Recursivity changed into a loop. Now the state is loaded on boot, and saved on TERM.
#include <assert.h>
#include <string.h>
#include <stdlib.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, const 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 void update_depth_counters(const int depth)
{
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;
}
struct Map *all_maps;
struct BoxMove *all_movements; /* DEPTH movements of MAX_MOVES */
int *all_mov_tries; /* The actual step in movements for every depth */
int *all_mov_max; /* Maximum of movements per all_movement element */
float *percent;
float *percent_part;
int depth;
int search_loop(const struct Map *origin)
{
int found; /* bool */
all_maps = malloc(sizeof(*all_maps) * (MAX_STEPS+1));
all_movements = malloc(sizeof(*all_movements)*MAX_MOVES*(MAX_STEPS+1));
all_mov_tries = malloc(sizeof(*all_mov_tries)*(MAX_STEPS+1));
all_mov_max = malloc(sizeof(*all_mov_max)*(MAX_STEPS+1));
percent = malloc(sizeof(*percent)*(MAX_STEPS+1));
percent_part = malloc(sizeof(*percent)*(MAX_STEPS+1));
if (load_state())
{
--depth;
if (all_mov_tries[depth] != 0)
all_mov_tries[depth] = 0;
} else
{
depth = 0;
CopyMap(&all_maps[0], origin);
all_mov_max[0] = get_box_movements(&all_maps[0], &all_movements[0]);
assert(all_mov_max[0] < MAX_MOVES);
assert(all_mov_max[0] > 0);
percent[0] = 0.;
percent_part[0] = 100.;
all_mov_tries[0] = 0;
}
found = 0;
do
{
struct BoxMove *new_movements = &all_movements[(depth+1)*MAX_MOVES];
struct BoxMove *movements = &all_movements[depth*MAX_MOVES];
int num_movements = all_mov_max[depth];
int *num_new_movements = &all_mov_max[depth+1];
int *step = &all_mov_tries[depth];
struct Map *new_map = &all_maps[depth+1];
update_depth_counters(depth);
percent_part[depth+1] = percent_part[depth] / num_movements;
CopyMap(new_map, &all_maps[depth]);
/* DEBUG */
#if DEBUG
ShowMap(new_map);
show_tries(depth);
printf("Nummovs[%i]: %i\n", depth, num_movements);
printf("Step[%i]: %i\n", depth, *step);
#endif
/* Now four things can happen:
* - look for depth + 1
* - keep looking for movements in depth
* - go one depth back.
* - solve the puzle */
/* Go one depth back */
if (*step >= num_movements)
{
--depth;
continue;
}
force_move_box(new_map, movements[(*step)]);
++(*step);
/* Solve the puzzle */
if (new_map->NumPlatforms == new_map->NumBoxesInPlatform)
{
PrintMoves(all_movements, all_mov_tries, depth+1);
actual_map = &all_maps[depth+1];
show_percent_and_map();
save_state();
found = 1;
}
if (is_new_map(all_maps, depth+1))
{
*num_new_movements =
get_box_movements(new_map, new_movements);
assert(*num_new_movements < MAX_MOVES);
}
else
*num_new_movements = 0;
percent[depth] = percent[depth] + percent_part[depth+1];
percent_to_show = percent[depth];
/* Keep looking for movements in depth */
if (*num_new_movements == 0)
{
depth_to_show = depth;
actual_map = &all_maps[depth];
continue;
}
/* Look for depth + 1*/
if (depth+1 < MAX_STEPS)
{
percent[depth+1] = percent[depth];
all_mov_tries[depth+1] = 0;
++depth;
}
} while(!found && depth >= 0);
free(all_maps);
free(all_movements);
free(all_mov_tries);
free(all_mov_max);
return found;
}
int solve_map(const struct Map *origin)
{
struct BoxMove new_movements[MAX_MOVES];
int num_new_movements;
int ret;
init_os();
ret = search_loop(origin);
return ret;
}