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git://git.tartarus.org/simon/puzzles.git
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Another patch from Chris Moore implementing two more grid types, both
involving dodecagons. [originally from svn r9109]
This commit is contained in:
31
loopy.c
31
loopy.c
@ -254,7 +254,9 @@ static void check_caches(const solver_state* sstate);
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A(Great-Hexagonal,grid_new_greathexagonal,3,3) \
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A(Octagonal,grid_new_octagonal,3,3) \
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A(Kites,grid_new_kites,3,3) \
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A(Floret,grid_new_floret,1,2)
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A(Floret,grid_new_floret,1,2) \
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A(Dodecagonal,grid_new_dodecagonal,2,2) \
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A(Great-Dodecagonal,grid_new_greatdodecagonal,2,2)
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#define GRID_NAME(title,fn,amin,omin) #title,
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#define GRID_CONFIG(title,fn,amin,omin) ":" #title
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@ -301,7 +303,7 @@ static void params_generate_grid(game_params *params)
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((field) &= ~(1<<(bit)), TRUE) : FALSE)
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#define CLUE2CHAR(c) \
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((c < 0) ? ' ' : c + '0')
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((c < 0) ? ' ' : c < 10 ? c + '0' : c - 10 + 'A')
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/* ----------------------------------------------------------------------
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* General struct manipulation and other straightforward code
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@ -506,6 +508,8 @@ static const game_params presets[] = {
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{ 5, 5, DIFF_HARD, 6, NULL },
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{ 5, 5, DIFF_HARD, 7, NULL },
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{ 3, 3, DIFF_HARD, 8, NULL },
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{ 3, 3, DIFF_HARD, 9, NULL },
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{ 3, 3, DIFF_HARD, 10, NULL },
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#else
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{ 7, 7, DIFF_EASY, 0, NULL },
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{ 10, 10, DIFF_EASY, 0, NULL },
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@ -521,6 +525,8 @@ static const game_params presets[] = {
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{ 7, 7, DIFF_HARD, 6, NULL },
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{ 5, 5, DIFF_HARD, 7, NULL },
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{ 5, 5, DIFF_HARD, 8, NULL },
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{ 5, 4, DIFF_HARD, 9, NULL },
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{ 5, 4, DIFF_HARD, 10, NULL },
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#endif
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};
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@ -705,7 +711,7 @@ static char *validate_desc(game_params *params, char *desc)
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g = params->game_grid;
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for (; *desc; ++desc) {
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if (*desc >= '0' && *desc <= '9') {
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if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
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count++;
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continue;
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}
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@ -1822,6 +1828,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
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grid *g;
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game_state *state = snew(game_state);
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game_state *state_new;
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int count = 0;
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params_generate_grid(params);
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state->game_grid = g = params->game_grid;
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g->refcount++;
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@ -1843,6 +1850,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
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* preventing games smaller than 4x4 seems to stop this happening */
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do {
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add_full_clues(state, rs);
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if (++count%100 == 0) printf("tried %d times to make a unique board\n", count);
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} while (!game_has_unique_soln(state, params->diff));
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state_new = remove_clues(state, rs, params->diff);
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@ -1871,7 +1879,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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int i;
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game_state *state = snew(game_state);
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int empties_to_make = 0;
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int n;
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int n,n2;
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const char *dp = desc;
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grid *g;
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int num_faces, num_edges;
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@ -1899,8 +1907,11 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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assert(*dp);
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n = *dp - '0';
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n2 = *dp - 'A' + 10;
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if (n >= 0 && n < 10) {
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state->clues[i] = n;
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} else if (n2 >= 10 && n2 < 36) {
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state->clues[i] = n2;
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} else {
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n = *dp - 'a' + 1;
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assert(n > 0);
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@ -2534,7 +2545,7 @@ static int dline_deductions(solver_state *sstate)
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* on that. We check this with an assertion, in case someone decides to
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* make a grid which has larger faces than this. Note, this algorithm
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* could get quite expensive if there are many large faces. */
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#define MAX_FACE_SIZE 8
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#define MAX_FACE_SIZE 12
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for (i = 0; i < g->num_faces; i++) {
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int maxs[MAX_FACE_SIZE][MAX_FACE_SIZE];
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@ -3356,10 +3367,14 @@ static void game_redraw_clue(drawing *dr, game_drawstate *ds,
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grid *g = state->game_grid;
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grid_face *f = g->faces + i;
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int x, y;
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char c[2];
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char c[3];
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c[0] = CLUE2CHAR(state->clues[i]);
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c[1] = '\0';
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if (state->clues[i] < 10) {
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c[0] = CLUE2CHAR(state->clues[i]);
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c[1] = '\0';
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} else {
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sprintf(c, "%d", state->clues[i]);
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}
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face_text_pos(ds, g, f, &x, &y);
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draw_text(dr, x, y,
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