X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/934797c7842db7db83f8a241722d798ef589cd25..d4e7900ff493b02958f7bea92817c219fe678391:/rect.c diff --git a/rect.c b/rect.c index c145e9b..0d71226 100644 --- a/rect.c +++ b/rect.c @@ -76,6 +76,11 @@ 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 +89,7 @@ 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) @@ -170,8 +176,8 @@ 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"; return NULL; } @@ -194,9 +200,13 @@ 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++) { @@ -716,6 +726,7 @@ 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 +767,8 @@ 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 +917,88 @@ 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 square-centre. + */ + xs = (float)floor(x) + 0.5F; + ys = (float)floor(y) + 0.5F; /* - * Find the nearest integer. + * And find the nearest grid vertex. */ - i = (int)(coord + 0.5F); + xv = (float)floor(x + 0.5F); + yv = (float)floor(y + 0.5F); /* - * Find the distance from us to that integer. + * 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. */ - dist = fabs(coord - (float)i); /* - * If we're within the tolerance limit, return the edge - * coordinate. Otherwise, return the centre coordinate. + * Check for corner click. */ - if (dist < 0.3F) - return i * 2; - else - return 1 + 2 * (int)coord; + 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 +1062,7 @@ 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 +1103,26 @@ 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; @@ -1136,7 +1227,7 @@ void draw_tile(frontend *fe, game_state *state, int x, int y, 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, - TILE_SIZE/3, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); + TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); } /* @@ -1216,9 +1307,15 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } if (!ds->started) { + draw_rect(fe, 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, 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++) @@ -1233,7 +1330,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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 (index(state, correct, x, y) && !flashtime) c |= CORRECT; if (index(ds,ds->visible,x,y) != c) { @@ -1257,6 +1354,8 @@ 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; }