Document the mouse control method for Cube.
[sgt/puzzles] / rect.c
diff --git a/rect.c b/rect.c
index 524d97b..9e4204d 100644 (file)
--- a/rect.c
+++ b/rect.c
@@ -45,6 +45,7 @@ enum {
 struct game_params {
     int w, h;
     float expandfactor;
+    int unique;
 };
 
 #define INDEX(state, x, y)    (((y) * (state)->w) + (x))
@@ -84,6 +85,7 @@ static game_params *default_params(void)
 
     ret->w = ret->h = 7;
     ret->expandfactor = 0.0F;
+    ret->unique = TRUE;
 
     return ret;
 }
@@ -108,6 +110,7 @@ static int game_fetch_preset(int i, char **name, game_params **params)
     ret->w = w;
     ret->h = h;
     ret->expandfactor = 0.0F;
+    ret->unique = TRUE;
     return TRUE;
 }
 
@@ -135,6 +138,12 @@ static void decode_params(game_params *ret, char const *string)
     if (*string == 'e') {
        string++;
        ret->expandfactor = atof(string);
+       while (*string &&
+              (*string == '.' || isdigit((unsigned char)*string))) string++;
+    }
+    if (*string == 'a') {
+       string++;
+       ret->unique = FALSE;
     }
 }
 
@@ -145,6 +154,8 @@ static char *encode_params(game_params *params, int full)
     sprintf(data, "%dx%d", params->w, params->h);
     if (full && params->expandfactor)
         sprintf(data + strlen(data), "e%g", params->expandfactor);
+    if (full && !params->unique)
+        strcat(data, "a");
 
     return dupstr(data);
 }
@@ -174,10 +185,15 @@ static config_item *game_configure(game_params *params)
     ret[2].sval = dupstr(buf);
     ret[2].ival = 0;
 
-    ret[3].name = NULL;
-    ret[3].type = C_END;
+    ret[3].name = "Ensure unique solution";
+    ret[3].type = C_BOOLEAN;
     ret[3].sval = NULL;
-    ret[3].ival = 0;
+    ret[3].ival = params->unique;
+
+    ret[4].name = NULL;
+    ret[4].type = C_END;
+    ret[4].sval = NULL;
+    ret[4].ival = 0;
 
     return ret;
 }
@@ -189,6 +205,7 @@ static game_params *custom_params(config_item *cfg)
     ret->w = atoi(cfg[0].sval);
     ret->h = atoi(cfg[1].sval);
     ret->expandfactor = atof(cfg[2].sval);
+    ret->unique = cfg[3].ival;
 
     return ret;
 }
@@ -304,7 +321,7 @@ static void remove_number_placement(int w, int h, struct numberdata *number,
 }
 
 static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
-                       random_state *rs)
+                       game_state *result, random_state *rs)
 {
     struct rectlist *rectpositions;
     int *overlaps, *rectbyplace, *workspace;
@@ -722,7 +739,7 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
          * rectangle) which overlaps a candidate placement of the
          * number for some other rectangle.
          */
-        {
+        if (rs) {
             struct rpn {
                 int rect;
                 int placement;
@@ -827,8 +844,28 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
                i, rectpositions[i].n);
 #endif
         assert(rectpositions[i].n > 0);
-        if (rectpositions[i].n > 1)
+        if (rectpositions[i].n > 1) {
             ret = FALSE;
+       } else if (result) {
+           /*
+            * Place the rectangle in its only possible position.
+            */
+           int x, y;
+           struct rect *r = &rectpositions[i].rects[0];
+
+           for (y = 0; y < r->h; y++) {
+               if (r->x > 0)
+                   vedge(result, r->x, r->y+y) = 1;
+               if (r->x+r->w < result->w)
+                   vedge(result, r->x+r->w, r->y+y) = 1;
+           }
+           for (x = 0; x < r->w; x++) {
+               if (r->y > 0)
+                   hedge(result, r->x+x, r->y) = 1;
+               if (r->y+r->h < result->h)
+                   hedge(result, r->x+x, r->y+r->h) = 1;
+           }
+       }
     }
 
     /*
@@ -1017,7 +1054,7 @@ struct game_aux_info {
 };
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux)
+                          game_aux_info **aux, int interactive)
 {
     int *grid, *numbers = NULL;
     struct rectlist *list;
@@ -1505,7 +1542,11 @@ static char *new_game_desc(game_params *params, random_state *rs,
                 }
             }
 
-           ret = rect_solver(params->w, params->h, nnumbers, nd, rs);
+           if (params->unique)
+               ret = rect_solver(params->w, params->h, nnumbers, nd,
+                                 NULL, rs);
+           else
+               ret = TRUE;            /* allow any number placement at all */
 
             if (ret) {
                 /*
@@ -1650,7 +1691,7 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(game_params *params, char *desc)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     int x, y, i, area;
@@ -1728,8 +1769,45 @@ static game_state *solve_game(game_state *state, game_aux_info *ai,
     game_state *ret;
 
     if (!ai) {
-       *error = "Solution not known for this puzzle";
-       return NULL;
+       int i, j, n;
+       struct numberdata *nd;
+
+       /*
+        * Attempt the in-built solver.
+        */
+
+       /* Set up each number's (very short) candidate position list. */
+       for (i = n = 0; i < state->h * state->w; i++)
+           if (state->grid[i])
+               n++;
+
+       nd = snewn(n, struct numberdata);
+
+       for (i = j = 0; i < state->h * state->w; i++)
+           if (state->grid[i]) {
+               nd[j].area = state->grid[i];
+               nd[j].npoints = 1;
+               nd[j].points = snewn(1, struct point);
+               nd[j].points[0].x = i % state->w;
+               nd[j].points[0].y = i / state->w;
+               j++;
+           }
+
+       assert(j == n);
+
+       ret = dup_game(state);
+       ret->cheated = TRUE;
+
+       rect_solver(state->w, state->h, n, nd, ret, NULL);
+
+       /*
+        * Clean up.
+        */
+       for (i = 0; i < n; i++)
+           sfree(nd[i].points);
+       sfree(nd);
+
+       return ret;
     }
 
     assert(state->w == ai->w);
@@ -2100,13 +2178,14 @@ static void ui_draw_rect(game_state *state, game_ui *ui,
             }
 }
 
-static game_state *make_move(game_state *from, game_ui *ui,
-                            int x, int y, int button)
-{
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
+                             int x, int y, int button) {
     int xc, yc;
     int startdrag = FALSE, enddrag = FALSE, active = FALSE;
     game_state *ret;
 
+    button &= ~MOD_MASK;
+
     if (button == LEFT_BUTTON) {
         startdrag = TRUE;
     } else if (button == LEFT_RELEASE) {
@@ -2416,13 +2495,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 }
 
 static float game_anim_length(game_state *oldstate,
-                             game_state *newstate, int dir)
+                             game_state *newstate, int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
 static float game_flash_length(game_state *oldstate,
-                              game_state *newstate, int dir)
+                              game_state *newstate, int dir, game_ui *ui)
 {
     if (!oldstate->completed && newstate->completed &&
        !oldstate->cheated && !newstate->cheated)
@@ -2435,6 +2514,11 @@ static int game_wants_statusbar(void)
     return FALSE;
 }
 
+static int game_timing_state(game_state *state)
+{
+    return TRUE;
+}
+
 #ifdef COMBINED
 #define thegame rect
 #endif
@@ -2468,4 +2552,5 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     game_wants_statusbar,
+    FALSE, game_timing_state,
 };