New utility 'patternpicture', to build a Pattern from an xbm.

This utility works basically the same as galaxiespicture: you feed it
a .xbm bitmap on standard input, and it constructs a game ID which
solves to exactly that image. It will pre-fill some squares if that's
necessary to resolve ambiguity, or leave the grid completely blank if
it can.
This commit is contained in:
Simon Tatham
2015-12-11 19:53:58 +00:00
parent f061101210
commit 786f5b18e4
2 changed files with 252 additions and 7 deletions

256
pattern.c
View File

@ -226,6 +226,7 @@ static char *validate_params(const game_params *params, int full)
* it's useful to anyone.)
*/
#ifndef STANDALONE_PICTURE_GENERATOR
static int float_compare(const void *av, const void *bv)
{
const float *a = (const float *)av;
@ -319,6 +320,7 @@ static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
sfree(fgrid);
}
#endif
static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
{
@ -495,7 +497,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
int i, j, ok, max;
int max_h, max_w;
assert((state!=NULL) ^ (grid!=NULL));
assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
max = max(w, h);
@ -515,7 +517,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
*/
for (i=0; i<h; i++) {
int freespace, rowlen;
if (state) {
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
rowlen = state->common->rowlen[w+i];
} else {
@ -540,7 +542,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
max_h = changed_h[i];
for (i=0; i<w; i++) {
int freespace, rowlen;
if (state) {
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowlen = state->common->rowlen[i];
} else {
@ -577,7 +579,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
for (; max_h && max_h >= max_w; max_h--) {
for (i=0; i<h; i++) {
if (changed_h[i] >= max_h) {
if (state) {
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
rowdata[state->common->rowlen[w+i]] = 0;
} else {
@ -601,7 +603,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
for (; max_w && max_w >= max_h; max_w--) {
for (i=0; i<w; i++) {
if (changed_w[i] >= max_w) {
if (state) {
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowdata[state->common->rowlen[i]] = 0;
} else {
@ -635,6 +637,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
return ok;
}
#ifndef STANDALONE_PICTURE_GENERATOR
static unsigned char *generate_soluble(random_state *rs, int w, int h)
{
int i, j, ok, ntries, max;
@ -698,6 +701,11 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h)
sfree(rowdata);
return grid;
}
#endif
#ifdef STANDALONE_PICTURE_GENERATOR
unsigned char *picture;
#endif
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
@ -706,15 +714,63 @@ static char *new_game_desc(const game_params *params, random_state *rs,
int i, j, max, rowlen, *rowdata;
char intbuf[80], *desc;
int desclen, descpos;
#ifdef STANDALONE_PICTURE_GENERATOR
game_state *state;
int *index;
#endif
grid = generate_soluble(rs, params->w, params->h);
max = max(params->w, params->h);
#ifdef STANDALONE_PICTURE_GENERATOR
/*
* Fixed input picture.
*/
grid = snewn(params->w * params->h, unsigned char);
memcpy(grid, picture, params->w * params->h);
/*
* Now winnow the immutable square set as far as possible.
*/
state = snew(game_state);
state->grid = grid;
state->common = snew(game_state_common);
state->common->rowdata = NULL;
state->common->immutable = snewn(params->w * params->h, unsigned char);
memset(state->common->immutable, 1, params->w * params->h);
index = snewn(params->w * params->h, int);
for (i = 0; i < params->w * params->h; i++)
index[i] = i;
shuffle(index, params->w * params->h, sizeof(*index), rs);
{
unsigned char *matrix = snewn(params->w*params->h, unsigned char);
unsigned char *workspace = snewn(max*7, unsigned char);
unsigned int *changed_h = snewn(max+1, unsigned int);
unsigned int *changed_w = snewn(max+1, unsigned int);
int *rowdata = snewn(max+1, int);
for (i = 0; i < params->w * params->h; i++) {
state->common->immutable[index[i]] = 0;
if (!solve_puzzle(state, grid, params->w, params->h,
matrix, workspace, changed_h, changed_w,
rowdata, 0))
state->common->immutable[index[i]] = 1;
}
sfree(workspace);
sfree(changed_h);
sfree(changed_w);
sfree(rowdata);
sfree(matrix);
}
#else
grid = generate_soluble(rs, params->w, params->h);
#endif
rowdata = snewn(max, int);
/*
* Save the solved game in aux.
*/
{
if (aux) {
char *ai = snewn(params->w * params->h + 2, char);
/*
@ -781,6 +837,40 @@ static char *new_game_desc(const game_params *params, random_state *rs,
assert(descpos == desclen);
assert(desc[desclen-1] == '/');
desc[desclen-1] = '\0';
#ifdef STANDALONE_PICTURE_GENERATOR
for (i = 0; i < params->w * params->h; i++)
if (state->common->immutable[i])
break;
if (i < params->w * params->h) {
/*
* At least one immutable square, so we need a suffix.
*/
int run;
desc = sresize(desc, desclen + params->w * params->h + 3, char);
desc[descpos-1] = ',';
run = 0;
for (i = 0; i < params->w * params->h; i++) {
if (!state->common->immutable[i]) {
run++;
if (run == 25) {
desc[descpos++] = 'z';
run = 0;
}
} else {
desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
run = 0;
}
}
if (run > 0)
desc[descpos++] = run + 'a';
desc[descpos] = '\0';
}
sfree(state->common->immutable);
sfree(state->common);
sfree(state);
#endif
sfree(rowdata);
sfree(grid);
return desc;
@ -2010,4 +2100,156 @@ int main(int argc, char **argv)
#endif
#ifdef STANDALONE_PICTURE_GENERATOR
/*
* Main program for the standalone picture generator. To use it,
* simply provide it with an XBM-format bitmap file (note XBM, not
* XPM) on standard input, and it will output a game ID in return.
* For example:
*
* $ ./patternpicture < calligraphic-A.xbm
* 15x15:2/4/2/2/2/3/3/3.1/3.1/3.1/11/14/12/6/1/2/2/3/4/5/1.3/2.3/1.3/2.3/1.4/9/1.1.3/2.2.3/5.4/3.2
*
* That looks easy, of course - all the program has done is to count
* up the clue numbers! But in fact, it's done more than that: it's
* also checked that the result is uniquely soluble from just the
* numbers. If it hadn't been, then it would have also left some
* filled squares in the playing area as extra clues.
*
* $ ./patternpicture < cube.xbm
* 15x15:10/2.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.10/1.1.1/1.1.1/1.1.1/2.1/10/10/1.2/1.1.1/1.1.1/1.1.1/10.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.2/10,TNINzzzzGNzw
*
* This enables a reasonably convenient design workflow for coming up
* with pictorial Pattern puzzles which _are_ uniquely soluble without
* those inelegant pre-filled squares. Fire up a bitmap editor (X11
* bitmap(1) is good enough), save a trial .xbm, and then test it by
* running a command along the lines of
*
* $ ./pattern $(./patternpicture < test.xbm)
*
* If the resulting window pops up with some pre-filled squares, then
* that tells you which parts of the image are giving rise to
* ambiguities, so try making tweaks in those areas, try the test
* command again, and see if it helps. Once you have a design for
* which the Pattern starting grid comes out empty, there's your game
* ID.
*/
#include <time.h>
int main(int argc, char **argv)
{
game_params *par;
char *params, *desc;
random_state *rs;
time_t seed = time(NULL);
char buf[4096];
int i;
int x, y;
par = default_params();
if (argc > 1)
decode_params(par, argv[1]); /* get difficulty */
par->w = par->h = -1;
/*
* Now read an XBM file from standard input. This is simple and
* hacky and will do very little error detection, so don't feed
* it bogus data.
*/
picture = NULL;
x = y = 0;
while (fgets(buf, sizeof(buf), stdin)) {
buf[strcspn(buf, "\r\n")] = '\0';
if (!strncmp(buf, "#define", 7)) {
/*
* Lines starting `#define' give the width and height.
*/
char *num = buf + strlen(buf);
char *symend;
while (num > buf && isdigit((unsigned char)num[-1]))
num--;
symend = num;
while (symend > buf && isspace((unsigned char)symend[-1]))
symend--;
if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
par->w = atoi(num);
else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
par->h = atoi(num);
} else {
/*
* Otherwise, break the string up into words and take
* any word of the form `0x' plus hex digits to be a
* byte.
*/
char *p, *wordstart;
if (!picture) {
if (par->w < 0 || par->h < 0) {
printf("failed to read width and height\n");
return 1;
}
picture = snewn(par->w * par->h, unsigned char);
for (i = 0; i < par->w * par->h; i++)
picture[i] = GRID_UNKNOWN;
}
p = buf;
while (*p) {
while (*p && (*p == ',' || isspace((unsigned char)*p)))
p++;
wordstart = p;
while (*p && !(*p == ',' || *p == '}' ||
isspace((unsigned char)*p)))
p++;
if (*p)
*p++ = '\0';
if (wordstart[0] == '0' &&
(wordstart[1] == 'x' || wordstart[1] == 'X') &&
!wordstart[2 + strspn(wordstart+2,
"0123456789abcdefABCDEF")]) {
unsigned long byte = strtoul(wordstart+2, NULL, 16);
for (i = 0; i < 8; i++) {
int bit = (byte >> i) & 1;
if (y < par->h && x < par->w)
picture[y * par->w + x] =
bit ? GRID_FULL : GRID_EMPTY;
x++;
}
if (x >= par->w) {
x = 0;
y++;
}
}
}
}
}
for (i = 0; i < par->w * par->h; i++)
if (picture[i] == GRID_UNKNOWN) {
fprintf(stderr, "failed to read enough bitmap data\n");
return 1;
}
rs = random_new((void*)&seed, sizeof(time_t));
desc = new_game_desc(par, rs, NULL, FALSE);
params = encode_params(par, FALSE);
printf("%s:%s\n", params, desc);
sfree(desc);
sfree(params);
free_params(par);
random_free(rs);
return 0;
}
#endif
/* vim: set shiftwidth=4 tabstop=8: */