// // "$Id$" // // Sudoku game using the Fast Light Tool Kit (FLTK). // // Copyright 2005-2018 by Michael Sweet. // // This library is free software. Distribution and use rights are outlined in // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // // http://www.fltk.org/COPYING.php // // Please report all bugs and problems on the following page: // // http://www.fltk.org/str.php // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef _WIN32 # include "sudokurc.h" #elif !defined(__APPLE__) # include "pixmaps/sudoku.xbm" #endif // _WIN32 // Audio headers... #include #ifndef _WIN32 # include #endif // !_WIN32 #if defined(_WIN32) || defined(__APPLE__) #elif defined(FL_PORTING) # pragma message "FL_PORTING: FLTK does not provide cross platform sound support" #else #endif #ifdef HAVE_ALSA_ASOUNDLIB_H # define ALSA_PCM_NEW_HW_PARAMS_API # include #endif // HAVE_ALSA_ASOUNDLIB_H #ifdef __APPLE__ # include #endif // __APPLE__ #ifdef _WIN32 # include #endif // _WIN32 // // Default sizes... // #define GROUP_SIZE 160 #define CELL_SIZE 50 #define CELL_OFFSET 5 #ifdef __APPLE__ # define MENU_OFFSET 0 #else # define MENU_OFFSET 25 #endif // __APPLE__ // Sound class for Sudoku... // // There are MANY ways to implement sound in a FLTK application. // The approach we are using here is to conditionally compile OS- // specific code into the application - CoreAudio for MacOS X, the // standard Win32 API stuff for Windows, ALSA or X11 for Linux, and // X11 for all others. We have to support ALSA on Linux because the // current Xorg releases no longer support XBell() or the PC speaker. // // There are several good cross-platform audio libraries we could also // use, such as OpenAL, PortAudio, and SDL, however they were not chosen // for this application because of our limited use of sound. // // Many thanks to Ian MacArthur who provided sample code that led to // the CoreAudio implementation you see here! class SudokuSound { // Private, OS-specific data... #ifdef __APPLE__ AudioDeviceID device; #ifndef MAC_OS_X_VERSION_10_5 #define MAC_OS_X_VERSION_10_5 1050 #endif # if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5 AudioDeviceIOProcID audio_proc_id; # endif AudioStreamBasicDescription format; short *data; int remaining; static OSStatus audio_cb(AudioDeviceID device, const AudioTimeStamp *current_time, const AudioBufferList *data_in, const AudioTimeStamp *time_in, AudioBufferList *data_out, const AudioTimeStamp *time_out, void *client_data); #elif defined(_WIN32) HWAVEOUT device; HGLOBAL header_handle; LPWAVEHDR header_ptr; HGLOBAL data_handle; LPSTR data_ptr; #else # ifdef HAVE_ALSA_ASOUNDLIB_H snd_pcm_t *handle; # endif // HAVE_ALSA_ASOUNDLIB_H #endif // __APPLE__ // Common data... static int frequencies[9]; static short *sample_data[9]; static int sample_size; public: SudokuSound(); ~SudokuSound(); void play(char note); }; // Sudoku cell class... class SudokuCell : public Fl_Widget { bool readonly_; int value_; int test_value_[9]; public: SudokuCell(int X, int Y, int W, int H); void draw(); int handle(int event); void readonly(bool r) { readonly_ = r; redraw(); } bool readonly() const { return readonly_; } void test_value(int v, int n) { test_value_[n] = v; redraw(); } int test_value(int n) const { return test_value_[n]; } void value(int v) { value_ = v; for (int i = 0; i < 8; i ++) test_value_[i] = 0; redraw(); } int value() const { return value_; } }; // Sudoku window class... class Sudoku : public Fl_Double_Window { Fl_Sys_Menu_Bar *menubar_; Fl_Group *grid_; time_t seed_; char grid_values_[9][9]; SudokuCell *grid_cells_[9][9]; Fl_Group *grid_groups_[3][3]; int difficulty_; SudokuSound *sound_; static void check_cb(Fl_Widget *widget, void *); static void close_cb(Fl_Widget *widget, void *); static void diff_cb(Fl_Widget *widget, void *d); static void update_helpers_cb(Fl_Widget *, void *); static void help_cb(Fl_Widget *, void *); static void mute_cb(Fl_Widget *widget, void *); static void new_cb(Fl_Widget *widget, void *); static void reset_cb(Fl_Widget *widget, void *); static void restart_cb(Fl_Widget *widget, void *); void set_title(); static void solve_cb(Fl_Widget *widget, void *); static Fl_Help_Dialog *help_dialog_; static Fl_Preferences prefs_; public: Sudoku(); ~Sudoku(); void check_game(bool highlight = true); void load_game(); void new_game(time_t seed); int next_value(SudokuCell *c); void resize(int X, int Y, int W, int H); void save_game(); void solve_game(); void update_helpers(); }; // Sound class globals... int SudokuSound::frequencies[9] = { 880, // A(5) 988, // B(5) 1046, // C(5) 1174, // D(5) 1318, // E(5) 1396, // F(5) 1568, // G(5) 1760, // H (A6) 1976 // I (B6) }; short *SudokuSound::sample_data[9] = { 0 }; int SudokuSound::sample_size = 0; // Initialize the SudokuSound class SudokuSound::SudokuSound() { sample_size = 0; #ifdef __APPLE__ remaining = 0; UInt32 size = sizeof(device); if (AudioHardwareGetProperty(kAudioHardwarePropertyDefaultOutputDevice, &size, (void *)&device) != noErr) return; size = sizeof(format); if (AudioDeviceGetProperty(device, 0, false, kAudioDevicePropertyStreamFormat, &size, &format) != noErr) return; // Set up a format we like... format.mSampleRate = 44100.0; // 44.1kHz format.mChannelsPerFrame = 2; // stereo if (AudioDeviceSetProperty(device, NULL, 0, false, kAudioDevicePropertyStreamFormat, sizeof(format), &format) != noErr) return; // Check we got linear pcm - what to do if we did not ??? if (format.mFormatID != kAudioFormatLinearPCM) return; // Attach the callback and start the device # if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5 if (AudioDeviceCreateIOProcID(device, audio_cb, (void *)this, &audio_proc_id) != noErr) return; AudioDeviceStart(device, audio_proc_id); # else if (AudioDeviceAddIOProc(device, audio_cb, (void *)this) != noErr) return; AudioDeviceStart(device, audio_cb); # endif sample_size = (int)format.mSampleRate / 20; #elif defined(_WIN32) WAVEFORMATEX format; memset(&format, 0, sizeof(format)); format.cbSize = sizeof(format); format.wFormatTag = WAVE_FORMAT_PCM; format.nChannels = 2; format.nSamplesPerSec = 44100; format.nAvgBytesPerSec = 44100 * 4; format.nBlockAlign = 4; format.wBitsPerSample = 16; data_handle = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE, format.nSamplesPerSec / 5); if (!data_handle) return; data_ptr = (LPSTR)GlobalLock(data_handle); header_handle = GlobalAlloc(GMEM_MOVEABLE | GMEM_SHARE, sizeof(WAVEHDR)); if (!header_handle) return; header_ptr = (WAVEHDR *)GlobalLock(header_handle); header_ptr->lpData = data_ptr; header_ptr->dwBufferLength = format.nSamplesPerSec / 5; header_ptr->dwFlags = 0; header_ptr->dwLoops = 0; if (waveOutOpen(&device, WAVE_MAPPER, &format, 0, 0, WAVE_ALLOWSYNC) != MMSYSERR_NOERROR) return; waveOutPrepareHeader(device, header_ptr, sizeof(WAVEHDR)); sample_size = 44100 / 20; #else # ifdef HAVE_ALSA_ASOUNDLIB_H handle = NULL; if (snd_pcm_open(&handle, "default", SND_PCM_STREAM_PLAYBACK, 0) >= 0) { // Initialize PCM sound stuff... snd_pcm_hw_params_t *params; snd_pcm_hw_params_alloca(¶ms); snd_pcm_hw_params_any(handle, params); snd_pcm_hw_params_set_access(handle, params, SND_PCM_ACCESS_RW_INTERLEAVED); snd_pcm_hw_params_set_format(handle, params, SND_PCM_FORMAT_S16); snd_pcm_hw_params_set_channels(handle, params, 2); unsigned rate = 44100; int dir; snd_pcm_hw_params_set_rate_near(handle, params, &rate, &dir); snd_pcm_uframes_t period = (int)rate / 4; snd_pcm_hw_params_set_period_size_near(handle, params, &period, &dir); sample_size = rate / 20; if (snd_pcm_hw_params(handle, params) < 0) { sample_size = 0; snd_pcm_close(handle); handle = NULL; } } # endif // HAVE_ALSA_ASOUNDLIB_H #endif // __APPLE__ if (sample_size) { // Make each of the notes using a combination of sine and sawtooth waves int attack = sample_size / 10; int decay = 4 * sample_size / 5; for (int i = 0; i < 9; i ++) { sample_data[i] = new short[2 * sample_size]; short *sample_ptr = sample_data[i]; for (int j = 0; j < sample_size; j ++, sample_ptr += 2) { double theta = 0.05 * frequencies[i] * j / sample_size; double val = 0.5 * sin(2.0 * M_PI * theta) + theta - (int)theta - 0.5; if (j < attack) { *sample_ptr = (int)(32767 * val * j / attack); } else if (j > decay) { *sample_ptr = (int)(32767 * val * (sample_size - j + decay) / sample_size); } else *sample_ptr = (int)(32767 * val); sample_ptr[1] = *sample_ptr; } } } } // Cleanup the SudokuSound class SudokuSound::~SudokuSound() { #ifdef __APPLE__ if (sample_size) { # if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_5 AudioDeviceStop(device, audio_proc_id); AudioDeviceDestroyIOProcID(device, audio_proc_id); # else AudioDeviceStop(device, audio_cb); AudioDeviceRemoveIOProc(device, audio_cb); # endif } #elif defined(_WIN32) if (sample_size) { waveOutClose(device); GlobalUnlock(header_handle); GlobalFree(header_handle); GlobalUnlock(data_handle); GlobalFree(data_handle); } #else # ifdef HAVE_ALSA_ASOUNDLIB_H if (handle) { snd_pcm_drain(handle); snd_pcm_close(handle); } # endif // HAVE_ALSA_ASOUNDLIB_H #endif // __APPLE__ if (sample_size) { for (int i = 0; i < 9; i ++) { delete[] sample_data[i]; } } } #ifdef __APPLE__ // Callback function for writing audio data... OSStatus SudokuSound::audio_cb(AudioDeviceID device, const AudioTimeStamp *current_time, const AudioBufferList *data_in, const AudioTimeStamp *time_in, AudioBufferList *data_out, const AudioTimeStamp *time_out, void *client_data) { SudokuSound *ss = (SudokuSound *)client_data; int count; float *buffer; if (!ss->remaining) return noErr; for (count = data_out->mBuffers[0].mDataByteSize / sizeof(float), buffer = (float*) data_out->mBuffers[0].mData; ss->remaining > 0 && count > 0; count --, ss->data ++, ss->remaining --) { *buffer++ = *(ss->data) / 32767.0; } while (count > 0) { *buffer++ = 0.0; count --; } return noErr; } #endif // __APPLE__ #define NOTE_DURATION 50 // Play a note for ms... void SudokuSound::play(char note) { Fl::check(); #ifdef __APPLE__ // Point to the next note... data = sample_data[note - 'A']; remaining = sample_size * 2; // Wait for the sound to complete... usleep(NOTE_DURATION*1000); #elif defined(_WIN32) if (sample_size) { memcpy(data_ptr, sample_data[note - 'A'], sample_size * 4); waveOutWrite(device, header_ptr, sizeof(WAVEHDR)); Sleep(NOTE_DURATION); } else Beep(frequencies[note - 'A'], NOTE_DURATION); #else # ifdef HAVE_ALSA_ASOUNDLIB_H if (handle) { // Use ALSA to play the sound... if (snd_pcm_writei(handle, sample_data[note - 'A'], sample_size) < 0) { snd_pcm_prepare(handle); snd_pcm_writei(handle, sample_data[note - 'A'], sample_size); } usleep(NOTE_DURATION*1000); return; } # endif // HAVE_ALSA_ASOUNDLIB_H // Just use standard X11 stuff... XKeyboardState state; XKeyboardControl control; // Get original pitch and duration... XGetKeyboardControl(fl_display, &state); // Sound a tone for the given note... control.bell_percent = 100; control.bell_pitch = frequencies[note - 'A']; control.bell_duration = NOTE_DURATION; XChangeKeyboardControl(fl_display, KBBellPercent | KBBellPitch | KBBellDuration, &control); XBell(fl_display, 100); XFlush(fl_display); // Restore original pitch and duration... control.bell_percent = state.bell_percent; control.bell_pitch = state.bell_pitch; control.bell_duration = state.bell_duration; XChangeKeyboardControl(fl_display, KBBellPercent | KBBellPitch | KBBellDuration, &control); #endif // __APPLE__ } // Create a cell widget SudokuCell::SudokuCell(int X, int Y, int W, int H) : Fl_Widget(X, Y, W, H, 0) { value(0); } // Draw cell void SudokuCell::draw() { static Fl_Align align[8] = { FL_ALIGN_TOP_LEFT, FL_ALIGN_TOP, FL_ALIGN_TOP_RIGHT, FL_ALIGN_RIGHT, FL_ALIGN_BOTTOM_RIGHT, FL_ALIGN_BOTTOM, FL_ALIGN_BOTTOM_LEFT, FL_ALIGN_LEFT }; // Draw the cell box... if (readonly()) fl_draw_box(FL_UP_BOX, x(), y(), w(), h(), color()); else fl_draw_box(FL_DOWN_BOX, x(), y(), w(), h(), color()); // Draw the cell background... if (Fl::focus() == this) { Fl_Color c = fl_color_average(FL_SELECTION_COLOR, color(), 0.5f); fl_color(c); fl_rectf(x() + 4, y() + 4, w() - 8, h() - 8); fl_color(fl_contrast(labelcolor(), c)); } else fl_color(labelcolor()); // Draw the cell value... char s[2]; s[1] = '\0'; if (value_) { s[0] = value_ + '0'; fl_font(FL_HELVETICA_BOLD, h() - 10); fl_draw(s, x(), y(), w(), h(), FL_ALIGN_CENTER); } fl_font(FL_HELVETICA_BOLD, h() / 5); for (int i = 0; i < 8; i ++) { if (test_value_[i]) { s[0] = test_value_[i] + '0'; fl_draw(s, x() + 5, y() + 5, w() - 10, h() - 10, align[i]); } } } // Handle events in cell int SudokuCell::handle(int event) { switch (event) { case FL_FOCUS : Fl::focus(this); redraw(); return 1; case FL_UNFOCUS : redraw(); return 1; case FL_PUSH : if (!readonly() && Fl::event_inside(this)) { if (Fl::event_clicks()) { // 2+ clicks increments/sets value if (value()) { if (value() < 9) value(value() + 1); else value(1); } else value(((Sudoku *)window())->next_value(this)); } Fl::focus(this); redraw(); return 1; } break; case FL_KEYDOWN : if (Fl::event_state() & FL_CTRL) break; int key = Fl::event_key() - '0'; if (key < 0 || key > 9) key = Fl::event_key() - FL_KP - '0'; if (key > 0 && key <= 9) { if (readonly()) { fl_beep(FL_BEEP_ERROR); return 1; } if (Fl::event_state() & (FL_SHIFT | FL_CAPS_LOCK)) { int i; for (i = 0; i < 8; i ++) if (test_value_[i] == key) { test_value_[i] = 0; break; } if (i >= 8) { for (i = 0; i < 8; i ++) if (!test_value_[i]) { test_value_[i] = key; break; } } if (i >= 8) { for (i = 0; i < 7; i ++) test_value_[i] = test_value_[i + 1]; test_value_[i] = key; } redraw(); } else { value(key); do_callback(); } return 1; } else if (key == 0 || Fl::event_key() == FL_BackSpace || Fl::event_key() == FL_Delete) { if (readonly()) { fl_beep(FL_BEEP_ERROR); return 1; } value(0); do_callback(); return 1; } break; } return Fl_Widget::handle(event); } // Sudoku class globals... Fl_Help_Dialog *Sudoku::help_dialog_ = (Fl_Help_Dialog *)0; Fl_Preferences Sudoku::prefs_(Fl_Preferences::USER, "fltk.org", "sudoku"); // Create a Sudoku game window... Sudoku::Sudoku() : Fl_Double_Window(GROUP_SIZE * 3, GROUP_SIZE * 3 + MENU_OFFSET, "Sudoku") { int j, k; Fl_Group *g; SudokuCell *cell; static Fl_Menu_Item items[] = { { "&Game", 0, 0, 0, FL_SUBMENU }, { "&New Game", FL_COMMAND | 'n', new_cb, 0, FL_MENU_DIVIDER }, { "&Check Game", FL_COMMAND | 'c', check_cb, 0, 0 }, { "&Restart Game", FL_COMMAND | 'r', restart_cb, 0, 0 }, { "&Solve Game", FL_COMMAND | 's', solve_cb, 0, FL_MENU_DIVIDER }, { "&Update Helpers", 0, update_helpers_cb, 0, 0 }, { "&Mute Sound", FL_COMMAND | 'm', mute_cb, 0, FL_MENU_TOGGLE | FL_MENU_DIVIDER }, { "&Quit", FL_COMMAND | 'q', close_cb, 0, 0 }, { 0 }, { "&Difficulty", 0, 0, 0, FL_SUBMENU }, { "&Easy", 0, diff_cb, (void *)"0", FL_MENU_RADIO }, { "&Medium", 0, diff_cb, (void *)"1", FL_MENU_RADIO }, { "&Hard", 0, diff_cb, (void *)"2", FL_MENU_RADIO }, { "&Impossible", 0, diff_cb, (void *)"3", FL_MENU_RADIO }, { 0 }, { "&Help", 0, 0, 0, FL_SUBMENU }, { "&About Sudoku", FL_F + 1, help_cb, 0, 0 }, { 0 }, { 0 } }; // Setup sound output... prefs_.get("mute_sound", j, 0); if (j) { // Mute sound? sound_ = NULL; items[6].flags |= FL_MENU_VALUE; } else sound_ = new SudokuSound(); // Menubar... prefs_.get("difficulty", difficulty_, 0); if (difficulty_ < 0 || difficulty_ > 3) difficulty_ = 0; items[10 + difficulty_].flags |= FL_MENU_VALUE; menubar_ = new Fl_Sys_Menu_Bar(0, 0, 3 * GROUP_SIZE, 25); menubar_->menu(items); // Create the grids... grid_ = new Fl_Group(0, MENU_OFFSET, 3 * GROUP_SIZE, 3 * GROUP_SIZE); for (j = 0; j < 3; j ++) for (k = 0; k < 3; k ++) { g = new Fl_Group(k * GROUP_SIZE, j * GROUP_SIZE + MENU_OFFSET, GROUP_SIZE, GROUP_SIZE); g->box(FL_BORDER_BOX); if ((int)(j == 1) ^ (int)(k == 1)) g->color(FL_DARK3); else g->color(FL_DARK2); g->end(); grid_groups_[j][k] = g; } for (j = 0; j < 9; j ++) for (k = 0; k < 9; k ++) { cell = new SudokuCell(k * CELL_SIZE + CELL_OFFSET + (k / 3) * (GROUP_SIZE - 3 * CELL_SIZE), j * CELL_SIZE + CELL_OFFSET + MENU_OFFSET + (j / 3) * (GROUP_SIZE - 3 * CELL_SIZE), CELL_SIZE, CELL_SIZE); cell->callback(reset_cb); grid_cells_[j][k] = cell; } // Set icon for window (MacOS uses app bundle for icon...) #ifdef _WIN32 icon((char *)LoadIcon(fl_display, MAKEINTRESOURCE(IDI_ICON))); #elif !defined(__APPLE__) fl_open_display(); icon((char *)XCreateBitmapFromData(fl_display, DefaultRootWindow(fl_display), (char *)sudoku_bits, sudoku_width, sudoku_height)); #endif // _WIN32 // Catch window close events... callback(close_cb); // Make the window resizable... resizable(grid_); size_range(3 * GROUP_SIZE, 3 * GROUP_SIZE + MENU_OFFSET, 0, 0, 5, 5, 1); // Restore the previous window dimensions... int X, Y, W, H; if (prefs_.get("x", X, -1)) { prefs_.get("y", Y, -1); prefs_.get("width", W, 3 * GROUP_SIZE); prefs_.get("height", H, 3 * GROUP_SIZE + MENU_OFFSET); resize(X, Y, W, H); } set_title(); } // Destroy the sudoku window... Sudoku::~Sudoku() { if (sound_) delete sound_; } // Check for a solution to the game... void Sudoku::check_cb(Fl_Widget *widget, void *) { ((Sudoku *)(widget->window()))->check_game(); } // Check if the user has correctly solved the game... void Sudoku::check_game(bool highlight) { bool empty = false; bool correct = true; int j, k, m; // Check the game for right/wrong answers... for (j = 0; j < 9; j ++) for (k = 0; k < 9; k ++) { SudokuCell *cell = grid_cells_[j][k]; int val = cell->value(); if (cell->readonly()) continue; if (!val) empty = true; else { for (m = 0; m < 9; m ++) if ((j != m && grid_cells_[m][k]->value() == val) || (k != m && grid_cells_[j][m]->value() == val)) break; if (m < 9) { if (highlight) { cell->color(FL_YELLOW); cell->redraw(); } correct = false; } else if (highlight) { cell->color(FL_LIGHT3); cell->redraw(); } } } // Check subgrids for duplicate numbers... for (j = 0; j < 9; j += 3) for (k = 0; k < 9; k += 3) for (int jj = 0; jj < 3; jj ++) for (int kk = 0; kk < 3; kk ++) { SudokuCell *cell = grid_cells_[j + jj][k + kk]; int val = cell->value(); if (cell->readonly() || !val) continue; int jjj; for (jjj = 0; jjj < 3; jjj ++) { int kkk; for (kkk = 0; kkk < 3; kkk ++) if (jj != jjj && kk != kkk && grid_cells_[j + jjj][k + kkk]->value() == val) break; if (kkk < 3) break; } if (jjj < 3) { if (highlight) { cell->color(FL_YELLOW); cell->redraw(); } correct = false; } } if (!empty && correct) { // Success! for (j = 0; j < 9; j ++) { for (k = 0; k < 9; k ++) { SudokuCell *cell = grid_cells_[j][k]; cell->color(FL_GREEN); cell->readonly(1); } if (sound_) sound_->play('A' + grid_cells_[j][8]->value() - 1); } } } // Close the window, saving the game first... void Sudoku::close_cb(Fl_Widget *widget, void *) { Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget); s->save_game(); s->hide(); if (help_dialog_) help_dialog_->hide(); } // Set the level of difficulty... void Sudoku::diff_cb(Fl_Widget *widget, void *d) { Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget); int diff = atoi((char *)d); if (diff != s->difficulty_) { s->difficulty_ = diff; s->new_game(s->seed_); s->set_title(); if (diff > 1) { // Display a message about the higher difficulty levels for the // Sudoku zealots of the world... int val; prefs_.get("difficulty_warning", val, 0); if (!val) { prefs_.set("difficulty_warning", 1); fl_alert("Note: 'Hard' and 'Impossible' puzzles may have more than " "one possible solution.\n" "This is not an error or bug."); } } prefs_.set("difficulty", s->difficulty_); } } // Update the little marker numbers in all cells void Sudoku::update_helpers_cb(Fl_Widget *widget, void *) { Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget); s->update_helpers(); } void Sudoku::update_helpers() { int j, k, m; // First we delete any entries that the user may have made for (j = 0; j < 9; j ++) { for (k = 0; k < 9; k ++) { SudokuCell *cell = grid_cells_[j][k]; for (m = 0; m < 8; m ++) { cell->test_value(0, m); } } } // Now go through all cells and find out, what we can not be for (j = 0; j < 81; j ++) { char taken[10] = { 0 }; // Find our destination cell int row = j / 9; int col = j % 9; SudokuCell *dst_cell = grid_cells_[row][col]; if (dst_cell->value()) continue; // Find all values already taken in this row for (k = 0; k < 9; k ++) { SudokuCell *cell = grid_cells_[row][k]; int v = cell->value(); if (v) taken[v] = 1; } // Find all values already taken in this column for (k = 0; k < 9; k ++) { SudokuCell *cell = grid_cells_[k][col]; int v = cell->value(); if (v) taken[v] = 1; } // Now find all values already taken in this square int ro = (row / 3) * 3; int co = (col / 3) * 3; for (k = 0; k < 3; k ++) { for (m = 0; m < 3; m ++) { SudokuCell *cell = grid_cells_[ro + k][co + m]; int v = cell->value(); if (v) taken[v] = 1; } } // transfer our findings to the markers for (m = 1, k = 0; m <= 9; m ++) { if (!taken[m]) dst_cell->test_value(m, k ++); } } } // Show the on-line help... void Sudoku::help_cb(Fl_Widget *, void *) { if (!help_dialog_) { help_dialog_ = new Fl_Help_Dialog(); help_dialog_->value( "\n" "\n" "Sudoku Help\n" "\n" "\n" "

About the Game

\n" "

Sudoku (pronounced soo-dough-coo with the emphasis on the\n" "first syllable) is a simple number-based puzzle/game played on a\n" "9x9 grid that is divided into 3x3 subgrids. The goal is to enter\n" "a number from 1 to 9 in each cell so that each number appears\n" "only once in each column and row. In addition, each 3x3 subgrid\n" "may only contain one of each number.

\n" "

This version of the puzzle is copyright 2005-2010 by Michael R\n" "Sweet.

\n" "

Note: The 'Hard' and 'Impossible' difficulty\n" "levels generate Sudoku puzzles with multiple possible solutions.\n" "While some purists insist that these cannot be called 'Sudoku'\n" "puzzles, the author (me) has personally solved many such puzzles\n" "in published/printed Sudoku books and finds them far more\n" "interesting than the simple single solution variety. If you don't\n" "like it, don't play with the difficulty set to 'High' or\n" "'Impossible'.

\n" "

How to Play the Game

\n" "

At the start of a new game, Sudoku fills in a random selection\n" "of cells for you - the number of cells depends on the difficulty\n" "level you use. Click in any of the empty cells or use the arrow\n" "keys to highlight individual cells and press a number from 1 to 9\n" "to fill in the cell. To clear a cell, press 0, Delete, or\n" "Backspace. When you have successfully completed all subgrids, the\n" "entire puzzle is highlighted in green until you start a new\n" "game.

\n" "

As you work to complete the puzzle, you can display possible\n" "solutions inside each cell by holding the Shift key and pressing\n" "each number in turn. Repeat the process to remove individual\n" "numbers, or press a number without the Shift key to replace them\n" "with the actual number to use.

\n" "\n" ); } help_dialog_->show(); } // Load the game from saved preferences... void Sudoku::load_game() { // Load the current values and state of each grid... memset(grid_values_, 0, sizeof(grid_values_)); bool solved = true; for (int j = 0; j < 9; j ++) for (int k = 0; k < 9; k ++) { char name[255]; int val; SudokuCell *cell = grid_cells_[j][k]; sprintf(name, "value%d.%d", j, k); if (!prefs_.get(name, val, 0)) { j = 9; grid_values_[0][0] = 0; break; } grid_values_[j][k] = val; sprintf(name, "state%d.%d", j, k); prefs_.get(name, val, 0); cell->value(val); sprintf(name, "readonly%d.%d", j, k); prefs_.get(name, val, 0); cell->readonly(val != 0); if (val) cell->color(FL_GRAY); else { cell->color(FL_LIGHT3); solved = false; } for (int m = 0; m < 8; m ++) { sprintf(name, "test%d%d.%d", m, j, k); prefs_.get(name, val, 0); cell->test_value(val, m); } } // If we didn't load any values or the last game was solved, then // create a new game automatically... if (solved || !grid_values_[0][0]) new_game(time(NULL)); else check_game(false); } // Mute/unmute sound... void Sudoku::mute_cb(Fl_Widget *widget, void *) { Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget); if (s->sound_) { delete s->sound_; s->sound_ = NULL; prefs_.set("mute_sound", 1); } else { s->sound_ = new SudokuSound(); prefs_.set("mute_sound", 0); } } // Create a new game... void Sudoku::new_cb(Fl_Widget *widget, void *) { Sudoku *s = (Sudoku *)(widget->window() ? widget->window() : widget); if (s->grid_cells_[0][0]->color() != FL_GREEN) { if (!fl_choice("Are you sure you want to change the difficulty level and " "discard the current game?", "Keep Current Game", "Start New Game", NULL)) return; } s->new_game(time(NULL)); } // Create a new game... void Sudoku::new_game(time_t seed) { int j, k, m, n, t, count; // Generate a new (valid) Sudoku grid... seed_ = seed; srand((unsigned int)seed); memset(grid_values_, 0, sizeof(grid_values_)); for (j = 0; j < 9; j += 3) { for (k = 0; k < 9; k += 3) { for (t = 1; t <= 9; t ++) { for (count = 0; count < 20; count ++) { m = j + (rand() % 3); n = k + (rand() % 3); if (!grid_values_[m][n]) { int mm; for (mm = 0; mm < m; mm ++) if (grid_values_[mm][n] == t) break; if (mm < m) continue; int nn; for (nn = 0; nn < n; nn ++) if (grid_values_[m][nn] == t) break; if (nn < n) continue; grid_values_[m][n] = t; break; } } if (count == 20) { // Unable to find a valid puzzle so far, so start over... k = 9; j = -3; memset(grid_values_, 0, sizeof(grid_values_)); } } } } // Start by making all cells editable SudokuCell *cell; for (j = 0; j < 9; j ++) for (k = 0; k < 9; k ++) { cell = grid_cells_[j][k]; cell->value(0); cell->readonly(0); cell->color(FL_LIGHT3); } // Show N cells... count = 11 * (5 - difficulty_); int numbers[9]; for (j = 0; j < 9; j ++) numbers[j] = j + 1; while (count > 0) { for (j = 0; j < 20; j ++) { k = rand() % 9; m = rand() % 9; t = numbers[k]; numbers[k] = numbers[m]; numbers[m] = t; } for (j = 0; count > 0 && j < 9; j ++) { t = numbers[j]; for (k = 0; count > 0 && k < 9; k ++) { cell = grid_cells_[j][k]; if (grid_values_[j][k] == t && !cell->readonly()) { cell->value(grid_values_[j][k]); cell->readonly(1); cell->color(FL_GRAY); count --; break; } } } } } // Return the next available value for a cell... int Sudoku::next_value(SudokuCell *c) { int j = 0, k = 0, m = 0, n = 0; for (j = 0; j < 9; j ++) { for (k = 0; k < 9; k ++) if (grid_cells_[j][k] == c) break; if (k < 9) break; } if (j == 9) return 1; j -= j % 3; k -= k % 3; int numbers[9]; memset(numbers, 0, sizeof(numbers)); for (m = 0; m < 3; m ++) for (n = 0; n < 3; n ++) { c = grid_cells_[j + m][k + n]; if (c->value()) numbers[c->value() - 1] = 1; } for (j = 0; j < 9; j ++) if (!numbers[j]) return j + 1; return 1; } // Reset widget color to gray... void Sudoku::reset_cb(Fl_Widget *widget, void *) { widget->color(FL_LIGHT3); widget->redraw(); ((Sudoku *)(widget->window()))->check_game(false); } // Resize the window... void Sudoku::resize(int X, int Y, int W, int H) { // Resize the window... Fl_Double_Window::resize(X, Y, W, H); // Save the new window geometry... prefs_.set("x", X); prefs_.set("y", Y); prefs_.set("width", W); prefs_.set("height", H); } // Restart game from beginning... void Sudoku::restart_cb(Fl_Widget *widget, void *) { Sudoku *s = (Sudoku *)(widget->window()); bool solved = true; for (int j = 0; j < 9; j ++) for (int k = 0; k < 9; k ++) { SudokuCell *cell = s->grid_cells_[j][k]; if (!cell->readonly()) { solved = false; int v = cell->value(); cell->value(0); cell->color(FL_LIGHT3); if (v && s->sound_) s->sound_->play('A' + v - 1); } } if (solved) s->new_game(s->seed_); } // Save the current game state... void Sudoku::save_game() { // Save the current values and state of each grid... for (int j = 0; j < 9; j ++) for (int k = 0; k < 9; k ++) { char name[255]; SudokuCell *cell = grid_cells_[j][k]; sprintf(name, "value%d.%d", j, k); prefs_.set(name, grid_values_[j][k]); sprintf(name, "state%d.%d", j, k); prefs_.set(name, cell->value()); sprintf(name, "readonly%d.%d", j, k); prefs_.set(name, cell->readonly()); for (int m = 0; m < 8; m ++) { sprintf(name, "test%d%d.%d", m, j, k); prefs_.set(name, cell->test_value(m)); } } } // Set title of window... void Sudoku::set_title() { static const char * const titles[] = { "Sudoku - Easy", "Sudoku - Medium", "Sudoku - Hard", "Sudoku - Impossible" }; label(titles[difficulty_]); } // Solve the puzzle... void Sudoku::solve_cb(Fl_Widget *widget, void *) { ((Sudoku *)(widget->window()))->solve_game(); } // Solve the puzzle... void Sudoku::solve_game() { int j, k; for (j = 0; j < 9; j ++) { for (k = 0; k < 9; k ++) { SudokuCell *cell = grid_cells_[j][k]; cell->value(grid_values_[j][k]); cell->readonly(1); cell->color(FL_GRAY); } if (sound_) sound_->play('A' + grid_cells_[j][8]->value() - 1); } } // Main entry for game... int main(int argc, char *argv[]) { Sudoku s; // Show the game... s.show(argc, argv); // Load the previous game... s.load_game(); // Run until the user quits... return (Fl::run()); } // // End of "$Id$". //