}
#endif
-struct game_aux_info {
- int w, h;
- unsigned char *vedge; /* (w+1) x h */
- unsigned char *hedge; /* w x (h+1) */
-};
-
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
int *grid, *numbers = NULL;
int x, y, y2, y2last, yx, run, i, nsquares;
}
/*
- * Store the rectangle data in the game_aux_info.
+ * Store the solution in aux.
*/
{
- game_aux_info *ai = snew(game_aux_info);
+ char *ai;
+ int len;
- ai->w = params->w;
- ai->h = params->h;
- ai->vedge = snewn(ai->w * ai->h, unsigned char);
- ai->hedge = snewn(ai->w * ai->h, unsigned char);
+ len = 2 + (params->w-1)*params->h + (params->h-1)*params->w;
+ ai = snewn(len, char);
+
+ ai[0] = 'S';
+
+ p = ai+1;
for (y = 0; y < params->h; y++)
- for (x = 1; x < params->w; x++) {
- vedge(ai, x, y) =
- index(params, grid, x, y) != index(params, grid, x-1, y);
- }
+ for (x = 1; x < params->w; x++)
+ *p++ = (index(params, grid, x, y) !=
+ index(params, grid, x-1, y) ? '1' : '0');
+
for (y = 1; y < params->h; y++)
- for (x = 0; x < params->w; x++) {
- hedge(ai, x, y) =
- index(params, grid, x, y) != index(params, grid, x, y-1);
- }
+ for (x = 0; x < params->w; x++)
+ *p++ = (index(params, grid, x, y) !=
+ index(params, grid, x, y-1) ? '1' : '0');
+
+ assert(p - ai == len-1);
+ *p = '\0';
*aux = ai;
}
return desc;
}
-static void game_free_aux_info(game_aux_info *ai)
-{
- sfree(ai->vedge);
- sfree(ai->hedge);
- sfree(ai);
-}
-
static char *validate_desc(game_params *params, char *desc)
{
int area = params->w * params->h;
}
static char *solve_game(game_state *state, game_state *currstate,
- game_aux_info *ai, char **error)
+ char *ai, char **error)
{
unsigned char *vedge, *hedge;
- int edges_need_freeing;
int x, y, len;
char *ret, *p;
+ int i, j, n;
+ struct numberdata *nd;
- if (!ai) {
- 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++;
- }
+ if (ai)
+ return dupstr(ai);
- assert(j == n);
+ /*
+ * Attempt the in-built solver.
+ */
- vedge = snewn(state->w * state->h, unsigned char);
- hedge = snewn(state->w * state->h, unsigned char);
- memset(vedge, 0, state->w * state->h);
- memset(hedge, 0, state->w * state->h);
- edges_need_freeing = TRUE;
+ /* 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++;
+ }
- rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL);
+ assert(j == n);
- /*
- * Clean up.
- */
- for (i = 0; i < n; i++)
- sfree(nd[i].points);
- sfree(nd);
- } else {
- assert(state->w == ai->w);
- assert(state->h == ai->h);
- vedge = ai->vedge;
- hedge = ai->hedge;
- edges_need_freeing = FALSE;
- }
+ vedge = snewn(state->w * state->h, unsigned char);
+ hedge = snewn(state->w * state->h, unsigned char);
+ memset(vedge, 0, state->w * state->h);
+ memset(hedge, 0, state->w * state->h);
+
+ rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL);
+
+ /*
+ * Clean up.
+ */
+ for (i = 0; i < n; i++)
+ sfree(nd[i].points);
+ sfree(nd);
len = 2 + (state->w-1)*state->h + (state->h-1)*state->w;
ret = snewn(len, char);
p = ret;
*p++ = 'S';
for (y = 0; y < state->h; y++)
- for (x = 1; x < state->w; x++)
- *p++ = vedge[y*state->w+x] ? '1' : '0';
+ for (x = 1; x < state->w; x++)
+ *p++ = vedge[y*state->w+x] ? '1' : '0';
for (y = 1; y < state->h; y++)
for (x = 0; x < state->w; x++)
*p++ = hedge[y*state->w+x] ? '1' : '0';
*p++ = '\0';
assert(p - ret == len);
- if (edges_need_freeing) {
- sfree(vedge);
- sfree(hedge);
- }
+ sfree(vedge);
+ sfree(hedge);
return ret;
}
sfree(ui);
}
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
static void coord_round(float x, float y, int *xr, int *yr)
{
float xs, ys, xv, yv, dx, dy, dist;
coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
- if (startdrag) {
+ if (startdrag &&
+ xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
+
ui->drag_start_x = xc;
ui->drag_start_y = yc;
ui->drag_end_x = xc;
active = TRUE;
}
- if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
+ if (ui->drag_start_x >= 0 &&
+ (xc != ui->drag_end_x || yc != ui->drag_end_y)) {
int t;
ui->drag_end_x = xc;
ret = NULL;
- if (enddrag) {
+ if (enddrag && (ui->drag_start_x >= 0)) {
if (xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
static void game_size(game_params *params, game_drawstate *ds,
int *x, int *y, int expand)
{
- int tsx, tsy, ts;
+ double tsx, tsy, ts;
/*
* Each window dimension equals the tile size times 1.5 more
* than the grid dimension (the border is 3/4 the width of the
* We must cast to unsigned before multiplying by two, because
* *x might be INT_MAX.
*/
- tsx = 2 * (unsigned)*x / (2 * params->w + 3);
- tsy = 2 * (unsigned)*y / (2 * params->h + 3);
+ tsx = 2.0 * (double)*x / (2.0 * (double)params->w + 3.0);
+ tsy = 2.0 * (double)*y / (2.0 * (double)params->h + 3.0);
ts = min(tsx, tsy);
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 = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
TRUE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
interpret_move,
execute_move,