X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=pattern.c;h=78d6b5ef26fdf77be41f6e63587635b6f3fbda46;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=0688f33e4272e6d7a7fdb144a7351c6fa1f428dc;hpb=051ab1701ee8671e7754951c1f170c609c9b67a8;p=sgt-puzzles.git diff --git a/pattern.c b/pattern.c index 0688f33..78d6b5e 100644 --- a/pattern.c +++ b/pattern.c @@ -45,11 +45,18 @@ struct game_params { #define GRID_FULL 1 #define GRID_EMPTY 0 -struct game_state { +typedef struct game_state_common { + /* Parts of the game state that don't change during play. */ int w, h; - unsigned char *grid; 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; }; @@ -219,6 +226,7 @@ static char *validate_params(const game_params *params, int full) * 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; @@ -312,6 +320,7 @@ static void generate(random_state *rs, int w, int h, unsigned char *retgrid) sfree(fgrid); } +#endif static int compute_rowdata(int *ret, unsigned char *start, int len, int step) { @@ -435,7 +444,12 @@ static int do_row(unsigned char *known, unsigned char *deduced, for (i = len - 1; i >= 0 && known[i] == DOT; i--) freespace--; - do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok, maxpos_ok, data, len, freespace, 0, 0); + 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; icommon->rowdata!=NULL) ^ (grid!=NULL)); max = max(w, h); memset(matrix, 0, w*h); + if (state) { + for (i=0; icommon->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; irowdata + state->rowsize*(w+i), max*sizeof(int)); - rowdata[state->rowlen[w+i]] = 0; + 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 { - rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; + rowlen = compute_rowdata(rowdata, grid+i*w, w, 1); } - 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; + 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 max_h) max_h = changed_h[i]; for (i=0; irowdata + state->rowsize*i, max*sizeof(int)); - rowdata[state->rowlen[i]] = 0; + 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 { - rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; + rowlen = compute_rowdata(rowdata, grid+i, h, w); } - 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; + 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 max_w) @@ -541,9 +579,9 @@ static int solve_puzzle(const game_state *state, unsigned char *grid, for (; max_h && max_h >= max_w; max_h--) { for (i=0; i= max_h) { - if (state) { - memcpy(rowdata, state->rowdata + state->rowsize*(w+i), max*sizeof(int)); - rowdata[state->rowlen[w+i]] = 0; + 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; } @@ -565,9 +603,9 @@ static int solve_puzzle(const game_state *state, unsigned char *grid, for (; max_w && max_w >= max_h; max_w--) { for (i=0; i= max_w) { - if (state) { - memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); - rowdata[state->rowlen[i]] = 0; + 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; } @@ -599,6 +637,7 @@ static int solve_puzzle(const game_state *state, unsigned char *grid, return ok; } +#ifndef STANDALONE_PICTURE_GENERATOR static unsigned char *generate_soluble(random_state *rs, int w, int h) { int i, j, ok, ntries, max; @@ -662,6 +701,11 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h) 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) @@ -670,15 +714,63 @@ static char *new_game_desc(const game_params *params, random_state *rs, 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); /* @@ -745,6 +837,40 @@ static char *new_game_desc(const game_params *params, random_state *rs, 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; @@ -782,13 +908,41 @@ static char *validate_desc(const game_params *params, const char *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; } @@ -799,25 +953,32 @@ static game_state *new_game(midend *me, const game_params *params, const char *p; game_state *state = snew(game_state); - state->w = params->w; - state->h = params->h; + state->common = snew(game_state_common); + state->common->refcount = 1; - state->grid = snewn(state->w * state->h, unsigned char); - memset(state->grid, GRID_UNKNOWN, state->w * state->h); + state->common->w = params->w; + state->common->h = params->h; - state->rowsize = max(state->w, state->h); - state->rowdata = snewn(state->rowsize * (state->w + state->h), int); - state->rowlen = snewn(state->w + state->h, int); + 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->rowlen[i] = 0; + state->common->rowlen[i] = 0; if (*desc && isdigit((unsigned char)*desc)) { do { p = desc; while (*desc && isdigit((unsigned char)*desc)) desc++; - state->rowdata[state->rowsize * i + state->rowlen[i]++] = + state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] = atoi(p); } while (*desc++ == '.'); } else { @@ -825,6 +986,24 @@ static game_state *new_game(midend *me, const game_params *params, } } + 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; } @@ -832,19 +1011,11 @@ static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); - ret->w = state->w; - ret->h = state->h; + ret->common = state->common; + ret->common->refcount++; - ret->grid = snewn(ret->w * ret->h, unsigned char); - memcpy(ret->grid, state->grid, ret->w * ret->h); - - ret->rowsize = state->rowsize; - ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int); - ret->rowlen = snewn(ret->w + ret->h, int); - memcpy(ret->rowdata, state->rowdata, - ret->rowsize * (ret->w + ret->h) * sizeof(int)); - memcpy(ret->rowlen, state->rowlen, - (ret->w + ret->h) * sizeof(int)); + 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; @@ -854,8 +1025,12 @@ static game_state *dup_game(const game_state *state) static void free_game(game_state *state) { - sfree(state->rowdata); - sfree(state->rowlen); + 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); } @@ -864,7 +1039,7 @@ static char *solve_game(const game_state *state, const game_state *currstate, const char *ai, char **error) { unsigned char *matrix; - int w = state->w, h = state->h; + int w = state->common->w, h = state->common->h; int i; char *ret; int max, ok; @@ -919,24 +1094,24 @@ static int game_can_format_as_text_now(const game_params *params) static char *game_text_format(const game_state *state) { - int w = state->w, h = state->h, i, j; + 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->rowlen[i]); - for (j = 0; j < state->rowlen[i]; ++j) - while (state->rowdata[i*state->rowsize + j] >= limit) { + 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->rowlen[i+w]; ++j) { - int copy = state->rowdata[(i+w)*state->rowsize + j]; + 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); @@ -963,10 +1138,10 @@ static char *game_text_format(const game_state *state) } for (i = 0; i < w; ++i) { - for (j = 0; j < state->rowlen[i]; ++j) { - int cell = topleft + i*cw + 1 + lw*(j - state->rowlen[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->rowdata[i*state->rowsize + j]); + state->common->rowdata[i*state->common->rowsize + j]); board[cell + nch] = ' '; /* de-NUL-ify */ } } @@ -974,9 +1149,9 @@ static char *game_text_format(const game_state *state) 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->rowlen[i+w]; ++j) { + for (j = 0; j < state->common->rowlen[i+w]; ++j) { if (p > buf) *p++ = ' '; - p += sprintf(p, "%d", state->rowdata[(i+w)*state->rowsize + j]); + p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]); } memcpy(start - (p - buf), buf, p - buf); } @@ -1056,16 +1231,17 @@ 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->w, x); - y = FROMCOORD(state->h, y); + x = FROMCOORD(state->common->w, x); + y = FROMCOORD(state->common->h, y); - if (x >= 0 && x < state->w && y >= 0 && y < state->h && + 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->w + x]; + int currstate = state->grid[y * state->common->w + x]; #endif ui->dragging = TRUE; @@ -1119,8 +1295,8 @@ static char *interpret_move(const game_state *state, game_ui *ui, if (x < 0) x = 0; if (y < 0) y = 0; - if (x >= state->w) x = state->w - 1; - if (y >= state->h) y = state->h - 1; + 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; @@ -1139,7 +1315,8 @@ static char *interpret_move(const game_state *state, game_ui *ui, for (yy = y1; yy <= y2; yy++) for (xx = x1; xx <= x2; xx++) - if (state->grid[yy * state->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; @@ -1156,12 +1333,25 @@ static char *interpret_move(const game_state *state, game_ui *ui, } if (IS_CURSOR_MOVE(button)) { - move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); + 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; - return ""; + 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->w + ui->cur_x]; + int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x]; int newstate; char buf[80]; @@ -1193,12 +1383,13 @@ static game_state *execute_move(const game_state *from, const char *move) int x1, x2, y1, y2, xx, yy; int val; - if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) { + if (move[0] == 'S' && + strlen(move) == from->common->w * from->common->h + 1) { int i; ret = dup_game(from); - for (i = 0; i < ret->w * ret->h; i++) + 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; @@ -1206,8 +1397,8 @@ static game_state *execute_move(const game_state *from, const char *move) 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->w && - y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { + x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w && + y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) { x2 += x1; y2 += y1; @@ -1217,34 +1408,36 @@ static game_state *execute_move(const game_state *from, const char *move) ret = dup_game(from); for (yy = y1; yy < y2; yy++) for (xx = x1; xx < x2; xx++) - ret->grid[yy * ret->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 * game. */ if (!ret->completed) { - int *rowdata = snewn(ret->rowsize, int); + int *rowdata = snewn(ret->common->rowsize, int); int i, len; ret->completed = TRUE; - for (i=0; iw; i++) { - len = compute_rowdata(rowdata, - ret->grid+i, ret->h, ret->w); - if (len != ret->rowlen[i] || - memcmp(ret->rowdata+i*ret->rowsize, rowdata, - len * sizeof(int))) { + for (i=0; icommon->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; ih; i++) { - len = compute_rowdata(rowdata, - ret->grid+i*ret->w, ret->w, 1); - if (len != ret->rowlen[i+ret->w] || - memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata, - len * sizeof(int))) { + for (i=0; icommon->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; } @@ -1370,20 +1563,20 @@ static int check_errors(const game_state *state, int i) int val, runlen; struct errcheck_state aes, *es = &aes; - es->rowlen = state->rowlen[i]; - es->rowdata = state->rowdata + state->rowsize * i; + 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->w) { + if (i < state->common->w) { start = i; - step = state->w; - end = start + step * state->h; + step = state->common->w; + end = start + step * state->common->h; } else { - start = (i - state->w) * state->w; + start = (i - state->common->w) * state->common->w; step = 1; - end = start + step * state->w; + end = start + step * state->common->w; } runlen = -1; @@ -1468,8 +1661,8 @@ 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->w; - ds->h = state->h; + 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); @@ -1522,19 +1715,19 @@ static void grid_square(drawing *dr, game_drawstate *ds, static void draw_numbers(drawing *dr, game_drawstate *ds, const game_state *state, int i, int erase, int colour) { - int rowlen = state->rowlen[i]; - int *rowdata = state->rowdata + state->rowsize * i; + int rowlen = state->common->rowlen[i]; + int *rowdata = state->common->rowdata + state->common->rowsize * i; int nfit; int j; if (erase) { - if (i < state->w) { - draw_rect(dr, TOCOORD(state->w, i), 0, - TILE_SIZE, BORDER + TLBORDER(state->h) * TILE_SIZE, + 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->h, i - state->w), - BORDER + TLBORDER(state->w) * TILE_SIZE, TILE_SIZE, + draw_rect(dr, 0, TOCOORD(state->common->h, i - state->common->w), + BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE, COL_BACKGROUND); } } @@ -1544,10 +1737,10 @@ static void draw_numbers(drawing *dr, game_drawstate *ds, * tile size. However, if there are more numbers than available * spaces, I have to squash them up a bit. */ - if (i < state->w) - nfit = TLBORDER(state->h); + if (i < state->common->w) + nfit = TLBORDER(state->common->h); else - nfit = TLBORDER(state->w); + nfit = TLBORDER(state->common->w); nfit = max(rowlen, nfit) - 1; assert(nfit > 0); @@ -1555,14 +1748,14 @@ static void draw_numbers(drawing *dr, game_drawstate *ds, int x, y; char str[80]; - if (i < state->w) { - x = TOCOORD(state->w, i); - y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1); - y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; + 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->h, i - state->w); - x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1); - x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->w)-1) / nfit; + 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]); @@ -1570,12 +1763,12 @@ static void draw_numbers(drawing *dr, game_drawstate *ds, TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str); } - if (i < state->w) { - draw_update(dr, TOCOORD(state->w, i), 0, - TILE_SIZE, BORDER + TLBORDER(state->h) * TILE_SIZE); + 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->h, i - state->w), - BORDER + TLBORDER(state->w) * TILE_SIZE, TILE_SIZE); + draw_update(dr, 0, TOCOORD(state->common->h, i - state->common->w), + BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE); } } @@ -1637,10 +1830,11 @@ static void game_redraw(drawing *dr, game_drawstate *ds, * 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->w + j]; + val = state->grid[i * state->common->w + j]; if (cmoved) { /* the cursor has moved; if we were the old or @@ -1671,7 +1865,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, * Redraw any numbers which have changed their colour due to error * indication. */ - for (i = 0; i < state->w + state->h; i++) { + 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); @@ -1719,7 +1913,7 @@ static void game_print_size(const game_params *params, float *x, float *y) static void game_print(drawing *dr, const game_state *state, int tilesize) { - int w = state->w, h = state->h; + int w = state->common->w, h = state->common->h; int ink = print_mono_colour(dr, 0); int x, y, i; @@ -1751,7 +1945,7 @@ static void game_print(drawing *dr, const game_state *state, int tilesize) /* * Clues. */ - for (i = 0; i < state->w + state->h; i++) + for (i = 0; i < state->common->w + state->common->h; i++) draw_numbers(dr, ds, state, i, FALSE, ink); /* @@ -1877,8 +2071,10 @@ int main(int argc, char **argv) */ for (i = 0; i < (w+h); i++) { char buf[80]; - for (thiswid = -1, j = 0; j < s->rowlen[i]; j++) - thiswid += sprintf(buf, " %d", s->rowdata[s->rowsize*i+j]); + 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; } @@ -1904,4 +2100,156 @@ int main(int argc, char **argv) #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 + +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: */