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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Added an automatic `Solve' feature to most games. This is useful for
various things: - if you haven't fully understood what a game is about, it gives you an immediate example of a puzzle plus its solution so you can understand it - in some games it's useful to compare your solution with the real one and see where you made a mistake - in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy to be able to get your hands on a pristine grid quickly so you can practise or experiment with manoeuvres on it - it provides a good way of debugging the games if you think you've encountered an unsolvable grid! [originally from svn r5731]
This commit is contained in:
78
pattern.c
78
pattern.c
@ -1,9 +1,5 @@
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/*
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* pattern.c: the pattern-reconstruction game known as `nonograms'.
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*
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* TODO before checkin:
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*
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* - make some sort of stab at number-of-numbers judgment
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*/
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#include <stdio.h>
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@ -52,7 +48,7 @@ struct game_state {
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unsigned char *grid;
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int rowsize;
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int *rowdata, *rowlen;
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int completed;
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int completed, cheated;
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};
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#define FLASH_TIME 0.13F
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@ -541,7 +537,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
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return seed;
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}
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void game_free_aux_info(game_aux_info *aux)
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static void game_free_aux_info(game_aux_info *aux)
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{
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assert(!"Shouldn't happen");
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}
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@ -604,7 +600,7 @@ static game_state *new_game(game_params *params, char *seed)
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state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
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state->rowlen = snewn(state->w + state->h, int);
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state->completed = FALSE;
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state->completed = state->cheated = FALSE;
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for (i = 0; i < params->w + params->h; i++) {
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state->rowlen[i] = 0;
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@ -642,6 +638,7 @@ static game_state *dup_game(game_state *state)
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(ret->w + ret->h) * sizeof(int));
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ret->completed = state->completed;
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ret->cheated = state->cheated;
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return ret;
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}
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@ -654,6 +651,69 @@ static void free_game(game_state *state)
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sfree(state);
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}
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static game_state *solve_game(game_state *state, game_aux_info *aux,
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char **error)
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{
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game_state *ret;
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/*
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* I could have stored the grid I invented in the game_aux_info
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* and extracted it here where available, but it seems easier
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* just to run my internal solver in all cases.
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*/
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ret = dup_game(state);
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ret->completed = ret->cheated = TRUE;
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{
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int w = state->w, h = state->h, i, j, done_any, max;
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unsigned char *matrix, *workspace;
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int *rowdata;
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matrix = snewn(w*h, unsigned char);
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max = max(w, h);
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workspace = snewn(max*3, unsigned char);
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rowdata = snewn(max+1, int);
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memset(matrix, 0, w*h);
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do {
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done_any = 0;
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for (i=0; i<h; i++) {
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memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
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max*sizeof(int));
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rowdata[state->rowlen[w+i]] = 0;
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done_any |= do_row(workspace, workspace+max, workspace+2*max,
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matrix+i*w, w, 1, rowdata);
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}
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for (i=0; i<w; i++) {
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memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
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rowdata[state->rowlen[i]] = 0;
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done_any |= do_row(workspace, workspace+max, workspace+2*max,
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matrix+i, h, w, rowdata);
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}
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} while (done_any);
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for (i = 0; i < h; i++) {
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for (j = 0; j < w; j++) {
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int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
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matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
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ret->grid[i*w+j] = c;
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if (c == GRID_UNKNOWN)
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ret->completed = FALSE;
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}
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}
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if (!ret->completed) {
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free_game(ret);
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*error = "Solving algorithm cannot complete this puzzle";
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return NULL;
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}
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}
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return ret;
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}
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static char *game_text_format(game_state *state)
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{
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return NULL;
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@ -1011,7 +1071,8 @@ static float game_anim_length(game_state *oldstate,
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static float game_flash_length(game_state *oldstate,
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game_state *newstate, int dir)
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{
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if (!oldstate->completed && newstate->completed)
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if (!oldstate->completed && newstate->completed &&
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!oldstate->cheated && !newstate->cheated)
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return FLASH_TIME;
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return 0.0F;
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}
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@ -1041,6 +1102,7 @@ const struct game thegame = {
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new_game,
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dup_game,
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free_game,
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TRUE, solve_game,
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FALSE, game_text_format,
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new_ui,
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free_ui,
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