2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
6 * - make some sort of stab at number-of-numbers judgment
18 #define max(x,y) ( (x)>(y) ? (x):(y) )
19 #define min(x,y) ( (x)<(y) ? (x):(y) )
31 #define TLBORDER(d) ( (d) / 5 + 2 )
35 #define FROMCOORD(d, x) \
36 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
38 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
40 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
46 #define GRID_UNKNOWN 2
54 int *rowdata, *rowlen;
58 #define FLASH_TIME 0.13F
60 static game_params *default_params(void)
62 game_params *ret = snew(game_params);
69 static int game_fetch_preset(int i, char **name, game_params **params)
73 static const struct { int x, y; } values[] = {
81 if (i < 0 || i >= lenof(values))
84 ret = snew(game_params);
88 sprintf(str, "%dx%d", ret->w, ret->h);
95 static void free_params(game_params *params)
100 static game_params *dup_params(game_params *params)
102 game_params *ret = snew(game_params);
103 *ret = *params; /* structure copy */
107 static game_params *decode_params(char const *string)
109 game_params *ret = default_params();
110 char const *p = string;
113 while (*p && isdigit(*p)) p++;
117 while (*p && isdigit(*p)) p++;
125 static char *encode_params(game_params *params)
130 len = sprintf(ret, "%dx%d", params->w, params->h);
131 assert(len < lenof(ret));
137 static config_item *game_configure(game_params *params)
142 ret = snewn(3, config_item);
144 ret[0].name = "Width";
145 ret[0].type = C_STRING;
146 sprintf(buf, "%d", params->w);
147 ret[0].sval = dupstr(buf);
150 ret[1].name = "Height";
151 ret[1].type = C_STRING;
152 sprintf(buf, "%d", params->h);
153 ret[1].sval = dupstr(buf);
164 static game_params *custom_params(config_item *cfg)
166 game_params *ret = snew(game_params);
168 ret->w = atoi(cfg[0].sval);
169 ret->h = atoi(cfg[1].sval);
174 static char *validate_params(game_params *params)
176 if (params->w <= 0 && params->h <= 0)
177 return "Width and height must both be greater than zero";
179 return "Width must be greater than zero";
181 return "Height must 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 static int float_compare(const void *av, const void *bv)
231 const float *a = (const float *)av;
232 const float *b = (const float *)bv;
241 static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
248 fgrid = snewn(w*h, float);
250 for (i = 0; i < h; i++) {
251 for (j = 0; j < w; j++) {
252 fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
257 * The above gives a completely random splattering of black and
258 * white cells. We want to gently bias this in favour of _some_
259 * reasonably thick areas of white and black, while retaining
260 * some randomness and fine detail.
262 * So we evolve the starting grid using a cellular automaton.
263 * Currently, I'm doing something very simple indeed, which is
264 * to set each square to the average of the surrounding nine
265 * cells (or the average of fewer, if we're on a corner).
267 for (step = 0; step < 1; step++) {
268 fgrid2 = snewn(w*h, float);
270 for (i = 0; i < h; i++) {
271 for (j = 0; j < w; j++) {
276 * Compute the average of the surrounding cells.
280 for (p = -1; p <= +1; p++) {
281 for (q = -1; q <= +1; q++) {
282 if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
285 * An additional special case not mentioned
286 * above: if a grid dimension is 2xn then
287 * we do not average across that dimension
288 * at all. Otherwise a 2x2 grid would
289 * contain four identical squares.
291 if ((h==2 && p!=0) || (w==2 && q!=0))
294 sx += fgrid[(i+p)*w+(j+q)];
299 fgrid2[i*w+j] = xbar;
307 fgrid2 = snewn(w*h, float);
308 memcpy(fgrid2, fgrid, w*h*sizeof(float));
309 qsort(fgrid2, w*h, sizeof(float), float_compare);
310 threshold = fgrid2[w*h/2];
313 for (i = 0; i < h; i++) {
314 for (j = 0; j < w; j++) {
315 retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
323 static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
329 for (i = 0; i < len; i++) {
330 if (start[i*step] == GRID_FULL) {
332 while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
338 if (i < len && start[i*step] == GRID_UNKNOWN)
348 #define STILL_UNKNOWN 3
350 static void do_recurse(unsigned char *known, unsigned char *deduced,
351 unsigned char *row, int *data, int len,
352 int freespace, int ndone, int lowest)
357 for (i=0; i<=freespace; i++) {
359 for (k=0; k<i; k++) row[j++] = DOT;
360 for (k=0; k<data[ndone]; k++) row[j++] = BLOCK;
361 if (j < len) row[j++] = DOT;
362 do_recurse(known, deduced, row, data, len,
363 freespace-i, ndone+1, j);
366 for (i=lowest; i<len; i++)
368 for (i=0; i<len; i++)
369 if (known[i] && known[i] != row[i])
371 for (i=0; i<len; i++)
372 deduced[i] |= row[i];
376 static int do_row(unsigned char *known, unsigned char *deduced,
378 unsigned char *start, int len, int step, int *data)
380 int rowlen, i, freespace, done_any;
383 for (rowlen = 0; data[rowlen]; rowlen++)
384 freespace -= data[rowlen]+1;
386 for (i = 0; i < len; i++) {
387 known[i] = start[i*step];
391 do_recurse(known, deduced, row, data, len, freespace, 0, 0);
393 for (i=0; i<len; i++)
394 if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
395 start[i*step] = deduced[i];
401 static unsigned char *generate_soluble(random_state *rs, int w, int h)
403 int i, j, done_any, ok, ntries, max;
404 unsigned char *grid, *matrix, *workspace;
407 grid = snewn(w*h, unsigned char);
408 matrix = snewn(w*h, unsigned char);
410 workspace = snewn(max*3, unsigned char);
411 rowdata = snewn(max+1, int);
418 generate(rs, w, h, grid);
421 * The game is a bit too easy if any row or column is
422 * completely black or completely white. An exception is
423 * made for rows/columns that are under 3 squares,
424 * otherwise nothing will ever be successfully generated.
428 for (i = 0; i < h; i++) {
430 for (j = 0; j < w; j++)
431 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
437 for (j = 0; j < w; j++) {
439 for (i = 0; i < h; i++)
440 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
448 memset(matrix, 0, w*h);
452 for (i=0; i<h; i++) {
453 rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
454 done_any |= do_row(workspace, workspace+max, workspace+2*max,
455 matrix+i*w, w, 1, rowdata);
457 for (i=0; i<w; i++) {
458 rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
459 done_any |= do_row(workspace, workspace+max, workspace+2*max,
460 matrix+i, h, w, rowdata);
465 for (i=0; i<h; i++) {
466 for (j=0; j<w; j++) {
467 if (matrix[i*w+j] == UNKNOWN)
479 static char *new_game_seed(game_params *params, random_state *rs,
483 int i, j, max, rowlen, *rowdata;
484 char intbuf[80], *seed;
485 int seedlen, seedpos;
487 grid = generate_soluble(rs, params->w, params->h);
488 max = max(params->w, params->h);
489 rowdata = snewn(max, int);
492 * Seed is a slash-separated list of row contents; each row
493 * contents section is a dot-separated list of integers. Row
494 * contents are listed in the order (columns left to right,
495 * then rows top to bottom).
497 * Simplest way to handle memory allocation is to make two
498 * passes, first computing the seed size and then writing it
502 for (i = 0; i < params->w + params->h; i++) {
504 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
506 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
509 for (j = 0; j < rowlen; j++) {
510 seedlen += 1 + sprintf(intbuf, "%d", rowdata[j]);
516 seed = snewn(seedlen, char);
518 for (i = 0; i < params->w + params->h; i++) {
520 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
522 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
525 for (j = 0; j < rowlen; j++) {
526 int len = sprintf(seed+seedpos, "%d", rowdata[j]);
528 seed[seedpos + len] = '.';
530 seed[seedpos + len] = '/';
534 seed[seedpos++] = '/';
537 assert(seedpos == seedlen);
538 assert(seed[seedlen-1] == '/');
539 seed[seedlen-1] = '\0';
544 void game_free_aux_info(game_aux_info *aux)
546 assert(!"Shouldn't happen");
549 static char *validate_seed(game_params *params, char *seed)
554 for (i = 0; i < params->w + params->h; i++) {
556 rowspace = params->h + 1;
558 rowspace = params->w + 1;
560 if (*seed && isdigit((unsigned char)*seed)) {
563 while (seed && isdigit((unsigned char)*seed)) seed++;
569 return "at least one column contains more numbers than will fit";
571 return "at least one row contains more numbers than will fit";
573 } while (*seed++ == '.');
575 seed++; /* expect a slash immediately */
578 if (seed[-1] == '/') {
579 if (i+1 == params->w + params->h)
580 return "too many row/column specifications";
581 } else if (seed[-1] == '\0') {
582 if (i+1 < params->w + params->h)
583 return "too few row/column specifications";
585 return "unrecognised character in game specification";
591 static game_state *new_game(game_params *params, char *seed)
595 game_state *state = snew(game_state);
597 state->w = params->w;
598 state->h = params->h;
600 state->grid = snewn(state->w * state->h, unsigned char);
601 memset(state->grid, GRID_UNKNOWN, state->w * state->h);
603 state->rowsize = max(state->w, state->h);
604 state->rowdata = snewn(state->rowsize * (state->w + state->h), int);
605 state->rowlen = snewn(state->w + state->h, int);
607 state->completed = FALSE;
609 for (i = 0; i < params->w + params->h; i++) {
610 state->rowlen[i] = 0;
611 if (*seed && isdigit((unsigned char)*seed)) {
614 while (seed && isdigit((unsigned char)*seed)) seed++;
615 state->rowdata[state->rowsize * i + state->rowlen[i]++] =
617 } while (*seed++ == '.');
619 seed++; /* expect a slash immediately */
626 static game_state *dup_game(game_state *state)
628 game_state *ret = snew(game_state);
633 ret->grid = snewn(ret->w * ret->h, unsigned char);
634 memcpy(ret->grid, state->grid, ret->w * ret->h);
636 ret->rowsize = state->rowsize;
637 ret->rowdata = snewn(ret->rowsize * (ret->w + ret->h), int);
638 ret->rowlen = snewn(ret->w + ret->h, int);
639 memcpy(ret->rowdata, state->rowdata,
640 ret->rowsize * (ret->w + ret->h) * sizeof(int));
641 memcpy(ret->rowlen, state->rowlen,
642 (ret->w + ret->h) * sizeof(int));
644 ret->completed = state->completed;
649 static void free_game(game_state *state)
651 sfree(state->rowdata);
652 sfree(state->rowlen);
657 static char *game_text_format(game_state *state)
668 int drag, release, state;
671 static game_ui *new_ui(game_state *state)
676 ret->dragging = FALSE;
681 static void free_ui(game_ui *ui)
686 static game_state *make_move(game_state *from, game_ui *ui,
687 int x, int y, int button)
691 x = FROMCOORD(from->w, x);
692 y = FROMCOORD(from->h, y);
694 if (x >= 0 && x < from->w && y >= 0 && y < from->h &&
695 (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
696 button == MIDDLE_BUTTON)) {
700 if (button == LEFT_BUTTON) {
701 ui->drag = LEFT_DRAG;
702 ui->release = LEFT_RELEASE;
703 ui->state = GRID_FULL;
704 } else if (button == RIGHT_BUTTON) {
705 ui->drag = RIGHT_DRAG;
706 ui->release = RIGHT_RELEASE;
707 ui->state = GRID_EMPTY;
708 } else /* if (button == MIDDLE_BUTTON) */ {
709 ui->drag = MIDDLE_DRAG;
710 ui->release = MIDDLE_RELEASE;
711 ui->state = GRID_UNKNOWN;
714 ui->drag_start_x = ui->drag_end_x = x;
715 ui->drag_start_y = ui->drag_end_y = y;
717 return from; /* UI activity occurred */
720 if (ui->dragging && button == ui->drag) {
722 * There doesn't seem much point in allowing a rectangle
723 * drag; people will generally only want to drag a single
724 * horizontal or vertical line, so we make that easy by
727 * Exception: if we're _middle_-button dragging to tag
728 * things as UNKNOWN, we may well want to trash an entire
729 * area and start over!
731 if (ui->state != GRID_UNKNOWN) {
732 if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
733 y = ui->drag_start_y;
735 x = ui->drag_start_x;
740 if (x >= from->w) x = from->w - 1;
741 if (y >= from->h) y = from->h - 1;
746 return from; /* UI activity occurred */
749 if (ui->dragging && button == ui->release) {
750 int x1, x2, y1, y2, xx, yy;
751 int move_needed = FALSE;
753 x1 = min(ui->drag_start_x, ui->drag_end_x);
754 x2 = max(ui->drag_start_x, ui->drag_end_x);
755 y1 = min(ui->drag_start_y, ui->drag_end_y);
756 y2 = max(ui->drag_start_y, ui->drag_end_y);
758 for (yy = y1; yy <= y2; yy++)
759 for (xx = x1; xx <= x2; xx++)
760 if (from->grid[yy * from->w + xx] != ui->state)
763 ui->dragging = FALSE;
766 ret = dup_game(from);
767 for (yy = y1; yy <= y2; yy++)
768 for (xx = x1; xx <= x2; xx++)
769 ret->grid[yy * ret->w + xx] = ui->state;
772 * An actual change, so check to see if we've completed
775 if (!ret->completed) {
776 int *rowdata = snewn(ret->rowsize, int);
779 ret->completed = TRUE;
781 for (i=0; i<ret->w; i++) {
782 len = compute_rowdata(rowdata,
783 ret->grid+i, ret->h, ret->w);
784 if (len != ret->rowlen[i] ||
785 memcmp(ret->rowdata+i*ret->rowsize, rowdata,
786 len * sizeof(int))) {
787 ret->completed = FALSE;
791 for (i=0; i<ret->h; i++) {
792 len = compute_rowdata(rowdata,
793 ret->grid+i*ret->w, ret->w, 1);
794 if (len != ret->rowlen[i+ret->w] ||
795 memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
796 len * sizeof(int))) {
797 ret->completed = FALSE;
807 return from; /* UI activity occurred */
813 /* ----------------------------------------------------------------------
817 struct game_drawstate {
820 unsigned char *visible;
823 static void game_size(game_params *params, int *x, int *y)
825 *x = SIZE(params->w);
826 *y = SIZE(params->h);
829 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
831 float *ret = snewn(3 * NCOLOURS, float);
833 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
835 ret[COL_GRID * 3 + 0] = 0.3F;
836 ret[COL_GRID * 3 + 1] = 0.3F;
837 ret[COL_GRID * 3 + 2] = 0.3F;
839 ret[COL_UNKNOWN * 3 + 0] = 0.5F;
840 ret[COL_UNKNOWN * 3 + 1] = 0.5F;
841 ret[COL_UNKNOWN * 3 + 2] = 0.5F;
843 ret[COL_FULL * 3 + 0] = 0.0F;
844 ret[COL_FULL * 3 + 1] = 0.0F;
845 ret[COL_FULL * 3 + 2] = 0.0F;
847 ret[COL_EMPTY * 3 + 0] = 1.0F;
848 ret[COL_EMPTY * 3 + 1] = 1.0F;
849 ret[COL_EMPTY * 3 + 2] = 1.0F;
851 *ncolours = NCOLOURS;
855 static game_drawstate *game_new_drawstate(game_state *state)
857 struct game_drawstate *ds = snew(struct game_drawstate);
862 ds->visible = snewn(ds->w * ds->h, unsigned char);
863 memset(ds->visible, 255, ds->w * ds->h);
868 static void game_free_drawstate(game_drawstate *ds)
874 static void grid_square(frontend *fe, game_drawstate *ds,
875 int y, int x, int state)
879 draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
880 TILE_SIZE, TILE_SIZE, COL_GRID);
882 xl = (x % 5 == 0 ? 1 : 0);
883 yt = (y % 5 == 0 ? 1 : 0);
884 xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
885 yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
887 draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
888 TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
889 (state == GRID_FULL ? COL_FULL :
890 state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
892 draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
893 TILE_SIZE, TILE_SIZE);
896 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
897 game_state *state, int dir, game_ui *ui,
898 float animtime, float flashtime)
905 * The initial contents of the window are not guaranteed
906 * and can vary with front ends. To be on the safe side,
907 * all games should start by drawing a big background-
908 * colour rectangle covering the whole window.
910 draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
915 for (i = 0; i < ds->w + ds->h; i++) {
916 int rowlen = state->rowlen[i];
917 int *rowdata = state->rowdata + state->rowsize * i;
921 * Normally I space the numbers out by the same
922 * distance as the tile size. However, if there are
923 * more numbers than available spaces, I have to squash
926 nfit = max(rowlen, TLBORDER(ds->h))-1;
929 for (j = 0; j < rowlen; j++) {
934 x = TOCOORD(ds->w, i);
935 y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
936 y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
938 y = TOCOORD(ds->h, i - ds->w);
939 x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
940 x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
943 sprintf(str, "%d", rowdata[j]);
944 draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
945 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
946 COL_FULL, str); /* FIXME: COL_TEXT */
951 * Draw the grid outline.
953 draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
954 ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
959 draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
963 x1 = min(ui->drag_start_x, ui->drag_end_x);
964 x2 = max(ui->drag_start_x, ui->drag_end_x);
965 y1 = min(ui->drag_start_y, ui->drag_end_y);
966 y2 = max(ui->drag_start_y, ui->drag_end_y);
968 x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
972 * Now draw any grid squares which have changed since last
975 for (i = 0; i < ds->h; i++) {
976 for (j = 0; j < ds->w; j++) {
980 * Work out what state this square should be drawn in,
981 * taking any current drag operation into account.
983 if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2)
986 val = state->grid[i * state->w + j];
989 * Briefly invert everything twice during a completion
993 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
995 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
997 if (ds->visible[i * ds->w + j] != val) {
998 grid_square(fe, ds, i, j, val);
999 ds->visible[i * ds->w + j] = val;
1005 static float game_anim_length(game_state *oldstate,
1006 game_state *newstate, int dir)
1011 static float game_flash_length(game_state *oldstate,
1012 game_state *newstate, int dir)
1014 if (!oldstate->completed && newstate->completed)
1019 static int game_wants_statusbar(void)
1025 #define thegame pattern
1028 const struct game thegame = {
1029 "Pattern", "games.pattern",
1036 TRUE, game_configure, custom_params,
1044 FALSE, game_text_format,
1051 game_free_drawstate,
1055 game_wants_statusbar,
1058 #ifdef STANDALONE_SOLVER
1061 * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
1066 void frontend_default_colour(frontend *fe, float *output) {}
1067 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
1068 int align, int colour, char *text) {}
1069 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
1070 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
1071 void draw_polygon(frontend *fe, int *coords, int npoints,
1072 int fill, int colour) {}
1073 void clip(frontend *fe, int x, int y, int w, int h) {}
1074 void unclip(frontend *fe) {}
1075 void start_draw(frontend *fe) {}
1076 void draw_update(frontend *fe, int x, int y, int w, int h) {}
1077 void end_draw(frontend *fe) {}
1078 unsigned long random_upto(random_state *state, unsigned long limit)
1079 { assert(!"Shouldn't get randomness"); return 0; }
1081 void fatal(char *fmt, ...)
1085 fprintf(stderr, "fatal error: ");
1088 vfprintf(stderr, fmt, ap);
1091 fprintf(stderr, "\n");
1095 int main(int argc, char **argv)
1100 char *id = NULL, *seed, *err;
1104 while (--argc > 0) {
1107 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
1115 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
1119 seed = strchr(id, ':');
1121 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
1126 p = decode_params(id);
1127 err = validate_seed(p, seed);
1129 fprintf(stderr, "%s: %s\n", argv[0], err);
1132 s = new_game(p, seed);
1135 int w = p->w, h = p->h, i, j, done_any, max;
1136 unsigned char *matrix, *workspace;
1139 matrix = snewn(w*h, unsigned char);
1141 workspace = snewn(max*3, unsigned char);
1142 rowdata = snewn(max+1, int);
1144 memset(matrix, 0, w*h);
1148 for (i=0; i<h; i++) {
1149 memcpy(rowdata, s->rowdata + s->rowsize*(w+i),
1151 rowdata[s->rowlen[w+i]] = 0;
1152 done_any |= do_row(workspace, workspace+max, workspace+2*max,
1153 matrix+i*w, w, 1, rowdata);
1155 for (i=0; i<w; i++) {
1156 memcpy(rowdata, s->rowdata + s->rowsize*i, max*sizeof(int));
1157 rowdata[s->rowlen[i]] = 0;
1158 done_any |= do_row(workspace, workspace+max, workspace+2*max,
1159 matrix+i, h, w, rowdata);
1163 for (i = 0; i < h; i++) {
1164 for (j = 0; j < w; j++) {
1165 int c = (matrix[i*w+j] == UNKNOWN ? '?' :
1166 matrix[i*w+j] == BLOCK ? '#' :
1167 matrix[i*w+j] == DOT ? '.' :