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-rw-r--r--pattern.c78
1 files changed, 70 insertions, 8 deletions
diff --git a/pattern.c b/pattern.c
index 55f840f..0f0a9c6 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 <stdio.h>
@@ -52,7 +48,7 @@ struct game_state {
unsigned char *grid;
int rowsize;
int *rowdata, *rowlen;
- int completed;
+ int completed, cheated;
};
#define FLASH_TIME 0.13F
@@ -541,7 +537,7 @@ static char *new_game_seed(game_params *params, random_state *rs,
return seed;
}
-void game_free_aux_info(game_aux_info *aux)
+static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
@@ -604,7 +600,7 @@ static game_state *new_game(game_params *params, char *seed)
state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
state->rowlen = snewn(state->w + state->h, int);
- state->completed = FALSE;
+ state->completed = state->cheated = FALSE;
for (i = 0; i < params->w + params->h; i++) {
state->rowlen[i] = 0;
@@ -642,6 +638,7 @@ static game_state *dup_game(game_state *state)
(ret->w + ret->h) * sizeof(int));
ret->completed = state->completed;
+ ret->cheated = state->cheated;
return ret;
}
@@ -654,6 +651,69 @@ static void free_game(game_state *state)
sfree(state);
}
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+ char **error)
+{
+ game_state *ret;
+
+ /*
+ * I could have stored the grid I invented in the game_aux_info
+ * and extracted it here where available, but it seems easier
+ * just to run my internal solver in all cases.
+ */
+
+ ret = dup_game(state);
+ ret->completed = ret->cheated = TRUE;
+
+ {
+ int w = state->w, h = state->h, i, j, done_any, max;
+ unsigned char *matrix, *workspace;
+ int *rowdata;
+
+ matrix = snewn(w*h, unsigned char);
+ max = max(w, h);
+ workspace = snewn(max*3, unsigned char);
+ rowdata = snewn(max+1, int);
+
+ memset(matrix, 0, w*h);
+
+ do {
+ done_any = 0;
+ for (i=0; i<h; i++) {
+ memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
+ max*sizeof(int));
+ rowdata[state->rowlen[w+i]] = 0;
+ done_any |= do_row(workspace, workspace+max, workspace+2*max,
+ matrix+i*w, w, 1, rowdata);
+ }
+ for (i=0; i<w; i++) {
+ memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
+ rowdata[state->rowlen[i]] = 0;
+ done_any |= do_row(workspace, workspace+max, workspace+2*max,
+ matrix+i, h, w, rowdata);
+ }
+ } while (done_any);
+
+ for (i = 0; i < h; i++) {
+ for (j = 0; j < w; j++) {
+ int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
+ matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
+ ret->grid[i*w+j] = c;
+ if (c == GRID_UNKNOWN)
+ ret->completed = FALSE;
+ }
+ }
+
+ if (!ret->completed) {
+ free_game(ret);
+ *error = "Solving algorithm cannot complete this puzzle";
+ return NULL;
+ }
+ }
+
+ return ret;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
@@ -1011,7 +1071,8 @@ static float game_anim_length(game_state *oldstate,
static float game_flash_length(game_state *oldstate,
game_state *newstate, int dir)
{
- if (!oldstate->completed && newstate->completed)
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->cheated && !newstate->cheated)
return FLASH_TIME;
return 0.0F;
}
@@ -1041,6 +1102,7 @@ const struct game thegame = {
new_game,
dup_game,
free_game,
+ TRUE, solve_game,
FALSE, game_text_format,
new_ui,
free_ui,