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 | |
23 | #define BORDER 18 |
24 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
25 | #define GUTTER 12 |
26 | #define TILE_SIZE 24 |
27 | |
28 | #define FROMCOORD(d, x) \ |
29 | ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) |
30 | |
31 | #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) |
32 | |
33 | #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) |
34 | |
35 | struct game_params { |
36 | int w, h; |
37 | }; |
38 | |
39 | #define GRID_UNKNOWN 2 |
40 | #define GRID_FULL 1 |
41 | #define GRID_EMPTY 0 |
42 | |
43 | struct game_state { |
44 | int w, h; |
45 | unsigned char *grid; |
46 | int rowsize; |
47 | int *rowdata, *rowlen; |
2ac6d24e |
48 | int completed, cheated; |
b6b0369e |
49 | }; |
50 | |
51 | #define FLASH_TIME 0.13F |
52 | |
be8d5aa1 |
53 | static game_params *default_params(void) |
b6b0369e |
54 | { |
55 | game_params *ret = snew(game_params); |
56 | |
57 | ret->w = ret->h = 15; |
58 | |
59 | return ret; |
60 | } |
61 | |
ab53eb64 |
62 | static const struct game_params pattern_presets[] = { |
63 | {10, 10}, |
64 | {15, 15}, |
65 | {20, 20}, |
66 | #ifndef SLOW_SYSTEM |
67 | {25, 25}, |
68 | {30, 30}, |
69 | #endif |
70 | }; |
71 | |
be8d5aa1 |
72 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
73 | { |
74 | game_params *ret; |
75 | char str[80]; |
ab53eb64 |
76 | |
77 | if (i < 0 || i >= lenof(pattern_presets)) |
b6b0369e |
78 | return FALSE; |
79 | |
80 | ret = snew(game_params); |
ab53eb64 |
81 | *ret = pattern_presets[i]; |
b6b0369e |
82 | |
83 | sprintf(str, "%dx%d", ret->w, ret->h); |
84 | |
85 | *name = dupstr(str); |
86 | *params = ret; |
87 | return TRUE; |
88 | } |
89 | |
be8d5aa1 |
90 | static void free_params(game_params *params) |
b6b0369e |
91 | { |
92 | sfree(params); |
93 | } |
94 | |
be8d5aa1 |
95 | static game_params *dup_params(game_params *params) |
b6b0369e |
96 | { |
97 | game_params *ret = snew(game_params); |
98 | *ret = *params; /* structure copy */ |
99 | return ret; |
100 | } |
101 | |
1185e3c5 |
102 | static void decode_params(game_params *ret, char const *string) |
b6b0369e |
103 | { |
b6b0369e |
104 | char const *p = string; |
105 | |
106 | ret->w = atoi(p); |
107 | while (*p && isdigit(*p)) p++; |
108 | if (*p == 'x') { |
109 | p++; |
110 | ret->h = atoi(p); |
111 | while (*p && isdigit(*p)) p++; |
112 | } else { |
113 | ret->h = ret->w; |
114 | } |
b6b0369e |
115 | } |
116 | |
1185e3c5 |
117 | static char *encode_params(game_params *params, int full) |
b6b0369e |
118 | { |
119 | char ret[400]; |
120 | int len; |
121 | |
122 | len = sprintf(ret, "%dx%d", params->w, params->h); |
123 | assert(len < lenof(ret)); |
124 | ret[len] = '\0'; |
125 | |
126 | return dupstr(ret); |
127 | } |
128 | |
be8d5aa1 |
129 | static config_item *game_configure(game_params *params) |
b6b0369e |
130 | { |
131 | config_item *ret; |
132 | char buf[80]; |
133 | |
134 | ret = snewn(3, config_item); |
135 | |
136 | ret[0].name = "Width"; |
137 | ret[0].type = C_STRING; |
138 | sprintf(buf, "%d", params->w); |
139 | ret[0].sval = dupstr(buf); |
140 | ret[0].ival = 0; |
141 | |
142 | ret[1].name = "Height"; |
143 | ret[1].type = C_STRING; |
144 | sprintf(buf, "%d", params->h); |
145 | ret[1].sval = dupstr(buf); |
146 | ret[1].ival = 0; |
147 | |
148 | ret[2].name = NULL; |
149 | ret[2].type = C_END; |
150 | ret[2].sval = NULL; |
151 | ret[2].ival = 0; |
152 | |
153 | return ret; |
154 | } |
155 | |
be8d5aa1 |
156 | static game_params *custom_params(config_item *cfg) |
b6b0369e |
157 | { |
158 | game_params *ret = snew(game_params); |
159 | |
160 | ret->w = atoi(cfg[0].sval); |
161 | ret->h = atoi(cfg[1].sval); |
162 | |
163 | return ret; |
164 | } |
165 | |
be8d5aa1 |
166 | static char *validate_params(game_params *params) |
b6b0369e |
167 | { |
ab53eb64 |
168 | if (params->w <= 0 || params->h <= 0) |
b6b0369e |
169 | return "Width and height must both be greater than zero"; |
b6b0369e |
170 | return NULL; |
171 | } |
172 | |
173 | /* ---------------------------------------------------------------------- |
174 | * Puzzle generation code. |
175 | * |
176 | * For this particular puzzle, it seemed important to me to ensure |
177 | * a unique solution. I do this the brute-force way, by having a |
178 | * solver algorithm alongside the generator, and repeatedly |
179 | * generating a random grid until I find one whose solution is |
180 | * unique. It turns out that this isn't too onerous on a modern PC |
181 | * provided you keep grid size below around 30. Any offers of |
182 | * better algorithms, however, will be very gratefully received. |
183 | * |
184 | * Another annoyance of this approach is that it limits the |
185 | * available puzzles to those solvable by the algorithm I've used. |
186 | * My algorithm only ever considers a single row or column at any |
187 | * one time, which means it's incapable of solving the following |
188 | * difficult example (found by Bella Image around 1995/6, when she |
189 | * and I were both doing maths degrees): |
190 | * |
191 | * 2 1 2 1 |
192 | * |
193 | * +--+--+--+--+ |
194 | * 1 1 | | | | | |
195 | * +--+--+--+--+ |
196 | * 2 | | | | | |
197 | * +--+--+--+--+ |
198 | * 1 | | | | | |
199 | * +--+--+--+--+ |
200 | * 1 | | | | | |
201 | * +--+--+--+--+ |
202 | * |
203 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
204 | * algorithm (it would require at least one row or column reading |
205 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
206 | * proved to have a unique solution: if the top left square were |
207 | * empty, then the only option for the top row would be to fill the |
208 | * two squares in the 1 columns, which would imply the squares |
209 | * below those were empty, leaving no place for the 2 in the second |
210 | * row. Contradiction. Hence the top left square is full, and the |
211 | * unique solution follows easily from that starting point. |
212 | * |
213 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
214 | * it's useful to anyone.) |
215 | */ |
216 | |
217 | static int float_compare(const void *av, const void *bv) |
218 | { |
219 | const float *a = (const float *)av; |
220 | const float *b = (const float *)bv; |
221 | if (*a < *b) |
222 | return -1; |
223 | else if (*a > *b) |
224 | return +1; |
225 | else |
226 | return 0; |
227 | } |
228 | |
229 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
230 | { |
231 | float *fgrid; |
232 | float *fgrid2; |
233 | int step, i, j; |
234 | float threshold; |
235 | |
236 | fgrid = snewn(w*h, float); |
237 | |
238 | for (i = 0; i < h; i++) { |
239 | for (j = 0; j < w; j++) { |
240 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
241 | } |
242 | } |
243 | |
244 | /* |
245 | * The above gives a completely random splattering of black and |
246 | * white cells. We want to gently bias this in favour of _some_ |
247 | * reasonably thick areas of white and black, while retaining |
248 | * some randomness and fine detail. |
249 | * |
250 | * So we evolve the starting grid using a cellular automaton. |
251 | * Currently, I'm doing something very simple indeed, which is |
252 | * to set each square to the average of the surrounding nine |
253 | * cells (or the average of fewer, if we're on a corner). |
254 | */ |
255 | for (step = 0; step < 1; step++) { |
256 | fgrid2 = snewn(w*h, float); |
257 | |
258 | for (i = 0; i < h; i++) { |
259 | for (j = 0; j < w; j++) { |
260 | float sx, xbar; |
261 | int n, p, q; |
262 | |
263 | /* |
264 | * Compute the average of the surrounding cells. |
265 | */ |
266 | n = 0; |
267 | sx = 0.F; |
268 | for (p = -1; p <= +1; p++) { |
269 | for (q = -1; q <= +1; q++) { |
270 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
271 | continue; |
29caa839 |
272 | /* |
273 | * An additional special case not mentioned |
274 | * above: if a grid dimension is 2xn then |
275 | * we do not average across that dimension |
276 | * at all. Otherwise a 2x2 grid would |
277 | * contain four identical squares. |
278 | */ |
279 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
280 | continue; |
b6b0369e |
281 | n++; |
282 | sx += fgrid[(i+p)*w+(j+q)]; |
283 | } |
284 | } |
285 | xbar = sx / n; |
286 | |
287 | fgrid2[i*w+j] = xbar; |
288 | } |
289 | } |
290 | |
291 | sfree(fgrid); |
292 | fgrid = fgrid2; |
293 | } |
294 | |
295 | fgrid2 = snewn(w*h, float); |
296 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
297 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
298 | threshold = fgrid2[w*h/2]; |
299 | sfree(fgrid2); |
300 | |
301 | for (i = 0; i < h; i++) { |
302 | for (j = 0; j < w; j++) { |
29caa839 |
303 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
304 | GRID_EMPTY); |
305 | } |
306 | } |
307 | |
308 | sfree(fgrid); |
309 | } |
310 | |
be8d5aa1 |
311 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
312 | { |
313 | int i, n; |
314 | |
315 | n = 0; |
316 | |
317 | for (i = 0; i < len; i++) { |
b6b0369e |
318 | if (start[i*step] == GRID_FULL) { |
319 | int runlen = 1; |
0526a222 |
320 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
321 | runlen++; |
322 | ret[n++] = runlen; |
323 | i += runlen; |
324 | } |
0526a222 |
325 | |
c87ce51a |
326 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
327 | return -1; |
b6b0369e |
328 | } |
329 | |
330 | return n; |
331 | } |
332 | |
333 | #define UNKNOWN 0 |
334 | #define BLOCK 1 |
335 | #define DOT 2 |
336 | #define STILL_UNKNOWN 3 |
337 | |
338 | static void do_recurse(unsigned char *known, unsigned char *deduced, |
339 | unsigned char *row, int *data, int len, |
340 | int freespace, int ndone, int lowest) |
341 | { |
342 | int i, j, k; |
343 | |
344 | if (data[ndone]) { |
345 | for (i=0; i<=freespace; i++) { |
346 | j = lowest; |
347 | for (k=0; k<i; k++) row[j++] = DOT; |
348 | for (k=0; k<data[ndone]; k++) row[j++] = BLOCK; |
349 | if (j < len) row[j++] = DOT; |
350 | do_recurse(known, deduced, row, data, len, |
351 | freespace-i, ndone+1, j); |
352 | } |
353 | } else { |
354 | for (i=lowest; i<len; i++) |
355 | row[i] = DOT; |
356 | for (i=0; i<len; i++) |
357 | if (known[i] && known[i] != row[i]) |
358 | return; |
359 | for (i=0; i<len; i++) |
360 | deduced[i] |= row[i]; |
361 | } |
362 | } |
363 | |
364 | static int do_row(unsigned char *known, unsigned char *deduced, |
365 | unsigned char *row, |
366 | unsigned char *start, int len, int step, int *data) |
367 | { |
368 | int rowlen, i, freespace, done_any; |
369 | |
370 | freespace = len+1; |
371 | for (rowlen = 0; data[rowlen]; rowlen++) |
372 | freespace -= data[rowlen]+1; |
373 | |
374 | for (i = 0; i < len; i++) { |
375 | known[i] = start[i*step]; |
376 | deduced[i] = 0; |
377 | } |
378 | |
379 | do_recurse(known, deduced, row, data, len, freespace, 0, 0); |
380 | done_any = FALSE; |
381 | for (i=0; i<len; i++) |
382 | if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { |
383 | start[i*step] = deduced[i]; |
384 | done_any = TRUE; |
385 | } |
386 | return done_any; |
387 | } |
388 | |
389 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
390 | { |
391 | int i, j, done_any, ok, ntries, max; |
392 | unsigned char *grid, *matrix, *workspace; |
393 | int *rowdata; |
394 | |
395 | grid = snewn(w*h, unsigned char); |
396 | matrix = snewn(w*h, unsigned char); |
397 | max = max(w, h); |
398 | workspace = snewn(max*3, unsigned char); |
399 | rowdata = snewn(max+1, int); |
400 | |
401 | ntries = 0; |
402 | |
403 | do { |
404 | ntries++; |
405 | |
406 | generate(rs, w, h, grid); |
407 | |
15f00e06 |
408 | /* |
409 | * The game is a bit too easy if any row or column is |
410 | * completely black or completely white. An exception is |
411 | * made for rows/columns that are under 3 squares, |
412 | * otherwise nothing will ever be successfully generated. |
413 | */ |
414 | ok = TRUE; |
415 | if (w > 2) { |
416 | for (i = 0; i < h; i++) { |
417 | int colours = 0; |
418 | for (j = 0; j < w; j++) |
419 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
420 | if (colours != 3) |
421 | ok = FALSE; |
422 | } |
423 | } |
424 | if (h > 2) { |
425 | for (j = 0; j < w; j++) { |
426 | int colours = 0; |
427 | for (i = 0; i < h; i++) |
428 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
429 | if (colours != 3) |
430 | ok = FALSE; |
431 | } |
432 | } |
433 | if (!ok) |
434 | continue; |
435 | |
b6b0369e |
436 | memset(matrix, 0, w*h); |
437 | |
438 | do { |
439 | done_any = 0; |
440 | for (i=0; i<h; i++) { |
441 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
442 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
443 | matrix+i*w, w, 1, rowdata); |
444 | } |
445 | for (i=0; i<w; i++) { |
446 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
447 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
448 | matrix+i, h, w, rowdata); |
449 | } |
450 | } while (done_any); |
451 | |
452 | ok = TRUE; |
453 | for (i=0; i<h; i++) { |
454 | for (j=0; j<w; j++) { |
455 | if (matrix[i*w+j] == UNKNOWN) |
456 | ok = FALSE; |
457 | } |
458 | } |
459 | } while (!ok); |
460 | |
461 | sfree(matrix); |
462 | sfree(workspace); |
463 | sfree(rowdata); |
464 | return grid; |
465 | } |
466 | |
3220eba4 |
467 | struct game_aux_info { |
468 | int w, h; |
469 | unsigned char *grid; |
470 | }; |
471 | |
1185e3c5 |
472 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
473 | game_aux_info **aux, int interactive) |
b6b0369e |
474 | { |
475 | unsigned char *grid; |
476 | int i, j, max, rowlen, *rowdata; |
1185e3c5 |
477 | char intbuf[80], *desc; |
478 | int desclen, descpos; |
b6b0369e |
479 | |
480 | grid = generate_soluble(rs, params->w, params->h); |
481 | max = max(params->w, params->h); |
482 | rowdata = snewn(max, int); |
483 | |
484 | /* |
3220eba4 |
485 | * Save the solved game in an aux_info. |
486 | */ |
487 | { |
488 | game_aux_info *ai = snew(game_aux_info); |
489 | |
490 | ai->w = params->w; |
491 | ai->h = params->h; |
ab53eb64 |
492 | ai->grid = grid; |
3220eba4 |
493 | |
494 | *aux = ai; |
495 | } |
496 | |
497 | /* |
b6b0369e |
498 | * Seed is a slash-separated list of row contents; each row |
499 | * contents section is a dot-separated list of integers. Row |
500 | * contents are listed in the order (columns left to right, |
501 | * then rows top to bottom). |
502 | * |
503 | * Simplest way to handle memory allocation is to make two |
504 | * passes, first computing the seed size and then writing it |
505 | * out. |
506 | */ |
1185e3c5 |
507 | desclen = 0; |
b6b0369e |
508 | for (i = 0; i < params->w + params->h; i++) { |
509 | if (i < params->w) |
510 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
511 | else |
512 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
513 | params->w, 1); |
514 | if (rowlen > 0) { |
515 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
516 | desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
b6b0369e |
517 | } |
518 | } else { |
1185e3c5 |
519 | desclen++; |
b6b0369e |
520 | } |
521 | } |
1185e3c5 |
522 | desc = snewn(desclen, char); |
523 | descpos = 0; |
b6b0369e |
524 | for (i = 0; i < params->w + params->h; i++) { |
525 | if (i < params->w) |
526 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
527 | else |
528 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
529 | params->w, 1); |
530 | if (rowlen > 0) { |
531 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
532 | int len = sprintf(desc+descpos, "%d", rowdata[j]); |
b6b0369e |
533 | if (j+1 < rowlen) |
1185e3c5 |
534 | desc[descpos + len] = '.'; |
b6b0369e |
535 | else |
1185e3c5 |
536 | desc[descpos + len] = '/'; |
537 | descpos += len+1; |
b6b0369e |
538 | } |
539 | } else { |
1185e3c5 |
540 | desc[descpos++] = '/'; |
b6b0369e |
541 | } |
542 | } |
1185e3c5 |
543 | assert(descpos == desclen); |
544 | assert(desc[desclen-1] == '/'); |
545 | desc[desclen-1] = '\0'; |
b6b0369e |
546 | sfree(rowdata); |
1185e3c5 |
547 | return desc; |
b6b0369e |
548 | } |
549 | |
2ac6d24e |
550 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
551 | { |
3220eba4 |
552 | sfree(aux->grid); |
553 | sfree(aux); |
6f2d8d7c |
554 | } |
555 | |
1185e3c5 |
556 | static char *validate_desc(game_params *params, char *desc) |
b6b0369e |
557 | { |
558 | int i, n, rowspace; |
559 | char *p; |
560 | |
561 | for (i = 0; i < params->w + params->h; i++) { |
562 | if (i < params->w) |
563 | rowspace = params->h + 1; |
564 | else |
565 | rowspace = params->w + 1; |
566 | |
1185e3c5 |
567 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
568 | do { |
1185e3c5 |
569 | p = desc; |
570 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
571 | n = atoi(p); |
572 | rowspace -= n+1; |
573 | |
574 | if (rowspace < 0) { |
575 | if (i < params->w) |
576 | return "at least one column contains more numbers than will fit"; |
577 | else |
578 | return "at least one row contains more numbers than will fit"; |
579 | } |
1185e3c5 |
580 | } while (*desc++ == '.'); |
b6b0369e |
581 | } else { |
1185e3c5 |
582 | desc++; /* expect a slash immediately */ |
b6b0369e |
583 | } |
584 | |
1185e3c5 |
585 | if (desc[-1] == '/') { |
b6b0369e |
586 | if (i+1 == params->w + params->h) |
587 | return "too many row/column specifications"; |
1185e3c5 |
588 | } else if (desc[-1] == '\0') { |
b6b0369e |
589 | if (i+1 < params->w + params->h) |
590 | return "too few row/column specifications"; |
591 | } else |
592 | return "unrecognised character in game specification"; |
593 | } |
594 | |
595 | return NULL; |
596 | } |
597 | |
c380832d |
598 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
b6b0369e |
599 | { |
600 | int i; |
601 | char *p; |
602 | game_state *state = snew(game_state); |
603 | |
604 | state->w = params->w; |
605 | state->h = params->h; |
606 | |
607 | state->grid = snewn(state->w * state->h, unsigned char); |
608 | memset(state->grid, GRID_UNKNOWN, state->w * state->h); |
609 | |
610 | state->rowsize = max(state->w, state->h); |
611 | state->rowdata = snewn(state->rowsize * (state->w + state->h), int); |
612 | state->rowlen = snewn(state->w + state->h, int); |
613 | |
2ac6d24e |
614 | state->completed = state->cheated = FALSE; |
b6b0369e |
615 | |
616 | for (i = 0; i < params->w + params->h; i++) { |
617 | state->rowlen[i] = 0; |
1185e3c5 |
618 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
619 | do { |
1185e3c5 |
620 | p = desc; |
621 | while (desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
622 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
623 | atoi(p); |
1185e3c5 |
624 | } while (*desc++ == '.'); |
b6b0369e |
625 | } else { |
1185e3c5 |
626 | desc++; /* expect a slash immediately */ |
b6b0369e |
627 | } |
628 | } |
629 | |
630 | return state; |
631 | } |
632 | |
be8d5aa1 |
633 | static game_state *dup_game(game_state *state) |
b6b0369e |
634 | { |
635 | game_state *ret = snew(game_state); |
636 | |
637 | ret->w = state->w; |
638 | ret->h = state->h; |
639 | |
640 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
641 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
642 | |
643 | ret->rowsize = state->rowsize; |
644 | ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); |
645 | ret->rowlen = snewn(ret->w + ret->h, int); |
646 | memcpy(ret->rowdata, state->rowdata, |
647 | ret->rowsize * (ret->w + ret->h) * sizeof(int)); |
648 | memcpy(ret->rowlen, state->rowlen, |
649 | (ret->w + ret->h) * sizeof(int)); |
650 | |
651 | ret->completed = state->completed; |
2ac6d24e |
652 | ret->cheated = state->cheated; |
b6b0369e |
653 | |
654 | return ret; |
655 | } |
656 | |
be8d5aa1 |
657 | static void free_game(game_state *state) |
b6b0369e |
658 | { |
659 | sfree(state->rowdata); |
660 | sfree(state->rowlen); |
661 | sfree(state->grid); |
662 | sfree(state); |
663 | } |
664 | |
3220eba4 |
665 | static game_state *solve_game(game_state *state, game_aux_info *ai, |
2ac6d24e |
666 | char **error) |
667 | { |
668 | game_state *ret; |
669 | |
3220eba4 |
670 | ret = dup_game(state); |
671 | ret->completed = ret->cheated = TRUE; |
672 | |
2ac6d24e |
673 | /* |
3220eba4 |
674 | * If we already have the solved state in an aux_info, copy it |
675 | * out. |
2ac6d24e |
676 | */ |
3220eba4 |
677 | if (ai) { |
2ac6d24e |
678 | |
3220eba4 |
679 | assert(ret->w == ai->w); |
680 | assert(ret->h == ai->h); |
681 | memcpy(ret->grid, ai->grid, ai->w * ai->h); |
2ac6d24e |
682 | |
3220eba4 |
683 | } else { |
2ac6d24e |
684 | int w = state->w, h = state->h, i, j, done_any, max; |
685 | unsigned char *matrix, *workspace; |
686 | int *rowdata; |
687 | |
688 | matrix = snewn(w*h, unsigned char); |
689 | max = max(w, h); |
690 | workspace = snewn(max*3, unsigned char); |
691 | rowdata = snewn(max+1, int); |
692 | |
693 | memset(matrix, 0, w*h); |
694 | |
695 | do { |
696 | done_any = 0; |
697 | for (i=0; i<h; i++) { |
698 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
699 | max*sizeof(int)); |
700 | rowdata[state->rowlen[w+i]] = 0; |
701 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
702 | matrix+i*w, w, 1, rowdata); |
703 | } |
704 | for (i=0; i<w; i++) { |
705 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
706 | rowdata[state->rowlen[i]] = 0; |
707 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
708 | matrix+i, h, w, rowdata); |
709 | } |
710 | } while (done_any); |
711 | |
712 | for (i = 0; i < h; i++) { |
713 | for (j = 0; j < w; j++) { |
714 | int c = (matrix[i*w+j] == BLOCK ? GRID_FULL : |
715 | matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN); |
716 | ret->grid[i*w+j] = c; |
717 | if (c == GRID_UNKNOWN) |
718 | ret->completed = FALSE; |
719 | } |
720 | } |
721 | |
722 | if (!ret->completed) { |
723 | free_game(ret); |
724 | *error = "Solving algorithm cannot complete this puzzle"; |
725 | return NULL; |
726 | } |
727 | } |
728 | |
729 | return ret; |
730 | } |
731 | |
9b4b03d3 |
732 | static char *game_text_format(game_state *state) |
733 | { |
734 | return NULL; |
735 | } |
736 | |
b6b0369e |
737 | struct game_ui { |
738 | int dragging; |
739 | int drag_start_x; |
740 | int drag_start_y; |
741 | int drag_end_x; |
742 | int drag_end_y; |
743 | int drag, release, state; |
744 | }; |
745 | |
be8d5aa1 |
746 | static game_ui *new_ui(game_state *state) |
b6b0369e |
747 | { |
748 | game_ui *ret; |
749 | |
750 | ret = snew(game_ui); |
751 | ret->dragging = FALSE; |
752 | |
753 | return ret; |
754 | } |
755 | |
be8d5aa1 |
756 | static void free_ui(game_ui *ui) |
b6b0369e |
757 | { |
758 | sfree(ui); |
759 | } |
760 | |
c0361acd |
761 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
762 | int x, int y, int button) { |
b6b0369e |
763 | game_state *ret; |
764 | |
f0ee053c |
765 | button &= ~MOD_MASK; |
766 | |
b6b0369e |
767 | x = FROMCOORD(from->w, x); |
768 | y = FROMCOORD(from->h, y); |
769 | |
770 | if (x >= 0 && x < from->w && y >= 0 && y < from->h && |
771 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
772 | button == MIDDLE_BUTTON)) { |
773 | |
774 | ui->dragging = TRUE; |
775 | |
776 | if (button == LEFT_BUTTON) { |
777 | ui->drag = LEFT_DRAG; |
778 | ui->release = LEFT_RELEASE; |
779 | ui->state = GRID_FULL; |
780 | } else if (button == RIGHT_BUTTON) { |
781 | ui->drag = RIGHT_DRAG; |
782 | ui->release = RIGHT_RELEASE; |
783 | ui->state = GRID_EMPTY; |
784 | } else /* if (button == MIDDLE_BUTTON) */ { |
785 | ui->drag = MIDDLE_DRAG; |
786 | ui->release = MIDDLE_RELEASE; |
787 | ui->state = GRID_UNKNOWN; |
788 | } |
789 | |
790 | ui->drag_start_x = ui->drag_end_x = x; |
791 | ui->drag_start_y = ui->drag_end_y = y; |
792 | |
793 | return from; /* UI activity occurred */ |
794 | } |
795 | |
796 | if (ui->dragging && button == ui->drag) { |
797 | /* |
798 | * There doesn't seem much point in allowing a rectangle |
799 | * drag; people will generally only want to drag a single |
800 | * horizontal or vertical line, so we make that easy by |
801 | * snapping to it. |
802 | * |
803 | * Exception: if we're _middle_-button dragging to tag |
804 | * things as UNKNOWN, we may well want to trash an entire |
805 | * area and start over! |
806 | */ |
807 | if (ui->state != GRID_UNKNOWN) { |
808 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
809 | y = ui->drag_start_y; |
810 | else |
811 | x = ui->drag_start_x; |
812 | } |
813 | |
814 | if (x < 0) x = 0; |
815 | if (y < 0) y = 0; |
816 | if (x >= from->w) x = from->w - 1; |
817 | if (y >= from->h) y = from->h - 1; |
818 | |
819 | ui->drag_end_x = x; |
820 | ui->drag_end_y = y; |
821 | |
822 | return from; /* UI activity occurred */ |
823 | } |
824 | |
825 | if (ui->dragging && button == ui->release) { |
826 | int x1, x2, y1, y2, xx, yy; |
827 | int move_needed = FALSE; |
828 | |
829 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
830 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
831 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
832 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
833 | |
834 | for (yy = y1; yy <= y2; yy++) |
835 | for (xx = x1; xx <= x2; xx++) |
836 | if (from->grid[yy * from->w + xx] != ui->state) |
837 | move_needed = TRUE; |
838 | |
839 | ui->dragging = FALSE; |
840 | |
841 | if (move_needed) { |
842 | ret = dup_game(from); |
843 | for (yy = y1; yy <= y2; yy++) |
844 | for (xx = x1; xx <= x2; xx++) |
845 | ret->grid[yy * ret->w + xx] = ui->state; |
846 | |
847 | /* |
848 | * An actual change, so check to see if we've completed |
849 | * the game. |
850 | */ |
851 | if (!ret->completed) { |
852 | int *rowdata = snewn(ret->rowsize, int); |
853 | int i, len; |
854 | |
855 | ret->completed = TRUE; |
856 | |
857 | for (i=0; i<ret->w; i++) { |
858 | len = compute_rowdata(rowdata, |
859 | ret->grid+i, ret->h, ret->w); |
860 | if (len != ret->rowlen[i] || |
861 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
862 | len * sizeof(int))) { |
863 | ret->completed = FALSE; |
864 | break; |
865 | } |
866 | } |
867 | for (i=0; i<ret->h; i++) { |
868 | len = compute_rowdata(rowdata, |
869 | ret->grid+i*ret->w, ret->w, 1); |
870 | if (len != ret->rowlen[i+ret->w] || |
871 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
872 | len * sizeof(int))) { |
873 | ret->completed = FALSE; |
874 | break; |
875 | } |
876 | } |
877 | |
878 | sfree(rowdata); |
879 | } |
880 | |
881 | return ret; |
882 | } else |
883 | return from; /* UI activity occurred */ |
884 | } |
885 | |
886 | return NULL; |
887 | } |
888 | |
889 | /* ---------------------------------------------------------------------- |
890 | * Drawing routines. |
891 | */ |
892 | |
893 | struct game_drawstate { |
894 | int started; |
895 | int w, h; |
896 | unsigned char *visible; |
897 | }; |
898 | |
be8d5aa1 |
899 | static void game_size(game_params *params, int *x, int *y) |
b6b0369e |
900 | { |
901 | *x = SIZE(params->w); |
902 | *y = SIZE(params->h); |
903 | } |
904 | |
be8d5aa1 |
905 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
b6b0369e |
906 | { |
907 | float *ret = snewn(3 * NCOLOURS, float); |
908 | |
909 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
910 | |
911 | ret[COL_GRID * 3 + 0] = 0.3F; |
912 | ret[COL_GRID * 3 + 1] = 0.3F; |
913 | ret[COL_GRID * 3 + 2] = 0.3F; |
914 | |
915 | ret[COL_UNKNOWN * 3 + 0] = 0.5F; |
916 | ret[COL_UNKNOWN * 3 + 1] = 0.5F; |
917 | ret[COL_UNKNOWN * 3 + 2] = 0.5F; |
918 | |
919 | ret[COL_FULL * 3 + 0] = 0.0F; |
920 | ret[COL_FULL * 3 + 1] = 0.0F; |
921 | ret[COL_FULL * 3 + 2] = 0.0F; |
922 | |
923 | ret[COL_EMPTY * 3 + 0] = 1.0F; |
924 | ret[COL_EMPTY * 3 + 1] = 1.0F; |
925 | ret[COL_EMPTY * 3 + 2] = 1.0F; |
926 | |
927 | *ncolours = NCOLOURS; |
928 | return ret; |
929 | } |
930 | |
be8d5aa1 |
931 | static game_drawstate *game_new_drawstate(game_state *state) |
b6b0369e |
932 | { |
933 | struct game_drawstate *ds = snew(struct game_drawstate); |
934 | |
935 | ds->started = FALSE; |
936 | ds->w = state->w; |
937 | ds->h = state->h; |
938 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
939 | memset(ds->visible, 255, ds->w * ds->h); |
940 | |
941 | return ds; |
942 | } |
943 | |
be8d5aa1 |
944 | static void game_free_drawstate(game_drawstate *ds) |
b6b0369e |
945 | { |
946 | sfree(ds->visible); |
947 | sfree(ds); |
948 | } |
949 | |
950 | static void grid_square(frontend *fe, game_drawstate *ds, |
951 | int y, int x, int state) |
952 | { |
953 | int xl, xr, yt, yb; |
954 | |
955 | draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
956 | TILE_SIZE, TILE_SIZE, COL_GRID); |
957 | |
958 | xl = (x % 5 == 0 ? 1 : 0); |
959 | yt = (y % 5 == 0 ? 1 : 0); |
960 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
961 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
962 | |
963 | draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, |
964 | TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, |
965 | (state == GRID_FULL ? COL_FULL : |
966 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
967 | |
968 | draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
969 | TILE_SIZE, TILE_SIZE); |
970 | } |
971 | |
be8d5aa1 |
972 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
b6b0369e |
973 | game_state *state, int dir, game_ui *ui, |
974 | float animtime, float flashtime) |
975 | { |
976 | int i, j; |
977 | int x1, x2, y1, y2; |
978 | |
979 | if (!ds->started) { |
980 | /* |
981 | * The initial contents of the window are not guaranteed |
982 | * and can vary with front ends. To be on the safe side, |
983 | * all games should start by drawing a big background- |
984 | * colour rectangle covering the whole window. |
985 | */ |
986 | draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
987 | |
988 | /* |
989 | * Draw the numbers. |
990 | */ |
991 | for (i = 0; i < ds->w + ds->h; i++) { |
992 | int rowlen = state->rowlen[i]; |
993 | int *rowdata = state->rowdata + state->rowsize * i; |
994 | int nfit; |
995 | |
996 | /* |
997 | * Normally I space the numbers out by the same |
998 | * distance as the tile size. However, if there are |
999 | * more numbers than available spaces, I have to squash |
1000 | * them up a bit. |
1001 | */ |
1002 | nfit = max(rowlen, TLBORDER(ds->h))-1; |
1003 | assert(nfit > 0); |
1004 | |
1005 | for (j = 0; j < rowlen; j++) { |
1006 | int x, y; |
1007 | char str[80]; |
1008 | |
1009 | if (i < ds->w) { |
1010 | x = TOCOORD(ds->w, i); |
1011 | y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1); |
1012 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1013 | } else { |
1014 | y = TOCOORD(ds->h, i - ds->w); |
1015 | x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1); |
1016 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1017 | } |
1018 | |
1019 | sprintf(str, "%d", rowdata[j]); |
1020 | draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1021 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, |
1022 | COL_FULL, str); /* FIXME: COL_TEXT */ |
1023 | } |
1024 | } |
1025 | |
1026 | /* |
1027 | * Draw the grid outline. |
1028 | */ |
1029 | draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1030 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1031 | COL_GRID); |
1032 | |
1033 | ds->started = TRUE; |
1034 | |
1035 | draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
1036 | } |
1037 | |
1038 | if (ui->dragging) { |
1039 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1040 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1041 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1042 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1043 | } else { |
1044 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1045 | } |
1046 | |
1047 | /* |
1048 | * Now draw any grid squares which have changed since last |
1049 | * redraw. |
1050 | */ |
1051 | for (i = 0; i < ds->h; i++) { |
1052 | for (j = 0; j < ds->w; j++) { |
1053 | int val; |
1054 | |
1055 | /* |
1056 | * Work out what state this square should be drawn in, |
1057 | * taking any current drag operation into account. |
1058 | */ |
1059 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1060 | val = ui->state; |
1061 | else |
1062 | val = state->grid[i * state->w + j]; |
1063 | |
1064 | /* |
1065 | * Briefly invert everything twice during a completion |
1066 | * flash. |
1067 | */ |
1068 | if (flashtime > 0 && |
1069 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1070 | val != GRID_UNKNOWN) |
1071 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1072 | |
1073 | if (ds->visible[i * ds->w + j] != val) { |
1074 | grid_square(fe, ds, i, j, val); |
1075 | ds->visible[i * ds->w + j] = val; |
1076 | } |
1077 | } |
1078 | } |
1079 | } |
1080 | |
be8d5aa1 |
1081 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1082 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1083 | { |
1084 | return 0.0F; |
1085 | } |
1086 | |
be8d5aa1 |
1087 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1088 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1089 | { |
2ac6d24e |
1090 | if (!oldstate->completed && newstate->completed && |
1091 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1092 | return FLASH_TIME; |
1093 | return 0.0F; |
1094 | } |
1095 | |
be8d5aa1 |
1096 | static int game_wants_statusbar(void) |
b6b0369e |
1097 | { |
1098 | return FALSE; |
1099 | } |
be8d5aa1 |
1100 | |
48dcdd62 |
1101 | static int game_timing_state(game_state *state) |
1102 | { |
1103 | return TRUE; |
1104 | } |
1105 | |
be8d5aa1 |
1106 | #ifdef COMBINED |
1107 | #define thegame pattern |
1108 | #endif |
1109 | |
1110 | const struct game thegame = { |
1d228b10 |
1111 | "Pattern", "games.pattern", |
be8d5aa1 |
1112 | default_params, |
1113 | game_fetch_preset, |
1114 | decode_params, |
1115 | encode_params, |
1116 | free_params, |
1117 | dup_params, |
1d228b10 |
1118 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1119 | validate_params, |
1185e3c5 |
1120 | new_game_desc, |
6f2d8d7c |
1121 | game_free_aux_info, |
1185e3c5 |
1122 | validate_desc, |
be8d5aa1 |
1123 | new_game, |
1124 | dup_game, |
1125 | free_game, |
2ac6d24e |
1126 | TRUE, solve_game, |
9b4b03d3 |
1127 | FALSE, game_text_format, |
be8d5aa1 |
1128 | new_ui, |
1129 | free_ui, |
1130 | make_move, |
1131 | game_size, |
1132 | game_colours, |
1133 | game_new_drawstate, |
1134 | game_free_drawstate, |
1135 | game_redraw, |
1136 | game_anim_length, |
1137 | game_flash_length, |
1138 | game_wants_statusbar, |
48dcdd62 |
1139 | FALSE, game_timing_state, |
93b1da3d |
1140 | 0, /* mouse_priorities */ |
be8d5aa1 |
1141 | }; |
329b3f06 |
1142 | |
1143 | #ifdef STANDALONE_SOLVER |
1144 | |
1145 | /* |
1146 | * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c |
1147 | */ |
1148 | |
1149 | #include <stdarg.h> |
1150 | |
1151 | void frontend_default_colour(frontend *fe, float *output) {} |
1152 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
1153 | int align, int colour, char *text) {} |
1154 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} |
1155 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} |
1156 | void draw_polygon(frontend *fe, int *coords, int npoints, |
1157 | int fill, int colour) {} |
1158 | void clip(frontend *fe, int x, int y, int w, int h) {} |
1159 | void unclip(frontend *fe) {} |
1160 | void start_draw(frontend *fe) {} |
1161 | void draw_update(frontend *fe, int x, int y, int w, int h) {} |
1162 | void end_draw(frontend *fe) {} |
1163 | unsigned long random_upto(random_state *state, unsigned long limit) |
1164 | { assert(!"Shouldn't get randomness"); return 0; } |
1165 | |
1166 | void fatal(char *fmt, ...) |
1167 | { |
1168 | va_list ap; |
1169 | |
1170 | fprintf(stderr, "fatal error: "); |
1171 | |
1172 | va_start(ap, fmt); |
1173 | vfprintf(stderr, fmt, ap); |
1174 | va_end(ap); |
1175 | |
1176 | fprintf(stderr, "\n"); |
1177 | exit(1); |
1178 | } |
1179 | |
1180 | int main(int argc, char **argv) |
1181 | { |
1182 | game_params *p; |
1183 | game_state *s; |
1184 | int recurse = TRUE; |
1185e3c5 |
1185 | char *id = NULL, *desc, *err; |
329b3f06 |
1186 | int y, x; |
1187 | int grade = FALSE; |
1188 | |
1189 | while (--argc > 0) { |
1190 | char *p = *++argv; |
1191 | if (*p == '-') { |
1192 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]); |
1193 | return 1; |
1194 | } else { |
1195 | id = p; |
1196 | } |
1197 | } |
1198 | |
1199 | if (!id) { |
1200 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1201 | return 1; |
1202 | } |
1203 | |
1185e3c5 |
1204 | desc = strchr(id, ':'); |
1205 | if (!desc) { |
329b3f06 |
1206 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1207 | return 1; |
1208 | } |
1185e3c5 |
1209 | *desc++ = '\0'; |
329b3f06 |
1210 | |
1733f4ca |
1211 | p = default_params(); |
1212 | decode_params(p, id); |
1185e3c5 |
1213 | err = validate_desc(p, desc); |
329b3f06 |
1214 | if (err) { |
1215 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1216 | return 1; |
1217 | } |
39d682c9 |
1218 | s = new_game(NULL, p, desc); |
329b3f06 |
1219 | |
1220 | { |
1221 | int w = p->w, h = p->h, i, j, done_any, max; |
1222 | unsigned char *matrix, *workspace; |
1223 | int *rowdata; |
1224 | |
1225 | matrix = snewn(w*h, unsigned char); |
1226 | max = max(w, h); |
1227 | workspace = snewn(max*3, unsigned char); |
1228 | rowdata = snewn(max+1, int); |
1229 | |
1230 | memset(matrix, 0, w*h); |
1231 | |
1232 | do { |
1233 | done_any = 0; |
1234 | for (i=0; i<h; i++) { |
1235 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1236 | max*sizeof(int)); |
1237 | rowdata[s->rowlen[w+i]] = 0; |
1238 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1239 | matrix+i*w, w, 1, rowdata); |
1240 | } |
1241 | for (i=0; i<w; i++) { |
1242 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1243 | rowdata[s->rowlen[i]] = 0; |
1244 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1245 | matrix+i, h, w, rowdata); |
1246 | } |
1247 | } while (done_any); |
1248 | |
1249 | for (i = 0; i < h; i++) { |
1250 | for (j = 0; j < w; j++) { |
1251 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1252 | matrix[i*w+j] == BLOCK ? '#' : |
1253 | matrix[i*w+j] == DOT ? '.' : |
1254 | '!'); |
1255 | putchar(c); |
1256 | } |
1257 | printf("\n"); |
1258 | } |
1259 | } |
1260 | |
1261 | return 0; |
1262 | } |
1263 | |
1264 | #endif |