mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Now that Map has some seriously complex deductions, it's about time
it had a command-line solver. In order to do this, I've had to expose the internal region numbering because the solver has to have some way to state which region it means; and in any case it's also useful to have human-visible region numbering so that two people can discuss a puzzle they're solving together. So pressing L during play now toggles the display of region numbers; and `mapsolver' uses those same numbers when showing its working and its solutions. [originally from svn r6244]
This commit is contained in:
2
Recipe
2
Recipe
@ -60,11 +60,13 @@ solosolver : [U] solo[STANDALONE_SOLVER] 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
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solosolver : [C] solo[STANDALONE_SOLVER] malloc
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patternsolver : [C] pattern[STANDALONE_SOLVER] malloc
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mineobfusc : [C] mines[STANDALONE_OBFUSCATOR] malloc random tree234 misc
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slantsolver : [C] slant[STANDALONE_SOLVER] dsf malloc
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mapsolver : [C] map[STANDALONE_SOLVER] dsf random misc malloc
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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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380
map.c
380
map.c
@ -20,6 +20,18 @@
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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 = FALSE;
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#elif defined SOLVER_DIAGNOSTICS
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#define verbose TRUE
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#endif
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/*
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* I don't seriously anticipate wanting to change the number of
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* colours used in this game, but it doesn't cost much to use a
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@ -75,7 +87,8 @@ struct map {
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int n;
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int ngraph;
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int *immutable;
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int *edgex, *edgey; /* positions of a point on each edge */
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int *edgex, *edgey; /* position of a point on each edge */
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int *regionx, *regiony; /* position of a point in each region */
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};
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struct game_state {
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@ -794,6 +807,9 @@ struct solver_scratch {
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int *graph;
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int *bfsqueue;
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int *bfscolour;
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#ifdef SOLVER_DIAGNOSTICS
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int *bfsprev;
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#endif
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int n;
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int ngraph;
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int depth;
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@ -811,6 +827,9 @@ static struct solver_scratch *new_scratch(int *graph, int n, int ngraph)
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sc->depth = 0;
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sc->bfsqueue = snewn(n, int);
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sc->bfscolour = snewn(n, int);
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#ifdef SOLVER_DIAGNOSTICS
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sc->bfsprev = snewn(n, int);
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#endif
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return sc;
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}
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@ -820,6 +839,9 @@ static void free_scratch(struct solver_scratch *sc)
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sfree(sc->possible);
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sfree(sc->bfsqueue);
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sfree(sc->bfscolour);
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#ifdef SOLVER_DIAGNOSTICS
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sfree(sc->bfsprev);
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#endif
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sfree(sc);
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}
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@ -834,8 +856,16 @@ static int bitcount(int word)
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return word;
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}
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#ifdef SOLVER_DIAGNOSTICS
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static const char colnames[FOUR] = { 'R', 'Y', 'G', 'B' };
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#endif
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static int place_colour(struct solver_scratch *sc,
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int *colouring, int index, int colour)
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int *colouring, int index, int colour
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#ifdef SOLVER_DIAGNOSTICS
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, char *verb
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#endif
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)
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{
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int *graph = sc->graph, n = sc->n, ngraph = sc->ngraph;
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int j, k;
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@ -846,18 +876,44 @@ static int place_colour(struct solver_scratch *sc,
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sc->possible[index] = 1 << colour;
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colouring[index] = colour;
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#ifdef SOLVER_DIAGNOSTICS
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if (verbose)
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printf("%s %c in region %d\n", verb, colnames[colour], index);
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#endif
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/*
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* Rule out this colour from all the region's neighbours.
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*/
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for (j = graph_vertex_start(graph, n, ngraph, index);
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j < ngraph && graph[j] < n*(index+1); j++) {
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k = graph[j] - index*n;
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#ifdef SOLVER_DIAGNOSTICS
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if (verbose && (sc->possible[k] & (1 << colour)))
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printf(" ruling out %c in region %d\n", colnames[colour], k);
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#endif
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sc->possible[k] &= ~(1 << colour);
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}
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return TRUE;
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}
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#ifdef SOLVER_DIAGNOSTICS
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static char *colourset(char *buf, int set)
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{
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int i;
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char *p = buf;
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char *sep = "";
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for (i = 0; i < FOUR; i++)
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if (set & (1 << i)) {
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p += sprintf(p, "%s%c", sep, colnames[i]);
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sep = ",";
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}
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return buf;
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}
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#endif
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/*
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* Returns 0 for impossible, 1 for success, 2 for failure to
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* converge (i.e. puzzle is either ambiguous or just too
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@ -880,7 +936,11 @@ static int map_solver(struct solver_scratch *sc,
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*/
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for (i = 0; i < n; i++)
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if (colouring[i] >= 0) {
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if (!place_colour(sc, colouring, i, colouring[i]))
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if (!place_colour(sc, colouring, i, colouring[i]
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#ifdef SOLVER_DIAGNOSTICS
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, "initial clue:"
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#endif
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))
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return 0; /* the clues aren't even consistent! */
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}
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@ -909,7 +969,11 @@ static int map_solver(struct solver_scratch *sc,
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if (p == (1 << c))
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break;
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assert(c < FOUR);
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if (!place_colour(sc, colouring, i, c))
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if (!place_colour(sc, colouring, i, c
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#ifdef SOLVER_DIAGNOSTICS
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, "placing"
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#endif
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))
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return 0; /* found puzzle to be inconsistent */
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done_something = TRUE;
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}
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@ -935,6 +999,9 @@ static int map_solver(struct solver_scratch *sc,
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for (i = 0; i < ngraph; i++) {
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int j1 = graph[i] / n, j2 = graph[i] % n;
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int j, k, v, v2;
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#ifdef SOLVER_DIAGNOSTICS
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int started = FALSE;
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#endif
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if (j1 > j2)
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continue; /* done it already, other way round */
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@ -970,6 +1037,17 @@ static int map_solver(struct solver_scratch *sc,
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k = graph[j] - j1*n;
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if (graph_adjacent(graph, n, ngraph, k, j2) &&
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(sc->possible[k] & v)) {
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#ifdef SOLVER_DIAGNOSTICS
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if (verbose) {
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char buf[80];
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if (!started)
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printf("adjacent regions %d,%d share colours %s\n",
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j1, j2, colourset(buf, v));
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started = TRUE;
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printf(" ruling out %s in region %d\n",
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colourset(buf, sc->possible[k] & v), k);
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}
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#endif
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sc->possible[k] &= ~v;
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done_something = TRUE;
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}
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@ -1041,8 +1119,12 @@ static int map_solver(struct solver_scratch *sc,
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origc = 1 << c;
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for (j = 0; j < n; j++)
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for (j = 0; j < n; j++) {
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sc->bfscolour[j] = -1;
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#ifdef SOLVER_DIAGNOSTICS
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sc->bfsprev[j] = -1;
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#endif
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}
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head = tail = 0;
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sc->bfsqueue[tail++] = i;
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sc->bfscolour[i] = sc->possible[i] &~ origc;
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@ -1073,6 +1155,9 @@ static int map_solver(struct solver_scratch *sc,
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sc->bfsqueue[tail++] = k;
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sc->bfscolour[k] =
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sc->possible[k] &~ currc;
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#ifdef SOLVER_DIAGNOSTICS
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sc->bfsprev[k] = j;
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#endif
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}
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/*
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@ -1086,6 +1171,21 @@ static int map_solver(struct solver_scratch *sc,
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if (currc == origc &&
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graph_adjacent(graph, n, ngraph, k, i) &&
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(sc->possible[k] & currc)) {
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#ifdef SOLVER_DIAGNOSTICS
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if (verbose) {
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char buf[80], *sep = "";
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int r;
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printf("forcing chain, colour %s, ",
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colourset(buf, origc));
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for (r = j; r != -1; r = sc->bfsprev[r]) {
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printf("%s%d", sep, r);
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sep = "-";
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}
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printf("\n ruling out %s in region %d\n",
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colourset(buf, origc), k);
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}
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#endif
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sc->possible[k] &= ~origc;
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done_something = TRUE;
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}
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@ -1745,21 +1845,23 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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/*
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* Analyse the map to find a canonical line segment
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* corresponding to each edge. These are where we'll eventually
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* put error markers.
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* corresponding to each edge, and a canonical point
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* corresponding to each region. The former are where we'll
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* eventually put error markers; the latter are where we'll put
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* per-region flags such as numbers (when in diagnostic mode).
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*/
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{
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int *bestx, *besty, *an, pass;
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float *ax, *ay, *best;
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ax = snewn(state->map->ngraph, float);
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ay = snewn(state->map->ngraph, float);
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an = snewn(state->map->ngraph, int);
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bestx = snewn(state->map->ngraph, int);
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besty = snewn(state->map->ngraph, int);
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best = snewn(state->map->ngraph, float);
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ax = snewn(state->map->ngraph + n, float);
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ay = snewn(state->map->ngraph + n, float);
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an = snewn(state->map->ngraph + n, int);
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bestx = snewn(state->map->ngraph + n, int);
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besty = snewn(state->map->ngraph + n, int);
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best = snewn(state->map->ngraph + n, float);
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for (i = 0; i < state->map->ngraph; i++) {
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for (i = 0; i < state->map->ngraph + n; i++) {
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bestx[i] = besty[i] = -1;
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best[i] = 2*(w+h)+1;
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ax[i] = ay[i] = 0.0F;
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@ -1768,11 +1870,12 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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/*
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* We make two passes over the map, finding all the line
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* segments separating regions. In the first pass, we
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* compute the _average_ x and y coordinate of all the line
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* segments separating each pair of regions; in the second
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* pass, for each such average point, we find the line
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* segment closest to it and call that canonical.
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* segments separating regions and all the suitable points
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* within regions. In the first pass, we compute the
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* _average_ x and y coordinate of all the points in a
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* given class; in the second pass, for each such average
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* point, we find the candidate closest to it and call that
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* canonical.
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*
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* Line segments are considered to have coordinates in
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* their centre. Thus, at least one coordinate for any line
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@ -1798,30 +1901,25 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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/* right edge */
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ea[en] = state->map->map[RE * wh + y*w+x];
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eb[en] = state->map->map[LE * wh + y*w+(x+1)];
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if (ea[en] != eb[en]) {
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ex[en] = (x+1)*2;
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ey[en] = y*2+1;
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en++;
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}
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}
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if (y+1 < h) {
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/* bottom edge */
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ea[en] = state->map->map[BE * wh + y*w+x];
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eb[en] = state->map->map[TE * wh + (y+1)*w+x];
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if (ea[en] != eb[en]) {
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ex[en] = x*2+1;
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ey[en] = (y+1)*2;
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en++;
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}
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}
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/* diagonal edge */
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ea[en] = state->map->map[TE * wh + y*w+x];
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eb[en] = state->map->map[BE * wh + y*w+x];
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if (ea[en] != eb[en]) {
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ex[en] = x*2+1;
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ey[en] = y*2+1;
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en++;
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}
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if (x+1 < w && y+1 < h) {
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/* bottom right corner */
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int oct[8], othercol, nchanges;
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@ -1861,18 +1959,39 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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ey[en] = (y+1)*2;
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en++;
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}
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/*
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* If there's exactly _one_ region at this
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* point, on the other hand, it's a valid
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* place to put a region centre.
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*/
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if (othercol < 0) {
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ea[en] = eb[en] = oct[0];
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ex[en] = (x+1)*2;
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ey[en] = (y+1)*2;
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en++;
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}
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}
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/*
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* Now process the edges we've found, one by
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* Now process the points we've found, one by
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* one.
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*/
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for (i = 0; i < en; i++) {
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int emin = min(ea[i], eb[i]);
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int emax = max(ea[i], eb[i]);
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int gindex =
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int gindex;
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if (emin != emax) {
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/* Graph edge */
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gindex =
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graph_edge_index(state->map->graph, n,
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state->map->ngraph, emin, emax);
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state->map->ngraph, emin,
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emax);
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} else {
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/* Region number */
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gindex = state->map->ngraph + emin;
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}
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assert(gindex >= 0);
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@ -1907,7 +2026,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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}
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if (pass == 0) {
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for (i = 0; i < state->map->ngraph; i++)
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for (i = 0; i < state->map->ngraph + n; i++)
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if (an[i] > 0) {
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ax[i] /= an[i];
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ay[i] /= an[i];
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@ -1915,8 +2034,15 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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}
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}
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state->map->edgex = bestx;
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state->map->edgey = besty;
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state->map->edgex = snewn(state->map->ngraph, int);
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state->map->edgey = snewn(state->map->ngraph, int);
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memcpy(state->map->edgex, bestx, state->map->ngraph * sizeof(int));
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memcpy(state->map->edgey, besty, state->map->ngraph * sizeof(int));
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state->map->regionx = snewn(n, int);
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state->map->regiony = snewn(n, int);
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memcpy(state->map->regionx, bestx + state->map->ngraph, n*sizeof(int));
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memcpy(state->map->regiony, besty + state->map->ngraph, n*sizeof(int));
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for (i = 0; i < state->map->ngraph; i++)
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if (state->map->edgex[i] < 0) {
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@ -1933,6 +2059,8 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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sfree(ay);
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sfree(an);
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sfree(best);
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sfree(bestx);
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sfree(besty);
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}
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return state;
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@ -1963,6 +2091,8 @@ static void free_game(game_state *state)
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sfree(state->map->immutable);
|
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sfree(state->map->edgex);
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sfree(state->map->edgey);
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sfree(state->map->regionx);
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sfree(state->map->regiony);
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sfree(state->map);
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}
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sfree(state->colouring);
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@ -2037,6 +2167,7 @@ static char *game_text_format(game_state *state)
|
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struct game_ui {
|
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int drag_colour; /* -1 means no drag active */
|
||||
int dragx, dragy;
|
||||
int show_numbers;
|
||||
};
|
||||
|
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static game_ui *new_ui(game_state *state)
|
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@ -2044,6 +2175,7 @@ static game_ui *new_ui(game_state *state)
|
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game_ui *ui = snew(game_ui);
|
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ui->dragx = ui->dragy = -1;
|
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ui->drag_colour = -2;
|
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ui->show_numbers = FALSE;
|
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return ui;
|
||||
}
|
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|
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@ -2082,6 +2214,7 @@ struct game_drawstate {
|
||||
#define PENCIL_B_BASE 0x00008000L
|
||||
#define PENCIL_B_MASK 0x00078000L
|
||||
#define PENCIL_MASK 0x007F8000L
|
||||
#define SHOW_NUMBERS 0x00004000L
|
||||
|
||||
#define TILESIZE (ds->tilesize)
|
||||
#define BORDER (TILESIZE)
|
||||
@ -2112,6 +2245,14 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
||||
{
|
||||
char buf[80];
|
||||
|
||||
/*
|
||||
* Enable or disable numeric labels on regions.
|
||||
*/
|
||||
if (button == 'l' || button == 'L') {
|
||||
ui->show_numbers = !ui->show_numbers;
|
||||
return "";
|
||||
}
|
||||
|
||||
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
|
||||
int r = region_from_coords(state, ds, x, y);
|
||||
|
||||
@ -2364,12 +2505,15 @@ static void draw_square(drawing *dr, game_drawstate *ds,
|
||||
int x, int y, int v)
|
||||
{
|
||||
int w = params->w, h = params->h, wh = w*h;
|
||||
int tv, bv, xo, yo, errs, pencil;
|
||||
int tv, bv, xo, yo, errs, pencil, i, j, oldj;
|
||||
int show_numbers;
|
||||
|
||||
errs = v & ERR_MASK;
|
||||
v &= ~ERR_MASK;
|
||||
pencil = v & PENCIL_MASK;
|
||||
v &= ~PENCIL_MASK;
|
||||
show_numbers = v & SHOW_NUMBERS;
|
||||
v &= ~SHOW_NUMBERS;
|
||||
tv = v / FIVE;
|
||||
bv = v % FIVE;
|
||||
|
||||
@ -2454,6 +2598,31 @@ static void draw_square(drawing *dr, game_drawstate *ds,
|
||||
(COORD(x)*2+TILESIZE*xo)/2,
|
||||
(COORD(y)*2+TILESIZE*yo)/2);
|
||||
|
||||
/*
|
||||
* Draw region numbers, if desired.
|
||||
*/
|
||||
if (show_numbers) {
|
||||
oldj = -1;
|
||||
for (i = 0; i < 2; i++) {
|
||||
j = map->map[(i?BE:TE)*wh+y*w+x];
|
||||
if (oldj == j)
|
||||
continue;
|
||||
oldj = j;
|
||||
|
||||
xo = map->regionx[j] - 2*x;
|
||||
yo = map->regiony[j] - 2*y;
|
||||
if (xo >= 0 && xo <= 2 && yo >= 0 && yo <= 2) {
|
||||
char buf[80];
|
||||
sprintf(buf, "%d", j);
|
||||
draw_text(dr, (COORD(x)*2+TILESIZE*xo)/2,
|
||||
(COORD(y)*2+TILESIZE*yo)/2,
|
||||
FONT_VARIABLE, 3*TILESIZE/5,
|
||||
ALIGN_HCENTRE|ALIGN_VCENTRE,
|
||||
COL_GRID, buf);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
unclip(dr);
|
||||
|
||||
draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
|
||||
@ -2544,6 +2713,9 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
||||
v |= PENCIL_B_BASE << i;
|
||||
}
|
||||
|
||||
if (ui->show_numbers)
|
||||
v |= SHOW_NUMBERS;
|
||||
|
||||
ds->todraw[y*w+x] = v;
|
||||
}
|
||||
|
||||
@ -2760,7 +2932,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
|
||||
else
|
||||
d2 = i;
|
||||
}
|
||||
/* printf("%% %d,%d r=%d: d1=%d d2=%d lastdir=%d\n", x, y, r, d1, d2, lastdir); */
|
||||
|
||||
assert(d1 != -1 && d2 != -1);
|
||||
if (d1 == lastdir)
|
||||
d1 = d2;
|
||||
@ -2833,3 +3005,145 @@ const struct game thegame = {
|
||||
FALSE, game_timing_state,
|
||||
0, /* mouse_priorities */
|
||||
};
|
||||
|
||||
#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)
|
||||
{
|
||||
game_params *p;
|
||||
game_state *s;
|
||||
char *id = NULL, *desc, *err;
|
||||
int grade = FALSE;
|
||||
int ret, diff, really_verbose = FALSE;
|
||||
struct solver_scratch *sc;
|
||||
int i;
|
||||
|
||||
while (--argc > 0) {
|
||||
char *p = *++argv;
|
||||
if (!strcmp(p, "-v")) {
|
||||
really_verbose = TRUE;
|
||||
} else if (!strcmp(p, "-g")) {
|
||||
grade = TRUE;
|
||||
} else if (*p == '-') {
|
||||
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
|
||||
return 1;
|
||||
} else {
|
||||
id = p;
|
||||
}
|
||||
}
|
||||
|
||||
if (!id) {
|
||||
fprintf(stderr, "usage: %s [-g | -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);
|
||||
|
||||
sc = new_scratch(s->map->graph, s->map->n, s->map->ngraph);
|
||||
|
||||
/*
|
||||
* When solving an Easy puzzle, we don't want to bother the
|
||||
* user with Hard-level deductions. For this reason, we grade
|
||||
* the puzzle internally before doing anything else.
|
||||
*/
|
||||
ret = -1; /* placate optimiser */
|
||||
for (diff = 0; diff < DIFFCOUNT; diff++) {
|
||||
for (i = 0; i < s->map->n; i++)
|
||||
if (!s->map->immutable[i])
|
||||
s->colouring[i] = -1;
|
||||
ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
|
||||
s->colouring, diff);
|
||||
if (ret < 2)
|
||||
break;
|
||||
}
|
||||
|
||||
if (diff == DIFFCOUNT) {
|
||||
if (grade)
|
||||
printf("Difficulty rating: harder than Hard, or ambiguous\n");
|
||||
else
|
||||
printf("Unable to find a unique solution\n");
|
||||
} else {
|
||||
if (grade) {
|
||||
if (ret == 0)
|
||||
printf("Difficulty rating: impossible (no solution exists)\n");
|
||||
else if (ret == 1)
|
||||
printf("Difficulty rating: %s\n", map_diffnames[diff]);
|
||||
} else {
|
||||
verbose = really_verbose;
|
||||
for (i = 0; i < s->map->n; i++)
|
||||
if (!s->map->immutable[i])
|
||||
s->colouring[i] = -1;
|
||||
ret = map_solver(sc, s->map->graph, s->map->n, s->map->ngraph,
|
||||
s->colouring, diff);
|
||||
if (ret == 0)
|
||||
printf("Puzzle is inconsistent\n");
|
||||
else {
|
||||
int col = 0;
|
||||
|
||||
for (i = 0; i < s->map->n; i++) {
|
||||
printf("%5d <- %c%c", i, colnames[s->colouring[i]],
|
||||
(col < 6 && i+1 < s->map->n ? ' ' : '\n'));
|
||||
if (++col == 7)
|
||||
col = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -1640,6 +1640,13 @@ you think the region \e{might} be that colour. A region can contain
|
||||
stipples in multiple colours at once. (This is often useful at the
|
||||
harder difficulty levels.)
|
||||
|
||||
If you press L during play, the game will toggle display of a number
|
||||
in each region of the map. This is useful if you want to discuss a
|
||||
particular puzzle instance with a friend \dash having an unambiguous
|
||||
name for each region is much easier than trying to refer to them all
|
||||
by names such as \q{the one down and right of the brown one on the
|
||||
top border}.
|
||||
|
||||
(All the actions described in \k{common-actions} are also available.)
|
||||
|
||||
\H{map-parameters} \I{parameters, for Map}Map parameters
|
||||
|
Reference in New Issue
Block a user