About time I got round to this: error highlighting for Tents.

[originally from svn r8644]
This commit is contained in:
Simon Tatham
2009-09-12 12:30:43 +00:00
parent 503f6650e9
commit 1b927c77b7
2 changed files with 306 additions and 41 deletions

View File

@ -1,6 +1,6 @@
# -*- makefile -*- # -*- makefile -*-
TENTS_EXTRA = maxflow TENTS_EXTRA = maxflow dsf
tents : [X] GTK COMMON tents TENTS_EXTRA tents-icon|no-icon tents : [X] GTK COMMON tents TENTS_EXTRA tents-icon|no-icon

345
tents.c
View File

@ -4,18 +4,6 @@
* *
* TODO: * TODO:
* *
* - error highlighting?
* * highlighting adjacent tents is easy
* * highlighting violated numeric clues is almost as easy
* (might want to pay attention to NONTENTs here)
* * but how in hell do we highlight a failure of maxflow
* during completion checking?
* + well, the _obvious_ approach is to use maxflow's own
* error report: it will provide, via the `cut' parameter,
* a set of trees which have too few tents between them.
* It's unclear that this will be particularly obvious to
* a user, however. Is there any other way?
*
* - it might be nice to make setter-provided tent/nontent clues * - it might be nice to make setter-provided tent/nontent clues
* inviolable? * inviolable?
* * on the other hand, this would introduce considerable extra * * on the other hand, this would introduce considerable extra
@ -269,6 +257,8 @@ enum {
COL_TREETRUNK, COL_TREETRUNK,
COL_TREELEAF, COL_TREELEAF,
COL_TENT, COL_TENT,
COL_ERROR,
COL_ERRTEXT,
NCOLOURS NCOLOURS
}; };
@ -1452,7 +1442,7 @@ struct game_drawstate {
int tilesize; int tilesize;
int started; int started;
game_params p; game_params p;
char *drawn; int *drawn, *numbersdrawn;
int cx, cy; /* last-drawn cursor pos, or (-1,-1) if absent. */ int cx, cy; /* last-drawn cursor pos, or (-1,-1) if absent. */
}; };
@ -1881,6 +1871,14 @@ static float *game_colours(frontend *fe, int *ncolours)
ret[COL_TENT * 3 + 1] = 0.7F; ret[COL_TENT * 3 + 1] = 0.7F;
ret[COL_TENT * 3 + 2] = 0.0F; ret[COL_TENT * 3 + 2] = 0.0F;
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.0F;
ret[COL_ERROR * 3 + 2] = 0.0F;
ret[COL_ERRTEXT * 3 + 0] = 1.0F;
ret[COL_ERRTEXT * 3 + 1] = 1.0F;
ret[COL_ERRTEXT * 3 + 2] = 1.0F;
*ncolours = NCOLOURS; *ncolours = NCOLOURS;
return ret; return ret;
} }
@ -1889,12 +1887,17 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{ {
int w = state->p.w, h = state->p.h; int w = state->p.w, h = state->p.h;
struct game_drawstate *ds = snew(struct game_drawstate); struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->tilesize = 0; ds->tilesize = 0;
ds->started = FALSE; ds->started = FALSE;
ds->p = state->p; /* structure copy */ ds->p = state->p; /* structure copy */
ds->drawn = snewn(w*h, char); ds->drawn = snewn(w*h, int);
memset(ds->drawn, MAGIC, w*h); for (i = 0; i < w*h; i++)
ds->drawn[i] = MAGIC;
ds->numbersdrawn = snewn(w+h, int);
for (i = 0; i < w+h; i++)
ds->numbersdrawn[i] = 2;
ds->cx = ds->cy = -1; ds->cx = ds->cy = -1;
return ds; return ds;
@ -1903,20 +1906,233 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
static void game_free_drawstate(drawing *dr, game_drawstate *ds) static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{ {
sfree(ds->drawn); sfree(ds->drawn);
sfree(ds->numbersdrawn);
sfree(ds); sfree(ds);
} }
enum {
ERR_ADJ_TOPLEFT = 4,
ERR_ADJ_TOP,
ERR_ADJ_TOPRIGHT,
ERR_ADJ_LEFT,
ERR_ADJ_RIGHT,
ERR_ADJ_BOTLEFT,
ERR_ADJ_BOT,
ERR_ADJ_BOTRIGHT,
ERR_OVERCOMMITTED
};
static int *find_errors(game_state *state)
{
int w = state->p.w, h = state->p.h;
int *ret = snewn(w*h + w + h, int);
int *tmp = snewn(w*h*2, int), *dsf = tmp + w*h;
int x, y;
/*
* ret[0] through to ret[w*h-1] give error markers for the grid
* squares. After that, ret[w*h] to ret[w*h+w-1] give error
* markers for the column numbers, and ret[w*h+w] to
* ret[w*h+w+h-1] for the row numbers.
*/
/*
* Spot tent-adjacency violations.
*/
for (x = 0; x < w*h; x++)
ret[x] = 0;
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
if (y+1 < h && x+1 < w &&
((state->grid[y*w+x] == TENT &&
state->grid[(y+1)*w+(x+1)] == TENT) ||
(state->grid[(y+1)*w+x] == TENT &&
state->grid[y*w+(x+1)] == TENT))) {
ret[y*w+x] |= 1 << ERR_ADJ_BOTRIGHT;
ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOPRIGHT;
ret[y*w+(x+1)] |= 1 << ERR_ADJ_BOTLEFT;
ret[(y+1)*w+(x+1)] |= 1 << ERR_ADJ_TOPLEFT;
}
if (y+1 < h &&
state->grid[y*w+x] == TENT &&
state->grid[(y+1)*w+x] == TENT) {
ret[y*w+x] |= 1 << ERR_ADJ_BOT;
ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOP;
}
if (x+1 < w &&
state->grid[y*w+x] == TENT &&
state->grid[y*w+(x+1)] == TENT) {
ret[y*w+x] |= 1 << ERR_ADJ_RIGHT;
ret[y*w+(x+1)] |= 1 << ERR_ADJ_LEFT;
}
}
}
/*
* Spot numeric clue violations.
*/
for (x = 0; x < w; x++) {
int tents = 0, maybetents = 0;
for (y = 0; y < h; y++) {
if (state->grid[y*w+x] == TENT)
tents++;
else if (state->grid[y*w+x] == BLANK)
maybetents++;
}
ret[w*h+x] = (tents > state->numbers->numbers[x] ||
tents + maybetents < state->numbers->numbers[x]);
}
for (y = 0; y < h; y++) {
int tents = 0, maybetents = 0;
for (x = 0; x < w; x++) {
if (state->grid[y*w+x] == TENT)
tents++;
else if (state->grid[y*w+x] == BLANK)
maybetents++;
}
ret[w*h+w+y] = (tents > state->numbers->numbers[w+y] ||
tents + maybetents < state->numbers->numbers[w+y]);
}
/*
* Identify groups of tents with too few trees between them,
* which we do by constructing the connected components of the
* bipartite adjacency graph between tents and trees
* ('bipartite' in the sense that we deliberately ignore
* adjacency between tents or between trees), and highlighting
* all the tents in any component which has a smaller tree
* count.
*/
dsf_init(dsf, w*h);
/* Construct the equivalence classes. */
for (y = 0; y < h; y++) {
for (x = 0; x < w-1; x++) {
if ((state->grid[y*w+x]==TREE && state->grid[y*w+x+1]==TENT) ||
(state->grid[y*w+x]==TENT && state->grid[y*w+x+1]==TREE))
dsf_merge(dsf, y*w+x, y*w+x+1);
}
}
for (y = 0; y < h-1; y++) {
for (x = 0; x < w; x++) {
if ((state->grid[y*w+x]==TREE && state->grid[(y+1)*w+x]==TENT) ||
(state->grid[y*w+x]==TENT && state->grid[(y+1)*w+x]==TREE))
dsf_merge(dsf, y*w+x, (y+1)*w+x);
}
}
/* Count up the tent/tree difference in each one. */
for (x = 0; x < w*h; x++)
tmp[x] = 0;
for (x = 0; x < w*h; x++) {
y = dsf_canonify(dsf, x);
if (state->grid[x] == TREE)
tmp[y]++;
else if (state->grid[x] == TENT)
tmp[y]--;
}
/* And highlight any tent belonging to an equivalence class with
* a score less than zero. */
for (x = 0; x < w*h; x++) {
y = dsf_canonify(dsf, x);
if (state->grid[x] == TENT && tmp[y] < 0)
ret[x] |= 1 << ERR_OVERCOMMITTED;
}
/*
* Identify groups of trees with too few tents between them.
* This is done similarly, except that we now count BLANK as
* equivalent to TENT, i.e. we only highlight such trees when
* the user hasn't even left _room_ to provide tents for them
* all. (Otherwise, we'd highlight all trees red right at the
* start of the game, before the user had done anything wrong!)
*/
#define TENT(x) ((x)==TENT || (x)==BLANK)
dsf_init(dsf, w*h);
/* Construct the equivalence classes. */
for (y = 0; y < h; y++) {
for (x = 0; x < w-1; x++) {
if ((state->grid[y*w+x]==TREE && TENT(state->grid[y*w+x+1])) ||
(TENT(state->grid[y*w+x]) && state->grid[y*w+x+1]==TREE))
dsf_merge(dsf, y*w+x, y*w+x+1);
}
}
for (y = 0; y < h-1; y++) {
for (x = 0; x < w; x++) {
if ((state->grid[y*w+x]==TREE && TENT(state->grid[(y+1)*w+x])) ||
(TENT(state->grid[y*w+x]) && state->grid[(y+1)*w+x]==TREE))
dsf_merge(dsf, y*w+x, (y+1)*w+x);
}
}
/* Count up the tent/tree difference in each one. */
for (x = 0; x < w*h; x++)
tmp[x] = 0;
for (x = 0; x < w*h; x++) {
y = dsf_canonify(dsf, x);
if (state->grid[x] == TREE)
tmp[y]++;
else if (TENT(state->grid[x]))
tmp[y]--;
}
/* And highlight any tree belonging to an equivalence class with
* a score more than zero. */
for (x = 0; x < w*h; x++) {
y = dsf_canonify(dsf, x);
if (state->grid[x] == TREE && tmp[y] > 0)
ret[x] |= 1 << ERR_OVERCOMMITTED;
}
#undef TENT
sfree(tmp);
return ret;
}
static void draw_err_adj(drawing *dr, game_drawstate *ds, int x, int y)
{
int coords[8];
int yext, xext;
/*
* Draw a diamond.
*/
coords[0] = x - TILESIZE*2/5;
coords[1] = y;
coords[2] = x;
coords[3] = y - TILESIZE*2/5;
coords[4] = x + TILESIZE*2/5;
coords[5] = y;
coords[6] = x;
coords[7] = y + TILESIZE*2/5;
draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
/*
* Draw an exclamation mark in the diamond. This turns out to
* look unpleasantly off-centre if done via draw_text, so I do
* it by hand on the basis that exclamation marks aren't that
* difficult to draw...
*/
xext = TILESIZE/16;
yext = TILESIZE*2/5 - (xext*2+2);
draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3),
COL_ERRTEXT);
draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT);
}
static void draw_tile(drawing *dr, game_drawstate *ds, static void draw_tile(drawing *dr, game_drawstate *ds,
int x, int y, int v, int cur, int printing) int x, int y, int v, int cur, int printing)
{ {
int err;
int tx = COORD(x), ty = COORD(y); int tx = COORD(x), ty = COORD(y);
int cx = tx + TILESIZE/2, cy = ty + TILESIZE/2; int cx = tx + TILESIZE/2, cy = ty + TILESIZE/2;
clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1); err = v & ~15;
v &= 15;
if (!printing) clip(dr, tx, ty, TILESIZE, TILESIZE);
if (!printing) {
draw_rect(dr, tx, ty, TILESIZE, TILESIZE, COL_GRID);
draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1,
(v == BLANK ? COL_BACKGROUND : COL_GRASS)); (v == BLANK ? COL_BACKGROUND : COL_GRASS));
}
if (v == TREE) { if (v == TREE) {
int i; int i;
@ -1924,10 +2140,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
(printing ? draw_rect_outline : draw_rect) (printing ? draw_rect_outline : draw_rect)
(dr, cx-TILESIZE/15, ty+TILESIZE*3/10, (dr, cx-TILESIZE/15, ty+TILESIZE*3/10,
2*(TILESIZE/15)+1, (TILESIZE*9/10 - TILESIZE*3/10), 2*(TILESIZE/15)+1, (TILESIZE*9/10 - TILESIZE*3/10),
COL_TREETRUNK); (err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR : COL_TREETRUNK));
for (i = 0; i < (printing ? 2 : 1); i++) { for (i = 0; i < (printing ? 2 : 1); i++) {
int col = (i == 1 ? COL_BACKGROUND : COL_TREELEAF); int col = (i == 1 ? COL_BACKGROUND :
(err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR :
COL_TREELEAF));
int sub = i * (TILESIZE/32); int sub = i * (TILESIZE/32);
draw_circle(dr, cx, ty+TILESIZE*4/10, TILESIZE/4 - sub, draw_circle(dr, cx, ty+TILESIZE*4/10, TILESIZE/4 - sub,
col, col); col, col);
@ -1942,15 +2160,34 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
} }
} else if (v == TENT) { } else if (v == TENT) {
int coords[6]; int coords[6];
int col;
coords[0] = cx - TILESIZE/3; coords[0] = cx - TILESIZE/3;
coords[1] = cy + TILESIZE/3; coords[1] = cy + TILESIZE/3;
coords[2] = cx + TILESIZE/3; coords[2] = cx + TILESIZE/3;
coords[3] = cy + TILESIZE/3; coords[3] = cy + TILESIZE/3;
coords[4] = cx; coords[4] = cx;
coords[5] = cy - TILESIZE/3; coords[5] = cy - TILESIZE/3;
draw_polygon(dr, coords, 3, (printing ? -1 : COL_TENT), COL_TENT); col = (err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR : COL_TENT);
draw_polygon(dr, coords, 3, (printing ? -1 : col), col);
} }
if (err & (1 << ERR_ADJ_TOPLEFT))
draw_err_adj(dr, ds, tx, ty);
if (err & (1 << ERR_ADJ_TOP))
draw_err_adj(dr, ds, tx+TILESIZE/2, ty);
if (err & (1 << ERR_ADJ_TOPRIGHT))
draw_err_adj(dr, ds, tx+TILESIZE, ty);
if (err & (1 << ERR_ADJ_LEFT))
draw_err_adj(dr, ds, tx, ty+TILESIZE/2);
if (err & (1 << ERR_ADJ_RIGHT))
draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE/2);
if (err & (1 << ERR_ADJ_BOTLEFT))
draw_err_adj(dr, ds, tx, ty+TILESIZE);
if (err & (1 << ERR_ADJ_BOT))
draw_err_adj(dr, ds, tx+TILESIZE/2, ty+TILESIZE);
if (err & (1 << ERR_ADJ_BOTRIGHT))
draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE);
if (cur) { if (cur) {
int coff = TILESIZE/8; int coff = TILESIZE/8;
draw_rect_outline(dr, tx + coff, ty + coff, draw_rect_outline(dr, tx + coff, ty + coff,
@ -1973,6 +2210,7 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
int x, y, flashing; int x, y, flashing;
int cx = -1, cy = -1; int cx = -1, cy = -1;
int cmoved = 0; int cmoved = 0;
int *errors;
if (ui) { if (ui) {
if (ui->cdisp) { cx = ui->cx; cy = ui->cy; } if (ui->cdisp) { cx = ui->cx; cy = ui->cy; }
@ -1998,24 +2236,6 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), COL_GRID); draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), COL_GRID);
for (x = 0; x <= w; x++) for (x = 0; x <= w; x++)
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), COL_GRID); draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), COL_GRID);
/*
* Draw the numbers.
*/
for (y = 0; y < h; y++) {
char buf[80];
sprintf(buf, "%d", state->numbers->numbers[y+w]);
draw_text(dr, COORD(w+1), COORD(y) + TILESIZE/2,
FONT_VARIABLE, TILESIZE/2, ALIGN_HRIGHT|ALIGN_VCENTRE,
COL_GRID, buf);
}
for (x = 0; x < w; x++) {
char buf[80];
sprintf(buf, "%d", state->numbers->numbers[x]);
draw_text(dr, COORD(x) + TILESIZE/2, COORD(h+1),
FONT_VARIABLE, TILESIZE/2, ALIGN_HCENTRE|ALIGN_VNORMAL,
COL_GRID, buf);
}
} }
if (flashtime > 0) if (flashtime > 0)
@ -2023,10 +2243,15 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
else else
flashing = FALSE; flashing = FALSE;
/*
* Find errors.
*/
errors = find_errors(state);
/* /*
* Draw the grid. * Draw the grid.
*/ */
for (y = 0; y < h; y++) for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) { for (x = 0; x < w; x++) {
int v = state->grid[y*w+x]; int v = state->grid[y*w+x];
int credraw = 0; int credraw = 0;
@ -2048,13 +2273,53 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
(x == ds->cx && y == ds->cy)) credraw = 1; (x == ds->cx && y == ds->cy)) credraw = 1;
} }
v |= errors[y*w+x];
if (printing || ds->drawn[y*w+x] != v || credraw) { if (printing || ds->drawn[y*w+x] != v || credraw) {
draw_tile(dr, ds, x, y, v, (x == cx && y == cy), printing); draw_tile(dr, ds, x, y, v, (x == cx && y == cy), printing);
if (!printing) if (!printing)
ds->drawn[y*w+x] = v; ds->drawn[y*w+x] = v;
} }
} }
if (cmoved) { ds->cx = cx; ds->cy = cy; } }
/*
* Draw (or redraw, if their error-highlighted state has
* changed) the numbers.
*/
for (x = 0; x < w; x++) {
if (ds->numbersdrawn[x] != errors[w*h+x]) {
char buf[80];
draw_rect(dr, COORD(x), COORD(h)+1, TILESIZE, BRBORDER-1,
COL_BACKGROUND);
sprintf(buf, "%d", state->numbers->numbers[x]);
draw_text(dr, COORD(x) + TILESIZE/2, COORD(h+1),
FONT_VARIABLE, TILESIZE/2, ALIGN_HCENTRE|ALIGN_VNORMAL,
(errors[w*h+x] ? COL_ERROR : COL_GRID), buf);
draw_update(dr, COORD(x), COORD(h)+1, TILESIZE, BRBORDER-1);
ds->numbersdrawn[x] = errors[w*h+x];
}
}
for (y = 0; y < h; y++) {
if (ds->numbersdrawn[w+y] != errors[w*h+w+y]) {
char buf[80];
draw_rect(dr, COORD(w)+1, COORD(y), BRBORDER-1, TILESIZE,
COL_BACKGROUND);
sprintf(buf, "%d", state->numbers->numbers[w+y]);
draw_text(dr, COORD(w+1), COORD(y) + TILESIZE/2,
FONT_VARIABLE, TILESIZE/2, ALIGN_HRIGHT|ALIGN_VCENTRE,
(errors[w*h+w+y] ? COL_ERROR : COL_GRID), buf);
draw_update(dr, COORD(w)+1, COORD(y), BRBORDER-1, TILESIZE);
ds->numbersdrawn[w+y] = errors[w*h+w+y];
}
}
if (cmoved) {
ds->cx = cx;
ds->cy = cy;
}
sfree(errors);
} }
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,