| 1 | /* |
| 2 | * pattern.c: the pattern-reconstruction game known as `nonograms'. |
| 3 | */ |
| 4 | |
| 5 | #include <stdio.h> |
| 6 | #include <stdlib.h> |
| 7 | #include <string.h> |
| 8 | #include <assert.h> |
| 9 | #include <ctype.h> |
| 10 | #include <math.h> |
| 11 | |
| 12 | #include "puzzles.h" |
| 13 | |
| 14 | enum { |
| 15 | COL_BACKGROUND, |
| 16 | COL_EMPTY, |
| 17 | COL_FULL, |
| 18 | COL_TEXT, |
| 19 | COL_UNKNOWN, |
| 20 | COL_GRID, |
| 21 | COL_CURSOR, |
| 22 | COL_ERROR, |
| 23 | NCOLOURS |
| 24 | }; |
| 25 | |
| 26 | #define PREFERRED_TILE_SIZE 24 |
| 27 | #define TILE_SIZE (ds->tilesize) |
| 28 | #define BORDER (3 * TILE_SIZE / 4) |
| 29 | #define TLBORDER(d) ( (d) / 5 + 2 ) |
| 30 | #define GUTTER (TILE_SIZE / 2) |
| 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))) |
| 36 | #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d))) |
| 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; |
| 53 | int completed, cheated; |
| 54 | }; |
| 55 | |
| 56 | #define FLASH_TIME 0.13F |
| 57 | |
| 58 | static game_params *default_params(void) |
| 59 | { |
| 60 | game_params *ret = snew(game_params); |
| 61 | |
| 62 | ret->w = ret->h = 15; |
| 63 | |
| 64 | return ret; |
| 65 | } |
| 66 | |
| 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 | |
| 77 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 78 | { |
| 79 | game_params *ret; |
| 80 | char str[80]; |
| 81 | |
| 82 | if (i < 0 || i >= lenof(pattern_presets)) |
| 83 | return FALSE; |
| 84 | |
| 85 | ret = snew(game_params); |
| 86 | *ret = pattern_presets[i]; |
| 87 | |
| 88 | sprintf(str, "%dx%d", ret->w, ret->h); |
| 89 | |
| 90 | *name = dupstr(str); |
| 91 | *params = ret; |
| 92 | return TRUE; |
| 93 | } |
| 94 | |
| 95 | static void free_params(game_params *params) |
| 96 | { |
| 97 | sfree(params); |
| 98 | } |
| 99 | |
| 100 | static game_params *dup_params(game_params *params) |
| 101 | { |
| 102 | game_params *ret = snew(game_params); |
| 103 | *ret = *params; /* structure copy */ |
| 104 | return ret; |
| 105 | } |
| 106 | |
| 107 | static void decode_params(game_params *ret, char const *string) |
| 108 | { |
| 109 | char const *p = string; |
| 110 | |
| 111 | ret->w = atoi(p); |
| 112 | while (*p && isdigit((unsigned char)*p)) p++; |
| 113 | if (*p == 'x') { |
| 114 | p++; |
| 115 | ret->h = atoi(p); |
| 116 | while (*p && isdigit((unsigned char)*p)) p++; |
| 117 | } else { |
| 118 | ret->h = ret->w; |
| 119 | } |
| 120 | } |
| 121 | |
| 122 | static char *encode_params(game_params *params, int full) |
| 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 | |
| 134 | static config_item *game_configure(game_params *params) |
| 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 | |
| 161 | static game_params *custom_params(config_item *cfg) |
| 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 | |
| 171 | static char *validate_params(game_params *params, int full) |
| 172 | { |
| 173 | if (params->w <= 0 || params->h <= 0) |
| 174 | return "Width and height must both be greater than zero"; |
| 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; |
| 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; |
| 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++) { |
| 308 | retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : |
| 309 | GRID_EMPTY); |
| 310 | } |
| 311 | } |
| 312 | |
| 313 | sfree(fgrid); |
| 314 | } |
| 315 | |
| 316 | static int compute_rowdata(int *ret, unsigned char *start, int len, int step) |
| 317 | { |
| 318 | int i, n; |
| 319 | |
| 320 | n = 0; |
| 321 | |
| 322 | for (i = 0; i < len; i++) { |
| 323 | if (start[i*step] == GRID_FULL) { |
| 324 | int runlen = 1; |
| 325 | while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) |
| 326 | runlen++; |
| 327 | ret[n++] = runlen; |
| 328 | i += runlen; |
| 329 | } |
| 330 | |
| 331 | if (i < len && start[i*step] == GRID_UNKNOWN) |
| 332 | return -1; |
| 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 | |
| 343 | #ifdef STANDALONE_SOLVER |
| 344 | int verbose = FALSE; |
| 345 | #endif |
| 346 | |
| 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, |
| 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 | ) |
| 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 | } |
| 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 |
| 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 | |
| 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 | |
| 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, |
| 477 | matrix+i*w, w, 1, rowdata |
| 478 | #ifdef STANDALONE_SOLVER |
| 479 | , NULL, 0, 0 /* never do diagnostics here */ |
| 480 | #endif |
| 481 | ); |
| 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, |
| 486 | matrix+i, h, w, rowdata |
| 487 | #ifdef STANDALONE_SOLVER |
| 488 | , NULL, 0, 0 /* never do diagnostics here */ |
| 489 | #endif |
| 490 | ); |
| 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 | |
| 509 | static char *new_game_desc(game_params *params, random_state *rs, |
| 510 | char **aux, int interactive) |
| 511 | { |
| 512 | unsigned char *grid; |
| 513 | int i, j, max, rowlen, *rowdata; |
| 514 | char intbuf[80], *desc; |
| 515 | int desclen, descpos; |
| 516 | |
| 517 | grid = generate_soluble(rs, params->w, params->h); |
| 518 | max = max(params->w, params->h); |
| 519 | rowdata = snewn(max, int); |
| 520 | |
| 521 | /* |
| 522 | * Save the solved game in aux. |
| 523 | */ |
| 524 | { |
| 525 | char *ai = snewn(params->w * params->h + 2, char); |
| 526 | |
| 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'; |
| 538 | |
| 539 | *aux = ai; |
| 540 | } |
| 541 | |
| 542 | /* |
| 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 | */ |
| 552 | desclen = 0; |
| 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++) { |
| 561 | desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); |
| 562 | } |
| 563 | } else { |
| 564 | desclen++; |
| 565 | } |
| 566 | } |
| 567 | desc = snewn(desclen, char); |
| 568 | descpos = 0; |
| 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++) { |
| 577 | int len = sprintf(desc+descpos, "%d", rowdata[j]); |
| 578 | if (j+1 < rowlen) |
| 579 | desc[descpos + len] = '.'; |
| 580 | else |
| 581 | desc[descpos + len] = '/'; |
| 582 | descpos += len+1; |
| 583 | } |
| 584 | } else { |
| 585 | desc[descpos++] = '/'; |
| 586 | } |
| 587 | } |
| 588 | assert(descpos == desclen); |
| 589 | assert(desc[desclen-1] == '/'); |
| 590 | desc[desclen-1] = '\0'; |
| 591 | sfree(rowdata); |
| 592 | sfree(grid); |
| 593 | return desc; |
| 594 | } |
| 595 | |
| 596 | static char *validate_desc(game_params *params, char *desc) |
| 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 | |
| 607 | if (*desc && isdigit((unsigned char)*desc)) { |
| 608 | do { |
| 609 | p = desc; |
| 610 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 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 | } |
| 620 | } while (*desc++ == '.'); |
| 621 | } else { |
| 622 | desc++; /* expect a slash immediately */ |
| 623 | } |
| 624 | |
| 625 | if (desc[-1] == '/') { |
| 626 | if (i+1 == params->w + params->h) |
| 627 | return "too many row/column specifications"; |
| 628 | } else if (desc[-1] == '\0') { |
| 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 | |
| 638 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 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 | |
| 654 | state->completed = state->cheated = FALSE; |
| 655 | |
| 656 | for (i = 0; i < params->w + params->h; i++) { |
| 657 | state->rowlen[i] = 0; |
| 658 | if (*desc && isdigit((unsigned char)*desc)) { |
| 659 | do { |
| 660 | p = desc; |
| 661 | while (*desc && isdigit((unsigned char)*desc)) desc++; |
| 662 | state->rowdata[state->rowsize * i + state->rowlen[i]++] = |
| 663 | atoi(p); |
| 664 | } while (*desc++ == '.'); |
| 665 | } else { |
| 666 | desc++; /* expect a slash immediately */ |
| 667 | } |
| 668 | } |
| 669 | |
| 670 | return state; |
| 671 | } |
| 672 | |
| 673 | static game_state *dup_game(game_state *state) |
| 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; |
| 692 | ret->cheated = state->cheated; |
| 693 | |
| 694 | return ret; |
| 695 | } |
| 696 | |
| 697 | static void free_game(game_state *state) |
| 698 | { |
| 699 | sfree(state->rowdata); |
| 700 | sfree(state->rowlen); |
| 701 | sfree(state->grid); |
| 702 | sfree(state); |
| 703 | } |
| 704 | |
| 705 | static char *solve_game(game_state *state, game_state *currstate, |
| 706 | char *ai, char **error) |
| 707 | { |
| 708 | unsigned char *matrix; |
| 709 | int w = state->w, h = state->h; |
| 710 | int i; |
| 711 | char *ret; |
| 712 | int done_any, max; |
| 713 | unsigned char *workspace; |
| 714 | int *rowdata; |
| 715 | |
| 716 | /* |
| 717 | * If we already have the solved state in ai, copy it out. |
| 718 | */ |
| 719 | if (ai) |
| 720 | return dupstr(ai); |
| 721 | |
| 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); |
| 726 | |
| 727 | memset(matrix, 0, w*h); |
| 728 | |
| 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, |
| 736 | matrix+i*w, w, 1, rowdata |
| 737 | #ifdef STANDALONE_SOLVER |
| 738 | , NULL, 0, 0 /* never do diagnostics here */ |
| 739 | #endif |
| 740 | ); |
| 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, |
| 746 | matrix+i, h, w, rowdata |
| 747 | #ifdef STANDALONE_SOLVER |
| 748 | , NULL, 0, 0 /* never do diagnostics here */ |
| 749 | #endif |
| 750 | ); |
| 751 | } |
| 752 | } while (done_any); |
| 753 | |
| 754 | sfree(workspace); |
| 755 | sfree(rowdata); |
| 756 | |
| 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 | } |
| 763 | } |
| 764 | |
| 765 | ret = snewn(w*h+2, char); |
| 766 | ret[0] = 'S'; |
| 767 | for (i = 0; i < w*h; i++) { |
| 768 | assert(matrix[i] == BLOCK || matrix[i] == DOT); |
| 769 | ret[i+1] = (matrix[i] == BLOCK ? '1' : '0'); |
| 770 | } |
| 771 | ret[w*h+1] = '\0'; |
| 772 | |
| 773 | sfree(matrix); |
| 774 | |
| 775 | return ret; |
| 776 | } |
| 777 | |
| 778 | static int game_can_format_as_text_now(game_params *params) |
| 779 | { |
| 780 | return TRUE; |
| 781 | } |
| 782 | |
| 783 | static char *game_text_format(game_state *state) |
| 784 | { |
| 785 | return NULL; |
| 786 | } |
| 787 | |
| 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; |
| 795 | int cur_x, cur_y, cur_visible; |
| 796 | }; |
| 797 | |
| 798 | static game_ui *new_ui(game_state *state) |
| 799 | { |
| 800 | game_ui *ret; |
| 801 | |
| 802 | ret = snew(game_ui); |
| 803 | ret->dragging = FALSE; |
| 804 | ret->cur_x = ret->cur_y = ret->cur_visible = 0; |
| 805 | |
| 806 | return ret; |
| 807 | } |
| 808 | |
| 809 | static void free_ui(game_ui *ui) |
| 810 | { |
| 811 | sfree(ui); |
| 812 | } |
| 813 | |
| 814 | static char *encode_ui(game_ui *ui) |
| 815 | { |
| 816 | return NULL; |
| 817 | } |
| 818 | |
| 819 | static void decode_ui(game_ui *ui, char *encoding) |
| 820 | { |
| 821 | } |
| 822 | |
| 823 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 824 | game_state *newstate) |
| 825 | { |
| 826 | } |
| 827 | |
| 828 | struct game_drawstate { |
| 829 | int started; |
| 830 | int w, h; |
| 831 | int tilesize; |
| 832 | unsigned char *visible, *numcolours; |
| 833 | int cur_x, cur_y; |
| 834 | }; |
| 835 | |
| 836 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
| 837 | int x, int y, int button) |
| 838 | { |
| 839 | button &= ~MOD_MASK; |
| 840 | |
| 841 | x = FROMCOORD(state->w, x); |
| 842 | y = FROMCOORD(state->h, y); |
| 843 | |
| 844 | if (x >= 0 && x < state->w && y >= 0 && y < state->h && |
| 845 | (button == LEFT_BUTTON || button == RIGHT_BUTTON || |
| 846 | button == MIDDLE_BUTTON)) { |
| 847 | #ifdef STYLUS_BASED |
| 848 | int currstate = state->grid[y * state->w + x]; |
| 849 | #endif |
| 850 | |
| 851 | ui->dragging = TRUE; |
| 852 | |
| 853 | if (button == LEFT_BUTTON) { |
| 854 | ui->drag = LEFT_DRAG; |
| 855 | ui->release = LEFT_RELEASE; |
| 856 | #ifdef STYLUS_BASED |
| 857 | ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */ |
| 858 | #else |
| 859 | ui->state = GRID_FULL; |
| 860 | #endif |
| 861 | } else if (button == RIGHT_BUTTON) { |
| 862 | ui->drag = RIGHT_DRAG; |
| 863 | ui->release = RIGHT_RELEASE; |
| 864 | #ifdef STYLUS_BASED |
| 865 | ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */ |
| 866 | #else |
| 867 | ui->state = GRID_EMPTY; |
| 868 | #endif |
| 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; |
| 877 | ui->cur_visible = 0; |
| 878 | |
| 879 | return ""; /* UI activity occurred */ |
| 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; |
| 902 | if (x >= state->w) x = state->w - 1; |
| 903 | if (y >= state->h) y = state->h - 1; |
| 904 | |
| 905 | ui->drag_end_x = x; |
| 906 | ui->drag_end_y = y; |
| 907 | |
| 908 | return ""; /* UI activity occurred */ |
| 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++) |
| 922 | if (state->grid[yy * state->w + xx] != ui->state) |
| 923 | move_needed = TRUE; |
| 924 | |
| 925 | ui->dragging = FALSE; |
| 926 | |
| 927 | if (move_needed) { |
| 928 | char buf[80]; |
| 929 | sprintf(buf, "%c%d,%d,%d,%d", |
| 930 | (char)(ui->state == GRID_FULL ? 'F' : |
| 931 | ui->state == GRID_EMPTY ? 'E' : 'U'), |
| 932 | x1, y1, x2-x1+1, y2-y1+1); |
| 933 | return dupstr(buf); |
| 934 | } else |
| 935 | return ""; /* UI activity occurred */ |
| 936 | } |
| 937 | |
| 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 | |
| 967 | return NULL; |
| 968 | } |
| 969 | |
| 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 | |
| 1041 | /* ---------------------------------------------------------------------- |
| 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 | /* ---------------------------------------------------------------------- |
| 1201 | * Drawing routines. |
| 1202 | */ |
| 1203 | |
| 1204 | static void game_compute_size(game_params *params, int tilesize, |
| 1205 | int *x, int *y) |
| 1206 | { |
| 1207 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1208 | struct { int tilesize; } ads, *ds = &ads; |
| 1209 | ads.tilesize = tilesize; |
| 1210 | |
| 1211 | *x = SIZE(params->w); |
| 1212 | *y = SIZE(params->h); |
| 1213 | } |
| 1214 | |
| 1215 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 1216 | game_params *params, int tilesize) |
| 1217 | { |
| 1218 | ds->tilesize = tilesize; |
| 1219 | } |
| 1220 | |
| 1221 | static float *game_colours(frontend *fe, int *ncolours) |
| 1222 | { |
| 1223 | float *ret = snewn(3 * NCOLOURS, float); |
| 1224 | int i; |
| 1225 | |
| 1226 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 1227 | |
| 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; |
| 1238 | ret[COL_ERROR * 3 + 0] = 1.0F; |
| 1239 | ret[COL_ERROR * 3 + 1] = 0.0F; |
| 1240 | ret[COL_ERROR * 3 + 2] = 0.0F; |
| 1241 | |
| 1242 | *ncolours = NCOLOURS; |
| 1243 | return ret; |
| 1244 | } |
| 1245 | |
| 1246 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 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); |
| 1254 | ds->tilesize = 0; /* not decided yet */ |
| 1255 | memset(ds->visible, 255, ds->w * ds->h); |
| 1256 | ds->numcolours = snewn(ds->w + ds->h, unsigned char); |
| 1257 | memset(ds->numcolours, 255, ds->w + ds->h); |
| 1258 | ds->cur_x = ds->cur_y = 0; |
| 1259 | |
| 1260 | return ds; |
| 1261 | } |
| 1262 | |
| 1263 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 1264 | { |
| 1265 | sfree(ds->visible); |
| 1266 | sfree(ds); |
| 1267 | } |
| 1268 | |
| 1269 | static void grid_square(drawing *dr, game_drawstate *ds, |
| 1270 | int y, int x, int state, int cur) |
| 1271 | { |
| 1272 | int xl, xr, yt, yb, dx, dy, dw, dh; |
| 1273 | |
| 1274 | draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
| 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 | |
| 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, |
| 1288 | (state == GRID_FULL ? COL_FULL : |
| 1289 | state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); |
| 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 | } |
| 1294 | |
| 1295 | draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), |
| 1296 | TILE_SIZE, TILE_SIZE); |
| 1297 | } |
| 1298 | |
| 1299 | /* |
| 1300 | * Draw the numbers for a single row or column. |
| 1301 | */ |
| 1302 | static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state, |
| 1303 | int i, int erase, int colour) |
| 1304 | { |
| 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 | } |
| 1321 | |
| 1322 | /* |
| 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. |
| 1326 | */ |
| 1327 | nfit = max(rowlen, TLBORDER(state->h))-1; |
| 1328 | assert(nfit > 0); |
| 1329 | |
| 1330 | for (j = 0; j < rowlen; j++) { |
| 1331 | int x, y; |
| 1332 | char str[80]; |
| 1333 | |
| 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); |
| 1355 | } |
| 1356 | } |
| 1357 | |
| 1358 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 1359 | game_state *state, int dir, game_ui *ui, |
| 1360 | float animtime, float flashtime) |
| 1361 | { |
| 1362 | int i, j; |
| 1363 | int x1, x2, y1, y2; |
| 1364 | int cx, cy, cmoved; |
| 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 | */ |
| 1373 | draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); |
| 1374 | |
| 1375 | /* |
| 1376 | * Draw the grid outline. |
| 1377 | */ |
| 1378 | draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, |
| 1379 | ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, |
| 1380 | COL_GRID); |
| 1381 | |
| 1382 | ds->started = TRUE; |
| 1383 | |
| 1384 | draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h)); |
| 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 | |
| 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 | |
| 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++) { |
| 1409 | int val, cc = 0; |
| 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 | |
| 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 | |
| 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 | |
| 1436 | if (ds->visible[i * ds->w + j] != val || cc) { |
| 1437 | grid_square(dr, ds, i, j, val, |
| 1438 | (j == cx && i == cy)); |
| 1439 | ds->visible[i * ds->w + j] = val; |
| 1440 | } |
| 1441 | } |
| 1442 | } |
| 1443 | ds->cur_x = cx; ds->cur_y = cy; |
| 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 | } |
| 1456 | } |
| 1457 | |
| 1458 | static float game_anim_length(game_state *oldstate, |
| 1459 | game_state *newstate, int dir, game_ui *ui) |
| 1460 | { |
| 1461 | return 0.0F; |
| 1462 | } |
| 1463 | |
| 1464 | static float game_flash_length(game_state *oldstate, |
| 1465 | game_state *newstate, int dir, game_ui *ui) |
| 1466 | { |
| 1467 | if (!oldstate->completed && newstate->completed && |
| 1468 | !oldstate->cheated && !newstate->cheated) |
| 1469 | return FLASH_TIME; |
| 1470 | return 0.0F; |
| 1471 | } |
| 1472 | |
| 1473 | static int game_status(game_state *state) |
| 1474 | { |
| 1475 | return state->completed ? +1 : 0; |
| 1476 | } |
| 1477 | |
| 1478 | static int game_timing_state(game_state *state, game_ui *ui) |
| 1479 | { |
| 1480 | return TRUE; |
| 1481 | } |
| 1482 | |
| 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); |
| 1491 | *x = pw / 100.0F; |
| 1492 | *y = ph / 100.0F; |
| 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); |
| 1499 | int x, y, i; |
| 1500 | |
| 1501 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 1502 | game_drawstate ads, *ds = &ads; |
| 1503 | game_set_size(dr, ds, NULL, tilesize); |
| 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 | */ |
| 1529 | for (i = 0; i < state->w + state->h; i++) |
| 1530 | draw_numbers(dr, ds, state, i, FALSE, ink); |
| 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 | |
| 1548 | #ifdef COMBINED |
| 1549 | #define thegame pattern |
| 1550 | #endif |
| 1551 | |
| 1552 | const struct game thegame = { |
| 1553 | "Pattern", "games.pattern", "pattern", |
| 1554 | default_params, |
| 1555 | game_fetch_preset, |
| 1556 | decode_params, |
| 1557 | encode_params, |
| 1558 | free_params, |
| 1559 | dup_params, |
| 1560 | TRUE, game_configure, custom_params, |
| 1561 | validate_params, |
| 1562 | new_game_desc, |
| 1563 | validate_desc, |
| 1564 | new_game, |
| 1565 | dup_game, |
| 1566 | free_game, |
| 1567 | TRUE, solve_game, |
| 1568 | FALSE, game_can_format_as_text_now, game_text_format, |
| 1569 | new_ui, |
| 1570 | free_ui, |
| 1571 | encode_ui, |
| 1572 | decode_ui, |
| 1573 | game_changed_state, |
| 1574 | interpret_move, |
| 1575 | execute_move, |
| 1576 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 1577 | game_colours, |
| 1578 | game_new_drawstate, |
| 1579 | game_free_drawstate, |
| 1580 | game_redraw, |
| 1581 | game_anim_length, |
| 1582 | game_flash_length, |
| 1583 | game_status, |
| 1584 | TRUE, FALSE, game_print_size, game_print, |
| 1585 | FALSE, /* wants_statusbar */ |
| 1586 | FALSE, game_timing_state, |
| 1587 | REQUIRE_RBUTTON, /* flags */ |
| 1588 | }; |
| 1589 | |
| 1590 | #ifdef STANDALONE_SOLVER |
| 1591 | |
| 1592 | int main(int argc, char **argv) |
| 1593 | { |
| 1594 | game_params *p; |
| 1595 | game_state *s; |
| 1596 | char *id = NULL, *desc, *err; |
| 1597 | |
| 1598 | while (--argc > 0) { |
| 1599 | char *p = *++argv; |
| 1600 | if (*p == '-') { |
| 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 | } |
| 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 | |
| 1617 | desc = strchr(id, ':'); |
| 1618 | if (!desc) { |
| 1619 | fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); |
| 1620 | return 1; |
| 1621 | } |
| 1622 | *desc++ = '\0'; |
| 1623 | |
| 1624 | p = default_params(); |
| 1625 | decode_params(p, id); |
| 1626 | err = validate_desc(p, desc); |
| 1627 | if (err) { |
| 1628 | fprintf(stderr, "%s: %s\n", argv[0], err); |
| 1629 | return 1; |
| 1630 | } |
| 1631 | s = new_game(NULL, p, desc); |
| 1632 | |
| 1633 | { |
| 1634 | int w = p->w, h = p->h, i, j, done_any, max, cluewid = 0; |
| 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 | |
| 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 | |
| 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, |
| 1668 | matrix+i*w, w, 1, rowdata |
| 1669 | #ifdef STANDALONE_SOLVER |
| 1670 | , "row", i+1, cluewid |
| 1671 | #endif |
| 1672 | ); |
| 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, |
| 1678 | matrix+i, h, w, rowdata |
| 1679 | #ifdef STANDALONE_SOLVER |
| 1680 | , "col", i+1, cluewid |
| 1681 | #endif |
| 1682 | ); |
| 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 |
| 1702 | |
| 1703 | /* vim: set shiftwidth=4 tabstop=8: */ |