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midend_status(), and given it three return codes for win, (permanent) loss and game-still-in-play. Depending on what the front end wants to use it for, it may find any or all of these three states worth distinguishing from each other. (I suppose a further enhancement might be to add _non_-permanent loss as a fourth distinct status, to describe situations in which you can't play further without pressing Undo but doing so is not completely pointless. That might reasonably include dead-end situations in Same Game and Pegs, and blown-self-up situations in Mines and Inertia. However, I haven't done this at present.) [originally from svn r9179]
1761 lines
50 KiB
C
1761 lines
50 KiB
C
/* -*- tab-width: 8; indent-tabs-mode: t -*-
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* filling.c: An implementation of the Nikoli game fillomino.
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* Copyright (C) 2007 Jonas Kölker. See LICENSE for the license.
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*/
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/* TODO:
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*
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* - use a typedef instead of int for numbers on the board
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* + replace int with something else (signed short?)
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* - the type should be signed (for -board[i] and -SENTINEL)
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* - the type should be somewhat big: board[i] = i
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* - Using shorts gives us 181x181 puzzles as upper bound.
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*
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* - make a somewhat more clever solver
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* + enable "ghost regions" of size > 1
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* - one can put an upper bound on the size of a ghost region
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* by considering the board size and summing present hints.
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* + for each square, for i=1..n, what is the distance to a region
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* containing i? How full is the region? How is this useful?
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*
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* - in board generation, after having merged regions such that no
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* more merges are necessary, try splitting (big) regions.
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* + it seems that smaller regions make for better puzzles; see
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* for instance the 7x7 puzzle in this file (grep for 7x7:).
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*
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* - symmetric hints (solo-style)
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* + right now that means including _many_ hints, and the puzzles
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* won't look any nicer. Not worth it (at the moment).
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*
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* - make the solver do recursion/backtracking.
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* + This is for user-submitted puzzles, not for puzzle
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* generation (on the other hand, never say never).
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*
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* - prove that only w=h=2 needs a special case
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*
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* - solo-like pencil marks?
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*
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* - a user says that the difficulty is unevenly distributed.
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* + partition into levels? Will they be non-crap?
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*
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* - Allow square contents > 9?
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* + I could use letters for digits (solo does this), but
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* letters don't have numeric significance (normal people hate
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* base36), which is relevant here (much more than in solo).
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* + [click, 1, 0, enter] => [10 in clicked square]?
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* + How much information is needed to solve? Does one need to
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* know the algorithm by which the largest number is set?
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*
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* - eliminate puzzle instances with done chunks (1's in particular)?
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* + that's what the qsort call is all about.
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* + the 1's don't bother me that much.
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* + but this takes a LONG time (not always possible)?
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* - this may be affected by solver (lack of) quality.
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* - weed them out by construction instead of post-cons check
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* + but that interleaves make_board and new_game_desc: you
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* have to alternate between changing the board and
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* changing the hint set (instead of just creating the
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* board once, then changing the hint set once -> done).
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*
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* - use binary search when discovering the minimal sovable point
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* + profile to show a need (but when the solver gets slower...)
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* + 7x9 @ .011s, 9x13 @ .075s, 17x13 @ .661s (all avg with n=100)
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* + but the hints are independent, not linear, so... what?
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*/
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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 <stdarg.h>
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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 "puzzles.h"
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static unsigned char verbose;
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static void printv(char *fmt, ...) {
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#ifndef PALM
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if (verbose) {
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va_list va;
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va_start(va, fmt);
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vprintf(fmt, va);
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va_end(va);
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}
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#endif
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}
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/*****************************************************************************
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* GAME CONFIGURATION AND PARAMETERS *
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*****************************************************************************/
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struct game_params {
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int h, w;
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};
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struct shared_state {
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struct game_params params;
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int *clues;
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int refcnt;
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};
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struct game_state {
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int *board;
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struct shared_state *shared;
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int completed, cheated;
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};
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static const struct game_params filling_defaults[3] = {{7, 9}, {9, 13}, {13, 17}};
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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 = filling_defaults[1]; /* struct copy */
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return ret;
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}
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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char buf[64];
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if (i < 0 || i >= lenof(filling_defaults)) return FALSE;
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*params = snew(game_params);
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**params = filling_defaults[i]; /* struct copy */
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sprintf(buf, "%dx%d", filling_defaults[i].h, filling_defaults[i].w);
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*name = dupstr(buf);
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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(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* struct copy */
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return ret;
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}
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static void decode_params(game_params *ret, char const *string)
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{
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ret->w = ret->h = atoi(string);
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while (*string && isdigit((unsigned char) *string)) ++string;
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if (*string == 'x') ret->h = atoi(++string);
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}
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static char *encode_params(game_params *params, int full)
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{
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char buf[64];
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sprintf(buf, "%dx%d", params->w, params->h);
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return dupstr(buf);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[64];
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ret = snewn(3, 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].sval = dupstr(buf);
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ret[0].ival = 0;
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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].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = NULL;
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ret[2].type = C_END;
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ret[2].sval = NULL;
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ret[2].ival = 0;
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return ret;
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}
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static game_params *custom_params(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].sval);
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ret->h = atoi(cfg[1].sval);
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return ret;
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}
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static char *validate_params(game_params *params, int full)
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{
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if (params->w < 1) return "Width must be at least one";
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if (params->h < 1) return "Height must be at least one";
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return NULL;
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}
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/*****************************************************************************
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* STRINGIFICATION OF GAME STATE *
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*****************************************************************************/
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#define EMPTY 0
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/* Example of plaintext rendering:
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* +---+---+---+---+---+---+---+
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* | 6 | | | 2 | | | 2 |
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* +---+---+---+---+---+---+---+
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* | | 3 | | 6 | | 3 | |
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* +---+---+---+---+---+---+---+
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* | 3 | | | | | | 1 |
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* +---+---+---+---+---+---+---+
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* | | 2 | 3 | | 4 | 2 | |
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* +---+---+---+---+---+---+---+
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* | 2 | | | | | | 3 |
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* +---+---+---+---+---+---+---+
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* | | 5 | | 1 | | 4 | |
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* +---+---+---+---+---+---+---+
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* | 4 | | | 3 | | | 3 |
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* +---+---+---+---+---+---+---+
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*
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* This puzzle instance is taken from the nikoli website
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* Encoded (unsolved and solved), the strings are these:
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* 7x7:6002002030603030000010230420200000305010404003003
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* 7x7:6662232336663232331311235422255544325413434443313
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*/
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static char *board_to_string(int *board, int w, int h) {
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const int sz = w * h;
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const int chw = (4*w + 2); /* +2 for trailing '+' and '\n' */
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const int chh = (2*h + 1); /* +1: n fence segments, n+1 posts */
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const int chlen = chw * chh;
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char *repr = snewn(chlen + 1, char);
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int i;
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assert(board);
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/* build the first line ("^(\+---){n}\+$") */
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for (i = 0; i < w; ++i) {
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repr[4*i + 0] = '+';
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repr[4*i + 1] = '-';
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repr[4*i + 2] = '-';
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repr[4*i + 3] = '-';
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}
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repr[4*i + 0] = '+';
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repr[4*i + 1] = '\n';
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/* ... and copy it onto the odd-numbered lines */
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for (i = 0; i < h; ++i) memcpy(repr + (2*i + 2) * chw, repr, chw);
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/* build the second line ("^(\|\t){n}\|$") */
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for (i = 0; i < w; ++i) {
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repr[chw + 4*i + 0] = '|';
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repr[chw + 4*i + 1] = ' ';
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repr[chw + 4*i + 2] = ' ';
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repr[chw + 4*i + 3] = ' ';
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}
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repr[chw + 4*i + 0] = '|';
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repr[chw + 4*i + 1] = '\n';
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/* ... and copy it onto the even-numbered lines */
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for (i = 1; i < h; ++i) memcpy(repr + (2*i + 1) * chw, repr + chw, chw);
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/* fill in the numbers */
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for (i = 0; i < sz; ++i) {
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const int x = i % w;
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const int y = i / w;
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if (board[i] == EMPTY) continue;
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repr[chw*(2*y + 1) + (4*x + 2)] = board[i] + '0';
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}
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repr[chlen] = '\0';
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return repr;
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}
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static int game_can_format_as_text_now(game_params *params)
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{
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return TRUE;
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}
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static char *game_text_format(game_state *state)
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{
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const int w = state->shared->params.w;
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const int h = state->shared->params.h;
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return board_to_string(state->board, w, h);
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}
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/*****************************************************************************
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* GAME GENERATION AND SOLVER *
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*****************************************************************************/
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static const int dx[4] = {-1, 1, 0, 0};
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static const int dy[4] = {0, 0, -1, 1};
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struct solver_state
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{
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int *dsf;
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int *board;
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int *connected;
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int nempty;
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};
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static void print_board(int *board, int w, int h) {
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if (verbose) {
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char *repr = board_to_string(board, w, h);
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printv("%s\n", repr);
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free(repr);
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}
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}
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static game_state *new_game(midend *, game_params *, char *);
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static void free_game(game_state *);
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#define SENTINEL sz
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/* generate a random valid board; uses validate_board. */
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static void make_board(int *board, int w, int h, random_state *rs) {
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int *dsf;
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const unsigned int sz = w * h;
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/* w=h=2 is a special case which requires a number > max(w, h) */
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/* TODO prove that this is the case ONLY for w=h=2. */
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const int maxsize = min(max(max(w, h), 3), 9);
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/* Note that if 1 in {w, h} then it's impossible to have a region
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* of size > w*h, so the special case only affects w=h=2. */
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int nboards = 0;
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int i;
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assert(w >= 1);
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assert(h >= 1);
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assert(board);
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dsf = snew_dsf(sz); /* implicit dsf_init */
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/* I abuse the board variable: when generating the puzzle, it
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* contains a shuffled list of numbers {0, ..., nsq-1}. */
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for (i = 0; i < (int)sz; ++i) board[i] = i;
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while (1) {
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int change;
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++nboards;
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shuffle(board, sz, sizeof (int), rs);
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/* while the board can in principle be fixed */
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do {
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change = FALSE;
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for (i = 0; i < (int)sz; ++i) {
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int a = SENTINEL;
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int b = SENTINEL;
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int c = SENTINEL;
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const int aa = dsf_canonify(dsf, board[i]);
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int cc = sz;
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int j;
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for (j = 0; j < 4; ++j) {
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const int x = (board[i] % w) + dx[j];
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const int y = (board[i] / w) + dy[j];
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int bb;
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if (x < 0 || x >= w || y < 0 || y >= h) continue;
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bb = dsf_canonify(dsf, w*y + x);
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if (aa == bb) continue;
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else if (dsf_size(dsf, aa) == dsf_size(dsf, bb)) {
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a = aa;
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b = bb;
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c = cc;
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} else if (cc == sz) c = cc = bb;
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}
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if (a != SENTINEL) {
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a = dsf_canonify(dsf, a);
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assert(a != dsf_canonify(dsf, b));
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if (c != sz) assert(a != dsf_canonify(dsf, c));
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dsf_merge(dsf, a, c == sz? b: c);
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/* if repair impossible; make a new board */
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if (dsf_size(dsf, a) > maxsize) goto retry;
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change = TRUE;
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}
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}
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} while (change);
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for (i = 0; i < (int)sz; ++i) board[i] = dsf_size(dsf, i);
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sfree(dsf);
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printv("returning board number %d\n", nboards);
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return;
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retry:
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dsf_init(dsf, sz);
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}
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assert(FALSE); /* unreachable */
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}
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static int rhofree(int *hop, int start) {
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int turtle = start, rabbit = hop[start];
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while (rabbit != turtle) { /* find a cycle */
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turtle = hop[turtle];
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rabbit = hop[hop[rabbit]];
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}
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do { /* check that start is in the cycle */
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rabbit = hop[rabbit];
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if (start == rabbit) return 1;
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} while (rabbit != turtle);
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return 0;
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}
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static void merge(int *dsf, int *connected, int a, int b) {
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int c;
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assert(dsf);
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assert(connected);
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assert(rhofree(connected, a));
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assert(rhofree(connected, b));
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a = dsf_canonify(dsf, a);
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b = dsf_canonify(dsf, b);
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if (a == b) return;
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dsf_merge(dsf, a, b);
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c = connected[a];
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connected[a] = connected[b];
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connected[b] = c;
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assert(rhofree(connected, a));
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assert(rhofree(connected, b));
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}
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static void *memdup(const void *ptr, size_t len, size_t esz) {
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void *dup = smalloc(len * esz);
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assert(ptr);
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memcpy(dup, ptr, len * esz);
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return dup;
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}
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static void expand(struct solver_state *s, int w, int h, int t, int f) {
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int j;
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assert(s);
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assert(s->board[t] == EMPTY); /* expand to empty square */
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assert(s->board[f] != EMPTY); /* expand from non-empty square */
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printv(
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"learn: expanding %d from (%d, %d) into (%d, %d)\n",
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s->board[f], f % w, f / w, t % w, t / w);
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s->board[t] = s->board[f];
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for (j = 0; j < 4; ++j) {
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const int x = (t % w) + dx[j];
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const int y = (t / w) + dy[j];
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const int idx = w*y + x;
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if (x < 0 || x >= w || y < 0 || y >= h) continue;
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if (s->board[idx] != s->board[t]) continue;
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merge(s->dsf, s->connected, t, idx);
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}
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--s->nempty;
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}
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static void clear_count(int *board, int sz) {
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int i;
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for (i = 0; i < sz; ++i) {
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if (board[i] >= 0) continue;
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else if (board[i] == -SENTINEL) board[i] = EMPTY;
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else board[i] = -board[i];
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}
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}
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static void flood_count(int *board, int w, int h, int i, int n, int *c) {
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const int sz = w * h;
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int k;
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if (board[i] == EMPTY) board[i] = -SENTINEL;
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else if (board[i] == n) board[i] = -board[i];
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else return;
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if (--*c == 0) return;
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for (k = 0; k < 4; ++k) {
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const int x = (i % w) + dx[k];
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const int y = (i / w) + dy[k];
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const int idx = w*y + x;
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if (x < 0 || x >= w || y < 0 || y >= h) continue;
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flood_count(board, w, h, idx, n, c);
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if (*c == 0) return;
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}
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}
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static int check_capacity(int *board, int w, int h, int i) {
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int n = board[i];
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flood_count(board, w, h, i, board[i], &n);
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clear_count(board, w * h);
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return n == 0;
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}
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|
|
|
static int expandsize(const int *board, int *dsf, int w, int h, int i, int n) {
|
|
int j;
|
|
int nhits = 0;
|
|
int hits[4];
|
|
int size = 1;
|
|
for (j = 0; j < 4; ++j) {
|
|
const int x = (i % w) + dx[j];
|
|
const int y = (i / w) + dy[j];
|
|
const int idx = w*y + x;
|
|
int root;
|
|
int m;
|
|
if (x < 0 || x >= w || y < 0 || y >= h) continue;
|
|
if (board[idx] != n) continue;
|
|
root = dsf_canonify(dsf, idx);
|
|
for (m = 0; m < nhits && root != hits[m]; ++m);
|
|
if (m < nhits) continue;
|
|
printv("\t (%d, %d) contrib %d to size\n", x, y, dsf[root] >> 2);
|
|
size += dsf_size(dsf, root);
|
|
assert(dsf_size(dsf, root) >= 1);
|
|
hits[nhits++] = root;
|
|
}
|
|
return size;
|
|
}
|
|
|
|
/*
|
|
* +---+---+---+---+---+---+---+
|
|
* | 6 | | | 2 | | | 2 |
|
|
* +---+---+---+---+---+---+---+
|
|
* | | 3 | | 6 | | 3 | |
|
|
* +---+---+---+---+---+---+---+
|
|
* | 3 | | | | | | 1 |
|
|
* +---+---+---+---+---+---+---+
|
|
* | | 2 | 3 | | 4 | 2 | |
|
|
* +---+---+---+---+---+---+---+
|
|
* | 2 | | | | | | 3 |
|
|
* +---+---+---+---+---+---+---+
|
|
* | | 5 | | 1 | | 4 | |
|
|
* +---+---+---+---+---+---+---+
|
|
* | 4 | | | 3 | | | 3 |
|
|
* +---+---+---+---+---+---+---+
|
|
*/
|
|
|
|
/* Solving techniques:
|
|
*
|
|
* CONNECTED COMPONENT FORCED EXPANSION (too big):
|
|
* When a CC can only be expanded in one direction, because all the
|
|
* other ones would make the CC too big.
|
|
* +---+---+---+---+---+
|
|
* | 2 | 2 | | 2 | _ |
|
|
* +---+---+---+---+---+
|
|
*
|
|
* CONNECTED COMPONENT FORCED EXPANSION (too small):
|
|
* When a CC must include a particular square, because otherwise there
|
|
* would not be enough room to complete it. This includes squares not
|
|
* adjacent to the CC through learn_critical_square.
|
|
* +---+---+
|
|
* | 2 | _ |
|
|
* +---+---+
|
|
*
|
|
* DROPPING IN A ONE:
|
|
* When an empty square has no neighbouring empty squares and only a 1
|
|
* will go into the square (or other CCs would be too big).
|
|
* +---+---+---+
|
|
* | 2 | 2 | _ |
|
|
* +---+---+---+
|
|
*
|
|
* TODO: generalise DROPPING IN A ONE: find the size of the CC of
|
|
* empty squares and a list of all adjacent numbers. See if only one
|
|
* number in {1, ..., size} u {all adjacent numbers} is possible.
|
|
* Probably this is only effective for a CC size < n for some n (4?)
|
|
*
|
|
* TODO: backtracking.
|
|
*/
|
|
|
|
static void filled_square(struct solver_state *s, int w, int h, int i) {
|
|
int j;
|
|
for (j = 0; j < 4; ++j) {
|
|
const int x = (i % w) + dx[j];
|
|
const int y = (i / w) + dy[j];
|
|
const int idx = w*y + x;
|
|
if (x < 0 || x >= w || y < 0 || y >= h) continue;
|
|
if (s->board[i] == s->board[idx])
|
|
merge(s->dsf, s->connected, i, idx);
|
|
}
|
|
}
|
|
|
|
static void init_solver_state(struct solver_state *s, int w, int h) {
|
|
const int sz = w * h;
|
|
int i;
|
|
assert(s);
|
|
|
|
s->nempty = 0;
|
|
for (i = 0; i < sz; ++i) s->connected[i] = i;
|
|
for (i = 0; i < sz; ++i)
|
|
if (s->board[i] == EMPTY) ++s->nempty;
|
|
else filled_square(s, w, h, i);
|
|
}
|
|
|
|
static int learn_expand_or_one(struct solver_state *s, int w, int h) {
|
|
const int sz = w * h;
|
|
int i;
|
|
int learn = FALSE;
|
|
|
|
assert(s);
|
|
|
|
for (i = 0; i < sz; ++i) {
|
|
int j;
|
|
int one = TRUE;
|
|
|
|
if (s->board[i] != EMPTY) continue;
|
|
|
|
for (j = 0; j < 4; ++j) {
|
|
const int x = (i % w) + dx[j];
|
|
const int y = (i / w) + dy[j];
|
|
const int idx = w*y + x;
|
|
if (x < 0 || x >= w || y < 0 || y >= h) continue;
|
|
if (s->board[idx] == EMPTY) {
|
|
one = FALSE;
|
|
continue;
|
|
}
|
|
if (one &&
|
|
(s->board[idx] == 1 ||
|
|
(s->board[idx] >= expandsize(s->board, s->dsf, w, h,
|
|
i, s->board[idx]))))
|
|
one = FALSE;
|
|
assert(s->board[i] == EMPTY);
|
|
s->board[i] = -SENTINEL;
|
|
if (check_capacity(s->board, w, h, idx)) continue;
|
|
assert(s->board[i] == EMPTY);
|
|
printv("learn: expanding in one\n");
|
|
expand(s, w, h, i, idx);
|
|
learn = TRUE;
|
|
break;
|
|
}
|
|
|
|
if (j == 4 && one) {
|
|
printv("learn: one at (%d, %d)\n", i % w, i / w);
|
|
assert(s->board[i] == EMPTY);
|
|
s->board[i] = 1;
|
|
assert(s->nempty);
|
|
--s->nempty;
|
|
learn = TRUE;
|
|
}
|
|
}
|
|
return learn;
|
|
}
|
|
|
|
static int learn_blocked_expansion(struct solver_state *s, int w, int h) {
|
|
const int sz = w * h;
|
|
int i;
|
|
int learn = FALSE;
|
|
|
|
assert(s);
|
|
/* for every connected component */
|
|
for (i = 0; i < sz; ++i) {
|
|
int exp = SENTINEL;
|
|
int j;
|
|
|
|
if (s->board[i] == EMPTY) continue;
|
|
j = dsf_canonify(s->dsf, i);
|
|
|
|
/* (but only for each connected component) */
|
|
if (i != j) continue;
|
|
|
|
/* (and not if it's already complete) */
|
|
if (dsf_size(s->dsf, j) == s->board[j]) continue;
|
|
|
|
/* for each square j _in_ the connected component */
|
|
do {
|
|
int k;
|
|
printv(" looking at (%d, %d)\n", j % w, j / w);
|
|
|
|
/* for each neighbouring square (idx) */
|
|
for (k = 0; k < 4; ++k) {
|
|
const int x = (j % w) + dx[k];
|
|
const int y = (j / w) + dy[k];
|
|
const int idx = w*y + x;
|
|
int size;
|
|
/* int l;
|
|
int nhits = 0;
|
|
int hits[4]; */
|
|
if (x < 0 || x >= w || y < 0 || y >= h) continue;
|
|
if (s->board[idx] != EMPTY) continue;
|
|
if (exp == idx) continue;
|
|
printv("\ttrying to expand onto (%d, %d)\n", x, y);
|
|
|
|
/* find out the would-be size of the new connected
|
|
* component if we actually expanded into idx */
|
|
/*
|
|
size = 1;
|
|
for (l = 0; l < 4; ++l) {
|
|
const int lx = x + dx[l];
|
|
const int ly = y + dy[l];
|
|
const int idxl = w*ly + lx;
|
|
int root;
|
|
int m;
|
|
if (lx < 0 || lx >= w || ly < 0 || ly >= h) continue;
|
|
if (board[idxl] != board[j]) continue;
|
|
root = dsf_canonify(dsf, idxl);
|
|
for (m = 0; m < nhits && root != hits[m]; ++m);
|
|
if (m != nhits) continue;
|
|
// printv("\t (%d, %d) contributed %d to size\n", lx, ly, dsf[root] >> 2);
|
|
size += dsf_size(dsf, root);
|
|
assert(dsf_size(dsf, root) >= 1);
|
|
hits[nhits++] = root;
|
|
}
|
|
*/
|
|
|
|
size = expandsize(s->board, s->dsf, w, h, idx, s->board[j]);
|
|
|
|
/* ... and see if that size is too big, or if we
|
|
* have other expansion candidates. Otherwise
|
|
* remember the (so far) only candidate. */
|
|
|
|
printv("\tthat would give a size of %d\n", size);
|
|
if (size > s->board[j]) continue;
|
|
/* printv("\tnow knowing %d expansions\n", nexpand + 1); */
|
|
if (exp != SENTINEL) goto next_i;
|
|
assert(exp != idx);
|
|
exp = idx;
|
|
}
|
|
|
|
j = s->connected[j]; /* next square in the same CC */
|
|
assert(s->board[i] == s->board[j]);
|
|
} while (j != i);
|
|
/* end: for each square j _in_ the connected component */
|
|
|
|
if (exp == SENTINEL) continue;
|
|
printv("learning to expand\n");
|
|
expand(s, w, h, exp, i);
|
|
learn = TRUE;
|
|
|
|
next_i:
|
|
;
|
|
}
|
|
/* end: for each connected component */
|
|
return learn;
|
|
}
|
|
|
|
static int learn_critical_square(struct solver_state *s, int w, int h) {
|
|
const int sz = w * h;
|
|
int i;
|
|
int learn = FALSE;
|
|
assert(s);
|
|
|
|
/* for each connected component */
|
|
for (i = 0; i < sz; ++i) {
|
|
int j;
|
|
if (s->board[i] == EMPTY) continue;
|
|
if (i != dsf_canonify(s->dsf, i)) continue;
|
|
if (dsf_size(s->dsf, i) == s->board[i]) continue;
|
|
assert(s->board[i] != 1);
|
|
/* for each empty square */
|
|
for (j = 0; j < sz; ++j) {
|
|
if (s->board[j] != EMPTY) continue;
|
|
s->board[j] = -SENTINEL;
|
|
if (check_capacity(s->board, w, h, i)) continue;
|
|
/* if not expanding s->board[i] to s->board[j] implies
|
|
* that s->board[i] can't reach its full size, ... */
|
|
assert(s->nempty);
|
|
printv(
|
|
"learn: ds %d at (%d, %d) blocking (%d, %d)\n",
|
|
s->board[i], j % w, j / w, i % w, i / w);
|
|
--s->nempty;
|
|
s->board[j] = s->board[i];
|
|
filled_square(s, w, h, j);
|
|
learn = TRUE;
|
|
}
|
|
}
|
|
return learn;
|
|
}
|
|
|
|
static int solver(const int *orig, int w, int h, char **solution) {
|
|
const int sz = w * h;
|
|
|
|
struct solver_state ss;
|
|
ss.board = memdup(orig, sz, sizeof (int));
|
|
ss.dsf = snew_dsf(sz); /* eqv classes: connected components */
|
|
ss.connected = snewn(sz, int); /* connected[n] := n.next; */
|
|
/* cyclic disjoint singly linked lists, same partitioning as dsf.
|
|
* The lists lets you iterate over a partition given any member */
|
|
|
|
printv("trying to solve this:\n");
|
|
print_board(ss.board, w, h);
|
|
|
|
init_solver_state(&ss, w, h);
|
|
do {
|
|
if (learn_blocked_expansion(&ss, w, h)) continue;
|
|
if (learn_expand_or_one(&ss, w, h)) continue;
|
|
if (learn_critical_square(&ss, w, h)) continue;
|
|
break;
|
|
} while (ss.nempty);
|
|
|
|
printv("best guess:\n");
|
|
print_board(ss.board, w, h);
|
|
|
|
if (solution) {
|
|
int i;
|
|
assert(*solution == NULL);
|
|
*solution = snewn(sz + 2, char);
|
|
**solution = 's';
|
|
for (i = 0; i < sz; ++i) (*solution)[i + 1] = ss.board[i] + '0';
|
|
(*solution)[sz + 1] = '\0';
|
|
/* We don't need the \0 for execute_move (the only user)
|
|
* I'm just being printf-friendly in case I wanna print */
|
|
}
|
|
|
|
sfree(ss.dsf);
|
|
sfree(ss.board);
|
|
sfree(ss.connected);
|
|
|
|
return !ss.nempty;
|
|
}
|
|
|
|
static int *make_dsf(int *dsf, int *board, const int w, const int h) {
|
|
const int sz = w * h;
|
|
int i;
|
|
|
|
if (!dsf)
|
|
dsf = snew_dsf(w * h);
|
|
else
|
|
dsf_init(dsf, w * h);
|
|
|
|
for (i = 0; i < sz; ++i) {
|
|
int j;
|
|
for (j = 0; j < 4; ++j) {
|
|
const int x = (i % w) + dx[j];
|
|
const int y = (i / w) + dy[j];
|
|
const int k = w*y + x;
|
|
if (x < 0 || x >= w || y < 0 || y >= h) continue;
|
|
if (board[i] == board[k]) dsf_merge(dsf, i, k);
|
|
}
|
|
}
|
|
return dsf;
|
|
}
|
|
|
|
/*
|
|
static int filled(int *board, int *randomize, int k, int n) {
|
|
int i;
|
|
if (board == NULL) return FALSE;
|
|
if (randomize == NULL) return FALSE;
|
|
if (k > n) return FALSE;
|
|
for (i = 0; i < k; ++i) if (board[randomize[i]] == 0) return FALSE;
|
|
for (; i < n; ++i) if (board[randomize[i]] != 0) return FALSE;
|
|
return TRUE;
|
|
}
|
|
*/
|
|
|
|
static int *g_board;
|
|
static int compare(const void *pa, const void *pb) {
|
|
if (!g_board) return 0;
|
|
return g_board[*(const int *)pb] - g_board[*(const int *)pa];
|
|
}
|
|
|
|
static void minimize_clue_set(int *board, int w, int h, int *randomize) {
|
|
const int sz = w * h;
|
|
int i;
|
|
int *board_cp = snewn(sz, int);
|
|
memcpy(board_cp, board, sz * sizeof (int));
|
|
|
|
/* since more clues only helps and never hurts, one pass will do
|
|
* just fine: if we can remove clue n with k clues of index > n,
|
|
* we could have removed clue n with >= k clues of index > n.
|
|
* So an additional pass wouldn't do anything [use induction]. */
|
|
for (i = 0; i < sz; ++i) {
|
|
if (board[randomize[i]] == EMPTY) continue;
|
|
board[randomize[i]] = EMPTY;
|
|
/* (rot.) symmetry tends to include _way_ too many hints */
|
|
/* board[sz - randomize[i] - 1] = EMPTY; */
|
|
if (!solver(board, w, h, NULL)) {
|
|
board[randomize[i]] = board_cp[randomize[i]];
|
|
/* board[sz - randomize[i] - 1] =
|
|
board_cp[sz - randomize[i] - 1]; */
|
|
}
|
|
}
|
|
|
|
sfree(board_cp);
|
|
}
|
|
|
|
static char *new_game_desc(game_params *params, random_state *rs,
|
|
char **aux, int interactive)
|
|
{
|
|
const int w = params->w;
|
|
const int h = params->h;
|
|
const int sz = w * h;
|
|
int *board = snewn(sz, int);
|
|
int *randomize = snewn(sz, int);
|
|
char *game_description = snewn(sz + 1, char);
|
|
int i;
|
|
|
|
for (i = 0; i < sz; ++i) {
|
|
board[i] = EMPTY;
|
|
randomize[i] = i;
|
|
}
|
|
|
|
make_board(board, w, h, rs);
|
|
g_board = board;
|
|
qsort(randomize, sz, sizeof (int), compare);
|
|
minimize_clue_set(board, w, h, randomize);
|
|
|
|
for (i = 0; i < sz; ++i) {
|
|
assert(board[i] >= 0);
|
|
assert(board[i] < 10);
|
|
game_description[i] = board[i] + '0';
|
|
}
|
|
game_description[sz] = '\0';
|
|
|
|
/*
|
|
solver(board, w, h, aux);
|
|
print_board(board, w, h);
|
|
*/
|
|
|
|
sfree(randomize);
|
|
sfree(board);
|
|
|
|
return game_description;
|
|
}
|
|
|
|
static char *validate_desc(game_params *params, char *desc)
|
|
{
|
|
int i;
|
|
const int sz = params->w * params->h;
|
|
const char m = '0' + max(max(params->w, params->h), 3);
|
|
|
|
printv("desc = '%s'; sz = %d\n", desc, sz);
|
|
|
|
for (i = 0; desc[i] && i < sz; ++i)
|
|
if (!isdigit((unsigned char) *desc))
|
|
return "non-digit in string";
|
|
else if (desc[i] > m)
|
|
return "too large digit in string";
|
|
if (desc[i]) return "string too long";
|
|
else if (i < sz) return "string too short";
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, game_params *params, char *desc)
|
|
{
|
|
game_state *state = snew(game_state);
|
|
int sz = params->w * params->h;
|
|
int i;
|
|
|
|
state->cheated = state->completed = FALSE;
|
|
state->shared = snew(struct shared_state);
|
|
state->shared->refcnt = 1;
|
|
state->shared->params = *params; /* struct copy */
|
|
state->shared->clues = snewn(sz, int);
|
|
for (i = 0; i < sz; ++i) state->shared->clues[i] = desc[i] - '0';
|
|
state->board = memdup(state->shared->clues, sz, sizeof (int));
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(game_state *state)
|
|
{
|
|
const int sz = state->shared->params.w * state->shared->params.h;
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->board = memdup(state->board, sz, sizeof (int));
|
|
ret->shared = state->shared;
|
|
ret->cheated = state->cheated;
|
|
ret->completed = state->completed;
|
|
++ret->shared->refcnt;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
assert(state);
|
|
sfree(state->board);
|
|
if (--state->shared->refcnt == 0) {
|
|
sfree(state->shared->clues);
|
|
sfree(state->shared);
|
|
}
|
|
sfree(state);
|
|
}
|
|
|
|
static char *solve_game(game_state *state, game_state *currstate,
|
|
char *aux, char **error)
|
|
{
|
|
if (aux == NULL) {
|
|
const int w = state->shared->params.w;
|
|
const int h = state->shared->params.h;
|
|
if (!solver(state->board, w, h, &aux))
|
|
*error = "Sorry, I couldn't find a solution";
|
|
}
|
|
return aux;
|
|
}
|
|
|
|
/*****************************************************************************
|
|
* USER INTERFACE STATE AND ACTION *
|
|
*****************************************************************************/
|
|
|
|
struct game_ui {
|
|
int *sel; /* w*h highlighted squares, or NULL */
|
|
int cur_x, cur_y, cur_visible;
|
|
};
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
game_ui *ui = snew(game_ui);
|
|
|
|
ui->sel = NULL;
|
|
ui->cur_x = ui->cur_y = ui->cur_visible = 0;
|
|
|
|
return ui;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
if (ui->sel)
|
|
sfree(ui->sel);
|
|
sfree(ui);
|
|
}
|
|
|
|
static char *encode_ui(game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, game_state *oldstate,
|
|
game_state *newstate)
|
|
{
|
|
/* Clear any selection */
|
|
if (ui->sel) {
|
|
sfree(ui->sel);
|
|
ui->sel = NULL;
|
|
}
|
|
}
|
|
|
|
#define PREFERRED_TILE_SIZE 32
|
|
#define TILE_SIZE (ds->tilesize)
|
|
#define BORDER (TILE_SIZE / 2)
|
|
#define BORDER_WIDTH (max(TILE_SIZE / 32, 1))
|
|
|
|
struct game_drawstate {
|
|
struct game_params params;
|
|
int tilesize;
|
|
int started;
|
|
int *v, *flags;
|
|
int *dsf_scratch, *border_scratch;
|
|
};
|
|
|
|
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
const int w = state->shared->params.w;
|
|
const int h = state->shared->params.h;
|
|
|
|
const int tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1;
|
|
const int ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1;
|
|
|
|
char *move = NULL;
|
|
int i;
|
|
|
|
assert(ui);
|
|
assert(ds);
|
|
|
|
button &= ~MOD_MASK;
|
|
|
|
if (button == LEFT_BUTTON || button == LEFT_DRAG) {
|
|
/* A left-click anywhere will clear the current selection. */
|
|
if (button == LEFT_BUTTON) {
|
|
if (ui->sel) {
|
|
sfree(ui->sel);
|
|
ui->sel = NULL;
|
|
}
|
|
}
|
|
if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
|
|
if (!ui->sel) {
|
|
ui->sel = snewn(w*h, int);
|
|
memset(ui->sel, 0, w*h*sizeof(int));
|
|
}
|
|
if (!state->shared->clues[w*ty+tx])
|
|
ui->sel[w*ty+tx] = 1;
|
|
}
|
|
ui->cur_visible = 0;
|
|
return ""; /* redraw */
|
|
}
|
|
|
|
if (IS_CURSOR_MOVE(button)) {
|
|
ui->cur_visible = 1;
|
|
move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
|
|
return "";
|
|
}
|
|
if (IS_CURSOR_SELECT(button)) {
|
|
if (!ui->cur_visible) {
|
|
ui->cur_visible = 1;
|
|
return "";
|
|
}
|
|
if (!ui->sel) {
|
|
ui->sel = snewn(w*h, int);
|
|
memset(ui->sel, 0, w*h*sizeof(int));
|
|
}
|
|
if (state->shared->clues[w*ui->cur_y + ui->cur_x] == 0)
|
|
ui->sel[w*ui->cur_y + ui->cur_x] ^= 1;
|
|
return "";
|
|
}
|
|
|
|
switch (button) {
|
|
case ' ':
|
|
case '\r':
|
|
case '\n':
|
|
case '\b':
|
|
button = 0;
|
|
break;
|
|
default:
|
|
if (button < '0' || button > '9') return NULL;
|
|
button -= '0';
|
|
if (button > (w == 2 && h == 2? 3: max(w, h))) return NULL;
|
|
}
|
|
|
|
for (i = 0; i < w*h; i++) {
|
|
char buf[32];
|
|
if ((ui->sel && ui->sel[i]) ||
|
|
(!ui->sel && ui->cur_visible && (w*ui->cur_y+ui->cur_x) == i)) {
|
|
if (state->shared->clues[i] != 0) continue; /* in case cursor is on clue */
|
|
if (state->board[i] != button) {
|
|
sprintf(buf, "%s%d", move ? "," : "", i);
|
|
if (move) {
|
|
move = srealloc(move, strlen(move)+strlen(buf)+1);
|
|
strcat(move, buf);
|
|
} else {
|
|
move = smalloc(strlen(buf)+1);
|
|
strcpy(move, buf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (move) {
|
|
char buf[32];
|
|
sprintf(buf, "_%d", button);
|
|
move = srealloc(move, strlen(move)+strlen(buf)+1);
|
|
strcat(move, buf);
|
|
}
|
|
if (!ui->sel) return move ? move : NULL;
|
|
sfree(ui->sel);
|
|
ui->sel = NULL;
|
|
/* Need to update UI at least, as we cleared the selection */
|
|
return move ? move : "";
|
|
}
|
|
|
|
static game_state *execute_move(game_state *state, char *move)
|
|
{
|
|
game_state *new_state = NULL;
|
|
const int sz = state->shared->params.w * state->shared->params.h;
|
|
|
|
if (*move == 's') {
|
|
int i = 0;
|
|
new_state = dup_game(state);
|
|
for (++move; i < sz; ++i) new_state->board[i] = move[i] - '0';
|
|
new_state->cheated = TRUE;
|
|
} else {
|
|
int value;
|
|
char *endptr, *delim = strchr(move, '_');
|
|
if (!delim) goto err;
|
|
value = strtol(delim+1, &endptr, 0);
|
|
if (*endptr || endptr == delim+1) goto err;
|
|
if (value < 0 || value > 9) goto err;
|
|
new_state = dup_game(state);
|
|
while (*move) {
|
|
const int i = strtol(move, &endptr, 0);
|
|
if (endptr == move) goto err;
|
|
if (i < 0 || i >= sz) goto err;
|
|
new_state->board[i] = value;
|
|
if (*endptr == '_') break;
|
|
if (*endptr != ',') goto err;
|
|
move = endptr + 1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Check for completion.
|
|
*/
|
|
if (!new_state->completed) {
|
|
const int w = new_state->shared->params.w;
|
|
const int h = new_state->shared->params.h;
|
|
const int sz = w * h;
|
|
int *dsf = make_dsf(NULL, new_state->board, w, h);
|
|
int i;
|
|
for (i = 0; i < sz && new_state->board[i] == dsf_size(dsf, i); ++i);
|
|
sfree(dsf);
|
|
if (i == sz)
|
|
new_state->completed = TRUE;
|
|
}
|
|
|
|
return new_state;
|
|
|
|
err:
|
|
if (new_state) free_game(new_state);
|
|
return NULL;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
#define FLASH_TIME 0.4F
|
|
|
|
#define COL_CLUE COL_GRID
|
|
enum {
|
|
COL_BACKGROUND,
|
|
COL_GRID,
|
|
COL_HIGHLIGHT,
|
|
COL_CORRECT,
|
|
COL_ERROR,
|
|
COL_USER,
|
|
COL_CURSOR,
|
|
NCOLOURS
|
|
};
|
|
|
|
static void game_compute_size(game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
*x = (params->w + 1) * tilesize;
|
|
*y = (params->h + 1) * tilesize;
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
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_HIGHLIGHT * 3 + 0] = 0.85F * ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_HIGHLIGHT * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_HIGHLIGHT * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2];
|
|
|
|
ret[COL_CORRECT * 3 + 0] = 0.9F * ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_CORRECT * 3 + 1] = 0.9F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_CORRECT * 3 + 2] = 0.9F * ret[COL_BACKGROUND * 3 + 2];
|
|
|
|
ret[COL_CURSOR * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_CURSOR * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_CURSOR * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
|
|
|
|
ret[COL_ERROR * 3 + 0] = 1.0F;
|
|
ret[COL_ERROR * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_ERROR * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2];
|
|
|
|
ret[COL_USER * 3 + 0] = 0.0F;
|
|
ret[COL_USER * 3 + 1] = 0.6F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_USER * 3 + 2] = 0.0F;
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
|
|
{
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->tilesize = PREFERRED_TILE_SIZE;
|
|
ds->started = 0;
|
|
ds->params = state->shared->params;
|
|
ds->v = snewn(ds->params.w * ds->params.h, int);
|
|
ds->flags = snewn(ds->params.w * ds->params.h, int);
|
|
for (i = 0; i < ds->params.w * ds->params.h; i++)
|
|
ds->v[i] = ds->flags[i] = -1;
|
|
ds->border_scratch = snewn(ds->params.w * ds->params.h, int);
|
|
ds->dsf_scratch = NULL;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
sfree(ds->v);
|
|
sfree(ds->flags);
|
|
sfree(ds->border_scratch);
|
|
sfree(ds->dsf_scratch);
|
|
sfree(ds);
|
|
}
|
|
|
|
#define BORDER_U 0x001
|
|
#define BORDER_D 0x002
|
|
#define BORDER_L 0x004
|
|
#define BORDER_R 0x008
|
|
#define BORDER_UR 0x010
|
|
#define BORDER_DR 0x020
|
|
#define BORDER_UL 0x040
|
|
#define BORDER_DL 0x080
|
|
#define HIGH_BG 0x100
|
|
#define CORRECT_BG 0x200
|
|
#define ERROR_BG 0x400
|
|
#define USER_COL 0x800
|
|
#define CURSOR_SQ 0x1000
|
|
|
|
static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
|
|
int n, int flags)
|
|
{
|
|
assert(dr);
|
|
assert(ds);
|
|
|
|
/*
|
|
* Clip to the grid square.
|
|
*/
|
|
clip(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE,
|
|
TILE_SIZE, TILE_SIZE);
|
|
|
|
/*
|
|
* Clear the square.
|
|
*/
|
|
draw_rect(dr,
|
|
BORDER + x*TILE_SIZE,
|
|
BORDER + y*TILE_SIZE,
|
|
TILE_SIZE,
|
|
TILE_SIZE,
|
|
(flags & HIGH_BG ? COL_HIGHLIGHT :
|
|
flags & ERROR_BG ? COL_ERROR :
|
|
flags & CORRECT_BG ? COL_CORRECT : COL_BACKGROUND));
|
|
|
|
/*
|
|
* Draw the grid lines.
|
|
*/
|
|
draw_line(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE,
|
|
BORDER + (x+1)*TILE_SIZE, BORDER + y*TILE_SIZE, COL_GRID);
|
|
draw_line(dr, BORDER + x*TILE_SIZE, BORDER + y*TILE_SIZE,
|
|
BORDER + x*TILE_SIZE, BORDER + (y+1)*TILE_SIZE, COL_GRID);
|
|
|
|
/*
|
|
* Draw the number.
|
|
*/
|
|
if (n) {
|
|
char buf[2];
|
|
buf[0] = n + '0';
|
|
buf[1] = '\0';
|
|
draw_text(dr,
|
|
(x + 1) * TILE_SIZE,
|
|
(y + 1) * TILE_SIZE,
|
|
FONT_VARIABLE,
|
|
TILE_SIZE / 2,
|
|
ALIGN_VCENTRE | ALIGN_HCENTRE,
|
|
flags & USER_COL ? COL_USER : COL_CLUE,
|
|
buf);
|
|
}
|
|
|
|
/*
|
|
* Draw bold lines around the borders.
|
|
*/
|
|
if (flags & BORDER_L)
|
|
draw_rect(dr,
|
|
BORDER + x*TILE_SIZE + 1,
|
|
BORDER + y*TILE_SIZE + 1,
|
|
BORDER_WIDTH,
|
|
TILE_SIZE - 1,
|
|
COL_GRID);
|
|
if (flags & BORDER_U)
|
|
draw_rect(dr,
|
|
BORDER + x*TILE_SIZE + 1,
|
|
BORDER + y*TILE_SIZE + 1,
|
|
TILE_SIZE - 1,
|
|
BORDER_WIDTH,
|
|
COL_GRID);
|
|
if (flags & BORDER_R)
|
|
draw_rect(dr,
|
|
BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH,
|
|
BORDER + y*TILE_SIZE + 1,
|
|
BORDER_WIDTH,
|
|
TILE_SIZE - 1,
|
|
COL_GRID);
|
|
if (flags & BORDER_D)
|
|
draw_rect(dr,
|
|
BORDER + x*TILE_SIZE + 1,
|
|
BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH,
|
|
TILE_SIZE - 1,
|
|
BORDER_WIDTH,
|
|
COL_GRID);
|
|
if (flags & BORDER_UL)
|
|
draw_rect(dr,
|
|
BORDER + x*TILE_SIZE + 1,
|
|
BORDER + y*TILE_SIZE + 1,
|
|
BORDER_WIDTH,
|
|
BORDER_WIDTH,
|
|
COL_GRID);
|
|
if (flags & BORDER_UR)
|
|
draw_rect(dr,
|
|
BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH,
|
|
BORDER + y*TILE_SIZE + 1,
|
|
BORDER_WIDTH,
|
|
BORDER_WIDTH,
|
|
COL_GRID);
|
|
if (flags & BORDER_DL)
|
|
draw_rect(dr,
|
|
BORDER + x*TILE_SIZE + 1,
|
|
BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH,
|
|
BORDER_WIDTH,
|
|
BORDER_WIDTH,
|
|
COL_GRID);
|
|
if (flags & BORDER_DR)
|
|
draw_rect(dr,
|
|
BORDER + (x+1)*TILE_SIZE - BORDER_WIDTH,
|
|
BORDER + (y+1)*TILE_SIZE - BORDER_WIDTH,
|
|
BORDER_WIDTH,
|
|
BORDER_WIDTH,
|
|
COL_GRID);
|
|
|
|
if (flags & CURSOR_SQ) {
|
|
int coff = TILE_SIZE/8;
|
|
draw_rect_outline(dr,
|
|
BORDER + x*TILE_SIZE + coff,
|
|
BORDER + y*TILE_SIZE + coff,
|
|
TILE_SIZE - coff*2,
|
|
TILE_SIZE - coff*2,
|
|
COL_CURSOR);
|
|
}
|
|
|
|
unclip(dr);
|
|
|
|
draw_update(dr,
|
|
BORDER + x*TILE_SIZE,
|
|
BORDER + y*TILE_SIZE,
|
|
TILE_SIZE,
|
|
TILE_SIZE);
|
|
}
|
|
|
|
static void draw_grid(drawing *dr, game_drawstate *ds, game_state *state,
|
|
game_ui *ui, int flashy, int borders, int shading)
|
|
{
|
|
const int w = state->shared->params.w;
|
|
const int h = state->shared->params.h;
|
|
int x;
|
|
int y;
|
|
|
|
/*
|
|
* Build a dsf for the board in its current state, to use for
|
|
* highlights and hints.
|
|
*/
|
|
ds->dsf_scratch = make_dsf(ds->dsf_scratch, state->board, w, h);
|
|
|
|
/*
|
|
* Work out where we're putting borders between the cells.
|
|
*/
|
|
for (y = 0; y < w*h; y++)
|
|
ds->border_scratch[y] = 0;
|
|
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
int dx, dy;
|
|
int v1, s1, v2, s2;
|
|
|
|
for (dx = 0; dx <= 1; dx++) {
|
|
int border = FALSE;
|
|
|
|
dy = 1 - dx;
|
|
|
|
if (x+dx >= w || y+dy >= h)
|
|
continue;
|
|
|
|
v1 = state->board[y*w+x];
|
|
v2 = state->board[(y+dy)*w+(x+dx)];
|
|
s1 = dsf_size(ds->dsf_scratch, y*w+x);
|
|
s2 = dsf_size(ds->dsf_scratch, (y+dy)*w+(x+dx));
|
|
|
|
/*
|
|
* We only ever draw a border between two cells if
|
|
* they don't have the same contents.
|
|
*/
|
|
if (v1 != v2) {
|
|
/*
|
|
* But in that situation, we don't always draw
|
|
* a border. We do if the two cells both
|
|
* contain actual numbers...
|
|
*/
|
|
if (v1 && v2)
|
|
border = TRUE;
|
|
|
|
/*
|
|
* ... or if at least one of them is a
|
|
* completed or overfull omino.
|
|
*/
|
|
if (v1 && s1 >= v1)
|
|
border = TRUE;
|
|
if (v2 && s2 >= v2)
|
|
border = TRUE;
|
|
}
|
|
|
|
if (border)
|
|
ds->border_scratch[y*w+x] |= (dx ? 1 : 2);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Actually do the drawing.
|
|
*/
|
|
for (y = 0; y < h; ++y)
|
|
for (x = 0; x < w; ++x) {
|
|
/*
|
|
* Determine what we need to draw in this square.
|
|
*/
|
|
int v = state->board[y*w+x];
|
|
int flags = 0;
|
|
|
|
if (flashy || !shading) {
|
|
/* clear all background flags */
|
|
} else if (ui && ui->sel && ui->sel[y*w+x]) {
|
|
flags |= HIGH_BG;
|
|
} else if (v) {
|
|
int size = dsf_size(ds->dsf_scratch, y*w+x);
|
|
if (size == v)
|
|
flags |= CORRECT_BG;
|
|
else if (size > v)
|
|
flags |= ERROR_BG;
|
|
}
|
|
if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
|
|
flags |= CURSOR_SQ;
|
|
|
|
/*
|
|
* Borders at the very edges of the grid are
|
|
* independent of the `borders' flag.
|
|
*/
|
|
if (x == 0)
|
|
flags |= BORDER_L;
|
|
if (y == 0)
|
|
flags |= BORDER_U;
|
|
if (x == w-1)
|
|
flags |= BORDER_R;
|
|
if (y == h-1)
|
|
flags |= BORDER_D;
|
|
|
|
if (borders) {
|
|
if (x == 0 || (ds->border_scratch[y*w+(x-1)] & 1))
|
|
flags |= BORDER_L;
|
|
if (y == 0 || (ds->border_scratch[(y-1)*w+x] & 2))
|
|
flags |= BORDER_U;
|
|
if (x == w-1 || (ds->border_scratch[y*w+x] & 1))
|
|
flags |= BORDER_R;
|
|
if (y == h-1 || (ds->border_scratch[y*w+x] & 2))
|
|
flags |= BORDER_D;
|
|
|
|
if (y > 0 && x > 0 && (ds->border_scratch[(y-1)*w+(x-1)]))
|
|
flags |= BORDER_UL;
|
|
if (y > 0 && x < w-1 &&
|
|
((ds->border_scratch[(y-1)*w+x] & 1) ||
|
|
(ds->border_scratch[(y-1)*w+(x+1)] & 2)))
|
|
flags |= BORDER_UR;
|
|
if (y < h-1 && x > 0 &&
|
|
((ds->border_scratch[y*w+(x-1)] & 2) ||
|
|
(ds->border_scratch[(y+1)*w+(x-1)] & 1)))
|
|
flags |= BORDER_DL;
|
|
if (y < h-1 && x < w-1 &&
|
|
((ds->border_scratch[y*w+(x+1)] & 2) ||
|
|
(ds->border_scratch[(y+1)*w+x] & 1)))
|
|
flags |= BORDER_DR;
|
|
}
|
|
|
|
if (!state->shared->clues[y*w+x])
|
|
flags |= USER_COL;
|
|
|
|
if (ds->v[y*w+x] != v || ds->flags[y*w+x] != flags) {
|
|
draw_square(dr, ds, x, y, v, flags);
|
|
ds->v[y*w+x] = v;
|
|
ds->flags[y*w+x] = flags;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
const int w = state->shared->params.w;
|
|
const int h = state->shared->params.h;
|
|
|
|
const int flashy =
|
|
flashtime > 0 &&
|
|
(flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3);
|
|
|
|
if (!ds->started) {
|
|
/*
|
|
* The initial contents of the window are not guaranteed and
|
|
* can vary with front ends. To be on the safe side, all games
|
|
* should start by drawing a big background-colour rectangle
|
|
* covering the whole window.
|
|
*/
|
|
draw_rect(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER,
|
|
COL_BACKGROUND);
|
|
|
|
/*
|
|
* Smaller black rectangle which is the main grid.
|
|
*/
|
|
draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH,
|
|
w*TILE_SIZE + 2*BORDER_WIDTH + 1,
|
|
h*TILE_SIZE + 2*BORDER_WIDTH + 1,
|
|
COL_GRID);
|
|
|
|
draw_update(dr, 0, 0, w*TILE_SIZE + 2*BORDER, h*TILE_SIZE + 2*BORDER);
|
|
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
draw_grid(dr, ds, state, ui, flashy, TRUE, TRUE);
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
assert(oldstate);
|
|
assert(newstate);
|
|
assert(newstate->shared);
|
|
assert(oldstate->shared == newstate->shared);
|
|
if (!oldstate->completed && newstate->completed &&
|
|
!oldstate->cheated && !newstate->cheated)
|
|
return FLASH_TIME;
|
|
return 0.0F;
|
|
}
|
|
|
|
static int game_status(game_state *state)
|
|
{
|
|
return state->completed ? +1 : 0;
|
|
}
|
|
|
|
static int game_timing_state(game_state *state, game_ui *ui)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void game_print_size(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, game_state *state, int tilesize)
|
|
{
|
|
const int w = state->shared->params.w;
|
|
const int h = state->shared->params.h;
|
|
int c, i, borders;
|
|
|
|
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
|
|
game_drawstate *ds = game_new_drawstate(dr, state);
|
|
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_HIGHLIGHT);
|
|
c = print_mono_colour(dr, 1); assert(c == COL_CORRECT);
|
|
c = print_mono_colour(dr, 1); assert(c == COL_ERROR);
|
|
c = print_mono_colour(dr, 0); assert(c == COL_USER);
|
|
|
|
/*
|
|
* Border.
|
|
*/
|
|
draw_rect(dr, BORDER - BORDER_WIDTH, BORDER - BORDER_WIDTH,
|
|
w*TILE_SIZE + 2*BORDER_WIDTH + 1,
|
|
h*TILE_SIZE + 2*BORDER_WIDTH + 1,
|
|
COL_GRID);
|
|
|
|
/*
|
|
* We'll draw borders between the ominoes iff the grid is not
|
|
* pristine. So scan it to see if it is.
|
|
*/
|
|
borders = FALSE;
|
|
for (i = 0; i < w*h; i++)
|
|
if (state->board[i] && !state->shared->clues[i])
|
|
borders = TRUE;
|
|
|
|
/*
|
|
* Draw grid.
|
|
*/
|
|
print_line_width(dr, TILE_SIZE / 64);
|
|
draw_grid(dr, ds, state, NULL, FALSE, borders, FALSE);
|
|
|
|
/*
|
|
* Clean up.
|
|
*/
|
|
game_free_drawstate(dr, ds);
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame filling
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Filling", "games.filling", "filling",
|
|
default_params,
|
|
game_fetch_preset,
|
|
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,
|
|
game_changed_state,
|
|
interpret_move,
|
|
execute_move,
|
|
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_status,
|
|
TRUE, FALSE, game_print_size, game_print,
|
|
FALSE, /* wants_statusbar */
|
|
FALSE, game_timing_state,
|
|
REQUIRE_NUMPAD, /* flags */
|
|
};
|
|
|
|
#ifdef STANDALONE_SOLVER /* solver? hah! */
|
|
|
|
int main(int argc, char **argv) {
|
|
while (*++argv) {
|
|
game_params *params;
|
|
game_state *state;
|
|
char *par;
|
|
char *desc;
|
|
|
|
for (par = desc = *argv; *desc != '\0' && *desc != ':'; ++desc);
|
|
if (*desc == '\0') {
|
|
fprintf(stderr, "bad puzzle id: %s", par);
|
|
continue;
|
|
}
|
|
|
|
*desc++ = '\0';
|
|
|
|
params = snew(game_params);
|
|
decode_params(params, par);
|
|
state = new_game(NULL, params, desc);
|
|
if (solver(state->board, params->w, params->h, NULL))
|
|
printf("%s:%s: solvable\n", par, desc);
|
|
else
|
|
printf("%s:%s: not solvable\n", par, desc);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
/* vim: set shiftwidth=4 tabstop=8: */
|