ref: 56e01e54fad38cf1470b0994ea2cc70c714ced5d
parent: 20b1a772446db0cdb40da58427f1436065344e5c
author: Simon Tatham <anakin@pobox.com>
date: Thu Aug 4 15:14:10 EDT 2005
New puzzle: `Light Up', by James H. Also in this checkin (committed by mistake - I meant to do it separately), a behind-the-scenes change to Slant to colour the two non-touching classes of diagonals in different colours. Both colours are set to black by default, but configuration by way of SLANT_COLOUR_* can distinguish them if you want. [originally from svn r6164]
--- a/Recipe
+++ b/Recipe
@@ -25,6 +25,7 @@
ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo twiddle
+ MINES samegame FLIP guess PEGS dominosa UNTANGLE blackbox SLANT
+ + lightup
net : [X] gtk COMMON NET
netslide : [X] gtk COMMON NETSLIDE
@@ -44,6 +45,7 @@
untangle : [X] gtk COMMON UNTANGLE
blackbox : [X] gtk COMMON blackbox
slant : [X] gtk COMMON SLANT
+lightup : [X] gtk COMMON lightup
# Auxiliary command-line programs.
solosolver : [U] solo[STANDALONE_SOLVER] malloc
@@ -74,6 +76,7 @@
untangle : [G] WINDOWS COMMON UNTANGLE
blackbox : [G] WINDOWS COMMON blackbox
slant : [G] WINDOWS COMMON SLANT
+lightup : [G] WINDOWS COMMON lightup
# Mac OS X unified application containing all the puzzles.
Puzzles : [MX] osx osx.icns osx-info.plist COMMON ALL
@@ -165,7 +168,7 @@
install:
for i in cube net netslide fifteen sixteen twiddle \
pattern rect solo mines samegame flip guess \
- pegs dominosa untangle blackbox slant; do \
+ pegs dominosa untangle blackbox slant lightup; do \
$(INSTALL_PROGRAM) -m 755 $$i $(DESTDIR)$(gamesdir)/$$i; \
done
!end
--- /dev/null
+++ b/lightup.c
@@ -1,0 +1,1780 @@
+/*
+ * lightup.c: Implementation of the Nikoli game 'Light Up'.
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+/* --- Constants, structure definitions, etc. --- */
+
+#define PREFERRED_TILE_SIZE 32
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE / 2)
+#define TILE_RADIUS (ds->crad)
+
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
+
+#define FLASH_TIME 0.30F
+
+enum {
+ COL_BACKGROUND,
+ COL_GRID,
+ COL_BLACK, /* black */
+ COL_LIGHT, /* white */
+ COL_LIT, /* yellow */
+ COL_ERROR, /* red */
+ COL_CURSOR,
+ NCOLOURS
+};
+
+enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX };
+
+struct game_params {
+ int w, h;
+ int blackpc; /* %age of black squares */
+ int symm;
+ int recurse;
+};
+
+#define F_BLACK 1
+
+/* flags for black squares */
+#define F_NUMBERED 2 /* it has a number attached */
+#define F_NUMBERUSED 4 /* this number was useful for solving */
+
+/* flags for non-black squares */
+#define F_IMPOSSIBLE 8 /* can't put a light here */
+#define F_LIGHT 16
+
+#define F_MARK 32
+
+struct game_state {
+ int w, h, nlights;
+ int *lights; /* For black squares, (optionally) the number
+ of surrounding lights. For non-black squares,
+ the number of times it's lit. size h*w*/
+ unsigned int *flags; /* size h*w */
+ int completed, used_solve;
+};
+
+#define GRID(gs,grid,x,y) (gs->grid[(y)*((gs)->w) + (x)])
+
+/* A ll_data holds information about which lights would be lit by
+ * a particular grid location's light (or conversely, which locations
+ * could light a specific other location). */
+/* most things should consider this struct opaque. */
+typedef struct {
+ int ox,oy;
+ int minx, maxx, miny, maxy;
+ int include_origin;
+} ll_data;
+
+/* Macro that executes 'block' once per light in lld, including
+ * the origin if include_origin is specified. 'block' can use
+ * lx and ly as the coords. */
+#define FOREACHLIT(lld,block) do { \
+ int lx,ly; \
+ ly = (lld)->oy; \
+ for (lx = (lld)->minx; lx <= (lld)->maxx; lx++) { \
+ if (lx == (lld)->ox) continue; \
+ block \
+ } \
+ lx = (lld)->ox; \
+ for (ly = (lld)->miny; ly <= (lld)->maxy; ly++) { \
+ if (!(lld)->include_origin && ly == (lld)->oy) continue; \
+ block \
+ } \
+} while(0)
+
+
+typedef struct {
+ struct { int x, y; unsigned int f; } points[4];
+ int npoints;
+} surrounds;
+
+/* Fills in (doesn't allocate) a surrounds structure with the grid locations
+ * around a given square, taking account of the edges. */
+static void get_surrounds(game_state *state, int ox, int oy, surrounds *s)
+{
+ assert(ox >= 0 && ox < state->w && oy >= 0 && oy < state->h);
+ s->npoints = 0;
+#define ADDPOINT(cond,nx,ny) do {\
+ if (cond) { \
+ s->points[s->npoints].x = (nx); \
+ s->points[s->npoints].y = (ny); \
+ s->points[s->npoints].f = 0; \
+ s->npoints++; \
+ } } while(0)
+ ADDPOINT(ox > 0, ox-1, oy);
+ ADDPOINT(ox < (state->w-1), ox+1, oy);
+ ADDPOINT(oy > 0, ox, oy-1);
+ ADDPOINT(oy < (state->h-1), ox, oy+1);
+}
+
+/* --- Game parameter functions --- */
+
+#define DEFAULT_PRESET 0
+
+const struct game_params lightup_presets[] = {
+ { 7, 7, 20, SYMM_ROT4, 0 },
+ { 7, 7, 20, SYMM_ROT4, 1 },
+ { 10, 10, 20, SYMM_ROT2, 0 },
+ { 10, 10, 20, SYMM_ROT2, 1 },
+#ifdef SLOW_SYSTEM
+ { 12, 12, 20, SYMM_ROT2, 0 },
+ { 12, 12, 20, SYMM_ROT2, 1 }
+#else
+ { 14, 14, 20, SYMM_ROT2, 0 },
+ { 14, 14, 20, SYMM_ROT2, 1 }
+#endif
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+ *ret = lightup_presets[DEFAULT_PRESET];
+
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ char buf[80];
+
+ if (i < 0 || i >= lenof(lightup_presets))
+ return FALSE;
+
+ ret = default_params();
+ *ret = lightup_presets[i];
+ *params = ret;
+
+ sprintf(buf, "%dx%d %s",
+ ret->w, ret->h, ret->recurse ? "hard" : "easy");
+ *name = dupstr(buf);
+
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+#define EATNUM(x) do { \
+ (x) = atoi(string); \
+ while (*string && isdigit((unsigned char)*string)) string++; \
+} while(0)
+
+static void decode_params(game_params *params, char const *string)
+{
+ EATNUM(params->w);
+ if (*string == 'x') {
+ string++;
+ EATNUM(params->h);
+ }
+ if (*string == 'b') {
+ string++;
+ EATNUM(params->blackpc);
+ }
+ if (*string == 's') {
+ string++;
+ EATNUM(params->symm);
+ }
+ params->recurse = 0;
+ if (*string == 'r') {
+ params->recurse = 1;
+ string++;
+ }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+ char buf[80];
+
+ if (full) {
+ sprintf(buf, "%dx%db%ds%d%s",
+ params->w, params->h, params->blackpc,
+ params->symm,
+ params->recurse ? "r" : "");
+ } else {
+ sprintf(buf, "%dx%d", params->w, params->h);
+ }
+ return dupstr(buf);
+}
+
+static config_item *game_configure(game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(6, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "%age of black squares";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->blackpc);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = "Symmetry";
+ ret[3].type = C_CHOICES;
+ ret[3].sval = ":None"
+ ":2-way mirror:2-way rotational"
+ ":4-way mirror:4-way rotational";
+ ret[3].ival = params->symm;
+
+ ret[4].name = "Difficulty";
+ ret[4].type = C_CHOICES;
+ ret[4].sval = ":Easy:Hard";
+ ret[4].ival = params->recurse;
+
+ ret[5].name = NULL;
+ ret[5].type = C_END;
+ ret[5].sval = NULL;
+ ret[5].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->blackpc = atoi(cfg[2].sval);
+ ret->symm = cfg[3].ival;
+ ret->recurse = cfg[4].ival;
+
+ return ret;
+}
+
+static char *validate_params(game_params *params, int full)
+{
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must be at least 2";
+ if (full) {
+ if (params->blackpc < 5 || params->blackpc > 100)
+ return "Percentage of black squares must be between 5% and 100%";
+ if (params->w != params->h) {
+ if (params->symm == SYMM_ROT4)
+ return "4-fold symmetry is only available with square grids";
+ }
+ if (params->symm < 0 || params->symm >= SYMM_MAX)
+ return "Unknown symmetry type";
+ }
+ return NULL;
+}
+
+/* --- Game state construction/freeing helper functions --- */
+
+static game_state *new_state(game_params *params)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = params->w;
+ ret->h = params->h;
+ ret->lights = snewn(ret->w * ret->h, int);
+ ret->nlights = 0;
+ memset(ret->lights, 0, ret->w * ret->h * sizeof(int));
+ ret->flags = snewn(ret->w * ret->h, unsigned int);
+ memset(ret->flags, 0, ret->w * ret->h * sizeof(unsigned int));
+ ret->completed = ret->used_solve = 0;
+ return ret;
+}
+
+static game_state *dup_game(game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+
+ ret->lights = snewn(ret->w * ret->h, int);
+ memcpy(ret->lights, state->lights, ret->w * ret->h * sizeof(int));
+ ret->nlights = state->nlights;
+
+ ret->flags = snewn(ret->w * ret->h, unsigned int);
+ memcpy(ret->flags, state->flags, ret->w * ret->h * sizeof(unsigned int));
+
+ ret->completed = state->completed;
+ ret->used_solve = state->used_solve;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->lights);
+ sfree(state->flags);
+ sfree(state);
+}
+
+#ifdef DIAGNOSTICS
+static void debug_state(game_state *state)
+{
+ int x, y;
+ char c = '?';
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ c = '.';
+ if (GRID(state, flags, x, y) & F_BLACK) {
+ if (GRID(state, flags, x, y) & F_NUMBERED)
+ c = GRID(state, lights, x, y) + '0';
+ else
+ c = '#';
+ } else {
+ if (GRID(state, flags, x, y) & F_LIGHT)
+ c = 'O';
+ else if (GRID(state, flags, x, y) & F_IMPOSSIBLE)
+ c = 'X';
+ }
+ printf("%c", (int)c);
+ }
+ printf(" ");
+ for (x = 0; x < state->w; x++) {
+ if (GRID(state, flags, x, y) & F_BLACK)
+ c = '#';
+ else {
+ c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a';
+ c += GRID(state, lights, x, y);
+ }
+ printf("%c", (int)c);
+ }
+ printf("\n");
+ }
+ printf("\n");
+}
+#endif
+
+/* --- Game completion test routines. --- */
+
+/* These are split up because occasionally functions are only
+ * interested in one particular aspect. */
+
+/* Returns non-zero if all grid spaces are lit. */
+static int grid_lit(game_state *state)
+{
+ int x, y;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (GRID(state,flags,x,y) & F_BLACK) continue;
+ if (GRID(state,lights,x,y) == 0)
+ return 0;
+ }
+ }
+ return 1;
+}
+
+/* Returns non-zero if any lights are lit by other lights. */
+static int grid_overlap(game_state *state)
+{
+ int x, y;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
+ if (GRID(state, lights, x, y) > 1)
+ return 1;
+ }
+ }
+ return 0;
+}
+
+static int number_wrong(game_state *state, int x, int y)
+{
+ surrounds s;
+ int i, n, empty, lights = GRID(state, lights, x, y);
+
+ /*
+ * This function computes the display hint for a number: we
+ * turn the number red if it is definitely wrong. This means
+ * that either
+ *
+ * (a) it has too many lights around it, or
+ * (b) it would have too few lights around it even if all the
+ * plausible squares (not black, lit or F_IMPOSSIBLE) were
+ * filled with lights.
+ */
+
+ assert(GRID(state, flags, x, y) & F_NUMBERED);
+ get_surrounds(state, x, y, &s);
+
+ empty = n = 0;
+ for (i = 0; i < s.npoints; i++) {
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT) {
+ n++;
+ continue;
+ }
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_BLACK)
+ continue;
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_IMPOSSIBLE)
+ continue;
+ if (GRID(state,lights,s.points[i].x,s.points[i].y))
+ continue;
+ empty++;
+ }
+ return (n > lights || (n + empty < lights));
+}
+
+static int number_correct(game_state *state, int x, int y)
+{
+ surrounds s;
+ int n = 0, i, lights = GRID(state, lights, x, y);
+
+ assert(GRID(state, flags, x, y) & F_NUMBERED);
+ get_surrounds(state, x, y, &s);
+ for (i = 0; i < s.npoints; i++) {
+ if (GRID(state,flags,s.points[i].x,s.points[i].y) & F_LIGHT)
+ n++;
+ }
+ return (n == lights) ? 1 : 0;
+}
+
+/* Returns non-zero if any numbers add up incorrectly. */
+static int grid_addsup(game_state *state)
+{
+ int x, y;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (!(GRID(state, flags, x, y) & F_NUMBERED)) continue;
+ if (!number_correct(state, x, y)) return 0;
+ }
+ }
+ return 1;
+}
+
+static int grid_correct(game_state *state)
+{
+ if (grid_lit(state) &&
+ !grid_overlap(state) &&
+ grid_addsup(state)) return 1;
+ return 0;
+}
+
+/* --- Board initial setup (blacks, lights, numbers) --- */
+
+static void clean_board(game_state *state, int leave_blacks)
+{
+ int x,y;
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (leave_blacks)
+ GRID(state, flags, x, y) &= F_BLACK;
+ else
+ GRID(state, flags, x, y) = 0;
+ GRID(state, lights, x, y) = 0;
+ }
+ }
+ state->nlights = 0;
+}
+
+static void set_blacks(game_state *state, game_params *params, random_state *rs)
+{
+ int x, y, degree = 0, rotate = 0, nblack;
+ int rh, rw, i;
+ int wodd = (state->w % 2) ? 1 : 0;
+ int hodd = (state->h % 2) ? 1 : 0;
+ int xs[4], ys[4];
+
+ switch (params->symm) {
+ case SYMM_NONE: degree = 1; rotate = 0; break;
+ case SYMM_ROT2: degree = 2; rotate = 1; break;
+ case SYMM_REF2: degree = 2; rotate = 0; break;
+ case SYMM_ROT4: degree = 4; rotate = 1; break;
+ case SYMM_REF4: degree = 4; rotate = 0; break;
+ default: assert(!"Unknown symmetry type");
+ }
+ if (params->symm == SYMM_ROT4 && (state->h != state->w))
+ assert(!"4-fold symmetry unavailable without square grid");
+
+ if (degree == 4) {
+ rw = state->w/2;
+ rh = state->h/2;
+ if (!rotate) rw += wodd; /* ... but see below. */
+ rh += hodd;
+ } else if (degree == 2) {
+ rw = state->w;
+ rh = state->h/2;
+ rh += hodd;
+ } else {
+ rw = state->w;
+ rh = state->h;
+ }
+
+ /* clear, then randomise, required region. */
+ clean_board(state, 0);
+ nblack = (rw * rh * params->blackpc) / 100;
+ for (i = 0; i < nblack; i++) {
+ do {
+ x = random_upto(rs,rw);
+ y = random_upto(rs,rh);
+ } while (GRID(state,flags,x,y) & F_BLACK);
+ GRID(state, flags, x, y) |= F_BLACK;
+ }
+
+ /* Copy required region. */
+ if (params->symm == SYMM_NONE) return;
+
+ for (x = 0; x < rw; x++) {
+ for (y = 0; y < rh; y++) {
+ if (degree == 4) {
+ xs[0] = x;
+ ys[0] = y;
+ xs[1] = state->w - 1 - (rotate ? y : x);
+ ys[1] = rotate ? x : y;
+ xs[2] = rotate ? (state->w - 1 - x) : x;
+ ys[2] = state->h - 1 - y;
+ xs[3] = rotate ? y : (state->w - 1 - x);
+ ys[3] = state->h - 1 - (rotate ? x : y);
+ } else {
+ xs[0] = x;
+ ys[0] = y;
+ xs[1] = rotate ? (state->w - 1 - x) : x;
+ ys[1] = state->h - 1 - y;
+ }
+ for (i = 1; i < degree; i++) {
+ GRID(state, flags, xs[i], ys[i]) =
+ GRID(state, flags, xs[0], ys[0]);
+ }
+ }
+ }
+ /* SYMM_ROT4 misses the middle square above; fix that here. */
+ if (degree == 4 && rotate && wodd &&
+ (random_upto(rs,100) <= (unsigned int)params->blackpc))
+ GRID(state,flags,
+ state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK;
+
+#ifdef DIAGNOSTICS
+ debug_state(state);
+#endif
+}
+
+/* Fills in (does not allocate) a ll_data with all the tiles that would
+ * be illuminated by a light at point (ox,oy). If origin=1 then the
+ * origin is included in this list. */
+static void list_lights(game_state *state, int ox, int oy, int origin,
+ ll_data *lld)
+{
+ int x,y;
+
+ memset(lld, 0, sizeof(lld));
+ lld->ox = lld->minx = lld->maxx = ox;
+ lld->oy = lld->miny = lld->maxy = oy;
+ lld->include_origin = origin;
+
+ y = oy;
+ for (x = ox-1; x >= 0; x--) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (x < lld->minx) lld->minx = x;
+ }
+ for (x = ox+1; x < state->w; x++) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (x > lld->maxx) lld->maxx = x;
+ }
+
+ x = ox;
+ for (y = oy-1; y >= 0; y--) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (y < lld->miny) lld->miny = y;
+ }
+ for (y = oy+1; y < state->h; y++) {
+ if (GRID(state, flags, x, y) & F_BLACK) break;
+ if (y > lld->maxy) lld->maxy = y;
+ }
+}
+
+/* Makes sure a light is the given state, editing the lights table to suit the
+ * new state if necessary. */
+static void set_light(game_state *state, int ox, int oy, int on)
+{
+ ll_data lld;
+ int diff = 0;
+
+ assert(!(GRID(state,flags,ox,oy) & F_BLACK));
+
+ if (!on && GRID(state,flags,ox,oy) & F_LIGHT) {
+ diff = -1;
+ GRID(state,flags,ox,oy) &= ~F_LIGHT;
+ state->nlights--;
+ } else if (on && !(GRID(state,flags,ox,oy) & F_LIGHT)) {
+ diff = 1;
+ GRID(state,flags,ox,oy) |= F_LIGHT;
+ state->nlights++;
+ }
+
+ if (diff != 0) {
+ list_lights(state,ox,oy,1,&lld);
+ FOREACHLIT(&lld, GRID(state,lights,lx,ly) += diff; );
+ }
+}
+
+/* Returns 1 if removing a light at (x,y) would cause a square to go dark. */
+static int check_dark(game_state *state, int x, int y)
+{
+ ll_data lld;
+
+ list_lights(state, x, y, 1, &lld);
+ FOREACHLIT(&lld, if (GRID(state,lights,lx,ly) == 1) { return 1; } );
+ return 0;
+}
+
+/* Sets up an initial random correct position (i.e. every
+ * space lit, and no lights lit by other lights) by filling the
+ * grid with lights and then removing lights one by one at random. */
+static void place_lights(game_state *state, random_state *rs)
+{
+ int i, x, y, n, *numindices, wh = state->w*state->h;
+ ll_data lld;
+
+ numindices = snewn(wh, int);
+ for (i = 0; i < wh; i++) numindices[i] = i;
+ shuffle(numindices, wh, sizeof(*numindices), rs);
+
+ /* Place a light on all grid squares without lights. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ GRID(state, flags, x, y) &= ~F_MARK; /* we use this later. */
+ if (GRID(state, flags, x, y) & F_BLACK) continue;
+ set_light(state, x, y, 1);
+ }
+ }
+
+ for (i = 0; i < wh; i++) {
+ y = numindices[i] / state->w;
+ x = numindices[i] % state->w;
+ if (!(GRID(state, flags, x, y) & F_LIGHT)) continue;
+ if (GRID(state, flags, x, y) & F_MARK) continue;
+ list_lights(state, x, y, 0, &lld);
+
+ /* If we're not lighting any lights ourself, don't remove anything. */
+ n = 0;
+ FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } );
+ if (n == 0) continue;
+
+ /* Check whether removing lights we're lighting would cause anything
+ * to go dark. */
+ n = 0;
+ FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += check_dark(state,lx,ly); } );
+ if (n == 0) {
+ /* No, it wouldn't, so we can remove them all. */
+ FOREACHLIT(&lld, set_light(state,lx,ly, 0); );
+ GRID(state,flags,x,y) |= F_MARK;
+ }
+
+ if (!grid_overlap(state)) {
+ sfree(numindices);
+ return; /* we're done. */
+ }
+ assert(grid_lit(state));
+ }
+ /* if we got here, we've somehow removed all our lights and still have overlaps. */
+ assert(!"Shouldn't get here!");
+}
+
+/* Fills in all black squares with numbers of adjacent lights. */
+static void place_numbers(game_state *state)
+{
+ int x, y, i, n;
+ surrounds s;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (!(GRID(state,flags,x,y) & F_BLACK)) continue;
+ get_surrounds(state, x, y, &s);
+ n = 0;
+ for (i = 0; i < s.npoints; i++) {
+ if (GRID(state,flags,s.points[i].x, s.points[i].y) & F_LIGHT)
+ n++;
+ }
+ GRID(state,flags,x,y) |= F_NUMBERED;
+ GRID(state,lights,x,y) = n;
+ }
+ }
+}
+
+/* --- Actual solver, with helper subroutines. --- */
+
+static void tsl_callback(game_state *state,
+ int lx, int ly, int *x, int *y, int *n)
+{
+ if (GRID(state,flags,lx,ly) & F_IMPOSSIBLE) return;
+ if (GRID(state,lights,lx,ly) > 0) return;
+ *x = lx; *y = ly; (*n)++;
+}
+
+static int try_solve_light(game_state *state, int ox, int oy,
+ unsigned int flags, int lights)
+{
+ ll_data lld;
+ int sx,sy,n = 0;
+
+ if (lights > 0) return 0;
+ if (flags & F_BLACK) return 0;
+
+ /* We have an unlit square; count how many ways there are left to
+ * place a light that lights us (including this square); if only
+ * one, we must put a light there. Squares that could light us
+ * are, of course, the same as the squares we would light... */
+ list_lights(state, ox, oy, 1, &lld);
+ FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); });
+ if (n == 1) {
+ set_light(state, sx, sy, 1);
+#ifdef SOLVE_DIAGNOSTICS
+ printf("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
+ ox,oy,sx,sy);
+#endif
+ return 1;
+ }
+
+ return 0;
+}
+
+static int could_place_light(unsigned int flags, int lights)
+{
+ if (flags & (F_BLACK | F_IMPOSSIBLE)) return 0;
+ return (lights > 0) ? 0 : 1;
+}
+
+/* For a given number square, determine whether we have enough info
+ * to unambiguously place its lights. */
+static int try_solve_number(game_state *state, int nx, int ny,
+ unsigned int nflags, int nlights)
+{
+ surrounds s;
+ int x, y, nl, ns, i, ret = 0, lights;
+ unsigned int flags;
+
+ if (!(nflags & F_NUMBERED)) return 0;
+ nl = nlights;
+ get_surrounds(state,nx,ny,&s);
+ ns = s.npoints;
+
+ /* nl is no. of lights we need to place, ns is no. of spaces we
+ * have to place them in. Try and narrow these down, and mark
+ * points we can ignore later. */
+ for (i = 0; i < s.npoints; i++) {
+ x = s.points[i].x; y = s.points[i].y;
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+ if (flags & F_LIGHT) {
+ /* light here already; one less light for one less place. */
+ nl--; ns--;
+ s.points[i].f |= F_MARK;
+ } else if (!could_place_light(flags, lights)) {
+ ns--;
+ s.points[i].f |= F_MARK;
+ }
+ }
+ if (ns == 0) return 0; /* nowhere to put anything. */
+ if (nl == 0) {
+ /* we have placed all lights we need to around here; all remaining
+ * surrounds are therefore IMPOSSIBLE. */
+#ifdef SOLVE_DIAGNOSTICS
+ printf("Setting remaining surrounds to (%d,%d) IMPOSSIBLE.\n",
+ nx,ny);
+#endif
+ GRID(state,flags,nx,ny) |= F_NUMBERUSED;
+ for (i = 0; i < s.npoints; i++) {
+ if (!(s.points[i].f & F_MARK)) {
+ GRID(state,flags,s.points[i].x,s.points[i].y) |= F_IMPOSSIBLE;
+ ret = 1;
+ }
+ }
+ } else if (nl == ns) {
+ /* we have as many lights to place as spaces; fill them all. */
+#ifdef SOLVE_DIAGNOSTICS
+ printf("Setting all remaining surrounds to (%d,%d) LIGHT.\n",
+ nx,ny);
+#endif
+ GRID(state,flags,nx,ny) |= F_NUMBERUSED;
+ for (i = 0; i < s.npoints; i++) {
+ if (!(s.points[i].f & F_MARK)) {
+ set_light(state, s.points[i].x,s.points[i].y, 1);
+ ret = 1;
+ }
+ }
+ }
+ return ret;
+}
+
+static int solve_sub(game_state *state,
+ int forceunique, int maxrecurse, int depth,
+ int *maxdepth)
+{
+ unsigned int flags;
+ int x, y, didstuff, ncanplace, lights;
+ int bestx, besty, n, bestn, copy_soluble, self_soluble, ret;
+ game_state *scopy;
+ ll_data lld;
+
+#ifdef SOLVE_DIAGNOSTICS
+ printf("solve_sub: depth = %d\n", depth);
+#endif
+ if (maxdepth && *maxdepth < depth) *maxdepth = depth;
+
+ while (1) {
+ if (grid_overlap(state)) {
+ /* Our own solver, from scratch, should never cause this to happen
+ * (assuming a soluble grid). However, if we're trying to solve
+ * from a half-completed *incorrect* grid this might occur; we
+ * just return the 'no solutions' code in this case. */
+ return 0;
+ }
+
+ if (grid_correct(state)) return 1;
+
+ ncanplace = 0;
+ didstuff = 0;
+ /* These 2 loops, and the functions they call, are the critical loops
+ * for timing; any optimisations should look here first. */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+ ncanplace += could_place_light(flags, lights);
+
+ if (try_solve_light(state, x, y, flags, lights)) didstuff = 1;
+ if (try_solve_number(state, x, y, flags, lights)) didstuff = 1;
+ }
+ }
+ if (didstuff) continue;
+ if (!ncanplace) return 0; /* nowhere to put a light, puzzle in unsoluble. */
+
+ /* We now have to make a guess; we have places to put lights but
+ * no definite idea about where they can go. */
+ if (depth >= maxrecurse) return -1; /* mustn't delve any deeper. */
+
+ /* Of all the squares that we could place a light, pick the one
+ * that would light the most currently unlit squares. */
+ /* This heuristic was just plucked from the air; there may well be
+ * a more efficient way of choosing a square to flip to minimise
+ * recursion. */
+ bestn = 0;
+ bestx = besty = -1; /* suyb */
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ flags = GRID(state,flags,x,y);
+ lights = GRID(state,lights,x,y);
+ if (!could_place_light(flags, lights)) continue;
+
+ n = 0;
+ list_lights(state, x, y, 1, &lld);
+ FOREACHLIT(&lld, { if (GRID(state,lights,lx,ly) == 0) n++; });
+ if (n > bestn) {
+ bestn = n; bestx = x; besty = y;
+ }
+ }
+ }
+ assert(bestn > 0);
+ assert(bestx >= 0 && besty >= 0);
+
+ /* Now we've chosen a plausible (x,y), try to solve it once as 'lit'
+ * and once as 'impossible'; we need to make one copy to do this. */
+
+ scopy = dup_game(state);
+ GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE;
+ self_soluble = solve_sub(state, forceunique, maxrecurse,
+ depth+1, maxdepth);
+
+ if (!forceunique && self_soluble > 0) {
+ /* we didn't care about finding all solutions, and we just
+ * found one; return with it immediately. */
+ free_game(scopy);
+ return self_soluble;
+ }
+
+ set_light(scopy, bestx, besty, 1);
+ copy_soluble = solve_sub(scopy, forceunique, maxrecurse,
+ depth+1, maxdepth);
+
+ /* If we wanted a unique solution but we hit our recursion limit
+ * (on either branch) then we have to assume we didn't find possible
+ * extra solutions, and return 'not soluble'. */
+ if (forceunique &&
+ ((copy_soluble < 0) || (self_soluble < 0))) {
+ ret = -1;
+ /* Make sure that whether or not it was self or copy (or both) that
+ * were soluble, that we return a solved state in self. */
+ } else if (copy_soluble <= 0) {
+ /* copy wasn't soluble; keep self state and return that result. */
+ ret = self_soluble;
+ } else if (self_soluble <= 0) {
+ /* copy solved and we didn't, so copy in copy's (now solved)
+ * flags and light state. */
+ memcpy(state->lights, scopy->lights,
+ scopy->w * scopy->h * sizeof(int));
+ memcpy(state->flags, scopy->flags,
+ scopy->w * scopy->h * sizeof(unsigned int));
+ ret = copy_soluble;
+ } else {
+ ret = copy_soluble + self_soluble;
+ }
+ free_game(scopy);
+ return ret;
+ }
+}
+
+#define MAXRECURSE 5
+
+/* Fills in the (possibly partially-complete) game_state as far as it can,
+ * returning the number of possible solutions. If it returns >0 then the
+ * game_state will be in a solved state, but you won't know which one. */
+static int dosolve(game_state *state,
+ int allowguess, int forceunique, int *maxdepth)
+{
+ int x, y, nsol;
+
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ GRID(state,flags,x,y) &= ~F_NUMBERUSED;
+ }
+ }
+ nsol = solve_sub(state, forceunique,
+ allowguess ? MAXRECURSE : 0, 0, maxdepth);
+ return nsol;
+}
+
+static int strip_unused_nums(game_state *state)
+{
+ int x,y,n=0;
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if ((GRID(state,flags,x,y) & F_NUMBERED) &&
+ !(GRID(state,flags,x,y) & F_NUMBERUSED)) {
+ GRID(state,flags,x,y) &= ~F_NUMBERED;
+ GRID(state,lights,x,y) = 0;
+ n++;
+ }
+ }
+ }
+ return n;
+}
+
+static void unplace_lights(game_state *state)
+{
+ int x,y;
+ for (x = 0; x < state->w; x++) {
+ for (y = 0; y < state->h; y++) {
+ if (GRID(state,flags,x,y) & F_LIGHT)
+ set_light(state,x,y,0);
+ GRID(state,flags,x,y) &= ~F_IMPOSSIBLE;
+ GRID(state,flags,x,y) &= ~F_NUMBERUSED;
+ }
+ }
+}
+
+static int puzzle_is_good(game_state *state, game_params *params, int *mdepth)
+{
+ int nsol;
+
+ *mdepth = 0;
+ unplace_lights(state);
+
+#ifdef DIAGNOSTICS
+ debug_state(state);
+#endif
+
+ nsol = dosolve(state, params->recurse, TRUE, mdepth);
+ /* if we wanted an easy puzzle, make sure we didn't need recursion. */
+ if (!params->recurse && *mdepth > 0) {
+#ifdef DIAGNOSTICS
+ printf("Ignoring recursive puzzle.\n");
+#endif
+ return 0;
+ }
+
+#ifdef DIAGNOSTICS
+ printf("%d solutions found.\n", nsol);
+#endif
+ if (nsol <= 0) return 0;
+ if (nsol > 1) return 0;
+ return 1;
+}
+
+/* --- New game creation and user input code. --- */
+
+/* The basic algorithm here is to generate the most complex grid possible
+ * while honouring two restrictions:
+ *
+ * * we require a unique solution, and
+ * * either we require solubility with no recursion (!params->recurse)
+ * * or we require some recursion. (params->recurse).
+ *
+ * The solver helpfully keeps track of the numbers it needed to use to
+ * get its solution, so we use that to remove an initial set of numbers
+ * and check we still satsify our requirements (on uniqueness and
+ * non-recursiveness, if applicable; we don't check explicit recursiveness
+ * until the end).
+ *
+ * Then we try to remove all numbers in a random order, and see if we
+ * still satisfy requirements (putting them back if we didn't).
+ *
+ * Removing numbers will always, in general terms, make a puzzle require
+ * more recursion but it may also mean a puzzle becomes non-unique.
+ *
+ * Once we're done, if we wanted a recursive puzzle but the most difficult
+ * puzzle we could come up with was non-recursive, we give up and try a new
+ * grid. */
+
+#ifdef SLOW_SYSTEM
+#define MAX_GRIDGEN_TRIES 20
+#else
+#define MAX_GRIDGEN_TRIES 50
+#endif
+
+static char *new_game_desc(game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ game_state *news = new_state(params), *copys;
+ int nsol, i, run, x, y, wh = params->w*params->h, num, mdepth;
+ char *ret, *p;
+ int *numindices;
+
+ /* Construct a shuffled list of grid positions; we only
+ * do this once, because if it gets used more than once it'll
+ * be on a different grid layout. */
+ numindices = snewn(wh, int);
+ for (i = 0; i < wh; i++) numindices[i] = i;
+ shuffle(numindices, wh, sizeof(*numindices), rs);
+
+ while (1) {
+ for (i = 0; i < MAX_GRIDGEN_TRIES; i++) {
+ set_blacks(news, params, rs); /* also cleans board. */
+
+ /* set up lights and then the numbers, and remove the lights */
+ place_lights(news, rs);
+ debug(("Generating initial grid.\n"));
+ place_numbers(news);
+ if (!puzzle_is_good(news, params, &mdepth)) continue;
+
+ /* Take a copy, remove numbers we didn't use and check there's
+ * still a unique solution; if so, use the copy subsequently. */
+ copys = dup_game(news);
+ nsol = strip_unused_nums(copys);
+ debug(("Stripped %d unused numbers.\n", nsol));
+ if (!puzzle_is_good(copys, params, &mdepth)) {
+ debug(("Stripped grid is not good, reverting.\n"));
+ free_game(copys);
+ } else {
+ free_game(news);
+ news = copys;
+ }
+
+ /* Go through grid removing numbers at random one-by-one and
+ * trying to solve again; if it ceases to be good put the number back. */
+ for (i = 0; i < wh; i++) {
+ y = numindices[i] / params->w;
+ x = numindices[i] % params->w;
+ if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue;
+ num = GRID(news, lights, x, y);
+ GRID(news, lights, x, y) = 0;
+ GRID(news, flags, x, y) &= ~F_NUMBERED;
+ if (!puzzle_is_good(news, params, &mdepth)) {
+ GRID(news, lights, x, y) = num;
+ GRID(news, flags, x, y) |= F_NUMBERED;
+ } else
+ debug(("Removed (%d,%d) still soluble.\n", x, y));
+ }
+ /* Get a good value of mdepth for the following test */
+ i = puzzle_is_good(news, params, &mdepth);
+ assert(i);
+ if (params->recurse && mdepth == 0) {
+ debug(("Maximum-difficulty puzzle still not recursive, skipping.\n"));
+ continue;
+ }
+
+ goto goodpuzzle;
+ }
+ /* Couldn't generate a good puzzle in however many goes. Ramp up the
+ * %age of black squares (if we didn't already have lots; in which case
+ * why couldn't we generate a puzzle?) and try again. */
+ if (params->blackpc < 90) params->blackpc += 5;
+#ifdef DIAGNOSTICS
+ printf("New black layout %d%%.\n", params->blackpc);
+#endif
+ }
+goodpuzzle:
+ /* Game is encoded as a long string one character per square;
+ * 'S' is a space
+ * 'B' is a black square with no number
+ * '0', '1', '2', '3', '4' is a black square with a number. */
+ ret = snewn((params->w * params->h) + 1, char);
+ p = ret;
+ run = 0;
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ if (GRID(news,flags,x,y) & F_BLACK) {
+ if (run) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ if (GRID(news,flags,x,y) & F_NUMBERED)
+ *p++ = '0' + GRID(news,lights,x,y);
+ else
+ *p++ = 'B';
+ } else {
+ if (run == 26) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ run++;
+ }
+ }
+ }
+ if (run) {
+ *p++ = ('a'-1) + run;
+ run = 0;
+ }
+ *p = '\0';
+ assert(p - ret <= params->w * params->h);
+ free_game(news);
+ sfree(numindices);
+
+ return ret;
+}
+
+static char *validate_desc(game_params *params, char *desc)
+{
+ int i;
+ for (i = 0; i < params->w*params->h; i++) {
+ if (*desc >= '0' && *desc <= '4')
+ /* OK */;
+ else if (*desc == 'B')
+ /* OK */;
+ else if (*desc >= 'a' && *desc <= 'z')
+ i += *desc - 'a'; /* and the i++ will add another one */
+ else if (!*desc)
+ return "Game description shorter than expected";
+ else
+ return "Game description contained unexpected character";
+ desc++;
+ }
+ if (*desc || i > params->w*params->h)
+ return "Game description longer than expected";
+
+ return NULL;
+}
+
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
+{
+ game_state *ret = new_state(params);
+ int x,y;
+ int run = 0;
+
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ char c = '\0';
+
+ if (run == 0) {
+ c = *desc++;
+ assert(c != 'S');
+ if (c >= 'a' && c <= 'z')
+ run = c - 'a' + 1;
+ }
+
+ if (run > 0) {
+ c = 'S';
+ run--;
+ }
+
+ switch (c) {
+ case '0': case '1': case '2': case '3': case '4':
+ GRID(ret,flags,x,y) |= F_NUMBERED;
+ GRID(ret,lights,x,y) = (c - '0');
+ /* run-on... */
+
+ case 'B':
+ GRID(ret,flags,x,y) |= F_BLACK;
+ break;
+
+ case 'S':
+ /* empty square */
+ break;
+
+ default:
+ assert(!"Malformed desc.");
+ break;
+ }
+ }
+ }
+ if (*desc) assert(!"Over-long desc.");
+
+ return ret;
+}
+
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
+{
+ game_state *solved;
+ char *move = NULL, buf[80];
+ int movelen, movesize, x, y, len;
+ unsigned int oldflags, solvedflags;
+
+ /* We don't care here about non-unique puzzles; if the
+ * user entered one themself then I doubt they care. */
+
+ /* Try and solve from where we are now (for non-unique
+ * puzzles this may produce a different answer). */
+ solved = dup_game(currstate);
+ if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
+ free_game(solved);
+
+ /* That didn't work; try solving from the clean puzzle. */
+ solved = dup_game(state);
+ if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
+ *error = "Puzzle is not self-consistent.";
+ goto done;
+
+solved:
+ movesize = 256;
+ move = snewn(movesize, char);
+ movelen = 0;
+ move[movelen++] = 'S';
+ move[movelen] = '\0';
+ for (x = 0; x < currstate->w; x++) {
+ for (y = 0; y < currstate->h; y++) {
+ len = 0;
+ oldflags = GRID(currstate, flags, x, y);
+ solvedflags = GRID(solved, flags, x, y);
+ if ((oldflags & F_LIGHT) != (solvedflags & F_LIGHT))
+ len = sprintf(buf, ";L%d,%d", x, y);
+ else if ((oldflags & F_IMPOSSIBLE) != (solvedflags & F_IMPOSSIBLE))
+ len = sprintf(buf, ";I%d,%d", x, y);
+ if (len) {
+ if (movelen + len >= movesize) {
+ movesize = movelen + len + 256;
+ move = sresize(move, movesize, char);
+ }
+ strcpy(move + movelen, buf);
+ movelen += len;
+ }
+ }
+ }
+
+done:
+ free_game(solved);
+ return move;
+}
+
+/* 'borrowed' from slant.c, mainly. I could have printed it one
+ * character per cell (like debug_state) but that comes out tiny.
+ * 'L' is used for 'light here' because 'O' looks too much like '0'
+ * (black square with no surrounding lights). */
+static char *game_text_format(game_state *state)
+{
+ int w = state->w, h = state->h, W = w+1, H = h+1;
+ int x, y, len, lights;
+ unsigned int flags;
+ char *ret, *p;
+
+ len = (h+H) * (w+W+1) + 1;
+ ret = snewn(len, char);
+ p = ret;
+
+ for (y = 0; y < H; y++) {
+ for (x = 0; x < W; x++) {
+ *p++ = '+';
+ if (x < w)
+ *p++ = '-';
+ }
+ *p++ = '\n';
+ if (y < h) {
+ for (x = 0; x < W; x++) {
+ *p++ = '|';
+ if (x < w) {
+ /* actual interesting bit. */
+ flags = GRID(state, flags, x, y);
+ lights = GRID(state, lights, x, y);
+ if (flags & F_BLACK) {
+ if (flags & F_NUMBERED)
+ *p++ = '0' + lights;
+ else
+ *p++ = '#';
+ } else {
+ if (flags & F_LIGHT)
+ *p++ = 'L';
+ else if (flags & F_IMPOSSIBLE)
+ *p++ = 'x';
+ else if (lights > 0)
+ *p++ = '.';
+ else
+ *p++ = ' ';
+ }
+ }
+ }
+ *p++ = '\n';
+ }
+ }
+ *p++ = '\0';
+
+ assert(p - ret == len);
+ return ret;
+}
+
+struct game_ui {
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(game_ui *ui)
+{
+ /* nothing to encode. */
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+ /* nothing to decode. */
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+ if (newstate->completed)
+ ui->cur_visible = 0;
+}
+
+#define DF_BLACK 1 /* black square */
+#define DF_NUMBERED 2 /* black square with number */
+#define DF_LIT 4 /* display (white) square lit up */
+#define DF_LIGHT 8 /* display light in square */
+#define DF_OVERLAP 16 /* display light as overlapped */
+#define DF_CURSOR 32 /* display cursor */
+#define DF_NUMBERWRONG 64 /* display black numbered square as error. */
+#define DF_FLASH 128 /* background flash is on. */
+#define DF_IMPOSSIBLE 256 /* display non-light little square */
+
+struct game_drawstate {
+ int tilesize, crad;
+ int w, h;
+ unsigned int *flags; /* width * height */
+ int started;
+};
+
+
+/* Believe it or not, this empty = "" hack is needed to get around a bug in
+ * the prc-tools gcc when optimisation is turned on; before, it produced:
+ lightup-sect.c: In function `interpret_move':
+ lightup-sect.c:1416: internal error--unrecognizable insn:
+ (insn 582 580 583 (set (reg:SI 134)
+ (pc)) -1 (nil)
+ (nil))
+ */
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
+ int cx = -1, cy = -1, cv = ui->cur_visible;
+ unsigned int flags;
+ char buf[80], *nullret, *empty = "", c;
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ ui->cur_visible = 0;
+ cx = FROMCOORD(x);
+ cy = FROMCOORD(y);
+ action = (button == LEFT_BUTTON) ? FLIP_LIGHT : FLIP_IMPOSSIBLE;
+ } else if (button == CURSOR_SELECT ||
+ button == 'i' || button == 'I' ||
+ button == ' ' || button == '\r' || button == '\n') {
+ ui->cur_visible = 1;
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ action = (button == 'i' || button == 'I') ?
+ FLIP_IMPOSSIBLE : FLIP_LIGHT;
+ } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
+ button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+ int dx = 0, dy = 0;
+ switch (button) {
+ case CURSOR_UP: dy = -1; break;
+ case CURSOR_DOWN: dy = 1; break;
+ case CURSOR_RIGHT: dx = 1; break;
+ case CURSOR_LEFT: dx = -1; break;
+ default: assert(!"shouldn't get here");
+ }
+ ui->cur_x += dx; ui->cur_y += dy;
+ ui->cur_x = min(max(ui->cur_x, 0), state->w - 1);
+ ui->cur_y = min(max(ui->cur_y, 0), state->h - 1);
+ ui->cur_visible = 1;
+ }
+
+ /* Always redraw if the cursor is on, or if it's just been
+ * removed. */
+ if (ui->cur_visible) nullret = empty;
+ else if (cv) nullret = empty;
+ else nullret = NULL;
+
+ switch (action) {
+ case FLIP_LIGHT:
+ case FLIP_IMPOSSIBLE:
+ if (cx < 0 || cy < 0 || cx >= state->w || cy >= state->h)
+ return nullret;
+ flags = GRID(state, flags, cx, cy);
+ if (flags & F_BLACK)
+ return nullret;
+ if (action == FLIP_LIGHT) {
+ if (flags & F_IMPOSSIBLE) return nullret;
+ c = 'L';
+ } else {
+ if (flags & F_LIGHT) return nullret;
+ c = 'I';
+ }
+ sprintf(buf, "%c%d,%d", (int)c, cx, cy);
+ break;
+
+ case NONE:
+ return nullret;
+
+ default:
+ assert(!"Shouldn't get here!");
+ }
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *state, char *move)
+{
+ game_state *ret = dup_game(state);
+ int x, y, n, flags;
+ char c;
+
+ if (!*move) goto badmove;
+
+ while (*move) {
+ c = *move;
+ if (c == 'S') {
+ ret->used_solve = TRUE;
+ move++;
+ } else if (c == 'L' || c == 'I') {
+ move++;
+ if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
+ x < 0 || y < 0 || x >= ret->w || y >= ret->h)
+ goto badmove;
+
+ flags = GRID(ret, flags, x, y);
+ if (flags & F_BLACK) goto badmove;
+
+ /* LIGHT and IMPOSSIBLE are mutually exclusive. */
+ if (c == 'L') {
+ GRID(ret, flags, x, y) &= ~F_IMPOSSIBLE;
+ set_light(ret, x, y, (flags & F_LIGHT) ? 0 : 1);
+ } else {
+ set_light(ret, x, y, 0);
+ GRID(ret, flags, x, y) ^= F_IMPOSSIBLE;
+ }
+ move += n;
+ } else goto badmove;
+
+ if (*move == ';')
+ move++;
+ else if (*move) goto badmove;
+ }
+ if (grid_correct(ret)) ret->completed = 1;
+ return ret;
+
+badmove:
+ free_game(ret);
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+/* XXX entirely cloned from fifteen.c; separate out? */
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ *x = TILE_SIZE * params->w + 2 * BORDER;
+ *y = TILE_SIZE * params->h + 2 * BORDER;
+}
+
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+ ds->crad = 3*(tilesize-1)/8;
+}
+
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ for (i = 0; i < 3; i++) {
+ ret[COL_BLACK * 3 + i] = 0.0F;
+ ret[COL_LIGHT * 3 + i] = 1.0F;
+ ret[COL_CURSOR * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 2.0F;
+ ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] / 1.5F;
+
+ }
+
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.25F;
+ ret[COL_ERROR * 3 + 2] = 0.25F;
+
+ ret[COL_LIT * 3 + 0] = 1.0F;
+ ret[COL_LIT * 3 + 1] = 1.0F;
+ ret[COL_LIT * 3 + 2] = 0.0F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->tilesize = ds->crad = 0;
+ ds->w = state->w; ds->h = state->h;
+
+ ds->flags = snewn(ds->w*ds->h, unsigned int);
+ for (i = 0; i < ds->w*ds->h; i++)
+ ds->flags[i] = -1;
+
+ ds->started = 0;
+
+ return ds;
+}
+
+static void game_free_drawstate(game_drawstate *ds)
+{
+ sfree(ds->flags);
+ sfree(ds);
+}
+
+/* At some stage we should put these into a real options struct.
+ * Note that tile_redraw has no #ifdeffery; it relies on tile_flags not
+ * to put those flags in. */
+#define HINT_LIGHTS
+#define HINT_OVERLAPS
+#define HINT_NUMBERS
+
+static unsigned int tile_flags(game_drawstate *ds, game_state *state, game_ui *ui,
+ int x, int y, int flashing)
+{
+ unsigned int flags = GRID(state, flags, x, y);
+ int lights = GRID(state, lights, x, y);
+ unsigned int ret = 0;
+
+ if (flashing) ret |= DF_FLASH;
+ if (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
+ ret |= DF_CURSOR;
+
+ if (flags & F_BLACK) {
+ ret |= DF_BLACK;
+ if (flags & F_NUMBERED) {
+#ifdef HINT_NUMBERS
+ if (number_wrong(state, x, y))
+ ret |= DF_NUMBERWRONG;
+#endif
+ ret |= DF_NUMBERED;
+ }
+ } else {
+#ifdef HINT_LIGHTS
+ if (lights > 0) ret |= DF_LIT;
+#endif
+ if (flags & F_LIGHT) {
+ ret |= DF_LIGHT;
+#ifdef HINT_OVERLAPS
+ if (lights > 1) ret |= DF_OVERLAP;
+#endif
+ }
+ if (flags & F_IMPOSSIBLE) ret |= DF_IMPOSSIBLE;
+ }
+ return ret;
+}
+
+static void tile_redraw(frontend *fe, game_drawstate *ds, game_state *state,
+ int x, int y)
+{
+ unsigned int ds_flags = GRID(ds, flags, x, y);
+ int dx = COORD(x), dy = COORD(y);
+ int lit = (ds_flags & DF_FLASH) ? COL_GRID : COL_LIT;
+
+ if (ds_flags & DF_BLACK) {
+ draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BLACK);
+ if (ds_flags & DF_NUMBERED) {
+ int ccol = (ds_flags & DF_NUMBERWRONG) ? COL_ERROR : COL_LIGHT;
+ char str[10];
+
+ /* We know that this won't change over the course of the game
+ * so it's OK to ignore this when calculating whether or not
+ * to redraw the tile. */
+ sprintf(str, "%d", GRID(state, lights, x, y));
+ draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE*3/5,
+ ALIGN_VCENTRE | ALIGN_HCENTRE, ccol, str);
+ }
+ } else {
+ draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE,
+ (ds_flags & DF_LIT) ? lit : COL_BACKGROUND);
+ draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+ if (ds_flags & DF_LIGHT) {
+ int lcol = (ds_flags & DF_OVERLAP) ? COL_ERROR : COL_LIGHT;
+ draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, TILE_RADIUS,
+ lcol, COL_BLACK);
+ } else if (ds_flags & DF_IMPOSSIBLE) {
+ int rlen = TILE_SIZE / 4;
+ draw_rect(fe, dx + TILE_SIZE/2 - rlen/2, dy + TILE_SIZE/2 - rlen/2,
+ rlen, rlen, COL_BLACK);
+ }
+ }
+
+ if (ds_flags & DF_CURSOR) {
+ int coff = TILE_SIZE/8;
+ draw_rect_outline(fe, dx + coff, dy + coff,
+ TILE_SIZE - coff*2, TILE_SIZE - coff*2, COL_CURSOR);
+ }
+
+ draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+}
+
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
+{
+ int flashing = FALSE;
+ int x,y;
+
+ if (flashtime) flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
+
+ if (!ds->started) {
+ draw_rect(fe, 0, 0,
+ TILE_SIZE * ds->w + 2 * BORDER,
+ TILE_SIZE * ds->h + 2 * BORDER, COL_BACKGROUND);
+
+ draw_rect_outline(fe, COORD(0)-1, COORD(0)-1,
+ TILE_SIZE * ds->w + 2,
+ TILE_SIZE * ds->h + 2,
+ COL_GRID);
+
+ draw_update(fe, 0, 0,
+ TILE_SIZE * ds->w + 2 * BORDER,
+ TILE_SIZE * ds->h + 2 * BORDER);
+ ds->started = 1;
+ }
+
+ for (x = 0; x < ds->w; x++) {
+ for (y = 0; y < ds->h; y++) {
+ unsigned int ds_flags = tile_flags(ds, state, ui, x, y, flashing);
+ if (ds_flags != GRID(ds, flags, x, y)) {
+ GRID(ds, flags, x, y) = ds_flags;
+ tile_redraw(fe, ds, state, x, y);
+ }
+ }
+ }
+}
+
+static float game_anim_length(game_state *oldstate, 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)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
+ return FLASH_TIME;
+ return 0.0F;
+}
+
+static int game_wants_statusbar(void)
+{
+ return FALSE;
+}
+
+static int game_timing_state(game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame lightup
+#endif
+
+const struct game thegame = {
+ "Light Up", "games.lightup",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/list.c
+++ b/list.c
@@ -23,6 +23,7 @@
extern const game fifteen;
extern const game flip;
extern const game guess;
+extern const game lightup;
extern const game mines;
extern const game net;
extern const game netslide;
@@ -43,6 +44,7 @@
&fifteen,
&flip,
&guess,
+ &lightup,
&mines,
&net,
&netslide,
--- a/print.py
+++ b/print.py
@@ -418,6 +418,60 @@
((x)*gridpitch, (h-y)*gridpitch, n))
return ret.coords, ret.s
+def lightup_format(s):
+ # Parse the game ID.
+ ret = Holder()
+ ret.s = ""
+ params, seed = string.split(s, ":")
+ w, h = map(string.atoi, string.split(params, "x"))
+ grid = []
+ while len(seed) > 0:
+ if seed[0] in string.lowercase:
+ grid.extend([-2] * (ord(seed[0]) - ord('a') + 1))
+ seed = seed[1:]
+ elif seed[0] == "B":
+ grid.append(-1)
+ seed = seed[1:]
+ elif seed[0] in "01234":
+ grid.append(string.atoi(seed[0]))
+ seed = seed[1:]
+ assert w * h == len(grid)
+ # I'm going to arbitrarily choose to use 9pt text for the
+ # numbers, and a 14pt grid pitch.
+ textht = 10
+ gridpitch = 14
+ # Set up coordinate system.
+ pw = gridpitch * w
+ ph = gridpitch * h
+ ret.coords = (pw/2, pw/2, ph/2, ph/2)
+ psprint(ret, "%g %g translate" % (-ret.coords[0], -ret.coords[2]))
+ # Draw round the grid exterior, thickly.
+ psprint(ret, "newpath 1 setlinewidth")
+ psprint(ret, "0 0 moveto 0 %g rlineto %g 0 rlineto 0 %g rlineto" % \
+ (h * gridpitch, w * gridpitch, -h * gridpitch))
+ psprint(ret, "closepath stroke")
+ # Draw the internal grid lines.
+ psprint(ret, "newpath 0.02 setlinewidth")
+ for x in xrange(1,w):
+ psprint(ret, "%g 0 moveto 0 %g rlineto" % (x * gridpitch, h * gridpitch))
+ for y in xrange(1,h):
+ psprint(ret, "0 %g moveto %g 0 rlineto" % (y * gridpitch, w * gridpitch))
+ psprint(ret, "stroke")
+ # And draw the black squares and numbers.
+ psprint(ret, "/Helvetica-Bold findfont %g scalefont setfont" % textht)
+ for y in xrange(h):
+ for x in xrange(w):
+ n = grid[y*w+x]
+ if n >= -1:
+ psprint(ret, ("newpath %g %g moveto 0 %g rlineto " +
+ "%g 0 rlineto 0 %g rlineto closepath fill") % \
+ ((x)*gridpitch, (h-1-y)*gridpitch, gridpitch, gridpitch, \
+ -gridpitch))
+ if n >= 0:
+ psprint(ret, "gsave 1 setgray %g %g (%d) ctshow grestore" % \
+ ((x+0.5)*gridpitch, (h-y-0.5)*gridpitch, n))
+ return ret.coords, ret.s
+
formatters = {
"net": net_format,
"rect": rect_format,
@@ -425,7 +479,8 @@
"pattern": pattern_format,
"solo": solo_format,
"dominosa": dominosa_format,
-"slant": slant_format
+"slant": slant_format,
+"lightup": lightup_format
}
if len(sys.argv) < 3:
--- a/puzzles.but
+++ b/puzzles.but
@@ -1476,7 +1476,7 @@
(All the actions described in \k{common-actions} are also available.)
-\H{slant-parameters} \I{parameters, for slant}Slant parameters
+\H{slant-parameters} \I{parameters, for Slant}Slant parameters
These parameters are available from the \q{Custom...} option on the
\q{Type} menu.
@@ -1484,6 +1484,91 @@
\dt \e{Width}, \e{Height}
\dd Size of grid in squares.
+
+
+\C{lightup} \i{Light Up}
+
+\cfg{winhelp-topic}{games.lightup}
+
+You have a grid of squares. Some are filled in black; some of the
+black squares are numbered. Your aim is to \q{light up} all the
+empty squares by placing light bulbs in some of them.
+
+Each light bulb illuminates the square it is on, plus all squares in
+line with it horizontally or vertically unless a black square is
+blocking the way.
+
+To win the game, you must satisfy the following conditions:
+
+\b All non-black squares are lit.
+
+\b No light is lit by another light.
+
+\b All numbered black squares have exactly that number of lights adjacent to
+ them (in the four squares above, below, and to the side).
+
+Non-numbered black squares may have any number of lights adjacent to them.
+
+Credit for this puzzle goes to \i{Nikoli} \k{nikoli-lightup}.
+
+Light Up was contributed to this collection by James Harvey.
+
+\B{nikoli-lightup}
+\W{http://www.nikoli.co.jp/puzzles/32/index-e.htm}\cw{http://www.nikoli.co.jp/puzzles/32/index-e.htm}
+(beware of Flash)
+
+\H{lightup-controls} \i{Light Up controls}
+
+\IM{Light Up controls} controls, for Light Up
+\IM{Light Up controls} keys, for Light Up
+\IM{Light Up controls} shortcuts (keyboard), for Light Up
+
+Left-clicking in a non-black square will toggle the presence of a light
+in that square. Right-clicking in a non-black square toggles a mark there to aid
+solving; it can be used to highlight squares that cannot be lit, for example.
+
+You may not place a light in a marked square, nor place a mark in a lit square.
+
+The game will highlight obvious errors in red. Lights lit by other
+lights are highlighted in this way, as are numbered squares which
+do not (or cannot) have the right number of lights next to them.
+
+Thus, the grid is solved when all non-black squares have yellow
+highlights and there are no red lights.
+
+
+\H{lightup-parameters} \I{parameters, for Light Up}Light Up parameters
+
+These parameters are available from the \q{Custom...} option on the
+\q{Type} menu.
+
+\dt \e{Width}, \e{Height}
+
+\dd Size of grid in squares.
+
+\dt \e{%age of black squares}
+
+\dd Rough percentage of black squares in the grid.
+
+\lcont{
+
+This is a hint rather than an instruction. If the grid generator is
+unable to generate a puzzle to this precise specification, it will
+increase the proportion of black squares until it can.
+
+}
+
+\dt \e{Symmetry}
+
+\dd Allows you to specify the required symmetry of the black squares
+in the grid. (This does not affect the difficulty of the puzzles
+noticeably.)
+
+\dt \e{Difficulty}
+
+\dd \q{Easy} means that the puzzles should be soluble without
+backtracking or guessing, \q{Hard} means that some guesses will
+probably be necessary.
\A{licence} \I{MIT licence}\ii{Licence}
--- a/slant.c
+++ b/slant.c
@@ -35,6 +35,8 @@
COL_BACKGROUND,
COL_GRID,
COL_INK,
+ COL_SLANT1,
+ COL_SLANT2,
NCOLOURS
};
@@ -982,6 +984,14 @@
ret[COL_INK * 3 + 1] = 0.0F;
ret[COL_INK * 3 + 2] = 0.0F;
+ ret[COL_SLANT1 * 3 + 0] = 0.0F;
+ ret[COL_SLANT1 * 3 + 1] = 0.0F;
+ ret[COL_SLANT1 * 3 + 2] = 0.0F;
+
+ ret[COL_SLANT2 * 3 + 0] = 0.0F;
+ ret[COL_SLANT2 * 3 + 1] = 0.0F;
+ ret[COL_SLANT2 * 3 + 2] = 0.0F;
+
*ncolours = NCOLOURS;
return ret;
}
@@ -1013,6 +1023,7 @@
int x, int y, int v)
{
char p[2];
+ int col = ((x ^ y) & 1) ? COL_SLANT1 : COL_SLANT2;
if (v < 0)
return;
@@ -1019,8 +1030,7 @@
p[0] = v + '0';
p[1] = '\0';
- draw_circle(fe, COORD(x), COORD(y), CLUE_RADIUS,
- COL_BACKGROUND, COL_INK);
+ draw_circle(fe, COORD(x), COORD(y), CLUE_RADIUS, COL_BACKGROUND, col);
draw_text(fe, COORD(x), COORD(y), FONT_VARIABLE,
CLUE_TEXTSIZE, ALIGN_VCENTRE|ALIGN_HCENTRE,
COL_INK, p);
@@ -1031,6 +1041,9 @@
{
int w = clues->w /*, h = clues->h*/, W = w+1 /*, H = h+1 */;
int xx, yy;
+ int chesscolour = (x ^ y) & 1;
+ int fscol = chesscolour ? COL_SLANT2 : COL_SLANT1;
+ int bscol = chesscolour ? COL_SLANT1 : COL_SLANT2;
clip(fe, COORD(x), COORD(y), TILESIZE+1, TILESIZE+1);
@@ -1049,17 +1062,17 @@
* Draw the slash.
*/
if (v & BACKSLASH) {
- draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y+1), COL_INK);
+ draw_line(fe, COORD(x), COORD(y), COORD(x+1), COORD(y+1), bscol);
draw_line(fe, COORD(x)+1, COORD(y), COORD(x+1), COORD(y+1)-1,
- COL_INK);
+ bscol);
draw_line(fe, COORD(x), COORD(y)+1, COORD(x+1)-1, COORD(y+1),
- COL_INK);
+ bscol);
} else if (v & FORWSLASH) {
- draw_line(fe, COORD(x+1), COORD(y), COORD(x), COORD(y+1), COL_INK);
+ draw_line(fe, COORD(x+1), COORD(y), COORD(x), COORD(y+1), fscol);
draw_line(fe, COORD(x+1)-1, COORD(y), COORD(x), COORD(y+1)-1,
- COL_INK);
+ fscol);
draw_line(fe, COORD(x+1), COORD(y)+1, COORD(x)+1, COORD(y+1),
- COL_INK);
+ fscol);
}
/*
@@ -1067,29 +1080,29 @@
* neighbouring cell.
*/
if (v & L_T)
- draw_rect(fe, COORD(x), COORD(y)+1, 1, 1, COL_INK);
+ draw_rect(fe, COORD(x), COORD(y)+1, 1, 1, bscol);
if (v & L_B)
- draw_rect(fe, COORD(x), COORD(y+1)-1, 1, 1, COL_INK);
+ draw_rect(fe, COORD(x), COORD(y+1)-1, 1, 1, fscol);
if (v & R_T)
- draw_rect(fe, COORD(x+1), COORD(y)+1, 1, 1, COL_INK);
+ draw_rect(fe, COORD(x+1), COORD(y)+1, 1, 1, fscol);
if (v & R_B)
- draw_rect(fe, COORD(x+1), COORD(y+1)-1, 1, 1, COL_INK);
+ draw_rect(fe, COORD(x+1), COORD(y+1)-1, 1, 1, bscol);
if (v & T_L)
- draw_rect(fe, COORD(x)+1, COORD(y), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x)+1, COORD(y), 1, 1, bscol);
if (v & T_R)
- draw_rect(fe, COORD(x+1)-1, COORD(y), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x+1)-1, COORD(y), 1, 1, fscol);
if (v & B_L)
- draw_rect(fe, COORD(x)+1, COORD(y+1), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x)+1, COORD(y+1), 1, 1, fscol);
if (v & B_R)
- draw_rect(fe, COORD(x+1)-1, COORD(y+1), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x+1)-1, COORD(y+1), 1, 1, bscol);
if (v & C_TL)
- draw_rect(fe, COORD(x), COORD(y), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x), COORD(y), 1, 1, bscol);
if (v & C_TR)
- draw_rect(fe, COORD(x+1), COORD(y), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x+1), COORD(y), 1, 1, fscol);
if (v & C_BL)
- draw_rect(fe, COORD(x), COORD(y+1), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x), COORD(y+1), 1, 1, fscol);
if (v & C_BR)
- draw_rect(fe, COORD(x+1), COORD(y+1), 1, 1, COL_INK);
+ draw_rect(fe, COORD(x+1), COORD(y+1), 1, 1, bscol);
/*
* And finally the clues at the corners.