Files
puzzles/pattern.c
Simon Tatham e4328b9081 Added an `interactive' flag to new_game_desc(), which toggles Mines
between on the one hand generating indeterminate game descriptions
awaiting the initial click, and on the other hand generating
concrete ones which have had their initial click. This makes `mines
--generate' do something useful.

[originally from svn r5869]
2005-05-30 18:41:40 +00:00

1271 lines
33 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 <math.h>
#include "puzzles.h"
#define max(x,y) ( (x)>(y) ? (x):(y) )
#define min(x,y) ( (x)<(y) ? (x):(y) )
enum {
COL_BACKGROUND,
COL_EMPTY,
COL_FULL,
COL_UNKNOWN,
COL_GRID,
NCOLOURS
};
#define BORDER 18
#define TLBORDER(d) ( (d) / 5 + 2 )
#define GUTTER 12
#define TILE_SIZE 24
#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 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
struct game_state {
int w, h;
unsigned char *grid;
int rowsize;
int *rowdata, *rowlen;
int 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 int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
static const struct { int x, y; } values[] = {
{10, 10},
{15, 15},
{20, 20},
{25, 25},
{30, 30},
};
if (i < 0 || i >= lenof(values))
return FALSE;
ret = snew(game_params);
ret->w = values[i].x;
ret->h = values[i].y;
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(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(*p)) p++;
if (*p == 'x') {
p++;
ret->h = atoi(p);
while (*p && isdigit(*p)) p++;
} else {
ret->h = ret->w;
}
}
static char *encode_params(game_params *params, int 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(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].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = NULL;
ret[2].type = C_END;
ret[2].sval = NULL;
ret[2].ival = 0;
return ret;
}
static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
return ret;
}
static char *validate_params(game_params *params)
{
if (params->w <= 0 && params->h <= 0)
return "Width and height must both be greater than zero";
if (params->w <= 0)
return "Width must be greater than zero";
if (params->h <= 0)
return "Height must be greater than zero";
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.)
*/
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);
threshold = fgrid2[w*h/2];
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);
}
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
static void do_recurse(unsigned char *known, unsigned char *deduced,
unsigned char *row, int *data, int len,
int freespace, int ndone, int lowest)
{
int i, j, k;
if (data[ndone]) {
for (i=0; i<=freespace; i++) {
j = lowest;
for (k=0; k<i; k++) row[j++] = DOT;
for (k=0; k<data[ndone]; k++) row[j++] = BLOCK;
if (j < len) row[j++] = DOT;
do_recurse(known, deduced, row, data, len,
freespace-i, ndone+1, j);
}
} else {
for (i=lowest; i<len; i++)
row[i] = DOT;
for (i=0; i<len; i++)
if (known[i] && known[i] != row[i])
return;
for (i=0; i<len; i++)
deduced[i] |= row[i];
}
}
static int do_row(unsigned char *known, unsigned char *deduced,
unsigned char *row,
unsigned char *start, int len, int step, int *data)
{
int rowlen, i, freespace, done_any;
freespace = len+1;
for (rowlen = 0; data[rowlen]; rowlen++)
freespace -= data[rowlen]+1;
for (i = 0; i < len; i++) {
known[i] = start[i*step];
deduced[i] = 0;
}
do_recurse(known, deduced, row, 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];
done_any = TRUE;
}
return done_any;
}
static unsigned char *generate_soluble(random_state *rs, int w, int h)
{
int i, j, done_any, ok, ntries, max;
unsigned char *grid, *matrix, *workspace;
int *rowdata;
grid = snewn(w*h, unsigned char);
matrix = snewn(w*h, unsigned char);
max = max(w, h);
workspace = snewn(max*3, unsigned char);
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;
memset(matrix, 0, w*h);
do {
done_any = 0;
for (i=0; i<h; i++) {
rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i*w, w, 1, rowdata);
}
for (i=0; i<w; i++) {
rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i, h, w, rowdata);
}
} while (done_any);
ok = TRUE;
for (i=0; i<h; i++) {
for (j=0; j<w; j++) {
if (matrix[i*w+j] == UNKNOWN)
ok = FALSE;
}
}
} while (!ok);
sfree(matrix);
sfree(workspace);
sfree(rowdata);
return grid;
}
struct game_aux_info {
int w, h;
unsigned char *grid;
};
static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux, int interactive)
{
unsigned char *grid;
int i, j, max, rowlen, *rowdata;
char intbuf[80], *desc;
int desclen, descpos;
grid = generate_soluble(rs, params->w, params->h);
max = max(params->w, params->h);
rowdata = snewn(max, int);
/*
* Save the solved game in an aux_info.
*/
{
game_aux_info *ai = snew(game_aux_info);
ai->w = params->w;
ai->h = params->h;
ai->grid = snewn(ai->w * ai->h, unsigned char);
memcpy(ai->grid, grid, ai->w * ai->h);
*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';
sfree(rowdata);
return desc;
}
static void game_free_aux_info(game_aux_info *aux)
{
sfree(aux->grid);
sfree(aux);
}
static char *validate_desc(game_params *params, char *desc)
{
int i, n, rowspace;
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);
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') {
if (i+1 < params->w + params->h)
return "too few row/column specifications";
} else
return "unrecognised character in game specification";
}
return NULL;
}
static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
int i;
char *p;
game_state *state = snew(game_state);
state->w = params->w;
state->h = params->h;
state->grid = snewn(state->w * state->h, unsigned char);
memset(state->grid, GRID_UNKNOWN, state->w * state->h);
state->rowsize = max(state->w, state->h);
state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
state->rowlen = snewn(state->w + state->h, int);
state->completed = state->cheated = FALSE;
for (i = 0; i < params->w + params->h; i++) {
state->rowlen[i] = 0;
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
while (desc && isdigit((unsigned char)*desc)) desc++;
state->rowdata[state->rowsize * i + state->rowlen[i]++] =
atoi(p);
} while (*desc++ == '.');
} else {
desc++; /* expect a slash immediately */
}
}
return state;
}
static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
ret->w = state->w;
ret->h = state->h;
ret->grid = snewn(ret->w * ret->h, unsigned char);
memcpy(ret->grid, state->grid, ret->w * ret->h);
ret->rowsize = state->rowsize;
ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int);
ret->rowlen = snewn(ret->w + ret->h, int);
memcpy(ret->rowdata, state->rowdata,
ret->rowsize * (ret->w + ret->h) * sizeof(int));
memcpy(ret->rowlen, state->rowlen,
(ret->w + ret->h) * sizeof(int));
ret->completed = state->completed;
ret->cheated = state->cheated;
return ret;
}
static void free_game(game_state *state)
{
sfree(state->rowdata);
sfree(state->rowlen);
sfree(state->grid);
sfree(state);
}
static game_state *solve_game(game_state *state, game_aux_info *ai,
char **error)
{
game_state *ret;
ret = dup_game(state);
ret->completed = ret->cheated = TRUE;
/*
* If we already have the solved state in an aux_info, copy it
* out.
*/
if (ai) {
assert(ret->w == ai->w);
assert(ret->h == ai->h);
memcpy(ret->grid, ai->grid, ai->w * ai->h);
} else {
int w = state->w, h = state->h, i, j, done_any, max;
unsigned char *matrix, *workspace;
int *rowdata;
matrix = snewn(w*h, unsigned char);
max = max(w, h);
workspace = snewn(max*3, unsigned char);
rowdata = snewn(max+1, int);
memset(matrix, 0, w*h);
do {
done_any = 0;
for (i=0; i<h; i++) {
memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
max*sizeof(int));
rowdata[state->rowlen[w+i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i*w, w, 1, rowdata);
}
for (i=0; i<w; i++) {
memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
rowdata[state->rowlen[i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i, h, w, rowdata);
}
} while (done_any);
for (i = 0; i < h; i++) {
for (j = 0; j < w; j++) {
int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
ret->grid[i*w+j] = c;
if (c == GRID_UNKNOWN)
ret->completed = FALSE;
}
}
if (!ret->completed) {
free_game(ret);
*error = "Solving algorithm cannot complete this puzzle";
return NULL;
}
}
return ret;
}
static char *game_text_format(game_state *state)
{
return NULL;
}
struct game_ui {
int dragging;
int drag_start_x;
int drag_start_y;
int drag_end_x;
int drag_end_y;
int drag, release, state;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ret;
ret = snew(game_ui);
ret->dragging = FALSE;
return ret;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static game_state *make_move(game_state *from, game_ui *ui,
int x, int y, int button)
{
game_state *ret;
button &= ~MOD_MASK;
x = FROMCOORD(from->w, x);
y = FROMCOORD(from->h, y);
if (x >= 0 && x < from->w && y >= 0 && y < from->h &&
(button == LEFT_BUTTON || button == RIGHT_BUTTON ||
button == MIDDLE_BUTTON)) {
ui->dragging = TRUE;
if (button == LEFT_BUTTON) {
ui->drag = LEFT_DRAG;
ui->release = LEFT_RELEASE;
ui->state = GRID_FULL;
} else if (button == RIGHT_BUTTON) {
ui->drag = RIGHT_DRAG;
ui->release = RIGHT_RELEASE;
ui->state = GRID_EMPTY;
} 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;
return from; /* UI activity occurred */
}
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 >= from->w) x = from->w - 1;
if (y >= from->h) y = from->h - 1;
ui->drag_end_x = x;
ui->drag_end_y = y;
return from; /* UI activity occurred */
}
if (ui->dragging && button == ui->release) {
int x1, x2, y1, y2, xx, yy;
int 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 (from->grid[yy * from->w + xx] != ui->state)
move_needed = TRUE;
ui->dragging = FALSE;
if (move_needed) {
ret = dup_game(from);
for (yy = y1; yy <= y2; yy++)
for (xx = x1; xx <= x2; xx++)
ret->grid[yy * ret->w + xx] = ui->state;
/*
* An actual change, so check to see if we've completed
* the game.
*/
if (!ret->completed) {
int *rowdata = snewn(ret->rowsize, int);
int i, len;
ret->completed = TRUE;
for (i=0; i<ret->w; i++) {
len = compute_rowdata(rowdata,
ret->grid+i, ret->h, ret->w);
if (len != ret->rowlen[i] ||
memcmp(ret->rowdata+i*ret->rowsize, rowdata,
len * sizeof(int))) {
ret->completed = FALSE;
break;
}
}
for (i=0; i<ret->h; i++) {
len = compute_rowdata(rowdata,
ret->grid+i*ret->w, ret->w, 1);
if (len != ret->rowlen[i+ret->w] ||
memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
len * sizeof(int))) {
ret->completed = FALSE;
break;
}
}
sfree(rowdata);
}
return ret;
} else
return from; /* UI activity occurred */
}
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
struct game_drawstate {
int started;
int w, h;
unsigned char *visible;
};
static void game_size(game_params *params, int *x, int *y)
{
*x = SIZE(params->w);
*y = SIZE(params->h);
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
ret[COL_GRID * 3 + 0] = 0.3F;
ret[COL_GRID * 3 + 1] = 0.3F;
ret[COL_GRID * 3 + 2] = 0.3F;
ret[COL_UNKNOWN * 3 + 0] = 0.5F;
ret[COL_UNKNOWN * 3 + 1] = 0.5F;
ret[COL_UNKNOWN * 3 + 2] = 0.5F;
ret[COL_FULL * 3 + 0] = 0.0F;
ret[COL_FULL * 3 + 1] = 0.0F;
ret[COL_FULL * 3 + 2] = 0.0F;
ret[COL_EMPTY * 3 + 0] = 1.0F;
ret[COL_EMPTY * 3 + 1] = 1.0F;
ret[COL_EMPTY * 3 + 2] = 1.0F;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
ds->visible = snewn(ds->w * ds->h, unsigned char);
memset(ds->visible, 255, ds->w * ds->h);
return ds;
}
static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
static void grid_square(frontend *fe, game_drawstate *ds,
int y, int x, int state)
{
int xl, xr, yt, yb;
draw_rect(fe, 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);
draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE);
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int i, j;
int x1, x2, y1, y2;
if (!ds->started) {
/*
* The initial contents of the window are not guaranteed
* and can vary with front ends. To be on the safe side,
* all games should start by drawing a big background-
* colour rectangle covering the whole window.
*/
draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
/*
* Draw the numbers.
*/
for (i = 0; i < ds->w + ds->h; i++) {
int rowlen = state->rowlen[i];
int *rowdata = state->rowdata + state->rowsize * i;
int nfit;
/*
* 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.
*/
nfit = max(rowlen, TLBORDER(ds->h))-1;
assert(nfit > 0);
for (j = 0; j < rowlen; j++) {
int x, y;
char str[80];
if (i < ds->w) {
x = TOCOORD(ds->w, i);
y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
} else {
y = TOCOORD(ds->h, i - ds->w);
x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
}
sprintf(str, "%d", rowdata[j]);
draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
COL_FULL, str); /* FIXME: COL_TEXT */
}
}
/*
* Draw the grid outline.
*/
draw_rect(fe, 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(fe, 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 */
}
/*
* 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;
/*
* 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)
val = ui->state;
else
val = state->grid[i * state->w + j];
/*
* 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) {
grid_square(fe, ds, i, j, val);
ds->visible[i * ds->w + j] = val;
}
}
}
}
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(game_state *oldstate,
game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
static int game_wants_statusbar(void)
{
return FALSE;
}
static int game_timing_state(game_state *state)
{
return TRUE;
}
#ifdef COMBINED
#define thegame pattern
#endif
const struct game thegame = {
"Pattern", "games.pattern",
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
game_free_aux_info,
validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
FALSE, game_text_format,
new_ui,
free_ui,
make_move,
game_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
};
#ifdef STANDALONE_SOLVER
/*
* gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
*/
#include <stdarg.h>
void frontend_default_colour(frontend *fe, float *output) {}
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
int align, int colour, char *text) {}
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
void draw_polygon(frontend *fe, int *coords, int npoints,
int fill, int colour) {}
void clip(frontend *fe, int x, int y, int w, int h) {}
void unclip(frontend *fe) {}
void start_draw(frontend *fe) {}
void draw_update(frontend *fe, int x, int y, int w, int h) {}
void end_draw(frontend *fe) {}
unsigned long random_upto(random_state *state, unsigned long limit)
{ assert(!"Shouldn't get randomness"); return 0; }
void fatal(char *fmt, ...)
{
va_list ap;
fprintf(stderr, "fatal error: ");
va_start(ap, fmt);
vfprintf(stderr, fmt, ap);
va_end(ap);
fprintf(stderr, "\n");
exit(1);
}
int main(int argc, char **argv)
{
game_params *p;
game_state *s;
int recurse = TRUE;
char *id = NULL, *desc, *err;
int y, x;
int grade = FALSE;
while (--argc > 0) {
char *p = *++argv;
if (*p == '-') {
fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
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(p, desc);
{
int w = p->w, h = p->h, i, j, done_any, max;
unsigned char *matrix, *workspace;
int *rowdata;
matrix = snewn(w*h, unsigned char);
max = max(w, h);
workspace = snewn(max*3, unsigned char);
rowdata = snewn(max+1, int);
memset(matrix, 0, w*h);
do {
done_any = 0;
for (i=0; i<h; i++) {
memcpy(rowdata, s->rowdata + s->rowsize*(w+i),
max*sizeof(int));
rowdata[s->rowlen[w+i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i*w, w, 1, rowdata);
}
for (i=0; i<w; i++) {
memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int));
rowdata[s->rowlen[i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
matrix+i, h, w, rowdata);
}
} while (done_any);
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