*****************************************************************************/
struct game_params {
- int h, w;
+ int w, h;
};
struct shared_state {
int completed, cheated;
};
-static const struct game_params filling_defaults[3] = {{7, 9}, {9, 13}, {13, 17}};
+static const struct game_params filling_defaults[3] = {
+ {9, 7}, {13, 9}, {17, 13}
+};
static game_params *default_params(void)
{
if (i < 0 || i >= lenof(filling_defaults)) return FALSE;
*params = snew(game_params);
**params = filling_defaults[i]; /* struct copy */
- sprintf(buf, "%dx%d", filling_defaults[i].h, filling_defaults[i].w);
+ sprintf(buf, "%dx%d", filling_defaults[i].w, filling_defaults[i].h);
*name = dupstr(buf);
return TRUE;
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* struct copy */
if (*string == 'x') ret->h = atoi(++string);
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char buf[64];
sprintf(buf, "%dx%d", params->w, params->h);
return dupstr(buf);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[64];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
if (params->w < 1) return "Width must be at least one";
if (params->h < 1) return "Height must be at least one";
return repr;
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
return TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
const int w = state->shared->params.w;
const int h = state->shared->params.h;
}
}
-static game_state *new_game(midend *, game_params *, char *);
+static game_state *new_game(midend *, const game_params *, const char *);
static void free_game(game_state *);
#define SENTINEL sz
+static int mark_region(int *board, int w, int h, int i, int n, int m) {
+ int j;
+
+ board[i] = -1;
+
+ for (j = 0; j < 4; ++j) {
+ const int x = (i % w) + dx[j], y = (i / w) + dy[j], ii = w*y + x;
+ if (x < 0 || x >= w || y < 0 || y >= h) continue;
+ if (board[ii] == m) return FALSE;
+ if (board[ii] != n) continue;
+ if (!mark_region(board, w, h, ii, n, m)) return FALSE;
+ }
+ return TRUE;
+}
+
+static int region_size(int *board, int w, int h, int i) {
+ const int sz = w * h;
+ int j, size, copy;
+ if (board[i] == 0) return 0;
+ copy = board[i];
+ mark_region(board, w, h, i, board[i], SENTINEL);
+ for (size = j = 0; j < sz; ++j) {
+ if (board[j] != -1) continue;
+ ++size;
+ board[j] = copy;
+ }
+ return size;
+}
+
+static void merge_ones(int *board, int w, int h)
+{
+ const int sz = w * h;
+ const int maxsize = min(max(max(w, h), 3), 9);
+ int i, j, k, change;
+ do {
+ change = FALSE;
+ for (i = 0; i < sz; ++i) {
+ if (board[i] != 1) continue;
+
+ for (j = 0; j < 4; ++j, board[i] = 1) {
+ const int x = (i % w) + dx[j], y = (i / w) + dy[j];
+ int oldsize, newsize, ok, ii = w*y + x;
+ if (x < 0 || x >= w || y < 0 || y >= h) continue;
+ if (board[ii] == maxsize) continue;
+
+ oldsize = board[ii];
+ board[i] = oldsize;
+ newsize = region_size(board, w, h, i);
+
+ if (newsize > maxsize) continue;
+
+ ok = mark_region(board, w, h, i, oldsize, newsize);
+
+ for (k = 0; k < sz; ++k)
+ if (board[k] == -1)
+ board[k] = ok ? newsize : oldsize;
+
+ if (ok) break;
+ }
+ if (j < 4) change = TRUE;
+ }
+ } while (change);
+}
+
/* generate a random valid board; uses validate_board. */
static void make_board(int *board, int w, int h, random_state *rs) {
- int *dsf;
-
- const unsigned int sz = w * h;
+ const int sz = w * h;
/* w=h=2 is a special case which requires a number > max(w, h) */
/* TODO prove that this is the case ONLY for w=h=2. */
/* Note that if 1 in {w, h} then it's impossible to have a region
* of size > w*h, so the special case only affects w=h=2. */
- int nboards = 0;
- int i;
+ int i, change, *dsf;
assert(w >= 1);
assert(h >= 1);
-
assert(board);
- dsf = snew_dsf(sz); /* implicit dsf_init */
-
/* I abuse the board variable: when generating the puzzle, it
- * contains a shuffled list of numbers {0, ..., nsq-1}. */
- for (i = 0; i < (int)sz; ++i) board[i] = i;
-
- while (1) {
- int change;
- ++nboards;
- shuffle(board, sz, sizeof (int), rs);
- /* while the board can in principle be fixed */
- do {
- change = FALSE;
- for (i = 0; i < (int)sz; ++i) {
- int a = SENTINEL;
- int b = SENTINEL;
- int c = SENTINEL;
- const int aa = dsf_canonify(dsf, board[i]);
- int cc = sz;
- int j;
- for (j = 0; j < 4; ++j) {
- const int x = (board[i] % w) + dx[j];
- const int y = (board[i] / w) + dy[j];
- int bb;
- if (x < 0 || x >= w || y < 0 || y >= h) continue;
- bb = dsf_canonify(dsf, w*y + x);
- if (aa == bb) continue;
- else if (dsf_size(dsf, aa) == dsf_size(dsf, bb)) {
- a = aa;
- b = bb;
- c = cc;
- } else if (cc == sz) c = cc = bb;
- }
- if (a != SENTINEL) {
- a = dsf_canonify(dsf, a);
- assert(a != dsf_canonify(dsf, b));
- if (c != sz) assert(a != dsf_canonify(dsf, c));
- dsf_merge(dsf, a, c == sz? b: c);
- /* if repair impossible; make a new board */
- if (dsf_size(dsf, a) > maxsize) goto retry;
- change = TRUE;
- }
- }
- } while (change);
+ * contains a shuffled list of numbers {0, ..., sz-1}. */
+ for (i = 0; i < sz; ++i) board[i] = i;
- for (i = 0; i < (int)sz; ++i) board[i] = dsf_size(dsf, i);
+ dsf = snewn(sz, int);
+retry:
+ dsf_init(dsf, sz);
+ shuffle(board, sz, sizeof (int), rs);
- sfree(dsf);
- printv("returning board number %d\n", nboards);
- return;
+ do {
+ change = FALSE; /* as long as the board potentially has errors */
+ for (i = 0; i < sz; ++i) {
+ const int square = dsf_canonify(dsf, board[i]);
+ const int size = dsf_size(dsf, square);
+ int merge = SENTINEL, min = maxsize - size + 1, error = FALSE;
+ int neighbour, neighbour_size, j;
+
+ for (j = 0; j < 4; ++j) {
+ const int x = (board[i] % w) + dx[j];
+ const int y = (board[i] / w) + dy[j];
+ if (x < 0 || x >= w || y < 0 || y >= h) continue;
- retry:
- dsf_init(dsf, sz);
- }
- assert(FALSE); /* unreachable */
-}
+ neighbour = dsf_canonify(dsf, w*y + x);
+ if (square == neighbour) continue;
-static int rhofree(int *hop, int start) {
- int turtle = start, rabbit = hop[start];
- while (rabbit != turtle) { /* find a cycle */
- turtle = hop[turtle];
- rabbit = hop[hop[rabbit]];
- }
- do { /* check that start is in the cycle */
- rabbit = hop[rabbit];
- if (start == rabbit) return 1;
- } while (rabbit != turtle);
- return 0;
+ neighbour_size = dsf_size(dsf, neighbour);
+ if (size == neighbour_size) error = TRUE;
+
+ /* find the smallest neighbour to merge with, which
+ * wouldn't make the region too large. (This is
+ * guaranteed by the initial value of `min'.) */
+ if (neighbour_size < min) {
+ min = neighbour_size;
+ merge = neighbour;
+ }
+ }
+
+ /* if this square is not in error, leave it be */
+ if (!error) continue;
+
+ /* if it is, but we can't fix it, retry the whole board.
+ * Maybe we could fix it by merging the conflicting
+ * neighbouring region(s) into some of their neighbours,
+ * but just restarting works out fine. */
+ if (merge == SENTINEL) goto retry;
+
+ /* merge with the smallest neighbouring workable region. */
+ dsf_merge(dsf, square, merge);
+ change = TRUE;
+ }
+ } while (change);
+
+ for (i = 0; i < sz; ++i) board[i] = dsf_size(dsf, i);
+ merge_ones(board, w, h);
+
+ sfree(dsf);
}
static void merge(int *dsf, int *connected, int a, int b) {
int c;
assert(dsf);
assert(connected);
- assert(rhofree(connected, a));
- assert(rhofree(connected, b));
a = dsf_canonify(dsf, a);
b = dsf_canonify(dsf, b);
if (a == b) return;
c = connected[a];
connected[a] = connected[b];
connected[b] = c;
- assert(rhofree(connected, a));
- assert(rhofree(connected, b));
}
static void *memdup(const void *ptr, size_t len, size_t esz) {
(s->board[idx] >= expandsize(s->board, s->dsf, w, h,
i, s->board[idx]))))
one = FALSE;
+ if (dsf_size(s->dsf, idx) == s->board[idx]) continue;
assert(s->board[i] == EMPTY);
s->board[i] = -SENTINEL;
if (check_capacity(s->board, w, h, idx)) continue;
/* for each connected component */
for (i = 0; i < sz; ++i) {
- int j;
+ int j, slack;
if (s->board[i] == EMPTY) continue;
if (i != dsf_canonify(s->dsf, i)) continue;
- if (dsf_size(s->dsf, i) == s->board[i]) continue;
+ slack = s->board[i] - dsf_size(s->dsf, i);
+ if (slack == 0) continue;
assert(s->board[i] != 1);
/* for each empty square */
for (j = 0; j < sz; ++j) {
- if (s->board[j] != EMPTY) continue;
+ if (s->board[j] == EMPTY) {
+ /* if it's too far away from the CC, don't bother */
+ int k = i, jx = j % w, jy = j / w;
+ do {
+ int kx = k % w, ky = k / w;
+ if (abs(kx - jx) + abs(ky - jy) <= slack) break;
+ k = s->connected[k];
+ } while (i != k);
+ if (i == k) continue; /* not within range */
+ } else continue;
s->board[j] = -SENTINEL;
if (check_capacity(s->board, w, h, i)) continue;
/* if not expanding s->board[i] to s->board[j] implies
if (solution) {
int i;
- assert(*solution == NULL);
*solution = snewn(sz + 2, char);
**solution = 's';
for (i = 0; i < sz; ++i) (*solution)[i + 1] = ss.board[i] + '0';
return dsf;
}
-/*
-static int filled(int *board, int *randomize, int k, int n) {
- int i;
- if (board == NULL) return FALSE;
- if (randomize == NULL) return FALSE;
- if (k > n) return FALSE;
- for (i = 0; i < k; ++i) if (board[randomize[i]] == 0) return FALSE;
- for (; i < n; ++i) if (board[randomize[i]] != 0) return FALSE;
- return TRUE;
-}
-*/
-
-static int *g_board;
-static int compare(const void *pa, const void *pb) {
- if (!g_board) return 0;
- return g_board[*(const int *)pb] - g_board[*(const int *)pa];
-}
-
-static void minimize_clue_set(int *board, int w, int h, int *randomize) {
+static void minimize_clue_set(int *board, int w, int h, random_state *rs)
+{
const int sz = w * h;
- int i;
- int *board_cp = snewn(sz, int);
- memcpy(board_cp, board, sz * sizeof (int));
+ int *shuf = snewn(sz, int), i;
+
+ for (i = 0; i < sz; ++i) shuf[i] = i;
+ shuffle(shuf, sz, sizeof (int), rs);
- /* since more clues only helps and never hurts, one pass will do
- * just fine: if we can remove clue n with k clues of index > n,
- * we could have removed clue n with >= k clues of index > n.
- * So an additional pass wouldn't do anything [use induction]. */
+ /* the solver is monotone, so a second pass is superfluous. */
for (i = 0; i < sz; ++i) {
- if (board[randomize[i]] == EMPTY) continue;
- board[randomize[i]] = EMPTY;
- /* (rot.) symmetry tends to include _way_ too many hints */
- /* board[sz - randomize[i] - 1] = EMPTY; */
- if (!solver(board, w, h, NULL)) {
- board[randomize[i]] = board_cp[randomize[i]];
- /* board[sz - randomize[i] - 1] =
- board_cp[sz - randomize[i] - 1]; */
- }
+ int tmp = board[shuf[i]];
+ board[shuf[i]] = EMPTY;
+ if (!solver(board, w, h, NULL)) board[shuf[i]] = tmp;
}
- sfree(board_cp);
+ sfree(shuf);
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
- const int w = params->w;
- const int h = params->h;
- const int sz = w * h;
- int *board = snewn(sz, int);
- int *randomize = snewn(sz, int);
+ const int w = params->w, h = params->h, sz = w * h;
+ int *board = snewn(sz, int), i;
char *game_description = snewn(sz + 1, char);
- int i;
-
- for (i = 0; i < sz; ++i) {
- board[i] = EMPTY;
- randomize[i] = i;
- }
make_board(board, w, h, rs);
- g_board = board;
- qsort(randomize, sz, sizeof (int), compare);
- minimize_clue_set(board, w, h, randomize);
+ minimize_clue_set(board, w, h, rs);
for (i = 0; i < sz; ++i) {
assert(board[i] >= 0);
}
game_description[sz] = '\0';
-/*
- solver(board, w, h, aux);
- print_board(board, w, h);
-*/
-
- sfree(randomize);
sfree(board);
return game_description;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int i;
const int sz = params->w * params->h;
return NULL;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int sz = params->w * params->h;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
const int sz = state->shared->params.w * state->shared->params.h;
game_state *ret = snew(game_state);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
if (aux == NULL) {
const int w = state->shared->params.w;
const int h = state->shared->params.h;
- if (!solver(state->board, w, h, &aux))
+ char *new_aux;
+ if (!solver(state->board, w, h, &new_aux))
*error = "Sorry, I couldn't find a solution";
+ return new_aux;
}
- return aux;
+ return dupstr(aux);
}
/*****************************************************************************
struct game_ui {
int *sel; /* w*h highlighted squares, or NULL */
- int cur_x, cur_y, cur_visible;
+ int cur_x, cur_y, cur_visible, keydragging;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->sel = NULL;
- ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+ ui->cur_x = ui->cur_y = ui->cur_visible = ui->keydragging = 0;
return ui;
}
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
/* Clear any selection */
if (ui->sel) {
sfree(ui->sel);
ui->sel = NULL;
}
+ ui->keydragging = FALSE;
}
#define PREFERRED_TILE_SIZE 32
int *dsf_scratch, *border_scratch;
};
-static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
int x, int y, int button)
{
const int w = state->shared->params.w;
if (IS_CURSOR_MOVE(button)) {
ui->cur_visible = 1;
move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+ if (ui->keydragging) goto select_square;
return "";
}
- if (IS_CURSOR_SELECT(button)) {
+ if (button == CURSOR_SELECT) {
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
+ ui->keydragging = !ui->keydragging;
+ if (!ui->keydragging) return "";
+
+ select_square:
if (!ui->sel) {
ui->sel = snewn(w*h, int);
memset(ui->sel, 0, w*h*sizeof(int));
}
- if (state->shared->clues[w*ui->cur_y + ui->cur_x] == 0)
- ui->sel[w*ui->cur_y + ui->cur_x] ^= 1;
- return "";
+ if (!state->shared->clues[w*ui->cur_y + ui->cur_x])
+ ui->sel[w*ui->cur_y + ui->cur_x] = 1;
+ return "";
+ }
+ if (button == CURSOR_SELECT2) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (!ui->sel) {
+ ui->sel = snewn(w*h, int);
+ memset(ui->sel, 0, w*h*sizeof(int));
+ }
+ ui->keydragging = FALSE;
+ if (!state->shared->clues[w*ui->cur_y + ui->cur_x])
+ ui->sel[w*ui->cur_y + ui->cur_x] ^= 1;
+ for (i = 0; i < w*h && !ui->sel[i]; i++);
+ if (i == w*h) {
+ sfree(ui->sel);
+ ui->sel = NULL;
+ }
+ return "";
}
- switch (button) {
- case ' ':
- case '\r':
- case '\n':
- case '\b':
- button = 0;
- break;
- default:
- if (button < '0' || button > '9') return NULL;
- button -= '0';
- if (button > (w == 2 && h == 2? 3: max(w, h))) return NULL;
+ if (button == '\b' || button == 27) {
+ sfree(ui->sel);
+ ui->sel = NULL;
+ ui->keydragging = FALSE;
+ return "";
}
+ if (button < '0' || button > '9') return NULL;
+ button -= '0';
+ if (button > (w == 2 && h == 2 ? 3 : max(w, h))) return NULL;
+ ui->keydragging = FALSE;
+
for (i = 0; i < w*h; i++) {
char buf[32];
if ((ui->sel && ui->sel[i]) ||
return move ? move : "";
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
game_state *new_state = NULL;
const int sz = state->shared->params.w * state->shared->params.h;
NCOLOURS
};
-static void game_compute_size(game_params *params, int tilesize,
+static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
*x = (params->w + 1) * tilesize;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
TILE_SIZE);
}
-static void draw_grid(drawing *dr, game_drawstate *ds, game_state *state,
- game_ui *ui, int flashy, int borders, int shading)
+static void draw_grid(drawing *dr, game_drawstate *ds, const game_state *state,
+ const game_ui *ui, int flashy, int borders, int shading)
{
const int w = state->shared->params.w;
const int h = state->shared->params.h;
}
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
float animtime, float flashtime)
{
const int w = state->shared->params.w;
draw_grid(dr, ds, state, ui, flashy, TRUE, TRUE);
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
assert(oldstate);
assert(newstate);
return 0.0F;
}
-static int game_status(game_state *state)
+static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
const int w = state->shared->params.w;
const int h = state->shared->params.h;