e3478a4b |
1 | /* |
2 | * lightup.c: Implementation of the Nikoli game 'Light Up'. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
9 | #include <ctype.h> |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
14 | /* --- Constants, structure definitions, etc. --- */ |
15 | |
16 | #define PREFERRED_TILE_SIZE 32 |
17 | #define TILE_SIZE (ds->tilesize) |
18 | #define BORDER (TILE_SIZE / 2) |
19 | #define TILE_RADIUS (ds->crad) |
20 | |
21 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
22 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
23 | |
24 | #define FLASH_TIME 0.30F |
25 | |
26 | enum { |
27 | COL_BACKGROUND, |
28 | COL_GRID, |
29 | COL_BLACK, /* black */ |
30 | COL_LIGHT, /* white */ |
31 | COL_LIT, /* yellow */ |
32 | COL_ERROR, /* red */ |
33 | COL_CURSOR, |
34 | NCOLOURS |
35 | }; |
36 | |
37 | enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX }; |
38 | |
39 | struct game_params { |
40 | int w, h; |
41 | int blackpc; /* %age of black squares */ |
42 | int symm; |
43 | int recurse; |
44 | }; |
45 | |
46 | #define F_BLACK 1 |
47 | |
48 | /* flags for black squares */ |
49 | #define F_NUMBERED 2 /* it has a number attached */ |
50 | #define F_NUMBERUSED 4 /* this number was useful for solving */ |
51 | |
52 | /* flags for non-black squares */ |
53 | #define F_IMPOSSIBLE 8 /* can't put a light here */ |
54 | #define F_LIGHT 16 |
55 | |
56 | #define F_MARK 32 |
57 | |
58 | struct game_state { |
59 | int w, h, nlights; |
60 | int *lights; /* For black squares, (optionally) the number |
61 | of surrounding lights. For non-black squares, |
62 | the number of times it's lit. size h*w*/ |
63 | unsigned int *flags; /* size h*w */ |
64 | int completed, used_solve; |
65 | }; |
66 | |
67 | #define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)]) |
68 | |
69 | /* A ll_data holds information about which lights would be lit by |
70 | * a particular grid location's light (or conversely, which locations |
71 | * could light a specific other location). */ |
72 | /* most things should consider this struct opaque. */ |
73 | typedef struct { |
74 | int ox,oy; |
75 | int minx, maxx, miny, maxy; |
76 | int include_origin; |
77 | } ll_data; |
78 | |
79 | /* Macro that executes 'block' once per light in lld, including |
80 | * the origin if include_origin is specified. 'block' can use |
81 | * lx and ly as the coords. */ |
82 | #define FOREACHLIT(lld,block) do { \ |
83 | int lx,ly; \ |
84 | ly = (lld)->oy; \ |
85 | for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \ |
86 | if (lx == (lld)->ox) continue; \ |
87 | block \ |
88 | } \ |
89 | lx = (lld)->ox; \ |
90 | for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \ |
91 | if (!(lld)->include_origin && ly == (lld)->oy) continue; \ |
92 | block \ |
93 | } \ |
94 | } while(0) |
95 | |
96 | |
97 | typedef struct { |
98 | struct { int x, y; unsigned int f; } points[4]; |
99 | int npoints; |
100 | } surrounds; |
101 | |
102 | /* Fills in (doesn't allocate) a surrounds structure with the grid locations |
103 | * around a given square, taking account of the edges. */ |
104 | static void get_surrounds(game_state *state, int ox, int oy, surrounds *s) |
105 | { |
106 | assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h); |
107 | s->npoints = 0; |
108 | #define ADDPOINT(cond,nx,ny) do {\ |
109 | if (cond) { \ |
110 | s->points[s->npoints].x = (nx); \ |
111 | s->points[s->npoints].y = (ny); \ |
112 | s->points[s->npoints].f = 0; \ |
113 | s->npoints++; \ |
114 | } } while(0) |
115 | ADDPOINT(ox > 0, ox-1, oy); |
116 | ADDPOINT(ox < (state->w-1), ox+1, oy); |
117 | ADDPOINT(oy > 0, ox, oy-1); |
118 | ADDPOINT(oy < (state->h-1), ox, oy+1); |
119 | } |
120 | |
121 | /* --- Game parameter functions --- */ |
122 | |
123 | #define DEFAULT_PRESET 0 |
124 | |
125 | const struct game_params lightup_presets[] = { |
126 | { 7, 7, 20, SYMM_ROT4, 0 }, |
127 | { 7, 7, 20, SYMM_ROT4, 1 }, |
128 | { 10, 10, 20, SYMM_ROT2, 0 }, |
129 | { 10, 10, 20, SYMM_ROT2, 1 }, |
130 | #ifdef SLOW_SYSTEM |
131 | { 12, 12, 20, SYMM_ROT2, 0 }, |
132 | { 12, 12, 20, SYMM_ROT2, 1 } |
133 | #else |
134 | { 14, 14, 20, SYMM_ROT2, 0 }, |
135 | { 14, 14, 20, SYMM_ROT2, 1 } |
136 | #endif |
137 | }; |
138 | |
139 | static game_params *default_params(void) |
140 | { |
141 | game_params *ret = snew(game_params); |
142 | *ret = lightup_presets[DEFAULT_PRESET]; |
143 | |
144 | return ret; |
145 | } |
146 | |
147 | static int game_fetch_preset(int i, char **name, game_params **params) |
148 | { |
149 | game_params *ret; |
150 | char buf[80]; |
151 | |
152 | if (i < 0 || i >= lenof(lightup_presets)) |
153 | return FALSE; |
154 | |
155 | ret = default_params(); |
156 | *ret = lightup_presets[i]; |
157 | *params = ret; |
158 | |
159 | sprintf(buf, "%dx%d %s", |
160 | ret->w, ret->h, ret->recurse ? "hard" : "easy"); |
161 | *name = dupstr(buf); |
162 | |
163 | return TRUE; |
164 | } |
165 | |
166 | static void free_params(game_params *params) |
167 | { |
168 | sfree(params); |
169 | } |
170 | |
171 | static game_params *dup_params(game_params *params) |
172 | { |
173 | game_params *ret = snew(game_params); |
174 | *ret = *params; /* structure copy */ |
175 | return ret; |
176 | } |
177 | |
178 | #define EATNUM(x) do { \ |
179 | (x) = atoi(string); \ |
180 | while (*string && isdigit((unsigned char)*string)) string++; \ |
181 | } while(0) |
182 | |
183 | static void decode_params(game_params *params, char const *string) |
184 | { |
185 | EATNUM(params->w); |
186 | if (*string == 'x') { |
187 | string++; |
188 | EATNUM(params->h); |
189 | } |
190 | if (*string == 'b') { |
191 | string++; |
192 | EATNUM(params->blackpc); |
193 | } |
194 | if (*string == 's') { |
195 | string++; |
196 | EATNUM(params->symm); |
197 | } |
198 | params->recurse = 0; |
199 | if (*string == 'r') { |
200 | params->recurse = 1; |
201 | string++; |
202 | } |
203 | } |
204 | |
205 | static char *encode_params(game_params *params, int full) |
206 | { |
207 | char buf[80]; |
208 | |
209 | if (full) { |
210 | sprintf(buf, "%dx%db%ds%d%s", |
211 | params->w, params->h, params->blackpc, |
212 | params->symm, |
213 | params->recurse ? "r" : ""); |
214 | } else { |
215 | sprintf(buf, "%dx%d", params->w, params->h); |
216 | } |
217 | return dupstr(buf); |
218 | } |
219 | |
220 | static config_item *game_configure(game_params *params) |
221 | { |
222 | config_item *ret; |
223 | char buf[80]; |
224 | |
225 | ret = snewn(6, config_item); |
226 | |
227 | ret[0].name = "Width"; |
228 | ret[0].type = C_STRING; |
229 | sprintf(buf, "%d", params->w); |
230 | ret[0].sval = dupstr(buf); |
231 | ret[0].ival = 0; |
232 | |
233 | ret[1].name = "Height"; |
234 | ret[1].type = C_STRING; |
235 | sprintf(buf, "%d", params->h); |
236 | ret[1].sval = dupstr(buf); |
237 | ret[1].ival = 0; |
238 | |
239 | ret[2].name = "%age of black squares"; |
240 | ret[2].type = C_STRING; |
241 | sprintf(buf, "%d", params->blackpc); |
242 | ret[2].sval = dupstr(buf); |
243 | ret[2].ival = 0; |
244 | |
245 | ret[3].name = "Symmetry"; |
246 | ret[3].type = C_CHOICES; |
247 | ret[3].sval = ":None" |
248 | ":2-way mirror:2-way rotational" |
249 | ":4-way mirror:4-way rotational"; |
250 | ret[3].ival = params->symm; |
251 | |
252 | ret[4].name = "Difficulty"; |
253 | ret[4].type = C_CHOICES; |
254 | ret[4].sval = ":Easy:Hard"; |
255 | ret[4].ival = params->recurse; |
256 | |
257 | ret[5].name = NULL; |
258 | ret[5].type = C_END; |
259 | ret[5].sval = NULL; |
260 | ret[5].ival = 0; |
261 | |
262 | return ret; |
263 | } |
264 | |
265 | static game_params *custom_params(config_item *cfg) |
266 | { |
267 | game_params *ret = snew(game_params); |
268 | |
269 | ret->w = atoi(cfg[0].sval); |
270 | ret->h = atoi(cfg[1].sval); |
271 | ret->blackpc = atoi(cfg[2].sval); |
272 | ret->symm = cfg[3].ival; |
273 | ret->recurse = cfg[4].ival; |
274 | |
275 | return ret; |
276 | } |
277 | |
278 | static char *validate_params(game_params *params, int full) |
279 | { |
280 | if (params->w < 2 || params->h < 2) |
281 | return "Width and height must be at least 2"; |
282 | if (full) { |
283 | if (params->blackpc < 5 || params->blackpc > 100) |
284 | return "Percentage of black squares must be between 5% and 100%"; |
285 | if (params->w != params->h) { |
286 | if (params->symm == SYMM_ROT4) |
287 | return "4-fold symmetry is only available with square grids"; |
288 | } |
289 | if (params->symm < 0 || params->symm >= SYMM_MAX) |
290 | return "Unknown symmetry type"; |
291 | } |
292 | return NULL; |
293 | } |
294 | |
295 | /* --- Game state construction/freeing helper functions --- */ |
296 | |
297 | static game_state *new_state(game_params *params) |
298 | { |
299 | game_state *ret = snew(game_state); |
300 | |
301 | ret->w = params->w; |
302 | ret->h = params->h; |
303 | ret->lights = snewn(ret->w * ret->h, int); |
304 | ret->nlights = 0; |
305 | memset(ret->lights, 0, ret->w * ret->h * sizeof(int)); |
306 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
307 | memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int)); |
308 | ret->completed = ret->used_solve = 0; |
309 | return ret; |
310 | } |
311 | |
312 | static game_state *dup_game(game_state *state) |
313 | { |
314 | game_state *ret = snew(game_state); |
315 | |
316 | ret->w = state->w; |
317 | ret->h = state->h; |
318 | |
319 | ret->lights = snewn(ret->w * ret->h, int); |
320 | memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int)); |
321 | ret->nlights = state->nlights; |
322 | |
323 | ret->flags = snewn(ret->w * ret->h, unsigned int); |
324 | memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int)); |
325 | |
326 | ret->completed = state->completed; |
327 | ret->used_solve = state->used_solve; |
328 | |
329 | return ret; |
330 | } |
331 | |
332 | static void free_game(game_state *state) |
333 | { |
334 | sfree(state->lights); |
335 | sfree(state->flags); |
336 | sfree(state); |
337 | } |
338 | |
339 | #ifdef DIAGNOSTICS |
340 | static void debug_state(game_state *state) |
341 | { |
342 | int x, y; |
343 | char c = '?'; |
344 | |
345 | for (y = 0; y < state->h; y++) { |
346 | for (x = 0; x < state->w; x++) { |
347 | c = '.'; |
348 | if (GRID(state, flags, x, y) & F_BLACK) { |
349 | if (GRID(state, flags, x, y) & F_NUMBERED) |
350 | c = GRID(state, lights, x, y) + '0'; |
351 | else |
352 | c = '#'; |
353 | } else { |
354 | if (GRID(state, flags, x, y) & F_LIGHT) |
355 | c = 'O'; |
356 | else if (GRID(state, flags, x, y) & F_IMPOSSIBLE) |
357 | c = 'X'; |
358 | } |
359 | printf("%c", (int)c); |
360 | } |
361 | printf(" "); |
362 | for (x = 0; x < state->w; x++) { |
363 | if (GRID(state, flags, x, y) & F_BLACK) |
364 | c = '#'; |
365 | else { |
366 | c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a'; |
367 | c += GRID(state, lights, x, y); |
368 | } |
369 | printf("%c", (int)c); |
370 | } |
371 | printf("\n"); |
372 | } |
373 | printf("\n"); |
374 | } |
375 | #endif |
376 | |
377 | /* --- Game completion test routines. --- */ |
378 | |
379 | /* These are split up because occasionally functions are only |
380 | * interested in one particular aspect. */ |
381 | |
382 | /* Returns non-zero if all grid spaces are lit. */ |
383 | static int grid_lit(game_state *state) |
384 | { |
385 | int x, y; |
386 | |
387 | for (x = 0; x < state->w; x++) { |
388 | for (y = 0; y < state->h; y++) { |
389 | if (GRID(state,flags,x,y) & F_BLACK) continue; |
390 | if (GRID(state,lights,x,y) == 0) |
391 | return 0; |
392 | } |
393 | } |
394 | return 1; |
395 | } |
396 | |
397 | /* Returns non-zero if any lights are lit by other lights. */ |
398 | static int grid_overlap(game_state *state) |
399 | { |
400 | int x, y; |
401 | |
402 | for (x = 0; x < state->w; x++) { |
403 | for (y = 0; y < state->h; y++) { |
404 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
405 | if (GRID(state, lights, x, y) > 1) |
406 | return 1; |
407 | } |
408 | } |
409 | return 0; |
410 | } |
411 | |
412 | static int number_wrong(game_state *state, int x, int y) |
413 | { |
414 | surrounds s; |
415 | int i, n, empty, lights = GRID(state, lights, x, y); |
416 | |
417 | /* |
418 | * This function computes the display hint for a number: we |
419 | * turn the number red if it is definitely wrong. This means |
420 | * that either |
421 | * |
422 | * (a) it has too many lights around it, or |
423 | * (b) it would have too few lights around it even if all the |
424 | * plausible squares (not black, lit or F_IMPOSSIBLE) were |
425 | * filled with lights. |
426 | */ |
427 | |
428 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
429 | get_surrounds(state, x, y, &s); |
430 | |
431 | empty = n = 0; |
432 | for (i = 0; i < s.npoints; i++) { |
433 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) { |
434 | n++; |
435 | continue; |
436 | } |
437 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK) |
438 | continue; |
439 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE) |
440 | continue; |
441 | if (GRID(state,lights,s.points[i].x,s.points[i].y)) |
442 | continue; |
443 | empty++; |
444 | } |
445 | return (n > lights || (n + empty < lights)); |
446 | } |
447 | |
448 | static int number_correct(game_state *state, int x, int y) |
449 | { |
450 | surrounds s; |
451 | int n = 0, i, lights = GRID(state, lights, x, y); |
452 | |
453 | assert(GRID(state, flags, x, y) & F_NUMBERED); |
454 | get_surrounds(state, x, y, &s); |
455 | for (i = 0; i < s.npoints; i++) { |
456 | if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) |
457 | n++; |
458 | } |
459 | return (n == lights) ? 1 : 0; |
460 | } |
461 | |
462 | /* Returns non-zero if any numbers add up incorrectly. */ |
463 | static int grid_addsup(game_state *state) |
464 | { |
465 | int x, y; |
466 | |
467 | for (x = 0; x < state->w; x++) { |
468 | for (y = 0; y < state->h; y++) { |
469 | if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue; |
470 | if (!number_correct(state, x, y)) return 0; |
471 | } |
472 | } |
473 | return 1; |
474 | } |
475 | |
476 | static int grid_correct(game_state *state) |
477 | { |
478 | if (grid_lit(state) && |
479 | !grid_overlap(state) && |
480 | grid_addsup(state)) return 1; |
481 | return 0; |
482 | } |
483 | |
484 | /* --- Board initial setup (blacks, lights, numbers) --- */ |
485 | |
486 | static void clean_board(game_state *state, int leave_blacks) |
487 | { |
488 | int x,y; |
489 | for (x = 0; x < state->w; x++) { |
490 | for (y = 0; y < state->h; y++) { |
491 | if (leave_blacks) |
492 | GRID(state, flags, x, y) &= F_BLACK; |
493 | else |
494 | GRID(state, flags, x, y) = 0; |
495 | GRID(state, lights, x, y) = 0; |
496 | } |
497 | } |
498 | state->nlights = 0; |
499 | } |
500 | |
501 | static void set_blacks(game_state *state, game_params *params, random_state *rs) |
502 | { |
503 | int x, y, degree = 0, rotate = 0, nblack; |
504 | int rh, rw, i; |
505 | int wodd = (state->w % 2) ? 1 : 0; |
506 | int hodd = (state->h % 2) ? 1 : 0; |
507 | int xs[4], ys[4]; |
508 | |
509 | switch (params->symm) { |
510 | case SYMM_NONE: degree = 1; rotate = 0; break; |
511 | case SYMM_ROT2: degree = 2; rotate = 1; break; |
512 | case SYMM_REF2: degree = 2; rotate = 0; break; |
513 | case SYMM_ROT4: degree = 4; rotate = 1; break; |
514 | case SYMM_REF4: degree = 4; rotate = 0; break; |
515 | default: assert(!"Unknown symmetry type"); |
516 | } |
517 | if (params->symm == SYMM_ROT4 && (state->h != state->w)) |
518 | assert(!"4-fold symmetry unavailable without square grid"); |
519 | |
520 | if (degree == 4) { |
521 | rw = state->w/2; |
522 | rh = state->h/2; |
523 | if (!rotate) rw += wodd; /* ... but see below. */ |
524 | rh += hodd; |
525 | } else if (degree == 2) { |
526 | rw = state->w; |
527 | rh = state->h/2; |
528 | rh += hodd; |
529 | } else { |
530 | rw = state->w; |
531 | rh = state->h; |
532 | } |
533 | |
534 | /* clear, then randomise, required region. */ |
535 | clean_board(state, 0); |
536 | nblack = (rw * rh * params->blackpc) / 100; |
537 | for (i = 0; i < nblack; i++) { |
538 | do { |
539 | x = random_upto(rs,rw); |
540 | y = random_upto(rs,rh); |
541 | } while (GRID(state,flags,x,y) & F_BLACK); |
542 | GRID(state, flags, x, y) |= F_BLACK; |
543 | } |
544 | |
545 | /* Copy required region. */ |
546 | if (params->symm == SYMM_NONE) return; |
547 | |
548 | for (x = 0; x < rw; x++) { |
549 | for (y = 0; y < rh; y++) { |
550 | if (degree == 4) { |
551 | xs[0] = x; |
552 | ys[0] = y; |
553 | xs[1] = state->w - 1 - (rotate ? y : x); |
554 | ys[1] = rotate ? x : y; |
555 | xs[2] = rotate ? (state->w - 1 - x) : x; |
556 | ys[2] = state->h - 1 - y; |
557 | xs[3] = rotate ? y : (state->w - 1 - x); |
558 | ys[3] = state->h - 1 - (rotate ? x : y); |
559 | } else { |
560 | xs[0] = x; |
561 | ys[0] = y; |
562 | xs[1] = rotate ? (state->w - 1 - x) : x; |
563 | ys[1] = state->h - 1 - y; |
564 | } |
565 | for (i = 1; i < degree; i++) { |
566 | GRID(state, flags, xs[i], ys[i]) = |
567 | GRID(state, flags, xs[0], ys[0]); |
568 | } |
569 | } |
570 | } |
571 | /* SYMM_ROT4 misses the middle square above; fix that here. */ |
572 | if (degree == 4 && rotate && wodd && |
573 | (random_upto(rs,100) <= (unsigned int)params->blackpc)) |
574 | GRID(state,flags, |
575 | state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK; |
576 | |
577 | #ifdef DIAGNOSTICS |
578 | debug_state(state); |
579 | #endif |
580 | } |
581 | |
582 | /* Fills in (does not allocate) a ll_data with all the tiles that would |
583 | * be illuminated by a light at point (ox,oy). If origin=1 then the |
584 | * origin is included in this list. */ |
585 | static void list_lights(game_state *state, int ox, int oy, int origin, |
586 | ll_data *lld) |
587 | { |
588 | int x,y; |
589 | |
590 | memset(lld, 0, sizeof(lld)); |
591 | lld->ox = lld->minx = lld->maxx = ox; |
592 | lld->oy = lld->miny = lld->maxy = oy; |
593 | lld->include_origin = origin; |
594 | |
595 | y = oy; |
596 | for (x = ox-1; x >= 0; x--) { |
597 | if (GRID(state, flags, x, y) & F_BLACK) break; |
598 | if (x < lld->minx) lld->minx = x; |
599 | } |
600 | for (x = ox+1; x < state->w; x++) { |
601 | if (GRID(state, flags, x, y) & F_BLACK) break; |
602 | if (x > lld->maxx) lld->maxx = x; |
603 | } |
604 | |
605 | x = ox; |
606 | for (y = oy-1; y >= 0; y--) { |
607 | if (GRID(state, flags, x, y) & F_BLACK) break; |
608 | if (y < lld->miny) lld->miny = y; |
609 | } |
610 | for (y = oy+1; y < state->h; y++) { |
611 | if (GRID(state, flags, x, y) & F_BLACK) break; |
612 | if (y > lld->maxy) lld->maxy = y; |
613 | } |
614 | } |
615 | |
616 | /* Makes sure a light is the given state, editing the lights table to suit the |
617 | * new state if necessary. */ |
618 | static void set_light(game_state *state, int ox, int oy, int on) |
619 | { |
620 | ll_data lld; |
621 | int diff = 0; |
622 | |
623 | assert(!(GRID(state,flags,ox,oy) & F_BLACK)); |
624 | |
625 | if (!on && GRID(state,flags,ox,oy) & F_LIGHT) { |
626 | diff = -1; |
627 | GRID(state,flags,ox,oy) &= ~F_LIGHT; |
628 | state->nlights--; |
629 | } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) { |
630 | diff = 1; |
631 | GRID(state,flags,ox,oy) |= F_LIGHT; |
632 | state->nlights++; |
633 | } |
634 | |
635 | if (diff != 0) { |
636 | list_lights(state,ox,oy,1,&lld); |
637 | FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; ); |
638 | } |
639 | } |
640 | |
641 | /* Returns 1 if removing a light at (x,y) would cause a square to go dark. */ |
642 | static int check_dark(game_state *state, int x, int y) |
643 | { |
644 | ll_data lld; |
645 | |
646 | list_lights(state, x, y, 1, &lld); |
647 | FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } ); |
648 | return 0; |
649 | } |
650 | |
651 | /* Sets up an initial random correct position (i.e. every |
652 | * space lit, and no lights lit by other lights) by filling the |
653 | * grid with lights and then removing lights one by one at random. */ |
654 | static void place_lights(game_state *state, random_state *rs) |
655 | { |
656 | int i, x, y, n, *numindices, wh = state->w*state->h; |
657 | ll_data lld; |
658 | |
659 | numindices = snewn(wh, int); |
660 | for (i = 0; i < wh; i++) numindices[i] = i; |
661 | shuffle(numindices, wh, sizeof(*numindices), rs); |
662 | |
663 | /* Place a light on all grid squares without lights. */ |
664 | for (x = 0; x < state->w; x++) { |
665 | for (y = 0; y < state->h; y++) { |
666 | GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */ |
667 | if (GRID(state, flags, x, y) & F_BLACK) continue; |
668 | set_light(state, x, y, 1); |
669 | } |
670 | } |
671 | |
672 | for (i = 0; i < wh; i++) { |
673 | y = numindices[i] / state->w; |
674 | x = numindices[i] % state->w; |
675 | if (!(GRID(state, flags, x, y) & F_LIGHT)) continue; |
676 | if (GRID(state, flags, x, y) & F_MARK) continue; |
677 | list_lights(state, x, y, 0, &lld); |
678 | |
679 | /* If we're not lighting any lights ourself, don't remove anything. */ |
680 | n = 0; |
681 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } ); |
682 | if (n == 0) continue; |
683 | |
684 | /* Check whether removing lights we're lighting would cause anything |
685 | * to go dark. */ |
686 | n = 0; |
687 | FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } ); |
688 | if (n == 0) { |
689 | /* No, it wouldn't, so we can remove them all. */ |
690 | FOREACHLIT(&lld, set_light(state,lx,ly, 0); ); |
691 | GRID(state,flags,x,y) |= F_MARK; |
692 | } |
693 | |
694 | if (!grid_overlap(state)) { |
695 | sfree(numindices); |
696 | return; /* we're done. */ |
697 | } |
698 | assert(grid_lit(state)); |
699 | } |
700 | /* if we got here, we've somehow removed all our lights and still have overlaps. */ |
701 | assert(!"Shouldn't get here!"); |
702 | } |
703 | |
704 | /* Fills in all black squares with numbers of adjacent lights. */ |
705 | static void place_numbers(game_state *state) |
706 | { |
707 | int x, y, i, n; |
708 | surrounds s; |
709 | |
710 | for (x = 0; x < state->w; x++) { |
711 | for (y = 0; y < state->h; y++) { |
712 | if (!(GRID(state,flags,x,y) & F_BLACK)) continue; |
713 | get_surrounds(state, x, y, &s); |
714 | n = 0; |
715 | for (i = 0; i < s.npoints; i++) { |
716 | if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT) |
717 | n++; |
718 | } |
719 | GRID(state,flags,x,y) |= F_NUMBERED; |
720 | GRID(state,lights,x,y) = n; |
721 | } |
722 | } |
723 | } |
724 | |
725 | /* --- Actual solver, with helper subroutines. --- */ |
726 | |
727 | static void tsl_callback(game_state *state, |
728 | int lx, int ly, int *x, int *y, int *n) |
729 | { |
730 | if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return; |
731 | if (GRID(state,lights,lx,ly) > 0) return; |
732 | *x = lx; *y = ly; (*n)++; |
733 | } |
734 | |
735 | static int try_solve_light(game_state *state, int ox, int oy, |
736 | unsigned int flags, int lights) |
737 | { |
738 | ll_data lld; |
739 | int sx,sy,n = 0; |
740 | |
741 | if (lights > 0) return 0; |
742 | if (flags & F_BLACK) return 0; |
743 | |
744 | /* We have an unlit square; count how many ways there are left to |
745 | * place a light that lights us (including this square); if only |
746 | * one, we must put a light there. Squares that could light us |
747 | * are, of course, the same as the squares we would light... */ |
748 | list_lights(state, ox, oy, 1, &lld); |
749 | FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); }); |
750 | if (n == 1) { |
751 | set_light(state, sx, sy, 1); |
752 | #ifdef SOLVE_DIAGNOSTICS |
753 | printf("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n", |
754 | ox,oy,sx,sy); |
755 | #endif |
756 | return 1; |
757 | } |
758 | |
759 | return 0; |
760 | } |
761 | |
762 | static int could_place_light(unsigned int flags, int lights) |
763 | { |
764 | if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0; |
765 | return (lights > 0) ? 0 : 1; |
766 | } |
767 | |
768 | /* For a given number square, determine whether we have enough info |
769 | * to unambiguously place its lights. */ |
770 | static int try_solve_number(game_state *state, int nx, int ny, |
771 | unsigned int nflags, int nlights) |
772 | { |
773 | surrounds s; |
774 | int x, y, nl, ns, i, ret = 0, lights; |
775 | unsigned int flags; |
776 | |
777 | if (!(nflags & F_NUMBERED)) return 0; |
778 | nl = nlights; |
779 | get_surrounds(state,nx,ny,&s); |
780 | ns = s.npoints; |
781 | |
782 | /* nl is no. of lights we need to place, ns is no. of spaces we |
783 | * have to place them in. Try and narrow these down, and mark |
784 | * points we can ignore later. */ |
785 | for (i = 0; i < s.npoints; i++) { |
786 | x = s.points[i].x; y = s.points[i].y; |
787 | flags = GRID(state,flags,x,y); |
788 | lights = GRID(state,lights,x,y); |
789 | if (flags & F_LIGHT) { |
790 | /* light here already; one less light for one less place. */ |
791 | nl--; ns--; |
792 | s.points[i].f |= F_MARK; |
793 | } else if (!could_place_light(flags, lights)) { |
794 | ns--; |
795 | s.points[i].f |= F_MARK; |
796 | } |
797 | } |
798 | if (ns == 0) return 0; /* nowhere to put anything. */ |
799 | if (nl == 0) { |
800 | /* we have placed all lights we need to around here; all remaining |
801 | * surrounds are therefore IMPOSSIBLE. */ |
802 | #ifdef SOLVE_DIAGNOSTICS |
803 | printf("Setting remaining surrounds to (%d,%d) IMPOSSIBLE.\n", |
804 | nx,ny); |
805 | #endif |
806 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
807 | for (i = 0; i < s.npoints; i++) { |
808 | if (!(s.points[i].f & F_MARK)) { |
809 | GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE; |
810 | ret = 1; |
811 | } |
812 | } |
813 | } else if (nl == ns) { |
814 | /* we have as many lights to place as spaces; fill them all. */ |
815 | #ifdef SOLVE_DIAGNOSTICS |
816 | printf("Setting all remaining surrounds to (%d,%d) LIGHT.\n", |
817 | nx,ny); |
818 | #endif |
819 | GRID(state,flags,nx,ny) |= F_NUMBERUSED; |
820 | for (i = 0; i < s.npoints; i++) { |
821 | if (!(s.points[i].f & F_MARK)) { |
822 | set_light(state, s.points[i].x,s.points[i].y, 1); |
823 | ret = 1; |
824 | } |
825 | } |
826 | } |
827 | return ret; |
828 | } |
829 | |
830 | static int solve_sub(game_state *state, |
831 | int forceunique, int maxrecurse, int depth, |
832 | int *maxdepth) |
833 | { |
834 | unsigned int flags; |
835 | int x, y, didstuff, ncanplace, lights; |
836 | int bestx, besty, n, bestn, copy_soluble, self_soluble, ret; |
837 | game_state *scopy; |
838 | ll_data lld; |
839 | |
840 | #ifdef SOLVE_DIAGNOSTICS |
841 | printf("solve_sub: depth = %d\n", depth); |
842 | #endif |
843 | if (maxdepth && *maxdepth < depth) *maxdepth = depth; |
844 | |
845 | while (1) { |
846 | if (grid_overlap(state)) { |
847 | /* Our own solver, from scratch, should never cause this to happen |
848 | * (assuming a soluble grid). However, if we're trying to solve |
849 | * from a half-completed *incorrect* grid this might occur; we |
850 | * just return the 'no solutions' code in this case. */ |
851 | return 0; |
852 | } |
853 | |
854 | if (grid_correct(state)) return 1; |
855 | |
856 | ncanplace = 0; |
857 | didstuff = 0; |
858 | /* These 2 loops, and the functions they call, are the critical loops |
859 | * for timing; any optimisations should look here first. */ |
860 | for (x = 0; x < state->w; x++) { |
861 | for (y = 0; y < state->h; y++) { |
862 | flags = GRID(state,flags,x,y); |
863 | lights = GRID(state,lights,x,y); |
864 | ncanplace += could_place_light(flags, lights); |
865 | |
866 | if (try_solve_light(state, x, y, flags, lights)) didstuff = 1; |
867 | if (try_solve_number(state, x, y, flags, lights)) didstuff = 1; |
868 | } |
869 | } |
870 | if (didstuff) continue; |
871 | if (!ncanplace) return 0; /* nowhere to put a light, puzzle in unsoluble. */ |
872 | |
873 | /* We now have to make a guess; we have places to put lights but |
874 | * no definite idea about where they can go. */ |
875 | if (depth >= maxrecurse) return -1; /* mustn't delve any deeper. */ |
876 | |
877 | /* Of all the squares that we could place a light, pick the one |
878 | * that would light the most currently unlit squares. */ |
879 | /* This heuristic was just plucked from the air; there may well be |
880 | * a more efficient way of choosing a square to flip to minimise |
881 | * recursion. */ |
882 | bestn = 0; |
883 | bestx = besty = -1; /* suyb */ |
884 | for (x = 0; x < state->w; x++) { |
885 | for (y = 0; y < state->h; y++) { |
886 | flags = GRID(state,flags,x,y); |
887 | lights = GRID(state,lights,x,y); |
888 | if (!could_place_light(flags, lights)) continue; |
889 | |
890 | n = 0; |
891 | list_lights(state, x, y, 1, &lld); |
892 | FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; }); |
893 | if (n > bestn) { |
894 | bestn = n; bestx = x; besty = y; |
895 | } |
896 | } |
897 | } |
898 | assert(bestn > 0); |
899 | assert(bestx >= 0 && besty >= 0); |
900 | |
901 | /* Now we've chosen a plausible (x,y), try to solve it once as 'lit' |
902 | * and once as 'impossible'; we need to make one copy to do this. */ |
903 | |
904 | scopy = dup_game(state); |
905 | GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE; |
906 | self_soluble = solve_sub(state, forceunique, maxrecurse, |
907 | depth+1, maxdepth); |
908 | |
909 | if (!forceunique && self_soluble > 0) { |
910 | /* we didn't care about finding all solutions, and we just |
911 | * found one; return with it immediately. */ |
912 | free_game(scopy); |
913 | return self_soluble; |
914 | } |
915 | |
916 | set_light(scopy, bestx, besty, 1); |
917 | copy_soluble = solve_sub(scopy, forceunique, maxrecurse, |
918 | depth+1, maxdepth); |
919 | |
920 | /* If we wanted a unique solution but we hit our recursion limit |
921 | * (on either branch) then we have to assume we didn't find possible |
922 | * extra solutions, and return 'not soluble'. */ |
923 | if (forceunique && |
924 | ((copy_soluble < 0) || (self_soluble < 0))) { |
925 | ret = -1; |
926 | /* Make sure that whether or not it was self or copy (or both) that |
927 | * were soluble, that we return a solved state in self. */ |
928 | } else if (copy_soluble <= 0) { |
929 | /* copy wasn't soluble; keep self state and return that result. */ |
930 | ret = self_soluble; |
931 | } else if (self_soluble <= 0) { |
932 | /* copy solved and we didn't, so copy in copy's (now solved) |
933 | * flags and light state. */ |
934 | memcpy(state->lights, scopy->lights, |
935 | scopy->w * scopy->h * sizeof(int)); |
936 | memcpy(state->flags, scopy->flags, |
937 | scopy->w * scopy->h * sizeof(unsigned int)); |
938 | ret = copy_soluble; |
939 | } else { |
940 | ret = copy_soluble + self_soluble; |
941 | } |
942 | free_game(scopy); |
943 | return ret; |
944 | } |
945 | } |
946 | |
947 | #define MAXRECURSE 5 |
948 | |
949 | /* Fills in the (possibly partially-complete) game_state as far as it can, |
950 | * returning the number of possible solutions. If it returns >0 then the |
951 | * game_state will be in a solved state, but you won't know which one. */ |
952 | static int dosolve(game_state *state, |
953 | int allowguess, int forceunique, int *maxdepth) |
954 | { |
955 | int x, y, nsol; |
956 | |
957 | for (x = 0; x < state->w; x++) { |
958 | for (y = 0; y < state->h; y++) { |
959 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
960 | } |
961 | } |
962 | nsol = solve_sub(state, forceunique, |
963 | allowguess ? MAXRECURSE : 0, 0, maxdepth); |
964 | return nsol; |
965 | } |
966 | |
967 | static int strip_unused_nums(game_state *state) |
968 | { |
969 | int x,y,n=0; |
970 | for (x = 0; x < state->w; x++) { |
971 | for (y = 0; y < state->h; y++) { |
972 | if ((GRID(state,flags,x,y) & F_NUMBERED) && |
973 | !(GRID(state,flags,x,y) & F_NUMBERUSED)) { |
974 | GRID(state,flags,x,y) &= ~F_NUMBERED; |
975 | GRID(state,lights,x,y) = 0; |
976 | n++; |
977 | } |
978 | } |
979 | } |
980 | return n; |
981 | } |
982 | |
983 | static void unplace_lights(game_state *state) |
984 | { |
985 | int x,y; |
986 | for (x = 0; x < state->w; x++) { |
987 | for (y = 0; y < state->h; y++) { |
988 | if (GRID(state,flags,x,y) & F_LIGHT) |
989 | set_light(state,x,y,0); |
990 | GRID(state,flags,x,y) &= ~F_IMPOSSIBLE; |
991 | GRID(state,flags,x,y) &= ~F_NUMBERUSED; |
992 | } |
993 | } |
994 | } |
995 | |
996 | static int puzzle_is_good(game_state *state, game_params *params, int *mdepth) |
997 | { |
998 | int nsol; |
999 | |
1000 | *mdepth = 0; |
1001 | unplace_lights(state); |
1002 | |
1003 | #ifdef DIAGNOSTICS |
1004 | debug_state(state); |
1005 | #endif |
1006 | |
1007 | nsol = dosolve(state, params->recurse, TRUE, mdepth); |
1008 | /* if we wanted an easy puzzle, make sure we didn't need recursion. */ |
1009 | if (!params->recurse && *mdepth > 0) { |
1010 | #ifdef DIAGNOSTICS |
1011 | printf("Ignoring recursive puzzle.\n"); |
1012 | #endif |
1013 | return 0; |
1014 | } |
1015 | |
1016 | #ifdef DIAGNOSTICS |
1017 | printf("%d solutions found.\n", nsol); |
1018 | #endif |
1019 | if (nsol <= 0) return 0; |
1020 | if (nsol > 1) return 0; |
1021 | return 1; |
1022 | } |
1023 | |
1024 | /* --- New game creation and user input code. --- */ |
1025 | |
1026 | /* The basic algorithm here is to generate the most complex grid possible |
1027 | * while honouring two restrictions: |
1028 | * |
1029 | * * we require a unique solution, and |
1030 | * * either we require solubility with no recursion (!params->recurse) |
1031 | * * or we require some recursion. (params->recurse). |
1032 | * |
1033 | * The solver helpfully keeps track of the numbers it needed to use to |
1034 | * get its solution, so we use that to remove an initial set of numbers |
1035 | * and check we still satsify our requirements (on uniqueness and |
1036 | * non-recursiveness, if applicable; we don't check explicit recursiveness |
1037 | * until the end). |
1038 | * |
1039 | * Then we try to remove all numbers in a random order, and see if we |
1040 | * still satisfy requirements (putting them back if we didn't). |
1041 | * |
1042 | * Removing numbers will always, in general terms, make a puzzle require |
1043 | * more recursion but it may also mean a puzzle becomes non-unique. |
1044 | * |
1045 | * Once we're done, if we wanted a recursive puzzle but the most difficult |
1046 | * puzzle we could come up with was non-recursive, we give up and try a new |
1047 | * grid. */ |
1048 | |
e3478a4b |
1049 | #define MAX_GRIDGEN_TRIES 20 |
e3478a4b |
1050 | |
1051 | static char *new_game_desc(game_params *params, random_state *rs, |
1052 | char **aux, int interactive) |
1053 | { |
1054 | game_state *news = new_state(params), *copys; |
1055 | int nsol, i, run, x, y, wh = params->w*params->h, num, mdepth; |
1056 | char *ret, *p; |
1057 | int *numindices; |
1058 | |
1059 | /* Construct a shuffled list of grid positions; we only |
1060 | * do this once, because if it gets used more than once it'll |
1061 | * be on a different grid layout. */ |
1062 | numindices = snewn(wh, int); |
1063 | for (i = 0; i < wh; i++) numindices[i] = i; |
1064 | shuffle(numindices, wh, sizeof(*numindices), rs); |
1065 | |
1066 | while (1) { |
1067 | for (i = 0; i < MAX_GRIDGEN_TRIES; i++) { |
1068 | set_blacks(news, params, rs); /* also cleans board. */ |
1069 | |
1070 | /* set up lights and then the numbers, and remove the lights */ |
1071 | place_lights(news, rs); |
1072 | debug(("Generating initial grid.\n")); |
1073 | place_numbers(news); |
1074 | if (!puzzle_is_good(news, params, &mdepth)) continue; |
1075 | |
1076 | /* Take a copy, remove numbers we didn't use and check there's |
1077 | * still a unique solution; if so, use the copy subsequently. */ |
1078 | copys = dup_game(news); |
1079 | nsol = strip_unused_nums(copys); |
1080 | debug(("Stripped %d unused numbers.\n", nsol)); |
1081 | if (!puzzle_is_good(copys, params, &mdepth)) { |
1082 | debug(("Stripped grid is not good, reverting.\n")); |
1083 | free_game(copys); |
1084 | } else { |
1085 | free_game(news); |
1086 | news = copys; |
1087 | } |
1088 | |
1089 | /* Go through grid removing numbers at random one-by-one and |
1090 | * trying to solve again; if it ceases to be good put the number back. */ |
1091 | for (i = 0; i < wh; i++) { |
1092 | y = numindices[i] / params->w; |
1093 | x = numindices[i] % params->w; |
1094 | if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue; |
1095 | num = GRID(news, lights, x, y); |
1096 | GRID(news, lights, x, y) = 0; |
1097 | GRID(news, flags, x, y) &= ~F_NUMBERED; |
1098 | if (!puzzle_is_good(news, params, &mdepth)) { |
1099 | GRID(news, lights, x, y) = num; |
1100 | GRID(news, flags, x, y) |= F_NUMBERED; |
1101 | } else |
1102 | debug(("Removed (%d,%d) still soluble.\n", x, y)); |
1103 | } |
1104 | /* Get a good value of mdepth for the following test */ |
1105 | i = puzzle_is_good(news, params, &mdepth); |
1106 | assert(i); |
1107 | if (params->recurse && mdepth == 0) { |
1108 | debug(("Maximum-difficulty puzzle still not recursive, skipping.\n")); |
1109 | continue; |
1110 | } |
1111 | |
1112 | goto goodpuzzle; |
1113 | } |
1114 | /* Couldn't generate a good puzzle in however many goes. Ramp up the |
1115 | * %age of black squares (if we didn't already have lots; in which case |
1116 | * why couldn't we generate a puzzle?) and try again. */ |
1117 | if (params->blackpc < 90) params->blackpc += 5; |
1118 | #ifdef DIAGNOSTICS |
1119 | printf("New black layout %d%%.\n", params->blackpc); |
1120 | #endif |
1121 | } |
1122 | goodpuzzle: |
1123 | /* Game is encoded as a long string one character per square; |
1124 | * 'S' is a space |
1125 | * 'B' is a black square with no number |
1126 | * '0', '1', '2', '3', '4' is a black square with a number. */ |
1127 | ret = snewn((params->w * params->h) + 1, char); |
1128 | p = ret; |
1129 | run = 0; |
1130 | for (y = 0; y < params->h; y++) { |
1131 | for (x = 0; x < params->w; x++) { |
1132 | if (GRID(news,flags,x,y) & F_BLACK) { |
1133 | if (run) { |
1134 | *p++ = ('a'-1) + run; |
1135 | run = 0; |
1136 | } |
1137 | if (GRID(news,flags,x,y) & F_NUMBERED) |
1138 | *p++ = '0' + GRID(news,lights,x,y); |
1139 | else |
1140 | *p++ = 'B'; |
1141 | } else { |
1142 | if (run == 26) { |
1143 | *p++ = ('a'-1) + run; |
1144 | run = 0; |
1145 | } |
1146 | run++; |
1147 | } |
1148 | } |
1149 | } |
1150 | if (run) { |
1151 | *p++ = ('a'-1) + run; |
1152 | run = 0; |
1153 | } |
1154 | *p = '\0'; |
1155 | assert(p - ret <= params->w * params->h); |
1156 | free_game(news); |
1157 | sfree(numindices); |
1158 | |
1159 | return ret; |
1160 | } |
1161 | |
1162 | static char *validate_desc(game_params *params, char *desc) |
1163 | { |
1164 | int i; |
1165 | for (i = 0; i < params->w*params->h; i++) { |
1166 | if (*desc >= '0' && *desc <= '4') |
1167 | /* OK */; |
1168 | else if (*desc == 'B') |
1169 | /* OK */; |
1170 | else if (*desc >= 'a' && *desc <= 'z') |
1171 | i += *desc - 'a'; /* and the i++ will add another one */ |
1172 | else if (!*desc) |
1173 | return "Game description shorter than expected"; |
1174 | else |
1175 | return "Game description contained unexpected character"; |
1176 | desc++; |
1177 | } |
1178 | if (*desc || i > params->w*params->h) |
1179 | return "Game description longer than expected"; |
1180 | |
1181 | return NULL; |
1182 | } |
1183 | |
dafd6cf6 |
1184 | static game_state *new_game(midend *me, game_params *params, char *desc) |
e3478a4b |
1185 | { |
1186 | game_state *ret = new_state(params); |
1187 | int x,y; |
1188 | int run = 0; |
1189 | |
1190 | for (y = 0; y < params->h; y++) { |
1191 | for (x = 0; x < params->w; x++) { |
1192 | char c = '\0'; |
1193 | |
1194 | if (run == 0) { |
1195 | c = *desc++; |
1196 | assert(c != 'S'); |
1197 | if (c >= 'a' && c <= 'z') |
1198 | run = c - 'a' + 1; |
1199 | } |
1200 | |
1201 | if (run > 0) { |
1202 | c = 'S'; |
1203 | run--; |
1204 | } |
1205 | |
1206 | switch (c) { |
1207 | case '0': case '1': case '2': case '3': case '4': |
1208 | GRID(ret,flags,x,y) |= F_NUMBERED; |
1209 | GRID(ret,lights,x,y) = (c - '0'); |
1210 | /* run-on... */ |
1211 | |
1212 | case 'B': |
1213 | GRID(ret,flags,x,y) |= F_BLACK; |
1214 | break; |
1215 | |
1216 | case 'S': |
1217 | /* empty square */ |
1218 | break; |
1219 | |
1220 | default: |
1221 | assert(!"Malformed desc."); |
1222 | break; |
1223 | } |
1224 | } |
1225 | } |
1226 | if (*desc) assert(!"Over-long desc."); |
1227 | |
1228 | return ret; |
1229 | } |
1230 | |
1231 | static char *solve_game(game_state *state, game_state *currstate, |
1232 | char *aux, char **error) |
1233 | { |
1234 | game_state *solved; |
1235 | char *move = NULL, buf[80]; |
1236 | int movelen, movesize, x, y, len; |
1237 | unsigned int oldflags, solvedflags; |
1238 | |
1239 | /* We don't care here about non-unique puzzles; if the |
1240 | * user entered one themself then I doubt they care. */ |
1241 | |
1242 | /* Try and solve from where we are now (for non-unique |
1243 | * puzzles this may produce a different answer). */ |
1244 | solved = dup_game(currstate); |
1245 | if (dosolve(solved, 1, 0, NULL) > 0) goto solved; |
1246 | free_game(solved); |
1247 | |
1248 | /* That didn't work; try solving from the clean puzzle. */ |
1249 | solved = dup_game(state); |
1250 | if (dosolve(solved, 1, 0, NULL) > 0) goto solved; |
1251 | *error = "Puzzle is not self-consistent."; |
1252 | goto done; |
1253 | |
1254 | solved: |
1255 | movesize = 256; |
1256 | move = snewn(movesize, char); |
1257 | movelen = 0; |
1258 | move[movelen++] = 'S'; |
1259 | move[movelen] = '\0'; |
1260 | for (x = 0; x < currstate->w; x++) { |
1261 | for (y = 0; y < currstate->h; y++) { |
1262 | len = 0; |
1263 | oldflags = GRID(currstate, flags, x, y); |
1264 | solvedflags = GRID(solved, flags, x, y); |
1265 | if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT)) |
1266 | len = sprintf(buf, ";L%d,%d", x, y); |
1267 | else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE)) |
1268 | len = sprintf(buf, ";I%d,%d", x, y); |
1269 | if (len) { |
1270 | if (movelen + len >= movesize) { |
1271 | movesize = movelen + len + 256; |
1272 | move = sresize(move, movesize, char); |
1273 | } |
1274 | strcpy(move + movelen, buf); |
1275 | movelen += len; |
1276 | } |
1277 | } |
1278 | } |
1279 | |
1280 | done: |
1281 | free_game(solved); |
1282 | return move; |
1283 | } |
1284 | |
1285 | /* 'borrowed' from slant.c, mainly. I could have printed it one |
1286 | * character per cell (like debug_state) but that comes out tiny. |
1287 | * 'L' is used for 'light here' because 'O' looks too much like '0' |
1288 | * (black square with no surrounding lights). */ |
1289 | static char *game_text_format(game_state *state) |
1290 | { |
1291 | int w = state->w, h = state->h, W = w+1, H = h+1; |
1292 | int x, y, len, lights; |
1293 | unsigned int flags; |
1294 | char *ret, *p; |
1295 | |
1296 | len = (h+H) * (w+W+1) + 1; |
1297 | ret = snewn(len, char); |
1298 | p = ret; |
1299 | |
1300 | for (y = 0; y < H; y++) { |
1301 | for (x = 0; x < W; x++) { |
1302 | *p++ = '+'; |
1303 | if (x < w) |
1304 | *p++ = '-'; |
1305 | } |
1306 | *p++ = '\n'; |
1307 | if (y < h) { |
1308 | for (x = 0; x < W; x++) { |
1309 | *p++ = '|'; |
1310 | if (x < w) { |
1311 | /* actual interesting bit. */ |
1312 | flags = GRID(state, flags, x, y); |
1313 | lights = GRID(state, lights, x, y); |
1314 | if (flags & F_BLACK) { |
1315 | if (flags & F_NUMBERED) |
1316 | *p++ = '0' + lights; |
1317 | else |
1318 | *p++ = '#'; |
1319 | } else { |
1320 | if (flags & F_LIGHT) |
1321 | *p++ = 'L'; |
1322 | else if (flags & F_IMPOSSIBLE) |
1323 | *p++ = 'x'; |
1324 | else if (lights > 0) |
1325 | *p++ = '.'; |
1326 | else |
1327 | *p++ = ' '; |
1328 | } |
1329 | } |
1330 | } |
1331 | *p++ = '\n'; |
1332 | } |
1333 | } |
1334 | *p++ = '\0'; |
1335 | |
1336 | assert(p - ret == len); |
1337 | return ret; |
1338 | } |
1339 | |
1340 | struct game_ui { |
1341 | int cur_x, cur_y, cur_visible; |
1342 | }; |
1343 | |
1344 | static game_ui *new_ui(game_state *state) |
1345 | { |
1346 | game_ui *ui = snew(game_ui); |
1347 | ui->cur_x = ui->cur_y = ui->cur_visible = 0; |
1348 | return ui; |
1349 | } |
1350 | |
1351 | static void free_ui(game_ui *ui) |
1352 | { |
1353 | sfree(ui); |
1354 | } |
1355 | |
1356 | static char *encode_ui(game_ui *ui) |
1357 | { |
1358 | /* nothing to encode. */ |
1359 | return NULL; |
1360 | } |
1361 | |
1362 | static void decode_ui(game_ui *ui, char *encoding) |
1363 | { |
1364 | /* nothing to decode. */ |
1365 | } |
1366 | |
1367 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
1368 | game_state *newstate) |
1369 | { |
1370 | if (newstate->completed) |
1371 | ui->cur_visible = 0; |
1372 | } |
1373 | |
1374 | #define DF_BLACK 1 /* black square */ |
1375 | #define DF_NUMBERED 2 /* black square with number */ |
1376 | #define DF_LIT 4 /* display (white) square lit up */ |
1377 | #define DF_LIGHT 8 /* display light in square */ |
1378 | #define DF_OVERLAP 16 /* display light as overlapped */ |
1379 | #define DF_CURSOR 32 /* display cursor */ |
1380 | #define DF_NUMBERWRONG 64 /* display black numbered square as error. */ |
1381 | #define DF_FLASH 128 /* background flash is on. */ |
1382 | #define DF_IMPOSSIBLE 256 /* display non-light little square */ |
1383 | |
1384 | struct game_drawstate { |
1385 | int tilesize, crad; |
1386 | int w, h; |
1387 | unsigned int *flags; /* width * height */ |
1388 | int started; |
1389 | }; |
1390 | |
1391 | |
1392 | /* Believe it or not, this empty = "" hack is needed to get around a bug in |
1393 | * the prc-tools gcc when optimisation is turned on; before, it produced: |
1394 | lightup-sect.c: In function `interpret_move': |
1395 | lightup-sect.c:1416: internal error--unrecognizable insn: |
1396 | (insn 582 580 583 (set (reg:SI 134) |
1397 | (pc)) -1 (nil) |
1398 | (nil)) |
1399 | */ |
1400 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
1401 | int x, int y, int button) |
1402 | { |
1403 | enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE; |
1404 | int cx = -1, cy = -1, cv = ui->cur_visible; |
1405 | unsigned int flags; |
1406 | char buf[80], *nullret, *empty = "", c; |
1407 | |
1408 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
1409 | ui->cur_visible = 0; |
1410 | cx = FROMCOORD(x); |
1411 | cy = FROMCOORD(y); |
1412 | action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE; |
1413 | } else if (button == CURSOR_SELECT || |
1414 | button == 'i' || button == 'I' || |
1415 | button == ' ' || button == '\r' || button == '\n') { |
1416 | ui->cur_visible = 1; |
1417 | cx = ui->cur_x; |
1418 | cy = ui->cur_y; |
1419 | action = (button == 'i' || button == 'I') ? |
1420 | FLIP_IMPOSSIBLE : FLIP_LIGHT; |
1421 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
1422 | button == CURSOR_RIGHT || button == CURSOR_LEFT) { |
1423 | int dx = 0, dy = 0; |
1424 | switch (button) { |
1425 | case CURSOR_UP: dy = -1; break; |
1426 | case CURSOR_DOWN: dy = 1; break; |
1427 | case CURSOR_RIGHT: dx = 1; break; |
1428 | case CURSOR_LEFT: dx = -1; break; |
1429 | default: assert(!"shouldn't get here"); |
1430 | } |
1431 | ui->cur_x += dx; ui->cur_y += dy; |
1432 | ui->cur_x = min(max(ui->cur_x, 0), state->w - 1); |
1433 | ui->cur_y = min(max(ui->cur_y, 0), state->h - 1); |
1434 | ui->cur_visible = 1; |
1435 | } |
1436 | |
1437 | /* Always redraw if the cursor is on, or if it's just been |
1438 | * removed. */ |
1439 | if (ui->cur_visible) nullret = empty; |
1440 | else if (cv) nullret = empty; |
1441 | else nullret = NULL; |
1442 | |
1443 | switch (action) { |
1444 | case FLIP_LIGHT: |
1445 | case FLIP_IMPOSSIBLE: |
1446 | if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h) |
1447 | return nullret; |
1448 | flags = GRID(state, flags, cx, cy); |
1449 | if (flags & F_BLACK) |
1450 | return nullret; |
1451 | if (action == FLIP_LIGHT) { |
1452 | if (flags & F_IMPOSSIBLE) return nullret; |
1453 | c = 'L'; |
1454 | } else { |
1455 | if (flags & F_LIGHT) return nullret; |
1456 | c = 'I'; |
1457 | } |
1458 | sprintf(buf, "%c%d,%d", (int)c, cx, cy); |
1459 | break; |
1460 | |
1461 | case NONE: |
1462 | return nullret; |
1463 | |
1464 | default: |
1465 | assert(!"Shouldn't get here!"); |
1466 | } |
1467 | return dupstr(buf); |
1468 | } |
1469 | |
1470 | static game_state *execute_move(game_state *state, char *move) |
1471 | { |
1472 | game_state *ret = dup_game(state); |
1473 | int x, y, n, flags; |
1474 | char c; |
1475 | |
1476 | if (!*move) goto badmove; |
1477 | |
1478 | while (*move) { |
1479 | c = *move; |
1480 | if (c == 'S') { |
1481 | ret->used_solve = TRUE; |
1482 | move++; |
1483 | } else if (c == 'L' || c == 'I') { |
1484 | move++; |
1485 | if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 || |
1486 | x < 0 || y < 0 || x >= ret->w || y >= ret->h) |
1487 | goto badmove; |
1488 | |
1489 | flags = GRID(ret, flags, x, y); |
1490 | if (flags & F_BLACK) goto badmove; |
1491 | |
1492 | /* LIGHT and IMPOSSIBLE are mutually exclusive. */ |
1493 | if (c == 'L') { |
1494 | GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE; |
1495 | set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1); |
1496 | } else { |
1497 | set_light(ret, x, y, 0); |
1498 | GRID(ret, flags, x, y) ^= F_IMPOSSIBLE; |
1499 | } |
1500 | move += n; |
1501 | } else goto badmove; |
1502 | |
1503 | if (*move == ';') |
1504 | move++; |
1505 | else if (*move) goto badmove; |
1506 | } |
1507 | if (grid_correct(ret)) ret->completed = 1; |
1508 | return ret; |
1509 | |
1510 | badmove: |
1511 | free_game(ret); |
1512 | return NULL; |
1513 | } |
1514 | |
1515 | /* ---------------------------------------------------------------------- |
1516 | * Drawing routines. |
1517 | */ |
1518 | |
1519 | /* XXX entirely cloned from fifteen.c; separate out? */ |
1520 | static void game_compute_size(game_params *params, int tilesize, |
1521 | int *x, int *y) |
1522 | { |
1523 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1524 | struct { int tilesize; } ads, *ds = &ads; |
1525 | ads.tilesize = tilesize; |
1526 | |
1527 | *x = TILE_SIZE * params->w + 2 * BORDER; |
1528 | *y = TILE_SIZE * params->h + 2 * BORDER; |
1529 | } |
1530 | |
dafd6cf6 |
1531 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1532 | game_params *params, int tilesize) |
e3478a4b |
1533 | { |
1534 | ds->tilesize = tilesize; |
1535 | ds->crad = 3*(tilesize-1)/8; |
1536 | } |
1537 | |
1538 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1539 | { |
1540 | float *ret = snewn(3 * NCOLOURS, float); |
1541 | int i; |
1542 | |
1543 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1544 | |
1545 | for (i = 0; i < 3; i++) { |
1546 | ret[COL_BLACK * 3 + i] = 0.0F; |
1547 | ret[COL_LIGHT * 3 + i] = 1.0F; |
1548 | ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F; |
1549 | ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F; |
1550 | |
1551 | } |
1552 | |
1553 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1554 | ret[COL_ERROR * 3 + 1] = 0.25F; |
1555 | ret[COL_ERROR * 3 + 2] = 0.25F; |
1556 | |
1557 | ret[COL_LIT * 3 + 0] = 1.0F; |
1558 | ret[COL_LIT * 3 + 1] = 1.0F; |
1559 | ret[COL_LIT * 3 + 2] = 0.0F; |
1560 | |
1561 | *ncolours = NCOLOURS; |
1562 | return ret; |
1563 | } |
1564 | |
dafd6cf6 |
1565 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
e3478a4b |
1566 | { |
1567 | struct game_drawstate *ds = snew(struct game_drawstate); |
1568 | int i; |
1569 | |
1570 | ds->tilesize = ds->crad = 0; |
1571 | ds->w = state->w; ds->h = state->h; |
1572 | |
1573 | ds->flags = snewn(ds->w*ds->h, unsigned int); |
1574 | for (i = 0; i < ds->w*ds->h; i++) |
1575 | ds->flags[i] = -1; |
1576 | |
1577 | ds->started = 0; |
1578 | |
1579 | return ds; |
1580 | } |
1581 | |
dafd6cf6 |
1582 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
e3478a4b |
1583 | { |
1584 | sfree(ds->flags); |
1585 | sfree(ds); |
1586 | } |
1587 | |
1588 | /* At some stage we should put these into a real options struct. |
1589 | * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not |
1590 | * to put those flags in. */ |
1591 | #define HINT_LIGHTS |
1592 | #define HINT_OVERLAPS |
1593 | #define HINT_NUMBERS |
1594 | |
1595 | static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui, |
1596 | int x, int y, int flashing) |
1597 | { |
1598 | unsigned int flags = GRID(state, flags, x, y); |
1599 | int lights = GRID(state, lights, x, y); |
1600 | unsigned int ret = 0; |
1601 | |
1602 | if (flashing) ret |= DF_FLASH; |
dafd6cf6 |
1603 | if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y) |
e3478a4b |
1604 | ret |= DF_CURSOR; |
1605 | |
1606 | if (flags & F_BLACK) { |
1607 | ret |= DF_BLACK; |
1608 | if (flags & F_NUMBERED) { |
1609 | #ifdef HINT_NUMBERS |
1610 | if (number_wrong(state, x, y)) |
1611 | ret |= DF_NUMBERWRONG; |
1612 | #endif |
1613 | ret |= DF_NUMBERED; |
1614 | } |
1615 | } else { |
1616 | #ifdef HINT_LIGHTS |
1617 | if (lights > 0) ret |= DF_LIT; |
1618 | #endif |
1619 | if (flags & F_LIGHT) { |
1620 | ret |= DF_LIGHT; |
1621 | #ifdef HINT_OVERLAPS |
1622 | if (lights > 1) ret |= DF_OVERLAP; |
1623 | #endif |
1624 | } |
1625 | if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE; |
1626 | } |
1627 | return ret; |
1628 | } |
1629 | |
dafd6cf6 |
1630 | static void tile_redraw(drawing *dr, game_drawstate *ds, game_state *state, |
e3478a4b |
1631 | int x, int y) |
1632 | { |
1633 | unsigned int ds_flags = GRID(ds, flags, x, y); |
1634 | int dx = COORD(x), dy = COORD(y); |
1635 | int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT; |
1636 | |
1637 | if (ds_flags & DF_BLACK) { |
dafd6cf6 |
1638 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK); |
e3478a4b |
1639 | if (ds_flags & DF_NUMBERED) { |
1640 | int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT; |
1641 | char str[10]; |
1642 | |
1643 | /* We know that this won't change over the course of the game |
1644 | * so it's OK to ignore this when calculating whether or not |
1645 | * to redraw the tile. */ |
1646 | sprintf(str, "%d", GRID(state, lights, x, y)); |
dafd6cf6 |
1647 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
e3478a4b |
1648 | FONT_VARIABLE, TILE_SIZE*3/5, |
1649 | ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str); |
1650 | } |
1651 | } else { |
dafd6cf6 |
1652 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, |
e3478a4b |
1653 | (ds_flags & DF_LIT) ? lit : COL_BACKGROUND); |
dafd6cf6 |
1654 | draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID); |
e3478a4b |
1655 | if (ds_flags & DF_LIGHT) { |
1656 | int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT; |
dafd6cf6 |
1657 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS, |
e3478a4b |
1658 | lcol, COL_BLACK); |
1659 | } else if (ds_flags & DF_IMPOSSIBLE) { |
1660 | int rlen = TILE_SIZE / 4; |
dafd6cf6 |
1661 | draw_rect(dr, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2, |
e3478a4b |
1662 | rlen, rlen, COL_BLACK); |
1663 | } |
1664 | } |
1665 | |
1666 | if (ds_flags & DF_CURSOR) { |
1667 | int coff = TILE_SIZE/8; |
dafd6cf6 |
1668 | draw_rect_outline(dr, dx + coff, dy + coff, |
e3478a4b |
1669 | TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR); |
1670 | } |
1671 | |
dafd6cf6 |
1672 | draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE); |
e3478a4b |
1673 | } |
1674 | |
dafd6cf6 |
1675 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
e3478a4b |
1676 | game_state *state, int dir, game_ui *ui, |
1677 | float animtime, float flashtime) |
1678 | { |
1679 | int flashing = FALSE; |
1680 | int x,y; |
1681 | |
1682 | if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1; |
1683 | |
1684 | if (!ds->started) { |
dafd6cf6 |
1685 | draw_rect(dr, 0, 0, |
e3478a4b |
1686 | TILE_SIZE * ds->w + 2 * BORDER, |
1687 | TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND); |
1688 | |
dafd6cf6 |
1689 | draw_rect_outline(dr, COORD(0)-1, COORD(0)-1, |
e3478a4b |
1690 | TILE_SIZE * ds->w + 2, |
1691 | TILE_SIZE * ds->h + 2, |
1692 | COL_GRID); |
1693 | |
dafd6cf6 |
1694 | draw_update(dr, 0, 0, |
e3478a4b |
1695 | TILE_SIZE * ds->w + 2 * BORDER, |
1696 | TILE_SIZE * ds->h + 2 * BORDER); |
1697 | ds->started = 1; |
1698 | } |
1699 | |
1700 | for (x = 0; x < ds->w; x++) { |
1701 | for (y = 0; y < ds->h; y++) { |
1702 | unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing); |
1703 | if (ds_flags != GRID(ds, flags, x, y)) { |
1704 | GRID(ds, flags, x, y) = ds_flags; |
dafd6cf6 |
1705 | tile_redraw(dr, ds, state, x, y); |
e3478a4b |
1706 | } |
1707 | } |
1708 | } |
1709 | } |
1710 | |
1711 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1712 | int dir, game_ui *ui) |
1713 | { |
1714 | return 0.0F; |
1715 | } |
1716 | |
1717 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1718 | int dir, game_ui *ui) |
1719 | { |
1720 | if (!oldstate->completed && newstate->completed && |
1721 | !oldstate->used_solve && !newstate->used_solve) |
1722 | return FLASH_TIME; |
1723 | return 0.0F; |
1724 | } |
1725 | |
1726 | static int game_wants_statusbar(void) |
1727 | { |
1728 | return FALSE; |
1729 | } |
1730 | |
1731 | static int game_timing_state(game_state *state, game_ui *ui) |
1732 | { |
1733 | return TRUE; |
1734 | } |
1735 | |
dafd6cf6 |
1736 | static void game_print_size(game_params *params, float *x, float *y) |
1737 | { |
1738 | int pw, ph; |
1739 | |
1740 | /* |
1741 | * I'll use 6mm squares by default. |
1742 | */ |
1743 | game_compute_size(params, 600, &pw, &ph); |
1744 | *x = pw / 100.0; |
1745 | *y = ph / 100.0; |
1746 | } |
1747 | |
1748 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1749 | { |
1750 | int w = state->w, h = state->h; |
1751 | int ink = print_mono_colour(dr, 0); |
1752 | int paper = print_mono_colour(dr, 1); |
1753 | int x, y; |
1754 | |
1755 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1756 | game_drawstate ads, *ds = &ads; |
1757 | ads.tilesize = tilesize; |
1758 | ds->crad = 3*(tilesize-1)/8; |
1759 | |
1760 | /* |
1761 | * Border. |
1762 | */ |
1763 | print_line_width(dr, TILE_SIZE / 16); |
1764 | draw_rect_outline(dr, COORD(0), COORD(0), |
1765 | TILE_SIZE * w, TILE_SIZE * h, ink); |
1766 | |
1767 | /* |
1768 | * Grid. |
1769 | */ |
1770 | print_line_width(dr, TILE_SIZE / 24); |
1771 | for (x = 1; x < w; x++) |
1772 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); |
1773 | for (y = 1; y < h; y++) |
1774 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); |
1775 | |
1776 | /* |
1777 | * Grid contents. |
1778 | */ |
1779 | for (y = 0; y < h; y++) |
1780 | for (x = 0; x < w; x++) { |
1781 | unsigned int ds_flags = tile_flags(ds, state, NULL, x, y, FALSE); |
1782 | int dx = COORD(x), dy = COORD(y); |
1783 | if (ds_flags & DF_BLACK) { |
1784 | draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, ink); |
1785 | if (ds_flags & DF_NUMBERED) { |
1786 | char str[10]; |
1787 | sprintf(str, "%d", GRID(state, lights, x, y)); |
1788 | draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
1789 | FONT_VARIABLE, TILE_SIZE*3/5, |
1790 | ALIGN_VCENTRE | ALIGN_HCENTRE, paper, str); |
1791 | } |
1792 | } else if (ds_flags & DF_LIGHT) { |
1793 | draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, |
1794 | TILE_RADIUS, -1, ink); |
1795 | } |
1796 | } |
1797 | } |
1798 | |
e3478a4b |
1799 | #ifdef COMBINED |
1800 | #define thegame lightup |
1801 | #endif |
1802 | |
1803 | const struct game thegame = { |
1804 | "Light Up", "games.lightup", |
1805 | default_params, |
1806 | game_fetch_preset, |
1807 | decode_params, |
1808 | encode_params, |
1809 | free_params, |
1810 | dup_params, |
1811 | TRUE, game_configure, custom_params, |
1812 | validate_params, |
1813 | new_game_desc, |
1814 | validate_desc, |
1815 | new_game, |
1816 | dup_game, |
1817 | free_game, |
1818 | TRUE, solve_game, |
1819 | TRUE, game_text_format, |
1820 | new_ui, |
1821 | free_ui, |
1822 | encode_ui, |
1823 | decode_ui, |
1824 | game_changed_state, |
1825 | interpret_move, |
1826 | execute_move, |
1827 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
1828 | game_colours, |
1829 | game_new_drawstate, |
1830 | game_free_drawstate, |
1831 | game_redraw, |
1832 | game_anim_length, |
1833 | game_flash_length, |
dafd6cf6 |
1834 | TRUE, FALSE, game_print_size, game_print, |
e3478a4b |
1835 | game_wants_statusbar, |
1836 | FALSE, game_timing_state, |
1837 | 0, /* mouse_priorities */ |
1838 | }; |
1839 | |
1840 | /* vim: set shiftwidth=4 tabstop=8: */ |