assert(is_orth);
ifree = is_orth->count - island_countbridges(is_orth);
- if (ifree > 0)
- nsurrspc += min(ifree, MAXIMUM(is->state, dx,
- is->adj.points[i].x, is->adj.points[i].y));
+ if (ifree > 0) {
+ /*
+ * ifree is the number of bridges unfilled in the other
+ * island, which is clearly an upper bound on the number
+ * of extra bridges this island may run to it.
+ *
+ * Another upper bound is the number of bridges unfilled
+ * on the specific line between here and there. We must
+ * take the minimum of both.
+ */
+ int bmax = MAXIMUM(is->state, dx,
+ is->adj.points[i].x, is->adj.points[i].y);
+ int bcurr = GRIDCOUNT(is->state,
+ is->adj.points[i].x, is->adj.points[i].y,
+ dx ? G_LINEH : G_LINEV);
+ assert(bcurr <= bmax);
+ nsurrspc += min(ifree, bmax - bcurr);
+ }
}
if (nsurrspc < nspc) {
debug(("island at (%d,%d) impossible: surr. islands %d spc, need %d.\n",
if (sscanf(move, "%d,%d,%d,%d,%d%n",
&x1, &y1, &x2, &y2, &nl, &n) != 5)
goto badmove;
+ if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
+ goto badmove;
is1 = INDEX(ret, gridi, x1, y1);
is2 = INDEX(ret, gridi, x2, y2);
if (!is1 || !is2) goto badmove;
if (sscanf(move, "%d,%d,%d,%d%n",
&x1, &y1, &x2, &y2, &n) != 4)
goto badmove;
+ if (!INGRID(ret, x1, y1) || !INGRID(ret, x2, y2))
+ goto badmove;
is1 = INDEX(ret, gridi, x1, y1);
is2 = INDEX(ret, gridi, x2, y2);
if (!is1 || !is2) goto badmove;
if (sscanf(move, "%d,%d%n",
&x1, &y1, &n) != 2)
goto badmove;
+ if (!INGRID(ret, x1, y1))
+ goto badmove;
is1 = INDEX(ret, gridi, x1, y1);
if (!is1) goto badmove;
island_togglemark(is1);
#ifdef DRAW_DSF
int ts = TILE_SIZE/2;
int ox = COORD(x) + ts/2, oy = COORD(y) + ts/2;
- char str[10];
+ char str[32];
sprintf(str, "%d", dsf_canonify(state->solver->dsf, DINDEX(x,y)));
draw_text(dr, ox, oy, FONT_VARIABLE, ts,
int col = (v & G_ISSEL) ? COL_SELECTED : tcol;
int bg = (v & G_CURSOR) ? COL_CURSOR :
(v & G_MARK) ? COL_MARK : COL_BACKGROUND;
- char str[10];
+ char str[32];
#ifdef DRAW_GRID
draw_rect_outline(dr, COORD(is->x), COORD(is->y),
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->completed;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
int ink = print_mono_colour(dr, 0);
int paper = print_mono_colour(dr, 1);
int x, y, cx, cy, i, nl;
- int loff = ts/8;
+ int loff;
grid_type grid;
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
/* I don't think this wants a border. */
/* Bridges */
+ loff = ts / (8 * sqrt((state->params.maxb - 1)));
print_line_width(dr, ts / 12);
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
if (grid & G_ISLAND) continue;
if (grid & G_LINEV) {
- if (nl > 1) {
- draw_line(dr, cx+ts/2-loff, cy, cx+ts/2-loff, cy+ts, ink);
- draw_line(dr, cx+ts/2+loff, cy, cx+ts/2+loff, cy+ts, ink);
- } else {
- draw_line(dr, cx+ts/2, cy, cx+ts/2, cy+ts, ink);
- }
+ for (i = 0; i < nl; i++)
+ draw_line(dr, cx+ts/2+(2*i-nl+1)*loff, cy,
+ cx+ts/2+(2*i-nl+1)*loff, cy+ts, ink);
}
if (grid & G_LINEH) {
- if (nl > 1) {
- draw_line(dr, cx, cy+ts/2-loff, cx+ts, cy+ts/2-loff, ink);
- draw_line(dr, cx, cy+ts/2+loff, cx+ts, cy+ts/2+loff, ink);
- } else {
- draw_line(dr, cx, cy+ts/2, cx+ts, cy+ts/2, ink);
- }
+ for (i = 0; i < nl; i++)
+ draw_line(dr, cx, cy+ts/2+(2*i-nl+1)*loff,
+ cx+ts, cy+ts/2+(2*i-nl+1)*loff, ink);
}
}
}
/* Islands */
for (i = 0; i < state->n_islands; i++) {
- char str[10];
+ char str[32];
struct island *is = &state->islands[i];
grid = GRID(state, is->x, is->y);
cx = COORD(is->x) + ts/2;
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,