |
| * + I could use letters for digits (solo does this), but | |
| * letters don't have numeric significance (normal people hate | |
| * base36), which is relevant here (much more than in solo). | |
| * + [click, 1, 0, enter] => [10 in clicked square]? | |
| * + How much information is needed to solve? Does one need to | |
| * know the algorithm by which the largest number is set? | |
| * | |
| * - eliminate puzzle instances with done chunks (1's in particular)? | |
| * + that's what the qsort call is all about. | |
| * + the 1's don't bother me that much. | |
| * + but this takes a LONG time (not always possible)? | |
| * - this may be affected by solver (lack of) quality. | |
| * - weed them out by construction instead of post-cons check | |
| * + but that interleaves make_board and new_game_desc: you | |
| * have to alternate between changing the board and | |
| * changing the hint set (instead of just creating the | |
| * board once, then changing the hint set once -> done). | |
| * | |
| * - use binary search when discovering the minimal sovable point | |
| * + profile to show a need (but when the solver gets slower...) | |
| * + 7x9 @ .011s, 9x13 @ .075s, 17x13 @ .661s (all avg with n=100) | |
| * + but the hints are independent, not linear, so... what? | |
| */ | |
| static bool verbose; | |
| static void printv(const char *fmt, ...) { | |
| if (verbose) { | |
| va_list va; | |
| va_start(va, fmt); | |
| vprintf(fmt, va); | |
| va_end(va); | |
| } | |
| } | |
| /***************************************************************************** | |
| * GAME CONFIGURATION AND PARAMETERS * | |
| *****************************************************************************/ | |
| struct game_params { | |
| int w, h; | |
| }; | |
| struct shared_state { | |
| struct game_params params; | |
| int *clues; | |
| int refcnt; | |
| }; | |
| struct game_state { | |
| int *board; | |
| struct shared_state *shared; | |
| bool completed, cheated; | |
| }; | |
| static const struct game_params filling_defaults[3] = { | |
| {9, 7}, {13, 9}, {17, 13} | |
| }; | |
| static game_params *default_params(void) | |
| { | |
| game_params *ret = snew(game_params); | |
| *ret = filling_defaults[1]; /* struct copy */ | |
| return ret; | |
| } | |
| static bool game_fetch_preset(int i, char **name, game_params **params) | |
| { | |
| char buf[64]; | |
| if (i < 0 || i >= lenof(filling_defaults)) return false; | |
| *params = snew(game_params); | |
| **params = filling_defaults[i]; /* struct copy */ | |
| sprintf(buf, "%dx%d", filling_defaults[i].w, filling_defaults[i].h); | |
| *name = dupstr(buf); | |
| 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; /* struct copy */ | |
| return ret; | |
| } | |
| static void decode_params(game_params *ret, char const *string) | |
| { | |
| ret->w = ret->h = atoi(string); | |
| while (*string && isdigit((unsigned char) *string)) ++string; | |
| if (*string == 'x') ret->h = atoi(++string); | |
| } | |
| static char *encode_params(const game_params *params, bool full) | |
| { | |
| char buf[64]; | |
| sprintf(buf, "%dx%d", params->w, params->h); | |
| return dupstr(buf); | |
| } | |
| static config_item *game_configure(const game_params *params) | |
| { | |
| config_item *ret; | |
| char buf[64]; | |
| ret = snewn(3, config_item); | |
| ret[0].name = "Width"; | |
| ret[0].type = C_STRING; | |
| sprintf(buf, "%d", params->w); | |
| ret[0].u.string.sval = dupstr(buf); | |
| ret[1].name = "Height"; | |
| ret[1].type = C_STRING; | |
| sprintf(buf, "%d", params->h); | |
| ret[1].u.string.sval = dupstr(buf); | |
| ret[2].name = NULL; | |
| ret[2].type = C_END; | |
| return ret; | |
| } | |
| static game_params *custom_params(const config_item *cfg) | |
| { | |
| game_params *ret = snew(game_params); | |
| ret->w = atoi(cfg[0].u.string.sval); | |
| ret->h = atoi(cfg[1].u.string.sval); | |
| return ret; | |
| } | |
| static const char *validate_params(const game_params *params, bool full) | |
| { | |
| if (params->w < 1) return "Width must be at least one"; | |
| if (params->h < 1) return "Height must be at least one"; | |
| if (params->w > INT_MAX / params->h) | |
| return "Width times height must not be unreasonably large"; | |
| return NULL; | |
| } | |
| /***************************************************************************** | |
| * STRINGIFICATION OF GAME STATE * | |
| *****************************************************************************/ | |
| /* Example of plaintext rendering: | |
| * +---+---+---+---+---+---+---+ | |
| * | 6 | | | 2 | | | 2 | | |
| * +---+---+---+---+---+---+---+ | |
| * | | 3 | | 6 | | 3 | | | |
| * +---+---+---+---+---+---+---+ | |
| * | 3 | | | | | | 1 | | |
| * +---+---+---+---+---+---+---+ | |
| * | | 2 | 3 | | 4 | 2 | | | |
| * +---+---+---+---+---+---+---+ | |
| * | 2 | | | | | | 3 | | |
| * +---+---+---+---+---+---+---+ | |
| * | | 5 | | 1 | | 4 | | | |
| * +---+---+---+---+---+---+---+ | |
| * | 4 | | | 3 | | | 3 | | |
| * +---+---+---+---+---+---+---+ | |
| * | |
| * This puzzle instance is taken from the nikoli website | |
| * Encoded (unsolved and solved), the strings are these: | |
| * 7x7:6002002030603030000010230420200000305010404003003 | |
| * 7x7:6662232336663232331311235422255544325413434443313 | |
| */ | |
| static char *board_to_string(int *board, int w, int h) { | |
| const int sz = w * h; | |
| const int chw = (4*w + 2); /* +2 for trailing '+' and '\n' */ | |
| const int chh = (2*h + 1); /* +1: n fence segments, n+1 posts */ | |
| const int chlen = chw * chh; | |
| char *repr = snewn(chlen + 1, char); | |
| int i; | |
| assert(board); | |
| /* build the first line ("^(\+---){n}\+$") */ | |
| for (i = 0; i < w; ++i) { | |
| repr[4*i + 0] = '+'; | |
| repr[4*i + 1] = '-'; | |
| repr[4*i + 2] = '-'; | |
| repr[4*i + 3] = '-'; | |
| } | |
| repr[4*i + 0] = '+'; | |
| repr[4*i + 1] = '\n'; | |
| /* ... and copy it onto the odd-numbered lines */ | |
| for (i = 0; i < h; ++i) memcpy(repr + (2*i + 2) * chw, repr, chw); | |
| /* build the second line ("^(\|\t){n}\|$") */ | |
| for (i = 0; i < w; ++i) { | |
| repr[chw + 4*i + 0] = '|'; | |
| repr[chw + 4*i + 1] = ' '; | |
| repr[chw + 4*i + 2] = ' '; | |
| repr[chw + 4*i + 3] = ' '; | |
| } | |
| repr[chw + 4*i + 0] = '|'; | |
| repr[chw + 4*i + 1] = '\n'; | |
| /* ... and copy it onto the even-numbered lines */ | |
| for (i = 1; i < h; ++i) memcpy(repr + (2*i + 1) * chw, repr + chw, chw); | |
| /* fill in the numbers */ | |
| for (i = 0; i < sz; ++i) { | |
| const int x = i % w; | |
| const int y = i / w; | |
| if (board[i] == EMPTY) continue; | |
| repr[chw*(2*y + 1) + (4*x + 2)] = board[i] + '0'; | |
| } | |
| repr[chlen] = '\0'; | |
| return repr; | |
| } | |
| static bool game_can_format_as_text_now(const game_params *params) | |
| { | |
| return true; | |
| } | |
| static char *game_text_format(const game_state *state) | |
| { | |
| const int w = state->shared->params.w; | |
| const int h = state->shared->params.h; | |
| return board_to_string(state->board, w, h); | |
| } | |
| /***************************************************************************** | |
| * GAME GENERATION AND SOLVER * | |
| *****************************************************************************/ | |
| static const int dx[4] = {-1, 1, 0, 0}; | |
| static const int dy[4] = {0, 0, -1, 1}; | |
| struct solver_state | |
| { | |
| int *dsf; | |
| int *board; | |
| int *connected; | |
| int nempty; | |
| /* Used internally by learn_bitmap_deductions; kept here to avoid | |
| * mallocing/freeing them every time that function is called. */ | |
| int *bm, *bmdsf, *bmminsize; | |
| }; | |
| static void print_board(int *board, int w, int h) { | |
| if (verbose) { | |
| char *repr = board_to_string(board, w, h); | |
| printv("%s\n", repr); | |
| free(repr); | |
| } | |
| } | |
| static game_state *new_game(midend *, const game_params *, const char *); | |
| static void free_game(game_state *); | |
| static bool mark_region(int *board, int w, int h, int i, int n, int m) { | |
| int j; | |
| board[i] = -1; | |
| for (j = 0; j < 4; ++j) { | |
| const int x = (i % w) + dx[j], y = (i / w) + dy[j], ii = w*y + x; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (board[ii] == m) return false; | |
| if (board[ii] != n) continue; | |
| if (!mark_region(board, w, h, ii, n, m)) return false; | |
| } | |
| return true; | |
| } | |
| static int region_size(int *board, int w, int h, int i) { | |
| const int sz = w * h; | |
| int j, size, copy; | |
| if (board[i] == 0) return 0; | |
| copy = board[i]; | |
| mark_region(board, w, h, i, board[i], SENTINEL); | |
| for (size = j = 0; j < sz; ++j) { | |
| if (board[j] != -1) continue; | |
| ++size; | |
| board[j] = copy; | |
| } | |
| return size; | |
| } | |
| static void merge_ones(int *board, int w, int h) | |
| { | |
| const int sz = w * h; | |
| const int maxsize = min(max(max(w, h), 3), 9); | |
| int i, j, k; | |
| bool change; | |
| do { | |
| change = false; | |
| for (i = 0; i < sz; ++i) { | |
| if (board[i] != 1) continue; | |
| for (j = 0; j < 4; ++j, board[i] = 1) { | |
| const int x = (i % w) + dx[j], y = (i / w) + dy[j]; | |
| int oldsize, newsize, ii = w*y + x; | |
| bool ok; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (board[ii] == maxsize) continue; | |
| oldsize = board[ii]; | |
| board[i] = oldsize; | |
| newsize = region_size(board, w, h, i); | |
| if (newsize > maxsize) continue; | |
| ok = mark_region(board, w, h, i, oldsize, newsize); | |
| for (k = 0; k < sz; ++k) | |
| if (board[k] == -1) | |
| board[k] = ok ? newsize : oldsize; | |
| if (ok) break; | |
| } | |
| if (j < 4) change = true; | |
| } | |
| } while (change); | |
| } | |
| /* generate a random valid board; uses validate_board. */ | |
| static void make_board(int *board, int w, int h, random_state *rs) { | |
| const int sz = w * h; | |
| /* w=h=2 is a special case which requires a number > max(w, h) */ | |
| /* TODO prove that this is the case ONLY for w=h=2. */ | |
| const int maxsize = min(max(max(w, h), 3), 9); | |
| /* Note that if 1 in {w, h} then it's impossible to have a region | |
| * of size > w*h, so the special case only affects w=h=2. */ | |
| int i, *dsf; | |
| bool change; | |
| assert(w >= 1); | |
| assert(h >= 1); | |
| assert(board); | |
| /* I abuse the board variable: when generating the puzzle, it | |
| * contains a shuffled list of numbers {0, ..., sz-1}. */ | |
| for (i = 0; i < sz; ++i) board[i] = i; | |
| dsf = snewn(sz, int); | |
| retry: | |
| dsf_init(dsf, sz); | |
| shuffle(board, sz, sizeof (int), rs); | |
| do { | |
| change = false; /* as long as the board potentially has errors */ | |
| for (i = 0; i < sz; ++i) { | |
| const int square = dsf_canonify(dsf, board[i]); | |
| const int size = dsf_size(dsf, square); | |
| int merge = SENTINEL, min = maxsize - size + 1; | |
| bool error = false; | |
| int neighbour, neighbour_size, j; | |
| int directions[4]; | |
| for (j = 0; j < 4; ++j) | |
| directions[j] = j; | |
| shuffle(directions, 4, sizeof(int), rs); | |
| for (j = 0; j < 4; ++j) { | |
| const int x = (board[i] % w) + dx[directions[j]]; | |
| const int y = (board[i] / w) + dy[directions[j]]; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| neighbour = dsf_canonify(dsf, w*y + x); | |
| if (square == neighbour) continue; | |
| neighbour_size = dsf_size(dsf, neighbour); | |
| if (size == neighbour_size) error = true; | |
| /* find the smallest neighbour to merge with, which | |
| * wouldn't make the region too large. (This is | |
| * guaranteed by the initial value of `min'.) */ | |
| if (neighbour_size < min && random_upto(rs, 10)) { | |
| min = neighbour_size; | |
| merge = neighbour; | |
| } | |
| } | |
| /* if this square is not in error, leave it be */ | |
| if (!error) continue; | |
| /* if it is, but we can't fix it, retry the whole board. | |
| * Maybe we could fix it by merging the conflicting | |
| * neighbouring region(s) into some of their neighbours, | |
| * but just restarting works out fine. */ | |
| if (merge == SENTINEL) goto retry; | |
| /* merge with the smallest neighbouring workable region. */ | |
| dsf_merge(dsf, square, merge); | |
| change = true; | |
| } | |
| } while (change); | |
| for (i = 0; i < sz; ++i) board[i] = dsf_size(dsf, i); | |
| merge_ones(board, w, h); | |
| sfree(dsf); | |
| } | |
| static void merge(int *dsf, int *connected, int a, int b) { | |
| int c; | |
| assert(dsf); | |
| assert(connected); | |
| a = dsf_canonify(dsf, a); | |
| b = dsf_canonify(dsf, b); | |
| if (a == b) return; | |
| dsf_merge(dsf, a, b); | |
| c = connected[a]; | |
| connected[a] = connected[b]; | |
| connected[b] = c; | |
| } | |
| static void *memdup(const void *ptr, size_t len, size_t esz) { | |
| void *dup = smalloc(len * esz); | |
| assert(ptr); | |
| memcpy(dup, ptr, len * esz); | |
| return dup; | |
| } | |
| static void expand(struct solver_state *s, int w, int h, int t, int f) { | |
| int j; | |
| assert(s); | |
| assert(s->board[t] == EMPTY); /* expand to empty square */ | |
| assert(s->board[f] != EMPTY); /* expand from non-empty square */ | |
| printv( | |
| "learn: expanding %d from (%d, %d) into (%d, %d)\n", | |
| s->board[f], f % w, f / w, t % w, t / w); | |
| s->board[t] = s->board[f]; | |
| for (j = 0; j < 4; ++j) { | |
| const int x = (t % w) + dx[j]; | |
| const int y = (t / w) + dy[j]; | |
| const int idx = w*y + x; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (s->board[idx] != s->board[t]) continue; | |
| merge(s->dsf, s->connected, t, idx); | |
| } | |
| --s->nempty; | |
| } | |
| static void clear_count(int *board, int sz) { | |
| int i; | |
| for (i = 0; i < sz; ++i) { | |
| if (board[i] >= 0) continue; | |
| else if (board[i] == -SENTINEL) board[i] = EMPTY; | |
| else board[i] = -board[i]; | |
| } | |
| } | |
| static void flood_count(int *board, int w, int h, int i, int n, int *c) { | |
| const int sz = w * h; | |
| int k; | |
| if (board[i] == EMPTY) board[i] = -SENTINEL; | |
| else if (board[i] == n) board[i] = -board[i]; | |
| else return; | |
| if (--*c == 0) return; | |
| for (k = 0; k < 4; ++k) { | |
| const int x = (i % w) + dx[k]; | |
| const int y = (i / w) + dy[k]; | |
| const int idx = w*y + x; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| flood_count(board, w, h, idx, n, c); | |
| if (*c == 0) return; | |
| } | |
| } | |
| static bool check_capacity(int *board, int w, int h, int i) { | |
| int n = board[i]; | |
| flood_count(board, w, h, i, board[i], &n); | |
| clear_count(board, w * h); | |
| return n == 0; | |
| } | |
| static int expandsize(const int *board, int *dsf, int w, int h, int i, int n) { | |
| int j; | |
| int nhits = 0; | |
| int hits[4]; | |
| int size = 1; | |
| for (j = 0; j < 4; ++j) { | |
| const int x = (i % w) + dx[j]; | |
| const int y = (i / w) + dy[j]; | |
| const int idx = w*y + x; | |
| int root; | |
| int m; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (board[idx] != n) continue; | |
| root = dsf_canonify(dsf, idx); | |
| for (m = 0; m < nhits && root != hits[m]; ++m); | |
| if (m < nhits) continue; | |
| printv("\t (%d, %d) contrib %d to size\n", x, y, dsf[root] >> 2); | |
| size += dsf_size(dsf, root); | |
| assert(dsf_size(dsf, root) >= 1); | |
| hits[nhits++] = root; | |
| } | |
| return size; | |
| } | |
| /* | |
| * +---+---+---+---+---+---+---+ | |
| * | 6 | | | 2 | | | 2 | | |
| * +---+---+---+---+---+---+---+ | |
| * | | 3 | | 6 | | 3 | | | |
| * +---+---+---+---+---+---+---+ | |
| * | 3 | | | | | | 1 | | |
| * +---+---+---+---+---+---+---+ | |
| * | | 2 | 3 | | 4 | 2 | | | |
| * +---+---+---+---+---+---+---+ | |
| * | 2 | | | | | | 3 | | |
| * +---+---+---+---+---+---+---+ | |
| * | | 5 | | 1 | | 4 | | | |
| * +---+---+---+---+---+---+---+ | |
| * | 4 | | | 3 | | | 3 | | |
| * +---+---+---+---+---+---+---+ | |
| */ | |
| /* Solving techniques: | |
| * | |
| * CONNECTED COMPONENT FORCED EXPANSION (too big): | |
| * When a CC can only be expanded in one direction, because all the | |
| * other ones would make the CC too big. | |
| * +---+---+---+---+---+ | |
| * | 2 | 2 | | 2 | _ | | |
| * +---+---+---+---+---+ | |
| * | |
| * CONNECTED COMPONENT FORCED EXPANSION (too small): | |
| * When a CC must include a particular square, because otherwise there | |
| * would not be enough room to complete it. This includes squares not | |
| * adjacent to the CC through learn_critical_square. | |
| * +---+---+ | |
| * | 2 | _ | | |
| * +---+---+ | |
| * | |
| * DROPPING IN A ONE: | |
| * When an empty square has no neighbouring empty squares and only a 1 | |
| * will go into the square (or other CCs would be too big). | |
| * +---+---+---+ | |
| * | 2 | 2 | _ | | |
| * +---+---+---+ | |
| * | |
| * TODO: generalise DROPPING IN A ONE: find the size of the CC of | |
| * empty squares and a list of all adjacent numbers. See if only one | |
| * number in {1, ..., size} u {all adjacent numbers} is possible. | |
| * Probably this is only effective for a CC size < n for some n (4?) | |
| * | |
| * TODO: backtracking. | |
| */ | |
| static void filled_square(struct solver_state *s, int w, int h, int i) { | |
| int j; | |
| for (j = 0; j < 4; ++j) { | |
| const int x = (i % w) + dx[j]; | |
| const int y = (i / w) + dy[j]; | |
| const int idx = w*y + x; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (s->board[i] == s->board[idx]) | |
| merge(s->dsf, s->connected, i, idx); | |
| } | |
| } | |
| static void init_solver_state(struct solver_state *s, int w, int h) { | |
| const int sz = w * h; | |
| int i; | |
| assert(s); | |
| s->nempty = 0; | |
| for (i = 0; i < sz; ++i) s->connected[i] = i; | |
| for (i = 0; i < sz; ++i) | |
| if (s->board[i] == EMPTY) ++s->nempty; | |
| else filled_square(s, w, h, i); | |
| } | |
| static bool learn_expand_or_one(struct solver_state *s, int w, int h) { | |
| const int sz = w * h; | |
| int i; | |
| bool learn = false; | |
| assert(s); | |
| for (i = 0; i < sz; ++i) { | |
| int j; | |
| bool one = true; | |
| if (s->board[i] != EMPTY) continue; | |
| for (j = 0; j < 4; ++j) { | |
| const int x = (i % w) + dx[j]; | |
| const int y = (i / w) + dy[j]; | |
| const int idx = w*y + x; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (s->board[idx] == EMPTY) { | |
| one = false; | |
| continue; | |
| } | |
| if (one && | |
| (s->board[idx] == 1 || | |
| (s->board[idx] >= expandsize(s->board, s->dsf, w, h, | |
| i, s->board[idx])))) | |
| one = false; | |
| if (dsf_size(s->dsf, idx) == s->board[idx]) continue; | |
| assert(s->board[i] == EMPTY); | |
| s->board[i] = -SENTINEL; | |
| if (check_capacity(s->board, w, h, idx)) continue; | |
| assert(s->board[i] == EMPTY); | |
| printv("learn: expanding in one\n"); | |
| expand(s, w, h, i, idx); | |
| learn = true; | |
| break; | |
| } | |
| if (j == 4 && one) { | |
| printv("learn: one at (%d, %d)\n", i % w, i / w); | |
| assert(s->board[i] == EMPTY); | |
| s->board[i] = 1; | |
| assert(s->nempty); | |
| --s->nempty; | |
| learn = true; | |
| } | |
| } | |
| return learn; | |
| } | |
| static bool learn_blocked_expansion(struct solver_state *s, int w, int h) { | |
| const int sz = w * h; | |
| int i; | |
| bool learn = false; | |
| assert(s); | |
| /* for every connected component */ | |
| for (i = 0; i < sz; ++i) { | |
| int exp = SENTINEL; | |
| int j; | |
| if (s->board[i] == EMPTY) continue; | |
| j = dsf_canonify(s->dsf, i); | |
| /* (but only for each connected component) */ | |
| if (i != j) continue; | |
| /* (and not if it's already complete) */ | |
| if (dsf_size(s->dsf, j) == s->board[j]) continue; | |
| /* for each square j _in_ the connected component */ | |
| do { | |
| int k; | |
| printv(" looking at (%d, %d)\n", j % w, j / w); | |
| /* for each neighbouring square (idx) */ | |
| for (k = 0; k < 4; ++k) { | |
| const int x = (j % w) + dx[k]; | |
| const int y = (j / w) + dy[k]; | |
| const int idx = w*y + x; | |
| int size; | |
| /* int l; | |
| int nhits = 0; | |
| int hits[4]; */ | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (s->board[idx] != EMPTY) continue; | |
| if (exp == idx) continue; | |
| printv("\ttrying to expand onto (%d, %d)\n", x, y); | |
| /* find out the would-be size of the new connected | |
| * component if we actually expanded into idx */ | |
| /* | |
| size = 1; | |
| for (l = 0; l < 4; ++l) { | |
| const int lx = x + dx[l]; | |
| const int ly = y + dy[l]; | |
| const int idxl = w*ly + lx; | |
| int root; | |
| int m; | |
| if (lx < 0 || lx >= w || ly < 0 || ly >= h) continue; | |
| if (board[idxl] != board[j]) continue; | |
| root = dsf_canonify(dsf, idxl); | |
| for (m = 0; m < nhits && root != hits[m]; ++m); | |
| if (m != nhits) continue; | |
| // printv("\t (%d, %d) contributed %d to size\n", lx, ly, dsf[root] >> 2); | |
| size += dsf_size(dsf, root); | |
| assert(dsf_size(dsf, root) >= 1); | |
| hits[nhits++] = root; | |
| } | |
| */ | |
| size = expandsize(s->board, s->dsf, w, h, idx, s->board[j]); | |
| /* ... and see if that size is too big, or if we | |
| * have other expansion candidates. Otherwise | |
| * remember the (so far) only candidate. */ | |
| printv("\tthat would give a size of %d\n", size); | |
| if (size > s->board[j]) continue; | |
| /* printv("\tnow knowing %d expansions\n", nexpand + 1); */ | |
| if (exp != SENTINEL) goto next_i; | |
| assert(exp != idx); | |
| exp = idx; | |
| } | |
| j = s->connected[j]; /* next square in the same CC */ | |
| assert(s->board[i] == s->board[j]); | |
| } while (j != i); | |
| /* end: for each square j _in_ the connected component */ | |
| if (exp == SENTINEL) continue; | |
| printv("learning to expand\n"); | |
| expand(s, w, h, exp, i); | |
| learn = true; | |
| next_i: | |
| ; | |
| } | |
| /* end: for each connected component */ | |
| return learn; | |
| } | |
| static bool learn_critical_square(struct solver_state *s, int w, int h) { | |
| const int sz = w * h; | |
| int i; | |
| bool learn = false; | |
| assert(s); | |
| /* for each connected component */ | |
| for (i = 0; i < sz; ++i) { | |
| int j, slack; | |
| if (s->board[i] == EMPTY) continue; | |
| if (i != dsf_canonify(s->dsf, i)) continue; | |
| slack = s->board[i] - dsf_size(s->dsf, i); | |
| if (slack == 0) continue; | |
| assert(s->board[i] != 1); | |
| /* for each empty square */ | |
| for (j = 0; j < sz; ++j) { | |
| if (s->board[j] == EMPTY) { | |
| /* if it's too far away from the CC, don't bother */ | |
| int k = i, jx = j % w, jy = j / w; | |
| do { | |
| int kx = k % w, ky = k / w; | |
| if (abs(kx - jx) + abs(ky - jy) <= slack) break; | |
| k = s->connected[k]; | |
| } while (i != k); | |
| if (i == k) continue; /* not within range */ | |
| } else continue; | |
| s->board[j] = -SENTINEL; | |
| if (check_capacity(s->board, w, h, i)) continue; | |
| /* if not expanding s->board[i] to s->board[j] implies | |
| * that s->board[i] can't reach its full size, ... */ | |
| assert(s->nempty); | |
| printv( | |
| "learn: ds %d at (%d, %d) blocking (%d, %d)\n", | |
| s->board[i], j % w, j / w, i % w, i / w); | |
| --s->nempty; | |
| s->board[j] = s->board[i]; | |
| filled_square(s, w, h, j); | |
| learn = true; | |
| } | |
| } | |
| return learn; | |
| } | |
| static void print_bitmap(int *bitmap, int w, int h) { | |
| if (verbose) { | |
| int x, y; | |
| for (y = 0; y < h; y++) { | |
| for (x = 0; x < w; x++) { | |
| printv(" %03x", bm[y*w+x]); | |
| } | |
| printv("\n"); | |
| } | |
| } | |
| } | |
| static bool learn_bitmap_deductions(struct solver_state *s, int w, int h) | |
| { | |
| const int sz = w * h; | |
| int *bm = s->bm; | |
| int *dsf = s->bmdsf; | |
| int *minsize = s->bmminsize; | |
| int x, y, i, j, n; | |
| bool learn = false; | |
| /* | |
| * This function does deductions based on building up a bitmap | |
| * which indicates the possible numbers that can appear in each | |
| * grid square. If we can rule out all but one possibility for a | |
| * particular square, then we've found out the value of that | |
| * square. In particular, this is one of the few forms of | |
| * deduction capable of inferring the existence of a 'ghost | |
| * region', i.e. a region which has none of its squares filled in | |
| * at all. | |
| * | |
| * The reasoning goes like this. A currently unfilled square S can | |
| * turn out to contain digit n in exactly two ways: either S is | |
| * part of an n-region which also includes some currently known | |
| * connected component of squares with n in, or S is part of an | |
| * n-region separate from _all_ currently known connected | |
| * components. If we can rule out both possibilities, then square | |
| * S can't contain digit n at all. | |
| * | |
| * The former possibility: if there's a region of size n | |
| * containing both S and some existing component C, then that | |
| * means the distance from S to C must be small enough that C | |
| * could be extended to include S without becoming too big. So we | |
| * can do a breadth-first search out from all existing components | |
| * with n in them, to identify all the squares which could be | |
| * joined to any of them. | |
| * | |
| * The latter possibility: if there's a region of size n that | |
| * doesn't contain _any_ existing component, then it also can't | |
| * contain any square adjacent to an existing component either. So | |
| * we can identify all the EMPTY squares not adjacent to any | |
| * existing square with n in, and group them into connected | |
| * components; then any component of size less than n is ruled | |
| * out, because there wouldn't be room to create a completely new | |
| * n-region in it. | |
| * | |
| * In fact we process these possibilities in the other order. | |
| * First we find all the squares not adjacent to an existing | |
| * square with n in; then we winnow those by removing too-small | |
| * connected components, to get the set of squares which could | |
| * possibly be part of a brand new n-region; and finally we do the | |
| * breadth-first search to add in the set of squares which could | |
| * possibly be added to some existing n-region. | |
| */ | |
| /* | |
| * Start by initialising our bitmap to 'all numbers possible in | |
| * all squares'. | |
| */ | |
| for (y = 0; y < h; y++) | |
| for (x = 0; x < w; x++) | |
| bm[y*w+x] = (1 << 10) - (1 << 1); /* bits 1,2,...,9 now set */ | |
| printv("initial bitmap:\n"); | |
| print_bitmap(bm, w, h); | |
| /* | |
| * Now completely zero out the bitmap for squares that are already | |
| * filled in (we aren't interested in those anyway). Also, for any | |
| * filled square, eliminate its number from all its neighbours | |
| * (because, as discussed above, the neighbours couldn't be part | |
| * of a _new_ region with that number in it, and that's the case | |
| * we consider first). | |
| */ | |
| for (y = 0; y < h; y++) { | |
| for (x = 0; x < w; x++) { | |
| i = y*w+x; | |
| n = s->board[i]; | |
| if (n != EMPTY) { | |
| bm[i] = 0; | |
| if (x > 0) | |
| bm[i-1] &= ~(1 << n); | |
| if (x+1 < w) | |
| bm[i+1] &= ~(1 << n); | |
| if (y > 0) | |
| bm[i-w] &= ~(1 << n); | |
| if (y+1 < h) | |
| bm[i+w] &= ~(1 << n); | |
| } | |
| } | |
| } | |
| printv("bitmap after filled squares:\n"); | |
| print_bitmap(bm, w, h); | |
| /* | |
| * Now, for each n, we separately find the connected components of | |
| * squares for which n is still a possibility. Then discard any | |
| * component of size < n, because that component is too small to | |
| * have a completely new n-region in it. | |
| */ | |
| for (n = 1; n <= 9; n++) { | |
| dsf_init(dsf, sz); | |
| /* Build the dsf */ | |
| for (y = 0; y < h; y++) | |
| for (x = 0; x+1 < w; x++) | |
| if (bm[y*w+x] & bm[y*w+(x+1)] & (1 << n)) | |
| dsf_merge(dsf, y*w+x, y*w+(x+1)); | |
| for (y = 0; y+1 < h; y++) | |
| for (x = 0; x < w; x++) | |
| if (bm[y*w+x] & bm[(y+1)*w+x] & (1 << n)) | |
| dsf_merge(dsf, y*w+x, (y+1)*w+x); | |
| /* Query the dsf */ | |
| for (i = 0; i < sz; i++) | |
| if ((bm[i] & (1 << n)) && dsf_size(dsf, i) < n) | |
| bm[i] &= ~(1 << n); | |
| } | |
| printv("bitmap after winnowing small components:\n"); | |
| print_bitmap(bm, w, h); | |
| /* | |
| * Now our bitmap includes every square which could be part of a | |
| * completely new region, of any size. Extend it to include | |
| * squares which could be part of an existing region. | |
| */ | |
| for (n = 1; n <= 9; n++) { | |
| /* | |
| * We're going to do a breadth-first search starting from | |
| * existing connected components with cell value n, to find | |
| * all cells they might possibly extend into. | |
| * | |
| * The quantity we compute, for each square, is 'minimum size | |
| * that any existing CC would have to have if extended to | |
| * include this square'. So squares already _in_ an existing | |
| * CC are initialised to the size of that CC; then we search | |
| * outwards using the rule that if a square's score is j, then | |
| * its neighbours can't score more than j+1. | |
| * | |
| * Scores are capped at n+1, because if a square scores more | |
| * than n then that's enough to know it can't possibly be | |
| * reached by extending an existing region - we don't need to | |
| * know exactly _how far_ out of reach it is. | |
| */ | |
| for (i = 0; i < sz; i++) { | |
| if (s->board[i] == n) { | |
| /* Square is part of an existing CC. */ | |
| minsize[i] = dsf_size(s->dsf, i); | |
| } else { | |
| /* Otherwise, initialise to the maximum score n+1; | |
| * we'll reduce this later if we find a neighbouring | |
| * square with a lower score. */ | |
| minsize[i] = n+1; | |
| } | |
| } | |
| for (j = 1; j < n; j++) { | |
| /* | |
| * Find neighbours of cells scoring j, and set their score | |
| * to at most j+1. | |
| * | |
| * Doing the BFS this way means we need n passes over the | |
| * grid, which isn't entirely optimal but it seems to be | |
| * fast enough for the moment. This could probably be | |
| * improved by keeping a linked-list queue of cells in | |
| * some way, but I think you'd have to be a bit careful to | |
| * insert things into the right place in the queue; this | |
| * way is easier not to get wrong. | |
| */ | |
| for (y = 0; y < h; y++) { | |
| for (x = 0; x < w; x++) { | |
| i = y*w+x; | |
| if (minsize[i] == j) { | |
| if (x > 0 && minsize[i-1] > j+1) | |
| minsize[i-1] = j+1; | |
| if (x+1 < w && minsize[i+1] > j+1) | |
| minsize[i+1] = j+1; | |
| if (y > 0 && minsize[i-w] > j+1) | |
| minsize[i-w] = j+1; | |
| if (y+1 < h && minsize[i+w] > j+1) | |
| minsize[i+w] = j+1; | |
| } | |
| } | |
| } | |
| } | |
| /* | |
| * Now, every cell scoring at most n should have its 1<<n bit | |
| * in the bitmap reinstated, because we've found that it's | |
| * potentially reachable by extending an existing CC. | |
| */ | |
| for (i = 0; i < sz; i++) | |
| if (minsize[i] <= n) | |
| bm[i] |= 1<<n; | |
| } | |
| printv("bitmap after bfs:\n"); | |
| print_bitmap(bm, w, h); | |
| /* | |
| * Now our bitmap is complete. Look for entries with only one bit | |
| * set; those are squares with only one possible number, in which | |
| * case we can fill that number in. | |
| */ | |
| for (i = 0; i < sz; i++) { | |
| if (bm[i] && !(bm[i] & (bm[i]-1))) { /* is bm[i] a power of two? */ | |
| int val = bm[i]; | |
| /* Integer log2, by simple binary search. */ | |
| n = 0; | |
| if (val >> 8) { val >>= 8; n += 8; } | |
| if (val >> 4) { val >>= 4; n += 4; } | |
| if (val >> 2) { val >>= 2; n += 2; } | |
| if (val >> 1) { val >>= 1; n += 1; } | |
| /* Double-check that we ended up with a sensible | |
| * answer. */ | |
| assert(1 <= n); | |
| assert(n <= 9); | |
| assert(bm[i] == (1 << n)); | |
| if (s->board[i] == EMPTY) { | |
| printv("learn: %d is only possibility at (%d, %d)\n", | |
| n, i % w, i / w); | |
| s->board[i] = n; | |
| filled_square(s, w, h, i); | |
| assert(s->nempty); | |
| --s->nempty; | |
| learn = true; | |
| } | |
| } | |
| } | |
| return learn; | |
| } | |
| static bool solver(const int *orig, int w, int h, char **solution) { | |
| const int sz = w * h; | |
| struct solver_state ss; | |
| ss.board = memdup(orig, sz, sizeof (int)); | |
| ss.dsf = snew_dsf(sz); /* eqv classes: connected components */ | |
| ss.connected = snewn(sz, int); /* connected[n] := n.next; */ | |
| /* cyclic disjoint singly linked lists, same partitioning as dsf. | |
| * The lists lets you iterate over a partition given any member */ | |
| ss.bm = snewn(sz, int); | |
| ss.bmdsf = snew_dsf(sz); | |
| ss.bmminsize = snewn(sz, int); | |
| printv("trying to solve this:\n"); | |
| print_board(ss.board, w, h); | |
| init_solver_state(&ss, w, h); | |
| do { | |
| if (learn_blocked_expansion(&ss, w, h)) continue; | |
| if (learn_expand_or_one(&ss, w, h)) continue; | |
| if (learn_critical_square(&ss, w, h)) continue; | |
| if (learn_bitmap_deductions(&ss, w, h)) continue; | |
| break; | |
| } while (ss.nempty); | |
| printv("best guess:\n"); | |
| print_board(ss.board, w, h); | |
| if (solution) { | |
| int i; | |
| *solution = snewn(sz + 2, char); | |
| **solution = 's'; | |
| for (i = 0; i < sz; ++i) (*solution)[i + 1] = ss.board[i] + '0'; | |
| (*solution)[sz + 1] = '\0'; | |
| } | |
| sfree(ss.dsf); | |
| sfree(ss.board); | |
| sfree(ss.connected); | |
| sfree(ss.bm); | |
| sfree(ss.bmdsf); | |
| sfree(ss.bmminsize); | |
| return !ss.nempty; | |
| } | |
| static int *make_dsf(int *dsf, int *board, const int w, const int h) { | |
| const int sz = w * h; | |
| int i; | |
| if (!dsf) | |
| dsf = snew_dsf(w * h); | |
| else | |
| dsf_init(dsf, w * h); | |
| for (i = 0; i < sz; ++i) { | |
| int j; | |
| for (j = 0; j < 4; ++j) { | |
| const int x = (i % w) + dx[j]; | |
| const int y = (i / w) + dy[j]; | |
| const int k = w*y + x; | |
| if (x < 0 || x >= w || y < 0 || y >= h) continue; | |
| if (board[i] == board[k]) dsf_merge(dsf, i, k); | |
| } | |
| } | |
| return dsf; | |
| } | |
| static void minimize_clue_set(int *board, int w, int h, random_state *rs) | |
| { | |
| const int sz = w * h; | |
| int *shuf = snewn(sz, int), i; | |
| int *dsf, *next; | |
| for (i = 0; i < sz; ++i) shuf[i] = i; | |
| shuffle(shuf, sz, sizeof (int), rs); | |
| /* | |
| * First, try to eliminate an entire region at a time if possible, | |
| * because inferring the existence of a completely unclued region | |
| * is a particularly good aspect of this puzzle type and we want | |
| * to encourage it to happen. | |
| * | |
| * Begin by identifying the regions as linked lists of cells using | |
| * the 'next' array. | |
| */ | |
| dsf = make_dsf(NULL, board, w, h); | |
| next = snewn(sz, int); | |
| for (i = 0; i < sz; ++i) { | |
| int j = dsf_canonify(dsf, i); | |
| if (i == j) { | |
| /* First cell of a region; set next[i] = -1 to indicate | |
| * end-of-list. */ | |
| next[i] = -1; | |
| } else { | |
| /* Add this cell to a region which already has a | |
| * linked-list head, by pointing the canonical element j | |
| * at this one, and pointing this one in turn at wherever | |
| * j previously pointed. (This should end up with the | |
| * elements linked in the order 1,n,n-1,n-2,...,2, which | |
| * is a bit weird-looking, but any order is fine.) | |
| */ | |
| assert(j < i); | |
| next[i] = next[j]; | |
| next[j] = i; | |
| } | |
| } | |
| /* | |
| * Now loop over the grid cells in our shuffled order, and each | |
| * time we encounter a region for the first time, try to remove it | |
| * all. Then we set next[canonical index] to -2 rather than -1, to | |
| * mark it as already tried. | |
| * | |
| * Doing this in a loop over _cells_, rather than extracting and | |
| * shuffling a list of _regions_, is intended to skew the | |
| * probabilities towards trying to remove larger regions first | |
| * (but without anything as crudely predictable as enforcing that | |
| * we _always_ process regions in descending size order). Region | |
| * removals might well be mutually exclusive, and larger ghost | |
| * regions are more interesting, so we want to bias towards them | |
| * if we can. | |
| */ | |
| for (i = 0; i < sz; ++i) { | |
| int j = dsf_canonify(dsf, shuf[i]); | |
| if (next[j] != -2) { | |
| int tmp = board[j]; | |
| int k; | |
| /* Blank out the whole thing. */ | |
| for (k = j; k >= 0; k = next[k]) | |
| board[k] = EMPTY; | |
| if (!solver(board, w, h, NULL)) { | |
| /* Wasn't still solvable; reinstate it all */ | |
| for (k = j; k >= 0; k = next[k]) | |
| board[k] = tmp; | |
| } | |
| /* Either way, don't try this region again. */ | |
| next[j] = -2; | |
| } | |
| } | |
| sfree(next); | |
| sfree(dsf); | |
| /* | |
| * Now go through individual cells, in the same shuffled order, | |
| * and try to remove each one by itself. | |
| */ | |
| for (i = 0; i < sz; ++i) { | |
| int tmp = board[shuf[i]]; | |
| board[shuf[i]] = EMPTY; | |
| if (!solver(board, w, h, NULL)) board[shuf[i]] = tmp; | |
| } | |
| sfree(shuf); | |
| } | |
| static int encode_run(char *buffer, int run) | |
| { | |
| int i = 0; | |
| for (; run > 26; run -= 26) | |
| buffer[i++] = 'z'; | |
| if (run) | |
| buffer[i++] = 'a' - 1 + run; | |
| return i; | |
| } | |
| static char *new_game_desc(const game_params *params, random_state *rs, | |
| char **aux, bool interactive) | |
| { | |
| const int w = params->w, h = params->h, sz = w * h; | |
| int *board = snewn(sz, int), i, j, run; | |
| char *description = snewn(sz + 1, char); | |
| make_board(board, w, h, rs); | |
| minimize_clue_set(board, w, h, rs); | |
| for (run = j = i = 0; i < sz; ++i) { | |
| assert(board[i] >= 0); | |
| assert(board[i] < 10); | |
| if (board[i] == 0) { | |
| ++run; | |
| } else { | |
| j += encode_run(description + j, run); | |
| run = 0; | |
| description[j++] = board[i] + '0'; | |
| } | |
| } | |
| j += encode_run(description + j, run); | |
| description[j++] = '\0'; | |
| sfree(board); | |
| return sresize(description, j, char); | |
| } | |
| static const char *validate_desc(const game_params *params, const char *desc) | |
| { | |
| const int sz = params->w * params->h; | |
| const char m = '0' + max(max(params->w, params->h), 3); | |
| int area; | |
| for (area = 0; *desc; ++desc) { | |
| if (*desc >= 'a' && *desc <= 'z') area += *desc - 'a' + 1; | |
| else if (*desc >= '0' && *desc <= m) ++area; | |
| else { | |
| static char s[] = "Invalid character '%""' in game description"; | |
| int n = sprintf(s, "Invalid character '%1c' in game description", | |
| *desc); | |
| assert(n + 1 <= lenof(s)); /* +1 for the terminating NUL */ | |
| return s; | |
| } | |
| if (area > sz) return "Too much data to fit in grid"; | |
| } | |
| return (area < sz) ? "Not enough data to fill grid" : NULL; | |
| } | |
| static key_label *game_request_keys(const game_params *params, int *nkeys) | |
| { | |
| int i; | |
| key_label *keys = snewn(11, key_label); | |
| *nkeys = 11; | |
| for(i = 0; i < 10; ++i) | |
| { | |
| keys[i].button = '0' + i; | |
| keys[i].label = NULL; | |
| } | |
| keys[10].button = '\b'; | |
| keys[10].label = NULL; | |
| return keys; | |
| } | |
| static game_state *new_game(midend *me, const game_params *params, | |
| const char *desc) | |
| { | |
| game_state *state = snew(game_state); | |
| int sz = params->w * params->h; | |
| int i; | |
| state->cheated = false; | |
| state->completed = false; | |
| state->shared = snew(struct shared_state); | |
| state->shared->refcnt = 1; | |
| state->shared->params = *params; /* struct copy */ | |
| state->shared->clues = snewn(sz, int); | |
| for (i = 0; *desc; ++desc) { | |
| if (*desc >= 'a' && *desc <= 'z') { | |
| int j = *desc - 'a' + 1; | |
| assert(i + j <= sz); | |
| for (; j; --j) state->shared->clues[i++] = 0; | |
| } else state->shared->clues[i++] = *desc - '0'; | |
| } | |
| state->board = memdup(state->shared->clues, sz, sizeof (int)); | |
| return state; | |
| } | |
| static game_state *dup_game(const game_state *state) | |
| { | |
| const int sz = state->shared->params.w * state->shared->params.h; | |
| game_state *ret = snew(game_state); | |
| ret->board = memdup(state->board, sz, sizeof (int)); | |
| ret->shared = state->shared; | |
| ret->cheated = state->cheated; | |
| ret->completed = state->completed; | |
| ++ret->shared->refcnt; | |
| return ret; | |
| } | |
| static void free_game(game_state *state) | |
| { | |
| assert(state); | |
| sfree(state->board); | |
| if (--state->shared->refcnt == 0) { | |
| sfree(state->shared->clues); | |
| sfree(state->shared); | |
| } | |
| sfree(state); | |
| } | |
| static char *solve_game(const game_state *state, const game_state *currstate, | |
| const char *aux, const char **error) | |
| { | |
| if (aux == NULL) { | |
| const int w = state->shared->params.w; | |
| const int h = state->shared->params.h; | |
| char *new_aux; | |
| if (!solver(state->board, w, h, &new_aux)) | |
| *error = "Sorry, I couldn't find a solution"; | |
| return new_aux; | |
| } | |
| return dupstr(aux); | |
| } | |
| /***************************************************************************** | |
| * USER INTERFACE STATE AND ACTION * | |
| *****************************************************************************/ | |
| struct game_ui { | |
| bool *sel; /* w*h highlighted squares, or NULL */ | |
| int cur_x, cur_y; | |
| bool cur_visible, keydragging; | |
| }; | |
| static game_ui *new_ui(const game_state *state) | |
| { | |
| game_ui *ui = snew(game_ui); | |
| ui->sel = NULL; | |
| ui->cur_x = ui->cur_y = 0; | |
| ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); | |
| ui->keydragging = false; | |
| return ui; | |
| } | |
| static void free_ui(game_ui *ui) | |
| { | |
| if (ui->sel) | |
| sfree(ui->sel); | |
| 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) | |
| { | |
| /* Clear any selection */ | |
| if (ui->sel) { | |
| sfree(ui->sel); | |
| ui->sel = NULL; | |
| } | |
| ui->keydragging = false; | |
| } | |
| static const char *current_key_label(const game_ui *ui, | |
| const game_state *state, int button) | |
| { | |
| const int w = state->shared->params.w; | |
| if (IS_CURSOR_SELECT(button) && ui->cur_visible) { | |
| if (button == CURSOR_SELECT) { | |
| if (ui->keydragging) return "Stop"; | |
| return "Multiselect"; | |
| } | |
| if (button == CURSOR_SELECT2 && | |
| !state->shared->clues[w*ui->cur_y + ui->cur_x]) | |
| return (ui->sel[w*ui->cur_y + ui->cur_x]) ? "Deselect" : "Select"; | |
| } | |
| return ""; | |
| } | |
| struct game_drawstate { | |
| struct game_params params; | |
| int tilesize; | |
| bool started; | |
| int *v, *flags; | |
| int *dsf_scratch, *border_scratch; | |
| }; | |
| static char *interpret_move(const game_state *state, game_ui *ui, | |
| const game_drawstate *ds, | |
| int x, int y, int button) | |
| { | |
| const int w = state->shared->params.w; | |
| const int h = state->shared->params.h; | |
| const int tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1; | |
| const int ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1; | |
| char *move = NULL; | |
| int i; | |
| assert(ui); | |
| assert(ds); | |
| button &= ~MOD_MASK; | |
| if (button == LEFT_BUTTON || button == LEFT_DRAG) { | |
| /* A left-click anywhere will clear the current selection. */ | |
| if (button == LEFT_BUTTON) { | |
| if (ui->sel) { | |
| sfree(ui->sel); | |
| ui->sel = NULL; | |
| } | |
| } | |
| if (tx >= 0 && tx < w && ty >= 0 && ty < h) { | |
| if (!ui->sel) { | |
| ui->sel = snewn(w*h, bool); | |
| memset(ui->sel, 0, w*h*sizeof(bool)); | |
| } | |
| if (!state->shared->clues[w*ty+tx]) | |
| ui->sel[w*ty+tx] = true; | |
| } | |
| ui->cur_visible = false; | |
| return UI_UPDATE; | |
| } | |
| if (IS_CURSOR_MOVE(button)) { | |
| ui->cur_visible = true; | |
| move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, false); | |
| if (ui->keydragging) goto select_square; | |
| return UI_UPDATE; | |
| } | |
| if (button == CURSOR_SELECT) { | |
| if (!ui->cur_visible) { | |
| ui->cur_visible = true; | |
| return UI_UPDATE; | |
| } | |
| ui->keydragging = !ui->keydragging; | |
| if (!ui->keydragging) return UI_UPDATE; | |
| select_square: | |
| if (!ui->sel) { | |
| ui->sel = snewn(w*h, bool); | |
| memset(ui->sel, 0, w*h*sizeof(bool)); | |
| } | |
| if (!state->shared->clues[w*ui->cur_y + ui->cur_x]) | |
| ui->sel[w*ui->cur_y + ui->cur_x] = true; | |
| return UI_UPDATE; | |
| } | |
| if (button == CURSOR_SELECT2) { | |
| if (!ui->cur_visible) { | |
| ui->cur_visible = true; | |
| return UI_UPDATE; | |
| } | |
| if (!ui->sel) { | |
| ui->sel = snewn(w*h, bool); | |
| memset(ui->sel, 0, w*h*sizeof(bool)); | |
| } | |
| ui->keydragging = false; | |
| if (!state->shared->clues[w*ui->cur_y + ui->cur_x]) | |
| ui->sel[w*ui->cur_y + ui->cur_x] ^= 1; | |
| for (i = 0; i < w*h && !ui->sel[i]; i++); | |
| if (i == w*h) { | |
| sfree(ui->sel); | |
| ui->sel = NULL; | |
| } | |
| return UI_UPDATE; | |
| } | |
| if (button == '\b' || button == 27) { | |
| sfree(ui->sel); | |
| ui->sel = NULL; | |
| ui->keydragging = false; | |
| return UI_UPDATE; | |
| } | |
| if (button < '0' || button > '9') return NULL; | |
| button -= '0'; | |
| if (button > (w == 2 && h == 2 ? 3 : max(w, h))) return NULL; | |
| ui->keydragging = false; | |
| for (i = 0; i < w*h; i++) { | |
| char buf[32]; | |
| if ((ui->sel && ui->sel[i]) || | |
| (!ui->sel && ui->cur_visible && (w*ui->cur_y+ui->cur_x) == i)) { | |
| if (state->shared->clues[i] != 0) continue; /* in case cursor is on clue */ | |
| if (state->board[i] != button) { | |
| sprintf(buf, "%s%d", move ? "," : "", i); | |
| if (move) { | |
| move = srealloc(move, strlen(move)+strlen(buf)+1); | |
| strcat(move, buf); | |
| } else { | |
| move = smalloc(strlen(buf)+1); | |
| strcpy(move, buf); | |
| } | |
| } | |
| } | |
| } | |
| if (move) { | |
| char buf[32]; | |
| sprintf(buf, "_%d", button); | |
| move = srealloc(move, strlen(move)+strlen(buf)+1); | |
| strcat(move, buf); | |
| } | |
| if (!ui->sel) return move ? move : NULL; | |
| sfree(ui->sel); | |
| ui->sel = NULL; | |
| /* Need to update UI at least, as we cleared the selection */ | |
| return move ? move : UI_UPDATE; | |
| } | |
| static game_state *execute_move(const game_state *state, const char *move) | |
| { | |
| game_state *new_state = NULL; | |
| const int sz = state->shared->params.w * state->shared->params.h; | |
| if (*move == 's') { | |
| int i = 0; | |
| if (strlen(move) != sz + 1) return NULL; | |
| new_state = dup_game(state); | |
| for (++move; i < sz; ++i) new_state->board[i] = move[i] - '0'; | |
| new_state->cheated = true; | |
| } else { | |
| int value; | |
| char *endptr, *delim = strchr(move, '_'); | |
| if (!delim) goto err; | |
| value = strtol(delim+1, &endptr, 0); | |
| if (*endptr || endptr == delim+1) goto err; | |
| if (value < 0 || value > 9) goto err; | |
| new_state = dup_game(state); | |
| while (*move) { | |
| const int i = strtol(move, &endptr, 0); | |
| if (endptr == move) goto err; | |
| if (i < 0 || i >= sz) goto err; | |
| new_state->board[i] = value; | |
| if (*endptr == '_') break; | |
| if (*endptr != ',') goto err; | |
| move = endptr + 1; | |
| } | |
| } | |
| /* | |
| * Check for completion. | |
| */ | |
| if (!new_state->completed) { | |
| const int w = new_state->shared->params.w; | |
| const int h = new_state->shared->params.h; | |
| const int sz = w * h; | |
| int *dsf = make_dsf(NULL, new_state->board, w, h); | |
| int i; | |
| for (i = 0; i < sz && new_state->board[i] == dsf_size(dsf, i); ++i); | |
| sfree(dsf); | |
| if (i == sz) | |
| new_state->completed = true; | |
| } | |
| return new_state; | |
| err: | |
| if (new_state) free_game(new_state); | |
| return NULL; | |
| } | |
| /* ---------------------------------------------------------------------- | |
| * Drawing routines. | |
| */ | |
| enum { | |
| COL_BACKGROUND, | |
| COL_GRID, | |
| COL_HIGHLIGHT, | |
| COL_CORRECT, | |
| COL_ERROR, | |
| COL_USER, | |
| COL_CURSOR, | |
| NCOLOURS | |
| }; | |
| static void game_compute_size(const game_params *params, int tilesize, | |
| int *x, int *y) | |
| { | |
| *x = (params->w + 1) * tilesize; | |
| *y = (params->h + 1) * tilesize; | |
| } | |
| 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_HIGHLIGHT * 3 + 0] = 0.7F * ret[COL_BACKGROUND * 3 + 0]; | |
| ret[COL_HIGHLIGHT * 3 + 1] = 0.7F * ret[COL_BACKGROUND * 3 + 1]; | |
| ret[COL_HIGHLIGHT * 3 + 2] = 0.7F * ret[COL_BACKGROUND * 3 + 2]; | |
| ret[COL_CORRECT * 3 + 0] = 0.9F * ret[COL_BACKGROUND * 3 + 0]; | |
| ret[COL_CORRECT * 3 + 1] = 0.9F * ret[COL_BACKGROUND * 3 + 1]; | |
| ret[COL_CORRECT * 3 + 2] = 0.9F * ret[COL_BACKGROUND * 3 + 2]; | |
| ret[COL_CURSOR * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; | |
| ret[COL_CURSOR * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; | |
| ret[COL_CURSOR * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; | |
| ret[COL_ERROR * 3 + 0] = 1.0F; | |
| ret[COL_ERROR * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1]; | |
| ret[COL_ERROR * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2]; | |
| 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; | |
| *ncolours = NCOLOURS; | |
| return ret; | |
| } | |
| static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) | |
| { | |
| struct game_drawstate *ds = snew(struct game_drawstate); | |
| int i; | |
| ds->tilesize = PREFERRED_TILE_SIZE; | |
| ds->started = false; | |
| ds->params = state->shared->params; | |
| ds->v = snewn(ds->params.w * ds->params.h, int); | |
| ds->flags = snewn(ds->params.w * ds->params.h, int); | |
| for (i = 0; i < ds->params.w * ds->params.h; i++) | |
| ds->v[i] = ds->flags[i] = -1; | |
| ds->border_scratch = snewn(ds->params.w * ds->params.h, int); | |
| ds->dsf_scratch = NULL; | |
| return ds; | |
| } | |
| static void game_free_drawstate(drawing *dr, game_drawstate *ds) | |
| { | |
| sfree(ds->v); | |
| sfree(ds->flags); | |
| sfree(ds->border_scratch); | |
| sfree(ds->dsf_scratch); | |
| sfree(ds); | |
| } | |
| static void draw_square(drawing *dr, game_drawstate *ds, int x, int y, | |
| int n, int flags) | |
| { | |
| assert(dr); | |
| assert(ds); | |
| /* | |
| * Clip to the grid square. | |
| */ | |
| clip(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE, | |
| TILE_SIZE, TILE_SIZE); | |
| /* | |
| * Clear the square. | |
| */ | |
| draw_rect(dr, | |
| BORDER + x*TILE_SIZE, | |
| BORDER + y*TILE_SIZE, | |
| TILE_SIZE, | |
| TILE_SIZE, | |
| (flags & HIGH_BG ? COL_HIGHLIGHT : | |
| flags & ERROR_BG ? COL_ERROR : | |
| flags & CORRECT_BG ? COL_CORRECT : COL_BACKGROUND)); | |
| /* | |
| * Draw the grid lines. | |
| */ | |
| draw_line(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE, | |
| BORDER + (x+1)*TILE_SIZE, BORDER + y*TILE_SIZE, COL_GRID); | |
| draw_line(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE, | |
| BORDER + x*TILE_SIZE, BORDER + (y+1)*TILE_SIZE, COL_GRID); | |
| /* | |
| * Draw the number. | |
| */ | |
| if (n) { | |
| char buf[2]; | |
| buf[0] = n + '0'; | |
| buf[1] = '\0'; | |
| draw_text(dr, | |
| (x + 1) * TILE_SIZE, | |
| (y + 1) * TILE_SIZE, | |
| FONT_VARIABLE, | |
| TILE_SIZE / 2, | |
| ALIGN_VCENTRE | ALIGN_HCENTRE, | |
| flags & USER_COL ? COL_USER : COL_CLUE, | |
| buf); | |
| } | |
| /* | |
| * Draw bold lines around the borders. | |
| */ | |
| if (flags & BORDER_L) | |
| draw_rect(dr, | |
| BORDER + x*TILE_SIZE + 1, | |
| BORDER + y*TILE_SIZE + 1, | |
| BORDER_WIDTH, | |
| TILE_SIZE - 1, | |
| COL_GRID); | |
| if (flags & BORDER_U) | |
| draw_rect(dr, | |
| BORDER + x*TILE_SIZE + 1, | |
| BORDER + y*TILE_SIZE + 1, | |
| TILE_SIZE - 1, | |
| BORDER_WIDTH, | |
| COL_GRID); | |
| if (flags & BORDER_R) | |
| draw_rect(dr, | |
| BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH, | |
| BORDER + y*TILE_SIZE + 1, | |
| BORDER_WIDTH, | |
| TILE_SIZE - 1, | |
| COL_GRID); | |
| if (flags & BORDER_D) | |
| draw_rect(dr, | |
| BORDER + x*TILE_SIZE + 1, | |
| BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH, | |
| TILE_SIZE - 1, | |
| BORDER_WIDTH, | |
| COL_GRID); | |
| if (flags & BORDER_UL) | |
| draw_rect(dr, | |
| BORDER + x*TILE_SIZE + 1, | |
| BORDER + y*TILE_SIZE + 1, | |
| BORDER_WIDTH, | |
| BORDER_WIDTH, | |
| COL_GRID); | |
| if (flags & BORDER_UR) | |
| draw_rect(dr, | |
| BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH, | |
| BORDER + y*TILE_SIZE + 1, | |
| BORDER_WIDTH, | |
| BORDER_WIDTH, | |
| COL_GRID); | |
| if (flags & BORDER_DL) | |
| draw_rect(dr, | |
| BORDER + x*TILE_SIZE + 1, | |
| BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH, | |
| BORDER_WIDTH, | |
| BORDER_WIDTH, | |
| COL_GRID); | |
| if (flags & BORDER_DR) | |
| draw_rect(dr, | |
| BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH, | |
| BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH, | |
| BORDER_WIDTH, | |
| BORDER_WIDTH, | |
| COL_GRID); | |
| if (flags & CURSOR_SQ) { | |
| int coff = TILE_SIZE/8; | |
| draw_rect_outline(dr, | |
| BORDER + x*TILE_SIZE + coff, | |
| BORDER + y*TILE_SIZE + coff, | |
| TILE_SIZE - coff*2, | |
| TILE_SIZE - coff*2, | |
| COL_CURSOR); | |
| } | |
| unclip(dr); | |
| draw_update(dr, | |
| BORDER + x*TILE_SIZE, | |
| BORDER + y*TILE_SIZE, | |
| TILE_SIZE, | |
| TILE_SIZE); | |
| } | |
| static void draw_grid( | |
| drawing *dr, game_drawstate *ds, const game_state *state, | |
| const game_ui *ui, bool flashy, bool borders, bool shading) | |
| { | |
| const int w = state->shared->params.w; | |
| const int h = state->shared->params.h; | |
| int x; | |
| int y; | |
| /* | |
| * Build a dsf for the board in its current state, to use for | |
| * highlights and hints. | |
| */ | |
| ds->dsf_scratch = make_dsf(ds->dsf_scratch, state->board, w, h); | |
| /* | |
| * Work out where we're putting borders between the cells. | |
| */ | |
| for (y = 0; y < w*h; y++) | |
| ds->border_scratch[y] = 0; | |
| for (y = 0; y < h; y++) | |
| for (x = 0; x < w; x++) { | |
| int dx, dy; | |
| int v1, s1, v2, s2; | |
| for (dx = 0; dx <= 1; dx++) { | |
| bool border = false; | |
| dy = 1 - dx; | |
| if (x+dx >= w || y+dy >= h) | |
| continue; | |
| v1 = state->board[y*w+x]; | |
| v2 = state->board[(y+dy)*w+(x+dx)]; | |
| s1 = dsf_size(ds->dsf_scratch, y*w+x); | |
| s2 = dsf_size(ds->dsf_scratch, (y+dy)*w+(x+dx)); | |
| /* | |
| * We only ever draw a border between two cells if | |
| * they don't have the same contents. | |
| */ | |
| if (v1 != v2) { | |
| /* | |
| * But in that situation, we don't always draw | |
| * a border. We do if the two cells both | |
| * contain actual numbers... | |
| */ | |
| if (v1 && v2) | |
| border = true; | |
| /* | |
| * ... or if at least one of them is a | |
| * completed or overfull omino. | |
| */ | |
| if (v1 && s1 >= v1) | |
| border = true; | |
| if (v2 && s2 >= v2) | |
| border = true; | |
| } | |
| if (border) | |
| ds->border_scratch[y*w+x] |= (dx ? 1 : 2); | |
| } | |
| } | |
| /* | |
| * Actually do the drawing. | |
| */ | |
| for (y = 0; y < h; ++y) | |
| for (x = 0; x < w; ++x) { | |
| /* | |
| * Determine what we need to draw in this square. | |
| */ | |
| int i = y*w+x, v = state->board[i]; | |
| int flags = 0; | |
| if (flashy || !shading) { | |
| /* clear all background flags */ | |
| } else if (ui && ui->sel && ui->sel[i]) { | |
| flags |= HIGH_BG; | |
| } else if (v) { | |
| int size = dsf_size(ds->dsf_scratch, i); | |
| if (size == v) | |
| flags |= CORRECT_BG; | |
| else if (size > v) | |
| flags |= ERROR_BG; | |
| else { | |
| int rt = dsf_canonify(ds->dsf_scratch, i), j; | |
| for (j = 0; j < w*h; ++j) { | |
| int k; | |
| if (dsf_canonify(ds->dsf_scratch, j) != rt) continue; | |
| for (k = 0; k < 4; ++k) { | |
| const int xx = j % w + dx[k], yy = j / w + dy[k]; | |
| if (xx >= 0 && xx < w && yy >= 0 && yy < h && | |
| state->board[yy*w + xx] == EMPTY) | |
| goto noflag; | |
| } | |
| } | |
| flags |= ERROR_BG; | |
| noflag: | |
| ; | |
| } | |
| } | |
| if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y) | |
| flags |= CURSOR_SQ; | |
| /* | |
| * Borders at the very edges of the grid are | |
| * independent of the `borders' flag. | |
| */ | |
| if (x == 0) | |
| flags |= BORDER_L; | |
| if (y == 0) | |
| flags |= BORDER_U; | |
| if (x == w-1) | |
| flags |= BORDER_R; | |
| if (y == h-1) | |
| flags |= BORDER_D; | |
| if (borders) { | |
| if (x == 0 || (ds->border_scratch[y*w+(x-1)] & 1)) | |
| flags |= BORDER_L; | |
| if (y == 0 || (ds->border_scratch[(y-1)*w+x] & 2)) | |
| flags |= BORDER_U; | |
| if (x == w-1 || (ds->border_scratch[y*w+x] & 1)) | |
| flags |= BORDER_R; | |
| if (y == h-1 || (ds->border_scratch[y*w+x] & 2)) | |
| flags |= BORDER_D; | |
| if (y > 0 && x > 0 && (ds->border_scratch[(y-1)*w+(x-1)])) | |
| flags |= BORDER_UL; | |
| if (y > 0 && x < w-1 && | |
| ((ds->border_scratch[(y-1)*w+x] & 1) || | |
| (ds->border_scratch[(y-1)*w+(x+1)] & 2))) | |
| flags |= BORDER_UR; | |
| if (y < h-1 && x > 0 && | |
| ((ds->border_scratch[y*w+(x-1)] & 2) || | |
| (ds->border_scratch[(y+1)*w+(x-1)] & 1))) | |
| flags |= BORDER_DL; | |
| if (y < h-1 && x < w-1 && | |
| ((ds->border_scratch[y*w+(x+1)] & 2) || | |
| (ds->border_scratch[(y+1)*w+x] & 1))) | |
| flags |= BORDER_DR; | |
| } | |
| if (!state->shared->clues[y*w+x]) | |
| flags |= USER_COL; | |
| if (ds->v[y*w+x] != v || ds->flags[y*w+x] != flags) { | |
| draw_square(dr, ds, x, y, v, flags); | |
| ds->v[y*w+x] = v; | |
| ds->flags[y*w+x] = flags; | |
| } | |
| } | |
| } | |
| 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) | |
| { | |
| const int w = state->shared->params.w; | |
| const int h = state->shared->params.h; | |
| const bool flashy = | |
| flashtime > 0 && | |
| (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3); | |
| if (!ds->started) { | |
| /* | |
| * Black rectangle which is the main grid. | |
| */ | |
| draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH, | |
| w*TILE_SIZE + 2*BORDER_WIDTH + 1, | |
| h*TILE_SIZE + 2*BORDER_WIDTH + 1, | |
| COL_GRID); | |
| draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER); | |
| ds->started = true; | |
| } | |
| draw_grid(dr, ds, state, ui, flashy, true, true); | |
| } | |
| 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) | |
| { | |
| assert(oldstate); | |
| assert(newstate); | |
| assert(newstate->shared); | |
| assert(oldstate->shared == newstate->shared); | |
| if (!oldstate->completed && newstate->completed && | |
| !oldstate->cheated && !newstate->cheated) | |
| return FLASH_TIME; | |
| return 0.0F; | |
| } | |
| static void game_get_cursor_location(const game_ui *ui, | |
| const game_drawstate *ds, | |
| const game_state *state, | |
| const game_params *params, | |
| int *x, int *y, int *w, int *h) | |
| { | |
| if(ui->cur_visible) | |
| { | |
| *x = BORDER + ui->cur_x * TILE_SIZE; | |
| *y = BORDER + ui->cur_y * TILE_SIZE; | |
| *w = *h = TILE_SIZE; | |
| } | |
| } | |
| static int game_status(const game_state *state) | |
| { | |
| return state->completed ? +1 : 0; | |
| } | |
| static void game_print_size(const game_params *params, float *x, float *y) | |
| { | |
| int pw, ph; | |
| /* | |
| * I'll use 6mm squares by default. | |
| */ | |
| game_compute_size(params, 600, &pw, &ph); | |
| *x = pw / 100.0F; | |
| *y = ph / 100.0F; | |
| } | |
| static void game_print(drawing *dr, const game_state *state, int tilesize) | |
| { | |
| const int w = state->shared->params.w; | |
| const int h = state->shared->params.h; | |
| int c, i; | |
| bool borders; | |
| /* Ick: fake up `ds->tilesize' for macro expansion purposes */ | |
| game_drawstate *ds = game_new_drawstate(dr, state); | |
| game_set_size(dr, ds, NULL, tilesize); | |
| c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND); | |
| c = print_mono_colour(dr, 0); assert(c == COL_GRID); | |
| c = print_mono_colour(dr, 1); assert(c == COL_HIGHLIGHT); | |
| c = print_mono_colour(dr, 1); assert(c == COL_CORRECT); | |
| c = print_mono_colour(dr, 1); assert(c == COL_ERROR); | |
| c = print_mono_colour(dr, 0); assert(c == COL_USER); | |
| /* | |
| * Border. | |
| */ | |
| draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH, | |
| w*TILE_SIZE + 2*BORDER_WIDTH + 1, | |
| h*TILE_SIZE + 2*BORDER_WIDTH + 1, | |
| COL_GRID); | |
| /* | |
| * We'll draw borders between the ominoes iff the grid is not | |
| * pristine. So scan it to see if it is. | |
| */ | |
| borders = false; | |
| for (i = 0; i < w*h; i++) | |
| if (state->board[i] && !state->shared->clues[i]) | |
| borders = true; | |
| /* | |
| * Draw grid. | |
| */ | |
| print_line_width(dr, TILE_SIZE / 64); | |
| draw_grid(dr, ds, state, NULL, false, borders, false); | |
| /* | |
| * Clean up. | |
| */ | |
| game_free_drawstate(dr, ds); | |
| } | |
| const struct game thegame = { | |
| "Filling", "games.filling", "filling", | |
| default_params, | |
| game_fetch_preset, NULL, | |
| 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_request_keys, | |
| game_changed_state, | |
| current_key_label, | |
| interpret_move, | |
| execute_move, | |
| PREFERRED_TILE_SIZE, game_compute_size, game_set_size, | |
| game_colours, | |
| game_new_drawstate, | |
| game_free_drawstate, | |
| game_redraw, | |
| game_anim_length, | |
| game_flash_length, | |
| game_get_cursor_location, | |
| game_status, | |
| true, false, game_print_size, game_print, | |
| false, /* wants_statusbar */ | |
| false, NULL, /* timing_state */ | |
| REQUIRE_NUMPAD, /* flags */ | |
| }; | |
| int main(int argc, char **argv) { | |
| while (*++argv) { | |
| game_params *params; | |
| game_state *state; | |
| char *par; | |
| char *desc; | |
| for (par = desc = *argv; *desc != '\0' && *desc != ':'; ++desc); | |
| if (*desc == '\0') { | |
| fprintf(stderr, "bad puzzle id: %s", par); | |
| continue; | |
| } | |
| *desc++ = '\0'; | |
| params = snew(game_params); | |
| decode_params(params, par); | |
| state = new_game(NULL, params, desc); | |
| if (solver(state->board, params->w, params->h, NULL)) | |
| printf("%s:%s: solvable\n", par, desc); | |
| else | |
| printf("%s:%s: not solvable\n", par, desc); | |
| } | |
| return 0; | |
| } | |
| /* vim: set shiftwidth=4 tabstop=8: */ | |