X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/871bf2946c5cbfdc7621c4b3d6850af0699297a0..1f608c7c964dccc40e32f7138235cce85ad5be82:/rect.c diff --git a/rect.c b/rect.c index f092a2d..439ae1f 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); @@ -1773,6 +1776,99 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } +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_data *me, game_params *params, char *desc) { game_state *state = snew(game_state); @@ -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; } @@ -2495,30 +2511,23 @@ 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) { - 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); + /* 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 void game_set_size(game_drawstate *ds, game_params *params, + int tilesize) +{ + ds->tilesize = tilesize; +} + static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -2632,11 +2641,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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); @@ -2702,7 +2708,7 @@ 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) { @@ -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, @@ -2761,7 +2766,7 @@ static int game_wants_statusbar(void) return TRUE; } -static int game_timing_state(game_state *state) +static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } @@ -2794,7 +2799,7 @@ 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,