2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
25 #define PREFERRED_TILE_SIZE 24
26 #define TILE_SIZE (ds->tilesize)
27 #define BORDER (3 * TILE_SIZE / 4)
28 #define TLBORDER(d) ( (d) / 5 + 2 )
29 #define GUTTER (TILE_SIZE / 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)))
35 #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
37 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
43 #define GRID_UNKNOWN 2
51 int *rowdata
, *rowlen
;
52 int completed
, cheated
;
55 #define FLASH_TIME 0.13F
57 static game_params
*default_params(void)
59 game_params
*ret
= snew(game_params
);
66 static const struct game_params pattern_presets
[] = {
76 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
81 if (i
< 0 || i
>= lenof(pattern_presets
))
84 ret
= snew(game_params
);
85 *ret
= pattern_presets
[i
];
87 sprintf(str
, "%dx%d", ret
->w
, ret
->h
);
94 static void free_params(game_params
*params
)
99 static game_params
*dup_params(game_params
*params
)
101 game_params
*ret
= snew(game_params
);
102 *ret
= *params
; /* structure copy */
106 static void decode_params(game_params
*ret
, char const *string
)
108 char const *p
= string
;
111 while (*p
&& isdigit((unsigned char)*p
)) p
++;
115 while (*p
&& isdigit((unsigned char)*p
)) p
++;
121 static char *encode_params(game_params
*params
, int full
)
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
, int full
)
172 if (params
->w
<= 0 || params
->h
<= 0)
173 return "Width and height must both be greater than zero";
177 /* ----------------------------------------------------------------------
178 * Puzzle generation code.
180 * For this particular puzzle, it seemed important to me to ensure
181 * a unique solution. I do this the brute-force way, by having a
182 * solver algorithm alongside the generator, and repeatedly
183 * generating a random grid until I find one whose solution is
184 * unique. It turns out that this isn't too onerous on a modern PC
185 * provided you keep grid size below around 30. Any offers of
186 * better algorithms, however, will be very gratefully received.
188 * Another annoyance of this approach is that it limits the
189 * available puzzles to those solvable by the algorithm I've used.
190 * My algorithm only ever considers a single row or column at any
191 * one time, which means it's incapable of solving the following
192 * difficult example (found by Bella Image around 1995/6, when she
193 * and I were both doing maths degrees):
207 * Obviously this cannot be solved by a one-row-or-column-at-a-time
208 * algorithm (it would require at least one row or column reading
209 * `2 1', `1 2', `3' or `4' to get started). However, it can be
210 * proved to have a unique solution: if the top left square were
211 * empty, then the only option for the top row would be to fill the
212 * two squares in the 1 columns, which would imply the squares
213 * below those were empty, leaving no place for the 2 in the second
214 * row. Contradiction. Hence the top left square is full, and the
215 * unique solution follows easily from that starting point.
217 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
218 * it's useful to anyone.)
221 static int float_compare(const void *av
, const void *bv
)
223 const float *a
= (const float *)av
;
224 const float *b
= (const float *)bv
;
233 static void generate(random_state
*rs
, int w
, int h
, unsigned char *retgrid
)
240 fgrid
= snewn(w
*h
, float);
242 for (i
= 0; i
< h
; i
++) {
243 for (j
= 0; j
< w
; j
++) {
244 fgrid
[i
*w
+j
] = random_upto(rs
, 100000000UL) / 100000000.F
;
249 * The above gives a completely random splattering of black and
250 * white cells. We want to gently bias this in favour of _some_
251 * reasonably thick areas of white and black, while retaining
252 * some randomness and fine detail.
254 * So we evolve the starting grid using a cellular automaton.
255 * Currently, I'm doing something very simple indeed, which is
256 * to set each square to the average of the surrounding nine
257 * cells (or the average of fewer, if we're on a corner).
259 for (step
= 0; step
< 1; step
++) {
260 fgrid2
= snewn(w
*h
, float);
262 for (i
= 0; i
< h
; i
++) {
263 for (j
= 0; j
< w
; j
++) {
268 * Compute the average of the surrounding cells.
272 for (p
= -1; p
<= +1; p
++) {
273 for (q
= -1; q
<= +1; q
++) {
274 if (i
+p
< 0 || i
+p
>= h
|| j
+q
< 0 || j
+q
>= w
)
277 * An additional special case not mentioned
278 * above: if a grid dimension is 2xn then
279 * we do not average across that dimension
280 * at all. Otherwise a 2x2 grid would
281 * contain four identical squares.
283 if ((h
==2 && p
!=0) || (w
==2 && q
!=0))
286 sx
+= fgrid
[(i
+p
)*w
+(j
+q
)];
291 fgrid2
[i
*w
+j
] = xbar
;
299 fgrid2
= snewn(w
*h
, float);
300 memcpy(fgrid2
, fgrid
, w
*h
*sizeof(float));
301 qsort(fgrid2
, w
*h
, sizeof(float), float_compare
);
302 threshold
= fgrid2
[w
*h
/2];
305 for (i
= 0; i
< h
; i
++) {
306 for (j
= 0; j
< w
; j
++) {
307 retgrid
[i
*w
+j
] = (fgrid
[i
*w
+j
] >= threshold ? GRID_FULL
:
315 static int compute_rowdata(int *ret
, unsigned char *start
, int len
, int step
)
321 for (i
= 0; i
< len
; i
++) {
322 if (start
[i
*step
] == GRID_FULL
) {
324 while (i
+runlen
< len
&& start
[(i
+runlen
)*step
] == GRID_FULL
)
330 if (i
< len
&& start
[i
*step
] == GRID_UNKNOWN
)
340 #define STILL_UNKNOWN 3
342 static void do_recurse(unsigned char *known
, unsigned char *deduced
,
343 unsigned char *row
, int *data
, int len
,
344 int freespace
, int ndone
, int lowest
)
349 for (i
=0; i
<=freespace
; i
++) {
351 for (k
=0; k
<i
; k
++) row
[j
++] = DOT
;
352 for (k
=0; k
<data
[ndone
]; k
++) row
[j
++] = BLOCK
;
353 if (j
< len
) row
[j
++] = DOT
;
354 do_recurse(known
, deduced
, row
, data
, len
,
355 freespace
-i
, ndone
+1, j
);
358 for (i
=lowest
; i
<len
; i
++)
360 for (i
=0; i
<len
; i
++)
361 if (known
[i
] && known
[i
] != row
[i
])
363 for (i
=0; i
<len
; i
++)
364 deduced
[i
] |= row
[i
];
368 static int do_row(unsigned char *known
, unsigned char *deduced
,
370 unsigned char *start
, int len
, int step
, int *data
)
372 int rowlen
, i
, freespace
, done_any
;
375 for (rowlen
= 0; data
[rowlen
]; rowlen
++)
376 freespace
-= data
[rowlen
]+1;
378 for (i
= 0; i
< len
; i
++) {
379 known
[i
] = start
[i
*step
];
383 do_recurse(known
, deduced
, row
, data
, len
, freespace
, 0, 0);
385 for (i
=0; i
<len
; i
++)
386 if (deduced
[i
] && deduced
[i
] != STILL_UNKNOWN
&& !known
[i
]) {
387 start
[i
*step
] = deduced
[i
];
393 static unsigned char *generate_soluble(random_state
*rs
, int w
, int h
)
395 int i
, j
, done_any
, ok
, ntries
, max
;
396 unsigned char *grid
, *matrix
, *workspace
;
399 grid
= snewn(w
*h
, unsigned char);
400 matrix
= snewn(w
*h
, unsigned char);
402 workspace
= snewn(max
*3, unsigned char);
403 rowdata
= snewn(max
+1, int);
410 generate(rs
, w
, h
, grid
);
413 * The game is a bit too easy if any row or column is
414 * completely black or completely white. An exception is
415 * made for rows/columns that are under 3 squares,
416 * otherwise nothing will ever be successfully generated.
420 for (i
= 0; i
< h
; i
++) {
422 for (j
= 0; j
< w
; j
++)
423 colours
|= (grid
[i
*w
+j
] == GRID_FULL ?
2 : 1);
429 for (j
= 0; j
< w
; j
++) {
431 for (i
= 0; i
< h
; i
++)
432 colours
|= (grid
[i
*w
+j
] == GRID_FULL ?
2 : 1);
440 memset(matrix
, 0, w
*h
);
444 for (i
=0; i
<h
; i
++) {
445 rowdata
[compute_rowdata(rowdata
, grid
+i
*w
, w
, 1)] = 0;
446 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
447 matrix
+i
*w
, w
, 1, rowdata
);
449 for (i
=0; i
<w
; i
++) {
450 rowdata
[compute_rowdata(rowdata
, grid
+i
, h
, w
)] = 0;
451 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
452 matrix
+i
, h
, w
, rowdata
);
457 for (i
=0; i
<h
; i
++) {
458 for (j
=0; j
<w
; j
++) {
459 if (matrix
[i
*w
+j
] == UNKNOWN
)
471 static char *new_game_desc(game_params
*params
, random_state
*rs
,
472 char **aux
, int interactive
)
475 int i
, j
, max
, rowlen
, *rowdata
;
476 char intbuf
[80], *desc
;
477 int desclen
, descpos
;
479 grid
= generate_soluble(rs
, params
->w
, params
->h
);
480 max
= max(params
->w
, params
->h
);
481 rowdata
= snewn(max
, int);
484 * Save the solved game in aux.
487 char *ai
= snewn(params
->w
* params
->h
+ 2, char);
490 * String format is exactly the same as a solve move, so we
491 * can just dupstr this in solve_game().
496 for (i
= 0; i
< params
->w
* params
->h
; i
++)
497 ai
[i
+1] = grid
[i
] ?
'1' : '0';
499 ai
[params
->w
* params
->h
+ 1] = '\0';
505 * Seed is a slash-separated list of row contents; each row
506 * contents section is a dot-separated list of integers. Row
507 * contents are listed in the order (columns left to right,
508 * then rows top to bottom).
510 * Simplest way to handle memory allocation is to make two
511 * passes, first computing the seed size and then writing it
515 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
517 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
519 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
522 for (j
= 0; j
< rowlen
; j
++) {
523 desclen
+= 1 + sprintf(intbuf
, "%d", rowdata
[j
]);
529 desc
= snewn(desclen
, char);
531 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
533 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
535 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
538 for (j
= 0; j
< rowlen
; j
++) {
539 int len
= sprintf(desc
+descpos
, "%d", rowdata
[j
]);
541 desc
[descpos
+ len
] = '.';
543 desc
[descpos
+ len
] = '/';
547 desc
[descpos
++] = '/';
550 assert(descpos
== desclen
);
551 assert(desc
[desclen
-1] == '/');
552 desc
[desclen
-1] = '\0';
558 static char *validate_desc(game_params
*params
, char *desc
)
563 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
565 rowspace
= params
->h
+ 1;
567 rowspace
= params
->w
+ 1;
569 if (*desc
&& isdigit((unsigned char)*desc
)) {
572 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
578 return "at least one column contains more numbers than will fit";
580 return "at least one row contains more numbers than will fit";
582 } while (*desc
++ == '.');
584 desc
++; /* expect a slash immediately */
587 if (desc
[-1] == '/') {
588 if (i
+1 == params
->w
+ params
->h
)
589 return "too many row/column specifications";
590 } else if (desc
[-1] == '\0') {
591 if (i
+1 < params
->w
+ params
->h
)
592 return "too few row/column specifications";
594 return "unrecognised character in game specification";
600 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
604 game_state
*state
= snew(game_state
);
606 state
->w
= params
->w
;
607 state
->h
= params
->h
;
609 state
->grid
= snewn(state
->w
* state
->h
, unsigned char);
610 memset(state
->grid
, GRID_UNKNOWN
, state
->w
* state
->h
);
612 state
->rowsize
= max(state
->w
, state
->h
);
613 state
->rowdata
= snewn(state
->rowsize
* (state
->w
+ state
->h
), int);
614 state
->rowlen
= snewn(state
->w
+ state
->h
, int);
616 state
->completed
= state
->cheated
= FALSE
;
618 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
619 state
->rowlen
[i
] = 0;
620 if (*desc
&& isdigit((unsigned char)*desc
)) {
623 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
624 state
->rowdata
[state
->rowsize
* i
+ state
->rowlen
[i
]++] =
626 } while (*desc
++ == '.');
628 desc
++; /* expect a slash immediately */
635 static game_state
*dup_game(game_state
*state
)
637 game_state
*ret
= snew(game_state
);
642 ret
->grid
= snewn(ret
->w
* ret
->h
, unsigned char);
643 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
645 ret
->rowsize
= state
->rowsize
;
646 ret
->rowdata
= snewn(ret
->rowsize
* (ret
->w
+ ret
->h
), int);
647 ret
->rowlen
= snewn(ret
->w
+ ret
->h
, int);
648 memcpy(ret
->rowdata
, state
->rowdata
,
649 ret
->rowsize
* (ret
->w
+ ret
->h
) * sizeof(int));
650 memcpy(ret
->rowlen
, state
->rowlen
,
651 (ret
->w
+ ret
->h
) * sizeof(int));
653 ret
->completed
= state
->completed
;
654 ret
->cheated
= state
->cheated
;
659 static void free_game(game_state
*state
)
661 sfree(state
->rowdata
);
662 sfree(state
->rowlen
);
667 static char *solve_game(game_state
*state
, game_state
*currstate
,
668 char *ai
, char **error
)
670 unsigned char *matrix
;
671 int w
= state
->w
, h
= state
->h
;
675 unsigned char *workspace
;
679 * If we already have the solved state in ai, copy it out.
684 matrix
= snewn(w
*h
, unsigned char);
686 workspace
= snewn(max
*3, unsigned char);
687 rowdata
= snewn(max
+1, int);
689 memset(matrix
, 0, w
*h
);
693 for (i
=0; i
<h
; i
++) {
694 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*(w
+i
),
696 rowdata
[state
->rowlen
[w
+i
]] = 0;
697 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
698 matrix
+i
*w
, w
, 1, rowdata
);
700 for (i
=0; i
<w
; i
++) {
701 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*i
, max
*sizeof(int));
702 rowdata
[state
->rowlen
[i
]] = 0;
703 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
704 matrix
+i
, h
, w
, rowdata
);
711 for (i
= 0; i
< w
*h
; i
++) {
712 if (matrix
[i
] != BLOCK
&& matrix
[i
] != DOT
) {
714 *error
= "Solving algorithm cannot complete this puzzle";
719 ret
= snewn(w
*h
+2, char);
721 for (i
= 0; i
< w
*h
; i
++) {
722 assert(matrix
[i
] == BLOCK
|| matrix
[i
] == DOT
);
723 ret
[i
+1] = (matrix
[i
] == BLOCK ?
'1' : '0');
732 static int game_can_format_as_text_now(game_params
*params
)
737 static char *game_text_format(game_state
*state
)
748 int drag
, release
, state
;
749 int cur_x
, cur_y
, cur_visible
;
752 static game_ui
*new_ui(game_state
*state
)
757 ret
->dragging
= FALSE
;
758 ret
->cur_x
= ret
->cur_y
= ret
->cur_visible
= 0;
763 static void free_ui(game_ui
*ui
)
768 static char *encode_ui(game_ui
*ui
)
773 static void decode_ui(game_ui
*ui
, char *encoding
)
777 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
778 game_state
*newstate
)
782 struct game_drawstate
{
786 unsigned char *visible
;
790 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
791 int x
, int y
, int button
)
795 x
= FROMCOORD(state
->w
, x
);
796 y
= FROMCOORD(state
->h
, y
);
798 if (x
>= 0 && x
< state
->w
&& y
>= 0 && y
< state
->h
&&
799 (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
||
800 button
== MIDDLE_BUTTON
)) {
802 int currstate
= state
->grid
[y
* state
->w
+ x
];
807 if (button
== LEFT_BUTTON
) {
808 ui
->drag
= LEFT_DRAG
;
809 ui
->release
= LEFT_RELEASE
;
811 ui
->state
= (currstate
+ 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
813 ui
->state
= GRID_FULL
;
815 } else if (button
== RIGHT_BUTTON
) {
816 ui
->drag
= RIGHT_DRAG
;
817 ui
->release
= RIGHT_RELEASE
;
819 ui
->state
= (currstate
+ 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
821 ui
->state
= GRID_EMPTY
;
823 } else /* if (button == MIDDLE_BUTTON) */ {
824 ui
->drag
= MIDDLE_DRAG
;
825 ui
->release
= MIDDLE_RELEASE
;
826 ui
->state
= GRID_UNKNOWN
;
829 ui
->drag_start_x
= ui
->drag_end_x
= x
;
830 ui
->drag_start_y
= ui
->drag_end_y
= y
;
833 return ""; /* UI activity occurred */
836 if (ui
->dragging
&& button
== ui
->drag
) {
838 * There doesn't seem much point in allowing a rectangle
839 * drag; people will generally only want to drag a single
840 * horizontal or vertical line, so we make that easy by
843 * Exception: if we're _middle_-button dragging to tag
844 * things as UNKNOWN, we may well want to trash an entire
845 * area and start over!
847 if (ui
->state
!= GRID_UNKNOWN
) {
848 if (abs(x
- ui
->drag_start_x
) > abs(y
- ui
->drag_start_y
))
849 y
= ui
->drag_start_y
;
851 x
= ui
->drag_start_x
;
856 if (x
>= state
->w
) x
= state
->w
- 1;
857 if (y
>= state
->h
) y
= state
->h
- 1;
862 return ""; /* UI activity occurred */
865 if (ui
->dragging
&& button
== ui
->release
) {
866 int x1
, x2
, y1
, y2
, xx
, yy
;
867 int move_needed
= FALSE
;
869 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
870 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
871 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
872 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
874 for (yy
= y1
; yy
<= y2
; yy
++)
875 for (xx
= x1
; xx
<= x2
; xx
++)
876 if (state
->grid
[yy
* state
->w
+ xx
] != ui
->state
)
879 ui
->dragging
= FALSE
;
883 sprintf(buf
, "%c%d,%d,%d,%d",
884 (char)(ui
->state
== GRID_FULL ?
'F' :
885 ui
->state
== GRID_EMPTY ?
'E' : 'U'),
886 x1
, y1
, x2
-x1
+1, y2
-y1
+1);
889 return ""; /* UI activity occurred */
892 if (IS_CURSOR_MOVE(button
)) {
893 move_cursor(button
, &ui
->cur_x
, &ui
->cur_y
, state
->w
, state
->h
, 0);
897 if (IS_CURSOR_SELECT(button
)) {
898 int currstate
= state
->grid
[ui
->cur_y
* state
->w
+ ui
->cur_x
];
902 if (!ui
->cur_visible
) {
907 if (button
== CURSOR_SELECT2
)
908 newstate
= currstate
== GRID_UNKNOWN ? GRID_EMPTY
:
909 currstate
== GRID_EMPTY ? GRID_FULL
: GRID_UNKNOWN
;
911 newstate
= currstate
== GRID_UNKNOWN ? GRID_FULL
:
912 currstate
== GRID_FULL ? GRID_EMPTY
: GRID_UNKNOWN
;
914 sprintf(buf
, "%c%d,%d,%d,%d",
915 (char)(newstate
== GRID_FULL ?
'F' :
916 newstate
== GRID_EMPTY ?
'E' : 'U'),
917 ui
->cur_x
, ui
->cur_y
, 1, 1);
924 static game_state
*execute_move(game_state
*from
, char *move
)
927 int x1
, x2
, y1
, y2
, xx
, yy
;
930 if (move
[0] == 'S' && strlen(move
) == from
->w
* from
->h
+ 1) {
933 ret
= dup_game(from
);
935 for (i
= 0; i
< ret
->w
* ret
->h
; i
++)
936 ret
->grid
[i
] = (move
[i
+1] == '1' ? GRID_FULL
: GRID_EMPTY
);
938 ret
->completed
= ret
->cheated
= TRUE
;
941 } else if ((move
[0] == 'F' || move
[0] == 'E' || move
[0] == 'U') &&
942 sscanf(move
+1, "%d,%d,%d,%d", &x1
, &y1
, &x2
, &y2
) == 4 &&
943 x1
>= 0 && x2
>= 0 && x1
+x2
<= from
->w
&&
944 y1
>= 0 && y2
>= 0 && y1
+y2
<= from
->h
) {
948 val
= (move
[0] == 'F' ? GRID_FULL
:
949 move
[0] == 'E' ? GRID_EMPTY
: GRID_UNKNOWN
);
951 ret
= dup_game(from
);
952 for (yy
= y1
; yy
< y2
; yy
++)
953 for (xx
= x1
; xx
< x2
; xx
++)
954 ret
->grid
[yy
* ret
->w
+ xx
] = val
;
957 * An actual change, so check to see if we've completed the
960 if (!ret
->completed
) {
961 int *rowdata
= snewn(ret
->rowsize
, int);
964 ret
->completed
= TRUE
;
966 for (i
=0; i
<ret
->w
; i
++) {
967 len
= compute_rowdata(rowdata
,
968 ret
->grid
+i
, ret
->h
, ret
->w
);
969 if (len
!= ret
->rowlen
[i
] ||
970 memcmp(ret
->rowdata
+i
*ret
->rowsize
, rowdata
,
971 len
* sizeof(int))) {
972 ret
->completed
= FALSE
;
976 for (i
=0; i
<ret
->h
; i
++) {
977 len
= compute_rowdata(rowdata
,
978 ret
->grid
+i
*ret
->w
, ret
->w
, 1);
979 if (len
!= ret
->rowlen
[i
+ret
->w
] ||
980 memcmp(ret
->rowdata
+(i
+ret
->w
)*ret
->rowsize
, rowdata
,
981 len
* sizeof(int))) {
982 ret
->completed
= FALSE
;
995 /* ----------------------------------------------------------------------
999 static void game_compute_size(game_params
*params
, int tilesize
,
1002 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1003 struct { int tilesize
; } ads
, *ds
= &ads
;
1004 ads
.tilesize
= tilesize
;
1006 *x
= SIZE(params
->w
);
1007 *y
= SIZE(params
->h
);
1010 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1011 game_params
*params
, int tilesize
)
1013 ds
->tilesize
= tilesize
;
1016 static float *game_colours(frontend
*fe
, int *ncolours
)
1018 float *ret
= snewn(3 * NCOLOURS
, float);
1021 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1023 for (i
= 0; i
< 3; i
++) {
1024 ret
[COL_GRID
* 3 + i
] = 0.3F
;
1025 ret
[COL_UNKNOWN
* 3 + i
] = 0.5F
;
1026 ret
[COL_TEXT
* 3 + i
] = 0.0F
;
1027 ret
[COL_FULL
* 3 + i
] = 0.0F
;
1028 ret
[COL_EMPTY
* 3 + i
] = 1.0F
;
1030 ret
[COL_CURSOR
* 3 + 0] = 1.0F
;
1031 ret
[COL_CURSOR
* 3 + 1] = 0.25F
;
1032 ret
[COL_CURSOR
* 3 + 2] = 0.25F
;
1034 *ncolours
= NCOLOURS
;
1038 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1040 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1042 ds
->started
= FALSE
;
1045 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned char);
1046 ds
->tilesize
= 0; /* not decided yet */
1047 memset(ds
->visible
, 255, ds
->w
* ds
->h
);
1048 ds
->cur_x
= ds
->cur_y
= 0;
1053 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1059 static void grid_square(drawing
*dr
, game_drawstate
*ds
,
1060 int y
, int x
, int state
, int cur
)
1062 int xl
, xr
, yt
, yb
, dx
, dy
, dw
, dh
;
1064 draw_rect(dr
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
1065 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
1067 xl
= (x
% 5 == 0 ?
1 : 0);
1068 yt
= (y
% 5 == 0 ?
1 : 0);
1069 xr
= (x
% 5 == 4 || x
== ds
->w
-1 ?
1 : 0);
1070 yb
= (y
% 5 == 4 || y
== ds
->h
-1 ?
1 : 0);
1072 dx
= TOCOORD(ds
->w
, x
) + 1 + xl
;
1073 dy
= TOCOORD(ds
->h
, y
) + 1 + yt
;
1074 dw
= TILE_SIZE
- xl
- xr
- 1;
1075 dh
= TILE_SIZE
- yt
- yb
- 1;
1077 draw_rect(dr
, dx
, dy
, dw
, dh
,
1078 (state
== GRID_FULL ? COL_FULL
:
1079 state
== GRID_EMPTY ? COL_EMPTY
: COL_UNKNOWN
));
1081 draw_rect_outline(dr
, dx
, dy
, dw
, dh
, COL_CURSOR
);
1082 draw_rect_outline(dr
, dx
+1, dy
+1, dw
-2, dh
-2, COL_CURSOR
);
1085 draw_update(dr
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
1086 TILE_SIZE
, TILE_SIZE
);
1089 static void draw_numbers(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
1097 for (i
= 0; i
< state
->w
+ state
->h
; i
++) {
1098 int rowlen
= state
->rowlen
[i
];
1099 int *rowdata
= state
->rowdata
+ state
->rowsize
* i
;
1103 * Normally I space the numbers out by the same
1104 * distance as the tile size. However, if there are
1105 * more numbers than available spaces, I have to squash
1108 nfit
= max(rowlen
, TLBORDER(state
->h
))-1;
1111 for (j
= 0; j
< rowlen
; j
++) {
1116 x
= TOCOORD(state
->w
, i
);
1117 y
= BORDER
+ TILE_SIZE
* (TLBORDER(state
->h
)-1);
1118 y
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(state
->h
)-1) / nfit
;
1120 y
= TOCOORD(state
->h
, i
- state
->w
);
1121 x
= BORDER
+ TILE_SIZE
* (TLBORDER(state
->w
)-1);
1122 x
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(state
->h
)-1) / nfit
;
1125 sprintf(str
, "%d", rowdata
[j
]);
1126 draw_text(dr
, x
+TILE_SIZE
/2, y
+TILE_SIZE
/2, FONT_VARIABLE
,
1127 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, colour
, str
);
1132 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1133 game_state
*state
, int dir
, game_ui
*ui
,
1134 float animtime
, float flashtime
)
1142 * The initial contents of the window are not guaranteed
1143 * and can vary with front ends. To be on the safe side,
1144 * all games should start by drawing a big background-
1145 * colour rectangle covering the whole window.
1147 draw_rect(dr
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
), COL_BACKGROUND
);
1152 draw_numbers(dr
, ds
, state
, COL_TEXT
);
1155 * Draw the grid outline.
1157 draw_rect(dr
, TOCOORD(ds
->w
, 0) - 1, TOCOORD(ds
->h
, 0) - 1,
1158 ds
->w
* TILE_SIZE
+ 3, ds
->h
* TILE_SIZE
+ 3,
1163 draw_update(dr
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
));
1167 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
1168 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
1169 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
1170 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
1172 x1
= x2
= y1
= y2
= -1; /* placate gcc warnings */
1175 if (ui
->cur_visible
) {
1176 cx
= ui
->cur_x
; cy
= ui
->cur_y
;
1180 cmoved
= (cx
!= ds
->cur_x
|| cy
!= ds
->cur_y
);
1183 * Now draw any grid squares which have changed since last
1186 for (i
= 0; i
< ds
->h
; i
++) {
1187 for (j
= 0; j
< ds
->w
; j
++) {
1191 * Work out what state this square should be drawn in,
1192 * taking any current drag operation into account.
1194 if (ui
->dragging
&& x1
<= j
&& j
<= x2
&& y1
<= i
&& i
<= y2
)
1197 val
= state
->grid
[i
* state
->w
+ j
];
1200 /* the cursor has moved; if we were the old or
1201 * the new cursor position we need to redraw. */
1202 if (j
== cx
&& i
== cy
) cc
= 1;
1203 if (j
== ds
->cur_x
&& i
== ds
->cur_y
) cc
= 1;
1207 * Briefly invert everything twice during a completion
1210 if (flashtime
> 0 &&
1211 (flashtime
<= FLASH_TIME
/3 || flashtime
>= FLASH_TIME
*2/3) &&
1212 val
!= GRID_UNKNOWN
)
1213 val
= (GRID_FULL
^ GRID_EMPTY
) ^ val
;
1215 if (ds
->visible
[i
* ds
->w
+ j
] != val
|| cc
) {
1216 grid_square(dr
, ds
, i
, j
, val
,
1217 (j
== cx
&& i
== cy
));
1218 ds
->visible
[i
* ds
->w
+ j
] = val
;
1222 ds
->cur_x
= cx
; ds
->cur_y
= cy
;
1225 static float game_anim_length(game_state
*oldstate
,
1226 game_state
*newstate
, int dir
, game_ui
*ui
)
1231 static float game_flash_length(game_state
*oldstate
,
1232 game_state
*newstate
, int dir
, game_ui
*ui
)
1234 if (!oldstate
->completed
&& newstate
->completed
&&
1235 !oldstate
->cheated
&& !newstate
->cheated
)
1240 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1245 static void game_print_size(game_params
*params
, float *x
, float *y
)
1250 * I'll use 5mm squares by default.
1252 game_compute_size(params
, 500, &pw
, &ph
);
1257 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1259 int w
= state
->w
, h
= state
->h
;
1260 int ink
= print_mono_colour(dr
, 0);
1263 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1264 game_drawstate ads
, *ds
= &ads
;
1265 game_set_size(dr
, ds
, NULL
, tilesize
);
1270 print_line_width(dr
, TILE_SIZE
/ 16);
1271 draw_rect_outline(dr
, TOCOORD(w
, 0), TOCOORD(h
, 0),
1272 w
*TILE_SIZE
, h
*TILE_SIZE
, ink
);
1277 for (x
= 1; x
< w
; x
++) {
1278 print_line_width(dr
, TILE_SIZE
/ (x
% 5 ?
128 : 24));
1279 draw_line(dr
, TOCOORD(w
, x
), TOCOORD(h
, 0),
1280 TOCOORD(w
, x
), TOCOORD(h
, h
), ink
);
1282 for (y
= 1; y
< h
; y
++) {
1283 print_line_width(dr
, TILE_SIZE
/ (y
% 5 ?
128 : 24));
1284 draw_line(dr
, TOCOORD(w
, 0), TOCOORD(h
, y
),
1285 TOCOORD(w
, w
), TOCOORD(h
, y
), ink
);
1291 draw_numbers(dr
, ds
, state
, ink
);
1296 print_line_width(dr
, TILE_SIZE
/ 128);
1297 for (y
= 0; y
< h
; y
++)
1298 for (x
= 0; x
< w
; x
++) {
1299 if (state
->grid
[y
*w
+x
] == GRID_FULL
)
1300 draw_rect(dr
, TOCOORD(w
, x
), TOCOORD(h
, y
),
1301 TILE_SIZE
, TILE_SIZE
, ink
);
1302 else if (state
->grid
[y
*w
+x
] == GRID_EMPTY
)
1303 draw_circle(dr
, TOCOORD(w
, x
) + TILE_SIZE
/2,
1304 TOCOORD(h
, y
) + TILE_SIZE
/2,
1305 TILE_SIZE
/12, ink
, ink
);
1310 #define thegame pattern
1313 const struct game thegame
= {
1314 "Pattern", "games.pattern", "pattern",
1321 TRUE
, game_configure
, custom_params
,
1329 FALSE
, game_can_format_as_text_now
, game_text_format
,
1337 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1340 game_free_drawstate
,
1344 TRUE
, FALSE
, game_print_size
, game_print
,
1345 FALSE
, /* wants_statusbar */
1346 FALSE
, game_timing_state
,
1347 REQUIRE_RBUTTON
, /* flags */
1350 #ifdef STANDALONE_SOLVER
1352 int main(int argc
, char **argv
)
1356 char *id
= NULL
, *desc
, *err
;
1358 while (--argc
> 0) {
1361 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
1369 fprintf(stderr
, "usage: %s <game_id>\n", argv
[0]);
1373 desc
= strchr(id
, ':');
1375 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
1380 p
= default_params();
1381 decode_params(p
, id
);
1382 err
= validate_desc(p
, desc
);
1384 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
1387 s
= new_game(NULL
, p
, desc
);
1390 int w
= p
->w
, h
= p
->h
, i
, j
, done_any
, max
;
1391 unsigned char *matrix
, *workspace
;
1394 matrix
= snewn(w
*h
, unsigned char);
1396 workspace
= snewn(max
*3, unsigned char);
1397 rowdata
= snewn(max
+1, int);
1399 memset(matrix
, 0, w
*h
);
1403 for (i
=0; i
<h
; i
++) {
1404 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*(w
+i
),
1406 rowdata
[s
->rowlen
[w
+i
]] = 0;
1407 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1408 matrix
+i
*w
, w
, 1, rowdata
);
1410 for (i
=0; i
<w
; i
++) {
1411 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*i
, max
*sizeof(int));
1412 rowdata
[s
->rowlen
[i
]] = 0;
1413 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1414 matrix
+i
, h
, w
, rowdata
);
1418 for (i
= 0; i
< h
; i
++) {
1419 for (j
= 0; j
< w
; j
++) {
1420 int c
= (matrix
[i
*w
+j
] == UNKNOWN ?
'?' :
1421 matrix
[i
*w
+j
] == BLOCK ?
'#' :
1422 matrix
[i
*w
+j
] == DOT ?
'.' :
1435 /* vim: set shiftwidth=4 tabstop=8: */