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