mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
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:
@ -7,6 +7,9 @@ pattern : [G] WINDOWS COMMON pattern pattern.res|noicon.res
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patternsolver : [U] pattern[STANDALONE_SOLVER] STANDALONE
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patternsolver : [C] pattern[STANDALONE_SOLVER] STANDALONE
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patternpicture : [U] pattern[STANDALONE_PICTURE_GENERATOR] STANDALONE
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patternpicture : [C] pattern[STANDALONE_PICTURE_GENERATOR] STANDALONE
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ALL += pattern[COMBINED]
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!begin am gtk
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256
pattern.c
256
pattern.c
@ -226,6 +226,7 @@ static char *validate_params(const game_params *params, int full)
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* it's useful to anyone.)
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*/
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#ifndef STANDALONE_PICTURE_GENERATOR
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static int float_compare(const void *av, const void *bv)
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{
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const float *a = (const float *)av;
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@ -319,6 +320,7 @@ static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
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sfree(fgrid);
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}
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#endif
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static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
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{
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@ -495,7 +497,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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int i, j, ok, max;
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int max_h, max_w;
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assert((state!=NULL) ^ (grid!=NULL));
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assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
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max = max(w, h);
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@ -515,7 +517,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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*/
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for (i=0; i<h; i++) {
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int freespace, rowlen;
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if (state) {
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if (state && state->common->rowdata) {
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memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
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rowlen = state->common->rowlen[w+i];
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} else {
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@ -540,7 +542,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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max_h = changed_h[i];
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for (i=0; i<w; i++) {
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int freespace, rowlen;
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if (state) {
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if (state && state->common->rowdata) {
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memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
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rowlen = state->common->rowlen[i];
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} else {
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@ -577,7 +579,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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for (; max_h && max_h >= max_w; max_h--) {
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for (i=0; i<h; i++) {
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if (changed_h[i] >= max_h) {
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if (state) {
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if (state && state->common->rowdata) {
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memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
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rowdata[state->common->rowlen[w+i]] = 0;
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} else {
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@ -601,7 +603,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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for (; max_w && max_w >= max_h; max_w--) {
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for (i=0; i<w; i++) {
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if (changed_w[i] >= max_w) {
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if (state) {
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if (state && state->common->rowdata) {
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memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
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rowdata[state->common->rowlen[i]] = 0;
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} else {
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@ -635,6 +637,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid,
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return ok;
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}
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#ifndef STANDALONE_PICTURE_GENERATOR
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static unsigned char *generate_soluble(random_state *rs, int w, int h)
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{
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int i, j, ok, ntries, max;
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@ -698,6 +701,11 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h)
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sfree(rowdata);
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return grid;
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}
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#endif
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#ifdef STANDALONE_PICTURE_GENERATOR
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unsigned char *picture;
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#endif
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static char *new_game_desc(const game_params *params, random_state *rs,
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char **aux, int interactive)
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@ -706,15 +714,63 @@ static char *new_game_desc(const game_params *params, random_state *rs,
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int i, j, max, rowlen, *rowdata;
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char intbuf[80], *desc;
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int desclen, descpos;
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#ifdef STANDALONE_PICTURE_GENERATOR
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game_state *state;
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int *index;
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#endif
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grid = generate_soluble(rs, params->w, params->h);
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max = max(params->w, params->h);
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#ifdef STANDALONE_PICTURE_GENERATOR
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/*
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* Fixed input picture.
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*/
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grid = snewn(params->w * params->h, unsigned char);
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memcpy(grid, picture, params->w * params->h);
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/*
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* Now winnow the immutable square set as far as possible.
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*/
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state = snew(game_state);
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state->grid = grid;
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state->common = snew(game_state_common);
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state->common->rowdata = NULL;
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state->common->immutable = snewn(params->w * params->h, unsigned char);
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memset(state->common->immutable, 1, params->w * params->h);
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index = snewn(params->w * params->h, int);
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for (i = 0; i < params->w * params->h; i++)
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index[i] = i;
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shuffle(index, params->w * params->h, sizeof(*index), rs);
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{
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unsigned char *matrix = snewn(params->w*params->h, unsigned char);
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unsigned char *workspace = snewn(max*7, unsigned char);
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unsigned int *changed_h = snewn(max+1, unsigned int);
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unsigned int *changed_w = snewn(max+1, unsigned int);
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int *rowdata = snewn(max+1, int);
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for (i = 0; i < params->w * params->h; i++) {
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state->common->immutable[index[i]] = 0;
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if (!solve_puzzle(state, grid, params->w, params->h,
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matrix, workspace, changed_h, changed_w,
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rowdata, 0))
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state->common->immutable[index[i]] = 1;
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}
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sfree(workspace);
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sfree(changed_h);
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sfree(changed_w);
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sfree(rowdata);
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sfree(matrix);
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}
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#else
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grid = generate_soluble(rs, params->w, params->h);
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#endif
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rowdata = snewn(max, int);
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/*
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* Save the solved game in aux.
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*/
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{
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if (aux) {
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char *ai = snewn(params->w * params->h + 2, char);
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/*
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@ -781,6 +837,40 @@ static char *new_game_desc(const game_params *params, random_state *rs,
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assert(descpos == desclen);
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assert(desc[desclen-1] == '/');
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desc[desclen-1] = '\0';
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#ifdef STANDALONE_PICTURE_GENERATOR
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for (i = 0; i < params->w * params->h; i++)
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if (state->common->immutable[i])
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break;
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if (i < params->w * params->h) {
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/*
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* At least one immutable square, so we need a suffix.
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*/
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int run;
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desc = sresize(desc, desclen + params->w * params->h + 3, char);
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desc[descpos-1] = ',';
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run = 0;
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for (i = 0; i < params->w * params->h; i++) {
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if (!state->common->immutable[i]) {
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run++;
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if (run == 25) {
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desc[descpos++] = 'z';
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run = 0;
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}
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} else {
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desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
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run = 0;
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}
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}
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if (run > 0)
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desc[descpos++] = run + 'a';
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desc[descpos] = '\0';
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}
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sfree(state->common->immutable);
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sfree(state->common);
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sfree(state);
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#endif
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sfree(rowdata);
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sfree(grid);
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return desc;
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@ -2010,4 +2100,156 @@ int main(int argc, char **argv)
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#endif
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#ifdef STANDALONE_PICTURE_GENERATOR
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/*
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* Main program for the standalone picture generator. To use it,
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* simply provide it with an XBM-format bitmap file (note XBM, not
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* XPM) on standard input, and it will output a game ID in return.
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* For example:
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*
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* $ ./patternpicture < calligraphic-A.xbm
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* 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
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*
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* That looks easy, of course - all the program has done is to count
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* up the clue numbers! But in fact, it's done more than that: it's
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* also checked that the result is uniquely soluble from just the
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* numbers. If it hadn't been, then it would have also left some
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* filled squares in the playing area as extra clues.
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*
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* $ ./patternpicture < cube.xbm
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* 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
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*
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* This enables a reasonably convenient design workflow for coming up
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* with pictorial Pattern puzzles which _are_ uniquely soluble without
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* those inelegant pre-filled squares. Fire up a bitmap editor (X11
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* bitmap(1) is good enough), save a trial .xbm, and then test it by
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* running a command along the lines of
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*
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* $ ./pattern $(./patternpicture < test.xbm)
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*
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* If the resulting window pops up with some pre-filled squares, then
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* that tells you which parts of the image are giving rise to
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* ambiguities, so try making tweaks in those areas, try the test
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* command again, and see if it helps. Once you have a design for
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* which the Pattern starting grid comes out empty, there's your game
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* ID.
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*/
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#include <time.h>
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int main(int argc, char **argv)
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{
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game_params *par;
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char *params, *desc;
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random_state *rs;
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time_t seed = time(NULL);
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char buf[4096];
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int i;
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int x, y;
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par = default_params();
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if (argc > 1)
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decode_params(par, argv[1]); /* get difficulty */
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par->w = par->h = -1;
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/*
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* Now read an XBM file from standard input. This is simple and
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* hacky and will do very little error detection, so don't feed
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* it bogus data.
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*/
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picture = NULL;
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x = y = 0;
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while (fgets(buf, sizeof(buf), stdin)) {
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buf[strcspn(buf, "\r\n")] = '\0';
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if (!strncmp(buf, "#define", 7)) {
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/*
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* Lines starting `#define' give the width and height.
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*/
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char *num = buf + strlen(buf);
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char *symend;
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while (num > buf && isdigit((unsigned char)num[-1]))
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num--;
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symend = num;
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while (symend > buf && isspace((unsigned char)symend[-1]))
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symend--;
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if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
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par->w = atoi(num);
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else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
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par->h = atoi(num);
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} else {
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/*
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* Otherwise, break the string up into words and take
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* any word of the form `0x' plus hex digits to be a
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* byte.
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*/
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char *p, *wordstart;
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if (!picture) {
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if (par->w < 0 || par->h < 0) {
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printf("failed to read width and height\n");
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return 1;
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}
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picture = snewn(par->w * par->h, unsigned char);
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for (i = 0; i < par->w * par->h; i++)
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picture[i] = GRID_UNKNOWN;
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}
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p = buf;
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while (*p) {
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while (*p && (*p == ',' || isspace((unsigned char)*p)))
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p++;
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wordstart = p;
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while (*p && !(*p == ',' || *p == '}' ||
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isspace((unsigned char)*p)))
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p++;
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if (*p)
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*p++ = '\0';
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if (wordstart[0] == '0' &&
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(wordstart[1] == 'x' || wordstart[1] == 'X') &&
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!wordstart[2 + strspn(wordstart+2,
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"0123456789abcdefABCDEF")]) {
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unsigned long byte = strtoul(wordstart+2, NULL, 16);
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for (i = 0; i < 8; i++) {
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int bit = (byte >> i) & 1;
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if (y < par->h && x < par->w)
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picture[y * par->w + x] =
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bit ? GRID_FULL : GRID_EMPTY;
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x++;
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}
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if (x >= par->w) {
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x = 0;
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y++;
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}
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}
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}
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}
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}
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for (i = 0; i < par->w * par->h; i++)
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if (picture[i] == GRID_UNKNOWN) {
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fprintf(stderr, "failed to read enough bitmap data\n");
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return 1;
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}
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rs = random_new((void*)&seed, sizeof(time_t));
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desc = new_game_desc(par, rs, NULL, FALSE);
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params = encode_params(par, FALSE);
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printf("%s:%s\n", params, desc);
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sfree(desc);
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sfree(params);
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free_params(par);
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random_free(rs);
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return 0;
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}
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#endif
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/* vim: set shiftwidth=4 tabstop=8: */
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Reference in New Issue
Block a user