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.
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
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
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
41 const char *const game_name
= "Rectangles";
42 const int game_can_configure
= TRUE
;
57 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
58 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
59 #define grid(state,x,y) index(state, (state)->grid, x, y)
60 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
61 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
63 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
64 (y) >= dy && (y) < (state)->h )
65 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
66 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
67 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
72 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
73 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
77 int *grid
; /* contains the numbers */
78 unsigned char *vedge
; /* (w+1) x h */
79 unsigned char *hedge
; /* w x (h+1) */
82 game_params
*default_params(void)
84 game_params
*ret
= snew(game_params
);
91 int game_fetch_preset(int i
, char **name
, game_params
**params
)
98 case 0: w
= 7, h
= 7; break;
99 case 1: w
= 11, h
= 11; break;
100 case 2: w
= 15, h
= 15; break;
101 case 3: w
= 19, h
= 19; break;
102 default: return FALSE
;
105 sprintf(buf
, "%dx%d", w
, h
);
107 *params
= ret
= snew(game_params
);
113 void free_params(game_params
*params
)
118 game_params
*dup_params(game_params
*params
)
120 game_params
*ret
= snew(game_params
);
121 *ret
= *params
; /* structure copy */
125 config_item
*game_configure(game_params
*params
)
130 ret
= snewn(5, config_item
);
132 ret
[0].name
= "Width";
133 ret
[0].type
= C_STRING
;
134 sprintf(buf
, "%d", params
->w
);
135 ret
[0].sval
= dupstr(buf
);
138 ret
[1].name
= "Height";
139 ret
[1].type
= C_STRING
;
140 sprintf(buf
, "%d", params
->h
);
141 ret
[1].sval
= dupstr(buf
);
152 game_params
*custom_params(config_item
*cfg
)
154 game_params
*ret
= snew(game_params
);
156 ret
->w
= atoi(cfg
[0].sval
);
157 ret
->h
= atoi(cfg
[1].sval
);
162 char *validate_params(game_params
*params
)
164 if (params
->w
<= 0 && params
->h
<= 0)
165 return "Width and height must both be greater than zero";
166 if (params
->w
* params
->h
< 4)
167 return "Total area must be at least 4";
181 static struct rectlist
*get_rectlist(game_params
*params
, int *grid
)
186 struct rect
*rects
= NULL
;
187 int nrects
= 0, rectsize
= 0;
190 * Maximum rectangle area is 1/6 of total grid size.
192 maxarea
= params
->w
* params
->h
/ 6;
194 for (rw
= 1; rw
<= params
->w
; rw
++)
195 for (rh
= 1; rh
<= params
->h
; rh
++) {
196 if (rw
* rh
> maxarea
)
200 for (x
= 0; x
<= params
->w
- rw
; x
++)
201 for (y
= 0; y
<= params
->h
- rh
; y
++) {
203 * We have a candidate rectangle placement. See
204 * if it's unobstructed.
210 for (xx
= x
; xx
< x
+rw
; xx
++)
211 for (yy
= y
; yy
< y
+rh
; yy
++)
212 if (index(params
, grid
, xx
, yy
) >= 0) {
214 goto break1
; /* break both loops at once */
221 if (nrects
>= rectsize
) {
222 rectsize
= nrects
+ 256;
223 rects
= sresize(rects
, rectsize
, struct rect
);
228 rects
[nrects
].w
= rw
;
229 rects
[nrects
].h
= rh
;
235 struct rectlist
*ret
;
236 ret
= snew(struct rectlist
);
241 assert(rects
== NULL
); /* hence no need to free */
246 static void free_rectlist(struct rectlist
*list
)
252 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
254 int idx
= INDEX(params
, r
.x
, r
.y
);
257 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
258 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
259 index(params
, grid
, x
, y
) = idx
;
261 #ifdef GENERATION_DIAGNOSTICS
262 printf(" placing rectangle at (%d,%d) size %d x %d\n",
267 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
273 * Find the top left of the rectangle.
275 idx
= index(params
, grid
, x
, y
);
281 return r
; /* 1x1 singleton here */
288 * Find the width and height of the rectangle.
291 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
294 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
305 #ifdef GENERATION_DIAGNOSTICS
306 static void display_grid(game_params
*params
, int *grid
, int *numbers
)
308 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
310 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
312 int r
= (params
->w
*2+3);
314 for (x
= 0; x
< params
->w
; x
++)
315 for (y
= 0; y
< params
->h
; y
++) {
316 int i
= index(params
, grid
, x
, y
);
317 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
318 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
319 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
320 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
321 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
322 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
323 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
324 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
327 for (y
= 1; y
< 2*params
->h
+2; y
++) {
328 for (x
= 1; x
< 2*params
->w
+2; x
++) {
330 int k
= index(params
, numbers
, x
/2-1, y
/2-1);
331 if (k
) printf("%2d", k
); else printf(" ");
332 } else if (!((y
&x
)&1)) {
333 int v
= egrid
[y
*r
+x
];
334 if ((y
&1) && v
) v
= '-';
335 if ((x
&1) && v
) v
= '|';
338 if (!(x
&1)) putchar(v
);
341 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
342 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
343 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
344 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
345 c
= " ??+?-++?+|+++++"[d
];
347 if (!(x
&1)) putchar(c
);
357 char *new_game_seed(game_params
*params
, random_state
*rs
)
360 struct rectlist
*list
;
364 grid
= snewn(params
->w
* params
->h
, int);
365 numbers
= snewn(params
->w
* params
->h
, int);
367 for (y
= 0; y
< params
->h
; y
++)
368 for (x
= 0; x
< params
->w
; x
++) {
369 index(params
, grid
, x
, y
) = -1;
370 index(params
, numbers
, x
, y
) = 0;
373 list
= get_rectlist(params
, grid
);
374 assert(list
!= NULL
);
377 * Place rectangles until we can't any more.
379 while (list
->n
> 0) {
384 * Pick a random rectangle.
386 i
= random_upto(rs
, list
->n
);
392 place_rect(params
, grid
, r
);
395 * Winnow the list by removing any rectangles which
399 for (i
= 0; i
< list
->n
; i
++) {
400 struct rect s
= list
->rects
[i
];
401 if (s
.x
+s
.w
<= r
.x
|| r
.x
+r
.w
<= s
.x
||
402 s
.y
+s
.h
<= r
.y
|| r
.y
+r
.h
<= s
.y
)
403 list
->rects
[m
++] = s
;
411 * Deal with singleton spaces remaining in the grid, one by
414 * We do this by making a local change to the layout. There are
415 * several possibilities:
417 * +-----+-----+ Here, we can remove the singleton by
418 * | | | extending the 1x2 rectangle below it
419 * +--+--+-----+ into a 1x3.
427 * +--+--+--+ Here, that trick doesn't work: there's no
428 * | | | 1 x n rectangle with the singleton at one
429 * | | | end. Instead, we extend a 1 x n rectangle
430 * | | | _out_ from the singleton, shaving a layer
431 * +--+--+ | off the end of another rectangle. So if we
432 * | | | | extended up, we'd make our singleton part
433 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
434 * | | | used to be; or we could extend right into
435 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
437 * +-----+--+ Here, we can't even do _that_, since any
438 * | | | direction we choose to extend the singleton
439 * +--+--+ | will produce a new singleton as a result of
440 * | | | | truncating one of the size-2 rectangles.
441 * | +--+--+ Fortunately, this case can _only_ occur when
442 * | | | a singleton is surrounded by four size-2s
443 * +--+-----+ in this fashion; so instead we can simply
444 * replace the whole section with a single 3x3.
446 for (x
= 0; x
< params
->w
; x
++) {
447 for (y
= 0; y
< params
->h
; y
++) {
448 if (index(params
, grid
, x
, y
) < 0) {
451 #ifdef GENERATION_DIAGNOSTICS
452 display_grid(params
, grid
, numbers
);
453 printf("singleton at %d,%d\n", x
, y
);
457 * Check in which directions we can feasibly extend
458 * the singleton. We can extend in a particular
459 * direction iff either:
461 * - the rectangle on that side of the singleton
462 * is not 2x1, and we are at one end of the edge
463 * of it we are touching
465 * - it is 2x1 but we are on its short side.
467 * FIXME: we could plausibly choose between these
468 * based on the sizes of the rectangles they would
472 if (x
< params
->w
-1) {
473 struct rect r
= find_rect(params
, grid
, x
+1, y
);
474 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
475 dirs
[ndirs
++] = 1; /* right */
478 struct rect r
= find_rect(params
, grid
, x
, y
-1);
479 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
480 dirs
[ndirs
++] = 2; /* up */
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
++] = 4; /* left */
487 if (y
< params
->h
-1) {
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
++] = 8; /* down */
497 which
= random_upto(rs
, ndirs
);
502 assert(x
< params
->w
+1);
503 #ifdef GENERATION_DIAGNOSTICS
504 printf("extending right\n");
506 r1
= find_rect(params
, grid
, x
+1, y
);
517 #ifdef GENERATION_DIAGNOSTICS
518 printf("extending up\n");
520 r1
= find_rect(params
, grid
, x
, y
-1);
531 #ifdef GENERATION_DIAGNOSTICS
532 printf("extending left\n");
534 r1
= find_rect(params
, grid
, x
-1, y
);
544 assert(y
< params
->h
+1);
545 #ifdef GENERATION_DIAGNOSTICS
546 printf("extending down\n");
548 r1
= find_rect(params
, grid
, x
, y
+1);
558 if (r1
.h
> 0 && r1
.w
> 0)
559 place_rect(params
, grid
, r1
);
560 place_rect(params
, grid
, r2
);
564 * Sanity-check that there really is a 3x3
565 * rectangle surrounding this singleton and it
566 * contains absolutely everything we could
571 assert(x
> 0 && x
< params
->w
-1);
572 assert(y
> 0 && y
< params
->h
-1);
574 for (xx
= x
-1; xx
<= x
+1; xx
++)
575 for (yy
= y
-1; yy
<= y
+1; yy
++) {
576 struct rect r
= find_rect(params
,grid
,xx
,yy
);
579 assert(r
.x
+r
.w
-1 <= x
+1);
580 assert(r
.y
+r
.h
-1 <= y
+1);
585 #ifdef GENERATION_DIAGNOSTICS
586 printf("need the 3x3 trick\n");
590 * FIXME: If the maximum rectangle area for
591 * this grid is less than 9, we ought to
592 * subdivide the 3x3 in some fashion. There are
593 * five other possibilities:
598 * - a 3 and three 2s (two different arrangements).
606 place_rect(params
, grid
, r
);
616 for (x
= 0; x
< params
->w
; x
++) {
617 for (y
= 0; y
< params
->h
; y
++) {
618 int idx
= INDEX(params
, x
, y
);
619 if (index(params
, grid
, x
, y
) == idx
) {
620 struct rect r
= find_rect(params
, grid
, x
, y
);
624 * Decide where to put the number.
626 n
= random_upto(rs
, r
.w
*r
.h
);
629 index(params
,numbers
,x
+xx
,y
+yy
) = r
.w
*r
.h
;
634 #ifdef GENERATION_DIAGNOSTICS
635 display_grid(params
, grid
, numbers
);
638 seed
= snewn(11 * params
->w
* params
->h
, char);
641 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
642 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
649 int c
= 'a' - 1 + run
;
653 run
-= c
- ('a' - 1);
659 p
+= sprintf(p
, "%d", n
);
671 char *validate_seed(game_params
*params
, char *seed
)
673 int area
= params
->w
* params
->h
;
678 if (n
>= 'a' && n
<= 'z') {
679 squares
+= n
- 'a' + 1;
680 } else if (n
== '_') {
682 } else if (n
> '0' && n
<= '9') {
683 squares
+= atoi(seed
-1);
684 while (*seed
>= '0' && *seed
<= '9')
687 return "Invalid character in game specification";
691 return "Not enough data to fill grid";
694 return "Too much data to fit in grid";
699 game_state
*new_game(game_params
*params
, char *seed
)
701 game_state
*state
= snew(game_state
);
704 state
->w
= params
->w
;
705 state
->h
= params
->h
;
707 area
= state
->w
* state
->h
;
709 state
->grid
= snewn(area
, int);
710 state
->vedge
= snewn(area
, unsigned char);
711 state
->hedge
= snewn(area
, unsigned char);
716 if (n
>= 'a' && n
<= 'z') {
717 int run
= n
- 'a' + 1;
718 assert(i
+ run
<= area
);
720 state
->grid
[i
++] = 0;
721 } else if (n
== '_') {
723 } else if (n
> '0' && n
<= '9') {
725 state
->grid
[i
++] = atoi(seed
-1);
726 while (*seed
>= '0' && *seed
<= '9')
729 assert(!"We can't get here");
734 for (y
= 0; y
< state
->h
; y
++)
735 for (x
= 0; x
< state
->w
; x
++)
736 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
741 game_state
*dup_game(game_state
*state
)
743 game_state
*ret
= snew(game_state
);
748 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
749 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
750 ret
->grid
= snewn(state
->w
* state
->h
, int);
752 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
753 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
754 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
759 void free_game(game_state
*state
)
767 static unsigned char *get_correct(game_state
*state
)
772 ret
= snewn(state
->w
* state
->h
, unsigned char);
773 memset(ret
, 0xFF, state
->w
* state
->h
);
775 for (x
= 0; x
< state
->w
; x
++)
776 for (y
= 0; y
< state
->h
; y
++)
777 if (index(state
,ret
,x
,y
) == 0xFF) {
780 int num
, area
, valid
;
783 * Find a rectangle starting at this point.
786 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
789 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
793 * We know what the dimensions of the rectangle
794 * should be if it's there at all. Find out if we
795 * really have a valid rectangle.
798 /* Check the horizontal edges. */
799 for (xx
= x
; xx
< x
+rw
; xx
++) {
800 for (yy
= y
; yy
<= y
+rh
; yy
++) {
801 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
802 int ec
= (yy
== y
|| yy
== y
+rh
);
807 /* Check the vertical edges. */
808 for (yy
= y
; yy
< y
+rh
; yy
++) {
809 for (xx
= x
; xx
<= x
+rw
; xx
++) {
810 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
811 int ec
= (xx
== x
|| xx
== x
+rw
);
818 * If this is not a valid rectangle with no other
819 * edges inside it, we just mark this square as not
820 * complete and proceed to the next square.
823 index(state
, ret
, x
, y
) = 0;
828 * We have a rectangle. Now see what its area is,
829 * and how many numbers are in it.
833 for (xx
= x
; xx
< x
+rw
; xx
++) {
834 for (yy
= y
; yy
< y
+rh
; yy
++) {
836 if (grid(state
,xx
,yy
)) {
838 valid
= FALSE
; /* two numbers */
839 num
= grid(state
,xx
,yy
);
847 * Now fill in the whole rectangle based on the
850 for (xx
= x
; xx
< x
+rw
; xx
++) {
851 for (yy
= y
; yy
< y
+rh
; yy
++) {
852 index(state
, ret
, xx
, yy
) = valid
;
860 game_ui
*new_ui(game_state
*state
)
865 void free_ui(game_ui
*ui
)
869 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
871 float xf
, yf
, dx
, dy
;
872 int hxr
, hyr
, vxr
, vyr
;
875 if (button
!= LEFT_BUTTON
)
878 xf
= FROMCOORD(((float)x
));
879 yf
= FROMCOORD(((float)y
));
882 hyr
= (int)(yf
+ 0.5F
);
884 vxr
= (int)(xf
+ 0.5F
);
890 if (dy
< dx
&& HRANGE(from
,hxr
,hyr
)) {
891 ret
= dup_game(from
);
892 hedge(ret
,hxr
,hyr
) = !hedge(ret
,hxr
,hyr
);
894 } else if (dx
< dy
&& VRANGE(from
,vxr
,vyr
)) {
895 ret
= dup_game(from
);
896 vedge(ret
,vxr
,vyr
) = !vedge(ret
,vxr
,vyr
);
903 /* ----------------------------------------------------------------------
913 struct game_drawstate
{
916 unsigned char *visible
;
919 void game_size(game_params
*params
, int *x
, int *y
)
921 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
922 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
925 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
927 float *ret
= snewn(3 * NCOLOURS
, float);
929 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
931 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
932 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
933 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
935 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
936 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
937 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
939 ret
[COL_LINE
* 3 + 0] = 0.0F
;
940 ret
[COL_LINE
* 3 + 1] = 0.0F
;
941 ret
[COL_LINE
* 3 + 2] = 0.0F
;
943 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
944 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
945 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
947 *ncolours
= NCOLOURS
;
951 game_drawstate
*game_new_drawstate(game_state
*state
)
953 struct game_drawstate
*ds
= snew(struct game_drawstate
);
958 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned char);
959 memset(ds
->visible
, 0xFF, ds
->w
* ds
->h
);
964 void game_free_drawstate(game_drawstate
*ds
)
970 void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int correct
)
972 int cx
= COORD(x
), cy
= COORD(y
);
975 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
976 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
977 correct ? COL_CORRECT
: COL_BACKGROUND
);
979 if (grid(state
,x
,y
)) {
980 sprintf(str
, "%d", grid(state
,x
,y
));
981 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
982 TILE_SIZE
/3, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
988 if (!HRANGE(state
,x
,y
) || hedge(state
,x
,y
))
989 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2, COL_LINE
);
990 if (!HRANGE(state
,x
,y
+1) || hedge(state
,x
,y
+1))
991 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2, COL_LINE
);
992 if (!VRANGE(state
,x
,y
) || vedge(state
,x
,y
))
993 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1, COL_LINE
);
994 if (!VRANGE(state
,x
+1,y
) || vedge(state
,x
+1,y
))
995 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1, COL_LINE
);
1000 if ((HRANGE(state
,x
-1,y
) && hedge(state
,x
-1,y
)) ||
1001 (VRANGE(state
,x
,y
-1) && vedge(state
,x
,y
-1)))
1002 draw_rect(fe
, cx
, cy
, 2, 2, COL_LINE
);
1003 if ((HRANGE(state
,x
+1,y
) && hedge(state
,x
+1,y
)) ||
1004 (VRANGE(state
,x
+1,y
-1) && vedge(state
,x
+1,y
-1)))
1005 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2, COL_LINE
);
1006 if ((HRANGE(state
,x
-1,y
+1) && hedge(state
,x
-1,y
+1)) ||
1007 (VRANGE(state
,x
,y
+1) && vedge(state
,x
,y
+1)))
1008 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2, COL_LINE
);
1009 if ((HRANGE(state
,x
+1,y
+1) && hedge(state
,x
+1,y
+1)) ||
1010 (VRANGE(state
,x
+1,y
+1) && vedge(state
,x
+1,y
+1)))
1011 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2, COL_LINE
);
1013 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
1016 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1017 game_state
*state
, game_ui
*ui
,
1018 float animtime
, float flashtime
)
1021 unsigned char *correct
;
1023 correct
= get_correct(state
);
1026 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
1027 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
1031 for (x
= 0; x
< state
->w
; x
++)
1032 for (y
= 0; y
< state
->h
; y
++) {
1033 unsigned char c
= 0;
1035 if (!HRANGE(state
,x
,y
) || hedge(state
,x
,y
))
1037 if (!HRANGE(state
,x
+1,y
) || hedge(state
,x
+1,y
))
1039 if (!VRANGE(state
,x
,y
) || vedge(state
,x
,y
))
1041 if (!VRANGE(state
,x
,y
+1) || vedge(state
,x
,y
+1))
1043 if (index(state
, correct
, x
, y
))
1046 if (index(ds
,ds
->visible
,x
,y
) != c
) {
1047 draw_tile(fe
, state
, x
, y
, c
& CORRECT
);
1048 //index(ds,ds->visible,x,y) = c;
1055 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1060 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1065 int game_wants_statusbar(void)