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 | |
14 | #define max(x,y) ( (x)>(y) ? (x):(y) ) |
15 | #define min(x,y) ( (x)<(y) ? (x):(y) ) |
16 | |
b6b0369e |
17 | enum { |
18 | COL_BACKGROUND, |
19 | COL_EMPTY, |
20 | COL_FULL, |
21 | COL_UNKNOWN, |
22 | COL_GRID, |
23 | NCOLOURS |
24 | }; |
25 | |
26 | #define BORDER 18 |
27 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
28 | #define GUTTER 12 |
29 | #define TILE_SIZE 24 |
30 | |
31 | #define FROMCOORD(d, x) \ |
32 | ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) |
33 | |
34 | #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) |
35 | |
36 | #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) |
37 | |
38 | struct game_params { |
39 | int w, h; |
40 | }; |
41 | |
42 | #define GRID_UNKNOWN 2 |
43 | #define GRID_FULL 1 |
44 | #define GRID_EMPTY 0 |
45 | |
46 | struct game_state { |
47 | int w, h; |
48 | unsigned char *grid; |
49 | int rowsize; |
50 | int *rowdata, *rowlen; |
2ac6d24e |
51 | int completed, cheated; |
b6b0369e |
52 | }; |
53 | |
54 | #define FLASH_TIME 0.13F |
55 | |
be8d5aa1 |
56 | static game_params *default_params(void) |
b6b0369e |
57 | { |
58 | game_params *ret = snew(game_params); |
59 | |
60 | ret->w = ret->h = 15; |
61 | |
62 | return ret; |
63 | } |
64 | |
be8d5aa1 |
65 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
66 | { |
67 | game_params *ret; |
68 | char str[80]; |
69 | static const struct { int x, y; } values[] = { |
70 | {10, 10}, |
71 | {15, 15}, |
72 | {20, 20}, |
73 | {25, 25}, |
74 | {30, 30}, |
75 | }; |
76 | |
77 | if (i < 0 || i >= lenof(values)) |
78 | return FALSE; |
79 | |
80 | ret = snew(game_params); |
81 | ret->w = values[i].x; |
82 | ret->h = values[i].y; |
83 | |
84 | sprintf(str, "%dx%d", ret->w, ret->h); |
85 | |
86 | *name = dupstr(str); |
87 | *params = ret; |
88 | return TRUE; |
89 | } |
90 | |
be8d5aa1 |
91 | static void free_params(game_params *params) |
b6b0369e |
92 | { |
93 | sfree(params); |
94 | } |
95 | |
be8d5aa1 |
96 | static game_params *dup_params(game_params *params) |
b6b0369e |
97 | { |
98 | game_params *ret = snew(game_params); |
99 | *ret = *params; /* structure copy */ |
100 | return ret; |
101 | } |
102 | |
be8d5aa1 |
103 | static game_params *decode_params(char const *string) |
b6b0369e |
104 | { |
105 | game_params *ret = default_params(); |
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 | } |
117 | |
118 | return ret; |
119 | } |
120 | |
be8d5aa1 |
121 | static char *encode_params(game_params *params) |
b6b0369e |
122 | { |
123 | char ret[400]; |
124 | int len; |
125 | |
126 | len = sprintf(ret, "%dx%d", params->w, params->h); |
127 | assert(len < lenof(ret)); |
128 | ret[len] = '\0'; |
129 | |
130 | return dupstr(ret); |
131 | } |
132 | |
be8d5aa1 |
133 | static config_item *game_configure(game_params *params) |
b6b0369e |
134 | { |
135 | config_item *ret; |
136 | char buf[80]; |
137 | |
138 | ret = snewn(3, config_item); |
139 | |
140 | ret[0].name = "Width"; |
141 | ret[0].type = C_STRING; |
142 | sprintf(buf, "%d", params->w); |
143 | ret[0].sval = dupstr(buf); |
144 | ret[0].ival = 0; |
145 | |
146 | ret[1].name = "Height"; |
147 | ret[1].type = C_STRING; |
148 | sprintf(buf, "%d", params->h); |
149 | ret[1].sval = dupstr(buf); |
150 | ret[1].ival = 0; |
151 | |
152 | ret[2].name = NULL; |
153 | ret[2].type = C_END; |
154 | ret[2].sval = NULL; |
155 | ret[2].ival = 0; |
156 | |
157 | return ret; |
158 | } |
159 | |
be8d5aa1 |
160 | static game_params *custom_params(config_item *cfg) |
b6b0369e |
161 | { |
162 | game_params *ret = snew(game_params); |
163 | |
164 | ret->w = atoi(cfg[0].sval); |
165 | ret->h = atoi(cfg[1].sval); |
166 | |
167 | return ret; |
168 | } |
169 | |
be8d5aa1 |
170 | static char *validate_params(game_params *params) |
b6b0369e |
171 | { |
172 | if (params->w <= 0 && params->h <= 0) |
173 | return "Width and height must both be greater than zero"; |
174 | if (params->w <= 0) |
175 | return "Width must be greater than zero"; |
176 | if (params->h <= 0) |
177 | return "Height must be greater than zero"; |
178 | return NULL; |
179 | } |
180 | |
181 | /* ---------------------------------------------------------------------- |
182 | * Puzzle generation code. |
183 | * |
184 | * For this particular puzzle, it seemed important to me to ensure |
185 | * a unique solution. I do this the brute-force way, by having a |
186 | * solver algorithm alongside the generator, and repeatedly |
187 | * generating a random grid until I find one whose solution is |
188 | * unique. It turns out that this isn't too onerous on a modern PC |
189 | * provided you keep grid size below around 30. Any offers of |
190 | * better algorithms, however, will be very gratefully received. |
191 | * |
192 | * Another annoyance of this approach is that it limits the |
193 | * available puzzles to those solvable by the algorithm I've used. |
194 | * My algorithm only ever considers a single row or column at any |
195 | * one time, which means it's incapable of solving the following |
196 | * difficult example (found by Bella Image around 1995/6, when she |
197 | * and I were both doing maths degrees): |
198 | * |
199 | * 2 1 2 1 |
200 | * |
201 | * +--+--+--+--+ |
202 | * 1 1 | | | | | |
203 | * +--+--+--+--+ |
204 | * 2 | | | | | |
205 | * +--+--+--+--+ |
206 | * 1 | | | | | |
207 | * +--+--+--+--+ |
208 | * 1 | | | | | |
209 | * +--+--+--+--+ |
210 | * |
211 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
212 | * algorithm (it would require at least one row or column reading |
213 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
214 | * proved to have a unique solution: if the top left square were |
215 | * empty, then the only option for the top row would be to fill the |
216 | * two squares in the 1 columns, which would imply the squares |
217 | * below those were empty, leaving no place for the 2 in the second |
218 | * row. Contradiction. Hence the top left square is full, and the |
219 | * unique solution follows easily from that starting point. |
220 | * |
221 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
222 | * it's useful to anyone.) |
223 | */ |
224 | |
225 | static int float_compare(const void *av, const void *bv) |
226 | { |
227 | const float *a = (const float *)av; |
228 | const float *b = (const float *)bv; |
229 | if (*a < *b) |
230 | return -1; |
231 | else if (*a > *b) |
232 | return +1; |
233 | else |
234 | return 0; |
235 | } |
236 | |
237 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
238 | { |
239 | float *fgrid; |
240 | float *fgrid2; |
241 | int step, i, j; |
242 | float threshold; |
243 | |
244 | fgrid = snewn(w*h, float); |
245 | |
246 | for (i = 0; i < h; i++) { |
247 | for (j = 0; j < w; j++) { |
248 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
249 | } |
250 | } |
251 | |
252 | /* |
253 | * The above gives a completely random splattering of black and |
254 | * white cells. We want to gently bias this in favour of _some_ |
255 | * reasonably thick areas of white and black, while retaining |
256 | * some randomness and fine detail. |
257 | * |
258 | * So we evolve the starting grid using a cellular automaton. |
259 | * Currently, I'm doing something very simple indeed, which is |
260 | * to set each square to the average of the surrounding nine |
261 | * cells (or the average of fewer, if we're on a corner). |
262 | */ |
263 | for (step = 0; step < 1; step++) { |
264 | fgrid2 = snewn(w*h, float); |
265 | |
266 | for (i = 0; i < h; i++) { |
267 | for (j = 0; j < w; j++) { |
268 | float sx, xbar; |
269 | int n, p, q; |
270 | |
271 | /* |
272 | * Compute the average of the surrounding cells. |
273 | */ |
274 | n = 0; |
275 | sx = 0.F; |
276 | for (p = -1; p <= +1; p++) { |
277 | for (q = -1; q <= +1; q++) { |
278 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
279 | continue; |
29caa839 |
280 | /* |
281 | * An additional special case not mentioned |
282 | * above: if a grid dimension is 2xn then |
283 | * we do not average across that dimension |
284 | * at all. Otherwise a 2x2 grid would |
285 | * contain four identical squares. |
286 | */ |
287 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
288 | continue; |
b6b0369e |
289 | n++; |
290 | sx += fgrid[(i+p)*w+(j+q)]; |
291 | } |
292 | } |
293 | xbar = sx / n; |
294 | |
295 | fgrid2[i*w+j] = xbar; |
296 | } |
297 | } |
298 | |
299 | sfree(fgrid); |
300 | fgrid = fgrid2; |
301 | } |
302 | |
303 | fgrid2 = snewn(w*h, float); |
304 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
305 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
306 | threshold = fgrid2[w*h/2]; |
307 | sfree(fgrid2); |
308 | |
309 | for (i = 0; i < h; i++) { |
310 | for (j = 0; j < w; j++) { |
29caa839 |
311 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
312 | GRID_EMPTY); |
313 | } |
314 | } |
315 | |
316 | sfree(fgrid); |
317 | } |
318 | |
be8d5aa1 |
319 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
320 | { |
321 | int i, n; |
322 | |
323 | n = 0; |
324 | |
325 | for (i = 0; i < len; i++) { |
b6b0369e |
326 | if (start[i*step] == GRID_FULL) { |
327 | int runlen = 1; |
0526a222 |
328 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
329 | runlen++; |
330 | ret[n++] = runlen; |
331 | i += runlen; |
332 | } |
0526a222 |
333 | |
c87ce51a |
334 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
335 | return -1; |
b6b0369e |
336 | } |
337 | |
338 | return n; |
339 | } |
340 | |
341 | #define UNKNOWN 0 |
342 | #define BLOCK 1 |
343 | #define DOT 2 |
344 | #define STILL_UNKNOWN 3 |
345 | |
346 | static void do_recurse(unsigned char *known, unsigned char *deduced, |
347 | unsigned char *row, int *data, int len, |
348 | int freespace, int ndone, int lowest) |
349 | { |
350 | int i, j, k; |
351 | |
352 | if (data[ndone]) { |
353 | for (i=0; i<=freespace; i++) { |
354 | j = lowest; |
355 | for (k=0; k<i; k++) row[j++] = DOT; |
356 | for (k=0; k<data[ndone]; k++) row[j++] = BLOCK; |
357 | if (j < len) row[j++] = DOT; |
358 | do_recurse(known, deduced, row, data, len, |
359 | freespace-i, ndone+1, j); |
360 | } |
361 | } else { |
362 | for (i=lowest; i<len; i++) |
363 | row[i] = DOT; |
364 | for (i=0; i<len; i++) |
365 | if (known[i] && known[i] != row[i]) |
366 | return; |
367 | for (i=0; i<len; i++) |
368 | deduced[i] |= row[i]; |
369 | } |
370 | } |
371 | |
372 | static int do_row(unsigned char *known, unsigned char *deduced, |
373 | unsigned char *row, |
374 | unsigned char *start, int len, int step, int *data) |
375 | { |
376 | int rowlen, i, freespace, done_any; |
377 | |
378 | freespace = len+1; |
379 | for (rowlen = 0; data[rowlen]; rowlen++) |
380 | freespace -= data[rowlen]+1; |
381 | |
382 | for (i = 0; i < len; i++) { |
383 | known[i] = start[i*step]; |
384 | deduced[i] = 0; |
385 | } |
386 | |
387 | do_recurse(known, deduced, row, data, len, freespace, 0, 0); |
388 | done_any = FALSE; |
389 | for (i=0; i<len; i++) |
390 | if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { |
391 | start[i*step] = deduced[i]; |
392 | done_any = TRUE; |
393 | } |
394 | return done_any; |
395 | } |
396 | |
397 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
398 | { |
399 | int i, j, done_any, ok, ntries, max; |
400 | unsigned char *grid, *matrix, *workspace; |
401 | int *rowdata; |
402 | |
403 | grid = snewn(w*h, unsigned char); |
404 | matrix = snewn(w*h, unsigned char); |
405 | max = max(w, h); |
406 | workspace = snewn(max*3, unsigned char); |
407 | rowdata = snewn(max+1, int); |
408 | |
409 | ntries = 0; |
410 | |
411 | do { |
412 | ntries++; |
413 | |
414 | generate(rs, w, h, grid); |
415 | |
15f00e06 |
416 | /* |
417 | * The game is a bit too easy if any row or column is |
418 | * completely black or completely white. An exception is |
419 | * made for rows/columns that are under 3 squares, |
420 | * otherwise nothing will ever be successfully generated. |
421 | */ |
422 | ok = TRUE; |
423 | if (w > 2) { |
424 | for (i = 0; i < h; i++) { |
425 | int colours = 0; |
426 | for (j = 0; j < w; j++) |
427 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
428 | if (colours != 3) |
429 | ok = FALSE; |
430 | } |
431 | } |
432 | if (h > 2) { |
433 | for (j = 0; j < w; j++) { |
434 | int colours = 0; |
435 | for (i = 0; i < h; i++) |
436 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
437 | if (colours != 3) |
438 | ok = FALSE; |
439 | } |
440 | } |
441 | if (!ok) |
442 | continue; |
443 | |
b6b0369e |
444 | memset(matrix, 0, w*h); |
445 | |
446 | do { |
447 | done_any = 0; |
448 | for (i=0; i<h; i++) { |
449 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
450 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
451 | matrix+i*w, w, 1, rowdata); |
452 | } |
453 | for (i=0; i<w; i++) { |
454 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
455 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
456 | matrix+i, h, w, rowdata); |
457 | } |
458 | } while (done_any); |
459 | |
460 | ok = TRUE; |
461 | for (i=0; i<h; i++) { |
462 | for (j=0; j<w; j++) { |
463 | if (matrix[i*w+j] == UNKNOWN) |
464 | ok = FALSE; |
465 | } |
466 | } |
467 | } while (!ok); |
468 | |
469 | sfree(matrix); |
470 | sfree(workspace); |
471 | sfree(rowdata); |
472 | return grid; |
473 | } |
474 | |
6f2d8d7c |
475 | static char *new_game_seed(game_params *params, random_state *rs, |
476 | game_aux_info **aux) |
b6b0369e |
477 | { |
478 | unsigned char *grid; |
479 | int i, j, max, rowlen, *rowdata; |
480 | char intbuf[80], *seed; |
481 | int seedlen, seedpos; |
482 | |
483 | grid = generate_soluble(rs, params->w, params->h); |
484 | max = max(params->w, params->h); |
485 | rowdata = snewn(max, int); |
486 | |
487 | /* |
488 | * Seed is a slash-separated list of row contents; each row |
489 | * contents section is a dot-separated list of integers. Row |
490 | * contents are listed in the order (columns left to right, |
491 | * then rows top to bottom). |
492 | * |
493 | * Simplest way to handle memory allocation is to make two |
494 | * passes, first computing the seed size and then writing it |
495 | * out. |
496 | */ |
497 | seedlen = 0; |
498 | for (i = 0; i < params->w + params->h; i++) { |
499 | if (i < params->w) |
500 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
501 | else |
502 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
503 | params->w, 1); |
504 | if (rowlen > 0) { |
505 | for (j = 0; j < rowlen; j++) { |
506 | seedlen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
507 | } |
508 | } else { |
509 | seedlen++; |
510 | } |
511 | } |
512 | seed = snewn(seedlen, char); |
513 | seedpos = 0; |
514 | for (i = 0; i < params->w + params->h; i++) { |
515 | if (i < params->w) |
516 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
517 | else |
518 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
519 | params->w, 1); |
520 | if (rowlen > 0) { |
521 | for (j = 0; j < rowlen; j++) { |
522 | int len = sprintf(seed+seedpos, "%d", rowdata[j]); |
523 | if (j+1 < rowlen) |
524 | seed[seedpos + len] = '.'; |
525 | else |
526 | seed[seedpos + len] = '/'; |
527 | seedpos += len+1; |
528 | } |
529 | } else { |
530 | seed[seedpos++] = '/'; |
531 | } |
532 | } |
533 | assert(seedpos == seedlen); |
534 | assert(seed[seedlen-1] == '/'); |
535 | seed[seedlen-1] = '\0'; |
536 | sfree(rowdata); |
537 | return seed; |
538 | } |
539 | |
2ac6d24e |
540 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
541 | { |
542 | assert(!"Shouldn't happen"); |
543 | } |
544 | |
be8d5aa1 |
545 | static char *validate_seed(game_params *params, char *seed) |
b6b0369e |
546 | { |
547 | int i, n, rowspace; |
548 | char *p; |
549 | |
550 | for (i = 0; i < params->w + params->h; i++) { |
551 | if (i < params->w) |
552 | rowspace = params->h + 1; |
553 | else |
554 | rowspace = params->w + 1; |
555 | |
556 | if (*seed && isdigit((unsigned char)*seed)) { |
557 | do { |
558 | p = seed; |
559 | while (seed && isdigit((unsigned char)*seed)) seed++; |
560 | n = atoi(p); |
561 | rowspace -= n+1; |
562 | |
563 | if (rowspace < 0) { |
564 | if (i < params->w) |
565 | return "at least one column contains more numbers than will fit"; |
566 | else |
567 | return "at least one row contains more numbers than will fit"; |
568 | } |
569 | } while (*seed++ == '.'); |
570 | } else { |
571 | seed++; /* expect a slash immediately */ |
572 | } |
573 | |
574 | if (seed[-1] == '/') { |
575 | if (i+1 == params->w + params->h) |
576 | return "too many row/column specifications"; |
577 | } else if (seed[-1] == '\0') { |
578 | if (i+1 < params->w + params->h) |
579 | return "too few row/column specifications"; |
580 | } else |
581 | return "unrecognised character in game specification"; |
582 | } |
583 | |
584 | return NULL; |
585 | } |
586 | |
be8d5aa1 |
587 | static game_state *new_game(game_params *params, char *seed) |
b6b0369e |
588 | { |
589 | int i; |
590 | char *p; |
591 | game_state *state = snew(game_state); |
592 | |
593 | state->w = params->w; |
594 | state->h = params->h; |
595 | |
596 | state->grid = snewn(state->w * state->h, unsigned char); |
597 | memset(state->grid, GRID_UNKNOWN, state->w * state->h); |
598 | |
599 | state->rowsize = max(state->w, state->h); |
600 | state->rowdata = snewn(state->rowsize * (state->w + state->h), int); |
601 | state->rowlen = snewn(state->w + state->h, int); |
602 | |
2ac6d24e |
603 | state->completed = state->cheated = FALSE; |
b6b0369e |
604 | |
605 | for (i = 0; i < params->w + params->h; i++) { |
606 | state->rowlen[i] = 0; |
607 | if (*seed && isdigit((unsigned char)*seed)) { |
608 | do { |
609 | p = seed; |
610 | while (seed && isdigit((unsigned char)*seed)) seed++; |
611 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
612 | atoi(p); |
613 | } while (*seed++ == '.'); |
614 | } else { |
615 | seed++; /* expect a slash immediately */ |
616 | } |
617 | } |
618 | |
619 | return state; |
620 | } |
621 | |
be8d5aa1 |
622 | static game_state *dup_game(game_state *state) |
b6b0369e |
623 | { |
624 | game_state *ret = snew(game_state); |
625 | |
626 | ret->w = state->w; |
627 | ret->h = state->h; |
628 | |
629 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
630 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
631 | |
632 | ret->rowsize = state->rowsize; |
633 | ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); |
634 | ret->rowlen = snewn(ret->w + ret->h, int); |
635 | memcpy(ret->rowdata, state->rowdata, |
636 | ret->rowsize * (ret->w + ret->h) * sizeof(int)); |
637 | memcpy(ret->rowlen, state->rowlen, |
638 | (ret->w + ret->h) * sizeof(int)); |
639 | |
640 | ret->completed = state->completed; |
2ac6d24e |
641 | ret->cheated = state->cheated; |
b6b0369e |
642 | |
643 | return ret; |
644 | } |
645 | |
be8d5aa1 |
646 | static void free_game(game_state *state) |
b6b0369e |
647 | { |
648 | sfree(state->rowdata); |
649 | sfree(state->rowlen); |
650 | sfree(state->grid); |
651 | sfree(state); |
652 | } |
653 | |
2ac6d24e |
654 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
655 | char **error) |
656 | { |
657 | game_state *ret; |
658 | |
659 | /* |
660 | * I could have stored the grid I invented in the game_aux_info |
661 | * and extracted it here where available, but it seems easier |
662 | * just to run my internal solver in all cases. |
663 | */ |
664 | |
665 | ret = dup_game(state); |
666 | ret->completed = ret->cheated = TRUE; |
667 | |
668 | { |
669 | int w = state->w, h = state->h, i, j, done_any, max; |
670 | unsigned char *matrix, *workspace; |
671 | int *rowdata; |
672 | |
673 | matrix = snewn(w*h, unsigned char); |
674 | max = max(w, h); |
675 | workspace = snewn(max*3, unsigned char); |
676 | rowdata = snewn(max+1, int); |
677 | |
678 | memset(matrix, 0, w*h); |
679 | |
680 | do { |
681 | done_any = 0; |
682 | for (i=0; i<h; i++) { |
683 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
684 | max*sizeof(int)); |
685 | rowdata[state->rowlen[w+i]] = 0; |
686 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
687 | matrix+i*w, w, 1, rowdata); |
688 | } |
689 | for (i=0; i<w; i++) { |
690 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
691 | rowdata[state->rowlen[i]] = 0; |
692 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
693 | matrix+i, h, w, rowdata); |
694 | } |
695 | } while (done_any); |
696 | |
697 | for (i = 0; i < h; i++) { |
698 | for (j = 0; j < w; j++) { |
699 | int c = (matrix[i*w+j] == BLOCK ? GRID_FULL : |
700 | matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN); |
701 | ret->grid[i*w+j] = c; |
702 | if (c == GRID_UNKNOWN) |
703 | ret->completed = FALSE; |
704 | } |
705 | } |
706 | |
707 | if (!ret->completed) { |
708 | free_game(ret); |
709 | *error = "Solving algorithm cannot complete this puzzle"; |
710 | return NULL; |
711 | } |
712 | } |
713 | |
714 | return ret; |
715 | } |
716 | |
9b4b03d3 |
717 | static char *game_text_format(game_state *state) |
718 | { |
719 | return NULL; |
720 | } |
721 | |
b6b0369e |
722 | struct game_ui { |
723 | int dragging; |
724 | int drag_start_x; |
725 | int drag_start_y; |
726 | int drag_end_x; |
727 | int drag_end_y; |
728 | int drag, release, state; |
729 | }; |
730 | |
be8d5aa1 |
731 | static game_ui *new_ui(game_state *state) |
b6b0369e |
732 | { |
733 | game_ui *ret; |
734 | |
735 | ret = snew(game_ui); |
736 | ret->dragging = FALSE; |
737 | |
738 | return ret; |
739 | } |
740 | |
be8d5aa1 |
741 | static void free_ui(game_ui *ui) |
b6b0369e |
742 | { |
743 | sfree(ui); |
744 | } |
745 | |
be8d5aa1 |
746 | static game_state *make_move(game_state *from, game_ui *ui, |
747 | int x, int y, int button) |
b6b0369e |
748 | { |
749 | game_state *ret; |
750 | |
751 | x = FROMCOORD(from->w, x); |
752 | y = FROMCOORD(from->h, y); |
753 | |
754 | if (x >= 0 && x < from->w && y >= 0 && y < from->h && |
755 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
756 | button == MIDDLE_BUTTON)) { |
757 | |
758 | ui->dragging = TRUE; |
759 | |
760 | if (button == LEFT_BUTTON) { |
761 | ui->drag = LEFT_DRAG; |
762 | ui->release = LEFT_RELEASE; |
763 | ui->state = GRID_FULL; |
764 | } else if (button == RIGHT_BUTTON) { |
765 | ui->drag = RIGHT_DRAG; |
766 | ui->release = RIGHT_RELEASE; |
767 | ui->state = GRID_EMPTY; |
768 | } else /* if (button == MIDDLE_BUTTON) */ { |
769 | ui->drag = MIDDLE_DRAG; |
770 | ui->release = MIDDLE_RELEASE; |
771 | ui->state = GRID_UNKNOWN; |
772 | } |
773 | |
774 | ui->drag_start_x = ui->drag_end_x = x; |
775 | ui->drag_start_y = ui->drag_end_y = y; |
776 | |
777 | return from; /* UI activity occurred */ |
778 | } |
779 | |
780 | if (ui->dragging && button == ui->drag) { |
781 | /* |
782 | * There doesn't seem much point in allowing a rectangle |
783 | * drag; people will generally only want to drag a single |
784 | * horizontal or vertical line, so we make that easy by |
785 | * snapping to it. |
786 | * |
787 | * Exception: if we're _middle_-button dragging to tag |
788 | * things as UNKNOWN, we may well want to trash an entire |
789 | * area and start over! |
790 | */ |
791 | if (ui->state != GRID_UNKNOWN) { |
792 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
793 | y = ui->drag_start_y; |
794 | else |
795 | x = ui->drag_start_x; |
796 | } |
797 | |
798 | if (x < 0) x = 0; |
799 | if (y < 0) y = 0; |
800 | if (x >= from->w) x = from->w - 1; |
801 | if (y >= from->h) y = from->h - 1; |
802 | |
803 | ui->drag_end_x = x; |
804 | ui->drag_end_y = y; |
805 | |
806 | return from; /* UI activity occurred */ |
807 | } |
808 | |
809 | if (ui->dragging && button == ui->release) { |
810 | int x1, x2, y1, y2, xx, yy; |
811 | int move_needed = FALSE; |
812 | |
813 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
814 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
815 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
816 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
817 | |
818 | for (yy = y1; yy <= y2; yy++) |
819 | for (xx = x1; xx <= x2; xx++) |
820 | if (from->grid[yy * from->w + xx] != ui->state) |
821 | move_needed = TRUE; |
822 | |
823 | ui->dragging = FALSE; |
824 | |
825 | if (move_needed) { |
826 | ret = dup_game(from); |
827 | for (yy = y1; yy <= y2; yy++) |
828 | for (xx = x1; xx <= x2; xx++) |
829 | ret->grid[yy * ret->w + xx] = ui->state; |
830 | |
831 | /* |
832 | * An actual change, so check to see if we've completed |
833 | * the game. |
834 | */ |
835 | if (!ret->completed) { |
836 | int *rowdata = snewn(ret->rowsize, int); |
837 | int i, len; |
838 | |
839 | ret->completed = TRUE; |
840 | |
841 | for (i=0; i<ret->w; i++) { |
842 | len = compute_rowdata(rowdata, |
843 | ret->grid+i, ret->h, ret->w); |
844 | if (len != ret->rowlen[i] || |
845 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
846 | len * sizeof(int))) { |
847 | ret->completed = FALSE; |
848 | break; |
849 | } |
850 | } |
851 | for (i=0; i<ret->h; i++) { |
852 | len = compute_rowdata(rowdata, |
853 | ret->grid+i*ret->w, ret->w, 1); |
854 | if (len != ret->rowlen[i+ret->w] || |
855 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
856 | len * sizeof(int))) { |
857 | ret->completed = FALSE; |
858 | break; |
859 | } |
860 | } |
861 | |
862 | sfree(rowdata); |
863 | } |
864 | |
865 | return ret; |
866 | } else |
867 | return from; /* UI activity occurred */ |
868 | } |
869 | |
870 | return NULL; |
871 | } |
872 | |
873 | /* ---------------------------------------------------------------------- |
874 | * Drawing routines. |
875 | */ |
876 | |
877 | struct game_drawstate { |
878 | int started; |
879 | int w, h; |
880 | unsigned char *visible; |
881 | }; |
882 | |
be8d5aa1 |
883 | static void game_size(game_params *params, int *x, int *y) |
b6b0369e |
884 | { |
885 | *x = SIZE(params->w); |
886 | *y = SIZE(params->h); |
887 | } |
888 | |
be8d5aa1 |
889 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
b6b0369e |
890 | { |
891 | float *ret = snewn(3 * NCOLOURS, float); |
892 | |
893 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
894 | |
895 | ret[COL_GRID * 3 + 0] = 0.3F; |
896 | ret[COL_GRID * 3 + 1] = 0.3F; |
897 | ret[COL_GRID * 3 + 2] = 0.3F; |
898 | |
899 | ret[COL_UNKNOWN * 3 + 0] = 0.5F; |
900 | ret[COL_UNKNOWN * 3 + 1] = 0.5F; |
901 | ret[COL_UNKNOWN * 3 + 2] = 0.5F; |
902 | |
903 | ret[COL_FULL * 3 + 0] = 0.0F; |
904 | ret[COL_FULL * 3 + 1] = 0.0F; |
905 | ret[COL_FULL * 3 + 2] = 0.0F; |
906 | |
907 | ret[COL_EMPTY * 3 + 0] = 1.0F; |
908 | ret[COL_EMPTY * 3 + 1] = 1.0F; |
909 | ret[COL_EMPTY * 3 + 2] = 1.0F; |
910 | |
911 | *ncolours = NCOLOURS; |
912 | return ret; |
913 | } |
914 | |
be8d5aa1 |
915 | static game_drawstate *game_new_drawstate(game_state *state) |
b6b0369e |
916 | { |
917 | struct game_drawstate *ds = snew(struct game_drawstate); |
918 | |
919 | ds->started = FALSE; |
920 | ds->w = state->w; |
921 | ds->h = state->h; |
922 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
923 | memset(ds->visible, 255, ds->w * ds->h); |
924 | |
925 | return ds; |
926 | } |
927 | |
be8d5aa1 |
928 | static void game_free_drawstate(game_drawstate *ds) |
b6b0369e |
929 | { |
930 | sfree(ds->visible); |
931 | sfree(ds); |
932 | } |
933 | |
934 | static void grid_square(frontend *fe, game_drawstate *ds, |
935 | int y, int x, int state) |
936 | { |
937 | int xl, xr, yt, yb; |
938 | |
939 | draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
940 | TILE_SIZE, TILE_SIZE, COL_GRID); |
941 | |
942 | xl = (x % 5 == 0 ? 1 : 0); |
943 | yt = (y % 5 == 0 ? 1 : 0); |
944 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
945 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
946 | |
947 | draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, |
948 | TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, |
949 | (state == GRID_FULL ? COL_FULL : |
950 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
951 | |
952 | draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
953 | TILE_SIZE, TILE_SIZE); |
954 | } |
955 | |
be8d5aa1 |
956 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
b6b0369e |
957 | game_state *state, int dir, game_ui *ui, |
958 | float animtime, float flashtime) |
959 | { |
960 | int i, j; |
961 | int x1, x2, y1, y2; |
962 | |
963 | if (!ds->started) { |
964 | /* |
965 | * The initial contents of the window are not guaranteed |
966 | * and can vary with front ends. To be on the safe side, |
967 | * all games should start by drawing a big background- |
968 | * colour rectangle covering the whole window. |
969 | */ |
970 | draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
971 | |
972 | /* |
973 | * Draw the numbers. |
974 | */ |
975 | for (i = 0; i < ds->w + ds->h; i++) { |
976 | int rowlen = state->rowlen[i]; |
977 | int *rowdata = state->rowdata + state->rowsize * i; |
978 | int nfit; |
979 | |
980 | /* |
981 | * Normally I space the numbers out by the same |
982 | * distance as the tile size. However, if there are |
983 | * more numbers than available spaces, I have to squash |
984 | * them up a bit. |
985 | */ |
986 | nfit = max(rowlen, TLBORDER(ds->h))-1; |
987 | assert(nfit > 0); |
988 | |
989 | for (j = 0; j < rowlen; j++) { |
990 | int x, y; |
991 | char str[80]; |
992 | |
993 | if (i < ds->w) { |
994 | x = TOCOORD(ds->w, i); |
995 | y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1); |
996 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
997 | } else { |
998 | y = TOCOORD(ds->h, i - ds->w); |
999 | x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1); |
1000 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; |
1001 | } |
1002 | |
1003 | sprintf(str, "%d", rowdata[j]); |
1004 | draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1005 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, |
1006 | COL_FULL, str); /* FIXME: COL_TEXT */ |
1007 | } |
1008 | } |
1009 | |
1010 | /* |
1011 | * Draw the grid outline. |
1012 | */ |
1013 | draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1014 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1015 | COL_GRID); |
1016 | |
1017 | ds->started = TRUE; |
1018 | |
1019 | draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
1020 | } |
1021 | |
1022 | if (ui->dragging) { |
1023 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1024 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1025 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1026 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1027 | } else { |
1028 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1029 | } |
1030 | |
1031 | /* |
1032 | * Now draw any grid squares which have changed since last |
1033 | * redraw. |
1034 | */ |
1035 | for (i = 0; i < ds->h; i++) { |
1036 | for (j = 0; j < ds->w; j++) { |
1037 | int val; |
1038 | |
1039 | /* |
1040 | * Work out what state this square should be drawn in, |
1041 | * taking any current drag operation into account. |
1042 | */ |
1043 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1044 | val = ui->state; |
1045 | else |
1046 | val = state->grid[i * state->w + j]; |
1047 | |
1048 | /* |
1049 | * Briefly invert everything twice during a completion |
1050 | * flash. |
1051 | */ |
1052 | if (flashtime > 0 && |
1053 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1054 | val != GRID_UNKNOWN) |
1055 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1056 | |
1057 | if (ds->visible[i * ds->w + j] != val) { |
1058 | grid_square(fe, ds, i, j, val); |
1059 | ds->visible[i * ds->w + j] = val; |
1060 | } |
1061 | } |
1062 | } |
1063 | } |
1064 | |
be8d5aa1 |
1065 | static float game_anim_length(game_state *oldstate, |
1066 | game_state *newstate, int dir) |
b6b0369e |
1067 | { |
1068 | return 0.0F; |
1069 | } |
1070 | |
be8d5aa1 |
1071 | static float game_flash_length(game_state *oldstate, |
1072 | game_state *newstate, int dir) |
b6b0369e |
1073 | { |
2ac6d24e |
1074 | if (!oldstate->completed && newstate->completed && |
1075 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1076 | return FLASH_TIME; |
1077 | return 0.0F; |
1078 | } |
1079 | |
be8d5aa1 |
1080 | static int game_wants_statusbar(void) |
b6b0369e |
1081 | { |
1082 | return FALSE; |
1083 | } |
be8d5aa1 |
1084 | |
1085 | #ifdef COMBINED |
1086 | #define thegame pattern |
1087 | #endif |
1088 | |
1089 | const struct game thegame = { |
1d228b10 |
1090 | "Pattern", "games.pattern", |
be8d5aa1 |
1091 | default_params, |
1092 | game_fetch_preset, |
1093 | decode_params, |
1094 | encode_params, |
1095 | free_params, |
1096 | dup_params, |
1d228b10 |
1097 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1098 | validate_params, |
1099 | new_game_seed, |
6f2d8d7c |
1100 | game_free_aux_info, |
be8d5aa1 |
1101 | validate_seed, |
1102 | new_game, |
1103 | dup_game, |
1104 | free_game, |
2ac6d24e |
1105 | TRUE, solve_game, |
9b4b03d3 |
1106 | FALSE, game_text_format, |
be8d5aa1 |
1107 | new_ui, |
1108 | free_ui, |
1109 | make_move, |
1110 | game_size, |
1111 | game_colours, |
1112 | game_new_drawstate, |
1113 | game_free_drawstate, |
1114 | game_redraw, |
1115 | game_anim_length, |
1116 | game_flash_length, |
1117 | game_wants_statusbar, |
1118 | }; |
329b3f06 |
1119 | |
1120 | #ifdef STANDALONE_SOLVER |
1121 | |
1122 | /* |
1123 | * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c |
1124 | */ |
1125 | |
1126 | #include <stdarg.h> |
1127 | |
1128 | void frontend_default_colour(frontend *fe, float *output) {} |
1129 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
1130 | int align, int colour, char *text) {} |
1131 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} |
1132 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} |
1133 | void draw_polygon(frontend *fe, int *coords, int npoints, |
1134 | int fill, int colour) {} |
1135 | void clip(frontend *fe, int x, int y, int w, int h) {} |
1136 | void unclip(frontend *fe) {} |
1137 | void start_draw(frontend *fe) {} |
1138 | void draw_update(frontend *fe, int x, int y, int w, int h) {} |
1139 | void end_draw(frontend *fe) {} |
1140 | unsigned long random_upto(random_state *state, unsigned long limit) |
1141 | { assert(!"Shouldn't get randomness"); return 0; } |
1142 | |
1143 | void fatal(char *fmt, ...) |
1144 | { |
1145 | va_list ap; |
1146 | |
1147 | fprintf(stderr, "fatal error: "); |
1148 | |
1149 | va_start(ap, fmt); |
1150 | vfprintf(stderr, fmt, ap); |
1151 | va_end(ap); |
1152 | |
1153 | fprintf(stderr, "\n"); |
1154 | exit(1); |
1155 | } |
1156 | |
1157 | int main(int argc, char **argv) |
1158 | { |
1159 | game_params *p; |
1160 | game_state *s; |
1161 | int recurse = TRUE; |
1162 | char *id = NULL, *seed, *err; |
1163 | int y, x; |
1164 | int grade = FALSE; |
1165 | |
1166 | while (--argc > 0) { |
1167 | char *p = *++argv; |
1168 | if (*p == '-') { |
1169 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]); |
1170 | return 1; |
1171 | } else { |
1172 | id = p; |
1173 | } |
1174 | } |
1175 | |
1176 | if (!id) { |
1177 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1178 | return 1; |
1179 | } |
1180 | |
1181 | seed = strchr(id, ':'); |
1182 | if (!seed) { |
1183 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1184 | return 1; |
1185 | } |
1186 | *seed++ = '\0'; |
1187 | |
1188 | p = decode_params(id); |
1189 | err = validate_seed(p, seed); |
1190 | if (err) { |
1191 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1192 | return 1; |
1193 | } |
1194 | s = new_game(p, seed); |
1195 | |
1196 | { |
1197 | int w = p->w, h = p->h, i, j, done_any, max; |
1198 | unsigned char *matrix, *workspace; |
1199 | int *rowdata; |
1200 | |
1201 | matrix = snewn(w*h, unsigned char); |
1202 | max = max(w, h); |
1203 | workspace = snewn(max*3, unsigned char); |
1204 | rowdata = snewn(max+1, int); |
1205 | |
1206 | memset(matrix, 0, w*h); |
1207 | |
1208 | do { |
1209 | done_any = 0; |
1210 | for (i=0; i<h; i++) { |
1211 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1212 | max*sizeof(int)); |
1213 | rowdata[s->rowlen[w+i]] = 0; |
1214 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1215 | matrix+i*w, w, 1, rowdata); |
1216 | } |
1217 | for (i=0; i<w; i++) { |
1218 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1219 | rowdata[s->rowlen[i]] = 0; |
1220 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1221 | matrix+i, h, w, rowdata); |
1222 | } |
1223 | } while (done_any); |
1224 | |
1225 | for (i = 0; i < h; i++) { |
1226 | for (j = 0; j < w; j++) { |
1227 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1228 | matrix[i*w+j] == BLOCK ? '#' : |
1229 | matrix[i*w+j] == DOT ? '.' : |
1230 | '!'); |
1231 | putchar(c); |
1232 | } |
1233 | printf("\n"); |
1234 | } |
1235 | } |
1236 | |
1237 | return 0; |
1238 | } |
1239 | |
1240 | #endif |