Added an automatic `Solve' feature to most games. This is useful for
[sgt/puzzles] / pattern.c
index 91b1a2f..0f0a9c6 100644 (file)
--- a/pattern.c
+++ b/pattern.c
@@ -1,9 +1,5 @@
 /*
  * pattern.c: the pattern-reconstruction game known as `nonograms'.
- * 
- * TODO before checkin:
- * 
- *  - make some sort of stab at number-of-numbers judgment
  */
 
 #include <stdio.h>
@@ -52,7 +48,7 @@ struct game_state {
     unsigned char *grid;
     int rowsize;
     int *rowdata, *rowlen;
-    int completed;
+    int completed, cheated;
 };
 
 #define FLASH_TIME 0.13F
@@ -281,6 +277,15 @@ static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
                     for (q = -1; q <= +1; q++) {
                         if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
                             continue;
+                       /*
+                        * An additional special case not mentioned
+                        * above: if a grid dimension is 2xn then
+                        * we do not average across that dimension
+                        * at all. Otherwise a 2x2 grid would
+                        * contain four identical squares.
+                        */
+                       if ((h==2 && p!=0) || (w==2 && q!=0))
+                           continue;
                         n++;
                         sx += fgrid[(i+p)*w+(j+q)];
                     }
@@ -303,7 +308,7 @@ static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
 
     for (i = 0; i < h; i++) {
         for (j = 0; j < w; j++) {
-            retgrid[i*w+j] = (fgrid[i*w+j] > threshold ? GRID_FULL :
+            retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
                               GRID_EMPTY);
         }
     }
@@ -408,6 +413,34 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h)
 
         generate(rs, w, h, grid);
 
+        /*
+         * The game is a bit too easy if any row or column is
+         * completely black or completely white. An exception is
+         * made for rows/columns that are under 3 squares,
+         * otherwise nothing will ever be successfully generated.
+         */
+        ok = TRUE;
+        if (w > 2) {
+            for (i = 0; i < h; i++) {
+                int colours = 0;
+                for (j = 0; j < w; j++)
+                    colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
+                if (colours != 3)
+                    ok = FALSE;
+            }
+        }
+        if (h > 2) {
+            for (j = 0; j < w; j++) {
+                int colours = 0;
+                for (i = 0; i < h; i++)
+                    colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
+                if (colours != 3)
+                    ok = FALSE;
+            }
+        }
+        if (!ok)
+            continue;
+
         memset(matrix, 0, w*h);
 
         do {
@@ -439,7 +472,8 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h)
     return grid;
 }
 
-static char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_seed(game_params *params, random_state *rs,
+                          game_aux_info **aux)
 {
     unsigned char *grid;
     int i, j, max, rowlen, *rowdata;
@@ -503,6 +537,11 @@ static char *new_game_seed(game_params *params, random_state *rs)
     return seed;
 }
 
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
+}
+
 static char *validate_seed(game_params *params, char *seed)
 {
     int i, n, rowspace;
@@ -561,7 +600,7 @@ static game_state *new_game(game_params *params, char *seed)
     state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
     state->rowlen = snewn(state->w + state->h, int);
 
-    state->completed = FALSE;
+    state->completed = state->cheated = FALSE;
 
     for (i = 0; i < params->w + params->h; i++) {
         state->rowlen[i] = 0;
@@ -599,6 +638,7 @@ static game_state *dup_game(game_state *state)
            (ret->w + ret->h) * sizeof(int));
 
     ret->completed = state->completed;
+    ret->cheated = state->cheated;
 
     return ret;
 }
@@ -611,6 +651,74 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+                             char **error)
+{
+    game_state *ret;
+
+    /*
+     * I could have stored the grid I invented in the game_aux_info
+     * and extracted it here where available, but it seems easier
+     * just to run my internal solver in all cases.
+     */
+
+    ret = dup_game(state);
+    ret->completed = ret->cheated = TRUE;
+
+    {
+       int w = state->w, h = state->h, i, j, done_any, max;
+       unsigned char *matrix, *workspace;
+       int *rowdata;
+
+       matrix = snewn(w*h, unsigned char);
+       max = max(w, h);
+       workspace = snewn(max*3, unsigned char);
+       rowdata = snewn(max+1, int);
+
+        memset(matrix, 0, w*h);
+
+        do {
+            done_any = 0;
+            for (i=0; i<h; i++) {
+               memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
+                      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);
+            }
+            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);
+            }
+        } while (done_any);
+
+       for (i = 0; i < h; i++) {
+           for (j = 0; j < w; j++) {
+               int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
+                        matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
+               ret->grid[i*w+j] = c;
+               if (c == GRID_UNKNOWN)
+                   ret->completed = FALSE;
+           }
+       }
+
+       if (!ret->completed) {
+           free_game(ret);
+           *error = "Solving algorithm cannot complete this puzzle";
+           return NULL;
+       }
+    }
+
+    return ret;
+}
+
+static char *game_text_format(game_state *state)
+{
+    return NULL;
+}
+
 struct game_ui {
     int dragging;
     int drag_start_x;
@@ -963,7 +1071,8 @@ static float game_anim_length(game_state *oldstate,
 static float game_flash_length(game_state *oldstate,
                               game_state *newstate, int dir)
 {
-    if (!oldstate->completed && newstate->completed)
+    if (!oldstate->completed && newstate->completed &&
+       !oldstate->cheated && !newstate->cheated)
         return FLASH_TIME;
     return 0.0F;
 }
@@ -978,21 +1087,23 @@ static int game_wants_statusbar(void)
 #endif
 
 const struct game thegame = {
-    "Pattern", "games.pattern", TRUE,
+    "Pattern", "games.pattern",
     default_params,
     game_fetch_preset,
     decode_params,
     encode_params,
     free_params,
     dup_params,
-    game_configure,
-    custom_params,
+    TRUE, game_configure, custom_params,
     validate_params,
     new_game_seed,
+    game_free_aux_info,
     validate_seed,
     new_game,
     dup_game,
     free_game,
+    TRUE, solve_game,
+    FALSE, game_text_format,
     new_ui,
     free_ui,
     make_move,
@@ -1005,3 +1116,125 @@ const struct game thegame = {
     game_flash_length,
     game_wants_statusbar,
 };
+
+#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 draw_polygon(frontend *fe, int *coords, int npoints,
+                  int fill, 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;
+    game_state *s;
+    int recurse = TRUE;
+    char *id = NULL, *seed, *err;
+    int y, x;
+    int grade = FALSE;
+
+    while (--argc > 0) {
+        char *p = *++argv;
+       if (*p == '-') {
+            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
+            return 1;
+        } else {
+            id = p;
+        }
+    }
+
+    if (!id) {
+        fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
+        return 1;
+    }
+
+    seed = strchr(id, ':');
+    if (!seed) {
+        fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
+        return 1;
+    }
+    *seed++ = '\0';
+
+    p = decode_params(id);
+    err = validate_seed(p, seed);
+    if (err) {
+        fprintf(stderr, "%s: %s\n", argv[0], err);
+        return 1;
+    }
+    s = new_game(p, seed);
+
+    {
+       int w = p->w, h = p->h, i, j, done_any, max;
+       unsigned char *matrix, *workspace;
+       int *rowdata;
+
+       matrix = snewn(w*h, unsigned char);
+       max = max(w, h);
+       workspace = snewn(max*3, unsigned char);
+       rowdata = snewn(max+1, int);
+
+        memset(matrix, 0, w*h);
+
+        do {
+            done_any = 0;
+            for (i=0; i<h; i++) {
+               memcpy(rowdata, s->rowdata + s->rowsize*(w+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);
+            }
+            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);
+            }
+        } while (done_any);
+
+       for (i = 0; i < h; i++) {
+           for (j = 0; j < w; j++) {
+               int c = (matrix[i*w+j] == UNKNOWN ? '?' :
+                        matrix[i*w+j] == BLOCK ? '#' :
+                        matrix[i*w+j] == DOT ? '.' :
+                        '!');
+               putchar(c);
+           }
+           printf("\n");
+       }
+    }
+
+    return 0;
+}
+
+#endif