}
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
int x, y, len, nl;
static int map_hasloops(game_state *state, int mark)
{
- int x, y, ox, oy, nx, ny, loop = 0;
+ int x, y, ox, oy, nx = 0, ny = 0, loop = 0;
memcpy(state->scratch, state->grid, GRIDSZ(state));
struct island *is, *is_join;
/* Initialise dsf. */
- for (i = 0; i < wh; i++)
- dsf[i] = i;
+ dsf_init(dsf, wh);
/* For each island, find connected islands right or down
* and merge the dsf for the island squares as well as the
ret->solved = ret->completed = 0;
ret->solver = snew(struct solver_state);
- ret->solver->dsf = snewn(wh, int);
+ ret->solver->dsf = snew_dsf(wh);
ret->solver->tmpdsf = snewn(wh, int);
- for (i = 0; i < wh; i++) ret->solver->dsf[i] = i;
ret->solver->refcount = 1;
echeck = 0;
for (x = 0; x < params->w; x++) {
if (INDEX(tobuild, gridi, x, 0)) echeck |= 1;
- if (INDEX(tobuild, gridi, x, params->w-1)) echeck |= 2;
+ if (INDEX(tobuild, gridi, x, params->h-1)) echeck |= 2;
}
for (y = 0; y < params->h; y++) {
if (INDEX(tobuild, gridi, 0, y)) echeck |= 4;
- if (INDEX(tobuild, gridi, params->h-1, y)) echeck |= 8;
+ if (INDEX(tobuild, gridi, params->w-1, y)) echeck |= 8;
}
if (echeck != 15) {
debug(("Generated grid doesn't fill to sides, retrying.\n"));
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
#define OFFSET(thing) ((TILE_SIZE/2) - ((thing)/2))
-static void line_vert(drawing *dr, game_drawstate *ds,
- int ox, int oy, int col, grid_type v)
+static void lines_vert(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int lv, int col, grid_type v)
{
- int lw = LINE_WIDTH;
+ int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
+ while ((bw = lw * lv + gw * (lv+1)) > TILE_SIZE)
+ gw--;
+ loff = OFFSET(bw);
if (v & G_MARKV)
- draw_rect(dr, ox-lw, oy, lw*3, TILE_SIZE, COL_MARK);
- draw_rect(dr, ox, oy, lw, TILE_SIZE, col);
+ draw_rect(dr, ox + loff, oy, bw, TILE_SIZE, COL_MARK);
+ for (i = 0; i < lv; i++, loff += lw + gw)
+ draw_rect(dr, ox + loff + gw, oy, lw, TILE_SIZE, col);
}
-static void line_horiz(drawing *dr, game_drawstate *ds,
- int ox, int oy, int col, grid_type v)
+static void lines_horiz(drawing *dr, game_drawstate *ds,
+ int ox, int oy, int lh, int col, grid_type v)
{
- int lw = LINE_WIDTH;
+ int lw = LINE_WIDTH, gw = LINE_WIDTH, bw, i, loff;
+ while ((bw = lw * lh + gw * (lh+1)) > TILE_SIZE)
+ gw--;
+ loff = OFFSET(bw);
if (v & G_MARKH)
- draw_rect(dr, ox, oy-lw, TILE_SIZE, lw*3, COL_MARK);
- draw_rect(dr, ox, oy, TILE_SIZE, lw, col);
+ draw_rect(dr, ox, oy + loff, TILE_SIZE, bw, COL_MARK);
+ for (i = 0; i < lh; i++, loff += lw + gw)
+ draw_rect(dr, ox, oy + loff + gw, TILE_SIZE, lw, col);
}
static void line_cross(drawing *dr, game_drawstate *ds,
game_state *state, game_drawstate *ds, game_ui *ui,
int x, int y, grid_type v, int lv, int lh)
{
- int lw = LINE_WIDTH, bw;
- int ox = COORD(x), oy = COORD(y), loff, i;
+ int ox = COORD(x), oy = COORD(y);
int vcol = (v & G_FLASH) ? COL_HIGHLIGHT :
(v & G_WARN) ? COL_WARNING : COL_FOREGROUND, hcol = vcol;
grid_type todraw = v & G_NOLINE;
line_cross(dr, ds, ox + TS8(1), oy + TS8(3), hcol, todraw);
line_cross(dr, ds, ox + TS8(5), oy + TS8(3), hcol, todraw);
}
- if (lv) {
- bw = (lv*2-1) * lw;
- for (i = 0, loff = OFFSET(bw); i < lv; i++, loff += lw*2)
- line_vert(dr, ds, ox + loff, oy, vcol, v);
- }
- if (lh) {
- bw = (lh*2-1) * lw;
- for (i = 0, loff = OFFSET(bw); i < lh; i++, loff += lw*2)
- line_horiz(dr, ds, ox, oy + loff, hcol, v);
- }
+ if (lv)
+ lines_vert(dr, ds, ox, oy, lv, vcol, v);
+ if (lh)
+ lines_horiz(dr, ds, ox, oy, lh, hcol, v);
dsf_debug_draw(dr, state, ds, x, y);
draw_update(dr, ox, oy, TILE_SIZE, TILE_SIZE);
}
-#define ISLAND_RADIUS ((TILE_SIZE*13)/20)
+#define ISLAND_RADIUS ((TILE_SIZE*12)/20)
#define ISLAND_NUMSIZE(is) \
- (((is)->count < 10) ? TILE_SIZE : (TILE_SIZE*8)/10)
+ (((is)->count < 10) ? (TILE_SIZE*7)/10 : (TILE_SIZE*5)/10)
static void island_redraw(drawing *dr,
game_state *state, game_drawstate *ds,
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
#endif
const struct game thegame = {
- "Bridges", "games.bridges",
+ "Bridges", "games.bridges", "bridges",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_anim_length,
game_flash_length,
TRUE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* flags */
+ REQUIRE_RBUTTON, /* flags */
};
/* vim: set shiftwidth=4 tabstop=8: */