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 | |
b6b0369e |
14 | enum { |
15 | COL_BACKGROUND, |
16 | COL_EMPTY, |
17 | COL_FULL, |
18 | COL_UNKNOWN, |
19 | COL_GRID, |
20 | NCOLOURS |
21 | }; |
22 | |
1e3e152d |
23 | #define PREFERRED_TILE_SIZE 24 |
24 | #define TILE_SIZE (ds->tilesize) |
25 | #define BORDER (3 * TILE_SIZE / 4) |
b6b0369e |
26 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
1e3e152d |
27 | #define GUTTER (TILE_SIZE / 2) |
b6b0369e |
28 | |
29 | #define FROMCOORD(d, x) \ |
30 | ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) |
31 | |
32 | #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) |
1e3e152d |
33 | #define GETTILESIZE(d, w) (w / (2 + TLBORDER(d) + (d))) |
b6b0369e |
34 | |
35 | #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) |
36 | |
37 | struct game_params { |
38 | int w, h; |
39 | }; |
40 | |
41 | #define GRID_UNKNOWN 2 |
42 | #define GRID_FULL 1 |
43 | #define GRID_EMPTY 0 |
44 | |
45 | struct game_state { |
46 | int w, h; |
47 | unsigned char *grid; |
48 | int rowsize; |
49 | int *rowdata, *rowlen; |
2ac6d24e |
50 | int completed, cheated; |
b6b0369e |
51 | }; |
52 | |
53 | #define FLASH_TIME 0.13F |
54 | |
be8d5aa1 |
55 | static game_params *default_params(void) |
b6b0369e |
56 | { |
57 | game_params *ret = snew(game_params); |
58 | |
59 | ret->w = ret->h = 15; |
60 | |
61 | return ret; |
62 | } |
63 | |
ab53eb64 |
64 | static const struct game_params pattern_presets[] = { |
65 | {10, 10}, |
66 | {15, 15}, |
67 | {20, 20}, |
68 | #ifndef SLOW_SYSTEM |
69 | {25, 25}, |
70 | {30, 30}, |
71 | #endif |
72 | }; |
73 | |
be8d5aa1 |
74 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
75 | { |
76 | game_params *ret; |
77 | char str[80]; |
ab53eb64 |
78 | |
79 | if (i < 0 || i >= lenof(pattern_presets)) |
b6b0369e |
80 | return FALSE; |
81 | |
82 | ret = snew(game_params); |
ab53eb64 |
83 | *ret = pattern_presets[i]; |
b6b0369e |
84 | |
85 | sprintf(str, "%dx%d", ret->w, ret->h); |
86 | |
87 | *name = dupstr(str); |
88 | *params = ret; |
89 | return TRUE; |
90 | } |
91 | |
be8d5aa1 |
92 | static void free_params(game_params *params) |
b6b0369e |
93 | { |
94 | sfree(params); |
95 | } |
96 | |
be8d5aa1 |
97 | static game_params *dup_params(game_params *params) |
b6b0369e |
98 | { |
99 | game_params *ret = snew(game_params); |
100 | *ret = *params; /* structure copy */ |
101 | return ret; |
102 | } |
103 | |
1185e3c5 |
104 | static void decode_params(game_params *ret, char const *string) |
b6b0369e |
105 | { |
b6b0369e |
106 | char const *p = string; |
107 | |
108 | ret->w = atoi(p); |
109 | while (*p && isdigit(*p)) p++; |
110 | if (*p == 'x') { |
111 | p++; |
112 | ret->h = atoi(p); |
113 | while (*p && isdigit(*p)) p++; |
114 | } else { |
115 | ret->h = ret->w; |
116 | } |
b6b0369e |
117 | } |
118 | |
1185e3c5 |
119 | static char *encode_params(game_params *params, int full) |
b6b0369e |
120 | { |
121 | char ret[400]; |
122 | int len; |
123 | |
124 | len = sprintf(ret, "%dx%d", params->w, params->h); |
125 | assert(len < lenof(ret)); |
126 | ret[len] = '\0'; |
127 | |
128 | return dupstr(ret); |
129 | } |
130 | |
be8d5aa1 |
131 | static config_item *game_configure(game_params *params) |
b6b0369e |
132 | { |
133 | config_item *ret; |
134 | char buf[80]; |
135 | |
136 | ret = snewn(3, config_item); |
137 | |
138 | ret[0].name = "Width"; |
139 | ret[0].type = C_STRING; |
140 | sprintf(buf, "%d", params->w); |
141 | ret[0].sval = dupstr(buf); |
142 | ret[0].ival = 0; |
143 | |
144 | ret[1].name = "Height"; |
145 | ret[1].type = C_STRING; |
146 | sprintf(buf, "%d", params->h); |
147 | ret[1].sval = dupstr(buf); |
148 | ret[1].ival = 0; |
149 | |
150 | ret[2].name = NULL; |
151 | ret[2].type = C_END; |
152 | ret[2].sval = NULL; |
153 | ret[2].ival = 0; |
154 | |
155 | return ret; |
156 | } |
157 | |
be8d5aa1 |
158 | static game_params *custom_params(config_item *cfg) |
b6b0369e |
159 | { |
160 | game_params *ret = snew(game_params); |
161 | |
162 | ret->w = atoi(cfg[0].sval); |
163 | ret->h = atoi(cfg[1].sval); |
164 | |
165 | return ret; |
166 | } |
167 | |
be8d5aa1 |
168 | static char *validate_params(game_params *params) |
b6b0369e |
169 | { |
ab53eb64 |
170 | if (params->w <= 0 || params->h <= 0) |
b6b0369e |
171 | return "Width and height must both be greater than zero"; |
b6b0369e |
172 | return NULL; |
173 | } |
174 | |
175 | /* ---------------------------------------------------------------------- |
176 | * Puzzle generation code. |
177 | * |
178 | * For this particular puzzle, it seemed important to me to ensure |
179 | * a unique solution. I do this the brute-force way, by having a |
180 | * solver algorithm alongside the generator, and repeatedly |
181 | * generating a random grid until I find one whose solution is |
182 | * unique. It turns out that this isn't too onerous on a modern PC |
183 | * provided you keep grid size below around 30. Any offers of |
184 | * better algorithms, however, will be very gratefully received. |
185 | * |
186 | * Another annoyance of this approach is that it limits the |
187 | * available puzzles to those solvable by the algorithm I've used. |
188 | * My algorithm only ever considers a single row or column at any |
189 | * one time, which means it's incapable of solving the following |
190 | * difficult example (found by Bella Image around 1995/6, when she |
191 | * and I were both doing maths degrees): |
192 | * |
193 | * 2 1 2 1 |
194 | * |
195 | * +--+--+--+--+ |
196 | * 1 1 | | | | | |
197 | * +--+--+--+--+ |
198 | * 2 | | | | | |
199 | * +--+--+--+--+ |
200 | * 1 | | | | | |
201 | * +--+--+--+--+ |
202 | * 1 | | | | | |
203 | * +--+--+--+--+ |
204 | * |
205 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
206 | * algorithm (it would require at least one row or column reading |
207 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
208 | * proved to have a unique solution: if the top left square were |
209 | * empty, then the only option for the top row would be to fill the |
210 | * two squares in the 1 columns, which would imply the squares |
211 | * below those were empty, leaving no place for the 2 in the second |
212 | * row. Contradiction. Hence the top left square is full, and the |
213 | * unique solution follows easily from that starting point. |
214 | * |
215 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
216 | * it's useful to anyone.) |
217 | */ |
218 | |
219 | static int float_compare(const void *av, const void *bv) |
220 | { |
221 | const float *a = (const float *)av; |
222 | const float *b = (const float *)bv; |
223 | if (*a < *b) |
224 | return -1; |
225 | else if (*a > *b) |
226 | return +1; |
227 | else |
228 | return 0; |
229 | } |
230 | |
231 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
232 | { |
233 | float *fgrid; |
234 | float *fgrid2; |
235 | int step, i, j; |
236 | float threshold; |
237 | |
238 | fgrid = snewn(w*h, float); |
239 | |
240 | for (i = 0; i < h; i++) { |
241 | for (j = 0; j < w; j++) { |
242 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
243 | } |
244 | } |
245 | |
246 | /* |
247 | * The above gives a completely random splattering of black and |
248 | * white cells. We want to gently bias this in favour of _some_ |
249 | * reasonably thick areas of white and black, while retaining |
250 | * some randomness and fine detail. |
251 | * |
252 | * So we evolve the starting grid using a cellular automaton. |
253 | * Currently, I'm doing something very simple indeed, which is |
254 | * to set each square to the average of the surrounding nine |
255 | * cells (or the average of fewer, if we're on a corner). |
256 | */ |
257 | for (step = 0; step < 1; step++) { |
258 | fgrid2 = snewn(w*h, float); |
259 | |
260 | for (i = 0; i < h; i++) { |
261 | for (j = 0; j < w; j++) { |
262 | float sx, xbar; |
263 | int n, p, q; |
264 | |
265 | /* |
266 | * Compute the average of the surrounding cells. |
267 | */ |
268 | n = 0; |
269 | sx = 0.F; |
270 | for (p = -1; p <= +1; p++) { |
271 | for (q = -1; q <= +1; q++) { |
272 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
273 | continue; |
29caa839 |
274 | /* |
275 | * An additional special case not mentioned |
276 | * above: if a grid dimension is 2xn then |
277 | * we do not average across that dimension |
278 | * at all. Otherwise a 2x2 grid would |
279 | * contain four identical squares. |
280 | */ |
281 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
282 | continue; |
b6b0369e |
283 | n++; |
284 | sx += fgrid[(i+p)*w+(j+q)]; |
285 | } |
286 | } |
287 | xbar = sx / n; |
288 | |
289 | fgrid2[i*w+j] = xbar; |
290 | } |
291 | } |
292 | |
293 | sfree(fgrid); |
294 | fgrid = fgrid2; |
295 | } |
296 | |
297 | fgrid2 = snewn(w*h, float); |
298 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
299 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
300 | threshold = fgrid2[w*h/2]; |
301 | sfree(fgrid2); |
302 | |
303 | for (i = 0; i < h; i++) { |
304 | for (j = 0; j < w; j++) { |
29caa839 |
305 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
306 | GRID_EMPTY); |
307 | } |
308 | } |
309 | |
310 | sfree(fgrid); |
311 | } |
312 | |
be8d5aa1 |
313 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
314 | { |
315 | int i, n; |
316 | |
317 | n = 0; |
318 | |
319 | for (i = 0; i < len; i++) { |
b6b0369e |
320 | if (start[i*step] == GRID_FULL) { |
321 | int runlen = 1; |
0526a222 |
322 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
323 | runlen++; |
324 | ret[n++] = runlen; |
325 | i += runlen; |
326 | } |
0526a222 |
327 | |
c87ce51a |
328 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
329 | return -1; |
b6b0369e |
330 | } |
331 | |
332 | return n; |
333 | } |
334 | |
335 | #define UNKNOWN 0 |
336 | #define BLOCK 1 |
337 | #define DOT 2 |
338 | #define STILL_UNKNOWN 3 |
339 | |
340 | static void do_recurse(unsigned char *known, unsigned char *deduced, |
341 | unsigned char *row, int *data, int len, |
342 | int freespace, int ndone, int lowest) |
343 | { |
344 | int i, j, k; |
345 | |
346 | if (data[ndone]) { |
347 | for (i=0; i<=freespace; i++) { |
348 | j = lowest; |
349 | for (k=0; k<i; k++) row[j++] = DOT; |
350 | for (k=0; k<data[ndone]; k++) row[j++] = BLOCK; |
351 | if (j < len) row[j++] = DOT; |
352 | do_recurse(known, deduced, row, data, len, |
353 | freespace-i, ndone+1, j); |
354 | } |
355 | } else { |
356 | for (i=lowest; i<len; i++) |
357 | row[i] = DOT; |
358 | for (i=0; i<len; i++) |
359 | if (known[i] && known[i] != row[i]) |
360 | return; |
361 | for (i=0; i<len; i++) |
362 | deduced[i] |= row[i]; |
363 | } |
364 | } |
365 | |
366 | static int do_row(unsigned char *known, unsigned char *deduced, |
367 | unsigned char *row, |
368 | unsigned char *start, int len, int step, int *data) |
369 | { |
370 | int rowlen, i, freespace, done_any; |
371 | |
372 | freespace = len+1; |
373 | for (rowlen = 0; data[rowlen]; rowlen++) |
374 | freespace -= data[rowlen]+1; |
375 | |
376 | for (i = 0; i < len; i++) { |
377 | known[i] = start[i*step]; |
378 | deduced[i] = 0; |
379 | } |
380 | |
381 | do_recurse(known, deduced, row, data, len, freespace, 0, 0); |
382 | done_any = FALSE; |
383 | for (i=0; i<len; i++) |
384 | if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { |
385 | start[i*step] = deduced[i]; |
386 | done_any = TRUE; |
387 | } |
388 | return done_any; |
389 | } |
390 | |
391 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
392 | { |
393 | int i, j, done_any, ok, ntries, max; |
394 | unsigned char *grid, *matrix, *workspace; |
395 | int *rowdata; |
396 | |
397 | grid = snewn(w*h, unsigned char); |
398 | matrix = snewn(w*h, unsigned char); |
399 | max = max(w, h); |
400 | workspace = snewn(max*3, unsigned char); |
401 | rowdata = snewn(max+1, int); |
402 | |
403 | ntries = 0; |
404 | |
405 | do { |
406 | ntries++; |
407 | |
408 | generate(rs, w, h, grid); |
409 | |
15f00e06 |
410 | /* |
411 | * The game is a bit too easy if any row or column is |
412 | * completely black or completely white. An exception is |
413 | * made for rows/columns that are under 3 squares, |
414 | * otherwise nothing will ever be successfully generated. |
415 | */ |
416 | ok = TRUE; |
417 | if (w > 2) { |
418 | for (i = 0; i < h; i++) { |
419 | int colours = 0; |
420 | for (j = 0; j < w; j++) |
421 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
422 | if (colours != 3) |
423 | ok = FALSE; |
424 | } |
425 | } |
426 | if (h > 2) { |
427 | for (j = 0; j < w; j++) { |
428 | int colours = 0; |
429 | for (i = 0; i < h; i++) |
430 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
431 | if (colours != 3) |
432 | ok = FALSE; |
433 | } |
434 | } |
435 | if (!ok) |
436 | continue; |
437 | |
b6b0369e |
438 | memset(matrix, 0, w*h); |
439 | |
440 | do { |
441 | done_any = 0; |
442 | for (i=0; i<h; i++) { |
443 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
444 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
445 | matrix+i*w, w, 1, rowdata); |
446 | } |
447 | for (i=0; i<w; i++) { |
448 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
449 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
450 | matrix+i, h, w, rowdata); |
451 | } |
452 | } while (done_any); |
453 | |
454 | ok = TRUE; |
455 | for (i=0; i<h; i++) { |
456 | for (j=0; j<w; j++) { |
457 | if (matrix[i*w+j] == UNKNOWN) |
458 | ok = FALSE; |
459 | } |
460 | } |
461 | } while (!ok); |
462 | |
463 | sfree(matrix); |
464 | sfree(workspace); |
465 | sfree(rowdata); |
466 | return grid; |
467 | } |
468 | |
3220eba4 |
469 | struct game_aux_info { |
470 | int w, h; |
471 | unsigned char *grid; |
472 | }; |
473 | |
1185e3c5 |
474 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
475 | game_aux_info **aux, int interactive) |
b6b0369e |
476 | { |
477 | unsigned char *grid; |
478 | int i, j, max, rowlen, *rowdata; |
1185e3c5 |
479 | char intbuf[80], *desc; |
480 | int desclen, descpos; |
b6b0369e |
481 | |
482 | grid = generate_soluble(rs, params->w, params->h); |
483 | max = max(params->w, params->h); |
484 | rowdata = snewn(max, int); |
485 | |
486 | /* |
3220eba4 |
487 | * Save the solved game in an aux_info. |
488 | */ |
489 | { |
490 | game_aux_info *ai = snew(game_aux_info); |
491 | |
492 | ai->w = params->w; |
493 | ai->h = params->h; |
ab53eb64 |
494 | ai->grid = grid; |
3220eba4 |
495 | |
496 | *aux = ai; |
497 | } |
498 | |
499 | /* |
b6b0369e |
500 | * Seed is a slash-separated list of row contents; each row |
501 | * contents section is a dot-separated list of integers. Row |
502 | * contents are listed in the order (columns left to right, |
503 | * then rows top to bottom). |
504 | * |
505 | * Simplest way to handle memory allocation is to make two |
506 | * passes, first computing the seed size and then writing it |
507 | * out. |
508 | */ |
1185e3c5 |
509 | desclen = 0; |
b6b0369e |
510 | for (i = 0; i < params->w + params->h; i++) { |
511 | if (i < params->w) |
512 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
513 | else |
514 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
515 | params->w, 1); |
516 | if (rowlen > 0) { |
517 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
518 | desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
b6b0369e |
519 | } |
520 | } else { |
1185e3c5 |
521 | desclen++; |
b6b0369e |
522 | } |
523 | } |
1185e3c5 |
524 | desc = snewn(desclen, char); |
525 | descpos = 0; |
b6b0369e |
526 | for (i = 0; i < params->w + params->h; i++) { |
527 | if (i < params->w) |
528 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
529 | else |
530 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
531 | params->w, 1); |
532 | if (rowlen > 0) { |
533 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
534 | int len = sprintf(desc+descpos, "%d", rowdata[j]); |
b6b0369e |
535 | if (j+1 < rowlen) |
1185e3c5 |
536 | desc[descpos + len] = '.'; |
b6b0369e |
537 | else |
1185e3c5 |
538 | desc[descpos + len] = '/'; |
539 | descpos += len+1; |
b6b0369e |
540 | } |
541 | } else { |
1185e3c5 |
542 | desc[descpos++] = '/'; |
b6b0369e |
543 | } |
544 | } |
1185e3c5 |
545 | assert(descpos == desclen); |
546 | assert(desc[desclen-1] == '/'); |
547 | desc[desclen-1] = '\0'; |
b6b0369e |
548 | sfree(rowdata); |
1185e3c5 |
549 | return desc; |
b6b0369e |
550 | } |
551 | |
2ac6d24e |
552 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
553 | { |
3220eba4 |
554 | sfree(aux->grid); |
555 | sfree(aux); |
6f2d8d7c |
556 | } |
557 | |
1185e3c5 |
558 | static char *validate_desc(game_params *params, char *desc) |
b6b0369e |
559 | { |
560 | int i, n, rowspace; |
561 | char *p; |
562 | |
563 | for (i = 0; i < params->w + params->h; i++) { |
564 | if (i < params->w) |
565 | rowspace = params->h + 1; |
566 | else |
567 | rowspace = params->w + 1; |
568 | |
1185e3c5 |
569 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
570 | do { |
1185e3c5 |
571 | p = desc; |
572 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
573 | n = atoi(p); |
574 | rowspace -= n+1; |
575 | |
576 | if (rowspace < 0) { |
577 | if (i < params->w) |
578 | return "at least one column contains more numbers than will fit"; |
579 | else |
580 | return "at least one row contains more numbers than will fit"; |
581 | } |
1185e3c5 |
582 | } while (*desc++ == '.'); |
b6b0369e |
583 | } else { |
1185e3c5 |
584 | desc++; /* expect a slash immediately */ |
b6b0369e |
585 | } |
586 | |
1185e3c5 |
587 | if (desc[-1] == '/') { |
b6b0369e |
588 | if (i+1 == params->w + params->h) |
589 | return "too many row/column specifications"; |
1185e3c5 |
590 | } else if (desc[-1] == '\0') { |
b6b0369e |
591 | if (i+1 < params->w + params->h) |
592 | return "too few row/column specifications"; |
593 | } else |
594 | return "unrecognised character in game specification"; |
595 | } |
596 | |
597 | return NULL; |
598 | } |
599 | |
c380832d |
600 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
b6b0369e |
601 | { |
602 | int i; |
603 | char *p; |
604 | game_state *state = snew(game_state); |
605 | |
606 | state->w = params->w; |
607 | state->h = params->h; |
608 | |
609 | state->grid = snewn(state->w * state->h, unsigned char); |
610 | memset(state->grid, GRID_UNKNOWN, state->w * state->h); |
611 | |
612 | state->rowsize = max(state->w, state->h); |
613 | state->rowdata = snewn(state->rowsize * (state->w + state->h), int); |
614 | state->rowlen = snewn(state->w + state->h, int); |
615 | |
2ac6d24e |
616 | state->completed = state->cheated = FALSE; |
b6b0369e |
617 | |
618 | for (i = 0; i < params->w + params->h; i++) { |
619 | state->rowlen[i] = 0; |
1185e3c5 |
620 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
621 | do { |
1185e3c5 |
622 | p = desc; |
623 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
624 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
625 | atoi(p); |
1185e3c5 |
626 | } while (*desc++ == '.'); |
b6b0369e |
627 | } else { |
1185e3c5 |
628 | desc++; /* expect a slash immediately */ |
b6b0369e |
629 | } |
630 | } |
631 | |
632 | return state; |
633 | } |
634 | |
be8d5aa1 |
635 | static game_state *dup_game(game_state *state) |
b6b0369e |
636 | { |
637 | game_state *ret = snew(game_state); |
638 | |
639 | ret->w = state->w; |
640 | ret->h = state->h; |
641 | |
642 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
643 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
644 | |
645 | ret->rowsize = state->rowsize; |
646 | ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); |
647 | ret->rowlen = snewn(ret->w + ret->h, int); |
648 | memcpy(ret->rowdata, state->rowdata, |
649 | ret->rowsize * (ret->w + ret->h) * sizeof(int)); |
650 | memcpy(ret->rowlen, state->rowlen, |
651 | (ret->w + ret->h) * sizeof(int)); |
652 | |
653 | ret->completed = state->completed; |
2ac6d24e |
654 | ret->cheated = state->cheated; |
b6b0369e |
655 | |
656 | return ret; |
657 | } |
658 | |
be8d5aa1 |
659 | static void free_game(game_state *state) |
b6b0369e |
660 | { |
661 | sfree(state->rowdata); |
662 | sfree(state->rowlen); |
663 | sfree(state->grid); |
664 | sfree(state); |
665 | } |
666 | |
3220eba4 |
667 | static game_state *solve_game(game_state *state, game_aux_info *ai, |
2ac6d24e |
668 | char **error) |
669 | { |
670 | game_state *ret; |
671 | |
3220eba4 |
672 | ret = dup_game(state); |
673 | ret->completed = ret->cheated = TRUE; |
674 | |
2ac6d24e |
675 | /* |
3220eba4 |
676 | * If we already have the solved state in an aux_info, copy it |
677 | * out. |
2ac6d24e |
678 | */ |
3220eba4 |
679 | if (ai) { |
2ac6d24e |
680 | |
3220eba4 |
681 | assert(ret->w == ai->w); |
682 | assert(ret->h == ai->h); |
683 | memcpy(ret->grid, ai->grid, ai->w * ai->h); |
2ac6d24e |
684 | |
3220eba4 |
685 | } else { |
2ac6d24e |
686 | int w = state->w, h = state->h, i, j, done_any, max; |
687 | unsigned char *matrix, *workspace; |
688 | int *rowdata; |
689 | |
690 | matrix = snewn(w*h, unsigned char); |
691 | max = max(w, h); |
692 | workspace = snewn(max*3, unsigned char); |
693 | rowdata = snewn(max+1, int); |
694 | |
695 | memset(matrix, 0, w*h); |
696 | |
697 | do { |
698 | done_any = 0; |
699 | for (i=0; i<h; i++) { |
700 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
701 | max*sizeof(int)); |
702 | rowdata[state->rowlen[w+i]] = 0; |
703 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
704 | matrix+i*w, w, 1, rowdata); |
705 | } |
706 | for (i=0; i<w; i++) { |
707 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
708 | rowdata[state->rowlen[i]] = 0; |
709 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
710 | matrix+i, h, w, rowdata); |
711 | } |
712 | } while (done_any); |
713 | |
714 | for (i = 0; i < h; i++) { |
715 | for (j = 0; j < w; j++) { |
716 | int c = (matrix[i*w+j] == BLOCK ? GRID_FULL : |
717 | matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN); |
718 | ret->grid[i*w+j] = c; |
719 | if (c == GRID_UNKNOWN) |
720 | ret->completed = FALSE; |
721 | } |
722 | } |
723 | |
724 | if (!ret->completed) { |
725 | free_game(ret); |
726 | *error = "Solving algorithm cannot complete this puzzle"; |
727 | return NULL; |
728 | } |
729 | } |
730 | |
731 | return ret; |
732 | } |
733 | |
9b4b03d3 |
734 | static char *game_text_format(game_state *state) |
735 | { |
736 | return NULL; |
737 | } |
738 | |
b6b0369e |
739 | struct game_ui { |
740 | int dragging; |
741 | int drag_start_x; |
742 | int drag_start_y; |
743 | int drag_end_x; |
744 | int drag_end_y; |
745 | int drag, release, state; |
746 | }; |
747 | |
be8d5aa1 |
748 | static game_ui *new_ui(game_state *state) |
b6b0369e |
749 | { |
750 | game_ui *ret; |
751 | |
752 | ret = snew(game_ui); |
753 | ret->dragging = FALSE; |
754 | |
755 | return ret; |
756 | } |
757 | |
be8d5aa1 |
758 | static void free_ui(game_ui *ui) |
b6b0369e |
759 | { |
760 | sfree(ui); |
761 | } |
762 | |
07dfb697 |
763 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
764 | game_state *newstate) |
765 | { |
766 | } |
767 | |
1e3e152d |
768 | struct game_drawstate { |
769 | int started; |
770 | int w, h; |
771 | int tilesize; |
772 | unsigned char *visible; |
773 | }; |
774 | |
c0361acd |
775 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
776 | int x, int y, int button) { |
b6b0369e |
777 | game_state *ret; |
778 | |
f0ee053c |
779 | button &= ~MOD_MASK; |
780 | |
b6b0369e |
781 | x = FROMCOORD(from->w, x); |
782 | y = FROMCOORD(from->h, y); |
783 | |
784 | if (x >= 0 && x < from->w && y >= 0 && y < from->h && |
785 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
786 | button == MIDDLE_BUTTON)) { |
787 | |
788 | ui->dragging = TRUE; |
789 | |
790 | if (button == LEFT_BUTTON) { |
791 | ui->drag = LEFT_DRAG; |
792 | ui->release = LEFT_RELEASE; |
793 | ui->state = GRID_FULL; |
794 | } else if (button == RIGHT_BUTTON) { |
795 | ui->drag = RIGHT_DRAG; |
796 | ui->release = RIGHT_RELEASE; |
797 | ui->state = GRID_EMPTY; |
798 | } else /* if (button == MIDDLE_BUTTON) */ { |
799 | ui->drag = MIDDLE_DRAG; |
800 | ui->release = MIDDLE_RELEASE; |
801 | ui->state = GRID_UNKNOWN; |
802 | } |
803 | |
804 | ui->drag_start_x = ui->drag_end_x = x; |
805 | ui->drag_start_y = ui->drag_end_y = y; |
806 | |
807 | return from; /* UI activity occurred */ |
808 | } |
809 | |
810 | if (ui->dragging && button == ui->drag) { |
811 | /* |
812 | * There doesn't seem much point in allowing a rectangle |
813 | * drag; people will generally only want to drag a single |
814 | * horizontal or vertical line, so we make that easy by |
815 | * snapping to it. |
816 | * |
817 | * Exception: if we're _middle_-button dragging to tag |
818 | * things as UNKNOWN, we may well want to trash an entire |
819 | * area and start over! |
820 | */ |
821 | if (ui->state != GRID_UNKNOWN) { |
822 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
823 | y = ui->drag_start_y; |
824 | else |
825 | x = ui->drag_start_x; |
826 | } |
827 | |
828 | if (x < 0) x = 0; |
829 | if (y < 0) y = 0; |
830 | if (x >= from->w) x = from->w - 1; |
831 | if (y >= from->h) y = from->h - 1; |
832 | |
833 | ui->drag_end_x = x; |
834 | ui->drag_end_y = y; |
835 | |
836 | return from; /* UI activity occurred */ |
837 | } |
838 | |
839 | if (ui->dragging && button == ui->release) { |
840 | int x1, x2, y1, y2, xx, yy; |
841 | int move_needed = FALSE; |
842 | |
843 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
844 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
845 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
846 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
847 | |
848 | for (yy = y1; yy <= y2; yy++) |
849 | for (xx = x1; xx <= x2; xx++) |
850 | if (from->grid[yy * from->w + xx] != ui->state) |
851 | move_needed = TRUE; |
852 | |
853 | ui->dragging = FALSE; |
854 | |
855 | if (move_needed) { |
856 | ret = dup_game(from); |
857 | for (yy = y1; yy <= y2; yy++) |
858 | for (xx = x1; xx <= x2; xx++) |
859 | ret->grid[yy * ret->w + xx] = ui->state; |
860 | |
861 | /* |
862 | * An actual change, so check to see if we've completed |
863 | * the game. |
864 | */ |
865 | if (!ret->completed) { |
866 | int *rowdata = snewn(ret->rowsize, int); |
867 | int i, len; |
868 | |
869 | ret->completed = TRUE; |
870 | |
871 | for (i=0; i<ret->w; i++) { |
872 | len = compute_rowdata(rowdata, |
873 | ret->grid+i, ret->h, ret->w); |
874 | if (len != ret->rowlen[i] || |
875 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
876 | len * sizeof(int))) { |
877 | ret->completed = FALSE; |
878 | break; |
879 | } |
880 | } |
881 | for (i=0; i<ret->h; i++) { |
882 | len = compute_rowdata(rowdata, |
883 | ret->grid+i*ret->w, ret->w, 1); |
884 | if (len != ret->rowlen[i+ret->w] || |
885 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
886 | len * sizeof(int))) { |
887 | ret->completed = FALSE; |
888 | break; |
889 | } |
890 | } |
891 | |
892 | sfree(rowdata); |
893 | } |
894 | |
895 | return ret; |
896 | } else |
897 | return from; /* UI activity occurred */ |
898 | } |
899 | |
900 | return NULL; |
901 | } |
902 | |
903 | /* ---------------------------------------------------------------------- |
904 | * Drawing routines. |
905 | */ |
906 | |
1e3e152d |
907 | static void game_size(game_params *params, game_drawstate *ds, |
908 | int *x, int *y, int expand) |
b6b0369e |
909 | { |
1e3e152d |
910 | int ts; |
911 | |
912 | ts = min(GETTILESIZE(params->w, *x), GETTILESIZE(params->h, *y)); |
913 | if (expand) |
914 | ds->tilesize = ts; |
915 | else |
916 | ds->tilesize = min(ts, PREFERRED_TILE_SIZE); |
917 | |
b6b0369e |
918 | *x = SIZE(params->w); |
919 | *y = SIZE(params->h); |
920 | } |
921 | |
be8d5aa1 |
922 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
b6b0369e |
923 | { |
924 | float *ret = snewn(3 * NCOLOURS, float); |
925 | |
926 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
927 | |
928 | ret[COL_GRID * 3 + 0] = 0.3F; |
929 | ret[COL_GRID * 3 + 1] = 0.3F; |
930 | ret[COL_GRID * 3 + 2] = 0.3F; |
931 | |
932 | ret[COL_UNKNOWN * 3 + 0] = 0.5F; |
933 | ret[COL_UNKNOWN * 3 + 1] = 0.5F; |
934 | ret[COL_UNKNOWN * 3 + 2] = 0.5F; |
935 | |
936 | ret[COL_FULL * 3 + 0] = 0.0F; |
937 | ret[COL_FULL * 3 + 1] = 0.0F; |
938 | ret[COL_FULL * 3 + 2] = 0.0F; |
939 | |
940 | ret[COL_EMPTY * 3 + 0] = 1.0F; |
941 | ret[COL_EMPTY * 3 + 1] = 1.0F; |
942 | ret[COL_EMPTY * 3 + 2] = 1.0F; |
943 | |
944 | *ncolours = NCOLOURS; |
945 | return ret; |
946 | } |
947 | |
be8d5aa1 |
948 | static game_drawstate *game_new_drawstate(game_state *state) |
b6b0369e |
949 | { |
950 | struct game_drawstate *ds = snew(struct game_drawstate); |
951 | |
952 | ds->started = FALSE; |
953 | ds->w = state->w; |
954 | ds->h = state->h; |
955 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
1e3e152d |
956 | ds->tilesize = 0; /* not decided yet */ |
b6b0369e |
957 | memset(ds->visible, 255, ds->w * ds->h); |
958 | |
959 | return ds; |
960 | } |
961 | |
be8d5aa1 |
962 | static void game_free_drawstate(game_drawstate *ds) |
b6b0369e |
963 | { |
964 | sfree(ds->visible); |
965 | sfree(ds); |
966 | } |
967 | |
968 | static void grid_square(frontend *fe, game_drawstate *ds, |
969 | int y, int x, int state) |
970 | { |
971 | int xl, xr, yt, yb; |
972 | |
973 | draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
974 | TILE_SIZE, TILE_SIZE, COL_GRID); |
975 | |
976 | xl = (x % 5 == 0 ? 1 : 0); |
977 | yt = (y % 5 == 0 ? 1 : 0); |
978 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
979 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
980 | |
981 | draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, |
982 | TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, |
983 | (state == GRID_FULL ? COL_FULL : |
984 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
985 | |
986 | draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
987 | TILE_SIZE, TILE_SIZE); |
988 | } |
989 | |
be8d5aa1 |
990 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
1e3e152d |
991 | game_state *state, int dir, game_ui *ui, |
992 | float animtime, float flashtime) |
b6b0369e |
993 | { |
994 | int i, j; |
995 | int x1, x2, y1, y2; |
996 | |
997 | if (!ds->started) { |
998 | /* |
999 | * The initial contents of the window are not guaranteed |
1000 | * and can vary with front ends. To be on the safe side, |
1001 | * all games should start by drawing a big background- |
1002 | * colour rectangle covering the whole window. |
1003 | */ |
1004 | draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
1005 | |
1006 | /* |
1007 | * Draw the numbers. |
1008 | */ |
1009 | for (i = 0; i < ds->w + ds->h; i++) { |
1010 | int rowlen = state->rowlen[i]; |
1011 | int *rowdata = state->rowdata + state->rowsize * i; |
1012 | int nfit; |
1013 | |
1014 | /* |
1015 | * Normally I space the numbers out by the same |
1016 | * distance as the tile size. However, if there are |
1017 | * more numbers than available spaces, I have to squash |
1018 | * them up a bit. |
1019 | */ |
1020 | nfit = max(rowlen, TLBORDER(ds->h))-1; |
1021 | assert(nfit > 0); |
1022 | |
1023 | for (j = 0; j < rowlen; j++) { |
1024 | int x, y; |
1025 | char str[80]; |
1026 | |
1027 | if (i < ds->w) { |
1028 | x = TOCOORD(ds->w, i); |
1029 | y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1); |
1030 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1031 | } else { |
1032 | y = TOCOORD(ds->h, i - ds->w); |
1033 | x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1); |
1034 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1035 | } |
1036 | |
1037 | sprintf(str, "%d", rowdata[j]); |
1038 | draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1039 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, |
1040 | COL_FULL, str); /* FIXME: COL_TEXT */ |
1041 | } |
1042 | } |
1043 | |
1044 | /* |
1045 | * Draw the grid outline. |
1046 | */ |
1047 | draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1048 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1049 | COL_GRID); |
1050 | |
1051 | ds->started = TRUE; |
1052 | |
1053 | draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
1054 | } |
1055 | |
1056 | if (ui->dragging) { |
1057 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1058 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1059 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1060 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1061 | } else { |
1062 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1063 | } |
1064 | |
1065 | /* |
1066 | * Now draw any grid squares which have changed since last |
1067 | * redraw. |
1068 | */ |
1069 | for (i = 0; i < ds->h; i++) { |
1070 | for (j = 0; j < ds->w; j++) { |
1071 | int val; |
1072 | |
1073 | /* |
1074 | * Work out what state this square should be drawn in, |
1075 | * taking any current drag operation into account. |
1076 | */ |
1077 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1078 | val = ui->state; |
1079 | else |
1080 | val = state->grid[i * state->w + j]; |
1081 | |
1082 | /* |
1083 | * Briefly invert everything twice during a completion |
1084 | * flash. |
1085 | */ |
1086 | if (flashtime > 0 && |
1087 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1088 | val != GRID_UNKNOWN) |
1089 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1090 | |
1091 | if (ds->visible[i * ds->w + j] != val) { |
1092 | grid_square(fe, ds, i, j, val); |
1093 | ds->visible[i * ds->w + j] = val; |
1094 | } |
1095 | } |
1096 | } |
1097 | } |
1098 | |
be8d5aa1 |
1099 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1100 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1101 | { |
1102 | return 0.0F; |
1103 | } |
1104 | |
be8d5aa1 |
1105 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1106 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1107 | { |
2ac6d24e |
1108 | if (!oldstate->completed && newstate->completed && |
1109 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1110 | return FLASH_TIME; |
1111 | return 0.0F; |
1112 | } |
1113 | |
be8d5aa1 |
1114 | static int game_wants_statusbar(void) |
b6b0369e |
1115 | { |
1116 | return FALSE; |
1117 | } |
be8d5aa1 |
1118 | |
48dcdd62 |
1119 | static int game_timing_state(game_state *state) |
1120 | { |
1121 | return TRUE; |
1122 | } |
1123 | |
be8d5aa1 |
1124 | #ifdef COMBINED |
1125 | #define thegame pattern |
1126 | #endif |
1127 | |
1128 | const struct game thegame = { |
1d228b10 |
1129 | "Pattern", "games.pattern", |
be8d5aa1 |
1130 | default_params, |
1131 | game_fetch_preset, |
1132 | decode_params, |
1133 | encode_params, |
1134 | free_params, |
1135 | dup_params, |
1d228b10 |
1136 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1137 | validate_params, |
1185e3c5 |
1138 | new_game_desc, |
6f2d8d7c |
1139 | game_free_aux_info, |
1185e3c5 |
1140 | validate_desc, |
be8d5aa1 |
1141 | new_game, |
1142 | dup_game, |
1143 | free_game, |
2ac6d24e |
1144 | TRUE, solve_game, |
9b4b03d3 |
1145 | FALSE, game_text_format, |
be8d5aa1 |
1146 | new_ui, |
1147 | free_ui, |
07dfb697 |
1148 | game_changed_state, |
be8d5aa1 |
1149 | make_move, |
1150 | game_size, |
1151 | game_colours, |
1152 | game_new_drawstate, |
1153 | game_free_drawstate, |
1154 | game_redraw, |
1155 | game_anim_length, |
1156 | game_flash_length, |
1157 | game_wants_statusbar, |
48dcdd62 |
1158 | FALSE, game_timing_state, |
93b1da3d |
1159 | 0, /* mouse_priorities */ |
be8d5aa1 |
1160 | }; |
329b3f06 |
1161 | |
1162 | #ifdef STANDALONE_SOLVER |
1163 | |
1164 | /* |
1165 | * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c |
1166 | */ |
1167 | |
1168 | #include <stdarg.h> |
1169 | |
1170 | void frontend_default_colour(frontend *fe, float *output) {} |
1171 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
1172 | int align, int colour, char *text) {} |
1173 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} |
1174 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} |
1175 | void draw_polygon(frontend *fe, int *coords, int npoints, |
1176 | int fill, int colour) {} |
1177 | void clip(frontend *fe, int x, int y, int w, int h) {} |
1178 | void unclip(frontend *fe) {} |
1179 | void start_draw(frontend *fe) {} |
1180 | void draw_update(frontend *fe, int x, int y, int w, int h) {} |
1181 | void end_draw(frontend *fe) {} |
1182 | unsigned long random_upto(random_state *state, unsigned long limit) |
1183 | { assert(!"Shouldn't get randomness"); return 0; } |
1184 | |
1185 | void fatal(char *fmt, ...) |
1186 | { |
1187 | va_list ap; |
1188 | |
1189 | fprintf(stderr, "fatal error: "); |
1190 | |
1191 | va_start(ap, fmt); |
1192 | vfprintf(stderr, fmt, ap); |
1193 | va_end(ap); |
1194 | |
1195 | fprintf(stderr, "\n"); |
1196 | exit(1); |
1197 | } |
1198 | |
1199 | int main(int argc, char **argv) |
1200 | { |
1201 | game_params *p; |
1202 | game_state *s; |
1203 | int recurse = TRUE; |
1185e3c5 |
1204 | char *id = NULL, *desc, *err; |
329b3f06 |
1205 | int y, x; |
1206 | int grade = FALSE; |
1207 | |
1208 | while (--argc > 0) { |
1209 | char *p = *++argv; |
1210 | if (*p == '-') { |
1211 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]); |
1212 | return 1; |
1213 | } else { |
1214 | id = p; |
1215 | } |
1216 | } |
1217 | |
1218 | if (!id) { |
1219 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1220 | return 1; |
1221 | } |
1222 | |
1185e3c5 |
1223 | desc = strchr(id, ':'); |
1224 | if (!desc) { |
329b3f06 |
1225 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1226 | return 1; |
1227 | } |
1185e3c5 |
1228 | *desc++ = '\0'; |
329b3f06 |
1229 | |
1733f4ca |
1230 | p = default_params(); |
1231 | decode_params(p, id); |
1185e3c5 |
1232 | err = validate_desc(p, desc); |
329b3f06 |
1233 | if (err) { |
1234 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1235 | return 1; |
1236 | } |
39d682c9 |
1237 | s = new_game(NULL, p, desc); |
329b3f06 |
1238 | |
1239 | { |
1240 | int w = p->w, h = p->h, i, j, done_any, max; |
1241 | unsigned char *matrix, *workspace; |
1242 | int *rowdata; |
1243 | |
1244 | matrix = snewn(w*h, unsigned char); |
1245 | max = max(w, h); |
1246 | workspace = snewn(max*3, unsigned char); |
1247 | rowdata = snewn(max+1, int); |
1248 | |
1249 | memset(matrix, 0, w*h); |
1250 | |
1251 | do { |
1252 | done_any = 0; |
1253 | for (i=0; i<h; i++) { |
1254 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1255 | max*sizeof(int)); |
1256 | rowdata[s->rowlen[w+i]] = 0; |
1257 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1258 | matrix+i*w, w, 1, rowdata); |
1259 | } |
1260 | for (i=0; i<w; i++) { |
1261 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1262 | rowdata[s->rowlen[i]] = 0; |
1263 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1264 | matrix+i, h, w, rowdata); |
1265 | } |
1266 | } while (done_any); |
1267 | |
1268 | for (i = 0; i < h; i++) { |
1269 | for (j = 0; j < w; j++) { |
1270 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1271 | matrix[i*w+j] == BLOCK ? '#' : |
1272 | matrix[i*w+j] == DOT ? '.' : |
1273 | '!'); |
1274 | putchar(c); |
1275 | } |
1276 | printf("\n"); |
1277 | } |
1278 | } |
1279 | |
1280 | return 0; |
1281 | } |
1282 | |
1283 | #endif |