Add the ability to use the Rectangles solver for actually solving

puzzles, rather than just doing its nondeterministic number
placement thing. This enables the use of the `Solve' menu option on
externally entered game IDs, provided of course that they aren't
_too_ difficult.

[originally from svn r5852]
This commit is contained in:
Simon Tatham
2005-05-28 08:04:29 +00:00
parent c82820e55b
commit c8362f0a94

70
rect.c
View File

@ -321,7 +321,7 @@ static void remove_number_placement(int w, int h, struct numberdata *number,
}
static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
random_state *rs)
game_state *result, random_state *rs)
{
struct rectlist *rectpositions;
int *overlaps, *rectbyplace, *workspace;
@ -739,7 +739,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
* rectangle) which overlaps a candidate placement of the
* number for some other rectangle.
*/
{
if (rs) {
struct rpn {
int rect;
int placement;
@ -844,8 +844,28 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
i, rectpositions[i].n);
#endif
assert(rectpositions[i].n > 0);
if (rectpositions[i].n > 1)
if (rectpositions[i].n > 1) {
ret = FALSE;
} else if (result) {
/*
* Place the rectangle in its only possible position.
*/
int x, y;
struct rect *r = &rectpositions[i].rects[0];
for (y = 0; y < r->h; y++) {
if (r->x > 0)
vedge(result, r->x, r->y+y) = 1;
if (r->x+r->w < result->w)
vedge(result, r->x+r->w, r->y+y) = 1;
}
for (x = 0; x < r->w; x++) {
if (r->y > 0)
hedge(result, r->x+x, r->y) = 1;
if (r->y+r->h < result->h)
hedge(result, r->x+x, r->y+r->h) = 1;
}
}
}
/*
@ -1523,7 +1543,8 @@ static char *new_game_desc(game_params *params, random_state *rs,
}
if (params->unique)
ret = rect_solver(params->w, params->h, nnumbers, nd, rs);
ret = rect_solver(params->w, params->h, nnumbers, nd,
NULL, rs);
else
ret = TRUE; /* allow any number placement at all */
@ -1748,8 +1769,45 @@ static game_state *solve_game(game_state *state, game_aux_info *ai,
game_state *ret;
if (!ai) {
*error = "Solution not known for this puzzle";
return NULL;
int i, j, n;
struct numberdata *nd;
/*
* Attempt the in-built solver.
*/
/* Set up each number's (very short) candidate position list. */
for (i = n = 0; i < state->h * state->w; i++)
if (state->grid[i])
n++;
nd = snewn(n, struct numberdata);
for (i = j = 0; i < state->h * state->w; i++)
if (state->grid[i]) {
nd[j].area = state->grid[i];
nd[j].npoints = 1;
nd[j].points = snewn(1, struct point);
nd[j].points[0].x = i % state->w;
nd[j].points[0].y = i / state->w;
j++;
}
assert(j == n);
ret = dup_game(state);
ret->cheated = TRUE;
rect_solver(state->w, state->h, n, nd, ret, NULL);
/*
* Clean up.
*/
for (i = 0; i < n; i++)
sfree(nd[i].points);
sfree(nd);
return ret;
}
assert(state->w == ai->w);