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) */
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 static char *new_game_seed(game_params *params, random_state *rs,
393 struct rectlist *list;
394 int x, y, y2, y2last, yx, run, i;
396 game_params params2real, *params2 = ¶ms2real;
399 * Set up the smaller width and height which we will use to
400 * generate the base grid.
402 params2->w = params->w / (1.0F + params->expandfactor);
403 if (params2->w < 2 && params->w >= 2) params2->w = 2;
404 params2->h = params->h / (1.0F + params->expandfactor);
405 if (params2->h < 2 && params->h >= 2) params2->h = 2;
407 grid = snewn(params2->w * params2->h, int);
409 for (y = 0; y < params2->h; y++)
410 for (x = 0; x < params2->w; x++) {
411 index(params2, grid, x, y) = -1;
414 list = get_rectlist(params2, grid);
415 assert(list != NULL);
418 * Place rectangles until we can't any more.
420 while (list->n > 0) {
425 * Pick a random rectangle.
427 i = random_upto(rs, list->n);
433 place_rect(params2, grid, r);
436 * Winnow the list by removing any rectangles which
440 for (i = 0; i < list->n; i++) {
441 struct rect s = list->rects[i];
442 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
443 s.y+s.h <= r.y || r.y+r.h <= s.y)
444 list->rects[m++] = s;
452 * Deal with singleton spaces remaining in the grid, one by
455 * We do this by making a local change to the layout. There are
456 * several possibilities:
458 * +-----+-----+ Here, we can remove the singleton by
459 * | | | extending the 1x2 rectangle below it
460 * +--+--+-----+ into a 1x3.
468 * +--+--+--+ Here, that trick doesn't work: there's no
469 * | | | 1 x n rectangle with the singleton at one
470 * | | | end. Instead, we extend a 1 x n rectangle
471 * | | | _out_ from the singleton, shaving a layer
472 * +--+--+ | off the end of another rectangle. So if we
473 * | | | | extended up, we'd make our singleton part
474 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
475 * | | | used to be; or we could extend right into
476 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
478 * +-----+--+ Here, we can't even do _that_, since any
479 * | | | direction we choose to extend the singleton
480 * +--+--+ | will produce a new singleton as a result of
481 * | | | | truncating one of the size-2 rectangles.
482 * | +--+--+ Fortunately, this case can _only_ occur when
483 * | | | a singleton is surrounded by four size-2s
484 * +--+-----+ in this fashion; so instead we can simply
485 * replace the whole section with a single 3x3.
487 for (x = 0; x < params2->w; x++) {
488 for (y = 0; y < params2->h; y++) {
489 if (index(params2, grid, x, y) < 0) {
492 #ifdef GENERATION_DIAGNOSTICS
493 display_grid(params2, grid, NULL, FALSE);
494 printf("singleton at %d,%d\n", x, y);
498 * Check in which directions we can feasibly extend
499 * the singleton. We can extend in a particular
500 * direction iff either:
502 * - the rectangle on that side of the singleton
503 * is not 2x1, and we are at one end of the edge
504 * of it we are touching
506 * - it is 2x1 but we are on its short side.
508 * FIXME: we could plausibly choose between these
509 * based on the sizes of the rectangles they would
513 if (x < params2->w-1) {
514 struct rect r = find_rect(params2, grid, x+1, y);
515 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
516 dirs[ndirs++] = 1; /* right */
519 struct rect r = find_rect(params2, grid, x, y-1);
520 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
521 dirs[ndirs++] = 2; /* up */
524 struct rect r = find_rect(params2, grid, x-1, y);
525 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
526 dirs[ndirs++] = 4; /* left */
528 if (y < params2->h-1) {
529 struct rect r = find_rect(params2, grid, x, y+1);
530 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
531 dirs[ndirs++] = 8; /* down */
538 which = random_upto(rs, ndirs);
543 assert(x < params2->w+1);
544 #ifdef GENERATION_DIAGNOSTICS
545 printf("extending right\n");
547 r1 = find_rect(params2, grid, x+1, y);
558 #ifdef GENERATION_DIAGNOSTICS
559 printf("extending up\n");
561 r1 = find_rect(params2, grid, x, y-1);
572 #ifdef GENERATION_DIAGNOSTICS
573 printf("extending left\n");
575 r1 = find_rect(params2, grid, x-1, y);
585 assert(y < params2->h+1);
586 #ifdef GENERATION_DIAGNOSTICS
587 printf("extending down\n");
589 r1 = find_rect(params2, grid, x, y+1);
599 if (r1.h > 0 && r1.w > 0)
600 place_rect(params2, grid, r1);
601 place_rect(params2, grid, r2);
605 * Sanity-check that there really is a 3x3
606 * rectangle surrounding this singleton and it
607 * contains absolutely everything we could
612 assert(x > 0 && x < params2->w-1);
613 assert(y > 0 && y < params2->h-1);
615 for (xx = x-1; xx <= x+1; xx++)
616 for (yy = y-1; yy <= y+1; yy++) {
617 struct rect r = find_rect(params2,grid,xx,yy);
620 assert(r.x+r.w-1 <= x+1);
621 assert(r.y+r.h-1 <= y+1);
626 #ifdef GENERATION_DIAGNOSTICS
627 printf("need the 3x3 trick\n");
631 * FIXME: If the maximum rectangle area for
632 * this grid is less than 9, we ought to
633 * subdivide the 3x3 in some fashion. There are
634 * five other possibilities:
639 * - a 3 and three 2s (two different arrangements).
647 place_rect(params2, grid, r);
655 * We have now constructed a grid of the size specified in
656 * params2. Now we extend it into a grid of the size specified
657 * in params. We do this in two passes: we extend it vertically
658 * until it's the right height, then we transpose it, then
659 * extend it vertically again (getting it effectively the right
660 * width), then finally transpose again.
662 for (i = 0; i < 2; i++) {
663 int *grid2, *expand, *where;
664 game_params params3real, *params3 = ¶ms3real;
666 #ifdef GENERATION_DIAGNOSTICS
667 printf("before expansion:\n");
668 display_grid(params2, grid, NULL, TRUE);
672 * Set up the new grid.
674 grid2 = snewn(params2->w * params->h, int);
675 expand = snewn(params2->h-1, int);
676 where = snewn(params2->w, int);
677 params3->w = params2->w;
678 params3->h = params->h;
681 * Decide which horizontal edges are going to get expanded,
684 for (y = 0; y < params2->h-1; y++)
686 for (y = params2->h; y < params->h; y++) {
687 x = random_upto(rs, params2->h-1);
691 #ifdef GENERATION_DIAGNOSTICS
692 printf("expand[] = {");
693 for (y = 0; y < params2->h-1; y++)
694 printf(" %d", expand[y]);
699 * Perform the expansion. The way this works is that we
702 * - copy a row from grid into grid2
704 * - invent some number of additional rows in grid2 where
705 * there was previously only a horizontal line between
706 * rows in grid, and make random decisions about where
707 * among these to place each rectangle edge that ran
710 for (y = y2 = y2last = 0; y < params2->h; y++) {
712 * Copy a single line from row y of grid into row y2 of
715 for (x = 0; x < params2->w; x++) {
716 int val = index(params2, grid, x, y);
717 if (val / params2->w == y && /* rect starts on this line */
718 (y2 == 0 || /* we're at the very top, or... */
719 index(params3, grid2, x, y2-1) / params3->w < y2last
720 /* this rect isn't already started */))
721 index(params3, grid2, x, y2) =
722 INDEX(params3, val % params2->w, y2);
724 index(params3, grid2, x, y2) =
725 index(params3, grid2, x, y2-1);
729 * If that was the last line, terminate the loop early.
731 if (++y2 == params3->h)
737 * Invent some number of additional lines. First walk
738 * along this line working out where to put all the
739 * edges that coincide with it.
742 for (x = 0; x < params2->w; x++) {
743 if (index(params2, grid, x, y) !=
744 index(params2, grid, x, y+1)) {
746 * This is a horizontal edge, so it needs
750 (index(params2, grid, x-1, y) !=
751 index(params2, grid, x, y) &&
752 index(params2, grid, x-1, y+1) !=
753 index(params2, grid, x, y+1))) {
755 * Here we have the chance to make a new
758 yx = random_upto(rs, expand[y]+1);
761 * Here we just reuse the previous value of
770 for (yx = 0; yx < expand[y]; yx++) {
772 * Invent a single row. For each square in the row,
773 * we copy the grid entry from the square above it,
774 * unless we're starting the new rectangle here.
776 for (x = 0; x < params2->w; x++) {
777 if (yx == where[x]) {
778 int val = index(params2, grid, x, y+1);
780 val = INDEX(params3, val, y2);
781 index(params3, grid2, x, y2) = val;
783 index(params3, grid2, x, y2) =
784 index(params3, grid2, x, y2-1);
794 #ifdef GENERATION_DIAGNOSTICS
795 printf("after expansion:\n");
796 display_grid(params3, grid2, NULL, TRUE);
801 params2->w = params3->h;
802 params2->h = params3->w;
804 grid = snewn(params2->w * params2->h, int);
805 for (x = 0; x < params2->w; x++)
806 for (y = 0; y < params2->h; y++) {
807 int idx1 = INDEX(params2, x, y);
808 int idx2 = INDEX(params3, y, x);
812 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
821 params->w = params->h;
825 #ifdef GENERATION_DIAGNOSTICS
826 printf("after transposition:\n");
827 display_grid(params2, grid, NULL, TRUE);
834 numbers = snewn(params->w * params->h, int);
836 for (y = 0; y < params->h; y++)
837 for (x = 0; x < params->w; x++) {
838 index(params, numbers, x, y) = 0;
841 for (x = 0; x < params->w; x++) {
842 for (y = 0; y < params->h; y++) {
843 int idx = INDEX(params, x, y);
844 if (index(params, grid, x, y) == idx) {
845 struct rect r = find_rect(params, grid, x, y);
849 * Decide where to put the number.
851 n = random_upto(rs, r.w*r.h);
854 index(params,numbers,x+xx,y+yy) = r.w*r.h;
859 #ifdef GENERATION_DIAGNOSTICS
860 display_grid(params, grid, numbers, FALSE);
863 seed = snewn(11 * params->w * params->h, char);
866 for (i = 0; i <= params->w * params->h; i++) {
867 int n = (i < params->w * params->h ? numbers[i] : -1);
874 int c = 'a' - 1 + run;
878 run -= c - ('a' - 1);
882 * If there's a number in the very top left or
883 * bottom right, there's no point putting an
884 * unnecessary _ before or after it.
886 if (p > seed && n > 0)
890 p += sprintf(p, "%d", n);
902 void game_free_aux_info(game_aux_info *aux)
904 assert(!"Shouldn't happen");
907 static char *validate_seed(game_params *params, char *seed)
909 int area = params->w * params->h;
914 if (n >= 'a' && n <= 'z') {
915 squares += n - 'a' + 1;
916 } else if (n == '_') {
918 } else if (n > '0' && n <= '9') {
920 while (*seed >= '0' && *seed <= '9')
923 return "Invalid character in game specification";
927 return "Not enough data to fill grid";
930 return "Too much data to fit in grid";
935 static game_state *new_game(game_params *params, char *seed)
937 game_state *state = snew(game_state);
940 state->w = params->w;
941 state->h = params->h;
943 area = state->w * state->h;
945 state->grid = snewn(area, int);
946 state->vedge = snewn(area, unsigned char);
947 state->hedge = snewn(area, unsigned char);
948 state->completed = FALSE;
953 if (n >= 'a' && n <= 'z') {
954 int run = n - 'a' + 1;
955 assert(i + run <= area);
957 state->grid[i++] = 0;
958 } else if (n == '_') {
960 } else if (n > '0' && n <= '9') {
962 state->grid[i++] = atoi(seed-1);
963 while (*seed >= '0' && *seed <= '9')
966 assert(!"We can't get here");
971 for (y = 0; y < state->h; y++)
972 for (x = 0; x < state->w; x++)
973 vedge(state,x,y) = hedge(state,x,y) = 0;
978 static game_state *dup_game(game_state *state)
980 game_state *ret = snew(game_state);
985 ret->vedge = snewn(state->w * state->h, unsigned char);
986 ret->hedge = snewn(state->w * state->h, unsigned char);
987 ret->grid = snewn(state->w * state->h, int);
989 ret->completed = state->completed;
991 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
992 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
993 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
998 static void free_game(game_state *state)
1001 sfree(state->vedge);
1002 sfree(state->hedge);
1006 static char *game_text_format(game_state *state)
1008 char *ret, *p, buf[80];
1009 int i, x, y, col, maxlen;
1012 * First determine the number of spaces required to display a
1013 * number. We'll use at least two, because one looks a bit
1017 for (i = 0; i < state->w * state->h; i++) {
1018 x = sprintf(buf, "%d", state->grid[i]);
1019 if (col < x) col = x;
1023 * Now we know the exact total size of the grid we're going to
1024 * produce: it's got 2*h+1 rows, each containing w lots of col,
1025 * w+1 boundary characters and a trailing newline.
1027 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
1029 ret = snewn(maxlen, char);
1032 for (y = 0; y <= 2*state->h; y++) {
1033 for (x = 0; x <= 2*state->w; x++) {
1038 int v = grid(state, x/2, y/2);
1040 sprintf(buf, "%*d", col, v);
1042 sprintf(buf, "%*s", col, "");
1043 memcpy(p, buf, col);
1047 * Display a horizontal edge or nothing.
1049 int h = (y==0 || y==2*state->h ? 1 :
1050 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
1056 for (i = 0; i < col; i++)
1060 * Display a vertical edge or nothing.
1062 int v = (x==0 || x==2*state->w ? 1 :
1063 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
1070 * Display a corner, or a vertical edge, or a
1071 * horizontal edge, or nothing.
1073 int hl = (y==0 || y==2*state->h ? 1 :
1074 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
1075 int hr = (y==0 || y==2*state->h ? 1 :
1076 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
1077 int vu = (x==0 || x==2*state->w ? 1 :
1078 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
1079 int vd = (x==0 || x==2*state->w ? 1 :
1080 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
1081 if (!hl && !hr && !vu && !vd)
1083 else if (hl && hr && !vu && !vd)
1085 else if (!hl && !hr && vu && vd)
1094 assert(p - ret == maxlen);
1099 static unsigned char *get_correct(game_state *state)
1104 ret = snewn(state->w * state->h, unsigned char);
1105 memset(ret, 0xFF, state->w * state->h);
1107 for (x = 0; x < state->w; x++)
1108 for (y = 0; y < state->h; y++)
1109 if (index(state,ret,x,y) == 0xFF) {
1112 int num, area, valid;
1115 * Find a rectangle starting at this point.
1118 while (x+rw < state->w && !vedge(state,x+rw,y))
1121 while (y+rh < state->h && !hedge(state,x,y+rh))
1125 * We know what the dimensions of the rectangle
1126 * should be if it's there at all. Find out if we
1127 * really have a valid rectangle.
1130 /* Check the horizontal edges. */
1131 for (xx = x; xx < x+rw; xx++) {
1132 for (yy = y; yy <= y+rh; yy++) {
1133 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1134 int ec = (yy == y || yy == y+rh);
1139 /* Check the vertical edges. */
1140 for (yy = y; yy < y+rh; yy++) {
1141 for (xx = x; xx <= x+rw; xx++) {
1142 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1143 int ec = (xx == x || xx == x+rw);
1150 * If this is not a valid rectangle with no other
1151 * edges inside it, we just mark this square as not
1152 * complete and proceed to the next square.
1155 index(state, ret, x, y) = 0;
1160 * We have a rectangle. Now see what its area is,
1161 * and how many numbers are in it.
1165 for (xx = x; xx < x+rw; xx++) {
1166 for (yy = y; yy < y+rh; yy++) {
1168 if (grid(state,xx,yy)) {
1170 valid = FALSE; /* two numbers */
1171 num = grid(state,xx,yy);
1179 * Now fill in the whole rectangle based on the
1182 for (xx = x; xx < x+rw; xx++) {
1183 for (yy = y; yy < y+rh; yy++) {
1184 index(state, ret, xx, yy) = valid;
1194 * These coordinates are 2 times the obvious grid coordinates.
1195 * Hence, the top left of the grid is (0,0), the grid point to
1196 * the right of that is (2,0), the one _below that_ is (2,2)
1197 * and so on. This is so that we can specify a drag start point
1198 * on an edge (one odd coordinate) or in the middle of a square
1199 * (two odd coordinates) rather than always at a corner.
1201 * -1,-1 means no drag is in progress.
1208 * This flag is set as soon as a dragging action moves the
1209 * mouse pointer away from its starting point, so that even if
1210 * the pointer _returns_ to its starting point the action is
1211 * treated as a small drag rather than a click.
1216 static game_ui *new_ui(game_state *state)
1218 game_ui *ui = snew(game_ui);
1219 ui->drag_start_x = -1;
1220 ui->drag_start_y = -1;
1221 ui->drag_end_x = -1;
1222 ui->drag_end_y = -1;
1223 ui->dragged = FALSE;
1227 static void free_ui(game_ui *ui)
1232 static void coord_round(float x, float y, int *xr, int *yr)
1234 float xs, ys, xv, yv, dx, dy, dist;
1237 * Find the nearest square-centre.
1239 xs = (float)floor(x) + 0.5F;
1240 ys = (float)floor(y) + 0.5F;
1243 * And find the nearest grid vertex.
1245 xv = (float)floor(x + 0.5F);
1246 yv = (float)floor(y + 0.5F);
1249 * We allocate clicks in parts of the grid square to either
1250 * corners, edges or square centres, as follows:
1266 * In other words: we measure the square distance (i.e.
1267 * max(dx,dy)) from the click to the nearest corner, and if
1268 * it's within CORNER_TOLERANCE then we return a corner click.
1269 * We measure the square distance from the click to the nearest
1270 * centre, and if that's within CENTRE_TOLERANCE we return a
1271 * centre click. Failing that, we find which of the two edge
1272 * centres is nearer to the click and return that edge.
1276 * Check for corner click.
1278 dx = (float)fabs(x - xv);
1279 dy = (float)fabs(y - yv);
1280 dist = (dx > dy ? dx : dy);
1281 if (dist < CORNER_TOLERANCE) {
1286 * Check for centre click.
1288 dx = (float)fabs(x - xs);
1289 dy = (float)fabs(y - ys);
1290 dist = (dx > dy ? dx : dy);
1291 if (dist < CENTRE_TOLERANCE) {
1292 *xr = 1 + 2 * (int)xs;
1293 *yr = 1 + 2 * (int)ys;
1296 * Failing both of those, see which edge we're closer to.
1297 * Conveniently, this is simply done by testing the relative
1298 * magnitude of dx and dy (which are currently distances from
1299 * the square centre).
1302 /* Vertical edge: x-coord of corner,
1303 * y-coord of square centre. */
1305 *yr = 1 + 2 * (int)ys;
1307 /* Horizontal edge: x-coord of square centre,
1308 * y-coord of corner. */
1309 *xr = 1 + 2 * (int)xs;
1316 static void ui_draw_rect(game_state *state, game_ui *ui,
1317 unsigned char *hedge, unsigned char *vedge, int c)
1319 int x1, x2, y1, y2, x, y, t;
1321 x1 = ui->drag_start_x;
1322 x2 = ui->drag_end_x;
1323 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1325 y1 = ui->drag_start_y;
1326 y2 = ui->drag_end_y;
1327 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1329 x1 = x1 / 2; /* rounds down */
1330 x2 = (x2+1) / 2; /* rounds up */
1331 y1 = y1 / 2; /* rounds down */
1332 y2 = (y2+1) / 2; /* rounds up */
1335 * Draw horizontal edges of rectangles.
1337 for (x = x1; x < x2; x++)
1338 for (y = y1; y <= y2; y++)
1339 if (HRANGE(state,x,y)) {
1340 int val = index(state,hedge,x,y);
1341 if (y == y1 || y == y2)
1345 index(state,hedge,x,y) = val;
1349 * Draw vertical edges of rectangles.
1351 for (y = y1; y < y2; y++)
1352 for (x = x1; x <= x2; x++)
1353 if (VRANGE(state,x,y)) {
1354 int val = index(state,vedge,x,y);
1355 if (x == x1 || x == x2)
1359 index(state,vedge,x,y) = val;
1363 static game_state *make_move(game_state *from, game_ui *ui,
1364 int x, int y, int button)
1367 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1370 if (button == LEFT_BUTTON) {
1372 } else if (button == LEFT_RELEASE) {
1374 } else if (button != LEFT_DRAG) {
1378 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1381 ui->drag_start_x = xc;
1382 ui->drag_start_y = yc;
1383 ui->drag_end_x = xc;
1384 ui->drag_end_y = yc;
1385 ui->dragged = FALSE;
1389 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1390 ui->drag_end_x = xc;
1391 ui->drag_end_y = yc;
1399 if (xc >= 0 && xc <= 2*from->w &&
1400 yc >= 0 && yc <= 2*from->h) {
1401 ret = dup_game(from);
1404 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1406 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1407 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1409 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1410 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1414 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1415 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1421 * We've made a real change to the grid. Check to see
1422 * if the game has been completed.
1424 if (ret && !ret->completed) {
1426 unsigned char *correct = get_correct(ret);
1429 for (x = 0; x < ret->w; x++)
1430 for (y = 0; y < ret->h; y++)
1431 if (!index(ret, correct, x, y))
1437 ret->completed = TRUE;
1441 ui->drag_start_x = -1;
1442 ui->drag_start_y = -1;
1443 ui->drag_end_x = -1;
1444 ui->drag_end_y = -1;
1445 ui->dragged = FALSE;
1450 return ret; /* a move has been made */
1452 return from; /* UI activity has occurred */
1457 /* ----------------------------------------------------------------------
1461 #define CORRECT 65536
1463 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1464 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1465 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1467 struct game_drawstate {
1470 unsigned int *visible;
1473 static void game_size(game_params *params, int *x, int *y)
1475 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1476 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1479 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1481 float *ret = snewn(3 * NCOLOURS, float);
1483 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1485 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1486 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1487 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1489 ret[COL_DRAG * 3 + 0] = 1.0F;
1490 ret[COL_DRAG * 3 + 1] = 0.0F;
1491 ret[COL_DRAG * 3 + 2] = 0.0F;
1493 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1494 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1495 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1497 ret[COL_LINE * 3 + 0] = 0.0F;
1498 ret[COL_LINE * 3 + 1] = 0.0F;
1499 ret[COL_LINE * 3 + 2] = 0.0F;
1501 ret[COL_TEXT * 3 + 0] = 0.0F;
1502 ret[COL_TEXT * 3 + 1] = 0.0F;
1503 ret[COL_TEXT * 3 + 2] = 0.0F;
1505 *ncolours = NCOLOURS;
1509 static game_drawstate *game_new_drawstate(game_state *state)
1511 struct game_drawstate *ds = snew(struct game_drawstate);
1514 ds->started = FALSE;
1517 ds->visible = snewn(ds->w * ds->h, unsigned int);
1518 for (i = 0; i < ds->w * ds->h; i++)
1519 ds->visible[i] = 0xFFFF;
1524 static void game_free_drawstate(game_drawstate *ds)
1530 static void draw_tile(frontend *fe, game_state *state, int x, int y,
1531 unsigned char *hedge, unsigned char *vedge,
1532 unsigned char *corners, int correct)
1534 int cx = COORD(x), cy = COORD(y);
1537 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1538 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1539 correct ? COL_CORRECT : COL_BACKGROUND);
1541 if (grid(state,x,y)) {
1542 sprintf(str, "%d", grid(state,x,y));
1543 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1544 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1550 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1551 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1552 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1554 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1555 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1556 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1558 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1559 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1560 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1562 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1563 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1564 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1570 if (index(state,corners,x,y))
1571 draw_rect(fe, cx, cy, 2, 2,
1572 COLOUR(index(state,corners,x,y)));
1573 if (x+1 < state->w && index(state,corners,x+1,y))
1574 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1575 COLOUR(index(state,corners,x+1,y)));
1576 if (y+1 < state->h && index(state,corners,x,y+1))
1577 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1578 COLOUR(index(state,corners,x,y+1)));
1579 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
1580 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1581 COLOUR(index(state,corners,x+1,y+1)));
1583 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1586 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1587 game_state *state, int dir, game_ui *ui,
1588 float animtime, float flashtime)
1591 unsigned char *correct;
1592 unsigned char *hedge, *vedge, *corners;
1594 correct = get_correct(state);
1597 hedge = snewn(state->w*state->h, unsigned char);
1598 vedge = snewn(state->w*state->h, unsigned char);
1599 memcpy(hedge, state->hedge, state->w*state->h);
1600 memcpy(vedge, state->vedge, state->w*state->h);
1601 ui_draw_rect(state, ui, hedge, vedge, 2);
1603 hedge = state->hedge;
1604 vedge = state->vedge;
1607 corners = snewn(state->w * state->h, unsigned char);
1608 memset(corners, 0, state->w * state->h);
1609 for (x = 0; x < state->w; x++)
1610 for (y = 0; y < state->h; y++) {
1612 int e = index(state, vedge, x, y);
1613 if (index(state,corners,x,y) < e)
1614 index(state,corners,x,y) = e;
1615 if (y+1 < state->h &&
1616 index(state,corners,x,y+1) < e)
1617 index(state,corners,x,y+1) = e;
1620 int e = index(state, hedge, x, y);
1621 if (index(state,corners,x,y) < e)
1622 index(state,corners,x,y) = e;
1623 if (x+1 < state->w &&
1624 index(state,corners,x+1,y) < e)
1625 index(state,corners,x+1,y) = e;
1631 state->w * TILE_SIZE + 2*BORDER + 1,
1632 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1633 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1634 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1636 draw_update(fe, 0, 0,
1637 state->w * TILE_SIZE + 2*BORDER + 1,
1638 state->h * TILE_SIZE + 2*BORDER + 1);
1641 for (x = 0; x < state->w; x++)
1642 for (y = 0; y < state->h; y++) {
1645 if (HRANGE(state,x,y))
1646 c |= index(state,hedge,x,y);
1647 if (HRANGE(state,x,y+1))
1648 c |= index(state,hedge,x,y+1) << 2;
1649 if (VRANGE(state,x,y))
1650 c |= index(state,vedge,x,y) << 4;
1651 if (VRANGE(state,x+1,y))
1652 c |= index(state,vedge,x+1,y) << 6;
1653 c |= index(state,corners,x,y) << 8;
1655 c |= index(state,corners,x+1,y) << 10;
1657 c |= index(state,corners,x,y+1) << 12;
1658 if (x+1 < state->w && y+1 < state->h)
1659 c |= index(state,corners,x+1,y+1) << 14;
1660 if (index(state, correct, x, y) && !flashtime)
1663 if (index(ds,ds->visible,x,y) != c) {
1664 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1665 index(ds,ds->visible,x,y) = c;
1669 if (hedge != state->hedge) {
1678 static float game_anim_length(game_state *oldstate,
1679 game_state *newstate, int dir)
1684 static float game_flash_length(game_state *oldstate,
1685 game_state *newstate, int dir)
1687 if (!oldstate->completed && newstate->completed)
1692 static int game_wants_statusbar(void)
1698 #define thegame rect
1701 const struct game thegame = {
1702 "Rectangles", "games.rectangles",
1709 TRUE, game_configure, custom_params,
1717 TRUE, game_text_format,
1724 game_free_drawstate,
1728 game_wants_statusbar,