int w, h;
int rowsize;
int *rowdata, *rowlen;
+ unsigned char *immutable;
int refcount;
} game_state_common;
* 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;
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];
+ /* Choose a threshold that makes half the pixels black. In case of
+ * an odd number of pixels, select randomly between just under and
+ * just over half. */
+ {
+ int index = w * h / 2;
+ if (w & h & 1)
+ index += random_upto(rs, 2);
+ if (index < w*h)
+ threshold = fgrid2[index];
+ else
+ threshold = fgrid2[w*h-1] + 1;
+ }
sfree(fgrid2);
for (i = 0; i < h; i++) {
sfree(fgrid);
}
+#endif
static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
{
if (rowlen == 0) {
memset(deduced, DOT, len);
+ } else if (rowlen == 1 && data[0] == len) {
+ memset(deduced, BLOCK, len);
} else {
do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
maxpos_ok, data, len, freespace, 0, 0);
int i, j, ok, max;
int max_h, max_w;
- assert((state!=NULL) ^ (grid!=NULL));
+ 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.
+ * 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) {
+ 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 {
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) {
+ if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowlen = state->common->rowlen[i];
} else {
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)
for (; max_h && max_h >= max_w; max_h--) {
for (i=0; i<h; i++) {
if (changed_h[i] >= max_h) {
- if (state) {
+ 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 {
for (; max_w && max_w >= max_h; max_w--) {
for (i=0; i<w; i++) {
if (changed_w[i] >= max_w) {
- if (state) {
+ if (state && state->common->rowdata) {
memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
rowdata[state->common->rowlen[i]] = 0;
} else {
return ok;
}
+#ifndef STANDALONE_PICTURE_GENERATOR
static unsigned char *generate_soluble(random_state *rs, int w, int h)
{
int i, j, ok, ntries, max;
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)
int i, j, max, rowlen, *rowdata;
char intbuf[80], *desc;
int desclen, descpos;
+#ifdef STANDALONE_PICTURE_GENERATOR
+ game_state *state;
+ int *index;
+#endif
- grid = generate_soluble(rs, params->w, params->h);
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);
/*
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;
if (desc[-1] == '/') {
if (i+1 == params->w + params->h)
return "too many row/column specifications";
- } else if (desc[-1] == '\0') {
+ } 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;
}
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);
}
}
+ 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;
}
if (--state->common->refcount == 0) {
sfree(state->common->rowdata);
sfree(state->common->rowlen);
+ sfree(state->common->immutable);
sfree(state->common);
}
sfree(state->grid);
for (yy = y1; yy <= y2; yy++)
for (xx = x1; xx <= x2; xx++)
- if (state->grid[yy * state->common->w + xx] != ui->state)
+ if (!state->common->immutable[yy * state->common->w + xx] &&
+ state->grid[yy * state->common->w + xx] != ui->state)
move_needed = TRUE;
ui->dragging = FALSE;
ret = dup_game(from);
for (yy = y1; yy < y2; yy++)
for (xx = x1; xx < x2; xx++)
- ret->grid[yy * ret->common->w + xx] = val;
+ 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
* 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)
+ 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];
const struct game thegame = {
"Pattern", "games.pattern", "pattern",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
#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: */