X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/95eedaa61373a2d476dbf8bd350903122409871a..HEAD:/pattern.c diff --git a/pattern.c b/pattern.c index 91b1a2f..25cdd85 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 @@ -15,27 +11,29 @@ #include "puzzles.h" -#define max(x,y) ( (x)>(y) ? (x):(y) ) -#define min(x,y) ( (x)<(y) ? (x):(y) ) - enum { COL_BACKGROUND, COL_EMPTY, COL_FULL, + COL_TEXT, COL_UNKNOWN, COL_GRID, + COL_CURSOR, + COL_ERROR, NCOLOURS }; -#define BORDER 18 +#define PREFERRED_TILE_SIZE 24 +#define TILE_SIZE (ds->tilesize) +#define BORDER (3 * TILE_SIZE / 4) #define TLBORDER(d) ( (d) / 5 + 2 ) -#define GUTTER 12 -#define TILE_SIZE 24 +#define GUTTER (TILE_SIZE / 2) #define FROMCOORD(d, x) \ ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) +#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d))) #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x))) @@ -52,7 +50,7 @@ struct game_state { unsigned char *grid; int rowsize; int *rowdata, *rowlen; - int completed; + int completed, cheated; }; #define FLASH_TIME 0.13F @@ -66,24 +64,26 @@ static game_params *default_params(void) return ret; } +static const struct game_params pattern_presets[] = { + {10, 10}, + {15, 15}, + {20, 20}, +#ifndef SLOW_SYSTEM + {25, 25}, + {30, 30}, +#endif +}; + static int game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char str[80]; - static const struct { int x, y; } values[] = { - {10, 10}, - {15, 15}, - {20, 20}, - {25, 25}, - {30, 30}, - }; - - if (i < 0 || i >= lenof(values)) + + if (i < 0 || i >= lenof(pattern_presets)) return FALSE; ret = snew(game_params); - ret->w = values[i].x; - ret->h = values[i].y; + *ret = pattern_presets[i]; sprintf(str, "%dx%d", ret->w, ret->h); @@ -104,25 +104,22 @@ static game_params *dup_params(game_params *params) return ret; } -static game_params *decode_params(char const *string) +static void decode_params(game_params *ret, char const *string) { - game_params *ret = default_params(); 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; } - - return ret; } -static char *encode_params(game_params *params) +static char *encode_params(game_params *params, int full) { char ret[400]; int len; @@ -171,14 +168,10 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params) +static char *validate_params(game_params *params, int full) { - if (params->w <= 0 && params->h <= 0) + if (params->w <= 0 || params->h <= 0) return "Width and height must both be greater than zero"; - if (params->w <= 0) - return "Width must be greater than zero"; - if (params->h <= 0) - return "Height must be greater than zero"; return NULL; } @@ -281,6 +274,15 @@ 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 +305,7 @@ 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); } } @@ -338,6 +340,10 @@ static int compute_rowdata(int *ret, unsigned char *start, int len, int step) #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) @@ -366,7 +372,11 @@ static void do_recurse(unsigned char *known, unsigned char *deduced, 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; @@ -386,6 +396,27 @@ static int do_row(unsigned char *known, unsigned char *deduced, 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; } @@ -408,6 +439,34 @@ 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 { @@ -415,12 +474,20 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h) for (i=0; iw, params->h); max = max(params->w, params->h); rowdata = snewn(max, int); /* + * Save the solved game in aux. + */ + { + char *ai = snewn(params->w * params->h + 2, char); + + /* + * String format is exactly the same as a solve move, so we + * can just dupstr this in solve_game(). + */ + + ai[0] = 'S'; + + for (i = 0; i < params->w * params->h; i++) + ai[i+1] = grid[i] ? '1' : '0'; + + ai[params->w * params->h + 1] = '\0'; + + *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, @@ -460,7 +549,7 @@ static char *new_game_seed(game_params *params, random_state *rs) * passes, first computing the seed size and then writing it * out. */ - seedlen = 0; + desclen = 0; for (i = 0; i < params->w + params->h; i++) { if (i < params->w) rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); @@ -469,14 +558,14 @@ static char *new_game_seed(game_params *params, random_state *rs) params->w, 1); if (rowlen > 0) { for (j = 0; j < rowlen; j++) { - seedlen += 1 + sprintf(intbuf, "%d", rowdata[j]); + desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); } } else { - seedlen++; + desclen++; } } - seed = snewn(seedlen, char); - seedpos = 0; + desc = snewn(desclen, char); + descpos = 0; for (i = 0; i < params->w + params->h; i++) { if (i < params->w) rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w); @@ -485,25 +574,26 @@ static char *new_game_seed(game_params *params, random_state *rs) params->w, 1); if (rowlen > 0) { for (j = 0; j < rowlen; j++) { - int len = sprintf(seed+seedpos, "%d", rowdata[j]); + int len = sprintf(desc+descpos, "%d", rowdata[j]); if (j+1 < rowlen) - seed[seedpos + len] = '.'; + desc[descpos + len] = '.'; else - seed[seedpos + len] = '/'; - seedpos += len+1; + desc[descpos + len] = '/'; + descpos += len+1; } } else { - seed[seedpos++] = '/'; + desc[descpos++] = '/'; } } - assert(seedpos == seedlen); - assert(seed[seedlen-1] == '/'); - seed[seedlen-1] = '\0'; + assert(descpos == desclen); + assert(desc[desclen-1] == '/'); + desc[desclen-1] = '\0'; sfree(rowdata); - return seed; + sfree(grid); + return desc; } -static char *validate_seed(game_params *params, char *seed) +static char *validate_desc(game_params *params, char *desc) { int i, n, rowspace; char *p; @@ -514,10 +604,10 @@ static char *validate_seed(game_params *params, char *seed) else rowspace = params->w + 1; - if (*seed && isdigit((unsigned char)*seed)) { + if (*desc && isdigit((unsigned char)*desc)) { do { - p = seed; - while (seed && isdigit((unsigned char)*seed)) seed++; + p = desc; + while (*desc && isdigit((unsigned char)*desc)) desc++; n = atoi(p); rowspace -= n+1; @@ -527,15 +617,15 @@ static char *validate_seed(game_params *params, char *seed) else return "at least one row contains more numbers than will fit"; } - } while (*seed++ == '.'); + } while (*desc++ == '.'); } else { - seed++; /* expect a slash immediately */ + desc++; /* expect a slash immediately */ } - if (seed[-1] == '/') { + if (desc[-1] == '/') { if (i+1 == params->w + params->h) return "too many row/column specifications"; - } else if (seed[-1] == '\0') { + } else if (desc[-1] == '\0') { if (i+1 < params->w + params->h) return "too few row/column specifications"; } else @@ -545,7 +635,7 @@ static char *validate_seed(game_params *params, char *seed) return NULL; } -static game_state *new_game(game_params *params, char *seed) +static game_state *new_game(midend *me, game_params *params, char *desc) { int i; char *p; @@ -561,19 +651,19 @@ 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; - if (*seed && isdigit((unsigned char)*seed)) { + if (*desc && isdigit((unsigned char)*desc)) { do { - p = seed; - while (seed && isdigit((unsigned char)*seed)) seed++; + p = desc; + while (*desc && isdigit((unsigned char)*desc)) desc++; state->rowdata[state->rowsize * i + state->rowlen[i]++] = atoi(p); - } while (*seed++ == '.'); + } while (*desc++ == '.'); } else { - seed++; /* expect a slash immediately */ + desc++; /* expect a slash immediately */ } } @@ -599,6 +689,7 @@ 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 +702,89 @@ static void free_game(game_state *state) sfree(state); } +static char *solve_game(game_state *state, game_state *currstate, + char *ai, char **error) +{ + unsigned char *matrix; + int w = state->w, h = state->h; + int i; + char *ret; + int done_any, max; + unsigned char *workspace; + int *rowdata; + + /* + * If we already have the solved state in ai, copy it out. + */ + if (ai) + return dupstr(ai); + + 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 +#ifdef STANDALONE_SOLVER + , NULL, 0, 0 /* never do diagnostics here */ +#endif + ); + } + 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 +#ifdef STANDALONE_SOLVER + , NULL, 0, 0 /* never do diagnostics here */ +#endif + ); + } + } while (done_any); + + sfree(workspace); + sfree(rowdata); + + for (i = 0; i < w*h; i++) { + if (matrix[i] != BLOCK && matrix[i] != DOT) { + sfree(matrix); + *error = "Solving algorithm cannot complete this puzzle"; + return NULL; + } + } + + ret = snewn(w*h+2, char); + ret[0] = 'S'; + for (i = 0; i < w*h; i++) { + assert(matrix[i] == BLOCK || matrix[i] == DOT); + ret[i+1] = (matrix[i] == BLOCK ? '1' : '0'); + } + ret[w*h+1] = '\0'; + + sfree(matrix); + + 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; +} + struct game_ui { int dragging; int drag_start_x; @@ -618,6 +792,7 @@ struct game_ui { 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) @@ -626,6 +801,7 @@ 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; } @@ -635,28 +811,61 @@ static void free_ui(game_ui *ui) sfree(ui); } -static game_state *make_move(game_state *from, game_ui *ui, - int x, int y, int button) +static char *encode_ui(game_ui *ui) { - game_state *ret; + return NULL; +} + +static void decode_ui(game_ui *ui, char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, game_state *oldstate, + game_state *newstate) +{ +} + +struct game_drawstate { + int started; + int w, h; + int tilesize; + unsigned char *visible, *numcolours; + int cur_x, cur_y; +}; + +static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, + int x, int y, int button) +{ + button &= ~MOD_MASK; - x = FROMCOORD(from->w, x); - y = FROMCOORD(from->h, y); + x = FROMCOORD(state->w, x); + y = FROMCOORD(state->h, y); - if (x >= 0 && x < from->w && y >= 0 && y < from->h && + 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; @@ -665,8 +874,9 @@ static game_state *make_move(game_state *from, game_ui *ui, ui->drag_start_x = ui->drag_end_x = x; ui->drag_start_y = ui->drag_end_y = y; + ui->cur_visible = 0; - return from; /* UI activity occurred */ + return ""; /* UI activity occurred */ } if (ui->dragging && button == ui->drag) { @@ -689,13 +899,13 @@ static game_state *make_move(game_state *from, game_ui *ui, if (x < 0) x = 0; if (y < 0) y = 0; - if (x >= from->w) x = from->w - 1; - if (y >= from->h) y = from->h - 1; + if (x >= state->w) x = state->w - 1; + if (y >= state->h) y = state->h - 1; ui->drag_end_x = x; ui->drag_end_y = y; - return from; /* UI activity occurred */ + return ""; /* UI activity occurred */ } if (ui->dragging && button == ui->release) { @@ -709,102 +919,331 @@ static game_state *make_move(game_state *from, game_ui *ui, for (yy = y1; yy <= y2; yy++) for (xx = x1; xx <= x2; xx++) - if (from->grid[yy * from->w + xx] != ui->state) + if (state->grid[yy * state->w + xx] != ui->state) move_needed = TRUE; ui->dragging = FALSE; if (move_needed) { - ret = dup_game(from); - for (yy = y1; yy <= y2; yy++) - for (xx = x1; xx <= x2; xx++) - ret->grid[yy * ret->w + xx] = ui->state; - - /* - * An actual change, so check to see if we've completed - * the game. - */ - if (!ret->completed) { - int *rowdata = snewn(ret->rowsize, int); - int i, len; - - ret->completed = TRUE; - - for (i=0; iw; i++) { - len = compute_rowdata(rowdata, - ret->grid+i, ret->h, ret->w); - if (len != ret->rowlen[i] || - memcmp(ret->rowdata+i*ret->rowsize, rowdata, - len * sizeof(int))) { - ret->completed = FALSE; - break; - } - } - for (i=0; ih; i++) { - len = compute_rowdata(rowdata, - ret->grid+i*ret->w, ret->w, 1); - if (len != ret->rowlen[i+ret->w] || - memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, - len * sizeof(int))) { - ret->completed = FALSE; - break; - } - } + char buf[80]; + sprintf(buf, "%c%d,%d,%d,%d", + (char)(ui->state == GRID_FULL ? 'F' : + ui->state == GRID_EMPTY ? 'E' : 'U'), + x1, y1, x2-x1+1, y2-y1+1); + return dupstr(buf); + } else + return ""; /* UI activity occurred */ + } - sfree(rowdata); - } + 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 ""; + } - return ret; - } else - return from; /* UI activity occurred */ + 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; } +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int x1, x2, y1, y2, xx, yy; + int val; + + if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) { + int i; + + ret = dup_game(from); + + for (i = 0; i < ret->w * ret->h; i++) + ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY); + + ret->completed = ret->cheated = TRUE; + + return ret; + } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') && + sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 && + x1 >= 0 && x2 >= 0 && x1+x2 <= from->w && + y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { + + x2 += x1; + y2 += y1; + val = (move[0] == 'F' ? GRID_FULL : + move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN); + + ret = dup_game(from); + for (yy = y1; yy < y2; yy++) + for (xx = x1; xx < x2; xx++) + ret->grid[yy * ret->w + xx] = val; + + /* + * An actual change, so check to see if we've completed the + * game. + */ + if (!ret->completed) { + int *rowdata = snewn(ret->rowsize, int); + int i, len; + + ret->completed = TRUE; + + for (i=0; iw; i++) { + len = compute_rowdata(rowdata, + ret->grid+i, ret->h, ret->w); + if (len != ret->rowlen[i] || + memcmp(ret->rowdata+i*ret->rowsize, rowdata, + len * sizeof(int))) { + ret->completed = FALSE; + break; + } + } + for (i=0; ih; i++) { + len = compute_rowdata(rowdata, + ret->grid+i*ret->w, ret->w, 1); + if (len != ret->rowlen[i+ret->w] || + memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, + len * sizeof(int))) { + ret->completed = FALSE; + break; + } + } + + sfree(rowdata); + } + + return ret; + } else + return NULL; +} + /* ---------------------------------------------------------------------- - * Drawing routines. + * Error-checking during gameplay. */ -struct game_drawstate { - int started; - int w, h; - unsigned char *visible; +/* + * 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 void game_size(game_params *params, int *x, int *y) +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. + */ + +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; + *x = SIZE(params->w); *y = SIZE(params->h); } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +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); @@ -812,23 +1251,27 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->w = state->w; ds->h = state->h; 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); @@ -836,21 +1279,93 @@ 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, - 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, - game_state *state, int dir, game_ui *ui, - float animtime, float flashtime) +/* + * 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->h) * TILE_SIZE, + COL_BACKGROUND); + } else { + draw_rect(dr, 0, TOCOORD(state->h, i - state->w), + BORDER + TLBORDER(state->w) * 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. + */ + if (i < state->w) + nfit = TLBORDER(state->h); + else + nfit = TLBORDER(state->w); + nfit = max(rowlen, nfit) - 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->w)-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->h) * TILE_SIZE); + } else { + draw_update(dr, 0, TOCOORD(state->h, i - state->w), + BORDER + TLBORDER(state->w) * 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) { /* @@ -859,56 +1374,18 @@ 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 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) { @@ -920,13 +1397,20 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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, @@ -937,6 +1421,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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. @@ -946,31 +1437,116 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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, - game_state *newstate, int dir) + game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(game_state *oldstate, - game_state *newstate, int dir) + game_state *newstate, int dir, game_ui *ui) { - if (!oldstate->completed && newstate->completed) + if (!oldstate->completed && newstate->completed && + !oldstate->cheated && !newstate->cheated) return FLASH_TIME; 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, 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 @@ -978,30 +1554,154 @@ static int game_wants_statusbar(void) #endif const struct game thegame = { - "Pattern", "games.pattern", TRUE, + "Pattern", "games.pattern", "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, - validate_seed, + new_game_desc, + validate_desc, new_game, dup_game, free_game, + TRUE, solve_game, + FALSE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, - make_move, - game_size, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, 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, + REQUIRE_RBUTTON, /* flags */ }; + +#ifdef STANDALONE_SOLVER + +int main(int argc, char **argv) +{ + game_params *p; + game_state *s; + char *id = NULL, *desc, *err; + + while (--argc > 0) { + char *p = *++argv; + if (*p == '-') { + if (!strcmp(p, "-v")) { + verbose = TRUE; + } else { + fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); + return 1; + } + } else { + id = p; + } + } + + if (!id) { + fprintf(stderr, "usage: %s \n", argv[0]); + return 1; + } + + desc = strchr(id, ':'); + if (!desc) { + fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]); + return 1; + } + *desc++ = '\0'; + + p = default_params(); + decode_params(p, id); + err = validate_desc(p, desc); + if (err) { + fprintf(stderr, "%s: %s\n", argv[0], err); + return 1; + } + s = new_game(NULL, p, desc); + + { + int w = p->w, h = p->h, i, j, done_any, max, cluewid = 0; + 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); + + 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; irowdata + 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 +#ifdef STANDALONE_SOLVER + , "row", i+1, cluewid +#endif + ); + } + for (i=0; irowdata + 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 +#ifdef STANDALONE_SOLVER + , "col", i+1, cluewid +#endif + ); + } + } 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 + +/* vim: set shiftwidth=4 tabstop=8: */