A modern Music Player Daemon based on Rockbox open source high quality audio player
libadwaita
audio
rust
zig
deno
mpris
rockbox
mpd
1/*
2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
3 */
4
5#include <stdio.h>
6#include <stdlib.h>
7#include <string.h>
8#include <assert.h>
9#include <ctype.h>
10#include <limits.h>
11#ifdef NO_TGMATH_H
12# include <math.h>
13#else
14# include <tgmath.h>
15#endif
16
17#include "puzzles.h"
18
19enum {
20 COL_BACKGROUND,
21 COL_EMPTY,
22 COL_FULL,
23 COL_TEXT,
24 COL_UNKNOWN,
25 COL_GRID,
26 COL_CURSOR,
27 COL_ERROR,
28 COL_CURSOR_GUIDE,
29 NCOLOURS
30};
31
32#define PREFERRED_TILE_SIZE 24
33#define TILE_SIZE (ds->tilesize)
34#define BORDER (3 * TILE_SIZE / 4)
35#define TLBORDER(d) ( (d) / 5 + 2 )
36#define GUTTER (TILE_SIZE / 2)
37
38#define FROMCOORD(d, x) \
39 ( ((x) - (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) - 1))) \
40 / TILE_SIZE - 1)
41
42#define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
43#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
44
45#define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
46
47struct game_params {
48 int w, h;
49};
50
51#define GRID_UNKNOWN 2
52#define GRID_FULL 1
53#define GRID_EMPTY 0
54
55typedef struct game_state_common {
56 /* Parts of the game state that don't change during play. */
57 int w, h;
58 int rowsize;
59 int *rowdata, *rowlen;
60 bool *immutable;
61 int refcount;
62 enum { FS_SMALL, FS_LARGE } fontsize;
63} game_state_common;
64
65struct game_state {
66 game_state_common *common;
67 unsigned char *grid;
68 bool completed, cheated;
69};
70
71#define FLASH_TIME 0.13F
72
73static game_params *default_params(void)
74{
75 game_params *ret = snew(game_params);
76
77 ret->w = ret->h = 15;
78
79 return ret;
80}
81
82static const struct game_params pattern_presets[] = {
83 {10, 10},
84 {15, 15},
85 {20, 20},
86#ifndef SLOW_SYSTEM
87 {25, 25},
88 {30, 30},
89#endif
90};
91
92static bool game_fetch_preset(int i, char **name, game_params **params)
93{
94 game_params *ret;
95 char str[80];
96
97 if (i < 0 || i >= lenof(pattern_presets))
98 return false;
99
100 ret = snew(game_params);
101 *ret = pattern_presets[i];
102
103 sprintf(str, "%dx%d", ret->w, ret->h);
104
105 *name = dupstr(str);
106 *params = ret;
107 return true;
108}
109
110static void free_params(game_params *params)
111{
112 sfree(params);
113}
114
115static game_params *dup_params(const game_params *params)
116{
117 game_params *ret = snew(game_params);
118 *ret = *params; /* structure copy */
119 return ret;
120}
121
122static void decode_params(game_params *ret, char const *string)
123{
124 char const *p = string;
125
126 ret->w = atoi(p);
127 while (*p && isdigit((unsigned char)*p)) p++;
128 if (*p == 'x') {
129 p++;
130 ret->h = atoi(p);
131 while (*p && isdigit((unsigned char)*p)) p++;
132 } else {
133 ret->h = ret->w;
134 }
135}
136
137static char *encode_params(const game_params *params, bool full)
138{
139 char ret[400];
140 int len;
141
142 len = sprintf(ret, "%dx%d", params->w, params->h);
143 assert(len < lenof(ret));
144 ret[len] = '\0';
145
146 return dupstr(ret);
147}
148
149static config_item *game_configure(const game_params *params)
150{
151 config_item *ret;
152 char buf[80];
153
154 ret = snewn(3, config_item);
155
156 ret[0].name = "Width";
157 ret[0].type = C_STRING;
158 sprintf(buf, "%d", params->w);
159 ret[0].u.string.sval = dupstr(buf);
160
161 ret[1].name = "Height";
162 ret[1].type = C_STRING;
163 sprintf(buf, "%d", params->h);
164 ret[1].u.string.sval = dupstr(buf);
165
166 ret[2].name = NULL;
167 ret[2].type = C_END;
168
169 return ret;
170}
171
172static game_params *custom_params(const config_item *cfg)
173{
174 game_params *ret = snew(game_params);
175
176 ret->w = atoi(cfg[0].u.string.sval);
177 ret->h = atoi(cfg[1].u.string.sval);
178
179 return ret;
180}
181
182static const char *validate_params(const game_params *params, bool full)
183{
184 if (params->w <= 0 || params->h <= 0)
185 return "Width and height must both be greater than zero";
186 if (params->w > INT_MAX - 1 || params->h > INT_MAX - 1 ||
187 params->w > INT_MAX / params->h)
188 return "Puzzle must not be unreasonably large";
189 if (params->w * params->h < 2)
190 return "Grid must contain at least two squares";
191 return NULL;
192}
193
194/* ----------------------------------------------------------------------
195 * Puzzle generation code.
196 *
197 * For this particular puzzle, it seemed important to me to ensure
198 * a unique solution. I do this the brute-force way, by having a
199 * solver algorithm alongside the generator, and repeatedly
200 * generating a random grid until I find one whose solution is
201 * unique. It turns out that this isn't too onerous on a modern PC
202 * provided you keep grid size below around 30. Any offers of
203 * better algorithms, however, will be very gratefully received.
204 *
205 * Another annoyance of this approach is that it limits the
206 * available puzzles to those solvable by the algorithm I've used.
207 * My algorithm only ever considers a single row or column at any
208 * one time, which means it's incapable of solving the following
209 * difficult example (found by Bella Image around 1995/6, when she
210 * and I were both doing maths degrees):
211 *
212 * 2 1 2 1
213 *
214 * +--+--+--+--+
215 * 1 1 | | | | |
216 * +--+--+--+--+
217 * 2 | | | | |
218 * +--+--+--+--+
219 * 1 | | | | |
220 * +--+--+--+--+
221 * 1 | | | | |
222 * +--+--+--+--+
223 *
224 * Obviously this cannot be solved by a one-row-or-column-at-a-time
225 * algorithm (it would require at least one row or column reading
226 * `2 1', `1 2', `3' or `4' to get started). However, it can be
227 * proved to have a unique solution: if the top left square were
228 * empty, then the only option for the top row would be to fill the
229 * two squares in the 1 columns, which would imply the squares
230 * below those were empty, leaving no place for the 2 in the second
231 * row. Contradiction. Hence the top left square is full, and the
232 * unique solution follows easily from that starting point.
233 *
234 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
235 * it's useful to anyone.)
236 */
237
238#ifndef STANDALONE_PICTURE_GENERATOR
239static int float_compare(const void *av, const void *bv)
240{
241 const float *a = (const float *)av;
242 const float *b = (const float *)bv;
243 if (*a < *b)
244 return -1;
245 else if (*a > *b)
246 return +1;
247 else
248 return 0;
249}
250
251static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
252{
253 float *fgrid;
254 float *fgrid2;
255 int step, i, j;
256 float threshold;
257
258 fgrid = snewn(w*h, float);
259
260 for (i = 0; i < h; i++) {
261 for (j = 0; j < w; j++) {
262 fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
263 }
264 }
265
266 /*
267 * The above gives a completely random splattering of black and
268 * white cells. We want to gently bias this in favour of _some_
269 * reasonably thick areas of white and black, while retaining
270 * some randomness and fine detail.
271 *
272 * So we evolve the starting grid using a cellular automaton.
273 * Currently, I'm doing something very simple indeed, which is
274 * to set each square to the average of the surrounding nine
275 * cells (or the average of fewer, if we're on a corner).
276 */
277 for (step = 0; step < 1; step++) {
278 fgrid2 = snewn(w*h, float);
279
280 for (i = 0; i < h; i++) {
281 for (j = 0; j < w; j++) {
282 float sx, xbar;
283 int n, p, q;
284
285 /*
286 * Compute the average of the surrounding cells.
287 */
288 n = 0;
289 sx = 0.F;
290 for (p = -1; p <= +1; p++) {
291 for (q = -1; q <= +1; q++) {
292 if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
293 continue;
294 /*
295 * An additional special case not mentioned
296 * above: if a grid dimension is 2xn then
297 * we do not average across that dimension
298 * at all. Otherwise a 2x2 grid would
299 * contain four identical squares.
300 */
301 if ((h==2 && p!=0) || (w==2 && q!=0))
302 continue;
303 n++;
304 sx += fgrid[(i+p)*w+(j+q)];
305 }
306 }
307 xbar = sx / n;
308
309 fgrid2[i*w+j] = xbar;
310 }
311 }
312
313 sfree(fgrid);
314 fgrid = fgrid2;
315 }
316
317 fgrid2 = snewn(w*h, float);
318 memcpy(fgrid2, fgrid, w*h*sizeof(float));
319 qsort(fgrid2, w*h, sizeof(float), float_compare);
320 /* Choose a threshold that makes half the pixels black. In case of
321 * an odd number of pixels, select randomly between just under and
322 * just over half. */
323 {
324 int index = w * h / 2;
325 if (w & h & 1)
326 index += random_upto(rs, 2);
327 if (index < w*h)
328 threshold = fgrid2[index];
329 else
330 threshold = fgrid2[w*h-1] + 1;
331 }
332 sfree(fgrid2);
333
334 for (i = 0; i < h; i++) {
335 for (j = 0; j < w; j++) {
336 retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
337 GRID_EMPTY);
338 }
339 }
340
341 sfree(fgrid);
342}
343#endif
344
345static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
346{
347 int i, n;
348
349 n = 0;
350
351 for (i = 0; i < len; i++) {
352 if (start[i*step] == GRID_FULL) {
353 int runlen = 1;
354 while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
355 runlen++;
356 ret[n++] = runlen;
357 i += runlen;
358 }
359
360 if (i < len && start[i*step] == GRID_UNKNOWN)
361 return -1;
362 }
363
364 return n;
365}
366
367#define UNKNOWN 0
368#define BLOCK 1
369#define DOT 2
370#define STILL_UNKNOWN 3
371
372#ifdef STANDALONE_SOLVER
373static bool verbose = false;
374#endif
375
376static bool do_recurse(unsigned char *known, unsigned char *deduced,
377 unsigned char *row,
378 unsigned char *minpos_done, unsigned char *maxpos_done,
379 unsigned char *minpos_ok, unsigned char *maxpos_ok,
380 int *data, int len,
381 int freespace, int ndone, int lowest)
382{
383 int i, j, k;
384
385
386 /* This algorithm basically tries all possible ways the given rows of
387 * black blocks can be laid out in the row/column being examined.
388 * Special care is taken to avoid checking the tail of a row/column
389 * if the same conditions have already been checked during this recursion
390 * The algorithm also takes care to cut its losses as soon as an
391 * invalid (partial) solution is detected.
392 */
393 if (data[ndone]) {
394 if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
395 if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
396 for (i=0; i<lowest; i++)
397 deduced[i] |= row[i];
398 }
399 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
400 } else {
401 if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
402 if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
403 }
404 for (i=0; i<=freespace; i++) {
405 j = lowest;
406 for (k=0; k<i; k++) {
407 if (known[j] == BLOCK) goto next_iter;
408 row[j++] = DOT;
409 }
410 for (k=0; k<data[ndone]; k++) {
411 if (known[j] == DOT) goto next_iter;
412 row[j++] = BLOCK;
413 }
414 if (j < len) {
415 if (known[j] == BLOCK) goto next_iter;
416 row[j++] = DOT;
417 }
418 if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
419 minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
420 if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
421 if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
422 if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
423 }
424 next_iter:
425 j++;
426 }
427 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
428 } else {
429 for (i=lowest; i<len; i++) {
430 if (known[i] == BLOCK) return false;
431 row[i] = DOT;
432 }
433 for (i=0; i<len; i++)
434 deduced[i] |= row[i];
435 return true;
436 }
437}
438
439
440static bool do_row(unsigned char *known, unsigned char *deduced,
441 unsigned char *row,
442 unsigned char *minpos_done, unsigned char *maxpos_done,
443 unsigned char *minpos_ok, unsigned char *maxpos_ok,
444 unsigned char *start, int len, int step, int *data,
445 unsigned int *changed
446#ifdef STANDALONE_SOLVER
447 , const char *rowcol, int index, int cluewid
448#endif
449 )
450{
451 int rowlen, i, freespace;
452 bool done_any;
453
454 assert(len >= 0); /* avoid compile warnings about the memsets below */
455
456 freespace = len+1;
457 for (rowlen = 0; data[rowlen]; rowlen++) {
458 minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
459 maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
460 freespace -= data[rowlen]+1;
461 }
462
463 for (i = 0; i < len; i++) {
464 known[i] = start[i*step];
465 deduced[i] = 0;
466 }
467 for (i = len - 1; i >= 0 && known[i] == DOT; i--)
468 freespace--;
469
470 if (rowlen == 0) {
471 memset(deduced, DOT, len);
472 } else if (rowlen == 1 && data[0] == len) {
473 memset(deduced, BLOCK, len);
474 } else {
475 do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
476 maxpos_ok, data, len, freespace, 0, 0);
477 }
478
479 done_any = false;
480 for (i=0; i<len; i++)
481 if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
482 start[i*step] = deduced[i];
483 if (changed) changed[i]++;
484 done_any = true;
485 }
486#ifdef STANDALONE_SOLVER
487 if (verbose && done_any) {
488 char buf[80];
489 int thiscluewid;
490 printf("%s %2d: [", rowcol, index);
491 for (thiscluewid = -1, i = 0; data[i]; i++)
492 thiscluewid += sprintf(buf, " %d", data[i]);
493 printf("%*s", cluewid - thiscluewid, "");
494 for (i = 0; data[i]; i++)
495 printf(" %d", data[i]);
496 printf(" ] ");
497 for (i = 0; i < len; i++)
498 putchar(known[i] == BLOCK ? '#' :
499 known[i] == DOT ? '.' : '?');
500 printf(" -> ");
501 for (i = 0; i < len; i++)
502 putchar(start[i*step] == BLOCK ? '#' :
503 start[i*step] == DOT ? '.' : '?');
504 putchar('\n');
505 }
506#endif
507 return done_any;
508}
509
510static bool solve_puzzle(const game_state *state, unsigned char *grid,
511 int w, int h,
512 unsigned char *matrix, unsigned char *workspace,
513 unsigned int *changed_h, unsigned int *changed_w,
514 int *rowdata
515#ifdef STANDALONE_SOLVER
516 , int cluewid
517#else
518 , int dummy
519#endif
520 )
521{
522 int i, j, max;
523 bool ok;
524 int max_h, max_w;
525
526 assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
527
528 max = max(w, h);
529
530 memset(matrix, 0, w*h);
531 if (state) {
532 for (i=0; i<w*h; i++) {
533 if (state->common->immutable[i])
534 matrix[i] = state->grid[i];
535 }
536 }
537
538 /* For each column, compute how many squares can be deduced
539 * from just the row-data and initial clues.
540 * Later, changed_* will hold how many squares were changed
541 * in every row/column in the previous iteration
542 * Changed_* is used to choose the next rows / cols to re-examine
543 */
544 for (i=0; i<h; i++) {
545 int freespace, rowlen;
546 if (state && state->common->rowdata) {
547 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
548 rowlen = state->common->rowlen[w+i];
549 } else {
550 rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
551 }
552 rowdata[rowlen] = 0;
553 if (rowlen == 0) {
554 changed_h[i] = w;
555 } else {
556 for (j=0, freespace=w+1; rowdata[j]; j++)
557 freespace -= rowdata[j] + 1;
558 for (j=0, changed_h[i]=0; rowdata[j]; j++)
559 if (rowdata[j] > freespace)
560 changed_h[i] += rowdata[j] - freespace;
561 }
562 for (j = 0; j < w; j++)
563 if (matrix[i*w+j])
564 changed_h[i]++;
565 }
566 for (i=0,max_h=0; i<h; i++)
567 if (changed_h[i] > max_h)
568 max_h = changed_h[i];
569 for (i=0; i<w; i++) {
570 int freespace, rowlen;
571 if (state && state->common->rowdata) {
572 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
573 rowlen = state->common->rowlen[i];
574 } else {
575 rowlen = compute_rowdata(rowdata, grid+i, h, w);
576 }
577 rowdata[rowlen] = 0;
578 if (rowlen == 0) {
579 changed_w[i] = h;
580 } else {
581 for (j=0, freespace=h+1; rowdata[j]; j++)
582 freespace -= rowdata[j] + 1;
583 for (j=0, changed_w[i]=0; rowdata[j]; j++)
584 if (rowdata[j] > freespace)
585 changed_w[i] += rowdata[j] - freespace;
586 }
587 for (j = 0; j < h; j++)
588 if (matrix[j*w+i])
589 changed_w[i]++;
590 }
591 for (i=0,max_w=0; i<w; i++)
592 if (changed_w[i] > max_w)
593 max_w = changed_w[i];
594
595 /* Solve the puzzle.
596 * Process rows/columns individually. Deductions involving more than one
597 * row and/or column at a time are not supported.
598 * Take care to only process rows/columns which have been changed since they
599 * were previously processed.
600 * Also, prioritize rows/columns which have had the most changes since their
601 * previous processing, as they promise the greatest benefit.
602 * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
603 */
604 do {
605 for (; max_h && max_h >= max_w; max_h--) {
606 for (i=0; i<h; i++) {
607 if (changed_h[i] >= max_h) {
608 if (state && state->common->rowdata) {
609 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
610 rowdata[state->common->rowlen[w+i]] = 0;
611 } else {
612 rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
613 }
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*w, w, 1, rowdata, changed_w
618#ifdef STANDALONE_SOLVER
619 , "row", i+1, cluewid
620#endif
621 );
622 changed_h[i] = 0;
623 }
624 }
625 for (i=0,max_w=0; i<w; i++)
626 if (changed_w[i] > max_w)
627 max_w = changed_w[i];
628 }
629 for (; max_w && max_w >= max_h; max_w--) {
630 for (i=0; i<w; i++) {
631 if (changed_w[i] >= max_w) {
632 if (state && state->common->rowdata) {
633 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
634 rowdata[state->common->rowlen[i]] = 0;
635 } else {
636 rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
637 }
638 do_row(workspace, workspace+max, workspace+2*max,
639 workspace+3*max, workspace+4*max,
640 workspace+5*max, workspace+6*max,
641 matrix+i, h, w, rowdata, changed_h
642#ifdef STANDALONE_SOLVER
643 , "col", i+1, cluewid
644#endif
645 );
646 changed_w[i] = 0;
647 }
648 }
649 for (i=0,max_h=0; i<h; i++)
650 if (changed_h[i] > max_h)
651 max_h = changed_h[i];
652 }
653 } while (max_h>0 || max_w>0);
654
655 ok = true;
656 for (i=0; i<h; i++) {
657 for (j=0; j<w; j++) {
658 if (matrix[i*w+j] == UNKNOWN)
659 ok = false;
660 }
661 }
662
663 return ok;
664}
665
666#ifndef STANDALONE_PICTURE_GENERATOR
667static unsigned char *generate_soluble(random_state *rs, int w, int h)
668{
669 int i, j, max;
670 bool ok;
671 unsigned char *grid, *matrix, *workspace;
672 unsigned int *changed_h, *changed_w;
673 int *rowdata;
674
675 max = max(w, h);
676
677 grid = snewn(w*h, unsigned char);
678 /* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
679 matrix = snewn(w*h, unsigned char);
680 workspace = snewn(max*7, unsigned char);
681 changed_h = snewn(max+1, unsigned int);
682 changed_w = snewn(max+1, unsigned int);
683 rowdata = snewn(max+1, int);
684
685 do {
686 generate(rs, w, h, grid);
687
688 /*
689 * The game is a bit too easy if any row or column is
690 * completely black or completely white. An exception is
691 * made for rows/columns that are under 3 squares,
692 * otherwise nothing will ever be successfully generated.
693 */
694 ok = true;
695 if (w > 2) {
696 for (i = 0; i < h; i++) {
697 int colours = 0;
698 for (j = 0; j < w; j++)
699 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
700 if (colours != 3)
701 ok = false;
702 }
703 }
704 if (h > 2) {
705 for (j = 0; j < w; j++) {
706 int colours = 0;
707 for (i = 0; i < h; i++)
708 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
709 if (colours != 3)
710 ok = false;
711 }
712 }
713 if (!ok)
714 continue;
715
716 ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
717 changed_h, changed_w, rowdata, 0);
718 } while (!ok);
719
720 sfree(matrix);
721 sfree(workspace);
722 sfree(changed_h);
723 sfree(changed_w);
724 sfree(rowdata);
725 return grid;
726}
727#endif
728
729#ifdef STANDALONE_PICTURE_GENERATOR
730static unsigned char *picture;
731#endif
732
733static char *new_game_desc(const game_params *params, random_state *rs,
734 char **aux, bool interactive)
735{
736 unsigned char *grid;
737 int i, j, max, rowlen, *rowdata;
738 char intbuf[80], *desc;
739 int desclen, descpos;
740#ifdef STANDALONE_PICTURE_GENERATOR
741 game_state *state;
742 int *index;
743#endif
744
745 max = max(params->w, params->h);
746
747#ifdef STANDALONE_PICTURE_GENERATOR
748 /*
749 * Fixed input picture.
750 */
751 grid = snewn(params->w * params->h, unsigned char);
752 memcpy(grid, picture, params->w * params->h);
753
754 /*
755 * Now winnow the immutable square set as far as possible.
756 */
757 state = snew(game_state);
758 state->grid = grid;
759 state->common = snew(game_state_common);
760 state->common->rowdata = NULL;
761 state->common->immutable = snewn(params->w * params->h, bool);
762 for (i = 0; i < params->w * params->h; i++)
763 state->common->immutable[i] = true;
764
765 index = snewn(params->w * params->h, int);
766 for (i = 0; i < params->w * params->h; i++)
767 index[i] = i;
768 shuffle(index, params->w * params->h, sizeof(*index), rs);
769
770 {
771 unsigned char *matrix = snewn(params->w*params->h, unsigned char);
772 unsigned char *workspace = snewn(max*7, unsigned char);
773 unsigned int *changed_h = snewn(max+1, unsigned int);
774 unsigned int *changed_w = snewn(max+1, unsigned int);
775 int *rowdata = snewn(max+1, int);
776 for (i = 0; i < params->w * params->h; i++) {
777 state->common->immutable[index[i]] = false;
778 if (!solve_puzzle(state, grid, params->w, params->h,
779 matrix, workspace, changed_h, changed_w,
780 rowdata, 0))
781 state->common->immutable[index[i]] = true;
782 }
783 sfree(workspace);
784 sfree(changed_h);
785 sfree(changed_w);
786 sfree(rowdata);
787 sfree(matrix);
788 }
789#else
790 grid = generate_soluble(rs, params->w, params->h);
791#endif
792 rowdata = snewn(max, int);
793
794 /*
795 * Save the solved game in aux.
796 */
797 if (aux) {
798 char *ai = snewn(params->w * params->h + 2, char);
799
800 /*
801 * String format is exactly the same as a solve move, so we
802 * can just dupstr this in solve_game().
803 */
804
805 ai[0] = 'S';
806
807 for (i = 0; i < params->w * params->h; i++)
808 ai[i+1] = grid[i] ? '1' : '0';
809
810 ai[params->w * params->h + 1] = '\0';
811
812 *aux = ai;
813 }
814
815 /*
816 * Seed is a slash-separated list of row contents; each row
817 * contents section is a dot-separated list of integers. Row
818 * contents are listed in the order (columns left to right,
819 * then rows top to bottom).
820 *
821 * Simplest way to handle memory allocation is to make two
822 * passes, first computing the seed size and then writing it
823 * out.
824 */
825 desclen = 0;
826 for (i = 0; i < params->w + params->h; i++) {
827 if (i < params->w)
828 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
829 else
830 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
831 params->w, 1);
832 if (rowlen > 0) {
833 for (j = 0; j < rowlen; j++) {
834 desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
835 }
836 } else {
837 desclen++;
838 }
839 }
840 desc = snewn(desclen, char);
841 descpos = 0;
842 for (i = 0; i < params->w + params->h; i++) {
843 if (i < params->w)
844 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
845 else
846 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
847 params->w, 1);
848 if (rowlen > 0) {
849 for (j = 0; j < rowlen; j++) {
850 int len = sprintf(desc+descpos, "%d", rowdata[j]);
851 if (j+1 < rowlen)
852 desc[descpos + len] = '.';
853 else
854 desc[descpos + len] = '/';
855 descpos += len+1;
856 }
857 } else {
858 desc[descpos++] = '/';
859 }
860 }
861 assert(descpos == desclen);
862 assert(desc[desclen-1] == '/');
863 desc[desclen-1] = '\0';
864#ifdef STANDALONE_PICTURE_GENERATOR
865 for (i = 0; i < params->w * params->h; i++)
866 if (state->common->immutable[i])
867 break;
868 if (i < params->w * params->h) {
869 /*
870 * At least one immutable square, so we need a suffix.
871 */
872 int run;
873
874 desc = sresize(desc, desclen + params->w * params->h + 3, char);
875 desc[descpos-1] = ',';
876
877 run = 0;
878 for (i = 0; i < params->w * params->h; i++) {
879 if (!state->common->immutable[i]) {
880 run++;
881 if (run == 25) {
882 desc[descpos++] = 'z';
883 run = 0;
884 }
885 } else {
886 desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
887 run = 0;
888 }
889 }
890 if (run > 0)
891 desc[descpos++] = run + 'a';
892 desc[descpos] = '\0';
893 }
894 sfree(state->common->immutable);
895 sfree(state->common);
896 sfree(state);
897#endif
898 sfree(rowdata);
899 sfree(grid);
900 return desc;
901}
902
903static const char *validate_desc(const game_params *params, const char *desc)
904{
905 int i, n, rowspace;
906 const char *p;
907
908 for (i = 0; i < params->w + params->h; i++) {
909 if (i < params->w)
910 rowspace = params->h + 1;
911 else
912 rowspace = params->w + 1;
913
914 if (*desc && isdigit((unsigned char)*desc)) {
915 do {
916 p = desc;
917 while (*desc && isdigit((unsigned char)*desc)) desc++;
918 n = atoi(p);
919 if (n <= 0)
920 return "all clues must be positive";
921 if (n > INT_MAX - 1)
922 return "at least one clue is grossly excessive";
923 rowspace -= n+1;
924
925 if (rowspace < 0) {
926 if (i < params->w)
927 return "at least one column contains more numbers than will fit";
928 else
929 return "at least one row contains more numbers than will fit";
930 }
931 } while (*desc++ == '.');
932 } else {
933 desc++; /* expect a slash immediately */
934 }
935
936 if (desc[-1] == '/') {
937 if (i+1 == params->w + params->h)
938 return "too many row/column specifications";
939 } else if (desc[-1] == '\0' || desc[-1] == ',') {
940 if (i+1 < params->w + params->h)
941 return "too few row/column specifications";
942 } else
943 return "unrecognised character in game specification";
944 }
945
946 if (desc[-1] == ',') {
947 /*
948 * Optional extra piece of game description which fills in
949 * some grid squares as extra clues.
950 */
951 i = 0;
952 while (i < params->w * params->h) {
953 int c = (unsigned char)*desc++;
954 if ((c >= 'a' && c <= 'z') ||
955 (c >= 'A' && c <= 'Z')) {
956 int len = tolower(c) - 'a';
957 i += len;
958 if (len < 25 && i < params->w*params->h)
959 i++;
960 if (i > params->w * params->h) {
961 return "too much data in clue-squares section";
962 }
963 } else if (!c) {
964 return "too little data in clue-squares section";
965 } else {
966 return "unrecognised character in clue-squares section";
967 }
968 }
969 if (*desc) {
970 return "too much data in clue-squares section";
971 }
972 }
973
974 return NULL;
975}
976
977static game_state *new_game(midend *me, const game_params *params,
978 const char *desc)
979{
980 int i, j;
981 const char *p;
982 game_state *state = snew(game_state);
983
984 state->common = snew(game_state_common);
985 state->common->refcount = 1;
986
987 state->common->w = params->w;
988 state->common->h = params->h;
989
990 state->grid = snewn(state->common->w * state->common->h, unsigned char);
991 memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
992
993 state->common->immutable = snewn(state->common->w * state->common->h,
994 bool);
995 memset(state->common->immutable, 0,
996 state->common->w * state->common->h * sizeof(bool));
997
998 state->common->rowsize = max(state->common->w, state->common->h);
999 state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
1000 state->common->rowlen = snewn(state->common->w + state->common->h, int);
1001
1002 state->completed = state->cheated = false;
1003
1004 for (i = 0; i < params->w + params->h; i++) {
1005 state->common->rowlen[i] = 0;
1006 if (*desc && isdigit((unsigned char)*desc)) {
1007 do {
1008 p = desc;
1009 while (*desc && isdigit((unsigned char)*desc)) desc++;
1010 state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
1011 atoi(p);
1012 } while (*desc++ == '.');
1013 } else {
1014 desc++; /* expect a slash immediately */
1015 }
1016 }
1017
1018 /*
1019 * Choose a font size based on the clues. If any column clue is
1020 * more than one digit, switch to the smaller size.
1021 */
1022 state->common->fontsize = FS_LARGE;
1023 for (i = 0; i < params->w; i++)
1024 for (j = 0; j < state->common->rowlen[i]; j++)
1025 if (state->common->rowdata[state->common->rowsize * i + j] >= 10)
1026 state->common->fontsize = FS_SMALL;
1027 /*
1028 * We might also need to use the small font if there are lots of
1029 * row clues. We assume that all clues are one digit and that a
1030 * single-digit clue takes up 1.5 tiles, of which the clue is 0.5
1031 * tiles and the space is 1.0 tiles.
1032 */
1033 for (i = params->w; i < params->w + params->h; i++)
1034 if ((state->common->rowlen[i] * 3 - 2) >
1035 TLBORDER(state->common->w) * 2)
1036 state->common->fontsize = FS_SMALL;
1037
1038 if (desc[-1] == ',') {
1039 /*
1040 * Optional extra piece of game description which fills in
1041 * some grid squares as extra clues.
1042 */
1043 i = 0;
1044 while (i < params->w * params->h) {
1045 int c = (unsigned char)*desc++;
1046 bool full = isupper(c);
1047 int len = tolower(c) - 'a';
1048 i += len;
1049 if (len < 25 && i < params->w*params->h) {
1050 state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
1051 state->common->immutable[i] = true;
1052 i++;
1053 }
1054 }
1055 }
1056
1057 return state;
1058}
1059
1060static game_state *dup_game(const game_state *state)
1061{
1062 game_state *ret = snew(game_state);
1063
1064 ret->common = state->common;
1065 ret->common->refcount++;
1066
1067 ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
1068 memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
1069
1070 ret->completed = state->completed;
1071 ret->cheated = state->cheated;
1072
1073 return ret;
1074}
1075
1076static void free_game(game_state *state)
1077{
1078 if (--state->common->refcount == 0) {
1079 sfree(state->common->rowdata);
1080 sfree(state->common->rowlen);
1081 sfree(state->common->immutable);
1082 sfree(state->common);
1083 }
1084 sfree(state->grid);
1085 sfree(state);
1086}
1087
1088static char *solve_game(const game_state *state, const game_state *currstate,
1089 const char *ai, const char **error)
1090{
1091 unsigned char *matrix;
1092 int w = state->common->w, h = state->common->h;
1093 int i;
1094 char *ret;
1095 int max;
1096 bool ok;
1097 unsigned char *workspace;
1098 unsigned int *changed_h, *changed_w;
1099 int *rowdata;
1100
1101 /*
1102 * If we already have the solved state in ai, copy it out.
1103 */
1104 if (ai)
1105 return dupstr(ai);
1106
1107 max = max(w, h);
1108 matrix = snewn(w*h, unsigned char);
1109 workspace = snewn(max*7, unsigned char);
1110 changed_h = snewn(max+1, unsigned int);
1111 changed_w = snewn(max+1, unsigned int);
1112 rowdata = snewn(max+1, int);
1113
1114 ok = solve_puzzle(state, NULL, w, h, matrix, workspace,
1115 changed_h, changed_w, rowdata, 0);
1116
1117 sfree(workspace);
1118 sfree(changed_h);
1119 sfree(changed_w);
1120 sfree(rowdata);
1121
1122 if (!ok) {
1123 sfree(matrix);
1124 *error = "Solving algorithm cannot complete this puzzle";
1125 return NULL;
1126 }
1127
1128 ret = snewn(w*h+2, char);
1129 ret[0] = 'S';
1130 for (i = 0; i < w*h; i++) {
1131 assert(matrix[i] == BLOCK || matrix[i] == DOT);
1132 ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
1133 }
1134 ret[w*h+1] = '\0';
1135
1136 sfree(matrix);
1137
1138 return ret;
1139}
1140
1141static bool game_can_format_as_text_now(const game_params *params)
1142{
1143 return true;
1144}
1145
1146static char *game_text_format(const game_state *state)
1147{
1148 int w = state->common->w, h = state->common->h, i, j;
1149 int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
1150
1151 int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
1152 char *board, *buf;
1153
1154 for (i = 0; i < w; ++i) {
1155 top_gap = max(top_gap, state->common->rowlen[i]);
1156 for (j = 0; j < state->common->rowlen[i]; ++j)
1157 while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
1158 ++cw;
1159 limit *= 10;
1160 }
1161 }
1162 for (i = 0; i < h; ++i) {
1163 int rowlen = 0;
1164 bool predecessors = false;
1165 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1166 int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
1167 rowlen += predecessors;
1168 predecessors = true;
1169 do ++rowlen; while (copy /= 10);
1170 }
1171 left_gap = max(left_gap, rowlen);
1172 }
1173
1174 cw = max(cw, 3);
1175
1176 gw = w*cw + 2;
1177 gh = h*ch + 1;
1178 lw = gw + left_gap;
1179 lh = gh + top_gap;
1180 len = lw * lh;
1181 topleft = lw * top_gap + left_gap;
1182
1183 board = snewn(len + 1, char);
1184 memset(board, ' ', len);
1185 board[len] = '\0';
1186
1187 for (i = 0; i < lh; ++i) {
1188 board[lw - 1 + i*lw] = '\n';
1189 if (i < top_gap) continue;
1190 board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
1191 }
1192
1193 for (i = 0; i < w; ++i) {
1194 for (j = 0; j < state->common->rowlen[i]; ++j) {
1195 int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
1196 int nch = sprintf(board + cell, "%*d", cw - 1,
1197 state->common->rowdata[i*state->common->rowsize + j]);
1198 board[cell + nch] = ' '; /* de-NUL-ify */
1199 }
1200 }
1201
1202 buf = snewn(left_gap + 1, char);
1203 for (i = 0; i < h; ++i) {
1204 char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
1205 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1206 if (p > buf) *p++ = ' ';
1207 p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
1208 }
1209 memcpy(start - (p - buf), buf, p - buf);
1210 }
1211
1212 for (i = 0; i < h; ++i) {
1213 for (j = 0; j < w; ++j) {
1214 int cell = topleft + j*cw + i*ch*lw;
1215 int center = cell + cw/2 + (ch/2)*lw;
1216 int dx, dy;
1217 board[cell] = false ? center : '+';
1218 for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
1219 for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
1220 if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
1221 for (dx = 1; dx < cw; ++dx)
1222 for (dy = 1; dy < ch; ++dy)
1223 board[cell + dx + dy*lw] =
1224 state->grid[i*w+j] == GRID_FULL ? '#' : '.';
1225 }
1226 }
1227
1228 memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
1229
1230 sfree(buf);
1231
1232 assert(board[len] == '\0' && "Overwrote the NUL");
1233 return board;
1234}
1235
1236struct game_ui {
1237 bool dragging;
1238 int drag_start_x;
1239 int drag_start_y;
1240 int drag_end_x;
1241 int drag_end_y;
1242 int drag, release, state;
1243 int cur_x, cur_y;
1244 bool cur_visible;
1245};
1246
1247static game_ui *new_ui(const game_state *state)
1248{
1249 game_ui *ret;
1250
1251 ret = snew(game_ui);
1252 ret->dragging = false;
1253 ret->cur_x = ret->cur_y = 0;
1254 ret->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false);
1255
1256 return ret;
1257}
1258
1259static void free_ui(game_ui *ui)
1260{
1261 sfree(ui);
1262}
1263
1264static void game_changed_state(game_ui *ui, const game_state *oldstate,
1265 const game_state *newstate)
1266{
1267}
1268
1269static const char *current_key_label(const game_ui *ui,
1270 const game_state *state, int button)
1271{
1272 if (IS_CURSOR_SELECT(button)) {
1273 if (!ui->cur_visible) return "";
1274 switch (state->grid[ui->cur_y * state->common->w + ui->cur_x]) {
1275 case GRID_UNKNOWN:
1276 return button == CURSOR_SELECT ? "Black" : "White";
1277 case GRID_FULL:
1278 return button == CURSOR_SELECT ? "White" : "Grey";
1279 case GRID_EMPTY:
1280 return button == CURSOR_SELECT ? "Grey" : "Black";
1281 }
1282 }
1283 return "";
1284}
1285
1286struct game_drawstate {
1287 bool started;
1288 int w, h;
1289 int tilesize;
1290 unsigned char *visible, *numcolours;
1291 int cur_x, cur_y;
1292 char *strbuf; /* Used for formatting clues. */
1293};
1294
1295static char *interpret_move(const game_state *state, game_ui *ui,
1296 const game_drawstate *ds,
1297 int x, int y, int button)
1298{
1299 bool control = button & MOD_CTRL, shift = button & MOD_SHFT;
1300 button = STRIP_BUTTON_MODIFIERS(button);
1301
1302 x = FROMCOORD(state->common->w, x);
1303 y = FROMCOORD(state->common->h, y);
1304
1305 if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
1306 (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
1307 button == MIDDLE_BUTTON)) {
1308#ifdef STYLUS_BASED
1309 int currstate = state->grid[y * state->common->w + x];
1310#endif
1311
1312 ui->dragging = true;
1313
1314 if (button == LEFT_BUTTON) {
1315 ui->drag = LEFT_DRAG;
1316 ui->release = LEFT_RELEASE;
1317#ifdef STYLUS_BASED
1318 ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
1319#else
1320 ui->state = GRID_FULL;
1321#endif
1322 } else if (button == RIGHT_BUTTON) {
1323 ui->drag = RIGHT_DRAG;
1324 ui->release = RIGHT_RELEASE;
1325#ifdef STYLUS_BASED
1326 ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
1327#else
1328 ui->state = GRID_EMPTY;
1329#endif
1330 } else /* if (button == MIDDLE_BUTTON) */ {
1331 ui->drag = MIDDLE_DRAG;
1332 ui->release = MIDDLE_RELEASE;
1333 ui->state = GRID_UNKNOWN;
1334 }
1335
1336 ui->drag_start_x = ui->drag_end_x = x;
1337 ui->drag_start_y = ui->drag_end_y = y;
1338 ui->cur_visible = false;
1339
1340 return MOVE_UI_UPDATE;
1341 }
1342
1343 if (ui->dragging && button == ui->drag) {
1344 /*
1345 * There doesn't seem much point in allowing a rectangle
1346 * drag; people will generally only want to drag a single
1347 * horizontal or vertical line, so we make that easy by
1348 * snapping to it.
1349 *
1350 * Exception: if we're _middle_-button dragging to tag
1351 * things as UNKNOWN, we may well want to trash an entire
1352 * area and start over!
1353 */
1354 if (ui->state != GRID_UNKNOWN) {
1355 if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
1356 y = ui->drag_start_y;
1357 else
1358 x = ui->drag_start_x;
1359 }
1360
1361 if (x < 0) x = 0;
1362 if (y < 0) y = 0;
1363 if (x >= state->common->w) x = state->common->w - 1;
1364 if (y >= state->common->h) y = state->common->h - 1;
1365
1366 ui->drag_end_x = x;
1367 ui->drag_end_y = y;
1368
1369 return MOVE_UI_UPDATE;
1370 }
1371
1372 if (ui->dragging && button == ui->release) {
1373 int x1, x2, y1, y2, xx, yy;
1374 bool move_needed = false;
1375
1376 x1 = min(ui->drag_start_x, ui->drag_end_x);
1377 x2 = max(ui->drag_start_x, ui->drag_end_x);
1378 y1 = min(ui->drag_start_y, ui->drag_end_y);
1379 y2 = max(ui->drag_start_y, ui->drag_end_y);
1380
1381 for (yy = y1; yy <= y2; yy++)
1382 for (xx = x1; xx <= x2; xx++)
1383 if (!state->common->immutable[yy * state->common->w + xx] &&
1384 state->grid[yy * state->common->w + xx] != ui->state)
1385 move_needed = true;
1386
1387 ui->dragging = false;
1388
1389 if (move_needed) {
1390 char buf[80];
1391 sprintf(buf, "%c%d,%d,%d,%d",
1392 (char)(ui->state == GRID_FULL ? 'F' :
1393 ui->state == GRID_EMPTY ? 'E' : 'U'),
1394 x1, y1, x2-x1+1, y2-y1+1);
1395 return dupstr(buf);
1396 } else
1397 return MOVE_UI_UPDATE;
1398 }
1399
1400 if (IS_CURSOR_MOVE(button)) {
1401 int x = ui->cur_x, y = ui->cur_y, newstate;
1402 char buf[80], *ret;
1403 ret = move_cursor(button, &ui->cur_x, &ui->cur_y,
1404 state->common->w, state->common->h, false,
1405 &ui->cur_visible);
1406 if (!control && !shift) return ret;
1407
1408 newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
1409 if (state->grid[y * state->common->w + x] == newstate &&
1410 state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
1411 return ret;
1412
1413 sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
1414 min(x, ui->cur_x), min(y, ui->cur_y),
1415 abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
1416 return dupstr(buf);
1417 }
1418
1419 if (IS_CURSOR_SELECT(button)) {
1420 int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
1421 int newstate;
1422 char buf[80];
1423
1424 if (!ui->cur_visible) {
1425 ui->cur_visible = true;
1426 return MOVE_UI_UPDATE;
1427 }
1428
1429 if (button == CURSOR_SELECT2)
1430 newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
1431 currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
1432 else
1433 newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
1434 currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
1435
1436 sprintf(buf, "%c%d,%d,%d,%d",
1437 (char)(newstate == GRID_FULL ? 'F' :
1438 newstate == GRID_EMPTY ? 'E' : 'U'),
1439 ui->cur_x, ui->cur_y, 1, 1);
1440 return dupstr(buf);
1441 }
1442
1443 return NULL;
1444}
1445
1446static game_state *execute_move(const game_state *from, const char *move)
1447{
1448 game_state *ret;
1449 int x1, x2, y1, y2, xx, yy;
1450 int val;
1451
1452 if (move[0] == 'S' &&
1453 strlen(move) == from->common->w * from->common->h + 1) {
1454 int i;
1455
1456 ret = dup_game(from);
1457
1458 for (i = 0; i < ret->common->w * ret->common->h; i++)
1459 ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
1460
1461 ret->completed = ret->cheated = true;
1462
1463 return ret;
1464 } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
1465 sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
1466 x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
1467 y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
1468
1469 x2 += x1;
1470 y2 += y1;
1471 val = (move[0] == 'F' ? GRID_FULL :
1472 move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
1473
1474 ret = dup_game(from);
1475 for (yy = y1; yy < y2; yy++)
1476 for (xx = x1; xx < x2; xx++)
1477 if (!ret->common->immutable[yy * ret->common->w + xx])
1478 ret->grid[yy * ret->common->w + xx] = val;
1479
1480 /*
1481 * An actual change, so check to see if we've completed the
1482 * game.
1483 */
1484 if (!ret->completed) {
1485 int *rowdata = snewn(ret->common->rowsize, int);
1486 int i, len;
1487
1488 ret->completed = true;
1489
1490 for (i=0; i<ret->common->w; i++) {
1491 len = compute_rowdata(rowdata, ret->grid+i,
1492 ret->common->h, ret->common->w);
1493 if (len != ret->common->rowlen[i] ||
1494 memcmp(ret->common->rowdata+i*ret->common->rowsize,
1495 rowdata, len * sizeof(int))) {
1496 ret->completed = false;
1497 break;
1498 }
1499 }
1500 for (i=0; i<ret->common->h; i++) {
1501 len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
1502 ret->common->w, 1);
1503 if (len != ret->common->rowlen[i+ret->common->w] ||
1504 memcmp(ret->common->rowdata +
1505 (i+ret->common->w)*ret->common->rowsize,
1506 rowdata, len * sizeof(int))) {
1507 ret->completed = false;
1508 break;
1509 }
1510 }
1511
1512 sfree(rowdata);
1513 }
1514
1515 return ret;
1516 } else
1517 return NULL;
1518}
1519
1520/* ----------------------------------------------------------------------
1521 * Error-checking during gameplay.
1522 */
1523
1524/*
1525 * The difficulty in error-checking Pattern is to make the error check
1526 * _weak_ enough. The most obvious way would be to check each row and
1527 * column by calling (a modified form of) do_row() to recursively
1528 * analyse the row contents against the clue set and see if the
1529 * GRID_UNKNOWNs could be filled in in any way that would end up
1530 * correct. However, this turns out to be such a strong error check as
1531 * to constitute a spoiler in many situations: you make a typo while
1532 * trying to fill in one row, and not only does the row light up to
1533 * indicate an error, but several columns crossed by the move also
1534 * light up and draw your attention to deductions you hadn't even
1535 * noticed you could make.
1536 *
1537 * So instead I restrict error-checking to 'complete runs' within a
1538 * row, by which I mean contiguous sequences of GRID_FULL bounded at
1539 * both ends by either GRID_EMPTY or the ends of the row. We identify
1540 * all the complete runs in a row, and verify that _those_ are
1541 * consistent with the row's clue list. Sequences of complete runs
1542 * separated by solid GRID_EMPTY are required to match contiguous
1543 * sequences in the clue list, whereas if there's at least one
1544 * GRID_UNKNOWN between any two complete runs then those two need not
1545 * be contiguous in the clue list.
1546 *
1547 * To simplify the edge cases, I pretend that the clue list for the
1548 * row is extended with a 0 at each end, and I also pretend that the
1549 * grid data for the row is extended with a GRID_EMPTY and a
1550 * zero-length run at each end. This permits the contiguity checker to
1551 * handle the fiddly end effects (e.g. if the first contiguous
1552 * sequence of complete runs in the grid matches _something_ in the
1553 * clue list but not at the beginning, this is allowable iff there's a
1554 * GRID_UNKNOWN before the first one) with minimal faff, since the end
1555 * effects just drop out as special cases of the normal inter-run
1556 * handling (in this code the above case is not 'at the end of the
1557 * clue list' at all, but between the implicit initial zero run and
1558 * the first nonzero one).
1559 *
1560 * We must also be a little careful about how we search for a
1561 * contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
1562 * suppose we see a GRID_UNKNOWN and then a length-1 run. We search
1563 * for 1 in the clue list and find it at the very beginning. But now
1564 * suppose we find a length-2 run with no GRID_UNKNOWN before it. We
1565 * can't naively look at the next clue from the 1 we found, because
1566 * that'll be the second 1 and won't match. Instead, we must backtrack
1567 * by observing that the 2 we've just found must be contiguous with
1568 * the 1 we've already seen, so we search for the sequence (1 2) and
1569 * find it starting at the second 1. Now if we see a 3, we must
1570 * rethink again and search for (1 2 3).
1571 */
1572
1573struct errcheck_state {
1574 /*
1575 * rowdata and rowlen point at the clue data for this row in the
1576 * game state.
1577 */
1578 int *rowdata;
1579 int rowlen;
1580 /*
1581 * rowpos indicates the lowest position where it would be valid to
1582 * see our next run length. It might be equal to rowlen,
1583 * indicating that the next run would have to be the terminating 0.
1584 */
1585 int rowpos;
1586 /*
1587 * ncontig indicates how many runs we've seen in a contiguous
1588 * block. This is taken into account when searching for the next
1589 * run we find, unless ncontig is zeroed out first by encountering
1590 * a GRID_UNKNOWN.
1591 */
1592 int ncontig;
1593};
1594
1595static bool errcheck_found_run(struct errcheck_state *es, int r)
1596{
1597/* Macro to handle the pretence that rowdata has a 0 at each end */
1598#define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
1599
1600 /*
1601 * See if we can find this new run length at a position where it
1602 * also matches the last 'ncontig' runs we've seen.
1603 */
1604 int i, newpos;
1605 for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
1606
1607 if (ROWDATA(newpos) != r)
1608 goto notfound;
1609
1610 for (i = 1; i <= es->ncontig; i++)
1611 if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
1612 goto notfound;
1613
1614 es->rowpos = newpos+1;
1615 es->ncontig++;
1616 return true;
1617
1618 notfound:;
1619 }
1620
1621 return false;
1622
1623#undef ROWDATA
1624}
1625
1626static bool check_errors(const game_state *state, int i)
1627{
1628 int start, step, end, j;
1629 int val, runlen;
1630 struct errcheck_state aes, *es = &aes;
1631
1632 es->rowlen = state->common->rowlen[i];
1633 es->rowdata = state->common->rowdata + state->common->rowsize * i;
1634 /* Pretend that we've already encountered the initial zero run */
1635 es->ncontig = 1;
1636 es->rowpos = 0;
1637
1638 if (i < state->common->w) {
1639 start = i;
1640 step = state->common->w;
1641 end = start + step * state->common->h;
1642 } else {
1643 start = (i - state->common->w) * state->common->w;
1644 step = 1;
1645 end = start + step * state->common->w;
1646 }
1647
1648 runlen = -1;
1649 for (j = start - step; j <= end; j += step) {
1650 if (j < start || j == end)
1651 val = GRID_EMPTY;
1652 else
1653 val = state->grid[j];
1654
1655 if (val == GRID_UNKNOWN) {
1656 runlen = -1;
1657 es->ncontig = 0;
1658 } else if (val == GRID_FULL) {
1659 if (runlen >= 0)
1660 runlen++;
1661 } else if (val == GRID_EMPTY) {
1662 if (runlen > 0) {
1663 if (!errcheck_found_run(es, runlen))
1664 return true; /* error! */
1665 }
1666 runlen = 0;
1667 }
1668 }
1669
1670 /* Signal end-of-row by sending errcheck_found_run the terminating
1671 * zero run, which will be marked as contiguous with the previous
1672 * run if and only if there hasn't been a GRID_UNKNOWN before. */
1673 if (!errcheck_found_run(es, 0))
1674 return true; /* error at the last minute! */
1675
1676 return false; /* no error */
1677}
1678
1679/* ----------------------------------------------------------------------
1680 * Drawing routines.
1681 */
1682
1683static void game_compute_size(const game_params *params, int tilesize,
1684 const game_ui *ui, int *x, int *y)
1685{
1686 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1687 struct { int tilesize; } ads, *ds = &ads;
1688 ads.tilesize = tilesize;
1689
1690 *x = SIZE(params->w);
1691 *y = SIZE(params->h);
1692}
1693
1694static void game_set_size(drawing *dr, game_drawstate *ds,
1695 const game_params *params, int tilesize)
1696{
1697 ds->tilesize = tilesize;
1698}
1699
1700static float *game_colours(frontend *fe, int *ncolours)
1701{
1702 float *ret = snewn(3 * NCOLOURS, float);
1703 int i;
1704
1705 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1706
1707 for (i = 0; i < 3; i++) {
1708 ret[COL_GRID * 3 + i] = 0.3F;
1709 ret[COL_UNKNOWN * 3 + i] = 0.5F;
1710 ret[COL_TEXT * 3 + i] = 0.0F;
1711 ret[COL_FULL * 3 + i] = 0.0F;
1712 ret[COL_EMPTY * 3 + i] = 1.0F;
1713 ret[COL_CURSOR_GUIDE * 3 + i] = 0.5F;
1714 }
1715 ret[COL_CURSOR * 3 + 0] = 1.0F;
1716 ret[COL_CURSOR * 3 + 1] = 0.25F;
1717 ret[COL_CURSOR * 3 + 2] = 0.25F;
1718 ret[COL_ERROR * 3 + 0] = 1.0F;
1719 ret[COL_ERROR * 3 + 1] = 0.0F;
1720 ret[COL_ERROR * 3 + 2] = 0.0F;
1721
1722 *ncolours = NCOLOURS;
1723 return ret;
1724}
1725
1726static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1727{
1728 struct game_drawstate *ds = snew(struct game_drawstate);
1729
1730 ds->started = false;
1731 ds->w = state->common->w;
1732 ds->h = state->common->h;
1733 ds->visible = snewn(ds->w * ds->h, unsigned char);
1734 ds->tilesize = 0; /* not decided yet */
1735 memset(ds->visible, 255, ds->w * ds->h);
1736 ds->numcolours = snewn(ds->w + ds->h, unsigned char);
1737 memset(ds->numcolours, 255, ds->w + ds->h);
1738 ds->cur_x = ds->cur_y = 0;
1739 ds->strbuf = snewn(state->common->rowsize *
1740 MAX_DIGITS(*state->common->rowdata) + 1, char);
1741
1742 return ds;
1743}
1744
1745static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1746{
1747 sfree(ds->visible);
1748 sfree(ds->numcolours);
1749 sfree(ds->strbuf);
1750 sfree(ds);
1751}
1752
1753static void grid_square(drawing *dr, game_drawstate *ds,
1754 int y, int x, int state, bool cur)
1755{
1756 int xl, xr, yt, yb, dx, dy, dw, dh;
1757
1758 draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1759 TILE_SIZE, TILE_SIZE, COL_GRID);
1760
1761 xl = (x % 5 == 0 ? 1 : 0);
1762 yt = (y % 5 == 0 ? 1 : 0);
1763 xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
1764 yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
1765
1766 dx = TOCOORD(ds->w, x) + 1 + xl;
1767 dy = TOCOORD(ds->h, y) + 1 + yt;
1768 dw = TILE_SIZE - xl - xr - 1;
1769 dh = TILE_SIZE - yt - yb - 1;
1770
1771 draw_rect(dr, dx, dy, dw, dh,
1772 (state == GRID_FULL ? COL_FULL :
1773 state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
1774 if (cur) {
1775 draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
1776 draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
1777 }
1778
1779 draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1780 TILE_SIZE, TILE_SIZE);
1781}
1782
1783/*
1784 * Draw the numbers for a single row or column.
1785 */
1786static void draw_numbers(
1787 drawing *dr, game_drawstate *ds, const game_state *state,
1788 int i, bool erase, int colour)
1789{
1790 int rowlen = state->common->rowlen[i];
1791 int *rowdata = state->common->rowdata + state->common->rowsize * i;
1792 int nfit;
1793 int j;
1794 int rx, ry, rw, rh;
1795 int fontsize;
1796
1797 if (i < state->common->w) {
1798 rx = TOCOORD(state->common->w, i);
1799 ry = 0;
1800 rw = TILE_SIZE;
1801 rh = BORDER + TLBORDER(state->common->h) * TILE_SIZE;
1802 } else {
1803 rx = 0;
1804 ry = TOCOORD(state->common->h, i - state->common->w);
1805 rw = BORDER + TLBORDER(state->common->w) * TILE_SIZE;
1806 rh = TILE_SIZE;
1807 }
1808
1809 clip(dr, rx, ry, rw, rh);
1810 if (erase)
1811 draw_rect(dr, rx, ry, rw, rh, COL_BACKGROUND);
1812
1813 /*
1814 * Choose a font size that's suitable for the lengths of clue.
1815 * Only column clues are interesting because row clues can be
1816 * spaced out independent of the tile size. For column clues, we
1817 * want to go as large as practical while leaving decent space
1818 * between horizintally adjacent clues. We currently distinguish
1819 * two cases: FS_LARGE is when all column clues are single digits,
1820 * and FS_SMALL in all other cases.
1821 *
1822 * If we assume that a digit is about 0.6em wide, and we want
1823 * about that space between clues, then FS_LARGE should be
1824 * TILESIZE/1.2. If we also assume that clues are at most two
1825 * digits long then the case where adjacent clues are two digits
1826 * long requries FS_SMALL to be TILESIZE/1.8.
1827 */
1828 fontsize = (TILE_SIZE + 0.5F) /
1829 (state->common->fontsize == FS_LARGE ? 1.2F : 1.8F);
1830
1831 /*
1832 * Normally I space the numbers out by the same distance as the
1833 * tile size. However, if there are more numbers than available
1834 * spaces, I have to squash them up a bit.
1835 */
1836 if (i < state->common->w)
1837 nfit = TLBORDER(state->common->h);
1838 else
1839 nfit = TLBORDER(state->common->w);
1840 nfit = max(rowlen, nfit) - 1;
1841 assert(nfit > 0);
1842
1843 if (i < state->common->w) {
1844 for (j = 0; j < rowlen; j++) {
1845 int x, y;
1846 char str[MAX_DIGITS(*rowdata) + 1];
1847
1848 x = rx;
1849 y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
1850 y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
1851 sprintf(str, "%d", rowdata[j]);
1852 draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
1853 fontsize, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
1854 }
1855 } else {
1856 int x, y;
1857 size_t off = 0;
1858 const char *spaces = " ";
1859
1860 assert(rowlen <= state->common->rowsize);
1861 *ds->strbuf = '\0';
1862 /* Squish up a bit if there are lots of clues. */
1863 if (rowlen > TLBORDER(state->common->w)) spaces++;
1864 for (j = 0; j < rowlen; j++)
1865 off += sprintf(ds->strbuf + off, "%s%d",
1866 j ? spaces : "", rowdata[j]);
1867 y = ry;
1868 x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
1869 draw_text(dr, x+TILE_SIZE, y+TILE_SIZE/2, FONT_VARIABLE,
1870 fontsize, ALIGN_HRIGHT | ALIGN_VCENTRE, colour, ds->strbuf);
1871 }
1872
1873 unclip(dr);
1874 draw_update(dr, rx, ry, rw, rh);
1875}
1876
1877static void game_redraw(drawing *dr, game_drawstate *ds,
1878 const game_state *oldstate, const game_state *state,
1879 int dir, const game_ui *ui,
1880 float animtime, float flashtime)
1881{
1882 int i, j;
1883 int x1, x2, y1, y2;
1884 int cx, cy;
1885 bool cmoved;
1886
1887 if (!ds->started) {
1888 /*
1889 * Draw the grid outline.
1890 */
1891 draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
1892 ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
1893 COL_GRID);
1894
1895 ds->started = true;
1896
1897 draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
1898 }
1899
1900 if (ui->dragging) {
1901 x1 = min(ui->drag_start_x, ui->drag_end_x);
1902 x2 = max(ui->drag_start_x, ui->drag_end_x);
1903 y1 = min(ui->drag_start_y, ui->drag_end_y);
1904 y2 = max(ui->drag_start_y, ui->drag_end_y);
1905 } else {
1906 x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
1907 }
1908
1909 if (ui->cur_visible) {
1910 cx = ui->cur_x; cy = ui->cur_y;
1911 } else {
1912 cx = cy = -1;
1913 }
1914 cmoved = (cx != ds->cur_x || cy != ds->cur_y);
1915
1916 /*
1917 * Now draw any grid squares which have changed since last
1918 * redraw.
1919 */
1920 for (i = 0; i < ds->h; i++) {
1921 for (j = 0; j < ds->w; j++) {
1922 int val;
1923 bool cc = false;
1924
1925 /*
1926 * Work out what state this square should be drawn in,
1927 * taking any current drag operation into account.
1928 */
1929 if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
1930 !state->common->immutable[i * state->common->w + j])
1931 val = ui->state;
1932 else
1933 val = state->grid[i * state->common->w + j];
1934
1935 if (cmoved) {
1936 /* the cursor has moved; if we were the old or
1937 * the new cursor position we need to redraw. */
1938 if (j == cx && i == cy) cc = true;
1939 if (j == ds->cur_x && i == ds->cur_y) cc = true;
1940 }
1941
1942 /*
1943 * Briefly invert everything twice during a completion
1944 * flash.
1945 */
1946 if (flashtime > 0 &&
1947 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
1948 val != GRID_UNKNOWN)
1949 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
1950
1951 if (ds->visible[i * ds->w + j] != val || cc) {
1952 grid_square(dr, ds, i, j, val,
1953 (j == cx && i == cy));
1954 ds->visible[i * ds->w + j] = val;
1955 }
1956 }
1957 }
1958 ds->cur_x = cx; ds->cur_y = cy;
1959
1960 /*
1961 * Redraw any numbers which have changed their colour due to error
1962 * indication.
1963 */
1964 for (i = 0; i < state->common->w + state->common->h; i++) {
1965 int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
1966 if (colour == COL_TEXT && ((cx >= 0 && i == cx) || (cy >= 0 && i == cy + ds->w))) {
1967 colour = COL_CURSOR_GUIDE;
1968 }
1969 if (ds->numcolours[i] != colour) {
1970 draw_numbers(dr, ds, state, i, true, colour);
1971 ds->numcolours[i] = colour;
1972 }
1973 }
1974}
1975
1976static float game_anim_length(const game_state *oldstate,
1977 const game_state *newstate, int dir, game_ui *ui)
1978{
1979 return 0.0F;
1980}
1981
1982static float game_flash_length(const game_state *oldstate,
1983 const game_state *newstate, int dir, game_ui *ui)
1984{
1985 if (!oldstate->completed && newstate->completed &&
1986 !oldstate->cheated && !newstate->cheated)
1987 return FLASH_TIME;
1988 return 0.0F;
1989}
1990
1991static void game_get_cursor_location(const game_ui *ui,
1992 const game_drawstate *ds,
1993 const game_state *state,
1994 const game_params *params,
1995 int *x, int *y, int *w, int *h)
1996{
1997 if(ui->cur_visible) {
1998 *x = TOCOORD(ds->w, ui->cur_x);
1999 *y = TOCOORD(ds->h, ui->cur_y);
2000 *w = *h = TILE_SIZE;
2001 }
2002}
2003
2004static int game_status(const game_state *state)
2005{
2006 return state->completed ? +1 : 0;
2007}
2008
2009static void game_print_size(const game_params *params, const game_ui *ui,
2010 float *x, float *y)
2011{
2012 int pw, ph;
2013
2014 /*
2015 * I'll use 5mm squares by default.
2016 */
2017 game_compute_size(params, 500, ui, &pw, &ph);
2018 *x = pw / 100.0F;
2019 *y = ph / 100.0F;
2020}
2021
2022static void game_print(drawing *dr, const game_state *state, const game_ui *ui,
2023 int tilesize)
2024{
2025 int w = state->common->w, h = state->common->h;
2026 int ink = print_mono_colour(dr, 0);
2027 int x, y, i;
2028
2029 /*
2030 * Make a game_drawstate, so that the TILE_SIZE macro will work in
2031 * this function, and so that draw_numbers can use it to format
2032 * the text for numeric clues.
2033 */
2034 game_drawstate *ds = game_new_drawstate(dr, state);
2035 game_set_size(dr, ds, NULL, tilesize);
2036
2037 /*
2038 * Border.
2039 */
2040 print_line_width(dr, TILE_SIZE / 16);
2041 draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
2042 w*TILE_SIZE, h*TILE_SIZE, ink);
2043
2044 /*
2045 * Grid.
2046 */
2047 for (x = 1; x < w; x++) {
2048 print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
2049 draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
2050 TOCOORD(w, x), TOCOORD(h, h), ink);
2051 }
2052 for (y = 1; y < h; y++) {
2053 print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
2054 draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
2055 TOCOORD(w, w), TOCOORD(h, y), ink);
2056 }
2057
2058 /*
2059 * Clues.
2060 */
2061 for (i = 0; i < state->common->w + state->common->h; i++)
2062 draw_numbers(dr, ds, state, i, false, ink);
2063
2064 /*
2065 * Solution.
2066 */
2067 print_line_width(dr, TILE_SIZE / 128);
2068 for (y = 0; y < h; y++)
2069 for (x = 0; x < w; x++) {
2070 if (state->grid[y*w+x] == GRID_FULL)
2071 draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
2072 TILE_SIZE, TILE_SIZE, ink);
2073 else if (state->grid[y*w+x] == GRID_EMPTY)
2074 draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
2075 TOCOORD(h, y) + TILE_SIZE/2,
2076 TILE_SIZE/12, ink, ink);
2077 }
2078
2079 game_free_drawstate(dr, ds);
2080}
2081
2082#ifdef COMBINED
2083#define thegame pattern
2084#endif
2085
2086const struct game thegame = {
2087 "Pattern", "games.pattern", "pattern",
2088 default_params,
2089 game_fetch_preset, NULL,
2090 decode_params,
2091 encode_params,
2092 free_params,
2093 dup_params,
2094 true, game_configure, custom_params,
2095 validate_params,
2096 new_game_desc,
2097 validate_desc,
2098 new_game,
2099 dup_game,
2100 free_game,
2101 true, solve_game,
2102 true, game_can_format_as_text_now, game_text_format,
2103 NULL, NULL, /* get_prefs, set_prefs */
2104 new_ui,
2105 free_ui,
2106 NULL, /* encode_ui */
2107 NULL, /* decode_ui */
2108 NULL, /* game_request_keys */
2109 game_changed_state,
2110 current_key_label,
2111 interpret_move,
2112 execute_move,
2113 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2114 game_colours,
2115 game_new_drawstate,
2116 game_free_drawstate,
2117 game_redraw,
2118 game_anim_length,
2119 game_flash_length,
2120 game_get_cursor_location,
2121 game_status,
2122 true, false, game_print_size, game_print,
2123 false, /* wants_statusbar */
2124 false, NULL, /* timing_state */
2125 REQUIRE_RBUTTON, /* flags */
2126};
2127
2128#ifdef STANDALONE_SOLVER
2129
2130int main(int argc, char **argv)
2131{
2132 game_params *p;
2133 game_state *s;
2134 char *id = NULL, *desc;
2135 const char *err;
2136
2137 while (--argc > 0) {
2138 char *p = *++argv;
2139 if (*p == '-') {
2140 if (!strcmp(p, "-v")) {
2141 verbose = true;
2142 } else {
2143 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2144 return 1;
2145 }
2146 } else {
2147 id = p;
2148 }
2149 }
2150
2151 if (!id) {
2152 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
2153 return 1;
2154 }
2155
2156 desc = strchr(id, ':');
2157 if (!desc) {
2158 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2159 return 1;
2160 }
2161 *desc++ = '\0';
2162
2163 p = default_params();
2164 decode_params(p, id);
2165 err = validate_desc(p, desc);
2166 if (err) {
2167 fprintf(stderr, "%s: %s\n", argv[0], err);
2168 return 1;
2169 }
2170 s = new_game(NULL, p, desc);
2171
2172 {
2173 int w = p->w, h = p->h, i, j, max, cluewid = 0;
2174 unsigned char *matrix, *workspace;
2175 unsigned int *changed_h, *changed_w;
2176 int *rowdata;
2177
2178 matrix = snewn(w*h, unsigned char);
2179 max = max(w, h);
2180 workspace = snewn(max*7, unsigned char);
2181 changed_h = snewn(max+1, unsigned int);
2182 changed_w = snewn(max+1, unsigned int);
2183 rowdata = snewn(max+1, int);
2184
2185 if (verbose) {
2186 int thiswid;
2187 /*
2188 * Work out the maximum text width of the clue numbers
2189 * in a row or column, so we can print the solver's
2190 * working in a nicely lined up way.
2191 */
2192 for (i = 0; i < (w+h); i++) {
2193 char buf[80];
2194 for (thiswid = -1, j = 0; j < s->common->rowlen[i]; j++)
2195 thiswid += sprintf
2196 (buf, " %d",
2197 s->common->rowdata[s->common->rowsize*i+j]);
2198 if (cluewid < thiswid)
2199 cluewid = thiswid;
2200 }
2201 }
2202
2203 solve_puzzle(s, NULL, w, h, matrix, workspace,
2204 changed_h, changed_w, rowdata, cluewid);
2205
2206 for (i = 0; i < h; i++) {
2207 for (j = 0; j < w; j++) {
2208 int c = (matrix[i*w+j] == UNKNOWN ? '?' :
2209 matrix[i*w+j] == BLOCK ? '#' :
2210 matrix[i*w+j] == DOT ? '.' :
2211 '!');
2212 putchar(c);
2213 }
2214 printf("\n");
2215 }
2216 }
2217
2218 return 0;
2219}
2220
2221#endif
2222
2223#ifdef STANDALONE_PICTURE_GENERATOR
2224
2225/*
2226 * Main program for the standalone picture generator. To use it,
2227 * simply provide it with an XBM-format bitmap file (note XBM, not
2228 * XPM) on standard input, and it will output a game ID in return.
2229 * For example:
2230 *
2231 * $ ./patternpicture < calligraphic-A.xbm
2232 * 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
2233 *
2234 * That looks easy, of course - all the program has done is to count
2235 * up the clue numbers! But in fact, it's done more than that: it's
2236 * also checked that the result is uniquely soluble from just the
2237 * numbers. If it hadn't been, then it would have also left some
2238 * filled squares in the playing area as extra clues.
2239 *
2240 * $ ./patternpicture < cube.xbm
2241 * 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
2242 *
2243 * This enables a reasonably convenient design workflow for coming up
2244 * with pictorial Pattern puzzles which _are_ uniquely soluble without
2245 * those inelegant pre-filled squares. Fire up a bitmap editor (X11
2246 * bitmap(1) is good enough), save a trial .xbm, and then test it by
2247 * running a command along the lines of
2248 *
2249 * $ ./pattern $(./patternpicture < test.xbm)
2250 *
2251 * If the resulting window pops up with some pre-filled squares, then
2252 * that tells you which parts of the image are giving rise to
2253 * ambiguities, so try making tweaks in those areas, try the test
2254 * command again, and see if it helps. Once you have a design for
2255 * which the Pattern starting grid comes out empty, there's your game
2256 * ID.
2257 */
2258
2259#include <time.h>
2260
2261int main(int argc, char **argv)
2262{
2263 game_params *par;
2264 char *params, *desc;
2265 random_state *rs;
2266 time_t seed = time(NULL);
2267 char buf[4096];
2268 int i;
2269 int x, y;
2270
2271 par = default_params();
2272 if (argc > 1)
2273 decode_params(par, argv[1]); /* get difficulty */
2274 par->w = par->h = -1;
2275
2276 /*
2277 * Now read an XBM file from standard input. This is simple and
2278 * hacky and will do very little error detection, so don't feed
2279 * it bogus data.
2280 */
2281 picture = NULL;
2282 x = y = 0;
2283 while (fgets(buf, sizeof(buf), stdin)) {
2284 buf[strcspn(buf, "\r\n")] = '\0';
2285 if (!strncmp(buf, "#define", 7)) {
2286 /*
2287 * Lines starting `#define' give the width and height.
2288 */
2289 char *num = buf + strlen(buf);
2290 char *symend;
2291
2292 while (num > buf && isdigit((unsigned char)num[-1]))
2293 num--;
2294 symend = num;
2295 while (symend > buf && isspace((unsigned char)symend[-1]))
2296 symend--;
2297
2298 if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
2299 par->w = atoi(num);
2300 else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
2301 par->h = atoi(num);
2302 } else {
2303 /*
2304 * Otherwise, break the string up into words and take
2305 * any word of the form `0x' plus hex digits to be a
2306 * byte.
2307 */
2308 char *p, *wordstart;
2309
2310 if (!picture) {
2311 if (par->w < 0 || par->h < 0) {
2312 printf("failed to read width and height\n");
2313 return 1;
2314 }
2315 picture = snewn(par->w * par->h, unsigned char);
2316 for (i = 0; i < par->w * par->h; i++)
2317 picture[i] = GRID_UNKNOWN;
2318 }
2319
2320 p = buf;
2321 while (*p) {
2322 while (*p && (*p == ',' || isspace((unsigned char)*p)))
2323 p++;
2324 wordstart = p;
2325 while (*p && !(*p == ',' || *p == '}' ||
2326 isspace((unsigned char)*p)))
2327 p++;
2328 if (*p)
2329 *p++ = '\0';
2330
2331 if (wordstart[0] == '0' &&
2332 (wordstart[1] == 'x' || wordstart[1] == 'X') &&
2333 !wordstart[2 + strspn(wordstart+2,
2334 "0123456789abcdefABCDEF")]) {
2335 unsigned long byte = strtoul(wordstart+2, NULL, 16);
2336 for (i = 0; i < 8; i++) {
2337 int bit = (byte >> i) & 1;
2338 if (y < par->h && x < par->w)
2339 picture[y * par->w + x] =
2340 bit ? GRID_FULL : GRID_EMPTY;
2341 x++;
2342 }
2343
2344 if (x >= par->w) {
2345 x = 0;
2346 y++;
2347 }
2348 }
2349 }
2350 }
2351 }
2352
2353 for (i = 0; i < par->w * par->h; i++)
2354 if (picture[i] == GRID_UNKNOWN) {
2355 fprintf(stderr, "failed to read enough bitmap data\n");
2356 return 1;
2357 }
2358
2359 rs = random_new((void*)&seed, sizeof(time_t));
2360
2361 desc = new_game_desc(par, rs, NULL, false);
2362 params = encode_params(par, false);
2363 printf("%s:%s\n", params, desc);
2364
2365 sfree(desc);
2366 sfree(params);
2367 free_params(par);
2368 random_free(rs);
2369
2370 return 0;
2371}
2372
2373#endif
2374
2375/* vim: set shiftwidth=4 tabstop=8: */