2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
26 #define PREFERRED_TILE_SIZE 24
27 #define TILE_SIZE (ds->tilesize)
28 #define BORDER (3 * TILE_SIZE / 4)
29 #define TLBORDER(d) ( (d) / 5 + 2 )
30 #define GUTTER (TILE_SIZE / 2)
32 #define FROMCOORD(d, x) \
33 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
35 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
36 #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
38 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
44 #define GRID_UNKNOWN 2
48 typedef struct game_state_common {
49 /* Parts of the game state that don't change during play. */
52 int *rowdata, *rowlen;
53 unsigned char *immutable;
58 game_state_common *common;
60 int completed, cheated;
63 #define FLASH_TIME 0.13F
65 static game_params *default_params(void)
67 game_params *ret = snew(game_params);
74 static const struct game_params pattern_presets[] = {
84 static int game_fetch_preset(int i, char **name, game_params **params)
89 if (i < 0 || i >= lenof(pattern_presets))
92 ret = snew(game_params);
93 *ret = pattern_presets[i];
95 sprintf(str, "%dx%d", ret->w, ret->h);
102 static void free_params(game_params *params)
107 static game_params *dup_params(const game_params *params)
109 game_params *ret = snew(game_params);
110 *ret = *params; /* structure copy */
114 static void decode_params(game_params *ret, char const *string)
116 char const *p = string;
119 while (*p && isdigit((unsigned char)*p)) p++;
123 while (*p && isdigit((unsigned char)*p)) p++;
129 static char *encode_params(const game_params *params, int full)
134 len = sprintf(ret, "%dx%d", params->w, params->h);
135 assert(len < lenof(ret));
141 static config_item *game_configure(const game_params *params)
146 ret = snewn(3, config_item);
148 ret[0].name = "Width";
149 ret[0].type = C_STRING;
150 sprintf(buf, "%d", params->w);
151 ret[0].sval = dupstr(buf);
154 ret[1].name = "Height";
155 ret[1].type = C_STRING;
156 sprintf(buf, "%d", params->h);
157 ret[1].sval = dupstr(buf);
168 static game_params *custom_params(const config_item *cfg)
170 game_params *ret = snew(game_params);
172 ret->w = atoi(cfg[0].sval);
173 ret->h = atoi(cfg[1].sval);
178 static char *validate_params(const game_params *params, int full)
180 if (params->w <= 0 || params->h <= 0)
181 return "Width and height must both be greater than zero";
185 /* ----------------------------------------------------------------------
186 * Puzzle generation code.
188 * For this particular puzzle, it seemed important to me to ensure
189 * a unique solution. I do this the brute-force way, by having a
190 * solver algorithm alongside the generator, and repeatedly
191 * generating a random grid until I find one whose solution is
192 * unique. It turns out that this isn't too onerous on a modern PC
193 * provided you keep grid size below around 30. Any offers of
194 * better algorithms, however, will be very gratefully received.
196 * Another annoyance of this approach is that it limits the
197 * available puzzles to those solvable by the algorithm I've used.
198 * My algorithm only ever considers a single row or column at any
199 * one time, which means it's incapable of solving the following
200 * difficult example (found by Bella Image around 1995/6, when she
201 * and I were both doing maths degrees):
215 * Obviously this cannot be solved by a one-row-or-column-at-a-time
216 * algorithm (it would require at least one row or column reading
217 * `2 1', `1 2', `3' or `4' to get started). However, it can be
218 * proved to have a unique solution: if the top left square were
219 * empty, then the only option for the top row would be to fill the
220 * two squares in the 1 columns, which would imply the squares
221 * below those were empty, leaving no place for the 2 in the second
222 * row. Contradiction. Hence the top left square is full, and the
223 * unique solution follows easily from that starting point.
225 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
226 * it's useful to anyone.)
229 #ifndef STANDALONE_PICTURE_GENERATOR
230 static int float_compare(const void *av, const void *bv)
232 const float *a = (const float *)av;
233 const float *b = (const float *)bv;
242 static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
249 fgrid = snewn(w*h, float);
251 for (i = 0; i < h; i++) {
252 for (j = 0; j < w; j++) {
253 fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
258 * The above gives a completely random splattering of black and
259 * white cells. We want to gently bias this in favour of _some_
260 * reasonably thick areas of white and black, while retaining
261 * some randomness and fine detail.
263 * So we evolve the starting grid using a cellular automaton.
264 * Currently, I'm doing something very simple indeed, which is
265 * to set each square to the average of the surrounding nine
266 * cells (or the average of fewer, if we're on a corner).
268 for (step = 0; step < 1; step++) {
269 fgrid2 = snewn(w*h, float);
271 for (i = 0; i < h; i++) {
272 for (j = 0; j < w; j++) {
277 * Compute the average of the surrounding cells.
281 for (p = -1; p <= +1; p++) {
282 for (q = -1; q <= +1; q++) {
283 if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
286 * An additional special case not mentioned
287 * above: if a grid dimension is 2xn then
288 * we do not average across that dimension
289 * at all. Otherwise a 2x2 grid would
290 * contain four identical squares.
292 if ((h==2 && p!=0) || (w==2 && q!=0))
295 sx += fgrid[(i+p)*w+(j+q)];
300 fgrid2[i*w+j] = xbar;
308 fgrid2 = snewn(w*h, float);
309 memcpy(fgrid2, fgrid, w*h*sizeof(float));
310 qsort(fgrid2, w*h, sizeof(float), float_compare);
311 threshold = fgrid2[w*h/2];
314 for (i = 0; i < h; i++) {
315 for (j = 0; j < w; j++) {
316 retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
325 static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
331 for (i = 0; i < len; i++) {
332 if (start[i*step] == GRID_FULL) {
334 while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
340 if (i < len && start[i*step] == GRID_UNKNOWN)
350 #define STILL_UNKNOWN 3
352 #ifdef STANDALONE_SOLVER
356 static int do_recurse(unsigned char *known, unsigned char *deduced,
358 unsigned char *minpos_done, unsigned char *maxpos_done,
359 unsigned char *minpos_ok, unsigned char *maxpos_ok,
361 int freespace, int ndone, int lowest)
366 /* This algorithm basically tries all possible ways the given rows of
367 * black blocks can be laid out in the row/column being examined.
368 * Special care is taken to avoid checking the tail of a row/column
369 * if the same conditions have already been checked during this recursion
370 * The algorithm also takes care to cut its losses as soon as an
371 * invalid (partial) solution is detected.
374 if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
375 if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
376 for (i=0; i<lowest; i++)
377 deduced[i] |= row[i];
379 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
381 if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
382 if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
384 for (i=0; i<=freespace; i++) {
386 for (k=0; k<i; k++) {
387 if (known[j] == BLOCK) goto next_iter;
390 for (k=0; k<data[ndone]; k++) {
391 if (known[j] == DOT) goto next_iter;
395 if (known[j] == BLOCK) goto next_iter;
398 if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
399 minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
400 if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
401 if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
402 if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
407 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
409 for (i=lowest; i<len; i++) {
410 if (known[i] == BLOCK) return FALSE;
413 for (i=0; i<len; i++)
414 deduced[i] |= row[i];
420 static int do_row(unsigned char *known, unsigned char *deduced,
422 unsigned char *minpos_done, unsigned char *maxpos_done,
423 unsigned char *minpos_ok, unsigned char *maxpos_ok,
424 unsigned char *start, int len, int step, int *data,
425 unsigned int *changed
426 #ifdef STANDALONE_SOLVER
427 , const char *rowcol, int index, int cluewid
431 int rowlen, i, freespace, done_any;
434 for (rowlen = 0; data[rowlen]; rowlen++) {
435 minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
436 maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
437 freespace -= data[rowlen]+1;
440 for (i = 0; i < len; i++) {
441 known[i] = start[i*step];
444 for (i = len - 1; i >= 0 && known[i] == DOT; i--)
448 memset(deduced, DOT, len);
449 } else if (rowlen == 1 && data[0] == len) {
450 memset(deduced, BLOCK, len);
452 do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
453 maxpos_ok, data, len, freespace, 0, 0);
457 for (i=0; i<len; i++)
458 if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
459 start[i*step] = deduced[i];
460 if (changed) changed[i]++;
463 #ifdef STANDALONE_SOLVER
464 if (verbose && done_any) {
467 printf("%s %2d: [", rowcol, index);
468 for (thiscluewid = -1, i = 0; data[i]; i++)
469 thiscluewid += sprintf(buf, " %d", data[i]);
470 printf("%*s", cluewid - thiscluewid, "");
471 for (i = 0; data[i]; i++)
472 printf(" %d", data[i]);
474 for (i = 0; i < len; i++)
475 putchar(known[i] == BLOCK ? '#' :
476 known[i] == DOT ? '.' : '?');
478 for (i = 0; i < len; i++)
479 putchar(start[i*step] == BLOCK ? '#' :
480 start[i*step] == DOT ? '.' : '?');
487 static int solve_puzzle(const game_state *state, unsigned char *grid,
489 unsigned char *matrix, unsigned char *workspace,
490 unsigned int *changed_h, unsigned int *changed_w,
492 #ifdef STANDALONE_SOLVER
502 assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
506 memset(matrix, 0, w*h);
508 for (i=0; i<w*h; i++) {
509 if (state->common->immutable[i])
510 matrix[i] = state->grid[i];
514 /* For each column, compute how many squares can be deduced
515 * from just the row-data and initial clues.
516 * Later, changed_* will hold how many squares were changed
517 * in every row/column in the previous iteration
518 * Changed_* is used to choose the next rows / cols to re-examine
520 for (i=0; i<h; i++) {
521 int freespace, rowlen;
522 if (state && state->common->rowdata) {
523 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
524 rowlen = state->common->rowlen[w+i];
526 rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
532 for (j=0, freespace=w+1; rowdata[j]; j++)
533 freespace -= rowdata[j] + 1;
534 for (j=0, changed_h[i]=0; rowdata[j]; j++)
535 if (rowdata[j] > freespace)
536 changed_h[i] += rowdata[j] - freespace;
538 for (j = 0; j < w; j++)
542 for (i=0,max_h=0; i<h; i++)
543 if (changed_h[i] > max_h)
544 max_h = changed_h[i];
545 for (i=0; i<w; i++) {
546 int freespace, rowlen;
547 if (state && state->common->rowdata) {
548 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
549 rowlen = state->common->rowlen[i];
551 rowlen = compute_rowdata(rowdata, grid+i, h, w);
557 for (j=0, freespace=h+1; rowdata[j]; j++)
558 freespace -= rowdata[j] + 1;
559 for (j=0, changed_w[i]=0; rowdata[j]; j++)
560 if (rowdata[j] > freespace)
561 changed_w[i] += rowdata[j] - freespace;
563 for (j = 0; j < h; j++)
567 for (i=0,max_w=0; i<w; i++)
568 if (changed_w[i] > max_w)
569 max_w = changed_w[i];
572 * Process rows/columns individually. Deductions involving more than one
573 * row and/or column at a time are not supported.
574 * Take care to only process rows/columns which have been changed since they
575 * were previously processed.
576 * Also, prioritize rows/columns which have had the most changes since their
577 * previous processing, as they promise the greatest benefit.
578 * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
581 for (; max_h && max_h >= max_w; max_h--) {
582 for (i=0; i<h; i++) {
583 if (changed_h[i] >= max_h) {
584 if (state && state->common->rowdata) {
585 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
586 rowdata[state->common->rowlen[w+i]] = 0;
588 rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
590 do_row(workspace, workspace+max, workspace+2*max,
591 workspace+3*max, workspace+4*max,
592 workspace+5*max, workspace+6*max,
593 matrix+i*w, w, 1, rowdata, changed_w
594 #ifdef STANDALONE_SOLVER
595 , "row", i+1, cluewid
601 for (i=0,max_w=0; i<w; i++)
602 if (changed_w[i] > max_w)
603 max_w = changed_w[i];
605 for (; max_w && max_w >= max_h; max_w--) {
606 for (i=0; i<w; i++) {
607 if (changed_w[i] >= max_w) {
608 if (state && state->common->rowdata) {
609 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
610 rowdata[state->common->rowlen[i]] = 0;
612 rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
614 do_row(workspace, workspace+max, workspace+2*max,
615 workspace+3*max, workspace+4*max,
616 workspace+5*max, workspace+6*max,
617 matrix+i, h, w, rowdata, changed_h
618 #ifdef STANDALONE_SOLVER
619 , "col", i+1, cluewid
625 for (i=0,max_h=0; i<h; i++)
626 if (changed_h[i] > max_h)
627 max_h = changed_h[i];
629 } while (max_h>0 || max_w>0);
632 for (i=0; i<h; i++) {
633 for (j=0; j<w; j++) {
634 if (matrix[i*w+j] == UNKNOWN)
642 #ifndef STANDALONE_PICTURE_GENERATOR
643 static unsigned char *generate_soluble(random_state *rs, int w, int h)
645 int i, j, ok, ntries, max;
646 unsigned char *grid, *matrix, *workspace;
647 unsigned int *changed_h, *changed_w;
652 grid = snewn(w*h, unsigned char);
653 /* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
654 matrix = snewn(w*h, unsigned char);
655 workspace = snewn(max*7, unsigned char);
656 changed_h = snewn(max+1, unsigned int);
657 changed_w = snewn(max+1, unsigned int);
658 rowdata = snewn(max+1, int);
665 generate(rs, w, h, grid);
668 * The game is a bit too easy if any row or column is
669 * completely black or completely white. An exception is
670 * made for rows/columns that are under 3 squares,
671 * otherwise nothing will ever be successfully generated.
675 for (i = 0; i < h; i++) {
677 for (j = 0; j < w; j++)
678 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
684 for (j = 0; j < w; j++) {
686 for (i = 0; i < h; i++)
687 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
695 ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
696 changed_h, changed_w, rowdata, 0);
708 #ifdef STANDALONE_PICTURE_GENERATOR
709 unsigned char *picture;
712 static char *new_game_desc(const game_params *params, random_state *rs,
713 char **aux, int interactive)
716 int i, j, max, rowlen, *rowdata;
717 char intbuf[80], *desc;
718 int desclen, descpos;
719 #ifdef STANDALONE_PICTURE_GENERATOR
724 max = max(params->w, params->h);
726 #ifdef STANDALONE_PICTURE_GENERATOR
728 * Fixed input picture.
730 grid = snewn(params->w * params->h, unsigned char);
731 memcpy(grid, picture, params->w * params->h);
734 * Now winnow the immutable square set as far as possible.
736 state = snew(game_state);
738 state->common = snew(game_state_common);
739 state->common->rowdata = NULL;
740 state->common->immutable = snewn(params->w * params->h, unsigned char);
741 memset(state->common->immutable, 1, params->w * params->h);
743 index = snewn(params->w * params->h, int);
744 for (i = 0; i < params->w * params->h; i++)
746 shuffle(index, params->w * params->h, sizeof(*index), rs);
749 unsigned char *matrix = snewn(params->w*params->h, unsigned char);
750 unsigned char *workspace = snewn(max*7, unsigned char);
751 unsigned int *changed_h = snewn(max+1, unsigned int);
752 unsigned int *changed_w = snewn(max+1, unsigned int);
753 int *rowdata = snewn(max+1, int);
754 for (i = 0; i < params->w * params->h; i++) {
755 state->common->immutable[index[i]] = 0;
756 if (!solve_puzzle(state, grid, params->w, params->h,
757 matrix, workspace, changed_h, changed_w,
759 state->common->immutable[index[i]] = 1;
768 grid = generate_soluble(rs, params->w, params->h);
770 rowdata = snewn(max, int);
773 * Save the solved game in aux.
776 char *ai = snewn(params->w * params->h + 2, char);
779 * String format is exactly the same as a solve move, so we
780 * can just dupstr this in solve_game().
785 for (i = 0; i < params->w * params->h; i++)
786 ai[i+1] = grid[i] ? '1' : '0';
788 ai[params->w * params->h + 1] = '\0';
794 * Seed is a slash-separated list of row contents; each row
795 * contents section is a dot-separated list of integers. Row
796 * contents are listed in the order (columns left to right,
797 * then rows top to bottom).
799 * Simplest way to handle memory allocation is to make two
800 * passes, first computing the seed size and then writing it
804 for (i = 0; i < params->w + params->h; i++) {
806 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
808 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
811 for (j = 0; j < rowlen; j++) {
812 desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
818 desc = snewn(desclen, char);
820 for (i = 0; i < params->w + params->h; i++) {
822 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
824 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
827 for (j = 0; j < rowlen; j++) {
828 int len = sprintf(desc+descpos, "%d", rowdata[j]);
830 desc[descpos + len] = '.';
832 desc[descpos + len] = '/';
836 desc[descpos++] = '/';
839 assert(descpos == desclen);
840 assert(desc[desclen-1] == '/');
841 desc[desclen-1] = '\0';
842 #ifdef STANDALONE_PICTURE_GENERATOR
843 for (i = 0; i < params->w * params->h; i++)
844 if (state->common->immutable[i])
846 if (i < params->w * params->h) {
848 * At least one immutable square, so we need a suffix.
852 desc = sresize(desc, desclen + params->w * params->h + 3, char);
853 desc[descpos-1] = ',';
856 for (i = 0; i < params->w * params->h; i++) {
857 if (!state->common->immutable[i]) {
860 desc[descpos++] = 'z';
864 desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
869 desc[descpos++] = run + 'a';
870 desc[descpos] = '\0';
872 sfree(state->common->immutable);
873 sfree(state->common);
881 static char *validate_desc(const game_params *params, const char *desc)
886 for (i = 0; i < params->w + params->h; i++) {
888 rowspace = params->h + 1;
890 rowspace = params->w + 1;
892 if (*desc && isdigit((unsigned char)*desc)) {
895 while (*desc && isdigit((unsigned char)*desc)) desc++;
901 return "at least one column contains more numbers than will fit";
903 return "at least one row contains more numbers than will fit";
905 } while (*desc++ == '.');
907 desc++; /* expect a slash immediately */
910 if (desc[-1] == '/') {
911 if (i+1 == params->w + params->h)
912 return "too many row/column specifications";
913 } else if (desc[-1] == '\0' || desc[-1] == ',') {
914 if (i+1 < params->w + params->h)
915 return "too few row/column specifications";
917 return "unrecognised character in game specification";
920 if (desc[-1] == ',') {
922 * Optional extra piece of game description which fills in
923 * some grid squares as extra clues.
926 while (i < params->w * params->h) {
927 int c = (unsigned char)*desc++;
928 if ((c >= 'a' && c <= 'z') ||
929 (c >= 'A' && c <= 'Z')) {
930 int len = tolower(c) - 'a';
932 if (len < 25 && i < params->w*params->h)
934 if (i > params->w * params->h) {
935 return "too much data in clue-squares section";
938 return "too little data in clue-squares section";
940 return "unrecognised character in clue-squares section";
944 return "too much data in clue-squares section";
951 static game_state *new_game(midend *me, const game_params *params,
956 game_state *state = snew(game_state);
958 state->common = snew(game_state_common);
959 state->common->refcount = 1;
961 state->common->w = params->w;
962 state->common->h = params->h;
964 state->grid = snewn(state->common->w * state->common->h, unsigned char);
965 memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
967 state->common->immutable = snewn(state->common->w * state->common->h,
969 memset(state->common->immutable, 0, state->common->w * state->common->h);
971 state->common->rowsize = max(state->common->w, state->common->h);
972 state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
973 state->common->rowlen = snewn(state->common->w + state->common->h, int);
975 state->completed = state->cheated = FALSE;
977 for (i = 0; i < params->w + params->h; i++) {
978 state->common->rowlen[i] = 0;
979 if (*desc && isdigit((unsigned char)*desc)) {
982 while (*desc && isdigit((unsigned char)*desc)) desc++;
983 state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
985 } while (*desc++ == '.');
987 desc++; /* expect a slash immediately */
991 if (desc[-1] == ',') {
993 * Optional extra piece of game description which fills in
994 * some grid squares as extra clues.
997 while (i < params->w * params->h) {
998 int c = (unsigned char)*desc++;
999 int full = isupper(c), len = tolower(c) - 'a';
1001 if (len < 25 && i < params->w*params->h) {
1002 state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
1003 state->common->immutable[i] = TRUE;
1012 static game_state *dup_game(const game_state *state)
1014 game_state *ret = snew(game_state);
1016 ret->common = state->common;
1017 ret->common->refcount++;
1019 ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
1020 memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
1022 ret->completed = state->completed;
1023 ret->cheated = state->cheated;
1028 static void free_game(game_state *state)
1030 if (--state->common->refcount == 0) {
1031 sfree(state->common->rowdata);
1032 sfree(state->common->rowlen);
1033 sfree(state->common->immutable);
1034 sfree(state->common);
1040 static char *solve_game(const game_state *state, const game_state *currstate,
1041 const char *ai, char **error)
1043 unsigned char *matrix;
1044 int w = state->common->w, h = state->common->h;
1048 unsigned char *workspace;
1049 unsigned int *changed_h, *changed_w;
1053 * If we already have the solved state in ai, copy it out.
1059 matrix = snewn(w*h, unsigned char);
1060 workspace = snewn(max*7, unsigned char);
1061 changed_h = snewn(max+1, unsigned int);
1062 changed_w = snewn(max+1, unsigned int);
1063 rowdata = snewn(max+1, int);
1065 ok = solve_puzzle(state, NULL, w, h, matrix, workspace,
1066 changed_h, changed_w, rowdata, 0);
1075 *error = "Solving algorithm cannot complete this puzzle";
1079 ret = snewn(w*h+2, char);
1081 for (i = 0; i < w*h; i++) {
1082 assert(matrix[i] == BLOCK || matrix[i] == DOT);
1083 ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
1092 static int game_can_format_as_text_now(const game_params *params)
1097 static char *game_text_format(const game_state *state)
1099 int w = state->common->w, h = state->common->h, i, j;
1100 int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
1102 int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
1105 for (i = 0; i < w; ++i) {
1106 top_gap = max(top_gap, state->common->rowlen[i]);
1107 for (j = 0; j < state->common->rowlen[i]; ++j)
1108 while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
1113 for (i = 0; i < h; ++i) {
1114 int rowlen = 0, predecessors = FALSE;
1115 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1116 int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
1117 rowlen += predecessors;
1118 predecessors = TRUE;
1119 do ++rowlen; while (copy /= 10);
1121 left_gap = max(left_gap, rowlen);
1131 topleft = lw * top_gap + left_gap;
1133 board = snewn(len + 1, char);
1134 sprintf(board, "%*s\n", len - 2, "");
1136 for (i = 0; i < lh; ++i) {
1137 board[lw - 1 + i*lw] = '\n';
1138 if (i < top_gap) continue;
1139 board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
1142 for (i = 0; i < w; ++i) {
1143 for (j = 0; j < state->common->rowlen[i]; ++j) {
1144 int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
1145 int nch = sprintf(board + cell, "%*d", cw - 1,
1146 state->common->rowdata[i*state->common->rowsize + j]);
1147 board[cell + nch] = ' '; /* de-NUL-ify */
1151 buf = snewn(left_gap, char);
1152 for (i = 0; i < h; ++i) {
1153 char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
1154 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1155 if (p > buf) *p++ = ' ';
1156 p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
1158 memcpy(start - (p - buf), buf, p - buf);
1161 for (i = 0; i < w; ++i) {
1162 for (j = 0; j < h; ++j) {
1163 int cell = topleft + i*cw + j*ch*lw;
1164 int center = cell + cw/2 + (ch/2)*lw;
1166 board[cell] = 0 ? center : '+';
1167 for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
1168 for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
1169 if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
1170 for (dx = 1; dx < cw; ++dx)
1171 for (dy = 1; dy < ch; ++dy)
1172 board[cell + dx + dy*lw] =
1173 state->grid[i*w+j] == GRID_FULL ? '#' : '.';
1177 memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
1190 int drag, release, state;
1191 int cur_x, cur_y, cur_visible;
1194 static game_ui *new_ui(const game_state *state)
1198 ret = snew(game_ui);
1199 ret->dragging = FALSE;
1200 ret->cur_x = ret->cur_y = ret->cur_visible = 0;
1205 static void free_ui(game_ui *ui)
1210 static char *encode_ui(const game_ui *ui)
1215 static void decode_ui(game_ui *ui, const char *encoding)
1219 static void game_changed_state(game_ui *ui, const game_state *oldstate,
1220 const game_state *newstate)
1224 struct game_drawstate {
1228 unsigned char *visible, *numcolours;
1232 static char *interpret_move(const game_state *state, game_ui *ui,
1233 const game_drawstate *ds,
1234 int x, int y, int button)
1236 int control = button & MOD_CTRL, shift = button & MOD_SHFT;
1237 button &= ~MOD_MASK;
1239 x = FROMCOORD(state->common->w, x);
1240 y = FROMCOORD(state->common->h, y);
1242 if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
1243 (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
1244 button == MIDDLE_BUTTON)) {
1246 int currstate = state->grid[y * state->common->w + x];
1249 ui->dragging = TRUE;
1251 if (button == LEFT_BUTTON) {
1252 ui->drag = LEFT_DRAG;
1253 ui->release = LEFT_RELEASE;
1255 ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
1257 ui->state = GRID_FULL;
1259 } else if (button == RIGHT_BUTTON) {
1260 ui->drag = RIGHT_DRAG;
1261 ui->release = RIGHT_RELEASE;
1263 ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
1265 ui->state = GRID_EMPTY;
1267 } else /* if (button == MIDDLE_BUTTON) */ {
1268 ui->drag = MIDDLE_DRAG;
1269 ui->release = MIDDLE_RELEASE;
1270 ui->state = GRID_UNKNOWN;
1273 ui->drag_start_x = ui->drag_end_x = x;
1274 ui->drag_start_y = ui->drag_end_y = y;
1275 ui->cur_visible = 0;
1277 return ""; /* UI activity occurred */
1280 if (ui->dragging && button == ui->drag) {
1282 * There doesn't seem much point in allowing a rectangle
1283 * drag; people will generally only want to drag a single
1284 * horizontal or vertical line, so we make that easy by
1287 * Exception: if we're _middle_-button dragging to tag
1288 * things as UNKNOWN, we may well want to trash an entire
1289 * area and start over!
1291 if (ui->state != GRID_UNKNOWN) {
1292 if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
1293 y = ui->drag_start_y;
1295 x = ui->drag_start_x;
1300 if (x >= state->common->w) x = state->common->w - 1;
1301 if (y >= state->common->h) y = state->common->h - 1;
1306 return ""; /* UI activity occurred */
1309 if (ui->dragging && button == ui->release) {
1310 int x1, x2, y1, y2, xx, yy;
1311 int move_needed = FALSE;
1313 x1 = min(ui->drag_start_x, ui->drag_end_x);
1314 x2 = max(ui->drag_start_x, ui->drag_end_x);
1315 y1 = min(ui->drag_start_y, ui->drag_end_y);
1316 y2 = max(ui->drag_start_y, ui->drag_end_y);
1318 for (yy = y1; yy <= y2; yy++)
1319 for (xx = x1; xx <= x2; xx++)
1320 if (!state->common->immutable[yy * state->common->w + xx] &&
1321 state->grid[yy * state->common->w + xx] != ui->state)
1324 ui->dragging = FALSE;
1328 sprintf(buf, "%c%d,%d,%d,%d",
1329 (char)(ui->state == GRID_FULL ? 'F' :
1330 ui->state == GRID_EMPTY ? 'E' : 'U'),
1331 x1, y1, x2-x1+1, y2-y1+1);
1334 return ""; /* UI activity occurred */
1337 if (IS_CURSOR_MOVE(button)) {
1338 int x = ui->cur_x, y = ui->cur_y, newstate;
1340 move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, 0);
1341 ui->cur_visible = 1;
1342 if (!control && !shift) return "";
1344 newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
1345 if (state->grid[y * state->common->w + x] == newstate &&
1346 state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
1349 sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
1350 min(x, ui->cur_x), min(y, ui->cur_y),
1351 abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
1355 if (IS_CURSOR_SELECT(button)) {
1356 int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
1360 if (!ui->cur_visible) {
1361 ui->cur_visible = 1;
1365 if (button == CURSOR_SELECT2)
1366 newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
1367 currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
1369 newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
1370 currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
1372 sprintf(buf, "%c%d,%d,%d,%d",
1373 (char)(newstate == GRID_FULL ? 'F' :
1374 newstate == GRID_EMPTY ? 'E' : 'U'),
1375 ui->cur_x, ui->cur_y, 1, 1);
1382 static game_state *execute_move(const game_state *from, const char *move)
1385 int x1, x2, y1, y2, xx, yy;
1388 if (move[0] == 'S' &&
1389 strlen(move) == from->common->w * from->common->h + 1) {
1392 ret = dup_game(from);
1394 for (i = 0; i < ret->common->w * ret->common->h; i++)
1395 ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
1397 ret->completed = ret->cheated = TRUE;
1400 } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
1401 sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
1402 x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
1403 y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
1407 val = (move[0] == 'F' ? GRID_FULL :
1408 move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
1410 ret = dup_game(from);
1411 for (yy = y1; yy < y2; yy++)
1412 for (xx = x1; xx < x2; xx++)
1413 if (!ret->common->immutable[yy * ret->common->w + xx])
1414 ret->grid[yy * ret->common->w + xx] = val;
1417 * An actual change, so check to see if we've completed the
1420 if (!ret->completed) {
1421 int *rowdata = snewn(ret->common->rowsize, int);
1424 ret->completed = TRUE;
1426 for (i=0; i<ret->common->w; i++) {
1427 len = compute_rowdata(rowdata, ret->grid+i,
1428 ret->common->h, ret->common->w);
1429 if (len != ret->common->rowlen[i] ||
1430 memcmp(ret->common->rowdata+i*ret->common->rowsize,
1431 rowdata, len * sizeof(int))) {
1432 ret->completed = FALSE;
1436 for (i=0; i<ret->common->h; i++) {
1437 len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
1439 if (len != ret->common->rowlen[i+ret->common->w] ||
1440 memcmp(ret->common->rowdata +
1441 (i+ret->common->w)*ret->common->rowsize,
1442 rowdata, len * sizeof(int))) {
1443 ret->completed = FALSE;
1456 /* ----------------------------------------------------------------------
1457 * Error-checking during gameplay.
1461 * The difficulty in error-checking Pattern is to make the error check
1462 * _weak_ enough. The most obvious way would be to check each row and
1463 * column by calling (a modified form of) do_row() to recursively
1464 * analyse the row contents against the clue set and see if the
1465 * GRID_UNKNOWNs could be filled in in any way that would end up
1466 * correct. However, this turns out to be such a strong error check as
1467 * to constitute a spoiler in many situations: you make a typo while
1468 * trying to fill in one row, and not only does the row light up to
1469 * indicate an error, but several columns crossed by the move also
1470 * light up and draw your attention to deductions you hadn't even
1471 * noticed you could make.
1473 * So instead I restrict error-checking to 'complete runs' within a
1474 * row, by which I mean contiguous sequences of GRID_FULL bounded at
1475 * both ends by either GRID_EMPTY or the ends of the row. We identify
1476 * all the complete runs in a row, and verify that _those_ are
1477 * consistent with the row's clue list. Sequences of complete runs
1478 * separated by solid GRID_EMPTY are required to match contiguous
1479 * sequences in the clue list, whereas if there's at least one
1480 * GRID_UNKNOWN between any two complete runs then those two need not
1481 * be contiguous in the clue list.
1483 * To simplify the edge cases, I pretend that the clue list for the
1484 * row is extended with a 0 at each end, and I also pretend that the
1485 * grid data for the row is extended with a GRID_EMPTY and a
1486 * zero-length run at each end. This permits the contiguity checker to
1487 * handle the fiddly end effects (e.g. if the first contiguous
1488 * sequence of complete runs in the grid matches _something_ in the
1489 * clue list but not at the beginning, this is allowable iff there's a
1490 * GRID_UNKNOWN before the first one) with minimal faff, since the end
1491 * effects just drop out as special cases of the normal inter-run
1492 * handling (in this code the above case is not 'at the end of the
1493 * clue list' at all, but between the implicit initial zero run and
1494 * the first nonzero one).
1496 * We must also be a little careful about how we search for a
1497 * contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
1498 * suppose we see a GRID_UNKNOWN and then a length-1 run. We search
1499 * for 1 in the clue list and find it at the very beginning. But now
1500 * suppose we find a length-2 run with no GRID_UNKNOWN before it. We
1501 * can't naively look at the next clue from the 1 we found, because
1502 * that'll be the second 1 and won't match. Instead, we must backtrack
1503 * by observing that the 2 we've just found must be contiguous with
1504 * the 1 we've already seen, so we search for the sequence (1 2) and
1505 * find it starting at the second 1. Now if we see a 3, we must
1506 * rethink again and search for (1 2 3).
1509 struct errcheck_state {
1511 * rowdata and rowlen point at the clue data for this row in the
1517 * rowpos indicates the lowest position where it would be valid to
1518 * see our next run length. It might be equal to rowlen,
1519 * indicating that the next run would have to be the terminating 0.
1523 * ncontig indicates how many runs we've seen in a contiguous
1524 * block. This is taken into account when searching for the next
1525 * run we find, unless ncontig is zeroed out first by encountering
1531 static int errcheck_found_run(struct errcheck_state *es, int r)
1533 /* Macro to handle the pretence that rowdata has a 0 at each end */
1534 #define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
1537 * See if we can find this new run length at a position where it
1538 * also matches the last 'ncontig' runs we've seen.
1541 for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
1543 if (ROWDATA(newpos) != r)
1546 for (i = 1; i <= es->ncontig; i++)
1547 if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
1550 es->rowpos = newpos+1;
1562 static int check_errors(const game_state *state, int i)
1564 int start, step, end, j;
1566 struct errcheck_state aes, *es = &aes;
1568 es->rowlen = state->common->rowlen[i];
1569 es->rowdata = state->common->rowdata + state->common->rowsize * i;
1570 /* Pretend that we've already encountered the initial zero run */
1574 if (i < state->common->w) {
1576 step = state->common->w;
1577 end = start + step * state->common->h;
1579 start = (i - state->common->w) * state->common->w;
1581 end = start + step * state->common->w;
1585 for (j = start - step; j <= end; j += step) {
1586 if (j < start || j == end)
1589 val = state->grid[j];
1591 if (val == GRID_UNKNOWN) {
1594 } else if (val == GRID_FULL) {
1597 } else if (val == GRID_EMPTY) {
1599 if (!errcheck_found_run(es, runlen))
1600 return TRUE; /* error! */
1606 /* Signal end-of-row by sending errcheck_found_run the terminating
1607 * zero run, which will be marked as contiguous with the previous
1608 * run if and only if there hasn't been a GRID_UNKNOWN before. */
1609 if (!errcheck_found_run(es, 0))
1610 return TRUE; /* error at the last minute! */
1612 return FALSE; /* no error */
1615 /* ----------------------------------------------------------------------
1619 static void game_compute_size(const game_params *params, int tilesize,
1622 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1623 struct { int tilesize; } ads, *ds = &ads;
1624 ads.tilesize = tilesize;
1626 *x = SIZE(params->w);
1627 *y = SIZE(params->h);
1630 static void game_set_size(drawing *dr, game_drawstate *ds,
1631 const game_params *params, int tilesize)
1633 ds->tilesize = tilesize;
1636 static float *game_colours(frontend *fe, int *ncolours)
1638 float *ret = snewn(3 * NCOLOURS, float);
1641 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1643 for (i = 0; i < 3; i++) {
1644 ret[COL_GRID * 3 + i] = 0.3F;
1645 ret[COL_UNKNOWN * 3 + i] = 0.5F;
1646 ret[COL_TEXT * 3 + i] = 0.0F;
1647 ret[COL_FULL * 3 + i] = 0.0F;
1648 ret[COL_EMPTY * 3 + i] = 1.0F;
1650 ret[COL_CURSOR * 3 + 0] = 1.0F;
1651 ret[COL_CURSOR * 3 + 1] = 0.25F;
1652 ret[COL_CURSOR * 3 + 2] = 0.25F;
1653 ret[COL_ERROR * 3 + 0] = 1.0F;
1654 ret[COL_ERROR * 3 + 1] = 0.0F;
1655 ret[COL_ERROR * 3 + 2] = 0.0F;
1657 *ncolours = NCOLOURS;
1661 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1663 struct game_drawstate *ds = snew(struct game_drawstate);
1665 ds->started = FALSE;
1666 ds->w = state->common->w;
1667 ds->h = state->common->h;
1668 ds->visible = snewn(ds->w * ds->h, unsigned char);
1669 ds->tilesize = 0; /* not decided yet */
1670 memset(ds->visible, 255, ds->w * ds->h);
1671 ds->numcolours = snewn(ds->w + ds->h, unsigned char);
1672 memset(ds->numcolours, 255, ds->w + ds->h);
1673 ds->cur_x = ds->cur_y = 0;
1678 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1684 static void grid_square(drawing *dr, game_drawstate *ds,
1685 int y, int x, int state, int cur)
1687 int xl, xr, yt, yb, dx, dy, dw, dh;
1689 draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1690 TILE_SIZE, TILE_SIZE, COL_GRID);
1692 xl = (x % 5 == 0 ? 1 : 0);
1693 yt = (y % 5 == 0 ? 1 : 0);
1694 xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
1695 yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
1697 dx = TOCOORD(ds->w, x) + 1 + xl;
1698 dy = TOCOORD(ds->h, y) + 1 + yt;
1699 dw = TILE_SIZE - xl - xr - 1;
1700 dh = TILE_SIZE - yt - yb - 1;
1702 draw_rect(dr, dx, dy, dw, dh,
1703 (state == GRID_FULL ? COL_FULL :
1704 state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
1706 draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
1707 draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
1710 draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1711 TILE_SIZE, TILE_SIZE);
1715 * Draw the numbers for a single row or column.
1717 static void draw_numbers(drawing *dr, game_drawstate *ds,
1718 const game_state *state, int i, int erase, int colour)
1720 int rowlen = state->common->rowlen[i];
1721 int *rowdata = state->common->rowdata + state->common->rowsize * i;
1726 if (i < state->common->w) {
1727 draw_rect(dr, TOCOORD(state->common->w, i), 0,
1728 TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE,
1731 draw_rect(dr, 0, TOCOORD(state->common->h, i - state->common->w),
1732 BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE,
1738 * Normally I space the numbers out by the same distance as the
1739 * tile size. However, if there are more numbers than available
1740 * spaces, I have to squash them up a bit.
1742 if (i < state->common->w)
1743 nfit = TLBORDER(state->common->h);
1745 nfit = TLBORDER(state->common->w);
1746 nfit = max(rowlen, nfit) - 1;
1749 for (j = 0; j < rowlen; j++) {
1753 if (i < state->common->w) {
1754 x = TOCOORD(state->common->w, i);
1755 y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
1756 y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
1758 y = TOCOORD(state->common->h, i - state->common->w);
1759 x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
1760 x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->w)-1) / nfit;
1763 sprintf(str, "%d", rowdata[j]);
1764 draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
1765 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
1768 if (i < state->common->w) {
1769 draw_update(dr, TOCOORD(state->common->w, i), 0,
1770 TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE);
1772 draw_update(dr, 0, TOCOORD(state->common->h, i - state->common->w),
1773 BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE);
1777 static void game_redraw(drawing *dr, game_drawstate *ds,
1778 const game_state *oldstate, const game_state *state,
1779 int dir, const game_ui *ui,
1780 float animtime, float flashtime)
1788 * The initial contents of the window are not guaranteed
1789 * and can vary with front ends. To be on the safe side,
1790 * all games should start by drawing a big background-
1791 * colour rectangle covering the whole window.
1793 draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
1796 * Draw the grid outline.
1798 draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
1799 ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
1804 draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
1808 x1 = min(ui->drag_start_x, ui->drag_end_x);
1809 x2 = max(ui->drag_start_x, ui->drag_end_x);
1810 y1 = min(ui->drag_start_y, ui->drag_end_y);
1811 y2 = max(ui->drag_start_y, ui->drag_end_y);
1813 x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
1816 if (ui->cur_visible) {
1817 cx = ui->cur_x; cy = ui->cur_y;
1821 cmoved = (cx != ds->cur_x || cy != ds->cur_y);
1824 * Now draw any grid squares which have changed since last
1827 for (i = 0; i < ds->h; i++) {
1828 for (j = 0; j < ds->w; j++) {
1832 * Work out what state this square should be drawn in,
1833 * taking any current drag operation into account.
1835 if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
1836 !state->common->immutable[i * state->common->w + j])
1839 val = state->grid[i * state->common->w + j];
1842 /* the cursor has moved; if we were the old or
1843 * the new cursor position we need to redraw. */
1844 if (j == cx && i == cy) cc = 1;
1845 if (j == ds->cur_x && i == ds->cur_y) cc = 1;
1849 * Briefly invert everything twice during a completion
1852 if (flashtime > 0 &&
1853 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
1854 val != GRID_UNKNOWN)
1855 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
1857 if (ds->visible[i * ds->w + j] != val || cc) {
1858 grid_square(dr, ds, i, j, val,
1859 (j == cx && i == cy));
1860 ds->visible[i * ds->w + j] = val;
1864 ds->cur_x = cx; ds->cur_y = cy;
1867 * Redraw any numbers which have changed their colour due to error
1870 for (i = 0; i < state->common->w + state->common->h; i++) {
1871 int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
1872 if (ds->numcolours[i] != colour) {
1873 draw_numbers(dr, ds, state, i, TRUE, colour);
1874 ds->numcolours[i] = colour;
1879 static float game_anim_length(const game_state *oldstate,
1880 const game_state *newstate, int dir, game_ui *ui)
1885 static float game_flash_length(const game_state *oldstate,
1886 const game_state *newstate, int dir, game_ui *ui)
1888 if (!oldstate->completed && newstate->completed &&
1889 !oldstate->cheated && !newstate->cheated)
1894 static int game_status(const game_state *state)
1896 return state->completed ? +1 : 0;
1899 static int game_timing_state(const game_state *state, game_ui *ui)
1904 static void game_print_size(const game_params *params, float *x, float *y)
1909 * I'll use 5mm squares by default.
1911 game_compute_size(params, 500, &pw, &ph);
1916 static void game_print(drawing *dr, const game_state *state, int tilesize)
1918 int w = state->common->w, h = state->common->h;
1919 int ink = print_mono_colour(dr, 0);
1922 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1923 game_drawstate ads, *ds = &ads;
1924 game_set_size(dr, ds, NULL, tilesize);
1929 print_line_width(dr, TILE_SIZE / 16);
1930 draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
1931 w*TILE_SIZE, h*TILE_SIZE, ink);
1936 for (x = 1; x < w; x++) {
1937 print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
1938 draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
1939 TOCOORD(w, x), TOCOORD(h, h), ink);
1941 for (y = 1; y < h; y++) {
1942 print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
1943 draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
1944 TOCOORD(w, w), TOCOORD(h, y), ink);
1950 for (i = 0; i < state->common->w + state->common->h; i++)
1951 draw_numbers(dr, ds, state, i, FALSE, ink);
1956 print_line_width(dr, TILE_SIZE / 128);
1957 for (y = 0; y < h; y++)
1958 for (x = 0; x < w; x++) {
1959 if (state->grid[y*w+x] == GRID_FULL)
1960 draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
1961 TILE_SIZE, TILE_SIZE, ink);
1962 else if (state->grid[y*w+x] == GRID_EMPTY)
1963 draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
1964 TOCOORD(h, y) + TILE_SIZE/2,
1965 TILE_SIZE/12, ink, ink);
1970 #define thegame pattern
1973 const struct game thegame = {
1974 "Pattern", "games.pattern", "pattern",
1976 game_fetch_preset, NULL,
1981 TRUE, game_configure, custom_params,
1989 TRUE, game_can_format_as_text_now, game_text_format,
1997 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2000 game_free_drawstate,
2005 TRUE, FALSE, game_print_size, game_print,
2006 FALSE, /* wants_statusbar */
2007 FALSE, game_timing_state,
2008 REQUIRE_RBUTTON, /* flags */
2011 #ifdef STANDALONE_SOLVER
2013 int main(int argc, char **argv)
2017 char *id = NULL, *desc, *err;
2019 while (--argc > 0) {
2022 if (!strcmp(p, "-v")) {
2025 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2034 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
2038 desc = strchr(id, ':');
2040 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2045 p = default_params();
2046 decode_params(p, id);
2047 err = validate_desc(p, desc);
2049 fprintf(stderr, "%s: %s\n", argv[0], err);
2052 s = new_game(NULL, p, desc);
2055 int w = p->w, h = p->h, i, j, max, cluewid = 0;
2056 unsigned char *matrix, *workspace;
2057 unsigned int *changed_h, *changed_w;
2060 matrix = snewn(w*h, unsigned char);
2062 workspace = snewn(max*7, unsigned char);
2063 changed_h = snewn(max+1, unsigned int);
2064 changed_w = snewn(max+1, unsigned int);
2065 rowdata = snewn(max+1, int);
2070 * Work out the maximum text width of the clue numbers
2071 * in a row or column, so we can print the solver's
2072 * working in a nicely lined up way.
2074 for (i = 0; i < (w+h); i++) {
2076 for (thiswid = -1, j = 0; j < s->common->rowlen[i]; j++)
2079 s->common->rowdata[s->common->rowsize*i+j]);
2080 if (cluewid < thiswid)
2085 solve_puzzle(s, NULL, w, h, matrix, workspace,
2086 changed_h, changed_w, rowdata, cluewid);
2088 for (i = 0; i < h; i++) {
2089 for (j = 0; j < w; j++) {
2090 int c = (matrix[i*w+j] == UNKNOWN ? '?' :
2091 matrix[i*w+j] == BLOCK ? '#' :
2092 matrix[i*w+j] == DOT ? '.' :
2105 #ifdef STANDALONE_PICTURE_GENERATOR
2108 * Main program for the standalone picture generator. To use it,
2109 * simply provide it with an XBM-format bitmap file (note XBM, not
2110 * XPM) on standard input, and it will output a game ID in return.
2113 * $ ./patternpicture < calligraphic-A.xbm
2114 * 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
2116 * That looks easy, of course - all the program has done is to count
2117 * up the clue numbers! But in fact, it's done more than that: it's
2118 * also checked that the result is uniquely soluble from just the
2119 * numbers. If it hadn't been, then it would have also left some
2120 * filled squares in the playing area as extra clues.
2122 * $ ./patternpicture < cube.xbm
2123 * 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
2125 * This enables a reasonably convenient design workflow for coming up
2126 * with pictorial Pattern puzzles which _are_ uniquely soluble without
2127 * those inelegant pre-filled squares. Fire up a bitmap editor (X11
2128 * bitmap(1) is good enough), save a trial .xbm, and then test it by
2129 * running a command along the lines of
2131 * $ ./pattern $(./patternpicture < test.xbm)
2133 * If the resulting window pops up with some pre-filled squares, then
2134 * that tells you which parts of the image are giving rise to
2135 * ambiguities, so try making tweaks in those areas, try the test
2136 * command again, and see if it helps. Once you have a design for
2137 * which the Pattern starting grid comes out empty, there's your game
2143 int main(int argc, char **argv)
2146 char *params, *desc;
2148 time_t seed = time(NULL);
2153 par = default_params();
2155 decode_params(par, argv[1]); /* get difficulty */
2156 par->w = par->h = -1;
2159 * Now read an XBM file from standard input. This is simple and
2160 * hacky and will do very little error detection, so don't feed
2165 while (fgets(buf, sizeof(buf), stdin)) {
2166 buf[strcspn(buf, "\r\n")] = '\0';
2167 if (!strncmp(buf, "#define", 7)) {
2169 * Lines starting `#define' give the width and height.
2171 char *num = buf + strlen(buf);
2174 while (num > buf && isdigit((unsigned char)num[-1]))
2177 while (symend > buf && isspace((unsigned char)symend[-1]))
2180 if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
2182 else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
2186 * Otherwise, break the string up into words and take
2187 * any word of the form `0x' plus hex digits to be a
2190 char *p, *wordstart;
2193 if (par->w < 0 || par->h < 0) {
2194 printf("failed to read width and height\n");
2197 picture = snewn(par->w * par->h, unsigned char);
2198 for (i = 0; i < par->w * par->h; i++)
2199 picture[i] = GRID_UNKNOWN;
2204 while (*p && (*p == ',' || isspace((unsigned char)*p)))
2207 while (*p && !(*p == ',' || *p == '}' ||
2208 isspace((unsigned char)*p)))
2213 if (wordstart[0] == '0' &&
2214 (wordstart[1] == 'x' || wordstart[1] == 'X') &&
2215 !wordstart[2 + strspn(wordstart+2,
2216 "0123456789abcdefABCDEF")]) {
2217 unsigned long byte = strtoul(wordstart+2, NULL, 16);
2218 for (i = 0; i < 8; i++) {
2219 int bit = (byte >> i) & 1;
2220 if (y < par->h && x < par->w)
2221 picture[y * par->w + x] =
2222 bit ? GRID_FULL : GRID_EMPTY;
2235 for (i = 0; i < par->w * par->h; i++)
2236 if (picture[i] == GRID_UNKNOWN) {
2237 fprintf(stderr, "failed to read enough bitmap data\n");
2241 rs = random_new((void*)&seed, sizeof(time_t));
2243 desc = new_game_desc(par, rs, NULL, FALSE);
2244 params = encode_params(par, FALSE);
2245 printf("%s:%s\n", params, desc);
2257 /* vim: set shiftwidth=4 tabstop=8: */