2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
23 #define PREFERRED_TILE_SIZE 24
24 #define TILE_SIZE (ds->tilesize)
25 #define BORDER (3 * TILE_SIZE / 4)
26 #define TLBORDER(d) ( (d) / 5 + 2 )
27 #define GUTTER (TILE_SIZE / 2)
29 #define FROMCOORD(d, x) \
30 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
32 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
33 #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
35 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
41 #define GRID_UNKNOWN 2
49 int *rowdata, *rowlen;
50 int completed, cheated;
53 #define FLASH_TIME 0.13F
55 static game_params *default_params(void)
57 game_params *ret = snew(game_params);
64 static const struct game_params pattern_presets[] = {
74 static int game_fetch_preset(int i, char **name, game_params **params)
79 if (i < 0 || i >= lenof(pattern_presets))
82 ret = snew(game_params);
83 *ret = pattern_presets[i];
85 sprintf(str, "%dx%d", ret->w, ret->h);
92 static void free_params(game_params *params)
97 static game_params *dup_params(game_params *params)
99 game_params *ret = snew(game_params);
100 *ret = *params; /* structure copy */
104 static void decode_params(game_params *ret, char const *string)
106 char const *p = string;
109 while (*p && isdigit(*p)) p++;
113 while (*p && isdigit(*p)) p++;
119 static char *encode_params(game_params *params, int full)
124 len = sprintf(ret, "%dx%d", params->w, params->h);
125 assert(len < lenof(ret));
131 static config_item *game_configure(game_params *params)
136 ret = snewn(3, config_item);
138 ret[0].name = "Width";
139 ret[0].type = C_STRING;
140 sprintf(buf, "%d", params->w);
141 ret[0].sval = dupstr(buf);
144 ret[1].name = "Height";
145 ret[1].type = C_STRING;
146 sprintf(buf, "%d", params->h);
147 ret[1].sval = dupstr(buf);
158 static game_params *custom_params(config_item *cfg)
160 game_params *ret = snew(game_params);
162 ret->w = atoi(cfg[0].sval);
163 ret->h = atoi(cfg[1].sval);
168 static char *validate_params(game_params *params, int full)
170 if (params->w <= 0 || params->h <= 0)
171 return "Width and height must both be greater than zero";
175 /* ----------------------------------------------------------------------
176 * Puzzle generation code.
178 * For this particular puzzle, it seemed important to me to ensure
179 * a unique solution. I do this the brute-force way, by having a
180 * solver algorithm alongside the generator, and repeatedly
181 * generating a random grid until I find one whose solution is
182 * unique. It turns out that this isn't too onerous on a modern PC
183 * provided you keep grid size below around 30. Any offers of
184 * better algorithms, however, will be very gratefully received.
186 * Another annoyance of this approach is that it limits the
187 * available puzzles to those solvable by the algorithm I've used.
188 * My algorithm only ever considers a single row or column at any
189 * one time, which means it's incapable of solving the following
190 * difficult example (found by Bella Image around 1995/6, when she
191 * and I were both doing maths degrees):
205 * Obviously this cannot be solved by a one-row-or-column-at-a-time
206 * algorithm (it would require at least one row or column reading
207 * `2 1', `1 2', `3' or `4' to get started). However, it can be
208 * proved to have a unique solution: if the top left square were
209 * empty, then the only option for the top row would be to fill the
210 * two squares in the 1 columns, which would imply the squares
211 * below those were empty, leaving no place for the 2 in the second
212 * row. Contradiction. Hence the top left square is full, and the
213 * unique solution follows easily from that starting point.
215 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
216 * it's useful to anyone.)
219 static int float_compare(const void *av, const void *bv)
221 const float *a = (const float *)av;
222 const float *b = (const float *)bv;
231 static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
238 fgrid = snewn(w*h, float);
240 for (i = 0; i < h; i++) {
241 for (j = 0; j < w; j++) {
242 fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
247 * The above gives a completely random splattering of black and
248 * white cells. We want to gently bias this in favour of _some_
249 * reasonably thick areas of white and black, while retaining
250 * some randomness and fine detail.
252 * So we evolve the starting grid using a cellular automaton.
253 * Currently, I'm doing something very simple indeed, which is
254 * to set each square to the average of the surrounding nine
255 * cells (or the average of fewer, if we're on a corner).
257 for (step = 0; step < 1; step++) {
258 fgrid2 = snewn(w*h, float);
260 for (i = 0; i < h; i++) {
261 for (j = 0; j < w; j++) {
266 * Compute the average of the surrounding cells.
270 for (p = -1; p <= +1; p++) {
271 for (q = -1; q <= +1; q++) {
272 if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
275 * An additional special case not mentioned
276 * above: if a grid dimension is 2xn then
277 * we do not average across that dimension
278 * at all. Otherwise a 2x2 grid would
279 * contain four identical squares.
281 if ((h==2 && p!=0) || (w==2 && q!=0))
284 sx += fgrid[(i+p)*w+(j+q)];
289 fgrid2[i*w+j] = xbar;
297 fgrid2 = snewn(w*h, float);
298 memcpy(fgrid2, fgrid, w*h*sizeof(float));
299 qsort(fgrid2, w*h, sizeof(float), float_compare);
300 threshold = fgrid2[w*h/2];
303 for (i = 0; i < h; i++) {
304 for (j = 0; j < w; j++) {
305 retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
313 static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
319 for (i = 0; i < len; i++) {
320 if (start[i*step] == GRID_FULL) {
322 while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
328 if (i < len && start[i*step] == GRID_UNKNOWN)
338 #define STILL_UNKNOWN 3
340 static void do_recurse(unsigned char *known, unsigned char *deduced,
341 unsigned char *row, int *data, int len,
342 int freespace, int ndone, int lowest)
347 for (i=0; i<=freespace; i++) {
349 for (k=0; k<i; k++) row[j++] = DOT;
350 for (k=0; k<data[ndone]; k++) row[j++] = BLOCK;
351 if (j < len) row[j++] = DOT;
352 do_recurse(known, deduced, row, data, len,
353 freespace-i, ndone+1, j);
356 for (i=lowest; i<len; i++)
358 for (i=0; i<len; i++)
359 if (known[i] && known[i] != row[i])
361 for (i=0; i<len; i++)
362 deduced[i] |= row[i];
366 static int do_row(unsigned char *known, unsigned char *deduced,
368 unsigned char *start, int len, int step, int *data)
370 int rowlen, i, freespace, done_any;
373 for (rowlen = 0; data[rowlen]; rowlen++)
374 freespace -= data[rowlen]+1;
376 for (i = 0; i < len; i++) {
377 known[i] = start[i*step];
381 do_recurse(known, deduced, row, data, len, freespace, 0, 0);
383 for (i=0; i<len; i++)
384 if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
385 start[i*step] = deduced[i];
391 static unsigned char *generate_soluble(random_state *rs, int w, int h)
393 int i, j, done_any, ok, ntries, max;
394 unsigned char *grid, *matrix, *workspace;
397 grid = snewn(w*h, unsigned char);
398 matrix = snewn(w*h, unsigned char);
400 workspace = snewn(max*3, unsigned char);
401 rowdata = snewn(max+1, int);
408 generate(rs, w, h, grid);
411 * The game is a bit too easy if any row or column is
412 * completely black or completely white. An exception is
413 * made for rows/columns that are under 3 squares,
414 * otherwise nothing will ever be successfully generated.
418 for (i = 0; i < h; i++) {
420 for (j = 0; j < w; j++)
421 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
427 for (j = 0; j < w; j++) {
429 for (i = 0; i < h; i++)
430 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
438 memset(matrix, 0, w*h);
442 for (i=0; i<h; i++) {
443 rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
444 done_any |= do_row(workspace, workspace+max, workspace+2*max,
445 matrix+i*w, w, 1, rowdata);
447 for (i=0; i<w; i++) {
448 rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
449 done_any |= do_row(workspace, workspace+max, workspace+2*max,
450 matrix+i, h, w, rowdata);
455 for (i=0; i<h; i++) {
456 for (j=0; j<w; j++) {
457 if (matrix[i*w+j] == UNKNOWN)
469 static char *new_game_desc(game_params *params, random_state *rs,
470 char **aux, int interactive)
473 int i, j, max, rowlen, *rowdata;
474 char intbuf[80], *desc;
475 int desclen, descpos;
477 grid = generate_soluble(rs, params->w, params->h);
478 max = max(params->w, params->h);
479 rowdata = snewn(max, int);
482 * Save the solved game in aux.
485 char *ai = snewn(params->w * params->h + 2, char);
488 * String format is exactly the same as a solve move, so we
489 * can just dupstr this in solve_game().
494 for (i = 0; i < params->w * params->h; i++)
495 ai[i+1] = grid[i] ? '1' : '0';
497 ai[params->w * params->h + 1] = '\0';
503 * Seed is a slash-separated list of row contents; each row
504 * contents section is a dot-separated list of integers. Row
505 * contents are listed in the order (columns left to right,
506 * then rows top to bottom).
508 * Simplest way to handle memory allocation is to make two
509 * passes, first computing the seed size and then writing it
513 for (i = 0; i < params->w + params->h; i++) {
515 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
517 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
520 for (j = 0; j < rowlen; j++) {
521 desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
527 desc = snewn(desclen, char);
529 for (i = 0; i < params->w + params->h; i++) {
531 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
533 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
536 for (j = 0; j < rowlen; j++) {
537 int len = sprintf(desc+descpos, "%d", rowdata[j]);
539 desc[descpos + len] = '.';
541 desc[descpos + len] = '/';
545 desc[descpos++] = '/';
548 assert(descpos == desclen);
549 assert(desc[desclen-1] == '/');
550 desc[desclen-1] = '\0';
556 static char *validate_desc(game_params *params, char *desc)
561 for (i = 0; i < params->w + params->h; i++) {
563 rowspace = params->h + 1;
565 rowspace = params->w + 1;
567 if (*desc && isdigit((unsigned char)*desc)) {
570 while (desc && isdigit((unsigned char)*desc)) desc++;
576 return "at least one column contains more numbers than will fit";
578 return "at least one row contains more numbers than will fit";
580 } while (*desc++ == '.');
582 desc++; /* expect a slash immediately */
585 if (desc[-1] == '/') {
586 if (i+1 == params->w + params->h)
587 return "too many row/column specifications";
588 } else if (desc[-1] == '\0') {
589 if (i+1 < params->w + params->h)
590 return "too few row/column specifications";
592 return "unrecognised character in game specification";
598 static game_state *new_game(midend_data *me, game_params *params, char *desc)
602 game_state *state = snew(game_state);
604 state->w = params->w;
605 state->h = params->h;
607 state->grid = snewn(state->w * state->h, unsigned char);
608 memset(state->grid, GRID_UNKNOWN, state->w * state->h);
610 state->rowsize = max(state->w, state->h);
611 state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
612 state->rowlen = snewn(state->w + state->h, int);
614 state->completed = state->cheated = FALSE;
616 for (i = 0; i < params->w + params->h; i++) {
617 state->rowlen[i] = 0;
618 if (*desc && isdigit((unsigned char)*desc)) {
621 while (desc && isdigit((unsigned char)*desc)) desc++;
622 state->rowdata[state->rowsize * i + state->rowlen[i]++] =
624 } while (*desc++ == '.');
626 desc++; /* expect a slash immediately */
633 static game_state *dup_game(game_state *state)
635 game_state *ret = snew(game_state);
640 ret->grid = snewn(ret->w * ret->h, unsigned char);
641 memcpy(ret->grid, state->grid, ret->w * ret->h);
643 ret->rowsize = state->rowsize;
644 ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int);
645 ret->rowlen = snewn(ret->w + ret->h, int);
646 memcpy(ret->rowdata, state->rowdata,
647 ret->rowsize * (ret->w + ret->h) * sizeof(int));
648 memcpy(ret->rowlen, state->rowlen,
649 (ret->w + ret->h) * sizeof(int));
651 ret->completed = state->completed;
652 ret->cheated = state->cheated;
657 static void free_game(game_state *state)
659 sfree(state->rowdata);
660 sfree(state->rowlen);
665 static char *solve_game(game_state *state, game_state *currstate,
666 char *ai, char **error)
668 unsigned char *matrix;
669 int w = state->w, h = state->h;
673 unsigned char *workspace;
677 * If we already have the solved state in ai, copy it out.
682 matrix = snewn(w*h, unsigned char);
684 workspace = snewn(max*3, unsigned char);
685 rowdata = snewn(max+1, int);
687 memset(matrix, 0, w*h);
691 for (i=0; i<h; i++) {
692 memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
694 rowdata[state->rowlen[w+i]] = 0;
695 done_any |= do_row(workspace, workspace+max, workspace+2*max,
696 matrix+i*w, w, 1, rowdata);
698 for (i=0; i<w; i++) {
699 memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
700 rowdata[state->rowlen[i]] = 0;
701 done_any |= do_row(workspace, workspace+max, workspace+2*max,
702 matrix+i, h, w, rowdata);
709 for (i = 0; i < w*h; i++) {
710 if (matrix[i] != BLOCK && matrix[i] != DOT) {
712 *error = "Solving algorithm cannot complete this puzzle";
717 ret = snewn(w*h+2, char);
719 for (i = 0; i < w*h; i++) {
720 assert(matrix[i] == BLOCK || matrix[i] == DOT);
721 ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
730 static char *game_text_format(game_state *state)
741 int drag, release, state;
744 static game_ui *new_ui(game_state *state)
749 ret->dragging = FALSE;
754 static void free_ui(game_ui *ui)
759 static char *encode_ui(game_ui *ui)
764 static void decode_ui(game_ui *ui, char *encoding)
768 static void game_changed_state(game_ui *ui, game_state *oldstate,
769 game_state *newstate)
773 struct game_drawstate {
777 unsigned char *visible;
780 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
781 int x, int y, int button)
785 x = FROMCOORD(state->w, x);
786 y = FROMCOORD(state->h, y);
788 if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
789 (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
790 button == MIDDLE_BUTTON)) {
794 if (button == LEFT_BUTTON) {
795 ui->drag = LEFT_DRAG;
796 ui->release = LEFT_RELEASE;
797 ui->state = GRID_FULL;
798 } else if (button == RIGHT_BUTTON) {
799 ui->drag = RIGHT_DRAG;
800 ui->release = RIGHT_RELEASE;
801 ui->state = GRID_EMPTY;
802 } else /* if (button == MIDDLE_BUTTON) */ {
803 ui->drag = MIDDLE_DRAG;
804 ui->release = MIDDLE_RELEASE;
805 ui->state = GRID_UNKNOWN;
808 ui->drag_start_x = ui->drag_end_x = x;
809 ui->drag_start_y = ui->drag_end_y = y;
811 return ""; /* UI activity occurred */
814 if (ui->dragging && button == ui->drag) {
816 * There doesn't seem much point in allowing a rectangle
817 * drag; people will generally only want to drag a single
818 * horizontal or vertical line, so we make that easy by
821 * Exception: if we're _middle_-button dragging to tag
822 * things as UNKNOWN, we may well want to trash an entire
823 * area and start over!
825 if (ui->state != GRID_UNKNOWN) {
826 if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
827 y = ui->drag_start_y;
829 x = ui->drag_start_x;
834 if (x >= state->w) x = state->w - 1;
835 if (y >= state->h) y = state->h - 1;
840 return ""; /* UI activity occurred */
843 if (ui->dragging && button == ui->release) {
844 int x1, x2, y1, y2, xx, yy;
845 int move_needed = FALSE;
847 x1 = min(ui->drag_start_x, ui->drag_end_x);
848 x2 = max(ui->drag_start_x, ui->drag_end_x);
849 y1 = min(ui->drag_start_y, ui->drag_end_y);
850 y2 = max(ui->drag_start_y, ui->drag_end_y);
852 for (yy = y1; yy <= y2; yy++)
853 for (xx = x1; xx <= x2; xx++)
854 if (state->grid[yy * state->w + xx] != ui->state)
857 ui->dragging = FALSE;
861 sprintf(buf, "%c%d,%d,%d,%d",
862 (char)(ui->state == GRID_FULL ? 'F' :
863 ui->state == GRID_EMPTY ? 'E' : 'U'),
864 x1, y1, x2-x1+1, y2-y1+1);
867 return ""; /* UI activity occurred */
873 static game_state *execute_move(game_state *from, char *move)
876 int x1, x2, y1, y2, xx, yy;
879 if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) {
882 ret = dup_game(from);
884 for (i = 0; i < ret->w * ret->h; i++)
885 ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
887 ret->completed = ret->cheated = TRUE;
890 } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
891 sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
892 x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
893 y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
897 val = (move[0] == 'F' ? GRID_FULL :
898 move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
900 ret = dup_game(from);
901 for (yy = y1; yy < y2; yy++)
902 for (xx = x1; xx < x2; xx++)
903 ret->grid[yy * ret->w + xx] = val;
906 * An actual change, so check to see if we've completed the
909 if (!ret->completed) {
910 int *rowdata = snewn(ret->rowsize, int);
913 ret->completed = TRUE;
915 for (i=0; i<ret->w; i++) {
916 len = compute_rowdata(rowdata,
917 ret->grid+i, ret->h, ret->w);
918 if (len != ret->rowlen[i] ||
919 memcmp(ret->rowdata+i*ret->rowsize, rowdata,
920 len * sizeof(int))) {
921 ret->completed = FALSE;
925 for (i=0; i<ret->h; i++) {
926 len = compute_rowdata(rowdata,
927 ret->grid+i*ret->w, ret->w, 1);
928 if (len != ret->rowlen[i+ret->w] ||
929 memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
930 len * sizeof(int))) {
931 ret->completed = FALSE;
944 /* ----------------------------------------------------------------------
948 static void game_compute_size(game_params *params, int tilesize,
951 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
952 struct { int tilesize; } ads, *ds = &ads;
953 ads.tilesize = tilesize;
955 *x = SIZE(params->w);
956 *y = SIZE(params->h);
959 static void game_set_size(game_drawstate *ds, game_params *params,
962 ds->tilesize = tilesize;
965 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
967 float *ret = snewn(3 * NCOLOURS, float);
969 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
971 ret[COL_GRID * 3 + 0] = 0.3F;
972 ret[COL_GRID * 3 + 1] = 0.3F;
973 ret[COL_GRID * 3 + 2] = 0.3F;
975 ret[COL_UNKNOWN * 3 + 0] = 0.5F;
976 ret[COL_UNKNOWN * 3 + 1] = 0.5F;
977 ret[COL_UNKNOWN * 3 + 2] = 0.5F;
979 ret[COL_FULL * 3 + 0] = 0.0F;
980 ret[COL_FULL * 3 + 1] = 0.0F;
981 ret[COL_FULL * 3 + 2] = 0.0F;
983 ret[COL_EMPTY * 3 + 0] = 1.0F;
984 ret[COL_EMPTY * 3 + 1] = 1.0F;
985 ret[COL_EMPTY * 3 + 2] = 1.0F;
987 *ncolours = NCOLOURS;
991 static game_drawstate *game_new_drawstate(game_state *state)
993 struct game_drawstate *ds = snew(struct game_drawstate);
998 ds->visible = snewn(ds->w * ds->h, unsigned char);
999 ds->tilesize = 0; /* not decided yet */
1000 memset(ds->visible, 255, ds->w * ds->h);
1005 static void game_free_drawstate(game_drawstate *ds)
1011 static void grid_square(frontend *fe, game_drawstate *ds,
1012 int y, int x, int state)
1016 draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1017 TILE_SIZE, TILE_SIZE, COL_GRID);
1019 xl = (x % 5 == 0 ? 1 : 0);
1020 yt = (y % 5 == 0 ? 1 : 0);
1021 xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
1022 yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
1024 draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
1025 TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
1026 (state == GRID_FULL ? COL_FULL :
1027 state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
1029 draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1030 TILE_SIZE, TILE_SIZE);
1033 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1034 game_state *state, int dir, game_ui *ui,
1035 float animtime, float flashtime)
1042 * The initial contents of the window are not guaranteed
1043 * and can vary with front ends. To be on the safe side,
1044 * all games should start by drawing a big background-
1045 * colour rectangle covering the whole window.
1047 draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
1052 for (i = 0; i < ds->w + ds->h; i++) {
1053 int rowlen = state->rowlen[i];
1054 int *rowdata = state->rowdata + state->rowsize * i;
1058 * Normally I space the numbers out by the same
1059 * distance as the tile size. However, if there are
1060 * more numbers than available spaces, I have to squash
1063 nfit = max(rowlen, TLBORDER(ds->h))-1;
1066 for (j = 0; j < rowlen; j++) {
1071 x = TOCOORD(ds->w, i);
1072 y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
1073 y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
1075 y = TOCOORD(ds->h, i - ds->w);
1076 x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
1077 x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
1080 sprintf(str, "%d", rowdata[j]);
1081 draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
1082 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
1083 COL_FULL, str); /* FIXME: COL_TEXT */
1088 * Draw the grid outline.
1090 draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
1091 ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
1096 draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
1100 x1 = min(ui->drag_start_x, ui->drag_end_x);
1101 x2 = max(ui->drag_start_x, ui->drag_end_x);
1102 y1 = min(ui->drag_start_y, ui->drag_end_y);
1103 y2 = max(ui->drag_start_y, ui->drag_end_y);
1105 x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
1109 * Now draw any grid squares which have changed since last
1112 for (i = 0; i < ds->h; i++) {
1113 for (j = 0; j < ds->w; j++) {
1117 * Work out what state this square should be drawn in,
1118 * taking any current drag operation into account.
1120 if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2)
1123 val = state->grid[i * state->w + j];
1126 * Briefly invert everything twice during a completion
1129 if (flashtime > 0 &&
1130 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
1131 val != GRID_UNKNOWN)
1132 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
1134 if (ds->visible[i * ds->w + j] != val) {
1135 grid_square(fe, ds, i, j, val);
1136 ds->visible[i * ds->w + j] = val;
1142 static float game_anim_length(game_state *oldstate,
1143 game_state *newstate, int dir, game_ui *ui)
1148 static float game_flash_length(game_state *oldstate,
1149 game_state *newstate, int dir, game_ui *ui)
1151 if (!oldstate->completed && newstate->completed &&
1152 !oldstate->cheated && !newstate->cheated)
1157 static int game_wants_statusbar(void)
1162 static int game_timing_state(game_state *state)
1168 #define thegame pattern
1171 const struct game thegame = {
1172 "Pattern", "games.pattern",
1179 TRUE, game_configure, custom_params,
1187 FALSE, game_text_format,
1195 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1198 game_free_drawstate,
1202 game_wants_statusbar,
1203 FALSE, game_timing_state,
1204 0, /* mouse_priorities */
1207 #ifdef STANDALONE_SOLVER
1210 * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
1215 void frontend_default_colour(frontend *fe, float *output) {}
1216 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1217 int align, int colour, char *text) {}
1218 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
1219 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
1220 void clip(frontend *fe, int x, int y, int w, int h) {}
1221 void unclip(frontend *fe) {}
1222 void start_draw(frontend *fe) {}
1223 void draw_update(frontend *fe, int x, int y, int w, int h) {}
1224 void end_draw(frontend *fe) {}
1225 unsigned long random_upto(random_state *state, unsigned long limit)
1226 { assert(!"Shouldn't get randomness"); return 0; }
1228 void fatal(char *fmt, ...)
1232 fprintf(stderr, "fatal error: ");
1235 vfprintf(stderr, fmt, ap);
1238 fprintf(stderr, "\n");
1242 int main(int argc, char **argv)
1246 char *id = NULL, *desc, *err;
1248 while (--argc > 0) {
1251 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
1259 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
1263 desc = strchr(id, ':');
1265 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1270 p = default_params();
1271 decode_params(p, id);
1272 err = validate_desc(p, desc);
1274 fprintf(stderr, "%s: %s\n", argv[0], err);
1277 s = new_game(NULL, p, desc);
1280 int w = p->w, h = p->h, i, j, done_any, max;
1281 unsigned char *matrix, *workspace;
1284 matrix = snewn(w*h, unsigned char);
1286 workspace = snewn(max*3, unsigned char);
1287 rowdata = snewn(max+1, int);
1289 memset(matrix, 0, w*h);
1293 for (i=0; i<h; i++) {
1294 memcpy(rowdata, s->rowdata + s->rowsize*(w+i),
1296 rowdata[s->rowlen[w+i]] = 0;
1297 done_any |= do_row(workspace, workspace+max, workspace+2*max,
1298 matrix+i*w, w, 1, rowdata);
1300 for (i=0; i<w; i++) {
1301 memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int));
1302 rowdata[s->rowlen[i]] = 0;
1303 done_any |= do_row(workspace, workspace+max, workspace+2*max,
1304 matrix+i, h, w, rowdata);
1308 for (i = 0; i < h; i++) {
1309 for (j = 0; j < w; j++) {
1310 int c = (matrix[i*w+j] == UNKNOWN ? '?' :
1311 matrix[i*w+j] == BLOCK ? '#' :
1312 matrix[i*w+j] == DOT ? '.' :