2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
25 #define PREFERRED_TILE_SIZE 24
26 #define TILE_SIZE (ds->tilesize)
27 #define BORDER (3 * TILE_SIZE / 4)
28 #define TLBORDER(d) ( (d) / 5 + 2 )
29 #define GUTTER (TILE_SIZE / 2)
31 #define FROMCOORD(d, x) \
32 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
34 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
35 #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
37 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
43 #define GRID_UNKNOWN 2
51 int *rowdata
, *rowlen
;
52 int completed
, cheated
;
55 #define FLASH_TIME 0.13F
57 static game_params
*default_params(void)
59 game_params
*ret
= snew(game_params
);
66 static const struct game_params pattern_presets
[] = {
76 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
81 if (i
< 0 || i
>= lenof(pattern_presets
))
84 ret
= snew(game_params
);
85 *ret
= pattern_presets
[i
];
87 sprintf(str
, "%dx%d", ret
->w
, ret
->h
);
94 static void free_params(game_params
*params
)
99 static game_params
*dup_params(game_params
*params
)
101 game_params
*ret
= snew(game_params
);
102 *ret
= *params
; /* structure copy */
106 static void decode_params(game_params
*ret
, char const *string
)
108 char const *p
= string
;
111 while (*p
&& isdigit((unsigned char)*p
)) p
++;
115 while (*p
&& isdigit((unsigned char)*p
)) p
++;
121 static char *encode_params(game_params
*params
, int full
)
126 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
127 assert(len
< lenof(ret
));
133 static config_item
*game_configure(game_params
*params
)
138 ret
= snewn(3, config_item
);
140 ret
[0].name
= "Width";
141 ret
[0].type
= C_STRING
;
142 sprintf(buf
, "%d", params
->w
);
143 ret
[0].sval
= dupstr(buf
);
146 ret
[1].name
= "Height";
147 ret
[1].type
= C_STRING
;
148 sprintf(buf
, "%d", params
->h
);
149 ret
[1].sval
= dupstr(buf
);
160 static game_params
*custom_params(config_item
*cfg
)
162 game_params
*ret
= snew(game_params
);
164 ret
->w
= atoi(cfg
[0].sval
);
165 ret
->h
= atoi(cfg
[1].sval
);
170 static char *validate_params(game_params
*params
, int full
)
172 if (params
->w
<= 0 || params
->h
<= 0)
173 return "Width and height must both be greater than zero";
177 /* ----------------------------------------------------------------------
178 * Puzzle generation code.
180 * For this particular puzzle, it seemed important to me to ensure
181 * a unique solution. I do this the brute-force way, by having a
182 * solver algorithm alongside the generator, and repeatedly
183 * generating a random grid until I find one whose solution is
184 * unique. It turns out that this isn't too onerous on a modern PC
185 * provided you keep grid size below around 30. Any offers of
186 * better algorithms, however, will be very gratefully received.
188 * Another annoyance of this approach is that it limits the
189 * available puzzles to those solvable by the algorithm I've used.
190 * My algorithm only ever considers a single row or column at any
191 * one time, which means it's incapable of solving the following
192 * difficult example (found by Bella Image around 1995/6, when she
193 * and I were both doing maths degrees):
207 * Obviously this cannot be solved by a one-row-or-column-at-a-time
208 * algorithm (it would require at least one row or column reading
209 * `2 1', `1 2', `3' or `4' to get started). However, it can be
210 * proved to have a unique solution: if the top left square were
211 * empty, then the only option for the top row would be to fill the
212 * two squares in the 1 columns, which would imply the squares
213 * below those were empty, leaving no place for the 2 in the second
214 * row. Contradiction. Hence the top left square is full, and the
215 * unique solution follows easily from that starting point.
217 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
218 * it's useful to anyone.)
221 static int float_compare(const void *av
, const void *bv
)
223 const float *a
= (const float *)av
;
224 const float *b
= (const float *)bv
;
233 static void generate(random_state
*rs
, int w
, int h
, unsigned char *retgrid
)
240 fgrid
= snewn(w
*h
, float);
242 for (i
= 0; i
< h
; i
++) {
243 for (j
= 0; j
< w
; j
++) {
244 fgrid
[i
*w
+j
] = random_upto(rs
, 100000000UL) / 100000000.F
;
249 * The above gives a completely random splattering of black and
250 * white cells. We want to gently bias this in favour of _some_
251 * reasonably thick areas of white and black, while retaining
252 * some randomness and fine detail.
254 * So we evolve the starting grid using a cellular automaton.
255 * Currently, I'm doing something very simple indeed, which is
256 * to set each square to the average of the surrounding nine
257 * cells (or the average of fewer, if we're on a corner).
259 for (step
= 0; step
< 1; step
++) {
260 fgrid2
= snewn(w
*h
, float);
262 for (i
= 0; i
< h
; i
++) {
263 for (j
= 0; j
< w
; j
++) {
268 * Compute the average of the surrounding cells.
272 for (p
= -1; p
<= +1; p
++) {
273 for (q
= -1; q
<= +1; q
++) {
274 if (i
+p
< 0 || i
+p
>= h
|| j
+q
< 0 || j
+q
>= w
)
277 * An additional special case not mentioned
278 * above: if a grid dimension is 2xn then
279 * we do not average across that dimension
280 * at all. Otherwise a 2x2 grid would
281 * contain four identical squares.
283 if ((h
==2 && p
!=0) || (w
==2 && q
!=0))
286 sx
+= fgrid
[(i
+p
)*w
+(j
+q
)];
291 fgrid2
[i
*w
+j
] = xbar
;
299 fgrid2
= snewn(w
*h
, float);
300 memcpy(fgrid2
, fgrid
, w
*h
*sizeof(float));
301 qsort(fgrid2
, w
*h
, sizeof(float), float_compare
);
302 threshold
= fgrid2
[w
*h
/2];
305 for (i
= 0; i
< h
; i
++) {
306 for (j
= 0; j
< w
; j
++) {
307 retgrid
[i
*w
+j
] = (fgrid
[i
*w
+j
] >= threshold
? GRID_FULL
:
315 static int compute_rowdata(int *ret
, unsigned char *start
, int len
, int step
)
321 for (i
= 0; i
< len
; i
++) {
322 if (start
[i
*step
] == GRID_FULL
) {
324 while (i
+runlen
< len
&& start
[(i
+runlen
)*step
] == GRID_FULL
)
330 if (i
< len
&& start
[i
*step
] == GRID_UNKNOWN
)
340 #define STILL_UNKNOWN 3
342 #ifdef STANDALONE_SOLVER
346 static void do_recurse(unsigned char *known
, unsigned char *deduced
,
347 unsigned char *row
, int *data
, int len
,
348 int freespace
, int ndone
, int lowest
)
353 for (i
=0; i
<=freespace
; i
++) {
355 for (k
=0; k
<i
; k
++) row
[j
++] = DOT
;
356 for (k
=0; k
<data
[ndone
]; k
++) row
[j
++] = BLOCK
;
357 if (j
< len
) row
[j
++] = DOT
;
358 do_recurse(known
, deduced
, row
, data
, len
,
359 freespace
-i
, ndone
+1, j
);
362 for (i
=lowest
; i
<len
; i
++)
364 for (i
=0; i
<len
; i
++)
365 if (known
[i
] && known
[i
] != row
[i
])
367 for (i
=0; i
<len
; i
++)
368 deduced
[i
] |= row
[i
];
372 static int do_row(unsigned char *known
, unsigned char *deduced
,
374 unsigned char *start
, int len
, int step
, int *data
375 #ifdef STANDALONE_SOLVER
376 , const char *rowcol
, int index
, int cluewid
380 int rowlen
, i
, freespace
, done_any
;
383 for (rowlen
= 0; data
[rowlen
]; rowlen
++)
384 freespace
-= data
[rowlen
]+1;
386 for (i
= 0; i
< len
; i
++) {
387 known
[i
] = start
[i
*step
];
391 do_recurse(known
, deduced
, row
, data
, len
, freespace
, 0, 0);
393 for (i
=0; i
<len
; i
++)
394 if (deduced
[i
] && deduced
[i
] != STILL_UNKNOWN
&& !known
[i
]) {
395 start
[i
*step
] = deduced
[i
];
398 #ifdef STANDALONE_SOLVER
399 if (verbose
&& done_any
) {
402 printf("%s %2d: [", rowcol
, index
);
403 for (thiscluewid
= -1, i
= 0; data
[i
]; i
++)
404 thiscluewid
+= sprintf(buf
, " %d", data
[i
]);
405 printf("%*s", cluewid
- thiscluewid
, "");
406 for (i
= 0; data
[i
]; i
++)
407 printf(" %d", data
[i
]);
409 for (i
= 0; i
< len
; i
++)
410 putchar(known
[i
] == BLOCK
? '#' :
411 known
[i
] == DOT
? '.' : '?');
413 for (i
= 0; i
< len
; i
++)
414 putchar(start
[i
*step
] == BLOCK
? '#' :
415 start
[i
*step
] == DOT
? '.' : '?');
422 static unsigned char *generate_soluble(random_state
*rs
, int w
, int h
)
424 int i
, j
, done_any
, ok
, ntries
, max
;
425 unsigned char *grid
, *matrix
, *workspace
;
428 grid
= snewn(w
*h
, unsigned char);
429 matrix
= snewn(w
*h
, unsigned char);
431 workspace
= snewn(max
*3, unsigned char);
432 rowdata
= snewn(max
+1, int);
439 generate(rs
, w
, h
, grid
);
442 * The game is a bit too easy if any row or column is
443 * completely black or completely white. An exception is
444 * made for rows/columns that are under 3 squares,
445 * otherwise nothing will ever be successfully generated.
449 for (i
= 0; i
< h
; i
++) {
451 for (j
= 0; j
< w
; j
++)
452 colours
|= (grid
[i
*w
+j
] == GRID_FULL
? 2 : 1);
458 for (j
= 0; j
< w
; j
++) {
460 for (i
= 0; i
< h
; i
++)
461 colours
|= (grid
[i
*w
+j
] == GRID_FULL
? 2 : 1);
469 memset(matrix
, 0, w
*h
);
473 for (i
=0; i
<h
; i
++) {
474 rowdata
[compute_rowdata(rowdata
, grid
+i
*w
, w
, 1)] = 0;
475 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
476 matrix
+i
*w
, w
, 1, rowdata
477 #ifdef STANDALONE_SOLVER
478 , NULL
, 0, 0 /* never do diagnostics here */
482 for (i
=0; i
<w
; i
++) {
483 rowdata
[compute_rowdata(rowdata
, grid
+i
, h
, w
)] = 0;
484 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
485 matrix
+i
, h
, w
, rowdata
486 #ifdef STANDALONE_SOLVER
487 , NULL
, 0, 0 /* never do diagnostics here */
494 for (i
=0; i
<h
; i
++) {
495 for (j
=0; j
<w
; j
++) {
496 if (matrix
[i
*w
+j
] == UNKNOWN
)
508 static char *new_game_desc(game_params
*params
, random_state
*rs
,
509 char **aux
, int interactive
)
512 int i
, j
, max
, rowlen
, *rowdata
;
513 char intbuf
[80], *desc
;
514 int desclen
, descpos
;
516 grid
= generate_soluble(rs
, params
->w
, params
->h
);
517 max
= max(params
->w
, params
->h
);
518 rowdata
= snewn(max
, int);
521 * Save the solved game in aux.
524 char *ai
= snewn(params
->w
* params
->h
+ 2, char);
527 * String format is exactly the same as a solve move, so we
528 * can just dupstr this in solve_game().
533 for (i
= 0; i
< params
->w
* params
->h
; i
++)
534 ai
[i
+1] = grid
[i
] ? '1' : '0';
536 ai
[params
->w
* params
->h
+ 1] = '\0';
542 * Seed is a slash-separated list of row contents; each row
543 * contents section is a dot-separated list of integers. Row
544 * contents are listed in the order (columns left to right,
545 * then rows top to bottom).
547 * Simplest way to handle memory allocation is to make two
548 * passes, first computing the seed size and then writing it
552 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
554 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
556 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
559 for (j
= 0; j
< rowlen
; j
++) {
560 desclen
+= 1 + sprintf(intbuf
, "%d", rowdata
[j
]);
566 desc
= snewn(desclen
, char);
568 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
570 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
572 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
575 for (j
= 0; j
< rowlen
; j
++) {
576 int len
= sprintf(desc
+descpos
, "%d", rowdata
[j
]);
578 desc
[descpos
+ len
] = '.';
580 desc
[descpos
+ len
] = '/';
584 desc
[descpos
++] = '/';
587 assert(descpos
== desclen
);
588 assert(desc
[desclen
-1] == '/');
589 desc
[desclen
-1] = '\0';
595 static char *validate_desc(game_params
*params
, char *desc
)
600 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
602 rowspace
= params
->h
+ 1;
604 rowspace
= params
->w
+ 1;
606 if (*desc
&& isdigit((unsigned char)*desc
)) {
609 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
615 return "at least one column contains more numbers than will fit";
617 return "at least one row contains more numbers than will fit";
619 } while (*desc
++ == '.');
621 desc
++; /* expect a slash immediately */
624 if (desc
[-1] == '/') {
625 if (i
+1 == params
->w
+ params
->h
)
626 return "too many row/column specifications";
627 } else if (desc
[-1] == '\0') {
628 if (i
+1 < params
->w
+ params
->h
)
629 return "too few row/column specifications";
631 return "unrecognised character in game specification";
637 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
641 game_state
*state
= snew(game_state
);
643 state
->w
= params
->w
;
644 state
->h
= params
->h
;
646 state
->grid
= snewn(state
->w
* state
->h
, unsigned char);
647 memset(state
->grid
, GRID_UNKNOWN
, state
->w
* state
->h
);
649 state
->rowsize
= max(state
->w
, state
->h
);
650 state
->rowdata
= snewn(state
->rowsize
* (state
->w
+ state
->h
), int);
651 state
->rowlen
= snewn(state
->w
+ state
->h
, int);
653 state
->completed
= state
->cheated
= FALSE
;
655 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
656 state
->rowlen
[i
] = 0;
657 if (*desc
&& isdigit((unsigned char)*desc
)) {
660 while (*desc
&& isdigit((unsigned char)*desc
)) desc
++;
661 state
->rowdata
[state
->rowsize
* i
+ state
->rowlen
[i
]++] =
663 } while (*desc
++ == '.');
665 desc
++; /* expect a slash immediately */
672 static game_state
*dup_game(game_state
*state
)
674 game_state
*ret
= snew(game_state
);
679 ret
->grid
= snewn(ret
->w
* ret
->h
, unsigned char);
680 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
682 ret
->rowsize
= state
->rowsize
;
683 ret
->rowdata
= snewn(ret
->rowsize
* (ret
->w
+ ret
->h
), int);
684 ret
->rowlen
= snewn(ret
->w
+ ret
->h
, int);
685 memcpy(ret
->rowdata
, state
->rowdata
,
686 ret
->rowsize
* (ret
->w
+ ret
->h
) * sizeof(int));
687 memcpy(ret
->rowlen
, state
->rowlen
,
688 (ret
->w
+ ret
->h
) * sizeof(int));
690 ret
->completed
= state
->completed
;
691 ret
->cheated
= state
->cheated
;
696 static void free_game(game_state
*state
)
698 sfree(state
->rowdata
);
699 sfree(state
->rowlen
);
704 static char *solve_game(game_state
*state
, game_state
*currstate
,
705 char *ai
, char **error
)
707 unsigned char *matrix
;
708 int w
= state
->w
, h
= state
->h
;
712 unsigned char *workspace
;
716 * If we already have the solved state in ai, copy it out.
721 matrix
= snewn(w
*h
, unsigned char);
723 workspace
= snewn(max
*3, unsigned char);
724 rowdata
= snewn(max
+1, int);
726 memset(matrix
, 0, w
*h
);
730 for (i
=0; i
<h
; i
++) {
731 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*(w
+i
),
733 rowdata
[state
->rowlen
[w
+i
]] = 0;
734 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
735 matrix
+i
*w
, w
, 1, rowdata
736 #ifdef STANDALONE_SOLVER
737 , NULL
, 0, 0 /* never do diagnostics here */
741 for (i
=0; i
<w
; i
++) {
742 memcpy(rowdata
, state
->rowdata
+ state
->rowsize
*i
, max
*sizeof(int));
743 rowdata
[state
->rowlen
[i
]] = 0;
744 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
745 matrix
+i
, h
, w
, rowdata
746 #ifdef STANDALONE_SOLVER
747 , NULL
, 0, 0 /* never do diagnostics here */
756 for (i
= 0; i
< w
*h
; i
++) {
757 if (matrix
[i
] != BLOCK
&& matrix
[i
] != DOT
) {
759 *error
= "Solving algorithm cannot complete this puzzle";
764 ret
= snewn(w
*h
+2, char);
766 for (i
= 0; i
< w
*h
; i
++) {
767 assert(matrix
[i
] == BLOCK
|| matrix
[i
] == DOT
);
768 ret
[i
+1] = (matrix
[i
] == BLOCK
? '1' : '0');
777 static int game_can_format_as_text_now(game_params
*params
)
782 static char *game_text_format(game_state
*state
)
793 int drag
, release
, state
;
794 int cur_x
, cur_y
, cur_visible
;
797 static game_ui
*new_ui(game_state
*state
)
802 ret
->dragging
= FALSE
;
803 ret
->cur_x
= ret
->cur_y
= ret
->cur_visible
= 0;
808 static void free_ui(game_ui
*ui
)
813 static char *encode_ui(game_ui
*ui
)
818 static void decode_ui(game_ui
*ui
, char *encoding
)
822 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
823 game_state
*newstate
)
827 struct game_drawstate
{
831 unsigned char *visible
;
835 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
836 int x
, int y
, int button
)
840 x
= FROMCOORD(state
->w
, x
);
841 y
= FROMCOORD(state
->h
, y
);
843 if (x
>= 0 && x
< state
->w
&& y
>= 0 && y
< state
->h
&&
844 (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
||
845 button
== MIDDLE_BUTTON
)) {
847 int currstate
= state
->grid
[y
* state
->w
+ x
];
852 if (button
== LEFT_BUTTON
) {
853 ui
->drag
= LEFT_DRAG
;
854 ui
->release
= LEFT_RELEASE
;
856 ui
->state
= (currstate
+ 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
858 ui
->state
= GRID_FULL
;
860 } else if (button
== RIGHT_BUTTON
) {
861 ui
->drag
= RIGHT_DRAG
;
862 ui
->release
= RIGHT_RELEASE
;
864 ui
->state
= (currstate
+ 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
866 ui
->state
= GRID_EMPTY
;
868 } else /* if (button == MIDDLE_BUTTON) */ {
869 ui
->drag
= MIDDLE_DRAG
;
870 ui
->release
= MIDDLE_RELEASE
;
871 ui
->state
= GRID_UNKNOWN
;
874 ui
->drag_start_x
= ui
->drag_end_x
= x
;
875 ui
->drag_start_y
= ui
->drag_end_y
= y
;
878 return ""; /* UI activity occurred */
881 if (ui
->dragging
&& button
== ui
->drag
) {
883 * There doesn't seem much point in allowing a rectangle
884 * drag; people will generally only want to drag a single
885 * horizontal or vertical line, so we make that easy by
888 * Exception: if we're _middle_-button dragging to tag
889 * things as UNKNOWN, we may well want to trash an entire
890 * area and start over!
892 if (ui
->state
!= GRID_UNKNOWN
) {
893 if (abs(x
- ui
->drag_start_x
) > abs(y
- ui
->drag_start_y
))
894 y
= ui
->drag_start_y
;
896 x
= ui
->drag_start_x
;
901 if (x
>= state
->w
) x
= state
->w
- 1;
902 if (y
>= state
->h
) y
= state
->h
- 1;
907 return ""; /* UI activity occurred */
910 if (ui
->dragging
&& button
== ui
->release
) {
911 int x1
, x2
, y1
, y2
, xx
, yy
;
912 int move_needed
= FALSE
;
914 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
915 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
916 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
917 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
919 for (yy
= y1
; yy
<= y2
; yy
++)
920 for (xx
= x1
; xx
<= x2
; xx
++)
921 if (state
->grid
[yy
* state
->w
+ xx
] != ui
->state
)
924 ui
->dragging
= FALSE
;
928 sprintf(buf
, "%c%d,%d,%d,%d",
929 (char)(ui
->state
== GRID_FULL
? 'F' :
930 ui
->state
== GRID_EMPTY
? 'E' : 'U'),
931 x1
, y1
, x2
-x1
+1, y2
-y1
+1);
934 return ""; /* UI activity occurred */
937 if (IS_CURSOR_MOVE(button
)) {
938 move_cursor(button
, &ui
->cur_x
, &ui
->cur_y
, state
->w
, state
->h
, 0);
942 if (IS_CURSOR_SELECT(button
)) {
943 int currstate
= state
->grid
[ui
->cur_y
* state
->w
+ ui
->cur_x
];
947 if (!ui
->cur_visible
) {
952 if (button
== CURSOR_SELECT2
)
953 newstate
= currstate
== GRID_UNKNOWN
? GRID_EMPTY
:
954 currstate
== GRID_EMPTY
? GRID_FULL
: GRID_UNKNOWN
;
956 newstate
= currstate
== GRID_UNKNOWN
? GRID_FULL
:
957 currstate
== GRID_FULL
? GRID_EMPTY
: GRID_UNKNOWN
;
959 sprintf(buf
, "%c%d,%d,%d,%d",
960 (char)(newstate
== GRID_FULL
? 'F' :
961 newstate
== GRID_EMPTY
? 'E' : 'U'),
962 ui
->cur_x
, ui
->cur_y
, 1, 1);
969 static game_state
*execute_move(game_state
*from
, char *move
)
972 int x1
, x2
, y1
, y2
, xx
, yy
;
975 if (move
[0] == 'S' && strlen(move
) == from
->w
* from
->h
+ 1) {
978 ret
= dup_game(from
);
980 for (i
= 0; i
< ret
->w
* ret
->h
; i
++)
981 ret
->grid
[i
] = (move
[i
+1] == '1' ? GRID_FULL
: GRID_EMPTY
);
983 ret
->completed
= ret
->cheated
= TRUE
;
986 } else if ((move
[0] == 'F' || move
[0] == 'E' || move
[0] == 'U') &&
987 sscanf(move
+1, "%d,%d,%d,%d", &x1
, &y1
, &x2
, &y2
) == 4 &&
988 x1
>= 0 && x2
>= 0 && x1
+x2
<= from
->w
&&
989 y1
>= 0 && y2
>= 0 && y1
+y2
<= from
->h
) {
993 val
= (move
[0] == 'F' ? GRID_FULL
:
994 move
[0] == 'E' ? GRID_EMPTY
: GRID_UNKNOWN
);
996 ret
= dup_game(from
);
997 for (yy
= y1
; yy
< y2
; yy
++)
998 for (xx
= x1
; xx
< x2
; xx
++)
999 ret
->grid
[yy
* ret
->w
+ xx
] = val
;
1002 * An actual change, so check to see if we've completed the
1005 if (!ret
->completed
) {
1006 int *rowdata
= snewn(ret
->rowsize
, int);
1009 ret
->completed
= TRUE
;
1011 for (i
=0; i
<ret
->w
; i
++) {
1012 len
= compute_rowdata(rowdata
,
1013 ret
->grid
+i
, ret
->h
, ret
->w
);
1014 if (len
!= ret
->rowlen
[i
] ||
1015 memcmp(ret
->rowdata
+i
*ret
->rowsize
, rowdata
,
1016 len
* sizeof(int))) {
1017 ret
->completed
= FALSE
;
1021 for (i
=0; i
<ret
->h
; i
++) {
1022 len
= compute_rowdata(rowdata
,
1023 ret
->grid
+i
*ret
->w
, ret
->w
, 1);
1024 if (len
!= ret
->rowlen
[i
+ret
->w
] ||
1025 memcmp(ret
->rowdata
+(i
+ret
->w
)*ret
->rowsize
, rowdata
,
1026 len
* sizeof(int))) {
1027 ret
->completed
= FALSE
;
1040 /* ----------------------------------------------------------------------
1044 static void game_compute_size(game_params
*params
, int tilesize
,
1047 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1048 struct { int tilesize
; } ads
, *ds
= &ads
;
1049 ads
.tilesize
= tilesize
;
1051 *x
= SIZE(params
->w
);
1052 *y
= SIZE(params
->h
);
1055 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1056 game_params
*params
, int tilesize
)
1058 ds
->tilesize
= tilesize
;
1061 static float *game_colours(frontend
*fe
, int *ncolours
)
1063 float *ret
= snewn(3 * NCOLOURS
, float);
1066 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1068 for (i
= 0; i
< 3; i
++) {
1069 ret
[COL_GRID
* 3 + i
] = 0.3F
;
1070 ret
[COL_UNKNOWN
* 3 + i
] = 0.5F
;
1071 ret
[COL_TEXT
* 3 + i
] = 0.0F
;
1072 ret
[COL_FULL
* 3 + i
] = 0.0F
;
1073 ret
[COL_EMPTY
* 3 + i
] = 1.0F
;
1075 ret
[COL_CURSOR
* 3 + 0] = 1.0F
;
1076 ret
[COL_CURSOR
* 3 + 1] = 0.25F
;
1077 ret
[COL_CURSOR
* 3 + 2] = 0.25F
;
1079 *ncolours
= NCOLOURS
;
1083 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1085 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1087 ds
->started
= FALSE
;
1090 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned char);
1091 ds
->tilesize
= 0; /* not decided yet */
1092 memset(ds
->visible
, 255, ds
->w
* ds
->h
);
1093 ds
->cur_x
= ds
->cur_y
= 0;
1098 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1104 static void grid_square(drawing
*dr
, game_drawstate
*ds
,
1105 int y
, int x
, int state
, int cur
)
1107 int xl
, xr
, yt
, yb
, dx
, dy
, dw
, dh
;
1109 draw_rect(dr
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
1110 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
1112 xl
= (x
% 5 == 0 ? 1 : 0);
1113 yt
= (y
% 5 == 0 ? 1 : 0);
1114 xr
= (x
% 5 == 4 || x
== ds
->w
-1 ? 1 : 0);
1115 yb
= (y
% 5 == 4 || y
== ds
->h
-1 ? 1 : 0);
1117 dx
= TOCOORD(ds
->w
, x
) + 1 + xl
;
1118 dy
= TOCOORD(ds
->h
, y
) + 1 + yt
;
1119 dw
= TILE_SIZE
- xl
- xr
- 1;
1120 dh
= TILE_SIZE
- yt
- yb
- 1;
1122 draw_rect(dr
, dx
, dy
, dw
, dh
,
1123 (state
== GRID_FULL
? COL_FULL
:
1124 state
== GRID_EMPTY
? COL_EMPTY
: COL_UNKNOWN
));
1126 draw_rect_outline(dr
, dx
, dy
, dw
, dh
, COL_CURSOR
);
1127 draw_rect_outline(dr
, dx
+1, dy
+1, dw
-2, dh
-2, COL_CURSOR
);
1130 draw_update(dr
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
1131 TILE_SIZE
, TILE_SIZE
);
1134 static void draw_numbers(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
1142 for (i
= 0; i
< state
->w
+ state
->h
; i
++) {
1143 int rowlen
= state
->rowlen
[i
];
1144 int *rowdata
= state
->rowdata
+ state
->rowsize
* i
;
1148 * Normally I space the numbers out by the same
1149 * distance as the tile size. However, if there are
1150 * more numbers than available spaces, I have to squash
1153 nfit
= max(rowlen
, TLBORDER(state
->h
))-1;
1156 for (j
= 0; j
< rowlen
; j
++) {
1161 x
= TOCOORD(state
->w
, i
);
1162 y
= BORDER
+ TILE_SIZE
* (TLBORDER(state
->h
)-1);
1163 y
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(state
->h
)-1) / nfit
;
1165 y
= TOCOORD(state
->h
, i
- state
->w
);
1166 x
= BORDER
+ TILE_SIZE
* (TLBORDER(state
->w
)-1);
1167 x
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(state
->h
)-1) / nfit
;
1170 sprintf(str
, "%d", rowdata
[j
]);
1171 draw_text(dr
, x
+TILE_SIZE
/2, y
+TILE_SIZE
/2, FONT_VARIABLE
,
1172 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, colour
, str
);
1177 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1178 game_state
*state
, int dir
, game_ui
*ui
,
1179 float animtime
, float flashtime
)
1187 * The initial contents of the window are not guaranteed
1188 * and can vary with front ends. To be on the safe side,
1189 * all games should start by drawing a big background-
1190 * colour rectangle covering the whole window.
1192 draw_rect(dr
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
), COL_BACKGROUND
);
1197 draw_numbers(dr
, ds
, state
, COL_TEXT
);
1200 * Draw the grid outline.
1202 draw_rect(dr
, TOCOORD(ds
->w
, 0) - 1, TOCOORD(ds
->h
, 0) - 1,
1203 ds
->w
* TILE_SIZE
+ 3, ds
->h
* TILE_SIZE
+ 3,
1208 draw_update(dr
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
));
1212 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
1213 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
1214 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
1215 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
1217 x1
= x2
= y1
= y2
= -1; /* placate gcc warnings */
1220 if (ui
->cur_visible
) {
1221 cx
= ui
->cur_x
; cy
= ui
->cur_y
;
1225 cmoved
= (cx
!= ds
->cur_x
|| cy
!= ds
->cur_y
);
1228 * Now draw any grid squares which have changed since last
1231 for (i
= 0; i
< ds
->h
; i
++) {
1232 for (j
= 0; j
< ds
->w
; j
++) {
1236 * Work out what state this square should be drawn in,
1237 * taking any current drag operation into account.
1239 if (ui
->dragging
&& x1
<= j
&& j
<= x2
&& y1
<= i
&& i
<= y2
)
1242 val
= state
->grid
[i
* state
->w
+ j
];
1245 /* the cursor has moved; if we were the old or
1246 * the new cursor position we need to redraw. */
1247 if (j
== cx
&& i
== cy
) cc
= 1;
1248 if (j
== ds
->cur_x
&& i
== ds
->cur_y
) cc
= 1;
1252 * Briefly invert everything twice during a completion
1255 if (flashtime
> 0 &&
1256 (flashtime
<= FLASH_TIME
/3 || flashtime
>= FLASH_TIME
*2/3) &&
1257 val
!= GRID_UNKNOWN
)
1258 val
= (GRID_FULL
^ GRID_EMPTY
) ^ val
;
1260 if (ds
->visible
[i
* ds
->w
+ j
] != val
|| cc
) {
1261 grid_square(dr
, ds
, i
, j
, val
,
1262 (j
== cx
&& i
== cy
));
1263 ds
->visible
[i
* ds
->w
+ j
] = val
;
1267 ds
->cur_x
= cx
; ds
->cur_y
= cy
;
1270 static float game_anim_length(game_state
*oldstate
,
1271 game_state
*newstate
, int dir
, game_ui
*ui
)
1276 static float game_flash_length(game_state
*oldstate
,
1277 game_state
*newstate
, int dir
, game_ui
*ui
)
1279 if (!oldstate
->completed
&& newstate
->completed
&&
1280 !oldstate
->cheated
&& !newstate
->cheated
)
1285 static int game_status(game_state
*state
)
1287 return state
->completed
? +1 : 0;
1290 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1295 static void game_print_size(game_params
*params
, float *x
, float *y
)
1300 * I'll use 5mm squares by default.
1302 game_compute_size(params
, 500, &pw
, &ph
);
1307 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1309 int w
= state
->w
, h
= state
->h
;
1310 int ink
= print_mono_colour(dr
, 0);
1313 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1314 game_drawstate ads
, *ds
= &ads
;
1315 game_set_size(dr
, ds
, NULL
, tilesize
);
1320 print_line_width(dr
, TILE_SIZE
/ 16);
1321 draw_rect_outline(dr
, TOCOORD(w
, 0), TOCOORD(h
, 0),
1322 w
*TILE_SIZE
, h
*TILE_SIZE
, ink
);
1327 for (x
= 1; x
< w
; x
++) {
1328 print_line_width(dr
, TILE_SIZE
/ (x
% 5 ? 128 : 24));
1329 draw_line(dr
, TOCOORD(w
, x
), TOCOORD(h
, 0),
1330 TOCOORD(w
, x
), TOCOORD(h
, h
), ink
);
1332 for (y
= 1; y
< h
; y
++) {
1333 print_line_width(dr
, TILE_SIZE
/ (y
% 5 ? 128 : 24));
1334 draw_line(dr
, TOCOORD(w
, 0), TOCOORD(h
, y
),
1335 TOCOORD(w
, w
), TOCOORD(h
, y
), ink
);
1341 draw_numbers(dr
, ds
, state
, ink
);
1346 print_line_width(dr
, TILE_SIZE
/ 128);
1347 for (y
= 0; y
< h
; y
++)
1348 for (x
= 0; x
< w
; x
++) {
1349 if (state
->grid
[y
*w
+x
] == GRID_FULL
)
1350 draw_rect(dr
, TOCOORD(w
, x
), TOCOORD(h
, y
),
1351 TILE_SIZE
, TILE_SIZE
, ink
);
1352 else if (state
->grid
[y
*w
+x
] == GRID_EMPTY
)
1353 draw_circle(dr
, TOCOORD(w
, x
) + TILE_SIZE
/2,
1354 TOCOORD(h
, y
) + TILE_SIZE
/2,
1355 TILE_SIZE
/12, ink
, ink
);
1360 #define thegame pattern
1363 const struct game thegame
= {
1364 "Pattern", "games.pattern", "pattern",
1371 TRUE
, game_configure
, custom_params
,
1379 FALSE
, game_can_format_as_text_now
, game_text_format
,
1387 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1390 game_free_drawstate
,
1395 TRUE
, FALSE
, game_print_size
, game_print
,
1396 FALSE
, /* wants_statusbar */
1397 FALSE
, game_timing_state
,
1398 REQUIRE_RBUTTON
, /* flags */
1401 #ifdef STANDALONE_SOLVER
1403 int main(int argc
, char **argv
)
1407 char *id
= NULL
, *desc
, *err
;
1409 while (--argc
> 0) {
1412 if (!strcmp(p
, "-v")) {
1415 fprintf(stderr
, "%s: unrecognised option `%s'\n", argv
[0], p
);
1424 fprintf(stderr
, "usage: %s <game_id>\n", argv
[0]);
1428 desc
= strchr(id
, ':');
1430 fprintf(stderr
, "%s: game id expects a colon in it\n", argv
[0]);
1435 p
= default_params();
1436 decode_params(p
, id
);
1437 err
= validate_desc(p
, desc
);
1439 fprintf(stderr
, "%s: %s\n", argv
[0], err
);
1442 s
= new_game(NULL
, p
, desc
);
1445 int w
= p
->w
, h
= p
->h
, i
, j
, done_any
, max
, cluewid
= 0;
1446 unsigned char *matrix
, *workspace
;
1449 matrix
= snewn(w
*h
, unsigned char);
1451 workspace
= snewn(max
*3, unsigned char);
1452 rowdata
= snewn(max
+1, int);
1454 memset(matrix
, 0, w
*h
);
1459 * Work out the maximum text width of the clue numbers
1460 * in a row or column, so we can print the solver's
1461 * working in a nicely lined up way.
1463 for (i
= 0; i
< (w
+h
); i
++) {
1465 for (thiswid
= -1, j
= 0; j
< s
->rowlen
[i
]; j
++)
1466 thiswid
+= sprintf(buf
, " %d", s
->rowdata
[s
->rowsize
*i
+j
]);
1467 if (cluewid
< thiswid
)
1474 for (i
=0; i
<h
; i
++) {
1475 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*(w
+i
),
1477 rowdata
[s
->rowlen
[w
+i
]] = 0;
1478 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1479 matrix
+i
*w
, w
, 1, rowdata
1480 #ifdef STANDALONE_SOLVER
1481 , "row", i
+1, cluewid
1485 for (i
=0; i
<w
; i
++) {
1486 memcpy(rowdata
, s
->rowdata
+ s
->rowsize
*i
, max
*sizeof(int));
1487 rowdata
[s
->rowlen
[i
]] = 0;
1488 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
1489 matrix
+i
, h
, w
, rowdata
1490 #ifdef STANDALONE_SOLVER
1491 , "col", i
+1, cluewid
1497 for (i
= 0; i
< h
; i
++) {
1498 for (j
= 0; j
< w
; j
++) {
1499 int c
= (matrix
[i
*w
+j
] == UNKNOWN
? '?' :
1500 matrix
[i
*w
+j
] == BLOCK
? '#' :
1501 matrix
[i
*w
+j
] == DOT
? '.' :
1514 /* vim: set shiftwidth=4 tabstop=8: */