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I don't know how I've never thought of this before! Pretty much every game in this collection has to have a mechanism for noticing when game_redraw is called for the first time on a new drawstate, and if so, start by covering the whole window with a filled rectangle of the background colour. This is a pain for implementers, and also awkward because the drawstate often has to _work out_ its own pixel size (or else remember it from when its size method was called). The backends all do that so that the frontends don't have to guarantee anything about the initial window contents. But that's a silly tradeoff to begin with (there are way more backends than frontends, so this _adds_ work rather than saving it), and also, in this code base there's a standard way to handle things you don't want to have to do in every backend _or_ every frontend: do them just once in the midend! So now that rectangle-drawing operation happens in midend_redraw, and I've been able to remove it from almost every puzzle. (A couple of puzzles have other approaches: Slant didn't have a rectangle-draw because it handles even the game borders using its per-tile redraw function, and Untangle clears the whole window on every redraw _anyway_ because it would just be too confusing not to.) In some cases I've also been able to remove the 'started' flag from the drawstate. But in many cases that has to stay because it also triggers drawing of static display furniture other than the background.
2736 lines
82 KiB
C
2736 lines
82 KiB
C
/*
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* tents.c: Puzzle involving placing tents next to trees subject to
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* some confusing conditions.
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*
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* TODO:
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*
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* - it might be nice to make setter-provided tent/nontent clues
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* inviolable?
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* * on the other hand, this would introduce considerable extra
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* complexity and size into the game state; also inviolable
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* clues would have to be marked as such somehow, in an
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* intrusive and annoying manner. Since they're never
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* generated by _my_ generator, I'm currently more inclined
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* not to bother.
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*
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* - more difficult levels at the top end?
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* * for example, sometimes we can deduce that two BLANKs in
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* the same row are each adjacent to the same unattached tree
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* and to nothing else, implying that they can't both be
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* tents; this enables us to rule out some extra combinations
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* in the row-based deduction loop, and hence deduce more
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* from the number in that row than we could otherwise do.
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* * that by itself doesn't seem worth implementing a new
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* difficulty level for, but if I can find a few more things
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* like that then it might become worthwhile.
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* * I wonder if there's a sensible heuristic for where to
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* guess which would make a recursive solver viable?
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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#include "matching.h"
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/*
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* Design discussion
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* -----------------
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*
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* The rules of this puzzle as available on the WWW are poorly
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* specified. The bits about tents having to be orthogonally
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* adjacent to trees, tents not being even diagonally adjacent to
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* one another, and the number of tents in each row and column
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* being given are simple enough; the difficult bit is the
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* tent-to-tree matching.
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*
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* Some sources use simplistic wordings such as `each tree is
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* exactly connected to only one tent', which is extremely unclear:
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* it's easy to read erroneously as `each tree is _orthogonally
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* adjacent_ to exactly one tent', which is definitely incorrect.
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* Even the most coherent sources I've found don't do a much better
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* job of stating the rule.
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*
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* A more precise statement of the rule is that it must be possible
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* to find a bijection f between tents and trees such that each
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* tree T is orthogonally adjacent to the tent f(T), but that a
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* tent is permitted to be adjacent to other trees in addition to
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* its own. This slightly non-obvious criterion is what gives this
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* puzzle most of its subtlety.
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*
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* However, there's a particularly subtle ambiguity left over. Is
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* the bijection between tents and trees required to be _unique_?
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* In other words, is that bijection conceptually something the
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* player should be able to exhibit as part of the solution (even
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* if they aren't actually required to do so)? Or is it sufficient
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* to have a unique _placement_ of the tents which gives rise to at
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* least one suitable bijection?
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*
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* The puzzle shown to the right of this .T. 2 *T* 2
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* paragraph illustrates the problem. There T.T 0 -> T-T 0
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* are two distinct bijections available. .T. 2 *T* 2
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* The answer to the above question will
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* determine whether it's a valid puzzle. 202 202
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*
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* This is an important question, because it affects both the
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* player and the generator. Eventually I found all the instances
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* of this puzzle I could Google up, solved them all by hand, and
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* verified that in all cases the tree/tent matching was uniquely
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* determined given the tree and tent positions. Therefore, the
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* puzzle as implemented in this source file takes the following
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* policy:
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*
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* - When checking a user-supplied solution for correctness, only
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* verify that there exists _at least_ one matching.
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* - When generating a puzzle, enforce that there must be
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* _exactly_ one.
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*
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* Algorithmic implications
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* ------------------------
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*
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* Another way of phrasing the tree/tent matching criterion is to
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* say that the bipartite adjacency graph between trees and tents
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* has a perfect matching. That is, if you construct a graph which
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* has a vertex per tree and a vertex per tent, and an edge between
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* any tree and tent which are orthogonally adjacent, it is
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* possible to find a set of N edges of that graph (where N is the
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* number of trees and also the number of tents) which between them
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* connect every tree to every tent.
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*
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* The most efficient known algorithms for finding such a matching
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* given a graph, as far as I'm aware, are the Munkres assignment
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* algorithm (also known as the Hungarian algorithm) and the
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* Ford-Fulkerson algorithm (for finding optimal flows in
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* networks). Each of these takes O(N^3) running time; so we're
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* talking O(N^3) time to verify any candidate solution to this
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* puzzle. That's just about OK if you're doing it once per mouse
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* click (and in fact not even that, since the sensible thing to do
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* is check all the _other_ puzzle criteria and only wade into this
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* quagmire if none are violated); but if the solver had to keep
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* doing N^3 work internally, then it would probably end up with
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* more like N^5 or N^6 running time, and grid generation would
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* become very clunky.
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*
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* Fortunately, I've been able to prove a very useful property of
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* _unique_ perfect matchings, by adapting the proof of Hall's
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* Marriage Theorem. For those unaware of Hall's Theorem, I'll
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* recap it and its proof: it states that a bipartite graph
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* contains a perfect matching iff every set of vertices on the
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* left side of the graph have a neighbourhood _at least_ as big on
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* the right.
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*
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* This condition is obviously satisfied if a perfect matching does
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* exist; each left-side node has a distinct right-side node which
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* is the one assigned to it by the matching, and thus any set of n
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* left vertices must have a combined neighbourhood containing at
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* least the n corresponding right vertices, and possibly others
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* too. Alternatively, imagine if you had (say) three left-side
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* nodes all of which were connected to only two right-side nodes
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* between them: any perfect matching would have to assign one of
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* those two right nodes to each of the three left nodes, and still
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* give the three left nodes a different right node each. This is
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* of course impossible.
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*
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* To prove the converse (that if every subset of left vertices
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* satisfies the Hall condition then a perfect matching exists),
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* consider trying to find a proper subset of the left vertices
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* which _exactly_ satisfies the Hall condition: that is, its right
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* neighbourhood is precisely the same size as it. If we can find
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* such a subset, then we can split the bipartite graph into two
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* smaller ones: one consisting of the left subset and its right
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* neighbourhood, the other consisting of everything else. Edges
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* from the left side of the former graph to the right side of the
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* latter do not exist, by construction; edges from the right side
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* of the former to the left of the latter cannot be part of any
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* perfect matching because otherwise the left subset would not be
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* left with enough distinct right vertices to connect to (this is
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* exactly the same deduction used in Solo's set analysis). You can
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* then prove (left as an exercise) that both these smaller graphs
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* still satisfy the Hall condition, and therefore the proof will
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* follow by induction.
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*
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* There's one other possibility, which is the case where _no_
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* proper subset of the left vertices has a right neighbourhood of
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* exactly the same size. That is, every left subset has a strictly
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* _larger_ right neighbourhood. In this situation, we can simply
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* remove an _arbitrary_ edge from the graph. This cannot reduce
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* the size of any left subset's right neighbourhood by more than
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* one, so if all neighbourhoods were strictly bigger than they
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* needed to be initially, they must now still be _at least as big_
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* as they need to be. So we can keep throwing out arbitrary edges
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* until we find a set which exactly satisfies the Hall condition,
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* and then proceed as above. []
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*
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* That's Hall's theorem. I now build on this by examining the
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* circumstances in which a bipartite graph can have a _unique_
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* perfect matching. It is clear that in the second case, where no
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* left subset exactly satisfies the Hall condition and so we can
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* remove an arbitrary edge, there cannot be a unique perfect
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* matching: given one perfect matching, we choose our arbitrary
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* removed edge to be one of those contained in it, and then we can
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* still find a perfect matching in the remaining graph, which will
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* be a distinct perfect matching in the original.
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*
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* So it is a necessary condition for a unique perfect matching
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* that there must be at least one proper left subset which
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* _exactly_ satisfies the Hall condition. But now consider the
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* smaller graph constructed by taking that left subset and its
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* neighbourhood: if the graph as a whole had a unique perfect
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* matching, then so must this smaller one, which means we can find
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* a proper left subset _again_, and so on. Repeating this process
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* must eventually reduce us to a graph with only one left-side
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* vertex (so there are no proper subsets at all); this vertex must
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* be connected to only one right-side vertex, and hence must be so
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* in the original graph as well (by construction). So we can
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* discard this vertex pair from the graph, and any other edges
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* that involved it (which will by construction be from other left
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* vertices only), and the resulting smaller graph still has a
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* unique perfect matching which means we can do the same thing
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* again.
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*
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* In other words, given any bipartite graph with a unique perfect
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* matching, we can find that matching by the following extremely
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* simple algorithm:
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*
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* - Find a left-side vertex which is only connected to one
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* right-side vertex.
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* - Assign those vertices to one another, and therefore discard
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* any other edges connecting to that right vertex.
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* - Repeat until all vertices have been matched.
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*
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* This algorithm can be run in O(V+E) time (where V is the number
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* of vertices and E is the number of edges in the graph), and the
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* only way it can fail is if there is not a unique perfect
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* matching (either because there is no matching at all, or because
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* it isn't unique; but it can't distinguish those cases).
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*
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* Thus, the internal solver in this source file can be confident
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* that if the tree/tent matching is uniquely determined by the
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* tree and tent positions, it can find it using only this kind of
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* obvious and simple operation: assign a tree to a tent if it
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* cannot possibly belong to any other tent, and vice versa. If the
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* solver were _only_ trying to determine the matching, even that
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* `vice versa' wouldn't be required; but it can come in handy when
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* not all the tents have been placed yet. I can therefore be
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* reasonably confident that as long as my solver doesn't need to
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* cope with grids that have a non-unique matching, it will also
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* not need to do anything complicated like set analysis between
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* trees and tents.
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*/
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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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bool 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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* Difficulty levels. I do some macro ickery here to ensure that my
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* enum and the various forms of my name list always match up.
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*/
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#define DIFFLIST(A) \
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A(EASY,Easy,e) \
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A(TRICKY,Tricky,t)
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#define ENUM(upper,title,lower) DIFF_ ## upper,
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#define TITLE(upper,title,lower) #title,
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#define ENCODE(upper,title,lower) #lower
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#define CONFIG(upper,title,lower) ":" #title
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enum { DIFFLIST(ENUM) DIFFCOUNT };
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static char const *const tents_diffnames[] = { DIFFLIST(TITLE) };
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static char const tents_diffchars[] = DIFFLIST(ENCODE);
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#define DIFFCONFIG DIFFLIST(CONFIG)
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enum {
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COL_BACKGROUND,
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COL_GRID,
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COL_GRASS,
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COL_TREETRUNK,
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COL_TREELEAF,
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COL_TENT,
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COL_ERROR,
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COL_ERRTEXT,
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COL_ERRTRUNK,
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NCOLOURS
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};
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enum { BLANK, TREE, TENT, NONTENT, MAGIC };
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struct game_params {
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int w, h;
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int diff;
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};
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struct numbers {
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int refcount;
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int *numbers;
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};
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struct game_state {
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game_params p;
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char *grid;
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struct numbers *numbers;
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bool completed, used_solve;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 8;
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ret->diff = DIFF_EASY;
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return ret;
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}
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static const struct game_params tents_presets[] = {
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{8, 8, DIFF_EASY},
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{8, 8, DIFF_TRICKY},
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{10, 10, DIFF_EASY},
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{10, 10, DIFF_TRICKY},
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{15, 15, DIFF_EASY},
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{15, 15, DIFF_TRICKY},
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};
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static bool game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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char str[80];
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if (i < 0 || i >= lenof(tents_presets))
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return false;
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ret = snew(game_params);
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*ret = tents_presets[i];
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sprintf(str, "%dx%d %s", ret->w, ret->h, tents_diffnames[ret->diff]);
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*name = dupstr(str);
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*params = ret;
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return true;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(const game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *params, char const *string)
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{
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params->w = params->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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params->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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}
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if (*string == 'd') {
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int i;
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string++;
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for (i = 0; i < DIFFCOUNT; i++)
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if (*string == tents_diffchars[i])
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params->diff = i;
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if (*string) string++;
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}
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}
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static char *encode_params(const game_params *params, bool full)
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{
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char buf[120];
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sprintf(buf, "%dx%d", params->w, params->h);
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if (full)
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sprintf(buf + strlen(buf), "d%c",
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tents_diffchars[params->diff]);
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return dupstr(buf);
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}
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static config_item *game_configure(const game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(4, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].u.string.sval = dupstr(buf);
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].u.string.sval = dupstr(buf);
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ret[2].name = "Difficulty";
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ret[2].type = C_CHOICES;
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ret[2].u.choices.choicenames = DIFFCONFIG;
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ret[2].u.choices.selected = params->diff;
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ret[3].name = NULL;
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ret[3].type = C_END;
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return ret;
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}
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static game_params *custom_params(const config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].u.string.sval);
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ret->h = atoi(cfg[1].u.string.sval);
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ret->diff = cfg[2].u.choices.selected;
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return ret;
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}
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static const char *validate_params(const game_params *params, bool full)
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{
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/*
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* Generating anything under 4x4 runs into trouble of one kind
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* or another.
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*/
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if (params->w < 4 || params->h < 4)
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return "Width and height must both be at least four";
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return NULL;
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}
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/*
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* Scratch space for solver.
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*/
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enum { N, U, L, R, D, MAXDIR }; /* link directions */
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#define dx(d) ( ((d)==R) - ((d)==L) )
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#define dy(d) ( ((d)==D) - ((d)==U) )
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#define F(d) ( U + D - (d) )
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struct solver_scratch {
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char *links; /* mapping between trees and tents */
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int *locs;
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char *place, *mrows, *trows;
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};
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static struct solver_scratch *new_scratch(int w, int h)
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{
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struct solver_scratch *ret = snew(struct solver_scratch);
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ret->links = snewn(w*h, char);
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ret->locs = snewn(max(w, h), int);
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ret->place = snewn(max(w, h), char);
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ret->mrows = snewn(3 * max(w, h), char);
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ret->trows = snewn(3 * max(w, h), char);
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return ret;
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}
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static void free_scratch(struct solver_scratch *sc)
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{
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sfree(sc->trows);
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sfree(sc->mrows);
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sfree(sc->place);
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sfree(sc->locs);
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sfree(sc->links);
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sfree(sc);
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}
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/*
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* Solver. Returns 0 for impossibility, 1 for success, 2 for
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* ambiguity or failure to converge.
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*/
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static int tents_solve(int w, int h, const char *grid, int *numbers,
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char *soln, struct solver_scratch *sc, int diff)
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{
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int x, y, d, i, j;
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char *mrow, *trow, *trow1, *trow2;
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/*
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* Set up solver data.
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*/
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memset(sc->links, N, w*h);
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/*
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* Set up solution array.
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*/
|
|
memcpy(soln, grid, w*h);
|
|
|
|
/*
|
|
* Main solver loop.
|
|
*/
|
|
while (1) {
|
|
bool done_something = false;
|
|
|
|
/*
|
|
* Any tent which has only one unattached tree adjacent to
|
|
* it can be tied to that tree.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++)
|
|
if (soln[y*w+x] == TENT && !sc->links[y*w+x]) {
|
|
int linkd = 0;
|
|
|
|
for (d = 1; d < MAXDIR; d++) {
|
|
int x2 = x + dx(d), y2 = y + dy(d);
|
|
if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h &&
|
|
soln[y2*w+x2] == TREE &&
|
|
!sc->links[y2*w+x2]) {
|
|
if (linkd)
|
|
break; /* found more than one */
|
|
else
|
|
linkd = d;
|
|
}
|
|
}
|
|
|
|
if (d == MAXDIR && linkd == 0) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("tent at %d,%d cannot link to anything\n",
|
|
x, y);
|
|
#endif
|
|
return 0; /* no solution exists */
|
|
} else if (d == MAXDIR) {
|
|
int x2 = x + dx(linkd), y2 = y + dy(linkd);
|
|
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("tent at %d,%d can only link to tree at"
|
|
" %d,%d\n", x, y, x2, y2);
|
|
#endif
|
|
|
|
sc->links[y*w+x] = linkd;
|
|
sc->links[y2*w+x2] = F(linkd);
|
|
done_something = true;
|
|
}
|
|
}
|
|
|
|
if (done_something)
|
|
continue;
|
|
if (diff < 0)
|
|
break; /* don't do anything else! */
|
|
|
|
/*
|
|
* Mark a blank square as NONTENT if it is not orthogonally
|
|
* adjacent to any unmatched tree.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++)
|
|
if (soln[y*w+x] == BLANK) {
|
|
bool can_be_tent = false;
|
|
|
|
for (d = 1; d < MAXDIR; d++) {
|
|
int x2 = x + dx(d), y2 = y + dy(d);
|
|
if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h &&
|
|
soln[y2*w+x2] == TREE &&
|
|
!sc->links[y2*w+x2])
|
|
can_be_tent = true;
|
|
}
|
|
|
|
if (!can_be_tent) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("%d,%d cannot be a tent (no adjacent"
|
|
" unmatched tree)\n", x, y);
|
|
#endif
|
|
soln[y*w+x] = NONTENT;
|
|
done_something = true;
|
|
}
|
|
}
|
|
|
|
if (done_something)
|
|
continue;
|
|
|
|
/*
|
|
* Mark a blank square as NONTENT if it is (perhaps
|
|
* diagonally) adjacent to any other tent.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++)
|
|
if (soln[y*w+x] == BLANK) {
|
|
int dx, dy;
|
|
bool imposs = false;
|
|
|
|
for (dy = -1; dy <= +1; dy++)
|
|
for (dx = -1; dx <= +1; dx++)
|
|
if (dy || dx) {
|
|
int x2 = x + dx, y2 = y + dy;
|
|
if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h &&
|
|
soln[y2*w+x2] == TENT)
|
|
imposs = true;
|
|
}
|
|
|
|
if (imposs) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("%d,%d cannot be a tent (adjacent tent)\n",
|
|
x, y);
|
|
#endif
|
|
soln[y*w+x] = NONTENT;
|
|
done_something = true;
|
|
}
|
|
}
|
|
|
|
if (done_something)
|
|
continue;
|
|
|
|
/*
|
|
* Any tree which has exactly one {unattached tent, BLANK}
|
|
* adjacent to it must have its tent in that square.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++)
|
|
if (soln[y*w+x] == TREE && !sc->links[y*w+x]) {
|
|
int linkd = 0, linkd2 = 0, nd = 0;
|
|
|
|
for (d = 1; d < MAXDIR; d++) {
|
|
int x2 = x + dx(d), y2 = y + dy(d);
|
|
if (!(x2 >= 0 && x2 < w && y2 >= 0 && y2 < h))
|
|
continue;
|
|
if (soln[y2*w+x2] == BLANK ||
|
|
(soln[y2*w+x2] == TENT && !sc->links[y2*w+x2])) {
|
|
if (linkd)
|
|
linkd2 = d;
|
|
else
|
|
linkd = d;
|
|
nd++;
|
|
}
|
|
}
|
|
|
|
if (nd == 0) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("tree at %d,%d cannot link to anything\n",
|
|
x, y);
|
|
#endif
|
|
return 0; /* no solution exists */
|
|
} else if (nd == 1) {
|
|
int x2 = x + dx(linkd), y2 = y + dy(linkd);
|
|
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("tree at %d,%d can only link to tent at"
|
|
" %d,%d\n", x, y, x2, y2);
|
|
#endif
|
|
soln[y2*w+x2] = TENT;
|
|
sc->links[y*w+x] = linkd;
|
|
sc->links[y2*w+x2] = F(linkd);
|
|
done_something = true;
|
|
} else if (nd == 2 && (!dx(linkd) != !dx(linkd2)) &&
|
|
diff >= DIFF_TRICKY) {
|
|
/*
|
|
* If there are two possible places where
|
|
* this tree's tent can go, and they are
|
|
* diagonally separated rather than being
|
|
* on opposite sides of the tree, then the
|
|
* square (other than the tree square)
|
|
* which is adjacent to both of them must
|
|
* be a non-tent.
|
|
*/
|
|
int x2 = x + dx(linkd) + dx(linkd2);
|
|
int y2 = y + dy(linkd) + dy(linkd2);
|
|
assert(x2 >= 0 && x2 < w && y2 >= 0 && y2 < h);
|
|
if (soln[y2*w+x2] == BLANK) {
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("possible tent locations for tree at"
|
|
" %d,%d rule out tent at %d,%d\n",
|
|
x, y, x2, y2);
|
|
#endif
|
|
soln[y2*w+x2] = NONTENT;
|
|
done_something = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (done_something)
|
|
continue;
|
|
|
|
/*
|
|
* If localised deductions about the trees and tents
|
|
* themselves haven't helped us, it's time to resort to the
|
|
* numbers round the grid edge. For each row and column, we
|
|
* go through all possible combinations of locations for
|
|
* the unplaced tents, rule out any which have adjacent
|
|
* tents, and spot any square which is given the same state
|
|
* by all remaining combinations.
|
|
*/
|
|
for (i = 0; i < w+h; i++) {
|
|
int start, step, len, start1, start2, n, k;
|
|
|
|
if (i < w) {
|
|
/*
|
|
* This is the number for a column.
|
|
*/
|
|
start = i;
|
|
step = w;
|
|
len = h;
|
|
if (i > 0)
|
|
start1 = start - 1;
|
|
else
|
|
start1 = -1;
|
|
if (i+1 < w)
|
|
start2 = start + 1;
|
|
else
|
|
start2 = -1;
|
|
} else {
|
|
/*
|
|
* This is the number for a row.
|
|
*/
|
|
start = (i-w)*w;
|
|
step = 1;
|
|
len = w;
|
|
if (i > w)
|
|
start1 = start - w;
|
|
else
|
|
start1 = -1;
|
|
if (i+1 < w+h)
|
|
start2 = start + w;
|
|
else
|
|
start2 = -1;
|
|
}
|
|
|
|
if (diff < DIFF_TRICKY) {
|
|
/*
|
|
* In Easy mode, we don't look at the effect of one
|
|
* row on the next (i.e. ruling out a square if all
|
|
* possibilities for an adjacent row place a tent
|
|
* next to it).
|
|
*/
|
|
start1 = start2 = -1;
|
|
}
|
|
|
|
k = numbers[i];
|
|
|
|
/*
|
|
* Count and store the locations of the free squares,
|
|
* and also count the number of tents already placed.
|
|
*/
|
|
n = 0;
|
|
for (j = 0; j < len; j++) {
|
|
if (soln[start+j*step] == TENT)
|
|
k--; /* one fewer tent to place */
|
|
else if (soln[start+j*step] == BLANK)
|
|
sc->locs[n++] = j;
|
|
}
|
|
|
|
if (n == 0)
|
|
continue; /* nothing left to do here */
|
|
|
|
/*
|
|
* Now we know we're placing k tents in n squares. Set
|
|
* up the first possibility.
|
|
*/
|
|
for (j = 0; j < n; j++)
|
|
sc->place[j] = (j < k ? TENT : NONTENT);
|
|
|
|
/*
|
|
* We're aiming to find squares in this row which are
|
|
* invariant over all valid possibilities. Thus, we
|
|
* maintain the current state of that invariance. We
|
|
* start everything off at MAGIC to indicate that it
|
|
* hasn't been set up yet.
|
|
*/
|
|
mrow = sc->mrows;
|
|
trow = sc->trows;
|
|
trow1 = sc->trows + len;
|
|
trow2 = sc->trows + 2*len;
|
|
memset(mrow, MAGIC, 3*len);
|
|
|
|
/*
|
|
* And iterate over all possibilities.
|
|
*/
|
|
while (1) {
|
|
int p;
|
|
bool valid;
|
|
|
|
/*
|
|
* See if this possibility is valid. The only way
|
|
* it can fail to be valid is if it contains two
|
|
* adjacent tents. (Other forms of invalidity, such
|
|
* as containing a tent adjacent to one already
|
|
* placed, will have been dealt with already by
|
|
* other parts of the solver.)
|
|
*/
|
|
valid = true;
|
|
for (j = 0; j+1 < n; j++)
|
|
if (sc->place[j] == TENT &&
|
|
sc->place[j+1] == TENT &&
|
|
sc->locs[j+1] == sc->locs[j]+1) {
|
|
valid = false;
|
|
break;
|
|
}
|
|
|
|
if (valid) {
|
|
/*
|
|
* Merge this valid combination into mrow.
|
|
*/
|
|
memset(trow, MAGIC, len);
|
|
memset(trow+len, BLANK, 2*len);
|
|
for (j = 0; j < n; j++) {
|
|
trow[sc->locs[j]] = sc->place[j];
|
|
if (sc->place[j] == TENT) {
|
|
int jj;
|
|
for (jj = sc->locs[j]-1; jj <= sc->locs[j]+1; jj++)
|
|
if (jj >= 0 && jj < len)
|
|
trow1[jj] = trow2[jj] = NONTENT;
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < 3*len; j++) {
|
|
if (trow[j] == MAGIC)
|
|
continue;
|
|
if (mrow[j] == MAGIC || mrow[j] == trow[j]) {
|
|
/*
|
|
* Either this is the first valid
|
|
* placement we've found at all, or
|
|
* this square's contents are
|
|
* consistent with every previous valid
|
|
* combination.
|
|
*/
|
|
mrow[j] = trow[j];
|
|
} else {
|
|
/*
|
|
* This square's contents fail to match
|
|
* what they were in a different
|
|
* combination, so we cannot deduce
|
|
* anything about this square.
|
|
*/
|
|
mrow[j] = BLANK;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Find the next combination of k choices from n.
|
|
* We do this by finding the rightmost tent which
|
|
* can be moved one place right, doing so, and
|
|
* shunting all tents to the right of that as far
|
|
* left as they can go.
|
|
*/
|
|
p = 0;
|
|
for (j = n-1; j > 0; j--) {
|
|
if (sc->place[j] == TENT)
|
|
p++;
|
|
if (sc->place[j] == NONTENT && sc->place[j-1] == TENT) {
|
|
sc->place[j-1] = NONTENT;
|
|
sc->place[j] = TENT;
|
|
while (p--)
|
|
sc->place[++j] = TENT;
|
|
while (++j < n)
|
|
sc->place[j] = NONTENT;
|
|
break;
|
|
}
|
|
}
|
|
if (j <= 0)
|
|
break; /* we've finished */
|
|
}
|
|
|
|
/*
|
|
* It's just possible that _no_ placement was valid, in
|
|
* which case we have an internally inconsistent
|
|
* puzzle.
|
|
*/
|
|
if (mrow[sc->locs[0]] == MAGIC)
|
|
return 0; /* inconsistent */
|
|
|
|
/*
|
|
* Now go through mrow and see if there's anything
|
|
* we've deduced which wasn't already mentioned in soln.
|
|
*/
|
|
for (j = 0; j < len; j++) {
|
|
int whichrow;
|
|
|
|
for (whichrow = 0; whichrow < 3; whichrow++) {
|
|
char *mthis = mrow + whichrow * len;
|
|
int tstart = (whichrow == 0 ? start :
|
|
whichrow == 1 ? start1 : start2);
|
|
if (tstart >= 0 &&
|
|
mthis[j] != MAGIC && mthis[j] != BLANK &&
|
|
soln[tstart+j*step] == BLANK) {
|
|
int pos = tstart+j*step;
|
|
|
|
#ifdef SOLVER_DIAGNOSTICS
|
|
if (verbose)
|
|
printf("%s %d forces %s at %d,%d\n",
|
|
step==1 ? "row" : "column",
|
|
step==1 ? start/w : start,
|
|
mthis[j] == TENT ? "tent" : "non-tent",
|
|
pos % w, pos / w);
|
|
#endif
|
|
soln[pos] = mthis[j];
|
|
done_something = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (done_something)
|
|
continue;
|
|
|
|
if (!done_something)
|
|
break;
|
|
}
|
|
|
|
/*
|
|
* The solver has nothing further it can do. Return 1 if both
|
|
* soln and sc->links are completely filled in, or 2 otherwise.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
if (soln[y*w+x] == BLANK)
|
|
return 2;
|
|
if (soln[y*w+x] != NONTENT && sc->links[y*w+x] == 0)
|
|
return 2;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
static char *new_game_desc(const game_params *params_in, random_state *rs,
|
|
char **aux, bool interactive)
|
|
{
|
|
game_params params_copy = *params_in; /* structure copy */
|
|
game_params *params = ¶ms_copy;
|
|
int w = params->w, h = params->h;
|
|
int ntrees = w * h / 5;
|
|
char *grid = snewn(w*h, char);
|
|
char *puzzle = snewn(w*h, char);
|
|
int *numbers = snewn(w+h, int);
|
|
char *soln = snewn(w*h, char);
|
|
int *order = snewn(w*h, int);
|
|
int *treemap = snewn(w*h, int);
|
|
int maxedges = ntrees*4 + w*h;
|
|
int *adjdata = snewn(maxedges, int);
|
|
int **adjlists = snewn(ntrees, int *);
|
|
int *adjsizes = snewn(ntrees, int);
|
|
int *outr = snewn(4*ntrees, int);
|
|
struct solver_scratch *sc = new_scratch(w, h);
|
|
char *ret, *p;
|
|
int i, j, nl, nr;
|
|
int *adjptr;
|
|
|
|
/*
|
|
* Since this puzzle has many global deductions and doesn't
|
|
* permit limited clue sets, generating grids for this puzzle
|
|
* is hard enough that I see no better option than to simply
|
|
* generate a solution and see if it's unique and has the
|
|
* required difficulty. This turns out to be computationally
|
|
* plausible as well.
|
|
*
|
|
* We chose our tree count (hence also tent count) by dividing
|
|
* the total grid area by five above. Why five? Well, w*h/4 is
|
|
* the maximum number of tents you can _possibly_ fit into the
|
|
* grid without violating the separation criterion, and to
|
|
* achieve that you are constrained to a very small set of
|
|
* possible layouts (the obvious one with a tent at every
|
|
* (even,even) coordinate, and trivial variations thereon). So
|
|
* if we reduce the tent count a bit more, we enable more
|
|
* random-looking placement; 5 turns out to be a plausible
|
|
* figure which yields sensible puzzles. Increasing the tent
|
|
* count would give puzzles whose solutions were too regimented
|
|
* and could be solved by the use of that knowledge (and would
|
|
* also take longer to find a viable placement); decreasing it
|
|
* would make the grids emptier and more boring.
|
|
*
|
|
* Actually generating a grid is a matter of first placing the
|
|
* tents, and then placing the trees by the use of matching.c
|
|
* (finding a distinct square adjacent to every tent). We do it
|
|
* this way round because otherwise satisfying the tent
|
|
* separation condition would become onerous: most randomly
|
|
* chosen tent layouts do not satisfy this condition, so we'd
|
|
* have gone to a lot of work before finding that a candidate
|
|
* layout was unusable. Instead, we place the tents first and
|
|
* ensure they meet the separation criterion _before_ doing
|
|
* lots of computation; this works much better.
|
|
*
|
|
* This generation strategy can fail at many points, including
|
|
* as early as tent placement (if you get a bad random order in
|
|
* which to greedily try the grid squares, you won't even
|
|
* manage to find enough mutually non-adjacent squares to put
|
|
* the tents in). Then it can fail if matching.c doesn't manage
|
|
* to find a good enough matching (i.e. the tent placements don't
|
|
* admit any adequate tree placements); and finally it can fail
|
|
* if the solver finds that the problem has the wrong
|
|
* difficulty (including being actually non-unique). All of
|
|
* these, however, are insufficiently frequent to cause
|
|
* trouble.
|
|
*/
|
|
|
|
if (params->diff > DIFF_EASY && params->w <= 4 && params->h <= 4)
|
|
params->diff = DIFF_EASY; /* downgrade to prevent tight loop */
|
|
|
|
while (1) {
|
|
/*
|
|
* Make a list of grid squares which we'll permute as we pick
|
|
* the tent locations.
|
|
*
|
|
* We'll also need to index all the potential tree squares,
|
|
* i.e. the ones adjacent to the tents.
|
|
*/
|
|
for (i = 0; i < w*h; i++) {
|
|
order[i] = i;
|
|
treemap[i] = -1;
|
|
}
|
|
|
|
/*
|
|
* Place tents at random without making any two adjacent.
|
|
*/
|
|
memset(grid, BLANK, w*h);
|
|
j = ntrees;
|
|
nr = 0;
|
|
/* Loop end condition: either j==0 (we've placed all the
|
|
* tents), or the number of grid squares we have yet to try
|
|
* is too few to fit the remaining tents into. */
|
|
for (i = 0; j > 0 && i+j <= w*h; i++) {
|
|
int which, x, y, d, tmp;
|
|
int dy, dx;
|
|
bool ok = true;
|
|
|
|
which = i + random_upto(rs, j);
|
|
tmp = order[which];
|
|
order[which] = order[i];
|
|
order[i] = tmp;
|
|
|
|
x = order[i] % w;
|
|
y = order[i] / w;
|
|
|
|
for (dy = -1; dy <= +1; dy++)
|
|
for (dx = -1; dx <= +1; dx++)
|
|
if (x+dx >= 0 && x+dx < w &&
|
|
y+dy >= 0 && y+dy < h &&
|
|
grid[(y+dy)*w+(x+dx)] == TENT)
|
|
ok = false;
|
|
|
|
if (ok) {
|
|
grid[order[i]] = TENT;
|
|
for (d = 1; d < MAXDIR; d++) {
|
|
int x2 = x + dx(d), y2 = y + dy(d);
|
|
if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h &&
|
|
treemap[y2*w+x2] == -1) {
|
|
treemap[y2*w+x2] = nr++;
|
|
}
|
|
}
|
|
j--;
|
|
}
|
|
}
|
|
if (j > 0)
|
|
continue; /* couldn't place all the tents */
|
|
|
|
/*
|
|
* Build up the graph for matching.c.
|
|
*/
|
|
adjptr = adjdata;
|
|
nl = 0;
|
|
for (i = 0; i < w*h; i++) {
|
|
if (grid[i] == TENT) {
|
|
int d, x = i % w, y = i / w;
|
|
adjlists[nl] = adjptr;
|
|
for (d = 1; d < MAXDIR; d++) {
|
|
int x2 = x + dx(d), y2 = y + dy(d);
|
|
if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) {
|
|
assert(treemap[y2*w+x2] != -1);
|
|
*adjptr++ = treemap[y2*w+x2];
|
|
}
|
|
}
|
|
adjsizes[nl] = adjptr - adjlists[nl];
|
|
nl++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Call the matching algorithm to actually place the trees.
|
|
*/
|
|
j = matching(ntrees, nr, adjlists, adjsizes, rs, NULL, outr);
|
|
|
|
if (j < ntrees)
|
|
continue; /* couldn't place all the trees */
|
|
|
|
/*
|
|
* Fill in the trees in the grid, by cross-referencing treemap
|
|
* (which maps a grid square to its index as known to
|
|
* matching()) against the output from matching().
|
|
*
|
|
* Note that for these purposes we don't actually care _which_
|
|
* tent each potential tree square is assigned to - we only
|
|
* care whether it was assigned to any tent at all, in order
|
|
* to decide whether to put a tree in it.
|
|
*/
|
|
for (i = 0; i < w*h; i++)
|
|
if (treemap[i] != -1 && outr[treemap[i]] != -1)
|
|
grid[i] = TREE;
|
|
|
|
/*
|
|
* I think it looks ugly if there isn't at least one of
|
|
* _something_ (tent or tree) in each row and each column
|
|
* of the grid. This doesn't give any information away
|
|
* since a completely empty row/column is instantly obvious
|
|
* from the clues (it has no trees and a zero).
|
|
*/
|
|
for (i = 0; i < w; i++) {
|
|
for (j = 0; j < h; j++) {
|
|
if (grid[j*w+i] != BLANK)
|
|
break; /* found something in this column */
|
|
}
|
|
if (j == h)
|
|
break; /* found empty column */
|
|
}
|
|
if (i < w)
|
|
continue; /* a column was empty */
|
|
|
|
for (j = 0; j < h; j++) {
|
|
for (i = 0; i < w; i++) {
|
|
if (grid[j*w+i] != BLANK)
|
|
break; /* found something in this row */
|
|
}
|
|
if (i == w)
|
|
break; /* found empty row */
|
|
}
|
|
if (j < h)
|
|
continue; /* a row was empty */
|
|
|
|
/*
|
|
* Now set up the numbers round the edge.
|
|
*/
|
|
for (i = 0; i < w; i++) {
|
|
int n = 0;
|
|
for (j = 0; j < h; j++)
|
|
if (grid[j*w+i] == TENT)
|
|
n++;
|
|
numbers[i] = n;
|
|
}
|
|
for (i = 0; i < h; i++) {
|
|
int n = 0;
|
|
for (j = 0; j < w; j++)
|
|
if (grid[i*w+j] == TENT)
|
|
n++;
|
|
numbers[w+i] = n;
|
|
}
|
|
|
|
/*
|
|
* And now actually solve the puzzle, to see whether it's
|
|
* unique and has the required difficulty.
|
|
*/
|
|
for (i = 0; i < w*h; i++)
|
|
puzzle[i] = grid[i] == TREE ? TREE : BLANK;
|
|
i = tents_solve(w, h, puzzle, numbers, soln, sc, params->diff-1);
|
|
j = tents_solve(w, h, puzzle, numbers, soln, sc, params->diff);
|
|
|
|
/*
|
|
* We expect solving with difficulty params->diff to have
|
|
* succeeded (otherwise the problem is too hard), and
|
|
* solving with diff-1 to have failed (otherwise it's too
|
|
* easy).
|
|
*/
|
|
if (i == 2 && j == 1)
|
|
break;
|
|
}
|
|
|
|
/*
|
|
* That's it. Encode as a game ID.
|
|
*/
|
|
ret = snewn((w+h)*40 + ntrees + (w*h)/26 + 1, char);
|
|
p = ret;
|
|
j = 0;
|
|
for (i = 0; i <= w*h; i++) {
|
|
bool c = (i < w*h ? grid[i] == TREE : true);
|
|
if (c) {
|
|
*p++ = (j == 0 ? '_' : j-1 + 'a');
|
|
j = 0;
|
|
} else {
|
|
j++;
|
|
while (j > 25) {
|
|
*p++ = 'z';
|
|
j -= 25;
|
|
}
|
|
}
|
|
}
|
|
for (i = 0; i < w+h; i++)
|
|
p += sprintf(p, ",%d", numbers[i]);
|
|
*p++ = '\0';
|
|
ret = sresize(ret, p - ret, char);
|
|
|
|
/*
|
|
* And encode the solution as an aux_info.
|
|
*/
|
|
*aux = snewn(ntrees * 40, char);
|
|
p = *aux;
|
|
*p++ = 'S';
|
|
for (i = 0; i < w*h; i++)
|
|
if (grid[i] == TENT)
|
|
p += sprintf(p, ";T%d,%d", i%w, i/w);
|
|
*p++ = '\0';
|
|
*aux = sresize(*aux, p - *aux, char);
|
|
|
|
free_scratch(sc);
|
|
sfree(outr);
|
|
sfree(adjdata);
|
|
sfree(adjlists);
|
|
sfree(adjsizes);
|
|
sfree(treemap);
|
|
sfree(order);
|
|
sfree(soln);
|
|
sfree(numbers);
|
|
sfree(puzzle);
|
|
sfree(grid);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static const char *validate_desc(const game_params *params, const char *desc)
|
|
{
|
|
int w = params->w, h = params->h;
|
|
int area, i;
|
|
|
|
area = 0;
|
|
while (*desc && *desc != ',') {
|
|
if (*desc == '_')
|
|
area++;
|
|
else if (*desc >= 'a' && *desc < 'z')
|
|
area += *desc - 'a' + 2;
|
|
else if (*desc == 'z')
|
|
area += 25;
|
|
else if (*desc == '!' || *desc == '-')
|
|
/* do nothing */;
|
|
else
|
|
return "Invalid character in grid specification";
|
|
|
|
desc++;
|
|
}
|
|
if (area < w * h + 1)
|
|
return "Not enough data to fill grid";
|
|
else if (area > w * h + 1)
|
|
return "Too much data to fill grid";
|
|
|
|
for (i = 0; i < w+h; i++) {
|
|
if (!*desc)
|
|
return "Not enough numbers given after grid specification";
|
|
else if (*desc != ',')
|
|
return "Invalid character in number list";
|
|
desc++;
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
|
|
if (*desc)
|
|
return "Unexpected additional data at end of game description";
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, const game_params *params,
|
|
const char *desc)
|
|
{
|
|
int w = params->w, h = params->h;
|
|
game_state *state = snew(game_state);
|
|
int i;
|
|
|
|
state->p = *params; /* structure copy */
|
|
state->grid = snewn(w*h, char);
|
|
state->numbers = snew(struct numbers);
|
|
state->numbers->refcount = 1;
|
|
state->numbers->numbers = snewn(w+h, int);
|
|
state->completed = state->used_solve = false;
|
|
|
|
i = 0;
|
|
memset(state->grid, BLANK, w*h);
|
|
|
|
while (*desc) {
|
|
int run, type;
|
|
|
|
type = TREE;
|
|
|
|
if (*desc == '_')
|
|
run = 0;
|
|
else if (*desc >= 'a' && *desc < 'z')
|
|
run = *desc - ('a'-1);
|
|
else if (*desc == 'z') {
|
|
run = 25;
|
|
type = BLANK;
|
|
} else {
|
|
assert(*desc == '!' || *desc == '-');
|
|
run = -1;
|
|
type = (*desc == '!' ? TENT : NONTENT);
|
|
}
|
|
|
|
desc++;
|
|
|
|
i += run;
|
|
assert(i >= 0 && i <= w*h);
|
|
if (i == w*h) {
|
|
assert(type == TREE);
|
|
break;
|
|
} else {
|
|
if (type != BLANK)
|
|
state->grid[i++] = type;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < w+h; i++) {
|
|
assert(*desc == ',');
|
|
desc++;
|
|
state->numbers->numbers[i] = atoi(desc);
|
|
while (*desc && isdigit((unsigned char)*desc)) desc++;
|
|
}
|
|
|
|
assert(!*desc);
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(const game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->p = state->p; /* structure copy */
|
|
ret->grid = snewn(w*h, char);
|
|
memcpy(ret->grid, state->grid, w*h);
|
|
ret->numbers = state->numbers;
|
|
state->numbers->refcount++;
|
|
ret->completed = state->completed;
|
|
ret->used_solve = state->used_solve;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
if (--state->numbers->refcount <= 0) {
|
|
sfree(state->numbers->numbers);
|
|
sfree(state->numbers);
|
|
}
|
|
sfree(state->grid);
|
|
sfree(state);
|
|
}
|
|
|
|
static char *solve_game(const game_state *state, const game_state *currstate,
|
|
const char *aux, const char **error)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
|
|
if (aux) {
|
|
/*
|
|
* If we already have the solution, save ourselves some
|
|
* time.
|
|
*/
|
|
return dupstr(aux);
|
|
} else {
|
|
struct solver_scratch *sc = new_scratch(w, h);
|
|
char *soln;
|
|
int ret;
|
|
char *move, *p;
|
|
int i;
|
|
|
|
soln = snewn(w*h, char);
|
|
ret = tents_solve(w, h, state->grid, state->numbers->numbers,
|
|
soln, sc, DIFFCOUNT-1);
|
|
free_scratch(sc);
|
|
if (ret != 1) {
|
|
sfree(soln);
|
|
if (ret == 0)
|
|
*error = "This puzzle is not self-consistent";
|
|
else
|
|
*error = "Unable to find a unique solution for this puzzle";
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
* Construct a move string which turns the current state
|
|
* into the solved state.
|
|
*/
|
|
move = snewn(w*h * 40, char);
|
|
p = move;
|
|
*p++ = 'S';
|
|
for (i = 0; i < w*h; i++)
|
|
if (soln[i] == TENT)
|
|
p += sprintf(p, ";T%d,%d", i%w, i/w);
|
|
*p++ = '\0';
|
|
move = sresize(move, p - move, char);
|
|
|
|
sfree(soln);
|
|
|
|
return move;
|
|
}
|
|
}
|
|
|
|
static bool game_can_format_as_text_now(const game_params *params)
|
|
{
|
|
return params->w <= 1998 && params->h <= 1998; /* 999 tents */
|
|
}
|
|
|
|
static char *game_text_format(const game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, r, c;
|
|
int cw = 4, ch = 2, gw = (w+1)*cw + 2, gh = (h+1)*ch + 1, len = gw * gh;
|
|
char *board = snewn(len + 1, char);
|
|
|
|
sprintf(board, "%*s\n", len - 2, "");
|
|
for (r = 0; r <= h; ++r) {
|
|
for (c = 0; c <= w; ++c) {
|
|
int cell = r*ch*gw + cw*c, center = cell + gw*ch/2 + cw/2;
|
|
int i = r*w + c, n = 1000;
|
|
|
|
if (r == h && c == w) /* NOP */;
|
|
else if (c == w) n = state->numbers->numbers[w + r];
|
|
else if (r == h) n = state->numbers->numbers[c];
|
|
else switch (state->grid[i]) {
|
|
case BLANK: board[center] = '.'; break;
|
|
case TREE: board[center] = 'T'; break;
|
|
case TENT: memcpy(board + center - 1, "//\\", 3); break;
|
|
case NONTENT: break;
|
|
default: memcpy(board + center - 1, "wtf", 3);
|
|
}
|
|
|
|
if (n < 100) {
|
|
board[center] = '0' + n % 10;
|
|
if (n >= 10) board[center - 1] = '0' + n / 10;
|
|
} else if (n < 1000) {
|
|
board[center + 1] = '0' + n % 10;
|
|
board[center] = '0' + n / 10 % 10;
|
|
board[center - 1] = '0' + n / 100;
|
|
}
|
|
|
|
board[cell] = '+';
|
|
memset(board + cell + 1, '-', cw - 1);
|
|
for (i = 1; i < ch; ++i) board[cell + i*gw] = '|';
|
|
}
|
|
|
|
for (c = 0; c < ch; ++c) {
|
|
board[(r*ch+c)*gw + gw - 2] =
|
|
c == 0 ? '+' : r < h ? '|' : ' ';
|
|
board[(r*ch+c)*gw + gw - 1] = '\n';
|
|
}
|
|
}
|
|
|
|
memset(board + len - gw, '-', gw - 2 - cw);
|
|
for (c = 0; c <= w; ++c) board[len - gw + cw*c] = '+';
|
|
|
|
return board;
|
|
}
|
|
|
|
struct game_ui {
|
|
int dsx, dsy; /* coords of drag start */
|
|
int dex, dey; /* coords of drag end */
|
|
int drag_button; /* -1 for none, or a button code */
|
|
bool drag_ok; /* dragged off the window, to cancel */
|
|
|
|
int cx, cy; /* cursor position. */
|
|
bool cdisp; /* is cursor displayed? */
|
|
};
|
|
|
|
static game_ui *new_ui(const game_state *state)
|
|
{
|
|
game_ui *ui = snew(game_ui);
|
|
ui->dsx = ui->dsy = -1;
|
|
ui->dex = ui->dey = -1;
|
|
ui->drag_button = -1;
|
|
ui->drag_ok = false;
|
|
ui->cx = ui->cy = 0;
|
|
ui->cdisp = false;
|
|
return ui;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
sfree(ui);
|
|
}
|
|
|
|
static char *encode_ui(const game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, const char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, const game_state *oldstate,
|
|
const game_state *newstate)
|
|
{
|
|
}
|
|
|
|
struct game_drawstate {
|
|
int tilesize;
|
|
game_params p;
|
|
int *drawn, *numbersdrawn;
|
|
int cx, cy; /* last-drawn cursor pos, or (-1,-1) if absent. */
|
|
};
|
|
|
|
#define PREFERRED_TILESIZE 32
|
|
#define TILESIZE (ds->tilesize)
|
|
#define TLBORDER (TILESIZE/2)
|
|
#define BRBORDER (TILESIZE*3/2)
|
|
#define COORD(x) ( (x) * TILESIZE + TLBORDER )
|
|
#define FROMCOORD(x) ( ((x) - TLBORDER + TILESIZE) / TILESIZE - 1 )
|
|
|
|
#define FLASH_TIME 0.30F
|
|
|
|
static int drag_xform(const game_ui *ui, int x, int y, int v)
|
|
{
|
|
int xmin, ymin, xmax, ymax;
|
|
|
|
xmin = min(ui->dsx, ui->dex);
|
|
xmax = max(ui->dsx, ui->dex);
|
|
ymin = min(ui->dsy, ui->dey);
|
|
ymax = max(ui->dsy, ui->dey);
|
|
|
|
#ifndef STYLUS_BASED
|
|
/*
|
|
* Left-dragging has no effect, so we treat a left-drag as a
|
|
* single click on dsx,dsy.
|
|
*/
|
|
if (ui->drag_button == LEFT_BUTTON) {
|
|
xmin = xmax = ui->dsx;
|
|
ymin = ymax = ui->dsy;
|
|
}
|
|
#endif
|
|
|
|
if (x < xmin || x > xmax || y < ymin || y > ymax)
|
|
return v; /* no change outside drag area */
|
|
|
|
if (v == TREE)
|
|
return v; /* trees are inviolate always */
|
|
|
|
if (xmin == xmax && ymin == ymax) {
|
|
/*
|
|
* Results of a simple click. Left button sets blanks to
|
|
* tents; right button sets blanks to non-tents; either
|
|
* button clears a non-blank square.
|
|
* If stylus-based however, it loops instead.
|
|
*/
|
|
if (ui->drag_button == LEFT_BUTTON)
|
|
#ifdef STYLUS_BASED
|
|
v = (v == BLANK ? TENT : (v == TENT ? NONTENT : BLANK));
|
|
else
|
|
v = (v == BLANK ? NONTENT : (v == NONTENT ? TENT : BLANK));
|
|
#else
|
|
v = (v == BLANK ? TENT : BLANK);
|
|
else
|
|
v = (v == BLANK ? NONTENT : BLANK);
|
|
#endif
|
|
} else {
|
|
/*
|
|
* Results of a drag. Left-dragging has no effect.
|
|
* Right-dragging sets all blank squares to non-tents and
|
|
* has no effect on anything else.
|
|
*/
|
|
if (ui->drag_button == RIGHT_BUTTON)
|
|
v = (v == BLANK ? NONTENT : v);
|
|
else
|
|
#ifdef STYLUS_BASED
|
|
v = (v == BLANK ? NONTENT : v);
|
|
#else
|
|
/* do nothing */;
|
|
#endif
|
|
}
|
|
|
|
return v;
|
|
}
|
|
|
|
static char *interpret_move(const game_state *state, game_ui *ui,
|
|
const game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
char tmpbuf[80];
|
|
bool shift = button & MOD_SHFT, control = button & MOD_CTRL;
|
|
|
|
button &= ~MOD_MASK;
|
|
|
|
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
|
|
x = FROMCOORD(x);
|
|
y = FROMCOORD(y);
|
|
if (x < 0 || y < 0 || x >= w || y >= h)
|
|
return NULL;
|
|
|
|
ui->drag_button = button;
|
|
ui->dsx = ui->dex = x;
|
|
ui->dsy = ui->dey = y;
|
|
ui->drag_ok = true;
|
|
ui->cdisp = false;
|
|
return UI_UPDATE;
|
|
}
|
|
|
|
if ((IS_MOUSE_DRAG(button) || IS_MOUSE_RELEASE(button)) &&
|
|
ui->drag_button > 0) {
|
|
int xmin, ymin, xmax, ymax;
|
|
char *buf;
|
|
const char *sep;
|
|
int buflen, bufsize, tmplen;
|
|
|
|
x = FROMCOORD(x);
|
|
y = FROMCOORD(y);
|
|
if (x < 0 || y < 0 || x >= w || y >= h) {
|
|
ui->drag_ok = false;
|
|
} else {
|
|
/*
|
|
* Drags are limited to one row or column. Hence, we
|
|
* work out which coordinate is closer to the drag
|
|
* start, and move it _to_ the drag start.
|
|
*/
|
|
if (abs(x - ui->dsx) < abs(y - ui->dsy))
|
|
x = ui->dsx;
|
|
else
|
|
y = ui->dsy;
|
|
|
|
ui->dex = x;
|
|
ui->dey = y;
|
|
|
|
ui->drag_ok = true;
|
|
}
|
|
|
|
if (IS_MOUSE_DRAG(button))
|
|
return UI_UPDATE;
|
|
|
|
/*
|
|
* The drag has been released. Enact it.
|
|
*/
|
|
if (!ui->drag_ok) {
|
|
ui->drag_button = -1;
|
|
return UI_UPDATE; /* drag was just cancelled */
|
|
}
|
|
|
|
xmin = min(ui->dsx, ui->dex);
|
|
xmax = max(ui->dsx, ui->dex);
|
|
ymin = min(ui->dsy, ui->dey);
|
|
ymax = max(ui->dsy, ui->dey);
|
|
assert(0 <= xmin && xmin <= xmax && xmax < w);
|
|
assert(0 <= ymin && ymin <= ymax && ymax < h);
|
|
|
|
buflen = 0;
|
|
bufsize = 256;
|
|
buf = snewn(bufsize, char);
|
|
sep = "";
|
|
for (y = ymin; y <= ymax; y++)
|
|
for (x = xmin; x <= xmax; x++) {
|
|
int v = drag_xform(ui, x, y, state->grid[y*w+x]);
|
|
if (state->grid[y*w+x] != v) {
|
|
tmplen = sprintf(tmpbuf, "%s%c%d,%d", sep,
|
|
(int)(v == BLANK ? 'B' :
|
|
v == TENT ? 'T' : 'N'),
|
|
x, y);
|
|
sep = ";";
|
|
|
|
if (buflen + tmplen >= bufsize) {
|
|
bufsize = buflen + tmplen + 256;
|
|
buf = sresize(buf, bufsize, char);
|
|
}
|
|
|
|
strcpy(buf+buflen, tmpbuf);
|
|
buflen += tmplen;
|
|
}
|
|
}
|
|
|
|
ui->drag_button = -1; /* drag is terminated */
|
|
|
|
if (buflen == 0) {
|
|
sfree(buf);
|
|
return UI_UPDATE; /* drag was terminated */
|
|
} else {
|
|
buf[buflen] = '\0';
|
|
return buf;
|
|
}
|
|
}
|
|
|
|
if (IS_CURSOR_MOVE(button)) {
|
|
ui->cdisp = true;
|
|
if (shift || control) {
|
|
int len = 0, i, indices[2];
|
|
indices[0] = ui->cx + w * ui->cy;
|
|
move_cursor(button, &ui->cx, &ui->cy, w, h, false);
|
|
indices[1] = ui->cx + w * ui->cy;
|
|
|
|
/* NONTENTify all unique traversed eligible squares */
|
|
for (i = 0; i <= (indices[0] != indices[1]); ++i)
|
|
if (state->grid[indices[i]] == BLANK ||
|
|
(control && state->grid[indices[i]] == TENT)) {
|
|
len += sprintf(tmpbuf + len, "%sN%d,%d", len ? ";" : "",
|
|
indices[i] % w, indices[i] / w);
|
|
assert(len < lenof(tmpbuf));
|
|
}
|
|
|
|
tmpbuf[len] = '\0';
|
|
if (len) return dupstr(tmpbuf);
|
|
} else
|
|
move_cursor(button, &ui->cx, &ui->cy, w, h, false);
|
|
return UI_UPDATE;
|
|
}
|
|
if (ui->cdisp) {
|
|
char rep = 0;
|
|
int v = state->grid[ui->cy*w+ui->cx];
|
|
|
|
if (v != TREE) {
|
|
#ifdef SINGLE_CURSOR_SELECT
|
|
if (button == CURSOR_SELECT)
|
|
/* SELECT cycles T, N, B */
|
|
rep = v == BLANK ? 'T' : v == TENT ? 'N' : 'B';
|
|
#else
|
|
if (button == CURSOR_SELECT)
|
|
rep = v == BLANK ? 'T' : 'B';
|
|
else if (button == CURSOR_SELECT2)
|
|
rep = v == BLANK ? 'N' : 'B';
|
|
else if (button == 'T' || button == 'N' || button == 'B')
|
|
rep = (char)button;
|
|
#endif
|
|
}
|
|
|
|
if (rep) {
|
|
sprintf(tmpbuf, "%c%d,%d", (int)rep, ui->cx, ui->cy);
|
|
return dupstr(tmpbuf);
|
|
}
|
|
} else if (IS_CURSOR_SELECT(button)) {
|
|
ui->cdisp = true;
|
|
return UI_UPDATE;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *execute_move(const game_state *state, const char *move)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
char c;
|
|
int x, y, m, n, i, j;
|
|
game_state *ret = dup_game(state);
|
|
|
|
while (*move) {
|
|
c = *move;
|
|
if (c == 'S') {
|
|
int i;
|
|
ret->used_solve = true;
|
|
/*
|
|
* Set all non-tree squares to NONTENT. The rest of the
|
|
* solve move will fill the tents in over the top.
|
|
*/
|
|
for (i = 0; i < w*h; i++)
|
|
if (ret->grid[i] != TREE)
|
|
ret->grid[i] = NONTENT;
|
|
move++;
|
|
} else if (c == 'B' || c == 'T' || c == 'N') {
|
|
move++;
|
|
if (sscanf(move, "%d,%d%n", &x, &y, &n) != 2 ||
|
|
x < 0 || y < 0 || x >= w || y >= h) {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
if (ret->grid[y*w+x] == TREE) {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
ret->grid[y*w+x] = (c == 'B' ? BLANK : c == 'T' ? TENT : NONTENT);
|
|
move += n;
|
|
} else {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
if (*move == ';')
|
|
move++;
|
|
else if (*move) {
|
|
free_game(ret);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Check for completion.
|
|
*/
|
|
for (i = n = m = 0; i < w*h; i++) {
|
|
if (ret->grid[i] == TENT)
|
|
n++;
|
|
else if (ret->grid[i] == TREE)
|
|
m++;
|
|
}
|
|
if (n == m) {
|
|
int *gridids, *adjdata, **adjlists, *adjsizes, *adjptr;
|
|
|
|
/*
|
|
* We have the right number of tents, which is a
|
|
* precondition for the game being complete. Now check that
|
|
* the numbers add up.
|
|
*/
|
|
for (i = 0; i < w; i++) {
|
|
n = 0;
|
|
for (j = 0; j < h; j++)
|
|
if (ret->grid[j*w+i] == TENT)
|
|
n++;
|
|
if (ret->numbers->numbers[i] != n)
|
|
goto completion_check_done;
|
|
}
|
|
for (i = 0; i < h; i++) {
|
|
n = 0;
|
|
for (j = 0; j < w; j++)
|
|
if (ret->grid[i*w+j] == TENT)
|
|
n++;
|
|
if (ret->numbers->numbers[w+i] != n)
|
|
goto completion_check_done;
|
|
}
|
|
/*
|
|
* Also, check that no two tents are adjacent.
|
|
*/
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
if (x+1 < w &&
|
|
ret->grid[y*w+x] == TENT && ret->grid[y*w+x+1] == TENT)
|
|
goto completion_check_done;
|
|
if (y+1 < h &&
|
|
ret->grid[y*w+x] == TENT && ret->grid[(y+1)*w+x] == TENT)
|
|
goto completion_check_done;
|
|
if (x+1 < w && y+1 < h) {
|
|
if (ret->grid[y*w+x] == TENT &&
|
|
ret->grid[(y+1)*w+(x+1)] == TENT)
|
|
goto completion_check_done;
|
|
if (ret->grid[(y+1)*w+x] == TENT &&
|
|
ret->grid[y*w+(x+1)] == TENT)
|
|
goto completion_check_done;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* OK; we have the right number of tents, they match the
|
|
* numeric clues, and they satisfy the non-adjacency
|
|
* criterion. Finally, we need to verify that they can be
|
|
* placed in a one-to-one matching with the trees such that
|
|
* every tent is orthogonally adjacent to its tree.
|
|
*
|
|
* This bit is where the hard work comes in: we have to do
|
|
* it by finding such a matching using matching.c.
|
|
*/
|
|
gridids = snewn(w*h, int);
|
|
adjdata = snewn(m*4, int);
|
|
adjlists = snewn(m, int *);
|
|
adjsizes = snewn(m, int);
|
|
|
|
/* Assign each tent and tree a consecutive vertex id for
|
|
* matching(). */
|
|
for (i = n = 0; i < w*h; i++) {
|
|
if (ret->grid[i] == TENT)
|
|
gridids[i] = n++;
|
|
}
|
|
assert(n == m);
|
|
for (i = n = 0; i < w*h; i++) {
|
|
if (ret->grid[i] == TREE)
|
|
gridids[i] = n++;
|
|
}
|
|
assert(n == m);
|
|
|
|
/* Build the vertices' adjacency lists. */
|
|
adjptr = adjdata;
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++)
|
|
if (ret->grid[y*w+x] == TREE) {
|
|
int d, treeid = gridids[y*w+x];
|
|
adjlists[treeid] = adjptr;
|
|
|
|
/*
|
|
* Here we use the direction enum declared for
|
|
* the solver. We make use of the fact that the
|
|
* directions are declared in the order
|
|
* U,L,R,D, meaning that we go through the four
|
|
* neighbours of any square in numerically
|
|
* increasing order.
|
|
*/
|
|
for (d = 1; d < MAXDIR; d++) {
|
|
int x2 = x + dx(d), y2 = y + dy(d);
|
|
if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h &&
|
|
ret->grid[y2*w+x2] == TENT) {
|
|
*adjptr++ = gridids[y2*w+x2];
|
|
}
|
|
}
|
|
adjsizes[treeid] = adjptr - adjlists[treeid];
|
|
}
|
|
|
|
n = matching(m, m, adjlists, adjsizes, NULL, NULL, NULL);
|
|
|
|
sfree(gridids);
|
|
sfree(adjdata);
|
|
sfree(adjlists);
|
|
sfree(adjsizes);
|
|
|
|
if (n != m)
|
|
goto completion_check_done;
|
|
|
|
/*
|
|
* We haven't managed to fault the grid on any count. Score!
|
|
*/
|
|
ret->completed = true;
|
|
}
|
|
completion_check_done:
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
static void game_compute_size(const game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
/* fool the macros */
|
|
struct dummy { int tilesize; } dummy, *ds = &dummy;
|
|
dummy.tilesize = tilesize;
|
|
|
|
*x = TLBORDER + BRBORDER + TILESIZE * params->w;
|
|
*y = TLBORDER + BRBORDER + TILESIZE * params->h;
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
const game_params *params, int tilesize)
|
|
{
|
|
ds->tilesize = tilesize;
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
|
|
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
|
|
|
ret[COL_GRID * 3 + 0] = 0.0F;
|
|
ret[COL_GRID * 3 + 1] = 0.0F;
|
|
ret[COL_GRID * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_GRASS * 3 + 0] = 0.7F;
|
|
ret[COL_GRASS * 3 + 1] = 1.0F;
|
|
ret[COL_GRASS * 3 + 2] = 0.5F;
|
|
|
|
ret[COL_TREETRUNK * 3 + 0] = 0.6F;
|
|
ret[COL_TREETRUNK * 3 + 1] = 0.4F;
|
|
ret[COL_TREETRUNK * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_TREELEAF * 3 + 0] = 0.0F;
|
|
ret[COL_TREELEAF * 3 + 1] = 0.7F;
|
|
ret[COL_TREELEAF * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_TENT * 3 + 0] = 0.8F;
|
|
ret[COL_TENT * 3 + 1] = 0.7F;
|
|
ret[COL_TENT * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_ERROR * 3 + 0] = 1.0F;
|
|
ret[COL_ERROR * 3 + 1] = 0.0F;
|
|
ret[COL_ERROR * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_ERRTEXT * 3 + 0] = 1.0F;
|
|
ret[COL_ERRTEXT * 3 + 1] = 1.0F;
|
|
ret[COL_ERRTEXT * 3 + 2] = 1.0F;
|
|
|
|
ret[COL_ERRTRUNK * 3 + 0] = 0.6F;
|
|
ret[COL_ERRTRUNK * 3 + 1] = 0.0F;
|
|
ret[COL_ERRTRUNK * 3 + 2] = 0.0F;
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->tilesize = 0;
|
|
ds->p = state->p; /* structure copy */
|
|
ds->drawn = snewn(w*h, int);
|
|
for (i = 0; i < w*h; i++)
|
|
ds->drawn[i] = MAGIC;
|
|
ds->numbersdrawn = snewn(w+h, int);
|
|
for (i = 0; i < w+h; i++)
|
|
ds->numbersdrawn[i] = 2;
|
|
ds->cx = ds->cy = -1;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
sfree(ds->drawn);
|
|
sfree(ds->numbersdrawn);
|
|
sfree(ds);
|
|
}
|
|
|
|
enum {
|
|
ERR_ADJ_TOPLEFT = 4,
|
|
ERR_ADJ_TOP,
|
|
ERR_ADJ_TOPRIGHT,
|
|
ERR_ADJ_LEFT,
|
|
ERR_ADJ_RIGHT,
|
|
ERR_ADJ_BOTLEFT,
|
|
ERR_ADJ_BOT,
|
|
ERR_ADJ_BOTRIGHT,
|
|
ERR_OVERCOMMITTED
|
|
};
|
|
|
|
static int *find_errors(const game_state *state, char *grid)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
int *ret = snewn(w*h + w + h, int);
|
|
int *tmp = snewn(w*h*2, int), *dsf = tmp + w*h;
|
|
int x, y;
|
|
|
|
/*
|
|
* This function goes through a grid and works out where to
|
|
* highlight play errors in red. The aim is that it should
|
|
* produce at least one error highlight for any complete grid
|
|
* (or complete piece of grid) violating a puzzle constraint, so
|
|
* that a grid containing no BLANK squares is either a win or is
|
|
* marked up in some way that indicates why not.
|
|
*
|
|
* So it's easy enough to highlight errors in the numeric clues
|
|
* - just light up any row or column number which is not
|
|
* fulfilled - and it's just as easy to highlight adjacent
|
|
* tents. The difficult bit is highlighting failures in the
|
|
* tent/tree matching criterion.
|
|
*
|
|
* A natural approach would seem to be to apply the matching.c
|
|
* algorithm to find the tent/tree matching; if this fails, it
|
|
* could be made to produce as a by-product some set of trees
|
|
* which have too few tents between them (or vice versa). However,
|
|
* it's bad for localising errors, because it's not easy to make
|
|
* the algorithm narrow down to the _smallest_ such set of trees:
|
|
* if trees A and B have only one tent between them, for instance,
|
|
* it might perfectly well highlight not only A and B but also
|
|
* trees C and D which are correctly matched on the far side of
|
|
* the grid, on the grounds that those four trees between them
|
|
* have only three tents.
|
|
*
|
|
* Also, that approach fares badly when you introduce the
|
|
* additional requirement that incomplete grids should have
|
|
* errors highlighted only when they can be proved to be errors
|
|
* - so that trees should not be marked as having too few tents
|
|
* if there are enough BLANK squares remaining around them that
|
|
* could be turned into the missing tents (to do so would be
|
|
* patronising, since the overwhelming likelihood is not that
|
|
* the player has forgotten to put a tree there but that they
|
|
* have merely not put one there _yet_). However, tents with too
|
|
* few trees can be marked immediately, since those are
|
|
* definitely player error.
|
|
*
|
|
* So I adopt an alternative approach, which is to consider the
|
|
* bipartite adjacency graph between trees and tents
|
|
* ('bipartite' in the sense that for these purposes I
|
|
* deliberately ignore two adjacent trees or two adjacent
|
|
* tents), divide that graph up into its connected components
|
|
* using a dsf, and look for components which contain different
|
|
* numbers of trees and tents. This allows me to highlight
|
|
* groups of tents with too few trees between them immediately,
|
|
* and then in order to find groups of trees with too few tents
|
|
* I redo the same process but counting BLANKs as potential
|
|
* tents (so that the only trees highlighted are those
|
|
* surrounded by enough NONTENTs to make it impossible to give
|
|
* them enough tents).
|
|
*
|
|
* However, this technique is incomplete: it is not a sufficient
|
|
* condition for the existence of a perfect matching that every
|
|
* connected component of the graph has the same number of tents
|
|
* and trees. An example of a graph which satisfies the latter
|
|
* condition but still has no perfect matching is
|
|
*
|
|
* A B C
|
|
* | / ,/|
|
|
* | / ,'/ |
|
|
* | / ,' / |
|
|
* |/,' / |
|
|
* 1 2 3
|
|
*
|
|
* which can be realised in Tents as
|
|
*
|
|
* B
|
|
* A 1 C 2
|
|
* 3
|
|
*
|
|
* The matching-error highlighter described above will not mark
|
|
* this construction as erroneous. However, something else will:
|
|
* the three tents in the above diagram (let us suppose A,B,C
|
|
* are the tents, though it doesn't matter which) contain two
|
|
* diagonally adjacent pairs. So there will be _an_ error
|
|
* highlighted for the above layout, even though not all types
|
|
* of error will be highlighted.
|
|
*
|
|
* And in fact we can prove that this will always be the case:
|
|
* that the shortcomings of the matching-error highlighter will
|
|
* always be made up for by the easy tent adjacency highlighter.
|
|
*
|
|
* Lemma: Let G be a bipartite graph between n trees and n
|
|
* tents, which is connected, and in which no tree has degree
|
|
* more than two (but a tent may). Then G has a perfect matching.
|
|
*
|
|
* (Note: in the statement and proof of the Lemma I will
|
|
* consistently use 'tree' to indicate a type of graph vertex as
|
|
* opposed to a tent, and not to indicate a tree in the graph-
|
|
* theoretic sense.)
|
|
*
|
|
* Proof:
|
|
*
|
|
* If we can find a tent of degree 1 joined to a tree of degree
|
|
* 2, then any perfect matching must pair that tent with that
|
|
* tree. Hence, we can remove both, leaving a smaller graph G'
|
|
* which still satisfies all the conditions of the Lemma, and
|
|
* which has a perfect matching iff G does.
|
|
*
|
|
* So, wlog, we may assume G contains no tent of degree 1 joined
|
|
* to a tree of degree 2; if it does, we can reduce it as above.
|
|
*
|
|
* If G has no tent of degree 1 at all, then every tent has
|
|
* degree at least two, so there are at least 2n edges in the
|
|
* graph. But every tree has degree at most two, so there are at
|
|
* most 2n edges. Hence there must be exactly 2n edges, so every
|
|
* tree and every tent must have degree exactly two, which means
|
|
* that the whole graph consists of a single loop (by
|
|
* connectedness), and therefore certainly has a perfect
|
|
* matching.
|
|
*
|
|
* Alternatively, if G does have a tent of degree 1 but it is
|
|
* not connected to a tree of degree 2, then the tree it is
|
|
* connected to must have degree 1 - and, by connectedness, that
|
|
* must mean that that tent and that tree between them form the
|
|
* entire graph. This trivial graph has a trivial perfect
|
|
* matching. []
|
|
*
|
|
* That proves the lemma. Hence, in any case where the matching-
|
|
* error highlighter fails to highlight an erroneous component
|
|
* (because it has the same number of tents as trees, but they
|
|
* cannot be matched up), the above lemma tells us that there
|
|
* must be a tree with degree more than 2, i.e. a tree
|
|
* orthogonally adjacent to at least three tents. But in that
|
|
* case, there must be some pair of those three tents which are
|
|
* diagonally adjacent to each other, so the tent-adjacency
|
|
* highlighter will necessarily show an error. So any filled
|
|
* layout in Tents which is not a correct solution to the puzzle
|
|
* must have _some_ error highlighted by the subroutine below.
|
|
*
|
|
* (Of course it would be nicer if we could highlight all
|
|
* errors: in the above example layout, we would like to
|
|
* highlight tents A,B as having too few trees between them, and
|
|
* trees 2,3 as having too few tents, in addition to marking the
|
|
* adjacency problems. But I can't immediately think of any way
|
|
* to find the smallest sets of such tents and trees without an
|
|
* O(2^N) loop over all subsets of a given component.)
|
|
*/
|
|
|
|
/*
|
|
* ret[0] through to ret[w*h-1] give error markers for the grid
|
|
* squares. After that, ret[w*h] to ret[w*h+w-1] give error
|
|
* markers for the column numbers, and ret[w*h+w] to
|
|
* ret[w*h+w+h-1] for the row numbers.
|
|
*/
|
|
|
|
/*
|
|
* Spot tent-adjacency violations.
|
|
*/
|
|
for (x = 0; x < w*h; x++)
|
|
ret[x] = 0;
|
|
for (y = 0; y < h; y++) {
|
|
for (x = 0; x < w; x++) {
|
|
if (y+1 < h && x+1 < w &&
|
|
((grid[y*w+x] == TENT &&
|
|
grid[(y+1)*w+(x+1)] == TENT) ||
|
|
(grid[(y+1)*w+x] == TENT &&
|
|
grid[y*w+(x+1)] == TENT))) {
|
|
ret[y*w+x] |= 1 << ERR_ADJ_BOTRIGHT;
|
|
ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOPRIGHT;
|
|
ret[y*w+(x+1)] |= 1 << ERR_ADJ_BOTLEFT;
|
|
ret[(y+1)*w+(x+1)] |= 1 << ERR_ADJ_TOPLEFT;
|
|
}
|
|
if (y+1 < h &&
|
|
grid[y*w+x] == TENT &&
|
|
grid[(y+1)*w+x] == TENT) {
|
|
ret[y*w+x] |= 1 << ERR_ADJ_BOT;
|
|
ret[(y+1)*w+x] |= 1 << ERR_ADJ_TOP;
|
|
}
|
|
if (x+1 < w &&
|
|
grid[y*w+x] == TENT &&
|
|
grid[y*w+(x+1)] == TENT) {
|
|
ret[y*w+x] |= 1 << ERR_ADJ_RIGHT;
|
|
ret[y*w+(x+1)] |= 1 << ERR_ADJ_LEFT;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Spot numeric clue violations.
|
|
*/
|
|
for (x = 0; x < w; x++) {
|
|
int tents = 0, maybetents = 0;
|
|
for (y = 0; y < h; y++) {
|
|
if (grid[y*w+x] == TENT)
|
|
tents++;
|
|
else if (grid[y*w+x] == BLANK)
|
|
maybetents++;
|
|
}
|
|
ret[w*h+x] = (tents > state->numbers->numbers[x] ||
|
|
tents + maybetents < state->numbers->numbers[x]);
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
int tents = 0, maybetents = 0;
|
|
for (x = 0; x < w; x++) {
|
|
if (grid[y*w+x] == TENT)
|
|
tents++;
|
|
else if (grid[y*w+x] == BLANK)
|
|
maybetents++;
|
|
}
|
|
ret[w*h+w+y] = (tents > state->numbers->numbers[w+y] ||
|
|
tents + maybetents < state->numbers->numbers[w+y]);
|
|
}
|
|
|
|
/*
|
|
* Identify groups of tents with too few trees between them,
|
|
* which we do by constructing the connected components of the
|
|
* bipartite adjacency graph between tents and trees
|
|
* ('bipartite' in the sense that we deliberately ignore
|
|
* adjacency between tents or between trees), and highlighting
|
|
* all the tents in any component which has a smaller tree
|
|
* count.
|
|
*/
|
|
dsf_init(dsf, w*h);
|
|
/* Construct the equivalence classes. */
|
|
for (y = 0; y < h; y++) {
|
|
for (x = 0; x < w-1; x++) {
|
|
if ((grid[y*w+x] == TREE && grid[y*w+x+1] == TENT) ||
|
|
(grid[y*w+x] == TENT && grid[y*w+x+1] == TREE))
|
|
dsf_merge(dsf, y*w+x, y*w+x+1);
|
|
}
|
|
}
|
|
for (y = 0; y < h-1; y++) {
|
|
for (x = 0; x < w; x++) {
|
|
if ((grid[y*w+x] == TREE && grid[(y+1)*w+x] == TENT) ||
|
|
(grid[y*w+x] == TENT && grid[(y+1)*w+x] == TREE))
|
|
dsf_merge(dsf, y*w+x, (y+1)*w+x);
|
|
}
|
|
}
|
|
/* Count up the tent/tree difference in each one. */
|
|
for (x = 0; x < w*h; x++)
|
|
tmp[x] = 0;
|
|
for (x = 0; x < w*h; x++) {
|
|
y = dsf_canonify(dsf, x);
|
|
if (grid[x] == TREE)
|
|
tmp[y]++;
|
|
else if (grid[x] == TENT)
|
|
tmp[y]--;
|
|
}
|
|
/* And highlight any tent belonging to an equivalence class with
|
|
* a score less than zero. */
|
|
for (x = 0; x < w*h; x++) {
|
|
y = dsf_canonify(dsf, x);
|
|
if (grid[x] == TENT && tmp[y] < 0)
|
|
ret[x] |= 1 << ERR_OVERCOMMITTED;
|
|
}
|
|
|
|
/*
|
|
* Identify groups of trees with too few tents between them.
|
|
* This is done similarly, except that we now count BLANK as
|
|
* equivalent to TENT, i.e. we only highlight such trees when
|
|
* the user hasn't even left _room_ to provide tents for them
|
|
* all. (Otherwise, we'd highlight all trees red right at the
|
|
* start of the game, before the user had done anything wrong!)
|
|
*/
|
|
#define TENT(x) ((x)==TENT || (x)==BLANK)
|
|
dsf_init(dsf, w*h);
|
|
/* Construct the equivalence classes. */
|
|
for (y = 0; y < h; y++) {
|
|
for (x = 0; x < w-1; x++) {
|
|
if ((grid[y*w+x] == TREE && TENT(grid[y*w+x+1])) ||
|
|
(TENT(grid[y*w+x]) && grid[y*w+x+1] == TREE))
|
|
dsf_merge(dsf, y*w+x, y*w+x+1);
|
|
}
|
|
}
|
|
for (y = 0; y < h-1; y++) {
|
|
for (x = 0; x < w; x++) {
|
|
if ((grid[y*w+x] == TREE && TENT(grid[(y+1)*w+x])) ||
|
|
(TENT(grid[y*w+x]) && grid[(y+1)*w+x] == TREE))
|
|
dsf_merge(dsf, y*w+x, (y+1)*w+x);
|
|
}
|
|
}
|
|
/* Count up the tent/tree difference in each one. */
|
|
for (x = 0; x < w*h; x++)
|
|
tmp[x] = 0;
|
|
for (x = 0; x < w*h; x++) {
|
|
y = dsf_canonify(dsf, x);
|
|
if (grid[x] == TREE)
|
|
tmp[y]++;
|
|
else if (TENT(grid[x]))
|
|
tmp[y]--;
|
|
}
|
|
/* And highlight any tree belonging to an equivalence class with
|
|
* a score more than zero. */
|
|
for (x = 0; x < w*h; x++) {
|
|
y = dsf_canonify(dsf, x);
|
|
if (grid[x] == TREE && tmp[y] > 0)
|
|
ret[x] |= 1 << ERR_OVERCOMMITTED;
|
|
}
|
|
#undef TENT
|
|
|
|
sfree(tmp);
|
|
return ret;
|
|
}
|
|
|
|
static void draw_err_adj(drawing *dr, game_drawstate *ds, int x, int y)
|
|
{
|
|
int coords[8];
|
|
int yext, xext;
|
|
|
|
/*
|
|
* Draw a diamond.
|
|
*/
|
|
coords[0] = x - TILESIZE*2/5;
|
|
coords[1] = y;
|
|
coords[2] = x;
|
|
coords[3] = y - TILESIZE*2/5;
|
|
coords[4] = x + TILESIZE*2/5;
|
|
coords[5] = y;
|
|
coords[6] = x;
|
|
coords[7] = y + TILESIZE*2/5;
|
|
draw_polygon(dr, coords, 4, COL_ERROR, COL_GRID);
|
|
|
|
/*
|
|
* Draw an exclamation mark in the diamond. This turns out to
|
|
* look unpleasantly off-centre if done via draw_text, so I do
|
|
* it by hand on the basis that exclamation marks aren't that
|
|
* difficult to draw...
|
|
*/
|
|
xext = TILESIZE/16;
|
|
yext = TILESIZE*2/5 - (xext*2+2);
|
|
draw_rect(dr, x-xext, y-yext, xext*2+1, yext*2+1 - (xext*3),
|
|
COL_ERRTEXT);
|
|
draw_rect(dr, x-xext, y+yext-xext*2+1, xext*2+1, xext*2, COL_ERRTEXT);
|
|
}
|
|
|
|
static void draw_tile(drawing *dr, game_drawstate *ds,
|
|
int x, int y, int v, bool cur, bool printing)
|
|
{
|
|
int err;
|
|
int tx = COORD(x), ty = COORD(y);
|
|
int cx = tx + TILESIZE/2, cy = ty + TILESIZE/2;
|
|
|
|
err = v & ~15;
|
|
v &= 15;
|
|
|
|
clip(dr, tx, ty, TILESIZE, TILESIZE);
|
|
|
|
if (!printing) {
|
|
draw_rect(dr, tx, ty, TILESIZE, TILESIZE, COL_GRID);
|
|
draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1,
|
|
(v == BLANK ? COL_BACKGROUND : COL_GRASS));
|
|
}
|
|
|
|
if (v == TREE) {
|
|
int i;
|
|
|
|
(printing ? draw_rect_outline : draw_rect)
|
|
(dr, cx-TILESIZE/15, ty+TILESIZE*3/10,
|
|
2*(TILESIZE/15)+1, (TILESIZE*9/10 - TILESIZE*3/10),
|
|
(err & (1<<ERR_OVERCOMMITTED) ? COL_ERRTRUNK : COL_TREETRUNK));
|
|
|
|
for (i = 0; i < (printing ? 2 : 1); i++) {
|
|
int col = (i == 1 ? COL_BACKGROUND :
|
|
(err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR :
|
|
COL_TREELEAF));
|
|
int sub = i * (TILESIZE/32);
|
|
draw_circle(dr, cx, ty+TILESIZE*4/10, TILESIZE/4 - sub,
|
|
col, col);
|
|
draw_circle(dr, cx+TILESIZE/5, ty+TILESIZE/4, TILESIZE/8 - sub,
|
|
col, col);
|
|
draw_circle(dr, cx-TILESIZE/5, ty+TILESIZE/4, TILESIZE/8 - sub,
|
|
col, col);
|
|
draw_circle(dr, cx+TILESIZE/4, ty+TILESIZE*6/13, TILESIZE/8 - sub,
|
|
col, col);
|
|
draw_circle(dr, cx-TILESIZE/4, ty+TILESIZE*6/13, TILESIZE/8 - sub,
|
|
col, col);
|
|
}
|
|
} else if (v == TENT) {
|
|
int coords[6];
|
|
int col;
|
|
coords[0] = cx - TILESIZE/3;
|
|
coords[1] = cy + TILESIZE/3;
|
|
coords[2] = cx + TILESIZE/3;
|
|
coords[3] = cy + TILESIZE/3;
|
|
coords[4] = cx;
|
|
coords[5] = cy - TILESIZE/3;
|
|
col = (err & (1<<ERR_OVERCOMMITTED) ? COL_ERROR : COL_TENT);
|
|
draw_polygon(dr, coords, 3, (printing ? -1 : col), col);
|
|
}
|
|
|
|
if (err & (1 << ERR_ADJ_TOPLEFT))
|
|
draw_err_adj(dr, ds, tx, ty);
|
|
if (err & (1 << ERR_ADJ_TOP))
|
|
draw_err_adj(dr, ds, tx+TILESIZE/2, ty);
|
|
if (err & (1 << ERR_ADJ_TOPRIGHT))
|
|
draw_err_adj(dr, ds, tx+TILESIZE, ty);
|
|
if (err & (1 << ERR_ADJ_LEFT))
|
|
draw_err_adj(dr, ds, tx, ty+TILESIZE/2);
|
|
if (err & (1 << ERR_ADJ_RIGHT))
|
|
draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE/2);
|
|
if (err & (1 << ERR_ADJ_BOTLEFT))
|
|
draw_err_adj(dr, ds, tx, ty+TILESIZE);
|
|
if (err & (1 << ERR_ADJ_BOT))
|
|
draw_err_adj(dr, ds, tx+TILESIZE/2, ty+TILESIZE);
|
|
if (err & (1 << ERR_ADJ_BOTRIGHT))
|
|
draw_err_adj(dr, ds, tx+TILESIZE, ty+TILESIZE);
|
|
|
|
if (cur) {
|
|
int coff = TILESIZE/8;
|
|
draw_rect_outline(dr, tx + coff, ty + coff,
|
|
TILESIZE - coff*2 + 1, TILESIZE - coff*2 + 1,
|
|
COL_GRID);
|
|
}
|
|
|
|
unclip(dr);
|
|
draw_update(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
|
|
}
|
|
|
|
/*
|
|
* Internal redraw function, used for printing as well as drawing.
|
|
*/
|
|
static void int_redraw(drawing *dr, game_drawstate *ds,
|
|
const game_state *oldstate, const game_state *state,
|
|
int dir, const game_ui *ui,
|
|
float animtime, float flashtime, bool printing)
|
|
{
|
|
int w = state->p.w, h = state->p.h;
|
|
int x, y;
|
|
bool flashing;
|
|
int cx = -1, cy = -1;
|
|
bool cmoved = false;
|
|
char *tmpgrid;
|
|
int *errors;
|
|
|
|
if (ui) {
|
|
if (ui->cdisp) { cx = ui->cx; cy = ui->cy; }
|
|
if (cx != ds->cx || cy != ds->cy) cmoved = true;
|
|
}
|
|
|
|
if (printing) {
|
|
/*
|
|
* Draw the grid.
|
|
*/
|
|
print_line_width(dr, TILESIZE/64);
|
|
for (y = 0; y <= h; y++)
|
|
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), COL_GRID);
|
|
for (x = 0; x <= w; x++)
|
|
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), COL_GRID);
|
|
}
|
|
|
|
if (flashtime > 0)
|
|
flashing = (int)(flashtime * 3 / FLASH_TIME) != 1;
|
|
else
|
|
flashing = false;
|
|
|
|
/*
|
|
* Find errors. For this we use _part_ of the information from a
|
|
* currently active drag: we transform dsx,dsy but not anything
|
|
* else. (This seems to strike a good compromise between having
|
|
* the error highlights respond instantly to single clicks, but
|
|
* not giving constant feedback during a right-drag.)
|
|
*/
|
|
if (ui && ui->drag_button >= 0) {
|
|
tmpgrid = snewn(w*h, char);
|
|
memcpy(tmpgrid, state->grid, w*h);
|
|
tmpgrid[ui->dsy * w + ui->dsx] =
|
|
drag_xform(ui, ui->dsx, ui->dsy, tmpgrid[ui->dsy * w + ui->dsx]);
|
|
errors = find_errors(state, tmpgrid);
|
|
sfree(tmpgrid);
|
|
} else {
|
|
errors = find_errors(state, state->grid);
|
|
}
|
|
|
|
/*
|
|
* Draw the grid.
|
|
*/
|
|
for (y = 0; y < h; y++) {
|
|
for (x = 0; x < w; x++) {
|
|
int v = state->grid[y*w+x];
|
|
bool credraw = false;
|
|
|
|
/*
|
|
* We deliberately do not take drag_ok into account
|
|
* here, because user feedback suggests that it's
|
|
* marginally nicer not to have the drag effects
|
|
* flickering on and off disconcertingly.
|
|
*/
|
|
if (ui && ui->drag_button >= 0)
|
|
v = drag_xform(ui, x, y, v);
|
|
|
|
if (flashing && (v == TREE || v == TENT))
|
|
v = NONTENT;
|
|
|
|
if (cmoved) {
|
|
if ((x == cx && y == cy) ||
|
|
(x == ds->cx && y == ds->cy)) credraw = true;
|
|
}
|
|
|
|
v |= errors[y*w+x];
|
|
|
|
if (printing || ds->drawn[y*w+x] != v || credraw) {
|
|
draw_tile(dr, ds, x, y, v, (x == cx && y == cy), printing);
|
|
if (!printing)
|
|
ds->drawn[y*w+x] = v;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Draw (or redraw, if their error-highlighted state has
|
|
* changed) the numbers.
|
|
*/
|
|
for (x = 0; x < w; x++) {
|
|
if (printing || ds->numbersdrawn[x] != errors[w*h+x]) {
|
|
char buf[80];
|
|
draw_rect(dr, COORD(x), COORD(h)+1, TILESIZE, BRBORDER-1,
|
|
COL_BACKGROUND);
|
|
sprintf(buf, "%d", state->numbers->numbers[x]);
|
|
draw_text(dr, COORD(x) + TILESIZE/2, COORD(h+1),
|
|
FONT_VARIABLE, TILESIZE/2, ALIGN_HCENTRE|ALIGN_VNORMAL,
|
|
(errors[w*h+x] ? COL_ERROR : COL_GRID), buf);
|
|
draw_update(dr, COORD(x), COORD(h)+1, TILESIZE, BRBORDER-1);
|
|
if (!printing)
|
|
ds->numbersdrawn[x] = errors[w*h+x];
|
|
}
|
|
}
|
|
for (y = 0; y < h; y++) {
|
|
if (printing || ds->numbersdrawn[w+y] != errors[w*h+w+y]) {
|
|
char buf[80];
|
|
draw_rect(dr, COORD(w)+1, COORD(y), BRBORDER-1, TILESIZE,
|
|
COL_BACKGROUND);
|
|
sprintf(buf, "%d", state->numbers->numbers[w+y]);
|
|
draw_text(dr, COORD(w+1), COORD(y) + TILESIZE/2,
|
|
FONT_VARIABLE, TILESIZE/2, ALIGN_HRIGHT|ALIGN_VCENTRE,
|
|
(errors[w*h+w+y] ? COL_ERROR : COL_GRID), buf);
|
|
draw_update(dr, COORD(w)+1, COORD(y), BRBORDER-1, TILESIZE);
|
|
if (!printing)
|
|
ds->numbersdrawn[w+y] = errors[w*h+w+y];
|
|
}
|
|
}
|
|
|
|
if (cmoved) {
|
|
ds->cx = cx;
|
|
ds->cy = cy;
|
|
}
|
|
|
|
sfree(errors);
|
|
}
|
|
|
|
static void game_redraw(drawing *dr, game_drawstate *ds,
|
|
const game_state *oldstate, const game_state *state,
|
|
int dir, const game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int_redraw(dr, ds, oldstate, state, dir, ui, animtime, flashtime, false);
|
|
}
|
|
|
|
static float game_anim_length(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static float game_flash_length(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
if (!oldstate->completed && newstate->completed &&
|
|
!oldstate->used_solve && !newstate->used_solve)
|
|
return FLASH_TIME;
|
|
|
|
return 0.0F;
|
|
}
|
|
|
|
static void game_get_cursor_location(const game_ui *ui,
|
|
const game_drawstate *ds,
|
|
const game_state *state,
|
|
const game_params *params,
|
|
int *x, int *y, int *w, int *h)
|
|
{
|
|
if(ui->cdisp) {
|
|
*x = COORD(ui->cx);
|
|
*y = COORD(ui->cy);
|
|
*w = *h = TILESIZE;
|
|
}
|
|
}
|
|
|
|
static int game_status(const game_state *state)
|
|
{
|
|
return state->completed ? +1 : 0;
|
|
}
|
|
|
|
static bool game_timing_state(const game_state *state, game_ui *ui)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static void game_print_size(const game_params *params, float *x, float *y)
|
|
{
|
|
int pw, ph;
|
|
|
|
/*
|
|
* I'll use 6mm squares by default.
|
|
*/
|
|
game_compute_size(params, 600, &pw, &ph);
|
|
*x = pw / 100.0F;
|
|
*y = ph / 100.0F;
|
|
}
|
|
|
|
static void game_print(drawing *dr, const game_state *state, int tilesize)
|
|
{
|
|
int c;
|
|
|
|
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
|
|
game_drawstate ads, *ds = &ads;
|
|
game_set_size(dr, ds, NULL, tilesize);
|
|
|
|
c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
|
|
c = print_mono_colour(dr, 0); assert(c == COL_GRID);
|
|
c = print_mono_colour(dr, 1); assert(c == COL_GRASS);
|
|
c = print_mono_colour(dr, 0); assert(c == COL_TREETRUNK);
|
|
c = print_mono_colour(dr, 0); assert(c == COL_TREELEAF);
|
|
c = print_mono_colour(dr, 0); assert(c == COL_TENT);
|
|
|
|
int_redraw(dr, ds, NULL, state, +1, NULL, 0.0F, 0.0F, true);
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame tents
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Tents", "games.tents", "tents",
|
|
default_params,
|
|
game_fetch_preset, NULL,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
true, game_configure, custom_params,
|
|
validate_params,
|
|
new_game_desc,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
true, solve_game,
|
|
true, game_can_format_as_text_now, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
decode_ui,
|
|
NULL, /* game_request_keys */
|
|
game_changed_state,
|
|
interpret_move,
|
|
execute_move,
|
|
PREFERRED_TILESIZE, game_compute_size, game_set_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_get_cursor_location,
|
|
game_status,
|
|
true, false, game_print_size, game_print,
|
|
false, /* wants_statusbar */
|
|
false, game_timing_state,
|
|
REQUIRE_RBUTTON, /* flags */
|
|
};
|
|
|
|
#ifdef STANDALONE_SOLVER
|
|
|
|
#include <stdarg.h>
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
game_params *p;
|
|
game_state *s, *s2;
|
|
char *id = NULL, *desc;
|
|
const char *err;
|
|
bool grade = false;
|
|
int ret, diff;
|
|
bool really_verbose = false;
|
|
struct solver_scratch *sc;
|
|
|
|
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);
|
|
s2 = new_game(NULL, p, desc);
|
|
|
|
sc = new_scratch(p->w, p->h);
|
|
|
|
/*
|
|
* 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++) {
|
|
ret = tents_solve(p->w, p->h, s->grid, s->numbers->numbers,
|
|
s2->grid, sc, diff);
|
|
if (ret < 2)
|
|
break;
|
|
}
|
|
|
|
if (diff == DIFFCOUNT) {
|
|
if (grade)
|
|
printf("Difficulty rating: too hard to solve internally\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", tents_diffnames[diff]);
|
|
} else {
|
|
verbose = really_verbose;
|
|
ret = tents_solve(p->w, p->h, s->grid, s->numbers->numbers,
|
|
s2->grid, sc, diff);
|
|
if (ret == 0)
|
|
printf("Puzzle is inconsistent\n");
|
|
else
|
|
fputs(game_text_format(s2), stdout);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* vim: set shiftwidth=4 tabstop=8: */
|