X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/844f605fe87ffa1c30cc4a18d2b705495f612b5b..9b185b04d84ce479f224700d1dc83497719e22df:/rect.c diff --git a/rect.c b/rect.c index 5852f59..1b232ae 100644 --- a/rect.c +++ b/rect.c @@ -76,6 +76,7 @@ struct game_state { unsigned char *vedge; /* (w+1) x h */ unsigned char *hedge; /* w x (h+1) */ int completed, cheated; + unsigned char *correct; }; static game_params *default_params(void) @@ -212,7 +213,7 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params) +static char *validate_params(game_params *params, int full) { if (params->w <= 0 || params->h <= 0) return "Width and height must both be greater than zero"; @@ -1347,6 +1348,8 @@ static char *new_game_desc(game_params *params, random_state *rs, r1.x++; r1.w--; break; + default: /* should never happen */ + assert(!"invalid direction"); } if (r1.h > 0 && r1.w > 0) place_rect(params2, grid, r1); @@ -1773,7 +1776,100 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static unsigned char *get_correct(game_state *state) +{ + unsigned char *ret; + int x, y; + + ret = snewn(state->w * state->h, unsigned char); + memset(ret, 0xFF, state->w * state->h); + + for (x = 0; x < state->w; x++) + for (y = 0; y < state->h; y++) + if (index(state,ret,x,y) == 0xFF) { + int rw, rh; + int xx, yy; + int num, area, valid; + + /* + * Find a rectangle starting at this point. + */ + rw = 1; + while (x+rw < state->w && !vedge(state,x+rw,y)) + rw++; + rh = 1; + while (y+rh < state->h && !hedge(state,x,y+rh)) + rh++; + + /* + * We know what the dimensions of the rectangle + * should be if it's there at all. Find out if we + * really have a valid rectangle. + */ + valid = TRUE; + /* Check the horizontal edges. */ + for (xx = x; xx < x+rw; xx++) { + for (yy = y; yy <= y+rh; yy++) { + int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); + int ec = (yy == y || yy == y+rh); + if (e != ec) + valid = FALSE; + } + } + /* Check the vertical edges. */ + for (yy = y; yy < y+rh; yy++) { + for (xx = x; xx <= x+rw; xx++) { + int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); + int ec = (xx == x || xx == x+rw); + if (e != ec) + valid = FALSE; + } + } + + /* + * If this is not a valid rectangle with no other + * edges inside it, we just mark this square as not + * complete and proceed to the next square. + */ + if (!valid) { + index(state, ret, x, y) = 0; + continue; + } + + /* + * We have a rectangle. Now see what its area is, + * and how many numbers are in it. + */ + num = 0; + area = 0; + for (xx = x; xx < x+rw; xx++) { + for (yy = y; yy < y+rh; yy++) { + area++; + if (grid(state,xx,yy)) { + if (num > 0) + valid = FALSE; /* two numbers */ + num = grid(state,xx,yy); + } + } + } + if (num != area) + valid = FALSE; + + /* + * Now fill in the whole rectangle based on the + * value of `valid'. + */ + for (xx = x; xx < x+rw; xx++) { + for (yy = y; yy < y+rh; yy++) { + index(state, ret, xx, yy) = valid; + } + } + } + + return ret; +} + +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state = snew(game_state); int x, y, i, area; @@ -1813,6 +1909,8 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) for (x = 0; x < state->w; x++) vedge(state,x,y) = hedge(state,x,y) = 0; + state->correct = get_correct(state); + return state; } @@ -1826,6 +1924,7 @@ static game_state *dup_game(game_state *state) ret->vedge = snewn(state->w * state->h, unsigned char); ret->hedge = snewn(state->w * state->h, unsigned char); ret->grid = snewn(state->w * state->h, int); + ret->correct = snewn(ret->w * ret->h, unsigned char); ret->completed = state->completed; ret->cheated = state->cheated; @@ -1834,6 +1933,8 @@ static game_state *dup_game(game_state *state) memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); + memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char)); + return ret; } @@ -1842,6 +1943,7 @@ static void free_game(game_state *state) sfree(state->grid); sfree(state->vedge); sfree(state->hedge); + sfree(state->correct); sfree(state); } @@ -2007,99 +2109,6 @@ static char *game_text_format(game_state *state) return ret; } -static unsigned char *get_correct(game_state *state) -{ - unsigned char *ret; - int x, y; - - ret = snewn(state->w * state->h, unsigned char); - memset(ret, 0xFF, state->w * state->h); - - for (x = 0; x < state->w; x++) - for (y = 0; y < state->h; y++) - if (index(state,ret,x,y) == 0xFF) { - int rw, rh; - int xx, yy; - int num, area, valid; - - /* - * Find a rectangle starting at this point. - */ - rw = 1; - while (x+rw < state->w && !vedge(state,x+rw,y)) - rw++; - rh = 1; - while (y+rh < state->h && !hedge(state,x,y+rh)) - rh++; - - /* - * We know what the dimensions of the rectangle - * should be if it's there at all. Find out if we - * really have a valid rectangle. - */ - valid = TRUE; - /* Check the horizontal edges. */ - for (xx = x; xx < x+rw; xx++) { - for (yy = y; yy <= y+rh; yy++) { - int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); - int ec = (yy == y || yy == y+rh); - if (e != ec) - valid = FALSE; - } - } - /* Check the vertical edges. */ - for (yy = y; yy < y+rh; yy++) { - for (xx = x; xx <= x+rw; xx++) { - int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); - int ec = (xx == x || xx == x+rw); - if (e != ec) - valid = FALSE; - } - } - - /* - * If this is not a valid rectangle with no other - * edges inside it, we just mark this square as not - * complete and proceed to the next square. - */ - if (!valid) { - index(state, ret, x, y) = 0; - continue; - } - - /* - * We have a rectangle. Now see what its area is, - * and how many numbers are in it. - */ - num = 0; - area = 0; - for (xx = x; xx < x+rw; xx++) { - for (yy = y; yy < y+rh; yy++) { - area++; - if (grid(state,xx,yy)) { - if (num > 0) - valid = FALSE; /* two numbers */ - num = grid(state,xx,yy); - } - } - } - if (num != area) - valid = FALSE; - - /* - * Now fill in the whole rectangle based on the - * value of `valid'. - */ - for (xx = x; xx < x+rw; xx++) { - for (yy = y; yy < y+rh; yy++) { - index(state, ret, xx, yy) = valid; - } - } - } - - return ret; -} - struct game_ui { /* * These coordinates are 2 times the obvious grid coordinates. @@ -2329,7 +2338,10 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, 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; @@ -2338,7 +2350,8 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, 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; @@ -2370,7 +2383,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, ret = NULL; - if (enddrag) { + if (enddrag && (ui->drag_start_x >= 0)) { if (xc >= 0 && xc <= 2*from->w && yc >= 0 && yc <= 2*from->h) { @@ -2436,6 +2449,9 @@ static game_state *execute_move(game_state *from, char *move) if (*p) p++; } + sfree(ret->correct); + ret->correct = get_correct(ret); + return ret; } else if (move[0] == 'R' && @@ -2463,22 +2479,22 @@ static game_state *execute_move(game_state *from, char *move) vedge(ret,x1,y1) = !vedge(ret,x1,y1); } + sfree(ret->correct); + ret->correct = get_correct(ret); + /* * 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)) + if (!index(ret, ret->correct, x, y)) ok = FALSE; - sfree(correct); - if (ok) ret->completed = TRUE; } @@ -2495,31 +2511,24 @@ static game_state *execute_move(game_state *from, char *move) #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) ) -static void game_size(game_params *params, game_drawstate *ds, - int *x, int *y, int expand) +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { - 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); + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; *x = params->w * TILE_SIZE + 2*BORDER + 1; *y = params->h * TILE_SIZE + 2*BORDER + 1; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -2549,7 +2558,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); int i; @@ -2565,26 +2574,26 @@ static game_drawstate *game_new_drawstate(game_state *state) return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->visible); sfree(ds); } -static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, +static void draw_tile(drawing *dr, 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]; - draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); - draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, + draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); + draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, correct ? COL_CORRECT : COL_BACKGROUND); if (grid(state,x,y)) { sprintf(str, "%d", grid(state,x,y)); - draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, + draw_text(dr, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); } @@ -2592,19 +2601,19 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, * Draw edges. */ if (!HRANGE(state,x,y) || index(state,hedge,x,y)) - draw_rect(fe, cx, cy, TILE_SIZE+1, 2, + draw_rect(dr, cx, cy, TILE_SIZE+1, 2, HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : COL_LINE); if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) - draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, + draw_rect(dr, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : COL_LINE); if (!VRANGE(state,x,y) || index(state,vedge,x,y)) - draw_rect(fe, cx, cy, 2, TILE_SIZE+1, + draw_rect(dr, cx, cy, 2, TILE_SIZE+1, VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : COL_LINE); if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) - draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, + draw_rect(dr, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : COL_LINE); @@ -2612,31 +2621,28 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, * Draw corners. */ if (index(state,corners,x,y)) - draw_rect(fe, cx, cy, 2, 2, + draw_rect(dr, cx, cy, 2, 2, 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, + draw_rect(dr, cx+TILE_SIZE-1, cy, 2, 2, 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, + draw_rect(dr, cx, cy+TILE_SIZE-1, 2, 2, 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, + draw_rect(dr, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, COLOUR(index(state,corners,x+1,y+1))); - draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); + draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1); } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { int x, y; - unsigned char *correct; unsigned char *hedge, *vedge, *corners; - correct = get_correct(state); - if (ui->dragged) { hedge = snewn(state->w*state->h, unsigned char); vedge = snewn(state->w*state->h, unsigned char); @@ -2671,13 +2677,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } if (!ds->started) { - draw_rect(fe, 0, 0, + draw_rect(dr, 0, 0, state->w * TILE_SIZE + 2*BORDER + 1, state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); - draw_rect(fe, COORD(0)-1, COORD(0)-1, + draw_rect(dr, 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, + draw_update(dr, 0, 0, state->w * TILE_SIZE + 2*BORDER + 1, state->h * TILE_SIZE + 2*BORDER + 1); } @@ -2702,11 +2708,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (x+1 < state->w && y+1 < state->h) /* 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) + if (index(state, state->correct, x, y) && !flashtime) c |= CORRECT; if (index(ds,ds->visible,x,y) != c) { - draw_tile(fe, ds, state, x, y, hedge, vedge, corners, + draw_tile(dr, ds, state, x, y, hedge, vedge, corners, (c & CORRECT) ? 1 : 0); index(ds,ds->visible,x,y) = c; } @@ -2729,7 +2735,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, else if (state->completed) strcat(buf, "COMPLETED!"); - status_bar(fe, buf); + status_bar(dr, buf); } if (hedge != state->hedge) { @@ -2738,7 +2744,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } sfree(corners); - sfree(correct); } static float game_anim_length(game_state *oldstate, @@ -2756,14 +2761,74 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } -static int game_timing_state(game_state *state) +static void game_print_size(game_params *params, float *x, float *y) { - return TRUE; + int pw, ph; + + /* + * I'll use 5mm squares by default. + */ + game_compute_size(params, 500, &pw, &ph); + *x = pw / 100.0; + *y = ph / 100.0; +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ + int w = state->w, h = state->h; + int ink = print_mono_colour(dr, 0); + int x, y; + + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + game_set_size(dr, ds, NULL, tilesize); + + /* + * Border. + */ + print_line_width(dr, TILE_SIZE / 10); + draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, ink); + + /* + * Grid. We have to make the grid lines particularly thin, + * because users will be drawing lines _along_ them and we want + * those lines to be visible. + */ + print_line_width(dr, TILE_SIZE / 256); + for (x = 1; x < w; x++) + draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); + for (y = 1; y < h; y++) + draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); + + /* + * Solution. + */ + print_line_width(dr, TILE_SIZE / 10); + for (y = 0; y <= h; y++) + for (x = 0; x <= w; x++) { + if (HRANGE(state,x,y) && hedge(state,x,y)) + draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y), ink); + if (VRANGE(state,x,y) && vedge(state,x,y)) + draw_line(dr, COORD(x), COORD(y), COORD(x), COORD(y+1), ink); + } + + /* + * Clues. + */ + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) + if (grid(state,x,y)) { + char str[80]; + sprintf(str, "%d", grid(state,x,y)); + draw_text(dr, COORD(x)+TILE_SIZE/2, COORD(y)+TILE_SIZE/2, + FONT_VARIABLE, TILE_SIZE/2, + ALIGN_HCENTRE | ALIGN_VCENTRE, ink, str); + } } #ifdef COMBINED @@ -2794,14 +2859,15 @@ const struct game thegame = { game_changed_state, interpret_move, execute_move, - game_size, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + TRUE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ };