b6b0369e |
1 | /* |
2 | * pattern.c: the pattern-reconstruction game known as `nonograms'. |
b6b0369e |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
9 | #include <ctype.h> |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
b6b0369e |
14 | enum { |
15 | COL_BACKGROUND, |
16 | COL_EMPTY, |
17 | COL_FULL, |
18 | COL_UNKNOWN, |
19 | COL_GRID, |
20 | NCOLOURS |
21 | }; |
22 | |
1e3e152d |
23 | #define PREFERRED_TILE_SIZE 24 |
24 | #define TILE_SIZE (ds->tilesize) |
25 | #define BORDER (3 * TILE_SIZE / 4) |
b6b0369e |
26 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
1e3e152d |
27 | #define GUTTER (TILE_SIZE / 2) |
b6b0369e |
28 | |
29 | #define FROMCOORD(d, x) \ |
30 | ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) |
31 | |
32 | #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) |
871bf294 |
33 | #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d))) |
b6b0369e |
34 | |
35 | #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) |
36 | |
37 | struct game_params { |
38 | int w, h; |
39 | }; |
40 | |
41 | #define GRID_UNKNOWN 2 |
42 | #define GRID_FULL 1 |
43 | #define GRID_EMPTY 0 |
44 | |
45 | struct game_state { |
46 | int w, h; |
47 | unsigned char *grid; |
48 | int rowsize; |
49 | int *rowdata, *rowlen; |
2ac6d24e |
50 | int completed, cheated; |
b6b0369e |
51 | }; |
52 | |
53 | #define FLASH_TIME 0.13F |
54 | |
be8d5aa1 |
55 | static game_params *default_params(void) |
b6b0369e |
56 | { |
57 | game_params *ret = snew(game_params); |
58 | |
59 | ret->w = ret->h = 15; |
60 | |
61 | return ret; |
62 | } |
63 | |
ab53eb64 |
64 | static const struct game_params pattern_presets[] = { |
65 | {10, 10}, |
66 | {15, 15}, |
67 | {20, 20}, |
68 | #ifndef SLOW_SYSTEM |
69 | {25, 25}, |
70 | {30, 30}, |
71 | #endif |
72 | }; |
73 | |
be8d5aa1 |
74 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
75 | { |
76 | game_params *ret; |
77 | char str[80]; |
ab53eb64 |
78 | |
79 | if (i < 0 || i >= lenof(pattern_presets)) |
b6b0369e |
80 | return FALSE; |
81 | |
82 | ret = snew(game_params); |
ab53eb64 |
83 | *ret = pattern_presets[i]; |
b6b0369e |
84 | |
85 | sprintf(str, "%dx%d", ret->w, ret->h); |
86 | |
87 | *name = dupstr(str); |
88 | *params = ret; |
89 | return TRUE; |
90 | } |
91 | |
be8d5aa1 |
92 | static void free_params(game_params *params) |
b6b0369e |
93 | { |
94 | sfree(params); |
95 | } |
96 | |
be8d5aa1 |
97 | static game_params *dup_params(game_params *params) |
b6b0369e |
98 | { |
99 | game_params *ret = snew(game_params); |
100 | *ret = *params; /* structure copy */ |
101 | return ret; |
102 | } |
103 | |
1185e3c5 |
104 | static void decode_params(game_params *ret, char const *string) |
b6b0369e |
105 | { |
b6b0369e |
106 | char const *p = string; |
107 | |
108 | ret->w = atoi(p); |
109 | while (*p && isdigit(*p)) p++; |
110 | if (*p == 'x') { |
111 | p++; |
112 | ret->h = atoi(p); |
113 | while (*p && isdigit(*p)) p++; |
114 | } else { |
115 | ret->h = ret->w; |
116 | } |
b6b0369e |
117 | } |
118 | |
1185e3c5 |
119 | static char *encode_params(game_params *params, int full) |
b6b0369e |
120 | { |
121 | char ret[400]; |
122 | int len; |
123 | |
124 | len = sprintf(ret, "%dx%d", params->w, params->h); |
125 | assert(len < lenof(ret)); |
126 | ret[len] = '\0'; |
127 | |
128 | return dupstr(ret); |
129 | } |
130 | |
be8d5aa1 |
131 | static config_item *game_configure(game_params *params) |
b6b0369e |
132 | { |
133 | config_item *ret; |
134 | char buf[80]; |
135 | |
136 | ret = snewn(3, config_item); |
137 | |
138 | ret[0].name = "Width"; |
139 | ret[0].type = C_STRING; |
140 | sprintf(buf, "%d", params->w); |
141 | ret[0].sval = dupstr(buf); |
142 | ret[0].ival = 0; |
143 | |
144 | ret[1].name = "Height"; |
145 | ret[1].type = C_STRING; |
146 | sprintf(buf, "%d", params->h); |
147 | ret[1].sval = dupstr(buf); |
148 | ret[1].ival = 0; |
149 | |
150 | ret[2].name = NULL; |
151 | ret[2].type = C_END; |
152 | ret[2].sval = NULL; |
153 | ret[2].ival = 0; |
154 | |
155 | return ret; |
156 | } |
157 | |
be8d5aa1 |
158 | static game_params *custom_params(config_item *cfg) |
b6b0369e |
159 | { |
160 | game_params *ret = snew(game_params); |
161 | |
162 | ret->w = atoi(cfg[0].sval); |
163 | ret->h = atoi(cfg[1].sval); |
164 | |
165 | return ret; |
166 | } |
167 | |
be8d5aa1 |
168 | static char *validate_params(game_params *params) |
b6b0369e |
169 | { |
ab53eb64 |
170 | if (params->w <= 0 || params->h <= 0) |
b6b0369e |
171 | return "Width and height must both be greater than zero"; |
b6b0369e |
172 | return NULL; |
173 | } |
174 | |
175 | /* ---------------------------------------------------------------------- |
176 | * Puzzle generation code. |
177 | * |
178 | * For this particular puzzle, it seemed important to me to ensure |
179 | * a unique solution. I do this the brute-force way, by having a |
180 | * solver algorithm alongside the generator, and repeatedly |
181 | * generating a random grid until I find one whose solution is |
182 | * unique. It turns out that this isn't too onerous on a modern PC |
183 | * provided you keep grid size below around 30. Any offers of |
184 | * better algorithms, however, will be very gratefully received. |
185 | * |
186 | * Another annoyance of this approach is that it limits the |
187 | * available puzzles to those solvable by the algorithm I've used. |
188 | * My algorithm only ever considers a single row or column at any |
189 | * one time, which means it's incapable of solving the following |
190 | * difficult example (found by Bella Image around 1995/6, when she |
191 | * and I were both doing maths degrees): |
192 | * |
193 | * 2 1 2 1 |
194 | * |
195 | * +--+--+--+--+ |
196 | * 1 1 | | | | | |
197 | * +--+--+--+--+ |
198 | * 2 | | | | | |
199 | * +--+--+--+--+ |
200 | * 1 | | | | | |
201 | * +--+--+--+--+ |
202 | * 1 | | | | | |
203 | * +--+--+--+--+ |
204 | * |
205 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
206 | * algorithm (it would require at least one row or column reading |
207 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
208 | * proved to have a unique solution: if the top left square were |
209 | * empty, then the only option for the top row would be to fill the |
210 | * two squares in the 1 columns, which would imply the squares |
211 | * below those were empty, leaving no place for the 2 in the second |
212 | * row. Contradiction. Hence the top left square is full, and the |
213 | * unique solution follows easily from that starting point. |
214 | * |
215 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
216 | * it's useful to anyone.) |
217 | */ |
218 | |
219 | static int float_compare(const void *av, const void *bv) |
220 | { |
221 | const float *a = (const float *)av; |
222 | const float *b = (const float *)bv; |
223 | if (*a < *b) |
224 | return -1; |
225 | else if (*a > *b) |
226 | return +1; |
227 | else |
228 | return 0; |
229 | } |
230 | |
231 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
232 | { |
233 | float *fgrid; |
234 | float *fgrid2; |
235 | int step, i, j; |
236 | float threshold; |
237 | |
238 | fgrid = snewn(w*h, float); |
239 | |
240 | for (i = 0; i < h; i++) { |
241 | for (j = 0; j < w; j++) { |
242 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
243 | } |
244 | } |
245 | |
246 | /* |
247 | * The above gives a completely random splattering of black and |
248 | * white cells. We want to gently bias this in favour of _some_ |
249 | * reasonably thick areas of white and black, while retaining |
250 | * some randomness and fine detail. |
251 | * |
252 | * So we evolve the starting grid using a cellular automaton. |
253 | * Currently, I'm doing something very simple indeed, which is |
254 | * to set each square to the average of the surrounding nine |
255 | * cells (or the average of fewer, if we're on a corner). |
256 | */ |
257 | for (step = 0; step < 1; step++) { |
258 | fgrid2 = snewn(w*h, float); |
259 | |
260 | for (i = 0; i < h; i++) { |
261 | for (j = 0; j < w; j++) { |
262 | float sx, xbar; |
263 | int n, p, q; |
264 | |
265 | /* |
266 | * Compute the average of the surrounding cells. |
267 | */ |
268 | n = 0; |
269 | sx = 0.F; |
270 | for (p = -1; p <= +1; p++) { |
271 | for (q = -1; q <= +1; q++) { |
272 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
273 | continue; |
29caa839 |
274 | /* |
275 | * An additional special case not mentioned |
276 | * above: if a grid dimension is 2xn then |
277 | * we do not average across that dimension |
278 | * at all. Otherwise a 2x2 grid would |
279 | * contain four identical squares. |
280 | */ |
281 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
282 | continue; |
b6b0369e |
283 | n++; |
284 | sx += fgrid[(i+p)*w+(j+q)]; |
285 | } |
286 | } |
287 | xbar = sx / n; |
288 | |
289 | fgrid2[i*w+j] = xbar; |
290 | } |
291 | } |
292 | |
293 | sfree(fgrid); |
294 | fgrid = fgrid2; |
295 | } |
296 | |
297 | fgrid2 = snewn(w*h, float); |
298 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
299 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
300 | threshold = fgrid2[w*h/2]; |
301 | sfree(fgrid2); |
302 | |
303 | for (i = 0; i < h; i++) { |
304 | for (j = 0; j < w; j++) { |
29caa839 |
305 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
306 | GRID_EMPTY); |
307 | } |
308 | } |
309 | |
310 | sfree(fgrid); |
311 | } |
312 | |
be8d5aa1 |
313 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
314 | { |
315 | int i, n; |
316 | |
317 | n = 0; |
318 | |
319 | for (i = 0; i < len; i++) { |
b6b0369e |
320 | if (start[i*step] == GRID_FULL) { |
321 | int runlen = 1; |
0526a222 |
322 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
323 | runlen++; |
324 | ret[n++] = runlen; |
325 | i += runlen; |
326 | } |
0526a222 |
327 | |
c87ce51a |
328 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
329 | return -1; |
b6b0369e |
330 | } |
331 | |
332 | return n; |
333 | } |
334 | |
335 | #define UNKNOWN 0 |
336 | #define BLOCK 1 |
337 | #define DOT 2 |
338 | #define STILL_UNKNOWN 3 |
339 | |
340 | static void do_recurse(unsigned char *known, unsigned char *deduced, |
341 | unsigned char *row, int *data, int len, |
342 | int freespace, int ndone, int lowest) |
343 | { |
344 | int i, j, k; |
345 | |
346 | if (data[ndone]) { |
347 | for (i=0; i<=freespace; i++) { |
348 | j = lowest; |
349 | for (k=0; k<i; k++) row[j++] = DOT; |
350 | for (k=0; k<data[ndone]; k++) row[j++] = BLOCK; |
351 | if (j < len) row[j++] = DOT; |
352 | do_recurse(known, deduced, row, data, len, |
353 | freespace-i, ndone+1, j); |
354 | } |
355 | } else { |
356 | for (i=lowest; i<len; i++) |
357 | row[i] = DOT; |
358 | for (i=0; i<len; i++) |
359 | if (known[i] && known[i] != row[i]) |
360 | return; |
361 | for (i=0; i<len; i++) |
362 | deduced[i] |= row[i]; |
363 | } |
364 | } |
365 | |
366 | static int do_row(unsigned char *known, unsigned char *deduced, |
367 | unsigned char *row, |
368 | unsigned char *start, int len, int step, int *data) |
369 | { |
370 | int rowlen, i, freespace, done_any; |
371 | |
372 | freespace = len+1; |
373 | for (rowlen = 0; data[rowlen]; rowlen++) |
374 | freespace -= data[rowlen]+1; |
375 | |
376 | for (i = 0; i < len; i++) { |
377 | known[i] = start[i*step]; |
378 | deduced[i] = 0; |
379 | } |
380 | |
381 | do_recurse(known, deduced, row, data, len, freespace, 0, 0); |
382 | done_any = FALSE; |
383 | for (i=0; i<len; i++) |
384 | if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { |
385 | start[i*step] = deduced[i]; |
386 | done_any = TRUE; |
387 | } |
388 | return done_any; |
389 | } |
390 | |
391 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
392 | { |
393 | int i, j, done_any, ok, ntries, max; |
394 | unsigned char *grid, *matrix, *workspace; |
395 | int *rowdata; |
396 | |
397 | grid = snewn(w*h, unsigned char); |
398 | matrix = snewn(w*h, unsigned char); |
399 | max = max(w, h); |
400 | workspace = snewn(max*3, unsigned char); |
401 | rowdata = snewn(max+1, int); |
402 | |
403 | ntries = 0; |
404 | |
405 | do { |
406 | ntries++; |
407 | |
408 | generate(rs, w, h, grid); |
409 | |
15f00e06 |
410 | /* |
411 | * The game is a bit too easy if any row or column is |
412 | * completely black or completely white. An exception is |
413 | * made for rows/columns that are under 3 squares, |
414 | * otherwise nothing will ever be successfully generated. |
415 | */ |
416 | ok = TRUE; |
417 | if (w > 2) { |
418 | for (i = 0; i < h; i++) { |
419 | int colours = 0; |
420 | for (j = 0; j < w; j++) |
421 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
422 | if (colours != 3) |
423 | ok = FALSE; |
424 | } |
425 | } |
426 | if (h > 2) { |
427 | for (j = 0; j < w; j++) { |
428 | int colours = 0; |
429 | for (i = 0; i < h; i++) |
430 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
431 | if (colours != 3) |
432 | ok = FALSE; |
433 | } |
434 | } |
435 | if (!ok) |
436 | continue; |
437 | |
b6b0369e |
438 | memset(matrix, 0, w*h); |
439 | |
440 | do { |
441 | done_any = 0; |
442 | for (i=0; i<h; i++) { |
443 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
444 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
445 | matrix+i*w, w, 1, rowdata); |
446 | } |
447 | for (i=0; i<w; i++) { |
448 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
449 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
450 | matrix+i, h, w, rowdata); |
451 | } |
452 | } while (done_any); |
453 | |
454 | ok = TRUE; |
455 | for (i=0; i<h; i++) { |
456 | for (j=0; j<w; j++) { |
457 | if (matrix[i*w+j] == UNKNOWN) |
458 | ok = FALSE; |
459 | } |
460 | } |
461 | } while (!ok); |
462 | |
463 | sfree(matrix); |
464 | sfree(workspace); |
465 | sfree(rowdata); |
466 | return grid; |
467 | } |
468 | |
1185e3c5 |
469 | static char *new_game_desc(game_params *params, random_state *rs, |
c566778e |
470 | char **aux, int interactive) |
b6b0369e |
471 | { |
472 | unsigned char *grid; |
473 | int i, j, max, rowlen, *rowdata; |
1185e3c5 |
474 | char intbuf[80], *desc; |
475 | int desclen, descpos; |
b6b0369e |
476 | |
477 | grid = generate_soluble(rs, params->w, params->h); |
478 | max = max(params->w, params->h); |
479 | rowdata = snewn(max, int); |
480 | |
481 | /* |
c566778e |
482 | * Save the solved game in aux. |
3220eba4 |
483 | */ |
484 | { |
c566778e |
485 | char *ai = snewn(params->w * params->h + 2, char); |
3220eba4 |
486 | |
c566778e |
487 | /* |
488 | * String format is exactly the same as a solve move, so we |
489 | * can just dupstr this in solve_game(). |
490 | */ |
491 | |
492 | ai[0] = 'S'; |
493 | |
494 | for (i = 0; i < params->w * params->h; i++) |
495 | ai[i+1] = grid[i] ? '1' : '0'; |
496 | |
497 | ai[params->w * params->h + 1] = '\0'; |
3220eba4 |
498 | |
499 | *aux = ai; |
500 | } |
501 | |
502 | /* |
b6b0369e |
503 | * Seed is a slash-separated list of row contents; each row |
504 | * contents section is a dot-separated list of integers. Row |
505 | * contents are listed in the order (columns left to right, |
506 | * then rows top to bottom). |
507 | * |
508 | * Simplest way to handle memory allocation is to make two |
509 | * passes, first computing the seed size and then writing it |
510 | * out. |
511 | */ |
1185e3c5 |
512 | desclen = 0; |
b6b0369e |
513 | for (i = 0; i < params->w + params->h; i++) { |
514 | if (i < params->w) |
515 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
516 | else |
517 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
518 | params->w, 1); |
519 | if (rowlen > 0) { |
520 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
521 | desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
b6b0369e |
522 | } |
523 | } else { |
1185e3c5 |
524 | desclen++; |
b6b0369e |
525 | } |
526 | } |
1185e3c5 |
527 | desc = snewn(desclen, char); |
528 | descpos = 0; |
b6b0369e |
529 | for (i = 0; i < params->w + params->h; i++) { |
530 | if (i < params->w) |
531 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
532 | else |
533 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
534 | params->w, 1); |
535 | if (rowlen > 0) { |
536 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
537 | int len = sprintf(desc+descpos, "%d", rowdata[j]); |
b6b0369e |
538 | if (j+1 < rowlen) |
1185e3c5 |
539 | desc[descpos + len] = '.'; |
b6b0369e |
540 | else |
1185e3c5 |
541 | desc[descpos + len] = '/'; |
542 | descpos += len+1; |
b6b0369e |
543 | } |
544 | } else { |
1185e3c5 |
545 | desc[descpos++] = '/'; |
b6b0369e |
546 | } |
547 | } |
1185e3c5 |
548 | assert(descpos == desclen); |
549 | assert(desc[desclen-1] == '/'); |
550 | desc[desclen-1] = '\0'; |
b6b0369e |
551 | sfree(rowdata); |
871bf294 |
552 | sfree(grid); |
1185e3c5 |
553 | return desc; |
b6b0369e |
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 | |
df11cd4e |
665 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
666 | char *ai, char **error) |
2ac6d24e |
667 | { |
df11cd4e |
668 | unsigned char *matrix; |
df11cd4e |
669 | int w = state->w, h = state->h; |
670 | int i; |
671 | char *ret; |
c566778e |
672 | int done_any, max; |
673 | unsigned char *workspace; |
674 | int *rowdata; |
3220eba4 |
675 | |
2ac6d24e |
676 | /* |
c566778e |
677 | * If we already have the solved state in ai, copy it out. |
2ac6d24e |
678 | */ |
c566778e |
679 | if (ai) |
680 | return dupstr(ai); |
2ac6d24e |
681 | |
c566778e |
682 | matrix = snewn(w*h, unsigned char); |
683 | max = max(w, h); |
684 | workspace = snewn(max*3, unsigned char); |
685 | rowdata = snewn(max+1, int); |
2ac6d24e |
686 | |
c566778e |
687 | memset(matrix, 0, w*h); |
2ac6d24e |
688 | |
c566778e |
689 | do { |
690 | done_any = 0; |
691 | for (i=0; i<h; i++) { |
692 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
693 | max*sizeof(int)); |
694 | rowdata[state->rowlen[w+i]] = 0; |
695 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
696 | matrix+i*w, w, 1, rowdata); |
697 | } |
698 | for (i=0; i<w; i++) { |
699 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
700 | rowdata[state->rowlen[i]] = 0; |
701 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
702 | matrix+i, h, w, rowdata); |
703 | } |
704 | } while (done_any); |
df11cd4e |
705 | |
c566778e |
706 | sfree(workspace); |
707 | sfree(rowdata); |
2ac6d24e |
708 | |
c566778e |
709 | for (i = 0; i < w*h; i++) { |
710 | if (matrix[i] != BLOCK && matrix[i] != DOT) { |
711 | sfree(matrix); |
712 | *error = "Solving algorithm cannot complete this puzzle"; |
713 | return NULL; |
714 | } |
df11cd4e |
715 | } |
716 | |
717 | ret = snewn(w*h+2, char); |
718 | ret[0] = 'S'; |
719 | for (i = 0; i < w*h; i++) { |
c566778e |
720 | assert(matrix[i] == BLOCK || matrix[i] == DOT); |
721 | ret[i+1] = (matrix[i] == BLOCK ? '1' : '0'); |
2ac6d24e |
722 | } |
df11cd4e |
723 | ret[w*h+1] = '\0'; |
724 | |
c566778e |
725 | sfree(matrix); |
2ac6d24e |
726 | |
727 | return ret; |
728 | } |
729 | |
9b4b03d3 |
730 | static char *game_text_format(game_state *state) |
731 | { |
732 | return NULL; |
733 | } |
734 | |
b6b0369e |
735 | struct game_ui { |
736 | int dragging; |
737 | int drag_start_x; |
738 | int drag_start_y; |
739 | int drag_end_x; |
740 | int drag_end_y; |
741 | int drag, release, state; |
742 | }; |
743 | |
be8d5aa1 |
744 | static game_ui *new_ui(game_state *state) |
b6b0369e |
745 | { |
746 | game_ui *ret; |
747 | |
748 | ret = snew(game_ui); |
749 | ret->dragging = FALSE; |
750 | |
751 | return ret; |
752 | } |
753 | |
be8d5aa1 |
754 | static void free_ui(game_ui *ui) |
b6b0369e |
755 | { |
756 | sfree(ui); |
757 | } |
758 | |
844f605f |
759 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
760 | { |
761 | return NULL; |
762 | } |
763 | |
844f605f |
764 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
765 | { |
766 | } |
767 | |
07dfb697 |
768 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
769 | game_state *newstate) |
770 | { |
771 | } |
772 | |
1e3e152d |
773 | struct game_drawstate { |
774 | int started; |
775 | int w, h; |
776 | int tilesize; |
777 | unsigned char *visible; |
778 | }; |
779 | |
df11cd4e |
780 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
781 | int x, int y, int button) |
782 | { |
f0ee053c |
783 | button &= ~MOD_MASK; |
784 | |
df11cd4e |
785 | x = FROMCOORD(state->w, x); |
786 | y = FROMCOORD(state->h, y); |
b6b0369e |
787 | |
df11cd4e |
788 | if (x >= 0 && x < state->w && y >= 0 && y < state->h && |
b6b0369e |
789 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
790 | button == MIDDLE_BUTTON)) { |
791 | |
792 | ui->dragging = TRUE; |
793 | |
794 | if (button == LEFT_BUTTON) { |
795 | ui->drag = LEFT_DRAG; |
796 | ui->release = LEFT_RELEASE; |
797 | ui->state = GRID_FULL; |
798 | } else if (button == RIGHT_BUTTON) { |
799 | ui->drag = RIGHT_DRAG; |
800 | ui->release = RIGHT_RELEASE; |
801 | ui->state = GRID_EMPTY; |
802 | } else /* if (button == MIDDLE_BUTTON) */ { |
803 | ui->drag = MIDDLE_DRAG; |
804 | ui->release = MIDDLE_RELEASE; |
805 | ui->state = GRID_UNKNOWN; |
806 | } |
807 | |
808 | ui->drag_start_x = ui->drag_end_x = x; |
809 | ui->drag_start_y = ui->drag_end_y = y; |
810 | |
df11cd4e |
811 | return ""; /* UI activity occurred */ |
b6b0369e |
812 | } |
813 | |
814 | if (ui->dragging && button == ui->drag) { |
815 | /* |
816 | * There doesn't seem much point in allowing a rectangle |
817 | * drag; people will generally only want to drag a single |
818 | * horizontal or vertical line, so we make that easy by |
819 | * snapping to it. |
820 | * |
821 | * Exception: if we're _middle_-button dragging to tag |
822 | * things as UNKNOWN, we may well want to trash an entire |
823 | * area and start over! |
824 | */ |
825 | if (ui->state != GRID_UNKNOWN) { |
826 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
827 | y = ui->drag_start_y; |
828 | else |
829 | x = ui->drag_start_x; |
830 | } |
831 | |
832 | if (x < 0) x = 0; |
833 | if (y < 0) y = 0; |
df11cd4e |
834 | if (x >= state->w) x = state->w - 1; |
835 | if (y >= state->h) y = state->h - 1; |
b6b0369e |
836 | |
837 | ui->drag_end_x = x; |
838 | ui->drag_end_y = y; |
839 | |
df11cd4e |
840 | return ""; /* UI activity occurred */ |
b6b0369e |
841 | } |
842 | |
843 | if (ui->dragging && button == ui->release) { |
844 | int x1, x2, y1, y2, xx, yy; |
845 | int move_needed = FALSE; |
846 | |
847 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
848 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
849 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
850 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
851 | |
852 | for (yy = y1; yy <= y2; yy++) |
853 | for (xx = x1; xx <= x2; xx++) |
df11cd4e |
854 | if (state->grid[yy * state->w + xx] != ui->state) |
b6b0369e |
855 | move_needed = TRUE; |
856 | |
857 | ui->dragging = FALSE; |
858 | |
859 | if (move_needed) { |
df11cd4e |
860 | char buf[80]; |
861 | sprintf(buf, "%c%d,%d,%d,%d", |
871bf294 |
862 | (char)(ui->state == GRID_FULL ? 'F' : |
863 | ui->state == GRID_EMPTY ? 'E' : 'U'), |
df11cd4e |
864 | x1, y1, x2-x1+1, y2-y1+1); |
865 | return dupstr(buf); |
b6b0369e |
866 | } else |
df11cd4e |
867 | return ""; /* UI activity occurred */ |
b6b0369e |
868 | } |
869 | |
870 | return NULL; |
871 | } |
872 | |
df11cd4e |
873 | static game_state *execute_move(game_state *from, char *move) |
874 | { |
875 | game_state *ret; |
876 | int x1, x2, y1, y2, xx, yy; |
877 | int val; |
878 | |
879 | if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) { |
880 | int i; |
881 | |
882 | ret = dup_game(from); |
883 | |
884 | for (i = 0; i < ret->w * ret->h; i++) |
885 | ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY); |
886 | |
887 | ret->completed = ret->cheated = TRUE; |
888 | |
889 | return ret; |
890 | } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') && |
891 | sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 && |
892 | x1 >= 0 && x2 >= 0 && x1+x2 <= from->w && |
893 | y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { |
894 | |
895 | x2 += x1; |
896 | y2 += y1; |
897 | val = (move[0] == 'F' ? GRID_FULL : |
898 | move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN); |
899 | |
900 | ret = dup_game(from); |
901 | for (yy = y1; yy < y2; yy++) |
902 | for (xx = x1; xx < x2; xx++) |
903 | ret->grid[yy * ret->w + xx] = val; |
904 | |
905 | /* |
906 | * An actual change, so check to see if we've completed the |
907 | * game. |
908 | */ |
909 | if (!ret->completed) { |
910 | int *rowdata = snewn(ret->rowsize, int); |
911 | int i, len; |
912 | |
913 | ret->completed = TRUE; |
914 | |
915 | for (i=0; i<ret->w; i++) { |
916 | len = compute_rowdata(rowdata, |
917 | ret->grid+i, ret->h, ret->w); |
918 | if (len != ret->rowlen[i] || |
919 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
920 | len * sizeof(int))) { |
921 | ret->completed = FALSE; |
922 | break; |
923 | } |
924 | } |
925 | for (i=0; i<ret->h; i++) { |
926 | len = compute_rowdata(rowdata, |
927 | ret->grid+i*ret->w, ret->w, 1); |
928 | if (len != ret->rowlen[i+ret->w] || |
929 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
930 | len * sizeof(int))) { |
931 | ret->completed = FALSE; |
932 | break; |
933 | } |
934 | } |
935 | |
936 | sfree(rowdata); |
937 | } |
938 | |
939 | return ret; |
940 | } else |
941 | return NULL; |
942 | } |
943 | |
b6b0369e |
944 | /* ---------------------------------------------------------------------- |
945 | * Drawing routines. |
946 | */ |
947 | |
1e3e152d |
948 | static void game_size(game_params *params, game_drawstate *ds, |
949 | int *x, int *y, int expand) |
b6b0369e |
950 | { |
871bf294 |
951 | double ts; |
1e3e152d |
952 | |
953 | ts = min(GETTILESIZE(params->w, *x), GETTILESIZE(params->h, *y)); |
954 | if (expand) |
871bf294 |
955 | ds->tilesize = (int)(ts + 0.5); |
1e3e152d |
956 | else |
871bf294 |
957 | ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE); |
1e3e152d |
958 | |
b6b0369e |
959 | *x = SIZE(params->w); |
960 | *y = SIZE(params->h); |
961 | } |
962 | |
be8d5aa1 |
963 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
b6b0369e |
964 | { |
965 | float *ret = snewn(3 * NCOLOURS, float); |
966 | |
967 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
968 | |
969 | ret[COL_GRID * 3 + 0] = 0.3F; |
970 | ret[COL_GRID * 3 + 1] = 0.3F; |
971 | ret[COL_GRID * 3 + 2] = 0.3F; |
972 | |
973 | ret[COL_UNKNOWN * 3 + 0] = 0.5F; |
974 | ret[COL_UNKNOWN * 3 + 1] = 0.5F; |
975 | ret[COL_UNKNOWN * 3 + 2] = 0.5F; |
976 | |
977 | ret[COL_FULL * 3 + 0] = 0.0F; |
978 | ret[COL_FULL * 3 + 1] = 0.0F; |
979 | ret[COL_FULL * 3 + 2] = 0.0F; |
980 | |
981 | ret[COL_EMPTY * 3 + 0] = 1.0F; |
982 | ret[COL_EMPTY * 3 + 1] = 1.0F; |
983 | ret[COL_EMPTY * 3 + 2] = 1.0F; |
984 | |
985 | *ncolours = NCOLOURS; |
986 | return ret; |
987 | } |
988 | |
be8d5aa1 |
989 | static game_drawstate *game_new_drawstate(game_state *state) |
b6b0369e |
990 | { |
991 | struct game_drawstate *ds = snew(struct game_drawstate); |
992 | |
993 | ds->started = FALSE; |
994 | ds->w = state->w; |
995 | ds->h = state->h; |
996 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
1e3e152d |
997 | ds->tilesize = 0; /* not decided yet */ |
b6b0369e |
998 | memset(ds->visible, 255, ds->w * ds->h); |
999 | |
1000 | return ds; |
1001 | } |
1002 | |
be8d5aa1 |
1003 | static void game_free_drawstate(game_drawstate *ds) |
b6b0369e |
1004 | { |
1005 | sfree(ds->visible); |
1006 | sfree(ds); |
1007 | } |
1008 | |
1009 | static void grid_square(frontend *fe, game_drawstate *ds, |
1010 | int y, int x, int state) |
1011 | { |
1012 | int xl, xr, yt, yb; |
1013 | |
1014 | draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
1015 | TILE_SIZE, TILE_SIZE, COL_GRID); |
1016 | |
1017 | xl = (x % 5 == 0 ? 1 : 0); |
1018 | yt = (y % 5 == 0 ? 1 : 0); |
1019 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
1020 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
1021 | |
1022 | draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, |
1023 | TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, |
1024 | (state == GRID_FULL ? COL_FULL : |
1025 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
1026 | |
1027 | draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
1028 | TILE_SIZE, TILE_SIZE); |
1029 | } |
1030 | |
be8d5aa1 |
1031 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
1e3e152d |
1032 | game_state *state, int dir, game_ui *ui, |
1033 | float animtime, float flashtime) |
b6b0369e |
1034 | { |
1035 | int i, j; |
1036 | int x1, x2, y1, y2; |
1037 | |
1038 | if (!ds->started) { |
1039 | /* |
1040 | * The initial contents of the window are not guaranteed |
1041 | * and can vary with front ends. To be on the safe side, |
1042 | * all games should start by drawing a big background- |
1043 | * colour rectangle covering the whole window. |
1044 | */ |
1045 | draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
1046 | |
1047 | /* |
1048 | * Draw the numbers. |
1049 | */ |
1050 | for (i = 0; i < ds->w + ds->h; i++) { |
1051 | int rowlen = state->rowlen[i]; |
1052 | int *rowdata = state->rowdata + state->rowsize * i; |
1053 | int nfit; |
1054 | |
1055 | /* |
1056 | * Normally I space the numbers out by the same |
1057 | * distance as the tile size. However, if there are |
1058 | * more numbers than available spaces, I have to squash |
1059 | * them up a bit. |
1060 | */ |
1061 | nfit = max(rowlen, TLBORDER(ds->h))-1; |
1062 | assert(nfit > 0); |
1063 | |
1064 | for (j = 0; j < rowlen; j++) { |
1065 | int x, y; |
1066 | char str[80]; |
1067 | |
1068 | if (i < ds->w) { |
1069 | x = TOCOORD(ds->w, i); |
1070 | y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1); |
1071 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1072 | } else { |
1073 | y = TOCOORD(ds->h, i - ds->w); |
1074 | x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1); |
1075 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1076 | } |
1077 | |
1078 | sprintf(str, "%d", rowdata[j]); |
1079 | draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1080 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, |
1081 | COL_FULL, str); /* FIXME: COL_TEXT */ |
1082 | } |
1083 | } |
1084 | |
1085 | /* |
1086 | * Draw the grid outline. |
1087 | */ |
1088 | draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1089 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1090 | COL_GRID); |
1091 | |
1092 | ds->started = TRUE; |
1093 | |
1094 | draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
1095 | } |
1096 | |
1097 | if (ui->dragging) { |
1098 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1099 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1100 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1101 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1102 | } else { |
1103 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1104 | } |
1105 | |
1106 | /* |
1107 | * Now draw any grid squares which have changed since last |
1108 | * redraw. |
1109 | */ |
1110 | for (i = 0; i < ds->h; i++) { |
1111 | for (j = 0; j < ds->w; j++) { |
1112 | int val; |
1113 | |
1114 | /* |
1115 | * Work out what state this square should be drawn in, |
1116 | * taking any current drag operation into account. |
1117 | */ |
1118 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1119 | val = ui->state; |
1120 | else |
1121 | val = state->grid[i * state->w + j]; |
1122 | |
1123 | /* |
1124 | * Briefly invert everything twice during a completion |
1125 | * flash. |
1126 | */ |
1127 | if (flashtime > 0 && |
1128 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1129 | val != GRID_UNKNOWN) |
1130 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1131 | |
1132 | if (ds->visible[i * ds->w + j] != val) { |
1133 | grid_square(fe, ds, i, j, val); |
1134 | ds->visible[i * ds->w + j] = val; |
1135 | } |
1136 | } |
1137 | } |
1138 | } |
1139 | |
be8d5aa1 |
1140 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1141 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1142 | { |
1143 | return 0.0F; |
1144 | } |
1145 | |
be8d5aa1 |
1146 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1147 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1148 | { |
2ac6d24e |
1149 | if (!oldstate->completed && newstate->completed && |
1150 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1151 | return FLASH_TIME; |
1152 | return 0.0F; |
1153 | } |
1154 | |
be8d5aa1 |
1155 | static int game_wants_statusbar(void) |
b6b0369e |
1156 | { |
1157 | return FALSE; |
1158 | } |
be8d5aa1 |
1159 | |
48dcdd62 |
1160 | static int game_timing_state(game_state *state) |
1161 | { |
1162 | return TRUE; |
1163 | } |
1164 | |
be8d5aa1 |
1165 | #ifdef COMBINED |
1166 | #define thegame pattern |
1167 | #endif |
1168 | |
1169 | const struct game thegame = { |
1d228b10 |
1170 | "Pattern", "games.pattern", |
be8d5aa1 |
1171 | default_params, |
1172 | game_fetch_preset, |
1173 | decode_params, |
1174 | encode_params, |
1175 | free_params, |
1176 | dup_params, |
1d228b10 |
1177 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1178 | validate_params, |
1185e3c5 |
1179 | new_game_desc, |
1185e3c5 |
1180 | validate_desc, |
be8d5aa1 |
1181 | new_game, |
1182 | dup_game, |
1183 | free_game, |
2ac6d24e |
1184 | TRUE, solve_game, |
9b4b03d3 |
1185 | FALSE, game_text_format, |
be8d5aa1 |
1186 | new_ui, |
1187 | free_ui, |
ae8290c6 |
1188 | encode_ui, |
1189 | decode_ui, |
07dfb697 |
1190 | game_changed_state, |
df11cd4e |
1191 | interpret_move, |
1192 | execute_move, |
be8d5aa1 |
1193 | game_size, |
1194 | game_colours, |
1195 | game_new_drawstate, |
1196 | game_free_drawstate, |
1197 | game_redraw, |
1198 | game_anim_length, |
1199 | game_flash_length, |
1200 | game_wants_statusbar, |
48dcdd62 |
1201 | FALSE, game_timing_state, |
93b1da3d |
1202 | 0, /* mouse_priorities */ |
be8d5aa1 |
1203 | }; |
329b3f06 |
1204 | |
1205 | #ifdef STANDALONE_SOLVER |
1206 | |
1207 | /* |
1208 | * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c |
1209 | */ |
1210 | |
1211 | #include <stdarg.h> |
1212 | |
1213 | void frontend_default_colour(frontend *fe, float *output) {} |
1214 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
1215 | int align, int colour, char *text) {} |
1216 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} |
1217 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} |
1218 | void draw_polygon(frontend *fe, int *coords, int npoints, |
1219 | int fill, int colour) {} |
1220 | void clip(frontend *fe, int x, int y, int w, int h) {} |
1221 | void unclip(frontend *fe) {} |
1222 | void start_draw(frontend *fe) {} |
1223 | void draw_update(frontend *fe, int x, int y, int w, int h) {} |
1224 | void end_draw(frontend *fe) {} |
1225 | unsigned long random_upto(random_state *state, unsigned long limit) |
1226 | { assert(!"Shouldn't get randomness"); return 0; } |
1227 | |
1228 | void fatal(char *fmt, ...) |
1229 | { |
1230 | va_list ap; |
1231 | |
1232 | fprintf(stderr, "fatal error: "); |
1233 | |
1234 | va_start(ap, fmt); |
1235 | vfprintf(stderr, fmt, ap); |
1236 | va_end(ap); |
1237 | |
1238 | fprintf(stderr, "\n"); |
1239 | exit(1); |
1240 | } |
1241 | |
1242 | int main(int argc, char **argv) |
1243 | { |
1244 | game_params *p; |
1245 | game_state *s; |
1246 | int recurse = TRUE; |
1185e3c5 |
1247 | char *id = NULL, *desc, *err; |
329b3f06 |
1248 | int y, x; |
1249 | int grade = FALSE; |
1250 | |
1251 | while (--argc > 0) { |
1252 | char *p = *++argv; |
1253 | if (*p == '-') { |
1254 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]); |
1255 | return 1; |
1256 | } else { |
1257 | id = p; |
1258 | } |
1259 | } |
1260 | |
1261 | if (!id) { |
1262 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1263 | return 1; |
1264 | } |
1265 | |
1185e3c5 |
1266 | desc = strchr(id, ':'); |
1267 | if (!desc) { |
329b3f06 |
1268 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1269 | return 1; |
1270 | } |
1185e3c5 |
1271 | *desc++ = '\0'; |
329b3f06 |
1272 | |
1733f4ca |
1273 | p = default_params(); |
1274 | decode_params(p, id); |
1185e3c5 |
1275 | err = validate_desc(p, desc); |
329b3f06 |
1276 | if (err) { |
1277 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1278 | return 1; |
1279 | } |
39d682c9 |
1280 | s = new_game(NULL, p, desc); |
329b3f06 |
1281 | |
1282 | { |
1283 | int w = p->w, h = p->h, i, j, done_any, max; |
1284 | unsigned char *matrix, *workspace; |
1285 | int *rowdata; |
1286 | |
1287 | matrix = snewn(w*h, unsigned char); |
1288 | max = max(w, h); |
1289 | workspace = snewn(max*3, unsigned char); |
1290 | rowdata = snewn(max+1, int); |
1291 | |
1292 | memset(matrix, 0, w*h); |
1293 | |
1294 | do { |
1295 | done_any = 0; |
1296 | for (i=0; i<h; i++) { |
1297 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1298 | max*sizeof(int)); |
1299 | rowdata[s->rowlen[w+i]] = 0; |
1300 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1301 | matrix+i*w, w, 1, rowdata); |
1302 | } |
1303 | for (i=0; i<w; i++) { |
1304 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1305 | rowdata[s->rowlen[i]] = 0; |
1306 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1307 | matrix+i, h, w, rowdata); |
1308 | } |
1309 | } while (done_any); |
1310 | |
1311 | for (i = 0; i < h; i++) { |
1312 | for (j = 0; j < w; j++) { |
1313 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1314 | matrix[i*w+j] == BLOCK ? '#' : |
1315 | matrix[i*w+j] == DOT ? '.' : |
1316 | '!'); |
1317 | putchar(c); |
1318 | } |
1319 | printf("\n"); |
1320 | } |
1321 | } |
1322 | |
1323 | return 0; |
1324 | } |
1325 | |
1326 | #endif |