X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=towers.c;h=9525adb56b19aec96fb011c78ffd80c24cd6f5ee;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=94ed1a7b11470bd1c2457d0941f6a659792b2f36;hpb=2efc77d2fde7e53604f8490b57f18a36eec5c4fb;p=sgt-puzzles.git diff --git a/towers.c b/towers.c index 94ed1a7..9525adb 100644 --- a/towers.c +++ b/towers.c @@ -16,12 +16,6 @@ * factorial-time enumeration at a sensible rate. Easy puzzles * higher than that would be possible, but more latin-squarey * than skyscrapery, as it were. - * - * - UI work? - * + Allow the user to mark a clue as 'spent' in some way once - * it's no longer interesting (typically because no - * arrangement of the remaining possibilities _can_ violate - * it)? */ #include @@ -59,6 +53,7 @@ enum { COL_HIGHLIGHT, COL_ERROR, COL_PENCIL, + COL_DONE, NCOLOURS }; @@ -119,6 +114,7 @@ static const char *const cluepos[] = { struct game_state { game_params par; struct clues *clues; + unsigned char *clues_done; digit *grid; int *pencil; /* bitmaps using bits 1<<1..1<w < 3 || params->w > 9) return "Grid size must be between 3 and 9"; @@ -608,7 +604,7 @@ static int solver(int w, int *clues, digit *soln, int maxdiff) * Grid generation. */ -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; @@ -741,7 +737,10 @@ done desc = snewn(40*a, char); p = desc; for (i = 0; i < 4*w; i++) { - p += sprintf(p, "%s%.0d", i?"/":"", clues[i]); + if (i) + *p++ = '/'; + if (clues[i]) + p += sprintf(p, "%d", clues[i]); } for (i = 0; i < a; i++) if (grid[i]) @@ -803,7 +802,7 @@ 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; const char *p = desc; @@ -868,7 +867,8 @@ 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); @@ -882,6 +882,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) state->clues->clues = snewn(4*w, int); state->clues->immutable = snewn(a, digit); state->grid = snewn(a, digit); + state->clues_done = snewn(4*w, unsigned char); state->pencil = snewn(a, int); for (i = 0; i < a; i++) { @@ -890,6 +891,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) } memset(state->clues->immutable, 0, a); + memset(state->clues_done, 0, 4*w*sizeof(unsigned char)); for (i = 0; i < 4*w; i++) { if (i > 0) { @@ -931,7 +933,7 @@ 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); @@ -943,8 +945,10 @@ static game_state *dup_game(game_state *state) ret->grid = snewn(a, digit); ret->pencil = snewn(a, int); + ret->clues_done = snewn(4*w, unsigned char); memcpy(ret->grid, state->grid, a*sizeof(digit)); memcpy(ret->pencil, state->pencil, a*sizeof(int)); + memcpy(ret->clues_done, state->clues_done, 4*w*sizeof(unsigned char)); ret->completed = state->completed; ret->cheated = state->cheated; @@ -956,6 +960,7 @@ static void free_game(game_state *state) { sfree(state->grid); sfree(state->pencil); + sfree(state->clues_done); if (--state->clues->refcount <= 0) { sfree(state->clues->immutable); sfree(state->clues->clues); @@ -964,8 +969,8 @@ 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; @@ -998,12 +1003,12 @@ 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) { int w = state->par.w /* , a = w*w */; char *ret; @@ -1102,7 +1107,7 @@ 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); @@ -1117,17 +1122,17 @@ 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; /* @@ -1155,6 +1160,7 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, #define FLASH_TIME 0.4F #define DF_PENCIL_SHIFT 16 +#define DF_CLUE_DONE 0x10000 #define DF_ERROR 0x8000 #define DF_HIGHLIGHT 0x4000 #define DF_HIGHLIGHT_PENCIL 0x2000 @@ -1171,7 +1177,7 @@ struct game_drawstate { int *errtmp; }; -static int check_errors(game_state *state, int *errors) +static int check_errors(const game_state *state, int *errors) { int w = state->par.w /*, a = w*w */; int W = w+2, A = W*W; /* the errors array is (w+2) square */ @@ -1242,7 +1248,8 @@ static int check_errors(game_state *state, int *errors) } } - if (n > clues[i] || (j == w && n < clues[i])) { + if (n > clues[i] || (best == w && n < clues[i]) || + (best < w && n == clues[i])) { if (errors) { int x, y; CLUEPOS(x, y, i, w); @@ -1255,10 +1262,38 @@ static int check_errors(game_state *state, int *errors) return errs; } -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static int clue_index(const game_state *state, int x, int y) +{ + int w = state->par.w; + + if (x == -1 || x == w) + return w * (x == -1 ? 2 : 3) + y; + else if (y == -1 || y == w) + return (y == -1 ? 0 : w) + x; + + return -1; +} + +static int is_clue(const game_state *state, int x, int y) +{ + int w = state->par.w; + + if (((x == -1 || x == w) && y >= 0 && y < w) || + ((y == -1 || y == w) && x >= 0 && x < w)) + { + if (state->clues->clues[clue_index(state, x, y)] & DF_DIGIT_MASK) + return TRUE; + } + + return FALSE; +} + +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 shift_or_control = button & (MOD_SHFT | MOD_CTRL); int tx, ty; char buf[80]; @@ -1336,8 +1371,27 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->hcursor = 0; return ""; /* UI activity occurred */ } + } else if (button == LEFT_BUTTON) { + if (is_clue(state, tx, ty)) { + sprintf(buf, "%c%d,%d", 'D', tx, ty); + return dupstr(buf); + } } if (IS_CURSOR_MOVE(button)) { + if (shift_or_control) { + int x = ui->hx, y = ui->hy; + switch (button) { + case CURSOR_LEFT: x = -1; break; + case CURSOR_RIGHT: x = w; break; + case CURSOR_UP: y = -1; break; + case CURSOR_DOWN: y = w; break; + } + if (is_clue(state, x, y)) { + sprintf(buf, "%c%d,%d", 'D', x, y); + return dupstr(buf); + } + return NULL; + } move_cursor(button, &ui->hx, &ui->hy, w, w, 0); ui->hshow = ui->hcursor = 1; return ""; @@ -1383,38 +1437,32 @@ 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; + game_state *ret = dup_game(from); int x, y, i, n; if (move[0] == 'S') { - ret = dup_game(from); ret->completed = ret->cheated = TRUE; for (i = 0; i < a; i++) { - if (move[i+1] < '1' || move[i+1] > '0'+w) { - free_game(ret); - return NULL; - } + if (move[i+1] < '1' || move[i+1] > '0'+w) + goto badmove; ret->grid[i] = move[i+1] - '0'; ret->pencil[i] = 0; } - if (move[a+1] != '\0') { - free_game(ret); - return NULL; - } + if (move[a+1] != '\0') + goto badmove; return ret; } else if ((move[0] == 'P' || move[0] == 'R') && sscanf(move+1, "%d,%d,%d", &x, &y, &n) == 3 && x >= 0 && x < w && y >= 0 && y < w && n >= 0 && n <= w) { if (from->clues->immutable[y*w+x]) - return NULL; + goto badmove; - ret = dup_game(from); if (move[0] == 'P' && n > 0) { ret->pencil[y*w+x] ^= 1L << n; } else { @@ -1432,14 +1480,22 @@ static game_state *execute_move(game_state *from, char *move) * starting point when following through a set of * diagnostics output by the standalone solver.) */ - ret = dup_game(from); for (i = 0; i < a; i++) { if (!ret->grid[i]) ret->pencil[i] = (1L << (w+1)) - (1L << 1); } return ret; - } else - return NULL; /* couldn't parse move string */ + } else if (move[0] == 'D' && sscanf(move+1, "%d,%d", &x, &y) == 2 && + is_clue(from, x, y)) { + int index = clue_index(from, x, y); + ret->clues_done[index] = !ret->clues_done[index]; + return ret; + } + + badmove: + /* couldn't parse move string */ + free_game(ret); + return NULL; } /* ---------------------------------------------------------------------- @@ -1448,8 +1504,8 @@ 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; @@ -1459,7 +1515,7 @@ 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; } @@ -1490,11 +1546,15 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_PENCIL * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; ret[COL_PENCIL * 3 + 2] = ret[COL_BACKGROUND * 3 + 2]; + ret[COL_DONE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] / 1.5F; + ret[COL_DONE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] / 1.5F; + ret[COL_DONE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] / 1.5F; + *ncolours = NCOLOURS; 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) { int w = state->par.w /*, a = w*w */; struct game_drawstate *ds = snew(struct game_drawstate); @@ -1596,14 +1656,25 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues, /* new number needs drawing? */ if (tile & DF_DIGIT_MASK) { + int color; + str[1] = '\0'; str[0] = (tile & DF_DIGIT_MASK) + '0'; + + if (tile & DF_ERROR) + color = COL_ERROR; + else if (tile & DF_CLUE_DONE) + color = COL_DONE; + else if (x < 0 || y < 0 || x >= w || y >= w) + color = COL_GRID; + else if (tile & DF_IMMUTABLE) + color = COL_GRID; + else + color = COL_USER; + draw_text(dr, tx + TILESIZE/2, ty + TILESIZE/2, FONT_VARIABLE, (tile & DF_PLAYAREA ? TILESIZE/2 : TILESIZE*2/5), - ALIGN_VCENTRE | ALIGN_HCENTRE, - (tile & DF_ERROR) ? COL_ERROR : - (x < 0 || y < 0 || x >= w || y >= w) ? COL_GRID : - (tile & DF_IMMUTABLE) ? COL_GRID : COL_USER, str); + ALIGN_VCENTRE | ALIGN_HCENTRE, color, str); } else { int i, j, npencil; int pl, pr, pt, pb; @@ -1689,9 +1760,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds, struct clues *clues, } } -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 i, x, y; @@ -1725,6 +1797,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, if (ds->errtmp[(y+1)*(w+2)+(x+1)]) tile |= DF_ERROR; + else if (state->clues_done[i]) + tile |= DF_CLUE_DONE; ds->tiles[(y+1)*(w+2)+(x+1)] = tile; } @@ -1793,14 +1867,14 @@ 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) @@ -1808,19 +1882,19 @@ 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; @@ -1832,7 +1906,7 @@ static void game_print_size(game_params *params, float *x, float *y) *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) { int w = state->par.w; int ink = print_mono_colour(dr, 0); @@ -1932,7 +2006,7 @@ 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,