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. |
08dd70c3 |
31 | * |
32 | * - During redraw, do corner analysis centrally in game_redraw() |
33 | * itself so that we can take it into account when computing the |
34 | * `visible' array. If we can do this, we can actually _turn on_ |
35 | * the `visible' processing and keep redraws to the minimum |
36 | * required. |
3870c4d8 |
37 | */ |
38 | |
39 | #include <stdio.h> |
40 | #include <stdlib.h> |
41 | #include <string.h> |
42 | #include <assert.h> |
43 | #include <math.h> |
44 | |
45 | #include "puzzles.h" |
46 | |
47 | const char *const game_name = "Rectangles"; |
48 | const int game_can_configure = TRUE; |
49 | |
50 | enum { |
51 | COL_BACKGROUND, |
52 | COL_CORRECT, |
53 | COL_LINE, |
54 | COL_TEXT, |
55 | COL_GRID, |
08dd70c3 |
56 | COL_DRAG, |
3870c4d8 |
57 | NCOLOURS |
58 | }; |
59 | |
60 | struct game_params { |
61 | int w, h; |
62 | }; |
63 | |
64 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
65 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
66 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
67 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
68 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
69 | |
70 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
71 | (y) >= dy && (y) < (state)->h ) |
72 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
73 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
74 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
75 | |
76 | #define TILE_SIZE 24 |
77 | #define BORDER 18 |
78 | |
d4e7900f |
79 | #define CORNER_TOLERANCE 0.15F |
80 | #define CENTRE_TOLERANCE 0.15F |
81 | |
ef29354c |
82 | #define FLASH_TIME 0.13F |
83 | |
3870c4d8 |
84 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
85 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
86 | |
87 | struct game_state { |
88 | int w, h; |
89 | int *grid; /* contains the numbers */ |
90 | unsigned char *vedge; /* (w+1) x h */ |
91 | unsigned char *hedge; /* w x (h+1) */ |
ef29354c |
92 | int completed; |
3870c4d8 |
93 | }; |
94 | |
95 | game_params *default_params(void) |
96 | { |
97 | game_params *ret = snew(game_params); |
98 | |
99 | ret->w = ret->h = 7; |
100 | |
101 | return ret; |
102 | } |
103 | |
104 | int game_fetch_preset(int i, char **name, game_params **params) |
105 | { |
106 | game_params *ret; |
107 | int w, h; |
108 | char buf[80]; |
109 | |
110 | switch (i) { |
111 | case 0: w = 7, h = 7; break; |
112 | case 1: w = 11, h = 11; break; |
113 | case 2: w = 15, h = 15; break; |
114 | case 3: w = 19, h = 19; break; |
115 | default: return FALSE; |
116 | } |
117 | |
118 | sprintf(buf, "%dx%d", w, h); |
119 | *name = dupstr(buf); |
120 | *params = ret = snew(game_params); |
121 | ret->w = w; |
122 | ret->h = h; |
123 | return TRUE; |
124 | } |
125 | |
126 | void free_params(game_params *params) |
127 | { |
128 | sfree(params); |
129 | } |
130 | |
131 | game_params *dup_params(game_params *params) |
132 | { |
133 | game_params *ret = snew(game_params); |
134 | *ret = *params; /* structure copy */ |
135 | return ret; |
136 | } |
137 | |
138 | config_item *game_configure(game_params *params) |
139 | { |
140 | config_item *ret; |
141 | char buf[80]; |
142 | |
143 | ret = snewn(5, config_item); |
144 | |
145 | ret[0].name = "Width"; |
146 | ret[0].type = C_STRING; |
147 | sprintf(buf, "%d", params->w); |
148 | ret[0].sval = dupstr(buf); |
149 | ret[0].ival = 0; |
150 | |
151 | ret[1].name = "Height"; |
152 | ret[1].type = C_STRING; |
153 | sprintf(buf, "%d", params->h); |
154 | ret[1].sval = dupstr(buf); |
155 | ret[1].ival = 0; |
156 | |
157 | ret[2].name = NULL; |
158 | ret[2].type = C_END; |
159 | ret[2].sval = NULL; |
160 | ret[2].ival = 0; |
161 | |
162 | return ret; |
163 | } |
164 | |
165 | game_params *custom_params(config_item *cfg) |
166 | { |
167 | game_params *ret = snew(game_params); |
168 | |
169 | ret->w = atoi(cfg[0].sval); |
170 | ret->h = atoi(cfg[1].sval); |
171 | |
172 | return ret; |
173 | } |
174 | |
175 | char *validate_params(game_params *params) |
176 | { |
177 | if (params->w <= 0 && params->h <= 0) |
178 | return "Width and height must both be greater than zero"; |
d4e7900f |
179 | if (params->w < 2 && params->h < 2) |
180 | return "Grid area must be greater than one"; |
3870c4d8 |
181 | return NULL; |
182 | } |
183 | |
184 | struct rect { |
185 | int x, y; |
186 | int w, h; |
187 | }; |
188 | |
189 | struct rectlist { |
190 | struct rect *rects; |
191 | int n; |
192 | }; |
193 | |
194 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
195 | { |
196 | int rw, rh; |
197 | int x, y; |
198 | int maxarea; |
199 | struct rect *rects = NULL; |
200 | int nrects = 0, rectsize = 0; |
201 | |
202 | /* |
d4e7900f |
203 | * Maximum rectangle area is 1/6 of total grid size, unless |
204 | * this means we can't place any rectangles at all in which |
205 | * case we set it to 2 at minimum. |
3870c4d8 |
206 | */ |
207 | maxarea = params->w * params->h / 6; |
d4e7900f |
208 | if (maxarea < 2) |
209 | maxarea = 2; |
3870c4d8 |
210 | |
211 | for (rw = 1; rw <= params->w; rw++) |
212 | for (rh = 1; rh <= params->h; rh++) { |
213 | if (rw * rh > maxarea) |
214 | continue; |
215 | if (rw * rh == 1) |
216 | continue; |
217 | for (x = 0; x <= params->w - rw; x++) |
218 | for (y = 0; y <= params->h - rh; y++) { |
3870c4d8 |
219 | if (nrects >= rectsize) { |
220 | rectsize = nrects + 256; |
221 | rects = sresize(rects, rectsize, struct rect); |
222 | } |
223 | |
224 | rects[nrects].x = x; |
225 | rects[nrects].y = y; |
226 | rects[nrects].w = rw; |
227 | rects[nrects].h = rh; |
228 | nrects++; |
229 | } |
230 | } |
231 | |
232 | if (nrects > 0) { |
233 | struct rectlist *ret; |
234 | ret = snew(struct rectlist); |
235 | ret->rects = rects; |
236 | ret->n = nrects; |
237 | return ret; |
238 | } else { |
239 | assert(rects == NULL); /* hence no need to free */ |
240 | return NULL; |
241 | } |
242 | } |
243 | |
244 | static void free_rectlist(struct rectlist *list) |
245 | { |
246 | sfree(list->rects); |
247 | sfree(list); |
248 | } |
249 | |
250 | static void place_rect(game_params *params, int *grid, struct rect r) |
251 | { |
252 | int idx = INDEX(params, r.x, r.y); |
253 | int x, y; |
254 | |
255 | for (x = r.x; x < r.x+r.w; x++) |
256 | for (y = r.y; y < r.y+r.h; y++) { |
257 | index(params, grid, x, y) = idx; |
258 | } |
259 | #ifdef GENERATION_DIAGNOSTICS |
260 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
261 | r.x, r.y, r.w, r.h); |
262 | #endif |
263 | } |
264 | |
265 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
266 | { |
267 | int idx, w, h; |
268 | struct rect r; |
269 | |
270 | /* |
271 | * Find the top left of the rectangle. |
272 | */ |
273 | idx = index(params, grid, x, y); |
274 | |
275 | if (idx < 0) { |
276 | r.x = x; |
277 | r.y = y; |
278 | r.w = r.h = 1; |
279 | return r; /* 1x1 singleton here */ |
280 | } |
281 | |
282 | y = idx / params->w; |
283 | x = idx % params->w; |
284 | |
285 | /* |
286 | * Find the width and height of the rectangle. |
287 | */ |
288 | for (w = 1; |
289 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
290 | w++); |
291 | for (h = 1; |
292 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
293 | h++); |
294 | |
295 | r.x = x; |
296 | r.y = y; |
297 | r.w = w; |
298 | r.h = h; |
299 | |
300 | return r; |
301 | } |
302 | |
303 | #ifdef GENERATION_DIAGNOSTICS |
304 | static void display_grid(game_params *params, int *grid, int *numbers) |
305 | { |
306 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
307 | unsigned char); |
308 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
309 | int x, y; |
310 | int r = (params->w*2+3); |
311 | |
312 | for (x = 0; x < params->w; x++) |
313 | for (y = 0; y < params->h; y++) { |
314 | int i = index(params, grid, x, y); |
315 | if (x == 0 || index(params, grid, x-1, y) != i) |
316 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
317 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
318 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
319 | if (y == 0 || index(params, grid, x, y-1) != i) |
320 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
321 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
322 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
323 | } |
324 | |
325 | for (y = 1; y < 2*params->h+2; y++) { |
326 | for (x = 1; x < 2*params->w+2; x++) { |
327 | if (!((y|x)&1)) { |
328 | int k = index(params, numbers, x/2-1, y/2-1); |
329 | if (k) printf("%2d", k); else printf(" "); |
330 | } else if (!((y&x)&1)) { |
331 | int v = egrid[y*r+x]; |
332 | if ((y&1) && v) v = '-'; |
333 | if ((x&1) && v) v = '|'; |
334 | if (!v) v = ' '; |
335 | putchar(v); |
336 | if (!(x&1)) putchar(v); |
337 | } else { |
338 | int c, d = 0; |
339 | if (egrid[y*r+(x+1)]) d |= 1; |
340 | if (egrid[(y-1)*r+x]) d |= 2; |
341 | if (egrid[y*r+(x-1)]) d |= 4; |
342 | if (egrid[(y+1)*r+x]) d |= 8; |
343 | c = " ??+?-++?+|+++++"[d]; |
344 | putchar(c); |
345 | if (!(x&1)) putchar(c); |
346 | } |
347 | } |
348 | putchar('\n'); |
349 | } |
350 | |
351 | sfree(egrid); |
352 | } |
353 | #endif |
354 | |
355 | char *new_game_seed(game_params *params, random_state *rs) |
356 | { |
357 | int *grid, *numbers; |
358 | struct rectlist *list; |
359 | int x, y, run, i; |
360 | char *seed, *p; |
361 | |
362 | grid = snewn(params->w * params->h, int); |
363 | numbers = snewn(params->w * params->h, int); |
364 | |
365 | for (y = 0; y < params->h; y++) |
366 | for (x = 0; x < params->w; x++) { |
367 | index(params, grid, x, y) = -1; |
368 | index(params, numbers, x, y) = 0; |
369 | } |
370 | |
371 | list = get_rectlist(params, grid); |
372 | assert(list != NULL); |
373 | |
374 | /* |
375 | * Place rectangles until we can't any more. |
376 | */ |
377 | while (list->n > 0) { |
378 | int i, m; |
379 | struct rect r; |
380 | |
381 | /* |
382 | * Pick a random rectangle. |
383 | */ |
384 | i = random_upto(rs, list->n); |
385 | r = list->rects[i]; |
386 | |
387 | /* |
388 | * Place it. |
389 | */ |
390 | place_rect(params, grid, r); |
391 | |
392 | /* |
393 | * Winnow the list by removing any rectangles which |
394 | * overlap this one. |
395 | */ |
396 | m = 0; |
397 | for (i = 0; i < list->n; i++) { |
398 | struct rect s = list->rects[i]; |
399 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
400 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
401 | list->rects[m++] = s; |
402 | } |
403 | list->n = m; |
404 | } |
405 | |
406 | free_rectlist(list); |
407 | |
408 | /* |
409 | * Deal with singleton spaces remaining in the grid, one by |
410 | * one. |
411 | * |
412 | * We do this by making a local change to the layout. There are |
413 | * several possibilities: |
414 | * |
415 | * +-----+-----+ Here, we can remove the singleton by |
416 | * | | | extending the 1x2 rectangle below it |
417 | * +--+--+-----+ into a 1x3. |
418 | * | | | | |
419 | * | +--+ | |
420 | * | | | | |
421 | * | | | | |
422 | * | | | | |
423 | * +--+--+-----+ |
424 | * |
425 | * +--+--+--+ Here, that trick doesn't work: there's no |
426 | * | | | 1 x n rectangle with the singleton at one |
427 | * | | | end. Instead, we extend a 1 x n rectangle |
428 | * | | | _out_ from the singleton, shaving a layer |
429 | * +--+--+ | off the end of another rectangle. So if we |
430 | * | | | | extended up, we'd make our singleton part |
431 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
432 | * | | | used to be; or we could extend right into |
433 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
434 | * |
435 | * +-----+--+ Here, we can't even do _that_, since any |
436 | * | | | direction we choose to extend the singleton |
437 | * +--+--+ | will produce a new singleton as a result of |
438 | * | | | | truncating one of the size-2 rectangles. |
439 | * | +--+--+ Fortunately, this case can _only_ occur when |
440 | * | | | a singleton is surrounded by four size-2s |
441 | * +--+-----+ in this fashion; so instead we can simply |
442 | * replace the whole section with a single 3x3. |
443 | */ |
444 | for (x = 0; x < params->w; x++) { |
445 | for (y = 0; y < params->h; y++) { |
446 | if (index(params, grid, x, y) < 0) { |
447 | int dirs[4], ndirs; |
448 | |
449 | #ifdef GENERATION_DIAGNOSTICS |
450 | display_grid(params, grid, numbers); |
451 | printf("singleton at %d,%d\n", x, y); |
452 | #endif |
453 | |
454 | /* |
455 | * Check in which directions we can feasibly extend |
456 | * the singleton. We can extend in a particular |
457 | * direction iff either: |
458 | * |
459 | * - the rectangle on that side of the singleton |
460 | * is not 2x1, and we are at one end of the edge |
461 | * of it we are touching |
462 | * |
463 | * - it is 2x1 but we are on its short side. |
464 | * |
465 | * FIXME: we could plausibly choose between these |
466 | * based on the sizes of the rectangles they would |
467 | * create? |
468 | */ |
469 | ndirs = 0; |
470 | if (x < params->w-1) { |
471 | struct rect r = find_rect(params, grid, x+1, y); |
472 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
473 | dirs[ndirs++] = 1; /* right */ |
474 | } |
475 | if (y > 0) { |
476 | struct rect r = find_rect(params, grid, x, y-1); |
477 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
478 | dirs[ndirs++] = 2; /* up */ |
479 | } |
480 | if (x > 0) { |
481 | struct rect r = find_rect(params, grid, x-1, y); |
482 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
483 | dirs[ndirs++] = 4; /* left */ |
484 | } |
485 | if (y < params->h-1) { |
486 | struct rect r = find_rect(params, grid, x, y+1); |
487 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
488 | dirs[ndirs++] = 8; /* down */ |
489 | } |
490 | |
491 | if (ndirs > 0) { |
492 | int which, dir; |
493 | struct rect r1, r2; |
494 | |
495 | which = random_upto(rs, ndirs); |
496 | dir = dirs[which]; |
497 | |
498 | switch (dir) { |
499 | case 1: /* right */ |
500 | assert(x < params->w+1); |
501 | #ifdef GENERATION_DIAGNOSTICS |
502 | printf("extending right\n"); |
503 | #endif |
504 | r1 = find_rect(params, grid, x+1, y); |
505 | r2.x = x; |
506 | r2.y = y; |
507 | r2.w = 1 + r1.w; |
508 | r2.h = 1; |
509 | if (r1.y == y) |
510 | r1.y++; |
511 | r1.h--; |
512 | break; |
513 | case 2: /* up */ |
514 | assert(y > 0); |
515 | #ifdef GENERATION_DIAGNOSTICS |
516 | printf("extending up\n"); |
517 | #endif |
518 | r1 = find_rect(params, grid, x, y-1); |
519 | r2.x = x; |
520 | r2.y = r1.y; |
521 | r2.w = 1; |
522 | r2.h = 1 + r1.h; |
523 | if (r1.x == x) |
524 | r1.x++; |
525 | r1.w--; |
526 | break; |
527 | case 4: /* left */ |
528 | assert(x > 0); |
529 | #ifdef GENERATION_DIAGNOSTICS |
530 | printf("extending left\n"); |
531 | #endif |
532 | r1 = find_rect(params, grid, x-1, y); |
533 | r2.x = r1.x; |
534 | r2.y = y; |
535 | r2.w = 1 + r1.w; |
536 | r2.h = 1; |
537 | if (r1.y == y) |
538 | r1.y++; |
539 | r1.h--; |
540 | break; |
541 | case 8: /* down */ |
542 | assert(y < params->h+1); |
543 | #ifdef GENERATION_DIAGNOSTICS |
544 | printf("extending down\n"); |
545 | #endif |
546 | r1 = find_rect(params, grid, x, y+1); |
547 | r2.x = x; |
548 | r2.y = y; |
549 | r2.w = 1; |
550 | r2.h = 1 + r1.h; |
551 | if (r1.x == x) |
552 | r1.x++; |
553 | r1.w--; |
554 | break; |
555 | } |
556 | if (r1.h > 0 && r1.w > 0) |
557 | place_rect(params, grid, r1); |
558 | place_rect(params, grid, r2); |
559 | } else { |
560 | #ifndef NDEBUG |
561 | /* |
562 | * Sanity-check that there really is a 3x3 |
563 | * rectangle surrounding this singleton and it |
564 | * contains absolutely everything we could |
565 | * possibly need. |
566 | */ |
567 | { |
568 | int xx, yy; |
569 | assert(x > 0 && x < params->w-1); |
570 | assert(y > 0 && y < params->h-1); |
571 | |
572 | for (xx = x-1; xx <= x+1; xx++) |
573 | for (yy = y-1; yy <= y+1; yy++) { |
574 | struct rect r = find_rect(params,grid,xx,yy); |
575 | assert(r.x >= x-1); |
576 | assert(r.y >= y-1); |
577 | assert(r.x+r.w-1 <= x+1); |
578 | assert(r.y+r.h-1 <= y+1); |
579 | } |
580 | } |
581 | #endif |
582 | |
583 | #ifdef GENERATION_DIAGNOSTICS |
584 | printf("need the 3x3 trick\n"); |
585 | #endif |
586 | |
587 | /* |
588 | * FIXME: If the maximum rectangle area for |
589 | * this grid is less than 9, we ought to |
590 | * subdivide the 3x3 in some fashion. There are |
591 | * five other possibilities: |
592 | * |
593 | * - a 6 and a 3 |
594 | * - a 4, a 3 and a 2 |
595 | * - three 3s |
596 | * - a 3 and three 2s (two different arrangements). |
597 | */ |
598 | |
599 | { |
600 | struct rect r; |
601 | r.x = x-1; |
602 | r.y = y-1; |
603 | r.w = r.h = 3; |
604 | place_rect(params, grid, r); |
605 | } |
606 | } |
607 | } |
608 | } |
609 | } |
610 | |
611 | /* |
612 | * Place numbers. |
613 | */ |
614 | for (x = 0; x < params->w; x++) { |
615 | for (y = 0; y < params->h; y++) { |
616 | int idx = INDEX(params, x, y); |
617 | if (index(params, grid, x, y) == idx) { |
618 | struct rect r = find_rect(params, grid, x, y); |
619 | int n, xx, yy; |
620 | |
621 | /* |
622 | * Decide where to put the number. |
623 | */ |
624 | n = random_upto(rs, r.w*r.h); |
625 | yy = n / r.w; |
626 | xx = n % r.w; |
627 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
628 | } |
629 | } |
630 | } |
631 | |
632 | #ifdef GENERATION_DIAGNOSTICS |
633 | display_grid(params, grid, numbers); |
634 | #endif |
635 | |
636 | seed = snewn(11 * params->w * params->h, char); |
637 | p = seed; |
638 | run = 0; |
639 | for (i = 0; i <= params->w * params->h; i++) { |
640 | int n = (i < params->w * params->h ? numbers[i] : -1); |
641 | |
642 | if (!n) |
643 | run++; |
644 | else { |
645 | if (run) { |
646 | while (run > 0) { |
647 | int c = 'a' - 1 + run; |
648 | if (run > 26) |
649 | c = 'z'; |
650 | *p++ = c; |
651 | run -= c - ('a' - 1); |
652 | } |
653 | } else { |
654 | *p++ = '_'; |
655 | } |
656 | if (n > 0) |
657 | p += sprintf(p, "%d", n); |
658 | run = 0; |
659 | } |
660 | } |
661 | *p = '\0'; |
662 | |
663 | sfree(grid); |
664 | sfree(numbers); |
665 | |
666 | return seed; |
667 | } |
668 | |
669 | char *validate_seed(game_params *params, char *seed) |
670 | { |
671 | int area = params->w * params->h; |
672 | int squares = 0; |
673 | |
674 | while (*seed) { |
675 | int n = *seed++; |
676 | if (n >= 'a' && n <= 'z') { |
677 | squares += n - 'a' + 1; |
678 | } else if (n == '_') { |
679 | /* do nothing */; |
680 | } else if (n > '0' && n <= '9') { |
681 | squares += atoi(seed-1); |
682 | while (*seed >= '0' && *seed <= '9') |
683 | seed++; |
684 | } else |
685 | return "Invalid character in game specification"; |
686 | } |
687 | |
688 | if (squares < area) |
689 | return "Not enough data to fill grid"; |
690 | |
691 | if (squares > area) |
692 | return "Too much data to fit in grid"; |
693 | |
694 | return NULL; |
695 | } |
696 | |
697 | game_state *new_game(game_params *params, char *seed) |
698 | { |
699 | game_state *state = snew(game_state); |
700 | int x, y, i, area; |
701 | |
702 | state->w = params->w; |
703 | state->h = params->h; |
704 | |
705 | area = state->w * state->h; |
706 | |
707 | state->grid = snewn(area, int); |
708 | state->vedge = snewn(area, unsigned char); |
709 | state->hedge = snewn(area, unsigned char); |
ef29354c |
710 | state->completed = FALSE; |
3870c4d8 |
711 | |
712 | i = 0; |
713 | while (*seed) { |
714 | int n = *seed++; |
715 | if (n >= 'a' && n <= 'z') { |
716 | int run = n - 'a' + 1; |
717 | assert(i + run <= area); |
718 | while (run-- > 0) |
719 | state->grid[i++] = 0; |
720 | } else if (n == '_') { |
721 | /* do nothing */; |
722 | } else if (n > '0' && n <= '9') { |
723 | assert(i < area); |
724 | state->grid[i++] = atoi(seed-1); |
725 | while (*seed >= '0' && *seed <= '9') |
726 | seed++; |
727 | } else { |
728 | assert(!"We can't get here"); |
729 | } |
730 | } |
731 | assert(i == area); |
732 | |
733 | for (y = 0; y < state->h; y++) |
734 | for (x = 0; x < state->w; x++) |
735 | vedge(state,x,y) = hedge(state,x,y) = 0; |
736 | |
737 | return state; |
738 | } |
739 | |
740 | game_state *dup_game(game_state *state) |
741 | { |
742 | game_state *ret = snew(game_state); |
743 | |
744 | ret->w = state->w; |
745 | ret->h = state->h; |
746 | |
747 | ret->vedge = snewn(state->w * state->h, unsigned char); |
748 | ret->hedge = snewn(state->w * state->h, unsigned char); |
749 | ret->grid = snewn(state->w * state->h, int); |
750 | |
ef29354c |
751 | ret->completed = state->completed; |
752 | |
3870c4d8 |
753 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
754 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
755 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
756 | |
757 | return ret; |
758 | } |
759 | |
760 | void free_game(game_state *state) |
761 | { |
762 | sfree(state->grid); |
763 | sfree(state->vedge); |
764 | sfree(state->hedge); |
765 | sfree(state); |
766 | } |
767 | |
768 | static unsigned char *get_correct(game_state *state) |
769 | { |
770 | unsigned char *ret; |
771 | int x, y; |
772 | |
773 | ret = snewn(state->w * state->h, unsigned char); |
774 | memset(ret, 0xFF, state->w * state->h); |
775 | |
776 | for (x = 0; x < state->w; x++) |
777 | for (y = 0; y < state->h; y++) |
778 | if (index(state,ret,x,y) == 0xFF) { |
779 | int rw, rh; |
780 | int xx, yy; |
781 | int num, area, valid; |
782 | |
783 | /* |
784 | * Find a rectangle starting at this point. |
785 | */ |
786 | rw = 1; |
787 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
788 | rw++; |
789 | rh = 1; |
790 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
791 | rh++; |
792 | |
793 | /* |
794 | * We know what the dimensions of the rectangle |
795 | * should be if it's there at all. Find out if we |
796 | * really have a valid rectangle. |
797 | */ |
798 | valid = TRUE; |
799 | /* Check the horizontal edges. */ |
800 | for (xx = x; xx < x+rw; xx++) { |
801 | for (yy = y; yy <= y+rh; yy++) { |
802 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
803 | int ec = (yy == y || yy == y+rh); |
804 | if (e != ec) |
805 | valid = FALSE; |
806 | } |
807 | } |
808 | /* Check the vertical edges. */ |
809 | for (yy = y; yy < y+rh; yy++) { |
810 | for (xx = x; xx <= x+rw; xx++) { |
811 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
812 | int ec = (xx == x || xx == x+rw); |
813 | if (e != ec) |
814 | valid = FALSE; |
815 | } |
816 | } |
817 | |
818 | /* |
819 | * If this is not a valid rectangle with no other |
820 | * edges inside it, we just mark this square as not |
821 | * complete and proceed to the next square. |
822 | */ |
823 | if (!valid) { |
824 | index(state, ret, x, y) = 0; |
825 | continue; |
826 | } |
827 | |
828 | /* |
829 | * We have a rectangle. Now see what its area is, |
830 | * and how many numbers are in it. |
831 | */ |
832 | num = 0; |
833 | area = 0; |
834 | for (xx = x; xx < x+rw; xx++) { |
835 | for (yy = y; yy < y+rh; yy++) { |
836 | area++; |
837 | if (grid(state,xx,yy)) { |
838 | if (num > 0) |
839 | valid = FALSE; /* two numbers */ |
840 | num = grid(state,xx,yy); |
841 | } |
842 | } |
843 | } |
844 | if (num != area) |
845 | valid = FALSE; |
846 | |
847 | /* |
848 | * Now fill in the whole rectangle based on the |
849 | * value of `valid'. |
850 | */ |
851 | for (xx = x; xx < x+rw; xx++) { |
852 | for (yy = y; yy < y+rh; yy++) { |
853 | index(state, ret, xx, yy) = valid; |
854 | } |
855 | } |
856 | } |
857 | |
858 | return ret; |
859 | } |
860 | |
08dd70c3 |
861 | struct game_ui { |
862 | /* |
863 | * These coordinates are 2 times the obvious grid coordinates. |
864 | * Hence, the top left of the grid is (0,0), the grid point to |
865 | * the right of that is (2,0), the one _below that_ is (2,2) |
866 | * and so on. This is so that we can specify a drag start point |
867 | * on an edge (one odd coordinate) or in the middle of a square |
868 | * (two odd coordinates) rather than always at a corner. |
869 | * |
870 | * -1,-1 means no drag is in progress. |
871 | */ |
872 | int drag_start_x; |
873 | int drag_start_y; |
874 | int drag_end_x; |
875 | int drag_end_y; |
876 | /* |
877 | * This flag is set as soon as a dragging action moves the |
878 | * mouse pointer away from its starting point, so that even if |
879 | * the pointer _returns_ to its starting point the action is |
880 | * treated as a small drag rather than a click. |
881 | */ |
882 | int dragged; |
883 | }; |
884 | |
74a4e547 |
885 | game_ui *new_ui(game_state *state) |
886 | { |
08dd70c3 |
887 | game_ui *ui = snew(game_ui); |
888 | ui->drag_start_x = -1; |
889 | ui->drag_start_y = -1; |
890 | ui->drag_end_x = -1; |
891 | ui->drag_end_y = -1; |
892 | ui->dragged = FALSE; |
893 | return ui; |
74a4e547 |
894 | } |
895 | |
896 | void free_ui(game_ui *ui) |
897 | { |
08dd70c3 |
898 | sfree(ui); |
899 | } |
900 | |
d4e7900f |
901 | void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
902 | { |
d4e7900f |
903 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
904 | |
905 | /* |
d4e7900f |
906 | * Find the nearest square-centre. |
08dd70c3 |
907 | */ |
d4e7900f |
908 | xs = (float)floor(x) + 0.5F; |
909 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
910 | |
911 | /* |
d4e7900f |
912 | * And find the nearest grid vertex. |
08dd70c3 |
913 | */ |
d4e7900f |
914 | xv = (float)floor(x + 0.5F); |
915 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
916 | |
917 | /* |
d4e7900f |
918 | * We allocate clicks in parts of the grid square to either |
919 | * corners, edges or square centres, as follows: |
920 | * |
921 | * +--+--------+--+ |
922 | * | | | | |
923 | * +--+ +--+ |
924 | * | `. ,' | |
925 | * | +--+ | |
926 | * | | | | |
927 | * | +--+ | |
928 | * | ,' `. | |
929 | * +--+ +--+ |
930 | * | | | | |
931 | * +--+--------+--+ |
932 | * |
933 | * (Not to scale!) |
934 | * |
935 | * In other words: we measure the square distance (i.e. |
936 | * max(dx,dy)) from the click to the nearest corner, and if |
937 | * it's within CORNER_TOLERANCE then we return a corner click. |
938 | * We measure the square distance from the click to the nearest |
939 | * centre, and if that's within CENTRE_TOLERANCE we return a |
940 | * centre click. Failing that, we find which of the two edge |
941 | * centres is nearer to the click and return that edge. |
08dd70c3 |
942 | */ |
d4e7900f |
943 | |
944 | /* |
945 | * Check for corner click. |
946 | */ |
947 | dx = (float)fabs(x - xv); |
948 | dy = (float)fabs(y - yv); |
949 | dist = (dx > dy ? dx : dy); |
950 | if (dist < CORNER_TOLERANCE) { |
951 | *xr = 2 * (int)xv; |
952 | *yr = 2 * (int)yv; |
953 | } else { |
954 | /* |
955 | * Check for centre click. |
956 | */ |
957 | dx = (float)fabs(x - xs); |
958 | dy = (float)fabs(y - ys); |
959 | dist = (dx > dy ? dx : dy); |
960 | if (dist < CENTRE_TOLERANCE) { |
961 | *xr = 1 + 2 * (int)xs; |
962 | *yr = 1 + 2 * (int)ys; |
963 | } else { |
964 | /* |
965 | * Failing both of those, see which edge we're closer to. |
966 | * Conveniently, this is simply done by testing the relative |
967 | * magnitude of dx and dy (which are currently distances from |
968 | * the square centre). |
969 | */ |
970 | if (dx > dy) { |
971 | /* Vertical edge: x-coord of corner, |
972 | * y-coord of square centre. */ |
973 | *xr = 2 * (int)xv; |
974 | *yr = 1 + 2 * (int)ys; |
975 | } else { |
976 | /* Horizontal edge: x-coord of square centre, |
977 | * y-coord of corner. */ |
978 | *xr = 1 + 2 * (int)xs; |
979 | *yr = 2 * (int)yv; |
980 | } |
981 | } |
982 | } |
08dd70c3 |
983 | } |
984 | |
985 | static void ui_draw_rect(game_state *state, game_ui *ui, |
986 | unsigned char *hedge, unsigned char *vedge, int c) |
987 | { |
988 | int x1, x2, y1, y2, x, y, t; |
989 | |
990 | x1 = ui->drag_start_x; |
991 | x2 = ui->drag_end_x; |
992 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
993 | |
994 | y1 = ui->drag_start_y; |
995 | y2 = ui->drag_end_y; |
996 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
997 | |
998 | x1 = x1 / 2; /* rounds down */ |
999 | x2 = (x2+1) / 2; /* rounds up */ |
1000 | y1 = y1 / 2; /* rounds down */ |
1001 | y2 = (y2+1) / 2; /* rounds up */ |
1002 | |
1003 | /* |
1004 | * Draw horizontal edges of rectangles. |
1005 | */ |
1006 | for (x = x1; x < x2; x++) |
1007 | for (y = y1; y <= y2; y++) |
1008 | if (HRANGE(state,x,y)) { |
1009 | int val = index(state,hedge,x,y); |
1010 | if (y == y1 || y == y2) |
1011 | val = c; |
1012 | else if (c == 1) |
1013 | val = 0; |
1014 | index(state,hedge,x,y) = val; |
1015 | } |
1016 | |
1017 | /* |
1018 | * Draw vertical edges of rectangles. |
1019 | */ |
1020 | for (y = y1; y < y2; y++) |
1021 | for (x = x1; x <= x2; x++) |
1022 | if (VRANGE(state,x,y)) { |
1023 | int val = index(state,vedge,x,y); |
1024 | if (x == x1 || x == x2) |
1025 | val = c; |
1026 | else if (c == 1) |
1027 | val = 0; |
1028 | index(state,vedge,x,y) = val; |
1029 | } |
74a4e547 |
1030 | } |
1031 | |
1032 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
3870c4d8 |
1033 | { |
08dd70c3 |
1034 | int xc, yc; |
1035 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
1036 | game_state *ret; |
1037 | |
08dd70c3 |
1038 | if (button == LEFT_BUTTON) { |
1039 | startdrag = TRUE; |
1040 | } else if (button == LEFT_RELEASE) { |
1041 | enddrag = TRUE; |
1042 | } else if (button != LEFT_DRAG) { |
1043 | return NULL; |
1044 | } |
1045 | |
d4e7900f |
1046 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
1047 | |
1048 | if (startdrag) { |
1049 | ui->drag_start_x = xc; |
1050 | ui->drag_start_y = yc; |
1051 | ui->drag_end_x = xc; |
1052 | ui->drag_end_y = yc; |
1053 | ui->dragged = FALSE; |
1054 | active = TRUE; |
1055 | } |
3870c4d8 |
1056 | |
08dd70c3 |
1057 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1058 | ui->drag_end_x = xc; |
1059 | ui->drag_end_y = yc; |
1060 | ui->dragged = TRUE; |
1061 | active = TRUE; |
1062 | } |
3870c4d8 |
1063 | |
934797c7 |
1064 | ret = NULL; |
1065 | |
1066 | if (enddrag) { |
1067 | if (xc >= 0 && xc <= 2*from->w && |
1068 | yc >= 0 && yc <= 2*from->h) { |
1069 | ret = dup_game(from); |
1070 | |
1071 | if (ui->dragged) { |
1072 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1073 | } else { |
1074 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1075 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1076 | } |
1077 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1078 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1079 | } |
1080 | } |
3870c4d8 |
1081 | |
934797c7 |
1082 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1083 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1084 | free_game(ret); |
1085 | ret = NULL; |
1086 | } |
ef29354c |
1087 | |
1088 | /* |
1089 | * We've made a real change to the grid. Check to see |
1090 | * if the game has been completed. |
1091 | */ |
d4e7900f |
1092 | if (ret && !ret->completed) { |
ef29354c |
1093 | int x, y, ok; |
1094 | unsigned char *correct = get_correct(ret); |
1095 | |
1096 | ok = TRUE; |
1097 | for (x = 0; x < ret->w; x++) |
1098 | for (y = 0; y < ret->h; y++) |
1099 | if (!index(ret, correct, x, y)) |
1100 | ok = FALSE; |
1101 | |
1102 | sfree(correct); |
1103 | |
1104 | if (ok) |
1105 | ret->completed = TRUE; |
1106 | } |
934797c7 |
1107 | } |
1108 | |
1109 | ui->drag_start_x = -1; |
1110 | ui->drag_start_y = -1; |
1111 | ui->drag_end_x = -1; |
1112 | ui->drag_end_y = -1; |
1113 | ui->dragged = FALSE; |
1114 | active = TRUE; |
3870c4d8 |
1115 | } |
1116 | |
934797c7 |
1117 | if (ret) |
1118 | return ret; /* a move has been made */ |
1119 | else if (active) |
08dd70c3 |
1120 | return from; /* UI activity has occurred */ |
934797c7 |
1121 | else |
1122 | return NULL; |
3870c4d8 |
1123 | } |
1124 | |
1125 | /* ---------------------------------------------------------------------- |
1126 | * Drawing routines. |
1127 | */ |
1128 | |
08dd70c3 |
1129 | #define CORRECT 256 |
1130 | |
1131 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1132 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1133 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1134 | |
1135 | struct game_drawstate { |
1136 | int started; |
1137 | int w, h; |
08dd70c3 |
1138 | unsigned short *visible; |
3870c4d8 |
1139 | }; |
1140 | |
1141 | void game_size(game_params *params, int *x, int *y) |
1142 | { |
1143 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1144 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1145 | } |
1146 | |
1147 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1148 | { |
1149 | float *ret = snewn(3 * NCOLOURS, float); |
1150 | |
1151 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1152 | |
1153 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1154 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1155 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1156 | |
08dd70c3 |
1157 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1158 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1159 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1160 | |
3870c4d8 |
1161 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1162 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1163 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1164 | |
1165 | ret[COL_LINE * 3 + 0] = 0.0F; |
1166 | ret[COL_LINE * 3 + 1] = 0.0F; |
1167 | ret[COL_LINE * 3 + 2] = 0.0F; |
1168 | |
1169 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1170 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1171 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1172 | |
1173 | *ncolours = NCOLOURS; |
1174 | return ret; |
1175 | } |
1176 | |
1177 | game_drawstate *game_new_drawstate(game_state *state) |
1178 | { |
1179 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1180 | int i; |
3870c4d8 |
1181 | |
1182 | ds->started = FALSE; |
1183 | ds->w = state->w; |
1184 | ds->h = state->h; |
08dd70c3 |
1185 | ds->visible = snewn(ds->w * ds->h, unsigned short); |
1186 | for (i = 0; i < ds->w * ds->h; i++) |
1187 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1188 | |
1189 | return ds; |
1190 | } |
1191 | |
1192 | void game_free_drawstate(game_drawstate *ds) |
1193 | { |
1194 | sfree(ds->visible); |
1195 | sfree(ds); |
1196 | } |
1197 | |
08dd70c3 |
1198 | void draw_tile(frontend *fe, game_state *state, int x, int y, |
1199 | unsigned char *hedge, unsigned char *vedge, int correct) |
3870c4d8 |
1200 | { |
1201 | int cx = COORD(x), cy = COORD(y); |
1202 | char str[80]; |
1203 | |
1204 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1205 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1206 | correct ? COL_CORRECT : COL_BACKGROUND); |
1207 | |
1208 | if (grid(state,x,y)) { |
1209 | sprintf(str, "%d", grid(state,x,y)); |
1210 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
1211 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
1212 | } |
1213 | |
1214 | /* |
1215 | * Draw edges. |
1216 | */ |
08dd70c3 |
1217 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1218 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1219 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1220 | COL_LINE); |
1221 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1222 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1223 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1224 | COL_LINE); |
1225 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1226 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1227 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1228 | COL_LINE); |
1229 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1230 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1231 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1232 | COL_LINE); |
3870c4d8 |
1233 | |
1234 | /* |
1235 | * Draw corners. |
1236 | */ |
08dd70c3 |
1237 | if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) || |
1238 | (VRANGE(state,x,y-1) && index(state,vedge,x,y-1))) |
1239 | draw_rect(fe, cx, cy, 2, 2, |
1240 | COLOUR(MAX4(index(state,hedge,x-1,y), |
1241 | index(state,vedge,x,y-1), |
1242 | index(state,hedge,x,y), |
1243 | index(state,vedge,x,y)))); |
1244 | if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) || |
1245 | (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1))) |
1246 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
1247 | COLOUR(MAX4(index(state,hedge,x+1,y), |
1248 | index(state,vedge,x+1,y-1), |
1249 | index(state,hedge,x,y), |
1250 | index(state,vedge,x+1,y)))); |
1251 | if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) || |
1252 | (VRANGE(state,x,y+1) && index(state,vedge,x,y+1))) |
1253 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
1254 | COLOUR(MAX4(index(state,hedge,x-1,y+1), |
1255 | index(state,vedge,x,y+1), |
1256 | index(state,hedge,x,y+1), |
1257 | index(state,vedge,x,y)))); |
1258 | if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) || |
1259 | (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1))) |
1260 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
1261 | COLOUR(MAX4(index(state,hedge,x+1,y+1), |
1262 | index(state,vedge,x+1,y+1), |
1263 | index(state,hedge,x,y+1), |
1264 | index(state,vedge,x+1,y)))); |
3870c4d8 |
1265 | |
1266 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1267 | } |
1268 | |
1269 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
1270 | game_state *state, game_ui *ui, |
1271 | float animtime, float flashtime) |
3870c4d8 |
1272 | { |
1273 | int x, y; |
1274 | unsigned char *correct; |
08dd70c3 |
1275 | unsigned char *hedge, *vedge; |
3870c4d8 |
1276 | |
1277 | correct = get_correct(state); |
1278 | |
08dd70c3 |
1279 | if (ui->dragged) { |
1280 | hedge = snewn(state->w*state->h, unsigned char); |
1281 | vedge = snewn(state->w*state->h, unsigned char); |
1282 | memcpy(hedge, state->hedge, state->w*state->h); |
1283 | memcpy(vedge, state->vedge, state->w*state->h); |
1284 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1285 | } else { |
1286 | hedge = state->hedge; |
1287 | vedge = state->vedge; |
1288 | } |
1289 | |
3870c4d8 |
1290 | if (!ds->started) { |
105a00d0 |
1291 | draw_rect(fe, 0, 0, |
1292 | state->w * TILE_SIZE + 2*BORDER + 1, |
1293 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
1294 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1295 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1296 | ds->started = TRUE; |
863c3945 |
1297 | draw_update(fe, 0, 0, |
1298 | state->w * TILE_SIZE + 2*BORDER + 1, |
1299 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
1300 | } |
1301 | |
1302 | for (x = 0; x < state->w; x++) |
1303 | for (y = 0; y < state->h; y++) { |
08dd70c3 |
1304 | unsigned short c = 0; |
1305 | |
1306 | if (HRANGE(state,x,y)) |
1307 | c |= index(state,hedge,x,y); |
1308 | if (HRANGE(state,x+1,y)) |
1309 | c |= index(state,hedge,x+1,y) << 2; |
1310 | if (VRANGE(state,x,y)) |
1311 | c |= index(state,vedge,x,y) << 4; |
1312 | if (VRANGE(state,x,y+1)) |
1313 | c |= index(state,vedge,x,y+1) << 6; |
ef29354c |
1314 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
1315 | c |= CORRECT; |
1316 | |
1317 | if (index(ds,ds->visible,x,y) != c) { |
08dd70c3 |
1318 | draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT); |
1319 | /* index(ds,ds->visible,x,y) = c; */ |
3870c4d8 |
1320 | } |
1321 | } |
1322 | |
08dd70c3 |
1323 | if (hedge != state->hedge) { |
1324 | sfree(hedge); |
1325 | sfree(vedge); |
1326 | } |
1327 | |
3870c4d8 |
1328 | sfree(correct); |
1329 | } |
1330 | |
1331 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1332 | { |
1333 | return 0.0F; |
1334 | } |
1335 | |
1336 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1337 | { |
ef29354c |
1338 | if (!oldstate->completed && newstate->completed) |
1339 | return FLASH_TIME; |
3870c4d8 |
1340 | return 0.0F; |
1341 | } |
1342 | |
1343 | int game_wants_statusbar(void) |
1344 | { |
1345 | return FALSE; |
1346 | } |