From James Harvey (via a period of collaborative polishing), a patch

to add two kinds of Penrose tiling to the grid types supported by
Loopy.

This has involved a certain amount of infrastructure work, because of
course the whole point of Penrose tilings is that they don't have to
be the same every time: so now grid.c has grown the capacity to
describe its grids as strings, and reconstitute them from those string
descriptions. Hence a Penrose Loopy game description consists of a
string identifying a particular piece of Penrose tiling, followed by
the normal Loopy clue encoding.

All the existing grid types decline to provide a grid description
string, so their Loopy game descriptions have not changed encoding.

[originally from svn r9159]
This commit is contained in:
Simon Tatham
2011-04-24 09:10:52 +00:00
parent f390d0d7ff
commit 62c20496bf
6 changed files with 1590 additions and 177 deletions

209
loopy.c
View File

@ -107,7 +107,7 @@ enum {
};
struct game_state {
grid *game_grid;
grid *game_grid; /* ref-counted (internally) */
/* Put -1 in a face that doesn't get a clue */
signed char *clues;
@ -207,10 +207,6 @@ struct game_params {
int w, h;
int diff;
int type;
/* Grid generation is expensive, so keep a (ref-counted) reference to the
* grid for these parameters, and only generate when required. */
grid *game_grid;
};
/* line_drawstate is the same as line_state, but with the extra ERROR
@ -247,29 +243,31 @@ static void check_caches(const solver_state* sstate);
/* ------- List of grid generators ------- */
#define GRIDLIST(A) \
A(Squares,grid_new_square,3,3) \
A(Triangular,grid_new_triangular,3,3) \
A(Honeycomb,grid_new_honeycomb,3,3) \
A(Snub-Square,grid_new_snubsquare,3,3) \
A(Cairo,grid_new_cairo,3,4) \
A(Great-Hexagonal,grid_new_greathexagonal,3,3) \
A(Octagonal,grid_new_octagonal,3,3) \
A(Kites,grid_new_kites,3,3) \
A(Floret,grid_new_floret,1,2) \
A(Dodecagonal,grid_new_dodecagonal,2,2) \
A(Great-Dodecagonal,grid_new_greatdodecagonal,2,2)
A(Squares,GRID_SQUARE,3,3) \
A(Triangular,GRID_TRIANGULAR,3,3) \
A(Honeycomb,GRID_HONEYCOMB,3,3) \
A(Snub-Square,GRID_SNUBSQUARE,3,3) \
A(Cairo,GRID_CAIRO,3,4) \
A(Great-Hexagonal,GRID_GREATHEXAGONAL,3,3) \
A(Octagonal,GRID_OCTAGONAL,3,3) \
A(Kites,GRID_KITE,3,3) \
A(Floret,GRID_FLORET,1,2) \
A(Dodecagonal,GRID_DODECAGONAL,2,2) \
A(Great-Dodecagonal,GRID_GREATDODECAGONAL,2,2) \
A(Penrose (kite/dart),GRID_PENROSE_P2,3,3) \
A(Penrose (rhombs),GRID_PENROSE_P3,3,3)
#define GRID_NAME(title,fn,amin,omin) #title,
#define GRID_CONFIG(title,fn,amin,omin) ":" #title
#define GRID_FN(title,fn,amin,omin) &fn,
#define GRID_SIZES(title,fn,amin,omin) \
#define GRID_NAME(title,type,amin,omin) #title,
#define GRID_CONFIG(title,type,amin,omin) ":" #title
#define GRID_TYPE(title,type,amin,omin) type,
#define GRID_SIZES(title,type,amin,omin) \
{amin, omin, \
"Width and height for this grid type must both be at least " #amin, \
"At least one of width and height for this grid type must be at least " #omin,},
static char const *const gridnames[] = { GRIDLIST(GRID_NAME) };
#define GRID_CONFIGS GRIDLIST(GRID_CONFIG)
static grid * (*(grid_fns[]))(int w, int h) = { GRIDLIST(GRID_FN) };
#define NUM_GRID_TYPES (sizeof(grid_fns) / sizeof(grid_fns[0]))
static grid_type grid_types[] = { GRIDLIST(GRID_TYPE) };
#define NUM_GRID_TYPES (sizeof(grid_types) / sizeof(grid_types[0]))
static const struct {
int amin, omin;
char *aerr, *oerr;
@ -277,13 +275,10 @@ static const struct {
/* Generates a (dynamically allocated) new grid, according to the
* type and size requested in params. Does nothing if the grid is already
* generated. The allocated grid is owned by the params object, and will be
* freed in free_params(). */
static void params_generate_grid(game_params *params)
* generated. */
static grid *loopy_generate_grid(game_params *params, char *grid_desc)
{
if (!params->game_grid) {
params->game_grid = grid_fns[params->type](params->w, params->h);
}
return grid_new(grid_types[params->type], params->w, params->h, grid_desc);
}
/* ----------------------------------------------------------------------
@ -480,8 +475,6 @@ static game_params *default_params(void)
ret->diff = DIFF_EASY;
ret->type = 0;
ret->game_grid = NULL;
return ret;
}
@ -490,44 +483,45 @@ static game_params *dup_params(game_params *params)
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
if (ret->game_grid) {
ret->game_grid->refcount++;
}
return ret;
}
static const game_params presets[] = {
#ifdef SMALL_SCREEN
{ 7, 7, DIFF_EASY, 0, NULL },
{ 7, 7, DIFF_NORMAL, 0, NULL },
{ 7, 7, DIFF_HARD, 0, NULL },
{ 7, 7, DIFF_HARD, 1, NULL },
{ 7, 7, DIFF_HARD, 2, NULL },
{ 5, 5, DIFF_HARD, 3, NULL },
{ 7, 7, DIFF_HARD, 4, NULL },
{ 5, 4, DIFF_HARD, 5, NULL },
{ 5, 5, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
{ 3, 3, DIFF_HARD, 8, NULL },
{ 3, 3, DIFF_HARD, 9, NULL },
{ 3, 3, DIFF_HARD, 10, NULL },
{ 7, 7, DIFF_EASY, 0 },
{ 7, 7, DIFF_NORMAL, 0 },
{ 7, 7, DIFF_HARD, 0 },
{ 7, 7, DIFF_HARD, 1 },
{ 7, 7, DIFF_HARD, 2 },
{ 5, 5, DIFF_HARD, 3 },
{ 7, 7, DIFF_HARD, 4 },
{ 5, 4, DIFF_HARD, 5 },
{ 5, 5, DIFF_HARD, 6 },
{ 5, 5, DIFF_HARD, 7 },
{ 3, 3, DIFF_HARD, 8 },
{ 3, 3, DIFF_HARD, 9 },
{ 3, 3, DIFF_HARD, 10 },
{ 6, 6, DIFF_HARD, 11 },
{ 6, 6, DIFF_HARD, 12 },
#else
{ 7, 7, DIFF_EASY, 0, NULL },
{ 10, 10, DIFF_EASY, 0, NULL },
{ 7, 7, DIFF_NORMAL, 0, NULL },
{ 10, 10, DIFF_NORMAL, 0, NULL },
{ 7, 7, DIFF_HARD, 0, NULL },
{ 10, 10, DIFF_HARD, 0, NULL },
{ 10, 10, DIFF_HARD, 1, NULL },
{ 12, 10, DIFF_HARD, 2, NULL },
{ 7, 7, DIFF_HARD, 3, NULL },
{ 9, 9, DIFF_HARD, 4, NULL },
{ 5, 4, DIFF_HARD, 5, NULL },
{ 7, 7, DIFF_HARD, 6, NULL },
{ 5, 5, DIFF_HARD, 7, NULL },
{ 5, 5, DIFF_HARD, 8, NULL },
{ 5, 4, DIFF_HARD, 9, NULL },
{ 5, 4, DIFF_HARD, 10, NULL },
{ 7, 7, DIFF_EASY, 0 },
{ 10, 10, DIFF_EASY, 0 },
{ 7, 7, DIFF_NORMAL, 0 },
{ 10, 10, DIFF_NORMAL, 0 },
{ 7, 7, DIFF_HARD, 0 },
{ 10, 10, DIFF_HARD, 0 },
{ 10, 10, DIFF_HARD, 1 },
{ 12, 10, DIFF_HARD, 2 },
{ 7, 7, DIFF_HARD, 3 },
{ 9, 9, DIFF_HARD, 4 },
{ 5, 4, DIFF_HARD, 5 },
{ 7, 7, DIFF_HARD, 6 },
{ 5, 5, DIFF_HARD, 7 },
{ 5, 5, DIFF_HARD, 8 },
{ 5, 4, DIFF_HARD, 9 },
{ 5, 4, DIFF_HARD, 10 },
{ 10, 10, DIFF_HARD, 11 },
{ 10, 10, DIFF_HARD, 12 }
#endif
};
@ -551,18 +545,11 @@ static int game_fetch_preset(int i, char **name, game_params **params)
static void free_params(game_params *params)
{
if (params->game_grid) {
grid_free(params->game_grid);
}
sfree(params);
}
static void decode_params(game_params *params, char const *string)
{
if (params->game_grid) {
grid_free(params->game_grid);
params->game_grid = NULL;
}
params->h = params->w = atoi(string);
params->diff = DIFF_EASY;
while (*string && isdigit((unsigned char)*string)) string++;
@ -641,7 +628,6 @@ static game_params *custom_params(config_item *cfg)
ret->type = cfg[2].ival;
ret->diff = cfg[3].ival;
ret->game_grid = NULL;
return ret;
}
@ -702,14 +688,44 @@ static char *state_to_text(const game_state *state)
return retval;
}
#define GRID_DESC_SEP '_'
/* Splits up a (optional) grid_desc from the game desc. Returns the
* grid_desc (which needs freeing) and updates the desc pointer to
* start of real desc, or returns NULL if no desc. */
static char *extract_grid_desc(char **desc)
{
char *sep = strchr(*desc, GRID_DESC_SEP), *gd;
int gd_len;
if (!sep) return NULL;
gd_len = sep - (*desc);
gd = snewn(gd_len+1, char);
memcpy(gd, *desc, gd_len);
gd[gd_len] = '\0';
*desc = sep+1;
return gd;
}
/* We require that the params pass the test in validate_params and that the
* description fills the entire game area */
static char *validate_desc(game_params *params, char *desc)
{
int count = 0;
grid *g;
params_generate_grid(params);
g = params->game_grid;
char *grid_desc, *ret;
/* It's pretty inefficient to do this just for validation. All we need to
* know is the precise number of faces. */
grid_desc = extract_grid_desc(&desc);
ret = grid_validate_desc(grid_types[params->type], params->w, params->h, grid_desc);
if (ret) return ret;
g = loopy_generate_grid(params, grid_desc);
if (grid_desc) sfree(grid_desc);
for (; *desc; ++desc) {
if ((*desc >= '0' && *desc <= '9') || (*desc >= 'A' && *desc <= 'Z')) {
@ -728,6 +744,8 @@ static char *validate_desc(game_params *params, char *desc)
if (count > g->num_faces)
return "Description too long for board size";
grid_free(g);
return NULL;
}
@ -809,16 +827,15 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
static void game_compute_size(game_params *params, int tilesize,
int *x, int *y)
{
grid *g;
int grid_width, grid_height, rendered_width, rendered_height;
int g_tilesize;
grid_compute_size(grid_types[params->type], params->w, params->h,
&g_tilesize, &grid_width, &grid_height);
params_generate_grid(params);
g = params->game_grid;
grid_width = g->highest_x - g->lowest_x;
grid_height = g->highest_y - g->lowest_y;
/* multiply first to minimise rounding error on integer division */
rendered_width = grid_width * tilesize / g->tilesize;
rendered_height = grid_height * tilesize / g->tilesize;
rendered_width = grid_width * tilesize / g_tilesize;
rendered_height = grid_height * tilesize / g_tilesize;
*x = rendered_width + 2 * BORDER(tilesize) + 1;
*y = rendered_height + 2 * BORDER(tilesize) + 1;
}
@ -1836,13 +1853,14 @@ static char *new_game_desc(game_params *params, random_state *rs,
char **aux, int interactive)
{
/* solution and description both use run-length encoding in obvious ways */
char *retval;
char *retval, *game_desc, *grid_desc;
grid *g;
game_state *state = snew(game_state);
game_state *state_new;
params_generate_grid(params);
state->game_grid = g = params->game_grid;
g->refcount++;
grid_desc = grid_new_desc(grid_types[params->type], params->w, params->h, rs);
state->game_grid = g = loopy_generate_grid(params, grid_desc);
state->clues = snewn(g->num_faces, signed char);
state->lines = snewn(g->num_edges, char);
state->line_errors = snewn(g->num_edges, unsigned char);
@ -1875,10 +1893,19 @@ static char *new_game_desc(game_params *params, random_state *rs,
goto newboard_please;
}
retval = state_to_text(state);
game_desc = state_to_text(state);
free_game(state);
if (grid_desc) {
retval = snewn(strlen(grid_desc) + 1 + strlen(game_desc) + 1, char);
sprintf(retval, "%s%c%s", grid_desc, GRID_DESC_SEP, game_desc);
sfree(grid_desc);
sfree(game_desc);
} else {
retval = game_desc;
}
assert(!validate_desc(params, retval));
return retval;
@ -1890,13 +1917,17 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
game_state *state = snew(game_state);
int empties_to_make = 0;
int n,n2;
const char *dp = desc;
const char *dp;
char *grid_desc;
grid *g;
int num_faces, num_edges;
params_generate_grid(params);
state->game_grid = g = params->game_grid;
g->refcount++;
grid_desc = extract_grid_desc(&desc);
state->game_grid = g = loopy_generate_grid(params, grid_desc);
if (grid_desc) sfree(grid_desc);
dp = desc;
num_faces = g->num_faces;
num_edges = g->num_edges;
@ -4017,3 +4048,5 @@ int main(int argc, char **argv)
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */