X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/2ac6d24e968232e9040ee0bca5e605b3a75e9c39..36d01ffa8154db198db95b4cc3f788a430c7fee2:/solo.c?ds=inline diff --git a/solo.c b/solo.c index dc3bbc4..c9c6412 100644 --- a/solo.c +++ b/solo.c @@ -116,7 +116,7 @@ static game_params *default_params(void) ret->c = ret->r = 3; ret->symm = SYMM_ROT2; /* a plausible default */ - ret->diff = DIFF_SIMPLE; /* so is this */ + ret->diff = DIFF_BLOCK; /* so is this */ return ret; } @@ -141,9 +141,11 @@ static int game_fetch_preset(int i, char **name, game_params **params) } presets[] = { { "2x2 Trivial", { 2, 2, SYMM_ROT2, DIFF_BLOCK } }, { "2x3 Basic", { 2, 3, SYMM_ROT2, DIFF_SIMPLE } }, + { "3x3 Trivial", { 3, 3, SYMM_ROT2, DIFF_BLOCK } }, { "3x3 Basic", { 3, 3, SYMM_ROT2, DIFF_SIMPLE } }, { "3x3 Intermediate", { 3, 3, SYMM_ROT2, DIFF_INTERSECT } }, { "3x3 Advanced", { 3, 3, SYMM_ROT2, DIFF_SET } }, + { "3x3 Unreasonable", { 3, 3, SYMM_ROT2, DIFF_RECURSIVE } }, { "3x4 Basic", { 3, 4, SYMM_ROT2, DIFF_SIMPLE } }, { "4x4 Basic", { 4, 4, SYMM_ROT2, DIFF_SIMPLE } }, }; @@ -163,6 +165,7 @@ static game_params *decode_params(char const *string) ret->c = ret->r = atoi(string); ret->symm = SYMM_ROT2; + ret->diff = DIFF_BLOCK; while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; @@ -193,6 +196,8 @@ static game_params *decode_params(char const *string) string++, ret->diff = DIFF_INTERSECT; else if (*string == 'a') /* advanced */ string++, ret->diff = DIFF_SET; + else if (*string == 'u') /* unreasonable */ + string++, ret->diff = DIFF_RECURSIVE; } else string++; /* eat unknown character */ } @@ -239,7 +244,7 @@ static config_item *game_configure(game_params *params) ret[3].name = "Difficulty"; ret[3].type = C_CHOICES; - ret[3].sval = ":Trivial:Basic:Intermediate:Advanced"; + ret[3].sval = ":Trivial:Basic:Intermediate:Advanced:Unreasonable"; ret[3].ival = params->diff; ret[4].name = NULL; @@ -1351,6 +1356,11 @@ static int symmetries(game_params *params, int x, int y, int *output, int s) return i; } +struct game_aux_info { + int c, r; + digit *grid; +}; + static char *new_game_seed(game_params *params, random_state *rs, game_aux_info **aux) { @@ -1363,7 +1373,7 @@ static char *new_game_seed(game_params *params, random_state *rs, char *seed; int coords[16], ncoords; int xlim, ylim; - int maxdiff; + int maxdiff, recursing; /* * Adjust the maximum difficulty level to be consistent with @@ -1394,11 +1404,24 @@ static char *new_game_seed(game_params *params, random_state *rs, assert(ret == 1); assert(check_valid(c, r, grid)); + /* + * Save the solved grid in the aux_info. + */ + { + game_aux_info *ai = snew(game_aux_info); + ai->c = c; + ai->r = r; + ai->grid = snewn(cr * cr, digit); + memcpy(ai->grid, grid, cr * cr * sizeof(digit)); + *aux = ai; + } + /* * Now we have a solved grid, start removing things from it * while preserving solubility. */ symmetry_limit(params, &xlim, &ylim, params->symm); + recursing = FALSE; while (1) { int x, y, i, j; @@ -1435,6 +1458,8 @@ static char *new_game_seed(game_params *params, random_state *rs, * nsolve. */ for (i = 0; i < nlocs; i++) { + int ret; + x = locs[i].x; y = locs[i].y; @@ -1443,7 +1468,12 @@ static char *new_game_seed(game_params *params, random_state *rs, for (j = 0; j < ncoords; j++) grid2[coords[2*j+1]*cr+coords[2*j]] = 0; - if (nsolve(c, r, grid2) <= maxdiff) { + if (recursing) + ret = (rsolve(c, r, grid2, NULL, 2) == 1); + else + ret = (nsolve(c, r, grid2) <= maxdiff); + + if (ret) { for (j = 0; j < ncoords; j++) grid[coords[2*j+1]*cr+coords[2*j]] = 0; break; @@ -1452,15 +1482,22 @@ static char *new_game_seed(game_params *params, random_state *rs, if (i == nlocs) { /* - * There was nothing we could remove without destroying - * solvability. + * There was nothing we could remove without + * destroying solvability. If we're trying to + * generate a recursion-only grid and haven't + * switched over to rsolve yet, we now do; + * otherwise we give up. */ - break; + if (maxdiff == DIFF_RECURSIVE && !recursing) { + recursing = TRUE; + } else { + break; + } } } memcpy(grid2, grid, area); - } while (nsolve(c, r, grid2) != maxdiff); + } while (nsolve(c, r, grid2) < maxdiff); sfree(grid2); sfree(locs); @@ -1516,7 +1553,8 @@ static char *new_game_seed(game_params *params, random_state *rs, static void game_free_aux_info(game_aux_info *aux) { - assert(!"Shouldn't happen"); + sfree(aux->grid); + sfree(aux); } static char *validate_seed(game_params *params, char *seed) @@ -1614,31 +1652,37 @@ static void free_game(game_state *state) sfree(state); } -static game_state *solve_game(game_state *state, game_aux_info *aux, +static game_state *solve_game(game_state *state, game_aux_info *ai, char **error) { game_state *ret; - int c = state->c, r = state->r; + int c = state->c, r = state->r, cr = c*r; int rsolve_ret; - /* - * I could have stored the grid I invented in the game_aux_info - * and extracted it here where available, but it seems easier - * just to run my internal solver in all cases. - */ - ret = dup_game(state); ret->completed = ret->cheated = TRUE; - rsolve_ret = rsolve(c, r, ret->grid, NULL, 2); + /* + * If we already have the solution in the aux_info, save + * ourselves some time. + */ + if (ai) { + + assert(c == ai->c); + assert(r == ai->r); + memcpy(ret->grid, ai->grid, cr * cr * sizeof(digit)); - if (rsolve_ret != 1) { - free_game(ret); - if (rsolve_ret == 0) - *error = "No solution exists for this puzzle"; - else - *error = "Multiple solutions exist for this puzzle"; - return NULL; + } else { + rsolve_ret = rsolve(c, r, ret->grid, NULL, 2); + + if (rsolve_ret != 1) { + free_game(ret); + if (rsolve_ret == 0) + *error = "No solution exists for this puzzle"; + else + *error = "Multiple solutions exist for this puzzle"; + return NULL; + } } return ret; @@ -1737,6 +1781,8 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, int tx, ty; game_state *ret; + button &= ~MOD_NUM_KEYPAD; /* we treat this the same as normal */ + tx = (x + TILE_SIZE - BORDER) / TILE_SIZE - 1; ty = (y + TILE_SIZE - BORDER) / TILE_SIZE - 1;