Files
puzzles/pattern.c
Ben Harris 5ec86c03a8 move_cursor(): handle visible flag; return useful value
This adds an extra parameter to move_cursor() that's an optional pointer
to a bool indicating whether the cursor is visible.  This allows for
centralising the common idiom of having the keyboard cursor become
visible when a cursor key is pressed.  Consistently with the vast
majority of existing puzzles, the cursor moves even if it was invisible
before, and becomes visible even if it can't move.

The function now also returns one of the special constants that can be
returned by interpret_move(), so that the caller can correctly return
MOVE_UI_UPDATE or MOVE_NO_EFFECT without needing to carefully check for
changes itself.

Callers are updated only to the extent that they all pass NULL as the
new argument.  Most of them could now be substantially simplified.
2023-08-09 11:44:25 +01:00

2365 lines
69 KiB
C

/*
* pattern.c: the pattern-reconstruction game known as `nonograms'.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <limits.h>
#ifdef NO_TGMATH_H
# include <math.h>
#else
# include <tgmath.h>
#endif
#include "puzzles.h"
enum {
COL_BACKGROUND,
COL_EMPTY,
COL_FULL,
COL_TEXT,
COL_UNKNOWN,
COL_GRID,
COL_CURSOR,
COL_ERROR,
COL_CURSOR_GUIDE,
NCOLOURS
};
#define PREFERRED_TILE_SIZE 24
#define TILE_SIZE (ds->tilesize)
#define BORDER (3 * TILE_SIZE / 4)
#define TLBORDER(d) ( (d) / 5 + 2 )
#define GUTTER (TILE_SIZE / 2)
#define FROMCOORD(d, x) \
( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
#define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
#define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
struct game_params {
int w, h;
};
#define GRID_UNKNOWN 2
#define GRID_FULL 1
#define GRID_EMPTY 0
typedef struct game_state_common {
/* Parts of the game state that don't change during play. */
int w, h;
int rowsize;
int *rowdata, *rowlen;
bool *immutable;
int refcount;
enum { FS_SMALL, FS_LARGE } fontsize;
} game_state_common;
struct game_state {
game_state_common *common;
unsigned char *grid;
bool completed, cheated;
};
#define FLASH_TIME 0.13F
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 15;
return ret;
}
static const struct game_params pattern_presets[] = {
{10, 10},
{15, 15},
{20, 20},
#ifndef SLOW_SYSTEM
{25, 25},
{30, 30},
#endif
};
static bool game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
if (i < 0 || i >= lenof(pattern_presets))
return false;
ret = snew(game_params);
*ret = pattern_presets[i];
sprintf(str, "%dx%d", ret->w, ret->h);
*name = dupstr(str);
*params = ret;
return true;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *ret, char const *string)
{
char const *p = string;
ret->w = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'x') {
p++;
ret->h = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
} else {
ret->h = ret->w;
}
}
static char *encode_params(const game_params *params, bool full)
{
char ret[400];
int len;
len = sprintf(ret, "%dx%d", params->w, params->h);
assert(len < lenof(ret));
ret[len] = '\0';
return dupstr(ret);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(3, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].u.string.sval = dupstr(buf);
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].u.string.sval = dupstr(buf);
ret[2].name = NULL;
ret[2].type = C_END;
return ret;
}
static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].u.string.sval);
ret->h = atoi(cfg[1].u.string.sval);
return ret;
}
static const char *validate_params(const game_params *params, bool full)
{
if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
if (params->w > INT_MAX - 1 || params->h > INT_MAX - 1 ||
params->w > INT_MAX / params->h)
return "Puzzle must not be unreasonably large";
return NULL;
}
/* ----------------------------------------------------------------------
* Puzzle generation code.
*
* For this particular puzzle, it seemed important to me to ensure
* a unique solution. I do this the brute-force way, by having a
* solver algorithm alongside the generator, and repeatedly
* generating a random grid until I find one whose solution is
* unique. It turns out that this isn't too onerous on a modern PC
* provided you keep grid size below around 30. Any offers of
* better algorithms, however, will be very gratefully received.
*
* Another annoyance of this approach is that it limits the
* available puzzles to those solvable by the algorithm I've used.
* My algorithm only ever considers a single row or column at any
* one time, which means it's incapable of solving the following
* difficult example (found by Bella Image around 1995/6, when she
* and I were both doing maths degrees):
*
* 2 1 2 1
*
* +--+--+--+--+
* 1 1 | | | | |
* +--+--+--+--+
* 2 | | | | |
* +--+--+--+--+
* 1 | | | | |
* +--+--+--+--+
* 1 | | | | |
* +--+--+--+--+
*
* Obviously this cannot be solved by a one-row-or-column-at-a-time
* algorithm (it would require at least one row or column reading
* `2 1', `1 2', `3' or `4' to get started). However, it can be
* proved to have a unique solution: if the top left square were
* empty, then the only option for the top row would be to fill the
* two squares in the 1 columns, which would imply the squares
* below those were empty, leaving no place for the 2 in the second
* row. Contradiction. Hence the top left square is full, and the
* unique solution follows easily from that starting point.
*
* (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
* 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;
const float *b = (const float *)bv;
if (*a < *b)
return -1;
else if (*a > *b)
return +1;
else
return 0;
}
static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
{
float *fgrid;
float *fgrid2;
int step, i, j;
float threshold;
fgrid = snewn(w*h, float);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
}
}
/*
* The above gives a completely random splattering of black and
* white cells. We want to gently bias this in favour of _some_
* reasonably thick areas of white and black, while retaining
* some randomness and fine detail.
*
* So we evolve the starting grid using a cellular automaton.
* Currently, I'm doing something very simple indeed, which is
* to set each square to the average of the surrounding nine
* cells (or the average of fewer, if we're on a corner).
*/
for (step = 0; step < 1; step++) {
fgrid2 = snewn(w*h, float);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
float sx, xbar;
int n, p, q;
/*
* Compute the average of the surrounding cells.
*/
n = 0;
sx = 0.F;
for (p = -1; p <= +1; p++) {
for (q = -1; q <= +1; q++) {
if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
continue;
/*
* An additional special case not mentioned
* above: if a grid dimension is 2xn then
* we do not average across that dimension
* at all. Otherwise a 2x2 grid would
* contain four identical squares.
*/
if ((h==2 && p!=0) || (w==2 && q!=0))
continue;
n++;
sx += fgrid[(i+p)*w+(j+q)];
}
}
xbar = sx / n;
fgrid2[i*w+j] = xbar;
}
}
sfree(fgrid);
fgrid = fgrid2;
}
fgrid2 = snewn(w*h, float);
memcpy(fgrid2, fgrid, w*h*sizeof(float));
qsort(fgrid2, w*h, sizeof(float), float_compare);
/* Choose a threshold that makes half the pixels black. In case of
* an odd number of pixels, select randomly between just under and
* just over half. */
{
int index = w * h / 2;
if (w & h & 1)
index += random_upto(rs, 2);
if (index < w*h)
threshold = fgrid2[index];
else
threshold = fgrid2[w*h-1] + 1;
}
sfree(fgrid2);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
GRID_EMPTY);
}
}
sfree(fgrid);
}
#endif
static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
{
int i, n;
n = 0;
for (i = 0; i < len; i++) {
if (start[i*step] == GRID_FULL) {
int runlen = 1;
while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
runlen++;
ret[n++] = runlen;
i += runlen;
}
if (i < len && start[i*step] == GRID_UNKNOWN)
return -1;
}
return n;
}
#define UNKNOWN 0
#define BLOCK 1
#define DOT 2
#define STILL_UNKNOWN 3
#ifdef STANDALONE_SOLVER
static bool verbose = false;
#endif
static bool do_recurse(unsigned char *known, unsigned char *deduced,
unsigned char *row,
unsigned char *minpos_done, unsigned char *maxpos_done,
unsigned char *minpos_ok, unsigned char *maxpos_ok,
int *data, int len,
int freespace, int ndone, int lowest)
{
int i, j, k;
/* This algorithm basically tries all possible ways the given rows of
* black blocks can be laid out in the row/column being examined.
* Special care is taken to avoid checking the tail of a row/column
* if the same conditions have already been checked during this recursion
* The algorithm also takes care to cut its losses as soon as an
* invalid (partial) solution is detected.
*/
if (data[ndone]) {
if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
for (i=0; i<lowest; i++)
deduced[i] |= row[i];
}
return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
} else {
if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
}
for (i=0; i<=freespace; i++) {
j = lowest;
for (k=0; k<i; k++) {
if (known[j] == BLOCK) goto next_iter;
row[j++] = DOT;
}
for (k=0; k<data[ndone]; k++) {
if (known[j] == DOT) goto next_iter;
row[j++] = BLOCK;
}
if (j < len) {
if (known[j] == BLOCK) goto next_iter;
row[j++] = DOT;
}
if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
}
next_iter:
j++;
}
return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
} else {
for (i=lowest; i<len; i++) {
if (known[i] == BLOCK) return false;
row[i] = DOT;
}
for (i=0; i<len; i++)
deduced[i] |= row[i];
return true;
}
}
static bool do_row(unsigned char *known, unsigned char *deduced,
unsigned char *row,
unsigned char *minpos_done, unsigned char *maxpos_done,
unsigned char *minpos_ok, unsigned char *maxpos_ok,
unsigned char *start, int len, int step, int *data,
unsigned int *changed
#ifdef STANDALONE_SOLVER
, const char *rowcol, int index, int cluewid
#endif
)
{
int rowlen, i, freespace;
bool done_any;
assert(len >= 0); /* avoid compile warnings about the memsets below */
freespace = len+1;
for (rowlen = 0; data[rowlen]; rowlen++) {
minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
freespace -= data[rowlen]+1;
}
for (i = 0; i < len; i++) {
known[i] = start[i*step];
deduced[i] = 0;
}
for (i = len - 1; i >= 0 && known[i] == DOT; i--)
freespace--;
if (rowlen == 0) {
memset(deduced, DOT, len);
} else if (rowlen == 1 && data[0] == len) {
memset(deduced, BLOCK, len);
} else {
do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
maxpos_ok, data, len, freespace, 0, 0);
}
done_any = false;
for (i=0; i<len; i++)
if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
start[i*step] = deduced[i];
if (changed) changed[i]++;
done_any = true;
}
#ifdef STANDALONE_SOLVER
if (verbose && done_any) {
char buf[80];
int thiscluewid;
printf("%s %2d: [", rowcol, index);
for (thiscluewid = -1, i = 0; data[i]; i++)
thiscluewid += sprintf(buf, " %d", data[i]);
printf("%*s", cluewid - thiscluewid, "");
for (i = 0; data[i]; i++)
printf(" %d", data[i]);
printf(" ] ");
for (i = 0; i < len; i++)
putchar(known[i] == BLOCK ? '#' :
known[i] == DOT ? '.' : '?');
printf(" -> ");
for (i = 0; i < len; i++)
putchar(start[i*step] == BLOCK ? '#' :
start[i*step] == DOT ? '.' : '?');
putchar('\n');
}
#endif
return done_any;
}
static bool solve_puzzle(const game_state *state, unsigned char *grid,
int w, int h,
unsigned char *matrix, unsigned char *workspace,
unsigned int *changed_h, unsigned int *changed_w,
int *rowdata
#ifdef STANDALONE_SOLVER
, int cluewid
#else
, int dummy
#endif
)
{
int i, j, max;
bool ok;
int max_h, max_w;
assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
max = max(w, h);
memset(matrix, 0, w*h);
if (state) {
for (i=0; i<w*h; i++) {
if (state->common->immutable[i])
matrix[i] = state->grid[i];
}
}
/* For each column, compute how many squares can be deduced
* from just the row-data and initial clues.
* Later, changed_* will hold how many squares were changed
* in every row/column in the previous iteration
* Changed_* is used to choose the next rows / cols to re-examine
*/
for (i=0; i<h; i++) {
int freespace, rowlen;
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 {
rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
}
rowdata[rowlen] = 0;
if (rowlen == 0) {
changed_h[i] = w;
} else {
for (j=0, freespace=w+1; rowdata[j]; j++)
freespace -= rowdata[j] + 1;
for (j=0, changed_h[i]=0; rowdata[j]; j++)
if (rowdata[j] > freespace)
changed_h[i] += rowdata[j] - freespace;
}
for (j = 0; j < w; j++)
if (matrix[i*w+j])
changed_h[i]++;
}
for (i=0,max_h=0; i<h; i++)
if (changed_h[i] > max_h)
max_h = changed_h[i];
for (i=0; i<w; i++) {
int freespace, rowlen;
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowlen = state->common->rowlen[i];
} else {
rowlen = compute_rowdata(rowdata, grid+i, h, w);
}
rowdata[rowlen] = 0;
if (rowlen == 0) {
changed_w[i] = h;
} else {
for (j=0, freespace=h+1; rowdata[j]; j++)
freespace -= rowdata[j] + 1;
for (j=0, changed_w[i]=0; rowdata[j]; j++)
if (rowdata[j] > freespace)
changed_w[i] += rowdata[j] - freespace;
}
for (j = 0; j < h; j++)
if (matrix[j*w+i])
changed_w[i]++;
}
for (i=0,max_w=0; i<w; i++)
if (changed_w[i] > max_w)
max_w = changed_w[i];
/* Solve the puzzle.
* Process rows/columns individually. Deductions involving more than one
* row and/or column at a time are not supported.
* Take care to only process rows/columns which have been changed since they
* were previously processed.
* Also, prioritize rows/columns which have had the most changes since their
* previous processing, as they promise the greatest benefit.
* Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
*/
do {
for (; max_h && max_h >= max_w; max_h--) {
for (i=0; i<h; i++) {
if (changed_h[i] >= max_h) {
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 {
rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
}
do_row(workspace, workspace+max, workspace+2*max,
workspace+3*max, workspace+4*max,
workspace+5*max, workspace+6*max,
matrix+i*w, w, 1, rowdata, changed_w
#ifdef STANDALONE_SOLVER
, "row", i+1, cluewid
#endif
);
changed_h[i] = 0;
}
}
for (i=0,max_w=0; i<w; i++)
if (changed_w[i] > max_w)
max_w = changed_w[i];
}
for (; max_w && max_w >= max_h; max_w--) {
for (i=0; i<w; i++) {
if (changed_w[i] >= max_w) {
if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowdata[state->common->rowlen[i]] = 0;
} else {
rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
}
do_row(workspace, workspace+max, workspace+2*max,
workspace+3*max, workspace+4*max,
workspace+5*max, workspace+6*max,
matrix+i, h, w, rowdata, changed_h
#ifdef STANDALONE_SOLVER
, "col", i+1, cluewid
#endif
);
changed_w[i] = 0;
}
}
for (i=0,max_h=0; i<h; i++)
if (changed_h[i] > max_h)
max_h = changed_h[i];
}
} while (max_h>0 || max_w>0);
ok = true;
for (i=0; i<h; i++) {
for (j=0; j<w; j++) {
if (matrix[i*w+j] == UNKNOWN)
ok = false;
}
}
return ok;
}
#ifndef STANDALONE_PICTURE_GENERATOR
static unsigned char *generate_soluble(random_state *rs, int w, int h)
{
int i, j, max;
bool ok;
unsigned char *grid, *matrix, *workspace;
unsigned int *changed_h, *changed_w;
int *rowdata;
max = max(w, h);
grid = snewn(w*h, unsigned char);
/* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
matrix = snewn(w*h, unsigned char);
workspace = snewn(max*7, unsigned char);
changed_h = snewn(max+1, unsigned int);
changed_w = snewn(max+1, unsigned int);
rowdata = snewn(max+1, int);
do {
generate(rs, w, h, grid);
/*
* The game is a bit too easy if any row or column is
* completely black or completely white. An exception is
* made for rows/columns that are under 3 squares,
* otherwise nothing will ever be successfully generated.
*/
ok = true;
if (w > 2) {
for (i = 0; i < h; i++) {
int colours = 0;
for (j = 0; j < w; j++)
colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
if (colours != 3)
ok = false;
}
}
if (h > 2) {
for (j = 0; j < w; j++) {
int colours = 0;
for (i = 0; i < h; i++)
colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
if (colours != 3)
ok = false;
}
}
if (!ok)
continue;
ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
changed_h, changed_w, rowdata, 0);
} while (!ok);
sfree(matrix);
sfree(workspace);
sfree(changed_h);
sfree(changed_w);
sfree(rowdata);
return grid;
}
#endif
#ifdef STANDALONE_PICTURE_GENERATOR
static unsigned char *picture;
#endif
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
unsigned char *grid;
int i, j, max, rowlen, *rowdata;
char intbuf[80], *desc;
int desclen, descpos;
#ifdef STANDALONE_PICTURE_GENERATOR
game_state *state;
int *index;
#endif
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, bool);
for (i = 0; i < params->w * params->h; i++)
state->common->immutable[i] = true;
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]] = false;
if (!solve_puzzle(state, grid, params->w, params->h,
matrix, workspace, changed_h, changed_w,
rowdata, 0))
state->common->immutable[index[i]] = true;
}
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);
/*
* String format is exactly the same as a solve move, so we
* can just dupstr this in solve_game().
*/
ai[0] = 'S';
for (i = 0; i < params->w * params->h; i++)
ai[i+1] = grid[i] ? '1' : '0';
ai[params->w * params->h + 1] = '\0';
*aux = ai;
}
/*
* Seed is a slash-separated list of row contents; each row
* contents section is a dot-separated list of integers. Row
* contents are listed in the order (columns left to right,
* then rows top to bottom).
*
* Simplest way to handle memory allocation is to make two
* passes, first computing the seed size and then writing it
* out.
*/
desclen = 0;
for (i = 0; i < params->w + params->h; i++) {
if (i < params->w)
rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
else
rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
params->w, 1);
if (rowlen > 0) {
for (j = 0; j < rowlen; j++) {
desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
}
} else {
desclen++;
}
}
desc = snewn(desclen, char);
descpos = 0;
for (i = 0; i < params->w + params->h; i++) {
if (i < params->w)
rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
else
rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
params->w, 1);
if (rowlen > 0) {
for (j = 0; j < rowlen; j++) {
int len = sprintf(desc+descpos, "%d", rowdata[j]);
if (j+1 < rowlen)
desc[descpos + len] = '.';
else
desc[descpos + len] = '/';
descpos += len+1;
}
} else {
desc[descpos++] = '/';
}
}
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;
}
static const char *validate_desc(const game_params *params, const char *desc)
{
int i, n, rowspace;
const char *p;
for (i = 0; i < params->w + params->h; i++) {
if (i < params->w)
rowspace = params->h + 1;
else
rowspace = params->w + 1;
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
while (*desc && isdigit((unsigned char)*desc)) desc++;
n = atoi(p);
if (n <= 0)
return "all clues must be positive";
if (n > INT_MAX - 1)
return "at least one clue is grossly excessive";
rowspace -= n+1;
if (rowspace < 0) {
if (i < params->w)
return "at least one column contains more numbers than will fit";
else
return "at least one row contains more numbers than will fit";
}
} while (*desc++ == '.');
} else {
desc++; /* expect a slash immediately */
}
if (desc[-1] == '/') {
if (i+1 == params->w + params->h)
return "too many row/column specifications";
} else if (desc[-1] == '\0' || desc[-1] == ',') {
if (i+1 < params->w + params->h)
return "too few row/column specifications";
} else
return "unrecognised character in game specification";
}
if (desc[-1] == ',') {
/*
* Optional extra piece of game description which fills in
* some grid squares as extra clues.
*/
i = 0;
while (i < params->w * params->h) {
int c = (unsigned char)*desc++;
if ((c >= 'a' && c <= 'z') ||
(c >= 'A' && c <= 'Z')) {
int len = tolower(c) - 'a';
i += len;
if (len < 25 && i < params->w*params->h)
i++;
if (i > params->w * params->h) {
return "too much data in clue-squares section";
}
} else if (!c) {
return "too little data in clue-squares section";
} else {
return "unrecognised character in clue-squares section";
}
}
if (*desc) {
return "too much data in clue-squares section";
}
}
return NULL;
}
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
int i, j;
const char *p;
game_state *state = snew(game_state);
state->common = snew(game_state_common);
state->common->refcount = 1;
state->common->w = params->w;
state->common->h = params->h;
state->grid = snewn(state->common->w * state->common->h, unsigned char);
memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
state->common->immutable = snewn(state->common->w * state->common->h,
bool);
memset(state->common->immutable, 0,
state->common->w * state->common->h * sizeof(bool));
state->common->rowsize = max(state->common->w, state->common->h);
state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
state->common->rowlen = snewn(state->common->w + state->common->h, int);
state->completed = state->cheated = false;
for (i = 0; i < params->w + params->h; i++) {
state->common->rowlen[i] = 0;
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
while (*desc && isdigit((unsigned char)*desc)) desc++;
state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
atoi(p);
} while (*desc++ == '.');
} else {
desc++; /* expect a slash immediately */
}
}
/*
* Choose a font size based on the clues. If any column clue is
* more than one digit, switch to the smaller size.
*/
state->common->fontsize = FS_LARGE;
for (i = 0; i < params->w; i++)
for (j = 0; j < state->common->rowlen[i]; j++)
if (state->common->rowdata[state->common->rowsize * i + j] >= 10)
state->common->fontsize = FS_SMALL;
/*
* We might also need to use the small font if there are lots of
* row clues. We assume that all clues are one digit and that a
* single-digit clue takes up 1.5 tiles, of which the clue is 0.5
* tiles and the space is 1.0 tiles.
*/
for (i = params->w; i < params->w + params->h; i++)
if ((state->common->rowlen[i] * 3 - 2) >
TLBORDER(state->common->w) * 2)
state->common->fontsize = FS_SMALL;
if (desc[-1] == ',') {
/*
* Optional extra piece of game description which fills in
* some grid squares as extra clues.
*/
i = 0;
while (i < params->w * params->h) {
int c = (unsigned char)*desc++;
bool full = isupper(c);
int len = tolower(c) - 'a';
i += len;
if (len < 25 && i < params->w*params->h) {
state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
state->common->immutable[i] = true;
i++;
}
}
}
return state;
}
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->common = state->common;
ret->common->refcount++;
ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
ret->completed = state->completed;
ret->cheated = state->cheated;
return ret;
}
static void free_game(game_state *state)
{
if (--state->common->refcount == 0) {
sfree(state->common->rowdata);
sfree(state->common->rowlen);
sfree(state->common->immutable);
sfree(state->common);
}
sfree(state->grid);
sfree(state);
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *ai, const char **error)
{
unsigned char *matrix;
int w = state->common->w, h = state->common->h;
int i;
char *ret;
int max;
bool ok;
unsigned char *workspace;
unsigned int *changed_h, *changed_w;
int *rowdata;
/*
* If we already have the solved state in ai, copy it out.
*/
if (ai)
return dupstr(ai);
max = max(w, h);
matrix = snewn(w*h, unsigned char);
workspace = snewn(max*7, unsigned char);
changed_h = snewn(max+1, unsigned int);
changed_w = snewn(max+1, unsigned int);
rowdata = snewn(max+1, int);
ok = solve_puzzle(state, NULL, w, h, matrix, workspace,
changed_h, changed_w, rowdata, 0);
sfree(workspace);
sfree(changed_h);
sfree(changed_w);
sfree(rowdata);
if (!ok) {
sfree(matrix);
*error = "Solving algorithm cannot complete this puzzle";
return NULL;
}
ret = snewn(w*h+2, char);
ret[0] = 'S';
for (i = 0; i < w*h; i++) {
assert(matrix[i] == BLOCK || matrix[i] == DOT);
ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
}
ret[w*h+1] = '\0';
sfree(matrix);
return ret;
}
static bool game_can_format_as_text_now(const game_params *params)
{
return true;
}
static char *game_text_format(const game_state *state)
{
int w = state->common->w, h = state->common->h, i, j;
int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
char *board, *buf;
for (i = 0; i < w; ++i) {
top_gap = max(top_gap, state->common->rowlen[i]);
for (j = 0; j < state->common->rowlen[i]; ++j)
while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
++cw;
limit *= 10;
}
}
for (i = 0; i < h; ++i) {
int rowlen = 0;
bool predecessors = false;
for (j = 0; j < state->common->rowlen[i+w]; ++j) {
int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
rowlen += predecessors;
predecessors = true;
do ++rowlen; while (copy /= 10);
}
left_gap = max(left_gap, rowlen);
}
cw = max(cw, 3);
gw = w*cw + 2;
gh = h*ch + 1;
lw = gw + left_gap;
lh = gh + top_gap;
len = lw * lh;
topleft = lw * top_gap + left_gap;
board = snewn(len + 1, char);
sprintf(board, "%*s\n", len - 2, "");
for (i = 0; i < lh; ++i) {
board[lw - 1 + i*lw] = '\n';
if (i < top_gap) continue;
board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
}
for (i = 0; i < w; ++i) {
for (j = 0; j < state->common->rowlen[i]; ++j) {
int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
int nch = sprintf(board + cell, "%*d", cw - 1,
state->common->rowdata[i*state->common->rowsize + j]);
board[cell + nch] = ' '; /* de-NUL-ify */
}
}
buf = snewn(left_gap, char);
for (i = 0; i < h; ++i) {
char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
for (j = 0; j < state->common->rowlen[i+w]; ++j) {
if (p > buf) *p++ = ' ';
p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
}
memcpy(start - (p - buf), buf, p - buf);
}
for (i = 0; i < w; ++i) {
for (j = 0; j < h; ++j) {
int cell = topleft + i*cw + j*ch*lw;
int center = cell + cw/2 + (ch/2)*lw;
int dx, dy;
board[cell] = false ? center : '+';
for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
for (dx = 1; dx < cw; ++dx)
for (dy = 1; dy < ch; ++dy)
board[cell + dx + dy*lw] =
state->grid[i*w+j] == GRID_FULL ? '#' : '.';
}
}
memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
sfree(buf);
return board;
}
struct game_ui {
bool dragging;
int drag_start_x;
int drag_start_y;
int drag_end_x;
int drag_end_y;
int drag, release, state;
int cur_x, cur_y;
bool cur_visible;
};
static game_ui *new_ui(const game_state *state)
{
game_ui *ret;
ret = snew(game_ui);
ret->dragging = false;
ret->cur_x = ret->cur_y = 0;
ret->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false);
return ret;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
}
static const char *current_key_label(const game_ui *ui,
const game_state *state, int button)
{
if (IS_CURSOR_SELECT(button)) {
if (!ui->cur_visible) return "";
switch (state->grid[ui->cur_y * state->common->w + ui->cur_x]) {
case GRID_UNKNOWN:
return button == CURSOR_SELECT ? "Black" : "White";
case GRID_FULL:
return button == CURSOR_SELECT ? "White" : "Grey";
case GRID_EMPTY:
return button == CURSOR_SELECT ? "Grey" : "Black";
}
}
return "";
}
struct game_drawstate {
bool started;
int w, h;
int tilesize;
unsigned char *visible, *numcolours;
int cur_x, cur_y;
char *strbuf; /* Used for formatting clues. */
};
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
bool control = button & MOD_CTRL, shift = button & MOD_SHFT;
button &= ~MOD_MASK;
x = FROMCOORD(state->common->w, x);
y = FROMCOORD(state->common->h, y);
if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
(button == LEFT_BUTTON || button == RIGHT_BUTTON ||
button == MIDDLE_BUTTON)) {
#ifdef STYLUS_BASED
int currstate = state->grid[y * state->common->w + x];
#endif
ui->dragging = true;
if (button == LEFT_BUTTON) {
ui->drag = LEFT_DRAG;
ui->release = LEFT_RELEASE;
#ifdef STYLUS_BASED
ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
#else
ui->state = GRID_FULL;
#endif
} else if (button == RIGHT_BUTTON) {
ui->drag = RIGHT_DRAG;
ui->release = RIGHT_RELEASE;
#ifdef STYLUS_BASED
ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
#else
ui->state = GRID_EMPTY;
#endif
} else /* if (button == MIDDLE_BUTTON) */ {
ui->drag = MIDDLE_DRAG;
ui->release = MIDDLE_RELEASE;
ui->state = GRID_UNKNOWN;
}
ui->drag_start_x = ui->drag_end_x = x;
ui->drag_start_y = ui->drag_end_y = y;
ui->cur_visible = false;
return MOVE_UI_UPDATE;
}
if (ui->dragging && button == ui->drag) {
/*
* There doesn't seem much point in allowing a rectangle
* drag; people will generally only want to drag a single
* horizontal or vertical line, so we make that easy by
* snapping to it.
*
* Exception: if we're _middle_-button dragging to tag
* things as UNKNOWN, we may well want to trash an entire
* area and start over!
*/
if (ui->state != GRID_UNKNOWN) {
if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
y = ui->drag_start_y;
else
x = ui->drag_start_x;
}
if (x < 0) x = 0;
if (y < 0) y = 0;
if (x >= state->common->w) x = state->common->w - 1;
if (y >= state->common->h) y = state->common->h - 1;
ui->drag_end_x = x;
ui->drag_end_y = y;
return MOVE_UI_UPDATE;
}
if (ui->dragging && button == ui->release) {
int x1, x2, y1, y2, xx, yy;
bool move_needed = false;
x1 = min(ui->drag_start_x, ui->drag_end_x);
x2 = max(ui->drag_start_x, ui->drag_end_x);
y1 = min(ui->drag_start_y, ui->drag_end_y);
y2 = max(ui->drag_start_y, ui->drag_end_y);
for (yy = y1; yy <= y2; yy++)
for (xx = x1; xx <= x2; xx++)
if (!state->common->immutable[yy * state->common->w + xx] &&
state->grid[yy * state->common->w + xx] != ui->state)
move_needed = true;
ui->dragging = false;
if (move_needed) {
char buf[80];
sprintf(buf, "%c%d,%d,%d,%d",
(char)(ui->state == GRID_FULL ? 'F' :
ui->state == GRID_EMPTY ? 'E' : 'U'),
x1, y1, x2-x1+1, y2-y1+1);
return dupstr(buf);
} else
return MOVE_UI_UPDATE;
}
if (IS_CURSOR_MOVE(button)) {
int x = ui->cur_x, y = ui->cur_y, newstate;
char buf[80];
move_cursor(button, &ui->cur_x, &ui->cur_y,
state->common->w, state->common->h, false, NULL);
ui->cur_visible = true;
if (!control && !shift) return MOVE_UI_UPDATE;
newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
if (state->grid[y * state->common->w + x] == newstate &&
state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
return MOVE_UI_UPDATE;
sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
min(x, ui->cur_x), min(y, ui->cur_y),
abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
return dupstr(buf);
}
if (IS_CURSOR_SELECT(button)) {
int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
int newstate;
char buf[80];
if (!ui->cur_visible) {
ui->cur_visible = true;
return MOVE_UI_UPDATE;
}
if (button == CURSOR_SELECT2)
newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
else
newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
sprintf(buf, "%c%d,%d,%d,%d",
(char)(newstate == GRID_FULL ? 'F' :
newstate == GRID_EMPTY ? 'E' : 'U'),
ui->cur_x, ui->cur_y, 1, 1);
return dupstr(buf);
}
return NULL;
}
static game_state *execute_move(const game_state *from, const char *move)
{
game_state *ret;
int x1, x2, y1, y2, xx, yy;
int val;
if (move[0] == 'S' &&
strlen(move) == from->common->w * from->common->h + 1) {
int i;
ret = dup_game(from);
for (i = 0; i < ret->common->w * ret->common->h; i++)
ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
ret->completed = ret->cheated = true;
return ret;
} else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
x2 += x1;
y2 += y1;
val = (move[0] == 'F' ? GRID_FULL :
move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
ret = dup_game(from);
for (yy = y1; yy < y2; yy++)
for (xx = x1; xx < x2; xx++)
if (!ret->common->immutable[yy * ret->common->w + xx])
ret->grid[yy * ret->common->w + xx] = val;
/*
* An actual change, so check to see if we've completed the
* game.
*/
if (!ret->completed) {
int *rowdata = snewn(ret->common->rowsize, int);
int i, len;
ret->completed = true;
for (i=0; i<ret->common->w; i++) {
len = compute_rowdata(rowdata, ret->grid+i,
ret->common->h, ret->common->w);
if (len != ret->common->rowlen[i] ||
memcmp(ret->common->rowdata+i*ret->common->rowsize,
rowdata, len * sizeof(int))) {
ret->completed = false;
break;
}
}
for (i=0; i<ret->common->h; i++) {
len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
ret->common->w, 1);
if (len != ret->common->rowlen[i+ret->common->w] ||
memcmp(ret->common->rowdata +
(i+ret->common->w)*ret->common->rowsize,
rowdata, len * sizeof(int))) {
ret->completed = false;
break;
}
}
sfree(rowdata);
}
return ret;
} else
return NULL;
}
/* ----------------------------------------------------------------------
* Error-checking during gameplay.
*/
/*
* The difficulty in error-checking Pattern is to make the error check
* _weak_ enough. The most obvious way would be to check each row and
* column by calling (a modified form of) do_row() to recursively
* analyse the row contents against the clue set and see if the
* GRID_UNKNOWNs could be filled in in any way that would end up
* correct. However, this turns out to be such a strong error check as
* to constitute a spoiler in many situations: you make a typo while
* trying to fill in one row, and not only does the row light up to
* indicate an error, but several columns crossed by the move also
* light up and draw your attention to deductions you hadn't even
* noticed you could make.
*
* So instead I restrict error-checking to 'complete runs' within a
* row, by which I mean contiguous sequences of GRID_FULL bounded at
* both ends by either GRID_EMPTY or the ends of the row. We identify
* all the complete runs in a row, and verify that _those_ are
* consistent with the row's clue list. Sequences of complete runs
* separated by solid GRID_EMPTY are required to match contiguous
* sequences in the clue list, whereas if there's at least one
* GRID_UNKNOWN between any two complete runs then those two need not
* be contiguous in the clue list.
*
* To simplify the edge cases, I pretend that the clue list for the
* row is extended with a 0 at each end, and I also pretend that the
* grid data for the row is extended with a GRID_EMPTY and a
* zero-length run at each end. This permits the contiguity checker to
* handle the fiddly end effects (e.g. if the first contiguous
* sequence of complete runs in the grid matches _something_ in the
* clue list but not at the beginning, this is allowable iff there's a
* GRID_UNKNOWN before the first one) with minimal faff, since the end
* effects just drop out as special cases of the normal inter-run
* handling (in this code the above case is not 'at the end of the
* clue list' at all, but between the implicit initial zero run and
* the first nonzero one).
*
* We must also be a little careful about how we search for a
* contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
* suppose we see a GRID_UNKNOWN and then a length-1 run. We search
* for 1 in the clue list and find it at the very beginning. But now
* suppose we find a length-2 run with no GRID_UNKNOWN before it. We
* can't naively look at the next clue from the 1 we found, because
* that'll be the second 1 and won't match. Instead, we must backtrack
* by observing that the 2 we've just found must be contiguous with
* the 1 we've already seen, so we search for the sequence (1 2) and
* find it starting at the second 1. Now if we see a 3, we must
* rethink again and search for (1 2 3).
*/
struct errcheck_state {
/*
* rowdata and rowlen point at the clue data for this row in the
* game state.
*/
int *rowdata;
int rowlen;
/*
* rowpos indicates the lowest position where it would be valid to
* see our next run length. It might be equal to rowlen,
* indicating that the next run would have to be the terminating 0.
*/
int rowpos;
/*
* ncontig indicates how many runs we've seen in a contiguous
* block. This is taken into account when searching for the next
* run we find, unless ncontig is zeroed out first by encountering
* a GRID_UNKNOWN.
*/
int ncontig;
};
static bool errcheck_found_run(struct errcheck_state *es, int r)
{
/* Macro to handle the pretence that rowdata has a 0 at each end */
#define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
/*
* See if we can find this new run length at a position where it
* also matches the last 'ncontig' runs we've seen.
*/
int i, newpos;
for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
if (ROWDATA(newpos) != r)
goto notfound;
for (i = 1; i <= es->ncontig; i++)
if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
goto notfound;
es->rowpos = newpos+1;
es->ncontig++;
return true;
notfound:;
}
return false;
#undef ROWDATA
}
static bool check_errors(const game_state *state, int i)
{
int start, step, end, j;
int val, runlen;
struct errcheck_state aes, *es = &aes;
es->rowlen = state->common->rowlen[i];
es->rowdata = state->common->rowdata + state->common->rowsize * i;
/* Pretend that we've already encountered the initial zero run */
es->ncontig = 1;
es->rowpos = 0;
if (i < state->common->w) {
start = i;
step = state->common->w;
end = start + step * state->common->h;
} else {
start = (i - state->common->w) * state->common->w;
step = 1;
end = start + step * state->common->w;
}
runlen = -1;
for (j = start - step; j <= end; j += step) {
if (j < start || j == end)
val = GRID_EMPTY;
else
val = state->grid[j];
if (val == GRID_UNKNOWN) {
runlen = -1;
es->ncontig = 0;
} else if (val == GRID_FULL) {
if (runlen >= 0)
runlen++;
} else if (val == GRID_EMPTY) {
if (runlen > 0) {
if (!errcheck_found_run(es, runlen))
return true; /* error! */
}
runlen = 0;
}
}
/* Signal end-of-row by sending errcheck_found_run the terminating
* zero run, which will be marked as contiguous with the previous
* run if and only if there hasn't been a GRID_UNKNOWN before. */
if (!errcheck_found_run(es, 0))
return true; /* error at the last minute! */
return false; /* no error */
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_compute_size(const game_params *params, int tilesize,
const game_ui *ui, int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = SIZE(params->w);
*y = SIZE(params->h);
}
static void game_set_size(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
for (i = 0; i < 3; i++) {
ret[COL_GRID * 3 + i] = 0.3F;
ret[COL_UNKNOWN * 3 + i] = 0.5F;
ret[COL_TEXT * 3 + i] = 0.0F;
ret[COL_FULL * 3 + i] = 0.0F;
ret[COL_EMPTY * 3 + i] = 1.0F;
ret[COL_CURSOR_GUIDE * 3 + i] = 0.5F;
}
ret[COL_CURSOR * 3 + 0] = 1.0F;
ret[COL_CURSOR * 3 + 1] = 0.25F;
ret[COL_CURSOR * 3 + 2] = 0.25F;
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.0F;
ret[COL_ERROR * 3 + 2] = 0.0F;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->started = false;
ds->w = state->common->w;
ds->h = state->common->h;
ds->visible = snewn(ds->w * ds->h, unsigned char);
ds->tilesize = 0; /* not decided yet */
memset(ds->visible, 255, ds->w * ds->h);
ds->numcolours = snewn(ds->w + ds->h, unsigned char);
memset(ds->numcolours, 255, ds->w + ds->h);
ds->cur_x = ds->cur_y = 0;
ds->strbuf = snewn(state->common->rowsize *
MAX_DIGITS(*state->common->rowdata) + 1, char);
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds->numcolours);
sfree(ds->strbuf);
sfree(ds);
}
static void grid_square(drawing *dr, game_drawstate *ds,
int y, int x, int state, bool cur)
{
int xl, xr, yt, yb, dx, dy, dw, dh;
draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE, COL_GRID);
xl = (x % 5 == 0 ? 1 : 0);
yt = (y % 5 == 0 ? 1 : 0);
xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
dx = TOCOORD(ds->w, x) + 1 + xl;
dy = TOCOORD(ds->h, y) + 1 + yt;
dw = TILE_SIZE - xl - xr - 1;
dh = TILE_SIZE - yt - yb - 1;
draw_rect(dr, dx, dy, dw, dh,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
if (cur) {
draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
}
draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE);
}
/*
* Draw the numbers for a single row or column.
*/
static void draw_numbers(
drawing *dr, game_drawstate *ds, const game_state *state,
int i, bool erase, int colour)
{
int rowlen = state->common->rowlen[i];
int *rowdata = state->common->rowdata + state->common->rowsize * i;
int nfit;
int j;
int rx, ry, rw, rh;
int fontsize;
if (i < state->common->w) {
rx = TOCOORD(state->common->w, i);
ry = 0;
rw = TILE_SIZE;
rh = BORDER + TLBORDER(state->common->h) * TILE_SIZE;
} else {
rx = 0;
ry = TOCOORD(state->common->h, i - state->common->w);
rw = BORDER + TLBORDER(state->common->w) * TILE_SIZE;
rh = TILE_SIZE;
}
clip(dr, rx, ry, rw, rh);
if (erase)
draw_rect(dr, rx, ry, rw, rh, COL_BACKGROUND);
/*
* Choose a font size that's suitable for the lengths of clue.
* Only column clues are interesting because row clues can be
* spaced out independent of the tile size. For column clues, we
* want to go as large as practical while leaving decent space
* between horizintally adjacent clues. We currently distinguish
* two cases: FS_LARGE is when all column clues are single digits,
* and FS_SMALL in all other cases.
*
* If we assume that a digit is about 0.6em wide, and we want
* about that space between clues, then FS_LARGE should be
* TILESIZE/1.2. If we also assume that clues are at most two
* digits long then the case where adjacent clues are two digits
* long requries FS_SMALL to be TILESIZE/1.8.
*/
fontsize = (TILE_SIZE + 0.5F) /
(state->common->fontsize == FS_LARGE ? 1.2F : 1.8F);
/*
* Normally I space the numbers out by the same distance as the
* tile size. However, if there are more numbers than available
* spaces, I have to squash them up a bit.
*/
if (i < state->common->w)
nfit = TLBORDER(state->common->h);
else
nfit = TLBORDER(state->common->w);
nfit = max(rowlen, nfit) - 1;
assert(nfit > 0);
if (i < state->common->w) {
for (j = 0; j < rowlen; j++) {
int x, y;
char str[MAX_DIGITS(*rowdata) + 1];
x = rx;
y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
sprintf(str, "%d", rowdata[j]);
draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
fontsize, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
}
} else {
int x, y;
size_t off = 0;
const char *spaces = " ";
assert(rowlen <= state->common->rowsize);
*ds->strbuf = '\0';
/* Squish up a bit if there are lots of clues. */
if (rowlen > TLBORDER(state->common->w)) spaces++;
for (j = 0; j < rowlen; j++)
off += sprintf(ds->strbuf + off, "%s%d",
j ? spaces : "", rowdata[j]);
y = ry;
x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
draw_text(dr, x+TILE_SIZE, y+TILE_SIZE/2, FONT_VARIABLE,
fontsize, ALIGN_HRIGHT | ALIGN_VCENTRE, colour, ds->strbuf);
}
unclip(dr);
draw_update(dr, rx, ry, rw, rh);
}
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int i, j;
int x1, x2, y1, y2;
int cx, cy;
bool cmoved;
if (!ds->started) {
/*
* Draw the grid outline.
*/
draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
COL_GRID);
ds->started = true;
draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
}
if (ui->dragging) {
x1 = min(ui->drag_start_x, ui->drag_end_x);
x2 = max(ui->drag_start_x, ui->drag_end_x);
y1 = min(ui->drag_start_y, ui->drag_end_y);
y2 = max(ui->drag_start_y, ui->drag_end_y);
} else {
x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
}
if (ui->cur_visible) {
cx = ui->cur_x; cy = ui->cur_y;
} else {
cx = cy = -1;
}
cmoved = (cx != ds->cur_x || cy != ds->cur_y);
/*
* Now draw any grid squares which have changed since last
* redraw.
*/
for (i = 0; i < ds->h; i++) {
for (j = 0; j < ds->w; j++) {
int val;
bool cc = false;
/*
* Work out what state this square should be drawn in,
* taking any current drag operation into account.
*/
if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
!state->common->immutable[i * state->common->w + j])
val = ui->state;
else
val = state->grid[i * state->common->w + j];
if (cmoved) {
/* the cursor has moved; if we were the old or
* the new cursor position we need to redraw. */
if (j == cx && i == cy) cc = true;
if (j == ds->cur_x && i == ds->cur_y) cc = true;
}
/*
* Briefly invert everything twice during a completion
* flash.
*/
if (flashtime > 0 &&
(flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
val != GRID_UNKNOWN)
val = (GRID_FULL ^ GRID_EMPTY) ^ val;
if (ds->visible[i * ds->w + j] != val || cc) {
grid_square(dr, ds, i, j, val,
(j == cx && i == cy));
ds->visible[i * ds->w + j] = val;
}
}
}
ds->cur_x = cx; ds->cur_y = cy;
/*
* Redraw any numbers which have changed their colour due to error
* indication.
*/
for (i = 0; i < state->common->w + state->common->h; i++) {
int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
if (colour == COL_TEXT && ((cx >= 0 && i == cx) || (cy >= 0 && i == cy + ds->w))) {
colour = COL_CURSOR_GUIDE;
}
if (ds->numcolours[i] != colour) {
draw_numbers(dr, ds, state, i, true, colour);
ds->numcolours[i] = colour;
}
}
}
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
static void game_get_cursor_location(const game_ui *ui,
const game_drawstate *ds,
const game_state *state,
const game_params *params,
int *x, int *y, int *w, int *h)
{
if(ui->cur_visible) {
*x = TOCOORD(ds->w, ui->cur_x);
*y = TOCOORD(ds->h, ui->cur_y);
*w = *h = TILE_SIZE;
}
}
static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
static void game_print_size(const game_params *params, const game_ui *ui,
float *x, float *y)
{
int pw, ph;
/*
* I'll use 5mm squares by default.
*/
game_compute_size(params, 500, ui, &pw, &ph);
*x = pw / 100.0F;
*y = ph / 100.0F;
}
static void game_print(drawing *dr, const game_state *state, const game_ui *ui,
int tilesize)
{
int w = state->common->w, h = state->common->h;
int ink = print_mono_colour(dr, 0);
int x, y, i;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
game_drawstate ads, *ds = &ads;
game_set_size(dr, ds, NULL, tilesize);
/*
* Border.
*/
print_line_width(dr, TILE_SIZE / 16);
draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
w*TILE_SIZE, h*TILE_SIZE, ink);
/*
* Grid.
*/
for (x = 1; x < w; x++) {
print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
TOCOORD(w, x), TOCOORD(h, h), ink);
}
for (y = 1; y < h; y++) {
print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
TOCOORD(w, w), TOCOORD(h, y), ink);
}
/*
* Clues.
*/
for (i = 0; i < state->common->w + state->common->h; i++)
draw_numbers(dr, ds, state, i, false, ink);
/*
* Solution.
*/
print_line_width(dr, TILE_SIZE / 128);
for (y = 0; y < h; y++)
for (x = 0; x < w; x++) {
if (state->grid[y*w+x] == GRID_FULL)
draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
TILE_SIZE, TILE_SIZE, ink);
else if (state->grid[y*w+x] == GRID_EMPTY)
draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
TOCOORD(h, y) + TILE_SIZE/2,
TILE_SIZE/12, ink, ink);
}
}
#ifdef COMBINED
#define thegame pattern
#endif
const struct game thegame = {
"Pattern", "games.pattern", "pattern",
default_params,
game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_params,
true, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
true, solve_game,
true, game_can_format_as_text_now, game_text_format,
NULL, NULL, /* get_prefs, set_prefs */
new_ui,
free_ui,
NULL, /* encode_ui */
NULL, /* decode_ui */
NULL, /* game_request_keys */
game_changed_state,
current_key_label,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_get_cursor_location,
game_status,
true, false, game_print_size, game_print,
false, /* wants_statusbar */
false, NULL, /* timing_state */
REQUIRE_RBUTTON, /* flags */
};
#ifdef STANDALONE_SOLVER
int main(int argc, char **argv)
{
game_params *p;
game_state *s;
char *id = NULL, *desc;
const char *err;
while (--argc > 0) {
char *p = *++argv;
if (*p == '-') {
if (!strcmp(p, "-v")) {
verbose = true;
} else {
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
return 1;
}
} else {
id = p;
}
}
if (!id) {
fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
return 1;
}
desc = strchr(id, ':');
if (!desc) {
fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
return 1;
}
*desc++ = '\0';
p = default_params();
decode_params(p, id);
err = validate_desc(p, desc);
if (err) {
fprintf(stderr, "%s: %s\n", argv[0], err);
return 1;
}
s = new_game(NULL, p, desc);
{
int w = p->w, h = p->h, i, j, max, cluewid = 0;
unsigned char *matrix, *workspace;
unsigned int *changed_h, *changed_w;
int *rowdata;
matrix = snewn(w*h, unsigned char);
max = max(w, h);
workspace = snewn(max*7, unsigned char);
changed_h = snewn(max+1, unsigned int);
changed_w = snewn(max+1, unsigned int);
rowdata = snewn(max+1, int);
if (verbose) {
int thiswid;
/*
* Work out the maximum text width of the clue numbers
* in a row or column, so we can print the solver's
* working in a nicely lined up way.
*/
for (i = 0; i < (w+h); i++) {
char buf[80];
for (thiswid = -1, j = 0; j < s->common->rowlen[i]; j++)
thiswid += sprintf
(buf, " %d",
s->common->rowdata[s->common->rowsize*i+j]);
if (cluewid < thiswid)
cluewid = thiswid;
}
}
solve_puzzle(s, NULL, w, h, matrix, workspace,
changed_h, changed_w, rowdata, cluewid);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
int c = (matrix[i*w+j] == UNKNOWN ? '?' :
matrix[i*w+j] == BLOCK ? '#' :
matrix[i*w+j] == DOT ? '.' :
'!');
putchar(c);
}
printf("\n");
}
}
return 0;
}
#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: */