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