COL_BACKGROUND,
COL_EMPTY,
COL_FULL,
+ COL_TEXT,
COL_UNKNOWN,
COL_GRID,
+ COL_CURSOR,
+ COL_ERROR,
NCOLOURS
};
char const *p = string;
ret->w = atoi(p);
- while (*p && isdigit(*p)) p++;
+ while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'x') {
p++;
ret->h = atoi(p);
- while (*p && isdigit(*p)) p++;
+ while (*p && isdigit((unsigned char)*p)) p++;
} else {
ret->h = ret->w;
}
#define DOT 2
#define STILL_UNKNOWN 3
+#ifdef STANDALONE_SOLVER
+int verbose = FALSE;
+#endif
+
static void do_recurse(unsigned char *known, unsigned char *deduced,
unsigned char *row, int *data, int len,
int freespace, int ndone, int lowest)
static int do_row(unsigned char *known, unsigned char *deduced,
unsigned char *row,
- unsigned char *start, int len, int step, int *data)
+ unsigned char *start, int len, int step, int *data
+#ifdef STANDALONE_SOLVER
+ , const char *rowcol, int index, int cluewid
+#endif
+ )
{
int rowlen, i, freespace, done_any;
start[i*step] = deduced[i];
done_any = TRUE;
}
+#ifdef STANDALONE_SOLVER
+ if (verbose && done_any) {
+ char buf[80];
+ int thiscluewid;
+ printf("%s %2d: [", rowcol, index);
+ for (thiscluewid = -1, i = 0; data[i]; i++)
+ thiscluewid += sprintf(buf, " %d", data[i]);
+ printf("%*s", cluewid - thiscluewid, "");
+ for (i = 0; data[i]; i++)
+ printf(" %d", data[i]);
+ printf(" ] ");
+ for (i = 0; i < len; i++)
+ putchar(known[i] == BLOCK ? '#' :
+ known[i] == DOT ? '.' : '?');
+ printf(" -> ");
+ for (i = 0; i < len; i++)
+ putchar(start[i*step] == BLOCK ? '#' :
+ start[i*step] == DOT ? '.' : '?');
+ putchar('\n');
+ }
+#endif
return done_any;
}
for (i=0; i<h; i++) {
rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i*w, w, 1, rowdata);
+ matrix+i*w, w, 1, rowdata
+#ifdef STANDALONE_SOLVER
+ , NULL, 0, 0 /* never do diagnostics here */
+#endif
+ );
}
for (i=0; i<w; i++) {
rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i, h, w, rowdata);
+ matrix+i, h, w, rowdata
+#ifdef STANDALONE_SOLVER
+ , NULL, 0, 0 /* never do diagnostics here */
+#endif
+ );
}
} while (done_any);
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
- while (desc && isdigit((unsigned char)*desc)) desc++;
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
n = atoi(p);
rowspace -= n+1;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
int i;
char *p;
if (*desc && isdigit((unsigned char)*desc)) {
do {
p = desc;
- while (desc && isdigit((unsigned char)*desc)) desc++;
+ while (*desc && isdigit((unsigned char)*desc)) desc++;
state->rowdata[state->rowsize * i + state->rowlen[i]++] =
atoi(p);
} while (*desc++ == '.');
max*sizeof(int));
rowdata[state->rowlen[w+i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i*w, w, 1, rowdata);
+ matrix+i*w, w, 1, rowdata
+#ifdef STANDALONE_SOLVER
+ , NULL, 0, 0 /* never do diagnostics here */
+#endif
+ );
}
for (i=0; i<w; i++) {
memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
rowdata[state->rowlen[i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i, h, w, rowdata);
+ matrix+i, h, w, rowdata
+#ifdef STANDALONE_SOLVER
+ , NULL, 0, 0 /* never do diagnostics here */
+#endif
+ );
}
} while (done_any);
return ret;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
int drag_end_x;
int drag_end_y;
int drag, release, state;
+ int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
ret = snew(game_ui);
ret->dragging = FALSE;
+ ret->cur_x = ret->cur_y = ret->cur_visible = 0;
return ret;
}
int started;
int w, h;
int tilesize;
- unsigned char *visible;
+ unsigned char *visible, *numcolours;
+ int cur_x, cur_y;
};
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
(button == LEFT_BUTTON || button == RIGHT_BUTTON ||
button == MIDDLE_BUTTON)) {
+#ifdef STYLUS_BASED
+ int currstate = state->grid[y * state->w + x];
+#endif
ui->dragging = TRUE;
if (button == LEFT_BUTTON) {
ui->drag = LEFT_DRAG;
ui->release = LEFT_RELEASE;
+#ifdef STYLUS_BASED
+ ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
+#else
ui->state = GRID_FULL;
+#endif
} else if (button == RIGHT_BUTTON) {
ui->drag = RIGHT_DRAG;
ui->release = RIGHT_RELEASE;
+#ifdef STYLUS_BASED
+ ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
+#else
ui->state = GRID_EMPTY;
+#endif
} else /* if (button == MIDDLE_BUTTON) */ {
ui->drag = MIDDLE_DRAG;
ui->release = MIDDLE_RELEASE;
ui->drag_start_x = ui->drag_end_x = x;
ui->drag_start_y = ui->drag_end_y = y;
+ ui->cur_visible = 0;
return ""; /* UI activity occurred */
}
return ""; /* UI activity occurred */
}
+ if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (IS_CURSOR_SELECT(button)) {
+ int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
+ int newstate;
+ char buf[80];
+
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+
+ if (button == CURSOR_SELECT2)
+ newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
+ currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
+ else
+ newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
+ currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
+
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (char)(newstate == GRID_FULL ? 'F' :
+ newstate == GRID_EMPTY ? 'E' : 'U'),
+ ui->cur_x, ui->cur_y, 1, 1);
+ return dupstr(buf);
+ }
+
return NULL;
}
}
/* ----------------------------------------------------------------------
+ * Error-checking during gameplay.
+ */
+
+/*
+ * The difficulty in error-checking Pattern is to make the error check
+ * _weak_ enough. The most obvious way would be to check each row and
+ * column by calling (a modified form of) do_row() to recursively
+ * analyse the row contents against the clue set and see if the
+ * GRID_UNKNOWNs could be filled in in any way that would end up
+ * correct. However, this turns out to be such a strong error check as
+ * to constitute a spoiler in many situations: you make a typo while
+ * trying to fill in one row, and not only does the row light up to
+ * indicate an error, but several columns crossed by the move also
+ * light up and draw your attention to deductions you hadn't even
+ * noticed you could make.
+ *
+ * So instead I restrict error-checking to 'complete runs' within a
+ * row, by which I mean contiguous sequences of GRID_FULL bounded at
+ * both ends by either GRID_EMPTY or the ends of the row. We identify
+ * all the complete runs in a row, and verify that _those_ are
+ * consistent with the row's clue list. Sequences of complete runs
+ * separated by solid GRID_EMPTY are required to match contiguous
+ * sequences in the clue list, whereas if there's at least one
+ * GRID_UNKNOWN between any two complete runs then those two need not
+ * be contiguous in the clue list.
+ *
+ * To simplify the edge cases, I pretend that the clue list for the
+ * row is extended with a 0 at each end, and I also pretend that the
+ * grid data for the row is extended with a GRID_EMPTY and a
+ * zero-length run at each end. This permits the contiguity checker to
+ * handle the fiddly end effects (e.g. if the first contiguous
+ * sequence of complete runs in the grid matches _something_ in the
+ * clue list but not at the beginning, this is allowable iff there's a
+ * GRID_UNKNOWN before the first one) with minimal faff, since the end
+ * effects just drop out as special cases of the normal inter-run
+ * handling (in this code the above case is not 'at the end of the
+ * clue list' at all, but between the implicit initial zero run and
+ * the first nonzero one).
+ *
+ * We must also be a little careful about how we search for a
+ * contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
+ * suppose we see a GRID_UNKNOWN and then a length-1 run. We search
+ * for 1 in the clue list and find it at the very beginning. But now
+ * suppose we find a length-2 run with no GRID_UNKNOWN before it. We
+ * can't naively look at the next clue from the 1 we found, because
+ * that'll be the second 1 and won't match. Instead, we must backtrack
+ * by observing that the 2 we've just found must be contiguous with
+ * the 1 we've already seen, so we search for the sequence (1 2) and
+ * find it starting at the second 1. Now if we see a 3, we must
+ * rethink again and search for (1 2 3).
+ */
+
+struct errcheck_state {
+ /*
+ * rowdata and rowlen point at the clue data for this row in the
+ * game state.
+ */
+ int *rowdata;
+ int rowlen;
+ /*
+ * rowpos indicates the lowest position where it would be valid to
+ * see our next run length. It might be equal to rowlen,
+ * indicating that the next run would have to be the terminating 0.
+ */
+ int rowpos;
+ /*
+ * ncontig indicates how many runs we've seen in a contiguous
+ * block. This is taken into account when searching for the next
+ * run we find, unless ncontig is zeroed out first by encountering
+ * a GRID_UNKNOWN.
+ */
+ int ncontig;
+};
+
+static int errcheck_found_run(struct errcheck_state *es, int r)
+{
+/* Macro to handle the pretence that rowdata has a 0 at each end */
+#define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
+
+ /*
+ * See if we can find this new run length at a position where it
+ * also matches the last 'ncontig' runs we've seen.
+ */
+ int i, newpos;
+ for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
+
+ if (ROWDATA(newpos) != r)
+ goto notfound;
+
+ for (i = 1; i <= es->ncontig; i++)
+ if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
+ goto notfound;
+
+ es->rowpos = newpos+1;
+ es->ncontig++;
+ return TRUE;
+
+ notfound:;
+ }
+
+ return FALSE;
+
+#undef ROWDATA
+}
+
+static int check_errors(game_state *state, int i)
+{
+ int start, step, end, j;
+ int val, runlen;
+ struct errcheck_state aes, *es = &aes;
+
+ es->rowlen = state->rowlen[i];
+ es->rowdata = state->rowdata + state->rowsize * i;
+ /* Pretend that we've already encountered the initial zero run */
+ es->ncontig = 1;
+ es->rowpos = 0;
+
+ if (i < state->w) {
+ start = i;
+ step = state->w;
+ end = start + step * state->h;
+ } else {
+ start = (i - state->w) * state->w;
+ step = 1;
+ end = start + step * state->w;
+ }
+
+ runlen = -1;
+ for (j = start - step; j <= end; j += step) {
+ if (j < start || j == end)
+ val = GRID_EMPTY;
+ else
+ val = state->grid[j];
+
+ if (val == GRID_UNKNOWN) {
+ runlen = -1;
+ es->ncontig = 0;
+ } else if (val == GRID_FULL) {
+ if (runlen >= 0)
+ runlen++;
+ } else if (val == GRID_EMPTY) {
+ if (runlen > 0) {
+ if (!errcheck_found_run(es, runlen))
+ return TRUE; /* error! */
+ }
+ runlen = 0;
+ }
+ }
+
+ /* Signal end-of-row by sending errcheck_found_run the terminating
+ * zero run, which will be marked as contiguous with the previous
+ * run if and only if there hasn't been a GRID_UNKNOWN before. */
+ if (!errcheck_found_run(es, 0))
+ return TRUE; /* error at the last minute! */
+
+ return FALSE; /* no error */
+}
+
+/* ----------------------------------------------------------------------
* Drawing routines.
*/
*y = SIZE(params->h);
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
+ int i;
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- ret[COL_GRID * 3 + 0] = 0.3F;
- ret[COL_GRID * 3 + 1] = 0.3F;
- ret[COL_GRID * 3 + 2] = 0.3F;
-
- ret[COL_UNKNOWN * 3 + 0] = 0.5F;
- ret[COL_UNKNOWN * 3 + 1] = 0.5F;
- ret[COL_UNKNOWN * 3 + 2] = 0.5F;
-
- ret[COL_FULL * 3 + 0] = 0.0F;
- ret[COL_FULL * 3 + 1] = 0.0F;
- ret[COL_FULL * 3 + 2] = 0.0F;
-
- ret[COL_EMPTY * 3 + 0] = 1.0F;
- ret[COL_EMPTY * 3 + 1] = 1.0F;
- ret[COL_EMPTY * 3 + 2] = 1.0F;
+ for (i = 0; i < 3; i++) {
+ ret[COL_GRID * 3 + i] = 0.3F;
+ ret[COL_UNKNOWN * 3 + i] = 0.5F;
+ ret[COL_TEXT * 3 + i] = 0.0F;
+ ret[COL_FULL * 3 + i] = 0.0F;
+ ret[COL_EMPTY * 3 + i] = 1.0F;
+ }
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.25F;
+ ret[COL_CURSOR * 3 + 2] = 0.25F;
+ ret[COL_ERROR * 3 + 0] = 1.0F;
+ ret[COL_ERROR * 3 + 1] = 0.0F;
+ ret[COL_ERROR * 3 + 2] = 0.0F;
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->visible = snewn(ds->w * ds->h, unsigned char);
ds->tilesize = 0; /* not decided yet */
memset(ds->visible, 255, ds->w * ds->h);
+ ds->numcolours = snewn(ds->w + ds->h, unsigned char);
+ memset(ds->numcolours, 255, ds->w + ds->h);
+ ds->cur_x = ds->cur_y = 0;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
-static void grid_square(frontend *fe, game_drawstate *ds,
- int y, int x, int state)
+static void grid_square(drawing *dr, game_drawstate *ds,
+ int y, int x, int state, int cur)
{
- int xl, xr, yt, yb;
+ int xl, xr, yt, yb, dx, dy, dw, dh;
- draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+ draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE, COL_GRID);
xl = (x % 5 == 0 ? 1 : 0);
xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
- draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
- TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
+ dx = TOCOORD(ds->w, x) + 1 + xl;
+ dy = TOCOORD(ds->h, y) + 1 + yt;
+ dw = TILE_SIZE - xl - xr - 1;
+ dh = TILE_SIZE - yt - yb - 1;
+
+ draw_rect(dr, dx, dy, dw, dh,
(state == GRID_FULL ? COL_FULL :
state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
+ if (cur) {
+ draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
+ draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
+ }
- draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+ draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+/*
+ * Draw the numbers for a single row or column.
+ */
+static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state,
+ int i, int erase, int colour)
+{
+ int rowlen = state->rowlen[i];
+ int *rowdata = state->rowdata + state->rowsize * i;
+ int nfit;
+ int j;
+
+ if (erase) {
+ if (i < state->w) {
+ draw_rect(dr, TOCOORD(state->w, i), 0,
+ TILE_SIZE, BORDER + TLBORDER(state->w) * TILE_SIZE,
+ COL_BACKGROUND);
+ } else {
+ draw_rect(dr, 0, TOCOORD(state->h, i - state->w),
+ BORDER + TLBORDER(state->h) * TILE_SIZE, TILE_SIZE,
+ COL_BACKGROUND);
+ }
+ }
+
+ /*
+ * Normally I space the numbers out by the same distance as the
+ * tile size. However, if there are more numbers than available
+ * spaces, I have to squash them up a bit.
+ */
+ nfit = max(rowlen, TLBORDER(state->h))-1;
+ assert(nfit > 0);
+
+ for (j = 0; j < rowlen; j++) {
+ int x, y;
+ char str[80];
+
+ if (i < state->w) {
+ x = TOCOORD(state->w, i);
+ y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1);
+ y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+ } else {
+ y = TOCOORD(state->h, i - state->w);
+ x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1);
+ x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+ }
+
+ sprintf(str, "%d", rowdata[j]);
+ draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
+ TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
+ }
+
+ if (i < state->w) {
+ draw_update(dr, TOCOORD(state->w, i), 0,
+ TILE_SIZE, BORDER + TLBORDER(state->w) * TILE_SIZE);
+ } else {
+ draw_update(dr, 0, TOCOORD(state->h, i - state->w),
+ BORDER + TLBORDER(state->h) * TILE_SIZE, TILE_SIZE);
+ }
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int i, j;
int x1, x2, y1, y2;
+ int cx, cy, cmoved;
if (!ds->started) {
/*
* all games should start by drawing a big background-
* colour rectangle covering the whole window.
*/
- draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
-
- /*
- * Draw the numbers.
- */
- for (i = 0; i < ds->w + ds->h; i++) {
- int rowlen = state->rowlen[i];
- int *rowdata = state->rowdata + state->rowsize * i;
- int nfit;
-
- /*
- * Normally I space the numbers out by the same
- * distance as the tile size. However, if there are
- * more numbers than available spaces, I have to squash
- * them up a bit.
- */
- nfit = max(rowlen, TLBORDER(ds->h))-1;
- assert(nfit > 0);
-
- for (j = 0; j < rowlen; j++) {
- int x, y;
- char str[80];
-
- if (i < ds->w) {
- x = TOCOORD(ds->w, i);
- y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
- y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
- } else {
- y = TOCOORD(ds->h, i - ds->w);
- x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
- x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
- }
-
- sprintf(str, "%d", rowdata[j]);
- draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
- TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
- COL_FULL, str); /* FIXME: COL_TEXT */
- }
- }
+ draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
/*
* Draw the grid outline.
*/
- draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
+ draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
COL_GRID);
ds->started = TRUE;
- draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
+ draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
}
if (ui->dragging) {
x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
}
+ if (ui->cur_visible) {
+ cx = ui->cur_x; cy = ui->cur_y;
+ } else {
+ cx = cy = -1;
+ }
+ cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
/*
* Now draw any grid squares which have changed since last
* redraw.
*/
for (i = 0; i < ds->h; i++) {
for (j = 0; j < ds->w; j++) {
- int val;
+ int val, cc = 0;
/*
* Work out what state this square should be drawn in,
else
val = state->grid[i * state->w + j];
+ if (cmoved) {
+ /* the cursor has moved; if we were the old or
+ * the new cursor position we need to redraw. */
+ if (j == cx && i == cy) cc = 1;
+ if (j == ds->cur_x && i == ds->cur_y) cc = 1;
+ }
+
/*
* Briefly invert everything twice during a completion
* flash.
val != GRID_UNKNOWN)
val = (GRID_FULL ^ GRID_EMPTY) ^ val;
- if (ds->visible[i * ds->w + j] != val) {
- grid_square(fe, ds, i, j, val);
+ if (ds->visible[i * ds->w + j] != val || cc) {
+ grid_square(dr, ds, i, j, val,
+ (j == cx && i == cy));
ds->visible[i * ds->w + j] = val;
}
}
}
+ ds->cur_x = cx; ds->cur_y = cy;
+
+ /*
+ * Redraw any numbers which have changed their colour due to error
+ * indication.
+ */
+ for (i = 0; i < state->w + state->h; i++) {
+ int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
+ if (ds->numcolours[i] != colour) {
+ draw_numbers(dr, ds, state, i, TRUE, colour);
+ ds->numcolours[i] = colour;
+ }
+ }
}
static float game_anim_length(game_state *oldstate,
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(game_state *state)
{
- return FALSE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 5mm squares by default.
+ */
+ game_compute_size(params, 500, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+ int w = state->w, h = state->h;
+ int ink = print_mono_colour(dr, 0);
+ int x, y, i;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / 16);
+ draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
+ w*TILE_SIZE, h*TILE_SIZE, ink);
+
+ /*
+ * Grid.
+ */
+ for (x = 1; x < w; x++) {
+ print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
+ draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
+ TOCOORD(w, x), TOCOORD(h, h), ink);
+ }
+ for (y = 1; y < h; y++) {
+ print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
+ draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
+ TOCOORD(w, w), TOCOORD(h, y), ink);
+ }
+
+ /*
+ * Clues.
+ */
+ for (i = 0; i < state->w + state->h; i++)
+ draw_numbers(dr, ds, state, i, FALSE, ink);
+
+ /*
+ * Solution.
+ */
+ print_line_width(dr, TILE_SIZE / 128);
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ if (state->grid[y*w+x] == GRID_FULL)
+ draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
+ TILE_SIZE, TILE_SIZE, ink);
+ else if (state->grid[y*w+x] == GRID_EMPTY)
+ draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
+ TOCOORD(h, y) + TILE_SIZE/2,
+ TILE_SIZE/12, ink, ink);
+ }
+}
+
#ifdef COMBINED
#define thegame pattern
#endif
const struct game thegame = {
- "Pattern", "games.pattern",
+ "Pattern", "games.pattern", "pattern",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ REQUIRE_RBUTTON, /* flags */
};
#ifdef STANDALONE_SOLVER
-/*
- * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
- */
-
-#include <stdarg.h>
-
-void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
- int align, int colour, char *text) {}
-void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
-void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
-void clip(frontend *fe, int x, int y, int w, int h) {}
-void unclip(frontend *fe) {}
-void start_draw(frontend *fe) {}
-void draw_update(frontend *fe, int x, int y, int w, int h) {}
-void end_draw(frontend *fe) {}
-unsigned long random_upto(random_state *state, unsigned long limit)
-{ assert(!"Shouldn't get randomness"); return 0; }
-
-void fatal(char *fmt, ...)
-{
- va_list ap;
-
- fprintf(stderr, "fatal error: ");
-
- va_start(ap, fmt);
- vfprintf(stderr, fmt, ap);
- va_end(ap);
-
- fprintf(stderr, "\n");
- exit(1);
-}
-
int main(int argc, char **argv)
{
game_params *p;
while (--argc > 0) {
char *p = *++argv;
if (*p == '-') {
- fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
- return 1;
+ if (!strcmp(p, "-v")) {
+ verbose = TRUE;
+ } else {
+ fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
+ return 1;
+ }
} else {
id = p;
}
s = new_game(NULL, p, desc);
{
- int w = p->w, h = p->h, i, j, done_any, max;
+ int w = p->w, h = p->h, i, j, done_any, max, cluewid = 0;
unsigned char *matrix, *workspace;
int *rowdata;
memset(matrix, 0, w*h);
+ if (verbose) {
+ int thiswid;
+ /*
+ * Work out the maximum text width of the clue numbers
+ * in a row or column, so we can print the solver's
+ * working in a nicely lined up way.
+ */
+ for (i = 0; i < (w+h); i++) {
+ char buf[80];
+ for (thiswid = -1, j = 0; j < s->rowlen[i]; j++)
+ thiswid += sprintf(buf, " %d", s->rowdata[s->rowsize*i+j]);
+ if (cluewid < thiswid)
+ cluewid = thiswid;
+ }
+ }
+
do {
done_any = 0;
for (i=0; i<h; i++) {
max*sizeof(int));
rowdata[s->rowlen[w+i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i*w, w, 1, rowdata);
+ matrix+i*w, w, 1, rowdata
+#ifdef STANDALONE_SOLVER
+ , "row", i+1, cluewid
+#endif
+ );
}
for (i=0; i<w; i++) {
memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int));
rowdata[s->rowlen[i]] = 0;
done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i, h, w, rowdata);
+ matrix+i, h, w, rowdata
+#ifdef STANDALONE_SOLVER
+ , "col", i+1, cluewid
+#endif
+ );
}
} while (done_any);
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */