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 on singleton removal by making an aesthetic choice
13 * about which of the options to take.
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
19 * - If we start by sorting the rectlist in descending order
20 * of area, we might be able to bias our random number
21 * selection to produce a few large rectangles more often
22 * than oodles of small ones? Unsure, but might be worth a
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)
65 #define CORNER_TOLERANCE 0.15F
66 #define CENTRE_TOLERANCE 0.15F
68 #define FLASH_TIME 0.13F
70 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
71 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
75 int *grid; /* contains the numbers */
76 unsigned char *vedge; /* (w+1) x h */
77 unsigned char *hedge; /* w x (h+1) */
78 int completed, cheated;
81 static game_params *default_params(void)
83 game_params *ret = snew(game_params);
86 ret->expandfactor = 0.0F;
91 static int game_fetch_preset(int i, char **name, game_params **params)
98 case 0: w = 7, h = 7; break;
99 case 1: w = 11, h = 11; break;
100 case 2: w = 15, h = 15; break;
101 case 3: w = 19, h = 19; break;
102 default: return FALSE;
105 sprintf(buf, "%dx%d", w, h);
107 *params = ret = snew(game_params);
110 ret->expandfactor = 0.0F;
114 static void free_params(game_params *params)
119 static game_params *dup_params(game_params *params)
121 game_params *ret = snew(game_params);
122 *ret = *params; /* structure copy */
126 static void decode_params(game_params *ret, char const *string)
128 ret->w = ret->h = atoi(string);
129 while (*string && isdigit((unsigned char)*string)) string++;
130 if (*string == 'x') {
132 ret->h = atoi(string);
133 while (*string && isdigit((unsigned char)*string)) string++;
135 if (*string == 'e') {
137 ret->expandfactor = atof(string);
141 static char *encode_params(game_params *params, int full)
145 sprintf(data, "%dx%d", params->w, params->h);
146 if (full && params->expandfactor)
147 sprintf(data + strlen(data), "e%g", params->expandfactor);
152 static config_item *game_configure(game_params *params)
157 ret = snewn(5, config_item);
159 ret[0].name = "Width";
160 ret[0].type = C_STRING;
161 sprintf(buf, "%d", params->w);
162 ret[0].sval = dupstr(buf);
165 ret[1].name = "Height";
166 ret[1].type = C_STRING;
167 sprintf(buf, "%d", params->h);
168 ret[1].sval = dupstr(buf);
171 ret[2].name = "Expansion factor";
172 ret[2].type = C_STRING;
173 sprintf(buf, "%g", params->expandfactor);
174 ret[2].sval = dupstr(buf);
185 static game_params *custom_params(config_item *cfg)
187 game_params *ret = snew(game_params);
189 ret->w = atoi(cfg[0].sval);
190 ret->h = atoi(cfg[1].sval);
191 ret->expandfactor = atof(cfg[2].sval);
196 static char *validate_params(game_params *params)
198 if (params->w <= 0 && params->h <= 0)
199 return "Width and height must both be greater than zero";
200 if (params->w < 2 && params->h < 2)
201 return "Grid area must be greater than one";
202 if (params->expandfactor < 0.0F)
203 return "Expansion factor may not be negative";
224 struct point *points;
227 /* ----------------------------------------------------------------------
228 * Solver for Rectangles games.
230 * This solver is souped up beyond the needs of actually _solving_
231 * a puzzle. It is also designed to cope with uncertainty about
232 * where the numbers have been placed. This is because I run it on
233 * my generated grids _before_ placing the numbers, and have it
234 * tell me where I need to place the numbers to ensure a unique
238 static void remove_rect_placement(int w, int h,
239 struct rectlist *rectpositions,
241 int rectnum, int placement)
245 #ifdef SOLVER_DIAGNOSTICS
246 printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum,
247 rectpositions[rectnum].rects[placement].x,
248 rectpositions[rectnum].rects[placement].y,
249 rectpositions[rectnum].rects[placement].w,
250 rectpositions[rectnum].rects[placement].h);
254 * Decrement each entry in the overlaps array to reflect the
255 * removal of this rectangle placement.
257 for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) {
258 y = yy + rectpositions[rectnum].rects[placement].y;
259 for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) {
260 x = xx + rectpositions[rectnum].rects[placement].x;
262 assert(overlaps[(rectnum * h + y) * w + x] != 0);
264 if (overlaps[(rectnum * h + y) * w + x] > 0)
265 overlaps[(rectnum * h + y) * w + x]--;
270 * Remove the placement from the list of positions for that
271 * rectangle, by interchanging it with the one on the end.
273 if (placement < rectpositions[rectnum].n - 1) {
276 t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1];
277 rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] =
278 rectpositions[rectnum].rects[placement];
279 rectpositions[rectnum].rects[placement] = t;
281 rectpositions[rectnum].n--;
284 static void remove_number_placement(int w, int h, struct numberdata *number,
285 int index, int *rectbyplace)
288 * Remove the entry from the rectbyplace array.
290 rectbyplace[number->points[index].y * w + number->points[index].x] = -1;
293 * Remove the placement from the list of candidates for that
294 * number, by interchanging it with the one on the end.
296 if (index < number->npoints - 1) {
299 t = number->points[number->npoints - 1];
300 number->points[number->npoints - 1] = number->points[index];
301 number->points[index] = t;
306 static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
309 struct rectlist *rectpositions;
310 int *overlaps, *rectbyplace, *workspace;
314 * Start by setting up a list of candidate positions for each
317 rectpositions = snewn(nrects, struct rectlist);
318 for (i = 0; i < nrects; i++) {
319 int rw, rh, area = numbers[i].area;
320 int j, minx, miny, maxx, maxy;
322 int rlistn, rlistsize;
325 * For each rectangle, begin by finding the bounding
326 * rectangle of its candidate number placements.
331 for (j = 0; j < numbers[i].npoints; j++) {
332 if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x;
333 if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y;
334 if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x;
335 if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y;
339 * Now loop over all possible rectangle placements
340 * overlapping a point within that bounding rectangle;
341 * ensure each one actually contains a candidate number
342 * placement, and add it to the list.
345 rlistn = rlistsize = 0;
347 for (rw = 1; rw <= area && rw <= w; rw++) {
356 for (y = miny - rh + 1; y <= maxy; y++) {
357 if (y < 0 || y+rh > h)
360 for (x = minx - rw + 1; x <= maxx; x++) {
361 if (x < 0 || x+rw > w)
365 * See if we can find a candidate number
366 * placement within this rectangle.
368 for (j = 0; j < numbers[i].npoints; j++)
369 if (numbers[i].points[j].x >= x &&
370 numbers[i].points[j].x < x+rw &&
371 numbers[i].points[j].y >= y &&
372 numbers[i].points[j].y < y+rh)
375 if (j < numbers[i].npoints) {
377 * Add this to the list of candidate
378 * placements for this rectangle.
380 if (rlistn >= rlistsize) {
381 rlistsize = rlistn + 32;
382 rlist = sresize(rlist, rlistsize, struct rect);
386 rlist[rlistn].w = rw;
387 rlist[rlistn].h = rh;
388 #ifdef SOLVER_DIAGNOSTICS
389 printf("rect %d [area %d]: candidate position at"
390 " %d,%d w=%d h=%d\n",
391 i, area, x, y, rw, rh);
399 rectpositions[i].rects = rlist;
400 rectpositions[i].n = rlistn;
404 * Next, construct a multidimensional array tracking how many
405 * candidate positions for each rectangle overlap each square.
407 * Indexing of this array is by the formula
409 * overlaps[(rectindex * h + y) * w + x]
411 overlaps = snewn(nrects * w * h, int);
412 memset(overlaps, 0, nrects * w * h * sizeof(int));
413 for (i = 0; i < nrects; i++) {
416 for (j = 0; j < rectpositions[i].n; j++) {
419 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++)
420 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++)
421 overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w +
422 xx+rectpositions[i].rects[j].x]++;
427 * Also we want an array covering the grid once, to make it
428 * easy to figure out which squares are candidate number
429 * placements for which rectangles. (The existence of this
430 * single array assumes that no square starts off as a
431 * candidate number placement for more than one rectangle. This
432 * assumption is justified, because this solver is _either_
433 * used to solve real problems - in which case there is a
434 * single placement for every number - _or_ used to decide on
435 * number placements for a new puzzle, in which case each
436 * number's placements are confined to the intended position of
437 * the rectangle containing that number.)
439 rectbyplace = snewn(w * h, int);
440 for (i = 0; i < w*h; i++)
443 for (i = 0; i < nrects; i++) {
446 for (j = 0; j < numbers[i].npoints; j++) {
447 int x = numbers[i].points[j].x;
448 int y = numbers[i].points[j].y;
450 assert(rectbyplace[y * w + x] == -1);
451 rectbyplace[y * w + x] = i;
455 workspace = snewn(nrects, int);
458 * Now run the actual deduction loop.
461 int done_something = FALSE;
463 #ifdef SOLVER_DIAGNOSTICS
464 printf("starting deduction loop\n");
466 for (i = 0; i < nrects; i++) {
467 printf("rect %d overlaps:\n", i);
470 for (y = 0; y < h; y++) {
471 for (x = 0; x < w; x++) {
472 printf("%3d", overlaps[(i * h + y) * w + x]);
478 printf("rectbyplace:\n");
481 for (y = 0; y < h; y++) {
482 for (x = 0; x < w; x++) {
483 printf("%3d", rectbyplace[y * w + x]);
491 * Housekeeping. Look for rectangles whose number has only
492 * one candidate position left, and mark that square as
493 * known if it isn't already.
495 for (i = 0; i < nrects; i++) {
496 if (numbers[i].npoints == 1) {
497 int x = numbers[i].points[0].x;
498 int y = numbers[i].points[0].y;
499 if (overlaps[(i * h + y) * w + x] >= -1) {
502 assert(overlaps[(i * h + y) * w + x] > 0);
503 #ifdef SOLVER_DIAGNOSTICS
504 printf("marking %d,%d as known for rect %d"
505 " (sole remaining number position)\n", x, y, i);
508 for (j = 0; j < nrects; j++)
509 overlaps[(j * h + y) * w + x] = -1;
511 overlaps[(i * h + y) * w + x] = -2;
517 * Now look at the intersection of all possible placements
518 * for each rectangle, and mark all squares in that
519 * intersection as known for that rectangle if they aren't
522 for (i = 0; i < nrects; i++) {
523 int minx, miny, maxx, maxy, xx, yy, j;
529 for (j = 0; j < rectpositions[i].n; j++) {
530 int x = rectpositions[i].rects[j].x;
531 int y = rectpositions[i].rects[j].y;
532 int w = rectpositions[i].rects[j].w;
533 int h = rectpositions[i].rects[j].h;
535 if (minx < x) minx = x;
536 if (miny < y) miny = y;
537 if (maxx > x+w) maxx = x+w;
538 if (maxy > y+h) maxy = y+h;
541 for (yy = miny; yy < maxy; yy++)
542 for (xx = minx; xx < maxx; xx++)
543 if (overlaps[(i * h + yy) * w + xx] >= -1) {
544 assert(overlaps[(i * h + yy) * w + xx] > 0);
545 #ifdef SOLVER_DIAGNOSTICS
546 printf("marking %d,%d as known for rect %d"
547 " (intersection of all placements)\n",
551 for (j = 0; j < nrects; j++)
552 overlaps[(j * h + yy) * w + xx] = -1;
554 overlaps[(i * h + yy) * w + xx] = -2;
559 * Rectangle-focused deduction. Look at each rectangle in
560 * turn and try to rule out some of its candidate
563 for (i = 0; i < nrects; i++) {
566 for (j = 0; j < rectpositions[i].n; j++) {
570 for (k = 0; k < nrects; k++)
573 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
574 int y = yy + rectpositions[i].rects[j].y;
575 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
576 int x = xx + rectpositions[i].rects[j].x;
578 if (overlaps[(i * h + y) * w + x] == -1) {
580 * This placement overlaps a square
581 * which is _known_ to be part of
582 * another rectangle. Therefore we must
585 #ifdef SOLVER_DIAGNOSTICS
586 printf("rect %d placement at %d,%d w=%d h=%d "
587 "contains %d,%d which is known-other\n", i,
588 rectpositions[i].rects[j].x,
589 rectpositions[i].rects[j].y,
590 rectpositions[i].rects[j].w,
591 rectpositions[i].rects[j].h,
597 if (rectbyplace[y * w + x] != -1) {
599 * This placement overlaps one of the
600 * candidate number placements for some
601 * rectangle. Count it.
603 workspace[rectbyplace[y * w + x]]++;
610 * If we haven't ruled this placement out
611 * already, see if it overlaps _all_ of the
612 * candidate number placements for any
613 * rectangle. If so, we can rule it out.
615 for (k = 0; k < nrects; k++)
616 if (k != i && workspace[k] == numbers[k].npoints) {
617 #ifdef SOLVER_DIAGNOSTICS
618 printf("rect %d placement at %d,%d w=%d h=%d "
619 "contains all number points for rect %d\n",
621 rectpositions[i].rects[j].x,
622 rectpositions[i].rects[j].y,
623 rectpositions[i].rects[j].w,
624 rectpositions[i].rects[j].h,
632 * Failing that, see if it overlaps at least
633 * one of the candidate number placements for
634 * itself! (This might not be the case if one
635 * of those number placements has been removed
638 if (!del && workspace[i] == 0) {
639 #ifdef SOLVER_DIAGNOSTICS
640 printf("rect %d placement at %d,%d w=%d h=%d "
641 "contains none of its own number points\n",
643 rectpositions[i].rects[j].x,
644 rectpositions[i].rects[j].y,
645 rectpositions[i].rects[j].w,
646 rectpositions[i].rects[j].h);
653 remove_rect_placement(w, h, rectpositions, overlaps, i, j);
655 j--; /* don't skip over next placement */
657 done_something = TRUE;
663 * Square-focused deduction. Look at each square not marked
664 * as known, and see if there are any which can only be
665 * part of a single rectangle.
669 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
670 /* Known squares are marked as <0 everywhere, so we only need
671 * to check the overlaps entry for rect 0. */
672 if (overlaps[y * w + x] < 0)
673 continue; /* known already */
677 for (i = 0; i < nrects; i++)
678 if (overlaps[(i * h + y) * w + x] > 0)
685 * Now we can rule out all placements for
686 * rectangle `index' which _don't_ contain
689 #ifdef SOLVER_DIAGNOSTICS
690 printf("square %d,%d can only be in rectangle %d\n",
693 for (j = 0; j < rectpositions[index].n; j++) {
694 struct rect *r = &rectpositions[index].rects[j];
695 if (x >= r->x && x < r->x + r->w &&
696 y >= r->y && y < r->y + r->h)
697 continue; /* this one is OK */
698 remove_rect_placement(w, h, rectpositions, overlaps,
700 j--; /* don't skip over next placement */
701 done_something = TRUE;
708 * If we've managed to deduce anything by normal means,
709 * loop round again and see if there's more to be done.
710 * Only if normal deduction has completely failed us should
711 * we now move on to narrowing down the possible number
718 * Now we have done everything we can with the current set
719 * of number placements. So we need to winnow the number
720 * placements so as to narrow down the possibilities. We do
721 * this by searching for a candidate placement (of _any_
722 * rectangle) which overlaps a candidate placement of the
723 * number for some other rectangle.
731 int nrpns = 0, rpnsize = 0;
734 for (i = 0; i < nrects; i++) {
735 for (j = 0; j < rectpositions[i].n; j++) {
738 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
739 int y = yy + rectpositions[i].rects[j].y;
740 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
741 int x = xx + rectpositions[i].rects[j].x;
743 if (rectbyplace[y * w + x] >= 0 &&
744 rectbyplace[y * w + x] != i) {
746 * Add this to the list of
747 * winnowing possibilities.
749 if (nrpns >= rpnsize) {
750 rpnsize = rpnsize * 3 / 2 + 32;
751 rpns = sresize(rpns, rpnsize, struct rpn);
753 rpns[nrpns].rect = i;
754 rpns[nrpns].placement = j;
755 rpns[nrpns].number = rectbyplace[y * w + x];
764 #ifdef SOLVER_DIAGNOSTICS
765 printf("%d candidate rect placements we could eliminate\n", nrpns);
769 * Now choose one of these unwanted rectangle
770 * placements, and eliminate it.
772 int index = random_upto(rs, nrpns);
774 struct rpn rpn = rpns[index];
781 r = rectpositions[i].rects[j];
784 * We rule out placement j of rectangle i by means
785 * of removing all of rectangle k's candidate
786 * number placements which do _not_ overlap it.
787 * This will ensure that it is eliminated during
788 * the next pass of rectangle-focused deduction.
790 #ifdef SOLVER_DIAGNOSTICS
791 printf("ensuring number for rect %d is within"
792 " rect %d's placement at %d,%d w=%d h=%d\n",
793 k, i, r.x, r.y, r.w, r.h);
796 for (m = 0; m < numbers[k].npoints; m++) {
797 int x = numbers[k].points[m].x;
798 int y = numbers[k].points[m].y;
800 if (x < r.x || x >= r.x + r.w ||
801 y < r.y || y >= r.y + r.h) {
802 #ifdef SOLVER_DIAGNOSTICS
803 printf("eliminating number for rect %d at %d,%d\n",
806 remove_number_placement(w, h, &numbers[k],
808 m--; /* don't skip the next one */
809 done_something = TRUE;
815 if (!done_something) {
816 #ifdef SOLVER_DIAGNOSTICS
817 printf("terminating deduction loop\n");
824 for (i = 0; i < nrects; i++) {
825 #ifdef SOLVER_DIAGNOSTICS
826 printf("rect %d has %d possible placements\n",
827 i, rectpositions[i].n);
829 assert(rectpositions[i].n > 0);
830 if (rectpositions[i].n > 1)
835 * Free up all allocated storage.
840 for (i = 0; i < nrects; i++)
841 sfree(rectpositions[i].rects);
842 sfree(rectpositions);
847 /* ----------------------------------------------------------------------
848 * Grid generation code.
851 static struct rectlist *get_rectlist(game_params *params, int *grid)
856 struct rect *rects = NULL;
857 int nrects = 0, rectsize = 0;
860 * Maximum rectangle area is 1/6 of total grid size, unless
861 * this means we can't place any rectangles at all in which
862 * case we set it to 2 at minimum.
864 maxarea = params->w * params->h / 6;
868 for (rw = 1; rw <= params->w; rw++)
869 for (rh = 1; rh <= params->h; rh++) {
870 if (rw * rh > maxarea)
874 for (x = 0; x <= params->w - rw; x++)
875 for (y = 0; y <= params->h - rh; y++) {
876 if (nrects >= rectsize) {
877 rectsize = nrects + 256;
878 rects = sresize(rects, rectsize, struct rect);
883 rects[nrects].w = rw;
884 rects[nrects].h = rh;
890 struct rectlist *ret;
891 ret = snew(struct rectlist);
896 assert(rects == NULL); /* hence no need to free */
901 static void free_rectlist(struct rectlist *list)
907 static void place_rect(game_params *params, int *grid, struct rect r)
909 int idx = INDEX(params, r.x, r.y);
912 for (x = r.x; x < r.x+r.w; x++)
913 for (y = r.y; y < r.y+r.h; y++) {
914 index(params, grid, x, y) = idx;
916 #ifdef GENERATION_DIAGNOSTICS
917 printf(" placing rectangle at (%d,%d) size %d x %d\n",
922 static struct rect find_rect(game_params *params, int *grid, int x, int y)
928 * Find the top left of the rectangle.
930 idx = index(params, grid, x, y);
936 return r; /* 1x1 singleton here */
943 * Find the width and height of the rectangle.
946 (x+w < params->w && index(params,grid,x+w,y)==idx);
949 (y+h < params->h && index(params,grid,x,y+h)==idx);
960 #ifdef GENERATION_DIAGNOSTICS
961 static void display_grid(game_params *params, int *grid, int *numbers, int all)
963 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
966 int r = (params->w*2+3);
968 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
970 for (x = 0; x < params->w; x++)
971 for (y = 0; y < params->h; y++) {
972 int i = index(params, grid, x, y);
973 if (x == 0 || index(params, grid, x-1, y) != i)
974 egrid[(2*y+2) * r + (2*x+1)] = 1;
975 if (x == params->w-1 || index(params, grid, x+1, y) != i)
976 egrid[(2*y+2) * r + (2*x+3)] = 1;
977 if (y == 0 || index(params, grid, x, y-1) != i)
978 egrid[(2*y+1) * r + (2*x+2)] = 1;
979 if (y == params->h-1 || index(params, grid, x, y+1) != i)
980 egrid[(2*y+3) * r + (2*x+2)] = 1;
983 for (y = 1; y < 2*params->h+2; y++) {
984 for (x = 1; x < 2*params->w+2; x++) {
986 int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
987 if (k || (all && numbers)) printf("%2d", k); else printf(" ");
988 } else if (!((y&x)&1)) {
989 int v = egrid[y*r+x];
990 if ((y&1) && v) v = '-';
991 if ((x&1) && v) v = '|';
994 if (!(x&1)) putchar(v);
997 if (egrid[y*r+(x+1)]) d |= 1;
998 if (egrid[(y-1)*r+x]) d |= 2;
999 if (egrid[y*r+(x-1)]) d |= 4;
1000 if (egrid[(y+1)*r+x]) d |= 8;
1001 c = " ??+?-++?+|+++++"[d];
1003 if (!(x&1)) putchar(c);
1013 struct game_aux_info {
1015 unsigned char *vedge; /* (w+1) x h */
1016 unsigned char *hedge; /* w x (h+1) */
1019 static char *new_game_desc(game_params *params, random_state *rs,
1020 game_aux_info **aux)
1022 int *grid, *numbers = NULL;
1023 struct rectlist *list;
1024 int x, y, y2, y2last, yx, run, i;
1026 game_params params2real, *params2 = ¶ms2real;
1030 * Set up the smaller width and height which we will use to
1031 * generate the base grid.
1033 params2->w = params->w / (1.0F + params->expandfactor);
1034 if (params2->w < 2 && params->w >= 2) params2->w = 2;
1035 params2->h = params->h / (1.0F + params->expandfactor);
1036 if (params2->h < 2 && params->h >= 2) params2->h = 2;
1038 grid = snewn(params2->w * params2->h, int);
1040 for (y = 0; y < params2->h; y++)
1041 for (x = 0; x < params2->w; x++) {
1042 index(params2, grid, x, y) = -1;
1045 list = get_rectlist(params2, grid);
1046 assert(list != NULL);
1049 * Place rectangles until we can't any more.
1051 while (list->n > 0) {
1056 * Pick a random rectangle.
1058 i = random_upto(rs, list->n);
1064 place_rect(params2, grid, r);
1067 * Winnow the list by removing any rectangles which
1071 for (i = 0; i < list->n; i++) {
1072 struct rect s = list->rects[i];
1073 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
1074 s.y+s.h <= r.y || r.y+r.h <= s.y)
1075 list->rects[m++] = s;
1080 free_rectlist(list);
1083 * Deal with singleton spaces remaining in the grid, one by
1086 * We do this by making a local change to the layout. There are
1087 * several possibilities:
1089 * +-----+-----+ Here, we can remove the singleton by
1090 * | | | extending the 1x2 rectangle below it
1091 * +--+--+-----+ into a 1x3.
1099 * +--+--+--+ Here, that trick doesn't work: there's no
1100 * | | | 1 x n rectangle with the singleton at one
1101 * | | | end. Instead, we extend a 1 x n rectangle
1102 * | | | _out_ from the singleton, shaving a layer
1103 * +--+--+ | off the end of another rectangle. So if we
1104 * | | | | extended up, we'd make our singleton part
1105 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1106 * | | | used to be; or we could extend right into
1107 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1109 * +-----+--+ Here, we can't even do _that_, since any
1110 * | | | direction we choose to extend the singleton
1111 * +--+--+ | will produce a new singleton as a result of
1112 * | | | | truncating one of the size-2 rectangles.
1113 * | +--+--+ Fortunately, this case can _only_ occur when
1114 * | | | a singleton is surrounded by four size-2s
1115 * +--+-----+ in this fashion; so instead we can simply
1116 * replace the whole section with a single 3x3.
1118 for (x = 0; x < params2->w; x++) {
1119 for (y = 0; y < params2->h; y++) {
1120 if (index(params2, grid, x, y) < 0) {
1123 #ifdef GENERATION_DIAGNOSTICS
1124 display_grid(params2, grid, NULL, FALSE);
1125 printf("singleton at %d,%d\n", x, y);
1129 * Check in which directions we can feasibly extend
1130 * the singleton. We can extend in a particular
1131 * direction iff either:
1133 * - the rectangle on that side of the singleton
1134 * is not 2x1, and we are at one end of the edge
1135 * of it we are touching
1137 * - it is 2x1 but we are on its short side.
1139 * FIXME: we could plausibly choose between these
1140 * based on the sizes of the rectangles they would
1144 if (x < params2->w-1) {
1145 struct rect r = find_rect(params2, grid, x+1, y);
1146 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
1147 dirs[ndirs++] = 1; /* right */
1150 struct rect r = find_rect(params2, grid, x, y-1);
1151 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
1152 dirs[ndirs++] = 2; /* up */
1155 struct rect r = find_rect(params2, grid, x-1, y);
1156 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
1157 dirs[ndirs++] = 4; /* left */
1159 if (y < params2->h-1) {
1160 struct rect r = find_rect(params2, grid, x, y+1);
1161 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
1162 dirs[ndirs++] = 8; /* down */
1169 which = random_upto(rs, ndirs);
1174 assert(x < params2->w+1);
1175 #ifdef GENERATION_DIAGNOSTICS
1176 printf("extending right\n");
1178 r1 = find_rect(params2, grid, x+1, y);
1189 #ifdef GENERATION_DIAGNOSTICS
1190 printf("extending up\n");
1192 r1 = find_rect(params2, grid, x, y-1);
1203 #ifdef GENERATION_DIAGNOSTICS
1204 printf("extending left\n");
1206 r1 = find_rect(params2, grid, x-1, y);
1216 assert(y < params2->h+1);
1217 #ifdef GENERATION_DIAGNOSTICS
1218 printf("extending down\n");
1220 r1 = find_rect(params2, grid, x, y+1);
1230 if (r1.h > 0 && r1.w > 0)
1231 place_rect(params2, grid, r1);
1232 place_rect(params2, grid, r2);
1236 * Sanity-check that there really is a 3x3
1237 * rectangle surrounding this singleton and it
1238 * contains absolutely everything we could
1243 assert(x > 0 && x < params2->w-1);
1244 assert(y > 0 && y < params2->h-1);
1246 for (xx = x-1; xx <= x+1; xx++)
1247 for (yy = y-1; yy <= y+1; yy++) {
1248 struct rect r = find_rect(params2,grid,xx,yy);
1251 assert(r.x+r.w-1 <= x+1);
1252 assert(r.y+r.h-1 <= y+1);
1257 #ifdef GENERATION_DIAGNOSTICS
1258 printf("need the 3x3 trick\n");
1262 * FIXME: If the maximum rectangle area for
1263 * this grid is less than 9, we ought to
1264 * subdivide the 3x3 in some fashion. There are
1265 * five other possibilities:
1268 * - a 4, a 3 and a 2
1270 * - a 3 and three 2s (two different arrangements).
1278 place_rect(params2, grid, r);
1286 * We have now constructed a grid of the size specified in
1287 * params2. Now we extend it into a grid of the size specified
1288 * in params. We do this in two passes: we extend it vertically
1289 * until it's the right height, then we transpose it, then
1290 * extend it vertically again (getting it effectively the right
1291 * width), then finally transpose again.
1293 for (i = 0; i < 2; i++) {
1294 int *grid2, *expand, *where;
1295 game_params params3real, *params3 = ¶ms3real;
1297 #ifdef GENERATION_DIAGNOSTICS
1298 printf("before expansion:\n");
1299 display_grid(params2, grid, NULL, TRUE);
1303 * Set up the new grid.
1305 grid2 = snewn(params2->w * params->h, int);
1306 expand = snewn(params2->h-1, int);
1307 where = snewn(params2->w, int);
1308 params3->w = params2->w;
1309 params3->h = params->h;
1312 * Decide which horizontal edges are going to get expanded,
1315 for (y = 0; y < params2->h-1; y++)
1317 for (y = params2->h; y < params->h; y++) {
1318 x = random_upto(rs, params2->h-1);
1322 #ifdef GENERATION_DIAGNOSTICS
1323 printf("expand[] = {");
1324 for (y = 0; y < params2->h-1; y++)
1325 printf(" %d", expand[y]);
1330 * Perform the expansion. The way this works is that we
1333 * - copy a row from grid into grid2
1335 * - invent some number of additional rows in grid2 where
1336 * there was previously only a horizontal line between
1337 * rows in grid, and make random decisions about where
1338 * among these to place each rectangle edge that ran
1341 for (y = y2 = y2last = 0; y < params2->h; y++) {
1343 * Copy a single line from row y of grid into row y2 of
1346 for (x = 0; x < params2->w; x++) {
1347 int val = index(params2, grid, x, y);
1348 if (val / params2->w == y && /* rect starts on this line */
1349 (y2 == 0 || /* we're at the very top, or... */
1350 index(params3, grid2, x, y2-1) / params3->w < y2last
1351 /* this rect isn't already started */))
1352 index(params3, grid2, x, y2) =
1353 INDEX(params3, val % params2->w, y2);
1355 index(params3, grid2, x, y2) =
1356 index(params3, grid2, x, y2-1);
1360 * If that was the last line, terminate the loop early.
1362 if (++y2 == params3->h)
1368 * Invent some number of additional lines. First walk
1369 * along this line working out where to put all the
1370 * edges that coincide with it.
1373 for (x = 0; x < params2->w; x++) {
1374 if (index(params2, grid, x, y) !=
1375 index(params2, grid, x, y+1)) {
1377 * This is a horizontal edge, so it needs
1381 (index(params2, grid, x-1, y) !=
1382 index(params2, grid, x, y) &&
1383 index(params2, grid, x-1, y+1) !=
1384 index(params2, grid, x, y+1))) {
1386 * Here we have the chance to make a new
1389 yx = random_upto(rs, expand[y]+1);
1392 * Here we just reuse the previous value of
1401 for (yx = 0; yx < expand[y]; yx++) {
1403 * Invent a single row. For each square in the row,
1404 * we copy the grid entry from the square above it,
1405 * unless we're starting the new rectangle here.
1407 for (x = 0; x < params2->w; x++) {
1408 if (yx == where[x]) {
1409 int val = index(params2, grid, x, y+1);
1411 val = INDEX(params3, val, y2);
1412 index(params3, grid2, x, y2) = val;
1414 index(params3, grid2, x, y2) =
1415 index(params3, grid2, x, y2-1);
1425 #ifdef GENERATION_DIAGNOSTICS
1426 printf("after expansion:\n");
1427 display_grid(params3, grid2, NULL, TRUE);
1432 params2->w = params3->h;
1433 params2->h = params3->w;
1435 grid = snewn(params2->w * params2->h, int);
1436 for (x = 0; x < params2->w; x++)
1437 for (y = 0; y < params2->h; y++) {
1438 int idx1 = INDEX(params2, x, y);
1439 int idx2 = INDEX(params3, y, x);
1443 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
1452 params->w = params->h;
1456 #ifdef GENERATION_DIAGNOSTICS
1457 printf("after transposition:\n");
1458 display_grid(params2, grid, NULL, TRUE);
1463 * Run the solver to narrow down the possible number
1467 struct numberdata *nd;
1468 int nnumbers, i, ret;
1470 /* Count the rectangles. */
1472 for (y = 0; y < params->h; y++) {
1473 for (x = 0; x < params->w; x++) {
1474 int idx = INDEX(params, x, y);
1475 if (index(params, grid, x, y) == idx)
1480 nd = snewn(nnumbers, struct numberdata);
1482 /* Now set up each number's candidate position list. */
1484 for (y = 0; y < params->h; y++) {
1485 for (x = 0; x < params->w; x++) {
1486 int idx = INDEX(params, x, y);
1487 if (index(params, grid, x, y) == idx) {
1488 struct rect r = find_rect(params, grid, x, y);
1491 nd[i].area = r.w * r.h;
1492 nd[i].npoints = nd[i].area;
1493 nd[i].points = snewn(nd[i].npoints, struct point);
1495 for (j = 0; j < r.h; j++)
1496 for (k = 0; k < r.w; k++) {
1497 nd[i].points[m].x = k + r.x;
1498 nd[i].points[m].y = j + r.y;
1501 assert(m == nd[i].npoints);
1508 ret = rect_solver(params->w, params->h, nnumbers, nd, rs);
1512 * Now place the numbers according to the solver's
1515 numbers = snewn(params->w * params->h, int);
1517 for (y = 0; y < params->h; y++)
1518 for (x = 0; x < params->w; x++) {
1519 index(params, numbers, x, y) = 0;
1522 for (i = 0; i < nnumbers; i++) {
1523 int idx = random_upto(rs, nd[i].npoints);
1524 int x = nd[i].points[idx].x;
1525 int y = nd[i].points[idx].y;
1526 index(params,numbers,x,y) = nd[i].area;
1533 for (i = 0; i < nnumbers; i++)
1534 sfree(nd[i].points);
1538 * If we've succeeded, then terminate the loop.
1545 * Give up and go round again.
1551 * Store the rectangle data in the game_aux_info.
1554 game_aux_info *ai = snew(game_aux_info);
1558 ai->vedge = snewn(ai->w * ai->h, unsigned char);
1559 ai->hedge = snewn(ai->w * ai->h, unsigned char);
1561 for (y = 0; y < params->h; y++)
1562 for (x = 1; x < params->w; x++) {
1564 index(params, grid, x, y) != index(params, grid, x-1, y);
1566 for (y = 1; y < params->h; y++)
1567 for (x = 0; x < params->w; x++) {
1569 index(params, grid, x, y) != index(params, grid, x, y-1);
1575 #ifdef GENERATION_DIAGNOSTICS
1576 display_grid(params, grid, numbers, FALSE);
1579 desc = snewn(11 * params->w * params->h, char);
1582 for (i = 0; i <= params->w * params->h; i++) {
1583 int n = (i < params->w * params->h ? numbers[i] : -1);
1590 int c = 'a' - 1 + run;
1594 run -= c - ('a' - 1);
1598 * If there's a number in the very top left or
1599 * bottom right, there's no point putting an
1600 * unnecessary _ before or after it.
1602 if (p > desc && n > 0)
1606 p += sprintf(p, "%d", n);
1618 static void game_free_aux_info(game_aux_info *ai)
1625 static char *validate_desc(game_params *params, char *desc)
1627 int area = params->w * params->h;
1632 if (n >= 'a' && n <= 'z') {
1633 squares += n - 'a' + 1;
1634 } else if (n == '_') {
1636 } else if (n > '0' && n <= '9') {
1638 while (*desc >= '0' && *desc <= '9')
1641 return "Invalid character in game description";
1645 return "Not enough data to fill grid";
1648 return "Too much data to fit in grid";
1653 static game_state *new_game(game_params *params, char *desc)
1655 game_state *state = snew(game_state);
1658 state->w = params->w;
1659 state->h = params->h;
1661 area = state->w * state->h;
1663 state->grid = snewn(area, int);
1664 state->vedge = snewn(area, unsigned char);
1665 state->hedge = snewn(area, unsigned char);
1666 state->completed = state->cheated = FALSE;
1671 if (n >= 'a' && n <= 'z') {
1672 int run = n - 'a' + 1;
1673 assert(i + run <= area);
1675 state->grid[i++] = 0;
1676 } else if (n == '_') {
1678 } else if (n > '0' && n <= '9') {
1680 state->grid[i++] = atoi(desc-1);
1681 while (*desc >= '0' && *desc <= '9')
1684 assert(!"We can't get here");
1689 for (y = 0; y < state->h; y++)
1690 for (x = 0; x < state->w; x++)
1691 vedge(state,x,y) = hedge(state,x,y) = 0;
1696 static game_state *dup_game(game_state *state)
1698 game_state *ret = snew(game_state);
1703 ret->vedge = snewn(state->w * state->h, unsigned char);
1704 ret->hedge = snewn(state->w * state->h, unsigned char);
1705 ret->grid = snewn(state->w * state->h, int);
1707 ret->completed = state->completed;
1708 ret->cheated = state->cheated;
1710 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
1711 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
1712 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
1717 static void free_game(game_state *state)
1720 sfree(state->vedge);
1721 sfree(state->hedge);
1725 static game_state *solve_game(game_state *state, game_aux_info *ai,
1731 *error = "Solution not known for this puzzle";
1735 assert(state->w == ai->w);
1736 assert(state->h == ai->h);
1738 ret = dup_game(state);
1739 memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
1740 memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
1741 ret->cheated = TRUE;
1746 static char *game_text_format(game_state *state)
1748 char *ret, *p, buf[80];
1749 int i, x, y, col, maxlen;
1752 * First determine the number of spaces required to display a
1753 * number. We'll use at least two, because one looks a bit
1757 for (i = 0; i < state->w * state->h; i++) {
1758 x = sprintf(buf, "%d", state->grid[i]);
1759 if (col < x) col = x;
1763 * Now we know the exact total size of the grid we're going to
1764 * produce: it's got 2*h+1 rows, each containing w lots of col,
1765 * w+1 boundary characters and a trailing newline.
1767 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
1769 ret = snewn(maxlen+1, char);
1772 for (y = 0; y <= 2*state->h; y++) {
1773 for (x = 0; x <= 2*state->w; x++) {
1778 int v = grid(state, x/2, y/2);
1780 sprintf(buf, "%*d", col, v);
1782 sprintf(buf, "%*s", col, "");
1783 memcpy(p, buf, col);
1787 * Display a horizontal edge or nothing.
1789 int h = (y==0 || y==2*state->h ? 1 :
1790 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
1796 for (i = 0; i < col; i++)
1800 * Display a vertical edge or nothing.
1802 int v = (x==0 || x==2*state->w ? 1 :
1803 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
1810 * Display a corner, or a vertical edge, or a
1811 * horizontal edge, or nothing.
1813 int hl = (y==0 || y==2*state->h ? 1 :
1814 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
1815 int hr = (y==0 || y==2*state->h ? 1 :
1816 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
1817 int vu = (x==0 || x==2*state->w ? 1 :
1818 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
1819 int vd = (x==0 || x==2*state->w ? 1 :
1820 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
1821 if (!hl && !hr && !vu && !vd)
1823 else if (hl && hr && !vu && !vd)
1825 else if (!hl && !hr && vu && vd)
1834 assert(p - ret == maxlen);
1839 static unsigned char *get_correct(game_state *state)
1844 ret = snewn(state->w * state->h, unsigned char);
1845 memset(ret, 0xFF, state->w * state->h);
1847 for (x = 0; x < state->w; x++)
1848 for (y = 0; y < state->h; y++)
1849 if (index(state,ret,x,y) == 0xFF) {
1852 int num, area, valid;
1855 * Find a rectangle starting at this point.
1858 while (x+rw < state->w && !vedge(state,x+rw,y))
1861 while (y+rh < state->h && !hedge(state,x,y+rh))
1865 * We know what the dimensions of the rectangle
1866 * should be if it's there at all. Find out if we
1867 * really have a valid rectangle.
1870 /* Check the horizontal edges. */
1871 for (xx = x; xx < x+rw; xx++) {
1872 for (yy = y; yy <= y+rh; yy++) {
1873 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1874 int ec = (yy == y || yy == y+rh);
1879 /* Check the vertical edges. */
1880 for (yy = y; yy < y+rh; yy++) {
1881 for (xx = x; xx <= x+rw; xx++) {
1882 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1883 int ec = (xx == x || xx == x+rw);
1890 * If this is not a valid rectangle with no other
1891 * edges inside it, we just mark this square as not
1892 * complete and proceed to the next square.
1895 index(state, ret, x, y) = 0;
1900 * We have a rectangle. Now see what its area is,
1901 * and how many numbers are in it.
1905 for (xx = x; xx < x+rw; xx++) {
1906 for (yy = y; yy < y+rh; yy++) {
1908 if (grid(state,xx,yy)) {
1910 valid = FALSE; /* two numbers */
1911 num = grid(state,xx,yy);
1919 * Now fill in the whole rectangle based on the
1922 for (xx = x; xx < x+rw; xx++) {
1923 for (yy = y; yy < y+rh; yy++) {
1924 index(state, ret, xx, yy) = valid;
1934 * These coordinates are 2 times the obvious grid coordinates.
1935 * Hence, the top left of the grid is (0,0), the grid point to
1936 * the right of that is (2,0), the one _below that_ is (2,2)
1937 * and so on. This is so that we can specify a drag start point
1938 * on an edge (one odd coordinate) or in the middle of a square
1939 * (two odd coordinates) rather than always at a corner.
1941 * -1,-1 means no drag is in progress.
1948 * This flag is set as soon as a dragging action moves the
1949 * mouse pointer away from its starting point, so that even if
1950 * the pointer _returns_ to its starting point the action is
1951 * treated as a small drag rather than a click.
1956 static game_ui *new_ui(game_state *state)
1958 game_ui *ui = snew(game_ui);
1959 ui->drag_start_x = -1;
1960 ui->drag_start_y = -1;
1961 ui->drag_end_x = -1;
1962 ui->drag_end_y = -1;
1963 ui->dragged = FALSE;
1967 static void free_ui(game_ui *ui)
1972 static void coord_round(float x, float y, int *xr, int *yr)
1974 float xs, ys, xv, yv, dx, dy, dist;
1977 * Find the nearest square-centre.
1979 xs = (float)floor(x) + 0.5F;
1980 ys = (float)floor(y) + 0.5F;
1983 * And find the nearest grid vertex.
1985 xv = (float)floor(x + 0.5F);
1986 yv = (float)floor(y + 0.5F);
1989 * We allocate clicks in parts of the grid square to either
1990 * corners, edges or square centres, as follows:
2006 * In other words: we measure the square distance (i.e.
2007 * max(dx,dy)) from the click to the nearest corner, and if
2008 * it's within CORNER_TOLERANCE then we return a corner click.
2009 * We measure the square distance from the click to the nearest
2010 * centre, and if that's within CENTRE_TOLERANCE we return a
2011 * centre click. Failing that, we find which of the two edge
2012 * centres is nearer to the click and return that edge.
2016 * Check for corner click.
2018 dx = (float)fabs(x - xv);
2019 dy = (float)fabs(y - yv);
2020 dist = (dx > dy ? dx : dy);
2021 if (dist < CORNER_TOLERANCE) {
2026 * Check for centre click.
2028 dx = (float)fabs(x - xs);
2029 dy = (float)fabs(y - ys);
2030 dist = (dx > dy ? dx : dy);
2031 if (dist < CENTRE_TOLERANCE) {
2032 *xr = 1 + 2 * (int)xs;
2033 *yr = 1 + 2 * (int)ys;
2036 * Failing both of those, see which edge we're closer to.
2037 * Conveniently, this is simply done by testing the relative
2038 * magnitude of dx and dy (which are currently distances from
2039 * the square centre).
2042 /* Vertical edge: x-coord of corner,
2043 * y-coord of square centre. */
2045 *yr = 1 + 2 * (int)ys;
2047 /* Horizontal edge: x-coord of square centre,
2048 * y-coord of corner. */
2049 *xr = 1 + 2 * (int)xs;
2056 static void ui_draw_rect(game_state *state, game_ui *ui,
2057 unsigned char *hedge, unsigned char *vedge, int c)
2059 int x1, x2, y1, y2, x, y, t;
2061 x1 = ui->drag_start_x;
2062 x2 = ui->drag_end_x;
2063 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
2065 y1 = ui->drag_start_y;
2066 y2 = ui->drag_end_y;
2067 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
2069 x1 = x1 / 2; /* rounds down */
2070 x2 = (x2+1) / 2; /* rounds up */
2071 y1 = y1 / 2; /* rounds down */
2072 y2 = (y2+1) / 2; /* rounds up */
2075 * Draw horizontal edges of rectangles.
2077 for (x = x1; x < x2; x++)
2078 for (y = y1; y <= y2; y++)
2079 if (HRANGE(state,x,y)) {
2080 int val = index(state,hedge,x,y);
2081 if (y == y1 || y == y2)
2085 index(state,hedge,x,y) = val;
2089 * Draw vertical edges of rectangles.
2091 for (y = y1; y < y2; y++)
2092 for (x = x1; x <= x2; x++)
2093 if (VRANGE(state,x,y)) {
2094 int val = index(state,vedge,x,y);
2095 if (x == x1 || x == x2)
2099 index(state,vedge,x,y) = val;
2103 static game_state *make_move(game_state *from, game_ui *ui,
2104 int x, int y, int button)
2107 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
2110 if (button == LEFT_BUTTON) {
2112 } else if (button == LEFT_RELEASE) {
2114 } else if (button != LEFT_DRAG) {
2118 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
2121 ui->drag_start_x = xc;
2122 ui->drag_start_y = yc;
2123 ui->drag_end_x = xc;
2124 ui->drag_end_y = yc;
2125 ui->dragged = FALSE;
2129 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
2130 ui->drag_end_x = xc;
2131 ui->drag_end_y = yc;
2139 if (xc >= 0 && xc <= 2*from->w &&
2140 yc >= 0 && yc <= 2*from->h) {
2141 ret = dup_game(from);
2144 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
2146 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
2147 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
2149 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
2150 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
2154 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
2155 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
2161 * We've made a real change to the grid. Check to see
2162 * if the game has been completed.
2164 if (ret && !ret->completed) {
2166 unsigned char *correct = get_correct(ret);
2169 for (x = 0; x < ret->w; x++)
2170 for (y = 0; y < ret->h; y++)
2171 if (!index(ret, correct, x, y))
2177 ret->completed = TRUE;
2181 ui->drag_start_x = -1;
2182 ui->drag_start_y = -1;
2183 ui->drag_end_x = -1;
2184 ui->drag_end_y = -1;
2185 ui->dragged = FALSE;
2190 return ret; /* a move has been made */
2192 return from; /* UI activity has occurred */
2197 /* ----------------------------------------------------------------------
2201 #define CORRECT 65536
2203 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
2204 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
2205 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
2207 struct game_drawstate {
2210 unsigned int *visible;
2213 static void game_size(game_params *params, int *x, int *y)
2215 *x = params->w * TILE_SIZE + 2*BORDER + 1;
2216 *y = params->h * TILE_SIZE + 2*BORDER + 1;
2219 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2221 float *ret = snewn(3 * NCOLOURS, float);
2223 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2225 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
2226 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
2227 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
2229 ret[COL_DRAG * 3 + 0] = 1.0F;
2230 ret[COL_DRAG * 3 + 1] = 0.0F;
2231 ret[COL_DRAG * 3 + 2] = 0.0F;
2233 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
2234 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
2235 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
2237 ret[COL_LINE * 3 + 0] = 0.0F;
2238 ret[COL_LINE * 3 + 1] = 0.0F;
2239 ret[COL_LINE * 3 + 2] = 0.0F;
2241 ret[COL_TEXT * 3 + 0] = 0.0F;
2242 ret[COL_TEXT * 3 + 1] = 0.0F;
2243 ret[COL_TEXT * 3 + 2] = 0.0F;
2245 *ncolours = NCOLOURS;
2249 static game_drawstate *game_new_drawstate(game_state *state)
2251 struct game_drawstate *ds = snew(struct game_drawstate);
2254 ds->started = FALSE;
2257 ds->visible = snewn(ds->w * ds->h, unsigned int);
2258 for (i = 0; i < ds->w * ds->h; i++)
2259 ds->visible[i] = 0xFFFF;
2264 static void game_free_drawstate(game_drawstate *ds)
2270 static void draw_tile(frontend *fe, game_state *state, int x, int y,
2271 unsigned char *hedge, unsigned char *vedge,
2272 unsigned char *corners, int correct)
2274 int cx = COORD(x), cy = COORD(y);
2277 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
2278 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
2279 correct ? COL_CORRECT : COL_BACKGROUND);
2281 if (grid(state,x,y)) {
2282 sprintf(str, "%d", grid(state,x,y));
2283 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
2284 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
2290 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
2291 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
2292 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
2294 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
2295 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
2296 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
2298 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
2299 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
2300 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
2302 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
2303 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
2304 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
2310 if (index(state,corners,x,y))
2311 draw_rect(fe, cx, cy, 2, 2,
2312 COLOUR(index(state,corners,x,y)));
2313 if (x+1 < state->w && index(state,corners,x+1,y))
2314 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
2315 COLOUR(index(state,corners,x+1,y)));
2316 if (y+1 < state->h && index(state,corners,x,y+1))
2317 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
2318 COLOUR(index(state,corners,x,y+1)));
2319 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
2320 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
2321 COLOUR(index(state,corners,x+1,y+1)));
2323 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
2326 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
2327 game_state *state, int dir, game_ui *ui,
2328 float animtime, float flashtime)
2331 unsigned char *correct;
2332 unsigned char *hedge, *vedge, *corners;
2334 correct = get_correct(state);
2337 hedge = snewn(state->w*state->h, unsigned char);
2338 vedge = snewn(state->w*state->h, unsigned char);
2339 memcpy(hedge, state->hedge, state->w*state->h);
2340 memcpy(vedge, state->vedge, state->w*state->h);
2341 ui_draw_rect(state, ui, hedge, vedge, 2);
2343 hedge = state->hedge;
2344 vedge = state->vedge;
2347 corners = snewn(state->w * state->h, unsigned char);
2348 memset(corners, 0, state->w * state->h);
2349 for (x = 0; x < state->w; x++)
2350 for (y = 0; y < state->h; y++) {
2352 int e = index(state, vedge, x, y);
2353 if (index(state,corners,x,y) < e)
2354 index(state,corners,x,y) = e;
2355 if (y+1 < state->h &&
2356 index(state,corners,x,y+1) < e)
2357 index(state,corners,x,y+1) = e;
2360 int e = index(state, hedge, x, y);
2361 if (index(state,corners,x,y) < e)
2362 index(state,corners,x,y) = e;
2363 if (x+1 < state->w &&
2364 index(state,corners,x+1,y) < e)
2365 index(state,corners,x+1,y) = e;
2371 state->w * TILE_SIZE + 2*BORDER + 1,
2372 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
2373 draw_rect(fe, COORD(0)-1, COORD(0)-1,
2374 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
2376 draw_update(fe, 0, 0,
2377 state->w * TILE_SIZE + 2*BORDER + 1,
2378 state->h * TILE_SIZE + 2*BORDER + 1);
2381 for (x = 0; x < state->w; x++)
2382 for (y = 0; y < state->h; y++) {
2385 if (HRANGE(state,x,y))
2386 c |= index(state,hedge,x,y);
2387 if (HRANGE(state,x,y+1))
2388 c |= index(state,hedge,x,y+1) << 2;
2389 if (VRANGE(state,x,y))
2390 c |= index(state,vedge,x,y) << 4;
2391 if (VRANGE(state,x+1,y))
2392 c |= index(state,vedge,x+1,y) << 6;
2393 c |= index(state,corners,x,y) << 8;
2395 c |= index(state,corners,x+1,y) << 10;
2397 c |= index(state,corners,x,y+1) << 12;
2398 if (x+1 < state->w && y+1 < state->h)
2399 c |= index(state,corners,x+1,y+1) << 14;
2400 if (index(state, correct, x, y) && !flashtime)
2403 if (index(ds,ds->visible,x,y) != c) {
2404 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
2405 index(ds,ds->visible,x,y) = c;
2409 if (hedge != state->hedge) {
2418 static float game_anim_length(game_state *oldstate,
2419 game_state *newstate, int dir)
2424 static float game_flash_length(game_state *oldstate,
2425 game_state *newstate, int dir)
2427 if (!oldstate->completed && newstate->completed &&
2428 !oldstate->cheated && !newstate->cheated)
2433 static int game_wants_statusbar(void)
2439 #define thegame rect
2442 const struct game thegame = {
2443 "Rectangles", "games.rectangles",
2450 TRUE, game_configure, custom_params,
2459 TRUE, game_text_format,
2466 game_free_drawstate,
2470 game_wants_statusbar,