X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=rect.c;h=2f603cbd3fe231cd2fd54b26cb3b058f92f3042a;hb=1d9d6cbf12733a0e157c6e06cdf1932db77d1cd9;hp=5852f59b37f594e417d668bf696ab22069f53fc0;hpb=ea172a046012b550d5d395b511b9d08aeb6ea66d;p=sgt-puzzles.git diff --git a/rect.c b/rect.c index 5852f59..2f603cb 100644 --- a/rect.c +++ b/rect.c @@ -36,7 +36,8 @@ enum { COL_LINE, COL_TEXT, COL_GRID, - COL_DRAG, + COL_DRAG, COL_DRAGERASE, + COL_CURSOR, NCOLOURS }; @@ -60,7 +61,11 @@ struct game_params { #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 @@ -76,6 +81,7 @@ struct game_state { 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) @@ -101,8 +107,10 @@ static int game_fetch_preset(int i, char **name, game_params **params) 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; } @@ -121,7 +129,7 @@ static void free_params(game_params *params) 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 */ @@ -139,7 +147,7 @@ static void decode_params(game_params *ret, char const *string) } if (*string == 'e') { string++; - ret->expandfactor = atof(string); + ret->expandfactor = (float)atof(string); while (*string && (*string == '.' || isdigit((unsigned char)*string))) string++; } @@ -149,7 +157,7 @@ static void decode_params(game_params *ret, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char data[256]; @@ -162,7 +170,7 @@ static char *encode_params(game_params *params, int full) 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]; @@ -200,19 +208,19 @@ static config_item *game_configure(game_params *params) 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) return "Width and height must both be greater than zero"; @@ -322,6 +330,11 @@ static void remove_number_placement(int w, int h, struct numberdata *number, 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, unsigned char *hedge, unsigned char *vedge, random_state *rs) @@ -427,6 +440,14 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, * 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)); @@ -519,7 +540,10 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, 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); @@ -561,7 +585,10 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, 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", @@ -840,15 +867,17 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, } } - 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. @@ -1117,9 +1146,11 @@ static void display_grid(game_params *params, int *grid, int *numbers, int all) } #endif -static char *new_game_desc(game_params *params, random_state *rs, +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; int x, y, y2, y2last, yx, run, i, nsquares; char *desc, *p; @@ -1131,9 +1162,9 @@ static char *new_game_desc(game_params *params, random_state *rs, * 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); @@ -1286,7 +1317,8 @@ static char *new_game_desc(game_params *params, random_state *rs, if (ndirs > 0) { int which, dir; struct rect r1, r2; - + memset(&r1, 0, sizeof(struct rect)); + memset(&r2, 0, sizeof(struct rect)); which = random_upto(rs, ndirs); dir = dirs[which]; @@ -1347,6 +1379,8 @@ static char *new_game_desc(game_params *params, random_state *rs, r1.x++; r1.w--; break; + default: /* should never happen */ + assert(!"invalid direction"); } if (r1.h > 0 && r1.w > 0) place_rect(params2, grid, r1); @@ -1630,9 +1664,9 @@ static char *new_game_desc(game_params *params, random_state *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. @@ -1662,7 +1696,7 @@ static char *new_game_desc(game_params *params, random_state *rs, /* * If we've succeeded, then terminate the loop. */ - if (ret) + if (ret == 1) break; } @@ -1745,7 +1779,7 @@ static char *new_game_desc(game_params *params, random_state *rs, return desc; } -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; @@ -1773,7 +1807,101 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(midend_data *me, 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; @@ -1813,10 +1941,12 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) 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); @@ -1826,6 +1956,7 @@ static game_state *dup_game(game_state *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; @@ -1834,6 +1965,8 @@ static game_state *dup_game(game_state *state) 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; } @@ -1842,11 +1975,12 @@ static void free_game(game_state *state) sfree(state->grid); sfree(state->vedge); sfree(state->hedge); + sfree(state->correct); sfree(state); } -static char *solve_game(game_state *state, game_state *currstate, - char *ai, char **error) +static char *solve_game(const game_state *state, const game_state *currstate, + const char *ai, char **error) { unsigned char *vedge, *hedge; int x, y, len; @@ -1914,7 +2048,12 @@ static char *solve_game(game_state *state, game_state *currstate, 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; @@ -2007,99 +2146,6 @@ static char *game_text_format(game_state *state) 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. @@ -2122,6 +2168,11 @@ struct game_ui { * 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. @@ -2130,20 +2181,32 @@ struct game_ui { 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 void reset_ui(game_ui *ui) { - 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->x1 = -1; ui->y1 = -1; ui->x2 = -1; ui->y2 = -1; + ui->dragged = FALSE; +} + +static game_ui *new_ui(const game_state *state) +{ + game_ui *ui = snew(game_ui); + reset_ui(ui); + ui->erasing = FALSE; + ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0; return ui; } @@ -2152,12 +2215,12 @@ 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) { } @@ -2248,9 +2311,9 @@ static void coord_round(float x, float y, int *xr, int *yr) /* * Returns TRUE if it has made any change to the grid. */ -static int grid_draw_rect(game_state *state, +static int grid_draw_rect(const game_state *state, unsigned char *hedge, unsigned char *vedge, - int c, int really, + int c, int really, int outline, int x1, int y1, int x2, int y2) { int x, y; @@ -2263,9 +2326,10 @@ static int grid_draw_rect(game_state *state, 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; changed = changed || (index(state,hedge,x,y) != val); if (really) @@ -2279,9 +2343,10 @@ static int grid_draw_rect(game_state *state, 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; changed = changed || (index(state,vedge,x,y) != val); if (really) @@ -2291,16 +2356,16 @@ static int grid_draw_rect(game_state *state, return changed; } -static int ui_draw_rect(game_state *state, game_ui *ui, +static int ui_draw_rect(const game_state *state, const game_ui *ui, unsigned char *hedge, unsigned char *vedge, int c, - int really) + int really, int outline) { - return grid_draw_rect(state, hedge, vedge, c, really, + 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, game_state *oldstate, - game_state *newstate) +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) { } @@ -2310,40 +2375,98 @@ struct game_drawstate { unsigned long *visible; }; -static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +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; + 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) + reset_ui(ui); /* cancel keyboard dragging */ 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 == '\b' || button == 27) { + if (!ui->cur_dragging) { + ui->cur_visible = FALSE; + } else { + assert(ui->cur_visible); + reset_ui(ui); /* cancel keyboard dragging */ + ui->cur_dragging = FALSE; + } + return ""; + } 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 && @@ -2370,14 +2493,16 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, ret = NULL; - if (enddrag) { + if (enddrag && (ui->drag_start_x >= 0)) { if (xc >= 0 && xc <= 2*from->w && - yc >= 0 && yc <= 2*from->h) { + yc >= 0 && yc <= 2*from->h && + erasing == ui->erasing) { if (ui->dragged) { if (ui_draw_rect(from, ui, from->hedge, - from->vedge, 1, FALSE)) { - sprintf(buf, "R%d,%d,%d,%d", + 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); } @@ -2393,15 +2518,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, } } - 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; + reset_ui(ui); active = TRUE; } @@ -2413,13 +2530,13 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, return NULL; } -static game_state *execute_move(game_state *from, char *move) +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') { - char *p = move+1; + const char *p = move+1; int x, y; ret = dup_game(from); @@ -2436,9 +2553,12 @@ static game_state *execute_move(game_state *from, char *move) if (*p) p++; } + sfree(ret->correct); + ret->correct = get_correct(ret); + return ret; - } else if (move[0] == 'R' && + } 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) { @@ -2455,30 +2575,31 @@ static game_state *execute_move(game_state *from, char *move) ret = dup_game(from); - if (mode == 'R') { - grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2); + 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; - 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)) + if (!index(ret, ret->correct, x, y)) ok = FALSE; - sfree(correct); - if (ok) ret->completed = TRUE; } @@ -2491,35 +2612,29 @@ static game_state *execute_move(game_state *from, char *move) */ #define CORRECT (1L<<16) +#define CURSOR (1L<<17) -#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) +#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, game_drawstate *ds, - int *x, int *y, int expand) +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) { - int tsx, tsy, ts; - /* - * Each window dimension equals the tile size times 1.5 more - * than the grid dimension (the border is 3/4 the width of the - * tiles). - * - * We must cast to unsigned before multiplying by two, because - * *x might be INT_MAX. - */ - tsx = 2 * (unsigned)*x / (2 * params->w + 3); - tsy = 2 * (unsigned)*y / (2 * params->h + 3); - ts = min(tsx, tsy); - if (expand) - ds->tilesize = ts; - else - ds->tilesize = min(ts, PREFERRED_TILE_SIZE); + /* 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); @@ -2533,6 +2648,10 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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]; @@ -2545,11 +2664,15 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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; @@ -2565,26 +2688,27 @@ static game_drawstate *game_new_drawstate(game_state *state) 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_drawstate *ds, game_state *state, +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, int correct) + 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); } @@ -2592,19 +2716,19 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, * 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); @@ -2612,37 +2736,35 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, * 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, TRUE); + ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE); } else { hedge = state->hedge; vedge = state->vedge; @@ -2671,13 +2793,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } 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); } @@ -2702,12 +2824,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (x+1 < state->w && y+1 < state->h) /* 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, correct, x, y) && !flashtime) + 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, ds, state, x, y, hedge, vedge, corners, - (c & CORRECT) ? 1 : 0); + draw_tile(dr, ds, state, x, y, hedge, vedge, corners, + (c & (CORRECT|CURSOR)) ); index(ds,ds->visible,x,y) = c; } } @@ -2715,7 +2839,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, { char buf[256]; - if (ui->x1 >= 0 && ui->y1 >= 0 && + if (ui->dragged && + ui->x1 >= 0 && ui->y1 >= 0 && ui->x2 >= 0 && ui->y2 >= 0) { sprintf(buf, "%dx%d ", ui->x2-ui->x1, @@ -2729,7 +2854,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, else if (state->completed) strcat(buf, "COMPLETED!"); - status_bar(fe, buf); + status_bar(dr, buf); } if (hedge != state->hedge) { @@ -2738,17 +2863,16 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } sfree(corners); - sfree(correct); } -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->cheated && !newstate->cheated) @@ -2756,22 +2880,87 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(const game_state *state) { - return TRUE; + return state->completed ? +1 : 0; } -static int game_timing_state(game_state *state) +static int game_timing_state(const game_state *state, game_ui *ui) { 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 #define thegame rect #endif const struct game thegame = { - "Rectangles", "games.rectangles", + "Rectangles", "games.rectangles", "rect", default_params, game_fetch_preset, decode_params, @@ -2786,7 +2975,7 @@ const struct game thegame = { 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, @@ -2794,14 +2983,18 @@ const struct game thegame = { game_changed_state, interpret_move, execute_move, - game_size, + 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, /* mouse_priorities */ + 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */