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].u.string.sval = dupstr(buf);
153 ret[1].name = "Height";
154 ret[1].type = C_STRING;
155 sprintf(buf, "%d", params->h);
156 ret[1].u.string.sval = dupstr(buf);
164 static game_params *custom_params(const config_item *cfg)
166 game_params *ret = snew(game_params);
168 ret->w = atoi(cfg[0].u.string.sval);
169 ret->h = atoi(cfg[1].u.string.sval);
174 static const char *validate_params(const game_params *params, int full)
176 if (params->w <= 0 || params->h <= 0)
177 return "Width and height must both be greater than zero";
181 /* ----------------------------------------------------------------------
182 * Puzzle generation code.
184 * For this particular puzzle, it seemed important to me to ensure
185 * a unique solution. I do this the brute-force way, by having a
186 * solver algorithm alongside the generator, and repeatedly
187 * generating a random grid until I find one whose solution is
188 * unique. It turns out that this isn't too onerous on a modern PC
189 * provided you keep grid size below around 30. Any offers of
190 * better algorithms, however, will be very gratefully received.
192 * Another annoyance of this approach is that it limits the
193 * available puzzles to those solvable by the algorithm I've used.
194 * My algorithm only ever considers a single row or column at any
195 * one time, which means it's incapable of solving the following
196 * difficult example (found by Bella Image around 1995/6, when she
197 * and I were both doing maths degrees):
211 * Obviously this cannot be solved by a one-row-or-column-at-a-time
212 * algorithm (it would require at least one row or column reading
213 * `2 1', `1 2', `3' or `4' to get started). However, it can be
214 * proved to have a unique solution: if the top left square were
215 * empty, then the only option for the top row would be to fill the
216 * two squares in the 1 columns, which would imply the squares
217 * below those were empty, leaving no place for the 2 in the second
218 * row. Contradiction. Hence the top left square is full, and the
219 * unique solution follows easily from that starting point.
221 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
222 * it's useful to anyone.)
225 #ifndef STANDALONE_PICTURE_GENERATOR
226 static int float_compare(const void *av, const void *bv)
228 const float *a = (const float *)av;
229 const float *b = (const float *)bv;
238 static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
245 fgrid = snewn(w*h, float);
247 for (i = 0; i < h; i++) {
248 for (j = 0; j < w; j++) {
249 fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
254 * The above gives a completely random splattering of black and
255 * white cells. We want to gently bias this in favour of _some_
256 * reasonably thick areas of white and black, while retaining
257 * some randomness and fine detail.
259 * So we evolve the starting grid using a cellular automaton.
260 * Currently, I'm doing something very simple indeed, which is
261 * to set each square to the average of the surrounding nine
262 * cells (or the average of fewer, if we're on a corner).
264 for (step = 0; step < 1; step++) {
265 fgrid2 = snewn(w*h, float);
267 for (i = 0; i < h; i++) {
268 for (j = 0; j < w; j++) {
273 * Compute the average of the surrounding cells.
277 for (p = -1; p <= +1; p++) {
278 for (q = -1; q <= +1; q++) {
279 if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
282 * An additional special case not mentioned
283 * above: if a grid dimension is 2xn then
284 * we do not average across that dimension
285 * at all. Otherwise a 2x2 grid would
286 * contain four identical squares.
288 if ((h==2 && p!=0) || (w==2 && q!=0))
291 sx += fgrid[(i+p)*w+(j+q)];
296 fgrid2[i*w+j] = xbar;
304 fgrid2 = snewn(w*h, float);
305 memcpy(fgrid2, fgrid, w*h*sizeof(float));
306 qsort(fgrid2, w*h, sizeof(float), float_compare);
307 /* Choose a threshold that makes half the pixels black. In case of
308 * an odd number of pixels, select randomly between just under and
311 int index = w * h / 2;
313 index += random_upto(rs, 2);
315 threshold = fgrid2[index];
317 threshold = fgrid2[w*h-1] + 1;
321 for (i = 0; i < h; i++) {
322 for (j = 0; j < w; j++) {
323 retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
332 static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
338 for (i = 0; i < len; i++) {
339 if (start[i*step] == GRID_FULL) {
341 while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
347 if (i < len && start[i*step] == GRID_UNKNOWN)
357 #define STILL_UNKNOWN 3
359 #ifdef STANDALONE_SOLVER
363 static int do_recurse(unsigned char *known, unsigned char *deduced,
365 unsigned char *minpos_done, unsigned char *maxpos_done,
366 unsigned char *minpos_ok, unsigned char *maxpos_ok,
368 int freespace, int ndone, int lowest)
373 /* This algorithm basically tries all possible ways the given rows of
374 * black blocks can be laid out in the row/column being examined.
375 * Special care is taken to avoid checking the tail of a row/column
376 * if the same conditions have already been checked during this recursion
377 * The algorithm also takes care to cut its losses as soon as an
378 * invalid (partial) solution is detected.
381 if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
382 if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
383 for (i=0; i<lowest; i++)
384 deduced[i] |= row[i];
386 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
388 if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
389 if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
391 for (i=0; i<=freespace; i++) {
393 for (k=0; k<i; k++) {
394 if (known[j] == BLOCK) goto next_iter;
397 for (k=0; k<data[ndone]; k++) {
398 if (known[j] == DOT) goto next_iter;
402 if (known[j] == BLOCK) goto next_iter;
405 if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
406 minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
407 if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
408 if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
409 if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
414 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
416 for (i=lowest; i<len; i++) {
417 if (known[i] == BLOCK) return FALSE;
420 for (i=0; i<len; i++)
421 deduced[i] |= row[i];
427 static int do_row(unsigned char *known, unsigned char *deduced,
429 unsigned char *minpos_done, unsigned char *maxpos_done,
430 unsigned char *minpos_ok, unsigned char *maxpos_ok,
431 unsigned char *start, int len, int step, int *data,
432 unsigned int *changed
433 #ifdef STANDALONE_SOLVER
434 , const char *rowcol, int index, int cluewid
438 int rowlen, i, freespace, done_any;
441 for (rowlen = 0; data[rowlen]; rowlen++) {
442 minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
443 maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
444 freespace -= data[rowlen]+1;
447 for (i = 0; i < len; i++) {
448 known[i] = start[i*step];
451 for (i = len - 1; i >= 0 && known[i] == DOT; i--)
455 memset(deduced, DOT, len);
456 } else if (rowlen == 1 && data[0] == len) {
457 memset(deduced, BLOCK, len);
459 do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
460 maxpos_ok, data, len, freespace, 0, 0);
464 for (i=0; i<len; i++)
465 if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
466 start[i*step] = deduced[i];
467 if (changed) changed[i]++;
470 #ifdef STANDALONE_SOLVER
471 if (verbose && done_any) {
474 printf("%s %2d: [", rowcol, index);
475 for (thiscluewid = -1, i = 0; data[i]; i++)
476 thiscluewid += sprintf(buf, " %d", data[i]);
477 printf("%*s", cluewid - thiscluewid, "");
478 for (i = 0; data[i]; i++)
479 printf(" %d", data[i]);
481 for (i = 0; i < len; i++)
482 putchar(known[i] == BLOCK ? '#' :
483 known[i] == DOT ? '.' : '?');
485 for (i = 0; i < len; i++)
486 putchar(start[i*step] == BLOCK ? '#' :
487 start[i*step] == DOT ? '.' : '?');
494 static int solve_puzzle(const game_state *state, unsigned char *grid,
496 unsigned char *matrix, unsigned char *workspace,
497 unsigned int *changed_h, unsigned int *changed_w,
499 #ifdef STANDALONE_SOLVER
509 assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
513 memset(matrix, 0, w*h);
515 for (i=0; i<w*h; i++) {
516 if (state->common->immutable[i])
517 matrix[i] = state->grid[i];
521 /* For each column, compute how many squares can be deduced
522 * from just the row-data and initial clues.
523 * Later, changed_* will hold how many squares were changed
524 * in every row/column in the previous iteration
525 * Changed_* is used to choose the next rows / cols to re-examine
527 for (i=0; i<h; i++) {
528 int freespace, rowlen;
529 if (state && state->common->rowdata) {
530 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
531 rowlen = state->common->rowlen[w+i];
533 rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
539 for (j=0, freespace=w+1; rowdata[j]; j++)
540 freespace -= rowdata[j] + 1;
541 for (j=0, changed_h[i]=0; rowdata[j]; j++)
542 if (rowdata[j] > freespace)
543 changed_h[i] += rowdata[j] - freespace;
545 for (j = 0; j < w; j++)
549 for (i=0,max_h=0; i<h; i++)
550 if (changed_h[i] > max_h)
551 max_h = changed_h[i];
552 for (i=0; i<w; i++) {
553 int freespace, rowlen;
554 if (state && state->common->rowdata) {
555 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
556 rowlen = state->common->rowlen[i];
558 rowlen = compute_rowdata(rowdata, grid+i, h, w);
564 for (j=0, freespace=h+1; rowdata[j]; j++)
565 freespace -= rowdata[j] + 1;
566 for (j=0, changed_w[i]=0; rowdata[j]; j++)
567 if (rowdata[j] > freespace)
568 changed_w[i] += rowdata[j] - freespace;
570 for (j = 0; j < h; j++)
574 for (i=0,max_w=0; i<w; i++)
575 if (changed_w[i] > max_w)
576 max_w = changed_w[i];
579 * Process rows/columns individually. Deductions involving more than one
580 * row and/or column at a time are not supported.
581 * Take care to only process rows/columns which have been changed since they
582 * were previously processed.
583 * Also, prioritize rows/columns which have had the most changes since their
584 * previous processing, as they promise the greatest benefit.
585 * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
588 for (; max_h && max_h >= max_w; max_h--) {
589 for (i=0; i<h; i++) {
590 if (changed_h[i] >= max_h) {
591 if (state && state->common->rowdata) {
592 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
593 rowdata[state->common->rowlen[w+i]] = 0;
595 rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
597 do_row(workspace, workspace+max, workspace+2*max,
598 workspace+3*max, workspace+4*max,
599 workspace+5*max, workspace+6*max,
600 matrix+i*w, w, 1, rowdata, changed_w
601 #ifdef STANDALONE_SOLVER
602 , "row", i+1, cluewid
608 for (i=0,max_w=0; i<w; i++)
609 if (changed_w[i] > max_w)
610 max_w = changed_w[i];
612 for (; max_w && max_w >= max_h; max_w--) {
613 for (i=0; i<w; i++) {
614 if (changed_w[i] >= max_w) {
615 if (state && state->common->rowdata) {
616 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
617 rowdata[state->common->rowlen[i]] = 0;
619 rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
621 do_row(workspace, workspace+max, workspace+2*max,
622 workspace+3*max, workspace+4*max,
623 workspace+5*max, workspace+6*max,
624 matrix+i, h, w, rowdata, changed_h
625 #ifdef STANDALONE_SOLVER
626 , "col", i+1, cluewid
632 for (i=0,max_h=0; i<h; i++)
633 if (changed_h[i] > max_h)
634 max_h = changed_h[i];
636 } while (max_h>0 || max_w>0);
639 for (i=0; i<h; i++) {
640 for (j=0; j<w; j++) {
641 if (matrix[i*w+j] == UNKNOWN)
649 #ifndef STANDALONE_PICTURE_GENERATOR
650 static unsigned char *generate_soluble(random_state *rs, int w, int h)
652 int i, j, ok, ntries, max;
653 unsigned char *grid, *matrix, *workspace;
654 unsigned int *changed_h, *changed_w;
659 grid = snewn(w*h, unsigned char);
660 /* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
661 matrix = snewn(w*h, unsigned char);
662 workspace = snewn(max*7, unsigned char);
663 changed_h = snewn(max+1, unsigned int);
664 changed_w = snewn(max+1, unsigned int);
665 rowdata = snewn(max+1, int);
672 generate(rs, w, h, grid);
675 * The game is a bit too easy if any row or column is
676 * completely black or completely white. An exception is
677 * made for rows/columns that are under 3 squares,
678 * otherwise nothing will ever be successfully generated.
682 for (i = 0; i < h; i++) {
684 for (j = 0; j < w; j++)
685 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
691 for (j = 0; j < w; j++) {
693 for (i = 0; i < h; i++)
694 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
702 ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
703 changed_h, changed_w, rowdata, 0);
715 #ifdef STANDALONE_PICTURE_GENERATOR
716 unsigned char *picture;
719 static char *new_game_desc(const game_params *params, random_state *rs,
720 char **aux, int interactive)
723 int i, j, max, rowlen, *rowdata;
724 char intbuf[80], *desc;
725 int desclen, descpos;
726 #ifdef STANDALONE_PICTURE_GENERATOR
731 max = max(params->w, params->h);
733 #ifdef STANDALONE_PICTURE_GENERATOR
735 * Fixed input picture.
737 grid = snewn(params->w * params->h, unsigned char);
738 memcpy(grid, picture, params->w * params->h);
741 * Now winnow the immutable square set as far as possible.
743 state = snew(game_state);
745 state->common = snew(game_state_common);
746 state->common->rowdata = NULL;
747 state->common->immutable = snewn(params->w * params->h, unsigned char);
748 memset(state->common->immutable, 1, params->w * params->h);
750 index = snewn(params->w * params->h, int);
751 for (i = 0; i < params->w * params->h; i++)
753 shuffle(index, params->w * params->h, sizeof(*index), rs);
756 unsigned char *matrix = snewn(params->w*params->h, unsigned char);
757 unsigned char *workspace = snewn(max*7, unsigned char);
758 unsigned int *changed_h = snewn(max+1, unsigned int);
759 unsigned int *changed_w = snewn(max+1, unsigned int);
760 int *rowdata = snewn(max+1, int);
761 for (i = 0; i < params->w * params->h; i++) {
762 state->common->immutable[index[i]] = 0;
763 if (!solve_puzzle(state, grid, params->w, params->h,
764 matrix, workspace, changed_h, changed_w,
766 state->common->immutable[index[i]] = 1;
775 grid = generate_soluble(rs, params->w, params->h);
777 rowdata = snewn(max, int);
780 * Save the solved game in aux.
783 char *ai = snewn(params->w * params->h + 2, char);
786 * String format is exactly the same as a solve move, so we
787 * can just dupstr this in solve_game().
792 for (i = 0; i < params->w * params->h; i++)
793 ai[i+1] = grid[i] ? '1' : '0';
795 ai[params->w * params->h + 1] = '\0';
801 * Seed is a slash-separated list of row contents; each row
802 * contents section is a dot-separated list of integers. Row
803 * contents are listed in the order (columns left to right,
804 * then rows top to bottom).
806 * Simplest way to handle memory allocation is to make two
807 * passes, first computing the seed size and then writing it
811 for (i = 0; i < params->w + params->h; i++) {
813 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
815 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
818 for (j = 0; j < rowlen; j++) {
819 desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
825 desc = snewn(desclen, char);
827 for (i = 0; i < params->w + params->h; i++) {
829 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
831 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
834 for (j = 0; j < rowlen; j++) {
835 int len = sprintf(desc+descpos, "%d", rowdata[j]);
837 desc[descpos + len] = '.';
839 desc[descpos + len] = '/';
843 desc[descpos++] = '/';
846 assert(descpos == desclen);
847 assert(desc[desclen-1] == '/');
848 desc[desclen-1] = '\0';
849 #ifdef STANDALONE_PICTURE_GENERATOR
850 for (i = 0; i < params->w * params->h; i++)
851 if (state->common->immutable[i])
853 if (i < params->w * params->h) {
855 * At least one immutable square, so we need a suffix.
859 desc = sresize(desc, desclen + params->w * params->h + 3, char);
860 desc[descpos-1] = ',';
863 for (i = 0; i < params->w * params->h; i++) {
864 if (!state->common->immutable[i]) {
867 desc[descpos++] = 'z';
871 desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
876 desc[descpos++] = run + 'a';
877 desc[descpos] = '\0';
879 sfree(state->common->immutable);
880 sfree(state->common);
888 static const char *validate_desc(const game_params *params, const char *desc)
893 for (i = 0; i < params->w + params->h; i++) {
895 rowspace = params->h + 1;
897 rowspace = params->w + 1;
899 if (*desc && isdigit((unsigned char)*desc)) {
902 while (*desc && isdigit((unsigned char)*desc)) desc++;
908 return "at least one column contains more numbers than will fit";
910 return "at least one row contains more numbers than will fit";
912 } while (*desc++ == '.');
914 desc++; /* expect a slash immediately */
917 if (desc[-1] == '/') {
918 if (i+1 == params->w + params->h)
919 return "too many row/column specifications";
920 } else if (desc[-1] == '\0' || desc[-1] == ',') {
921 if (i+1 < params->w + params->h)
922 return "too few row/column specifications";
924 return "unrecognised character in game specification";
927 if (desc[-1] == ',') {
929 * Optional extra piece of game description which fills in
930 * some grid squares as extra clues.
933 while (i < params->w * params->h) {
934 int c = (unsigned char)*desc++;
935 if ((c >= 'a' && c <= 'z') ||
936 (c >= 'A' && c <= 'Z')) {
937 int len = tolower(c) - 'a';
939 if (len < 25 && i < params->w*params->h)
941 if (i > params->w * params->h) {
942 return "too much data in clue-squares section";
945 return "too little data in clue-squares section";
947 return "unrecognised character in clue-squares section";
951 return "too much data in clue-squares section";
958 static game_state *new_game(midend *me, const game_params *params,
963 game_state *state = snew(game_state);
965 state->common = snew(game_state_common);
966 state->common->refcount = 1;
968 state->common->w = params->w;
969 state->common->h = params->h;
971 state->grid = snewn(state->common->w * state->common->h, unsigned char);
972 memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
974 state->common->immutable = snewn(state->common->w * state->common->h,
976 memset(state->common->immutable, 0, state->common->w * state->common->h);
978 state->common->rowsize = max(state->common->w, state->common->h);
979 state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
980 state->common->rowlen = snewn(state->common->w + state->common->h, int);
982 state->completed = state->cheated = FALSE;
984 for (i = 0; i < params->w + params->h; i++) {
985 state->common->rowlen[i] = 0;
986 if (*desc && isdigit((unsigned char)*desc)) {
989 while (*desc && isdigit((unsigned char)*desc)) desc++;
990 state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
992 } while (*desc++ == '.');
994 desc++; /* expect a slash immediately */
998 if (desc[-1] == ',') {
1000 * Optional extra piece of game description which fills in
1001 * some grid squares as extra clues.
1004 while (i < params->w * params->h) {
1005 int c = (unsigned char)*desc++;
1006 int full = isupper(c), len = tolower(c) - 'a';
1008 if (len < 25 && i < params->w*params->h) {
1009 state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
1010 state->common->immutable[i] = TRUE;
1019 static game_state *dup_game(const game_state *state)
1021 game_state *ret = snew(game_state);
1023 ret->common = state->common;
1024 ret->common->refcount++;
1026 ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
1027 memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
1029 ret->completed = state->completed;
1030 ret->cheated = state->cheated;
1035 static void free_game(game_state *state)
1037 if (--state->common->refcount == 0) {
1038 sfree(state->common->rowdata);
1039 sfree(state->common->rowlen);
1040 sfree(state->common->immutable);
1041 sfree(state->common);
1047 static char *solve_game(const game_state *state, const game_state *currstate,
1048 const char *ai, const char **error)
1050 unsigned char *matrix;
1051 int w = state->common->w, h = state->common->h;
1055 unsigned char *workspace;
1056 unsigned int *changed_h, *changed_w;
1060 * If we already have the solved state in ai, copy it out.
1066 matrix = snewn(w*h, unsigned char);
1067 workspace = snewn(max*7, unsigned char);
1068 changed_h = snewn(max+1, unsigned int);
1069 changed_w = snewn(max+1, unsigned int);
1070 rowdata = snewn(max+1, int);
1072 ok = solve_puzzle(state, NULL, w, h, matrix, workspace,
1073 changed_h, changed_w, rowdata, 0);
1082 *error = "Solving algorithm cannot complete this puzzle";
1086 ret = snewn(w*h+2, char);
1088 for (i = 0; i < w*h; i++) {
1089 assert(matrix[i] == BLOCK || matrix[i] == DOT);
1090 ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
1099 static int game_can_format_as_text_now(const game_params *params)
1104 static char *game_text_format(const game_state *state)
1106 int w = state->common->w, h = state->common->h, i, j;
1107 int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
1109 int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
1112 for (i = 0; i < w; ++i) {
1113 top_gap = max(top_gap, state->common->rowlen[i]);
1114 for (j = 0; j < state->common->rowlen[i]; ++j)
1115 while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
1120 for (i = 0; i < h; ++i) {
1121 int rowlen = 0, predecessors = FALSE;
1122 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1123 int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
1124 rowlen += predecessors;
1125 predecessors = TRUE;
1126 do ++rowlen; while (copy /= 10);
1128 left_gap = max(left_gap, rowlen);
1138 topleft = lw * top_gap + left_gap;
1140 board = snewn(len + 1, char);
1141 sprintf(board, "%*s\n", len - 2, "");
1143 for (i = 0; i < lh; ++i) {
1144 board[lw - 1 + i*lw] = '\n';
1145 if (i < top_gap) continue;
1146 board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
1149 for (i = 0; i < w; ++i) {
1150 for (j = 0; j < state->common->rowlen[i]; ++j) {
1151 int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
1152 int nch = sprintf(board + cell, "%*d", cw - 1,
1153 state->common->rowdata[i*state->common->rowsize + j]);
1154 board[cell + nch] = ' '; /* de-NUL-ify */
1158 buf = snewn(left_gap, char);
1159 for (i = 0; i < h; ++i) {
1160 char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
1161 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1162 if (p > buf) *p++ = ' ';
1163 p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
1165 memcpy(start - (p - buf), buf, p - buf);
1168 for (i = 0; i < w; ++i) {
1169 for (j = 0; j < h; ++j) {
1170 int cell = topleft + i*cw + j*ch*lw;
1171 int center = cell + cw/2 + (ch/2)*lw;
1173 board[cell] = 0 ? center : '+';
1174 for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
1175 for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
1176 if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
1177 for (dx = 1; dx < cw; ++dx)
1178 for (dy = 1; dy < ch; ++dy)
1179 board[cell + dx + dy*lw] =
1180 state->grid[i*w+j] == GRID_FULL ? '#' : '.';
1184 memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
1197 int drag, release, state;
1198 int cur_x, cur_y, cur_visible;
1201 static game_ui *new_ui(const game_state *state)
1205 ret = snew(game_ui);
1206 ret->dragging = FALSE;
1207 ret->cur_x = ret->cur_y = ret->cur_visible = 0;
1212 static void free_ui(game_ui *ui)
1217 static char *encode_ui(const game_ui *ui)
1222 static void decode_ui(game_ui *ui, const char *encoding)
1226 static void game_changed_state(game_ui *ui, const game_state *oldstate,
1227 const game_state *newstate)
1231 struct game_drawstate {
1235 unsigned char *visible, *numcolours;
1239 static char *interpret_move(const game_state *state, game_ui *ui,
1240 const game_drawstate *ds,
1241 int x, int y, int button)
1243 int control = button & MOD_CTRL, shift = button & MOD_SHFT;
1244 button &= ~MOD_MASK;
1246 x = FROMCOORD(state->common->w, x);
1247 y = FROMCOORD(state->common->h, y);
1249 if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
1250 (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
1251 button == MIDDLE_BUTTON)) {
1253 int currstate = state->grid[y * state->common->w + x];
1256 ui->dragging = TRUE;
1258 if (button == LEFT_BUTTON) {
1259 ui->drag = LEFT_DRAG;
1260 ui->release = LEFT_RELEASE;
1262 ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
1264 ui->state = GRID_FULL;
1266 } else if (button == RIGHT_BUTTON) {
1267 ui->drag = RIGHT_DRAG;
1268 ui->release = RIGHT_RELEASE;
1270 ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
1272 ui->state = GRID_EMPTY;
1274 } else /* if (button == MIDDLE_BUTTON) */ {
1275 ui->drag = MIDDLE_DRAG;
1276 ui->release = MIDDLE_RELEASE;
1277 ui->state = GRID_UNKNOWN;
1280 ui->drag_start_x = ui->drag_end_x = x;
1281 ui->drag_start_y = ui->drag_end_y = y;
1282 ui->cur_visible = 0;
1287 if (ui->dragging && button == ui->drag) {
1289 * There doesn't seem much point in allowing a rectangle
1290 * drag; people will generally only want to drag a single
1291 * horizontal or vertical line, so we make that easy by
1294 * Exception: if we're _middle_-button dragging to tag
1295 * things as UNKNOWN, we may well want to trash an entire
1296 * area and start over!
1298 if (ui->state != GRID_UNKNOWN) {
1299 if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
1300 y = ui->drag_start_y;
1302 x = ui->drag_start_x;
1307 if (x >= state->common->w) x = state->common->w - 1;
1308 if (y >= state->common->h) y = state->common->h - 1;
1316 if (ui->dragging && button == ui->release) {
1317 int x1, x2, y1, y2, xx, yy;
1318 int move_needed = FALSE;
1320 x1 = min(ui->drag_start_x, ui->drag_end_x);
1321 x2 = max(ui->drag_start_x, ui->drag_end_x);
1322 y1 = min(ui->drag_start_y, ui->drag_end_y);
1323 y2 = max(ui->drag_start_y, ui->drag_end_y);
1325 for (yy = y1; yy <= y2; yy++)
1326 for (xx = x1; xx <= x2; xx++)
1327 if (!state->common->immutable[yy * state->common->w + xx] &&
1328 state->grid[yy * state->common->w + xx] != ui->state)
1331 ui->dragging = FALSE;
1335 sprintf(buf, "%c%d,%d,%d,%d",
1336 (char)(ui->state == GRID_FULL ? 'F' :
1337 ui->state == GRID_EMPTY ? 'E' : 'U'),
1338 x1, y1, x2-x1+1, y2-y1+1);
1344 if (IS_CURSOR_MOVE(button)) {
1345 int x = ui->cur_x, y = ui->cur_y, newstate;
1347 move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, 0);
1348 ui->cur_visible = 1;
1349 if (!control && !shift) return UI_UPDATE;
1351 newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
1352 if (state->grid[y * state->common->w + x] == newstate &&
1353 state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
1356 sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
1357 min(x, ui->cur_x), min(y, ui->cur_y),
1358 abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
1362 if (IS_CURSOR_SELECT(button)) {
1363 int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
1367 if (!ui->cur_visible) {
1368 ui->cur_visible = 1;
1372 if (button == CURSOR_SELECT2)
1373 newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
1374 currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
1376 newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
1377 currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
1379 sprintf(buf, "%c%d,%d,%d,%d",
1380 (char)(newstate == GRID_FULL ? 'F' :
1381 newstate == GRID_EMPTY ? 'E' : 'U'),
1382 ui->cur_x, ui->cur_y, 1, 1);
1389 static game_state *execute_move(const game_state *from, const char *move)
1392 int x1, x2, y1, y2, xx, yy;
1395 if (move[0] == 'S' &&
1396 strlen(move) == from->common->w * from->common->h + 1) {
1399 ret = dup_game(from);
1401 for (i = 0; i < ret->common->w * ret->common->h; i++)
1402 ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
1404 ret->completed = ret->cheated = TRUE;
1407 } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
1408 sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
1409 x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
1410 y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
1414 val = (move[0] == 'F' ? GRID_FULL :
1415 move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
1417 ret = dup_game(from);
1418 for (yy = y1; yy < y2; yy++)
1419 for (xx = x1; xx < x2; xx++)
1420 if (!ret->common->immutable[yy * ret->common->w + xx])
1421 ret->grid[yy * ret->common->w + xx] = val;
1424 * An actual change, so check to see if we've completed the
1427 if (!ret->completed) {
1428 int *rowdata = snewn(ret->common->rowsize, int);
1431 ret->completed = TRUE;
1433 for (i=0; i<ret->common->w; i++) {
1434 len = compute_rowdata(rowdata, ret->grid+i,
1435 ret->common->h, ret->common->w);
1436 if (len != ret->common->rowlen[i] ||
1437 memcmp(ret->common->rowdata+i*ret->common->rowsize,
1438 rowdata, len * sizeof(int))) {
1439 ret->completed = FALSE;
1443 for (i=0; i<ret->common->h; i++) {
1444 len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
1446 if (len != ret->common->rowlen[i+ret->common->w] ||
1447 memcmp(ret->common->rowdata +
1448 (i+ret->common->w)*ret->common->rowsize,
1449 rowdata, len * sizeof(int))) {
1450 ret->completed = FALSE;
1463 /* ----------------------------------------------------------------------
1464 * Error-checking during gameplay.
1468 * The difficulty in error-checking Pattern is to make the error check
1469 * _weak_ enough. The most obvious way would be to check each row and
1470 * column by calling (a modified form of) do_row() to recursively
1471 * analyse the row contents against the clue set and see if the
1472 * GRID_UNKNOWNs could be filled in in any way that would end up
1473 * correct. However, this turns out to be such a strong error check as
1474 * to constitute a spoiler in many situations: you make a typo while
1475 * trying to fill in one row, and not only does the row light up to
1476 * indicate an error, but several columns crossed by the move also
1477 * light up and draw your attention to deductions you hadn't even
1478 * noticed you could make.
1480 * So instead I restrict error-checking to 'complete runs' within a
1481 * row, by which I mean contiguous sequences of GRID_FULL bounded at
1482 * both ends by either GRID_EMPTY or the ends of the row. We identify
1483 * all the complete runs in a row, and verify that _those_ are
1484 * consistent with the row's clue list. Sequences of complete runs
1485 * separated by solid GRID_EMPTY are required to match contiguous
1486 * sequences in the clue list, whereas if there's at least one
1487 * GRID_UNKNOWN between any two complete runs then those two need not
1488 * be contiguous in the clue list.
1490 * To simplify the edge cases, I pretend that the clue list for the
1491 * row is extended with a 0 at each end, and I also pretend that the
1492 * grid data for the row is extended with a GRID_EMPTY and a
1493 * zero-length run at each end. This permits the contiguity checker to
1494 * handle the fiddly end effects (e.g. if the first contiguous
1495 * sequence of complete runs in the grid matches _something_ in the
1496 * clue list but not at the beginning, this is allowable iff there's a
1497 * GRID_UNKNOWN before the first one) with minimal faff, since the end
1498 * effects just drop out as special cases of the normal inter-run
1499 * handling (in this code the above case is not 'at the end of the
1500 * clue list' at all, but between the implicit initial zero run and
1501 * the first nonzero one).
1503 * We must also be a little careful about how we search for a
1504 * contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
1505 * suppose we see a GRID_UNKNOWN and then a length-1 run. We search
1506 * for 1 in the clue list and find it at the very beginning. But now
1507 * suppose we find a length-2 run with no GRID_UNKNOWN before it. We
1508 * can't naively look at the next clue from the 1 we found, because
1509 * that'll be the second 1 and won't match. Instead, we must backtrack
1510 * by observing that the 2 we've just found must be contiguous with
1511 * the 1 we've already seen, so we search for the sequence (1 2) and
1512 * find it starting at the second 1. Now if we see a 3, we must
1513 * rethink again and search for (1 2 3).
1516 struct errcheck_state {
1518 * rowdata and rowlen point at the clue data for this row in the
1524 * rowpos indicates the lowest position where it would be valid to
1525 * see our next run length. It might be equal to rowlen,
1526 * indicating that the next run would have to be the terminating 0.
1530 * ncontig indicates how many runs we've seen in a contiguous
1531 * block. This is taken into account when searching for the next
1532 * run we find, unless ncontig is zeroed out first by encountering
1538 static int errcheck_found_run(struct errcheck_state *es, int r)
1540 /* Macro to handle the pretence that rowdata has a 0 at each end */
1541 #define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
1544 * See if we can find this new run length at a position where it
1545 * also matches the last 'ncontig' runs we've seen.
1548 for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
1550 if (ROWDATA(newpos) != r)
1553 for (i = 1; i <= es->ncontig; i++)
1554 if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
1557 es->rowpos = newpos+1;
1569 static int check_errors(const game_state *state, int i)
1571 int start, step, end, j;
1573 struct errcheck_state aes, *es = &aes;
1575 es->rowlen = state->common->rowlen[i];
1576 es->rowdata = state->common->rowdata + state->common->rowsize * i;
1577 /* Pretend that we've already encountered the initial zero run */
1581 if (i < state->common->w) {
1583 step = state->common->w;
1584 end = start + step * state->common->h;
1586 start = (i - state->common->w) * state->common->w;
1588 end = start + step * state->common->w;
1592 for (j = start - step; j <= end; j += step) {
1593 if (j < start || j == end)
1596 val = state->grid[j];
1598 if (val == GRID_UNKNOWN) {
1601 } else if (val == GRID_FULL) {
1604 } else if (val == GRID_EMPTY) {
1606 if (!errcheck_found_run(es, runlen))
1607 return TRUE; /* error! */
1613 /* Signal end-of-row by sending errcheck_found_run the terminating
1614 * zero run, which will be marked as contiguous with the previous
1615 * run if and only if there hasn't been a GRID_UNKNOWN before. */
1616 if (!errcheck_found_run(es, 0))
1617 return TRUE; /* error at the last minute! */
1619 return FALSE; /* no error */
1622 /* ----------------------------------------------------------------------
1626 static void game_compute_size(const game_params *params, int tilesize,
1629 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1630 struct { int tilesize; } ads, *ds = &ads;
1631 ads.tilesize = tilesize;
1633 *x = SIZE(params->w);
1634 *y = SIZE(params->h);
1637 static void game_set_size(drawing *dr, game_drawstate *ds,
1638 const game_params *params, int tilesize)
1640 ds->tilesize = tilesize;
1643 static float *game_colours(frontend *fe, int *ncolours)
1645 float *ret = snewn(3 * NCOLOURS, float);
1648 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1650 for (i = 0; i < 3; i++) {
1651 ret[COL_GRID * 3 + i] = 0.3F;
1652 ret[COL_UNKNOWN * 3 + i] = 0.5F;
1653 ret[COL_TEXT * 3 + i] = 0.0F;
1654 ret[COL_FULL * 3 + i] = 0.0F;
1655 ret[COL_EMPTY * 3 + i] = 1.0F;
1657 ret[COL_CURSOR * 3 + 0] = 1.0F;
1658 ret[COL_CURSOR * 3 + 1] = 0.25F;
1659 ret[COL_CURSOR * 3 + 2] = 0.25F;
1660 ret[COL_ERROR * 3 + 0] = 1.0F;
1661 ret[COL_ERROR * 3 + 1] = 0.0F;
1662 ret[COL_ERROR * 3 + 2] = 0.0F;
1664 *ncolours = NCOLOURS;
1668 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1670 struct game_drawstate *ds = snew(struct game_drawstate);
1672 ds->started = FALSE;
1673 ds->w = state->common->w;
1674 ds->h = state->common->h;
1675 ds->visible = snewn(ds->w * ds->h, unsigned char);
1676 ds->tilesize = 0; /* not decided yet */
1677 memset(ds->visible, 255, ds->w * ds->h);
1678 ds->numcolours = snewn(ds->w + ds->h, unsigned char);
1679 memset(ds->numcolours, 255, ds->w + ds->h);
1680 ds->cur_x = ds->cur_y = 0;
1685 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1691 static void grid_square(drawing *dr, game_drawstate *ds,
1692 int y, int x, int state, int cur)
1694 int xl, xr, yt, yb, dx, dy, dw, dh;
1696 draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1697 TILE_SIZE, TILE_SIZE, COL_GRID);
1699 xl = (x % 5 == 0 ? 1 : 0);
1700 yt = (y % 5 == 0 ? 1 : 0);
1701 xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
1702 yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
1704 dx = TOCOORD(ds->w, x) + 1 + xl;
1705 dy = TOCOORD(ds->h, y) + 1 + yt;
1706 dw = TILE_SIZE - xl - xr - 1;
1707 dh = TILE_SIZE - yt - yb - 1;
1709 draw_rect(dr, dx, dy, dw, dh,
1710 (state == GRID_FULL ? COL_FULL :
1711 state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
1713 draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
1714 draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
1717 draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1718 TILE_SIZE, TILE_SIZE);
1722 * Draw the numbers for a single row or column.
1724 static void draw_numbers(drawing *dr, game_drawstate *ds,
1725 const game_state *state, int i, int erase, int colour)
1727 int rowlen = state->common->rowlen[i];
1728 int *rowdata = state->common->rowdata + state->common->rowsize * i;
1733 if (i < state->common->w) {
1734 draw_rect(dr, TOCOORD(state->common->w, i), 0,
1735 TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE,
1738 draw_rect(dr, 0, TOCOORD(state->common->h, i - state->common->w),
1739 BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE,
1745 * Normally I space the numbers out by the same distance as the
1746 * tile size. However, if there are more numbers than available
1747 * spaces, I have to squash them up a bit.
1749 if (i < state->common->w)
1750 nfit = TLBORDER(state->common->h);
1752 nfit = TLBORDER(state->common->w);
1753 nfit = max(rowlen, nfit) - 1;
1756 for (j = 0; j < rowlen; j++) {
1760 if (i < state->common->w) {
1761 x = TOCOORD(state->common->w, i);
1762 y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
1763 y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
1765 y = TOCOORD(state->common->h, i - state->common->w);
1766 x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
1767 x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->w)-1) / nfit;
1770 sprintf(str, "%d", rowdata[j]);
1771 draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
1772 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
1775 if (i < state->common->w) {
1776 draw_update(dr, TOCOORD(state->common->w, i), 0,
1777 TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE);
1779 draw_update(dr, 0, TOCOORD(state->common->h, i - state->common->w),
1780 BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE);
1784 static void game_redraw(drawing *dr, game_drawstate *ds,
1785 const game_state *oldstate, const game_state *state,
1786 int dir, const game_ui *ui,
1787 float animtime, float flashtime)
1795 * The initial contents of the window are not guaranteed
1796 * and can vary with front ends. To be on the safe side,
1797 * all games should start by drawing a big background-
1798 * colour rectangle covering the whole window.
1800 draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
1803 * Draw the grid outline.
1805 draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
1806 ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
1811 draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
1815 x1 = min(ui->drag_start_x, ui->drag_end_x);
1816 x2 = max(ui->drag_start_x, ui->drag_end_x);
1817 y1 = min(ui->drag_start_y, ui->drag_end_y);
1818 y2 = max(ui->drag_start_y, ui->drag_end_y);
1820 x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
1823 if (ui->cur_visible) {
1824 cx = ui->cur_x; cy = ui->cur_y;
1828 cmoved = (cx != ds->cur_x || cy != ds->cur_y);
1831 * Now draw any grid squares which have changed since last
1834 for (i = 0; i < ds->h; i++) {
1835 for (j = 0; j < ds->w; j++) {
1839 * Work out what state this square should be drawn in,
1840 * taking any current drag operation into account.
1842 if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
1843 !state->common->immutable[i * state->common->w + j])
1846 val = state->grid[i * state->common->w + j];
1849 /* the cursor has moved; if we were the old or
1850 * the new cursor position we need to redraw. */
1851 if (j == cx && i == cy) cc = 1;
1852 if (j == ds->cur_x && i == ds->cur_y) cc = 1;
1856 * Briefly invert everything twice during a completion
1859 if (flashtime > 0 &&
1860 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
1861 val != GRID_UNKNOWN)
1862 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
1864 if (ds->visible[i * ds->w + j] != val || cc) {
1865 grid_square(dr, ds, i, j, val,
1866 (j == cx && i == cy));
1867 ds->visible[i * ds->w + j] = val;
1871 ds->cur_x = cx; ds->cur_y = cy;
1874 * Redraw any numbers which have changed their colour due to error
1877 for (i = 0; i < state->common->w + state->common->h; i++) {
1878 int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
1879 if (ds->numcolours[i] != colour) {
1880 draw_numbers(dr, ds, state, i, TRUE, colour);
1881 ds->numcolours[i] = colour;
1886 static float game_anim_length(const game_state *oldstate,
1887 const game_state *newstate, int dir, game_ui *ui)
1892 static float game_flash_length(const game_state *oldstate,
1893 const game_state *newstate, int dir, game_ui *ui)
1895 if (!oldstate->completed && newstate->completed &&
1896 !oldstate->cheated && !newstate->cheated)
1901 static int game_status(const game_state *state)
1903 return state->completed ? +1 : 0;
1906 static int game_timing_state(const game_state *state, game_ui *ui)
1911 static void game_print_size(const game_params *params, float *x, float *y)
1916 * I'll use 5mm squares by default.
1918 game_compute_size(params, 500, &pw, &ph);
1923 static void game_print(drawing *dr, const game_state *state, int tilesize)
1925 int w = state->common->w, h = state->common->h;
1926 int ink = print_mono_colour(dr, 0);
1929 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1930 game_drawstate ads, *ds = &ads;
1931 game_set_size(dr, ds, NULL, tilesize);
1936 print_line_width(dr, TILE_SIZE / 16);
1937 draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
1938 w*TILE_SIZE, h*TILE_SIZE, ink);
1943 for (x = 1; x < w; x++) {
1944 print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
1945 draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
1946 TOCOORD(w, x), TOCOORD(h, h), ink);
1948 for (y = 1; y < h; y++) {
1949 print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
1950 draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
1951 TOCOORD(w, w), TOCOORD(h, y), ink);
1957 for (i = 0; i < state->common->w + state->common->h; i++)
1958 draw_numbers(dr, ds, state, i, FALSE, ink);
1963 print_line_width(dr, TILE_SIZE / 128);
1964 for (y = 0; y < h; y++)
1965 for (x = 0; x < w; x++) {
1966 if (state->grid[y*w+x] == GRID_FULL)
1967 draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
1968 TILE_SIZE, TILE_SIZE, ink);
1969 else if (state->grid[y*w+x] == GRID_EMPTY)
1970 draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
1971 TOCOORD(h, y) + TILE_SIZE/2,
1972 TILE_SIZE/12, ink, ink);
1977 #define thegame pattern
1980 const struct game thegame = {
1981 "Pattern", "games.pattern", "pattern",
1983 game_fetch_preset, NULL,
1988 TRUE, game_configure, custom_params,
1996 TRUE, game_can_format_as_text_now, game_text_format,
2004 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2007 game_free_drawstate,
2012 TRUE, FALSE, game_print_size, game_print,
2013 FALSE, /* wants_statusbar */
2014 FALSE, game_timing_state,
2015 REQUIRE_RBUTTON, /* flags */
2018 #ifdef STANDALONE_SOLVER
2020 int main(int argc, char **argv)
2024 char *id = NULL, *desc;
2027 while (--argc > 0) {
2030 if (!strcmp(p, "-v")) {
2033 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2042 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
2046 desc = strchr(id, ':');
2048 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2053 p = default_params();
2054 decode_params(p, id);
2055 err = validate_desc(p, desc);
2057 fprintf(stderr, "%s: %s\n", argv[0], err);
2060 s = new_game(NULL, p, desc);
2063 int w = p->w, h = p->h, i, j, max, cluewid = 0;
2064 unsigned char *matrix, *workspace;
2065 unsigned int *changed_h, *changed_w;
2068 matrix = snewn(w*h, unsigned char);
2070 workspace = snewn(max*7, unsigned char);
2071 changed_h = snewn(max+1, unsigned int);
2072 changed_w = snewn(max+1, unsigned int);
2073 rowdata = snewn(max+1, int);
2078 * Work out the maximum text width of the clue numbers
2079 * in a row or column, so we can print the solver's
2080 * working in a nicely lined up way.
2082 for (i = 0; i < (w+h); i++) {
2084 for (thiswid = -1, j = 0; j < s->common->rowlen[i]; j++)
2087 s->common->rowdata[s->common->rowsize*i+j]);
2088 if (cluewid < thiswid)
2093 solve_puzzle(s, NULL, w, h, matrix, workspace,
2094 changed_h, changed_w, rowdata, cluewid);
2096 for (i = 0; i < h; i++) {
2097 for (j = 0; j < w; j++) {
2098 int c = (matrix[i*w+j] == UNKNOWN ? '?' :
2099 matrix[i*w+j] == BLOCK ? '#' :
2100 matrix[i*w+j] == DOT ? '.' :
2113 #ifdef STANDALONE_PICTURE_GENERATOR
2116 * Main program for the standalone picture generator. To use it,
2117 * simply provide it with an XBM-format bitmap file (note XBM, not
2118 * XPM) on standard input, and it will output a game ID in return.
2121 * $ ./patternpicture < calligraphic-A.xbm
2122 * 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
2124 * That looks easy, of course - all the program has done is to count
2125 * up the clue numbers! But in fact, it's done more than that: it's
2126 * also checked that the result is uniquely soluble from just the
2127 * numbers. If it hadn't been, then it would have also left some
2128 * filled squares in the playing area as extra clues.
2130 * $ ./patternpicture < cube.xbm
2131 * 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
2133 * This enables a reasonably convenient design workflow for coming up
2134 * with pictorial Pattern puzzles which _are_ uniquely soluble without
2135 * those inelegant pre-filled squares. Fire up a bitmap editor (X11
2136 * bitmap(1) is good enough), save a trial .xbm, and then test it by
2137 * running a command along the lines of
2139 * $ ./pattern $(./patternpicture < test.xbm)
2141 * If the resulting window pops up with some pre-filled squares, then
2142 * that tells you which parts of the image are giving rise to
2143 * ambiguities, so try making tweaks in those areas, try the test
2144 * command again, and see if it helps. Once you have a design for
2145 * which the Pattern starting grid comes out empty, there's your game
2151 int main(int argc, char **argv)
2154 char *params, *desc;
2156 time_t seed = time(NULL);
2161 par = default_params();
2163 decode_params(par, argv[1]); /* get difficulty */
2164 par->w = par->h = -1;
2167 * Now read an XBM file from standard input. This is simple and
2168 * hacky and will do very little error detection, so don't feed
2173 while (fgets(buf, sizeof(buf), stdin)) {
2174 buf[strcspn(buf, "\r\n")] = '\0';
2175 if (!strncmp(buf, "#define", 7)) {
2177 * Lines starting `#define' give the width and height.
2179 char *num = buf + strlen(buf);
2182 while (num > buf && isdigit((unsigned char)num[-1]))
2185 while (symend > buf && isspace((unsigned char)symend[-1]))
2188 if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
2190 else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
2194 * Otherwise, break the string up into words and take
2195 * any word of the form `0x' plus hex digits to be a
2198 char *p, *wordstart;
2201 if (par->w < 0 || par->h < 0) {
2202 printf("failed to read width and height\n");
2205 picture = snewn(par->w * par->h, unsigned char);
2206 for (i = 0; i < par->w * par->h; i++)
2207 picture[i] = GRID_UNKNOWN;
2212 while (*p && (*p == ',' || isspace((unsigned char)*p)))
2215 while (*p && !(*p == ',' || *p == '}' ||
2216 isspace((unsigned char)*p)))
2221 if (wordstart[0] == '0' &&
2222 (wordstart[1] == 'x' || wordstart[1] == 'X') &&
2223 !wordstart[2 + strspn(wordstart+2,
2224 "0123456789abcdefABCDEF")]) {
2225 unsigned long byte = strtoul(wordstart+2, NULL, 16);
2226 for (i = 0; i < 8; i++) {
2227 int bit = (byte >> i) & 1;
2228 if (y < par->h && x < par->w)
2229 picture[y * par->w + x] =
2230 bit ? GRID_FULL : GRID_EMPTY;
2243 for (i = 0; i < par->w * par->h; i++)
2244 if (picture[i] == GRID_UNKNOWN) {
2245 fprintf(stderr, "failed to read enough bitmap data\n");
2249 rs = random_new((void*)&seed, sizeof(time_t));
2251 desc = new_game_desc(par, rs, NULL, FALSE);
2252 params = encode_params(par, FALSE);
2253 printf("%s:%s\n", params, desc);
2265 /* vim: set shiftwidth=4 tabstop=8: */