| 1 | /* |
| 2 | * range.c: implementation of the Nikoli game 'Kurodoko' / 'Kuromasu'. |
| 3 | */ |
| 4 | |
| 5 | /* |
| 6 | * Puzzle rules: the player is given a WxH grid of white squares, some |
| 7 | * of which contain numbers. The goal is to paint some of the squares |
| 8 | * black, such that: |
| 9 | * |
| 10 | * - no cell (err, cell = square) with a number is painted black |
| 11 | * - no black cells have an adjacent (horz/vert) black cell |
| 12 | * - the white cells are all connected (through other white cells) |
| 13 | * - if a cell contains a number n, let h and v be the lengths of the |
| 14 | * maximal horizontal and vertical white sequences containing that |
| 15 | * cell. Then n must equal h + v - 1. |
| 16 | */ |
| 17 | |
| 18 | /* example instance with its encoding: |
| 19 | * |
| 20 | * +--+--+--+--+--+--+--+ |
| 21 | * | | | | | 7| | | |
| 22 | * +--+--+--+--+--+--+--+ |
| 23 | * | 3| | | | | | 8| |
| 24 | * +--+--+--+--+--+--+--+ |
| 25 | * | | | | | | 5| | |
| 26 | * +--+--+--+--+--+--+--+ |
| 27 | * | | | 7| | 7| | | |
| 28 | * +--+--+--+--+--+--+--+ |
| 29 | * | |13| | | | | | |
| 30 | * +--+--+--+--+--+--+--+ |
| 31 | * | 4| | | | | | 8| |
| 32 | * +--+--+--+--+--+--+--+ |
| 33 | * | | | 4| | | | | |
| 34 | * +--+--+--+--+--+--+--+ |
| 35 | * |
| 36 | * 7x7:d7b3e8e5c7a7c13e4d8b4d |
| 37 | */ |
| 38 | |
| 39 | #include <stdio.h> |
| 40 | #include <stdlib.h> |
| 41 | #include <string.h> |
| 42 | #include <assert.h> |
| 43 | #include <ctype.h> |
| 44 | #include <math.h> |
| 45 | |
| 46 | #include "puzzles.h" |
| 47 | |
| 48 | #include <stdarg.h> |
| 49 | |
| 50 | #define setmember(obj, field) ( (obj) . field = field ) |
| 51 | |
| 52 | static char *nfmtstr(int n, char *fmt, ...) { |
| 53 | va_list va; |
| 54 | char *ret = snewn(n+1, char); |
| 55 | va_start(va, fmt); |
| 56 | vsprintf(ret, fmt, va); |
| 57 | va_end(va); |
| 58 | return ret; |
| 59 | } |
| 60 | |
| 61 | #define SWAP(type, lvar1, lvar2) do { \ |
| 62 | type tmp = (lvar1); \ |
| 63 | (lvar1) = (lvar2); \ |
| 64 | (lvar2) = tmp; \ |
| 65 | } while (0) |
| 66 | |
| 67 | /* ---------------------------------------------------------------------- |
| 68 | * Game parameters, presets, states |
| 69 | */ |
| 70 | |
| 71 | typedef signed char puzzle_size; |
| 72 | |
| 73 | struct game_params { |
| 74 | puzzle_size w; |
| 75 | puzzle_size h; |
| 76 | }; |
| 77 | |
| 78 | struct game_state { |
| 79 | struct game_params params; |
| 80 | unsigned int has_cheated: 1; |
| 81 | unsigned int was_solved: 1; |
| 82 | puzzle_size *grid; |
| 83 | }; |
| 84 | |
| 85 | #define DEFAULT_PRESET 0 |
| 86 | static struct game_params range_presets[] = {{9, 6}, {12, 8}, {13, 9}, {16, 11}}; |
| 87 | /* rationale: I want all four combinations of {odd/even, odd/even}, as |
| 88 | * they play out differently with respect to two-way symmetry. I also |
| 89 | * want them to be generated relatively fast yet still be large enough |
| 90 | * to be entertaining for a decent amount of time, and I want them to |
| 91 | * make good use of monitor real estate (the typical screen resolution |
| 92 | * is why I do 13x9 and not 9x13). |
| 93 | */ |
| 94 | |
| 95 | static game_params *default_params(void) |
| 96 | { |
| 97 | game_params *ret = snew(game_params); |
| 98 | *ret = range_presets[DEFAULT_PRESET]; /* structure copy */ |
| 99 | return ret; |
| 100 | } |
| 101 | |
| 102 | static game_params *dup_params(game_params *params) |
| 103 | { |
| 104 | game_params *ret = snew(game_params); |
| 105 | *ret = *params; /* structure copy */ |
| 106 | return ret; |
| 107 | } |
| 108 | |
| 109 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 110 | { |
| 111 | game_params *ret; |
| 112 | |
| 113 | if (i < 0 || i >= lenof(range_presets)) return FALSE; |
| 114 | |
| 115 | ret = default_params(); |
| 116 | *ret = range_presets[i]; /* struct copy */ |
| 117 | *params = ret; |
| 118 | |
| 119 | *name = nfmtstr(40, "%d x %d", range_presets[i].w, range_presets[i].h); |
| 120 | |
| 121 | return TRUE; |
| 122 | } |
| 123 | |
| 124 | static void free_params(game_params *params) |
| 125 | { |
| 126 | sfree(params); |
| 127 | } |
| 128 | |
| 129 | static void decode_params(game_params *params, char const *string) |
| 130 | { |
| 131 | /* FIXME check for puzzle_size overflow and decoding issues */ |
| 132 | params->w = params->h = atoi(string); |
| 133 | while (*string && isdigit((unsigned char) *string)) ++string; |
| 134 | if (*string == 'x') { |
| 135 | string++; |
| 136 | params->h = atoi(string); |
| 137 | while (*string && isdigit((unsigned char)*string)) string++; |
| 138 | } |
| 139 | } |
| 140 | |
| 141 | static char *encode_params(game_params *params, int full) |
| 142 | { |
| 143 | char str[80]; |
| 144 | sprintf(str, "%dx%d", params->w, params->h); |
| 145 | return dupstr(str); |
| 146 | } |
| 147 | |
| 148 | static config_item *game_configure(game_params *params) |
| 149 | { |
| 150 | config_item *ret; |
| 151 | |
| 152 | ret = snewn(3, config_item); |
| 153 | |
| 154 | ret[0].name = "Width"; |
| 155 | ret[0].type = C_STRING; |
| 156 | ret[0].sval = nfmtstr(10, "%d", params->w); |
| 157 | ret[0].ival = 0; |
| 158 | |
| 159 | ret[1].name = "Height"; |
| 160 | ret[1].type = C_STRING; |
| 161 | ret[1].sval = nfmtstr(10, "%d", params->h); |
| 162 | ret[1].ival = 0; |
| 163 | |
| 164 | ret[2].name = NULL; |
| 165 | ret[2].type = C_END; |
| 166 | ret[2].sval = NULL; |
| 167 | ret[2].ival = 0; |
| 168 | |
| 169 | return ret; |
| 170 | } |
| 171 | |
| 172 | static game_params *custom_params(config_item *configuration) |
| 173 | { |
| 174 | game_params *ret = snew(game_params); |
| 175 | ret->w = atoi(configuration[0].sval); |
| 176 | ret->h = atoi(configuration[1].sval); |
| 177 | return ret; |
| 178 | } |
| 179 | |
| 180 | #define memdup(dst, src, n, type) do { \ |
| 181 | dst = snewn(n, type); \ |
| 182 | memcpy(dst, src, n * sizeof (type)); \ |
| 183 | } while (0) |
| 184 | |
| 185 | static game_state *dup_game(game_state *state) |
| 186 | { |
| 187 | game_state *ret = snew(game_state); |
| 188 | int const n = state->params.w * state->params.h; |
| 189 | |
| 190 | *ret = *state; /* structure copy */ |
| 191 | |
| 192 | /* copy the poin_tee_, set a new value of the poin_ter_ */ |
| 193 | memdup(ret->grid, state->grid, n, puzzle_size); |
| 194 | |
| 195 | return ret; |
| 196 | } |
| 197 | |
| 198 | static void free_game(game_state *state) |
| 199 | { |
| 200 | sfree(state->grid); |
| 201 | sfree(state); |
| 202 | } |
| 203 | |
| 204 | |
| 205 | /* ---------------------------------------------------------------------- |
| 206 | * The solver subsystem. |
| 207 | * |
| 208 | * The solver is used for two purposes: |
| 209 | * - To solve puzzles when the user selects `Solve'. |
| 210 | * - To test solubility of a grid as clues are being removed from it |
| 211 | * during the puzzle generation. |
| 212 | * |
| 213 | * It supports the following ways of reasoning: |
| 214 | * |
| 215 | * - A cell adjacent to a black cell must be white. |
| 216 | * |
| 217 | * - If painting a square black would bisect the white regions, that |
| 218 | * square is white (by finding biconnected components' cut points) |
| 219 | * |
| 220 | * - A cell with number n, covering at most k white squares in three |
| 221 | * directions must white-cover n-k squares in the last direction. |
| 222 | * |
| 223 | * - A cell with number n known to cover k squares, if extending the |
| 224 | * cover by one square in a given direction causes the cell to |
| 225 | * cover _more_ than n squares, that extension cell must be black. |
| 226 | * |
| 227 | * (either if the square already covers n, or if it extends into a |
| 228 | * chunk of size > n - k) |
| 229 | * |
| 230 | * - Recursion. Pick any cell and see if this leads to either a |
| 231 | * contradiction or a solution (and then act appropriately). |
| 232 | * |
| 233 | * |
| 234 | * TODO: |
| 235 | * |
| 236 | * (propagation upper limit) |
| 237 | * - If one has two numbers on the same line, the smaller limits the |
| 238 | * larger. Example: in |b|_|_|8|4|_|_|b|, only two _'s can be both |
| 239 | * white and connected to the "8" cell; so that cell will propagate |
| 240 | * at least four cells orthogonally to the displayed line (which is |
| 241 | * better than the current "at least 2"). |
| 242 | * |
| 243 | * (propagation upper limit) |
| 244 | * - cells can't propagate into other cells if doing so exceeds that |
| 245 | * number. Example: in |b|4|.|.|2|b|, at most one _ can be white; |
| 246 | * otherwise, the |2| would have too many reaching white cells. |
| 247 | * |
| 248 | * (propagation lower and upper limit) |
| 249 | * - `Full Combo': in each four directions d_1 ... d_4, find a set of |
| 250 | * possible propagation distances S_1 ... S_4. For each i=1..4, |
| 251 | * for each x in S_i: if not exists (y, z, w) in the other sets |
| 252 | * such that (x+y+z+w+1 == clue value): then remove x from S_i. |
| 253 | * Repeat until this stabilizes. If any cell would contradict |
| 254 | */ |
| 255 | |
| 256 | #define idx(i, j, w) ((i)*(w) + (j)) |
| 257 | #define out_of_bounds(r, c, w, h) \ |
| 258 | ((r) < 0 || (r) >= h || (c) < 0 || (c) >= w) |
| 259 | |
| 260 | typedef struct square { |
| 261 | puzzle_size r, c; |
| 262 | } square; |
| 263 | |
| 264 | enum {BLACK = -2, WHITE, EMPTY}; |
| 265 | /* white is for pencil marks, empty is undecided */ |
| 266 | |
| 267 | static int const dr[4] = {+1, 0, -1, 0}; |
| 268 | static int const dc[4] = { 0, +1, 0, -1}; |
| 269 | static int const cursors[4] = /* must match dr and dc */ |
| 270 | {CURSOR_DOWN, CURSOR_RIGHT, CURSOR_UP, CURSOR_LEFT}; |
| 271 | |
| 272 | typedef struct move { |
| 273 | square square; |
| 274 | unsigned int colour: 1; |
| 275 | } move; |
| 276 | enum {M_BLACK = 0, M_WHITE = 1}; |
| 277 | |
| 278 | typedef move *(reasoning)(game_state *state, |
| 279 | int nclues, |
| 280 | const square *clues, |
| 281 | move *buf); |
| 282 | |
| 283 | static reasoning solver_reasoning_not_too_big; |
| 284 | static reasoning solver_reasoning_adjacency; |
| 285 | static reasoning solver_reasoning_connectedness; |
| 286 | static reasoning solver_reasoning_recursion; |
| 287 | |
| 288 | enum { |
| 289 | DIFF_NOT_TOO_BIG, |
| 290 | DIFF_ADJACENCY, |
| 291 | DIFF_CONNECTEDNESS, |
| 292 | DIFF_RECURSION |
| 293 | }; |
| 294 | |
| 295 | static move *solve_internal(game_state *state, move *base, int diff); |
| 296 | |
| 297 | static char *solve_game(game_state *orig, game_state *curpos, |
| 298 | char *aux, char **error) |
| 299 | { |
| 300 | int const n = orig->params.w * orig->params.h; |
| 301 | move *const base = snewn(n, move); |
| 302 | move *moves = solve_internal(orig, base, DIFF_RECURSION); |
| 303 | |
| 304 | char *ret = NULL; |
| 305 | |
| 306 | if (moves != NULL) { |
| 307 | int const k = moves - base; |
| 308 | char *str = ret = snewn(15*k + 2, char); |
| 309 | char colour[2] = "BW"; |
| 310 | move *it; |
| 311 | *str++ = 'S'; |
| 312 | *str = '\0'; |
| 313 | for (it = base; it < moves; ++it) |
| 314 | str += sprintf(str, "%c,%d,%d", colour[it->colour], |
| 315 | it->square.r, it->square.c); |
| 316 | } else *error = "This puzzle instance contains a contradiction"; |
| 317 | |
| 318 | sfree(base); |
| 319 | return ret; |
| 320 | } |
| 321 | |
| 322 | static square *find_clues(game_state *state, int *ret_nclues); |
| 323 | static move *do_solve(game_state *state, |
| 324 | int nclues, |
| 325 | const square *clues, |
| 326 | move *move_buffer, |
| 327 | int difficulty); |
| 328 | |
| 329 | /* new_game_desc entry point in the solver subsystem */ |
| 330 | static move *solve_internal(game_state *state, move *base, int diff) |
| 331 | { |
| 332 | int nclues; |
| 333 | square *const clues = find_clues(state, &nclues); |
| 334 | game_state *dup = dup_game(state); |
| 335 | move *const moves = do_solve(dup, nclues, clues, base, diff); |
| 336 | free_game(dup); |
| 337 | sfree(clues); |
| 338 | return moves; |
| 339 | } |
| 340 | |
| 341 | static reasoning *const reasonings[] = { |
| 342 | solver_reasoning_not_too_big, |
| 343 | solver_reasoning_adjacency, |
| 344 | solver_reasoning_connectedness, |
| 345 | solver_reasoning_recursion |
| 346 | }; |
| 347 | |
| 348 | static move *do_solve(game_state *state, |
| 349 | int nclues, |
| 350 | const square *clues, |
| 351 | move *move_buffer, |
| 352 | int difficulty) |
| 353 | { |
| 354 | struct move *buf = move_buffer, *oldbuf; |
| 355 | int i; |
| 356 | |
| 357 | do { |
| 358 | oldbuf = buf; |
| 359 | for (i = 0; i < lenof(reasonings) && i <= difficulty; ++i) { |
| 360 | /* only recurse if all else fails */ |
| 361 | if (i == DIFF_RECURSION && buf > oldbuf) continue; |
| 362 | buf = (*reasonings[i])(state, nclues, clues, buf); |
| 363 | if (buf == NULL) return NULL; |
| 364 | } |
| 365 | } while (buf > oldbuf); |
| 366 | |
| 367 | return buf; |
| 368 | } |
| 369 | |
| 370 | #define MASK(n) (1 << ((n) + 2)) |
| 371 | |
| 372 | static int runlength(puzzle_size r, puzzle_size c, |
| 373 | puzzle_size dr, puzzle_size dc, |
| 374 | game_state *state, int colourmask) |
| 375 | { |
| 376 | int const w = state->params.w, h = state->params.h; |
| 377 | int sz = 0; |
| 378 | while (TRUE) { |
| 379 | int cell = idx(r, c, w); |
| 380 | if (out_of_bounds(r, c, w, h)) break; |
| 381 | if (state->grid[cell] > 0) { |
| 382 | if (!(colourmask & ~(MASK(BLACK) | MASK(WHITE) | MASK(EMPTY)))) |
| 383 | break; |
| 384 | } else if (!(MASK(state->grid[cell]) & colourmask)) break; |
| 385 | ++sz; |
| 386 | r += dr; |
| 387 | c += dc; |
| 388 | } |
| 389 | return sz; |
| 390 | } |
| 391 | |
| 392 | static void solver_makemove(puzzle_size r, puzzle_size c, int colour, |
| 393 | game_state *state, move **buffer_ptr) |
| 394 | { |
| 395 | int const cell = idx(r, c, state->params.w); |
| 396 | if (out_of_bounds(r, c, state->params.w, state->params.h)) return; |
| 397 | if (state->grid[cell] != EMPTY) return; |
| 398 | setmember((*buffer_ptr)->square, r); |
| 399 | setmember((*buffer_ptr)->square, c); |
| 400 | setmember(**buffer_ptr, colour); |
| 401 | ++*buffer_ptr; |
| 402 | state->grid[cell] = (colour == M_BLACK ? BLACK : WHITE); |
| 403 | } |
| 404 | |
| 405 | static move *solver_reasoning_adjacency(game_state *state, |
| 406 | int nclues, |
| 407 | const square *clues, |
| 408 | move *buf) |
| 409 | { |
| 410 | int r, c, i; |
| 411 | for (r = 0; r < state->params.h; ++r) |
| 412 | for (c = 0; c < state->params.w; ++c) { |
| 413 | int const cell = idx(r, c, state->params.w); |
| 414 | if (state->grid[cell] != BLACK) continue; |
| 415 | for (i = 0; i < 4; ++i) |
| 416 | solver_makemove(r + dr[i], c + dc[i], M_WHITE, state, &buf); |
| 417 | } |
| 418 | return buf; |
| 419 | } |
| 420 | |
| 421 | enum {NOT_VISITED = -1}; |
| 422 | |
| 423 | static int dfs_biconnect_visit(puzzle_size r, puzzle_size c, |
| 424 | game_state *state, |
| 425 | square *dfs_parent, int *dfs_depth, |
| 426 | move **buf); |
| 427 | |
| 428 | static move *solver_reasoning_connectedness(game_state *state, |
| 429 | int nclues, |
| 430 | const square *clues, |
| 431 | move *buf) |
| 432 | { |
| 433 | int const w = state->params.w, h = state->params.h, n = w * h; |
| 434 | |
| 435 | square *const dfs_parent = snewn(n, square); |
| 436 | int *const dfs_depth = snewn(n, int); |
| 437 | |
| 438 | int i; |
| 439 | for (i = 0; i < n; ++i) { |
| 440 | dfs_parent[i].r = NOT_VISITED; |
| 441 | dfs_depth[i] = -n; |
| 442 | } |
| 443 | |
| 444 | for (i = 0; i < n && state->grid[i] == BLACK; ++i); |
| 445 | |
| 446 | dfs_parent[i].r = i / w; |
| 447 | dfs_parent[i].c = i % w; /* `dfs root`.parent == `dfs root` */ |
| 448 | dfs_depth[i] = 0; |
| 449 | |
| 450 | dfs_biconnect_visit(i / w, i % w, state, dfs_parent, dfs_depth, &buf); |
| 451 | |
| 452 | sfree(dfs_parent); |
| 453 | sfree(dfs_depth); |
| 454 | |
| 455 | return buf; |
| 456 | } |
| 457 | |
| 458 | /* returns the `lowpoint` of (r, c) */ |
| 459 | static int dfs_biconnect_visit(puzzle_size r, puzzle_size c, |
| 460 | game_state *state, |
| 461 | square *dfs_parent, int *dfs_depth, |
| 462 | move **buf) |
| 463 | { |
| 464 | const puzzle_size w = state->params.w, h = state->params.h; |
| 465 | int const i = idx(r, c, w), mydepth = dfs_depth[i]; |
| 466 | int lowpoint = mydepth, j, nchildren = 0; |
| 467 | |
| 468 | for (j = 0; j < 4; ++j) { |
| 469 | const puzzle_size rr = r + dr[j], cc = c + dc[j]; |
| 470 | int const cell = idx(rr, cc, w); |
| 471 | |
| 472 | if (out_of_bounds(rr, cc, w, h)) continue; |
| 473 | if (state->grid[cell] == BLACK) continue; |
| 474 | |
| 475 | if (dfs_parent[cell].r == NOT_VISITED) { |
| 476 | int child_lowpoint; |
| 477 | dfs_parent[cell].r = r; |
| 478 | dfs_parent[cell].c = c; |
| 479 | dfs_depth[cell] = mydepth + 1; |
| 480 | child_lowpoint = dfs_biconnect_visit(rr, cc, state, dfs_parent, |
| 481 | dfs_depth, buf); |
| 482 | |
| 483 | if (child_lowpoint >= mydepth && mydepth > 0) |
| 484 | solver_makemove(r, c, M_WHITE, state, buf); |
| 485 | |
| 486 | lowpoint = min(lowpoint, child_lowpoint); |
| 487 | ++nchildren; |
| 488 | } else if (rr != dfs_parent[i].r || cc != dfs_parent[i].c) { |
| 489 | lowpoint = min(lowpoint, dfs_depth[cell]); |
| 490 | } |
| 491 | } |
| 492 | |
| 493 | if (mydepth == 0 && nchildren >= 2) |
| 494 | solver_makemove(r, c, M_WHITE, state, buf); |
| 495 | |
| 496 | return lowpoint; |
| 497 | } |
| 498 | |
| 499 | static move *solver_reasoning_not_too_big(game_state *state, |
| 500 | int nclues, |
| 501 | const square *clues, |
| 502 | move *buf) |
| 503 | { |
| 504 | int const w = state->params.w, runmasks[4] = { |
| 505 | ~(MASK(BLACK) | MASK(EMPTY)), |
| 506 | MASK(EMPTY), |
| 507 | ~(MASK(BLACK) | MASK(EMPTY)), |
| 508 | ~(MASK(BLACK)) |
| 509 | }; |
| 510 | enum {RUN_WHITE, RUN_EMPTY, RUN_BEYOND, RUN_SPACE}; |
| 511 | |
| 512 | int i, runlengths[4][4]; |
| 513 | |
| 514 | for (i = 0; i < nclues; ++i) { |
| 515 | int j, k, whites, space; |
| 516 | |
| 517 | const puzzle_size row = clues[i].r, col = clues[i].c; |
| 518 | int const clue = state->grid[idx(row, col, w)]; |
| 519 | |
| 520 | for (j = 0; j < 4; ++j) { |
| 521 | puzzle_size r = row + dr[j], c = col + dc[j]; |
| 522 | runlengths[RUN_SPACE][j] = 0; |
| 523 | for (k = 0; k <= RUN_SPACE; ++k) { |
| 524 | int l = runlength(r, c, dr[j], dc[j], state, runmasks[k]); |
| 525 | if (k < RUN_SPACE) { |
| 526 | runlengths[k][j] = l; |
| 527 | r += dr[j] * l; |
| 528 | c += dc[j] * l; |
| 529 | } |
| 530 | runlengths[RUN_SPACE][j] += l; |
| 531 | } |
| 532 | } |
| 533 | |
| 534 | whites = 1; |
| 535 | for (j = 0; j < 4; ++j) whites += runlengths[RUN_WHITE][j]; |
| 536 | |
| 537 | for (j = 0; j < 4; ++j) { |
| 538 | int const delta = 1 + runlengths[RUN_WHITE][j]; |
| 539 | const puzzle_size r = row + delta * dr[j]; |
| 540 | const puzzle_size c = col + delta * dc[j]; |
| 541 | |
| 542 | if (whites == clue) { |
| 543 | solver_makemove(r, c, M_BLACK, state, &buf); |
| 544 | continue; |
| 545 | } |
| 546 | |
| 547 | if (runlengths[RUN_EMPTY][j] == 1 && |
| 548 | whites |
| 549 | + runlengths[RUN_EMPTY][j] |
| 550 | + runlengths[RUN_BEYOND][j] |
| 551 | > clue) { |
| 552 | solver_makemove(r, c, M_BLACK, state, &buf); |
| 553 | continue; |
| 554 | } |
| 555 | |
| 556 | if (whites |
| 557 | + runlengths[RUN_EMPTY][j] |
| 558 | + runlengths[RUN_BEYOND][j] |
| 559 | > clue) { |
| 560 | runlengths[RUN_SPACE][j] = |
| 561 | runlengths[RUN_WHITE][j] + |
| 562 | runlengths[RUN_EMPTY][j] - 1; |
| 563 | |
| 564 | if (runlengths[RUN_EMPTY][j] == 1) |
| 565 | solver_makemove(r, c, M_BLACK, state, &buf); |
| 566 | } |
| 567 | } |
| 568 | |
| 569 | space = 1; |
| 570 | for (j = 0; j < 4; ++j) space += runlengths[RUN_SPACE][j]; |
| 571 | for (j = 0; j < 4; ++j) { |
| 572 | puzzle_size r = row + dr[j], c = col + dc[j]; |
| 573 | |
| 574 | int k = space - runlengths[RUN_SPACE][j]; |
| 575 | if (k >= clue) continue; |
| 576 | |
| 577 | for (; k < clue; ++k, r += dr[j], c += dc[j]) |
| 578 | solver_makemove(r, c, M_WHITE, state, &buf); |
| 579 | } |
| 580 | } |
| 581 | return buf; |
| 582 | } |
| 583 | |
| 584 | static move *solver_reasoning_recursion(game_state *state, |
| 585 | int nclues, |
| 586 | const square *clues, |
| 587 | move *buf) |
| 588 | { |
| 589 | int const w = state->params.w, n = w * state->params.h; |
| 590 | int cell, colour; |
| 591 | |
| 592 | for (cell = 0; cell < n; ++cell) { |
| 593 | int const r = cell / w, c = cell % w; |
| 594 | int i; |
| 595 | game_state *newstate; |
| 596 | move *recursive_result; |
| 597 | |
| 598 | if (state->grid[cell] != EMPTY) continue; |
| 599 | |
| 600 | /* FIXME: add enum alias for smallest and largest (or N) */ |
| 601 | for (colour = M_BLACK; colour <= M_WHITE; ++colour) { |
| 602 | newstate = dup_game(state); |
| 603 | newstate->grid[cell] = colour; |
| 604 | recursive_result = do_solve(newstate, nclues, clues, buf, |
| 605 | DIFF_RECURSION); |
| 606 | free_game(newstate); |
| 607 | if (recursive_result == NULL) { |
| 608 | solver_makemove(r, c, M_BLACK + M_WHITE - colour, state, &buf); |
| 609 | return buf; |
| 610 | } |
| 611 | for (i = 0; i < n && newstate->grid[i] != EMPTY; ++i); |
| 612 | if (i == n) return buf; |
| 613 | } |
| 614 | } |
| 615 | return buf; |
| 616 | } |
| 617 | |
| 618 | static square *find_clues(game_state *state, int *ret_nclues) |
| 619 | { |
| 620 | int r, c, i, nclues = 0; |
| 621 | square *ret = snewn(state->params.w * state->params.h, struct square); |
| 622 | |
| 623 | for (i = r = 0; r < state->params.h; ++r) |
| 624 | for (c = 0; c < state->params.w; ++c, ++i) |
| 625 | if (state->grid[i] > 0) { |
| 626 | ret[nclues].r = r; |
| 627 | ret[nclues].c = c; |
| 628 | ++nclues; |
| 629 | } |
| 630 | |
| 631 | *ret_nclues = nclues; |
| 632 | return sresize(ret, nclues + (nclues == 0), square); |
| 633 | } |
| 634 | |
| 635 | /* ---------------------------------------------------------------------- |
| 636 | * Puzzle generation |
| 637 | * |
| 638 | * Generating kurodoko instances is rather straightforward: |
| 639 | * |
| 640 | * - Start with a white grid and add black squares at randomly chosen |
| 641 | * locations, unless colouring that square black would violate |
| 642 | * either the adjacency or connectedness constraints. |
| 643 | * |
| 644 | * - For each white square, compute the number it would contain if it |
| 645 | * were given as a clue. |
| 646 | * |
| 647 | * - From a starting point of "give _every_ white square as a clue", |
| 648 | * for each white square (in a random order), see if the board is |
| 649 | * solvable when that square is not given as a clue. If not, don't |
| 650 | * give it as a clue, otherwise do. |
| 651 | * |
| 652 | * This never fails, but it's only _almost_ what I do. The real final |
| 653 | * step is this: |
| 654 | * |
| 655 | * - From a starting point of "give _every_ white square as a clue", |
| 656 | * first remove all clues that are two-way rotationally symmetric |
| 657 | * to a black square. If this leaves the puzzle unsolvable, throw |
| 658 | * it out and try again. Otherwise, remove all _pairs_ of clues |
| 659 | * (that are rotationally symmetric) which can be removed without |
| 660 | * rendering the puzzle unsolvable. |
| 661 | * |
| 662 | * This can fail even if one only removes the black and symmetric |
| 663 | * clues; indeed it happens often (avg. once or twice per puzzle) when |
| 664 | * generating 1xN instances. (If you add black cells they must be in |
| 665 | * the end, and if you only add one, it's ambiguous where). |
| 666 | */ |
| 667 | |
| 668 | /* forward declarations of internal calls */ |
| 669 | static void newdesc_choose_black_squares(game_state *state, |
| 670 | const int *shuffle_1toN); |
| 671 | static void newdesc_compute_clues(game_state *state); |
| 672 | static int newdesc_strip_clues(game_state *state, int *shuffle_1toN); |
| 673 | static char *newdesc_encode_game_description(int n, puzzle_size *grid); |
| 674 | |
| 675 | static char *new_game_desc(game_params *params, random_state *rs, |
| 676 | char **aux, int interactive) |
| 677 | { |
| 678 | int const w = params->w, h = params->h, n = w * h; |
| 679 | |
| 680 | puzzle_size *const grid = snewn(n, puzzle_size); |
| 681 | int *const shuffle_1toN = snewn(n, int); |
| 682 | |
| 683 | int i, clues_removed; |
| 684 | |
| 685 | char *encoding; |
| 686 | |
| 687 | game_state state; |
| 688 | state.params = *params; |
| 689 | state.grid = grid; |
| 690 | |
| 691 | interactive = 0; /* I don't need it, I shouldn't use it*/ |
| 692 | |
| 693 | for (i = 0; i < n; ++i) shuffle_1toN[i] = i; |
| 694 | |
| 695 | while (TRUE) { |
| 696 | shuffle(shuffle_1toN, n, sizeof (int), rs); |
| 697 | newdesc_choose_black_squares(&state, shuffle_1toN); |
| 698 | |
| 699 | newdesc_compute_clues(&state); |
| 700 | |
| 701 | shuffle(shuffle_1toN, n, sizeof (int), rs); |
| 702 | clues_removed = newdesc_strip_clues(&state, shuffle_1toN); |
| 703 | |
| 704 | if (clues_removed < 0) continue; else break; |
| 705 | } |
| 706 | |
| 707 | encoding = newdesc_encode_game_description(n, grid); |
| 708 | |
| 709 | sfree(grid); |
| 710 | sfree(shuffle_1toN); |
| 711 | |
| 712 | return encoding; |
| 713 | } |
| 714 | |
| 715 | static int dfs_count_white(game_state *state, int cell); |
| 716 | |
| 717 | static void newdesc_choose_black_squares(game_state *state, |
| 718 | const int *shuffle_1toN) |
| 719 | { |
| 720 | int const w = state->params.w, h = state->params.h, n = w * h; |
| 721 | |
| 722 | int k, any_white_cell, n_black_cells; |
| 723 | |
| 724 | for (k = 0; k < n; ++k) state->grid[k] = WHITE; |
| 725 | |
| 726 | any_white_cell = shuffle_1toN[n - 1]; |
| 727 | n_black_cells = 0; |
| 728 | |
| 729 | /* I like the puzzles that result from n / 3, but maybe this |
| 730 | * could be made a (generation, i.e. non-full) parameter? */ |
| 731 | for (k = 0; k < n / 3; ++k) { |
| 732 | int const i = shuffle_1toN[k], c = i % w, r = i / w; |
| 733 | |
| 734 | int j; |
| 735 | for (j = 0; j < 4; ++j) { |
| 736 | int const rr = r + dr[j], cc = c + dc[j], cell = idx(rr, cc, w); |
| 737 | /* if you're out of bounds, we skip you */ |
| 738 | if (out_of_bounds(rr, cc, w, h)) continue; |
| 739 | if (state->grid[cell] == BLACK) break; /* I can't be black */ |
| 740 | } if (j < 4) continue; /* I have black neighbour: I'm white */ |
| 741 | |
| 742 | state->grid[i] = BLACK; |
| 743 | ++n_black_cells; |
| 744 | |
| 745 | j = dfs_count_white(state, any_white_cell); |
| 746 | if (j + n_black_cells < n) { |
| 747 | state->grid[i] = WHITE; |
| 748 | --n_black_cells; |
| 749 | } |
| 750 | } |
| 751 | } |
| 752 | |
| 753 | static void newdesc_compute_clues(game_state *state) |
| 754 | { |
| 755 | int const w = state->params.w, h = state->params.h; |
| 756 | int r, c; |
| 757 | |
| 758 | for (r = 0; r < h; ++r) { |
| 759 | int run_size = 0, c, cc; |
| 760 | for (c = 0; c <= w; ++c) { |
| 761 | if (c == w || state->grid[idx(r, c, w)] == BLACK) { |
| 762 | for (cc = c - run_size; cc < c; ++cc) |
| 763 | state->grid[idx(r, cc, w)] += run_size; |
| 764 | run_size = 0; |
| 765 | } else ++run_size; |
| 766 | } |
| 767 | } |
| 768 | |
| 769 | for (c = 0; c < w; ++c) { |
| 770 | int run_size = 0, r, rr; |
| 771 | for (r = 0; r <= h; ++r) { |
| 772 | if (r == h || state->grid[idx(r, c, w)] == BLACK) { |
| 773 | for (rr = r - run_size; rr < r; ++rr) |
| 774 | state->grid[idx(rr, c, w)] += run_size; |
| 775 | run_size = 0; |
| 776 | } else ++run_size; |
| 777 | } |
| 778 | } |
| 779 | } |
| 780 | |
| 781 | #define rotate(x) (n - 1 - (x)) |
| 782 | |
| 783 | static int newdesc_strip_clues(game_state *state, int *shuffle_1toN) |
| 784 | { |
| 785 | int const w = state->params.w, n = w * state->params.h; |
| 786 | |
| 787 | move *const move_buffer = snewn(n, move); |
| 788 | move *buf; |
| 789 | game_state *dupstate; |
| 790 | |
| 791 | /* |
| 792 | * do a partition/pivot of shuffle_1toN into three groups: |
| 793 | * (1) squares rotationally-symmetric to (3) |
| 794 | * (2) squares not in (1) or (3) |
| 795 | * (3) black squares |
| 796 | * |
| 797 | * They go from [0, left), [left, right) and [right, n) in |
| 798 | * shuffle_1toN (and from there into state->grid[ ]) |
| 799 | * |
| 800 | * Then, remove clues from the grid one by one in shuffle_1toN |
| 801 | * order, until the solver becomes unhappy. If we didn't remove |
| 802 | * all of (1), return (-1). Else, we're happy. |
| 803 | */ |
| 804 | |
| 805 | /* do the partition */ |
| 806 | int clues_removed, k = 0, left = 0, right = n; |
| 807 | |
| 808 | for (;; ++k) { |
| 809 | while (k < right && state->grid[shuffle_1toN[k]] == BLACK) { |
| 810 | --right; |
| 811 | SWAP(int, shuffle_1toN[right], shuffle_1toN[k]); |
| 812 | assert(state->grid[shuffle_1toN[right]] == BLACK); |
| 813 | } |
| 814 | if (k >= right) break; |
| 815 | assert (k >= left); |
| 816 | if (state->grid[rotate(shuffle_1toN[k])] == BLACK) { |
| 817 | SWAP(int, shuffle_1toN[k], shuffle_1toN[left]); |
| 818 | ++left; |
| 819 | } |
| 820 | assert (state->grid[rotate(shuffle_1toN[k])] != BLACK |
| 821 | || k == left - 1); |
| 822 | } |
| 823 | |
| 824 | for (k = 0; k < left; ++k) { |
| 825 | assert (state->grid[rotate(shuffle_1toN[k])] == BLACK); |
| 826 | state->grid[shuffle_1toN[k]] = EMPTY; |
| 827 | } |
| 828 | for (k = left; k < right; ++k) { |
| 829 | assert (state->grid[rotate(shuffle_1toN[k])] != BLACK); |
| 830 | assert (state->grid[shuffle_1toN[k]] != BLACK); |
| 831 | } |
| 832 | for (k = right; k < n; ++k) { |
| 833 | assert (state->grid[shuffle_1toN[k]] == BLACK); |
| 834 | state->grid[shuffle_1toN[k]] = EMPTY; |
| 835 | } |
| 836 | |
| 837 | clues_removed = (left - 0) + (n - right); |
| 838 | |
| 839 | dupstate = dup_game(state); |
| 840 | buf = solve_internal(dupstate, move_buffer, DIFF_RECURSION - 1); |
| 841 | free_game(dupstate); |
| 842 | if (buf - move_buffer < clues_removed) { |
| 843 | /* branch prediction: I don't think I'll go here */ |
| 844 | clues_removed = -1; |
| 845 | goto ret; |
| 846 | } |
| 847 | |
| 848 | for (k = left; k < right; ++k) { |
| 849 | const int i = shuffle_1toN[k], j = rotate(i); |
| 850 | int const clue = state->grid[i], clue_rot = state->grid[j]; |
| 851 | if (clue == BLACK) continue; |
| 852 | state->grid[i] = state->grid[j] = EMPTY; |
| 853 | dupstate = dup_game(state); |
| 854 | buf = solve_internal(dupstate, move_buffer, DIFF_RECURSION - 1); |
| 855 | free_game(dupstate); |
| 856 | clues_removed += 2 - (i == j); |
| 857 | /* if i is the center square, then i == (j = rotate(i)) |
| 858 | * when i and j are one, removing i and j removes only one */ |
| 859 | if (buf - move_buffer == clues_removed) continue; |
| 860 | /* if the solver is sound, refilling all removed clues means |
| 861 | * we have filled all squares, i.e. solved the puzzle. */ |
| 862 | state->grid[i] = clue; |
| 863 | state->grid[j] = clue_rot; |
| 864 | clues_removed -= 2 - (i == j); |
| 865 | } |
| 866 | |
| 867 | ret: |
| 868 | sfree(move_buffer); |
| 869 | return clues_removed; |
| 870 | } |
| 871 | |
| 872 | static int dfs_count_rec(puzzle_size *grid, int r, int c, int w, int h) |
| 873 | { |
| 874 | int const cell = idx(r, c, w); |
| 875 | if (out_of_bounds(r, c, w, h)) return 0; |
| 876 | if (grid[cell] != WHITE) return 0; |
| 877 | grid[cell] = EMPTY; |
| 878 | return 1 + |
| 879 | dfs_count_rec(grid, r + 0, c + 1, w, h) + |
| 880 | dfs_count_rec(grid, r + 0, c - 1, w, h) + |
| 881 | dfs_count_rec(grid, r + 1, c + 0, w, h) + |
| 882 | dfs_count_rec(grid, r - 1, c + 0, w, h); |
| 883 | } |
| 884 | |
| 885 | static int dfs_count_white(game_state *state, int cell) |
| 886 | { |
| 887 | int const w = state->params.w, h = state->params.h, n = w * h; |
| 888 | int const r = cell / w, c = cell % w; |
| 889 | int i, k = dfs_count_rec(state->grid, r, c, w, h); |
| 890 | for (i = 0; i < n; ++i) |
| 891 | if (state->grid[i] == EMPTY) |
| 892 | state->grid[i] = WHITE; |
| 893 | return k; |
| 894 | } |
| 895 | |
| 896 | static char *validate_params(game_params *params, int full) |
| 897 | { |
| 898 | int const w = params->w, h = params->h; |
| 899 | if (w < 1) return "Error: width is less than 1"; |
| 900 | if (h < 1) return "Error: height is less than 1"; |
| 901 | if (w * h < 1) return "Error: size is less than 1"; |
| 902 | if (w + h - 1 > SCHAR_MAX) return "Error: w + h is too big"; |
| 903 | /* I might be unable to store clues in my puzzle_size *grid; */ |
| 904 | if (full) { |
| 905 | if (w == 2 && h == 2) return "Error: can't create 2x2 puzzles"; |
| 906 | if (w == 1 && h == 2) return "Error: can't create 1x2 puzzles"; |
| 907 | if (w == 2 && h == 1) return "Error: can't create 2x1 puzzles"; |
| 908 | if (w == 1 && h == 1) return "Error: can't create 1x1 puzzles"; |
| 909 | } |
| 910 | return NULL; |
| 911 | } |
| 912 | |
| 913 | /* Definition: a puzzle instance is _good_ if: |
| 914 | * - it has a unique solution |
| 915 | * - the solver can find this solution without using recursion |
| 916 | * - the solution contains at least one black square |
| 917 | * - the clues are 2-way rotationally symmetric |
| 918 | * |
| 919 | * (the idea being: the generator can not output any _bad_ puzzles) |
| 920 | * |
| 921 | * Theorem: validate_params, when full != 0, discards exactly the set |
| 922 | * of parameters for which there are _no_ good puzzle instances. |
| 923 | * |
| 924 | * Proof: it's an immediate consequence of the five lemmas below. |
| 925 | * |
| 926 | * Observation: not only do puzzles on non-tiny grids exist, the |
| 927 | * generator is pretty fast about coming up with them. On my pre-2004 |
| 928 | * desktop box, it generates 100 puzzles on the highest preset (16x11) |
| 929 | * in 8.383 seconds, or <= 0.1 second per puzzle. |
| 930 | * |
| 931 | * ---------------------------------------------------------------------- |
| 932 | * |
| 933 | * Lemma: On a 1x1 grid, there are no good puzzles. |
| 934 | * |
| 935 | * Proof: the one square can't be a clue because at least one square |
| 936 | * is black. But both a white square and a black square satisfy the |
| 937 | * solution criteria, so the puzzle is ambiguous (and hence bad). |
| 938 | * |
| 939 | * Lemma: On a 1x2 grid, there are no good puzzles. |
| 940 | * |
| 941 | * Proof: let's name the squares l and r. Note that there can be at |
| 942 | * most one black square, or adjacency is violated. By assumption at |
| 943 | * least one square is black, so let's call that one l. By clue |
| 944 | * symmetry, neither l nor r can be given as a clue, so the puzzle |
| 945 | * instance is blank and thus ambiguous. |
| 946 | * |
| 947 | * Corollary: On a 2x1 grid, there are no good puzzles. |
| 948 | * Proof: rotate the above proof 90 degrees ;-) |
| 949 | * |
| 950 | * ---------------------------------------------------------------------- |
| 951 | * |
| 952 | * Lemma: On a 2x2 grid, there are no soluble puzzles with 2-way |
| 953 | * rotational symmetric clues and at least one black square. |
| 954 | * |
| 955 | * Proof: Let's name the squares a, b, c, and d, with a and b on the |
| 956 | * top row, a and c in the left column. Let's consider the case where |
| 957 | * a is black. Then no other square can be black: b and c would both |
| 958 | * violate the adjacency constraint; d would disconnect b from c. |
| 959 | * |
| 960 | * So exactly one square is black (and by 4-way rotation symmetry of |
| 961 | * the 2x2 square, it doesn't matter which one, so let's stick to a). |
| 962 | * By 2-way rotational symmetry of the clues and the rule about not |
| 963 | * painting numbers black, neither a nor d can be clues. A blank |
| 964 | * puzzle would be ambiguous, so one of {b, c} is a clue; by symmetry, |
| 965 | * so is the other one. |
| 966 | * |
| 967 | * It is readily seen that their clue value is 2. But "a is black" |
| 968 | * and "d is black" are both valid solutions in this case, so the |
| 969 | * puzzle is ambiguous (and hence bad). |
| 970 | * |
| 971 | * ---------------------------------------------------------------------- |
| 972 | * |
| 973 | * Lemma: On a wxh grid with w, h >= 1 and (w > 2 or h > 2), there is |
| 974 | * at least one good puzzle. |
| 975 | * |
| 976 | * Proof: assume that w > h (otherwise rotate the proof again). Paint |
| 977 | * the top left and bottom right corners black, and fill a clue into |
| 978 | * all the other squares. Present this board to the solver code (or |
| 979 | * player, hypothetically), except with the two black squares as blank |
| 980 | * squares. |
| 981 | * |
| 982 | * For an Nx1 puzzle, observe that every clue is N - 2, and there are |
| 983 | * N - 2 of them in one connected sequence, so the remaining two |
| 984 | * squares can be deduced to be black, which solves the puzzle. |
| 985 | * |
| 986 | * For any other puzzle, let j be a cell in the same row as a black |
| 987 | * cell, but not in the same column (such a cell doesn't exist in 2x3 |
| 988 | * puzzles, but we assume w > h and such cells exist in 3x2 puzzles). |
| 989 | * |
| 990 | * Note that the number of cells in axis parallel `rays' going out |
| 991 | * from j exceeds j's clue value by one. Only one such cell is a |
| 992 | * non-clue, so it must be black. Similarly for the other corner (let |
| 993 | * j' be a cell in the same row as the _other_ black cell, but not in |
| 994 | * the same column as _any_ black cell; repeat this argument at j'). |
| 995 | * |
| 996 | * This fills the grid and satisfies all clues and the adjacency |
| 997 | * constraint and doesn't paint on top of any clues. All that is left |
| 998 | * to see is connectedness. |
| 999 | * |
| 1000 | * Observe that the white cells in each column form a single connected |
| 1001 | * `run', and each column contains a white cell adjacent to a white |
| 1002 | * cell in the column to the right, if that column exists. |
| 1003 | * |
| 1004 | * Thus, any cell in the left-most column can reach any other cell: |
| 1005 | * first go to the target column (by repeatedly going to the cell in |
| 1006 | * your current column that lets you go right, then going right), then |
| 1007 | * go up or down to the desired cell. |
| 1008 | * |
| 1009 | * As reachability is symmetric (in undirected graphs) and transitive, |
| 1010 | * any cell can reach any left-column cell, and from there any other |
| 1011 | * cell. |
| 1012 | */ |
| 1013 | |
| 1014 | /* ---------------------------------------------------------------------- |
| 1015 | * Game encoding and decoding |
| 1016 | */ |
| 1017 | |
| 1018 | #define NDIGITS_BASE '!' |
| 1019 | |
| 1020 | static char *newdesc_encode_game_description(int area, puzzle_size *grid) |
| 1021 | { |
| 1022 | char *desc = NULL; |
| 1023 | int desclen = 0, descsize = 0; |
| 1024 | int run, i; |
| 1025 | |
| 1026 | run = 0; |
| 1027 | for (i = 0; i <= area; i++) { |
| 1028 | int n = (i < area ? grid[i] : -1); |
| 1029 | |
| 1030 | if (!n) |
| 1031 | run++; |
| 1032 | else { |
| 1033 | if (descsize < desclen + 40) { |
| 1034 | descsize = desclen * 3 / 2 + 40; |
| 1035 | desc = sresize(desc, descsize, char); |
| 1036 | } |
| 1037 | if (run) { |
| 1038 | while (run > 0) { |
| 1039 | int c = 'a' - 1 + run; |
| 1040 | if (run > 26) |
| 1041 | c = 'z'; |
| 1042 | desc[desclen++] = c; |
| 1043 | run -= c - ('a' - 1); |
| 1044 | } |
| 1045 | } else { |
| 1046 | /* |
| 1047 | * If there's a number in the very top left or |
| 1048 | * bottom right, there's no point putting an |
| 1049 | * unnecessary _ before or after it. |
| 1050 | */ |
| 1051 | if (desclen > 0 && n > 0) |
| 1052 | desc[desclen++] = '_'; |
| 1053 | } |
| 1054 | if (n > 0) |
| 1055 | desclen += sprintf(desc+desclen, "%d", n); |
| 1056 | run = 0; |
| 1057 | } |
| 1058 | } |
| 1059 | desc[desclen] = '\0'; |
| 1060 | return desc; |
| 1061 | } |
| 1062 | |
| 1063 | static char *validate_desc(game_params *params, char *desc) |
| 1064 | { |
| 1065 | int const n = params->w * params->h; |
| 1066 | int squares = 0; |
| 1067 | int range = params->w + params->h - 1; /* maximum cell value */ |
| 1068 | |
| 1069 | while (*desc && *desc != ',') { |
| 1070 | int c = *desc++; |
| 1071 | if (c >= 'a' && c <= 'z') { |
| 1072 | squares += c - 'a' + 1; |
| 1073 | } else if (c == '_') { |
| 1074 | /* do nothing */; |
| 1075 | } else if (c > '0' && c <= '9') { |
| 1076 | int val = atoi(desc-1); |
| 1077 | if (val < 1 || val > range) |
| 1078 | return "Out-of-range number in game description"; |
| 1079 | squares++; |
| 1080 | while (*desc >= '0' && *desc <= '9') |
| 1081 | desc++; |
| 1082 | } else |
| 1083 | return "Invalid character in game description"; |
| 1084 | } |
| 1085 | |
| 1086 | if (squares < n) |
| 1087 | return "Not enough data to fill grid"; |
| 1088 | |
| 1089 | if (squares > n) |
| 1090 | return "Too much data to fit in grid"; |
| 1091 | |
| 1092 | return NULL; |
| 1093 | } |
| 1094 | |
| 1095 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1096 | { |
| 1097 | int i; |
| 1098 | char *p; |
| 1099 | |
| 1100 | int const n = params->w * params->h; |
| 1101 | game_state *state = snew(game_state); |
| 1102 | |
| 1103 | me = NULL; /* I don't need it, I shouldn't use it */ |
| 1104 | |
| 1105 | state->params = *params; /* structure copy */ |
| 1106 | state->grid = snewn(n, puzzle_size); |
| 1107 | |
| 1108 | p = desc; |
| 1109 | i = 0; |
| 1110 | while (i < n && *p) { |
| 1111 | int c = *p++; |
| 1112 | if (c >= 'a' && c <= 'z') { |
| 1113 | int squares = c - 'a' + 1; |
| 1114 | while (squares--) |
| 1115 | state->grid[i++] = 0; |
| 1116 | } else if (c == '_') { |
| 1117 | /* do nothing */; |
| 1118 | } else if (c > '0' && c <= '9') { |
| 1119 | int val = atoi(p-1); |
| 1120 | assert(val >= 1 && val <= params->w+params->h-1); |
| 1121 | state->grid[i++] = val; |
| 1122 | while (*p >= '0' && *p <= '9') |
| 1123 | p++; |
| 1124 | } |
| 1125 | } |
| 1126 | assert(i == n); |
| 1127 | state->has_cheated = FALSE; |
| 1128 | state->was_solved = FALSE; |
| 1129 | |
| 1130 | return state; |
| 1131 | } |
| 1132 | |
| 1133 | /* ---------------------------------------------------------------------- |
| 1134 | * User interface: ascii |
| 1135 | */ |
| 1136 | |
| 1137 | static int game_can_format_as_text_now(game_params *params) |
| 1138 | { |
| 1139 | return TRUE; |
| 1140 | } |
| 1141 | |
| 1142 | static char *game_text_format(game_state *state) |
| 1143 | { |
| 1144 | int cellsize, r, c, i, w_string, h_string, n_string; |
| 1145 | char *ret, *buf, *gridline; |
| 1146 | |
| 1147 | int const w = state->params.w, h = state->params.h; |
| 1148 | |
| 1149 | cellsize = 0; /* or may be used uninitialized */ |
| 1150 | |
| 1151 | for (c = 0; c < w; ++c) { |
| 1152 | for (r = 1; r < h; ++r) { |
| 1153 | puzzle_size k = state->grid[idx(r, c, w)]; |
| 1154 | int d; |
| 1155 | for (d = 0; k; k /= 10, ++d); |
| 1156 | cellsize = max(cellsize, d); |
| 1157 | } |
| 1158 | } |
| 1159 | |
| 1160 | ++cellsize; |
| 1161 | |
| 1162 | w_string = w * cellsize + 2; /* "|%d|%d|...|\n" */ |
| 1163 | h_string = 2 * h + 1; /* "+--+--+...+\n%s\n+--+--+...+\n" */ |
| 1164 | n_string = w_string * h_string; |
| 1165 | |
| 1166 | gridline = snewn(w_string + 1, char); /* +1: NUL terminator */ |
| 1167 | memset(gridline, '-', w_string); |
| 1168 | for (c = 0; c <= w; ++c) gridline[c * cellsize] = '+'; |
| 1169 | gridline[w_string - 1] = '\n'; |
| 1170 | gridline[w_string - 0] = '\0'; |
| 1171 | |
| 1172 | buf = ret = snewn(n_string + 1, char); /* +1: NUL terminator */ |
| 1173 | for (i = r = 0; r < h; ++r) { |
| 1174 | memcpy(buf, gridline, w_string); |
| 1175 | buf += w_string; |
| 1176 | for (c = 0; c < w; ++c, ++i) { |
| 1177 | char ch; |
| 1178 | switch (state->grid[i]) { |
| 1179 | case BLACK: ch = '#'; break; |
| 1180 | case WHITE: ch = '.'; break; |
| 1181 | case EMPTY: ch = ' '; break; |
| 1182 | default: |
| 1183 | buf += sprintf(buf, "|%*d", cellsize - 1, state->grid[i]); |
| 1184 | continue; |
| 1185 | } |
| 1186 | *buf++ = '|'; |
| 1187 | memset(buf, ch, cellsize - 1); |
| 1188 | buf += cellsize - 1; |
| 1189 | } |
| 1190 | buf += sprintf(buf, "|\n"); |
| 1191 | } |
| 1192 | memcpy(buf, gridline, w_string); |
| 1193 | buf += w_string; |
| 1194 | assert (buf - ret == n_string); |
| 1195 | *buf = '\0'; |
| 1196 | |
| 1197 | sfree(gridline); |
| 1198 | |
| 1199 | return ret; |
| 1200 | } |
| 1201 | |
| 1202 | /* ---------------------------------------------------------------------- |
| 1203 | * User interfaces: interactive |
| 1204 | */ |
| 1205 | |
| 1206 | struct game_ui { |
| 1207 | puzzle_size r, c; /* cursor position */ |
| 1208 | unsigned int cursor_show: 1; |
| 1209 | }; |
| 1210 | |
| 1211 | static game_ui *new_ui(game_state *state) |
| 1212 | { |
| 1213 | struct game_ui *ui = snew(game_ui); |
| 1214 | ui->r = ui->c = 0; |
| 1215 | ui->cursor_show = FALSE; |
| 1216 | return ui; |
| 1217 | } |
| 1218 | |
| 1219 | static void free_ui(game_ui *ui) |
| 1220 | { |
| 1221 | sfree(ui); |
| 1222 | } |
| 1223 | |
| 1224 | static char *encode_ui(game_ui *ui) |
| 1225 | { |
| 1226 | return NULL; |
| 1227 | } |
| 1228 | |
| 1229 | static void decode_ui(game_ui *ui, char *encoding) |
| 1230 | { |
| 1231 | } |
| 1232 | |
| 1233 | typedef struct drawcell { |
| 1234 | puzzle_size value; |
| 1235 | unsigned int error: 1; |
| 1236 | unsigned int cursor: 1; |
| 1237 | unsigned int flash: 1; |
| 1238 | } drawcell; |
| 1239 | |
| 1240 | struct game_drawstate { |
| 1241 | int tilesize; |
| 1242 | drawcell *grid; |
| 1243 | unsigned int started: 1; |
| 1244 | }; |
| 1245 | |
| 1246 | #define TILESIZE (ds->tilesize) |
| 1247 | #define BORDER (TILESIZE / 2) |
| 1248 | #define COORD(x) ((x) * TILESIZE + BORDER) |
| 1249 | #define FROMCOORD(x) (((x) - BORDER) / TILESIZE) |
| 1250 | |
| 1251 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 1252 | int x, int y, int button) |
| 1253 | { |
| 1254 | enum {none, forwards, backwards, hint}; |
| 1255 | int const w = state->params.w, h = state->params.h; |
| 1256 | int r = ui->r, c = ui->c, action = none, cell; |
| 1257 | |
| 1258 | if (IS_CURSOR_SELECT(button) && !ui->cursor_show) return NULL; |
| 1259 | |
| 1260 | if (IS_MOUSE_DOWN(button)) { |
| 1261 | r = FROMCOORD(y + TILESIZE) - 1; /* or (x, y) < TILESIZE) */ |
| 1262 | c = FROMCOORD(x + TILESIZE) - 1; /* are considered inside */ |
| 1263 | if (out_of_bounds(r, c, w, h)) return NULL; |
| 1264 | ui->r = r; |
| 1265 | ui->c = c; |
| 1266 | ui->cursor_show = FALSE; |
| 1267 | } |
| 1268 | |
| 1269 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
| 1270 | /* |
| 1271 | * Utterly awful hack, exactly analogous to the one in Slant, |
| 1272 | * to configure the left and right mouse buttons the opposite |
| 1273 | * way round. |
| 1274 | * |
| 1275 | * The original puzzle submitter thought it would be more |
| 1276 | * useful to have the left button turn an empty square into a |
| 1277 | * dotted one, on the grounds that that was what you did most |
| 1278 | * often; I (SGT) felt instinctively that the left button |
| 1279 | * ought to place black squares and the right button place |
| 1280 | * dots, on the grounds that that was consistent with many |
| 1281 | * other puzzles in which the left button fills in the data |
| 1282 | * used by the solution checker while the right button places |
| 1283 | * pencil marks for the user's convenience. |
| 1284 | * |
| 1285 | * My first beta-player wasn't sure either, so I thought I'd |
| 1286 | * pre-emptively put in a 'configuration' mechanism just in |
| 1287 | * case. |
| 1288 | */ |
| 1289 | { |
| 1290 | static int swap_buttons = -1; |
| 1291 | if (swap_buttons < 0) { |
| 1292 | char *env = getenv("RANGE_SWAP_BUTTONS"); |
| 1293 | swap_buttons = (env && (env[0] == 'y' || env[0] == 'Y')); |
| 1294 | } |
| 1295 | if (swap_buttons) { |
| 1296 | if (button == LEFT_BUTTON) |
| 1297 | button = RIGHT_BUTTON; |
| 1298 | else |
| 1299 | button = LEFT_BUTTON; |
| 1300 | } |
| 1301 | } |
| 1302 | } |
| 1303 | |
| 1304 | switch (button) { |
| 1305 | case CURSOR_SELECT : case LEFT_BUTTON: action = backwards; break; |
| 1306 | case CURSOR_SELECT2: case RIGHT_BUTTON: action = forwards; break; |
| 1307 | case 'h': case 'H' : action = hint; break; |
| 1308 | case CURSOR_UP: case CURSOR_DOWN: |
| 1309 | case CURSOR_LEFT: case CURSOR_RIGHT: |
| 1310 | if (ui->cursor_show) { |
| 1311 | int i; |
| 1312 | for (i = 0; i < 4 && cursors[i] != button; ++i); |
| 1313 | assert (i < 4); |
| 1314 | if (!out_of_bounds(ui->r + dr[i], ui->c + dc[i], w, h)) { |
| 1315 | ui->r += dr[i]; |
| 1316 | ui->c += dc[i]; |
| 1317 | } |
| 1318 | } else ui->cursor_show = TRUE; |
| 1319 | return ""; |
| 1320 | } |
| 1321 | |
| 1322 | if (action == hint) { |
| 1323 | move *end, *buf = snewn(state->params.w * state->params.h, |
| 1324 | struct move); |
| 1325 | char *ret = NULL; |
| 1326 | end = solve_internal(state, buf, DIFF_RECURSION); |
| 1327 | if (end != NULL && end > buf) { |
| 1328 | ret = nfmtstr(40, "%c,%d,%d", |
| 1329 | buf->colour == M_BLACK ? 'B' : 'W', |
| 1330 | buf->square.r, buf->square.c); |
| 1331 | /* We used to set a flag here in the game_ui indicating |
| 1332 | * that the player had used the hint function. I (SGT) |
| 1333 | * retired it, on grounds of consistency with other games |
| 1334 | * (most of these games will still flash to indicate |
| 1335 | * completion if you solved and undid it, so why not if |
| 1336 | * you got a hint?) and because the flash is as much about |
| 1337 | * checking you got it all right than about congratulating |
| 1338 | * you on a job well done. */ |
| 1339 | } |
| 1340 | sfree(buf); |
| 1341 | return ret; |
| 1342 | } |
| 1343 | |
| 1344 | cell = state->grid[idx(r, c, state->params.w)]; |
| 1345 | if (cell > 0) return NULL; |
| 1346 | |
| 1347 | if (action == forwards) switch (cell) { |
| 1348 | case EMPTY: return nfmtstr(40, "W,%d,%d", r, c); |
| 1349 | case WHITE: return nfmtstr(40, "B,%d,%d", r, c); |
| 1350 | case BLACK: return nfmtstr(40, "E,%d,%d", r, c); |
| 1351 | } |
| 1352 | |
| 1353 | else if (action == backwards) switch (cell) { |
| 1354 | case BLACK: return nfmtstr(40, "W,%d,%d", r, c); |
| 1355 | case WHITE: return nfmtstr(40, "E,%d,%d", r, c); |
| 1356 | case EMPTY: return nfmtstr(40, "B,%d,%d", r, c); |
| 1357 | } |
| 1358 | |
| 1359 | return NULL; |
| 1360 | } |
| 1361 | |
| 1362 | static int find_errors(game_state *state, int *report) |
| 1363 | { |
| 1364 | int const w = state->params.w, h = state->params.h, n = w * h; |
| 1365 | |
| 1366 | int r, c, i; |
| 1367 | |
| 1368 | int nblack = 0, any_white_cell = -1; |
| 1369 | game_state *dup = dup_game(state); |
| 1370 | |
| 1371 | for (i = r = 0; r < h; ++r) |
| 1372 | for (c = 0; c < w; ++c, ++i) { |
| 1373 | switch (state->grid[i]) { |
| 1374 | |
| 1375 | case BLACK: |
| 1376 | { |
| 1377 | int j; |
| 1378 | ++nblack; |
| 1379 | for (j = 0; j < 4; ++j) { |
| 1380 | int const rr = r + dr[j], cc = c + dc[j]; |
| 1381 | if (out_of_bounds(rr, cc, w, h)) continue; |
| 1382 | if (state->grid[idx(rr, cc, w)] != BLACK) continue; |
| 1383 | if (!report) goto found_error; |
| 1384 | report[i] = TRUE; |
| 1385 | break; |
| 1386 | } |
| 1387 | } |
| 1388 | break; |
| 1389 | default: |
| 1390 | { |
| 1391 | int j, runs; |
| 1392 | for (runs = 1, j = 0; j < 4; ++j) { |
| 1393 | int const rr = r + dr[j], cc = c + dc[j]; |
| 1394 | runs += runlength(rr, cc, dr[j], dc[j], state, |
| 1395 | ~MASK(BLACK)); |
| 1396 | } |
| 1397 | if (!report) { |
| 1398 | if (runs != state->grid[i]) goto found_error; |
| 1399 | } else if (runs < state->grid[i]) report[i] = TRUE; |
| 1400 | else { |
| 1401 | for (runs = 1, j = 0; j < 4; ++j) { |
| 1402 | int const rr = r + dr[j], cc = c + dc[j]; |
| 1403 | runs += runlength(rr, cc, dr[j], dc[j], state, |
| 1404 | ~(MASK(BLACK) | MASK(EMPTY))); |
| 1405 | } |
| 1406 | if (runs > state->grid[i]) report[i] = TRUE; |
| 1407 | } |
| 1408 | } |
| 1409 | |
| 1410 | /* note: fallthrough _into_ these cases */ |
| 1411 | case EMPTY: |
| 1412 | case WHITE: any_white_cell = i; |
| 1413 | } |
| 1414 | } |
| 1415 | |
| 1416 | for (i = 0; i < n; ++i) if (dup->grid[i] != BLACK) dup->grid[i] = WHITE; |
| 1417 | if (nblack + dfs_count_white(dup, any_white_cell) < n) { |
| 1418 | if (!report) { |
| 1419 | printf("dfs fail at %d\n", any_white_cell); |
| 1420 | goto found_error; |
| 1421 | } |
| 1422 | for (i = 0; i < n; ++i) if (state->grid[i] != BLACK) report[i] = TRUE; |
| 1423 | } |
| 1424 | |
| 1425 | free_game(dup); |
| 1426 | return FALSE; /* if report != NULL, this is ignored */ |
| 1427 | |
| 1428 | found_error: |
| 1429 | free_game(dup); |
| 1430 | return TRUE; |
| 1431 | } |
| 1432 | |
| 1433 | static game_state *execute_move(game_state *state, char *move) |
| 1434 | { |
| 1435 | signed int r, c, value, nchars, ntok; |
| 1436 | signed char what_to_do; |
| 1437 | game_state *ret; |
| 1438 | |
| 1439 | assert (move); |
| 1440 | |
| 1441 | ret = dup_game(state); |
| 1442 | |
| 1443 | if (*move == 'S') { |
| 1444 | ++move; |
| 1445 | ret->has_cheated = ret->was_solved = TRUE; |
| 1446 | } |
| 1447 | |
| 1448 | for (; *move; move += nchars) { |
| 1449 | ntok = sscanf(move, "%c,%d,%d%n", &what_to_do, &r, &c, &nchars); |
| 1450 | if (ntok < 3) goto failure; |
| 1451 | switch (what_to_do) { |
| 1452 | case 'W': value = WHITE; break; |
| 1453 | case 'E': value = EMPTY; break; |
| 1454 | case 'B': value = BLACK; break; |
| 1455 | default: goto failure; |
| 1456 | } |
| 1457 | if (out_of_bounds(r, c, ret->params.w, ret->params.h)) goto failure; |
| 1458 | ret->grid[idx(r, c, ret->params.w)] = value; |
| 1459 | } |
| 1460 | |
| 1461 | if (ret->was_solved == FALSE) |
| 1462 | ret->was_solved = !find_errors(ret, NULL); |
| 1463 | |
| 1464 | return ret; |
| 1465 | |
| 1466 | failure: |
| 1467 | free_game(ret); |
| 1468 | return NULL; |
| 1469 | } |
| 1470 | |
| 1471 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 1472 | game_state *newstate) |
| 1473 | { |
| 1474 | } |
| 1475 | |
| 1476 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 1477 | int dir, game_ui *ui) |
| 1478 | { |
| 1479 | return 0.0F; |
| 1480 | } |
| 1481 | |
| 1482 | #define FLASH_TIME 0.7F |
| 1483 | |
| 1484 | static float game_flash_length(game_state *from, game_state *to, |
| 1485 | int dir, game_ui *ui) |
| 1486 | { |
| 1487 | if (!from->was_solved && to->was_solved && !to->has_cheated) |
| 1488 | return FLASH_TIME; |
| 1489 | return 0.0F; |
| 1490 | } |
| 1491 | |
| 1492 | static int game_status(game_state *state) |
| 1493 | { |
| 1494 | return state->was_solved ? +1 : 0; |
| 1495 | } |
| 1496 | |
| 1497 | /* ---------------------------------------------------------------------- |
| 1498 | * Drawing routines. |
| 1499 | */ |
| 1500 | |
| 1501 | #define PREFERRED_TILE_SIZE 32 |
| 1502 | |
| 1503 | enum { |
| 1504 | COL_BACKGROUND = 0, |
| 1505 | COL_GRID, |
| 1506 | COL_BLACK = COL_GRID, |
| 1507 | COL_TEXT = COL_GRID, |
| 1508 | COL_USER = COL_GRID, |
| 1509 | COL_ERROR, |
| 1510 | COL_LOWLIGHT, |
| 1511 | COL_HIGHLIGHT = COL_ERROR, /* mkhighlight needs it, I don't */ |
| 1512 | COL_CURSOR = COL_LOWLIGHT, |
| 1513 | NCOLOURS |
| 1514 | }; |
| 1515 | |
| 1516 | static void game_compute_size(game_params *params, int tilesize, |
| 1517 | int *x, int *y) |
| 1518 | { |
| 1519 | *x = (1 + params->w) * tilesize; |
| 1520 | *y = (1 + params->h) * tilesize; |
| 1521 | } |
| 1522 | |
| 1523 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1524 | game_params *params, int tilesize) |
| 1525 | { |
| 1526 | ds->tilesize = tilesize; |
| 1527 | } |
| 1528 | |
| 1529 | #define COLOUR(ret, i, r, g, b) \ |
| 1530 | ((ret[3*(i)+0] = (r)), (ret[3*(i)+1] = (g)), (ret[3*(i)+2] = (b))) |
| 1531 | |
| 1532 | static float *game_colours(frontend *fe, int *ncolours) |
| 1533 | { |
| 1534 | float *ret = snewn(3 * NCOLOURS, float); |
| 1535 | |
| 1536 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
| 1537 | COLOUR(ret, COL_GRID, 0.0F, 0.0F, 0.0F); |
| 1538 | COLOUR(ret, COL_ERROR, 1.0F, 0.0F, 0.0F); |
| 1539 | |
| 1540 | *ncolours = NCOLOURS; |
| 1541 | return ret; |
| 1542 | } |
| 1543 | |
| 1544 | static drawcell makecell(puzzle_size value, int error, int cursor, int flash) |
| 1545 | { |
| 1546 | drawcell ret; |
| 1547 | setmember(ret, value); |
| 1548 | setmember(ret, error); |
| 1549 | setmember(ret, cursor); |
| 1550 | setmember(ret, flash); |
| 1551 | return ret; |
| 1552 | } |
| 1553 | |
| 1554 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 1555 | { |
| 1556 | int const w = state->params.w, h = state->params.h, n = w * h; |
| 1557 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1558 | int i; |
| 1559 | |
| 1560 | ds->tilesize = 0; |
| 1561 | ds->started = FALSE; |
| 1562 | |
| 1563 | ds->grid = snewn(n, drawcell); |
| 1564 | for (i = 0; i < n; ++i) |
| 1565 | ds->grid[i] = makecell(w + h, FALSE, FALSE, FALSE); |
| 1566 | |
| 1567 | return ds; |
| 1568 | } |
| 1569 | |
| 1570 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1571 | { |
| 1572 | sfree(ds->grid); |
| 1573 | sfree(ds); |
| 1574 | } |
| 1575 | |
| 1576 | #define cmpmember(a, b, field) ((a) . field == (b) . field) |
| 1577 | |
| 1578 | static int cell_eq(drawcell a, drawcell b) |
| 1579 | { |
| 1580 | return |
| 1581 | cmpmember(a, b, value) && |
| 1582 | cmpmember(a, b, error) && |
| 1583 | cmpmember(a, b, cursor) && |
| 1584 | cmpmember(a, b, flash); |
| 1585 | } |
| 1586 | |
| 1587 | static void draw_cell(drawing *dr, game_drawstate *ds, int r, int c, |
| 1588 | drawcell cell); |
| 1589 | |
| 1590 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1591 | game_state *state, int dir, game_ui *ui, |
| 1592 | float animtime, float flashtime) |
| 1593 | { |
| 1594 | int const w = state->params.w, h = state->params.h, n = w * h; |
| 1595 | int const wpx = (w+1) * ds->tilesize, hpx = (h+1) * ds->tilesize; |
| 1596 | int const flash = ((int) (flashtime * 5 / FLASH_TIME)) % 2; |
| 1597 | |
| 1598 | int r, c, i; |
| 1599 | |
| 1600 | int *errors = snewn(n, int); |
| 1601 | memset(errors, FALSE, n * sizeof (int)); |
| 1602 | find_errors(state, errors); |
| 1603 | |
| 1604 | assert (oldstate == NULL); /* only happens if animating moves */ |
| 1605 | |
| 1606 | if (!ds->started) { |
| 1607 | ds->started = TRUE; |
| 1608 | draw_rect(dr, 0, 0, wpx, hpx, COL_BACKGROUND); |
| 1609 | draw_rect(dr, BORDER-1, BORDER-1, |
| 1610 | ds->tilesize*w+2, ds->tilesize*h+2, COL_GRID); |
| 1611 | draw_update(dr, 0, 0, wpx, hpx); |
| 1612 | } |
| 1613 | |
| 1614 | for (i = r = 0; r < h; ++r) { |
| 1615 | for (c = 0; c < w; ++c, ++i) { |
| 1616 | drawcell cell = makecell(state->grid[i], errors[i], FALSE, flash); |
| 1617 | if (r == ui->r && c == ui->c && ui->cursor_show) |
| 1618 | cell.cursor = TRUE; |
| 1619 | if (!cell_eq(cell, ds->grid[i])) { |
| 1620 | draw_cell(dr, ds, r, c, cell); |
| 1621 | ds->grid[i] = cell; |
| 1622 | } |
| 1623 | } |
| 1624 | } |
| 1625 | |
| 1626 | sfree(errors); |
| 1627 | } |
| 1628 | |
| 1629 | static void draw_cell(drawing *draw, game_drawstate *ds, int r, int c, |
| 1630 | drawcell cell) |
| 1631 | { |
| 1632 | int const ts = ds->tilesize; |
| 1633 | int const y = BORDER + ts * r, x = BORDER + ts * c; |
| 1634 | int const tx = x + (ts / 2), ty = y + (ts / 2); |
| 1635 | int const dotsz = (ds->tilesize + 9) / 10; |
| 1636 | |
| 1637 | int const colour = (cell.value == BLACK ? |
| 1638 | cell.error ? COL_ERROR : COL_BLACK : |
| 1639 | cell.flash || cell.cursor ? |
| 1640 | COL_LOWLIGHT : COL_BACKGROUND); |
| 1641 | |
| 1642 | draw_rect (draw, x, y, ts, ts, colour); |
| 1643 | draw_rect_outline(draw, x, y, ts, ts, COL_GRID); |
| 1644 | |
| 1645 | switch (cell.value) { |
| 1646 | case WHITE: draw_rect(draw, tx - dotsz / 2, ty - dotsz / 2, dotsz, dotsz, |
| 1647 | cell.error ? COL_ERROR : COL_USER); |
| 1648 | case BLACK: break; |
| 1649 | case EMPTY: |
| 1650 | if (cell.error) |
| 1651 | draw_circle(draw, tx, ty, dotsz / 2, COL_ERROR, COL_GRID); |
| 1652 | break; |
| 1653 | default: |
| 1654 | { |
| 1655 | int const colour = (cell.error ? COL_ERROR : COL_GRID); |
| 1656 | char *msg = nfmtstr(10, "%d", cell.value); |
| 1657 | draw_text(draw, tx, ty, FONT_VARIABLE, ts * 3 / 5, |
| 1658 | ALIGN_VCENTRE | ALIGN_HCENTRE, colour, msg); |
| 1659 | sfree(msg); |
| 1660 | } |
| 1661 | } |
| 1662 | |
| 1663 | draw_update(draw, x, y, ts, ts); |
| 1664 | } |
| 1665 | |
| 1666 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1667 | { |
| 1668 | puts("warning: game_timing_state was called (this shouldn't happen)"); |
| 1669 | return FALSE; /* the (non-existing) timer should not be running */ |
| 1670 | } |
| 1671 | |
| 1672 | /* ---------------------------------------------------------------------- |
| 1673 | * User interface: print |
| 1674 | */ |
| 1675 | |
| 1676 | static void game_print_size(game_params *params, float *x, float *y) |
| 1677 | { |
| 1678 | int print_width, print_height; |
| 1679 | game_compute_size(params, 800, &print_width, &print_height); |
| 1680 | *x = print_width / 100.0F; |
| 1681 | *y = print_height / 100.0F; |
| 1682 | } |
| 1683 | |
| 1684 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 1685 | { |
| 1686 | int const w = state->params.w, h = state->params.h; |
| 1687 | game_drawstate ds_obj, *ds = &ds_obj; |
| 1688 | int r, c, i, colour; |
| 1689 | |
| 1690 | ds->tilesize = tilesize; |
| 1691 | |
| 1692 | colour = print_mono_colour(dr, 1); assert(colour == COL_BACKGROUND); |
| 1693 | colour = print_mono_colour(dr, 0); assert(colour == COL_GRID); |
| 1694 | colour = print_mono_colour(dr, 1); assert(colour == COL_ERROR); |
| 1695 | colour = print_mono_colour(dr, 0); assert(colour == COL_LOWLIGHT); |
| 1696 | colour = print_mono_colour(dr, 0); assert(colour == NCOLOURS); |
| 1697 | |
| 1698 | for (i = r = 0; r < h; ++r) |
| 1699 | for (c = 0; c < w; ++c, ++i) |
| 1700 | draw_cell(dr, ds, r, c, |
| 1701 | makecell(state->grid[i], FALSE, FALSE, FALSE)); |
| 1702 | |
| 1703 | print_line_width(dr, 3 * tilesize / 40); |
| 1704 | draw_rect_outline(dr, BORDER, BORDER, w*TILESIZE, h*TILESIZE, COL_GRID); |
| 1705 | } |
| 1706 | |
| 1707 | /* And that's about it ;-) **************************************************/ |
| 1708 | |
| 1709 | #ifdef COMBINED |
| 1710 | #define thegame range |
| 1711 | #endif |
| 1712 | |
| 1713 | struct game const thegame = { |
| 1714 | "Range", "games.range", "range", |
| 1715 | default_params, |
| 1716 | game_fetch_preset, |
| 1717 | decode_params, |
| 1718 | encode_params, |
| 1719 | free_params, |
| 1720 | dup_params, |
| 1721 | TRUE, game_configure, custom_params, |
| 1722 | validate_params, |
| 1723 | new_game_desc, |
| 1724 | validate_desc, |
| 1725 | new_game, |
| 1726 | dup_game, |
| 1727 | free_game, |
| 1728 | TRUE, solve_game, |
| 1729 | TRUE, game_can_format_as_text_now, game_text_format, |
| 1730 | new_ui, |
| 1731 | free_ui, |
| 1732 | encode_ui, |
| 1733 | decode_ui, |
| 1734 | game_changed_state, |
| 1735 | interpret_move, |
| 1736 | execute_move, |
| 1737 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 1738 | game_colours, |
| 1739 | game_new_drawstate, |
| 1740 | game_free_drawstate, |
| 1741 | game_redraw, |
| 1742 | game_anim_length, |
| 1743 | game_flash_length, |
| 1744 | game_status, |
| 1745 | TRUE, FALSE, game_print_size, game_print, |
| 1746 | FALSE, /* wants_statusbar */ |
| 1747 | FALSE, game_timing_state, |
| 1748 | 0, /* flags */ |
| 1749 | }; |