X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/105a00d0668ac08048af9b3eeeceeab98e2e64e7..0671fa519f0e0bf120c1fd1c32a6d9e09c7e4409:/rect.c diff --git a/rect.c b/rect.c index 846811e..4e5d92a 100644 --- a/rect.c +++ b/rect.c @@ -28,23 +28,19 @@ * selection to produce a few large rectangles more often * than oodles of small ones? Unsure, but might be worth a * try. - * - * - During redraw, do corner analysis centrally in game_redraw() - * itself so that we can take it into account when computing the - * `visible' array. If we can do this, we can actually _turn on_ - * the `visible' processing and keep redraws to the minimum - * required. */ #include #include #include #include +#include #include #include "puzzles.h" const char *const game_name = "Rectangles"; +const char *const game_winhelp_topic = "games.rectangles"; const int game_can_configure = TRUE; enum { @@ -59,6 +55,7 @@ enum { struct game_params { int w, h; + float expandfactor; }; #define INDEX(state, x, y) (((y) * (state)->w) + (x)) @@ -76,6 +73,11 @@ struct game_params { #define TILE_SIZE 24 #define BORDER 18 +#define CORNER_TOLERANCE 0.15F +#define CENTRE_TOLERANCE 0.15F + +#define FLASH_TIME 0.13F + #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) @@ -84,6 +86,7 @@ struct game_state { int *grid; /* contains the numbers */ unsigned char *vedge; /* (w+1) x h */ unsigned char *hedge; /* w x (h+1) */ + int completed; }; game_params *default_params(void) @@ -91,6 +94,7 @@ game_params *default_params(void) game_params *ret = snew(game_params); ret->w = ret->h = 7; + ret->expandfactor = 0.0F; return ret; } @@ -114,6 +118,7 @@ int game_fetch_preset(int i, char **name, game_params **params) *params = ret = snew(game_params); ret->w = w; ret->h = h; + ret->expandfactor = 0.0F; return TRUE; } @@ -129,6 +134,35 @@ game_params *dup_params(game_params *params) return ret; } +game_params *decode_params(char const *string) +{ + game_params *ret = default_params(); + + ret->w = ret->h = atoi(string); + ret->expandfactor = 0.0F; + while (*string && isdigit((unsigned char)*string)) string++; + if (*string == 'x') { + string++; + ret->h = atoi(string); + while (*string && isdigit((unsigned char)*string)) string++; + } + if (*string == 'e') { + string++; + ret->expandfactor = atof(string); + } + + return ret; +} + +char *encode_params(game_params *params) +{ + char data[256]; + + sprintf(data, "%dx%d", params->w, params->h); + + return dupstr(data); +} + config_item *game_configure(game_params *params) { config_item *ret; @@ -148,11 +182,17 @@ config_item *game_configure(game_params *params) ret[1].sval = dupstr(buf); ret[1].ival = 0; - ret[2].name = NULL; - ret[2].type = C_END; - ret[2].sval = NULL; + ret[2].name = "Expansion factor"; + ret[2].type = C_STRING; + sprintf(buf, "%g", params->expandfactor); + ret[2].sval = dupstr(buf); ret[2].ival = 0; + ret[3].name = NULL; + ret[3].type = C_END; + ret[3].sval = NULL; + ret[3].ival = 0; + return ret; } @@ -162,6 +202,7 @@ game_params *custom_params(config_item *cfg) ret->w = atoi(cfg[0].sval); ret->h = atoi(cfg[1].sval); + ret->expandfactor = atof(cfg[2].sval); return ret; } @@ -170,8 +211,10 @@ char *validate_params(game_params *params) { if (params->w <= 0 && params->h <= 0) return "Width and height must both be greater than zero"; - if (params->w * params->h < 4) - return "Total area must be at least 4"; + if (params->w < 2 && params->h < 2) + return "Grid area must be greater than one"; + if (params->expandfactor < 0.0F) + return "Expansion factor may not be negative"; return NULL; } @@ -194,9 +237,13 @@ static struct rectlist *get_rectlist(game_params *params, int *grid) int nrects = 0, rectsize = 0; /* - * Maximum rectangle area is 1/6 of total grid size. + * Maximum rectangle area is 1/6 of total grid size, unless + * this means we can't place any rectangles at all in which + * case we set it to 2 at minimum. */ maxarea = params->w * params->h / 6; + if (maxarea < 2) + maxarea = 2; for (rw = 1; rw <= params->w; rw++) for (rh = 1; rh <= params->h; rh++) { @@ -206,25 +253,6 @@ static struct rectlist *get_rectlist(game_params *params, int *grid) continue; for (x = 0; x <= params->w - rw; x++) for (y = 0; y <= params->h - rh; y++) { - /* - * We have a candidate rectangle placement. See - * if it's unobstructed. - */ - int xx, yy; - int ok; - - ok = TRUE; - for (xx = x; xx < x+rw; xx++) - for (yy = y; yy < y+rh; yy++) - if (index(params, grid, xx, yy) >= 0) { - ok = FALSE; - goto break1; /* break both loops at once */ - } - break1: - - if (!ok) - continue; - if (nrects >= rectsize) { rectsize = nrects + 256; rects = sresize(rects, rectsize, struct rect); @@ -310,14 +338,15 @@ static struct rect find_rect(game_params *params, int *grid, int x, int y) } #ifdef GENERATION_DIAGNOSTICS -static void display_grid(game_params *params, int *grid, int *numbers) +static void display_grid(game_params *params, int *grid, int *numbers, int all) { unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), unsigned char); - memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); int x, y; int r = (params->w*2+3); + memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); + for (x = 0; x < params->w; x++) for (y = 0; y < params->h; y++) { int i = index(params, grid, x, y); @@ -334,8 +363,8 @@ static void display_grid(game_params *params, int *grid, int *numbers) for (y = 1; y < 2*params->h+2; y++) { for (x = 1; x < 2*params->w+2; x++) { if (!((y|x)&1)) { - int k = index(params, numbers, x/2-1, y/2-1); - if (k) printf("%2d", k); else printf(" "); + int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; + if (k || (all && numbers)) printf("%2d", k); else printf(" "); } else if (!((y&x)&1)) { int v = egrid[y*r+x]; if ((y&1) && v) v = '-'; @@ -365,19 +394,27 @@ char *new_game_seed(game_params *params, random_state *rs) { int *grid, *numbers; struct rectlist *list; - int x, y, run, i; + int x, y, y2, y2last, yx, run, i; char *seed, *p; + game_params params2real, *params2 = ¶ms2real; - grid = snewn(params->w * params->h, int); - numbers = snewn(params->w * params->h, int); + /* + * Set up the smaller width and height which we will use to + * generate the base grid. + */ + params2->w = params->w / (1.0F + params->expandfactor); + if (params2->w < 2 && params->w >= 2) params2->w = 2; + params2->h = params->h / (1.0F + params->expandfactor); + if (params2->h < 2 && params->h >= 2) params2->h = 2; - for (y = 0; y < params->h; y++) - for (x = 0; x < params->w; x++) { - index(params, grid, x, y) = -1; - index(params, numbers, x, y) = 0; + grid = snewn(params2->w * params2->h, int); + + for (y = 0; y < params2->h; y++) + for (x = 0; x < params2->w; x++) { + index(params2, grid, x, y) = -1; } - list = get_rectlist(params, grid); + list = get_rectlist(params2, grid); assert(list != NULL); /* @@ -396,7 +433,7 @@ char *new_game_seed(game_params *params, random_state *rs) /* * Place it. */ - place_rect(params, grid, r); + place_rect(params2, grid, r); /* * Winnow the list by removing any rectangles which @@ -450,13 +487,13 @@ char *new_game_seed(game_params *params, random_state *rs) * +--+-----+ in this fashion; so instead we can simply * replace the whole section with a single 3x3. */ - for (x = 0; x < params->w; x++) { - for (y = 0; y < params->h; y++) { - if (index(params, grid, x, y) < 0) { + for (x = 0; x < params2->w; x++) { + for (y = 0; y < params2->h; y++) { + if (index(params2, grid, x, y) < 0) { int dirs[4], ndirs; #ifdef GENERATION_DIAGNOSTICS - display_grid(params, grid, numbers); + display_grid(params2, grid, NULL, FALSE); printf("singleton at %d,%d\n", x, y); #endif @@ -476,23 +513,23 @@ char *new_game_seed(game_params *params, random_state *rs) * create? */ ndirs = 0; - if (x < params->w-1) { - struct rect r = find_rect(params, grid, x+1, y); + if (x < params2->w-1) { + struct rect r = find_rect(params2, grid, x+1, y); if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) dirs[ndirs++] = 1; /* right */ } if (y > 0) { - struct rect r = find_rect(params, grid, x, y-1); + struct rect r = find_rect(params2, grid, x, y-1); if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) dirs[ndirs++] = 2; /* up */ } if (x > 0) { - struct rect r = find_rect(params, grid, x-1, y); + struct rect r = find_rect(params2, grid, x-1, y); if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) dirs[ndirs++] = 4; /* left */ } - if (y < params->h-1) { - struct rect r = find_rect(params, grid, x, y+1); + if (y < params2->h-1) { + struct rect r = find_rect(params2, grid, x, y+1); if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) dirs[ndirs++] = 8; /* down */ } @@ -506,11 +543,11 @@ char *new_game_seed(game_params *params, random_state *rs) switch (dir) { case 1: /* right */ - assert(x < params->w+1); + assert(x < params2->w+1); #ifdef GENERATION_DIAGNOSTICS printf("extending right\n"); #endif - r1 = find_rect(params, grid, x+1, y); + r1 = find_rect(params2, grid, x+1, y); r2.x = x; r2.y = y; r2.w = 1 + r1.w; @@ -524,7 +561,7 @@ char *new_game_seed(game_params *params, random_state *rs) #ifdef GENERATION_DIAGNOSTICS printf("extending up\n"); #endif - r1 = find_rect(params, grid, x, y-1); + r1 = find_rect(params2, grid, x, y-1); r2.x = x; r2.y = r1.y; r2.w = 1; @@ -538,7 +575,7 @@ char *new_game_seed(game_params *params, random_state *rs) #ifdef GENERATION_DIAGNOSTICS printf("extending left\n"); #endif - r1 = find_rect(params, grid, x-1, y); + r1 = find_rect(params2, grid, x-1, y); r2.x = r1.x; r2.y = y; r2.w = 1 + r1.w; @@ -548,11 +585,11 @@ char *new_game_seed(game_params *params, random_state *rs) r1.h--; break; case 8: /* down */ - assert(y < params->h+1); + assert(y < params2->h+1); #ifdef GENERATION_DIAGNOSTICS printf("extending down\n"); #endif - r1 = find_rect(params, grid, x, y+1); + r1 = find_rect(params2, grid, x, y+1); r2.x = x; r2.y = y; r2.w = 1; @@ -563,8 +600,8 @@ char *new_game_seed(game_params *params, random_state *rs) break; } if (r1.h > 0 && r1.w > 0) - place_rect(params, grid, r1); - place_rect(params, grid, r2); + place_rect(params2, grid, r1); + place_rect(params2, grid, r2); } else { #ifndef NDEBUG /* @@ -575,12 +612,12 @@ char *new_game_seed(game_params *params, random_state *rs) */ { int xx, yy; - assert(x > 0 && x < params->w-1); - assert(y > 0 && y < params->h-1); + assert(x > 0 && x < params2->w-1); + assert(y > 0 && y < params2->h-1); for (xx = x-1; xx <= x+1; xx++) for (yy = y-1; yy <= y+1; yy++) { - struct rect r = find_rect(params,grid,xx,yy); + struct rect r = find_rect(params2,grid,xx,yy); assert(r.x >= x-1); assert(r.y >= y-1); assert(r.x+r.w-1 <= x+1); @@ -610,7 +647,7 @@ char *new_game_seed(game_params *params, random_state *rs) r.x = x-1; r.y = y-1; r.w = r.h = 3; - place_rect(params, grid, r); + place_rect(params2, grid, r); } } } @@ -618,8 +655,192 @@ char *new_game_seed(game_params *params, random_state *rs) } /* + * We have now constructed a grid of the size specified in + * params2. Now we extend it into a grid of the size specified + * in params. We do this in two passes: we extend it vertically + * until it's the right height, then we transpose it, then + * extend it vertically again (getting it effectively the right + * width), then finally transpose again. + */ + for (i = 0; i < 2; i++) { + int *grid2, *expand, *where; + game_params params3real, *params3 = ¶ms3real; + +#ifdef GENERATION_DIAGNOSTICS + printf("before expansion:\n"); + display_grid(params2, grid, NULL, TRUE); +#endif + + /* + * Set up the new grid. + */ + grid2 = snewn(params2->w * params->h, int); + expand = snewn(params2->h-1, int); + where = snewn(params2->w, int); + params3->w = params2->w; + params3->h = params->h; + + /* + * Decide which horizontal edges are going to get expanded, + * and by how much. + */ + for (y = 0; y < params2->h-1; y++) + expand[y] = 0; + for (y = params2->h; y < params->h; y++) { + x = random_upto(rs, params2->h-1); + expand[x]++; + } + +#ifdef GENERATION_DIAGNOSTICS + printf("expand[] = {"); + for (y = 0; y < params2->h-1; y++) + printf(" %d", expand[y]); + printf(" }\n"); +#endif + + /* + * Perform the expansion. The way this works is that we + * alternately: + * + * - copy a row from grid into grid2 + * + * - invent some number of additional rows in grid2 where + * there was previously only a horizontal line between + * rows in grid, and make random decisions about where + * among these to place each rectangle edge that ran + * along this line. + */ + for (y = y2 = y2last = 0; y < params2->h; y++) { + /* + * Copy a single line from row y of grid into row y2 of + * grid2. + */ + for (x = 0; x < params2->w; x++) { + int val = index(params2, grid, x, y); + if (val / params2->w == y && /* rect starts on this line */ + (y2 == 0 || /* we're at the very top, or... */ + index(params3, grid2, x, y2-1) / params3->w < y2last + /* this rect isn't already started */)) + index(params3, grid2, x, y2) = + INDEX(params3, val % params2->w, y2); + else + index(params3, grid2, x, y2) = + index(params3, grid2, x, y2-1); + } + + /* + * If that was the last line, terminate the loop early. + */ + if (++y2 == params3->h) + break; + + y2last = y2; + + /* + * Invent some number of additional lines. First walk + * along this line working out where to put all the + * edges that coincide with it. + */ + yx = -1; + for (x = 0; x < params2->w; x++) { + if (index(params2, grid, x, y) != + index(params2, grid, x, y+1)) { + /* + * This is a horizontal edge, so it needs + * placing. + */ + if (x == 0 || + (index(params2, grid, x-1, y) != + index(params2, grid, x, y) && + index(params2, grid, x-1, y+1) != + index(params2, grid, x, y+1))) { + /* + * Here we have the chance to make a new + * decision. + */ + yx = random_upto(rs, expand[y]+1); + } else { + /* + * Here we just reuse the previous value of + * yx. + */ + } + } else + yx = -1; + where[x] = yx; + } + + for (yx = 0; yx < expand[y]; yx++) { + /* + * Invent a single row. For each square in the row, + * we copy the grid entry from the square above it, + * unless we're starting the new rectangle here. + */ + for (x = 0; x < params2->w; x++) { + if (yx == where[x]) { + int val = index(params2, grid, x, y+1); + val %= params2->w; + val = INDEX(params3, val, y2); + index(params3, grid2, x, y2) = val; + } else + index(params3, grid2, x, y2) = + index(params3, grid2, x, y2-1); + } + + y2++; + } + } + + sfree(expand); + sfree(where); + +#ifdef GENERATION_DIAGNOSTICS + printf("after expansion:\n"); + display_grid(params3, grid2, NULL, TRUE); +#endif + /* + * Transpose. + */ + params2->w = params3->h; + params2->h = params3->w; + sfree(grid); + grid = snewn(params2->w * params2->h, int); + for (x = 0; x < params2->w; x++) + for (y = 0; y < params2->h; y++) { + int idx1 = INDEX(params2, x, y); + int idx2 = INDEX(params3, y, x); + int tmp; + + tmp = grid2[idx2]; + tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); + grid[idx1] = tmp; + } + + sfree(grid2); + + { + int tmp; + tmp = params->w; + params->w = params->h; + params->h = tmp; + } + +#ifdef GENERATION_DIAGNOSTICS + printf("after transposition:\n"); + display_grid(params2, grid, NULL, TRUE); +#endif + } + + /* * Place numbers. */ + numbers = snewn(params->w * params->h, int); + + for (y = 0; y < params->h; y++) + for (x = 0; x < params->w; x++) { + index(params, numbers, x, y) = 0; + } + for (x = 0; x < params->w; x++) { for (y = 0; y < params->h; y++) { int idx = INDEX(params, x, y); @@ -639,7 +860,7 @@ char *new_game_seed(game_params *params, random_state *rs) } #ifdef GENERATION_DIAGNOSTICS - display_grid(params, grid, numbers); + display_grid(params, grid, numbers, FALSE); #endif seed = snewn(11 * params->w * params->h, char); @@ -687,7 +908,7 @@ char *validate_seed(game_params *params, char *seed) } else if (n == '_') { /* do nothing */; } else if (n > '0' && n <= '9') { - squares += atoi(seed-1); + squares++; while (*seed >= '0' && *seed <= '9') seed++; } else @@ -716,6 +937,7 @@ game_state *new_game(game_params *params, char *seed) state->grid = snewn(area, int); state->vedge = snewn(area, unsigned char); state->hedge = snewn(area, unsigned char); + state->completed = FALSE; i = 0; while (*seed) { @@ -756,6 +978,8 @@ game_state *dup_game(game_state *state) ret->hedge = snewn(state->w * state->h, unsigned char); ret->grid = snewn(state->w * state->h, int); + ret->completed = state->completed; + memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); @@ -904,29 +1128,88 @@ void free_ui(game_ui *ui) sfree(ui); } -int coord_round(float coord) +void coord_round(float x, float y, int *xr, int *yr) { - int i; - float dist; + float xs, ys, xv, yv, dx, dy, dist; /* - * Find the nearest integer. + * Find the nearest square-centre. */ - i = (int)(coord + 0.5F); + xs = (float)floor(x) + 0.5F; + ys = (float)floor(y) + 0.5F; /* - * Find the distance from us to that integer. + * And find the nearest grid vertex. */ - dist = (float)fabs(coord - (float)i); + xv = (float)floor(x + 0.5F); + yv = (float)floor(y + 0.5F); /* - * If we're within the tolerance limit, return the edge - * coordinate. Otherwise, return the centre coordinate. + * We allocate clicks in parts of the grid square to either + * corners, edges or square centres, as follows: + * + * +--+--------+--+ + * | | | | + * +--+ +--+ + * | `. ,' | + * | +--+ | + * | | | | + * | +--+ | + * | ,' `. | + * +--+ +--+ + * | | | | + * +--+--------+--+ + * + * (Not to scale!) + * + * In other words: we measure the square distance (i.e. + * max(dx,dy)) from the click to the nearest corner, and if + * it's within CORNER_TOLERANCE then we return a corner click. + * We measure the square distance from the click to the nearest + * centre, and if that's within CENTRE_TOLERANCE we return a + * centre click. Failing that, we find which of the two edge + * centres is nearer to the click and return that edge. */ - if (dist < 0.3F) - return i * 2; - else - return 1 + 2 * (int)coord; + + /* + * Check for corner click. + */ + dx = (float)fabs(x - xv); + dy = (float)fabs(y - yv); + dist = (dx > dy ? dx : dy); + if (dist < CORNER_TOLERANCE) { + *xr = 2 * (int)xv; + *yr = 2 * (int)yv; + } else { + /* + * Check for centre click. + */ + dx = (float)fabs(x - xs); + dy = (float)fabs(y - ys); + dist = (dx > dy ? dx : dy); + if (dist < CENTRE_TOLERANCE) { + *xr = 1 + 2 * (int)xs; + *yr = 1 + 2 * (int)ys; + } else { + /* + * Failing both of those, see which edge we're closer to. + * Conveniently, this is simply done by testing the relative + * magnitude of dx and dy (which are currently distances from + * the square centre). + */ + if (dx > dy) { + /* Vertical edge: x-coord of corner, + * y-coord of square centre. */ + *xr = 2 * (int)xv; + *yr = 1 + 2 * (int)ys; + } else { + /* Horizontal edge: x-coord of square centre, + * y-coord of corner. */ + *xr = 1 + 2 * (int)xs; + *yr = 2 * (int)yv; + } + } + } } static void ui_draw_rect(game_state *state, game_ui *ui, @@ -990,8 +1273,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) return NULL; } - xc = coord_round(FROMCOORD((float)x)); - yc = coord_round(FROMCOORD((float)y)); + coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); if (startdrag) { ui->drag_start_x = xc; @@ -1032,6 +1314,26 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) 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; @@ -1054,7 +1356,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) * Drawing routines. */ -#define CORRECT 256 +#define CORRECT 65536 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) @@ -1063,7 +1365,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) struct game_drawstate { int started; int w, h; - unsigned short *visible; + unsigned int *visible; }; void game_size(game_params *params, int *x, int *y) @@ -1110,7 +1412,7 @@ game_drawstate *game_new_drawstate(game_state *state) ds->started = FALSE; ds->w = state->w; ds->h = state->h; - ds->visible = snewn(ds->w * ds->h, unsigned short); + ds->visible = snewn(ds->w * ds->h, unsigned int); for (i = 0; i < ds->w * ds->h; i++) ds->visible[i] = 0xFFFF; @@ -1124,7 +1426,8 @@ void game_free_drawstate(game_drawstate *ds) } void draw_tile(frontend *fe, game_state *state, int x, int y, - unsigned char *hedge, unsigned char *vedge, int correct) + unsigned char *hedge, unsigned char *vedge, + unsigned char *corners, int correct) { int cx = COORD(x), cy = COORD(y); char str[80]; @@ -1162,34 +1465,18 @@ void draw_tile(frontend *fe, game_state *state, int x, int y, /* * Draw corners. */ - if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) || - (VRANGE(state,x,y-1) && index(state,vedge,x,y-1))) + if (index(state,corners,x,y)) draw_rect(fe, cx, cy, 2, 2, - COLOUR(MAX4(index(state,hedge,x-1,y), - index(state,vedge,x,y-1), - index(state,hedge,x,y), - index(state,vedge,x,y)))); - if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) || - (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1))) + COLOUR(index(state,corners,x,y))); + if (x+1 < state->w && index(state,corners,x+1,y)) draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, - COLOUR(MAX4(index(state,hedge,x+1,y), - index(state,vedge,x+1,y-1), - index(state,hedge,x,y), - index(state,vedge,x+1,y)))); - if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) || - (VRANGE(state,x,y+1) && index(state,vedge,x,y+1))) + COLOUR(index(state,corners,x+1,y))); + if (y+1 < state->h && index(state,corners,x,y+1)) draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, - COLOUR(MAX4(index(state,hedge,x-1,y+1), - index(state,vedge,x,y+1), - index(state,hedge,x,y+1), - index(state,vedge,x,y)))); - if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) || - (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1))) + COLOUR(index(state,corners,x,y+1))); + if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, - COLOUR(MAX4(index(state,hedge,x+1,y+1), - index(state,vedge,x+1,y+1), - index(state,hedge,x,y+1), - index(state,vedge,x+1,y)))); + COLOUR(index(state,corners,x+1,y+1))); draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); } @@ -1200,7 +1487,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, { int x, y; unsigned char *correct; - unsigned char *hedge, *vedge; + unsigned char *hedge, *vedge, *corners; correct = get_correct(state); @@ -1215,6 +1502,28 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, vedge = state->vedge; } + corners = snewn(state->w * state->h, unsigned char); + memset(corners, 0, state->w * state->h); + for (x = 0; x < state->w; x++) + for (y = 0; y < state->h; y++) { + if (x > 0) { + int e = index(state, vedge, x, y); + if (index(state,corners,x,y) < e) + index(state,corners,x,y) = e; + if (y+1 < state->h && + index(state,corners,x,y+1) < e) + index(state,corners,x,y+1) = e; + } + if (y > 0) { + int e = index(state, hedge, x, y); + if (index(state,corners,x,y) < e) + index(state,corners,x,y) = e; + if (x+1 < state->w && + index(state,corners,x+1,y) < e) + index(state,corners,x+1,y) = e; + } + } + if (!ds->started) { draw_rect(fe, 0, 0, state->w * TILE_SIZE + 2*BORDER + 1, @@ -1222,26 +1531,36 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, draw_rect(fe, COORD(0)-1, COORD(0)-1, ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); ds->started = TRUE; + draw_update(fe, 0, 0, + state->w * TILE_SIZE + 2*BORDER + 1, + state->h * TILE_SIZE + 2*BORDER + 1); } for (x = 0; x < state->w; x++) for (y = 0; y < state->h; y++) { - unsigned short c = 0; + unsigned int c = 0; if (HRANGE(state,x,y)) c |= index(state,hedge,x,y); - if (HRANGE(state,x+1,y)) - c |= index(state,hedge,x+1,y) << 2; + if (HRANGE(state,x,y+1)) + c |= index(state,hedge,x,y+1) << 2; if (VRANGE(state,x,y)) c |= index(state,vedge,x,y) << 4; - if (VRANGE(state,x,y+1)) - c |= index(state,vedge,x,y+1) << 6; - if (index(state, correct, x, y)) + if (VRANGE(state,x+1,y)) + c |= index(state,vedge,x+1,y) << 6; + c |= index(state,corners,x,y) << 8; + if (x+1 < state->w) + c |= index(state,corners,x+1,y) << 10; + 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; + 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, c & CORRECT); - /* index(ds,ds->visible,x,y) = c; */ + draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); + index(ds,ds->visible,x,y) = c; } } @@ -1250,6 +1569,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, sfree(vedge); } + sfree(corners); sfree(correct); } @@ -1260,6 +1580,8 @@ float game_anim_length(game_state *oldstate, game_state *newstate) float game_flash_length(game_state *oldstate, game_state *newstate) { + if (!oldstate->completed && newstate->completed) + return FLASH_TIME; return 0.0F; }