X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/b3408c3dda8258ff30605e6d9f35984ea077e3c7..b182e5d58190f834c2dc49e777cdc12e38a60c00:/rect.c diff --git a/rect.c b/rect.c index a7113af..1fe873b 100644 --- a/rect.c +++ b/rect.c @@ -60,7 +60,11 @@ struct game_params { #define PREFERRED_TILE_SIZE 24 #define TILE_SIZE (ds->tilesize) +#ifdef SMALL_SCREEN +#define BORDER (2) +#else #define BORDER (TILE_SIZE * 3 / 4) +#endif #define CORNER_TOLERANCE 0.15F #define CENTRE_TOLERANCE 0.15F @@ -102,8 +106,10 @@ static int game_fetch_preset(int i, char **name, game_params **params) case 2: w = 11, h = 11; break; case 3: w = 13, h = 13; break; case 4: w = 15, h = 15; break; +#ifndef SMALL_SCREEN case 5: w = 17, h = 17; break; case 6: w = 19, h = 19; break; +#endif default: return FALSE; } @@ -323,6 +329,11 @@ static void remove_number_placement(int w, int h, struct numberdata *number, number->npoints--; } +/* + * Returns 0 for failure to solve due to inconsistency; 1 for + * success; 2 for failure to complete a solution due to either + * ambiguity or it being too difficult. + */ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, unsigned char *hedge, unsigned char *vedge, random_state *rs) @@ -428,6 +439,14 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, * Indexing of this array is by the formula * * overlaps[(rectindex * h + y) * w + x] + * + * A positive or zero value indicates what it sounds as if it + * should; -1 indicates that this square _cannot_ be part of + * this rectangle; and -2 indicates that it _definitely_ is + * (which is distinct from 1, because one might very well know + * that _if_ square S is part of rectangle R then it must be + * because R is placed in a certain position without knowing + * that it definitely _is_). */ overlaps = snewn(nrects * w * h, int); memset(overlaps, 0, nrects * w * h * sizeof(int)); @@ -520,7 +539,10 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, if (overlaps[(i * h + y) * w + x] >= -1) { int j; - assert(overlaps[(i * h + y) * w + x] > 0); + if (overlaps[(i * h + y) * w + x] <= 0) { + ret = 0; /* inconsistency */ + goto cleanup; + } #ifdef SOLVER_DIAGNOSTICS printf("marking %d,%d as known for rect %d" " (sole remaining number position)\n", x, y, i); @@ -562,7 +584,10 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, for (yy = miny; yy < maxy; yy++) for (xx = minx; xx < maxx; xx++) if (overlaps[(i * h + yy) * w + xx] >= -1) { - assert(overlaps[(i * h + yy) * w + xx] > 0); + if (overlaps[(i * h + yy) * w + xx] <= 0) { + ret = 0; /* inconsistency */ + goto cleanup; + } #ifdef SOLVER_DIAGNOSTICS printf("marking %d,%d as known for rect %d" " (intersection of all placements)\n", @@ -841,15 +866,17 @@ static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, } } - ret = TRUE; + cleanup: + ret = 1; for (i = 0; i < nrects; i++) { #ifdef SOLVER_DIAGNOSTICS printf("rect %d has %d possible placements\n", i, rectpositions[i].n); #endif - assert(rectpositions[i].n > 0); - if (rectpositions[i].n > 1) { - ret = FALSE; + if (rectpositions[i].n <= 0) { + ret = 0; /* inconsistency */ + } else if (rectpositions[i].n > 1) { + ret = 2; /* remaining uncertainty */ } else if (hedge && vedge) { /* * Place the rectangle in its only possible position. @@ -1348,6 +1375,8 @@ 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); @@ -1631,9 +1660,9 @@ static char *new_game_desc(game_params *params, random_state *rs, ret = rect_solver(params->w, params->h, nnumbers, nd, NULL, NULL, rs); else - ret = TRUE; /* allow any number placement at all */ + ret = 1; /* allow any number placement at all */ - if (ret) { + if (ret == 1) { /* * Now place the numbers according to the solver's * recommendations. @@ -1663,7 +1692,7 @@ static char *new_game_desc(game_params *params, random_state *rs, /* * If we've succeeded, then terminate the loop. */ - if (ret) + if (ret == 1) break; } @@ -1867,7 +1896,7 @@ static unsigned char *get_correct(game_state *state) return ret; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state = snew(game_state); int x, y, i, area; @@ -2520,13 +2549,13 @@ static void game_compute_size(game_params *params, int tilesize, *y = params->h * TILE_SIZE + 2*BORDER + 1; } -static void game_set_size(game_drawstate *ds, game_params *params, - int tilesize) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) { ds->tilesize = tilesize; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); @@ -2556,7 +2585,7 @@ 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; @@ -2572,26 +2601,26 @@ 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); } @@ -2599,19 +2628,19 @@ 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); @@ -2619,22 +2648,22 @@ 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) { @@ -2675,13 +2704,13 @@ 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); } @@ -2710,7 +2739,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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; } @@ -2733,7 +2762,7 @@ 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) { @@ -2759,14 +2788,74 @@ 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, game_ui *ui) +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 @@ -2774,7 +2863,7 @@ static int game_timing_state(game_state *state, game_ui *ui) #endif const struct game thegame = { - "Rectangles", "games.rectangles", + "Rectangles", "games.rectangles", "rectangles", default_params, game_fetch_preset, decode_params, @@ -2804,7 +2893,8 @@ const struct game thegame = { 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 */ };