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 | |
42 | const char *const game_name = "Rectangles"; |
43 | const int game_can_configure = TRUE; |
44 | |
45 | enum { |
46 | COL_BACKGROUND, |
47 | COL_CORRECT, |
48 | COL_LINE, |
49 | COL_TEXT, |
50 | COL_GRID, |
08dd70c3 |
51 | COL_DRAG, |
3870c4d8 |
52 | NCOLOURS |
53 | }; |
54 | |
55 | struct game_params { |
56 | int w, h; |
57 | }; |
58 | |
59 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
60 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
61 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
62 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
63 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
64 | |
65 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
66 | (y) >= dy && (y) < (state)->h ) |
67 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
68 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
69 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
70 | |
71 | #define TILE_SIZE 24 |
72 | #define BORDER 18 |
73 | |
d4e7900f |
74 | #define CORNER_TOLERANCE 0.15F |
75 | #define CENTRE_TOLERANCE 0.15F |
76 | |
ef29354c |
77 | #define FLASH_TIME 0.13F |
78 | |
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79 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
80 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
81 | |
82 | struct game_state { |
83 | int w, h; |
84 | int *grid; /* contains the numbers */ |
85 | unsigned char *vedge; /* (w+1) x h */ |
86 | unsigned char *hedge; /* w x (h+1) */ |
ef29354c |
87 | int completed; |
3870c4d8 |
88 | }; |
89 | |
90 | game_params *default_params(void) |
91 | { |
92 | game_params *ret = snew(game_params); |
93 | |
94 | ret->w = ret->h = 7; |
95 | |
96 | return ret; |
97 | } |
98 | |
99 | int game_fetch_preset(int i, char **name, game_params **params) |
100 | { |
101 | game_params *ret; |
102 | int w, h; |
103 | char buf[80]; |
104 | |
105 | switch (i) { |
106 | case 0: w = 7, h = 7; break; |
107 | case 1: w = 11, h = 11; break; |
108 | case 2: w = 15, h = 15; break; |
109 | case 3: w = 19, h = 19; break; |
110 | default: return FALSE; |
111 | } |
112 | |
113 | sprintf(buf, "%dx%d", w, h); |
114 | *name = dupstr(buf); |
115 | *params = ret = snew(game_params); |
116 | ret->w = w; |
117 | ret->h = h; |
118 | return TRUE; |
119 | } |
120 | |
121 | void free_params(game_params *params) |
122 | { |
123 | sfree(params); |
124 | } |
125 | |
126 | game_params *dup_params(game_params *params) |
127 | { |
128 | game_params *ret = snew(game_params); |
129 | *ret = *params; /* structure copy */ |
130 | return ret; |
131 | } |
132 | |
b0e26073 |
133 | game_params *decode_params(char const *string) |
134 | { |
135 | game_params *ret = default_params(); |
136 | |
137 | ret->w = ret->h = atoi(string); |
138 | while (*string && isdigit(*string)) string++; |
139 | if (*string == 'x') { |
140 | string++; |
141 | ret->h = atoi(string); |
142 | } |
143 | |
144 | return ret; |
145 | } |
146 | |
147 | char *encode_params(game_params *params) |
148 | { |
149 | char data[256]; |
150 | |
151 | sprintf(data, "%dx%d", params->w, params->h); |
152 | |
153 | return dupstr(data); |
154 | } |
155 | |
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156 | config_item *game_configure(game_params *params) |
157 | { |
158 | config_item *ret; |
159 | char buf[80]; |
160 | |
161 | ret = snewn(5, config_item); |
162 | |
163 | ret[0].name = "Width"; |
164 | ret[0].type = C_STRING; |
165 | sprintf(buf, "%d", params->w); |
166 | ret[0].sval = dupstr(buf); |
167 | ret[0].ival = 0; |
168 | |
169 | ret[1].name = "Height"; |
170 | ret[1].type = C_STRING; |
171 | sprintf(buf, "%d", params->h); |
172 | ret[1].sval = dupstr(buf); |
173 | ret[1].ival = 0; |
174 | |
175 | ret[2].name = NULL; |
176 | ret[2].type = C_END; |
177 | ret[2].sval = NULL; |
178 | ret[2].ival = 0; |
179 | |
180 | return ret; |
181 | } |
182 | |
183 | game_params *custom_params(config_item *cfg) |
184 | { |
185 | game_params *ret = snew(game_params); |
186 | |
187 | ret->w = atoi(cfg[0].sval); |
188 | ret->h = atoi(cfg[1].sval); |
189 | |
190 | return ret; |
191 | } |
192 | |
193 | char *validate_params(game_params *params) |
194 | { |
195 | if (params->w <= 0 && params->h <= 0) |
196 | return "Width and height must both be greater than zero"; |
d4e7900f |
197 | if (params->w < 2 && params->h < 2) |
198 | return "Grid area must be greater than one"; |
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199 | return NULL; |
200 | } |
201 | |
202 | struct rect { |
203 | int x, y; |
204 | int w, h; |
205 | }; |
206 | |
207 | struct rectlist { |
208 | struct rect *rects; |
209 | int n; |
210 | }; |
211 | |
212 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
213 | { |
214 | int rw, rh; |
215 | int x, y; |
216 | int maxarea; |
217 | struct rect *rects = NULL; |
218 | int nrects = 0, rectsize = 0; |
219 | |
220 | /* |
d4e7900f |
221 | * Maximum rectangle area is 1/6 of total grid size, unless |
222 | * this means we can't place any rectangles at all in which |
223 | * case we set it to 2 at minimum. |
3870c4d8 |
224 | */ |
225 | maxarea = params->w * params->h / 6; |
d4e7900f |
226 | if (maxarea < 2) |
227 | maxarea = 2; |
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228 | |
229 | for (rw = 1; rw <= params->w; rw++) |
230 | for (rh = 1; rh <= params->h; rh++) { |
231 | if (rw * rh > maxarea) |
232 | continue; |
233 | if (rw * rh == 1) |
234 | continue; |
235 | for (x = 0; x <= params->w - rw; x++) |
236 | for (y = 0; y <= params->h - rh; y++) { |
3870c4d8 |
237 | if (nrects >= rectsize) { |
238 | rectsize = nrects + 256; |
239 | rects = sresize(rects, rectsize, struct rect); |
240 | } |
241 | |
242 | rects[nrects].x = x; |
243 | rects[nrects].y = y; |
244 | rects[nrects].w = rw; |
245 | rects[nrects].h = rh; |
246 | nrects++; |
247 | } |
248 | } |
249 | |
250 | if (nrects > 0) { |
251 | struct rectlist *ret; |
252 | ret = snew(struct rectlist); |
253 | ret->rects = rects; |
254 | ret->n = nrects; |
255 | return ret; |
256 | } else { |
257 | assert(rects == NULL); /* hence no need to free */ |
258 | return NULL; |
259 | } |
260 | } |
261 | |
262 | static void free_rectlist(struct rectlist *list) |
263 | { |
264 | sfree(list->rects); |
265 | sfree(list); |
266 | } |
267 | |
268 | static void place_rect(game_params *params, int *grid, struct rect r) |
269 | { |
270 | int idx = INDEX(params, r.x, r.y); |
271 | int x, y; |
272 | |
273 | for (x = r.x; x < r.x+r.w; x++) |
274 | for (y = r.y; y < r.y+r.h; y++) { |
275 | index(params, grid, x, y) = idx; |
276 | } |
277 | #ifdef GENERATION_DIAGNOSTICS |
278 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
279 | r.x, r.y, r.w, r.h); |
280 | #endif |
281 | } |
282 | |
283 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
284 | { |
285 | int idx, w, h; |
286 | struct rect r; |
287 | |
288 | /* |
289 | * Find the top left of the rectangle. |
290 | */ |
291 | idx = index(params, grid, x, y); |
292 | |
293 | if (idx < 0) { |
294 | r.x = x; |
295 | r.y = y; |
296 | r.w = r.h = 1; |
297 | return r; /* 1x1 singleton here */ |
298 | } |
299 | |
300 | y = idx / params->w; |
301 | x = idx % params->w; |
302 | |
303 | /* |
304 | * Find the width and height of the rectangle. |
305 | */ |
306 | for (w = 1; |
307 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
308 | w++); |
309 | for (h = 1; |
310 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
311 | h++); |
312 | |
313 | r.x = x; |
314 | r.y = y; |
315 | r.w = w; |
316 | r.h = h; |
317 | |
318 | return r; |
319 | } |
320 | |
321 | #ifdef GENERATION_DIAGNOSTICS |
322 | static void display_grid(game_params *params, int *grid, int *numbers) |
323 | { |
324 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
325 | unsigned char); |
326 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
327 | int x, y; |
328 | int r = (params->w*2+3); |
329 | |
330 | for (x = 0; x < params->w; x++) |
331 | for (y = 0; y < params->h; y++) { |
332 | int i = index(params, grid, x, y); |
333 | if (x == 0 || index(params, grid, x-1, y) != i) |
334 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
335 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
336 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
337 | if (y == 0 || index(params, grid, x, y-1) != i) |
338 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
339 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
340 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
341 | } |
342 | |
343 | for (y = 1; y < 2*params->h+2; y++) { |
344 | for (x = 1; x < 2*params->w+2; x++) { |
345 | if (!((y|x)&1)) { |
346 | int k = index(params, numbers, x/2-1, y/2-1); |
347 | if (k) printf("%2d", k); else printf(" "); |
348 | } else if (!((y&x)&1)) { |
349 | int v = egrid[y*r+x]; |
350 | if ((y&1) && v) v = '-'; |
351 | if ((x&1) && v) v = '|'; |
352 | if (!v) v = ' '; |
353 | putchar(v); |
354 | if (!(x&1)) putchar(v); |
355 | } else { |
356 | int c, d = 0; |
357 | if (egrid[y*r+(x+1)]) d |= 1; |
358 | if (egrid[(y-1)*r+x]) d |= 2; |
359 | if (egrid[y*r+(x-1)]) d |= 4; |
360 | if (egrid[(y+1)*r+x]) d |= 8; |
361 | c = " ??+?-++?+|+++++"[d]; |
362 | putchar(c); |
363 | if (!(x&1)) putchar(c); |
364 | } |
365 | } |
366 | putchar('\n'); |
367 | } |
368 | |
369 | sfree(egrid); |
370 | } |
371 | #endif |
372 | |
373 | char *new_game_seed(game_params *params, random_state *rs) |
374 | { |
375 | int *grid, *numbers; |
376 | struct rectlist *list; |
377 | int x, y, run, i; |
378 | char *seed, *p; |
379 | |
380 | grid = snewn(params->w * params->h, int); |
381 | numbers = snewn(params->w * params->h, int); |
382 | |
383 | for (y = 0; y < params->h; y++) |
384 | for (x = 0; x < params->w; x++) { |
385 | index(params, grid, x, y) = -1; |
386 | index(params, numbers, x, y) = 0; |
387 | } |
388 | |
389 | list = get_rectlist(params, grid); |
390 | assert(list != NULL); |
391 | |
392 | /* |
393 | * Place rectangles until we can't any more. |
394 | */ |
395 | while (list->n > 0) { |
396 | int i, m; |
397 | struct rect r; |
398 | |
399 | /* |
400 | * Pick a random rectangle. |
401 | */ |
402 | i = random_upto(rs, list->n); |
403 | r = list->rects[i]; |
404 | |
405 | /* |
406 | * Place it. |
407 | */ |
408 | place_rect(params, grid, r); |
409 | |
410 | /* |
411 | * Winnow the list by removing any rectangles which |
412 | * overlap this one. |
413 | */ |
414 | m = 0; |
415 | for (i = 0; i < list->n; i++) { |
416 | struct rect s = list->rects[i]; |
417 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
418 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
419 | list->rects[m++] = s; |
420 | } |
421 | list->n = m; |
422 | } |
423 | |
424 | free_rectlist(list); |
425 | |
426 | /* |
427 | * Deal with singleton spaces remaining in the grid, one by |
428 | * one. |
429 | * |
430 | * We do this by making a local change to the layout. There are |
431 | * several possibilities: |
432 | * |
433 | * +-----+-----+ Here, we can remove the singleton by |
434 | * | | | extending the 1x2 rectangle below it |
435 | * +--+--+-----+ into a 1x3. |
436 | * | | | | |
437 | * | +--+ | |
438 | * | | | | |
439 | * | | | | |
440 | * | | | | |
441 | * +--+--+-----+ |
442 | * |
443 | * +--+--+--+ Here, that trick doesn't work: there's no |
444 | * | | | 1 x n rectangle with the singleton at one |
445 | * | | | end. Instead, we extend a 1 x n rectangle |
446 | * | | | _out_ from the singleton, shaving a layer |
447 | * +--+--+ | off the end of another rectangle. So if we |
448 | * | | | | extended up, we'd make our singleton part |
449 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
450 | * | | | used to be; or we could extend right into |
451 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
452 | * |
453 | * +-----+--+ Here, we can't even do _that_, since any |
454 | * | | | direction we choose to extend the singleton |
455 | * +--+--+ | will produce a new singleton as a result of |
456 | * | | | | truncating one of the size-2 rectangles. |
457 | * | +--+--+ Fortunately, this case can _only_ occur when |
458 | * | | | a singleton is surrounded by four size-2s |
459 | * +--+-----+ in this fashion; so instead we can simply |
460 | * replace the whole section with a single 3x3. |
461 | */ |
462 | for (x = 0; x < params->w; x++) { |
463 | for (y = 0; y < params->h; y++) { |
464 | if (index(params, grid, x, y) < 0) { |
465 | int dirs[4], ndirs; |
466 | |
467 | #ifdef GENERATION_DIAGNOSTICS |
468 | display_grid(params, grid, numbers); |
469 | printf("singleton at %d,%d\n", x, y); |
470 | #endif |
471 | |
472 | /* |
473 | * Check in which directions we can feasibly extend |
474 | * the singleton. We can extend in a particular |
475 | * direction iff either: |
476 | * |
477 | * - the rectangle on that side of the singleton |
478 | * is not 2x1, and we are at one end of the edge |
479 | * of it we are touching |
480 | * |
481 | * - it is 2x1 but we are on its short side. |
482 | * |
483 | * FIXME: we could plausibly choose between these |
484 | * based on the sizes of the rectangles they would |
485 | * create? |
486 | */ |
487 | ndirs = 0; |
488 | if (x < params->w-1) { |
489 | struct rect r = find_rect(params, grid, x+1, y); |
490 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
491 | dirs[ndirs++] = 1; /* right */ |
492 | } |
493 | if (y > 0) { |
494 | struct rect r = find_rect(params, grid, x, y-1); |
495 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
496 | dirs[ndirs++] = 2; /* up */ |
497 | } |
498 | if (x > 0) { |
499 | struct rect r = find_rect(params, grid, x-1, y); |
500 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
501 | dirs[ndirs++] = 4; /* left */ |
502 | } |
503 | if (y < params->h-1) { |
504 | struct rect r = find_rect(params, grid, x, y+1); |
505 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
506 | dirs[ndirs++] = 8; /* down */ |
507 | } |
508 | |
509 | if (ndirs > 0) { |
510 | int which, dir; |
511 | struct rect r1, r2; |
512 | |
513 | which = random_upto(rs, ndirs); |
514 | dir = dirs[which]; |
515 | |
516 | switch (dir) { |
517 | case 1: /* right */ |
518 | assert(x < params->w+1); |
519 | #ifdef GENERATION_DIAGNOSTICS |
520 | printf("extending right\n"); |
521 | #endif |
522 | r1 = find_rect(params, grid, x+1, y); |
523 | r2.x = x; |
524 | r2.y = y; |
525 | r2.w = 1 + r1.w; |
526 | r2.h = 1; |
527 | if (r1.y == y) |
528 | r1.y++; |
529 | r1.h--; |
530 | break; |
531 | case 2: /* up */ |
532 | assert(y > 0); |
533 | #ifdef GENERATION_DIAGNOSTICS |
534 | printf("extending up\n"); |
535 | #endif |
536 | r1 = find_rect(params, grid, x, y-1); |
537 | r2.x = x; |
538 | r2.y = r1.y; |
539 | r2.w = 1; |
540 | r2.h = 1 + r1.h; |
541 | if (r1.x == x) |
542 | r1.x++; |
543 | r1.w--; |
544 | break; |
545 | case 4: /* left */ |
546 | assert(x > 0); |
547 | #ifdef GENERATION_DIAGNOSTICS |
548 | printf("extending left\n"); |
549 | #endif |
550 | r1 = find_rect(params, grid, x-1, y); |
551 | r2.x = r1.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 8: /* down */ |
560 | assert(y < params->h+1); |
561 | #ifdef GENERATION_DIAGNOSTICS |
562 | printf("extending down\n"); |
563 | #endif |
564 | r1 = find_rect(params, grid, x, y+1); |
565 | r2.x = x; |
566 | r2.y = 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 | } |
574 | if (r1.h > 0 && r1.w > 0) |
575 | place_rect(params, grid, r1); |
576 | place_rect(params, grid, r2); |
577 | } else { |
578 | #ifndef NDEBUG |
579 | /* |
580 | * Sanity-check that there really is a 3x3 |
581 | * rectangle surrounding this singleton and it |
582 | * contains absolutely everything we could |
583 | * possibly need. |
584 | */ |
585 | { |
586 | int xx, yy; |
587 | assert(x > 0 && x < params->w-1); |
588 | assert(y > 0 && y < params->h-1); |
589 | |
590 | for (xx = x-1; xx <= x+1; xx++) |
591 | for (yy = y-1; yy <= y+1; yy++) { |
592 | struct rect r = find_rect(params,grid,xx,yy); |
593 | assert(r.x >= x-1); |
594 | assert(r.y >= y-1); |
595 | assert(r.x+r.w-1 <= x+1); |
596 | assert(r.y+r.h-1 <= y+1); |
597 | } |
598 | } |
599 | #endif |
600 | |
601 | #ifdef GENERATION_DIAGNOSTICS |
602 | printf("need the 3x3 trick\n"); |
603 | #endif |
604 | |
605 | /* |
606 | * FIXME: If the maximum rectangle area for |
607 | * this grid is less than 9, we ought to |
608 | * subdivide the 3x3 in some fashion. There are |
609 | * five other possibilities: |
610 | * |
611 | * - a 6 and a 3 |
612 | * - a 4, a 3 and a 2 |
613 | * - three 3s |
614 | * - a 3 and three 2s (two different arrangements). |
615 | */ |
616 | |
617 | { |
618 | struct rect r; |
619 | r.x = x-1; |
620 | r.y = y-1; |
621 | r.w = r.h = 3; |
622 | place_rect(params, grid, r); |
623 | } |
624 | } |
625 | } |
626 | } |
627 | } |
628 | |
629 | /* |
630 | * Place numbers. |
631 | */ |
632 | for (x = 0; x < params->w; x++) { |
633 | for (y = 0; y < params->h; y++) { |
634 | int idx = INDEX(params, x, y); |
635 | if (index(params, grid, x, y) == idx) { |
636 | struct rect r = find_rect(params, grid, x, y); |
637 | int n, xx, yy; |
638 | |
639 | /* |
640 | * Decide where to put the number. |
641 | */ |
642 | n = random_upto(rs, r.w*r.h); |
643 | yy = n / r.w; |
644 | xx = n % r.w; |
645 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
646 | } |
647 | } |
648 | } |
649 | |
650 | #ifdef GENERATION_DIAGNOSTICS |
651 | display_grid(params, grid, numbers); |
652 | #endif |
653 | |
654 | seed = snewn(11 * params->w * params->h, char); |
655 | p = seed; |
656 | run = 0; |
657 | for (i = 0; i <= params->w * params->h; i++) { |
658 | int n = (i < params->w * params->h ? numbers[i] : -1); |
659 | |
660 | if (!n) |
661 | run++; |
662 | else { |
663 | if (run) { |
664 | while (run > 0) { |
665 | int c = 'a' - 1 + run; |
666 | if (run > 26) |
667 | c = 'z'; |
668 | *p++ = c; |
669 | run -= c - ('a' - 1); |
670 | } |
671 | } else { |
672 | *p++ = '_'; |
673 | } |
674 | if (n > 0) |
675 | p += sprintf(p, "%d", n); |
676 | run = 0; |
677 | } |
678 | } |
679 | *p = '\0'; |
680 | |
681 | sfree(grid); |
682 | sfree(numbers); |
683 | |
684 | return seed; |
685 | } |
686 | |
687 | char *validate_seed(game_params *params, char *seed) |
688 | { |
689 | int area = params->w * params->h; |
690 | int squares = 0; |
691 | |
692 | while (*seed) { |
693 | int n = *seed++; |
694 | if (n >= 'a' && n <= 'z') { |
695 | squares += n - 'a' + 1; |
696 | } else if (n == '_') { |
697 | /* do nothing */; |
698 | } else if (n > '0' && n <= '9') { |
9bb5bf60 |
699 | squares++; |
3870c4d8 |
700 | while (*seed >= '0' && *seed <= '9') |
701 | seed++; |
702 | } else |
703 | return "Invalid character in game specification"; |
704 | } |
705 | |
706 | if (squares < area) |
707 | return "Not enough data to fill grid"; |
708 | |
709 | if (squares > area) |
710 | return "Too much data to fit in grid"; |
711 | |
712 | return NULL; |
713 | } |
714 | |
715 | game_state *new_game(game_params *params, char *seed) |
716 | { |
717 | game_state *state = snew(game_state); |
718 | int x, y, i, area; |
719 | |
720 | state->w = params->w; |
721 | state->h = params->h; |
722 | |
723 | area = state->w * state->h; |
724 | |
725 | state->grid = snewn(area, int); |
726 | state->vedge = snewn(area, unsigned char); |
727 | state->hedge = snewn(area, unsigned char); |
ef29354c |
728 | state->completed = FALSE; |
3870c4d8 |
729 | |
730 | i = 0; |
731 | while (*seed) { |
732 | int n = *seed++; |
733 | if (n >= 'a' && n <= 'z') { |
734 | int run = n - 'a' + 1; |
735 | assert(i + run <= area); |
736 | while (run-- > 0) |
737 | state->grid[i++] = 0; |
738 | } else if (n == '_') { |
739 | /* do nothing */; |
740 | } else if (n > '0' && n <= '9') { |
741 | assert(i < area); |
742 | state->grid[i++] = atoi(seed-1); |
743 | while (*seed >= '0' && *seed <= '9') |
744 | seed++; |
745 | } else { |
746 | assert(!"We can't get here"); |
747 | } |
748 | } |
749 | assert(i == area); |
750 | |
751 | for (y = 0; y < state->h; y++) |
752 | for (x = 0; x < state->w; x++) |
753 | vedge(state,x,y) = hedge(state,x,y) = 0; |
754 | |
755 | return state; |
756 | } |
757 | |
758 | game_state *dup_game(game_state *state) |
759 | { |
760 | game_state *ret = snew(game_state); |
761 | |
762 | ret->w = state->w; |
763 | ret->h = state->h; |
764 | |
765 | ret->vedge = snewn(state->w * state->h, unsigned char); |
766 | ret->hedge = snewn(state->w * state->h, unsigned char); |
767 | ret->grid = snewn(state->w * state->h, int); |
768 | |
ef29354c |
769 | ret->completed = state->completed; |
770 | |
3870c4d8 |
771 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
772 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
773 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
774 | |
775 | return ret; |
776 | } |
777 | |
778 | void free_game(game_state *state) |
779 | { |
780 | sfree(state->grid); |
781 | sfree(state->vedge); |
782 | sfree(state->hedge); |
783 | sfree(state); |
784 | } |
785 | |
786 | static unsigned char *get_correct(game_state *state) |
787 | { |
788 | unsigned char *ret; |
789 | int x, y; |
790 | |
791 | ret = snewn(state->w * state->h, unsigned char); |
792 | memset(ret, 0xFF, state->w * state->h); |
793 | |
794 | for (x = 0; x < state->w; x++) |
795 | for (y = 0; y < state->h; y++) |
796 | if (index(state,ret,x,y) == 0xFF) { |
797 | int rw, rh; |
798 | int xx, yy; |
799 | int num, area, valid; |
800 | |
801 | /* |
802 | * Find a rectangle starting at this point. |
803 | */ |
804 | rw = 1; |
805 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
806 | rw++; |
807 | rh = 1; |
808 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
809 | rh++; |
810 | |
811 | /* |
812 | * We know what the dimensions of the rectangle |
813 | * should be if it's there at all. Find out if we |
814 | * really have a valid rectangle. |
815 | */ |
816 | valid = TRUE; |
817 | /* Check the horizontal edges. */ |
818 | for (xx = x; xx < x+rw; xx++) { |
819 | for (yy = y; yy <= y+rh; yy++) { |
820 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
821 | int ec = (yy == y || yy == y+rh); |
822 | if (e != ec) |
823 | valid = FALSE; |
824 | } |
825 | } |
826 | /* Check the vertical edges. */ |
827 | for (yy = y; yy < y+rh; yy++) { |
828 | for (xx = x; xx <= x+rw; xx++) { |
829 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
830 | int ec = (xx == x || xx == x+rw); |
831 | if (e != ec) |
832 | valid = FALSE; |
833 | } |
834 | } |
835 | |
836 | /* |
837 | * If this is not a valid rectangle with no other |
838 | * edges inside it, we just mark this square as not |
839 | * complete and proceed to the next square. |
840 | */ |
841 | if (!valid) { |
842 | index(state, ret, x, y) = 0; |
843 | continue; |
844 | } |
845 | |
846 | /* |
847 | * We have a rectangle. Now see what its area is, |
848 | * and how many numbers are in it. |
849 | */ |
850 | num = 0; |
851 | area = 0; |
852 | for (xx = x; xx < x+rw; xx++) { |
853 | for (yy = y; yy < y+rh; yy++) { |
854 | area++; |
855 | if (grid(state,xx,yy)) { |
856 | if (num > 0) |
857 | valid = FALSE; /* two numbers */ |
858 | num = grid(state,xx,yy); |
859 | } |
860 | } |
861 | } |
862 | if (num != area) |
863 | valid = FALSE; |
864 | |
865 | /* |
866 | * Now fill in the whole rectangle based on the |
867 | * value of `valid'. |
868 | */ |
869 | for (xx = x; xx < x+rw; xx++) { |
870 | for (yy = y; yy < y+rh; yy++) { |
871 | index(state, ret, xx, yy) = valid; |
872 | } |
873 | } |
874 | } |
875 | |
876 | return ret; |
877 | } |
878 | |
08dd70c3 |
879 | struct game_ui { |
880 | /* |
881 | * These coordinates are 2 times the obvious grid coordinates. |
882 | * Hence, the top left of the grid is (0,0), the grid point to |
883 | * the right of that is (2,0), the one _below that_ is (2,2) |
884 | * and so on. This is so that we can specify a drag start point |
885 | * on an edge (one odd coordinate) or in the middle of a square |
886 | * (two odd coordinates) rather than always at a corner. |
887 | * |
888 | * -1,-1 means no drag is in progress. |
889 | */ |
890 | int drag_start_x; |
891 | int drag_start_y; |
892 | int drag_end_x; |
893 | int drag_end_y; |
894 | /* |
895 | * This flag is set as soon as a dragging action moves the |
896 | * mouse pointer away from its starting point, so that even if |
897 | * the pointer _returns_ to its starting point the action is |
898 | * treated as a small drag rather than a click. |
899 | */ |
900 | int dragged; |
901 | }; |
902 | |
74a4e547 |
903 | game_ui *new_ui(game_state *state) |
904 | { |
08dd70c3 |
905 | game_ui *ui = snew(game_ui); |
906 | ui->drag_start_x = -1; |
907 | ui->drag_start_y = -1; |
908 | ui->drag_end_x = -1; |
909 | ui->drag_end_y = -1; |
910 | ui->dragged = FALSE; |
911 | return ui; |
74a4e547 |
912 | } |
913 | |
914 | void free_ui(game_ui *ui) |
915 | { |
08dd70c3 |
916 | sfree(ui); |
917 | } |
918 | |
d4e7900f |
919 | void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
920 | { |
d4e7900f |
921 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
922 | |
923 | /* |
d4e7900f |
924 | * Find the nearest square-centre. |
08dd70c3 |
925 | */ |
d4e7900f |
926 | xs = (float)floor(x) + 0.5F; |
927 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
928 | |
929 | /* |
d4e7900f |
930 | * And find the nearest grid vertex. |
08dd70c3 |
931 | */ |
d4e7900f |
932 | xv = (float)floor(x + 0.5F); |
933 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
934 | |
935 | /* |
d4e7900f |
936 | * We allocate clicks in parts of the grid square to either |
937 | * corners, edges or square centres, as follows: |
938 | * |
939 | * +--+--------+--+ |
940 | * | | | | |
941 | * +--+ +--+ |
942 | * | `. ,' | |
943 | * | +--+ | |
944 | * | | | | |
945 | * | +--+ | |
946 | * | ,' `. | |
947 | * +--+ +--+ |
948 | * | | | | |
949 | * +--+--------+--+ |
950 | * |
951 | * (Not to scale!) |
952 | * |
953 | * In other words: we measure the square distance (i.e. |
954 | * max(dx,dy)) from the click to the nearest corner, and if |
955 | * it's within CORNER_TOLERANCE then we return a corner click. |
956 | * We measure the square distance from the click to the nearest |
957 | * centre, and if that's within CENTRE_TOLERANCE we return a |
958 | * centre click. Failing that, we find which of the two edge |
959 | * centres is nearer to the click and return that edge. |
08dd70c3 |
960 | */ |
d4e7900f |
961 | |
962 | /* |
963 | * Check for corner click. |
964 | */ |
965 | dx = (float)fabs(x - xv); |
966 | dy = (float)fabs(y - yv); |
967 | dist = (dx > dy ? dx : dy); |
968 | if (dist < CORNER_TOLERANCE) { |
969 | *xr = 2 * (int)xv; |
970 | *yr = 2 * (int)yv; |
971 | } else { |
972 | /* |
973 | * Check for centre click. |
974 | */ |
975 | dx = (float)fabs(x - xs); |
976 | dy = (float)fabs(y - ys); |
977 | dist = (dx > dy ? dx : dy); |
978 | if (dist < CENTRE_TOLERANCE) { |
979 | *xr = 1 + 2 * (int)xs; |
980 | *yr = 1 + 2 * (int)ys; |
981 | } else { |
982 | /* |
983 | * Failing both of those, see which edge we're closer to. |
984 | * Conveniently, this is simply done by testing the relative |
985 | * magnitude of dx and dy (which are currently distances from |
986 | * the square centre). |
987 | */ |
988 | if (dx > dy) { |
989 | /* Vertical edge: x-coord of corner, |
990 | * y-coord of square centre. */ |
991 | *xr = 2 * (int)xv; |
992 | *yr = 1 + 2 * (int)ys; |
993 | } else { |
994 | /* Horizontal edge: x-coord of square centre, |
995 | * y-coord of corner. */ |
996 | *xr = 1 + 2 * (int)xs; |
997 | *yr = 2 * (int)yv; |
998 | } |
999 | } |
1000 | } |
08dd70c3 |
1001 | } |
1002 | |
1003 | static void ui_draw_rect(game_state *state, game_ui *ui, |
1004 | unsigned char *hedge, unsigned char *vedge, int c) |
1005 | { |
1006 | int x1, x2, y1, y2, x, y, t; |
1007 | |
1008 | x1 = ui->drag_start_x; |
1009 | x2 = ui->drag_end_x; |
1010 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
1011 | |
1012 | y1 = ui->drag_start_y; |
1013 | y2 = ui->drag_end_y; |
1014 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
1015 | |
1016 | x1 = x1 / 2; /* rounds down */ |
1017 | x2 = (x2+1) / 2; /* rounds up */ |
1018 | y1 = y1 / 2; /* rounds down */ |
1019 | y2 = (y2+1) / 2; /* rounds up */ |
1020 | |
1021 | /* |
1022 | * Draw horizontal edges of rectangles. |
1023 | */ |
1024 | for (x = x1; x < x2; x++) |
1025 | for (y = y1; y <= y2; y++) |
1026 | if (HRANGE(state,x,y)) { |
1027 | int val = index(state,hedge,x,y); |
1028 | if (y == y1 || y == y2) |
1029 | val = c; |
1030 | else if (c == 1) |
1031 | val = 0; |
1032 | index(state,hedge,x,y) = val; |
1033 | } |
1034 | |
1035 | /* |
1036 | * Draw vertical edges of rectangles. |
1037 | */ |
1038 | for (y = y1; y < y2; y++) |
1039 | for (x = x1; x <= x2; x++) |
1040 | if (VRANGE(state,x,y)) { |
1041 | int val = index(state,vedge,x,y); |
1042 | if (x == x1 || x == x2) |
1043 | val = c; |
1044 | else if (c == 1) |
1045 | val = 0; |
1046 | index(state,vedge,x,y) = val; |
1047 | } |
74a4e547 |
1048 | } |
1049 | |
1050 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
3870c4d8 |
1051 | { |
08dd70c3 |
1052 | int xc, yc; |
1053 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
1054 | game_state *ret; |
1055 | |
08dd70c3 |
1056 | if (button == LEFT_BUTTON) { |
1057 | startdrag = TRUE; |
1058 | } else if (button == LEFT_RELEASE) { |
1059 | enddrag = TRUE; |
1060 | } else if (button != LEFT_DRAG) { |
1061 | return NULL; |
1062 | } |
1063 | |
d4e7900f |
1064 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
1065 | |
1066 | if (startdrag) { |
1067 | ui->drag_start_x = xc; |
1068 | ui->drag_start_y = yc; |
1069 | ui->drag_end_x = xc; |
1070 | ui->drag_end_y = yc; |
1071 | ui->dragged = FALSE; |
1072 | active = TRUE; |
1073 | } |
3870c4d8 |
1074 | |
08dd70c3 |
1075 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1076 | ui->drag_end_x = xc; |
1077 | ui->drag_end_y = yc; |
1078 | ui->dragged = TRUE; |
1079 | active = TRUE; |
1080 | } |
3870c4d8 |
1081 | |
934797c7 |
1082 | ret = NULL; |
1083 | |
1084 | if (enddrag) { |
1085 | if (xc >= 0 && xc <= 2*from->w && |
1086 | yc >= 0 && yc <= 2*from->h) { |
1087 | ret = dup_game(from); |
1088 | |
1089 | if (ui->dragged) { |
1090 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1091 | } else { |
1092 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1093 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1094 | } |
1095 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1096 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1097 | } |
1098 | } |
3870c4d8 |
1099 | |
934797c7 |
1100 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1101 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1102 | free_game(ret); |
1103 | ret = NULL; |
1104 | } |
ef29354c |
1105 | |
1106 | /* |
1107 | * We've made a real change to the grid. Check to see |
1108 | * if the game has been completed. |
1109 | */ |
d4e7900f |
1110 | if (ret && !ret->completed) { |
ef29354c |
1111 | int x, y, ok; |
1112 | unsigned char *correct = get_correct(ret); |
1113 | |
1114 | ok = TRUE; |
1115 | for (x = 0; x < ret->w; x++) |
1116 | for (y = 0; y < ret->h; y++) |
1117 | if (!index(ret, correct, x, y)) |
1118 | ok = FALSE; |
1119 | |
1120 | sfree(correct); |
1121 | |
1122 | if (ok) |
1123 | ret->completed = TRUE; |
1124 | } |
934797c7 |
1125 | } |
1126 | |
1127 | ui->drag_start_x = -1; |
1128 | ui->drag_start_y = -1; |
1129 | ui->drag_end_x = -1; |
1130 | ui->drag_end_y = -1; |
1131 | ui->dragged = FALSE; |
1132 | active = TRUE; |
3870c4d8 |
1133 | } |
1134 | |
934797c7 |
1135 | if (ret) |
1136 | return ret; /* a move has been made */ |
1137 | else if (active) |
08dd70c3 |
1138 | return from; /* UI activity has occurred */ |
934797c7 |
1139 | else |
1140 | return NULL; |
3870c4d8 |
1141 | } |
1142 | |
1143 | /* ---------------------------------------------------------------------- |
1144 | * Drawing routines. |
1145 | */ |
1146 | |
ec9a0f09 |
1147 | #define CORRECT 65536 |
08dd70c3 |
1148 | |
1149 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1150 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1151 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1152 | |
1153 | struct game_drawstate { |
1154 | int started; |
1155 | int w, h; |
ec9a0f09 |
1156 | unsigned int *visible; |
3870c4d8 |
1157 | }; |
1158 | |
1159 | void game_size(game_params *params, int *x, int *y) |
1160 | { |
1161 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1162 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1163 | } |
1164 | |
1165 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1166 | { |
1167 | float *ret = snewn(3 * NCOLOURS, float); |
1168 | |
1169 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1170 | |
1171 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1172 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1173 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1174 | |
08dd70c3 |
1175 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1176 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1177 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1178 | |
3870c4d8 |
1179 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1180 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1181 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1182 | |
1183 | ret[COL_LINE * 3 + 0] = 0.0F; |
1184 | ret[COL_LINE * 3 + 1] = 0.0F; |
1185 | ret[COL_LINE * 3 + 2] = 0.0F; |
1186 | |
1187 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1188 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1189 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1190 | |
1191 | *ncolours = NCOLOURS; |
1192 | return ret; |
1193 | } |
1194 | |
1195 | game_drawstate *game_new_drawstate(game_state *state) |
1196 | { |
1197 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1198 | int i; |
3870c4d8 |
1199 | |
1200 | ds->started = FALSE; |
1201 | ds->w = state->w; |
1202 | ds->h = state->h; |
ec9a0f09 |
1203 | ds->visible = snewn(ds->w * ds->h, unsigned int); |
08dd70c3 |
1204 | for (i = 0; i < ds->w * ds->h; i++) |
1205 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1206 | |
1207 | return ds; |
1208 | } |
1209 | |
1210 | void game_free_drawstate(game_drawstate *ds) |
1211 | { |
1212 | sfree(ds->visible); |
1213 | sfree(ds); |
1214 | } |
1215 | |
08dd70c3 |
1216 | void draw_tile(frontend *fe, game_state *state, int x, int y, |
ec9a0f09 |
1217 | unsigned char *hedge, unsigned char *vedge, |
1218 | unsigned char *corners, int correct) |
3870c4d8 |
1219 | { |
1220 | int cx = COORD(x), cy = COORD(y); |
1221 | char str[80]; |
1222 | |
1223 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1224 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1225 | correct ? COL_CORRECT : COL_BACKGROUND); |
1226 | |
1227 | if (grid(state,x,y)) { |
1228 | sprintf(str, "%d", grid(state,x,y)); |
1229 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
1230 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
1231 | } |
1232 | |
1233 | /* |
1234 | * Draw edges. |
1235 | */ |
08dd70c3 |
1236 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1237 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1238 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1239 | COL_LINE); |
1240 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1241 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1242 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1243 | COL_LINE); |
1244 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1245 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1246 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1247 | COL_LINE); |
1248 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1249 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1250 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1251 | COL_LINE); |
3870c4d8 |
1252 | |
1253 | /* |
1254 | * Draw corners. |
1255 | */ |
ec9a0f09 |
1256 | if (index(state,corners,x,y)) |
08dd70c3 |
1257 | draw_rect(fe, cx, cy, 2, 2, |
ec9a0f09 |
1258 | COLOUR(index(state,corners,x,y))); |
1259 | if (x+1 < state->w && index(state,corners,x+1,y)) |
08dd70c3 |
1260 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
ec9a0f09 |
1261 | COLOUR(index(state,corners,x+1,y))); |
1262 | if (y+1 < state->h && index(state,corners,x,y+1)) |
08dd70c3 |
1263 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1264 | COLOUR(index(state,corners,x,y+1))); |
1265 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
08dd70c3 |
1266 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1267 | COLOUR(index(state,corners,x+1,y+1))); |
3870c4d8 |
1268 | |
1269 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1270 | } |
1271 | |
1272 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
1273 | game_state *state, game_ui *ui, |
1274 | float animtime, float flashtime) |
3870c4d8 |
1275 | { |
1276 | int x, y; |
1277 | unsigned char *correct; |
ec9a0f09 |
1278 | unsigned char *hedge, *vedge, *corners; |
3870c4d8 |
1279 | |
1280 | correct = get_correct(state); |
1281 | |
08dd70c3 |
1282 | if (ui->dragged) { |
1283 | hedge = snewn(state->w*state->h, unsigned char); |
1284 | vedge = snewn(state->w*state->h, unsigned char); |
1285 | memcpy(hedge, state->hedge, state->w*state->h); |
1286 | memcpy(vedge, state->vedge, state->w*state->h); |
1287 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1288 | } else { |
1289 | hedge = state->hedge; |
1290 | vedge = state->vedge; |
1291 | } |
1292 | |
ec9a0f09 |
1293 | corners = snewn(state->w * state->h, unsigned char); |
1294 | memset(corners, 0, state->w * state->h); |
1295 | for (x = 0; x < state->w; x++) |
1296 | for (y = 0; y < state->h; y++) { |
1297 | if (x > 0) { |
1298 | int e = index(state, vedge, x, y); |
1299 | if (index(state,corners,x,y) < e) |
1300 | index(state,corners,x,y) = e; |
1301 | if (y+1 < state->h && |
1302 | index(state,corners,x,y+1) < e) |
1303 | index(state,corners,x,y+1) = e; |
1304 | } |
1305 | if (y > 0) { |
1306 | int e = index(state, hedge, x, y); |
1307 | if (index(state,corners,x,y) < e) |
1308 | index(state,corners,x,y) = e; |
1309 | if (x+1 < state->w && |
1310 | index(state,corners,x+1,y) < e) |
1311 | index(state,corners,x+1,y) = e; |
1312 | } |
1313 | } |
1314 | |
3870c4d8 |
1315 | if (!ds->started) { |
105a00d0 |
1316 | draw_rect(fe, 0, 0, |
1317 | state->w * TILE_SIZE + 2*BORDER + 1, |
1318 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
1319 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1320 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1321 | ds->started = TRUE; |
863c3945 |
1322 | draw_update(fe, 0, 0, |
1323 | state->w * TILE_SIZE + 2*BORDER + 1, |
1324 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
1325 | } |
1326 | |
1327 | for (x = 0; x < state->w; x++) |
1328 | for (y = 0; y < state->h; y++) { |
ec9a0f09 |
1329 | unsigned int c = 0; |
08dd70c3 |
1330 | |
1331 | if (HRANGE(state,x,y)) |
1332 | c |= index(state,hedge,x,y); |
eddb22e8 |
1333 | if (HRANGE(state,x,y+1)) |
1334 | c |= index(state,hedge,x,y+1) << 2; |
08dd70c3 |
1335 | if (VRANGE(state,x,y)) |
1336 | c |= index(state,vedge,x,y) << 4; |
eddb22e8 |
1337 | if (VRANGE(state,x+1,y)) |
1338 | c |= index(state,vedge,x+1,y) << 6; |
ec9a0f09 |
1339 | c |= index(state,corners,x,y) << 8; |
1340 | if (x+1 < state->w) |
1341 | c |= index(state,corners,x+1,y) << 10; |
1342 | if (y+1 < state->h) |
1343 | c |= index(state,corners,x,y+1) << 12; |
1344 | if (x+1 < state->w && y+1 < state->h) |
1345 | c |= index(state,corners,x+1,y+1) << 14; |
ef29354c |
1346 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
1347 | c |= CORRECT; |
1348 | |
1349 | if (index(ds,ds->visible,x,y) != c) { |
ec9a0f09 |
1350 | draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); |
1351 | index(ds,ds->visible,x,y) = c; |
3870c4d8 |
1352 | } |
1353 | } |
1354 | |
08dd70c3 |
1355 | if (hedge != state->hedge) { |
1356 | sfree(hedge); |
1357 | sfree(vedge); |
1358 | } |
1359 | |
3870c4d8 |
1360 | sfree(correct); |
1361 | } |
1362 | |
1363 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1364 | { |
1365 | return 0.0F; |
1366 | } |
1367 | |
1368 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1369 | { |
ef29354c |
1370 | if (!oldstate->completed && newstate->completed) |
1371 | return FLASH_TIME; |
3870c4d8 |
1372 | return 0.0F; |
1373 | } |
1374 | |
1375 | int game_wants_statusbar(void) |
1376 | { |
1377 | return FALSE; |
1378 | } |