3870c4d8 |
1 | /* |
2 | * rect.c: Puzzle from nikoli.co.jp. You have a square grid with |
3 | * numbers in some squares; you must divide the square grid up into |
4 | * variously sized rectangles, such that every rectangle contains |
5 | * exactly one numbered square and the area of each rectangle is |
6 | * equal to the number contained in it. |
7 | */ |
8 | |
9 | /* |
10 | * TODO: |
11 | * |
12 | * - Improve on singleton removal by making an aesthetic choice |
13 | * about which of the options to take. |
14 | * |
15 | * - When doing the 3x3 trick in singleton removal, limit the size |
16 | * of the generated rectangles in accordance with the max |
17 | * rectangle size. |
18 | * |
19 | * - It might be interesting to deliberately try to place |
20 | * numbers so as to reduce alternative solution patterns. I |
21 | * doubt we can do a perfect job of this, but we can make a |
22 | * start by, for example, noticing pairs of 2-rects |
23 | * alongside one another and _not_ putting their numbers at |
24 | * opposite ends. |
25 | * |
26 | * - If we start by sorting the rectlist in descending order |
27 | * of area, we might be able to bias our random number |
28 | * selection to produce a few large rectangles more often |
29 | * than oodles of small ones? Unsure, but might be worth a |
30 | * try. |
08dd70c3 |
31 | * |
32 | * - During redraw, do corner analysis centrally in game_redraw() |
33 | * itself so that we can take it into account when computing the |
34 | * `visible' array. If we can do this, we can actually _turn on_ |
35 | * the `visible' processing and keep redraws to the minimum |
36 | * required. |
3870c4d8 |
37 | */ |
38 | |
39 | #include <stdio.h> |
40 | #include <stdlib.h> |
41 | #include <string.h> |
42 | #include <assert.h> |
43 | #include <math.h> |
44 | |
45 | #include "puzzles.h" |
46 | |
47 | const char *const game_name = "Rectangles"; |
48 | const int game_can_configure = TRUE; |
49 | |
50 | enum { |
51 | COL_BACKGROUND, |
52 | COL_CORRECT, |
53 | COL_LINE, |
54 | COL_TEXT, |
55 | COL_GRID, |
08dd70c3 |
56 | COL_DRAG, |
3870c4d8 |
57 | NCOLOURS |
58 | }; |
59 | |
60 | struct game_params { |
61 | int w, h; |
62 | }; |
63 | |
64 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
65 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
66 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
67 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
68 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
69 | |
70 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
71 | (y) >= dy && (y) < (state)->h ) |
72 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
73 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
74 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
75 | |
76 | #define TILE_SIZE 24 |
77 | #define BORDER 18 |
78 | |
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) */ |
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"; |
173 | if (params->w * params->h < 4) |
174 | return "Total area must be at least 4"; |
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 | /* |
197 | * Maximum rectangle area is 1/6 of total grid size. |
198 | */ |
199 | maxarea = params->w * params->h / 6; |
200 | |
201 | for (rw = 1; rw <= params->w; rw++) |
202 | for (rh = 1; rh <= params->h; rh++) { |
203 | if (rw * rh > maxarea) |
204 | continue; |
205 | if (rw * rh == 1) |
206 | continue; |
207 | for (x = 0; x <= params->w - rw; x++) |
208 | for (y = 0; y <= params->h - rh; y++) { |
209 | /* |
210 | * We have a candidate rectangle placement. See |
211 | * if it's unobstructed. |
212 | */ |
213 | int xx, yy; |
214 | int ok; |
215 | |
216 | ok = TRUE; |
217 | for (xx = x; xx < x+rw; xx++) |
218 | for (yy = y; yy < y+rh; yy++) |
219 | if (index(params, grid, xx, yy) >= 0) { |
220 | ok = FALSE; |
221 | goto break1; /* break both loops at once */ |
222 | } |
223 | break1: |
224 | |
225 | if (!ok) |
226 | continue; |
227 | |
228 | if (nrects >= rectsize) { |
229 | rectsize = nrects + 256; |
230 | rects = sresize(rects, rectsize, struct rect); |
231 | } |
232 | |
233 | rects[nrects].x = x; |
234 | rects[nrects].y = y; |
235 | rects[nrects].w = rw; |
236 | rects[nrects].h = rh; |
237 | nrects++; |
238 | } |
239 | } |
240 | |
241 | if (nrects > 0) { |
242 | struct rectlist *ret; |
243 | ret = snew(struct rectlist); |
244 | ret->rects = rects; |
245 | ret->n = nrects; |
246 | return ret; |
247 | } else { |
248 | assert(rects == NULL); /* hence no need to free */ |
249 | return NULL; |
250 | } |
251 | } |
252 | |
253 | static void free_rectlist(struct rectlist *list) |
254 | { |
255 | sfree(list->rects); |
256 | sfree(list); |
257 | } |
258 | |
259 | static void place_rect(game_params *params, int *grid, struct rect r) |
260 | { |
261 | int idx = INDEX(params, r.x, r.y); |
262 | int x, y; |
263 | |
264 | for (x = r.x; x < r.x+r.w; x++) |
265 | for (y = r.y; y < r.y+r.h; y++) { |
266 | index(params, grid, x, y) = idx; |
267 | } |
268 | #ifdef GENERATION_DIAGNOSTICS |
269 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
270 | r.x, r.y, r.w, r.h); |
271 | #endif |
272 | } |
273 | |
274 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
275 | { |
276 | int idx, w, h; |
277 | struct rect r; |
278 | |
279 | /* |
280 | * Find the top left of the rectangle. |
281 | */ |
282 | idx = index(params, grid, x, y); |
283 | |
284 | if (idx < 0) { |
285 | r.x = x; |
286 | r.y = y; |
287 | r.w = r.h = 1; |
288 | return r; /* 1x1 singleton here */ |
289 | } |
290 | |
291 | y = idx / params->w; |
292 | x = idx % params->w; |
293 | |
294 | /* |
295 | * Find the width and height of the rectangle. |
296 | */ |
297 | for (w = 1; |
298 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
299 | w++); |
300 | for (h = 1; |
301 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
302 | h++); |
303 | |
304 | r.x = x; |
305 | r.y = y; |
306 | r.w = w; |
307 | r.h = h; |
308 | |
309 | return r; |
310 | } |
311 | |
312 | #ifdef GENERATION_DIAGNOSTICS |
313 | static void display_grid(game_params *params, int *grid, int *numbers) |
314 | { |
315 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
316 | unsigned char); |
317 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
318 | int x, y; |
319 | int r = (params->w*2+3); |
320 | |
321 | for (x = 0; x < params->w; x++) |
322 | for (y = 0; y < params->h; y++) { |
323 | int i = index(params, grid, x, y); |
324 | if (x == 0 || index(params, grid, x-1, y) != i) |
325 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
326 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
327 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
328 | if (y == 0 || index(params, grid, x, y-1) != i) |
329 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
330 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
331 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
332 | } |
333 | |
334 | for (y = 1; y < 2*params->h+2; y++) { |
335 | for (x = 1; x < 2*params->w+2; x++) { |
336 | if (!((y|x)&1)) { |
337 | int k = index(params, numbers, x/2-1, y/2-1); |
338 | if (k) printf("%2d", k); else printf(" "); |
339 | } else if (!((y&x)&1)) { |
340 | int v = egrid[y*r+x]; |
341 | if ((y&1) && v) v = '-'; |
342 | if ((x&1) && v) v = '|'; |
343 | if (!v) v = ' '; |
344 | putchar(v); |
345 | if (!(x&1)) putchar(v); |
346 | } else { |
347 | int c, d = 0; |
348 | if (egrid[y*r+(x+1)]) d |= 1; |
349 | if (egrid[(y-1)*r+x]) d |= 2; |
350 | if (egrid[y*r+(x-1)]) d |= 4; |
351 | if (egrid[(y+1)*r+x]) d |= 8; |
352 | c = " ??+?-++?+|+++++"[d]; |
353 | putchar(c); |
354 | if (!(x&1)) putchar(c); |
355 | } |
356 | } |
357 | putchar('\n'); |
358 | } |
359 | |
360 | sfree(egrid); |
361 | } |
362 | #endif |
363 | |
364 | char *new_game_seed(game_params *params, random_state *rs) |
365 | { |
366 | int *grid, *numbers; |
367 | struct rectlist *list; |
368 | int x, y, run, i; |
369 | char *seed, *p; |
370 | |
371 | grid = snewn(params->w * params->h, int); |
372 | numbers = snewn(params->w * params->h, int); |
373 | |
374 | for (y = 0; y < params->h; y++) |
375 | for (x = 0; x < params->w; x++) { |
376 | index(params, grid, x, y) = -1; |
377 | index(params, numbers, x, y) = 0; |
378 | } |
379 | |
380 | list = get_rectlist(params, grid); |
381 | assert(list != NULL); |
382 | |
383 | /* |
384 | * Place rectangles until we can't any more. |
385 | */ |
386 | while (list->n > 0) { |
387 | int i, m; |
388 | struct rect r; |
389 | |
390 | /* |
391 | * Pick a random rectangle. |
392 | */ |
393 | i = random_upto(rs, list->n); |
394 | r = list->rects[i]; |
395 | |
396 | /* |
397 | * Place it. |
398 | */ |
399 | place_rect(params, grid, r); |
400 | |
401 | /* |
402 | * Winnow the list by removing any rectangles which |
403 | * overlap this one. |
404 | */ |
405 | m = 0; |
406 | for (i = 0; i < list->n; i++) { |
407 | struct rect s = list->rects[i]; |
408 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
409 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
410 | list->rects[m++] = s; |
411 | } |
412 | list->n = m; |
413 | } |
414 | |
415 | free_rectlist(list); |
416 | |
417 | /* |
418 | * Deal with singleton spaces remaining in the grid, one by |
419 | * one. |
420 | * |
421 | * We do this by making a local change to the layout. There are |
422 | * several possibilities: |
423 | * |
424 | * +-----+-----+ Here, we can remove the singleton by |
425 | * | | | extending the 1x2 rectangle below it |
426 | * +--+--+-----+ into a 1x3. |
427 | * | | | | |
428 | * | +--+ | |
429 | * | | | | |
430 | * | | | | |
431 | * | | | | |
432 | * +--+--+-----+ |
433 | * |
434 | * +--+--+--+ Here, that trick doesn't work: there's no |
435 | * | | | 1 x n rectangle with the singleton at one |
436 | * | | | end. Instead, we extend a 1 x n rectangle |
437 | * | | | _out_ from the singleton, shaving a layer |
438 | * +--+--+ | off the end of another rectangle. So if we |
439 | * | | | | extended up, we'd make our singleton part |
440 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
441 | * | | | used to be; or we could extend right into |
442 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
443 | * |
444 | * +-----+--+ Here, we can't even do _that_, since any |
445 | * | | | direction we choose to extend the singleton |
446 | * +--+--+ | will produce a new singleton as a result of |
447 | * | | | | truncating one of the size-2 rectangles. |
448 | * | +--+--+ Fortunately, this case can _only_ occur when |
449 | * | | | a singleton is surrounded by four size-2s |
450 | * +--+-----+ in this fashion; so instead we can simply |
451 | * replace the whole section with a single 3x3. |
452 | */ |
453 | for (x = 0; x < params->w; x++) { |
454 | for (y = 0; y < params->h; y++) { |
455 | if (index(params, grid, x, y) < 0) { |
456 | int dirs[4], ndirs; |
457 | |
458 | #ifdef GENERATION_DIAGNOSTICS |
459 | display_grid(params, grid, numbers); |
460 | printf("singleton at %d,%d\n", x, y); |
461 | #endif |
462 | |
463 | /* |
464 | * Check in which directions we can feasibly extend |
465 | * the singleton. We can extend in a particular |
466 | * direction iff either: |
467 | * |
468 | * - the rectangle on that side of the singleton |
469 | * is not 2x1, and we are at one end of the edge |
470 | * of it we are touching |
471 | * |
472 | * - it is 2x1 but we are on its short side. |
473 | * |
474 | * FIXME: we could plausibly choose between these |
475 | * based on the sizes of the rectangles they would |
476 | * create? |
477 | */ |
478 | ndirs = 0; |
479 | if (x < params->w-1) { |
480 | struct rect r = find_rect(params, grid, x+1, y); |
481 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
482 | dirs[ndirs++] = 1; /* right */ |
483 | } |
484 | if (y > 0) { |
485 | struct rect r = find_rect(params, grid, x, y-1); |
486 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
487 | dirs[ndirs++] = 2; /* up */ |
488 | } |
489 | if (x > 0) { |
490 | struct rect r = find_rect(params, grid, x-1, y); |
491 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
492 | dirs[ndirs++] = 4; /* left */ |
493 | } |
494 | if (y < params->h-1) { |
495 | struct rect r = find_rect(params, grid, x, y+1); |
496 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
497 | dirs[ndirs++] = 8; /* down */ |
498 | } |
499 | |
500 | if (ndirs > 0) { |
501 | int which, dir; |
502 | struct rect r1, r2; |
503 | |
504 | which = random_upto(rs, ndirs); |
505 | dir = dirs[which]; |
506 | |
507 | switch (dir) { |
508 | case 1: /* right */ |
509 | assert(x < params->w+1); |
510 | #ifdef GENERATION_DIAGNOSTICS |
511 | printf("extending right\n"); |
512 | #endif |
513 | r1 = find_rect(params, grid, x+1, y); |
514 | r2.x = x; |
515 | r2.y = y; |
516 | r2.w = 1 + r1.w; |
517 | r2.h = 1; |
518 | if (r1.y == y) |
519 | r1.y++; |
520 | r1.h--; |
521 | break; |
522 | case 2: /* up */ |
523 | assert(y > 0); |
524 | #ifdef GENERATION_DIAGNOSTICS |
525 | printf("extending up\n"); |
526 | #endif |
527 | r1 = find_rect(params, grid, x, y-1); |
528 | r2.x = x; |
529 | r2.y = r1.y; |
530 | r2.w = 1; |
531 | r2.h = 1 + r1.h; |
532 | if (r1.x == x) |
533 | r1.x++; |
534 | r1.w--; |
535 | break; |
536 | case 4: /* left */ |
537 | assert(x > 0); |
538 | #ifdef GENERATION_DIAGNOSTICS |
539 | printf("extending left\n"); |
540 | #endif |
541 | r1 = find_rect(params, grid, x-1, y); |
542 | r2.x = r1.x; |
543 | r2.y = y; |
544 | r2.w = 1 + r1.w; |
545 | r2.h = 1; |
546 | if (r1.y == y) |
547 | r1.y++; |
548 | r1.h--; |
549 | break; |
550 | case 8: /* down */ |
551 | assert(y < params->h+1); |
552 | #ifdef GENERATION_DIAGNOSTICS |
553 | printf("extending down\n"); |
554 | #endif |
555 | r1 = find_rect(params, grid, x, y+1); |
556 | r2.x = x; |
557 | r2.y = y; |
558 | r2.w = 1; |
559 | r2.h = 1 + r1.h; |
560 | if (r1.x == x) |
561 | r1.x++; |
562 | r1.w--; |
563 | break; |
564 | } |
565 | if (r1.h > 0 && r1.w > 0) |
566 | place_rect(params, grid, r1); |
567 | place_rect(params, grid, r2); |
568 | } else { |
569 | #ifndef NDEBUG |
570 | /* |
571 | * Sanity-check that there really is a 3x3 |
572 | * rectangle surrounding this singleton and it |
573 | * contains absolutely everything we could |
574 | * possibly need. |
575 | */ |
576 | { |
577 | int xx, yy; |
578 | assert(x > 0 && x < params->w-1); |
579 | assert(y > 0 && y < params->h-1); |
580 | |
581 | for (xx = x-1; xx <= x+1; xx++) |
582 | for (yy = y-1; yy <= y+1; yy++) { |
583 | struct rect r = find_rect(params,grid,xx,yy); |
584 | assert(r.x >= x-1); |
585 | assert(r.y >= y-1); |
586 | assert(r.x+r.w-1 <= x+1); |
587 | assert(r.y+r.h-1 <= y+1); |
588 | } |
589 | } |
590 | #endif |
591 | |
592 | #ifdef GENERATION_DIAGNOSTICS |
593 | printf("need the 3x3 trick\n"); |
594 | #endif |
595 | |
596 | /* |
597 | * FIXME: If the maximum rectangle area for |
598 | * this grid is less than 9, we ought to |
599 | * subdivide the 3x3 in some fashion. There are |
600 | * five other possibilities: |
601 | * |
602 | * - a 6 and a 3 |
603 | * - a 4, a 3 and a 2 |
604 | * - three 3s |
605 | * - a 3 and three 2s (two different arrangements). |
606 | */ |
607 | |
608 | { |
609 | struct rect r; |
610 | r.x = x-1; |
611 | r.y = y-1; |
612 | r.w = r.h = 3; |
613 | place_rect(params, grid, r); |
614 | } |
615 | } |
616 | } |
617 | } |
618 | } |
619 | |
620 | /* |
621 | * Place numbers. |
622 | */ |
623 | for (x = 0; x < params->w; x++) { |
624 | for (y = 0; y < params->h; y++) { |
625 | int idx = INDEX(params, x, y); |
626 | if (index(params, grid, x, y) == idx) { |
627 | struct rect r = find_rect(params, grid, x, y); |
628 | int n, xx, yy; |
629 | |
630 | /* |
631 | * Decide where to put the number. |
632 | */ |
633 | n = random_upto(rs, r.w*r.h); |
634 | yy = n / r.w; |
635 | xx = n % r.w; |
636 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
637 | } |
638 | } |
639 | } |
640 | |
641 | #ifdef GENERATION_DIAGNOSTICS |
642 | display_grid(params, grid, numbers); |
643 | #endif |
644 | |
645 | seed = snewn(11 * params->w * params->h, char); |
646 | p = seed; |
647 | run = 0; |
648 | for (i = 0; i <= params->w * params->h; i++) { |
649 | int n = (i < params->w * params->h ? numbers[i] : -1); |
650 | |
651 | if (!n) |
652 | run++; |
653 | else { |
654 | if (run) { |
655 | while (run > 0) { |
656 | int c = 'a' - 1 + run; |
657 | if (run > 26) |
658 | c = 'z'; |
659 | *p++ = c; |
660 | run -= c - ('a' - 1); |
661 | } |
662 | } else { |
663 | *p++ = '_'; |
664 | } |
665 | if (n > 0) |
666 | p += sprintf(p, "%d", n); |
667 | run = 0; |
668 | } |
669 | } |
670 | *p = '\0'; |
671 | |
672 | sfree(grid); |
673 | sfree(numbers); |
674 | |
675 | return seed; |
676 | } |
677 | |
678 | char *validate_seed(game_params *params, char *seed) |
679 | { |
680 | int area = params->w * params->h; |
681 | int squares = 0; |
682 | |
683 | while (*seed) { |
684 | int n = *seed++; |
685 | if (n >= 'a' && n <= 'z') { |
686 | squares += n - 'a' + 1; |
687 | } else if (n == '_') { |
688 | /* do nothing */; |
689 | } else if (n > '0' && n <= '9') { |
690 | squares += atoi(seed-1); |
691 | while (*seed >= '0' && *seed <= '9') |
692 | seed++; |
693 | } else |
694 | return "Invalid character in game specification"; |
695 | } |
696 | |
697 | if (squares < area) |
698 | return "Not enough data to fill grid"; |
699 | |
700 | if (squares > area) |
701 | return "Too much data to fit in grid"; |
702 | |
703 | return NULL; |
704 | } |
705 | |
706 | game_state *new_game(game_params *params, char *seed) |
707 | { |
708 | game_state *state = snew(game_state); |
709 | int x, y, i, area; |
710 | |
711 | state->w = params->w; |
712 | state->h = params->h; |
713 | |
714 | area = state->w * state->h; |
715 | |
716 | state->grid = snewn(area, int); |
717 | state->vedge = snewn(area, unsigned char); |
718 | state->hedge = snewn(area, unsigned char); |
719 | |
720 | i = 0; |
721 | while (*seed) { |
722 | int n = *seed++; |
723 | if (n >= 'a' && n <= 'z') { |
724 | int run = n - 'a' + 1; |
725 | assert(i + run <= area); |
726 | while (run-- > 0) |
727 | state->grid[i++] = 0; |
728 | } else if (n == '_') { |
729 | /* do nothing */; |
730 | } else if (n > '0' && n <= '9') { |
731 | assert(i < area); |
732 | state->grid[i++] = atoi(seed-1); |
733 | while (*seed >= '0' && *seed <= '9') |
734 | seed++; |
735 | } else { |
736 | assert(!"We can't get here"); |
737 | } |
738 | } |
739 | assert(i == area); |
740 | |
741 | for (y = 0; y < state->h; y++) |
742 | for (x = 0; x < state->w; x++) |
743 | vedge(state,x,y) = hedge(state,x,y) = 0; |
744 | |
745 | return state; |
746 | } |
747 | |
748 | game_state *dup_game(game_state *state) |
749 | { |
750 | game_state *ret = snew(game_state); |
751 | |
752 | ret->w = state->w; |
753 | ret->h = state->h; |
754 | |
755 | ret->vedge = snewn(state->w * state->h, unsigned char); |
756 | ret->hedge = snewn(state->w * state->h, unsigned char); |
757 | ret->grid = snewn(state->w * state->h, int); |
758 | |
759 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
760 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
761 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
762 | |
763 | return ret; |
764 | } |
765 | |
766 | void free_game(game_state *state) |
767 | { |
768 | sfree(state->grid); |
769 | sfree(state->vedge); |
770 | sfree(state->hedge); |
771 | sfree(state); |
772 | } |
773 | |
774 | static unsigned char *get_correct(game_state *state) |
775 | { |
776 | unsigned char *ret; |
777 | int x, y; |
778 | |
779 | ret = snewn(state->w * state->h, unsigned char); |
780 | memset(ret, 0xFF, state->w * state->h); |
781 | |
782 | for (x = 0; x < state->w; x++) |
783 | for (y = 0; y < state->h; y++) |
784 | if (index(state,ret,x,y) == 0xFF) { |
785 | int rw, rh; |
786 | int xx, yy; |
787 | int num, area, valid; |
788 | |
789 | /* |
790 | * Find a rectangle starting at this point. |
791 | */ |
792 | rw = 1; |
793 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
794 | rw++; |
795 | rh = 1; |
796 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
797 | rh++; |
798 | |
799 | /* |
800 | * We know what the dimensions of the rectangle |
801 | * should be if it's there at all. Find out if we |
802 | * really have a valid rectangle. |
803 | */ |
804 | valid = TRUE; |
805 | /* Check the horizontal edges. */ |
806 | for (xx = x; xx < x+rw; xx++) { |
807 | for (yy = y; yy <= y+rh; yy++) { |
808 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
809 | int ec = (yy == y || yy == y+rh); |
810 | if (e != ec) |
811 | valid = FALSE; |
812 | } |
813 | } |
814 | /* Check the vertical edges. */ |
815 | for (yy = y; yy < y+rh; yy++) { |
816 | for (xx = x; xx <= x+rw; xx++) { |
817 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
818 | int ec = (xx == x || xx == x+rw); |
819 | if (e != ec) |
820 | valid = FALSE; |
821 | } |
822 | } |
823 | |
824 | /* |
825 | * If this is not a valid rectangle with no other |
826 | * edges inside it, we just mark this square as not |
827 | * complete and proceed to the next square. |
828 | */ |
829 | if (!valid) { |
830 | index(state, ret, x, y) = 0; |
831 | continue; |
832 | } |
833 | |
834 | /* |
835 | * We have a rectangle. Now see what its area is, |
836 | * and how many numbers are in it. |
837 | */ |
838 | num = 0; |
839 | area = 0; |
840 | for (xx = x; xx < x+rw; xx++) { |
841 | for (yy = y; yy < y+rh; yy++) { |
842 | area++; |
843 | if (grid(state,xx,yy)) { |
844 | if (num > 0) |
845 | valid = FALSE; /* two numbers */ |
846 | num = grid(state,xx,yy); |
847 | } |
848 | } |
849 | } |
850 | if (num != area) |
851 | valid = FALSE; |
852 | |
853 | /* |
854 | * Now fill in the whole rectangle based on the |
855 | * value of `valid'. |
856 | */ |
857 | for (xx = x; xx < x+rw; xx++) { |
858 | for (yy = y; yy < y+rh; yy++) { |
859 | index(state, ret, xx, yy) = valid; |
860 | } |
861 | } |
862 | } |
863 | |
864 | return ret; |
865 | } |
866 | |
08dd70c3 |
867 | struct game_ui { |
868 | /* |
869 | * These coordinates are 2 times the obvious grid coordinates. |
870 | * Hence, the top left of the grid is (0,0), the grid point to |
871 | * the right of that is (2,0), the one _below that_ is (2,2) |
872 | * and so on. This is so that we can specify a drag start point |
873 | * on an edge (one odd coordinate) or in the middle of a square |
874 | * (two odd coordinates) rather than always at a corner. |
875 | * |
876 | * -1,-1 means no drag is in progress. |
877 | */ |
878 | int drag_start_x; |
879 | int drag_start_y; |
880 | int drag_end_x; |
881 | int drag_end_y; |
882 | /* |
883 | * This flag is set as soon as a dragging action moves the |
884 | * mouse pointer away from its starting point, so that even if |
885 | * the pointer _returns_ to its starting point the action is |
886 | * treated as a small drag rather than a click. |
887 | */ |
888 | int dragged; |
889 | }; |
890 | |
74a4e547 |
891 | game_ui *new_ui(game_state *state) |
892 | { |
08dd70c3 |
893 | game_ui *ui = snew(game_ui); |
894 | ui->drag_start_x = -1; |
895 | ui->drag_start_y = -1; |
896 | ui->drag_end_x = -1; |
897 | ui->drag_end_y = -1; |
898 | ui->dragged = FALSE; |
899 | return ui; |
74a4e547 |
900 | } |
901 | |
902 | void free_ui(game_ui *ui) |
903 | { |
08dd70c3 |
904 | sfree(ui); |
905 | } |
906 | |
907 | int coord_round(float coord) |
908 | { |
909 | int i; |
910 | float dist; |
911 | |
912 | /* |
913 | * Find the nearest integer. |
914 | */ |
915 | i = (int)(coord + 0.5F); |
916 | |
917 | /* |
918 | * Find the distance from us to that integer. |
919 | */ |
920 | dist = fabs(coord - (float)i); |
921 | |
922 | /* |
923 | * If we're within the tolerance limit, return the edge |
924 | * coordinate. Otherwise, return the centre coordinate. |
925 | */ |
926 | if (dist < 0.3F) |
927 | return i * 2; |
928 | else |
929 | return 1 + 2 * (int)coord; |
930 | } |
931 | |
932 | static void ui_draw_rect(game_state *state, game_ui *ui, |
933 | unsigned char *hedge, unsigned char *vedge, int c) |
934 | { |
935 | int x1, x2, y1, y2, x, y, t; |
936 | |
937 | x1 = ui->drag_start_x; |
938 | x2 = ui->drag_end_x; |
939 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
940 | |
941 | y1 = ui->drag_start_y; |
942 | y2 = ui->drag_end_y; |
943 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
944 | |
945 | x1 = x1 / 2; /* rounds down */ |
946 | x2 = (x2+1) / 2; /* rounds up */ |
947 | y1 = y1 / 2; /* rounds down */ |
948 | y2 = (y2+1) / 2; /* rounds up */ |
949 | |
950 | /* |
951 | * Draw horizontal edges of rectangles. |
952 | */ |
953 | for (x = x1; x < x2; x++) |
954 | for (y = y1; y <= y2; y++) |
955 | if (HRANGE(state,x,y)) { |
956 | int val = index(state,hedge,x,y); |
957 | if (y == y1 || y == y2) |
958 | val = c; |
959 | else if (c == 1) |
960 | val = 0; |
961 | index(state,hedge,x,y) = val; |
962 | } |
963 | |
964 | /* |
965 | * Draw vertical edges of rectangles. |
966 | */ |
967 | for (y = y1; y < y2; y++) |
968 | for (x = x1; x <= x2; x++) |
969 | if (VRANGE(state,x,y)) { |
970 | int val = index(state,vedge,x,y); |
971 | if (x == x1 || x == x2) |
972 | val = c; |
973 | else if (c == 1) |
974 | val = 0; |
975 | index(state,vedge,x,y) = val; |
976 | } |
74a4e547 |
977 | } |
978 | |
979 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
3870c4d8 |
980 | { |
08dd70c3 |
981 | int xc, yc; |
982 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
983 | game_state *ret; |
984 | |
08dd70c3 |
985 | if (button == LEFT_BUTTON) { |
986 | startdrag = TRUE; |
987 | } else if (button == LEFT_RELEASE) { |
988 | enddrag = TRUE; |
989 | } else if (button != LEFT_DRAG) { |
990 | return NULL; |
991 | } |
992 | |
993 | xc = coord_round(FROMCOORD((float)x)); |
994 | yc = coord_round(FROMCOORD((float)y)); |
995 | |
996 | if (startdrag) { |
997 | ui->drag_start_x = xc; |
998 | ui->drag_start_y = yc; |
999 | ui->drag_end_x = xc; |
1000 | ui->drag_end_y = yc; |
1001 | ui->dragged = FALSE; |
1002 | active = TRUE; |
1003 | } |
3870c4d8 |
1004 | |
08dd70c3 |
1005 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1006 | ui->drag_end_x = xc; |
1007 | ui->drag_end_y = yc; |
1008 | ui->dragged = TRUE; |
1009 | active = TRUE; |
1010 | } |
3870c4d8 |
1011 | |
934797c7 |
1012 | ret = NULL; |
1013 | |
1014 | if (enddrag) { |
1015 | if (xc >= 0 && xc <= 2*from->w && |
1016 | yc >= 0 && yc <= 2*from->h) { |
1017 | ret = dup_game(from); |
1018 | |
1019 | if (ui->dragged) { |
1020 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1021 | } else { |
1022 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1023 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1024 | } |
1025 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1026 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1027 | } |
1028 | } |
3870c4d8 |
1029 | |
934797c7 |
1030 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1031 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1032 | free_game(ret); |
1033 | ret = NULL; |
1034 | } |
1035 | } |
1036 | |
1037 | ui->drag_start_x = -1; |
1038 | ui->drag_start_y = -1; |
1039 | ui->drag_end_x = -1; |
1040 | ui->drag_end_y = -1; |
1041 | ui->dragged = FALSE; |
1042 | active = TRUE; |
3870c4d8 |
1043 | } |
1044 | |
934797c7 |
1045 | if (ret) |
1046 | return ret; /* a move has been made */ |
1047 | else if (active) |
08dd70c3 |
1048 | return from; /* UI activity has occurred */ |
934797c7 |
1049 | else |
1050 | return NULL; |
3870c4d8 |
1051 | } |
1052 | |
1053 | /* ---------------------------------------------------------------------- |
1054 | * Drawing routines. |
1055 | */ |
1056 | |
08dd70c3 |
1057 | #define CORRECT 256 |
1058 | |
1059 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1060 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1061 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1062 | |
1063 | struct game_drawstate { |
1064 | int started; |
1065 | int w, h; |
08dd70c3 |
1066 | unsigned short *visible; |
3870c4d8 |
1067 | }; |
1068 | |
1069 | void game_size(game_params *params, int *x, int *y) |
1070 | { |
1071 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1072 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1073 | } |
1074 | |
1075 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1076 | { |
1077 | float *ret = snewn(3 * NCOLOURS, float); |
1078 | |
1079 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1080 | |
1081 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1082 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1083 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1084 | |
08dd70c3 |
1085 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1086 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1087 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1088 | |
3870c4d8 |
1089 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1090 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1091 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1092 | |
1093 | ret[COL_LINE * 3 + 0] = 0.0F; |
1094 | ret[COL_LINE * 3 + 1] = 0.0F; |
1095 | ret[COL_LINE * 3 + 2] = 0.0F; |
1096 | |
1097 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1098 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1099 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1100 | |
1101 | *ncolours = NCOLOURS; |
1102 | return ret; |
1103 | } |
1104 | |
1105 | game_drawstate *game_new_drawstate(game_state *state) |
1106 | { |
1107 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1108 | int i; |
3870c4d8 |
1109 | |
1110 | ds->started = FALSE; |
1111 | ds->w = state->w; |
1112 | ds->h = state->h; |
08dd70c3 |
1113 | ds->visible = snewn(ds->w * ds->h, unsigned short); |
1114 | for (i = 0; i < ds->w * ds->h; i++) |
1115 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1116 | |
1117 | return ds; |
1118 | } |
1119 | |
1120 | void game_free_drawstate(game_drawstate *ds) |
1121 | { |
1122 | sfree(ds->visible); |
1123 | sfree(ds); |
1124 | } |
1125 | |
08dd70c3 |
1126 | void draw_tile(frontend *fe, game_state *state, int x, int y, |
1127 | unsigned char *hedge, unsigned char *vedge, int correct) |
3870c4d8 |
1128 | { |
1129 | int cx = COORD(x), cy = COORD(y); |
1130 | char str[80]; |
1131 | |
1132 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1133 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1134 | correct ? COL_CORRECT : COL_BACKGROUND); |
1135 | |
1136 | if (grid(state,x,y)) { |
1137 | sprintf(str, "%d", grid(state,x,y)); |
1138 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
1139 | TILE_SIZE/3, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
1140 | } |
1141 | |
1142 | /* |
1143 | * Draw edges. |
1144 | */ |
08dd70c3 |
1145 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1146 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1147 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1148 | COL_LINE); |
1149 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1150 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1151 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1152 | COL_LINE); |
1153 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1154 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1155 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1156 | COL_LINE); |
1157 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1158 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1159 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1160 | COL_LINE); |
3870c4d8 |
1161 | |
1162 | /* |
1163 | * Draw corners. |
1164 | */ |
08dd70c3 |
1165 | if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) || |
1166 | (VRANGE(state,x,y-1) && index(state,vedge,x,y-1))) |
1167 | draw_rect(fe, cx, cy, 2, 2, |
1168 | COLOUR(MAX4(index(state,hedge,x-1,y), |
1169 | index(state,vedge,x,y-1), |
1170 | index(state,hedge,x,y), |
1171 | index(state,vedge,x,y)))); |
1172 | if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) || |
1173 | (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1))) |
1174 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
1175 | COLOUR(MAX4(index(state,hedge,x+1,y), |
1176 | index(state,vedge,x+1,y-1), |
1177 | index(state,hedge,x,y), |
1178 | index(state,vedge,x+1,y)))); |
1179 | if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) || |
1180 | (VRANGE(state,x,y+1) && index(state,vedge,x,y+1))) |
1181 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
1182 | COLOUR(MAX4(index(state,hedge,x-1,y+1), |
1183 | index(state,vedge,x,y+1), |
1184 | index(state,hedge,x,y+1), |
1185 | index(state,vedge,x,y)))); |
1186 | if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) || |
1187 | (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1))) |
1188 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
1189 | COLOUR(MAX4(index(state,hedge,x+1,y+1), |
1190 | index(state,vedge,x+1,y+1), |
1191 | index(state,hedge,x,y+1), |
1192 | index(state,vedge,x+1,y)))); |
3870c4d8 |
1193 | |
1194 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1195 | } |
1196 | |
1197 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
1198 | game_state *state, game_ui *ui, |
1199 | float animtime, float flashtime) |
3870c4d8 |
1200 | { |
1201 | int x, y; |
1202 | unsigned char *correct; |
08dd70c3 |
1203 | unsigned char *hedge, *vedge; |
3870c4d8 |
1204 | |
1205 | correct = get_correct(state); |
1206 | |
08dd70c3 |
1207 | if (ui->dragged) { |
1208 | hedge = snewn(state->w*state->h, unsigned char); |
1209 | vedge = snewn(state->w*state->h, unsigned char); |
1210 | memcpy(hedge, state->hedge, state->w*state->h); |
1211 | memcpy(vedge, state->vedge, state->w*state->h); |
1212 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1213 | } else { |
1214 | hedge = state->hedge; |
1215 | vedge = state->vedge; |
1216 | } |
1217 | |
3870c4d8 |
1218 | if (!ds->started) { |
1219 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1220 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1221 | ds->started = TRUE; |
1222 | } |
1223 | |
1224 | for (x = 0; x < state->w; x++) |
1225 | for (y = 0; y < state->h; y++) { |
08dd70c3 |
1226 | unsigned short c = 0; |
1227 | |
1228 | if (HRANGE(state,x,y)) |
1229 | c |= index(state,hedge,x,y); |
1230 | if (HRANGE(state,x+1,y)) |
1231 | c |= index(state,hedge,x+1,y) << 2; |
1232 | if (VRANGE(state,x,y)) |
1233 | c |= index(state,vedge,x,y) << 4; |
1234 | if (VRANGE(state,x,y+1)) |
1235 | c |= index(state,vedge,x,y+1) << 6; |
3870c4d8 |
1236 | if (index(state, correct, x, y)) |
1237 | c |= CORRECT; |
1238 | |
1239 | if (index(ds,ds->visible,x,y) != c) { |
08dd70c3 |
1240 | draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT); |
1241 | /* index(ds,ds->visible,x,y) = c; */ |
3870c4d8 |
1242 | } |
1243 | } |
1244 | |
08dd70c3 |
1245 | if (hedge != state->hedge) { |
1246 | sfree(hedge); |
1247 | sfree(vedge); |
1248 | } |
1249 | |
3870c4d8 |
1250 | sfree(correct); |
1251 | } |
1252 | |
1253 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1254 | { |
1255 | return 0.0F; |
1256 | } |
1257 | |
1258 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1259 | { |
1260 | return 0.0F; |
1261 | } |
1262 | |
1263 | int game_wants_statusbar(void) |
1264 | { |
1265 | return FALSE; |
1266 | } |