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 | |
ef29354c |
79 | #define FLASH_TIME 0.13F |
80 | |
3870c4d8 |
81 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
82 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
83 | |
84 | struct game_state { |
85 | int w, h; |
86 | int *grid; /* contains the numbers */ |
87 | unsigned char *vedge; /* (w+1) x h */ |
88 | unsigned char *hedge; /* w x (h+1) */ |
ef29354c |
89 | int completed; |
3870c4d8 |
90 | }; |
91 | |
92 | game_params *default_params(void) |
93 | { |
94 | game_params *ret = snew(game_params); |
95 | |
96 | ret->w = ret->h = 7; |
97 | |
98 | return ret; |
99 | } |
100 | |
101 | int game_fetch_preset(int i, char **name, game_params **params) |
102 | { |
103 | game_params *ret; |
104 | int w, h; |
105 | char buf[80]; |
106 | |
107 | switch (i) { |
108 | case 0: w = 7, h = 7; break; |
109 | case 1: w = 11, h = 11; break; |
110 | case 2: w = 15, h = 15; break; |
111 | case 3: w = 19, h = 19; break; |
112 | default: return FALSE; |
113 | } |
114 | |
115 | sprintf(buf, "%dx%d", w, h); |
116 | *name = dupstr(buf); |
117 | *params = ret = snew(game_params); |
118 | ret->w = w; |
119 | ret->h = h; |
120 | return TRUE; |
121 | } |
122 | |
123 | void free_params(game_params *params) |
124 | { |
125 | sfree(params); |
126 | } |
127 | |
128 | game_params *dup_params(game_params *params) |
129 | { |
130 | game_params *ret = snew(game_params); |
131 | *ret = *params; /* structure copy */ |
132 | return ret; |
133 | } |
134 | |
135 | config_item *game_configure(game_params *params) |
136 | { |
137 | config_item *ret; |
138 | char buf[80]; |
139 | |
140 | ret = snewn(5, config_item); |
141 | |
142 | ret[0].name = "Width"; |
143 | ret[0].type = C_STRING; |
144 | sprintf(buf, "%d", params->w); |
145 | ret[0].sval = dupstr(buf); |
146 | ret[0].ival = 0; |
147 | |
148 | ret[1].name = "Height"; |
149 | ret[1].type = C_STRING; |
150 | sprintf(buf, "%d", params->h); |
151 | ret[1].sval = dupstr(buf); |
152 | ret[1].ival = 0; |
153 | |
154 | ret[2].name = NULL; |
155 | ret[2].type = C_END; |
156 | ret[2].sval = NULL; |
157 | ret[2].ival = 0; |
158 | |
159 | return ret; |
160 | } |
161 | |
162 | game_params *custom_params(config_item *cfg) |
163 | { |
164 | game_params *ret = snew(game_params); |
165 | |
166 | ret->w = atoi(cfg[0].sval); |
167 | ret->h = atoi(cfg[1].sval); |
168 | |
169 | return ret; |
170 | } |
171 | |
172 | char *validate_params(game_params *params) |
173 | { |
174 | if (params->w <= 0 && params->h <= 0) |
175 | return "Width and height must both be greater than zero"; |
176 | if (params->w * params->h < 4) |
177 | return "Total area must be at least 4"; |
178 | return NULL; |
179 | } |
180 | |
181 | struct rect { |
182 | int x, y; |
183 | int w, h; |
184 | }; |
185 | |
186 | struct rectlist { |
187 | struct rect *rects; |
188 | int n; |
189 | }; |
190 | |
191 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
192 | { |
193 | int rw, rh; |
194 | int x, y; |
195 | int maxarea; |
196 | struct rect *rects = NULL; |
197 | int nrects = 0, rectsize = 0; |
198 | |
199 | /* |
200 | * Maximum rectangle area is 1/6 of total grid size. |
201 | */ |
202 | maxarea = params->w * params->h / 6; |
203 | |
204 | for (rw = 1; rw <= params->w; rw++) |
205 | for (rh = 1; rh <= params->h; rh++) { |
206 | if (rw * rh > maxarea) |
207 | continue; |
208 | if (rw * rh == 1) |
209 | continue; |
210 | for (x = 0; x <= params->w - rw; x++) |
211 | for (y = 0; y <= params->h - rh; y++) { |
212 | /* |
213 | * We have a candidate rectangle placement. See |
214 | * if it's unobstructed. |
215 | */ |
216 | int xx, yy; |
217 | int ok; |
218 | |
219 | ok = TRUE; |
220 | for (xx = x; xx < x+rw; xx++) |
221 | for (yy = y; yy < y+rh; yy++) |
222 | if (index(params, grid, xx, yy) >= 0) { |
223 | ok = FALSE; |
224 | goto break1; /* break both loops at once */ |
225 | } |
226 | break1: |
227 | |
228 | if (!ok) |
229 | continue; |
230 | |
231 | if (nrects >= rectsize) { |
232 | rectsize = nrects + 256; |
233 | rects = sresize(rects, rectsize, struct rect); |
234 | } |
235 | |
236 | rects[nrects].x = x; |
237 | rects[nrects].y = y; |
238 | rects[nrects].w = rw; |
239 | rects[nrects].h = rh; |
240 | nrects++; |
241 | } |
242 | } |
243 | |
244 | if (nrects > 0) { |
245 | struct rectlist *ret; |
246 | ret = snew(struct rectlist); |
247 | ret->rects = rects; |
248 | ret->n = nrects; |
249 | return ret; |
250 | } else { |
251 | assert(rects == NULL); /* hence no need to free */ |
252 | return NULL; |
253 | } |
254 | } |
255 | |
256 | static void free_rectlist(struct rectlist *list) |
257 | { |
258 | sfree(list->rects); |
259 | sfree(list); |
260 | } |
261 | |
262 | static void place_rect(game_params *params, int *grid, struct rect r) |
263 | { |
264 | int idx = INDEX(params, r.x, r.y); |
265 | int x, y; |
266 | |
267 | for (x = r.x; x < r.x+r.w; x++) |
268 | for (y = r.y; y < r.y+r.h; y++) { |
269 | index(params, grid, x, y) = idx; |
270 | } |
271 | #ifdef GENERATION_DIAGNOSTICS |
272 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
273 | r.x, r.y, r.w, r.h); |
274 | #endif |
275 | } |
276 | |
277 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
278 | { |
279 | int idx, w, h; |
280 | struct rect r; |
281 | |
282 | /* |
283 | * Find the top left of the rectangle. |
284 | */ |
285 | idx = index(params, grid, x, y); |
286 | |
287 | if (idx < 0) { |
288 | r.x = x; |
289 | r.y = y; |
290 | r.w = r.h = 1; |
291 | return r; /* 1x1 singleton here */ |
292 | } |
293 | |
294 | y = idx / params->w; |
295 | x = idx % params->w; |
296 | |
297 | /* |
298 | * Find the width and height of the rectangle. |
299 | */ |
300 | for (w = 1; |
301 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
302 | w++); |
303 | for (h = 1; |
304 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
305 | h++); |
306 | |
307 | r.x = x; |
308 | r.y = y; |
309 | r.w = w; |
310 | r.h = h; |
311 | |
312 | return r; |
313 | } |
314 | |
315 | #ifdef GENERATION_DIAGNOSTICS |
316 | static void display_grid(game_params *params, int *grid, int *numbers) |
317 | { |
318 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
319 | unsigned char); |
320 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
321 | int x, y; |
322 | int r = (params->w*2+3); |
323 | |
324 | for (x = 0; x < params->w; x++) |
325 | for (y = 0; y < params->h; y++) { |
326 | int i = index(params, grid, x, y); |
327 | if (x == 0 || index(params, grid, x-1, y) != i) |
328 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
329 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
330 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
331 | if (y == 0 || index(params, grid, x, y-1) != i) |
332 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
333 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
334 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
335 | } |
336 | |
337 | for (y = 1; y < 2*params->h+2; y++) { |
338 | for (x = 1; x < 2*params->w+2; x++) { |
339 | if (!((y|x)&1)) { |
340 | int k = index(params, numbers, x/2-1, y/2-1); |
341 | if (k) printf("%2d", k); else printf(" "); |
342 | } else if (!((y&x)&1)) { |
343 | int v = egrid[y*r+x]; |
344 | if ((y&1) && v) v = '-'; |
345 | if ((x&1) && v) v = '|'; |
346 | if (!v) v = ' '; |
347 | putchar(v); |
348 | if (!(x&1)) putchar(v); |
349 | } else { |
350 | int c, d = 0; |
351 | if (egrid[y*r+(x+1)]) d |= 1; |
352 | if (egrid[(y-1)*r+x]) d |= 2; |
353 | if (egrid[y*r+(x-1)]) d |= 4; |
354 | if (egrid[(y+1)*r+x]) d |= 8; |
355 | c = " ??+?-++?+|+++++"[d]; |
356 | putchar(c); |
357 | if (!(x&1)) putchar(c); |
358 | } |
359 | } |
360 | putchar('\n'); |
361 | } |
362 | |
363 | sfree(egrid); |
364 | } |
365 | #endif |
366 | |
367 | char *new_game_seed(game_params *params, random_state *rs) |
368 | { |
369 | int *grid, *numbers; |
370 | struct rectlist *list; |
371 | int x, y, run, i; |
372 | char *seed, *p; |
373 | |
374 | grid = snewn(params->w * params->h, int); |
375 | numbers = snewn(params->w * params->h, int); |
376 | |
377 | for (y = 0; y < params->h; y++) |
378 | for (x = 0; x < params->w; x++) { |
379 | index(params, grid, x, y) = -1; |
380 | index(params, numbers, x, y) = 0; |
381 | } |
382 | |
383 | list = get_rectlist(params, grid); |
384 | assert(list != NULL); |
385 | |
386 | /* |
387 | * Place rectangles until we can't any more. |
388 | */ |
389 | while (list->n > 0) { |
390 | int i, m; |
391 | struct rect r; |
392 | |
393 | /* |
394 | * Pick a random rectangle. |
395 | */ |
396 | i = random_upto(rs, list->n); |
397 | r = list->rects[i]; |
398 | |
399 | /* |
400 | * Place it. |
401 | */ |
402 | place_rect(params, grid, r); |
403 | |
404 | /* |
405 | * Winnow the list by removing any rectangles which |
406 | * overlap this one. |
407 | */ |
408 | m = 0; |
409 | for (i = 0; i < list->n; i++) { |
410 | struct rect s = list->rects[i]; |
411 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
412 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
413 | list->rects[m++] = s; |
414 | } |
415 | list->n = m; |
416 | } |
417 | |
418 | free_rectlist(list); |
419 | |
420 | /* |
421 | * Deal with singleton spaces remaining in the grid, one by |
422 | * one. |
423 | * |
424 | * We do this by making a local change to the layout. There are |
425 | * several possibilities: |
426 | * |
427 | * +-----+-----+ Here, we can remove the singleton by |
428 | * | | | extending the 1x2 rectangle below it |
429 | * +--+--+-----+ into a 1x3. |
430 | * | | | | |
431 | * | +--+ | |
432 | * | | | | |
433 | * | | | | |
434 | * | | | | |
435 | * +--+--+-----+ |
436 | * |
437 | * +--+--+--+ Here, that trick doesn't work: there's no |
438 | * | | | 1 x n rectangle with the singleton at one |
439 | * | | | end. Instead, we extend a 1 x n rectangle |
440 | * | | | _out_ from the singleton, shaving a layer |
441 | * +--+--+ | off the end of another rectangle. So if we |
442 | * | | | | extended up, we'd make our singleton part |
443 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
444 | * | | | used to be; or we could extend right into |
445 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
446 | * |
447 | * +-----+--+ Here, we can't even do _that_, since any |
448 | * | | | direction we choose to extend the singleton |
449 | * +--+--+ | will produce a new singleton as a result of |
450 | * | | | | truncating one of the size-2 rectangles. |
451 | * | +--+--+ Fortunately, this case can _only_ occur when |
452 | * | | | a singleton is surrounded by four size-2s |
453 | * +--+-----+ in this fashion; so instead we can simply |
454 | * replace the whole section with a single 3x3. |
455 | */ |
456 | for (x = 0; x < params->w; x++) { |
457 | for (y = 0; y < params->h; y++) { |
458 | if (index(params, grid, x, y) < 0) { |
459 | int dirs[4], ndirs; |
460 | |
461 | #ifdef GENERATION_DIAGNOSTICS |
462 | display_grid(params, grid, numbers); |
463 | printf("singleton at %d,%d\n", x, y); |
464 | #endif |
465 | |
466 | /* |
467 | * Check in which directions we can feasibly extend |
468 | * the singleton. We can extend in a particular |
469 | * direction iff either: |
470 | * |
471 | * - the rectangle on that side of the singleton |
472 | * is not 2x1, and we are at one end of the edge |
473 | * of it we are touching |
474 | * |
475 | * - it is 2x1 but we are on its short side. |
476 | * |
477 | * FIXME: we could plausibly choose between these |
478 | * based on the sizes of the rectangles they would |
479 | * create? |
480 | */ |
481 | ndirs = 0; |
482 | if (x < params->w-1) { |
483 | struct rect r = find_rect(params, grid, x+1, y); |
484 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
485 | dirs[ndirs++] = 1; /* right */ |
486 | } |
487 | if (y > 0) { |
488 | struct rect r = find_rect(params, grid, x, y-1); |
489 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
490 | dirs[ndirs++] = 2; /* up */ |
491 | } |
492 | if (x > 0) { |
493 | struct rect r = find_rect(params, grid, x-1, y); |
494 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
495 | dirs[ndirs++] = 4; /* left */ |
496 | } |
497 | if (y < params->h-1) { |
498 | struct rect r = find_rect(params, grid, x, y+1); |
499 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
500 | dirs[ndirs++] = 8; /* down */ |
501 | } |
502 | |
503 | if (ndirs > 0) { |
504 | int which, dir; |
505 | struct rect r1, r2; |
506 | |
507 | which = random_upto(rs, ndirs); |
508 | dir = dirs[which]; |
509 | |
510 | switch (dir) { |
511 | case 1: /* right */ |
512 | assert(x < params->w+1); |
513 | #ifdef GENERATION_DIAGNOSTICS |
514 | printf("extending right\n"); |
515 | #endif |
516 | r1 = find_rect(params, grid, x+1, y); |
517 | r2.x = x; |
518 | r2.y = y; |
519 | r2.w = 1 + r1.w; |
520 | r2.h = 1; |
521 | if (r1.y == y) |
522 | r1.y++; |
523 | r1.h--; |
524 | break; |
525 | case 2: /* up */ |
526 | assert(y > 0); |
527 | #ifdef GENERATION_DIAGNOSTICS |
528 | printf("extending up\n"); |
529 | #endif |
530 | r1 = find_rect(params, grid, x, y-1); |
531 | r2.x = x; |
532 | r2.y = r1.y; |
533 | r2.w = 1; |
534 | r2.h = 1 + r1.h; |
535 | if (r1.x == x) |
536 | r1.x++; |
537 | r1.w--; |
538 | break; |
539 | case 4: /* left */ |
540 | assert(x > 0); |
541 | #ifdef GENERATION_DIAGNOSTICS |
542 | printf("extending left\n"); |
543 | #endif |
544 | r1 = find_rect(params, grid, x-1, y); |
545 | r2.x = r1.x; |
546 | r2.y = y; |
547 | r2.w = 1 + r1.w; |
548 | r2.h = 1; |
549 | if (r1.y == y) |
550 | r1.y++; |
551 | r1.h--; |
552 | break; |
553 | case 8: /* down */ |
554 | assert(y < params->h+1); |
555 | #ifdef GENERATION_DIAGNOSTICS |
556 | printf("extending down\n"); |
557 | #endif |
558 | r1 = find_rect(params, grid, x, y+1); |
559 | r2.x = x; |
560 | r2.y = y; |
561 | r2.w = 1; |
562 | r2.h = 1 + r1.h; |
563 | if (r1.x == x) |
564 | r1.x++; |
565 | r1.w--; |
566 | break; |
567 | } |
568 | if (r1.h > 0 && r1.w > 0) |
569 | place_rect(params, grid, r1); |
570 | place_rect(params, grid, r2); |
571 | } else { |
572 | #ifndef NDEBUG |
573 | /* |
574 | * Sanity-check that there really is a 3x3 |
575 | * rectangle surrounding this singleton and it |
576 | * contains absolutely everything we could |
577 | * possibly need. |
578 | */ |
579 | { |
580 | int xx, yy; |
581 | assert(x > 0 && x < params->w-1); |
582 | assert(y > 0 && y < params->h-1); |
583 | |
584 | for (xx = x-1; xx <= x+1; xx++) |
585 | for (yy = y-1; yy <= y+1; yy++) { |
586 | struct rect r = find_rect(params,grid,xx,yy); |
587 | assert(r.x >= x-1); |
588 | assert(r.y >= y-1); |
589 | assert(r.x+r.w-1 <= x+1); |
590 | assert(r.y+r.h-1 <= y+1); |
591 | } |
592 | } |
593 | #endif |
594 | |
595 | #ifdef GENERATION_DIAGNOSTICS |
596 | printf("need the 3x3 trick\n"); |
597 | #endif |
598 | |
599 | /* |
600 | * FIXME: If the maximum rectangle area for |
601 | * this grid is less than 9, we ought to |
602 | * subdivide the 3x3 in some fashion. There are |
603 | * five other possibilities: |
604 | * |
605 | * - a 6 and a 3 |
606 | * - a 4, a 3 and a 2 |
607 | * - three 3s |
608 | * - a 3 and three 2s (two different arrangements). |
609 | */ |
610 | |
611 | { |
612 | struct rect r; |
613 | r.x = x-1; |
614 | r.y = y-1; |
615 | r.w = r.h = 3; |
616 | place_rect(params, grid, r); |
617 | } |
618 | } |
619 | } |
620 | } |
621 | } |
622 | |
623 | /* |
624 | * Place numbers. |
625 | */ |
626 | for (x = 0; x < params->w; x++) { |
627 | for (y = 0; y < params->h; y++) { |
628 | int idx = INDEX(params, x, y); |
629 | if (index(params, grid, x, y) == idx) { |
630 | struct rect r = find_rect(params, grid, x, y); |
631 | int n, xx, yy; |
632 | |
633 | /* |
634 | * Decide where to put the number. |
635 | */ |
636 | n = random_upto(rs, r.w*r.h); |
637 | yy = n / r.w; |
638 | xx = n % r.w; |
639 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
640 | } |
641 | } |
642 | } |
643 | |
644 | #ifdef GENERATION_DIAGNOSTICS |
645 | display_grid(params, grid, numbers); |
646 | #endif |
647 | |
648 | seed = snewn(11 * params->w * params->h, char); |
649 | p = seed; |
650 | run = 0; |
651 | for (i = 0; i <= params->w * params->h; i++) { |
652 | int n = (i < params->w * params->h ? numbers[i] : -1); |
653 | |
654 | if (!n) |
655 | run++; |
656 | else { |
657 | if (run) { |
658 | while (run > 0) { |
659 | int c = 'a' - 1 + run; |
660 | if (run > 26) |
661 | c = 'z'; |
662 | *p++ = c; |
663 | run -= c - ('a' - 1); |
664 | } |
665 | } else { |
666 | *p++ = '_'; |
667 | } |
668 | if (n > 0) |
669 | p += sprintf(p, "%d", n); |
670 | run = 0; |
671 | } |
672 | } |
673 | *p = '\0'; |
674 | |
675 | sfree(grid); |
676 | sfree(numbers); |
677 | |
678 | return seed; |
679 | } |
680 | |
681 | char *validate_seed(game_params *params, char *seed) |
682 | { |
683 | int area = params->w * params->h; |
684 | int squares = 0; |
685 | |
686 | while (*seed) { |
687 | int n = *seed++; |
688 | if (n >= 'a' && n <= 'z') { |
689 | squares += n - 'a' + 1; |
690 | } else if (n == '_') { |
691 | /* do nothing */; |
692 | } else if (n > '0' && n <= '9') { |
693 | squares += atoi(seed-1); |
694 | while (*seed >= '0' && *seed <= '9') |
695 | seed++; |
696 | } else |
697 | return "Invalid character in game specification"; |
698 | } |
699 | |
700 | if (squares < area) |
701 | return "Not enough data to fill grid"; |
702 | |
703 | if (squares > area) |
704 | return "Too much data to fit in grid"; |
705 | |
706 | return NULL; |
707 | } |
708 | |
709 | game_state *new_game(game_params *params, char *seed) |
710 | { |
711 | game_state *state = snew(game_state); |
712 | int x, y, i, area; |
713 | |
714 | state->w = params->w; |
715 | state->h = params->h; |
716 | |
717 | area = state->w * state->h; |
718 | |
719 | state->grid = snewn(area, int); |
720 | state->vedge = snewn(area, unsigned char); |
721 | state->hedge = snewn(area, unsigned char); |
ef29354c |
722 | state->completed = FALSE; |
3870c4d8 |
723 | |
724 | i = 0; |
725 | while (*seed) { |
726 | int n = *seed++; |
727 | if (n >= 'a' && n <= 'z') { |
728 | int run = n - 'a' + 1; |
729 | assert(i + run <= area); |
730 | while (run-- > 0) |
731 | state->grid[i++] = 0; |
732 | } else if (n == '_') { |
733 | /* do nothing */; |
734 | } else if (n > '0' && n <= '9') { |
735 | assert(i < area); |
736 | state->grid[i++] = atoi(seed-1); |
737 | while (*seed >= '0' && *seed <= '9') |
738 | seed++; |
739 | } else { |
740 | assert(!"We can't get here"); |
741 | } |
742 | } |
743 | assert(i == area); |
744 | |
745 | for (y = 0; y < state->h; y++) |
746 | for (x = 0; x < state->w; x++) |
747 | vedge(state,x,y) = hedge(state,x,y) = 0; |
748 | |
749 | return state; |
750 | } |
751 | |
752 | game_state *dup_game(game_state *state) |
753 | { |
754 | game_state *ret = snew(game_state); |
755 | |
756 | ret->w = state->w; |
757 | ret->h = state->h; |
758 | |
759 | ret->vedge = snewn(state->w * state->h, unsigned char); |
760 | ret->hedge = snewn(state->w * state->h, unsigned char); |
761 | ret->grid = snewn(state->w * state->h, int); |
762 | |
ef29354c |
763 | ret->completed = state->completed; |
764 | |
3870c4d8 |
765 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
766 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
767 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
768 | |
769 | return ret; |
770 | } |
771 | |
772 | void free_game(game_state *state) |
773 | { |
774 | sfree(state->grid); |
775 | sfree(state->vedge); |
776 | sfree(state->hedge); |
777 | sfree(state); |
778 | } |
779 | |
780 | static unsigned char *get_correct(game_state *state) |
781 | { |
782 | unsigned char *ret; |
783 | int x, y; |
784 | |
785 | ret = snewn(state->w * state->h, unsigned char); |
786 | memset(ret, 0xFF, state->w * state->h); |
787 | |
788 | for (x = 0; x < state->w; x++) |
789 | for (y = 0; y < state->h; y++) |
790 | if (index(state,ret,x,y) == 0xFF) { |
791 | int rw, rh; |
792 | int xx, yy; |
793 | int num, area, valid; |
794 | |
795 | /* |
796 | * Find a rectangle starting at this point. |
797 | */ |
798 | rw = 1; |
799 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
800 | rw++; |
801 | rh = 1; |
802 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
803 | rh++; |
804 | |
805 | /* |
806 | * We know what the dimensions of the rectangle |
807 | * should be if it's there at all. Find out if we |
808 | * really have a valid rectangle. |
809 | */ |
810 | valid = TRUE; |
811 | /* Check the horizontal edges. */ |
812 | for (xx = x; xx < x+rw; xx++) { |
813 | for (yy = y; yy <= y+rh; yy++) { |
814 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
815 | int ec = (yy == y || yy == y+rh); |
816 | if (e != ec) |
817 | valid = FALSE; |
818 | } |
819 | } |
820 | /* Check the vertical edges. */ |
821 | for (yy = y; yy < y+rh; yy++) { |
822 | for (xx = x; xx <= x+rw; xx++) { |
823 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
824 | int ec = (xx == x || xx == x+rw); |
825 | if (e != ec) |
826 | valid = FALSE; |
827 | } |
828 | } |
829 | |
830 | /* |
831 | * If this is not a valid rectangle with no other |
832 | * edges inside it, we just mark this square as not |
833 | * complete and proceed to the next square. |
834 | */ |
835 | if (!valid) { |
836 | index(state, ret, x, y) = 0; |
837 | continue; |
838 | } |
839 | |
840 | /* |
841 | * We have a rectangle. Now see what its area is, |
842 | * and how many numbers are in it. |
843 | */ |
844 | num = 0; |
845 | area = 0; |
846 | for (xx = x; xx < x+rw; xx++) { |
847 | for (yy = y; yy < y+rh; yy++) { |
848 | area++; |
849 | if (grid(state,xx,yy)) { |
850 | if (num > 0) |
851 | valid = FALSE; /* two numbers */ |
852 | num = grid(state,xx,yy); |
853 | } |
854 | } |
855 | } |
856 | if (num != area) |
857 | valid = FALSE; |
858 | |
859 | /* |
860 | * Now fill in the whole rectangle based on the |
861 | * value of `valid'. |
862 | */ |
863 | for (xx = x; xx < x+rw; xx++) { |
864 | for (yy = y; yy < y+rh; yy++) { |
865 | index(state, ret, xx, yy) = valid; |
866 | } |
867 | } |
868 | } |
869 | |
870 | return ret; |
871 | } |
872 | |
08dd70c3 |
873 | struct game_ui { |
874 | /* |
875 | * These coordinates are 2 times the obvious grid coordinates. |
876 | * Hence, the top left of the grid is (0,0), the grid point to |
877 | * the right of that is (2,0), the one _below that_ is (2,2) |
878 | * and so on. This is so that we can specify a drag start point |
879 | * on an edge (one odd coordinate) or in the middle of a square |
880 | * (two odd coordinates) rather than always at a corner. |
881 | * |
882 | * -1,-1 means no drag is in progress. |
883 | */ |
884 | int drag_start_x; |
885 | int drag_start_y; |
886 | int drag_end_x; |
887 | int drag_end_y; |
888 | /* |
889 | * This flag is set as soon as a dragging action moves the |
890 | * mouse pointer away from its starting point, so that even if |
891 | * the pointer _returns_ to its starting point the action is |
892 | * treated as a small drag rather than a click. |
893 | */ |
894 | int dragged; |
895 | }; |
896 | |
74a4e547 |
897 | game_ui *new_ui(game_state *state) |
898 | { |
08dd70c3 |
899 | game_ui *ui = snew(game_ui); |
900 | ui->drag_start_x = -1; |
901 | ui->drag_start_y = -1; |
902 | ui->drag_end_x = -1; |
903 | ui->drag_end_y = -1; |
904 | ui->dragged = FALSE; |
905 | return ui; |
74a4e547 |
906 | } |
907 | |
908 | void free_ui(game_ui *ui) |
909 | { |
08dd70c3 |
910 | sfree(ui); |
911 | } |
912 | |
913 | int coord_round(float coord) |
914 | { |
915 | int i; |
916 | float dist; |
917 | |
918 | /* |
919 | * Find the nearest integer. |
920 | */ |
921 | i = (int)(coord + 0.5F); |
922 | |
923 | /* |
924 | * Find the distance from us to that integer. |
925 | */ |
105a00d0 |
926 | dist = (float)fabs(coord - (float)i); |
08dd70c3 |
927 | |
928 | /* |
929 | * If we're within the tolerance limit, return the edge |
930 | * coordinate. Otherwise, return the centre coordinate. |
931 | */ |
932 | if (dist < 0.3F) |
933 | return i * 2; |
934 | else |
935 | return 1 + 2 * (int)coord; |
936 | } |
937 | |
938 | static void ui_draw_rect(game_state *state, game_ui *ui, |
939 | unsigned char *hedge, unsigned char *vedge, int c) |
940 | { |
941 | int x1, x2, y1, y2, x, y, t; |
942 | |
943 | x1 = ui->drag_start_x; |
944 | x2 = ui->drag_end_x; |
945 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
946 | |
947 | y1 = ui->drag_start_y; |
948 | y2 = ui->drag_end_y; |
949 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
950 | |
951 | x1 = x1 / 2; /* rounds down */ |
952 | x2 = (x2+1) / 2; /* rounds up */ |
953 | y1 = y1 / 2; /* rounds down */ |
954 | y2 = (y2+1) / 2; /* rounds up */ |
955 | |
956 | /* |
957 | * Draw horizontal edges of rectangles. |
958 | */ |
959 | for (x = x1; x < x2; x++) |
960 | for (y = y1; y <= y2; y++) |
961 | if (HRANGE(state,x,y)) { |
962 | int val = index(state,hedge,x,y); |
963 | if (y == y1 || y == y2) |
964 | val = c; |
965 | else if (c == 1) |
966 | val = 0; |
967 | index(state,hedge,x,y) = val; |
968 | } |
969 | |
970 | /* |
971 | * Draw vertical edges of rectangles. |
972 | */ |
973 | for (y = y1; y < y2; y++) |
974 | for (x = x1; x <= x2; x++) |
975 | if (VRANGE(state,x,y)) { |
976 | int val = index(state,vedge,x,y); |
977 | if (x == x1 || x == x2) |
978 | val = c; |
979 | else if (c == 1) |
980 | val = 0; |
981 | index(state,vedge,x,y) = val; |
982 | } |
74a4e547 |
983 | } |
984 | |
985 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
3870c4d8 |
986 | { |
08dd70c3 |
987 | int xc, yc; |
988 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
989 | game_state *ret; |
990 | |
08dd70c3 |
991 | if (button == LEFT_BUTTON) { |
992 | startdrag = TRUE; |
993 | } else if (button == LEFT_RELEASE) { |
994 | enddrag = TRUE; |
995 | } else if (button != LEFT_DRAG) { |
996 | return NULL; |
997 | } |
998 | |
999 | xc = coord_round(FROMCOORD((float)x)); |
1000 | yc = coord_round(FROMCOORD((float)y)); |
1001 | |
1002 | if (startdrag) { |
1003 | ui->drag_start_x = xc; |
1004 | ui->drag_start_y = yc; |
1005 | ui->drag_end_x = xc; |
1006 | ui->drag_end_y = yc; |
1007 | ui->dragged = FALSE; |
1008 | active = TRUE; |
1009 | } |
3870c4d8 |
1010 | |
08dd70c3 |
1011 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1012 | ui->drag_end_x = xc; |
1013 | ui->drag_end_y = yc; |
1014 | ui->dragged = TRUE; |
1015 | active = TRUE; |
1016 | } |
3870c4d8 |
1017 | |
934797c7 |
1018 | ret = NULL; |
1019 | |
1020 | if (enddrag) { |
1021 | if (xc >= 0 && xc <= 2*from->w && |
1022 | yc >= 0 && yc <= 2*from->h) { |
1023 | ret = dup_game(from); |
1024 | |
1025 | if (ui->dragged) { |
1026 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1027 | } else { |
1028 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1029 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1030 | } |
1031 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1032 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1033 | } |
1034 | } |
3870c4d8 |
1035 | |
934797c7 |
1036 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1037 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1038 | free_game(ret); |
1039 | ret = NULL; |
1040 | } |
ef29354c |
1041 | |
1042 | /* |
1043 | * We've made a real change to the grid. Check to see |
1044 | * if the game has been completed. |
1045 | */ |
1046 | if (!ret->completed) { |
1047 | int x, y, ok; |
1048 | unsigned char *correct = get_correct(ret); |
1049 | |
1050 | ok = TRUE; |
1051 | for (x = 0; x < ret->w; x++) |
1052 | for (y = 0; y < ret->h; y++) |
1053 | if (!index(ret, correct, x, y)) |
1054 | ok = FALSE; |
1055 | |
1056 | sfree(correct); |
1057 | |
1058 | if (ok) |
1059 | ret->completed = TRUE; |
1060 | } |
934797c7 |
1061 | } |
1062 | |
1063 | ui->drag_start_x = -1; |
1064 | ui->drag_start_y = -1; |
1065 | ui->drag_end_x = -1; |
1066 | ui->drag_end_y = -1; |
1067 | ui->dragged = FALSE; |
1068 | active = TRUE; |
3870c4d8 |
1069 | } |
1070 | |
934797c7 |
1071 | if (ret) |
1072 | return ret; /* a move has been made */ |
1073 | else if (active) |
08dd70c3 |
1074 | return from; /* UI activity has occurred */ |
934797c7 |
1075 | else |
1076 | return NULL; |
3870c4d8 |
1077 | } |
1078 | |
1079 | /* ---------------------------------------------------------------------- |
1080 | * Drawing routines. |
1081 | */ |
1082 | |
08dd70c3 |
1083 | #define CORRECT 256 |
1084 | |
1085 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1086 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1087 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1088 | |
1089 | struct game_drawstate { |
1090 | int started; |
1091 | int w, h; |
08dd70c3 |
1092 | unsigned short *visible; |
3870c4d8 |
1093 | }; |
1094 | |
1095 | void game_size(game_params *params, int *x, int *y) |
1096 | { |
1097 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1098 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1099 | } |
1100 | |
1101 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
1102 | { |
1103 | float *ret = snewn(3 * NCOLOURS, float); |
1104 | |
1105 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1106 | |
1107 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1108 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1109 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1110 | |
08dd70c3 |
1111 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1112 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1113 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1114 | |
3870c4d8 |
1115 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1116 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1117 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1118 | |
1119 | ret[COL_LINE * 3 + 0] = 0.0F; |
1120 | ret[COL_LINE * 3 + 1] = 0.0F; |
1121 | ret[COL_LINE * 3 + 2] = 0.0F; |
1122 | |
1123 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1124 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1125 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1126 | |
1127 | *ncolours = NCOLOURS; |
1128 | return ret; |
1129 | } |
1130 | |
1131 | game_drawstate *game_new_drawstate(game_state *state) |
1132 | { |
1133 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1134 | int i; |
3870c4d8 |
1135 | |
1136 | ds->started = FALSE; |
1137 | ds->w = state->w; |
1138 | ds->h = state->h; |
08dd70c3 |
1139 | ds->visible = snewn(ds->w * ds->h, unsigned short); |
1140 | for (i = 0; i < ds->w * ds->h; i++) |
1141 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1142 | |
1143 | return ds; |
1144 | } |
1145 | |
1146 | void game_free_drawstate(game_drawstate *ds) |
1147 | { |
1148 | sfree(ds->visible); |
1149 | sfree(ds); |
1150 | } |
1151 | |
08dd70c3 |
1152 | void draw_tile(frontend *fe, game_state *state, int x, int y, |
1153 | unsigned char *hedge, unsigned char *vedge, int correct) |
3870c4d8 |
1154 | { |
1155 | int cx = COORD(x), cy = COORD(y); |
1156 | char str[80]; |
1157 | |
1158 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1159 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1160 | correct ? COL_CORRECT : COL_BACKGROUND); |
1161 | |
1162 | if (grid(state,x,y)) { |
1163 | sprintf(str, "%d", grid(state,x,y)); |
1164 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
1165 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
1166 | } |
1167 | |
1168 | /* |
1169 | * Draw edges. |
1170 | */ |
08dd70c3 |
1171 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1172 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1173 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1174 | COL_LINE); |
1175 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1176 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1177 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1178 | COL_LINE); |
1179 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1180 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1181 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1182 | COL_LINE); |
1183 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1184 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1185 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1186 | COL_LINE); |
3870c4d8 |
1187 | |
1188 | /* |
1189 | * Draw corners. |
1190 | */ |
08dd70c3 |
1191 | if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) || |
1192 | (VRANGE(state,x,y-1) && index(state,vedge,x,y-1))) |
1193 | draw_rect(fe, cx, cy, 2, 2, |
1194 | COLOUR(MAX4(index(state,hedge,x-1,y), |
1195 | index(state,vedge,x,y-1), |
1196 | index(state,hedge,x,y), |
1197 | index(state,vedge,x,y)))); |
1198 | if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) || |
1199 | (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1))) |
1200 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
1201 | COLOUR(MAX4(index(state,hedge,x+1,y), |
1202 | index(state,vedge,x+1,y-1), |
1203 | index(state,hedge,x,y), |
1204 | index(state,vedge,x+1,y)))); |
1205 | if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) || |
1206 | (VRANGE(state,x,y+1) && index(state,vedge,x,y+1))) |
1207 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
1208 | COLOUR(MAX4(index(state,hedge,x-1,y+1), |
1209 | index(state,vedge,x,y+1), |
1210 | index(state,hedge,x,y+1), |
1211 | index(state,vedge,x,y)))); |
1212 | if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) || |
1213 | (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1))) |
1214 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
1215 | COLOUR(MAX4(index(state,hedge,x+1,y+1), |
1216 | index(state,vedge,x+1,y+1), |
1217 | index(state,hedge,x,y+1), |
1218 | index(state,vedge,x+1,y)))); |
3870c4d8 |
1219 | |
1220 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1221 | } |
1222 | |
1223 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
1224 | game_state *state, game_ui *ui, |
1225 | float animtime, float flashtime) |
3870c4d8 |
1226 | { |
1227 | int x, y; |
1228 | unsigned char *correct; |
08dd70c3 |
1229 | unsigned char *hedge, *vedge; |
3870c4d8 |
1230 | |
1231 | correct = get_correct(state); |
1232 | |
08dd70c3 |
1233 | if (ui->dragged) { |
1234 | hedge = snewn(state->w*state->h, unsigned char); |
1235 | vedge = snewn(state->w*state->h, unsigned char); |
1236 | memcpy(hedge, state->hedge, state->w*state->h); |
1237 | memcpy(vedge, state->vedge, state->w*state->h); |
1238 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1239 | } else { |
1240 | hedge = state->hedge; |
1241 | vedge = state->vedge; |
1242 | } |
1243 | |
3870c4d8 |
1244 | if (!ds->started) { |
105a00d0 |
1245 | draw_rect(fe, 0, 0, |
1246 | state->w * TILE_SIZE + 2*BORDER + 1, |
1247 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
1248 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1249 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1250 | ds->started = TRUE; |
863c3945 |
1251 | draw_update(fe, 0, 0, |
1252 | state->w * TILE_SIZE + 2*BORDER + 1, |
1253 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
1254 | } |
1255 | |
1256 | for (x = 0; x < state->w; x++) |
1257 | for (y = 0; y < state->h; y++) { |
08dd70c3 |
1258 | unsigned short c = 0; |
1259 | |
1260 | if (HRANGE(state,x,y)) |
1261 | c |= index(state,hedge,x,y); |
1262 | if (HRANGE(state,x+1,y)) |
1263 | c |= index(state,hedge,x+1,y) << 2; |
1264 | if (VRANGE(state,x,y)) |
1265 | c |= index(state,vedge,x,y) << 4; |
1266 | if (VRANGE(state,x,y+1)) |
1267 | c |= index(state,vedge,x,y+1) << 6; |
ef29354c |
1268 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
1269 | c |= CORRECT; |
1270 | |
1271 | if (index(ds,ds->visible,x,y) != c) { |
08dd70c3 |
1272 | draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT); |
1273 | /* index(ds,ds->visible,x,y) = c; */ |
3870c4d8 |
1274 | } |
1275 | } |
1276 | |
08dd70c3 |
1277 | if (hedge != state->hedge) { |
1278 | sfree(hedge); |
1279 | sfree(vedge); |
1280 | } |
1281 | |
3870c4d8 |
1282 | sfree(correct); |
1283 | } |
1284 | |
1285 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1286 | { |
1287 | return 0.0F; |
1288 | } |
1289 | |
1290 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1291 | { |
ef29354c |
1292 | if (!oldstate->completed && newstate->completed) |
1293 | return FLASH_TIME; |
3870c4d8 |
1294 | return 0.0F; |
1295 | } |
1296 | |
1297 | int game_wants_statusbar(void) |
1298 | { |
1299 | return FALSE; |
1300 | } |