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, |
dafd6cf6 |
18 | COL_TEXT, |
b6b0369e |
19 | COL_UNKNOWN, |
20 | COL_GRID, |
21 | NCOLOURS |
22 | }; |
23 | |
1e3e152d |
24 | #define PREFERRED_TILE_SIZE 24 |
25 | #define TILE_SIZE (ds->tilesize) |
26 | #define BORDER (3 * TILE_SIZE / 4) |
b6b0369e |
27 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
1e3e152d |
28 | #define GUTTER (TILE_SIZE / 2) |
b6b0369e |
29 | |
30 | #define FROMCOORD(d, x) \ |
31 | ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) |
32 | |
33 | #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) |
871bf294 |
34 | #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d))) |
b6b0369e |
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 | |
ab53eb64 |
65 | static const struct game_params pattern_presets[] = { |
66 | {10, 10}, |
67 | {15, 15}, |
68 | {20, 20}, |
69 | #ifndef SLOW_SYSTEM |
70 | {25, 25}, |
71 | {30, 30}, |
72 | #endif |
73 | }; |
74 | |
be8d5aa1 |
75 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
76 | { |
77 | game_params *ret; |
78 | char str[80]; |
ab53eb64 |
79 | |
80 | if (i < 0 || i >= lenof(pattern_presets)) |
b6b0369e |
81 | return FALSE; |
82 | |
83 | ret = snew(game_params); |
ab53eb64 |
84 | *ret = pattern_presets[i]; |
b6b0369e |
85 | |
86 | sprintf(str, "%dx%d", ret->w, ret->h); |
87 | |
88 | *name = dupstr(str); |
89 | *params = ret; |
90 | return TRUE; |
91 | } |
92 | |
be8d5aa1 |
93 | static void free_params(game_params *params) |
b6b0369e |
94 | { |
95 | sfree(params); |
96 | } |
97 | |
be8d5aa1 |
98 | static game_params *dup_params(game_params *params) |
b6b0369e |
99 | { |
100 | game_params *ret = snew(game_params); |
101 | *ret = *params; /* structure copy */ |
102 | return ret; |
103 | } |
104 | |
1185e3c5 |
105 | static void decode_params(game_params *ret, char const *string) |
b6b0369e |
106 | { |
b6b0369e |
107 | char const *p = string; |
108 | |
109 | ret->w = atoi(p); |
89167dad |
110 | while (*p && isdigit((unsigned char)*p)) p++; |
b6b0369e |
111 | if (*p == 'x') { |
112 | p++; |
113 | ret->h = atoi(p); |
89167dad |
114 | while (*p && isdigit((unsigned char)*p)) p++; |
b6b0369e |
115 | } else { |
116 | ret->h = ret->w; |
117 | } |
b6b0369e |
118 | } |
119 | |
1185e3c5 |
120 | static char *encode_params(game_params *params, int full) |
b6b0369e |
121 | { |
122 | char ret[400]; |
123 | int len; |
124 | |
125 | len = sprintf(ret, "%dx%d", params->w, params->h); |
126 | assert(len < lenof(ret)); |
127 | ret[len] = '\0'; |
128 | |
129 | return dupstr(ret); |
130 | } |
131 | |
be8d5aa1 |
132 | static config_item *game_configure(game_params *params) |
b6b0369e |
133 | { |
134 | config_item *ret; |
135 | char buf[80]; |
136 | |
137 | ret = snewn(3, config_item); |
138 | |
139 | ret[0].name = "Width"; |
140 | ret[0].type = C_STRING; |
141 | sprintf(buf, "%d", params->w); |
142 | ret[0].sval = dupstr(buf); |
143 | ret[0].ival = 0; |
144 | |
145 | ret[1].name = "Height"; |
146 | ret[1].type = C_STRING; |
147 | sprintf(buf, "%d", params->h); |
148 | ret[1].sval = dupstr(buf); |
149 | ret[1].ival = 0; |
150 | |
151 | ret[2].name = NULL; |
152 | ret[2].type = C_END; |
153 | ret[2].sval = NULL; |
154 | ret[2].ival = 0; |
155 | |
156 | return ret; |
157 | } |
158 | |
be8d5aa1 |
159 | static game_params *custom_params(config_item *cfg) |
b6b0369e |
160 | { |
161 | game_params *ret = snew(game_params); |
162 | |
163 | ret->w = atoi(cfg[0].sval); |
164 | ret->h = atoi(cfg[1].sval); |
165 | |
166 | return ret; |
167 | } |
168 | |
3ff276f2 |
169 | static char *validate_params(game_params *params, int full) |
b6b0369e |
170 | { |
ab53eb64 |
171 | if (params->w <= 0 || params->h <= 0) |
b6b0369e |
172 | return "Width and height must both be greater than zero"; |
b6b0369e |
173 | return NULL; |
174 | } |
175 | |
176 | /* ---------------------------------------------------------------------- |
177 | * Puzzle generation code. |
178 | * |
179 | * For this particular puzzle, it seemed important to me to ensure |
180 | * a unique solution. I do this the brute-force way, by having a |
181 | * solver algorithm alongside the generator, and repeatedly |
182 | * generating a random grid until I find one whose solution is |
183 | * unique. It turns out that this isn't too onerous on a modern PC |
184 | * provided you keep grid size below around 30. Any offers of |
185 | * better algorithms, however, will be very gratefully received. |
186 | * |
187 | * Another annoyance of this approach is that it limits the |
188 | * available puzzles to those solvable by the algorithm I've used. |
189 | * My algorithm only ever considers a single row or column at any |
190 | * one time, which means it's incapable of solving the following |
191 | * difficult example (found by Bella Image around 1995/6, when she |
192 | * and I were both doing maths degrees): |
193 | * |
194 | * 2 1 2 1 |
195 | * |
196 | * +--+--+--+--+ |
197 | * 1 1 | | | | | |
198 | * +--+--+--+--+ |
199 | * 2 | | | | | |
200 | * +--+--+--+--+ |
201 | * 1 | | | | | |
202 | * +--+--+--+--+ |
203 | * 1 | | | | | |
204 | * +--+--+--+--+ |
205 | * |
206 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
207 | * algorithm (it would require at least one row or column reading |
208 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
209 | * proved to have a unique solution: if the top left square were |
210 | * empty, then the only option for the top row would be to fill the |
211 | * two squares in the 1 columns, which would imply the squares |
212 | * below those were empty, leaving no place for the 2 in the second |
213 | * row. Contradiction. Hence the top left square is full, and the |
214 | * unique solution follows easily from that starting point. |
215 | * |
216 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
217 | * it's useful to anyone.) |
218 | */ |
219 | |
220 | static int float_compare(const void *av, const void *bv) |
221 | { |
222 | const float *a = (const float *)av; |
223 | const float *b = (const float *)bv; |
224 | if (*a < *b) |
225 | return -1; |
226 | else if (*a > *b) |
227 | return +1; |
228 | else |
229 | return 0; |
230 | } |
231 | |
232 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
233 | { |
234 | float *fgrid; |
235 | float *fgrid2; |
236 | int step, i, j; |
237 | float threshold; |
238 | |
239 | fgrid = snewn(w*h, float); |
240 | |
241 | for (i = 0; i < h; i++) { |
242 | for (j = 0; j < w; j++) { |
243 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
244 | } |
245 | } |
246 | |
247 | /* |
248 | * The above gives a completely random splattering of black and |
249 | * white cells. We want to gently bias this in favour of _some_ |
250 | * reasonably thick areas of white and black, while retaining |
251 | * some randomness and fine detail. |
252 | * |
253 | * So we evolve the starting grid using a cellular automaton. |
254 | * Currently, I'm doing something very simple indeed, which is |
255 | * to set each square to the average of the surrounding nine |
256 | * cells (or the average of fewer, if we're on a corner). |
257 | */ |
258 | for (step = 0; step < 1; step++) { |
259 | fgrid2 = snewn(w*h, float); |
260 | |
261 | for (i = 0; i < h; i++) { |
262 | for (j = 0; j < w; j++) { |
263 | float sx, xbar; |
264 | int n, p, q; |
265 | |
266 | /* |
267 | * Compute the average of the surrounding cells. |
268 | */ |
269 | n = 0; |
270 | sx = 0.F; |
271 | for (p = -1; p <= +1; p++) { |
272 | for (q = -1; q <= +1; q++) { |
273 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
274 | continue; |
29caa839 |
275 | /* |
276 | * An additional special case not mentioned |
277 | * above: if a grid dimension is 2xn then |
278 | * we do not average across that dimension |
279 | * at all. Otherwise a 2x2 grid would |
280 | * contain four identical squares. |
281 | */ |
282 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
283 | continue; |
b6b0369e |
284 | n++; |
285 | sx += fgrid[(i+p)*w+(j+q)]; |
286 | } |
287 | } |
288 | xbar = sx / n; |
289 | |
290 | fgrid2[i*w+j] = xbar; |
291 | } |
292 | } |
293 | |
294 | sfree(fgrid); |
295 | fgrid = fgrid2; |
296 | } |
297 | |
298 | fgrid2 = snewn(w*h, float); |
299 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
300 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
301 | threshold = fgrid2[w*h/2]; |
302 | sfree(fgrid2); |
303 | |
304 | for (i = 0; i < h; i++) { |
305 | for (j = 0; j < w; j++) { |
29caa839 |
306 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
307 | GRID_EMPTY); |
308 | } |
309 | } |
310 | |
311 | sfree(fgrid); |
312 | } |
313 | |
be8d5aa1 |
314 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
315 | { |
316 | int i, n; |
317 | |
318 | n = 0; |
319 | |
320 | for (i = 0; i < len; i++) { |
b6b0369e |
321 | if (start[i*step] == GRID_FULL) { |
322 | int runlen = 1; |
0526a222 |
323 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
324 | runlen++; |
325 | ret[n++] = runlen; |
326 | i += runlen; |
327 | } |
0526a222 |
328 | |
c87ce51a |
329 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
330 | return -1; |
b6b0369e |
331 | } |
332 | |
333 | return n; |
334 | } |
335 | |
336 | #define UNKNOWN 0 |
337 | #define BLOCK 1 |
338 | #define DOT 2 |
339 | #define STILL_UNKNOWN 3 |
340 | |
341 | static void do_recurse(unsigned char *known, unsigned char *deduced, |
342 | unsigned char *row, int *data, int len, |
343 | int freespace, int ndone, int lowest) |
344 | { |
345 | int i, j, k; |
346 | |
347 | if (data[ndone]) { |
348 | for (i=0; i<=freespace; i++) { |
349 | j = lowest; |
350 | for (k=0; k<i; k++) row[j++] = DOT; |
351 | for (k=0; k<data[ndone]; k++) row[j++] = BLOCK; |
352 | if (j < len) row[j++] = DOT; |
353 | do_recurse(known, deduced, row, data, len, |
354 | freespace-i, ndone+1, j); |
355 | } |
356 | } else { |
357 | for (i=lowest; i<len; i++) |
358 | row[i] = DOT; |
359 | for (i=0; i<len; i++) |
360 | if (known[i] && known[i] != row[i]) |
361 | return; |
362 | for (i=0; i<len; i++) |
363 | deduced[i] |= row[i]; |
364 | } |
365 | } |
366 | |
367 | static int do_row(unsigned char *known, unsigned char *deduced, |
368 | unsigned char *row, |
369 | unsigned char *start, int len, int step, int *data) |
370 | { |
371 | int rowlen, i, freespace, done_any; |
372 | |
373 | freespace = len+1; |
374 | for (rowlen = 0; data[rowlen]; rowlen++) |
375 | freespace -= data[rowlen]+1; |
376 | |
377 | for (i = 0; i < len; i++) { |
378 | known[i] = start[i*step]; |
379 | deduced[i] = 0; |
380 | } |
381 | |
382 | do_recurse(known, deduced, row, data, len, freespace, 0, 0); |
383 | done_any = FALSE; |
384 | for (i=0; i<len; i++) |
385 | if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { |
386 | start[i*step] = deduced[i]; |
387 | done_any = TRUE; |
388 | } |
389 | return done_any; |
390 | } |
391 | |
392 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
393 | { |
394 | int i, j, done_any, ok, ntries, max; |
395 | unsigned char *grid, *matrix, *workspace; |
396 | int *rowdata; |
397 | |
398 | grid = snewn(w*h, unsigned char); |
399 | matrix = snewn(w*h, unsigned char); |
400 | max = max(w, h); |
401 | workspace = snewn(max*3, unsigned char); |
402 | rowdata = snewn(max+1, int); |
403 | |
404 | ntries = 0; |
405 | |
406 | do { |
407 | ntries++; |
408 | |
409 | generate(rs, w, h, grid); |
410 | |
15f00e06 |
411 | /* |
412 | * The game is a bit too easy if any row or column is |
413 | * completely black or completely white. An exception is |
414 | * made for rows/columns that are under 3 squares, |
415 | * otherwise nothing will ever be successfully generated. |
416 | */ |
417 | ok = TRUE; |
418 | if (w > 2) { |
419 | for (i = 0; i < h; i++) { |
420 | int colours = 0; |
421 | for (j = 0; j < w; j++) |
422 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
423 | if (colours != 3) |
424 | ok = FALSE; |
425 | } |
426 | } |
427 | if (h > 2) { |
428 | for (j = 0; j < w; j++) { |
429 | int colours = 0; |
430 | for (i = 0; i < h; i++) |
431 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
432 | if (colours != 3) |
433 | ok = FALSE; |
434 | } |
435 | } |
436 | if (!ok) |
437 | continue; |
438 | |
b6b0369e |
439 | memset(matrix, 0, w*h); |
440 | |
441 | do { |
442 | done_any = 0; |
443 | for (i=0; i<h; i++) { |
444 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
445 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
446 | matrix+i*w, w, 1, rowdata); |
447 | } |
448 | for (i=0; i<w; i++) { |
449 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
450 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
451 | matrix+i, h, w, rowdata); |
452 | } |
453 | } while (done_any); |
454 | |
455 | ok = TRUE; |
456 | for (i=0; i<h; i++) { |
457 | for (j=0; j<w; j++) { |
458 | if (matrix[i*w+j] == UNKNOWN) |
459 | ok = FALSE; |
460 | } |
461 | } |
462 | } while (!ok); |
463 | |
464 | sfree(matrix); |
465 | sfree(workspace); |
466 | sfree(rowdata); |
467 | return grid; |
468 | } |
469 | |
1185e3c5 |
470 | static char *new_game_desc(game_params *params, random_state *rs, |
c566778e |
471 | char **aux, int interactive) |
b6b0369e |
472 | { |
473 | unsigned char *grid; |
474 | int i, j, max, rowlen, *rowdata; |
1185e3c5 |
475 | char intbuf[80], *desc; |
476 | int desclen, descpos; |
b6b0369e |
477 | |
478 | grid = generate_soluble(rs, params->w, params->h); |
479 | max = max(params->w, params->h); |
480 | rowdata = snewn(max, int); |
481 | |
482 | /* |
c566778e |
483 | * Save the solved game in aux. |
3220eba4 |
484 | */ |
485 | { |
c566778e |
486 | char *ai = snewn(params->w * params->h + 2, char); |
3220eba4 |
487 | |
c566778e |
488 | /* |
489 | * String format is exactly the same as a solve move, so we |
490 | * can just dupstr this in solve_game(). |
491 | */ |
492 | |
493 | ai[0] = 'S'; |
494 | |
495 | for (i = 0; i < params->w * params->h; i++) |
496 | ai[i+1] = grid[i] ? '1' : '0'; |
497 | |
498 | ai[params->w * params->h + 1] = '\0'; |
3220eba4 |
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); |
871bf294 |
553 | sfree(grid); |
1185e3c5 |
554 | return desc; |
b6b0369e |
555 | } |
556 | |
1185e3c5 |
557 | static char *validate_desc(game_params *params, char *desc) |
b6b0369e |
558 | { |
559 | int i, n, rowspace; |
560 | char *p; |
561 | |
562 | for (i = 0; i < params->w + params->h; i++) { |
563 | if (i < params->w) |
564 | rowspace = params->h + 1; |
565 | else |
566 | rowspace = params->w + 1; |
567 | |
1185e3c5 |
568 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
569 | do { |
1185e3c5 |
570 | p = desc; |
571 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
572 | n = atoi(p); |
573 | rowspace -= n+1; |
574 | |
575 | if (rowspace < 0) { |
576 | if (i < params->w) |
577 | return "at least one column contains more numbers than will fit"; |
578 | else |
579 | return "at least one row contains more numbers than will fit"; |
580 | } |
1185e3c5 |
581 | } while (*desc++ == '.'); |
b6b0369e |
582 | } else { |
1185e3c5 |
583 | desc++; /* expect a slash immediately */ |
b6b0369e |
584 | } |
585 | |
1185e3c5 |
586 | if (desc[-1] == '/') { |
b6b0369e |
587 | if (i+1 == params->w + params->h) |
588 | return "too many row/column specifications"; |
1185e3c5 |
589 | } else if (desc[-1] == '\0') { |
b6b0369e |
590 | if (i+1 < params->w + params->h) |
591 | return "too few row/column specifications"; |
592 | } else |
593 | return "unrecognised character in game specification"; |
594 | } |
595 | |
596 | return NULL; |
597 | } |
598 | |
dafd6cf6 |
599 | static game_state *new_game(midend *me, game_params *params, char *desc) |
b6b0369e |
600 | { |
601 | int i; |
602 | char *p; |
603 | game_state *state = snew(game_state); |
604 | |
605 | state->w = params->w; |
606 | state->h = params->h; |
607 | |
608 | state->grid = snewn(state->w * state->h, unsigned char); |
609 | memset(state->grid, GRID_UNKNOWN, state->w * state->h); |
610 | |
611 | state->rowsize = max(state->w, state->h); |
612 | state->rowdata = snewn(state->rowsize * (state->w + state->h), int); |
613 | state->rowlen = snewn(state->w + state->h, int); |
614 | |
2ac6d24e |
615 | state->completed = state->cheated = FALSE; |
b6b0369e |
616 | |
617 | for (i = 0; i < params->w + params->h; i++) { |
618 | state->rowlen[i] = 0; |
1185e3c5 |
619 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
620 | do { |
1185e3c5 |
621 | p = desc; |
622 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
623 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
624 | atoi(p); |
1185e3c5 |
625 | } while (*desc++ == '.'); |
b6b0369e |
626 | } else { |
1185e3c5 |
627 | desc++; /* expect a slash immediately */ |
b6b0369e |
628 | } |
629 | } |
630 | |
631 | return state; |
632 | } |
633 | |
be8d5aa1 |
634 | static game_state *dup_game(game_state *state) |
b6b0369e |
635 | { |
636 | game_state *ret = snew(game_state); |
637 | |
638 | ret->w = state->w; |
639 | ret->h = state->h; |
640 | |
641 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
642 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
643 | |
644 | ret->rowsize = state->rowsize; |
645 | ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); |
646 | ret->rowlen = snewn(ret->w + ret->h, int); |
647 | memcpy(ret->rowdata, state->rowdata, |
648 | ret->rowsize * (ret->w + ret->h) * sizeof(int)); |
649 | memcpy(ret->rowlen, state->rowlen, |
650 | (ret->w + ret->h) * sizeof(int)); |
651 | |
652 | ret->completed = state->completed; |
2ac6d24e |
653 | ret->cheated = state->cheated; |
b6b0369e |
654 | |
655 | return ret; |
656 | } |
657 | |
be8d5aa1 |
658 | static void free_game(game_state *state) |
b6b0369e |
659 | { |
660 | sfree(state->rowdata); |
661 | sfree(state->rowlen); |
662 | sfree(state->grid); |
663 | sfree(state); |
664 | } |
665 | |
df11cd4e |
666 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
667 | char *ai, char **error) |
2ac6d24e |
668 | { |
df11cd4e |
669 | unsigned char *matrix; |
df11cd4e |
670 | int w = state->w, h = state->h; |
671 | int i; |
672 | char *ret; |
c566778e |
673 | int done_any, max; |
674 | unsigned char *workspace; |
675 | int *rowdata; |
3220eba4 |
676 | |
2ac6d24e |
677 | /* |
c566778e |
678 | * If we already have the solved state in ai, copy it out. |
2ac6d24e |
679 | */ |
c566778e |
680 | if (ai) |
681 | return dupstr(ai); |
2ac6d24e |
682 | |
c566778e |
683 | matrix = snewn(w*h, unsigned char); |
684 | max = max(w, h); |
685 | workspace = snewn(max*3, unsigned char); |
686 | rowdata = snewn(max+1, int); |
2ac6d24e |
687 | |
c566778e |
688 | memset(matrix, 0, w*h); |
2ac6d24e |
689 | |
c566778e |
690 | do { |
691 | done_any = 0; |
692 | for (i=0; i<h; i++) { |
693 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
694 | max*sizeof(int)); |
695 | rowdata[state->rowlen[w+i]] = 0; |
696 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
697 | matrix+i*w, w, 1, rowdata); |
698 | } |
699 | for (i=0; i<w; i++) { |
700 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
701 | rowdata[state->rowlen[i]] = 0; |
702 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
703 | matrix+i, h, w, rowdata); |
704 | } |
705 | } while (done_any); |
df11cd4e |
706 | |
c566778e |
707 | sfree(workspace); |
708 | sfree(rowdata); |
2ac6d24e |
709 | |
c566778e |
710 | for (i = 0; i < w*h; i++) { |
711 | if (matrix[i] != BLOCK && matrix[i] != DOT) { |
712 | sfree(matrix); |
713 | *error = "Solving algorithm cannot complete this puzzle"; |
714 | return NULL; |
715 | } |
df11cd4e |
716 | } |
717 | |
718 | ret = snewn(w*h+2, char); |
719 | ret[0] = 'S'; |
720 | for (i = 0; i < w*h; i++) { |
c566778e |
721 | assert(matrix[i] == BLOCK || matrix[i] == DOT); |
722 | ret[i+1] = (matrix[i] == BLOCK ? '1' : '0'); |
2ac6d24e |
723 | } |
df11cd4e |
724 | ret[w*h+1] = '\0'; |
725 | |
c566778e |
726 | sfree(matrix); |
2ac6d24e |
727 | |
728 | return ret; |
729 | } |
730 | |
fa3abef5 |
731 | static int game_can_format_as_text_now(game_params *params) |
732 | { |
733 | return TRUE; |
734 | } |
735 | |
9b4b03d3 |
736 | static char *game_text_format(game_state *state) |
737 | { |
738 | return NULL; |
739 | } |
740 | |
b6b0369e |
741 | struct game_ui { |
742 | int dragging; |
743 | int drag_start_x; |
744 | int drag_start_y; |
745 | int drag_end_x; |
746 | int drag_end_y; |
747 | int drag, release, state; |
748 | }; |
749 | |
be8d5aa1 |
750 | static game_ui *new_ui(game_state *state) |
b6b0369e |
751 | { |
752 | game_ui *ret; |
753 | |
754 | ret = snew(game_ui); |
755 | ret->dragging = FALSE; |
756 | |
757 | return ret; |
758 | } |
759 | |
be8d5aa1 |
760 | static void free_ui(game_ui *ui) |
b6b0369e |
761 | { |
762 | sfree(ui); |
763 | } |
764 | |
844f605f |
765 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
766 | { |
767 | return NULL; |
768 | } |
769 | |
844f605f |
770 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
771 | { |
772 | } |
773 | |
07dfb697 |
774 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
775 | game_state *newstate) |
776 | { |
777 | } |
778 | |
1e3e152d |
779 | struct game_drawstate { |
780 | int started; |
781 | int w, h; |
782 | int tilesize; |
783 | unsigned char *visible; |
784 | }; |
785 | |
df11cd4e |
786 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
787 | int x, int y, int button) |
788 | { |
f0ee053c |
789 | button &= ~MOD_MASK; |
790 | |
df11cd4e |
791 | x = FROMCOORD(state->w, x); |
792 | y = FROMCOORD(state->h, y); |
b6b0369e |
793 | |
df11cd4e |
794 | if (x >= 0 && x < state->w && y >= 0 && y < state->h && |
b6b0369e |
795 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
796 | button == MIDDLE_BUTTON)) { |
242a7d91 |
797 | #ifdef STYLUS_BASED |
798 | int currstate = state->grid[y * state->w + x]; |
799 | #endif |
b6b0369e |
800 | |
801 | ui->dragging = TRUE; |
802 | |
803 | if (button == LEFT_BUTTON) { |
804 | ui->drag = LEFT_DRAG; |
805 | ui->release = LEFT_RELEASE; |
242a7d91 |
806 | #ifdef STYLUS_BASED |
807 | ui->state = currstate == GRID_FULL ? GRID_UNKNOWN : GRID_FULL; |
808 | #else |
b6b0369e |
809 | ui->state = GRID_FULL; |
242a7d91 |
810 | #endif |
b6b0369e |
811 | } else if (button == RIGHT_BUTTON) { |
812 | ui->drag = RIGHT_DRAG; |
813 | ui->release = RIGHT_RELEASE; |
242a7d91 |
814 | #ifdef STYLUS_BASED |
815 | ui->state = currstate == GRID_EMPTY ? GRID_UNKNOWN : GRID_EMPTY; |
816 | #else |
b6b0369e |
817 | ui->state = GRID_EMPTY; |
242a7d91 |
818 | #endif |
b6b0369e |
819 | } else /* if (button == MIDDLE_BUTTON) */ { |
820 | ui->drag = MIDDLE_DRAG; |
821 | ui->release = MIDDLE_RELEASE; |
822 | ui->state = GRID_UNKNOWN; |
823 | } |
824 | |
825 | ui->drag_start_x = ui->drag_end_x = x; |
826 | ui->drag_start_y = ui->drag_end_y = y; |
827 | |
df11cd4e |
828 | return ""; /* UI activity occurred */ |
b6b0369e |
829 | } |
830 | |
831 | if (ui->dragging && button == ui->drag) { |
832 | /* |
833 | * There doesn't seem much point in allowing a rectangle |
834 | * drag; people will generally only want to drag a single |
835 | * horizontal or vertical line, so we make that easy by |
836 | * snapping to it. |
837 | * |
838 | * Exception: if we're _middle_-button dragging to tag |
839 | * things as UNKNOWN, we may well want to trash an entire |
840 | * area and start over! |
841 | */ |
842 | if (ui->state != GRID_UNKNOWN) { |
843 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
844 | y = ui->drag_start_y; |
845 | else |
846 | x = ui->drag_start_x; |
847 | } |
848 | |
849 | if (x < 0) x = 0; |
850 | if (y < 0) y = 0; |
df11cd4e |
851 | if (x >= state->w) x = state->w - 1; |
852 | if (y >= state->h) y = state->h - 1; |
b6b0369e |
853 | |
854 | ui->drag_end_x = x; |
855 | ui->drag_end_y = y; |
856 | |
df11cd4e |
857 | return ""; /* UI activity occurred */ |
b6b0369e |
858 | } |
859 | |
860 | if (ui->dragging && button == ui->release) { |
861 | int x1, x2, y1, y2, xx, yy; |
862 | int move_needed = FALSE; |
863 | |
864 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
865 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
866 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
867 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
868 | |
869 | for (yy = y1; yy <= y2; yy++) |
870 | for (xx = x1; xx <= x2; xx++) |
df11cd4e |
871 | if (state->grid[yy * state->w + xx] != ui->state) |
b6b0369e |
872 | move_needed = TRUE; |
873 | |
874 | ui->dragging = FALSE; |
875 | |
876 | if (move_needed) { |
df11cd4e |
877 | char buf[80]; |
878 | sprintf(buf, "%c%d,%d,%d,%d", |
871bf294 |
879 | (char)(ui->state == GRID_FULL ? 'F' : |
880 | ui->state == GRID_EMPTY ? 'E' : 'U'), |
df11cd4e |
881 | x1, y1, x2-x1+1, y2-y1+1); |
882 | return dupstr(buf); |
b6b0369e |
883 | } else |
df11cd4e |
884 | return ""; /* UI activity occurred */ |
b6b0369e |
885 | } |
886 | |
887 | return NULL; |
888 | } |
889 | |
df11cd4e |
890 | static game_state *execute_move(game_state *from, char *move) |
891 | { |
892 | game_state *ret; |
893 | int x1, x2, y1, y2, xx, yy; |
894 | int val; |
895 | |
896 | if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) { |
897 | int i; |
898 | |
899 | ret = dup_game(from); |
900 | |
901 | for (i = 0; i < ret->w * ret->h; i++) |
902 | ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY); |
903 | |
904 | ret->completed = ret->cheated = TRUE; |
905 | |
906 | return ret; |
907 | } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') && |
908 | sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 && |
909 | x1 >= 0 && x2 >= 0 && x1+x2 <= from->w && |
910 | y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { |
911 | |
912 | x2 += x1; |
913 | y2 += y1; |
914 | val = (move[0] == 'F' ? GRID_FULL : |
915 | move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN); |
916 | |
917 | ret = dup_game(from); |
918 | for (yy = y1; yy < y2; yy++) |
919 | for (xx = x1; xx < x2; xx++) |
920 | ret->grid[yy * ret->w + xx] = val; |
921 | |
922 | /* |
923 | * An actual change, so check to see if we've completed the |
924 | * game. |
925 | */ |
926 | if (!ret->completed) { |
927 | int *rowdata = snewn(ret->rowsize, int); |
928 | int i, len; |
929 | |
930 | ret->completed = TRUE; |
931 | |
932 | for (i=0; i<ret->w; i++) { |
933 | len = compute_rowdata(rowdata, |
934 | ret->grid+i, ret->h, ret->w); |
935 | if (len != ret->rowlen[i] || |
936 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
937 | len * sizeof(int))) { |
938 | ret->completed = FALSE; |
939 | break; |
940 | } |
941 | } |
942 | for (i=0; i<ret->h; i++) { |
943 | len = compute_rowdata(rowdata, |
944 | ret->grid+i*ret->w, ret->w, 1); |
945 | if (len != ret->rowlen[i+ret->w] || |
946 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
947 | len * sizeof(int))) { |
948 | ret->completed = FALSE; |
949 | break; |
950 | } |
951 | } |
952 | |
953 | sfree(rowdata); |
954 | } |
955 | |
956 | return ret; |
957 | } else |
958 | return NULL; |
959 | } |
960 | |
b6b0369e |
961 | /* ---------------------------------------------------------------------- |
962 | * Drawing routines. |
963 | */ |
964 | |
1f3ee4ee |
965 | static void game_compute_size(game_params *params, int tilesize, |
966 | int *x, int *y) |
b6b0369e |
967 | { |
1f3ee4ee |
968 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
969 | struct { int tilesize; } ads, *ds = &ads; |
970 | ads.tilesize = tilesize; |
1e3e152d |
971 | |
b6b0369e |
972 | *x = SIZE(params->w); |
973 | *y = SIZE(params->h); |
974 | } |
975 | |
dafd6cf6 |
976 | static void game_set_size(drawing *dr, game_drawstate *ds, |
977 | game_params *params, int tilesize) |
1f3ee4ee |
978 | { |
979 | ds->tilesize = tilesize; |
980 | } |
981 | |
8266f3fc |
982 | static float *game_colours(frontend *fe, int *ncolours) |
b6b0369e |
983 | { |
984 | float *ret = snewn(3 * NCOLOURS, float); |
985 | |
986 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
987 | |
988 | ret[COL_GRID * 3 + 0] = 0.3F; |
989 | ret[COL_GRID * 3 + 1] = 0.3F; |
990 | ret[COL_GRID * 3 + 2] = 0.3F; |
991 | |
992 | ret[COL_UNKNOWN * 3 + 0] = 0.5F; |
993 | ret[COL_UNKNOWN * 3 + 1] = 0.5F; |
994 | ret[COL_UNKNOWN * 3 + 2] = 0.5F; |
995 | |
dafd6cf6 |
996 | ret[COL_TEXT * 3 + 0] = 0.0F; |
997 | ret[COL_TEXT * 3 + 1] = 0.0F; |
998 | ret[COL_TEXT * 3 + 2] = 0.0F; |
999 | |
b6b0369e |
1000 | ret[COL_FULL * 3 + 0] = 0.0F; |
1001 | ret[COL_FULL * 3 + 1] = 0.0F; |
1002 | ret[COL_FULL * 3 + 2] = 0.0F; |
1003 | |
1004 | ret[COL_EMPTY * 3 + 0] = 1.0F; |
1005 | ret[COL_EMPTY * 3 + 1] = 1.0F; |
1006 | ret[COL_EMPTY * 3 + 2] = 1.0F; |
1007 | |
1008 | *ncolours = NCOLOURS; |
1009 | return ret; |
1010 | } |
1011 | |
dafd6cf6 |
1012 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
b6b0369e |
1013 | { |
1014 | struct game_drawstate *ds = snew(struct game_drawstate); |
1015 | |
1016 | ds->started = FALSE; |
1017 | ds->w = state->w; |
1018 | ds->h = state->h; |
1019 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
1e3e152d |
1020 | ds->tilesize = 0; /* not decided yet */ |
b6b0369e |
1021 | memset(ds->visible, 255, ds->w * ds->h); |
1022 | |
1023 | return ds; |
1024 | } |
1025 | |
dafd6cf6 |
1026 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
b6b0369e |
1027 | { |
1028 | sfree(ds->visible); |
1029 | sfree(ds); |
1030 | } |
1031 | |
dafd6cf6 |
1032 | static void grid_square(drawing *dr, game_drawstate *ds, |
b6b0369e |
1033 | int y, int x, int state) |
1034 | { |
1035 | int xl, xr, yt, yb; |
1036 | |
dafd6cf6 |
1037 | draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
b6b0369e |
1038 | TILE_SIZE, TILE_SIZE, COL_GRID); |
1039 | |
1040 | xl = (x % 5 == 0 ? 1 : 0); |
1041 | yt = (y % 5 == 0 ? 1 : 0); |
1042 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
1043 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
1044 | |
dafd6cf6 |
1045 | draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, |
b6b0369e |
1046 | TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, |
1047 | (state == GRID_FULL ? COL_FULL : |
1048 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
1049 | |
dafd6cf6 |
1050 | draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
b6b0369e |
1051 | TILE_SIZE, TILE_SIZE); |
1052 | } |
1053 | |
dafd6cf6 |
1054 | static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state, |
1055 | int colour) |
1056 | { |
1057 | int i, j; |
1058 | |
1059 | /* |
1060 | * Draw the numbers. |
1061 | */ |
1062 | for (i = 0; i < state->w + state->h; i++) { |
1063 | int rowlen = state->rowlen[i]; |
1064 | int *rowdata = state->rowdata + state->rowsize * i; |
1065 | int nfit; |
1066 | |
1067 | /* |
1068 | * Normally I space the numbers out by the same |
1069 | * distance as the tile size. However, if there are |
1070 | * more numbers than available spaces, I have to squash |
1071 | * them up a bit. |
1072 | */ |
1073 | nfit = max(rowlen, TLBORDER(state->h))-1; |
1074 | assert(nfit > 0); |
1075 | |
1076 | for (j = 0; j < rowlen; j++) { |
1077 | int x, y; |
1078 | char str[80]; |
1079 | |
1080 | if (i < state->w) { |
1081 | x = TOCOORD(state->w, i); |
1082 | y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1); |
1083 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; |
1084 | } else { |
1085 | y = TOCOORD(state->h, i - state->w); |
1086 | x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1); |
1087 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; |
1088 | } |
1089 | |
1090 | sprintf(str, "%d", rowdata[j]); |
1091 | draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1092 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str); |
1093 | } |
1094 | } |
1095 | } |
1096 | |
1097 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1e3e152d |
1098 | game_state *state, int dir, game_ui *ui, |
1099 | float animtime, float flashtime) |
b6b0369e |
1100 | { |
1101 | int i, j; |
1102 | int x1, x2, y1, y2; |
1103 | |
1104 | if (!ds->started) { |
1105 | /* |
1106 | * The initial contents of the window are not guaranteed |
1107 | * and can vary with front ends. To be on the safe side, |
1108 | * all games should start by drawing a big background- |
1109 | * colour rectangle covering the whole window. |
1110 | */ |
dafd6cf6 |
1111 | draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
b6b0369e |
1112 | |
dafd6cf6 |
1113 | /* |
1114 | * Draw the numbers. |
1115 | */ |
1116 | draw_numbers(dr, ds, state, COL_TEXT); |
b6b0369e |
1117 | |
1118 | /* |
1119 | * Draw the grid outline. |
1120 | */ |
dafd6cf6 |
1121 | draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1122 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1123 | COL_GRID); |
1124 | |
1125 | ds->started = TRUE; |
1126 | |
dafd6cf6 |
1127 | draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
b6b0369e |
1128 | } |
1129 | |
1130 | if (ui->dragging) { |
1131 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1132 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1133 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1134 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1135 | } else { |
1136 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1137 | } |
1138 | |
1139 | /* |
1140 | * Now draw any grid squares which have changed since last |
1141 | * redraw. |
1142 | */ |
1143 | for (i = 0; i < ds->h; i++) { |
1144 | for (j = 0; j < ds->w; j++) { |
1145 | int val; |
1146 | |
1147 | /* |
1148 | * Work out what state this square should be drawn in, |
1149 | * taking any current drag operation into account. |
1150 | */ |
1151 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1152 | val = ui->state; |
1153 | else |
1154 | val = state->grid[i * state->w + j]; |
1155 | |
1156 | /* |
1157 | * Briefly invert everything twice during a completion |
1158 | * flash. |
1159 | */ |
1160 | if (flashtime > 0 && |
1161 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1162 | val != GRID_UNKNOWN) |
1163 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1164 | |
1165 | if (ds->visible[i * ds->w + j] != val) { |
dafd6cf6 |
1166 | grid_square(dr, ds, i, j, val); |
b6b0369e |
1167 | ds->visible[i * ds->w + j] = val; |
1168 | } |
1169 | } |
1170 | } |
1171 | } |
1172 | |
be8d5aa1 |
1173 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1174 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1175 | { |
1176 | return 0.0F; |
1177 | } |
1178 | |
be8d5aa1 |
1179 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1180 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1181 | { |
2ac6d24e |
1182 | if (!oldstate->completed && newstate->completed && |
1183 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1184 | return FLASH_TIME; |
1185 | return 0.0F; |
1186 | } |
1187 | |
4d08de49 |
1188 | static int game_timing_state(game_state *state, game_ui *ui) |
48dcdd62 |
1189 | { |
1190 | return TRUE; |
1191 | } |
1192 | |
dafd6cf6 |
1193 | static void game_print_size(game_params *params, float *x, float *y) |
1194 | { |
1195 | int pw, ph; |
1196 | |
1197 | /* |
1198 | * I'll use 5mm squares by default. |
1199 | */ |
1200 | game_compute_size(params, 500, &pw, &ph); |
1201 | *x = pw / 100.0; |
1202 | *y = ph / 100.0; |
1203 | } |
1204 | |
1205 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1206 | { |
1207 | int w = state->w, h = state->h; |
1208 | int ink = print_mono_colour(dr, 0); |
1209 | int x, y; |
1210 | |
1211 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1212 | game_drawstate ads, *ds = &ads; |
4413ef0f |
1213 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
1214 | |
1215 | /* |
1216 | * Border. |
1217 | */ |
1218 | print_line_width(dr, TILE_SIZE / 16); |
1219 | draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0), |
1220 | w*TILE_SIZE, h*TILE_SIZE, ink); |
1221 | |
1222 | /* |
1223 | * Grid. |
1224 | */ |
1225 | for (x = 1; x < w; x++) { |
1226 | print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24)); |
1227 | draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0), |
1228 | TOCOORD(w, x), TOCOORD(h, h), ink); |
1229 | } |
1230 | for (y = 1; y < h; y++) { |
1231 | print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24)); |
1232 | draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y), |
1233 | TOCOORD(w, w), TOCOORD(h, y), ink); |
1234 | } |
1235 | |
1236 | /* |
1237 | * Clues. |
1238 | */ |
1239 | draw_numbers(dr, ds, state, ink); |
1240 | |
1241 | /* |
1242 | * Solution. |
1243 | */ |
1244 | print_line_width(dr, TILE_SIZE / 128); |
1245 | for (y = 0; y < h; y++) |
1246 | for (x = 0; x < w; x++) { |
1247 | if (state->grid[y*w+x] == GRID_FULL) |
1248 | draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y), |
1249 | TILE_SIZE, TILE_SIZE, ink); |
1250 | else if (state->grid[y*w+x] == GRID_EMPTY) |
1251 | draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2, |
1252 | TOCOORD(h, y) + TILE_SIZE/2, |
1253 | TILE_SIZE/12, ink, ink); |
1254 | } |
1255 | } |
1256 | |
be8d5aa1 |
1257 | #ifdef COMBINED |
1258 | #define thegame pattern |
1259 | #endif |
1260 | |
1261 | const struct game thegame = { |
750037d7 |
1262 | "Pattern", "games.pattern", "pattern", |
be8d5aa1 |
1263 | default_params, |
1264 | game_fetch_preset, |
1265 | decode_params, |
1266 | encode_params, |
1267 | free_params, |
1268 | dup_params, |
1d228b10 |
1269 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1270 | validate_params, |
1185e3c5 |
1271 | new_game_desc, |
1185e3c5 |
1272 | validate_desc, |
be8d5aa1 |
1273 | new_game, |
1274 | dup_game, |
1275 | free_game, |
2ac6d24e |
1276 | TRUE, solve_game, |
fa3abef5 |
1277 | FALSE, game_can_format_as_text_now, game_text_format, |
be8d5aa1 |
1278 | new_ui, |
1279 | free_ui, |
ae8290c6 |
1280 | encode_ui, |
1281 | decode_ui, |
07dfb697 |
1282 | game_changed_state, |
df11cd4e |
1283 | interpret_move, |
1284 | execute_move, |
1f3ee4ee |
1285 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
be8d5aa1 |
1286 | game_colours, |
1287 | game_new_drawstate, |
1288 | game_free_drawstate, |
1289 | game_redraw, |
1290 | game_anim_length, |
1291 | game_flash_length, |
dafd6cf6 |
1292 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
1293 | FALSE, /* wants_statusbar */ |
48dcdd62 |
1294 | FALSE, game_timing_state, |
cb0c7d4a |
1295 | REQUIRE_RBUTTON, /* flags */ |
be8d5aa1 |
1296 | }; |
329b3f06 |
1297 | |
1298 | #ifdef STANDALONE_SOLVER |
1299 | |
329b3f06 |
1300 | int main(int argc, char **argv) |
1301 | { |
1302 | game_params *p; |
1303 | game_state *s; |
1185e3c5 |
1304 | char *id = NULL, *desc, *err; |
329b3f06 |
1305 | |
1306 | while (--argc > 0) { |
1307 | char *p = *++argv; |
1308 | if (*p == '-') { |
8317499a |
1309 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
329b3f06 |
1310 | return 1; |
1311 | } else { |
1312 | id = p; |
1313 | } |
1314 | } |
1315 | |
1316 | if (!id) { |
1317 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1318 | return 1; |
1319 | } |
1320 | |
1185e3c5 |
1321 | desc = strchr(id, ':'); |
1322 | if (!desc) { |
329b3f06 |
1323 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1324 | return 1; |
1325 | } |
1185e3c5 |
1326 | *desc++ = '\0'; |
329b3f06 |
1327 | |
1733f4ca |
1328 | p = default_params(); |
1329 | decode_params(p, id); |
1185e3c5 |
1330 | err = validate_desc(p, desc); |
329b3f06 |
1331 | if (err) { |
1332 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1333 | return 1; |
1334 | } |
39d682c9 |
1335 | s = new_game(NULL, p, desc); |
329b3f06 |
1336 | |
1337 | { |
1338 | int w = p->w, h = p->h, i, j, done_any, max; |
1339 | unsigned char *matrix, *workspace; |
1340 | int *rowdata; |
1341 | |
1342 | matrix = snewn(w*h, unsigned char); |
1343 | max = max(w, h); |
1344 | workspace = snewn(max*3, unsigned char); |
1345 | rowdata = snewn(max+1, int); |
1346 | |
1347 | memset(matrix, 0, w*h); |
1348 | |
1349 | do { |
1350 | done_any = 0; |
1351 | for (i=0; i<h; i++) { |
1352 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1353 | max*sizeof(int)); |
1354 | rowdata[s->rowlen[w+i]] = 0; |
1355 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1356 | matrix+i*w, w, 1, rowdata); |
1357 | } |
1358 | for (i=0; i<w; i++) { |
1359 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1360 | rowdata[s->rowlen[i]] = 0; |
1361 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1362 | matrix+i, h, w, rowdata); |
1363 | } |
1364 | } while (done_any); |
1365 | |
1366 | for (i = 0; i < h; i++) { |
1367 | for (j = 0; j < w; j++) { |
1368 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1369 | matrix[i*w+j] == BLOCK ? '#' : |
1370 | matrix[i*w+j] == DOT ? '.' : |
1371 | '!'); |
1372 | putchar(c); |
1373 | } |
1374 | printf("\n"); |
1375 | } |
1376 | } |
1377 | |
1378 | return 0; |
1379 | } |
1380 | |
1381 | #endif |