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Pattern: add a system of immutable pre-filled grid squares.
The game previously only supported numeric clues round the edge; but if for some reason you really want a puzzle with a specific solution bitmap and that bitmap doesn't happen to be uniquely soluble from only its row and column counts, then this gives you a fallback approach of pre-filling a few grid squares to resolve the ambiguities. (This also applies if the puzzle is uniquely soluble *in principle* but not by Pattern's limited solver - for example, Pattern has never been able to solve 4x4:2/1/2/1/1.1/2/1/1 and still can't, but now it can solve 4x4:2/1/2/1/1.1/2/1/1,Ap which has the hard part done for it.) Immutable squares are protected from modification during play, and used as initial information by the solver.
This commit is contained in:
75
pattern.c
75
pattern.c
@ -50,6 +50,7 @@ typedef struct game_state_common {
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int w, h;
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int rowsize;
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int *rowdata, *rowlen;
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unsigned char *immutable;
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int refcount;
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} game_state_common;
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@ -499,9 +500,15 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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max = max(w, h);
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memset(matrix, 0, w*h);
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if (state) {
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for (i=0; i<w*h; i++) {
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if (state->common->immutable[i])
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matrix[i] = state->grid[i];
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}
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}
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/* For each column, compute how many squares can be deduced
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* from just the row-data.
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* from just the row-data and initial clues.
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* Later, changed_* will hold how many squares were changed
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* in every row/column in the previous iteration
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* Changed_* is used to choose the next rows / cols to re-examine
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@ -524,6 +531,9 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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if (rowdata[j] > freespace)
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changed_h[i] += rowdata[j] - freespace;
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}
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for (j = 0; j < w; j++)
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if (matrix[i*w+j])
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changed_h[i]++;
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}
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for (i=0,max_h=0; i<h; i++)
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if (changed_h[i] > max_h)
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@ -546,6 +556,9 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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if (rowdata[j] > freespace)
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changed_w[i] += rowdata[j] - freespace;
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}
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for (j = 0; j < h; j++)
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if (matrix[j*w+i])
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changed_w[i]++;
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}
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for (i=0,max_w=0; i<w; i++)
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if (changed_w[i] > max_w)
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@ -805,13 +818,41 @@ static char *validate_desc(const game_params *params, const char *desc)
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if (desc[-1] == '/') {
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if (i+1 == params->w + params->h)
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return "too many row/column specifications";
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} else if (desc[-1] == '\0') {
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} else if (desc[-1] == '\0' || desc[-1] == ',') {
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if (i+1 < params->w + params->h)
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return "too few row/column specifications";
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} else
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return "unrecognised character in game specification";
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}
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if (desc[-1] == ',') {
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/*
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* Optional extra piece of game description which fills in
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* some grid squares as extra clues.
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*/
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i = 0;
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while (i < params->w * params->h) {
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int c = (unsigned char)*desc++;
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if ((c >= 'a' && c <= 'z') ||
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(c >= 'A' && c <= 'Z')) {
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int len = tolower(c) - 'a';
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i += len;
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if (len < 25 && i < params->w*params->h)
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i++;
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if (i > params->w * params->h) {
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return "too much data in clue-squares section";
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}
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} else if (!c) {
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return "too little data in clue-squares section";
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} else {
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return "unrecognised character in clue-squares section";
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}
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}
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if (*desc) {
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return "too much data in clue-squares section";
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}
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}
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return NULL;
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}
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@ -831,6 +872,10 @@ static game_state *new_game(midend *me, const game_params *params,
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state->grid = snewn(state->common->w * state->common->h, unsigned char);
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memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
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state->common->immutable = snewn(state->common->w * state->common->h,
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unsigned char);
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memset(state->common->immutable, 0, state->common->w * state->common->h);
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state->common->rowsize = max(state->common->w, state->common->h);
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state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
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state->common->rowlen = snewn(state->common->w + state->common->h, int);
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@ -851,6 +896,24 @@ static game_state *new_game(midend *me, const game_params *params,
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}
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}
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if (desc[-1] == ',') {
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/*
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* Optional extra piece of game description which fills in
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* some grid squares as extra clues.
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*/
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i = 0;
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while (i < params->w * params->h) {
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int c = (unsigned char)*desc++;
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int full = isupper(c), len = tolower(c) - 'a';
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i += len;
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if (len < 25 && i < params->w*params->h) {
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state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
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state->common->immutable[i] = TRUE;
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i++;
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}
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}
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}
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return state;
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}
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@ -875,6 +938,7 @@ static void free_game(game_state *state)
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if (--state->common->refcount == 0) {
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sfree(state->common->rowdata);
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sfree(state->common->rowlen);
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sfree(state->common->immutable);
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sfree(state->common);
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}
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sfree(state->grid);
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@ -1161,7 +1225,8 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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for (yy = y1; yy <= y2; yy++)
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for (xx = x1; xx <= x2; xx++)
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if (state->grid[yy * state->common->w + xx] != ui->state)
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if (!state->common->immutable[yy * state->common->w + xx] &&
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state->grid[yy * state->common->w + xx] != ui->state)
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move_needed = TRUE;
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ui->dragging = FALSE;
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@ -1253,6 +1318,7 @@ static game_state *execute_move(const game_state *from, const char *move)
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ret = dup_game(from);
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for (yy = y1; yy < y2; yy++)
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for (xx = x1; xx < x2; xx++)
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if (!ret->common->immutable[yy * ret->common->w + xx])
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ret->grid[yy * ret->common->w + xx] = val;
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/*
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@ -1674,7 +1740,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
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* Work out what state this square should be drawn in,
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* taking any current drag operation into account.
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*/
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if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2)
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if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
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!state->common->immutable[i * state->common->w + j])
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val = ui->state;
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else
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val = state->grid[i * state->common->w + j];
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