algorithm.c
changeset 6 bfbca2c0fc70
child 8 b41a580b3abe
equal deleted inserted replaced
5:9d1e320acbb0 6:bfbca2c0fc70
       
     1 #include <assert.h>
       
     2 #include <string.h>
       
     3 #include "general.h"
       
     4 
       
     5 /* Variables related to the showing of information by os */
       
     6 extern float percent_to_show;
       
     7 extern int depth_to_show;
       
     8 
       
     9 extern int max_depth;
       
    10 extern int min_depth_period;
       
    11 extern int max_depth_period;
       
    12 extern struct Map * actual_map;
       
    13 
       
    14 #if 0 /*** THIS IS AN ERROR!!!  The box_will_be_blocked function doesn't work!*/
       
    15  Situation:
       
    16     
       
    17   ->@$ #
       
    18       $
       
    19 */
       
    20 int box_will_be_blocked(const struct Map * m, const struct Position mov,
       
    21 	const struct Position box_pos)
       
    22 {
       
    23 	struct Position next_pos2, tmp, tmp2[2];
       
    24 	int i;
       
    25 
       
    26 	next_pos2.x = box_pos.x + mov.x;
       
    27 	next_pos2.y = box_pos.y + mov.y;
       
    28 
       
    29 	tmp.x = next_pos2.x + mov.x;
       
    30 	tmp.y = next_pos2.y + mov.y;
       
    31 	tmp2[0].x = next_pos2.x + mov.y;
       
    32 	tmp2[0].y = next_pos2.y + mov.x;
       
    33 	tmp2[1].x = next_pos2.x - mov.y;
       
    34 	tmp2[1].y = next_pos2.y - mov.x;
       
    35 	for (i=0; i < 2; i++)
       
    36 	{
       
    37 		if (m->man_moves[tmp.y][tmp.x] == WALL &&
       
    38 			m->man_moves[tmp2[i].y][tmp2[i].x] == BOX)
       
    39 		{
       
    40 			return TRUE;
       
    41 		}
       
    42 		else if (m->man_moves[tmp.y][tmp.x] == BOX &&
       
    43 			m->man_moves[tmp2[i].y][tmp2[i].x] == WALL)
       
    44 		{
       
    45 			return TRUE;
       
    46 		}
       
    47 		else if (m->man_moves[tmp.y][tmp.x] == BOX &&
       
    48 			m->man_moves[tmp2[i].y][tmp2[i].x] == BOX)
       
    49 		{
       
    50 			return TRUE;
       
    51 		}
       
    52 	}
       
    53 
       
    54 	return FALSE;
       
    55 }
       
    56 
       
    57 int is_corner_area(const struct Map * m, const struct Position p,
       
    58 	const struct Position box, const struct Position new_box)
       
    59 {
       
    60 	int NumMoves, NewMoves;
       
    61 	struct Position pos[MAX_MOVES];
       
    62 	struct Position new_pos[MAX_MOVES];
       
    63 	char corners[MAX_Y][MAX_X];
       
    64 	int i,j;
       
    65 	struct Position next_pos;
       
    66 	char *next_cell;
       
    67 
       
    68 
       
    69 	/* Blank the garden */
       
    70 	for (j = 0; j<m->SizeY; j++)
       
    71 		for (i=0; i<m->SizeX; i++)
       
    72 			corners[j][i] = m->Cells[j][i];
       
    73 
       
    74 	/* Let's put the boxes */
       
    75 	for (i = 0; i<m->NumBoxes; i++)
       
    76 		corners[m->Box[i].y][m->Box[i].x] = BOX;
       
    77 
       
    78 	/* Let's put our box - it can be simply added */
       
    79 	corners[new_box.y][new_box.x] = BOX;
       
    80 	/* Let's remove the original box. */
       
    81 	corners[box.y][box.x] = BLANK;
       
    82 
       
    83 	NewMoves = 1;
       
    84 	new_pos[0] = p;
       
    85 	while (NewMoves > 0)
       
    86 	{
       
    87 		/* The before named "New Moves" become the moves we have
       
    88 		   to analyze */
       
    89 		NumMoves = NewMoves;
       
    90 		for (i=0; i<NewMoves; i++)
       
    91 		{
       
    92 			pos[i] = new_pos[i];
       
    93 		}
       
    94 
       
    95 		/* Search new positions for each position */
       
    96 		NewMoves = 0;
       
    97 		for (i=0; i<NumMoves; i++)
       
    98 		{
       
    99 			/* For each direction */
       
   100 			for (j=0; j<4; j++)
       
   101 			{
       
   102 				next_pos.x = pos[i].x + move_vectors[j].x;
       
   103 				next_pos.y = pos[i].y + move_vectors[j].y;
       
   104 				next_cell = &corners[next_pos.y][next_pos.x];
       
   105 				if(*next_cell == BLANK ||
       
   106 					*next_cell == PLATFORM)
       
   107 				{
       
   108 					return FALSE;
       
   109 				}
       
   110 				else if(*next_cell == CORNER)
       
   111 				{
       
   112 					new_pos[NewMoves] = next_pos;
       
   113 					*next_cell = MANCANMOVE;
       
   114 					NewMoves++;
       
   115 				}
       
   116 			}
       
   117 		}
       
   118 	}
       
   119 
       
   120 	return TRUE;
       
   121 }
       
   122 
       
   123 int does_box_close_corners(const struct Map * m, const struct Position mov,
       
   124 	const struct Position box_pos)
       
   125 {
       
   126 	struct Position p, p2;
       
   127 
       
   128 	p.x = box_pos.x + mov.x;
       
   129 	p.y = box_pos.y + mov.y;
       
   130 	
       
   131 	/* Let's plan the checks */
       
   132 	/* The point will be marked with a MANCANMOVE */
       
   133 	p2.x = p.x + mov.x;
       
   134 	p2.y = p.y + mov.y;
       
   135 	if (m->Cells[p2.y][p2.x] == CORNER)
       
   136 	{
       
   137 		if (is_corner_area(m, p2, box_pos, p))
       
   138 			return TRUE;
       
   139 	}
       
   140 
       
   141 	p2.x = p.x + mov.y;
       
   142 	p2.y = p.y + mov.x;
       
   143 	if (m->Cells[p2.y][p2.x] == CORNER)
       
   144 	{
       
   145 		if (is_corner_area(m, p2, box_pos, p))
       
   146 			return TRUE;
       
   147 	}
       
   148 
       
   149 	p2.x = p.x - mov.y;
       
   150 	p2.y = p.y - mov.x;
       
   151 	if (m->Cells[p2.y][p2.x] == CORNER)
       
   152 	{
       
   153 		if (is_corner_area(m, p2, box_pos, p))
       
   154 			return TRUE;
       
   155 	}
       
   156 	return FALSE;
       
   157 }
       
   158 #endif
       
   159 
       
   160 /*
       
   161 Catch the situation where a box is moved next to a corner, where the box
       
   162 next to it will not be able to be moved.
       
   163 */
       
   164 static int is_dead1(const struct Map * m, const struct Position mov,
       
   165 	const struct Position new_pos)
       
   166 {
       
   167 	struct Position opposite1, opposite2;
       
   168 
       
   169 	/* The wall corners must exist */
       
   170 	opposite1.x = -mov.y;
       
   171 	opposite1.y = -mov.x;
       
   172 	opposite2.x = mov.y;
       
   173 	opposite2.y = mov.x;
       
   174 
       
   175 #ifdef DEBUG
       
   176 	ShowMap(m);
       
   177 #endif
       
   178 
       
   179 	/* Test the first corner */
       
   180 	if (m->Cells[new_pos.y+mov.y+opposite1.y][new_pos.x+mov.x+opposite1.x]
       
   181 		== WALL)
       
   182 	{
       
   183 		/* Test wall at opposites 1*/
       
   184 		if (m->Cells[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
       
   185 			== WALL &&
       
   186 			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
       
   187 		{
       
   188 				return TRUE;
       
   189 		}
       
   190 		else
       
   191 		if (m->man_moves[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
       
   192 			== BOX &&
       
   193 			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
       
   194 		{
       
   195 				return TRUE;
       
   196 		}
       
   197 		/* Test wall at opposites 2 */
       
   198 		if (m->Cells[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
       
   199 			== WALL &&
       
   200 			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
       
   201 		{
       
   202 				return TRUE;
       
   203 		}
       
   204 		else
       
   205 		if (m->man_moves[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
       
   206 			== BOX &&
       
   207 			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
       
   208 		{
       
   209 				return TRUE;
       
   210 		}
       
   211 	}
       
   212 
       
   213 	/* Test the second corner */
       
   214 	if (m->Cells[new_pos.y+mov.y+opposite2.y][new_pos.x+mov.x+opposite2.x]
       
   215 		== WALL)
       
   216 	{
       
   217 		/* Test wall at opposites 1*/
       
   218 		if (m->Cells[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
       
   219 			== WALL &&
       
   220 			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
       
   221 		{
       
   222 				return TRUE;
       
   223 		}
       
   224 		else
       
   225 		if (m->man_moves[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
       
   226 			== BOX &&
       
   227 			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
       
   228 		{
       
   229 				return TRUE;
       
   230 		}
       
   231 		/* Test wall at opposites 2 */
       
   232 		if (m->Cells[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
       
   233 			== WALL &&
       
   234 			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
       
   235 		{
       
   236 				return TRUE;
       
   237 		}
       
   238 		else
       
   239 		if (m->man_moves[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
       
   240 			== BOX &&
       
   241 			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
       
   242 		{
       
   243 				return TRUE;
       
   244 		}
       
   245 	}
       
   246 
       
   247 	return FALSE;
       
   248 }
       
   249 
       
   250 /*
       
   251 Catch the situation where a corner gets surrounded by boxes.
       
   252 */
       
   253 static int is_dead2(const struct Map * m, const struct Position mov,
       
   254 	const struct Position new_pos)
       
   255 {
       
   256 	struct Position next, opposite1, opposite2;
       
   257 
       
   258 	next.x = new_pos.x+mov.x;
       
   259 	next.y = new_pos.y+mov.y;
       
   260 
       
   261 	/* The corner must exist */
       
   262 	if (m->Cells[next.y][next.x] != CORNER)
       
   263 		return FALSE;
       
   264 
       
   265 
       
   266 	/* The wall corners must exist */
       
   267 	opposite1.x = next.x -mov.y;
       
   268 	opposite1.y = next.y -mov.x;
       
   269 	opposite2.x = next.x + mov.y;
       
   270 	opposite2.y = next.y + mov.x;
       
   271 
       
   272 	if (m->man_moves[opposite1.y][opposite1.x] == BOX)
       
   273 	{
       
   274 		if(m->Cells[opposite1.y+mov.y][opposite1.x+mov.x] == WALL
       
   275 		   && m->Cells[opposite1.y-mov.y][opposite1.x-mov.x] == WALL)
       
   276 		   return TRUE;
       
   277 	}
       
   278 
       
   279 	if (m->man_moves[opposite2.y][opposite2.x] == BOX)
       
   280 	{
       
   281 		if(m->Cells[opposite2.y+mov.y][opposite2.x+mov.x] == WALL
       
   282 		   && m->Cells[opposite2.y-mov.y][opposite2.x-mov.x] == WALL)
       
   283 		   return TRUE;
       
   284 	}
       
   285 	return FALSE;
       
   286 }
       
   287 
       
   288 static int is_box_movable(const struct Map * m, const struct Position mov,
       
   289 	const struct Position box_pos)
       
   290 {
       
   291 	struct Position next_pos2;
       
   292 
       
   293 	next_pos2.x = box_pos.x + mov.x;
       
   294 	next_pos2.y = box_pos.y + mov.y;
       
   295 
       
   296 	if((m->Cells[next_pos2.y][next_pos2.x] != BLANK &&
       
   297 		m->Cells[next_pos2.y][next_pos2.x] != PLATFORM) ||
       
   298 		m->man_moves[next_pos2.y][next_pos2.x] == BOX)
       
   299 	{
       
   300 		return FALSE;
       
   301 	}
       
   302 	else if (is_dead1(m, mov, next_pos2) == TRUE)
       
   303 	{
       
   304 		return FALSE;
       
   305 	}
       
   306 	else if (is_dead2(m, mov, next_pos2) == TRUE)
       
   307 	{
       
   308 		return FALSE;
       
   309 	}
       
   310 	return TRUE;
       
   311 }
       
   312 
       
   313 /* It modifies m->man_moves */
       
   314 static int get_box_movements(struct Map * m,
       
   315 	struct BoxMove movements[])
       
   316 {
       
   317 	struct Position pos[MAX_MOVES];
       
   318 	struct Position new_pos[MAX_MOVES];
       
   319 	int NumMoves, NewMoves;
       
   320 	int j, i;
       
   321 	struct Position next_pos;
       
   322 	char *next_cell;
       
   323 	int num_box_movements = 0;
       
   324 	
       
   325 	/* Let's  the map with only walls in man_moves - other, blanks */
       
   326 	for (j = 0; j<m->SizeY; j++)
       
   327 		for (i=0; i<m->SizeX; i++)
       
   328 		{
       
   329 			if (m->Cells[j][i] == WALL)
       
   330 				m->man_moves[j][i] = WALL;
       
   331 			else
       
   332 				m->man_moves[j][i] = BLANK;
       
   333 		}
       
   334 
       
   335 	/* Let's put the boxes */
       
   336 	for (i = 0; i<m->NumBoxes; i++)
       
   337 	{
       
   338 		m->man_moves[m->Box[i].y][m->Box[i].x] = BOX;
       
   339 		m->cells_boxes[m->Box[i].y][m->Box[i].x] = i;
       
   340 	}
       
   341 
       
   342 	NewMoves = 1;
       
   343 	new_pos[0].x = m->Man.x;
       
   344 	new_pos[0].y = m->Man.y;
       
   345 	m->man_moves[m->Man.y][m->Man.x] = MANCANMOVE;
       
   346 	while (NewMoves > 0)
       
   347 	{
       
   348 		/* The before named "New Moves" become the moves we have
       
   349 		   to analyze */
       
   350 		NumMoves = NewMoves;
       
   351 		for (i=0; i<NewMoves; i++)
       
   352 		{
       
   353 			pos[i] = new_pos[i];
       
   354 		}
       
   355 
       
   356 		/* Search new positions for each position */
       
   357 		NewMoves = 0;
       
   358 		for (i=0; i<NumMoves; i++)
       
   359 		{
       
   360 			/* For each direction */
       
   361 			for (j=0; j<4; j++)
       
   362 			{
       
   363 				next_pos.x = pos[i].x + move_vectors[j].x;
       
   364 				next_pos.y = pos[i].y + move_vectors[j].y;
       
   365 				next_cell = &m->man_moves[next_pos.y][next_pos.x];
       
   366 				if(*next_cell == BLANK)
       
   367 				{
       
   368 					new_pos[NewMoves] = next_pos;
       
   369 					*next_cell = MANCANMOVE;
       
   370 					NewMoves++;
       
   371 				}
       
   372 				else if (*next_cell == BOX)
       
   373 				{
       
   374 						
       
   375 					/* Check if the box is movable */
       
   376 
       
   377 					if (is_box_movable(m, move_vectors[j],
       
   378 						next_pos ))
       
   379 					{
       
   380 						{
       
   381 					movements[num_box_movements].box =
       
   382 					m->cells_boxes[next_pos.y][next_pos.x];
       
   383 					movements[num_box_movements].dir =
       
   384 					move_vectors[j];
       
   385 					num_box_movements++;
       
   386 						}
       
   387 					}
       
   388 					
       
   389 				}
       
   390 
       
   391 			}
       
   392 		}
       
   393 	}
       
   394 
       
   395 	return num_box_movements;
       
   396 }
       
   397 
       
   398 static void force_move_box(struct Map *m, struct BoxMove move)
       
   399 {
       
   400 	struct Position newpos;
       
   401 
       
   402 
       
   403 	/* Add coords */
       
   404 	newpos.x = m->Box[move.box].x + move.dir.x;
       
   405 	newpos.y = m->Box[move.box].y + move.dir.y;
       
   406 
       
   407 	/* Be certain the move can be done */
       
   408 	assert(m->Cells[newpos.y][newpos.x] != BOX);
       
   409 	assert(m->Cells[newpos.y][newpos.x] != WALL);
       
   410 
       
   411 	/* Control if we moved the box to a platform */
       
   412 	if(m->Cells[newpos.y][newpos.x] == PLATFORM)
       
   413 	{
       
   414 		m->NumBoxesInPlatform++;
       
   415 	}
       
   416 
       
   417 	/* Control if we moved the box from a platform */
       
   418 	if (m->Cells[m->Box[move.box].y][m->Box[move.box].x] == PLATFORM)
       
   419 	{
       
   420 		m->NumBoxesInPlatform--;
       
   421 	}
       
   422 	m->Man = m->Box[move.box];
       
   423 
       
   424 	m->Box[move.box] = newpos;
       
   425 }
       
   426 
       
   427 static int is_new_map(struct Map maps[], int depth)
       
   428 {
       
   429 	struct Map *m;
       
   430 	int i;
       
   431 
       
   432 	m = &maps[depth];
       
   433 
       
   434 	for(i=0; i<max_depth; i++)
       
   435 	{
       
   436 		/* No l'hem de comparar amb ell mateix */
       
   437 		if (i == depth)
       
   438 			continue;
       
   439 
       
   440 		if (m->NumBoxesInPlatform != maps[i].NumBoxesInPlatform)
       
   441 			continue;
       
   442 		else
       
   443 		{
       
   444 			if (!are_boxes_equal(m->Box, maps[i].Box, m->NumBoxes))
       
   445 				continue;
       
   446 		}
       
   447 		return FALSE;
       
   448 	}
       
   449 	return TRUE;
       
   450 }
       
   451 
       
   452 
       
   453 static int search_depth(struct Map maps[], int depth,
       
   454 	struct BoxMove movements[],
       
   455 	int num_movements, float percent, float total_percent)
       
   456 {
       
   457 	struct BoxMove new_movements[MAX_MOVES];
       
   458 	int num_new_movements;
       
   459 	struct Map *m; 
       
   460 	int i;
       
   461 	float next_percent;
       
   462 
       
   463 	next_percent = percent / num_movements;
       
   464 
       
   465 	m = &maps[depth+1];
       
   466 	if (depth > max_depth)
       
   467 		max_depth = depth;
       
   468 	if (depth > max_depth_period)
       
   469 		max_depth_period = depth;
       
   470 	if (depth < min_depth_period)
       
   471 		min_depth_period = depth;
       
   472 
       
   473 	for (i=0; i < num_movements; i++)
       
   474 	{
       
   475 		CopyMap(m, &maps[depth]);
       
   476 		force_move_box(m, movements[i]);
       
   477 		if (m->NumPlatforms == m->NumBoxesInPlatform)
       
   478 		{
       
   479 			PrintMove(movements[i]);
       
   480 			return 0;
       
   481 		}
       
   482 
       
   483 		if (is_new_map(maps, depth+1))
       
   484 		{
       
   485 			num_new_movements = get_box_movements(m, new_movements);
       
   486 			assert(num_new_movements < MAX_MOVES);
       
   487 		}
       
   488 		else
       
   489 			num_new_movements = 0;
       
   490 
       
   491 		if (num_new_movements == 0)
       
   492 		{
       
   493 			percent_to_show = total_percent + next_percent*i;
       
   494 			depth_to_show = depth;
       
   495 			actual_map = &maps[depth];
       
   496 #ifdef DEBUG		/* to be out */
       
   497 			show_percent_callback(0);
       
   498 #endif
       
   499 	
       
   500 		}
       
   501 		else
       
   502 		{
       
   503 			if (depth+1 < MAX_STEPS)
       
   504 			{
       
   505 				if(search_depth(maps, depth+1, new_movements,
       
   506 					num_new_movements, next_percent,
       
   507 					total_percent + next_percent*i) == 0)
       
   508 				{
       
   509 					PrintMove(movements[i]);
       
   510 					return 0;
       
   511 				}
       
   512 			}
       
   513 		}
       
   514 	}
       
   515 	return 1;
       
   516 }
       
   517 
       
   518 
       
   519 int solve_map(const struct Map origin)
       
   520 {
       
   521 	struct Map maps[MAX_STEPS+1];
       
   522 	struct BoxMove new_movements[MAX_MOVES];
       
   523 	int num_new_movements;
       
   524 
       
   525 	CopyMap(&maps[0], &origin);
       
   526 
       
   527 	num_new_movements = get_box_movements(&maps[0], new_movements);
       
   528 	assert(num_new_movements < MAX_MOVES);
       
   529 	assert(num_new_movements > 0);
       
   530 
       
   531 	init_os();
       
   532 
       
   533 	return search_depth(maps, 0, new_movements,
       
   534 		num_new_movements, 100. / num_new_movements,
       
   535 		0);
       
   536 
       
   537 }