mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
About time I got round to this: error highlighting for Tents.
[originally from svn r8644]
This commit is contained in:
2
tents.R
2
tents.R
@ -1,6 +1,6 @@
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# -*- makefile -*-
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TENTS_EXTRA = maxflow
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TENTS_EXTRA = maxflow dsf
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tents : [X] GTK COMMON tents TENTS_EXTRA tents-icon|no-icon
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345
tents.c
345
tents.c
@ -4,18 +4,6 @@
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*
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* TODO:
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*
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* - error highlighting?
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* * highlighting adjacent tents is easy
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* * highlighting violated numeric clues is almost as easy
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* (might want to pay attention to NONTENTs here)
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* * but how in hell do we highlight a failure of maxflow
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* during completion checking?
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* + well, the _obvious_ approach is to use maxflow's own
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* error report: it will provide, via the `cut' parameter,
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* a set of trees which have too few tents between them.
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* It's unclear that this will be particularly obvious to
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* a user, however. Is there any other way?
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*
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* - it might be nice to make setter-provided tent/nontent clues
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* inviolable?
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* * on the other hand, this would introduce considerable extra
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@ -269,6 +257,8 @@ enum {
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COL_TREETRUNK,
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COL_TREELEAF,
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COL_TENT,
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COL_ERROR,
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COL_ERRTEXT,
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NCOLOURS
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};
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@ -1452,7 +1442,7 @@ struct game_drawstate {
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int tilesize;
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int started;
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game_params p;
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char *drawn;
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int *drawn, *numbersdrawn;
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int cx, cy; /* last-drawn cursor pos, or (-1,-1) if absent. */
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};
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@ -1881,6 +1871,14 @@ static float *game_colours(frontend *fe, int *ncolours)
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ret[COL_TENT * 3 + 1] = 0.7F;
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ret[COL_TENT * 3 + 2] = 0.0F;
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ret[COL_ERROR * 3 + 0] = 1.0F;
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ret[COL_ERROR * 3 + 1] = 0.0F;
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ret[COL_ERROR * 3 + 2] = 0.0F;
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ret[COL_ERRTEXT * 3 + 0] = 1.0F;
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ret[COL_ERRTEXT * 3 + 1] = 1.0F;
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ret[COL_ERRTEXT * 3 + 2] = 1.0F;
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*ncolours = NCOLOURS;
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return ret;
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}
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@ -1889,12 +1887,17 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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{
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int w = state->p.w, h = state->p.h;
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struct game_drawstate *ds = snew(struct game_drawstate);
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int i;
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ds->tilesize = 0;
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ds->started = FALSE;
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ds->p = state->p; /* structure copy */
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ds->drawn = snewn(w*h, char);
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memset(ds->drawn, MAGIC, w*h);
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ds->drawn = snewn(w*h, int);
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for (i = 0; i < w*h; i++)
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ds->drawn[i] = MAGIC;
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ds->numbersdrawn = snewn(w+h, int);
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for (i = 0; i < w+h; i++)
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ds->numbersdrawn[i] = 2;
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ds->cx = ds->cy = -1;
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return ds;
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@ -1903,20 +1906,233 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
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static void game_free_drawstate(drawing *dr, game_drawstate *ds)
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{
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sfree(ds->drawn);
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sfree(ds->numbersdrawn);
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sfree(ds);
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}
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enum {
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ERR_ADJ_TOPLEFT = 4,
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ERR_ADJ_TOP,
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ERR_ADJ_TOPRIGHT,
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ERR_ADJ_LEFT,
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ERR_ADJ_RIGHT,
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ERR_ADJ_BOTLEFT,
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ERR_ADJ_BOT,
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ERR_ADJ_BOTRIGHT,
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ERR_OVERCOMMITTED
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};
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static int *find_errors(game_state *state)
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{
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int w = state->p.w, h = state->p.h;
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int *ret = snewn(w*h + w + h, int);
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int *tmp = snewn(w*h*2, int), *dsf = tmp + w*h;
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int x, y;
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/*
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* ret[0] through to ret[w*h-1] give error markers for the grid
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* squares. After that, ret[w*h] to ret[w*h+w-1] give error
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* markers for the column numbers, and ret[w*h+w] to
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* ret[w*h+w+h-1] for the row numbers.
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*/
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/*
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* Spot tent-adjacency violations.
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*/
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for (x = 0; x < w*h; x++)
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ret[x] = 0;
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for (y = 0; y < h; y++) {
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for (x = 0; x < w; x++) {
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if (y+1 < h && x+1 < w &&
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((state->grid[y*w+x] == TENT &&
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state->grid[(y+1)*w+(x+1)] == TENT) ||
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(state->grid[(y+1)*w+x] == TENT &&
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state->grid[y*w+(x+1)] == TENT))) {
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ret[y*w+x] |= 1 << ERR_ADJ_BOTRIGHT;
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ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOPRIGHT;
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ret[y*w+(x+1)] |= 1 << ERR_ADJ_BOTLEFT;
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ret[(y+1)*w+(x+1)] |= 1 << ERR_ADJ_TOPLEFT;
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}
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if (y+1 < h &&
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state->grid[y*w+x] == TENT &&
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state->grid[(y+1)*w+x] == TENT) {
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ret[y*w+x] |= 1 << ERR_ADJ_BOT;
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ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOP;
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}
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if (x+1 < w &&
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state->grid[y*w+x] == TENT &&
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state->grid[y*w+(x+1)] == TENT) {
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ret[y*w+x] |= 1 << ERR_ADJ_RIGHT;
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ret[y*w+(x+1)] |= 1 << ERR_ADJ_LEFT;
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}
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}
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}
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/*
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* Spot numeric clue violations.
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*/
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for (x = 0; x < w; x++) {
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int tents = 0, maybetents = 0;
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for (y = 0; y < h; y++) {
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if (state->grid[y*w+x] == TENT)
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tents++;
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else if (state->grid[y*w+x] == BLANK)
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maybetents++;
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}
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ret[w*h+x] = (tents > state->numbers->numbers[x] ||
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tents + maybetents < state->numbers->numbers[x]);
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}
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for (y = 0; y < h; y++) {
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int tents = 0, maybetents = 0;
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for (x = 0; x < w; x++) {
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if (state->grid[y*w+x] == TENT)
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tents++;
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else if (state->grid[y*w+x] == BLANK)
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maybetents++;
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}
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ret[w*h+w+y] = (tents > state->numbers->numbers[w+y] ||
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tents + maybetents < state->numbers->numbers[w+y]);
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}
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/*
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* Identify groups of tents with too few trees between them,
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* which we do by constructing the connected components of the
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* bipartite adjacency graph between tents and trees
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* ('bipartite' in the sense that we deliberately ignore
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* adjacency between tents or between trees), and highlighting
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* all the tents in any component which has a smaller tree
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* count.
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*/
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dsf_init(dsf, w*h);
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/* Construct the equivalence classes. */
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for (y = 0; y < h; y++) {
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for (x = 0; x < w-1; x++) {
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if ((state->grid[y*w+x]==TREE && state->grid[y*w+x+1]==TENT) ||
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(state->grid[y*w+x]==TENT && state->grid[y*w+x+1]==TREE))
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dsf_merge(dsf, y*w+x, y*w+x+1);
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}
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}
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for (y = 0; y < h-1; y++) {
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for (x = 0; x < w; x++) {
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if ((state->grid[y*w+x]==TREE && state->grid[(y+1)*w+x]==TENT) ||
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(state->grid[y*w+x]==TENT && state->grid[(y+1)*w+x]==TREE))
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dsf_merge(dsf, y*w+x, (y+1)*w+x);
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}
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}
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/* Count up the tent/tree difference in each one. */
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for (x = 0; x < w*h; x++)
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tmp[x] = 0;
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for (x = 0; x < w*h; x++) {
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y = dsf_canonify(dsf, x);
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if (state->grid[x] == TREE)
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tmp[y]++;
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else if (state->grid[x] == TENT)
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tmp[y]--;
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}
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/* And highlight any tent belonging to an equivalence class with
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* a score less than zero. */
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for (x = 0; x < w*h; x++) {
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y = dsf_canonify(dsf, x);
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if (state->grid[x] == TENT && tmp[y] < 0)
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ret[x] |= 1 << ERR_OVERCOMMITTED;
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}
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/*
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* Identify groups of trees with too few tents between them.
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* This is done similarly, except that we now count BLANK as
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* equivalent to TENT, i.e. we only highlight such trees when
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* the user hasn't even left _room_ to provide tents for them
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* all. (Otherwise, we'd highlight all trees red right at the
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* start of the game, before the user had done anything wrong!)
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*/
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#define TENT(x) ((x)==TENT || (x)==BLANK)
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dsf_init(dsf, w*h);
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/* Construct the equivalence classes. */
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for (y = 0; y < h; y++) {
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for (x = 0; x < w-1; x++) {
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if ((state->grid[y*w+x]==TREE && TENT(state->grid[y*w+x+1])) ||
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(TENT(state->grid[y*w+x]) && state->grid[y*w+x+1]==TREE))
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dsf_merge(dsf, y*w+x, y*w+x+1);
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}
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}
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for (y = 0; y < h-1; y++) {
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for (x = 0; x < w; x++) {
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if ((state->grid[y*w+x]==TREE && TENT(state->grid[(y+1)*w+x])) ||
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(TENT(state->grid[y*w+x]) && state->grid[(y+1)*w+x]==TREE))
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dsf_merge(dsf, y*w+x, (y+1)*w+x);
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}
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}
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/* Count up the tent/tree difference in each one. */
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for (x = 0; x < w*h; x++)
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tmp[x] = 0;
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for (x = 0; x < w*h; x++) {
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y = dsf_canonify(dsf, x);
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if (state->grid[x] == TREE)
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tmp[y]++;
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else if (TENT(state->grid[x]))
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tmp[y]--;
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}
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/* And highlight any tree belonging to an equivalence class with
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* a score more than zero. */
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for (x = 0; x < w*h; x++) {
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y = dsf_canonify(dsf, x);
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if (state->grid[x] == TREE && tmp[y] > 0)
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ret[x] |= 1 << ERR_OVERCOMMITTED;
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}
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#undef TENT
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sfree(tmp);
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return ret;
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}
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static void draw_err_adj(drawing *dr, game_drawstate *ds, int x, int y)
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{
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int coords[8];
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int yext, xext;
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/*
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* Draw a diamond.
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*/
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coords[0] = x - TILESIZE*2/5;
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coords[1] = y;
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coords[2] = x;
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coords[3] = y - TILESIZE*2/5;
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coords[4] = x + TILESIZE*2/5;
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coords[5] = y;
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coords[6] = x;
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coords[7] = y + TILESIZE*2/5;
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draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
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/*
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* Draw an exclamation mark in the diamond. This turns out to
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* look unpleasantly off-centre if done via draw_text, so I do
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* it by hand on the basis that exclamation marks aren't that
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* difficult to draw...
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*/
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xext = TILESIZE/16;
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yext = TILESIZE*2/5 - (xext*2+2);
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draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3),
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COL_ERRTEXT);
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draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT);
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}
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static void draw_tile(drawing *dr, game_drawstate *ds,
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int x, int y, int v, int cur, int printing)
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{
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int err;
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int tx = COORD(x), ty = COORD(y);
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int cx = tx + TILESIZE/2, cy = ty + TILESIZE/2;
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clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
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err = v & ~15;
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v &= 15;
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if (!printing)
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clip(dr, tx, ty, TILESIZE, TILESIZE);
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if (!printing) {
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draw_rect(dr, tx, ty, TILESIZE, TILESIZE, COL_GRID);
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draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1,
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(v == BLANK ? COL_BACKGROUND : COL_GRASS));
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}
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if (v == TREE) {
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int i;
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@ -1924,10 +2140,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
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(printing ? draw_rect_outline : draw_rect)
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(dr, cx-TILESIZE/15, ty+TILESIZE*3/10,
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2*(TILESIZE/15)+1, (TILESIZE*9/10 - TILESIZE*3/10),
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COL_TREETRUNK);
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(err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR : COL_TREETRUNK));
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for (i = 0; i < (printing ? 2 : 1); i++) {
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int col = (i == 1 ? COL_BACKGROUND : COL_TREELEAF);
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int col = (i == 1 ? COL_BACKGROUND :
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(err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR :
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COL_TREELEAF));
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int sub = i * (TILESIZE/32);
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draw_circle(dr, cx, ty+TILESIZE*4/10, TILESIZE/4 - sub,
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col, col);
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@ -1942,15 +2160,34 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
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}
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} else if (v == TENT) {
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int coords[6];
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int col;
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coords[0] = cx - TILESIZE/3;
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coords[1] = cy + TILESIZE/3;
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coords[2] = cx + TILESIZE/3;
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coords[3] = cy + TILESIZE/3;
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coords[4] = cx;
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coords[5] = cy - TILESIZE/3;
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draw_polygon(dr, coords, 3, (printing ? -1 : COL_TENT), COL_TENT);
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col = (err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR : COL_TENT);
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draw_polygon(dr, coords, 3, (printing ? -1 : col), col);
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}
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if (err & (1 << ERR_ADJ_TOPLEFT))
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draw_err_adj(dr, ds, tx, ty);
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if (err & (1 << ERR_ADJ_TOP))
|
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draw_err_adj(dr, ds, tx+TILESIZE/2, ty);
|
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if (err & (1 << ERR_ADJ_TOPRIGHT))
|
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draw_err_adj(dr, ds, tx+TILESIZE, ty);
|
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if (err & (1 << ERR_ADJ_LEFT))
|
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draw_err_adj(dr, ds, tx, ty+TILESIZE/2);
|
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if (err & (1 << ERR_ADJ_RIGHT))
|
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draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE/2);
|
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if (err & (1 << ERR_ADJ_BOTLEFT))
|
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draw_err_adj(dr, ds, tx, ty+TILESIZE);
|
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if (err & (1 << ERR_ADJ_BOT))
|
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draw_err_adj(dr, ds, tx+TILESIZE/2, ty+TILESIZE);
|
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if (err & (1 << ERR_ADJ_BOTRIGHT))
|
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draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE);
|
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|
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if (cur) {
|
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int coff = TILESIZE/8;
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draw_rect_outline(dr, tx + coff, ty + coff,
|
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@ -1973,6 +2210,7 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
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int x, y, flashing;
|
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int cx = -1, cy = -1;
|
||||
int cmoved = 0;
|
||||
int *errors;
|
||||
|
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if (ui) {
|
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if (ui->cdisp) { cx = ui->cx; cy = ui->cy; }
|
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@ -1998,24 +2236,6 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
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draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), COL_GRID);
|
||||
for (x = 0; x <= w; x++)
|
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draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), COL_GRID);
|
||||
|
||||
/*
|
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* Draw the numbers.
|
||||
*/
|
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for (y = 0; y < h; y++) {
|
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char buf[80];
|
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sprintf(buf, "%d", state->numbers->numbers[y+w]);
|
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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)
|
||||
@ -2023,10 +2243,15 @@ static void int_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
||||
else
|
||||
flashing = FALSE;
|
||||
|
||||
/*
|
||||
* Find errors.
|
||||
*/
|
||||
errors = find_errors(state);
|
||||
|
||||
/*
|
||||
* Draw the grid.
|
||||
*/
|
||||
for (y = 0; y < h; y++)
|
||||
for (y = 0; y < h; y++) {
|
||||
for (x = 0; x < w; x++) {
|
||||
int v = state->grid[y*w+x];
|
||||
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;
|
||||
}
|
||||
|
||||
v |= errors[y*w+x];
|
||||
|
||||
if (printing || ds->drawn[y*w+x] != v || credraw) {
|
||||
draw_tile(dr, ds, x, y, v, (x == cx && y == cy), printing);
|
||||
if (!printing)
|
||||
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,
|
||||
|
Reference in New Issue
Block a user