COL_SLANT1,
COL_SLANT2,
COL_ERROR,
+ COL_CURSOR,
+ COL_FILLEDSQUARE,
NCOLOURS
};
#define ERR_VERTEX 1
#define ERR_SQUARE 2
-#define ERR_SQUARE_TMP 4
struct game_state {
struct game_params p;
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 */
}
}
-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);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
/*
* (At least at the time of writing this comment) The grid
sfree(connected);
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
return desc;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
int area = W*H;
return NULL;
}
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
int w = params->w, h = params->h, W = w+1, H = h+1;
game_state *state = snew(game_state);
state->clues->h = h;
state->clues->clues = snewn(W*H, signed char);
state->clues->refcount = 1;
- state->clues->tmpdsf = snewn(W*H, int);
+ state->clues->tmpdsf = snewn(W*H*2+W+H, int);
memset(state->clues->clues, -1, W*H);
while (*desc) {
int n = *desc++;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
game_state *ret = snew(game_state);
return anti ? 4 - ret : ret;
}
+struct slant_neighbour_ctx {
+ const game_state *state;
+ int i, n, neighbours[4];
+};
+static int slant_neighbour(int vertex, void *vctx)
+{
+ struct slant_neighbour_ctx *ctx = (struct slant_neighbour_ctx *)vctx;
+
+ if (vertex >= 0) {
+ int w = ctx->state->p.w, h = ctx->state->p.h, W = w+1;
+ int x = vertex % W, y = vertex / W;
+ ctx->n = ctx->i = 0;
+ if (x < w && y < h && ctx->state->soln[y*w+x] < 0)
+ ctx->neighbours[ctx->n++] = (y+1)*W+(x+1);
+ if (x > 0 && y > 0 && ctx->state->soln[(y-1)*w+(x-1)] < 0)
+ ctx->neighbours[ctx->n++] = (y-1)*W+(x-1);
+ if (x > 0 && y < h && ctx->state->soln[y*w+(x-1)] > 0)
+ ctx->neighbours[ctx->n++] = (y+1)*W+(x-1);
+ if (x < w && y > 0 && ctx->state->soln[(y-1)*w+x] > 0)
+ ctx->neighbours[ctx->n++] = (y-1)*W+(x+1);
+ }
+
+ if (ctx->i < ctx->n)
+ return ctx->neighbours[ctx->i++];
+ else
+ return -1;
+}
+
static int check_completion(game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
- int i, x, y, err = FALSE;
- int *dsf;
+ int x, y, err = FALSE;
memset(state->errors, 0, W*H);
/*
- * To detect loops in the grid, we iterate through each edge
- * building up a dsf of connected components, and raise the
- * alarm whenever we find an edge that connects two
- * already-connected vertices.
- *
- * We use the `tmpdsf' scratch space in the shared clues
- * structure, to avoid mallocing too often.
- *
- * When we find such an edge, we then search around the grid to
- * find the loop it is a part of, so that we can highlight it
- * as an error for the user. We do this by the hand-on-one-wall
- * technique: the search will follow branches off the inside of
- * the loop, discover they're dead ends, and unhighlight them
- * again when returning to the actual loop.
- *
- * This technique guarantees that every loop it tracks will
- * surround a disjoint area of the grid (since if an existing
- * loop appears on the boundary of a new one, so that there are
- * multiple possible paths that would come back to the starting
- * point, it will pick the one that allows it to turn right
- * most sharply and hence the one that does not re-surround the
- * area of the previous one). Thus, the total time taken in
- * searching round loops is linear in the grid area since every
- * edge is visited at most twice.
+ * Detect and error-highlight loops in the grid.
*/
- dsf = state->clues->tmpdsf;
- dsf_init(dsf, W*H);
- for (y = 0; y < h; y++)
- for (x = 0; x < w; x++) {
- int i1, i2;
-
- if (state->soln[y*w+x] == 0)
- continue;
- if (state->soln[y*w+x] < 0) {
- i1 = y*W+x;
- i2 = (y+1)*W+(x+1);
- } else {
- i1 = y*W+(x+1);
- i2 = (y+1)*W+x;
- }
-
- /*
- * Our edge connects i1 with i2. If they're already
- * connected, flag an error. Otherwise, link them.
- */
- if (dsf_canonify(dsf, i1) == dsf_canonify(dsf, i2)) {
- int x1, y1, x2, y2, dx, dy, dt, pass;
-
- err = TRUE;
-
- /*
- * Now search around the boundary of the loop to
- * highlight it.
- *
- * We have to do this in two passes. The first
- * time, we toggle ERR_SQUARE_TMP on each edge;
- * this pass terminates with ERR_SQUARE_TMP set on
- * exactly the loop edges. In the second pass, we
- * trace round that loop again and turn
- * ERR_SQUARE_TMP into ERR_SQUARE. We have to do
- * this because otherwise we might cancel part of a
- * loop highlighted in a previous iteration of the
- * outer loop.
- */
-
- for (pass = 0; pass < 2; pass++) {
-
- x1 = i1 % W;
- y1 = i1 / W;
- x2 = i2 % W;
- y2 = i2 / W;
-
- do {
- /* Mark this edge. */
- if (pass == 0) {
- state->errors[min(y1,y2)*W+min(x1,x2)] ^=
- ERR_SQUARE_TMP;
- } else {
- state->errors[min(y1,y2)*W+min(x1,x2)] |=
- ERR_SQUARE;
- state->errors[min(y1,y2)*W+min(x1,x2)] &=
- ~ERR_SQUARE_TMP;
- }
-
- /*
- * Progress to the next edge by turning as
- * sharply right as possible. In fact we do
- * this by facing back along the edge and
- * turning _left_ until we see an edge we
- * can follow.
- */
- dx = x1 - x2;
- dy = y1 - y2;
-
- for (i = 0; i < 4; i++) {
- /*
- * Rotate (dx,dy) to the left.
- */
- dt = dx; dx = dy; dy = -dt;
-
- /*
- * See if (x2,y2) has an edge in direction
- * (dx,dy).
- */
- if (x2+dx < 0 || x2+dx >= W ||
- y2+dy < 0 || y2+dy >= H)
- continue; /* off the side of the grid */
- /* In the second pass, ignore unmarked edges. */
- if (pass == 1 &&
- !(state->errors[(y2-(dy<0))*W+x2-(dx<0)] &
- ERR_SQUARE_TMP))
- continue;
- if (state->soln[(y2-(dy<0))*w+x2-(dx<0)] ==
- (dx==dy ? -1 : +1))
- break;
- }
-
- /*
- * In pass 0, we expect to have found
- * _some_ edge we can follow, even if it
- * was found by rotating all the way round
- * and going back the way we came.
- *
- * In pass 1, because we're removing the
- * mark on each edge that allows us to
- * follow it, we expect to find _no_ edge
- * we can follow when we've come all the
- * way round the loop.
- */
- if (pass == 1 && i == 4)
- break;
- assert(i < 4);
-
- /*
- * Set x1,y1 to x2,y2, and x2,y2 to be the
- * other end of the new edge.
- */
- x1 = x2;
- y1 = y2;
- x2 += dx;
- y2 += dy;
- } while (y2*W+x2 != i2);
-
- }
-
- } else
- dsf_merge(dsf, i1, i2);
+ {
+ struct findloopstate *fls = findloop_new_state(W*H);
+ struct slant_neighbour_ctx ctx;
+ ctx.state = state;
+
+ if (findloop_run(fls, W*H, slant_neighbour, &ctx))
+ err = TRUE;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ int u, v;
+ if (state->soln[y*w+x] == 0) {
+ continue;
+ } else if (state->soln[y*w+x] > 0) {
+ u = y*W+(x+1);
+ v = (y+1)*W+x;
+ } else {
+ u = (y+1)*W+(x+1);
+ v = y*W+x;
+ }
+ if (findloop_is_loop_edge(fls, u, v))
+ state->errors[y*W+x] |= ERR_SQUARE;
+ }
}
+ findloop_free_state(fls);
+ }
+
/*
* Now go through and check the degree of each clue vertex, and
* mark it with ERR_VERTEX if it cannot be fulfilled.
return TRUE;
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
int w = state->p.w, h = state->p.h;
signed char *soln;
return move;
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
return TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
int w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y, len;
return ret;
}
-static game_ui *new_ui(game_state *state)
+struct game_ui {
+ int cur_x, cur_y, cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
+ return ui;
}
static void free_ui(game_ui *ui)
{
+ sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
#define ERR_TR 0x00008000L
#define ERR_BL 0x00010000L
#define ERR_BR 0x00020000L
+#define CURSOR 0x00040000L
struct game_drawstate {
int tilesize;
long *todraw;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int w = state->p.w, h = state->p.h;
+ int v;
+ char buf[80];
+ enum { CLOCKWISE, ANTICLOCKWISE, NONE } action = NONE;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
- int v;
- char buf[80];
-
/*
* This is an utterly awful hack which I should really sort out
* by means of a proper configuration mechanism. One Slant
button = LEFT_BUTTON;
}
}
+ action = (button == LEFT_BUTTON) ? CLOCKWISE : ANTICLOCKWISE;
x = FROMCOORD(x);
y = FROMCOORD(y);
if (x < 0 || y < 0 || x >= w || y >= h)
return NULL;
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ x = ui->cur_x;
+ y = ui->cur_y;
+
+ action = (button == CURSOR_SELECT2) ? ANTICLOCKWISE : CLOCKWISE;
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+ ui->cur_visible = 1;
+ return "";
+ } else if (button == '\\' || button == '\b' || button == '/') {
+ int x = ui->cur_x, y = ui->cur_y;
+ if (button == ("\\" "\b" "/")[state->soln[y*w + x] + 1]) return NULL;
+ sprintf(buf, "%c%d,%d", button == '\b' ? 'C' : button, x, y);
+ return dupstr(buf);
+ }
- if (button == LEFT_BUTTON) {
+ if (action != NONE) {
+ if (action == CLOCKWISE) {
/*
* Left-clicking cycles blank -> \ -> / -> blank.
*/
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->p.w, h = state->p.h;
char c;
* Drawing routines.
*/
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* fool the macros */
- struct dummy { int tilesize; } dummy = { tilesize }, *ds = &dummy;
+ struct dummy { int tilesize; } dummy, *ds = &dummy;
+ dummy.tilesize = tilesize;
*x = 2 * BORDER + params->w * TILESIZE + 1;
*y = 2 * BORDER + params->h * TILESIZE + 1;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
{
float *ret = snewn(3 * NCOLOURS, float);
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+ /* CURSOR colour is a background highlight. */
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1);
+
+ ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
int w = state->p.w, h = state->p.h;
int i;
if (v < 0)
return;
- p[0] = v + '0';
+ p[0] = (char)v + '0';
p[1] = '\0';
draw_circle(dr, COORD(x), COORD(y), CLUE_RADIUS,
bg >= 0 ? bg : COL_BACKGROUND, ccol);
clip(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
- (v & FLASH) ? COL_GRID : COL_BACKGROUND);
+ (v & FLASH) ? COL_GRID :
+ (v & CURSOR) ? COL_CURSOR :
+ (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE :
+ COL_BACKGROUND);
/*
* Draw the grid lines.
draw_update(dr, COORD(x), COORD(y), TILESIZE, TILESIZE);
}
-static void game_redraw(drawing *dr, 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 w = state->p.w, h = state->p.h, W = w+1, H = h+1;
int x, y;
ds->todraw[(y+2)*(w+2)+(x+1)] |= ERR_T_L | ERR_C_TL;
}
}
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ ds->todraw[(y+1)*(w+2)+(x+1)] |= CURSOR;
}
}
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+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, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
return 0.0F;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+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 TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
int pw, ph;
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &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 tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->p.w, h = state->p.h, W = w+1;
int ink = print_mono_colour(dr, 0);
const struct game thegame = {
"Slant", "games.slant", "slant",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */