X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/c566778e388091cbcdcf4be8c34ec317dde0ffad..1cea529f7dc604c05ae5d8a86c736e37fedd88aa:/pattern.c diff --git a/pattern.c b/pattern.c index 671b56f..043c1de 100644 --- a/pattern.c +++ b/pattern.c @@ -15,8 +15,10 @@ enum { COL_BACKGROUND, COL_EMPTY, COL_FULL, + COL_TEXT, COL_UNKNOWN, COL_GRID, + COL_CURSOR, NCOLOURS }; @@ -30,7 +32,7 @@ enum { ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE ) #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d))) -#define GETTILESIZE(d, w) (w / (2 + 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))) @@ -106,11 +108,11 @@ 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; } @@ -165,7 +167,7 @@ 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) return "Width and height must both be greater than zero"; @@ -337,6 +339,10 @@ 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) @@ -365,7 +371,11 @@ 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; @@ -385,6 +395,27 @@ 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; } @@ -442,12 +473,20 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h) for (i=0; irowdata[state->rowsize * i + state->rowlen[i]++] = atoi(p); } while (*desc++ == '.'); @@ -692,13 +732,21 @@ static char *solve_game(game_state *state, game_state *currstate, 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; 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); + matrix+i, h, w, rowdata +#ifdef STANDALONE_SOLVER + , NULL, 0, 0 /* never do diagnostics here */ +#endif + ); } } while (done_any); @@ -726,6 +774,11 @@ static char *solve_game(game_state *state, game_state *currstate, 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; @@ -738,6 +791,7 @@ 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) @@ -746,6 +800,7 @@ 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; } @@ -755,12 +810,12 @@ static void free_ui(game_ui *ui) sfree(ui); } -char *encode_ui(game_ui *ui) +static char *encode_ui(game_ui *ui) { return NULL; } -void decode_ui(game_ui *ui, char *encoding) +static void decode_ui(game_ui *ui, char *encoding) { } @@ -774,6 +829,7 @@ struct game_drawstate { int w, h; int tilesize; unsigned char *visible; + int cur_x, cur_y; }; static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, @@ -787,17 +843,28 @@ 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; @@ -806,6 +873,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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 */ } @@ -858,14 +926,43 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, if (move_needed) { char buf[80]; sprintf(buf, "%c%d,%d,%d,%d", - (ui->state == GRID_FULL ? 'F' : - ui->state == GRID_EMPTY ? 'E' : 'U'), + (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 */ } + 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; } @@ -944,48 +1041,46 @@ static game_state *execute_move(game_state *from, char *move) * Drawing routines. */ -static void game_size(game_params *params, game_drawstate *ds, - int *x, int *y, int expand) +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { - int ts; - - ts = min(GETTILESIZE(params->w, *x), GETTILESIZE(params->h, *y)); - if (expand) - ds->tilesize = ts; - else - ds->tilesize = min(ts, PREFERRED_TILE_SIZE); + /* 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; *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); @@ -995,22 +1090,23 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->visible = snewn(ds->w * ds->h, unsigned char); ds->tilesize = 0; /* not decided yet */ memset(ds->visible, 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); @@ -1018,21 +1114,73 @@ 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, +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) { int i, j; int x1, x2, y1, y2; + int cx, cy, cmoved; if (!ds->started) { /* @@ -1041,56 +1189,23 @@ 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) { @@ -1102,13 +1217,20 @@ 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, @@ -1119,6 +1241,13 @@ 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. @@ -1128,12 +1257,14 @@ 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; } static float game_anim_length(game_state *oldstate, @@ -1151,22 +1282,86 @@ static float game_flash_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; + + /* 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 #define thegame pattern #endif const struct game thegame = { - "Pattern", "games.pattern", + "Pattern", "games.pattern", "pattern", default_params, game_fetch_preset, decode_params, @@ -1181,7 +1376,7 @@ const struct game thegame = { 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, @@ -1189,69 +1384,37 @@ const struct game thegame = { game_changed_state, interpret_move, execute_move, - game_size, + 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, - 0, /* mouse_priorities */ + REQUIRE_RBUTTON, /* 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 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, *desc, *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; + if (!strcmp(p, "-v")) { + verbose = TRUE; + } else { + fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); + return 1; + } } else { id = p; } @@ -1279,7 +1442,7 @@ int main(int argc, char **argv) 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; @@ -1290,6 +1453,22 @@ int main(int argc, char **argv) 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; irowlen[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; 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); + matrix+i, h, w, rowdata +#ifdef STANDALONE_SOLVER + , "col", i+1, cluewid +#endif + ); } } while (done_any); @@ -1323,3 +1510,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */