| 1 | /* |
| 2 | * separate.c: Implementation of `Block Puzzle', a Japanese-only |
| 3 | * Nikoli puzzle seen at |
| 4 | * http://www.nikoli.co.jp/ja/puzzles/block_puzzle/ |
| 5 | * |
| 6 | * It's difficult to be absolutely sure of the rules since online |
| 7 | * Japanese translators are so bad, but looking at the sample |
| 8 | * puzzle it seems fairly clear that the rules of this one are |
| 9 | * very simple. You have an mxn grid in which every square |
| 10 | * contains a letter, there are k distinct letters with k dividing |
| 11 | * mn, and every letter occurs the same number of times; your aim |
| 12 | * is to find a partition of the grid into disjoint k-ominoes such |
| 13 | * that each k-omino contains exactly one of each letter. |
| 14 | * |
| 15 | * (It may be that Nikoli always have m,n,k equal to one another. |
| 16 | * However, I don't see that that's critical to the puzzle; k|mn |
| 17 | * is the only really important constraint, and even that could |
| 18 | * probably be dispensed with if some squares were marked as |
| 19 | * unused.) |
| 20 | */ |
| 21 | |
| 22 | /* |
| 23 | * Current status: only the solver/generator is yet written, and |
| 24 | * although working in principle it's _very_ slow. It generates |
| 25 | * 5x5n5 or 6x6n4 readily enough, 6x6n6 with a bit of effort, and |
| 26 | * 7x7n7 only with a serious strain. I haven't dared try it higher |
| 27 | * than that yet. |
| 28 | * |
| 29 | * One idea to speed it up is to implement more of the solver. |
| 30 | * Ideas I've so far had include: |
| 31 | * |
| 32 | * - Generalise the deduction currently expressed as `an |
| 33 | * undersized chain with only one direction to extend must take |
| 34 | * it'. More generally, the deduction should say `if all the |
| 35 | * possible k-ominoes containing a given chain also contain |
| 36 | * square x, then mark square x as part of that k-omino'. |
| 37 | * + For example, consider this case: |
| 38 | * |
| 39 | * a ? b This represents the top left of a board; the letters |
| 40 | * ? ? ? a,b,c do not represent the letters used in the puzzle, |
| 41 | * c ? ? but indicate that those three squares are known to be |
| 42 | * of different ominoes. Now if k >= 4, we can immediately |
| 43 | * deduce that the square midway between b and c belongs to the |
| 44 | * same omino as a, because there is no way we can make a 4-or- |
| 45 | * more-omino containing a which does not also contain that square. |
| 46 | * (Most easily seen by imagining cutting that square out of the |
| 47 | * grid; then, clearly, the omino containing a has only two |
| 48 | * squares to expand into, and needs at least three.) |
| 49 | * |
| 50 | * The key difficulty with this mode of reasoning is |
| 51 | * identifying such squares. I can't immediately think of a |
| 52 | * simple algorithm for finding them on a wholesale basis. |
| 53 | * |
| 54 | * - Bfs out from a chain looking for the letters it lacks. For |
| 55 | * example, in this situation (top three rows of a 7x7n7 grid): |
| 56 | * |
| 57 | * +-----------+-+ |
| 58 | * |E-A-F-B-C D|D| |
| 59 | * +------- || |
| 60 | * |E-C-G-D G|G E| |
| 61 | * +-+--- | |
| 62 | * |E|E G A B F A| |
| 63 | * |
| 64 | * In this situation we can be sure that the top left chain |
| 65 | * E-A-F-B-C does extend rightwards to the D, because there is |
| 66 | * no other D within reach of that chain. Note also that the |
| 67 | * bfs can skip squares which are known to belong to other |
| 68 | * ominoes than this one. |
| 69 | * |
| 70 | * (This deduction, I fear, should only be used in an |
| 71 | * emergency, because it relies on _all_ squares within range |
| 72 | * of the bfs having particular values and so using it during |
| 73 | * incremental generation rather nails down a lot of the grid.) |
| 74 | * |
| 75 | * It's conceivable that another thing we could do would be to |
| 76 | * increase the flexibility in the grid generator: instead of |
| 77 | * nailing down the _value_ of any square depended on, merely nail |
| 78 | * down its equivalence to other squares. Unfortunately this turns |
| 79 | * the letter-selection phase of generation into a general graph |
| 80 | * colouring problem (we must draw a graph with equivalence |
| 81 | * classes of squares as the vertices, and an edge between any two |
| 82 | * vertices representing equivalence classes which contain squares |
| 83 | * that share an omino, and then k-colour the result) and hence |
| 84 | * requires recursion, which bodes ill for something we're doing |
| 85 | * that many times per generation. |
| 86 | * |
| 87 | * I suppose a simple thing I could try would be tuning the retry |
| 88 | * count, just in case it's set too high or too low for efficient |
| 89 | * generation. |
| 90 | */ |
| 91 | |
| 92 | #include <stdio.h> |
| 93 | #include <stdlib.h> |
| 94 | #include <string.h> |
| 95 | #include <assert.h> |
| 96 | #include <ctype.h> |
| 97 | #include <math.h> |
| 98 | |
| 99 | #include "puzzles.h" |
| 100 | |
| 101 | enum { |
| 102 | COL_BACKGROUND, |
| 103 | NCOLOURS |
| 104 | }; |
| 105 | |
| 106 | struct game_params { |
| 107 | int w, h, k; |
| 108 | }; |
| 109 | |
| 110 | struct game_state { |
| 111 | int FIXME; |
| 112 | }; |
| 113 | |
| 114 | static game_params *default_params(void) |
| 115 | { |
| 116 | game_params *ret = snew(game_params); |
| 117 | |
| 118 | ret->w = ret->h = ret->k = 5; /* FIXME: a bit bigger? */ |
| 119 | |
| 120 | return ret; |
| 121 | } |
| 122 | |
| 123 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 124 | { |
| 125 | return FALSE; |
| 126 | } |
| 127 | |
| 128 | static void free_params(game_params *params) |
| 129 | { |
| 130 | sfree(params); |
| 131 | } |
| 132 | |
| 133 | static game_params *dup_params(game_params *params) |
| 134 | { |
| 135 | game_params *ret = snew(game_params); |
| 136 | *ret = *params; /* structure copy */ |
| 137 | return ret; |
| 138 | } |
| 139 | |
| 140 | static void decode_params(game_params *params, char const *string) |
| 141 | { |
| 142 | params->w = params->h = params->k = atoi(string); |
| 143 | while (*string && isdigit((unsigned char)*string)) string++; |
| 144 | if (*string == 'x') { |
| 145 | string++; |
| 146 | params->h = atoi(string); |
| 147 | while (*string && isdigit((unsigned char)*string)) string++; |
| 148 | } |
| 149 | if (*string == 'n') { |
| 150 | string++; |
| 151 | params->k = atoi(string); |
| 152 | while (*string && isdigit((unsigned char)*string)) string++; |
| 153 | } |
| 154 | } |
| 155 | |
| 156 | static char *encode_params(game_params *params, int full) |
| 157 | { |
| 158 | char buf[256]; |
| 159 | sprintf(buf, "%dx%dn%d", params->w, params->h, params->k); |
| 160 | return dupstr(buf); |
| 161 | } |
| 162 | |
| 163 | static config_item *game_configure(game_params *params) |
| 164 | { |
| 165 | return NULL; |
| 166 | } |
| 167 | |
| 168 | static game_params *custom_params(config_item *cfg) |
| 169 | { |
| 170 | return NULL; |
| 171 | } |
| 172 | |
| 173 | static char *validate_params(game_params *params, int full) |
| 174 | { |
| 175 | return NULL; |
| 176 | } |
| 177 | |
| 178 | /* ---------------------------------------------------------------------- |
| 179 | * Solver and generator. |
| 180 | */ |
| 181 | |
| 182 | struct solver_scratch { |
| 183 | int w, h, k; |
| 184 | |
| 185 | /* |
| 186 | * Tracks connectedness between squares. |
| 187 | */ |
| 188 | int *dsf; |
| 189 | |
| 190 | /* |
| 191 | * size[dsf_canonify(dsf, yx)] tracks the size of the |
| 192 | * connected component containing yx. |
| 193 | */ |
| 194 | int *size; |
| 195 | |
| 196 | /* |
| 197 | * contents[dsf_canonify(dsf, yx)*k+i] tracks whether or not |
| 198 | * the connected component containing yx includes letter i. If |
| 199 | * the value is -1, it doesn't; otherwise its value is the |
| 200 | * index in the main grid of the square which contributes that |
| 201 | * letter to the component. |
| 202 | */ |
| 203 | int *contents; |
| 204 | |
| 205 | /* |
| 206 | * disconnect[dsf_canonify(dsf, yx1)*w*h + dsf_canonify(dsf, yx2)] |
| 207 | * tracks whether or not the connected components containing |
| 208 | * yx1 and yx2 are known to be distinct. |
| 209 | */ |
| 210 | unsigned char *disconnect; |
| 211 | |
| 212 | /* |
| 213 | * Temporary space used only inside particular solver loops. |
| 214 | */ |
| 215 | int *tmp; |
| 216 | }; |
| 217 | |
| 218 | struct solver_scratch *solver_scratch_new(int w, int h, int k) |
| 219 | { |
| 220 | int wh = w*h; |
| 221 | struct solver_scratch *sc = snew(struct solver_scratch); |
| 222 | |
| 223 | sc->w = w; |
| 224 | sc->h = h; |
| 225 | sc->k = k; |
| 226 | |
| 227 | sc->dsf = snew_dsf(wh); |
| 228 | sc->size = snewn(wh, int); |
| 229 | sc->contents = snewn(wh * k, int); |
| 230 | sc->disconnect = snewn(wh*wh, unsigned char); |
| 231 | sc->tmp = snewn(wh, int); |
| 232 | |
| 233 | return sc; |
| 234 | } |
| 235 | |
| 236 | void solver_scratch_free(struct solver_scratch *sc) |
| 237 | { |
| 238 | sfree(sc->dsf); |
| 239 | sfree(sc->size); |
| 240 | sfree(sc->contents); |
| 241 | sfree(sc->disconnect); |
| 242 | sfree(sc->tmp); |
| 243 | sfree(sc); |
| 244 | } |
| 245 | |
| 246 | void solver_connect(struct solver_scratch *sc, int yx1, int yx2) |
| 247 | { |
| 248 | int w = sc->w, h = sc->h, k = sc->k; |
| 249 | int wh = w*h; |
| 250 | int i, yxnew; |
| 251 | |
| 252 | yx1 = dsf_canonify(sc->dsf, yx1); |
| 253 | yx2 = dsf_canonify(sc->dsf, yx2); |
| 254 | assert(yx1 != yx2); |
| 255 | |
| 256 | /* |
| 257 | * To connect two components together into a bigger one, we |
| 258 | * start by merging them in the dsf itself. |
| 259 | */ |
| 260 | dsf_merge(sc->dsf, yx1, yx2); |
| 261 | yxnew = dsf_canonify(sc->dsf, yx2); |
| 262 | |
| 263 | /* |
| 264 | * The size of the new component is the sum of the sizes of the |
| 265 | * old ones. |
| 266 | */ |
| 267 | sc->size[yxnew] = sc->size[yx1] + sc->size[yx2]; |
| 268 | |
| 269 | /* |
| 270 | * The contents bitmap of the new component is the union of the |
| 271 | * contents of the old ones. |
| 272 | * |
| 273 | * Given two numbers at most one of which is not -1, we can |
| 274 | * find the other one by adding the two and adding 1; this |
| 275 | * will yield -1 if both were -1 to begin with, otherwise the |
| 276 | * other. |
| 277 | * |
| 278 | * (A neater approach would be to take their bitwise AND, but |
| 279 | * this is unfortunately not well-defined standard C when done |
| 280 | * to signed integers.) |
| 281 | */ |
| 282 | for (i = 0; i < k; i++) { |
| 283 | assert(sc->contents[yx1*k+i] < 0 || sc->contents[yx2*k+i] < 0); |
| 284 | sc->contents[yxnew*k+i] = (sc->contents[yx1*k+i] + |
| 285 | sc->contents[yx2*k+i] + 1); |
| 286 | } |
| 287 | |
| 288 | /* |
| 289 | * We must combine the rows _and_ the columns in the disconnect |
| 290 | * matrix. |
| 291 | */ |
| 292 | for (i = 0; i < wh; i++) |
| 293 | sc->disconnect[yxnew*wh+i] = (sc->disconnect[yx1*wh+i] || |
| 294 | sc->disconnect[yx2*wh+i]); |
| 295 | for (i = 0; i < wh; i++) |
| 296 | sc->disconnect[i*wh+yxnew] = (sc->disconnect[i*wh+yx1] || |
| 297 | sc->disconnect[i*wh+yx2]); |
| 298 | } |
| 299 | |
| 300 | void solver_disconnect(struct solver_scratch *sc, int yx1, int yx2) |
| 301 | { |
| 302 | int w = sc->w, h = sc->h; |
| 303 | int wh = w*h; |
| 304 | |
| 305 | yx1 = dsf_canonify(sc->dsf, yx1); |
| 306 | yx2 = dsf_canonify(sc->dsf, yx2); |
| 307 | assert(yx1 != yx2); |
| 308 | assert(!sc->disconnect[yx1*wh+yx2]); |
| 309 | assert(!sc->disconnect[yx2*wh+yx1]); |
| 310 | |
| 311 | /* |
| 312 | * Mark the components as disconnected from each other in the |
| 313 | * disconnect matrix. |
| 314 | */ |
| 315 | sc->disconnect[yx1*wh+yx2] = sc->disconnect[yx2*wh+yx1] = 1; |
| 316 | } |
| 317 | |
| 318 | void solver_init(struct solver_scratch *sc) |
| 319 | { |
| 320 | int w = sc->w, h = sc->h; |
| 321 | int wh = w*h; |
| 322 | int i; |
| 323 | |
| 324 | /* |
| 325 | * Set up most of the scratch space. We don't set up the |
| 326 | * contents array, however, because this will change if we |
| 327 | * adjust the letter arrangement and re-run the solver. |
| 328 | */ |
| 329 | dsf_init(sc->dsf, wh); |
| 330 | for (i = 0; i < wh; i++) sc->size[i] = 1; |
| 331 | memset(sc->disconnect, 0, wh*wh); |
| 332 | } |
| 333 | |
| 334 | int solver_attempt(struct solver_scratch *sc, const unsigned char *grid, |
| 335 | unsigned char *gen_lock) |
| 336 | { |
| 337 | int w = sc->w, h = sc->h, k = sc->k; |
| 338 | int wh = w*h; |
| 339 | int i, x, y; |
| 340 | int done_something_overall = FALSE; |
| 341 | |
| 342 | /* |
| 343 | * Set up the contents array from the grid. |
| 344 | */ |
| 345 | for (i = 0; i < wh*k; i++) |
| 346 | sc->contents[i] = -1; |
| 347 | for (i = 0; i < wh; i++) |
| 348 | sc->contents[dsf_canonify(sc->dsf, i)*k+grid[i]] = i; |
| 349 | |
| 350 | while (1) { |
| 351 | int done_something = FALSE; |
| 352 | |
| 353 | /* |
| 354 | * Go over the grid looking for reasons to add to the |
| 355 | * disconnect matrix. We're after pairs of squares which: |
| 356 | * |
| 357 | * - are adjacent in the grid |
| 358 | * - belong to distinct dsf components |
| 359 | * - their components are not already marked as |
| 360 | * disconnected |
| 361 | * - their components share a letter in common. |
| 362 | */ |
| 363 | for (y = 0; y < h; y++) { |
| 364 | for (x = 0; x < w; x++) { |
| 365 | int dir; |
| 366 | for (dir = 0; dir < 2; dir++) { |
| 367 | int x2 = x + dir, y2 = y + 1 - dir; |
| 368 | int yx = y*w+x, yx2 = y2*w+x2; |
| 369 | |
| 370 | if (x2 >= w || y2 >= h) |
| 371 | continue; /* one square is outside the grid */ |
| 372 | |
| 373 | yx = dsf_canonify(sc->dsf, yx); |
| 374 | yx2 = dsf_canonify(sc->dsf, yx2); |
| 375 | if (yx == yx2) |
| 376 | continue; /* same dsf component */ |
| 377 | |
| 378 | if (sc->disconnect[yx*wh+yx2]) |
| 379 | continue; /* already known disconnected */ |
| 380 | |
| 381 | for (i = 0; i < k; i++) |
| 382 | if (sc->contents[yx*k+i] >= 0 && |
| 383 | sc->contents[yx2*k+i] >= 0) |
| 384 | break; |
| 385 | if (i == k) |
| 386 | continue; /* no letter in common */ |
| 387 | |
| 388 | /* |
| 389 | * We've found one. Mark yx and yx2 as |
| 390 | * disconnected from each other. |
| 391 | */ |
| 392 | #ifdef SOLVER_DIAGNOSTICS |
| 393 | printf("Disconnecting %d and %d (%c)\n", yx, yx2, 'A'+i); |
| 394 | #endif |
| 395 | solver_disconnect(sc, yx, yx2); |
| 396 | done_something = done_something_overall = TRUE; |
| 397 | |
| 398 | /* |
| 399 | * We have just made a deduction which hinges |
| 400 | * on two particular grid squares being the |
| 401 | * same. If we are feeding back to a generator |
| 402 | * loop, we must therefore mark those squares |
| 403 | * as fixed in the generator, so that future |
| 404 | * rearrangement of the grid will not break |
| 405 | * the information on which we have already |
| 406 | * based deductions. |
| 407 | */ |
| 408 | if (gen_lock) { |
| 409 | gen_lock[sc->contents[yx*k+i]] = 1; |
| 410 | gen_lock[sc->contents[yx2*k+i]] = 1; |
| 411 | } |
| 412 | } |
| 413 | } |
| 414 | } |
| 415 | |
| 416 | /* |
| 417 | * Now go over the grid looking for dsf components which |
| 418 | * are below maximum size and only have one way to extend, |
| 419 | * and extending them. |
| 420 | */ |
| 421 | for (i = 0; i < wh; i++) |
| 422 | sc->tmp[i] = -1; |
| 423 | for (y = 0; y < h; y++) { |
| 424 | for (x = 0; x < w; x++) { |
| 425 | int yx = dsf_canonify(sc->dsf, y*w+x); |
| 426 | int dir; |
| 427 | |
| 428 | if (sc->size[yx] == k) |
| 429 | continue; |
| 430 | |
| 431 | for (dir = 0; dir < 4; dir++) { |
| 432 | int x2 = x + (dir==0 ? -1 : dir==2 ? 1 : 0); |
| 433 | int y2 = y + (dir==1 ? -1 : dir==3 ? 1 : 0); |
| 434 | int yx2, yx2c; |
| 435 | |
| 436 | if (y2 < 0 || y2 >= h || x2 < 0 || x2 >= w) |
| 437 | continue; |
| 438 | yx2 = y2*w+x2; |
| 439 | yx2c = dsf_canonify(sc->dsf, yx2); |
| 440 | |
| 441 | if (yx2c != yx && !sc->disconnect[yx2c*wh+yx]) { |
| 442 | /* |
| 443 | * Component yx can be extended into square |
| 444 | * yx2. |
| 445 | */ |
| 446 | if (sc->tmp[yx] == -1) |
| 447 | sc->tmp[yx] = yx2; |
| 448 | else if (sc->tmp[yx] != yx2) |
| 449 | sc->tmp[yx] = -2; /* multiple choices found */ |
| 450 | } |
| 451 | } |
| 452 | } |
| 453 | } |
| 454 | for (i = 0; i < wh; i++) { |
| 455 | if (sc->tmp[i] >= 0) { |
| 456 | /* |
| 457 | * Make sure we haven't connected the two already |
| 458 | * during this loop (which could happen if for |
| 459 | * _both_ components this was the only way to |
| 460 | * extend them). |
| 461 | */ |
| 462 | if (dsf_canonify(sc->dsf, i) == |
| 463 | dsf_canonify(sc->dsf, sc->tmp[i])) |
| 464 | continue; |
| 465 | |
| 466 | #ifdef SOLVER_DIAGNOSTICS |
| 467 | printf("Connecting %d and %d\n", i, sc->tmp[i]); |
| 468 | #endif |
| 469 | solver_connect(sc, i, sc->tmp[i]); |
| 470 | done_something = done_something_overall = TRUE; |
| 471 | break; |
| 472 | } |
| 473 | } |
| 474 | |
| 475 | if (!done_something) |
| 476 | break; |
| 477 | } |
| 478 | |
| 479 | /* |
| 480 | * Return 0 if we haven't made any progress; 1 if we've done |
| 481 | * something but not solved it completely; 2 if we've solved |
| 482 | * it completely. |
| 483 | */ |
| 484 | for (i = 0; i < wh; i++) |
| 485 | if (sc->size[dsf_canonify(sc->dsf, i)] != k) |
| 486 | break; |
| 487 | if (i == wh) |
| 488 | return 2; |
| 489 | if (done_something_overall) |
| 490 | return 1; |
| 491 | return 0; |
| 492 | } |
| 493 | |
| 494 | unsigned char *generate(int w, int h, int k, random_state *rs) |
| 495 | { |
| 496 | int wh = w*h; |
| 497 | int n = wh/k; |
| 498 | struct solver_scratch *sc; |
| 499 | unsigned char *grid; |
| 500 | unsigned char *shuffled; |
| 501 | int i, j, m, retries; |
| 502 | int *permutation; |
| 503 | unsigned char *gen_lock; |
| 504 | extern int *divvy_rectangle(int w, int h, int k, random_state *rs); |
| 505 | |
| 506 | sc = solver_scratch_new(w, h, k); |
| 507 | grid = snewn(wh, unsigned char); |
| 508 | shuffled = snewn(k, unsigned char); |
| 509 | permutation = snewn(wh, int); |
| 510 | gen_lock = snewn(wh, unsigned char); |
| 511 | |
| 512 | do { |
| 513 | int *dsf = divvy_rectangle(w, h, k, rs); |
| 514 | |
| 515 | /* |
| 516 | * Go through the dsf and find the indices of all the |
| 517 | * squares involved in each omino, in a manner conducive |
| 518 | * to per-omino indexing. We set permutation[i*k+j] to be |
| 519 | * the index of the jth square (ordered arbitrarily) in |
| 520 | * omino i. |
| 521 | */ |
| 522 | for (i = j = 0; i < wh; i++) |
| 523 | if (dsf_canonify(dsf, i) == i) { |
| 524 | sc->tmp[i] = j; |
| 525 | /* |
| 526 | * During this loop and the following one, we use |
| 527 | * the last element of each row of permutation[] |
| 528 | * as a counter of the number of indices so far |
| 529 | * placed in it. When we place the final index of |
| 530 | * an omino, that counter is overwritten, but that |
| 531 | * doesn't matter because we'll never use it |
| 532 | * again. Of course this depends critically on |
| 533 | * divvy_rectangle() having returned correct |
| 534 | * results, or else chaos would ensue. |
| 535 | */ |
| 536 | permutation[j*k+k-1] = 0; |
| 537 | j++; |
| 538 | } |
| 539 | for (i = 0; i < wh; i++) { |
| 540 | j = sc->tmp[dsf_canonify(dsf, i)]; |
| 541 | m = permutation[j*k+k-1]++; |
| 542 | permutation[j*k+m] = i; |
| 543 | } |
| 544 | |
| 545 | /* |
| 546 | * Track which squares' letters we have already depended |
| 547 | * on for deductions. This is gradually updated by |
| 548 | * solver_attempt(). |
| 549 | */ |
| 550 | memset(gen_lock, 0, wh); |
| 551 | |
| 552 | /* |
| 553 | * Now repeatedly fill the grid with letters, and attempt |
| 554 | * to solve it. If the solver makes progress but does not |
| 555 | * fail completely, then gen_lock will have been updated |
| 556 | * and we try again. On a complete failure, though, we |
| 557 | * have no option but to give up and abandon this set of |
| 558 | * ominoes. |
| 559 | */ |
| 560 | solver_init(sc); |
| 561 | retries = k*k; |
| 562 | while (1) { |
| 563 | /* |
| 564 | * Fill the grid with letters. We can safely use |
| 565 | * sc->tmp to hold the set of letters required at each |
| 566 | * stage, since it's at least size k and is currently |
| 567 | * unused. |
| 568 | */ |
| 569 | for (i = 0; i < n; i++) { |
| 570 | /* |
| 571 | * First, determine the set of letters already |
| 572 | * placed in this omino by gen_lock. |
| 573 | */ |
| 574 | for (j = 0; j < k; j++) |
| 575 | sc->tmp[j] = j; |
| 576 | for (j = 0; j < k; j++) { |
| 577 | int index = permutation[i*k+j]; |
| 578 | int letter = grid[index]; |
| 579 | if (gen_lock[index]) |
| 580 | sc->tmp[letter] = -1; |
| 581 | } |
| 582 | /* |
| 583 | * Now collect together all the remaining letters |
| 584 | * and randomly shuffle them. |
| 585 | */ |
| 586 | for (j = m = 0; j < k; j++) |
| 587 | if (sc->tmp[j] >= 0) |
| 588 | sc->tmp[m++] = sc->tmp[j]; |
| 589 | shuffle(sc->tmp, m, sizeof(*sc->tmp), rs); |
| 590 | /* |
| 591 | * Finally, write the shuffled letters into the |
| 592 | * grid. |
| 593 | */ |
| 594 | for (j = 0; j < k; j++) { |
| 595 | int index = permutation[i*k+j]; |
| 596 | if (!gen_lock[index]) |
| 597 | grid[index] = sc->tmp[--m]; |
| 598 | } |
| 599 | assert(m == 0); |
| 600 | } |
| 601 | |
| 602 | /* |
| 603 | * Now we have a candidate grid. Attempt to progress |
| 604 | * the solution. |
| 605 | */ |
| 606 | m = solver_attempt(sc, grid, gen_lock); |
| 607 | if (m == 2 || /* success */ |
| 608 | (m == 0 && retries-- <= 0)) /* failure */ |
| 609 | break; |
| 610 | if (m == 1) |
| 611 | retries = k*k; /* reset this counter, and continue */ |
| 612 | } |
| 613 | |
| 614 | sfree(dsf); |
| 615 | } while (m == 0); |
| 616 | |
| 617 | sfree(gen_lock); |
| 618 | sfree(permutation); |
| 619 | sfree(shuffled); |
| 620 | solver_scratch_free(sc); |
| 621 | |
| 622 | return grid; |
| 623 | } |
| 624 | |
| 625 | /* ---------------------------------------------------------------------- |
| 626 | * End of solver/generator code. |
| 627 | */ |
| 628 | |
| 629 | static char *new_game_desc(game_params *params, random_state *rs, |
| 630 | char **aux, int interactive) |
| 631 | { |
| 632 | int w = params->w, h = params->h, wh = w*h, k = params->k; |
| 633 | unsigned char *grid; |
| 634 | char *desc; |
| 635 | int i; |
| 636 | |
| 637 | grid = generate(w, h, k, rs); |
| 638 | |
| 639 | desc = snewn(wh+1, char); |
| 640 | for (i = 0; i < wh; i++) |
| 641 | desc[i] = 'A' + grid[i]; |
| 642 | desc[wh] = '\0'; |
| 643 | |
| 644 | sfree(grid); |
| 645 | |
| 646 | return desc; |
| 647 | } |
| 648 | |
| 649 | static char *validate_desc(game_params *params, char *desc) |
| 650 | { |
| 651 | return NULL; |
| 652 | } |
| 653 | |
| 654 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 655 | { |
| 656 | game_state *state = snew(game_state); |
| 657 | |
| 658 | state->FIXME = 0; |
| 659 | |
| 660 | return state; |
| 661 | } |
| 662 | |
| 663 | static game_state *dup_game(game_state *state) |
| 664 | { |
| 665 | game_state *ret = snew(game_state); |
| 666 | |
| 667 | ret->FIXME = state->FIXME; |
| 668 | |
| 669 | return ret; |
| 670 | } |
| 671 | |
| 672 | static void free_game(game_state *state) |
| 673 | { |
| 674 | sfree(state); |
| 675 | } |
| 676 | |
| 677 | static char *solve_game(game_state *state, game_state *currstate, |
| 678 | char *aux, char **error) |
| 679 | { |
| 680 | return NULL; |
| 681 | } |
| 682 | |
| 683 | static int game_can_format_as_text_now(game_params *params) |
| 684 | { |
| 685 | return TRUE; |
| 686 | } |
| 687 | |
| 688 | static char *game_text_format(game_state *state) |
| 689 | { |
| 690 | return NULL; |
| 691 | } |
| 692 | |
| 693 | static game_ui *new_ui(game_state *state) |
| 694 | { |
| 695 | return NULL; |
| 696 | } |
| 697 | |
| 698 | static void free_ui(game_ui *ui) |
| 699 | { |
| 700 | } |
| 701 | |
| 702 | static char *encode_ui(game_ui *ui) |
| 703 | { |
| 704 | return NULL; |
| 705 | } |
| 706 | |
| 707 | static void decode_ui(game_ui *ui, char *encoding) |
| 708 | { |
| 709 | } |
| 710 | |
| 711 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 712 | game_state *newstate) |
| 713 | { |
| 714 | } |
| 715 | |
| 716 | struct game_drawstate { |
| 717 | int tilesize; |
| 718 | int FIXME; |
| 719 | }; |
| 720 | |
| 721 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 722 | int x, int y, int button) |
| 723 | { |
| 724 | return NULL; |
| 725 | } |
| 726 | |
| 727 | static game_state *execute_move(game_state *state, char *move) |
| 728 | { |
| 729 | return NULL; |
| 730 | } |
| 731 | |
| 732 | /* ---------------------------------------------------------------------- |
| 733 | * Drawing routines. |
| 734 | */ |
| 735 | |
| 736 | static void game_compute_size(game_params *params, int tilesize, |
| 737 | int *x, int *y) |
| 738 | { |
| 739 | *x = *y = 10 * tilesize; /* FIXME */ |
| 740 | } |
| 741 | |
| 742 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 743 | game_params *params, int tilesize) |
| 744 | { |
| 745 | ds->tilesize = tilesize; |
| 746 | } |
| 747 | |
| 748 | static float *game_colours(frontend *fe, int *ncolours) |
| 749 | { |
| 750 | float *ret = snewn(3 * NCOLOURS, float); |
| 751 | |
| 752 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 753 | |
| 754 | *ncolours = NCOLOURS; |
| 755 | return ret; |
| 756 | } |
| 757 | |
| 758 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 759 | { |
| 760 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 761 | |
| 762 | ds->tilesize = 0; |
| 763 | ds->FIXME = 0; |
| 764 | |
| 765 | return ds; |
| 766 | } |
| 767 | |
| 768 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 769 | { |
| 770 | sfree(ds); |
| 771 | } |
| 772 | |
| 773 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 774 | game_state *state, int dir, game_ui *ui, |
| 775 | float animtime, float flashtime) |
| 776 | { |
| 777 | /* |
| 778 | * The initial contents of the window are not guaranteed and |
| 779 | * can vary with front ends. To be on the safe side, all games |
| 780 | * should start by drawing a big background-colour rectangle |
| 781 | * covering the whole window. |
| 782 | */ |
| 783 | draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); |
| 784 | } |
| 785 | |
| 786 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
| 787 | int dir, game_ui *ui) |
| 788 | { |
| 789 | return 0.0F; |
| 790 | } |
| 791 | |
| 792 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
| 793 | int dir, game_ui *ui) |
| 794 | { |
| 795 | return 0.0F; |
| 796 | } |
| 797 | |
| 798 | static int game_timing_state(game_state *state, game_ui *ui) |
| 799 | { |
| 800 | return TRUE; |
| 801 | } |
| 802 | |
| 803 | static void game_print_size(game_params *params, float *x, float *y) |
| 804 | { |
| 805 | } |
| 806 | |
| 807 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 808 | { |
| 809 | } |
| 810 | |
| 811 | #ifdef COMBINED |
| 812 | #define thegame separate |
| 813 | #endif |
| 814 | |
| 815 | const struct game thegame = { |
| 816 | "Separate", NULL, NULL, |
| 817 | default_params, |
| 818 | game_fetch_preset, |
| 819 | decode_params, |
| 820 | encode_params, |
| 821 | free_params, |
| 822 | dup_params, |
| 823 | FALSE, game_configure, custom_params, |
| 824 | validate_params, |
| 825 | new_game_desc, |
| 826 | validate_desc, |
| 827 | new_game, |
| 828 | dup_game, |
| 829 | free_game, |
| 830 | FALSE, solve_game, |
| 831 | FALSE, game_can_format_as_text_now, game_text_format, |
| 832 | new_ui, |
| 833 | free_ui, |
| 834 | encode_ui, |
| 835 | decode_ui, |
| 836 | game_changed_state, |
| 837 | interpret_move, |
| 838 | execute_move, |
| 839 | 20 /* FIXME */, game_compute_size, game_set_size, |
| 840 | game_colours, |
| 841 | game_new_drawstate, |
| 842 | game_free_drawstate, |
| 843 | game_redraw, |
| 844 | game_anim_length, |
| 845 | game_flash_length, |
| 846 | FALSE, FALSE, game_print_size, game_print, |
| 847 | FALSE, /* wants_statusbar */ |
| 848 | FALSE, game_timing_state, |
| 849 | 0, /* flags */ |
| 850 | }; |