2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
14 #define max(x,y) ( (x)>(y) ? (x):(y) )
15 #define min(x,y) ( (x)<(y) ? (x):(y) )
27 #define TLBORDER(d) ( (d) / 5 + 2 )
31 #define FROMCOORD(d, x) \
32 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
34 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
36 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
42 #define GRID_UNKNOWN 2
50 int *rowdata
, *rowlen
;
51 int completed
, cheated
;
54 #define FLASH_TIME 0.13F
56 static game_params
*default_params(void)
58 game_params
*ret
= snew(game_params
);
65 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
69 static const struct { int x
, y
; } values
[] = {
77 if (i
< 0 || i
>= lenof(values
))
80 ret
= snew(game_params
);
84 sprintf(str
, "%dx%d", ret
->w
, ret
->h
);
91 static void free_params(game_params
*params
)
96 static game_params
*dup_params(game_params
*params
)
98 game_params
*ret
= snew(game_params
);
99 *ret
= *params
; /* structure copy */
103 static game_params
*decode_params(char const *string
)
105 game_params
*ret
= default_params();
106 char const *p
= string
;
109 while (*p
&& isdigit(*p
)) p
++;
113 while (*p
&& isdigit(*p
)) p
++;
121 static char *encode_params(game_params
*params
)
126 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
127 assert(len
< lenof(ret
));
133 static config_item
*game_configure(game_params
*params
)
138 ret
= snewn(3, config_item
);
140 ret
[0].name
= "Width";
141 ret
[0].type
= C_STRING
;
142 sprintf(buf
, "%d", params
->w
);
143 ret
[0].sval
= dupstr(buf
);
146 ret
[1].name
= "Height";
147 ret
[1].type
= C_STRING
;
148 sprintf(buf
, "%d", params
->h
);
149 ret
[1].sval
= dupstr(buf
);
160 static game_params
*custom_params(config_item
*cfg
)
162 game_params
*ret
= snew(game_params
);
164 ret
->w
= atoi(cfg
[0].sval
);
165 ret
->h
= atoi(cfg
[1].sval
);
170 static char *validate_params(game_params
*params
)
172 if (params
->w
<= 0 && params
->h
<= 0)
173 return "Width and height must both be greater than zero";
175 return "Width must be greater than zero";
177 return "Height must be greater than zero";
181 /* ----------------------------------------------------------------------
182 * Puzzle generation code.
184 * For this particular puzzle, it seemed important to me to ensure
185 * a unique solution. I do this the brute-force way, by having a
186 * solver algorithm alongside the generator, and repeatedly
187 * generating a random grid until I find one whose solution is
188 * unique. It turns out that this isn't too onerous on a modern PC
189 * provided you keep grid size below around 30. Any offers of
190 * better algorithms, however, will be very gratefully received.
192 * Another annoyance of this approach is that it limits the
193 * available puzzles to those solvable by the algorithm I've used.
194 * My algorithm only ever considers a single row or column at any
195 * one time, which means it's incapable of solving the following
196 * difficult example (found by Bella Image around 1995/6, when she
197 * and I were both doing maths degrees):
211 * Obviously this cannot be solved by a one-row-or-column-at-a-time
212 * algorithm (it would require at least one row or column reading
213 * `2 1', `1 2', `3' or `4' to get started). However, it can be
214 * proved to have a unique solution: if the top left square were
215 * empty, then the only option for the top row would be to fill the
216 * two squares in the 1 columns, which would imply the squares
217 * below those were empty, leaving no place for the 2 in the second
218 * row. Contradiction. Hence the top left square is full, and the
219 * unique solution follows easily from that starting point.
221 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
222 * it's useful to anyone.)
225 static int float_compare(const void *av
, const void *bv
)
227 const float *a
= (const float *)av
;
228 const float *b
= (const float *)bv
;
237 static void generate(random_state
*rs
, int w
, int h
, unsigned char *retgrid
)
244 fgrid
= snewn(w
*h
, float);
246 for (i
= 0; i
< h
; i
++) {
247 for (j
= 0; j
< w
; j
++) {
248 fgrid
[i
*w
+j
] = random_upto(rs
, 100000000UL) / 100000000.F
;
253 * The above gives a completely random splattering of black and
254 * white cells. We want to gently bias this in favour of _some_
255 * reasonably thick areas of white and black, while retaining
256 * some randomness and fine detail.
258 * So we evolve the starting grid using a cellular automaton.
259 * Currently, I'm doing something very simple indeed, which is
260 * to set each square to the average of the surrounding nine
261 * cells (or the average of fewer, if we're on a corner).
263 for (step
= 0; step
< 1; step
++) {
264 fgrid2
= snewn(w
*h
, float);
266 for (i
= 0; i
< h
; i
++) {
267 for (j
= 0; j
< w
; j
++) {
272 * Compute the average of the surrounding cells.
276 for (p
= -1; p
<= +1; p
++) {
277 for (q
= -1; q
<= +1; q
++) {
278 if (i
+p
< 0 || i
+p
>= h
|| j
+q
< 0 || j
+q
>= w
)
281 * An additional special case not mentioned
282 * above: if a grid dimension is 2xn then
283 * we do not average across that dimension
284 * at all. Otherwise a 2x2 grid would
285 * contain four identical squares.
287 if ((h
==2 && p
!=0) || (w
==2 && q
!=0))
290 sx
+= fgrid
[(i
+p
)*w
+(j
+q
)];
295 fgrid2
[i
*w
+j
] = xbar
;
303 fgrid2
= snewn(w
*h
, float);
304 memcpy(fgrid2
, fgrid
, w
*h
*sizeof(float));
305 qsort(fgrid2
, w
*h
, sizeof(float), float_compare
);
306 threshold
= fgrid2
[w
*h
/2];
309 for (i
= 0; i
< h
; i
++) {
310 for (j
= 0; j
< w
; j
++) {
311 retgrid
[i
*w
+j
] = (fgrid
[i
*w
+j
] >= threshold ? GRID_FULL
:
319 static int compute_rowdata(int *ret
, unsigned char *start
, int len
, int step
)
325 for (i
= 0; i
< len
; i
++) {
326 if (start
[i
*step
] == GRID_FULL
) {
328 while (i
+runlen
< len
&& start
[(i
+runlen
)*step
] == GRID_FULL
)
334 if (i
< len
&& start
[i
*step
] == GRID_UNKNOWN
)
344 #define STILL_UNKNOWN 3
346 static void do_recurse(unsigned char *known
, unsigned char *deduced
,
347 unsigned char *row
, int *data
, int len
,
348 int freespace
, int ndone
, int lowest
)
353 for (i
=0; i
<=freespace
; i
++) {
355 for (k
=0; k
<i
; k
++) row
[j
++] = DOT
;
356 for (k
=0; k
<data
[ndone
]; k
++) row
[j
++] = BLOCK
;
357 if (j
< len
) row
[j
++] = DOT
;
358 do_recurse(known
, deduced
, row
, data
, len
,
359 freespace
-i
, ndone
+1, j
);
362 for (i
=lowest
; i
<len
; i
++)
364 for (i
=0; i
<len
; i
++)
365 if (known
[i
] && known
[i
] != row
[i
])
367 for (i
=0; i
<len
; i
++)
368 deduced
[i
] |= row
[i
];
372 static int do_row(unsigned char *known
, unsigned char *deduced
,
374 unsigned char *start
, int len
, int step
, int *data
)
376 int rowlen
, i
, freespace
, done_any
;
379 for (rowlen
= 0; data
[rowlen
]; rowlen
++)
380 freespace
-= data
[rowlen
]+1;
382 for (i
= 0; i
< len
; i
++) {
383 known
[i
] = start
[i
*step
];
387 do_recurse(known
, deduced
, row
, data
, len
, freespace
, 0, 0);
389 for (i
=0; i
<len
; i
++)
390 if (deduced
[i
] && deduced
[i
] != STILL_UNKNOWN
&& !known
[i
]) {
391 start
[i
*step
] = deduced
[i
];
397 static unsigned char *generate_soluble(random_state
*rs
, int w
, int h
)
399 int i
, j
, done_any
, ok
, ntries
, max
;
400 unsigned char *grid
, *matrix
, *workspace
;
403 grid
= snewn(w
*h
, unsigned char);
404 matrix
= snewn(w
*h
, unsigned char);
406 workspace
= snewn(max
*3, unsigned char);
407 rowdata
= snewn(max
+1, int);
414 generate(rs
, w
, h
, grid
);
417 * The game is a bit too easy if any row or column is
418 * completely black or completely white. An exception is
419 * made for rows/columns that are under 3 squares,
420 * otherwise nothing will ever be successfully generated.
424 for (i
= 0; i
< h
; i
++) {
426 for (j
= 0; j
< w
; j
++)
427 colours
|= (grid
[i
*w
+j
] == GRID_FULL ?
2 : 1);
433 for (j
= 0; j
< w
; j
++) {
435 for (i
= 0; i
< h
; i
++)
436 colours
|= (grid
[i
*w
+j
] == GRID_FULL ?
2 : 1);
444 memset(matrix
, 0, w
*h
);
448 for (i
=0; i
<h
; i
++) {
449 rowdata
[compute_rowdata(rowdata
, grid
+i
*w
, w
, 1)] = 0;
450 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
451 matrix
+i
*w
, w
, 1, rowdata
);
453 for (i
=0; i
<w
; i
++) {
454 rowdata
[compute_rowdata(rowdata
, grid
+i
, h
, w
)] = 0;
455 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
456 matrix
+i
, h
, w
, rowdata
);
461 for (i
=0; i
<h
; i
++) {
462 for (j
=0; j
<w
; j
++) {
463 if (matrix
[i
*w
+j
] == UNKNOWN
)
475 static char *new_game_seed(game_params
*params
, random_state
*rs
,
479 int i
, j
, max
, rowlen
, *rowdata
;
480 char intbuf
[80], *seed
;
481 int seedlen
, seedpos
;
483 grid
= generate_soluble(rs
, params
->w
, params
->h
);
484 max
= max(params
->w
, params
->h
);
485 rowdata
= snewn(max
, int);
488 * Seed is a slash-separated list of row contents; each row
489 * contents section is a dot-separated list of integers. Row
490 * contents are listed in the order (columns left to right,
491 * then rows top to bottom).
493 * Simplest way to handle memory allocation is to make two
494 * passes, first computing the seed size and then writing it
498 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
500 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
502 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
505 for (j
= 0; j
< rowlen
; j
++) {
506 seedlen
+= 1 + sprintf(intbuf
, "%d", rowdata
[j
]);
512 seed
= snewn(seedlen
, char);
514 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
516 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
518 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
521 for (j
= 0; j
< rowlen
; j
++) {
522 int len
= sprintf(seed
+seedpos
, "%d", rowdata
[j
]);
524 seed
[seedpos
+ len
] = '.';
526 seed
[seedpos
+ len
] = '/';
530 seed
[seedpos
++] = '/';
533 assert(seedpos
== seedlen
);
534 assert(seed
[seedlen
-1] == '/');
535 seed
[seedlen
-1] = '\0';
540 static void game_free_aux_info(game_aux_info
*aux
)
542 assert(!"Shouldn't happen");
545 static char *validate_seed(game_params
*params
, char *seed
)
550 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
552 rowspace
= params
->h
+ 1;
554 rowspace
= params
->w
+ 1;
556 if (*seed
&& isdigit((unsigned char)*seed
)) {
559 while (seed
&& isdigit((unsigned char)*seed
)) seed
++;
565 return "at least one column contains more numbers than will fit";
567 return "at least one row contains more numbers than will fit";
569 } while (*seed
++ == '.');
571 seed
++; /* expect a slash immediately */
574 if (seed
[-1] == '/') {
575 if (i
+1 == params
->w
+ params
->h
)
576 return "too many row/column specifications";
577 } else if (seed
[-1] == '\0') {
578 if (i
+1 < params
->w
+ params
->h
)
579 return "too few row/column specifications";
581 return "unrecognised character in game specification";
587 static game_state
*new_game(game_params
*params
, char *seed
)
591 game_state
*state
= snew(game_state
);
593 state
->w
= params
->w
;
594 state
->h
= params
->h
;
596 state
->grid
= snewn(state
->w
* state
->h
, unsigned char);
597 memset(state
->grid
, GRID_UNKNOWN
, state
->w
* state
->h
);
599 state
->rowsize
= max(state
->w
, state
->h
);
600 state
->rowdata
= snewn(state
->rowsize
* (state
->w
+ state
->h
), int);
601 state
->rowlen
= snewn(state
->w
+ state
->h
, int);
603 state
->completed
= state
->cheated
= FALSE
;
605 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
606 state
->rowlen
[i
] = 0;
607 if (*seed
&& isdigit((unsigned char)*seed
)) {
610 while (seed
&& isdigit((unsigned char)*seed
)) seed
++;
611 state
->rowdata
[state
->rowsize
* i
+ state
->rowlen
[i
]++] =
613 } while (*seed
++ == '.');
615 seed
++; /* expect a slash immediately */
622 static game_state
*dup_game(game_state
*state
)
624 game_state
*ret
= snew(game_state
);
629 ret
->grid
= snewn(ret
->w
* ret
->h
, unsigned char);
630 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
632 ret
->rowsize
= state
->rowsize
;
633 ret
->rowdata
= snewn(ret
->rowsize
* (ret
->w
+ ret
->h
), int);
634 ret
->rowlen
= snewn(ret
->w
+ ret
->h
, int);
635 memcpy(ret
->rowdata
, state
->rowdata
,
636 ret
->rowsize
* (ret
->w
+ ret
->h
) * sizeof(int));
637 memcpy(ret
->rowlen
, state
->rowlen
,
638 (ret
->w
+ ret
->h
) * sizeof(int));
640 ret
->completed
= state
->completed
;
641 ret
->cheated
= state
->cheated
;
646 static void free_game(game_state
*state
)
648 sfree(state
->rowdata
);
649 sfree(state
->rowlen
);
654 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
660 * I could have stored the grid I invented in the game_aux_info
661 * and extracted it here where available, but it seems easier
662 * just to run my internal solver in all cases.
665 ret
= dup_game(state
);
666 ret
->completed
= ret
->cheated
= TRUE
;
669 int w
= state
->w
, h
= state
->h
, i
, j
, done_any
, max
;
670 unsigned char *matrix
, *workspace
;
673 matrix
= snewn(w
*h
, unsigned char);
675 workspace
= snewn(max
*3, unsigned char);
676 rowdata
= snewn(max
+1, int);
678 memset(matrix
, 0, w
*h
);
682 for (i
=0; i
<h
; i
++) {
683 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*(w
+i
),
685 rowdata
[state
->rowlen
[w
+i
]] = 0;
686 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
687 matrix
+i
*w
, w
, 1, rowdata
);
689 for (i
=0; i
<w
; i
++) {
690 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*i
, max
*sizeof(int));
691 rowdata
[state
->rowlen
[i
]] = 0;
692 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
693 matrix
+i
, h
, w
, rowdata
);
697 for (i
= 0; i
< h
; i
++) {
698 for (j
= 0; j
< w
; j
++) {
699 int c
= (matrix
[i
*w
+j
] == BLOCK ? GRID_FULL
:
700 matrix
[i
*w
+j
] == DOT ? GRID_EMPTY
: GRID_UNKNOWN
);
701 ret
->grid
[i
*w
+j
] = c
;
702 if (c
== GRID_UNKNOWN
)
703 ret
->completed
= FALSE
;
707 if (!ret
->completed
) {
709 *error
= "Solving algorithm cannot complete this puzzle";
717 static char *game_text_format(game_state
*state
)
728 int drag
, release
, state
;
731 static game_ui
*new_ui(game_state
*state
)
736 ret
->dragging
= FALSE
;
741 static void free_ui(game_ui
*ui
)
746 static game_state
*make_move(game_state
*from
, game_ui
*ui
,
747 int x
, int y
, int button
)
751 x
= FROMCOORD(from
->w
, x
);
752 y
= FROMCOORD(from
->h
, y
);
754 if (x
>= 0 && x
< from
->w
&& y
>= 0 && y
< from
->h
&&
755 (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
||
756 button
== MIDDLE_BUTTON
)) {
760 if (button
== LEFT_BUTTON
) {
761 ui
->drag
= LEFT_DRAG
;
762 ui
->release
= LEFT_RELEASE
;
763 ui
->state
= GRID_FULL
;
764 } else if (button
== RIGHT_BUTTON
) {
765 ui
->drag
= RIGHT_DRAG
;
766 ui
->release
= RIGHT_RELEASE
;
767 ui
->state
= GRID_EMPTY
;
768 } else /* if (button == MIDDLE_BUTTON) */ {
769 ui
->drag
= MIDDLE_DRAG
;
770 ui
->release
= MIDDLE_RELEASE
;
771 ui
->state
= GRID_UNKNOWN
;
774 ui
->drag_start_x
= ui
->drag_end_x
= x
;
775 ui
->drag_start_y
= ui
->drag_end_y
= y
;
777 return from
; /* UI activity occurred */
780 if (ui
->dragging
&& button
== ui
->drag
) {
782 * There doesn't seem much point in allowing a rectangle
783 * drag; people will generally only want to drag a single
784 * horizontal or vertical line, so we make that easy by
787 * Exception: if we're _middle_-button dragging to tag
788 * things as UNKNOWN, we may well want to trash an entire
789 * area and start over!
791 if (ui
->state
!= GRID_UNKNOWN
) {
792 if (abs(x
- ui
->drag_start_x
) > abs(y
- ui
->drag_start_y
))
793 y
= ui
->drag_start_y
;
795 x
= ui
->drag_start_x
;
800 if (x
>= from
->w
) x
= from
->w
- 1;
801 if (y
>= from
->h
) y
= from
->h
- 1;
806 return from
; /* UI activity occurred */
809 if (ui
->dragging
&& button
== ui
->release
) {
810 int x1
, x2
, y1
, y2
, xx
, yy
;
811 int move_needed
= FALSE
;
813 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
814 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
815 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
816 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
818 for (yy
= y1
; yy
<= y2
; yy
++)
819 for (xx
= x1
; xx
<= x2
; xx
++)
820 if (from
->grid
[yy
* from
->w
+ xx
] != ui
->state
)
823 ui
->dragging
= FALSE
;
826 ret
= dup_game(from
);
827 for (yy
= y1
; yy
<= y2
; yy
++)
828 for (xx
= x1
; xx
<= x2
; xx
++)
829 ret
->grid
[yy
* ret
->w
+ xx
] = ui
->state
;
832 * An actual change, so check to see if we've completed
835 if (!ret
->completed
) {
836 int *rowdata
= snewn(ret
->rowsize
, int);
839 ret
->completed
= TRUE
;
841 for (i
=0; i
<ret
->w
; i
++) {
842 len
= compute_rowdata(rowdata
,
843 ret
->grid
+i
, ret
->h
, ret
->w
);
844 if (len
!= ret
->rowlen
[i
] ||
845 memcmp(ret
->rowdata
+i
*ret
->rowsize
, rowdata
,
846 len
* sizeof(int))) {
847 ret
->completed
= FALSE
;
851 for (i
=0; i
<ret
->h
; i
++) {
852 len
= compute_rowdata(rowdata
,
853 ret
->grid
+i
*ret
->w
, ret
->w
, 1);
854 if (len
!= ret
->rowlen
[i
+ret
->w
] ||
855 memcmp(ret
->rowdata
+(i
+ret
->w
)*ret
->rowsize
, rowdata
,
856 len
* sizeof(int))) {
857 ret
->completed
= FALSE
;
867 return from
; /* UI activity occurred */
873 /* ----------------------------------------------------------------------
877 struct game_drawstate
{
880 unsigned char *visible
;
883 static void game_size(game_params
*params
, int *x
, int *y
)
885 *x
= SIZE(params
->w
);
886 *y
= SIZE(params
->h
);
889 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
891 float *ret
= snewn(3 * NCOLOURS
, float);
893 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
895 ret
[COL_GRID
* 3 + 0] = 0.3F
;
896 ret
[COL_GRID
* 3 + 1] = 0.3F
;
897 ret
[COL_GRID
* 3 + 2] = 0.3F
;
899 ret
[COL_UNKNOWN
* 3 + 0] = 0.5F
;
900 ret
[COL_UNKNOWN
* 3 + 1] = 0.5F
;
901 ret
[COL_UNKNOWN
* 3 + 2] = 0.5F
;
903 ret
[COL_FULL
* 3 + 0] = 0.0F
;
904 ret
[COL_FULL
* 3 + 1] = 0.0F
;
905 ret
[COL_FULL
* 3 + 2] = 0.0F
;
907 ret
[COL_EMPTY
* 3 + 0] = 1.0F
;
908 ret
[COL_EMPTY
* 3 + 1] = 1.0F
;
909 ret
[COL_EMPTY
* 3 + 2] = 1.0F
;
911 *ncolours
= NCOLOURS
;
915 static game_drawstate
*game_new_drawstate(game_state
*state
)
917 struct game_drawstate
*ds
= snew(struct game_drawstate
);
922 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned char);
923 memset(ds
->visible
, 255, ds
->w
* ds
->h
);
928 static void game_free_drawstate(game_drawstate
*ds
)
934 static void grid_square(frontend
*fe
, game_drawstate
*ds
,
935 int y
, int x
, int state
)
939 draw_rect(fe
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
940 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
942 xl
= (x
% 5 == 0 ?
1 : 0);
943 yt
= (y
% 5 == 0 ?
1 : 0);
944 xr
= (x
% 5 == 4 || x
== ds
->w
-1 ?
1 : 0);
945 yb
= (y
% 5 == 4 || y
== ds
->h
-1 ?
1 : 0);
947 draw_rect(fe
, TOCOORD(ds
->w
, x
) + 1 + xl
, TOCOORD(ds
->h
, y
) + 1 + yt
,
948 TILE_SIZE
- xl
- xr
- 1, TILE_SIZE
- yt
- yb
- 1,
949 (state
== GRID_FULL ? COL_FULL
:
950 state
== GRID_EMPTY ? COL_EMPTY
: COL_UNKNOWN
));
952 draw_update(fe
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
953 TILE_SIZE
, TILE_SIZE
);
956 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
957 game_state
*state
, int dir
, game_ui
*ui
,
958 float animtime
, float flashtime
)
965 * The initial contents of the window are not guaranteed
966 * and can vary with front ends. To be on the safe side,
967 * all games should start by drawing a big background-
968 * colour rectangle covering the whole window.
970 draw_rect(fe
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
), COL_BACKGROUND
);
975 for (i
= 0; i
< ds
->w
+ ds
->h
; i
++) {
976 int rowlen
= state
->rowlen
[i
];
977 int *rowdata
= state
->rowdata
+ state
->rowsize
* i
;
981 * Normally I space the numbers out by the same
982 * distance as the tile size. However, if there are
983 * more numbers than available spaces, I have to squash
986 nfit
= max(rowlen
, TLBORDER(ds
->h
))-1;
989 for (j
= 0; j
< rowlen
; j
++) {
994 x
= TOCOORD(ds
->w
, i
);
995 y
= BORDER
+ TILE_SIZE
* (TLBORDER(ds
->h
)-1);
996 y
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(ds
->h
)-1) / nfit
;
998 y
= TOCOORD(ds
->h
, i
- ds
->w
);
999 x
= BORDER
+ TILE_SIZE
* (TLBORDER(ds
->w
)-1);
1000 x
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(ds
->h
)-1) / nfit
;
1003 sprintf(str
, "%d", rowdata
[j
]);
1004 draw_text(fe
, x
+TILE_SIZE
/2, y
+TILE_SIZE
/2, FONT_VARIABLE
,
1005 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
,
1006 COL_FULL
, str
); /* FIXME: COL_TEXT */
1011 * Draw the grid outline.
1013 draw_rect(fe
, TOCOORD(ds
->w
, 0) - 1, TOCOORD(ds
->h
, 0) - 1,
1014 ds
->w
* TILE_SIZE
+ 3, ds
->h
* TILE_SIZE
+ 3,
1019 draw_update(fe
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
));
1023 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
1024 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
1025 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
1026 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
1028 x1
= x2
= y1
= y2
= -1; /* placate gcc warnings */
1032 * Now draw any grid squares which have changed since last
1035 for (i
= 0; i
< ds
->h
; i
++) {
1036 for (j
= 0; j
< ds
->w
; j
++) {
1040 * Work out what state this square should be drawn in,
1041 * taking any current drag operation into account.
1043 if (ui
->dragging
&& x1
<= j
&& j
<= x2
&& y1
<= i
&& i
<= y2
)
1046 val
= state
->grid
[i
* state
->w
+ j
];
1049 * Briefly invert everything twice during a completion
1052 if (flashtime
> 0 &&
1053 (flashtime
<= FLASH_TIME
/3 || flashtime
>= FLASH_TIME
*2/3) &&
1054 val
!= GRID_UNKNOWN
)
1055 val
= (GRID_FULL
^ GRID_EMPTY
) ^ val
;
1057 if (ds
->visible
[i
* ds
->w
+ j
] != val
) {
1058 grid_square(fe
, ds
, i
, j
, val
);
1059 ds
->visible
[i
* ds
->w
+ j
] = val
;
1065 static float game_anim_length(game_state
*oldstate
,
1066 game_state
*newstate
, int dir
)
1071 static float game_flash_length(game_state
*oldstate
,
1072 game_state
*newstate
, int dir
)
1074 if (!oldstate
->completed
&& newstate
->completed
&&
1075 !oldstate
->cheated
&& !newstate
->cheated
)
1080 static int game_wants_statusbar(void)
1086 #define thegame pattern
1089 const struct game thegame
= {
1090 "Pattern", "games.pattern",
1097 TRUE
, game_configure
, custom_params
,
1106 FALSE
, game_text_format
,
1113 game_free_drawstate
,
1117 game_wants_statusbar
,
1120 #ifdef STANDALONE_SOLVER
1123 * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
1128 void frontend_default_colour(frontend
*fe
, float *output
) {}
1129 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
1130 int align
, int colour
, char *text
) {}
1131 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
) {}
1132 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
) {}
1133 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
1134 int fill
, int colour
) {}
1135 void clip(frontend
*fe
, int x
, int y
, int w
, int h
) {}
1136 void unclip(frontend
*fe
) {}
1137 void start_draw(frontend
*fe
) {}
1138 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
) {}
1139 void end_draw(frontend
*fe
) {}
1140 unsigned long random_upto(random_state
*state
, unsigned long limit
)
1141 { assert(!"Shouldn't get randomness"); return 0; }
1143 void fatal(char *fmt
, ...)
1147 fprintf(stderr
, "fatal error: ");
1150 vfprintf(stderr
, fmt
, ap
);
1153 fprintf(stderr
, "\n");
1157 int main(int argc
, char **argv
)
1162 char *id
= NULL
, *seed
, *err
;
1166 while (--argc
> 0) {
1169 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0]);
1177 fprintf(stderr
, "usage: %s <game_id>\n", argv
[0]);
1181 seed
= strchr(id
, ':');
1183 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
1188 p
= decode_params(id
);
1189 err
= validate_seed(p
, seed
);
1191 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
1194 s
= new_game(p
, seed
);
1197 int w
= p
->w
, h
= p
->h
, i
, j
, done_any
, max
;
1198 unsigned char *matrix
, *workspace
;
1201 matrix
= snewn(w
*h
, unsigned char);
1203 workspace
= snewn(max
*3, unsigned char);
1204 rowdata
= snewn(max
+1, int);
1206 memset(matrix
, 0, w
*h
);
1210 for (i
=0; i
<h
; i
++) {
1211 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*(w
+i
),
1213 rowdata
[s
->rowlen
[w
+i
]] = 0;
1214 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1215 matrix
+i
*w
, w
, 1, rowdata
);
1217 for (i
=0; i
<w
; i
++) {
1218 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*i
, max
*sizeof(int));
1219 rowdata
[s
->rowlen
[i
]] = 0;
1220 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1221 matrix
+i
, h
, w
, rowdata
);
1225 for (i
= 0; i
< h
; i
++) {
1226 for (j
= 0; j
< w
; j
++) {
1227 int c
= (matrix
[i
*w
+j
] == UNKNOWN ?
'?' :
1228 matrix
[i
*w
+j
] == BLOCK ?
'#' :
1229 matrix
[i
*w
+j
] == DOT ?
'.' :