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
49 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
50 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
51 #define grid(state,x,y) index(state, (state)->grid, x, y)
52 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
53 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
55 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
56 (y) >= dy && (y) < (state)->h )
57 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
58 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
59 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
61 #define PREFERRED_TILE_SIZE 24
62 #define TILE_SIZE (ds->tilesize)
63 #define BORDER (TILE_SIZE * 3 / 4)
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;
79 unsigned char *correct;
82 static game_params *default_params(void)
84 game_params *ret = snew(game_params);
87 ret->expandfactor = 0.0F;
93 static int game_fetch_preset(int i, char **name, game_params **params)
100 case 0: w = 7, h = 7; break;
101 case 1: w = 9, h = 9; break;
102 case 2: w = 11, h = 11; break;
103 case 3: w = 13, h = 13; break;
104 case 4: w = 15, h = 15; break;
105 case 5: w = 17, h = 17; break;
106 case 6: w = 19, h = 19; break;
107 default: return FALSE;
110 sprintf(buf, "%dx%d", w, h);
112 *params = ret = snew(game_params);
115 ret->expandfactor = 0.0F;
120 static void free_params(game_params *params)
125 static game_params *dup_params(game_params *params)
127 game_params *ret = snew(game_params);
128 *ret = *params; /* structure copy */
132 static void decode_params(game_params *ret, char const *string)
134 ret->w = ret->h = atoi(string);
135 while (*string && isdigit((unsigned char)*string)) string++;
136 if (*string == 'x') {
138 ret->h = atoi(string);
139 while (*string && isdigit((unsigned char)*string)) string++;
141 if (*string == 'e') {
143 ret->expandfactor = atof(string);
145 (*string == '.' || isdigit((unsigned char)*string))) string++;
147 if (*string == 'a') {
153 static char *encode_params(game_params *params, int full)
157 sprintf(data, "%dx%d", params->w, params->h);
158 if (full && params->expandfactor)
159 sprintf(data + strlen(data), "e%g", params->expandfactor);
160 if (full && !params->unique)
166 static config_item *game_configure(game_params *params)
171 ret = snewn(5, config_item);
173 ret[0].name = "Width";
174 ret[0].type = C_STRING;
175 sprintf(buf, "%d", params->w);
176 ret[0].sval = dupstr(buf);
179 ret[1].name = "Height";
180 ret[1].type = C_STRING;
181 sprintf(buf, "%d", params->h);
182 ret[1].sval = dupstr(buf);
185 ret[2].name = "Expansion factor";
186 ret[2].type = C_STRING;
187 sprintf(buf, "%g", params->expandfactor);
188 ret[2].sval = dupstr(buf);
191 ret[3].name = "Ensure unique solution";
192 ret[3].type = C_BOOLEAN;
194 ret[3].ival = params->unique;
204 static game_params *custom_params(config_item *cfg)
206 game_params *ret = snew(game_params);
208 ret->w = atoi(cfg[0].sval);
209 ret->h = atoi(cfg[1].sval);
210 ret->expandfactor = atof(cfg[2].sval);
211 ret->unique = cfg[3].ival;
216 static char *validate_params(game_params *params, int full)
218 if (params->w <= 0 || params->h <= 0)
219 return "Width and height must both be greater than zero";
220 if (params->w*params->h < 2)
221 return "Grid area must be greater than one";
222 if (params->expandfactor < 0.0F)
223 return "Expansion factor may not be negative";
244 struct point *points;
247 /* ----------------------------------------------------------------------
248 * Solver for Rectangles games.
250 * This solver is souped up beyond the needs of actually _solving_
251 * a puzzle. It is also designed to cope with uncertainty about
252 * where the numbers have been placed. This is because I run it on
253 * my generated grids _before_ placing the numbers, and have it
254 * tell me where I need to place the numbers to ensure a unique
258 static void remove_rect_placement(int w, int h,
259 struct rectlist *rectpositions,
261 int rectnum, int placement)
265 #ifdef SOLVER_DIAGNOSTICS
266 printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum,
267 rectpositions[rectnum].rects[placement].x,
268 rectpositions[rectnum].rects[placement].y,
269 rectpositions[rectnum].rects[placement].w,
270 rectpositions[rectnum].rects[placement].h);
274 * Decrement each entry in the overlaps array to reflect the
275 * removal of this rectangle placement.
277 for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) {
278 y = yy + rectpositions[rectnum].rects[placement].y;
279 for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) {
280 x = xx + rectpositions[rectnum].rects[placement].x;
282 assert(overlaps[(rectnum * h + y) * w + x] != 0);
284 if (overlaps[(rectnum * h + y) * w + x] > 0)
285 overlaps[(rectnum * h + y) * w + x]--;
290 * Remove the placement from the list of positions for that
291 * rectangle, by interchanging it with the one on the end.
293 if (placement < rectpositions[rectnum].n - 1) {
296 t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1];
297 rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] =
298 rectpositions[rectnum].rects[placement];
299 rectpositions[rectnum].rects[placement] = t;
301 rectpositions[rectnum].n--;
304 static void remove_number_placement(int w, int h, struct numberdata *number,
305 int index, int *rectbyplace)
308 * Remove the entry from the rectbyplace array.
310 rectbyplace[number->points[index].y * w + number->points[index].x] = -1;
313 * Remove the placement from the list of candidates for that
314 * number, by interchanging it with the one on the end.
316 if (index < number->npoints - 1) {
319 t = number->points[number->npoints - 1];
320 number->points[number->npoints - 1] = number->points[index];
321 number->points[index] = t;
326 static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
327 unsigned char *hedge, unsigned char *vedge,
330 struct rectlist *rectpositions;
331 int *overlaps, *rectbyplace, *workspace;
335 * Start by setting up a list of candidate positions for each
338 rectpositions = snewn(nrects, struct rectlist);
339 for (i = 0; i < nrects; i++) {
340 int rw, rh, area = numbers[i].area;
341 int j, minx, miny, maxx, maxy;
343 int rlistn, rlistsize;
346 * For each rectangle, begin by finding the bounding
347 * rectangle of its candidate number placements.
352 for (j = 0; j < numbers[i].npoints; j++) {
353 if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x;
354 if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y;
355 if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x;
356 if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y;
360 * Now loop over all possible rectangle placements
361 * overlapping a point within that bounding rectangle;
362 * ensure each one actually contains a candidate number
363 * placement, and add it to the list.
366 rlistn = rlistsize = 0;
368 for (rw = 1; rw <= area && rw <= w; rw++) {
377 for (y = miny - rh + 1; y <= maxy; y++) {
378 if (y < 0 || y+rh > h)
381 for (x = minx - rw + 1; x <= maxx; x++) {
382 if (x < 0 || x+rw > w)
386 * See if we can find a candidate number
387 * placement within this rectangle.
389 for (j = 0; j < numbers[i].npoints; j++)
390 if (numbers[i].points[j].x >= x &&
391 numbers[i].points[j].x < x+rw &&
392 numbers[i].points[j].y >= y &&
393 numbers[i].points[j].y < y+rh)
396 if (j < numbers[i].npoints) {
398 * Add this to the list of candidate
399 * placements for this rectangle.
401 if (rlistn >= rlistsize) {
402 rlistsize = rlistn + 32;
403 rlist = sresize(rlist, rlistsize, struct rect);
407 rlist[rlistn].w = rw;
408 rlist[rlistn].h = rh;
409 #ifdef SOLVER_DIAGNOSTICS
410 printf("rect %d [area %d]: candidate position at"
411 " %d,%d w=%d h=%d\n",
412 i, area, x, y, rw, rh);
420 rectpositions[i].rects = rlist;
421 rectpositions[i].n = rlistn;
425 * Next, construct a multidimensional array tracking how many
426 * candidate positions for each rectangle overlap each square.
428 * Indexing of this array is by the formula
430 * overlaps[(rectindex * h + y) * w + x]
432 overlaps = snewn(nrects * w * h, int);
433 memset(overlaps, 0, nrects * w * h * sizeof(int));
434 for (i = 0; i < nrects; i++) {
437 for (j = 0; j < rectpositions[i].n; j++) {
440 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++)
441 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++)
442 overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w +
443 xx+rectpositions[i].rects[j].x]++;
448 * Also we want an array covering the grid once, to make it
449 * easy to figure out which squares are candidate number
450 * placements for which rectangles. (The existence of this
451 * single array assumes that no square starts off as a
452 * candidate number placement for more than one rectangle. This
453 * assumption is justified, because this solver is _either_
454 * used to solve real problems - in which case there is a
455 * single placement for every number - _or_ used to decide on
456 * number placements for a new puzzle, in which case each
457 * number's placements are confined to the intended position of
458 * the rectangle containing that number.)
460 rectbyplace = snewn(w * h, int);
461 for (i = 0; i < w*h; i++)
464 for (i = 0; i < nrects; i++) {
467 for (j = 0; j < numbers[i].npoints; j++) {
468 int x = numbers[i].points[j].x;
469 int y = numbers[i].points[j].y;
471 assert(rectbyplace[y * w + x] == -1);
472 rectbyplace[y * w + x] = i;
476 workspace = snewn(nrects, int);
479 * Now run the actual deduction loop.
482 int done_something = FALSE;
484 #ifdef SOLVER_DIAGNOSTICS
485 printf("starting deduction loop\n");
487 for (i = 0; i < nrects; i++) {
488 printf("rect %d overlaps:\n", i);
491 for (y = 0; y < h; y++) {
492 for (x = 0; x < w; x++) {
493 printf("%3d", overlaps[(i * h + y) * w + x]);
499 printf("rectbyplace:\n");
502 for (y = 0; y < h; y++) {
503 for (x = 0; x < w; x++) {
504 printf("%3d", rectbyplace[y * w + x]);
512 * Housekeeping. Look for rectangles whose number has only
513 * one candidate position left, and mark that square as
514 * known if it isn't already.
516 for (i = 0; i < nrects; i++) {
517 if (numbers[i].npoints == 1) {
518 int x = numbers[i].points[0].x;
519 int y = numbers[i].points[0].y;
520 if (overlaps[(i * h + y) * w + x] >= -1) {
523 assert(overlaps[(i * h + y) * w + x] > 0);
524 #ifdef SOLVER_DIAGNOSTICS
525 printf("marking %d,%d as known for rect %d"
526 " (sole remaining number position)\n", x, y, i);
529 for (j = 0; j < nrects; j++)
530 overlaps[(j * h + y) * w + x] = -1;
532 overlaps[(i * h + y) * w + x] = -2;
538 * Now look at the intersection of all possible placements
539 * for each rectangle, and mark all squares in that
540 * intersection as known for that rectangle if they aren't
543 for (i = 0; i < nrects; i++) {
544 int minx, miny, maxx, maxy, xx, yy, j;
550 for (j = 0; j < rectpositions[i].n; j++) {
551 int x = rectpositions[i].rects[j].x;
552 int y = rectpositions[i].rects[j].y;
553 int w = rectpositions[i].rects[j].w;
554 int h = rectpositions[i].rects[j].h;
556 if (minx < x) minx = x;
557 if (miny < y) miny = y;
558 if (maxx > x+w) maxx = x+w;
559 if (maxy > y+h) maxy = y+h;
562 for (yy = miny; yy < maxy; yy++)
563 for (xx = minx; xx < maxx; xx++)
564 if (overlaps[(i * h + yy) * w + xx] >= -1) {
565 assert(overlaps[(i * h + yy) * w + xx] > 0);
566 #ifdef SOLVER_DIAGNOSTICS
567 printf("marking %d,%d as known for rect %d"
568 " (intersection of all placements)\n",
572 for (j = 0; j < nrects; j++)
573 overlaps[(j * h + yy) * w + xx] = -1;
575 overlaps[(i * h + yy) * w + xx] = -2;
580 * Rectangle-focused deduction. Look at each rectangle in
581 * turn and try to rule out some of its candidate
584 for (i = 0; i < nrects; i++) {
587 for (j = 0; j < rectpositions[i].n; j++) {
591 for (k = 0; k < nrects; k++)
594 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
595 int y = yy + rectpositions[i].rects[j].y;
596 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
597 int x = xx + rectpositions[i].rects[j].x;
599 if (overlaps[(i * h + y) * w + x] == -1) {
601 * This placement overlaps a square
602 * which is _known_ to be part of
603 * another rectangle. Therefore we must
606 #ifdef SOLVER_DIAGNOSTICS
607 printf("rect %d placement at %d,%d w=%d h=%d "
608 "contains %d,%d which is known-other\n", i,
609 rectpositions[i].rects[j].x,
610 rectpositions[i].rects[j].y,
611 rectpositions[i].rects[j].w,
612 rectpositions[i].rects[j].h,
618 if (rectbyplace[y * w + x] != -1) {
620 * This placement overlaps one of the
621 * candidate number placements for some
622 * rectangle. Count it.
624 workspace[rectbyplace[y * w + x]]++;
631 * If we haven't ruled this placement out
632 * already, see if it overlaps _all_ of the
633 * candidate number placements for any
634 * rectangle. If so, we can rule it out.
636 for (k = 0; k < nrects; k++)
637 if (k != i && workspace[k] == numbers[k].npoints) {
638 #ifdef SOLVER_DIAGNOSTICS
639 printf("rect %d placement at %d,%d w=%d h=%d "
640 "contains all number points for rect %d\n",
642 rectpositions[i].rects[j].x,
643 rectpositions[i].rects[j].y,
644 rectpositions[i].rects[j].w,
645 rectpositions[i].rects[j].h,
653 * Failing that, see if it overlaps at least
654 * one of the candidate number placements for
655 * itself! (This might not be the case if one
656 * of those number placements has been removed
659 if (!del && workspace[i] == 0) {
660 #ifdef SOLVER_DIAGNOSTICS
661 printf("rect %d placement at %d,%d w=%d h=%d "
662 "contains none of its own number points\n",
664 rectpositions[i].rects[j].x,
665 rectpositions[i].rects[j].y,
666 rectpositions[i].rects[j].w,
667 rectpositions[i].rects[j].h);
674 remove_rect_placement(w, h, rectpositions, overlaps, i, j);
676 j--; /* don't skip over next placement */
678 done_something = TRUE;
684 * Square-focused deduction. Look at each square not marked
685 * as known, and see if there are any which can only be
686 * part of a single rectangle.
690 for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
691 /* Known squares are marked as <0 everywhere, so we only need
692 * to check the overlaps entry for rect 0. */
693 if (overlaps[y * w + x] < 0)
694 continue; /* known already */
698 for (i = 0; i < nrects; i++)
699 if (overlaps[(i * h + y) * w + x] > 0)
706 * Now we can rule out all placements for
707 * rectangle `index' which _don't_ contain
710 #ifdef SOLVER_DIAGNOSTICS
711 printf("square %d,%d can only be in rectangle %d\n",
714 for (j = 0; j < rectpositions[index].n; j++) {
715 struct rect *r = &rectpositions[index].rects[j];
716 if (x >= r->x && x < r->x + r->w &&
717 y >= r->y && y < r->y + r->h)
718 continue; /* this one is OK */
719 remove_rect_placement(w, h, rectpositions, overlaps,
721 j--; /* don't skip over next placement */
722 done_something = TRUE;
729 * If we've managed to deduce anything by normal means,
730 * loop round again and see if there's more to be done.
731 * Only if normal deduction has completely failed us should
732 * we now move on to narrowing down the possible number
739 * Now we have done everything we can with the current set
740 * of number placements. So we need to winnow the number
741 * placements so as to narrow down the possibilities. We do
742 * this by searching for a candidate placement (of _any_
743 * rectangle) which overlaps a candidate placement of the
744 * number for some other rectangle.
752 size_t nrpns = 0, rpnsize = 0;
755 for (i = 0; i < nrects; i++) {
756 for (j = 0; j < rectpositions[i].n; j++) {
759 for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
760 int y = yy + rectpositions[i].rects[j].y;
761 for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
762 int x = xx + rectpositions[i].rects[j].x;
764 if (rectbyplace[y * w + x] >= 0 &&
765 rectbyplace[y * w + x] != i) {
767 * Add this to the list of
768 * winnowing possibilities.
770 if (nrpns >= rpnsize) {
771 rpnsize = rpnsize * 3 / 2 + 32;
772 rpns = sresize(rpns, rpnsize, struct rpn);
774 rpns[nrpns].rect = i;
775 rpns[nrpns].placement = j;
776 rpns[nrpns].number = rectbyplace[y * w + x];
785 #ifdef SOLVER_DIAGNOSTICS
786 printf("%d candidate rect placements we could eliminate\n", nrpns);
790 * Now choose one of these unwanted rectangle
791 * placements, and eliminate it.
793 int index = random_upto(rs, nrpns);
795 struct rpn rpn = rpns[index];
802 r = rectpositions[i].rects[j];
805 * We rule out placement j of rectangle i by means
806 * of removing all of rectangle k's candidate
807 * number placements which do _not_ overlap it.
808 * This will ensure that it is eliminated during
809 * the next pass of rectangle-focused deduction.
811 #ifdef SOLVER_DIAGNOSTICS
812 printf("ensuring number for rect %d is within"
813 " rect %d's placement at %d,%d w=%d h=%d\n",
814 k, i, r.x, r.y, r.w, r.h);
817 for (m = 0; m < numbers[k].npoints; m++) {
818 int x = numbers[k].points[m].x;
819 int y = numbers[k].points[m].y;
821 if (x < r.x || x >= r.x + r.w ||
822 y < r.y || y >= r.y + r.h) {
823 #ifdef SOLVER_DIAGNOSTICS
824 printf("eliminating number for rect %d at %d,%d\n",
827 remove_number_placement(w, h, &numbers[k],
829 m--; /* don't skip the next one */
830 done_something = TRUE;
836 if (!done_something) {
837 #ifdef SOLVER_DIAGNOSTICS
838 printf("terminating deduction loop\n");
845 for (i = 0; i < nrects; i++) {
846 #ifdef SOLVER_DIAGNOSTICS
847 printf("rect %d has %d possible placements\n",
848 i, rectpositions[i].n);
850 assert(rectpositions[i].n > 0);
851 if (rectpositions[i].n > 1) {
853 } else if (hedge && vedge) {
855 * Place the rectangle in its only possible position.
858 struct rect *r = &rectpositions[i].rects[0];
860 for (y = 0; y < r->h; y++) {
862 vedge[(r->y+y) * w + r->x] = 1;
864 vedge[(r->y+y) * w + r->x+r->w] = 1;
866 for (x = 0; x < r->w; x++) {
868 hedge[r->y * w + r->x+x] = 1;
870 hedge[(r->y+r->h) * w + r->x+x] = 1;
876 * Free up all allocated storage.
881 for (i = 0; i < nrects; i++)
882 sfree(rectpositions[i].rects);
883 sfree(rectpositions);
888 /* ----------------------------------------------------------------------
889 * Grid generation code.
893 * This function does one of two things. If passed r==NULL, it
894 * counts the number of possible rectangles which cover the given
895 * square, and returns it in *n. If passed r!=NULL then it _reads_
896 * *n to find an index, counts the possible rectangles until it
897 * reaches the nth, and writes it into r.
899 * `scratch' is expected to point to an array of 2 * params->w
900 * ints, used internally as scratch space (and passed in like this
901 * to avoid re-allocating and re-freeing it every time round a
904 static void enum_rects(game_params *params, int *grid, struct rect *r, int *n,
905 int sx, int sy, int *scratch)
909 int maxarea, realmaxarea;
914 * Maximum rectangle area is 1/6 of total grid size, unless
915 * this means we can't place any rectangles at all in which
916 * case we set it to 2 at minimum.
918 maxarea = params->w * params->h / 6;
923 * Scan the grid to find the limits of the region within which
924 * any rectangle containing this point must fall. This will
925 * save us trawling the inside of every rectangle later on to
926 * see if it contains any used squares.
929 bottom = scratch + params->w;
930 for (dy = -1; dy <= +1; dy += 2) {
931 int *array = (dy == -1 ? top : bottom);
932 for (dx = -1; dx <= +1; dx += 2) {
933 for (x = sx; x >= 0 && x < params->w; x += dx) {
934 array[x] = -2 * params->h * dy;
935 for (y = sy; y >= 0 && y < params->h; y += dy) {
936 if (index(params, grid, x, y) == -1 &&
937 (x == sx || dy*y <= dy*array[x-dx]))
947 * Now scan again to work out the largest rectangles we can fit
948 * in the grid, so that we can terminate the following loops
949 * early once we get down to not having much space left in the
953 for (x = 0; x < params->w; x++) {
956 rh = bottom[x] - top[x] + 1;
958 continue; /* no rectangles can start here */
960 dx = (x > sx ? -1 : +1);
961 for (x2 = x; x2 >= 0 && x2 < params->w; x2 += dx)
962 if (bottom[x2] < bottom[x] || top[x2] > top[x])
966 if (realmaxarea < rw * rh)
967 realmaxarea = rw * rh;
970 if (realmaxarea > maxarea)
971 realmaxarea = maxarea;
974 * Rectangles which go right the way across the grid are
975 * boring, although they can't be helped in the case of
976 * extremely small grids. (Also they might be generated later
977 * on by the singleton-removal process; we can't help that.)
984 for (rw = 1; rw <= mw; rw++)
985 for (rh = 1; rh <= mh; rh++) {
986 if (rw * rh > realmaxarea)
990 for (x = max(sx - rw + 1, 0); x <= min(sx, params->w - rw); x++)
991 for (y = max(sy - rh + 1, 0); y <= min(sy, params->h - rh);
994 * Check this rectangle against the region we
997 if (top[x] <= y && top[x+rw-1] <= y &&
998 bottom[x] >= y+rh-1 && bottom[x+rw-1] >= y+rh-1) {
999 if (r && index == *n) {
1015 static void place_rect(game_params *params, int *grid, struct rect r)
1017 int idx = INDEX(params, r.x, r.y);
1020 for (x = r.x; x < r.x+r.w; x++)
1021 for (y = r.y; y < r.y+r.h; y++) {
1022 index(params, grid, x, y) = idx;
1024 #ifdef GENERATION_DIAGNOSTICS
1025 printf(" placing rectangle at (%d,%d) size %d x %d\n",
1026 r.x, r.y, r.w, r.h);
1030 static struct rect find_rect(game_params *params, int *grid, int x, int y)
1036 * Find the top left of the rectangle.
1038 idx = index(params, grid, x, y);
1044 return r; /* 1x1 singleton here */
1047 y = idx / params->w;
1048 x = idx % params->w;
1051 * Find the width and height of the rectangle.
1054 (x+w < params->w && index(params,grid,x+w,y)==idx);
1057 (y+h < params->h && index(params,grid,x,y+h)==idx);
1068 #ifdef GENERATION_DIAGNOSTICS
1069 static void display_grid(game_params *params, int *grid, int *numbers, int all)
1071 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
1074 int r = (params->w*2+3);
1076 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
1078 for (x = 0; x < params->w; x++)
1079 for (y = 0; y < params->h; y++) {
1080 int i = index(params, grid, x, y);
1081 if (x == 0 || index(params, grid, x-1, y) != i)
1082 egrid[(2*y+2) * r + (2*x+1)] = 1;
1083 if (x == params->w-1 || index(params, grid, x+1, y) != i)
1084 egrid[(2*y+2) * r + (2*x+3)] = 1;
1085 if (y == 0 || index(params, grid, x, y-1) != i)
1086 egrid[(2*y+1) * r + (2*x+2)] = 1;
1087 if (y == params->h-1 || index(params, grid, x, y+1) != i)
1088 egrid[(2*y+3) * r + (2*x+2)] = 1;
1091 for (y = 1; y < 2*params->h+2; y++) {
1092 for (x = 1; x < 2*params->w+2; x++) {
1094 int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
1095 if (k || (all && numbers)) printf("%2d", k); else printf(" ");
1096 } else if (!((y&x)&1)) {
1097 int v = egrid[y*r+x];
1098 if ((y&1) && v) v = '-';
1099 if ((x&1) && v) v = '|';
1102 if (!(x&1)) putchar(v);
1105 if (egrid[y*r+(x+1)]) d |= 1;
1106 if (egrid[(y-1)*r+x]) d |= 2;
1107 if (egrid[y*r+(x-1)]) d |= 4;
1108 if (egrid[(y+1)*r+x]) d |= 8;
1109 c = " ??+?-++?+|+++++"[d];
1111 if (!(x&1)) putchar(c);
1121 static char *new_game_desc(game_params *params, random_state *rs,
1122 char **aux, int interactive)
1124 int *grid, *numbers = NULL;
1125 int x, y, y2, y2last, yx, run, i, nsquares;
1127 int *enum_rects_scratch;
1128 game_params params2real, *params2 = ¶ms2real;
1132 * Set up the smaller width and height which we will use to
1133 * generate the base grid.
1135 params2->w = params->w / (1.0F + params->expandfactor);
1136 if (params2->w < 2 && params->w >= 2) params2->w = 2;
1137 params2->h = params->h / (1.0F + params->expandfactor);
1138 if (params2->h < 2 && params->h >= 2) params2->h = 2;
1140 grid = snewn(params2->w * params2->h, int);
1142 enum_rects_scratch = snewn(2 * params2->w, int);
1145 for (y = 0; y < params2->h; y++)
1146 for (x = 0; x < params2->w; x++) {
1147 index(params2, grid, x, y) = -1;
1152 * Place rectangles until we can't any more. We do this by
1153 * finding a square we haven't yet covered, and randomly
1154 * choosing a rectangle to cover it.
1157 while (nsquares > 0) {
1158 int square = random_upto(rs, nsquares);
1164 for (y = 0; y < params2->h; y++) {
1165 for (x = 0; x < params2->w; x++) {
1166 if (index(params2, grid, x, y) == -1 && square-- == 0)
1172 assert(x < params2->w && y < params2->h);
1175 * Now see how many rectangles fit around this one.
1177 enum_rects(params2, grid, NULL, &n, x, y, enum_rects_scratch);
1181 * There are no possible rectangles covering this
1182 * square, meaning it must be a singleton. Mark it
1183 * -2 so we know not to keep trying.
1185 index(params2, grid, x, y) = -2;
1189 * Pick one at random.
1191 n = random_upto(rs, n);
1192 enum_rects(params2, grid, &r, &n, x, y, enum_rects_scratch);
1197 place_rect(params2, grid, r);
1198 nsquares -= r.w * r.h;
1202 sfree(enum_rects_scratch);
1205 * Deal with singleton spaces remaining in the grid, one by
1208 * We do this by making a local change to the layout. There are
1209 * several possibilities:
1211 * +-----+-----+ Here, we can remove the singleton by
1212 * | | | extending the 1x2 rectangle below it
1213 * +--+--+-----+ into a 1x3.
1221 * +--+--+--+ Here, that trick doesn't work: there's no
1222 * | | | 1 x n rectangle with the singleton at one
1223 * | | | end. Instead, we extend a 1 x n rectangle
1224 * | | | _out_ from the singleton, shaving a layer
1225 * +--+--+ | off the end of another rectangle. So if we
1226 * | | | | extended up, we'd make our singleton part
1227 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1228 * | | | used to be; or we could extend right into
1229 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1231 * +-----+--+ Here, we can't even do _that_, since any
1232 * | | | direction we choose to extend the singleton
1233 * +--+--+ | will produce a new singleton as a result of
1234 * | | | | truncating one of the size-2 rectangles.
1235 * | +--+--+ Fortunately, this case can _only_ occur when
1236 * | | | a singleton is surrounded by four size-2s
1237 * +--+-----+ in this fashion; so instead we can simply
1238 * replace the whole section with a single 3x3.
1240 for (x = 0; x < params2->w; x++) {
1241 for (y = 0; y < params2->h; y++) {
1242 if (index(params2, grid, x, y) < 0) {
1245 #ifdef GENERATION_DIAGNOSTICS
1246 display_grid(params2, grid, NULL, FALSE);
1247 printf("singleton at %d,%d\n", x, y);
1251 * Check in which directions we can feasibly extend
1252 * the singleton. We can extend in a particular
1253 * direction iff either:
1255 * - the rectangle on that side of the singleton
1256 * is not 2x1, and we are at one end of the edge
1257 * of it we are touching
1259 * - it is 2x1 but we are on its short side.
1261 * FIXME: we could plausibly choose between these
1262 * based on the sizes of the rectangles they would
1266 if (x < params2->w-1) {
1267 struct rect r = find_rect(params2, grid, x+1, y);
1268 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
1269 dirs[ndirs++] = 1; /* right */
1272 struct rect r = find_rect(params2, grid, x, y-1);
1273 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
1274 dirs[ndirs++] = 2; /* up */
1277 struct rect r = find_rect(params2, grid, x-1, y);
1278 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
1279 dirs[ndirs++] = 4; /* left */
1281 if (y < params2->h-1) {
1282 struct rect r = find_rect(params2, grid, x, y+1);
1283 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
1284 dirs[ndirs++] = 8; /* down */
1291 which = random_upto(rs, ndirs);
1296 assert(x < params2->w+1);
1297 #ifdef GENERATION_DIAGNOSTICS
1298 printf("extending right\n");
1300 r1 = find_rect(params2, grid, x+1, y);
1311 #ifdef GENERATION_DIAGNOSTICS
1312 printf("extending up\n");
1314 r1 = find_rect(params2, grid, x, y-1);
1325 #ifdef GENERATION_DIAGNOSTICS
1326 printf("extending left\n");
1328 r1 = find_rect(params2, grid, x-1, y);
1338 assert(y < params2->h+1);
1339 #ifdef GENERATION_DIAGNOSTICS
1340 printf("extending down\n");
1342 r1 = find_rect(params2, grid, x, y+1);
1351 default: /* should never happen */
1352 assert(!"invalid direction");
1354 if (r1.h > 0 && r1.w > 0)
1355 place_rect(params2, grid, r1);
1356 place_rect(params2, grid, r2);
1360 * Sanity-check that there really is a 3x3
1361 * rectangle surrounding this singleton and it
1362 * contains absolutely everything we could
1367 assert(x > 0 && x < params2->w-1);
1368 assert(y > 0 && y < params2->h-1);
1370 for (xx = x-1; xx <= x+1; xx++)
1371 for (yy = y-1; yy <= y+1; yy++) {
1372 struct rect r = find_rect(params2,grid,xx,yy);
1375 assert(r.x+r.w-1 <= x+1);
1376 assert(r.y+r.h-1 <= y+1);
1381 #ifdef GENERATION_DIAGNOSTICS
1382 printf("need the 3x3 trick\n");
1386 * FIXME: If the maximum rectangle area for
1387 * this grid is less than 9, we ought to
1388 * subdivide the 3x3 in some fashion. There are
1389 * five other possibilities:
1392 * - a 4, a 3 and a 2
1394 * - a 3 and three 2s (two different arrangements).
1402 place_rect(params2, grid, r);
1410 * We have now constructed a grid of the size specified in
1411 * params2. Now we extend it into a grid of the size specified
1412 * in params. We do this in two passes: we extend it vertically
1413 * until it's the right height, then we transpose it, then
1414 * extend it vertically again (getting it effectively the right
1415 * width), then finally transpose again.
1417 for (i = 0; i < 2; i++) {
1418 int *grid2, *expand, *where;
1419 game_params params3real, *params3 = ¶ms3real;
1421 #ifdef GENERATION_DIAGNOSTICS
1422 printf("before expansion:\n");
1423 display_grid(params2, grid, NULL, TRUE);
1427 * Set up the new grid.
1429 grid2 = snewn(params2->w * params->h, int);
1430 expand = snewn(params2->h-1, int);
1431 where = snewn(params2->w, int);
1432 params3->w = params2->w;
1433 params3->h = params->h;
1436 * Decide which horizontal edges are going to get expanded,
1439 for (y = 0; y < params2->h-1; y++)
1441 for (y = params2->h; y < params->h; y++) {
1442 x = random_upto(rs, params2->h-1);
1446 #ifdef GENERATION_DIAGNOSTICS
1447 printf("expand[] = {");
1448 for (y = 0; y < params2->h-1; y++)
1449 printf(" %d", expand[y]);
1454 * Perform the expansion. The way this works is that we
1457 * - copy a row from grid into grid2
1459 * - invent some number of additional rows in grid2 where
1460 * there was previously only a horizontal line between
1461 * rows in grid, and make random decisions about where
1462 * among these to place each rectangle edge that ran
1465 for (y = y2 = y2last = 0; y < params2->h; y++) {
1467 * Copy a single line from row y of grid into row y2 of
1470 for (x = 0; x < params2->w; x++) {
1471 int val = index(params2, grid, x, y);
1472 if (val / params2->w == y && /* rect starts on this line */
1473 (y2 == 0 || /* we're at the very top, or... */
1474 index(params3, grid2, x, y2-1) / params3->w < y2last
1475 /* this rect isn't already started */))
1476 index(params3, grid2, x, y2) =
1477 INDEX(params3, val % params2->w, y2);
1479 index(params3, grid2, x, y2) =
1480 index(params3, grid2, x, y2-1);
1484 * If that was the last line, terminate the loop early.
1486 if (++y2 == params3->h)
1492 * Invent some number of additional lines. First walk
1493 * along this line working out where to put all the
1494 * edges that coincide with it.
1497 for (x = 0; x < params2->w; x++) {
1498 if (index(params2, grid, x, y) !=
1499 index(params2, grid, x, y+1)) {
1501 * This is a horizontal edge, so it needs
1505 (index(params2, grid, x-1, y) !=
1506 index(params2, grid, x, y) &&
1507 index(params2, grid, x-1, y+1) !=
1508 index(params2, grid, x, y+1))) {
1510 * Here we have the chance to make a new
1513 yx = random_upto(rs, expand[y]+1);
1516 * Here we just reuse the previous value of
1525 for (yx = 0; yx < expand[y]; yx++) {
1527 * Invent a single row. For each square in the row,
1528 * we copy the grid entry from the square above it,
1529 * unless we're starting the new rectangle here.
1531 for (x = 0; x < params2->w; x++) {
1532 if (yx == where[x]) {
1533 int val = index(params2, grid, x, y+1);
1535 val = INDEX(params3, val, y2);
1536 index(params3, grid2, x, y2) = val;
1538 index(params3, grid2, x, y2) =
1539 index(params3, grid2, x, y2-1);
1549 #ifdef GENERATION_DIAGNOSTICS
1550 printf("after expansion:\n");
1551 display_grid(params3, grid2, NULL, TRUE);
1556 params2->w = params3->h;
1557 params2->h = params3->w;
1559 grid = snewn(params2->w * params2->h, int);
1560 for (x = 0; x < params2->w; x++)
1561 for (y = 0; y < params2->h; y++) {
1562 int idx1 = INDEX(params2, x, y);
1563 int idx2 = INDEX(params3, y, x);
1567 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
1576 params->w = params->h;
1580 #ifdef GENERATION_DIAGNOSTICS
1581 printf("after transposition:\n");
1582 display_grid(params2, grid, NULL, TRUE);
1587 * Run the solver to narrow down the possible number
1591 struct numberdata *nd;
1592 int nnumbers, i, ret;
1594 /* Count the rectangles. */
1596 for (y = 0; y < params->h; y++) {
1597 for (x = 0; x < params->w; x++) {
1598 int idx = INDEX(params, x, y);
1599 if (index(params, grid, x, y) == idx)
1604 nd = snewn(nnumbers, struct numberdata);
1606 /* Now set up each number's candidate position list. */
1608 for (y = 0; y < params->h; y++) {
1609 for (x = 0; x < params->w; x++) {
1610 int idx = INDEX(params, x, y);
1611 if (index(params, grid, x, y) == idx) {
1612 struct rect r = find_rect(params, grid, x, y);
1615 nd[i].area = r.w * r.h;
1616 nd[i].npoints = nd[i].area;
1617 nd[i].points = snewn(nd[i].npoints, struct point);
1619 for (j = 0; j < r.h; j++)
1620 for (k = 0; k < r.w; k++) {
1621 nd[i].points[m].x = k + r.x;
1622 nd[i].points[m].y = j + r.y;
1625 assert(m == nd[i].npoints);
1633 ret = rect_solver(params->w, params->h, nnumbers, nd,
1636 ret = TRUE; /* allow any number placement at all */
1640 * Now place the numbers according to the solver's
1643 numbers = snewn(params->w * params->h, int);
1645 for (y = 0; y < params->h; y++)
1646 for (x = 0; x < params->w; x++) {
1647 index(params, numbers, x, y) = 0;
1650 for (i = 0; i < nnumbers; i++) {
1651 int idx = random_upto(rs, nd[i].npoints);
1652 int x = nd[i].points[idx].x;
1653 int y = nd[i].points[idx].y;
1654 index(params,numbers,x,y) = nd[i].area;
1661 for (i = 0; i < nnumbers; i++)
1662 sfree(nd[i].points);
1666 * If we've succeeded, then terminate the loop.
1673 * Give up and go round again.
1679 * Store the solution in aux.
1685 len = 2 + (params->w-1)*params->h + (params->h-1)*params->w;
1686 ai = snewn(len, char);
1692 for (y = 0; y < params->h; y++)
1693 for (x = 1; x < params->w; x++)
1694 *p++ = (index(params, grid, x, y) !=
1695 index(params, grid, x-1, y) ? '1' : '0');
1697 for (y = 1; y < params->h; y++)
1698 for (x = 0; x < params->w; x++)
1699 *p++ = (index(params, grid, x, y) !=
1700 index(params, grid, x, y-1) ? '1' : '0');
1702 assert(p - ai == len-1);
1708 #ifdef GENERATION_DIAGNOSTICS
1709 display_grid(params, grid, numbers, FALSE);
1712 desc = snewn(11 * params->w * params->h, char);
1715 for (i = 0; i <= params->w * params->h; i++) {
1716 int n = (i < params->w * params->h ? numbers[i] : -1);
1723 int c = 'a' - 1 + run;
1727 run -= c - ('a' - 1);
1731 * If there's a number in the very top left or
1732 * bottom right, there's no point putting an
1733 * unnecessary _ before or after it.
1735 if (p > desc && n > 0)
1739 p += sprintf(p, "%d", n);
1751 static char *validate_desc(game_params *params, char *desc)
1753 int area = params->w * params->h;
1758 if (n >= 'a' && n <= 'z') {
1759 squares += n - 'a' + 1;
1760 } else if (n == '_') {
1762 } else if (n > '0' && n <= '9') {
1764 while (*desc >= '0' && *desc <= '9')
1767 return "Invalid character in game description";
1771 return "Not enough data to fill grid";
1774 return "Too much data to fit in grid";
1779 static unsigned char *get_correct(game_state *state)
1784 ret = snewn(state->w * state->h, unsigned char);
1785 memset(ret, 0xFF, state->w * state->h);
1787 for (x = 0; x < state->w; x++)
1788 for (y = 0; y < state->h; y++)
1789 if (index(state,ret,x,y) == 0xFF) {
1792 int num, area, valid;
1795 * Find a rectangle starting at this point.
1798 while (x+rw < state->w && !vedge(state,x+rw,y))
1801 while (y+rh < state->h && !hedge(state,x,y+rh))
1805 * We know what the dimensions of the rectangle
1806 * should be if it's there at all. Find out if we
1807 * really have a valid rectangle.
1810 /* Check the horizontal edges. */
1811 for (xx = x; xx < x+rw; xx++) {
1812 for (yy = y; yy <= y+rh; yy++) {
1813 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1814 int ec = (yy == y || yy == y+rh);
1819 /* Check the vertical edges. */
1820 for (yy = y; yy < y+rh; yy++) {
1821 for (xx = x; xx <= x+rw; xx++) {
1822 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1823 int ec = (xx == x || xx == x+rw);
1830 * If this is not a valid rectangle with no other
1831 * edges inside it, we just mark this square as not
1832 * complete and proceed to the next square.
1835 index(state, ret, x, y) = 0;
1840 * We have a rectangle. Now see what its area is,
1841 * and how many numbers are in it.
1845 for (xx = x; xx < x+rw; xx++) {
1846 for (yy = y; yy < y+rh; yy++) {
1848 if (grid(state,xx,yy)) {
1850 valid = FALSE; /* two numbers */
1851 num = grid(state,xx,yy);
1859 * Now fill in the whole rectangle based on the
1862 for (xx = x; xx < x+rw; xx++) {
1863 for (yy = y; yy < y+rh; yy++) {
1864 index(state, ret, xx, yy) = valid;
1872 static game_state *new_game(midend *me, game_params *params, char *desc)
1874 game_state *state = snew(game_state);
1877 state->w = params->w;
1878 state->h = params->h;
1880 area = state->w * state->h;
1882 state->grid = snewn(area, int);
1883 state->vedge = snewn(area, unsigned char);
1884 state->hedge = snewn(area, unsigned char);
1885 state->completed = state->cheated = FALSE;
1890 if (n >= 'a' && n <= 'z') {
1891 int run = n - 'a' + 1;
1892 assert(i + run <= area);
1894 state->grid[i++] = 0;
1895 } else if (n == '_') {
1897 } else if (n > '0' && n <= '9') {
1899 state->grid[i++] = atoi(desc-1);
1900 while (*desc >= '0' && *desc <= '9')
1903 assert(!"We can't get here");
1908 for (y = 0; y < state->h; y++)
1909 for (x = 0; x < state->w; x++)
1910 vedge(state,x,y) = hedge(state,x,y) = 0;
1912 state->correct = get_correct(state);
1917 static game_state *dup_game(game_state *state)
1919 game_state *ret = snew(game_state);
1924 ret->vedge = snewn(state->w * state->h, unsigned char);
1925 ret->hedge = snewn(state->w * state->h, unsigned char);
1926 ret->grid = snewn(state->w * state->h, int);
1927 ret->correct = snewn(ret->w * ret->h, unsigned char);
1929 ret->completed = state->completed;
1930 ret->cheated = state->cheated;
1932 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
1933 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
1934 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
1936 memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char));
1941 static void free_game(game_state *state)
1944 sfree(state->vedge);
1945 sfree(state->hedge);
1946 sfree(state->correct);
1950 static char *solve_game(game_state *state, game_state *currstate,
1951 char *ai, char **error)
1953 unsigned char *vedge, *hedge;
1957 struct numberdata *nd;
1963 * Attempt the in-built solver.
1966 /* Set up each number's (very short) candidate position list. */
1967 for (i = n = 0; i < state->h * state->w; i++)
1971 nd = snewn(n, struct numberdata);
1973 for (i = j = 0; i < state->h * state->w; i++)
1974 if (state->grid[i]) {
1975 nd[j].area = state->grid[i];
1977 nd[j].points = snewn(1, struct point);
1978 nd[j].points[0].x = i % state->w;
1979 nd[j].points[0].y = i / state->w;
1985 vedge = snewn(state->w * state->h, unsigned char);
1986 hedge = snewn(state->w * state->h, unsigned char);
1987 memset(vedge, 0, state->w * state->h);
1988 memset(hedge, 0, state->w * state->h);
1990 rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL);
1995 for (i = 0; i < n; i++)
1996 sfree(nd[i].points);
1999 len = 2 + (state->w-1)*state->h + (state->h-1)*state->w;
2000 ret = snewn(len, char);
2004 for (y = 0; y < state->h; y++)
2005 for (x = 1; x < state->w; x++)
2006 *p++ = vedge[y*state->w+x] ? '1' : '0';
2007 for (y = 1; y < state->h; y++)
2008 for (x = 0; x < state->w; x++)
2009 *p++ = hedge[y*state->w+x] ? '1' : '0';
2011 assert(p - ret == len);
2019 static char *game_text_format(game_state *state)
2021 char *ret, *p, buf[80];
2022 int i, x, y, col, maxlen;
2025 * First determine the number of spaces required to display a
2026 * number. We'll use at least two, because one looks a bit
2030 for (i = 0; i < state->w * state->h; i++) {
2031 x = sprintf(buf, "%d", state->grid[i]);
2032 if (col < x) col = x;
2036 * Now we know the exact total size of the grid we're going to
2037 * produce: it's got 2*h+1 rows, each containing w lots of col,
2038 * w+1 boundary characters and a trailing newline.
2040 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
2042 ret = snewn(maxlen+1, char);
2045 for (y = 0; y <= 2*state->h; y++) {
2046 for (x = 0; x <= 2*state->w; x++) {
2051 int v = grid(state, x/2, y/2);
2053 sprintf(buf, "%*d", col, v);
2055 sprintf(buf, "%*s", col, "");
2056 memcpy(p, buf, col);
2060 * Display a horizontal edge or nothing.
2062 int h = (y==0 || y==2*state->h ? 1 :
2063 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
2069 for (i = 0; i < col; i++)
2073 * Display a vertical edge or nothing.
2075 int v = (x==0 || x==2*state->w ? 1 :
2076 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
2083 * Display a corner, or a vertical edge, or a
2084 * horizontal edge, or nothing.
2086 int hl = (y==0 || y==2*state->h ? 1 :
2087 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
2088 int hr = (y==0 || y==2*state->h ? 1 :
2089 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
2090 int vu = (x==0 || x==2*state->w ? 1 :
2091 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
2092 int vd = (x==0 || x==2*state->w ? 1 :
2093 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
2094 if (!hl && !hr && !vu && !vd)
2096 else if (hl && hr && !vu && !vd)
2098 else if (!hl && !hr && vu && vd)
2107 assert(p - ret == maxlen);
2114 * These coordinates are 2 times the obvious grid coordinates.
2115 * Hence, the top left of the grid is (0,0), the grid point to
2116 * the right of that is (2,0), the one _below that_ is (2,2)
2117 * and so on. This is so that we can specify a drag start point
2118 * on an edge (one odd coordinate) or in the middle of a square
2119 * (two odd coordinates) rather than always at a corner.
2121 * -1,-1 means no drag is in progress.
2128 * This flag is set as soon as a dragging action moves the
2129 * mouse pointer away from its starting point, so that even if
2130 * the pointer _returns_ to its starting point the action is
2131 * treated as a small drag rather than a click.
2135 * These are the co-ordinates of the top-left and bottom-right squares
2136 * in the drag box, respectively, or -1 otherwise.
2144 static game_ui *new_ui(game_state *state)
2146 game_ui *ui = snew(game_ui);
2147 ui->drag_start_x = -1;
2148 ui->drag_start_y = -1;
2149 ui->drag_end_x = -1;
2150 ui->drag_end_y = -1;
2151 ui->dragged = FALSE;
2159 static void free_ui(game_ui *ui)
2164 static char *encode_ui(game_ui *ui)
2169 static void decode_ui(game_ui *ui, char *encoding)
2173 static void coord_round(float x, float y, int *xr, int *yr)
2175 float xs, ys, xv, yv, dx, dy, dist;
2178 * Find the nearest square-centre.
2180 xs = (float)floor(x) + 0.5F;
2181 ys = (float)floor(y) + 0.5F;
2184 * And find the nearest grid vertex.
2186 xv = (float)floor(x + 0.5F);
2187 yv = (float)floor(y + 0.5F);
2190 * We allocate clicks in parts of the grid square to either
2191 * corners, edges or square centres, as follows:
2207 * In other words: we measure the square distance (i.e.
2208 * max(dx,dy)) from the click to the nearest corner, and if
2209 * it's within CORNER_TOLERANCE then we return a corner click.
2210 * We measure the square distance from the click to the nearest
2211 * centre, and if that's within CENTRE_TOLERANCE we return a
2212 * centre click. Failing that, we find which of the two edge
2213 * centres is nearer to the click and return that edge.
2217 * Check for corner click.
2219 dx = (float)fabs(x - xv);
2220 dy = (float)fabs(y - yv);
2221 dist = (dx > dy ? dx : dy);
2222 if (dist < CORNER_TOLERANCE) {
2227 * Check for centre click.
2229 dx = (float)fabs(x - xs);
2230 dy = (float)fabs(y - ys);
2231 dist = (dx > dy ? dx : dy);
2232 if (dist < CENTRE_TOLERANCE) {
2233 *xr = 1 + 2 * (int)xs;
2234 *yr = 1 + 2 * (int)ys;
2237 * Failing both of those, see which edge we're closer to.
2238 * Conveniently, this is simply done by testing the relative
2239 * magnitude of dx and dy (which are currently distances from
2240 * the square centre).
2243 /* Vertical edge: x-coord of corner,
2244 * y-coord of square centre. */
2246 *yr = 1 + 2 * (int)floor(ys);
2248 /* Horizontal edge: x-coord of square centre,
2249 * y-coord of corner. */
2250 *xr = 1 + 2 * (int)floor(xs);
2258 * Returns TRUE if it has made any change to the grid.
2260 static int grid_draw_rect(game_state *state,
2261 unsigned char *hedge, unsigned char *vedge,
2263 int x1, int y1, int x2, int y2)
2266 int changed = FALSE;
2269 * Draw horizontal edges of rectangles.
2271 for (x = x1; x < x2; x++)
2272 for (y = y1; y <= y2; y++)
2273 if (HRANGE(state,x,y)) {
2274 int val = index(state,hedge,x,y);
2275 if (y == y1 || y == y2)
2279 changed = changed || (index(state,hedge,x,y) != val);
2281 index(state,hedge,x,y) = val;
2285 * Draw vertical edges of rectangles.
2287 for (y = y1; y < y2; y++)
2288 for (x = x1; x <= x2; x++)
2289 if (VRANGE(state,x,y)) {
2290 int val = index(state,vedge,x,y);
2291 if (x == x1 || x == x2)
2295 changed = changed || (index(state,vedge,x,y) != val);
2297 index(state,vedge,x,y) = val;
2303 static int ui_draw_rect(game_state *state, game_ui *ui,
2304 unsigned char *hedge, unsigned char *vedge, int c,
2307 return grid_draw_rect(state, hedge, vedge, c, really,
2308 ui->x1, ui->y1, ui->x2, ui->y2);
2311 static void game_changed_state(game_ui *ui, game_state *oldstate,
2312 game_state *newstate)
2316 struct game_drawstate {
2319 unsigned long *visible;
2322 static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
2323 int x, int y, int button)
2326 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
2329 button &= ~MOD_MASK;
2331 if (button == LEFT_BUTTON) {
2333 } else if (button == LEFT_RELEASE) {
2335 } else if (button != LEFT_DRAG) {
2339 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
2342 xc >= 0 && xc <= 2*from->w &&
2343 yc >= 0 && yc <= 2*from->h) {
2345 ui->drag_start_x = xc;
2346 ui->drag_start_y = yc;
2347 ui->drag_end_x = xc;
2348 ui->drag_end_y = yc;
2349 ui->dragged = FALSE;
2353 if (ui->drag_start_x >= 0 &&
2354 (xc != ui->drag_end_x || yc != ui->drag_end_y)) {
2357 ui->drag_end_x = xc;
2358 ui->drag_end_y = yc;
2362 if (xc >= 0 && xc <= 2*from->w &&
2363 yc >= 0 && yc <= 2*from->h) {
2364 ui->x1 = ui->drag_start_x;
2365 ui->x2 = ui->drag_end_x;
2366 if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
2368 ui->y1 = ui->drag_start_y;
2369 ui->y2 = ui->drag_end_y;
2370 if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
2372 ui->x1 = ui->x1 / 2; /* rounds down */
2373 ui->x2 = (ui->x2+1) / 2; /* rounds up */
2374 ui->y1 = ui->y1 / 2; /* rounds down */
2375 ui->y2 = (ui->y2+1) / 2; /* rounds up */
2386 if (enddrag && (ui->drag_start_x >= 0)) {
2387 if (xc >= 0 && xc <= 2*from->w &&
2388 yc >= 0 && yc <= 2*from->h) {
2391 if (ui_draw_rect(from, ui, from->hedge,
2392 from->vedge, 1, FALSE)) {
2393 sprintf(buf, "R%d,%d,%d,%d",
2394 ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
2398 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
2399 sprintf(buf, "H%d,%d", xc/2, yc/2);
2402 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
2403 sprintf(buf, "V%d,%d", xc/2, yc/2);
2409 ui->drag_start_x = -1;
2410 ui->drag_start_y = -1;
2411 ui->drag_end_x = -1;
2412 ui->drag_end_y = -1;
2417 ui->dragged = FALSE;
2422 return ret; /* a move has been made */
2424 return ""; /* UI activity has occurred */
2429 static game_state *execute_move(game_state *from, char *move)
2432 int x1, y1, x2, y2, mode;
2434 if (move[0] == 'S') {
2438 ret = dup_game(from);
2439 ret->cheated = TRUE;
2441 for (y = 0; y < ret->h; y++)
2442 for (x = 1; x < ret->w; x++) {
2443 vedge(ret, x, y) = (*p == '1');
2446 for (y = 1; y < ret->h; y++)
2447 for (x = 0; x < ret->w; x++) {
2448 hedge(ret, x, y) = (*p == '1');
2452 sfree(ret->correct);
2453 ret->correct = get_correct(ret);
2457 } else if (move[0] == 'R' &&
2458 sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
2459 x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
2460 y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
2464 } else if ((move[0] == 'H' || move[0] == 'V') &&
2465 sscanf(move+1, "%d,%d", &x1, &y1) == 2 &&
2466 (move[0] == 'H' ? HRANGE(from, x1, y1) :
2467 VRANGE(from, x1, y1))) {
2470 return NULL; /* can't parse move string */
2472 ret = dup_game(from);
2475 grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2);
2476 } else if (mode == 'H') {
2477 hedge(ret,x1,y1) = !hedge(ret,x1,y1);
2478 } else if (mode == 'V') {
2479 vedge(ret,x1,y1) = !vedge(ret,x1,y1);
2482 sfree(ret->correct);
2483 ret->correct = get_correct(ret);
2486 * We've made a real change to the grid. Check to see
2487 * if the game has been completed.
2489 if (!ret->completed) {
2493 for (x = 0; x < ret->w; x++)
2494 for (y = 0; y < ret->h; y++)
2495 if (!index(ret, ret->correct, x, y))
2499 ret->completed = TRUE;
2505 /* ----------------------------------------------------------------------
2509 #define CORRECT (1L<<16)
2511 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
2512 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
2514 static void game_compute_size(game_params *params, int tilesize,
2517 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2518 struct { int tilesize; } ads, *ds = &ads;
2519 ads.tilesize = tilesize;
2521 *x = params->w * TILE_SIZE + 2*BORDER + 1;
2522 *y = params->h * TILE_SIZE + 2*BORDER + 1;
2525 static void game_set_size(drawing *dr, game_drawstate *ds,
2526 game_params *params, int tilesize)
2528 ds->tilesize = tilesize;
2531 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
2533 float *ret = snewn(3 * NCOLOURS, float);
2535 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
2537 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
2538 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
2539 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
2541 ret[COL_DRAG * 3 + 0] = 1.0F;
2542 ret[COL_DRAG * 3 + 1] = 0.0F;
2543 ret[COL_DRAG * 3 + 2] = 0.0F;
2545 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
2546 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
2547 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
2549 ret[COL_LINE * 3 + 0] = 0.0F;
2550 ret[COL_LINE * 3 + 1] = 0.0F;
2551 ret[COL_LINE * 3 + 2] = 0.0F;
2553 ret[COL_TEXT * 3 + 0] = 0.0F;
2554 ret[COL_TEXT * 3 + 1] = 0.0F;
2555 ret[COL_TEXT * 3 + 2] = 0.0F;
2557 *ncolours = NCOLOURS;
2561 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
2563 struct game_drawstate *ds = snew(struct game_drawstate);
2566 ds->started = FALSE;
2569 ds->visible = snewn(ds->w * ds->h, unsigned long);
2570 ds->tilesize = 0; /* not decided yet */
2571 for (i = 0; i < ds->w * ds->h; i++)
2572 ds->visible[i] = 0xFFFF;
2577 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
2583 static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
2584 int x, int y, unsigned char *hedge, unsigned char *vedge,
2585 unsigned char *corners, int correct)
2587 int cx = COORD(x), cy = COORD(y);
2590 draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
2591 draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
2592 correct ? COL_CORRECT : COL_BACKGROUND);
2594 if (grid(state,x,y)) {
2595 sprintf(str, "%d", grid(state,x,y));
2596 draw_text(dr, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
2597 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
2603 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
2604 draw_rect(dr, cx, cy, TILE_SIZE+1, 2,
2605 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
2607 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
2608 draw_rect(dr, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
2609 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
2611 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
2612 draw_rect(dr, cx, cy, 2, TILE_SIZE+1,
2613 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
2615 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
2616 draw_rect(dr, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
2617 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
2623 if (index(state,corners,x,y))
2624 draw_rect(dr, cx, cy, 2, 2,
2625 COLOUR(index(state,corners,x,y)));
2626 if (x+1 < state->w && index(state,corners,x+1,y))
2627 draw_rect(dr, cx+TILE_SIZE-1, cy, 2, 2,
2628 COLOUR(index(state,corners,x+1,y)));
2629 if (y+1 < state->h && index(state,corners,x,y+1))
2630 draw_rect(dr, cx, cy+TILE_SIZE-1, 2, 2,
2631 COLOUR(index(state,corners,x,y+1)));
2632 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
2633 draw_rect(dr, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
2634 COLOUR(index(state,corners,x+1,y+1)));
2636 draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
2639 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
2640 game_state *state, int dir, game_ui *ui,
2641 float animtime, float flashtime)
2644 unsigned char *hedge, *vedge, *corners;
2647 hedge = snewn(state->w*state->h, unsigned char);
2648 vedge = snewn(state->w*state->h, unsigned char);
2649 memcpy(hedge, state->hedge, state->w*state->h);
2650 memcpy(vedge, state->vedge, state->w*state->h);
2651 ui_draw_rect(state, ui, hedge, vedge, 2, TRUE);
2653 hedge = state->hedge;
2654 vedge = state->vedge;
2657 corners = snewn(state->w * state->h, unsigned char);
2658 memset(corners, 0, state->w * state->h);
2659 for (x = 0; x < state->w; x++)
2660 for (y = 0; y < state->h; y++) {
2662 int e = index(state, vedge, x, y);
2663 if (index(state,corners,x,y) < e)
2664 index(state,corners,x,y) = e;
2665 if (y+1 < state->h &&
2666 index(state,corners,x,y+1) < e)
2667 index(state,corners,x,y+1) = e;
2670 int e = index(state, hedge, x, y);
2671 if (index(state,corners,x,y) < e)
2672 index(state,corners,x,y) = e;
2673 if (x+1 < state->w &&
2674 index(state,corners,x+1,y) < e)
2675 index(state,corners,x+1,y) = e;
2681 state->w * TILE_SIZE + 2*BORDER + 1,
2682 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
2683 draw_rect(dr, COORD(0)-1, COORD(0)-1,
2684 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
2686 draw_update(dr, 0, 0,
2687 state->w * TILE_SIZE + 2*BORDER + 1,
2688 state->h * TILE_SIZE + 2*BORDER + 1);
2691 for (x = 0; x < state->w; x++)
2692 for (y = 0; y < state->h; y++) {
2693 unsigned long c = 0;
2695 if (HRANGE(state,x,y))
2696 c |= index(state,hedge,x,y);
2697 if (HRANGE(state,x,y+1))
2698 c |= index(state,hedge,x,y+1) << 2;
2699 if (VRANGE(state,x,y))
2700 c |= index(state,vedge,x,y) << 4;
2701 if (VRANGE(state,x+1,y))
2702 c |= index(state,vedge,x+1,y) << 6;
2703 c |= index(state,corners,x,y) << 8;
2705 c |= index(state,corners,x+1,y) << 10;
2707 c |= index(state,corners,x,y+1) << 12;
2708 if (x+1 < state->w && y+1 < state->h)
2709 /* cast to prevent 2<<14 sign-extending on promotion to long */
2710 c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
2711 if (index(state, state->correct, x, y) && !flashtime)
2714 if (index(ds,ds->visible,x,y) != c) {
2715 draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
2716 (c & CORRECT) ? 1 : 0);
2717 index(ds,ds->visible,x,y) = c;
2724 if (ui->x1 >= 0 && ui->y1 >= 0 &&
2725 ui->x2 >= 0 && ui->y2 >= 0) {
2726 sprintf(buf, "%dx%d ",
2734 strcat(buf, "Auto-solved.");
2735 else if (state->completed)
2736 strcat(buf, "COMPLETED!");
2738 status_bar(dr, buf);
2741 if (hedge != state->hedge) {
2749 static float game_anim_length(game_state *oldstate,
2750 game_state *newstate, int dir, game_ui *ui)
2755 static float game_flash_length(game_state *oldstate,
2756 game_state *newstate, int dir, game_ui *ui)
2758 if (!oldstate->completed && newstate->completed &&
2759 !oldstate->cheated && !newstate->cheated)
2764 static int game_wants_statusbar(void)
2769 static int game_timing_state(game_state *state, game_ui *ui)
2774 static void game_print_size(game_params *params, float *x, float *y)
2779 * I'll use 5mm squares by default.
2781 game_compute_size(params, 500, &pw, &ph);
2786 static void game_print(drawing *dr, game_state *state, int tilesize)
2788 int w = state->w, h = state->h;
2789 int ink = print_mono_colour(dr, 0);
2792 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2793 game_drawstate ads, *ds = &ads;
2794 ads.tilesize = tilesize;
2799 print_line_width(dr, TILE_SIZE / 10);
2800 draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, ink);
2803 * Grid. We have to make the grid lines particularly thin,
2804 * because users will be drawing lines _along_ them and we want
2805 * those lines to be visible.
2807 print_line_width(dr, TILE_SIZE / 256);
2808 for (x = 1; x < w; x++)
2809 draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
2810 for (y = 1; y < h; y++)
2811 draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
2816 print_line_width(dr, TILE_SIZE / 10);
2817 for (y = 0; y <= h; y++)
2818 for (x = 0; x <= w; x++) {
2819 if (HRANGE(state,x,y) && hedge(state,x,y))
2820 draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y), ink);
2821 if (VRANGE(state,x,y) && vedge(state,x,y))
2822 draw_line(dr, COORD(x), COORD(y), COORD(x), COORD(y+1), ink);
2828 for (y = 0; y < h; y++)
2829 for (x = 0; x < w; x++)
2830 if (grid(state,x,y)) {
2832 sprintf(str, "%d", grid(state,x,y));
2833 draw_text(dr, COORD(x)+TILE_SIZE/2, COORD(y)+TILE_SIZE/2,
2834 FONT_VARIABLE, TILE_SIZE/2,
2835 ALIGN_HCENTRE | ALIGN_VCENTRE, ink, str);
2840 #define thegame rect
2843 const struct game thegame = {
2844 "Rectangles", "games.rectangles",
2851 TRUE, game_configure, custom_params,
2859 TRUE, game_text_format,
2867 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
2870 game_free_drawstate,
2874 TRUE, FALSE, game_print_size, game_print,
2875 game_wants_statusbar,
2876 FALSE, game_timing_state,
2877 0, /* mouse_priorities */