Fixes from James H to the numbering of squares, in particular:

- sometimes two regions would get the same letter
 - immutable numbers could sometimes be modified
 - immutable numbers are now not flagged as errors when they clash
   (same as Solo's policy)

[originally from svn r8882]
This commit is contained in:
Simon Tatham
2010-02-22 23:14:46 +00:00
parent d54bbdadee
commit 66aef80d62

View File

@ -159,8 +159,9 @@ static int isvalidmove(game_state *state, int clever,
nfrom = state->nums[from]; nto = state->nums[to];
/* can't move _from_ the final number, or _to_ the 1. */
if (nfrom == state->n || nto == 1)
/* can't move _from_ the preset final number, or _to_ the preset 1. */
if (((nfrom == state->n) && (state->flags[from] & FLAG_IMMUTABLE)) ||
((nto == 1) && (state->flags[to] & FLAG_IMMUTABLE)))
return 0;
/* can't create a new connection between cells in the same region
@ -847,7 +848,7 @@ static char *validate_desc(game_params *params, char *desc)
/* --- Linked-list and numbers array --- */
/* Assuming numbers are always up-to-date, there are only four possibilities
* for regions changing:
* for regions changing after a single valid move:
*
* 1) two differently-coloured regions being combined (the resulting colouring
* should be based on the larger of the two regions)
@ -861,76 +862,45 @@ static char *validate_desc(game_params *params, char *desc)
* There should never be any complications with regions containing 3 colours
* being combined, since two of those colours should have been merged on a
* previous move.
*/
/* New algorithm for working out numbering:
*
* At start, only remove numbers from cells with neither prev nor next.
* Search for all cells with !prev && next (head of chain); for each one:
* Search the group for a 'real' number: if we find one the num. for
the head of the chain is trivial.
* Otherwise, if we _don't_ have a number already:
* If head->next has a number, that number is the one we should use
* Otherwise pick the smallest unused colour set.
* and if we _do_ have a number already:
* Work out the size of this group (the dsf must already have been set up)
* Start enumerating through the group counting squares that have the
same colouring as us
* If we reach a square with a different colour, work out which set is
bigger (ncol1 vs ncol2 == sz-ncol1), and use that colour
* If we reached a square with no colour (or the end of the group, which
would be weird under the circumstances) just keep the existing colour.
* Most of the complications are in ensuring we don't accidentally set two
* regions with the same colour (e.g. if a region was split). If this happens
* we always try and give the largest original portion the original colour.
*/
#define COLOUR(a) ((a) / (state->n+1))
#define START(c) ((c) * (state->n+1))
static int lowest_start(game_state *state, int *scratch)
struct head_meta {
int i; /* position */
int sz; /* size of region */
int start; /* region start number preferred, or 0 if !preference */
int preference; /* 0 if we have no preference (and should just pick one) */
const char *why;
};
static void head_number(game_state *state, int i, struct head_meta *head)
{
int i, c;
/* Fill in 'scratch' array with the currently-used colours... */
memset(scratch, 0, state->n * sizeof(int));
for (i = 0; i < state->n; i++) {
if (state->nums[i] != 0)
scratch[COLOUR(state->nums[i])] = 1;
}
/* ... and return the first one that was unused. */
for (c = 1; c < state->n; c++) { /* NB start at 1 */
if (scratch[c] == 0)
return START(c);
}
assert(!"shouldn't get here");
return -1; /* suyb */
}
static int used_colour(game_state *state, int i, int start)
{
int j;
for (j = 0; j < i; j++) {
if (state->nums[j] == start)
return 1;
}
return 0;
}
static int head_number(game_state *state, int i, int *scratch)
{
int off = 0, found = 0, start = 0, ss, j = i, c, n, sz;
const char *why = NULL;
int off = 0, ss, j = i, c, n, sz;
/* Insist we really were passed the head of a chain. */
assert(state->prev[i] == -1 && state->next[i] != -1);
head->i = i;
head->sz = dsf_size(state->dsf, i);
head->why = NULL;
/* Search through this chain looking for real numbers, checking that
* they match up (if there are more than one). */
head->preference = 0;
while (j != -1) {
if (state->flags[j] & FLAG_IMMUTABLE) {
ss = state->nums[j] - off;
if (!found) {
start = ss;
found = 1;
why = "contains cell with immutable number";
} else if (start != ss) {
if (!head->preference) {
head->start = ss;
head->preference = 1;
head->why = "contains cell with immutable number";
} else if (head->start != ss) {
debug(("head_number: chain with non-sequential numbers!"));
state->impossible = 1;
}
@ -939,18 +909,22 @@ static int head_number(game_state *state, int i, int *scratch)
j = state->next[j];
assert(j != i); /* we have created a loop, obviously wrong */
}
if (found) goto done;
if (head->preference) goto done;
if (state->nums[i] == 0) {
if (state->nums[state->next[i]] != 0) {
/* make sure we start at a 0 offset. */
start = START(COLOUR(state->nums[state->next[i]]));
why = "adding blank cell to head of numbered region";
} else {
start = lowest_start(state, scratch);
why = "lowest available colour group";
}
found = 1;
if (state->nums[i] == 0 && state->nums[state->next[i]] > state->n) {
/* (probably) empty cell onto the head of a coloured region:
* make sure we start at a 0 offset. */
head->start = START(COLOUR(state->nums[state->next[i]]));
head->preference = 1;
head->why = "adding blank cell to head of numbered region";
} else if (state->nums[i] <= state->n) {
/* if we're 0 we're probably just blank -- but even if we're a
* (real) numbered region, we don't have an immutable number
* in it (any more) otherwise it'd have been caught above, so
* reassign the colour. */
head->start = 0;
head->preference = 0;
head->why = "lowest available colour group";
} else {
c = COLOUR(state->nums[i]);
n = 1;
@ -958,45 +932,51 @@ static int head_number(game_state *state, int i, int *scratch)
j = i;
while (state->next[j] != -1) {
j = state->next[j];
if (state->nums[j] == 0) {
start = START(c);
found = 1;
why = "adding blank cell to end of numbered region";
break;
if (state->nums[j] == 0 && state->next[j] == -1) {
head->start = START(c);
head->preference = 1;
head->why = "adding blank cell to end of numbered region";
goto done;
}
if (COLOUR(state->nums[j]) == c)
n++;
else {
int start_alternate = START(COLOUR(state->nums[j]));
if (n < (sz - n) && !used_colour(state, i, start_alternate)) {
start = start_alternate;
why = "joining two coloured regions, swapping to larger colour";
if (n < (sz - n)) {
head->start = start_alternate;
head->preference = 1;
head->why = "joining two coloured regions, swapping to larger colour";
} else {
start = START(c);
why = "joining two coloured regions, taking largest";
head->start = START(c);
head->preference = 1;
head->why = "joining two coloured regions, taking largest";
}
found = 1;
break;
goto done;
}
}
/* If we got here then we may have split a region into
* two; make sure we don't assign a colour we've already used. */
if (!found) {
start = (c == 0) ? lowest_start(state, scratch) : START(c);
why = "got to end of coloured region";
found = 1;
}
if (used_colour(state, i, start)) {
start = lowest_start(state, scratch);
why = "split region in two, lowest available colour group";
if (c == 0) {
/* not convinced this shouldn't be an assertion failure here. */
head->start = 0;
head->preference = 0;
} else {
head->start = START(c);
head->preference = 1;
}
head->why = "got to end of coloured region";
}
done:
assert(found && why != NULL);
debug(("Chain at (%d,%d) numbered at %d: %s.",
i%state->w, i/state->w, start, why));
return start;
assert(head->why != NULL);
if (head->preference)
debug(("Chain at (%d,%d) numbered for preference at %d (colour %d): %s.",
head->i%state->w, head->i/state->w,
head->start, COLOUR(head->start), head->why));
else
debug(("Chain at (%d,%d) using next available colour: %s.",
head->i%state->w, head->i/state->w,
head->why));
}
#if 0
@ -1035,17 +1015,59 @@ static void connect_numbers(game_state *state)
}
}
static int compare_heads(const void *a, const void *b)
{
struct head_meta *ha = (struct head_meta *)a;
struct head_meta *hb = (struct head_meta *)b;
/* Heads with preferred colours first... */
if (ha->preference && !hb->preference) return -1;
if (hb->preference && !ha->preference) return 1;
/* ...then heads with low colours first... */
if (ha->start < hb->start) return -1;
if (ha->start > hb->start) return 1;
/* ... then large regions first... */
if (ha->sz > hb->sz) return -1;
if (ha->sz < hb->sz) return 1;
/* ... then position. */
if (ha->i > hb->i) return -1;
if (ha->i < hb->i) return 1;
return 0;
}
static int lowest_start(game_state *state, struct head_meta *heads, int nheads)
{
int n, c;
/* NB start at 1: colour 0 is real numbers */
for (c = 1; c < state->n; c++) {
for (n = 0; n < nheads; n++) {
if (COLOUR(heads[n].start) == c)
goto used;
}
return c;
used:
;
}
assert(!"No available colours!");
return 0;
}
static void update_numbers(game_state *state)
{
int i, j, nnum;
int *scratch = snewn(state->n, int);
int i, j, n, nnum, nheads;
struct head_meta *heads = snewn(state->n, struct head_meta);
for (i = 0; i < state->n; i++)
state->numsi[i] = -1;
for (n = 0; n < state->n; n++)
state->numsi[n] = -1;
for (i = 0; i < state->n; i++) {
if (state->flags[i] & FLAG_IMMUTABLE) {
assert(state->nums[i] >= 0);
assert(state->nums[i] > 0);
assert(state->nums[i] <= state->n);
state->numsi[state->nums[i]] = i;
}
@ -1054,23 +1076,63 @@ static void update_numbers(game_state *state)
}
connect_numbers(state);
/* Construct an array of the heads of all current regions, together
* with their preferred colours. */
nheads = 0;
for (i = 0; i < state->n; i++) {
/* Look for a cell that is the start of a chain
* (has a next but no prev). */
if (state->prev[i] != -1 || state->next[i] == -1) continue;
nnum = head_number(state, i, scratch);
j = i;
head_number(state, i, &heads[nheads++]);
}
/* Sort that array:
* - heads with preferred colours first, then
* - heads with low colours first, then
* - large regions first
*/
qsort(heads, nheads, sizeof(struct head_meta), compare_heads);
/* Remove duplicate-coloured regions. */
for (n = nheads-1; n >= 0; n--) { /* order is important! */
if ((n != 0) && (heads[n].start == heads[n-1].start)) {
/* We have a duplicate-coloured region: since we're
* sorted in size order and this is not the first
* of its colour it's not the largest: recolour it. */
heads[n].start = START(lowest_start(state, heads, nheads));
heads[n].preference = -1; /* '-1' means 'was duplicate' */
}
else if (!heads[n].preference) {
assert(heads[n].start == 0);
heads[n].start = START(lowest_start(state, heads, nheads));
}
}
debug(("Region colouring after duplicate removal:"));
for (n = 0; n < nheads; n++) {
debug((" Chain at (%d,%d) sz %d numbered at %d (colour %d): %s%s",
heads[n].i % state->w, heads[n].i / state->w, heads[n].sz,
heads[n].start, COLOUR(heads[n].start), heads[n].why,
heads[n].preference == 0 ? " (next available)" :
heads[n].preference < 0 ? " (duplicate, next available)" : ""));
nnum = heads[n].start;
j = heads[n].i;
while (j != -1) {
if (nnum > 0 && nnum <= state->n)
state->numsi[nnum] = j;
state->nums[j] = nnum++;
if (!(state->flags[j] & FLAG_IMMUTABLE)) {
if (nnum > 0 && nnum <= state->n)
state->numsi[nnum] = j;
state->nums[j] = nnum;
}
nnum++;
j = state->next[j];
assert(j != i); /* loop?! */
assert(j != heads[n].i); /* loop?! */
}
}
/*debug_numbers(state);*/
sfree(scratch);
sfree(heads);
}
static int check_completion(game_state *state, int mark_errors)
@ -1400,10 +1462,14 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (button == LEFT_BUTTON) {
/* disallow dragging from the final number. */
if (state->nums[y*w+x] == state->n) return NULL;
if ((state->nums[y*w+x] == state->n) &&
(state->flags[y*w+x] & FLAG_IMMUTABLE))
return NULL;
} else if (button == RIGHT_BUTTON) {
/* disallow dragging to the first number. */
if (state->nums[y*w+x] == 1) return NULL;
if ((state->nums[y*w+x] == 1) &&
(state->flags[y*w+x] & FLAG_IMMUTABLE))
return NULL;
}
ui->dragging = TRUE;
@ -1810,7 +1876,7 @@ static void tile_redraw(drawing *dr, game_drawstate *ds, int tx, int ty,
else if (f & F_ARROW_POINT) arrowcol = mid(COL_ARROW, setcol);
else arrowcol = COL_ARROW;
if (f & (F_ERROR)) textcol = COL_ERROR;
if ((f & F_ERROR) && !(f & F_IMMUTABLE)) textcol = COL_ERROR;
else {
if (f & F_IMMUTABLE) textcol = COL_NUMBER_SET;
else textcol = COL_NUMBER;