#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,
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 */
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char ret[80];
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];
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 < 3 || params->w > 9)
return "Grid size must be between 3 and 9";
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;
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.
*
* 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);
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 > 2)
+ 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
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++) {
}
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) {
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.
* 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;
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);
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);
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;
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;
}
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);
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;
/*
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;
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;
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;
#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;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
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);
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;
}
}
-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)
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;
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);
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,