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- /*
- * pattern.c: the pattern-reconstruction game known as `nonograms'.
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include <ctype.h>
- #include <limits.h>
- #ifdef NO_TGMATH_H
- # include <math.h>
- #else
- # include <tgmath.h>
- #endif
- #include "puzzles.h"
- enum {
- COL_BACKGROUND,
- COL_EMPTY,
- COL_FULL,
- COL_TEXT,
- COL_UNKNOWN,
- COL_GRID,
- COL_CURSOR,
- COL_ERROR,
- COL_CURSOR_GUIDE,
- NCOLOURS
- };
- #define PREFERRED_TILE_SIZE 24
- #define TILE_SIZE (ds->tilesize)
- #define BORDER (3 * TILE_SIZE / 4)
- #define TLBORDER(d) ( (d) / 5 + 2 )
- #define GUTTER (TILE_SIZE / 2)
- #define FROMCOORD(d, x) \
- ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
- #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
- #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
- #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
- struct game_params {
- int w, h;
- };
- #define GRID_UNKNOWN 2
- #define GRID_FULL 1
- #define GRID_EMPTY 0
- typedef struct game_state_common {
- /* Parts of the game state that don't change during play. */
- int w, h;
- int rowsize;
- int *rowdata, *rowlen;
- bool *immutable;
- int refcount;
- enum { FS_SMALL, FS_LARGE } fontsize;
- } game_state_common;
- struct game_state {
- game_state_common *common;
- unsigned char *grid;
- bool completed, cheated;
- };
- #define FLASH_TIME 0.13F
- static game_params *default_params(void)
- {
- game_params *ret = snew(game_params);
- ret->w = ret->h = 15;
- return ret;
- }
- static const struct game_params pattern_presets[] = {
- {10, 10},
- {15, 15},
- {20, 20},
- #ifndef SLOW_SYSTEM
- {25, 25},
- {30, 30},
- #endif
- };
- static bool game_fetch_preset(int i, char **name, game_params **params)
- {
- game_params *ret;
- char str[80];
- if (i < 0 || i >= lenof(pattern_presets))
- return false;
- ret = snew(game_params);
- *ret = pattern_presets[i];
- sprintf(str, "%dx%d", ret->w, ret->h);
- *name = dupstr(str);
- *params = ret;
- return true;
- }
- static void free_params(game_params *params)
- {
- sfree(params);
- }
- static game_params *dup_params(const game_params *params)
- {
- game_params *ret = snew(game_params);
- *ret = *params; /* structure copy */
- return ret;
- }
- static void decode_params(game_params *ret, char const *string)
- {
- char const *p = string;
- ret->w = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- if (*p == 'x') {
- p++;
- ret->h = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- } else {
- ret->h = ret->w;
- }
- }
- static char *encode_params(const game_params *params, bool full)
- {
- char ret[400];
- int len;
- len = sprintf(ret, "%dx%d", params->w, params->h);
- assert(len < lenof(ret));
- ret[len] = '\0';
- return dupstr(ret);
- }
- static config_item *game_configure(const game_params *params)
- {
- config_item *ret;
- char buf[80];
- ret = snewn(3, config_item);
- ret[0].name = "Width";
- ret[0].type = C_STRING;
- sprintf(buf, "%d", params->w);
- ret[0].u.string.sval = dupstr(buf);
- ret[1].name = "Height";
- ret[1].type = C_STRING;
- sprintf(buf, "%d", params->h);
- ret[1].u.string.sval = dupstr(buf);
- ret[2].name = NULL;
- ret[2].type = C_END;
- return ret;
- }
- static game_params *custom_params(const config_item *cfg)
- {
- game_params *ret = snew(game_params);
- ret->w = atoi(cfg[0].u.string.sval);
- ret->h = atoi(cfg[1].u.string.sval);
- return ret;
- }
- static const char *validate_params(const game_params *params, bool full)
- {
- if (params->w <= 0 || params->h <= 0)
- return "Width and height must both be greater than zero";
- if (params->w > INT_MAX - 1 || params->h > INT_MAX - 1 ||
- params->w > INT_MAX / params->h)
- return "Puzzle must not be unreasonably large";
- return NULL;
- }
- /* ----------------------------------------------------------------------
- * Puzzle generation code.
- *
- * For this particular puzzle, it seemed important to me to ensure
- * a unique solution. I do this the brute-force way, by having a
- * solver algorithm alongside the generator, and repeatedly
- * generating a random grid until I find one whose solution is
- * unique. It turns out that this isn't too onerous on a modern PC
- * provided you keep grid size below around 30. Any offers of
- * better algorithms, however, will be very gratefully received.
- *
- * Another annoyance of this approach is that it limits the
- * available puzzles to those solvable by the algorithm I've used.
- * My algorithm only ever considers a single row or column at any
- * one time, which means it's incapable of solving the following
- * difficult example (found by Bella Image around 1995/6, when she
- * and I were both doing maths degrees):
- *
- * 2 1 2 1
- *
- * +--+--+--+--+
- * 1 1 | | | | |
- * +--+--+--+--+
- * 2 | | | | |
- * +--+--+--+--+
- * 1 | | | | |
- * +--+--+--+--+
- * 1 | | | | |
- * +--+--+--+--+
- *
- * Obviously this cannot be solved by a one-row-or-column-at-a-time
- * algorithm (it would require at least one row or column reading
- * `2 1', `1 2', `3' or `4' to get started). However, it can be
- * proved to have a unique solution: if the top left square were
- * empty, then the only option for the top row would be to fill the
- * two squares in the 1 columns, which would imply the squares
- * below those were empty, leaving no place for the 2 in the second
- * row. Contradiction. Hence the top left square is full, and the
- * unique solution follows easily from that starting point.
- *
- * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
- * it's useful to anyone.)
- */
- #ifndef STANDALONE_PICTURE_GENERATOR
- static int float_compare(const void *av, const void *bv)
- {
- const float *a = (const float *)av;
- const float *b = (const float *)bv;
- if (*a < *b)
- return -1;
- else if (*a > *b)
- return +1;
- else
- return 0;
- }
- static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
- {
- float *fgrid;
- float *fgrid2;
- int step, i, j;
- float threshold;
- fgrid = snewn(w*h, float);
- for (i = 0; i < h; i++) {
- for (j = 0; j < w; j++) {
- fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
- }
- }
- /*
- * The above gives a completely random splattering of black and
- * white cells. We want to gently bias this in favour of _some_
- * reasonably thick areas of white and black, while retaining
- * some randomness and fine detail.
- *
- * So we evolve the starting grid using a cellular automaton.
- * Currently, I'm doing something very simple indeed, which is
- * to set each square to the average of the surrounding nine
- * cells (or the average of fewer, if we're on a corner).
- */
- for (step = 0; step < 1; step++) {
- fgrid2 = snewn(w*h, float);
- for (i = 0; i < h; i++) {
- for (j = 0; j < w; j++) {
- float sx, xbar;
- int n, p, q;
- /*
- * Compute the average of the surrounding cells.
- */
- n = 0;
- sx = 0.F;
- for (p = -1; p <= +1; p++) {
- for (q = -1; q <= +1; q++) {
- if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
- continue;
- /*
- * An additional special case not mentioned
- * above: if a grid dimension is 2xn then
- * we do not average across that dimension
- * at all. Otherwise a 2x2 grid would
- * contain four identical squares.
- */
- if ((h==2 && p!=0) || (w==2 && q!=0))
- continue;
- n++;
- sx += fgrid[(i+p)*w+(j+q)];
- }
- }
- xbar = sx / n;
- fgrid2[i*w+j] = xbar;
- }
- }
- sfree(fgrid);
- fgrid = fgrid2;
- }
- fgrid2 = snewn(w*h, float);
- memcpy(fgrid2, fgrid, w*h*sizeof(float));
- qsort(fgrid2, w*h, sizeof(float), float_compare);
- /* Choose a threshold that makes half the pixels black. In case of
- * an odd number of pixels, select randomly between just under and
- * just over half. */
- {
- int index = w * h / 2;
- if (w & h & 1)
- index += random_upto(rs, 2);
- if (index < w*h)
- threshold = fgrid2[index];
- else
- threshold = fgrid2[w*h-1] + 1;
- }
- sfree(fgrid2);
- for (i = 0; i < h; i++) {
- for (j = 0; j < w; j++) {
- retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
- GRID_EMPTY);
- }
- }
- sfree(fgrid);
- }
- #endif
- static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
- {
- int i, n;
- n = 0;
- for (i = 0; i < len; i++) {
- if (start[i*step] == GRID_FULL) {
- int runlen = 1;
- while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
- runlen++;
- ret[n++] = runlen;
- i += runlen;
- }
- if (i < len && start[i*step] == GRID_UNKNOWN)
- return -1;
- }
- return n;
- }
- #define UNKNOWN 0
- #define BLOCK 1
- #define DOT 2
- #define STILL_UNKNOWN 3
- #ifdef STANDALONE_SOLVER
- static bool verbose = false;
- #endif
- static bool do_recurse(unsigned char *known, unsigned char *deduced,
- unsigned char *row,
- unsigned char *minpos_done, unsigned char *maxpos_done,
- unsigned char *minpos_ok, unsigned char *maxpos_ok,
- int *data, int len,
- int freespace, int ndone, int lowest)
- {
- int i, j, k;
- /* This algorithm basically tries all possible ways the given rows of
- * black blocks can be laid out in the row/column being examined.
- * Special care is taken to avoid checking the tail of a row/column
- * if the same conditions have already been checked during this recursion
- * The algorithm also takes care to cut its losses as soon as an
- * invalid (partial) solution is detected.
- */
- if (data[ndone]) {
- if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
- if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
- for (i=0; i<lowest; i++)
- deduced[i] |= row[i];
- }
- return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
- } else {
- if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
- if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
- }
- for (i=0; i<=freespace; i++) {
- j = lowest;
- for (k=0; k<i; k++) {
- if (known[j] == BLOCK) goto next_iter;
- row[j++] = DOT;
- }
- for (k=0; k<data[ndone]; k++) {
- if (known[j] == DOT) goto next_iter;
- row[j++] = BLOCK;
- }
- if (j < len) {
- if (known[j] == BLOCK) goto next_iter;
- row[j++] = DOT;
- }
- if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
- minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
- if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
- if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
- if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
- }
- next_iter:
- j++;
- }
- return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
- } else {
- for (i=lowest; i<len; i++) {
- if (known[i] == BLOCK) return false;
- row[i] = DOT;
- }
- for (i=0; i<len; i++)
- deduced[i] |= row[i];
- return true;
- }
- }
- static bool do_row(unsigned char *known, unsigned char *deduced,
- unsigned char *row,
- unsigned char *minpos_done, unsigned char *maxpos_done,
- unsigned char *minpos_ok, unsigned char *maxpos_ok,
- unsigned char *start, int len, int step, int *data,
- unsigned int *changed
- #ifdef STANDALONE_SOLVER
- , const char *rowcol, int index, int cluewid
- #endif
- )
- {
- int rowlen, i, freespace;
- bool done_any;
- assert(len >= 0); /* avoid compile warnings about the memsets below */
- freespace = len+1;
- for (rowlen = 0; data[rowlen]; rowlen++) {
- minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
- maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
- freespace -= data[rowlen]+1;
- }
- for (i = 0; i < len; i++) {
- known[i] = start[i*step];
- deduced[i] = 0;
- }
- for (i = len - 1; i >= 0 && known[i] == DOT; i--)
- freespace--;
- if (rowlen == 0) {
- memset(deduced, DOT, len);
- } else if (rowlen == 1 && data[0] == len) {
- memset(deduced, BLOCK, len);
- } else {
- do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
- maxpos_ok, data, len, freespace, 0, 0);
- }
- done_any = false;
- for (i=0; i<len; i++)
- if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
- start[i*step] = deduced[i];
- if (changed) changed[i]++;
- done_any = true;
- }
- #ifdef STANDALONE_SOLVER
- if (verbose && done_any) {
- char buf[80];
- int thiscluewid;
- printf("%s %2d: [", rowcol, index);
- for (thiscluewid = -1, i = 0; data[i]; i++)
- thiscluewid += sprintf(buf, " %d", data[i]);
- printf("%*s", cluewid - thiscluewid, "");
- for (i = 0; data[i]; i++)
- printf(" %d", data[i]);
- printf(" ] ");
- for (i = 0; i < len; i++)
- putchar(known[i] == BLOCK ? '#' :
- known[i] == DOT ? '.' : '?');
- printf(" -> ");
- for (i = 0; i < len; i++)
- putchar(start[i*step] == BLOCK ? '#' :
- start[i*step] == DOT ? '.' : '?');
- putchar('\n');
- }
- #endif
- return done_any;
- }
- static bool solve_puzzle(const game_state *state, unsigned char *grid,
- int w, int h,
- unsigned char *matrix, unsigned char *workspace,
- unsigned int *changed_h, unsigned int *changed_w,
- int *rowdata
- #ifdef STANDALONE_SOLVER
- , int cluewid
- #else
- , int dummy
- #endif
- )
- {
- int i, j, max;
- bool ok;
- int max_h, max_w;
- assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
- max = max(w, h);
- memset(matrix, 0, w*h);
- if (state) {
- for (i=0; i<w*h; i++) {
- if (state->common->immutable[i])
- matrix[i] = state->grid[i];
- }
- }
- /* For each column, compute how many squares can be deduced
- * from just the row-data and initial clues.
- * Later, changed_* will hold how many squares were changed
- * in every row/column in the previous iteration
- * Changed_* is used to choose the next rows / cols to re-examine
- */
- for (i=0; i<h; i++) {
- int freespace, rowlen;
- if (state && state->common->rowdata) {
- memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
- rowlen = state->common->rowlen[w+i];
- } else {
- rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
- }
- rowdata[rowlen] = 0;
- if (rowlen == 0) {
- changed_h[i] = w;
- } else {
- for (j=0, freespace=w+1; rowdata[j]; j++)
- freespace -= rowdata[j] + 1;
- for (j=0, changed_h[i]=0; rowdata[j]; j++)
- if (rowdata[j] > freespace)
- changed_h[i] += rowdata[j] - freespace;
- }
- for (j = 0; j < w; j++)
- if (matrix[i*w+j])
- changed_h[i]++;
- }
- for (i=0,max_h=0; i<h; i++)
- if (changed_h[i] > max_h)
- max_h = changed_h[i];
- for (i=0; i<w; i++) {
- int freespace, rowlen;
- if (state && state->common->rowdata) {
- memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
- rowlen = state->common->rowlen[i];
- } else {
- rowlen = compute_rowdata(rowdata, grid+i, h, w);
- }
- rowdata[rowlen] = 0;
- if (rowlen == 0) {
- changed_w[i] = h;
- } else {
- for (j=0, freespace=h+1; rowdata[j]; j++)
- freespace -= rowdata[j] + 1;
- for (j=0, changed_w[i]=0; rowdata[j]; j++)
- if (rowdata[j] > freespace)
- changed_w[i] += rowdata[j] - freespace;
- }
- for (j = 0; j < h; j++)
- if (matrix[j*w+i])
- changed_w[i]++;
- }
- for (i=0,max_w=0; i<w; i++)
- if (changed_w[i] > max_w)
- max_w = changed_w[i];
- /* Solve the puzzle.
- * Process rows/columns individually. Deductions involving more than one
- * row and/or column at a time are not supported.
- * Take care to only process rows/columns which have been changed since they
- * were previously processed.
- * Also, prioritize rows/columns which have had the most changes since their
- * previous processing, as they promise the greatest benefit.
- * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
- */
- do {
- for (; max_h && max_h >= max_w; max_h--) {
- for (i=0; i<h; i++) {
- if (changed_h[i] >= max_h) {
- if (state && state->common->rowdata) {
- memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
- rowdata[state->common->rowlen[w+i]] = 0;
- } else {
- rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
- }
- do_row(workspace, workspace+max, workspace+2*max,
- workspace+3*max, workspace+4*max,
- workspace+5*max, workspace+6*max,
- matrix+i*w, w, 1, rowdata, changed_w
- #ifdef STANDALONE_SOLVER
- , "row", i+1, cluewid
- #endif
- );
- changed_h[i] = 0;
- }
- }
- for (i=0,max_w=0; i<w; i++)
- if (changed_w[i] > max_w)
- max_w = changed_w[i];
- }
- for (; max_w && max_w >= max_h; max_w--) {
- for (i=0; i<w; i++) {
- if (changed_w[i] >= max_w) {
- if (state && state->common->rowdata) {
- memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
- rowdata[state->common->rowlen[i]] = 0;
- } else {
- rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
- }
- do_row(workspace, workspace+max, workspace+2*max,
- workspace+3*max, workspace+4*max,
- workspace+5*max, workspace+6*max,
- matrix+i, h, w, rowdata, changed_h
- #ifdef STANDALONE_SOLVER
- , "col", i+1, cluewid
- #endif
- );
- changed_w[i] = 0;
- }
- }
- for (i=0,max_h=0; i<h; i++)
- if (changed_h[i] > max_h)
- max_h = changed_h[i];
- }
- } while (max_h>0 || max_w>0);
- ok = true;
- for (i=0; i<h; i++) {
- for (j=0; j<w; j++) {
- if (matrix[i*w+j] == UNKNOWN)
- ok = false;
- }
- }
- return ok;
- }
- #ifndef STANDALONE_PICTURE_GENERATOR
- static unsigned char *generate_soluble(random_state *rs, int w, int h)
- {
- int i, j, max;
- bool ok;
- unsigned char *grid, *matrix, *workspace;
- unsigned int *changed_h, *changed_w;
- int *rowdata;
- max = max(w, h);
- grid = snewn(w*h, unsigned char);
- /* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
- matrix = snewn(w*h, unsigned char);
- workspace = snewn(max*7, unsigned char);
- changed_h = snewn(max+1, unsigned int);
- changed_w = snewn(max+1, unsigned int);
- rowdata = snewn(max+1, int);
- do {
- generate(rs, w, h, grid);
- /*
- * The game is a bit too easy if any row or column is
- * completely black or completely white. An exception is
- * made for rows/columns that are under 3 squares,
- * otherwise nothing will ever be successfully generated.
- */
- ok = true;
- if (w > 2) {
- for (i = 0; i < h; i++) {
- int colours = 0;
- for (j = 0; j < w; j++)
- colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
- if (colours != 3)
- ok = false;
- }
- }
- if (h > 2) {
- for (j = 0; j < w; j++) {
- int colours = 0;
- for (i = 0; i < h; i++)
- colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
- if (colours != 3)
- ok = false;
- }
- }
- if (!ok)
- continue;
- ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
- changed_h, changed_w, rowdata, 0);
- } while (!ok);
- sfree(matrix);
- sfree(workspace);
- sfree(changed_h);
- sfree(changed_w);
- sfree(rowdata);
- return grid;
- }
- #endif
- #ifdef STANDALONE_PICTURE_GENERATOR
- static unsigned char *picture;
- #endif
- static char *new_game_desc(const game_params *params, random_state *rs,
- char **aux, bool interactive)
- {
- unsigned char *grid;
- int i, j, max, rowlen, *rowdata;
- char intbuf[80], *desc;
- int desclen, descpos;
- #ifdef STANDALONE_PICTURE_GENERATOR
- game_state *state;
- int *index;
- #endif
- max = max(params->w, params->h);
- #ifdef STANDALONE_PICTURE_GENERATOR
- /*
- * Fixed input picture.
- */
- grid = snewn(params->w * params->h, unsigned char);
- memcpy(grid, picture, params->w * params->h);
- /*
- * Now winnow the immutable square set as far as possible.
- */
- state = snew(game_state);
- state->grid = grid;
- state->common = snew(game_state_common);
- state->common->rowdata = NULL;
- state->common->immutable = snewn(params->w * params->h, bool);
- for (i = 0; i < params->w * params->h; i++)
- state->common->immutable[i] = true;
- index = snewn(params->w * params->h, int);
- for (i = 0; i < params->w * params->h; i++)
- index[i] = i;
- shuffle(index, params->w * params->h, sizeof(*index), rs);
- {
- unsigned char *matrix = snewn(params->w*params->h, unsigned char);
- unsigned char *workspace = snewn(max*7, unsigned char);
- unsigned int *changed_h = snewn(max+1, unsigned int);
- unsigned int *changed_w = snewn(max+1, unsigned int);
- int *rowdata = snewn(max+1, int);
- for (i = 0; i < params->w * params->h; i++) {
- state->common->immutable[index[i]] = false;
- if (!solve_puzzle(state, grid, params->w, params->h,
- matrix, workspace, changed_h, changed_w,
- rowdata, 0))
- state->common->immutable[index[i]] = true;
- }
- sfree(workspace);
- sfree(changed_h);
- sfree(changed_w);
- sfree(rowdata);
- sfree(matrix);
- }
- #else
- grid = generate_soluble(rs, params->w, params->h);
- #endif
- rowdata = snewn(max, int);
- /*
- * Save the solved game in aux.
- */
- if (aux) {
- char *ai = snewn(params->w * params->h + 2, char);
- /*
- * String format is exactly the same as a solve move, so we
- * can just dupstr this in solve_game().
- */
- ai[0] = 'S';
- for (i = 0; i < params->w * params->h; i++)
- ai[i+1] = grid[i] ? '1' : '0';
- ai[params->w * params->h + 1] = '\0';
- *aux = ai;
- }
- /*
- * Seed is a slash-separated list of row contents; each row
- * contents section is a dot-separated list of integers. Row
- * contents are listed in the order (columns left to right,
- * then rows top to bottom).
- *
- * Simplest way to handle memory allocation is to make two
- * passes, first computing the seed size and then writing it
- * out.
- */
- desclen = 0;
- for (i = 0; i < params->w + params->h; i++) {
- if (i < params->w)
- rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
- else
- rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
- params->w, 1);
- if (rowlen > 0) {
- for (j = 0; j < rowlen; j++) {
- desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
- }
- } else {
- desclen++;
- }
- }
- desc = snewn(desclen, char);
- descpos = 0;
- for (i = 0; i < params->w + params->h; i++) {
- if (i < params->w)
- rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
- else
- rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
- params->w, 1);
- if (rowlen > 0) {
- for (j = 0; j < rowlen; j++) {
- int len = sprintf(desc+descpos, "%d", rowdata[j]);
- if (j+1 < rowlen)
- desc[descpos + len] = '.';
- else
- desc[descpos + len] = '/';
- descpos += len+1;
- }
- } else {
- desc[descpos++] = '/';
- }
- }
- assert(descpos == desclen);
- assert(desc[desclen-1] == '/');
- desc[desclen-1] = '\0';
- #ifdef STANDALONE_PICTURE_GENERATOR
- for (i = 0; i < params->w * params->h; i++)
- if (state->common->immutable[i])
- break;
- if (i < params->w * params->h) {
- /*
- * At least one immutable square, so we need a suffix.
- */
- int run;
- desc = sresize(desc, desclen + params->w * params->h + 3, char);
- desc[descpos-1] = ',';
- run = 0;
- for (i = 0; i < params->w * params->h; i++) {
- if (!state->common->immutable[i]) {
- run++;
- if (run == 25) {
- desc[descpos++] = 'z';
- run = 0;
- }
- } else {
- desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
- run = 0;
- }
- }
- if (run > 0)
- desc[descpos++] = run + 'a';
- desc[descpos] = '\0';
- }
- sfree(state->common->immutable);
- sfree(state->common);
- sfree(state);
- #endif
- sfree(rowdata);
- sfree(grid);
- return desc;
- }
- static const char *validate_desc(const game_params *params, const char *desc)
- {
- int i, n, rowspace;
- const char *p;
- for (i = 0; i < params->w + params->h; i++) {
- if (i < params->w)
- rowspace = params->h + 1;
- else
- rowspace = params->w + 1;
- if (*desc && isdigit((unsigned char)*desc)) {
- do {
- p = desc;
- while (*desc && isdigit((unsigned char)*desc)) desc++;
- n = atoi(p);
- if (n <= 0)
- return "all clues must be positive";
- if (n > INT_MAX - 1)
- return "at least one clue is grossly excessive";
- rowspace -= n+1;
- if (rowspace < 0) {
- if (i < params->w)
- return "at least one column contains more numbers than will fit";
- else
- return "at least one row contains more numbers than will fit";
- }
- } while (*desc++ == '.');
- } else {
- desc++; /* expect a slash immediately */
- }
- if (desc[-1] == '/') {
- if (i+1 == params->w + params->h)
- return "too many row/column specifications";
- } else if (desc[-1] == '\0' || desc[-1] == ',') {
- if (i+1 < params->w + params->h)
- return "too few row/column specifications";
- } else
- return "unrecognised character in game specification";
- }
- if (desc[-1] == ',') {
- /*
- * Optional extra piece of game description which fills in
- * some grid squares as extra clues.
- */
- i = 0;
- while (i < params->w * params->h) {
- int c = (unsigned char)*desc++;
- if ((c >= 'a' && c <= 'z') ||
- (c >= 'A' && c <= 'Z')) {
- int len = tolower(c) - 'a';
- i += len;
- if (len < 25 && i < params->w*params->h)
- i++;
- if (i > params->w * params->h) {
- return "too much data in clue-squares section";
- }
- } else if (!c) {
- return "too little data in clue-squares section";
- } else {
- return "unrecognised character in clue-squares section";
- }
- }
- if (*desc) {
- return "too much data in clue-squares section";
- }
- }
- return NULL;
- }
- static game_state *new_game(midend *me, const game_params *params,
- const char *desc)
- {
- int i, j;
- const char *p;
- game_state *state = snew(game_state);
- state->common = snew(game_state_common);
- state->common->refcount = 1;
- state->common->w = params->w;
- state->common->h = params->h;
- state->grid = snewn(state->common->w * state->common->h, unsigned char);
- memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
- state->common->immutable = snewn(state->common->w * state->common->h,
- bool);
- memset(state->common->immutable, 0,
- state->common->w * state->common->h * sizeof(bool));
- state->common->rowsize = max(state->common->w, state->common->h);
- state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
- state->common->rowlen = snewn(state->common->w + state->common->h, int);
- state->completed = state->cheated = false;
- for (i = 0; i < params->w + params->h; i++) {
- state->common->rowlen[i] = 0;
- if (*desc && isdigit((unsigned char)*desc)) {
- do {
- p = desc;
- while (*desc && isdigit((unsigned char)*desc)) desc++;
- state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
- atoi(p);
- } while (*desc++ == '.');
- } else {
- desc++; /* expect a slash immediately */
- }
- }
- /*
- * Choose a font size based on the clues. If any column clue is
- * more than one digit, switch to the smaller size.
- */
- state->common->fontsize = FS_LARGE;
- for (i = 0; i < params->w; i++)
- for (j = 0; j < state->common->rowlen[i]; j++)
- if (state->common->rowdata[state->common->rowsize * i + j] >= 10)
- state->common->fontsize = FS_SMALL;
- /*
- * We might also need to use the small font if there are lots of
- * row clues. We assume that all clues are one digit and that a
- * single-digit clue takes up 1.5 tiles, of which the clue is 0.5
- * tiles and the space is 1.0 tiles.
- */
- for (i = params->w; i < params->w + params->h; i++)
- if ((state->common->rowlen[i] * 3 - 2) >
- TLBORDER(state->common->w) * 2)
- state->common->fontsize = FS_SMALL;
- if (desc[-1] == ',') {
- /*
- * Optional extra piece of game description which fills in
- * some grid squares as extra clues.
- */
- i = 0;
- while (i < params->w * params->h) {
- int c = (unsigned char)*desc++;
- bool full = isupper(c);
- int len = tolower(c) - 'a';
- i += len;
- if (len < 25 && i < params->w*params->h) {
- state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
- state->common->immutable[i] = true;
- i++;
- }
- }
- }
- return state;
- }
- static game_state *dup_game(const game_state *state)
- {
- game_state *ret = snew(game_state);
- ret->common = state->common;
- ret->common->refcount++;
- ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
- memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
- ret->completed = state->completed;
- ret->cheated = state->cheated;
- return ret;
- }
- static void free_game(game_state *state)
- {
- if (--state->common->refcount == 0) {
- sfree(state->common->rowdata);
- sfree(state->common->rowlen);
- sfree(state->common->immutable);
- sfree(state->common);
- }
- sfree(state->grid);
- sfree(state);
- }
- static char *solve_game(const game_state *state, const game_state *currstate,
- const char *ai, const char **error)
- {
- unsigned char *matrix;
- int w = state->common->w, h = state->common->h;
- int i;
- char *ret;
- int max;
- bool ok;
- unsigned char *workspace;
- unsigned int *changed_h, *changed_w;
- int *rowdata;
- /*
- * If we already have the solved state in ai, copy it out.
- */
- if (ai)
- return dupstr(ai);
- max = max(w, h);
- matrix = snewn(w*h, unsigned char);
- workspace = snewn(max*7, unsigned char);
- changed_h = snewn(max+1, unsigned int);
- changed_w = snewn(max+1, unsigned int);
- rowdata = snewn(max+1, int);
- ok = solve_puzzle(state, NULL, w, h, matrix, workspace,
- changed_h, changed_w, rowdata, 0);
- sfree(workspace);
- sfree(changed_h);
- sfree(changed_w);
- sfree(rowdata);
- if (!ok) {
- sfree(matrix);
- *error = "Solving algorithm cannot complete this puzzle";
- return NULL;
- }
- ret = snewn(w*h+2, char);
- ret[0] = 'S';
- for (i = 0; i < w*h; i++) {
- assert(matrix[i] == BLOCK || matrix[i] == DOT);
- ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
- }
- ret[w*h+1] = '\0';
- sfree(matrix);
- return ret;
- }
- static bool game_can_format_as_text_now(const game_params *params)
- {
- return true;
- }
- static char *game_text_format(const game_state *state)
- {
- int w = state->common->w, h = state->common->h, i, j;
- int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
- int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
- char *board, *buf;
- for (i = 0; i < w; ++i) {
- top_gap = max(top_gap, state->common->rowlen[i]);
- for (j = 0; j < state->common->rowlen[i]; ++j)
- while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
- ++cw;
- limit *= 10;
- }
- }
- for (i = 0; i < h; ++i) {
- int rowlen = 0;
- bool predecessors = false;
- for (j = 0; j < state->common->rowlen[i+w]; ++j) {
- int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
- rowlen += predecessors;
- predecessors = true;
- do ++rowlen; while (copy /= 10);
- }
- left_gap = max(left_gap, rowlen);
- }
- cw = max(cw, 3);
- gw = w*cw + 2;
- gh = h*ch + 1;
- lw = gw + left_gap;
- lh = gh + top_gap;
- len = lw * lh;
- topleft = lw * top_gap + left_gap;
- board = snewn(len + 1, char);
- sprintf(board, "%*s\n", len - 2, "");
- for (i = 0; i < lh; ++i) {
- board[lw - 1 + i*lw] = '\n';
- if (i < top_gap) continue;
- board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
- }
- for (i = 0; i < w; ++i) {
- for (j = 0; j < state->common->rowlen[i]; ++j) {
- int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
- int nch = sprintf(board + cell, "%*d", cw - 1,
- state->common->rowdata[i*state->common->rowsize + j]);
- board[cell + nch] = ' '; /* de-NUL-ify */
- }
- }
- buf = snewn(left_gap, char);
- for (i = 0; i < h; ++i) {
- char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
- for (j = 0; j < state->common->rowlen[i+w]; ++j) {
- if (p > buf) *p++ = ' ';
- p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
- }
- memcpy(start - (p - buf), buf, p - buf);
- }
- for (i = 0; i < w; ++i) {
- for (j = 0; j < h; ++j) {
- int cell = topleft + i*cw + j*ch*lw;
- int center = cell + cw/2 + (ch/2)*lw;
- int dx, dy;
- board[cell] = false ? center : '+';
- for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
- for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
- if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
- for (dx = 1; dx < cw; ++dx)
- for (dy = 1; dy < ch; ++dy)
- board[cell + dx + dy*lw] =
- state->grid[i*w+j] == GRID_FULL ? '#' : '.';
- }
- }
- memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
- sfree(buf);
- return board;
- }
- struct game_ui {
- bool dragging;
- int drag_start_x;
- int drag_start_y;
- int drag_end_x;
- int drag_end_y;
- int drag, release, state;
- int cur_x, cur_y;
- bool cur_visible;
- };
- static game_ui *new_ui(const game_state *state)
- {
- game_ui *ret;
- ret = snew(game_ui);
- ret->dragging = false;
- ret->cur_x = ret->cur_y = 0;
- ret->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false);
- return ret;
- }
- static void free_ui(game_ui *ui)
- {
- sfree(ui);
- }
- static void game_changed_state(game_ui *ui, const game_state *oldstate,
- const game_state *newstate)
- {
- }
- static const char *current_key_label(const game_ui *ui,
- const game_state *state, int button)
- {
- if (IS_CURSOR_SELECT(button)) {
- if (!ui->cur_visible) return "";
- switch (state->grid[ui->cur_y * state->common->w + ui->cur_x]) {
- case GRID_UNKNOWN:
- return button == CURSOR_SELECT ? "Black" : "White";
- case GRID_FULL:
- return button == CURSOR_SELECT ? "White" : "Grey";
- case GRID_EMPTY:
- return button == CURSOR_SELECT ? "Grey" : "Black";
- }
- }
- return "";
- }
- struct game_drawstate {
- bool started;
- int w, h;
- int tilesize;
- unsigned char *visible, *numcolours;
- int cur_x, cur_y;
- char *strbuf; /* Used for formatting clues. */
- };
- static char *interpret_move(const game_state *state, game_ui *ui,
- const game_drawstate *ds,
- int x, int y, int button)
- {
- bool control = button & MOD_CTRL, shift = button & MOD_SHFT;
- button &= ~MOD_MASK;
- x = FROMCOORD(state->common->w, x);
- y = FROMCOORD(state->common->h, y);
- if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
- (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
- button == MIDDLE_BUTTON)) {
- #ifdef STYLUS_BASED
- int currstate = state->grid[y * state->common->w + x];
- #endif
- ui->dragging = true;
- if (button == LEFT_BUTTON) {
- ui->drag = LEFT_DRAG;
- ui->release = LEFT_RELEASE;
- #ifdef STYLUS_BASED
- ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
- #else
- ui->state = GRID_FULL;
- #endif
- } else if (button == RIGHT_BUTTON) {
- ui->drag = RIGHT_DRAG;
- ui->release = RIGHT_RELEASE;
- #ifdef STYLUS_BASED
- ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
- #else
- ui->state = GRID_EMPTY;
- #endif
- } else /* if (button == MIDDLE_BUTTON) */ {
- ui->drag = MIDDLE_DRAG;
- ui->release = MIDDLE_RELEASE;
- ui->state = GRID_UNKNOWN;
- }
- ui->drag_start_x = ui->drag_end_x = x;
- ui->drag_start_y = ui->drag_end_y = y;
- ui->cur_visible = false;
- return MOVE_UI_UPDATE;
- }
- if (ui->dragging && button == ui->drag) {
- /*
- * There doesn't seem much point in allowing a rectangle
- * drag; people will generally only want to drag a single
- * horizontal or vertical line, so we make that easy by
- * snapping to it.
- *
- * Exception: if we're _middle_-button dragging to tag
- * things as UNKNOWN, we may well want to trash an entire
- * area and start over!
- */
- if (ui->state != GRID_UNKNOWN) {
- if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
- y = ui->drag_start_y;
- else
- x = ui->drag_start_x;
- }
- if (x < 0) x = 0;
- if (y < 0) y = 0;
- if (x >= state->common->w) x = state->common->w - 1;
- if (y >= state->common->h) y = state->common->h - 1;
- ui->drag_end_x = x;
- ui->drag_end_y = y;
- return MOVE_UI_UPDATE;
- }
- if (ui->dragging && button == ui->release) {
- int x1, x2, y1, y2, xx, yy;
- bool move_needed = false;
- x1 = min(ui->drag_start_x, ui->drag_end_x);
- x2 = max(ui->drag_start_x, ui->drag_end_x);
- y1 = min(ui->drag_start_y, ui->drag_end_y);
- y2 = max(ui->drag_start_y, ui->drag_end_y);
- for (yy = y1; yy <= y2; yy++)
- for (xx = x1; xx <= x2; xx++)
- if (!state->common->immutable[yy * state->common->w + xx] &&
- state->grid[yy * state->common->w + xx] != ui->state)
- move_needed = true;
- ui->dragging = false;
- if (move_needed) {
- char buf[80];
- sprintf(buf, "%c%d,%d,%d,%d",
- (char)(ui->state == GRID_FULL ? 'F' :
- ui->state == GRID_EMPTY ? 'E' : 'U'),
- x1, y1, x2-x1+1, y2-y1+1);
- return dupstr(buf);
- } else
- return MOVE_UI_UPDATE;
- }
- if (IS_CURSOR_MOVE(button)) {
- int x = ui->cur_x, y = ui->cur_y, newstate;
- char buf[80];
- move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, false);
- ui->cur_visible = true;
- if (!control && !shift) return MOVE_UI_UPDATE;
- newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
- if (state->grid[y * state->common->w + x] == newstate &&
- state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
- return MOVE_UI_UPDATE;
- sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
- min(x, ui->cur_x), min(y, ui->cur_y),
- abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
- return dupstr(buf);
- }
- if (IS_CURSOR_SELECT(button)) {
- int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
- int newstate;
- char buf[80];
- if (!ui->cur_visible) {
- ui->cur_visible = true;
- return MOVE_UI_UPDATE;
- }
- if (button == CURSOR_SELECT2)
- newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
- currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
- else
- newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
- currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
- sprintf(buf, "%c%d,%d,%d,%d",
- (char)(newstate == GRID_FULL ? 'F' :
- newstate == GRID_EMPTY ? 'E' : 'U'),
- ui->cur_x, ui->cur_y, 1, 1);
- return dupstr(buf);
- }
- return NULL;
- }
- static game_state *execute_move(const game_state *from, const char *move)
- {
- game_state *ret;
- int x1, x2, y1, y2, xx, yy;
- int val;
- if (move[0] == 'S' &&
- strlen(move) == from->common->w * from->common->h + 1) {
- int i;
- ret = dup_game(from);
- for (i = 0; i < ret->common->w * ret->common->h; i++)
- ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
- ret->completed = ret->cheated = true;
- return ret;
- } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
- sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
- x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
- y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
- x2 += x1;
- y2 += y1;
- val = (move[0] == 'F' ? GRID_FULL :
- move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
- ret = dup_game(from);
- for (yy = y1; yy < y2; yy++)
- for (xx = x1; xx < x2; xx++)
- if (!ret->common->immutable[yy * ret->common->w + xx])
- ret->grid[yy * ret->common->w + xx] = val;
- /*
- * An actual change, so check to see if we've completed the
- * game.
- */
- if (!ret->completed) {
- int *rowdata = snewn(ret->common->rowsize, int);
- int i, len;
- ret->completed = true;
- for (i=0; i<ret->common->w; i++) {
- len = compute_rowdata(rowdata, ret->grid+i,
- ret->common->h, ret->common->w);
- if (len != ret->common->rowlen[i] ||
- memcmp(ret->common->rowdata+i*ret->common->rowsize,
- rowdata, len * sizeof(int))) {
- ret->completed = false;
- break;
- }
- }
- for (i=0; i<ret->common->h; i++) {
- len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
- ret->common->w, 1);
- if (len != ret->common->rowlen[i+ret->common->w] ||
- memcmp(ret->common->rowdata +
- (i+ret->common->w)*ret->common->rowsize,
- rowdata, len * sizeof(int))) {
- ret->completed = false;
- break;
- }
- }
- sfree(rowdata);
- }
- return ret;
- } else
- return NULL;
- }
- /* ----------------------------------------------------------------------
- * Error-checking during gameplay.
- */
- /*
- * The difficulty in error-checking Pattern is to make the error check
- * _weak_ enough. The most obvious way would be to check each row and
- * column by calling (a modified form of) do_row() to recursively
- * analyse the row contents against the clue set and see if the
- * GRID_UNKNOWNs could be filled in in any way that would end up
- * correct. However, this turns out to be such a strong error check as
- * to constitute a spoiler in many situations: you make a typo while
- * trying to fill in one row, and not only does the row light up to
- * indicate an error, but several columns crossed by the move also
- * light up and draw your attention to deductions you hadn't even
- * noticed you could make.
- *
- * So instead I restrict error-checking to 'complete runs' within a
- * row, by which I mean contiguous sequences of GRID_FULL bounded at
- * both ends by either GRID_EMPTY or the ends of the row. We identify
- * all the complete runs in a row, and verify that _those_ are
- * consistent with the row's clue list. Sequences of complete runs
- * separated by solid GRID_EMPTY are required to match contiguous
- * sequences in the clue list, whereas if there's at least one
- * GRID_UNKNOWN between any two complete runs then those two need not
- * be contiguous in the clue list.
- *
- * To simplify the edge cases, I pretend that the clue list for the
- * row is extended with a 0 at each end, and I also pretend that the
- * grid data for the row is extended with a GRID_EMPTY and a
- * zero-length run at each end. This permits the contiguity checker to
- * handle the fiddly end effects (e.g. if the first contiguous
- * sequence of complete runs in the grid matches _something_ in the
- * clue list but not at the beginning, this is allowable iff there's a
- * GRID_UNKNOWN before the first one) with minimal faff, since the end
- * effects just drop out as special cases of the normal inter-run
- * handling (in this code the above case is not 'at the end of the
- * clue list' at all, but between the implicit initial zero run and
- * the first nonzero one).
- *
- * We must also be a little careful about how we search for a
- * contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
- * suppose we see a GRID_UNKNOWN and then a length-1 run. We search
- * for 1 in the clue list and find it at the very beginning. But now
- * suppose we find a length-2 run with no GRID_UNKNOWN before it. We
- * can't naively look at the next clue from the 1 we found, because
- * that'll be the second 1 and won't match. Instead, we must backtrack
- * by observing that the 2 we've just found must be contiguous with
- * the 1 we've already seen, so we search for the sequence (1 2) and
- * find it starting at the second 1. Now if we see a 3, we must
- * rethink again and search for (1 2 3).
- */
- struct errcheck_state {
- /*
- * rowdata and rowlen point at the clue data for this row in the
- * game state.
- */
- int *rowdata;
- int rowlen;
- /*
- * rowpos indicates the lowest position where it would be valid to
- * see our next run length. It might be equal to rowlen,
- * indicating that the next run would have to be the terminating 0.
- */
- int rowpos;
- /*
- * ncontig indicates how many runs we've seen in a contiguous
- * block. This is taken into account when searching for the next
- * run we find, unless ncontig is zeroed out first by encountering
- * a GRID_UNKNOWN.
- */
- int ncontig;
- };
- static bool errcheck_found_run(struct errcheck_state *es, int r)
- {
- /* Macro to handle the pretence that rowdata has a 0 at each end */
- #define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
- /*
- * See if we can find this new run length at a position where it
- * also matches the last 'ncontig' runs we've seen.
- */
- int i, newpos;
- for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
- if (ROWDATA(newpos) != r)
- goto notfound;
- for (i = 1; i <= es->ncontig; i++)
- if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
- goto notfound;
- es->rowpos = newpos+1;
- es->ncontig++;
- return true;
- notfound:;
- }
- return false;
- #undef ROWDATA
- }
- static bool check_errors(const game_state *state, int i)
- {
- int start, step, end, j;
- int val, runlen;
- struct errcheck_state aes, *es = &aes;
- es->rowlen = state->common->rowlen[i];
- es->rowdata = state->common->rowdata + state->common->rowsize * i;
- /* Pretend that we've already encountered the initial zero run */
- es->ncontig = 1;
- es->rowpos = 0;
- if (i < state->common->w) {
- start = i;
- step = state->common->w;
- end = start + step * state->common->h;
- } else {
- start = (i - state->common->w) * state->common->w;
- step = 1;
- end = start + step * state->common->w;
- }
- runlen = -1;
- for (j = start - step; j <= end; j += step) {
- if (j < start || j == end)
- val = GRID_EMPTY;
- else
- val = state->grid[j];
- if (val == GRID_UNKNOWN) {
- runlen = -1;
- es->ncontig = 0;
- } else if (val == GRID_FULL) {
- if (runlen >= 0)
- runlen++;
- } else if (val == GRID_EMPTY) {
- if (runlen > 0) {
- if (!errcheck_found_run(es, runlen))
- return true; /* error! */
- }
- runlen = 0;
- }
- }
- /* Signal end-of-row by sending errcheck_found_run the terminating
- * zero run, which will be marked as contiguous with the previous
- * run if and only if there hasn't been a GRID_UNKNOWN before. */
- if (!errcheck_found_run(es, 0))
- return true; /* error at the last minute! */
- return false; /* no error */
- }
- /* ----------------------------------------------------------------------
- * Drawing routines.
- */
- static void game_compute_size(const game_params *params, int tilesize,
- const game_ui *ui, int *x, int *y)
- {
- /* Ick: fake up `ds->tilesize' for macro expansion purposes */
- struct { int tilesize; } ads, *ds = &ads;
- ads.tilesize = tilesize;
- *x = SIZE(params->w);
- *y = SIZE(params->h);
- }
- static void game_set_size(drawing *dr, game_drawstate *ds,
- const game_params *params, int tilesize)
- {
- ds->tilesize = tilesize;
- }
- static float *game_colours(frontend *fe, int *ncolours)
- {
- float *ret = snewn(3 * NCOLOURS, float);
- int i;
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- for (i = 0; i < 3; i++) {
- ret[COL_GRID * 3 + i] = 0.3F;
- ret[COL_UNKNOWN * 3 + i] = 0.5F;
- ret[COL_TEXT * 3 + i] = 0.0F;
- ret[COL_FULL * 3 + i] = 0.0F;
- ret[COL_EMPTY * 3 + i] = 1.0F;
- ret[COL_CURSOR_GUIDE * 3 + i] = 0.5F;
- }
- ret[COL_CURSOR * 3 + 0] = 1.0F;
- ret[COL_CURSOR * 3 + 1] = 0.25F;
- ret[COL_CURSOR * 3 + 2] = 0.25F;
- ret[COL_ERROR * 3 + 0] = 1.0F;
- ret[COL_ERROR * 3 + 1] = 0.0F;
- ret[COL_ERROR * 3 + 2] = 0.0F;
- *ncolours = NCOLOURS;
- return ret;
- }
- static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
- {
- struct game_drawstate *ds = snew(struct game_drawstate);
- ds->started = false;
- ds->w = state->common->w;
- ds->h = state->common->h;
- ds->visible = snewn(ds->w * ds->h, unsigned char);
- ds->tilesize = 0; /* not decided yet */
- memset(ds->visible, 255, ds->w * ds->h);
- ds->numcolours = snewn(ds->w + ds->h, unsigned char);
- memset(ds->numcolours, 255, ds->w + ds->h);
- ds->cur_x = ds->cur_y = 0;
- ds->strbuf = snewn(state->common->rowsize *
- MAX_DIGITS(*state->common->rowdata) + 1, char);
- return ds;
- }
- static void game_free_drawstate(drawing *dr, game_drawstate *ds)
- {
- sfree(ds->visible);
- sfree(ds->numcolours);
- sfree(ds->strbuf);
- sfree(ds);
- }
- static void grid_square(drawing *dr, game_drawstate *ds,
- int y, int x, int state, bool cur)
- {
- int xl, xr, yt, yb, dx, dy, dw, dh;
- draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
- TILE_SIZE, TILE_SIZE, COL_GRID);
- xl = (x % 5 == 0 ? 1 : 0);
- yt = (y % 5 == 0 ? 1 : 0);
- xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
- yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
- dx = TOCOORD(ds->w, x) + 1 + xl;
- dy = TOCOORD(ds->h, y) + 1 + yt;
- dw = TILE_SIZE - xl - xr - 1;
- dh = TILE_SIZE - yt - yb - 1;
- draw_rect(dr, dx, dy, dw, dh,
- (state == GRID_FULL ? COL_FULL :
- state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
- if (cur) {
- draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
- draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
- }
- draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
- TILE_SIZE, TILE_SIZE);
- }
- /*
- * Draw the numbers for a single row or column.
- */
- static void draw_numbers(
- drawing *dr, game_drawstate *ds, const game_state *state,
- int i, bool erase, int colour)
- {
- int rowlen = state->common->rowlen[i];
- int *rowdata = state->common->rowdata + state->common->rowsize * i;
- int nfit;
- int j;
- int rx, ry, rw, rh;
- int fontsize;
- if (i < state->common->w) {
- rx = TOCOORD(state->common->w, i);
- ry = 0;
- rw = TILE_SIZE;
- rh = BORDER + TLBORDER(state->common->h) * TILE_SIZE;
- } else {
- rx = 0;
- ry = TOCOORD(state->common->h, i - state->common->w);
- rw = BORDER + TLBORDER(state->common->w) * TILE_SIZE;
- rh = TILE_SIZE;
- }
- clip(dr, rx, ry, rw, rh);
- if (erase)
- draw_rect(dr, rx, ry, rw, rh, COL_BACKGROUND);
- /*
- * Choose a font size that's suitable for the lengths of clue.
- * Only column clues are interesting because row clues can be
- * spaced out independent of the tile size. For column clues, we
- * want to go as large as practical while leaving decent space
- * between horizintally adjacent clues. We currently distinguish
- * two cases: FS_LARGE is when all column clues are single digits,
- * and FS_SMALL in all other cases.
- *
- * If we assume that a digit is about 0.6em wide, and we want
- * about that space between clues, then FS_LARGE should be
- * TILESIZE/1.2. If we also assume that clues are at most two
- * digits long then the case where adjacent clues are two digits
- * long requries FS_SMALL to be TILESIZE/1.8.
- */
- fontsize = (TILE_SIZE + 0.5F) /
- (state->common->fontsize == FS_LARGE ? 1.2F : 1.8F);
- /*
- * Normally I space the numbers out by the same distance as the
- * tile size. However, if there are more numbers than available
- * spaces, I have to squash them up a bit.
- */
- if (i < state->common->w)
- nfit = TLBORDER(state->common->h);
- else
- nfit = TLBORDER(state->common->w);
- nfit = max(rowlen, nfit) - 1;
- assert(nfit > 0);
- if (i < state->common->w) {
- for (j = 0; j < rowlen; j++) {
- int x, y;
- char str[MAX_DIGITS(*rowdata) + 1];
- x = rx;
- y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
- y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
- sprintf(str, "%d", rowdata[j]);
- draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
- fontsize, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
- }
- } else {
- int x, y;
- size_t off = 0;
- const char *spaces = " ";
- assert(rowlen <= state->common->rowsize);
- *ds->strbuf = '\0';
- /* Squish up a bit if there are lots of clues. */
- if (rowlen > TLBORDER(state->common->w)) spaces++;
- for (j = 0; j < rowlen; j++)
- off += sprintf(ds->strbuf + off, "%s%d",
- j ? spaces : "", rowdata[j]);
- y = ry;
- x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
- draw_text(dr, x+TILE_SIZE, y+TILE_SIZE/2, FONT_VARIABLE,
- fontsize, ALIGN_HRIGHT | ALIGN_VCENTRE, colour, ds->strbuf);
- }
- unclip(dr);
- draw_update(dr, rx, ry, rw, rh);
- }
- static void game_redraw(drawing *dr, game_drawstate *ds,
- const game_state *oldstate, const game_state *state,
- int dir, const game_ui *ui,
- float animtime, float flashtime)
- {
- int i, j;
- int x1, x2, y1, y2;
- int cx, cy;
- bool cmoved;
- if (!ds->started) {
- /*
- * Draw the grid outline.
- */
- draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
- ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
- COL_GRID);
- ds->started = true;
- draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
- }
- if (ui->dragging) {
- x1 = min(ui->drag_start_x, ui->drag_end_x);
- x2 = max(ui->drag_start_x, ui->drag_end_x);
- y1 = min(ui->drag_start_y, ui->drag_end_y);
- y2 = max(ui->drag_start_y, ui->drag_end_y);
- } else {
- x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
- }
- if (ui->cur_visible) {
- cx = ui->cur_x; cy = ui->cur_y;
- } else {
- cx = cy = -1;
- }
- cmoved = (cx != ds->cur_x || cy != ds->cur_y);
- /*
- * Now draw any grid squares which have changed since last
- * redraw.
- */
- for (i = 0; i < ds->h; i++) {
- for (j = 0; j < ds->w; j++) {
- int val;
- bool cc = false;
- /*
- * Work out what state this square should be drawn in,
- * taking any current drag operation into account.
- */
- if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
- !state->common->immutable[i * state->common->w + j])
- val = ui->state;
- else
- val = state->grid[i * state->common->w + j];
- if (cmoved) {
- /* the cursor has moved; if we were the old or
- * the new cursor position we need to redraw. */
- if (j == cx && i == cy) cc = true;
- if (j == ds->cur_x && i == ds->cur_y) cc = true;
- }
- /*
- * Briefly invert everything twice during a completion
- * flash.
- */
- if (flashtime > 0 &&
- (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
- val != GRID_UNKNOWN)
- val = (GRID_FULL ^ GRID_EMPTY) ^ val;
- if (ds->visible[i * ds->w + j] != val || cc) {
- grid_square(dr, ds, i, j, val,
- (j == cx && i == cy));
- ds->visible[i * ds->w + j] = val;
- }
- }
- }
- ds->cur_x = cx; ds->cur_y = cy;
- /*
- * Redraw any numbers which have changed their colour due to error
- * indication.
- */
- for (i = 0; i < state->common->w + state->common->h; i++) {
- int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
- if (colour == COL_TEXT && ((cx >= 0 && i == cx) || (cy >= 0 && i == cy + ds->w))) {
- colour = COL_CURSOR_GUIDE;
- }
- if (ds->numcolours[i] != colour) {
- draw_numbers(dr, ds, state, i, true, colour);
- ds->numcolours[i] = colour;
- }
- }
- }
- static float game_anim_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- return 0.0F;
- }
- static float game_flash_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- if (!oldstate->completed && newstate->completed &&
- !oldstate->cheated && !newstate->cheated)
- return FLASH_TIME;
- return 0.0F;
- }
- static void game_get_cursor_location(const game_ui *ui,
- const game_drawstate *ds,
- const game_state *state,
- const game_params *params,
- int *x, int *y, int *w, int *h)
- {
- if(ui->cur_visible) {
- *x = TOCOORD(ds->w, ui->cur_x);
- *y = TOCOORD(ds->h, ui->cur_y);
- *w = *h = TILE_SIZE;
- }
- }
- static int game_status(const game_state *state)
- {
- return state->completed ? +1 : 0;
- }
- static void game_print_size(const game_params *params, const game_ui *ui,
- float *x, float *y)
- {
- int pw, ph;
- /*
- * I'll use 5mm squares by default.
- */
- game_compute_size(params, 500, ui, &pw, &ph);
- *x = pw / 100.0F;
- *y = ph / 100.0F;
- }
- static void game_print(drawing *dr, const game_state *state, const game_ui *ui,
- int tilesize)
- {
- int w = state->common->w, h = state->common->h;
- int ink = print_mono_colour(dr, 0);
- int x, y, i;
- /* Ick: fake up `ds->tilesize' for macro expansion purposes */
- game_drawstate ads, *ds = &ads;
- game_set_size(dr, ds, NULL, tilesize);
- /*
- * Border.
- */
- print_line_width(dr, TILE_SIZE / 16);
- draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
- w*TILE_SIZE, h*TILE_SIZE, ink);
- /*
- * Grid.
- */
- for (x = 1; x < w; x++) {
- print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
- draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
- TOCOORD(w, x), TOCOORD(h, h), ink);
- }
- for (y = 1; y < h; y++) {
- print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
- draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
- TOCOORD(w, w), TOCOORD(h, y), ink);
- }
- /*
- * Clues.
- */
- for (i = 0; i < state->common->w + state->common->h; i++)
- draw_numbers(dr, ds, state, i, false, ink);
- /*
- * Solution.
- */
- print_line_width(dr, TILE_SIZE / 128);
- for (y = 0; y < h; y++)
- for (x = 0; x < w; x++) {
- if (state->grid[y*w+x] == GRID_FULL)
- draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
- TILE_SIZE, TILE_SIZE, ink);
- else if (state->grid[y*w+x] == GRID_EMPTY)
- draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
- TOCOORD(h, y) + TILE_SIZE/2,
- TILE_SIZE/12, ink, ink);
- }
- }
- #ifdef COMBINED
- #define thegame pattern
- #endif
- const struct game thegame = {
- "Pattern", "games.pattern", "pattern",
- default_params,
- game_fetch_preset, NULL,
- decode_params,
- encode_params,
- free_params,
- dup_params,
- true, game_configure, custom_params,
- validate_params,
- new_game_desc,
- validate_desc,
- new_game,
- dup_game,
- free_game,
- true, solve_game,
- true, game_can_format_as_text_now, game_text_format,
- NULL, NULL, /* get_prefs, set_prefs */
- new_ui,
- free_ui,
- NULL, /* encode_ui */
- NULL, /* decode_ui */
- NULL, /* game_request_keys */
- game_changed_state,
- current_key_label,
- interpret_move,
- execute_move,
- PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
- game_colours,
- game_new_drawstate,
- game_free_drawstate,
- game_redraw,
- game_anim_length,
- game_flash_length,
- game_get_cursor_location,
- game_status,
- true, false, game_print_size, game_print,
- false, /* wants_statusbar */
- false, NULL, /* timing_state */
- REQUIRE_RBUTTON, /* flags */
- };
- #ifdef STANDALONE_SOLVER
- int main(int argc, char **argv)
- {
- game_params *p;
- game_state *s;
- char *id = NULL, *desc;
- const char *err;
- while (--argc > 0) {
- char *p = *++argv;
- if (*p == '-') {
- if (!strcmp(p, "-v")) {
- verbose = true;
- } else {
- fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
- return 1;
- }
- } else {
- id = p;
- }
- }
- if (!id) {
- fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
- return 1;
- }
- desc = strchr(id, ':');
- if (!desc) {
- fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
- return 1;
- }
- *desc++ = '\0';
- p = default_params();
- decode_params(p, id);
- err = validate_desc(p, desc);
- if (err) {
- fprintf(stderr, "%s: %s\n", argv[0], err);
- return 1;
- }
- s = new_game(NULL, p, desc);
- {
- int w = p->w, h = p->h, i, j, max, cluewid = 0;
- unsigned char *matrix, *workspace;
- unsigned int *changed_h, *changed_w;
- int *rowdata;
- matrix = snewn(w*h, unsigned char);
- max = max(w, h);
- workspace = snewn(max*7, unsigned char);
- changed_h = snewn(max+1, unsigned int);
- changed_w = snewn(max+1, unsigned int);
- rowdata = snewn(max+1, int);
- if (verbose) {
- int thiswid;
- /*
- * Work out the maximum text width of the clue numbers
- * in a row or column, so we can print the solver's
- * working in a nicely lined up way.
- */
- for (i = 0; i < (w+h); i++) {
- char buf[80];
- for (thiswid = -1, j = 0; j < s->common->rowlen[i]; j++)
- thiswid += sprintf
- (buf, " %d",
- s->common->rowdata[s->common->rowsize*i+j]);
- if (cluewid < thiswid)
- cluewid = thiswid;
- }
- }
- solve_puzzle(s, NULL, w, h, matrix, workspace,
- changed_h, changed_w, rowdata, cluewid);
- for (i = 0; i < h; i++) {
- for (j = 0; j < w; j++) {
- int c = (matrix[i*w+j] == UNKNOWN ? '?' :
- matrix[i*w+j] == BLOCK ? '#' :
- matrix[i*w+j] == DOT ? '.' :
- '!');
- putchar(c);
- }
- printf("\n");
- }
- }
- return 0;
- }
- #endif
- #ifdef STANDALONE_PICTURE_GENERATOR
- /*
- * Main program for the standalone picture generator. To use it,
- * simply provide it with an XBM-format bitmap file (note XBM, not
- * XPM) on standard input, and it will output a game ID in return.
- * For example:
- *
- * $ ./patternpicture < calligraphic-A.xbm
- * 15x15:2/4/2/2/2/3/3/3.1/3.1/3.1/11/14/12/6/1/2/2/3/4/5/1.3/2.3/1.3/2.3/1.4/9/1.1.3/2.2.3/5.4/3.2
- *
- * That looks easy, of course - all the program has done is to count
- * up the clue numbers! But in fact, it's done more than that: it's
- * also checked that the result is uniquely soluble from just the
- * numbers. If it hadn't been, then it would have also left some
- * filled squares in the playing area as extra clues.
- *
- * $ ./patternpicture < cube.xbm
- * 15x15:10/2.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.10/1.1.1/1.1.1/1.1.1/2.1/10/10/1.2/1.1.1/1.1.1/1.1.1/10.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.1.1/1.2/10,TNINzzzzGNzw
- *
- * This enables a reasonably convenient design workflow for coming up
- * with pictorial Pattern puzzles which _are_ uniquely soluble without
- * those inelegant pre-filled squares. Fire up a bitmap editor (X11
- * bitmap(1) is good enough), save a trial .xbm, and then test it by
- * running a command along the lines of
- *
- * $ ./pattern $(./patternpicture < test.xbm)
- *
- * If the resulting window pops up with some pre-filled squares, then
- * that tells you which parts of the image are giving rise to
- * ambiguities, so try making tweaks in those areas, try the test
- * command again, and see if it helps. Once you have a design for
- * which the Pattern starting grid comes out empty, there's your game
- * ID.
- */
- #include <time.h>
- int main(int argc, char **argv)
- {
- game_params *par;
- char *params, *desc;
- random_state *rs;
- time_t seed = time(NULL);
- char buf[4096];
- int i;
- int x, y;
- par = default_params();
- if (argc > 1)
- decode_params(par, argv[1]); /* get difficulty */
- par->w = par->h = -1;
- /*
- * Now read an XBM file from standard input. This is simple and
- * hacky and will do very little error detection, so don't feed
- * it bogus data.
- */
- picture = NULL;
- x = y = 0;
- while (fgets(buf, sizeof(buf), stdin)) {
- buf[strcspn(buf, "\r\n")] = '\0';
- if (!strncmp(buf, "#define", 7)) {
- /*
- * Lines starting `#define' give the width and height.
- */
- char *num = buf + strlen(buf);
- char *symend;
- while (num > buf && isdigit((unsigned char)num[-1]))
- num--;
- symend = num;
- while (symend > buf && isspace((unsigned char)symend[-1]))
- symend--;
- if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
- par->w = atoi(num);
- else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
- par->h = atoi(num);
- } else {
- /*
- * Otherwise, break the string up into words and take
- * any word of the form `0x' plus hex digits to be a
- * byte.
- */
- char *p, *wordstart;
- if (!picture) {
- if (par->w < 0 || par->h < 0) {
- printf("failed to read width and height\n");
- return 1;
- }
- picture = snewn(par->w * par->h, unsigned char);
- for (i = 0; i < par->w * par->h; i++)
- picture[i] = GRID_UNKNOWN;
- }
- p = buf;
- while (*p) {
- while (*p && (*p == ',' || isspace((unsigned char)*p)))
- p++;
- wordstart = p;
- while (*p && !(*p == ',' || *p == '}' ||
- isspace((unsigned char)*p)))
- p++;
- if (*p)
- *p++ = '\0';
- if (wordstart[0] == '0' &&
- (wordstart[1] == 'x' || wordstart[1] == 'X') &&
- !wordstart[2 + strspn(wordstart+2,
- "0123456789abcdefABCDEF")]) {
- unsigned long byte = strtoul(wordstart+2, NULL, 16);
- for (i = 0; i < 8; i++) {
- int bit = (byte >> i) & 1;
- if (y < par->h && x < par->w)
- picture[y * par->w + x] =
- bit ? GRID_FULL : GRID_EMPTY;
- x++;
- }
- if (x >= par->w) {
- x = 0;
- y++;
- }
- }
- }
- }
- }
- for (i = 0; i < par->w * par->h; i++)
- if (picture[i] == GRID_UNKNOWN) {
- fprintf(stderr, "failed to read enough bitmap data\n");
- return 1;
- }
- rs = random_new((void*)&seed, sizeof(time_t));
- desc = new_game_desc(par, rs, NULL, false);
- params = encode_params(par, false);
- printf("%s:%s\n", params, desc);
- sfree(desc);
- sfree(params);
- free_params(par);
- random_free(rs);
- return 0;
- }
- #endif
- /* vim: set shiftwidth=4 tabstop=8: */
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