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> |
37 | #include <math.h> |
38 | |
39 | #include "puzzles.h" |
40 | |
41 | const char *const game_name = "Rectangles"; |
42 | const int game_can_configure = TRUE; |
43 | |
44 | enum { |
45 | COL_BACKGROUND, |
46 | COL_CORRECT, |
47 | COL_LINE, |
48 | COL_TEXT, |
49 | COL_GRID, |
08dd70c3 |
50 | COL_DRAG, |
3870c4d8 |
51 | NCOLOURS |
52 | }; |
53 | |
54 | struct game_params { |
55 | int w, h; |
56 | }; |
57 | |
58 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
59 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
60 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
61 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
62 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
63 | |
64 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
65 | (y) >= dy && (y) < (state)->h ) |
66 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
67 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
68 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
69 | |
70 | #define TILE_SIZE 24 |
71 | #define BORDER 18 |
72 | |
d4e7900f |
73 | #define CORNER_TOLERANCE 0.15F |
74 | #define CENTRE_TOLERANCE 0.15F |
75 | |
ef29354c |
76 | #define FLASH_TIME 0.13F |
77 | |
3870c4d8 |
78 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
79 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
80 | |
81 | struct game_state { |
82 | int w, h; |
83 | int *grid; /* contains the numbers */ |
84 | unsigned char *vedge; /* (w+1) x h */ |
85 | unsigned char *hedge; /* w x (h+1) */ |
ef29354c |
86 | int completed; |
3870c4d8 |
87 | }; |
88 | |
89 | game_params *default_params(void) |
90 | { |
91 | game_params *ret = snew(game_params); |
92 | |
93 | ret->w = ret->h = 7; |
94 | |
95 | return ret; |
96 | } |
97 | |
98 | int game_fetch_preset(int i, char **name, game_params **params) |
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; |
117 | return TRUE; |
118 | } |
119 | |
120 | void free_params(game_params *params) |
121 | { |
122 | sfree(params); |
123 | } |
124 | |
125 | game_params *dup_params(game_params *params) |
126 | { |
127 | game_params *ret = snew(game_params); |
128 | *ret = *params; /* structure copy */ |
129 | return ret; |
130 | } |
131 | |
132 | config_item *game_configure(game_params *params) |
133 | { |
134 | config_item *ret; |
135 | char buf[80]; |
136 | |
137 | ret = snewn(5, config_item); |
138 | |
139 | ret[0].name = "Width"; |
140 | ret[0].type = C_STRING; |
141 | sprintf(buf, "%d", params->w); |
142 | ret[0].sval = dupstr(buf); |
143 | ret[0].ival = 0; |
144 | |
145 | ret[1].name = "Height"; |
146 | ret[1].type = C_STRING; |
147 | sprintf(buf, "%d", params->h); |
148 | ret[1].sval = dupstr(buf); |
149 | ret[1].ival = 0; |
150 | |
151 | ret[2].name = NULL; |
152 | ret[2].type = C_END; |
153 | ret[2].sval = NULL; |
154 | ret[2].ival = 0; |
155 | |
156 | return ret; |
157 | } |
158 | |
159 | game_params *custom_params(config_item *cfg) |
160 | { |
161 | game_params *ret = snew(game_params); |
162 | |
163 | ret->w = atoi(cfg[0].sval); |
164 | ret->h = atoi(cfg[1].sval); |
165 | |
166 | return ret; |
167 | } |
168 | |
169 | char *validate_params(game_params *params) |
170 | { |
171 | if (params->w <= 0 && params->h <= 0) |
172 | return "Width and height must both be greater than zero"; |
d4e7900f |
173 | if (params->w < 2 && params->h < 2) |
174 | return "Grid area must be greater than one"; |
3870c4d8 |
175 | return NULL; |
176 | } |
177 | |
178 | struct rect { |
179 | int x, y; |
180 | int w, h; |
181 | }; |
182 | |
183 | struct rectlist { |
184 | struct rect *rects; |
185 | int n; |
186 | }; |
187 | |
188 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
189 | { |
190 | int rw, rh; |
191 | int x, y; |
192 | int maxarea; |
193 | struct rect *rects = NULL; |
194 | int nrects = 0, rectsize = 0; |
195 | |
196 | /* |
d4e7900f |
197 | * Maximum rectangle area is 1/6 of total grid size, unless |
198 | * this means we can't place any rectangles at all in which |
199 | * case we set it to 2 at minimum. |
3870c4d8 |
200 | */ |
201 | maxarea = params->w * params->h / 6; |
d4e7900f |
202 | if (maxarea < 2) |
203 | maxarea = 2; |
3870c4d8 |
204 | |
205 | for (rw = 1; rw <= params->w; rw++) |
206 | for (rh = 1; rh <= params->h; rh++) { |
207 | if (rw * rh > maxarea) |
208 | continue; |
209 | if (rw * rh == 1) |
210 | continue; |
211 | for (x = 0; x <= params->w - rw; x++) |
212 | for (y = 0; y <= params->h - rh; y++) { |
3870c4d8 |
213 | if (nrects >= rectsize) { |
214 | rectsize = nrects + 256; |
215 | rects = sresize(rects, rectsize, struct rect); |
216 | } |
217 | |
218 | rects[nrects].x = x; |
219 | rects[nrects].y = y; |
220 | rects[nrects].w = rw; |
221 | rects[nrects].h = rh; |
222 | nrects++; |
223 | } |
224 | } |
225 | |
226 | if (nrects > 0) { |
227 | struct rectlist *ret; |
228 | ret = snew(struct rectlist); |
229 | ret->rects = rects; |
230 | ret->n = nrects; |
231 | return ret; |
232 | } else { |
233 | assert(rects == NULL); /* hence no need to free */ |
234 | return NULL; |
235 | } |
236 | } |
237 | |
238 | static void free_rectlist(struct rectlist *list) |
239 | { |
240 | sfree(list->rects); |
241 | sfree(list); |
242 | } |
243 | |
244 | static void place_rect(game_params *params, int *grid, struct rect r) |
245 | { |
246 | int idx = INDEX(params, r.x, r.y); |
247 | int x, y; |
248 | |
249 | for (x = r.x; x < r.x+r.w; x++) |
250 | for (y = r.y; y < r.y+r.h; y++) { |
251 | index(params, grid, x, y) = idx; |
252 | } |
253 | #ifdef GENERATION_DIAGNOSTICS |
254 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
255 | r.x, r.y, r.w, r.h); |
256 | #endif |
257 | } |
258 | |
259 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
260 | { |
261 | int idx, w, h; |
262 | struct rect r; |
263 | |
264 | /* |
265 | * Find the top left of the rectangle. |
266 | */ |
267 | idx = index(params, grid, x, y); |
268 | |
269 | if (idx < 0) { |
270 | r.x = x; |
271 | r.y = y; |
272 | r.w = r.h = 1; |
273 | return r; /* 1x1 singleton here */ |
274 | } |
275 | |
276 | y = idx / params->w; |
277 | x = idx % params->w; |
278 | |
279 | /* |
280 | * Find the width and height of the rectangle. |
281 | */ |
282 | for (w = 1; |
283 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
284 | w++); |
285 | for (h = 1; |
286 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
287 | h++); |
288 | |
289 | r.x = x; |
290 | r.y = y; |
291 | r.w = w; |
292 | r.h = h; |
293 | |
294 | return r; |
295 | } |
296 | |
297 | #ifdef GENERATION_DIAGNOSTICS |
298 | static void display_grid(game_params *params, int *grid, int *numbers) |
299 | { |
300 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
301 | unsigned char); |
302 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
303 | int x, y; |
304 | int r = (params->w*2+3); |
305 | |
306 | for (x = 0; x < params->w; x++) |
307 | for (y = 0; y < params->h; y++) { |
308 | int i = index(params, grid, x, y); |
309 | if (x == 0 || index(params, grid, x-1, y) != i) |
310 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
311 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
312 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
313 | if (y == 0 || index(params, grid, x, y-1) != i) |
314 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
315 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
316 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
317 | } |
318 | |
319 | for (y = 1; y < 2*params->h+2; y++) { |
320 | for (x = 1; x < 2*params->w+2; x++) { |
321 | if (!((y|x)&1)) { |
322 | int k = index(params, numbers, x/2-1, y/2-1); |
323 | if (k) printf("%2d", k); else printf(" "); |
324 | } else if (!((y&x)&1)) { |
325 | int v = egrid[y*r+x]; |
326 | if ((y&1) && v) v = '-'; |
327 | if ((x&1) && v) v = '|'; |
328 | if (!v) v = ' '; |
329 | putchar(v); |
330 | if (!(x&1)) putchar(v); |
331 | } else { |
332 | int c, d = 0; |
333 | if (egrid[y*r+(x+1)]) d |= 1; |
334 | if (egrid[(y-1)*r+x]) d |= 2; |
335 | if (egrid[y*r+(x-1)]) d |= 4; |
336 | if (egrid[(y+1)*r+x]) d |= 8; |
337 | c = " ??+?-++?+|+++++"[d]; |
338 | putchar(c); |
339 | if (!(x&1)) putchar(c); |
340 | } |
341 | } |
342 | putchar('\n'); |
343 | } |
344 | |
345 | sfree(egrid); |
346 | } |
347 | #endif |
348 | |
349 | char *new_game_seed(game_params *params, random_state *rs) |
350 | { |
351 | int *grid, *numbers; |
352 | struct rectlist *list; |
353 | int x, y, run, i; |
354 | char *seed, *p; |
355 | |
356 | grid = snewn(params->w * params->h, int); |
357 | numbers = snewn(params->w * params->h, int); |
358 | |
359 | for (y = 0; y < params->h; y++) |
360 | for (x = 0; x < params->w; x++) { |
361 | index(params, grid, x, y) = -1; |
362 | index(params, numbers, x, y) = 0; |
363 | } |
364 | |
365 | list = get_rectlist(params, grid); |
366 | assert(list != NULL); |
367 | |
368 | /* |
369 | * Place rectangles until we can't any more. |
370 | */ |
371 | while (list->n > 0) { |
372 | int i, m; |
373 | struct rect r; |
374 | |
375 | /* |
376 | * Pick a random rectangle. |
377 | */ |
378 | i = random_upto(rs, list->n); |
379 | r = list->rects[i]; |
380 | |
381 | /* |
382 | * Place it. |
383 | */ |
384 | place_rect(params, grid, r); |
385 | |
386 | /* |
387 | * Winnow the list by removing any rectangles which |
388 | * overlap this one. |
389 | */ |
390 | m = 0; |
391 | for (i = 0; i < list->n; i++) { |
392 | struct rect s = list->rects[i]; |
393 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
394 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
395 | list->rects[m++] = s; |
396 | } |
397 | list->n = m; |
398 | } |
399 | |
400 | free_rectlist(list); |
401 | |
402 | /* |
403 | * Deal with singleton spaces remaining in the grid, one by |
404 | * one. |
405 | * |
406 | * We do this by making a local change to the layout. There are |
407 | * several possibilities: |
408 | * |
409 | * +-----+-----+ Here, we can remove the singleton by |
410 | * | | | extending the 1x2 rectangle below it |
411 | * +--+--+-----+ into a 1x3. |
412 | * | | | | |
413 | * | +--+ | |
414 | * | | | | |
415 | * | | | | |
416 | * | | | | |
417 | * +--+--+-----+ |
418 | * |
419 | * +--+--+--+ Here, that trick doesn't work: there's no |
420 | * | | | 1 x n rectangle with the singleton at one |
421 | * | | | end. Instead, we extend a 1 x n rectangle |
422 | * | | | _out_ from the singleton, shaving a layer |
423 | * +--+--+ | off the end of another rectangle. So if we |
424 | * | | | | extended up, we'd make our singleton part |
425 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
426 | * | | | used to be; or we could extend right into |
427 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
428 | * |
429 | * +-----+--+ Here, we can't even do _that_, since any |
430 | * | | | direction we choose to extend the singleton |
431 | * +--+--+ | will produce a new singleton as a result of |
432 | * | | | | truncating one of the size-2 rectangles. |
433 | * | +--+--+ Fortunately, this case can _only_ occur when |
434 | * | | | a singleton is surrounded by four size-2s |
435 | * +--+-----+ in this fashion; so instead we can simply |
436 | * replace the whole section with a single 3x3. |
437 | */ |
438 | for (x = 0; x < params->w; x++) { |
439 | for (y = 0; y < params->h; y++) { |
440 | if (index(params, grid, x, y) < 0) { |
441 | int dirs[4], ndirs; |
442 | |
443 | #ifdef GENERATION_DIAGNOSTICS |
444 | display_grid(params, grid, numbers); |
445 | printf("singleton at %d,%d\n", x, y); |
446 | #endif |
447 | |
448 | /* |
449 | * Check in which directions we can feasibly extend |
450 | * the singleton. We can extend in a particular |
451 | * direction iff either: |
452 | * |
453 | * - the rectangle on that side of the singleton |
454 | * is not 2x1, and we are at one end of the edge |
455 | * of it we are touching |
456 | * |
457 | * - it is 2x1 but we are on its short side. |
458 | * |
459 | * FIXME: we could plausibly choose between these |
460 | * based on the sizes of the rectangles they would |
461 | * create? |
462 | */ |
463 | ndirs = 0; |
464 | if (x < params->w-1) { |
465 | struct rect r = find_rect(params, grid, x+1, y); |
466 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
467 | dirs[ndirs++] = 1; /* right */ |
468 | } |
469 | if (y > 0) { |
470 | struct rect r = find_rect(params, grid, x, y-1); |
471 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
472 | dirs[ndirs++] = 2; /* up */ |
473 | } |
474 | if (x > 0) { |
475 | struct rect r = find_rect(params, grid, x-1, y); |
476 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
477 | dirs[ndirs++] = 4; /* left */ |
478 | } |
479 | if (y < params->h-1) { |
480 | struct rect r = find_rect(params, grid, x, y+1); |
481 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
482 | dirs[ndirs++] = 8; /* down */ |
483 | } |
484 | |
485 | if (ndirs > 0) { |
486 | int which, dir; |
487 | struct rect r1, r2; |
488 | |
489 | which = random_upto(rs, ndirs); |
490 | dir = dirs[which]; |
491 | |
492 | switch (dir) { |
493 | case 1: /* right */ |
494 | assert(x < params->w+1); |
495 | #ifdef GENERATION_DIAGNOSTICS |
496 | printf("extending right\n"); |
497 | #endif |
498 | r1 = find_rect(params, grid, x+1, y); |
499 | r2.x = x; |
500 | r2.y = y; |
501 | r2.w = 1 + r1.w; |
502 | r2.h = 1; |
503 | if (r1.y == y) |
504 | r1.y++; |
505 | r1.h--; |
506 | break; |
507 | case 2: /* up */ |
508 | assert(y > 0); |
509 | #ifdef GENERATION_DIAGNOSTICS |
510 | printf("extending up\n"); |
511 | #endif |
512 | r1 = find_rect(params, grid, x, y-1); |
513 | r2.x = x; |
514 | r2.y = r1.y; |
515 | r2.w = 1; |
516 | r2.h = 1 + r1.h; |
517 | if (r1.x == x) |
518 | r1.x++; |
519 | r1.w--; |
520 | break; |
521 | case 4: /* left */ |
522 | assert(x > 0); |
523 | #ifdef GENERATION_DIAGNOSTICS |
524 | printf("extending left\n"); |
525 | #endif |
526 | r1 = find_rect(params, grid, x-1, y); |
527 | r2.x = r1.x; |
528 | r2.y = y; |
529 | r2.w = 1 + r1.w; |
530 | r2.h = 1; |
531 | if (r1.y == y) |
532 | r1.y++; |
533 | r1.h--; |
534 | break; |
535 | case 8: /* down */ |
536 | assert(y < params->h+1); |
537 | #ifdef GENERATION_DIAGNOSTICS |
538 | printf("extending down\n"); |
539 | #endif |
540 | r1 = find_rect(params, grid, x, y+1); |
541 | r2.x = x; |
542 | r2.y = y; |
543 | r2.w = 1; |
544 | r2.h = 1 + r1.h; |
545 | if (r1.x == x) |
546 | r1.x++; |
547 | r1.w--; |
548 | break; |
549 | } |
550 | if (r1.h > 0 && r1.w > 0) |
551 | place_rect(params, grid, r1); |
552 | place_rect(params, grid, r2); |
553 | } else { |
554 | #ifndef NDEBUG |
555 | /* |
556 | * Sanity-check that there really is a 3x3 |
557 | * rectangle surrounding this singleton and it |
558 | * contains absolutely everything we could |
559 | * possibly need. |
560 | */ |
561 | { |
562 | int xx, yy; |
563 | assert(x > 0 && x < params->w-1); |
564 | assert(y > 0 && y < params->h-1); |
565 | |
566 | for (xx = x-1; xx <= x+1; xx++) |
567 | for (yy = y-1; yy <= y+1; yy++) { |
568 | struct rect r = find_rect(params,grid,xx,yy); |
569 | assert(r.x >= x-1); |
570 | assert(r.y >= y-1); |
571 | assert(r.x+r.w-1 <= x+1); |
572 | assert(r.y+r.h-1 <= y+1); |
573 | } |
574 | } |
575 | #endif |
576 | |
577 | #ifdef GENERATION_DIAGNOSTICS |
578 | printf("need the 3x3 trick\n"); |
579 | #endif |
580 | |
581 | /* |
582 | * FIXME: If the maximum rectangle area for |
583 | * this grid is less than 9, we ought to |
584 | * subdivide the 3x3 in some fashion. There are |
585 | * five other possibilities: |
586 | * |
587 | * - a 6 and a 3 |
588 | * - a 4, a 3 and a 2 |
589 | * - three 3s |
590 | * - a 3 and three 2s (two different arrangements). |
591 | */ |
592 | |
593 | { |
594 | struct rect r; |
595 | r.x = x-1; |
596 | r.y = y-1; |
597 | r.w = r.h = 3; |
598 | place_rect(params, grid, r); |
599 | } |
600 | } |
601 | } |
602 | } |
603 | } |
604 | |
605 | /* |
606 | * Place numbers. |
607 | */ |
608 | for (x = 0; x < params->w; x++) { |
609 | for (y = 0; y < params->h; y++) { |
610 | int idx = INDEX(params, x, y); |
611 | if (index(params, grid, x, y) == idx) { |
612 | struct rect r = find_rect(params, grid, x, y); |
613 | int n, xx, yy; |
614 | |
615 | /* |
616 | * Decide where to put the number. |
617 | */ |
618 | n = random_upto(rs, r.w*r.h); |
619 | yy = n / r.w; |
620 | xx = n % r.w; |
621 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
622 | } |
623 | } |
624 | } |
625 | |
626 | #ifdef GENERATION_DIAGNOSTICS |
627 | display_grid(params, grid, numbers); |
628 | #endif |
629 | |
630 | seed = snewn(11 * params->w * params->h, char); |
631 | p = seed; |
632 | run = 0; |
633 | for (i = 0; i <= params->w * params->h; i++) { |
634 | int n = (i < params->w * params->h ? numbers[i] : -1); |
635 | |
636 | if (!n) |
637 | run++; |
638 | else { |
639 | if (run) { |
640 | while (run > 0) { |
641 | int c = 'a' - 1 + run; |
642 | if (run > 26) |
643 | c = 'z'; |
644 | *p++ = c; |
645 | run -= c - ('a' - 1); |
646 | } |
647 | } else { |
648 | *p++ = '_'; |
649 | } |
650 | if (n > 0) |
651 | p += sprintf(p, "%d", n); |
652 | run = 0; |
653 | } |
654 | } |
655 | *p = '\0'; |
656 | |
657 | sfree(grid); |
658 | sfree(numbers); |
659 | |
660 | return seed; |
661 | } |
662 | |
663 | char *validate_seed(game_params *params, char *seed) |
664 | { |
665 | int area = params->w * params->h; |
666 | int squares = 0; |
667 | |
668 | while (*seed) { |
669 | int n = *seed++; |
670 | if (n >= 'a' && n <= 'z') { |
671 | squares += n - 'a' + 1; |
672 | } else if (n == '_') { |
673 | /* do nothing */; |
674 | } else if (n > '0' && n <= '9') { |
9bb5bf60 |
675 | squares++; |
3870c4d8 |
676 | while (*seed >= '0' && *seed <= '9') |
677 | seed++; |
678 | } else |
679 | return "Invalid character in game specification"; |
680 | } |
681 | |
682 | if (squares < area) |
683 | return "Not enough data to fill grid"; |
684 | |
685 | if (squares > area) |
686 | return "Too much data to fit in grid"; |
687 | |
688 | return NULL; |
689 | } |
690 | |
691 | game_state *new_game(game_params *params, char *seed) |
692 | { |
693 | game_state *state = snew(game_state); |
694 | int x, y, i, area; |
695 | |
696 | state->w = params->w; |
697 | state->h = params->h; |
698 | |
699 | area = state->w * state->h; |
700 | |
701 | state->grid = snewn(area, int); |
702 | state->vedge = snewn(area, unsigned char); |
703 | state->hedge = snewn(area, unsigned char); |
ef29354c |
704 | state->completed = FALSE; |
3870c4d8 |
705 | |
706 | i = 0; |
707 | while (*seed) { |
708 | int n = *seed++; |
709 | if (n >= 'a' && n <= 'z') { |
710 | int run = n - 'a' + 1; |
711 | assert(i + run <= area); |
712 | while (run-- > 0) |
713 | state->grid[i++] = 0; |
714 | } else if (n == '_') { |
715 | /* do nothing */; |
716 | } else if (n > '0' && n <= '9') { |
717 | assert(i < area); |
718 | state->grid[i++] = atoi(seed-1); |
719 | while (*seed >= '0' && *seed <= '9') |
720 | seed++; |
721 | } else { |
722 | assert(!"We can't get here"); |
723 | } |
724 | } |
725 | assert(i == area); |
726 | |
727 | for (y = 0; y < state->h; y++) |
728 | for (x = 0; x < state->w; x++) |
729 | vedge(state,x,y) = hedge(state,x,y) = 0; |
730 | |
731 | return state; |
732 | } |
733 | |
734 | game_state *dup_game(game_state *state) |
735 | { |
736 | game_state *ret = snew(game_state); |
737 | |
738 | ret->w = state->w; |
739 | ret->h = state->h; |
740 | |
741 | ret->vedge = snewn(state->w * state->h, unsigned char); |
742 | ret->hedge = snewn(state->w * state->h, unsigned char); |
743 | ret->grid = snewn(state->w * state->h, int); |
744 | |
ef29354c |
745 | ret->completed = state->completed; |
746 | |
3870c4d8 |
747 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
748 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
749 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
750 | |
751 | return ret; |
752 | } |
753 | |
754 | void free_game(game_state *state) |
755 | { |
756 | sfree(state->grid); |
757 | sfree(state->vedge); |
758 | sfree(state->hedge); |
759 | sfree(state); |
760 | } |
761 | |
762 | static unsigned char *get_correct(game_state *state) |
763 | { |
764 | unsigned char *ret; |
765 | int x, y; |
766 | |
767 | ret = snewn(state->w * state->h, unsigned char); |
768 | memset(ret, 0xFF, state->w * state->h); |
769 | |
770 | for (x = 0; x < state->w; x++) |
771 | for (y = 0; y < state->h; y++) |
772 | if (index(state,ret,x,y) == 0xFF) { |
773 | int rw, rh; |
774 | int xx, yy; |
775 | int num, area, valid; |
776 | |
777 | /* |
778 | * Find a rectangle starting at this point. |
779 | */ |
780 | rw = 1; |
781 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
782 | rw++; |
783 | rh = 1; |
784 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
785 | rh++; |
786 | |
787 | /* |
788 | * We know what the dimensions of the rectangle |
789 | * should be if it's there at all. Find out if we |
790 | * really have a valid rectangle. |
791 | */ |
792 | valid = TRUE; |
793 | /* Check the horizontal edges. */ |
794 | for (xx = x; xx < x+rw; xx++) { |
795 | for (yy = y; yy <= y+rh; yy++) { |
796 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
797 | int ec = (yy == y || yy == y+rh); |
798 | if (e != ec) |
799 | valid = FALSE; |
800 | } |
801 | } |
802 | /* Check the vertical edges. */ |
803 | for (yy = y; yy < y+rh; yy++) { |
804 | for (xx = x; xx <= x+rw; xx++) { |
805 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
806 | int ec = (xx == x || xx == x+rw); |
807 | if (e != ec) |
808 | valid = FALSE; |
809 | } |
810 | } |
811 | |
812 | /* |
813 | * If this is not a valid rectangle with no other |
814 | * edges inside it, we just mark this square as not |
815 | * complete and proceed to the next square. |
816 | */ |
817 | if (!valid) { |
818 | index(state, ret, x, y) = 0; |
819 | continue; |
820 | } |
821 | |
822 | /* |
823 | * We have a rectangle. Now see what its area is, |
824 | * and how many numbers are in it. |
825 | */ |
826 | num = 0; |
827 | area = 0; |
828 | for (xx = x; xx < x+rw; xx++) { |
829 | for (yy = y; yy < y+rh; yy++) { |
830 | area++; |
831 | if (grid(state,xx,yy)) { |
832 | if (num > 0) |
833 | valid = FALSE; /* two numbers */ |
834 | num = grid(state,xx,yy); |
835 | } |
836 | } |
837 | } |
838 | if (num != area) |
839 | valid = FALSE; |
840 | |
841 | /* |
842 | * Now fill in the whole rectangle based on the |
843 | * value of `valid'. |
844 | */ |
845 | for (xx = x; xx < x+rw; xx++) { |
846 | for (yy = y; yy < y+rh; yy++) { |
847 | index(state, ret, xx, yy) = valid; |
848 | } |
849 | } |
850 | } |
851 | |
852 | return ret; |
853 | } |
854 | |
08dd70c3 |
855 | struct game_ui { |
856 | /* |
857 | * These coordinates are 2 times the obvious grid coordinates. |
858 | * Hence, the top left of the grid is (0,0), the grid point to |
859 | * the right of that is (2,0), the one _below that_ is (2,2) |
860 | * and so on. This is so that we can specify a drag start point |
861 | * on an edge (one odd coordinate) or in the middle of a square |
862 | * (two odd coordinates) rather than always at a corner. |
863 | * |
864 | * -1,-1 means no drag is in progress. |
865 | */ |
866 | int drag_start_x; |
867 | int drag_start_y; |
868 | int drag_end_x; |
869 | int drag_end_y; |
870 | /* |
871 | * This flag is set as soon as a dragging action moves the |
872 | * mouse pointer away from its starting point, so that even if |
873 | * the pointer _returns_ to its starting point the action is |
874 | * treated as a small drag rather than a click. |
875 | */ |
876 | int dragged; |
877 | }; |
878 | |
74a4e547 |
879 | game_ui *new_ui(game_state *state) |
880 | { |
08dd70c3 |
881 | game_ui *ui = snew(game_ui); |
882 | ui->drag_start_x = -1; |
883 | ui->drag_start_y = -1; |
884 | ui->drag_end_x = -1; |
885 | ui->drag_end_y = -1; |
886 | ui->dragged = FALSE; |
887 | return ui; |
74a4e547 |
888 | } |
889 | |
890 | void free_ui(game_ui *ui) |
891 | { |
08dd70c3 |
892 | sfree(ui); |
893 | } |
894 | |
d4e7900f |
895 | void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
896 | { |
d4e7900f |
897 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
898 | |
899 | /* |
d4e7900f |
900 | * Find the nearest square-centre. |
08dd70c3 |
901 | */ |
d4e7900f |
902 | xs = (float)floor(x) + 0.5F; |
903 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
904 | |
905 | /* |
d4e7900f |
906 | * And find the nearest grid vertex. |
08dd70c3 |
907 | */ |
d4e7900f |
908 | xv = (float)floor(x + 0.5F); |
909 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
910 | |
911 | /* |
d4e7900f |
912 | * We allocate clicks in parts of the grid square to either |
913 | * corners, edges or square centres, as follows: |
914 | * |
915 | * +--+--------+--+ |
916 | * | | | | |
917 | * +--+ +--+ |
918 | * | `. ,' | |
919 | * | +--+ | |
920 | * | | | | |
921 | * | +--+ | |
922 | * | ,' `. | |
923 | * +--+ +--+ |
924 | * | | | | |
925 | * +--+--------+--+ |
926 | * |
927 | * (Not to scale!) |
928 | * |
929 | * In other words: we measure the square distance (i.e. |
930 | * max(dx,dy)) from the click to the nearest corner, and if |
931 | * it's within CORNER_TOLERANCE then we return a corner click. |
932 | * We measure the square distance from the click to the nearest |
933 | * centre, and if that's within CENTRE_TOLERANCE we return a |
934 | * centre click. Failing that, we find which of the two edge |
935 | * centres is nearer to the click and return that edge. |
08dd70c3 |
936 | */ |
d4e7900f |
937 | |
938 | /* |
939 | * Check for corner click. |
940 | */ |
941 | dx = (float)fabs(x - xv); |
942 | dy = (float)fabs(y - yv); |
943 | dist = (dx > dy ? dx : dy); |
944 | if (dist < CORNER_TOLERANCE) { |
945 | *xr = 2 * (int)xv; |
946 | *yr = 2 * (int)yv; |
947 | } else { |
948 | /* |
949 | * Check for centre click. |
950 | */ |
951 | dx = (float)fabs(x - xs); |
952 | dy = (float)fabs(y - ys); |
953 | dist = (dx > dy ? dx : dy); |
954 | if (dist < CENTRE_TOLERANCE) { |
955 | *xr = 1 + 2 * (int)xs; |
956 | *yr = 1 + 2 * (int)ys; |
957 | } else { |
958 | /* |
959 | * Failing both of those, see which edge we're closer to. |
960 | * Conveniently, this is simply done by testing the relative |
961 | * magnitude of dx and dy (which are currently distances from |
962 | * the square centre). |
963 | */ |
964 | if (dx > dy) { |
965 | /* Vertical edge: x-coord of corner, |
966 | * y-coord of square centre. */ |
967 | *xr = 2 * (int)xv; |
968 | *yr = 1 + 2 * (int)ys; |
969 | } else { |
970 | /* Horizontal edge: x-coord of square centre, |
971 | * y-coord of corner. */ |
972 | *xr = 1 + 2 * (int)xs; |
973 | *yr = 2 * (int)yv; |
974 | } |
975 | } |
976 | } |
08dd70c3 |
977 | } |
978 | |
979 | static void ui_draw_rect(game_state *state, game_ui *ui, |
980 | unsigned char *hedge, unsigned char *vedge, int c) |
981 | { |
982 | int x1, x2, y1, y2, x, y, t; |
983 | |
984 | x1 = ui->drag_start_x; |
985 | x2 = ui->drag_end_x; |
986 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
987 | |
988 | y1 = ui->drag_start_y; |
989 | y2 = ui->drag_end_y; |
990 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
991 | |
992 | x1 = x1 / 2; /* rounds down */ |
993 | x2 = (x2+1) / 2; /* rounds up */ |
994 | y1 = y1 / 2; /* rounds down */ |
995 | y2 = (y2+1) / 2; /* rounds up */ |
996 | |
997 | /* |
998 | * Draw horizontal edges of rectangles. |
999 | */ |
1000 | for (x = x1; x < x2; x++) |
1001 | for (y = y1; y <= y2; y++) |
1002 | if (HRANGE(state,x,y)) { |
1003 | int val = index(state,hedge,x,y); |
1004 | if (y == y1 || y == y2) |
1005 | val = c; |
1006 | else if (c == 1) |
1007 | val = 0; |
1008 | index(state,hedge,x,y) = val; |
1009 | } |
1010 | |
1011 | /* |
1012 | * Draw vertical edges of rectangles. |
1013 | */ |
1014 | for (y = y1; y < y2; y++) |
1015 | for (x = x1; x <= x2; x++) |
1016 | if (VRANGE(state,x,y)) { |
1017 | int val = index(state,vedge,x,y); |
1018 | if (x == x1 || x == x2) |
1019 | val = c; |
1020 | else if (c == 1) |
1021 | val = 0; |
1022 | index(state,vedge,x,y) = val; |
1023 | } |
74a4e547 |
1024 | } |
1025 | |
1026 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
3870c4d8 |
1027 | { |
08dd70c3 |
1028 | int xc, yc; |
1029 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
1030 | game_state *ret; |
1031 | |
08dd70c3 |
1032 | if (button == LEFT_BUTTON) { |
1033 | startdrag = TRUE; |
1034 | } else if (button == LEFT_RELEASE) { |
1035 | enddrag = TRUE; |
1036 | } else if (button != LEFT_DRAG) { |
1037 | return NULL; |
1038 | } |
1039 | |
d4e7900f |
1040 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
1041 | |
1042 | if (startdrag) { |
1043 | ui->drag_start_x = xc; |
1044 | ui->drag_start_y = yc; |
1045 | ui->drag_end_x = xc; |
1046 | ui->drag_end_y = yc; |
1047 | ui->dragged = FALSE; |
1048 | active = TRUE; |
1049 | } |
3870c4d8 |
1050 | |
08dd70c3 |
1051 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1052 | ui->drag_end_x = xc; |
1053 | ui->drag_end_y = yc; |
1054 | ui->dragged = TRUE; |
1055 | active = TRUE; |
1056 | } |
3870c4d8 |
1057 | |
934797c7 |
1058 | ret = NULL; |
1059 | |
1060 | if (enddrag) { |
1061 | if (xc >= 0 && xc <= 2*from->w && |
1062 | yc >= 0 && yc <= 2*from->h) { |
1063 | ret = dup_game(from); |
1064 | |
1065 | if (ui->dragged) { |
1066 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1067 | } else { |
1068 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1069 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1070 | } |
1071 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1072 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1073 | } |
1074 | } |
3870c4d8 |
1075 | |
934797c7 |
1076 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1077 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1078 | free_game(ret); |
1079 | ret = NULL; |
1080 | } |
ef29354c |
1081 | |
1082 | /* |
1083 | * We've made a real change to the grid. Check to see |
1084 | * if the game has been completed. |
1085 | */ |
d4e7900f |
1086 | if (ret && !ret->completed) { |
ef29354c |
1087 | int x, y, ok; |
1088 | unsigned char *correct = get_correct(ret); |
1089 | |
1090 | ok = TRUE; |
1091 | for (x = 0; x < ret->w; x++) |
1092 | for (y = 0; y < ret->h; y++) |
1093 | if (!index(ret, correct, x, y)) |
1094 | ok = FALSE; |
1095 | |
1096 | sfree(correct); |
1097 | |
1098 | if (ok) |
1099 | ret->completed = TRUE; |
1100 | } |
934797c7 |
1101 | } |
1102 | |
1103 | ui->drag_start_x = -1; |
1104 | ui->drag_start_y = -1; |
1105 | ui->drag_end_x = -1; |
1106 | ui->drag_end_y = -1; |
1107 | ui->dragged = FALSE; |
1108 | active = TRUE; |
3870c4d8 |
1109 | } |
1110 | |
934797c7 |
1111 | if (ret) |
1112 | return ret; /* a move has been made */ |
1113 | else if (active) |
08dd70c3 |
1114 | return from; /* UI activity has occurred */ |
934797c7 |
1115 | else |
1116 | return NULL; |
3870c4d8 |
1117 | } |
1118 | |
1119 | /* ---------------------------------------------------------------------- |
1120 | * Drawing routines. |
1121 | */ |
1122 | |
ec9a0f09 |
1123 | #define CORRECT 65536 |
08dd70c3 |
1124 | |
1125 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1126 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1127 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1128 | |
1129 | struct game_drawstate { |
1130 | int started; |
1131 | int w, h; |
ec9a0f09 |
1132 | unsigned int *visible; |
3870c4d8 |
1133 | }; |
1134 | |
1135 | void game_size(game_params *params, int *x, int *y) |
1136 | { |
1137 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1138 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1139 | } |
1140 | |
1141 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1142 | { |
1143 | float *ret = snewn(3 * NCOLOURS, float); |
1144 | |
1145 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1146 | |
1147 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1148 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1149 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1150 | |
08dd70c3 |
1151 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1152 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1153 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1154 | |
3870c4d8 |
1155 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1156 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1157 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1158 | |
1159 | ret[COL_LINE * 3 + 0] = 0.0F; |
1160 | ret[COL_LINE * 3 + 1] = 0.0F; |
1161 | ret[COL_LINE * 3 + 2] = 0.0F; |
1162 | |
1163 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1164 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1165 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1166 | |
1167 | *ncolours = NCOLOURS; |
1168 | return ret; |
1169 | } |
1170 | |
1171 | game_drawstate *game_new_drawstate(game_state *state) |
1172 | { |
1173 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1174 | int i; |
3870c4d8 |
1175 | |
1176 | ds->started = FALSE; |
1177 | ds->w = state->w; |
1178 | ds->h = state->h; |
ec9a0f09 |
1179 | ds->visible = snewn(ds->w * ds->h, unsigned int); |
08dd70c3 |
1180 | for (i = 0; i < ds->w * ds->h; i++) |
1181 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1182 | |
1183 | return ds; |
1184 | } |
1185 | |
1186 | void game_free_drawstate(game_drawstate *ds) |
1187 | { |
1188 | sfree(ds->visible); |
1189 | sfree(ds); |
1190 | } |
1191 | |
08dd70c3 |
1192 | void draw_tile(frontend *fe, game_state *state, int x, int y, |
ec9a0f09 |
1193 | unsigned char *hedge, unsigned char *vedge, |
1194 | unsigned char *corners, int correct) |
3870c4d8 |
1195 | { |
1196 | int cx = COORD(x), cy = COORD(y); |
1197 | char str[80]; |
1198 | |
1199 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1200 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1201 | correct ? COL_CORRECT : COL_BACKGROUND); |
1202 | |
1203 | if (grid(state,x,y)) { |
1204 | sprintf(str, "%d", grid(state,x,y)); |
1205 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
1206 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
1207 | } |
1208 | |
1209 | /* |
1210 | * Draw edges. |
1211 | */ |
08dd70c3 |
1212 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1213 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1214 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1215 | COL_LINE); |
1216 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1217 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1218 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1219 | COL_LINE); |
1220 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1221 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1222 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1223 | COL_LINE); |
1224 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1225 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1226 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1227 | COL_LINE); |
3870c4d8 |
1228 | |
1229 | /* |
1230 | * Draw corners. |
1231 | */ |
ec9a0f09 |
1232 | if (index(state,corners,x,y)) |
08dd70c3 |
1233 | draw_rect(fe, cx, cy, 2, 2, |
ec9a0f09 |
1234 | COLOUR(index(state,corners,x,y))); |
1235 | if (x+1 < state->w && index(state,corners,x+1,y)) |
08dd70c3 |
1236 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
ec9a0f09 |
1237 | COLOUR(index(state,corners,x+1,y))); |
1238 | if (y+1 < state->h && index(state,corners,x,y+1)) |
08dd70c3 |
1239 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1240 | COLOUR(index(state,corners,x,y+1))); |
1241 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
08dd70c3 |
1242 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1243 | COLOUR(index(state,corners,x+1,y+1))); |
3870c4d8 |
1244 | |
1245 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1246 | } |
1247 | |
1248 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
1249 | game_state *state, game_ui *ui, |
1250 | float animtime, float flashtime) |
3870c4d8 |
1251 | { |
1252 | int x, y; |
1253 | unsigned char *correct; |
ec9a0f09 |
1254 | unsigned char *hedge, *vedge, *corners; |
3870c4d8 |
1255 | |
1256 | correct = get_correct(state); |
1257 | |
08dd70c3 |
1258 | if (ui->dragged) { |
1259 | hedge = snewn(state->w*state->h, unsigned char); |
1260 | vedge = snewn(state->w*state->h, unsigned char); |
1261 | memcpy(hedge, state->hedge, state->w*state->h); |
1262 | memcpy(vedge, state->vedge, state->w*state->h); |
1263 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1264 | } else { |
1265 | hedge = state->hedge; |
1266 | vedge = state->vedge; |
1267 | } |
1268 | |
ec9a0f09 |
1269 | corners = snewn(state->w * state->h, unsigned char); |
1270 | memset(corners, 0, state->w * state->h); |
1271 | for (x = 0; x < state->w; x++) |
1272 | for (y = 0; y < state->h; y++) { |
1273 | if (x > 0) { |
1274 | int e = index(state, vedge, x, y); |
1275 | if (index(state,corners,x,y) < e) |
1276 | index(state,corners,x,y) = e; |
1277 | if (y+1 < state->h && |
1278 | index(state,corners,x,y+1) < e) |
1279 | index(state,corners,x,y+1) = e; |
1280 | } |
1281 | if (y > 0) { |
1282 | int e = index(state, hedge, x, y); |
1283 | if (index(state,corners,x,y) < e) |
1284 | index(state,corners,x,y) = e; |
1285 | if (x+1 < state->w && |
1286 | index(state,corners,x+1,y) < e) |
1287 | index(state,corners,x+1,y) = e; |
1288 | } |
1289 | } |
1290 | |
3870c4d8 |
1291 | if (!ds->started) { |
105a00d0 |
1292 | draw_rect(fe, 0, 0, |
1293 | state->w * TILE_SIZE + 2*BORDER + 1, |
1294 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
1295 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1296 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1297 | ds->started = TRUE; |
863c3945 |
1298 | draw_update(fe, 0, 0, |
1299 | state->w * TILE_SIZE + 2*BORDER + 1, |
1300 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
1301 | } |
1302 | |
1303 | for (x = 0; x < state->w; x++) |
1304 | for (y = 0; y < state->h; y++) { |
ec9a0f09 |
1305 | unsigned int c = 0; |
08dd70c3 |
1306 | |
1307 | if (HRANGE(state,x,y)) |
1308 | c |= index(state,hedge,x,y); |
1309 | if (HRANGE(state,x+1,y)) |
1310 | c |= index(state,hedge,x+1,y) << 2; |
1311 | if (VRANGE(state,x,y)) |
1312 | c |= index(state,vedge,x,y) << 4; |
1313 | if (VRANGE(state,x,y+1)) |
1314 | c |= index(state,vedge,x,y+1) << 6; |
ec9a0f09 |
1315 | c |= index(state,corners,x,y) << 8; |
1316 | if (x+1 < state->w) |
1317 | c |= index(state,corners,x+1,y) << 10; |
1318 | if (y+1 < state->h) |
1319 | c |= index(state,corners,x,y+1) << 12; |
1320 | if (x+1 < state->w && y+1 < state->h) |
1321 | c |= index(state,corners,x+1,y+1) << 14; |
ef29354c |
1322 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
1323 | c |= CORRECT; |
1324 | |
1325 | if (index(ds,ds->visible,x,y) != c) { |
ec9a0f09 |
1326 | draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); |
1327 | index(ds,ds->visible,x,y) = c; |
3870c4d8 |
1328 | } |
1329 | } |
1330 | |
08dd70c3 |
1331 | if (hedge != state->hedge) { |
1332 | sfree(hedge); |
1333 | sfree(vedge); |
1334 | } |
1335 | |
3870c4d8 |
1336 | sfree(correct); |
1337 | } |
1338 | |
1339 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1340 | { |
1341 | return 0.0F; |
1342 | } |
1343 | |
1344 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1345 | { |
ef29354c |
1346 | if (!oldstate->completed && newstate->completed) |
1347 | return FLASH_TIME; |
3870c4d8 |
1348 | return 0.0F; |
1349 | } |
1350 | |
1351 | int game_wants_statusbar(void) |
1352 | { |
1353 | return FALSE; |
1354 | } |