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[sgt-puzzles.git] / keen.c
diff --git a/keen.c b/keen.c
index 175db55c323222d6a202c21c088f48a0b580d1b9..a6a723894f8731d513be1ca411edccc7f41ec1b4 100644 (file)
--- a/keen.c
+++ b/keen.c
@@ -42,6 +42,14 @@ static char const keen_diffchars[] = DIFFLIST(ENCODE);
 #define CMASK 0x60000000L
 #define CUNIT 0x20000000L
 
+/*
+ * Maximum size of any clue block. Very large ones are annoying in UI
+ * terms (if they're multiplicative you end up with too many digits to
+ * fit in the square) and also in solver terms (too many possibilities
+ * to iterate over).
+ */
+#define MAXBLK 6
+
 enum {
     COL_BACKGROUND,
     COL_GRID,
@@ -115,7 +123,7 @@ static void free_params(game_params *params)
     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;                   /* structure copy */
@@ -143,7 +151,7 @@ static void decode_params(game_params *params, char const *string)
     }
 }
 
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
 {
     char ret[80];
 
@@ -154,7 +162,7 @@ static char *encode_params(game_params *params, int full)
     return dupstr(ret);
 }
 
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
 {
     config_item *ret;
     char buf[80];
@@ -180,7 +188,7 @@ static config_item *game_configure(game_params *params)
     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);
 
@@ -190,7 +198,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
 {
     if (params->w < 3 || params->w > 9)
         return "Grid size must be between 3 and 9";
@@ -732,7 +740,7 @@ static char *parse_block_structure(const char **p, int w, int *dsf)
     return NULL;
 }
 
-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)
 {
     int w = params->w, a = w*w;
@@ -847,26 +855,34 @@ done
                x = i % w;
                y = i / w;
 
-               if (x > 0 &&
+               if (x > 0 && dsf_size(dsf, i-1) < MAXBLK &&
                    (best == -1 || revorder[i-1] < revorder[best]))
                    best = i-1;
-               if (x+1 < w &&
+               if (x+1 < w && dsf_size(dsf, i+1) < MAXBLK &&
                    (best == -1 || revorder[i+1] < revorder[best]))
                    best = i+1;
-               if (y > 0 &&
+               if (y > 0 && dsf_size(dsf, i-w) < MAXBLK &&
                    (best == -1 || revorder[i-w] < revorder[best]))
                    best = i-w;
-               if (y+1 < w &&
+               if (y+1 < w && dsf_size(dsf, i+w) < MAXBLK &&
                    (best == -1 || revorder[i+w] < revorder[best]))
                    best = i+w;
 
                if (best >= 0) {
-                   singletons[i] = FALSE;
+                   singletons[i] = singletons[best] = FALSE;
                    dsf_merge(dsf, i, best);
                }
            }
        }
 
+        /* Quit and start again if we have any singletons left over
+         * which we weren't able to do anything at all with. */
+       for (i = 0; i < a; i++)
+           if (singletons[i])
+                break;
+        if (i < a)
+            continue;
+
        /*
         * Decide what would be acceptable clues for each block.
         *
@@ -887,13 +903,11 @@ done
         * suitable for what.
         */
 #define F_ADD     0x01
-#define F_ADD_BAD 0x02
-#define F_SUB     0x04
-#define F_SUB_BAD 0x08
-#define F_MUL     0x10
-#define F_MUL_BAD 0x20
-#define F_DIV     0x40
-#define F_DIV_BAD 0x80
+#define F_SUB     0x02
+#define F_MUL     0x04
+#define F_DIV     0x08
+#define BAD_SHIFT 4
+
        for (i = 0; i < a; i++) {
            singletons[i] = 0;
            j = dsf_canonify(dsf, i);
@@ -916,25 +930,23 @@ done
                v = p + q;
                if (v > 4 && v < 2*w-2)
                    singletons[j] |= F_ADD;
-               else
-                   singletons[j] |= F_ADD_BAD;
+                else
+                   singletons[j] |= F_ADD << BAD_SHIFT;
 
                /*
-                * Multiplication clues: similarly, we prefer clues
-                * of this type which leave multiple options open.
-                * We can't rule out all the others, though, because
-                * there are very very few 2-square multiplication
-                * clues that _don't_ leave only one option.
+                * Multiplication clues: above Normal difficulty, we
+                * prefer (but don't absolutely insist on) clues of
+                * this type which leave multiple options open.
                 */
                v = p * q;
                n = 0;
                for (k = 1; k <= w; k++)
                    if (v % k == 0 && v / k <= w && v / k != k)
                        n++;
-               if (n > 1)
+               if (n <= 2 && diff > DIFF_NORMAL)
+                   singletons[j] |= F_MUL << BAD_SHIFT;
+                else
                    singletons[j] |= F_MUL;
-               else
-                   singletons[j] |= F_MUL_BAD;
 
                /*
                 * Subtraction: we completely avoid a difference of
@@ -976,11 +988,10 @@ done
                long clue;
                int good, bad;
                switch (k) {
-                 case 0: clue = C_DIV; good = F_DIV; bad = F_DIV_BAD; break;
-                 case 1: clue = C_SUB; good = F_SUB; bad = F_SUB_BAD; break;
-                 case 2: clue = C_MUL; good = F_MUL; bad = F_MUL_BAD; break;
-                 default /* case 3 */ :
-                   clue = C_ADD; good = F_ADD; bad = F_ADD_BAD; break;
+                 case 0:                clue = C_DIV; good = F_DIV; break;
+                 case 1:                clue = C_SUB; good = F_SUB; break;
+                 case 2:                clue = C_MUL; good = F_MUL; break;
+                 default /* case 3 */ : clue = C_ADD; good = F_ADD; break;
                }
 
                for (i = 0; i < a; i++) {
@@ -993,6 +1004,7 @@ done
                }
                if (i == a) {
                    /* didn't find a nice one, use a nasty one */
+                    bad = good << BAD_SHIFT;
                    for (i = 0; i < a; i++) {
                        j = order[i];
                        if (singletons[j] & bad) {
@@ -1010,13 +1022,10 @@ done
                break;
        }
 #undef F_ADD
-#undef F_ADD_BAD
 #undef F_SUB
-#undef F_SUB_BAD
 #undef F_MUL
-#undef F_MUL_BAD
 #undef F_DIV
-#undef F_DIV_BAD
+#undef BAD_SHIFT
 
        /*
         * Having chosen the clue types, calculate the clue values.
@@ -1136,7 +1145,7 @@ done
  * Gameplay.
  */
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int w = params->w, a = w*w;
     int *dsf;
@@ -1184,7 +1193,8 @@ static char *validate_desc(game_params *params, char *desc)
     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)
 {
     int w = params->w, a = w*w;
     game_state *state = snew(game_state);
@@ -1243,7 +1253,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     return state;
 }
 
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
 {
     int w = state->par.w, a = w*w;
     game_state *ret = snew(game_state);
@@ -1276,8 +1286,8 @@ static void free_game(game_state *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)
 {
     int w = state->par.w, a = w*w;
     int i, ret;
@@ -1311,12 +1321,12 @@ static char *solve_game(game_state *state, game_state *currstate,
     return out;
 }
 
-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)
 {
     return NULL;
 }
@@ -1348,7 +1358,7 @@ struct game_ui {
     int hcursor;
 };
 
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
 {
     game_ui *ui = snew(game_ui);
 
@@ -1363,17 +1373,17 @@ static void free_ui(game_ui *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)
 {
     int w = newstate->par.w;
     /*
@@ -1412,7 +1422,7 @@ struct game_drawstate {
     char *minus_sign, *times_sign, *divide_sign;
 };
 
-static int check_errors(game_state *state, long *errors)
+static int check_errors(const game_state *state, long *errors)
 {
     int w = state->par.w, a = w*w;
     int i, j, x, y, errs = FALSE;
@@ -1519,8 +1529,9 @@ static int check_errors(game_state *state, long *errors)
     return errs;
 }
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
-                           int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+                            const game_drawstate *ds,
+                            int x, int y, int button)
 {
     int w = state->par.w;
     int tx, ty;
@@ -1606,7 +1617,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     return NULL;
 }
 
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
 {
     int w = from->par.w, a = w*w;
     game_state *ret;
@@ -1669,8 +1680,8 @@ static game_state *execute_move(game_state *from, char *move)
 
 #define SIZE(w) ((w) * TILESIZE + 2*BORDER)
 
-static void game_compute_size(game_params *params, int tilesize,
-                             int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+                              int *x, int *y)
 {
     /* Ick: fake up `ds->tilesize' for macro expansion purposes */
     struct { int tilesize; } ads, *ds = &ads;
@@ -1680,7 +1691,7 @@ static void game_compute_size(game_params *params, int 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;
 }
@@ -1719,7 +1730,7 @@ static const char *const minus_signs[] = { "\xE2\x88\x92", "-" };
 static const char *const times_signs[] = { "\xC3\x97", "*" };
 static const char *const divide_signs[] = { "\xC3\xB7", "/" };
 
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     int w = state->par.w, a = w*w;
     struct game_drawstate *ds = snew(struct game_drawstate);
@@ -1940,9 +1951,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues,
     draw_update(dr, cx, cy, cw, ch);
 }
 
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
-                       game_state *state, int dir, game_ui *ui,
-                       float animtime, float flashtime)
+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)
 {
     int w = state->par.w /*, a = w*w */;
     int x, y;
@@ -1997,14 +2009,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     }
 }
 
-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)
 {
     if (!oldstate->completed && newstate->completed &&
        !oldstate->cheated && !newstate->cheated)
@@ -2012,19 +2024,19 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_is_solved(game_state *state)
+static int game_status(const game_state *state)
 {
-    return state->completed;
+    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)
 {
     if (state->completed)
        return FALSE;
     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;
 
@@ -2167,7 +2179,7 @@ static void outline_block_structure(drawing *dr, game_drawstate *ds,
     sfree(coords);
 }
 
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
 {
     int w = state->par.w;
     int ink = print_mono_colour(dr, 0);
@@ -2293,7 +2305,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_is_solved,
+    game_status,
     TRUE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,