A(Cairo,grid_new_cairo,3,4) \
A(Great-Hexagonal,grid_new_greathexagonal,3,3) \
A(Octagonal,grid_new_octagonal,3,3) \
- A(Kites,grid_new_kites,3,3)
+ A(Kites,grid_new_kites,3,3) \
+ A(Floret,grid_new_floret,1,2) \
+ A(Dodecagonal,grid_new_dodecagonal,2,2) \
+ A(Great-Dodecagonal,grid_new_greatdodecagonal,2,2)
#define GRID_NAME(title,fn,amin,omin) #title,
#define GRID_CONFIG(title,fn,amin,omin) ":" #title
((field) &= ~(1<<(bit)), TRUE) : FALSE)
#define CLUE2CHAR(c) \
- ((c < 0) ? ' ' : c + '0')
+ ((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')
/* ----------------------------------------------------------------------
* General struct manipulation and other straightforward code
{ 5, 4, DIFF_HARD, 5, NULL },
{ 5, 5, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
+ { 3, 3, DIFF_HARD, 8, NULL },
+ { 3, 3, DIFF_HARD, 9, NULL },
+ { 3, 3, DIFF_HARD, 10, NULL },
#else
{ 7, 7, DIFF_EASY, 0, NULL },
{ 10, 10, DIFF_EASY, 0, NULL },
{ 5, 4, DIFF_HARD, 5, NULL },
{ 7, 7, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
+ { 5, 5, DIFF_HARD, 8, NULL },
+ { 5, 4, DIFF_HARD, 9, NULL },
+ { 5, 4, DIFF_HARD, 10, NULL },
#endif
};
g = params->game_grid;
for (; *desc; ++desc) {
- if (*desc >= '0' && *desc <= '9') {
+ if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
count++;
continue;
}
grid *g;
game_state *state = snew(game_state);
game_state *state_new;
+ int count = 0;
params_generate_grid(params);
state->game_grid = g = params->game_grid;
g->refcount++;
* preventing games smaller than 4x4 seems to stop this happening */
do {
add_full_clues(state, rs);
+ if (++count%100 == 0) printf("tried %d times to make a unique board\n", count);
} while (!game_has_unique_soln(state, params->diff));
state_new = remove_clues(state, rs, params->diff);
int i;
game_state *state = snew(game_state);
int empties_to_make = 0;
- int n;
+ int n,n2;
const char *dp = desc;
grid *g;
int num_faces, num_edges;
assert(*dp);
n = *dp - '0';
+ n2 = *dp - 'A' + 10;
if (n >= 0 && n < 10) {
state->clues[i] = n;
+ } else if (n2 >= 10 && n2 < 36) {
+ state->clues[i] = n2;
} else {
n = *dp - 'a' + 1;
assert(n > 0);
* on that. We check this with an assertion, in case someone decides to
* make a grid which has larger faces than this. Note, this algorithm
* could get quite expensive if there are many large faces. */
-#define MAX_FACE_SIZE 8
+#define MAX_FACE_SIZE 12
for (i = 0; i < g->num_faces; i++) {
int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
grid *g = state->game_grid;
grid_face *f = g->faces + i;
int x, y;
- char c[2];
+ char c[3];
- c[0] = CLUE2CHAR(state->clues[i]);
- c[1] = '\0';
+ if (state->clues[i] < 10) {
+ c[0] = CLUE2CHAR(state->clues[i]);
+ c[1] = '\0';
+ } else {
+ sprintf(c, "%d", state->clues[i]);
+ }
face_text_pos(ds, g, f, &x, &y);
draw_text(dr, x, y,
ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c);
}
+static const int loopy_line_redraw_phases[] = {
+ COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE
+};
+#define NPHASES lenof(loopy_line_redraw_phases)
+
static void game_redraw_line(drawing *dr, game_drawstate *ds,
- game_state *state, int i)
+ game_state *state, int i, int phase)
{
grid *g = state->game_grid;
grid_edge *e = g->edges + i;
line_colour = COL_HIGHLIGHT;
else
line_colour = COL_FOREGROUND;
+ if (line_colour != loopy_line_redraw_phases[phase])
+ return;
/* Convert from grid to screen coordinates */
grid_to_screen(ds, g, e->dot1->x, e->dot1->y, &x1, &y1);
grid *g = state->game_grid;
int border = BORDER(ds->tilesize);
- int i;
+ int i, phase;
int flash_changed;
int redraw_everything = FALSE;
for (i = 0; i < g->num_faces; i++)
game_redraw_clue(dr, ds, state, i);
- for (i = 0; i < g->num_edges; i++)
- game_redraw_line(dr, ds, state, i);
+ for (phase = 0; phase < NPHASES; phase++)
+ for (i = 0; i < g->num_edges; i++)
+ game_redraw_line(dr, ds, state, i, phase);
for (i = 0; i < g->num_dots; i++)
game_redraw_dot(dr, ds, state, i);
draw_rect(dr, x, y, w, h, COL_BACKGROUND);
game_redraw_clue(dr, ds, state, faces[i]);
- for (j = 0; j < f->order; j++)
- game_redraw_line(dr, ds, state, f->edges[j] - g->edges);
+ for (phase = 0; phase < NPHASES; phase++)
+ for (j = 0; j < f->order; j++)
+ game_redraw_line(dr, ds, state, f->edges[j] - g->edges,
+ phase);
for (j = 0; j < f->order; j++)
game_redraw_dot(dr, ds, state, f->dots[j] - g->dots);
unclip(dr);
if (e->face2)
game_redraw_clue(dr, ds, state, e->face2 - g->faces);
- game_redraw_line(dr, ds, state, edges[i]);
- for (j = 0; j < e->dot1->order; j++) {
- ee = e->dot1->edges[j];
- if (ee != e)
- game_redraw_line(dr, ds, state, ee - g->edges);
- }
- for (j = 0; j < e->dot2->order; j++) {
- ee = e->dot2->edges[j];
- if (ee != e)
- game_redraw_line(dr, ds, state, ee - g->edges);
- }
+ for (phase = 0; phase < NPHASES; phase++) {
+ game_redraw_line(dr, ds, state, edges[i], phase);
+ for (j = 0; j < e->dot1->order; j++) {
+ ee = e->dot1->edges[j];
+ if (ee != e)
+ game_redraw_line(dr, ds, state, ee - g->edges, phase);
+ }
+ for (j = 0; j < e->dot2->order; j++) {
+ ee = e->dot2->edges[j];
+ if (ee != e)
+ game_redraw_line(dr, ds, state, ee - g->edges, phase);
+ }
+ }
game_redraw_dot(dr, ds, state, e->dot1 - g->dots);
game_redraw_dot(dr, ds, state, e->dot2 - g->dots);