mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
James H has implemented a new `Tricky' difficulty level in Light Up:
a non-recursive level above Easy, which therefore moves the recursive Hard mode further up still. Play-testing suggests that in fact Tricky is often _harder_ than the old Hard mode, since the latter had limited depth of recursion and would therefore spot complex deductions only if it happened to start a recursion on the right square; Tricky may be limited in the sophistication of its complex deductions, but it never misses one, so its puzzles tend to be hard all over. Also in this checkin, a new source file `nullfe.c', containing all the annoying stub functions required to make command-line solvers link successfully. James wrote this for (the new) lightupsolver, and I've used it to simplify the other stand-alone solvers. [originally from svn r6254]
This commit is contained in:
31
Recipe
31
Recipe
@ -25,10 +25,11 @@ UNTANGLE = untangle tree234
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SLANT = slant dsf
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SLANT = slant dsf
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MAP = map dsf
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MAP = map dsf
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LOOPY = loopy tree234 dsf
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LOOPY = loopy tree234 dsf
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LIGHTUP = lightup combi
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ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo twiddle
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ALL = list NET NETSLIDE cube fifteen sixteen rect pattern solo twiddle
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+ MINES samegame FLIP guess PEGS dominosa UNTANGLE blackbox SLANT
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+ MINES samegame FLIP guess PEGS dominosa UNTANGLE blackbox SLANT
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+ lightup MAP LOOPY inertia
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+ LIGHTUP MAP LOOPY inertia
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GTK = gtk printing ps
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GTK = gtk printing ps
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@ -50,23 +51,27 @@ dominosa : [X] GTK COMMON dominosa
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untangle : [X] GTK COMMON UNTANGLE
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untangle : [X] GTK COMMON UNTANGLE
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blackbox : [X] GTK COMMON blackbox
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blackbox : [X] GTK COMMON blackbox
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slant : [X] GTK COMMON SLANT
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slant : [X] GTK COMMON SLANT
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lightup : [X] GTK COMMON lightup
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lightup : [X] GTK COMMON LIGHTUP
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map : [X] GTK COMMON MAP
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map : [X] GTK COMMON MAP
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loopy : [X] GTK COMMON LOOPY
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loopy : [X] GTK COMMON LOOPY
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inertia : [X] GTK COMMON inertia
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inertia : [X] GTK COMMON inertia
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# Auxiliary command-line programs.
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# Auxiliary command-line programs.
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solosolver : [U] solo[STANDALONE_SOLVER] malloc
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STANDALONE = nullfe random misc malloc
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patternsolver : [U] pattern[STANDALONE_SOLVER] malloc
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mineobfusc : [U] mines[STANDALONE_OBFUSCATOR] malloc random tree234 misc
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slantsolver : [U] slant[STANDALONE_SOLVER] dsf malloc
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mapsolver : [U] map[STANDALONE_SOLVER] dsf random misc malloc m.lib
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solosolver : [C] solo[STANDALONE_SOLVER] malloc
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solosolver : [U] solo[STANDALONE_SOLVER] STANDALONE
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patternsolver : [C] pattern[STANDALONE_SOLVER] malloc
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patternsolver : [U] pattern[STANDALONE_SOLVER] STANDALONE
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mineobfusc : [C] mines[STANDALONE_OBFUSCATOR] malloc random tree234 misc
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mineobfusc : [U] mines[STANDALONE_OBFUSCATOR] tree234 STANDALONE
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slantsolver : [C] slant[STANDALONE_SOLVER] dsf malloc
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slantsolver : [U] slant[STANDALONE_SOLVER] dsf STANDALONE
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mapsolver : [C] map[STANDALONE_SOLVER] dsf random misc malloc
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mapsolver : [U] map[STANDALONE_SOLVER] dsf STANDALONE m.lib
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lightupsolver : [U] lightup[STANDALONE_SOLVER] combi STANDALONE
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solosolver : [C] solo[STANDALONE_SOLVER] STANDALONE
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patternsolver : [C] pattern[STANDALONE_SOLVER] STANDALONE
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mineobfusc : [C] mines[STANDALONE_OBFUSCATOR] tree234 STANDALONE
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slantsolver : [C] slant[STANDALONE_SOLVER] dsf STANDALONE
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mapsolver : [C] map[STANDALONE_SOLVER] dsf STANDALONE
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lightupsolver : [C] lightup[STANDALONE_SOLVER] combi STANDALONE
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# The Windows Net shouldn't be called `net.exe' since Windows
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# The Windows Net shouldn't be called `net.exe' since Windows
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# already has a reasonably important utility program by that name!
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# already has a reasonably important utility program by that name!
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@ -88,7 +93,7 @@ dominosa : [G] WINDOWS COMMON dominosa
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untangle : [G] WINDOWS COMMON UNTANGLE
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untangle : [G] WINDOWS COMMON UNTANGLE
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blackbox : [G] WINDOWS COMMON blackbox
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blackbox : [G] WINDOWS COMMON blackbox
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slant : [G] WINDOWS COMMON SLANT
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slant : [G] WINDOWS COMMON SLANT
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lightup : [G] WINDOWS COMMON lightup
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lightup : [G] WINDOWS COMMON LIGHTUP
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map : [G] WINDOWS COMMON MAP
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map : [G] WINDOWS COMMON MAP
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loopy : [G] WINDOWS COMMON LOOPY
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loopy : [G] WINDOWS COMMON LOOPY
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inertia : [G] WINDOWS COMMON inertia
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inertia : [G] WINDOWS COMMON inertia
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110
combi.c
Normal file
110
combi.c
Normal file
@ -0,0 +1,110 @@
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#include <assert.h>
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#include <string.h>
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#include "puzzles.h"
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/* horrific and doesn't check overflow. */
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static long factx(long x, long y)
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{
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long acc = 1, i;
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for (i = y; i <= x; i++)
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acc *= i;
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return acc;
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}
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void reset_combi(combi_ctx *combi)
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{
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int i;
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combi->nleft = combi->total;
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for (i = 0; i < combi->r; i++)
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combi->a[i] = i;
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}
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combi_ctx *new_combi(int r, int n)
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{
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long nfr, nrf;
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combi_ctx *combi;
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assert(r <= n);
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assert(n >= 1);
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combi = snew(combi_ctx);
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memset(combi, 0, sizeof(combi_ctx));
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combi->r = r;
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combi->n = n;
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combi->a = snewn(r, int);
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memset(combi->a, 0, r * sizeof(int));
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nfr = factx(n, r+1);
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nrf = factx(n-r, 1);
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combi->total = (int)(nfr / nrf);
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reset_combi(combi);
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return combi;
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}
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/* returns NULL when we're done otherwise returns input. */
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combi_ctx *next_combi(combi_ctx *combi)
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{
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int i = combi->r - 1, j;
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if (combi->nleft == combi->total)
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goto done;
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else if (combi->nleft <= 0)
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return NULL;
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while (combi->a[i] == combi->n - combi->r + i)
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i--;
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combi->a[i] += 1;
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for (j = i+1; j < combi->r; j++)
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combi->a[j] = combi->a[i] + j - i;
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done:
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combi->nleft--;
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return combi;
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}
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void free_combi(combi_ctx *combi)
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{
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sfree(combi->a);
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sfree(combi);
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}
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/* compile this with:
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* gcc -o combi.exe -DSTANDALONE_COMBI_TEST combi.c malloc.c
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*/
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#ifdef STANDALONE_COMBI_TEST
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#include <stdio.h>
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void fatal(char *fmt, ...)
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{
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abort();
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}
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int main(int argc, char *argv[])
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{
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combi_ctx *c;
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int i, r, n;
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if (argc < 3) {
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fprintf(stderr, "Usage: combi R N\n");
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exit(1);
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}
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r = atoi(argv[1]); n = atoi(argv[2]);
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c = new_combi(r, n);
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printf("combi %d of %d, %d elements.\n", c->r, c->n, c->total);
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while (next_combi(c)) {
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for (i = 0; i < c->r; i++) {
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printf("%d ", c->a[i]);
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}
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printf("\n");
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}
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free_combi(c);
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}
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#endif
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679
lightup.c
679
lightup.c
@ -11,6 +11,20 @@
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#include "puzzles.h"
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#include "puzzles.h"
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/*
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* In standalone solver mode, `verbose' is a variable which can be
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* set by command-line option; in debugging mode it's simply always
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* true.
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*/
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#if defined STANDALONE_SOLVER
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#define SOLVER_DIAGNOSTICS
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int verbose = 0;
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#undef debug
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#define debug(x) printf x
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#elif defined SOLVER_DIAGNOSTICS
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#define verbose 2
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#endif
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/* --- Constants, structure definitions, etc. --- */
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/* --- Constants, structure definitions, etc. --- */
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#define PREFERRED_TILE_SIZE 32
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#define PREFERRED_TILE_SIZE 32
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@ -36,11 +50,13 @@ enum {
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enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX };
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enum { SYMM_NONE, SYMM_REF2, SYMM_ROT2, SYMM_REF4, SYMM_ROT4, SYMM_MAX };
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#define DIFFCOUNT 2
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struct game_params {
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struct game_params {
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int w, h;
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int w, h;
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int blackpc; /* %age of black squares */
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int blackpc; /* %age of black squares */
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int symm;
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int symm;
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int recurse;
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int difficulty; /* 0 to DIFFCOUNT */
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};
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};
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#define F_BLACK 1
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#define F_BLACK 1
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@ -125,14 +141,17 @@ static void get_surrounds(game_state *state, int ox, int oy, surrounds *s)
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const struct game_params lightup_presets[] = {
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const struct game_params lightup_presets[] = {
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{ 7, 7, 20, SYMM_ROT4, 0 },
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{ 7, 7, 20, SYMM_ROT4, 0 },
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{ 7, 7, 20, SYMM_ROT4, 1 },
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{ 7, 7, 20, SYMM_ROT4, 1 },
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{ 7, 7, 20, SYMM_ROT4, 2 },
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{ 10, 10, 20, SYMM_ROT2, 0 },
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{ 10, 10, 20, SYMM_ROT2, 0 },
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{ 10, 10, 20, SYMM_ROT2, 1 },
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{ 10, 10, 20, SYMM_ROT2, 1 },
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#ifdef SLOW_SYSTEM
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#ifdef SLOW_SYSTEM
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{ 12, 12, 20, SYMM_ROT2, 0 },
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{ 12, 12, 20, SYMM_ROT2, 0 },
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{ 12, 12, 20, SYMM_ROT2, 1 }
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{ 12, 12, 20, SYMM_ROT2, 1 },
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#else
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#else
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{ 10, 10, 20, SYMM_ROT2, 2 },
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{ 14, 14, 20, SYMM_ROT2, 0 },
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{ 14, 14, 20, SYMM_ROT2, 0 },
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{ 14, 14, 20, SYMM_ROT2, 1 }
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{ 14, 14, 20, SYMM_ROT2, 1 },
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{ 14, 14, 20, SYMM_ROT2, 2 }
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#endif
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#endif
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};
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};
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@ -157,7 +176,9 @@ static int game_fetch_preset(int i, char **name, game_params **params)
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*params = ret;
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*params = ret;
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sprintf(buf, "%dx%d %s",
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sprintf(buf, "%dx%d %s",
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ret->w, ret->h, ret->recurse ? "hard" : "easy");
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ret->w, ret->h,
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ret->difficulty == 2 ? "hard" :
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ret->difficulty == 1 ? "tricky" : "easy");
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*name = dupstr(buf);
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*name = dupstr(buf);
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return TRUE;
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return TRUE;
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@ -195,11 +216,16 @@ static void decode_params(game_params *params, char const *string)
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string++;
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string++;
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EATNUM(params->symm);
|
EATNUM(params->symm);
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}
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}
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params->recurse = 0;
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params->difficulty = 0;
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/* cope with old params */
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if (*string == 'r') {
|
if (*string == 'r') {
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params->recurse = 1;
|
params->difficulty = 2;
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string++;
|
string++;
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}
|
}
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|
if (*string == 'd') {
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|
string++;
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EATNUM(params->difficulty);
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|
}
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}
|
}
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|
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static char *encode_params(game_params *params, int full)
|
static char *encode_params(game_params *params, int full)
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@ -207,10 +233,10 @@ static char *encode_params(game_params *params, int full)
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char buf[80];
|
char buf[80];
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|
|
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if (full) {
|
if (full) {
|
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sprintf(buf, "%dx%db%ds%d%s",
|
sprintf(buf, "%dx%db%ds%dd%d",
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params->w, params->h, params->blackpc,
|
params->w, params->h, params->blackpc,
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params->symm,
|
params->symm,
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params->recurse ? "r" : "");
|
params->difficulty);
|
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} else {
|
} else {
|
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sprintf(buf, "%dx%d", params->w, params->h);
|
sprintf(buf, "%dx%d", params->w, params->h);
|
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}
|
}
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@ -251,8 +277,8 @@ static config_item *game_configure(game_params *params)
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|
|
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ret[4].name = "Difficulty";
|
ret[4].name = "Difficulty";
|
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ret[4].type = C_CHOICES;
|
ret[4].type = C_CHOICES;
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ret[4].sval = ":Easy:Hard";
|
ret[4].sval = ":Easy:Tricky:Hard";
|
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ret[4].ival = params->recurse;
|
ret[4].ival = params->difficulty;
|
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|
|
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ret[5].name = NULL;
|
ret[5].name = NULL;
|
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ret[5].type = C_END;
|
ret[5].type = C_END;
|
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@ -270,7 +296,7 @@ static game_params *custom_params(config_item *cfg)
|
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ret->h = atoi(cfg[1].sval);
|
ret->h = atoi(cfg[1].sval);
|
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ret->blackpc = atoi(cfg[2].sval);
|
ret->blackpc = atoi(cfg[2].sval);
|
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ret->symm = cfg[3].ival;
|
ret->symm = cfg[3].ival;
|
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ret->recurse = cfg[4].ival;
|
ret->difficulty = cfg[4].ival;
|
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|
|
||||||
return ret;
|
return ret;
|
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}
|
}
|
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@ -287,7 +313,9 @@ static char *validate_params(game_params *params, int full)
|
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return "4-fold symmetry is only available with square grids";
|
return "4-fold symmetry is only available with square grids";
|
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}
|
}
|
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if (params->symm < 0 || params->symm >= SYMM_MAX)
|
if (params->symm < 0 || params->symm >= SYMM_MAX)
|
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return "Unknown symmetry type";
|
return "Unknown symmetry type";
|
||||||
|
if (params->difficulty < 0 || params->difficulty > DIFFCOUNT)
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|
return "Unknown difficulty level";
|
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}
|
}
|
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return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
@ -336,7 +364,6 @@ static void free_game(game_state *state)
|
|||||||
sfree(state);
|
sfree(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef DIAGNOSTICS
|
|
||||||
static void debug_state(game_state *state)
|
static void debug_state(game_state *state)
|
||||||
{
|
{
|
||||||
int x, y;
|
int x, y;
|
||||||
@ -356,9 +383,9 @@ static void debug_state(game_state *state)
|
|||||||
else if (GRID(state, flags, x, y) & F_IMPOSSIBLE)
|
else if (GRID(state, flags, x, y) & F_IMPOSSIBLE)
|
||||||
c = 'X';
|
c = 'X';
|
||||||
}
|
}
|
||||||
printf("%c", (int)c);
|
debug(("%c", (int)c));
|
||||||
}
|
}
|
||||||
printf(" ");
|
debug((" "));
|
||||||
for (x = 0; x < state->w; x++) {
|
for (x = 0; x < state->w; x++) {
|
||||||
if (GRID(state, flags, x, y) & F_BLACK)
|
if (GRID(state, flags, x, y) & F_BLACK)
|
||||||
c = '#';
|
c = '#';
|
||||||
@ -366,13 +393,11 @@ static void debug_state(game_state *state)
|
|||||||
c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a';
|
c = (GRID(state, flags, x, y) & F_LIGHT) ? 'A' : 'a';
|
||||||
c += GRID(state, lights, x, y);
|
c += GRID(state, lights, x, y);
|
||||||
}
|
}
|
||||||
printf("%c", (int)c);
|
debug(("%c", (int)c));
|
||||||
}
|
}
|
||||||
printf("\n");
|
debug(("\n"));
|
||||||
}
|
}
|
||||||
printf("\n");
|
|
||||||
}
|
}
|
||||||
#endif
|
|
||||||
|
|
||||||
/* --- Game completion test routines. --- */
|
/* --- Game completion test routines. --- */
|
||||||
|
|
||||||
@ -574,8 +599,8 @@ static void set_blacks(game_state *state, game_params *params, random_state *rs)
|
|||||||
GRID(state,flags,
|
GRID(state,flags,
|
||||||
state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK;
|
state->w/2 + wodd - 1, state->h/2 + hodd - 1) |= F_BLACK;
|
||||||
|
|
||||||
#ifdef DIAGNOSTICS
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
debug_state(state);
|
if (verbose) debug_state(state);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -679,7 +704,7 @@ static void place_lights(game_state *state, random_state *rs)
|
|||||||
/* If we're not lighting any lights ourself, don't remove anything. */
|
/* If we're not lighting any lights ourself, don't remove anything. */
|
||||||
n = 0;
|
n = 0;
|
||||||
FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } );
|
FOREACHLIT(&lld, if (GRID(state,flags,lx,ly) & F_LIGHT) { n += 1; } );
|
||||||
if (n == 0) continue;
|
if (n == 0) continue; /* [1] */
|
||||||
|
|
||||||
/* Check whether removing lights we're lighting would cause anything
|
/* Check whether removing lights we're lighting would cause anything
|
||||||
* to go dark. */
|
* to go dark. */
|
||||||
@ -697,8 +722,11 @@ static void place_lights(game_state *state, random_state *rs)
|
|||||||
}
|
}
|
||||||
assert(grid_lit(state));
|
assert(grid_lit(state));
|
||||||
}
|
}
|
||||||
/* if we got here, we've somehow removed all our lights and still have overlaps. */
|
/* could get here if the line at [1] continue'd out of the loop. */
|
||||||
assert(!"Shouldn't get here!");
|
if (grid_overlap(state)) {
|
||||||
|
debug_state(state);
|
||||||
|
assert(!"place_lights failed to resolve overlapping lights!");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Fills in all black squares with numbers of adjacent lights. */
|
/* Fills in all black squares with numbers of adjacent lights. */
|
||||||
@ -749,9 +777,10 @@ static int try_solve_light(game_state *state, int ox, int oy,
|
|||||||
FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); });
|
FOREACHLIT(&lld, { tsl_callback(state, lx, ly, &sx, &sy, &n); });
|
||||||
if (n == 1) {
|
if (n == 1) {
|
||||||
set_light(state, sx, sy, 1);
|
set_light(state, sx, sy, 1);
|
||||||
#ifdef SOLVE_DIAGNOSTICS
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
printf("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
|
debug(("(%d,%d) can only be lit from (%d,%d); setting to LIGHT\n",
|
||||||
ox,oy,sx,sy);
|
ox,oy,sx,sy));
|
||||||
|
if (verbose) debug_state(state);
|
||||||
#endif
|
#endif
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@ -765,6 +794,13 @@ static int could_place_light(unsigned int flags, int lights)
|
|||||||
return (lights > 0) ? 0 : 1;
|
return (lights > 0) ? 0 : 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static int could_place_light_xy(game_state *state, int x, int y)
|
||||||
|
{
|
||||||
|
int lights = GRID(state,lights,x,y);
|
||||||
|
unsigned int flags = GRID(state,flags,x,y);
|
||||||
|
return (could_place_light(flags, lights)) ? 1 : 0;
|
||||||
|
}
|
||||||
|
|
||||||
/* For a given number square, determine whether we have enough info
|
/* For a given number square, determine whether we have enough info
|
||||||
* to unambiguously place its lights. */
|
* to unambiguously place its lights. */
|
||||||
static int try_solve_number(game_state *state, int nx, int ny,
|
static int try_solve_number(game_state *state, int nx, int ny,
|
||||||
@ -799,10 +835,6 @@ static int try_solve_number(game_state *state, int nx, int ny,
|
|||||||
if (nl == 0) {
|
if (nl == 0) {
|
||||||
/* we have placed all lights we need to around here; all remaining
|
/* we have placed all lights we need to around here; all remaining
|
||||||
* surrounds are therefore IMPOSSIBLE. */
|
* surrounds are therefore IMPOSSIBLE. */
|
||||||
#ifdef SOLVE_DIAGNOSTICS
|
|
||||||
printf("Setting remaining surrounds to (%d,%d) IMPOSSIBLE.\n",
|
|
||||||
nx,ny);
|
|
||||||
#endif
|
|
||||||
GRID(state,flags,nx,ny) |= F_NUMBERUSED;
|
GRID(state,flags,nx,ny) |= F_NUMBERUSED;
|
||||||
for (i = 0; i < s.npoints; i++) {
|
for (i = 0; i < s.npoints; i++) {
|
||||||
if (!(s.points[i].f & F_MARK)) {
|
if (!(s.points[i].f & F_MARK)) {
|
||||||
@ -810,12 +842,13 @@ static int try_solve_number(game_state *state, int nx, int ny,
|
|||||||
ret = 1;
|
ret = 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
printf("Clue at (%d,%d) full; setting unlit to IMPOSSIBLE.\n",
|
||||||
|
nx,ny);
|
||||||
|
if (verbose) debug_state(state);
|
||||||
|
#endif
|
||||||
} else if (nl == ns) {
|
} else if (nl == ns) {
|
||||||
/* we have as many lights to place as spaces; fill them all. */
|
/* we have as many lights to place as spaces; fill them all. */
|
||||||
#ifdef SOLVE_DIAGNOSTICS
|
|
||||||
printf("Setting all remaining surrounds to (%d,%d) LIGHT.\n",
|
|
||||||
nx,ny);
|
|
||||||
#endif
|
|
||||||
GRID(state,flags,nx,ny) |= F_NUMBERUSED;
|
GRID(state,flags,nx,ny) |= F_NUMBERUSED;
|
||||||
for (i = 0; i < s.npoints; i++) {
|
for (i = 0; i < s.npoints; i++) {
|
||||||
if (!(s.points[i].f & F_MARK)) {
|
if (!(s.points[i].f & F_MARK)) {
|
||||||
@ -823,24 +856,373 @@ static int try_solve_number(game_state *state, int nx, int ny,
|
|||||||
ret = 1;
|
ret = 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
printf("Clue at (%d,%d) trivial; setting unlit to LIGHT.\n",
|
||||||
|
nx,ny);
|
||||||
|
if (verbose) debug_state(state);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
struct setscratch {
|
||||||
|
int x, y;
|
||||||
|
int n;
|
||||||
|
};
|
||||||
|
|
||||||
|
#define SCRATCHSZ (state->w+state->h)
|
||||||
|
|
||||||
|
/* New solver algorithm: overlapping sets can add IMPOSSIBLE flags.
|
||||||
|
* Algorithm thanks to Simon:
|
||||||
|
*
|
||||||
|
* (a) Any square where you can place a light has a set of squares
|
||||||
|
* which would become non-lights as a result. (This includes
|
||||||
|
* squares lit by the first square, and can also include squares
|
||||||
|
* adjacent to the same clue square if the new light is the last
|
||||||
|
* one around that clue.) Call this MAKESDARK(x,y) with (x,y) being
|
||||||
|
* the square you place a light.
|
||||||
|
|
||||||
|
* (b) Any unlit square has a set of squares on which you could place
|
||||||
|
* a light to illuminate it. (Possibly including itself, of
|
||||||
|
* course.) This set of squares has the property that _at least
|
||||||
|
* one_ of them must contain a light. Sets of this type also arise
|
||||||
|
* from clue squares. Call this MAKESLIGHT(x,y), again with (x,y)
|
||||||
|
* the square you would place a light.
|
||||||
|
|
||||||
|
* (c) If there exists (dx,dy) and (lx,ly) such that MAKESDARK(dx,dy) is
|
||||||
|
* a superset of MAKESLIGHT(lx,ly), this implies that placing a light at
|
||||||
|
* (dx,dy) would either leave no remaining way to illuminate a certain
|
||||||
|
* square, or would leave no remaining way to fulfill a certain clue
|
||||||
|
* (at lx,ly). In either case, a light can be ruled out at that position.
|
||||||
|
*
|
||||||
|
* So, we construct all possible MAKESLIGHT sets, both from unlit squares
|
||||||
|
* and clue squares, and then we look for plausible MAKESDARK sets that include
|
||||||
|
* our (lx,ly) to see if we can find a (dx,dy) to rule out. By the time we have
|
||||||
|
* constructed the MAKESLIGHT set we don't care about (lx,ly), just the set
|
||||||
|
* members.
|
||||||
|
*
|
||||||
|
* Once we have such a set, Simon came up with a Cunning Plan to find
|
||||||
|
* the most sensible MAKESDARK candidate:
|
||||||
|
*
|
||||||
|
* (a) for each square S in your set X, find all the squares which _would_
|
||||||
|
* rule it out. That means any square which would light S, plus
|
||||||
|
* any square adjacent to the same clue square as S (provided
|
||||||
|
* that clue square has only one remaining light to be placed).
|
||||||
|
* It's not hard to make this list. Don't do anything with this
|
||||||
|
* data at the moment except _count_ the squares.
|
||||||
|
|
||||||
|
* (b) Find the square S_min in the original set which has the
|
||||||
|
* _smallest_ number of other squares which would rule it out.
|
||||||
|
|
||||||
|
* (c) Find all the squares that rule out S_min (it's probably
|
||||||
|
* better to recompute this than to have stored it during step
|
||||||
|
* (a), since the CPU requirement is modest but the storage
|
||||||
|
* cost would get ugly.) For each of these squares, see if it
|
||||||
|
* rules out everything else in the set X. Any which does can
|
||||||
|
* be marked as not-a-light.
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
typedef void (*trl_cb)(game_state *state, int dx, int dy,
|
||||||
|
struct setscratch *scratch, int n, void *ctx);
|
||||||
|
|
||||||
|
static void try_rule_out(game_state *state, int x, int y,
|
||||||
|
struct setscratch *scratch, int n,
|
||||||
|
trl_cb cb, void *ctx);
|
||||||
|
|
||||||
|
static void trl_callback_search(game_state *state, int dx, int dy,
|
||||||
|
struct setscratch *scratch, int n, void *ignored)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (verbose) debug(("discount cb: light at (%d,%d)\n", dx, dy));
|
||||||
|
#endif
|
||||||
|
|
||||||
|
for (i = 0; i < n; i++) {
|
||||||
|
if (dx == scratch[i].x && dy == scratch[i].y) {
|
||||||
|
scratch[i].n = 1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void trl_callback_discount(game_state *state, int dx, int dy,
|
||||||
|
struct setscratch *scratch, int n, void *ctx)
|
||||||
|
{
|
||||||
|
int *didsth = (int *)ctx;
|
||||||
|
int i;
|
||||||
|
|
||||||
|
if (GRID(state,flags,dx,dy) & F_IMPOSSIBLE) {
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
debug(("Square at (%d,%d) already impossible.\n", dx,dy));
|
||||||
|
#endif
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Check whether a light at (dx,dy) rules out everything
|
||||||
|
* in scratch, and mark (dx,dy) as IMPOSSIBLE if it does.
|
||||||
|
* We can use try_rule_out for this as well, as the set of
|
||||||
|
* squares which would rule out (x,y) is the same as the
|
||||||
|
* set of squares which (x,y) would rule out. */
|
||||||
|
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (verbose) debug(("Checking whether light at (%d,%d) rules out everything in scratch.\n", dx, dy));
|
||||||
|
#endif
|
||||||
|
|
||||||
|
for (i = 0; i < n; i++)
|
||||||
|
scratch[i].n = 0;
|
||||||
|
try_rule_out(state, dx, dy, scratch, n, trl_callback_search, NULL);
|
||||||
|
for (i = 0; i < n; i++) {
|
||||||
|
if (scratch[i].n == 0) return;
|
||||||
|
}
|
||||||
|
/* The light ruled out everything in scratch. Yay. */
|
||||||
|
GRID(state,flags,dx,dy) |= F_IMPOSSIBLE;
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
debug(("Set reduction discounted square at (%d,%d):\n", dx,dy));
|
||||||
|
if (verbose) debug_state(state);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
*didsth = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void trl_callback_incn(game_state *state, int dx, int dy,
|
||||||
|
struct setscratch *scratch, int n, void *ctx)
|
||||||
|
{
|
||||||
|
struct setscratch *s = (struct setscratch *)ctx;
|
||||||
|
s->n++;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void try_rule_out(game_state *state, int x, int y,
|
||||||
|
struct setscratch *scratch, int n,
|
||||||
|
trl_cb cb, void *ctx)
|
||||||
|
{
|
||||||
|
/* XXX Find all the squares which would rule out (x,y); anything
|
||||||
|
* that would light it as well as squares adjacent to same clues
|
||||||
|
* as X assuming that clue only has one remaining light.
|
||||||
|
* Call the callback with each square. */
|
||||||
|
ll_data lld;
|
||||||
|
surrounds s, ss;
|
||||||
|
int i, j, curr_lights, tot_lights;
|
||||||
|
|
||||||
|
/* Find all squares that would rule out a light at (x,y) and call trl_cb
|
||||||
|
* with them: anything that would light (x,y)... */
|
||||||
|
|
||||||
|
list_lights(state, x, y, 0, &lld);
|
||||||
|
FOREACHLIT(&lld, { if (could_place_light_xy(state, lx, ly)) { cb(state, lx, ly, scratch, n, ctx); } });
|
||||||
|
|
||||||
|
/* ... as well as any empty space (that isn't x,y) next to any clue square
|
||||||
|
* next to (x,y) that only has one light left to place. */
|
||||||
|
|
||||||
|
get_surrounds(state, x, y, &s);
|
||||||
|
for (i = 0; i < s.npoints; i++) {
|
||||||
|
if (!GRID(state,flags,s.points[i].x,s.points[i].y) & F_NUMBERED)
|
||||||
|
continue;
|
||||||
|
/* we have an adjacent clue square; find /it's/ surrounds
|
||||||
|
* and count the remaining lights it needs. */
|
||||||
|
get_surrounds(state,s.points[i].x,s.points[i].y,&ss);
|
||||||
|
curr_lights = 0;
|
||||||
|
for (j = 0; j < ss.npoints; j++) {
|
||||||
|
if (GRID(state,flags,ss.points[j].x,ss.points[j].y) & F_LIGHT)
|
||||||
|
curr_lights++;
|
||||||
|
}
|
||||||
|
tot_lights = GRID(state, lights, s.points[i].x, s.points[i].y);
|
||||||
|
/* We have a clue with tot_lights to fill, and curr_lights currently
|
||||||
|
* around it. If adding a light at (x,y) fills up the clue (i.e.
|
||||||
|
* curr_lights + 1 = tot_lights) then we need to discount all other
|
||||||
|
* unlit squares around the clue. */
|
||||||
|
if ((curr_lights + 1) == tot_lights) {
|
||||||
|
for (j = 0; j < ss.npoints; j++) {
|
||||||
|
int lx = ss.points[j].x, ly = ss.points[j].y;
|
||||||
|
if (lx == x && ly == y) continue;
|
||||||
|
if (could_place_light_xy(state, lx, ly))
|
||||||
|
cb(state, lx, ly, scratch, n, ctx);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
static void debug_scratch(const char *msg, struct setscratch *scratch, int n)
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
debug(("%s scratch (%d elements):\n", msg, n));
|
||||||
|
for (i = 0; i < n; i++) {
|
||||||
|
debug((" (%d,%d) n%d\n", scratch[i].x, scratch[i].y, scratch[i].n));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
static int discount_set(game_state *state,
|
||||||
|
struct setscratch *scratch, int n)
|
||||||
|
{
|
||||||
|
int i, besti, bestn, didsth = 0;
|
||||||
|
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (verbose > 1) debug_scratch("discount_set", scratch, n);
|
||||||
|
#endif
|
||||||
|
if (n == 0) return 0;
|
||||||
|
|
||||||
|
for (i = 0; i < n; i++) {
|
||||||
|
try_rule_out(state, scratch[i].x, scratch[i].y, scratch, n,
|
||||||
|
trl_callback_incn, (void*)&(scratch[i]));
|
||||||
|
}
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (verbose > 1) debug_scratch("discount_set after count", scratch, n);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
besti = -1; bestn = SCRATCHSZ;
|
||||||
|
for (i = 0; i < n; i++) {
|
||||||
|
if (scratch[i].n < bestn) {
|
||||||
|
bestn = scratch[i].n;
|
||||||
|
besti = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (verbose > 1) debug(("best square (%d,%d) with n%d.\n",
|
||||||
|
scratch[besti].x, scratch[besti].y, scratch[besti].n));
|
||||||
|
#endif
|
||||||
|
try_rule_out(state, scratch[besti].x, scratch[besti].y, scratch, n,
|
||||||
|
trl_callback_discount, (void*)&didsth);
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (didsth) debug((" [from square (%d,%d)]\n",
|
||||||
|
scratch[besti].x, scratch[besti].y));
|
||||||
|
#endif
|
||||||
|
|
||||||
|
return didsth;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void discount_clear(game_state *state, struct setscratch *scratch, int *n)
|
||||||
|
{
|
||||||
|
*n = 0;
|
||||||
|
memset(scratch, 0, SCRATCHSZ * sizeof(struct setscratch));
|
||||||
|
}
|
||||||
|
|
||||||
|
static void unlit_cb(game_state *state, int lx, int ly,
|
||||||
|
struct setscratch *scratch, int *n)
|
||||||
|
{
|
||||||
|
if (could_place_light_xy(state, lx, ly)) {
|
||||||
|
scratch[*n].x = lx; scratch[*n].y = ly; (*n)++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Construct a MAKESLIGHT set from an unlit square. */
|
||||||
|
static int discount_unlit(game_state *state, int x, int y,
|
||||||
|
struct setscratch *scratch)
|
||||||
|
{
|
||||||
|
ll_data lld;
|
||||||
|
int n, didsth;
|
||||||
|
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (verbose) debug(("Trying to discount for unlit square at (%d,%d).\n", x, y));
|
||||||
|
if (verbose > 1) debug_state(state);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
discount_clear(state, scratch, &n);
|
||||||
|
|
||||||
|
list_lights(state, x, y, 1, &lld);
|
||||||
|
FOREACHLIT(&lld, { unlit_cb(state, lx, ly, scratch, &n); });
|
||||||
|
didsth = discount_set(state, scratch, n);
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (didsth) debug((" [from unlit square at (%d,%d)].\n", x, y));
|
||||||
|
#endif
|
||||||
|
return didsth;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Construct a series of MAKESLIGHT sets from a clue square.
|
||||||
|
* for a clue square with N remaining spaces that must contain M lights, every
|
||||||
|
* subset of size N-M+1 of those N spaces forms such a set.
|
||||||
|
*/
|
||||||
|
|
||||||
|
static int discount_clue(game_state *state, int x, int y,
|
||||||
|
struct setscratch *scratch)
|
||||||
|
{
|
||||||
|
int slen, m = GRID(state, lights, x, y), n, i, didsth = 0, lights;
|
||||||
|
unsigned int flags;
|
||||||
|
surrounds s, sempty;
|
||||||
|
combi_ctx *combi;
|
||||||
|
|
||||||
|
if (m == 0) return 0;
|
||||||
|
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (verbose) debug(("Trying to discount for sets at clue (%d,%d).\n", x, y));
|
||||||
|
if (verbose > 1) debug_state(state);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/* m is no. of lights still to place; starts off at the clue value
|
||||||
|
* and decreases when we find a light already down.
|
||||||
|
* n is no. of spaces left; starts off at 0 and goes up when we find
|
||||||
|
* a plausible space. */
|
||||||
|
|
||||||
|
get_surrounds(state, x, y, &s);
|
||||||
|
memset(&sempty, 0, sizeof(surrounds));
|
||||||
|
for (i = 0; i < s.npoints; i++) {
|
||||||
|
int lx = s.points[i].x, ly = s.points[i].y;
|
||||||
|
flags = GRID(state,flags,lx,ly);
|
||||||
|
lights = GRID(state,lights,lx,ly);
|
||||||
|
|
||||||
|
if (flags & F_LIGHT) m--;
|
||||||
|
|
||||||
|
if (could_place_light(flags, lights)) {
|
||||||
|
sempty.points[sempty.npoints].x = lx;
|
||||||
|
sempty.points[sempty.npoints].y = ly;
|
||||||
|
sempty.npoints++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
n = sempty.npoints; /* sempty is now a surrounds of only blank squares. */
|
||||||
|
if (n == 0) return 0; /* clue is full already. */
|
||||||
|
|
||||||
|
if (m < 0 || m > n) return 0; /* become impossible. */
|
||||||
|
|
||||||
|
combi = new_combi(n - m + 1, n);
|
||||||
|
while (next_combi(combi)) {
|
||||||
|
discount_clear(state, scratch, &slen);
|
||||||
|
for (i = 0; i < combi->r; i++) {
|
||||||
|
scratch[slen].x = sempty.points[combi->a[i]].x;
|
||||||
|
scratch[slen].y = sempty.points[combi->a[i]].y;
|
||||||
|
slen++;
|
||||||
|
}
|
||||||
|
if (discount_set(state, scratch, slen)) didsth = 1;
|
||||||
|
}
|
||||||
|
free_combi(combi);
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (didsth) debug((" [from clue at (%d,%d)].\n", x, y));
|
||||||
|
#endif
|
||||||
|
return didsth;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define F_SOLVE_FORCEUNIQUE 1
|
||||||
|
#define F_SOLVE_DISCOUNTSETS 2
|
||||||
|
#define F_SOLVE_ALLOWRECURSE 4
|
||||||
|
|
||||||
|
static unsigned int flags_from_difficulty(int difficulty)
|
||||||
|
{
|
||||||
|
unsigned int sflags = F_SOLVE_FORCEUNIQUE;
|
||||||
|
assert(difficulty <= DIFFCOUNT);
|
||||||
|
if (difficulty >= 1) sflags |= F_SOLVE_DISCOUNTSETS;
|
||||||
|
if (difficulty >= 2) sflags |= F_SOLVE_ALLOWRECURSE;
|
||||||
|
return sflags;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define MAXRECURSE 5
|
||||||
|
|
||||||
static int solve_sub(game_state *state,
|
static int solve_sub(game_state *state,
|
||||||
int forceunique, int maxrecurse, int depth,
|
unsigned int solve_flags, int depth,
|
||||||
int *maxdepth)
|
int *maxdepth)
|
||||||
{
|
{
|
||||||
unsigned int flags;
|
unsigned int flags;
|
||||||
int x, y, didstuff, ncanplace, lights;
|
int x, y, didstuff, ncanplace, lights;
|
||||||
int bestx, besty, n, bestn, copy_soluble, self_soluble, ret;
|
int bestx, besty, n, bestn, copy_soluble, self_soluble, ret, maxrecurse = 0;
|
||||||
game_state *scopy;
|
game_state *scopy;
|
||||||
ll_data lld;
|
ll_data lld;
|
||||||
|
struct setscratch *sscratch = NULL;
|
||||||
|
|
||||||
#ifdef SOLVE_DIAGNOSTICS
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
printf("solve_sub: depth = %d\n", depth);
|
printf("solve_sub: depth = %d\n", depth);
|
||||||
#endif
|
#endif
|
||||||
if (maxdepth && *maxdepth < depth) *maxdepth = depth;
|
if (maxdepth && *maxdepth < depth) *maxdepth = depth;
|
||||||
|
if (solve_flags & F_SOLVE_ALLOWRECURSE) maxrecurse = MAXRECURSE;
|
||||||
|
|
||||||
while (1) {
|
while (1) {
|
||||||
if (grid_overlap(state)) {
|
if (grid_overlap(state)) {
|
||||||
@ -848,10 +1230,10 @@ static int solve_sub(game_state *state,
|
|||||||
* (assuming a soluble grid). However, if we're trying to solve
|
* (assuming a soluble grid). However, if we're trying to solve
|
||||||
* from a half-completed *incorrect* grid this might occur; we
|
* from a half-completed *incorrect* grid this might occur; we
|
||||||
* just return the 'no solutions' code in this case. */
|
* just return the 'no solutions' code in this case. */
|
||||||
return 0;
|
ret = 0; goto done;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (grid_correct(state)) return 1;
|
if (grid_correct(state)) { ret = 1; goto done; }
|
||||||
|
|
||||||
ncanplace = 0;
|
ncanplace = 0;
|
||||||
didstuff = 0;
|
didstuff = 0;
|
||||||
@ -868,12 +1250,42 @@ static int solve_sub(game_state *state,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (didstuff) continue;
|
if (didstuff) continue;
|
||||||
if (!ncanplace) return 0; /* nowhere to put a light, puzzle in unsoluble. */
|
if (!ncanplace) {
|
||||||
|
/* nowhere to put a light, puzzle is unsoluble. */
|
||||||
|
ret = 0; goto done;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (solve_flags & F_SOLVE_DISCOUNTSETS) {
|
||||||
|
if (!sscratch) sscratch = snewn(SCRATCHSZ, struct setscratch);
|
||||||
|
/* Try a more cunning (and more involved) way... more details above. */
|
||||||
|
for (x = 0; x < state->w; x++) {
|
||||||
|
for (y = 0; y < state->h; y++) {
|
||||||
|
flags = GRID(state,flags,x,y);
|
||||||
|
lights = GRID(state,lights,x,y);
|
||||||
|
|
||||||
|
if (!(flags & F_BLACK) && lights == 0) {
|
||||||
|
if (discount_unlit(state, x, y, sscratch)) {
|
||||||
|
didstuff = 1;
|
||||||
|
goto reduction_success;
|
||||||
|
}
|
||||||
|
} else if (flags & F_NUMBERED) {
|
||||||
|
if (discount_clue(state, x, y, sscratch)) {
|
||||||
|
didstuff = 1;
|
||||||
|
goto reduction_success;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
reduction_success:
|
||||||
|
if (didstuff) continue;
|
||||||
|
|
||||||
/* We now have to make a guess; we have places to put lights but
|
/* We now have to make a guess; we have places to put lights but
|
||||||
* no definite idea about where they can go. */
|
* no definite idea about where they can go. */
|
||||||
if (depth >= maxrecurse) return -1; /* mustn't delve any deeper. */
|
if (depth >= maxrecurse) {
|
||||||
|
/* mustn't delve any deeper. */
|
||||||
|
ret = -1; goto done;
|
||||||
|
}
|
||||||
/* Of all the squares that we could place a light, pick the one
|
/* Of all the squares that we could place a light, pick the one
|
||||||
* that would light the most currently unlit squares. */
|
* that would light the most currently unlit squares. */
|
||||||
/* This heuristic was just plucked from the air; there may well be
|
/* This heuristic was just plucked from the air; there may well be
|
||||||
@ -902,25 +1314,30 @@ static int solve_sub(game_state *state,
|
|||||||
* and once as 'impossible'; we need to make one copy to do this. */
|
* and once as 'impossible'; we need to make one copy to do this. */
|
||||||
|
|
||||||
scopy = dup_game(state);
|
scopy = dup_game(state);
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
debug(("Recursing #1: trying (%d,%d) as IMPOSSIBLE\n", bestx, besty));
|
||||||
|
#endif
|
||||||
GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE;
|
GRID(state,flags,bestx,besty) |= F_IMPOSSIBLE;
|
||||||
self_soluble = solve_sub(state, forceunique, maxrecurse,
|
self_soluble = solve_sub(state, solve_flags, depth+1, maxdepth);
|
||||||
depth+1, maxdepth);
|
|
||||||
|
|
||||||
if (!forceunique && self_soluble > 0) {
|
if (!(solve_flags & F_SOLVE_FORCEUNIQUE) && self_soluble > 0) {
|
||||||
/* we didn't care about finding all solutions, and we just
|
/* we didn't care about finding all solutions, and we just
|
||||||
* found one; return with it immediately. */
|
* found one; return with it immediately. */
|
||||||
free_game(scopy);
|
free_game(scopy);
|
||||||
return self_soluble;
|
ret = self_soluble;
|
||||||
|
goto done;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
debug(("Recursing #2: trying (%d,%d) as LIGHT\n", bestx, besty));
|
||||||
|
#endif
|
||||||
set_light(scopy, bestx, besty, 1);
|
set_light(scopy, bestx, besty, 1);
|
||||||
copy_soluble = solve_sub(scopy, forceunique, maxrecurse,
|
copy_soluble = solve_sub(scopy, solve_flags, depth+1, maxdepth);
|
||||||
depth+1, maxdepth);
|
|
||||||
|
|
||||||
/* If we wanted a unique solution but we hit our recursion limit
|
/* If we wanted a unique solution but we hit our recursion limit
|
||||||
* (on either branch) then we have to assume we didn't find possible
|
* (on either branch) then we have to assume we didn't find possible
|
||||||
* extra solutions, and return 'not soluble'. */
|
* extra solutions, and return 'not soluble'. */
|
||||||
if (forceunique &&
|
if ((solve_flags & F_SOLVE_FORCEUNIQUE) &&
|
||||||
((copy_soluble < 0) || (self_soluble < 0))) {
|
((copy_soluble < 0) || (self_soluble < 0))) {
|
||||||
ret = -1;
|
ret = -1;
|
||||||
/* Make sure that whether or not it was self or copy (or both) that
|
/* Make sure that whether or not it was self or copy (or both) that
|
||||||
@ -940,17 +1357,25 @@ static int solve_sub(game_state *state,
|
|||||||
ret = copy_soluble + self_soluble;
|
ret = copy_soluble + self_soluble;
|
||||||
}
|
}
|
||||||
free_game(scopy);
|
free_game(scopy);
|
||||||
return ret;
|
goto done;
|
||||||
}
|
}
|
||||||
|
done:
|
||||||
|
if (sscratch) sfree(sscratch);
|
||||||
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
|
if (ret < 0)
|
||||||
|
debug(("solve_sub: depth = %d returning, ran out of recursion.\n",
|
||||||
|
depth));
|
||||||
|
else
|
||||||
|
debug(("solve_sub: depth = %d returning, %d solutions.\n",
|
||||||
|
depth, ret));
|
||||||
|
#endif
|
||||||
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
#define MAXRECURSE 5
|
|
||||||
|
|
||||||
/* Fills in the (possibly partially-complete) game_state as far as it can,
|
/* Fills in the (possibly partially-complete) game_state as far as it can,
|
||||||
* returning the number of possible solutions. If it returns >0 then the
|
* returning the number of possible solutions. If it returns >0 then the
|
||||||
* game_state will be in a solved state, but you won't know which one. */
|
* game_state will be in a solved state, but you won't know which one. */
|
||||||
static int dosolve(game_state *state,
|
static int dosolve(game_state *state, int solve_flags, int *maxdepth)
|
||||||
int allowguess, int forceunique, int *maxdepth)
|
|
||||||
{
|
{
|
||||||
int x, y, nsol;
|
int x, y, nsol;
|
||||||
|
|
||||||
@ -959,8 +1384,7 @@ static int dosolve(game_state *state,
|
|||||||
GRID(state,flags,x,y) &= ~F_NUMBERUSED;
|
GRID(state,flags,x,y) &= ~F_NUMBERUSED;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
nsol = solve_sub(state, forceunique,
|
nsol = solve_sub(state, solve_flags, 0, maxdepth);
|
||||||
allowguess ? MAXRECURSE : 0, 0, maxdepth);
|
|
||||||
return nsol;
|
return nsol;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -993,29 +1417,27 @@ static void unplace_lights(game_state *state)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static int puzzle_is_good(game_state *state, game_params *params, int *mdepth)
|
static int puzzle_is_good(game_state *state, int difficulty)
|
||||||
{
|
{
|
||||||
int nsol;
|
int nsol, mdepth = 0;
|
||||||
|
unsigned int sflags = flags_from_difficulty(difficulty);
|
||||||
|
|
||||||
*mdepth = 0;
|
|
||||||
unplace_lights(state);
|
unplace_lights(state);
|
||||||
|
|
||||||
#ifdef DIAGNOSTICS
|
#ifdef SOLVER_DIAGNOSTICS
|
||||||
debug_state(state);
|
debug(("Trying to solve with difficulty %d (0x%x):\n",
|
||||||
|
difficulty, sflags));
|
||||||
|
if (verbose) debug_state(state);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
nsol = dosolve(state, params->recurse, TRUE, mdepth);
|
nsol = dosolve(state, sflags, &mdepth);
|
||||||
/* if we wanted an easy puzzle, make sure we didn't need recursion. */
|
/* if we wanted an easy puzzle, make sure we didn't need recursion. */
|
||||||
if (!params->recurse && *mdepth > 0) {
|
if (!(sflags & F_SOLVE_ALLOWRECURSE) && mdepth > 0) {
|
||||||
#ifdef DIAGNOSTICS
|
debug(("Ignoring recursive puzzle.\n"));
|
||||||
printf("Ignoring recursive puzzle.\n");
|
|
||||||
#endif
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef DIAGNOSTICS
|
debug(("%d solutions found.\n", nsol));
|
||||||
printf("%d solutions found.\n", nsol);
|
|
||||||
#endif
|
|
||||||
if (nsol <= 0) return 0;
|
if (nsol <= 0) return 0;
|
||||||
if (nsol > 1) return 0;
|
if (nsol > 1) return 0;
|
||||||
return 1;
|
return 1;
|
||||||
@ -1052,7 +1474,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
|||||||
char **aux, int interactive)
|
char **aux, int interactive)
|
||||||
{
|
{
|
||||||
game_state *news = new_state(params), *copys;
|
game_state *news = new_state(params), *copys;
|
||||||
int nsol, i, run, x, y, wh = params->w*params->h, num, mdepth;
|
int nsol, i, j, run, x, y, wh = params->w*params->h, num;
|
||||||
char *ret, *p;
|
char *ret, *p;
|
||||||
int *numindices;
|
int *numindices;
|
||||||
|
|
||||||
@ -1060,7 +1482,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
|||||||
* do this once, because if it gets used more than once it'll
|
* do this once, because if it gets used more than once it'll
|
||||||
* be on a different grid layout. */
|
* be on a different grid layout. */
|
||||||
numindices = snewn(wh, int);
|
numindices = snewn(wh, int);
|
||||||
for (i = 0; i < wh; i++) numindices[i] = i;
|
for (j = 0; j < wh; j++) numindices[j] = j;
|
||||||
shuffle(numindices, wh, sizeof(*numindices), rs);
|
shuffle(numindices, wh, sizeof(*numindices), rs);
|
||||||
|
|
||||||
while (1) {
|
while (1) {
|
||||||
@ -1071,14 +1493,14 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
|||||||
place_lights(news, rs);
|
place_lights(news, rs);
|
||||||
debug(("Generating initial grid.\n"));
|
debug(("Generating initial grid.\n"));
|
||||||
place_numbers(news);
|
place_numbers(news);
|
||||||
if (!puzzle_is_good(news, params, &mdepth)) continue;
|
if (!puzzle_is_good(news, params->difficulty)) continue;
|
||||||
|
|
||||||
/* Take a copy, remove numbers we didn't use and check there's
|
/* Take a copy, remove numbers we didn't use and check there's
|
||||||
* still a unique solution; if so, use the copy subsequently. */
|
* still a unique solution; if so, use the copy subsequently. */
|
||||||
copys = dup_game(news);
|
copys = dup_game(news);
|
||||||
nsol = strip_unused_nums(copys);
|
nsol = strip_unused_nums(copys);
|
||||||
debug(("Stripped %d unused numbers.\n", nsol));
|
debug(("Stripped %d unused numbers.\n", nsol));
|
||||||
if (!puzzle_is_good(copys, params, &mdepth)) {
|
if (!puzzle_is_good(copys, params->difficulty)) {
|
||||||
debug(("Stripped grid is not good, reverting.\n"));
|
debug(("Stripped grid is not good, reverting.\n"));
|
||||||
free_game(copys);
|
free_game(copys);
|
||||||
} else {
|
} else {
|
||||||
@ -1088,25 +1510,26 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
|||||||
|
|
||||||
/* Go through grid removing numbers at random one-by-one and
|
/* Go through grid removing numbers at random one-by-one and
|
||||||
* trying to solve again; if it ceases to be good put the number back. */
|
* trying to solve again; if it ceases to be good put the number back. */
|
||||||
for (i = 0; i < wh; i++) {
|
for (j = 0; j < wh; j++) {
|
||||||
y = numindices[i] / params->w;
|
y = numindices[j] / params->w;
|
||||||
x = numindices[i] % params->w;
|
x = numindices[j] % params->w;
|
||||||
if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue;
|
if (!(GRID(news, flags, x, y) & F_NUMBERED)) continue;
|
||||||
num = GRID(news, lights, x, y);
|
num = GRID(news, lights, x, y);
|
||||||
GRID(news, lights, x, y) = 0;
|
GRID(news, lights, x, y) = 0;
|
||||||
GRID(news, flags, x, y) &= ~F_NUMBERED;
|
GRID(news, flags, x, y) &= ~F_NUMBERED;
|
||||||
if (!puzzle_is_good(news, params, &mdepth)) {
|
if (!puzzle_is_good(news, params->difficulty)) {
|
||||||
GRID(news, lights, x, y) = num;
|
GRID(news, lights, x, y) = num;
|
||||||
GRID(news, flags, x, y) |= F_NUMBERED;
|
GRID(news, flags, x, y) |= F_NUMBERED;
|
||||||
} else
|
} else
|
||||||
debug(("Removed (%d,%d) still soluble.\n", x, y));
|
debug(("Removed (%d,%d) still soluble.\n", x, y));
|
||||||
}
|
}
|
||||||
/* Get a good value of mdepth for the following test */
|
if (params->difficulty > 0) {
|
||||||
i = puzzle_is_good(news, params, &mdepth);
|
/* Was the maximally-difficult puzzle difficult enough?
|
||||||
assert(i);
|
* Check we can't solve it with a more simplistic solver. */
|
||||||
if (params->recurse && mdepth == 0) {
|
if (puzzle_is_good(news, params->difficulty-1)) {
|
||||||
debug(("Maximum-difficulty puzzle still not recursive, skipping.\n"));
|
debug(("Maximally-hard puzzle still not hard enough, skipping.\n"));
|
||||||
continue;
|
continue;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
goto goodpuzzle;
|
goto goodpuzzle;
|
||||||
@ -1115,9 +1538,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
|
|||||||
* %age of black squares (if we didn't already have lots; in which case
|
* %age of black squares (if we didn't already have lots; in which case
|
||||||
* why couldn't we generate a puzzle?) and try again. */
|
* why couldn't we generate a puzzle?) and try again. */
|
||||||
if (params->blackpc < 90) params->blackpc += 5;
|
if (params->blackpc < 90) params->blackpc += 5;
|
||||||
#ifdef DIAGNOSTICS
|
debug(("New black layout %d%%.\n", params->blackpc));
|
||||||
printf("New black layout %d%%.\n", params->blackpc);
|
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
goodpuzzle:
|
goodpuzzle:
|
||||||
/* Game is encoded as a long string one character per square;
|
/* Game is encoded as a long string one character per square;
|
||||||
@ -1234,20 +1655,22 @@ static char *solve_game(game_state *state, game_state *currstate,
|
|||||||
game_state *solved;
|
game_state *solved;
|
||||||
char *move = NULL, buf[80];
|
char *move = NULL, buf[80];
|
||||||
int movelen, movesize, x, y, len;
|
int movelen, movesize, x, y, len;
|
||||||
unsigned int oldflags, solvedflags;
|
unsigned int oldflags, solvedflags, sflags;
|
||||||
|
|
||||||
/* We don't care here about non-unique puzzles; if the
|
/* We don't care here about non-unique puzzles; if the
|
||||||
* user entered one themself then I doubt they care. */
|
* user entered one themself then I doubt they care. */
|
||||||
|
|
||||||
|
sflags = F_SOLVE_ALLOWRECURSE | F_SOLVE_DISCOUNTSETS;
|
||||||
|
|
||||||
/* Try and solve from where we are now (for non-unique
|
/* Try and solve from where we are now (for non-unique
|
||||||
* puzzles this may produce a different answer). */
|
* puzzles this may produce a different answer). */
|
||||||
solved = dup_game(currstate);
|
solved = dup_game(currstate);
|
||||||
if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
|
if (dosolve(solved, sflags, NULL) > 0) goto solved;
|
||||||
free_game(solved);
|
free_game(solved);
|
||||||
|
|
||||||
/* That didn't work; try solving from the clean puzzle. */
|
/* That didn't work; try solving from the clean puzzle. */
|
||||||
solved = dup_game(state);
|
solved = dup_game(state);
|
||||||
if (dosolve(solved, 1, 0, NULL) > 0) goto solved;
|
if (dosolve(solved, sflags, NULL) > 0) goto solved;
|
||||||
*error = "Puzzle is not self-consistent.";
|
*error = "Puzzle is not self-consistent.";
|
||||||
goto done;
|
goto done;
|
||||||
|
|
||||||
@ -1837,4 +2260,80 @@ const struct game thegame = {
|
|||||||
0, /* mouse_priorities */
|
0, /* mouse_priorities */
|
||||||
};
|
};
|
||||||
|
|
||||||
|
#ifdef STANDALONE_SOLVER
|
||||||
|
|
||||||
|
int main(int argc, char **argv)
|
||||||
|
{
|
||||||
|
game_params *p;
|
||||||
|
game_state *s;
|
||||||
|
char *id = NULL, *desc, *err, *result;
|
||||||
|
int nsol, diff, really_verbose = 0;
|
||||||
|
unsigned int sflags;
|
||||||
|
|
||||||
|
while (--argc > 0) {
|
||||||
|
char *p = *++argv;
|
||||||
|
if (!strcmp(p, "-v")) {
|
||||||
|
really_verbose++;
|
||||||
|
} else if (*p == '-') {
|
||||||
|
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
|
||||||
|
return 1;
|
||||||
|
} else {
|
||||||
|
id = p;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!id) {
|
||||||
|
fprintf(stderr, "usage: %s [-v] <game_id>\n", argv[0]);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
desc = strchr(id, ':');
|
||||||
|
if (!desc) {
|
||||||
|
fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
*desc++ = '\0';
|
||||||
|
|
||||||
|
p = default_params();
|
||||||
|
decode_params(p, id);
|
||||||
|
err = validate_desc(p, desc);
|
||||||
|
if (err) {
|
||||||
|
fprintf(stderr, "%s: %s\n", argv[0], err);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
s = new_game(NULL, p, desc);
|
||||||
|
|
||||||
|
/* Run the solvers easiest to hardest until we find one that
|
||||||
|
* can solve our puzzle. If it's soluble we know that the
|
||||||
|
* hardest (recursive) solver will always find the solution. */
|
||||||
|
for (diff = 0; diff <= DIFFCOUNT; diff++) {
|
||||||
|
printf("\nSolving with difficulty %d.\n", diff);
|
||||||
|
sflags = flags_from_difficulty(diff);
|
||||||
|
unplace_lights(s);
|
||||||
|
nsol = dosolve(s, sflags, NULL);
|
||||||
|
if (nsol == 1) break;
|
||||||
|
}
|
||||||
|
|
||||||
|
printf("\n");
|
||||||
|
if (nsol == 0) {
|
||||||
|
printf("Puzzle has no solution.\n");
|
||||||
|
} else if (nsol < 0) {
|
||||||
|
printf("Unable to find a unique solution.\n");
|
||||||
|
} else if (nsol > 1) {
|
||||||
|
printf("Puzzle has multiple solutions.\n");
|
||||||
|
} else {
|
||||||
|
verbose = really_verbose;
|
||||||
|
unplace_lights(s);
|
||||||
|
printf("Puzzle has difficulty %d: solving...\n", diff);
|
||||||
|
dosolve(s, sflags, NULL); /* sflags from last successful solve */
|
||||||
|
result = game_text_format(s);
|
||||||
|
printf("%s", result);
|
||||||
|
sfree(result);
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
/* vim: set shiftwidth=4 tabstop=8: */
|
/* vim: set shiftwidth=4 tabstop=8: */
|
||||||
|
39
map.c
39
map.c
@ -3119,45 +3119,6 @@ const struct game thegame = {
|
|||||||
|
|
||||||
#ifdef STANDALONE_SOLVER
|
#ifdef STANDALONE_SOLVER
|
||||||
|
|
||||||
#include <stdarg.h>
|
|
||||||
|
|
||||||
void frontend_default_colour(frontend *fe, float *output) {}
|
|
||||||
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
|
|
||||||
int align, int colour, char *text) {}
|
|
||||||
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
|
|
||||||
void draw_polygon(drawing *dr, int *coords, int npoints,
|
|
||||||
int fillcolour, int outlinecolour) {}
|
|
||||||
void draw_circle(drawing *dr, int cx, int cy, int radius,
|
|
||||||
int fillcolour, int outlinecolour) {}
|
|
||||||
void clip(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void unclip(drawing *dr) {}
|
|
||||||
void start_draw(drawing *dr) {}
|
|
||||||
void draw_update(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void end_draw(drawing *dr) {}
|
|
||||||
blitter *blitter_new(drawing *dr, int w, int h) {return NULL;}
|
|
||||||
void blitter_free(drawing *dr, blitter *bl) {}
|
|
||||||
void blitter_save(drawing *dr, blitter *bl, int x, int y) {}
|
|
||||||
void blitter_load(drawing *dr, blitter *bl, int x, int y) {}
|
|
||||||
int print_mono_colour(drawing *dr, int grey) { return 0; }
|
|
||||||
int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b)
|
|
||||||
{ return 0; }
|
|
||||||
void print_line_width(drawing *dr, int width) {}
|
|
||||||
|
|
||||||
void fatal(char *fmt, ...)
|
|
||||||
{
|
|
||||||
va_list ap;
|
|
||||||
|
|
||||||
fprintf(stderr, "fatal error: ");
|
|
||||||
|
|
||||||
va_start(ap, fmt);
|
|
||||||
vfprintf(stderr, fmt, ap);
|
|
||||||
va_end(ap);
|
|
||||||
|
|
||||||
fprintf(stderr, "\n");
|
|
||||||
exit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char **argv)
|
int main(int argc, char **argv)
|
||||||
{
|
{
|
||||||
game_params *p;
|
game_params *p;
|
||||||
|
33
mines.c
33
mines.c
@ -3095,41 +3095,8 @@ const struct game thegame = {
|
|||||||
* 9x9:4,4,004000007c00010022080
|
* 9x9:4,4,004000007c00010022080
|
||||||
* $ ./mineobfusc 9x9:4,4,004000007c00010022080
|
* $ ./mineobfusc 9x9:4,4,004000007c00010022080
|
||||||
* 9x9:4,4,mb071b49fbd1cb6a0d5868
|
* 9x9:4,4,mb071b49fbd1cb6a0d5868
|
||||||
*
|
|
||||||
* gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c misc.c
|
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include <stdarg.h>
|
|
||||||
|
|
||||||
void frontend_default_colour(frontend *fe, float *output) {}
|
|
||||||
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
|
|
||||||
int align, int colour, char *text) {}
|
|
||||||
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
|
|
||||||
void draw_polygon(drawing *dr, int *coords, int npoints,
|
|
||||||
int fillcolour, int outlinecolour) {}
|
|
||||||
void clip(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void unclip(drawing *dr) {}
|
|
||||||
void start_draw(drawing *dr) {}
|
|
||||||
void draw_update(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void end_draw(drawing *dr) {}
|
|
||||||
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc) {}
|
|
||||||
void status_bar(drawing *dr, char *text) {}
|
|
||||||
|
|
||||||
void fatal(char *fmt, ...)
|
|
||||||
{
|
|
||||||
va_list ap;
|
|
||||||
|
|
||||||
fprintf(stderr, "fatal error: ");
|
|
||||||
|
|
||||||
va_start(ap, fmt);
|
|
||||||
vfprintf(stderr, fmt, ap);
|
|
||||||
va_end(ap);
|
|
||||||
|
|
||||||
fprintf(stderr, "\n");
|
|
||||||
exit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char **argv)
|
int main(int argc, char **argv)
|
||||||
{
|
{
|
||||||
game_params *p;
|
game_params *p;
|
||||||
|
49
nullfe.c
Normal file
49
nullfe.c
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
/*
|
||||||
|
* nullfe.c: Null front-end code containing a bunch of boring stub
|
||||||
|
* functions. Used to ensure successful linking when building the
|
||||||
|
* various stand-alone solver binaries.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <stdarg.h>
|
||||||
|
|
||||||
|
#include "puzzles.h"
|
||||||
|
|
||||||
|
void frontend_default_colour(frontend *fe, float *output) {}
|
||||||
|
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
|
||||||
|
int align, int colour, char *text) {}
|
||||||
|
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
|
||||||
|
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
|
||||||
|
void draw_polygon(drawing *dr, int *coords, int npoints,
|
||||||
|
int fillcolour, int outlinecolour) {}
|
||||||
|
void draw_circle(drawing *dr, int cx, int cy, int radius,
|
||||||
|
int fillcolour, int outlinecolour) {}
|
||||||
|
void clip(drawing *dr, int x, int y, int w, int h) {}
|
||||||
|
void unclip(drawing *dr) {}
|
||||||
|
void start_draw(drawing *dr) {}
|
||||||
|
void draw_update(drawing *dr, int x, int y, int w, int h) {}
|
||||||
|
void end_draw(drawing *dr) {}
|
||||||
|
blitter *blitter_new(drawing *dr, int w, int h) {return NULL;}
|
||||||
|
void blitter_free(drawing *dr, blitter *bl) {}
|
||||||
|
void blitter_save(drawing *dr, blitter *bl, int x, int y) {}
|
||||||
|
void blitter_load(drawing *dr, blitter *bl, int x, int y) {}
|
||||||
|
int print_mono_colour(drawing *dr, int grey) { return 0; }
|
||||||
|
int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b)
|
||||||
|
{ return 0; }
|
||||||
|
void print_line_width(drawing *dr, int width) {}
|
||||||
|
void midend_supersede_game_desc(midend *me, char *desc, char *privdesc) {}
|
||||||
|
void status_bar(drawing *dr, char *text) {}
|
||||||
|
|
||||||
|
void fatal(char *fmt, ...)
|
||||||
|
{
|
||||||
|
va_list ap;
|
||||||
|
|
||||||
|
fprintf(stderr, "fatal error: ");
|
||||||
|
|
||||||
|
va_start(ap, fmt);
|
||||||
|
vfprintf(stderr, fmt, ap);
|
||||||
|
va_end(ap);
|
||||||
|
|
||||||
|
fprintf(stderr, "\n");
|
||||||
|
exit(1);
|
||||||
|
}
|
||||||
|
|
38
pattern.c
38
pattern.c
@ -1286,44 +1286,6 @@ const struct game thegame = {
|
|||||||
|
|
||||||
#ifdef STANDALONE_SOLVER
|
#ifdef STANDALONE_SOLVER
|
||||||
|
|
||||||
/*
|
|
||||||
* gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
|
|
||||||
*/
|
|
||||||
|
|
||||||
#include <stdarg.h>
|
|
||||||
|
|
||||||
void frontend_default_colour(frontend *fe, float *output) {}
|
|
||||||
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
|
|
||||||
int align, int colour, char *text) {}
|
|
||||||
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
|
|
||||||
void draw_circle(drawing *dr, int cx, int cy, int radius,
|
|
||||||
int fillcolour, int outlinecolour) {}
|
|
||||||
void clip(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void unclip(drawing *dr) {}
|
|
||||||
void start_draw(drawing *dr) {}
|
|
||||||
void draw_update(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void end_draw(drawing *dr) {}
|
|
||||||
unsigned long random_upto(random_state *state, unsigned long limit)
|
|
||||||
{ assert(!"Shouldn't get randomness"); return 0; }
|
|
||||||
int print_mono_colour(drawing *dr, int grey) { return 0; }
|
|
||||||
void print_line_width(drawing *dr, int width) {}
|
|
||||||
|
|
||||||
void fatal(char *fmt, ...)
|
|
||||||
{
|
|
||||||
va_list ap;
|
|
||||||
|
|
||||||
fprintf(stderr, "fatal error: ");
|
|
||||||
|
|
||||||
va_start(ap, fmt);
|
|
||||||
vfprintf(stderr, fmt, ap);
|
|
||||||
va_end(ap);
|
|
||||||
|
|
||||||
fprintf(stderr, "\n");
|
|
||||||
exit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char **argv)
|
int main(int argc, char **argv)
|
||||||
{
|
{
|
||||||
game_params *p;
|
game_params *p;
|
||||||
|
14
puzzles.h
14
puzzles.h
@ -323,6 +323,20 @@ psdata *ps_init(FILE *outfile, int colour);
|
|||||||
void ps_free(psdata *ps);
|
void ps_free(psdata *ps);
|
||||||
drawing *ps_drawing_api(psdata *ps);
|
drawing *ps_drawing_api(psdata *ps);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* combi.c: provides a structure and functions for iterating over
|
||||||
|
* combinations (i.e. choosing r things out of n).
|
||||||
|
*/
|
||||||
|
typedef struct _combi_ctx {
|
||||||
|
int r, n, nleft, total;
|
||||||
|
int *a;
|
||||||
|
} combi_ctx;
|
||||||
|
|
||||||
|
combi_ctx *new_combi(int r, int n);
|
||||||
|
void reset_combi(combi_ctx *combi);
|
||||||
|
combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
|
||||||
|
void free_combi(combi_ctx *combi);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Data structure containing the function calls and data specific
|
* Data structure containing the function calls and data specific
|
||||||
* to a particular game. This is enclosed in a data structure so
|
* to a particular game. This is enclosed in a data structure so
|
||||||
|
42
slant.c
42
slant.c
@ -1996,48 +1996,6 @@ const struct game thegame = {
|
|||||||
|
|
||||||
#include <stdarg.h>
|
#include <stdarg.h>
|
||||||
|
|
||||||
/*
|
|
||||||
* gcc -DSTANDALONE_SOLVER -o slantsolver slant.c malloc.c
|
|
||||||
*/
|
|
||||||
|
|
||||||
void frontend_default_colour(frontend *fe, float *output) {}
|
|
||||||
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
|
|
||||||
int align, int colour, char *text) {}
|
|
||||||
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
|
|
||||||
void draw_polygon(drawing *dr, int *coords, int npoints,
|
|
||||||
int fillcolour, int outlinecolour) {}
|
|
||||||
void draw_circle(drawing *dr, int cx, int cy, int radius,
|
|
||||||
int fillcolour, int outlinecolour) {}
|
|
||||||
void clip(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void unclip(drawing *dr) {}
|
|
||||||
void start_draw(drawing *dr) {}
|
|
||||||
void draw_update(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void end_draw(drawing *dr) {}
|
|
||||||
int print_mono_colour(drawing *dr, int grey) { return 0; }
|
|
||||||
void print_line_width(drawing *dr, int width) {}
|
|
||||||
unsigned long random_bits(random_state *state, int bits)
|
|
||||||
{ assert(!"Shouldn't get randomness"); return 0; }
|
|
||||||
unsigned long random_upto(random_state *state, unsigned long limit)
|
|
||||||
{ assert(!"Shouldn't get randomness"); return 0; }
|
|
||||||
void shuffle(void *array, int nelts, int eltsize, random_state *rs)
|
|
||||||
{ assert(!"Shouldn't get randomness"); }
|
|
||||||
|
|
||||||
void fatal(char *fmt, ...)
|
|
||||||
{
|
|
||||||
va_list ap;
|
|
||||||
|
|
||||||
fprintf(stderr, "fatal error: ");
|
|
||||||
|
|
||||||
va_start(ap, fmt);
|
|
||||||
vfprintf(stderr, fmt, ap);
|
|
||||||
va_end(ap);
|
|
||||||
|
|
||||||
fprintf(stderr, "\n");
|
|
||||||
exit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char **argv)
|
int main(int argc, char **argv)
|
||||||
{
|
{
|
||||||
game_params *p;
|
game_params *p;
|
||||||
|
40
solo.c
40
solo.c
@ -3092,46 +3092,6 @@ const struct game thegame = {
|
|||||||
|
|
||||||
#ifdef STANDALONE_SOLVER
|
#ifdef STANDALONE_SOLVER
|
||||||
|
|
||||||
/*
|
|
||||||
* gcc -DSTANDALONE_SOLVER -o solosolver solo.c malloc.c
|
|
||||||
*/
|
|
||||||
|
|
||||||
void frontend_default_colour(frontend *fe, float *output) {}
|
|
||||||
void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
|
|
||||||
int align, int colour, char *text) {}
|
|
||||||
void draw_rect(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour) {}
|
|
||||||
void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour) {}
|
|
||||||
void draw_polygon(drawing *dr, int *coords, int npoints,
|
|
||||||
int fillcolour, int outlinecolour) {}
|
|
||||||
void clip(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void unclip(drawing *dr) {}
|
|
||||||
void start_draw(drawing *dr) {}
|
|
||||||
void draw_update(drawing *dr, int x, int y, int w, int h) {}
|
|
||||||
void end_draw(drawing *dr) {}
|
|
||||||
int print_mono_colour(drawing *dr, int grey) { return 0; }
|
|
||||||
void print_line_width(drawing *dr, int width) {}
|
|
||||||
unsigned long random_bits(random_state *state, int bits)
|
|
||||||
{ assert(!"Shouldn't get randomness"); return 0; }
|
|
||||||
unsigned long random_upto(random_state *state, unsigned long limit)
|
|
||||||
{ assert(!"Shouldn't get randomness"); return 0; }
|
|
||||||
void shuffle(void *array, int nelts, int eltsize, random_state *rs)
|
|
||||||
{ assert(!"Shouldn't get randomness"); }
|
|
||||||
|
|
||||||
void fatal(char *fmt, ...)
|
|
||||||
{
|
|
||||||
va_list ap;
|
|
||||||
|
|
||||||
fprintf(stderr, "fatal error: ");
|
|
||||||
|
|
||||||
va_start(ap, fmt);
|
|
||||||
vfprintf(stderr, fmt, ap);
|
|
||||||
va_end(ap);
|
|
||||||
|
|
||||||
fprintf(stderr, "\n");
|
|
||||||
exit(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char **argv)
|
int main(int argc, char **argv)
|
||||||
{
|
{
|
||||||
game_params *p;
|
game_params *p;
|
||||||
|
Reference in New Issue
Block a user