Prepare to release sgt-puzzles (20170606.272beef-1).
[sgt-puzzles.git] / pattern.c
blob9a74e553186bb1b35c3f3f5ac476107423879c08
1 /*
2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
3 */
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
12 #include "puzzles.h"
14 enum {
15 COL_BACKGROUND,
16 COL_EMPTY,
17 COL_FULL,
18 COL_TEXT,
19 COL_UNKNOWN,
20 COL_GRID,
21 COL_CURSOR,
22 COL_ERROR,
23 NCOLOURS
26 #define PREFERRED_TILE_SIZE 24
27 #define TILE_SIZE (ds->tilesize)
28 #define BORDER (3 * TILE_SIZE / 4)
29 #define TLBORDER(d) ( (d) / 5 + 2 )
30 #define GUTTER (TILE_SIZE / 2)
32 #define FROMCOORD(d, x) \
33 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
35 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
36 #define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
38 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
40 struct game_params {
41 int w, h;
44 #define GRID_UNKNOWN 2
45 #define GRID_FULL 1
46 #define GRID_EMPTY 0
48 typedef struct game_state_common {
49 /* Parts of the game state that don't change during play. */
50 int w, h;
51 int rowsize;
52 int *rowdata, *rowlen;
53 unsigned char *immutable;
54 int refcount;
55 } game_state_common;
57 struct game_state {
58 game_state_common *common;
59 unsigned char *grid;
60 int completed, cheated;
63 #define FLASH_TIME 0.13F
65 static game_params *default_params(void)
67 game_params *ret = snew(game_params);
69 ret->w = ret->h = 15;
71 return ret;
74 static const struct game_params pattern_presets[] = {
75 {10, 10},
76 {15, 15},
77 {20, 20},
78 #ifndef SLOW_SYSTEM
79 {25, 25},
80 {30, 30},
81 #endif
84 static int game_fetch_preset(int i, char **name, game_params **params)
86 game_params *ret;
87 char str[80];
89 if (i < 0 || i >= lenof(pattern_presets))
90 return FALSE;
92 ret = snew(game_params);
93 *ret = pattern_presets[i];
95 sprintf(str, "%dx%d", ret->w, ret->h);
97 *name = dupstr(str);
98 *params = ret;
99 return TRUE;
102 static void free_params(game_params *params)
104 sfree(params);
107 static game_params *dup_params(const game_params *params)
109 game_params *ret = snew(game_params);
110 *ret = *params; /* structure copy */
111 return ret;
114 static void decode_params(game_params *ret, char const *string)
116 char const *p = string;
118 ret->w = atoi(p);
119 while (*p && isdigit((unsigned char)*p)) p++;
120 if (*p == 'x') {
121 p++;
122 ret->h = atoi(p);
123 while (*p && isdigit((unsigned char)*p)) p++;
124 } else {
125 ret->h = ret->w;
129 static char *encode_params(const game_params *params, int full)
131 char ret[400];
132 int len;
134 len = sprintf(ret, "%dx%d", params->w, params->h);
135 assert(len < lenof(ret));
136 ret[len] = '\0';
138 return dupstr(ret);
141 static config_item *game_configure(const game_params *params)
143 config_item *ret;
144 char buf[80];
146 ret = snewn(3, config_item);
148 ret[0].name = "Width";
149 ret[0].type = C_STRING;
150 sprintf(buf, "%d", params->w);
151 ret[0].sval = dupstr(buf);
152 ret[0].ival = 0;
154 ret[1].name = "Height";
155 ret[1].type = C_STRING;
156 sprintf(buf, "%d", params->h);
157 ret[1].sval = dupstr(buf);
158 ret[1].ival = 0;
160 ret[2].name = NULL;
161 ret[2].type = C_END;
162 ret[2].sval = NULL;
163 ret[2].ival = 0;
165 return ret;
168 static game_params *custom_params(const config_item *cfg)
170 game_params *ret = snew(game_params);
172 ret->w = atoi(cfg[0].sval);
173 ret->h = atoi(cfg[1].sval);
175 return ret;
178 static char *validate_params(const game_params *params, int full)
180 if (params->w <= 0 || params->h <= 0)
181 return "Width and height must both be greater than zero";
182 return NULL;
185 /* ----------------------------------------------------------------------
186 * Puzzle generation code.
188 * For this particular puzzle, it seemed important to me to ensure
189 * a unique solution. I do this the brute-force way, by having a
190 * solver algorithm alongside the generator, and repeatedly
191 * generating a random grid until I find one whose solution is
192 * unique. It turns out that this isn't too onerous on a modern PC
193 * provided you keep grid size below around 30. Any offers of
194 * better algorithms, however, will be very gratefully received.
196 * Another annoyance of this approach is that it limits the
197 * available puzzles to those solvable by the algorithm I've used.
198 * My algorithm only ever considers a single row or column at any
199 * one time, which means it's incapable of solving the following
200 * difficult example (found by Bella Image around 1995/6, when she
201 * and I were both doing maths degrees):
203 * 2 1 2 1
205 * +--+--+--+--+
206 * 1 1 | | | | |
207 * +--+--+--+--+
208 * 2 | | | | |
209 * +--+--+--+--+
210 * 1 | | | | |
211 * +--+--+--+--+
212 * 1 | | | | |
213 * +--+--+--+--+
215 * Obviously this cannot be solved by a one-row-or-column-at-a-time
216 * algorithm (it would require at least one row or column reading
217 * `2 1', `1 2', `3' or `4' to get started). However, it can be
218 * proved to have a unique solution: if the top left square were
219 * empty, then the only option for the top row would be to fill the
220 * two squares in the 1 columns, which would imply the squares
221 * below those were empty, leaving no place for the 2 in the second
222 * row. Contradiction. Hence the top left square is full, and the
223 * unique solution follows easily from that starting point.
225 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
226 * it's useful to anyone.)
229 #ifndef STANDALONE_PICTURE_GENERATOR
230 static int float_compare(const void *av, const void *bv)
232 const float *a = (const float *)av;
233 const float *b = (const float *)bv;
234 if (*a < *b)
235 return -1;
236 else if (*a > *b)
237 return +1;
238 else
239 return 0;
242 static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
244 float *fgrid;
245 float *fgrid2;
246 int step, i, j;
247 float threshold;
249 fgrid = snewn(w*h, float);
251 for (i = 0; i < h; i++) {
252 for (j = 0; j < w; j++) {
253 fgrid[i*w+j] = random_upto(rs, 100000000UL) / 100000000.F;
258 * The above gives a completely random splattering of black and
259 * white cells. We want to gently bias this in favour of _some_
260 * reasonably thick areas of white and black, while retaining
261 * some randomness and fine detail.
263 * So we evolve the starting grid using a cellular automaton.
264 * Currently, I'm doing something very simple indeed, which is
265 * to set each square to the average of the surrounding nine
266 * cells (or the average of fewer, if we're on a corner).
268 for (step = 0; step < 1; step++) {
269 fgrid2 = snewn(w*h, float);
271 for (i = 0; i < h; i++) {
272 for (j = 0; j < w; j++) {
273 float sx, xbar;
274 int n, p, q;
277 * Compute the average of the surrounding cells.
279 n = 0;
280 sx = 0.F;
281 for (p = -1; p <= +1; p++) {
282 for (q = -1; q <= +1; q++) {
283 if (i+p < 0 || i+p >= h || j+q < 0 || j+q >= w)
284 continue;
286 * An additional special case not mentioned
287 * above: if a grid dimension is 2xn then
288 * we do not average across that dimension
289 * at all. Otherwise a 2x2 grid would
290 * contain four identical squares.
292 if ((h==2 && p!=0) || (w==2 && q!=0))
293 continue;
294 n++;
295 sx += fgrid[(i+p)*w+(j+q)];
298 xbar = sx / n;
300 fgrid2[i*w+j] = xbar;
304 sfree(fgrid);
305 fgrid = fgrid2;
308 fgrid2 = snewn(w*h, float);
309 memcpy(fgrid2, fgrid, w*h*sizeof(float));
310 qsort(fgrid2, w*h, sizeof(float), float_compare);
311 threshold = fgrid2[w*h/2];
312 sfree(fgrid2);
314 for (i = 0; i < h; i++) {
315 for (j = 0; j < w; j++) {
316 retgrid[i*w+j] = (fgrid[i*w+j] >= threshold ? GRID_FULL :
317 GRID_EMPTY);
321 sfree(fgrid);
323 #endif
325 static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
327 int i, n;
329 n = 0;
331 for (i = 0; i < len; i++) {
332 if (start[i*step] == GRID_FULL) {
333 int runlen = 1;
334 while (i+runlen < len && start[(i+runlen)*step] == GRID_FULL)
335 runlen++;
336 ret[n++] = runlen;
337 i += runlen;
340 if (i < len && start[i*step] == GRID_UNKNOWN)
341 return -1;
344 return n;
347 #define UNKNOWN 0
348 #define BLOCK 1
349 #define DOT 2
350 #define STILL_UNKNOWN 3
352 #ifdef STANDALONE_SOLVER
353 int verbose = FALSE;
354 #endif
356 static int do_recurse(unsigned char *known, unsigned char *deduced,
357 unsigned char *row,
358 unsigned char *minpos_done, unsigned char *maxpos_done,
359 unsigned char *minpos_ok, unsigned char *maxpos_ok,
360 int *data, int len,
361 int freespace, int ndone, int lowest)
363 int i, j, k;
366 /* This algorithm basically tries all possible ways the given rows of
367 * black blocks can be laid out in the row/column being examined.
368 * Special care is taken to avoid checking the tail of a row/column
369 * if the same conditions have already been checked during this recursion
370 * The algorithm also takes care to cut its losses as soon as an
371 * invalid (partial) solution is detected.
373 if (data[ndone]) {
374 if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) {
375 if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) {
376 for (i=0; i<lowest; i++)
377 deduced[i] |= row[i];
379 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
380 } else {
381 if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest;
382 if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest;
384 for (i=0; i<=freespace; i++) {
385 j = lowest;
386 for (k=0; k<i; k++) {
387 if (known[j] == BLOCK) goto next_iter;
388 row[j++] = DOT;
390 for (k=0; k<data[ndone]; k++) {
391 if (known[j] == DOT) goto next_iter;
392 row[j++] = BLOCK;
394 if (j < len) {
395 if (known[j] == BLOCK) goto next_iter;
396 row[j++] = DOT;
398 if (do_recurse(known, deduced, row, minpos_done, maxpos_done,
399 minpos_ok, maxpos_ok, data, len, freespace-i, ndone+1, j)) {
400 if (lowest < minpos_ok[ndone]) minpos_ok[ndone] = lowest;
401 if (lowest + i > maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i;
402 if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i;
404 next_iter:
405 j++;
407 return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone];
408 } else {
409 for (i=lowest; i<len; i++) {
410 if (known[i] == BLOCK) return FALSE;
411 row[i] = DOT;
413 for (i=0; i<len; i++)
414 deduced[i] |= row[i];
415 return TRUE;
420 static int do_row(unsigned char *known, unsigned char *deduced,
421 unsigned char *row,
422 unsigned char *minpos_done, unsigned char *maxpos_done,
423 unsigned char *minpos_ok, unsigned char *maxpos_ok,
424 unsigned char *start, int len, int step, int *data,
425 unsigned int *changed
426 #ifdef STANDALONE_SOLVER
427 , const char *rowcol, int index, int cluewid
428 #endif
431 int rowlen, i, freespace, done_any;
433 freespace = len+1;
434 for (rowlen = 0; data[rowlen]; rowlen++) {
435 minpos_done[rowlen] = minpos_ok[rowlen] = len - 1;
436 maxpos_done[rowlen] = maxpos_ok[rowlen] = 0;
437 freespace -= data[rowlen]+1;
440 for (i = 0; i < len; i++) {
441 known[i] = start[i*step];
442 deduced[i] = 0;
444 for (i = len - 1; i >= 0 && known[i] == DOT; i--)
445 freespace--;
447 if (rowlen == 0) {
448 memset(deduced, DOT, len);
449 } else {
450 do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok,
451 maxpos_ok, data, len, freespace, 0, 0);
454 done_any = FALSE;
455 for (i=0; i<len; i++)
456 if (deduced[i] && deduced[i] != STILL_UNKNOWN && !known[i]) {
457 start[i*step] = deduced[i];
458 if (changed) changed[i]++;
459 done_any = TRUE;
461 #ifdef STANDALONE_SOLVER
462 if (verbose && done_any) {
463 char buf[80];
464 int thiscluewid;
465 printf("%s %2d: [", rowcol, index);
466 for (thiscluewid = -1, i = 0; data[i]; i++)
467 thiscluewid += sprintf(buf, " %d", data[i]);
468 printf("%*s", cluewid - thiscluewid, "");
469 for (i = 0; data[i]; i++)
470 printf(" %d", data[i]);
471 printf(" ] ");
472 for (i = 0; i < len; i++)
473 putchar(known[i] == BLOCK ? '#' :
474 known[i] == DOT ? '.' : '?');
475 printf(" -> ");
476 for (i = 0; i < len; i++)
477 putchar(start[i*step] == BLOCK ? '#' :
478 start[i*step] == DOT ? '.' : '?');
479 putchar('\n');
481 #endif
482 return done_any;
485 static int solve_puzzle(const game_state *state, unsigned char *grid,
486 int w, int h,
487 unsigned char *matrix, unsigned char *workspace,
488 unsigned int *changed_h, unsigned int *changed_w,
489 int *rowdata
490 #ifdef STANDALONE_SOLVER
491 , int cluewid
492 #else
493 , int dummy
494 #endif
497 int i, j, ok, max;
498 int max_h, max_w;
500 assert((state!=NULL && state->common->rowdata!=NULL) ^ (grid!=NULL));
502 max = max(w, h);
504 memset(matrix, 0, w*h);
505 if (state) {
506 for (i=0; i<w*h; i++) {
507 if (state->common->immutable[i])
508 matrix[i] = state->grid[i];
512 /* For each column, compute how many squares can be deduced
513 * from just the row-data and initial clues.
514 * Later, changed_* will hold how many squares were changed
515 * in every row/column in the previous iteration
516 * Changed_* is used to choose the next rows / cols to re-examine
518 for (i=0; i<h; i++) {
519 int freespace, rowlen;
520 if (state && state->common->rowdata) {
521 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
522 rowlen = state->common->rowlen[w+i];
523 } else {
524 rowlen = compute_rowdata(rowdata, grid+i*w, w, 1);
526 rowdata[rowlen] = 0;
527 if (rowlen == 0) {
528 changed_h[i] = w;
529 } else {
530 for (j=0, freespace=w+1; rowdata[j]; j++)
531 freespace -= rowdata[j] + 1;
532 for (j=0, changed_h[i]=0; rowdata[j]; j++)
533 if (rowdata[j] > freespace)
534 changed_h[i] += rowdata[j] - freespace;
536 for (j = 0; j < w; j++)
537 if (matrix[i*w+j])
538 changed_h[i]++;
540 for (i=0,max_h=0; i<h; i++)
541 if (changed_h[i] > max_h)
542 max_h = changed_h[i];
543 for (i=0; i<w; i++) {
544 int freespace, rowlen;
545 if (state && state->common->rowdata) {
546 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
547 rowlen = state->common->rowlen[i];
548 } else {
549 rowlen = compute_rowdata(rowdata, grid+i, h, w);
551 rowdata[rowlen] = 0;
552 if (rowlen == 0) {
553 changed_w[i] = h;
554 } else {
555 for (j=0, freespace=h+1; rowdata[j]; j++)
556 freespace -= rowdata[j] + 1;
557 for (j=0, changed_w[i]=0; rowdata[j]; j++)
558 if (rowdata[j] > freespace)
559 changed_w[i] += rowdata[j] - freespace;
561 for (j = 0; j < h; j++)
562 if (matrix[j*w+i])
563 changed_w[i]++;
565 for (i=0,max_w=0; i<w; i++)
566 if (changed_w[i] > max_w)
567 max_w = changed_w[i];
569 /* Solve the puzzle.
570 * Process rows/columns individually. Deductions involving more than one
571 * row and/or column at a time are not supported.
572 * Take care to only process rows/columns which have been changed since they
573 * were previously processed.
574 * Also, prioritize rows/columns which have had the most changes since their
575 * previous processing, as they promise the greatest benefit.
576 * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially.
578 do {
579 for (; max_h && max_h >= max_w; max_h--) {
580 for (i=0; i<h; i++) {
581 if (changed_h[i] >= max_h) {
582 if (state && state->common->rowdata) {
583 memcpy(rowdata, state->common->rowdata + state->common->rowsize*(w+i), max*sizeof(int));
584 rowdata[state->common->rowlen[w+i]] = 0;
585 } else {
586 rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0;
588 do_row(workspace, workspace+max, workspace+2*max,
589 workspace+3*max, workspace+4*max,
590 workspace+5*max, workspace+6*max,
591 matrix+i*w, w, 1, rowdata, changed_w
592 #ifdef STANDALONE_SOLVER
593 , "row", i+1, cluewid
594 #endif
596 changed_h[i] = 0;
599 for (i=0,max_w=0; i<w; i++)
600 if (changed_w[i] > max_w)
601 max_w = changed_w[i];
603 for (; max_w && max_w >= max_h; max_w--) {
604 for (i=0; i<w; i++) {
605 if (changed_w[i] >= max_w) {
606 if (state && state->common->rowdata) {
607 memcpy(rowdata, state->common->rowdata + state->common->rowsize*i, max*sizeof(int));
608 rowdata[state->common->rowlen[i]] = 0;
609 } else {
610 rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0;
612 do_row(workspace, workspace+max, workspace+2*max,
613 workspace+3*max, workspace+4*max,
614 workspace+5*max, workspace+6*max,
615 matrix+i, h, w, rowdata, changed_h
616 #ifdef STANDALONE_SOLVER
617 , "col", i+1, cluewid
618 #endif
620 changed_w[i] = 0;
623 for (i=0,max_h=0; i<h; i++)
624 if (changed_h[i] > max_h)
625 max_h = changed_h[i];
627 } while (max_h>0 || max_w>0);
629 ok = TRUE;
630 for (i=0; i<h; i++) {
631 for (j=0; j<w; j++) {
632 if (matrix[i*w+j] == UNKNOWN)
633 ok = FALSE;
637 return ok;
640 #ifndef STANDALONE_PICTURE_GENERATOR
641 static unsigned char *generate_soluble(random_state *rs, int w, int h)
643 int i, j, ok, ntries, max;
644 unsigned char *grid, *matrix, *workspace;
645 unsigned int *changed_h, *changed_w;
646 int *rowdata;
648 max = max(w, h);
650 grid = snewn(w*h, unsigned char);
651 /* Allocate this here, to avoid having to reallocate it again for every geneerated grid */
652 matrix = snewn(w*h, unsigned char);
653 workspace = snewn(max*7, unsigned char);
654 changed_h = snewn(max+1, unsigned int);
655 changed_w = snewn(max+1, unsigned int);
656 rowdata = snewn(max+1, int);
658 ntries = 0;
660 do {
661 ntries++;
663 generate(rs, w, h, grid);
666 * The game is a bit too easy if any row or column is
667 * completely black or completely white. An exception is
668 * made for rows/columns that are under 3 squares,
669 * otherwise nothing will ever be successfully generated.
671 ok = TRUE;
672 if (w > 2) {
673 for (i = 0; i < h; i++) {
674 int colours = 0;
675 for (j = 0; j < w; j++)
676 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
677 if (colours != 3)
678 ok = FALSE;
681 if (h > 2) {
682 for (j = 0; j < w; j++) {
683 int colours = 0;
684 for (i = 0; i < h; i++)
685 colours |= (grid[i*w+j] == GRID_FULL ? 2 : 1);
686 if (colours != 3)
687 ok = FALSE;
690 if (!ok)
691 continue;
693 ok = solve_puzzle(NULL, grid, w, h, matrix, workspace,
694 changed_h, changed_w, rowdata, 0);
695 } while (!ok);
697 sfree(matrix);
698 sfree(workspace);
699 sfree(changed_h);
700 sfree(changed_w);
701 sfree(rowdata);
702 return grid;
704 #endif
706 #ifdef STANDALONE_PICTURE_GENERATOR
707 unsigned char *picture;
708 #endif
710 static char *new_game_desc(const game_params *params, random_state *rs,
711 char **aux, int interactive)
713 unsigned char *grid;
714 int i, j, max, rowlen, *rowdata;
715 char intbuf[80], *desc;
716 int desclen, descpos;
717 #ifdef STANDALONE_PICTURE_GENERATOR
718 game_state *state;
719 int *index;
720 #endif
722 max = max(params->w, params->h);
724 #ifdef STANDALONE_PICTURE_GENERATOR
726 * Fixed input picture.
728 grid = snewn(params->w * params->h, unsigned char);
729 memcpy(grid, picture, params->w * params->h);
732 * Now winnow the immutable square set as far as possible.
734 state = snew(game_state);
735 state->grid = grid;
736 state->common = snew(game_state_common);
737 state->common->rowdata = NULL;
738 state->common->immutable = snewn(params->w * params->h, unsigned char);
739 memset(state->common->immutable, 1, params->w * params->h);
741 index = snewn(params->w * params->h, int);
742 for (i = 0; i < params->w * params->h; i++)
743 index[i] = i;
744 shuffle(index, params->w * params->h, sizeof(*index), rs);
747 unsigned char *matrix = snewn(params->w*params->h, unsigned char);
748 unsigned char *workspace = snewn(max*7, unsigned char);
749 unsigned int *changed_h = snewn(max+1, unsigned int);
750 unsigned int *changed_w = snewn(max+1, unsigned int);
751 int *rowdata = snewn(max+1, int);
752 for (i = 0; i < params->w * params->h; i++) {
753 state->common->immutable[index[i]] = 0;
754 if (!solve_puzzle(state, grid, params->w, params->h,
755 matrix, workspace, changed_h, changed_w,
756 rowdata, 0))
757 state->common->immutable[index[i]] = 1;
759 sfree(workspace);
760 sfree(changed_h);
761 sfree(changed_w);
762 sfree(rowdata);
763 sfree(matrix);
765 #else
766 grid = generate_soluble(rs, params->w, params->h);
767 #endif
768 rowdata = snewn(max, int);
771 * Save the solved game in aux.
773 if (aux) {
774 char *ai = snewn(params->w * params->h + 2, char);
777 * String format is exactly the same as a solve move, so we
778 * can just dupstr this in solve_game().
781 ai[0] = 'S';
783 for (i = 0; i < params->w * params->h; i++)
784 ai[i+1] = grid[i] ? '1' : '0';
786 ai[params->w * params->h + 1] = '\0';
788 *aux = ai;
792 * Seed is a slash-separated list of row contents; each row
793 * contents section is a dot-separated list of integers. Row
794 * contents are listed in the order (columns left to right,
795 * then rows top to bottom).
797 * Simplest way to handle memory allocation is to make two
798 * passes, first computing the seed size and then writing it
799 * out.
801 desclen = 0;
802 for (i = 0; i < params->w + params->h; i++) {
803 if (i < params->w)
804 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
805 else
806 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
807 params->w, 1);
808 if (rowlen > 0) {
809 for (j = 0; j < rowlen; j++) {
810 desclen += 1 + sprintf(intbuf, "%d", rowdata[j]);
812 } else {
813 desclen++;
816 desc = snewn(desclen, char);
817 descpos = 0;
818 for (i = 0; i < params->w + params->h; i++) {
819 if (i < params->w)
820 rowlen = compute_rowdata(rowdata, grid+i, params->h, params->w);
821 else
822 rowlen = compute_rowdata(rowdata, grid+(i-params->w)*params->w,
823 params->w, 1);
824 if (rowlen > 0) {
825 for (j = 0; j < rowlen; j++) {
826 int len = sprintf(desc+descpos, "%d", rowdata[j]);
827 if (j+1 < rowlen)
828 desc[descpos + len] = '.';
829 else
830 desc[descpos + len] = '/';
831 descpos += len+1;
833 } else {
834 desc[descpos++] = '/';
837 assert(descpos == desclen);
838 assert(desc[desclen-1] == '/');
839 desc[desclen-1] = '\0';
840 #ifdef STANDALONE_PICTURE_GENERATOR
841 for (i = 0; i < params->w * params->h; i++)
842 if (state->common->immutable[i])
843 break;
844 if (i < params->w * params->h) {
846 * At least one immutable square, so we need a suffix.
848 int run;
850 desc = sresize(desc, desclen + params->w * params->h + 3, char);
851 desc[descpos-1] = ',';
853 run = 0;
854 for (i = 0; i < params->w * params->h; i++) {
855 if (!state->common->immutable[i]) {
856 run++;
857 if (run == 25) {
858 desc[descpos++] = 'z';
859 run = 0;
861 } else {
862 desc[descpos++] = run + (grid[i] == GRID_FULL ? 'A' : 'a');
863 run = 0;
866 if (run > 0)
867 desc[descpos++] = run + 'a';
868 desc[descpos] = '\0';
870 sfree(state->common->immutable);
871 sfree(state->common);
872 sfree(state);
873 #endif
874 sfree(rowdata);
875 sfree(grid);
876 return desc;
879 static char *validate_desc(const game_params *params, const char *desc)
881 int i, n, rowspace;
882 const char *p;
884 for (i = 0; i < params->w + params->h; i++) {
885 if (i < params->w)
886 rowspace = params->h + 1;
887 else
888 rowspace = params->w + 1;
890 if (*desc && isdigit((unsigned char)*desc)) {
891 do {
892 p = desc;
893 while (*desc && isdigit((unsigned char)*desc)) desc++;
894 n = atoi(p);
895 rowspace -= n+1;
897 if (rowspace < 0) {
898 if (i < params->w)
899 return "at least one column contains more numbers than will fit";
900 else
901 return "at least one row contains more numbers than will fit";
903 } while (*desc++ == '.');
904 } else {
905 desc++; /* expect a slash immediately */
908 if (desc[-1] == '/') {
909 if (i+1 == params->w + params->h)
910 return "too many row/column specifications";
911 } else if (desc[-1] == '\0' || desc[-1] == ',') {
912 if (i+1 < params->w + params->h)
913 return "too few row/column specifications";
914 } else
915 return "unrecognised character in game specification";
918 if (desc[-1] == ',') {
920 * Optional extra piece of game description which fills in
921 * some grid squares as extra clues.
923 i = 0;
924 while (i < params->w * params->h) {
925 int c = (unsigned char)*desc++;
926 if ((c >= 'a' && c <= 'z') ||
927 (c >= 'A' && c <= 'Z')) {
928 int len = tolower(c) - 'a';
929 i += len;
930 if (len < 25 && i < params->w*params->h)
931 i++;
932 if (i > params->w * params->h) {
933 return "too much data in clue-squares section";
935 } else if (!c) {
936 return "too little data in clue-squares section";
937 } else {
938 return "unrecognised character in clue-squares section";
941 if (*desc) {
942 return "too much data in clue-squares section";
946 return NULL;
949 static game_state *new_game(midend *me, const game_params *params,
950 const char *desc)
952 int i;
953 const char *p;
954 game_state *state = snew(game_state);
956 state->common = snew(game_state_common);
957 state->common->refcount = 1;
959 state->common->w = params->w;
960 state->common->h = params->h;
962 state->grid = snewn(state->common->w * state->common->h, unsigned char);
963 memset(state->grid, GRID_UNKNOWN, state->common->w * state->common->h);
965 state->common->immutable = snewn(state->common->w * state->common->h,
966 unsigned char);
967 memset(state->common->immutable, 0, state->common->w * state->common->h);
969 state->common->rowsize = max(state->common->w, state->common->h);
970 state->common->rowdata = snewn(state->common->rowsize * (state->common->w + state->common->h), int);
971 state->common->rowlen = snewn(state->common->w + state->common->h, int);
973 state->completed = state->cheated = FALSE;
975 for (i = 0; i < params->w + params->h; i++) {
976 state->common->rowlen[i] = 0;
977 if (*desc && isdigit((unsigned char)*desc)) {
978 do {
979 p = desc;
980 while (*desc && isdigit((unsigned char)*desc)) desc++;
981 state->common->rowdata[state->common->rowsize * i + state->common->rowlen[i]++] =
982 atoi(p);
983 } while (*desc++ == '.');
984 } else {
985 desc++; /* expect a slash immediately */
989 if (desc[-1] == ',') {
991 * Optional extra piece of game description which fills in
992 * some grid squares as extra clues.
994 i = 0;
995 while (i < params->w * params->h) {
996 int c = (unsigned char)*desc++;
997 int full = isupper(c), len = tolower(c) - 'a';
998 i += len;
999 if (len < 25 && i < params->w*params->h) {
1000 state->grid[i] = full ? GRID_FULL : GRID_EMPTY;
1001 state->common->immutable[i] = TRUE;
1002 i++;
1007 return state;
1010 static game_state *dup_game(const game_state *state)
1012 game_state *ret = snew(game_state);
1014 ret->common = state->common;
1015 ret->common->refcount++;
1017 ret->grid = snewn(ret->common->w * ret->common->h, unsigned char);
1018 memcpy(ret->grid, state->grid, ret->common->w * ret->common->h);
1020 ret->completed = state->completed;
1021 ret->cheated = state->cheated;
1023 return ret;
1026 static void free_game(game_state *state)
1028 if (--state->common->refcount == 0) {
1029 sfree(state->common->rowdata);
1030 sfree(state->common->rowlen);
1031 sfree(state->common->immutable);
1032 sfree(state->common);
1034 sfree(state->grid);
1035 sfree(state);
1038 static char *solve_game(const game_state *state, const game_state *currstate,
1039 const char *ai, char **error)
1041 unsigned char *matrix;
1042 int w = state->common->w, h = state->common->h;
1043 int i;
1044 char *ret;
1045 int max, ok;
1046 unsigned char *workspace;
1047 unsigned int *changed_h, *changed_w;
1048 int *rowdata;
1051 * If we already have the solved state in ai, copy it out.
1053 if (ai)
1054 return dupstr(ai);
1056 max = max(w, h);
1057 matrix = snewn(w*h, unsigned char);
1058 workspace = snewn(max*7, unsigned char);
1059 changed_h = snewn(max+1, unsigned int);
1060 changed_w = snewn(max+1, unsigned int);
1061 rowdata = snewn(max+1, int);
1063 ok = solve_puzzle(state, NULL, w, h, matrix, workspace,
1064 changed_h, changed_w, rowdata, 0);
1066 sfree(workspace);
1067 sfree(changed_h);
1068 sfree(changed_w);
1069 sfree(rowdata);
1071 if (!ok) {
1072 sfree(matrix);
1073 *error = "Solving algorithm cannot complete this puzzle";
1074 return NULL;
1077 ret = snewn(w*h+2, char);
1078 ret[0] = 'S';
1079 for (i = 0; i < w*h; i++) {
1080 assert(matrix[i] == BLOCK || matrix[i] == DOT);
1081 ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
1083 ret[w*h+1] = '\0';
1085 sfree(matrix);
1087 return ret;
1090 static int game_can_format_as_text_now(const game_params *params)
1092 return TRUE;
1095 static char *game_text_format(const game_state *state)
1097 int w = state->common->w, h = state->common->h, i, j;
1098 int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
1100 int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
1101 char *board, *buf;
1103 for (i = 0; i < w; ++i) {
1104 top_gap = max(top_gap, state->common->rowlen[i]);
1105 for (j = 0; j < state->common->rowlen[i]; ++j)
1106 while (state->common->rowdata[i*state->common->rowsize + j] >= limit) {
1107 ++cw;
1108 limit *= 10;
1111 for (i = 0; i < h; ++i) {
1112 int rowlen = 0, predecessors = FALSE;
1113 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1114 int copy = state->common->rowdata[(i+w)*state->common->rowsize + j];
1115 rowlen += predecessors;
1116 predecessors = TRUE;
1117 do ++rowlen; while (copy /= 10);
1119 left_gap = max(left_gap, rowlen);
1122 cw = max(cw, 3);
1124 gw = w*cw + 2;
1125 gh = h*ch + 1;
1126 lw = gw + left_gap;
1127 lh = gh + top_gap;
1128 len = lw * lh;
1129 topleft = lw * top_gap + left_gap;
1131 board = snewn(len + 1, char);
1132 sprintf(board, "%*s\n", len - 2, "");
1134 for (i = 0; i < lh; ++i) {
1135 board[lw - 1 + i*lw] = '\n';
1136 if (i < top_gap) continue;
1137 board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
1140 for (i = 0; i < w; ++i) {
1141 for (j = 0; j < state->common->rowlen[i]; ++j) {
1142 int cell = topleft + i*cw + 1 + lw*(j - state->common->rowlen[i]);
1143 int nch = sprintf(board + cell, "%*d", cw - 1,
1144 state->common->rowdata[i*state->common->rowsize + j]);
1145 board[cell + nch] = ' '; /* de-NUL-ify */
1149 buf = snewn(left_gap, char);
1150 for (i = 0; i < h; ++i) {
1151 char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
1152 for (j = 0; j < state->common->rowlen[i+w]; ++j) {
1153 if (p > buf) *p++ = ' ';
1154 p += sprintf(p, "%d", state->common->rowdata[(i+w)*state->common->rowsize + j]);
1156 memcpy(start - (p - buf), buf, p - buf);
1159 for (i = 0; i < w; ++i) {
1160 for (j = 0; j < h; ++j) {
1161 int cell = topleft + i*cw + j*ch*lw;
1162 int center = cell + cw/2 + (ch/2)*lw;
1163 int dx, dy;
1164 board[cell] = 0 ? center : '+';
1165 for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
1166 for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
1167 if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
1168 for (dx = 1; dx < cw; ++dx)
1169 for (dy = 1; dy < ch; ++dy)
1170 board[cell + dx + dy*lw] =
1171 state->grid[i*w+j] == GRID_FULL ? '#' : '.';
1175 memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
1177 sfree(buf);
1179 return board;
1182 struct game_ui {
1183 int dragging;
1184 int drag_start_x;
1185 int drag_start_y;
1186 int drag_end_x;
1187 int drag_end_y;
1188 int drag, release, state;
1189 int cur_x, cur_y, cur_visible;
1192 static game_ui *new_ui(const game_state *state)
1194 game_ui *ret;
1196 ret = snew(game_ui);
1197 ret->dragging = FALSE;
1198 ret->cur_x = ret->cur_y = ret->cur_visible = 0;
1200 return ret;
1203 static void free_ui(game_ui *ui)
1205 sfree(ui);
1208 static char *encode_ui(const game_ui *ui)
1210 return NULL;
1213 static void decode_ui(game_ui *ui, const char *encoding)
1217 static void game_changed_state(game_ui *ui, const game_state *oldstate,
1218 const game_state *newstate)
1222 struct game_drawstate {
1223 int started;
1224 int w, h;
1225 int tilesize;
1226 unsigned char *visible, *numcolours;
1227 int cur_x, cur_y;
1230 static char *interpret_move(const game_state *state, game_ui *ui,
1231 const game_drawstate *ds,
1232 int x, int y, int button)
1234 int control = button & MOD_CTRL, shift = button & MOD_SHFT;
1235 button &= ~MOD_MASK;
1237 x = FROMCOORD(state->common->w, x);
1238 y = FROMCOORD(state->common->h, y);
1240 if (x >= 0 && x < state->common->w && y >= 0 && y < state->common->h &&
1241 (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
1242 button == MIDDLE_BUTTON)) {
1243 #ifdef STYLUS_BASED
1244 int currstate = state->grid[y * state->common->w + x];
1245 #endif
1247 ui->dragging = TRUE;
1249 if (button == LEFT_BUTTON) {
1250 ui->drag = LEFT_DRAG;
1251 ui->release = LEFT_RELEASE;
1252 #ifdef STYLUS_BASED
1253 ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
1254 #else
1255 ui->state = GRID_FULL;
1256 #endif
1257 } else if (button == RIGHT_BUTTON) {
1258 ui->drag = RIGHT_DRAG;
1259 ui->release = RIGHT_RELEASE;
1260 #ifdef STYLUS_BASED
1261 ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
1262 #else
1263 ui->state = GRID_EMPTY;
1264 #endif
1265 } else /* if (button == MIDDLE_BUTTON) */ {
1266 ui->drag = MIDDLE_DRAG;
1267 ui->release = MIDDLE_RELEASE;
1268 ui->state = GRID_UNKNOWN;
1271 ui->drag_start_x = ui->drag_end_x = x;
1272 ui->drag_start_y = ui->drag_end_y = y;
1273 ui->cur_visible = 0;
1275 return ""; /* UI activity occurred */
1278 if (ui->dragging && button == ui->drag) {
1280 * There doesn't seem much point in allowing a rectangle
1281 * drag; people will generally only want to drag a single
1282 * horizontal or vertical line, so we make that easy by
1283 * snapping to it.
1285 * Exception: if we're _middle_-button dragging to tag
1286 * things as UNKNOWN, we may well want to trash an entire
1287 * area and start over!
1289 if (ui->state != GRID_UNKNOWN) {
1290 if (abs(x - ui->drag_start_x) > abs(y - ui->drag_start_y))
1291 y = ui->drag_start_y;
1292 else
1293 x = ui->drag_start_x;
1296 if (x < 0) x = 0;
1297 if (y < 0) y = 0;
1298 if (x >= state->common->w) x = state->common->w - 1;
1299 if (y >= state->common->h) y = state->common->h - 1;
1301 ui->drag_end_x = x;
1302 ui->drag_end_y = y;
1304 return ""; /* UI activity occurred */
1307 if (ui->dragging && button == ui->release) {
1308 int x1, x2, y1, y2, xx, yy;
1309 int move_needed = FALSE;
1311 x1 = min(ui->drag_start_x, ui->drag_end_x);
1312 x2 = max(ui->drag_start_x, ui->drag_end_x);
1313 y1 = min(ui->drag_start_y, ui->drag_end_y);
1314 y2 = max(ui->drag_start_y, ui->drag_end_y);
1316 for (yy = y1; yy <= y2; yy++)
1317 for (xx = x1; xx <= x2; xx++)
1318 if (!state->common->immutable[yy * state->common->w + xx] &&
1319 state->grid[yy * state->common->w + xx] != ui->state)
1320 move_needed = TRUE;
1322 ui->dragging = FALSE;
1324 if (move_needed) {
1325 char buf[80];
1326 sprintf(buf, "%c%d,%d,%d,%d",
1327 (char)(ui->state == GRID_FULL ? 'F' :
1328 ui->state == GRID_EMPTY ? 'E' : 'U'),
1329 x1, y1, x2-x1+1, y2-y1+1);
1330 return dupstr(buf);
1331 } else
1332 return ""; /* UI activity occurred */
1335 if (IS_CURSOR_MOVE(button)) {
1336 int x = ui->cur_x, y = ui->cur_y, newstate;
1337 char buf[80];
1338 move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, 0);
1339 ui->cur_visible = 1;
1340 if (!control && !shift) return "";
1342 newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
1343 if (state->grid[y * state->common->w + x] == newstate &&
1344 state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
1345 return "";
1347 sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
1348 min(x, ui->cur_x), min(y, ui->cur_y),
1349 abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
1350 return dupstr(buf);
1353 if (IS_CURSOR_SELECT(button)) {
1354 int currstate = state->grid[ui->cur_y * state->common->w + ui->cur_x];
1355 int newstate;
1356 char buf[80];
1358 if (!ui->cur_visible) {
1359 ui->cur_visible = 1;
1360 return "";
1363 if (button == CURSOR_SELECT2)
1364 newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
1365 currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
1366 else
1367 newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
1368 currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
1370 sprintf(buf, "%c%d,%d,%d,%d",
1371 (char)(newstate == GRID_FULL ? 'F' :
1372 newstate == GRID_EMPTY ? 'E' : 'U'),
1373 ui->cur_x, ui->cur_y, 1, 1);
1374 return dupstr(buf);
1377 return NULL;
1380 static game_state *execute_move(const game_state *from, const char *move)
1382 game_state *ret;
1383 int x1, x2, y1, y2, xx, yy;
1384 int val;
1386 if (move[0] == 'S' &&
1387 strlen(move) == from->common->w * from->common->h + 1) {
1388 int i;
1390 ret = dup_game(from);
1392 for (i = 0; i < ret->common->w * ret->common->h; i++)
1393 ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
1395 ret->completed = ret->cheated = TRUE;
1397 return ret;
1398 } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
1399 sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
1400 x1 >= 0 && x2 >= 0 && x1+x2 <= from->common->w &&
1401 y1 >= 0 && y2 >= 0 && y1+y2 <= from->common->h) {
1403 x2 += x1;
1404 y2 += y1;
1405 val = (move[0] == 'F' ? GRID_FULL :
1406 move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
1408 ret = dup_game(from);
1409 for (yy = y1; yy < y2; yy++)
1410 for (xx = x1; xx < x2; xx++)
1411 if (!ret->common->immutable[yy * ret->common->w + xx])
1412 ret->grid[yy * ret->common->w + xx] = val;
1415 * An actual change, so check to see if we've completed the
1416 * game.
1418 if (!ret->completed) {
1419 int *rowdata = snewn(ret->common->rowsize, int);
1420 int i, len;
1422 ret->completed = TRUE;
1424 for (i=0; i<ret->common->w; i++) {
1425 len = compute_rowdata(rowdata, ret->grid+i,
1426 ret->common->h, ret->common->w);
1427 if (len != ret->common->rowlen[i] ||
1428 memcmp(ret->common->rowdata+i*ret->common->rowsize,
1429 rowdata, len * sizeof(int))) {
1430 ret->completed = FALSE;
1431 break;
1434 for (i=0; i<ret->common->h; i++) {
1435 len = compute_rowdata(rowdata, ret->grid+i*ret->common->w,
1436 ret->common->w, 1);
1437 if (len != ret->common->rowlen[i+ret->common->w] ||
1438 memcmp(ret->common->rowdata +
1439 (i+ret->common->w)*ret->common->rowsize,
1440 rowdata, len * sizeof(int))) {
1441 ret->completed = FALSE;
1442 break;
1446 sfree(rowdata);
1449 return ret;
1450 } else
1451 return NULL;
1454 /* ----------------------------------------------------------------------
1455 * Error-checking during gameplay.
1459 * The difficulty in error-checking Pattern is to make the error check
1460 * _weak_ enough. The most obvious way would be to check each row and
1461 * column by calling (a modified form of) do_row() to recursively
1462 * analyse the row contents against the clue set and see if the
1463 * GRID_UNKNOWNs could be filled in in any way that would end up
1464 * correct. However, this turns out to be such a strong error check as
1465 * to constitute a spoiler in many situations: you make a typo while
1466 * trying to fill in one row, and not only does the row light up to
1467 * indicate an error, but several columns crossed by the move also
1468 * light up and draw your attention to deductions you hadn't even
1469 * noticed you could make.
1471 * So instead I restrict error-checking to 'complete runs' within a
1472 * row, by which I mean contiguous sequences of GRID_FULL bounded at
1473 * both ends by either GRID_EMPTY or the ends of the row. We identify
1474 * all the complete runs in a row, and verify that _those_ are
1475 * consistent with the row's clue list. Sequences of complete runs
1476 * separated by solid GRID_EMPTY are required to match contiguous
1477 * sequences in the clue list, whereas if there's at least one
1478 * GRID_UNKNOWN between any two complete runs then those two need not
1479 * be contiguous in the clue list.
1481 * To simplify the edge cases, I pretend that the clue list for the
1482 * row is extended with a 0 at each end, and I also pretend that the
1483 * grid data for the row is extended with a GRID_EMPTY and a
1484 * zero-length run at each end. This permits the contiguity checker to
1485 * handle the fiddly end effects (e.g. if the first contiguous
1486 * sequence of complete runs in the grid matches _something_ in the
1487 * clue list but not at the beginning, this is allowable iff there's a
1488 * GRID_UNKNOWN before the first one) with minimal faff, since the end
1489 * effects just drop out as special cases of the normal inter-run
1490 * handling (in this code the above case is not 'at the end of the
1491 * clue list' at all, but between the implicit initial zero run and
1492 * the first nonzero one).
1494 * We must also be a little careful about how we search for a
1495 * contiguous sequence of runs. In the clue list (1 1 2 1 2 3),
1496 * suppose we see a GRID_UNKNOWN and then a length-1 run. We search
1497 * for 1 in the clue list and find it at the very beginning. But now
1498 * suppose we find a length-2 run with no GRID_UNKNOWN before it. We
1499 * can't naively look at the next clue from the 1 we found, because
1500 * that'll be the second 1 and won't match. Instead, we must backtrack
1501 * by observing that the 2 we've just found must be contiguous with
1502 * the 1 we've already seen, so we search for the sequence (1 2) and
1503 * find it starting at the second 1. Now if we see a 3, we must
1504 * rethink again and search for (1 2 3).
1507 struct errcheck_state {
1509 * rowdata and rowlen point at the clue data for this row in the
1510 * game state.
1512 int *rowdata;
1513 int rowlen;
1515 * rowpos indicates the lowest position where it would be valid to
1516 * see our next run length. It might be equal to rowlen,
1517 * indicating that the next run would have to be the terminating 0.
1519 int rowpos;
1521 * ncontig indicates how many runs we've seen in a contiguous
1522 * block. This is taken into account when searching for the next
1523 * run we find, unless ncontig is zeroed out first by encountering
1524 * a GRID_UNKNOWN.
1526 int ncontig;
1529 static int errcheck_found_run(struct errcheck_state *es, int r)
1531 /* Macro to handle the pretence that rowdata has a 0 at each end */
1532 #define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)])
1535 * See if we can find this new run length at a position where it
1536 * also matches the last 'ncontig' runs we've seen.
1538 int i, newpos;
1539 for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) {
1541 if (ROWDATA(newpos) != r)
1542 goto notfound;
1544 for (i = 1; i <= es->ncontig; i++)
1545 if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i))
1546 goto notfound;
1548 es->rowpos = newpos+1;
1549 es->ncontig++;
1550 return TRUE;
1552 notfound:;
1555 return FALSE;
1557 #undef ROWDATA
1560 static int check_errors(const game_state *state, int i)
1562 int start, step, end, j;
1563 int val, runlen;
1564 struct errcheck_state aes, *es = &aes;
1566 es->rowlen = state->common->rowlen[i];
1567 es->rowdata = state->common->rowdata + state->common->rowsize * i;
1568 /* Pretend that we've already encountered the initial zero run */
1569 es->ncontig = 1;
1570 es->rowpos = 0;
1572 if (i < state->common->w) {
1573 start = i;
1574 step = state->common->w;
1575 end = start + step * state->common->h;
1576 } else {
1577 start = (i - state->common->w) * state->common->w;
1578 step = 1;
1579 end = start + step * state->common->w;
1582 runlen = -1;
1583 for (j = start - step; j <= end; j += step) {
1584 if (j < start || j == end)
1585 val = GRID_EMPTY;
1586 else
1587 val = state->grid[j];
1589 if (val == GRID_UNKNOWN) {
1590 runlen = -1;
1591 es->ncontig = 0;
1592 } else if (val == GRID_FULL) {
1593 if (runlen >= 0)
1594 runlen++;
1595 } else if (val == GRID_EMPTY) {
1596 if (runlen > 0) {
1597 if (!errcheck_found_run(es, runlen))
1598 return TRUE; /* error! */
1600 runlen = 0;
1604 /* Signal end-of-row by sending errcheck_found_run the terminating
1605 * zero run, which will be marked as contiguous with the previous
1606 * run if and only if there hasn't been a GRID_UNKNOWN before. */
1607 if (!errcheck_found_run(es, 0))
1608 return TRUE; /* error at the last minute! */
1610 return FALSE; /* no error */
1613 /* ----------------------------------------------------------------------
1614 * Drawing routines.
1617 static void game_compute_size(const game_params *params, int tilesize,
1618 int *x, int *y)
1620 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1621 struct { int tilesize; } ads, *ds = &ads;
1622 ads.tilesize = tilesize;
1624 *x = SIZE(params->w);
1625 *y = SIZE(params->h);
1628 static void game_set_size(drawing *dr, game_drawstate *ds,
1629 const game_params *params, int tilesize)
1631 ds->tilesize = tilesize;
1634 static float *game_colours(frontend *fe, int *ncolours)
1636 float *ret = snewn(3 * NCOLOURS, float);
1637 int i;
1639 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1641 for (i = 0; i < 3; i++) {
1642 ret[COL_GRID * 3 + i] = 0.3F;
1643 ret[COL_UNKNOWN * 3 + i] = 0.5F;
1644 ret[COL_TEXT * 3 + i] = 0.0F;
1645 ret[COL_FULL * 3 + i] = 0.0F;
1646 ret[COL_EMPTY * 3 + i] = 1.0F;
1648 ret[COL_CURSOR * 3 + 0] = 1.0F;
1649 ret[COL_CURSOR * 3 + 1] = 0.25F;
1650 ret[COL_CURSOR * 3 + 2] = 0.25F;
1651 ret[COL_ERROR * 3 + 0] = 1.0F;
1652 ret[COL_ERROR * 3 + 1] = 0.0F;
1653 ret[COL_ERROR * 3 + 2] = 0.0F;
1655 *ncolours = NCOLOURS;
1656 return ret;
1659 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1661 struct game_drawstate *ds = snew(struct game_drawstate);
1663 ds->started = FALSE;
1664 ds->w = state->common->w;
1665 ds->h = state->common->h;
1666 ds->visible = snewn(ds->w * ds->h, unsigned char);
1667 ds->tilesize = 0; /* not decided yet */
1668 memset(ds->visible, 255, ds->w * ds->h);
1669 ds->numcolours = snewn(ds->w + ds->h, unsigned char);
1670 memset(ds->numcolours, 255, ds->w + ds->h);
1671 ds->cur_x = ds->cur_y = 0;
1673 return ds;
1676 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1678 sfree(ds->visible);
1679 sfree(ds);
1682 static void grid_square(drawing *dr, game_drawstate *ds,
1683 int y, int x, int state, int cur)
1685 int xl, xr, yt, yb, dx, dy, dw, dh;
1687 draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1688 TILE_SIZE, TILE_SIZE, COL_GRID);
1690 xl = (x % 5 == 0 ? 1 : 0);
1691 yt = (y % 5 == 0 ? 1 : 0);
1692 xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
1693 yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
1695 dx = TOCOORD(ds->w, x) + 1 + xl;
1696 dy = TOCOORD(ds->h, y) + 1 + yt;
1697 dw = TILE_SIZE - xl - xr - 1;
1698 dh = TILE_SIZE - yt - yb - 1;
1700 draw_rect(dr, dx, dy, dw, dh,
1701 (state == GRID_FULL ? COL_FULL :
1702 state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
1703 if (cur) {
1704 draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
1705 draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
1708 draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
1709 TILE_SIZE, TILE_SIZE);
1713 * Draw the numbers for a single row or column.
1715 static void draw_numbers(drawing *dr, game_drawstate *ds,
1716 const game_state *state, int i, int erase, int colour)
1718 int rowlen = state->common->rowlen[i];
1719 int *rowdata = state->common->rowdata + state->common->rowsize * i;
1720 int nfit;
1721 int j;
1723 if (erase) {
1724 if (i < state->common->w) {
1725 draw_rect(dr, TOCOORD(state->common->w, i), 0,
1726 TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE,
1727 COL_BACKGROUND);
1728 } else {
1729 draw_rect(dr, 0, TOCOORD(state->common->h, i - state->common->w),
1730 BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE,
1731 COL_BACKGROUND);
1736 * Normally I space the numbers out by the same distance as the
1737 * tile size. However, if there are more numbers than available
1738 * spaces, I have to squash them up a bit.
1740 if (i < state->common->w)
1741 nfit = TLBORDER(state->common->h);
1742 else
1743 nfit = TLBORDER(state->common->w);
1744 nfit = max(rowlen, nfit) - 1;
1745 assert(nfit > 0);
1747 for (j = 0; j < rowlen; j++) {
1748 int x, y;
1749 char str[80];
1751 if (i < state->common->w) {
1752 x = TOCOORD(state->common->w, i);
1753 y = BORDER + TILE_SIZE * (TLBORDER(state->common->h)-1);
1754 y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->h)-1) / nfit;
1755 } else {
1756 y = TOCOORD(state->common->h, i - state->common->w);
1757 x = BORDER + TILE_SIZE * (TLBORDER(state->common->w)-1);
1758 x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->common->w)-1) / nfit;
1761 sprintf(str, "%d", rowdata[j]);
1762 draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
1763 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
1766 if (i < state->common->w) {
1767 draw_update(dr, TOCOORD(state->common->w, i), 0,
1768 TILE_SIZE, BORDER + TLBORDER(state->common->h) * TILE_SIZE);
1769 } else {
1770 draw_update(dr, 0, TOCOORD(state->common->h, i - state->common->w),
1771 BORDER + TLBORDER(state->common->w) * TILE_SIZE, TILE_SIZE);
1775 static void game_redraw(drawing *dr, game_drawstate *ds,
1776 const game_state *oldstate, const game_state *state,
1777 int dir, const game_ui *ui,
1778 float animtime, float flashtime)
1780 int i, j;
1781 int x1, x2, y1, y2;
1782 int cx, cy, cmoved;
1784 if (!ds->started) {
1786 * The initial contents of the window are not guaranteed
1787 * and can vary with front ends. To be on the safe side,
1788 * all games should start by drawing a big background-
1789 * colour rectangle covering the whole window.
1791 draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
1794 * Draw the grid outline.
1796 draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
1797 ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
1798 COL_GRID);
1800 ds->started = TRUE;
1802 draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
1805 if (ui->dragging) {
1806 x1 = min(ui->drag_start_x, ui->drag_end_x);
1807 x2 = max(ui->drag_start_x, ui->drag_end_x);
1808 y1 = min(ui->drag_start_y, ui->drag_end_y);
1809 y2 = max(ui->drag_start_y, ui->drag_end_y);
1810 } else {
1811 x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */
1814 if (ui->cur_visible) {
1815 cx = ui->cur_x; cy = ui->cur_y;
1816 } else {
1817 cx = cy = -1;
1819 cmoved = (cx != ds->cur_x || cy != ds->cur_y);
1822 * Now draw any grid squares which have changed since last
1823 * redraw.
1825 for (i = 0; i < ds->h; i++) {
1826 for (j = 0; j < ds->w; j++) {
1827 int val, cc = 0;
1830 * Work out what state this square should be drawn in,
1831 * taking any current drag operation into account.
1833 if (ui->dragging && x1 <= j && j <= x2 && y1 <= i && i <= y2 &&
1834 !state->common->immutable[i * state->common->w + j])
1835 val = ui->state;
1836 else
1837 val = state->grid[i * state->common->w + j];
1839 if (cmoved) {
1840 /* the cursor has moved; if we were the old or
1841 * the new cursor position we need to redraw. */
1842 if (j == cx && i == cy) cc = 1;
1843 if (j == ds->cur_x && i == ds->cur_y) cc = 1;
1847 * Briefly invert everything twice during a completion
1848 * flash.
1850 if (flashtime > 0 &&
1851 (flashtime <= FLASH_TIME/3 || flashtime >= FLASH_TIME*2/3) &&
1852 val != GRID_UNKNOWN)
1853 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
1855 if (ds->visible[i * ds->w + j] != val || cc) {
1856 grid_square(dr, ds, i, j, val,
1857 (j == cx && i == cy));
1858 ds->visible[i * ds->w + j] = val;
1862 ds->cur_x = cx; ds->cur_y = cy;
1865 * Redraw any numbers which have changed their colour due to error
1866 * indication.
1868 for (i = 0; i < state->common->w + state->common->h; i++) {
1869 int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT;
1870 if (ds->numcolours[i] != colour) {
1871 draw_numbers(dr, ds, state, i, TRUE, colour);
1872 ds->numcolours[i] = colour;
1877 static float game_anim_length(const game_state *oldstate,
1878 const game_state *newstate, int dir, game_ui *ui)
1880 return 0.0F;
1883 static float game_flash_length(const game_state *oldstate,
1884 const game_state *newstate, int dir, game_ui *ui)
1886 if (!oldstate->completed && newstate->completed &&
1887 !oldstate->cheated && !newstate->cheated)
1888 return FLASH_TIME;
1889 return 0.0F;
1892 static int game_status(const game_state *state)
1894 return state->completed ? +1 : 0;
1897 static int game_timing_state(const game_state *state, game_ui *ui)
1899 return TRUE;
1902 static void game_print_size(const game_params *params, float *x, float *y)
1904 int pw, ph;
1907 * I'll use 5mm squares by default.
1909 game_compute_size(params, 500, &pw, &ph);
1910 *x = pw / 100.0F;
1911 *y = ph / 100.0F;
1914 static void game_print(drawing *dr, const game_state *state, int tilesize)
1916 int w = state->common->w, h = state->common->h;
1917 int ink = print_mono_colour(dr, 0);
1918 int x, y, i;
1920 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1921 game_drawstate ads, *ds = &ads;
1922 game_set_size(dr, ds, NULL, tilesize);
1925 * Border.
1927 print_line_width(dr, TILE_SIZE / 16);
1928 draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
1929 w*TILE_SIZE, h*TILE_SIZE, ink);
1932 * Grid.
1934 for (x = 1; x < w; x++) {
1935 print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
1936 draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
1937 TOCOORD(w, x), TOCOORD(h, h), ink);
1939 for (y = 1; y < h; y++) {
1940 print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
1941 draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
1942 TOCOORD(w, w), TOCOORD(h, y), ink);
1946 * Clues.
1948 for (i = 0; i < state->common->w + state->common->h; i++)
1949 draw_numbers(dr, ds, state, i, FALSE, ink);
1952 * Solution.
1954 print_line_width(dr, TILE_SIZE / 128);
1955 for (y = 0; y < h; y++)
1956 for (x = 0; x < w; x++) {
1957 if (state->grid[y*w+x] == GRID_FULL)
1958 draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
1959 TILE_SIZE, TILE_SIZE, ink);
1960 else if (state->grid[y*w+x] == GRID_EMPTY)
1961 draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
1962 TOCOORD(h, y) + TILE_SIZE/2,
1963 TILE_SIZE/12, ink, ink);
1967 #ifdef COMBINED
1968 #define thegame pattern
1969 #endif
1971 const struct game thegame = {
1972 "Pattern", "games.pattern", "pattern",
1973 default_params,
1974 game_fetch_preset, NULL,
1975 decode_params,
1976 encode_params,
1977 free_params,
1978 dup_params,
1979 TRUE, game_configure, custom_params,
1980 validate_params,
1981 new_game_desc,
1982 validate_desc,
1983 new_game,
1984 dup_game,
1985 free_game,
1986 TRUE, solve_game,
1987 TRUE, game_can_format_as_text_now, game_text_format,
1988 new_ui,
1989 free_ui,
1990 encode_ui,
1991 decode_ui,
1992 game_changed_state,
1993 interpret_move,
1994 execute_move,
1995 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1996 game_colours,
1997 game_new_drawstate,
1998 game_free_drawstate,
1999 game_redraw,
2000 game_anim_length,
2001 game_flash_length,
2002 game_status,
2003 TRUE, FALSE, game_print_size, game_print,
2004 FALSE, /* wants_statusbar */
2005 FALSE, game_timing_state,
2006 REQUIRE_RBUTTON, /* flags */
2009 #ifdef STANDALONE_SOLVER
2011 int main(int argc, char **argv)
2013 game_params *p;
2014 game_state *s;
2015 char *id = NULL, *desc, *err;
2017 while (--argc > 0) {
2018 char *p = *++argv;
2019 if (*p == '-') {
2020 if (!strcmp(p, "-v")) {
2021 verbose = TRUE;
2022 } else {
2023 fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
2024 return 1;
2026 } else {
2027 id = p;
2031 if (!id) {
2032 fprintf(stderr, "usage: %s <game_id>\n", argv[0]);
2033 return 1;
2036 desc = strchr(id, ':');
2037 if (!desc) {
2038 fprintf(stderr, "%s: game id expects a colon in it\n", argv[0]);
2039 return 1;
2041 *desc++ = '\0';
2043 p = default_params();
2044 decode_params(p, id);
2045 err = validate_desc(p, desc);
2046 if (err) {
2047 fprintf(stderr, "%s: %s\n", argv[0], err);
2048 return 1;
2050 s = new_game(NULL, p, desc);
2053 int w = p->w, h = p->h, i, j, max, cluewid = 0;
2054 unsigned char *matrix, *workspace;
2055 unsigned int *changed_h, *changed_w;
2056 int *rowdata;
2058 matrix = snewn(w*h, unsigned char);
2059 max = max(w, h);
2060 workspace = snewn(max*7, unsigned char);
2061 changed_h = snewn(max+1, unsigned int);
2062 changed_w = snewn(max+1, unsigned int);
2063 rowdata = snewn(max+1, int);
2065 if (verbose) {
2066 int thiswid;
2068 * Work out the maximum text width of the clue numbers
2069 * in a row or column, so we can print the solver's
2070 * working in a nicely lined up way.
2072 for (i = 0; i < (w+h); i++) {
2073 char buf[80];
2074 for (thiswid = -1, j = 0; j < s->common->rowlen[i]; j++)
2075 thiswid += sprintf
2076 (buf, " %d",
2077 s->common->rowdata[s->common->rowsize*i+j]);
2078 if (cluewid < thiswid)
2079 cluewid = thiswid;
2083 solve_puzzle(s, NULL, w, h, matrix, workspace,
2084 changed_h, changed_w, rowdata, cluewid);
2086 for (i = 0; i < h; i++) {
2087 for (j = 0; j < w; j++) {
2088 int c = (matrix[i*w+j] == UNKNOWN ? '?' :
2089 matrix[i*w+j] == BLOCK ? '#' :
2090 matrix[i*w+j] == DOT ? '.' :
2091 '!');
2092 putchar(c);
2094 printf("\n");
2098 return 0;
2101 #endif
2103 #ifdef STANDALONE_PICTURE_GENERATOR
2106 * Main program for the standalone picture generator. To use it,
2107 * simply provide it with an XBM-format bitmap file (note XBM, not
2108 * XPM) on standard input, and it will output a game ID in return.
2109 * For example:
2111 * $ ./patternpicture < calligraphic-A.xbm
2112 * 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
2114 * That looks easy, of course - all the program has done is to count
2115 * up the clue numbers! But in fact, it's done more than that: it's
2116 * also checked that the result is uniquely soluble from just the
2117 * numbers. If it hadn't been, then it would have also left some
2118 * filled squares in the playing area as extra clues.
2120 * $ ./patternpicture < cube.xbm
2121 * 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
2123 * This enables a reasonably convenient design workflow for coming up
2124 * with pictorial Pattern puzzles which _are_ uniquely soluble without
2125 * those inelegant pre-filled squares. Fire up a bitmap editor (X11
2126 * bitmap(1) is good enough), save a trial .xbm, and then test it by
2127 * running a command along the lines of
2129 * $ ./pattern $(./patternpicture < test.xbm)
2131 * If the resulting window pops up with some pre-filled squares, then
2132 * that tells you which parts of the image are giving rise to
2133 * ambiguities, so try making tweaks in those areas, try the test
2134 * command again, and see if it helps. Once you have a design for
2135 * which the Pattern starting grid comes out empty, there's your game
2136 * ID.
2139 #include <time.h>
2141 int main(int argc, char **argv)
2143 game_params *par;
2144 char *params, *desc;
2145 random_state *rs;
2146 time_t seed = time(NULL);
2147 char buf[4096];
2148 int i;
2149 int x, y;
2151 par = default_params();
2152 if (argc > 1)
2153 decode_params(par, argv[1]); /* get difficulty */
2154 par->w = par->h = -1;
2157 * Now read an XBM file from standard input. This is simple and
2158 * hacky and will do very little error detection, so don't feed
2159 * it bogus data.
2161 picture = NULL;
2162 x = y = 0;
2163 while (fgets(buf, sizeof(buf), stdin)) {
2164 buf[strcspn(buf, "\r\n")] = '\0';
2165 if (!strncmp(buf, "#define", 7)) {
2167 * Lines starting `#define' give the width and height.
2169 char *num = buf + strlen(buf);
2170 char *symend;
2172 while (num > buf && isdigit((unsigned char)num[-1]))
2173 num--;
2174 symend = num;
2175 while (symend > buf && isspace((unsigned char)symend[-1]))
2176 symend--;
2178 if (symend-5 >= buf && !strncmp(symend-5, "width", 5))
2179 par->w = atoi(num);
2180 else if (symend-6 >= buf && !strncmp(symend-6, "height", 6))
2181 par->h = atoi(num);
2182 } else {
2184 * Otherwise, break the string up into words and take
2185 * any word of the form `0x' plus hex digits to be a
2186 * byte.
2188 char *p, *wordstart;
2190 if (!picture) {
2191 if (par->w < 0 || par->h < 0) {
2192 printf("failed to read width and height\n");
2193 return 1;
2195 picture = snewn(par->w * par->h, unsigned char);
2196 for (i = 0; i < par->w * par->h; i++)
2197 picture[i] = GRID_UNKNOWN;
2200 p = buf;
2201 while (*p) {
2202 while (*p && (*p == ',' || isspace((unsigned char)*p)))
2203 p++;
2204 wordstart = p;
2205 while (*p && !(*p == ',' || *p == '}' ||
2206 isspace((unsigned char)*p)))
2207 p++;
2208 if (*p)
2209 *p++ = '\0';
2211 if (wordstart[0] == '0' &&
2212 (wordstart[1] == 'x' || wordstart[1] == 'X') &&
2213 !wordstart[2 + strspn(wordstart+2,
2214 "0123456789abcdefABCDEF")]) {
2215 unsigned long byte = strtoul(wordstart+2, NULL, 16);
2216 for (i = 0; i < 8; i++) {
2217 int bit = (byte >> i) & 1;
2218 if (y < par->h && x < par->w)
2219 picture[y * par->w + x] =
2220 bit ? GRID_FULL : GRID_EMPTY;
2221 x++;
2224 if (x >= par->w) {
2225 x = 0;
2226 y++;
2233 for (i = 0; i < par->w * par->h; i++)
2234 if (picture[i] == GRID_UNKNOWN) {
2235 fprintf(stderr, "failed to read enough bitmap data\n");
2236 return 1;
2239 rs = random_new((void*)&seed, sizeof(time_t));
2241 desc = new_game_desc(par, rs, NULL, FALSE);
2242 params = encode_params(par, FALSE);
2243 printf("%s:%s\n", params, desc);
2245 sfree(desc);
2246 sfree(params);
2247 free_params(par);
2248 random_free(rs);
2250 return 0;
2253 #endif
2255 /* vim: set shiftwidth=4 tabstop=8: */