X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/de60d8bdd0fe4db3c41945e03f997e0a9885d5fa..61072f7be9d1ab83c459ec1eabc0f9503b57fac6:/solo.c diff --git a/solo.c b/solo.c index 3cb050d..4255c02 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. */ /* @@ -67,8 +96,6 @@ int solver_show_working; #include "puzzles.h" -#define max(x,y) ((x)>(y)?(x):(y)) - /* * To save space, I store digits internally as unsigned char. This * imposes a hard limit of 255 on the order of the puzzle. Since @@ -80,12 +107,14 @@ int solver_show_working; typedef unsigned char digit; #define ORDER_MAX 255 -#define TILE_SIZE 32 -#define BORDER 18 +#define PREFERRED_TILE_SIZE 32 +#define TILE_SIZE (ds->tilesize) +#define BORDER (TILE_SIZE / 2) #define FLASH_TIME 0.4F -enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF4 }; +enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF2, SYMM_REF2D, SYMM_REF4, + SYMM_REF4D, SYMM_REF8 }; enum { DIFF_BLOCK, DIFF_SIMPLE, DIFF_INTERSECT, DIFF_SET, DIFF_RECURSIVE, DIFF_AMBIGUOUS, DIFF_IMPOSSIBLE }; @@ -96,6 +125,8 @@ enum { COL_CLUE, COL_USER, COL_HIGHLIGHT, + COL_ERROR, + COL_PENCIL, NCOLOURS }; @@ -106,6 +137,7 @@ 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, cheated; }; @@ -116,7 +148,7 @@ 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; } @@ -141,12 +173,15 @@ 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 } }, +#ifndef SLOW_SYSTEM { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } }, { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE } }, +#endif }; if (i < 0 || i >= lenof(presets)) @@ -158,12 +193,9 @@ 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++; @@ -172,12 +204,22 @@ static game_params *decode_params(char const *string) } while (*string) { if (*string == 'r' || *string == 'm' || *string == 'a') { - int sn, sc; + int sn, sc, sd; sc = *string++; + if (*string == 'd') { + sd = TRUE; + string++; + } else { + sd = FALSE; + } sn = atoi(string); while (*string && isdigit((unsigned char)*string)) string++; + if (sc == 'm' && sn == 8) + ret->symm = SYMM_REF8; if (sc == 'm' && sn == 4) - ret->symm = SYMM_REF4; + ret->symm = sd ? SYMM_REF4D : SYMM_REF4; + if (sc == 'm' && sn == 2) + ret->symm = sd ? SYMM_REF2D : SYMM_REF2; if (sc == 'r' && sn == 4) ret->symm = SYMM_ROT4; if (sc == 'r' && sn == 2) @@ -199,20 +241,32 @@ static game_params *decode_params(char const *string) } 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_REF8: strcat(str, "m8"); break; + case SYMM_REF4: strcat(str, "m4"); break; + case SYMM_REF4D: strcat(str, "md4"); break; + case SYMM_REF2: strcat(str, "m2"); break; + case SYMM_REF2D: strcat(str, "md2"); 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); } @@ -237,7 +291,9 @@ static config_item *game_configure(game_params *params) ret[2].name = "Symmetry"; ret[2].type = C_CHOICES; - ret[2].sval = ":None:2-way rotation:4-way rotation:4-way mirror"; + ret[2].sval = ":None:2-way rotation:4-way rotation:2-way mirror:" + "2-way diagonal mirror:4-way mirror:4-way diagonal mirror:" + "8-way mirror"; ret[2].ival = params->symm; ret[3].name = "Difficulty"; @@ -807,7 +863,12 @@ static int nsolve_intersect(struct nsolve_usage *usage, return ret; } +struct nsolve_scratch { + unsigned char *grid, *rowidx, *colidx, *set; +}; + static int nsolve_set(struct nsolve_usage *usage, + struct nsolve_scratch *scratch, int start, int step1, int step2 #ifdef STANDALONE_SOLVER , char *fmt, ... @@ -816,10 +877,10 @@ static int nsolve_set(struct nsolve_usage *usage, { int c = usage->c, r = usage->r, cr = c*r; int i, j, n, count; - unsigned char *grid = snewn(cr*cr, unsigned char); - unsigned char *rowidx = snewn(cr, unsigned char); - unsigned char *colidx = snewn(cr, unsigned char); - unsigned char *set = snewn(cr, unsigned char); + unsigned char *grid = scratch->grid; + unsigned char *rowidx = scratch->rowidx; + unsigned char *colidx = scratch->colidx; + unsigned char *set = scratch->set; /* * We are passed a cr-by-cr matrix of booleans. Our first job @@ -962,10 +1023,6 @@ static int nsolve_set(struct nsolve_usage *usage, } if (progress) { - sfree(set); - sfree(colidx); - sfree(rowidx); - sfree(grid); return TRUE; } } @@ -984,17 +1041,33 @@ static int nsolve_set(struct nsolve_usage *usage, break; /* done */ } - sfree(set); - sfree(colidx); - sfree(rowidx); - sfree(grid); - return FALSE; } +static struct nsolve_scratch *nsolve_new_scratch(struct nsolve_usage *usage) +{ + struct nsolve_scratch *scratch = snew(struct nsolve_scratch); + int cr = usage->cr; + scratch->grid = snewn(cr*cr, unsigned char); + scratch->rowidx = snewn(cr, unsigned char); + scratch->colidx = snewn(cr, unsigned char); + scratch->set = snewn(cr, unsigned char); + return scratch; +} + +static void nsolve_free_scratch(struct nsolve_scratch *scratch) +{ + sfree(scratch->set); + sfree(scratch->colidx); + sfree(scratch->rowidx); + sfree(scratch->grid); + sfree(scratch); +} + static int nsolve(int c, int r, digit *grid) { struct nsolve_usage *usage; + struct nsolve_scratch *scratch; int cr = c*r; int x, y, n; int diff = DIFF_BLOCK; @@ -1018,6 +1091,8 @@ static int nsolve(int c, int r, digit *grid) memset(usage->col, FALSE, cr * cr); memset(usage->blk, FALSE, cr * cr); + scratch = nsolve_new_scratch(usage); + /* * Place all the clue numbers we are given. */ @@ -1167,7 +1242,7 @@ static int nsolve(int c, int r, digit *grid) */ for (x = 0; x < cr; x += r) for (y = 0; y < r; y++) - if (nsolve_set(usage, cubepos(x,y,1), r*cr, 1 + if (nsolve_set(usage, scratch, cubepos(x,y,1), r*cr, 1 #ifdef STANDALONE_SOLVER , "set elimination, block (%d,%d)", 1+x/r, 1+y #endif @@ -1180,7 +1255,7 @@ static int nsolve(int c, int r, digit *grid) * Row-wise set elimination. */ for (y = 0; y < cr; y++) - if (nsolve_set(usage, cubepos(0,y,1), cr*cr, 1 + if (nsolve_set(usage, scratch, cubepos(0,y,1), cr*cr, 1 #ifdef STANDALONE_SOLVER , "set elimination, row %d", 1+YUNTRANS(y) #endif @@ -1193,7 +1268,7 @@ static int nsolve(int c, int r, digit *grid) * Column-wise set elimination. */ for (x = 0; x < cr; x++) - if (nsolve_set(usage, cubepos(x,0,1), cr, 1 + if (nsolve_set(usage, scratch, cubepos(x,0,1), cr, 1 #ifdef STANDALONE_SOLVER , "set elimination, column %d", 1+x #endif @@ -1209,6 +1284,8 @@ static int nsolve(int c, int r, digit *grid) break; } + nsolve_free_scratch(scratch); + sfree(usage->cube); sfree(usage->row); sfree(usage->col); @@ -1290,67 +1367,55 @@ static int check_valid(int c, int r, digit *grid) return TRUE; } -static void symmetry_limit(game_params *params, int *xlim, int *ylim, int s) -{ - int c = params->c, r = params->r, cr = c*r; - - switch (s) { - case SYMM_NONE: - *xlim = *ylim = cr; - break; - case SYMM_ROT2: - *xlim = (cr+1) / 2; - *ylim = cr; - break; - case SYMM_REF4: - case SYMM_ROT4: - *xlim = *ylim = (cr+1) / 2; - break; - } -} - static int symmetries(game_params *params, int x, int y, int *output, int s) { int c = params->c, r = params->r, cr = c*r; int i = 0; - *output++ = x; - *output++ = y; - i++; +#define ADD(x,y) (*output++ = (x), *output++ = (y), i++) + + ADD(x, y); switch (s) { case SYMM_NONE: break; /* just x,y is all we need */ - case SYMM_REF4: - case SYMM_ROT4: - switch (s) { - case SYMM_REF4: - *output++ = cr - 1 - x; - *output++ = y; - i++; - - *output++ = x; - *output++ = cr - 1 - y; - i++; - break; - case SYMM_ROT4: - *output++ = cr - 1 - y; - *output++ = x; - i++; - - *output++ = y; - *output++ = cr - 1 - x; - i++; - break; - } - /* fall through */ case SYMM_ROT2: - *output++ = cr - 1 - x; - *output++ = cr - 1 - y; - i++; - break; + ADD(cr - 1 - x, cr - 1 - y); + break; + case SYMM_ROT4: + ADD(cr - 1 - y, x); + ADD(y, cr - 1 - x); + ADD(cr - 1 - x, cr - 1 - y); + break; + case SYMM_REF2: + ADD(cr - 1 - x, y); + break; + case SYMM_REF2D: + ADD(y, x); + break; + case SYMM_REF4: + ADD(cr - 1 - x, y); + ADD(x, cr - 1 - y); + ADD(cr - 1 - x, cr - 1 - y); + break; + case SYMM_REF4D: + ADD(y, x); + ADD(cr - 1 - x, cr - 1 - y); + ADD(cr - 1 - y, cr - 1 - x); + break; + case SYMM_REF8: + ADD(cr - 1 - x, y); + ADD(x, cr - 1 - y); + ADD(cr - 1 - x, cr - 1 - y); + ADD(y, x); + ADD(y, cr - 1 - x); + ADD(cr - 1 - y, x); + ADD(cr - 1 - y, cr - 1 - x); + break; } +#undef ADD + return i; } @@ -1359,8 +1424,8 @@ struct game_aux_info { digit *grid; }; -static char *new_game_seed(game_params *params, random_state *rs, - game_aux_info **aux) +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; @@ -1368,9 +1433,9 @@ 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 *symmclasses, nsymmclasses; int maxdiff, recursing; /* @@ -1388,6 +1453,31 @@ static char *new_game_seed(game_params *params, random_state *rs, grid2 = snewn(area, digit); /* + * Find the set of equivalence classes of squares permitted + * by the selected symmetry. We do this by enumerating all + * the grid squares which have no symmetric companion + * sorting lower than themselves. + */ + nsymmclasses = 0; + symmclasses = snewn(cr * cr, int); + { + int x, y; + + for (y = 0; y < cr; y++) + for (x = 0; x < cr; x++) { + int i = y*cr+x; + int j; + + ncoords = symmetries(params, x, y, coords, params->symm); + for (j = 0; j < ncoords; j++) + if (coords[2*j+1]*cr+coords[2*j] < i) + break; + if (j == ncoords) + symmclasses[nsymmclasses++] = i; + } + } + + /* * Loop until we get a grid of the required difficulty. This is * nasty, but it seems to be unpleasantly hard to generate * difficult grids otherwise. @@ -1411,6 +1501,16 @@ static char *new_game_seed(game_params *params, random_state *rs, ai->r = r; ai->grid = snewn(cr * cr, digit); memcpy(ai->grid, grid, cr * cr * sizeof(digit)); + /* + * We might already have written *aux the last time we + * went round this loop, in which case we should free + * the old aux_info before overwriting it with the new + * one. + */ + if (*aux) { + sfree((*aux)->grid); + sfree(*aux); + } *aux = ai; } @@ -1418,7 +1518,6 @@ static char *new_game_seed(game_params *params, random_state *rs, * 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; @@ -1429,13 +1528,15 @@ static char *new_game_seed(game_params *params, random_state *rs, */ nlocs = 0; - for (x = 0; x < xlim; x++) - for (y = 0; y < ylim; y++) - if (grid[y*cr+x]) { - locs[nlocs].x = x; - locs[nlocs].y = y; - nlocs++; - } + for (i = 0; i < nsymmclasses; i++) { + x = symmclasses[i] % cr; + y = symmclasses[i] / cr; + if (grid[y*cr+x]) { + locs[nlocs].x = x; + locs[nlocs].y = y; + nlocs++; + } + } /* * Now shuffle that list. @@ -1500,16 +1601,18 @@ static char *new_game_seed(game_params *params, random_state *rs, sfree(grid2); sfree(locs); + sfree(symmclasses); + /* * 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); @@ -1531,7 +1634,7 @@ 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) @@ -1539,14 +1642,14 @@ 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) @@ -1555,23 +1658,23 @@ static void game_free_aux_info(game_aux_info *aux) 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) @@ -1583,7 +1686,7 @@ 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; @@ -1593,14 +1696,16 @@ 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 = 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); @@ -1611,9 +1716,9 @@ 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"); } @@ -1634,6 +1739,9 @@ 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); @@ -1646,12 +1754,13 @@ 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) +static game_state *solve_game(game_state *state, game_state *currstate, + game_aux_info *ai, char **error) { game_state *ret; int c = state->c, r = state->r, cr = c*r; @@ -1756,6 +1865,11 @@ 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) @@ -1763,6 +1877,7 @@ static game_ui *new_ui(game_state *state) game_ui *ui = snew(game_ui); ui->hx = ui->hy = -1; + ui->hpencil = 0; return ui; } @@ -1772,24 +1887,75 @@ 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 void game_changed_state(game_ui *ui, game_state *oldstate, + game_state *newstate) +{ + int c = newstate->c, r = newstate->r, cr = c*r; + /* + * We prevent pencil-mode highlighting of a filled square. So + * if the user has just filled in a square which we had a + * pencil-mode highlight in (by Undo, or by Redo, or by Solve), + * then we cancel the highlight. + */ + if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil && + newstate->grid[ui->hy * cr + ui->hx] != 0) { + ui->hx = ui->hy = -1; + } +} + +struct game_drawstate { + int started; + int c, r, cr; + int tilesize; + digit *grid; + unsigned char *pencil; + unsigned char *hl; + /* This is scratch space used within a single call to game_redraw. */ + int *entered_items; +}; + +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 == ui->hx && ty == ui->hy) { - ui->hx = ui->hy = -1; - } else { - ui->hx = tx; - ui->hy = ty; - } - return from; /* UI activity occurred */ + if (tx >= 0 && tx < cr && ty >= 0 && ty < cr) { + if (button == LEFT_BUTTON) { + if (from->immutable[ty*cr+tx]) { + ui->hx = ui->hy = -1; + } else if (tx == ui->hx && ty == ui->hy && ui->hpencil == 0) { + ui->hx = ui->hy = -1; + } else { + ui->hx = tx; + ui->hy = ty; + ui->hpencil = 0; + } + return from; /* UI activity occurred */ + } + if (button == RIGHT_BUTTON) { + /* + * Pencil-mode highlighting for non filled squares. + */ + if (from->grid[ty*cr+tx] == 0) { + if (tx == ui->hx && ty == ui->hy && ui->hpencil) { + ui->hx = ui->hy = -1; + } else { + ui->hpencil = 1; + ui->hx = tx; + ui->hy = ty; + } + } else { + ui->hx = ui->hy = -1; + } + return from; /* UI activity occurred */ + } } if (ui->hx != -1 && ui->hy != -1 && @@ -1805,20 +1971,41 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, if (button == ' ') n = 0; + /* + * Can't overwrite this square. In principle this shouldn't + * happen anyway because we should never have even been + * able to highlight the square, but it never hurts to be + * careful. + */ if (from->immutable[ui->hy*cr+ui->hx]) - return NULL; /* can't overwrite this square */ + return NULL; + + /* + * 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 */ } @@ -1830,22 +2017,23 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, * Drawing routines. */ -struct game_drawstate { - int started; - int c, r, cr; - digit *grid; - unsigned char *hl; -}; +#define SIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1) +#define GETTILESIZE(cr, w) ( (w-1) / (cr+1) ) -#define XSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1) -#define YSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1) - -static void game_size(game_params *params, int *x, int *y) +static void game_size(game_params *params, game_drawstate *ds, + int *x, int *y, int expand) { int c = params->c, r = params->r, cr = c*r; + int ts; + + ts = min(GETTILESIZE(cr, *x), GETTILESIZE(cr, *y)); + if (expand) + ds->tilesize = ts; + else + ds->tilesize = min(ts, PREFERRED_TILE_SIZE); - *x = XSIZE(cr); - *y = YSIZE(cr); + *x = SIZE(cr); + *y = SIZE(cr); } static float *game_colours(frontend *fe, game_state *state, int *ncolours) @@ -1870,6 +2058,14 @@ 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_ERROR * 3 + 0] = 1.0F; + ret[COL_ERROR * 3 + 1] = 0.0F; + ret[COL_ERROR * 3 + 2] = 0.0F; + + 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; } @@ -1885,16 +2081,21 @@ 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); - + ds->entered_items = snewn(cr*cr, int); + ds->tilesize = 0; /* not decided yet */ return ds; } static void game_free_drawstate(game_drawstate *ds) { sfree(ds->hl); + sfree(ds->pencil); sfree(ds->grid); + sfree(ds->entered_items); sfree(ds); } @@ -1906,7 +2107,9 @@ 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; @@ -1928,9 +2131,20 @@ 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 & 15) == 1 ? COL_HIGHLIGHT : COL_BACKGROUND); + + /* pencil-mode highlight */ + if ((hl & 15) == 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]) { @@ -1940,7 +2154,45 @@ static void draw_number(frontend *fe, game_drawstate *ds, game_state *state, str[0] += 'a' - ('9'+1); 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); + state->immutable[y*cr+x] ? COL_CLUE : (hl & 16) ? COL_ERROR : COL_USER, str); + } else { + int i, j, npencil; + int pw, ph, pmax, fontsize; + + /* count the pencil marks required */ + for (i = npencil = 0; i < cr; i++) + if (state->pencil[(y*cr+x)*cr+i]) + npencil++; + + /* + * It's not sensible to arrange pencil marks in the same + * layout as the squares within a block, because this leads + * to the font being too small. Instead, we arrange pencil + * marks in the nearest thing we can to a square layout, + * and we adjust the square layout depending on the number + * of pencil marks in the square. + */ + for (pw = 1; pw * pw < npencil; pw++); + if (pw < 3) pw = 3; /* otherwise it just looks _silly_ */ + ph = (npencil + pw - 1) / pw; + if (ph < 2) ph = 2; /* likewise */ + pmax = max(pw, ph); + fontsize = TILE_SIZE/(pmax*(11-pmax)/8); + + for (i = j = 0; i < cr; i++) + if (state->pencil[(y*cr+x)*cr+i]) { + int dx = j % pw, dy = j / pw; + + 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*pw+2), + ty + (4*dy+3) * TILE_SIZE / (4*ph+2), + FONT_VARIABLE, fontsize, + ALIGN_VCENTRE | ALIGN_HCENTRE, COL_PENCIL, str); + j++; + } } unclip(fe); @@ -1948,6 +2200,7 @@ 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; } @@ -1965,7 +2218,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * all games should start by drawing a big * background-colour rectangle covering the whole window. */ - draw_rect(fe, 0, 0, XSIZE(cr), YSIZE(cr), COL_BACKGROUND); + draw_rect(fe, 0, 0, SIZE(cr), SIZE(cr), COL_BACKGROUND); /* * Draw the grid. @@ -1983,15 +2236,47 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } /* + * This array is used to keep track of rows, columns and boxes + * which contain a number more than once. + */ + for (x = 0; x < cr * cr; x++) + ds->entered_items[x] = 0; + for (x = 0; x < cr; x++) + for (y = 0; y < cr; y++) { + digit d = state->grid[y*cr+x]; + if (d) { + int box = (x/r)+(y/c)*c; + ds->entered_items[x*cr+d-1] |= ((ds->entered_items[x*cr+d-1] & 1) << 1) | 1; + ds->entered_items[y*cr+d-1] |= ((ds->entered_items[y*cr+d-1] & 4) << 1) | 4; + ds->entered_items[box*cr+d-1] |= ((ds->entered_items[box*cr+d-1] & 16) << 1) | 16; + } + } + + /* * Draw any numbers which need redrawing. */ 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; + digit d = state->grid[y*cr+x]; + + if (flashtime > 0 && + (flashtime <= FLASH_TIME/3 || + flashtime >= FLASH_TIME*2/3)) + highlight = 1; + + /* Highlight active input areas. */ + if (x == ui->hx && y == ui->hy) + highlight = ui->hpencil ? 2 : 1; + + /* Mark obvious errors (ie, numbers which occur more than once + * in a single row, column, or box). */ + if (d && ((ds->entered_items[x*cr+d-1] & 2) || + (ds->entered_items[y*cr+d-1] & 8) || + (ds->entered_items[((x/r)+(y/c)*c)*cr+d-1] & 32))) + highlight |= 16; + + draw_number(fe, ds, state, x, y, highlight); } } @@ -1999,19 +2284,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * Update the _entire_ grid if necessary. */ if (!ds->started) { - draw_update(fe, 0, 0, XSIZE(cr), YSIZE(cr)); + draw_update(fe, 0, 0, SIZE(cr), SIZE(cr)); ds->started = TRUE; } } 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 && !oldstate->cheated && !newstate->cheated) @@ -2024,6 +2309,11 @@ static int game_wants_statusbar(void) return FALSE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame solo #endif @@ -2038,9 +2328,9 @@ const struct game thegame = { 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, @@ -2048,6 +2338,7 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, + game_changed_state, make_move, game_size, game_colours, @@ -2057,6 +2348,8 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ }; #ifdef STANDALONE_SOLVER @@ -2101,7 +2394,7 @@ 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; @@ -2130,20 +2423,21 @@ 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(NULL, p, desc); if (recurse) { int ret = rsolve(p->c, p->r, s->grid, NULL, 2);