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Files

After Ben fixed all the unwanted global functions by using gcc's -Wmissing-declarations to spot any that were not predeclared, I remembered that clang has -Wmissing-variable-declarations, which does the same job for global objects. Enabled it in -DSTRICT=ON, and made the code clean under it. Mostly this was just a matter of sticking 'static' on the front of things. One variable was outright removed ('verbose' in signpost.c) because after I made it static clang was then able to spot that it was also unused. The more interesting cases were the ones where declarations had to be _added_ to header files. In particular, in COMBINED builds, puzzles.h now arranges to have predeclared each 'game' structure defined by a puzzle backend. Also there's a new tiny header file gtk.h, containing the declarations of xpm_icons and n_xpm_icons which are exported by each puzzle's autogenerated icon source file and by no-icon.c. Happily even the real XPM icon files were generated by our own Perl script rather than being raw xpm output from ImageMagick, so there was no difficulty adding the corresponding #include in there.
2356 lines
68 KiB
C
2356 lines
68 KiB
C
/*
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* pattern.c: the pattern-reconstruction game known as `nonograms'.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <limits.h>
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#include <math.h>
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#include "puzzles.h"
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enum {
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COL_BACKGROUND,
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COL_EMPTY,
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COL_FULL,
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COL_TEXT,
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COL_UNKNOWN,
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COL_GRID,
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COL_CURSOR,
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COL_ERROR,
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COL_CURSOR_GUIDE,
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NCOLOURS
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};
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#define PREFERRED_TILE_SIZE 24
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#define TILE_SIZE (ds->tilesize)
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#define BORDER (3 * TILE_SIZE / 4)
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#define TLBORDER(d) ( (d) / 5 + 2 )
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#define GUTTER (TILE_SIZE / 2)
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#define FROMCOORD(d, x) \
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( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
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#define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
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#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
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#define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
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struct game_params {
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int w, h;
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};
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#define GRID_UNKNOWN 2
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#define GRID_FULL 1
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#define GRID_EMPTY 0
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typedef struct game_state_common {
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/* Parts of the game state that don't change during play. */
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int w, h;
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int rowsize;
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int *rowdata, *rowlen;
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bool *immutable;
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int refcount;
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enum { FS_SMALL, FS_LARGE } fontsize;
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} game_state_common;
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struct game_state {
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game_state_common *common;
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unsigned char *grid;
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bool completed, cheated;
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};
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#define FLASH_TIME 0.13F
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 15;
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return ret;
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}
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static const struct game_params pattern_presets[] = {
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{10, 10},
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{15, 15},
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{20, 20},
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#ifndef SLOW_SYSTEM
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{25, 25},
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{30, 30},
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#endif
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};
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static bool game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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char str[80];
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if (i < 0 || i >= lenof(pattern_presets))
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return false;
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ret = snew(game_params);
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*ret = pattern_presets[i];
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sprintf(str, "%dx%d", ret->w, ret->h);
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*name = dupstr(str);
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*params = ret;
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return true;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(const game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *ret, char const *string)
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{
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char const *p = string;
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ret->w = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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if (*p == 'x') {
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p++;
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ret->h = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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} else {
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ret->h = ret->w;
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}
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}
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static char *encode_params(const game_params *params, bool full)
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{
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char ret[400];
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int len;
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len = sprintf(ret, "%dx%d", params->w, params->h);
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assert(len < lenof(ret));
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ret[len] = '\0';
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return dupstr(ret);
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}
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static config_item *game_configure(const game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(3, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].u.string.sval = dupstr(buf);
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].u.string.sval = dupstr(buf);
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ret[2].name = NULL;
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ret[2].type = C_END;
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return ret;
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}
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static game_params *custom_params(const config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].u.string.sval);
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ret->h = atoi(cfg[1].u.string.sval);
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return ret;
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}
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static const char *validate_params(const game_params *params, bool full)
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{
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if (params->w <= 0 || params->h <= 0)
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return "Width and height must both be greater than zero";
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if (params->w > INT_MAX - 1 || params->h > INT_MAX - 1 ||
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params->w > INT_MAX / params->h)
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return "Puzzle must not be unreasonably large";
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return NULL;
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}
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/* ----------------------------------------------------------------------
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* Puzzle generation code.
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*
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* For this particular puzzle, it seemed important to me to ensure
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* a unique solution. I do this the brute-force way, by having a
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* solver algorithm alongside the generator, and repeatedly
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* generating a random grid until I find one whose solution is
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* unique. It turns out that this isn't too onerous on a modern PC
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* provided you keep grid size below around 30. Any offers of
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* better algorithms, however, will be very gratefully received.
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*
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* Another annoyance of this approach is that it limits the
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* available puzzles to those solvable by the algorithm I've used.
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* My algorithm only ever considers a single row or column at any
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* one time, which means it's incapable of solving the following
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* difficult example (found by Bella Image around 1995/6, when she
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* and I were both doing maths degrees):
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*
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* 2 1 2 1
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*
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* +--+--+--+--+
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* 1 1 | | | | |
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* +--+--+--+--+
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* 2 | | | | |
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* +--+--+--+--+
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* 1 | | | | |
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* +--+--+--+--+
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* 1 | | | | |
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* +--+--+--+--+
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*
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* Obviously this cannot be solved by a one-row-or-column-at-a-time
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* algorithm (it would require at least one row or column reading
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* `2 1', `1 2', `3' or `4' to get started). However, it can be
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* proved to have a unique solution: if the top left square were
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* empty, then the only option for the top row would be to fill the
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* two squares in the 1 columns, which would imply the squares
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* below those were empty, leaving no place for the 2 in the second
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* row. Contradiction. Hence the top left square is full, and the
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* unique solution follows easily from that starting point.
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*
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* (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
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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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const float *b = (const float *)bv;
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if (*a < *b)
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return -1;
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else if (*a > *b)
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return +1;
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else
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return 0;
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}
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static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
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{
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float *fgrid;
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float *fgrid2;
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int step, i, j;
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float threshold;
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fgrid = snewn(w*h, float);
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for (i = 0; i < h; i++) {
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for (j = 0; j < w; j++) {
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fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
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}
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}
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/*
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* The above gives a completely random splattering of black and
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* white cells. We want to gently bias this in favour of _some_
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* reasonably thick areas of white and black, while retaining
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* some randomness and fine detail.
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*
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* So we evolve the starting grid using a cellular automaton.
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* Currently, I'm doing something very simple indeed, which is
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* to set each square to the average of the surrounding nine
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* cells (or the average of fewer, if we're on a corner).
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*/
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for (step = 0; step < 1; step++) {
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fgrid2 = snewn(w*h, float);
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for (i = 0; i < h; i++) {
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for (j = 0; j < w; j++) {
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float sx, xbar;
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int n, p, q;
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/*
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* Compute the average of the surrounding cells.
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*/
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n = 0;
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sx = 0.F;
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for (p = -1; p <= +1; p++) {
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for (q = -1; q <= +1; q++) {
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if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
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continue;
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/*
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* An additional special case not mentioned
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* above: if a grid dimension is 2xn then
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* we do not average across that dimension
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* at all. Otherwise a 2x2 grid would
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* contain four identical squares.
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*/
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if ((h==2 && p!=0) || (w==2 && q!=0))
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continue;
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n++;
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sx += fgrid[(i+p)*w+(j+q)];
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}
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}
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xbar = sx / n;
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fgrid2[i*w+j] = xbar;
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}
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}
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sfree(fgrid);
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fgrid = fgrid2;
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}
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fgrid2 = snewn(w*h, float);
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memcpy(fgrid2, fgrid, w*h*sizeof(float));
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qsort(fgrid2, w*h, sizeof(float), float_compare);
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/* Choose a threshold that makes half the pixels black. In case of
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* an odd number of pixels, select randomly between just under and
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* just over half. */
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{
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int index = w * h / 2;
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if (w & h & 1)
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index += random_upto(rs, 2);
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if (index < w*h)
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threshold = fgrid2[index];
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else
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threshold = fgrid2[w*h-1] + 1;
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}
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sfree(fgrid2);
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for (i = 0; i < h; i++) {
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for (j = 0; j < w; j++) {
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retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
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GRID_EMPTY);
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}
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}
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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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int i, n;
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n = 0;
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for (i = 0; i < len; i++) {
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if (start[i*step] == GRID_FULL) {
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int runlen = 1;
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while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
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runlen++;
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ret[n++] = runlen;
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i += runlen;
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}
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if (i < len && start[i*step] == GRID_UNKNOWN)
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return -1;
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}
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return n;
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}
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#define UNKNOWN 0
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#define BLOCK 1
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#define DOT 2
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#define STILL_UNKNOWN 3
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#ifdef STANDALONE_SOLVER
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static bool verbose = false;
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#endif
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static bool do_recurse(unsigned char *known, unsigned char *deduced,
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unsigned char *row,
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unsigned char *minpos_done, unsigned char *maxpos_done,
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unsigned char *minpos_ok, unsigned char *maxpos_ok,
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int *data, int len,
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int freespace, int ndone, int lowest)
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{
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int i, j, k;
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/* This algorithm basically tries all possible ways the given rows of
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* black blocks can be laid out in the row/column being examined.
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* Special care is taken to avoid checking the tail of a row/column
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* if the same conditions have already been checked during this recursion
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* The algorithm also takes care to cut its losses as soon as an
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* invalid (partial) solution is detected.
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*/
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if (data[ndone]) {
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if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
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if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
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for (i=0; i<lowest; i++)
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deduced[i] |= row[i];
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}
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return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
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} else {
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if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
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if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
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}
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for (i=0; i<=freespace; i++) {
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j = lowest;
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for (k=0; k<i; k++) {
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if (known[j] == BLOCK) goto next_iter;
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row[j++] = DOT;
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}
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for (k=0; k<data[ndone]; k++) {
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if (known[j] == DOT) goto next_iter;
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row[j++] = BLOCK;
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}
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if (j < len) {
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if (known[j] == BLOCK) goto next_iter;
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row[j++] = DOT;
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}
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if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
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minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
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if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
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if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
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if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
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}
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next_iter:
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j++;
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}
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return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
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} else {
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for (i=lowest; i<len; i++) {
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if (known[i] == BLOCK) return false;
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row[i] = DOT;
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}
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for (i=0; i<len; i++)
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deduced[i] |= row[i];
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return true;
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}
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}
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static bool do_row(unsigned char *known, unsigned char *deduced,
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unsigned char *row,
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unsigned char *minpos_done, unsigned char *maxpos_done,
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unsigned char *minpos_ok, unsigned char *maxpos_ok,
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unsigned char *start, int len, int step, int *data,
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unsigned int *changed
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#ifdef STANDALONE_SOLVER
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, const char *rowcol, int index, int cluewid
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#endif
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)
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{
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int rowlen, i, freespace;
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bool done_any;
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assert(len >= 0); /* avoid compile warnings about the memsets below */
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freespace = len+1;
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for (rowlen = 0; data[rowlen]; rowlen++) {
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minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
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maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
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freespace -= data[rowlen]+1;
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}
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for (i = 0; i < len; i++) {
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known[i] = start[i*step];
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deduced[i] = 0;
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}
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for (i = len - 1; i >= 0 && known[i] == DOT; i--)
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freespace--;
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if (rowlen == 0) {
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memset(deduced, DOT, len);
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} else if (rowlen == 1 && data[0] == len) {
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memset(deduced, BLOCK, len);
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} else {
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do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
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maxpos_ok, data, len, freespace, 0, 0);
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}
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done_any = false;
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for (i=0; i<len; i++)
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if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
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start[i*step] = deduced[i];
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if (changed) changed[i]++;
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done_any = true;
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}
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#ifdef STANDALONE_SOLVER
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if (verbose && done_any) {
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char buf[80];
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int thiscluewid;
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printf("%s %2d: [", rowcol, index);
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for (thiscluewid = -1, i = 0; data[i]; i++)
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thiscluewid += sprintf(buf, " %d", data[i]);
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printf("%*s", cluewid - thiscluewid, "");
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for (i = 0; data[i]; i++)
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printf(" %d", data[i]);
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printf(" ] ");
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for (i = 0; i < len; i++)
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putchar(known[i] == BLOCK ? '#' :
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known[i] == DOT ? '.' : '?');
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printf(" -> ");
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for (i = 0; i < len; i++)
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putchar(start[i*step] == BLOCK ? '#' :
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start[i*step] == DOT ? '.' : '?');
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putchar('\n');
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}
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#endif
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return done_any;
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}
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|
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, ntries, 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);
|
|
|
|
ntries = 0;
|
|
|
|
do {
|
|
ntries++;
|
|
|
|
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 "at least one clue is negative";
|
|
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;
|
|
|
|
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 = false;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
sfree(ui);
|
|
}
|
|
|
|
static char *encode_ui(const game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, const char *encoding)
|
|
{
|
|
}
|
|
|
|
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 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 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 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);
|
|
ui->cur_visible = true;
|
|
if (!control && !shift) return 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 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 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,
|
|
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_SMALL 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_LARGE 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;
|
|
|
|
assert(rowlen <= state->common->rowsize);
|
|
*ds->strbuf = '\0';
|
|
for (j = 0; j < rowlen; j++)
|
|
off += sprintf(ds->strbuf + off, "%s%d", j ? " " : "", 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, float *x, float *y)
|
|
{
|
|
int pw, ph;
|
|
|
|
/*
|
|
* I'll use 5mm squares by default.
|
|
*/
|
|
game_compute_size(params, 500, &pw, &ph);
|
|
*x = pw / 100.0F;
|
|
*y = ph / 100.0F;
|
|
}
|
|
|
|
static void game_print(drawing *dr, const game_state *state, 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,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
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: */
|