ref: a2380d277a50b02d9575017559d95d562986488a
parent: e862d4a79b934a20d8c4cd283ff8292681b63314
author: Simon Tatham <anakin@pobox.com>
date: Wed Feb 24 14:10:16 EST 2016
Slant: use the new findloop for loop detection. The old face-dsf based loop detector is gone, and now we just call findloop instead. This is just a code cleanup: it doesn't fix any bugs that I know of. In principle, it provides the same futureproofing we gained by making the same change in Net, but Slant as a puzzle is less adaptable to topologically interesting surfaces - in particular, you _can't_ play it on any edgeless surface like a torus or Klein bottle, because no filled grid can be loop-free in the first place. (The only way a connected component can avoid having a loop surrounding it is if it connects to the grid edge, so there has to _be_ a grid edge.) But you could play Slant on a Mobius strip, I think, so perhaps one day...
--- a/slant.R
+++ b/slant.R
@@ -1,6 +1,6 @@
# -*- makefile -*-
-SLANT_EXTRA = dsf
+SLANT_EXTRA = dsf findloop
slant : [X] GTK COMMON slant SLANT_EXTRA slant-icon|no-icon
--- a/slant.c
+++ b/slant.c
@@ -1352,96 +1352,70 @@
return anti ? 4 - ret : ret;
}
+struct slant_neighbour_ctx {
+ const game_state *state;
+ int i, n, neighbours[4];
+};
+static int slant_neighbour(int vertex, void *vctx)
+{
+ struct slant_neighbour_ctx *ctx = (struct slant_neighbour_ctx *)vctx;
+
+ if (vertex >= 0) {
+ int w = ctx->state->p.w, h = ctx->state->p.h, W = w+1;
+ int x = vertex % W, y = vertex / W;
+ ctx->n = ctx->i = 0;
+ if (x < w && y < h && ctx->state->soln[y*w+x] < 0)
+ ctx->neighbours[ctx->n++] = (y+1)*W+(x+1);
+ if (x > 0 && y > 0 && ctx->state->soln[(y-1)*w+(x-1)] < 0)
+ ctx->neighbours[ctx->n++] = (y-1)*W+(x-1);
+ if (x > 0 && y < h && ctx->state->soln[y*w+(x-1)] > 0)
+ ctx->neighbours[ctx->n++] = (y+1)*W+(x-1);
+ if (x < w && y > 0 && ctx->state->soln[(y-1)*w+x] > 0)
+ ctx->neighbours[ctx->n++] = (y-1)*W+(x+1);
+ }
+
+ if (ctx->i < ctx->n)
+ return ctx->neighbours[ctx->i++];
+ else
+ return -1;
+}
+
static int check_completion(game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y, err = FALSE;
- int *dsf;
memset(state->errors, 0, W*H);
/*
- * To detect loops in the grid, we iterate through each edge
- * building up a dsf of connected components of the space
- * around the edges; if there's more than one such component,
- * we have a loop, and in particular we can then easily
- * identify and highlight every edge forming part of a loop
- * because it separates two nonequivalent regions.
- *
- * We use the `tmpdsf' scratch space in the shared clues
- * structure, to avoid mallocing too often.
- *
- * For these purposes, the grid is considered to be divided
- * into diamond-shaped regions surrounding an orthogonal edge.
- * This means we have W*h vertical edges and w*H horizontal
- * ones; so our vertical edges are indexed in the dsf as
- * (y*W+x) (0<=y<h, 0<=x<W), and the horizontal ones as (W*h +
- * y*w+x) (0<=y<H, 0<=x<w), where (x,y) is the topmost or
- * leftmost point on the edge.
+ * Detect and error-highlight loops in the grid.
*/
- dsf = state->clues->tmpdsf;
- dsf_init(dsf, W*h + w*H);
- /* Start by identifying all the outer edges with each other. */
- for (y = 0; y < h; y++) {
- dsf_merge(dsf, 0, y*W+0);
- dsf_merge(dsf, 0, y*W+w);
- }
- for (x = 0; x < w; x++) {
- dsf_merge(dsf, 0, W*h + 0*w+x);
- dsf_merge(dsf, 0, W*h + h*w+x);
- }
- /* Now go through the actual grid. */
- for (y = 0; y < h; y++)
- for (x = 0; x < w; x++) {
- if (state->soln[y*w+x] >= 0) {
- /*
- * There isn't a \ in this square, so we can unify
- * the top edge with the left, and the bottom with
- * the right.
- */
- dsf_merge(dsf, y*W+x, W*h + y*w+x);
- dsf_merge(dsf, y*W+(x+1), W*h + (y+1)*w+x);
+ {
+ struct findloopstate *fls = findloop_new_state(W*H);
+ struct slant_neighbour_ctx ctx;
+ ctx.state = state;
+
+ if (findloop_run(fls, W*H, slant_neighbour, &ctx))
+ err = TRUE;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int u, v;
+ if (state->soln[y*w+x] == 0) {
+ continue;
+ } else if (state->soln[y*w+x] > 0) {
+ u = y*W+(x+1);
+ v = (y+1)*W+x;
+ } else {
+ u = (y+1)*W+(x+1);
+ v = y*W+x;
+ }
+ if (findloop_is_loop_edge(fls, u, v))
+ state->errors[y*W+x] |= ERR_SQUARE;
}
- if (state->soln[y*w+x] <= 0) {
- /*
- * There isn't a / in this square, so we can unify
- * the top edge with the right, and the bottom
- * with the left.
- */
- dsf_merge(dsf, y*W+x, W*h + (y+1)*w+x);
- dsf_merge(dsf, y*W+(x+1), W*h + y*w+x);
- }
}
- /* Now go through again and mark the appropriate edges as erroneous. */
- for (y = 0; y < h; y++)
- for (x = 0; x < w; x++) {
- int erroneous = 0;
- if (state->soln[y*w+x] > 0) {
- /*
- * A / separates the top and left edges (which
- * must already have been identified with each
- * other) from the bottom and right (likewise).
- * Hence it is erroneous if and only if the top
- * and right edges are nonequivalent.
- */
- erroneous = (dsf_canonify(dsf, y*W+(x+1)) !=
- dsf_canonify(dsf, W*h + y*w+x));
- } else if (state->soln[y*w+x] < 0) {
- /*
- * A \ separates the top and right edges (which
- * must already have been identified with each
- * other) from the bottom and left (likewise).
- * Hence it is erroneous if and only if the top
- * and left edges are nonequivalent.
- */
- erroneous = (dsf_canonify(dsf, y*W+x) !=
- dsf_canonify(dsf, W*h + y*w+x));
- }
- if (erroneous) {
- state->errors[y*W+x] |= ERR_SQUARE;
- err = TRUE;
- }
- }
+
+ findloop_free_state(fls);
+ }
/*
* Now go through and check the degree of each clue vertex, and