algorithm.c
changeset 6 bfbca2c0fc70
child 8 b41a580b3abe
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/algorithm.c	Sat May 06 00:34:04 2006 +0200
@@ -0,0 +1,537 @@
+#include <assert.h>
+#include <string.h>
+#include "general.h"
+
+/* Variables related to the showing of information by os */
+extern float percent_to_show;
+extern int depth_to_show;
+
+extern int max_depth;
+extern int min_depth_period;
+extern int max_depth_period;
+extern struct Map * actual_map;
+
+#if 0 /*** THIS IS AN ERROR!!!  The box_will_be_blocked function doesn't work!*/
+ Situation:
+    
+  ->@$ #
+      $
+*/
+int box_will_be_blocked(const struct Map * m, const struct Position mov,
+	const struct Position box_pos)
+{
+	struct Position next_pos2, tmp, tmp2[2];
+	int i;
+
+	next_pos2.x = box_pos.x + mov.x;
+	next_pos2.y = box_pos.y + mov.y;
+
+	tmp.x = next_pos2.x + mov.x;
+	tmp.y = next_pos2.y + mov.y;
+	tmp2[0].x = next_pos2.x + mov.y;
+	tmp2[0].y = next_pos2.y + mov.x;
+	tmp2[1].x = next_pos2.x - mov.y;
+	tmp2[1].y = next_pos2.y - mov.x;
+	for (i=0; i < 2; i++)
+	{
+		if (m->man_moves[tmp.y][tmp.x] == WALL &&
+			m->man_moves[tmp2[i].y][tmp2[i].x] == BOX)
+		{
+			return TRUE;
+		}
+		else if (m->man_moves[tmp.y][tmp.x] == BOX &&
+			m->man_moves[tmp2[i].y][tmp2[i].x] == WALL)
+		{
+			return TRUE;
+		}
+		else if (m->man_moves[tmp.y][tmp.x] == BOX &&
+			m->man_moves[tmp2[i].y][tmp2[i].x] == BOX)
+		{
+			return TRUE;
+		}
+	}
+
+	return FALSE;
+}
+
+int is_corner_area(const struct Map * m, const struct Position p,
+	const struct Position box, const struct Position new_box)
+{
+	int NumMoves, NewMoves;
+	struct Position pos[MAX_MOVES];
+	struct Position new_pos[MAX_MOVES];
+	char corners[MAX_Y][MAX_X];
+	int i,j;
+	struct Position next_pos;
+	char *next_cell;
+
+
+	/* Blank the garden */
+	for (j = 0; j<m->SizeY; j++)
+		for (i=0; i<m->SizeX; i++)
+			corners[j][i] = m->Cells[j][i];
+
+	/* Let's put the boxes */
+	for (i = 0; i<m->NumBoxes; i++)
+		corners[m->Box[i].y][m->Box[i].x] = BOX;
+
+	/* Let's put our box - it can be simply added */
+	corners[new_box.y][new_box.x] = BOX;
+	/* Let's remove the original box. */
+	corners[box.y][box.x] = BLANK;
+
+	NewMoves = 1;
+	new_pos[0] = p;
+	while (NewMoves > 0)
+	{
+		/* The before named "New Moves" become the moves we have
+		   to analyze */
+		NumMoves = NewMoves;
+		for (i=0; i<NewMoves; i++)
+		{
+			pos[i] = new_pos[i];
+		}
+
+		/* Search new positions for each position */
+		NewMoves = 0;
+		for (i=0; i<NumMoves; i++)
+		{
+			/* For each direction */
+			for (j=0; j<4; j++)
+			{
+				next_pos.x = pos[i].x + move_vectors[j].x;
+				next_pos.y = pos[i].y + move_vectors[j].y;
+				next_cell = &corners[next_pos.y][next_pos.x];
+				if(*next_cell == BLANK ||
+					*next_cell == PLATFORM)
+				{
+					return FALSE;
+				}
+				else if(*next_cell == CORNER)
+				{
+					new_pos[NewMoves] = next_pos;
+					*next_cell = MANCANMOVE;
+					NewMoves++;
+				}
+			}
+		}
+	}
+
+	return TRUE;
+}
+
+int does_box_close_corners(const struct Map * m, const struct Position mov,
+	const struct Position box_pos)
+{
+	struct Position p, p2;
+
+	p.x = box_pos.x + mov.x;
+	p.y = box_pos.y + mov.y;
+	
+	/* Let's plan the checks */
+	/* The point will be marked with a MANCANMOVE */
+	p2.x = p.x + mov.x;
+	p2.y = p.y + mov.y;
+	if (m->Cells[p2.y][p2.x] == CORNER)
+	{
+		if (is_corner_area(m, p2, box_pos, p))
+			return TRUE;
+	}
+
+	p2.x = p.x + mov.y;
+	p2.y = p.y + mov.x;
+	if (m->Cells[p2.y][p2.x] == CORNER)
+	{
+		if (is_corner_area(m, p2, box_pos, p))
+			return TRUE;
+	}
+
+	p2.x = p.x - mov.y;
+	p2.y = p.y - mov.x;
+	if (m->Cells[p2.y][p2.x] == CORNER)
+	{
+		if (is_corner_area(m, p2, box_pos, p))
+			return TRUE;
+	}
+	return FALSE;
+}
+#endif
+
+/*
+Catch the situation where a box is moved next to a corner, where the box
+next to it will not be able to be moved.
+*/
+static int is_dead1(const struct Map * m, const struct Position mov,
+	const struct Position new_pos)
+{
+	struct Position opposite1, opposite2;
+
+	/* The wall corners must exist */
+	opposite1.x = -mov.y;
+	opposite1.y = -mov.x;
+	opposite2.x = mov.y;
+	opposite2.y = mov.x;
+
+#ifdef DEBUG
+	ShowMap(m);
+#endif
+
+	/* Test the first corner */
+	if (m->Cells[new_pos.y+mov.y+opposite1.y][new_pos.x+mov.x+opposite1.x]
+		== WALL)
+	{
+		/* Test wall at opposites 1*/
+		if (m->Cells[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
+			== WALL &&
+			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
+		{
+				return TRUE;
+		}
+		else
+		if (m->man_moves[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
+			== BOX &&
+			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
+		{
+				return TRUE;
+		}
+		/* Test wall at opposites 2 */
+		if (m->Cells[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
+			== WALL &&
+			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
+		{
+				return TRUE;
+		}
+		else
+		if (m->man_moves[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
+			== BOX &&
+			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
+		{
+				return TRUE;
+		}
+	}
+
+	/* Test the second corner */
+	if (m->Cells[new_pos.y+mov.y+opposite2.y][new_pos.x+mov.x+opposite2.x]
+		== WALL)
+	{
+		/* Test wall at opposites 1*/
+		if (m->Cells[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
+			== WALL &&
+			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
+		{
+				return TRUE;
+		}
+		else
+		if (m->man_moves[new_pos.y+opposite1.y][new_pos.x+opposite1.x]
+			== BOX &&
+			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
+		{
+				return TRUE;
+		}
+		/* Test wall at opposites 2 */
+		if (m->Cells[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
+			== WALL &&
+			m->man_moves[new_pos.y+mov.y][new_pos.x+mov.x] == BOX)
+		{
+				return TRUE;
+		}
+		else
+		if (m->man_moves[new_pos.y+opposite2.y][new_pos.x+opposite2.x]
+			== BOX &&
+			m->Cells[new_pos.y+mov.y][new_pos.x+mov.x] == WALL)
+		{
+				return TRUE;
+		}
+	}
+
+	return FALSE;
+}
+
+/*
+Catch the situation where a corner gets surrounded by boxes.
+*/
+static int is_dead2(const struct Map * m, const struct Position mov,
+	const struct Position new_pos)
+{
+	struct Position next, opposite1, opposite2;
+
+	next.x = new_pos.x+mov.x;
+	next.y = new_pos.y+mov.y;
+
+	/* The corner must exist */
+	if (m->Cells[next.y][next.x] != CORNER)
+		return FALSE;
+
+
+	/* The wall corners must exist */
+	opposite1.x = next.x -mov.y;
+	opposite1.y = next.y -mov.x;
+	opposite2.x = next.x + mov.y;
+	opposite2.y = next.y + mov.x;
+
+	if (m->man_moves[opposite1.y][opposite1.x] == BOX)
+	{
+		if(m->Cells[opposite1.y+mov.y][opposite1.x+mov.x] == WALL
+		   && m->Cells[opposite1.y-mov.y][opposite1.x-mov.x] == WALL)
+		   return TRUE;
+	}
+
+	if (m->man_moves[opposite2.y][opposite2.x] == BOX)
+	{
+		if(m->Cells[opposite2.y+mov.y][opposite2.x+mov.x] == WALL
+		   && m->Cells[opposite2.y-mov.y][opposite2.x-mov.x] == WALL)
+		   return TRUE;
+	}
+	return FALSE;
+}
+
+static int is_box_movable(const struct Map * m, const struct Position mov,
+	const struct Position box_pos)
+{
+	struct Position next_pos2;
+
+	next_pos2.x = box_pos.x + mov.x;
+	next_pos2.y = box_pos.y + mov.y;
+
+	if((m->Cells[next_pos2.y][next_pos2.x] != BLANK &&
+		m->Cells[next_pos2.y][next_pos2.x] != PLATFORM) ||
+		m->man_moves[next_pos2.y][next_pos2.x] == BOX)
+	{
+		return FALSE;
+	}
+	else if (is_dead1(m, mov, next_pos2) == TRUE)
+	{
+		return FALSE;
+	}
+	else if (is_dead2(m, mov, next_pos2) == TRUE)
+	{
+		return FALSE;
+	}
+	return TRUE;
+}
+
+/* It modifies m->man_moves */
+static int get_box_movements(struct Map * m,
+	struct BoxMove movements[])
+{
+	struct Position pos[MAX_MOVES];
+	struct Position new_pos[MAX_MOVES];
+	int NumMoves, NewMoves;
+	int j, i;
+	struct Position next_pos;
+	char *next_cell;
+	int num_box_movements = 0;
+	
+	/* Let's  the map with only walls in man_moves - other, blanks */
+	for (j = 0; j<m->SizeY; j++)
+		for (i=0; i<m->SizeX; i++)
+		{
+			if (m->Cells[j][i] == WALL)
+				m->man_moves[j][i] = WALL;
+			else
+				m->man_moves[j][i] = BLANK;
+		}
+
+	/* Let's put the boxes */
+	for (i = 0; i<m->NumBoxes; i++)
+	{
+		m->man_moves[m->Box[i].y][m->Box[i].x] = BOX;
+		m->cells_boxes[m->Box[i].y][m->Box[i].x] = i;
+	}
+
+	NewMoves = 1;
+	new_pos[0].x = m->Man.x;
+	new_pos[0].y = m->Man.y;
+	m->man_moves[m->Man.y][m->Man.x] = MANCANMOVE;
+	while (NewMoves > 0)
+	{
+		/* The before named "New Moves" become the moves we have
+		   to analyze */
+		NumMoves = NewMoves;
+		for (i=0; i<NewMoves; i++)
+		{
+			pos[i] = new_pos[i];
+		}
+
+		/* Search new positions for each position */
+		NewMoves = 0;
+		for (i=0; i<NumMoves; i++)
+		{
+			/* For each direction */
+			for (j=0; j<4; j++)
+			{
+				next_pos.x = pos[i].x + move_vectors[j].x;
+				next_pos.y = pos[i].y + move_vectors[j].y;
+				next_cell = &m->man_moves[next_pos.y][next_pos.x];
+				if(*next_cell == BLANK)
+				{
+					new_pos[NewMoves] = next_pos;
+					*next_cell = MANCANMOVE;
+					NewMoves++;
+				}
+				else if (*next_cell == BOX)
+				{
+						
+					/* Check if the box is movable */
+
+					if (is_box_movable(m, move_vectors[j],
+						next_pos ))
+					{
+						{
+					movements[num_box_movements].box =
+					m->cells_boxes[next_pos.y][next_pos.x];
+					movements[num_box_movements].dir =
+					move_vectors[j];
+					num_box_movements++;
+						}
+					}
+					
+				}
+
+			}
+		}
+	}
+
+	return num_box_movements;
+}
+
+static void force_move_box(struct Map *m, struct BoxMove move)
+{
+	struct Position newpos;
+
+
+	/* Add coords */
+	newpos.x = m->Box[move.box].x + move.dir.x;
+	newpos.y = m->Box[move.box].y + move.dir.y;
+
+	/* Be certain the move can be done */
+	assert(m->Cells[newpos.y][newpos.x] != BOX);
+	assert(m->Cells[newpos.y][newpos.x] != WALL);
+
+	/* Control if we moved the box to a platform */
+	if(m->Cells[newpos.y][newpos.x] == PLATFORM)
+	{
+		m->NumBoxesInPlatform++;
+	}
+
+	/* Control if we moved the box from a platform */
+	if (m->Cells[m->Box[move.box].y][m->Box[move.box].x] == PLATFORM)
+	{
+		m->NumBoxesInPlatform--;
+	}
+	m->Man = m->Box[move.box];
+
+	m->Box[move.box] = newpos;
+}
+
+static int is_new_map(struct Map maps[], int depth)
+{
+	struct Map *m;
+	int i;
+
+	m = &maps[depth];
+
+	for(i=0; i<max_depth; i++)
+	{
+		/* No l'hem de comparar amb ell mateix */
+		if (i == depth)
+			continue;
+
+		if (m->NumBoxesInPlatform != maps[i].NumBoxesInPlatform)
+			continue;
+		else
+		{
+			if (!are_boxes_equal(m->Box, maps[i].Box, m->NumBoxes))
+				continue;
+		}
+		return FALSE;
+	}
+	return TRUE;
+}
+
+
+static int search_depth(struct Map maps[], int depth,
+	struct BoxMove movements[],
+	int num_movements, float percent, float total_percent)
+{
+	struct BoxMove new_movements[MAX_MOVES];
+	int num_new_movements;
+	struct Map *m; 
+	int i;
+	float next_percent;
+
+	next_percent = percent / num_movements;
+
+	m = &maps[depth+1];
+	if (depth > max_depth)
+		max_depth = depth;
+	if (depth > max_depth_period)
+		max_depth_period = depth;
+	if (depth < min_depth_period)
+		min_depth_period = depth;
+
+	for (i=0; i < num_movements; i++)
+	{
+		CopyMap(m, &maps[depth]);
+		force_move_box(m, movements[i]);
+		if (m->NumPlatforms == m->NumBoxesInPlatform)
+		{
+			PrintMove(movements[i]);
+			return 0;
+		}
+
+		if (is_new_map(maps, depth+1))
+		{
+			num_new_movements = get_box_movements(m, new_movements);
+			assert(num_new_movements < MAX_MOVES);
+		}
+		else
+			num_new_movements = 0;
+
+		if (num_new_movements == 0)
+		{
+			percent_to_show = total_percent + next_percent*i;
+			depth_to_show = depth;
+			actual_map = &maps[depth];
+#ifdef DEBUG		/* to be out */
+			show_percent_callback(0);
+#endif
+	
+		}
+		else
+		{
+			if (depth+1 < MAX_STEPS)
+			{
+				if(search_depth(maps, depth+1, new_movements,
+					num_new_movements, next_percent,
+					total_percent + next_percent*i) == 0)
+				{
+					PrintMove(movements[i]);
+					return 0;
+				}
+			}
+		}
+	}
+	return 1;
+}
+
+
+int solve_map(const struct Map origin)
+{
+	struct Map maps[MAX_STEPS+1];
+	struct BoxMove new_movements[MAX_MOVES];
+	int num_new_movements;
+
+	CopyMap(&maps[0], &origin);
+
+	num_new_movements = get_box_movements(&maps[0], new_movements);
+	assert(num_new_movements < MAX_MOVES);
+	assert(num_new_movements > 0);
+
+	init_os();
+
+	return search_depth(maps, 0, new_movements,
+		num_new_movements, 100. / num_new_movements,
+		0);
+
+}