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 | |
1185e3c5 |
133 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
134 | { |
b0e26073 |
135 | ret->w = ret->h = atoi(string); |
aea3ed9a |
136 | while (*string && isdigit((unsigned char)*string)) string++; |
b0e26073 |
137 | if (*string == 'x') { |
138 | string++; |
139 | ret->h = atoi(string); |
aea3ed9a |
140 | while (*string && isdigit((unsigned char)*string)) string++; |
141 | } |
142 | if (*string == 'e') { |
143 | string++; |
144 | ret->expandfactor = atof(string); |
b0e26073 |
145 | } |
b0e26073 |
146 | } |
147 | |
1185e3c5 |
148 | static char *encode_params(game_params *params, int full) |
b0e26073 |
149 | { |
150 | char data[256]; |
151 | |
152 | sprintf(data, "%dx%d", params->w, params->h); |
1185e3c5 |
153 | if (full) |
154 | sprintf(data + strlen(data), "e%g", params->expandfactor); |
b0e26073 |
155 | |
156 | return dupstr(data); |
157 | } |
158 | |
be8d5aa1 |
159 | static config_item *game_configure(game_params *params) |
3870c4d8 |
160 | { |
161 | config_item *ret; |
162 | char buf[80]; |
163 | |
164 | ret = snewn(5, config_item); |
165 | |
166 | ret[0].name = "Width"; |
167 | ret[0].type = C_STRING; |
168 | sprintf(buf, "%d", params->w); |
169 | ret[0].sval = dupstr(buf); |
170 | ret[0].ival = 0; |
171 | |
172 | ret[1].name = "Height"; |
173 | ret[1].type = C_STRING; |
174 | sprintf(buf, "%d", params->h); |
175 | ret[1].sval = dupstr(buf); |
176 | ret[1].ival = 0; |
177 | |
aea3ed9a |
178 | ret[2].name = "Expansion factor"; |
179 | ret[2].type = C_STRING; |
180 | sprintf(buf, "%g", params->expandfactor); |
181 | ret[2].sval = dupstr(buf); |
3870c4d8 |
182 | ret[2].ival = 0; |
183 | |
aea3ed9a |
184 | ret[3].name = NULL; |
185 | ret[3].type = C_END; |
186 | ret[3].sval = NULL; |
187 | ret[3].ival = 0; |
188 | |
3870c4d8 |
189 | return ret; |
190 | } |
191 | |
be8d5aa1 |
192 | static game_params *custom_params(config_item *cfg) |
3870c4d8 |
193 | { |
194 | game_params *ret = snew(game_params); |
195 | |
196 | ret->w = atoi(cfg[0].sval); |
197 | ret->h = atoi(cfg[1].sval); |
aea3ed9a |
198 | ret->expandfactor = atof(cfg[2].sval); |
3870c4d8 |
199 | |
200 | return ret; |
201 | } |
202 | |
be8d5aa1 |
203 | static char *validate_params(game_params *params) |
3870c4d8 |
204 | { |
205 | if (params->w <= 0 && params->h <= 0) |
206 | return "Width and height must both be greater than zero"; |
d4e7900f |
207 | if (params->w < 2 && params->h < 2) |
208 | return "Grid area must be greater than one"; |
aea3ed9a |
209 | if (params->expandfactor < 0.0F) |
210 | return "Expansion factor may not be negative"; |
3870c4d8 |
211 | return NULL; |
212 | } |
213 | |
214 | struct rect { |
215 | int x, y; |
216 | int w, h; |
217 | }; |
218 | |
219 | struct rectlist { |
220 | struct rect *rects; |
221 | int n; |
222 | }; |
223 | |
224 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
225 | { |
226 | int rw, rh; |
227 | int x, y; |
228 | int maxarea; |
229 | struct rect *rects = NULL; |
230 | int nrects = 0, rectsize = 0; |
231 | |
232 | /* |
d4e7900f |
233 | * Maximum rectangle area is 1/6 of total grid size, unless |
234 | * this means we can't place any rectangles at all in which |
235 | * case we set it to 2 at minimum. |
3870c4d8 |
236 | */ |
237 | maxarea = params->w * params->h / 6; |
d4e7900f |
238 | if (maxarea < 2) |
239 | maxarea = 2; |
3870c4d8 |
240 | |
241 | for (rw = 1; rw <= params->w; rw++) |
242 | for (rh = 1; rh <= params->h; rh++) { |
243 | if (rw * rh > maxarea) |
244 | continue; |
245 | if (rw * rh == 1) |
246 | continue; |
247 | for (x = 0; x <= params->w - rw; x++) |
248 | for (y = 0; y <= params->h - rh; y++) { |
3870c4d8 |
249 | if (nrects >= rectsize) { |
250 | rectsize = nrects + 256; |
251 | rects = sresize(rects, rectsize, struct rect); |
252 | } |
253 | |
254 | rects[nrects].x = x; |
255 | rects[nrects].y = y; |
256 | rects[nrects].w = rw; |
257 | rects[nrects].h = rh; |
258 | nrects++; |
259 | } |
260 | } |
261 | |
262 | if (nrects > 0) { |
263 | struct rectlist *ret; |
264 | ret = snew(struct rectlist); |
265 | ret->rects = rects; |
266 | ret->n = nrects; |
267 | return ret; |
268 | } else { |
269 | assert(rects == NULL); /* hence no need to free */ |
270 | return NULL; |
271 | } |
272 | } |
273 | |
274 | static void free_rectlist(struct rectlist *list) |
275 | { |
276 | sfree(list->rects); |
277 | sfree(list); |
278 | } |
279 | |
280 | static void place_rect(game_params *params, int *grid, struct rect r) |
281 | { |
282 | int idx = INDEX(params, r.x, r.y); |
283 | int x, y; |
284 | |
285 | for (x = r.x; x < r.x+r.w; x++) |
286 | for (y = r.y; y < r.y+r.h; y++) { |
287 | index(params, grid, x, y) = idx; |
288 | } |
289 | #ifdef GENERATION_DIAGNOSTICS |
290 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
291 | r.x, r.y, r.w, r.h); |
292 | #endif |
293 | } |
294 | |
295 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
296 | { |
297 | int idx, w, h; |
298 | struct rect r; |
299 | |
300 | /* |
301 | * Find the top left of the rectangle. |
302 | */ |
303 | idx = index(params, grid, x, y); |
304 | |
305 | if (idx < 0) { |
306 | r.x = x; |
307 | r.y = y; |
308 | r.w = r.h = 1; |
309 | return r; /* 1x1 singleton here */ |
310 | } |
311 | |
312 | y = idx / params->w; |
313 | x = idx % params->w; |
314 | |
315 | /* |
316 | * Find the width and height of the rectangle. |
317 | */ |
318 | for (w = 1; |
319 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
320 | w++); |
321 | for (h = 1; |
322 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
323 | h++); |
324 | |
325 | r.x = x; |
326 | r.y = y; |
327 | r.w = w; |
328 | r.h = h; |
329 | |
330 | return r; |
331 | } |
332 | |
333 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
334 | static void display_grid(game_params *params, int *grid, int *numbers, int all) |
3870c4d8 |
335 | { |
336 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
337 | unsigned char); |
3870c4d8 |
338 | int x, y; |
339 | int r = (params->w*2+3); |
340 | |
aea3ed9a |
341 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
342 | |
3870c4d8 |
343 | for (x = 0; x < params->w; x++) |
344 | for (y = 0; y < params->h; y++) { |
345 | int i = index(params, grid, x, y); |
346 | if (x == 0 || index(params, grid, x-1, y) != i) |
347 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
348 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
349 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
350 | if (y == 0 || index(params, grid, x, y-1) != i) |
351 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
352 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
353 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
354 | } |
355 | |
356 | for (y = 1; y < 2*params->h+2; y++) { |
357 | for (x = 1; x < 2*params->w+2; x++) { |
358 | if (!((y|x)&1)) { |
aea3ed9a |
359 | int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; |
360 | if (k || (all && numbers)) printf("%2d", k); else printf(" "); |
3870c4d8 |
361 | } else if (!((y&x)&1)) { |
362 | int v = egrid[y*r+x]; |
363 | if ((y&1) && v) v = '-'; |
364 | if ((x&1) && v) v = '|'; |
365 | if (!v) v = ' '; |
366 | putchar(v); |
367 | if (!(x&1)) putchar(v); |
368 | } else { |
369 | int c, d = 0; |
370 | if (egrid[y*r+(x+1)]) d |= 1; |
371 | if (egrid[(y-1)*r+x]) d |= 2; |
372 | if (egrid[y*r+(x-1)]) d |= 4; |
373 | if (egrid[(y+1)*r+x]) d |= 8; |
374 | c = " ??+?-++?+|+++++"[d]; |
375 | putchar(c); |
376 | if (!(x&1)) putchar(c); |
377 | } |
378 | } |
379 | putchar('\n'); |
380 | } |
381 | |
382 | sfree(egrid); |
383 | } |
384 | #endif |
385 | |
2ac6d24e |
386 | struct game_aux_info { |
387 | int w, h; |
388 | unsigned char *vedge; /* (w+1) x h */ |
389 | unsigned char *hedge; /* w x (h+1) */ |
390 | }; |
391 | |
1185e3c5 |
392 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
393 | game_aux_info **aux) |
3870c4d8 |
394 | { |
395 | int *grid, *numbers; |
396 | struct rectlist *list; |
aea3ed9a |
397 | int x, y, y2, y2last, yx, run, i; |
1185e3c5 |
398 | char *desc, *p; |
aea3ed9a |
399 | game_params params2real, *params2 = ¶ms2real; |
3870c4d8 |
400 | |
aea3ed9a |
401 | /* |
402 | * Set up the smaller width and height which we will use to |
403 | * generate the base grid. |
404 | */ |
405 | params2->w = params->w / (1.0F + params->expandfactor); |
b9e2cf12 |
406 | if (params2->w < 2 && params->w >= 2) params2->w = 2; |
407 | params2->h = params->h / (1.0F + params->expandfactor); |
408 | if (params2->h < 2 && params->h >= 2) params2->h = 2; |
3870c4d8 |
409 | |
aea3ed9a |
410 | grid = snewn(params2->w * params2->h, int); |
411 | |
412 | for (y = 0; y < params2->h; y++) |
413 | for (x = 0; x < params2->w; x++) { |
414 | index(params2, grid, x, y) = -1; |
3870c4d8 |
415 | } |
416 | |
aea3ed9a |
417 | list = get_rectlist(params2, grid); |
3870c4d8 |
418 | assert(list != NULL); |
419 | |
420 | /* |
421 | * Place rectangles until we can't any more. |
422 | */ |
423 | while (list->n > 0) { |
424 | int i, m; |
425 | struct rect r; |
426 | |
427 | /* |
428 | * Pick a random rectangle. |
429 | */ |
430 | i = random_upto(rs, list->n); |
431 | r = list->rects[i]; |
432 | |
433 | /* |
434 | * Place it. |
435 | */ |
aea3ed9a |
436 | place_rect(params2, grid, r); |
3870c4d8 |
437 | |
438 | /* |
439 | * Winnow the list by removing any rectangles which |
440 | * overlap this one. |
441 | */ |
442 | m = 0; |
443 | for (i = 0; i < list->n; i++) { |
444 | struct rect s = list->rects[i]; |
445 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
446 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
447 | list->rects[m++] = s; |
448 | } |
449 | list->n = m; |
450 | } |
451 | |
452 | free_rectlist(list); |
453 | |
454 | /* |
455 | * Deal with singleton spaces remaining in the grid, one by |
456 | * one. |
457 | * |
458 | * We do this by making a local change to the layout. There are |
459 | * several possibilities: |
460 | * |
461 | * +-----+-----+ Here, we can remove the singleton by |
462 | * | | | extending the 1x2 rectangle below it |
463 | * +--+--+-----+ into a 1x3. |
464 | * | | | | |
465 | * | +--+ | |
466 | * | | | | |
467 | * | | | | |
468 | * | | | | |
469 | * +--+--+-----+ |
470 | * |
471 | * +--+--+--+ Here, that trick doesn't work: there's no |
472 | * | | | 1 x n rectangle with the singleton at one |
473 | * | | | end. Instead, we extend a 1 x n rectangle |
474 | * | | | _out_ from the singleton, shaving a layer |
475 | * +--+--+ | off the end of another rectangle. So if we |
476 | * | | | | extended up, we'd make our singleton part |
477 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
478 | * | | | used to be; or we could extend right into |
479 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
480 | * |
481 | * +-----+--+ Here, we can't even do _that_, since any |
482 | * | | | direction we choose to extend the singleton |
483 | * +--+--+ | will produce a new singleton as a result of |
484 | * | | | | truncating one of the size-2 rectangles. |
485 | * | +--+--+ Fortunately, this case can _only_ occur when |
486 | * | | | a singleton is surrounded by four size-2s |
487 | * +--+-----+ in this fashion; so instead we can simply |
488 | * replace the whole section with a single 3x3. |
489 | */ |
aea3ed9a |
490 | for (x = 0; x < params2->w; x++) { |
491 | for (y = 0; y < params2->h; y++) { |
492 | if (index(params2, grid, x, y) < 0) { |
3870c4d8 |
493 | int dirs[4], ndirs; |
494 | |
495 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
496 | display_grid(params2, grid, NULL, FALSE); |
3870c4d8 |
497 | printf("singleton at %d,%d\n", x, y); |
498 | #endif |
499 | |
500 | /* |
501 | * Check in which directions we can feasibly extend |
502 | * the singleton. We can extend in a particular |
503 | * direction iff either: |
504 | * |
505 | * - the rectangle on that side of the singleton |
506 | * is not 2x1, and we are at one end of the edge |
507 | * of it we are touching |
508 | * |
509 | * - it is 2x1 but we are on its short side. |
510 | * |
511 | * FIXME: we could plausibly choose between these |
512 | * based on the sizes of the rectangles they would |
513 | * create? |
514 | */ |
515 | ndirs = 0; |
aea3ed9a |
516 | if (x < params2->w-1) { |
517 | struct rect r = find_rect(params2, grid, x+1, y); |
3870c4d8 |
518 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
519 | dirs[ndirs++] = 1; /* right */ |
520 | } |
521 | if (y > 0) { |
aea3ed9a |
522 | struct rect r = find_rect(params2, grid, x, y-1); |
3870c4d8 |
523 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
524 | dirs[ndirs++] = 2; /* up */ |
525 | } |
526 | if (x > 0) { |
aea3ed9a |
527 | struct rect r = find_rect(params2, grid, x-1, y); |
3870c4d8 |
528 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
529 | dirs[ndirs++] = 4; /* left */ |
530 | } |
aea3ed9a |
531 | if (y < params2->h-1) { |
532 | struct rect r = find_rect(params2, grid, x, y+1); |
3870c4d8 |
533 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
534 | dirs[ndirs++] = 8; /* down */ |
535 | } |
536 | |
537 | if (ndirs > 0) { |
538 | int which, dir; |
539 | struct rect r1, r2; |
540 | |
541 | which = random_upto(rs, ndirs); |
542 | dir = dirs[which]; |
543 | |
544 | switch (dir) { |
545 | case 1: /* right */ |
aea3ed9a |
546 | assert(x < params2->w+1); |
3870c4d8 |
547 | #ifdef GENERATION_DIAGNOSTICS |
548 | printf("extending right\n"); |
549 | #endif |
aea3ed9a |
550 | r1 = find_rect(params2, grid, x+1, y); |
3870c4d8 |
551 | r2.x = x; |
552 | r2.y = y; |
553 | r2.w = 1 + r1.w; |
554 | r2.h = 1; |
555 | if (r1.y == y) |
556 | r1.y++; |
557 | r1.h--; |
558 | break; |
559 | case 2: /* up */ |
560 | assert(y > 0); |
561 | #ifdef GENERATION_DIAGNOSTICS |
562 | printf("extending up\n"); |
563 | #endif |
aea3ed9a |
564 | r1 = find_rect(params2, grid, x, y-1); |
3870c4d8 |
565 | r2.x = x; |
566 | r2.y = r1.y; |
567 | r2.w = 1; |
568 | r2.h = 1 + r1.h; |
569 | if (r1.x == x) |
570 | r1.x++; |
571 | r1.w--; |
572 | break; |
573 | case 4: /* left */ |
574 | assert(x > 0); |
575 | #ifdef GENERATION_DIAGNOSTICS |
576 | printf("extending left\n"); |
577 | #endif |
aea3ed9a |
578 | r1 = find_rect(params2, grid, x-1, y); |
3870c4d8 |
579 | r2.x = r1.x; |
580 | r2.y = y; |
581 | r2.w = 1 + r1.w; |
582 | r2.h = 1; |
583 | if (r1.y == y) |
584 | r1.y++; |
585 | r1.h--; |
586 | break; |
587 | case 8: /* down */ |
aea3ed9a |
588 | assert(y < params2->h+1); |
3870c4d8 |
589 | #ifdef GENERATION_DIAGNOSTICS |
590 | printf("extending down\n"); |
591 | #endif |
aea3ed9a |
592 | r1 = find_rect(params2, grid, x, y+1); |
3870c4d8 |
593 | r2.x = x; |
594 | r2.y = y; |
595 | r2.w = 1; |
596 | r2.h = 1 + r1.h; |
597 | if (r1.x == x) |
598 | r1.x++; |
599 | r1.w--; |
600 | break; |
601 | } |
602 | if (r1.h > 0 && r1.w > 0) |
aea3ed9a |
603 | place_rect(params2, grid, r1); |
604 | place_rect(params2, grid, r2); |
3870c4d8 |
605 | } else { |
606 | #ifndef NDEBUG |
607 | /* |
608 | * Sanity-check that there really is a 3x3 |
609 | * rectangle surrounding this singleton and it |
610 | * contains absolutely everything we could |
611 | * possibly need. |
612 | */ |
613 | { |
614 | int xx, yy; |
aea3ed9a |
615 | assert(x > 0 && x < params2->w-1); |
616 | assert(y > 0 && y < params2->h-1); |
3870c4d8 |
617 | |
618 | for (xx = x-1; xx <= x+1; xx++) |
619 | for (yy = y-1; yy <= y+1; yy++) { |
aea3ed9a |
620 | struct rect r = find_rect(params2,grid,xx,yy); |
3870c4d8 |
621 | assert(r.x >= x-1); |
622 | assert(r.y >= y-1); |
623 | assert(r.x+r.w-1 <= x+1); |
624 | assert(r.y+r.h-1 <= y+1); |
625 | } |
626 | } |
627 | #endif |
628 | |
629 | #ifdef GENERATION_DIAGNOSTICS |
630 | printf("need the 3x3 trick\n"); |
631 | #endif |
632 | |
633 | /* |
634 | * FIXME: If the maximum rectangle area for |
635 | * this grid is less than 9, we ought to |
636 | * subdivide the 3x3 in some fashion. There are |
637 | * five other possibilities: |
638 | * |
639 | * - a 6 and a 3 |
640 | * - a 4, a 3 and a 2 |
641 | * - three 3s |
642 | * - a 3 and three 2s (two different arrangements). |
643 | */ |
644 | |
645 | { |
646 | struct rect r; |
647 | r.x = x-1; |
648 | r.y = y-1; |
649 | r.w = r.h = 3; |
aea3ed9a |
650 | place_rect(params2, grid, r); |
3870c4d8 |
651 | } |
652 | } |
653 | } |
654 | } |
655 | } |
656 | |
657 | /* |
aea3ed9a |
658 | * We have now constructed a grid of the size specified in |
659 | * params2. Now we extend it into a grid of the size specified |
660 | * in params. We do this in two passes: we extend it vertically |
661 | * until it's the right height, then we transpose it, then |
662 | * extend it vertically again (getting it effectively the right |
663 | * width), then finally transpose again. |
664 | */ |
665 | for (i = 0; i < 2; i++) { |
666 | int *grid2, *expand, *where; |
667 | game_params params3real, *params3 = ¶ms3real; |
668 | |
669 | #ifdef GENERATION_DIAGNOSTICS |
670 | printf("before expansion:\n"); |
671 | display_grid(params2, grid, NULL, TRUE); |
672 | #endif |
673 | |
674 | /* |
675 | * Set up the new grid. |
676 | */ |
677 | grid2 = snewn(params2->w * params->h, int); |
678 | expand = snewn(params2->h-1, int); |
679 | where = snewn(params2->w, int); |
680 | params3->w = params2->w; |
681 | params3->h = params->h; |
682 | |
683 | /* |
684 | * Decide which horizontal edges are going to get expanded, |
685 | * and by how much. |
686 | */ |
687 | for (y = 0; y < params2->h-1; y++) |
688 | expand[y] = 0; |
689 | for (y = params2->h; y < params->h; y++) { |
690 | x = random_upto(rs, params2->h-1); |
691 | expand[x]++; |
692 | } |
693 | |
694 | #ifdef GENERATION_DIAGNOSTICS |
695 | printf("expand[] = {"); |
696 | for (y = 0; y < params2->h-1; y++) |
697 | printf(" %d", expand[y]); |
698 | printf(" }\n"); |
699 | #endif |
700 | |
701 | /* |
702 | * Perform the expansion. The way this works is that we |
703 | * alternately: |
704 | * |
705 | * - copy a row from grid into grid2 |
706 | * |
707 | * - invent some number of additional rows in grid2 where |
708 | * there was previously only a horizontal line between |
709 | * rows in grid, and make random decisions about where |
710 | * among these to place each rectangle edge that ran |
711 | * along this line. |
712 | */ |
713 | for (y = y2 = y2last = 0; y < params2->h; y++) { |
714 | /* |
715 | * Copy a single line from row y of grid into row y2 of |
716 | * grid2. |
717 | */ |
718 | for (x = 0; x < params2->w; x++) { |
719 | int val = index(params2, grid, x, y); |
720 | if (val / params2->w == y && /* rect starts on this line */ |
721 | (y2 == 0 || /* we're at the very top, or... */ |
722 | index(params3, grid2, x, y2-1) / params3->w < y2last |
723 | /* this rect isn't already started */)) |
724 | index(params3, grid2, x, y2) = |
725 | INDEX(params3, val % params2->w, y2); |
726 | else |
727 | index(params3, grid2, x, y2) = |
728 | index(params3, grid2, x, y2-1); |
729 | } |
730 | |
731 | /* |
732 | * If that was the last line, terminate the loop early. |
733 | */ |
734 | if (++y2 == params3->h) |
735 | break; |
736 | |
737 | y2last = y2; |
738 | |
739 | /* |
740 | * Invent some number of additional lines. First walk |
741 | * along this line working out where to put all the |
742 | * edges that coincide with it. |
743 | */ |
744 | yx = -1; |
745 | for (x = 0; x < params2->w; x++) { |
746 | if (index(params2, grid, x, y) != |
747 | index(params2, grid, x, y+1)) { |
748 | /* |
749 | * This is a horizontal edge, so it needs |
750 | * placing. |
751 | */ |
752 | if (x == 0 || |
753 | (index(params2, grid, x-1, y) != |
754 | index(params2, grid, x, y) && |
755 | index(params2, grid, x-1, y+1) != |
756 | index(params2, grid, x, y+1))) { |
757 | /* |
758 | * Here we have the chance to make a new |
759 | * decision. |
760 | */ |
761 | yx = random_upto(rs, expand[y]+1); |
762 | } else { |
763 | /* |
764 | * Here we just reuse the previous value of |
765 | * yx. |
766 | */ |
767 | } |
768 | } else |
769 | yx = -1; |
770 | where[x] = yx; |
771 | } |
772 | |
773 | for (yx = 0; yx < expand[y]; yx++) { |
774 | /* |
775 | * Invent a single row. For each square in the row, |
776 | * we copy the grid entry from the square above it, |
777 | * unless we're starting the new rectangle here. |
778 | */ |
779 | for (x = 0; x < params2->w; x++) { |
780 | if (yx == where[x]) { |
781 | int val = index(params2, grid, x, y+1); |
782 | val %= params2->w; |
783 | val = INDEX(params3, val, y2); |
784 | index(params3, grid2, x, y2) = val; |
785 | } else |
786 | index(params3, grid2, x, y2) = |
787 | index(params3, grid2, x, y2-1); |
788 | } |
789 | |
790 | y2++; |
791 | } |
792 | } |
793 | |
794 | sfree(expand); |
795 | sfree(where); |
796 | |
797 | #ifdef GENERATION_DIAGNOSTICS |
798 | printf("after expansion:\n"); |
799 | display_grid(params3, grid2, NULL, TRUE); |
800 | #endif |
801 | /* |
802 | * Transpose. |
803 | */ |
804 | params2->w = params3->h; |
805 | params2->h = params3->w; |
806 | sfree(grid); |
807 | grid = snewn(params2->w * params2->h, int); |
808 | for (x = 0; x < params2->w; x++) |
809 | for (y = 0; y < params2->h; y++) { |
810 | int idx1 = INDEX(params2, x, y); |
811 | int idx2 = INDEX(params3, y, x); |
812 | int tmp; |
813 | |
814 | tmp = grid2[idx2]; |
815 | tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); |
816 | grid[idx1] = tmp; |
817 | } |
818 | |
819 | sfree(grid2); |
820 | |
821 | { |
822 | int tmp; |
823 | tmp = params->w; |
824 | params->w = params->h; |
825 | params->h = tmp; |
826 | } |
827 | |
828 | #ifdef GENERATION_DIAGNOSTICS |
829 | printf("after transposition:\n"); |
830 | display_grid(params2, grid, NULL, TRUE); |
831 | #endif |
832 | } |
833 | |
834 | /* |
2ac6d24e |
835 | * Store the rectangle data in the game_aux_info. |
836 | */ |
837 | { |
838 | game_aux_info *ai = snew(game_aux_info); |
839 | |
840 | ai->w = params->w; |
841 | ai->h = params->h; |
842 | ai->vedge = snewn(ai->w * ai->h, unsigned char); |
843 | ai->hedge = snewn(ai->w * ai->h, unsigned char); |
844 | |
845 | for (y = 0; y < params->h; y++) |
846 | for (x = 1; x < params->w; x++) { |
847 | vedge(ai, x, y) = |
848 | index(params, grid, x, y) != index(params, grid, x-1, y); |
849 | } |
850 | for (y = 1; y < params->h; y++) |
851 | for (x = 0; x < params->w; x++) { |
852 | hedge(ai, x, y) = |
853 | index(params, grid, x, y) != index(params, grid, x, y-1); |
854 | } |
855 | |
856 | *aux = ai; |
857 | } |
858 | |
859 | /* |
3870c4d8 |
860 | * Place numbers. |
861 | */ |
aea3ed9a |
862 | numbers = snewn(params->w * params->h, int); |
863 | |
864 | for (y = 0; y < params->h; y++) |
865 | for (x = 0; x < params->w; x++) { |
866 | index(params, numbers, x, y) = 0; |
867 | } |
868 | |
3870c4d8 |
869 | for (x = 0; x < params->w; x++) { |
870 | for (y = 0; y < params->h; y++) { |
871 | int idx = INDEX(params, x, y); |
872 | if (index(params, grid, x, y) == idx) { |
873 | struct rect r = find_rect(params, grid, x, y); |
874 | int n, xx, yy; |
875 | |
876 | /* |
877 | * Decide where to put the number. |
878 | */ |
879 | n = random_upto(rs, r.w*r.h); |
880 | yy = n / r.w; |
881 | xx = n % r.w; |
882 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
883 | } |
884 | } |
885 | } |
886 | |
887 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
888 | display_grid(params, grid, numbers, FALSE); |
3870c4d8 |
889 | #endif |
890 | |
1185e3c5 |
891 | desc = snewn(11 * params->w * params->h, char); |
892 | p = desc; |
3870c4d8 |
893 | run = 0; |
894 | for (i = 0; i <= params->w * params->h; i++) { |
895 | int n = (i < params->w * params->h ? numbers[i] : -1); |
896 | |
897 | if (!n) |
898 | run++; |
899 | else { |
900 | if (run) { |
901 | while (run > 0) { |
902 | int c = 'a' - 1 + run; |
903 | if (run > 26) |
904 | c = 'z'; |
905 | *p++ = c; |
906 | run -= c - ('a' - 1); |
907 | } |
908 | } else { |
0e87eedc |
909 | /* |
910 | * If there's a number in the very top left or |
911 | * bottom right, there's no point putting an |
912 | * unnecessary _ before or after it. |
913 | */ |
1185e3c5 |
914 | if (p > desc && n > 0) |
0e87eedc |
915 | *p++ = '_'; |
3870c4d8 |
916 | } |
917 | if (n > 0) |
918 | p += sprintf(p, "%d", n); |
919 | run = 0; |
920 | } |
921 | } |
922 | *p = '\0'; |
923 | |
924 | sfree(grid); |
925 | sfree(numbers); |
926 | |
1185e3c5 |
927 | return desc; |
3870c4d8 |
928 | } |
929 | |
2ac6d24e |
930 | static void game_free_aux_info(game_aux_info *ai) |
6f2d8d7c |
931 | { |
2ac6d24e |
932 | sfree(ai->vedge); |
933 | sfree(ai->hedge); |
934 | sfree(ai); |
6f2d8d7c |
935 | } |
936 | |
1185e3c5 |
937 | static char *validate_desc(game_params *params, char *desc) |
3870c4d8 |
938 | { |
939 | int area = params->w * params->h; |
940 | int squares = 0; |
941 | |
1185e3c5 |
942 | while (*desc) { |
943 | int n = *desc++; |
3870c4d8 |
944 | if (n >= 'a' && n <= 'z') { |
945 | squares += n - 'a' + 1; |
946 | } else if (n == '_') { |
947 | /* do nothing */; |
948 | } else if (n > '0' && n <= '9') { |
9bb5bf60 |
949 | squares++; |
1185e3c5 |
950 | while (*desc >= '0' && *desc <= '9') |
951 | desc++; |
3870c4d8 |
952 | } else |
1185e3c5 |
953 | return "Invalid character in game description"; |
3870c4d8 |
954 | } |
955 | |
956 | if (squares < area) |
957 | return "Not enough data to fill grid"; |
958 | |
959 | if (squares > area) |
960 | return "Too much data to fit in grid"; |
961 | |
962 | return NULL; |
963 | } |
964 | |
1185e3c5 |
965 | static game_state *new_game(game_params *params, char *desc) |
3870c4d8 |
966 | { |
967 | game_state *state = snew(game_state); |
968 | int x, y, i, area; |
969 | |
970 | state->w = params->w; |
971 | state->h = params->h; |
972 | |
973 | area = state->w * state->h; |
974 | |
975 | state->grid = snewn(area, int); |
976 | state->vedge = snewn(area, unsigned char); |
977 | state->hedge = snewn(area, unsigned char); |
2ac6d24e |
978 | state->completed = state->cheated = FALSE; |
3870c4d8 |
979 | |
980 | i = 0; |
1185e3c5 |
981 | while (*desc) { |
982 | int n = *desc++; |
3870c4d8 |
983 | if (n >= 'a' && n <= 'z') { |
984 | int run = n - 'a' + 1; |
985 | assert(i + run <= area); |
986 | while (run-- > 0) |
987 | state->grid[i++] = 0; |
988 | } else if (n == '_') { |
989 | /* do nothing */; |
990 | } else if (n > '0' && n <= '9') { |
991 | assert(i < area); |
1185e3c5 |
992 | state->grid[i++] = atoi(desc-1); |
993 | while (*desc >= '0' && *desc <= '9') |
994 | desc++; |
3870c4d8 |
995 | } else { |
996 | assert(!"We can't get here"); |
997 | } |
998 | } |
999 | assert(i == area); |
1000 | |
1001 | for (y = 0; y < state->h; y++) |
1002 | for (x = 0; x < state->w; x++) |
1003 | vedge(state,x,y) = hedge(state,x,y) = 0; |
1004 | |
1005 | return state; |
1006 | } |
1007 | |
be8d5aa1 |
1008 | static game_state *dup_game(game_state *state) |
3870c4d8 |
1009 | { |
1010 | game_state *ret = snew(game_state); |
1011 | |
1012 | ret->w = state->w; |
1013 | ret->h = state->h; |
1014 | |
1015 | ret->vedge = snewn(state->w * state->h, unsigned char); |
1016 | ret->hedge = snewn(state->w * state->h, unsigned char); |
1017 | ret->grid = snewn(state->w * state->h, int); |
1018 | |
ef29354c |
1019 | ret->completed = state->completed; |
2ac6d24e |
1020 | ret->cheated = state->cheated; |
ef29354c |
1021 | |
3870c4d8 |
1022 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
1023 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
1024 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
1025 | |
1026 | return ret; |
1027 | } |
1028 | |
be8d5aa1 |
1029 | static void free_game(game_state *state) |
3870c4d8 |
1030 | { |
1031 | sfree(state->grid); |
1032 | sfree(state->vedge); |
1033 | sfree(state->hedge); |
1034 | sfree(state); |
1035 | } |
1036 | |
2ac6d24e |
1037 | static game_state *solve_game(game_state *state, game_aux_info *ai, |
1038 | char **error) |
1039 | { |
1040 | game_state *ret; |
1041 | |
1042 | if (!ai) { |
1043 | *error = "Solution not known for this puzzle"; |
1044 | return NULL; |
1045 | } |
1046 | |
1047 | assert(state->w == ai->w); |
1048 | assert(state->h == ai->h); |
1049 | |
1050 | ret = dup_game(state); |
1051 | memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char)); |
1052 | memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char)); |
1053 | ret->cheated = TRUE; |
1054 | |
1055 | return ret; |
1056 | } |
1057 | |
9b4b03d3 |
1058 | static char *game_text_format(game_state *state) |
1059 | { |
6ad5ed74 |
1060 | char *ret, *p, buf[80]; |
1061 | int i, x, y, col, maxlen; |
1062 | |
1063 | /* |
1064 | * First determine the number of spaces required to display a |
1065 | * number. We'll use at least two, because one looks a bit |
1066 | * silly. |
1067 | */ |
1068 | col = 2; |
1069 | for (i = 0; i < state->w * state->h; i++) { |
1070 | x = sprintf(buf, "%d", state->grid[i]); |
1071 | if (col < x) col = x; |
1072 | } |
1073 | |
1074 | /* |
1075 | * Now we know the exact total size of the grid we're going to |
1076 | * produce: it's got 2*h+1 rows, each containing w lots of col, |
1077 | * w+1 boundary characters and a trailing newline. |
1078 | */ |
1079 | maxlen = (2*state->h+1) * (state->w * (col+1) + 2); |
1080 | |
48a10826 |
1081 | ret = snewn(maxlen+1, char); |
6ad5ed74 |
1082 | p = ret; |
1083 | |
1084 | for (y = 0; y <= 2*state->h; y++) { |
1085 | for (x = 0; x <= 2*state->w; x++) { |
1086 | if (x & y & 1) { |
1087 | /* |
1088 | * Display a number. |
1089 | */ |
1090 | int v = grid(state, x/2, y/2); |
1091 | if (v) |
1092 | sprintf(buf, "%*d", col, v); |
1093 | else |
1094 | sprintf(buf, "%*s", col, ""); |
1095 | memcpy(p, buf, col); |
1096 | p += col; |
1097 | } else if (x & 1) { |
1098 | /* |
1099 | * Display a horizontal edge or nothing. |
1100 | */ |
1101 | int h = (y==0 || y==2*state->h ? 1 : |
1102 | HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2)); |
1103 | int i; |
1104 | if (h) |
1105 | h = '-'; |
1106 | else |
1107 | h = ' '; |
1108 | for (i = 0; i < col; i++) |
1109 | *p++ = h; |
1110 | } else if (y & 1) { |
1111 | /* |
1112 | * Display a vertical edge or nothing. |
1113 | */ |
1114 | int v = (x==0 || x==2*state->w ? 1 : |
1115 | VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2)); |
1116 | if (v) |
1117 | *p++ = '|'; |
1118 | else |
1119 | *p++ = ' '; |
1120 | } else { |
1121 | /* |
1122 | * Display a corner, or a vertical edge, or a |
1123 | * horizontal edge, or nothing. |
1124 | */ |
1125 | int hl = (y==0 || y==2*state->h ? 1 : |
1126 | HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2)); |
1127 | int hr = (y==0 || y==2*state->h ? 1 : |
1128 | HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2)); |
1129 | int vu = (x==0 || x==2*state->w ? 1 : |
1130 | VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2)); |
1131 | int vd = (x==0 || x==2*state->w ? 1 : |
1132 | VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2)); |
1133 | if (!hl && !hr && !vu && !vd) |
1134 | *p++ = ' '; |
1135 | else if (hl && hr && !vu && !vd) |
1136 | *p++ = '-'; |
1137 | else if (!hl && !hr && vu && vd) |
1138 | *p++ = '|'; |
1139 | else |
1140 | *p++ = '+'; |
1141 | } |
1142 | } |
1143 | *p++ = '\n'; |
1144 | } |
1145 | |
1146 | assert(p - ret == maxlen); |
1147 | *p = '\0'; |
1148 | return ret; |
9b4b03d3 |
1149 | } |
1150 | |
3870c4d8 |
1151 | static unsigned char *get_correct(game_state *state) |
1152 | { |
1153 | unsigned char *ret; |
1154 | int x, y; |
1155 | |
1156 | ret = snewn(state->w * state->h, unsigned char); |
1157 | memset(ret, 0xFF, state->w * state->h); |
1158 | |
1159 | for (x = 0; x < state->w; x++) |
1160 | for (y = 0; y < state->h; y++) |
1161 | if (index(state,ret,x,y) == 0xFF) { |
1162 | int rw, rh; |
1163 | int xx, yy; |
1164 | int num, area, valid; |
1165 | |
1166 | /* |
1167 | * Find a rectangle starting at this point. |
1168 | */ |
1169 | rw = 1; |
1170 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
1171 | rw++; |
1172 | rh = 1; |
1173 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
1174 | rh++; |
1175 | |
1176 | /* |
1177 | * We know what the dimensions of the rectangle |
1178 | * should be if it's there at all. Find out if we |
1179 | * really have a valid rectangle. |
1180 | */ |
1181 | valid = TRUE; |
1182 | /* Check the horizontal edges. */ |
1183 | for (xx = x; xx < x+rw; xx++) { |
1184 | for (yy = y; yy <= y+rh; yy++) { |
1185 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
1186 | int ec = (yy == y || yy == y+rh); |
1187 | if (e != ec) |
1188 | valid = FALSE; |
1189 | } |
1190 | } |
1191 | /* Check the vertical edges. */ |
1192 | for (yy = y; yy < y+rh; yy++) { |
1193 | for (xx = x; xx <= x+rw; xx++) { |
1194 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
1195 | int ec = (xx == x || xx == x+rw); |
1196 | if (e != ec) |
1197 | valid = FALSE; |
1198 | } |
1199 | } |
1200 | |
1201 | /* |
1202 | * If this is not a valid rectangle with no other |
1203 | * edges inside it, we just mark this square as not |
1204 | * complete and proceed to the next square. |
1205 | */ |
1206 | if (!valid) { |
1207 | index(state, ret, x, y) = 0; |
1208 | continue; |
1209 | } |
1210 | |
1211 | /* |
1212 | * We have a rectangle. Now see what its area is, |
1213 | * and how many numbers are in it. |
1214 | */ |
1215 | num = 0; |
1216 | area = 0; |
1217 | for (xx = x; xx < x+rw; xx++) { |
1218 | for (yy = y; yy < y+rh; yy++) { |
1219 | area++; |
1220 | if (grid(state,xx,yy)) { |
1221 | if (num > 0) |
1222 | valid = FALSE; /* two numbers */ |
1223 | num = grid(state,xx,yy); |
1224 | } |
1225 | } |
1226 | } |
1227 | if (num != area) |
1228 | valid = FALSE; |
1229 | |
1230 | /* |
1231 | * Now fill in the whole rectangle based on the |
1232 | * value of `valid'. |
1233 | */ |
1234 | for (xx = x; xx < x+rw; xx++) { |
1235 | for (yy = y; yy < y+rh; yy++) { |
1236 | index(state, ret, xx, yy) = valid; |
1237 | } |
1238 | } |
1239 | } |
1240 | |
1241 | return ret; |
1242 | } |
1243 | |
08dd70c3 |
1244 | struct game_ui { |
1245 | /* |
1246 | * These coordinates are 2 times the obvious grid coordinates. |
1247 | * Hence, the top left of the grid is (0,0), the grid point to |
1248 | * the right of that is (2,0), the one _below that_ is (2,2) |
1249 | * and so on. This is so that we can specify a drag start point |
1250 | * on an edge (one odd coordinate) or in the middle of a square |
1251 | * (two odd coordinates) rather than always at a corner. |
1252 | * |
1253 | * -1,-1 means no drag is in progress. |
1254 | */ |
1255 | int drag_start_x; |
1256 | int drag_start_y; |
1257 | int drag_end_x; |
1258 | int drag_end_y; |
1259 | /* |
1260 | * This flag is set as soon as a dragging action moves the |
1261 | * mouse pointer away from its starting point, so that even if |
1262 | * the pointer _returns_ to its starting point the action is |
1263 | * treated as a small drag rather than a click. |
1264 | */ |
1265 | int dragged; |
1266 | }; |
1267 | |
be8d5aa1 |
1268 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1269 | { |
08dd70c3 |
1270 | game_ui *ui = snew(game_ui); |
1271 | ui->drag_start_x = -1; |
1272 | ui->drag_start_y = -1; |
1273 | ui->drag_end_x = -1; |
1274 | ui->drag_end_y = -1; |
1275 | ui->dragged = FALSE; |
1276 | return ui; |
74a4e547 |
1277 | } |
1278 | |
be8d5aa1 |
1279 | static void free_ui(game_ui *ui) |
74a4e547 |
1280 | { |
08dd70c3 |
1281 | sfree(ui); |
1282 | } |
1283 | |
be8d5aa1 |
1284 | static void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
1285 | { |
d4e7900f |
1286 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
1287 | |
1288 | /* |
d4e7900f |
1289 | * Find the nearest square-centre. |
08dd70c3 |
1290 | */ |
d4e7900f |
1291 | xs = (float)floor(x) + 0.5F; |
1292 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
1293 | |
1294 | /* |
d4e7900f |
1295 | * And find the nearest grid vertex. |
08dd70c3 |
1296 | */ |
d4e7900f |
1297 | xv = (float)floor(x + 0.5F); |
1298 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
1299 | |
1300 | /* |
d4e7900f |
1301 | * We allocate clicks in parts of the grid square to either |
1302 | * corners, edges or square centres, as follows: |
1303 | * |
1304 | * +--+--------+--+ |
1305 | * | | | | |
1306 | * +--+ +--+ |
1307 | * | `. ,' | |
1308 | * | +--+ | |
1309 | * | | | | |
1310 | * | +--+ | |
1311 | * | ,' `. | |
1312 | * +--+ +--+ |
1313 | * | | | | |
1314 | * +--+--------+--+ |
1315 | * |
1316 | * (Not to scale!) |
1317 | * |
1318 | * In other words: we measure the square distance (i.e. |
1319 | * max(dx,dy)) from the click to the nearest corner, and if |
1320 | * it's within CORNER_TOLERANCE then we return a corner click. |
1321 | * We measure the square distance from the click to the nearest |
1322 | * centre, and if that's within CENTRE_TOLERANCE we return a |
1323 | * centre click. Failing that, we find which of the two edge |
1324 | * centres is nearer to the click and return that edge. |
08dd70c3 |
1325 | */ |
d4e7900f |
1326 | |
1327 | /* |
1328 | * Check for corner click. |
1329 | */ |
1330 | dx = (float)fabs(x - xv); |
1331 | dy = (float)fabs(y - yv); |
1332 | dist = (dx > dy ? dx : dy); |
1333 | if (dist < CORNER_TOLERANCE) { |
1334 | *xr = 2 * (int)xv; |
1335 | *yr = 2 * (int)yv; |
1336 | } else { |
1337 | /* |
1338 | * Check for centre click. |
1339 | */ |
1340 | dx = (float)fabs(x - xs); |
1341 | dy = (float)fabs(y - ys); |
1342 | dist = (dx > dy ? dx : dy); |
1343 | if (dist < CENTRE_TOLERANCE) { |
1344 | *xr = 1 + 2 * (int)xs; |
1345 | *yr = 1 + 2 * (int)ys; |
1346 | } else { |
1347 | /* |
1348 | * Failing both of those, see which edge we're closer to. |
1349 | * Conveniently, this is simply done by testing the relative |
1350 | * magnitude of dx and dy (which are currently distances from |
1351 | * the square centre). |
1352 | */ |
1353 | if (dx > dy) { |
1354 | /* Vertical edge: x-coord of corner, |
1355 | * y-coord of square centre. */ |
1356 | *xr = 2 * (int)xv; |
1357 | *yr = 1 + 2 * (int)ys; |
1358 | } else { |
1359 | /* Horizontal edge: x-coord of square centre, |
1360 | * y-coord of corner. */ |
1361 | *xr = 1 + 2 * (int)xs; |
1362 | *yr = 2 * (int)yv; |
1363 | } |
1364 | } |
1365 | } |
08dd70c3 |
1366 | } |
1367 | |
1368 | static void ui_draw_rect(game_state *state, game_ui *ui, |
1369 | unsigned char *hedge, unsigned char *vedge, int c) |
1370 | { |
1371 | int x1, x2, y1, y2, x, y, t; |
1372 | |
1373 | x1 = ui->drag_start_x; |
1374 | x2 = ui->drag_end_x; |
1375 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
1376 | |
1377 | y1 = ui->drag_start_y; |
1378 | y2 = ui->drag_end_y; |
1379 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
1380 | |
1381 | x1 = x1 / 2; /* rounds down */ |
1382 | x2 = (x2+1) / 2; /* rounds up */ |
1383 | y1 = y1 / 2; /* rounds down */ |
1384 | y2 = (y2+1) / 2; /* rounds up */ |
1385 | |
1386 | /* |
1387 | * Draw horizontal edges of rectangles. |
1388 | */ |
1389 | for (x = x1; x < x2; x++) |
1390 | for (y = y1; y <= y2; y++) |
1391 | if (HRANGE(state,x,y)) { |
1392 | int val = index(state,hedge,x,y); |
1393 | if (y == y1 || y == y2) |
1394 | val = c; |
1395 | else if (c == 1) |
1396 | val = 0; |
1397 | index(state,hedge,x,y) = val; |
1398 | } |
1399 | |
1400 | /* |
1401 | * Draw vertical edges of rectangles. |
1402 | */ |
1403 | for (y = y1; y < y2; y++) |
1404 | for (x = x1; x <= x2; x++) |
1405 | if (VRANGE(state,x,y)) { |
1406 | int val = index(state,vedge,x,y); |
1407 | if (x == x1 || x == x2) |
1408 | val = c; |
1409 | else if (c == 1) |
1410 | val = 0; |
1411 | index(state,vedge,x,y) = val; |
1412 | } |
74a4e547 |
1413 | } |
1414 | |
be8d5aa1 |
1415 | static game_state *make_move(game_state *from, game_ui *ui, |
1416 | int x, int y, int button) |
3870c4d8 |
1417 | { |
08dd70c3 |
1418 | int xc, yc; |
1419 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
1420 | game_state *ret; |
1421 | |
08dd70c3 |
1422 | if (button == LEFT_BUTTON) { |
1423 | startdrag = TRUE; |
1424 | } else if (button == LEFT_RELEASE) { |
1425 | enddrag = TRUE; |
1426 | } else if (button != LEFT_DRAG) { |
1427 | return NULL; |
1428 | } |
1429 | |
d4e7900f |
1430 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
1431 | |
1432 | if (startdrag) { |
1433 | ui->drag_start_x = xc; |
1434 | ui->drag_start_y = yc; |
1435 | ui->drag_end_x = xc; |
1436 | ui->drag_end_y = yc; |
1437 | ui->dragged = FALSE; |
1438 | active = TRUE; |
1439 | } |
3870c4d8 |
1440 | |
08dd70c3 |
1441 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1442 | ui->drag_end_x = xc; |
1443 | ui->drag_end_y = yc; |
1444 | ui->dragged = TRUE; |
1445 | active = TRUE; |
1446 | } |
3870c4d8 |
1447 | |
934797c7 |
1448 | ret = NULL; |
1449 | |
1450 | if (enddrag) { |
1451 | if (xc >= 0 && xc <= 2*from->w && |
1452 | yc >= 0 && yc <= 2*from->h) { |
1453 | ret = dup_game(from); |
1454 | |
1455 | if (ui->dragged) { |
1456 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1457 | } else { |
1458 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1459 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1460 | } |
1461 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1462 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1463 | } |
1464 | } |
3870c4d8 |
1465 | |
934797c7 |
1466 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1467 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1468 | free_game(ret); |
1469 | ret = NULL; |
1470 | } |
ef29354c |
1471 | |
1472 | /* |
1473 | * We've made a real change to the grid. Check to see |
1474 | * if the game has been completed. |
1475 | */ |
d4e7900f |
1476 | if (ret && !ret->completed) { |
ef29354c |
1477 | int x, y, ok; |
1478 | unsigned char *correct = get_correct(ret); |
1479 | |
1480 | ok = TRUE; |
1481 | for (x = 0; x < ret->w; x++) |
1482 | for (y = 0; y < ret->h; y++) |
1483 | if (!index(ret, correct, x, y)) |
1484 | ok = FALSE; |
1485 | |
1486 | sfree(correct); |
1487 | |
1488 | if (ok) |
1489 | ret->completed = TRUE; |
1490 | } |
934797c7 |
1491 | } |
1492 | |
1493 | ui->drag_start_x = -1; |
1494 | ui->drag_start_y = -1; |
1495 | ui->drag_end_x = -1; |
1496 | ui->drag_end_y = -1; |
1497 | ui->dragged = FALSE; |
1498 | active = TRUE; |
3870c4d8 |
1499 | } |
1500 | |
934797c7 |
1501 | if (ret) |
1502 | return ret; /* a move has been made */ |
1503 | else if (active) |
08dd70c3 |
1504 | return from; /* UI activity has occurred */ |
934797c7 |
1505 | else |
1506 | return NULL; |
3870c4d8 |
1507 | } |
1508 | |
1509 | /* ---------------------------------------------------------------------- |
1510 | * Drawing routines. |
1511 | */ |
1512 | |
ec9a0f09 |
1513 | #define CORRECT 65536 |
08dd70c3 |
1514 | |
1515 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1516 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1517 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1518 | |
1519 | struct game_drawstate { |
1520 | int started; |
1521 | int w, h; |
ec9a0f09 |
1522 | unsigned int *visible; |
3870c4d8 |
1523 | }; |
1524 | |
be8d5aa1 |
1525 | static void game_size(game_params *params, int *x, int *y) |
3870c4d8 |
1526 | { |
1527 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1528 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1529 | } |
1530 | |
be8d5aa1 |
1531 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
3870c4d8 |
1532 | { |
1533 | float *ret = snewn(3 * NCOLOURS, float); |
1534 | |
1535 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1536 | |
1537 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1538 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1539 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1540 | |
08dd70c3 |
1541 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1542 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1543 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1544 | |
3870c4d8 |
1545 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1546 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1547 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1548 | |
1549 | ret[COL_LINE * 3 + 0] = 0.0F; |
1550 | ret[COL_LINE * 3 + 1] = 0.0F; |
1551 | ret[COL_LINE * 3 + 2] = 0.0F; |
1552 | |
1553 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1554 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1555 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1556 | |
1557 | *ncolours = NCOLOURS; |
1558 | return ret; |
1559 | } |
1560 | |
be8d5aa1 |
1561 | static game_drawstate *game_new_drawstate(game_state *state) |
3870c4d8 |
1562 | { |
1563 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1564 | int i; |
3870c4d8 |
1565 | |
1566 | ds->started = FALSE; |
1567 | ds->w = state->w; |
1568 | ds->h = state->h; |
ec9a0f09 |
1569 | ds->visible = snewn(ds->w * ds->h, unsigned int); |
08dd70c3 |
1570 | for (i = 0; i < ds->w * ds->h; i++) |
1571 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1572 | |
1573 | return ds; |
1574 | } |
1575 | |
be8d5aa1 |
1576 | static void game_free_drawstate(game_drawstate *ds) |
3870c4d8 |
1577 | { |
1578 | sfree(ds->visible); |
1579 | sfree(ds); |
1580 | } |
1581 | |
be8d5aa1 |
1582 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
ec9a0f09 |
1583 | unsigned char *hedge, unsigned char *vedge, |
1584 | unsigned char *corners, int correct) |
3870c4d8 |
1585 | { |
1586 | int cx = COORD(x), cy = COORD(y); |
1587 | char str[80]; |
1588 | |
1589 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1590 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1591 | correct ? COL_CORRECT : COL_BACKGROUND); |
1592 | |
1593 | if (grid(state,x,y)) { |
1594 | sprintf(str, "%d", grid(state,x,y)); |
1595 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
1596 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
1597 | } |
1598 | |
1599 | /* |
1600 | * Draw edges. |
1601 | */ |
08dd70c3 |
1602 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1603 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1604 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1605 | COL_LINE); |
1606 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1607 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1608 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1609 | COL_LINE); |
1610 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1611 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1612 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1613 | COL_LINE); |
1614 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1615 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1616 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1617 | COL_LINE); |
3870c4d8 |
1618 | |
1619 | /* |
1620 | * Draw corners. |
1621 | */ |
ec9a0f09 |
1622 | if (index(state,corners,x,y)) |
08dd70c3 |
1623 | draw_rect(fe, cx, cy, 2, 2, |
ec9a0f09 |
1624 | COLOUR(index(state,corners,x,y))); |
1625 | if (x+1 < state->w && index(state,corners,x+1,y)) |
08dd70c3 |
1626 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
ec9a0f09 |
1627 | COLOUR(index(state,corners,x+1,y))); |
1628 | if (y+1 < state->h && index(state,corners,x,y+1)) |
08dd70c3 |
1629 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1630 | COLOUR(index(state,corners,x,y+1))); |
1631 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
08dd70c3 |
1632 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1633 | COLOUR(index(state,corners,x+1,y+1))); |
3870c4d8 |
1634 | |
1635 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1636 | } |
1637 | |
be8d5aa1 |
1638 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1639 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
1640 | float animtime, float flashtime) |
3870c4d8 |
1641 | { |
1642 | int x, y; |
1643 | unsigned char *correct; |
ec9a0f09 |
1644 | unsigned char *hedge, *vedge, *corners; |
3870c4d8 |
1645 | |
1646 | correct = get_correct(state); |
1647 | |
08dd70c3 |
1648 | if (ui->dragged) { |
1649 | hedge = snewn(state->w*state->h, unsigned char); |
1650 | vedge = snewn(state->w*state->h, unsigned char); |
1651 | memcpy(hedge, state->hedge, state->w*state->h); |
1652 | memcpy(vedge, state->vedge, state->w*state->h); |
1653 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1654 | } else { |
1655 | hedge = state->hedge; |
1656 | vedge = state->vedge; |
1657 | } |
1658 | |
ec9a0f09 |
1659 | corners = snewn(state->w * state->h, unsigned char); |
1660 | memset(corners, 0, state->w * state->h); |
1661 | for (x = 0; x < state->w; x++) |
1662 | for (y = 0; y < state->h; y++) { |
1663 | if (x > 0) { |
1664 | int e = index(state, vedge, x, y); |
1665 | if (index(state,corners,x,y) < e) |
1666 | index(state,corners,x,y) = e; |
1667 | if (y+1 < state->h && |
1668 | index(state,corners,x,y+1) < e) |
1669 | index(state,corners,x,y+1) = e; |
1670 | } |
1671 | if (y > 0) { |
1672 | int e = index(state, hedge, x, y); |
1673 | if (index(state,corners,x,y) < e) |
1674 | index(state,corners,x,y) = e; |
1675 | if (x+1 < state->w && |
1676 | index(state,corners,x+1,y) < e) |
1677 | index(state,corners,x+1,y) = e; |
1678 | } |
1679 | } |
1680 | |
3870c4d8 |
1681 | if (!ds->started) { |
105a00d0 |
1682 | draw_rect(fe, 0, 0, |
1683 | state->w * TILE_SIZE + 2*BORDER + 1, |
1684 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
1685 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1686 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1687 | ds->started = TRUE; |
863c3945 |
1688 | draw_update(fe, 0, 0, |
1689 | state->w * TILE_SIZE + 2*BORDER + 1, |
1690 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
1691 | } |
1692 | |
1693 | for (x = 0; x < state->w; x++) |
1694 | for (y = 0; y < state->h; y++) { |
ec9a0f09 |
1695 | unsigned int c = 0; |
08dd70c3 |
1696 | |
1697 | if (HRANGE(state,x,y)) |
1698 | c |= index(state,hedge,x,y); |
eddb22e8 |
1699 | if (HRANGE(state,x,y+1)) |
1700 | c |= index(state,hedge,x,y+1) << 2; |
08dd70c3 |
1701 | if (VRANGE(state,x,y)) |
1702 | c |= index(state,vedge,x,y) << 4; |
eddb22e8 |
1703 | if (VRANGE(state,x+1,y)) |
1704 | c |= index(state,vedge,x+1,y) << 6; |
ec9a0f09 |
1705 | c |= index(state,corners,x,y) << 8; |
1706 | if (x+1 < state->w) |
1707 | c |= index(state,corners,x+1,y) << 10; |
1708 | if (y+1 < state->h) |
1709 | c |= index(state,corners,x,y+1) << 12; |
1710 | if (x+1 < state->w && y+1 < state->h) |
1711 | c |= index(state,corners,x+1,y+1) << 14; |
ef29354c |
1712 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
1713 | c |= CORRECT; |
1714 | |
1715 | if (index(ds,ds->visible,x,y) != c) { |
ec9a0f09 |
1716 | draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); |
1717 | index(ds,ds->visible,x,y) = c; |
3870c4d8 |
1718 | } |
1719 | } |
1720 | |
08dd70c3 |
1721 | if (hedge != state->hedge) { |
1722 | sfree(hedge); |
1723 | sfree(vedge); |
1724 | } |
1725 | |
11c44cf5 |
1726 | sfree(corners); |
3870c4d8 |
1727 | sfree(correct); |
1728 | } |
1729 | |
be8d5aa1 |
1730 | static float game_anim_length(game_state *oldstate, |
1731 | game_state *newstate, int dir) |
3870c4d8 |
1732 | { |
1733 | return 0.0F; |
1734 | } |
1735 | |
be8d5aa1 |
1736 | static float game_flash_length(game_state *oldstate, |
1737 | game_state *newstate, int dir) |
3870c4d8 |
1738 | { |
2ac6d24e |
1739 | if (!oldstate->completed && newstate->completed && |
1740 | !oldstate->cheated && !newstate->cheated) |
ef29354c |
1741 | return FLASH_TIME; |
3870c4d8 |
1742 | return 0.0F; |
1743 | } |
1744 | |
be8d5aa1 |
1745 | static int game_wants_statusbar(void) |
3870c4d8 |
1746 | { |
1747 | return FALSE; |
1748 | } |
be8d5aa1 |
1749 | |
1750 | #ifdef COMBINED |
1751 | #define thegame rect |
1752 | #endif |
1753 | |
1754 | const struct game thegame = { |
1d228b10 |
1755 | "Rectangles", "games.rectangles", |
be8d5aa1 |
1756 | default_params, |
1757 | game_fetch_preset, |
1758 | decode_params, |
1759 | encode_params, |
1760 | free_params, |
1761 | dup_params, |
1d228b10 |
1762 | TRUE, game_configure, custom_params, |
be8d5aa1 |
1763 | validate_params, |
1185e3c5 |
1764 | new_game_desc, |
6f2d8d7c |
1765 | game_free_aux_info, |
1185e3c5 |
1766 | validate_desc, |
be8d5aa1 |
1767 | new_game, |
1768 | dup_game, |
1769 | free_game, |
2ac6d24e |
1770 | TRUE, solve_game, |
6ad5ed74 |
1771 | TRUE, game_text_format, |
be8d5aa1 |
1772 | new_ui, |
1773 | free_ui, |
1774 | make_move, |
1775 | game_size, |
1776 | game_colours, |
1777 | game_new_drawstate, |
1778 | game_free_drawstate, |
1779 | game_redraw, |
1780 | game_anim_length, |
1781 | game_flash_length, |
1782 | game_wants_statusbar, |
1783 | }; |