2 * pattern.c: the pattern-reconstruction game known as `nonograms'.
6 * - make some sort of stab at number-of-numbers judgment
18 #define max(x,y) ( (x)>(y) ? (x):(y) )
19 #define min(x,y) ( (x)<(y) ? (x):(y) )
21 const char *const game_name
= "Pattern";
22 const char *const game_winhelp_topic
= "games.pattern";
23 const int game_can_configure
= TRUE
;
35 #define TLBORDER(d) ( (d) / 5 + 2 )
39 #define FROMCOORD(d, x) \
40 ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
42 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
44 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
50 #define GRID_UNKNOWN 2
58 int *rowdata
, *rowlen
;
62 #define FLASH_TIME 0.13F
64 game_params
*default_params(void)
66 game_params
*ret
= snew(game_params
);
73 int game_fetch_preset(int i
, char **name
, game_params
**params
)
77 static const struct { int x
, y
; } values
[] = {
85 if (i
< 0 || i
>= lenof(values
))
88 ret
= snew(game_params
);
92 sprintf(str
, "%dx%d", ret
->w
, ret
->h
);
99 void free_params(game_params
*params
)
104 game_params
*dup_params(game_params
*params
)
106 game_params
*ret
= snew(game_params
);
107 *ret
= *params
; /* structure copy */
111 game_params
*decode_params(char const *string
)
113 game_params
*ret
= default_params();
114 char const *p
= string
;
117 while (*p
&& isdigit(*p
)) p
++;
121 while (*p
&& isdigit(*p
)) p
++;
129 char *encode_params(game_params
*params
)
134 len
= sprintf(ret
, "%dx%d", params
->w
, params
->h
);
135 assert(len
< lenof(ret
));
141 config_item
*game_configure(game_params
*params
)
146 ret
= snewn(3, config_item
);
148 ret
[0].name
= "Width";
149 ret
[0].type
= C_STRING
;
150 sprintf(buf
, "%d", params
->w
);
151 ret
[0].sval
= dupstr(buf
);
154 ret
[1].name
= "Height";
155 ret
[1].type
= C_STRING
;
156 sprintf(buf
, "%d", params
->h
);
157 ret
[1].sval
= dupstr(buf
);
168 game_params
*custom_params(config_item
*cfg
)
170 game_params
*ret
= snew(game_params
);
172 ret
->w
= atoi(cfg
[0].sval
);
173 ret
->h
= atoi(cfg
[1].sval
);
178 char *validate_params(game_params
*params
)
180 if (params
->w
<= 0 && params
->h
<= 0)
181 return "Width and height must both be greater than zero";
183 return "Width must be greater than zero";
185 return "Height must be greater than zero";
189 /* ----------------------------------------------------------------------
190 * Puzzle generation code.
192 * For this particular puzzle, it seemed important to me to ensure
193 * a unique solution. I do this the brute-force way, by having a
194 * solver algorithm alongside the generator, and repeatedly
195 * generating a random grid until I find one whose solution is
196 * unique. It turns out that this isn't too onerous on a modern PC
197 * provided you keep grid size below around 30. Any offers of
198 * better algorithms, however, will be very gratefully received.
200 * Another annoyance of this approach is that it limits the
201 * available puzzles to those solvable by the algorithm I've used.
202 * My algorithm only ever considers a single row or column at any
203 * one time, which means it's incapable of solving the following
204 * difficult example (found by Bella Image around 1995/6, when she
205 * and I were both doing maths degrees):
219 * Obviously this cannot be solved by a one-row-or-column-at-a-time
220 * algorithm (it would require at least one row or column reading
221 * `2 1', `1 2', `3' or `4' to get started). However, it can be
222 * proved to have a unique solution: if the top left square were
223 * empty, then the only option for the top row would be to fill the
224 * two squares in the 1 columns, which would imply the squares
225 * below those were empty, leaving no place for the 2 in the second
226 * row. Contradiction. Hence the top left square is full, and the
227 * unique solution follows easily from that starting point.
229 * (The game ID for this puzzle is 4x4:2/1/2/1/1.1/2/1/1 , in case
230 * it's useful to anyone.)
233 static int float_compare(const void *av
, const void *bv
)
235 const float *a
= (const float *)av
;
236 const float *b
= (const float *)bv
;
245 static void generate(random_state
*rs
, int w
, int h
, unsigned char *retgrid
)
252 fgrid
= snewn(w
*h
, float);
254 for (i
= 0; i
< h
; i
++) {
255 for (j
= 0; j
< w
; j
++) {
256 fgrid
[i
*w
+j
] = random_upto(rs
, 100000000UL) / 100000000.F
;
261 * The above gives a completely random splattering of black and
262 * white cells. We want to gently bias this in favour of _some_
263 * reasonably thick areas of white and black, while retaining
264 * some randomness and fine detail.
266 * So we evolve the starting grid using a cellular automaton.
267 * Currently, I'm doing something very simple indeed, which is
268 * to set each square to the average of the surrounding nine
269 * cells (or the average of fewer, if we're on a corner).
271 for (step
= 0; step
< 1; step
++) {
272 fgrid2
= snewn(w
*h
, float);
274 for (i
= 0; i
< h
; i
++) {
275 for (j
= 0; j
< w
; j
++) {
280 * Compute the average of the surrounding cells.
284 for (p
= -1; p
<= +1; p
++) {
285 for (q
= -1; q
<= +1; q
++) {
286 if (i
+p
< 0 || i
+p
>= h
|| j
+q
< 0 || j
+q
>= w
)
289 sx
+= fgrid
[(i
+p
)*w
+(j
+q
)];
294 fgrid2
[i
*w
+j
] = xbar
;
302 fgrid2
= snewn(w
*h
, float);
303 memcpy(fgrid2
, fgrid
, w
*h
*sizeof(float));
304 qsort(fgrid2
, w
*h
, sizeof(float), float_compare
);
305 threshold
= fgrid2
[w
*h
/2];
308 for (i
= 0; i
< h
; i
++) {
309 for (j
= 0; j
< w
; j
++) {
310 retgrid
[i
*w
+j
] = (fgrid
[i
*w
+j
] > threshold ? GRID_FULL
:
318 int compute_rowdata(int *ret
, unsigned char *start
, int len
, int step
)
324 for (i
= 0; i
< len
; i
++) {
325 if (start
[i
*step
] == GRID_FULL
) {
327 while (i
+runlen
< len
&& start
[(i
+runlen
)*step
] == GRID_FULL
)
333 if (start
[i
*step
] == GRID_UNKNOWN
)
343 #define STILL_UNKNOWN 3
345 static void do_recurse(unsigned char *known
, unsigned char *deduced
,
346 unsigned char *row
, int *data
, int len
,
347 int freespace
, int ndone
, int lowest
)
352 for (i
=0; i
<=freespace
; i
++) {
354 for (k
=0; k
<i
; k
++) row
[j
++] = DOT
;
355 for (k
=0; k
<data
[ndone
]; k
++) row
[j
++] = BLOCK
;
356 if (j
< len
) row
[j
++] = DOT
;
357 do_recurse(known
, deduced
, row
, data
, len
,
358 freespace
-i
, ndone
+1, j
);
361 for (i
=lowest
; i
<len
; i
++)
363 for (i
=0; i
<len
; i
++)
364 if (known
[i
] && known
[i
] != row
[i
])
366 for (i
=0; i
<len
; i
++)
367 deduced
[i
] |= row
[i
];
371 static int do_row(unsigned char *known
, unsigned char *deduced
,
373 unsigned char *start
, int len
, int step
, int *data
)
375 int rowlen
, i
, freespace
, done_any
;
378 for (rowlen
= 0; data
[rowlen
]; rowlen
++)
379 freespace
-= data
[rowlen
]+1;
381 for (i
= 0; i
< len
; i
++) {
382 known
[i
] = start
[i
*step
];
386 do_recurse(known
, deduced
, row
, data
, len
, freespace
, 0, 0);
388 for (i
=0; i
<len
; i
++)
389 if (deduced
[i
] && deduced
[i
] != STILL_UNKNOWN
&& !known
[i
]) {
390 start
[i
*step
] = deduced
[i
];
396 static unsigned char *generate_soluble(random_state
*rs
, int w
, int h
)
398 int i
, j
, done_any
, ok
, ntries
, max
;
399 unsigned char *grid
, *matrix
, *workspace
;
402 grid
= snewn(w
*h
, unsigned char);
403 matrix
= snewn(w
*h
, unsigned char);
405 workspace
= snewn(max
*3, unsigned char);
406 rowdata
= snewn(max
+1, int);
413 generate(rs
, w
, h
, grid
);
415 memset(matrix
, 0, w
*h
);
419 for (i
=0; i
<h
; i
++) {
420 rowdata
[compute_rowdata(rowdata
, grid
+i
*w
, w
, 1)] = 0;
421 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
422 matrix
+i
*w
, w
, 1, rowdata
);
424 for (i
=0; i
<w
; i
++) {
425 rowdata
[compute_rowdata(rowdata
, grid
+i
, h
, w
)] = 0;
426 done_any
|= do_row(workspace
, workspace
+max
, workspace
+2*max
,
427 matrix
+i
, h
, w
, rowdata
);
432 for (i
=0; i
<h
; i
++) {
433 for (j
=0; j
<w
; j
++) {
434 if (matrix
[i
*w
+j
] == UNKNOWN
)
446 char *new_game_seed(game_params
*params
, random_state
*rs
)
449 int i
, j
, max
, rowlen
, *rowdata
;
450 char intbuf
[80], *seed
;
451 int seedlen
, seedpos
;
453 grid
= generate_soluble(rs
, params
->w
, params
->h
);
454 max
= max(params
->w
, params
->h
);
455 rowdata
= snewn(max
, int);
458 * Seed is a slash-separated list of row contents; each row
459 * contents section is a dot-separated list of integers. Row
460 * contents are listed in the order (columns left to right,
461 * then rows top to bottom).
463 * Simplest way to handle memory allocation is to make two
464 * passes, first computing the seed size and then writing it
468 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
470 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
472 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
475 for (j
= 0; j
< rowlen
; j
++) {
476 seedlen
+= 1 + sprintf(intbuf
, "%d", rowdata
[j
]);
482 seed
= snewn(seedlen
, char);
484 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
486 rowlen
= compute_rowdata(rowdata
, grid
+i
, params
->h
, params
->w
);
488 rowlen
= compute_rowdata(rowdata
, grid
+(i
-params
->w
)*params
->w
,
491 for (j
= 0; j
< rowlen
; j
++) {
492 int len
= sprintf(seed
+seedpos
, "%d", rowdata
[j
]);
494 seed
[seedpos
+ len
] = '.';
496 seed
[seedpos
+ len
] = '/';
500 seed
[seedpos
++] = '/';
503 assert(seedpos
== seedlen
);
504 assert(seed
[seedlen
-1] == '/');
505 seed
[seedlen
-1] = '\0';
510 char *validate_seed(game_params
*params
, char *seed
)
515 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
517 rowspace
= params
->h
+ 1;
519 rowspace
= params
->w
+ 1;
521 if (*seed
&& isdigit((unsigned char)*seed
)) {
524 while (seed
&& isdigit((unsigned char)*seed
)) seed
++;
530 return "at least one column contains more numbers than will fit";
532 return "at least one row contains more numbers than will fit";
534 } while (*seed
++ == '.');
536 seed
++; /* expect a slash immediately */
539 if (seed
[-1] == '/') {
540 if (i
+1 == params
->w
+ params
->h
)
541 return "too many row/column specifications";
542 } else if (seed
[-1] == '\0') {
543 if (i
+1 < params
->w
+ params
->h
)
544 return "too few row/column specifications";
546 return "unrecognised character in game specification";
552 game_state
*new_game(game_params
*params
, char *seed
)
556 game_state
*state
= snew(game_state
);
558 state
->w
= params
->w
;
559 state
->h
= params
->h
;
561 state
->grid
= snewn(state
->w
* state
->h
, unsigned char);
562 memset(state
->grid
, GRID_UNKNOWN
, state
->w
* state
->h
);
564 state
->rowsize
= max(state
->w
, state
->h
);
565 state
->rowdata
= snewn(state
->rowsize
* (state
->w
+ state
->h
), int);
566 state
->rowlen
= snewn(state
->w
+ state
->h
, int);
568 state
->completed
= FALSE
;
570 for (i
= 0; i
< params
->w
+ params
->h
; i
++) {
571 state
->rowlen
[i
] = 0;
572 if (*seed
&& isdigit((unsigned char)*seed
)) {
575 while (seed
&& isdigit((unsigned char)*seed
)) seed
++;
576 state
->rowdata
[state
->rowsize
* i
+ state
->rowlen
[i
]++] =
578 } while (*seed
++ == '.');
580 seed
++; /* expect a slash immediately */
587 game_state
*dup_game(game_state
*state
)
589 game_state
*ret
= snew(game_state
);
594 ret
->grid
= snewn(ret
->w
* ret
->h
, unsigned char);
595 memcpy(ret
->grid
, state
->grid
, ret
->w
* ret
->h
);
597 ret
->rowsize
= state
->rowsize
;
598 ret
->rowdata
= snewn(ret
->rowsize
* (ret
->w
+ ret
->h
), int);
599 ret
->rowlen
= snewn(ret
->w
+ ret
->h
, int);
600 memcpy(ret
->rowdata
, state
->rowdata
,
601 ret
->rowsize
* (ret
->w
+ ret
->h
) * sizeof(int));
602 memcpy(ret
->rowlen
, state
->rowlen
,
603 (ret
->w
+ ret
->h
) * sizeof(int));
605 ret
->completed
= state
->completed
;
610 void free_game(game_state
*state
)
612 sfree(state
->rowdata
);
613 sfree(state
->rowlen
);
624 int drag
, release
, state
;
627 game_ui
*new_ui(game_state
*state
)
632 ret
->dragging
= FALSE
;
637 void free_ui(game_ui
*ui
)
642 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
646 x
= FROMCOORD(from
->w
, x
);
647 y
= FROMCOORD(from
->h
, y
);
649 if (x
>= 0 && x
< from
->w
&& y
>= 0 && y
< from
->h
&&
650 (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
||
651 button
== MIDDLE_BUTTON
)) {
655 if (button
== LEFT_BUTTON
) {
656 ui
->drag
= LEFT_DRAG
;
657 ui
->release
= LEFT_RELEASE
;
658 ui
->state
= GRID_FULL
;
659 } else if (button
== RIGHT_BUTTON
) {
660 ui
->drag
= RIGHT_DRAG
;
661 ui
->release
= RIGHT_RELEASE
;
662 ui
->state
= GRID_EMPTY
;
663 } else /* if (button == MIDDLE_BUTTON) */ {
664 ui
->drag
= MIDDLE_DRAG
;
665 ui
->release
= MIDDLE_RELEASE
;
666 ui
->state
= GRID_UNKNOWN
;
669 ui
->drag_start_x
= ui
->drag_end_x
= x
;
670 ui
->drag_start_y
= ui
->drag_end_y
= y
;
672 return from
; /* UI activity occurred */
675 if (ui
->dragging
&& button
== ui
->drag
) {
677 * There doesn't seem much point in allowing a rectangle
678 * drag; people will generally only want to drag a single
679 * horizontal or vertical line, so we make that easy by
682 * Exception: if we're _middle_-button dragging to tag
683 * things as UNKNOWN, we may well want to trash an entire
684 * area and start over!
686 if (ui
->state
!= GRID_UNKNOWN
) {
687 if (abs(x
- ui
->drag_start_x
) > abs(y
- ui
->drag_start_y
))
688 y
= ui
->drag_start_y
;
690 x
= ui
->drag_start_x
;
695 if (x
>= from
->w
) x
= from
->w
- 1;
696 if (y
>= from
->h
) y
= from
->h
- 1;
701 return from
; /* UI activity occurred */
704 if (ui
->dragging
&& button
== ui
->release
) {
705 int x1
, x2
, y1
, y2
, xx
, yy
;
706 int move_needed
= FALSE
;
708 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
709 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
710 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
711 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
713 for (yy
= y1
; yy
<= y2
; yy
++)
714 for (xx
= x1
; xx
<= x2
; xx
++)
715 if (from
->grid
[yy
* from
->w
+ xx
] != ui
->state
)
718 ui
->dragging
= FALSE
;
721 ret
= dup_game(from
);
722 for (yy
= y1
; yy
<= y2
; yy
++)
723 for (xx
= x1
; xx
<= x2
; xx
++)
724 ret
->grid
[yy
* ret
->w
+ xx
] = ui
->state
;
727 * An actual change, so check to see if we've completed
730 if (!ret
->completed
) {
731 int *rowdata
= snewn(ret
->rowsize
, int);
734 ret
->completed
= TRUE
;
736 for (i
=0; i
<ret
->w
; i
++) {
737 len
= compute_rowdata(rowdata
,
738 ret
->grid
+i
, ret
->h
, ret
->w
);
739 if (len
!= ret
->rowlen
[i
] ||
740 memcmp(ret
->rowdata
+i
*ret
->rowsize
, rowdata
,
741 len
* sizeof(int))) {
742 ret
->completed
= FALSE
;
746 for (i
=0; i
<ret
->h
; i
++) {
747 len
= compute_rowdata(rowdata
,
748 ret
->grid
+i
*ret
->w
, ret
->w
, 1);
749 if (len
!= ret
->rowlen
[i
+ret
->w
] ||
750 memcmp(ret
->rowdata
+(i
+ret
->w
)*ret
->rowsize
, rowdata
,
751 len
* sizeof(int))) {
752 ret
->completed
= FALSE
;
762 return from
; /* UI activity occurred */
768 /* ----------------------------------------------------------------------
772 struct game_drawstate
{
775 unsigned char *visible
;
778 void game_size(game_params
*params
, int *x
, int *y
)
780 *x
= SIZE(params
->w
);
781 *y
= SIZE(params
->h
);
784 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
786 float *ret
= snewn(3 * NCOLOURS
, float);
788 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
790 ret
[COL_GRID
* 3 + 0] = 0.3F
;
791 ret
[COL_GRID
* 3 + 1] = 0.3F
;
792 ret
[COL_GRID
* 3 + 2] = 0.3F
;
794 ret
[COL_UNKNOWN
* 3 + 0] = 0.5F
;
795 ret
[COL_UNKNOWN
* 3 + 1] = 0.5F
;
796 ret
[COL_UNKNOWN
* 3 + 2] = 0.5F
;
798 ret
[COL_FULL
* 3 + 0] = 0.0F
;
799 ret
[COL_FULL
* 3 + 1] = 0.0F
;
800 ret
[COL_FULL
* 3 + 2] = 0.0F
;
802 ret
[COL_EMPTY
* 3 + 0] = 1.0F
;
803 ret
[COL_EMPTY
* 3 + 1] = 1.0F
;
804 ret
[COL_EMPTY
* 3 + 2] = 1.0F
;
806 *ncolours
= NCOLOURS
;
810 game_drawstate
*game_new_drawstate(game_state
*state
)
812 struct game_drawstate
*ds
= snew(struct game_drawstate
);
817 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned char);
818 memset(ds
->visible
, 255, ds
->w
* ds
->h
);
823 void game_free_drawstate(game_drawstate
*ds
)
829 static void grid_square(frontend
*fe
, game_drawstate
*ds
,
830 int y
, int x
, int state
)
834 draw_rect(fe
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
835 TILE_SIZE
, TILE_SIZE
, COL_GRID
);
837 xl
= (x
% 5 == 0 ?
1 : 0);
838 yt
= (y
% 5 == 0 ?
1 : 0);
839 xr
= (x
% 5 == 4 || x
== ds
->w
-1 ?
1 : 0);
840 yb
= (y
% 5 == 4 || y
== ds
->h
-1 ?
1 : 0);
842 draw_rect(fe
, TOCOORD(ds
->w
, x
) + 1 + xl
, TOCOORD(ds
->h
, y
) + 1 + yt
,
843 TILE_SIZE
- xl
- xr
- 1, TILE_SIZE
- yt
- yb
- 1,
844 (state
== GRID_FULL ? COL_FULL
:
845 state
== GRID_EMPTY ? COL_EMPTY
: COL_UNKNOWN
));
847 draw_update(fe
, TOCOORD(ds
->w
, x
), TOCOORD(ds
->h
, y
),
848 TILE_SIZE
, TILE_SIZE
);
851 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
852 game_state
*state
, int dir
, game_ui
*ui
,
853 float animtime
, float flashtime
)
860 * The initial contents of the window are not guaranteed
861 * and can vary with front ends. To be on the safe side,
862 * all games should start by drawing a big background-
863 * colour rectangle covering the whole window.
865 draw_rect(fe
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
), COL_BACKGROUND
);
870 for (i
= 0; i
< ds
->w
+ ds
->h
; i
++) {
871 int rowlen
= state
->rowlen
[i
];
872 int *rowdata
= state
->rowdata
+ state
->rowsize
* i
;
876 * Normally I space the numbers out by the same
877 * distance as the tile size. However, if there are
878 * more numbers than available spaces, I have to squash
881 nfit
= max(rowlen
, TLBORDER(ds
->h
))-1;
884 for (j
= 0; j
< rowlen
; j
++) {
889 x
= TOCOORD(ds
->w
, i
);
890 y
= BORDER
+ TILE_SIZE
* (TLBORDER(ds
->h
)-1);
891 y
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(ds
->h
)-1) / nfit
;
893 y
= TOCOORD(ds
->h
, i
- ds
->w
);
894 x
= BORDER
+ TILE_SIZE
* (TLBORDER(ds
->w
)-1);
895 x
-= ((rowlen
-j
-1)*TILE_SIZE
) * (TLBORDER(ds
->h
)-1) / nfit
;
898 sprintf(str
, "%d", rowdata
[j
]);
899 draw_text(fe
, x
+TILE_SIZE
/2, y
+TILE_SIZE
/2, FONT_VARIABLE
,
900 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
,
901 COL_FULL
, str
); /* FIXME: COL_TEXT */
906 * Draw the grid outline.
908 draw_rect(fe
, TOCOORD(ds
->w
, 0) - 1, TOCOORD(ds
->h
, 0) - 1,
909 ds
->w
* TILE_SIZE
+ 2, ds
->h
* TILE_SIZE
+ 2,
914 draw_update(fe
, 0, 0, SIZE(ds
->w
), SIZE(ds
->h
));
918 x1
= min(ui
->drag_start_x
, ui
->drag_end_x
);
919 x2
= max(ui
->drag_start_x
, ui
->drag_end_x
);
920 y1
= min(ui
->drag_start_y
, ui
->drag_end_y
);
921 y2
= max(ui
->drag_start_y
, ui
->drag_end_y
);
923 x1
= x2
= y1
= y2
= -1; /* placate gcc warnings */
927 * Now draw any grid squares which have changed since last
930 for (i
= 0; i
< ds
->h
; i
++) {
931 for (j
= 0; j
< ds
->w
; j
++) {
935 * Work out what state this square should be drawn in,
936 * taking any current drag operation into account.
938 if (ui
->dragging
&& x1
<= j
&& j
<= x2
&& y1
<= i
&& i
<= y2
)
941 val
= state
->grid
[i
* state
->w
+ j
];
944 * Briefly invert everything twice during a completion
948 (flashtime
<= FLASH_TIME
/3 || flashtime
>= FLASH_TIME
*2/3) &&
950 val
= (GRID_FULL
^ GRID_EMPTY
) ^ val
;
952 if (ds
->visible
[i
* ds
->w
+ j
] != val
) {
953 grid_square(fe
, ds
, i
, j
, val
);
954 ds
->visible
[i
* ds
->w
+ j
] = val
;
960 float game_anim_length(game_state
*oldstate
, game_state
*newstate
, int dir
)
965 float game_flash_length(game_state
*oldstate
, game_state
*newstate
, int dir
)
967 if (!oldstate
->completed
&& newstate
->completed
)
972 int game_wants_statusbar(void)