X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/e0936bbdf14b05964b4a0929012d042a4d554ba0..75a52b16f40911f1181c46357379ad9026e9cbc7:/loopy.c diff --git a/loopy.c b/loopy.c index 212c229..05d66ab 100644 --- a/loopy.c +++ b/loopy.c @@ -839,8 +839,14 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_FOREGROUND * 3 + 1] = 0.0F; ret[COL_FOREGROUND * 3 + 2] = 0.0F; - ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F; - ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F; + /* + * We want COL_LINEUNKNOWN to be a yellow which is a bit darker + * than the background. (I previously set it to 0.8,0.8,0, but + * found that this went badly with the 0.8,0.8,0.8 favoured as a + * background by the Java frontend.) + */ + ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F; + ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F; ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F; ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; @@ -1834,7 +1840,6 @@ static char *new_game_desc(game_params *params, random_state *rs, grid *g; game_state *state = snew(game_state); game_state *state_new; - int count = 0; params_generate_grid(params); state->game_grid = g = params->game_grid; g->refcount++; @@ -1856,7 +1861,6 @@ static char *new_game_desc(game_params *params, random_state *rs, * preventing games smaller than 4x4 seems to stop this happening */ do { add_full_clues(state, rs); - if (++count%100 == 0) printf("tried %d times to make a unique board\n", count); } while (!game_has_unique_soln(state, params->diff)); state_new = remove_clues(state, rs, params->diff); @@ -2432,6 +2436,13 @@ static int trivial_deductions(solver_state *sstate) if (state->clues[i] < 0) continue; + /* + * This code checks whether the numeric clue on a face is so + * large as to permit all its remaining LINE_UNKNOWNs to be + * filled in as LINE_YES, or alternatively so small as to + * permit them all to be filled in as LINE_NO. + */ + if (state->clues[i] < current_yes) { sstate->solver_status = SOLVER_MISTAKE; return DIFF_EASY; @@ -2453,6 +2464,57 @@ static int trivial_deductions(solver_state *sstate) sstate->face_solved[i] = TRUE; continue; } + + if (f->order - state->clues[i] == current_no + 1 && + f->order - current_yes - current_no > 2) { + /* + * One small refinement to the above: we also look for any + * adjacent pair of LINE_UNKNOWNs around the face with + * some LINE_YES incident on it from elsewhere. If we find + * one, then we know that pair of LINE_UNKNOWNs can't + * _both_ be LINE_YES, and hence that pushes us one line + * closer to being able to determine all the rest. + */ + int j, k, e1, e2, e, d; + + for (j = 0; j < f->order; j++) { + e1 = f->edges[j] - g->edges; + e2 = f->edges[j+1 < f->order ? j+1 : 0] - g->edges; + + if (g->edges[e1].dot1 == g->edges[e2].dot1 || + g->edges[e1].dot1 == g->edges[e2].dot2) { + d = g->edges[e1].dot1 - g->dots; + } else { + assert(g->edges[e1].dot2 == g->edges[e2].dot1 || + g->edges[e1].dot2 == g->edges[e2].dot2); + d = g->edges[e1].dot2 - g->dots; + } + + if (state->lines[e1] == LINE_UNKNOWN && + state->lines[e2] == LINE_UNKNOWN) { + for (k = 0; k < g->dots[d].order; k++) { + int e = g->dots[d].edges[k] - g->edges; + if (state->lines[e] == LINE_YES) + goto found; /* multi-level break */ + } + } + } + continue; + + found: + /* + * If we get here, we've found such a pair of edges, and + * they're e1 and e2. + */ + for (j = 0; j < f->order; j++) { + e = f->edges[j] - g->edges; + if (state->lines[e] == LINE_UNKNOWN && e != e1 && e != e2) { + int r = solver_set_line(sstate, e, LINE_YES); + assert(r); + diff = min(diff, DIFF_EASY); + } + } + } } check_caches(sstate); @@ -3513,6 +3575,21 @@ static void face_text_pos(const game_drawstate *ds, const grid *g, *yret = ds->texty[faceindex]; } +static void face_text_bbox(game_drawstate *ds, grid *g, grid_face *f, + int *x, int *y, int *w, int *h) +{ + int xx, yy; + face_text_pos(ds, g, f, &xx, &yy); + + /* There seems to be a certain amount of trial-and-error involved + * in working out the correct bounding-box for the text. */ + + *x = xx - ds->tilesize/4 - 1; + *y = yy - ds->tilesize/4 - 3; + *w = ds->tilesize/2 + 2; + *h = ds->tilesize/2 + 5; +} + static void game_redraw_clue(drawing *dr, game_drawstate *ds, game_state *state, int i) { @@ -3536,6 +3613,42 @@ static void game_redraw_clue(drawing *dr, game_drawstate *ds, ds->clue_satisfied[i] ? COL_SATISFIED : COL_FOREGROUND, c); } +static void edge_bbox(game_drawstate *ds, grid *g, grid_edge *e, + int *x, int *y, int *w, int *h) +{ + int x1 = e->dot1->x; + int y1 = e->dot1->y; + int x2 = e->dot2->x; + int y2 = e->dot2->y; + int xmin, xmax, ymin, ymax; + + grid_to_screen(ds, g, x1, y1, &x1, &y1); + grid_to_screen(ds, g, x2, y2, &x2, &y2); + /* Allow extra margin for dots, and thickness of lines */ + xmin = min(x1, x2) - 2; + xmax = max(x1, x2) + 2; + ymin = min(y1, y2) - 2; + ymax = max(y1, y2) + 2; + + *x = xmin; + *y = ymin; + *w = xmax - xmin + 1; + *h = ymax - ymin + 1; +} + +static void dot_bbox(game_drawstate *ds, grid *g, grid_dot *d, + int *x, int *y, int *w, int *h) +{ + int x1, y1; + + grid_to_screen(ds, g, d->x, d->y, &x1, &y1); + + *x = x1 - 2; + *y = y1 - 2; + *w = 5; + *h = 5; +} + static const int loopy_line_redraw_phases[] = { COL_FAINT, COL_LINEUNKNOWN, COL_FOREGROUND, COL_HIGHLIGHT, COL_MISTAKE }; @@ -3600,6 +3713,51 @@ static void game_redraw_dot(drawing *dr, game_drawstate *ds, draw_circle(dr, x, y, 2, COL_FOREGROUND, COL_FOREGROUND); } +static int boxes_intersect(int x0, int y0, int w0, int h0, + int x1, int y1, int w1, int h1) +{ + /* + * Two intervals intersect iff neither is wholly on one side of + * the other. Two boxes intersect iff their horizontal and + * vertical intervals both intersect. + */ + return (x0 < x1+w1 && x1 < x0+w0 && y0 < y1+h1 && y1 < y0+h0); +} + +static void game_redraw_in_rect(drawing *dr, game_drawstate *ds, + game_state *state, int x, int y, int w, int h) +{ + grid *g = state->game_grid; + int i, phase; + int bx, by, bw, bh; + + clip(dr, x, y, w, h); + draw_rect(dr, x, y, w, h, COL_BACKGROUND); + + for (i = 0; i < g->num_faces; i++) { + if (state->clues[i] >= 0) { + face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh); + if (boxes_intersect(x, y, w, h, bx, by, bw, bh)) + game_redraw_clue(dr, ds, state, i); + } + } + for (phase = 0; phase < NPHASES; phase++) { + for (i = 0; i < g->num_edges; i++) { + edge_bbox(ds, g, &g->edges[i], &bx, &by, &bw, &bh); + if (boxes_intersect(x, y, w, h, bx, by, bw, bh)) + game_redraw_line(dr, ds, state, i, phase); + } + } + for (i = 0; i < g->num_dots; i++) { + dot_bbox(ds, g, &g->dots[i], &bx, &by, &bw, &bh); + if (boxes_intersect(x, y, w, h, bx, by, bw, bh)) + game_redraw_dot(dr, ds, state, i); + } + + unclip(dr); + draw_update(dr, x, y, w, h); +} + static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) @@ -3608,7 +3766,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, grid *g = state->game_grid; int border = BORDER(ds->tilesize); - int i, phase; + int i; int flash_changed; int redraw_everything = FALSE; @@ -3698,102 +3856,31 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, /* Pass one is now done. Now we do the actual drawing. */ if (redraw_everything) { - - /* This is the unsubtle version. */ - int grid_width = g->highest_x - g->lowest_x; int grid_height = g->highest_y - g->lowest_y; int w = grid_width * ds->tilesize / g->tilesize; int h = grid_height * ds->tilesize / g->tilesize; - draw_rect(dr, 0, 0, w + 2*border + 1, h + 2*border + 1, - COL_BACKGROUND); - - for (i = 0; i < g->num_faces; i++) - game_redraw_clue(dr, ds, state, i); - for (phase = 0; phase < NPHASES; phase++) - for (i = 0; i < g->num_edges; i++) - game_redraw_line(dr, ds, state, i, phase); - for (i = 0; i < g->num_dots; i++) - game_redraw_dot(dr, ds, state, i); - - draw_update(dr, 0, 0, w + 2*border + 1, h + 2*border + 1); + game_redraw_in_rect(dr, ds, state, + 0, 0, w + 2*border + 1, h + 2*border + 1); } else { /* Right. Now we roll up our sleeves. */ for (i = 0; i < nfaces; i++) { grid_face *f = g->faces + faces[i]; - int xx, yy; int x, y, w, h; - int j; - - /* There seems to be a certain amount of trial-and-error - * involved in working out the correct bounding-box for - * the text. */ - face_text_pos(ds, g, f, &xx, &yy); - - x = xx - ds->tilesize/4 - 1; w = ds->tilesize/2 + 2; - y = yy - ds->tilesize/4 - 3; h = ds->tilesize/2 + 5; - clip(dr, x, y, w, h); - draw_rect(dr, x, y, w, h, COL_BACKGROUND); - - game_redraw_clue(dr, ds, state, faces[i]); - for (phase = 0; phase < NPHASES; phase++) - for (j = 0; j < f->order; j++) - game_redraw_line(dr, ds, state, f->edges[j] - g->edges, - phase); - for (j = 0; j < f->order; j++) - game_redraw_dot(dr, ds, state, f->dots[j] - g->dots); - unclip(dr); - draw_update(dr, x, y, w, h); + + face_text_bbox(ds, g, f, &x, &y, &w, &h); + game_redraw_in_rect(dr, ds, state, x, y, w, h); } for (i = 0; i < nedges; i++) { - grid_edge *e = g->edges + edges[i], *ee; - int x1 = e->dot1->x; - int y1 = e->dot1->y; - int x2 = e->dot2->x; - int y2 = e->dot2->y; - int xmin, xmax, ymin, ymax; - int j; - - grid_to_screen(ds, g, x1, y1, &x1, &y1); - grid_to_screen(ds, g, x2, y2, &x2, &y2); - /* Allow extra margin for dots, and thickness of lines */ - xmin = min(x1, x2) - 2; - xmax = max(x1, x2) + 2; - ymin = min(y1, y2) - 2; - ymax = max(y1, y2) + 2; - /* For testing, I find it helpful to change COL_BACKGROUND - * to COL_SATISFIED here. */ - clip(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); - draw_rect(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1, - COL_BACKGROUND); - - if (e->face1) - game_redraw_clue(dr, ds, state, e->face1 - g->faces); - if (e->face2) - game_redraw_clue(dr, ds, state, e->face2 - g->faces); - - for (phase = 0; phase < NPHASES; phase++) { - game_redraw_line(dr, ds, state, edges[i], phase); - for (j = 0; j < e->dot1->order; j++) { - ee = e->dot1->edges[j]; - if (ee != e) - game_redraw_line(dr, ds, state, ee - g->edges, phase); - } - for (j = 0; j < e->dot2->order; j++) { - ee = e->dot2->edges[j]; - if (ee != e) - game_redraw_line(dr, ds, state, ee - g->edges, phase); - } - } - game_redraw_dot(dr, ds, state, e->dot1 - g->dots); - game_redraw_dot(dr, ds, state, e->dot2 - g->dots); + grid_edge *e = g->edges + edges[i]; + int x, y, w, h; - unclip(dr); - draw_update(dr, xmin, ymin, xmax - xmin + 1, ymax - ymin + 1); + edge_bbox(ds, g, e, &x, &y, &w, &h); + game_redraw_in_rect(dr, ds, state, x, y, w, h); } } @@ -3811,6 +3898,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_is_solved(game_state *state) +{ + return state->solved; +} + static void game_print_size(game_params *params, float *x, float *y) { int pw, ph; @@ -3937,6 +4029,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_is_solved, TRUE, FALSE, game_print_size, game_print, FALSE /* wants_statusbar */, FALSE, game_timing_state,