*
* Things still to do:
*
- * * write a recursive solver?
+ * - The solver's algorithmic design is not really ideal. It makes
+ * use of the same data representation as gameplay uses, which
+ * often looks like a tempting reuse of code but isn't always a
+ * good idea. In this case, it's unpleasant that each edge of the
+ * graph ends up represented as multiple squares on a grid, with
+ * flags indicating when edges and non-edges cross; that's useful
+ * when the result can be directly translated into positions of
+ * graphics on the display, but in purely internal work it makes
+ * even simple manipulations during solving more painful than they
+ * should be, and complex ones have no choice but to modify the
+ * data structures temporarily, test things, and put them back. I
+ * envisage a complete solver rewrite along the following lines:
+ * + We have a collection of vertices (islands) and edges
+ * (potential bridge locations, i.e. pairs of horizontal or
+ * vertical islands with no other island in between).
+ * + Each edge has an associated list of edges that cross it, and
+ * hence with which it is mutually exclusive.
+ * + For each edge, we track the min and max number of bridges we
+ * currently think possible.
+ * + For each vertex, we track the number of _liberties_ it has,
+ * i.e. its clue number minus the min bridge count for each edge
+ * out of it.
+ * + We also maintain a dsf that identifies sets of vertices which
+ * are connected components of the puzzle so far, and for each
+ * equivalence class we track the total number of liberties for
+ * that component. (The dsf mechanism will also already track
+ * the size of each component, i.e. number of islands.)
+ * + So incrementing the min for an edge requires processing along
+ * the lines of:
+ * - set the max for all edges crossing that one to zero
+ * - decrement the liberty count for the vertex at each end,
+ * and also for each vertex's equivalence class (NB they may
+ * be the same class)
+ * - unify the two equivalence classes if they're not already,
+ * and if so, set the liberty count for the new class to be
+ * the sum of the previous two.
+ * + Decrementing the max is much easier, however.
+ * + With this data structure the really fiddly stuff in stage3()
+ * becomes more or less trivial, because it's now a quick job to
+ * find out whether an island would form an isolated subgraph if
+ * connected to a given subset of its neighbours:
+ * - identify the connected components containing the test
+ * vertex and its putative new neighbours (but be careful not
+ * to count a component more than once if two or more of the
+ * vertices involved are already in the same one)
+ * - find the sum of those components' liberty counts, and also
+ * the total number of islands involved
+ * - if the total liberty count of the connected components is
+ * exactly equal to twice the number of edges we'd be adding
+ * (of course each edge destroys two liberties, one at each
+ * end) then these components would become a subgraph with
+ * zero liberties if connected together.
+ * - therefore, if that subgraph also contains fewer than the
+ * total number of islands, it's disallowed.
+ * - As mentioned in stage3(), once we've identified such a
+ * disallowed pattern, we have two choices for what to do
+ * with it: if the candidate set of neighbours has size 1 we
+ * can reduce the max for the edge to that one neighbour,
+ * whereas if its complement has size 1 we can increase the
+ * min for the edge to the _omitted_ neighbour.
+ *
+ * - write a recursive solver?
*/
#include <stdio.h>
#include "puzzles.h"
/* Turn this on for hints about which lines are considered possibilities. */
-#undef DRAW_HINTS
#undef DRAW_GRID
#undef DRAW_DSF
COL_SELECTED, COL_MARK,
COL_HINT, COL_GRID,
COL_WARNING,
+ COL_CURSOR,
NCOLOURS
};
#define G_REDRAW 0x0100
#define G_FLASH 0x0200
#define G_WARN 0x0400
+#define G_CURSOR 0x0800
/* flags used by the solver etc. */
-#define G_SWEEP 0x0800
+#define G_SWEEP 0x1000
#define G_FLAGSH (G_LINEH|G_MARKH|G_NOLINEH)
#define G_FLAGSV (G_LINEV|G_MARKV|G_NOLINEV)
typedef unsigned int grid_type; /* change me later if we invent > 16 bits of flags. */
struct solver_state {
- int *dsf, *tmpdsf;
+ int *dsf, *comptspaces;
+ int *tmpdsf, *tmpcompspaces;
int refcount;
};
}
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
int x, y, len, nl;
{
int curr = island_countbridges(is), nspc = is->count - curr, nsurrspc;
int i, poss;
- grid_type v;
struct island *is_orth;
if (nspc < 0) {
int ifree, dx = is->adj.points[i].dx;
if (!is->adj.points[i].off) continue;
- v = GRID(is->state, is->adj.points[i].x, is->adj.points[i].y);
poss = POSSIBLES(is->state, dx,
is->adj.points[i].x, is->adj.points[i].y);
if (poss == 0) continue;
assert(is_orth);
ifree = is_orth->count - island_countbridges(is_orth);
- if (ifree > 0)
- nsurrspc += min(ifree, MAXIMUM(is->state, dx,
- is->adj.points[i].x, is->adj.points[i].y));
+ if (ifree > 0) {
+ /*
+ * ifree is the number of bridges unfilled in the other
+ * island, which is clearly an upper bound on the number
+ * of extra bridges this island may run to it.
+ *
+ * Another upper bound is the number of bridges unfilled
+ * on the specific line between here and there. We must
+ * take the minimum of both.
+ */
+ int bmax = MAXIMUM(is->state, dx,
+ is->adj.points[i].x, is->adj.points[i].y);
+ int bcurr = GRIDCOUNT(is->state,
+ is->adj.points[i].x, is->adj.points[i].y,
+ dx ? G_LINEH : G_LINEV);
+ assert(bcurr <= bmax);
+ nsurrspc += min(ifree, bmax - bcurr);
+ }
}
if (nsurrspc < nspc) {
debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
idx = x;
s = e = -1;
bl = 0;
+ maxb = state->params.maxb; /* placate optimiser */
/* Unset possible flags until we find an island. */
for (y = 0; y < state->h; y++) {
is_s = IDX(state, gridi, idx);
- if (is_s) break;
+ if (is_s) {
+ maxb = is_s->count;
+ break;
+ }
IDX(state, possv, idx) = 0;
idx += w;
}
for (; y < state->h; y++) {
+ maxb = min(maxb, IDX(state, maxv, idx));
is_f = IDX(state, gridi, idx);
if (is_f) {
assert(is_s);
- maxb = IDX(state, maxv, idx);
- np = min(maxb, min(is_s->count, is_f->count));
+ np = min(maxb, is_f->count);
if (s != -1) {
for (i = s; i <= e; i++) {
s = y+1;
bl = 0;
is_s = is_f;
+ maxb = is_s->count;
} else {
e = y;
if (IDX(state,grid,idx) & (G_LINEH|G_NOLINEV)) bl = 1;
idx = y*w;
s = e = -1;
bl = 0;
+ maxb = state->params.maxb; /* placate optimiser */
for (x = 0; x < state->w; x++) {
is_s = IDX(state, gridi, idx);
- if (is_s) break;
+ if (is_s) {
+ maxb = is_s->count;
+ break;
+ }
IDX(state, possh, idx) = 0;
idx += 1;
}
for (; x < state->w; x++) {
+ maxb = min(maxb, IDX(state, maxh, idx));
is_f = IDX(state, gridi, idx);
if (is_f) {
assert(is_s);
- maxb = IDX(state, maxh, idx);
- np = min(maxb, min(is_s->count, is_f->count));
+ np = min(maxb, is_f->count);
if (s != -1) {
for (i = s; i <= e; i++) {
s = x+1;
bl = 0;
is_s = is_f;
+ maxb = is_s->count;
} else {
e = x;
if (IDX(state,grid,idx) & (G_LINEV|G_NOLINEH)) bl = 1;
return 0;
}
- is_join = INDEX(state, gridi,
- ISLAND_ORTHX(is, direction),
- ISLAND_ORTHY(is, direction));
- assert(is_join);
+ if (direction >= 0) {
+ is_join = INDEX(state, gridi,
+ ISLAND_ORTHX(is, direction),
+ ISLAND_ORTHY(is, direction));
+ assert(is_join);
- /* if is_join isn't full, return 0. */
- if (island_countbridges(is_join) < is_join->count) {
- debug(("...dest island (%d,%d) not full.\n", is_join->x, is_join->y));
- return 0;
+ /* if is_join isn't full, return 0. */
+ if (island_countbridges(is_join) < is_join->count) {
+ debug(("...dest island (%d,%d) not full.\n",
+ is_join->x, is_join->y));
+ return 0;
+ }
}
/* Check group membership for is->dsf; if it's full return 1. */
if (maxb == 0) {
debug(("...adding NOLINE.\n"));
solve_join(is, i, -1, 0); /* we can't have any bridges here. */
- didsth = 1;
} else {
debug(("...setting maximum\n"));
solve_join(is, i, maxb, 1);
}
+ didsth = 1;
+ }
+ map_update_possibles(is->state);
+ }
+
+ for (i = 0; i < is->adj.npoints; i++) {
+ /*
+ * Now check to see if any currently empty direction must have
+ * at least one bridge in order to avoid forming an isolated
+ * subgraph. This differs from the check above in that it
+ * considers multiple target islands. For example:
+ *
+ * 2 2 4
+ * 1 3 2
+ * 3
+ * 4
+ *
+ * The example on the left can be handled by the above loop:
+ * it will observe that connecting the central 2 twice to the
+ * left would form an isolated subgraph, and hence it will
+ * restrict that 2 to at most one bridge in that direction.
+ * But the example on the right won't be handled by that loop,
+ * because the deduction requires us to imagine connecting the
+ * 3 to _both_ the 1 and 2 at once to form an isolated
+ * subgraph.
+ *
+ * This pass is necessary _as well_ as the above one, because
+ * neither can do the other's job. In the left one,
+ * restricting the direction which _would_ cause trouble can
+ * be done even if it's not yet clear which of the remaining
+ * directions has to have a compensatory bridge; whereas the
+ * pass below that can handle the right-hand example does need
+ * to know what direction to point the necessary bridge in.
+ *
+ * Neither pass can handle the most general case, in which we
+ * observe that an arbitrary subset of an island's neighbours
+ * would form an isolated subgraph with it if it connected
+ * maximally to them, and hence that at least one bridge must
+ * point to some neighbour outside that subset but we don't
+ * know which neighbour. To handle that, we'd have to have a
+ * richer data format for the solver, which could cope with
+ * recording the idea that at least one of two edges must have
+ * a bridge.
+ */
+ int got = 0;
+ int before[4];
+ int j;
+
+ spc = island_adjspace(is, 1, missing, i);
+ if (spc == 0) continue;
+
+ for (j = 0; j < is->adj.npoints; j++)
+ before[j] = GRIDCOUNT(is->state,
+ is->adj.points[j].x,
+ is->adj.points[j].y,
+ is->adj.points[j].dx ? G_LINEH : G_LINEV);
+ if (before[i] != 0) continue; /* this idea is pointless otherwise */
+
+ memcpy(ss->tmpdsf, ss->dsf, wh*sizeof(int));
+
+ for (j = 0; j < is->adj.npoints; j++) {
+ spc = island_adjspace(is, 1, missing, j);
+ if (spc == 0) continue;
+ if (j == i) continue;
+ solve_join(is, j, before[j] + spc, 0);
+ }
+ map_update_possibles(is->state);
+
+ if (solve_island_subgroup(is, -1, n))
+ got = 1;
+
+ for (j = 0; j < is->adj.npoints; j++)
+ solve_join(is, j, before[j], 0);
+ memcpy(ss->dsf, ss->tmpdsf, wh*sizeof(int));
+
+ if (got) {
+ debug(("island at (%d,%d) must connect in direction (%d,%d) to"
+ " avoid full subgroup.\n",
+ is->x, is->y, is->adj.points[i].dx, is->adj.points[i].dy));
+ solve_join(is, i, 1, 0);
+ didsth = 1;
}
+
map_update_possibles(is->state);
}
+
if (didsth) *didsth_r = didsth;
return 1;
}
}
#define MAX_NEWISLAND_TRIES 50
+#define MIN_SENSIBLE_ISLANDS 3
#define ORDER(a,b) do { if (a < b) { int tmp=a; int a=b; int b=tmp; } } while(0)
game_state *tobuild = NULL;
int i, j, wh = params->w * params->h, x, y, dx, dy;
int minx, miny, maxx, maxy, joinx, joiny, newx, newy, diffx, diffy;
- int ni_req = max((params->islands * wh) / 100, 2), ni_curr, ni_bad;
+ int ni_req = max((params->islands * wh) / 100, MIN_SENSIBLE_ISLANDS), ni_curr, ni_bad;
struct island *is, *is2;
char *ret;
unsigned int echeck;
map_find_orthogonal(tobuild);
if (params->difficulty > 0) {
- if (solve_from_scratch(tobuild, params->difficulty-1) > 0) {
+ if ((ni_curr > MIN_SENSIBLE_ISLANDS) &&
+ (solve_from_scratch(tobuild, params->difficulty-1) > 0)) {
debug(("Grid is solvable at difficulty %d (too easy); retrying.\n",
params->difficulty-1));
goto generate;
int dragx_dst, dragy_dst; /* src's closest orth island. */
grid_type todraw;
int dragging, drag_is_noline, nlines;
+
+ int cur_x, cur_y, cur_visible; /* cursor position */
+ int show_hints;
};
static char *ui_cancel_drag(game_ui *ui)
{
game_ui *ui = snew(game_ui);
ui_cancel_drag(ui);
+ ui->cur_x = state->islands[0].x;
+ ui->cur_y = state->islands[0].y;
+ ui->cur_visible = 0;
+ ui->show_hints = 0;
return ui;
}
grid_type *grid;
int *lv, *lh;
int started, dragging;
+ int show_hints;
};
static char *update_drag_dst(game_state *state, game_ui *ui, game_drawstate *ds,
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (!INGRID(state, gx, gy)) return NULL;
+ ui->cur_visible = 0;
if ((ggrid & G_ISLAND) && !(ggrid & G_MARK)) {
ui->dragx_src = gx;
ui->dragy_src = gy;
ret = game_state_diff(state, solved);
free_game(solved);
return ret;
+ } else if (IS_CURSOR_MOVE(button)) {
+ ui->cur_visible = 1;
+ if (ui->dragging) {
+ int nx = ui->cur_x, ny = ui->cur_y;
+
+ move_cursor(button, &nx, &ny, state->w, state->h, 0);
+ update_drag_dst(state, ui, ds,
+ COORD(nx)+TILE_SIZE/2,
+ COORD(ny)+TILE_SIZE/2);
+ return finish_drag(state, ui);
+ } else {
+ int dx = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : 0;
+ int dy = (button == CURSOR_DOWN) ? +1 : (button == CURSOR_UP) ? -1 : 0;
+ int dorthx = 1 - abs(dx), dorthy = 1 - abs(dy);
+ int dir, orth, nx = x, ny = y;
+
+ /* 'orthorder' is a tweak to ensure that if you press RIGHT and
+ * happen to move upwards, when you press LEFT you then tend
+ * downwards (rather than upwards again). */
+ int orthorder = (button == CURSOR_LEFT || button == CURSOR_UP) ? 1 : -1;
+
+ /* This attempts to find an island in the direction you're
+ * asking for, broadly speaking. If you ask to go right, for
+ * example, it'll look for islands to the right and slightly
+ * above or below your current horiz. position, allowing
+ * further above/below the further away it searches. */
+
+ assert(GRID(state, ui->cur_x, ui->cur_y) & G_ISLAND);
+ /* currently this is depth-first (so orthogonally-adjacent
+ * islands across the other side of the grid will be moved to
+ * before closer islands slightly offset). Swap the order of
+ * these two loops to change to breadth-first search. */
+ for (orth = 0; ; orth++) {
+ int oingrid = 0;
+ for (dir = 1; ; dir++) {
+ int dingrid = 0;
+
+ if (orth > dir) continue; /* only search in cone outwards. */
+
+ nx = ui->cur_x + dir*dx + orth*dorthx*orthorder;
+ ny = ui->cur_y + dir*dy + orth*dorthy*orthorder;
+ if (INGRID(state, nx, ny)) {
+ dingrid = oingrid = 1;
+ if (GRID(state, nx, ny) & G_ISLAND) goto found;
+ }
+
+ nx = ui->cur_x + dir*dx - orth*dorthx*orthorder;
+ ny = ui->cur_y + dir*dy - orth*dorthy*orthorder;
+ if (INGRID(state, nx, ny)) {
+ dingrid = oingrid = 1;
+ if (GRID(state, nx, ny) & G_ISLAND) goto found;
+ }
+
+ if (!dingrid) break;
+ }
+ if (!oingrid) return "";
+ }
+ /* not reached */
+
+found:
+ ui->cur_x = nx;
+ ui->cur_y = ny;
+ return "";
+ }
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (ui->dragging) {
+ ui_cancel_drag(ui);
+ if (ui->dragx_dst == -1 && ui->dragy_dst == -1) {
+ sprintf(buf, "M%d,%d", ui->cur_x, ui->cur_y);
+ return dupstr(buf);
+ } else
+ return "";
+ } else {
+ grid_type v = GRID(state, ui->cur_x, ui->cur_y);
+ if (v & G_ISLAND) {
+ ui->dragging = 1;
+ ui->dragx_src = ui->cur_x;
+ ui->dragy_src = ui->cur_y;
+ ui->dragx_dst = ui->dragy_dst = -1;
+ ui->drag_is_noline = (button == CURSOR_SELECT2) ? 1 : 0;
+ return "";
+ }
+ }
+ } else if (button == 'g' || button == 'G') {
+ ui->show_hints = 1 - ui->show_hints;
+ return "";
}
return NULL;
if (sscanf(move, "%d,%d,%d,%d,%d%n",
&x1, &y1, &x2, &y2, &nl, &n) != 5)
goto badmove;
+ if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
+ goto badmove;
is1 = INDEX(ret, gridi, x1, y1);
is2 = INDEX(ret, gridi, x2, y2);
if (!is1 || !is2) goto badmove;
if (sscanf(move, "%d,%d,%d,%d%n",
&x1, &y1, &x2, &y2, &n) != 4)
goto badmove;
+ if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
+ goto badmove;
is1 = INDEX(ret, gridi, x1, y1);
is2 = INDEX(ret, gridi, x2, y2);
if (!is1 || !is2) goto badmove;
if (sscanf(move, "%d,%d%n",
&x1, &y1, &n) != 2)
goto badmove;
+ if (!INGRID(ret, x1, y1))
+ goto badmove;
is1 = INDEX(ret, gridi, x1, y1);
if (!is1) goto badmove;
island_togglemark(is1);
ret[COL_SELECTED * 3 + 1] = 1.00F;
ret[COL_SELECTED * 3 + 2] = 0.25F;
+ ret[COL_CURSOR * 3 + 0] = min(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
+ ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
+ ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
+
*ncolours = NCOLOURS;
return ret;
}
ds->lh = snewn(wh, int);
memset(ds->lv, 0, wh*sizeof(int));
memset(ds->lh, 0, wh*sizeof(int));
+ ds->show_hints = 0;
return ds;
}
draw_line(dr, ox+off, oy, ox, oy+off, col);
}
-static void lines_lvlh(game_state *state, int x, int y, grid_type v,
+static int between_island(game_state *state, int sx, int sy, int dx, int dy)
+{
+ int x = sx - dx, y = sy - dy;
+
+ while (INGRID(state, x, y)) {
+ if (GRID(state, x, y) & G_ISLAND) goto found;
+ x -= dx; y -= dy;
+ }
+ return 0;
+found:
+ x = sx + dx, y = sy + dy;
+ while (INGRID(state, x, y)) {
+ if (GRID(state, x, y) & G_ISLAND) return 1;
+ x += dx; y += dy;
+ }
+ return 0;
+}
+
+static void lines_lvlh(game_state *state, game_ui *ui, int x, int y, grid_type v,
int *lv_r, int *lh_r)
{
int lh = 0, lv = 0;
if (v & G_LINEV) lv = INDEX(state,lines,x,y);
if (v & G_LINEH) lh = INDEX(state,lines,x,y);
-#ifdef DRAW_HINTS
- if (INDEX(state, possv, x, y) && !lv) {
- lv = INDEX(state, possv, x, y);
- }
- if (INDEX(state, possh, x, y) && !lh) {
- lh = INDEX(state, possh, x, y);
+ if (ui->show_hints) {
+ if (between_island(state, x, y, 0, 1) && !lv) lv = 1;
+ if (between_island(state, x, y, 1, 0) && !lh) lh = 1;
}
-#endif
/*debug(("lvlh: (%d,%d) v 0x%x lv %d lh %d.\n", x, y, v, lv, lh));*/
*lv_r = lv; *lh_r = lh;
}
#ifdef DRAW_DSF
int ts = TILE_SIZE/2;
int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2;
- char str[10];
+ char str[32];
sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y)));
draw_text(dr, ox, oy, FONT_VARIABLE, ts,
}
draw_rect(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+ /*if (v & G_CURSOR)
+ draw_rect(dr, ox+TILE_SIZE/4, oy+TILE_SIZE/4,
+ TILE_SIZE/2, TILE_SIZE/2, COL_CURSOR);*/
-#ifdef DRAW_HINTS
- if (INDEX(state, possv, x, y) && !(v & G_LINEV))
- vcol = COL_HINT;
- if (INDEX(state, possh, x, y) && !(v & G_LINEH))
- hcol = COL_HINT;
-#endif
+
+ if (ui->show_hints) {
+ if (between_island(state, x, y, 0, 1) && !(v & G_LINEV))
+ vcol = COL_HINT;
+ if (between_island(state, x, y, 1, 0) && !(v & G_LINEH))
+ hcol = COL_HINT;
+ }
#ifdef DRAW_GRID
draw_rect_outline(dr, ox, oy, TILE_SIZE, TILE_SIZE, COL_GRID);
#endif
line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
}
- if (lv)
- lines_vert(dr, ds, ox, oy, lv, vcol, v);
- if (lh)
- lines_horiz(dr, ds, ox, oy, lh, hcol, v);
+ /* if we're drawing a real line and a hint, make sure we draw the real
+ * line on top. */
+ if (lv && vcol == COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
+ if (lh) lines_horiz(dr, ds, ox, oy, lh, hcol, v);
+ if (lv && vcol != COL_HINT) lines_vert(dr, ds, ox, oy, lv, vcol, v);
dsf_debug_draw(dr, state, ds, x, y);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
int tcol = (v & G_FLASH) ? COL_HIGHLIGHT :
(v & G_WARN) ? COL_WARNING : COL_FOREGROUND;
int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
- int bg = (v & G_MARK) ? COL_MARK : COL_BACKGROUND;
- char str[10];
+ int bg = (v & G_CURSOR) ? COL_CURSOR :
+ (v & G_MARK) ? COL_MARK : COL_BACKGROUND;
+ char str[32];
#ifdef DRAW_GRID
draw_rect_outline(dr, COORD(is->x), COORD(is->y),
} else
ds->dragging = 0;
+ if (ui->show_hints != ds->show_hints) {
+ force = 1;
+ ds->show_hints = ui->show_hints;
+ }
+
/* Draw all lines (and hints, if we want), but *not* islands. */
for (x = 0; x < ds->w; x++) {
for (y = 0; y < ds->h; y++) {
WITHIN(y,is_drag_src->y, is_drag_dst->y))
v |= G_ISSEL;
}
- lines_lvlh(state, x, y, v, &lv, &lh);
+ lines_lvlh(state, ui, x, y, v, &lv, &lh);
+
+ /*if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ v |= G_CURSOR;*/
if (v != dsv ||
lv != INDEX(ds,lv,x,y) ||
if (island_impossible(is, v & G_MARK)) v |= G_WARN;
+ if (ui->cur_visible && ui->cur_x == is->x && ui->cur_y == is->y)
+ v |= G_CURSOR;
+
if ((v != GRID(ds, is->x, is->y)) || force || redraw) {
GRID(ds,is->x,is->y) = v;
island_redraw(dr, state, ds, is, v);
return 0.0F;
}
+static int game_status(game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
/* 10mm squares by default. */
game_compute_size(params, 1000, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int ts)
int ink = print_mono_colour(dr, 0);
int paper = print_mono_colour(dr, 1);
int x, y, cx, cy, i, nl;
- int loff = ts/8;
+ int loff;
grid_type grid;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
/* I don't think this wants a border. */
/* Bridges */
+ loff = ts / (8 * sqrt((state->params.maxb - 1)));
print_line_width(dr, ts / 12);
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
if (grid & G_ISLAND) continue;
if (grid & G_LINEV) {
- if (nl > 1) {
- draw_line(dr, cx+ts/2-loff, cy, cx+ts/2-loff, cy+ts, ink);
- draw_line(dr, cx+ts/2+loff, cy, cx+ts/2+loff, cy+ts, ink);
- } else {
- draw_line(dr, cx+ts/2, cy, cx+ts/2, cy+ts, ink);
- }
+ for (i = 0; i < nl; i++)
+ draw_line(dr, cx+ts/2+(2*i-nl+1)*loff, cy,
+ cx+ts/2+(2*i-nl+1)*loff, cy+ts, ink);
}
if (grid & G_LINEH) {
- if (nl > 1) {
- draw_line(dr, cx, cy+ts/2-loff, cx+ts, cy+ts/2-loff, ink);
- draw_line(dr, cx, cy+ts/2+loff, cx+ts, cy+ts/2+loff, ink);
- } else {
- draw_line(dr, cx, cy+ts/2, cx+ts, cy+ts/2, ink);
- }
+ for (i = 0; i < nl; i++)
+ draw_line(dr, cx, cy+ts/2+(2*i-nl+1)*loff,
+ cx+ts, cy+ts/2+(2*i-nl+1)*loff, ink);
}
}
}
/* Islands */
for (i = 0; i < state->n_islands; i++) {
- char str[10];
+ char str[32];
struct island *is = &state->islands[i];
grid = GRID(state, is->x, is->y);
cx = COORD(is->x) + ts/2;
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,