2 * tents.c: Puzzle involving placing tents next to trees subject to
3 * some confusing conditions.
7 * - it might be nice to make setter-provided tent/nontent clues
9 * * on the other hand, this would introduce considerable extra
10 * complexity and size into the game state; also inviolable
11 * clues would have to be marked as such somehow, in an
12 * intrusive and annoying manner. Since they're never
13 * generated by _my_ generator, I'm currently more inclined
16 * - more difficult levels at the top end?
17 * * for example, sometimes we can deduce that two BLANKs in
18 * the same row are each adjacent to the same unattached tree
19 * and to nothing else, implying that they can't both be
20 * tents; this enables us to rule out some extra combinations
21 * in the row-based deduction loop, and hence deduce more
22 * from the number in that row than we could otherwise do.
23 * * that by itself doesn't seem worth implementing a new
24 * difficulty level for, but if I can find a few more things
25 * like that then it might become worthwhile.
26 * * I wonder if there's a sensible heuristic for where to
27 * guess which would make a recursive solver viable?
44 * The rules of this puzzle as available on the WWW are poorly
45 * specified. The bits about tents having to be orthogonally
46 * adjacent to trees, tents not being even diagonally adjacent to
47 * one another, and the number of tents in each row and column
48 * being given are simple enough; the difficult bit is the
49 * tent-to-tree matching.
51 * Some sources use simplistic wordings such as `each tree is
52 * exactly connected to only one tent', which is extremely unclear:
53 * it's easy to read erroneously as `each tree is _orthogonally
54 * adjacent_ to exactly one tent', which is definitely incorrect.
55 * Even the most coherent sources I've found don't do a much better
56 * job of stating the rule.
58 * A more precise statement of the rule is that it must be possible
59 * to find a bijection f between tents and trees such that each
60 * tree T is orthogonally adjacent to the tent f(T), but that a
61 * tent is permitted to be adjacent to other trees in addition to
62 * its own. This slightly non-obvious criterion is what gives this
63 * puzzle most of its subtlety.
65 * However, there's a particularly subtle ambiguity left over. Is
66 * the bijection between tents and trees required to be _unique_?
67 * In other words, is that bijection conceptually something the
68 * player should be able to exhibit as part of the solution (even
69 * if they aren't actually required to do so)? Or is it sufficient
70 * to have a unique _placement_ of the tents which gives rise to at
71 * least one suitable bijection?
73 * The puzzle shown to the right of this .T. 2 *T* 2
74 * paragraph illustrates the problem. There T.T 0 -> T-T 0
75 * are two distinct bijections available. .T. 2 *T* 2
76 * The answer to the above question will
77 * determine whether it's a valid puzzle. 202 202
79 * This is an important question, because it affects both the
80 * player and the generator. Eventually I found all the instances
81 * of this puzzle I could Google up, solved them all by hand, and
82 * verified that in all cases the tree/tent matching was uniquely
83 * determined given the tree and tent positions. Therefore, the
84 * puzzle as implemented in this source file takes the following
87 * - When checking a user-supplied solution for correctness, only
88 * verify that there exists _at least_ one matching.
89 * - When generating a puzzle, enforce that there must be
92 * Algorithmic implications
93 * ------------------------
95 * Another way of phrasing the tree/tent matching criterion is to
96 * say that the bipartite adjacency graph between trees and tents
97 * has a perfect matching. That is, if you construct a graph which
98 * has a vertex per tree and a vertex per tent, and an edge between
99 * any tree and tent which are orthogonally adjacent, it is
100 * possible to find a set of N edges of that graph (where N is the
101 * number of trees and also the number of tents) which between them
102 * connect every tree to every tent.
104 * The most efficient known algorithms for finding such a matching
105 * given a graph, as far as I'm aware, are the Munkres assignment
106 * algorithm (also known as the Hungarian algorithm) and the
107 * Ford-Fulkerson algorithm (for finding optimal flows in
108 * networks). Each of these takes O(N^3) running time; so we're
109 * talking O(N^3) time to verify any candidate solution to this
110 * puzzle. That's just about OK if you're doing it once per mouse
111 * click (and in fact not even that, since the sensible thing to do
112 * is check all the _other_ puzzle criteria and only wade into this
113 * quagmire if none are violated); but if the solver had to keep
114 * doing N^3 work internally, then it would probably end up with
115 * more like N^5 or N^6 running time, and grid generation would
116 * become very clunky.
118 * Fortunately, I've been able to prove a very useful property of
119 * _unique_ perfect matchings, by adapting the proof of Hall's
120 * Marriage Theorem. For those unaware of Hall's Theorem, I'll
121 * recap it and its proof: it states that a bipartite graph
122 * contains a perfect matching iff every set of vertices on the
123 * left side of the graph have a neighbourhood _at least_ as big on
126 * This condition is obviously satisfied if a perfect matching does
127 * exist; each left-side node has a distinct right-side node which
128 * is the one assigned to it by the matching, and thus any set of n
129 * left vertices must have a combined neighbourhood containing at
130 * least the n corresponding right vertices, and possibly others
131 * too. Alternatively, imagine if you had (say) three left-side
132 * nodes all of which were connected to only two right-side nodes
133 * between them: any perfect matching would have to assign one of
134 * those two right nodes to each of the three left nodes, and still
135 * give the three left nodes a different right node each. This is
136 * of course impossible.
138 * To prove the converse (that if every subset of left vertices
139 * satisfies the Hall condition then a perfect matching exists),
140 * consider trying to find a proper subset of the left vertices
141 * which _exactly_ satisfies the Hall condition: that is, its right
142 * neighbourhood is precisely the same size as it. If we can find
143 * such a subset, then we can split the bipartite graph into two
144 * smaller ones: one consisting of the left subset and its right
145 * neighbourhood, the other consisting of everything else. Edges
146 * from the left side of the former graph to the right side of the
147 * latter do not exist, by construction; edges from the right side
148 * of the former to the left of the latter cannot be part of any
149 * perfect matching because otherwise the left subset would not be
150 * left with enough distinct right vertices to connect to (this is
151 * exactly the same deduction used in Solo's set analysis). You can
152 * then prove (left as an exercise) that both these smaller graphs
153 * still satisfy the Hall condition, and therefore the proof will
154 * follow by induction.
156 * There's one other possibility, which is the case where _no_
157 * proper subset of the left vertices has a right neighbourhood of
158 * exactly the same size. That is, every left subset has a strictly
159 * _larger_ right neighbourhood. In this situation, we can simply
160 * remove an _arbitrary_ edge from the graph. This cannot reduce
161 * the size of any left subset's right neighbourhood by more than
162 * one, so if all neighbourhoods were strictly bigger than they
163 * needed to be initially, they must now still be _at least as big_
164 * as they need to be. So we can keep throwing out arbitrary edges
165 * until we find a set which exactly satisfies the Hall condition,
166 * and then proceed as above. []
168 * That's Hall's theorem. I now build on this by examining the
169 * circumstances in which a bipartite graph can have a _unique_
170 * perfect matching. It is clear that in the second case, where no
171 * left subset exactly satisfies the Hall condition and so we can
172 * remove an arbitrary edge, there cannot be a unique perfect
173 * matching: given one perfect matching, we choose our arbitrary
174 * removed edge to be one of those contained in it, and then we can
175 * still find a perfect matching in the remaining graph, which will
176 * be a distinct perfect matching in the original.
178 * So it is a necessary condition for a unique perfect matching
179 * that there must be at least one proper left subset which
180 * _exactly_ satisfies the Hall condition. But now consider the
181 * smaller graph constructed by taking that left subset and its
182 * neighbourhood: if the graph as a whole had a unique perfect
183 * matching, then so must this smaller one, which means we can find
184 * a proper left subset _again_, and so on. Repeating this process
185 * must eventually reduce us to a graph with only one left-side
186 * vertex (so there are no proper subsets at all); this vertex must
187 * be connected to only one right-side vertex, and hence must be so
188 * in the original graph as well (by construction). So we can
189 * discard this vertex pair from the graph, and any other edges
190 * that involved it (which will by construction be from other left
191 * vertices only), and the resulting smaller graph still has a
192 * unique perfect matching which means we can do the same thing
195 * In other words, given any bipartite graph with a unique perfect
196 * matching, we can find that matching by the following extremely
199 * - Find a left-side vertex which is only connected to one
201 * - Assign those vertices to one another, and therefore discard
202 * any other edges connecting to that right vertex.
203 * - Repeat until all vertices have been matched.
205 * This algorithm can be run in O(V+E) time (where V is the number
206 * of vertices and E is the number of edges in the graph), and the
207 * only way it can fail is if there is not a unique perfect
208 * matching (either because there is no matching at all, or because
209 * it isn't unique; but it can't distinguish those cases).
211 * Thus, the internal solver in this source file can be confident
212 * that if the tree/tent matching is uniquely determined by the
213 * tree and tent positions, it can find it using only this kind of
214 * obvious and simple operation: assign a tree to a tent if it
215 * cannot possibly belong to any other tent, and vice versa. If the
216 * solver were _only_ trying to determine the matching, even that
217 * `vice versa' wouldn't be required; but it can come in handy when
218 * not all the tents have been placed yet. I can therefore be
219 * reasonably confident that as long as my solver doesn't need to
220 * cope with grids that have a non-unique matching, it will also
221 * not need to do anything complicated like set analysis between
226 * In standalone solver mode, `verbose' is a variable which can be
227 * set by command-line option; in debugging mode it's simply always
230 #if defined STANDALONE_SOLVER
231 #define SOLVER_DIAGNOSTICS
233 #elif defined SOLVER_DIAGNOSTICS
238 * Difficulty levels. I do some macro ickery here to ensure that my
239 * enum and the various forms of my name list always match up.
241 #define DIFFLIST(A) \
244 #define ENUM(upper,title,lower) DIFF_ ## upper,
245 #define TITLE(upper,title,lower) #title,
246 #define ENCODE(upper,title,lower) #lower
247 #define CONFIG(upper,title,lower) ":" #title
248 enum { DIFFLIST(ENUM
) DIFFCOUNT
};
249 static char const *const tents_diffnames
[] = { DIFFLIST(TITLE
) };
250 static char const tents_diffchars
[] = DIFFLIST(ENCODE
);
251 #define DIFFCONFIG DIFFLIST(CONFIG)
266 enum { BLANK
, TREE
, TENT
, NONTENT
, MAGIC
};
281 struct numbers
*numbers
;
282 int completed
, used_solve
;
285 static game_params
*default_params(void)
287 game_params
*ret
= snew(game_params
);
290 ret
->diff
= DIFF_EASY
;
295 static const struct game_params tents_presets
[] = {
299 {10, 10, DIFF_TRICKY
},
301 {15, 15, DIFF_TRICKY
},
304 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
309 if (i
< 0 || i
>= lenof(tents_presets
))
312 ret
= snew(game_params
);
313 *ret
= tents_presets
[i
];
315 sprintf(str
, "%dx%d %s", ret
->w
, ret
->h
, tents_diffnames
[ret
->diff
]);
322 static void free_params(game_params
*params
)
327 static game_params
*dup_params(game_params
*params
)
329 game_params
*ret
= snew(game_params
);
330 *ret
= *params
; /* structure copy */
334 static void decode_params(game_params
*params
, char const *string
)
336 params
->w
= params
->h
= atoi(string
);
337 while (*string
&& isdigit((unsigned char)*string
)) string
++;
338 if (*string
== 'x') {
340 params
->h
= atoi(string
);
341 while (*string
&& isdigit((unsigned char)*string
)) string
++;
343 if (*string
== 'd') {
346 for (i
= 0; i
< DIFFCOUNT
; i
++)
347 if (*string
== tents_diffchars
[i
])
349 if (*string
) string
++;
353 static char *encode_params(game_params
*params
, int full
)
357 sprintf(buf
, "%dx%d", params
->w
, params
->h
);
359 sprintf(buf
+ strlen(buf
), "d%c",
360 tents_diffchars
[params
->diff
]);
364 static config_item
*game_configure(game_params
*params
)
369 ret
= snewn(4, config_item
);
371 ret
[0].name
= "Width";
372 ret
[0].type
= C_STRING
;
373 sprintf(buf
, "%d", params
->w
);
374 ret
[0].sval
= dupstr(buf
);
377 ret
[1].name
= "Height";
378 ret
[1].type
= C_STRING
;
379 sprintf(buf
, "%d", params
->h
);
380 ret
[1].sval
= dupstr(buf
);
383 ret
[2].name
= "Difficulty";
384 ret
[2].type
= C_CHOICES
;
385 ret
[2].sval
= DIFFCONFIG
;
386 ret
[2].ival
= params
->diff
;
396 static game_params
*custom_params(config_item
*cfg
)
398 game_params
*ret
= snew(game_params
);
400 ret
->w
= atoi(cfg
[0].sval
);
401 ret
->h
= atoi(cfg
[1].sval
);
402 ret
->diff
= cfg
[2].ival
;
407 static char *validate_params(game_params
*params
, int full
)
410 * Generating anything under 4x4 runs into trouble of one kind
413 if (params
->w
< 4 || params
->h
< 4)
414 return "Width and height must both be at least four";
419 * Scratch space for solver.
421 enum { N
, U
, L
, R
, D
, MAXDIR
}; /* link directions */
422 #define dx(d) ( ((d)==R) - ((d)==L) )
423 #define dy(d) ( ((d)==D) - ((d)==U) )
424 #define F(d) ( U + D - (d) )
425 struct solver_scratch
{
426 char *links
; /* mapping between trees and tents */
428 char *place
, *mrows
, *trows
;
431 static struct solver_scratch
*new_scratch(int w
, int h
)
433 struct solver_scratch
*ret
= snew(struct solver_scratch
);
435 ret
->links
= snewn(w
*h
, char);
436 ret
->locs
= snewn(max(w
, h
), int);
437 ret
->place
= snewn(max(w
, h
), char);
438 ret
->mrows
= snewn(3 * max(w
, h
), char);
439 ret
->trows
= snewn(3 * max(w
, h
), char);
444 static void free_scratch(struct solver_scratch
*sc
)
455 * Solver. Returns 0 for impossibility, 1 for success, 2 for
456 * ambiguity or failure to converge.
458 static int tents_solve(int w
, int h
, const char *grid
, int *numbers
,
459 char *soln
, struct solver_scratch
*sc
, int diff
)
462 char *mrow
, *trow
, *trow1
, *trow2
;
465 * Set up solver data.
467 memset(sc
->links
, N
, w
*h
);
470 * Set up solution array.
472 memcpy(soln
, grid
, w
*h
);
478 int done_something
= FALSE
;
481 * Any tent which has only one unattached tree adjacent to
482 * it can be tied to that tree.
484 for (y
= 0; y
< h
; y
++)
485 for (x
= 0; x
< w
; x
++)
486 if (soln
[y
*w
+x
] == TENT
&& !sc
->links
[y
*w
+x
]) {
489 for (d
= 1; d
< MAXDIR
; d
++) {
490 int x2
= x
+ dx(d
), y2
= y
+ dy(d
);
491 if (x2
>= 0 && x2
< w
&& y2
>= 0 && y2
< h
&&
492 soln
[y2
*w
+x2
] == TREE
&&
493 !sc
->links
[y2
*w
+x2
]) {
495 break; /* found more than one */
501 if (d
== MAXDIR
&& linkd
== 0) {
502 #ifdef SOLVER_DIAGNOSTICS
504 printf("tent at %d,%d cannot link to anything\n",
507 return 0; /* no solution exists */
508 } else if (d
== MAXDIR
) {
509 int x2
= x
+ dx(linkd
), y2
= y
+ dy(linkd
);
511 #ifdef SOLVER_DIAGNOSTICS
513 printf("tent at %d,%d can only link to tree at"
514 " %d,%d\n", x
, y
, x2
, y2
);
517 sc
->links
[y
*w
+x
] = linkd
;
518 sc
->links
[y2
*w
+x2
] = F(linkd
);
519 done_something
= TRUE
;
526 break; /* don't do anything else! */
529 * Mark a blank square as NONTENT if it is not orthogonally
530 * adjacent to any unmatched tree.
532 for (y
= 0; y
< h
; y
++)
533 for (x
= 0; x
< w
; x
++)
534 if (soln
[y
*w
+x
] == BLANK
) {
535 int can_be_tent
= FALSE
;
537 for (d
= 1; d
< MAXDIR
; d
++) {
538 int x2
= x
+ dx(d
), y2
= y
+ dy(d
);
539 if (x2
>= 0 && x2
< w
&& y2
>= 0 && y2
< h
&&
540 soln
[y2
*w
+x2
] == TREE
&&
546 #ifdef SOLVER_DIAGNOSTICS
548 printf("%d,%d cannot be a tent (no adjacent"
549 " unmatched tree)\n", x
, y
);
551 soln
[y
*w
+x
] = NONTENT
;
552 done_something
= TRUE
;
560 * Mark a blank square as NONTENT if it is (perhaps
561 * diagonally) adjacent to any other tent.
563 for (y
= 0; y
< h
; y
++)
564 for (x
= 0; x
< w
; x
++)
565 if (soln
[y
*w
+x
] == BLANK
) {
566 int dx
, dy
, imposs
= FALSE
;
568 for (dy
= -1; dy
<= +1; dy
++)
569 for (dx
= -1; dx
<= +1; dx
++)
571 int x2
= x
+ dx
, y2
= y
+ dy
;
572 if (x2
>= 0 && x2
< w
&& y2
>= 0 && y2
< h
&&
573 soln
[y2
*w
+x2
] == TENT
)
578 #ifdef SOLVER_DIAGNOSTICS
580 printf("%d,%d cannot be a tent (adjacent tent)\n",
583 soln
[y
*w
+x
] = NONTENT
;
584 done_something
= TRUE
;
592 * Any tree which has exactly one {unattached tent, BLANK}
593 * adjacent to it must have its tent in that square.
595 for (y
= 0; y
< h
; y
++)
596 for (x
= 0; x
< w
; x
++)
597 if (soln
[y
*w
+x
] == TREE
&& !sc
->links
[y
*w
+x
]) {
598 int linkd
= 0, linkd2
= 0, nd
= 0;
600 for (d
= 1; d
< MAXDIR
; d
++) {
601 int x2
= x
+ dx(d
), y2
= y
+ dy(d
);
602 if (!(x2
>= 0 && x2
< w
&& y2
>= 0 && y2
< h
))
604 if (soln
[y2
*w
+x2
] == BLANK
||
605 (soln
[y2
*w
+x2
] == TENT
&& !sc
->links
[y2
*w
+x2
])) {
615 #ifdef SOLVER_DIAGNOSTICS
617 printf("tree at %d,%d cannot link to anything\n",
620 return 0; /* no solution exists */
621 } else if (nd
== 1) {
622 int x2
= x
+ dx(linkd
), y2
= y
+ dy(linkd
);
624 #ifdef SOLVER_DIAGNOSTICS
626 printf("tree at %d,%d can only link to tent at"
627 " %d,%d\n", x
, y
, x2
, y2
);
629 soln
[y2
*w
+x2
] = TENT
;
630 sc
->links
[y
*w
+x
] = linkd
;
631 sc
->links
[y2
*w
+x2
] = F(linkd
);
632 done_something
= TRUE
;
633 } else if (nd
== 2 && (!dx(linkd
) != !dx(linkd2
)) &&
634 diff
>= DIFF_TRICKY
) {
636 * If there are two possible places where
637 * this tree's tent can go, and they are
638 * diagonally separated rather than being
639 * on opposite sides of the tree, then the
640 * square (other than the tree square)
641 * which is adjacent to both of them must
644 int x2
= x
+ dx(linkd
) + dx(linkd2
);
645 int y2
= y
+ dy(linkd
) + dy(linkd2
);
646 assert(x2
>= 0 && x2
< w
&& y2
>= 0 && y2
< h
);
647 if (soln
[y2
*w
+x2
] == BLANK
) {
648 #ifdef SOLVER_DIAGNOSTICS
650 printf("possible tent locations for tree at"
651 " %d,%d rule out tent at %d,%d\n",
654 soln
[y2
*w
+x2
] = NONTENT
;
655 done_something
= TRUE
;
664 * If localised deductions about the trees and tents
665 * themselves haven't helped us, it's time to resort to the
666 * numbers round the grid edge. For each row and column, we
667 * go through all possible combinations of locations for
668 * the unplaced tents, rule out any which have adjacent
669 * tents, and spot any square which is given the same state
670 * by all remaining combinations.
672 for (i
= 0; i
< w
+h
; i
++) {
673 int start
, step
, len
, start1
, start2
, n
, k
;
677 * This is the number for a column.
692 * This is the number for a row.
707 if (diff
< DIFF_TRICKY
) {
709 * In Easy mode, we don't look at the effect of one
710 * row on the next (i.e. ruling out a square if all
711 * possibilities for an adjacent row place a tent
714 start1
= start2
= -1;
720 * Count and store the locations of the free squares,
721 * and also count the number of tents already placed.
724 for (j
= 0; j
< len
; j
++) {
725 if (soln
[start
+j
*step
] == TENT
)
726 k
--; /* one fewer tent to place */
727 else if (soln
[start
+j
*step
] == BLANK
)
732 continue; /* nothing left to do here */
735 * Now we know we're placing k tents in n squares. Set
736 * up the first possibility.
738 for (j
= 0; j
< n
; j
++)
739 sc
->place
[j
] = (j
< k
? TENT
: NONTENT
);
742 * We're aiming to find squares in this row which are
743 * invariant over all valid possibilities. Thus, we
744 * maintain the current state of that invariance. We
745 * start everything off at MAGIC to indicate that it
746 * hasn't been set up yet.
750 trow1
= sc
->trows
+ len
;
751 trow2
= sc
->trows
+ 2*len
;
752 memset(mrow
, MAGIC
, 3*len
);
755 * And iterate over all possibilities.
761 * See if this possibility is valid. The only way
762 * it can fail to be valid is if it contains two
763 * adjacent tents. (Other forms of invalidity, such
764 * as containing a tent adjacent to one already
765 * placed, will have been dealt with already by
766 * other parts of the solver.)
769 for (j
= 0; j
+1 < n
; j
++)
770 if (sc
->place
[j
] == TENT
&&
771 sc
->place
[j
+1] == TENT
&&
772 sc
->locs
[j
+1] == sc
->locs
[j
]+1) {
779 * Merge this valid combination into mrow.
781 memset(trow
, MAGIC
, len
);
782 memset(trow
+len
, BLANK
, 2*len
);
783 for (j
= 0; j
< n
; j
++) {
784 trow
[sc
->locs
[j
]] = sc
->place
[j
];
785 if (sc
->place
[j
] == TENT
) {
787 for (jj
= sc
->locs
[j
]-1; jj
<= sc
->locs
[j
]+1; jj
++)
788 if (jj
>= 0 && jj
< len
)
789 trow1
[jj
] = trow2
[jj
] = NONTENT
;
793 for (j
= 0; j
< 3*len
; j
++) {
794 if (trow
[j
] == MAGIC
)
796 if (mrow
[j
] == MAGIC
|| mrow
[j
] == trow
[j
]) {
798 * Either this is the first valid
799 * placement we've found at all, or
800 * this square's contents are
801 * consistent with every previous valid
807 * This square's contents fail to match
808 * what they were in a different
809 * combination, so we cannot deduce
810 * anything about this square.
818 * Find the next combination of k choices from n.
819 * We do this by finding the rightmost tent which
820 * can be moved one place right, doing so, and
821 * shunting all tents to the right of that as far
822 * left as they can go.
825 for (j
= n
-1; j
> 0; j
--) {
826 if (sc
->place
[j
] == TENT
)
828 if (sc
->place
[j
] == NONTENT
&& sc
->place
[j
-1] == TENT
) {
829 sc
->place
[j
-1] = NONTENT
;
832 sc
->place
[++j
] = TENT
;
834 sc
->place
[j
] = NONTENT
;
839 break; /* we've finished */
843 * It's just possible that _no_ placement was valid, in
844 * which case we have an internally inconsistent
847 if (mrow
[sc
->locs
[0]] == MAGIC
)
848 return 0; /* inconsistent */
851 * Now go through mrow and see if there's anything
852 * we've deduced which wasn't already mentioned in soln.
854 for (j
= 0; j
< len
; j
++) {
857 for (whichrow
= 0; whichrow
< 3; whichrow
++) {
858 char *mthis
= mrow
+ whichrow
* len
;
859 int tstart
= (whichrow
== 0 ? start
:
860 whichrow
== 1 ? start1
: start2
);
862 mthis
[j
] != MAGIC
&& mthis
[j
] != BLANK
&&
863 soln
[tstart
+j
*step
] == BLANK
) {
864 int pos
= tstart
+j
*step
;
866 #ifdef SOLVER_DIAGNOSTICS
868 printf("%s %d forces %s at %d,%d\n",
869 step
==1 ? "row" : "column",
870 step
==1 ? start
/w
: start
,
871 mthis
[j
] == TENT
? "tent" : "non-tent",
874 soln
[pos
] = mthis
[j
];
875 done_something
= TRUE
;
889 * The solver has nothing further it can do. Return 1 if both
890 * soln and sc->links are completely filled in, or 2 otherwise.
892 for (y
= 0; y
< h
; y
++)
893 for (x
= 0; x
< w
; x
++) {
894 if (soln
[y
*w
+x
] == BLANK
)
896 if (soln
[y
*w
+x
] != NONTENT
&& sc
->links
[y
*w
+x
] == 0)
903 static char *new_game_desc(game_params
*params
, random_state
*rs
,
904 char **aux
, int interactive
)
906 int w
= params
->w
, h
= params
->h
;
907 int ntrees
= w
* h
/ 5;
908 char *grid
= snewn(w
*h
, char);
909 char *puzzle
= snewn(w
*h
, char);
910 int *numbers
= snewn(w
+h
, int);
911 char *soln
= snewn(w
*h
, char);
912 int *temp
= snewn(2*w
*h
, int);
913 int maxedges
= ntrees
*4 + w
*h
;
914 int *edges
= snewn(2*maxedges
, int);
915 int *capacity
= snewn(maxedges
, int);
916 int *flow
= snewn(maxedges
, int);
917 struct solver_scratch
*sc
= new_scratch(w
, h
);
922 * Since this puzzle has many global deductions and doesn't
923 * permit limited clue sets, generating grids for this puzzle
924 * is hard enough that I see no better option than to simply
925 * generate a solution and see if it's unique and has the
926 * required difficulty. This turns out to be computationally
929 * We chose our tree count (hence also tent count) by dividing
930 * the total grid area by five above. Why five? Well, w*h/4 is
931 * the maximum number of tents you can _possibly_ fit into the
932 * grid without violating the separation criterion, and to
933 * achieve that you are constrained to a very small set of
934 * possible layouts (the obvious one with a tent at every
935 * (even,even) coordinate, and trivial variations thereon). So
936 * if we reduce the tent count a bit more, we enable more
937 * random-looking placement; 5 turns out to be a plausible
938 * figure which yields sensible puzzles. Increasing the tent
939 * count would give puzzles whose solutions were too regimented
940 * and could be solved by the use of that knowledge (and would
941 * also take longer to find a viable placement); decreasing it
942 * would make the grids emptier and more boring.
944 * Actually generating a grid is a matter of first placing the
945 * tents, and then placing the trees by the use of maxflow
946 * (finding a distinct square adjacent to every tent). We do it
947 * this way round because otherwise satisfying the tent
948 * separation condition would become onerous: most randomly
949 * chosen tent layouts do not satisfy this condition, so we'd
950 * have gone to a lot of work before finding that a candidate
951 * layout was unusable. Instead, we place the tents first and
952 * ensure they meet the separation criterion _before_ doing
953 * lots of computation; this works much better.
955 * The maxflow algorithm is not randomised, so employed naively
956 * it would give rise to grids with clear structure and
957 * directional bias. Hence, I assign the network nodes as seen
958 * by maxflow to be a _random_ permutation of the squares of
959 * the grid, so that any bias shown by maxflow towards
960 * low-numbered nodes is turned into a random bias.
962 * This generation strategy can fail at many points, including
963 * as early as tent placement (if you get a bad random order in
964 * which to greedily try the grid squares, you won't even
965 * manage to find enough mutually non-adjacent squares to put
966 * the tents in). Then it can fail if maxflow doesn't manage to
967 * find a good enough matching (i.e. the tent placements don't
968 * admit any adequate tree placements); and finally it can fail
969 * if the solver finds that the problem has the wrong
970 * difficulty (including being actually non-unique). All of
971 * these, however, are insufficiently frequent to cause
975 if (params
->diff
> DIFF_EASY
&& params
->w
<= 4 && params
->h
<= 4)
976 params
->diff
= DIFF_EASY
; /* downgrade to prevent tight loop */
980 * Arrange the grid squares into a random order.
982 for (i
= 0; i
< w
*h
; i
++)
984 shuffle(temp
, w
*h
, sizeof(*temp
), rs
);
987 * The first `ntrees' entries in temp which we can get
988 * without making two tents adjacent will be the tent
991 memset(grid
, BLANK
, w
*h
);
993 for (i
= 0; i
< w
*h
&& j
> 0; i
++) {
994 int x
= temp
[i
] % w
, y
= temp
[i
] / w
;
995 int dy
, dx
, ok
= TRUE
;
997 for (dy
= -1; dy
<= +1; dy
++)
998 for (dx
= -1; dx
<= +1; dx
++)
999 if (x
+dx
>= 0 && x
+dx
< w
&&
1000 y
+dy
>= 0 && y
+dy
< h
&&
1001 grid
[(y
+dy
)*w
+(x
+dx
)] == TENT
)
1005 grid
[temp
[i
]] = TENT
;
1010 continue; /* couldn't place all the tents */
1013 * Now we build up the list of graph edges.
1016 for (i
= 0; i
< w
*h
; i
++) {
1017 if (grid
[temp
[i
]] == TENT
) {
1018 for (j
= 0; j
< w
*h
; j
++) {
1019 if (grid
[temp
[j
]] != TENT
) {
1020 int xi
= temp
[i
] % w
, yi
= temp
[i
] / w
;
1021 int xj
= temp
[j
] % w
, yj
= temp
[j
] / w
;
1022 if (abs(xi
-xj
) + abs(yi
-yj
) == 1) {
1023 edges
[nedges
*2] = i
;
1024 edges
[nedges
*2+1] = j
;
1025 capacity
[nedges
] = 1;
1032 * Special node w*h is the sink node; any non-tent node
1033 * has an edge going to it.
1035 edges
[nedges
*2] = i
;
1036 edges
[nedges
*2+1] = w
*h
;
1037 capacity
[nedges
] = 1;
1043 * Special node w*h+1 is the source node, with an edge going to
1046 for (i
= 0; i
< w
*h
; i
++) {
1047 if (grid
[temp
[i
]] == TENT
) {
1048 edges
[nedges
*2] = w
*h
+1;
1049 edges
[nedges
*2+1] = i
;
1050 capacity
[nedges
] = 1;
1055 assert(nedges
<= maxedges
);
1058 * Now we're ready to call the maxflow algorithm to place the
1061 j
= maxflow(w
*h
+2, w
*h
+1, w
*h
, nedges
, edges
, capacity
, flow
, NULL
);
1064 continue; /* couldn't place all the tents */
1067 * We've placed the trees. Now we need to work out _where_
1068 * we've placed them, which is a matter of reading back out
1069 * from the `flow' array.
1071 for (i
= 0; i
< nedges
; i
++) {
1072 if (edges
[2*i
] < w
*h
&& edges
[2*i
+1] < w
*h
&& flow
[i
] > 0)
1073 grid
[temp
[edges
[2*i
+1]]] = TREE
;
1077 * I think it looks ugly if there isn't at least one of
1078 * _something_ (tent or tree) in each row and each column
1079 * of the grid. This doesn't give any information away
1080 * since a completely empty row/column is instantly obvious
1081 * from the clues (it has no trees and a zero).
1083 for (i
= 0; i
< w
; i
++) {
1084 for (j
= 0; j
< h
; j
++) {
1085 if (grid
[j
*w
+i
] != BLANK
)
1086 break; /* found something in this column */
1089 break; /* found empty column */
1092 continue; /* a column was empty */
1094 for (j
= 0; j
< h
; j
++) {
1095 for (i
= 0; i
< w
; i
++) {
1096 if (grid
[j
*w
+i
] != BLANK
)
1097 break; /* found something in this row */
1100 break; /* found empty row */
1103 continue; /* a row was empty */
1106 * Now set up the numbers round the edge.
1108 for (i
= 0; i
< w
; i
++) {
1110 for (j
= 0; j
< h
; j
++)
1111 if (grid
[j
*w
+i
] == TENT
)
1115 for (i
= 0; i
< h
; i
++) {
1117 for (j
= 0; j
< w
; j
++)
1118 if (grid
[i
*w
+j
] == TENT
)
1124 * And now actually solve the puzzle, to see whether it's
1125 * unique and has the required difficulty.
1127 for (i
= 0; i
< w
*h
; i
++)
1128 puzzle
[i
] = grid
[i
] == TREE
? TREE
: BLANK
;
1129 i
= tents_solve(w
, h
, puzzle
, numbers
, soln
, sc
, params
->diff
-1);
1130 j
= tents_solve(w
, h
, puzzle
, numbers
, soln
, sc
, params
->diff
);
1133 * We expect solving with difficulty params->diff to have
1134 * succeeded (otherwise the problem is too hard), and
1135 * solving with diff-1 to have failed (otherwise it's too
1138 if (i
== 2 && j
== 1)
1143 * That's it. Encode as a game ID.
1145 ret
= snewn((w
+h
)*40 + ntrees
+ (w
*h
)/26 + 1, char);
1148 for (i
= 0; i
<= w
*h
; i
++) {
1149 int c
= (i
< w
*h
? grid
[i
] == TREE
: 1);
1151 *p
++ = (j
== 0 ? '_' : j
-1 + 'a');
1161 for (i
= 0; i
< w
+h
; i
++)
1162 p
+= sprintf(p
, ",%d", numbers
[i
]);
1164 ret
= sresize(ret
, p
- ret
, char);
1167 * And encode the solution as an aux_info.
1169 *aux
= snewn(ntrees
* 40, char);
1172 for (i
= 0; i
< w
*h
; i
++)
1173 if (grid
[i
] == TENT
)
1174 p
+= sprintf(p
, ";T%d,%d", i
%w
, i
/w
);
1176 *aux
= sresize(*aux
, p
- *aux
, char);
1191 static char *validate_desc(game_params
*params
, char *desc
)
1193 int w
= params
->w
, h
= params
->h
;
1197 while (*desc
&& *desc
!= ',') {
1200 else if (*desc
>= 'a' && *desc
< 'z')
1201 area
+= *desc
- 'a' + 2;
1202 else if (*desc
== 'z')
1204 else if (*desc
== '!' || *desc
== '-')
1207 return "Invalid character in grid specification";
1211 if (area
< w
* h
+ 1)
1212 return "Not enough data to fill grid";
1213 else if (area
> w
* h
+ 1)
1214 return "Too much data to fill grid";
1216 for (i
= 0; i
< w
+h
; i
++) {
1218 return "Not enough numbers given after grid specification";
1219 else if (*desc
!= ',')
1220 return "Invalid character in number list";
1222 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
1226 return "Unexpected additional data at end of game description";
1230 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1232 int w
= params
->w
, h
= params
->h
;
1233 game_state
*state
= snew(game_state
);
1236 state
->p
= *params
; /* structure copy */
1237 state
->grid
= snewn(w
*h
, char);
1238 state
->numbers
= snew(struct numbers
);
1239 state
->numbers
->refcount
= 1;
1240 state
->numbers
->numbers
= snewn(w
+h
, int);
1241 state
->completed
= state
->used_solve
= FALSE
;
1244 memset(state
->grid
, BLANK
, w
*h
);
1253 else if (*desc
>= 'a' && *desc
< 'z')
1254 run
= *desc
- ('a'-1);
1255 else if (*desc
== 'z') {
1259 assert(*desc
== '!' || *desc
== '-');
1261 type
= (*desc
== '!' ? TENT
: NONTENT
);
1267 assert(i
>= 0 && i
<= w
*h
);
1269 assert(type
== TREE
);
1273 state
->grid
[i
++] = type
;
1277 for (i
= 0; i
< w
+h
; i
++) {
1278 assert(*desc
== ',');
1280 state
->numbers
->numbers
[i
] = atoi(desc
);
1281 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
1289 static game_state
*dup_game(game_state
*state
)
1291 int w
= state
->p
.w
, h
= state
->p
.h
;
1292 game_state
*ret
= snew(game_state
);
1294 ret
->p
= state
->p
; /* structure copy */
1295 ret
->grid
= snewn(w
*h
, char);
1296 memcpy(ret
->grid
, state
->grid
, w
*h
);
1297 ret
->numbers
= state
->numbers
;
1298 state
->numbers
->refcount
++;
1299 ret
->completed
= state
->completed
;
1300 ret
->used_solve
= state
->used_solve
;
1305 static void free_game(game_state
*state
)
1307 if (--state
->numbers
->refcount
<= 0) {
1308 sfree(state
->numbers
->numbers
);
1309 sfree(state
->numbers
);
1315 static char *solve_game(game_state
*state
, game_state
*currstate
,
1316 char *aux
, char **error
)
1318 int w
= state
->p
.w
, h
= state
->p
.h
;
1322 * If we already have the solution, save ourselves some
1327 struct solver_scratch
*sc
= new_scratch(w
, h
);
1333 soln
= snewn(w
*h
, char);
1334 ret
= tents_solve(w
, h
, state
->grid
, state
->numbers
->numbers
,
1335 soln
, sc
, DIFFCOUNT
-1);
1340 *error
= "This puzzle is not self-consistent";
1342 *error
= "Unable to find a unique solution for this puzzle";
1347 * Construct a move string which turns the current state
1348 * into the solved state.
1350 move
= snewn(w
*h
* 40, char);
1353 for (i
= 0; i
< w
*h
; i
++)
1354 if (soln
[i
] == TENT
)
1355 p
+= sprintf(p
, ";T%d,%d", i
%w
, i
/w
);
1357 move
= sresize(move
, p
- move
, char);
1365 static int game_can_format_as_text_now(game_params
*params
)
1370 static char *game_text_format(game_state
*state
)
1372 int w
= state
->p
.w
, h
= state
->p
.h
;
1377 * FIXME: We currently do not print the numbers round the edges
1378 * of the grid. I need to work out a sensible way of doing this
1379 * even when the column numbers exceed 9.
1381 * In the absence of those numbers, the result size is h lines
1382 * of w+1 characters each, plus a NUL.
1384 * This function is currently only used by the standalone
1385 * solver; until I make it look more sensible, I won't enable
1386 * it in the main game structure.
1388 ret
= snewn(h
*(w
+1) + 1, char);
1390 for (y
= 0; y
< h
; y
++) {
1391 for (x
= 0; x
< w
; x
++) {
1392 *p
= (state
->grid
[y
*w
+x
] == BLANK
? '.' :
1393 state
->grid
[y
*w
+x
] == TREE
? 'T' :
1394 state
->grid
[y
*w
+x
] == TENT
? '*' :
1395 state
->grid
[y
*w
+x
] == NONTENT
? '-' : '?');
1406 int dsx
, dsy
; /* coords of drag start */
1407 int dex
, dey
; /* coords of drag end */
1408 int drag_button
; /* -1 for none, or a button code */
1409 int drag_ok
; /* dragged off the window, to cancel */
1411 int cx
, cy
, cdisp
; /* cursor position, and ?display. */
1414 static game_ui
*new_ui(game_state
*state
)
1416 game_ui
*ui
= snew(game_ui
);
1417 ui
->dsx
= ui
->dsy
= -1;
1418 ui
->dex
= ui
->dey
= -1;
1419 ui
->drag_button
= -1;
1420 ui
->drag_ok
= FALSE
;
1421 ui
->cx
= ui
->cy
= ui
->cdisp
= 0;
1425 static void free_ui(game_ui
*ui
)
1430 static char *encode_ui(game_ui
*ui
)
1435 static void decode_ui(game_ui
*ui
, char *encoding
)
1439 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1440 game_state
*newstate
)
1444 struct game_drawstate
{
1448 int *drawn
, *numbersdrawn
;
1449 int cx
, cy
; /* last-drawn cursor pos, or (-1,-1) if absent. */
1452 #define PREFERRED_TILESIZE 32
1453 #define TILESIZE (ds->tilesize)
1454 #define TLBORDER (TILESIZE/2)
1455 #define BRBORDER (TILESIZE*3/2)
1456 #define COORD(x) ( (x) * TILESIZE + TLBORDER )
1457 #define FROMCOORD(x) ( ((x) - TLBORDER + TILESIZE) / TILESIZE - 1 )
1459 #define FLASH_TIME 0.30F
1461 static int drag_xform(game_ui
*ui
, int x
, int y
, int v
)
1463 int xmin
, ymin
, xmax
, ymax
;
1465 xmin
= min(ui
->dsx
, ui
->dex
);
1466 xmax
= max(ui
->dsx
, ui
->dex
);
1467 ymin
= min(ui
->dsy
, ui
->dey
);
1468 ymax
= max(ui
->dsy
, ui
->dey
);
1470 #ifndef STYLUS_BASED
1472 * Left-dragging has no effect, so we treat a left-drag as a
1473 * single click on dsx,dsy.
1475 if (ui
->drag_button
== LEFT_BUTTON
) {
1476 xmin
= xmax
= ui
->dsx
;
1477 ymin
= ymax
= ui
->dsy
;
1481 if (x
< xmin
|| x
> xmax
|| y
< ymin
|| y
> ymax
)
1482 return v
; /* no change outside drag area */
1485 return v
; /* trees are inviolate always */
1487 if (xmin
== xmax
&& ymin
== ymax
) {
1489 * Results of a simple click. Left button sets blanks to
1490 * tents; right button sets blanks to non-tents; either
1491 * button clears a non-blank square.
1492 * If stylus-based however, it loops instead.
1494 if (ui
->drag_button
== LEFT_BUTTON
)
1496 v
= (v
== BLANK
? TENT
: (v
== TENT
? NONTENT
: BLANK
));
1498 v
= (v
== BLANK
? NONTENT
: (v
== NONTENT
? TENT
: BLANK
));
1500 v
= (v
== BLANK
? TENT
: BLANK
);
1502 v
= (v
== BLANK
? NONTENT
: BLANK
);
1506 * Results of a drag. Left-dragging has no effect.
1507 * Right-dragging sets all blank squares to non-tents and
1508 * has no effect on anything else.
1510 if (ui
->drag_button
== RIGHT_BUTTON
)
1511 v
= (v
== BLANK
? NONTENT
: v
);
1514 v
= (v
== BLANK
? NONTENT
: v
);
1523 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
1524 int x
, int y
, int button
)
1526 int w
= state
->p
.w
, h
= state
->p
.h
;
1529 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1532 if (x
< 0 || y
< 0 || x
>= w
|| y
>= h
)
1535 ui
->drag_button
= button
;
1536 ui
->dsx
= ui
->dex
= x
;
1537 ui
->dsy
= ui
->dey
= y
;
1540 return ""; /* ui updated */
1543 if ((IS_MOUSE_DRAG(button
) || IS_MOUSE_RELEASE(button
)) &&
1544 ui
->drag_button
> 0) {
1545 int xmin
, ymin
, xmax
, ymax
;
1547 int buflen
, bufsize
, tmplen
;
1551 if (x
< 0 || y
< 0 || x
>= w
|| y
>= h
) {
1552 ui
->drag_ok
= FALSE
;
1555 * Drags are limited to one row or column. Hence, we
1556 * work out which coordinate is closer to the drag
1557 * start, and move it _to_ the drag start.
1559 if (abs(x
- ui
->dsx
) < abs(y
- ui
->dsy
))
1570 if (IS_MOUSE_DRAG(button
))
1571 return ""; /* ui updated */
1574 * The drag has been released. Enact it.
1577 ui
->drag_button
= -1;
1578 return ""; /* drag was just cancelled */
1581 xmin
= min(ui
->dsx
, ui
->dex
);
1582 xmax
= max(ui
->dsx
, ui
->dex
);
1583 ymin
= min(ui
->dsy
, ui
->dey
);
1584 ymax
= max(ui
->dsy
, ui
->dey
);
1585 assert(0 <= xmin
&& xmin
<= xmax
&& xmax
< w
);
1586 assert(0 <= ymin
&& ymin
<= ymax
&& ymax
< h
);
1590 buf
= snewn(bufsize
, char);
1592 for (y
= ymin
; y
<= ymax
; y
++)
1593 for (x
= xmin
; x
<= xmax
; x
++) {
1594 int v
= drag_xform(ui
, x
, y
, state
->grid
[y
*w
+x
]);
1595 if (state
->grid
[y
*w
+x
] != v
) {
1596 tmplen
= sprintf(tmpbuf
, "%s%c%d,%d", sep
,
1597 (int)(v
== BLANK
? 'B' :
1598 v
== TENT
? 'T' : 'N'),
1602 if (buflen
+ tmplen
>= bufsize
) {
1603 bufsize
= buflen
+ tmplen
+ 256;
1604 buf
= sresize(buf
, bufsize
, char);
1607 strcpy(buf
+buflen
, tmpbuf
);
1612 ui
->drag_button
= -1; /* drag is terminated */
1616 return ""; /* ui updated (drag was terminated) */
1623 if (IS_CURSOR_MOVE(button
)) {
1624 move_cursor(button
, &ui
->cx
, &ui
->cy
, w
, h
, 0);
1630 int v
= state
->grid
[ui
->cy
*w
+ui
->cx
];
1633 #ifdef SINGLE_CURSOR_SELECT
1634 if (button
== CURSOR_SELECT
)
1635 /* SELECT cycles T, N, B */
1636 rep
= v
== BLANK
? 'T' : v
== TENT
? 'N' : 'B';
1638 if (button
== CURSOR_SELECT
)
1639 rep
= v
== BLANK
? 'T' : 'B';
1640 else if (button
== CURSOR_SELECT2
)
1641 rep
= v
== BLANK
? 'N' : 'B';
1642 else if (button
== 'T' || button
== 'N' || button
== 'B')
1648 sprintf(tmpbuf
, "%c%d,%d", (int)rep
, ui
->cx
, ui
->cy
);
1649 return dupstr(tmpbuf
);
1651 } else if (IS_CURSOR_SELECT(button
)) {
1659 static game_state
*execute_move(game_state
*state
, char *move
)
1661 int w
= state
->p
.w
, h
= state
->p
.h
;
1663 int x
, y
, m
, n
, i
, j
;
1664 game_state
*ret
= dup_game(state
);
1670 ret
->used_solve
= TRUE
;
1672 * Set all non-tree squares to NONTENT. The rest of the
1673 * solve move will fill the tents in over the top.
1675 for (i
= 0; i
< w
*h
; i
++)
1676 if (ret
->grid
[i
] != TREE
)
1677 ret
->grid
[i
] = NONTENT
;
1679 } else if (c
== 'B' || c
== 'T' || c
== 'N') {
1681 if (sscanf(move
, "%d,%d%n", &x
, &y
, &n
) != 2 ||
1682 x
< 0 || y
< 0 || x
>= w
|| y
>= h
) {
1686 if (ret
->grid
[y
*w
+x
] == TREE
) {
1690 ret
->grid
[y
*w
+x
] = (c
== 'B' ? BLANK
: c
== 'T' ? TENT
: NONTENT
);
1705 * Check for completion.
1707 for (i
= n
= m
= 0; i
< w
*h
; i
++) {
1708 if (ret
->grid
[i
] == TENT
)
1710 else if (ret
->grid
[i
] == TREE
)
1714 int nedges
, maxedges
, *edges
, *capacity
, *flow
;
1717 * We have the right number of tents, which is a
1718 * precondition for the game being complete. Now check that
1719 * the numbers add up.
1721 for (i
= 0; i
< w
; i
++) {
1723 for (j
= 0; j
< h
; j
++)
1724 if (ret
->grid
[j
*w
+i
] == TENT
)
1726 if (ret
->numbers
->numbers
[i
] != n
)
1727 goto completion_check_done
;
1729 for (i
= 0; i
< h
; i
++) {
1731 for (j
= 0; j
< w
; j
++)
1732 if (ret
->grid
[i
*w
+j
] == TENT
)
1734 if (ret
->numbers
->numbers
[w
+i
] != n
)
1735 goto completion_check_done
;
1738 * Also, check that no two tents are adjacent.
1740 for (y
= 0; y
< h
; y
++)
1741 for (x
= 0; x
< w
; x
++) {
1743 ret
->grid
[y
*w
+x
] == TENT
&& ret
->grid
[y
*w
+x
+1] == TENT
)
1744 goto completion_check_done
;
1746 ret
->grid
[y
*w
+x
] == TENT
&& ret
->grid
[(y
+1)*w
+x
] == TENT
)
1747 goto completion_check_done
;
1748 if (x
+1 < w
&& y
+1 < h
) {
1749 if (ret
->grid
[y
*w
+x
] == TENT
&&
1750 ret
->grid
[(y
+1)*w
+(x
+1)] == TENT
)
1751 goto completion_check_done
;
1752 if (ret
->grid
[(y
+1)*w
+x
] == TENT
&&
1753 ret
->grid
[y
*w
+(x
+1)] == TENT
)
1754 goto completion_check_done
;
1759 * OK; we have the right number of tents, they match the
1760 * numeric clues, and they satisfy the non-adjacency
1761 * criterion. Finally, we need to verify that they can be
1762 * placed in a one-to-one matching with the trees such that
1763 * every tent is orthogonally adjacent to its tree.
1765 * This bit is where the hard work comes in: we have to do
1766 * it by finding such a matching using maxflow.
1768 * So we construct a network with one special source node,
1769 * one special sink node, one node per tent, and one node
1773 edges
= snewn(2 * maxedges
, int);
1774 capacity
= snewn(maxedges
, int);
1775 flow
= snewn(maxedges
, int);
1780 * 0..w*h trees/tents
1784 for (y
= 0; y
< h
; y
++)
1785 for (x
= 0; x
< w
; x
++)
1786 if (ret
->grid
[y
*w
+x
] == TREE
) {
1790 * Here we use the direction enum declared for
1791 * the solver. We make use of the fact that the
1792 * directions are declared in the order
1793 * U,L,R,D, meaning that we go through the four
1794 * neighbours of any square in numerically
1797 for (d
= 1; d
< MAXDIR
; d
++) {
1798 int x2
= x
+ dx(d
), y2
= y
+ dy(d
);
1799 if (x2
>= 0 && x2
< w
&& y2
>= 0 && y2
< h
&&
1800 ret
->grid
[y2
*w
+x2
] == TENT
) {
1801 assert(nedges
< maxedges
);
1802 edges
[nedges
*2] = y
*w
+x
;
1803 edges
[nedges
*2+1] = y2
*w
+x2
;
1804 capacity
[nedges
] = 1;
1808 } else if (ret
->grid
[y
*w
+x
] == TENT
) {
1809 assert(nedges
< maxedges
);
1810 edges
[nedges
*2] = y
*w
+x
;
1811 edges
[nedges
*2+1] = w
*h
+1; /* edge going to sink */
1812 capacity
[nedges
] = 1;
1815 for (y
= 0; y
< h
; y
++)
1816 for (x
= 0; x
< w
; x
++)
1817 if (ret
->grid
[y
*w
+x
] == TREE
) {
1818 assert(nedges
< maxedges
);
1819 edges
[nedges
*2] = w
*h
; /* edge coming from source */
1820 edges
[nedges
*2+1] = y
*w
+x
;
1821 capacity
[nedges
] = 1;
1824 n
= maxflow(w
*h
+2, w
*h
, w
*h
+1, nedges
, edges
, capacity
, flow
, NULL
);
1831 goto completion_check_done
;
1834 * We haven't managed to fault the grid on any count. Score!
1836 ret
->completed
= TRUE
;
1838 completion_check_done
:
1843 /* ----------------------------------------------------------------------
1847 static void game_compute_size(game_params
*params
, int tilesize
,
1850 /* fool the macros */
1851 struct dummy
{ int tilesize
; } dummy
, *ds
= &dummy
;
1852 dummy
.tilesize
= tilesize
;
1854 *x
= TLBORDER
+ BRBORDER
+ TILESIZE
* params
->w
;
1855 *y
= TLBORDER
+ BRBORDER
+ TILESIZE
* params
->h
;
1858 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1859 game_params
*params
, int tilesize
)
1861 ds
->tilesize
= tilesize
;
1864 static float *game_colours(frontend
*fe
, int *ncolours
)
1866 float *ret
= snewn(3 * NCOLOURS
, float);
1868 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1870 ret
[COL_GRID
* 3 + 0] = 0.0F
;
1871 ret
[COL_GRID
* 3 + 1] = 0.0F
;
1872 ret
[COL_GRID
* 3 + 2] = 0.0F
;
1874 ret
[COL_GRASS
* 3 + 0] = 0.7F
;
1875 ret
[COL_GRASS
* 3 + 1] = 1.0F
;
1876 ret
[COL_GRASS
* 3 + 2] = 0.5F
;
1878 ret
[COL_TREETRUNK
* 3 + 0] = 0.6F
;
1879 ret
[COL_TREETRUNK
* 3 + 1] = 0.4F
;
1880 ret
[COL_TREETRUNK
* 3 + 2] = 0.0F
;
1882 ret
[COL_TREELEAF
* 3 + 0] = 0.0F
;
1883 ret
[COL_TREELEAF
* 3 + 1] = 0.7F
;
1884 ret
[COL_TREELEAF
* 3 + 2] = 0.0F
;
1886 ret
[COL_TENT
* 3 + 0] = 0.8F
;
1887 ret
[COL_TENT
* 3 + 1] = 0.7F
;
1888 ret
[COL_TENT
* 3 + 2] = 0.0F
;
1890 ret
[COL_ERROR
* 3 + 0] = 1.0F
;
1891 ret
[COL_ERROR
* 3 + 1] = 0.0F
;
1892 ret
[COL_ERROR
* 3 + 2] = 0.0F
;
1894 ret
[COL_ERRTEXT
* 3 + 0] = 1.0F
;
1895 ret
[COL_ERRTEXT
* 3 + 1] = 1.0F
;
1896 ret
[COL_ERRTEXT
* 3 + 2] = 1.0F
;
1898 ret
[COL_ERRTRUNK
* 3 + 0] = 0.6F
;
1899 ret
[COL_ERRTRUNK
* 3 + 1] = 0.0F
;
1900 ret
[COL_ERRTRUNK
* 3 + 2] = 0.0F
;
1902 *ncolours
= NCOLOURS
;
1906 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1908 int w
= state
->p
.w
, h
= state
->p
.h
;
1909 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1913 ds
->started
= FALSE
;
1914 ds
->p
= state
->p
; /* structure copy */
1915 ds
->drawn
= snewn(w
*h
, int);
1916 for (i
= 0; i
< w
*h
; i
++)
1917 ds
->drawn
[i
] = MAGIC
;
1918 ds
->numbersdrawn
= snewn(w
+h
, int);
1919 for (i
= 0; i
< w
+h
; i
++)
1920 ds
->numbersdrawn
[i
] = 2;
1921 ds
->cx
= ds
->cy
= -1;
1926 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1929 sfree(ds
->numbersdrawn
);
1934 ERR_ADJ_TOPLEFT
= 4,
1945 static int *find_errors(game_state
*state
, char *grid
)
1947 int w
= state
->p
.w
, h
= state
->p
.h
;
1948 int *ret
= snewn(w
*h
+ w
+ h
, int);
1949 int *tmp
= snewn(w
*h
*2, int), *dsf
= tmp
+ w
*h
;
1953 * This function goes through a grid and works out where to
1954 * highlight play errors in red. The aim is that it should
1955 * produce at least one error highlight for any complete grid
1956 * (or complete piece of grid) violating a puzzle constraint, so
1957 * that a grid containing no BLANK squares is either a win or is
1958 * marked up in some way that indicates why not.
1960 * So it's easy enough to highlight errors in the numeric clues
1961 * - just light up any row or column number which is not
1962 * fulfilled - and it's just as easy to highlight adjacent
1963 * tents. The difficult bit is highlighting failures in the
1964 * tent/tree matching criterion.
1966 * A natural approach would seem to be to apply the maxflow
1967 * algorithm to find the tent/tree matching; if this fails, it
1968 * must necessarily terminate with a min-cut which can be
1969 * reinterpreted as some set of trees which have too few tents
1970 * between them (or vice versa). However, it's bad for
1971 * localising errors, because it's not easy to make the
1972 * algorithm narrow down to the _smallest_ such set of trees: if
1973 * trees A and B have only one tent between them, for instance,
1974 * it might perfectly well highlight not only A and B but also
1975 * trees C and D which are correctly matched on the far side of
1976 * the grid, on the grounds that those four trees between them
1977 * have only three tents.
1979 * Also, that approach fares badly when you introduce the
1980 * additional requirement that incomplete grids should have
1981 * errors highlighted only when they can be proved to be errors
1982 * - so that trees should not be marked as having too few tents
1983 * if there are enough BLANK squares remaining around them that
1984 * could be turned into the missing tents (to do so would be
1985 * patronising, since the overwhelming likelihood is not that
1986 * the player has forgotten to put a tree there but that they
1987 * have merely not put one there _yet_). However, tents with too
1988 * few trees can be marked immediately, since those are
1989 * definitely player error.
1991 * So I adopt an alternative approach, which is to consider the
1992 * bipartite adjacency graph between trees and tents
1993 * ('bipartite' in the sense that for these purposes I
1994 * deliberately ignore two adjacent trees or two adjacent
1995 * tents), divide that graph up into its connected components
1996 * using a dsf, and look for components which contain different
1997 * numbers of trees and tents. This allows me to highlight
1998 * groups of tents with too few trees between them immediately,
1999 * and then in order to find groups of trees with too few tents
2000 * I redo the same process but counting BLANKs as potential
2001 * tents (so that the only trees highlighted are those
2002 * surrounded by enough NONTENTs to make it impossible to give
2003 * them enough tents).
2005 * However, this technique is incomplete: it is not a sufficient
2006 * condition for the existence of a perfect matching that every
2007 * connected component of the graph has the same number of tents
2008 * and trees. An example of a graph which satisfies the latter
2009 * condition but still has no perfect matching is
2018 * which can be realised in Tents as
2024 * The matching-error highlighter described above will not mark
2025 * this construction as erroneous. However, something else will:
2026 * the three tents in the above diagram (let us suppose A,B,C
2027 * are the tents, though it doesn't matter which) contain two
2028 * diagonally adjacent pairs. So there will be _an_ error
2029 * highlighted for the above layout, even though not all types
2030 * of error will be highlighted.
2032 * And in fact we can prove that this will always be the case:
2033 * that the shortcomings of the matching-error highlighter will
2034 * always be made up for by the easy tent adjacency highlighter.
2036 * Lemma: Let G be a bipartite graph between n trees and n
2037 * tents, which is connected, and in which no tree has degree
2038 * more than two (but a tent may). Then G has a perfect matching.
2040 * (Note: in the statement and proof of the Lemma I will
2041 * consistently use 'tree' to indicate a type of graph vertex as
2042 * opposed to a tent, and not to indicate a tree in the graph-
2047 * If we can find a tent of degree 1 joined to a tree of degree
2048 * 2, then any perfect matching must pair that tent with that
2049 * tree. Hence, we can remove both, leaving a smaller graph G'
2050 * which still satisfies all the conditions of the Lemma, and
2051 * which has a perfect matching iff G does.
2053 * So, wlog, we may assume G contains no tent of degree 1 joined
2054 * to a tree of degree 2; if it does, we can reduce it as above.
2056 * If G has no tent of degree 1 at all, then every tent has
2057 * degree at least two, so there are at least 2n edges in the
2058 * graph. But every tree has degree at most two, so there are at
2059 * most 2n edges. Hence there must be exactly 2n edges, so every
2060 * tree and every tent must have degree exactly two, which means
2061 * that the whole graph consists of a single loop (by
2062 * connectedness), and therefore certainly has a perfect
2065 * Alternatively, if G does have a tent of degree 1 but it is
2066 * not connected to a tree of degree 2, then the tree it is
2067 * connected to must have degree 1 - and, by connectedness, that
2068 * must mean that that tent and that tree between them form the
2069 * entire graph. This trivial graph has a trivial perfect
2072 * That proves the lemma. Hence, in any case where the matching-
2073 * error highlighter fails to highlight an erroneous component
2074 * (because it has the same number of tents as trees, but they
2075 * cannot be matched up), the above lemma tells us that there
2076 * must be a tree with degree more than 2, i.e. a tree
2077 * orthogonally adjacent to at least three tents. But in that
2078 * case, there must be some pair of those three tents which are
2079 * diagonally adjacent to each other, so the tent-adjacency
2080 * highlighter will necessarily show an error. So any filled
2081 * layout in Tents which is not a correct solution to the puzzle
2082 * must have _some_ error highlighted by the subroutine below.
2084 * (Of course it would be nicer if we could highlight all
2085 * errors: in the above example layout, we would like to
2086 * highlight tents A,B as having too few trees between them, and
2087 * trees 2,3 as having too few tents, in addition to marking the
2088 * adjacency problems. But I can't immediately think of any way
2089 * to find the smallest sets of such tents and trees without an
2090 * O(2^N) loop over all subsets of a given component.)
2094 * ret[0] through to ret[w*h-1] give error markers for the grid
2095 * squares. After that, ret[w*h] to ret[w*h+w-1] give error
2096 * markers for the column numbers, and ret[w*h+w] to
2097 * ret[w*h+w+h-1] for the row numbers.
2101 * Spot tent-adjacency violations.
2103 for (x
= 0; x
< w
*h
; x
++)
2105 for (y
= 0; y
< h
; y
++) {
2106 for (x
= 0; x
< w
; x
++) {
2107 if (y
+1 < h
&& x
+1 < w
&&
2108 ((grid
[y
*w
+x
] == TENT
&&
2109 grid
[(y
+1)*w
+(x
+1)] == TENT
) ||
2110 (grid
[(y
+1)*w
+x
] == TENT
&&
2111 grid
[y
*w
+(x
+1)] == TENT
))) {
2112 ret
[y
*w
+x
] |= 1 << ERR_ADJ_BOTRIGHT
;
2113 ret
[(y
+1)*w
+x
] |= 1 << ERR_ADJ_TOPRIGHT
;
2114 ret
[y
*w
+(x
+1)] |= 1 << ERR_ADJ_BOTLEFT
;
2115 ret
[(y
+1)*w
+(x
+1)] |= 1 << ERR_ADJ_TOPLEFT
;
2118 grid
[y
*w
+x
] == TENT
&&
2119 grid
[(y
+1)*w
+x
] == TENT
) {
2120 ret
[y
*w
+x
] |= 1 << ERR_ADJ_BOT
;
2121 ret
[(y
+1)*w
+x
] |= 1 << ERR_ADJ_TOP
;
2124 grid
[y
*w
+x
] == TENT
&&
2125 grid
[y
*w
+(x
+1)] == TENT
) {
2126 ret
[y
*w
+x
] |= 1 << ERR_ADJ_RIGHT
;
2127 ret
[y
*w
+(x
+1)] |= 1 << ERR_ADJ_LEFT
;
2133 * Spot numeric clue violations.
2135 for (x
= 0; x
< w
; x
++) {
2136 int tents
= 0, maybetents
= 0;
2137 for (y
= 0; y
< h
; y
++) {
2138 if (grid
[y
*w
+x
] == TENT
)
2140 else if (grid
[y
*w
+x
] == BLANK
)
2143 ret
[w
*h
+x
] = (tents
> state
->numbers
->numbers
[x
] ||
2144 tents
+ maybetents
< state
->numbers
->numbers
[x
]);
2146 for (y
= 0; y
< h
; y
++) {
2147 int tents
= 0, maybetents
= 0;
2148 for (x
= 0; x
< w
; x
++) {
2149 if (grid
[y
*w
+x
] == TENT
)
2151 else if (grid
[y
*w
+x
] == BLANK
)
2154 ret
[w
*h
+w
+y
] = (tents
> state
->numbers
->numbers
[w
+y
] ||
2155 tents
+ maybetents
< state
->numbers
->numbers
[w
+y
]);
2159 * Identify groups of tents with too few trees between them,
2160 * which we do by constructing the connected components of the
2161 * bipartite adjacency graph between tents and trees
2162 * ('bipartite' in the sense that we deliberately ignore
2163 * adjacency between tents or between trees), and highlighting
2164 * all the tents in any component which has a smaller tree
2168 /* Construct the equivalence classes. */
2169 for (y
= 0; y
< h
; y
++) {
2170 for (x
= 0; x
< w
-1; x
++) {
2171 if ((grid
[y
*w
+x
] == TREE
&& grid
[y
*w
+x
+1] == TENT
) ||
2172 (grid
[y
*w
+x
] == TENT
&& grid
[y
*w
+x
+1] == TREE
))
2173 dsf_merge(dsf
, y
*w
+x
, y
*w
+x
+1);
2176 for (y
= 0; y
< h
-1; y
++) {
2177 for (x
= 0; x
< w
; x
++) {
2178 if ((grid
[y
*w
+x
] == TREE
&& grid
[(y
+1)*w
+x
] == TENT
) ||
2179 (grid
[y
*w
+x
] == TENT
&& grid
[(y
+1)*w
+x
] == TREE
))
2180 dsf_merge(dsf
, y
*w
+x
, (y
+1)*w
+x
);
2183 /* Count up the tent/tree difference in each one. */
2184 for (x
= 0; x
< w
*h
; x
++)
2186 for (x
= 0; x
< w
*h
; x
++) {
2187 y
= dsf_canonify(dsf
, x
);
2188 if (grid
[x
] == TREE
)
2190 else if (grid
[x
] == TENT
)
2193 /* And highlight any tent belonging to an equivalence class with
2194 * a score less than zero. */
2195 for (x
= 0; x
< w
*h
; x
++) {
2196 y
= dsf_canonify(dsf
, x
);
2197 if (grid
[x
] == TENT
&& tmp
[y
] < 0)
2198 ret
[x
] |= 1 << ERR_OVERCOMMITTED
;
2202 * Identify groups of trees with too few tents between them.
2203 * This is done similarly, except that we now count BLANK as
2204 * equivalent to TENT, i.e. we only highlight such trees when
2205 * the user hasn't even left _room_ to provide tents for them
2206 * all. (Otherwise, we'd highlight all trees red right at the
2207 * start of the game, before the user had done anything wrong!)
2209 #define TENT(x) ((x)==TENT || (x)==BLANK)
2211 /* Construct the equivalence classes. */
2212 for (y
= 0; y
< h
; y
++) {
2213 for (x
= 0; x
< w
-1; x
++) {
2214 if ((grid
[y
*w
+x
] == TREE
&& TENT(grid
[y
*w
+x
+1])) ||
2215 (TENT(grid
[y
*w
+x
]) && grid
[y
*w
+x
+1] == TREE
))
2216 dsf_merge(dsf
, y
*w
+x
, y
*w
+x
+1);
2219 for (y
= 0; y
< h
-1; y
++) {
2220 for (x
= 0; x
< w
; x
++) {
2221 if ((grid
[y
*w
+x
] == TREE
&& TENT(grid
[(y
+1)*w
+x
])) ||
2222 (TENT(grid
[y
*w
+x
]) && grid
[(y
+1)*w
+x
] == TREE
))
2223 dsf_merge(dsf
, y
*w
+x
, (y
+1)*w
+x
);
2226 /* Count up the tent/tree difference in each one. */
2227 for (x
= 0; x
< w
*h
; x
++)
2229 for (x
= 0; x
< w
*h
; x
++) {
2230 y
= dsf_canonify(dsf
, x
);
2231 if (grid
[x
] == TREE
)
2233 else if (TENT(grid
[x
]))
2236 /* And highlight any tree belonging to an equivalence class with
2237 * a score more than zero. */
2238 for (x
= 0; x
< w
*h
; x
++) {
2239 y
= dsf_canonify(dsf
, x
);
2240 if (grid
[x
] == TREE
&& tmp
[y
] > 0)
2241 ret
[x
] |= 1 << ERR_OVERCOMMITTED
;
2249 static void draw_err_adj(drawing
*dr
, game_drawstate
*ds
, int x
, int y
)
2257 coords
[0] = x
- TILESIZE
*2/5;
2260 coords
[3] = y
- TILESIZE
*2/5;
2261 coords
[4] = x
+ TILESIZE
*2/5;
2264 coords
[7] = y
+ TILESIZE
*2/5;
2265 draw_polygon(dr
, coords
, 4, COL_ERROR
, COL_GRID
);
2268 * Draw an exclamation mark in the diamond. This turns out to
2269 * look unpleasantly off-centre if done via draw_text, so I do
2270 * it by hand on the basis that exclamation marks aren't that
2271 * difficult to draw...
2274 yext
= TILESIZE
*2/5 - (xext
*2+2);
2275 draw_rect(dr
, x
-xext
, y
-yext
, xext
*2+1, yext
*2+1 - (xext
*3),
2277 draw_rect(dr
, x
-xext
, y
+yext
-xext
*2+1, xext
*2+1, xext
*2, COL_ERRTEXT
);
2280 static void draw_tile(drawing
*dr
, game_drawstate
*ds
,
2281 int x
, int y
, int v
, int cur
, int printing
)
2284 int tx
= COORD(x
), ty
= COORD(y
);
2285 int cx
= tx
+ TILESIZE
/2, cy
= ty
+ TILESIZE
/2;
2290 clip(dr
, tx
, ty
, TILESIZE
, TILESIZE
);
2293 draw_rect(dr
, tx
, ty
, TILESIZE
, TILESIZE
, COL_GRID
);
2294 draw_rect(dr
, tx
+1, ty
+1, TILESIZE
-1, TILESIZE
-1,
2295 (v
== BLANK
? COL_BACKGROUND
: COL_GRASS
));
2301 (printing
? draw_rect_outline
: draw_rect
)
2302 (dr
, cx
-TILESIZE
/15, ty
+TILESIZE
*3/10,
2303 2*(TILESIZE
/15)+1, (TILESIZE
*9/10 - TILESIZE
*3/10),
2304 (err
& (1<<ERR_OVERCOMMITTED
) ? COL_ERRTRUNK
: COL_TREETRUNK
));
2306 for (i
= 0; i
< (printing
? 2 : 1); i
++) {
2307 int col
= (i
== 1 ? COL_BACKGROUND
:
2308 (err
& (1<<ERR_OVERCOMMITTED
) ? COL_ERROR
:
2310 int sub
= i
* (TILESIZE
/32);
2311 draw_circle(dr
, cx
, ty
+TILESIZE
*4/10, TILESIZE
/4 - sub
,
2313 draw_circle(dr
, cx
+TILESIZE
/5, ty
+TILESIZE
/4, TILESIZE
/8 - sub
,
2315 draw_circle(dr
, cx
-TILESIZE
/5, ty
+TILESIZE
/4, TILESIZE
/8 - sub
,
2317 draw_circle(dr
, cx
+TILESIZE
/4, ty
+TILESIZE
*6/13, TILESIZE
/8 - sub
,
2319 draw_circle(dr
, cx
-TILESIZE
/4, ty
+TILESIZE
*6/13, TILESIZE
/8 - sub
,
2322 } else if (v
== TENT
) {
2325 coords
[0] = cx
- TILESIZE
/3;
2326 coords
[1] = cy
+ TILESIZE
/3;
2327 coords
[2] = cx
+ TILESIZE
/3;
2328 coords
[3] = cy
+ TILESIZE
/3;
2330 coords
[5] = cy
- TILESIZE
/3;
2331 col
= (err
& (1<<ERR_OVERCOMMITTED
) ? COL_ERROR
: COL_TENT
);
2332 draw_polygon(dr
, coords
, 3, (printing
? -1 : col
), col
);
2335 if (err
& (1 << ERR_ADJ_TOPLEFT
))
2336 draw_err_adj(dr
, ds
, tx
, ty
);
2337 if (err
& (1 << ERR_ADJ_TOP
))
2338 draw_err_adj(dr
, ds
, tx
+TILESIZE
/2, ty
);
2339 if (err
& (1 << ERR_ADJ_TOPRIGHT
))
2340 draw_err_adj(dr
, ds
, tx
+TILESIZE
, ty
);
2341 if (err
& (1 << ERR_ADJ_LEFT
))
2342 draw_err_adj(dr
, ds
, tx
, ty
+TILESIZE
/2);
2343 if (err
& (1 << ERR_ADJ_RIGHT
))
2344 draw_err_adj(dr
, ds
, tx
+TILESIZE
, ty
+TILESIZE
/2);
2345 if (err
& (1 << ERR_ADJ_BOTLEFT
))
2346 draw_err_adj(dr
, ds
, tx
, ty
+TILESIZE
);
2347 if (err
& (1 << ERR_ADJ_BOT
))
2348 draw_err_adj(dr
, ds
, tx
+TILESIZE
/2, ty
+TILESIZE
);
2349 if (err
& (1 << ERR_ADJ_BOTRIGHT
))
2350 draw_err_adj(dr
, ds
, tx
+TILESIZE
, ty
+TILESIZE
);
2353 int coff
= TILESIZE
/8;
2354 draw_rect_outline(dr
, tx
+ coff
, ty
+ coff
,
2355 TILESIZE
- coff
*2 + 1, TILESIZE
- coff
*2 + 1,
2360 draw_update(dr
, tx
+1, ty
+1, TILESIZE
-1, TILESIZE
-1);
2364 * Internal redraw function, used for printing as well as drawing.
2366 static void int_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2367 game_state
*state
, int dir
, game_ui
*ui
,
2368 float animtime
, float flashtime
, int printing
)
2370 int w
= state
->p
.w
, h
= state
->p
.h
;
2372 int cx
= -1, cy
= -1;
2378 if (ui
->cdisp
) { cx
= ui
->cx
; cy
= ui
->cy
; }
2379 if (cx
!= ds
->cx
|| cy
!= ds
->cy
) cmoved
= 1;
2382 if (printing
|| !ds
->started
) {
2385 game_compute_size(&state
->p
, TILESIZE
, &ww
, &wh
);
2386 draw_rect(dr
, 0, 0, ww
, wh
, COL_BACKGROUND
);
2387 draw_update(dr
, 0, 0, ww
, wh
);
2392 print_line_width(dr
, TILESIZE
/64);
2397 for (y
= 0; y
<= h
; y
++)
2398 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), COL_GRID
);
2399 for (x
= 0; x
<= w
; x
++)
2400 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), COL_GRID
);
2404 flashing
= (int)(flashtime
* 3 / FLASH_TIME
) != 1;
2409 * Find errors. For this we use _part_ of the information from a
2410 * currently active drag: we transform dsx,dsy but not anything
2411 * else. (This seems to strike a good compromise between having
2412 * the error highlights respond instantly to single clicks, but
2413 * not giving constant feedback during a right-drag.)
2415 if (ui
&& ui
->drag_button
>= 0) {
2416 tmpgrid
= snewn(w
*h
, char);
2417 memcpy(tmpgrid
, state
->grid
, w
*h
);
2418 tmpgrid
[ui
->dsy
* w
+ ui
->dsx
] =
2419 drag_xform(ui
, ui
->dsx
, ui
->dsy
, tmpgrid
[ui
->dsy
* w
+ ui
->dsx
]);
2420 errors
= find_errors(state
, tmpgrid
);
2423 errors
= find_errors(state
, state
->grid
);
2429 for (y
= 0; y
< h
; y
++) {
2430 for (x
= 0; x
< w
; x
++) {
2431 int v
= state
->grid
[y
*w
+x
];
2435 * We deliberately do not take drag_ok into account
2436 * here, because user feedback suggests that it's
2437 * marginally nicer not to have the drag effects
2438 * flickering on and off disconcertingly.
2440 if (ui
&& ui
->drag_button
>= 0)
2441 v
= drag_xform(ui
, x
, y
, v
);
2443 if (flashing
&& (v
== TREE
|| v
== TENT
))
2447 if ((x
== cx
&& y
== cy
) ||
2448 (x
== ds
->cx
&& y
== ds
->cy
)) credraw
= 1;
2453 if (printing
|| ds
->drawn
[y
*w
+x
] != v
|| credraw
) {
2454 draw_tile(dr
, ds
, x
, y
, v
, (x
== cx
&& y
== cy
), printing
);
2456 ds
->drawn
[y
*w
+x
] = v
;
2462 * Draw (or redraw, if their error-highlighted state has
2463 * changed) the numbers.
2465 for (x
= 0; x
< w
; x
++) {
2466 if (printing
|| ds
->numbersdrawn
[x
] != errors
[w
*h
+x
]) {
2468 draw_rect(dr
, COORD(x
), COORD(h
)+1, TILESIZE
, BRBORDER
-1,
2470 sprintf(buf
, "%d", state
->numbers
->numbers
[x
]);
2471 draw_text(dr
, COORD(x
) + TILESIZE
/2, COORD(h
+1),
2472 FONT_VARIABLE
, TILESIZE
/2, ALIGN_HCENTRE
|ALIGN_VNORMAL
,
2473 (errors
[w
*h
+x
] ? COL_ERROR
: COL_GRID
), buf
);
2474 draw_update(dr
, COORD(x
), COORD(h
)+1, TILESIZE
, BRBORDER
-1);
2476 ds
->numbersdrawn
[x
] = errors
[w
*h
+x
];
2479 for (y
= 0; y
< h
; y
++) {
2480 if (printing
|| ds
->numbersdrawn
[w
+y
] != errors
[w
*h
+w
+y
]) {
2482 draw_rect(dr
, COORD(w
)+1, COORD(y
), BRBORDER
-1, TILESIZE
,
2484 sprintf(buf
, "%d", state
->numbers
->numbers
[w
+y
]);
2485 draw_text(dr
, COORD(w
+1), COORD(y
) + TILESIZE
/2,
2486 FONT_VARIABLE
, TILESIZE
/2, ALIGN_HRIGHT
|ALIGN_VCENTRE
,
2487 (errors
[w
*h
+w
+y
] ? COL_ERROR
: COL_GRID
), buf
);
2488 draw_update(dr
, COORD(w
)+1, COORD(y
), BRBORDER
-1, TILESIZE
);
2490 ds
->numbersdrawn
[w
+y
] = errors
[w
*h
+w
+y
];
2502 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2503 game_state
*state
, int dir
, game_ui
*ui
,
2504 float animtime
, float flashtime
)
2506 int_redraw(dr
, ds
, oldstate
, state
, dir
, ui
, animtime
, flashtime
, FALSE
);
2509 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
2510 int dir
, game_ui
*ui
)
2515 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
2516 int dir
, game_ui
*ui
)
2518 if (!oldstate
->completed
&& newstate
->completed
&&
2519 !oldstate
->used_solve
&& !newstate
->used_solve
)
2525 static int game_status(game_state
*state
)
2527 return state
->completed
? +1 : 0;
2530 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2535 static void game_print_size(game_params
*params
, float *x
, float *y
)
2540 * I'll use 6mm squares by default.
2542 game_compute_size(params
, 600, &pw
, &ph
);
2547 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2551 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2552 game_drawstate ads
, *ds
= &ads
;
2553 game_set_size(dr
, ds
, NULL
, tilesize
);
2555 c
= print_mono_colour(dr
, 1); assert(c
== COL_BACKGROUND
);
2556 c
= print_mono_colour(dr
, 0); assert(c
== COL_GRID
);
2557 c
= print_mono_colour(dr
, 1); assert(c
== COL_GRASS
);
2558 c
= print_mono_colour(dr
, 0); assert(c
== COL_TREETRUNK
);
2559 c
= print_mono_colour(dr
, 0); assert(c
== COL_TREELEAF
);
2560 c
= print_mono_colour(dr
, 0); assert(c
== COL_TENT
);
2562 int_redraw(dr
, ds
, NULL
, state
, +1, NULL
, 0.0F
, 0.0F
, TRUE
);
2566 #define thegame tents
2569 const struct game thegame
= {
2570 "Tents", "games.tents", "tents",
2577 TRUE
, game_configure
, custom_params
,
2585 FALSE
, game_can_format_as_text_now
, game_text_format
,
2593 PREFERRED_TILESIZE
, game_compute_size
, game_set_size
,
2596 game_free_drawstate
,
2601 TRUE
, FALSE
, game_print_size
, game_print
,
2602 FALSE
, /* wants_statusbar */
2603 FALSE
, game_timing_state
,
2604 REQUIRE_RBUTTON
, /* flags */
2607 #ifdef STANDALONE_SOLVER
2611 int main(int argc
, char **argv
)
2615 char *id
= NULL
, *desc
, *err
;
2617 int ret
, diff
, really_verbose
= FALSE
;
2618 struct solver_scratch
*sc
;
2620 while (--argc
> 0) {
2622 if (!strcmp(p
, "-v")) {
2623 really_verbose
= TRUE
;
2624 } else if (!strcmp(p
, "-g")) {
2626 } else if (*p
== '-') {
2627 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
2635 fprintf(stderr
, "usage: %s [-g | -v] <game_id>\n", argv
[0]);
2639 desc
= strchr(id
, ':');
2641 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
2646 p
= default_params();
2647 decode_params(p
, id
);
2648 err
= validate_desc(p
, desc
);
2650 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
2653 s
= new_game(NULL
, p
, desc
);
2654 s2
= new_game(NULL
, p
, desc
);
2656 sc
= new_scratch(p
->w
, p
->h
);
2659 * When solving an Easy puzzle, we don't want to bother the
2660 * user with Hard-level deductions. For this reason, we grade
2661 * the puzzle internally before doing anything else.
2663 ret
= -1; /* placate optimiser */
2664 for (diff
= 0; diff
< DIFFCOUNT
; diff
++) {
2665 ret
= tents_solve(p
->w
, p
->h
, s
->grid
, s
->numbers
->numbers
,
2666 s2
->grid
, sc
, diff
);
2671 if (diff
== DIFFCOUNT
) {
2673 printf("Difficulty rating: too hard to solve internally\n");
2675 printf("Unable to find a unique solution\n");
2679 printf("Difficulty rating: impossible (no solution exists)\n");
2681 printf("Difficulty rating: %s\n", tents_diffnames
[diff
]);
2683 verbose
= really_verbose
;
2684 ret
= tents_solve(p
->w
, p
->h
, s
->grid
, s
->numbers
->numbers
,
2685 s2
->grid
, sc
, diff
);
2687 printf("Puzzle is inconsistent\n");
2689 fputs(game_text_format(s2
), stdout
);
2698 /* vim: set shiftwidth=4 tabstop=8: */