X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=keen.c;h=fdaae32e5dd263fd54a5724618b267a04dad6254;hb=db313b3948d27244dd7c34c2609c66d6204d8931;hp=c7c17a3de6ce841565d7e0e2b3165ba1f3ed9022;hpb=47bc27b0c228fbbac5be8547e4aa6bb58767a75e;p=sgt-puzzles.git diff --git a/keen.c b/keen.c index c7c17a3..fdaae32 100644 --- a/keen.c +++ b/keen.c @@ -251,6 +251,36 @@ static void solver_clue_candidate(struct solver_ctx *ctx, int diff, int box) * digit constraints in that box. We expect to find the digits * of the candidate layout in ctx->dscratch, and we update * ctx->iscratch as appropriate. + * + * The contents of ctx->iscratch are completely different + * depending on whether diff == DIFF_HARD or not. This function + * uses iscratch completely differently between the two cases, and + * the code in solver_common() which consumes the result must + * likewise have an if statement with completely different + * branches for the two cases. + * + * In DIFF_EASY and DIFF_NORMAL modes, the valid entries in + * ctx->iscratch are 0,...,n-1, and each of those entries + * ctx->iscratch[i] gives a bitmap of the possible digits in the + * ith square of the clue box currently under consideration. So + * each entry of iscratch starts off as an empty bitmap, and we + * set bits in it as possible layouts for the clue box are + * considered (and the difference between DIFF_EASY and + * DIFF_NORMAL is just that in DIFF_EASY mode we deliberately set + * more bits than absolutely necessary, hence restricting our own + * knowledge). + * + * But in DIFF_HARD mode, the valid entries are 0,...,2*w-1 (at + * least outside *this* function - inside this function, we also + * use 2*w,...,4*w-1 as scratch space in the loop below); the + * first w of those give the possible digits in the intersection + * of the current clue box with each column of the puzzle, and the + * next w do the same for each row. In this mode, each iscratch + * entry starts off as a _full_ bitmap, and in this function we + * _clear_ bits for digits that are absent from a given row or + * column in each candidate layout, so that the only bits which + * remain set are those for digits which have to appear in a given + * row/column no matter how the clue box is laid out. */ if (diff == DIFF_EASY) { unsigned mask = 0; @@ -309,8 +339,14 @@ static int solver_common(struct latin_solver *solver, void *vctx, int diff) long value = ctx->clues[box] & ~CMASK; long op = ctx->clues[box] & CMASK; + /* + * Initialise ctx->iscratch for this clue box. At different + * difficulty levels we must initialise a different amount of + * it to different things; see the comments in + * solver_clue_candidate explaining what each version does. + */ if (diff == DIFF_HARD) { - for (i = 0; i < n; i++) + for (i = 0; i < 2*w; i++) ctx->iscratch[i] = (1 << (w+1)) - (1 << 1); } else { for (i = 0; i < n; i++) @@ -424,6 +460,13 @@ static int solver_common(struct latin_solver *solver, void *vctx, int diff) break; } + /* + * Do deductions based on the information we've now + * accumulated in ctx->iscratch. See the comments above in + * solver_clue_candidate explaining what data is left in here, + * and how it differs between DIFF_HARD and lower difficulty + * levels (hence the big if statement here). + */ if (diff < DIFF_HARD) { #ifdef STANDALONE_SOLVER char prefix[256]; @@ -2297,7 +2340,7 @@ static void game_print(drawing *dr, const game_state *state, int tilesize) const struct game thegame = { "Keen", "games.keen", "keen", default_params, - game_fetch_preset, + game_fetch_preset, NULL, decode_params, encode_params, free_params,