X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/f0ee053c2a4a214a0e77b22462d0c42806d0462b..511dac16da218ed6716a876847e02e8478b05812:/rect.c diff --git a/rect.c b/rect.c index 76abeed..b0e0f9c 100644 --- a/rect.c +++ b/rect.c @@ -321,7 +321,7 @@ static void remove_number_placement(int w, int h, struct numberdata *number, } static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, - random_state *rs) + game_state *result, random_state *rs) { struct rectlist *rectpositions; int *overlaps, *rectbyplace, *workspace; @@ -739,7 +739,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, * rectangle) which overlaps a candidate placement of the * number for some other rectangle. */ - { + if (rs) { struct rpn { int rect; int placement; @@ -844,8 +844,28 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, i, rectpositions[i].n); #endif assert(rectpositions[i].n > 0); - if (rectpositions[i].n > 1) + if (rectpositions[i].n > 1) { ret = FALSE; + } else if (result) { + /* + * Place the rectangle in its only possible position. + */ + int x, y; + struct rect *r = &rectpositions[i].rects[0]; + + for (y = 0; y < r->h; y++) { + if (r->x > 0) + vedge(result, r->x, r->y+y) = 1; + if (r->x+r->w < result->w) + vedge(result, r->x+r->w, r->y+y) = 1; + } + for (x = 0; x < r->w; x++) { + if (r->y > 0) + hedge(result, r->x+x, r->y) = 1; + if (r->y+r->h < result->h) + hedge(result, r->x+x, r->y+r->h) = 1; + } + } } /* @@ -1523,7 +1543,8 @@ static char *new_game_desc(game_params *params, random_state *rs, } if (params->unique) - ret = rect_solver(params->w, params->h, nnumbers, nd, rs); + ret = rect_solver(params->w, params->h, nnumbers, nd, + NULL, rs); else ret = TRUE; /* allow any number placement at all */ @@ -1670,7 +1691,7 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(game_params *params, char *desc) +static game_state *new_game(midend_data *me, game_params *params, char *desc) { game_state *state = snew(game_state); int x, y, i, area; @@ -1748,8 +1769,45 @@ static game_state *solve_game(game_state *state, game_aux_info *ai, game_state *ret; if (!ai) { - *error = "Solution not known for this puzzle"; - return NULL; + int i, j, n; + struct numberdata *nd; + + /* + * Attempt the in-built solver. + */ + + /* Set up each number's (very short) candidate position list. */ + for (i = n = 0; i < state->h * state->w; i++) + if (state->grid[i]) + n++; + + nd = snewn(n, struct numberdata); + + for (i = j = 0; i < state->h * state->w; i++) + if (state->grid[i]) { + nd[j].area = state->grid[i]; + nd[j].npoints = 1; + nd[j].points = snewn(1, struct point); + nd[j].points[0].x = i % state->w; + nd[j].points[0].y = i / state->w; + j++; + } + + assert(j == n); + + ret = dup_game(state); + ret->cheated = TRUE; + + rect_solver(state->w, state->h, n, nd, ret, NULL); + + /* + * Clean up. + */ + for (i = 0; i < n; i++) + sfree(nd[i].points); + sfree(nd); + + return ret; } assert(state->w == ai->w); @@ -2438,13 +2496,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } static float game_anim_length(game_state *oldstate, - game_state *newstate, int dir) + 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_state *newstate, int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->cheated && !newstate->cheated)