* selection to produce a few large rectangles more often
* than oodles of small ones? Unsure, but might be worth a
* try.
- *
- * - During redraw, do corner analysis centrally in game_redraw()
- * itself so that we can take it into account when computing the
- * `visible' array. If we can do this, we can actually _turn on_
- * the `visible' processing and keep redraws to the minimum
- * required.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
#include <math.h>
#include "puzzles.h"
const char *const game_name = "Rectangles";
+const char *const game_winhelp_topic = "games.rectangles";
const int game_can_configure = TRUE;
enum {
struct game_params {
int w, h;
+ float expandfactor;
};
#define INDEX(state, x, y) (((y) * (state)->w) + (x))
#define TILE_SIZE 24
#define BORDER 18
+#define CORNER_TOLERANCE 0.15F
+#define CENTRE_TOLERANCE 0.15F
+
+#define FLASH_TIME 0.13F
+
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
int *grid; /* contains the numbers */
unsigned char *vedge; /* (w+1) x h */
unsigned char *hedge; /* w x (h+1) */
+ int completed;
};
game_params *default_params(void)
game_params *ret = snew(game_params);
ret->w = ret->h = 7;
+ ret->expandfactor = 0.0F;
return ret;
}
*params = ret = snew(game_params);
ret->w = w;
ret->h = h;
+ ret->expandfactor = 0.0F;
return TRUE;
}
return ret;
}
+game_params *decode_params(char const *string)
+{
+ game_params *ret = default_params();
+
+ ret->w = ret->h = atoi(string);
+ ret->expandfactor = 0.0F;
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 'e') {
+ string++;
+ ret->expandfactor = atof(string);
+ }
+
+ return ret;
+}
+
+char *encode_params(game_params *params)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+
+ return dupstr(data);
+}
+
config_item *game_configure(game_params *params)
{
config_item *ret;
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
- ret[2].name = NULL;
- ret[2].type = C_END;
- ret[2].sval = NULL;
+ ret[2].name = "Expansion factor";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%g", params->expandfactor);
+ ret[2].sval = dupstr(buf);
ret[2].ival = 0;
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
return ret;
}
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
+ ret->expandfactor = atof(cfg[2].sval);
return ret;
}
{
if (params->w <= 0 && params->h <= 0)
return "Width and height must both be greater than zero";
- if (params->w * params->h < 4)
- return "Total area must be at least 4";
+ if (params->w < 2 && params->h < 2)
+ return "Grid area must be greater than one";
+ if (params->expandfactor < 0.0F)
+ return "Expansion factor may not be negative";
return NULL;
}
int nrects = 0, rectsize = 0;
/*
- * Maximum rectangle area is 1/6 of total grid size.
+ * Maximum rectangle area is 1/6 of total grid size, unless
+ * this means we can't place any rectangles at all in which
+ * case we set it to 2 at minimum.
*/
maxarea = params->w * params->h / 6;
+ if (maxarea < 2)
+ maxarea = 2;
for (rw = 1; rw <= params->w; rw++)
for (rh = 1; rh <= params->h; rh++) {
continue;
for (x = 0; x <= params->w - rw; x++)
for (y = 0; y <= params->h - rh; y++) {
- /*
- * We have a candidate rectangle placement. See
- * if it's unobstructed.
- */
- int xx, yy;
- int ok;
-
- ok = TRUE;
- for (xx = x; xx < x+rw; xx++)
- for (yy = y; yy < y+rh; yy++)
- if (index(params, grid, xx, yy) >= 0) {
- ok = FALSE;
- goto break1; /* break both loops at once */
- }
- break1:
-
- if (!ok)
- continue;
-
if (nrects >= rectsize) {
rectsize = nrects + 256;
rects = sresize(rects, rectsize, struct rect);
}
#ifdef GENERATION_DIAGNOSTICS
-static void display_grid(game_params *params, int *grid, int *numbers)
+static void display_grid(game_params *params, int *grid, int *numbers, int all)
{
unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
unsigned char);
- memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
int x, y;
int r = (params->w*2+3);
+ memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
+
for (x = 0; x < params->w; x++)
for (y = 0; y < params->h; y++) {
int i = index(params, grid, x, y);
for (y = 1; y < 2*params->h+2; y++) {
for (x = 1; x < 2*params->w+2; x++) {
if (!((y|x)&1)) {
- int k = index(params, numbers, x/2-1, y/2-1);
- if (k) printf("%2d", k); else printf(" ");
+ int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
+ if (k || (all && numbers)) printf("%2d", k); else printf(" ");
} else if (!((y&x)&1)) {
int v = egrid[y*r+x];
if ((y&1) && v) v = '-';
{
int *grid, *numbers;
struct rectlist *list;
- int x, y, run, i;
+ int x, y, y2, y2last, yx, run, i;
char *seed, *p;
+ game_params params2real, *params2 = ¶ms2real;
- grid = snewn(params->w * params->h, int);
- numbers = snewn(params->w * params->h, int);
+ /*
+ * Set up the smaller width and height which we will use to
+ * generate the base grid.
+ */
+ params2->w = params->w / (1.0F + params->expandfactor);
+ if (params2->w < 2 && params->w >= 2) params2->w = 2;
+ params2->h = params->h / (1.0F + params->expandfactor);
+ if (params2->h < 2 && params->h >= 2) params2->h = 2;
- for (y = 0; y < params->h; y++)
- for (x = 0; x < params->w; x++) {
- index(params, grid, x, y) = -1;
- index(params, numbers, x, y) = 0;
+ grid = snewn(params2->w * params2->h, int);
+
+ for (y = 0; y < params2->h; y++)
+ for (x = 0; x < params2->w; x++) {
+ index(params2, grid, x, y) = -1;
}
- list = get_rectlist(params, grid);
+ list = get_rectlist(params2, grid);
assert(list != NULL);
/*
/*
* Place it.
*/
- place_rect(params, grid, r);
+ place_rect(params2, grid, r);
/*
* Winnow the list by removing any rectangles which
* +--+-----+ in this fashion; so instead we can simply
* replace the whole section with a single 3x3.
*/
- for (x = 0; x < params->w; x++) {
- for (y = 0; y < params->h; y++) {
- if (index(params, grid, x, y) < 0) {
+ for (x = 0; x < params2->w; x++) {
+ for (y = 0; y < params2->h; y++) {
+ if (index(params2, grid, x, y) < 0) {
int dirs[4], ndirs;
#ifdef GENERATION_DIAGNOSTICS
- display_grid(params, grid, numbers);
+ display_grid(params2, grid, NULL, FALSE);
printf("singleton at %d,%d\n", x, y);
#endif
* create?
*/
ndirs = 0;
- if (x < params->w-1) {
- struct rect r = find_rect(params, grid, x+1, y);
+ if (x < params2->w-1) {
+ struct rect r = find_rect(params2, grid, x+1, y);
if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
dirs[ndirs++] = 1; /* right */
}
if (y > 0) {
- struct rect r = find_rect(params, grid, x, y-1);
+ struct rect r = find_rect(params2, grid, x, y-1);
if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
dirs[ndirs++] = 2; /* up */
}
if (x > 0) {
- struct rect r = find_rect(params, grid, x-1, y);
+ struct rect r = find_rect(params2, grid, x-1, y);
if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
dirs[ndirs++] = 4; /* left */
}
- if (y < params->h-1) {
- struct rect r = find_rect(params, grid, x, y+1);
+ if (y < params2->h-1) {
+ struct rect r = find_rect(params2, grid, x, y+1);
if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
dirs[ndirs++] = 8; /* down */
}
switch (dir) {
case 1: /* right */
- assert(x < params->w+1);
+ assert(x < params2->w+1);
#ifdef GENERATION_DIAGNOSTICS
printf("extending right\n");
#endif
- r1 = find_rect(params, grid, x+1, y);
+ r1 = find_rect(params2, grid, x+1, y);
r2.x = x;
r2.y = y;
r2.w = 1 + r1.w;
#ifdef GENERATION_DIAGNOSTICS
printf("extending up\n");
#endif
- r1 = find_rect(params, grid, x, y-1);
+ r1 = find_rect(params2, grid, x, y-1);
r2.x = x;
r2.y = r1.y;
r2.w = 1;
#ifdef GENERATION_DIAGNOSTICS
printf("extending left\n");
#endif
- r1 = find_rect(params, grid, x-1, y);
+ r1 = find_rect(params2, grid, x-1, y);
r2.x = r1.x;
r2.y = y;
r2.w = 1 + r1.w;
r1.h--;
break;
case 8: /* down */
- assert(y < params->h+1);
+ assert(y < params2->h+1);
#ifdef GENERATION_DIAGNOSTICS
printf("extending down\n");
#endif
- r1 = find_rect(params, grid, x, y+1);
+ r1 = find_rect(params2, grid, x, y+1);
r2.x = x;
r2.y = y;
r2.w = 1;
break;
}
if (r1.h > 0 && r1.w > 0)
- place_rect(params, grid, r1);
- place_rect(params, grid, r2);
+ place_rect(params2, grid, r1);
+ place_rect(params2, grid, r2);
} else {
#ifndef NDEBUG
/*
*/
{
int xx, yy;
- assert(x > 0 && x < params->w-1);
- assert(y > 0 && y < params->h-1);
+ assert(x > 0 && x < params2->w-1);
+ assert(y > 0 && y < params2->h-1);
for (xx = x-1; xx <= x+1; xx++)
for (yy = y-1; yy <= y+1; yy++) {
- struct rect r = find_rect(params,grid,xx,yy);
+ struct rect r = find_rect(params2,grid,xx,yy);
assert(r.x >= x-1);
assert(r.y >= y-1);
assert(r.x+r.w-1 <= x+1);
r.x = x-1;
r.y = y-1;
r.w = r.h = 3;
- place_rect(params, grid, r);
+ place_rect(params2, grid, r);
}
}
}
}
/*
+ * We have now constructed a grid of the size specified in
+ * params2. Now we extend it into a grid of the size specified
+ * in params. We do this in two passes: we extend it vertically
+ * until it's the right height, then we transpose it, then
+ * extend it vertically again (getting it effectively the right
+ * width), then finally transpose again.
+ */
+ for (i = 0; i < 2; i++) {
+ int *grid2, *expand, *where;
+ game_params params3real, *params3 = ¶ms3real;
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("before expansion:\n");
+ display_grid(params2, grid, NULL, TRUE);
+#endif
+
+ /*
+ * Set up the new grid.
+ */
+ grid2 = snewn(params2->w * params->h, int);
+ expand = snewn(params2->h-1, int);
+ where = snewn(params2->w, int);
+ params3->w = params2->w;
+ params3->h = params->h;
+
+ /*
+ * Decide which horizontal edges are going to get expanded,
+ * and by how much.
+ */
+ for (y = 0; y < params2->h-1; y++)
+ expand[y] = 0;
+ for (y = params2->h; y < params->h; y++) {
+ x = random_upto(rs, params2->h-1);
+ expand[x]++;
+ }
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("expand[] = {");
+ for (y = 0; y < params2->h-1; y++)
+ printf(" %d", expand[y]);
+ printf(" }\n");
+#endif
+
+ /*
+ * Perform the expansion. The way this works is that we
+ * alternately:
+ *
+ * - copy a row from grid into grid2
+ *
+ * - invent some number of additional rows in grid2 where
+ * there was previously only a horizontal line between
+ * rows in grid, and make random decisions about where
+ * among these to place each rectangle edge that ran
+ * along this line.
+ */
+ for (y = y2 = y2last = 0; y < params2->h; y++) {
+ /*
+ * Copy a single line from row y of grid into row y2 of
+ * grid2.
+ */
+ for (x = 0; x < params2->w; x++) {
+ int val = index(params2, grid, x, y);
+ if (val / params2->w == y && /* rect starts on this line */
+ (y2 == 0 || /* we're at the very top, or... */
+ index(params3, grid2, x, y2-1) / params3->w < y2last
+ /* this rect isn't already started */))
+ index(params3, grid2, x, y2) =
+ INDEX(params3, val % params2->w, y2);
+ else
+ index(params3, grid2, x, y2) =
+ index(params3, grid2, x, y2-1);
+ }
+
+ /*
+ * If that was the last line, terminate the loop early.
+ */
+ if (++y2 == params3->h)
+ break;
+
+ y2last = y2;
+
+ /*
+ * Invent some number of additional lines. First walk
+ * along this line working out where to put all the
+ * edges that coincide with it.
+ */
+ yx = -1;
+ for (x = 0; x < params2->w; x++) {
+ if (index(params2, grid, x, y) !=
+ index(params2, grid, x, y+1)) {
+ /*
+ * This is a horizontal edge, so it needs
+ * placing.
+ */
+ if (x == 0 ||
+ (index(params2, grid, x-1, y) !=
+ index(params2, grid, x, y) &&
+ index(params2, grid, x-1, y+1) !=
+ index(params2, grid, x, y+1))) {
+ /*
+ * Here we have the chance to make a new
+ * decision.
+ */
+ yx = random_upto(rs, expand[y]+1);
+ } else {
+ /*
+ * Here we just reuse the previous value of
+ * yx.
+ */
+ }
+ } else
+ yx = -1;
+ where[x] = yx;
+ }
+
+ for (yx = 0; yx < expand[y]; yx++) {
+ /*
+ * Invent a single row. For each square in the row,
+ * we copy the grid entry from the square above it,
+ * unless we're starting the new rectangle here.
+ */
+ for (x = 0; x < params2->w; x++) {
+ if (yx == where[x]) {
+ int val = index(params2, grid, x, y+1);
+ val %= params2->w;
+ val = INDEX(params3, val, y2);
+ index(params3, grid2, x, y2) = val;
+ } else
+ index(params3, grid2, x, y2) =
+ index(params3, grid2, x, y2-1);
+ }
+
+ y2++;
+ }
+ }
+
+ sfree(expand);
+ sfree(where);
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("after expansion:\n");
+ display_grid(params3, grid2, NULL, TRUE);
+#endif
+ /*
+ * Transpose.
+ */
+ params2->w = params3->h;
+ params2->h = params3->w;
+ sfree(grid);
+ grid = snewn(params2->w * params2->h, int);
+ for (x = 0; x < params2->w; x++)
+ for (y = 0; y < params2->h; y++) {
+ int idx1 = INDEX(params2, x, y);
+ int idx2 = INDEX(params3, y, x);
+ int tmp;
+
+ tmp = grid2[idx2];
+ tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
+ grid[idx1] = tmp;
+ }
+
+ sfree(grid2);
+
+ {
+ int tmp;
+ tmp = params->w;
+ params->w = params->h;
+ params->h = tmp;
+ }
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("after transposition:\n");
+ display_grid(params2, grid, NULL, TRUE);
+#endif
+ }
+
+ /*
* Place numbers.
*/
+ numbers = snewn(params->w * params->h, int);
+
+ for (y = 0; y < params->h; y++)
+ for (x = 0; x < params->w; x++) {
+ index(params, numbers, x, y) = 0;
+ }
+
for (x = 0; x < params->w; x++) {
for (y = 0; y < params->h; y++) {
int idx = INDEX(params, x, y);
}
#ifdef GENERATION_DIAGNOSTICS
- display_grid(params, grid, numbers);
+ display_grid(params, grid, numbers, FALSE);
#endif
seed = snewn(11 * params->w * params->h, char);
run -= c - ('a' - 1);
}
} else {
- *p++ = '_';
+ /*
+ * If there's a number in the very top left or
+ * bottom right, there's no point putting an
+ * unnecessary _ before or after it.
+ */
+ if (p > seed && n > 0)
+ *p++ = '_';
}
if (n > 0)
p += sprintf(p, "%d", n);
} else if (n == '_') {
/* do nothing */;
} else if (n > '0' && n <= '9') {
- squares += atoi(seed-1);
+ squares++;
while (*seed >= '0' && *seed <= '9')
seed++;
} else
state->grid = snewn(area, int);
state->vedge = snewn(area, unsigned char);
state->hedge = snewn(area, unsigned char);
+ state->completed = FALSE;
i = 0;
while (*seed) {
ret->hedge = snewn(state->w * state->h, unsigned char);
ret->grid = snewn(state->w * state->h, int);
+ ret->completed = state->completed;
+
memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
sfree(ui);
}
-int coord_round(float coord)
+void coord_round(float x, float y, int *xr, int *yr)
{
- int i;
- float dist;
+ float xs, ys, xv, yv, dx, dy, dist;
/*
- * Find the nearest integer.
+ * Find the nearest square-centre.
*/
- i = (int)(coord + 0.5F);
+ xs = (float)floor(x) + 0.5F;
+ ys = (float)floor(y) + 0.5F;
/*
- * Find the distance from us to that integer.
+ * And find the nearest grid vertex.
*/
- dist = (float)fabs(coord - (float)i);
+ xv = (float)floor(x + 0.5F);
+ yv = (float)floor(y + 0.5F);
/*
- * If we're within the tolerance limit, return the edge
- * coordinate. Otherwise, return the centre coordinate.
+ * We allocate clicks in parts of the grid square to either
+ * corners, edges or square centres, as follows:
+ *
+ * +--+--------+--+
+ * | | | |
+ * +--+ +--+
+ * | `. ,' |
+ * | +--+ |
+ * | | | |
+ * | +--+ |
+ * | ,' `. |
+ * +--+ +--+
+ * | | | |
+ * +--+--------+--+
+ *
+ * (Not to scale!)
+ *
+ * In other words: we measure the square distance (i.e.
+ * max(dx,dy)) from the click to the nearest corner, and if
+ * it's within CORNER_TOLERANCE then we return a corner click.
+ * We measure the square distance from the click to the nearest
+ * centre, and if that's within CENTRE_TOLERANCE we return a
+ * centre click. Failing that, we find which of the two edge
+ * centres is nearer to the click and return that edge.
*/
- if (dist < 0.3F)
- return i * 2;
- else
- return 1 + 2 * (int)coord;
+
+ /*
+ * Check for corner click.
+ */
+ dx = (float)fabs(x - xv);
+ dy = (float)fabs(y - yv);
+ dist = (dx > dy ? dx : dy);
+ if (dist < CORNER_TOLERANCE) {
+ *xr = 2 * (int)xv;
+ *yr = 2 * (int)yv;
+ } else {
+ /*
+ * Check for centre click.
+ */
+ dx = (float)fabs(x - xs);
+ dy = (float)fabs(y - ys);
+ dist = (dx > dy ? dx : dy);
+ if (dist < CENTRE_TOLERANCE) {
+ *xr = 1 + 2 * (int)xs;
+ *yr = 1 + 2 * (int)ys;
+ } else {
+ /*
+ * Failing both of those, see which edge we're closer to.
+ * Conveniently, this is simply done by testing the relative
+ * magnitude of dx and dy (which are currently distances from
+ * the square centre).
+ */
+ if (dx > dy) {
+ /* Vertical edge: x-coord of corner,
+ * y-coord of square centre. */
+ *xr = 2 * (int)xv;
+ *yr = 1 + 2 * (int)ys;
+ } else {
+ /* Horizontal edge: x-coord of square centre,
+ * y-coord of corner. */
+ *xr = 1 + 2 * (int)xs;
+ *yr = 2 * (int)yv;
+ }
+ }
+ }
}
static void ui_draw_rect(game_state *state, game_ui *ui,
return NULL;
}
- xc = coord_round(FROMCOORD((float)x));
- yc = coord_round(FROMCOORD((float)y));
+ coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
if (startdrag) {
ui->drag_start_x = xc;
free_game(ret);
ret = NULL;
}
+
+ /*
+ * We've made a real change to the grid. Check to see
+ * if the game has been completed.
+ */
+ if (ret && !ret->completed) {
+ int x, y, ok;
+ unsigned char *correct = get_correct(ret);
+
+ ok = TRUE;
+ for (x = 0; x < ret->w; x++)
+ for (y = 0; y < ret->h; y++)
+ if (!index(ret, correct, x, y))
+ ok = FALSE;
+
+ sfree(correct);
+
+ if (ok)
+ ret->completed = TRUE;
+ }
}
ui->drag_start_x = -1;
* Drawing routines.
*/
-#define CORRECT 256
+#define CORRECT 65536
#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
struct game_drawstate {
int started;
int w, h;
- unsigned short *visible;
+ unsigned int *visible;
};
void game_size(game_params *params, int *x, int *y)
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
- ds->visible = snewn(ds->w * ds->h, unsigned short);
+ ds->visible = snewn(ds->w * ds->h, unsigned int);
for (i = 0; i < ds->w * ds->h; i++)
ds->visible[i] = 0xFFFF;
}
void draw_tile(frontend *fe, game_state *state, int x, int y,
- unsigned char *hedge, unsigned char *vedge, int correct)
+ unsigned char *hedge, unsigned char *vedge,
+ unsigned char *corners, int correct)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
/*
* Draw corners.
*/
- if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
- (VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
+ if (index(state,corners,x,y))
draw_rect(fe, cx, cy, 2, 2,
- COLOUR(MAX4(index(state,hedge,x-1,y),
- index(state,vedge,x,y-1),
- index(state,hedge,x,y),
- index(state,vedge,x,y))));
- if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
- (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
+ COLOUR(index(state,corners,x,y)));
+ if (x+1 < state->w && index(state,corners,x+1,y))
draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
- COLOUR(MAX4(index(state,hedge,x+1,y),
- index(state,vedge,x+1,y-1),
- index(state,hedge,x,y),
- index(state,vedge,x+1,y))));
- if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
- (VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
+ COLOUR(index(state,corners,x+1,y)));
+ if (y+1 < state->h && index(state,corners,x,y+1))
draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
- COLOUR(MAX4(index(state,hedge,x-1,y+1),
- index(state,vedge,x,y+1),
- index(state,hedge,x,y+1),
- index(state,vedge,x,y))));
- if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
- (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
+ COLOUR(index(state,corners,x,y+1)));
+ if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
- COLOUR(MAX4(index(state,hedge,x+1,y+1),
- index(state,vedge,x+1,y+1),
- index(state,hedge,x,y+1),
- index(state,vedge,x+1,y))));
+ COLOUR(index(state,corners,x+1,y+1)));
draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, game_ui *ui,
+ game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
int x, y;
unsigned char *correct;
- unsigned char *hedge, *vedge;
+ unsigned char *hedge, *vedge, *corners;
correct = get_correct(state);
vedge = state->vedge;
}
+ corners = snewn(state->w * state->h, unsigned char);
+ memset(corners, 0, state->w * state->h);
+ for (x = 0; x < state->w; x++)
+ for (y = 0; y < state->h; y++) {
+ if (x > 0) {
+ int e = index(state, vedge, x, y);
+ if (index(state,corners,x,y) < e)
+ index(state,corners,x,y) = e;
+ if (y+1 < state->h &&
+ index(state,corners,x,y+1) < e)
+ index(state,corners,x,y+1) = e;
+ }
+ if (y > 0) {
+ int e = index(state, hedge, x, y);
+ if (index(state,corners,x,y) < e)
+ index(state,corners,x,y) = e;
+ if (x+1 < state->w &&
+ index(state,corners,x+1,y) < e)
+ index(state,corners,x+1,y) = e;
+ }
+ }
+
if (!ds->started) {
draw_rect(fe, 0, 0,
state->w * TILE_SIZE + 2*BORDER + 1,
draw_rect(fe, COORD(0)-1, COORD(0)-1,
ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
ds->started = TRUE;
+ draw_update(fe, 0, 0,
+ state->w * TILE_SIZE + 2*BORDER + 1,
+ state->h * TILE_SIZE + 2*BORDER + 1);
}
for (x = 0; x < state->w; x++)
for (y = 0; y < state->h; y++) {
- unsigned short c = 0;
+ unsigned int c = 0;
if (HRANGE(state,x,y))
c |= index(state,hedge,x,y);
- if (HRANGE(state,x+1,y))
- c |= index(state,hedge,x+1,y) << 2;
+ if (HRANGE(state,x,y+1))
+ c |= index(state,hedge,x,y+1) << 2;
if (VRANGE(state,x,y))
c |= index(state,vedge,x,y) << 4;
- if (VRANGE(state,x,y+1))
- c |= index(state,vedge,x,y+1) << 6;
- if (index(state, correct, x, y))
+ if (VRANGE(state,x+1,y))
+ c |= index(state,vedge,x+1,y) << 6;
+ c |= index(state,corners,x,y) << 8;
+ if (x+1 < state->w)
+ c |= index(state,corners,x+1,y) << 10;
+ if (y+1 < state->h)
+ c |= index(state,corners,x,y+1) << 12;
+ if (x+1 < state->w && y+1 < state->h)
+ c |= index(state,corners,x+1,y+1) << 14;
+ if (index(state, correct, x, y) && !flashtime)
c |= CORRECT;
if (index(ds,ds->visible,x,y) != c) {
- draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
- /* index(ds,ds->visible,x,y) = c; */
+ draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
+ index(ds,ds->visible,x,y) = c;
}
}
sfree(vedge);
}
+ sfree(corners);
sfree(correct);
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
{
return 0.0F;
}
-float game_flash_length(game_state *oldstate, game_state *newstate)
+float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
{
+ if (!oldstate->completed && newstate->completed)
+ return FLASH_TIME;
return 0.0F;
}