X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1d228b10b0f6bbc1fffb5442d2ad934a5e6aaaed..48a10826fef7777bb8b061f4a121f481ced98bc0:/pattern.c diff --git a/pattern.c b/pattern.c index 61f15ff..a728e15 100644 --- 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 @@ -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 @@ -476,7 +472,13 @@ 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) +struct game_aux_info { + int w, h; + unsigned char *grid; +}; + +static char *new_game_seed(game_params *params, random_state *rs, + game_aux_info **aux) { unsigned char *grid; int i, j, max, rowlen, *rowdata; @@ -488,6 +490,20 @@ static char *new_game_seed(game_params *params, random_state *rs) rowdata = snewn(max, int); /* + * Save the solved game in an aux_info. + */ + { + game_aux_info *ai = snew(game_aux_info); + + ai->w = params->w; + ai->h = params->h; + ai->grid = snewn(ai->w * ai->h, unsigned char); + memcpy(ai->grid, grid, ai->w * ai->h); + + *aux = ai; + } + + /* * Seed is a slash-separated list of row contents; each row * contents section is a dot-separated list of integers. Row * contents are listed in the order (columns left to right, @@ -540,6 +556,12 @@ static char *new_game_seed(game_params *params, random_state *rs) return seed; } +static void game_free_aux_info(game_aux_info *aux) +{ + sfree(aux->grid); + sfree(aux); +} + static char *validate_seed(game_params *params, char *seed) { int i, n, rowspace; @@ -598,7 +620,7 @@ 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; @@ -636,6 +658,7 @@ static game_state *dup_game(game_state *state) (ret->w + ret->h) * sizeof(int)); ret->completed = state->completed; + ret->cheated = state->cheated; return ret; } @@ -648,6 +671,78 @@ static void free_game(game_state *state) sfree(state); } +static game_state *solve_game(game_state *state, game_aux_info *ai, + char **error) +{ + game_state *ret; + + ret = dup_game(state); + ret->completed = ret->cheated = TRUE; + + /* + * If we already have the solved state in an aux_info, copy it + * out. + */ + if (ai) { + + assert(ret->w == ai->w); + assert(ret->h == ai->h); + memcpy(ret->grid, ai->grid, ai->w * ai->h); + + } else { + 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; irowdata + 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; irowdata + 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; @@ -1000,7 +1095,8 @@ 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; } @@ -1025,10 +1121,13 @@ const struct game thegame = { 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,