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functions and a couple of variables, now each one exports a single structure containing a load of function pointers and said variables. This should make it easy to support platforms on which it's sensible to compile all the puzzles into a single monolithic application. The two existing platforms are still one-binary-per-game. [originally from svn r5126]
1630 lines
45 KiB
C
1630 lines
45 KiB
C
/*
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* rect.c: Puzzle from nikoli.co.jp. You have a square grid with
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* numbers in some squares; you must divide the square grid up into
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* variously sized rectangles, such that every rectangle contains
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* exactly one numbered square and the area of each rectangle is
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* equal to the number contained in it.
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*/
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/*
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* TODO:
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*
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* - Improve on singleton removal by making an aesthetic choice
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* about which of the options to take.
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*
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* - When doing the 3x3 trick in singleton removal, limit the size
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* of the generated rectangles in accordance with the max
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* rectangle size.
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*
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* - It might be interesting to deliberately try to place
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* numbers so as to reduce alternative solution patterns. I
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* doubt we can do a perfect job of this, but we can make a
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* start by, for example, noticing pairs of 2-rects
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* alongside one another and _not_ putting their numbers at
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* opposite ends.
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*
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* - If we start by sorting the rectlist in descending order
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* of area, we might be able to bias our random number
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* selection to produce a few large rectangles more often
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* than oodles of small ones? Unsure, but might be worth a
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* try.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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enum {
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COL_BACKGROUND,
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COL_CORRECT,
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COL_LINE,
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COL_TEXT,
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COL_GRID,
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COL_DRAG,
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NCOLOURS
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};
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struct game_params {
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int w, h;
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float expandfactor;
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};
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#define INDEX(state, x, y) (((y) * (state)->w) + (x))
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#define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
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#define grid(state,x,y) index(state, (state)->grid, x, y)
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#define vedge(state,x,y) index(state, (state)->vedge, x, y)
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#define hedge(state,x,y) index(state, (state)->hedge, x, y)
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#define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
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(y) >= dy && (y) < (state)->h )
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#define RANGE(state,x,y) CRANGE(state,x,y,0,0)
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#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
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#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
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#define TILE_SIZE 24
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#define BORDER 18
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#define CORNER_TOLERANCE 0.15F
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#define CENTRE_TOLERANCE 0.15F
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#define FLASH_TIME 0.13F
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
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struct game_state {
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int w, h;
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int *grid; /* contains the numbers */
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unsigned char *vedge; /* (w+1) x h */
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unsigned char *hedge; /* w x (h+1) */
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int completed;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 7;
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ret->expandfactor = 0.0F;
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return ret;
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}
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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int w, h;
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char buf[80];
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switch (i) {
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case 0: w = 7, h = 7; break;
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case 1: w = 11, h = 11; break;
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case 2: w = 15, h = 15; break;
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case 3: w = 19, h = 19; break;
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default: return FALSE;
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}
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sprintf(buf, "%dx%d", w, h);
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*name = dupstr(buf);
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*params = ret = snew(game_params);
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ret->w = w;
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ret->h = h;
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ret->expandfactor = 0.0F;
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return TRUE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static game_params *decode_params(char const *string)
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{
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game_params *ret = default_params();
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ret->w = ret->h = atoi(string);
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ret->expandfactor = 0.0F;
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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ret->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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}
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if (*string == 'e') {
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string++;
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ret->expandfactor = atof(string);
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}
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return ret;
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}
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static char *encode_params(game_params *params)
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{
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char data[256];
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sprintf(data, "%dx%d", params->w, params->h);
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return dupstr(data);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(5, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "Expansion factor";
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ret[2].type = C_STRING;
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sprintf(buf, "%g", params->expandfactor);
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ret[2].sval = dupstr(buf);
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ret[2].ival = 0;
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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ret->expandfactor = atof(cfg[2].sval);
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return ret;
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}
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static char *validate_params(game_params *params)
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{
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if (params->w <= 0 && params->h <= 0)
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return "Width and height must both be greater than zero";
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if (params->w < 2 && params->h < 2)
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return "Grid area must be greater than one";
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if (params->expandfactor < 0.0F)
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return "Expansion factor may not be negative";
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return NULL;
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}
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struct rect {
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int x, y;
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int w, h;
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};
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struct rectlist {
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struct rect *rects;
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int n;
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};
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static struct rectlist *get_rectlist(game_params *params, int *grid)
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{
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int rw, rh;
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int x, y;
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int maxarea;
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struct rect *rects = NULL;
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int nrects = 0, rectsize = 0;
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/*
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* Maximum rectangle area is 1/6 of total grid size, unless
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* this means we can't place any rectangles at all in which
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* case we set it to 2 at minimum.
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*/
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maxarea = params->w * params->h / 6;
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if (maxarea < 2)
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maxarea = 2;
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for (rw = 1; rw <= params->w; rw++)
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for (rh = 1; rh <= params->h; rh++) {
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if (rw * rh > maxarea)
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continue;
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if (rw * rh == 1)
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continue;
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for (x = 0; x <= params->w - rw; x++)
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for (y = 0; y <= params->h - rh; y++) {
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if (nrects >= rectsize) {
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rectsize = nrects + 256;
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rects = sresize(rects, rectsize, struct rect);
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}
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rects[nrects].x = x;
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rects[nrects].y = y;
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rects[nrects].w = rw;
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rects[nrects].h = rh;
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nrects++;
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}
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}
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if (nrects > 0) {
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struct rectlist *ret;
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ret = snew(struct rectlist);
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ret->rects = rects;
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ret->n = nrects;
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return ret;
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} else {
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assert(rects == NULL); /* hence no need to free */
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return NULL;
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}
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}
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static void free_rectlist(struct rectlist *list)
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{
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sfree(list->rects);
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sfree(list);
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}
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static void place_rect(game_params *params, int *grid, struct rect r)
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{
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int idx = INDEX(params, r.x, r.y);
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int x, y;
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for (x = r.x; x < r.x+r.w; x++)
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for (y = r.y; y < r.y+r.h; y++) {
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index(params, grid, x, y) = idx;
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}
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#ifdef GENERATION_DIAGNOSTICS
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printf(" placing rectangle at (%d,%d) size %d x %d\n",
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r.x, r.y, r.w, r.h);
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#endif
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}
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static struct rect find_rect(game_params *params, int *grid, int x, int y)
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{
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int idx, w, h;
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struct rect r;
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/*
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* Find the top left of the rectangle.
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*/
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idx = index(params, grid, x, y);
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if (idx < 0) {
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r.x = x;
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r.y = y;
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r.w = r.h = 1;
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return r; /* 1x1 singleton here */
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}
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y = idx / params->w;
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x = idx % params->w;
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/*
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* Find the width and height of the rectangle.
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*/
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for (w = 1;
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(x+w < params->w && index(params,grid,x+w,y)==idx);
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w++);
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for (h = 1;
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(y+h < params->h && index(params,grid,x,y+h)==idx);
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h++);
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r.x = x;
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r.y = y;
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r.w = w;
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r.h = h;
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return r;
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}
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#ifdef GENERATION_DIAGNOSTICS
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static void display_grid(game_params *params, int *grid, int *numbers, int all)
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{
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unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
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unsigned char);
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int x, y;
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int r = (params->w*2+3);
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memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
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for (x = 0; x < params->w; x++)
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for (y = 0; y < params->h; y++) {
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int i = index(params, grid, x, y);
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if (x == 0 || index(params, grid, x-1, y) != i)
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egrid[(2*y+2) * r + (2*x+1)] = 1;
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if (x == params->w-1 || index(params, grid, x+1, y) != i)
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egrid[(2*y+2) * r + (2*x+3)] = 1;
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if (y == 0 || index(params, grid, x, y-1) != i)
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egrid[(2*y+1) * r + (2*x+2)] = 1;
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if (y == params->h-1 || index(params, grid, x, y+1) != i)
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egrid[(2*y+3) * r + (2*x+2)] = 1;
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}
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for (y = 1; y < 2*params->h+2; y++) {
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for (x = 1; x < 2*params->w+2; x++) {
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if (!((y|x)&1)) {
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int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
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if (k || (all && numbers)) printf("%2d", k); else printf(" ");
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} else if (!((y&x)&1)) {
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int v = egrid[y*r+x];
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if ((y&1) && v) v = '-';
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if ((x&1) && v) v = '|';
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if (!v) v = ' ';
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putchar(v);
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if (!(x&1)) putchar(v);
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} else {
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int c, d = 0;
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if (egrid[y*r+(x+1)]) d |= 1;
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if (egrid[(y-1)*r+x]) d |= 2;
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if (egrid[y*r+(x-1)]) d |= 4;
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if (egrid[(y+1)*r+x]) d |= 8;
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c = " ??+?-++?+|+++++"[d];
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putchar(c);
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if (!(x&1)) putchar(c);
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}
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}
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putchar('\n');
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}
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sfree(egrid);
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}
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#endif
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static char *new_game_seed(game_params *params, random_state *rs)
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{
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int *grid, *numbers;
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struct rectlist *list;
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int x, y, y2, y2last, yx, run, i;
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char *seed, *p;
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game_params params2real, *params2 = ¶ms2real;
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/*
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* Set up the smaller width and height which we will use to
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* generate the base grid.
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*/
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params2->w = params->w / (1.0F + params->expandfactor);
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if (params2->w < 2 && params->w >= 2) params2->w = 2;
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params2->h = params->h / (1.0F + params->expandfactor);
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if (params2->h < 2 && params->h >= 2) params2->h = 2;
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grid = snewn(params2->w * params2->h, int);
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for (y = 0; y < params2->h; y++)
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for (x = 0; x < params2->w; x++) {
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index(params2, grid, x, y) = -1;
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}
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list = get_rectlist(params2, grid);
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assert(list != NULL);
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/*
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* Place rectangles until we can't any more.
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*/
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while (list->n > 0) {
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int i, m;
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struct rect r;
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/*
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* Pick a random rectangle.
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*/
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i = random_upto(rs, list->n);
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r = list->rects[i];
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/*
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* Place it.
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*/
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place_rect(params2, grid, r);
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/*
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* Winnow the list by removing any rectangles which
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* overlap this one.
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*/
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m = 0;
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for (i = 0; i < list->n; i++) {
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struct rect s = list->rects[i];
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if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
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s.y+s.h <= r.y || r.y+r.h <= s.y)
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list->rects[m++] = s;
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}
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list->n = m;
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}
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free_rectlist(list);
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/*
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* Deal with singleton spaces remaining in the grid, one by
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* one.
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*
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* We do this by making a local change to the layout. There are
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* several possibilities:
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*
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* +-----+-----+ Here, we can remove the singleton by
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* | | | extending the 1x2 rectangle below it
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* +--+--+-----+ into a 1x3.
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* | | | |
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* | +--+ |
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* | | | |
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* | | | |
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* | | | |
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* +--+--+-----+
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*
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* +--+--+--+ Here, that trick doesn't work: there's no
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* | | | 1 x n rectangle with the singleton at one
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* | | | end. Instead, we extend a 1 x n rectangle
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* | | | _out_ from the singleton, shaving a layer
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* +--+--+ | off the end of another rectangle. So if we
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* | | | | extended up, we'd make our singleton part
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* | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
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* | | | used to be; or we could extend right into
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* +--+-----+ a 2x1, turning the 1x3 into a 1x2.
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*
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* +-----+--+ Here, we can't even do _that_, since any
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* | | | direction we choose to extend the singleton
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* +--+--+ | will produce a new singleton as a result of
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* | | | | truncating one of the size-2 rectangles.
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* | +--+--+ Fortunately, this case can _only_ occur when
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* | | | a singleton is surrounded by four size-2s
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* +--+-----+ in this fashion; so instead we can simply
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* replace the whole section with a single 3x3.
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*/
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for (x = 0; x < params2->w; x++) {
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for (y = 0; y < params2->h; y++) {
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if (index(params2, grid, x, y) < 0) {
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int dirs[4], ndirs;
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#ifdef GENERATION_DIAGNOSTICS
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display_grid(params2, grid, NULL, FALSE);
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printf("singleton at %d,%d\n", x, y);
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#endif
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/*
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* Check in which directions we can feasibly extend
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* the singleton. We can extend in a particular
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* direction iff either:
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*
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* - the rectangle on that side of the singleton
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* is not 2x1, and we are at one end of the edge
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* of it we are touching
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*
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* - it is 2x1 but we are on its short side.
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*
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* FIXME: we could plausibly choose between these
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* based on the sizes of the rectangles they would
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* create?
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*/
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ndirs = 0;
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if (x < params2->w-1) {
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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(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(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 < 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 */
|
|
}
|
|
|
|
if (ndirs > 0) {
|
|
int which, dir;
|
|
struct rect r1, r2;
|
|
|
|
which = random_upto(rs, ndirs);
|
|
dir = dirs[which];
|
|
|
|
switch (dir) {
|
|
case 1: /* right */
|
|
assert(x < params2->w+1);
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("extending right\n");
|
|
#endif
|
|
r1 = find_rect(params2, grid, x+1, y);
|
|
r2.x = x;
|
|
r2.y = y;
|
|
r2.w = 1 + r1.w;
|
|
r2.h = 1;
|
|
if (r1.y == y)
|
|
r1.y++;
|
|
r1.h--;
|
|
break;
|
|
case 2: /* up */
|
|
assert(y > 0);
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("extending up\n");
|
|
#endif
|
|
r1 = find_rect(params2, grid, x, y-1);
|
|
r2.x = x;
|
|
r2.y = r1.y;
|
|
r2.w = 1;
|
|
r2.h = 1 + r1.h;
|
|
if (r1.x == x)
|
|
r1.x++;
|
|
r1.w--;
|
|
break;
|
|
case 4: /* left */
|
|
assert(x > 0);
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("extending left\n");
|
|
#endif
|
|
r1 = find_rect(params2, grid, x-1, y);
|
|
r2.x = r1.x;
|
|
r2.y = y;
|
|
r2.w = 1 + r1.w;
|
|
r2.h = 1;
|
|
if (r1.y == y)
|
|
r1.y++;
|
|
r1.h--;
|
|
break;
|
|
case 8: /* down */
|
|
assert(y < params2->h+1);
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("extending down\n");
|
|
#endif
|
|
r1 = find_rect(params2, grid, x, y+1);
|
|
r2.x = x;
|
|
r2.y = y;
|
|
r2.w = 1;
|
|
r2.h = 1 + r1.h;
|
|
if (r1.x == x)
|
|
r1.x++;
|
|
r1.w--;
|
|
break;
|
|
}
|
|
if (r1.h > 0 && r1.w > 0)
|
|
place_rect(params2, grid, r1);
|
|
place_rect(params2, grid, r2);
|
|
} else {
|
|
#ifndef NDEBUG
|
|
/*
|
|
* Sanity-check that there really is a 3x3
|
|
* rectangle surrounding this singleton and it
|
|
* contains absolutely everything we could
|
|
* possibly need.
|
|
*/
|
|
{
|
|
int xx, yy;
|
|
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(params2,grid,xx,yy);
|
|
assert(r.x >= x-1);
|
|
assert(r.y >= y-1);
|
|
assert(r.x+r.w-1 <= x+1);
|
|
assert(r.y+r.h-1 <= y+1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
printf("need the 3x3 trick\n");
|
|
#endif
|
|
|
|
/*
|
|
* FIXME: If the maximum rectangle area for
|
|
* this grid is less than 9, we ought to
|
|
* subdivide the 3x3 in some fashion. There are
|
|
* five other possibilities:
|
|
*
|
|
* - a 6 and a 3
|
|
* - a 4, a 3 and a 2
|
|
* - three 3s
|
|
* - a 3 and three 2s (two different arrangements).
|
|
*/
|
|
|
|
{
|
|
struct rect r;
|
|
r.x = x-1;
|
|
r.y = y-1;
|
|
r.w = r.h = 3;
|
|
place_rect(params2, grid, r);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* 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);
|
|
if (index(params, grid, x, y) == idx) {
|
|
struct rect r = find_rect(params, grid, x, y);
|
|
int n, xx, yy;
|
|
|
|
/*
|
|
* Decide where to put the number.
|
|
*/
|
|
n = random_upto(rs, r.w*r.h);
|
|
yy = n / r.w;
|
|
xx = n % r.w;
|
|
index(params,numbers,x+xx,y+yy) = r.w*r.h;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef GENERATION_DIAGNOSTICS
|
|
display_grid(params, grid, numbers, FALSE);
|
|
#endif
|
|
|
|
seed = snewn(11 * params->w * params->h, char);
|
|
p = seed;
|
|
run = 0;
|
|
for (i = 0; i <= params->w * params->h; i++) {
|
|
int n = (i < params->w * params->h ? numbers[i] : -1);
|
|
|
|
if (!n)
|
|
run++;
|
|
else {
|
|
if (run) {
|
|
while (run > 0) {
|
|
int c = 'a' - 1 + run;
|
|
if (run > 26)
|
|
c = 'z';
|
|
*p++ = c;
|
|
run -= c - ('a' - 1);
|
|
}
|
|
} else {
|
|
/*
|
|
* If there's a number in the very top left or
|
|
* bottom right, there's no point putting an
|
|
* unnecessary _ before or after it.
|
|
*/
|
|
if (p > seed && n > 0)
|
|
*p++ = '_';
|
|
}
|
|
if (n > 0)
|
|
p += sprintf(p, "%d", n);
|
|
run = 0;
|
|
}
|
|
}
|
|
*p = '\0';
|
|
|
|
sfree(grid);
|
|
sfree(numbers);
|
|
|
|
return seed;
|
|
}
|
|
|
|
static char *validate_seed(game_params *params, char *seed)
|
|
{
|
|
int area = params->w * params->h;
|
|
int squares = 0;
|
|
|
|
while (*seed) {
|
|
int n = *seed++;
|
|
if (n >= 'a' && n <= 'z') {
|
|
squares += n - 'a' + 1;
|
|
} else if (n == '_') {
|
|
/* do nothing */;
|
|
} else if (n > '0' && n <= '9') {
|
|
squares++;
|
|
while (*seed >= '0' && *seed <= '9')
|
|
seed++;
|
|
} else
|
|
return "Invalid character in game specification";
|
|
}
|
|
|
|
if (squares < area)
|
|
return "Not enough data to fill grid";
|
|
|
|
if (squares > area)
|
|
return "Too much data to fit in grid";
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(game_params *params, char *seed)
|
|
{
|
|
game_state *state = snew(game_state);
|
|
int x, y, i, area;
|
|
|
|
state->w = params->w;
|
|
state->h = params->h;
|
|
|
|
area = state->w * state->h;
|
|
|
|
state->grid = snewn(area, int);
|
|
state->vedge = snewn(area, unsigned char);
|
|
state->hedge = snewn(area, unsigned char);
|
|
state->completed = FALSE;
|
|
|
|
i = 0;
|
|
while (*seed) {
|
|
int n = *seed++;
|
|
if (n >= 'a' && n <= 'z') {
|
|
int run = n - 'a' + 1;
|
|
assert(i + run <= area);
|
|
while (run-- > 0)
|
|
state->grid[i++] = 0;
|
|
} else if (n == '_') {
|
|
/* do nothing */;
|
|
} else if (n > '0' && n <= '9') {
|
|
assert(i < area);
|
|
state->grid[i++] = atoi(seed-1);
|
|
while (*seed >= '0' && *seed <= '9')
|
|
seed++;
|
|
} else {
|
|
assert(!"We can't get here");
|
|
}
|
|
}
|
|
assert(i == area);
|
|
|
|
for (y = 0; y < state->h; y++)
|
|
for (x = 0; x < state->w; x++)
|
|
vedge(state,x,y) = hedge(state,x,y) = 0;
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(game_state *state)
|
|
{
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->w = state->w;
|
|
ret->h = state->h;
|
|
|
|
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->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));
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
sfree(state->grid);
|
|
sfree(state->vedge);
|
|
sfree(state->hedge);
|
|
sfree(state);
|
|
}
|
|
|
|
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.
|
|
* Hence, the top left of the grid is (0,0), the grid point to
|
|
* the right of that is (2,0), the one _below that_ is (2,2)
|
|
* and so on. This is so that we can specify a drag start point
|
|
* on an edge (one odd coordinate) or in the middle of a square
|
|
* (two odd coordinates) rather than always at a corner.
|
|
*
|
|
* -1,-1 means no drag is in progress.
|
|
*/
|
|
int drag_start_x;
|
|
int drag_start_y;
|
|
int drag_end_x;
|
|
int drag_end_y;
|
|
/*
|
|
* This flag is set as soon as a dragging action moves the
|
|
* mouse pointer away from its starting point, so that even if
|
|
* the pointer _returns_ to its starting point the action is
|
|
* treated as a small drag rather than a click.
|
|
*/
|
|
int dragged;
|
|
};
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
game_ui *ui = snew(game_ui);
|
|
ui->drag_start_x = -1;
|
|
ui->drag_start_y = -1;
|
|
ui->drag_end_x = -1;
|
|
ui->drag_end_y = -1;
|
|
ui->dragged = FALSE;
|
|
return ui;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
sfree(ui);
|
|
}
|
|
|
|
static void coord_round(float x, float y, int *xr, int *yr)
|
|
{
|
|
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;
|
|
|
|
/*
|
|
* And find the nearest grid vertex.
|
|
*/
|
|
xv = (float)floor(x + 0.5F);
|
|
yv = (float)floor(y + 0.5F);
|
|
|
|
/*
|
|
* 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.
|
|
*/
|
|
|
|
/*
|
|
* 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,
|
|
unsigned char *hedge, unsigned char *vedge, int c)
|
|
{
|
|
int x1, x2, y1, y2, x, y, t;
|
|
|
|
x1 = ui->drag_start_x;
|
|
x2 = ui->drag_end_x;
|
|
if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
|
|
|
|
y1 = ui->drag_start_y;
|
|
y2 = ui->drag_end_y;
|
|
if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
|
|
|
|
x1 = x1 / 2; /* rounds down */
|
|
x2 = (x2+1) / 2; /* rounds up */
|
|
y1 = y1 / 2; /* rounds down */
|
|
y2 = (y2+1) / 2; /* rounds up */
|
|
|
|
/*
|
|
* Draw horizontal edges of rectangles.
|
|
*/
|
|
for (x = x1; x < x2; x++)
|
|
for (y = y1; y <= y2; y++)
|
|
if (HRANGE(state,x,y)) {
|
|
int val = index(state,hedge,x,y);
|
|
if (y == y1 || y == y2)
|
|
val = c;
|
|
else if (c == 1)
|
|
val = 0;
|
|
index(state,hedge,x,y) = val;
|
|
}
|
|
|
|
/*
|
|
* Draw vertical edges of rectangles.
|
|
*/
|
|
for (y = y1; y < y2; y++)
|
|
for (x = x1; x <= x2; x++)
|
|
if (VRANGE(state,x,y)) {
|
|
int val = index(state,vedge,x,y);
|
|
if (x == x1 || x == x2)
|
|
val = c;
|
|
else if (c == 1)
|
|
val = 0;
|
|
index(state,vedge,x,y) = val;
|
|
}
|
|
}
|
|
|
|
static game_state *make_move(game_state *from, game_ui *ui,
|
|
int x, int y, int button)
|
|
{
|
|
int xc, yc;
|
|
int startdrag = FALSE, enddrag = FALSE, active = FALSE;
|
|
game_state *ret;
|
|
|
|
if (button == LEFT_BUTTON) {
|
|
startdrag = TRUE;
|
|
} else if (button == LEFT_RELEASE) {
|
|
enddrag = TRUE;
|
|
} else if (button != LEFT_DRAG) {
|
|
return NULL;
|
|
}
|
|
|
|
coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
|
|
|
|
if (startdrag) {
|
|
ui->drag_start_x = xc;
|
|
ui->drag_start_y = yc;
|
|
ui->drag_end_x = xc;
|
|
ui->drag_end_y = yc;
|
|
ui->dragged = FALSE;
|
|
active = TRUE;
|
|
}
|
|
|
|
if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
|
|
ui->drag_end_x = xc;
|
|
ui->drag_end_y = yc;
|
|
ui->dragged = TRUE;
|
|
active = TRUE;
|
|
}
|
|
|
|
ret = NULL;
|
|
|
|
if (enddrag) {
|
|
if (xc >= 0 && xc <= 2*from->w &&
|
|
yc >= 0 && yc <= 2*from->h) {
|
|
ret = dup_game(from);
|
|
|
|
if (ui->dragged) {
|
|
ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
|
|
} else {
|
|
if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
|
|
hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
|
|
}
|
|
if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
|
|
vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
|
|
}
|
|
}
|
|
|
|
if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
|
|
!memcmp(ret->vedge, from->vedge, from->w*from->h)) {
|
|
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;
|
|
ui->drag_start_y = -1;
|
|
ui->drag_end_x = -1;
|
|
ui->drag_end_y = -1;
|
|
ui->dragged = FALSE;
|
|
active = TRUE;
|
|
}
|
|
|
|
if (ret)
|
|
return ret; /* a move has been made */
|
|
else if (active)
|
|
return from; /* UI activity has occurred */
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
#define CORRECT 65536
|
|
|
|
#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
|
|
#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
|
|
#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
|
|
|
|
struct game_drawstate {
|
|
int started;
|
|
int w, h;
|
|
unsigned int *visible;
|
|
};
|
|
|
|
static void game_size(game_params *params, int *x, int *y)
|
|
{
|
|
*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)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
|
|
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
|
|
|
ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
|
|
|
|
ret[COL_DRAG * 3 + 0] = 1.0F;
|
|
ret[COL_DRAG * 3 + 1] = 0.0F;
|
|
ret[COL_DRAG * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
|
|
ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
|
|
ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
|
|
|
|
ret[COL_LINE * 3 + 0] = 0.0F;
|
|
ret[COL_LINE * 3 + 1] = 0.0F;
|
|
ret[COL_LINE * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_TEXT * 3 + 0] = 0.0F;
|
|
ret[COL_TEXT * 3 + 1] = 0.0F;
|
|
ret[COL_TEXT * 3 + 2] = 0.0F;
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(game_state *state)
|
|
{
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->started = FALSE;
|
|
ds->w = state->w;
|
|
ds->h = state->h;
|
|
ds->visible = snewn(ds->w * ds->h, unsigned int);
|
|
for (i = 0; i < ds->w * ds->h; i++)
|
|
ds->visible[i] = 0xFFFF;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(game_drawstate *ds)
|
|
{
|
|
sfree(ds->visible);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_tile(frontend *fe, 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,
|
|
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,
|
|
TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
|
|
}
|
|
|
|
/*
|
|
* Draw edges.
|
|
*/
|
|
if (!HRANGE(state,x,y) || index(state,hedge,x,y))
|
|
draw_rect(fe, 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,
|
|
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,
|
|
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,
|
|
VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
|
|
COL_LINE);
|
|
|
|
/*
|
|
* Draw corners.
|
|
*/
|
|
if (index(state,corners,x,y))
|
|
draw_rect(fe, 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,
|
|
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(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(index(state,corners,x+1,y+1)));
|
|
|
|
draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
|
|
}
|
|
|
|
static void game_redraw(frontend *fe, 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);
|
|
memcpy(hedge, state->hedge, state->w*state->h);
|
|
memcpy(vedge, state->vedge, state->w*state->h);
|
|
ui_draw_rect(state, ui, hedge, vedge, 2);
|
|
} else {
|
|
hedge = state->hedge;
|
|
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,
|
|
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++)
|
|
for (y = 0; y < state->h; y++) {
|
|
unsigned int c = 0;
|
|
|
|
if (HRANGE(state,x,y))
|
|
c |= index(state,hedge,x,y);
|
|
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+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, corners, c & CORRECT);
|
|
index(ds,ds->visible,x,y) = c;
|
|
}
|
|
}
|
|
|
|
if (hedge != state->hedge) {
|
|
sfree(hedge);
|
|
sfree(vedge);
|
|
}
|
|
|
|
sfree(corners);
|
|
sfree(correct);
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate,
|
|
game_state *newstate, int dir)
|
|
{
|
|
return 0.0F;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate,
|
|
game_state *newstate, int dir)
|
|
{
|
|
if (!oldstate->completed && newstate->completed)
|
|
return FLASH_TIME;
|
|
return 0.0F;
|
|
}
|
|
|
|
static int game_wants_statusbar(void)
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame rect
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Rectangles", "games.rectangles", TRUE,
|
|
default_params,
|
|
game_fetch_preset,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
game_configure,
|
|
custom_params,
|
|
validate_params,
|
|
new_game_seed,
|
|
validate_seed,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
new_ui,
|
|
free_ui,
|
|
make_move,
|
|
game_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_wants_statusbar,
|
|
};
|