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 * - It might be interesting to deliberately try to place
20 * numbers so as to reduce alternative solution patterns. I
21 * doubt we can do a perfect job of this, but we can make a
22 * start by, for example, noticing pairs of 2-rects
23 * alongside one another and _not_ putting their numbers at
26 * - If we start by sorting the rectlist in descending order
27 * of area, we might be able to bias our random number
28 * selection to produce a few large rectangles more often
29 * than oodles of small ones? Unsure, but might be worth a
57 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
58 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
59 #define grid(state,x,y) index(state, (state)->grid, x, y)
60 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
61 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
63 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
64 (y) >= dy && (y) < (state)->h )
65 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
66 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
67 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
72 #define CORNER_TOLERANCE 0.15F
73 #define CENTRE_TOLERANCE 0.15F
75 #define FLASH_TIME 0.13F
77 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
78 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
82 int *grid; /* contains the numbers */
83 unsigned char *vedge; /* (w+1) x h */
84 unsigned char *hedge; /* w x (h+1) */
85 int completed, cheated;
88 static game_params *default_params(void)
90 game_params *ret = snew(game_params);
93 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 = 11, h = 11; break;
107 case 2: w = 15, h = 15; break;
108 case 3: w = 19, h = 19; break;
109 default: return FALSE;
112 sprintf(buf, "%dx%d", w, h);
114 *params = ret = snew(game_params);
117 ret->expandfactor = 0.0F;
121 static void free_params(game_params *params)
126 static game_params *dup_params(game_params *params)
128 game_params *ret = snew(game_params);
129 *ret = *params; /* structure copy */
133 static game_params *decode_params(char const *string)
135 game_params *ret = default_params();
137 ret->w = ret->h = atoi(string);
138 ret->expandfactor = 0.0F;
139 while (*string && isdigit((unsigned char)*string)) string++;
140 if (*string == 'x') {
142 ret->h = atoi(string);
143 while (*string && isdigit((unsigned char)*string)) string++;
145 if (*string == 'e') {
147 ret->expandfactor = atof(string);
153 static char *encode_params(game_params *params)
157 sprintf(data, "%dx%d", params->w, params->h);
162 static config_item *game_configure(game_params *params)
167 ret = snewn(5, config_item);
169 ret[0].name = "Width";
170 ret[0].type = C_STRING;
171 sprintf(buf, "%d", params->w);
172 ret[0].sval = dupstr(buf);
175 ret[1].name = "Height";
176 ret[1].type = C_STRING;
177 sprintf(buf, "%d", params->h);
178 ret[1].sval = dupstr(buf);
181 ret[2].name = "Expansion factor";
182 ret[2].type = C_STRING;
183 sprintf(buf, "%g", params->expandfactor);
184 ret[2].sval = dupstr(buf);
195 static game_params *custom_params(config_item *cfg)
197 game_params *ret = snew(game_params);
199 ret->w = atoi(cfg[0].sval);
200 ret->h = atoi(cfg[1].sval);
201 ret->expandfactor = atof(cfg[2].sval);
206 static char *validate_params(game_params *params)
208 if (params->w <= 0 && params->h <= 0)
209 return "Width and height must both be greater than zero";
210 if (params->w < 2 && params->h < 2)
211 return "Grid area must be greater than one";
212 if (params->expandfactor < 0.0F)
213 return "Expansion factor may not be negative";
227 static struct rectlist *get_rectlist(game_params *params, int *grid)
232 struct rect *rects = NULL;
233 int nrects = 0, rectsize = 0;
236 * Maximum rectangle area is 1/6 of total grid size, unless
237 * this means we can't place any rectangles at all in which
238 * case we set it to 2 at minimum.
240 maxarea = params->w * params->h / 6;
244 for (rw = 1; rw <= params->w; rw++)
245 for (rh = 1; rh <= params->h; rh++) {
246 if (rw * rh > maxarea)
250 for (x = 0; x <= params->w - rw; x++)
251 for (y = 0; y <= params->h - rh; y++) {
252 if (nrects >= rectsize) {
253 rectsize = nrects + 256;
254 rects = sresize(rects, rectsize, struct rect);
259 rects[nrects].w = rw;
260 rects[nrects].h = rh;
266 struct rectlist *ret;
267 ret = snew(struct rectlist);
272 assert(rects == NULL); /* hence no need to free */
277 static void free_rectlist(struct rectlist *list)
283 static void place_rect(game_params *params, int *grid, struct rect r)
285 int idx = INDEX(params, r.x, r.y);
288 for (x = r.x; x < r.x+r.w; x++)
289 for (y = r.y; y < r.y+r.h; y++) {
290 index(params, grid, x, y) = idx;
292 #ifdef GENERATION_DIAGNOSTICS
293 printf(" placing rectangle at (%d,%d) size %d x %d\n",
298 static struct rect find_rect(game_params *params, int *grid, int x, int y)
304 * Find the top left of the rectangle.
306 idx = index(params, grid, x, y);
312 return r; /* 1x1 singleton here */
319 * Find the width and height of the rectangle.
322 (x+w < params->w && index(params,grid,x+w,y)==idx);
325 (y+h < params->h && index(params,grid,x,y+h)==idx);
336 #ifdef GENERATION_DIAGNOSTICS
337 static void display_grid(game_params *params, int *grid, int *numbers, int all)
339 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
342 int r = (params->w*2+3);
344 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
346 for (x = 0; x < params->w; x++)
347 for (y = 0; y < params->h; y++) {
348 int i = index(params, grid, x, y);
349 if (x == 0 || index(params, grid, x-1, y) != i)
350 egrid[(2*y+2) * r + (2*x+1)] = 1;
351 if (x == params->w-1 || index(params, grid, x+1, y) != i)
352 egrid[(2*y+2) * r + (2*x+3)] = 1;
353 if (y == 0 || index(params, grid, x, y-1) != i)
354 egrid[(2*y+1) * r + (2*x+2)] = 1;
355 if (y == params->h-1 || index(params, grid, x, y+1) != i)
356 egrid[(2*y+3) * r + (2*x+2)] = 1;
359 for (y = 1; y < 2*params->h+2; y++) {
360 for (x = 1; x < 2*params->w+2; x++) {
362 int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
363 if (k || (all && numbers)) printf("%2d", k); else printf(" ");
364 } else if (!((y&x)&1)) {
365 int v = egrid[y*r+x];
366 if ((y&1) && v) v = '-';
367 if ((x&1) && v) v = '|';
370 if (!(x&1)) putchar(v);
373 if (egrid[y*r+(x+1)]) d |= 1;
374 if (egrid[(y-1)*r+x]) d |= 2;
375 if (egrid[y*r+(x-1)]) d |= 4;
376 if (egrid[(y+1)*r+x]) d |= 8;
377 c = " ??+?-++?+|+++++"[d];
379 if (!(x&1)) putchar(c);
389 struct game_aux_info {
391 unsigned char *vedge; /* (w+1) x h */
392 unsigned char *hedge; /* w x (h+1) */
395 static char *new_game_seed(game_params *params, random_state *rs,
399 struct rectlist *list;
400 int x, y, y2, y2last, yx, run, i;
402 game_params params2real, *params2 = ¶ms2real;
405 * Set up the smaller width and height which we will use to
406 * generate the base grid.
408 params2->w = params->w / (1.0F + params->expandfactor);
409 if (params2->w < 2 && params->w >= 2) params2->w = 2;
410 params2->h = params->h / (1.0F + params->expandfactor);
411 if (params2->h < 2 && params->h >= 2) params2->h = 2;
413 grid = snewn(params2->w * params2->h, int);
415 for (y = 0; y < params2->h; y++)
416 for (x = 0; x < params2->w; x++) {
417 index(params2, grid, x, y) = -1;
420 list = get_rectlist(params2, grid);
421 assert(list != NULL);
424 * Place rectangles until we can't any more.
426 while (list->n > 0) {
431 * Pick a random rectangle.
433 i = random_upto(rs, list->n);
439 place_rect(params2, grid, r);
442 * Winnow the list by removing any rectangles which
446 for (i = 0; i < list->n; i++) {
447 struct rect s = list->rects[i];
448 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
449 s.y+s.h <= r.y || r.y+r.h <= s.y)
450 list->rects[m++] = s;
458 * Deal with singleton spaces remaining in the grid, one by
461 * We do this by making a local change to the layout. There are
462 * several possibilities:
464 * +-----+-----+ Here, we can remove the singleton by
465 * | | | extending the 1x2 rectangle below it
466 * +--+--+-----+ into a 1x3.
474 * +--+--+--+ Here, that trick doesn't work: there's no
475 * | | | 1 x n rectangle with the singleton at one
476 * | | | end. Instead, we extend a 1 x n rectangle
477 * | | | _out_ from the singleton, shaving a layer
478 * +--+--+ | off the end of another rectangle. So if we
479 * | | | | extended up, we'd make our singleton part
480 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
481 * | | | used to be; or we could extend right into
482 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
484 * +-----+--+ Here, we can't even do _that_, since any
485 * | | | direction we choose to extend the singleton
486 * +--+--+ | will produce a new singleton as a result of
487 * | | | | truncating one of the size-2 rectangles.
488 * | +--+--+ Fortunately, this case can _only_ occur when
489 * | | | a singleton is surrounded by four size-2s
490 * +--+-----+ in this fashion; so instead we can simply
491 * replace the whole section with a single 3x3.
493 for (x = 0; x < params2->w; x++) {
494 for (y = 0; y < params2->h; y++) {
495 if (index(params2, grid, x, y) < 0) {
498 #ifdef GENERATION_DIAGNOSTICS
499 display_grid(params2, grid, NULL, FALSE);
500 printf("singleton at %d,%d\n", x, y);
504 * Check in which directions we can feasibly extend
505 * the singleton. We can extend in a particular
506 * direction iff either:
508 * - the rectangle on that side of the singleton
509 * is not 2x1, and we are at one end of the edge
510 * of it we are touching
512 * - it is 2x1 but we are on its short side.
514 * FIXME: we could plausibly choose between these
515 * based on the sizes of the rectangles they would
519 if (x < params2->w-1) {
520 struct rect r = find_rect(params2, grid, x+1, y);
521 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
522 dirs[ndirs++] = 1; /* right */
525 struct rect r = find_rect(params2, grid, x, y-1);
526 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
527 dirs[ndirs++] = 2; /* up */
530 struct rect r = find_rect(params2, grid, x-1, y);
531 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
532 dirs[ndirs++] = 4; /* left */
534 if (y < params2->h-1) {
535 struct rect r = find_rect(params2, grid, x, y+1);
536 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
537 dirs[ndirs++] = 8; /* down */
544 which = random_upto(rs, ndirs);
549 assert(x < params2->w+1);
550 #ifdef GENERATION_DIAGNOSTICS
551 printf("extending right\n");
553 r1 = find_rect(params2, grid, x+1, y);
564 #ifdef GENERATION_DIAGNOSTICS
565 printf("extending up\n");
567 r1 = find_rect(params2, grid, x, y-1);
578 #ifdef GENERATION_DIAGNOSTICS
579 printf("extending left\n");
581 r1 = find_rect(params2, grid, x-1, y);
591 assert(y < params2->h+1);
592 #ifdef GENERATION_DIAGNOSTICS
593 printf("extending down\n");
595 r1 = find_rect(params2, grid, x, y+1);
605 if (r1.h > 0 && r1.w > 0)
606 place_rect(params2, grid, r1);
607 place_rect(params2, grid, r2);
611 * Sanity-check that there really is a 3x3
612 * rectangle surrounding this singleton and it
613 * contains absolutely everything we could
618 assert(x > 0 && x < params2->w-1);
619 assert(y > 0 && y < params2->h-1);
621 for (xx = x-1; xx <= x+1; xx++)
622 for (yy = y-1; yy <= y+1; yy++) {
623 struct rect r = find_rect(params2,grid,xx,yy);
626 assert(r.x+r.w-1 <= x+1);
627 assert(r.y+r.h-1 <= y+1);
632 #ifdef GENERATION_DIAGNOSTICS
633 printf("need the 3x3 trick\n");
637 * FIXME: If the maximum rectangle area for
638 * this grid is less than 9, we ought to
639 * subdivide the 3x3 in some fashion. There are
640 * five other possibilities:
645 * - a 3 and three 2s (two different arrangements).
653 place_rect(params2, grid, r);
661 * We have now constructed a grid of the size specified in
662 * params2. Now we extend it into a grid of the size specified
663 * in params. We do this in two passes: we extend it vertically
664 * until it's the right height, then we transpose it, then
665 * extend it vertically again (getting it effectively the right
666 * width), then finally transpose again.
668 for (i = 0; i < 2; i++) {
669 int *grid2, *expand, *where;
670 game_params params3real, *params3 = ¶ms3real;
672 #ifdef GENERATION_DIAGNOSTICS
673 printf("before expansion:\n");
674 display_grid(params2, grid, NULL, TRUE);
678 * Set up the new grid.
680 grid2 = snewn(params2->w * params->h, int);
681 expand = snewn(params2->h-1, int);
682 where = snewn(params2->w, int);
683 params3->w = params2->w;
684 params3->h = params->h;
687 * Decide which horizontal edges are going to get expanded,
690 for (y = 0; y < params2->h-1; y++)
692 for (y = params2->h; y < params->h; y++) {
693 x = random_upto(rs, params2->h-1);
697 #ifdef GENERATION_DIAGNOSTICS
698 printf("expand[] = {");
699 for (y = 0; y < params2->h-1; y++)
700 printf(" %d", expand[y]);
705 * Perform the expansion. The way this works is that we
708 * - copy a row from grid into grid2
710 * - invent some number of additional rows in grid2 where
711 * there was previously only a horizontal line between
712 * rows in grid, and make random decisions about where
713 * among these to place each rectangle edge that ran
716 for (y = y2 = y2last = 0; y < params2->h; y++) {
718 * Copy a single line from row y of grid into row y2 of
721 for (x = 0; x < params2->w; x++) {
722 int val = index(params2, grid, x, y);
723 if (val / params2->w == y && /* rect starts on this line */
724 (y2 == 0 || /* we're at the very top, or... */
725 index(params3, grid2, x, y2-1) / params3->w < y2last
726 /* this rect isn't already started */))
727 index(params3, grid2, x, y2) =
728 INDEX(params3, val % params2->w, y2);
730 index(params3, grid2, x, y2) =
731 index(params3, grid2, x, y2-1);
735 * If that was the last line, terminate the loop early.
737 if (++y2 == params3->h)
743 * Invent some number of additional lines. First walk
744 * along this line working out where to put all the
745 * edges that coincide with it.
748 for (x = 0; x < params2->w; x++) {
749 if (index(params2, grid, x, y) !=
750 index(params2, grid, x, y+1)) {
752 * This is a horizontal edge, so it needs
756 (index(params2, grid, x-1, y) !=
757 index(params2, grid, x, y) &&
758 index(params2, grid, x-1, y+1) !=
759 index(params2, grid, x, y+1))) {
761 * Here we have the chance to make a new
764 yx = random_upto(rs, expand[y]+1);
767 * Here we just reuse the previous value of
776 for (yx = 0; yx < expand[y]; yx++) {
778 * Invent a single row. For each square in the row,
779 * we copy the grid entry from the square above it,
780 * unless we're starting the new rectangle here.
782 for (x = 0; x < params2->w; x++) {
783 if (yx == where[x]) {
784 int val = index(params2, grid, x, y+1);
786 val = INDEX(params3, val, y2);
787 index(params3, grid2, x, y2) = val;
789 index(params3, grid2, x, y2) =
790 index(params3, grid2, x, y2-1);
800 #ifdef GENERATION_DIAGNOSTICS
801 printf("after expansion:\n");
802 display_grid(params3, grid2, NULL, TRUE);
807 params2->w = params3->h;
808 params2->h = params3->w;
810 grid = snewn(params2->w * params2->h, int);
811 for (x = 0; x < params2->w; x++)
812 for (y = 0; y < params2->h; y++) {
813 int idx1 = INDEX(params2, x, y);
814 int idx2 = INDEX(params3, y, x);
818 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
827 params->w = params->h;
831 #ifdef GENERATION_DIAGNOSTICS
832 printf("after transposition:\n");
833 display_grid(params2, grid, NULL, TRUE);
838 * Store the rectangle data in the game_aux_info.
841 game_aux_info *ai = snew(game_aux_info);
845 ai->vedge = snewn(ai->w * ai->h, unsigned char);
846 ai->hedge = snewn(ai->w * ai->h, unsigned char);
848 for (y = 0; y < params->h; y++)
849 for (x = 1; x < params->w; x++) {
851 index(params, grid, x, y) != index(params, grid, x-1, y);
853 for (y = 1; y < params->h; y++)
854 for (x = 0; x < params->w; x++) {
856 index(params, grid, x, y) != index(params, grid, x, y-1);
865 numbers = snewn(params->w * params->h, int);
867 for (y = 0; y < params->h; y++)
868 for (x = 0; x < params->w; x++) {
869 index(params, numbers, x, y) = 0;
872 for (x = 0; x < params->w; x++) {
873 for (y = 0; y < params->h; y++) {
874 int idx = INDEX(params, x, y);
875 if (index(params, grid, x, y) == idx) {
876 struct rect r = find_rect(params, grid, x, y);
880 * Decide where to put the number.
882 n = random_upto(rs, r.w*r.h);
885 index(params,numbers,x+xx,y+yy) = r.w*r.h;
890 #ifdef GENERATION_DIAGNOSTICS
891 display_grid(params, grid, numbers, FALSE);
894 seed = snewn(11 * params->w * params->h, char);
897 for (i = 0; i <= params->w * params->h; i++) {
898 int n = (i < params->w * params->h ? numbers[i] : -1);
905 int c = 'a' - 1 + run;
909 run -= c - ('a' - 1);
913 * If there's a number in the very top left or
914 * bottom right, there's no point putting an
915 * unnecessary _ before or after it.
917 if (p > seed && n > 0)
921 p += sprintf(p, "%d", n);
933 static void game_free_aux_info(game_aux_info *ai)
940 static char *validate_seed(game_params *params, char *seed)
942 int area = params->w * params->h;
947 if (n >= 'a' && n <= 'z') {
948 squares += n - 'a' + 1;
949 } else if (n == '_') {
951 } else if (n > '0' && n <= '9') {
953 while (*seed >= '0' && *seed <= '9')
956 return "Invalid character in game specification";
960 return "Not enough data to fill grid";
963 return "Too much data to fit in grid";
968 static game_state *new_game(game_params *params, char *seed)
970 game_state *state = snew(game_state);
973 state->w = params->w;
974 state->h = params->h;
976 area = state->w * state->h;
978 state->grid = snewn(area, int);
979 state->vedge = snewn(area, unsigned char);
980 state->hedge = snewn(area, unsigned char);
981 state->completed = state->cheated = FALSE;
986 if (n >= 'a' && n <= 'z') {
987 int run = n - 'a' + 1;
988 assert(i + run <= area);
990 state->grid[i++] = 0;
991 } else if (n == '_') {
993 } else if (n > '0' && n <= '9') {
995 state->grid[i++] = atoi(seed-1);
996 while (*seed >= '0' && *seed <= '9')
999 assert(!"We can't get here");
1004 for (y = 0; y < state->h; y++)
1005 for (x = 0; x < state->w; x++)
1006 vedge(state,x,y) = hedge(state,x,y) = 0;
1011 static game_state *dup_game(game_state *state)
1013 game_state *ret = snew(game_state);
1018 ret->vedge = snewn(state->w * state->h, unsigned char);
1019 ret->hedge = snewn(state->w * state->h, unsigned char);
1020 ret->grid = snewn(state->w * state->h, int);
1022 ret->completed = state->completed;
1023 ret->cheated = state->cheated;
1025 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
1026 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
1027 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
1032 static void free_game(game_state *state)
1035 sfree(state->vedge);
1036 sfree(state->hedge);
1040 static game_state *solve_game(game_state *state, game_aux_info *ai,
1046 *error = "Solution not known for this puzzle";
1050 assert(state->w == ai->w);
1051 assert(state->h == ai->h);
1053 ret = dup_game(state);
1054 memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
1055 memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
1056 ret->cheated = TRUE;
1061 static char *game_text_format(game_state *state)
1063 char *ret, *p, buf[80];
1064 int i, x, y, col, maxlen;
1067 * First determine the number of spaces required to display a
1068 * number. We'll use at least two, because one looks a bit
1072 for (i = 0; i < state->w * state->h; i++) {
1073 x = sprintf(buf, "%d", state->grid[i]);
1074 if (col < x) col = x;
1078 * Now we know the exact total size of the grid we're going to
1079 * produce: it's got 2*h+1 rows, each containing w lots of col,
1080 * w+1 boundary characters and a trailing newline.
1082 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
1084 ret = snewn(maxlen, char);
1087 for (y = 0; y <= 2*state->h; y++) {
1088 for (x = 0; x <= 2*state->w; x++) {
1093 int v = grid(state, x/2, y/2);
1095 sprintf(buf, "%*d", col, v);
1097 sprintf(buf, "%*s", col, "");
1098 memcpy(p, buf, col);
1102 * Display a horizontal edge or nothing.
1104 int h = (y==0 || y==2*state->h ? 1 :
1105 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
1111 for (i = 0; i < col; i++)
1115 * Display a vertical edge or nothing.
1117 int v = (x==0 || x==2*state->w ? 1 :
1118 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
1125 * Display a corner, or a vertical edge, or a
1126 * horizontal edge, or nothing.
1128 int hl = (y==0 || y==2*state->h ? 1 :
1129 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
1130 int hr = (y==0 || y==2*state->h ? 1 :
1131 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
1132 int vu = (x==0 || x==2*state->w ? 1 :
1133 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
1134 int vd = (x==0 || x==2*state->w ? 1 :
1135 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
1136 if (!hl && !hr && !vu && !vd)
1138 else if (hl && hr && !vu && !vd)
1140 else if (!hl && !hr && vu && vd)
1149 assert(p - ret == maxlen);
1154 static unsigned char *get_correct(game_state *state)
1159 ret = snewn(state->w * state->h, unsigned char);
1160 memset(ret, 0xFF, state->w * state->h);
1162 for (x = 0; x < state->w; x++)
1163 for (y = 0; y < state->h; y++)
1164 if (index(state,ret,x,y) == 0xFF) {
1167 int num, area, valid;
1170 * Find a rectangle starting at this point.
1173 while (x+rw < state->w && !vedge(state,x+rw,y))
1176 while (y+rh < state->h && !hedge(state,x,y+rh))
1180 * We know what the dimensions of the rectangle
1181 * should be if it's there at all. Find out if we
1182 * really have a valid rectangle.
1185 /* Check the horizontal edges. */
1186 for (xx = x; xx < x+rw; xx++) {
1187 for (yy = y; yy <= y+rh; yy++) {
1188 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1189 int ec = (yy == y || yy == y+rh);
1194 /* Check the vertical edges. */
1195 for (yy = y; yy < y+rh; yy++) {
1196 for (xx = x; xx <= x+rw; xx++) {
1197 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1198 int ec = (xx == x || xx == x+rw);
1205 * If this is not a valid rectangle with no other
1206 * edges inside it, we just mark this square as not
1207 * complete and proceed to the next square.
1210 index(state, ret, x, y) = 0;
1215 * We have a rectangle. Now see what its area is,
1216 * and how many numbers are in it.
1220 for (xx = x; xx < x+rw; xx++) {
1221 for (yy = y; yy < y+rh; yy++) {
1223 if (grid(state,xx,yy)) {
1225 valid = FALSE; /* two numbers */
1226 num = grid(state,xx,yy);
1234 * Now fill in the whole rectangle based on the
1237 for (xx = x; xx < x+rw; xx++) {
1238 for (yy = y; yy < y+rh; yy++) {
1239 index(state, ret, xx, yy) = valid;
1249 * These coordinates are 2 times the obvious grid coordinates.
1250 * Hence, the top left of the grid is (0,0), the grid point to
1251 * the right of that is (2,0), the one _below that_ is (2,2)
1252 * and so on. This is so that we can specify a drag start point
1253 * on an edge (one odd coordinate) or in the middle of a square
1254 * (two odd coordinates) rather than always at a corner.
1256 * -1,-1 means no drag is in progress.
1263 * This flag is set as soon as a dragging action moves the
1264 * mouse pointer away from its starting point, so that even if
1265 * the pointer _returns_ to its starting point the action is
1266 * treated as a small drag rather than a click.
1271 static game_ui *new_ui(game_state *state)
1273 game_ui *ui = snew(game_ui);
1274 ui->drag_start_x = -1;
1275 ui->drag_start_y = -1;
1276 ui->drag_end_x = -1;
1277 ui->drag_end_y = -1;
1278 ui->dragged = FALSE;
1282 static void free_ui(game_ui *ui)
1287 static void coord_round(float x, float y, int *xr, int *yr)
1289 float xs, ys, xv, yv, dx, dy, dist;
1292 * Find the nearest square-centre.
1294 xs = (float)floor(x) + 0.5F;
1295 ys = (float)floor(y) + 0.5F;
1298 * And find the nearest grid vertex.
1300 xv = (float)floor(x + 0.5F);
1301 yv = (float)floor(y + 0.5F);
1304 * We allocate clicks in parts of the grid square to either
1305 * corners, edges or square centres, as follows:
1321 * In other words: we measure the square distance (i.e.
1322 * max(dx,dy)) from the click to the nearest corner, and if
1323 * it's within CORNER_TOLERANCE then we return a corner click.
1324 * We measure the square distance from the click to the nearest
1325 * centre, and if that's within CENTRE_TOLERANCE we return a
1326 * centre click. Failing that, we find which of the two edge
1327 * centres is nearer to the click and return that edge.
1331 * Check for corner click.
1333 dx = (float)fabs(x - xv);
1334 dy = (float)fabs(y - yv);
1335 dist = (dx > dy ? dx : dy);
1336 if (dist < CORNER_TOLERANCE) {
1341 * Check for centre click.
1343 dx = (float)fabs(x - xs);
1344 dy = (float)fabs(y - ys);
1345 dist = (dx > dy ? dx : dy);
1346 if (dist < CENTRE_TOLERANCE) {
1347 *xr = 1 + 2 * (int)xs;
1348 *yr = 1 + 2 * (int)ys;
1351 * Failing both of those, see which edge we're closer to.
1352 * Conveniently, this is simply done by testing the relative
1353 * magnitude of dx and dy (which are currently distances from
1354 * the square centre).
1357 /* Vertical edge: x-coord of corner,
1358 * y-coord of square centre. */
1360 *yr = 1 + 2 * (int)ys;
1362 /* Horizontal edge: x-coord of square centre,
1363 * y-coord of corner. */
1364 *xr = 1 + 2 * (int)xs;
1371 static void ui_draw_rect(game_state *state, game_ui *ui,
1372 unsigned char *hedge, unsigned char *vedge, int c)
1374 int x1, x2, y1, y2, x, y, t;
1376 x1 = ui->drag_start_x;
1377 x2 = ui->drag_end_x;
1378 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1380 y1 = ui->drag_start_y;
1381 y2 = ui->drag_end_y;
1382 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1384 x1 = x1 / 2; /* rounds down */
1385 x2 = (x2+1) / 2; /* rounds up */
1386 y1 = y1 / 2; /* rounds down */
1387 y2 = (y2+1) / 2; /* rounds up */
1390 * Draw horizontal edges of rectangles.
1392 for (x = x1; x < x2; x++)
1393 for (y = y1; y <= y2; y++)
1394 if (HRANGE(state,x,y)) {
1395 int val = index(state,hedge,x,y);
1396 if (y == y1 || y == y2)
1400 index(state,hedge,x,y) = val;
1404 * Draw vertical edges of rectangles.
1406 for (y = y1; y < y2; y++)
1407 for (x = x1; x <= x2; x++)
1408 if (VRANGE(state,x,y)) {
1409 int val = index(state,vedge,x,y);
1410 if (x == x1 || x == x2)
1414 index(state,vedge,x,y) = val;
1418 static game_state *make_move(game_state *from, game_ui *ui,
1419 int x, int y, int button)
1422 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1425 if (button == LEFT_BUTTON) {
1427 } else if (button == LEFT_RELEASE) {
1429 } else if (button != LEFT_DRAG) {
1433 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1436 ui->drag_start_x = xc;
1437 ui->drag_start_y = yc;
1438 ui->drag_end_x = xc;
1439 ui->drag_end_y = yc;
1440 ui->dragged = FALSE;
1444 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1445 ui->drag_end_x = xc;
1446 ui->drag_end_y = yc;
1454 if (xc >= 0 && xc <= 2*from->w &&
1455 yc >= 0 && yc <= 2*from->h) {
1456 ret = dup_game(from);
1459 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1461 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1462 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1464 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1465 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1469 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1470 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1476 * We've made a real change to the grid. Check to see
1477 * if the game has been completed.
1479 if (ret && !ret->completed) {
1481 unsigned char *correct = get_correct(ret);
1484 for (x = 0; x < ret->w; x++)
1485 for (y = 0; y < ret->h; y++)
1486 if (!index(ret, correct, x, y))
1492 ret->completed = TRUE;
1496 ui->drag_start_x = -1;
1497 ui->drag_start_y = -1;
1498 ui->drag_end_x = -1;
1499 ui->drag_end_y = -1;
1500 ui->dragged = FALSE;
1505 return ret; /* a move has been made */
1507 return from; /* UI activity has occurred */
1512 /* ----------------------------------------------------------------------
1516 #define CORRECT 65536
1518 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1519 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1520 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1522 struct game_drawstate {
1525 unsigned int *visible;
1528 static void game_size(game_params *params, int *x, int *y)
1530 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1531 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1534 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1536 float *ret = snewn(3 * NCOLOURS, float);
1538 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1540 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1541 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1542 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1544 ret[COL_DRAG * 3 + 0] = 1.0F;
1545 ret[COL_DRAG * 3 + 1] = 0.0F;
1546 ret[COL_DRAG * 3 + 2] = 0.0F;
1548 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1549 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1550 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1552 ret[COL_LINE * 3 + 0] = 0.0F;
1553 ret[COL_LINE * 3 + 1] = 0.0F;
1554 ret[COL_LINE * 3 + 2] = 0.0F;
1556 ret[COL_TEXT * 3 + 0] = 0.0F;
1557 ret[COL_TEXT * 3 + 1] = 0.0F;
1558 ret[COL_TEXT * 3 + 2] = 0.0F;
1560 *ncolours = NCOLOURS;
1564 static game_drawstate *game_new_drawstate(game_state *state)
1566 struct game_drawstate *ds = snew(struct game_drawstate);
1569 ds->started = FALSE;
1572 ds->visible = snewn(ds->w * ds->h, unsigned int);
1573 for (i = 0; i < ds->w * ds->h; i++)
1574 ds->visible[i] = 0xFFFF;
1579 static void game_free_drawstate(game_drawstate *ds)
1585 static void draw_tile(frontend *fe, game_state *state, int x, int y,
1586 unsigned char *hedge, unsigned char *vedge,
1587 unsigned char *corners, int correct)
1589 int cx = COORD(x), cy = COORD(y);
1592 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1593 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1594 correct ? COL_CORRECT : COL_BACKGROUND);
1596 if (grid(state,x,y)) {
1597 sprintf(str, "%d", grid(state,x,y));
1598 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1599 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1605 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1606 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1607 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1609 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1610 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1611 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1613 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1614 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1615 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1617 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1618 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1619 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1625 if (index(state,corners,x,y))
1626 draw_rect(fe, cx, cy, 2, 2,
1627 COLOUR(index(state,corners,x,y)));
1628 if (x+1 < state->w && index(state,corners,x+1,y))
1629 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1630 COLOUR(index(state,corners,x+1,y)));
1631 if (y+1 < state->h && index(state,corners,x,y+1))
1632 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1633 COLOUR(index(state,corners,x,y+1)));
1634 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
1635 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1636 COLOUR(index(state,corners,x+1,y+1)));
1638 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1641 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1642 game_state *state, int dir, game_ui *ui,
1643 float animtime, float flashtime)
1646 unsigned char *correct;
1647 unsigned char *hedge, *vedge, *corners;
1649 correct = get_correct(state);
1652 hedge = snewn(state->w*state->h, unsigned char);
1653 vedge = snewn(state->w*state->h, unsigned char);
1654 memcpy(hedge, state->hedge, state->w*state->h);
1655 memcpy(vedge, state->vedge, state->w*state->h);
1656 ui_draw_rect(state, ui, hedge, vedge, 2);
1658 hedge = state->hedge;
1659 vedge = state->vedge;
1662 corners = snewn(state->w * state->h, unsigned char);
1663 memset(corners, 0, state->w * state->h);
1664 for (x = 0; x < state->w; x++)
1665 for (y = 0; y < state->h; y++) {
1667 int e = index(state, vedge, x, y);
1668 if (index(state,corners,x,y) < e)
1669 index(state,corners,x,y) = e;
1670 if (y+1 < state->h &&
1671 index(state,corners,x,y+1) < e)
1672 index(state,corners,x,y+1) = e;
1675 int e = index(state, hedge, x, y);
1676 if (index(state,corners,x,y) < e)
1677 index(state,corners,x,y) = e;
1678 if (x+1 < state->w &&
1679 index(state,corners,x+1,y) < e)
1680 index(state,corners,x+1,y) = e;
1686 state->w * TILE_SIZE + 2*BORDER + 1,
1687 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1688 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1689 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1691 draw_update(fe, 0, 0,
1692 state->w * TILE_SIZE + 2*BORDER + 1,
1693 state->h * TILE_SIZE + 2*BORDER + 1);
1696 for (x = 0; x < state->w; x++)
1697 for (y = 0; y < state->h; y++) {
1700 if (HRANGE(state,x,y))
1701 c |= index(state,hedge,x,y);
1702 if (HRANGE(state,x,y+1))
1703 c |= index(state,hedge,x,y+1) << 2;
1704 if (VRANGE(state,x,y))
1705 c |= index(state,vedge,x,y) << 4;
1706 if (VRANGE(state,x+1,y))
1707 c |= index(state,vedge,x+1,y) << 6;
1708 c |= index(state,corners,x,y) << 8;
1710 c |= index(state,corners,x+1,y) << 10;
1712 c |= index(state,corners,x,y+1) << 12;
1713 if (x+1 < state->w && y+1 < state->h)
1714 c |= index(state,corners,x+1,y+1) << 14;
1715 if (index(state, correct, x, y) && !flashtime)
1718 if (index(ds,ds->visible,x,y) != c) {
1719 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1720 index(ds,ds->visible,x,y) = c;
1724 if (hedge != state->hedge) {
1733 static float game_anim_length(game_state *oldstate,
1734 game_state *newstate, int dir)
1739 static float game_flash_length(game_state *oldstate,
1740 game_state *newstate, int dir)
1742 if (!oldstate->completed && newstate->completed &&
1743 !oldstate->cheated && !newstate->cheated)
1748 static int game_wants_statusbar(void)
1754 #define thegame rect
1757 const struct game thegame = {
1758 "Rectangles", "games.rectangles",
1765 TRUE, game_configure, custom_params,
1774 TRUE, game_text_format,
1781 game_free_drawstate,
1785 game_wants_statusbar,