/*
* TODO:
*
- * - Improve on singleton removal by making an aesthetic choice
- * about which of the options to take.
- *
- * - When doing the 3x3 trick in singleton removal, limit the size
- * of the generated rectangles in accordance with the max
- * rectangle size.
- *
- * - If we start by sorting the rectlist in descending order
- * of area, we might be able to bias our random number
- * selection to produce a few large rectangles more often
- * than oodles of small ones? Unsure, but might be worth a
- * try.
+ * - Improve singleton removal.
+ * + It would be nice to limit the size of the generated
+ * rectangles in accordance with existing constraints such as
+ * the maximum rectangle size and the one about not
+ * generating a rectangle the full width or height of the
+ * grid.
+ * + This could be achieved by making a less random choice
+ * about which of the available options to use.
+ * + Alternatively, we could create our rectangle and then
+ * split it up.
*/
#include <stdio.h>
#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;
+ case 5: w = 17, h = 17; break;
+ case 6: w = 19, h = 19; break;
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)
+ unsigned char *hedge, unsigned char *vedge,
+ 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;
int number;
} *rpns = NULL;
- int nrpns = 0, rpnsize = 0;
+ size_t nrpns = 0, rpnsize = 0;
int j;
for (i = 0; i < nrects; i++) {
i, rectpositions[i].n);
#endif
assert(rectpositions[i].n > 0);
- if (rectpositions[i].n > 1)
+ if (rectpositions[i].n > 1) {
ret = FALSE;
+ } else if (hedge && vedge) {
+ /*
+ * 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[(r->y+y) * w + r->x] = 1;
+ if (r->x+r->w < w)
+ vedge[(r->y+y) * w + r->x+r->w] = 1;
+ }
+ for (x = 0; x < r->w; x++) {
+ if (r->y > 0)
+ hedge[r->y * w + r->x+x] = 1;
+ if (r->y+r->h < h)
+ hedge[(r->y+r->h) * w + r->x+x] = 1;
+ }
+ }
}
/*
* Grid generation code.
*/
-static struct rectlist *get_rectlist(game_params *params, int *grid)
+/*
+ * This function does one of two things. If passed r==NULL, it
+ * counts the number of possible rectangles which cover the given
+ * square, and returns it in *n. If passed r!=NULL then it _reads_
+ * *n to find an index, counts the possible rectangles until it
+ * reaches the nth, and writes it into r.
+ *
+ * `scratch' is expected to point to an array of 2 * params->w
+ * ints, used internally as scratch space (and passed in like this
+ * to avoid re-allocating and re-freeing it every time round a
+ * tight loop).
+ */
+static void enum_rects(game_params *params, int *grid, struct rect *r, int *n,
+ int sx, int sy, int *scratch)
{
- int rw, rh;
- int x, y;
- int maxarea;
- struct rect *rects = NULL;
- int nrects = 0, rectsize = 0;
+ int rw, rh, mw, mh;
+ int x, y, dx, dy;
+ int maxarea, realmaxarea;
+ int index = 0;
+ int *top, *bottom;
/*
* Maximum rectangle area is 1/6 of total grid size, unless
if (maxarea < 2)
maxarea = 2;
- for (rw = 1; rw <= params->w; rw++)
- for (rh = 1; rh <= params->h; rh++) {
- if (rw * rh > maxarea)
+ /*
+ * Scan the grid to find the limits of the region within which
+ * any rectangle containing this point must fall. This will
+ * save us trawling the inside of every rectangle later on to
+ * see if it contains any used squares.
+ */
+ top = scratch;
+ bottom = scratch + params->w;
+ for (dy = -1; dy <= +1; dy += 2) {
+ int *array = (dy == -1 ? top : bottom);
+ for (dx = -1; dx <= +1; dx += 2) {
+ for (x = sx; x >= 0 && x < params->w; x += dx) {
+ array[x] = -2 * params->h * dy;
+ for (y = sy; y >= 0 && y < params->h; y += dy) {
+ if (index(params, grid, x, y) == -1 &&
+ (x == sx || dy*y <= dy*array[x-dx]))
+ array[x] = y;
+ else
+ break;
+ }
+ }
+ }
+ }
+
+ /*
+ * Now scan again to work out the largest rectangles we can fit
+ * in the grid, so that we can terminate the following loops
+ * early once we get down to not having much space left in the
+ * grid.
+ */
+ realmaxarea = 0;
+ for (x = 0; x < params->w; x++) {
+ int x2;
+
+ rh = bottom[x] - top[x] + 1;
+ if (rh <= 0)
+ continue; /* no rectangles can start here */
+
+ dx = (x > sx ? -1 : +1);
+ for (x2 = x; x2 >= 0 && x2 < params->w; x2 += dx)
+ if (bottom[x2] < bottom[x] || top[x2] > top[x])
+ break;
+
+ rw = abs(x2 - x);
+ if (realmaxarea < rw * rh)
+ realmaxarea = rw * rh;
+ }
+
+ if (realmaxarea > maxarea)
+ realmaxarea = maxarea;
+
+ /*
+ * Rectangles which go right the way across the grid are
+ * boring, although they can't be helped in the case of
+ * extremely small grids. (Also they might be generated later
+ * on by the singleton-removal process; we can't help that.)
+ */
+ mw = params->w - 1;
+ if (mw < 3) mw++;
+ mh = params->h - 1;
+ if (mh < 3) mh++;
+
+ for (rw = 1; rw <= mw; rw++)
+ for (rh = 1; rh <= mh; rh++) {
+ if (rw * rh > realmaxarea)
continue;
if (rw * rh == 1)
continue;
- for (x = 0; x <= params->w - rw; x++)
- for (y = 0; y <= params->h - rh; y++) {
- if (nrects >= rectsize) {
- rectsize = nrects + 256;
- rects = sresize(rects, rectsize, struct rect);
+ for (x = max(sx - rw + 1, 0); x <= min(sx, params->w - rw); x++)
+ for (y = max(sy - rh + 1, 0); y <= min(sy, params->h - rh);
+ y++) {
+ /*
+ * Check this rectangle against the region we
+ * defined above.
+ */
+ if (top[x] <= y && top[x+rw-1] <= y &&
+ bottom[x] >= y+rh-1 && bottom[x+rw-1] >= y+rh-1) {
+ if (r && index == *n) {
+ r->x = x;
+ r->y = y;
+ r->w = rw;
+ r->h = rh;
+ return;
+ }
+ index++;
}
-
- rects[nrects].x = x;
- rects[nrects].y = y;
- rects[nrects].w = rw;
- rects[nrects].h = rh;
- nrects++;
}
}
- if (nrects > 0) {
- struct rectlist *ret;
- ret = snew(struct rectlist);
- ret->rects = rects;
- ret->n = nrects;
- return ret;
- } else {
- assert(rects == NULL); /* hence no need to free */
- return NULL;
- }
-}
-
-static void free_rectlist(struct rectlist *list)
-{
- sfree(list->rects);
- sfree(list);
+ assert(!r);
+ *n = index;
}
static void place_rect(game_params *params, int *grid, struct rect r)
}
#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)
+ char **aux, int interactive)
{
int *grid, *numbers = NULL;
- struct rectlist *list;
- int x, y, y2, y2last, yx, run, i;
+ int x, y, y2, y2last, yx, run, i, nsquares;
char *desc, *p;
+ int *enum_rects_scratch;
game_params params2real, *params2 = ¶ms2real;
while (1) {
grid = snewn(params2->w * params2->h, int);
+ enum_rects_scratch = snewn(2 * params2->w, int);
+
+ nsquares = 0;
for (y = 0; y < params2->h; y++)
for (x = 0; x < params2->w; x++) {
index(params2, grid, x, y) = -1;
+ nsquares++;
}
- list = get_rectlist(params2, grid);
- assert(list != NULL);
-
/*
- * Place rectangles until we can't any more.
+ * Place rectangles until we can't any more. We do this by
+ * finding a square we haven't yet covered, and randomly
+ * choosing a rectangle to cover it.
*/
- while (list->n > 0) {
- int i, m;
+
+ while (nsquares > 0) {
+ int square = random_upto(rs, nsquares);
+ int n;
struct rect r;
- /*
- * Pick a random rectangle.
- */
- i = random_upto(rs, list->n);
- r = list->rects[i];
+ x = params2->w;
+ y = params2->h;
+ for (y = 0; y < params2->h; y++) {
+ for (x = 0; x < params2->w; x++) {
+ if (index(params2, grid, x, y) == -1 && square-- == 0)
+ break;
+ }
+ if (x < params2->w)
+ break;
+ }
+ assert(x < params2->w && y < params2->h);
/*
- * Place it.
+ * Now see how many rectangles fit around this one.
*/
- place_rect(params2, grid, r);
+ enum_rects(params2, grid, NULL, &n, x, y, enum_rects_scratch);
- /*
- * Winnow the list by removing any rectangles which
- * overlap this one.
- */
- m = 0;
- for (i = 0; i < list->n; i++) {
- struct rect s = list->rects[i];
- if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
- s.y+s.h <= r.y || r.y+r.h <= s.y)
- list->rects[m++] = s;
+ if (!n) {
+ /*
+ * There are no possible rectangles covering this
+ * square, meaning it must be a singleton. Mark it
+ * -2 so we know not to keep trying.
+ */
+ index(params2, grid, x, y) = -2;
+ nsquares--;
+ } else {
+ /*
+ * Pick one at random.
+ */
+ n = random_upto(rs, n);
+ enum_rects(params2, grid, &r, &n, x, y, enum_rects_scratch);
+
+ /*
+ * Place it.
+ */
+ place_rect(params2, grid, r);
+ nsquares -= r.w * r.h;
}
- list->n = m;
}
- free_rectlist(list);
+ sfree(enum_rects_scratch);
/*
* Deal with singleton spaces remaining in the grid, one by
}
if (params->unique)
- ret = rect_solver(params->w, params->h, nnumbers, nd, rs);
+ ret = rect_solver(params->w, params->h, nnumbers, nd,
+ NULL, NULL, rs);
else
ret = TRUE; /* allow any number placement at all */
}
/*
- * 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;
+
+ len = 2 + (params->w-1)*params->h + (params->h-1)*params->w;
+ ai = snewn(len, char);
- 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);
+ 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;
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;
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *ai,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *ai, char **error)
{
- game_state *ret;
+ unsigned char *vedge, *hedge;
+ int x, y, len;
+ char *ret, *p;
+ int i, j, n;
+ struct numberdata *nd;
- if (!ai) {
- *error = "Solution not known for this puzzle";
- return NULL;
- }
+ if (ai)
+ return dupstr(ai);
+
+ /*
+ * 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);
+
+ 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);
- assert(state->w == ai->w);
- assert(state->h == ai->h);
+ len = 2 + (state->w-1)*state->h + (state->h-1)*state->w;
+ ret = snewn(len, char);
- ret = dup_game(state);
- memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
- memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
- ret->cheated = TRUE;
+ 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 (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);
+
+ sfree(vedge);
+ sfree(hedge);
return ret;
}
* treated as a small drag rather than a click.
*/
int dragged;
+ /*
+ * These are the co-ordinates of the top-left and bottom-right squares
+ * in the drag box, respectively, or -1 otherwise.
+ */
+ int x1;
+ int y1;
+ int x2;
+ int y2;
};
static game_ui *new_ui(game_state *state)
ui->drag_end_x = -1;
ui->drag_end_y = -1;
ui->dragged = FALSE;
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
return ui;
}
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;
/* Vertical edge: x-coord of corner,
* y-coord of square centre. */
*xr = 2 * (int)xv;
- *yr = 1 + 2 * (int)ys;
+ *yr = 1 + 2 * (int)floor(ys);
} else {
/* Horizontal edge: x-coord of square centre,
* y-coord of corner. */
- *xr = 1 + 2 * (int)xs;
+ *xr = 1 + 2 * (int)floor(xs);
*yr = 2 * (int)yv;
}
}
}
}
-static void ui_draw_rect(game_state *state, game_ui *ui,
- unsigned char *hedge, unsigned char *vedge, int c)
+/*
+ * Returns TRUE if it has made any change to the grid.
+ */
+static int grid_draw_rect(game_state *state,
+ unsigned char *hedge, unsigned char *vedge,
+ int c, int really,
+ int x1, int y1, int x2, int y2)
{
- int x1, x2, y1, y2, x, y, t;
-
- x1 = ui->drag_start_x;
- x2 = ui->drag_end_x;
- if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
-
- y1 = ui->drag_start_y;
- y2 = ui->drag_end_y;
- if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
-
- x1 = x1 / 2; /* rounds down */
- x2 = (x2+1) / 2; /* rounds up */
- y1 = y1 / 2; /* rounds down */
- y2 = (y2+1) / 2; /* rounds up */
+ int x, y;
+ int changed = FALSE;
/*
* Draw horizontal edges of rectangles.
val = c;
else if (c == 1)
val = 0;
- index(state,hedge,x,y) = val;
+ changed = changed || (index(state,hedge,x,y) != val);
+ if (really)
+ index(state,hedge,x,y) = val;
}
/*
val = c;
else if (c == 1)
val = 0;
- index(state,vedge,x,y) = val;
+ changed = changed || (index(state,vedge,x,y) != val);
+ if (really)
+ index(state,vedge,x,y) = val;
}
+
+ return changed;
+}
+
+static int ui_draw_rect(game_state *state, game_ui *ui,
+ unsigned char *hedge, unsigned char *vedge, int c,
+ int really)
+{
+ return grid_draw_rect(state, hedge, vedge, c, really,
+ ui->x1, ui->y1, ui->x2, ui->y2);
}
-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 char *interpret_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;
+ char buf[80], *ret;
button &= ~MOD_MASK;
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;
ui->drag_end_y = yc;
ui->dragged = TRUE;
active = TRUE;
+
+ if (xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
+ ui->x1 = ui->drag_start_x;
+ ui->x2 = ui->drag_end_x;
+ if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
+
+ ui->y1 = ui->drag_start_y;
+ ui->y2 = ui->drag_end_y;
+ if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
+
+ ui->x1 = ui->x1 / 2; /* rounds down */
+ ui->x2 = (ui->x2+1) / 2; /* rounds up */
+ ui->y1 = ui->y1 / 2; /* rounds down */
+ ui->y2 = (ui->y2+1) / 2; /* rounds up */
+ } else {
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
+ }
}
ret = NULL;
- if (enddrag) {
+ if (enddrag && (ui->drag_start_x >= 0)) {
if (xc >= 0 && xc <= 2*from->w &&
yc >= 0 && yc <= 2*from->h) {
- ret = dup_game(from);
if (ui->dragged) {
- ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
+ if (ui_draw_rect(from, ui, from->hedge,
+ from->vedge, 1, FALSE)) {
+ sprintf(buf, "R%d,%d,%d,%d",
+ ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
+ ret = dupstr(buf);
+ }
} else {
if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
- hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
+ sprintf(buf, "H%d,%d", xc/2, yc/2);
+ ret = dupstr(buf);
}
if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
- vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
+ sprintf(buf, "V%d,%d", xc/2, yc/2);
+ ret = dupstr(buf);
}
}
-
- if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
- !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
- free_game(ret);
- ret = NULL;
- }
-
- /*
- * We've made a real change to the grid. Check to see
- * if the game has been completed.
- */
- if (ret && !ret->completed) {
- int x, y, ok;
- unsigned char *correct = get_correct(ret);
-
- ok = TRUE;
- for (x = 0; x < ret->w; x++)
- for (y = 0; y < ret->h; y++)
- if (!index(ret, correct, x, y))
- ok = FALSE;
-
- sfree(correct);
-
- if (ok)
- ret->completed = TRUE;
- }
}
ui->drag_start_x = -1;
ui->drag_start_y = -1;
ui->drag_end_x = -1;
ui->drag_end_y = -1;
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
ui->dragged = FALSE;
active = TRUE;
}
if (ret)
return ret; /* a move has been made */
else if (active)
- return from; /* UI activity has occurred */
+ return ""; /* UI activity has occurred */
else
return NULL;
}
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int x1, y1, x2, y2, mode;
+
+ if (move[0] == 'S') {
+ char *p = move+1;
+ int x, y;
+
+ ret = dup_game(from);
+ ret->cheated = TRUE;
+
+ for (y = 0; y < ret->h; y++)
+ for (x = 1; x < ret->w; x++) {
+ vedge(ret, x, y) = (*p == '1');
+ if (*p) p++;
+ }
+ for (y = 1; y < ret->h; y++)
+ for (x = 0; x < ret->w; x++) {
+ hedge(ret, x, y) = (*p == '1');
+ if (*p) p++;
+ }
+
+ return ret;
+
+ } else if (move[0] == 'R' &&
+ 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;
+ mode = move[0];
+ } else if ((move[0] == 'H' || move[0] == 'V') &&
+ sscanf(move+1, "%d,%d", &x1, &y1) == 2 &&
+ (move[0] == 'H' ? HRANGE(from, x1, y1) :
+ VRANGE(from, x1, y1))) {
+ mode = move[0];
+ } else
+ return NULL; /* can't parse move string */
+
+ ret = dup_game(from);
+
+ if (mode == 'R') {
+ grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2);
+ } else if (mode == 'H') {
+ hedge(ret,x1,y1) = !hedge(ret,x1,y1);
+ } else if (mode == 'V') {
+ vedge(ret,x1,y1) = !vedge(ret,x1,y1);
+ }
+
+ /*
+ * We've made a real change to the grid. Check to see
+ * if the game has been completed.
+ */
+ if (!ret->completed) {
+ int x, y, ok;
+ unsigned char *correct = get_correct(ret);
+
+ ok = TRUE;
+ for (x = 0; x < ret->w; x++)
+ for (y = 0; y < ret->h; y++)
+ if (!index(ret, correct, x, y))
+ ok = FALSE;
+
+ sfree(correct);
+
+ if (ok)
+ ret->completed = TRUE;
+ }
+
+ return 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)) )
+#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
-struct game_drawstate {
- int started;
- int w, h;
- unsigned int *visible;
-};
-
-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)
{
+ 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
+ * tiles).
+ *
+ * We must cast to unsigned before multiplying by two, because
+ * *x might be INT_MAX.
+ */
+ 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 = (int)(ts + 0.5);
+ else
+ ds->tilesize = min((int)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];
vedge = snewn(state->w*state->h, unsigned char);
memcpy(hedge, state->hedge, state->w*state->h);
memcpy(vedge, state->vedge, state->w*state->h);
- ui_draw_rect(state, ui, hedge, vedge, 2);
+ ui_draw_rect(state, ui, hedge, vedge, 2, TRUE);
} else {
hedge = state->hedge;
vedge = state->vedge;
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;
}
}
+ {
+ char buf[256];
+
+ if (ui->x1 >= 0 && ui->y1 >= 0 &&
+ ui->x2 >= 0 && ui->y2 >= 0) {
+ sprintf(buf, "%dx%d ",
+ ui->x2-ui->x1,
+ ui->y2-ui->y1);
+ } else {
+ buf[0] = '\0';
+ }
+
+ if (state->cheated)
+ strcat(buf, "Auto-solved.");
+ else if (state->completed)
+ strcat(buf, "COMPLETED!");
+
+ status_bar(fe, buf);
+ }
+
if (hedge != state->hedge) {
sfree(hedge);
sfree(vedge);
- }
+ }
sfree(corners);
sfree(correct);
}
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)
static int game_wants_statusbar(void)
{
- return FALSE;
+ return TRUE;
+}
+
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
}
#ifdef COMBINED
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,
- make_move,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
game_size,
game_colours,
game_new_drawstate,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};