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1 | /* |
2 | * solo.c: the number-placing puzzle most popularly known as `Sudoku'. |
3 | * |
4 | * TODO: |
5 | * |
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6 | * - can we do anything about nasty centring of text in GTK? It |
7 | * seems to be taking ascenders/descenders into account when |
8 | * centring. Ick. |
9 | * |
10 | * - implement stronger modes of reasoning in nsolve, thus |
11 | * enabling harder puzzles |
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12 | * + and having done that, supply configurable difficulty |
13 | * levels |
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14 | * |
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15 | * - it might still be nice to do some prioritisation on the |
16 | * removal of numbers from the grid |
17 | * + one possibility is to try to minimise the maximum number |
18 | * of filled squares in any block, which in particular ought |
19 | * to enforce never leaving a completely filled block in the |
20 | * puzzle as presented. |
21 | * + be careful of being too clever here, though, until after |
22 | * I've tried implementing difficulty levels. It's not |
23 | * impossible that those might impose much more important |
24 | * constraints on this process. |
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25 | * |
26 | * - alternative interface modes |
27 | * + sudoku.com's Windows program has a palette of possible |
28 | * entries; you select a palette entry first and then click |
29 | * on the square you want it to go in, thus enabling |
30 | * mouse-only play. Useful for PDAs! I don't think it's |
31 | * actually incompatible with the current highlight-then-type |
32 | * approach: you _either_ highlight a palette entry and then |
33 | * click, _or_ you highlight a square and then type. At most |
34 | * one thing is ever highlighted at a time, so there's no way |
35 | * to confuse the two. |
36 | * + `pencil marks' might be useful for more subtle forms of |
37 | * deduction, once we implement creation of puzzles that |
38 | * require it. |
39 | */ |
40 | |
41 | /* |
42 | * Solo puzzles need to be square overall (since each row and each |
43 | * column must contain one of every digit), but they need not be |
44 | * subdivided the same way internally. I am going to adopt a |
45 | * convention whereby I _always_ refer to `r' as the number of rows |
46 | * of _big_ divisions, and `c' as the number of columns of _big_ |
47 | * divisions. Thus, a 2c by 3r puzzle looks something like this: |
48 | * |
49 | * 4 5 1 | 2 6 3 |
50 | * 6 3 2 | 5 4 1 |
51 | * ------+------ (Of course, you can't subdivide it the other way |
52 | * 1 4 5 | 6 3 2 or you'll get clashes; observe that the 4 in the |
53 | * 3 2 6 | 4 1 5 top left would conflict with the 4 in the second |
54 | * ------+------ box down on the left-hand side.) |
55 | * 5 1 4 | 3 2 6 |
56 | * 2 6 3 | 1 5 4 |
57 | * |
58 | * The need for a strong naming convention should now be clear: |
59 | * each small box is two rows of digits by three columns, while the |
60 | * overall puzzle has three rows of small boxes by two columns. So |
61 | * I will (hopefully) consistently use `r' to denote the number of |
62 | * rows _of small boxes_ (here 3), which is also the number of |
63 | * columns of digits in each small box; and `c' vice versa (here |
64 | * 2). |
65 | * |
66 | * I'm also going to choose arbitrarily to list c first wherever |
67 | * possible: the above is a 2x3 puzzle, not a 3x2 one. |
68 | */ |
69 | |
70 | #include <stdio.h> |
71 | #include <stdlib.h> |
72 | #include <string.h> |
73 | #include <assert.h> |
74 | #include <ctype.h> |
75 | #include <math.h> |
76 | |
77 | #include "puzzles.h" |
78 | |
79 | /* |
80 | * To save space, I store digits internally as unsigned char. This |
81 | * imposes a hard limit of 255 on the order of the puzzle. Since |
82 | * even a 5x5 takes unacceptably long to generate, I don't see this |
83 | * as a serious limitation unless something _really_ impressive |
84 | * happens in computing technology; but here's a typedef anyway for |
85 | * general good practice. |
86 | */ |
87 | typedef unsigned char digit; |
88 | #define ORDER_MAX 255 |
89 | |
90 | #define TILE_SIZE 32 |
91 | #define BORDER 18 |
92 | |
93 | #define FLASH_TIME 0.4F |
94 | |
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95 | enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF4 }; |
96 | |
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97 | enum { |
98 | COL_BACKGROUND, |
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99 | COL_GRID, |
100 | COL_CLUE, |
101 | COL_USER, |
102 | COL_HIGHLIGHT, |
103 | NCOLOURS |
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104 | }; |
105 | |
106 | struct game_params { |
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107 | int c, r, symm; |
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108 | }; |
109 | |
110 | struct game_state { |
111 | int c, r; |
112 | digit *grid; |
113 | unsigned char *immutable; /* marks which digits are clues */ |
114 | int completed; |
115 | }; |
116 | |
117 | static game_params *default_params(void) |
118 | { |
119 | game_params *ret = snew(game_params); |
120 | |
121 | ret->c = ret->r = 3; |
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122 | ret->symm = SYMM_ROT2; /* a plausible default */ |
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123 | |
124 | return ret; |
125 | } |
126 | |
127 | static int game_fetch_preset(int i, char **name, game_params **params) |
128 | { |
129 | game_params *ret; |
130 | int c, r; |
131 | char buf[80]; |
132 | |
133 | switch (i) { |
134 | case 0: c = 2, r = 2; break; |
135 | case 1: c = 2, r = 3; break; |
136 | case 2: c = 3, r = 3; break; |
137 | case 3: c = 3, r = 4; break; |
138 | case 4: c = 4, r = 4; break; |
139 | default: return FALSE; |
140 | } |
141 | |
142 | sprintf(buf, "%dx%d", c, r); |
143 | *name = dupstr(buf); |
144 | *params = ret = snew(game_params); |
145 | ret->c = c; |
146 | ret->r = r; |
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147 | ret->symm = SYMM_ROT2; |
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148 | /* FIXME: difficulty presets? */ |
149 | return TRUE; |
150 | } |
151 | |
152 | static void free_params(game_params *params) |
153 | { |
154 | sfree(params); |
155 | } |
156 | |
157 | static game_params *dup_params(game_params *params) |
158 | { |
159 | game_params *ret = snew(game_params); |
160 | *ret = *params; /* structure copy */ |
161 | return ret; |
162 | } |
163 | |
164 | static game_params *decode_params(char const *string) |
165 | { |
166 | game_params *ret = default_params(); |
167 | |
168 | ret->c = ret->r = atoi(string); |
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169 | ret->symm = SYMM_ROT2; |
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170 | while (*string && isdigit((unsigned char)*string)) string++; |
171 | if (*string == 'x') { |
172 | string++; |
173 | ret->r = atoi(string); |
174 | while (*string && isdigit((unsigned char)*string)) string++; |
175 | } |
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176 | if (*string == 'r' || *string == 'm' || *string == 'a') { |
177 | int sn, sc; |
178 | sc = *string++; |
179 | sn = atoi(string); |
180 | while (*string && isdigit((unsigned char)*string)) string++; |
181 | if (sc == 'm' && sn == 4) |
182 | ret->symm = SYMM_REF4; |
183 | if (sc == 'r' && sn == 4) |
184 | ret->symm = SYMM_ROT4; |
185 | if (sc == 'r' && sn == 2) |
186 | ret->symm = SYMM_ROT2; |
187 | if (sc == 'a') |
188 | ret->symm = SYMM_NONE; |
189 | } |
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190 | /* FIXME: difficulty levels */ |
191 | |
192 | return ret; |
193 | } |
194 | |
195 | static char *encode_params(game_params *params) |
196 | { |
197 | char str[80]; |
198 | |
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199 | /* |
200 | * Symmetry is a game generation preference and hence is left |
201 | * out of the encoding. Users can add it back in as they see |
202 | * fit. |
203 | */ |
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204 | sprintf(str, "%dx%d", params->c, params->r); |
205 | return dupstr(str); |
206 | } |
207 | |
208 | static config_item *game_configure(game_params *params) |
209 | { |
210 | config_item *ret; |
211 | char buf[80]; |
212 | |
213 | ret = snewn(5, config_item); |
214 | |
215 | ret[0].name = "Columns of sub-blocks"; |
216 | ret[0].type = C_STRING; |
217 | sprintf(buf, "%d", params->c); |
218 | ret[0].sval = dupstr(buf); |
219 | ret[0].ival = 0; |
220 | |
221 | ret[1].name = "Rows of sub-blocks"; |
222 | ret[1].type = C_STRING; |
223 | sprintf(buf, "%d", params->r); |
224 | ret[1].sval = dupstr(buf); |
225 | ret[1].ival = 0; |
226 | |
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227 | ret[2].name = "Symmetry"; |
228 | ret[2].type = C_CHOICES; |
229 | ret[2].sval = ":None:2-way rotation:4-way rotation:4-way mirror"; |
230 | ret[2].ival = params->symm; |
231 | |
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232 | /* |
233 | * FIXME: difficulty level. |
234 | */ |
235 | |
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236 | ret[3].name = NULL; |
237 | ret[3].type = C_END; |
238 | ret[3].sval = NULL; |
239 | ret[3].ival = 0; |
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240 | |
241 | return ret; |
242 | } |
243 | |
244 | static game_params *custom_params(config_item *cfg) |
245 | { |
246 | game_params *ret = snew(game_params); |
247 | |
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248 | ret->c = atoi(cfg[0].sval); |
249 | ret->r = atoi(cfg[1].sval); |
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250 | ret->symm = cfg[2].ival; |
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251 | |
252 | return ret; |
253 | } |
254 | |
255 | static char *validate_params(game_params *params) |
256 | { |
257 | if (params->c < 2 || params->r < 2) |
258 | return "Both dimensions must be at least 2"; |
259 | if (params->c > ORDER_MAX || params->r > ORDER_MAX) |
260 | return "Dimensions greater than "STR(ORDER_MAX)" are not supported"; |
261 | return NULL; |
262 | } |
263 | |
264 | /* ---------------------------------------------------------------------- |
265 | * Full recursive Solo solver. |
266 | * |
267 | * The algorithm for this solver is shamelessly copied from a |
268 | * Python solver written by Andrew Wilkinson (which is GPLed, but |
269 | * I've reused only ideas and no code). It mostly just does the |
270 | * obvious recursive thing: pick an empty square, put one of the |
271 | * possible digits in it, recurse until all squares are filled, |
272 | * backtrack and change some choices if necessary. |
273 | * |
274 | * The clever bit is that every time it chooses which square to |
275 | * fill in next, it does so by counting the number of _possible_ |
276 | * numbers that can go in each square, and it prioritises so that |
277 | * it picks a square with the _lowest_ number of possibilities. The |
278 | * idea is that filling in lots of the obvious bits (particularly |
279 | * any squares with only one possibility) will cut down on the list |
280 | * of possibilities for other squares and hence reduce the enormous |
281 | * search space as much as possible as early as possible. |
282 | * |
283 | * In practice the algorithm appeared to work very well; run on |
284 | * sample problems from the Times it completed in well under a |
285 | * second on my G5 even when written in Python, and given an empty |
286 | * grid (so that in principle it would enumerate _all_ solved |
287 | * grids!) it found the first valid solution just as quickly. So |
288 | * with a bit more randomisation I see no reason not to use this as |
289 | * my grid generator. |
290 | */ |
291 | |
292 | /* |
293 | * Internal data structure used in solver to keep track of |
294 | * progress. |
295 | */ |
296 | struct rsolve_coord { int x, y, r; }; |
297 | struct rsolve_usage { |
298 | int c, r, cr; /* cr == c*r */ |
299 | /* grid is a copy of the input grid, modified as we go along */ |
300 | digit *grid; |
301 | /* row[y*cr+n-1] TRUE if digit n has been placed in row y */ |
302 | unsigned char *row; |
303 | /* col[x*cr+n-1] TRUE if digit n has been placed in row x */ |
304 | unsigned char *col; |
305 | /* blk[(y*c+x)*cr+n-1] TRUE if digit n has been placed in block (x,y) */ |
306 | unsigned char *blk; |
307 | /* This lists all the empty spaces remaining in the grid. */ |
308 | struct rsolve_coord *spaces; |
309 | int nspaces; |
310 | /* If we need randomisation in the solve, this is our random state. */ |
311 | random_state *rs; |
312 | /* Number of solutions so far found, and maximum number we care about. */ |
313 | int solns, maxsolns; |
314 | }; |
315 | |
316 | /* |
317 | * The real recursive step in the solving function. |
318 | */ |
319 | static void rsolve_real(struct rsolve_usage *usage, digit *grid) |
320 | { |
321 | int c = usage->c, r = usage->r, cr = usage->cr; |
322 | int i, j, n, sx, sy, bestm, bestr; |
323 | int *digits; |
324 | |
325 | /* |
326 | * Firstly, check for completion! If there are no spaces left |
327 | * in the grid, we have a solution. |
328 | */ |
329 | if (usage->nspaces == 0) { |
330 | if (!usage->solns) { |
331 | /* |
332 | * This is our first solution, so fill in the output grid. |
333 | */ |
334 | memcpy(grid, usage->grid, cr * cr); |
335 | } |
336 | usage->solns++; |
337 | return; |
338 | } |
339 | |
340 | /* |
341 | * Otherwise, there must be at least one space. Find the most |
342 | * constrained space, using the `r' field as a tie-breaker. |
343 | */ |
344 | bestm = cr+1; /* so that any space will beat it */ |
345 | bestr = 0; |
346 | i = sx = sy = -1; |
347 | for (j = 0; j < usage->nspaces; j++) { |
348 | int x = usage->spaces[j].x, y = usage->spaces[j].y; |
349 | int m; |
350 | |
351 | /* |
352 | * Find the number of digits that could go in this space. |
353 | */ |
354 | m = 0; |
355 | for (n = 0; n < cr; n++) |
356 | if (!usage->row[y*cr+n] && !usage->col[x*cr+n] && |
357 | !usage->blk[((y/c)*c+(x/r))*cr+n]) |
358 | m++; |
359 | |
360 | if (m < bestm || (m == bestm && usage->spaces[j].r < bestr)) { |
361 | bestm = m; |
362 | bestr = usage->spaces[j].r; |
363 | sx = x; |
364 | sy = y; |
365 | i = j; |
366 | } |
367 | } |
368 | |
369 | /* |
370 | * Swap that square into the final place in the spaces array, |
371 | * so that decrementing nspaces will remove it from the list. |
372 | */ |
373 | if (i != usage->nspaces-1) { |
374 | struct rsolve_coord t; |
375 | t = usage->spaces[usage->nspaces-1]; |
376 | usage->spaces[usage->nspaces-1] = usage->spaces[i]; |
377 | usage->spaces[i] = t; |
378 | } |
379 | |
380 | /* |
381 | * Now we've decided which square to start our recursion at, |
382 | * simply go through all possible values, shuffling them |
383 | * randomly first if necessary. |
384 | */ |
385 | digits = snewn(bestm, int); |
386 | j = 0; |
387 | for (n = 0; n < cr; n++) |
388 | if (!usage->row[sy*cr+n] && !usage->col[sx*cr+n] && |
389 | !usage->blk[((sy/c)*c+(sx/r))*cr+n]) { |
390 | digits[j++] = n+1; |
391 | } |
392 | |
393 | if (usage->rs) { |
394 | /* shuffle */ |
395 | for (i = j; i > 1; i--) { |
396 | int p = random_upto(usage->rs, i); |
397 | if (p != i-1) { |
398 | int t = digits[p]; |
399 | digits[p] = digits[i-1]; |
400 | digits[i-1] = t; |
401 | } |
402 | } |
403 | } |
404 | |
405 | /* And finally, go through the digit list and actually recurse. */ |
406 | for (i = 0; i < j; i++) { |
407 | n = digits[i]; |
408 | |
409 | /* Update the usage structure to reflect the placing of this digit. */ |
410 | usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] = |
411 | usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = TRUE; |
412 | usage->grid[sy*cr+sx] = n; |
413 | usage->nspaces--; |
414 | |
415 | /* Call the solver recursively. */ |
416 | rsolve_real(usage, grid); |
417 | |
418 | /* |
419 | * If we have seen as many solutions as we need, terminate |
420 | * all processing immediately. |
421 | */ |
422 | if (usage->solns >= usage->maxsolns) |
423 | break; |
424 | |
425 | /* Revert the usage structure. */ |
426 | usage->row[sy*cr+n-1] = usage->col[sx*cr+n-1] = |
427 | usage->blk[((sy/c)*c+(sx/r))*cr+n-1] = FALSE; |
428 | usage->grid[sy*cr+sx] = 0; |
429 | usage->nspaces++; |
430 | } |
431 | |
432 | sfree(digits); |
433 | } |
434 | |
435 | /* |
436 | * Entry point to solver. You give it dimensions and a starting |
437 | * grid, which is simply an array of N^4 digits. In that array, 0 |
438 | * means an empty square, and 1..N mean a clue square. |
439 | * |
440 | * Return value is the number of solutions found; searching will |
441 | * stop after the provided `max'. (Thus, you can pass max==1 to |
442 | * indicate that you only care about finding _one_ solution, or |
443 | * max==2 to indicate that you want to know the difference between |
444 | * a unique and non-unique solution.) The input parameter `grid' is |
445 | * also filled in with the _first_ (or only) solution found by the |
446 | * solver. |
447 | */ |
448 | static int rsolve(int c, int r, digit *grid, random_state *rs, int max) |
449 | { |
450 | struct rsolve_usage *usage; |
451 | int x, y, cr = c*r; |
452 | int ret; |
453 | |
454 | /* |
455 | * Create an rsolve_usage structure. |
456 | */ |
457 | usage = snew(struct rsolve_usage); |
458 | |
459 | usage->c = c; |
460 | usage->r = r; |
461 | usage->cr = cr; |
462 | |
463 | usage->grid = snewn(cr * cr, digit); |
464 | memcpy(usage->grid, grid, cr * cr); |
465 | |
466 | usage->row = snewn(cr * cr, unsigned char); |
467 | usage->col = snewn(cr * cr, unsigned char); |
468 | usage->blk = snewn(cr * cr, unsigned char); |
469 | memset(usage->row, FALSE, cr * cr); |
470 | memset(usage->col, FALSE, cr * cr); |
471 | memset(usage->blk, FALSE, cr * cr); |
472 | |
473 | usage->spaces = snewn(cr * cr, struct rsolve_coord); |
474 | usage->nspaces = 0; |
475 | |
476 | usage->solns = 0; |
477 | usage->maxsolns = max; |
478 | |
479 | usage->rs = rs; |
480 | |
481 | /* |
482 | * Now fill it in with data from the input grid. |
483 | */ |
484 | for (y = 0; y < cr; y++) { |
485 | for (x = 0; x < cr; x++) { |
486 | int v = grid[y*cr+x]; |
487 | if (v == 0) { |
488 | usage->spaces[usage->nspaces].x = x; |
489 | usage->spaces[usage->nspaces].y = y; |
490 | if (rs) |
491 | usage->spaces[usage->nspaces].r = random_bits(rs, 31); |
492 | else |
493 | usage->spaces[usage->nspaces].r = usage->nspaces; |
494 | usage->nspaces++; |
495 | } else { |
496 | usage->row[y*cr+v-1] = TRUE; |
497 | usage->col[x*cr+v-1] = TRUE; |
498 | usage->blk[((y/c)*c+(x/r))*cr+v-1] = TRUE; |
499 | } |
500 | } |
501 | } |
502 | |
503 | /* |
504 | * Run the real recursive solving function. |
505 | */ |
506 | rsolve_real(usage, grid); |
507 | ret = usage->solns; |
508 | |
509 | /* |
510 | * Clean up the usage structure now we have our answer. |
511 | */ |
512 | sfree(usage->spaces); |
513 | sfree(usage->blk); |
514 | sfree(usage->col); |
515 | sfree(usage->row); |
516 | sfree(usage->grid); |
517 | sfree(usage); |
518 | |
519 | /* |
520 | * And return. |
521 | */ |
522 | return ret; |
523 | } |
524 | |
525 | /* ---------------------------------------------------------------------- |
526 | * End of recursive solver code. |
527 | */ |
528 | |
529 | /* ---------------------------------------------------------------------- |
530 | * Less capable non-recursive solver. This one is used to check |
531 | * solubility of a grid as we gradually remove numbers from it: by |
532 | * verifying a grid using this solver we can ensure it isn't _too_ |
533 | * hard (e.g. does not actually require guessing and backtracking). |
534 | * |
535 | * It supports a variety of specific modes of reasoning. By |
536 | * enabling or disabling subsets of these modes we can arrange a |
537 | * range of difficulty levels. |
538 | */ |
539 | |
540 | /* |
541 | * Modes of reasoning currently supported: |
542 | * |
543 | * - Positional elimination: a number must go in a particular |
544 | * square because all the other empty squares in a given |
545 | * row/col/blk are ruled out. |
546 | * |
547 | * - Numeric elimination: a square must have a particular number |
548 | * in because all the other numbers that could go in it are |
549 | * ruled out. |
550 | * |
551 | * More advanced modes of reasoning I'd like to support in future: |
552 | * |
553 | * - Intersectional elimination: given two domains which overlap |
554 | * (hence one must be a block, and the other can be a row or |
555 | * col), if the possible locations for a particular number in |
556 | * one of the domains can be narrowed down to the overlap, then |
557 | * that number can be ruled out everywhere but the overlap in |
558 | * the other domain too. |
559 | * |
560 | * - Setwise numeric elimination: if there is a subset of the |
561 | * empty squares within a domain such that the union of the |
562 | * possible numbers in that subset has the same size as the |
563 | * subset itself, then those numbers can be ruled out everywhere |
564 | * else in the domain. (For example, if there are five empty |
565 | * squares and the possible numbers in each are 12, 23, 13, 134 |
566 | * and 1345, then the first three empty squares form such a |
567 | * subset: the numbers 1, 2 and 3 _must_ be in those three |
568 | * squares in some permutation, and hence we can deduce none of |
569 | * them can be in the fourth or fifth squares.) |
570 | */ |
571 | |
4846f788 |
572 | /* |
573 | * Within this solver, I'm going to transform all y-coordinates by |
574 | * inverting the significance of the block number and the position |
575 | * within the block. That is, we will start with the top row of |
576 | * each block in order, then the second row of each block in order, |
577 | * etc. |
578 | * |
579 | * This transformation has the enormous advantage that it means |
580 | * every row, column _and_ block is described by an arithmetic |
581 | * progression of coordinates within the cubic array, so that I can |
582 | * use the same very simple function to do blockwise, row-wise and |
583 | * column-wise elimination. |
584 | */ |
585 | #define YTRANS(y) (((y)%c)*r+(y)/c) |
586 | #define YUNTRANS(y) (((y)%r)*c+(y)/r) |
587 | |
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588 | struct nsolve_usage { |
589 | int c, r, cr; |
590 | /* |
591 | * We set up a cubic array, indexed by x, y and digit; each |
592 | * element of this array is TRUE or FALSE according to whether |
593 | * or not that digit _could_ in principle go in that position. |
594 | * |
595 | * The way to index this array is cube[(x*cr+y)*cr+n-1]. |
4846f788 |
596 | * y-coordinates in here are transformed. |
1d8e8ad8 |
597 | */ |
598 | unsigned char *cube; |
599 | /* |
600 | * This is the grid in which we write down our final |
4846f788 |
601 | * deductions. y-coordinates in here are _not_ transformed. |
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602 | */ |
603 | digit *grid; |
604 | /* |
605 | * Now we keep track, at a slightly higher level, of what we |
606 | * have yet to work out, to prevent doing the same deduction |
607 | * many times. |
608 | */ |
609 | /* row[y*cr+n-1] TRUE if digit n has been placed in row y */ |
610 | unsigned char *row; |
611 | /* col[x*cr+n-1] TRUE if digit n has been placed in row x */ |
612 | unsigned char *col; |
613 | /* blk[(y*c+x)*cr+n-1] TRUE if digit n has been placed in block (x,y) */ |
614 | unsigned char *blk; |
615 | }; |
4846f788 |
616 | #define cubepos(x,y,n) (((x)*usage->cr+(y))*usage->cr+(n)-1) |
617 | #define cube(x,y,n) (usage->cube[cubepos(x,y,n)]) |
1d8e8ad8 |
618 | |
619 | /* |
620 | * Function called when we are certain that a particular square has |
4846f788 |
621 | * a particular number in it. The y-coordinate passed in here is |
622 | * transformed. |
1d8e8ad8 |
623 | */ |
624 | static void nsolve_place(struct nsolve_usage *usage, int x, int y, int n) |
625 | { |
626 | int c = usage->c, r = usage->r, cr = usage->cr; |
627 | int i, j, bx, by; |
628 | |
629 | assert(cube(x,y,n)); |
630 | |
631 | /* |
632 | * Rule out all other numbers in this square. |
633 | */ |
634 | for (i = 1; i <= cr; i++) |
635 | if (i != n) |
636 | cube(x,y,i) = FALSE; |
637 | |
638 | /* |
639 | * Rule out this number in all other positions in the row. |
640 | */ |
641 | for (i = 0; i < cr; i++) |
642 | if (i != y) |
643 | cube(x,i,n) = FALSE; |
644 | |
645 | /* |
646 | * Rule out this number in all other positions in the column. |
647 | */ |
648 | for (i = 0; i < cr; i++) |
649 | if (i != x) |
650 | cube(i,y,n) = FALSE; |
651 | |
652 | /* |
653 | * Rule out this number in all other positions in the block. |
654 | */ |
655 | bx = (x/r)*r; |
4846f788 |
656 | by = y % r; |
1d8e8ad8 |
657 | for (i = 0; i < r; i++) |
658 | for (j = 0; j < c; j++) |
4846f788 |
659 | if (bx+i != x || by+j*r != y) |
660 | cube(bx+i,by+j*r,n) = FALSE; |
1d8e8ad8 |
661 | |
662 | /* |
663 | * Enter the number in the result grid. |
664 | */ |
4846f788 |
665 | usage->grid[YUNTRANS(y)*cr+x] = n; |
1d8e8ad8 |
666 | |
667 | /* |
668 | * Cross out this number from the list of numbers left to place |
669 | * in its row, its column and its block. |
670 | */ |
671 | usage->row[y*cr+n-1] = usage->col[x*cr+n-1] = |
672 | usage->blk[((y/c)*c+(x/r))*cr+n-1] = TRUE; |
673 | } |
674 | |
4846f788 |
675 | static int nsolve_elim(struct nsolve_usage *usage, int start, int step) |
1d8e8ad8 |
676 | { |
4846f788 |
677 | int c = usage->c, r = usage->r, cr = c*r; |
678 | int fpos, m, i; |
1d8e8ad8 |
679 | |
680 | /* |
4846f788 |
681 | * Count the number of set bits within this section of the |
682 | * cube. |
1d8e8ad8 |
683 | */ |
684 | m = 0; |
4846f788 |
685 | fpos = -1; |
686 | for (i = 0; i < cr; i++) |
687 | if (usage->cube[start+i*step]) { |
688 | fpos = start+i*step; |
1d8e8ad8 |
689 | m++; |
690 | } |
691 | |
692 | if (m == 1) { |
4846f788 |
693 | int x, y, n; |
694 | assert(fpos >= 0); |
1d8e8ad8 |
695 | |
4846f788 |
696 | n = 1 + fpos % cr; |
697 | y = fpos / cr; |
698 | x = y / cr; |
699 | y %= cr; |
1d8e8ad8 |
700 | |
4846f788 |
701 | nsolve_place(usage, x, y, n); |
1d8e8ad8 |
702 | return TRUE; |
703 | } |
704 | |
705 | return FALSE; |
706 | } |
707 | |
708 | static int nsolve(int c, int r, digit *grid) |
709 | { |
710 | struct nsolve_usage *usage; |
711 | int cr = c*r; |
712 | int x, y, n; |
713 | |
714 | /* |
715 | * Set up a usage structure as a clean slate (everything |
716 | * possible). |
717 | */ |
718 | usage = snew(struct nsolve_usage); |
719 | usage->c = c; |
720 | usage->r = r; |
721 | usage->cr = cr; |
722 | usage->cube = snewn(cr*cr*cr, unsigned char); |
723 | usage->grid = grid; /* write straight back to the input */ |
724 | memset(usage->cube, TRUE, cr*cr*cr); |
725 | |
726 | usage->row = snewn(cr * cr, unsigned char); |
727 | usage->col = snewn(cr * cr, unsigned char); |
728 | usage->blk = snewn(cr * cr, unsigned char); |
729 | memset(usage->row, FALSE, cr * cr); |
730 | memset(usage->col, FALSE, cr * cr); |
731 | memset(usage->blk, FALSE, cr * cr); |
732 | |
733 | /* |
734 | * Place all the clue numbers we are given. |
735 | */ |
736 | for (x = 0; x < cr; x++) |
737 | for (y = 0; y < cr; y++) |
738 | if (grid[y*cr+x]) |
4846f788 |
739 | nsolve_place(usage, x, YTRANS(y), grid[y*cr+x]); |
1d8e8ad8 |
740 | |
741 | /* |
742 | * Now loop over the grid repeatedly trying all permitted modes |
743 | * of reasoning. The loop terminates if we complete an |
744 | * iteration without making any progress; we then return |
745 | * failure or success depending on whether the grid is full or |
746 | * not. |
747 | */ |
748 | while (1) { |
749 | /* |
750 | * Blockwise positional elimination. |
751 | */ |
4846f788 |
752 | for (x = 0; x < cr; x += r) |
1d8e8ad8 |
753 | for (y = 0; y < r; y++) |
754 | for (n = 1; n <= cr; n++) |
4846f788 |
755 | if (!usage->blk[(y*c+(x/r))*cr+n-1] && |
756 | nsolve_elim(usage, cubepos(x,y,n), r*cr)) |
1d8e8ad8 |
757 | continue; |
758 | |
759 | /* |
760 | * Row-wise positional elimination. |
761 | */ |
762 | for (y = 0; y < cr; y++) |
763 | for (n = 1; n <= cr; n++) |
764 | if (!usage->row[y*cr+n-1] && |
4846f788 |
765 | nsolve_elim(usage, cubepos(0,y,n), cr*cr)) |
1d8e8ad8 |
766 | continue; |
767 | /* |
768 | * Column-wise positional elimination. |
769 | */ |
770 | for (x = 0; x < cr; x++) |
771 | for (n = 1; n <= cr; n++) |
772 | if (!usage->col[x*cr+n-1] && |
4846f788 |
773 | nsolve_elim(usage, cubepos(x,0,n), cr)) |
1d8e8ad8 |
774 | continue; |
775 | |
776 | /* |
777 | * Numeric elimination. |
778 | */ |
779 | for (x = 0; x < cr; x++) |
780 | for (y = 0; y < cr; y++) |
4846f788 |
781 | if (!usage->grid[YUNTRANS(y)*cr+x] && |
782 | nsolve_elim(usage, cubepos(x,y,1), 1)) |
1d8e8ad8 |
783 | continue; |
784 | |
785 | /* |
786 | * If we reach here, we have made no deductions in this |
787 | * iteration, so the algorithm terminates. |
788 | */ |
789 | break; |
790 | } |
791 | |
792 | sfree(usage->cube); |
793 | sfree(usage->row); |
794 | sfree(usage->col); |
795 | sfree(usage->blk); |
796 | sfree(usage); |
797 | |
798 | for (x = 0; x < cr; x++) |
799 | for (y = 0; y < cr; y++) |
800 | if (!grid[y*cr+x]) |
801 | return FALSE; |
802 | return TRUE; |
803 | } |
804 | |
805 | /* ---------------------------------------------------------------------- |
806 | * End of non-recursive solver code. |
807 | */ |
808 | |
809 | /* |
810 | * Check whether a grid contains a valid complete puzzle. |
811 | */ |
812 | static int check_valid(int c, int r, digit *grid) |
813 | { |
814 | int cr = c*r; |
815 | unsigned char *used; |
816 | int x, y, n; |
817 | |
818 | used = snewn(cr, unsigned char); |
819 | |
820 | /* |
821 | * Check that each row contains precisely one of everything. |
822 | */ |
823 | for (y = 0; y < cr; y++) { |
824 | memset(used, FALSE, cr); |
825 | for (x = 0; x < cr; x++) |
826 | if (grid[y*cr+x] > 0 && grid[y*cr+x] <= cr) |
827 | used[grid[y*cr+x]-1] = TRUE; |
828 | for (n = 0; n < cr; n++) |
829 | if (!used[n]) { |
830 | sfree(used); |
831 | return FALSE; |
832 | } |
833 | } |
834 | |
835 | /* |
836 | * Check that each column contains precisely one of everything. |
837 | */ |
838 | for (x = 0; x < cr; x++) { |
839 | memset(used, FALSE, cr); |
840 | for (y = 0; y < cr; y++) |
841 | if (grid[y*cr+x] > 0 && grid[y*cr+x] <= cr) |
842 | used[grid[y*cr+x]-1] = TRUE; |
843 | for (n = 0; n < cr; n++) |
844 | if (!used[n]) { |
845 | sfree(used); |
846 | return FALSE; |
847 | } |
848 | } |
849 | |
850 | /* |
851 | * Check that each block contains precisely one of everything. |
852 | */ |
853 | for (x = 0; x < cr; x += r) { |
854 | for (y = 0; y < cr; y += c) { |
855 | int xx, yy; |
856 | memset(used, FALSE, cr); |
857 | for (xx = x; xx < x+r; xx++) |
858 | for (yy = 0; yy < y+c; yy++) |
859 | if (grid[yy*cr+xx] > 0 && grid[yy*cr+xx] <= cr) |
860 | used[grid[yy*cr+xx]-1] = TRUE; |
861 | for (n = 0; n < cr; n++) |
862 | if (!used[n]) { |
863 | sfree(used); |
864 | return FALSE; |
865 | } |
866 | } |
867 | } |
868 | |
869 | sfree(used); |
870 | return TRUE; |
871 | } |
872 | |
ef57b17d |
873 | static void symmetry_limit(game_params *params, int *xlim, int *ylim, int s) |
874 | { |
875 | int c = params->c, r = params->r, cr = c*r; |
876 | |
877 | switch (s) { |
878 | case SYMM_NONE: |
879 | *xlim = *ylim = cr; |
880 | break; |
881 | case SYMM_ROT2: |
882 | *xlim = (cr+1) / 2; |
883 | *ylim = cr; |
884 | break; |
885 | case SYMM_REF4: |
886 | case SYMM_ROT4: |
887 | *xlim = *ylim = (cr+1) / 2; |
888 | break; |
889 | } |
890 | } |
891 | |
892 | static int symmetries(game_params *params, int x, int y, int *output, int s) |
893 | { |
894 | int c = params->c, r = params->r, cr = c*r; |
895 | int i = 0; |
896 | |
897 | *output++ = x; |
898 | *output++ = y; |
899 | i++; |
900 | |
901 | switch (s) { |
902 | case SYMM_NONE: |
903 | break; /* just x,y is all we need */ |
904 | case SYMM_REF4: |
905 | case SYMM_ROT4: |
906 | switch (s) { |
907 | case SYMM_REF4: |
908 | *output++ = cr - 1 - x; |
909 | *output++ = y; |
910 | i++; |
911 | |
912 | *output++ = x; |
913 | *output++ = cr - 1 - y; |
914 | i++; |
915 | break; |
916 | case SYMM_ROT4: |
917 | *output++ = cr - 1 - y; |
918 | *output++ = x; |
919 | i++; |
920 | |
921 | *output++ = y; |
922 | *output++ = cr - 1 - x; |
923 | i++; |
924 | break; |
925 | } |
926 | /* fall through */ |
927 | case SYMM_ROT2: |
928 | *output++ = cr - 1 - x; |
929 | *output++ = cr - 1 - y; |
930 | i++; |
931 | break; |
932 | } |
933 | |
934 | return i; |
935 | } |
936 | |
1d8e8ad8 |
937 | static char *new_game_seed(game_params *params, random_state *rs) |
938 | { |
939 | int c = params->c, r = params->r, cr = c*r; |
940 | int area = cr*cr; |
941 | digit *grid, *grid2; |
942 | struct xy { int x, y; } *locs; |
943 | int nlocs; |
944 | int ret; |
945 | char *seed; |
ef57b17d |
946 | int coords[16], ncoords; |
947 | int xlim, ylim; |
1d8e8ad8 |
948 | |
949 | /* |
950 | * Start the recursive solver with an empty grid to generate a |
951 | * random solved state. |
952 | */ |
953 | grid = snewn(area, digit); |
954 | memset(grid, 0, area); |
955 | ret = rsolve(c, r, grid, rs, 1); |
956 | assert(ret == 1); |
957 | assert(check_valid(c, r, grid)); |
958 | |
959 | #ifdef DEBUG |
960 | memcpy(grid, |
961 | "\x0\x1\x0\x0\x6\x0\x0\x0\x0" |
962 | "\x5\x0\x0\x7\x0\x4\x0\x2\x0" |
963 | "\x0\x0\x6\x1\x0\x0\x0\x0\x0" |
964 | "\x8\x9\x7\x0\x0\x0\x0\x0\x0" |
965 | "\x0\x0\x3\x0\x4\x0\x9\x0\x0" |
966 | "\x0\x0\x0\x0\x0\x0\x8\x7\x6" |
967 | "\x0\x0\x0\x0\x0\x9\x1\x0\x0" |
968 | "\x0\x3\x0\x6\x0\x5\x0\x0\x7" |
969 | "\x0\x0\x0\x0\x8\x0\x0\x5\x0" |
970 | , area); |
971 | |
972 | { |
973 | int y, x; |
974 | for (y = 0; y < cr; y++) { |
975 | for (x = 0; x < cr; x++) { |
976 | printf("%2.0d", grid[y*cr+x]); |
977 | } |
978 | printf("\n"); |
979 | } |
980 | printf("\n"); |
981 | } |
982 | |
983 | nsolve(c, r, grid); |
984 | |
985 | { |
986 | int y, x; |
987 | for (y = 0; y < cr; y++) { |
988 | for (x = 0; x < cr; x++) { |
989 | printf("%2.0d", grid[y*cr+x]); |
990 | } |
991 | printf("\n"); |
992 | } |
993 | printf("\n"); |
994 | } |
995 | #endif |
996 | |
997 | /* |
998 | * Now we have a solved grid, start removing things from it |
999 | * while preserving solubility. |
1000 | */ |
ef57b17d |
1001 | locs = snewn(area, struct xy); |
1d8e8ad8 |
1002 | grid2 = snewn(area, digit); |
ef57b17d |
1003 | symmetry_limit(params, &xlim, &ylim, params->symm); |
1d8e8ad8 |
1004 | while (1) { |
ef57b17d |
1005 | int x, y, i, j; |
1d8e8ad8 |
1006 | |
1007 | /* |
ef57b17d |
1008 | * Iterate over the grid and enumerate all the filled |
1009 | * squares we could empty. |
1d8e8ad8 |
1010 | */ |
1011 | nlocs = 0; |
1012 | |
ef57b17d |
1013 | for (x = 0; x < xlim; x++) |
1014 | for (y = 0; y < ylim; y++) |
1d8e8ad8 |
1015 | if (grid[y*cr+x]) { |
1016 | locs[nlocs].x = x; |
1017 | locs[nlocs].y = y; |
1018 | nlocs++; |
1019 | } |
1020 | |
1021 | /* |
1022 | * Now shuffle that list. |
1023 | */ |
1024 | for (i = nlocs; i > 1; i--) { |
1025 | int p = random_upto(rs, i); |
1026 | if (p != i-1) { |
1027 | struct xy t = locs[p]; |
1028 | locs[p] = locs[i-1]; |
1029 | locs[i-1] = t; |
1030 | } |
1031 | } |
1032 | |
1033 | /* |
1034 | * Now loop over the shuffled list and, for each element, |
1035 | * see whether removing that element (and its reflections) |
1036 | * from the grid will still leave the grid soluble by |
1037 | * nsolve. |
1038 | */ |
1039 | for (i = 0; i < nlocs; i++) { |
1040 | x = locs[i].x; |
1041 | y = locs[i].y; |
1042 | |
1043 | memcpy(grid2, grid, area); |
ef57b17d |
1044 | ncoords = symmetries(params, x, y, coords, params->symm); |
1045 | for (j = 0; j < ncoords; j++) |
1046 | grid2[coords[2*j+1]*cr+coords[2*j]] = 0; |
1d8e8ad8 |
1047 | |
1048 | if (nsolve(c, r, grid2)) { |
ef57b17d |
1049 | for (j = 0; j < ncoords; j++) |
1050 | grid[coords[2*j+1]*cr+coords[2*j]] = 0; |
1d8e8ad8 |
1051 | break; |
1052 | } |
1053 | } |
1054 | |
1055 | if (i == nlocs) { |
1056 | /* |
1057 | * There was nothing we could remove without destroying |
1058 | * solvability. |
1059 | */ |
1060 | break; |
1061 | } |
1062 | } |
1063 | sfree(grid2); |
1064 | sfree(locs); |
1065 | |
1066 | #ifdef DEBUG |
1067 | { |
1068 | int y, x; |
1069 | for (y = 0; y < cr; y++) { |
1070 | for (x = 0; x < cr; x++) { |
1071 | printf("%2.0d", grid[y*cr+x]); |
1072 | } |
1073 | printf("\n"); |
1074 | } |
1075 | printf("\n"); |
1076 | } |
1077 | #endif |
1078 | |
1079 | /* |
1080 | * Now we have the grid as it will be presented to the user. |
1081 | * Encode it in a game seed. |
1082 | */ |
1083 | { |
1084 | char *p; |
1085 | int run, i; |
1086 | |
1087 | seed = snewn(5 * area, char); |
1088 | p = seed; |
1089 | run = 0; |
1090 | for (i = 0; i <= area; i++) { |
1091 | int n = (i < area ? grid[i] : -1); |
1092 | |
1093 | if (!n) |
1094 | run++; |
1095 | else { |
1096 | if (run) { |
1097 | while (run > 0) { |
1098 | int c = 'a' - 1 + run; |
1099 | if (run > 26) |
1100 | c = 'z'; |
1101 | *p++ = c; |
1102 | run -= c - ('a' - 1); |
1103 | } |
1104 | } else { |
1105 | /* |
1106 | * If there's a number in the very top left or |
1107 | * bottom right, there's no point putting an |
1108 | * unnecessary _ before or after it. |
1109 | */ |
1110 | if (p > seed && n > 0) |
1111 | *p++ = '_'; |
1112 | } |
1113 | if (n > 0) |
1114 | p += sprintf(p, "%d", n); |
1115 | run = 0; |
1116 | } |
1117 | } |
1118 | assert(p - seed < 5 * area); |
1119 | *p++ = '\0'; |
1120 | seed = sresize(seed, p - seed, char); |
1121 | } |
1122 | |
1123 | sfree(grid); |
1124 | |
1125 | return seed; |
1126 | } |
1127 | |
1128 | static char *validate_seed(game_params *params, char *seed) |
1129 | { |
1130 | int area = params->r * params->r * params->c * params->c; |
1131 | int squares = 0; |
1132 | |
1133 | while (*seed) { |
1134 | int n = *seed++; |
1135 | if (n >= 'a' && n <= 'z') { |
1136 | squares += n - 'a' + 1; |
1137 | } else if (n == '_') { |
1138 | /* do nothing */; |
1139 | } else if (n > '0' && n <= '9') { |
1140 | squares++; |
1141 | while (*seed >= '0' && *seed <= '9') |
1142 | seed++; |
1143 | } else |
1144 | return "Invalid character in game specification"; |
1145 | } |
1146 | |
1147 | if (squares < area) |
1148 | return "Not enough data to fill grid"; |
1149 | |
1150 | if (squares > area) |
1151 | return "Too much data to fit in grid"; |
1152 | |
1153 | return NULL; |
1154 | } |
1155 | |
1156 | static game_state *new_game(game_params *params, char *seed) |
1157 | { |
1158 | game_state *state = snew(game_state); |
1159 | int c = params->c, r = params->r, cr = c*r, area = cr * cr; |
1160 | int i; |
1161 | |
1162 | state->c = params->c; |
1163 | state->r = params->r; |
1164 | |
1165 | state->grid = snewn(area, digit); |
1166 | state->immutable = snewn(area, unsigned char); |
1167 | memset(state->immutable, FALSE, area); |
1168 | |
1169 | state->completed = FALSE; |
1170 | |
1171 | i = 0; |
1172 | while (*seed) { |
1173 | int n = *seed++; |
1174 | if (n >= 'a' && n <= 'z') { |
1175 | int run = n - 'a' + 1; |
1176 | assert(i + run <= area); |
1177 | while (run-- > 0) |
1178 | state->grid[i++] = 0; |
1179 | } else if (n == '_') { |
1180 | /* do nothing */; |
1181 | } else if (n > '0' && n <= '9') { |
1182 | assert(i < area); |
1183 | state->immutable[i] = TRUE; |
1184 | state->grid[i++] = atoi(seed-1); |
1185 | while (*seed >= '0' && *seed <= '9') |
1186 | seed++; |
1187 | } else { |
1188 | assert(!"We can't get here"); |
1189 | } |
1190 | } |
1191 | assert(i == area); |
1192 | |
1193 | return state; |
1194 | } |
1195 | |
1196 | static game_state *dup_game(game_state *state) |
1197 | { |
1198 | game_state *ret = snew(game_state); |
1199 | int c = state->c, r = state->r, cr = c*r, area = cr * cr; |
1200 | |
1201 | ret->c = state->c; |
1202 | ret->r = state->r; |
1203 | |
1204 | ret->grid = snewn(area, digit); |
1205 | memcpy(ret->grid, state->grid, area); |
1206 | |
1207 | ret->immutable = snewn(area, unsigned char); |
1208 | memcpy(ret->immutable, state->immutable, area); |
1209 | |
1210 | ret->completed = state->completed; |
1211 | |
1212 | return ret; |
1213 | } |
1214 | |
1215 | static void free_game(game_state *state) |
1216 | { |
1217 | sfree(state->immutable); |
1218 | sfree(state->grid); |
1219 | sfree(state); |
1220 | } |
1221 | |
1222 | struct game_ui { |
1223 | /* |
1224 | * These are the coordinates of the currently highlighted |
1225 | * square on the grid, or -1,-1 if there isn't one. When there |
1226 | * is, pressing a valid number or letter key or Space will |
1227 | * enter that number or letter in the grid. |
1228 | */ |
1229 | int hx, hy; |
1230 | }; |
1231 | |
1232 | static game_ui *new_ui(game_state *state) |
1233 | { |
1234 | game_ui *ui = snew(game_ui); |
1235 | |
1236 | ui->hx = ui->hy = -1; |
1237 | |
1238 | return ui; |
1239 | } |
1240 | |
1241 | static void free_ui(game_ui *ui) |
1242 | { |
1243 | sfree(ui); |
1244 | } |
1245 | |
1246 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
1247 | int button) |
1248 | { |
1249 | int c = from->c, r = from->r, cr = c*r; |
1250 | int tx, ty; |
1251 | game_state *ret; |
1252 | |
1253 | tx = (x - BORDER) / TILE_SIZE; |
1254 | ty = (y - BORDER) / TILE_SIZE; |
1255 | |
1256 | if (tx >= 0 && tx < cr && ty >= 0 && ty < cr && button == LEFT_BUTTON) { |
1257 | if (tx == ui->hx && ty == ui->hy) { |
1258 | ui->hx = ui->hy = -1; |
1259 | } else { |
1260 | ui->hx = tx; |
1261 | ui->hy = ty; |
1262 | } |
1263 | return from; /* UI activity occurred */ |
1264 | } |
1265 | |
1266 | if (ui->hx != -1 && ui->hy != -1 && |
1267 | ((button >= '1' && button <= '9' && button - '0' <= cr) || |
1268 | (button >= 'a' && button <= 'z' && button - 'a' + 10 <= cr) || |
1269 | (button >= 'A' && button <= 'Z' && button - 'A' + 10 <= cr) || |
1270 | button == ' ')) { |
1271 | int n = button - '0'; |
1272 | if (button >= 'A' && button <= 'Z') |
1273 | n = button - 'A' + 10; |
1274 | if (button >= 'a' && button <= 'z') |
1275 | n = button - 'a' + 10; |
1276 | if (button == ' ') |
1277 | n = 0; |
1278 | |
1279 | if (from->immutable[ui->hy*cr+ui->hx]) |
1280 | return NULL; /* can't overwrite this square */ |
1281 | |
1282 | ret = dup_game(from); |
1283 | ret->grid[ui->hy*cr+ui->hx] = n; |
1284 | ui->hx = ui->hy = -1; |
1285 | |
1286 | /* |
1287 | * We've made a real change to the grid. Check to see |
1288 | * if the game has been completed. |
1289 | */ |
1290 | if (!ret->completed && check_valid(c, r, ret->grid)) { |
1291 | ret->completed = TRUE; |
1292 | } |
1293 | |
1294 | return ret; /* made a valid move */ |
1295 | } |
1296 | |
1297 | return NULL; |
1298 | } |
1299 | |
1300 | /* ---------------------------------------------------------------------- |
1301 | * Drawing routines. |
1302 | */ |
1303 | |
1304 | struct game_drawstate { |
1305 | int started; |
1306 | int c, r, cr; |
1307 | digit *grid; |
1308 | unsigned char *hl; |
1309 | }; |
1310 | |
1311 | #define XSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1) |
1312 | #define YSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1) |
1313 | |
1314 | static void game_size(game_params *params, int *x, int *y) |
1315 | { |
1316 | int c = params->c, r = params->r, cr = c*r; |
1317 | |
1318 | *x = XSIZE(cr); |
1319 | *y = YSIZE(cr); |
1320 | } |
1321 | |
1322 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1323 | { |
1324 | float *ret = snewn(3 * NCOLOURS, float); |
1325 | |
1326 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1327 | |
1328 | ret[COL_GRID * 3 + 0] = 0.0F; |
1329 | ret[COL_GRID * 3 + 1] = 0.0F; |
1330 | ret[COL_GRID * 3 + 2] = 0.0F; |
1331 | |
1332 | ret[COL_CLUE * 3 + 0] = 0.0F; |
1333 | ret[COL_CLUE * 3 + 1] = 0.0F; |
1334 | ret[COL_CLUE * 3 + 2] = 0.0F; |
1335 | |
1336 | ret[COL_USER * 3 + 0] = 0.0F; |
1337 | ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1]; |
1338 | ret[COL_USER * 3 + 2] = 0.0F; |
1339 | |
1340 | ret[COL_HIGHLIGHT * 3 + 0] = 0.85F * ret[COL_BACKGROUND * 3 + 0]; |
1341 | ret[COL_HIGHLIGHT * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1]; |
1342 | ret[COL_HIGHLIGHT * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2]; |
1343 | |
1344 | *ncolours = NCOLOURS; |
1345 | return ret; |
1346 | } |
1347 | |
1348 | static game_drawstate *game_new_drawstate(game_state *state) |
1349 | { |
1350 | struct game_drawstate *ds = snew(struct game_drawstate); |
1351 | int c = state->c, r = state->r, cr = c*r; |
1352 | |
1353 | ds->started = FALSE; |
1354 | ds->c = c; |
1355 | ds->r = r; |
1356 | ds->cr = cr; |
1357 | ds->grid = snewn(cr*cr, digit); |
1358 | memset(ds->grid, 0, cr*cr); |
1359 | ds->hl = snewn(cr*cr, unsigned char); |
1360 | memset(ds->hl, 0, cr*cr); |
1361 | |
1362 | return ds; |
1363 | } |
1364 | |
1365 | static void game_free_drawstate(game_drawstate *ds) |
1366 | { |
1367 | sfree(ds->hl); |
1368 | sfree(ds->grid); |
1369 | sfree(ds); |
1370 | } |
1371 | |
1372 | static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, |
1373 | int x, int y, int hl) |
1374 | { |
1375 | int c = state->c, r = state->r, cr = c*r; |
1376 | int tx, ty; |
1377 | int cx, cy, cw, ch; |
1378 | char str[2]; |
1379 | |
1380 | if (ds->grid[y*cr+x] == state->grid[y*cr+x] && ds->hl[y*cr+x] == hl) |
1381 | return; /* no change required */ |
1382 | |
1383 | tx = BORDER + x * TILE_SIZE + 2; |
1384 | ty = BORDER + y * TILE_SIZE + 2; |
1385 | |
1386 | cx = tx; |
1387 | cy = ty; |
1388 | cw = TILE_SIZE-3; |
1389 | ch = TILE_SIZE-3; |
1390 | |
1391 | if (x % r) |
1392 | cx--, cw++; |
1393 | if ((x+1) % r) |
1394 | cw++; |
1395 | if (y % c) |
1396 | cy--, ch++; |
1397 | if ((y+1) % c) |
1398 | ch++; |
1399 | |
1400 | clip(fe, cx, cy, cw, ch); |
1401 | |
1402 | /* background needs erasing? */ |
1403 | if (ds->grid[y*cr+x] || ds->hl[y*cr+x] != hl) |
1404 | draw_rect(fe, cx, cy, cw, ch, hl ? COL_HIGHLIGHT : COL_BACKGROUND); |
1405 | |
1406 | /* new number needs drawing? */ |
1407 | if (state->grid[y*cr+x]) { |
1408 | str[1] = '\0'; |
1409 | str[0] = state->grid[y*cr+x] + '0'; |
1410 | if (str[0] > '9') |
1411 | str[0] += 'a' - ('9'+1); |
1412 | draw_text(fe, tx + TILE_SIZE/2, ty + TILE_SIZE/2, |
1413 | FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, |
1414 | state->immutable[y*cr+x] ? COL_CLUE : COL_USER, str); |
1415 | } |
1416 | |
1417 | unclip(fe); |
1418 | |
1419 | draw_update(fe, cx, cy, cw, ch); |
1420 | |
1421 | ds->grid[y*cr+x] = state->grid[y*cr+x]; |
1422 | ds->hl[y*cr+x] = hl; |
1423 | } |
1424 | |
1425 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
1426 | game_state *state, int dir, game_ui *ui, |
1427 | float animtime, float flashtime) |
1428 | { |
1429 | int c = state->c, r = state->r, cr = c*r; |
1430 | int x, y; |
1431 | |
1432 | if (!ds->started) { |
1433 | /* |
1434 | * The initial contents of the window are not guaranteed |
1435 | * and can vary with front ends. To be on the safe side, |
1436 | * all games should start by drawing a big |
1437 | * background-colour rectangle covering the whole window. |
1438 | */ |
1439 | draw_rect(fe, 0, 0, XSIZE(cr), YSIZE(cr), COL_BACKGROUND); |
1440 | |
1441 | /* |
1442 | * Draw the grid. |
1443 | */ |
1444 | for (x = 0; x <= cr; x++) { |
1445 | int thick = (x % r ? 0 : 1); |
1446 | draw_rect(fe, BORDER + x*TILE_SIZE - thick, BORDER-1, |
1447 | 1+2*thick, cr*TILE_SIZE+3, COL_GRID); |
1448 | } |
1449 | for (y = 0; y <= cr; y++) { |
1450 | int thick = (y % c ? 0 : 1); |
1451 | draw_rect(fe, BORDER-1, BORDER + y*TILE_SIZE - thick, |
1452 | cr*TILE_SIZE+3, 1+2*thick, COL_GRID); |
1453 | } |
1454 | } |
1455 | |
1456 | /* |
1457 | * Draw any numbers which need redrawing. |
1458 | */ |
1459 | for (x = 0; x < cr; x++) { |
1460 | for (y = 0; y < cr; y++) { |
1461 | draw_number(fe, ds, state, x, y, |
1462 | (x == ui->hx && y == ui->hy) || |
1463 | (flashtime > 0 && |
1464 | (flashtime <= FLASH_TIME/3 || |
1465 | flashtime >= FLASH_TIME*2/3))); |
1466 | } |
1467 | } |
1468 | |
1469 | /* |
1470 | * Update the _entire_ grid if necessary. |
1471 | */ |
1472 | if (!ds->started) { |
1473 | draw_update(fe, 0, 0, XSIZE(cr), YSIZE(cr)); |
1474 | ds->started = TRUE; |
1475 | } |
1476 | } |
1477 | |
1478 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1479 | int dir) |
1480 | { |
1481 | return 0.0F; |
1482 | } |
1483 | |
1484 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1485 | int dir) |
1486 | { |
1487 | if (!oldstate->completed && newstate->completed) |
1488 | return FLASH_TIME; |
1489 | return 0.0F; |
1490 | } |
1491 | |
1492 | static int game_wants_statusbar(void) |
1493 | { |
1494 | return FALSE; |
1495 | } |
1496 | |
1497 | #ifdef COMBINED |
1498 | #define thegame solo |
1499 | #endif |
1500 | |
1501 | const struct game thegame = { |
1502 | "Solo", "games.solo", TRUE, |
1503 | default_params, |
1504 | game_fetch_preset, |
1505 | decode_params, |
1506 | encode_params, |
1507 | free_params, |
1508 | dup_params, |
1509 | game_configure, |
1510 | custom_params, |
1511 | validate_params, |
1512 | new_game_seed, |
1513 | validate_seed, |
1514 | new_game, |
1515 | dup_game, |
1516 | free_game, |
1517 | new_ui, |
1518 | free_ui, |
1519 | make_move, |
1520 | game_size, |
1521 | game_colours, |
1522 | game_new_drawstate, |
1523 | game_free_drawstate, |
1524 | game_redraw, |
1525 | game_anim_length, |
1526 | game_flash_length, |
1527 | game_wants_statusbar, |
1528 | }; |