A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita audio rust zig deno mpris rockbox mpd
at master 2234 lines 66 kB view raw
1/* 2 * filling.c: An implementation of the Nikoli game fillomino. 3 * Copyright (C) 2007 Jonas Kölker. See LICENSE for the license. 4 */ 5 6/* TODO: 7 * 8 * - use a typedef instead of int for numbers on the board 9 * + replace int with something else (signed short?) 10 * - the type should be signed (for -board[i] and -SENTINEL) 11 * - the type should be somewhat big: board[i] = i 12 * - Using shorts gives us 181x181 puzzles as upper bound. 13 * 14 * - in board generation, after having merged regions such that no 15 * more merges are necessary, try splitting (big) regions. 16 * + it seems that smaller regions make for better puzzles; see 17 * for instance the 7x7 puzzle in this file (grep for 7x7:). 18 * 19 * - symmetric hints (solo-style) 20 * + right now that means including _many_ hints, and the puzzles 21 * won't look any nicer. Not worth it (at the moment). 22 * 23 * - make the solver do recursion/backtracking. 24 * + This is for user-submitted puzzles, not for puzzle 25 * generation (on the other hand, never say never). 26 * 27 * - prove that only w=h=2 needs a special case 28 * 29 * - solo-like pencil marks? 30 * 31 * - a user says that the difficulty is unevenly distributed. 32 * + partition into levels? Will they be non-crap? 33 * 34 * - Allow square contents > 9? 35 * + I could use letters for digits (solo does this), but 36 * letters don't have numeric significance (normal people hate 37 * base36), which is relevant here (much more than in solo). 38 * + [click, 1, 0, enter] => [10 in clicked square]? 39 * + How much information is needed to solve? Does one need to 40 * know the algorithm by which the largest number is set? 41 * 42 * - eliminate puzzle instances with done chunks (1's in particular)? 43 * + that's what the qsort call is all about. 44 * + the 1's don't bother me that much. 45 * + but this takes a LONG time (not always possible)? 46 * - this may be affected by solver (lack of) quality. 47 * - weed them out by construction instead of post-cons check 48 * + but that interleaves make_board and new_game_desc: you 49 * have to alternate between changing the board and 50 * changing the hint set (instead of just creating the 51 * board once, then changing the hint set once -> done). 52 * 53 * - use binary search when discovering the minimal sovable point 54 * + profile to show a need (but when the solver gets slower...) 55 * + 7x9 @ .011s, 9x13 @ .075s, 17x13 @ .661s (all avg with n=100) 56 * + but the hints are independent, not linear, so... what? 57 */ 58 59#include <assert.h> 60#include <ctype.h> 61#ifdef NO_TGMATH_H 62# include <math.h> 63#else 64# include <tgmath.h> 65#endif 66#include <stdarg.h> 67#include <stdio.h> 68#include <stdlib.h> 69#include <string.h> 70 71#include "puzzles.h" 72 73static bool verbose; 74 75#ifdef STANDALONE_SOLVER 76#define printv if (!verbose); else printf 77#else 78#define printv(...) 79#endif 80 81/***************************************************************************** 82 * GAME CONFIGURATION AND PARAMETERS * 83 *****************************************************************************/ 84 85struct game_params { 86 int w, h; 87}; 88 89struct shared_state { 90 struct game_params params; 91 int *clues; 92 int refcnt; 93}; 94 95struct game_state { 96 int *board; 97 struct shared_state *shared; 98 bool completed, cheated; 99}; 100 101static const struct game_params filling_defaults[3] = { 102 {9, 7}, {13, 9}, {17, 13} 103}; 104 105static game_params *default_params(void) 106{ 107 game_params *ret = snew(game_params); 108 109 *ret = filling_defaults[1]; /* struct copy */ 110 111 return ret; 112} 113 114static bool game_fetch_preset(int i, char **name, game_params **params) 115{ 116 char buf[64]; 117 118 if (i < 0 || i >= lenof(filling_defaults)) return false; 119 *params = snew(game_params); 120 **params = filling_defaults[i]; /* struct copy */ 121 sprintf(buf, "%dx%d", filling_defaults[i].w, filling_defaults[i].h); 122 *name = dupstr(buf); 123 124 return true; 125} 126 127static void free_params(game_params *params) 128{ 129 sfree(params); 130} 131 132static game_params *dup_params(const game_params *params) 133{ 134 game_params *ret = snew(game_params); 135 *ret = *params; /* struct copy */ 136 return ret; 137} 138 139static void decode_params(game_params *ret, char const *string) 140{ 141 ret->w = ret->h = atoi(string); 142 while (*string && isdigit((unsigned char) *string)) ++string; 143 if (*string == 'x') ret->h = atoi(++string); 144} 145 146static char *encode_params(const game_params *params, bool full) 147{ 148 char buf[64]; 149 sprintf(buf, "%dx%d", params->w, params->h); 150 return dupstr(buf); 151} 152 153static config_item *game_configure(const game_params *params) 154{ 155 config_item *ret; 156 char buf[64]; 157 158 ret = snewn(3, config_item); 159 160 ret[0].name = "Width"; 161 ret[0].type = C_STRING; 162 sprintf(buf, "%d", params->w); 163 ret[0].u.string.sval = dupstr(buf); 164 165 ret[1].name = "Height"; 166 ret[1].type = C_STRING; 167 sprintf(buf, "%d", params->h); 168 ret[1].u.string.sval = dupstr(buf); 169 170 ret[2].name = NULL; 171 ret[2].type = C_END; 172 173 return ret; 174} 175 176static game_params *custom_params(const config_item *cfg) 177{ 178 game_params *ret = snew(game_params); 179 180 ret->w = atoi(cfg[0].u.string.sval); 181 ret->h = atoi(cfg[1].u.string.sval); 182 183 return ret; 184} 185 186static const char *validate_params(const game_params *params, bool full) 187{ 188 if (params->w < 1) return "Width must be at least one"; 189 if (params->h < 1) return "Height must be at least one"; 190 if (params->w > INT_MAX / params->h) 191 return "Width times height must not be unreasonably large"; 192 193 return NULL; 194} 195 196/***************************************************************************** 197 * STRINGIFICATION OF GAME STATE * 198 *****************************************************************************/ 199 200#define EMPTY 0 201 202/* Example of plaintext rendering: 203 * +---+---+---+---+---+---+---+ 204 * | 6 | | | 2 | | | 2 | 205 * +---+---+---+---+---+---+---+ 206 * | | 3 | | 6 | | 3 | | 207 * +---+---+---+---+---+---+---+ 208 * | 3 | | | | | | 1 | 209 * +---+---+---+---+---+---+---+ 210 * | | 2 | 3 | | 4 | 2 | | 211 * +---+---+---+---+---+---+---+ 212 * | 2 | | | | | | 3 | 213 * +---+---+---+---+---+---+---+ 214 * | | 5 | | 1 | | 4 | | 215 * +---+---+---+---+---+---+---+ 216 * | 4 | | | 3 | | | 3 | 217 * +---+---+---+---+---+---+---+ 218 * 219 * This puzzle instance is taken from the nikoli website 220 * Encoded (unsolved and solved), the strings are these: 221 * 7x7:6002002030603030000010230420200000305010404003003 222 * 7x7:6662232336663232331311235422255544325413434443313 223 */ 224static char *board_to_string(int *board, int w, int h) { 225 const int sz = w * h; 226 const int chw = (4*w + 2); /* +2 for trailing '+' and '\n' */ 227 const int chh = (2*h + 1); /* +1: n fence segments, n+1 posts */ 228 const int chlen = chw * chh; 229 char *repr = snewn(chlen + 1, char); 230 int i; 231 232 assert(board); 233 234 /* build the first line ("^(\+---){n}\+$") */ 235 for (i = 0; i < w; ++i) { 236 repr[4*i + 0] = '+'; 237 repr[4*i + 1] = '-'; 238 repr[4*i + 2] = '-'; 239 repr[4*i + 3] = '-'; 240 } 241 repr[4*i + 0] = '+'; 242 repr[4*i + 1] = '\n'; 243 244 /* ... and copy it onto the odd-numbered lines */ 245 for (i = 0; i < h; ++i) memcpy(repr + (2*i + 2) * chw, repr, chw); 246 247 /* build the second line ("^(\|\t){n}\|$") */ 248 for (i = 0; i < w; ++i) { 249 repr[chw + 4*i + 0] = '|'; 250 repr[chw + 4*i + 1] = ' '; 251 repr[chw + 4*i + 2] = ' '; 252 repr[chw + 4*i + 3] = ' '; 253 } 254 repr[chw + 4*i + 0] = '|'; 255 repr[chw + 4*i + 1] = '\n'; 256 257 /* ... and copy it onto the even-numbered lines */ 258 for (i = 1; i < h; ++i) memcpy(repr + (2*i + 1) * chw, repr + chw, chw); 259 260 /* fill in the numbers */ 261 for (i = 0; i < sz; ++i) { 262 const int x = i % w; 263 const int y = i / w; 264 if (board[i] == EMPTY) continue; 265 repr[chw*(2*y + 1) + (4*x + 2)] = board[i] + '0'; 266 } 267 268 repr[chlen] = '\0'; 269 return repr; 270} 271 272static bool game_can_format_as_text_now(const game_params *params) 273{ 274 return true; 275} 276 277static char *game_text_format(const game_state *state) 278{ 279 const int w = state->shared->params.w; 280 const int h = state->shared->params.h; 281 return board_to_string(state->board, w, h); 282} 283 284/***************************************************************************** 285 * GAME GENERATION AND SOLVER * 286 *****************************************************************************/ 287 288static const int dx[4] = {-1, 1, 0, 0}; 289static const int dy[4] = {0, 0, -1, 1}; 290 291struct solver_state 292{ 293 DSF *dsf; 294 int *board; 295 int *connected; 296 int nempty; 297 298 /* Used internally by learn_bitmap_deductions; kept here to avoid 299 * mallocing/freeing them every time that function is called. */ 300 int *bm, *bmminsize; 301 DSF *bmdsf; 302}; 303 304static void print_board(int *board, int w, int h) { 305 if (verbose) { 306 char *repr = board_to_string(board, w, h); 307 printv("%s\n", repr); 308 free(repr); 309 } 310} 311 312static game_state *new_game(midend *, const game_params *, const char *); 313static void free_game(game_state *); 314 315#define SENTINEL (sz+1) 316 317static bool mark_region(int *board, int w, int h, int i, int n, int m) { 318 int j; 319 320 board[i] = -1; 321 322 for (j = 0; j < 4; ++j) { 323 const int x = (i % w) + dx[j], y = (i / w) + dy[j], ii = w*y + x; 324 if (x < 0 || x >= w || y < 0 || y >= h) continue; 325 if (board[ii] == m) return false; 326 if (board[ii] != n) continue; 327 if (!mark_region(board, w, h, ii, n, m)) return false; 328 } 329 return true; 330} 331 332static int region_size(int *board, int w, int h, int i) { 333 const int sz = w * h; 334 int j, size, copy; 335 if (board[i] == 0) return 0; 336 copy = board[i]; 337 mark_region(board, w, h, i, board[i], SENTINEL); 338 for (size = j = 0; j < sz; ++j) { 339 if (board[j] != -1) continue; 340 ++size; 341 board[j] = copy; 342 } 343 return size; 344} 345 346static void merge_ones(int *board, int w, int h) 347{ 348 const int sz = w * h; 349 const int maxsize = min(max(max(w, h), 3), 9); 350 int i, j, k; 351 bool change; 352 do { 353 change = false; 354 for (i = 0; i < sz; ++i) { 355 if (board[i] != 1) continue; 356 357 for (j = 0; j < 4; ++j, board[i] = 1) { 358 const int x = (i % w) + dx[j], y = (i / w) + dy[j]; 359 int oldsize, newsize, ii = w*y + x; 360 bool ok; 361 362 if (x < 0 || x >= w || y < 0 || y >= h) continue; 363 if (board[ii] == maxsize) continue; 364 365 oldsize = board[ii]; 366 board[i] = oldsize; 367 newsize = region_size(board, w, h, i); 368 369 if (newsize > maxsize) continue; 370 371 ok = mark_region(board, w, h, i, oldsize, newsize); 372 373 for (k = 0; k < sz; ++k) 374 if (board[k] == -1) 375 board[k] = ok ? newsize : oldsize; 376 377 if (ok) break; 378 } 379 if (j < 4) change = true; 380 } 381 } while (change); 382} 383 384/* generate a random valid board; uses validate_board. */ 385static void make_board(int *board, int w, int h, random_state *rs) { 386 const int sz = w * h; 387 388 /* w=h=2 is a special case which requires a number > max(w, h) */ 389 /* TODO prove that this is the case ONLY for w=h=2. */ 390 const int maxsize = min(max(max(w, h), 3), 9); 391 392 /* Note that if 1 in {w, h} then it's impossible to have a region 393 * of size > w*h, so the special case only affects w=h=2. */ 394 395 int i; 396 DSF *dsf; 397 bool change; 398 399 assert(w >= 1); 400 assert(h >= 1); 401 assert(board); 402 403 /* I abuse the board variable: when generating the puzzle, it 404 * contains a shuffled list of numbers {0, ..., sz-1}. */ 405 for (i = 0; i < sz; ++i) board[i] = i; 406 407 dsf = dsf_new(sz); 408retry: 409 dsf_reinit(dsf); 410 shuffle(board, sz, sizeof (int), rs); 411 412 do { 413 change = false; /* as long as the board potentially has errors */ 414 for (i = 0; i < sz; ++i) { 415 const int square = dsf_canonify(dsf, board[i]); 416 const int size = dsf_size(dsf, square); 417 int merge = SENTINEL, min = maxsize - size + 1; 418 bool error = false; 419 int neighbour, neighbour_size, j; 420 int directions[4]; 421 422 for (j = 0; j < 4; ++j) 423 directions[j] = j; 424 shuffle(directions, 4, sizeof(int), rs); 425 426 for (j = 0; j < 4; ++j) { 427 const int x = (board[i] % w) + dx[directions[j]]; 428 const int y = (board[i] / w) + dy[directions[j]]; 429 if (x < 0 || x >= w || y < 0 || y >= h) continue; 430 431 neighbour = dsf_canonify(dsf, w*y + x); 432 if (square == neighbour) continue; 433 434 neighbour_size = dsf_size(dsf, neighbour); 435 if (size == neighbour_size) error = true; 436 437 /* find the smallest neighbour to merge with, which 438 * wouldn't make the region too large. (This is 439 * guaranteed by the initial value of `min'.) */ 440 if (neighbour_size < min && random_upto(rs, 10)) { 441 min = neighbour_size; 442 merge = neighbour; 443 } 444 } 445 446 /* if this square is not in error, leave it be */ 447 if (!error) continue; 448 449 /* if it is, but we can't fix it, retry the whole board. 450 * Maybe we could fix it by merging the conflicting 451 * neighbouring region(s) into some of their neighbours, 452 * but just restarting works out fine. */ 453 if (merge == SENTINEL) goto retry; 454 455 /* merge with the smallest neighbouring workable region. */ 456 dsf_merge(dsf, square, merge); 457 change = true; 458 } 459 } while (change); 460 461 for (i = 0; i < sz; ++i) board[i] = dsf_size(dsf, i); 462 merge_ones(board, w, h); 463 464 dsf_free(dsf); 465} 466 467static void merge(DSF *dsf, int *connected, int a, int b) { 468 int c; 469 assert(dsf); 470 assert(connected); 471 a = dsf_canonify(dsf, a); 472 b = dsf_canonify(dsf, b); 473 if (a == b) return; 474 dsf_merge(dsf, a, b); 475 c = connected[a]; 476 connected[a] = connected[b]; 477 connected[b] = c; 478} 479 480static void *memdup(const void *ptr, size_t len, size_t esz) { 481 void *dup = smalloc(len * esz); 482 assert(ptr); 483 memcpy(dup, ptr, len * esz); 484 return dup; 485} 486 487static void expand(struct solver_state *s, int w, int h, int t, int f) { 488 int j; 489 assert(s); 490 assert(s->board[t] == EMPTY); /* expand to empty square */ 491 assert(s->board[f] != EMPTY); /* expand from non-empty square */ 492 printv( 493 "learn: expanding %d from (%d, %d) into (%d, %d)\n", 494 s->board[f], f % w, f / w, t % w, t / w); 495 s->board[t] = s->board[f]; 496 for (j = 0; j < 4; ++j) { 497 const int x = (t % w) + dx[j]; 498 const int y = (t / w) + dy[j]; 499 const int idx = w*y + x; 500 if (x < 0 || x >= w || y < 0 || y >= h) continue; 501 if (s->board[idx] != s->board[t]) continue; 502 merge(s->dsf, s->connected, t, idx); 503 } 504 --s->nempty; 505} 506 507static void clear_count(int *board, int sz) { 508 int i; 509 for (i = 0; i < sz; ++i) { 510 if (board[i] >= 0) continue; 511 else if (board[i] == -SENTINEL) board[i] = EMPTY; 512 else board[i] = -board[i]; 513 } 514} 515 516static void flood_count(int *board, int w, int h, int i, int n, int *c) { 517 const int sz = w * h; 518 int k; 519 520 if (board[i] == EMPTY) board[i] = -SENTINEL; 521 else if (board[i] == n) board[i] = -board[i]; 522 else return; 523 524 if (--*c == 0) return; 525 526 for (k = 0; k < 4; ++k) { 527 const int x = (i % w) + dx[k]; 528 const int y = (i / w) + dy[k]; 529 const int idx = w*y + x; 530 if (x < 0 || x >= w || y < 0 || y >= h) continue; 531 flood_count(board, w, h, idx, n, c); 532 if (*c == 0) return; 533 } 534} 535 536static bool check_capacity(int *board, int w, int h, int i) { 537 int n = board[i]; 538 flood_count(board, w, h, i, board[i], &n); 539 clear_count(board, w * h); 540 return n == 0; 541} 542 543static int expandsize(const int *board, DSF *dsf, int w, int h, int i, int n) { 544 int j; 545 int nhits = 0; 546 int hits[4]; 547 int size = 1; 548 for (j = 0; j < 4; ++j) { 549 const int x = (i % w) + dx[j]; 550 const int y = (i / w) + dy[j]; 551 const int idx = w*y + x; 552 int root; 553 int m; 554 if (x < 0 || x >= w || y < 0 || y >= h) continue; 555 if (board[idx] != n) continue; 556 root = dsf_canonify(dsf, idx); 557 for (m = 0; m < nhits && root != hits[m]; ++m); 558 if (m < nhits) continue; 559 printv("\t (%d, %d) contrib %d to size\n", x, y, dsf_size(dsf, root)); 560 size += dsf_size(dsf, root); 561 assert(dsf_size(dsf, root) >= 1); 562 hits[nhits++] = root; 563 } 564 return size; 565} 566 567/* 568 * +---+---+---+---+---+---+---+ 569 * | 6 | | | 2 | | | 2 | 570 * +---+---+---+---+---+---+---+ 571 * | | 3 | | 6 | | 3 | | 572 * +---+---+---+---+---+---+---+ 573 * | 3 | | | | | | 1 | 574 * +---+---+---+---+---+---+---+ 575 * | | 2 | 3 | | 4 | 2 | | 576 * +---+---+---+---+---+---+---+ 577 * | 2 | | | | | | 3 | 578 * +---+---+---+---+---+---+---+ 579 * | | 5 | | 1 | | 4 | | 580 * +---+---+---+---+---+---+---+ 581 * | 4 | | | 3 | | | 3 | 582 * +---+---+---+---+---+---+---+ 583 */ 584 585/* Solving techniques: 586 * 587 * CONNECTED COMPONENT FORCED EXPANSION (too big): 588 * When a CC can only be expanded in one direction, because all the 589 * other ones would make the CC too big. 590 * +---+---+---+---+---+ 591 * | 2 | 2 | | 2 | _ | 592 * +---+---+---+---+---+ 593 * 594 * CONNECTED COMPONENT FORCED EXPANSION (too small): 595 * When a CC must include a particular square, because otherwise there 596 * would not be enough room to complete it. This includes squares not 597 * adjacent to the CC through learn_critical_square. 598 * +---+---+ 599 * | 2 | _ | 600 * +---+---+ 601 * 602 * DROPPING IN A ONE: 603 * When an empty square has no neighbouring empty squares and only a 1 604 * will go into the square (or other CCs would be too big). 605 * +---+---+---+ 606 * | 2 | 2 | _ | 607 * +---+---+---+ 608 * 609 * TODO: generalise DROPPING IN A ONE: find the size of the CC of 610 * empty squares and a list of all adjacent numbers. See if only one 611 * number in {1, ..., size} u {all adjacent numbers} is possible. 612 * Probably this is only effective for a CC size < n for some n (4?) 613 * 614 * TODO: backtracking. 615 */ 616 617static void filled_square(struct solver_state *s, int w, int h, int i) { 618 int j; 619 for (j = 0; j < 4; ++j) { 620 const int x = (i % w) + dx[j]; 621 const int y = (i / w) + dy[j]; 622 const int idx = w*y + x; 623 if (x < 0 || x >= w || y < 0 || y >= h) continue; 624 if (s->board[i] == s->board[idx]) 625 merge(s->dsf, s->connected, i, idx); 626 } 627} 628 629static void init_solver_state(struct solver_state *s, int w, int h) { 630 const int sz = w * h; 631 int i; 632 assert(s); 633 634 s->nempty = 0; 635 for (i = 0; i < sz; ++i) s->connected[i] = i; 636 for (i = 0; i < sz; ++i) 637 if (s->board[i] == EMPTY) ++s->nempty; 638 else filled_square(s, w, h, i); 639} 640 641static bool learn_expand_or_one(struct solver_state *s, int w, int h) { 642 const int sz = w * h; 643 int i; 644 bool learn = false; 645 646 assert(s); 647 648 for (i = 0; i < sz; ++i) { 649 int j; 650 bool one = true; 651 652 if (s->board[i] != EMPTY) continue; 653 654 for (j = 0; j < 4; ++j) { 655 const int x = (i % w) + dx[j]; 656 const int y = (i / w) + dy[j]; 657 const int idx = w*y + x; 658 if (x < 0 || x >= w || y < 0 || y >= h) continue; 659 if (s->board[idx] == EMPTY) { 660 one = false; 661 continue; 662 } 663 if (one && 664 (s->board[idx] == 1 || 665 (s->board[idx] >= expandsize(s->board, s->dsf, w, h, 666 i, s->board[idx])))) 667 one = false; 668 if (dsf_size(s->dsf, idx) == s->board[idx]) continue; 669 assert(s->board[i] == EMPTY); 670 s->board[i] = -SENTINEL; 671 if (check_capacity(s->board, w, h, idx)) continue; 672 assert(s->board[i] == EMPTY); 673 printv("learn: expanding in one\n"); 674 expand(s, w, h, i, idx); 675 learn = true; 676 break; 677 } 678 679 if (j == 4 && one) { 680 printv("learn: one at (%d, %d)\n", i % w, i / w); 681 assert(s->board[i] == EMPTY); 682 s->board[i] = 1; 683 assert(s->nempty); 684 --s->nempty; 685 learn = true; 686 } 687 } 688 return learn; 689} 690 691static bool learn_blocked_expansion(struct solver_state *s, int w, int h) { 692 const int sz = w * h; 693 int i; 694 bool learn = false; 695 696 assert(s); 697 /* for every connected component */ 698 for (i = 0; i < sz; ++i) { 699 int exp = SENTINEL; 700 int j; 701 702 if (s->board[i] == EMPTY) continue; 703 j = dsf_canonify(s->dsf, i); 704 705 /* (but only for each connected component) */ 706 if (i != j) continue; 707 708 /* (and not if it's already complete) */ 709 if (dsf_size(s->dsf, j) == s->board[j]) continue; 710 711 /* for each square j _in_ the connected component */ 712 do { 713 int k; 714 printv(" looking at (%d, %d)\n", j % w, j / w); 715 716 /* for each neighbouring square (idx) */ 717 for (k = 0; k < 4; ++k) { 718 const int x = (j % w) + dx[k]; 719 const int y = (j / w) + dy[k]; 720 const int idx = w*y + x; 721 int size; 722 /* int l; 723 int nhits = 0; 724 int hits[4]; */ 725 if (x < 0 || x >= w || y < 0 || y >= h) continue; 726 if (s->board[idx] != EMPTY) continue; 727 if (exp == idx) continue; 728 printv("\ttrying to expand onto (%d, %d)\n", x, y); 729 730 /* find out the would-be size of the new connected 731 * component if we actually expanded into idx */ 732 /* 733 size = 1; 734 for (l = 0; l < 4; ++l) { 735 const int lx = x + dx[l]; 736 const int ly = y + dy[l]; 737 const int idxl = w*ly + lx; 738 int root; 739 int m; 740 if (lx < 0 || lx >= w || ly < 0 || ly >= h) continue; 741 if (board[idxl] != board[j]) continue; 742 root = dsf_canonify(dsf, idxl); 743 for (m = 0; m < nhits && root != hits[m]; ++m); 744 if (m != nhits) continue; 745 // printv("\t (%d, %d) contributed %d to size\n", lx, ly, dsf[root] >> 2); 746 size += dsf_size(dsf, root); 747 assert(dsf_size(dsf, root) >= 1); 748 hits[nhits++] = root; 749 } 750 */ 751 752 size = expandsize(s->board, s->dsf, w, h, idx, s->board[j]); 753 754 /* ... and see if that size is too big, or if we 755 * have other expansion candidates. Otherwise 756 * remember the (so far) only candidate. */ 757 758 printv("\tthat would give a size of %d\n", size); 759 if (size > s->board[j]) continue; 760 /* printv("\tnow knowing %d expansions\n", nexpand + 1); */ 761 if (exp != SENTINEL) goto next_i; 762 assert(exp != idx); 763 exp = idx; 764 } 765 766 j = s->connected[j]; /* next square in the same CC */ 767 assert(s->board[i] == s->board[j]); 768 } while (j != i); 769 /* end: for each square j _in_ the connected component */ 770 771 if (exp == SENTINEL) continue; 772 printv("learning to expand\n"); 773 expand(s, w, h, exp, i); 774 learn = true; 775 776 next_i: 777 ; 778 } 779 /* end: for each connected component */ 780 return learn; 781} 782 783static bool learn_critical_square(struct solver_state *s, int w, int h) { 784 const int sz = w * h; 785 int i; 786 bool learn = false; 787 assert(s); 788 789 /* for each connected component */ 790 for (i = 0; i < sz; ++i) { 791 int j, slack; 792 if (s->board[i] == EMPTY) continue; 793 if (i != dsf_canonify(s->dsf, i)) continue; 794 slack = s->board[i] - dsf_size(s->dsf, i); 795 if (slack == 0) continue; 796 assert(s->board[i] != 1); 797 /* for each empty square */ 798 for (j = 0; j < sz; ++j) { 799 if (s->board[j] == EMPTY) { 800 /* if it's too far away from the CC, don't bother */ 801 int k = i, jx = j % w, jy = j / w; 802 do { 803 int kx = k % w, ky = k / w; 804 if (abs(kx - jx) + abs(ky - jy) <= slack) break; 805 k = s->connected[k]; 806 } while (i != k); 807 if (i == k) continue; /* not within range */ 808 } else continue; 809 s->board[j] = -SENTINEL; 810 if (check_capacity(s->board, w, h, i)) continue; 811 /* if not expanding s->board[i] to s->board[j] implies 812 * that s->board[i] can't reach its full size, ... */ 813 assert(s->nempty); 814 printv( 815 "learn: ds %d at (%d, %d) blocking (%d, %d)\n", 816 s->board[i], j % w, j / w, i % w, i / w); 817 --s->nempty; 818 s->board[j] = s->board[i]; 819 filled_square(s, w, h, j); 820 learn = true; 821 } 822 } 823 return learn; 824} 825 826#if 0 827static void print_bitmap(int *bitmap, int w, int h) { 828 if (verbose) { 829 int x, y; 830 for (y = 0; y < h; y++) { 831 for (x = 0; x < w; x++) { 832 printv(" %03x", bm[y*w+x]); 833 } 834 printv("\n"); 835 } 836 } 837} 838#endif 839 840static bool learn_bitmap_deductions(struct solver_state *s, int w, int h) 841{ 842 const int sz = w * h; 843 int *bm = s->bm; 844 DSF *dsf = s->bmdsf; 845 int *minsize = s->bmminsize; 846 int x, y, i, j, n; 847 bool learn = false; 848 849 /* 850 * This function does deductions based on building up a bitmap 851 * which indicates the possible numbers that can appear in each 852 * grid square. If we can rule out all but one possibility for a 853 * particular square, then we've found out the value of that 854 * square. In particular, this is one of the few forms of 855 * deduction capable of inferring the existence of a 'ghost 856 * region', i.e. a region which has none of its squares filled in 857 * at all. 858 * 859 * The reasoning goes like this. A currently unfilled square S can 860 * turn out to contain digit n in exactly two ways: either S is 861 * part of an n-region which also includes some currently known 862 * connected component of squares with n in, or S is part of an 863 * n-region separate from _all_ currently known connected 864 * components. If we can rule out both possibilities, then square 865 * S can't contain digit n at all. 866 * 867 * The former possibility: if there's a region of size n 868 * containing both S and some existing component C, then that 869 * means the distance from S to C must be small enough that C 870 * could be extended to include S without becoming too big. So we 871 * can do a breadth-first search out from all existing components 872 * with n in them, to identify all the squares which could be 873 * joined to any of them. 874 * 875 * The latter possibility: if there's a region of size n that 876 * doesn't contain _any_ existing component, then it also can't 877 * contain any square adjacent to an existing component either. So 878 * we can identify all the EMPTY squares not adjacent to any 879 * existing square with n in, and group them into connected 880 * components; then any component of size less than n is ruled 881 * out, because there wouldn't be room to create a completely new 882 * n-region in it. 883 * 884 * In fact we process these possibilities in the other order. 885 * First we find all the squares not adjacent to an existing 886 * square with n in; then we winnow those by removing too-small 887 * connected components, to get the set of squares which could 888 * possibly be part of a brand new n-region; and finally we do the 889 * breadth-first search to add in the set of squares which could 890 * possibly be added to some existing n-region. 891 */ 892 893 /* 894 * Start by initialising our bitmap to 'all numbers possible in 895 * all squares'. 896 */ 897 for (y = 0; y < h; y++) 898 for (x = 0; x < w; x++) 899 bm[y*w+x] = (1 << 10) - (1 << 1); /* bits 1,2,...,9 now set */ 900#if 0 901 printv("initial bitmap:\n"); 902 print_bitmap(bm, w, h); 903#endif 904 905 /* 906 * Now completely zero out the bitmap for squares that are already 907 * filled in (we aren't interested in those anyway). Also, for any 908 * filled square, eliminate its number from all its neighbours 909 * (because, as discussed above, the neighbours couldn't be part 910 * of a _new_ region with that number in it, and that's the case 911 * we consider first). 912 */ 913 for (y = 0; y < h; y++) { 914 for (x = 0; x < w; x++) { 915 i = y*w+x; 916 n = s->board[i]; 917 918 if (n != EMPTY) { 919 bm[i] = 0; 920 921 if (x > 0) 922 bm[i-1] &= ~(1 << n); 923 if (x+1 < w) 924 bm[i+1] &= ~(1 << n); 925 if (y > 0) 926 bm[i-w] &= ~(1 << n); 927 if (y+1 < h) 928 bm[i+w] &= ~(1 << n); 929 } 930 } 931 } 932#if 0 933 printv("bitmap after filled squares:\n"); 934 print_bitmap(bm, w, h); 935#endif 936 937 /* 938 * Now, for each n, we separately find the connected components of 939 * squares for which n is still a possibility. Then discard any 940 * component of size < n, because that component is too small to 941 * have a completely new n-region in it. 942 */ 943 for (n = 1; n <= 9; n++) { 944 dsf_reinit(dsf); 945 946 /* Build the dsf */ 947 for (y = 0; y < h; y++) 948 for (x = 0; x+1 < w; x++) 949 if (bm[y*w+x] & bm[y*w+(x+1)] & (1 << n)) 950 dsf_merge(dsf, y*w+x, y*w+(x+1)); 951 for (y = 0; y+1 < h; y++) 952 for (x = 0; x < w; x++) 953 if (bm[y*w+x] & bm[(y+1)*w+x] & (1 << n)) 954 dsf_merge(dsf, y*w+x, (y+1)*w+x); 955 956 /* Query the dsf */ 957 for (i = 0; i < sz; i++) 958 if ((bm[i] & (1 << n)) && dsf_size(dsf, i) < n) 959 bm[i] &= ~(1 << n); 960 } 961#if 0 962 printv("bitmap after winnowing small components:\n"); 963 print_bitmap(bm, w, h); 964#endif 965 966 /* 967 * Now our bitmap includes every square which could be part of a 968 * completely new region, of any size. Extend it to include 969 * squares which could be part of an existing region. 970 */ 971 for (n = 1; n <= 9; n++) { 972 /* 973 * We're going to do a breadth-first search starting from 974 * existing connected components with cell value n, to find 975 * all cells they might possibly extend into. 976 * 977 * The quantity we compute, for each square, is 'minimum size 978 * that any existing CC would have to have if extended to 979 * include this square'. So squares already _in_ an existing 980 * CC are initialised to the size of that CC; then we search 981 * outwards using the rule that if a square's score is j, then 982 * its neighbours can't score more than j+1. 983 * 984 * Scores are capped at n+1, because if a square scores more 985 * than n then that's enough to know it can't possibly be 986 * reached by extending an existing region - we don't need to 987 * know exactly _how far_ out of reach it is. 988 */ 989 for (i = 0; i < sz; i++) { 990 if (s->board[i] == n) { 991 /* Square is part of an existing CC. */ 992 minsize[i] = dsf_size(s->dsf, i); 993 } else { 994 /* Otherwise, initialise to the maximum score n+1; 995 * we'll reduce this later if we find a neighbouring 996 * square with a lower score. */ 997 minsize[i] = n+1; 998 } 999 } 1000 1001 for (j = 1; j < n; j++) { 1002 /* 1003 * Find neighbours of cells scoring j, and set their score 1004 * to at most j+1. 1005 * 1006 * Doing the BFS this way means we need n passes over the 1007 * grid, which isn't entirely optimal but it seems to be 1008 * fast enough for the moment. This could probably be 1009 * improved by keeping a linked-list queue of cells in 1010 * some way, but I think you'd have to be a bit careful to 1011 * insert things into the right place in the queue; this 1012 * way is easier not to get wrong. 1013 */ 1014 for (y = 0; y < h; y++) { 1015 for (x = 0; x < w; x++) { 1016 i = y*w+x; 1017 if (minsize[i] == j) { 1018 if (x > 0 && minsize[i-1] > j+1) 1019 minsize[i-1] = j+1; 1020 if (x+1 < w && minsize[i+1] > j+1) 1021 minsize[i+1] = j+1; 1022 if (y > 0 && minsize[i-w] > j+1) 1023 minsize[i-w] = j+1; 1024 if (y+1 < h && minsize[i+w] > j+1) 1025 minsize[i+w] = j+1; 1026 } 1027 } 1028 } 1029 } 1030 1031 /* 1032 * Now, every cell scoring at most n should have its 1<<n bit 1033 * in the bitmap reinstated, because we've found that it's 1034 * potentially reachable by extending an existing CC. 1035 */ 1036 for (i = 0; i < sz; i++) 1037 if (minsize[i] <= n) 1038 bm[i] |= 1<<n; 1039 } 1040#if 0 1041 printv("bitmap after bfs:\n"); 1042 print_bitmap(bm, w, h); 1043#endif 1044 1045 /* 1046 * Now our bitmap is complete. Look for entries with only one bit 1047 * set; those are squares with only one possible number, in which 1048 * case we can fill that number in. 1049 */ 1050 for (i = 0; i < sz; i++) { 1051 if (bm[i] && !(bm[i] & (bm[i]-1))) { /* is bm[i] a power of two? */ 1052 int val = bm[i]; 1053 1054 /* Integer log2, by simple binary search. */ 1055 n = 0; 1056 if (val >> 8) { val >>= 8; n += 8; } 1057 if (val >> 4) { val >>= 4; n += 4; } 1058 if (val >> 2) { val >>= 2; n += 2; } 1059 if (val >> 1) { val >>= 1; n += 1; } 1060 1061 /* Double-check that we ended up with a sensible 1062 * answer. */ 1063 assert(1 <= n); 1064 assert(n <= 9); 1065 assert(bm[i] == (1 << n)); 1066 1067 if (s->board[i] == EMPTY) { 1068 printv("learn: %d is only possibility at (%d, %d)\n", 1069 n, i % w, i / w); 1070 s->board[i] = n; 1071 filled_square(s, w, h, i); 1072 assert(s->nempty); 1073 --s->nempty; 1074 learn = true; 1075 } 1076 } 1077 } 1078 1079 return learn; 1080} 1081 1082static bool solver(const int *orig, int w, int h, char **solution) { 1083 const int sz = w * h; 1084 1085 struct solver_state ss; 1086 ss.board = memdup(orig, sz, sizeof (int)); 1087 ss.dsf = dsf_new(sz); /* eqv classes: connected components */ 1088 ss.connected = snewn(sz, int); /* connected[n] := n.next; */ 1089 /* cyclic disjoint singly linked lists, same partitioning as dsf. 1090 * The lists lets you iterate over a partition given any member */ 1091 ss.bm = snewn(sz, int); 1092 ss.bmdsf = dsf_new(sz); 1093 ss.bmminsize = snewn(sz, int); 1094 1095 printv("trying to solve this:\n"); 1096 print_board(ss.board, w, h); 1097 1098 init_solver_state(&ss, w, h); 1099 do { 1100 if (learn_blocked_expansion(&ss, w, h)) continue; 1101 if (learn_expand_or_one(&ss, w, h)) continue; 1102 if (learn_critical_square(&ss, w, h)) continue; 1103 if (learn_bitmap_deductions(&ss, w, h)) continue; 1104 break; 1105 } while (ss.nempty); 1106 1107 printv("best guess:\n"); 1108 print_board(ss.board, w, h); 1109 1110 if (solution) { 1111 int i; 1112 *solution = snewn(sz + 2, char); 1113 **solution = 's'; 1114 for (i = 0; i < sz; ++i) (*solution)[i + 1] = ss.board[i] + '0'; 1115 (*solution)[sz + 1] = '\0'; 1116 } 1117 1118 dsf_free(ss.dsf); 1119 sfree(ss.board); 1120 sfree(ss.connected); 1121 sfree(ss.bm); 1122 dsf_free(ss.bmdsf); 1123 sfree(ss.bmminsize); 1124 1125 return !ss.nempty; 1126} 1127 1128static DSF *make_dsf(DSF *dsf, int *board, const int w, const int h) { 1129 const int sz = w * h; 1130 int i; 1131 1132 if (!dsf) 1133 dsf = dsf_new_min(w * h); 1134 else 1135 dsf_reinit(dsf); 1136 1137 for (i = 0; i < sz; ++i) { 1138 int j; 1139 for (j = 0; j < 4; ++j) { 1140 const int x = (i % w) + dx[j]; 1141 const int y = (i / w) + dy[j]; 1142 const int k = w*y + x; 1143 if (x < 0 || x >= w || y < 0 || y >= h) continue; 1144 if (board[i] == board[k]) dsf_merge(dsf, i, k); 1145 } 1146 } 1147 return dsf; 1148} 1149 1150static void minimize_clue_set(int *board, int w, int h, random_state *rs) 1151{ 1152 const int sz = w * h; 1153 int *shuf = snewn(sz, int), i; 1154 DSF *dsf; 1155 int *next; 1156 1157 for (i = 0; i < sz; ++i) shuf[i] = i; 1158 shuffle(shuf, sz, sizeof (int), rs); 1159 1160 /* 1161 * First, try to eliminate an entire region at a time if possible, 1162 * because inferring the existence of a completely unclued region 1163 * is a particularly good aspect of this puzzle type and we want 1164 * to encourage it to happen. 1165 * 1166 * Begin by identifying the regions as linked lists of cells using 1167 * the 'next' array. 1168 */ 1169 dsf = make_dsf(NULL, board, w, h); 1170 next = snewn(sz, int); 1171 for (i = 0; i < sz; ++i) { 1172 int j = dsf_minimal(dsf, i); 1173 if (i == j) { 1174 /* First cell of a region; set next[i] = -1 to indicate 1175 * end-of-list. */ 1176 next[i] = -1; 1177 } else { 1178 /* Add this cell to a region which already has a 1179 * linked-list head, by pointing the minimal element j 1180 * at this one, and pointing this one in turn at wherever 1181 * j previously pointed. (This should end up with the 1182 * elements linked in the order 1,n,n-1,n-2,...,2, which 1183 * is a bit weird-looking, but any order is fine.) 1184 */ 1185 assert(j < i); 1186 next[i] = next[j]; 1187 next[j] = i; 1188 } 1189 } 1190 1191 /* 1192 * Now loop over the grid cells in our shuffled order, and each 1193 * time we encounter a region for the first time, try to remove it 1194 * all. Then we set next[canonical index] to -2 rather than -1, to 1195 * mark it as already tried. 1196 * 1197 * Doing this in a loop over _cells_, rather than extracting and 1198 * shuffling a list of _regions_, is intended to skew the 1199 * probabilities towards trying to remove larger regions first 1200 * (but without anything as crudely predictable as enforcing that 1201 * we _always_ process regions in descending size order). Region 1202 * removals might well be mutually exclusive, and larger ghost 1203 * regions are more interesting, so we want to bias towards them 1204 * if we can. 1205 */ 1206 for (i = 0; i < sz; ++i) { 1207 int j = dsf_minimal(dsf, shuf[i]); 1208 if (next[j] != -2) { 1209 int tmp = board[j]; 1210 int k; 1211 1212 /* Blank out the whole thing. */ 1213 for (k = j; k >= 0; k = next[k]) 1214 board[k] = EMPTY; 1215 1216 if (!solver(board, w, h, NULL)) { 1217 /* Wasn't still solvable; reinstate it all */ 1218 for (k = j; k >= 0; k = next[k]) 1219 board[k] = tmp; 1220 } 1221 1222 /* Either way, don't try this region again. */ 1223 next[j] = -2; 1224 } 1225 } 1226 sfree(next); 1227 dsf_free(dsf); 1228 1229 /* 1230 * Now go through individual cells, in the same shuffled order, 1231 * and try to remove each one by itself. 1232 */ 1233 for (i = 0; i < sz; ++i) { 1234 int tmp = board[shuf[i]]; 1235 board[shuf[i]] = EMPTY; 1236 if (!solver(board, w, h, NULL)) board[shuf[i]] = tmp; 1237 } 1238 1239 sfree(shuf); 1240} 1241 1242static int encode_run(char *buffer, int run) 1243{ 1244 int i = 0; 1245 for (; run > 26; run -= 26) 1246 buffer[i++] = 'z'; 1247 if (run) 1248 buffer[i++] = 'a' - 1 + run; 1249 return i; 1250} 1251 1252static char *new_game_desc(const game_params *params, random_state *rs, 1253 char **aux, bool interactive) 1254{ 1255 const int w = params->w, h = params->h, sz = w * h; 1256 int *board = snewn(sz, int), i, j, run; 1257 char *description = snewn(sz + 1, char); 1258 1259 make_board(board, w, h, rs); 1260 minimize_clue_set(board, w, h, rs); 1261 1262 for (run = j = i = 0; i < sz; ++i) { 1263 assert(board[i] >= 0); 1264 assert(board[i] < 10); 1265 if (board[i] == 0) { 1266 ++run; 1267 } else { 1268 j += encode_run(description + j, run); 1269 run = 0; 1270 description[j++] = board[i] + '0'; 1271 } 1272 } 1273 j += encode_run(description + j, run); 1274 description[j++] = '\0'; 1275 1276 sfree(board); 1277 1278 return sresize(description, j, char); 1279} 1280 1281static const char *validate_desc(const game_params *params, const char *desc) 1282{ 1283 const int sz = params->w * params->h; 1284 const char m = '0' + max(max(params->w, params->h), 3); 1285 int area; 1286 1287 for (area = 0; *desc; ++desc) { 1288 if (*desc >= 'a' && *desc <= 'z') area += *desc - 'a' + 1; 1289 else if (*desc >= '0' && *desc <= m) ++area; 1290 else { 1291 static char s[] = "Invalid character '%""' in game description"; 1292 int n = sprintf(s, "Invalid character '%1c' in game description", 1293 *desc); 1294 assert(n + 1 <= lenof(s)); /* +1 for the terminating NUL */ 1295 return s; 1296 } 1297 if (area > sz) return "Too much data to fit in grid"; 1298 } 1299 return (area < sz) ? "Not enough data to fill grid" : NULL; 1300} 1301 1302static key_label *game_request_keys(const game_params *params, int *nkeys) 1303{ 1304 int i; 1305 key_label *keys = snewn(11, key_label); 1306 1307 *nkeys = 11; 1308 1309 for(i = 0; i < 10; ++i) 1310 { 1311 keys[i].button = '0' + i; 1312 keys[i].label = NULL; 1313 } 1314 keys[10].button = '\b'; 1315 keys[10].label = NULL; 1316 1317 return keys; 1318} 1319 1320static game_state *new_game(midend *me, const game_params *params, 1321 const char *desc) 1322{ 1323 game_state *state = snew(game_state); 1324 int sz = params->w * params->h; 1325 int i; 1326 1327 state->cheated = false; 1328 state->completed = false; 1329 state->shared = snew(struct shared_state); 1330 state->shared->refcnt = 1; 1331 state->shared->params = *params; /* struct copy */ 1332 state->shared->clues = snewn(sz, int); 1333 1334 for (i = 0; *desc; ++desc) { 1335 if (*desc >= 'a' && *desc <= 'z') { 1336 int j = *desc - 'a' + 1; 1337 assert(i + j <= sz); 1338 for (; j; --j) state->shared->clues[i++] = 0; 1339 } else state->shared->clues[i++] = *desc - '0'; 1340 } 1341 state->board = memdup(state->shared->clues, sz, sizeof (int)); 1342 1343 return state; 1344} 1345 1346static game_state *dup_game(const game_state *state) 1347{ 1348 const int sz = state->shared->params.w * state->shared->params.h; 1349 game_state *ret = snew(game_state); 1350 1351 ret->board = memdup(state->board, sz, sizeof (int)); 1352 ret->shared = state->shared; 1353 ret->cheated = state->cheated; 1354 ret->completed = state->completed; 1355 ++ret->shared->refcnt; 1356 1357 return ret; 1358} 1359 1360static void free_game(game_state *state) 1361{ 1362 assert(state); 1363 sfree(state->board); 1364 if (--state->shared->refcnt == 0) { 1365 sfree(state->shared->clues); 1366 sfree(state->shared); 1367 } 1368 sfree(state); 1369} 1370 1371static char *solve_game(const game_state *state, const game_state *currstate, 1372 const char *aux, const char **error) 1373{ 1374 if (aux == NULL) { 1375 const int w = state->shared->params.w; 1376 const int h = state->shared->params.h; 1377 char *new_aux; 1378 if (!solver(state->board, w, h, &new_aux)) 1379 *error = "Sorry, I couldn't find a solution"; 1380 return new_aux; 1381 } 1382 return dupstr(aux); 1383} 1384 1385/***************************************************************************** 1386 * USER INTERFACE STATE AND ACTION * 1387 *****************************************************************************/ 1388 1389struct game_ui { 1390 bool *sel; /* w*h highlighted squares, or NULL */ 1391 int cur_x, cur_y; 1392 bool cur_visible, keydragging; 1393}; 1394 1395static game_ui *new_ui(const game_state *state) 1396{ 1397 game_ui *ui = snew(game_ui); 1398 1399 ui->sel = NULL; 1400 ui->cur_x = ui->cur_y = 0; 1401 ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false); 1402 ui->keydragging = false; 1403 1404 return ui; 1405} 1406 1407static void free_ui(game_ui *ui) 1408{ 1409 if (ui->sel) 1410 sfree(ui->sel); 1411 sfree(ui); 1412} 1413 1414static void game_changed_state(game_ui *ui, const game_state *oldstate, 1415 const game_state *newstate) 1416{ 1417 /* Clear any selection */ 1418 if (ui->sel) { 1419 sfree(ui->sel); 1420 ui->sel = NULL; 1421 } 1422 ui->keydragging = false; 1423} 1424 1425static const char *current_key_label(const game_ui *ui, 1426 const game_state *state, int button) 1427{ 1428 const int w = state->shared->params.w; 1429 1430 if (IS_CURSOR_SELECT(button) && ui->cur_visible) { 1431 if (button == CURSOR_SELECT) { 1432 if (ui->keydragging) return "Stop"; 1433 return "Multiselect"; 1434 } 1435 if (button == CURSOR_SELECT2 && 1436 !state->shared->clues[w*ui->cur_y + ui->cur_x]) 1437 return (ui->sel[w*ui->cur_y + ui->cur_x]) ? "Deselect" : "Select"; 1438 } 1439 return ""; 1440} 1441 1442#define PREFERRED_TILE_SIZE 32 1443#define TILE_SIZE (ds->tilesize) 1444#define BORDER (TILE_SIZE / 2) 1445#define BORDER_WIDTH (max(TILE_SIZE / 32, 1)) 1446 1447struct game_drawstate { 1448 struct game_params params; 1449 int tilesize; 1450 bool started; 1451 int *v, *flags; 1452 DSF *dsf_scratch; 1453 int *border_scratch; 1454}; 1455 1456static char *interpret_move(const game_state *state, game_ui *ui, 1457 const game_drawstate *ds, 1458 int x, int y, int button) 1459{ 1460 const int w = state->shared->params.w; 1461 const int h = state->shared->params.h; 1462 1463 const int tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1; 1464 const int ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1; 1465 1466 char *move = NULL; 1467 int i; 1468 1469 assert(ui); 1470 assert(ds); 1471 1472 button = STRIP_BUTTON_MODIFIERS(button); 1473 1474 if (button == LEFT_BUTTON || button == LEFT_DRAG) { 1475 /* A left-click anywhere will clear the current selection. */ 1476 if (button == LEFT_BUTTON) { 1477 if (ui->sel) { 1478 sfree(ui->sel); 1479 ui->sel = NULL; 1480 } 1481 } 1482 if (tx >= 0 && tx < w && ty >= 0 && ty < h) { 1483 if (!ui->sel) { 1484 ui->sel = snewn(w*h, bool); 1485 memset(ui->sel, 0, w*h*sizeof(bool)); 1486 } 1487 if (!state->shared->clues[w*ty+tx]) 1488 ui->sel[w*ty+tx] = true; 1489 } 1490 ui->cur_visible = false; 1491 return MOVE_UI_UPDATE; 1492 } 1493 1494 if (IS_CURSOR_MOVE(button)) { 1495 ui->cur_visible = true; 1496 move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, false, NULL); 1497 if (ui->keydragging) goto select_square; 1498 return MOVE_UI_UPDATE; 1499 } 1500 if (button == CURSOR_SELECT) { 1501 if (!ui->cur_visible) { 1502 ui->cur_visible = true; 1503 return MOVE_UI_UPDATE; 1504 } 1505 ui->keydragging = !ui->keydragging; 1506 if (!ui->keydragging) return MOVE_UI_UPDATE; 1507 1508 select_square: 1509 if (!ui->sel) { 1510 ui->sel = snewn(w*h, bool); 1511 memset(ui->sel, 0, w*h*sizeof(bool)); 1512 } 1513 if (!state->shared->clues[w*ui->cur_y + ui->cur_x]) 1514 ui->sel[w*ui->cur_y + ui->cur_x] = true; 1515 return MOVE_UI_UPDATE; 1516 } 1517 if (button == CURSOR_SELECT2) { 1518 if (!ui->cur_visible) { 1519 ui->cur_visible = true; 1520 return MOVE_UI_UPDATE; 1521 } 1522 if (!ui->sel) { 1523 ui->sel = snewn(w*h, bool); 1524 memset(ui->sel, 0, w*h*sizeof(bool)); 1525 } 1526 ui->keydragging = false; 1527 if (!state->shared->clues[w*ui->cur_y + ui->cur_x]) 1528 ui->sel[w*ui->cur_y + ui->cur_x] ^= 1; 1529 for (i = 0; i < w*h && !ui->sel[i]; i++); 1530 if (i == w*h) { 1531 sfree(ui->sel); 1532 ui->sel = NULL; 1533 } 1534 return MOVE_UI_UPDATE; 1535 } 1536 1537 if (button == 27) { /* Esc just cancels the current selection */ 1538 sfree(ui->sel); 1539 ui->sel = NULL; 1540 ui->keydragging = false; 1541 return MOVE_UI_UPDATE; 1542 } 1543 1544 if (button == '\b') 1545 button = '0'; /* Backspace clears the current selection, like '0' */ 1546 if (button < '0' || button > '9') return MOVE_UNUSED; 1547 button -= '0'; 1548 if (button > (w == 2 && h == 2 ? 3 : max(w, h))) return MOVE_UNUSED; 1549 ui->keydragging = false; 1550 1551 for (i = 0; i < w*h; i++) { 1552 char buf[32]; 1553 if ((ui->sel && ui->sel[i]) || 1554 (!ui->sel && ui->cur_visible && (w*ui->cur_y+ui->cur_x) == i)) { 1555 if (state->shared->clues[i] != 0) continue; /* in case cursor is on clue */ 1556 if (state->board[i] != button) { 1557 sprintf(buf, "%s%d", move ? "," : "", i); 1558 if (move) { 1559 move = srealloc(move, strlen(move)+strlen(buf)+1); 1560 strcat(move, buf); 1561 } else { 1562 move = smalloc(strlen(buf)+1); 1563 strcpy(move, buf); 1564 } 1565 } 1566 } 1567 } 1568 if (move) { 1569 char buf[32]; 1570 sprintf(buf, "_%d", button); 1571 move = srealloc(move, strlen(move)+strlen(buf)+1); 1572 strcat(move, buf); 1573 } 1574 if (!ui->sel) return move ? move : MOVE_NO_EFFECT; 1575 sfree(ui->sel); 1576 ui->sel = NULL; 1577 /* Need to update UI at least, as we cleared the selection */ 1578 return move ? move : MOVE_UI_UPDATE; 1579} 1580 1581static game_state *execute_move(const game_state *state, const char *move) 1582{ 1583 game_state *new_state = NULL; 1584 const int sz = state->shared->params.w * state->shared->params.h; 1585 1586 if (*move == 's') { 1587 int i = 0; 1588 if (strlen(move) != sz + 1) return NULL; 1589 new_state = dup_game(state); 1590 for (++move; i < sz; ++i) new_state->board[i] = move[i] - '0'; 1591 new_state->cheated = true; 1592 } else { 1593 int value; 1594 char *endptr, *delim = strchr(move, '_'); 1595 if (!delim) goto err; 1596 value = strtol(delim+1, &endptr, 0); 1597 if (*endptr || endptr == delim+1) goto err; 1598 if (value < 0 || value > 9) goto err; 1599 new_state = dup_game(state); 1600 while (*move) { 1601 const int i = strtol(move, &endptr, 0); 1602 if (endptr == move) goto err; 1603 if (i < 0 || i >= sz) goto err; 1604 new_state->board[i] = value; 1605 if (*endptr == '_') break; 1606 if (*endptr != ',') goto err; 1607 move = endptr + 1; 1608 } 1609 } 1610 1611 /* 1612 * Check for completion. 1613 */ 1614 if (!new_state->completed) { 1615 const int w = new_state->shared->params.w; 1616 const int h = new_state->shared->params.h; 1617 const int sz = w * h; 1618 DSF *dsf = make_dsf(NULL, new_state->board, w, h); 1619 int i; 1620 for (i = 0; i < sz && new_state->board[i] == dsf_size(dsf, i); ++i); 1621 dsf_free(dsf); 1622 if (i == sz) 1623 new_state->completed = true; 1624 } 1625 1626 return new_state; 1627 1628err: 1629 if (new_state) free_game(new_state); 1630 return NULL; 1631} 1632 1633/* ---------------------------------------------------------------------- 1634 * Drawing routines. 1635 */ 1636 1637#define FLASH_TIME 0.4F 1638 1639#define COL_CLUE COL_GRID 1640enum { 1641 COL_BACKGROUND, 1642 COL_GRID, 1643 COL_HIGHLIGHT, 1644 COL_CORRECT, 1645 COL_ERROR, 1646 COL_USER, 1647 COL_CURSOR, 1648 NCOLOURS 1649}; 1650 1651static void game_compute_size(const game_params *params, int tilesize, 1652 const game_ui *ui, int *x, int *y) 1653{ 1654 *x = (params->w + 1) * tilesize; 1655 *y = (params->h + 1) * tilesize; 1656} 1657 1658static void game_set_size(drawing *dr, game_drawstate *ds, 1659 const game_params *params, int tilesize) 1660{ 1661 ds->tilesize = tilesize; 1662} 1663 1664static float *game_colours(frontend *fe, int *ncolours) 1665{ 1666 float *ret = snewn(3 * NCOLOURS, float); 1667 1668 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); 1669 1670 ret[COL_GRID * 3 + 0] = 0.0F; 1671 ret[COL_GRID * 3 + 1] = 0.0F; 1672 ret[COL_GRID * 3 + 2] = 0.0F; 1673 1674 ret[COL_HIGHLIGHT * 3 + 0] = 0.7F * ret[COL_BACKGROUND * 3 + 0]; 1675 ret[COL_HIGHLIGHT * 3 + 1] = 0.7F * ret[COL_BACKGROUND * 3 + 1]; 1676 ret[COL_HIGHLIGHT * 3 + 2] = 0.7F * ret[COL_BACKGROUND * 3 + 2]; 1677 1678 ret[COL_CORRECT * 3 + 0] = 0.9F * ret[COL_BACKGROUND * 3 + 0]; 1679 ret[COL_CORRECT * 3 + 1] = 0.9F * ret[COL_BACKGROUND * 3 + 1]; 1680 ret[COL_CORRECT * 3 + 2] = 0.9F * ret[COL_BACKGROUND * 3 + 2]; 1681 1682 ret[COL_CURSOR * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; 1683 ret[COL_CURSOR * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; 1684 ret[COL_CURSOR * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; 1685 1686 ret[COL_ERROR * 3 + 0] = 1.0F; 1687 ret[COL_ERROR * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1]; 1688 ret[COL_ERROR * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2]; 1689 1690 ret[COL_USER * 3 + 0] = 0.0F; 1691 ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1]; 1692 ret[COL_USER * 3 + 2] = 0.0F; 1693 1694 *ncolours = NCOLOURS; 1695 return ret; 1696} 1697 1698static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) 1699{ 1700 struct game_drawstate *ds = snew(struct game_drawstate); 1701 int i; 1702 1703 ds->tilesize = PREFERRED_TILE_SIZE; 1704 ds->started = false; 1705 ds->params = state->shared->params; 1706 ds->v = snewn(ds->params.w * ds->params.h, int); 1707 ds->flags = snewn(ds->params.w * ds->params.h, int); 1708 for (i = 0; i < ds->params.w * ds->params.h; i++) 1709 ds->v[i] = ds->flags[i] = -1; 1710 ds->border_scratch = snewn(ds->params.w * ds->params.h, int); 1711 ds->dsf_scratch = NULL; 1712 1713 return ds; 1714} 1715 1716static void game_free_drawstate(drawing *dr, game_drawstate *ds) 1717{ 1718 sfree(ds->v); 1719 sfree(ds->flags); 1720 sfree(ds->border_scratch); 1721 dsf_free(ds->dsf_scratch); 1722 sfree(ds); 1723} 1724 1725#define BORDER_U 0x001 1726#define BORDER_D 0x002 1727#define BORDER_L 0x004 1728#define BORDER_R 0x008 1729#define BORDER_UR 0x010 1730#define BORDER_DR 0x020 1731#define BORDER_UL 0x040 1732#define BORDER_DL 0x080 1733#define HIGH_BG 0x100 1734#define CORRECT_BG 0x200 1735#define ERROR_BG 0x400 1736#define USER_COL 0x800 1737#define CURSOR_SQ 0x1000 1738 1739static void draw_square(drawing *dr, game_drawstate *ds, int x, int y, 1740 int n, int flags) 1741{ 1742 assert(dr); 1743 assert(ds); 1744 1745 /* 1746 * Clip to the grid square. 1747 */ 1748 clip(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE, 1749 TILE_SIZE, TILE_SIZE); 1750 1751 /* 1752 * Clear the square. 1753 */ 1754 draw_rect(dr, 1755 BORDER + x*TILE_SIZE, 1756 BORDER + y*TILE_SIZE, 1757 TILE_SIZE, 1758 TILE_SIZE, 1759 (flags & HIGH_BG ? COL_HIGHLIGHT : 1760 flags & ERROR_BG ? COL_ERROR : 1761 flags & CORRECT_BG ? COL_CORRECT : COL_BACKGROUND)); 1762 1763 /* 1764 * Draw the grid lines. 1765 */ 1766 draw_line(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE, 1767 BORDER + (x+1)*TILE_SIZE, BORDER + y*TILE_SIZE, COL_GRID); 1768 draw_line(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE, 1769 BORDER + x*TILE_SIZE, BORDER + (y+1)*TILE_SIZE, COL_GRID); 1770 1771 /* 1772 * Draw the number. 1773 */ 1774 if (n) { 1775 char buf[2]; 1776 buf[0] = n + '0'; 1777 buf[1] = '\0'; 1778 draw_text(dr, 1779 (x + 1) * TILE_SIZE, 1780 (y + 1) * TILE_SIZE, 1781 FONT_VARIABLE, 1782 TILE_SIZE / 2, 1783 ALIGN_VCENTRE | ALIGN_HCENTRE, 1784 flags & USER_COL ? COL_USER : COL_CLUE, 1785 buf); 1786 } 1787 1788 /* 1789 * Draw bold lines around the borders. 1790 */ 1791 if (flags & BORDER_L) 1792 draw_rect(dr, 1793 BORDER + x*TILE_SIZE + 1, 1794 BORDER + y*TILE_SIZE + 1, 1795 BORDER_WIDTH, 1796 TILE_SIZE - 1, 1797 COL_GRID); 1798 if (flags & BORDER_U) 1799 draw_rect(dr, 1800 BORDER + x*TILE_SIZE + 1, 1801 BORDER + y*TILE_SIZE + 1, 1802 TILE_SIZE - 1, 1803 BORDER_WIDTH, 1804 COL_GRID); 1805 if (flags & BORDER_R) 1806 draw_rect(dr, 1807 BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH, 1808 BORDER + y*TILE_SIZE + 1, 1809 BORDER_WIDTH, 1810 TILE_SIZE - 1, 1811 COL_GRID); 1812 if (flags & BORDER_D) 1813 draw_rect(dr, 1814 BORDER + x*TILE_SIZE + 1, 1815 BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH, 1816 TILE_SIZE - 1, 1817 BORDER_WIDTH, 1818 COL_GRID); 1819 if (flags & BORDER_UL) 1820 draw_rect(dr, 1821 BORDER + x*TILE_SIZE + 1, 1822 BORDER + y*TILE_SIZE + 1, 1823 BORDER_WIDTH, 1824 BORDER_WIDTH, 1825 COL_GRID); 1826 if (flags & BORDER_UR) 1827 draw_rect(dr, 1828 BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH, 1829 BORDER + y*TILE_SIZE + 1, 1830 BORDER_WIDTH, 1831 BORDER_WIDTH, 1832 COL_GRID); 1833 if (flags & BORDER_DL) 1834 draw_rect(dr, 1835 BORDER + x*TILE_SIZE + 1, 1836 BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH, 1837 BORDER_WIDTH, 1838 BORDER_WIDTH, 1839 COL_GRID); 1840 if (flags & BORDER_DR) 1841 draw_rect(dr, 1842 BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH, 1843 BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH, 1844 BORDER_WIDTH, 1845 BORDER_WIDTH, 1846 COL_GRID); 1847 1848 if (flags & CURSOR_SQ) { 1849 int coff = TILE_SIZE/8; 1850 draw_rect_outline(dr, 1851 BORDER + x*TILE_SIZE + coff, 1852 BORDER + y*TILE_SIZE + coff, 1853 TILE_SIZE - coff*2, 1854 TILE_SIZE - coff*2, 1855 COL_CURSOR); 1856 } 1857 1858 unclip(dr); 1859 1860 draw_update(dr, 1861 BORDER + x*TILE_SIZE, 1862 BORDER + y*TILE_SIZE, 1863 TILE_SIZE, 1864 TILE_SIZE); 1865} 1866 1867static void draw_grid( 1868 drawing *dr, game_drawstate *ds, const game_state *state, 1869 const game_ui *ui, bool flashy, bool borders, bool shading) 1870{ 1871 const int w = state->shared->params.w; 1872 const int h = state->shared->params.h; 1873 int x; 1874 int y; 1875 1876 /* 1877 * Build a dsf for the board in its current state, to use for 1878 * highlights and hints. 1879 */ 1880 ds->dsf_scratch = make_dsf(ds->dsf_scratch, state->board, w, h); 1881 1882 /* 1883 * Work out where we're putting borders between the cells. 1884 */ 1885 for (y = 0; y < w*h; y++) 1886 ds->border_scratch[y] = 0; 1887 1888 for (y = 0; y < h; y++) 1889 for (x = 0; x < w; x++) { 1890 int dx, dy; 1891 int v1, s1, v2, s2; 1892 1893 for (dx = 0; dx <= 1; dx++) { 1894 bool border = false; 1895 1896 dy = 1 - dx; 1897 1898 if (x+dx >= w || y+dy >= h) 1899 continue; 1900 1901 v1 = state->board[y*w+x]; 1902 v2 = state->board[(y+dy)*w+(x+dx)]; 1903 s1 = dsf_size(ds->dsf_scratch, y*w+x); 1904 s2 = dsf_size(ds->dsf_scratch, (y+dy)*w+(x+dx)); 1905 1906 /* 1907 * We only ever draw a border between two cells if 1908 * they don't have the same contents. 1909 */ 1910 if (v1 != v2) { 1911 /* 1912 * But in that situation, we don't always draw 1913 * a border. We do if the two cells both 1914 * contain actual numbers... 1915 */ 1916 if (v1 && v2) 1917 border = true; 1918 1919 /* 1920 * ... or if at least one of them is a 1921 * completed or overfull omino. 1922 */ 1923 if (v1 && s1 >= v1) 1924 border = true; 1925 if (v2 && s2 >= v2) 1926 border = true; 1927 } 1928 1929 if (border) 1930 ds->border_scratch[y*w+x] |= (dx ? 1 : 2); 1931 } 1932 } 1933 1934 /* 1935 * Actually do the drawing. 1936 */ 1937 for (y = 0; y < h; ++y) 1938 for (x = 0; x < w; ++x) { 1939 /* 1940 * Determine what we need to draw in this square. 1941 */ 1942 int i = y*w+x, v = state->board[i]; 1943 int flags = 0; 1944 1945 if (flashy || !shading) { 1946 /* clear all background flags */ 1947 } else if (ui && ui->sel && ui->sel[i]) { 1948 flags |= HIGH_BG; 1949 } else if (v) { 1950 int size = dsf_size(ds->dsf_scratch, i); 1951 if (size == v) 1952 flags |= CORRECT_BG; 1953 else if (size > v) 1954 flags |= ERROR_BG; 1955 else { 1956 int rt = dsf_canonify(ds->dsf_scratch, i), j; 1957 for (j = 0; j < w*h; ++j) { 1958 int k; 1959 if (dsf_canonify(ds->dsf_scratch, j) != rt) continue; 1960 for (k = 0; k < 4; ++k) { 1961 const int xx = j % w + dx[k], yy = j / w + dy[k]; 1962 if (xx >= 0 && xx < w && yy >= 0 && yy < h && 1963 state->board[yy*w + xx] == EMPTY) 1964 goto noflag; 1965 } 1966 } 1967 flags |= ERROR_BG; 1968 noflag: 1969 ; 1970 } 1971 } 1972 if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y) 1973 flags |= CURSOR_SQ; 1974 1975 /* 1976 * Borders at the very edges of the grid are 1977 * independent of the `borders' flag. 1978 */ 1979 if (x == 0) 1980 flags |= BORDER_L; 1981 if (y == 0) 1982 flags |= BORDER_U; 1983 if (x == w-1) 1984 flags |= BORDER_R; 1985 if (y == h-1) 1986 flags |= BORDER_D; 1987 1988 if (borders) { 1989 if (x == 0 || (ds->border_scratch[y*w+(x-1)] & 1)) 1990 flags |= BORDER_L; 1991 if (y == 0 || (ds->border_scratch[(y-1)*w+x] & 2)) 1992 flags |= BORDER_U; 1993 if (x == w-1 || (ds->border_scratch[y*w+x] & 1)) 1994 flags |= BORDER_R; 1995 if (y == h-1 || (ds->border_scratch[y*w+x] & 2)) 1996 flags |= BORDER_D; 1997 1998 if (y > 0 && x > 0 && (ds->border_scratch[(y-1)*w+(x-1)])) 1999 flags |= BORDER_UL; 2000 if (y > 0 && x < w-1 && 2001 ((ds->border_scratch[(y-1)*w+x] & 1) || 2002 (ds->border_scratch[(y-1)*w+(x+1)] & 2))) 2003 flags |= BORDER_UR; 2004 if (y < h-1 && x > 0 && 2005 ((ds->border_scratch[y*w+(x-1)] & 2) || 2006 (ds->border_scratch[(y+1)*w+(x-1)] & 1))) 2007 flags |= BORDER_DL; 2008 if (y < h-1 && x < w-1 && 2009 ((ds->border_scratch[y*w+(x+1)] & 2) || 2010 (ds->border_scratch[(y+1)*w+x] & 1))) 2011 flags |= BORDER_DR; 2012 } 2013 2014 if (!state->shared->clues[y*w+x]) 2015 flags |= USER_COL; 2016 2017 if (ds->v[y*w+x] != v || ds->flags[y*w+x] != flags) { 2018 draw_square(dr, ds, x, y, v, flags); 2019 ds->v[y*w+x] = v; 2020 ds->flags[y*w+x] = flags; 2021 } 2022 } 2023} 2024 2025static void game_redraw(drawing *dr, game_drawstate *ds, 2026 const game_state *oldstate, const game_state *state, 2027 int dir, const game_ui *ui, 2028 float animtime, float flashtime) 2029{ 2030 const int w = state->shared->params.w; 2031 const int h = state->shared->params.h; 2032 2033 const bool flashy = 2034 flashtime > 0 && 2035 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3); 2036 2037 if (!ds->started) { 2038 /* 2039 * Black rectangle which is the main grid. 2040 */ 2041 draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH, 2042 w*TILE_SIZE + 2*BORDER_WIDTH + 1, 2043 h*TILE_SIZE + 2*BORDER_WIDTH + 1, 2044 COL_GRID); 2045 2046 draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER); 2047 2048 ds->started = true; 2049 } 2050 2051 draw_grid(dr, ds, state, ui, flashy, true, true); 2052} 2053 2054static float game_anim_length(const game_state *oldstate, 2055 const game_state *newstate, int dir, game_ui *ui) 2056{ 2057 return 0.0F; 2058} 2059 2060static float game_flash_length(const game_state *oldstate, 2061 const game_state *newstate, int dir, game_ui *ui) 2062{ 2063 assert(oldstate); 2064 assert(newstate); 2065 assert(newstate->shared); 2066 assert(oldstate->shared == newstate->shared); 2067 if (!oldstate->completed && newstate->completed && 2068 !oldstate->cheated && !newstate->cheated) 2069 return FLASH_TIME; 2070 return 0.0F; 2071} 2072 2073static void game_get_cursor_location(const game_ui *ui, 2074 const game_drawstate *ds, 2075 const game_state *state, 2076 const game_params *params, 2077 int *x, int *y, int *w, int *h) 2078{ 2079 if(ui->cur_visible) 2080 { 2081 *x = BORDER + ui->cur_x * TILE_SIZE; 2082 *y = BORDER + ui->cur_y * TILE_SIZE; 2083 *w = *h = TILE_SIZE; 2084 } 2085} 2086 2087static int game_status(const game_state *state) 2088{ 2089 return state->completed ? +1 : 0; 2090} 2091 2092static void game_print_size(const game_params *params, const game_ui *ui, 2093 float *x, float *y) 2094{ 2095 int pw, ph; 2096 2097 /* 2098 * I'll use 6mm squares by default. 2099 */ 2100 game_compute_size(params, 600, ui, &pw, &ph); 2101 *x = pw / 100.0F; 2102 *y = ph / 100.0F; 2103} 2104 2105static void game_print(drawing *dr, const game_state *state, const game_ui *ui, 2106 int tilesize) 2107{ 2108 const int w = state->shared->params.w; 2109 const int h = state->shared->params.h; 2110 int c, i; 2111 bool borders; 2112 2113 /* Ick: fake up `ds->tilesize' for macro expansion purposes */ 2114 game_drawstate *ds = game_new_drawstate(dr, state); 2115 game_set_size(dr, ds, NULL, tilesize); 2116 2117 c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND); 2118 c = print_mono_colour(dr, 0); assert(c == COL_GRID); 2119 c = print_mono_colour(dr, 1); assert(c == COL_HIGHLIGHT); 2120 c = print_mono_colour(dr, 1); assert(c == COL_CORRECT); 2121 c = print_mono_colour(dr, 1); assert(c == COL_ERROR); 2122 c = print_mono_colour(dr, 0); assert(c == COL_USER); 2123 2124 /* 2125 * Border. 2126 */ 2127 draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH, 2128 w*TILE_SIZE + 2*BORDER_WIDTH + 1, 2129 h*TILE_SIZE + 2*BORDER_WIDTH + 1, 2130 COL_GRID); 2131 2132 /* 2133 * We'll draw borders between the ominoes iff the grid is not 2134 * pristine. So scan it to see if it is. 2135 */ 2136 borders = false; 2137 for (i = 0; i < w*h; i++) 2138 if (state->board[i] && !state->shared->clues[i]) 2139 borders = true; 2140 2141 /* 2142 * Draw grid. 2143 */ 2144 print_line_width(dr, TILE_SIZE / 64); 2145 draw_grid(dr, ds, state, NULL, false, borders, false); 2146 2147 /* 2148 * Clean up. 2149 */ 2150 game_free_drawstate(dr, ds); 2151} 2152 2153#ifdef COMBINED 2154#define thegame filling 2155#endif 2156 2157const struct game thegame = { 2158 "Filling", "games.filling", "filling", 2159 default_params, 2160 game_fetch_preset, NULL, 2161 decode_params, 2162 encode_params, 2163 free_params, 2164 dup_params, 2165 true, game_configure, custom_params, 2166 validate_params, 2167 new_game_desc, 2168 validate_desc, 2169 new_game, 2170 dup_game, 2171 free_game, 2172 true, solve_game, 2173 true, game_can_format_as_text_now, game_text_format, 2174 NULL, NULL, /* get_prefs, set_prefs */ 2175 new_ui, 2176 free_ui, 2177 NULL, /* encode_ui */ 2178 NULL, /* decode_ui */ 2179 game_request_keys, 2180 game_changed_state, 2181 current_key_label, 2182 interpret_move, 2183 execute_move, 2184 PREFERRED_TILE_SIZE, game_compute_size, game_set_size, 2185 game_colours, 2186 game_new_drawstate, 2187 game_free_drawstate, 2188 game_redraw, 2189 game_anim_length, 2190 game_flash_length, 2191 game_get_cursor_location, 2192 game_status, 2193 true, false, game_print_size, game_print, 2194 false, /* wants_statusbar */ 2195 false, NULL, /* timing_state */ 2196 REQUIRE_NUMPAD, /* flags */ 2197}; 2198 2199#ifdef STANDALONE_SOLVER /* solver? hah! */ 2200 2201int main(int argc, char **argv) { 2202 if (!strcmp(argv[1], "--verbose")) { 2203 verbose = true; 2204 argv++; 2205 } 2206 2207 while (*++argv) { 2208 game_params *params; 2209 game_state *state; 2210 char *par; 2211 char *desc; 2212 2213 for (par = desc = *argv; *desc != '\0' && *desc != ':'; ++desc); 2214 if (*desc == '\0') { 2215 fprintf(stderr, "bad puzzle id: %s", par); 2216 continue; 2217 } 2218 2219 *desc++ = '\0'; 2220 2221 params = snew(game_params); 2222 decode_params(params, par); 2223 state = new_game(NULL, params, desc); 2224 if (solver(state->board, params->w, params->h, NULL)) 2225 printf("%s:%s: solvable\n", par, desc); 2226 else 2227 printf("%s:%s: not solvable\n", par, desc); 2228 } 2229 return 0; 2230} 2231 2232#endif 2233 2234/* vim: set shiftwidth=4 tabstop=8: */