int *grid; /* contains the numbers */
unsigned char *vedge; /* (w+1) x h */
unsigned char *hedge; /* w x (h+1) */
- int completed;
+ int completed, cheated;
};
static game_params *default_params(void)
return ret;
}
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
{
- game_params *ret = default_params();
-
ret->w = ret->h = atoi(string);
- ret->expandfactor = 0.0F;
while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
string++;
ret->expandfactor = atof(string);
}
-
- return ret;
}
-static char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
{
char data[256];
sprintf(data, "%dx%d", params->w, params->h);
+ if (full)
+ sprintf(data + strlen(data), "e%g", params->expandfactor);
return dupstr(data);
}
}
#endif
-static char *new_game_seed(game_params *params, random_state *rs,
+struct game_aux_info {
+ int w, h;
+ unsigned char *vedge; /* (w+1) x h */
+ unsigned char *hedge; /* w x (h+1) */
+};
+
+static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux)
{
int *grid, *numbers;
struct rectlist *list;
int x, y, y2, y2last, yx, run, i;
- char *seed, *p;
+ char *desc, *p;
game_params params2real, *params2 = ¶ms2real;
/*
}
/*
+ * Store the rectangle data in the game_aux_info.
+ */
+ {
+ game_aux_info *ai = snew(game_aux_info);
+
+ ai->w = params->w;
+ ai->h = params->h;
+ ai->vedge = snewn(ai->w * ai->h, unsigned char);
+ ai->hedge = snewn(ai->w * ai->h, unsigned char);
+
+ for (y = 0; y < params->h; y++)
+ for (x = 1; x < params->w; x++) {
+ vedge(ai, x, y) =
+ index(params, grid, x, y) != index(params, grid, x-1, y);
+ }
+ for (y = 1; y < params->h; y++)
+ for (x = 0; x < params->w; x++) {
+ hedge(ai, x, y) =
+ index(params, grid, x, y) != index(params, grid, x, y-1);
+ }
+
+ *aux = ai;
+ }
+
+ /*
* Place numbers.
*/
numbers = snewn(params->w * params->h, int);
display_grid(params, grid, numbers, FALSE);
#endif
- seed = snewn(11 * params->w * params->h, char);
- p = seed;
+ desc = snewn(11 * params->w * params->h, char);
+ p = desc;
run = 0;
for (i = 0; i <= params->w * params->h; i++) {
int n = (i < params->w * params->h ? numbers[i] : -1);
* bottom right, there's no point putting an
* unnecessary _ before or after it.
*/
- if (p > seed && n > 0)
+ if (p > desc && n > 0)
*p++ = '_';
}
if (n > 0)
sfree(grid);
sfree(numbers);
- return seed;
+ return desc;
}
-void game_free_aux_info(game_aux_info *aux)
+static void game_free_aux_info(game_aux_info *ai)
{
- assert(!"Shouldn't happen");
+ sfree(ai->vedge);
+ sfree(ai->hedge);
+ sfree(ai);
}
-static char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
{
int area = params->w * params->h;
int squares = 0;
- while (*seed) {
- int n = *seed++;
+ while (*desc) {
+ int n = *desc++;
if (n >= 'a' && n <= 'z') {
squares += n - 'a' + 1;
} else if (n == '_') {
/* do nothing */;
} else if (n > '0' && n <= '9') {
squares++;
- while (*seed >= '0' && *seed <= '9')
- seed++;
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
} else
- return "Invalid character in game specification";
+ return "Invalid character in game description";
}
if (squares < area)
return NULL;
}
-static game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *desc)
{
game_state *state = snew(game_state);
int x, y, i, area;
state->grid = snewn(area, int);
state->vedge = snewn(area, unsigned char);
state->hedge = snewn(area, unsigned char);
- state->completed = FALSE;
+ state->completed = state->cheated = FALSE;
i = 0;
- while (*seed) {
- int n = *seed++;
+ while (*desc) {
+ int n = *desc++;
if (n >= 'a' && n <= 'z') {
int run = n - 'a' + 1;
assert(i + run <= area);
/* do nothing */;
} else if (n > '0' && n <= '9') {
assert(i < area);
- state->grid[i++] = atoi(seed-1);
- while (*seed >= '0' && *seed <= '9')
- seed++;
+ state->grid[i++] = atoi(desc-1);
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
} else {
assert(!"We can't get here");
}
ret->grid = snewn(state->w * state->h, int);
ret->completed = state->completed;
+ ret->cheated = state->cheated;
memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
sfree(state);
}
+static game_state *solve_game(game_state *state, game_aux_info *ai,
+ char **error)
+{
+ game_state *ret;
+
+ if (!ai) {
+ *error = "Solution not known for this puzzle";
+ return NULL;
+ }
+
+ assert(state->w == ai->w);
+ assert(state->h == ai->h);
+
+ ret = dup_game(state);
+ memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
+ memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
+ ret->cheated = TRUE;
+
+ return ret;
+}
+
static char *game_text_format(game_state *state)
{
char *ret, *p, buf[80];
*/
maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
- ret = snewn(maxlen, char);
+ ret = snewn(maxlen+1, char);
p = ret;
for (y = 0; y <= 2*state->h; y++) {
static float game_flash_length(game_state *oldstate,
game_state *newstate, int dir)
{
- if (!oldstate->completed && newstate->completed)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
dup_params,
TRUE, game_configure, custom_params,
validate_params,
- new_game_seed,
+ new_game_desc,
game_free_aux_info,
- validate_seed,
+ validate_desc,
new_game,
dup_game,
free_game,
+ TRUE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,