/*
* TODO:
*
- * - Improve on singleton removal by making an aesthetic choice
- * about which of the options to take.
- *
- * - When doing the 3x3 trick in singleton removal, limit the size
- * of the generated rectangles in accordance with the max
- * rectangle size.
- *
- * - If we start by sorting the rectlist in descending order
- * of area, we might be able to bias our random number
- * selection to produce a few large rectangles more often
- * than oodles of small ones? Unsure, but might be worth a
- * try.
+ * - Improve singleton removal.
+ * + It would be nice to limit the size of the generated
+ * rectangles in accordance with existing constraints such as
+ * the maximum rectangle size and the one about not
+ * generating a rectangle the full width or height of the
+ * grid.
+ * + This could be achieved by making a less random choice
+ * about which of the available options to use.
+ * + Alternatively, we could create our rectangle and then
+ * split it up.
*/
#include <stdio.h>
COL_LINE,
COL_TEXT,
COL_GRID,
- COL_DRAG,
+ COL_DRAG, COL_DRAGERASE,
+ COL_CURSOR,
NCOLOURS
};
#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
-#define TILE_SIZE 24
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#ifdef SMALL_SCREEN
+#define BORDER (2)
+#else
+#define BORDER (TILE_SIZE * 3 / 4)
+#endif
#define CORNER_TOLERANCE 0.15F
#define CENTRE_TOLERANCE 0.15F
unsigned char *vedge; /* (w+1) x h */
unsigned char *hedge; /* w x (h+1) */
int completed, cheated;
+ unsigned char *correct;
};
static game_params *default_params(void)
switch (i) {
case 0: w = 7, h = 7; break;
- case 1: w = 11, h = 11; break;
- case 2: w = 15, h = 15; break;
- case 3: w = 19, h = 19; break;
+ case 1: w = 9, h = 9; break;
+ case 2: w = 11, h = 11; break;
+ case 3: w = 13, h = 13; break;
+ case 4: w = 15, h = 15; break;
+#ifndef SMALL_SCREEN
+ case 5: w = 17, h = 17; break;
+ case 6: w = 19, h = 19; break;
+#endif
default: return FALSE;
}
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
}
if (*string == 'e') {
string++;
- ret->expandfactor = atof(string);
+ ret->expandfactor = (float)atof(string);
while (*string &&
(*string == '.' || isdigit((unsigned char)*string))) string++;
}
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
return dupstr(data);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
- ret->expandfactor = atof(cfg[2].sval);
+ ret->expandfactor = (float)atof(cfg[2].sval);
ret->unique = cfg[3].ival;
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
- if (params->w <= 0 && params->h <= 0)
+ if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
- if (params->w < 2 && params->h < 2)
+ if (params->w*params->h < 2)
return "Grid area must be greater than one";
if (params->expandfactor < 0.0F)
return "Expansion factor may not be negative";
number->npoints--;
}
+/*
+ * Returns 0 for failure to solve due to inconsistency; 1 for
+ * success; 2 for failure to complete a solution due to either
+ * ambiguity or it being too difficult.
+ */
static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
- random_state *rs)
+ unsigned char *hedge, unsigned char *vedge,
+ random_state *rs)
{
struct rectlist *rectpositions;
int *overlaps, *rectbyplace, *workspace;
* Indexing of this array is by the formula
*
* overlaps[(rectindex * h + y) * w + x]
+ *
+ * A positive or zero value indicates what it sounds as if it
+ * should; -1 indicates that this square _cannot_ be part of
+ * this rectangle; and -2 indicates that it _definitely_ is
+ * (which is distinct from 1, because one might very well know
+ * that _if_ square S is part of rectangle R then it must be
+ * because R is placed in a certain position without knowing
+ * that it definitely _is_).
*/
overlaps = snewn(nrects * w * h, int);
memset(overlaps, 0, nrects * w * h * sizeof(int));
if (overlaps[(i * h + y) * w + x] >= -1) {
int j;
- assert(overlaps[(i * h + y) * w + x] > 0);
+ if (overlaps[(i * h + y) * w + x] <= 0) {
+ ret = 0; /* inconsistency */
+ goto cleanup;
+ }
#ifdef SOLVER_DIAGNOSTICS
printf("marking %d,%d as known for rect %d"
" (sole remaining number position)\n", x, y, i);
for (yy = miny; yy < maxy; yy++)
for (xx = minx; xx < maxx; xx++)
if (overlaps[(i * h + yy) * w + xx] >= -1) {
- assert(overlaps[(i * h + yy) * w + xx] > 0);
+ if (overlaps[(i * h + yy) * w + xx] <= 0) {
+ ret = 0; /* inconsistency */
+ goto cleanup;
+ }
#ifdef SOLVER_DIAGNOSTICS
printf("marking %d,%d as known for rect %d"
" (intersection of all placements)\n",
* rectangle) which overlaps a candidate placement of the
* number for some other rectangle.
*/
- {
+ if (rs) {
struct rpn {
int rect;
int placement;
int number;
} *rpns = NULL;
- int nrpns = 0, rpnsize = 0;
+ size_t nrpns = 0, rpnsize = 0;
int j;
for (i = 0; i < nrects; i++) {
}
}
- ret = TRUE;
+ cleanup:
+ ret = 1;
for (i = 0; i < nrects; i++) {
#ifdef SOLVER_DIAGNOSTICS
printf("rect %d has %d possible placements\n",
i, rectpositions[i].n);
#endif
- assert(rectpositions[i].n > 0);
- if (rectpositions[i].n > 1)
- ret = FALSE;
+ if (rectpositions[i].n <= 0) {
+ ret = 0; /* inconsistency */
+ } else if (rectpositions[i].n > 1) {
+ ret = 2; /* remaining uncertainty */
+ } else if (hedge && vedge) {
+ /*
+ * Place the rectangle in its only possible position.
+ */
+ int x, y;
+ struct rect *r = &rectpositions[i].rects[0];
+
+ for (y = 0; y < r->h; y++) {
+ if (r->x > 0)
+ vedge[(r->y+y) * w + r->x] = 1;
+ if (r->x+r->w < w)
+ vedge[(r->y+y) * w + r->x+r->w] = 1;
+ }
+ for (x = 0; x < r->w; x++) {
+ if (r->y > 0)
+ hedge[r->y * w + r->x+x] = 1;
+ if (r->y+r->h < h)
+ hedge[(r->y+r->h) * w + r->x+x] = 1;
+ }
+ }
}
/*
* Grid generation code.
*/
-static struct rectlist *get_rectlist(game_params *params, int *grid)
+/*
+ * This function does one of two things. If passed r==NULL, it
+ * counts the number of possible rectangles which cover the given
+ * square, and returns it in *n. If passed r!=NULL then it _reads_
+ * *n to find an index, counts the possible rectangles until it
+ * reaches the nth, and writes it into r.
+ *
+ * `scratch' is expected to point to an array of 2 * params->w
+ * ints, used internally as scratch space (and passed in like this
+ * to avoid re-allocating and re-freeing it every time round a
+ * tight loop).
+ */
+static void enum_rects(game_params *params, int *grid, struct rect *r, int *n,
+ int sx, int sy, int *scratch)
{
- int rw, rh;
- int x, y;
- int maxarea;
- struct rect *rects = NULL;
- int nrects = 0, rectsize = 0;
+ int rw, rh, mw, mh;
+ int x, y, dx, dy;
+ int maxarea, realmaxarea;
+ int index = 0;
+ int *top, *bottom;
/*
* Maximum rectangle area is 1/6 of total grid size, unless
if (maxarea < 2)
maxarea = 2;
- for (rw = 1; rw <= params->w; rw++)
- for (rh = 1; rh <= params->h; rh++) {
- if (rw * rh > maxarea)
+ /*
+ * Scan the grid to find the limits of the region within which
+ * any rectangle containing this point must fall. This will
+ * save us trawling the inside of every rectangle later on to
+ * see if it contains any used squares.
+ */
+ top = scratch;
+ bottom = scratch + params->w;
+ for (dy = -1; dy <= +1; dy += 2) {
+ int *array = (dy == -1 ? top : bottom);
+ for (dx = -1; dx <= +1; dx += 2) {
+ for (x = sx; x >= 0 && x < params->w; x += dx) {
+ array[x] = -2 * params->h * dy;
+ for (y = sy; y >= 0 && y < params->h; y += dy) {
+ if (index(params, grid, x, y) == -1 &&
+ (x == sx || dy*y <= dy*array[x-dx]))
+ array[x] = y;
+ else
+ break;
+ }
+ }
+ }
+ }
+
+ /*
+ * Now scan again to work out the largest rectangles we can fit
+ * in the grid, so that we can terminate the following loops
+ * early once we get down to not having much space left in the
+ * grid.
+ */
+ realmaxarea = 0;
+ for (x = 0; x < params->w; x++) {
+ int x2;
+
+ rh = bottom[x] - top[x] + 1;
+ if (rh <= 0)
+ continue; /* no rectangles can start here */
+
+ dx = (x > sx ? -1 : +1);
+ for (x2 = x; x2 >= 0 && x2 < params->w; x2 += dx)
+ if (bottom[x2] < bottom[x] || top[x2] > top[x])
+ break;
+
+ rw = abs(x2 - x);
+ if (realmaxarea < rw * rh)
+ realmaxarea = rw * rh;
+ }
+
+ if (realmaxarea > maxarea)
+ realmaxarea = maxarea;
+
+ /*
+ * Rectangles which go right the way across the grid are
+ * boring, although they can't be helped in the case of
+ * extremely small grids. (Also they might be generated later
+ * on by the singleton-removal process; we can't help that.)
+ */
+ mw = params->w - 1;
+ if (mw < 3) mw++;
+ mh = params->h - 1;
+ if (mh < 3) mh++;
+
+ for (rw = 1; rw <= mw; rw++)
+ for (rh = 1; rh <= mh; rh++) {
+ if (rw * rh > realmaxarea)
continue;
if (rw * rh == 1)
continue;
- for (x = 0; x <= params->w - rw; x++)
- for (y = 0; y <= params->h - rh; y++) {
- if (nrects >= rectsize) {
- rectsize = nrects + 256;
- rects = sresize(rects, rectsize, struct rect);
+ for (x = max(sx - rw + 1, 0); x <= min(sx, params->w - rw); x++)
+ for (y = max(sy - rh + 1, 0); y <= min(sy, params->h - rh);
+ y++) {
+ /*
+ * Check this rectangle against the region we
+ * defined above.
+ */
+ if (top[x] <= y && top[x+rw-1] <= y &&
+ bottom[x] >= y+rh-1 && bottom[x+rw-1] >= y+rh-1) {
+ if (r && index == *n) {
+ r->x = x;
+ r->y = y;
+ r->w = rw;
+ r->h = rh;
+ return;
+ }
+ index++;
}
-
- rects[nrects].x = x;
- rects[nrects].y = y;
- rects[nrects].w = rw;
- rects[nrects].h = rh;
- nrects++;
}
}
- if (nrects > 0) {
- struct rectlist *ret;
- ret = snew(struct rectlist);
- ret->rects = rects;
- ret->n = nrects;
- return ret;
- } else {
- assert(rects == NULL); /* hence no need to free */
- return NULL;
- }
-}
-
-static void free_rectlist(struct rectlist *list)
-{
- sfree(list->rects);
- sfree(list);
+ assert(!r);
+ *n = index;
}
static void place_rect(game_params *params, int *grid, struct rect r)
}
#endif
-struct game_aux_info {
- int w, h;
- unsigned char *vedge; /* (w+1) x h */
- unsigned char *hedge; /* w x (h+1) */
-};
-
-static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+static char *new_game_desc(const game_params *params_in, random_state *rs,
+ char **aux, int interactive)
{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
int *grid, *numbers = NULL;
- struct rectlist *list;
- int x, y, y2, y2last, yx, run, i;
+ int x, y, y2, y2last, yx, run, i, nsquares;
char *desc, *p;
+ int *enum_rects_scratch;
game_params params2real, *params2 = ¶ms2real;
while (1) {
* Set up the smaller width and height which we will use to
* generate the base grid.
*/
- params2->w = params->w / (1.0F + params->expandfactor);
+ params2->w = (int)((float)params->w / (1.0F + params->expandfactor));
if (params2->w < 2 && params->w >= 2) params2->w = 2;
- params2->h = params->h / (1.0F + params->expandfactor);
+ params2->h = (int)((float)params->h / (1.0F + params->expandfactor));
if (params2->h < 2 && params->h >= 2) params2->h = 2;
grid = snewn(params2->w * params2->h, int);
+ enum_rects_scratch = snewn(2 * params2->w, int);
+
+ nsquares = 0;
for (y = 0; y < params2->h; y++)
for (x = 0; x < params2->w; x++) {
index(params2, grid, x, y) = -1;
+ nsquares++;
}
- list = get_rectlist(params2, grid);
- assert(list != NULL);
-
/*
- * Place rectangles until we can't any more.
+ * Place rectangles until we can't any more. We do this by
+ * finding a square we haven't yet covered, and randomly
+ * choosing a rectangle to cover it.
*/
- while (list->n > 0) {
- int i, m;
+
+ while (nsquares > 0) {
+ int square = random_upto(rs, nsquares);
+ int n;
struct rect r;
- /*
- * Pick a random rectangle.
- */
- i = random_upto(rs, list->n);
- r = list->rects[i];
+ x = params2->w;
+ y = params2->h;
+ for (y = 0; y < params2->h; y++) {
+ for (x = 0; x < params2->w; x++) {
+ if (index(params2, grid, x, y) == -1 && square-- == 0)
+ break;
+ }
+ if (x < params2->w)
+ break;
+ }
+ assert(x < params2->w && y < params2->h);
/*
- * Place it.
+ * Now see how many rectangles fit around this one.
*/
- place_rect(params2, grid, r);
+ enum_rects(params2, grid, NULL, &n, x, y, enum_rects_scratch);
- /*
- * Winnow the list by removing any rectangles which
- * overlap this one.
- */
- m = 0;
- for (i = 0; i < list->n; i++) {
- struct rect s = list->rects[i];
- if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
- s.y+s.h <= r.y || r.y+r.h <= s.y)
- list->rects[m++] = s;
+ if (!n) {
+ /*
+ * There are no possible rectangles covering this
+ * square, meaning it must be a singleton. Mark it
+ * -2 so we know not to keep trying.
+ */
+ index(params2, grid, x, y) = -2;
+ nsquares--;
+ } else {
+ /*
+ * Pick one at random.
+ */
+ n = random_upto(rs, n);
+ enum_rects(params2, grid, &r, &n, x, y, enum_rects_scratch);
+
+ /*
+ * Place it.
+ */
+ place_rect(params2, grid, r);
+ nsquares -= r.w * r.h;
}
- list->n = m;
}
- free_rectlist(list);
+ sfree(enum_rects_scratch);
/*
* Deal with singleton spaces remaining in the grid, one by
r1.x++;
r1.w--;
break;
+ default: /* should never happen */
+ assert(!"invalid direction");
}
if (r1.h > 0 && r1.w > 0)
place_rect(params2, grid, r1);
}
if (params->unique)
- ret = rect_solver(params->w, params->h, nnumbers, nd, rs);
+ ret = rect_solver(params->w, params->h, nnumbers, nd,
+ NULL, NULL, rs);
else
- ret = TRUE; /* allow any number placement at all */
+ ret = 1; /* allow any number placement at all */
- if (ret) {
+ if (ret == 1) {
/*
* Now place the numbers according to the solver's
* recommendations.
/*
* If we've succeeded, then terminate the loop.
*/
- if (ret)
+ if (ret == 1)
break;
}
}
/*
- * Store the rectangle data in the game_aux_info.
+ * Store the solution in aux.
*/
{
- game_aux_info *ai = snew(game_aux_info);
+ char *ai;
+ int len;
- ai->w = params->w;
- ai->h = params->h;
- ai->vedge = snewn(ai->w * ai->h, unsigned char);
- ai->hedge = snewn(ai->w * ai->h, unsigned char);
+ len = 2 + (params->w-1)*params->h + (params->h-1)*params->w;
+ ai = snewn(len, char);
+
+ ai[0] = 'S';
+
+ p = ai+1;
for (y = 0; y < params->h; y++)
- for (x = 1; x < params->w; x++) {
- vedge(ai, x, y) =
- index(params, grid, x, y) != index(params, grid, x-1, y);
- }
+ for (x = 1; x < params->w; x++)
+ *p++ = (index(params, grid, x, y) !=
+ index(params, grid, x-1, y) ? '1' : '0');
+
for (y = 1; y < params->h; y++)
- for (x = 0; x < params->w; x++) {
- hedge(ai, x, y) =
- index(params, grid, x, y) != index(params, grid, x, y-1);
- }
+ for (x = 0; x < params->w; x++)
+ *p++ = (index(params, grid, x, y) !=
+ index(params, grid, x, y-1) ? '1' : '0');
+
+ assert(p - ai == len-1);
+ *p = '\0';
*aux = ai;
}
return desc;
}
-static void game_free_aux_info(game_aux_info *ai)
-{
- sfree(ai->vedge);
- sfree(ai->hedge);
- sfree(ai);
-}
-
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int area = params->w * params->h;
int squares = 0;
return NULL;
}
-static game_state *new_game(game_params *params, char *desc)
+static unsigned char *get_correct(game_state *state)
+{
+ unsigned char *ret;
+ int x, y;
+
+ ret = snewn(state->w * state->h, unsigned char);
+ memset(ret, 0xFF, state->w * state->h);
+
+ for (x = 0; x < state->w; x++)
+ for (y = 0; y < state->h; y++)
+ if (index(state,ret,x,y) == 0xFF) {
+ int rw, rh;
+ int xx, yy;
+ int num, area, valid;
+
+ /*
+ * Find a rectangle starting at this point.
+ */
+ rw = 1;
+ while (x+rw < state->w && !vedge(state,x+rw,y))
+ rw++;
+ rh = 1;
+ while (y+rh < state->h && !hedge(state,x,y+rh))
+ rh++;
+
+ /*
+ * We know what the dimensions of the rectangle
+ * should be if it's there at all. Find out if we
+ * really have a valid rectangle.
+ */
+ valid = TRUE;
+ /* Check the horizontal edges. */
+ for (xx = x; xx < x+rw; xx++) {
+ for (yy = y; yy <= y+rh; yy++) {
+ int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
+ int ec = (yy == y || yy == y+rh);
+ if (e != ec)
+ valid = FALSE;
+ }
+ }
+ /* Check the vertical edges. */
+ for (yy = y; yy < y+rh; yy++) {
+ for (xx = x; xx <= x+rw; xx++) {
+ int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
+ int ec = (xx == x || xx == x+rw);
+ if (e != ec)
+ valid = FALSE;
+ }
+ }
+
+ /*
+ * If this is not a valid rectangle with no other
+ * edges inside it, we just mark this square as not
+ * complete and proceed to the next square.
+ */
+ if (!valid) {
+ index(state, ret, x, y) = 0;
+ continue;
+ }
+
+ /*
+ * We have a rectangle. Now see what its area is,
+ * and how many numbers are in it.
+ */
+ num = 0;
+ area = 0;
+ for (xx = x; xx < x+rw; xx++) {
+ for (yy = y; yy < y+rh; yy++) {
+ area++;
+ if (grid(state,xx,yy)) {
+ if (num > 0)
+ valid = FALSE; /* two numbers */
+ num = grid(state,xx,yy);
+ }
+ }
+ }
+ if (num != area)
+ valid = FALSE;
+
+ /*
+ * Now fill in the whole rectangle based on the
+ * value of `valid'.
+ */
+ for (xx = x; xx < x+rw; xx++) {
+ for (yy = y; yy < y+rh; yy++) {
+ index(state, ret, xx, yy) = valid;
+ }
+ }
+ }
+
+ return ret;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int x, y, i, area;
for (x = 0; x < state->w; x++)
vedge(state,x,y) = hedge(state,x,y) = 0;
+ state->correct = get_correct(state);
+
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->vedge = snewn(state->w * state->h, unsigned char);
ret->hedge = snewn(state->w * state->h, unsigned char);
ret->grid = snewn(state->w * state->h, int);
+ ret->correct = snewn(ret->w * ret->h, unsigned char);
ret->completed = state->completed;
ret->cheated = state->cheated;
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
+ memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char));
+
return ret;
}
sfree(state->grid);
sfree(state->vedge);
sfree(state->hedge);
+ sfree(state->correct);
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *ai,
- char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *ai, char **error)
{
- game_state *ret;
+ unsigned char *vedge, *hedge;
+ int x, y, len;
+ char *ret, *p;
+ int i, j, n;
+ struct numberdata *nd;
- if (!ai) {
- *error = "Solution not known for this puzzle";
- return NULL;
- }
+ if (ai)
+ return dupstr(ai);
+
+ /*
+ * Attempt the in-built solver.
+ */
+
+ /* Set up each number's (very short) candidate position list. */
+ for (i = n = 0; i < state->h * state->w; i++)
+ if (state->grid[i])
+ n++;
+
+ nd = snewn(n, struct numberdata);
+
+ for (i = j = 0; i < state->h * state->w; i++)
+ if (state->grid[i]) {
+ nd[j].area = state->grid[i];
+ nd[j].npoints = 1;
+ nd[j].points = snewn(1, struct point);
+ nd[j].points[0].x = i % state->w;
+ nd[j].points[0].y = i / state->w;
+ j++;
+ }
+
+ assert(j == n);
- assert(state->w == ai->w);
- assert(state->h == ai->h);
+ vedge = snewn(state->w * state->h, unsigned char);
+ hedge = snewn(state->w * state->h, unsigned char);
+ memset(vedge, 0, state->w * state->h);
+ memset(hedge, 0, state->w * state->h);
- ret = dup_game(state);
- memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
- memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
- ret->cheated = TRUE;
+ rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL);
+
+ /*
+ * Clean up.
+ */
+ for (i = 0; i < n; i++)
+ sfree(nd[i].points);
+ sfree(nd);
+
+ len = 2 + (state->w-1)*state->h + (state->h-1)*state->w;
+ ret = snewn(len, char);
+
+ p = ret;
+ *p++ = 'S';
+ for (y = 0; y < state->h; y++)
+ for (x = 1; x < state->w; x++)
+ *p++ = vedge[y*state->w+x] ? '1' : '0';
+ for (y = 1; y < state->h; y++)
+ for (x = 0; x < state->w; x++)
+ *p++ = hedge[y*state->w+x] ? '1' : '0';
+ *p++ = '\0';
+ assert(p - ret == len);
+
+ sfree(vedge);
+ sfree(hedge);
return ret;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
char *ret, *p, buf[80];
int i, x, y, col, maxlen;
return ret;
}
-static unsigned char *get_correct(game_state *state)
-{
- unsigned char *ret;
- int x, y;
-
- ret = snewn(state->w * state->h, unsigned char);
- memset(ret, 0xFF, state->w * state->h);
-
- for (x = 0; x < state->w; x++)
- for (y = 0; y < state->h; y++)
- if (index(state,ret,x,y) == 0xFF) {
- int rw, rh;
- int xx, yy;
- int num, area, valid;
-
- /*
- * Find a rectangle starting at this point.
- */
- rw = 1;
- while (x+rw < state->w && !vedge(state,x+rw,y))
- rw++;
- rh = 1;
- while (y+rh < state->h && !hedge(state,x,y+rh))
- rh++;
-
- /*
- * We know what the dimensions of the rectangle
- * should be if it's there at all. Find out if we
- * really have a valid rectangle.
- */
- valid = TRUE;
- /* Check the horizontal edges. */
- for (xx = x; xx < x+rw; xx++) {
- for (yy = y; yy <= y+rh; yy++) {
- int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
- int ec = (yy == y || yy == y+rh);
- if (e != ec)
- valid = FALSE;
- }
- }
- /* Check the vertical edges. */
- for (yy = y; yy < y+rh; yy++) {
- for (xx = x; xx <= x+rw; xx++) {
- int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
- int ec = (xx == x || xx == x+rw);
- if (e != ec)
- valid = FALSE;
- }
- }
-
- /*
- * If this is not a valid rectangle with no other
- * edges inside it, we just mark this square as not
- * complete and proceed to the next square.
- */
- if (!valid) {
- index(state, ret, x, y) = 0;
- continue;
- }
-
- /*
- * We have a rectangle. Now see what its area is,
- * and how many numbers are in it.
- */
- num = 0;
- area = 0;
- for (xx = x; xx < x+rw; xx++) {
- for (yy = y; yy < y+rh; yy++) {
- area++;
- if (grid(state,xx,yy)) {
- if (num > 0)
- valid = FALSE; /* two numbers */
- num = grid(state,xx,yy);
- }
- }
- }
- if (num != area)
- valid = FALSE;
-
- /*
- * Now fill in the whole rectangle based on the
- * value of `valid'.
- */
- for (xx = x; xx < x+rw; xx++) {
- for (yy = y; yy < y+rh; yy++) {
- index(state, ret, xx, yy) = valid;
- }
- }
- }
-
- return ret;
-}
-
struct game_ui {
/*
* These coordinates are 2 times the obvious grid coordinates.
* treated as a small drag rather than a click.
*/
int dragged;
+ /* This flag is set if we're doing an erase operation (i.e.
+ * removing edges in the centre of the rectangle without altering
+ * the outlines).
+ */
+ int erasing;
+ /*
+ * These are the co-ordinates of the top-left and bottom-right squares
+ * in the drag box, respectively, or -1 otherwise.
+ */
+ int x1;
+ int y1;
+ int x2;
+ int y2;
+ /*
+ * These are the coordinates of a cursor, whether it's visible, and
+ * whether it was used to start a drag.
+ */
+ int cur_x, cur_y, cur_visible, cur_dragging;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->drag_start_x = -1;
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
- ui->dragged = FALSE;
+ ui->dragged = ui->erasing = FALSE;
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
+ ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
return ui;
}
sfree(ui);
}
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
static void coord_round(float x, float y, int *xr, int *yr)
{
float xs, ys, xv, yv, dx, dy, dist;
/* Vertical edge: x-coord of corner,
* y-coord of square centre. */
*xr = 2 * (int)xv;
- *yr = 1 + 2 * (int)ys;
+ *yr = 1 + 2 * (int)floor(ys);
} else {
/* Horizontal edge: x-coord of square centre,
* y-coord of corner. */
- *xr = 1 + 2 * (int)xs;
+ *xr = 1 + 2 * (int)floor(xs);
*yr = 2 * (int)yv;
}
}
}
}
-static void ui_draw_rect(game_state *state, game_ui *ui,
- unsigned char *hedge, unsigned char *vedge, int c)
+/*
+ * Returns TRUE if it has made any change to the grid.
+ */
+static int grid_draw_rect(const game_state *state,
+ unsigned char *hedge, unsigned char *vedge,
+ int c, int really, int outline,
+ int x1, int y1, int x2, int y2)
{
- int x1, x2, y1, y2, x, y, t;
-
- x1 = ui->drag_start_x;
- x2 = ui->drag_end_x;
- if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
-
- y1 = ui->drag_start_y;
- y2 = ui->drag_end_y;
- if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
-
- x1 = x1 / 2; /* rounds down */
- x2 = (x2+1) / 2; /* rounds up */
- y1 = y1 / 2; /* rounds down */
- y2 = (y2+1) / 2; /* rounds up */
+ int x, y;
+ int changed = FALSE;
/*
* Draw horizontal edges of rectangles.
for (y = y1; y <= y2; y++)
if (HRANGE(state,x,y)) {
int val = index(state,hedge,x,y);
- if (y == y1 || y == y2)
+ if (y == y1 || y == y2) {
+ if (!outline) continue;
val = c;
- else if (c == 1)
+ } else if (c == 1)
val = 0;
- index(state,hedge,x,y) = val;
+ changed = changed || (index(state,hedge,x,y) != val);
+ if (really)
+ index(state,hedge,x,y) = val;
}
/*
for (x = x1; x <= x2; x++)
if (VRANGE(state,x,y)) {
int val = index(state,vedge,x,y);
- if (x == x1 || x == x2)
+ if (x == x1 || x == x2) {
+ if (!outline) continue;
val = c;
- else if (c == 1)
+ } else if (c == 1)
val = 0;
- index(state,vedge,x,y) = val;
+ changed = changed || (index(state,vedge,x,y) != val);
+ if (really)
+ index(state,vedge,x,y) = val;
}
+
+ return changed;
}
-static game_state *make_move(game_state *from, game_ui *ui,
- int x, int y, int button)
+static int ui_draw_rect(const game_state *state, const game_ui *ui,
+ unsigned char *hedge, unsigned char *vedge, int c,
+ int really, int outline)
+{
+ return grid_draw_rect(state, hedge, vedge, c, really, outline,
+ ui->x1, ui->y1, ui->x2, ui->y2);
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int w, h, tilesize;
+ unsigned long *visible;
+};
+
+static char *interpret_move(const game_state *from, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int xc, yc;
- int startdrag = FALSE, enddrag = FALSE, active = FALSE;
- game_state *ret;
+ int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
+ char buf[80], *ret;
button &= ~MOD_MASK;
- if (button == LEFT_BUTTON) {
+ coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (ui->drag_start_x >= 0 && ui->cur_dragging) {
+ /*
+ * If a keyboard drag is in progress, unceremoniously
+ * cancel it.
+ */
+ ui->drag_start_x = -1;
+ ui->drag_start_y = -1;
+ ui->drag_end_x = -1;
+ ui->drag_end_y = -1;
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
+ ui->dragged = FALSE;
+ }
startdrag = TRUE;
- } else if (button == LEFT_RELEASE) {
+ ui->cur_visible = ui->cur_dragging = FALSE;
+ active = TRUE;
+ erasing = (button == RIGHT_BUTTON);
+ } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
+ /* We assert we should have had a LEFT_BUTTON first. */
+ if (ui->cur_visible) {
+ ui->cur_visible = FALSE;
+ active = TRUE;
+ }
+ assert(!ui->cur_dragging);
enddrag = TRUE;
- } else if (button != LEFT_DRAG) {
+ erasing = (button == RIGHT_RELEASE);
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
+ ui->cur_visible = TRUE;
+ active = TRUE;
+ if (!ui->cur_dragging) return "";
+ coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->drag_start_x >= 0 && !ui->cur_dragging) {
+ /*
+ * If a mouse drag is in progress, ignore attempts to
+ * start a keyboard one.
+ */
+ return NULL;
+ }
+ if (!ui->cur_visible) {
+ assert(!ui->cur_dragging);
+ ui->cur_visible = TRUE;
+ return "";
+ }
+ coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
+ erasing = (button == CURSOR_SELECT2);
+ if (ui->cur_dragging) {
+ ui->cur_dragging = FALSE;
+ enddrag = TRUE;
+ active = TRUE;
+ } else {
+ ui->cur_dragging = TRUE;
+ startdrag = TRUE;
+ active = TRUE;
+ }
+ } else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
return NULL;
}
- coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
+ if (startdrag &&
+ xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
- if (startdrag) {
ui->drag_start_x = xc;
ui->drag_start_y = yc;
- ui->drag_end_x = xc;
- ui->drag_end_y = yc;
+ ui->drag_end_x = -1;
+ ui->drag_end_y = -1;
ui->dragged = FALSE;
+ ui->erasing = erasing;
active = TRUE;
}
- if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
+ if (ui->drag_start_x >= 0 &&
+ (xc != ui->drag_end_x || yc != ui->drag_end_y)) {
+ int t;
+
+ if (ui->drag_end_x != -1 && ui->drag_end_y != -1)
+ ui->dragged = TRUE;
ui->drag_end_x = xc;
ui->drag_end_y = yc;
- ui->dragged = TRUE;
active = TRUE;
+
+ if (xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
+ ui->x1 = ui->drag_start_x;
+ ui->x2 = ui->drag_end_x;
+ if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
+
+ ui->y1 = ui->drag_start_y;
+ ui->y2 = ui->drag_end_y;
+ if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
+
+ ui->x1 = ui->x1 / 2; /* rounds down */
+ ui->x2 = (ui->x2+1) / 2; /* rounds up */
+ ui->y1 = ui->y1 / 2; /* rounds down */
+ ui->y2 = (ui->y2+1) / 2; /* rounds up */
+ } else {
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
+ }
}
ret = NULL;
- if (enddrag) {
+ if (enddrag && (ui->drag_start_x >= 0)) {
if (xc >= 0 && xc <= 2*from->w &&
- yc >= 0 && yc <= 2*from->h) {
- ret = dup_game(from);
+ yc >= 0 && yc <= 2*from->h &&
+ erasing == ui->erasing) {
if (ui->dragged) {
- ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
+ if (ui_draw_rect(from, ui, from->hedge,
+ from->vedge, 1, FALSE, !ui->erasing)) {
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (int)(ui->erasing ? 'E' : 'R'),
+ ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
+ ret = dupstr(buf);
+ }
} else {
if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
- hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
+ sprintf(buf, "H%d,%d", xc/2, yc/2);
+ ret = dupstr(buf);
}
if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
- vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
+ sprintf(buf, "V%d,%d", xc/2, yc/2);
+ ret = dupstr(buf);
}
}
-
- if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
- !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
- free_game(ret);
- ret = NULL;
- }
-
- /*
- * We've made a real change to the grid. Check to see
- * if the game has been completed.
- */
- if (ret && !ret->completed) {
- int x, y, ok;
- unsigned char *correct = get_correct(ret);
-
- ok = TRUE;
- for (x = 0; x < ret->w; x++)
- for (y = 0; y < ret->h; y++)
- if (!index(ret, correct, x, y))
- ok = FALSE;
-
- sfree(correct);
-
- if (ok)
- ret->completed = TRUE;
- }
}
ui->drag_start_x = -1;
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
ui->dragged = FALSE;
active = TRUE;
}
if (ret)
return ret; /* a move has been made */
else if (active)
- return from; /* UI activity has occurred */
+ return ""; /* UI activity has occurred */
else
return NULL;
}
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ game_state *ret;
+ int x1, y1, x2, y2, mode;
+
+ if (move[0] == 'S') {
+ const char *p = move+1;
+ int x, y;
+
+ ret = dup_game(from);
+ ret->cheated = TRUE;
+
+ for (y = 0; y < ret->h; y++)
+ for (x = 1; x < ret->w; x++) {
+ vedge(ret, x, y) = (*p == '1');
+ if (*p) p++;
+ }
+ for (y = 1; y < ret->h; y++)
+ for (x = 0; x < ret->w; x++) {
+ hedge(ret, x, y) = (*p == '1');
+ if (*p) p++;
+ }
+
+ sfree(ret->correct);
+ ret->correct = get_correct(ret);
+
+ return ret;
+
+ } else if ((move[0] == 'R' || move[0] == 'E') &&
+ sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
+ x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
+ y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
+ x2 += x1;
+ y2 += y1;
+ mode = move[0];
+ } else if ((move[0] == 'H' || move[0] == 'V') &&
+ sscanf(move+1, "%d,%d", &x1, &y1) == 2 &&
+ (move[0] == 'H' ? HRANGE(from, x1, y1) :
+ VRANGE(from, x1, y1))) {
+ mode = move[0];
+ } else
+ return NULL; /* can't parse move string */
+
+ ret = dup_game(from);
+
+ if (mode == 'R' || mode == 'E') {
+ grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
+ mode == 'R', x1, y1, x2, y2);
+ } else if (mode == 'H') {
+ hedge(ret,x1,y1) = !hedge(ret,x1,y1);
+ } else if (mode == 'V') {
+ vedge(ret,x1,y1) = !vedge(ret,x1,y1);
+ }
+
+ sfree(ret->correct);
+ ret->correct = get_correct(ret);
+
+ /*
+ * We've made a real change to the grid. Check to see
+ * if the game has been completed.
+ */
+ if (!ret->completed) {
+ int x, y, ok;
+
+ ok = TRUE;
+ for (x = 0; x < ret->w; x++)
+ for (y = 0; y < ret->h; y++)
+ if (!index(ret, ret->correct, x, y))
+ ok = FALSE;
+
+ if (ok)
+ ret->completed = TRUE;
+ }
+
+ return ret;
+}
+
/* ----------------------------------------------------------------------
* Drawing routines.
*/
-#define CORRECT 65536
-
-#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
-#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
-#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
+#define CORRECT (1L<<16)
+#define CURSOR (1L<<17)
-struct game_drawstate {
- int started;
- int w, h;
- unsigned int *visible;
-};
+#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
+#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
-static void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
*x = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+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);
ret[COL_DRAG * 3 + 1] = 0.0F;
ret[COL_DRAG * 3 + 2] = 0.0F;
+ ret[COL_DRAGERASE * 3 + 0] = 0.2F;
+ ret[COL_DRAGERASE * 3 + 1] = 0.2F;
+ ret[COL_DRAGERASE * 3 + 2] = 1.0F;
+
ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
ret[COL_TEXT * 3 + 1] = 0.0F;
ret[COL_TEXT * 3 + 2] = 0.0F;
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.5F;
+ ret[COL_CURSOR * 3 + 2] = 0.5F;
+
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
- ds->visible = snewn(ds->w * ds->h, unsigned int);
+ ds->visible = snewn(ds->w * ds->h, unsigned long);
+ ds->tilesize = 0; /* not decided yet */
for (i = 0; i < ds->w * ds->h; i++)
ds->visible[i] = 0xFFFF;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
- unsigned char *hedge, unsigned char *vedge,
- unsigned char *corners, int correct)
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+ int x, int y, unsigned char *hedge, unsigned char *vedge,
+ unsigned char *corners, unsigned long bgflags)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
- draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
- draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
- correct ? COL_CORRECT : COL_BACKGROUND);
+ draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
+ draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
+ (bgflags & CURSOR) ? COL_CURSOR :
+ (bgflags & CORRECT) ? COL_CORRECT : COL_BACKGROUND);
if (grid(state,x,y)) {
sprintf(str, "%d", grid(state,x,y));
- draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
+ draw_text(dr, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
}
* Draw edges.
*/
if (!HRANGE(state,x,y) || index(state,hedge,x,y))
- draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
+ draw_rect(dr, cx, cy, TILE_SIZE+1, 2,
HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
COL_LINE);
if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
- draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
+ draw_rect(dr, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
COL_LINE);
if (!VRANGE(state,x,y) || index(state,vedge,x,y))
- draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
+ draw_rect(dr, cx, cy, 2, TILE_SIZE+1,
VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
COL_LINE);
if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
- draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
+ draw_rect(dr, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
COL_LINE);
* Draw corners.
*/
if (index(state,corners,x,y))
- draw_rect(fe, cx, cy, 2, 2,
+ draw_rect(dr, cx, cy, 2, 2,
COLOUR(index(state,corners,x,y)));
if (x+1 < state->w && index(state,corners,x+1,y))
- draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
+ draw_rect(dr, cx+TILE_SIZE-1, cy, 2, 2,
COLOUR(index(state,corners,x+1,y)));
if (y+1 < state->h && index(state,corners,x,y+1))
- draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
+ draw_rect(dr, cx, cy+TILE_SIZE-1, 2, 2,
COLOUR(index(state,corners,x,y+1)));
if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
- draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
+ draw_rect(dr, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
COLOUR(index(state,corners,x+1,y+1)));
- draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
+ draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+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 x, y;
- unsigned char *correct;
unsigned char *hedge, *vedge, *corners;
- correct = get_correct(state);
-
if (ui->dragged) {
hedge = snewn(state->w*state->h, unsigned char);
vedge = snewn(state->w*state->h, unsigned char);
memcpy(hedge, state->hedge, state->w*state->h);
memcpy(vedge, state->vedge, state->w*state->h);
- ui_draw_rect(state, ui, hedge, vedge, 2);
+ ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE);
} else {
hedge = state->hedge;
vedge = state->vedge;
}
if (!ds->started) {
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
state->w * TILE_SIZE + 2*BORDER + 1,
state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
- draw_rect(fe, COORD(0)-1, COORD(0)-1,
+ draw_rect(dr, COORD(0)-1, COORD(0)-1,
ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
ds->started = TRUE;
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
state->w * TILE_SIZE + 2*BORDER + 1,
state->h * TILE_SIZE + 2*BORDER + 1);
}
for (x = 0; x < state->w; x++)
for (y = 0; y < state->h; y++) {
- unsigned int c = 0;
+ unsigned long c = 0;
if (HRANGE(state,x,y))
c |= index(state,hedge,x,y);
if (y+1 < state->h)
c |= index(state,corners,x,y+1) << 12;
if (x+1 < state->w && y+1 < state->h)
- c |= index(state,corners,x+1,y+1) << 14;
- if (index(state, correct, x, y) && !flashtime)
+ /* cast to prevent 2<<14 sign-extending on promotion to long */
+ c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
+ if (index(state, state->correct, x, y) && !flashtime)
c |= CORRECT;
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ c |= CURSOR;
if (index(ds,ds->visible,x,y) != c) {
- draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
+ draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
+ (c & (CORRECT|CURSOR)) );
index(ds,ds->visible,x,y) = c;
}
}
+ {
+ char buf[256];
+
+ if (ui->dragged &&
+ ui->x1 >= 0 && ui->y1 >= 0 &&
+ ui->x2 >= 0 && ui->y2 >= 0) {
+ sprintf(buf, "%dx%d ",
+ ui->x2-ui->x1,
+ ui->y2-ui->y1);
+ } else {
+ buf[0] = '\0';
+ }
+
+ if (state->cheated)
+ strcat(buf, "Auto-solved.");
+ else if (state->completed)
+ strcat(buf, "COMPLETED!");
+
+ status_bar(dr, buf);
+ }
+
if (hedge != state->hedge) {
sfree(hedge);
sfree(vedge);
- }
+ }
sfree(corners);
- sfree(correct);
}
-static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir)
+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(game_state *oldstate,
- game_state *newstate, int dir)
+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 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
{
- return FALSE;
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 5mm squares by default.
+ */
+ game_compute_size(params, 500, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+ int w = state->w, h = state->h;
+ int ink = print_mono_colour(dr, 0);
+ int x, y;
+
+ /* 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 / 10);
+ draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, ink);
+
+ /*
+ * Grid. We have to make the grid lines particularly thin,
+ * because users will be drawing lines _along_ them and we want
+ * those lines to be visible.
+ */
+ print_line_width(dr, TILE_SIZE / 256);
+ for (x = 1; x < w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
+
+ /*
+ * Solution.
+ */
+ print_line_width(dr, TILE_SIZE / 10);
+ for (y = 0; y <= h; y++)
+ for (x = 0; x <= w; x++) {
+ if (HRANGE(state,x,y) && hedge(state,x,y))
+ draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y), ink);
+ if (VRANGE(state,x,y) && vedge(state,x,y))
+ draw_line(dr, COORD(x), COORD(y), COORD(x), COORD(y+1), ink);
+ }
+
+ /*
+ * Clues.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (grid(state,x,y)) {
+ char str[80];
+ sprintf(str, "%d", grid(state,x,y));
+ draw_text(dr, COORD(x)+TILE_SIZE/2, COORD(y)+TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE/2,
+ ALIGN_HCENTRE | ALIGN_VCENTRE, ink, str);
+ }
}
#ifdef COMBINED
#endif
const struct game thegame = {
- "Rectangles", "games.rectangles",
+ "Rectangles", "games.rectangles", "rectangles",
default_params,
game_fetch_preset,
decode_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
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,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ 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_wants_statusbar,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */