X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/130de411cc2c9177988e016d15dadfe7af09a00a..HEAD:/keen.c diff --git a/keen.c b/keen.c index 5ec7898..5087465 100644 --- a/keen.c +++ b/keen.c @@ -887,13 +887,11 @@ done * suitable for what. */ #define F_ADD 0x01 -#define F_ADD_BAD 0x02 -#define F_SUB 0x04 -#define F_SUB_BAD 0x08 -#define F_MUL 0x10 -#define F_MUL_BAD 0x20 -#define F_DIV 0x40 -#define F_DIV_BAD 0x80 +#define F_SUB 0x02 +#define F_MUL 0x04 +#define F_DIV 0x08 +#define BAD_SHIFT 4 + for (i = 0; i < a; i++) { singletons[i] = 0; j = dsf_canonify(dsf, i); @@ -916,25 +914,23 @@ done v = p + q; if (v > 4 && v < 2*w-2) singletons[j] |= F_ADD; - else - singletons[j] |= F_ADD_BAD; + else + singletons[j] |= F_ADD << BAD_SHIFT; /* - * Multiplication clues: similarly, we prefer clues - * of this type which leave multiple options open. - * We can't rule out all the others, though, because - * there are very very few 2-square multiplication - * clues that _don't_ leave only one option. + * Multiplication clues: above Normal difficulty, we + * prefer (but don't absolutely insist on) clues of + * this type which leave multiple options open. */ v = p * q; n = 0; for (k = 1; k <= w; k++) if (v % k == 0 && v / k <= w && v / k != k) n++; - if (n > 1) + if (n <= 2 && diff > DIFF_NORMAL) + singletons[j] |= F_MUL << BAD_SHIFT; + else singletons[j] |= F_MUL; - else - singletons[j] |= F_MUL_BAD; /* * Subtraction: we completely avoid a difference of @@ -976,11 +972,10 @@ done long clue; int good, bad; switch (k) { - case 0: clue = C_DIV; good = F_DIV; bad = F_DIV_BAD; break; - case 1: clue = C_SUB; good = F_SUB; bad = F_SUB_BAD; break; - case 2: clue = C_MUL; good = F_MUL; bad = F_MUL_BAD; break; - default /* case 3 */ : - clue = C_ADD; good = F_ADD; bad = F_ADD_BAD; break; + case 0: clue = C_DIV; good = F_DIV; break; + case 1: clue = C_SUB; good = F_SUB; break; + case 2: clue = C_MUL; good = F_MUL; break; + default /* case 3 */ : clue = C_ADD; good = F_ADD; break; } for (i = 0; i < a; i++) { @@ -993,9 +988,10 @@ done } if (i == a) { /* didn't find a nice one, use a nasty one */ + bad = good << BAD_SHIFT; for (i = 0; i < a; i++) { j = order[i]; - if (singletons[j] & good) { + if (singletons[j] & bad) { clues[j] = clue; singletons[j] = 0; break; @@ -1010,13 +1006,10 @@ done break; } #undef F_ADD -#undef F_ADD_BAD #undef F_SUB -#undef F_SUB_BAD #undef F_MUL -#undef F_MUL_BAD #undef F_DIV -#undef F_DIV_BAD +#undef BAD_SHIFT /* * Having chosen the clue types, calculate the clue values. @@ -1188,7 +1181,6 @@ static game_state *new_game(midend *me, game_params *params, char *desc) { int w = params->w, a = w*w; game_state *state = snew(game_state); - char *err; const char *p = desc; int i; @@ -1197,7 +1189,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) state->clues->refcount = 1; state->clues->w = w; state->clues->dsf = snew_dsf(a); - err = parse_block_structure(&p, w, state->clues->dsf); + parse_block_structure(&p, w, state->clues->dsf); assert(*p == ','); p++; @@ -1450,11 +1442,12 @@ static int check_errors(game_state *state, long *errors) break; case C_DIV: { - int d1 = cluevals[j], d2 = state->grid[i]; - if (d1 == 0 || d2 == 0) + int d1 = min(cluevals[j], state->grid[i]); + int d2 = max(cluevals[j], state->grid[i]); + if (d1 == 0 || d2 % d1 != 0) cluevals[j] = 0; else - cluevals[j] = d2/d1 + d1/d2;/* one of them is 0 :-) */ + cluevals[j] = d2 / d1; } break; } @@ -1519,7 +1512,7 @@ static int check_errors(game_state *state, long *errors) return errs; } -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, +static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { int w = state->par.w; @@ -2012,6 +2005,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_status(game_state *state) +{ + return state->completed ? +1 : 0; +} + static int game_timing_state(game_state *state, game_ui *ui) { if (state->completed) @@ -2247,6 +2245,10 @@ static void game_print(drawing *dr, game_state *state, int tilesize) FONT_VARIABLE, TILESIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, ink, str); } + + sfree(minus_sign); + sfree(times_sign); + sfree(divide_sign); } #ifdef COMBINED @@ -2284,6 +2286,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, TRUE, FALSE, game_print_size, game_print, FALSE, /* wants_statusbar */ FALSE, game_timing_state,