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