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)
392 struct rectlist *list;
393 int x, y, y2, y2last, yx, run, i;
395 game_params params2real, *params2 = ¶ms2real;
398 * Set up the smaller width and height which we will use to
399 * generate the base grid.
401 params2->w = params->w / (1.0F + params->expandfactor);
402 if (params2->w < 2 && params->w >= 2) params2->w = 2;
403 params2->h = params->h / (1.0F + params->expandfactor);
404 if (params2->h < 2 && params->h >= 2) params2->h = 2;
406 grid = snewn(params2->w * params2->h, int);
408 for (y = 0; y < params2->h; y++)
409 for (x = 0; x < params2->w; x++) {
410 index(params2, grid, x, y) = -1;
413 list = get_rectlist(params2, grid);
414 assert(list != NULL);
417 * Place rectangles until we can't any more.
419 while (list->n > 0) {
424 * Pick a random rectangle.
426 i = random_upto(rs, list->n);
432 place_rect(params2, grid, r);
435 * Winnow the list by removing any rectangles which
439 for (i = 0; i < list->n; i++) {
440 struct rect s = list->rects[i];
441 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
442 s.y+s.h <= r.y || r.y+r.h <= s.y)
443 list->rects[m++] = s;
451 * Deal with singleton spaces remaining in the grid, one by
454 * We do this by making a local change to the layout. There are
455 * several possibilities:
457 * +-----+-----+ Here, we can remove the singleton by
458 * | | | extending the 1x2 rectangle below it
459 * +--+--+-----+ into a 1x3.
467 * +--+--+--+ Here, that trick doesn't work: there's no
468 * | | | 1 x n rectangle with the singleton at one
469 * | | | end. Instead, we extend a 1 x n rectangle
470 * | | | _out_ from the singleton, shaving a layer
471 * +--+--+ | off the end of another rectangle. So if we
472 * | | | | extended up, we'd make our singleton part
473 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
474 * | | | used to be; or we could extend right into
475 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
477 * +-----+--+ Here, we can't even do _that_, since any
478 * | | | direction we choose to extend the singleton
479 * +--+--+ | will produce a new singleton as a result of
480 * | | | | truncating one of the size-2 rectangles.
481 * | +--+--+ Fortunately, this case can _only_ occur when
482 * | | | a singleton is surrounded by four size-2s
483 * +--+-----+ in this fashion; so instead we can simply
484 * replace the whole section with a single 3x3.
486 for (x = 0; x < params2->w; x++) {
487 for (y = 0; y < params2->h; y++) {
488 if (index(params2, grid, x, y) < 0) {
491 #ifdef GENERATION_DIAGNOSTICS
492 display_grid(params2, grid, NULL, FALSE);
493 printf("singleton at %d,%d\n", x, y);
497 * Check in which directions we can feasibly extend
498 * the singleton. We can extend in a particular
499 * direction iff either:
501 * - the rectangle on that side of the singleton
502 * is not 2x1, and we are at one end of the edge
503 * of it we are touching
505 * - it is 2x1 but we are on its short side.
507 * FIXME: we could plausibly choose between these
508 * based on the sizes of the rectangles they would
512 if (x < params2->w-1) {
513 struct rect r = find_rect(params2, grid, x+1, y);
514 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
515 dirs[ndirs++] = 1; /* right */
518 struct rect r = find_rect(params2, grid, x, y-1);
519 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
520 dirs[ndirs++] = 2; /* up */
523 struct rect r = find_rect(params2, grid, x-1, y);
524 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
525 dirs[ndirs++] = 4; /* left */
527 if (y < params2->h-1) {
528 struct rect r = find_rect(params2, grid, x, y+1);
529 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
530 dirs[ndirs++] = 8; /* down */
537 which = random_upto(rs, ndirs);
542 assert(x < params2->w+1);
543 #ifdef GENERATION_DIAGNOSTICS
544 printf("extending right\n");
546 r1 = find_rect(params2, grid, x+1, y);
557 #ifdef GENERATION_DIAGNOSTICS
558 printf("extending up\n");
560 r1 = find_rect(params2, grid, x, y-1);
571 #ifdef GENERATION_DIAGNOSTICS
572 printf("extending left\n");
574 r1 = find_rect(params2, grid, x-1, y);
584 assert(y < params2->h+1);
585 #ifdef GENERATION_DIAGNOSTICS
586 printf("extending down\n");
588 r1 = find_rect(params2, grid, x, y+1);
598 if (r1.h > 0 && r1.w > 0)
599 place_rect(params2, grid, r1);
600 place_rect(params2, grid, r2);
604 * Sanity-check that there really is a 3x3
605 * rectangle surrounding this singleton and it
606 * contains absolutely everything we could
611 assert(x > 0 && x < params2->w-1);
612 assert(y > 0 && y < params2->h-1);
614 for (xx = x-1; xx <= x+1; xx++)
615 for (yy = y-1; yy <= y+1; yy++) {
616 struct rect r = find_rect(params2,grid,xx,yy);
619 assert(r.x+r.w-1 <= x+1);
620 assert(r.y+r.h-1 <= y+1);
625 #ifdef GENERATION_DIAGNOSTICS
626 printf("need the 3x3 trick\n");
630 * FIXME: If the maximum rectangle area for
631 * this grid is less than 9, we ought to
632 * subdivide the 3x3 in some fashion. There are
633 * five other possibilities:
638 * - a 3 and three 2s (two different arrangements).
646 place_rect(params2, grid, r);
654 * We have now constructed a grid of the size specified in
655 * params2. Now we extend it into a grid of the size specified
656 * in params. We do this in two passes: we extend it vertically
657 * until it's the right height, then we transpose it, then
658 * extend it vertically again (getting it effectively the right
659 * width), then finally transpose again.
661 for (i = 0; i < 2; i++) {
662 int *grid2, *expand, *where;
663 game_params params3real, *params3 = ¶ms3real;
665 #ifdef GENERATION_DIAGNOSTICS
666 printf("before expansion:\n");
667 display_grid(params2, grid, NULL, TRUE);
671 * Set up the new grid.
673 grid2 = snewn(params2->w * params->h, int);
674 expand = snewn(params2->h-1, int);
675 where = snewn(params2->w, int);
676 params3->w = params2->w;
677 params3->h = params->h;
680 * Decide which horizontal edges are going to get expanded,
683 for (y = 0; y < params2->h-1; y++)
685 for (y = params2->h; y < params->h; y++) {
686 x = random_upto(rs, params2->h-1);
690 #ifdef GENERATION_DIAGNOSTICS
691 printf("expand[] = {");
692 for (y = 0; y < params2->h-1; y++)
693 printf(" %d", expand[y]);
698 * Perform the expansion. The way this works is that we
701 * - copy a row from grid into grid2
703 * - invent some number of additional rows in grid2 where
704 * there was previously only a horizontal line between
705 * rows in grid, and make random decisions about where
706 * among these to place each rectangle edge that ran
709 for (y = y2 = y2last = 0; y < params2->h; y++) {
711 * Copy a single line from row y of grid into row y2 of
714 for (x = 0; x < params2->w; x++) {
715 int val = index(params2, grid, x, y);
716 if (val / params2->w == y && /* rect starts on this line */
717 (y2 == 0 || /* we're at the very top, or... */
718 index(params3, grid2, x, y2-1) / params3->w < y2last
719 /* this rect isn't already started */))
720 index(params3, grid2, x, y2) =
721 INDEX(params3, val % params2->w, y2);
723 index(params3, grid2, x, y2) =
724 index(params3, grid2, x, y2-1);
728 * If that was the last line, terminate the loop early.
730 if (++y2 == params3->h)
736 * Invent some number of additional lines. First walk
737 * along this line working out where to put all the
738 * edges that coincide with it.
741 for (x = 0; x < params2->w; x++) {
742 if (index(params2, grid, x, y) !=
743 index(params2, grid, x, y+1)) {
745 * This is a horizontal edge, so it needs
749 (index(params2, grid, x-1, y) !=
750 index(params2, grid, x, y) &&
751 index(params2, grid, x-1, y+1) !=
752 index(params2, grid, x, y+1))) {
754 * Here we have the chance to make a new
757 yx = random_upto(rs, expand[y]+1);
760 * Here we just reuse the previous value of
769 for (yx = 0; yx < expand[y]; yx++) {
771 * Invent a single row. For each square in the row,
772 * we copy the grid entry from the square above it,
773 * unless we're starting the new rectangle here.
775 for (x = 0; x < params2->w; x++) {
776 if (yx == where[x]) {
777 int val = index(params2, grid, x, y+1);
779 val = INDEX(params3, val, y2);
780 index(params3, grid2, x, y2) = val;
782 index(params3, grid2, x, y2) =
783 index(params3, grid2, x, y2-1);
793 #ifdef GENERATION_DIAGNOSTICS
794 printf("after expansion:\n");
795 display_grid(params3, grid2, NULL, TRUE);
800 params2->w = params3->h;
801 params2->h = params3->w;
803 grid = snewn(params2->w * params2->h, int);
804 for (x = 0; x < params2->w; x++)
805 for (y = 0; y < params2->h; y++) {
806 int idx1 = INDEX(params2, x, y);
807 int idx2 = INDEX(params3, y, x);
811 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
820 params->w = params->h;
824 #ifdef GENERATION_DIAGNOSTICS
825 printf("after transposition:\n");
826 display_grid(params2, grid, NULL, TRUE);
833 numbers = snewn(params->w * params->h, int);
835 for (y = 0; y < params->h; y++)
836 for (x = 0; x < params->w; x++) {
837 index(params, numbers, x, y) = 0;
840 for (x = 0; x < params->w; x++) {
841 for (y = 0; y < params->h; y++) {
842 int idx = INDEX(params, x, y);
843 if (index(params, grid, x, y) == idx) {
844 struct rect r = find_rect(params, grid, x, y);
848 * Decide where to put the number.
850 n = random_upto(rs, r.w*r.h);
853 index(params,numbers,x+xx,y+yy) = r.w*r.h;
858 #ifdef GENERATION_DIAGNOSTICS
859 display_grid(params, grid, numbers, FALSE);
862 seed = snewn(11 * params->w * params->h, char);
865 for (i = 0; i <= params->w * params->h; i++) {
866 int n = (i < params->w * params->h ? numbers[i] : -1);
873 int c = 'a' - 1 + run;
877 run -= c - ('a' - 1);
881 * If there's a number in the very top left or
882 * bottom right, there's no point putting an
883 * unnecessary _ before or after it.
885 if (p > seed && n > 0)
889 p += sprintf(p, "%d", n);
901 static char *validate_seed(game_params *params, char *seed)
903 int area = params->w * params->h;
908 if (n >= 'a' && n <= 'z') {
909 squares += n - 'a' + 1;
910 } else if (n == '_') {
912 } else if (n > '0' && n <= '9') {
914 while (*seed >= '0' && *seed <= '9')
917 return "Invalid character in game specification";
921 return "Not enough data to fill grid";
924 return "Too much data to fit in grid";
929 static game_state *new_game(game_params *params, char *seed)
931 game_state *state = snew(game_state);
934 state->w = params->w;
935 state->h = params->h;
937 area = state->w * state->h;
939 state->grid = snewn(area, int);
940 state->vedge = snewn(area, unsigned char);
941 state->hedge = snewn(area, unsigned char);
942 state->completed = FALSE;
947 if (n >= 'a' && n <= 'z') {
948 int run = n - 'a' + 1;
949 assert(i + run <= area);
951 state->grid[i++] = 0;
952 } else if (n == '_') {
954 } else if (n > '0' && n <= '9') {
956 state->grid[i++] = atoi(seed-1);
957 while (*seed >= '0' && *seed <= '9')
960 assert(!"We can't get here");
965 for (y = 0; y < state->h; y++)
966 for (x = 0; x < state->w; x++)
967 vedge(state,x,y) = hedge(state,x,y) = 0;
972 static game_state *dup_game(game_state *state)
974 game_state *ret = snew(game_state);
979 ret->vedge = snewn(state->w * state->h, unsigned char);
980 ret->hedge = snewn(state->w * state->h, unsigned char);
981 ret->grid = snewn(state->w * state->h, int);
983 ret->completed = state->completed;
985 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
986 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
987 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
992 static void free_game(game_state *state)
1000 static unsigned char *get_correct(game_state *state)
1005 ret = snewn(state->w * state->h, unsigned char);
1006 memset(ret, 0xFF, state->w * state->h);
1008 for (x = 0; x < state->w; x++)
1009 for (y = 0; y < state->h; y++)
1010 if (index(state,ret,x,y) == 0xFF) {
1013 int num, area, valid;
1016 * Find a rectangle starting at this point.
1019 while (x+rw < state->w && !vedge(state,x+rw,y))
1022 while (y+rh < state->h && !hedge(state,x,y+rh))
1026 * We know what the dimensions of the rectangle
1027 * should be if it's there at all. Find out if we
1028 * really have a valid rectangle.
1031 /* Check the horizontal edges. */
1032 for (xx = x; xx < x+rw; xx++) {
1033 for (yy = y; yy <= y+rh; yy++) {
1034 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1035 int ec = (yy == y || yy == y+rh);
1040 /* Check the vertical edges. */
1041 for (yy = y; yy < y+rh; yy++) {
1042 for (xx = x; xx <= x+rw; xx++) {
1043 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1044 int ec = (xx == x || xx == x+rw);
1051 * If this is not a valid rectangle with no other
1052 * edges inside it, we just mark this square as not
1053 * complete and proceed to the next square.
1056 index(state, ret, x, y) = 0;
1061 * We have a rectangle. Now see what its area is,
1062 * and how many numbers are in it.
1066 for (xx = x; xx < x+rw; xx++) {
1067 for (yy = y; yy < y+rh; yy++) {
1069 if (grid(state,xx,yy)) {
1071 valid = FALSE; /* two numbers */
1072 num = grid(state,xx,yy);
1080 * Now fill in the whole rectangle based on the
1083 for (xx = x; xx < x+rw; xx++) {
1084 for (yy = y; yy < y+rh; yy++) {
1085 index(state, ret, xx, yy) = valid;
1095 * These coordinates are 2 times the obvious grid coordinates.
1096 * Hence, the top left of the grid is (0,0), the grid point to
1097 * the right of that is (2,0), the one _below that_ is (2,2)
1098 * and so on. This is so that we can specify a drag start point
1099 * on an edge (one odd coordinate) or in the middle of a square
1100 * (two odd coordinates) rather than always at a corner.
1102 * -1,-1 means no drag is in progress.
1109 * This flag is set as soon as a dragging action moves the
1110 * mouse pointer away from its starting point, so that even if
1111 * the pointer _returns_ to its starting point the action is
1112 * treated as a small drag rather than a click.
1117 static game_ui *new_ui(game_state *state)
1119 game_ui *ui = snew(game_ui);
1120 ui->drag_start_x = -1;
1121 ui->drag_start_y = -1;
1122 ui->drag_end_x = -1;
1123 ui->drag_end_y = -1;
1124 ui->dragged = FALSE;
1128 static void free_ui(game_ui *ui)
1133 static void coord_round(float x, float y, int *xr, int *yr)
1135 float xs, ys, xv, yv, dx, dy, dist;
1138 * Find the nearest square-centre.
1140 xs = (float)floor(x) + 0.5F;
1141 ys = (float)floor(y) + 0.5F;
1144 * And find the nearest grid vertex.
1146 xv = (float)floor(x + 0.5F);
1147 yv = (float)floor(y + 0.5F);
1150 * We allocate clicks in parts of the grid square to either
1151 * corners, edges or square centres, as follows:
1167 * In other words: we measure the square distance (i.e.
1168 * max(dx,dy)) from the click to the nearest corner, and if
1169 * it's within CORNER_TOLERANCE then we return a corner click.
1170 * We measure the square distance from the click to the nearest
1171 * centre, and if that's within CENTRE_TOLERANCE we return a
1172 * centre click. Failing that, we find which of the two edge
1173 * centres is nearer to the click and return that edge.
1177 * Check for corner click.
1179 dx = (float)fabs(x - xv);
1180 dy = (float)fabs(y - yv);
1181 dist = (dx > dy ? dx : dy);
1182 if (dist < CORNER_TOLERANCE) {
1187 * Check for centre click.
1189 dx = (float)fabs(x - xs);
1190 dy = (float)fabs(y - ys);
1191 dist = (dx > dy ? dx : dy);
1192 if (dist < CENTRE_TOLERANCE) {
1193 *xr = 1 + 2 * (int)xs;
1194 *yr = 1 + 2 * (int)ys;
1197 * Failing both of those, see which edge we're closer to.
1198 * Conveniently, this is simply done by testing the relative
1199 * magnitude of dx and dy (which are currently distances from
1200 * the square centre).
1203 /* Vertical edge: x-coord of corner,
1204 * y-coord of square centre. */
1206 *yr = 1 + 2 * (int)ys;
1208 /* Horizontal edge: x-coord of square centre,
1209 * y-coord of corner. */
1210 *xr = 1 + 2 * (int)xs;
1217 static void ui_draw_rect(game_state *state, game_ui *ui,
1218 unsigned char *hedge, unsigned char *vedge, int c)
1220 int x1, x2, y1, y2, x, y, t;
1222 x1 = ui->drag_start_x;
1223 x2 = ui->drag_end_x;
1224 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1226 y1 = ui->drag_start_y;
1227 y2 = ui->drag_end_y;
1228 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1230 x1 = x1 / 2; /* rounds down */
1231 x2 = (x2+1) / 2; /* rounds up */
1232 y1 = y1 / 2; /* rounds down */
1233 y2 = (y2+1) / 2; /* rounds up */
1236 * Draw horizontal edges of rectangles.
1238 for (x = x1; x < x2; x++)
1239 for (y = y1; y <= y2; y++)
1240 if (HRANGE(state,x,y)) {
1241 int val = index(state,hedge,x,y);
1242 if (y == y1 || y == y2)
1246 index(state,hedge,x,y) = val;
1250 * Draw vertical edges of rectangles.
1252 for (y = y1; y < y2; y++)
1253 for (x = x1; x <= x2; x++)
1254 if (VRANGE(state,x,y)) {
1255 int val = index(state,vedge,x,y);
1256 if (x == x1 || x == x2)
1260 index(state,vedge,x,y) = val;
1264 static game_state *make_move(game_state *from, game_ui *ui,
1265 int x, int y, int button)
1268 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1271 if (button == LEFT_BUTTON) {
1273 } else if (button == LEFT_RELEASE) {
1275 } else if (button != LEFT_DRAG) {
1279 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1282 ui->drag_start_x = xc;
1283 ui->drag_start_y = yc;
1284 ui->drag_end_x = xc;
1285 ui->drag_end_y = yc;
1286 ui->dragged = FALSE;
1290 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1291 ui->drag_end_x = xc;
1292 ui->drag_end_y = yc;
1300 if (xc >= 0 && xc <= 2*from->w &&
1301 yc >= 0 && yc <= 2*from->h) {
1302 ret = dup_game(from);
1305 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1307 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1308 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1310 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1311 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1315 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1316 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1322 * We've made a real change to the grid. Check to see
1323 * if the game has been completed.
1325 if (ret && !ret->completed) {
1327 unsigned char *correct = get_correct(ret);
1330 for (x = 0; x < ret->w; x++)
1331 for (y = 0; y < ret->h; y++)
1332 if (!index(ret, correct, x, y))
1338 ret->completed = TRUE;
1342 ui->drag_start_x = -1;
1343 ui->drag_start_y = -1;
1344 ui->drag_end_x = -1;
1345 ui->drag_end_y = -1;
1346 ui->dragged = FALSE;
1351 return ret; /* a move has been made */
1353 return from; /* UI activity has occurred */
1358 /* ----------------------------------------------------------------------
1362 #define CORRECT 65536
1364 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1365 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1366 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1368 struct game_drawstate {
1371 unsigned int *visible;
1374 static void game_size(game_params *params, int *x, int *y)
1376 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1377 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1380 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1382 float *ret = snewn(3 * NCOLOURS, float);
1384 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1386 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1387 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1388 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1390 ret[COL_DRAG * 3 + 0] = 1.0F;
1391 ret[COL_DRAG * 3 + 1] = 0.0F;
1392 ret[COL_DRAG * 3 + 2] = 0.0F;
1394 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1395 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1396 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1398 ret[COL_LINE * 3 + 0] = 0.0F;
1399 ret[COL_LINE * 3 + 1] = 0.0F;
1400 ret[COL_LINE * 3 + 2] = 0.0F;
1402 ret[COL_TEXT * 3 + 0] = 0.0F;
1403 ret[COL_TEXT * 3 + 1] = 0.0F;
1404 ret[COL_TEXT * 3 + 2] = 0.0F;
1406 *ncolours = NCOLOURS;
1410 static game_drawstate *game_new_drawstate(game_state *state)
1412 struct game_drawstate *ds = snew(struct game_drawstate);
1415 ds->started = FALSE;
1418 ds->visible = snewn(ds->w * ds->h, unsigned int);
1419 for (i = 0; i < ds->w * ds->h; i++)
1420 ds->visible[i] = 0xFFFF;
1425 static void game_free_drawstate(game_drawstate *ds)
1431 static void draw_tile(frontend *fe, game_state *state, int x, int y,
1432 unsigned char *hedge, unsigned char *vedge,
1433 unsigned char *corners, int correct)
1435 int cx = COORD(x), cy = COORD(y);
1438 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1439 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1440 correct ? COL_CORRECT : COL_BACKGROUND);
1442 if (grid(state,x,y)) {
1443 sprintf(str, "%d", grid(state,x,y));
1444 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1445 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1451 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1452 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1453 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1455 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1456 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1457 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1459 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1460 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1461 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1463 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1464 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1465 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1471 if (index(state,corners,x,y))
1472 draw_rect(fe, cx, cy, 2, 2,
1473 COLOUR(index(state,corners,x,y)));
1474 if (x+1 < state->w && index(state,corners,x+1,y))
1475 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1476 COLOUR(index(state,corners,x+1,y)));
1477 if (y+1 < state->h && index(state,corners,x,y+1))
1478 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1479 COLOUR(index(state,corners,x,y+1)));
1480 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
1481 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1482 COLOUR(index(state,corners,x+1,y+1)));
1484 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1487 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1488 game_state *state, int dir, game_ui *ui,
1489 float animtime, float flashtime)
1492 unsigned char *correct;
1493 unsigned char *hedge, *vedge, *corners;
1495 correct = get_correct(state);
1498 hedge = snewn(state->w*state->h, unsigned char);
1499 vedge = snewn(state->w*state->h, unsigned char);
1500 memcpy(hedge, state->hedge, state->w*state->h);
1501 memcpy(vedge, state->vedge, state->w*state->h);
1502 ui_draw_rect(state, ui, hedge, vedge, 2);
1504 hedge = state->hedge;
1505 vedge = state->vedge;
1508 corners = snewn(state->w * state->h, unsigned char);
1509 memset(corners, 0, state->w * state->h);
1510 for (x = 0; x < state->w; x++)
1511 for (y = 0; y < state->h; y++) {
1513 int e = index(state, vedge, x, y);
1514 if (index(state,corners,x,y) < e)
1515 index(state,corners,x,y) = e;
1516 if (y+1 < state->h &&
1517 index(state,corners,x,y+1) < e)
1518 index(state,corners,x,y+1) = e;
1521 int e = index(state, hedge, x, y);
1522 if (index(state,corners,x,y) < e)
1523 index(state,corners,x,y) = e;
1524 if (x+1 < state->w &&
1525 index(state,corners,x+1,y) < e)
1526 index(state,corners,x+1,y) = e;
1532 state->w * TILE_SIZE + 2*BORDER + 1,
1533 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1534 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1535 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1537 draw_update(fe, 0, 0,
1538 state->w * TILE_SIZE + 2*BORDER + 1,
1539 state->h * TILE_SIZE + 2*BORDER + 1);
1542 for (x = 0; x < state->w; x++)
1543 for (y = 0; y < state->h; y++) {
1546 if (HRANGE(state,x,y))
1547 c |= index(state,hedge,x,y);
1548 if (HRANGE(state,x,y+1))
1549 c |= index(state,hedge,x,y+1) << 2;
1550 if (VRANGE(state,x,y))
1551 c |= index(state,vedge,x,y) << 4;
1552 if (VRANGE(state,x+1,y))
1553 c |= index(state,vedge,x+1,y) << 6;
1554 c |= index(state,corners,x,y) << 8;
1556 c |= index(state,corners,x+1,y) << 10;
1558 c |= index(state,corners,x,y+1) << 12;
1559 if (x+1 < state->w && y+1 < state->h)
1560 c |= index(state,corners,x+1,y+1) << 14;
1561 if (index(state, correct, x, y) && !flashtime)
1564 if (index(ds,ds->visible,x,y) != c) {
1565 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1566 index(ds,ds->visible,x,y) = c;
1570 if (hedge != state->hedge) {
1579 static float game_anim_length(game_state *oldstate,
1580 game_state *newstate, int dir)
1585 static float game_flash_length(game_state *oldstate,
1586 game_state *newstate, int dir)
1588 if (!oldstate->completed && newstate->completed)
1593 static int game_wants_statusbar(void)
1599 #define thegame rect
1602 const struct game thegame = {
1603 "Rectangles", "games.rectangles", TRUE,
1624 game_free_drawstate,
1628 game_wants_statusbar,