3870c4d8 |
1 | /* |
2 | * rect.c: Puzzle from nikoli.co.jp. You have a square grid with |
3 | * numbers in some squares; you must divide the square grid up into |
4 | * variously sized rectangles, such that every rectangle contains |
5 | * exactly one numbered square and the area of each rectangle is |
6 | * equal to the number contained in it. |
7 | */ |
8 | |
9 | /* |
10 | * TODO: |
11 | * |
12 | * - Improve on singleton removal by making an aesthetic choice |
13 | * about which of the options to take. |
14 | * |
15 | * - When doing the 3x3 trick in singleton removal, limit the size |
16 | * of the generated rectangles in accordance with the max |
17 | * rectangle size. |
18 | * |
19 | * - It might be interesting to deliberately try to place |
20 | * numbers so as to reduce alternative solution patterns. I |
21 | * doubt we can do a perfect job of this, but we can make a |
22 | * start by, for example, noticing pairs of 2-rects |
23 | * alongside one another and _not_ putting their numbers at |
24 | * opposite ends. |
25 | * |
26 | * - If we start by sorting the rectlist in descending order |
27 | * of area, we might be able to bias our random number |
28 | * selection to produce a few large rectangles more often |
29 | * than oodles of small ones? Unsure, but might be worth a |
30 | * try. |
31 | */ |
32 | |
33 | #include <stdio.h> |
34 | #include <stdlib.h> |
35 | #include <string.h> |
36 | #include <assert.h> |
b0e26073 |
37 | #include <ctype.h> |
3870c4d8 |
38 | #include <math.h> |
39 | |
40 | #include "puzzles.h" |
41 | |
3870c4d8 |
42 | enum { |
43 | COL_BACKGROUND, |
44 | COL_CORRECT, |
45 | COL_LINE, |
46 | COL_TEXT, |
47 | COL_GRID, |
08dd70c3 |
48 | COL_DRAG, |
3870c4d8 |
49 | NCOLOURS |
50 | }; |
51 | |
52 | struct game_params { |
53 | int w, h; |
aea3ed9a |
54 | float expandfactor; |
3870c4d8 |
55 | }; |
56 | |
57 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
58 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
59 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
60 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
61 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
62 | |
63 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
64 | (y) >= dy && (y) < (state)->h ) |
65 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
66 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
67 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
68 | |
69 | #define TILE_SIZE 24 |
70 | #define BORDER 18 |
71 | |
d4e7900f |
72 | #define CORNER_TOLERANCE 0.15F |
73 | #define CENTRE_TOLERANCE 0.15F |
74 | |
ef29354c |
75 | #define FLASH_TIME 0.13F |
76 | |
3870c4d8 |
77 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
78 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
79 | |
80 | struct game_state { |
81 | int w, h; |
82 | int *grid; /* contains the numbers */ |
83 | unsigned char *vedge; /* (w+1) x h */ |
84 | unsigned char *hedge; /* w x (h+1) */ |
2ac6d24e |
85 | int completed, cheated; |
3870c4d8 |
86 | }; |
87 | |
be8d5aa1 |
88 | static game_params *default_params(void) |
3870c4d8 |
89 | { |
90 | game_params *ret = snew(game_params); |
91 | |
92 | ret->w = ret->h = 7; |
aea3ed9a |
93 | ret->expandfactor = 0.0F; |
3870c4d8 |
94 | |
95 | return ret; |
96 | } |
97 | |
be8d5aa1 |
98 | static int game_fetch_preset(int i, char **name, game_params **params) |
3870c4d8 |
99 | { |
100 | game_params *ret; |
101 | int w, h; |
102 | char buf[80]; |
103 | |
104 | switch (i) { |
105 | case 0: w = 7, h = 7; break; |
106 | case 1: w = 11, h = 11; break; |
107 | case 2: w = 15, h = 15; break; |
108 | case 3: w = 19, h = 19; break; |
109 | default: return FALSE; |
110 | } |
111 | |
112 | sprintf(buf, "%dx%d", w, h); |
113 | *name = dupstr(buf); |
114 | *params = ret = snew(game_params); |
115 | ret->w = w; |
116 | ret->h = h; |
aea3ed9a |
117 | ret->expandfactor = 0.0F; |
3870c4d8 |
118 | return TRUE; |
119 | } |
120 | |
be8d5aa1 |
121 | static void free_params(game_params *params) |
3870c4d8 |
122 | { |
123 | sfree(params); |
124 | } |
125 | |
be8d5aa1 |
126 | static game_params *dup_params(game_params *params) |
3870c4d8 |
127 | { |
128 | game_params *ret = snew(game_params); |
129 | *ret = *params; /* structure copy */ |
130 | return ret; |
131 | } |
132 | |
be8d5aa1 |
133 | static game_params *decode_params(char const *string) |
b0e26073 |
134 | { |
135 | game_params *ret = default_params(); |
136 | |
137 | ret->w = ret->h = atoi(string); |
aea3ed9a |
138 | ret->expandfactor = 0.0F; |
139 | while (*string && isdigit((unsigned char)*string)) string++; |
b0e26073 |
140 | if (*string == 'x') { |
141 | string++; |
142 | ret->h = atoi(string); |
aea3ed9a |
143 | while (*string && isdigit((unsigned char)*string)) string++; |
144 | } |
145 | if (*string == 'e') { |
146 | string++; |
147 | ret->expandfactor = atof(string); |
b0e26073 |
148 | } |
149 | |
150 | return ret; |
151 | } |
152 | |
be8d5aa1 |
153 | static char *encode_params(game_params *params) |
b0e26073 |
154 | { |
155 | char data[256]; |
156 | |
157 | sprintf(data, "%dx%d", params->w, params->h); |
158 | |
159 | return dupstr(data); |
160 | } |
161 | |
be8d5aa1 |
162 | static config_item *game_configure(game_params *params) |
3870c4d8 |
163 | { |
164 | config_item *ret; |
165 | char buf[80]; |
166 | |
167 | ret = snewn(5, config_item); |
168 | |
169 | ret[0].name = "Width"; |
170 | ret[0].type = C_STRING; |
171 | sprintf(buf, "%d", params->w); |
172 | ret[0].sval = dupstr(buf); |
173 | ret[0].ival = 0; |
174 | |
175 | ret[1].name = "Height"; |
176 | ret[1].type = C_STRING; |
177 | sprintf(buf, "%d", params->h); |
178 | ret[1].sval = dupstr(buf); |
179 | ret[1].ival = 0; |
180 | |
aea3ed9a |
181 | ret[2].name = "Expansion factor"; |
182 | ret[2].type = C_STRING; |
183 | sprintf(buf, "%g", params->expandfactor); |
184 | ret[2].sval = dupstr(buf); |
3870c4d8 |
185 | ret[2].ival = 0; |
186 | |
aea3ed9a |
187 | ret[3].name = NULL; |
188 | ret[3].type = C_END; |
189 | ret[3].sval = NULL; |
190 | ret[3].ival = 0; |
191 | |
3870c4d8 |
192 | return ret; |
193 | } |
194 | |
be8d5aa1 |
195 | static game_params *custom_params(config_item *cfg) |
3870c4d8 |
196 | { |
197 | game_params *ret = snew(game_params); |
198 | |
199 | ret->w = atoi(cfg[0].sval); |
200 | ret->h = atoi(cfg[1].sval); |
aea3ed9a |
201 | ret->expandfactor = atof(cfg[2].sval); |
3870c4d8 |
202 | |
203 | return ret; |
204 | } |
205 | |
be8d5aa1 |
206 | static char *validate_params(game_params *params) |
3870c4d8 |
207 | { |
208 | if (params->w <= 0 && params->h <= 0) |
209 | return "Width and height must both be greater than zero"; |
d4e7900f |
210 | if (params->w < 2 && params->h < 2) |
211 | return "Grid area must be greater than one"; |
aea3ed9a |
212 | if (params->expandfactor < 0.0F) |
213 | return "Expansion factor may not be negative"; |
3870c4d8 |
214 | return NULL; |
215 | } |
216 | |
217 | struct rect { |
218 | int x, y; |
219 | int w, h; |
220 | }; |
221 | |
222 | struct rectlist { |
223 | struct rect *rects; |
224 | int n; |
225 | }; |
226 | |
227 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
228 | { |
229 | int rw, rh; |
230 | int x, y; |
231 | int maxarea; |
232 | struct rect *rects = NULL; |
233 | int nrects = 0, rectsize = 0; |
234 | |
235 | /* |
d4e7900f |
236 | * Maximum rectangle area is 1/6 of total grid size, unless |
237 | * this means we can't place any rectangles at all in which |
238 | * case we set it to 2 at minimum. |
3870c4d8 |
239 | */ |
240 | maxarea = params->w * params->h / 6; |
d4e7900f |
241 | if (maxarea < 2) |
242 | maxarea = 2; |
3870c4d8 |
243 | |
244 | for (rw = 1; rw <= params->w; rw++) |
245 | for (rh = 1; rh <= params->h; rh++) { |
246 | if (rw * rh > maxarea) |
247 | continue; |
248 | if (rw * rh == 1) |
249 | continue; |
250 | for (x = 0; x <= params->w - rw; x++) |
251 | for (y = 0; y <= params->h - rh; y++) { |
3870c4d8 |
252 | if (nrects >= rectsize) { |
253 | rectsize = nrects + 256; |
254 | rects = sresize(rects, rectsize, struct rect); |
255 | } |
256 | |
257 | rects[nrects].x = x; |
258 | rects[nrects].y = y; |
259 | rects[nrects].w = rw; |
260 | rects[nrects].h = rh; |
261 | nrects++; |
262 | } |
263 | } |
264 | |
265 | if (nrects > 0) { |
266 | struct rectlist *ret; |
267 | ret = snew(struct rectlist); |
268 | ret->rects = rects; |
269 | ret->n = nrects; |
270 | return ret; |
271 | } else { |
272 | assert(rects == NULL); /* hence no need to free */ |
273 | return NULL; |
274 | } |
275 | } |
276 | |
277 | static void free_rectlist(struct rectlist *list) |
278 | { |
279 | sfree(list->rects); |
280 | sfree(list); |
281 | } |
282 | |
283 | static void place_rect(game_params *params, int *grid, struct rect r) |
284 | { |
285 | int idx = INDEX(params, r.x, r.y); |
286 | int x, y; |
287 | |
288 | for (x = r.x; x < r.x+r.w; x++) |
289 | for (y = r.y; y < r.y+r.h; y++) { |
290 | index(params, grid, x, y) = idx; |
291 | } |
292 | #ifdef GENERATION_DIAGNOSTICS |
293 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
294 | r.x, r.y, r.w, r.h); |
295 | #endif |
296 | } |
297 | |
298 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
299 | { |
300 | int idx, w, h; |
301 | struct rect r; |
302 | |
303 | /* |
304 | * Find the top left of the rectangle. |
305 | */ |
306 | idx = index(params, grid, x, y); |
307 | |
308 | if (idx < 0) { |
309 | r.x = x; |
310 | r.y = y; |
311 | r.w = r.h = 1; |
312 | return r; /* 1x1 singleton here */ |
313 | } |
314 | |
315 | y = idx / params->w; |
316 | x = idx % params->w; |
317 | |
318 | /* |
319 | * Find the width and height of the rectangle. |
320 | */ |
321 | for (w = 1; |
322 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
323 | w++); |
324 | for (h = 1; |
325 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
326 | h++); |
327 | |
328 | r.x = x; |
329 | r.y = y; |
330 | r.w = w; |
331 | r.h = h; |
332 | |
333 | return r; |
334 | } |
335 | |
336 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
337 | static void display_grid(game_params *params, int *grid, int *numbers, int all) |
3870c4d8 |
338 | { |
339 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
340 | unsigned char); |
3870c4d8 |
341 | int x, y; |
342 | int r = (params->w*2+3); |
343 | |
aea3ed9a |
344 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
345 | |
3870c4d8 |
346 | for (x = 0; x < params->w; x++) |
347 | for (y = 0; y < params->h; y++) { |
348 | int i = index(params, grid, x, y); |
349 | if (x == 0 || index(params, grid, x-1, y) != i) |
350 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
351 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
352 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
353 | if (y == 0 || index(params, grid, x, y-1) != i) |
354 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
355 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
356 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
357 | } |
358 | |
359 | for (y = 1; y < 2*params->h+2; y++) { |
360 | for (x = 1; x < 2*params->w+2; x++) { |
361 | if (!((y|x)&1)) { |
aea3ed9a |
362 | int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; |
363 | if (k || (all && numbers)) printf("%2d", k); else printf(" "); |
3870c4d8 |
364 | } else if (!((y&x)&1)) { |
365 | int v = egrid[y*r+x]; |
366 | if ((y&1) && v) v = '-'; |
367 | if ((x&1) && v) v = '|'; |
368 | if (!v) v = ' '; |
369 | putchar(v); |
370 | if (!(x&1)) putchar(v); |
371 | } else { |
372 | int c, d = 0; |
373 | if (egrid[y*r+(x+1)]) d |= 1; |
374 | if (egrid[(y-1)*r+x]) d |= 2; |
375 | if (egrid[y*r+(x-1)]) d |= 4; |
376 | if (egrid[(y+1)*r+x]) d |= 8; |
377 | c = " ??+?-++?+|+++++"[d]; |
378 | putchar(c); |
379 | if (!(x&1)) putchar(c); |
380 | } |
381 | } |
382 | putchar('\n'); |
383 | } |
384 | |
385 | sfree(egrid); |
386 | } |
387 | #endif |
388 | |
2ac6d24e |
389 | struct game_aux_info { |
390 | int w, h; |
391 | unsigned char *vedge; /* (w+1) x h */ |
392 | unsigned char *hedge; /* w x (h+1) */ |
393 | }; |
394 | |
6f2d8d7c |
395 | static char *new_game_seed(game_params *params, random_state *rs, |
396 | game_aux_info **aux) |
3870c4d8 |
397 | { |
398 | int *grid, *numbers; |
399 | struct rectlist *list; |
aea3ed9a |
400 | int x, y, y2, y2last, yx, run, i; |
3870c4d8 |
401 | char *seed, *p; |
aea3ed9a |
402 | game_params params2real, *params2 = ¶ms2real; |
3870c4d8 |
403 | |
aea3ed9a |
404 | /* |
405 | * Set up the smaller width and height which we will use to |
406 | * generate the base grid. |
407 | */ |
408 | params2->w = params->w / (1.0F + params->expandfactor); |
b9e2cf12 |
409 | if (params2->w < 2 && params->w >= 2) params2->w = 2; |
410 | params2->h = params->h / (1.0F + params->expandfactor); |
411 | if (params2->h < 2 && params->h >= 2) params2->h = 2; |
3870c4d8 |
412 | |
aea3ed9a |
413 | grid = snewn(params2->w * params2->h, int); |
414 | |
415 | for (y = 0; y < params2->h; y++) |
416 | for (x = 0; x < params2->w; x++) { |
417 | index(params2, grid, x, y) = -1; |
3870c4d8 |
418 | } |
419 | |
aea3ed9a |
420 | list = get_rectlist(params2, grid); |
3870c4d8 |
421 | assert(list != NULL); |
422 | |
423 | /* |
424 | * Place rectangles until we can't any more. |
425 | */ |
426 | while (list->n > 0) { |
427 | int i, m; |
428 | struct rect r; |
429 | |
430 | /* |
431 | * Pick a random rectangle. |
432 | */ |
433 | i = random_upto(rs, list->n); |
434 | r = list->rects[i]; |
435 | |
436 | /* |
437 | * Place it. |
438 | */ |
aea3ed9a |
439 | place_rect(params2, grid, r); |
3870c4d8 |
440 | |
441 | /* |
442 | * Winnow the list by removing any rectangles which |
443 | * overlap this one. |
444 | */ |
445 | m = 0; |
446 | for (i = 0; i < list->n; i++) { |
447 | struct rect s = list->rects[i]; |
448 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
449 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
450 | list->rects[m++] = s; |
451 | } |
452 | list->n = m; |
453 | } |
454 | |
455 | free_rectlist(list); |
456 | |
457 | /* |
458 | * Deal with singleton spaces remaining in the grid, one by |
459 | * one. |
460 | * |
461 | * We do this by making a local change to the layout. There are |
462 | * several possibilities: |
463 | * |
464 | * +-----+-----+ Here, we can remove the singleton by |
465 | * | | | extending the 1x2 rectangle below it |
466 | * +--+--+-----+ into a 1x3. |
467 | * | | | | |
468 | * | +--+ | |
469 | * | | | | |
470 | * | | | | |
471 | * | | | | |
472 | * +--+--+-----+ |
473 | * |
474 | * +--+--+--+ Here, that trick doesn't work: there's no |
475 | * | | | 1 x n rectangle with the singleton at one |
476 | * | | | end. Instead, we extend a 1 x n rectangle |
477 | * | | | _out_ from the singleton, shaving a layer |
478 | * +--+--+ | off the end of another rectangle. So if we |
479 | * | | | | extended up, we'd make our singleton part |
480 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
481 | * | | | used to be; or we could extend right into |
482 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
483 | * |
484 | * +-----+--+ Here, we can't even do _that_, since any |
485 | * | | | direction we choose to extend the singleton |
486 | * +--+--+ | will produce a new singleton as a result of |
487 | * | | | | truncating one of the size-2 rectangles. |
488 | * | +--+--+ Fortunately, this case can _only_ occur when |
489 | * | | | a singleton is surrounded by four size-2s |
490 | * +--+-----+ in this fashion; so instead we can simply |
491 | * replace the whole section with a single 3x3. |
492 | */ |
aea3ed9a |
493 | for (x = 0; x < params2->w; x++) { |
494 | for (y = 0; y < params2->h; y++) { |
495 | if (index(params2, grid, x, y) < 0) { |
3870c4d8 |
496 | int dirs[4], ndirs; |
497 | |
498 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
499 | display_grid(params2, grid, NULL, FALSE); |
3870c4d8 |
500 | printf("singleton at %d,%d\n", x, y); |
501 | #endif |
502 | |
503 | /* |
504 | * Check in which directions we can feasibly extend |
505 | * the singleton. We can extend in a particular |
506 | * direction iff either: |
507 | * |
508 | * - the rectangle on that side of the singleton |
509 | * is not 2x1, and we are at one end of the edge |
510 | * of it we are touching |
511 | * |
512 | * - it is 2x1 but we are on its short side. |
513 | * |
514 | * FIXME: we could plausibly choose between these |
515 | * based on the sizes of the rectangles they would |
516 | * create? |
517 | */ |
518 | ndirs = 0; |
aea3ed9a |
519 | if (x < params2->w-1) { |
520 | struct rect r = find_rect(params2, grid, x+1, y); |
3870c4d8 |
521 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
522 | dirs[ndirs++] = 1; /* right */ |
523 | } |
524 | if (y > 0) { |
aea3ed9a |
525 | struct rect r = find_rect(params2, grid, x, y-1); |
3870c4d8 |
526 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
527 | dirs[ndirs++] = 2; /* up */ |
528 | } |
529 | if (x > 0) { |
aea3ed9a |
530 | struct rect r = find_rect(params2, grid, x-1, y); |
3870c4d8 |
531 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
532 | dirs[ndirs++] = 4; /* left */ |
533 | } |
aea3ed9a |
534 | if (y < params2->h-1) { |
535 | struct rect r = find_rect(params2, grid, x, y+1); |
3870c4d8 |
536 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
537 | dirs[ndirs++] = 8; /* down */ |
538 | } |
539 | |
540 | if (ndirs > 0) { |
541 | int which, dir; |
542 | struct rect r1, r2; |
543 | |
544 | which = random_upto(rs, ndirs); |
545 | dir = dirs[which]; |
546 | |
547 | switch (dir) { |
548 | case 1: /* right */ |
aea3ed9a |
549 | assert(x < params2->w+1); |
3870c4d8 |
550 | #ifdef GENERATION_DIAGNOSTICS |
551 | printf("extending right\n"); |
552 | #endif |
aea3ed9a |
553 | r1 = find_rect(params2, grid, x+1, y); |
3870c4d8 |
554 | r2.x = x; |
555 | r2.y = y; |
556 | r2.w = 1 + r1.w; |
557 | r2.h = 1; |
558 | if (r1.y == y) |
559 | r1.y++; |
560 | r1.h--; |
561 | break; |
562 | case 2: /* up */ |
563 | assert(y > 0); |
564 | #ifdef GENERATION_DIAGNOSTICS |
565 | printf("extending up\n"); |
566 | #endif |
aea3ed9a |
567 | r1 = find_rect(params2, grid, x, y-1); |
3870c4d8 |
568 | r2.x = x; |
569 | r2.y = r1.y; |
570 | r2.w = 1; |
571 | r2.h = 1 + r1.h; |
572 | if (r1.x == x) |
573 | r1.x++; |
574 | r1.w--; |
575 | break; |
576 | case 4: /* left */ |
577 | assert(x > 0); |
578 | #ifdef GENERATION_DIAGNOSTICS |
579 | printf("extending left\n"); |
580 | #endif |
aea3ed9a |
581 | r1 = find_rect(params2, grid, x-1, y); |
3870c4d8 |
582 | r2.x = r1.x; |
583 | r2.y = y; |
584 | r2.w = 1 + r1.w; |
585 | r2.h = 1; |
586 | if (r1.y == y) |
587 | r1.y++; |
588 | r1.h--; |
589 | break; |
590 | case 8: /* down */ |
aea3ed9a |
591 | assert(y < params2->h+1); |
3870c4d8 |
592 | #ifdef GENERATION_DIAGNOSTICS |
593 | printf("extending down\n"); |
594 | #endif |
aea3ed9a |
595 | r1 = find_rect(params2, grid, x, y+1); |
3870c4d8 |
596 | r2.x = x; |
597 | r2.y = y; |
598 | r2.w = 1; |
599 | r2.h = 1 + r1.h; |
600 | if (r1.x == x) |
601 | r1.x++; |
602 | r1.w--; |
603 | break; |
604 | } |
605 | if (r1.h > 0 && r1.w > 0) |
aea3ed9a |
606 | place_rect(params2, grid, r1); |
607 | place_rect(params2, grid, r2); |
3870c4d8 |
608 | } else { |
609 | #ifndef NDEBUG |
610 | /* |
611 | * Sanity-check that there really is a 3x3 |
612 | * rectangle surrounding this singleton and it |
613 | * contains absolutely everything we could |
614 | * possibly need. |
615 | */ |
616 | { |
617 | int xx, yy; |
aea3ed9a |
618 | assert(x > 0 && x < params2->w-1); |
619 | assert(y > 0 && y < params2->h-1); |
3870c4d8 |
620 | |
621 | for (xx = x-1; xx <= x+1; xx++) |
622 | for (yy = y-1; yy <= y+1; yy++) { |
aea3ed9a |
623 | struct rect r = find_rect(params2,grid,xx,yy); |
3870c4d8 |
624 | assert(r.x >= x-1); |
625 | assert(r.y >= y-1); |
626 | assert(r.x+r.w-1 <= x+1); |
627 | assert(r.y+r.h-1 <= y+1); |
628 | } |
629 | } |
630 | #endif |
631 | |
632 | #ifdef GENERATION_DIAGNOSTICS |
633 | printf("need the 3x3 trick\n"); |
634 | #endif |
635 | |
636 | /* |
637 | * FIXME: If the maximum rectangle area for |
638 | * this grid is less than 9, we ought to |
639 | * subdivide the 3x3 in some fashion. There are |
640 | * five other possibilities: |
641 | * |
642 | * - a 6 and a 3 |
643 | * - a 4, a 3 and a 2 |
644 | * - three 3s |
645 | * - a 3 and three 2s (two different arrangements). |
646 | */ |
647 | |
648 | { |
649 | struct rect r; |
650 | r.x = x-1; |
651 | r.y = y-1; |
652 | r.w = r.h = 3; |
aea3ed9a |
653 | place_rect(params2, grid, r); |
3870c4d8 |
654 | } |
655 | } |
656 | } |
657 | } |
658 | } |
659 | |
660 | /* |
aea3ed9a |
661 | * We have now constructed a grid of the size specified in |
662 | * params2. Now we extend it into a grid of the size specified |
663 | * in params. We do this in two passes: we extend it vertically |
664 | * until it's the right height, then we transpose it, then |
665 | * extend it vertically again (getting it effectively the right |
666 | * width), then finally transpose again. |
667 | */ |
668 | for (i = 0; i < 2; i++) { |
669 | int *grid2, *expand, *where; |
670 | game_params params3real, *params3 = ¶ms3real; |
671 | |
672 | #ifdef GENERATION_DIAGNOSTICS |
673 | printf("before expansion:\n"); |
674 | display_grid(params2, grid, NULL, TRUE); |
675 | #endif |
676 | |
677 | /* |
678 | * Set up the new grid. |
679 | */ |
680 | grid2 = snewn(params2->w * params->h, int); |
681 | expand = snewn(params2->h-1, int); |
682 | where = snewn(params2->w, int); |
683 | params3->w = params2->w; |
684 | params3->h = params->h; |
685 | |
686 | /* |
687 | * Decide which horizontal edges are going to get expanded, |
688 | * and by how much. |
689 | */ |
690 | for (y = 0; y < params2->h-1; y++) |
691 | expand[y] = 0; |
692 | for (y = params2->h; y < params->h; y++) { |
693 | x = random_upto(rs, params2->h-1); |
694 | expand[x]++; |
695 | } |
696 | |
697 | #ifdef GENERATION_DIAGNOSTICS |
698 | printf("expand[] = {"); |
699 | for (y = 0; y < params2->h-1; y++) |
700 | printf(" %d", expand[y]); |
701 | printf(" }\n"); |
702 | #endif |
703 | |
704 | /* |
705 | * Perform the expansion. The way this works is that we |
706 | * alternately: |
707 | * |
708 | * - copy a row from grid into grid2 |
709 | * |
710 | * - invent some number of additional rows in grid2 where |
711 | * there was previously only a horizontal line between |
712 | * rows in grid, and make random decisions about where |
713 | * among these to place each rectangle edge that ran |
714 | * along this line. |
715 | */ |
716 | for (y = y2 = y2last = 0; y < params2->h; y++) { |
717 | /* |
718 | * Copy a single line from row y of grid into row y2 of |
719 | * grid2. |
720 | */ |
721 | for (x = 0; x < params2->w; x++) { |
722 | int val = index(params2, grid, x, y); |
723 | if (val / params2->w == y && /* rect starts on this line */ |
724 | (y2 == 0 || /* we're at the very top, or... */ |
725 | index(params3, grid2, x, y2-1) / params3->w < y2last |
726 | /* this rect isn't already started */)) |
727 | index(params3, grid2, x, y2) = |
728 | INDEX(params3, val % params2->w, y2); |
729 | else |
730 | index(params3, grid2, x, y2) = |
731 | index(params3, grid2, x, y2-1); |
732 | } |
733 | |
734 | /* |
735 | * If that was the last line, terminate the loop early. |
736 | */ |
737 | if (++y2 == params3->h) |
738 | break; |
739 | |
740 | y2last = y2; |
741 | |
742 | /* |
743 | * Invent some number of additional lines. First walk |
744 | * along this line working out where to put all the |
745 | * edges that coincide with it. |
746 | */ |
747 | yx = -1; |
748 | for (x = 0; x < params2->w; x++) { |
749 | if (index(params2, grid, x, y) != |
750 | index(params2, grid, x, y+1)) { |
751 | /* |
752 | * This is a horizontal edge, so it needs |
753 | * placing. |
754 | */ |
755 | if (x == 0 || |
756 | (index(params2, grid, x-1, y) != |
757 | index(params2, grid, x, y) && |
758 | index(params2, grid, x-1, y+1) != |
759 | index(params2, grid, x, y+1))) { |
760 | /* |
761 | * Here we have the chance to make a new |
762 | * decision. |
763 | */ |
764 | yx = random_upto(rs, expand[y]+1); |
765 | } else { |
766 | /* |
767 | * Here we just reuse the previous value of |
768 | * yx. |
769 | */ |
770 | } |
771 | } else |
772 | yx = -1; |
773 | where[x] = yx; |
774 | } |
775 | |
776 | for (yx = 0; yx < expand[y]; yx++) { |
777 | /* |
778 | * Invent a single row. For each square in the row, |
779 | * we copy the grid entry from the square above it, |
780 | * unless we're starting the new rectangle here. |
781 | */ |
782 | for (x = 0; x < params2->w; x++) { |
783 | if (yx == where[x]) { |
784 | int val = index(params2, grid, x, y+1); |
785 | val %= params2->w; |
786 | val = INDEX(params3, val, y2); |
787 | index(params3, grid2, x, y2) = val; |
788 | } else |
789 | index(params3, grid2, x, y2) = |
790 | index(params3, grid2, x, y2-1); |
791 | } |
792 | |
793 | y2++; |
794 | } |
795 | } |
796 | |
797 | sfree(expand); |
798 | sfree(where); |
799 | |
800 | #ifdef GENERATION_DIAGNOSTICS |
801 | printf("after expansion:\n"); |
802 | display_grid(params3, grid2, NULL, TRUE); |
803 | #endif |
804 | /* |
805 | * Transpose. |
806 | */ |
807 | params2->w = params3->h; |
808 | params2->h = params3->w; |
809 | sfree(grid); |
810 | grid = snewn(params2->w * params2->h, int); |
811 | for (x = 0; x < params2->w; x++) |
812 | for (y = 0; y < params2->h; y++) { |
813 | int idx1 = INDEX(params2, x, y); |
814 | int idx2 = INDEX(params3, y, x); |
815 | int tmp; |
816 | |
817 | tmp = grid2[idx2]; |
818 | tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); |
819 | grid[idx1] = tmp; |
820 | } |
821 | |
822 | sfree(grid2); |
823 | |
824 | { |
825 | int tmp; |
826 | tmp = params->w; |
827 | params->w = params->h; |
828 | params->h = tmp; |
829 | } |
830 | |
831 | #ifdef GENERATION_DIAGNOSTICS |
832 | printf("after transposition:\n"); |
833 | display_grid(params2, grid, NULL, TRUE); |
834 | #endif |
835 | } |
836 | |
837 | /* |
2ac6d24e |
838 | * Store the rectangle data in the game_aux_info. |
839 | */ |
840 | { |
841 | game_aux_info *ai = snew(game_aux_info); |
842 | |
843 | ai->w = params->w; |
844 | ai->h = params->h; |
845 | ai->vedge = snewn(ai->w * ai->h, unsigned char); |
846 | ai->hedge = snewn(ai->w * ai->h, unsigned char); |
847 | |
848 | for (y = 0; y < params->h; y++) |
849 | for (x = 1; x < params->w; x++) { |
850 | vedge(ai, x, y) = |
851 | index(params, grid, x, y) != index(params, grid, x-1, y); |
852 | } |
853 | for (y = 1; y < params->h; y++) |
854 | for (x = 0; x < params->w; x++) { |
855 | hedge(ai, x, y) = |
856 | index(params, grid, x, y) != index(params, grid, x, y-1); |
857 | } |
858 | |
859 | *aux = ai; |
860 | } |
861 | |
862 | /* |
3870c4d8 |
863 | * Place numbers. |
864 | */ |
aea3ed9a |
865 | numbers = snewn(params->w * params->h, int); |
866 | |
867 | for (y = 0; y < params->h; y++) |
868 | for (x = 0; x < params->w; x++) { |
869 | index(params, numbers, x, y) = 0; |
870 | } |
871 | |
3870c4d8 |
872 | for (x = 0; x < params->w; x++) { |
873 | for (y = 0; y < params->h; y++) { |
874 | int idx = INDEX(params, x, y); |
875 | if (index(params, grid, x, y) == idx) { |
876 | struct rect r = find_rect(params, grid, x, y); |
877 | int n, xx, yy; |
878 | |
879 | /* |
880 | * Decide where to put the number. |
881 | */ |
882 | n = random_upto(rs, r.w*r.h); |
883 | yy = n / r.w; |
884 | xx = n % r.w; |
885 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
886 | } |
887 | } |
888 | } |
889 | |
890 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
891 | display_grid(params, grid, numbers, FALSE); |
3870c4d8 |
892 | #endif |
893 | |
894 | seed = snewn(11 * params->w * params->h, char); |
895 | p = seed; |
896 | run = 0; |
897 | for (i = 0; i <= params->w * params->h; i++) { |
898 | int n = (i < params->w * params->h ? numbers[i] : -1); |
899 | |
900 | if (!n) |
901 | run++; |
902 | else { |
903 | if (run) { |
904 | while (run > 0) { |
905 | int c = 'a' - 1 + run; |
906 | if (run > 26) |
907 | c = 'z'; |
908 | *p++ = c; |
909 | run -= c - ('a' - 1); |
910 | } |
911 | } else { |
0e87eedc |
912 | /* |
913 | * If there's a number in the very top left or |
914 | * bottom right, there's no point putting an |
915 | * unnecessary _ before or after it. |
916 | */ |
917 | if (p > seed && n > 0) |
918 | *p++ = '_'; |
3870c4d8 |
919 | } |
920 | if (n > 0) |
921 | p += sprintf(p, "%d", n); |
922 | run = 0; |
923 | } |
924 | } |
925 | *p = '\0'; |
926 | |
927 | sfree(grid); |
928 | sfree(numbers); |
929 | |
930 | return seed; |
931 | } |
932 | |
2ac6d24e |
933 | static void game_free_aux_info(game_aux_info *ai) |
6f2d8d7c |
934 | { |
2ac6d24e |
935 | sfree(ai->vedge); |
936 | sfree(ai->hedge); |
937 | sfree(ai); |
6f2d8d7c |
938 | } |
939 | |
be8d5aa1 |
940 | static char *validate_seed(game_params *params, char *seed) |
3870c4d8 |
941 | { |
942 | int area = params->w * params->h; |
943 | int squares = 0; |
944 | |
945 | while (*seed) { |
946 | int n = *seed++; |
947 | if (n >= 'a' && n <= 'z') { |
948 | squares += n - 'a' + 1; |
949 | } else if (n == '_') { |
950 | /* do nothing */; |
951 | } else if (n > '0' && n <= '9') { |
9bb5bf60 |
952 | squares++; |
3870c4d8 |
953 | while (*seed >= '0' && *seed <= '9') |
954 | seed++; |
955 | } else |
956 | return "Invalid character in game specification"; |
957 | } |
958 | |
959 | if (squares < area) |
960 | return "Not enough data to fill grid"; |
961 | |
962 | if (squares > area) |
963 | return "Too much data to fit in grid"; |
964 | |
965 | return NULL; |
966 | } |
967 | |
be8d5aa1 |
968 | static game_state *new_game(game_params *params, char *seed) |
3870c4d8 |
969 | { |
970 | game_state *state = snew(game_state); |
971 | int x, y, i, area; |
972 | |
973 | state->w = params->w; |
974 | state->h = params->h; |
975 | |
976 | area = state->w * state->h; |
977 | |
978 | state->grid = snewn(area, int); |
979 | state->vedge = snewn(area, unsigned char); |
980 | state->hedge = snewn(area, unsigned char); |
2ac6d24e |
981 | state->completed = state->cheated = FALSE; |
3870c4d8 |
982 | |
983 | i = 0; |
984 | while (*seed) { |
985 | int n = *seed++; |
986 | if (n >= 'a' && n <= 'z') { |
987 | int run = n - 'a' + 1; |
988 | assert(i + run <= area); |
989 | while (run-- > 0) |
990 | state->grid[i++] = 0; |
991 | } else if (n == '_') { |
992 | /* do nothing */; |
993 | } else if (n > '0' && n <= '9') { |
994 | assert(i < area); |
995 | state->grid[i++] = atoi(seed-1); |
996 | while (*seed >= '0' && *seed <= '9') |
997 | seed++; |
998 | } else { |
999 | assert(!"We can't get here"); |
1000 | } |
1001 | } |
1002 | assert(i == area); |
1003 | |
1004 | for (y = 0; y < state->h; y++) |
1005 | for (x = 0; x < state->w; x++) |
1006 | vedge(state,x,y) = hedge(state,x,y) = 0; |
1007 | |
1008 | return state; |
1009 | } |
1010 | |
be8d5aa1 |
1011 | static game_state *dup_game(game_state *state) |
3870c4d8 |
1012 | { |
1013 | game_state *ret = snew(game_state); |
1014 | |
1015 | ret->w = state->w; |
1016 | ret->h = state->h; |
1017 | |
1018 | ret->vedge = snewn(state->w * state->h, unsigned char); |
1019 | ret->hedge = snewn(state->w * state->h, unsigned char); |
1020 | ret->grid = snewn(state->w * state->h, int); |
1021 | |
ef29354c |
1022 | ret->completed = state->completed; |
2ac6d24e |
1023 | ret->cheated = state->cheated; |
ef29354c |
1024 | |
3870c4d8 |
1025 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
1026 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
1027 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
1028 | |
1029 | return ret; |
1030 | } |
1031 | |
be8d5aa1 |
1032 | static void free_game(game_state *state) |
3870c4d8 |
1033 | { |
1034 | sfree(state->grid); |
1035 | sfree(state->vedge); |
1036 | sfree(state->hedge); |
1037 | sfree(state); |
1038 | } |
1039 | |
2ac6d24e |
1040 | static game_state *solve_game(game_state *state, game_aux_info *ai, |
1041 | char **error) |
1042 | { |
1043 | game_state *ret; |
1044 | |
1045 | if (!ai) { |
1046 | *error = "Solution not known for this puzzle"; |
1047 | return NULL; |
1048 | } |
1049 | |
1050 | assert(state->w == ai->w); |
1051 | assert(state->h == ai->h); |
1052 | |
1053 | ret = dup_game(state); |
1054 | memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char)); |
1055 | memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char)); |
1056 | ret->cheated = TRUE; |
1057 | |
1058 | return ret; |
1059 | } |
1060 | |
9b4b03d3 |
1061 | static char *game_text_format(game_state *state) |
1062 | { |
6ad5ed74 |
1063 | char *ret, *p, buf[80]; |
1064 | int i, x, y, col, maxlen; |
1065 | |
1066 | /* |
1067 | * First determine the number of spaces required to display a |
1068 | * number. We'll use at least two, because one looks a bit |
1069 | * silly. |
1070 | */ |
1071 | col = 2; |
1072 | for (i = 0; i < state->w * state->h; i++) { |
1073 | x = sprintf(buf, "%d", state->grid[i]); |
1074 | if (col < x) col = x; |
1075 | } |
1076 | |
1077 | /* |
1078 | * Now we know the exact total size of the grid we're going to |
1079 | * produce: it's got 2*h+1 rows, each containing w lots of col, |
1080 | * w+1 boundary characters and a trailing newline. |
1081 | */ |
1082 | maxlen = (2*state->h+1) * (state->w * (col+1) + 2); |
1083 | |
1084 | ret = snewn(maxlen, char); |
1085 | p = ret; |
1086 | |
1087 | for (y = 0; y <= 2*state->h; y++) { |
1088 | for (x = 0; x <= 2*state->w; x++) { |
1089 | if (x & y & 1) { |
1090 | /* |
1091 | * Display a number. |
1092 | */ |
1093 | int v = grid(state, x/2, y/2); |
1094 | if (v) |
1095 | sprintf(buf, "%*d", col, v); |
1096 | else |
1097 | sprintf(buf, "%*s", col, ""); |
1098 | memcpy(p, buf, col); |
1099 | p += col; |
1100 | } else if (x & 1) { |
1101 | /* |
1102 | * Display a horizontal edge or nothing. |
1103 | */ |
1104 | int h = (y==0 || y==2*state->h ? 1 : |
1105 | HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2)); |
1106 | int i; |
1107 | if (h) |
1108 | h = '-'; |
1109 | else |
1110 | h = ' '; |
1111 | for (i = 0; i < col; i++) |
1112 | *p++ = h; |
1113 | } else if (y & 1) { |
1114 | /* |
1115 | * Display a vertical edge or nothing. |
1116 | */ |
1117 | int v = (x==0 || x==2*state->w ? 1 : |
1118 | VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2)); |
1119 | if (v) |
1120 | *p++ = '|'; |
1121 | else |
1122 | *p++ = ' '; |
1123 | } else { |
1124 | /* |
1125 | * Display a corner, or a vertical edge, or a |
1126 | * horizontal edge, or nothing. |
1127 | */ |
1128 | int hl = (y==0 || y==2*state->h ? 1 : |
1129 | HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2)); |
1130 | int hr = (y==0 || y==2*state->h ? 1 : |
1131 | HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2)); |
1132 | int vu = (x==0 || x==2*state->w ? 1 : |
1133 | VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2)); |
1134 | int vd = (x==0 || x==2*state->w ? 1 : |
1135 | VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2)); |
1136 | if (!hl && !hr && !vu && !vd) |
1137 | *p++ = ' '; |
1138 | else if (hl && hr && !vu && !vd) |
1139 | *p++ = '-'; |
1140 | else if (!hl && !hr && vu && vd) |
1141 | *p++ = '|'; |
1142 | else |
1143 | *p++ = '+'; |
1144 | } |
1145 | } |
1146 | *p++ = '\n'; |
1147 | } |
1148 | |
1149 | assert(p - ret == maxlen); |
1150 | *p = '\0'; |
1151 | return ret; |
9b4b03d3 |
1152 | } |
1153 | |
3870c4d8 |
1154 | static unsigned char *get_correct(game_state *state) |
1155 | { |
1156 | unsigned char *ret; |
1157 | int x, y; |
1158 | |
1159 | ret = snewn(state->w * state->h, unsigned char); |
1160 | memset(ret, 0xFF, state->w * state->h); |
1161 | |
1162 | for (x = 0; x < state->w; x++) |
1163 | for (y = 0; y < state->h; y++) |
1164 | if (index(state,ret,x,y) == 0xFF) { |
1165 | int rw, rh; |
1166 | int xx, yy; |
1167 | int num, area, valid; |
1168 | |
1169 | /* |
1170 | * Find a rectangle starting at this point. |
1171 | */ |
1172 | rw = 1; |
1173 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
1174 | rw++; |
1175 | rh = 1; |
1176 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
1177 | rh++; |
1178 | |
1179 | /* |
1180 | * We know what the dimensions of the rectangle |
1181 | * should be if it's there at all. Find out if we |
1182 | * really have a valid rectangle. |
1183 | */ |
1184 | valid = TRUE; |
1185 | /* Check the horizontal edges. */ |
1186 | for (xx = x; xx < x+rw; xx++) { |
1187 | for (yy = y; yy <= y+rh; yy++) { |
1188 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
1189 | int ec = (yy == y || yy == y+rh); |
1190 | if (e != ec) |
1191 | valid = FALSE; |
1192 | } |
1193 | } |
1194 | /* Check the vertical edges. */ |
1195 | for (yy = y; yy < y+rh; yy++) { |
1196 | for (xx = x; xx <= x+rw; xx++) { |
1197 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
1198 | int ec = (xx == x || xx == x+rw); |
1199 | if (e != ec) |
1200 | valid = FALSE; |
1201 | } |
1202 | } |
1203 | |
1204 | /* |
1205 | * If this is not a valid rectangle with no other |
1206 | * edges inside it, we just mark this square as not |
1207 | * complete and proceed to the next square. |
1208 | */ |
1209 | if (!valid) { |
1210 | index(state, ret, x, y) = 0; |
1211 | continue; |
1212 | } |
1213 | |
1214 | /* |
1215 | * We have a rectangle. Now see what its area is, |
1216 | * and how many numbers are in it. |
1217 | */ |
1218 | num = 0; |
1219 | area = 0; |
1220 | for (xx = x; xx < x+rw; xx++) { |
1221 | for (yy = y; yy < y+rh; yy++) { |
1222 | area++; |
1223 | if (grid(state,xx,yy)) { |
1224 | if (num > 0) |
1225 | valid = FALSE; /* two numbers */ |
1226 | num = grid(state,xx,yy); |
1227 | } |
1228 | } |
1229 | } |
1230 | if (num != area) |
1231 | valid = FALSE; |
1232 | |
1233 | /* |
1234 | * Now fill in the whole rectangle based on the |
1235 | * value of `valid'. |
1236 | */ |
1237 | for (xx = x; xx < x+rw; xx++) { |
1238 | for (yy = y; yy < y+rh; yy++) { |
1239 | index(state, ret, xx, yy) = valid; |
1240 | } |
1241 | } |
1242 | } |
1243 | |
1244 | return ret; |
1245 | } |
1246 | |
08dd70c3 |
1247 | struct game_ui { |
1248 | /* |
1249 | * These coordinates are 2 times the obvious grid coordinates. |
1250 | * Hence, the top left of the grid is (0,0), the grid point to |
1251 | * the right of that is (2,0), the one _below that_ is (2,2) |
1252 | * and so on. This is so that we can specify a drag start point |
1253 | * on an edge (one odd coordinate) or in the middle of a square |
1254 | * (two odd coordinates) rather than always at a corner. |
1255 | * |
1256 | * -1,-1 means no drag is in progress. |
1257 | */ |
1258 | int drag_start_x; |
1259 | int drag_start_y; |
1260 | int drag_end_x; |
1261 | int drag_end_y; |
1262 | /* |
1263 | * This flag is set as soon as a dragging action moves the |
1264 | * mouse pointer away from its starting point, so that even if |
1265 | * the pointer _returns_ to its starting point the action is |
1266 | * treated as a small drag rather than a click. |
1267 | */ |
1268 | int dragged; |
1269 | }; |
1270 | |
be8d5aa1 |
1271 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1272 | { |
08dd70c3 |
1273 | game_ui *ui = snew(game_ui); |
1274 | ui->drag_start_x = -1; |
1275 | ui->drag_start_y = -1; |
1276 | ui->drag_end_x = -1; |
1277 | ui->drag_end_y = -1; |
1278 | ui->dragged = FALSE; |
1279 | return ui; |
74a4e547 |
1280 | } |
1281 | |
be8d5aa1 |
1282 | static void free_ui(game_ui *ui) |
74a4e547 |
1283 | { |
08dd70c3 |
1284 | sfree(ui); |
1285 | } |
1286 | |
be8d5aa1 |
1287 | static void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
1288 | { |
d4e7900f |
1289 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
1290 | |
1291 | /* |
d4e7900f |
1292 | * Find the nearest square-centre. |
08dd70c3 |
1293 | */ |
d4e7900f |
1294 | xs = (float)floor(x) + 0.5F; |
1295 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
1296 | |
1297 | /* |
d4e7900f |
1298 | * And find the nearest grid vertex. |
08dd70c3 |
1299 | */ |
d4e7900f |
1300 | xv = (float)floor(x + 0.5F); |
1301 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
1302 | |
1303 | /* |
d4e7900f |
1304 | * We allocate clicks in parts of the grid square to either |
1305 | * corners, edges or square centres, as follows: |
1306 | * |
1307 | * +--+--------+--+ |
1308 | * | | | | |
1309 | * +--+ +--+ |
1310 | * | `. ,' | |
1311 | * | +--+ | |
1312 | * | | | | |
1313 | * | +--+ | |
1314 | * | ,' `. | |
1315 | * +--+ +--+ |
1316 | * | | | | |
1317 | * +--+--------+--+ |
1318 | * |
1319 | * (Not to scale!) |
1320 | * |
1321 | * In other words: we measure the square distance (i.e. |
1322 | * max(dx,dy)) from the click to the nearest corner, and if |
1323 | * it's within CORNER_TOLERANCE then we return a corner click. |
1324 | * We measure the square distance from the click to the nearest |
1325 | * centre, and if that's within CENTRE_TOLERANCE we return a |
1326 | * centre click. Failing that, we find which of the two edge |
1327 | * centres is nearer to the click and return that edge. |
08dd70c3 |
1328 | */ |
d4e7900f |
1329 | |
1330 | /* |
1331 | * Check for corner click. |
1332 | */ |
1333 | dx = (float)fabs(x - xv); |
1334 | dy = (float)fabs(y - yv); |
1335 | dist = (dx > dy ? dx : dy); |
1336 | if (dist < CORNER_TOLERANCE) { |
1337 | *xr = 2 * (int)xv; |
1338 | *yr = 2 * (int)yv; |
1339 | } else { |
1340 | /* |
1341 | * Check for centre click. |
1342 | */ |
1343 | dx = (float)fabs(x - xs); |
1344 | dy = (float)fabs(y - ys); |
1345 | dist = (dx > dy ? dx : dy); |
1346 | if (dist < CENTRE_TOLERANCE) { |
1347 | *xr = 1 + 2 * (int)xs; |
1348 | *yr = 1 + 2 * (int)ys; |
1349 | } else { |
1350 | /* |
1351 | * Failing both of those, see which edge we're closer to. |
1352 | * Conveniently, this is simply done by testing the relative |
1353 | * magnitude of dx and dy (which are currently distances from |
1354 | * the square centre). |
1355 | */ |
1356 | if (dx > dy) { |
1357 | /* Vertical edge: x-coord of corner, |
1358 | * y-coord of square centre. */ |
1359 | *xr = 2 * (int)xv; |
1360 | *yr = 1 + 2 * (int)ys; |
1361 | } else { |
1362 | /* Horizontal edge: x-coord of square centre, |
1363 | * y-coord of corner. */ |
1364 | *xr = 1 + 2 * (int)xs; |
1365 | *yr = 2 * (int)yv; |
1366 | } |
1367 | } |
1368 | } |
08dd70c3 |
1369 | } |
1370 | |
1371 | static void ui_draw_rect(game_state *state, game_ui *ui, |
1372 | unsigned char *hedge, unsigned char *vedge, int c) |
1373 | { |
1374 | int x1, x2, y1, y2, x, y, t; |
1375 | |
1376 | x1 = ui->drag_start_x; |
1377 | x2 = ui->drag_end_x; |
1378 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
1379 | |
1380 | y1 = ui->drag_start_y; |
1381 | y2 = ui->drag_end_y; |
1382 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
1383 | |
1384 | x1 = x1 / 2; /* rounds down */ |
1385 | x2 = (x2+1) / 2; /* rounds up */ |
1386 | y1 = y1 / 2; /* rounds down */ |
1387 | y2 = (y2+1) / 2; /* rounds up */ |
1388 | |
1389 | /* |
1390 | * Draw horizontal edges of rectangles. |
1391 | */ |
1392 | for (x = x1; x < x2; x++) |
1393 | for (y = y1; y <= y2; y++) |
1394 | if (HRANGE(state,x,y)) { |
1395 | int val = index(state,hedge,x,y); |
1396 | if (y == y1 || y == y2) |
1397 | val = c; |
1398 | else if (c == 1) |
1399 | val = 0; |
1400 | index(state,hedge,x,y) = val; |
1401 | } |
1402 | |
1403 | /* |
1404 | * Draw vertical edges of rectangles. |
1405 | */ |
1406 | for (y = y1; y < y2; y++) |
1407 | for (x = x1; x <= x2; x++) |
1408 | if (VRANGE(state,x,y)) { |
1409 | int val = index(state,vedge,x,y); |
1410 | if (x == x1 || x == x2) |
1411 | val = c; |
1412 | else if (c == 1) |
1413 | val = 0; |
1414 | index(state,vedge,x,y) = val; |
1415 | } |
74a4e547 |
1416 | } |
1417 | |
be8d5aa1 |
1418 | static game_state *make_move(game_state *from, game_ui *ui, |
1419 | int x, int y, int button) |
3870c4d8 |
1420 | { |
08dd70c3 |
1421 | int xc, yc; |
1422 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
1423 | game_state *ret; |
1424 | |
08dd70c3 |
1425 | if (button == LEFT_BUTTON) { |
1426 | startdrag = TRUE; |
1427 | } else if (button == LEFT_RELEASE) { |
1428 | enddrag = TRUE; |
1429 | } else if (button != LEFT_DRAG) { |
1430 | return NULL; |
1431 | } |
1432 | |
d4e7900f |
1433 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
1434 | |
1435 | if (startdrag) { |
1436 | ui->drag_start_x = xc; |
1437 | ui->drag_start_y = yc; |
1438 | ui->drag_end_x = xc; |
1439 | ui->drag_end_y = yc; |
1440 | ui->dragged = FALSE; |
1441 | active = TRUE; |
1442 | } |
3870c4d8 |
1443 | |
08dd70c3 |
1444 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1445 | ui->drag_end_x = xc; |
1446 | ui->drag_end_y = yc; |
1447 | ui->dragged = TRUE; |
1448 | active = TRUE; |
1449 | } |
3870c4d8 |
1450 | |
934797c7 |
1451 | ret = NULL; |
1452 | |
1453 | if (enddrag) { |
1454 | if (xc >= 0 && xc <= 2*from->w && |
1455 | yc >= 0 && yc <= 2*from->h) { |
1456 | ret = dup_game(from); |
1457 | |
1458 | if (ui->dragged) { |
1459 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1460 | } else { |
1461 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1462 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1463 | } |
1464 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1465 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1466 | } |
1467 | } |
3870c4d8 |
1468 | |
934797c7 |
1469 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1470 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1471 | free_game(ret); |
1472 | ret = NULL; |
1473 | } |
ef29354c |
1474 | |
1475 | /* |
1476 | * We've made a real change to the grid. Check to see |
1477 | * if the game has been completed. |
1478 | */ |
d4e7900f |
1479 | if (ret && !ret->completed) { |
ef29354c |
1480 | int x, y, ok; |
1481 | unsigned char *correct = get_correct(ret); |
1482 | |
1483 | ok = TRUE; |
1484 | for (x = 0; x < ret->w; x++) |
1485 | for (y = 0; y < ret->h; y++) |
1486 | if (!index(ret, correct, x, y)) |
1487 | ok = FALSE; |
1488 | |
1489 | sfree(correct); |
1490 | |
1491 | if (ok) |
1492 | ret->completed = TRUE; |
1493 | } |
934797c7 |
1494 | } |
1495 | |
1496 | ui->drag_start_x = -1; |
1497 | ui->drag_start_y = -1; |
1498 | ui->drag_end_x = -1; |
1499 | ui->drag_end_y = -1; |
1500 | ui->dragged = FALSE; |
1501 | active = TRUE; |
3870c4d8 |
1502 | } |
1503 | |
934797c7 |
1504 | if (ret) |
1505 | return ret; /* a move has been made */ |
1506 | else if (active) |
08dd70c3 |
1507 | return from; /* UI activity has occurred */ |
934797c7 |
1508 | else |
1509 | return NULL; |
3870c4d8 |
1510 | } |
1511 | |
1512 | /* ---------------------------------------------------------------------- |
1513 | * Drawing routines. |
1514 | */ |
1515 | |
ec9a0f09 |
1516 | #define CORRECT 65536 |
08dd70c3 |
1517 | |
1518 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1519 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1520 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1521 | |
1522 | struct game_drawstate { |
1523 | int started; |
1524 | int w, h; |
ec9a0f09 |
1525 | unsigned int *visible; |
3870c4d8 |
1526 | }; |
1527 | |
be8d5aa1 |
1528 | static void game_size(game_params *params, int *x, int *y) |
3870c4d8 |
1529 | { |
1530 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1531 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1532 | } |
1533 | |
be8d5aa1 |
1534 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
3870c4d8 |
1535 | { |
1536 | float *ret = snewn(3 * NCOLOURS, float); |
1537 | |
1538 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1539 | |
1540 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1541 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1542 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1543 | |
08dd70c3 |
1544 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1545 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1546 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1547 | |
3870c4d8 |
1548 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1549 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1550 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1551 | |
1552 | ret[COL_LINE * 3 + 0] = 0.0F; |
1553 | ret[COL_LINE * 3 + 1] = 0.0F; |
1554 | ret[COL_LINE * 3 + 2] = 0.0F; |
1555 | |
1556 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1557 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1558 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1559 | |
1560 | *ncolours = NCOLOURS; |
1561 | return ret; |
1562 | } |
1563 | |
be8d5aa1 |
1564 | static game_drawstate *game_new_drawstate(game_state *state) |
3870c4d8 |
1565 | { |
1566 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1567 | int i; |
3870c4d8 |
1568 | |
1569 | ds->started = FALSE; |
1570 | ds->w = state->w; |
1571 | ds->h = state->h; |
ec9a0f09 |
1572 | ds->visible = snewn(ds->w * ds->h, unsigned int); |
08dd70c3 |
1573 | for (i = 0; i < ds->w * ds->h; i++) |
1574 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1575 | |
1576 | return ds; |
1577 | } |
1578 | |
be8d5aa1 |
1579 | static void game_free_drawstate(game_drawstate *ds) |
3870c4d8 |
1580 | { |
1581 | sfree(ds->visible); |
1582 | sfree(ds); |
1583 | } |
1584 | |
be8d5aa1 |
1585 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
ec9a0f09 |
1586 | unsigned char *hedge, unsigned char *vedge, |
1587 | unsigned char *corners, int correct) |
3870c4d8 |
1588 | { |
1589 | int cx = COORD(x), cy = COORD(y); |
1590 | char str[80]; |
1591 | |
1592 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1593 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1594 | correct ? COL_CORRECT : COL_BACKGROUND); |
1595 | |
1596 | if (grid(state,x,y)) { |
1597 | sprintf(str, "%d", grid(state,x,y)); |
1598 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
1599 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
1600 | } |
1601 | |
1602 | /* |
1603 | * Draw edges. |
1604 | */ |
08dd70c3 |
1605 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1606 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1607 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1608 | COL_LINE); |
1609 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1610 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1611 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1612 | COL_LINE); |
1613 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1614 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1615 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1616 | COL_LINE); |
1617 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1618 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1619 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1620 | COL_LINE); |
3870c4d8 |
1621 | |
1622 | /* |
1623 | * Draw corners. |
1624 | */ |
ec9a0f09 |
1625 | if (index(state,corners,x,y)) |
08dd70c3 |
1626 | draw_rect(fe, cx, cy, 2, 2, |
ec9a0f09 |
1627 | COLOUR(index(state,corners,x,y))); |
1628 | if (x+1 < state->w && index(state,corners,x+1,y)) |
08dd70c3 |
1629 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
ec9a0f09 |
1630 | COLOUR(index(state,corners,x+1,y))); |
1631 | if (y+1 < state->h && index(state,corners,x,y+1)) |
08dd70c3 |
1632 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1633 | COLOUR(index(state,corners,x,y+1))); |
1634 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
08dd70c3 |
1635 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1636 | COLOUR(index(state,corners,x+1,y+1))); |
3870c4d8 |
1637 | |
1638 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1639 | } |
1640 | |
be8d5aa1 |
1641 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1642 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
1643 | float animtime, float flashtime) |
3870c4d8 |
1644 | { |
1645 | int x, y; |
1646 | unsigned char *correct; |
ec9a0f09 |
1647 | unsigned char *hedge, *vedge, *corners; |
3870c4d8 |
1648 | |
1649 | correct = get_correct(state); |
1650 | |
08dd70c3 |
1651 | if (ui->dragged) { |
1652 | hedge = snewn(state->w*state->h, unsigned char); |
1653 | vedge = snewn(state->w*state->h, unsigned char); |
1654 | memcpy(hedge, state->hedge, state->w*state->h); |
1655 | memcpy(vedge, state->vedge, state->w*state->h); |
1656 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1657 | } else { |
1658 | hedge = state->hedge; |
1659 | vedge = state->vedge; |
1660 | } |
1661 | |
ec9a0f09 |
1662 | corners = snewn(state->w * state->h, unsigned char); |
1663 | memset(corners, 0, state->w * state->h); |
1664 | for (x = 0; x < state->w; x++) |
1665 | for (y = 0; y < state->h; y++) { |
1666 | if (x > 0) { |
1667 | int e = index(state, vedge, x, y); |
1668 | if (index(state,corners,x,y) < e) |
1669 | index(state,corners,x,y) = e; |
1670 | if (y+1 < state->h && |
1671 | index(state,corners,x,y+1) < e) |
1672 | index(state,corners,x,y+1) = e; |
1673 | } |
1674 | if (y > 0) { |
1675 | int e = index(state, hedge, x, y); |
1676 | if (index(state,corners,x,y) < e) |
1677 | index(state,corners,x,y) = e; |
1678 | if (x+1 < state->w && |
1679 | index(state,corners,x+1,y) < e) |
1680 | index(state,corners,x+1,y) = e; |
1681 | } |
1682 | } |
1683 | |
3870c4d8 |
1684 | if (!ds->started) { |
105a00d0 |
1685 | draw_rect(fe, 0, 0, |
1686 | state->w * TILE_SIZE + 2*BORDER + 1, |
1687 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
1688 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1689 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1690 | ds->started = TRUE; |
863c3945 |
1691 | draw_update(fe, 0, 0, |
1692 | state->w * TILE_SIZE + 2*BORDER + 1, |
1693 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
1694 | } |
1695 | |
1696 | for (x = 0; x < state->w; x++) |
1697 | for (y = 0; y < state->h; y++) { |
ec9a0f09 |
1698 | unsigned int c = 0; |
08dd70c3 |
1699 | |
1700 | if (HRANGE(state,x,y)) |
1701 | c |= index(state,hedge,x,y); |
eddb22e8 |
1702 | if (HRANGE(state,x,y+1)) |
1703 | c |= index(state,hedge,x,y+1) << 2; |
08dd70c3 |
1704 | if (VRANGE(state,x,y)) |
1705 | c |= index(state,vedge,x,y) << 4; |
eddb22e8 |
1706 | if (VRANGE(state,x+1,y)) |
1707 | c |= index(state,vedge,x+1,y) << 6; |
ec9a0f09 |
1708 | c |= index(state,corners,x,y) << 8; |
1709 | if (x+1 < state->w) |
1710 | c |= index(state,corners,x+1,y) << 10; |
1711 | if (y+1 < state->h) |
1712 | c |= index(state,corners,x,y+1) << 12; |
1713 | if (x+1 < state->w && y+1 < state->h) |
1714 | c |= index(state,corners,x+1,y+1) << 14; |
ef29354c |
1715 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
1716 | c |= CORRECT; |
1717 | |
1718 | if (index(ds,ds->visible,x,y) != c) { |
ec9a0f09 |
1719 | draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); |
1720 | index(ds,ds->visible,x,y) = c; |
3870c4d8 |
1721 | } |
1722 | } |
1723 | |
08dd70c3 |
1724 | if (hedge != state->hedge) { |
1725 | sfree(hedge); |
1726 | sfree(vedge); |
1727 | } |
1728 | |
11c44cf5 |
1729 | sfree(corners); |
3870c4d8 |
1730 | sfree(correct); |
1731 | } |
1732 | |
be8d5aa1 |
1733 | static float game_anim_length(game_state *oldstate, |
1734 | game_state *newstate, int dir) |
3870c4d8 |
1735 | { |
1736 | return 0.0F; |
1737 | } |
1738 | |
be8d5aa1 |
1739 | static float game_flash_length(game_state *oldstate, |
1740 | game_state *newstate, int dir) |
3870c4d8 |
1741 | { |
2ac6d24e |
1742 | if (!oldstate->completed && newstate->completed && |
1743 | !oldstate->cheated && !newstate->cheated) |
ef29354c |
1744 | return FLASH_TIME; |
3870c4d8 |
1745 | return 0.0F; |
1746 | } |
1747 | |
be8d5aa1 |
1748 | static int game_wants_statusbar(void) |
3870c4d8 |
1749 | { |
1750 | return FALSE; |
1751 | } |
be8d5aa1 |
1752 | |
1753 | #ifdef COMBINED |
1754 | #define thegame rect |
1755 | #endif |
1756 | |
1757 | const struct game thegame = { |
1d228b10 |
1758 | "Rectangles", "games.rectangles", |
be8d5aa1 |
1759 | default_params, |
1760 | game_fetch_preset, |
1761 | decode_params, |
1762 | encode_params, |
1763 | free_params, |
1764 | dup_params, |
1d228b10 |
1765 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1766 | validate_params, |
1767 | new_game_seed, |
6f2d8d7c |
1768 | game_free_aux_info, |
be8d5aa1 |
1769 | validate_seed, |
1770 | new_game, |
1771 | dup_game, |
1772 | free_game, |
2ac6d24e |
1773 | TRUE, solve_game, |
6ad5ed74 |
1774 | TRUE, game_text_format, |
be8d5aa1 |
1775 | new_ui, |
1776 | free_ui, |
1777 | make_move, |
1778 | game_size, |
1779 | game_colours, |
1780 | game_new_drawstate, |
1781 | game_free_drawstate, |
1782 | game_redraw, |
1783 | game_anim_length, |
1784 | game_flash_length, |
1785 | game_wants_statusbar, |
1786 | }; |