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| author | Franklin Wei <git@fwei.tk> | 2017-04-29 18:21:56 -0400 |
|---|---|---|
| committer | Franklin Wei <git@fwei.tk> | 2017-04-29 18:24:42 -0400 |
| commit | 881746789a489fad85aae8317555f73dbe261556 (patch) | |
| tree | cec2946362c4698c8db3c10f3242ef546c2c22dd /apps/plugins/puzzles/pattern.c | |
| parent | 03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff) | |
| download | rockbox-881746789a489fad85aae8317555f73dbe261556.zip rockbox-881746789a489fad85aae8317555f73dbe261556.tar.gz rockbox-881746789a489fad85aae8317555f73dbe261556.tar.bz2 rockbox-881746789a489fad85aae8317555f73dbe261556.tar.xz | |
puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision
2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made
by me, including cursor-only Untangle and some compilation fixes
remain. Upstream code has been moved to its separate subdirectory and
future syncs can be done by simply copying over the new sources.
Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/pattern.c')
| -rw-r--r-- | apps/plugins/puzzles/pattern.c | 2255 |
1 files changed, 0 insertions, 2255 deletions
diff --git a/apps/plugins/puzzles/pattern.c b/apps/plugins/puzzles/pattern.c deleted file mode 100644 index c741a2e..0000000 --- a/apps/plugins/puzzles/pattern.c +++ /dev/null @@ -1,2255 +0,0 @@ -/* - * pattern.c: the pattern-reconstruction game known as `nonograms'. - */ - -#include <stdio.h> -#include <stdlib.h> -#include <string.h> -#include "rbassert.h" -#include <ctype.h> -#include <math.h> - -#include "puzzles.h" - -enum { - COL_BACKGROUND, - COL_EMPTY, - COL_FULL, - COL_TEXT, - COL_UNKNOWN, - COL_GRID, - COL_CURSOR, - COL_ERROR, - NCOLOURS -}; - -#define PREFERRED_TILE_SIZE 24 -#define TILE_SIZE (ds->tilesize) -#define BORDER (3 * TILE_SIZE / 4) -#define TLBORDER(d) ( (d) / 5 + 2 ) -#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))) - -struct game_params { - int w, h; -}; - -#define GRID_UNKNOWN 2 -#define GRID_FULL 1 -#define GRID_EMPTY 0 - -typedef struct game_state_common { - /* Parts of the game state that don't change during play. */ - int w, h; - int rowsize; - int *rowdata, *rowlen; - unsigned char *immutable; - int refcount; -} game_state_common; - -struct game_state { - game_state_common *common; - unsigned char *grid; - int completed, cheated; -}; - -#define FLASH_TIME 0.13F - -static game_params *default_params(void) -{ - game_params *ret = snew(game_params); - - ret->w = ret->h = 15; - - 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]; - - if (i < 0 || i >= lenof(pattern_presets)) - return FALSE; - - ret = snew(game_params); - *ret = pattern_presets[i]; - - sprintf(str, "%dx%d", ret->w, ret->h); - - *name = dupstr(str); - *params = ret; - return TRUE; -} - -static void free_params(game_params *params) -{ - sfree(params); -} - -static game_params *dup_params(const game_params *params) -{ - game_params *ret = snew(game_params); - *ret = *params; /* structure copy */ - return ret; -} - -static void decode_params(game_params *ret, char const *string) -{ - char const *p = string; - - ret->w = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - if (*p == 'x') { - p++; - ret->h = atoi(p); - while (*p && isdigit((unsigned char)*p)) p++; - } else { - ret->h = ret->w; - } -} - -static char *encode_params(const game_params *params, int full) -{ - char ret[400]; - int len; - - len = sprintf(ret, "%dx%d", params->w, params->h); - assert(len < lenof(ret)); - ret[len] = '\0'; - - return dupstr(ret); -} - -static config_item *game_configure(const game_params *params) -{ - config_item *ret; - char buf[80]; - - ret = snewn(3, config_item); - - ret[0].name = "Width"; - ret[0].type = C_STRING; - sprintf(buf, "%d", params->w); - ret[0].sval = dupstr(buf); - ret[0].ival = 0; - - ret[1].name = "Height"; - ret[1].type = C_STRING; - sprintf(buf, "%d", params->h); - ret[1].sval = dupstr(buf); - ret[1].ival = 0; - - ret[2].name = NULL; - ret[2].type = C_END; - ret[2].sval = NULL; - ret[2].ival = 0; - - return ret; -} - -static game_params *custom_params(const config_item *cfg) -{ - game_params *ret = snew(game_params); - - ret->w = atoi(cfg[0].sval); - ret->h = atoi(cfg[1].sval); - - return ret; -} - -static char *validate_params(const game_params *params, int full) -{ - if (params->w <= 0 || params->h <= 0) - return "Width and height must both be greater than zero"; - return NULL; -} - -/* ---------------------------------------------------------------------- - * Puzzle generation code. - * - * For this particular puzzle, it seemed important to me to ensure - * a unique solution. I do this the brute-force way, by having a - * solver algorithm alongside the generator, and repeatedly - * generating a random grid until I find one whose solution is - * unique. It turns out that this isn't too onerous on a modern PC - * provided you keep grid size below around 30. Any offers of - * better algorithms, however, will be very gratefully received. - * - * Another annoyance of this approach is that it limits the - * available puzzles to those solvable by the algorithm I've used. - * My algorithm only ever considers a single row or column at any - * one time, which means it's incapable of solving the following - * difficult example (found by Bella Image around 1995/6, when she - * and I were both doing maths degrees): - * - * 2 1 2 1 - * - * +--+--+--+--+ - * 1 1 | | | | | - * +--+--+--+--+ - * 2 | | | | | - * +--+--+--+--+ - * 1 | | | | | - * +--+--+--+--+ - * 1 | | | | | - * +--+--+--+--+ - * - * Obviously this cannot be solved by a one-row-or-column-at-a-time - * algorithm (it would require at least one row or column reading - * `2 1', `1 2', `3' or `4' to get started). However, it can be - * proved to have a unique solution: if the top left square were - * empty, then the only option for the top row would be to fill the - * two squares in the 1 columns, which would imply the squares - * below those were empty, leaving no place for the 2 in the second - * row. Contradiction. Hence the top left square is full, and the - * unique solution follows easily from that starting point. - * - * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case - * it's useful to anyone.) - */ - -#ifndef STANDALONE_PICTURE_GENERATOR -static int float_compare(const void *av, const void *bv) -{ - const float *a = (const float *)av; - const float *b = (const float *)bv; - if (*a < *b) - return -1; - else if (*a > *b) - return +1; - else - return 0; -} - -static void generate(random_state *rs, int w, int h, unsigned char *retgrid) -{ - float *fgrid; - float *fgrid2; - int step, i, j; - float threshold; - - fgrid = snewn(w*h, float); - - for (i = 0; i < h; i++) { - for (j = 0; j < w; j++) { - fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F; - } - } - - /* - * The above gives a completely random splattering of black and - * white cells. We want to gently bias this in favour of _some_ - * reasonably thick areas of white and black, while retaining - * some randomness and fine detail. - * - * So we evolve the starting grid using a cellular automaton. - * Currently, I'm doing something very simple indeed, which is - * to set each square to the average of the surrounding nine - * cells (or the average of fewer, if we're on a corner). - */ - for (step = 0; step < 1; step++) { - fgrid2 = snewn(w*h, float); - - for (i = 0; i < h; i++) { - for (j = 0; j < w; j++) { - float sx, xbar; - int n, p, q; - - /* - * Compute the average of the surrounding cells. - */ - n = 0; - sx = 0.F; - for (p = -1; p <= +1; p++) { - 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)]; - } - } - xbar = sx / n; - - fgrid2[i*w+j] = xbar; - } - } - - sfree(fgrid); - fgrid = fgrid2; - } - - fgrid2 = snewn(w*h, float); - memcpy(fgrid2, fgrid, w*h*sizeof(float)); - qsort(fgrid2, w*h, sizeof(float), float_compare); - threshold = fgrid2[w*h/2]; - sfree(fgrid2); - - for (i = 0; i < h; i++) { - for (j = 0; j < w; j++) { - retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL : - GRID_EMPTY); - } - } - - sfree(fgrid); -} -#endif - -static int compute_rowdata(int *ret, unsigned char *start, int len, int step) -{ - int i, n; - - n = 0; - - for (i = 0; i < len; i++) { - if (start[i*step] == GRID_FULL) { - int runlen = 1; - while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL) - runlen++; - ret[n++] = runlen; - i += runlen; - } - - if (i < len && start[i*step] == GRID_UNKNOWN) - return -1; - } - - return n; -} - -#define UNKNOWN 0 -#define BLOCK 1 -#define DOT 2 -#define STILL_UNKNOWN 3 - -#ifdef STANDALONE_SOLVER -int verbose = FALSE; -#endif - -static int do_recurse(unsigned char *known, unsigned char *deduced, - unsigned char *row, - unsigned char *minpos_done, unsigned char *maxpos_done, - unsigned char *minpos_ok, unsigned char *maxpos_ok, - int *data, int len, - int freespace, int ndone, int lowest) -{ - int i, j, k; - - - /* This algorithm basically tries all possible ways the given rows of - * black blocks can be laid out in the row/column being examined. - * Special care is taken to avoid checking the tail of a row/column - * if the same conditions have already been checked during this recursion - * The algorithm also takes care to cut its losses as soon as an - * invalid (partial) solution is detected. - */ - if (data[ndone]) { - if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) { - if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) { - for (i=0; i<lowest; i++) - deduced[i] |= row[i]; - } - return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]; - } else { - if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest; - if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest; - } - for (i=0; i<=freespace; i++) { - j = lowest; - for (k=0; k<i; k++) { - if (known[j] == BLOCK) goto next_iter; - row[j++] = DOT; - } - for (k=0; k<data[ndone]; k++) { - if (known[j] == DOT) goto next_iter; - row[j++] = BLOCK; - } - if (j < len) { - if (known[j] == BLOCK) goto next_iter; - row[j++] = DOT; - } - if (do_recurse(known, deduced, row, minpos_done, maxpos_done, - minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) { - if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest; - if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i; - if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i; - } - next_iter: - j++; - } - return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]; - } else { - for (i=lowest; i<len; i++) { - if (known[i] == BLOCK) return FALSE; - row[i] = DOT; - } - for (i=0; i<len; i++) - deduced[i] |= row[i]; - return TRUE; - } -} - - -static int do_row(unsigned char *known, unsigned char *deduced, - unsigned char *row, - unsigned char *minpos_done, unsigned char *maxpos_done, - unsigned char *minpos_ok, unsigned char *maxpos_ok, - unsigned char *start, int len, int step, int *data, - unsigned int *changed -#ifdef STANDALONE_SOLVER - , const char *rowcol, int index, int cluewid -#endif - ) -{ - int rowlen, i, freespace, done_any; - - freespace = len+1; - for (rowlen = 0; data[rowlen]; rowlen++) { - minpos_done[rowlen] = minpos_ok[rowlen] = len - 1; - maxpos_done[rowlen] = maxpos_ok[rowlen] = 0; - freespace -= data[rowlen]+1; - } - - for (i = 0; i < len; i++) { - known[i] = start[i*step]; - deduced[i] = 0; - } - for (i = len - 1; i >= 0 && known[i] == DOT; i--) - freespace--; - - if (rowlen == 0) { - memset(deduced, DOT, len); - } else { - do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok, - maxpos_ok, data, len, freespace, 0, 0); - } - - done_any = FALSE; - for (i=0; i<len; i++) - if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) { - start[i*step] = deduced[i]; - if (changed) changed[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; -} - -static int solve_puzzle(const game_state *state, unsigned char *grid, - int w, int h, - unsigned char *matrix, unsigned char *workspace, - unsigned int *changed_h, unsigned int *changed_w, - int *rowdata -#ifdef STANDALONE_SOLVER - , int cluewid -#else - , int dummy -#endif - ) -{ - int i, j, ok, max; - int max_h, max_w; - - assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL)); - - max = max(w, h); - - memset(matrix, 0, w*h); - if (state) { - for (i=0; i<w*h; i++) { - if (state->common->immutable[i]) - matrix[i] = state->grid[i]; - } - } - - /* For each column, compute how many squares can be deduced - * from just the row-data and initial clues. - * Later, changed_* will hold how many squares were changed - * in every row/column in the previous iteration - * Changed_* is used to choose the next rows / cols to re-examine - */ - for (i=0; i<h; i++) { - int freespace, rowlen; - if (state && state->common->rowdata) { - memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int)); - rowlen = state->common->rowlen[w+i]; - } else { - rowlen = compute_rowdata(rowdata, grid+i*w, w, 1); - } - rowdata[rowlen] = 0; - if (rowlen == 0) { - changed_h[i] = w; - } else { - for (j=0, freespace=w+1; rowdata[j]; j++) - freespace -= rowdata[j] + 1; - for (j=0, changed_h[i]=0; rowdata[j]; j++) - if (rowdata[j] > freespace) - changed_h[i] += rowdata[j] - freespace; - } - for (j = 0; j < w; j++) - if (matrix[i*w+j]) - changed_h[i]++; - } - for (i=0,max_h=0; i<h; i++) - if (changed_h[i] > max_h) - max_h = changed_h[i]; - for (i=0; i<w; i++) { - int freespace, rowlen; - if (state && state->common->rowdata) { - memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int)); - rowlen = state->common->rowlen[i]; - } else { - rowlen = compute_rowdata(rowdata, grid+i, h, w); - } - rowdata[rowlen] = 0; - if (rowlen == 0) { - changed_w[i] = h; - } else { - for (j=0, freespace=h+1; rowdata[j]; j++) - freespace -= rowdata[j] + 1; - for (j=0, changed_w[i]=0; rowdata[j]; j++) - if (rowdata[j] > freespace) - changed_w[i] += rowdata[j] - freespace; - } - for (j = 0; j < h; j++) - if (matrix[j*w+i]) - changed_w[i]++; - } - for (i=0,max_w=0; i<w; i++) - if (changed_w[i] > max_w) - max_w = changed_w[i]; - - /* Solve the puzzle. - * Process rows/columns individually. Deductions involving more than one - * row and/or column at a time are not supported. - * Take care to only process rows/columns which have been changed since they - * were previously processed. - * Also, prioritize rows/columns which have had the most changes since their - * previous processing, as they promise the greatest benefit. - * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially. - */ - do { - for (; max_h && max_h >= max_w; max_h--) { - for (i=0; i<h; i++) { - if (changed_h[i] >= max_h) { - if (state && state->common->rowdata) { - memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int)); - rowdata[state->common->rowlen[w+i]] = 0; - } else { - rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; - } - do_row(workspace, workspace+max, workspace+2*max, - workspace+3*max, workspace+4*max, - workspace+5*max, workspace+6*max, - matrix+i*w, w, 1, rowdata, changed_w -#ifdef STANDALONE_SOLVER - , "row", i+1, cluewid -#endif - ); - changed_h[i] = 0; - } - } - for (i=0,max_w=0; i<w; i++) - if (changed_w[i] > max_w) - max_w = changed_w[i]; - } - for (; max_w && max_w >= max_h; max_w--) { - for (i=0; i<w; i++) { - if (changed_w[i] >= max_w) { - if (state && state->common->rowdata) { - memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int)); - rowdata[state->common->rowlen[i]] = 0; - } else { - rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; - } - do_row(workspace, workspace+max, workspace+2*max, - workspace+3*max, workspace+4*max, - workspace+5*max, workspace+6*max, - matrix+i, h, w, rowdata, changed_h -#ifdef STANDALONE_SOLVER - , "col", i+1, cluewid -#endif - ); - changed_w[i] = 0; - } - } - for (i=0,max_h=0; i<h; i++) - if (changed_h[i] > max_h) - max_h = changed_h[i]; - } - } while (max_h>0 || max_w>0); - - ok = TRUE; - for (i=0; i<h; i++) { - for (j=0; j<w; j++) { - if (matrix[i*w+j] == UNKNOWN) - ok = FALSE; - } - } - - return ok; -} - -#ifndef STANDALONE_PICTURE_GENERATOR -static unsigned char *generate_soluble(random_state *rs, int w, int h) -{ - int i, j, ok, ntries, max; - unsigned char *grid, *matrix, *workspace; - unsigned int *changed_h, *changed_w; - int *rowdata; - - max = max(w, h); - - grid = snewn(w*h, unsigned char); - /* Allocate this here, to avoid having to reallocate it again for every geneerated grid */ - matrix = snewn(w*h, unsigned char); - workspace = snewn(max*7, unsigned char); - changed_h = snewn(max+1, unsigned int); - changed_w = snewn(max+1, unsigned int); - rowdata = snewn(max+1, int); - - ntries = 0; - - do { - ntries++; - - 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; - - ok = solve_puzzle(NULL, grid, w, h, matrix, workspace, - changed_h, changed_w, rowdata, 0); - } while (!ok); - - sfree(matrix); - sfree(workspace); - sfree(changed_h); - sfree(changed_w); - sfree(rowdata); - return grid; -} -#endif - -#ifdef STANDALONE_PICTURE_GENERATOR -unsigned char *picture; -#endif - -static char *new_game_desc(const game_params *params, random_state *rs, - char **aux, int interactive) -{ - unsigned char *grid; - int i, j, max, rowlen, *rowdata; - char intbuf[80], *desc; - int desclen, descpos; -#ifdef STANDALONE_PICTURE_GENERATOR - game_state *state; - int *index; -#endif - - max = max(params->w, params->h); - -#ifdef STANDALONE_PICTURE_GENERATOR - /* - * Fixed input picture. - */ - grid = snewn(params->w * params->h, unsigned char); - memcpy(grid, picture, params->w * params->h); - - /* - * Now winnow the immutable square set as far as possible. - */ - state = snew(game_state); - state->grid = grid; - state->common = snew(game_state_common); - state->common->rowdata = NULL; - state->common->immutable = snewn(params->w * params->h, unsigned char); - memset(state->common->immutable, 1, params->w * params->h); - - index = snewn(params->w * params->h, int); - for (i = 0; i < params->w * params->h; i++) - index[i] = i; - shuffle(index, params->w * params->h, sizeof(*index), rs); - - { - unsigned char *matrix = snewn(params->w*params->h, unsigned char); - unsigned char *workspace = snewn(max*7, unsigned char); - unsigned int *changed_h = snewn(max+1, unsigned int); - unsigned int *changed_w = snewn(max+1, unsigned int); - int *rowdata = snewn(max+1, int); - for (i = 0; i < params->w * params->h; i++) { - state->common->immutable[index[i]] = 0; - if (!solve_puzzle(state, grid, params->w, params->h, - matrix, workspace, changed_h, changed_w, - rowdata, 0)) - state->common->immutable[index[i]] = 1; - } - sfree(workspace); - sfree(changed_h); - sfree(changed_w); - sfree(rowdata); - sfree(matrix); - } -#else - grid = generate_soluble(rs, params->w, params->h); -#endif - rowdata = snewn(max, int); - - /* - * Save the solved game in aux. - */ - if (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, - * then rows top to bottom). - * - * Simplest way to handle memory allocation is to make two - * passes, first computing the seed size and then writing it - * out. - */ - 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); - else - rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, - params->w, 1); - if (rowlen > 0) { - for (j = 0; j < rowlen; j++) { - desclen += 1 + sprintf(intbuf, "%d", rowdata[j]); - } - } else { - desclen++; - } - } - 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); - else - rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w, - params->w, 1); - if (rowlen > 0) { - for (j = 0; j < rowlen; j++) { - int len = sprintf(desc+descpos, "%d", rowdata[j]); - if (j+1 < rowlen) - desc[descpos + len] = '.'; - else - desc[descpos + len] = '/'; - descpos += len+1; - } - } else { - desc[descpos++] = '/'; - } - } - assert(descpos == desclen); - assert(desc[desclen-1] == '/'); - desc[desclen-1] = '\0'; -#ifdef STANDALONE_PICTURE_GENERATOR - for (i = 0; i < params->w * params->h; i++) - if (state->common->immutable[i]) - break; - if (i < params->w * params->h) { - /* - * At least one immutable square, so we need a suffix. - */ - int run; - - desc = sresize(desc, desclen + params->w * params->h + 3, char); - desc[descpos-1] = ','; - - run = 0; - for (i = 0; i < params->w * params->h; i++) { - if (!state->common->immutable[i]) { - run++; - if (run == 25) { - desc[descpos++] = 'z'; - run = 0; - } - } else { - desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a'); - run = 0; - } - } - if (run > 0) - desc[descpos++] = run + 'a'; - desc[descpos] = '\0'; - } - sfree(state->common->immutable); - sfree(state->common); - sfree(state); -#endif - sfree(rowdata); - sfree(grid); - return desc; -} - -static char *validate_desc(const game_params *params, const char *desc) -{ - int i, n, rowspace; - const char *p; - - for (i = 0; i < params->w + params->h; i++) { - if (i < params->w) - rowspace = params->h + 1; - else - rowspace = params->w + 1; - - if (*desc && isdigit((unsigned char)*desc)) { - do { - p = desc; - while (*desc && isdigit((unsigned char)*desc)) desc++; - n = atoi(p); - rowspace -= n+1; - - if (rowspace < 0) { - if (i < params->w) - return "at least one column contains more numbers than will fit"; - else - return "at least one row contains more numbers than will fit"; - } - } while (*desc++ == '.'); - } else { - desc++; /* expect a slash immediately */ - } - - if (desc[-1] == '/') { - if (i+1 == params->w + params->h) - return "too many row/column specifications"; - } else if (desc[-1] == '\0' || desc[-1] == ',') { - if (i+1 < params->w + params->h) - return "too few row/column specifications"; - } else - return "unrecognised character in game specification"; - } - - if (desc[-1] == ',') { - /* - * Optional extra piece of game description which fills in - * some grid squares as extra clues. - */ - i = 0; - while (i < params->w * params->h) { - int c = (unsigned char)*desc++; - if ((c >= 'a' && c <= 'z') || - (c >= 'A' && c <= 'Z')) { - int len = tolower(c) - 'a'; - i += len; - if (len < 25 && i < params->w*params->h) - i++; - if (i > params->w * params->h) { - return "too much data in clue-squares section"; - } - } else if (!c) { - return "too little data in clue-squares section"; - } else { - return "unrecognised character in clue-squares section"; - } - } - if (*desc) { - return "too much data in clue-squares section"; - } - } - - return NULL; -} - -static game_state *new_game(midend *me, const game_params *params, - const char *desc) -{ - int i; - const char *p; - game_state *state = snew(game_state); - - state->common = snew(game_state_common); - state->common->refcount = 1; - - state->common->w = params->w; - state->common->h = params->h; - - state->grid = snewn(state->common->w * state->common->h, unsigned char); - memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h); - - state->common->immutable = snewn(state->common->w * state->common->h, - unsigned char); - memset(state->common->immutable, 0, state->common->w * state->common->h); - - state->common->rowsize = max(state->common->w, state->common->h); - state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int); - state->common->rowlen = snewn(state->common->w + state->common->h, int); - - state->completed = state->cheated = FALSE; - - for (i = 0; i < params->w + params->h; i++) { - state->common->rowlen[i] = 0; - if (*desc && isdigit((unsigned char)*desc)) { - do { - p = desc; - while (*desc && isdigit((unsigned char)*desc)) desc++; - state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] = - atoi(p); - } while (*desc++ == '.'); - } else { - desc++; /* expect a slash immediately */ - } - } - - if (desc[-1] == ',') { - /* - * Optional extra piece of game description which fills in - * some grid squares as extra clues. - */ - i = 0; - while (i < params->w * params->h) { - int c = (unsigned char)*desc++; - int full = isupper(c), len = tolower(c) - 'a'; - i += len; - if (len < 25 && i < params->w*params->h) { - state->grid[i] = full ? GRID_FULL : GRID_EMPTY; - state->common->immutable[i] = TRUE; - i++; - } - } - } - - return state; -} - -static game_state *dup_game(const game_state *state) -{ - game_state *ret = snew(game_state); - - ret->common = state->common; - ret->common->refcount++; - - ret->grid = snewn(ret->common->w * ret->common->h, unsigned char); - memcpy(ret->grid, state->grid, ret->common->w * ret->common->h); - - ret->completed = state->completed; - ret->cheated = state->cheated; - - return ret; -} - -static void free_game(game_state *state) -{ - if (--state->common->refcount == 0) { - sfree(state->common->rowdata); - sfree(state->common->rowlen); - sfree(state->common->immutable); - sfree(state->common); - } - sfree(state->grid); - sfree(state); -} - -static char *solve_game(const game_state *state, const game_state *currstate, - const char *ai, char **error) -{ - unsigned char *matrix; - int w = state->common->w, h = state->common->h; - int i; - char *ret; - int max, ok; - unsigned char *workspace; - unsigned int *changed_h, *changed_w; - int *rowdata; - - /* - * If we already have the solved state in ai, copy it out. - */ - if (ai) - return dupstr(ai); - - max = max(w, h); - matrix = snewn(w*h, unsigned char); - workspace = snewn(max*7, unsigned char); - changed_h = snewn(max+1, unsigned int); - changed_w = snewn(max+1, unsigned int); - rowdata = snewn(max+1, int); - - ok = solve_puzzle(state, NULL, w, h, matrix, workspace, - changed_h, changed_w, rowdata, 0); - - sfree(workspace); - sfree(changed_h); - sfree(changed_w); - sfree(rowdata); - - if (!ok) { - 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(const game_params *params) -{ - return TRUE; -} - -static char *game_text_format(const game_state *state) -{ - int w = state->common->w, h = state->common->h, i, j; - int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1; - - int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */ - char *board, *buf; - - for (i = 0; i < w; ++i) { - top_gap = max(top_gap, state->common->rowlen[i]); - for (j = 0; j < state->common->rowlen[i]; ++j) - while (state->common->rowdata[i*state->common->rowsize + j] >= limit) { - ++cw; - limit *= 10; - } - } - for (i = 0; i < h; ++i) { - int rowlen = 0, predecessors = FALSE; - for (j = 0; j < state->common->rowlen[i+w]; ++j) { - int copy = state->common->rowdata[(i+w)*state->common->rowsize + j]; - rowlen += predecessors; - predecessors = TRUE; - do ++rowlen; while (copy /= 10); - } - left_gap = max(left_gap, rowlen); - } - - cw = max(cw, 3); - - gw = w*cw + 2; - gh = h*ch + 1; - lw = gw + left_gap; - lh = gh + top_gap; - len = lw * lh; - topleft = lw * top_gap + left_gap; - - board = snewn(len + 1, char); - sprintf(board, "%*s\n", len - 2, ""); - - for (i = 0; i < lh; ++i) { - board[lw - 1 + i*lw] = '\n'; - if (i < top_gap) continue; - board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+'); - } - - for (i = 0; i < w; ++i) { - for (j = 0; j < state->common->rowlen[i]; ++j) { - int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]); - int nch = sprintf(board + cell, "%*d", cw - 1, - state->common->rowdata[i*state->common->rowsize + j]); - board[cell + nch] = ' '; /* de-NUL-ify */ - } - } - - buf = snewn(left_gap, char); - for (i = 0; i < h; ++i) { - char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw; - for (j = 0; j < state->common->rowlen[i+w]; ++j) { - if (p > buf) *p++ = ' '; - p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]); - } - memcpy(start - (p - buf), buf, p - buf); - } - - for (i = 0; i < w; ++i) { - for (j = 0; j < h; ++j) { - int cell = topleft + i*cw + j*ch*lw; - int center = cell + cw/2 + (ch/2)*lw; - int dx, dy; - board[cell] = 0 ? center : '+'; - for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-'; - for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|'; - if (state->grid[i*w+j] == GRID_UNKNOWN) continue; - for (dx = 1; dx < cw; ++dx) - for (dy = 1; dy < ch; ++dy) - board[cell + dx + dy*lw] = - state->grid[i*w+j] == GRID_FULL ? '#' : '.'; - } - } - - memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1); - - sfree(buf); - - return board; -} - -struct game_ui { - int dragging; - int drag_start_x; - int drag_start_y; - int drag_end_x; - int drag_end_y; - int drag, release, state; - int cur_x, cur_y, cur_visible; -}; - -static game_ui *new_ui(const game_state *state) -{ - game_ui *ret; - - ret = snew(game_ui); - ret->dragging = FALSE; - ret->cur_x = ret->cur_y = ret->cur_visible = 0; - - return ret; -} - -static void free_ui(game_ui *ui) -{ - sfree(ui); -} - -static char *encode_ui(const game_ui *ui) -{ - return NULL; -} - -static void decode_ui(game_ui *ui, const char *encoding) -{ -} - -static void game_changed_state(game_ui *ui, const game_state *oldstate, - const 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(const game_state *state, game_ui *ui, - const game_drawstate *ds, - int x, int y, int button) -{ - int control = button & MOD_CTRL, shift = button & MOD_SHFT; - button &= ~MOD_MASK; - - x = FROMCOORD(state->common->w, x); - y = FROMCOORD(state->common->h, y); - - if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h && - (button == LEFT_BUTTON || button == RIGHT_BUTTON || - button == MIDDLE_BUTTON)) { -#ifdef STYLUS_BASED - int currstate = state->grid[y * state->common->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; - ui->state = GRID_UNKNOWN; - } - - 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 */ - } - - if (ui->dragging && button == ui->drag) { - /* - * There doesn't seem much point in allowing a rectangle - * drag; people will generally only want to drag a single - * horizontal or vertical line, so we make that easy by - * snapping to it. - * - * Exception: if we're _middle_-button dragging to tag - * things as UNKNOWN, we may well want to trash an entire - * area and start over! - */ - if (ui->state != GRID_UNKNOWN) { - if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y)) - y = ui->drag_start_y; - else - x = ui->drag_start_x; - } - - if (x < 0) x = 0; - if (y < 0) y = 0; - if (x >= state->common->w) x = state->common->w - 1; - if (y >= state->common->h) y = state->common->h - 1; - - ui->drag_end_x = x; - ui->drag_end_y = y; - - return ""; /* UI activity occurred */ - } - - if (ui->dragging && button == ui->release) { - int x1, x2, y1, y2, xx, yy; - int move_needed = FALSE; - - x1 = min(ui->drag_start_x, ui->drag_end_x); - x2 = max(ui->drag_start_x, ui->drag_end_x); - y1 = min(ui->drag_start_y, ui->drag_end_y); - y2 = max(ui->drag_start_y, ui->drag_end_y); - - for (yy = y1; yy <= y2; yy++) - for (xx = x1; xx <= x2; xx++) - if (!state->common->immutable[yy * state->common->w + xx] && - state->grid[yy * state->common->w + xx] != ui->state) - move_needed = TRUE; - - ui->dragging = FALSE; - - if (move_needed) { - 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 */ - } - - if (IS_CURSOR_MOVE(button)) { - int x = ui->cur_x, y = ui->cur_y, newstate; - char buf[80]; - move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, 0); - ui->cur_visible = 1; - if (!control && !shift) return ""; - - newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY; - if (state->grid[y * state->common->w + x] == newstate && - state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate) - return ""; - - sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E', - min(x, ui->cur_x), min(y, ui->cur_y), - abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1); - return dupstr(buf); - } - - if (IS_CURSOR_SELECT(button)) { - int currstate = state->grid[ui->cur_y * state->common->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; -} - -static game_state *execute_move(const game_state *from, const char *move) -{ - game_state *ret; - int x1, x2, y1, y2, xx, yy; - int val; - - if (move[0] == 'S' && - strlen(move) == from->common->w * from->common->h + 1) { - int i; - - ret = dup_game(from); - - for (i = 0; i < ret->common->w * ret->common->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->common->w && - y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->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++) - if (!ret->common->immutable[yy * ret->common->w + xx]) - ret->grid[yy * ret->common->w + xx] = val; - - /* - * An actual change, so check to see if we've completed the - * game. - */ - if (!ret->completed) { - int *rowdata = snewn(ret->common->rowsize, int); - int i, len; - - ret->completed = TRUE; - - for (i=0; i<ret->common->w; i++) { - len = compute_rowdata(rowdata, ret->grid+i, - ret->common->h, ret->common->w); - if (len != ret->common->rowlen[i] || - memcmp(ret->common->rowdata+i*ret->common->rowsize, - rowdata, len * sizeof(int))) { - ret->completed = FALSE; - break; - } - } - for (i=0; i<ret->common->h; i++) { - len = compute_rowdata(rowdata, ret->grid+i*ret->common->w, - ret->common->w, 1); - if (len != ret->common->rowlen[i+ret->common->w] || - memcmp(ret->common->rowdata + - (i+ret->common->w)*ret->common->rowsize, - rowdata, len * sizeof(int))) { - ret->completed = FALSE; - break; - } - } - - sfree(rowdata); - } - - return ret; - } else - return NULL; -} - -/* ---------------------------------------------------------------------- - * Error-checking during gameplay. - */ - -/* - * 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 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(const game_state *state, int i) -{ - int start, step, end, j; - int val, runlen; - struct errcheck_state aes, *es = &aes; - - es->rowlen = state->common->rowlen[i]; - es->rowdata = state->common->rowdata + state->common->rowsize * i; - /* Pretend that we've already encountered the initial zero run */ - es->ncontig = 1; - es->rowpos = 0; - - if (i < state->common->w) { - start = i; - step = state->common->w; - end = start + step * state->common->h; - } else { - start = (i - state->common->w) * state->common->w; - step = 1; - end = start + step * state->common->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(const 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 void game_set_size(drawing *dr, game_drawstate *ds, - const 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]); - - 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(drawing *dr, const game_state *state) -{ - struct game_drawstate *ds = snew(struct game_drawstate); - - ds->started = FALSE; - ds->w = state->common->w; - ds->h = state->common->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(drawing *dr, game_drawstate *ds) -{ - sfree(ds->visible); - sfree(ds); -} - -static void grid_square(drawing *dr, game_drawstate *ds, - int y, int x, int state, int cur) -{ - int xl, xr, yt, yb, dx, dy, dw, dh; - - draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), - TILE_SIZE, TILE_SIZE, COL_GRID); - - xl = (x % 5 == 0 ? 1 : 0); - yt = (y % 5 == 0 ? 1 : 0); - xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); - yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); - - 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(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), - TILE_SIZE, TILE_SIZE); -} - -/* - * Draw the numbers for a single row or column. - */ -static void draw_numbers(drawing *dr, game_drawstate *ds, - const game_state *state, int i, int erase, int colour) -{ - int rowlen = state->common->rowlen[i]; - int *rowdata = state->common->rowdata + state->common->rowsize * i; - int nfit; - int j; - - if (erase) { - if (i < state->common->w) { - draw_rect(dr, TOCOORD(state->common->w, i), 0, - TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE, - COL_BACKGROUND); - } else { - draw_rect(dr, 0, TOCOORD(state->common->h, i - state->common->w), - BORDER + TLBORDER(state->common->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->common->w) - nfit = TLBORDER(state->common->h); - else - nfit = TLBORDER(state->common->w); - nfit = max(rowlen, nfit) - 1; - assert(nfit > 0); - - for (j = 0; j < rowlen; j++) { - int x, y; - char str[80]; - - if (i < state->common->w) { - x = TOCOORD(state->common->w, i); - y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1); - y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit; - } else { - y = TOCOORD(state->common->h, i - state->common->w); - x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1); - x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->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->common->w) { - draw_update(dr, TOCOORD(state->common->w, i), 0, - TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE); - } else { - draw_update(dr, 0, TOCOORD(state->common->h, i - state->common->w), - BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE); - } -} - -static void game_redraw(drawing *dr, game_drawstate *ds, - const game_state *oldstate, const game_state *state, - int dir, const game_ui *ui, - float animtime, float flashtime) -{ - int i, j; - int x1, x2, y1, y2; - int cx, cy, cmoved; - - if (!ds->started) { - /* - * The initial contents of the window are not guaranteed - * and can vary with front ends. To be on the safe side, - * all games should start by drawing a big background- - * colour rectangle covering the whole window. - */ - draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); - - /* - * Draw the grid outline. - */ - 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(dr, 0, 0, SIZE(ds->w), SIZE(ds->h)); - } - - if (ui->dragging) { - x1 = min(ui->drag_start_x, ui->drag_end_x); - x2 = max(ui->drag_start_x, ui->drag_end_x); - y1 = min(ui->drag_start_y, ui->drag_end_y); - y2 = max(ui->drag_start_y, ui->drag_end_y); - } else { - 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, cc = 0; - - /* - * Work out what state this square should be drawn in, - * taking any current drag operation into account. - */ - if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 && - !state->common->immutable[i * state->common->w + j]) - val = ui->state; - else - val = state->grid[i * state->common->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. - */ - if (flashtime > 0 && - (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) && - val != GRID_UNKNOWN) - val = (GRID_FULL ^ GRID_EMPTY) ^ 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->common->w + state->common->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(const game_state *oldstate, - const game_state *newstate, int dir, game_ui *ui) -{ - return 0.0F; -} - -static float game_flash_length(const game_state *oldstate, - const game_state *newstate, int dir, game_ui *ui) -{ - if (!oldstate->completed && newstate->completed && - !oldstate->cheated && !newstate->cheated) - return FLASH_TIME; - return 0.0F; -} - -static int game_status(const game_state *state) -{ - return state->completed ? +1 : 0; -} - -static int game_timing_state(const game_state *state, game_ui *ui) -{ - return TRUE; -} - -static void game_print_size(const 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, const game_state *state, int tilesize) -{ - int w = state->common->w, h = state->common->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->common->w + state->common->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 -#define thegame pattern -#endif - -const struct game thegame = { - "Pattern", "games.pattern", "pattern", - default_params, - game_fetch_preset, - decode_params, - encode_params, - free_params, - dup_params, - TRUE, game_configure, custom_params, - validate_params, - new_game_desc, - validate_desc, - new_game, - dup_game, - free_game, - TRUE, solve_game, - TRUE, game_can_format_as_text_now, game_text_format, - new_ui, - free_ui, - 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_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 <game_id>\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, max, cluewid = 0; - unsigned char *matrix, *workspace; - unsigned int *changed_h, *changed_w; - int *rowdata; - - matrix = snewn(w*h, unsigned char); - max = max(w, h); - workspace = snewn(max*7, unsigned char); - changed_h = snewn(max+1, unsigned int); - changed_w = snewn(max+1, unsigned int); - rowdata = snewn(max+1, int); - - 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->common->rowlen[i]; j++) - thiswid += sprintf - (buf, " %d", - s->common->rowdata[s->common->rowsize*i+j]); - if (cluewid < thiswid) - cluewid = thiswid; - } - } - - solve_puzzle(s, NULL, w, h, matrix, workspace, - changed_h, changed_w, rowdata, cluewid); - - 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 - -#ifdef STANDALONE_PICTURE_GENERATOR - -/* - * Main program for the standalone picture generator. To use it, - * simply provide it with an XBM-format bitmap file (note XBM, not - * XPM) on standard input, and it will output a game ID in return. - * For example: - * - * $ ./patternpicture < calligraphic-A.xbm - * 15x15:2/4/2/2/2/3/3/3.1/3.1/3.1/11/14/12/6/1/2/2/3/4/5/1.3/2.3/1.3/2.3/1.4/9/1.1.3/2.2.3/5.4/3.2 - * - * That looks easy, of course - all the program has done is to count - * up the clue numbers! But in fact, it's done more than that: it's - * also checked that the result is uniquely soluble from just the - * numbers. If it hadn't been, then it would have also left some - * filled squares in the playing area as extra clues. - * - * $ ./patternpicture < cube.xbm - * 15x15:10/2.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.10/1.1.1/1.1.1/1.1.1/2.1/10/10/1.2/1.1.1/1.1.1/1.1.1/10.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.2/10,TNINzzzzGNzw - * - * This enables a reasonably convenient design workflow for coming up - * with pictorial Pattern puzzles which _are_ uniquely soluble without - * those inelegant pre-filled squares. Fire up a bitmap editor (X11 - * bitmap(1) is good enough), save a trial .xbm, and then test it by - * running a command along the lines of - * - * $ ./pattern $(./patternpicture < test.xbm) - * - * If the resulting window pops up with some pre-filled squares, then - * that tells you which parts of the image are giving rise to - * ambiguities, so try making tweaks in those areas, try the test - * command again, and see if it helps. Once you have a design for - * which the Pattern starting grid comes out empty, there's your game - * ID. - */ - -#include <time.h> - -int main(int argc, char **argv) -{ - game_params *par; - char *params, *desc; - random_state *rs; - time_t seed = time(NULL); - char buf[4096]; - int i; - int x, y; - - par = default_params(); - if (argc > 1) - decode_params(par, argv[1]); /* get difficulty */ - par->w = par->h = -1; - - /* - * Now read an XBM file from standard input. This is simple and - * hacky and will do very little error detection, so don't feed - * it bogus data. - */ - picture = NULL; - x = y = 0; - while (fgets(buf, sizeof(buf), stdin)) { - buf[strcspn(buf, "\r\n")] = '\0'; - if (!strncmp(buf, "#define", 7)) { - /* - * Lines starting `#define' give the width and height. - */ - char *num = buf + strlen(buf); - char *symend; - - while (num > buf && isdigit((unsigned char)num[-1])) - num--; - symend = num; - while (symend > buf && isspace((unsigned char)symend[-1])) - symend--; - - if (symend-5 >= buf && !strncmp(symend-5, "width", 5)) - par->w = atoi(num); - else if (symend-6 >= buf && !strncmp(symend-6, "height", 6)) - par->h = atoi(num); - } else { - /* - * Otherwise, break the string up into words and take - * any word of the form `0x' plus hex digits to be a - * byte. - */ - char *p, *wordstart; - - if (!picture) { - if (par->w < 0 || par->h < 0) { - printf("failed to read width and height\n"); - return 1; - } - picture = snewn(par->w * par->h, unsigned char); - for (i = 0; i < par->w * par->h; i++) - picture[i] = GRID_UNKNOWN; - } - - p = buf; - while (*p) { - while (*p && (*p == ',' || isspace((unsigned char)*p))) - p++; - wordstart = p; - while (*p && !(*p == ',' || *p == '}' || - isspace((unsigned char)*p))) - p++; - if (*p) - *p++ = '\0'; - - if (wordstart[0] == '0' && - (wordstart[1] == 'x' || wordstart[1] == 'X') && - !wordstart[2 + strspn(wordstart+2, - "0123456789abcdefABCDEF")]) { - unsigned long byte = strtoul(wordstart+2, NULL, 16); - for (i = 0; i < 8; i++) { - int bit = (byte >> i) & 1; - if (y < par->h && x < par->w) - picture[y * par->w + x] = - bit ? GRID_FULL : GRID_EMPTY; - x++; - } - - if (x >= par->w) { - x = 0; - y++; - } - } - } - } - } - - for (i = 0; i < par->w * par->h; i++) - if (picture[i] == GRID_UNKNOWN) { - fprintf(stderr, "failed to read enough bitmap data\n"); - return 1; - } - - rs = random_new((void*)&seed, sizeof(time_t)); - - desc = new_game_desc(par, rs, NULL, FALSE); - params = encode_params(par, FALSE); - printf("%s:%s\n", params, desc); - - sfree(desc); - sfree(params); - free_params(par); - random_free(rs); - - return 0; -} - -#endif - -/* vim: set shiftwidth=4 tabstop=8: */ |