2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
24 #define TLBORDER(d) ( (d) / 5 + 2 )
28 #define FROMCOORD(d, x) \
29 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
31 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
33 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
39 #define GRID_UNKNOWN 2
47 int *rowdata, *rowlen;
48 int completed, cheated;
51 #define FLASH_TIME 0.13F
53 static game_params *default_params(void)
55 game_params *ret = snew(game_params);
62 static const struct game_params pattern_presets[] = {
72 static int game_fetch_preset(int i, char **name, game_params **params)
77 if (i < 0 || i >= lenof(pattern_presets))
80 ret = snew(game_params);
81 *ret = pattern_presets[i];
83 sprintf(str, "%dx%d", ret->w, ret->h);
90 static void free_params(game_params *params)
95 static game_params *dup_params(game_params *params)
97 game_params *ret = snew(game_params);
98 *ret = *params; /* structure copy */
102 static void decode_params(game_params *ret, char const *string)
104 char const *p = string;
107 while (*p && isdigit(*p)) p++;
111 while (*p && isdigit(*p)) p++;
117 static char *encode_params(game_params *params, int full)
122 len = sprintf(ret, "%dx%d", params->w, params->h);
123 assert(len < lenof(ret));
129 static config_item *game_configure(game_params *params)
134 ret = snewn(3, config_item);
136 ret[0].name = "Width";
137 ret[0].type = C_STRING;
138 sprintf(buf, "%d", params->w);
139 ret[0].sval = dupstr(buf);
142 ret[1].name = "Height";
143 ret[1].type = C_STRING;
144 sprintf(buf, "%d", params->h);
145 ret[1].sval = dupstr(buf);
156 static game_params *custom_params(config_item *cfg)
158 game_params *ret = snew(game_params);
160 ret->w = atoi(cfg[0].sval);
161 ret->h = atoi(cfg[1].sval);
166 static char *validate_params(game_params *params)
168 if (params->w <= 0 || params->h <= 0)
169 return "Width and height must both be greater than zero";
173 /* ----------------------------------------------------------------------
174 * Puzzle generation code.
176 * For this particular puzzle, it seemed important to me to ensure
177 * a unique solution. I do this the brute-force way, by having a
178 * solver algorithm alongside the generator, and repeatedly
179 * generating a random grid until I find one whose solution is
180 * unique. It turns out that this isn't too onerous on a modern PC
181 * provided you keep grid size below around 30. Any offers of
182 * better algorithms, however, will be very gratefully received.
184 * Another annoyance of this approach is that it limits the
185 * available puzzles to those solvable by the algorithm I've used.
186 * My algorithm only ever considers a single row or column at any
187 * one time, which means it's incapable of solving the following
188 * difficult example (found by Bella Image around 1995/6, when she
189 * and I were both doing maths degrees):
203 * Obviously this cannot be solved by a one-row-or-column-at-a-time
204 * algorithm (it would require at least one row or column reading
205 * `2 1', `1 2', `3' or `4' to get started). However, it can be
206 * proved to have a unique solution: if the top left square were
207 * empty, then the only option for the top row would be to fill the
208 * two squares in the 1 columns, which would imply the squares
209 * below those were empty, leaving no place for the 2 in the second
210 * row. Contradiction. Hence the top left square is full, and the
211 * unique solution follows easily from that starting point.
213 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
214 * it's useful to anyone.)
217 static int float_compare(const void *av, const void *bv)
219 const float *a = (const float *)av;
220 const float *b = (const float *)bv;
229 static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
236 fgrid = snewn(w*h, float);
238 for (i = 0; i < h; i++) {
239 for (j = 0; j < w; j++) {
240 fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
245 * The above gives a completely random splattering of black and
246 * white cells. We want to gently bias this in favour of _some_
247 * reasonably thick areas of white and black, while retaining
248 * some randomness and fine detail.
250 * So we evolve the starting grid using a cellular automaton.
251 * Currently, I'm doing something very simple indeed, which is
252 * to set each square to the average of the surrounding nine
253 * cells (or the average of fewer, if we're on a corner).
255 for (step = 0; step < 1; step++) {
256 fgrid2 = snewn(w*h, float);
258 for (i = 0; i < h; i++) {
259 for (j = 0; j < w; j++) {
264 * Compute the average of the surrounding cells.
268 for (p = -1; p <= +1; p++) {
269 for (q = -1; q <= +1; q++) {
270 if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
273 * An additional special case not mentioned
274 * above: if a grid dimension is 2xn then
275 * we do not average across that dimension
276 * at all. Otherwise a 2x2 grid would
277 * contain four identical squares.
279 if ((h==2 && p!=0) || (w==2 && q!=0))
282 sx += fgrid[(i+p)*w+(j+q)];
287 fgrid2[i*w+j] = xbar;
295 fgrid2 = snewn(w*h, float);
296 memcpy(fgrid2, fgrid, w*h*sizeof(float));
297 qsort(fgrid2, w*h, sizeof(float), float_compare);
298 threshold = fgrid2[w*h/2];
301 for (i = 0; i < h; i++) {
302 for (j = 0; j < w; j++) {
303 retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
311 static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
317 for (i = 0; i < len; i++) {
318 if (start[i*step] == GRID_FULL) {
320 while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
326 if (i < len && start[i*step] == GRID_UNKNOWN)
336 #define STILL_UNKNOWN 3
338 static void do_recurse(unsigned char *known, unsigned char *deduced,
339 unsigned char *row, int *data, int len,
340 int freespace, int ndone, int lowest)
345 for (i=0; i<=freespace; i++) {
347 for (k=0; k<i; k++) row[j++] = DOT;
348 for (k=0; k<data[ndone]; k++) row[j++] = BLOCK;
349 if (j < len) row[j++] = DOT;
350 do_recurse(known, deduced, row, data, len,
351 freespace-i, ndone+1, j);
354 for (i=lowest; i<len; i++)
356 for (i=0; i<len; i++)
357 if (known[i] && known[i] != row[i])
359 for (i=0; i<len; i++)
360 deduced[i] |= row[i];
364 static int do_row(unsigned char *known, unsigned char *deduced,
366 unsigned char *start, int len, int step, int *data)
368 int rowlen, i, freespace, done_any;
371 for (rowlen = 0; data[rowlen]; rowlen++)
372 freespace -= data[rowlen]+1;
374 for (i = 0; i < len; i++) {
375 known[i] = start[i*step];
379 do_recurse(known, deduced, row, data, len, freespace, 0, 0);
381 for (i=0; i<len; i++)
382 if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
383 start[i*step] = deduced[i];
389 static unsigned char *generate_soluble(random_state *rs, int w, int h)
391 int i, j, done_any, ok, ntries, max;
392 unsigned char *grid, *matrix, *workspace;
395 grid = snewn(w*h, unsigned char);
396 matrix = snewn(w*h, unsigned char);
398 workspace = snewn(max*3, unsigned char);
399 rowdata = snewn(max+1, int);
406 generate(rs, w, h, grid);
409 * The game is a bit too easy if any row or column is
410 * completely black or completely white. An exception is
411 * made for rows/columns that are under 3 squares,
412 * otherwise nothing will ever be successfully generated.
416 for (i = 0; i < h; i++) {
418 for (j = 0; j < w; j++)
419 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
425 for (j = 0; j < w; j++) {
427 for (i = 0; i < h; i++)
428 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
436 memset(matrix, 0, w*h);
440 for (i=0; i<h; i++) {
441 rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
442 done_any |= do_row(workspace, workspace+max, workspace+2*max,
443 matrix+i*w, w, 1, rowdata);
445 for (i=0; i<w; i++) {
446 rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
447 done_any |= do_row(workspace, workspace+max, workspace+2*max,
448 matrix+i, h, w, rowdata);
453 for (i=0; i<h; i++) {
454 for (j=0; j<w; j++) {
455 if (matrix[i*w+j] == UNKNOWN)
467 struct game_aux_info {
472 static char *new_game_desc(game_params *params, random_state *rs,
473 game_aux_info **aux, int interactive)
476 int i, j, max, rowlen, *rowdata;
477 char intbuf[80], *desc;
478 int desclen, descpos;
480 grid = generate_soluble(rs, params->w, params->h);
481 max = max(params->w, params->h);
482 rowdata = snewn(max, int);
485 * Save the solved game in an aux_info.
488 game_aux_info *ai = snew(game_aux_info);
498 * Seed is a slash-separated list of row contents; each row
499 * contents section is a dot-separated list of integers. Row
500 * contents are listed in the order (columns left to right,
501 * then rows top to bottom).
503 * Simplest way to handle memory allocation is to make two
504 * passes, first computing the seed size and then writing it
508 for (i = 0; i < params->w + params->h; i++) {
510 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
512 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
515 for (j = 0; j < rowlen; j++) {
516 desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
522 desc = snewn(desclen, char);
524 for (i = 0; i < params->w + params->h; i++) {
526 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
528 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
531 for (j = 0; j < rowlen; j++) {
532 int len = sprintf(desc+descpos, "%d", rowdata[j]);
534 desc[descpos + len] = '.';
536 desc[descpos + len] = '/';
540 desc[descpos++] = '/';
543 assert(descpos == desclen);
544 assert(desc[desclen-1] == '/');
545 desc[desclen-1] = '\0';
550 static void game_free_aux_info(game_aux_info *aux)
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 game_state *solve_game(game_state *state, game_aux_info *ai,
670 ret = dup_game(state);
671 ret->completed = ret->cheated = TRUE;
674 * If we already have the solved state in an aux_info, copy it
679 assert(ret->w == ai->w);
680 assert(ret->h == ai->h);
681 memcpy(ret->grid, ai->grid, ai->w * ai->h);
684 int w = state->w, h = state->h, i, j, done_any, max;
685 unsigned char *matrix, *workspace;
688 matrix = snewn(w*h, unsigned char);
690 workspace = snewn(max*3, unsigned char);
691 rowdata = snewn(max+1, int);
693 memset(matrix, 0, w*h);
697 for (i=0; i<h; i++) {
698 memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
700 rowdata[state->rowlen[w+i]] = 0;
701 done_any |= do_row(workspace, workspace+max, workspace+2*max,
702 matrix+i*w, w, 1, rowdata);
704 for (i=0; i<w; i++) {
705 memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
706 rowdata[state->rowlen[i]] = 0;
707 done_any |= do_row(workspace, workspace+max, workspace+2*max,
708 matrix+i, h, w, rowdata);
712 for (i = 0; i < h; i++) {
713 for (j = 0; j < w; j++) {
714 int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
715 matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
716 ret->grid[i*w+j] = c;
717 if (c == GRID_UNKNOWN)
718 ret->completed = FALSE;
722 if (!ret->completed) {
724 *error = "Solving algorithm cannot complete this puzzle";
732 static char *game_text_format(game_state *state)
743 int drag, release, state;
746 static game_ui *new_ui(game_state *state)
751 ret->dragging = FALSE;
756 static void free_ui(game_ui *ui)
761 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
762 int x, int y, int button) {
767 x = FROMCOORD(from->w, x);
768 y = FROMCOORD(from->h, y);
770 if (x >= 0 && x < from->w && y >= 0 && y < from->h &&
771 (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
772 button == MIDDLE_BUTTON)) {
776 if (button == LEFT_BUTTON) {
777 ui->drag = LEFT_DRAG;
778 ui->release = LEFT_RELEASE;
779 ui->state = GRID_FULL;
780 } else if (button == RIGHT_BUTTON) {
781 ui->drag = RIGHT_DRAG;
782 ui->release = RIGHT_RELEASE;
783 ui->state = GRID_EMPTY;
784 } else /* if (button == MIDDLE_BUTTON) */ {
785 ui->drag = MIDDLE_DRAG;
786 ui->release = MIDDLE_RELEASE;
787 ui->state = GRID_UNKNOWN;
790 ui->drag_start_x = ui->drag_end_x = x;
791 ui->drag_start_y = ui->drag_end_y = y;
793 return from; /* UI activity occurred */
796 if (ui->dragging && button == ui->drag) {
798 * There doesn't seem much point in allowing a rectangle
799 * drag; people will generally only want to drag a single
800 * horizontal or vertical line, so we make that easy by
803 * Exception: if we're _middle_-button dragging to tag
804 * things as UNKNOWN, we may well want to trash an entire
805 * area and start over!
807 if (ui->state != GRID_UNKNOWN) {
808 if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
809 y = ui->drag_start_y;
811 x = ui->drag_start_x;
816 if (x >= from->w) x = from->w - 1;
817 if (y >= from->h) y = from->h - 1;
822 return from; /* UI activity occurred */
825 if (ui->dragging && button == ui->release) {
826 int x1, x2, y1, y2, xx, yy;
827 int move_needed = FALSE;
829 x1 = min(ui->drag_start_x, ui->drag_end_x);
830 x2 = max(ui->drag_start_x, ui->drag_end_x);
831 y1 = min(ui->drag_start_y, ui->drag_end_y);
832 y2 = max(ui->drag_start_y, ui->drag_end_y);
834 for (yy = y1; yy <= y2; yy++)
835 for (xx = x1; xx <= x2; xx++)
836 if (from->grid[yy * from->w + xx] != ui->state)
839 ui->dragging = FALSE;
842 ret = dup_game(from);
843 for (yy = y1; yy <= y2; yy++)
844 for (xx = x1; xx <= x2; xx++)
845 ret->grid[yy * ret->w + xx] = ui->state;
848 * An actual change, so check to see if we've completed
851 if (!ret->completed) {
852 int *rowdata = snewn(ret->rowsize, int);
855 ret->completed = TRUE;
857 for (i=0; i<ret->w; i++) {
858 len = compute_rowdata(rowdata,
859 ret->grid+i, ret->h, ret->w);
860 if (len != ret->rowlen[i] ||
861 memcmp(ret->rowdata+i*ret->rowsize, rowdata,
862 len * sizeof(int))) {
863 ret->completed = FALSE;
867 for (i=0; i<ret->h; i++) {
868 len = compute_rowdata(rowdata,
869 ret->grid+i*ret->w, ret->w, 1);
870 if (len != ret->rowlen[i+ret->w] ||
871 memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
872 len * sizeof(int))) {
873 ret->completed = FALSE;
883 return from; /* UI activity occurred */
889 /* ----------------------------------------------------------------------
893 struct game_drawstate {
896 unsigned char *visible;
899 static void game_size(game_params *params, int *x, int *y)
901 *x = SIZE(params->w);
902 *y = SIZE(params->h);
905 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
907 float *ret = snewn(3 * NCOLOURS, float);
909 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
911 ret[COL_GRID * 3 + 0] = 0.3F;
912 ret[COL_GRID * 3 + 1] = 0.3F;
913 ret[COL_GRID * 3 + 2] = 0.3F;
915 ret[COL_UNKNOWN * 3 + 0] = 0.5F;
916 ret[COL_UNKNOWN * 3 + 1] = 0.5F;
917 ret[COL_UNKNOWN * 3 + 2] = 0.5F;
919 ret[COL_FULL * 3 + 0] = 0.0F;
920 ret[COL_FULL * 3 + 1] = 0.0F;
921 ret[COL_FULL * 3 + 2] = 0.0F;
923 ret[COL_EMPTY * 3 + 0] = 1.0F;
924 ret[COL_EMPTY * 3 + 1] = 1.0F;
925 ret[COL_EMPTY * 3 + 2] = 1.0F;
927 *ncolours = NCOLOURS;
931 static game_drawstate *game_new_drawstate(game_state *state)
933 struct game_drawstate *ds = snew(struct game_drawstate);
938 ds->visible = snewn(ds->w * ds->h, unsigned char);
939 memset(ds->visible, 255, ds->w * ds->h);
944 static void game_free_drawstate(game_drawstate *ds)
950 static void grid_square(frontend *fe, game_drawstate *ds,
951 int y, int x, int state)
955 draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
956 TILE_SIZE, TILE_SIZE, COL_GRID);
958 xl = (x % 5 == 0 ? 1 : 0);
959 yt = (y % 5 == 0 ? 1 : 0);
960 xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
961 yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
963 draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
964 TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
965 (state == GRID_FULL ? COL_FULL :
966 state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
968 draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
969 TILE_SIZE, TILE_SIZE);
972 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
973 game_state *state, int dir, game_ui *ui,
974 float animtime, float flashtime)
981 * The initial contents of the window are not guaranteed
982 * and can vary with front ends. To be on the safe side,
983 * all games should start by drawing a big background-
984 * colour rectangle covering the whole window.
986 draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
991 for (i = 0; i < ds->w + ds->h; i++) {
992 int rowlen = state->rowlen[i];
993 int *rowdata = state->rowdata + state->rowsize * i;
997 * Normally I space the numbers out by the same
998 * distance as the tile size. However, if there are
999 * more numbers than available spaces, I have to squash
1002 nfit = max(rowlen, TLBORDER(ds->h))-1;
1005 for (j = 0; j < rowlen; j++) {
1010 x = TOCOORD(ds->w, i);
1011 y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
1012 y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
1014 y = TOCOORD(ds->h, i - ds->w);
1015 x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
1016 x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
1019 sprintf(str, "%d", rowdata[j]);
1020 draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
1021 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
1022 COL_FULL, str); /* FIXME: COL_TEXT */
1027 * Draw the grid outline.
1029 draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
1030 ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
1035 draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
1039 x1 = min(ui->drag_start_x, ui->drag_end_x);
1040 x2 = max(ui->drag_start_x, ui->drag_end_x);
1041 y1 = min(ui->drag_start_y, ui->drag_end_y);
1042 y2 = max(ui->drag_start_y, ui->drag_end_y);
1044 x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
1048 * Now draw any grid squares which have changed since last
1051 for (i = 0; i < ds->h; i++) {
1052 for (j = 0; j < ds->w; j++) {
1056 * Work out what state this square should be drawn in,
1057 * taking any current drag operation into account.
1059 if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2)
1062 val = state->grid[i * state->w + j];
1065 * Briefly invert everything twice during a completion
1068 if (flashtime > 0 &&
1069 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
1070 val != GRID_UNKNOWN)
1071 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
1073 if (ds->visible[i * ds->w + j] != val) {
1074 grid_square(fe, ds, i, j, val);
1075 ds->visible[i * ds->w + j] = val;
1081 static float game_anim_length(game_state *oldstate,
1082 game_state *newstate, int dir, game_ui *ui)
1087 static float game_flash_length(game_state *oldstate,
1088 game_state *newstate, int dir, game_ui *ui)
1090 if (!oldstate->completed && newstate->completed &&
1091 !oldstate->cheated && !newstate->cheated)
1096 static int game_wants_statusbar(void)
1101 static int game_timing_state(game_state *state)
1107 #define thegame pattern
1110 const struct game thegame = {
1111 "Pattern", "games.pattern",
1118 TRUE, game_configure, custom_params,
1127 FALSE, game_text_format,
1134 game_free_drawstate,
1138 game_wants_statusbar,
1139 FALSE, game_timing_state,
1140 0, /* mouse_priorities */
1143 #ifdef STANDALONE_SOLVER
1146 * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
1151 void frontend_default_colour(frontend *fe, float *output) {}
1152 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1153 int align, int colour, char *text) {}
1154 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
1155 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
1156 void draw_polygon(frontend *fe, int *coords, int npoints,
1157 int fill, int colour) {}
1158 void clip(frontend *fe, int x, int y, int w, int h) {}
1159 void unclip(frontend *fe) {}
1160 void start_draw(frontend *fe) {}
1161 void draw_update(frontend *fe, int x, int y, int w, int h) {}
1162 void end_draw(frontend *fe) {}
1163 unsigned long random_upto(random_state *state, unsigned long limit)
1164 { assert(!"Shouldn't get randomness"); return 0; }
1166 void fatal(char *fmt, ...)
1170 fprintf(stderr, "fatal error: ");
1173 vfprintf(stderr, fmt, ap);
1176 fprintf(stderr, "\n");
1180 int main(int argc, char **argv)
1185 char *id = NULL, *desc, *err;
1189 while (--argc > 0) {
1192 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
1200 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
1204 desc = strchr(id, ':');
1206 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1211 p = default_params();
1212 decode_params(p, id);
1213 err = validate_desc(p, desc);
1215 fprintf(stderr, "%s: %s\n", argv[0], err);
1218 s = new_game(NULL, p, desc);
1221 int w = p->w, h = p->h, i, j, done_any, max;
1222 unsigned char *matrix, *workspace;
1225 matrix = snewn(w*h, unsigned char);
1227 workspace = snewn(max*3, unsigned char);
1228 rowdata = snewn(max+1, int);
1230 memset(matrix, 0, w*h);
1234 for (i=0; i<h; i++) {
1235 memcpy(rowdata, s->rowdata + s->rowsize*(w+i),
1237 rowdata[s->rowlen[w+i]] = 0;
1238 done_any |= do_row(workspace, workspace+max, workspace+2*max,
1239 matrix+i*w, w, 1, rowdata);
1241 for (i=0; i<w; i++) {
1242 memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int));
1243 rowdata[s->rowlen[i]] = 0;
1244 done_any |= do_row(workspace, workspace+max, workspace+2*max,
1245 matrix+i, h, w, rowdata);
1249 for (i = 0; i < h; i++) {
1250 for (j = 0; j < w; j++) {
1251 int c = (matrix[i*w+j] == UNKNOWN ? '?' :
1252 matrix[i*w+j] == BLOCK ? '#' :
1253 matrix[i*w+j] == DOT ? '.' :