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, |
b4b0a0ff |
22 | COL_ERROR, |
b6b0369e |
23 | NCOLOURS |
24 | }; |
25 | |
1e3e152d |
26 | #define PREFERRED_TILE_SIZE 24 |
27 | #define TILE_SIZE (ds->tilesize) |
28 | #define BORDER (3 * TILE_SIZE / 4) |
b6b0369e |
29 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
1e3e152d |
30 | #define GUTTER (TILE_SIZE / 2) |
b6b0369e |
31 | |
32 | #define FROMCOORD(d, x) \ |
33 | ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) |
34 | |
35 | #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) |
871bf294 |
36 | #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d))) |
b6b0369e |
37 | |
38 | #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) |
39 | |
40 | struct game_params { |
41 | int w, h; |
42 | }; |
43 | |
44 | #define GRID_UNKNOWN 2 |
45 | #define GRID_FULL 1 |
46 | #define GRID_EMPTY 0 |
47 | |
48 | struct game_state { |
49 | int w, h; |
50 | unsigned char *grid; |
51 | int rowsize; |
52 | int *rowdata, *rowlen; |
2ac6d24e |
53 | int completed, cheated; |
b6b0369e |
54 | }; |
55 | |
56 | #define FLASH_TIME 0.13F |
57 | |
be8d5aa1 |
58 | static game_params *default_params(void) |
b6b0369e |
59 | { |
60 | game_params *ret = snew(game_params); |
61 | |
62 | ret->w = ret->h = 15; |
63 | |
64 | return ret; |
65 | } |
66 | |
ab53eb64 |
67 | static const struct game_params pattern_presets[] = { |
68 | {10, 10}, |
69 | {15, 15}, |
70 | {20, 20}, |
71 | #ifndef SLOW_SYSTEM |
72 | {25, 25}, |
73 | {30, 30}, |
74 | #endif |
75 | }; |
76 | |
be8d5aa1 |
77 | static int game_fetch_preset(int i, char **name, game_params **params) |
b6b0369e |
78 | { |
79 | game_params *ret; |
80 | char str[80]; |
ab53eb64 |
81 | |
82 | if (i < 0 || i >= lenof(pattern_presets)) |
b6b0369e |
83 | return FALSE; |
84 | |
85 | ret = snew(game_params); |
ab53eb64 |
86 | *ret = pattern_presets[i]; |
b6b0369e |
87 | |
88 | sprintf(str, "%dx%d", ret->w, ret->h); |
89 | |
90 | *name = dupstr(str); |
91 | *params = ret; |
92 | return TRUE; |
93 | } |
94 | |
be8d5aa1 |
95 | static void free_params(game_params *params) |
b6b0369e |
96 | { |
97 | sfree(params); |
98 | } |
99 | |
be8d5aa1 |
100 | static game_params *dup_params(game_params *params) |
b6b0369e |
101 | { |
102 | game_params *ret = snew(game_params); |
103 | *ret = *params; /* structure copy */ |
104 | return ret; |
105 | } |
106 | |
1185e3c5 |
107 | static void decode_params(game_params *ret, char const *string) |
b6b0369e |
108 | { |
b6b0369e |
109 | char const *p = string; |
110 | |
111 | ret->w = atoi(p); |
89167dad |
112 | while (*p && isdigit((unsigned char)*p)) p++; |
b6b0369e |
113 | if (*p == 'x') { |
114 | p++; |
115 | ret->h = atoi(p); |
89167dad |
116 | while (*p && isdigit((unsigned char)*p)) p++; |
b6b0369e |
117 | } else { |
118 | ret->h = ret->w; |
119 | } |
b6b0369e |
120 | } |
121 | |
1185e3c5 |
122 | static char *encode_params(game_params *params, int full) |
b6b0369e |
123 | { |
124 | char ret[400]; |
125 | int len; |
126 | |
127 | len = sprintf(ret, "%dx%d", params->w, params->h); |
128 | assert(len < lenof(ret)); |
129 | ret[len] = '\0'; |
130 | |
131 | return dupstr(ret); |
132 | } |
133 | |
be8d5aa1 |
134 | static config_item *game_configure(game_params *params) |
b6b0369e |
135 | { |
136 | config_item *ret; |
137 | char buf[80]; |
138 | |
139 | ret = snewn(3, config_item); |
140 | |
141 | ret[0].name = "Width"; |
142 | ret[0].type = C_STRING; |
143 | sprintf(buf, "%d", params->w); |
144 | ret[0].sval = dupstr(buf); |
145 | ret[0].ival = 0; |
146 | |
147 | ret[1].name = "Height"; |
148 | ret[1].type = C_STRING; |
149 | sprintf(buf, "%d", params->h); |
150 | ret[1].sval = dupstr(buf); |
151 | ret[1].ival = 0; |
152 | |
153 | ret[2].name = NULL; |
154 | ret[2].type = C_END; |
155 | ret[2].sval = NULL; |
156 | ret[2].ival = 0; |
157 | |
158 | return ret; |
159 | } |
160 | |
be8d5aa1 |
161 | static game_params *custom_params(config_item *cfg) |
b6b0369e |
162 | { |
163 | game_params *ret = snew(game_params); |
164 | |
165 | ret->w = atoi(cfg[0].sval); |
166 | ret->h = atoi(cfg[1].sval); |
167 | |
168 | return ret; |
169 | } |
170 | |
3ff276f2 |
171 | static char *validate_params(game_params *params, int full) |
b6b0369e |
172 | { |
ab53eb64 |
173 | if (params->w <= 0 || params->h <= 0) |
b6b0369e |
174 | return "Width and height must both be greater than zero"; |
b6b0369e |
175 | return NULL; |
176 | } |
177 | |
178 | /* ---------------------------------------------------------------------- |
179 | * Puzzle generation code. |
180 | * |
181 | * For this particular puzzle, it seemed important to me to ensure |
182 | * a unique solution. I do this the brute-force way, by having a |
183 | * solver algorithm alongside the generator, and repeatedly |
184 | * generating a random grid until I find one whose solution is |
185 | * unique. It turns out that this isn't too onerous on a modern PC |
186 | * provided you keep grid size below around 30. Any offers of |
187 | * better algorithms, however, will be very gratefully received. |
188 | * |
189 | * Another annoyance of this approach is that it limits the |
190 | * available puzzles to those solvable by the algorithm I've used. |
191 | * My algorithm only ever considers a single row or column at any |
192 | * one time, which means it's incapable of solving the following |
193 | * difficult example (found by Bella Image around 1995/6, when she |
194 | * and I were both doing maths degrees): |
195 | * |
196 | * 2 1 2 1 |
197 | * |
198 | * +--+--+--+--+ |
199 | * 1 1 | | | | | |
200 | * +--+--+--+--+ |
201 | * 2 | | | | | |
202 | * +--+--+--+--+ |
203 | * 1 | | | | | |
204 | * +--+--+--+--+ |
205 | * 1 | | | | | |
206 | * +--+--+--+--+ |
207 | * |
208 | * Obviously this cannot be solved by a one-row-or-column-at-a-time |
209 | * algorithm (it would require at least one row or column reading |
210 | * `2 1', `1 2', `3' or `4' to get started). However, it can be |
211 | * proved to have a unique solution: if the top left square were |
212 | * empty, then the only option for the top row would be to fill the |
213 | * two squares in the 1 columns, which would imply the squares |
214 | * below those were empty, leaving no place for the 2 in the second |
215 | * row. Contradiction. Hence the top left square is full, and the |
216 | * unique solution follows easily from that starting point. |
217 | * |
218 | * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case |
219 | * it's useful to anyone.) |
220 | */ |
221 | |
222 | static int float_compare(const void *av, const void *bv) |
223 | { |
224 | const float *a = (const float *)av; |
225 | const float *b = (const float *)bv; |
226 | if (*a < *b) |
227 | return -1; |
228 | else if (*a > *b) |
229 | return +1; |
230 | else |
231 | return 0; |
232 | } |
233 | |
234 | static void generate(random_state *rs, int w, int h, unsigned char *retgrid) |
235 | { |
236 | float *fgrid; |
237 | float *fgrid2; |
238 | int step, i, j; |
239 | float threshold; |
240 | |
241 | fgrid = snewn(w*h, float); |
242 | |
243 | for (i = 0; i < h; i++) { |
244 | for (j = 0; j < w; j++) { |
245 | fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; |
246 | } |
247 | } |
248 | |
249 | /* |
250 | * The above gives a completely random splattering of black and |
251 | * white cells. We want to gently bias this in favour of _some_ |
252 | * reasonably thick areas of white and black, while retaining |
253 | * some randomness and fine detail. |
254 | * |
255 | * So we evolve the starting grid using a cellular automaton. |
256 | * Currently, I'm doing something very simple indeed, which is |
257 | * to set each square to the average of the surrounding nine |
258 | * cells (or the average of fewer, if we're on a corner). |
259 | */ |
260 | for (step = 0; step < 1; step++) { |
261 | fgrid2 = snewn(w*h, float); |
262 | |
263 | for (i = 0; i < h; i++) { |
264 | for (j = 0; j < w; j++) { |
265 | float sx, xbar; |
266 | int n, p, q; |
267 | |
268 | /* |
269 | * Compute the average of the surrounding cells. |
270 | */ |
271 | n = 0; |
272 | sx = 0.F; |
273 | for (p = -1; p <= +1; p++) { |
274 | for (q = -1; q <= +1; q++) { |
275 | if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w) |
276 | continue; |
29caa839 |
277 | /* |
278 | * An additional special case not mentioned |
279 | * above: if a grid dimension is 2xn then |
280 | * we do not average across that dimension |
281 | * at all. Otherwise a 2x2 grid would |
282 | * contain four identical squares. |
283 | */ |
284 | if ((h==2 && p!=0) || (w==2 && q!=0)) |
285 | continue; |
b6b0369e |
286 | n++; |
287 | sx += fgrid[(i+p)*w+(j+q)]; |
288 | } |
289 | } |
290 | xbar = sx / n; |
291 | |
292 | fgrid2[i*w+j] = xbar; |
293 | } |
294 | } |
295 | |
296 | sfree(fgrid); |
297 | fgrid = fgrid2; |
298 | } |
299 | |
300 | fgrid2 = snewn(w*h, float); |
301 | memcpy(fgrid2, fgrid, w*h*sizeof(float)); |
302 | qsort(fgrid2, w*h, sizeof(float), float_compare); |
303 | threshold = fgrid2[w*h/2]; |
304 | sfree(fgrid2); |
305 | |
306 | for (i = 0; i < h; i++) { |
307 | for (j = 0; j < w; j++) { |
29caa839 |
308 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
b6b0369e |
309 | GRID_EMPTY); |
310 | } |
311 | } |
312 | |
313 | sfree(fgrid); |
314 | } |
315 | |
be8d5aa1 |
316 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
b6b0369e |
317 | { |
318 | int i, n; |
319 | |
320 | n = 0; |
321 | |
322 | for (i = 0; i < len; i++) { |
b6b0369e |
323 | if (start[i*step] == GRID_FULL) { |
324 | int runlen = 1; |
0526a222 |
325 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
b6b0369e |
326 | runlen++; |
327 | ret[n++] = runlen; |
328 | i += runlen; |
329 | } |
0526a222 |
330 | |
c87ce51a |
331 | if (i < len && start[i*step] == GRID_UNKNOWN) |
0526a222 |
332 | return -1; |
b6b0369e |
333 | } |
334 | |
335 | return n; |
336 | } |
337 | |
338 | #define UNKNOWN 0 |
339 | #define BLOCK 1 |
340 | #define DOT 2 |
341 | #define STILL_UNKNOWN 3 |
342 | |
1b16dded |
343 | #ifdef STANDALONE_SOLVER |
344 | int verbose = FALSE; |
345 | #endif |
346 | |
b6b0369e |
347 | static void do_recurse(unsigned char *known, unsigned char *deduced, |
348 | unsigned char *row, int *data, int len, |
349 | int freespace, int ndone, int lowest) |
350 | { |
351 | int i, j, k; |
352 | |
353 | if (data[ndone]) { |
354 | for (i=0; i<=freespace; i++) { |
355 | j = lowest; |
356 | for (k=0; k<i; k++) row[j++] = DOT; |
357 | for (k=0; k<data[ndone]; k++) row[j++] = BLOCK; |
358 | if (j < len) row[j++] = DOT; |
359 | do_recurse(known, deduced, row, data, len, |
360 | freespace-i, ndone+1, j); |
361 | } |
362 | } else { |
363 | for (i=lowest; i<len; i++) |
364 | row[i] = DOT; |
365 | for (i=0; i<len; i++) |
366 | if (known[i] && known[i] != row[i]) |
367 | return; |
368 | for (i=0; i<len; i++) |
369 | deduced[i] |= row[i]; |
370 | } |
371 | } |
372 | |
373 | static int do_row(unsigned char *known, unsigned char *deduced, |
374 | unsigned char *row, |
1b16dded |
375 | unsigned char *start, int len, int step, int *data |
376 | #ifdef STANDALONE_SOLVER |
377 | , const char *rowcol, int index, int cluewid |
378 | #endif |
379 | ) |
b6b0369e |
380 | { |
381 | int rowlen, i, freespace, done_any; |
382 | |
383 | freespace = len+1; |
384 | for (rowlen = 0; data[rowlen]; rowlen++) |
385 | freespace -= data[rowlen]+1; |
386 | |
387 | for (i = 0; i < len; i++) { |
388 | known[i] = start[i*step]; |
389 | deduced[i] = 0; |
390 | } |
391 | |
392 | do_recurse(known, deduced, row, data, len, freespace, 0, 0); |
393 | done_any = FALSE; |
394 | for (i=0; i<len; i++) |
395 | if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { |
396 | start[i*step] = deduced[i]; |
397 | done_any = TRUE; |
398 | } |
1b16dded |
399 | #ifdef STANDALONE_SOLVER |
400 | if (verbose && done_any) { |
401 | char buf[80]; |
402 | int thiscluewid; |
403 | printf("%s %2d: [", rowcol, index); |
404 | for (thiscluewid = -1, i = 0; data[i]; i++) |
405 | thiscluewid += sprintf(buf, " %d", data[i]); |
406 | printf("%*s", cluewid - thiscluewid, ""); |
407 | for (i = 0; data[i]; i++) |
408 | printf(" %d", data[i]); |
409 | printf(" ] "); |
410 | for (i = 0; i < len; i++) |
411 | putchar(known[i] == BLOCK ? '#' : |
412 | known[i] == DOT ? '.' : '?'); |
413 | printf(" -> "); |
414 | for (i = 0; i < len; i++) |
415 | putchar(start[i*step] == BLOCK ? '#' : |
416 | start[i*step] == DOT ? '.' : '?'); |
417 | putchar('\n'); |
418 | } |
419 | #endif |
b6b0369e |
420 | return done_any; |
421 | } |
422 | |
423 | static unsigned char *generate_soluble(random_state *rs, int w, int h) |
424 | { |
425 | int i, j, done_any, ok, ntries, max; |
426 | unsigned char *grid, *matrix, *workspace; |
427 | int *rowdata; |
428 | |
429 | grid = snewn(w*h, unsigned char); |
430 | matrix = snewn(w*h, unsigned char); |
431 | max = max(w, h); |
432 | workspace = snewn(max*3, unsigned char); |
433 | rowdata = snewn(max+1, int); |
434 | |
435 | ntries = 0; |
436 | |
437 | do { |
438 | ntries++; |
439 | |
440 | generate(rs, w, h, grid); |
441 | |
15f00e06 |
442 | /* |
443 | * The game is a bit too easy if any row or column is |
444 | * completely black or completely white. An exception is |
445 | * made for rows/columns that are under 3 squares, |
446 | * otherwise nothing will ever be successfully generated. |
447 | */ |
448 | ok = TRUE; |
449 | if (w > 2) { |
450 | for (i = 0; i < h; i++) { |
451 | int colours = 0; |
452 | for (j = 0; j < w; j++) |
453 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
454 | if (colours != 3) |
455 | ok = FALSE; |
456 | } |
457 | } |
458 | if (h > 2) { |
459 | for (j = 0; j < w; j++) { |
460 | int colours = 0; |
461 | for (i = 0; i < h; i++) |
462 | colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1); |
463 | if (colours != 3) |
464 | ok = FALSE; |
465 | } |
466 | } |
467 | if (!ok) |
468 | continue; |
469 | |
b6b0369e |
470 | memset(matrix, 0, w*h); |
471 | |
472 | do { |
473 | done_any = 0; |
474 | for (i=0; i<h; i++) { |
475 | rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; |
476 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
477 | matrix+i*w, w, 1, rowdata |
478 | #ifdef STANDALONE_SOLVER |
479 | , NULL, 0, 0 /* never do diagnostics here */ |
480 | #endif |
481 | ); |
b6b0369e |
482 | } |
483 | for (i=0; i<w; i++) { |
484 | rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; |
485 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
486 | matrix+i, h, w, rowdata |
487 | #ifdef STANDALONE_SOLVER |
488 | , NULL, 0, 0 /* never do diagnostics here */ |
489 | #endif |
490 | ); |
b6b0369e |
491 | } |
492 | } while (done_any); |
493 | |
494 | ok = TRUE; |
495 | for (i=0; i<h; i++) { |
496 | for (j=0; j<w; j++) { |
497 | if (matrix[i*w+j] == UNKNOWN) |
498 | ok = FALSE; |
499 | } |
500 | } |
501 | } while (!ok); |
502 | |
503 | sfree(matrix); |
504 | sfree(workspace); |
505 | sfree(rowdata); |
506 | return grid; |
507 | } |
508 | |
1185e3c5 |
509 | static char *new_game_desc(game_params *params, random_state *rs, |
c566778e |
510 | char **aux, int interactive) |
b6b0369e |
511 | { |
512 | unsigned char *grid; |
513 | int i, j, max, rowlen, *rowdata; |
1185e3c5 |
514 | char intbuf[80], *desc; |
515 | int desclen, descpos; |
b6b0369e |
516 | |
517 | grid = generate_soluble(rs, params->w, params->h); |
518 | max = max(params->w, params->h); |
519 | rowdata = snewn(max, int); |
520 | |
521 | /* |
c566778e |
522 | * Save the solved game in aux. |
3220eba4 |
523 | */ |
524 | { |
c566778e |
525 | char *ai = snewn(params->w * params->h + 2, char); |
3220eba4 |
526 | |
c566778e |
527 | /* |
528 | * String format is exactly the same as a solve move, so we |
529 | * can just dupstr this in solve_game(). |
530 | */ |
531 | |
532 | ai[0] = 'S'; |
533 | |
534 | for (i = 0; i < params->w * params->h; i++) |
535 | ai[i+1] = grid[i] ? '1' : '0'; |
536 | |
537 | ai[params->w * params->h + 1] = '\0'; |
3220eba4 |
538 | |
539 | *aux = ai; |
540 | } |
541 | |
542 | /* |
b6b0369e |
543 | * Seed is a slash-separated list of row contents; each row |
544 | * contents section is a dot-separated list of integers. Row |
545 | * contents are listed in the order (columns left to right, |
546 | * then rows top to bottom). |
547 | * |
548 | * Simplest way to handle memory allocation is to make two |
549 | * passes, first computing the seed size and then writing it |
550 | * out. |
551 | */ |
1185e3c5 |
552 | desclen = 0; |
b6b0369e |
553 | for (i = 0; i < params->w + params->h; i++) { |
554 | if (i < params->w) |
555 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
556 | else |
557 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
558 | params->w, 1); |
559 | if (rowlen > 0) { |
560 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
561 | desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
b6b0369e |
562 | } |
563 | } else { |
1185e3c5 |
564 | desclen++; |
b6b0369e |
565 | } |
566 | } |
1185e3c5 |
567 | desc = snewn(desclen, char); |
568 | descpos = 0; |
b6b0369e |
569 | for (i = 0; i < params->w + params->h; i++) { |
570 | if (i < params->w) |
571 | rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); |
572 | else |
573 | rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, |
574 | params->w, 1); |
575 | if (rowlen > 0) { |
576 | for (j = 0; j < rowlen; j++) { |
1185e3c5 |
577 | int len = sprintf(desc+descpos, "%d", rowdata[j]); |
b6b0369e |
578 | if (j+1 < rowlen) |
1185e3c5 |
579 | desc[descpos + len] = '.'; |
b6b0369e |
580 | else |
1185e3c5 |
581 | desc[descpos + len] = '/'; |
582 | descpos += len+1; |
b6b0369e |
583 | } |
584 | } else { |
1185e3c5 |
585 | desc[descpos++] = '/'; |
b6b0369e |
586 | } |
587 | } |
1185e3c5 |
588 | assert(descpos == desclen); |
589 | assert(desc[desclen-1] == '/'); |
590 | desc[desclen-1] = '\0'; |
b6b0369e |
591 | sfree(rowdata); |
871bf294 |
592 | sfree(grid); |
1185e3c5 |
593 | return desc; |
b6b0369e |
594 | } |
595 | |
1185e3c5 |
596 | static char *validate_desc(game_params *params, char *desc) |
b6b0369e |
597 | { |
598 | int i, n, rowspace; |
599 | char *p; |
600 | |
601 | for (i = 0; i < params->w + params->h; i++) { |
602 | if (i < params->w) |
603 | rowspace = params->h + 1; |
604 | else |
605 | rowspace = params->w + 1; |
606 | |
1185e3c5 |
607 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
608 | do { |
1185e3c5 |
609 | p = desc; |
9a6d429a |
610 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
611 | n = atoi(p); |
612 | rowspace -= n+1; |
613 | |
614 | if (rowspace < 0) { |
615 | if (i < params->w) |
616 | return "at least one column contains more numbers than will fit"; |
617 | else |
618 | return "at least one row contains more numbers than will fit"; |
619 | } |
1185e3c5 |
620 | } while (*desc++ == '.'); |
b6b0369e |
621 | } else { |
1185e3c5 |
622 | desc++; /* expect a slash immediately */ |
b6b0369e |
623 | } |
624 | |
1185e3c5 |
625 | if (desc[-1] == '/') { |
b6b0369e |
626 | if (i+1 == params->w + params->h) |
627 | return "too many row/column specifications"; |
1185e3c5 |
628 | } else if (desc[-1] == '\0') { |
b6b0369e |
629 | if (i+1 < params->w + params->h) |
630 | return "too few row/column specifications"; |
631 | } else |
632 | return "unrecognised character in game specification"; |
633 | } |
634 | |
635 | return NULL; |
636 | } |
637 | |
dafd6cf6 |
638 | static game_state *new_game(midend *me, game_params *params, char *desc) |
b6b0369e |
639 | { |
640 | int i; |
641 | char *p; |
642 | game_state *state = snew(game_state); |
643 | |
644 | state->w = params->w; |
645 | state->h = params->h; |
646 | |
647 | state->grid = snewn(state->w * state->h, unsigned char); |
648 | memset(state->grid, GRID_UNKNOWN, state->w * state->h); |
649 | |
650 | state->rowsize = max(state->w, state->h); |
651 | state->rowdata = snewn(state->rowsize * (state->w + state->h), int); |
652 | state->rowlen = snewn(state->w + state->h, int); |
653 | |
2ac6d24e |
654 | state->completed = state->cheated = FALSE; |
b6b0369e |
655 | |
656 | for (i = 0; i < params->w + params->h; i++) { |
657 | state->rowlen[i] = 0; |
1185e3c5 |
658 | if (*desc && isdigit((unsigned char)*desc)) { |
b6b0369e |
659 | do { |
1185e3c5 |
660 | p = desc; |
9a6d429a |
661 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
b6b0369e |
662 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
663 | atoi(p); |
1185e3c5 |
664 | } while (*desc++ == '.'); |
b6b0369e |
665 | } else { |
1185e3c5 |
666 | desc++; /* expect a slash immediately */ |
b6b0369e |
667 | } |
668 | } |
669 | |
670 | return state; |
671 | } |
672 | |
be8d5aa1 |
673 | static game_state *dup_game(game_state *state) |
b6b0369e |
674 | { |
675 | game_state *ret = snew(game_state); |
676 | |
677 | ret->w = state->w; |
678 | ret->h = state->h; |
679 | |
680 | ret->grid = snewn(ret->w * ret->h, unsigned char); |
681 | memcpy(ret->grid, state->grid, ret->w * ret->h); |
682 | |
683 | ret->rowsize = state->rowsize; |
684 | ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); |
685 | ret->rowlen = snewn(ret->w + ret->h, int); |
686 | memcpy(ret->rowdata, state->rowdata, |
687 | ret->rowsize * (ret->w + ret->h) * sizeof(int)); |
688 | memcpy(ret->rowlen, state->rowlen, |
689 | (ret->w + ret->h) * sizeof(int)); |
690 | |
691 | ret->completed = state->completed; |
2ac6d24e |
692 | ret->cheated = state->cheated; |
b6b0369e |
693 | |
694 | return ret; |
695 | } |
696 | |
be8d5aa1 |
697 | static void free_game(game_state *state) |
b6b0369e |
698 | { |
699 | sfree(state->rowdata); |
700 | sfree(state->rowlen); |
701 | sfree(state->grid); |
702 | sfree(state); |
703 | } |
704 | |
df11cd4e |
705 | static char *solve_game(game_state *state, game_state *currstate, |
c566778e |
706 | char *ai, char **error) |
2ac6d24e |
707 | { |
df11cd4e |
708 | unsigned char *matrix; |
df11cd4e |
709 | int w = state->w, h = state->h; |
710 | int i; |
711 | char *ret; |
c566778e |
712 | int done_any, max; |
713 | unsigned char *workspace; |
714 | int *rowdata; |
3220eba4 |
715 | |
2ac6d24e |
716 | /* |
c566778e |
717 | * If we already have the solved state in ai, copy it out. |
2ac6d24e |
718 | */ |
c566778e |
719 | if (ai) |
720 | return dupstr(ai); |
2ac6d24e |
721 | |
c566778e |
722 | matrix = snewn(w*h, unsigned char); |
723 | max = max(w, h); |
724 | workspace = snewn(max*3, unsigned char); |
725 | rowdata = snewn(max+1, int); |
2ac6d24e |
726 | |
c566778e |
727 | memset(matrix, 0, w*h); |
2ac6d24e |
728 | |
c566778e |
729 | do { |
730 | done_any = 0; |
731 | for (i=0; i<h; i++) { |
732 | memcpy(rowdata, state->rowdata + state->rowsize*(w+i), |
733 | max*sizeof(int)); |
734 | rowdata[state->rowlen[w+i]] = 0; |
735 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
736 | matrix+i*w, w, 1, rowdata |
737 | #ifdef STANDALONE_SOLVER |
738 | , NULL, 0, 0 /* never do diagnostics here */ |
739 | #endif |
740 | ); |
c566778e |
741 | } |
742 | for (i=0; i<w; i++) { |
743 | memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); |
744 | rowdata[state->rowlen[i]] = 0; |
745 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
746 | matrix+i, h, w, rowdata |
747 | #ifdef STANDALONE_SOLVER |
748 | , NULL, 0, 0 /* never do diagnostics here */ |
749 | #endif |
750 | ); |
c566778e |
751 | } |
752 | } while (done_any); |
df11cd4e |
753 | |
c566778e |
754 | sfree(workspace); |
755 | sfree(rowdata); |
2ac6d24e |
756 | |
c566778e |
757 | for (i = 0; i < w*h; i++) { |
758 | if (matrix[i] != BLOCK && matrix[i] != DOT) { |
759 | sfree(matrix); |
760 | *error = "Solving algorithm cannot complete this puzzle"; |
761 | return NULL; |
762 | } |
df11cd4e |
763 | } |
764 | |
765 | ret = snewn(w*h+2, char); |
766 | ret[0] = 'S'; |
767 | for (i = 0; i < w*h; i++) { |
c566778e |
768 | assert(matrix[i] == BLOCK || matrix[i] == DOT); |
769 | ret[i+1] = (matrix[i] == BLOCK ? '1' : '0'); |
2ac6d24e |
770 | } |
df11cd4e |
771 | ret[w*h+1] = '\0'; |
772 | |
c566778e |
773 | sfree(matrix); |
2ac6d24e |
774 | |
775 | return ret; |
776 | } |
777 | |
fa3abef5 |
778 | static int game_can_format_as_text_now(game_params *params) |
779 | { |
780 | return TRUE; |
781 | } |
782 | |
9b4b03d3 |
783 | static char *game_text_format(game_state *state) |
784 | { |
785 | return NULL; |
786 | } |
787 | |
b6b0369e |
788 | struct game_ui { |
789 | int dragging; |
790 | int drag_start_x; |
791 | int drag_start_y; |
792 | int drag_end_x; |
793 | int drag_end_y; |
794 | int drag, release, state; |
b2ae5b05 |
795 | int cur_x, cur_y, cur_visible; |
b6b0369e |
796 | }; |
797 | |
be8d5aa1 |
798 | static game_ui *new_ui(game_state *state) |
b6b0369e |
799 | { |
800 | game_ui *ret; |
801 | |
802 | ret = snew(game_ui); |
803 | ret->dragging = FALSE; |
b2ae5b05 |
804 | ret->cur_x = ret->cur_y = ret->cur_visible = 0; |
b6b0369e |
805 | |
806 | return ret; |
807 | } |
808 | |
be8d5aa1 |
809 | static void free_ui(game_ui *ui) |
b6b0369e |
810 | { |
811 | sfree(ui); |
812 | } |
813 | |
844f605f |
814 | static char *encode_ui(game_ui *ui) |
ae8290c6 |
815 | { |
816 | return NULL; |
817 | } |
818 | |
844f605f |
819 | static void decode_ui(game_ui *ui, char *encoding) |
ae8290c6 |
820 | { |
821 | } |
822 | |
07dfb697 |
823 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
824 | game_state *newstate) |
825 | { |
826 | } |
827 | |
1e3e152d |
828 | struct game_drawstate { |
829 | int started; |
830 | int w, h; |
831 | int tilesize; |
b4b0a0ff |
832 | unsigned char *visible, *numcolours; |
b2ae5b05 |
833 | int cur_x, cur_y; |
1e3e152d |
834 | }; |
835 | |
df11cd4e |
836 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
837 | int x, int y, int button) |
838 | { |
f0ee053c |
839 | button &= ~MOD_MASK; |
840 | |
df11cd4e |
841 | x = FROMCOORD(state->w, x); |
842 | y = FROMCOORD(state->h, y); |
b6b0369e |
843 | |
df11cd4e |
844 | if (x >= 0 && x < state->w && y >= 0 && y < state->h && |
b6b0369e |
845 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
846 | button == MIDDLE_BUTTON)) { |
242a7d91 |
847 | #ifdef STYLUS_BASED |
848 | int currstate = state->grid[y * state->w + x]; |
849 | #endif |
b6b0369e |
850 | |
851 | ui->dragging = TRUE; |
852 | |
853 | if (button == LEFT_BUTTON) { |
854 | ui->drag = LEFT_DRAG; |
855 | ui->release = LEFT_RELEASE; |
242a7d91 |
856 | #ifdef STYLUS_BASED |
80e7e37c |
857 | ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */ |
242a7d91 |
858 | #else |
b6b0369e |
859 | ui->state = GRID_FULL; |
242a7d91 |
860 | #endif |
b6b0369e |
861 | } else if (button == RIGHT_BUTTON) { |
862 | ui->drag = RIGHT_DRAG; |
863 | ui->release = RIGHT_RELEASE; |
242a7d91 |
864 | #ifdef STYLUS_BASED |
80e7e37c |
865 | ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */ |
242a7d91 |
866 | #else |
b6b0369e |
867 | ui->state = GRID_EMPTY; |
242a7d91 |
868 | #endif |
b6b0369e |
869 | } else /* if (button == MIDDLE_BUTTON) */ { |
870 | ui->drag = MIDDLE_DRAG; |
871 | ui->release = MIDDLE_RELEASE; |
872 | ui->state = GRID_UNKNOWN; |
873 | } |
874 | |
875 | ui->drag_start_x = ui->drag_end_x = x; |
876 | ui->drag_start_y = ui->drag_end_y = y; |
b2ae5b05 |
877 | ui->cur_visible = 0; |
b6b0369e |
878 | |
df11cd4e |
879 | return ""; /* UI activity occurred */ |
b6b0369e |
880 | } |
881 | |
882 | if (ui->dragging && button == ui->drag) { |
883 | /* |
884 | * There doesn't seem much point in allowing a rectangle |
885 | * drag; people will generally only want to drag a single |
886 | * horizontal or vertical line, so we make that easy by |
887 | * snapping to it. |
888 | * |
889 | * Exception: if we're _middle_-button dragging to tag |
890 | * things as UNKNOWN, we may well want to trash an entire |
891 | * area and start over! |
892 | */ |
893 | if (ui->state != GRID_UNKNOWN) { |
894 | if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) |
895 | y = ui->drag_start_y; |
896 | else |
897 | x = ui->drag_start_x; |
898 | } |
899 | |
900 | if (x < 0) x = 0; |
901 | if (y < 0) y = 0; |
df11cd4e |
902 | if (x >= state->w) x = state->w - 1; |
903 | if (y >= state->h) y = state->h - 1; |
b6b0369e |
904 | |
905 | ui->drag_end_x = x; |
906 | ui->drag_end_y = y; |
907 | |
df11cd4e |
908 | return ""; /* UI activity occurred */ |
b6b0369e |
909 | } |
910 | |
911 | if (ui->dragging && button == ui->release) { |
912 | int x1, x2, y1, y2, xx, yy; |
913 | int move_needed = FALSE; |
914 | |
915 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
916 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
917 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
918 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
919 | |
920 | for (yy = y1; yy <= y2; yy++) |
921 | for (xx = x1; xx <= x2; xx++) |
df11cd4e |
922 | if (state->grid[yy * state->w + xx] != ui->state) |
b6b0369e |
923 | move_needed = TRUE; |
924 | |
925 | ui->dragging = FALSE; |
926 | |
927 | if (move_needed) { |
df11cd4e |
928 | char buf[80]; |
929 | sprintf(buf, "%c%d,%d,%d,%d", |
871bf294 |
930 | (char)(ui->state == GRID_FULL ? 'F' : |
931 | ui->state == GRID_EMPTY ? 'E' : 'U'), |
df11cd4e |
932 | x1, y1, x2-x1+1, y2-y1+1); |
933 | return dupstr(buf); |
b6b0369e |
934 | } else |
df11cd4e |
935 | return ""; /* UI activity occurred */ |
b6b0369e |
936 | } |
937 | |
b2ae5b05 |
938 | if (IS_CURSOR_MOVE(button)) { |
939 | move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); |
940 | ui->cur_visible = 1; |
941 | return ""; |
942 | } |
943 | if (IS_CURSOR_SELECT(button)) { |
944 | int currstate = state->grid[ui->cur_y * state->w + ui->cur_x]; |
945 | int newstate; |
946 | char buf[80]; |
947 | |
948 | if (!ui->cur_visible) { |
949 | ui->cur_visible = 1; |
950 | return ""; |
951 | } |
952 | |
953 | if (button == CURSOR_SELECT2) |
954 | newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY : |
955 | currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN; |
956 | else |
957 | newstate = currstate == GRID_UNKNOWN ? GRID_FULL : |
958 | currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN; |
959 | |
960 | sprintf(buf, "%c%d,%d,%d,%d", |
961 | (char)(newstate == GRID_FULL ? 'F' : |
962 | newstate == GRID_EMPTY ? 'E' : 'U'), |
963 | ui->cur_x, ui->cur_y, 1, 1); |
964 | return dupstr(buf); |
965 | } |
966 | |
b6b0369e |
967 | return NULL; |
968 | } |
969 | |
df11cd4e |
970 | static game_state *execute_move(game_state *from, char *move) |
971 | { |
972 | game_state *ret; |
973 | int x1, x2, y1, y2, xx, yy; |
974 | int val; |
975 | |
976 | if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) { |
977 | int i; |
978 | |
979 | ret = dup_game(from); |
980 | |
981 | for (i = 0; i < ret->w * ret->h; i++) |
982 | ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY); |
983 | |
984 | ret->completed = ret->cheated = TRUE; |
985 | |
986 | return ret; |
987 | } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') && |
988 | sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 && |
989 | x1 >= 0 && x2 >= 0 && x1+x2 <= from->w && |
990 | y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { |
991 | |
992 | x2 += x1; |
993 | y2 += y1; |
994 | val = (move[0] == 'F' ? GRID_FULL : |
995 | move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN); |
996 | |
997 | ret = dup_game(from); |
998 | for (yy = y1; yy < y2; yy++) |
999 | for (xx = x1; xx < x2; xx++) |
1000 | ret->grid[yy * ret->w + xx] = val; |
1001 | |
1002 | /* |
1003 | * An actual change, so check to see if we've completed the |
1004 | * game. |
1005 | */ |
1006 | if (!ret->completed) { |
1007 | int *rowdata = snewn(ret->rowsize, int); |
1008 | int i, len; |
1009 | |
1010 | ret->completed = TRUE; |
1011 | |
1012 | for (i=0; i<ret->w; i++) { |
1013 | len = compute_rowdata(rowdata, |
1014 | ret->grid+i, ret->h, ret->w); |
1015 | if (len != ret->rowlen[i] || |
1016 | memcmp(ret->rowdata+i*ret->rowsize, rowdata, |
1017 | len * sizeof(int))) { |
1018 | ret->completed = FALSE; |
1019 | break; |
1020 | } |
1021 | } |
1022 | for (i=0; i<ret->h; i++) { |
1023 | len = compute_rowdata(rowdata, |
1024 | ret->grid+i*ret->w, ret->w, 1); |
1025 | if (len != ret->rowlen[i+ret->w] || |
1026 | memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, |
1027 | len * sizeof(int))) { |
1028 | ret->completed = FALSE; |
1029 | break; |
1030 | } |
1031 | } |
1032 | |
1033 | sfree(rowdata); |
1034 | } |
1035 | |
1036 | return ret; |
1037 | } else |
1038 | return NULL; |
1039 | } |
1040 | |
b6b0369e |
1041 | /* ---------------------------------------------------------------------- |
b4b0a0ff |
1042 | * Error-checking during gameplay. |
1043 | */ |
1044 | |
1045 | /* |
1046 | * The difficulty in error-checking Pattern is to make the error check |
1047 | * _weak_ enough. The most obvious way would be to check each row and |
1048 | * column by calling (a modified form of) do_row() to recursively |
1049 | * analyse the row contents against the clue set and see if the |
1050 | * GRID_UNKNOWNs could be filled in in any way that would end up |
1051 | * correct. However, this turns out to be such a strong error check as |
1052 | * to constitute a spoiler in many situations: you make a typo while |
1053 | * trying to fill in one row, and not only does the row light up to |
1054 | * indicate an error, but several columns crossed by the move also |
1055 | * light up and draw your attention to deductions you hadn't even |
1056 | * noticed you could make. |
1057 | * |
1058 | * So instead I restrict error-checking to 'complete runs' within a |
1059 | * row, by which I mean contiguous sequences of GRID_FULL bounded at |
1060 | * both ends by either GRID_EMPTY or the ends of the row. We identify |
1061 | * all the complete runs in a row, and verify that _those_ are |
1062 | * consistent with the row's clue list. Sequences of complete runs |
1063 | * separated by solid GRID_EMPTY are required to match contiguous |
1064 | * sequences in the clue list, whereas if there's at least one |
1065 | * GRID_UNKNOWN between any two complete runs then those two need not |
1066 | * be contiguous in the clue list. |
1067 | * |
1068 | * To simplify the edge cases, I pretend that the clue list for the |
1069 | * row is extended with a 0 at each end, and I also pretend that the |
1070 | * grid data for the row is extended with a GRID_EMPTY and a |
1071 | * zero-length run at each end. This permits the contiguity checker to |
1072 | * handle the fiddly end effects (e.g. if the first contiguous |
1073 | * sequence of complete runs in the grid matches _something_ in the |
1074 | * clue list but not at the beginning, this is allowable iff there's a |
1075 | * GRID_UNKNOWN before the first one) with minimal faff, since the end |
1076 | * effects just drop out as special cases of the normal inter-run |
1077 | * handling (in this code the above case is not 'at the end of the |
1078 | * clue list' at all, but between the implicit initial zero run and |
1079 | * the first nonzero one). |
1080 | * |
1081 | * We must also be a little careful about how we search for a |
1082 | * contiguous sequence of runs. In the clue list (1 1 2 1 2 3), |
1083 | * suppose we see a GRID_UNKNOWN and then a length-1 run. We search |
1084 | * for 1 in the clue list and find it at the very beginning. But now |
1085 | * suppose we find a length-2 run with no GRID_UNKNOWN before it. We |
1086 | * can't naively look at the next clue from the 1 we found, because |
1087 | * that'll be the second 1 and won't match. Instead, we must backtrack |
1088 | * by observing that the 2 we've just found must be contiguous with |
1089 | * the 1 we've already seen, so we search for the sequence (1 2) and |
1090 | * find it starting at the second 1. Now if we see a 3, we must |
1091 | * rethink again and search for (1 2 3). |
1092 | */ |
1093 | |
1094 | struct errcheck_state { |
1095 | /* |
1096 | * rowdata and rowlen point at the clue data for this row in the |
1097 | * game state. |
1098 | */ |
1099 | int *rowdata; |
1100 | int rowlen; |
1101 | /* |
1102 | * rowpos indicates the lowest position where it would be valid to |
1103 | * see our next run length. It might be equal to rowlen, |
1104 | * indicating that the next run would have to be the terminating 0. |
1105 | */ |
1106 | int rowpos; |
1107 | /* |
1108 | * ncontig indicates how many runs we've seen in a contiguous |
1109 | * block. This is taken into account when searching for the next |
1110 | * run we find, unless ncontig is zeroed out first by encountering |
1111 | * a GRID_UNKNOWN. |
1112 | */ |
1113 | int ncontig; |
1114 | }; |
1115 | |
1116 | static int errcheck_found_run(struct errcheck_state *es, int r) |
1117 | { |
1118 | /* Macro to handle the pretence that rowdata has a 0 at each end */ |
1119 | #define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)]) |
1120 | |
1121 | /* |
1122 | * See if we can find this new run length at a position where it |
1123 | * also matches the last 'ncontig' runs we've seen. |
1124 | */ |
1125 | int i, newpos; |
1126 | for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) { |
1127 | |
1128 | if (ROWDATA(newpos) != r) |
1129 | goto notfound; |
1130 | |
1131 | for (i = 1; i <= es->ncontig; i++) |
1132 | if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i)) |
1133 | goto notfound; |
1134 | |
1135 | es->rowpos = newpos+1; |
1136 | es->ncontig++; |
1137 | return TRUE; |
1138 | |
1139 | notfound:; |
1140 | } |
1141 | |
1142 | return FALSE; |
1143 | |
1144 | #undef ROWDATA |
1145 | } |
1146 | |
1147 | static int check_errors(game_state *state, int i) |
1148 | { |
1149 | int start, step, end, j; |
1150 | int val, runlen; |
1151 | struct errcheck_state aes, *es = &aes; |
1152 | |
1153 | es->rowlen = state->rowlen[i]; |
1154 | es->rowdata = state->rowdata + state->rowsize * i; |
1155 | /* Pretend that we've already encountered the initial zero run */ |
1156 | es->ncontig = 1; |
1157 | es->rowpos = 0; |
1158 | |
1159 | if (i < state->w) { |
1160 | start = i; |
1161 | step = state->w; |
1162 | end = start + step * state->h; |
1163 | } else { |
1164 | start = (i - state->w) * state->w; |
1165 | step = 1; |
1166 | end = start + step * state->w; |
1167 | } |
1168 | |
1169 | runlen = -1; |
1170 | for (j = start - step; j <= end; j += step) { |
1171 | if (j < start || j == end) |
1172 | val = GRID_EMPTY; |
1173 | else |
1174 | val = state->grid[j]; |
1175 | |
1176 | if (val == GRID_UNKNOWN) { |
1177 | runlen = -1; |
1178 | es->ncontig = 0; |
1179 | } else if (val == GRID_FULL) { |
1180 | if (runlen >= 0) |
1181 | runlen++; |
1182 | } else if (val == GRID_EMPTY) { |
1183 | if (runlen > 0) { |
1184 | if (!errcheck_found_run(es, runlen)) |
1185 | return TRUE; /* error! */ |
1186 | } |
1187 | runlen = 0; |
1188 | } |
1189 | } |
1190 | |
1191 | /* Signal end-of-row by sending errcheck_found_run the terminating |
1192 | * zero run, which will be marked as contiguous with the previous |
1193 | * run if and only if there hasn't been a GRID_UNKNOWN before. */ |
1194 | if (!errcheck_found_run(es, 0)) |
1195 | return TRUE; /* error at the last minute! */ |
1196 | |
1197 | return FALSE; /* no error */ |
1198 | } |
1199 | |
1200 | /* ---------------------------------------------------------------------- |
b6b0369e |
1201 | * Drawing routines. |
1202 | */ |
1203 | |
1f3ee4ee |
1204 | static void game_compute_size(game_params *params, int tilesize, |
1205 | int *x, int *y) |
b6b0369e |
1206 | { |
1f3ee4ee |
1207 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1208 | struct { int tilesize; } ads, *ds = &ads; |
1209 | ads.tilesize = tilesize; |
1e3e152d |
1210 | |
b6b0369e |
1211 | *x = SIZE(params->w); |
1212 | *y = SIZE(params->h); |
1213 | } |
1214 | |
dafd6cf6 |
1215 | static void game_set_size(drawing *dr, game_drawstate *ds, |
1216 | game_params *params, int tilesize) |
1f3ee4ee |
1217 | { |
1218 | ds->tilesize = tilesize; |
1219 | } |
1220 | |
8266f3fc |
1221 | static float *game_colours(frontend *fe, int *ncolours) |
b6b0369e |
1222 | { |
1223 | float *ret = snewn(3 * NCOLOURS, float); |
b2ae5b05 |
1224 | int i; |
b6b0369e |
1225 | |
1226 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1227 | |
b2ae5b05 |
1228 | for (i = 0; i < 3; i++) { |
1229 | ret[COL_GRID * 3 + i] = 0.3F; |
1230 | ret[COL_UNKNOWN * 3 + i] = 0.5F; |
1231 | ret[COL_TEXT * 3 + i] = 0.0F; |
1232 | ret[COL_FULL * 3 + i] = 0.0F; |
1233 | ret[COL_EMPTY * 3 + i] = 1.0F; |
1234 | } |
1235 | ret[COL_CURSOR * 3 + 0] = 1.0F; |
1236 | ret[COL_CURSOR * 3 + 1] = 0.25F; |
1237 | ret[COL_CURSOR * 3 + 2] = 0.25F; |
b4b0a0ff |
1238 | ret[COL_ERROR * 3 + 0] = 1.0F; |
1239 | ret[COL_ERROR * 3 + 1] = 0.0F; |
1240 | ret[COL_ERROR * 3 + 2] = 0.0F; |
b6b0369e |
1241 | |
1242 | *ncolours = NCOLOURS; |
1243 | return ret; |
1244 | } |
1245 | |
dafd6cf6 |
1246 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
b6b0369e |
1247 | { |
1248 | struct game_drawstate *ds = snew(struct game_drawstate); |
1249 | |
1250 | ds->started = FALSE; |
1251 | ds->w = state->w; |
1252 | ds->h = state->h; |
1253 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
1e3e152d |
1254 | ds->tilesize = 0; /* not decided yet */ |
b6b0369e |
1255 | memset(ds->visible, 255, ds->w * ds->h); |
b4b0a0ff |
1256 | ds->numcolours = snewn(ds->w + ds->h, unsigned char); |
1257 | memset(ds->numcolours, 255, ds->w + ds->h); |
8719c2e7 |
1258 | ds->cur_x = ds->cur_y = 0; |
b6b0369e |
1259 | |
1260 | return ds; |
1261 | } |
1262 | |
dafd6cf6 |
1263 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
b6b0369e |
1264 | { |
1265 | sfree(ds->visible); |
1266 | sfree(ds); |
1267 | } |
1268 | |
dafd6cf6 |
1269 | static void grid_square(drawing *dr, game_drawstate *ds, |
b2ae5b05 |
1270 | int y, int x, int state, int cur) |
b6b0369e |
1271 | { |
b2ae5b05 |
1272 | int xl, xr, yt, yb, dx, dy, dw, dh; |
b6b0369e |
1273 | |
dafd6cf6 |
1274 | draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
b6b0369e |
1275 | TILE_SIZE, TILE_SIZE, COL_GRID); |
1276 | |
1277 | xl = (x % 5 == 0 ? 1 : 0); |
1278 | yt = (y % 5 == 0 ? 1 : 0); |
1279 | xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); |
1280 | yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); |
1281 | |
b2ae5b05 |
1282 | dx = TOCOORD(ds->w, x) + 1 + xl; |
1283 | dy = TOCOORD(ds->h, y) + 1 + yt; |
1284 | dw = TILE_SIZE - xl - xr - 1; |
1285 | dh = TILE_SIZE - yt - yb - 1; |
1286 | |
1287 | draw_rect(dr, dx, dy, dw, dh, |
b6b0369e |
1288 | (state == GRID_FULL ? COL_FULL : |
1289 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
b2ae5b05 |
1290 | if (cur) { |
1291 | draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR); |
1292 | draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR); |
1293 | } |
b6b0369e |
1294 | |
dafd6cf6 |
1295 | draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
b6b0369e |
1296 | TILE_SIZE, TILE_SIZE); |
1297 | } |
1298 | |
b4b0a0ff |
1299 | /* |
1300 | * Draw the numbers for a single row or column. |
1301 | */ |
dafd6cf6 |
1302 | static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state, |
b4b0a0ff |
1303 | int i, int erase, int colour) |
dafd6cf6 |
1304 | { |
b4b0a0ff |
1305 | int rowlen = state->rowlen[i]; |
1306 | int *rowdata = state->rowdata + state->rowsize * i; |
1307 | int nfit; |
1308 | int j; |
1309 | |
1310 | if (erase) { |
1311 | if (i < state->w) { |
1312 | draw_rect(dr, TOCOORD(state->w, i), 0, |
1313 | TILE_SIZE, BORDER + TLBORDER(state->w) * TILE_SIZE, |
1314 | COL_BACKGROUND); |
1315 | } else { |
1316 | draw_rect(dr, 0, TOCOORD(state->h, i - state->w), |
1317 | BORDER + TLBORDER(state->h) * TILE_SIZE, TILE_SIZE, |
1318 | COL_BACKGROUND); |
1319 | } |
1320 | } |
dafd6cf6 |
1321 | |
1322 | /* |
b4b0a0ff |
1323 | * Normally I space the numbers out by the same distance as the |
1324 | * tile size. However, if there are more numbers than available |
1325 | * spaces, I have to squash them up a bit. |
dafd6cf6 |
1326 | */ |
b4b0a0ff |
1327 | nfit = max(rowlen, TLBORDER(state->h))-1; |
1328 | assert(nfit > 0); |
dafd6cf6 |
1329 | |
b4b0a0ff |
1330 | for (j = 0; j < rowlen; j++) { |
1331 | int x, y; |
1332 | char str[80]; |
dafd6cf6 |
1333 | |
b4b0a0ff |
1334 | if (i < state->w) { |
1335 | x = TOCOORD(state->w, i); |
1336 | y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1); |
1337 | y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; |
1338 | } else { |
1339 | y = TOCOORD(state->h, i - state->w); |
1340 | x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1); |
1341 | x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; |
1342 | } |
1343 | |
1344 | sprintf(str, "%d", rowdata[j]); |
1345 | draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, |
1346 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str); |
1347 | } |
1348 | |
1349 | if (i < state->w) { |
1350 | draw_update(dr, TOCOORD(state->w, i), 0, |
1351 | TILE_SIZE, BORDER + TLBORDER(state->w) * TILE_SIZE); |
1352 | } else { |
1353 | draw_update(dr, 0, TOCOORD(state->h, i - state->w), |
1354 | BORDER + TLBORDER(state->h) * TILE_SIZE, TILE_SIZE); |
dafd6cf6 |
1355 | } |
1356 | } |
1357 | |
1358 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1e3e152d |
1359 | game_state *state, int dir, game_ui *ui, |
1360 | float animtime, float flashtime) |
b6b0369e |
1361 | { |
1362 | int i, j; |
1363 | int x1, x2, y1, y2; |
b2ae5b05 |
1364 | int cx, cy, cmoved; |
b6b0369e |
1365 | |
1366 | if (!ds->started) { |
1367 | /* |
1368 | * The initial contents of the window are not guaranteed |
1369 | * and can vary with front ends. To be on the safe side, |
1370 | * all games should start by drawing a big background- |
1371 | * colour rectangle covering the whole window. |
1372 | */ |
dafd6cf6 |
1373 | draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
b6b0369e |
1374 | |
b6b0369e |
1375 | /* |
1376 | * Draw the grid outline. |
1377 | */ |
dafd6cf6 |
1378 | draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
95eedaa6 |
1379 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
b6b0369e |
1380 | COL_GRID); |
1381 | |
1382 | ds->started = TRUE; |
1383 | |
dafd6cf6 |
1384 | draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
b6b0369e |
1385 | } |
1386 | |
1387 | if (ui->dragging) { |
1388 | x1 = min(ui->drag_start_x, ui->drag_end_x); |
1389 | x2 = max(ui->drag_start_x, ui->drag_end_x); |
1390 | y1 = min(ui->drag_start_y, ui->drag_end_y); |
1391 | y2 = max(ui->drag_start_y, ui->drag_end_y); |
1392 | } else { |
1393 | x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ |
1394 | } |
1395 | |
b2ae5b05 |
1396 | if (ui->cur_visible) { |
1397 | cx = ui->cur_x; cy = ui->cur_y; |
1398 | } else { |
1399 | cx = cy = -1; |
1400 | } |
1401 | cmoved = (cx != ds->cur_x || cy != ds->cur_y); |
1402 | |
b6b0369e |
1403 | /* |
1404 | * Now draw any grid squares which have changed since last |
1405 | * redraw. |
1406 | */ |
1407 | for (i = 0; i < ds->h; i++) { |
1408 | for (j = 0; j < ds->w; j++) { |
b2ae5b05 |
1409 | int val, cc = 0; |
b6b0369e |
1410 | |
1411 | /* |
1412 | * Work out what state this square should be drawn in, |
1413 | * taking any current drag operation into account. |
1414 | */ |
1415 | if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2) |
1416 | val = ui->state; |
1417 | else |
1418 | val = state->grid[i * state->w + j]; |
1419 | |
b2ae5b05 |
1420 | if (cmoved) { |
1421 | /* the cursor has moved; if we were the old or |
1422 | * the new cursor position we need to redraw. */ |
1423 | if (j == cx && i == cy) cc = 1; |
1424 | if (j == ds->cur_x && i == ds->cur_y) cc = 1; |
1425 | } |
1426 | |
b6b0369e |
1427 | /* |
1428 | * Briefly invert everything twice during a completion |
1429 | * flash. |
1430 | */ |
1431 | if (flashtime > 0 && |
1432 | (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && |
1433 | val != GRID_UNKNOWN) |
1434 | val = (GRID_FULL ^ GRID_EMPTY) ^ val; |
1435 | |
b2ae5b05 |
1436 | if (ds->visible[i * ds->w + j] != val || cc) { |
1437 | grid_square(dr, ds, i, j, val, |
1438 | (j == cx && i == cy)); |
b6b0369e |
1439 | ds->visible[i * ds->w + j] = val; |
1440 | } |
1441 | } |
1442 | } |
b2ae5b05 |
1443 | ds->cur_x = cx; ds->cur_y = cy; |
b4b0a0ff |
1444 | |
1445 | /* |
1446 | * Redraw any numbers which have changed their colour due to error |
1447 | * indication. |
1448 | */ |
1449 | for (i = 0; i < state->w + state->h; i++) { |
1450 | int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT; |
1451 | if (ds->numcolours[i] != colour) { |
1452 | draw_numbers(dr, ds, state, i, TRUE, colour); |
1453 | ds->numcolours[i] = colour; |
1454 | } |
1455 | } |
b6b0369e |
1456 | } |
1457 | |
be8d5aa1 |
1458 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
1459 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1460 | { |
1461 | return 0.0F; |
1462 | } |
1463 | |
be8d5aa1 |
1464 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
1465 | game_state *newstate, int dir, game_ui *ui) |
b6b0369e |
1466 | { |
2ac6d24e |
1467 | if (!oldstate->completed && newstate->completed && |
1468 | !oldstate->cheated && !newstate->cheated) |
b6b0369e |
1469 | return FLASH_TIME; |
1470 | return 0.0F; |
1471 | } |
1472 | |
1cea529f |
1473 | static int game_status(game_state *state) |
4496362f |
1474 | { |
1cea529f |
1475 | return state->completed ? +1 : 0; |
4496362f |
1476 | } |
1477 | |
4d08de49 |
1478 | static int game_timing_state(game_state *state, game_ui *ui) |
48dcdd62 |
1479 | { |
1480 | return TRUE; |
1481 | } |
1482 | |
dafd6cf6 |
1483 | static void game_print_size(game_params *params, float *x, float *y) |
1484 | { |
1485 | int pw, ph; |
1486 | |
1487 | /* |
1488 | * I'll use 5mm squares by default. |
1489 | */ |
1490 | game_compute_size(params, 500, &pw, &ph); |
b2ae5b05 |
1491 | *x = pw / 100.0F; |
1492 | *y = ph / 100.0F; |
dafd6cf6 |
1493 | } |
1494 | |
1495 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1496 | { |
1497 | int w = state->w, h = state->h; |
1498 | int ink = print_mono_colour(dr, 0); |
b4b0a0ff |
1499 | int x, y, i; |
dafd6cf6 |
1500 | |
1501 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
1502 | game_drawstate ads, *ds = &ads; |
4413ef0f |
1503 | game_set_size(dr, ds, NULL, tilesize); |
dafd6cf6 |
1504 | |
1505 | /* |
1506 | * Border. |
1507 | */ |
1508 | print_line_width(dr, TILE_SIZE / 16); |
1509 | draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0), |
1510 | w*TILE_SIZE, h*TILE_SIZE, ink); |
1511 | |
1512 | /* |
1513 | * Grid. |
1514 | */ |
1515 | for (x = 1; x < w; x++) { |
1516 | print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24)); |
1517 | draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0), |
1518 | TOCOORD(w, x), TOCOORD(h, h), ink); |
1519 | } |
1520 | for (y = 1; y < h; y++) { |
1521 | print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24)); |
1522 | draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y), |
1523 | TOCOORD(w, w), TOCOORD(h, y), ink); |
1524 | } |
1525 | |
1526 | /* |
1527 | * Clues. |
1528 | */ |
b4b0a0ff |
1529 | for (i = 0; i < state->w + state->h; i++) |
1530 | draw_numbers(dr, ds, state, i, FALSE, ink); |
dafd6cf6 |
1531 | |
1532 | /* |
1533 | * Solution. |
1534 | */ |
1535 | print_line_width(dr, TILE_SIZE / 128); |
1536 | for (y = 0; y < h; y++) |
1537 | for (x = 0; x < w; x++) { |
1538 | if (state->grid[y*w+x] == GRID_FULL) |
1539 | draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y), |
1540 | TILE_SIZE, TILE_SIZE, ink); |
1541 | else if (state->grid[y*w+x] == GRID_EMPTY) |
1542 | draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2, |
1543 | TOCOORD(h, y) + TILE_SIZE/2, |
1544 | TILE_SIZE/12, ink, ink); |
1545 | } |
1546 | } |
1547 | |
be8d5aa1 |
1548 | #ifdef COMBINED |
1549 | #define thegame pattern |
1550 | #endif |
1551 | |
1552 | const struct game thegame = { |
750037d7 |
1553 | "Pattern", "games.pattern", "pattern", |
be8d5aa1 |
1554 | default_params, |
1555 | game_fetch_preset, |
1556 | decode_params, |
1557 | encode_params, |
1558 | free_params, |
1559 | dup_params, |
1d228b10 |
1560 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1561 | validate_params, |
1185e3c5 |
1562 | new_game_desc, |
1185e3c5 |
1563 | validate_desc, |
be8d5aa1 |
1564 | new_game, |
1565 | dup_game, |
1566 | free_game, |
2ac6d24e |
1567 | TRUE, solve_game, |
fa3abef5 |
1568 | FALSE, game_can_format_as_text_now, game_text_format, |
be8d5aa1 |
1569 | new_ui, |
1570 | free_ui, |
ae8290c6 |
1571 | encode_ui, |
1572 | decode_ui, |
07dfb697 |
1573 | game_changed_state, |
df11cd4e |
1574 | interpret_move, |
1575 | execute_move, |
1f3ee4ee |
1576 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
be8d5aa1 |
1577 | game_colours, |
1578 | game_new_drawstate, |
1579 | game_free_drawstate, |
1580 | game_redraw, |
1581 | game_anim_length, |
1582 | game_flash_length, |
1cea529f |
1583 | game_status, |
dafd6cf6 |
1584 | TRUE, FALSE, game_print_size, game_print, |
ac9f41c4 |
1585 | FALSE, /* wants_statusbar */ |
48dcdd62 |
1586 | FALSE, game_timing_state, |
cb0c7d4a |
1587 | REQUIRE_RBUTTON, /* flags */ |
be8d5aa1 |
1588 | }; |
329b3f06 |
1589 | |
1590 | #ifdef STANDALONE_SOLVER |
1591 | |
329b3f06 |
1592 | int main(int argc, char **argv) |
1593 | { |
1594 | game_params *p; |
1595 | game_state *s; |
1185e3c5 |
1596 | char *id = NULL, *desc, *err; |
329b3f06 |
1597 | |
1598 | while (--argc > 0) { |
1599 | char *p = *++argv; |
1600 | if (*p == '-') { |
1b16dded |
1601 | if (!strcmp(p, "-v")) { |
1602 | verbose = TRUE; |
1603 | } else { |
1604 | fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); |
1605 | return 1; |
1606 | } |
329b3f06 |
1607 | } else { |
1608 | id = p; |
1609 | } |
1610 | } |
1611 | |
1612 | if (!id) { |
1613 | fprintf(stderr, "usage: %s <game_id>\n", argv[0]); |
1614 | return 1; |
1615 | } |
1616 | |
1185e3c5 |
1617 | desc = strchr(id, ':'); |
1618 | if (!desc) { |
329b3f06 |
1619 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
1620 | return 1; |
1621 | } |
1185e3c5 |
1622 | *desc++ = '\0'; |
329b3f06 |
1623 | |
1733f4ca |
1624 | p = default_params(); |
1625 | decode_params(p, id); |
1185e3c5 |
1626 | err = validate_desc(p, desc); |
329b3f06 |
1627 | if (err) { |
1628 | fprintf(stderr, "%s: %s\n", argv[0], err); |
1629 | return 1; |
1630 | } |
39d682c9 |
1631 | s = new_game(NULL, p, desc); |
329b3f06 |
1632 | |
1633 | { |
1b16dded |
1634 | int w = p->w, h = p->h, i, j, done_any, max, cluewid = 0; |
329b3f06 |
1635 | unsigned char *matrix, *workspace; |
1636 | int *rowdata; |
1637 | |
1638 | matrix = snewn(w*h, unsigned char); |
1639 | max = max(w, h); |
1640 | workspace = snewn(max*3, unsigned char); |
1641 | rowdata = snewn(max+1, int); |
1642 | |
1643 | memset(matrix, 0, w*h); |
1644 | |
1b16dded |
1645 | if (verbose) { |
1646 | int thiswid; |
1647 | /* |
1648 | * Work out the maximum text width of the clue numbers |
1649 | * in a row or column, so we can print the solver's |
1650 | * working in a nicely lined up way. |
1651 | */ |
1652 | for (i = 0; i < (w+h); i++) { |
1653 | char buf[80]; |
1654 | for (thiswid = -1, j = 0; j < s->rowlen[i]; j++) |
1655 | thiswid += sprintf(buf, " %d", s->rowdata[s->rowsize*i+j]); |
1656 | if (cluewid < thiswid) |
1657 | cluewid = thiswid; |
1658 | } |
1659 | } |
1660 | |
329b3f06 |
1661 | do { |
1662 | done_any = 0; |
1663 | for (i=0; i<h; i++) { |
1664 | memcpy(rowdata, s->rowdata + s->rowsize*(w+i), |
1665 | max*sizeof(int)); |
1666 | rowdata[s->rowlen[w+i]] = 0; |
1667 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
1668 | matrix+i*w, w, 1, rowdata |
1669 | #ifdef STANDALONE_SOLVER |
1670 | , "row", i+1, cluewid |
1671 | #endif |
1672 | ); |
329b3f06 |
1673 | } |
1674 | for (i=0; i<w; i++) { |
1675 | memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int)); |
1676 | rowdata[s->rowlen[i]] = 0; |
1677 | done_any |= do_row(workspace, workspace+max, workspace+2*max, |
1b16dded |
1678 | matrix+i, h, w, rowdata |
1679 | #ifdef STANDALONE_SOLVER |
1680 | , "col", i+1, cluewid |
1681 | #endif |
1682 | ); |
329b3f06 |
1683 | } |
1684 | } while (done_any); |
1685 | |
1686 | for (i = 0; i < h; i++) { |
1687 | for (j = 0; j < w; j++) { |
1688 | int c = (matrix[i*w+j] == UNKNOWN ? '?' : |
1689 | matrix[i*w+j] == BLOCK ? '#' : |
1690 | matrix[i*w+j] == DOT ? '.' : |
1691 | '!'); |
1692 | putchar(c); |
1693 | } |
1694 | printf("\n"); |
1695 | } |
1696 | } |
1697 | |
1698 | return 0; |
1699 | } |
1700 | |
1701 | #endif |
b2ae5b05 |
1702 | |
1703 | /* vim: set shiftwidth=4 tabstop=8: */ |