b6b0369e |
1 | /* |
2 | * pattern.c: the pattern-reconstruction game known as `nonograms'. |
b6b0369e |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
9 | #include <ctype.h> |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
14 | #define max(x,y) ( (x)>(y) ? (x):(y) ) |
15 | #define min(x,y) ( (x)<(y) ? (x):(y) ) |
16 | |
b6b0369e |
17 | enum { |
18 | COL_BACKGROUND, |
19 | COL_EMPTY, |
20 | COL_FULL, |
21 | COL_UNKNOWN, |
22 | COL_GRID, |
23 | NCOLOURS |
24 | }; |
25 | |
26 | #define BORDER 18 |
27 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
28 | #define GUTTER 12 |
29 | #define TILE_SIZE 24 |
30 | |
31 | #define FROMCOORD(d, x) \ |
32 | ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) |
33 | |
34 | #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) |
35 | |
36 | #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) |
37 | |
38 | struct game_params { |
39 | int w, h; |
40 | }; |
41 | |
42 | #define GRID_UNKNOWN 2 |
43 | #define GRID_FULL 1 |
44 | #define GRID_EMPTY 0 |
45 | |
46 | struct game_state { |
47 | int w, h; |
48 | unsigned char *grid; |
49 | int rowsize; |
50 | int *rowdata, *rowlen; |
2ac6d24e |
51 | int completed, cheated; |
b6b0369e |
52 | }; |
53 | |
54 | #define FLASH_TIME 0.13F |
55 | |
be8d5aa1 |
56 | static game_params *default_params(void) |
b6b0369e |
57 | { |
58 | game_params *ret = snew(game_params); |
59 | |
60 | ret->w = ret->h = 15; |
61 | |
62 | return ret; |
63 | } |
64 | |
be8d5aa1 |
65 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
66 | { |
67 | game_params *ret; |
68 | char str[80]; |
69 | static const struct { int x, y; } values[] = { |
70 | {10, 10}, |
71 | {15, 15}, |
72 | {20, 20}, |
73 | {25, 25}, |
74 | {30, 30}, |
75 | }; |
76 | |
77 | if (i < 0 || i >= lenof(values)) |
78 | return FALSE; |
79 | |
80 | ret = snew(game_params); |
81 | ret->w = values[i].x; |
82 | ret->h = values[i].y; |
83 | |
84 | sprintf(str, "%dx%d", ret->w, ret->h); |
85 | |
86 | *name = dupstr(str); |
87 | *params = ret; |
88 | return TRUE; |
89 | } |
90 | |
be8d5aa1 |
91 | static void free_params(game_params *params) |
b6b0369e |
92 | { |
93 | sfree(params); |
94 | } |
95 | |
be8d5aa1 |
96 | static game_params *dup_params(game_params *params) |
b6b0369e |
97 | { |
98 | game_params *ret = snew(game_params); |
99 | *ret = *params; /* structure copy */ |
100 | return ret; |
101 | } |
102 | |
1185e3c5 |
103 | static void decode_params(game_params *ret, char const *string) |
b6b0369e |
104 | { |
b6b0369e |
105 | char const *p = string; |
106 | |
107 | ret->w = atoi(p); |
108 | while (*p && isdigit(*p)) p++; |
109 | if (*p == 'x') { |
110 | p++; |
111 | ret->h = atoi(p); |
112 | while (*p && isdigit(*p)) p++; |
113 | } else { |
114 | ret->h = ret->w; |
115 | } |
b6b0369e |
116 | } |
117 | |
1185e3c5 |
118 | static char *encode_params(game_params *params, int full) |
b6b0369e |
119 | { |
120 | char ret[400]; |
121 | int len; |
122 | |
123 | len = sprintf(ret, "%dx%d", params->w, params->h); |
124 | assert(len < lenof(ret)); |
125 | ret[len] = '\0'; |
126 | |
127 | return dupstr(ret); |
128 | } |
129 | |
be8d5aa1 |
130 | static config_item *game_configure(game_params *params) |
b6b0369e |
131 | { |
132 | config_item *ret; |
133 | char buf[80]; |
134 | |
135 | ret = snewn(3, config_item); |
136 | |
137 | ret[0].name = "Width"; |
138 | ret[0].type = C_STRING; |
139 | sprintf(buf, "%d", params->w); |
140 | ret[0].sval = dupstr(buf); |
141 | ret[0].ival = 0; |
142 | |
143 | ret[1].name = "Height"; |
144 | ret[1].type = C_STRING; |
145 | sprintf(buf, "%d", params->h); |
146 | ret[1].sval = dupstr(buf); |
147 | ret[1].ival = 0; |
148 | |
149 | ret[2].name = NULL; |
150 | ret[2].type = C_END; |
151 | ret[2].sval = NULL; |
152 | ret[2].ival = 0; |
153 | |
154 | return ret; |
155 | } |
156 | |
be8d5aa1 |
157 | static game_params *custom_params(config_item *cfg) |
b6b0369e |
158 | { |
159 | game_params *ret = snew(game_params); |
160 | |
161 | ret->w = atoi(cfg[0].sval); |
162 | ret->h = atoi(cfg[1].sval); |
163 | |
164 | return ret; |
165 | } |
166 | |
be8d5aa1 |
167 | static char *validate_params(game_params *params) |
b6b0369e |
168 | { |
169 | if (params->w <= 0 && params->h <= 0) |
170 | return "Width and height must both be greater than zero"; |
171 | if (params->w <= 0) |
172 | return "Width must be greater than zero"; |
173 | if (params->h <= 0) |
174 | return "Height must be greater than zero"; |
175 | return NULL; |
176 | } |
177 | |
178 | /* ---------------------------------------------------------------------- |
179 | * Puzzle generation code. |
180 | * |
181 | * For this particular puzzle, it seemed important to me to ensure |
182 | * a unique solution. I do this the brute-force way, by having a |
183 | * solver algorithm alongside the generator, and repeatedly |
184 | * generating a random grid until I find one whose solution is |
185 | * unique. It turns out that this isn't too onerous on a modern PC |
186 | * provided you keep grid size below around 30. Any offers of |
187 | * better algorithms, however, will be very gratefully received. |
188 | * |
189 | * Another annoyance of this approach is that it limits the |
190 | * available puzzles to those solvable by the algorithm I've used. |
191 | * My algorithm only ever considers a single row or column at any |
192 | * one time, which means it's incapable of solving the following |
193 | * difficult example (found by Bella Image around 1995/6, when she |
194 | * and I were both doing maths degrees): |
195 | * |
196 | * 2 1 2 1 |
197 | * |
198 | * +--+--+--+--+ |
199 | * 1 1 | | | | | |
200 | * +--+--+--+--+ |
201 | * 2 | | | | | |
202 | * +--+--+--+--+ |
203 | * 1 | | | | | |
204 | * +--+--+--+--+ |
205 | * 1 | | | | | |
206 | * +--+--+--+--+ |
207 | * |
208 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
209 | * algorithm (it would require at least one row or column reading |
210 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
211 | * proved to have a unique solution: if the top left square were |
212 | * empty, then the only option for the top row would be to fill the |
213 | * two squares in the 1 columns, which would imply the squares |
214 | * below those were empty, leaving no place for the 2 in the second |
215 | * row. Contradiction. Hence the top left square is full, and the |
216 | * unique solution follows easily from that starting point. |
217 | * |
218 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
219 | * it's useful to anyone.) |
220 | */ |
221 | |
222 | static int float_compare(const void *av, const void *bv) |
223 | { |
224 | const float *a = (const float *)av; |
225 | const float *b = (const float *)bv; |
226 | if (*a < *b) |
227 | return -1; |
228 | else if (*a > *b) |
229 | return +1; |
230 | else |
231 | return 0; |
232 | } |
233 | |
234 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
235 | { |
236 | float *fgrid; |
237 | float *fgrid2; |
238 | int step, i, j; |
239 | float threshold; |
240 | |
241 | fgrid = snewn(w*h, float); |
242 | |
243 | for (i = 0; i < h; i++) { |
244 | for (j = 0; j < w; j++) { |
245 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
246 | } |
247 | } |
248 | |
249 | /* |
250 | * The above gives a completely random splattering of black and |
251 | * white cells. We want to gently bias this in favour of _some_ |
252 | * reasonably thick areas of white and black, while retaining |
253 | * some randomness and fine detail. |
254 | * |
255 | * So we evolve the starting grid using a cellular automaton. |
256 | * Currently, I'm doing something very simple indeed, which is |
257 | * to set each square to the average of the surrounding nine |
258 | * cells (or the average of fewer, if we're on a corner). |
259 | */ |
260 | for (step = 0; step < 1; step++) { |
261 | fgrid2 = snewn(w*h, float); |
262 | |
263 | for (i = 0; i < h; i++) { |
264 | for (j = 0; j < w; j++) { |
265 | float sx, xbar; |
266 | int n, p, q; |
267 | |
268 | /* |
269 | * Compute the average of the surrounding cells. |
270 | */ |
271 | n = 0; |
272 | sx = 0.F; |
273 | for (p = -1; p <= +1; p++) { |
274 | for (q = -1; q <= +1; q++) { |
275 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
276 | continue; |
29caa839 |
277 | /* |
278 | * An additional special case not mentioned |
279 | * above: if a grid dimension is 2xn then |
280 | * we do not average across that dimension |
281 | * at all. Otherwise a 2x2 grid would |
282 | * contain four identical squares. |
283 | */ |
284 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
285 | continue; |
b6b0369e |
286 | n++; |
287 | sx += fgrid[(i+p)*w+(j+q)]; |
288 | } |
289 | } |
290 | xbar = sx / n; |
291 | |
292 | fgrid2[i*w+j] = xbar; |
293 | } |
294 | } |
295 | |
296 | sfree(fgrid); |
297 | fgrid = fgrid2; |
298 | } |
299 | |
300 | fgrid2 = snewn(w*h, float); |
301 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
302 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
303 | threshold = fgrid2[w*h/2]; |
304 | sfree(fgrid2); |
305 | |
306 | for (i = 0; i < h; i++) { |
307 | for (j = 0; j < w; j++) { |
29caa839 |
308 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
309 | GRID_EMPTY); |
310 | } |
311 | } |
312 | |
313 | sfree(fgrid); |
314 | } |
315 | |
be8d5aa1 |
316 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
317 | { |
318 | int i, n; |
319 | |
320 | n = 0; |
321 | |
322 | for (i = 0; i < len; i++) { |
b6b0369e |
323 | if (start[i*step] == GRID_FULL) { |
324 | int runlen = 1; |
0526a222 |
325 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
326 | runlen++; |
327 | ret[n++] = runlen; |
328 | i += runlen; |
329 | } |
0526a222 |
330 | |
c87ce51a |
331 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
332 | return -1; |
b6b0369e |
333 | } |
334 | |
335 | return n; |
336 | } |
337 | |
338 | #define UNKNOWN 0 |
339 | #define BLOCK 1 |
340 | #define DOT 2 |
341 | #define STILL_UNKNOWN 3 |
342 | |
343 | static void do_recurse(unsigned char *known, unsigned char *deduced, |
344 | unsigned char *row, int *data, int len, |
345 | int freespace, int ndone, int lowest) |
346 | { |
347 | int i, j, k; |
348 | |
349 | if (data[ndone]) { |
350 | for (i=0; i<=freespace; i++) { |
351 | j = lowest; |
352 | for (k=0; k<i; k++) row[j++] = DOT; |
353 | for (k=0; k<data[ndone]; k++) row[j++] = BLOCK; |
354 | if (j < len) row[j++] = DOT; |
355 | do_recurse(known, deduced, row, data, len, |
356 | freespace-i, ndone+1, j); |
357 | } |
358 | } else { |
359 | for (i=lowest; i<len; i++) |
360 | row[i] = DOT; |
361 | for (i=0; i<len; i++) |
362 | if (known[i] && known[i] != row[i]) |
363 | return; |
364 | for (i=0; i<len; i++) |
365 | deduced[i] |= row[i]; |
366 | } |
367 | } |
368 | |
369 | static int do_row(unsigned char *known, unsigned char *deduced, |
370 | unsigned char *row, |
371 | unsigned char *start, int len, int step, int *data) |
372 | { |
373 | int rowlen, i, freespace, done_any; |
374 | |
375 | freespace = len+1; |
376 | for (rowlen = 0; data[rowlen]; rowlen++) |
377 | freespace -= data[rowlen]+1; |
378 | |
379 | for (i = 0; i < len; i++) { |
380 | known[i] = start[i*step]; |
381 | deduced[i] = 0; |
382 | } |
383 | |
384 | do_recurse(known, deduced, row, data, len, freespace, 0, 0); |
385 | done_any = FALSE; |
386 | for (i=0; i<len; i++) |
387 | if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { |
388 | start[i*step] = deduced[i]; |
389 | done_any = TRUE; |
390 | } |
391 | return done_any; |
392 | } |
393 | |
394 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
395 | { |
396 | int i, j, done_any, ok, ntries, max; |
397 | unsigned char *grid, *matrix, *workspace; |
398 | int *rowdata; |
399 | |
400 | grid = snewn(w*h, unsigned char); |
401 | matrix = snewn(w*h, unsigned char); |
402 | max = max(w, h); |
403 | workspace = snewn(max*3, unsigned char); |
404 | rowdata = snewn(max+1, int); |
405 | |
406 | ntries = 0; |
407 | |
408 | do { |
409 | ntries++; |
410 | |
411 | generate(rs, w, h, grid); |
412 | |
15f00e06 |
413 | /* |
414 | * The game is a bit too easy if any row or column is |
415 | * completely black or completely white. An exception is |
416 | * made for rows/columns that are under 3 squares, |
417 | * otherwise nothing will ever be successfully generated. |
418 | */ |
419 | ok = TRUE; |
420 | if (w > 2) { |
421 | for (i = 0; i < h; i++) { |
422 | int colours = 0; |
423 | for (j = 0; j < w; j++) |
424 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
425 | if (colours != 3) |
426 | ok = FALSE; |
427 | } |
428 | } |
429 | if (h > 2) { |
430 | for (j = 0; j < w; j++) { |
431 | int colours = 0; |
432 | for (i = 0; i < h; i++) |
433 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
434 | if (colours != 3) |
435 | ok = FALSE; |
436 | } |
437 | } |
438 | if (!ok) |
439 | continue; |
440 | |
b6b0369e |
441 | memset(matrix, 0, w*h); |
442 | |
443 | do { |
444 | done_any = 0; |
445 | for (i=0; i<h; i++) { |
446 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
447 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
448 | matrix+i*w, w, 1, rowdata); |
449 | } |
450 | for (i=0; i<w; i++) { |
451 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
452 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
453 | matrix+i, h, w, rowdata); |
454 | } |
455 | } while (done_any); |
456 | |
457 | ok = TRUE; |
458 | for (i=0; i<h; i++) { |
459 | for (j=0; j<w; j++) { |
460 | if (matrix[i*w+j] == UNKNOWN) |
461 | ok = FALSE; |
462 | } |
463 | } |
464 | } while (!ok); |
465 | |
466 | sfree(matrix); |
467 | sfree(workspace); |
468 | sfree(rowdata); |
469 | return grid; |
470 | } |
471 | |
3220eba4 |
472 | struct game_aux_info { |
473 | int w, h; |
474 | unsigned char *grid; |
475 | }; |
476 | |
1185e3c5 |
477 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
478 | game_aux_info **aux) |
b6b0369e |
479 | { |
480 | unsigned char *grid; |
481 | int i, j, max, rowlen, *rowdata; |
1185e3c5 |
482 | char intbuf[80], *desc; |
483 | int desclen, descpos; |
b6b0369e |
484 | |
485 | grid = generate_soluble(rs, params->w, params->h); |
486 | max = max(params->w, params->h); |
487 | rowdata = snewn(max, int); |
488 | |
489 | /* |
3220eba4 |
490 | * Save the solved game in an aux_info. |
491 | */ |
492 | { |
493 | game_aux_info *ai = snew(game_aux_info); |
494 | |
495 | ai->w = params->w; |
496 | ai->h = params->h; |
497 | ai->grid = snewn(ai->w * ai->h, unsigned char); |
498 | memcpy(ai->grid, grid, ai->w * ai->h); |
499 | |
500 | *aux = ai; |
501 | } |
502 | |
503 | /* |
b6b0369e |
504 | * Seed is a slash-separated list of row contents; each row |
505 | * contents section is a dot-separated list of integers. Row |
506 | * contents are listed in the order (columns left to right, |
507 | * then rows top to bottom). |
508 | * |
509 | * Simplest way to handle memory allocation is to make two |
510 | * passes, first computing the seed size and then writing it |
511 | * out. |
512 | */ |
1185e3c5 |
513 | desclen = 0; |
b6b0369e |
514 | for (i = 0; i < params->w + params->h; i++) { |
515 | if (i < params->w) |
516 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
517 | else |
518 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
519 | params->w, 1); |
520 | if (rowlen > 0) { |
521 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
522 | desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
b6b0369e |
523 | } |
524 | } else { |
1185e3c5 |
525 | desclen++; |
b6b0369e |
526 | } |
527 | } |
1185e3c5 |
528 | desc = snewn(desclen, char); |
529 | descpos = 0; |
b6b0369e |
530 | for (i = 0; i < params->w + params->h; i++) { |
531 | if (i < params->w) |
532 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
533 | else |
534 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
535 | params->w, 1); |
536 | if (rowlen > 0) { |
537 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
538 | int len = sprintf(desc+descpos, "%d", rowdata[j]); |
b6b0369e |
539 | if (j+1 < rowlen) |
1185e3c5 |
540 | desc[descpos + len] = '.'; |
b6b0369e |
541 | else |
1185e3c5 |
542 | desc[descpos + len] = '/'; |
543 | descpos += len+1; |
b6b0369e |
544 | } |
545 | } else { |
1185e3c5 |
546 | desc[descpos++] = '/'; |
b6b0369e |
547 | } |
548 | } |
1185e3c5 |
549 | assert(descpos == desclen); |
550 | assert(desc[desclen-1] == '/'); |
551 | desc[desclen-1] = '\0'; |
b6b0369e |
552 | sfree(rowdata); |
1185e3c5 |
553 | return desc; |
b6b0369e |
554 | } |
555 | |
2ac6d24e |
556 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
557 | { |
3220eba4 |
558 | sfree(aux->grid); |
559 | sfree(aux); |
6f2d8d7c |
560 | } |
561 | |
1185e3c5 |
562 | static char *validate_desc(game_params *params, char *desc) |
b6b0369e |
563 | { |
564 | int i, n, rowspace; |
565 | char *p; |
566 | |
567 | for (i = 0; i < params->w + params->h; i++) { |
568 | if (i < params->w) |
569 | rowspace = params->h + 1; |
570 | else |
571 | rowspace = params->w + 1; |
572 | |
1185e3c5 |
573 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
574 | do { |
1185e3c5 |
575 | p = desc; |
576 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
577 | n = atoi(p); |
578 | rowspace -= n+1; |
579 | |
580 | if (rowspace < 0) { |
581 | if (i < params->w) |
582 | return "at least one column contains more numbers than will fit"; |
583 | else |
584 | return "at least one row contains more numbers than will fit"; |
585 | } |
1185e3c5 |
586 | } while (*desc++ == '.'); |
b6b0369e |
587 | } else { |
1185e3c5 |
588 | desc++; /* expect a slash immediately */ |
b6b0369e |
589 | } |
590 | |
1185e3c5 |
591 | if (desc[-1] == '/') { |
b6b0369e |
592 | if (i+1 == params->w + params->h) |
593 | return "too many row/column specifications"; |
1185e3c5 |
594 | } else if (desc[-1] == '\0') { |
b6b0369e |
595 | if (i+1 < params->w + params->h) |
596 | return "too few row/column specifications"; |
597 | } else |
598 | return "unrecognised character in game specification"; |
599 | } |
600 | |
601 | return NULL; |
602 | } |
603 | |
1185e3c5 |
604 | static game_state *new_game(game_params *params, char *desc) |
b6b0369e |
605 | { |
606 | int i; |
607 | char *p; |
608 | game_state *state = snew(game_state); |
609 | |
610 | state->w = params->w; |
611 | state->h = params->h; |
612 | |
613 | state->grid = snewn(state->w * state->h, unsigned char); |
614 | memset(state->grid, GRID_UNKNOWN, state->w * state->h); |
615 | |
616 | state->rowsize = max(state->w, state->h); |
617 | state->rowdata = snewn(state->rowsize * (state->w + state->h), int); |
618 | state->rowlen = snewn(state->w + state->h, int); |
619 | |
2ac6d24e |
620 | state->completed = state->cheated = FALSE; |
b6b0369e |
621 | |
622 | for (i = 0; i < params->w + params->h; i++) { |
623 | state->rowlen[i] = 0; |
1185e3c5 |
624 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
625 | do { |
1185e3c5 |
626 | p = desc; |
627 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
628 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
629 | atoi(p); |
1185e3c5 |
630 | } while (*desc++ == '.'); |
b6b0369e |
631 | } else { |
1185e3c5 |
632 | desc++; /* expect a slash immediately */ |
b6b0369e |
633 | } |
634 | } |
635 | |
636 | return state; |
637 | } |
638 | |
be8d5aa1 |
639 | static game_state *dup_game(game_state *state) |
b6b0369e |
640 | { |
641 | game_state *ret = snew(game_state); |
642 | |
643 | ret->w = state->w; |
644 | ret->h = state->h; |
645 | |
646 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
647 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
648 | |
649 | ret->rowsize = state->rowsize; |
650 | ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); |
651 | ret->rowlen = snewn(ret->w + ret->h, int); |
652 | memcpy(ret->rowdata, state->rowdata, |
653 | ret->rowsize * (ret->w + ret->h) * sizeof(int)); |
654 | memcpy(ret->rowlen, state->rowlen, |
655 | (ret->w + ret->h) * sizeof(int)); |
656 | |
657 | ret->completed = state->completed; |
2ac6d24e |
658 | ret->cheated = state->cheated; |
b6b0369e |
659 | |
660 | return ret; |
661 | } |
662 | |
be8d5aa1 |
663 | static void free_game(game_state *state) |
b6b0369e |
664 | { |
665 | sfree(state->rowdata); |
666 | sfree(state->rowlen); |
667 | sfree(state->grid); |
668 | sfree(state); |
669 | } |
670 | |
3220eba4 |
671 | static game_state *solve_game(game_state *state, game_aux_info *ai, |
2ac6d24e |
672 | char **error) |
673 | { |
674 | game_state *ret; |
675 | |
3220eba4 |
676 | ret = dup_game(state); |
677 | ret->completed = ret->cheated = TRUE; |
678 | |
2ac6d24e |
679 | /* |
3220eba4 |
680 | * If we already have the solved state in an aux_info, copy it |
681 | * out. |
2ac6d24e |
682 | */ |
3220eba4 |
683 | if (ai) { |
2ac6d24e |
684 | |
3220eba4 |
685 | assert(ret->w == ai->w); |
686 | assert(ret->h == ai->h); |
687 | memcpy(ret->grid, ai->grid, ai->w * ai->h); |
2ac6d24e |
688 | |
3220eba4 |
689 | } else { |
2ac6d24e |
690 | int w = state->w, h = state->h, i, j, done_any, max; |
691 | unsigned char *matrix, *workspace; |
692 | int *rowdata; |
693 | |
694 | matrix = snewn(w*h, unsigned char); |
695 | max = max(w, h); |
696 | workspace = snewn(max*3, unsigned char); |
697 | rowdata = snewn(max+1, int); |
698 | |
699 | memset(matrix, 0, w*h); |
700 | |
701 | do { |
702 | done_any = 0; |
703 | for (i=0; i<h; i++) { |
704 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
705 | max*sizeof(int)); |
706 | rowdata[state->rowlen[w+i]] = 0; |
707 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
708 | matrix+i*w, w, 1, rowdata); |
709 | } |
710 | for (i=0; i<w; i++) { |
711 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
712 | rowdata[state->rowlen[i]] = 0; |
713 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
714 | matrix+i, h, w, rowdata); |
715 | } |
716 | } while (done_any); |
717 | |
718 | for (i = 0; i < h; i++) { |
719 | for (j = 0; j < w; j++) { |
720 | int c = (matrix[i*w+j] == BLOCK ? GRID_FULL : |
721 | matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN); |
722 | ret->grid[i*w+j] = c; |
723 | if (c == GRID_UNKNOWN) |
724 | ret->completed = FALSE; |
725 | } |
726 | } |
727 | |
728 | if (!ret->completed) { |
729 | free_game(ret); |
730 | *error = "Solving algorithm cannot complete this puzzle"; |
731 | return NULL; |
732 | } |
733 | } |
734 | |
735 | return ret; |
736 | } |
737 | |
9b4b03d3 |
738 | static char *game_text_format(game_state *state) |
739 | { |
740 | return NULL; |
741 | } |
742 | |
b6b0369e |
743 | struct game_ui { |
744 | int dragging; |
745 | int drag_start_x; |
746 | int drag_start_y; |
747 | int drag_end_x; |
748 | int drag_end_y; |
749 | int drag, release, state; |
750 | }; |
751 | |
be8d5aa1 |
752 | static game_ui *new_ui(game_state *state) |
b6b0369e |
753 | { |
754 | game_ui *ret; |
755 | |
756 | ret = snew(game_ui); |
757 | ret->dragging = FALSE; |
758 | |
759 | return ret; |
760 | } |
761 | |
be8d5aa1 |
762 | static void free_ui(game_ui *ui) |
b6b0369e |
763 | { |
764 | sfree(ui); |
765 | } |
766 | |
be8d5aa1 |
767 | static game_state *make_move(game_state *from, game_ui *ui, |
768 | int x, int y, int button) |
b6b0369e |
769 | { |
770 | game_state *ret; |
771 | |
f0ee053c |
772 | button &= ~MOD_MASK; |
773 | |
b6b0369e |
774 | x = FROMCOORD(from->w, x); |
775 | y = FROMCOORD(from->h, y); |
776 | |
777 | if (x >= 0 && x < from->w && y >= 0 && y < from->h && |
778 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
779 | button == MIDDLE_BUTTON)) { |
780 | |
781 | ui->dragging = TRUE; |
782 | |
783 | if (button == LEFT_BUTTON) { |
784 | ui->drag = LEFT_DRAG; |
785 | ui->release = LEFT_RELEASE; |
786 | ui->state = GRID_FULL; |
787 | } else if (button == RIGHT_BUTTON) { |
788 | ui->drag = RIGHT_DRAG; |
789 | ui->release = RIGHT_RELEASE; |
790 | ui->state = GRID_EMPTY; |
791 | } else /* if (button == MIDDLE_BUTTON) */ { |
792 | ui->drag = MIDDLE_DRAG; |
793 | ui->release = MIDDLE_RELEASE; |
794 | ui->state = GRID_UNKNOWN; |
795 | } |
796 | |
797 | ui->drag_start_x = ui->drag_end_x = x; |
798 | ui->drag_start_y = ui->drag_end_y = y; |
799 | |
800 | return from; /* UI activity occurred */ |
801 | } |
802 | |
803 | if (ui->dragging && button == ui->drag) { |
804 | /* |
805 | * There doesn't seem much point in allowing a rectangle |
806 | * drag; people will generally only want to drag a single |
807 | * horizontal or vertical line, so we make that easy by |
808 | * snapping to it. |
809 | * |
810 | * Exception: if we're _middle_-button dragging to tag |
811 | * things as UNKNOWN, we may well want to trash an entire |
812 | * area and start over! |
813 | */ |
814 | if (ui->state != GRID_UNKNOWN) { |
815 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
816 | y = ui->drag_start_y; |
817 | else |
818 | x = ui->drag_start_x; |
819 | } |
820 | |
821 | if (x < 0) x = 0; |
822 | if (y < 0) y = 0; |
823 | if (x >= from->w) x = from->w - 1; |
824 | if (y >= from->h) y = from->h - 1; |
825 | |
826 | ui->drag_end_x = x; |
827 | ui->drag_end_y = y; |
828 | |
829 | return from; /* UI activity occurred */ |
830 | } |
831 | |
832 | if (ui->dragging && button == ui->release) { |
833 | int x1, x2, y1, y2, xx, yy; |
834 | int move_needed = FALSE; |
835 | |
836 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
837 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
838 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
839 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
840 | |
841 | for (yy = y1; yy <= y2; yy++) |
842 | for (xx = x1; xx <= x2; xx++) |
843 | if (from->grid[yy * from->w + xx] != ui->state) |
844 | move_needed = TRUE; |
845 | |
846 | ui->dragging = FALSE; |
847 | |
848 | if (move_needed) { |
849 | ret = dup_game(from); |
850 | for (yy = y1; yy <= y2; yy++) |
851 | for (xx = x1; xx <= x2; xx++) |
852 | ret->grid[yy * ret->w + xx] = ui->state; |
853 | |
854 | /* |
855 | * An actual change, so check to see if we've completed |
856 | * the game. |
857 | */ |
858 | if (!ret->completed) { |
859 | int *rowdata = snewn(ret->rowsize, int); |
860 | int i, len; |
861 | |
862 | ret->completed = TRUE; |
863 | |
864 | for (i=0; i<ret->w; i++) { |
865 | len = compute_rowdata(rowdata, |
866 | ret->grid+i, ret->h, ret->w); |
867 | if (len != ret->rowlen[i] || |
868 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
869 | len * sizeof(int))) { |
870 | ret->completed = FALSE; |
871 | break; |
872 | } |
873 | } |
874 | for (i=0; i<ret->h; i++) { |
875 | len = compute_rowdata(rowdata, |
876 | ret->grid+i*ret->w, ret->w, 1); |
877 | if (len != ret->rowlen[i+ret->w] || |
878 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
879 | len * sizeof(int))) { |
880 | ret->completed = FALSE; |
881 | break; |
882 | } |
883 | } |
884 | |
885 | sfree(rowdata); |
886 | } |
887 | |
888 | return ret; |
889 | } else |
890 | return from; /* UI activity occurred */ |
891 | } |
892 | |
893 | return NULL; |
894 | } |
895 | |
896 | /* ---------------------------------------------------------------------- |
897 | * Drawing routines. |
898 | */ |
899 | |
900 | struct game_drawstate { |
901 | int started; |
902 | int w, h; |
903 | unsigned char *visible; |
904 | }; |
905 | |
be8d5aa1 |
906 | static void game_size(game_params *params, int *x, int *y) |
b6b0369e |
907 | { |
908 | *x = SIZE(params->w); |
909 | *y = SIZE(params->h); |
910 | } |
911 | |
be8d5aa1 |
912 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
b6b0369e |
913 | { |
914 | float *ret = snewn(3 * NCOLOURS, float); |
915 | |
916 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
917 | |
918 | ret[COL_GRID * 3 + 0] = 0.3F; |
919 | ret[COL_GRID * 3 + 1] = 0.3F; |
920 | ret[COL_GRID * 3 + 2] = 0.3F; |
921 | |
922 | ret[COL_UNKNOWN * 3 + 0] = 0.5F; |
923 | ret[COL_UNKNOWN * 3 + 1] = 0.5F; |
924 | ret[COL_UNKNOWN * 3 + 2] = 0.5F; |
925 | |
926 | ret[COL_FULL * 3 + 0] = 0.0F; |
927 | ret[COL_FULL * 3 + 1] = 0.0F; |
928 | ret[COL_FULL * 3 + 2] = 0.0F; |
929 | |
930 | ret[COL_EMPTY * 3 + 0] = 1.0F; |
931 | ret[COL_EMPTY * 3 + 1] = 1.0F; |
932 | ret[COL_EMPTY * 3 + 2] = 1.0F; |
933 | |
934 | *ncolours = NCOLOURS; |
935 | return ret; |
936 | } |
937 | |
be8d5aa1 |
938 | static game_drawstate *game_new_drawstate(game_state *state) |
b6b0369e |
939 | { |
940 | struct game_drawstate *ds = snew(struct game_drawstate); |
941 | |
942 | ds->started = FALSE; |
943 | ds->w = state->w; |
944 | ds->h = state->h; |
945 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
946 | memset(ds->visible, 255, ds->w * ds->h); |
947 | |
948 | return ds; |
949 | } |
950 | |
be8d5aa1 |
951 | static void game_free_drawstate(game_drawstate *ds) |
b6b0369e |
952 | { |
953 | sfree(ds->visible); |
954 | sfree(ds); |
955 | } |
956 | |
957 | static void grid_square(frontend *fe, game_drawstate *ds, |
958 | int y, int x, int state) |
959 | { |
960 | int xl, xr, yt, yb; |
961 | |
962 | draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
963 | TILE_SIZE, TILE_SIZE, COL_GRID); |
964 | |
965 | xl = (x % 5 == 0 ? 1 : 0); |
966 | yt = (y % 5 == 0 ? 1 : 0); |
967 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
968 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
969 | |
970 | draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, |
971 | TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, |
972 | (state == GRID_FULL ? COL_FULL : |
973 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
974 | |
975 | draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
976 | TILE_SIZE, TILE_SIZE); |
977 | } |
978 | |
be8d5aa1 |
979 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
b6b0369e |
980 | game_state *state, int dir, game_ui *ui, |
981 | float animtime, float flashtime) |
982 | { |
983 | int i, j; |
984 | int x1, x2, y1, y2; |
985 | |
986 | if (!ds->started) { |
987 | /* |
988 | * The initial contents of the window are not guaranteed |
989 | * and can vary with front ends. To be on the safe side, |
990 | * all games should start by drawing a big background- |
991 | * colour rectangle covering the whole window. |
992 | */ |
993 | draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
994 | |
995 | /* |
996 | * Draw the numbers. |
997 | */ |
998 | for (i = 0; i < ds->w + ds->h; i++) { |
999 | int rowlen = state->rowlen[i]; |
1000 | int *rowdata = state->rowdata + state->rowsize * i; |
1001 | int nfit; |
1002 | |
1003 | /* |
1004 | * Normally I space the numbers out by the same |
1005 | * distance as the tile size. However, if there are |
1006 | * more numbers than available spaces, I have to squash |
1007 | * them up a bit. |
1008 | */ |
1009 | nfit = max(rowlen, TLBORDER(ds->h))-1; |
1010 | assert(nfit > 0); |
1011 | |
1012 | for (j = 0; j < rowlen; j++) { |
1013 | int x, y; |
1014 | char str[80]; |
1015 | |
1016 | if (i < ds->w) { |
1017 | x = TOCOORD(ds->w, i); |
1018 | y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1); |
1019 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1020 | } else { |
1021 | y = TOCOORD(ds->h, i - ds->w); |
1022 | x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1); |
1023 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1024 | } |
1025 | |
1026 | sprintf(str, "%d", rowdata[j]); |
1027 | draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1028 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, |
1029 | COL_FULL, str); /* FIXME: COL_TEXT */ |
1030 | } |
1031 | } |
1032 | |
1033 | /* |
1034 | * Draw the grid outline. |
1035 | */ |
1036 | draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1037 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1038 | COL_GRID); |
1039 | |
1040 | ds->started = TRUE; |
1041 | |
1042 | draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
1043 | } |
1044 | |
1045 | if (ui->dragging) { |
1046 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1047 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1048 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1049 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1050 | } else { |
1051 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1052 | } |
1053 | |
1054 | /* |
1055 | * Now draw any grid squares which have changed since last |
1056 | * redraw. |
1057 | */ |
1058 | for (i = 0; i < ds->h; i++) { |
1059 | for (j = 0; j < ds->w; j++) { |
1060 | int val; |
1061 | |
1062 | /* |
1063 | * Work out what state this square should be drawn in, |
1064 | * taking any current drag operation into account. |
1065 | */ |
1066 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1067 | val = ui->state; |
1068 | else |
1069 | val = state->grid[i * state->w + j]; |
1070 | |
1071 | /* |
1072 | * Briefly invert everything twice during a completion |
1073 | * flash. |
1074 | */ |
1075 | if (flashtime > 0 && |
1076 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1077 | val != GRID_UNKNOWN) |
1078 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1079 | |
1080 | if (ds->visible[i * ds->w + j] != val) { |
1081 | grid_square(fe, ds, i, j, val); |
1082 | ds->visible[i * ds->w + j] = val; |
1083 | } |
1084 | } |
1085 | } |
1086 | } |
1087 | |
be8d5aa1 |
1088 | static float game_anim_length(game_state *oldstate, |
1089 | game_state *newstate, int dir) |
b6b0369e |
1090 | { |
1091 | return 0.0F; |
1092 | } |
1093 | |
be8d5aa1 |
1094 | static float game_flash_length(game_state *oldstate, |
1095 | game_state *newstate, int dir) |
b6b0369e |
1096 | { |
2ac6d24e |
1097 | if (!oldstate->completed && newstate->completed && |
1098 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1099 | return FLASH_TIME; |
1100 | return 0.0F; |
1101 | } |
1102 | |
be8d5aa1 |
1103 | static int game_wants_statusbar(void) |
b6b0369e |
1104 | { |
1105 | return FALSE; |
1106 | } |
be8d5aa1 |
1107 | |
1108 | #ifdef COMBINED |
1109 | #define thegame pattern |
1110 | #endif |
1111 | |
1112 | const struct game thegame = { |
1d228b10 |
1113 | "Pattern", "games.pattern", |
be8d5aa1 |
1114 | default_params, |
1115 | game_fetch_preset, |
1116 | decode_params, |
1117 | encode_params, |
1118 | free_params, |
1119 | dup_params, |
1d228b10 |
1120 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1121 | validate_params, |
1185e3c5 |
1122 | new_game_desc, |
6f2d8d7c |
1123 | game_free_aux_info, |
1185e3c5 |
1124 | validate_desc, |
be8d5aa1 |
1125 | new_game, |
1126 | dup_game, |
1127 | free_game, |
2ac6d24e |
1128 | TRUE, solve_game, |
9b4b03d3 |
1129 | FALSE, game_text_format, |
be8d5aa1 |
1130 | new_ui, |
1131 | free_ui, |
1132 | make_move, |
1133 | game_size, |
1134 | game_colours, |
1135 | game_new_drawstate, |
1136 | game_free_drawstate, |
1137 | game_redraw, |
1138 | game_anim_length, |
1139 | game_flash_length, |
1140 | game_wants_statusbar, |
1141 | }; |
329b3f06 |
1142 | |
1143 | #ifdef STANDALONE_SOLVER |
1144 | |
1145 | /* |
1146 | * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c |
1147 | */ |
1148 | |
1149 | #include <stdarg.h> |
1150 | |
1151 | void frontend_default_colour(frontend *fe, float *output) {} |
1152 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
1153 | int align, int colour, char *text) {} |
1154 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} |
1155 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} |
1156 | void draw_polygon(frontend *fe, int *coords, int npoints, |
1157 | int fill, int colour) {} |
1158 | void clip(frontend *fe, int x, int y, int w, int h) {} |
1159 | void unclip(frontend *fe) {} |
1160 | void start_draw(frontend *fe) {} |
1161 | void draw_update(frontend *fe, int x, int y, int w, int h) {} |
1162 | void end_draw(frontend *fe) {} |
1163 | unsigned long random_upto(random_state *state, unsigned long limit) |
1164 | { assert(!"Shouldn't get randomness"); return 0; } |
1165 | |
1166 | void fatal(char *fmt, ...) |
1167 | { |
1168 | va_list ap; |
1169 | |
1170 | fprintf(stderr, "fatal error: "); |
1171 | |
1172 | va_start(ap, fmt); |
1173 | vfprintf(stderr, fmt, ap); |
1174 | va_end(ap); |
1175 | |
1176 | fprintf(stderr, "\n"); |
1177 | exit(1); |
1178 | } |
1179 | |
1180 | int main(int argc, char **argv) |
1181 | { |
1182 | game_params *p; |
1183 | game_state *s; |
1184 | int recurse = TRUE; |
1185e3c5 |
1185 | char *id = NULL, *desc, *err; |
329b3f06 |
1186 | int y, x; |
1187 | int grade = FALSE; |
1188 | |
1189 | while (--argc > 0) { |
1190 | char *p = *++argv; |
1191 | if (*p == '-') { |
1192 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]); |
1193 | return 1; |
1194 | } else { |
1195 | id = p; |
1196 | } |
1197 | } |
1198 | |
1199 | if (!id) { |
1200 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1201 | return 1; |
1202 | } |
1203 | |
1185e3c5 |
1204 | desc = strchr(id, ':'); |
1205 | if (!desc) { |
329b3f06 |
1206 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1207 | return 1; |
1208 | } |
1185e3c5 |
1209 | *desc++ = '\0'; |
329b3f06 |
1210 | |
1733f4ca |
1211 | p = default_params(); |
1212 | decode_params(p, id); |
1185e3c5 |
1213 | err = validate_desc(p, desc); |
329b3f06 |
1214 | if (err) { |
1215 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1216 | return 1; |
1217 | } |
1185e3c5 |
1218 | s = new_game(p, desc); |
329b3f06 |
1219 | |
1220 | { |
1221 | int w = p->w, h = p->h, i, j, done_any, max; |
1222 | unsigned char *matrix, *workspace; |
1223 | int *rowdata; |
1224 | |
1225 | matrix = snewn(w*h, unsigned char); |
1226 | max = max(w, h); |
1227 | workspace = snewn(max*3, unsigned char); |
1228 | rowdata = snewn(max+1, int); |
1229 | |
1230 | memset(matrix, 0, w*h); |
1231 | |
1232 | do { |
1233 | done_any = 0; |
1234 | for (i=0; i<h; i++) { |
1235 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1236 | max*sizeof(int)); |
1237 | rowdata[s->rowlen[w+i]] = 0; |
1238 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1239 | matrix+i*w, w, 1, rowdata); |
1240 | } |
1241 | for (i=0; i<w; i++) { |
1242 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1243 | rowdata[s->rowlen[i]] = 0; |
1244 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1245 | matrix+i, h, w, rowdata); |
1246 | } |
1247 | } while (done_any); |
1248 | |
1249 | for (i = 0; i < h; i++) { |
1250 | for (j = 0; j < w; j++) { |
1251 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1252 | matrix[i*w+j] == BLOCK ? '#' : |
1253 | matrix[i*w+j] == DOT ? '.' : |
1254 | '!'); |
1255 | putchar(c); |
1256 | } |
1257 | printf("\n"); |
1258 | } |
1259 | } |
1260 | |
1261 | return 0; |
1262 | } |
1263 | |
1264 | #endif |