typedef unsigned char digit;
#define ORDER_MAX 255
-#define TILE_SIZE 32
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 32
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 2)
#define FLASH_TIME 0.4F
-enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF4 };
+enum { SYMM_NONE, SYMM_ROT2, SYMM_ROT4, SYMM_REF2, SYMM_REF2D, SYMM_REF4,
+ SYMM_REF4D, SYMM_REF8 };
enum { DIFF_BLOCK, DIFF_SIMPLE, DIFF_INTERSECT,
DIFF_SET, DIFF_RECURSIVE, DIFF_AMBIGUOUS, DIFF_IMPOSSIBLE };
}
while (*string) {
if (*string == 'r' || *string == 'm' || *string == 'a') {
- int sn, sc;
+ int sn, sc, sd;
sc = *string++;
+ if (*string == 'd') {
+ sd = TRUE;
+ string++;
+ } else {
+ sd = FALSE;
+ }
sn = atoi(string);
while (*string && isdigit((unsigned char)*string)) string++;
+ if (sc == 'm' && sn == 8)
+ ret->symm = SYMM_REF8;
if (sc == 'm' && sn == 4)
- ret->symm = SYMM_REF4;
+ ret->symm = sd ? SYMM_REF4D : SYMM_REF4;
+ if (sc == 'm' && sn == 2)
+ ret->symm = sd ? SYMM_REF2D : SYMM_REF2;
if (sc == 'r' && sn == 4)
ret->symm = SYMM_ROT4;
if (sc == 'r' && sn == 2)
sprintf(str, "%dx%d", params->c, params->r);
if (full) {
switch (params->symm) {
+ case SYMM_REF8: strcat(str, "m8"); break;
case SYMM_REF4: strcat(str, "m4"); break;
+ case SYMM_REF4D: strcat(str, "md4"); break;
+ case SYMM_REF2: strcat(str, "m2"); break;
+ case SYMM_REF2D: strcat(str, "md2"); break;
case SYMM_ROT4: strcat(str, "r4"); break;
/* case SYMM_ROT2: strcat(str, "r2"); break; [default] */
case SYMM_NONE: strcat(str, "a"); break;
ret[2].name = "Symmetry";
ret[2].type = C_CHOICES;
- ret[2].sval = ":None:2-way rotation:4-way rotation:4-way mirror";
+ ret[2].sval = ":None:2-way rotation:4-way rotation:2-way mirror:"
+ "2-way diagonal mirror:4-way mirror:4-way diagonal mirror:"
+ "8-way mirror";
ret[2].ival = params->symm;
ret[3].name = "Difficulty";
return TRUE;
}
-static void symmetry_limit(game_params *params, int *xlim, int *ylim, int s)
-{
- int c = params->c, r = params->r, cr = c*r;
-
- switch (s) {
- case SYMM_NONE:
- *xlim = *ylim = cr;
- break;
- case SYMM_ROT2:
- *xlim = (cr+1) / 2;
- *ylim = cr;
- break;
- case SYMM_REF4:
- case SYMM_ROT4:
- *xlim = *ylim = (cr+1) / 2;
- break;
- }
-}
-
static int symmetries(game_params *params, int x, int y, int *output, int s)
{
int c = params->c, r = params->r, cr = c*r;
int i = 0;
- *output++ = x;
- *output++ = y;
- i++;
+#define ADD(x,y) (*output++ = (x), *output++ = (y), i++)
+
+ ADD(x, y);
switch (s) {
case SYMM_NONE:
break; /* just x,y is all we need */
- case SYMM_REF4:
- case SYMM_ROT4:
- switch (s) {
- case SYMM_REF4:
- *output++ = cr - 1 - x;
- *output++ = y;
- i++;
-
- *output++ = x;
- *output++ = cr - 1 - y;
- i++;
- break;
- case SYMM_ROT4:
- *output++ = cr - 1 - y;
- *output++ = x;
- i++;
-
- *output++ = y;
- *output++ = cr - 1 - x;
- i++;
- break;
- }
- /* fall through */
case SYMM_ROT2:
- *output++ = cr - 1 - x;
- *output++ = cr - 1 - y;
- i++;
- break;
+ ADD(cr - 1 - x, cr - 1 - y);
+ break;
+ case SYMM_ROT4:
+ ADD(cr - 1 - y, x);
+ ADD(y, cr - 1 - x);
+ ADD(cr - 1 - x, cr - 1 - y);
+ break;
+ case SYMM_REF2:
+ ADD(cr - 1 - x, y);
+ break;
+ case SYMM_REF2D:
+ ADD(y, x);
+ break;
+ case SYMM_REF4:
+ ADD(cr - 1 - x, y);
+ ADD(x, cr - 1 - y);
+ ADD(cr - 1 - x, cr - 1 - y);
+ break;
+ case SYMM_REF4D:
+ ADD(y, x);
+ ADD(cr - 1 - x, cr - 1 - y);
+ ADD(cr - 1 - y, cr - 1 - x);
+ break;
+ case SYMM_REF8:
+ ADD(cr - 1 - x, y);
+ ADD(x, cr - 1 - y);
+ ADD(cr - 1 - x, cr - 1 - y);
+ ADD(y, x);
+ ADD(y, cr - 1 - x);
+ ADD(cr - 1 - y, x);
+ ADD(cr - 1 - y, cr - 1 - x);
+ break;
}
+#undef ADD
+
return i;
}
int ret;
char *desc;
int coords[16], ncoords;
- int xlim, ylim;
+ int *symmclasses, nsymmclasses;
int maxdiff, recursing;
/*
locs = snewn(area, struct xy);
grid2 = snewn(area, digit);
+ /*
+ * Find the set of equivalence classes of squares permitted
+ * by the selected symmetry. We do this by enumerating all
+ * the grid squares which have no symmetric companion
+ * sorting lower than themselves.
+ */
+ nsymmclasses = 0;
+ symmclasses = snewn(cr * cr, int);
+ {
+ int x, y;
+
+ for (y = 0; y < cr; y++)
+ for (x = 0; x < cr; x++) {
+ int i = y*cr+x;
+ int j;
+
+ ncoords = symmetries(params, x, y, coords, params->symm);
+ for (j = 0; j < ncoords; j++)
+ if (coords[2*j+1]*cr+coords[2*j] < i)
+ break;
+ if (j == ncoords)
+ symmclasses[nsymmclasses++] = i;
+ }
+ }
+
/*
* Loop until we get a grid of the required difficulty. This is
* nasty, but it seems to be unpleasantly hard to generate
* Now we have a solved grid, start removing things from it
* while preserving solubility.
*/
- symmetry_limit(params, &xlim, &ylim, params->symm);
recursing = FALSE;
while (1) {
int x, y, i, j;
*/
nlocs = 0;
- for (x = 0; x < xlim; x++)
- for (y = 0; y < ylim; y++)
- if (grid[y*cr+x]) {
- locs[nlocs].x = x;
- locs[nlocs].y = y;
- nlocs++;
- }
+ for (i = 0; i < nsymmclasses; i++) {
+ x = symmclasses[i] % cr;
+ y = symmclasses[i] / cr;
+ if (grid[y*cr+x]) {
+ locs[nlocs].x = x;
+ locs[nlocs].y = y;
+ nlocs++;
+ }
+ }
/*
* Now shuffle that list.
sfree(grid2);
sfree(locs);
+ sfree(symmclasses);
+
/*
* Now we have the grid as it will be presented to the user.
* Encode it in a game desc.
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *ai,
- char **error)
+static game_state *solve_game(game_state *state, game_state *currstate,
+ game_aux_info *ai, char **error)
{
game_state *ret;
int c = state->c, r = state->r, cr = c*r;
sfree(ui);
}
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+ int c = newstate->c, r = newstate->r, cr = c*r;
+ /*
+ * We prevent pencil-mode highlighting of a filled square. So
+ * if the user has just filled in a square which we had a
+ * pencil-mode highlight in (by Undo, or by Redo, or by Solve),
+ * then we cancel the highlight.
+ */
+ if (ui->hx >= 0 && ui->hy >= 0 && ui->hpencil &&
+ newstate->grid[ui->hy * cr + ui->hx] != 0) {
+ ui->hx = ui->hy = -1;
+ }
+}
+
+struct game_drawstate {
+ int started;
+ int c, r, cr;
+ int tilesize;
+ digit *grid;
+ unsigned char *pencil;
+ unsigned char *hl;
+ /* This is scratch space used within a single call to game_redraw. */
+ int *entered_items;
+};
+
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int c, r, cr;
- digit *grid;
- unsigned char *pencil;
- unsigned char *hl;
- /* This is scratch space used within a single call to game_redraw. */
- int *entered_items;
-};
+#define SIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
+#define GETTILESIZE(cr, w) ( (w-1) / (cr+1) )
-#define XSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
-#define YSIZE(cr) ((cr) * TILE_SIZE + 2*BORDER + 1)
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds,
+ int *x, int *y, int expand)
{
int c = params->c, r = params->r, cr = c*r;
+ int ts;
+
+ ts = min(GETTILESIZE(cr, *x), GETTILESIZE(cr, *y));
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
- *x = XSIZE(cr);
- *y = YSIZE(cr);
+ *x = SIZE(cr);
+ *y = SIZE(cr);
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
ds->hl = snewn(cr*cr, unsigned char);
memset(ds->hl, 0, cr*cr);
ds->entered_items = snewn(cr*cr, int);
+ ds->tilesize = 0; /* not decided yet */
return ds;
}
* all games should start by drawing a big
* background-colour rectangle covering the whole window.
*/
- draw_rect(fe, 0, 0, XSIZE(cr), YSIZE(cr), COL_BACKGROUND);
+ draw_rect(fe, 0, 0, SIZE(cr), SIZE(cr), COL_BACKGROUND);
/*
* Draw the grid.
/* Mark obvious errors (ie, numbers which occur more than once
* in a single row, column, or box). */
- if ((ds->entered_items[x*cr+d-1] & 2) ||
- (ds->entered_items[y*cr+d-1] & 8) ||
- (ds->entered_items[((x/r)+(y/c)*c)*cr+d-1] & 32))
+ if (d && ((ds->entered_items[x*cr+d-1] & 2) ||
+ (ds->entered_items[y*cr+d-1] & 8) ||
+ (ds->entered_items[((x/r)+(y/c)*c)*cr+d-1] & 32)))
highlight |= 16;
draw_number(fe, ds, state, x, y, highlight);
* Update the _entire_ grid if necessary.
*/
if (!ds->started) {
- draw_update(fe, 0, 0, XSIZE(cr), YSIZE(cr));
+ draw_update(fe, 0, 0, SIZE(cr), SIZE(cr));
ds->started = TRUE;
}
}
TRUE, game_text_format,
new_ui,
free_ui,
+ game_changed_state,
make_move,
game_size,
game_colours,