X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=guess.c;h=df9b7f628c9d117d614257d93b3f44794b20fed5;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=38cdf25d365582cc085af01170bd743b438c1d0c;hpb=96315bc2baecb68040600cf93da4b4ce729e1acc;p=sgt-puzzles.git diff --git a/guess.c b/guess.c index 38cdf25..df9b7f6 100644 --- a/guess.c +++ b/guess.c @@ -43,7 +43,7 @@ struct game_state { pegrow solution; int next_go; /* from 0 to nguesses-1; if next_go == nguesses then they've lost. */ - int solved; + int solved; /* +1 = win, -1 = lose, 0 = still playing */ }; static game_params *default_params(void) @@ -66,7 +66,7 @@ static void free_params(game_params *params) sfree(params); } -static game_params *dup_params(game_params *params) +static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ @@ -145,7 +145,7 @@ static void decode_params(game_params *params, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char data[256]; @@ -156,7 +156,7 @@ static char *encode_params(game_params *params, int full) return dupstr(data); } -static config_item *game_configure(game_params *params) +static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; @@ -199,7 +199,7 @@ static config_item *game_configure(game_params *params) return ret; } -static game_params *custom_params(config_item *cfg) +static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); @@ -213,7 +213,7 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params, int full) +static char *validate_params(const game_params *params, int full) { if (params->ncolours < 2 || params->npegs < 2) return "Trivial solutions are uninteresting"; @@ -264,7 +264,7 @@ static void free_pegrow(pegrow pegs) sfree(pegs); } -static char *new_game_desc(game_params *params, random_state *rs, +static char *new_game_desc(const game_params *params, random_state *rs, char **aux, int interactive) { unsigned char *bmp = snewn(params->npegs, unsigned char); @@ -287,7 +287,7 @@ newcol: return ret; } -static char *validate_desc(game_params *params, char *desc) +static char *validate_desc(const game_params *params, const char *desc) { unsigned char *bmp; int i; @@ -310,7 +310,8 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(midend *me, game_params *params, char *desc) +static game_state *new_game(midend *me, const game_params *params, + const char *desc) { game_state *state = snew(game_state); unsigned char *bmp; @@ -335,7 +336,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc) return state; } -static game_state *dup_game(game_state *state) +static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); int i; @@ -365,23 +366,23 @@ static void free_game(game_state *state) sfree(state); } -static char *solve_game(game_state *state, game_state *currstate, - char *aux, char **error) +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) { return dupstr("S"); } -static int game_can_format_as_text_now(game_params *params) +static int game_can_format_as_text_now(const game_params *params) { return TRUE; } -static char *game_text_format(game_state *state) +static char *game_text_format(const game_state *state) { return NULL; } -static int is_markable(game_params *params, pegrow pegs) +static int is_markable(const game_params *params, pegrow pegs) { int i, nset = 0, nrequired, ret = 0; pegrow colcount = new_pegrow(params->ncolours); @@ -420,9 +421,10 @@ struct game_ui { int drag_opeg; /* peg index, if dragged from a peg (from current guess), otherwise -1 */ int show_labels; /* label the colours with letters */ + pegrow hint; }; -static game_ui *new_ui(game_state *state) +static game_ui *new_ui(const game_state *state) { game_ui *ui = snew(game_ui); memset(ui, 0, sizeof(game_ui)); @@ -436,12 +438,14 @@ static game_ui *new_ui(game_state *state) static void free_ui(game_ui *ui) { + if (ui->hint) + free_pegrow(ui->hint); free_pegrow(ui->curr_pegs); sfree(ui->holds); sfree(ui); } -static char *encode_ui(game_ui *ui) +static char *encode_ui(const game_ui *ui) { char *ret, *p, *sep; int i; @@ -463,10 +467,10 @@ static char *encode_ui(game_ui *ui) return sresize(ret, p - ret, char); } -static void decode_ui(game_ui *ui, char *encoding) +static void decode_ui(game_ui *ui, const char *encoding) { int i; - char *p = encoding; + const char *p = encoding; for (i = 0; i < ui->curr_pegs->npegs; i++) { ui->curr_pegs->pegs[i] = atoi(p); while (*p && isdigit((unsigned char)*p)) p++; @@ -481,11 +485,16 @@ static void decode_ui(game_ui *ui, char *encoding) ui->markable = is_markable(&ui->params, ui->curr_pegs); } -static void game_changed_state(game_ui *ui, game_state *oldstate, - game_state *newstate) +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) { int i; + if (newstate->next_go < oldstate->next_go) { + sfree(ui->hint); + ui->hint = NULL; + } + /* Implement holds, clear other pegs. * This does something that is arguably the Right Thing even * for undo. */ @@ -564,13 +573,13 @@ struct game_drawstate { int drag_col, blit_ox, blit_oy; }; -static void set_peg(game_params *params, game_ui *ui, int peg, int col) +static void set_peg(const game_params *params, game_ui *ui, int peg, int col) { ui->curr_pegs->pegs[peg] = col; ui->markable = is_markable(params, ui->curr_pegs); } -static int mark_pegs(pegrow guess, pegrow solution, int ncols) +static int mark_pegs(pegrow guess, const pegrow solution, int ncols) { int nc_place = 0, nc_colour = 0, i, j; @@ -610,7 +619,7 @@ static int mark_pegs(pegrow guess, pegrow solution, int ncols) return nc_place; } -static char *encode_move(game_state *from, game_ui *ui) +static char *encode_move(const game_state *from, game_ui *ui) { char *buf, *p, *sep; int len, i; @@ -632,8 +641,128 @@ static char *encode_move(game_state *from, game_ui *ui) return buf; } -static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static void compute_hint(const game_state *state, game_ui *ui) +{ + /* Suggest the lexicographically first row consistent with all + * previous feedback. This is not only a useful hint, but also + * a reasonable strategy if applied consistently. If the user + * uses hints in every turn, they may be able to intuit this + * strategy, or one similar to it. I (Jonas Kölker) came up + * with something close to it without seeing it in action. */ + + /* Some performance characteristics: I want to ask for each n, + * how many solutions are guessed in exactly n guesses if you + * use the hint in each turn. + * + * With 4 pegs and 6 colours you get the following histogram: + * + * 1 guesses: 1 solution + * 2 guesses: 4 solutions + * 3 guesses: 25 solutions + * 4 guesses: 108 solutions + * 5 guesses: 305 solutions + * 6 guesses: 602 solutions + * 7 guesses: 196 solutions + * 8 guesses: 49 solutions + * 9 guesses: 6 solutions + * (note: the tenth guess is never necessary.) + * + * With 5 pegs and 8 colours you get the following histogram: + * + * 1 guesses: 1 solution + * 2 guesses: 5 solutions + * 3 guesses: 43 solutions + * 4 guesses: 278 solutions + * 5 guesses: 1240 solutions + * 6 guesses: 3515 solutions + * 7 guesses: 7564 solutions + * 8 guesses: 14086 solutions + * 9 guesses: 4614 solutions + * 10 guesses: 1239 solutions + * 11 guesses: 175 solutions + * 12 guesses: 7 solutions + * 13 guesses: 1 solution + * + * The solution which takes too many guesses is {8, 8, 5, 6, 7}. + * The game ID is c8p5g12Bm:4991e5e41a. */ + + int mincolour = 1, maxcolour = 0, i, j; + + /* For large values of npegs and ncolours, the lexicographically + * next guess make take a while to find. Finding upper and + * lower limits on which colours we have to consider will speed + * this up, as will caching our progress from one invocation to + * the next. The latter strategy works, since if we have ruled + * out a candidate we will never reverse this judgment in the + * light of new information. Removing information, i.e. undo, + * will require us to backtrack somehow. We backtrack by fully + * forgetting our progress (and recomputing it if required). */ + + for (i = 0; i < state->next_go; ++i) + for (j = 0; j < state->params.npegs; ++j) + if (state->guesses[i]->pegs[j] > maxcolour) + maxcolour = state->guesses[i]->pegs[j]; + maxcolour = min(maxcolour + 1, state->params.ncolours); + +increase_mincolour: + for (i = 0; i < state->next_go; ++i) { + if (state->guesses[i]->feedback[0]) + goto next_iteration; + for (j = 0; j < state->params.npegs; ++j) + if (state->guesses[i]->pegs[j] != mincolour) + goto next_iteration; + ++mincolour; + goto increase_mincolour; + next_iteration: + ; + } + + if (!ui->hint) { + ui->hint = new_pegrow(state->params.npegs); + for (i = 0; i < state->params.npegs; ++i) + ui->hint->pegs[i] = 1; + } + + while (ui->hint->pegs[0] <= state->params.ncolours) { + for (i = 0; i < state->next_go; ++i) { + mark_pegs(ui->hint, state->guesses[i], maxcolour); + for (j = 0; j < state->params.npegs; ++j) + if (ui->hint->feedback[j] != state->guesses[i]->feedback[j]) + goto increment_pegrow; + } + /* a valid guess was found; install it and return */ + for (i = 0; i < state->params.npegs; ++i) + ui->curr_pegs->pegs[i] = ui->hint->pegs[i]; + + ui->markable = TRUE; + ui->peg_cur = state->params.npegs; + ui->display_cur = 1; + return; + + increment_pegrow: + for (i = ui->hint->npegs; + ++ui->hint->pegs[--i], i && ui->hint->pegs[i] > maxcolour; + ui->hint->pegs[i] = mincolour); + } + /* No solution is compatible with the given hints. Impossible! */ + /* (hack new_game_desc to create invalid solutions to get here) */ + + /* For some values of npegs and ncolours, the hinting function takes a + * long time to complete. To visually indicate completion with failure, + * should it ever happen, update the ui in some trivial way. This gives + * the user a sense of broken(ish)ness and futility. */ + if (!ui->display_cur) { + ui->display_cur = 1; + } else if (state->params.npegs == 1) { + ui->display_cur = 0; + } else { + ui->peg_cur = (ui->peg_cur + 1) % state->params.npegs; + } +} + +static char *interpret_move(const game_state *from, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) { int over_col = 0; /* one-indexed */ int over_guess = -1; /* zero-indexed */ @@ -752,6 +881,9 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, if (button == CURSOR_UP && ui->colour_cur > 0) ui->colour_cur--; ret = ""; + } else if (button == 'h' || button == 'H' || button == '?') { + compute_hint(from, ui); + ret = ""; } else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) { int maxcur = from->params.npegs; if (ui->markable) maxcur++; @@ -774,7 +906,9 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->display_cur = 1; set_peg(&from->params, ui, ui->peg_cur, 0); ret = ""; - } else if (button == 'H' || button == 'h') { + } else if (button == CURSOR_SELECT2) { + if (ui->peg_cur == from->params.npegs) + return NULL; ui->display_cur = 1; ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur]; ret = ""; @@ -782,15 +916,15 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, return ret; } -static game_state *execute_move(game_state *from, char *move) +static game_state *execute_move(const game_state *from, const char *move) { int i, nc_place; game_state *ret; - char *p; + const char *p; if (!strcmp(move, "S")) { ret = dup_game(from); - ret->solved = 1; + ret->solved = -1; return ret; } else if (move[0] == 'G') { p = move+1; @@ -817,11 +951,11 @@ static game_state *execute_move(game_state *from, char *move) nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours); if (nc_place == ret->solution->npegs) { - ret->solved = 1; /* win! */ + ret->solved = +1; /* win! */ } else { ret->next_go = from->next_go + 1; if (ret->next_go >= ret->params.nguesses) - ret->solved = 1; /* 'lose' so we show the pegs. */ + ret->solved = -1; /* lose, meaning we show the pegs. */ } return ret; @@ -842,8 +976,8 @@ static game_state *execute_move(game_state *from, char *move) #define BORDER 0.5 -static void game_compute_size(game_params *params, int tilesize, - int *x, int *y) +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) { double hmul, vmul_c, vmul_g, vmul; int hintw = (params->npegs+1)/2; @@ -870,7 +1004,7 @@ static void game_compute_size(game_params *params, int tilesize, } static void game_set_size(drawing *dr, game_drawstate *ds, - game_params *params, int tilesize) + const game_params *params, int tilesize) { int colh, guessh; @@ -897,7 +1031,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds, assert(ds->pegsz > 0); assert(!ds->blit_peg); /* set_size is never called twice */ - ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz); + ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2); } static float *game_colours(frontend *fe, int *ncolours) @@ -1004,7 +1138,7 @@ static float *game_colours(frontend *fe, int *ncolours) return ret; } -static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int i; @@ -1206,14 +1340,14 @@ static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col) draw_update(dr, ox-off-1, oy, 2, PEGSZ); } -static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, - game_state *state, int dir, game_ui *ui, - float animtime, float flashtime) +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, + float animtime, float flashtime) { - int i, new_move, last_go; + int i, new_move; new_move = (state->next_go != ds->next_go) || !ds->started; - last_go = (state->next_go == state->params.nguesses-1); if (!ds->started) { draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND); @@ -1243,29 +1377,31 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } /* draw the guesses (so far) and the hints - * (in reverse order to avoid trampling holds) */ + * (in reverse order to avoid trampling holds, and postponing the + * next_go'th to not overrender the top of the circular cursor) */ for (i = state->params.nguesses - 1; i >= 0; i--) { - if (state->next_go > i || state->solved) { + if (i < state->next_go || state->solved) { /* this info is stored in the game_state already */ guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0, ui->show_labels); hint_redraw(dr, ds, i, state->guesses[i], i == (state->next_go-1) ? 1 : 0, FALSE, FALSE); - } else if (state->next_go == i) { - /* this is the one we're on; the (incomplete) guess is - * stored in the game_ui. */ - guess_redraw(dr, ds, i, ui->curr_pegs, - ui->holds, ui->display_cur ? ui->peg_cur : -1, 0, - ui->show_labels); - hint_redraw(dr, ds, i, NULL, 1, - ui->display_cur && ui->peg_cur == state->params.npegs, - ui->markable); - } else { + } else if (i > state->next_go) { /* we've not got here yet; it's blank. */ guess_redraw(dr, ds, i, NULL, NULL, -1, 0, ui->show_labels); hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE); } } + if (!state->solved) { + /* this is the one we're on; the (incomplete) guess is stored in + * the game_ui. */ + guess_redraw(dr, ds, state->next_go, ui->curr_pegs, + ui->holds, ui->display_cur ? ui->peg_cur : -1, 0, + ui->show_labels); + hint_redraw(dr, ds, state->next_go, NULL, 1, + ui->display_cur && ui->peg_cur == state->params.npegs, + ui->markable); + } /* draw the 'current move' and 'able to mark' sign. */ if (new_move) @@ -1274,7 +1410,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, currmove_redraw(dr, ds, state->next_go, COL_HOLD); /* draw the solution (or the big rectangle) */ - if ((state->solved != ds->solved) || !ds->started) { + if ((!state->solved ^ !ds->solved) || !ds->started) { draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H, state->solved ? COL_BACKGROUND : COL_EMPTY); draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H); @@ -1291,39 +1427,49 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, if (ui->drag_col != 0) { int ox = ui->drag_x - (PEGSZ/2); int oy = ui->drag_y - (PEGSZ/2); - debug(("Saving to blitter at (%d,%d)", ox, oy)); - blitter_save(dr, ds->blit_peg, ox, oy); + ds->blit_ox = ox - 1; ds->blit_oy = oy - 1; + debug(("Saving to blitter at (%d,%d)", ds->blit_ox, ds->blit_oy)); + blitter_save(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy); draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col); - - ds->blit_ox = ox; ds->blit_oy = oy; } ds->drag_col = ui->drag_col; ds->started = 1; } -static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir, game_ui *ui) +static float game_anim_length(const game_state *oldstate, + const 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_ui *ui) +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } -static int game_timing_state(game_state *state, game_ui *ui) +static int game_status(const game_state *state) +{ + /* + * We return nonzero whenever the solution has been revealed, even + * (on spoiler grounds) if it wasn't guessed correctly. The + * correct return value from this function is already in + * state->solved. + */ + return state->solved; +} + +static int game_timing_state(const game_state *state, game_ui *ui) { return TRUE; } -static void game_print_size(game_params *params, float *x, float *y) +static void game_print_size(const game_params *params, float *x, float *y) { } -static void game_print(drawing *dr, game_state *state, int tilesize) +static void game_print(drawing *dr, const game_state *state, int tilesize) { } @@ -1362,6 +1508,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, FALSE, FALSE, game_print_size, game_print, FALSE, /* wants_statusbar */ FALSE, game_timing_state,