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:
Simon Tatham
2015-12-11 18:09:41 +00:00
parent d1219cac3c
commit f061101210

View File

@ -50,6 +50,7 @@ typedef struct game_state_common {
int w, h;
int rowsize;
int *rowdata, *rowlen;
unsigned char *immutable;
int refcount;
} game_state_common;
@ -499,9 +500,15 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
max = max(w, h);
memset(matrix, 0, w*h);
if (state) {
for (i=0; i<w*h; i++) {
if (state->common->immutable[i])
matrix[i] = state->grid[i];
}
}
/* For each column, compute how many squares can be deduced
* from just the row-data.
* from just the row-data and initial clues.
* Later, changed_* will hold how many squares were changed
* in every row/column in the previous iteration
* Changed_* is used to choose the next rows / cols to re-examine
@ -524,6 +531,9 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
if (rowdata[j] > freespace)
changed_h[i] += rowdata[j] - freespace;
}
for (j = 0; j < w; j++)
if (matrix[i*w+j])
changed_h[i]++;
}
for (i=0,max_h=0; i<h; i++)
if (changed_h[i] > max_h)
@ -546,6 +556,9 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
if (rowdata[j] > freespace)
changed_w[i] += rowdata[j] - freespace;
}
for (j = 0; j < h; j++)
if (matrix[j*w+i])
changed_w[i]++;
}
for (i=0,max_w=0; i<w; i++)
if (changed_w[i] > max_w)
@ -805,13 +818,41 @@ static char *validate_desc(const game_params *params, const char *desc)
if (desc[-1] == '/') {
if (i+1 == params->w + params->h)
return "too many row/column specifications";
} else if (desc[-1] == '\0') {
} else if (desc[-1] == '\0' || desc[-1] == ',') {
if (i+1 < params->w + params->h)
return "too few row/column specifications";
} else
return "unrecognised character in game specification";
}
if (desc[-1] == ',') {
/*
* Optional extra piece of game description which fills in
* some grid squares as extra clues.
*/
i = 0;
while (i < params->w * params->h) {
int c = (unsigned char)*desc++;
if ((c >= 'a' && c <= 'z') ||
(c >= 'A' && c <= 'Z')) {
int len = tolower(c) - 'a';
i += len;
if (len < 25 && i < params->w*params->h)
i++;
if (i > params->w * params->h) {
return "too much data in clue-squares section";
}
} else if (!c) {
return "too little data in clue-squares section";
} else {
return "unrecognised character in clue-squares section";
}
}
if (*desc) {
return "too much data in clue-squares section";
}
}
return NULL;
}
@ -831,6 +872,10 @@ static game_state *new_game(midend *me, const game_params *params,
state->grid = snewn(state->common->w * state->common->h, unsigned char);
memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
state->common->immutable = snewn(state->common->w * state->common->h,
unsigned char);
memset(state->common->immutable, 0, state->common->w * state->common->h);
state->common->rowsize = max(state->common->w, state->common->h);
state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
state->common->rowlen = snewn(state->common->w + state->common->h, int);
@ -851,6 +896,24 @@ static game_state *new_game(midend *me, const game_params *params,
}
}
if (desc[-1] == ',') {
/*
* Optional extra piece of game description which fills in
* some grid squares as extra clues.
*/
i = 0;
while (i < params->w * params->h) {
int c = (unsigned char)*desc++;
int full = isupper(c), len = tolower(c) - 'a';
i += len;
if (len < 25 && i < params->w*params->h) {
state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
state->common->immutable[i] = TRUE;
i++;
}
}
}
return state;
}
@ -875,6 +938,7 @@ static void free_game(game_state *state)
if (--state->common->refcount == 0) {
sfree(state->common->rowdata);
sfree(state->common->rowlen);
sfree(state->common->immutable);
sfree(state->common);
}
sfree(state->grid);
@ -1161,7 +1225,8 @@ static char *interpret_move(const game_state *state, game_ui *ui,
for (yy = y1; yy <= y2; yy++)
for (xx = x1; xx <= x2; xx++)
if (state->grid[yy * state->common->w + xx] != ui->state)
if (!state->common->immutable[yy * state->common->w + xx] &&
state->grid[yy * state->common->w + xx] != ui->state)
move_needed = TRUE;
ui->dragging = FALSE;
@ -1253,6 +1318,7 @@ static game_state *execute_move(const game_state *from, const char *move)
ret = dup_game(from);
for (yy = y1; yy < y2; yy++)
for (xx = x1; xx < x2; xx++)
if (!ret->common->immutable[yy * ret->common->w + xx])
ret->grid[yy * ret->common->w + xx] = val;
/*
@ -1674,7 +1740,8 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
* Work out what state this square should be drawn in,
* taking any current drag operation into account.
*/
if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2)
if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
!state->common->immutable[i * state->common->w + j])
val = ui->state;
else
val = state->grid[i * state->common->w + j];