mirror of
https://github.com/abakh/nbsdgames.git
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532 lines
12 KiB
C
532 lines
12 KiB
C
/*
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_
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(_
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_)UDOKU
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Authored by abakh <abakh@tuta.io>
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To the extent possible under law, the author(s) have dedicated all copyright and related and neighboring rights to this software to the public domain worldwide. This software is distributed without any warranty.
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You should have received a copy of the CC0 Public Domain Dedication along with this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
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NOTE: This program is only made for entertainment porpuses. The puzzles are generated by randomly clearing tiles on the table and are guaranteed to have a solution , but are not guaranteed to have only one unique solution.
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*/
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#include "common.h"
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byte _wait=0, waitcycles=0;//apparently 'wait' conflicts with a variable in a library macOS includes by default
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byte py,px;
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unsigned int filled;
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chtype colors[6]={0};
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#ifdef NO_VLA//the Plan9 compiler can not handle VLAs
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#define size 3
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#define s 9
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#ifdef Plan9
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// I hope this is approximately right
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int round(float x)
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{
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int y;
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if(x > 0)
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y = (int)(x + 0.5); //int will round down, so if the decimal of x is .5 or higher this will round up.
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else if(x < 0)
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y = (int)(x - 0.5); // the same but opposite
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return y;
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}
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#endif
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#else
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byte size=3,s=9;//s=size*size
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#endif
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void cross(byte sy,byte sx,chtype start,chtype middle,chtype end){ //to simplify drawing tables. doesn't draw a cross (why did I choose that name?)
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mvaddch(sy,sx,start);
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byte f = 2*size;
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for(char n=1;n<size;++n){
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mvaddch(sy,sx+f,middle);
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f+=2*size;
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}
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mvaddch(sy,sx+f,end);
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}
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void table(byte sy,byte sx){ //empty table
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byte l;//line
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for(l=0;l<=size;++l){
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for(byte y=0;y<=s+size;++y)
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mvaddch(sy+y,sx+l*size*2,ACS_VLINE);
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for(byte x=0;x<=s*2;++x)
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mvaddch(sy+(size+1)*l,sx+x,ACS_HLINE);
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}
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cross(sy,sx,ACS_ULCORNER,ACS_TTEE,ACS_URCORNER);
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for(l=1;l<size;++l)
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cross(sy+l*size+l,sx,ACS_LTEE,ACS_PLUS,ACS_RTEE);
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cross(sy+l*size+l,sx,ACS_LLCORNER,ACS_BTEE,ACS_LRCORNER);
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}
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byte sgn2int(char sgn){
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if('0'<sgn && sgn <='9')
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return sgn-'0';
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if('a'<=sgn && sgn <='z')
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return sgn-'a'+10;
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if('A'<=sgn && sgn <= 'Z')
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return sgn-'A'+36;
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return 0;
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}
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char int2sgn(byte num){// convert integer to representing sign
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if(0< num && num <= 9)
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return num+'0';
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else if(10<=num && num <=35)
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return num-10+'a';
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else if(36<=num && num <=51)
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return num-36+'A';
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return 0;
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}
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bool isvalid(byte ty,byte tx,char board[s][s]){ //is it allowed to place that char there?
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char t= board[ty][tx];
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if(!t)
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return 0;
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byte y,x;
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for(y=0;y<s;++y){
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if(board[y][tx] == t && y!=ty)
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return 0;
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}
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for(x=0;x<s;++x){
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if(board[ty][x] == t && x!= tx)
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return 0;
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}
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byte sy=size*(ty/size);//square
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byte sx=size*(tx/size);
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for(y=0;y<size;++y){
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for(x=0;x<size;++x){
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if(board[sy+y][sx+x]==t && sy+y != ty && sx+x != tx)
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return 0;
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}
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}
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return 1;
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}
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void swap(char *a,char *b){
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char sw=*a;
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*a=*b;
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*b=sw;
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}
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void random_order(char a[size]){
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byte i;
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for(i=0;i<size;++i){
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a[i]=i;
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}
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for(i=0;i<size;++i){
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swap(&a[rand()%size],&a[rand()%size]);
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}
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}
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void swap_row(char board[s][s],byte row_a, byte row_b){
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for(byte i=0;i<s;++i){
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swap(&board[i][row_a],&board[i][row_b]);
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}
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}
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void swap_col(char board[s][s],byte col_a, byte col_b){
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for(byte i=0;i<s;++i){
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swap(&board[col_a][i],&board[col_b][i]);
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}
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}
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void swap_super_row(char board[s][s],byte row_a,byte row_b){
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for(byte i=0;i<size;++i){
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swap_row(board,row_a+i,row_b+i);
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}
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}
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void swap_super_col(char board[s][s],byte col_a,byte col_b){
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for(byte i=0;i<size;++i){
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swap_col(board,col_a+i,col_b+i);
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}
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}
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void cleanse(char board[s][s],char victim){
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for(byte y=0;y<s;++y)
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for(byte x=0;x<s;++x)
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if(board[y][x]==victim)
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board[y][x]=0;
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}
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bool fill_with(char board[s][s],char fillwith){//returns 1 on failure
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byte firstx,x,tries=0;
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Again:
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++tries;
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if (tries>s)
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return 1;
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for(byte y=0;y<s;++y){//there should be only one occurence of a number in a row, and this function makes use of this fact to improve generation speed
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firstx=x=rand()%s;
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while(1){
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if(!board[y][x]){
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board[y][x]=fillwith;
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if(isvalid(y,x,board)){
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break;
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}
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else{
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board[y][x]=0;
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goto Next;
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}
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}
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else{
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Next:
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++x;
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if(x==s)
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x=0;
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if(x==firstx){
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cleanse(board,fillwith);
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goto Again;
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}
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}
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}
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}
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refresh();
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return 0;
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}
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void fill(char board[s][s]){
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for(byte num=1;num<=s;++num){//it fills random places in the board with 1s, then random places in the remaining space with 2s and so on...
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if(num==4){//something that randomly happens
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_wait=(_wait+1)%60;
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if(!_wait && waitcycles<3)
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++waitcycles;
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}
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if ( fill_with(board,int2sgn(num) ) ){
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memset(board,0,s*s);
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num=0;
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mvaddstr(0,0,"My algorithm sucks, so you need to wait a bit ");//with animated dots to entertain the waiter
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if(waitcycles==3)
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mvaddstr(2,0,"(You can set SUDOKU_FASTGEN if you just want to see if it works)");
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move(0,45);
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for(byte b=0;b<_wait;b+=10)
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addch('.');
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}
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}
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}
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void swap_instances(char board[s][s],char A,char B){
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byte y,x;
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for(y=0;y<s;++y){
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for(x=0;x<s;++x){
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if(board[y][x]==A)
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board[y][x]=B;
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else if(board[y][x]==B)
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board[y][x]=A;
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}
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}
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}
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void just_fill(char board[s][s]){//sometimes fill() gets too much , and you just want a 49x49 sudoku puzzle of any quality
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byte y,x,k;//k is here to minimize calls to isvalid()
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for(y=0;y<s;++y){//fill with 1,2,3,4...
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k=1;
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for(x=0;x<s;++x){
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board[y][x]=int2sgn(k);
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while(!isvalid(y,x,board)){
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board[y][x]=int2sgn(k=k+1);
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if(k>s)
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board[y][x]=int2sgn(k=1);
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}
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++k;
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if(k>s)
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k=1;
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}
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}
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for(byte n=0;n<s*2;++n)//randomize
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swap_instances(board,int2sgn(1+(rand()%s)),int2sgn(1+(rand()%s)) );
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}
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void mk_puzzle(char board[s][s],char empty[s][s],char game[s][s]){//makes a puzzle to solve
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byte y,x;
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for(y=0;y<s;++y){
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for(x=0;x<s;++x){
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if( (size+x+y)%2==0 ){
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empty[y][x]=board[y][x];
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game[y][x]=board[y][x];
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}
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}
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}
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char order[size];
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byte h=0,i=0,j=0;
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for(h=0;h<s;++h){
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for(i=0;i<size;++i){
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random_order(order);
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for(j=0;j<size;++j){
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swap_row(empty,size*i+j,size*i+order[j]);
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swap_row(game,size*i+j,size*i+order[j]);
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swap_row(board,size*i+j,size*i+order[j]);
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}
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random_order(order);
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for(j=0;j<size;++j){
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swap_col(empty,size*i+j,size*i+order[j]);
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swap_col(game,size*i+j,size*i+order[j]);
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swap_col(board,size*i+j,size*i+order[j]);
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}
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random_order(order);
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for(j=0;j<size;++j){
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swap_super_row(empty,size*i,size*order[j]);
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swap_super_row(game,size*i,size*order[j]);
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swap_super_row(board,size*i,size*order[j]);
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}
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random_order(order);
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for(j=0;j<size;++j){
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swap_super_col(empty,size*i,size*order[j]);
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swap_super_col(game,size*i,size*order[j]);
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swap_super_col(board,size*i,size*order[j]);
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}
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}
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}
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}
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void header(byte sy,byte sx){
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mvaddch(sy, sx+1, '_');
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mvprintw(sy+1,sx,"(_ Solved:%d/%d",filled,s*s);
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mvprintw(sy+2,sx," _)UDOKU Left :%d/%d",s*s-filled,s*s);
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}
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void draw(byte sy,byte sx,char empty[s][s],char game[s][s]){
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chtype attr;
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table(sy,sx);
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filled=0;
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for(byte y=0;y<s;++y){
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for(byte x=0;x<s;++x){
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attr=A_NORMAL;
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if(x==px && y==py)
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attr |= A_STANDOUT;
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if(empty[y][x])
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attr |= A_BOLD;
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if(game[y][x]){
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if(!isvalid(y,x,game))
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attr |= colors[5];
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else{
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attr |= colors[game[y][x]%5];
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++filled;
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}
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mvaddch(sy+y+y/size+1,sx+x*2+1,attr|game[y][x]);
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}
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else
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mvaddch(sy+y+y/size+1,sx+x*2+1,attr|' ');
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}
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}
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}
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void sigint_handler(int x){
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endwin();
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puts("Quit.");
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exit(x);
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}
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void mouseinput(int sy, int sx){
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#ifndef NO_MOUSE
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MEVENT m;
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#ifdef PDCURSES
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nc_getmouse(&m);
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#else
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getmouse(&m);
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#endif
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if( m.y < (3+1+size+s)-sy && m.x<(2*s+1)-sx ){//it's a shame to include math.h only for round() but it was the only moral way to make gcc shut up
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py= round( (float)(size*(m.y-4-sy))/(size+1) );//these are derived from the formulas in draw() by simple algebra
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px=(m.x-1-sx)/2;
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}
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else
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return;
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if(m.bstate & BUTTON1_CLICKED)
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ungetch('\n');
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if(m.bstate & (BUTTON2_CLICKED|BUTTON3_CLICKED) )
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ungetch(' ');
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#endif //NO_MOUSE
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}
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void help(void){
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erase();
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header(0,0);
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attron(A_BOLD);
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mvprintw(3,0," **** THE CONTROLS ****");
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mvprintw(13,0,"YOU CAN ALSO USE THE MOUSE!");
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attroff(A_BOLD);
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mvprintw(4,0,"1 - %c : Enter number/character",int2sgn(s));
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mvprintw(5,0,"SPACE : Clear tile");
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mvprintw(6,0,"ARROW KEYS : Move cursor");
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mvprintw(7,0,"q : Quit");
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mvprintw(8,0,"n : New board");
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mvprintw(9,0,"r : Restart");
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if(size>4)
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printw(" (some of these alphabet controls maybe overridden in certain sizes)");
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mvprintw(10,0,"? : Hint (not like in other games)");
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mvprintw(11,0,"F1 & F2: Help on controls & gameplay");
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mvprintw(12,0,"PgDn,PgUp,<,> : Scroll");
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mvprintw(15,0,"Press a key to continue");
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refresh();
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getch();
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erase();
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}
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void gameplay(void){
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erase();
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header(0,0);
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attron(A_BOLD);
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mvprintw(3,0," **** THE GAMEPLAY ****");
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attroff(A_BOLD);
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move(4,0);
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printw("Fill the table with digits");
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if(size>3)
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printw(" (and characters) \n");
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else
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addch('\n');
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printw("so that all the rows, columns and smaller subregions \n");
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printw("contain all of the digits from 1 to ");
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if(size<=3){
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addch(int2sgn(s));
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addch('.');
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}
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if(size>3){
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addch('9');
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printw(" and all\nthe alphabet letters from 'a' to '%c'.",int2sgn(s));
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}
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printw("\n\nPress a key to continue.");
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refresh();
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getch();
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erase();
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}
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int main(int argc,char** argv){
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signal(SIGINT,sigint_handler);
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bool fastgen=0;
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int opt;
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while( (opt=getopt(argc,argv,"hfs:d:"))!=-1){
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switch(opt){
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#ifndef NO_VLA
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case 's':
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size=atoi(optarg);
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if(size>7 || size<2){
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printf("2 <= size <= 7\n");
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return EXIT_FAILURE;
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}
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break;
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#endif //NO_VLA
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case 'f':
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fastgen=1;
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break;
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case 'h':
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default:
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printf("Usage:%s [options]\n -s size\n -h help\n -f fast (flawed) generation\n",argv[0]);
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return EXIT_FAILURE;
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break;
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}
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}
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fastgen= (size>4) || fastgen || !(!getenv("SUDOKU_FASTGEN"));
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initscr();
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#ifndef NO_MOUSE
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mousemask(ALL_MOUSE_EVENTS,NULL);
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#endif //NO_MOUSE
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noecho();
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cbreak();
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keypad(stdscr,1);
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srand(time(NULL)%UINT_MAX);
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if( has_colors() ){
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start_color();
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use_default_colors();
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init_pair(1,COLOR_YELLOW,-1);
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init_pair(2,COLOR_GREEN,-1);
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init_pair(3,COLOR_BLUE,-1);
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init_pair(4,COLOR_CYAN,-1);
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init_pair(5,COLOR_MAGENTA,-1);
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init_pair(6,COLOR_RED,-1);
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for(byte b=0;b<6;++b){
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colors[b]=COLOR_PAIR(b+1);
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}
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}
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#ifndef NO_VLA
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s= size*size;
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#endif
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char board[s][s];
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char empty[s][s];
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char game[s][s];
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int input=0;
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int sy,sx;
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Start:
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sy=sx=0;
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erase();
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curs_set(0);
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filled =0;
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memset(board,0,s*s);
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memset(empty,0,s*s);
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memset(game,0,s*s);
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if(fastgen)
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just_fill(board);
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else
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fill(board);
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mk_puzzle(board,empty,game);
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py=px=0;
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while(1){
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erase();
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draw(sy+3,sx+0,empty,game);
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header(sy+0,sx+0);
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refresh();
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if(filled == s*s)
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break;
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input = getch();
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if( input==KEY_PPAGE && LINES< s+size+3){//the board starts in 3
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sy+=10;
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if(sy>0)
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sy=0;
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}
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if( input==KEY_NPAGE && LINES< s+size+3){
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sy-=10;
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if(sy< -(s+size+3) )
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sy=-(s+size+3);
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}
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if( input=='<' && COLS< s*2){
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sx+=10;
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if(sx>0)
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sx=0;
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}
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if( input=='>' && COLS< s*2){
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sx-=10;
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if(sx< -(s*2))
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sx=-(s*2);
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}
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if(input == KEY_F(1))
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help();
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if((input==KEY_F(2)||input=='!'))
|
|
gameplay();
|
|
if(input == KEY_MOUSE)
|
|
mouseinput(sy,sx);
|
|
if(input == KEY_UP && py)
|
|
--py;
|
|
if((input==KEY_DOWN||input=='s') && py<s-1)
|
|
++py;
|
|
if((input==KEY_LEFT||input=='a') && px)
|
|
--px;
|
|
if((input==KEY_RIGHT||input=='d') && px<s-1)
|
|
++px;
|
|
if(!empty[py][px]){
|
|
if(input == ' ' )
|
|
game[py][px]=0;
|
|
else if(input<=CHAR_MAX && sgn2int(input) && sgn2int(input)<=s )
|
|
game[py][px]=input;
|
|
}
|
|
if( ((input=='q'||input==27) && size<= 5) || input=='Q')
|
|
sigint_handler(EXIT_SUCCESS);
|
|
if(input=='n'&& size <= 4)
|
|
goto Start;
|
|
if(input=='r'&& size <= 5){
|
|
byte y,x;
|
|
for(y=0;y<s;++y)
|
|
for(x=0;x<s;++x)
|
|
game[y][x]=empty[y][x];
|
|
}
|
|
|
|
if(input=='?')
|
|
game[py][px]=board[py][px];
|
|
if(input == 'X' && getch()=='Y' && getch()=='Z' && getch()=='Z' && getch()=='Y'){
|
|
byte y,x;
|
|
for(y=0;y<s;++y)
|
|
for(x=0;x<s;++x)
|
|
game[y][x]=board[y][x];
|
|
}
|
|
}
|
|
mvprintw(sy+s+size+4,sx+0,"Yay!! Wanna play again?(y/n)");
|
|
curs_set(1);
|
|
input=getch();
|
|
if(input != 'N' && input != 'n' && input != 'q')
|
|
goto Start;
|
|
endwin();
|
|
return EXIT_SUCCESS;
|
|
}
|