X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/3bcf831ad512f78405d71a6b6037846c738aa8b4..a1d5acfff9de3df31ef5575b2350a6c8973fb2d1:/solo.c diff --git a/solo.c b/solo.c index 87f1e74..f3afb02 100644 --- a/solo.c +++ b/solo.c @@ -3,6 +3,30 @@ * * TODO: * + * - reports from users are that `Trivial'-mode puzzles are still + * rather hard compared to newspapers' easy ones, so some better + * low-end difficulty grading would be nice + * + it's possible that really easy puzzles always have + * _several_ things you can do, so don't make you hunt too + * hard for the one deduction you can currently make + * + it's also possible that easy puzzles require fewer + * cross-eliminations: perhaps there's a higher incidence of + * things you can deduce by looking only at (say) rows, + * rather than things you have to check both rows and columns + * for + * + but really, what I need to do is find some really easy + * puzzles and _play_ them, to see what's actually easy about + * them + * + while I'm revamping this area, filling in the _last_ + * number in a nearly-full row or column should certainly be + * permitted even at the lowest difficulty level. + * + also Owen noticed that `Basic' grids requiring numeric + * elimination are actually very hard, so I wonder if a + * difficulty gradation between that and positional- + * elimination-only might be in order + * + but it's not good to have _too_ many difficulty levels, or + * it'll take too long to randomly generate a given level. + * * - it might still be nice to do some prioritisation on the * removal of numbers from the grid * + one possibility is to try to minimise the maximum number @@ -20,8 +44,13 @@ * click, _or_ you highlight a square and then type. At most * one thing is ever highlighted at a time, so there's no way * to confuse the two. - * + `pencil marks' might be useful for more subtle forms of - * deduction, now we can create puzzles that require them. + * + then again, I don't actually like sudoku.com's interface; + * it's too much like a paint package whereas I prefer to + * think of Solo as a text editor. + * + another PDA-friendly possibility is a drag interface: + * _drag_ numbers from the palette into the grid squares. + * Thought experiments suggest I'd prefer that to the + * sudoku.com approach, but I haven't actually tried it. */ /* @@ -96,6 +125,7 @@ enum { COL_CLUE, COL_USER, COL_HIGHLIGHT, + COL_PENCIL, NCOLOURS }; @@ -106,8 +136,9 @@ struct game_params { struct game_state { int c, r; digit *grid; + unsigned char *pencil; /* c*r*c*r elements */ unsigned char *immutable; /* marks which digits are clues */ - int completed; + int completed, cheated; }; static game_params *default_params(void) @@ -116,7 +147,7 @@ static game_params *default_params(void) ret->c = ret->r = 3; ret->symm = SYMM_ROT2; /* a plausible default */ - ret->diff = DIFF_SIMPLE; /* so is this */ + ret->diff = DIFF_BLOCK; /* so is this */ return ret; } @@ -141,9 +172,11 @@ static int game_fetch_preset(int i, char **name, game_params **params) } presets[] = { { "2x2 Trivial", { 2, 2, SYMM_ROT2, DIFF_BLOCK } }, { "2x3 Basic", { 2, 3, SYMM_ROT2, DIFF_SIMPLE } }, + { "3x3 Trivial", { 3, 3, SYMM_ROT2, DIFF_BLOCK } }, { "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE } }, { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT } }, { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET } }, + { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE } }, { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } }, { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE } }, }; @@ -157,12 +190,9 @@ static int game_fetch_preset(int i, char **name, game_params **params) return TRUE; } -static game_params *decode_params(char const *string) +static void decode_params(game_params *ret, char const *string) { - game_params *ret = default_params(); - ret->c = ret->r = atoi(string); - ret->symm = SYMM_ROT2; while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; @@ -193,23 +223,33 @@ static game_params *decode_params(char const *string) string++, ret->diff = DIFF_INTERSECT; else if (*string == 'a') /* advanced */ string++, ret->diff = DIFF_SET; + else if (*string == 'u') /* unreasonable */ + string++, ret->diff = DIFF_RECURSIVE; } else string++; /* eat unknown character */ } - - return ret; } -static char *encode_params(game_params *params) +static char *encode_params(game_params *params, int full) { char str[80]; - /* - * Symmetry is a game generation preference and hence is left - * out of the encoding. Users can add it back in as they see - * fit. - */ sprintf(str, "%dx%d", params->c, params->r); + if (full) { + switch (params->symm) { + case SYMM_REF4: strcat(str, "m4"); break; + case SYMM_ROT4: strcat(str, "r4"); break; + /* case SYMM_ROT2: strcat(str, "r2"); break; [default] */ + case SYMM_NONE: strcat(str, "a"); break; + } + switch (params->diff) { + /* case DIFF_BLOCK: strcat(str, "dt"); break; [default] */ + case DIFF_SIMPLE: strcat(str, "db"); break; + case DIFF_INTERSECT: strcat(str, "di"); break; + case DIFF_SET: strcat(str, "da"); break; + case DIFF_RECURSIVE: strcat(str, "du"); break; + } + } return dupstr(str); } @@ -239,7 +279,7 @@ static config_item *game_configure(game_params *params) ret[3].name = "Difficulty"; ret[3].type = C_CHOICES; - ret[3].sval = ":Trivial:Basic:Intermediate:Advanced"; + ret[3].sval = ":Trivial:Basic:Intermediate:Advanced:Unreasonable"; ret[3].ival = params->diff; ret[4].name = NULL; @@ -1116,7 +1156,7 @@ static int nsolve(int c, int r, digit *grid) #ifdef STANDALONE_SOLVER , "intersectional analysis," " row %d vs block (%d,%d)", - 1+YUNTRANS(y), 1+x, 1+y%r + 1+YUNTRANS(y), 1+x/r, 1+y%r #endif ) || nsolve_intersect(usage, cubepos(x,y%r,n), r*cr, @@ -1124,7 +1164,7 @@ static int nsolve(int c, int r, digit *grid) #ifdef STANDALONE_SOLVER , "intersectional analysis," " block (%d,%d) vs row %d", - 1+x, 1+y%r, 1+YUNTRANS(y) + 1+x/r, 1+y%r, 1+YUNTRANS(y) #endif ))) { diff = max(diff, DIFF_INTERSECT); @@ -1351,7 +1391,13 @@ static int symmetries(game_params *params, int x, int y, int *output, int s) return i; } -static char *new_game_seed(game_params *params, random_state *rs) +struct game_aux_info { + int c, r; + digit *grid; +}; + +static char *new_game_desc(game_params *params, random_state *rs, + game_aux_info **aux, int interactive) { int c = params->c, r = params->r, cr = c*r; int area = cr*cr; @@ -1359,10 +1405,10 @@ static char *new_game_seed(game_params *params, random_state *rs) struct xy { int x, y; } *locs; int nlocs; int ret; - char *seed; + char *desc; int coords[16], ncoords; int xlim, ylim; - int maxdiff; + int maxdiff, recursing; /* * Adjust the maximum difficulty level to be consistent with @@ -1393,11 +1439,24 @@ static char *new_game_seed(game_params *params, random_state *rs) assert(ret == 1); assert(check_valid(c, r, grid)); + /* + * Save the solved grid in the aux_info. + */ + { + game_aux_info *ai = snew(game_aux_info); + ai->c = c; + ai->r = r; + ai->grid = snewn(cr * cr, digit); + memcpy(ai->grid, grid, cr * cr * sizeof(digit)); + *aux = ai; + } + /* * Now we have a solved grid, start removing things from it * while preserving solubility. */ symmetry_limit(params, &xlim, &ylim, params->symm); + recursing = FALSE; while (1) { int x, y, i, j; @@ -1434,6 +1493,8 @@ static char *new_game_seed(game_params *params, random_state *rs) * nsolve. */ for (i = 0; i < nlocs; i++) { + int ret; + x = locs[i].x; y = locs[i].y; @@ -1442,7 +1503,12 @@ static char *new_game_seed(game_params *params, random_state *rs) for (j = 0; j < ncoords; j++) grid2[coords[2*j+1]*cr+coords[2*j]] = 0; - if (nsolve(c, r, grid2) <= maxdiff) { + if (recursing) + ret = (rsolve(c, r, grid2, NULL, 2) == 1); + else + ret = (nsolve(c, r, grid2) <= maxdiff); + + if (ret) { for (j = 0; j < ncoords; j++) grid[coords[2*j+1]*cr+coords[2*j]] = 0; break; @@ -1451,29 +1517,36 @@ static char *new_game_seed(game_params *params, random_state *rs) if (i == nlocs) { /* - * There was nothing we could remove without destroying - * solvability. + * There was nothing we could remove without + * destroying solvability. If we're trying to + * generate a recursion-only grid and haven't + * switched over to rsolve yet, we now do; + * otherwise we give up. */ - break; + if (maxdiff == DIFF_RECURSIVE && !recursing) { + recursing = TRUE; + } else { + break; + } } } memcpy(grid2, grid, area); - } while (nsolve(c, r, grid2) != maxdiff); + } while (nsolve(c, r, grid2) < maxdiff); sfree(grid2); sfree(locs); /* * Now we have the grid as it will be presented to the user. - * Encode it in a game seed. + * Encode it in a game desc. */ { char *p; int run, i; - seed = snewn(5 * area, char); - p = seed; + desc = snewn(5 * area, char); + p = desc; run = 0; for (i = 0; i <= area; i++) { int n = (i < area ? grid[i] : -1); @@ -1495,7 +1568,7 @@ static char *new_game_seed(game_params *params, random_state *rs) * 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) @@ -1503,33 +1576,39 @@ static char *new_game_seed(game_params *params, random_state *rs) run = 0; } } - assert(p - seed < 5 * area); + assert(p - desc < 5 * area); *p++ = '\0'; - seed = sresize(seed, p - seed, char); + desc = sresize(desc, p - desc, char); } sfree(grid); - return seed; + return desc; +} + +static void game_free_aux_info(game_aux_info *aux) +{ + sfree(aux->grid); + sfree(aux); } -static char *validate_seed(game_params *params, char *seed) +static char *validate_desc(game_params *params, char *desc) { int area = params->r * params->r * params->c * params->c; 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) @@ -1541,7 +1620,7 @@ static char *validate_seed(game_params *params, char *seed) return NULL; } -static game_state *new_game(game_params *params, char *seed) +static game_state *new_game(midend_data *me, game_params *params, char *desc) { game_state *state = snew(game_state); int c = params->c, r = params->r, cr = c*r, area = cr * cr; @@ -1551,14 +1630,16 @@ static game_state *new_game(game_params *params, char *seed) state->r = params->r; state->grid = snewn(area, digit); + state->pencil = snewn(area * cr, unsigned char); + memset(state->pencil, 0, area * cr); state->immutable = snewn(area, unsigned char); memset(state->immutable, FALSE, area); - 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); @@ -1569,9 +1650,9 @@ static game_state *new_game(game_params *params, char *seed) } else if (n > '0' && n <= '9') { assert(i < area); state->immutable[i] = TRUE; - 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"); } @@ -1592,10 +1673,14 @@ static game_state *dup_game(game_state *state) ret->grid = snewn(area, digit); memcpy(ret->grid, state->grid, area); + ret->pencil = snewn(area * cr, unsigned char); + memcpy(ret->pencil, state->pencil, area * cr); + ret->immutable = snewn(area, unsigned char); memcpy(ret->immutable, state->immutable, area); ret->completed = state->completed; + ret->cheated = state->cheated; return ret; } @@ -1603,10 +1688,109 @@ static game_state *dup_game(game_state *state) static void free_game(game_state *state) { sfree(state->immutable); + sfree(state->pencil); sfree(state->grid); sfree(state); } +static game_state *solve_game(game_state *state, game_aux_info *ai, + char **error) +{ + game_state *ret; + int c = state->c, r = state->r, cr = c*r; + int rsolve_ret; + + ret = dup_game(state); + ret->completed = ret->cheated = TRUE; + + /* + * If we already have the solution in the aux_info, save + * ourselves some time. + */ + if (ai) { + + assert(c == ai->c); + assert(r == ai->r); + memcpy(ret->grid, ai->grid, cr * cr * sizeof(digit)); + + } else { + rsolve_ret = rsolve(c, r, ret->grid, NULL, 2); + + if (rsolve_ret != 1) { + free_game(ret); + if (rsolve_ret == 0) + *error = "No solution exists for this puzzle"; + else + *error = "Multiple solutions exist for this puzzle"; + return NULL; + } + } + + return ret; +} + +static char *grid_text_format(int c, int r, digit *grid) +{ + int cr = c*r; + int x, y; + int maxlen; + char *ret, *p; + + /* + * There are cr lines of digits, plus r-1 lines of block + * separators. Each line contains cr digits, cr-1 separating + * spaces, and c-1 two-character block separators. Thus, the + * total length of a line is 2*cr+2*c-3 (not counting the + * newline), and there are cr+r-1 of them. + */ + maxlen = (cr+r-1) * (2*cr+2*c-2); + ret = snewn(maxlen+1, char); + p = ret; + + for (y = 0; y < cr; y++) { + for (x = 0; x < cr; x++) { + int ch = grid[y * cr + x]; + if (ch == 0) + ch = ' '; + else if (ch <= 9) + ch = '0' + ch; + else + ch = 'a' + ch-10; + *p++ = ch; + if (x+1 < cr) { + *p++ = ' '; + if ((x+1) % r == 0) { + *p++ = '|'; + *p++ = ' '; + } + } + } + *p++ = '\n'; + if (y+1 < cr && (y+1) % c == 0) { + for (x = 0; x < cr; x++) { + *p++ = '-'; + if (x+1 < cr) { + *p++ = '-'; + if ((x+1) % r == 0) { + *p++ = '+'; + *p++ = '-'; + } + } + } + *p++ = '\n'; + } + } + + assert(p - ret == maxlen); + *p = '\0'; + return ret; +} + +static char *game_text_format(game_state *state) +{ + return grid_text_format(state->c, state->r, state->grid); +} + struct game_ui { /* * These are the coordinates of the currently highlighted @@ -1615,6 +1799,11 @@ struct game_ui { * enter that number or letter in the grid. */ int hx, hy; + /* + * This indicates whether the current highlight is a + * pencil-mark one or a real one. + */ + int hpencil; }; static game_ui *new_ui(game_state *state) @@ -1622,6 +1811,7 @@ static game_ui *new_ui(game_state *state) game_ui *ui = snew(game_ui); ui->hx = ui->hy = -1; + ui->hpencil = 0; return ui; } @@ -1631,23 +1821,33 @@ static void free_ui(game_ui *ui) sfree(ui); } -static game_state *make_move(game_state *from, game_ui *ui, int x, int y, - int button) +static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, + int x, int y, int button) { int c = from->c, r = from->r, cr = c*r; int tx, ty; game_state *ret; + button &= ~MOD_MASK; + tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1; ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1; - if (tx >= 0 && tx < cr && ty >= 0 && ty < cr && button == LEFT_BUTTON) { + if (tx >= 0 && tx < cr && ty >= 0 && ty < cr && + (button == LEFT_BUTTON || button == RIGHT_BUTTON)) { + /* + * Prevent pencil-mode highlighting of a filled square. + */ + if (button == RIGHT_BUTTON && from->grid[ty*cr+tx]) + return NULL; + if (tx == ui->hx && ty == ui->hy) { ui->hx = ui->hy = -1; } else { ui->hx = tx; ui->hy = ty; } + ui->hpencil = (button == RIGHT_BUTTON); return from; /* UI activity occurred */ } @@ -1667,17 +1867,32 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, if (from->immutable[ui->hy*cr+ui->hx]) return NULL; /* can't overwrite this square */ + /* + * Can't make pencil marks in a filled square. In principle + * this shouldn't happen anyway because we should never + * have even been able to pencil-highlight the square, but + * it never hurts to be careful. + */ + if (ui->hpencil && from->grid[ui->hy*cr+ui->hx]) + return NULL; + ret = dup_game(from); - ret->grid[ui->hy*cr+ui->hx] = n; - ui->hx = ui->hy = -1; + if (ui->hpencil && n > 0) { + int index = (ui->hy*cr+ui->hx) * cr + (n-1); + ret->pencil[index] = !ret->pencil[index]; + } else { + ret->grid[ui->hy*cr+ui->hx] = n; + memset(ret->pencil + (ui->hy*cr+ui->hx)*cr, 0, cr); - /* - * We've made a real change to the grid. Check to see - * if the game has been completed. - */ - if (!ret->completed && check_valid(c, r, ret->grid)) { - ret->completed = TRUE; - } + /* + * We've made a real change to the grid. Check to see + * if the game has been completed. + */ + if (!ret->completed && check_valid(c, r, ret->grid)) { + ret->completed = TRUE; + } + } + ui->hx = ui->hy = -1; return ret; /* made a valid move */ } @@ -1693,6 +1908,7 @@ struct game_drawstate { int started; int c, r, cr; digit *grid; + unsigned char *pencil; unsigned char *hl; }; @@ -1729,6 +1945,10 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_HIGHLIGHT * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1]; ret[COL_HIGHLIGHT * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2]; + ret[COL_PENCIL * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; + ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; + ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; + *ncolours = NCOLOURS; return ret; } @@ -1744,6 +1964,8 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->cr = cr; ds->grid = snewn(cr*cr, digit); memset(ds->grid, 0, cr*cr); + ds->pencil = snewn(cr*cr*cr, digit); + memset(ds->pencil, 0, cr*cr*cr); ds->hl = snewn(cr*cr, unsigned char); memset(ds->hl, 0, cr*cr); @@ -1753,6 +1975,7 @@ static game_drawstate *game_new_drawstate(game_state *state) static void game_free_drawstate(game_drawstate *ds) { sfree(ds->hl); + sfree(ds->pencil); sfree(ds->grid); sfree(ds); } @@ -1765,7 +1988,9 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, int cx, cy, cw, ch; char str[2]; - if (ds->grid[y*cr+x] == state->grid[y*cr+x] && ds->hl[y*cr+x] == hl) + if (ds->grid[y*cr+x] == state->grid[y*cr+x] && + ds->hl[y*cr+x] == hl && + !memcmp(ds->pencil+(y*cr+x)*cr, state->pencil+(y*cr+x)*cr, cr)) return; /* no change required */ tx = BORDER + x * TILE_SIZE + 2; @@ -1787,9 +2012,20 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, clip(fe, cx, cy, cw, ch); - /* background needs erasing? */ - if (ds->grid[y*cr+x] || ds->hl[y*cr+x] != hl) - draw_rect(fe, cx, cy, cw, ch, hl ? COL_HIGHLIGHT : COL_BACKGROUND); + /* background needs erasing */ + draw_rect(fe, cx, cy, cw, ch, hl == 1 ? COL_HIGHLIGHT : COL_BACKGROUND); + + /* pencil-mode highlight */ + if (hl == 2) { + int coords[6]; + coords[0] = cx; + coords[1] = cy; + coords[2] = cx+cw/2; + coords[3] = cy; + coords[4] = cx; + coords[5] = cy+ch/2; + draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); + } /* new number needs drawing? */ if (state->grid[y*cr+x]) { @@ -1800,6 +2036,23 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, draw_text(fe, tx + TILE_SIZE/2, ty + TILE_SIZE/2, FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE, state->immutable[y*cr+x] ? COL_CLUE : COL_USER, str); + } else { + /* pencil marks required? */ + int i, j; + + for (i = j = 0; i < cr; i++) + if (state->pencil[(y*cr+x)*cr+i]) { + int dx = j % r, dy = j / r, crm = max(c, r); + str[1] = '\0'; + str[0] = i + '1'; + if (str[0] > '9') + str[0] += 'a' - ('9'+1); + draw_text(fe, tx + (4*dx+3) * TILE_SIZE / (4*r+2), + ty + (4*dy+3) * TILE_SIZE / (4*c+2), + FONT_VARIABLE, TILE_SIZE/(crm*5/4), + ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str); + j++; + } } unclip(fe); @@ -1807,6 +2060,7 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, draw_update(fe, cx, cy, cw, ch); ds->grid[y*cr+x] = state->grid[y*cr+x]; + memcpy(ds->pencil+(y*cr+x)*cr, state->pencil+(y*cr+x)*cr, cr); ds->hl[y*cr+x] = hl; } @@ -1846,11 +2100,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ for (x = 0; x < cr; x++) { for (y = 0; y < cr; y++) { - draw_number(fe, ds, state, x, y, - (x == ui->hx && y == ui->hy) || - (flashtime > 0 && - (flashtime <= FLASH_TIME/3 || - flashtime >= FLASH_TIME*2/3))); + int highlight = 0; + if (flashtime > 0 && + (flashtime <= FLASH_TIME/3 || + flashtime >= FLASH_TIME*2/3)) + highlight = 1; + if (x == ui->hx && y == ui->hy) + highlight = ui->hpencil ? 2 : 1; + draw_number(fe, ds, state, x, y, highlight); } } @@ -1864,15 +2121,16 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { - if (!oldstate->completed && newstate->completed) + if (!oldstate->completed && newstate->completed && + !oldstate->cheated && !newstate->cheated) return FLASH_TIME; return 0.0F; } @@ -1882,26 +2140,33 @@ static int game_wants_statusbar(void) return FALSE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame solo #endif const struct game thegame = { - "Solo", "games.solo", TRUE, + "Solo", "games.solo", default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, - game_configure, - custom_params, + TRUE, game_configure, custom_params, validate_params, - new_game_seed, - validate_seed, + new_game_desc, + game_free_aux_info, + validate_desc, new_game, dup_game, free_game, + TRUE, solve_game, + TRUE, game_text_format, new_ui, free_ui, make_move, @@ -1913,6 +2178,7 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, }; #ifdef STANDALONE_SOLVER @@ -1957,7 +2223,7 @@ int main(int argc, char **argv) game_params *p; game_state *s; int recurse = TRUE; - char *id = NULL, *seed, *err; + char *id = NULL, *desc, *err; int y, x; int grade = FALSE; @@ -1986,20 +2252,21 @@ int main(int argc, char **argv) return 1; } - seed = strchr(id, ':'); - if (!seed) { + desc = strchr(id, ':'); + if (!desc) { fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); return 1; } - *seed++ = '\0'; + *desc++ = '\0'; - p = decode_params(id); - err = validate_seed(p, seed); + p = default_params(); + decode_params(p, id); + err = validate_desc(p, desc); if (err) { fprintf(stderr, "%s: %s\n", argv[0], err); return 1; } - s = new_game(p, seed); + s = new_game(p, desc); if (recurse) { int ret = rsolve(p->c, p->r, s->grid, NULL, 2); @@ -2035,38 +2302,7 @@ int main(int argc, char **argv) } } - for (y = 0; y < p->c * p->r; y++) { - for (x = 0; x < p->c * p->r; x++) { - int c = s->grid[y * p->c * p->r + x]; - if (c == 0) - c = ' '; - else if (c <= 9) - c = '0' + c; - else - c = 'a' + c-10; - printf("%c", c); - if (x+1 < p->c * p->r) { - if ((x+1) % p->r) - printf(" "); - else - printf(" | "); - } - } - printf("\n"); - if (y+1 < p->c * p->r && (y+1) % p->c == 0) { - for (x = 0; x < p->c * p->r; x++) { - printf("-"); - if (x+1 < p->c * p->r) { - if ((x+1) % p->r) - printf("-"); - else - printf("-+-"); - } - } - printf("\n"); - } - } - printf("\n"); + printf("%s\n", grid_text_format(p->c, p->r, s->grid)); return 0; }