( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
#define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
-#define GETTILESIZE(d, w) (w / (2 + TLBORDER(d) + (d)))
+#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
#define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
return grid;
}
-struct game_aux_info {
- int w, h;
- unsigned char *grid;
-};
-
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
unsigned char *grid;
int i, j, max, rowlen, *rowdata;
rowdata = snewn(max, int);
/*
- * Save the solved game in an aux_info.
+ * Save the solved game in aux.
*/
{
- game_aux_info *ai = snew(game_aux_info);
+ char *ai = snewn(params->w * params->h + 2, char);
+
+ /*
+ * String format is exactly the same as a solve move, so we
+ * can just dupstr this in solve_game().
+ */
- ai->w = params->w;
- ai->h = params->h;
- ai->grid = grid;
+ ai[0] = 'S';
+
+ for (i = 0; i < params->w * params->h; i++)
+ ai[i+1] = grid[i] ? '1' : '0';
+
+ ai[params->w * params->h + 1] = '\0';
*aux = ai;
}
assert(desc[desclen-1] == '/');
desc[desclen-1] = '\0';
sfree(rowdata);
+ sfree(grid);
return desc;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- sfree(aux->grid);
- sfree(aux);
-}
-
static char *validate_desc(game_params *params, char *desc)
{
int i, n, rowspace;
sfree(state);
}
-static game_state *solve_game(game_state *state, game_state *currstate,
- game_aux_info *ai, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *ai, char **error)
{
- game_state *ret;
-
- ret = dup_game(state);
- ret->completed = ret->cheated = TRUE;
+ unsigned char *matrix;
+ int w = state->w, h = state->h;
+ int i;
+ char *ret;
+ int done_any, max;
+ unsigned char *workspace;
+ int *rowdata;
/*
- * If we already have the solved state in an aux_info, copy it
- * out.
+ * If we already have the solved state in ai, copy it out.
*/
- if (ai) {
+ if (ai)
+ return dupstr(ai);
- assert(ret->w == ai->w);
- assert(ret->h == ai->h);
- memcpy(ret->grid, ai->grid, ai->w * ai->h);
+ matrix = snewn(w*h, unsigned char);
+ max = max(w, h);
+ workspace = snewn(max*3, unsigned char);
+ rowdata = snewn(max+1, int);
- } else {
- int w = state->w, h = state->h, i, j, done_any, max;
- unsigned char *matrix, *workspace;
- int *rowdata;
+ memset(matrix, 0, w*h);
- matrix = snewn(w*h, unsigned char);
- max = max(w, h);
- workspace = snewn(max*3, unsigned char);
- rowdata = snewn(max+1, int);
-
- memset(matrix, 0, w*h);
+ do {
+ done_any = 0;
+ for (i=0; i<h; i++) {
+ memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
+ max*sizeof(int));
+ rowdata[state->rowlen[w+i]] = 0;
+ done_any |= do_row(workspace, workspace+max, workspace+2*max,
+ matrix+i*w, w, 1, rowdata);
+ }
+ for (i=0; i<w; i++) {
+ memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
+ rowdata[state->rowlen[i]] = 0;
+ done_any |= do_row(workspace, workspace+max, workspace+2*max,
+ matrix+i, h, w, rowdata);
+ }
+ } while (done_any);
- do {
- done_any = 0;
- for (i=0; i<h; i++) {
- memcpy(rowdata, state->rowdata + state->rowsize*(w+i),
- max*sizeof(int));
- rowdata[state->rowlen[w+i]] = 0;
- done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i*w, w, 1, rowdata);
- }
- for (i=0; i<w; i++) {
- memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int));
- rowdata[state->rowlen[i]] = 0;
- done_any |= do_row(workspace, workspace+max, workspace+2*max,
- matrix+i, h, w, rowdata);
- }
- } while (done_any);
+ sfree(workspace);
+ sfree(rowdata);
- for (i = 0; i < h; i++) {
- for (j = 0; j < w; j++) {
- int c = (matrix[i*w+j] == BLOCK ? GRID_FULL :
- matrix[i*w+j] == DOT ? GRID_EMPTY : GRID_UNKNOWN);
- ret->grid[i*w+j] = c;
- if (c == GRID_UNKNOWN)
- ret->completed = FALSE;
- }
- }
+ for (i = 0; i < w*h; i++) {
+ if (matrix[i] != BLOCK && matrix[i] != DOT) {
+ sfree(matrix);
+ *error = "Solving algorithm cannot complete this puzzle";
+ return NULL;
+ }
+ }
- if (!ret->completed) {
- free_game(ret);
- *error = "Solving algorithm cannot complete this puzzle";
- return NULL;
- }
+ ret = snewn(w*h+2, char);
+ ret[0] = 'S';
+ for (i = 0; i < w*h; i++) {
+ assert(matrix[i] == BLOCK || matrix[i] == DOT);
+ ret[i+1] = (matrix[i] == BLOCK ? '1' : '0');
}
+ ret[w*h+1] = '\0';
+
+ sfree(matrix);
return ret;
}
sfree(ui);
}
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
unsigned char *visible;
};
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button) {
- game_state *ret;
-
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
button &= ~MOD_MASK;
- x = FROMCOORD(from->w, x);
- y = FROMCOORD(from->h, y);
+ x = FROMCOORD(state->w, x);
+ y = FROMCOORD(state->h, y);
- if (x >= 0 && x < from->w && y >= 0 && y < from->h &&
+ if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
(button == LEFT_BUTTON || button == RIGHT_BUTTON ||
button == MIDDLE_BUTTON)) {
ui->drag_start_x = ui->drag_end_x = x;
ui->drag_start_y = ui->drag_end_y = y;
- return from; /* UI activity occurred */
+ return ""; /* UI activity occurred */
}
if (ui->dragging && button == ui->drag) {
if (x < 0) x = 0;
if (y < 0) y = 0;
- if (x >= from->w) x = from->w - 1;
- if (y >= from->h) y = from->h - 1;
+ if (x >= state->w) x = state->w - 1;
+ if (y >= state->h) y = state->h - 1;
ui->drag_end_x = x;
ui->drag_end_y = y;
- return from; /* UI activity occurred */
+ return ""; /* UI activity occurred */
}
if (ui->dragging && button == ui->release) {
for (yy = y1; yy <= y2; yy++)
for (xx = x1; xx <= x2; xx++)
- if (from->grid[yy * from->w + xx] != ui->state)
+ if (state->grid[yy * state->w + xx] != ui->state)
move_needed = TRUE;
ui->dragging = FALSE;
if (move_needed) {
- ret = dup_game(from);
- for (yy = y1; yy <= y2; yy++)
- for (xx = x1; xx <= x2; xx++)
- ret->grid[yy * ret->w + xx] = ui->state;
-
- /*
- * An actual change, so check to see if we've completed
- * the game.
- */
- if (!ret->completed) {
- int *rowdata = snewn(ret->rowsize, int);
- int i, len;
-
- ret->completed = TRUE;
-
- for (i=0; i<ret->w; i++) {
- len = compute_rowdata(rowdata,
- ret->grid+i, ret->h, ret->w);
- if (len != ret->rowlen[i] ||
- memcmp(ret->rowdata+i*ret->rowsize, rowdata,
- len * sizeof(int))) {
- ret->completed = FALSE;
- break;
- }
- }
- for (i=0; i<ret->h; i++) {
- len = compute_rowdata(rowdata,
- ret->grid+i*ret->w, ret->w, 1);
- if (len != ret->rowlen[i+ret->w] ||
- memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
- len * sizeof(int))) {
- ret->completed = FALSE;
- break;
- }
- }
-
- sfree(rowdata);
- }
-
- return ret;
+ char buf[80];
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (char)(ui->state == GRID_FULL ? 'F' :
+ ui->state == GRID_EMPTY ? 'E' : 'U'),
+ x1, y1, x2-x1+1, y2-y1+1);
+ return dupstr(buf);
} else
- return from; /* UI activity occurred */
+ return ""; /* UI activity occurred */
}
return NULL;
}
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int x1, x2, y1, y2, xx, yy;
+ int val;
+
+ if (move[0] == 'S' && strlen(move) == from->w * from->h + 1) {
+ int i;
+
+ ret = dup_game(from);
+
+ for (i = 0; i < ret->w * ret->h; i++)
+ ret->grid[i] = (move[i+1] == '1' ? GRID_FULL : GRID_EMPTY);
+
+ ret->completed = ret->cheated = TRUE;
+
+ return ret;
+ } else if ((move[0] == 'F' || move[0] == 'E' || move[0] == 'U') &&
+ sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
+ x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
+ y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
+
+ x2 += x1;
+ y2 += y1;
+ val = (move[0] == 'F' ? GRID_FULL :
+ move[0] == 'E' ? GRID_EMPTY : GRID_UNKNOWN);
+
+ ret = dup_game(from);
+ for (yy = y1; yy < y2; yy++)
+ for (xx = x1; xx < x2; xx++)
+ ret->grid[yy * ret->w + xx] = val;
+
+ /*
+ * An actual change, so check to see if we've completed the
+ * game.
+ */
+ if (!ret->completed) {
+ int *rowdata = snewn(ret->rowsize, int);
+ int i, len;
+
+ ret->completed = TRUE;
+
+ for (i=0; i<ret->w; i++) {
+ len = compute_rowdata(rowdata,
+ ret->grid+i, ret->h, ret->w);
+ if (len != ret->rowlen[i] ||
+ memcmp(ret->rowdata+i*ret->rowsize, rowdata,
+ len * sizeof(int))) {
+ ret->completed = FALSE;
+ break;
+ }
+ }
+ for (i=0; i<ret->h; i++) {
+ len = compute_rowdata(rowdata,
+ ret->grid+i*ret->w, ret->w, 1);
+ if (len != ret->rowlen[i+ret->w] ||
+ memcmp(ret->rowdata+(i+ret->w)*ret->rowsize, rowdata,
+ len * sizeof(int))) {
+ ret->completed = FALSE;
+ break;
+ }
+ }
+
+ sfree(rowdata);
+ }
+
+ return ret;
+ } else
+ return NULL;
+}
+
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_size(game_params *params, game_drawstate *ds,
int *x, int *y, int expand)
{
- int ts;
+ double ts;
ts = min(GETTILESIZE(params->w, *x), GETTILESIZE(params->h, *y));
if (expand)
- ds->tilesize = ts;
+ ds->tilesize = (int)(ts + 0.5);
else
- ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+ ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
*x = SIZE(params->w);
*y = SIZE(params->h);
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
FALSE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
- make_move,
+ interpret_move,
+ execute_move,
game_size,
game_colours,
game_new_drawstate,