#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
-#define TILE_SIZE 24
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#define BORDER (TILE_SIZE * 3 / 4)
#define CORNER_TOLERANCE 0.15F
#define CENTRE_TOLERANCE 0.15F
switch (i) {
case 0: w = 7, h = 7; break;
- case 1: w = 11, h = 11; break;
- case 2: w = 15, h = 15; break;
- case 3: w = 19, h = 19; break;
+ case 1: w = 9, h = 9; break;
+ case 2: w = 11, h = 11; break;
+ case 3: w = 13, h = 13; break;
+ case 4: w = 15, h = 15; break;
+#ifndef SLOW_SYSTEM
+ case 5: w = 17, h = 17; break;
+ case 6: w = 19, h = 19; break;
+#endif
default: return FALSE;
}
static char *validate_params(game_params *params)
{
- if (params->w <= 0 && params->h <= 0)
+ if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
- if (params->w < 2 && params->h < 2)
+ if (params->w*params->h < 2)
return "Grid area must be greater than one";
if (params->expandfactor < 0.0F)
return "Expansion factor may not be negative";
}
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;
* rectangle) which overlaps a candidate placement of the
* number for some other rectangle.
*/
- {
+ if (rs) {
struct rpn {
int rect;
int placement;
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;
+ }
+ }
}
/*
};
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;
}
if (params->unique)
- ret = rect_solver(params->w, params->h, nnumbers, nd, rs);
+ ret = rect_solver(params->w, params->h, nnumbers, nd,
+ NULL, rs);
else
ret = TRUE; /* allow any number placement at all */
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;
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);
}
}
-static game_state *make_move(game_state *from, game_ui *ui,
- int x, int y, int button)
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
{
+}
+
+struct game_drawstate {
+ int started;
+ int w, h, tilesize;
+ unsigned long *visible;
+};
+
+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;
* Drawing routines.
*/
-#define CORRECT 65536
+#define CORRECT (1L<<16)
#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
-#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
-#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
-
-struct game_drawstate {
- int started;
- int w, h;
- unsigned int *visible;
-};
+#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
-static void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds,
+ int *x, int *y, int expand)
{
+ int 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
+ * tiles).
+ *
+ * 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);
+ ts = min(tsx, tsy);
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
*x = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
- ds->visible = snewn(ds->w * ds->h, unsigned int);
+ ds->visible = snewn(ds->w * ds->h, unsigned long);
+ ds->tilesize = 0; /* not decided yet */
for (i = 0; i < ds->w * ds->h; i++)
ds->visible[i] = 0xFFFF;
sfree(ds);
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
- unsigned char *hedge, unsigned char *vedge,
- unsigned char *corners, int correct)
+static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+ int x, int y, unsigned char *hedge, unsigned char *vedge,
+ unsigned char *corners, int correct)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
for (x = 0; x < state->w; x++)
for (y = 0; y < state->h; y++) {
- unsigned int c = 0;
+ unsigned long c = 0;
if (HRANGE(state,x,y))
c |= index(state,hedge,x,y);
if (y+1 < state->h)
c |= index(state,corners,x,y+1) << 12;
if (x+1 < state->w && y+1 < state->h)
- c |= index(state,corners,x+1,y+1) << 14;
+ /* cast to prevent 2<<14 sign-extending on promotion to long */
+ c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
if (index(state, correct, x, y) && !flashtime)
c |= CORRECT;
if (index(ds,ds->visible,x,y) != c) {
- draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
+ draw_tile(fe, ds, state, x, y, hedge, vedge, corners,
+ (c & CORRECT) ? 1 : 0);
index(ds,ds->visible,x,y) = c;
}
}
}
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)
return FALSE;
}
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame rect
#endif
TRUE, game_text_format,
new_ui,
free_ui,
+ game_changed_state,
make_move,
game_size,
game_colours,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};