2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
12 * - Improve singleton removal.
13 * + It would be nice to limit the size of the generated
14 * rectangles in accordance with existing constraints such as
15 * the maximum rectangle size and the one about not
16 * generating a rectangle the full width or height of the
18 * + This could be achieved by making a less random choice
19 * about which of the available options to use.
20 * + Alternatively, we could create our rectangle and then
39 COL_DRAG, COL_DRAGERASE,
50 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
51 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
52 #define grid(state,x,y) index(state, (state)->grid, x, y)
53 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
54 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
56 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
57 (y) >= dy && (y) < (state)->h )
58 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
59 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
60 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
62 #define PREFERRED_TILE_SIZE 24
63 #define TILE_SIZE (ds->tilesize)
67 #define BORDER (TILE_SIZE * 3 / 4)
70 #define CORNER_TOLERANCE 0.15F
71 #define CENTRE_TOLERANCE 0.15F
73 #define FLASH_TIME 0.13F
75 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
76 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
80 int *grid; /* contains the numbers */
81 unsigned char *vedge; /* (w+1) x h */
82 unsigned char *hedge; /* w x (h+1) */
83 int completed, cheated;
84 unsigned char *correct;
87 static game_params *default_params(void)
89 game_params *ret = snew(game_params);
92 ret->expandfactor = 0.0F;
98 static int game_fetch_preset(int i, char **name, game_params **params)
105 case 0: w = 7, h = 7; break;
106 case 1: w = 9, h = 9; break;
107 case 2: w = 11, h = 11; break;
108 case 3: w = 13, h = 13; break;
109 case 4: w = 15, h = 15; break;
111 case 5: w = 17, h = 17; break;
112 case 6: w = 19, h = 19; break;
114 default: return FALSE;
117 sprintf(buf, "%dx%d", w, h);
119 *params = ret = snew(game_params);
122 ret->expandfactor = 0.0F;
127 static void free_params(game_params *params)
132 static game_params *dup_params(const game_params *params)
134 game_params *ret = snew(game_params);
135 *ret = *params; /* structure copy */
139 static void decode_params(game_params *ret, char const *string)
141 ret->w = ret->h = atoi(string);
142 while (*string && isdigit((unsigned char)*string)) string++;
143 if (*string == 'x') {
145 ret->h = atoi(string);
146 while (*string && isdigit((unsigned char)*string)) string++;
148 if (*string == 'e') {
150 ret->expandfactor = (float)atof(string);
152 (*string == '.' || isdigit((unsigned char)*string))) string++;
154 if (*string == 'a') {
160 static char *encode_params(const game_params *params, int full)
164 sprintf(data, "%dx%d", params->w, params->h);
165 if (full && params->expandfactor)
166 sprintf(data + strlen(data), "e%g", params->expandfactor);
167 if (full && !params->unique)
173 static config_item *game_configure(const game_params *params)
178 ret = snewn(5, config_item);
180 ret[0].name = "Width";
181 ret[0].type = C_STRING;
182 sprintf(buf, "%d", params->w);
183 ret[0].sval = dupstr(buf);
186 ret[1].name = "Height";
187 ret[1].type = C_STRING;
188 sprintf(buf, "%d", params->h);
189 ret[1].sval = dupstr(buf);
192 ret[2].name = "Expansion factor";
193 ret[2].type = C_STRING;
194 sprintf(buf, "%g", params->expandfactor);
195 ret[2].sval = dupstr(buf);
198 ret[3].name = "Ensure unique solution";
199 ret[3].type = C_BOOLEAN;
201 ret[3].ival = params->unique;
211 static game_params *custom_params(const config_item *cfg)
213 game_params *ret = snew(game_params);
215 ret->w = atoi(cfg[0].sval);
216 ret->h = atoi(cfg[1].sval);
217 ret->expandfactor = (float)atof(cfg[2].sval);
218 ret->unique = cfg[3].ival;
223 static char *validate_params(const game_params *params, int full)
225 if (params->w <= 0 || params->h <= 0)
226 return "Width and height must both be greater than zero";
227 if (params->w*params->h < 2)
228 return "Grid area must be greater than one";
229 if (params->expandfactor < 0.0F)
230 return "Expansion factor may not be negative";
251 struct point *points;
254 /* ----------------------------------------------------------------------
255 * Solver for Rectangles games.
257 * This solver is souped up beyond the needs of actually _solving_
258 * a puzzle. It is also designed to cope with uncertainty about
259 * where the numbers have been placed. This is because I run it on
260 * my generated grids _before_ placing the numbers, and have it
261 * tell me where I need to place the numbers to ensure a unique
265 static void remove_rect_placement(int w, int h,
266 struct rectlist *rectpositions,
268 int rectnum, int placement)
272 #ifdef SOLVER_DIAGNOSTICS
273 printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum,
274 rectpositions[rectnum].rects[placement].x,
275 rectpositions[rectnum].rects[placement].y,
276 rectpositions[rectnum].rects[placement].w,
277 rectpositions[rectnum].rects[placement].h);
281 * Decrement each entry in the overlaps array to reflect the
282 * removal of this rectangle placement.
284 for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) {
285 y = yy + rectpositions[rectnum].rects[placement].y;
286 for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) {
287 x = xx + rectpositions[rectnum].rects[placement].x;
289 assert(overlaps[(rectnum * h + y) * w + x] != 0);
291 if (overlaps[(rectnum * h + y) * w + x] > 0)
292 overlaps[(rectnum * h + y) * w + x]--;
297 * Remove the placement from the list of positions for that
298 * rectangle, by interchanging it with the one on the end.
300 if (placement < rectpositions[rectnum].n - 1) {
303 t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1];
304 rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] =
305 rectpositions[rectnum].rects[placement];
306 rectpositions[rectnum].rects[placement] = t;
308 rectpositions[rectnum].n--;
311 static void remove_number_placement(int w, int h, struct numberdata *number,
312 int index, int *rectbyplace)
315 * Remove the entry from the rectbyplace array.
317 rectbyplace[number->points[index].y * w + number->points[index].x] = -1;
320 * Remove the placement from the list of candidates for that
321 * number, by interchanging it with the one on the end.
323 if (index < number->npoints - 1) {
326 t = number->points[number->npoints - 1];
327 number->points[number->npoints - 1] = number->points[index];
328 number->points[index] = t;
334 * Returns 0 for failure to solve due to inconsistency; 1 for
335 * success; 2 for failure to complete a solution due to either
336 * ambiguity or it being too difficult.
338 static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
339 unsigned char *hedge, unsigned char *vedge,
342 struct rectlist *rectpositions;
343 int *overlaps, *rectbyplace, *workspace;
347 * Start by setting up a list of candidate positions for each
350 rectpositions = snewn(nrects, struct rectlist);
351 for (i = 0; i < nrects; i++) {
352 int rw, rh, area = numbers[i].area;
353 int j, minx, miny, maxx, maxy;
355 int rlistn, rlistsize;
358 * For each rectangle, begin by finding the bounding
359 * rectangle of its candidate number placements.
364 for (j = 0; j < numbers[i].npoints; j++) {
365 if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x;
366 if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y;
367 if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x;
368 if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y;
372 * Now loop over all possible rectangle placements
373 * overlapping a point within that bounding rectangle;
374 * ensure each one actually contains a candidate number
375 * placement, and add it to the list.
378 rlistn = rlistsize = 0;
380 for (rw = 1; rw <= area && rw <= w; rw++) {
389 for (y = miny - rh + 1; y <= maxy; y++) {
390 if (y < 0 || y+rh > h)
393 for (x = minx - rw + 1; x <= maxx; x++) {
394 if (x < 0 || x+rw > w)
398 * See if we can find a candidate number
399 * placement within this rectangle.
401 for (j = 0; j < numbers[i].npoints; j++)
402 if (numbers[i].points[j].x >= x &&
403 numbers[i].points[j].x < x+rw &&
404 numbers[i].points[j].y >= y &&
405 numbers[i].points[j].y < y+rh)
408 if (j < numbers[i].npoints) {
410 * Add this to the list of candidate
411 * placements for this rectangle.
413 if (rlistn >= rlistsize) {
414 rlistsize = rlistn + 32;
415 rlist = sresize(rlist, rlistsize, struct rect);
419 rlist[rlistn].w = rw;
420 rlist[rlistn].h = rh;
421 #ifdef SOLVER_DIAGNOSTICS
422 printf("rect %d [area %d]: candidate position at"
423 " %d,%d w=%d h=%d\n",
424 i, area, x, y, rw, rh);
432 rectpositions[i].rects = rlist;
433 rectpositions[i].n = rlistn;
437 * Next, construct a multidimensional array tracking how many
438 * candidate positions for each rectangle overlap each square.
440 * Indexing of this array is by the formula
442 * overlaps[(rectindex * h + y) * w + x]
444 * A positive or zero value indicates what it sounds as if it
445 * should; -1 indicates that this square _cannot_ be part of
446 * this rectangle; and -2 indicates that it _definitely_ is
447 * (which is distinct from 1, because one might very well know
448 * that _if_ square S is part of rectangle R then it must be
449 * because R is placed in a certain position without knowing
450 * that it definitely _is_).
452 overlaps = snewn(nrects * w * h, int);
453 memset(overlaps, 0, nrects * w * h * sizeof(int));
454 for (i = 0; i < nrects; i++) {
457 for (j = 0; j < rectpositions[i].n; j++) {
460 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++)
461 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++)
462 overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w +
463 xx+rectpositions[i].rects[j].x]++;
468 * Also we want an array covering the grid once, to make it
469 * easy to figure out which squares are candidate number
470 * placements for which rectangles. (The existence of this
471 * single array assumes that no square starts off as a
472 * candidate number placement for more than one rectangle. This
473 * assumption is justified, because this solver is _either_
474 * used to solve real problems - in which case there is a
475 * single placement for every number - _or_ used to decide on
476 * number placements for a new puzzle, in which case each
477 * number's placements are confined to the intended position of
478 * the rectangle containing that number.)
480 rectbyplace = snewn(w * h, int);
481 for (i = 0; i < w*h; i++)
484 for (i = 0; i < nrects; i++) {
487 for (j = 0; j < numbers[i].npoints; j++) {
488 int x = numbers[i].points[j].x;
489 int y = numbers[i].points[j].y;
491 assert(rectbyplace[y * w + x] == -1);
492 rectbyplace[y * w + x] = i;
496 workspace = snewn(nrects, int);
499 * Now run the actual deduction loop.
502 int done_something = FALSE;
504 #ifdef SOLVER_DIAGNOSTICS
505 printf("starting deduction loop\n");
507 for (i = 0; i < nrects; i++) {
508 printf("rect %d overlaps:\n", i);
511 for (y = 0; y < h; y++) {
512 for (x = 0; x < w; x++) {
513 printf("%3d", overlaps[(i * h + y) * w + x]);
519 printf("rectbyplace:\n");
522 for (y = 0; y < h; y++) {
523 for (x = 0; x < w; x++) {
524 printf("%3d", rectbyplace[y * w + x]);
532 * Housekeeping. Look for rectangles whose number has only
533 * one candidate position left, and mark that square as
534 * known if it isn't already.
536 for (i = 0; i < nrects; i++) {
537 if (numbers[i].npoints == 1) {
538 int x = numbers[i].points[0].x;
539 int y = numbers[i].points[0].y;
540 if (overlaps[(i * h + y) * w + x] >= -1) {
543 if (overlaps[(i * h + y) * w + x] <= 0) {
544 ret = 0; /* inconsistency */
547 #ifdef SOLVER_DIAGNOSTICS
548 printf("marking %d,%d as known for rect %d"
549 " (sole remaining number position)\n", x, y, i);
552 for (j = 0; j < nrects; j++)
553 overlaps[(j * h + y) * w + x] = -1;
555 overlaps[(i * h + y) * w + x] = -2;
561 * Now look at the intersection of all possible placements
562 * for each rectangle, and mark all squares in that
563 * intersection as known for that rectangle if they aren't
566 for (i = 0; i < nrects; i++) {
567 int minx, miny, maxx, maxy, xx, yy, j;
573 for (j = 0; j < rectpositions[i].n; j++) {
574 int x = rectpositions[i].rects[j].x;
575 int y = rectpositions[i].rects[j].y;
576 int w = rectpositions[i].rects[j].w;
577 int h = rectpositions[i].rects[j].h;
579 if (minx < x) minx = x;
580 if (miny < y) miny = y;
581 if (maxx > x+w) maxx = x+w;
582 if (maxy > y+h) maxy = y+h;
585 for (yy = miny; yy < maxy; yy++)
586 for (xx = minx; xx < maxx; xx++)
587 if (overlaps[(i * h + yy) * w + xx] >= -1) {
588 if (overlaps[(i * h + yy) * w + xx] <= 0) {
589 ret = 0; /* inconsistency */
592 #ifdef SOLVER_DIAGNOSTICS
593 printf("marking %d,%d as known for rect %d"
594 " (intersection of all placements)\n",
598 for (j = 0; j < nrects; j++)
599 overlaps[(j * h + yy) * w + xx] = -1;
601 overlaps[(i * h + yy) * w + xx] = -2;
606 * Rectangle-focused deduction. Look at each rectangle in
607 * turn and try to rule out some of its candidate
610 for (i = 0; i < nrects; i++) {
613 for (j = 0; j < rectpositions[i].n; j++) {
617 for (k = 0; k < nrects; k++)
620 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
621 int y = yy + rectpositions[i].rects[j].y;
622 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
623 int x = xx + rectpositions[i].rects[j].x;
625 if (overlaps[(i * h + y) * w + x] == -1) {
627 * This placement overlaps a square
628 * which is _known_ to be part of
629 * another rectangle. Therefore we must
632 #ifdef SOLVER_DIAGNOSTICS
633 printf("rect %d placement at %d,%d w=%d h=%d "
634 "contains %d,%d which is known-other\n", i,
635 rectpositions[i].rects[j].x,
636 rectpositions[i].rects[j].y,
637 rectpositions[i].rects[j].w,
638 rectpositions[i].rects[j].h,
644 if (rectbyplace[y * w + x] != -1) {
646 * This placement overlaps one of the
647 * candidate number placements for some
648 * rectangle. Count it.
650 workspace[rectbyplace[y * w + x]]++;
657 * If we haven't ruled this placement out
658 * already, see if it overlaps _all_ of the
659 * candidate number placements for any
660 * rectangle. If so, we can rule it out.
662 for (k = 0; k < nrects; k++)
663 if (k != i && workspace[k] == numbers[k].npoints) {
664 #ifdef SOLVER_DIAGNOSTICS
665 printf("rect %d placement at %d,%d w=%d h=%d "
666 "contains all number points for rect %d\n",
668 rectpositions[i].rects[j].x,
669 rectpositions[i].rects[j].y,
670 rectpositions[i].rects[j].w,
671 rectpositions[i].rects[j].h,
679 * Failing that, see if it overlaps at least
680 * one of the candidate number placements for
681 * itself! (This might not be the case if one
682 * of those number placements has been removed
685 if (!del && workspace[i] == 0) {
686 #ifdef SOLVER_DIAGNOSTICS
687 printf("rect %d placement at %d,%d w=%d h=%d "
688 "contains none of its own number points\n",
690 rectpositions[i].rects[j].x,
691 rectpositions[i].rects[j].y,
692 rectpositions[i].rects[j].w,
693 rectpositions[i].rects[j].h);
700 remove_rect_placement(w, h, rectpositions, overlaps, i, j);
702 j--; /* don't skip over next placement */
704 done_something = TRUE;
710 * Square-focused deduction. Look at each square not marked
711 * as known, and see if there are any which can only be
712 * part of a single rectangle.
716 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
717 /* Known squares are marked as <0 everywhere, so we only need
718 * to check the overlaps entry for rect 0. */
719 if (overlaps[y * w + x] < 0)
720 continue; /* known already */
724 for (i = 0; i < nrects; i++)
725 if (overlaps[(i * h + y) * w + x] > 0)
732 * Now we can rule out all placements for
733 * rectangle `index' which _don't_ contain
736 #ifdef SOLVER_DIAGNOSTICS
737 printf("square %d,%d can only be in rectangle %d\n",
740 for (j = 0; j < rectpositions[index].n; j++) {
741 struct rect *r = &rectpositions[index].rects[j];
742 if (x >= r->x && x < r->x + r->w &&
743 y >= r->y && y < r->y + r->h)
744 continue; /* this one is OK */
745 remove_rect_placement(w, h, rectpositions, overlaps,
747 j--; /* don't skip over next placement */
748 done_something = TRUE;
755 * If we've managed to deduce anything by normal means,
756 * loop round again and see if there's more to be done.
757 * Only if normal deduction has completely failed us should
758 * we now move on to narrowing down the possible number
765 * Now we have done everything we can with the current set
766 * of number placements. So we need to winnow the number
767 * placements so as to narrow down the possibilities. We do
768 * this by searching for a candidate placement (of _any_
769 * rectangle) which overlaps a candidate placement of the
770 * number for some other rectangle.
778 size_t nrpns = 0, rpnsize = 0;
781 for (i = 0; i < nrects; i++) {
782 for (j = 0; j < rectpositions[i].n; j++) {
785 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
786 int y = yy + rectpositions[i].rects[j].y;
787 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
788 int x = xx + rectpositions[i].rects[j].x;
790 if (rectbyplace[y * w + x] >= 0 &&
791 rectbyplace[y * w + x] != i) {
793 * Add this to the list of
794 * winnowing possibilities.
796 if (nrpns >= rpnsize) {
797 rpnsize = rpnsize * 3 / 2 + 32;
798 rpns = sresize(rpns, rpnsize, struct rpn);
800 rpns[nrpns].rect = i;
801 rpns[nrpns].placement = j;
802 rpns[nrpns].number = rectbyplace[y * w + x];
811 #ifdef SOLVER_DIAGNOSTICS
812 printf("%d candidate rect placements we could eliminate\n", nrpns);
816 * Now choose one of these unwanted rectangle
817 * placements, and eliminate it.
819 int index = random_upto(rs, nrpns);
821 struct rpn rpn = rpns[index];
828 r = rectpositions[i].rects[j];
831 * We rule out placement j of rectangle i by means
832 * of removing all of rectangle k's candidate
833 * number placements which do _not_ overlap it.
834 * This will ensure that it is eliminated during
835 * the next pass of rectangle-focused deduction.
837 #ifdef SOLVER_DIAGNOSTICS
838 printf("ensuring number for rect %d is within"
839 " rect %d's placement at %d,%d w=%d h=%d\n",
840 k, i, r.x, r.y, r.w, r.h);
843 for (m = 0; m < numbers[k].npoints; m++) {
844 int x = numbers[k].points[m].x;
845 int y = numbers[k].points[m].y;
847 if (x < r.x || x >= r.x + r.w ||
848 y < r.y || y >= r.y + r.h) {
849 #ifdef SOLVER_DIAGNOSTICS
850 printf("eliminating number for rect %d at %d,%d\n",
853 remove_number_placement(w, h, &numbers[k],
855 m--; /* don't skip the next one */
856 done_something = TRUE;
862 if (!done_something) {
863 #ifdef SOLVER_DIAGNOSTICS
864 printf("terminating deduction loop\n");
872 for (i = 0; i < nrects; i++) {
873 #ifdef SOLVER_DIAGNOSTICS
874 printf("rect %d has %d possible placements\n",
875 i, rectpositions[i].n);
877 if (rectpositions[i].n <= 0) {
878 ret = 0; /* inconsistency */
879 } else if (rectpositions[i].n > 1) {
880 ret = 2; /* remaining uncertainty */
881 } else if (hedge && vedge) {
883 * Place the rectangle in its only possible position.
886 struct rect *r = &rectpositions[i].rects[0];
888 for (y = 0; y < r->h; y++) {
890 vedge[(r->y+y) * w + r->x] = 1;
892 vedge[(r->y+y) * w + r->x+r->w] = 1;
894 for (x = 0; x < r->w; x++) {
896 hedge[r->y * w + r->x+x] = 1;
898 hedge[(r->y+r->h) * w + r->x+x] = 1;
904 * Free up all allocated storage.
909 for (i = 0; i < nrects; i++)
910 sfree(rectpositions[i].rects);
911 sfree(rectpositions);
916 /* ----------------------------------------------------------------------
917 * Grid generation code.
921 * This function does one of two things. If passed r==NULL, it
922 * counts the number of possible rectangles which cover the given
923 * square, and returns it in *n. If passed r!=NULL then it _reads_
924 * *n to find an index, counts the possible rectangles until it
925 * reaches the nth, and writes it into r.
927 * `scratch' is expected to point to an array of 2 * params->w
928 * ints, used internally as scratch space (and passed in like this
929 * to avoid re-allocating and re-freeing it every time round a
932 static void enum_rects(game_params *params, int *grid, struct rect *r, int *n,
933 int sx, int sy, int *scratch)
937 int maxarea, realmaxarea;
942 * Maximum rectangle area is 1/6 of total grid size, unless
943 * this means we can't place any rectangles at all in which
944 * case we set it to 2 at minimum.
946 maxarea = params->w * params->h / 6;
951 * Scan the grid to find the limits of the region within which
952 * any rectangle containing this point must fall. This will
953 * save us trawling the inside of every rectangle later on to
954 * see if it contains any used squares.
957 bottom = scratch + params->w;
958 for (dy = -1; dy <= +1; dy += 2) {
959 int *array = (dy == -1 ? top : bottom);
960 for (dx = -1; dx <= +1; dx += 2) {
961 for (x = sx; x >= 0 && x < params->w; x += dx) {
962 array[x] = -2 * params->h * dy;
963 for (y = sy; y >= 0 && y < params->h; y += dy) {
964 if (index(params, grid, x, y) == -1 &&
965 (x == sx || dy*y <= dy*array[x-dx]))
975 * Now scan again to work out the largest rectangles we can fit
976 * in the grid, so that we can terminate the following loops
977 * early once we get down to not having much space left in the
981 for (x = 0; x < params->w; x++) {
984 rh = bottom[x] - top[x] + 1;
986 continue; /* no rectangles can start here */
988 dx = (x > sx ? -1 : +1);
989 for (x2 = x; x2 >= 0 && x2 < params->w; x2 += dx)
990 if (bottom[x2] < bottom[x] || top[x2] > top[x])
994 if (realmaxarea < rw * rh)
995 realmaxarea = rw * rh;
998 if (realmaxarea > maxarea)
999 realmaxarea = maxarea;
1002 * Rectangles which go right the way across the grid are
1003 * boring, although they can't be helped in the case of
1004 * extremely small grids. (Also they might be generated later
1005 * on by the singleton-removal process; we can't help that.)
1012 for (rw = 1; rw <= mw; rw++)
1013 for (rh = 1; rh <= mh; rh++) {
1014 if (rw * rh > realmaxarea)
1018 for (x = max(sx - rw + 1, 0); x <= min(sx, params->w - rw); x++)
1019 for (y = max(sy - rh + 1, 0); y <= min(sy, params->h - rh);
1022 * Check this rectangle against the region we
1025 if (top[x] <= y && top[x+rw-1] <= y &&
1026 bottom[x] >= y+rh-1 && bottom[x+rw-1] >= y+rh-1) {
1027 if (r && index == *n) {
1043 static void place_rect(game_params *params, int *grid, struct rect r)
1045 int idx = INDEX(params, r.x, r.y);
1048 for (x = r.x; x < r.x+r.w; x++)
1049 for (y = r.y; y < r.y+r.h; y++) {
1050 index(params, grid, x, y) = idx;
1052 #ifdef GENERATION_DIAGNOSTICS
1053 printf(" placing rectangle at (%d,%d) size %d x %d\n",
1054 r.x, r.y, r.w, r.h);
1058 static struct rect find_rect(game_params *params, int *grid, int x, int y)
1064 * Find the top left of the rectangle.
1066 idx = index(params, grid, x, y);
1072 return r; /* 1x1 singleton here */
1075 y = idx / params->w;
1076 x = idx % params->w;
1079 * Find the width and height of the rectangle.
1082 (x+w < params->w && index(params,grid,x+w,y)==idx);
1085 (y+h < params->h && index(params,grid,x,y+h)==idx);
1096 #ifdef GENERATION_DIAGNOSTICS
1097 static void display_grid(game_params *params, int *grid, int *numbers, int all)
1099 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
1102 int r = (params->w*2+3);
1104 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
1106 for (x = 0; x < params->w; x++)
1107 for (y = 0; y < params->h; y++) {
1108 int i = index(params, grid, x, y);
1109 if (x == 0 || index(params, grid, x-1, y) != i)
1110 egrid[(2*y+2) * r + (2*x+1)] = 1;
1111 if (x == params->w-1 || index(params, grid, x+1, y) != i)
1112 egrid[(2*y+2) * r + (2*x+3)] = 1;
1113 if (y == 0 || index(params, grid, x, y-1) != i)
1114 egrid[(2*y+1) * r + (2*x+2)] = 1;
1115 if (y == params->h-1 || index(params, grid, x, y+1) != i)
1116 egrid[(2*y+3) * r + (2*x+2)] = 1;
1119 for (y = 1; y < 2*params->h+2; y++) {
1120 for (x = 1; x < 2*params->w+2; x++) {
1122 int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
1123 if (k || (all && numbers)) printf("%2d", k); else printf(" ");
1124 } else if (!((y&x)&1)) {
1125 int v = egrid[y*r+x];
1126 if ((y&1) && v) v = '-';
1127 if ((x&1) && v) v = '|';
1130 if (!(x&1)) putchar(v);
1133 if (egrid[y*r+(x+1)]) d |= 1;
1134 if (egrid[(y-1)*r+x]) d |= 2;
1135 if (egrid[y*r+(x-1)]) d |= 4;
1136 if (egrid[(y+1)*r+x]) d |= 8;
1137 c = " ??+?-++?+|+++++"[d];
1139 if (!(x&1)) putchar(c);
1149 static char *new_game_desc(const game_params *params_in, random_state *rs,
1150 char **aux, int interactive)
1152 game_params params_copy = *params_in; /* structure copy */
1153 game_params *params = ¶ms_copy;
1154 int *grid, *numbers = NULL;
1155 int x, y, y2, y2last, yx, run, i, nsquares;
1157 int *enum_rects_scratch;
1158 game_params params2real, *params2 = ¶ms2real;
1162 * Set up the smaller width and height which we will use to
1163 * generate the base grid.
1165 params2->w = (int)((float)params->w / (1.0F + params->expandfactor));
1166 if (params2->w < 2 && params->w >= 2) params2->w = 2;
1167 params2->h = (int)((float)params->h / (1.0F + params->expandfactor));
1168 if (params2->h < 2 && params->h >= 2) params2->h = 2;
1170 grid = snewn(params2->w * params2->h, int);
1172 enum_rects_scratch = snewn(2 * params2->w, int);
1175 for (y = 0; y < params2->h; y++)
1176 for (x = 0; x < params2->w; x++) {
1177 index(params2, grid, x, y) = -1;
1182 * Place rectangles until we can't any more. We do this by
1183 * finding a square we haven't yet covered, and randomly
1184 * choosing a rectangle to cover it.
1187 while (nsquares > 0) {
1188 int square = random_upto(rs, nsquares);
1194 for (y = 0; y < params2->h; y++) {
1195 for (x = 0; x < params2->w; x++) {
1196 if (index(params2, grid, x, y) == -1 && square-- == 0)
1202 assert(x < params2->w && y < params2->h);
1205 * Now see how many rectangles fit around this one.
1207 enum_rects(params2, grid, NULL, &n, x, y, enum_rects_scratch);
1211 * There are no possible rectangles covering this
1212 * square, meaning it must be a singleton. Mark it
1213 * -2 so we know not to keep trying.
1215 index(params2, grid, x, y) = -2;
1219 * Pick one at random.
1221 n = random_upto(rs, n);
1222 enum_rects(params2, grid, &r, &n, x, y, enum_rects_scratch);
1227 place_rect(params2, grid, r);
1228 nsquares -= r.w * r.h;
1232 sfree(enum_rects_scratch);
1235 * Deal with singleton spaces remaining in the grid, one by
1238 * We do this by making a local change to the layout. There are
1239 * several possibilities:
1241 * +-----+-----+ Here, we can remove the singleton by
1242 * | | | extending the 1x2 rectangle below it
1243 * +--+--+-----+ into a 1x3.
1251 * +--+--+--+ Here, that trick doesn't work: there's no
1252 * | | | 1 x n rectangle with the singleton at one
1253 * | | | end. Instead, we extend a 1 x n rectangle
1254 * | | | _out_ from the singleton, shaving a layer
1255 * +--+--+ | off the end of another rectangle. So if we
1256 * | | | | extended up, we'd make our singleton part
1257 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1258 * | | | used to be; or we could extend right into
1259 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1261 * +-----+--+ Here, we can't even do _that_, since any
1262 * | | | direction we choose to extend the singleton
1263 * +--+--+ | will produce a new singleton as a result of
1264 * | | | | truncating one of the size-2 rectangles.
1265 * | +--+--+ Fortunately, this case can _only_ occur when
1266 * | | | a singleton is surrounded by four size-2s
1267 * +--+-----+ in this fashion; so instead we can simply
1268 * replace the whole section with a single 3x3.
1270 for (x = 0; x < params2->w; x++) {
1271 for (y = 0; y < params2->h; y++) {
1272 if (index(params2, grid, x, y) < 0) {
1275 #ifdef GENERATION_DIAGNOSTICS
1276 display_grid(params2, grid, NULL, FALSE);
1277 printf("singleton at %d,%d\n", x, y);
1281 * Check in which directions we can feasibly extend
1282 * the singleton. We can extend in a particular
1283 * direction iff either:
1285 * - the rectangle on that side of the singleton
1286 * is not 2x1, and we are at one end of the edge
1287 * of it we are touching
1289 * - it is 2x1 but we are on its short side.
1291 * FIXME: we could plausibly choose between these
1292 * based on the sizes of the rectangles they would
1296 if (x < params2->w-1) {
1297 struct rect r = find_rect(params2, grid, x+1, y);
1298 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
1299 dirs[ndirs++] = 1; /* right */
1302 struct rect r = find_rect(params2, grid, x, y-1);
1303 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
1304 dirs[ndirs++] = 2; /* up */
1307 struct rect r = find_rect(params2, grid, x-1, y);
1308 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
1309 dirs[ndirs++] = 4; /* left */
1311 if (y < params2->h-1) {
1312 struct rect r = find_rect(params2, grid, x, y+1);
1313 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
1314 dirs[ndirs++] = 8; /* down */
1321 which = random_upto(rs, ndirs);
1326 assert(x < params2->w+1);
1327 #ifdef GENERATION_DIAGNOSTICS
1328 printf("extending right\n");
1330 r1 = find_rect(params2, grid, x+1, y);
1341 #ifdef GENERATION_DIAGNOSTICS
1342 printf("extending up\n");
1344 r1 = find_rect(params2, grid, x, y-1);
1355 #ifdef GENERATION_DIAGNOSTICS
1356 printf("extending left\n");
1358 r1 = find_rect(params2, grid, x-1, y);
1368 assert(y < params2->h+1);
1369 #ifdef GENERATION_DIAGNOSTICS
1370 printf("extending down\n");
1372 r1 = find_rect(params2, grid, x, y+1);
1381 default: /* should never happen */
1382 assert(!"invalid direction");
1384 if (r1.h > 0 && r1.w > 0)
1385 place_rect(params2, grid, r1);
1386 place_rect(params2, grid, r2);
1390 * Sanity-check that there really is a 3x3
1391 * rectangle surrounding this singleton and it
1392 * contains absolutely everything we could
1397 assert(x > 0 && x < params2->w-1);
1398 assert(y > 0 && y < params2->h-1);
1400 for (xx = x-1; xx <= x+1; xx++)
1401 for (yy = y-1; yy <= y+1; yy++) {
1402 struct rect r = find_rect(params2,grid,xx,yy);
1405 assert(r.x+r.w-1 <= x+1);
1406 assert(r.y+r.h-1 <= y+1);
1411 #ifdef GENERATION_DIAGNOSTICS
1412 printf("need the 3x3 trick\n");
1416 * FIXME: If the maximum rectangle area for
1417 * this grid is less than 9, we ought to
1418 * subdivide the 3x3 in some fashion. There are
1419 * five other possibilities:
1422 * - a 4, a 3 and a 2
1424 * - a 3 and three 2s (two different arrangements).
1432 place_rect(params2, grid, r);
1440 * We have now constructed a grid of the size specified in
1441 * params2. Now we extend it into a grid of the size specified
1442 * in params. We do this in two passes: we extend it vertically
1443 * until it's the right height, then we transpose it, then
1444 * extend it vertically again (getting it effectively the right
1445 * width), then finally transpose again.
1447 for (i = 0; i < 2; i++) {
1448 int *grid2, *expand, *where;
1449 game_params params3real, *params3 = ¶ms3real;
1451 #ifdef GENERATION_DIAGNOSTICS
1452 printf("before expansion:\n");
1453 display_grid(params2, grid, NULL, TRUE);
1457 * Set up the new grid.
1459 grid2 = snewn(params2->w * params->h, int);
1460 expand = snewn(params2->h-1, int);
1461 where = snewn(params2->w, int);
1462 params3->w = params2->w;
1463 params3->h = params->h;
1466 * Decide which horizontal edges are going to get expanded,
1469 for (y = 0; y < params2->h-1; y++)
1471 for (y = params2->h; y < params->h; y++) {
1472 x = random_upto(rs, params2->h-1);
1476 #ifdef GENERATION_DIAGNOSTICS
1477 printf("expand[] = {");
1478 for (y = 0; y < params2->h-1; y++)
1479 printf(" %d", expand[y]);
1484 * Perform the expansion. The way this works is that we
1487 * - copy a row from grid into grid2
1489 * - invent some number of additional rows in grid2 where
1490 * there was previously only a horizontal line between
1491 * rows in grid, and make random decisions about where
1492 * among these to place each rectangle edge that ran
1495 for (y = y2 = y2last = 0; y < params2->h; y++) {
1497 * Copy a single line from row y of grid into row y2 of
1500 for (x = 0; x < params2->w; x++) {
1501 int val = index(params2, grid, x, y);
1502 if (val / params2->w == y && /* rect starts on this line */
1503 (y2 == 0 || /* we're at the very top, or... */
1504 index(params3, grid2, x, y2-1) / params3->w < y2last
1505 /* this rect isn't already started */))
1506 index(params3, grid2, x, y2) =
1507 INDEX(params3, val % params2->w, y2);
1509 index(params3, grid2, x, y2) =
1510 index(params3, grid2, x, y2-1);
1514 * If that was the last line, terminate the loop early.
1516 if (++y2 == params3->h)
1522 * Invent some number of additional lines. First walk
1523 * along this line working out where to put all the
1524 * edges that coincide with it.
1527 for (x = 0; x < params2->w; x++) {
1528 if (index(params2, grid, x, y) !=
1529 index(params2, grid, x, y+1)) {
1531 * This is a horizontal edge, so it needs
1535 (index(params2, grid, x-1, y) !=
1536 index(params2, grid, x, y) &&
1537 index(params2, grid, x-1, y+1) !=
1538 index(params2, grid, x, y+1))) {
1540 * Here we have the chance to make a new
1543 yx = random_upto(rs, expand[y]+1);
1546 * Here we just reuse the previous value of
1555 for (yx = 0; yx < expand[y]; yx++) {
1557 * Invent a single row. For each square in the row,
1558 * we copy the grid entry from the square above it,
1559 * unless we're starting the new rectangle here.
1561 for (x = 0; x < params2->w; x++) {
1562 if (yx == where[x]) {
1563 int val = index(params2, grid, x, y+1);
1565 val = INDEX(params3, val, y2);
1566 index(params3, grid2, x, y2) = val;
1568 index(params3, grid2, x, y2) =
1569 index(params3, grid2, x, y2-1);
1579 #ifdef GENERATION_DIAGNOSTICS
1580 printf("after expansion:\n");
1581 display_grid(params3, grid2, NULL, TRUE);
1586 params2->w = params3->h;
1587 params2->h = params3->w;
1589 grid = snewn(params2->w * params2->h, int);
1590 for (x = 0; x < params2->w; x++)
1591 for (y = 0; y < params2->h; y++) {
1592 int idx1 = INDEX(params2, x, y);
1593 int idx2 = INDEX(params3, y, x);
1597 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
1606 params->w = params->h;
1610 #ifdef GENERATION_DIAGNOSTICS
1611 printf("after transposition:\n");
1612 display_grid(params2, grid, NULL, TRUE);
1617 * Run the solver to narrow down the possible number
1621 struct numberdata *nd;
1622 int nnumbers, i, ret;
1624 /* Count the rectangles. */
1626 for (y = 0; y < params->h; y++) {
1627 for (x = 0; x < params->w; x++) {
1628 int idx = INDEX(params, x, y);
1629 if (index(params, grid, x, y) == idx)
1634 nd = snewn(nnumbers, struct numberdata);
1636 /* Now set up each number's candidate position list. */
1638 for (y = 0; y < params->h; y++) {
1639 for (x = 0; x < params->w; x++) {
1640 int idx = INDEX(params, x, y);
1641 if (index(params, grid, x, y) == idx) {
1642 struct rect r = find_rect(params, grid, x, y);
1645 nd[i].area = r.w * r.h;
1646 nd[i].npoints = nd[i].area;
1647 nd[i].points = snewn(nd[i].npoints, struct point);
1649 for (j = 0; j < r.h; j++)
1650 for (k = 0; k < r.w; k++) {
1651 nd[i].points[m].x = k + r.x;
1652 nd[i].points[m].y = j + r.y;
1655 assert(m == nd[i].npoints);
1663 ret = rect_solver(params->w, params->h, nnumbers, nd,
1666 ret = 1; /* allow any number placement at all */
1670 * Now place the numbers according to the solver's
1673 numbers = snewn(params->w * params->h, int);
1675 for (y = 0; y < params->h; y++)
1676 for (x = 0; x < params->w; x++) {
1677 index(params, numbers, x, y) = 0;
1680 for (i = 0; i < nnumbers; i++) {
1681 int idx = random_upto(rs, nd[i].npoints);
1682 int x = nd[i].points[idx].x;
1683 int y = nd[i].points[idx].y;
1684 index(params,numbers,x,y) = nd[i].area;
1691 for (i = 0; i < nnumbers; i++)
1692 sfree(nd[i].points);
1696 * If we've succeeded, then terminate the loop.
1703 * Give up and go round again.
1709 * Store the solution in aux.
1715 len = 2 + (params->w-1)*params->h + (params->h-1)*params->w;
1716 ai = snewn(len, char);
1722 for (y = 0; y < params->h; y++)
1723 for (x = 1; x < params->w; x++)
1724 *p++ = (index(params, grid, x, y) !=
1725 index(params, grid, x-1, y) ? '1' : '0');
1727 for (y = 1; y < params->h; y++)
1728 for (x = 0; x < params->w; x++)
1729 *p++ = (index(params, grid, x, y) !=
1730 index(params, grid, x, y-1) ? '1' : '0');
1732 assert(p - ai == len-1);
1738 #ifdef GENERATION_DIAGNOSTICS
1739 display_grid(params, grid, numbers, FALSE);
1742 desc = snewn(11 * params->w * params->h, char);
1745 for (i = 0; i <= params->w * params->h; i++) {
1746 int n = (i < params->w * params->h ? numbers[i] : -1);
1753 int c = 'a' - 1 + run;
1757 run -= c - ('a' - 1);
1761 * If there's a number in the very top left or
1762 * bottom right, there's no point putting an
1763 * unnecessary _ before or after it.
1765 if (p > desc && n > 0)
1769 p += sprintf(p, "%d", n);
1781 static char *validate_desc(const game_params *params, const char *desc)
1783 int area = params->w * params->h;
1788 if (n >= 'a' && n <= 'z') {
1789 squares += n - 'a' + 1;
1790 } else if (n == '_') {
1792 } else if (n > '0' && n <= '9') {
1794 while (*desc >= '0' && *desc <= '9')
1797 return "Invalid character in game description";
1801 return "Not enough data to fill grid";
1804 return "Too much data to fit in grid";
1809 static unsigned char *get_correct(game_state *state)
1814 ret = snewn(state->w * state->h, unsigned char);
1815 memset(ret, 0xFF, state->w * state->h);
1817 for (x = 0; x < state->w; x++)
1818 for (y = 0; y < state->h; y++)
1819 if (index(state,ret,x,y) == 0xFF) {
1822 int num, area, valid;
1825 * Find a rectangle starting at this point.
1828 while (x+rw < state->w && !vedge(state,x+rw,y))
1831 while (y+rh < state->h && !hedge(state,x,y+rh))
1835 * We know what the dimensions of the rectangle
1836 * should be if it's there at all. Find out if we
1837 * really have a valid rectangle.
1840 /* Check the horizontal edges. */
1841 for (xx = x; xx < x+rw; xx++) {
1842 for (yy = y; yy <= y+rh; yy++) {
1843 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1844 int ec = (yy == y || yy == y+rh);
1849 /* Check the vertical edges. */
1850 for (yy = y; yy < y+rh; yy++) {
1851 for (xx = x; xx <= x+rw; xx++) {
1852 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1853 int ec = (xx == x || xx == x+rw);
1860 * If this is not a valid rectangle with no other
1861 * edges inside it, we just mark this square as not
1862 * complete and proceed to the next square.
1865 index(state, ret, x, y) = 0;
1870 * We have a rectangle. Now see what its area is,
1871 * and how many numbers are in it.
1875 for (xx = x; xx < x+rw; xx++) {
1876 for (yy = y; yy < y+rh; yy++) {
1878 if (grid(state,xx,yy)) {
1880 valid = FALSE; /* two numbers */
1881 num = grid(state,xx,yy);
1889 * Now fill in the whole rectangle based on the
1892 for (xx = x; xx < x+rw; xx++) {
1893 for (yy = y; yy < y+rh; yy++) {
1894 index(state, ret, xx, yy) = valid;
1902 static game_state *new_game(midend *me, const game_params *params,
1905 game_state *state = snew(game_state);
1908 state->w = params->w;
1909 state->h = params->h;
1911 area = state->w * state->h;
1913 state->grid = snewn(area, int);
1914 state->vedge = snewn(area, unsigned char);
1915 state->hedge = snewn(area, unsigned char);
1916 state->completed = state->cheated = FALSE;
1921 if (n >= 'a' && n <= 'z') {
1922 int run = n - 'a' + 1;
1923 assert(i + run <= area);
1925 state->grid[i++] = 0;
1926 } else if (n == '_') {
1928 } else if (n > '0' && n <= '9') {
1930 state->grid[i++] = atoi(desc-1);
1931 while (*desc >= '0' && *desc <= '9')
1934 assert(!"We can't get here");
1939 for (y = 0; y < state->h; y++)
1940 for (x = 0; x < state->w; x++)
1941 vedge(state,x,y) = hedge(state,x,y) = 0;
1943 state->correct = get_correct(state);
1948 static game_state *dup_game(const game_state *state)
1950 game_state *ret = snew(game_state);
1955 ret->vedge = snewn(state->w * state->h, unsigned char);
1956 ret->hedge = snewn(state->w * state->h, unsigned char);
1957 ret->grid = snewn(state->w * state->h, int);
1958 ret->correct = snewn(ret->w * ret->h, unsigned char);
1960 ret->completed = state->completed;
1961 ret->cheated = state->cheated;
1963 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
1964 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
1965 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
1967 memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char));
1972 static void free_game(game_state *state)
1975 sfree(state->vedge);
1976 sfree(state->hedge);
1977 sfree(state->correct);
1981 static char *solve_game(const game_state *state, const game_state *currstate,
1982 const char *ai, char **error)
1984 unsigned char *vedge, *hedge;
1988 struct numberdata *nd;
1994 * Attempt the in-built solver.
1997 /* Set up each number's (very short) candidate position list. */
1998 for (i = n = 0; i < state->h * state->w; i++)
2002 nd = snewn(n, struct numberdata);
2004 for (i = j = 0; i < state->h * state->w; i++)
2005 if (state->grid[i]) {
2006 nd[j].area = state->grid[i];
2008 nd[j].points = snewn(1, struct point);
2009 nd[j].points[0].x = i % state->w;
2010 nd[j].points[0].y = i / state->w;
2016 vedge = snewn(state->w * state->h, unsigned char);
2017 hedge = snewn(state->w * state->h, unsigned char);
2018 memset(vedge, 0, state->w * state->h);
2019 memset(hedge, 0, state->w * state->h);
2021 rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL);
2026 for (i = 0; i < n; i++)
2027 sfree(nd[i].points);
2030 len = 2 + (state->w-1)*state->h + (state->h-1)*state->w;
2031 ret = snewn(len, char);
2035 for (y = 0; y < state->h; y++)
2036 for (x = 1; x < state->w; x++)
2037 *p++ = vedge[y*state->w+x] ? '1' : '0';
2038 for (y = 1; y < state->h; y++)
2039 for (x = 0; x < state->w; x++)
2040 *p++ = hedge[y*state->w+x] ? '1' : '0';
2042 assert(p - ret == len);
2050 static int game_can_format_as_text_now(const game_params *params)
2055 static char *game_text_format(const game_state *state)
2057 char *ret, *p, buf[80];
2058 int i, x, y, col, maxlen;
2061 * First determine the number of spaces required to display a
2062 * number. We'll use at least two, because one looks a bit
2066 for (i = 0; i < state->w * state->h; i++) {
2067 x = sprintf(buf, "%d", state->grid[i]);
2068 if (col < x) col = x;
2072 * Now we know the exact total size of the grid we're going to
2073 * produce: it's got 2*h+1 rows, each containing w lots of col,
2074 * w+1 boundary characters and a trailing newline.
2076 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
2078 ret = snewn(maxlen+1, char);
2081 for (y = 0; y <= 2*state->h; y++) {
2082 for (x = 0; x <= 2*state->w; x++) {
2087 int v = grid(state, x/2, y/2);
2089 sprintf(buf, "%*d", col, v);
2091 sprintf(buf, "%*s", col, "");
2092 memcpy(p, buf, col);
2096 * Display a horizontal edge or nothing.
2098 int h = (y==0 || y==2*state->h ? 1 :
2099 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
2105 for (i = 0; i < col; i++)
2109 * Display a vertical edge or nothing.
2111 int v = (x==0 || x==2*state->w ? 1 :
2112 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
2119 * Display a corner, or a vertical edge, or a
2120 * horizontal edge, or nothing.
2122 int hl = (y==0 || y==2*state->h ? 1 :
2123 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
2124 int hr = (y==0 || y==2*state->h ? 1 :
2125 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
2126 int vu = (x==0 || x==2*state->w ? 1 :
2127 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
2128 int vd = (x==0 || x==2*state->w ? 1 :
2129 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
2130 if (!hl && !hr && !vu && !vd)
2132 else if (hl && hr && !vu && !vd)
2134 else if (!hl && !hr && vu && vd)
2143 assert(p - ret == maxlen);
2150 * These coordinates are 2 times the obvious grid coordinates.
2151 * Hence, the top left of the grid is (0,0), the grid point to
2152 * the right of that is (2,0), the one _below that_ is (2,2)
2153 * and so on. This is so that we can specify a drag start point
2154 * on an edge (one odd coordinate) or in the middle of a square
2155 * (two odd coordinates) rather than always at a corner.
2157 * -1,-1 means no drag is in progress.
2164 * This flag is set as soon as a dragging action moves the
2165 * mouse pointer away from its starting point, so that even if
2166 * the pointer _returns_ to its starting point the action is
2167 * treated as a small drag rather than a click.
2170 /* This flag is set if we're doing an erase operation (i.e.
2171 * removing edges in the centre of the rectangle without altering
2176 * These are the co-ordinates of the top-left and bottom-right squares
2177 * in the drag box, respectively, or -1 otherwise.
2184 * These are the coordinates of a cursor, whether it's visible, and
2185 * whether it was used to start a drag.
2187 int cur_x, cur_y, cur_visible, cur_dragging;
2190 static game_ui *new_ui(const game_state *state)
2192 game_ui *ui = snew(game_ui);
2193 ui->drag_start_x = -1;
2194 ui->drag_start_y = -1;
2195 ui->drag_end_x = -1;
2196 ui->drag_end_y = -1;
2197 ui->dragged = ui->erasing = FALSE;
2202 ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
2206 static void free_ui(game_ui *ui)
2211 static char *encode_ui(const game_ui *ui)
2216 static void decode_ui(game_ui *ui, const char *encoding)
2220 static void coord_round(float x, float y, int *xr, int *yr)
2222 float xs, ys, xv, yv, dx, dy, dist;
2225 * Find the nearest square-centre.
2227 xs = (float)floor(x) + 0.5F;
2228 ys = (float)floor(y) + 0.5F;
2231 * And find the nearest grid vertex.
2233 xv = (float)floor(x + 0.5F);
2234 yv = (float)floor(y + 0.5F);
2237 * We allocate clicks in parts of the grid square to either
2238 * corners, edges or square centres, as follows:
2254 * In other words: we measure the square distance (i.e.
2255 * max(dx,dy)) from the click to the nearest corner, and if
2256 * it's within CORNER_TOLERANCE then we return a corner click.
2257 * We measure the square distance from the click to the nearest
2258 * centre, and if that's within CENTRE_TOLERANCE we return a
2259 * centre click. Failing that, we find which of the two edge
2260 * centres is nearer to the click and return that edge.
2264 * Check for corner click.
2266 dx = (float)fabs(x - xv);
2267 dy = (float)fabs(y - yv);
2268 dist = (dx > dy ? dx : dy);
2269 if (dist < CORNER_TOLERANCE) {
2274 * Check for centre click.
2276 dx = (float)fabs(x - xs);
2277 dy = (float)fabs(y - ys);
2278 dist = (dx > dy ? dx : dy);
2279 if (dist < CENTRE_TOLERANCE) {
2280 *xr = 1 + 2 * (int)xs;
2281 *yr = 1 + 2 * (int)ys;
2284 * Failing both of those, see which edge we're closer to.
2285 * Conveniently, this is simply done by testing the relative
2286 * magnitude of dx and dy (which are currently distances from
2287 * the square centre).
2290 /* Vertical edge: x-coord of corner,
2291 * y-coord of square centre. */
2293 *yr = 1 + 2 * (int)floor(ys);
2295 /* Horizontal edge: x-coord of square centre,
2296 * y-coord of corner. */
2297 *xr = 1 + 2 * (int)floor(xs);
2305 * Returns TRUE if it has made any change to the grid.
2307 static int grid_draw_rect(const game_state *state,
2308 unsigned char *hedge, unsigned char *vedge,
2309 int c, int really, int outline,
2310 int x1, int y1, int x2, int y2)
2313 int changed = FALSE;
2316 * Draw horizontal edges of rectangles.
2318 for (x = x1; x < x2; x++)
2319 for (y = y1; y <= y2; y++)
2320 if (HRANGE(state,x,y)) {
2321 int val = index(state,hedge,x,y);
2322 if (y == y1 || y == y2) {
2323 if (!outline) continue;
2327 changed = changed || (index(state,hedge,x,y) != val);
2329 index(state,hedge,x,y) = val;
2333 * Draw vertical edges of rectangles.
2335 for (y = y1; y < y2; y++)
2336 for (x = x1; x <= x2; x++)
2337 if (VRANGE(state,x,y)) {
2338 int val = index(state,vedge,x,y);
2339 if (x == x1 || x == x2) {
2340 if (!outline) continue;
2344 changed = changed || (index(state,vedge,x,y) != val);
2346 index(state,vedge,x,y) = val;
2352 static int ui_draw_rect(const game_state *state, const game_ui *ui,
2353 unsigned char *hedge, unsigned char *vedge, int c,
2354 int really, int outline)
2356 return grid_draw_rect(state, hedge, vedge, c, really, outline,
2357 ui->x1, ui->y1, ui->x2, ui->y2);
2360 static void game_changed_state(game_ui *ui, const game_state *oldstate,
2361 const game_state *newstate)
2365 struct game_drawstate {
2368 unsigned long *visible;
2371 static char *interpret_move(const game_state *from, game_ui *ui,
2372 const game_drawstate *ds,
2373 int x, int y, int button)
2376 int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
2379 button &= ~MOD_MASK;
2381 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
2383 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
2384 if (ui->drag_start_x >= 0 && ui->cur_dragging) {
2386 * If a keyboard drag is in progress, unceremoniously
2389 ui->drag_start_x = -1;
2390 ui->drag_start_y = -1;
2391 ui->drag_end_x = -1;
2392 ui->drag_end_y = -1;
2397 ui->dragged = FALSE;
2400 ui->cur_visible = ui->cur_dragging = FALSE;
2402 erasing = (button == RIGHT_BUTTON);
2403 } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
2404 /* We assert we should have had a LEFT_BUTTON first. */
2405 if (ui->cur_visible) {
2406 ui->cur_visible = FALSE;
2409 assert(!ui->cur_dragging);
2411 erasing = (button == RIGHT_RELEASE);
2412 } else if (IS_CURSOR_MOVE(button)) {
2413 move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
2414 ui->cur_visible = TRUE;
2416 if (!ui->cur_dragging) return "";
2417 coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
2418 } else if (IS_CURSOR_SELECT(button)) {
2419 if (ui->drag_start_x >= 0 && !ui->cur_dragging) {
2421 * If a mouse drag is in progress, ignore attempts to
2422 * start a keyboard one.
2426 if (!ui->cur_visible) {
2427 assert(!ui->cur_dragging);
2428 ui->cur_visible = TRUE;
2431 coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
2432 erasing = (button == CURSOR_SELECT2);
2433 if (ui->cur_dragging) {
2434 ui->cur_dragging = FALSE;
2438 ui->cur_dragging = TRUE;
2442 } else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
2447 xc >= 0 && xc <= 2*from->w &&
2448 yc >= 0 && yc <= 2*from->h) {
2450 ui->drag_start_x = xc;
2451 ui->drag_start_y = yc;
2452 ui->drag_end_x = -1;
2453 ui->drag_end_y = -1;
2454 ui->dragged = FALSE;
2455 ui->erasing = erasing;
2459 if (ui->drag_start_x >= 0 &&
2460 (xc != ui->drag_end_x || yc != ui->drag_end_y)) {
2463 if (ui->drag_end_x != -1 && ui->drag_end_y != -1)
2465 ui->drag_end_x = xc;
2466 ui->drag_end_y = yc;
2469 if (xc >= 0 && xc <= 2*from->w &&
2470 yc >= 0 && yc <= 2*from->h) {
2471 ui->x1 = ui->drag_start_x;
2472 ui->x2 = ui->drag_end_x;
2473 if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
2475 ui->y1 = ui->drag_start_y;
2476 ui->y2 = ui->drag_end_y;
2477 if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
2479 ui->x1 = ui->x1 / 2; /* rounds down */
2480 ui->x2 = (ui->x2+1) / 2; /* rounds up */
2481 ui->y1 = ui->y1 / 2; /* rounds down */
2482 ui->y2 = (ui->y2+1) / 2; /* rounds up */
2493 if (enddrag && (ui->drag_start_x >= 0)) {
2494 if (xc >= 0 && xc <= 2*from->w &&
2495 yc >= 0 && yc <= 2*from->h &&
2496 erasing == ui->erasing) {
2499 if (ui_draw_rect(from, ui, from->hedge,
2500 from->vedge, 1, FALSE, !ui->erasing)) {
2501 sprintf(buf, "%c%d,%d,%d,%d",
2502 (int)(ui->erasing ? 'E' : 'R'),
2503 ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
2507 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
2508 sprintf(buf, "H%d,%d", xc/2, yc/2);
2511 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
2512 sprintf(buf, "V%d,%d", xc/2, yc/2);
2518 ui->drag_start_x = -1;
2519 ui->drag_start_y = -1;
2520 ui->drag_end_x = -1;
2521 ui->drag_end_y = -1;
2526 ui->dragged = FALSE;
2531 return ret; /* a move has been made */
2533 return ""; /* UI activity has occurred */
2538 static game_state *execute_move(const game_state *from, const char *move)
2541 int x1, y1, x2, y2, mode;
2543 if (move[0] == 'S') {
2544 const char *p = move+1;
2547 ret = dup_game(from);
2548 ret->cheated = TRUE;
2550 for (y = 0; y < ret->h; y++)
2551 for (x = 1; x < ret->w; x++) {
2552 vedge(ret, x, y) = (*p == '1');
2555 for (y = 1; y < ret->h; y++)
2556 for (x = 0; x < ret->w; x++) {
2557 hedge(ret, x, y) = (*p == '1');
2561 sfree(ret->correct);
2562 ret->correct = get_correct(ret);
2566 } else if ((move[0] == 'R' || move[0] == 'E') &&
2567 sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
2568 x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
2569 y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
2573 } else if ((move[0] == 'H' || move[0] == 'V') &&
2574 sscanf(move+1, "%d,%d", &x1, &y1) == 2 &&
2575 (move[0] == 'H' ? HRANGE(from, x1, y1) :
2576 VRANGE(from, x1, y1))) {
2579 return NULL; /* can't parse move string */
2581 ret = dup_game(from);
2583 if (mode == 'R' || mode == 'E') {
2584 grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
2585 mode == 'R', x1, y1, x2, y2);
2586 } else if (mode == 'H') {
2587 hedge(ret,x1,y1) = !hedge(ret,x1,y1);
2588 } else if (mode == 'V') {
2589 vedge(ret,x1,y1) = !vedge(ret,x1,y1);
2592 sfree(ret->correct);
2593 ret->correct = get_correct(ret);
2596 * We've made a real change to the grid. Check to see
2597 * if the game has been completed.
2599 if (!ret->completed) {
2603 for (x = 0; x < ret->w; x++)
2604 for (y = 0; y < ret->h; y++)
2605 if (!index(ret, ret->correct, x, y))
2609 ret->completed = TRUE;
2615 /* ----------------------------------------------------------------------
2619 #define CORRECT (1L<<16)
2620 #define CURSOR (1L<<17)
2622 #define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
2623 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
2625 static void game_compute_size(const game_params *params, int tilesize,
2628 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2629 struct { int tilesize; } ads, *ds = &ads;
2630 ads.tilesize = tilesize;
2632 *x = params->w * TILE_SIZE + 2*BORDER + 1;
2633 *y = params->h * TILE_SIZE + 2*BORDER + 1;
2636 static void game_set_size(drawing *dr, game_drawstate *ds,
2637 const game_params *params, int tilesize)
2639 ds->tilesize = tilesize;
2642 static float *game_colours(frontend *fe, int *ncolours)
2644 float *ret = snewn(3 * NCOLOURS, float);
2646 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2648 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
2649 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
2650 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
2652 ret[COL_DRAG * 3 + 0] = 1.0F;
2653 ret[COL_DRAG * 3 + 1] = 0.0F;
2654 ret[COL_DRAG * 3 + 2] = 0.0F;
2656 ret[COL_DRAGERASE * 3 + 0] = 0.2F;
2657 ret[COL_DRAGERASE * 3 + 1] = 0.2F;
2658 ret[COL_DRAGERASE * 3 + 2] = 1.0F;
2660 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
2661 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
2662 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
2664 ret[COL_LINE * 3 + 0] = 0.0F;
2665 ret[COL_LINE * 3 + 1] = 0.0F;
2666 ret[COL_LINE * 3 + 2] = 0.0F;
2668 ret[COL_TEXT * 3 + 0] = 0.0F;
2669 ret[COL_TEXT * 3 + 1] = 0.0F;
2670 ret[COL_TEXT * 3 + 2] = 0.0F;
2672 ret[COL_CURSOR * 3 + 0] = 1.0F;
2673 ret[COL_CURSOR * 3 + 1] = 0.5F;
2674 ret[COL_CURSOR * 3 + 2] = 0.5F;
2676 *ncolours = NCOLOURS;
2680 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
2682 struct game_drawstate *ds = snew(struct game_drawstate);
2685 ds->started = FALSE;
2688 ds->visible = snewn(ds->w * ds->h, unsigned long);
2689 ds->tilesize = 0; /* not decided yet */
2690 for (i = 0; i < ds->w * ds->h; i++)
2691 ds->visible[i] = 0xFFFF;
2696 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2702 static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
2703 int x, int y, unsigned char *hedge, unsigned char *vedge,
2704 unsigned char *corners, unsigned long bgflags)
2706 int cx = COORD(x), cy = COORD(y);
2709 draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
2710 draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
2711 (bgflags & CURSOR) ? COL_CURSOR :
2712 (bgflags & CORRECT) ? COL_CORRECT : COL_BACKGROUND);
2714 if (grid(state,x,y)) {
2715 sprintf(str, "%d", grid(state,x,y));
2716 draw_text(dr, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
2717 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
2723 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
2724 draw_rect(dr, cx, cy, TILE_SIZE+1, 2,
2725 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
2727 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
2728 draw_rect(dr, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
2729 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
2731 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
2732 draw_rect(dr, cx, cy, 2, TILE_SIZE+1,
2733 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
2735 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
2736 draw_rect(dr, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
2737 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
2743 if (index(state,corners,x,y))
2744 draw_rect(dr, cx, cy, 2, 2,
2745 COLOUR(index(state,corners,x,y)));
2746 if (x+1 < state->w && index(state,corners,x+1,y))
2747 draw_rect(dr, cx+TILE_SIZE-1, cy, 2, 2,
2748 COLOUR(index(state,corners,x+1,y)));
2749 if (y+1 < state->h && index(state,corners,x,y+1))
2750 draw_rect(dr, cx, cy+TILE_SIZE-1, 2, 2,
2751 COLOUR(index(state,corners,x,y+1)));
2752 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
2753 draw_rect(dr, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
2754 COLOUR(index(state,corners,x+1,y+1)));
2756 draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
2759 static void game_redraw(drawing *dr, game_drawstate *ds,
2760 const game_state *oldstate, const game_state *state,
2761 int dir, const game_ui *ui,
2762 float animtime, float flashtime)
2765 unsigned char *hedge, *vedge, *corners;
2768 hedge = snewn(state->w*state->h, unsigned char);
2769 vedge = snewn(state->w*state->h, unsigned char);
2770 memcpy(hedge, state->hedge, state->w*state->h);
2771 memcpy(vedge, state->vedge, state->w*state->h);
2772 ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE);
2774 hedge = state->hedge;
2775 vedge = state->vedge;
2778 corners = snewn(state->w * state->h, unsigned char);
2779 memset(corners, 0, state->w * state->h);
2780 for (x = 0; x < state->w; x++)
2781 for (y = 0; y < state->h; y++) {
2783 int e = index(state, vedge, x, y);
2784 if (index(state,corners,x,y) < e)
2785 index(state,corners,x,y) = e;
2786 if (y+1 < state->h &&
2787 index(state,corners,x,y+1) < e)
2788 index(state,corners,x,y+1) = e;
2791 int e = index(state, hedge, x, y);
2792 if (index(state,corners,x,y) < e)
2793 index(state,corners,x,y) = e;
2794 if (x+1 < state->w &&
2795 index(state,corners,x+1,y) < e)
2796 index(state,corners,x+1,y) = e;
2802 state->w * TILE_SIZE + 2*BORDER + 1,
2803 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
2804 draw_rect(dr, COORD(0)-1, COORD(0)-1,
2805 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
2807 draw_update(dr, 0, 0,
2808 state->w * TILE_SIZE + 2*BORDER + 1,
2809 state->h * TILE_SIZE + 2*BORDER + 1);
2812 for (x = 0; x < state->w; x++)
2813 for (y = 0; y < state->h; y++) {
2814 unsigned long c = 0;
2816 if (HRANGE(state,x,y))
2817 c |= index(state,hedge,x,y);
2818 if (HRANGE(state,x,y+1))
2819 c |= index(state,hedge,x,y+1) << 2;
2820 if (VRANGE(state,x,y))
2821 c |= index(state,vedge,x,y) << 4;
2822 if (VRANGE(state,x+1,y))
2823 c |= index(state,vedge,x+1,y) << 6;
2824 c |= index(state,corners,x,y) << 8;
2826 c |= index(state,corners,x+1,y) << 10;
2828 c |= index(state,corners,x,y+1) << 12;
2829 if (x+1 < state->w && y+1 < state->h)
2830 /* cast to prevent 2<<14 sign-extending on promotion to long */
2831 c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
2832 if (index(state, state->correct, x, y) && !flashtime)
2834 if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
2837 if (index(ds,ds->visible,x,y) != c) {
2838 draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
2839 (c & (CORRECT|CURSOR)) );
2840 index(ds,ds->visible,x,y) = c;
2848 ui->x1 >= 0 && ui->y1 >= 0 &&
2849 ui->x2 >= 0 && ui->y2 >= 0) {
2850 sprintf(buf, "%dx%d ",
2858 strcat(buf, "Auto-solved.");
2859 else if (state->completed)
2860 strcat(buf, "COMPLETED!");
2862 status_bar(dr, buf);
2865 if (hedge != state->hedge) {
2873 static float game_anim_length(const game_state *oldstate,
2874 const game_state *newstate, int dir, game_ui *ui)
2879 static float game_flash_length(const game_state *oldstate,
2880 const game_state *newstate, int dir, game_ui *ui)
2882 if (!oldstate->completed && newstate->completed &&
2883 !oldstate->cheated && !newstate->cheated)
2888 static int game_status(const game_state *state)
2890 return state->completed ? +1 : 0;
2893 static int game_timing_state(const game_state *state, game_ui *ui)
2898 static void game_print_size(const game_params *params, float *x, float *y)
2903 * I'll use 5mm squares by default.
2905 game_compute_size(params, 500, &pw, &ph);
2910 static void game_print(drawing *dr, const game_state *state, int tilesize)
2912 int w = state->w, h = state->h;
2913 int ink = print_mono_colour(dr, 0);
2916 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2917 game_drawstate ads, *ds = &ads;
2918 game_set_size(dr, ds, NULL, tilesize);
2923 print_line_width(dr, TILE_SIZE / 10);
2924 draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, ink);
2927 * Grid. We have to make the grid lines particularly thin,
2928 * because users will be drawing lines _along_ them and we want
2929 * those lines to be visible.
2931 print_line_width(dr, TILE_SIZE / 256);
2932 for (x = 1; x < w; x++)
2933 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
2934 for (y = 1; y < h; y++)
2935 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
2940 print_line_width(dr, TILE_SIZE / 10);
2941 for (y = 0; y <= h; y++)
2942 for (x = 0; x <= w; x++) {
2943 if (HRANGE(state,x,y) && hedge(state,x,y))
2944 draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y), ink);
2945 if (VRANGE(state,x,y) && vedge(state,x,y))
2946 draw_line(dr, COORD(x), COORD(y), COORD(x), COORD(y+1), ink);
2952 for (y = 0; y < h; y++)
2953 for (x = 0; x < w; x++)
2954 if (grid(state,x,y)) {
2956 sprintf(str, "%d", grid(state,x,y));
2957 draw_text(dr, COORD(x)+TILE_SIZE/2, COORD(y)+TILE_SIZE/2,
2958 FONT_VARIABLE, TILE_SIZE/2,
2959 ALIGN_HCENTRE | ALIGN_VCENTRE, ink, str);
2964 #define thegame rect
2967 const struct game thegame = {
2968 "Rectangles", "games.rectangles", "rectangles",
2975 TRUE, game_configure, custom_params,
2983 TRUE, game_can_format_as_text_now, game_text_format,
2991 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2994 game_free_drawstate,
2999 TRUE, FALSE, game_print_size, game_print,
3000 TRUE, /* wants_statusbar */
3001 FALSE, game_timing_state,
3005 /* vim: set shiftwidth=4 tabstop=8: */