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 void decode_params(game_params
*ret
, char const *string
)
105 char const *p
= string
;
108 while (*p
&& isdigit(*p
)) p
++;
112 while (*p
&& isdigit(*p
)) p
++;
118 static char *encode_params(game_params
*params
, int full
)
123 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
124 assert(len
< lenof(ret
));
130 static config_item
*game_configure(game_params
*params
)
135 ret
= snewn(3, config_item
);
137 ret
[0].name
= "Width";
138 ret
[0].type
= C_STRING
;
139 sprintf(buf
, "%d", params
->w
);
140 ret
[0].sval
= dupstr(buf
);
143 ret
[1].name
= "Height";
144 ret
[1].type
= C_STRING
;
145 sprintf(buf
, "%d", params
->h
);
146 ret
[1].sval
= dupstr(buf
);
157 static game_params
*custom_params(config_item
*cfg
)
159 game_params
*ret
= snew(game_params
);
161 ret
->w
= atoi(cfg
[0].sval
);
162 ret
->h
= atoi(cfg
[1].sval
);
167 static char *validate_params(game_params
*params
)
169 if (params
->w
<= 0 && params
->h
<= 0)
170 return "Width and height must both be greater than zero";
172 return "Width must be greater than zero";
174 return "Height must be greater than zero";
178 /* ----------------------------------------------------------------------
179 * Puzzle generation code.
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.
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):
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.
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.)
222 static int float_compare(const void *av
, const void *bv
)
224 const float *a
= (const float *)av
;
225 const float *b
= (const float *)bv
;
234 static void generate(random_state
*rs
, int w
, int h
, unsigned char *retgrid
)
241 fgrid
= snewn(w
*h
, float);
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
;
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.
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).
260 for (step
= 0; step
< 1; step
++) {
261 fgrid2
= snewn(w
*h
, float);
263 for (i
= 0; i
< h
; i
++) {
264 for (j
= 0; j
< w
; j
++) {
269 * Compute the average of the surrounding cells.
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
)
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.
284 if ((h
==2 && p
!=0) || (w
==2 && q
!=0))
287 sx
+= fgrid
[(i
+p
)*w
+(j
+q
)];
292 fgrid2
[i
*w
+j
] = xbar
;
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];
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
:
316 static int compute_rowdata(int *ret
, unsigned char *start
, int len
, int step
)
322 for (i
= 0; i
< len
; i
++) {
323 if (start
[i
*step
] == GRID_FULL
) {
325 while (i
+runlen
< len
&& start
[(i
+runlen
)*step
] == GRID_FULL
)
331 if (i
< len
&& start
[i
*step
] == GRID_UNKNOWN
)
341 #define STILL_UNKNOWN 3
343 static void do_recurse(unsigned char *known
, unsigned char *deduced
,
344 unsigned char *row
, int *data
, int len
,
345 int freespace
, int ndone
, int lowest
)
350 for (i
=0; i
<=freespace
; i
++) {
352 for (k
=0; k
<i
; k
++) row
[j
++] = DOT
;
353 for (k
=0; k
<data
[ndone
]; k
++) row
[j
++] = BLOCK
;
354 if (j
< len
) row
[j
++] = DOT
;
355 do_recurse(known
, deduced
, row
, data
, len
,
356 freespace
-i
, ndone
+1, j
);
359 for (i
=lowest
; i
<len
; i
++)
361 for (i
=0; i
<len
; i
++)
362 if (known
[i
] && known
[i
] != row
[i
])
364 for (i
=0; i
<len
; i
++)
365 deduced
[i
] |= row
[i
];
369 static int do_row(unsigned char *known
, unsigned char *deduced
,
371 unsigned char *start
, int len
, int step
, int *data
)
373 int rowlen
, i
, freespace
, done_any
;
376 for (rowlen
= 0; data
[rowlen
]; rowlen
++)
377 freespace
-= data
[rowlen
]+1;
379 for (i
= 0; i
< len
; i
++) {
380 known
[i
] = start
[i
*step
];
384 do_recurse(known
, deduced
, row
, data
, len
, freespace
, 0, 0);
386 for (i
=0; i
<len
; i
++)
387 if (deduced
[i
] && deduced
[i
] != STILL_UNKNOWN
&& !known
[i
]) {
388 start
[i
*step
] = deduced
[i
];
394 static unsigned char *generate_soluble(random_state
*rs
, int w
, int h
)
396 int i
, j
, done_any
, ok
, ntries
, max
;
397 unsigned char *grid
, *matrix
, *workspace
;
400 grid
= snewn(w
*h
, unsigned char);
401 matrix
= snewn(w
*h
, unsigned char);
403 workspace
= snewn(max
*3, unsigned char);
404 rowdata
= snewn(max
+1, int);
411 generate(rs
, w
, h
, grid
);
414 * The game is a bit too easy if any row or column is
415 * completely black or completely white. An exception is
416 * made for rows/columns that are under 3 squares,
417 * otherwise nothing will ever be successfully generated.
421 for (i
= 0; i
< h
; i
++) {
423 for (j
= 0; j
< w
; j
++)
424 colours
|= (grid
[i
*w
+j
] == GRID_FULL ?
2 : 1);
430 for (j
= 0; j
< w
; j
++) {
432 for (i
= 0; i
< h
; i
++)
433 colours
|= (grid
[i
*w
+j
] == GRID_FULL ?
2 : 1);
441 memset(matrix
, 0, w
*h
);
445 for (i
=0; i
<h
; i
++) {
446 rowdata
[compute_rowdata(rowdata
, grid
+i
*w
, w
, 1)] = 0;
447 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
448 matrix
+i
*w
, w
, 1, rowdata
);
450 for (i
=0; i
<w
; i
++) {
451 rowdata
[compute_rowdata(rowdata
, grid
+i
, h
, w
)] = 0;
452 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
453 matrix
+i
, h
, w
, rowdata
);
458 for (i
=0; i
<h
; i
++) {
459 for (j
=0; j
<w
; j
++) {
460 if (matrix
[i
*w
+j
] == UNKNOWN
)
472 struct game_aux_info
{
477 static char *new_game_desc(game_params
*params
, random_state
*rs
,
478 game_aux_info
**aux
, int interactive
)
481 int i
, j
, max
, rowlen
, *rowdata
;
482 char intbuf
[80], *desc
;
483 int desclen
, descpos
;
485 grid
= generate_soluble(rs
, params
->w
, params
->h
);
486 max
= max(params
->w
, params
->h
);
487 rowdata
= snewn(max
, int);
490 * Save the solved game in an aux_info.
493 game_aux_info
*ai
= snew(game_aux_info
);
497 ai
->grid
= snewn(ai
->w
* ai
->h
, unsigned char);
498 memcpy(ai
->grid
, grid
, ai
->w
* ai
->h
);
504 * Seed is a slash-separated list of row contents; each row
505 * contents section is a dot-separated list of integers. Row
506 * contents are listed in the order (columns left to right,
507 * then rows top to bottom).
509 * Simplest way to handle memory allocation is to make two
510 * passes, first computing the seed size and then writing it
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 desclen
+= 1 + sprintf(intbuf
, "%d", rowdata
[j
]);
528 desc
= snewn(desclen
, char);
530 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
532 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
534 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
537 for (j
= 0; j
< rowlen
; j
++) {
538 int len
= sprintf(desc
+descpos
, "%d", rowdata
[j
]);
540 desc
[descpos
+ len
] = '.';
542 desc
[descpos
+ len
] = '/';
546 desc
[descpos
++] = '/';
549 assert(descpos
== desclen
);
550 assert(desc
[desclen
-1] == '/');
551 desc
[desclen
-1] = '\0';
556 static void game_free_aux_info(game_aux_info
*aux
)
562 static char *validate_desc(game_params
*params
, char *desc
)
567 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
569 rowspace
= params
->h
+ 1;
571 rowspace
= params
->w
+ 1;
573 if (*desc
&& isdigit((unsigned char)*desc
)) {
576 while (desc
&& isdigit((unsigned char)*desc
)) desc
++;
582 return "at least one column contains more numbers than will fit";
584 return "at least one row contains more numbers than will fit";
586 } while (*desc
++ == '.');
588 desc
++; /* expect a slash immediately */
591 if (desc
[-1] == '/') {
592 if (i
+1 == params
->w
+ params
->h
)
593 return "too many row/column specifications";
594 } else if (desc
[-1] == '\0') {
595 if (i
+1 < params
->w
+ params
->h
)
596 return "too few row/column specifications";
598 return "unrecognised character in game specification";
604 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
608 game_state
*state
= snew(game_state
);
610 state
->w
= params
->w
;
611 state
->h
= params
->h
;
613 state
->grid
= snewn(state
->w
* state
->h
, unsigned char);
614 memset(state
->grid
, GRID_UNKNOWN
, state
->w
* state
->h
);
616 state
->rowsize
= max(state
->w
, state
->h
);
617 state
->rowdata
= snewn(state
->rowsize
* (state
->w
+ state
->h
), int);
618 state
->rowlen
= snewn(state
->w
+ state
->h
, int);
620 state
->completed
= state
->cheated
= FALSE
;
622 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
623 state
->rowlen
[i
] = 0;
624 if (*desc
&& isdigit((unsigned char)*desc
)) {
627 while (desc
&& isdigit((unsigned char)*desc
)) desc
++;
628 state
->rowdata
[state
->rowsize
* i
+ state
->rowlen
[i
]++] =
630 } while (*desc
++ == '.');
632 desc
++; /* expect a slash immediately */
639 static game_state
*dup_game(game_state
*state
)
641 game_state
*ret
= snew(game_state
);
646 ret
->grid
= snewn(ret
->w
* ret
->h
, unsigned char);
647 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
649 ret
->rowsize
= state
->rowsize
;
650 ret
->rowdata
= snewn(ret
->rowsize
* (ret
->w
+ ret
->h
), int);
651 ret
->rowlen
= snewn(ret
->w
+ ret
->h
, int);
652 memcpy(ret
->rowdata
, state
->rowdata
,
653 ret
->rowsize
* (ret
->w
+ ret
->h
) * sizeof(int));
654 memcpy(ret
->rowlen
, state
->rowlen
,
655 (ret
->w
+ ret
->h
) * sizeof(int));
657 ret
->completed
= state
->completed
;
658 ret
->cheated
= state
->cheated
;
663 static void free_game(game_state
*state
)
665 sfree(state
->rowdata
);
666 sfree(state
->rowlen
);
671 static game_state
*solve_game(game_state
*state
, game_aux_info
*ai
,
676 ret
= dup_game(state
);
677 ret
->completed
= ret
->cheated
= TRUE
;
680 * If we already have the solved state in an aux_info, copy it
685 assert(ret
->w
== ai
->w
);
686 assert(ret
->h
== ai
->h
);
687 memcpy(ret
->grid
, ai
->grid
, ai
->w
* ai
->h
);
690 int w
= state
->w
, h
= state
->h
, i
, j
, done_any
, max
;
691 unsigned char *matrix
, *workspace
;
694 matrix
= snewn(w
*h
, unsigned char);
696 workspace
= snewn(max
*3, unsigned char);
697 rowdata
= snewn(max
+1, int);
699 memset(matrix
, 0, w
*h
);
703 for (i
=0; i
<h
; i
++) {
704 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*(w
+i
),
706 rowdata
[state
->rowlen
[w
+i
]] = 0;
707 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
708 matrix
+i
*w
, w
, 1, rowdata
);
710 for (i
=0; i
<w
; i
++) {
711 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*i
, max
*sizeof(int));
712 rowdata
[state
->rowlen
[i
]] = 0;
713 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
714 matrix
+i
, h
, w
, rowdata
);
718 for (i
= 0; i
< h
; i
++) {
719 for (j
= 0; j
< w
; j
++) {
720 int c
= (matrix
[i
*w
+j
] == BLOCK ? GRID_FULL
:
721 matrix
[i
*w
+j
] == DOT ? GRID_EMPTY
: GRID_UNKNOWN
);
722 ret
->grid
[i
*w
+j
] = c
;
723 if (c
== GRID_UNKNOWN
)
724 ret
->completed
= FALSE
;
728 if (!ret
->completed
) {
730 *error
= "Solving algorithm cannot complete this puzzle";
738 static char *game_text_format(game_state
*state
)
749 int drag
, release
, state
;
752 static game_ui
*new_ui(game_state
*state
)
757 ret
->dragging
= FALSE
;
762 static void free_ui(game_ui
*ui
)
767 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
768 int x
, int y
, int button
) {
773 x
= FROMCOORD(from
->w
, x
);
774 y
= FROMCOORD(from
->h
, y
);
776 if (x
>= 0 && x
< from
->w
&& y
>= 0 && y
< from
->h
&&
777 (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
||
778 button
== MIDDLE_BUTTON
)) {
782 if (button
== LEFT_BUTTON
) {
783 ui
->drag
= LEFT_DRAG
;
784 ui
->release
= LEFT_RELEASE
;
785 ui
->state
= GRID_FULL
;
786 } else if (button
== RIGHT_BUTTON
) {
787 ui
->drag
= RIGHT_DRAG
;
788 ui
->release
= RIGHT_RELEASE
;
789 ui
->state
= GRID_EMPTY
;
790 } else /* if (button == MIDDLE_BUTTON) */ {
791 ui
->drag
= MIDDLE_DRAG
;
792 ui
->release
= MIDDLE_RELEASE
;
793 ui
->state
= GRID_UNKNOWN
;
796 ui
->drag_start_x
= ui
->drag_end_x
= x
;
797 ui
->drag_start_y
= ui
->drag_end_y
= y
;
799 return from
; /* UI activity occurred */
802 if (ui
->dragging
&& button
== ui
->drag
) {
804 * There doesn't seem much point in allowing a rectangle
805 * drag; people will generally only want to drag a single
806 * horizontal or vertical line, so we make that easy by
809 * Exception: if we're _middle_-button dragging to tag
810 * things as UNKNOWN, we may well want to trash an entire
811 * area and start over!
813 if (ui
->state
!= GRID_UNKNOWN
) {
814 if (abs(x
- ui
->drag_start_x
) > abs(y
- ui
->drag_start_y
))
815 y
= ui
->drag_start_y
;
817 x
= ui
->drag_start_x
;
822 if (x
>= from
->w
) x
= from
->w
- 1;
823 if (y
>= from
->h
) y
= from
->h
- 1;
828 return from
; /* UI activity occurred */
831 if (ui
->dragging
&& button
== ui
->release
) {
832 int x1
, x2
, y1
, y2
, xx
, yy
;
833 int move_needed
= FALSE
;
835 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
836 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
837 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
838 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
840 for (yy
= y1
; yy
<= y2
; yy
++)
841 for (xx
= x1
; xx
<= x2
; xx
++)
842 if (from
->grid
[yy
* from
->w
+ xx
] != ui
->state
)
845 ui
->dragging
= FALSE
;
848 ret
= dup_game(from
);
849 for (yy
= y1
; yy
<= y2
; yy
++)
850 for (xx
= x1
; xx
<= x2
; xx
++)
851 ret
->grid
[yy
* ret
->w
+ xx
] = ui
->state
;
854 * An actual change, so check to see if we've completed
857 if (!ret
->completed
) {
858 int *rowdata
= snewn(ret
->rowsize
, int);
861 ret
->completed
= TRUE
;
863 for (i
=0; i
<ret
->w
; i
++) {
864 len
= compute_rowdata(rowdata
,
865 ret
->grid
+i
, ret
->h
, ret
->w
);
866 if (len
!= ret
->rowlen
[i
] ||
867 memcmp(ret
->rowdata
+i
*ret
->rowsize
, rowdata
,
868 len
* sizeof(int))) {
869 ret
->completed
= FALSE
;
873 for (i
=0; i
<ret
->h
; i
++) {
874 len
= compute_rowdata(rowdata
,
875 ret
->grid
+i
*ret
->w
, ret
->w
, 1);
876 if (len
!= ret
->rowlen
[i
+ret
->w
] ||
877 memcmp(ret
->rowdata
+(i
+ret
->w
)*ret
->rowsize
, rowdata
,
878 len
* sizeof(int))) {
879 ret
->completed
= FALSE
;
889 return from
; /* UI activity occurred */
895 /* ----------------------------------------------------------------------
899 struct game_drawstate
{
902 unsigned char *visible
;
905 static void game_size(game_params
*params
, int *x
, int *y
)
907 *x
= SIZE(params
->w
);
908 *y
= SIZE(params
->h
);
911 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
913 float *ret
= snewn(3 * NCOLOURS
, float);
915 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
917 ret
[COL_GRID
* 3 + 0] = 0.3F
;
918 ret
[COL_GRID
* 3 + 1] = 0.3F
;
919 ret
[COL_GRID
* 3 + 2] = 0.3F
;
921 ret
[COL_UNKNOWN
* 3 + 0] = 0.5F
;
922 ret
[COL_UNKNOWN
* 3 + 1] = 0.5F
;
923 ret
[COL_UNKNOWN
* 3 + 2] = 0.5F
;
925 ret
[COL_FULL
* 3 + 0] = 0.0F
;
926 ret
[COL_FULL
* 3 + 1] = 0.0F
;
927 ret
[COL_FULL
* 3 + 2] = 0.0F
;
929 ret
[COL_EMPTY
* 3 + 0] = 1.0F
;
930 ret
[COL_EMPTY
* 3 + 1] = 1.0F
;
931 ret
[COL_EMPTY
* 3 + 2] = 1.0F
;
933 *ncolours
= NCOLOURS
;
937 static game_drawstate
*game_new_drawstate(game_state
*state
)
939 struct game_drawstate
*ds
= snew(struct game_drawstate
);
944 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned char);
945 memset(ds
->visible
, 255, ds
->w
* ds
->h
);
950 static void game_free_drawstate(game_drawstate
*ds
)
956 static void grid_square(frontend
*fe
, game_drawstate
*ds
,
957 int y
, int x
, int state
)
961 draw_rect(fe
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
962 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
964 xl
= (x
% 5 == 0 ?
1 : 0);
965 yt
= (y
% 5 == 0 ?
1 : 0);
966 xr
= (x
% 5 == 4 || x
== ds
->w
-1 ?
1 : 0);
967 yb
= (y
% 5 == 4 || y
== ds
->h
-1 ?
1 : 0);
969 draw_rect(fe
, TOCOORD(ds
->w
, x
) + 1 + xl
, TOCOORD(ds
->h
, y
) + 1 + yt
,
970 TILE_SIZE
- xl
- xr
- 1, TILE_SIZE
- yt
- yb
- 1,
971 (state
== GRID_FULL ? COL_FULL
:
972 state
== GRID_EMPTY ? COL_EMPTY
: COL_UNKNOWN
));
974 draw_update(fe
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
975 TILE_SIZE
, TILE_SIZE
);
978 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
979 game_state
*state
, int dir
, game_ui
*ui
,
980 float animtime
, float flashtime
)
987 * The initial contents of the window are not guaranteed
988 * and can vary with front ends. To be on the safe side,
989 * all games should start by drawing a big background-
990 * colour rectangle covering the whole window.
992 draw_rect(fe
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
), COL_BACKGROUND
);
997 for (i
= 0; i
< ds
->w
+ ds
->h
; i
++) {
998 int rowlen
= state
->rowlen
[i
];
999 int *rowdata
= state
->rowdata
+ state
->rowsize
* i
;
1003 * Normally I space the numbers out by the same
1004 * distance as the tile size. However, if there are
1005 * more numbers than available spaces, I have to squash
1008 nfit
= max(rowlen
, TLBORDER(ds
->h
))-1;
1011 for (j
= 0; j
< rowlen
; j
++) {
1016 x
= TOCOORD(ds
->w
, i
);
1017 y
= BORDER
+ TILE_SIZE
* (TLBORDER(ds
->h
)-1);
1018 y
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(ds
->h
)-1) / nfit
;
1020 y
= TOCOORD(ds
->h
, i
- ds
->w
);
1021 x
= BORDER
+ TILE_SIZE
* (TLBORDER(ds
->w
)-1);
1022 x
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(ds
->h
)-1) / nfit
;
1025 sprintf(str
, "%d", rowdata
[j
]);
1026 draw_text(fe
, x
+TILE_SIZE
/2, y
+TILE_SIZE
/2, FONT_VARIABLE
,
1027 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
,
1028 COL_FULL
, str
); /* FIXME: COL_TEXT */
1033 * Draw the grid outline.
1035 draw_rect(fe
, TOCOORD(ds
->w
, 0) - 1, TOCOORD(ds
->h
, 0) - 1,
1036 ds
->w
* TILE_SIZE
+ 3, ds
->h
* TILE_SIZE
+ 3,
1041 draw_update(fe
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
));
1045 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
1046 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
1047 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
1048 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
1050 x1
= x2
= y1
= y2
= -1; /* placate gcc warnings */
1054 * Now draw any grid squares which have changed since last
1057 for (i
= 0; i
< ds
->h
; i
++) {
1058 for (j
= 0; j
< ds
->w
; j
++) {
1062 * Work out what state this square should be drawn in,
1063 * taking any current drag operation into account.
1065 if (ui
->dragging
&& x1
<= j
&& j
<= x2
&& y1
<= i
&& i
<= y2
)
1068 val
= state
->grid
[i
* state
->w
+ j
];
1071 * Briefly invert everything twice during a completion
1074 if (flashtime
> 0 &&
1075 (flashtime
<= FLASH_TIME
/3 || flashtime
>= FLASH_TIME
*2/3) &&
1076 val
!= GRID_UNKNOWN
)
1077 val
= (GRID_FULL
^ GRID_EMPTY
) ^ val
;
1079 if (ds
->visible
[i
* ds
->w
+ j
] != val
) {
1080 grid_square(fe
, ds
, i
, j
, val
);
1081 ds
->visible
[i
* ds
->w
+ j
] = val
;
1087 static float game_anim_length(game_state
*oldstate
,
1088 game_state
*newstate
, int dir
, game_ui
*ui
)
1093 static float game_flash_length(game_state
*oldstate
,
1094 game_state
*newstate
, int dir
, game_ui
*ui
)
1096 if (!oldstate
->completed
&& newstate
->completed
&&
1097 !oldstate
->cheated
&& !newstate
->cheated
)
1102 static int game_wants_statusbar(void)
1107 static int game_timing_state(game_state
*state
)
1113 #define thegame pattern
1116 const struct game thegame
= {
1117 "Pattern", "games.pattern",
1124 TRUE
, game_configure
, custom_params
,
1133 FALSE
, game_text_format
,
1140 game_free_drawstate
,
1144 game_wants_statusbar
,
1145 FALSE
, game_timing_state
,
1148 #ifdef STANDALONE_SOLVER
1151 * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
1156 void frontend_default_colour(frontend
*fe
, float *output
) {}
1157 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
1158 int align
, int colour
, char *text
) {}
1159 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
) {}
1160 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
) {}
1161 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
1162 int fill
, int colour
) {}
1163 void clip(frontend
*fe
, int x
, int y
, int w
, int h
) {}
1164 void unclip(frontend
*fe
) {}
1165 void start_draw(frontend
*fe
) {}
1166 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
) {}
1167 void end_draw(frontend
*fe
) {}
1168 unsigned long random_upto(random_state
*state
, unsigned long limit
)
1169 { assert(!"Shouldn't get randomness"); return 0; }
1171 void fatal(char *fmt
, ...)
1175 fprintf(stderr
, "fatal error: ");
1178 vfprintf(stderr
, fmt
, ap
);
1181 fprintf(stderr
, "\n");
1185 int main(int argc
, char **argv
)
1190 char *id
= NULL
, *desc
, *err
;
1194 while (--argc
> 0) {
1197 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0]);
1205 fprintf(stderr
, "usage: %s <game_id>\n", argv
[0]);
1209 desc
= strchr(id
, ':');
1211 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
1216 p
= default_params();
1217 decode_params(p
, id
);
1218 err
= validate_desc(p
, desc
);
1220 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
1223 s
= new_game(p
, desc
);
1226 int w
= p
->w
, h
= p
->h
, i
, j
, done_any
, max
;
1227 unsigned char *matrix
, *workspace
;
1230 matrix
= snewn(w
*h
, unsigned char);
1232 workspace
= snewn(max
*3, unsigned char);
1233 rowdata
= snewn(max
+1, int);
1235 memset(matrix
, 0, w
*h
);
1239 for (i
=0; i
<h
; i
++) {
1240 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*(w
+i
),
1242 rowdata
[s
->rowlen
[w
+i
]] = 0;
1243 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1244 matrix
+i
*w
, w
, 1, rowdata
);
1246 for (i
=0; i
<w
; i
++) {
1247 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*i
, max
*sizeof(int));
1248 rowdata
[s
->rowlen
[i
]] = 0;
1249 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1250 matrix
+i
, h
, w
, rowdata
);
1254 for (i
= 0; i
< h
; i
++) {
1255 for (j
= 0; j
< w
; j
++) {
1256 int c
= (matrix
[i
*w
+j
] == UNKNOWN ?
'?' :
1257 matrix
[i
*w
+j
] == BLOCK ?
'#' :
1258 matrix
[i
*w
+j
] == DOT ?
'.' :