b6b0369e |
1 | /* |
2 | * pattern.c: the pattern-reconstruction game known as `nonograms'. |
b6b0369e |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
9 | #include <ctype.h> |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
b6b0369e |
14 | enum { |
15 | COL_BACKGROUND, |
16 | COL_EMPTY, |
17 | COL_FULL, |
dafd6cf6 |
18 | COL_TEXT, |
b6b0369e |
19 | COL_UNKNOWN, |
20 | COL_GRID, |
b2ae5b05 |
21 | COL_CURSOR, |
b6b0369e |
22 | NCOLOURS |
23 | }; |
24 | |
1e3e152d |
25 | #define PREFERRED_TILE_SIZE 24 |
26 | #define TILE_SIZE (ds->tilesize) |
27 | #define BORDER (3 * TILE_SIZE / 4) |
b6b0369e |
28 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
1e3e152d |
29 | #define GUTTER (TILE_SIZE / 2) |
b6b0369e |
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))) |
871bf294 |
35 | #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d))) |
b6b0369e |
36 | |
37 | #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) |
38 | |
39 | struct game_params { |
40 | int w, h; |
41 | }; |
42 | |
43 | #define GRID_UNKNOWN 2 |
44 | #define GRID_FULL 1 |
45 | #define GRID_EMPTY 0 |
46 | |
47 | struct game_state { |
48 | int w, h; |
49 | unsigned char *grid; |
50 | int rowsize; |
51 | int *rowdata, *rowlen; |
2ac6d24e |
52 | int completed, cheated; |
b6b0369e |
53 | }; |
54 | |
55 | #define FLASH_TIME 0.13F |
56 | |
be8d5aa1 |
57 | static game_params *default_params(void) |
b6b0369e |
58 | { |
59 | game_params *ret = snew(game_params); |
60 | |
61 | ret->w = ret->h = 15; |
62 | |
63 | return ret; |
64 | } |
65 | |
ab53eb64 |
66 | static const struct game_params pattern_presets[] = { |
67 | {10, 10}, |
68 | {15, 15}, |
69 | {20, 20}, |
70 | #ifndef SLOW_SYSTEM |
71 | {25, 25}, |
72 | {30, 30}, |
73 | #endif |
74 | }; |
75 | |
be8d5aa1 |
76 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
77 | { |
78 | game_params *ret; |
79 | char str[80]; |
ab53eb64 |
80 | |
81 | if (i < 0 || i >= lenof(pattern_presets)) |
b6b0369e |
82 | return FALSE; |
83 | |
84 | ret = snew(game_params); |
ab53eb64 |
85 | *ret = pattern_presets[i]; |
b6b0369e |
86 | |
87 | sprintf(str, "%dx%d", ret->w, ret->h); |
88 | |
89 | *name = dupstr(str); |
90 | *params = ret; |
91 | return TRUE; |
92 | } |
93 | |
be8d5aa1 |
94 | static void free_params(game_params *params) |
b6b0369e |
95 | { |
96 | sfree(params); |
97 | } |
98 | |
be8d5aa1 |
99 | static game_params *dup_params(game_params *params) |
b6b0369e |
100 | { |
101 | game_params *ret = snew(game_params); |
102 | *ret = *params; /* structure copy */ |
103 | return ret; |
104 | } |
105 | |
1185e3c5 |
106 | static void decode_params(game_params *ret, char const *string) |
b6b0369e |
107 | { |
b6b0369e |
108 | char const *p = string; |
109 | |
110 | ret->w = atoi(p); |
89167dad |
111 | while (*p && isdigit((unsigned char)*p)) p++; |
b6b0369e |
112 | if (*p == 'x') { |
113 | p++; |
114 | ret->h = atoi(p); |
89167dad |
115 | while (*p && isdigit((unsigned char)*p)) p++; |
b6b0369e |
116 | } else { |
117 | ret->h = ret->w; |
118 | } |
b6b0369e |
119 | } |
120 | |
1185e3c5 |
121 | static char *encode_params(game_params *params, int full) |
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 | |
3ff276f2 |
170 | static char *validate_params(game_params *params, int full) |
b6b0369e |
171 | { |
ab53eb64 |
172 | if (params->w <= 0 || params->h <= 0) |
b6b0369e |
173 | return "Width and height must both be greater than zero"; |
b6b0369e |
174 | return NULL; |
175 | } |
176 | |
177 | /* ---------------------------------------------------------------------- |
178 | * Puzzle generation code. |
179 | * |
180 | * For this particular puzzle, it seemed important to me to ensure |
181 | * a unique solution. I do this the brute-force way, by having a |
182 | * solver algorithm alongside the generator, and repeatedly |
183 | * generating a random grid until I find one whose solution is |
184 | * unique. It turns out that this isn't too onerous on a modern PC |
185 | * provided you keep grid size below around 30. Any offers of |
186 | * better algorithms, however, will be very gratefully received. |
187 | * |
188 | * Another annoyance of this approach is that it limits the |
189 | * available puzzles to those solvable by the algorithm I've used. |
190 | * My algorithm only ever considers a single row or column at any |
191 | * one time, which means it's incapable of solving the following |
192 | * difficult example (found by Bella Image around 1995/6, when she |
193 | * and I were both doing maths degrees): |
194 | * |
195 | * 2 1 2 1 |
196 | * |
197 | * +--+--+--+--+ |
198 | * 1 1 | | | | | |
199 | * +--+--+--+--+ |
200 | * 2 | | | | | |
201 | * +--+--+--+--+ |
202 | * 1 | | | | | |
203 | * +--+--+--+--+ |
204 | * 1 | | | | | |
205 | * +--+--+--+--+ |
206 | * |
207 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
208 | * algorithm (it would require at least one row or column reading |
209 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
210 | * proved to have a unique solution: if the top left square were |
211 | * empty, then the only option for the top row would be to fill the |
212 | * two squares in the 1 columns, which would imply the squares |
213 | * below those were empty, leaving no place for the 2 in the second |
214 | * row. Contradiction. Hence the top left square is full, and the |
215 | * unique solution follows easily from that starting point. |
216 | * |
217 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
218 | * it's useful to anyone.) |
219 | */ |
220 | |
221 | static int float_compare(const void *av, const void *bv) |
222 | { |
223 | const float *a = (const float *)av; |
224 | const float *b = (const float *)bv; |
225 | if (*a < *b) |
226 | return -1; |
227 | else if (*a > *b) |
228 | return +1; |
229 | else |
230 | return 0; |
231 | } |
232 | |
233 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
234 | { |
235 | float *fgrid; |
236 | float *fgrid2; |
237 | int step, i, j; |
238 | float threshold; |
239 | |
240 | fgrid = snewn(w*h, float); |
241 | |
242 | for (i = 0; i < h; i++) { |
243 | for (j = 0; j < w; j++) { |
244 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
245 | } |
246 | } |
247 | |
248 | /* |
249 | * The above gives a completely random splattering of black and |
250 | * white cells. We want to gently bias this in favour of _some_ |
251 | * reasonably thick areas of white and black, while retaining |
252 | * some randomness and fine detail. |
253 | * |
254 | * So we evolve the starting grid using a cellular automaton. |
255 | * Currently, I'm doing something very simple indeed, which is |
256 | * to set each square to the average of the surrounding nine |
257 | * cells (or the average of fewer, if we're on a corner). |
258 | */ |
259 | for (step = 0; step < 1; step++) { |
260 | fgrid2 = snewn(w*h, float); |
261 | |
262 | for (i = 0; i < h; i++) { |
263 | for (j = 0; j < w; j++) { |
264 | float sx, xbar; |
265 | int n, p, q; |
266 | |
267 | /* |
268 | * Compute the average of the surrounding cells. |
269 | */ |
270 | n = 0; |
271 | sx = 0.F; |
272 | for (p = -1; p <= +1; p++) { |
273 | for (q = -1; q <= +1; q++) { |
274 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
275 | continue; |
29caa839 |
276 | /* |
277 | * An additional special case not mentioned |
278 | * above: if a grid dimension is 2xn then |
279 | * we do not average across that dimension |
280 | * at all. Otherwise a 2x2 grid would |
281 | * contain four identical squares. |
282 | */ |
283 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
284 | continue; |
b6b0369e |
285 | n++; |
286 | sx += fgrid[(i+p)*w+(j+q)]; |
287 | } |
288 | } |
289 | xbar = sx / n; |
290 | |
291 | fgrid2[i*w+j] = xbar; |
292 | } |
293 | } |
294 | |
295 | sfree(fgrid); |
296 | fgrid = fgrid2; |
297 | } |
298 | |
299 | fgrid2 = snewn(w*h, float); |
300 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
301 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
302 | threshold = fgrid2[w*h/2]; |
303 | sfree(fgrid2); |
304 | |
305 | for (i = 0; i < h; i++) { |
306 | for (j = 0; j < w; j++) { |
29caa839 |
307 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
308 | GRID_EMPTY); |
309 | } |
310 | } |
311 | |
312 | sfree(fgrid); |
313 | } |
314 | |
be8d5aa1 |
315 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
316 | { |
317 | int i, n; |
318 | |
319 | n = 0; |
320 | |
321 | for (i = 0; i < len; i++) { |
b6b0369e |
322 | if (start[i*step] == GRID_FULL) { |
323 | int runlen = 1; |
0526a222 |
324 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
325 | runlen++; |
326 | ret[n++] = runlen; |
327 | i += runlen; |
328 | } |
0526a222 |
329 | |
c87ce51a |
330 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
331 | return -1; |
b6b0369e |
332 | } |
333 | |
334 | return n; |
335 | } |
336 | |
337 | #define UNKNOWN 0 |
338 | #define BLOCK 1 |
339 | #define DOT 2 |
340 | #define STILL_UNKNOWN 3 |
341 | |
1b16dded |
342 | #ifdef STANDALONE_SOLVER |
343 | int verbose = FALSE; |
344 | #endif |
345 | |
b6b0369e |
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, |
1b16dded |
374 | unsigned char *start, int len, int step, int *data |
375 | #ifdef STANDALONE_SOLVER |
376 | , const char *rowcol, int index, int cluewid |
377 | #endif |
378 | ) |
b6b0369e |
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 | } |
1b16dded |
398 | #ifdef STANDALONE_SOLVER |
399 | if (verbose && done_any) { |
400 | char buf[80]; |
401 | int thiscluewid; |
402 | printf("%s %2d: [", rowcol, index); |
403 | for (thiscluewid = -1, i = 0; data[i]; i++) |
404 | thiscluewid += sprintf(buf, " %d", data[i]); |
405 | printf("%*s", cluewid - thiscluewid, ""); |
406 | for (i = 0; data[i]; i++) |
407 | printf(" %d", data[i]); |
408 | printf(" ] "); |
409 | for (i = 0; i < len; i++) |
410 | putchar(known[i] == BLOCK ? '#' : |
411 | known[i] == DOT ? '.' : '?'); |
412 | printf(" -> "); |
413 | for (i = 0; i < len; i++) |
414 | putchar(start[i*step] == BLOCK ? '#' : |
415 | start[i*step] == DOT ? '.' : '?'); |
416 | putchar('\n'); |
417 | } |
418 | #endif |
b6b0369e |
419 | return done_any; |
420 | } |
421 | |
422 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
423 | { |
424 | int i, j, done_any, ok, ntries, max; |
425 | unsigned char *grid, *matrix, *workspace; |
426 | int *rowdata; |
427 | |
428 | grid = snewn(w*h, unsigned char); |
429 | matrix = snewn(w*h, unsigned char); |
430 | max = max(w, h); |
431 | workspace = snewn(max*3, unsigned char); |
432 | rowdata = snewn(max+1, int); |
433 | |
434 | ntries = 0; |
435 | |
436 | do { |
437 | ntries++; |
438 | |
439 | generate(rs, w, h, grid); |
440 | |
15f00e06 |
441 | /* |
442 | * The game is a bit too easy if any row or column is |
443 | * completely black or completely white. An exception is |
444 | * made for rows/columns that are under 3 squares, |
445 | * otherwise nothing will ever be successfully generated. |
446 | */ |
447 | ok = TRUE; |
448 | if (w > 2) { |
449 | for (i = 0; i < h; i++) { |
450 | int colours = 0; |
451 | for (j = 0; j < w; j++) |
452 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
453 | if (colours != 3) |
454 | ok = FALSE; |
455 | } |
456 | } |
457 | if (h > 2) { |
458 | for (j = 0; j < w; j++) { |
459 | int colours = 0; |
460 | for (i = 0; i < h; i++) |
461 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
462 | if (colours != 3) |
463 | ok = FALSE; |
464 | } |
465 | } |
466 | if (!ok) |
467 | continue; |
468 | |
b6b0369e |
469 | memset(matrix, 0, w*h); |
470 | |
471 | do { |
472 | done_any = 0; |
473 | for (i=0; i<h; i++) { |
474 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
475 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
476 | matrix+i*w, w, 1, rowdata |
477 | #ifdef STANDALONE_SOLVER |
478 | , NULL, 0, 0 /* never do diagnostics here */ |
479 | #endif |
480 | ); |
b6b0369e |
481 | } |
482 | for (i=0; i<w; i++) { |
483 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
484 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
485 | matrix+i, h, w, rowdata |
486 | #ifdef STANDALONE_SOLVER |
487 | , NULL, 0, 0 /* never do diagnostics here */ |
488 | #endif |
489 | ); |
b6b0369e |
490 | } |
491 | } while (done_any); |
492 | |
493 | ok = TRUE; |
494 | for (i=0; i<h; i++) { |
495 | for (j=0; j<w; j++) { |
496 | if (matrix[i*w+j] == UNKNOWN) |
497 | ok = FALSE; |
498 | } |
499 | } |
500 | } while (!ok); |
501 | |
502 | sfree(matrix); |
503 | sfree(workspace); |
504 | sfree(rowdata); |
505 | return grid; |
506 | } |
507 | |
1185e3c5 |
508 | static char *new_game_desc(game_params *params, random_state *rs, |
c566778e |
509 | char **aux, int interactive) |
b6b0369e |
510 | { |
511 | unsigned char *grid; |
512 | int i, j, max, rowlen, *rowdata; |
1185e3c5 |
513 | char intbuf[80], *desc; |
514 | int desclen, descpos; |
b6b0369e |
515 | |
516 | grid = generate_soluble(rs, params->w, params->h); |
517 | max = max(params->w, params->h); |
518 | rowdata = snewn(max, int); |
519 | |
520 | /* |
c566778e |
521 | * Save the solved game in aux. |
3220eba4 |
522 | */ |
523 | { |
c566778e |
524 | char *ai = snewn(params->w * params->h + 2, char); |
3220eba4 |
525 | |
c566778e |
526 | /* |
527 | * String format is exactly the same as a solve move, so we |
528 | * can just dupstr this in solve_game(). |
529 | */ |
530 | |
531 | ai[0] = 'S'; |
532 | |
533 | for (i = 0; i < params->w * params->h; i++) |
534 | ai[i+1] = grid[i] ? '1' : '0'; |
535 | |
536 | ai[params->w * params->h + 1] = '\0'; |
3220eba4 |
537 | |
538 | *aux = ai; |
539 | } |
540 | |
541 | /* |
b6b0369e |
542 | * Seed is a slash-separated list of row contents; each row |
543 | * contents section is a dot-separated list of integers. Row |
544 | * contents are listed in the order (columns left to right, |
545 | * then rows top to bottom). |
546 | * |
547 | * Simplest way to handle memory allocation is to make two |
548 | * passes, first computing the seed size and then writing it |
549 | * out. |
550 | */ |
1185e3c5 |
551 | desclen = 0; |
b6b0369e |
552 | for (i = 0; i < params->w + params->h; i++) { |
553 | if (i < params->w) |
554 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
555 | else |
556 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
557 | params->w, 1); |
558 | if (rowlen > 0) { |
559 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
560 | desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
b6b0369e |
561 | } |
562 | } else { |
1185e3c5 |
563 | desclen++; |
b6b0369e |
564 | } |
565 | } |
1185e3c5 |
566 | desc = snewn(desclen, char); |
567 | descpos = 0; |
b6b0369e |
568 | for (i = 0; i < params->w + params->h; i++) { |
569 | if (i < params->w) |
570 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
571 | else |
572 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
573 | params->w, 1); |
574 | if (rowlen > 0) { |
575 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
576 | int len = sprintf(desc+descpos, "%d", rowdata[j]); |
b6b0369e |
577 | if (j+1 < rowlen) |
1185e3c5 |
578 | desc[descpos + len] = '.'; |
b6b0369e |
579 | else |
1185e3c5 |
580 | desc[descpos + len] = '/'; |
581 | descpos += len+1; |
b6b0369e |
582 | } |
583 | } else { |
1185e3c5 |
584 | desc[descpos++] = '/'; |
b6b0369e |
585 | } |
586 | } |
1185e3c5 |
587 | assert(descpos == desclen); |
588 | assert(desc[desclen-1] == '/'); |
589 | desc[desclen-1] = '\0'; |
b6b0369e |
590 | sfree(rowdata); |
871bf294 |
591 | sfree(grid); |
1185e3c5 |
592 | return desc; |
b6b0369e |
593 | } |
594 | |
1185e3c5 |
595 | static char *validate_desc(game_params *params, char *desc) |
b6b0369e |
596 | { |
597 | int i, n, rowspace; |
598 | char *p; |
599 | |
600 | for (i = 0; i < params->w + params->h; i++) { |
601 | if (i < params->w) |
602 | rowspace = params->h + 1; |
603 | else |
604 | rowspace = params->w + 1; |
605 | |
1185e3c5 |
606 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
607 | do { |
1185e3c5 |
608 | p = desc; |
9a6d429a |
609 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
610 | n = atoi(p); |
611 | rowspace -= n+1; |
612 | |
613 | if (rowspace < 0) { |
614 | if (i < params->w) |
615 | return "at least one column contains more numbers than will fit"; |
616 | else |
617 | return "at least one row contains more numbers than will fit"; |
618 | } |
1185e3c5 |
619 | } while (*desc++ == '.'); |
b6b0369e |
620 | } else { |
1185e3c5 |
621 | desc++; /* expect a slash immediately */ |
b6b0369e |
622 | } |
623 | |
1185e3c5 |
624 | if (desc[-1] == '/') { |
b6b0369e |
625 | if (i+1 == params->w + params->h) |
626 | return "too many row/column specifications"; |
1185e3c5 |
627 | } else if (desc[-1] == '\0') { |
b6b0369e |
628 | if (i+1 < params->w + params->h) |
629 | return "too few row/column specifications"; |
630 | } else |
631 | return "unrecognised character in game specification"; |
632 | } |
633 | |
634 | return NULL; |
635 | } |
636 | |
dafd6cf6 |
637 | static game_state *new_game(midend *me, game_params *params, char *desc) |
b6b0369e |
638 | { |
639 | int i; |
640 | char *p; |
641 | game_state *state = snew(game_state); |
642 | |
643 | state->w = params->w; |
644 | state->h = params->h; |
645 | |
646 | state->grid = snewn(state->w * state->h, unsigned char); |
647 | memset(state->grid, GRID_UNKNOWN, state->w * state->h); |
648 | |
649 | state->rowsize = max(state->w, state->h); |
650 | state->rowdata = snewn(state->rowsize * (state->w + state->h), int); |
651 | state->rowlen = snewn(state->w + state->h, int); |
652 | |
2ac6d24e |
653 | state->completed = state->cheated = FALSE; |
b6b0369e |
654 | |
655 | for (i = 0; i < params->w + params->h; i++) { |
656 | state->rowlen[i] = 0; |
1185e3c5 |
657 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
658 | do { |
1185e3c5 |
659 | p = desc; |
9a6d429a |
660 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
661 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
662 | atoi(p); |
1185e3c5 |
663 | } while (*desc++ == '.'); |
b6b0369e |
664 | } else { |
1185e3c5 |
665 | desc++; /* expect a slash immediately */ |
b6b0369e |
666 | } |
667 | } |
668 | |
669 | return state; |
670 | } |
671 | |
be8d5aa1 |
672 | static game_state *dup_game(game_state *state) |
b6b0369e |
673 | { |
674 | game_state *ret = snew(game_state); |
675 | |
676 | ret->w = state->w; |
677 | ret->h = state->h; |
678 | |
679 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
680 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
681 | |
682 | ret->rowsize = state->rowsize; |
683 | ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); |
684 | ret->rowlen = snewn(ret->w + ret->h, int); |
685 | memcpy(ret->rowdata, state->rowdata, |
686 | ret->rowsize * (ret->w + ret->h) * sizeof(int)); |
687 | memcpy(ret->rowlen, state->rowlen, |
688 | (ret->w + ret->h) * sizeof(int)); |
689 | |
690 | ret->completed = state->completed; |
2ac6d24e |
691 | ret->cheated = state->cheated; |
b6b0369e |
692 | |
693 | return ret; |
694 | } |
695 | |
be8d5aa1 |
696 | static void free_game(game_state *state) |
b6b0369e |
697 | { |
698 | sfree(state->rowdata); |
699 | sfree(state->rowlen); |
700 | sfree(state->grid); |
701 | sfree(state); |
702 | } |
703 | |
df11cd4e |
704 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
705 | char *ai, char **error) |
2ac6d24e |
706 | { |
df11cd4e |
707 | unsigned char *matrix; |
df11cd4e |
708 | int w = state->w, h = state->h; |
709 | int i; |
710 | char *ret; |
c566778e |
711 | int done_any, max; |
712 | unsigned char *workspace; |
713 | int *rowdata; |
3220eba4 |
714 | |
2ac6d24e |
715 | /* |
c566778e |
716 | * If we already have the solved state in ai, copy it out. |
2ac6d24e |
717 | */ |
c566778e |
718 | if (ai) |
719 | return dupstr(ai); |
2ac6d24e |
720 | |
c566778e |
721 | matrix = snewn(w*h, unsigned char); |
722 | max = max(w, h); |
723 | workspace = snewn(max*3, unsigned char); |
724 | rowdata = snewn(max+1, int); |
2ac6d24e |
725 | |
c566778e |
726 | memset(matrix, 0, w*h); |
2ac6d24e |
727 | |
c566778e |
728 | do { |
729 | done_any = 0; |
730 | for (i=0; i<h; i++) { |
731 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
732 | max*sizeof(int)); |
733 | rowdata[state->rowlen[w+i]] = 0; |
734 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
735 | matrix+i*w, w, 1, rowdata |
736 | #ifdef STANDALONE_SOLVER |
737 | , NULL, 0, 0 /* never do diagnostics here */ |
738 | #endif |
739 | ); |
c566778e |
740 | } |
741 | for (i=0; i<w; i++) { |
742 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
743 | rowdata[state->rowlen[i]] = 0; |
744 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
745 | matrix+i, h, w, rowdata |
746 | #ifdef STANDALONE_SOLVER |
747 | , NULL, 0, 0 /* never do diagnostics here */ |
748 | #endif |
749 | ); |
c566778e |
750 | } |
751 | } while (done_any); |
df11cd4e |
752 | |
c566778e |
753 | sfree(workspace); |
754 | sfree(rowdata); |
2ac6d24e |
755 | |
c566778e |
756 | for (i = 0; i < w*h; i++) { |
757 | if (matrix[i] != BLOCK && matrix[i] != DOT) { |
758 | sfree(matrix); |
759 | *error = "Solving algorithm cannot complete this puzzle"; |
760 | return NULL; |
761 | } |
df11cd4e |
762 | } |
763 | |
764 | ret = snewn(w*h+2, char); |
765 | ret[0] = 'S'; |
766 | for (i = 0; i < w*h; i++) { |
c566778e |
767 | assert(matrix[i] == BLOCK || matrix[i] == DOT); |
768 | ret[i+1] = (matrix[i] == BLOCK ? '1' : '0'); |
2ac6d24e |
769 | } |
df11cd4e |
770 | ret[w*h+1] = '\0'; |
771 | |
c566778e |
772 | sfree(matrix); |
2ac6d24e |
773 | |
774 | return ret; |
775 | } |
776 | |
fa3abef5 |
777 | static int game_can_format_as_text_now(game_params *params) |
778 | { |
779 | return TRUE; |
780 | } |
781 | |
9b4b03d3 |
782 | static char *game_text_format(game_state *state) |
783 | { |
784 | return NULL; |
785 | } |
786 | |
b6b0369e |
787 | struct game_ui { |
788 | int dragging; |
789 | int drag_start_x; |
790 | int drag_start_y; |
791 | int drag_end_x; |
792 | int drag_end_y; |
793 | int drag, release, state; |
b2ae5b05 |
794 | int cur_x, cur_y, cur_visible; |
b6b0369e |
795 | }; |
796 | |
be8d5aa1 |
797 | static game_ui *new_ui(game_state *state) |
b6b0369e |
798 | { |
799 | game_ui *ret; |
800 | |
801 | ret = snew(game_ui); |
802 | ret->dragging = FALSE; |
b2ae5b05 |
803 | ret->cur_x = ret->cur_y = ret->cur_visible = 0; |
b6b0369e |
804 | |
805 | return ret; |
806 | } |
807 | |
be8d5aa1 |
808 | static void free_ui(game_ui *ui) |
b6b0369e |
809 | { |
810 | sfree(ui); |
811 | } |
812 | |
844f605f |
813 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
814 | { |
815 | return NULL; |
816 | } |
817 | |
844f605f |
818 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
819 | { |
820 | } |
821 | |
07dfb697 |
822 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
823 | game_state *newstate) |
824 | { |
825 | } |
826 | |
1e3e152d |
827 | struct game_drawstate { |
828 | int started; |
829 | int w, h; |
830 | int tilesize; |
831 | unsigned char *visible; |
b2ae5b05 |
832 | int cur_x, cur_y; |
1e3e152d |
833 | }; |
834 | |
df11cd4e |
835 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
836 | int x, int y, int button) |
837 | { |
f0ee053c |
838 | button &= ~MOD_MASK; |
839 | |
df11cd4e |
840 | x = FROMCOORD(state->w, x); |
841 | y = FROMCOORD(state->h, y); |
b6b0369e |
842 | |
df11cd4e |
843 | if (x >= 0 && x < state->w && y >= 0 && y < state->h && |
b6b0369e |
844 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
845 | button == MIDDLE_BUTTON)) { |
242a7d91 |
846 | #ifdef STYLUS_BASED |
847 | int currstate = state->grid[y * state->w + x]; |
848 | #endif |
b6b0369e |
849 | |
850 | ui->dragging = TRUE; |
851 | |
852 | if (button == LEFT_BUTTON) { |
853 | ui->drag = LEFT_DRAG; |
854 | ui->release = LEFT_RELEASE; |
242a7d91 |
855 | #ifdef STYLUS_BASED |
80e7e37c |
856 | ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */ |
242a7d91 |
857 | #else |
b6b0369e |
858 | ui->state = GRID_FULL; |
242a7d91 |
859 | #endif |
b6b0369e |
860 | } else if (button == RIGHT_BUTTON) { |
861 | ui->drag = RIGHT_DRAG; |
862 | ui->release = RIGHT_RELEASE; |
242a7d91 |
863 | #ifdef STYLUS_BASED |
80e7e37c |
864 | ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */ |
242a7d91 |
865 | #else |
b6b0369e |
866 | ui->state = GRID_EMPTY; |
242a7d91 |
867 | #endif |
b6b0369e |
868 | } else /* if (button == MIDDLE_BUTTON) */ { |
869 | ui->drag = MIDDLE_DRAG; |
870 | ui->release = MIDDLE_RELEASE; |
871 | ui->state = GRID_UNKNOWN; |
872 | } |
873 | |
874 | ui->drag_start_x = ui->drag_end_x = x; |
875 | ui->drag_start_y = ui->drag_end_y = y; |
b2ae5b05 |
876 | ui->cur_visible = 0; |
b6b0369e |
877 | |
df11cd4e |
878 | return ""; /* UI activity occurred */ |
b6b0369e |
879 | } |
880 | |
881 | if (ui->dragging && button == ui->drag) { |
882 | /* |
883 | * There doesn't seem much point in allowing a rectangle |
884 | * drag; people will generally only want to drag a single |
885 | * horizontal or vertical line, so we make that easy by |
886 | * snapping to it. |
887 | * |
888 | * Exception: if we're _middle_-button dragging to tag |
889 | * things as UNKNOWN, we may well want to trash an entire |
890 | * area and start over! |
891 | */ |
892 | if (ui->state != GRID_UNKNOWN) { |
893 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
894 | y = ui->drag_start_y; |
895 | else |
896 | x = ui->drag_start_x; |
897 | } |
898 | |
899 | if (x < 0) x = 0; |
900 | if (y < 0) y = 0; |
df11cd4e |
901 | if (x >= state->w) x = state->w - 1; |
902 | if (y >= state->h) y = state->h - 1; |
b6b0369e |
903 | |
904 | ui->drag_end_x = x; |
905 | ui->drag_end_y = y; |
906 | |
df11cd4e |
907 | return ""; /* UI activity occurred */ |
b6b0369e |
908 | } |
909 | |
910 | if (ui->dragging && button == ui->release) { |
911 | int x1, x2, y1, y2, xx, yy; |
912 | int move_needed = FALSE; |
913 | |
914 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
915 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
916 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
917 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
918 | |
919 | for (yy = y1; yy <= y2; yy++) |
920 | for (xx = x1; xx <= x2; xx++) |
df11cd4e |
921 | if (state->grid[yy * state->w + xx] != ui->state) |
b6b0369e |
922 | move_needed = TRUE; |
923 | |
924 | ui->dragging = FALSE; |
925 | |
926 | if (move_needed) { |
df11cd4e |
927 | char buf[80]; |
928 | sprintf(buf, "%c%d,%d,%d,%d", |
871bf294 |
929 | (char)(ui->state == GRID_FULL ? 'F' : |
930 | ui->state == GRID_EMPTY ? 'E' : 'U'), |
df11cd4e |
931 | x1, y1, x2-x1+1, y2-y1+1); |
932 | return dupstr(buf); |
b6b0369e |
933 | } else |
df11cd4e |
934 | return ""; /* UI activity occurred */ |
b6b0369e |
935 | } |
936 | |
b2ae5b05 |
937 | if (IS_CURSOR_MOVE(button)) { |
938 | move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); |
939 | ui->cur_visible = 1; |
940 | return ""; |
941 | } |
942 | if (IS_CURSOR_SELECT(button)) { |
943 | int currstate = state->grid[ui->cur_y * state->w + ui->cur_x]; |
944 | int newstate; |
945 | char buf[80]; |
946 | |
947 | if (!ui->cur_visible) { |
948 | ui->cur_visible = 1; |
949 | return ""; |
950 | } |
951 | |
952 | if (button == CURSOR_SELECT2) |
953 | newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY : |
954 | currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN; |
955 | else |
956 | newstate = currstate == GRID_UNKNOWN ? GRID_FULL : |
957 | currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN; |
958 | |
959 | sprintf(buf, "%c%d,%d,%d,%d", |
960 | (char)(newstate == GRID_FULL ? 'F' : |
961 | newstate == GRID_EMPTY ? 'E' : 'U'), |
962 | ui->cur_x, ui->cur_y, 1, 1); |
963 | return dupstr(buf); |
964 | } |
965 | |
b6b0369e |
966 | return NULL; |
967 | } |
968 | |
df11cd4e |
969 | static game_state *execute_move(game_state *from, char *move) |
970 | { |
971 | game_state *ret; |
972 | int x1, x2, y1, y2, xx, yy; |
973 | int val; |
974 | |
975 | if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) { |
976 | int i; |
977 | |
978 | ret = dup_game(from); |
979 | |
980 | for (i = 0; i < ret->w * ret->h; i++) |
981 | ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY); |
982 | |
983 | ret->completed = ret->cheated = TRUE; |
984 | |
985 | return ret; |
986 | } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') && |
987 | sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 && |
988 | x1 >= 0 && x2 >= 0 && x1+x2 <= from->w && |
989 | y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { |
990 | |
991 | x2 += x1; |
992 | y2 += y1; |
993 | val = (move[0] == 'F' ? GRID_FULL : |
994 | move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN); |
995 | |
996 | ret = dup_game(from); |
997 | for (yy = y1; yy < y2; yy++) |
998 | for (xx = x1; xx < x2; xx++) |
999 | ret->grid[yy * ret->w + xx] = val; |
1000 | |
1001 | /* |
1002 | * An actual change, so check to see if we've completed the |
1003 | * game. |
1004 | */ |
1005 | if (!ret->completed) { |
1006 | int *rowdata = snewn(ret->rowsize, int); |
1007 | int i, len; |
1008 | |
1009 | ret->completed = TRUE; |
1010 | |
1011 | for (i=0; i<ret->w; i++) { |
1012 | len = compute_rowdata(rowdata, |
1013 | ret->grid+i, ret->h, ret->w); |
1014 | if (len != ret->rowlen[i] || |
1015 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
1016 | len * sizeof(int))) { |
1017 | ret->completed = FALSE; |
1018 | break; |
1019 | } |
1020 | } |
1021 | for (i=0; i<ret->h; i++) { |
1022 | len = compute_rowdata(rowdata, |
1023 | ret->grid+i*ret->w, ret->w, 1); |
1024 | if (len != ret->rowlen[i+ret->w] || |
1025 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
1026 | len * sizeof(int))) { |
1027 | ret->completed = FALSE; |
1028 | break; |
1029 | } |
1030 | } |
1031 | |
1032 | sfree(rowdata); |
1033 | } |
1034 | |
1035 | return ret; |
1036 | } else |
1037 | return NULL; |
1038 | } |
1039 | |
b6b0369e |
1040 | /* ---------------------------------------------------------------------- |
1041 | * Drawing routines. |
1042 | */ |
1043 | |
1f3ee4ee |
1044 | static void game_compute_size(game_params *params, int tilesize, |
1045 | int *x, int *y) |
b6b0369e |
1046 | { |
1f3ee4ee |
1047 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1048 | struct { int tilesize; } ads, *ds = &ads; |
1049 | ads.tilesize = tilesize; |
1e3e152d |
1050 | |
b6b0369e |
1051 | *x = SIZE(params->w); |
1052 | *y = SIZE(params->h); |
1053 | } |
1054 | |
dafd6cf6 |
1055 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1056 | game_params *params, int tilesize) |
1f3ee4ee |
1057 | { |
1058 | ds->tilesize = tilesize; |
1059 | } |
1060 | |
8266f3fc |
1061 | static float *game_colours(frontend *fe, int *ncolours) |
b6b0369e |
1062 | { |
1063 | float *ret = snewn(3 * NCOLOURS, float); |
b2ae5b05 |
1064 | int i; |
b6b0369e |
1065 | |
1066 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1067 | |
b2ae5b05 |
1068 | for (i = 0; i < 3; i++) { |
1069 | ret[COL_GRID * 3 + i] = 0.3F; |
1070 | ret[COL_UNKNOWN * 3 + i] = 0.5F; |
1071 | ret[COL_TEXT * 3 + i] = 0.0F; |
1072 | ret[COL_FULL * 3 + i] = 0.0F; |
1073 | ret[COL_EMPTY * 3 + i] = 1.0F; |
1074 | } |
1075 | ret[COL_CURSOR * 3 + 0] = 1.0F; |
1076 | ret[COL_CURSOR * 3 + 1] = 0.25F; |
1077 | ret[COL_CURSOR * 3 + 2] = 0.25F; |
b6b0369e |
1078 | |
1079 | *ncolours = NCOLOURS; |
1080 | return ret; |
1081 | } |
1082 | |
dafd6cf6 |
1083 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
b6b0369e |
1084 | { |
1085 | struct game_drawstate *ds = snew(struct game_drawstate); |
1086 | |
1087 | ds->started = FALSE; |
1088 | ds->w = state->w; |
1089 | ds->h = state->h; |
1090 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
1e3e152d |
1091 | ds->tilesize = 0; /* not decided yet */ |
b6b0369e |
1092 | memset(ds->visible, 255, ds->w * ds->h); |
8719c2e7 |
1093 | ds->cur_x = ds->cur_y = 0; |
b6b0369e |
1094 | |
1095 | return ds; |
1096 | } |
1097 | |
dafd6cf6 |
1098 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
b6b0369e |
1099 | { |
1100 | sfree(ds->visible); |
1101 | sfree(ds); |
1102 | } |
1103 | |
dafd6cf6 |
1104 | static void grid_square(drawing *dr, game_drawstate *ds, |
b2ae5b05 |
1105 | int y, int x, int state, int cur) |
b6b0369e |
1106 | { |
b2ae5b05 |
1107 | int xl, xr, yt, yb, dx, dy, dw, dh; |
b6b0369e |
1108 | |
dafd6cf6 |
1109 | draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
b6b0369e |
1110 | TILE_SIZE, TILE_SIZE, COL_GRID); |
1111 | |
1112 | xl = (x % 5 == 0 ? 1 : 0); |
1113 | yt = (y % 5 == 0 ? 1 : 0); |
1114 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
1115 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
1116 | |
b2ae5b05 |
1117 | dx = TOCOORD(ds->w, x) + 1 + xl; |
1118 | dy = TOCOORD(ds->h, y) + 1 + yt; |
1119 | dw = TILE_SIZE - xl - xr - 1; |
1120 | dh = TILE_SIZE - yt - yb - 1; |
1121 | |
1122 | draw_rect(dr, dx, dy, dw, dh, |
b6b0369e |
1123 | (state == GRID_FULL ? COL_FULL : |
1124 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
b2ae5b05 |
1125 | if (cur) { |
1126 | draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR); |
1127 | draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR); |
1128 | } |
b6b0369e |
1129 | |
dafd6cf6 |
1130 | draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
b6b0369e |
1131 | TILE_SIZE, TILE_SIZE); |
1132 | } |
1133 | |
dafd6cf6 |
1134 | static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state, |
1135 | int colour) |
1136 | { |
1137 | int i, j; |
1138 | |
1139 | /* |
1140 | * Draw the numbers. |
1141 | */ |
1142 | for (i = 0; i < state->w + state->h; i++) { |
1143 | int rowlen = state->rowlen[i]; |
1144 | int *rowdata = state->rowdata + state->rowsize * i; |
1145 | int nfit; |
1146 | |
1147 | /* |
1148 | * Normally I space the numbers out by the same |
1149 | * distance as the tile size. However, if there are |
1150 | * more numbers than available spaces, I have to squash |
1151 | * them up a bit. |
1152 | */ |
1153 | nfit = max(rowlen, TLBORDER(state->h))-1; |
1154 | assert(nfit > 0); |
1155 | |
1156 | for (j = 0; j < rowlen; j++) { |
1157 | int x, y; |
1158 | char str[80]; |
1159 | |
1160 | if (i < state->w) { |
1161 | x = TOCOORD(state->w, i); |
1162 | y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1); |
1163 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; |
1164 | } else { |
1165 | y = TOCOORD(state->h, i - state->w); |
1166 | x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1); |
1167 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; |
1168 | } |
1169 | |
1170 | sprintf(str, "%d", rowdata[j]); |
1171 | draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1172 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str); |
1173 | } |
1174 | } |
1175 | } |
1176 | |
1177 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1e3e152d |
1178 | game_state *state, int dir, game_ui *ui, |
1179 | float animtime, float flashtime) |
b6b0369e |
1180 | { |
1181 | int i, j; |
1182 | int x1, x2, y1, y2; |
b2ae5b05 |
1183 | int cx, cy, cmoved; |
b6b0369e |
1184 | |
1185 | if (!ds->started) { |
1186 | /* |
1187 | * The initial contents of the window are not guaranteed |
1188 | * and can vary with front ends. To be on the safe side, |
1189 | * all games should start by drawing a big background- |
1190 | * colour rectangle covering the whole window. |
1191 | */ |
dafd6cf6 |
1192 | draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
b6b0369e |
1193 | |
dafd6cf6 |
1194 | /* |
1195 | * Draw the numbers. |
1196 | */ |
1197 | draw_numbers(dr, ds, state, COL_TEXT); |
b6b0369e |
1198 | |
1199 | /* |
1200 | * Draw the grid outline. |
1201 | */ |
dafd6cf6 |
1202 | draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1203 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1204 | COL_GRID); |
1205 | |
1206 | ds->started = TRUE; |
1207 | |
dafd6cf6 |
1208 | draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
b6b0369e |
1209 | } |
1210 | |
1211 | if (ui->dragging) { |
1212 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1213 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1214 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1215 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1216 | } else { |
1217 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1218 | } |
1219 | |
b2ae5b05 |
1220 | if (ui->cur_visible) { |
1221 | cx = ui->cur_x; cy = ui->cur_y; |
1222 | } else { |
1223 | cx = cy = -1; |
1224 | } |
1225 | cmoved = (cx != ds->cur_x || cy != ds->cur_y); |
1226 | |
b6b0369e |
1227 | /* |
1228 | * Now draw any grid squares which have changed since last |
1229 | * redraw. |
1230 | */ |
1231 | for (i = 0; i < ds->h; i++) { |
1232 | for (j = 0; j < ds->w; j++) { |
b2ae5b05 |
1233 | int val, cc = 0; |
b6b0369e |
1234 | |
1235 | /* |
1236 | * Work out what state this square should be drawn in, |
1237 | * taking any current drag operation into account. |
1238 | */ |
1239 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1240 | val = ui->state; |
1241 | else |
1242 | val = state->grid[i * state->w + j]; |
1243 | |
b2ae5b05 |
1244 | if (cmoved) { |
1245 | /* the cursor has moved; if we were the old or |
1246 | * the new cursor position we need to redraw. */ |
1247 | if (j == cx && i == cy) cc = 1; |
1248 | if (j == ds->cur_x && i == ds->cur_y) cc = 1; |
1249 | } |
1250 | |
b6b0369e |
1251 | /* |
1252 | * Briefly invert everything twice during a completion |
1253 | * flash. |
1254 | */ |
1255 | if (flashtime > 0 && |
1256 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1257 | val != GRID_UNKNOWN) |
1258 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1259 | |
b2ae5b05 |
1260 | if (ds->visible[i * ds->w + j] != val || cc) { |
1261 | grid_square(dr, ds, i, j, val, |
1262 | (j == cx && i == cy)); |
b6b0369e |
1263 | ds->visible[i * ds->w + j] = val; |
1264 | } |
1265 | } |
1266 | } |
b2ae5b05 |
1267 | ds->cur_x = cx; ds->cur_y = cy; |
b6b0369e |
1268 | } |
1269 | |
be8d5aa1 |
1270 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1271 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1272 | { |
1273 | return 0.0F; |
1274 | } |
1275 | |
be8d5aa1 |
1276 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1277 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1278 | { |
2ac6d24e |
1279 | if (!oldstate->completed && newstate->completed && |
1280 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1281 | return FLASH_TIME; |
1282 | return 0.0F; |
1283 | } |
1284 | |
1cea529f |
1285 | static int game_status(game_state *state) |
4496362f |
1286 | { |
1cea529f |
1287 | return state->completed ? +1 : 0; |
4496362f |
1288 | } |
1289 | |
4d08de49 |
1290 | static int game_timing_state(game_state *state, game_ui *ui) |
48dcdd62 |
1291 | { |
1292 | return TRUE; |
1293 | } |
1294 | |
dafd6cf6 |
1295 | static void game_print_size(game_params *params, float *x, float *y) |
1296 | { |
1297 | int pw, ph; |
1298 | |
1299 | /* |
1300 | * I'll use 5mm squares by default. |
1301 | */ |
1302 | game_compute_size(params, 500, &pw, &ph); |
b2ae5b05 |
1303 | *x = pw / 100.0F; |
1304 | *y = ph / 100.0F; |
dafd6cf6 |
1305 | } |
1306 | |
1307 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1308 | { |
1309 | int w = state->w, h = state->h; |
1310 | int ink = print_mono_colour(dr, 0); |
1311 | int x, y; |
1312 | |
1313 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1314 | game_drawstate ads, *ds = &ads; |
4413ef0f |
1315 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
1316 | |
1317 | /* |
1318 | * Border. |
1319 | */ |
1320 | print_line_width(dr, TILE_SIZE / 16); |
1321 | draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0), |
1322 | w*TILE_SIZE, h*TILE_SIZE, ink); |
1323 | |
1324 | /* |
1325 | * Grid. |
1326 | */ |
1327 | for (x = 1; x < w; x++) { |
1328 | print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24)); |
1329 | draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0), |
1330 | TOCOORD(w, x), TOCOORD(h, h), ink); |
1331 | } |
1332 | for (y = 1; y < h; y++) { |
1333 | print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24)); |
1334 | draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y), |
1335 | TOCOORD(w, w), TOCOORD(h, y), ink); |
1336 | } |
1337 | |
1338 | /* |
1339 | * Clues. |
1340 | */ |
1341 | draw_numbers(dr, ds, state, ink); |
1342 | |
1343 | /* |
1344 | * Solution. |
1345 | */ |
1346 | print_line_width(dr, TILE_SIZE / 128); |
1347 | for (y = 0; y < h; y++) |
1348 | for (x = 0; x < w; x++) { |
1349 | if (state->grid[y*w+x] == GRID_FULL) |
1350 | draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y), |
1351 | TILE_SIZE, TILE_SIZE, ink); |
1352 | else if (state->grid[y*w+x] == GRID_EMPTY) |
1353 | draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2, |
1354 | TOCOORD(h, y) + TILE_SIZE/2, |
1355 | TILE_SIZE/12, ink, ink); |
1356 | } |
1357 | } |
1358 | |
be8d5aa1 |
1359 | #ifdef COMBINED |
1360 | #define thegame pattern |
1361 | #endif |
1362 | |
1363 | const struct game thegame = { |
750037d7 |
1364 | "Pattern", "games.pattern", "pattern", |
be8d5aa1 |
1365 | default_params, |
1366 | game_fetch_preset, |
1367 | decode_params, |
1368 | encode_params, |
1369 | free_params, |
1370 | dup_params, |
1d228b10 |
1371 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1372 | validate_params, |
1185e3c5 |
1373 | new_game_desc, |
1185e3c5 |
1374 | validate_desc, |
be8d5aa1 |
1375 | new_game, |
1376 | dup_game, |
1377 | free_game, |
2ac6d24e |
1378 | TRUE, solve_game, |
fa3abef5 |
1379 | FALSE, game_can_format_as_text_now, game_text_format, |
be8d5aa1 |
1380 | new_ui, |
1381 | free_ui, |
ae8290c6 |
1382 | encode_ui, |
1383 | decode_ui, |
07dfb697 |
1384 | game_changed_state, |
df11cd4e |
1385 | interpret_move, |
1386 | execute_move, |
1f3ee4ee |
1387 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
be8d5aa1 |
1388 | game_colours, |
1389 | game_new_drawstate, |
1390 | game_free_drawstate, |
1391 | game_redraw, |
1392 | game_anim_length, |
1393 | game_flash_length, |
1cea529f |
1394 | game_status, |
dafd6cf6 |
1395 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
1396 | FALSE, /* wants_statusbar */ |
48dcdd62 |
1397 | FALSE, game_timing_state, |
cb0c7d4a |
1398 | REQUIRE_RBUTTON, /* flags */ |
be8d5aa1 |
1399 | }; |
329b3f06 |
1400 | |
1401 | #ifdef STANDALONE_SOLVER |
1402 | |
329b3f06 |
1403 | int main(int argc, char **argv) |
1404 | { |
1405 | game_params *p; |
1406 | game_state *s; |
1185e3c5 |
1407 | char *id = NULL, *desc, *err; |
329b3f06 |
1408 | |
1409 | while (--argc > 0) { |
1410 | char *p = *++argv; |
1411 | if (*p == '-') { |
1b16dded |
1412 | if (!strcmp(p, "-v")) { |
1413 | verbose = TRUE; |
1414 | } else { |
1415 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
1416 | return 1; |
1417 | } |
329b3f06 |
1418 | } else { |
1419 | id = p; |
1420 | } |
1421 | } |
1422 | |
1423 | if (!id) { |
1424 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1425 | return 1; |
1426 | } |
1427 | |
1185e3c5 |
1428 | desc = strchr(id, ':'); |
1429 | if (!desc) { |
329b3f06 |
1430 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1431 | return 1; |
1432 | } |
1185e3c5 |
1433 | *desc++ = '\0'; |
329b3f06 |
1434 | |
1733f4ca |
1435 | p = default_params(); |
1436 | decode_params(p, id); |
1185e3c5 |
1437 | err = validate_desc(p, desc); |
329b3f06 |
1438 | if (err) { |
1439 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1440 | return 1; |
1441 | } |
39d682c9 |
1442 | s = new_game(NULL, p, desc); |
329b3f06 |
1443 | |
1444 | { |
1b16dded |
1445 | int w = p->w, h = p->h, i, j, done_any, max, cluewid = 0; |
329b3f06 |
1446 | unsigned char *matrix, *workspace; |
1447 | int *rowdata; |
1448 | |
1449 | matrix = snewn(w*h, unsigned char); |
1450 | max = max(w, h); |
1451 | workspace = snewn(max*3, unsigned char); |
1452 | rowdata = snewn(max+1, int); |
1453 | |
1454 | memset(matrix, 0, w*h); |
1455 | |
1b16dded |
1456 | if (verbose) { |
1457 | int thiswid; |
1458 | /* |
1459 | * Work out the maximum text width of the clue numbers |
1460 | * in a row or column, so we can print the solver's |
1461 | * working in a nicely lined up way. |
1462 | */ |
1463 | for (i = 0; i < (w+h); i++) { |
1464 | char buf[80]; |
1465 | for (thiswid = -1, j = 0; j < s->rowlen[i]; j++) |
1466 | thiswid += sprintf(buf, " %d", s->rowdata[s->rowsize*i+j]); |
1467 | if (cluewid < thiswid) |
1468 | cluewid = thiswid; |
1469 | } |
1470 | } |
1471 | |
329b3f06 |
1472 | do { |
1473 | done_any = 0; |
1474 | for (i=0; i<h; i++) { |
1475 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1476 | max*sizeof(int)); |
1477 | rowdata[s->rowlen[w+i]] = 0; |
1478 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
1479 | matrix+i*w, w, 1, rowdata |
1480 | #ifdef STANDALONE_SOLVER |
1481 | , "row", i+1, cluewid |
1482 | #endif |
1483 | ); |
329b3f06 |
1484 | } |
1485 | for (i=0; i<w; i++) { |
1486 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1487 | rowdata[s->rowlen[i]] = 0; |
1488 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
1489 | matrix+i, h, w, rowdata |
1490 | #ifdef STANDALONE_SOLVER |
1491 | , "col", i+1, cluewid |
1492 | #endif |
1493 | ); |
329b3f06 |
1494 | } |
1495 | } while (done_any); |
1496 | |
1497 | for (i = 0; i < h; i++) { |
1498 | for (j = 0; j < w; j++) { |
1499 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1500 | matrix[i*w+j] == BLOCK ? '#' : |
1501 | matrix[i*w+j] == DOT ? '.' : |
1502 | '!'); |
1503 | putchar(c); |
1504 | } |
1505 | printf("\n"); |
1506 | } |
1507 | } |
1508 | |
1509 | return 0; |
1510 | } |
1511 | |
1512 | #endif |
b2ae5b05 |
1513 | |
1514 | /* vim: set shiftwidth=4 tabstop=8: */ |