X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/3ff276f2cd88e6f3a6fe08f95f6147abbe3fcfd4..ff359b8a6d00e4561c3c7e7831a33545df04d6a1:/pattern.c diff --git a/pattern.c b/pattern.c index f83746a..a85877f 100644 --- a/pattern.c +++ b/pattern.c @@ -15,6 +15,7 @@ enum { COL_BACKGROUND, COL_EMPTY, COL_FULL, + COL_TEXT, COL_UNKNOWN, COL_GRID, NCOLOURS @@ -106,11 +107,11 @@ static void decode_params(game_params *ret, char const *string) 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; } @@ -595,7 +596,7 @@ static char *validate_desc(game_params *params, char *desc) 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; @@ -956,13 +957,13 @@ static void game_compute_size(game_params *params, int tilesize, *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); @@ -976,6 +977,10 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_UNKNOWN * 3 + 1] = 0.5F; ret[COL_UNKNOWN * 3 + 2] = 0.5F; + ret[COL_TEXT * 3 + 0] = 0.0F; + ret[COL_TEXT * 3 + 1] = 0.0F; + ret[COL_TEXT * 3 + 2] = 0.0F; + ret[COL_FULL * 3 + 0] = 0.0F; ret[COL_FULL * 3 + 1] = 0.0F; ret[COL_FULL * 3 + 2] = 0.0F; @@ -988,7 +993,7 @@ static float *game_colours(frontend *fe, game_state *state, int *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); @@ -1002,18 +1007,18 @@ static game_drawstate *game_new_drawstate(game_state *state) 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, +static void grid_square(drawing *dr, game_drawstate *ds, int y, int x, int state) { int xl, xr, yt, yb; - 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); @@ -1021,16 +1026,59 @@ static void grid_square(frontend *fe, game_drawstate *ds, 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, + draw_rect(dr, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, (state == GRID_FULL ? COL_FULL : state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); - 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, +static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state, + int colour) +{ + int i, j; + + /* + * Draw the numbers. + */ + for (i = 0; i < state->w + state->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(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); + } + } +} + +static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { @@ -1044,56 +1092,23 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * 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_rect(dr, 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 the numbers. + */ + draw_numbers(dr, ds, state, COL_TEXT); /* * 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) { @@ -1132,7 +1147,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, val = (GRID_FULL ^ GRID_EMPTY) ^ val; if (ds->visible[i * ds->w + j] != val) { - grid_square(fe, ds, i, j, val); + grid_square(dr, ds, i, j, val); ds->visible[i * ds->w + j] = val; } } @@ -1154,14 +1169,73 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { - return FALSE; + return TRUE; } -static int game_timing_state(game_state *state) +static void game_print_size(game_params *params, float *x, float *y) { - return TRUE; + int pw, ph; + + /* + * I'll use 5mm squares by default. + */ + game_compute_size(params, 500, &pw, &ph); + *x = pw / 100.0; + *y = ph / 100.0; +} + +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; + + /* 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. + */ + draw_numbers(dr, ds, state, 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 @@ -1169,7 +1243,7 @@ static int game_timing_state(game_state *state) #endif const struct game thegame = { - "Pattern", "games.pattern", + "Pattern", "games.pattern", "pattern", default_params, game_fetch_preset, decode_params, @@ -1199,46 +1273,14 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + TRUE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ }; #ifdef STANDALONE_SOLVER -/* - * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c - */ - -#include - -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;