/*
* TODO:
*
- * - Improve on singleton removal by making an aesthetic choice
- * about which of the options to take.
- *
- * - When doing the 3x3 trick in singleton removal, limit the size
- * of the generated rectangles in accordance with the max
- * rectangle size.
- *
- * - It might be interesting to deliberately try to place
- * numbers so as to reduce alternative solution patterns. I
- * doubt we can do a perfect job of this, but we can make a
- * start by, for example, noticing pairs of 2-rects
- * alongside one another and _not_ putting their numbers at
- * opposite ends.
- *
- * - If we start by sorting the rectlist in descending order
- * of area, we might be able to bias our random number
- * selection to produce a few large rectangles more often
- * than oodles of small ones? Unsure, but might be worth a
- * try.
+ * - Improve singleton removal.
+ * + It would be nice to limit the size of the generated
+ * rectangles in accordance with existing constraints such as
+ * the maximum rectangle size and the one about not
+ * generating a rectangle the full width or height of the
+ * grid.
+ * + This could be achieved by making a less random choice
+ * about which of the available options to use.
+ * + Alternatively, we could create our rectangle and then
+ * split it up.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
#include <math.h>
#include "puzzles.h"
-const char *const game_name = "Rectangles";
-const int game_can_configure = TRUE;
-
enum {
COL_BACKGROUND,
COL_CORRECT,
COL_LINE,
COL_TEXT,
COL_GRID,
+ COL_DRAG, COL_DRAGERASE,
+ COL_CURSOR,
NCOLOURS
};
struct game_params {
int w, h;
+ float expandfactor;
+ int unique;
};
#define INDEX(state, x, y) (((y) * (state)->w) + (x))
#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
-#define TILE_SIZE 24
-#define BORDER 18
+#define PREFERRED_TILE_SIZE 24
+#define TILE_SIZE (ds->tilesize)
+#ifdef SMALL_SCREEN
+#define BORDER (2)
+#else
+#define BORDER (TILE_SIZE * 3 / 4)
+#endif
+
+#define CORNER_TOLERANCE 0.15F
+#define CENTRE_TOLERANCE 0.15F
+
+#define FLASH_TIME 0.13F
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
int *grid; /* contains the numbers */
unsigned char *vedge; /* (w+1) x h */
unsigned char *hedge; /* w x (h+1) */
+ int completed, cheated;
+ unsigned char *correct;
};
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 7;
+ ret->expandfactor = 0.0F;
+ ret->unique = TRUE;
return ret;
}
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
int w, h;
switch (i) {
case 0: w = 7, h = 7; break;
- case 1: w = 11, h = 11; break;
- case 2: w = 15, h = 15; break;
- case 3: w = 19, h = 19; break;
+ case 1: w = 9, h = 9; break;
+ case 2: w = 11, h = 11; break;
+ case 3: w = 13, h = 13; break;
+ case 4: w = 15, h = 15; break;
+#ifndef SMALL_SCREEN
+ case 5: w = 17, h = 17; break;
+ case 6: w = 19, h = 19; break;
+#endif
default: return FALSE;
}
*params = ret = snew(game_params);
ret->w = w;
ret->h = h;
+ ret->expandfactor = 0.0F;
+ ret->unique = TRUE;
return TRUE;
}
-void free_params(game_params *params)
+static void free_params(game_params *params)
{
sfree(params);
}
-game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
-config_item *game_configure(game_params *params)
+static void decode_params(game_params *ret, char const *string)
+{
+ ret->w = ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string)) string++;
+ }
+ if (*string == 'e') {
+ string++;
+ ret->expandfactor = (float)atof(string);
+ while (*string &&
+ (*string == '.' || isdigit((unsigned char)*string))) string++;
+ }
+ if (*string == 'a') {
+ string++;
+ ret->unique = FALSE;
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+ if (full && params->expandfactor)
+ sprintf(data + strlen(data), "e%g", params->expandfactor);
+ if (full && !params->unique)
+ strcat(data, "a");
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
- ret[2].name = NULL;
- ret[2].type = C_END;
- ret[2].sval = NULL;
+ ret[2].name = "Expansion factor";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%g", params->expandfactor);
+ ret[2].sval = dupstr(buf);
ret[2].ival = 0;
+ ret[3].name = "Ensure unique solution";
+ ret[3].type = C_BOOLEAN;
+ ret[3].sval = NULL;
+ ret[3].ival = params->unique;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].ival = 0;
+
return ret;
}
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
+ ret->expandfactor = (float)atof(cfg[2].sval);
+ ret->unique = cfg[3].ival;
return ret;
}
-char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
- if (params->w <= 0 && params->h <= 0)
+ if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
- if (params->w * params->h < 4)
- return "Total area must be at least 4";
+ if (params->w*params->h < 2)
+ return "Grid area must be greater than one";
+ if (params->expandfactor < 0.0F)
+ return "Expansion factor may not be negative";
return NULL;
}
+struct point {
+ int x, y;
+};
+
struct rect {
int x, y;
int w, h;
int n;
};
-static struct rectlist *get_rectlist(game_params *params, int *grid)
+struct numberdata {
+ int area;
+ int npoints;
+ struct point *points;
+};
+
+/* ----------------------------------------------------------------------
+ * Solver for Rectangles games.
+ *
+ * This solver is souped up beyond the needs of actually _solving_
+ * a puzzle. It is also designed to cope with uncertainty about
+ * where the numbers have been placed. This is because I run it on
+ * my generated grids _before_ placing the numbers, and have it
+ * tell me where I need to place the numbers to ensure a unique
+ * solution.
+ */
+
+static void remove_rect_placement(int w, int h,
+ struct rectlist *rectpositions,
+ int *overlaps,
+ int rectnum, int placement)
{
- int rw, rh;
- int x, y;
- int maxarea;
- struct rect *rects = NULL;
- int nrects = 0, rectsize = 0;
+ int x, y, xx, yy;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum,
+ rectpositions[rectnum].rects[placement].x,
+ rectpositions[rectnum].rects[placement].y,
+ rectpositions[rectnum].rects[placement].w,
+ rectpositions[rectnum].rects[placement].h);
+#endif
/*
- * Maximum rectangle area is 1/6 of total grid size.
+ * Decrement each entry in the overlaps array to reflect the
+ * removal of this rectangle placement.
*/
- maxarea = params->w * params->h / 6;
+ for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) {
+ y = yy + rectpositions[rectnum].rects[placement].y;
+ for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) {
+ x = xx + rectpositions[rectnum].rects[placement].x;
+
+ assert(overlaps[(rectnum * h + y) * w + x] != 0);
+
+ if (overlaps[(rectnum * h + y) * w + x] > 0)
+ overlaps[(rectnum * h + y) * w + x]--;
+ }
+ }
+
+ /*
+ * Remove the placement from the list of positions for that
+ * rectangle, by interchanging it with the one on the end.
+ */
+ if (placement < rectpositions[rectnum].n - 1) {
+ struct rect t;
+
+ t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1];
+ rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] =
+ rectpositions[rectnum].rects[placement];
+ rectpositions[rectnum].rects[placement] = t;
+ }
+ rectpositions[rectnum].n--;
+}
+
+static void remove_number_placement(int w, int h, struct numberdata *number,
+ int index, int *rectbyplace)
+{
+ /*
+ * Remove the entry from the rectbyplace array.
+ */
+ rectbyplace[number->points[index].y * w + number->points[index].x] = -1;
+
+ /*
+ * Remove the placement from the list of candidates for that
+ * number, by interchanging it with the one on the end.
+ */
+ if (index < number->npoints - 1) {
+ struct point t;
+
+ t = number->points[number->npoints - 1];
+ number->points[number->npoints - 1] = number->points[index];
+ number->points[index] = t;
+ }
+ number->npoints--;
+}
+
+/*
+ * Returns 0 for failure to solve due to inconsistency; 1 for
+ * success; 2 for failure to complete a solution due to either
+ * ambiguity or it being too difficult.
+ */
+static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
+ unsigned char *hedge, unsigned char *vedge,
+ random_state *rs)
+{
+ struct rectlist *rectpositions;
+ int *overlaps, *rectbyplace, *workspace;
+ int i, ret;
+
+ /*
+ * Start by setting up a list of candidate positions for each
+ * rectangle.
+ */
+ rectpositions = snewn(nrects, struct rectlist);
+ for (i = 0; i < nrects; i++) {
+ int rw, rh, area = numbers[i].area;
+ int j, minx, miny, maxx, maxy;
+ struct rect *rlist;
+ int rlistn, rlistsize;
+
+ /*
+ * For each rectangle, begin by finding the bounding
+ * rectangle of its candidate number placements.
+ */
+ maxx = maxy = -1;
+ minx = w;
+ miny = h;
+ for (j = 0; j < numbers[i].npoints; j++) {
+ if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x;
+ if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y;
+ if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x;
+ if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y;
+ }
- for (rw = 1; rw <= params->w; rw++)
- for (rh = 1; rh <= params->h; rh++) {
- if (rw * rh > maxarea)
+ /*
+ * Now loop over all possible rectangle placements
+ * overlapping a point within that bounding rectangle;
+ * ensure each one actually contains a candidate number
+ * placement, and add it to the list.
+ */
+ rlist = NULL;
+ rlistn = rlistsize = 0;
+
+ for (rw = 1; rw <= area && rw <= w; rw++) {
+ int x, y;
+
+ if (area % rw)
continue;
- if (rw * rh == 1)
+ rh = area / rw;
+ if (rh > h)
continue;
- for (x = 0; x <= params->w - rw; x++)
- for (y = 0; y <= params->h - rh; y++) {
+
+ for (y = miny - rh + 1; y <= maxy; y++) {
+ if (y < 0 || y+rh > h)
+ continue;
+
+ for (x = minx - rw + 1; x <= maxx; x++) {
+ if (x < 0 || x+rw > w)
+ continue;
+
+ /*
+ * See if we can find a candidate number
+ * placement within this rectangle.
+ */
+ for (j = 0; j < numbers[i].npoints; j++)
+ if (numbers[i].points[j].x >= x &&
+ numbers[i].points[j].x < x+rw &&
+ numbers[i].points[j].y >= y &&
+ numbers[i].points[j].y < y+rh)
+ break;
+
+ if (j < numbers[i].npoints) {
+ /*
+ * Add this to the list of candidate
+ * placements for this rectangle.
+ */
+ if (rlistn >= rlistsize) {
+ rlistsize = rlistn + 32;
+ rlist = sresize(rlist, rlistsize, struct rect);
+ }
+ rlist[rlistn].x = x;
+ rlist[rlistn].y = y;
+ rlist[rlistn].w = rw;
+ rlist[rlistn].h = rh;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d [area %d]: candidate position at"
+ " %d,%d w=%d h=%d\n",
+ i, area, x, y, rw, rh);
+#endif
+ rlistn++;
+ }
+ }
+ }
+ }
+
+ rectpositions[i].rects = rlist;
+ rectpositions[i].n = rlistn;
+ }
+
+ /*
+ * Next, construct a multidimensional array tracking how many
+ * candidate positions for each rectangle overlap each square.
+ *
+ * Indexing of this array is by the formula
+ *
+ * overlaps[(rectindex * h + y) * w + x]
+ *
+ * A positive or zero value indicates what it sounds as if it
+ * should; -1 indicates that this square _cannot_ be part of
+ * this rectangle; and -2 indicates that it _definitely_ is
+ * (which is distinct from 1, because one might very well know
+ * that _if_ square S is part of rectangle R then it must be
+ * because R is placed in a certain position without knowing
+ * that it definitely _is_).
+ */
+ overlaps = snewn(nrects * w * h, int);
+ memset(overlaps, 0, nrects * w * h * sizeof(int));
+ for (i = 0; i < nrects; i++) {
+ int j;
+
+ for (j = 0; j < rectpositions[i].n; j++) {
+ int xx, yy;
+
+ for (yy = 0; yy < rectpositions[i].rects[j].h; yy++)
+ for (xx = 0; xx < rectpositions[i].rects[j].w; xx++)
+ overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w +
+ xx+rectpositions[i].rects[j].x]++;
+ }
+ }
+
+ /*
+ * Also we want an array covering the grid once, to make it
+ * easy to figure out which squares are candidate number
+ * placements for which rectangles. (The existence of this
+ * single array assumes that no square starts off as a
+ * candidate number placement for more than one rectangle. This
+ * assumption is justified, because this solver is _either_
+ * used to solve real problems - in which case there is a
+ * single placement for every number - _or_ used to decide on
+ * number placements for a new puzzle, in which case each
+ * number's placements are confined to the intended position of
+ * the rectangle containing that number.)
+ */
+ rectbyplace = snewn(w * h, int);
+ for (i = 0; i < w*h; i++)
+ rectbyplace[i] = -1;
+
+ for (i = 0; i < nrects; i++) {
+ int j;
+
+ for (j = 0; j < numbers[i].npoints; j++) {
+ int x = numbers[i].points[j].x;
+ int y = numbers[i].points[j].y;
+
+ assert(rectbyplace[y * w + x] == -1);
+ rectbyplace[y * w + x] = i;
+ }
+ }
+
+ workspace = snewn(nrects, int);
+
+ /*
+ * Now run the actual deduction loop.
+ */
+ while (1) {
+ int done_something = FALSE;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("starting deduction loop\n");
+
+ for (i = 0; i < nrects; i++) {
+ printf("rect %d overlaps:\n", i);
+ {
+ int x, y;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printf("%3d", overlaps[(i * h + y) * w + x]);
+ }
+ printf("\n");
+ }
+ }
+ }
+ printf("rectbyplace:\n");
+ {
+ int x, y;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printf("%3d", rectbyplace[y * w + x]);
+ }
+ printf("\n");
+ }
+ }
+#endif
+
+ /*
+ * Housekeeping. Look for rectangles whose number has only
+ * one candidate position left, and mark that square as
+ * known if it isn't already.
+ */
+ for (i = 0; i < nrects; i++) {
+ if (numbers[i].npoints == 1) {
+ int x = numbers[i].points[0].x;
+ int y = numbers[i].points[0].y;
+ if (overlaps[(i * h + y) * w + x] >= -1) {
+ int j;
+
+ if (overlaps[(i * h + y) * w + x] <= 0) {
+ ret = 0; /* inconsistency */
+ goto cleanup;
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ printf("marking %d,%d as known for rect %d"
+ " (sole remaining number position)\n", x, y, i);
+#endif
+
+ for (j = 0; j < nrects; j++)
+ overlaps[(j * h + y) * w + x] = -1;
+
+ overlaps[(i * h + y) * w + x] = -2;
+ }
+ }
+ }
+
+ /*
+ * Now look at the intersection of all possible placements
+ * for each rectangle, and mark all squares in that
+ * intersection as known for that rectangle if they aren't
+ * already.
+ */
+ for (i = 0; i < nrects; i++) {
+ int minx, miny, maxx, maxy, xx, yy, j;
+
+ minx = miny = 0;
+ maxx = w;
+ maxy = h;
+
+ for (j = 0; j < rectpositions[i].n; j++) {
+ int x = rectpositions[i].rects[j].x;
+ int y = rectpositions[i].rects[j].y;
+ int w = rectpositions[i].rects[j].w;
+ int h = rectpositions[i].rects[j].h;
+
+ if (minx < x) minx = x;
+ if (miny < y) miny = y;
+ if (maxx > x+w) maxx = x+w;
+ if (maxy > y+h) maxy = y+h;
+ }
+
+ for (yy = miny; yy < maxy; yy++)
+ for (xx = minx; xx < maxx; xx++)
+ if (overlaps[(i * h + yy) * w + xx] >= -1) {
+ if (overlaps[(i * h + yy) * w + xx] <= 0) {
+ ret = 0; /* inconsistency */
+ goto cleanup;
+ }
+#ifdef SOLVER_DIAGNOSTICS
+ printf("marking %d,%d as known for rect %d"
+ " (intersection of all placements)\n",
+ xx, yy, i);
+#endif
+
+ for (j = 0; j < nrects; j++)
+ overlaps[(j * h + yy) * w + xx] = -1;
+
+ overlaps[(i * h + yy) * w + xx] = -2;
+ }
+ }
+
+ /*
+ * Rectangle-focused deduction. Look at each rectangle in
+ * turn and try to rule out some of its candidate
+ * placements.
+ */
+ for (i = 0; i < nrects; i++) {
+ int j;
+
+ for (j = 0; j < rectpositions[i].n; j++) {
+ int xx, yy, k;
+ int del = FALSE;
+
+ for (k = 0; k < nrects; k++)
+ workspace[k] = 0;
+
+ for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
+ int y = yy + rectpositions[i].rects[j].y;
+ for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
+ int x = xx + rectpositions[i].rects[j].x;
+
+ if (overlaps[(i * h + y) * w + x] == -1) {
+ /*
+ * This placement overlaps a square
+ * which is _known_ to be part of
+ * another rectangle. Therefore we must
+ * rule it out.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d placement at %d,%d w=%d h=%d "
+ "contains %d,%d which is known-other\n", i,
+ rectpositions[i].rects[j].x,
+ rectpositions[i].rects[j].y,
+ rectpositions[i].rects[j].w,
+ rectpositions[i].rects[j].h,
+ x, y);
+#endif
+ del = TRUE;
+ }
+
+ if (rectbyplace[y * w + x] != -1) {
+ /*
+ * This placement overlaps one of the
+ * candidate number placements for some
+ * rectangle. Count it.
+ */
+ workspace[rectbyplace[y * w + x]]++;
+ }
+ }
+ }
+
+ if (!del) {
+ /*
+ * If we haven't ruled this placement out
+ * already, see if it overlaps _all_ of the
+ * candidate number placements for any
+ * rectangle. If so, we can rule it out.
+ */
+ for (k = 0; k < nrects; k++)
+ if (k != i && workspace[k] == numbers[k].npoints) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d placement at %d,%d w=%d h=%d "
+ "contains all number points for rect %d\n",
+ i,
+ rectpositions[i].rects[j].x,
+ rectpositions[i].rects[j].y,
+ rectpositions[i].rects[j].w,
+ rectpositions[i].rects[j].h,
+ k);
+#endif
+ del = TRUE;
+ break;
+ }
+
+ /*
+ * Failing that, see if it overlaps at least
+ * one of the candidate number placements for
+ * itself! (This might not be the case if one
+ * of those number placements has been removed
+ * recently.).
+ */
+ if (!del && workspace[i] == 0) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d placement at %d,%d w=%d h=%d "
+ "contains none of its own number points\n",
+ i,
+ rectpositions[i].rects[j].x,
+ rectpositions[i].rects[j].y,
+ rectpositions[i].rects[j].w,
+ rectpositions[i].rects[j].h);
+#endif
+ del = TRUE;
+ }
+ }
+
+ if (del) {
+ remove_rect_placement(w, h, rectpositions, overlaps, i, j);
+
+ j--; /* don't skip over next placement */
+
+ done_something = TRUE;
+ }
+ }
+ }
+
+ /*
+ * Square-focused deduction. Look at each square not marked
+ * as known, and see if there are any which can only be
+ * part of a single rectangle.
+ */
+ {
+ int x, y, n, index;
+ for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
+ /* Known squares are marked as <0 everywhere, so we only need
+ * to check the overlaps entry for rect 0. */
+ if (overlaps[y * w + x] < 0)
+ continue; /* known already */
+
+ n = 0;
+ index = -1;
+ for (i = 0; i < nrects; i++)
+ if (overlaps[(i * h + y) * w + x] > 0)
+ n++, index = i;
+
+ if (n == 1) {
+ int j;
+
/*
- * We have a candidate rectangle placement. See
- * if it's unobstructed.
+ * Now we can rule out all placements for
+ * rectangle `index' which _don't_ contain
+ * square x,y.
*/
+#ifdef SOLVER_DIAGNOSTICS
+ printf("square %d,%d can only be in rectangle %d\n",
+ x, y, index);
+#endif
+ for (j = 0; j < rectpositions[index].n; j++) {
+ struct rect *r = &rectpositions[index].rects[j];
+ if (x >= r->x && x < r->x + r->w &&
+ y >= r->y && y < r->y + r->h)
+ continue; /* this one is OK */
+ remove_rect_placement(w, h, rectpositions, overlaps,
+ index, j);
+ j--; /* don't skip over next placement */
+ done_something = TRUE;
+ }
+ }
+ }
+ }
+
+ /*
+ * If we've managed to deduce anything by normal means,
+ * loop round again and see if there's more to be done.
+ * Only if normal deduction has completely failed us should
+ * we now move on to narrowing down the possible number
+ * placements.
+ */
+ if (done_something)
+ continue;
+
+ /*
+ * Now we have done everything we can with the current set
+ * of number placements. So we need to winnow the number
+ * placements so as to narrow down the possibilities. We do
+ * this by searching for a candidate placement (of _any_
+ * rectangle) which overlaps a candidate placement of the
+ * number for some other rectangle.
+ */
+ if (rs) {
+ struct rpn {
+ int rect;
+ int placement;
+ int number;
+ } *rpns = NULL;
+ size_t nrpns = 0, rpnsize = 0;
+ int j;
+
+ for (i = 0; i < nrects; i++) {
+ for (j = 0; j < rectpositions[i].n; j++) {
int xx, yy;
- int ok;
-
- ok = TRUE;
- for (xx = x; xx < x+rw; xx++)
- for (yy = y; yy < y+rh; yy++)
- if (index(params, grid, xx, yy) >= 0) {
- ok = FALSE;
- goto break1; /* break both loops at once */
+
+ for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
+ int y = yy + rectpositions[i].rects[j].y;
+ for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
+ int x = xx + rectpositions[i].rects[j].x;
+
+ if (rectbyplace[y * w + x] >= 0 &&
+ rectbyplace[y * w + x] != i) {
+ /*
+ * Add this to the list of
+ * winnowing possibilities.
+ */
+ if (nrpns >= rpnsize) {
+ rpnsize = rpnsize * 3 / 2 + 32;
+ rpns = sresize(rpns, rpnsize, struct rpn);
+ }
+ rpns[nrpns].rect = i;
+ rpns[nrpns].placement = j;
+ rpns[nrpns].number = rectbyplace[y * w + x];
+ nrpns++;
}
- break1:
+ }
+ }
+
+ }
+ }
- if (!ok)
- continue;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("%d candidate rect placements we could eliminate\n", nrpns);
+#endif
+ if (nrpns > 0) {
+ /*
+ * Now choose one of these unwanted rectangle
+ * placements, and eliminate it.
+ */
+ int index = random_upto(rs, nrpns);
+ int k, m;
+ struct rpn rpn = rpns[index];
+ struct rect r;
+ sfree(rpns);
- if (nrects >= rectsize) {
- rectsize = nrects + 256;
- rects = sresize(rects, rectsize, struct rect);
- }
+ i = rpn.rect;
+ j = rpn.placement;
+ k = rpn.number;
+ r = rectpositions[i].rects[j];
- rects[nrects].x = x;
- rects[nrects].y = y;
- rects[nrects].w = rw;
- rects[nrects].h = rh;
- nrects++;
+ /*
+ * We rule out placement j of rectangle i by means
+ * of removing all of rectangle k's candidate
+ * number placements which do _not_ overlap it.
+ * This will ensure that it is eliminated during
+ * the next pass of rectangle-focused deduction.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("ensuring number for rect %d is within"
+ " rect %d's placement at %d,%d w=%d h=%d\n",
+ k, i, r.x, r.y, r.w, r.h);
+#endif
+
+ for (m = 0; m < numbers[k].npoints; m++) {
+ int x = numbers[k].points[m].x;
+ int y = numbers[k].points[m].y;
+
+ if (x < r.x || x >= r.x + r.w ||
+ y < r.y || y >= r.y + r.h) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("eliminating number for rect %d at %d,%d\n",
+ k, x, y);
+#endif
+ remove_number_placement(w, h, &numbers[k],
+ m, rectbyplace);
+ m--; /* don't skip the next one */
+ done_something = TRUE;
+ }
}
+ }
}
- if (nrects > 0) {
- struct rectlist *ret;
- ret = snew(struct rectlist);
- ret->rects = rects;
- ret->n = nrects;
- return ret;
- } else {
- assert(rects == NULL); /* hence no need to free */
- return NULL;
+ if (!done_something) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("terminating deduction loop\n");
+#endif
+ break;
+ }
+ }
+
+ cleanup:
+ ret = 1;
+ for (i = 0; i < nrects; i++) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d has %d possible placements\n",
+ i, rectpositions[i].n);
+#endif
+ if (rectpositions[i].n <= 0) {
+ ret = 0; /* inconsistency */
+ } else if (rectpositions[i].n > 1) {
+ ret = 2; /* remaining uncertainty */
+ } else if (hedge && vedge) {
+ /*
+ * Place the rectangle in its only possible position.
+ */
+ int x, y;
+ struct rect *r = &rectpositions[i].rects[0];
+
+ for (y = 0; y < r->h; y++) {
+ if (r->x > 0)
+ vedge[(r->y+y) * w + r->x] = 1;
+ if (r->x+r->w < w)
+ vedge[(r->y+y) * w + r->x+r->w] = 1;
+ }
+ for (x = 0; x < r->w; x++) {
+ if (r->y > 0)
+ hedge[r->y * w + r->x+x] = 1;
+ if (r->y+r->h < h)
+ hedge[(r->y+r->h) * w + r->x+x] = 1;
+ }
+ }
}
+
+ /*
+ * Free up all allocated storage.
+ */
+ sfree(workspace);
+ sfree(rectbyplace);
+ sfree(overlaps);
+ for (i = 0; i < nrects; i++)
+ sfree(rectpositions[i].rects);
+ sfree(rectpositions);
+
+ return ret;
}
-static void free_rectlist(struct rectlist *list)
+/* ----------------------------------------------------------------------
+ * Grid generation code.
+ */
+
+/*
+ * This function does one of two things. If passed r==NULL, it
+ * counts the number of possible rectangles which cover the given
+ * square, and returns it in *n. If passed r!=NULL then it _reads_
+ * *n to find an index, counts the possible rectangles until it
+ * reaches the nth, and writes it into r.
+ *
+ * `scratch' is expected to point to an array of 2 * params->w
+ * ints, used internally as scratch space (and passed in like this
+ * to avoid re-allocating and re-freeing it every time round a
+ * tight loop).
+ */
+static void enum_rects(game_params *params, int *grid, struct rect *r, int *n,
+ int sx, int sy, int *scratch)
{
- sfree(list->rects);
- sfree(list);
+ int rw, rh, mw, mh;
+ int x, y, dx, dy;
+ int maxarea, realmaxarea;
+ int index = 0;
+ int *top, *bottom;
+
+ /*
+ * Maximum rectangle area is 1/6 of total grid size, unless
+ * this means we can't place any rectangles at all in which
+ * case we set it to 2 at minimum.
+ */
+ maxarea = params->w * params->h / 6;
+ if (maxarea < 2)
+ maxarea = 2;
+
+ /*
+ * Scan the grid to find the limits of the region within which
+ * any rectangle containing this point must fall. This will
+ * save us trawling the inside of every rectangle later on to
+ * see if it contains any used squares.
+ */
+ top = scratch;
+ bottom = scratch + params->w;
+ for (dy = -1; dy <= +1; dy += 2) {
+ int *array = (dy == -1 ? top : bottom);
+ for (dx = -1; dx <= +1; dx += 2) {
+ for (x = sx; x >= 0 && x < params->w; x += dx) {
+ array[x] = -2 * params->h * dy;
+ for (y = sy; y >= 0 && y < params->h; y += dy) {
+ if (index(params, grid, x, y) == -1 &&
+ (x == sx || dy*y <= dy*array[x-dx]))
+ array[x] = y;
+ else
+ break;
+ }
+ }
+ }
+ }
+
+ /*
+ * Now scan again to work out the largest rectangles we can fit
+ * in the grid, so that we can terminate the following loops
+ * early once we get down to not having much space left in the
+ * grid.
+ */
+ realmaxarea = 0;
+ for (x = 0; x < params->w; x++) {
+ int x2;
+
+ rh = bottom[x] - top[x] + 1;
+ if (rh <= 0)
+ continue; /* no rectangles can start here */
+
+ dx = (x > sx ? -1 : +1);
+ for (x2 = x; x2 >= 0 && x2 < params->w; x2 += dx)
+ if (bottom[x2] < bottom[x] || top[x2] > top[x])
+ break;
+
+ rw = abs(x2 - x);
+ if (realmaxarea < rw * rh)
+ realmaxarea = rw * rh;
+ }
+
+ if (realmaxarea > maxarea)
+ realmaxarea = maxarea;
+
+ /*
+ * Rectangles which go right the way across the grid are
+ * boring, although they can't be helped in the case of
+ * extremely small grids. (Also they might be generated later
+ * on by the singleton-removal process; we can't help that.)
+ */
+ mw = params->w - 1;
+ if (mw < 3) mw++;
+ mh = params->h - 1;
+ if (mh < 3) mh++;
+
+ for (rw = 1; rw <= mw; rw++)
+ for (rh = 1; rh <= mh; rh++) {
+ if (rw * rh > realmaxarea)
+ continue;
+ if (rw * rh == 1)
+ continue;
+ for (x = max(sx - rw + 1, 0); x <= min(sx, params->w - rw); x++)
+ for (y = max(sy - rh + 1, 0); y <= min(sy, params->h - rh);
+ y++) {
+ /*
+ * Check this rectangle against the region we
+ * defined above.
+ */
+ if (top[x] <= y && top[x+rw-1] <= y &&
+ bottom[x] >= y+rh-1 && bottom[x+rw-1] >= y+rh-1) {
+ if (r && index == *n) {
+ r->x = x;
+ r->y = y;
+ r->w = rw;
+ r->h = rh;
+ return;
+ }
+ index++;
+ }
+ }
+ }
+
+ assert(!r);
+ *n = index;
}
static void place_rect(game_params *params, int *grid, struct rect r)
}
#ifdef GENERATION_DIAGNOSTICS
-static void display_grid(game_params *params, int *grid, int *numbers)
+static void display_grid(game_params *params, int *grid, int *numbers, int all)
{
unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
unsigned char);
- memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
int x, y;
int r = (params->w*2+3);
+ memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
+
for (x = 0; x < params->w; x++)
for (y = 0; y < params->h; y++) {
int i = index(params, grid, x, y);
for (y = 1; y < 2*params->h+2; y++) {
for (x = 1; x < 2*params->w+2; x++) {
if (!((y|x)&1)) {
- int k = index(params, numbers, x/2-1, y/2-1);
- if (k) printf("%2d", k); else printf(" ");
+ int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
+ if (k || (all && numbers)) printf("%2d", k); else printf(" ");
} else if (!((y&x)&1)) {
int v = egrid[y*r+x];
if ((y&1) && v) v = '-';
}
#endif
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_desc(const game_params *params_in, random_state *rs,
+ char **aux, int interactive)
{
- int *grid, *numbers;
- struct rectlist *list;
- int x, y, run, i;
- char *seed, *p;
-
- grid = snewn(params->w * params->h, int);
- numbers = snewn(params->w * params->h, int);
-
- for (y = 0; y < params->h; y++)
- for (x = 0; x < params->w; x++) {
- index(params, grid, x, y) = -1;
- index(params, numbers, x, y) = 0;
- }
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
+ int *grid, *numbers = NULL;
+ int x, y, y2, y2last, yx, run, i, nsquares;
+ char *desc, *p;
+ int *enum_rects_scratch;
+ game_params params2real, *params2 = ¶ms2real;
+
+ while (1) {
+ /*
+ * Set up the smaller width and height which we will use to
+ * generate the base grid.
+ */
+ params2->w = (int)((float)params->w / (1.0F + params->expandfactor));
+ if (params2->w < 2 && params->w >= 2) params2->w = 2;
+ params2->h = (int)((float)params->h / (1.0F + params->expandfactor));
+ if (params2->h < 2 && params->h >= 2) params2->h = 2;
- list = get_rectlist(params, grid);
- assert(list != NULL);
+ grid = snewn(params2->w * params2->h, int);
- /*
- * Place rectangles until we can't any more.
- */
- while (list->n > 0) {
- int i, m;
- struct rect r;
+ enum_rects_scratch = snewn(2 * params2->w, int);
- /*
- * Pick a random rectangle.
- */
- i = random_upto(rs, list->n);
- r = list->rects[i];
+ nsquares = 0;
+ for (y = 0; y < params2->h; y++)
+ for (x = 0; x < params2->w; x++) {
+ index(params2, grid, x, y) = -1;
+ nsquares++;
+ }
/*
- * Place it.
+ * Place rectangles until we can't any more. We do this by
+ * finding a square we haven't yet covered, and randomly
+ * choosing a rectangle to cover it.
*/
- place_rect(params, grid, r);
+
+ while (nsquares > 0) {
+ int square = random_upto(rs, nsquares);
+ int n;
+ struct rect r;
+
+ x = params2->w;
+ y = params2->h;
+ for (y = 0; y < params2->h; y++) {
+ for (x = 0; x < params2->w; x++) {
+ if (index(params2, grid, x, y) == -1 && square-- == 0)
+ break;
+ }
+ if (x < params2->w)
+ break;
+ }
+ assert(x < params2->w && y < params2->h);
- /*
- * Winnow the list by removing any rectangles which
- * overlap this one.
- */
- m = 0;
- for (i = 0; i < list->n; i++) {
- struct rect s = list->rects[i];
- if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
- s.y+s.h <= r.y || r.y+r.h <= s.y)
- list->rects[m++] = s;
- }
- list->n = m;
- }
+ /*
+ * Now see how many rectangles fit around this one.
+ */
+ enum_rects(params2, grid, NULL, &n, x, y, enum_rects_scratch);
- free_rectlist(list);
-
- /*
- * Deal with singleton spaces remaining in the grid, one by
- * one.
- *
- * We do this by making a local change to the layout. There are
- * several possibilities:
- *
- * +-----+-----+ Here, we can remove the singleton by
- * | | | extending the 1x2 rectangle below it
- * +--+--+-----+ into a 1x3.
- * | | | |
- * | +--+ |
- * | | | |
- * | | | |
- * | | | |
- * +--+--+-----+
- *
- * +--+--+--+ Here, that trick doesn't work: there's no
- * | | | 1 x n rectangle with the singleton at one
- * | | | end. Instead, we extend a 1 x n rectangle
- * | | | _out_ from the singleton, shaving a layer
- * +--+--+ | off the end of another rectangle. So if we
- * | | | | extended up, we'd make our singleton part
- * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
- * | | | used to be; or we could extend right into
- * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
- *
- * +-----+--+ Here, we can't even do _that_, since any
- * | | | direction we choose to extend the singleton
- * +--+--+ | will produce a new singleton as a result of
- * | | | | truncating one of the size-2 rectangles.
- * | +--+--+ Fortunately, this case can _only_ occur when
- * | | | a singleton is surrounded by four size-2s
- * +--+-----+ in this fashion; so instead we can simply
- * replace the whole section with a single 3x3.
- */
- for (x = 0; x < params->w; x++) {
- for (y = 0; y < params->h; y++) {
- if (index(params, grid, x, y) < 0) {
- int dirs[4], ndirs;
-
-#ifdef GENERATION_DIAGNOSTICS
- display_grid(params, grid, numbers);
- printf("singleton at %d,%d\n", x, y);
-#endif
+ if (!n) {
+ /*
+ * There are no possible rectangles covering this
+ * square, meaning it must be a singleton. Mark it
+ * -2 so we know not to keep trying.
+ */
+ index(params2, grid, x, y) = -2;
+ nsquares--;
+ } else {
+ /*
+ * Pick one at random.
+ */
+ n = random_upto(rs, n);
+ enum_rects(params2, grid, &r, &n, x, y, enum_rects_scratch);
/*
- * Check in which directions we can feasibly extend
- * the singleton. We can extend in a particular
- * direction iff either:
- *
- * - the rectangle on that side of the singleton
- * is not 2x1, and we are at one end of the edge
- * of it we are touching
- *
- * - it is 2x1 but we are on its short side.
- *
- * FIXME: we could plausibly choose between these
- * based on the sizes of the rectangles they would
- * create?
+ * Place it.
*/
- ndirs = 0;
- if (x < params->w-1) {
- struct rect r = find_rect(params, grid, x+1, y);
- if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
- dirs[ndirs++] = 1; /* right */
- }
- if (y > 0) {
- struct rect r = find_rect(params, grid, x, y-1);
- if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
- dirs[ndirs++] = 2; /* up */
- }
- if (x > 0) {
- struct rect r = find_rect(params, grid, x-1, y);
- if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
- dirs[ndirs++] = 4; /* left */
- }
- if (y < params->h-1) {
- struct rect r = find_rect(params, grid, x, y+1);
- if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
- dirs[ndirs++] = 8; /* down */
- }
+ place_rect(params2, grid, r);
+ nsquares -= r.w * r.h;
+ }
+ }
- if (ndirs > 0) {
- int which, dir;
- struct rect r1, r2;
+ sfree(enum_rects_scratch);
- which = random_upto(rs, ndirs);
- dir = dirs[which];
+ /*
+ * Deal with singleton spaces remaining in the grid, one by
+ * one.
+ *
+ * We do this by making a local change to the layout. There are
+ * several possibilities:
+ *
+ * +-----+-----+ Here, we can remove the singleton by
+ * | | | extending the 1x2 rectangle below it
+ * +--+--+-----+ into a 1x3.
+ * | | | |
+ * | +--+ |
+ * | | | |
+ * | | | |
+ * | | | |
+ * +--+--+-----+
+ *
+ * +--+--+--+ Here, that trick doesn't work: there's no
+ * | | | 1 x n rectangle with the singleton at one
+ * | | | end. Instead, we extend a 1 x n rectangle
+ * | | | _out_ from the singleton, shaving a layer
+ * +--+--+ | off the end of another rectangle. So if we
+ * | | | | extended up, we'd make our singleton part
+ * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
+ * | | | used to be; or we could extend right into
+ * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
+ *
+ * +-----+--+ Here, we can't even do _that_, since any
+ * | | | direction we choose to extend the singleton
+ * +--+--+ | will produce a new singleton as a result of
+ * | | | | truncating one of the size-2 rectangles.
+ * | +--+--+ Fortunately, this case can _only_ occur when
+ * | | | a singleton is surrounded by four size-2s
+ * +--+-----+ in this fashion; so instead we can simply
+ * replace the whole section with a single 3x3.
+ */
+ for (x = 0; x < params2->w; x++) {
+ for (y = 0; y < params2->h; y++) {
+ if (index(params2, grid, x, y) < 0) {
+ int dirs[4], ndirs;
- switch (dir) {
- case 1: /* right */
- assert(x < params->w+1);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending right\n");
+ display_grid(params2, grid, NULL, FALSE);
+ printf("singleton at %d,%d\n", x, y);
#endif
- r1 = find_rect(params, grid, x+1, y);
- r2.x = x;
- r2.y = y;
- r2.w = 1 + r1.w;
- r2.h = 1;
- if (r1.y == y)
- r1.y++;
- r1.h--;
- break;
- case 2: /* up */
- assert(y > 0);
+
+ /*
+ * Check in which directions we can feasibly extend
+ * the singleton. We can extend in a particular
+ * direction iff either:
+ *
+ * - the rectangle on that side of the singleton
+ * is not 2x1, and we are at one end of the edge
+ * of it we are touching
+ *
+ * - it is 2x1 but we are on its short side.
+ *
+ * FIXME: we could plausibly choose between these
+ * based on the sizes of the rectangles they would
+ * create?
+ */
+ ndirs = 0;
+ if (x < params2->w-1) {
+ struct rect r = find_rect(params2, grid, x+1, y);
+ if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
+ dirs[ndirs++] = 1; /* right */
+ }
+ if (y > 0) {
+ struct rect r = find_rect(params2, grid, x, y-1);
+ if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
+ dirs[ndirs++] = 2; /* up */
+ }
+ if (x > 0) {
+ struct rect r = find_rect(params2, grid, x-1, y);
+ if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
+ dirs[ndirs++] = 4; /* left */
+ }
+ if (y < params2->h-1) {
+ struct rect r = find_rect(params2, grid, x, y+1);
+ if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
+ dirs[ndirs++] = 8; /* down */
+ }
+
+ if (ndirs > 0) {
+ int which, dir;
+ struct rect r1, r2;
+ memset(&r1, 0, sizeof(struct rect));
+ memset(&r2, 0, sizeof(struct rect));
+ which = random_upto(rs, ndirs);
+ dir = dirs[which];
+
+ switch (dir) {
+ case 1: /* right */
+ assert(x < params2->w+1);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending up\n");
+ printf("extending right\n");
#endif
- r1 = find_rect(params, grid, x, y-1);
- r2.x = x;
- r2.y = r1.y;
- r2.w = 1;
- r2.h = 1 + r1.h;
- if (r1.x == x)
- r1.x++;
- r1.w--;
- break;
- case 4: /* left */
- assert(x > 0);
+ r1 = find_rect(params2, grid, x+1, y);
+ r2.x = x;
+ r2.y = y;
+ r2.w = 1 + r1.w;
+ r2.h = 1;
+ if (r1.y == y)
+ r1.y++;
+ r1.h--;
+ break;
+ case 2: /* up */
+ assert(y > 0);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending left\n");
+ printf("extending up\n");
#endif
- r1 = find_rect(params, grid, x-1, y);
- r2.x = r1.x;
- r2.y = y;
- r2.w = 1 + r1.w;
- r2.h = 1;
- if (r1.y == y)
- r1.y++;
- r1.h--;
- break;
- case 8: /* down */
- assert(y < params->h+1);
+ r1 = find_rect(params2, grid, x, y-1);
+ r2.x = x;
+ r2.y = r1.y;
+ r2.w = 1;
+ r2.h = 1 + r1.h;
+ if (r1.x == x)
+ r1.x++;
+ r1.w--;
+ break;
+ case 4: /* left */
+ assert(x > 0);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending down\n");
+ printf("extending left\n");
#endif
- r1 = find_rect(params, grid, x, y+1);
- r2.x = x;
- r2.y = y;
- r2.w = 1;
- r2.h = 1 + r1.h;
- if (r1.x == x)
- r1.x++;
- r1.w--;
- break;
- }
- if (r1.h > 0 && r1.w > 0)
- place_rect(params, grid, r1);
- place_rect(params, grid, r2);
- } else {
+ r1 = find_rect(params2, grid, x-1, y);
+ r2.x = r1.x;
+ r2.y = y;
+ r2.w = 1 + r1.w;
+ r2.h = 1;
+ if (r1.y == y)
+ r1.y++;
+ r1.h--;
+ break;
+ case 8: /* down */
+ assert(y < params2->h+1);
+#ifdef GENERATION_DIAGNOSTICS
+ printf("extending down\n");
+#endif
+ r1 = find_rect(params2, grid, x, y+1);
+ r2.x = x;
+ r2.y = y;
+ r2.w = 1;
+ r2.h = 1 + r1.h;
+ if (r1.x == x)
+ r1.x++;
+ r1.w--;
+ break;
+ default: /* should never happen */
+ assert(!"invalid direction");
+ }
+ if (r1.h > 0 && r1.w > 0)
+ place_rect(params2, grid, r1);
+ place_rect(params2, grid, r2);
+ } else {
#ifndef NDEBUG
- /*
- * Sanity-check that there really is a 3x3
- * rectangle surrounding this singleton and it
- * contains absolutely everything we could
- * possibly need.
- */
- {
- int xx, yy;
- assert(x > 0 && x < params->w-1);
- assert(y > 0 && y < params->h-1);
-
- for (xx = x-1; xx <= x+1; xx++)
- for (yy = y-1; yy <= y+1; yy++) {
- struct rect r = find_rect(params,grid,xx,yy);
- assert(r.x >= x-1);
- assert(r.y >= y-1);
- assert(r.x+r.w-1 <= x+1);
- assert(r.y+r.h-1 <= y+1);
- }
+ /*
+ * Sanity-check that there really is a 3x3
+ * rectangle surrounding this singleton and it
+ * contains absolutely everything we could
+ * possibly need.
+ */
+ {
+ int xx, yy;
+ assert(x > 0 && x < params2->w-1);
+ assert(y > 0 && y < params2->h-1);
+
+ for (xx = x-1; xx <= x+1; xx++)
+ for (yy = y-1; yy <= y+1; yy++) {
+ struct rect r = find_rect(params2,grid,xx,yy);
+ assert(r.x >= x-1);
+ assert(r.y >= y-1);
+ assert(r.x+r.w-1 <= x+1);
+ assert(r.y+r.h-1 <= y+1);
+ }
+ }
+#endif
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("need the 3x3 trick\n");
+#endif
+
+ /*
+ * FIXME: If the maximum rectangle area for
+ * this grid is less than 9, we ought to
+ * subdivide the 3x3 in some fashion. There are
+ * five other possibilities:
+ *
+ * - a 6 and a 3
+ * - a 4, a 3 and a 2
+ * - three 3s
+ * - a 3 and three 2s (two different arrangements).
+ */
+
+ {
+ struct rect r;
+ r.x = x-1;
+ r.y = y-1;
+ r.w = r.h = 3;
+ place_rect(params2, grid, r);
+ }
}
+ }
+ }
+ }
+
+ /*
+ * We have now constructed a grid of the size specified in
+ * params2. Now we extend it into a grid of the size specified
+ * in params. We do this in two passes: we extend it vertically
+ * until it's the right height, then we transpose it, then
+ * extend it vertically again (getting it effectively the right
+ * width), then finally transpose again.
+ */
+ for (i = 0; i < 2; i++) {
+ int *grid2, *expand, *where;
+ game_params params3real, *params3 = ¶ms3real;
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("before expansion:\n");
+ display_grid(params2, grid, NULL, TRUE);
#endif
-
+
+ /*
+ * Set up the new grid.
+ */
+ grid2 = snewn(params2->w * params->h, int);
+ expand = snewn(params2->h-1, int);
+ where = snewn(params2->w, int);
+ params3->w = params2->w;
+ params3->h = params->h;
+
+ /*
+ * Decide which horizontal edges are going to get expanded,
+ * and by how much.
+ */
+ for (y = 0; y < params2->h-1; y++)
+ expand[y] = 0;
+ for (y = params2->h; y < params->h; y++) {
+ x = random_upto(rs, params2->h-1);
+ expand[x]++;
+ }
+
#ifdef GENERATION_DIAGNOSTICS
- printf("need the 3x3 trick\n");
+ printf("expand[] = {");
+ for (y = 0; y < params2->h-1; y++)
+ printf(" %d", expand[y]);
+ printf(" }\n");
#endif
+ /*
+ * Perform the expansion. The way this works is that we
+ * alternately:
+ *
+ * - copy a row from grid into grid2
+ *
+ * - invent some number of additional rows in grid2 where
+ * there was previously only a horizontal line between
+ * rows in grid, and make random decisions about where
+ * among these to place each rectangle edge that ran
+ * along this line.
+ */
+ for (y = y2 = y2last = 0; y < params2->h; y++) {
+ /*
+ * Copy a single line from row y of grid into row y2 of
+ * grid2.
+ */
+ for (x = 0; x < params2->w; x++) {
+ int val = index(params2, grid, x, y);
+ if (val / params2->w == y && /* rect starts on this line */
+ (y2 == 0 || /* we're at the very top, or... */
+ index(params3, grid2, x, y2-1) / params3->w < y2last
+ /* this rect isn't already started */))
+ index(params3, grid2, x, y2) =
+ INDEX(params3, val % params2->w, y2);
+ else
+ index(params3, grid2, x, y2) =
+ index(params3, grid2, x, y2-1);
+ }
+
+ /*
+ * If that was the last line, terminate the loop early.
+ */
+ if (++y2 == params3->h)
+ break;
+
+ y2last = y2;
+
+ /*
+ * Invent some number of additional lines. First walk
+ * along this line working out where to put all the
+ * edges that coincide with it.
+ */
+ yx = -1;
+ for (x = 0; x < params2->w; x++) {
+ if (index(params2, grid, x, y) !=
+ index(params2, grid, x, y+1)) {
+ /*
+ * This is a horizontal edge, so it needs
+ * placing.
+ */
+ if (x == 0 ||
+ (index(params2, grid, x-1, y) !=
+ index(params2, grid, x, y) &&
+ index(params2, grid, x-1, y+1) !=
+ index(params2, grid, x, y+1))) {
+ /*
+ * Here we have the chance to make a new
+ * decision.
+ */
+ yx = random_upto(rs, expand[y]+1);
+ } else {
+ /*
+ * Here we just reuse the previous value of
+ * yx.
+ */
+ }
+ } else
+ yx = -1;
+ where[x] = yx;
+ }
+
+ for (yx = 0; yx < expand[y]; yx++) {
/*
- * FIXME: If the maximum rectangle area for
- * this grid is less than 9, we ought to
- * subdivide the 3x3 in some fashion. There are
- * five other possibilities:
- *
- * - a 6 and a 3
- * - a 4, a 3 and a 2
- * - three 3s
- * - a 3 and three 2s (two different arrangements).
+ * Invent a single row. For each square in the row,
+ * we copy the grid entry from the square above it,
+ * unless we're starting the new rectangle here.
*/
-
- {
- struct rect r;
- r.x = x-1;
- r.y = y-1;
- r.w = r.h = 3;
- place_rect(params, grid, r);
+ for (x = 0; x < params2->w; x++) {
+ if (yx == where[x]) {
+ int val = index(params2, grid, x, y+1);
+ val %= params2->w;
+ val = INDEX(params3, val, y2);
+ index(params3, grid2, x, y2) = val;
+ } else
+ index(params3, grid2, x, y2) =
+ index(params3, grid2, x, y2-1);
}
+
+ y2++;
+ }
+ }
+
+ sfree(expand);
+ sfree(where);
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("after expansion:\n");
+ display_grid(params3, grid2, NULL, TRUE);
+#endif
+ /*
+ * Transpose.
+ */
+ params2->w = params3->h;
+ params2->h = params3->w;
+ sfree(grid);
+ grid = snewn(params2->w * params2->h, int);
+ for (x = 0; x < params2->w; x++)
+ for (y = 0; y < params2->h; y++) {
+ int idx1 = INDEX(params2, x, y);
+ int idx2 = INDEX(params3, y, x);
+ int tmp;
+
+ tmp = grid2[idx2];
+ tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
+ grid[idx1] = tmp;
}
+
+ sfree(grid2);
+
+ {
+ int tmp;
+ tmp = params->w;
+ params->w = params->h;
+ params->h = tmp;
}
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("after transposition:\n");
+ display_grid(params2, grid, NULL, TRUE);
+#endif
}
- }
- /*
- * Place numbers.
- */
- for (x = 0; x < params->w; x++) {
- for (y = 0; y < params->h; y++) {
- int idx = INDEX(params, x, y);
- if (index(params, grid, x, y) == idx) {
- struct rect r = find_rect(params, grid, x, y);
- int n, xx, yy;
+ /*
+ * Run the solver to narrow down the possible number
+ * placements.
+ */
+ {
+ struct numberdata *nd;
+ int nnumbers, i, ret;
+
+ /* Count the rectangles. */
+ nnumbers = 0;
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ int idx = INDEX(params, x, y);
+ if (index(params, grid, x, y) == idx)
+ nnumbers++;
+ }
+ }
+
+ nd = snewn(nnumbers, struct numberdata);
+
+ /* Now set up each number's candidate position list. */
+ i = 0;
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ int idx = INDEX(params, x, y);
+ if (index(params, grid, x, y) == idx) {
+ struct rect r = find_rect(params, grid, x, y);
+ int j, k, m;
+
+ nd[i].area = r.w * r.h;
+ nd[i].npoints = nd[i].area;
+ nd[i].points = snewn(nd[i].npoints, struct point);
+ m = 0;
+ for (j = 0; j < r.h; j++)
+ for (k = 0; k < r.w; k++) {
+ nd[i].points[m].x = k + r.x;
+ nd[i].points[m].y = j + r.y;
+ m++;
+ }
+ assert(m == nd[i].npoints);
+ i++;
+ }
+ }
+ }
+
+ if (params->unique)
+ ret = rect_solver(params->w, params->h, nnumbers, nd,
+ NULL, NULL, rs);
+ else
+ ret = 1; /* allow any number placement at all */
+
+ if (ret == 1) {
/*
- * Decide where to put the number.
+ * Now place the numbers according to the solver's
+ * recommendations.
*/
- n = random_upto(rs, r.w*r.h);
- yy = n / r.w;
- xx = n % r.w;
- index(params,numbers,x+xx,y+yy) = r.w*r.h;
+ numbers = snewn(params->w * params->h, int);
+
+ for (y = 0; y < params->h; y++)
+ for (x = 0; x < params->w; x++) {
+ index(params, numbers, x, y) = 0;
+ }
+
+ for (i = 0; i < nnumbers; i++) {
+ int idx = random_upto(rs, nd[i].npoints);
+ int x = nd[i].points[idx].x;
+ int y = nd[i].points[idx].y;
+ index(params,numbers,x,y) = nd[i].area;
+ }
}
+
+ /*
+ * Clean up.
+ */
+ for (i = 0; i < nnumbers; i++)
+ sfree(nd[i].points);
+ sfree(nd);
+
+ /*
+ * If we've succeeded, then terminate the loop.
+ */
+ if (ret == 1)
+ break;
}
+
+ /*
+ * Give up and go round again.
+ */
+ sfree(grid);
+ }
+
+ /*
+ * Store the solution in aux.
+ */
+ {
+ char *ai;
+ int len;
+
+ len = 2 + (params->w-1)*params->h + (params->h-1)*params->w;
+ ai = snewn(len, char);
+
+ ai[0] = 'S';
+
+ p = ai+1;
+
+ for (y = 0; y < params->h; y++)
+ for (x = 1; x < params->w; x++)
+ *p++ = (index(params, grid, x, y) !=
+ index(params, grid, x-1, y) ? '1' : '0');
+
+ for (y = 1; y < params->h; y++)
+ for (x = 0; x < params->w; x++)
+ *p++ = (index(params, grid, x, y) !=
+ index(params, grid, x, y-1) ? '1' : '0');
+
+ assert(p - ai == len-1);
+ *p = '\0';
+
+ *aux = ai;
}
#ifdef GENERATION_DIAGNOSTICS
- display_grid(params, grid, numbers);
+ display_grid(params, grid, numbers, FALSE);
#endif
- seed = snewn(11 * params->w * params->h, char);
- p = seed;
+ desc = snewn(11 * params->w * params->h, char);
+ p = desc;
run = 0;
for (i = 0; i <= params->w * params->h; i++) {
int n = (i < params->w * params->h ? numbers[i] : -1);
run -= c - ('a' - 1);
}
} else {
- *p++ = '_';
+ /*
+ * If there's a number in the very top left or
+ * bottom right, there's no point putting an
+ * unnecessary _ before or after it.
+ */
+ if (p > desc && n > 0)
+ *p++ = '_';
}
if (n > 0)
p += sprintf(p, "%d", n);
sfree(grid);
sfree(numbers);
- return seed;
+ return desc;
}
-char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(const game_params *params, const char *desc)
{
int area = params->w * params->h;
int squares = 0;
- while (*seed) {
- int n = *seed++;
+ while (*desc) {
+ int n = *desc++;
if (n >= 'a' && n <= 'z') {
squares += n - 'a' + 1;
} else if (n == '_') {
/* do nothing */;
} else if (n > '0' && n <= '9') {
- squares += atoi(seed-1);
- while (*seed >= '0' && *seed <= '9')
- seed++;
+ squares++;
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
} else
- return "Invalid character in game specification";
+ return "Invalid character in game description";
}
if (squares < area)
return NULL;
}
-game_state *new_game(game_params *params, char *seed)
-{
- game_state *state = snew(game_state);
- int x, y, i, area;
-
- state->w = params->w;
- state->h = params->h;
-
- area = state->w * state->h;
-
- state->grid = snewn(area, int);
- state->vedge = snewn(area, unsigned char);
- state->hedge = snewn(area, unsigned char);
-
- i = 0;
- while (*seed) {
- int n = *seed++;
- if (n >= 'a' && n <= 'z') {
- int run = n - 'a' + 1;
- assert(i + run <= area);
- while (run-- > 0)
- state->grid[i++] = 0;
- } else if (n == '_') {
- /* do nothing */;
- } else if (n > '0' && n <= '9') {
- assert(i < area);
- state->grid[i++] = atoi(seed-1);
- while (*seed >= '0' && *seed <= '9')
- seed++;
- } else {
- assert(!"We can't get here");
- }
- }
- assert(i == area);
-
- for (y = 0; y < state->h; y++)
- for (x = 0; x < state->w; x++)
- vedge(state,x,y) = hedge(state,x,y) = 0;
-
- return state;
-}
-
-game_state *dup_game(game_state *state)
-{
- game_state *ret = snew(game_state);
-
- ret->w = state->w;
- ret->h = state->h;
-
- ret->vedge = snewn(state->w * state->h, unsigned char);
- ret->hedge = snewn(state->w * state->h, unsigned char);
- ret->grid = snewn(state->w * state->h, int);
-
- memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
- memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
- memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
-
- return ret;
-}
-
-void free_game(game_state *state)
-{
- sfree(state->grid);
- sfree(state->vedge);
- sfree(state->hedge);
- sfree(state);
-}
-
static unsigned char *get_correct(game_state *state)
{
unsigned char *ret;
return ret;
}
-game_state *make_move(game_state *from, int x, int y, int button)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
- float xf, yf, dx, dy;
- int hxr, hyr, vxr, vyr;
- game_state *ret;
+ game_state *state = snew(game_state);
+ int x, y, i, area;
- if (button != LEFT_BUTTON)
- return NULL;
+ state->w = params->w;
+ state->h = params->h;
- xf = FROMCOORD(((float)x));
- yf = FROMCOORD(((float)y));
+ area = state->w * state->h;
- hxr = (int)xf;
- hyr = (int)(yf + 0.5F);
+ state->grid = snewn(area, int);
+ state->vedge = snewn(area, unsigned char);
+ state->hedge = snewn(area, unsigned char);
+ state->completed = state->cheated = FALSE;
- vxr = (int)(xf + 0.5F);
- vyr = (int)yf;
+ i = 0;
+ while (*desc) {
+ int n = *desc++;
+ if (n >= 'a' && n <= 'z') {
+ int run = n - 'a' + 1;
+ assert(i + run <= area);
+ while (run-- > 0)
+ state->grid[i++] = 0;
+ } else if (n == '_') {
+ /* do nothing */;
+ } else if (n > '0' && n <= '9') {
+ assert(i < area);
+ state->grid[i++] = atoi(desc-1);
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
+ } else {
+ assert(!"We can't get here");
+ }
+ }
+ assert(i == area);
- dx = fabs(xf - vxr);
- dy = fabs(yf - hyr);
+ for (y = 0; y < state->h; y++)
+ for (x = 0; x < state->w; x++)
+ vedge(state,x,y) = hedge(state,x,y) = 0;
- if (dy < dx && HRANGE(from,hxr,hyr)) {
- ret = dup_game(from);
- hedge(ret,hxr,hyr) = !hedge(ret,hxr,hyr);
- return ret;
- } else if (dx < dy && VRANGE(from,vxr,vyr)) {
- ret = dup_game(from);
- vedge(ret,vxr,vyr) = !vedge(ret,vxr,vyr);
- return ret;
+ state->correct = get_correct(state);
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+
+ ret->vedge = snewn(state->w * state->h, unsigned char);
+ ret->hedge = snewn(state->w * state->h, unsigned char);
+ ret->grid = snewn(state->w * state->h, int);
+ ret->correct = snewn(ret->w * ret->h, unsigned char);
+
+ ret->completed = state->completed;
+ ret->cheated = state->cheated;
+
+ memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
+ memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
+ memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
+
+ memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char));
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->grid);
+ sfree(state->vedge);
+ sfree(state->hedge);
+ sfree(state->correct);
+ sfree(state);
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *ai, char **error)
+{
+ unsigned char *vedge, *hedge;
+ int x, y, len;
+ char *ret, *p;
+ int i, j, n;
+ struct numberdata *nd;
+
+ if (ai)
+ return dupstr(ai);
+
+ /*
+ * Attempt the in-built solver.
+ */
+
+ /* Set up each number's (very short) candidate position list. */
+ for (i = n = 0; i < state->h * state->w; i++)
+ if (state->grid[i])
+ n++;
+
+ nd = snewn(n, struct numberdata);
+
+ for (i = j = 0; i < state->h * state->w; i++)
+ if (state->grid[i]) {
+ nd[j].area = state->grid[i];
+ nd[j].npoints = 1;
+ nd[j].points = snewn(1, struct point);
+ nd[j].points[0].x = i % state->w;
+ nd[j].points[0].y = i / state->w;
+ j++;
+ }
+
+ assert(j == n);
+
+ vedge = snewn(state->w * state->h, unsigned char);
+ hedge = snewn(state->w * state->h, unsigned char);
+ memset(vedge, 0, state->w * state->h);
+ memset(hedge, 0, state->w * state->h);
+
+ rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL);
+
+ /*
+ * Clean up.
+ */
+ for (i = 0; i < n; i++)
+ sfree(nd[i].points);
+ sfree(nd);
+
+ len = 2 + (state->w-1)*state->h + (state->h-1)*state->w;
+ ret = snewn(len, char);
+
+ p = ret;
+ *p++ = 'S';
+ for (y = 0; y < state->h; y++)
+ for (x = 1; x < state->w; x++)
+ *p++ = vedge[y*state->w+x] ? '1' : '0';
+ for (y = 1; y < state->h; y++)
+ for (x = 0; x < state->w; x++)
+ *p++ = hedge[y*state->w+x] ? '1' : '0';
+ *p++ = '\0';
+ assert(p - ret == len);
+
+ sfree(vedge);
+ sfree(hedge);
+
+ return ret;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ char *ret, *p, buf[80];
+ int i, x, y, col, maxlen;
+
+ /*
+ * First determine the number of spaces required to display a
+ * number. We'll use at least two, because one looks a bit
+ * silly.
+ */
+ col = 2;
+ for (i = 0; i < state->w * state->h; i++) {
+ x = sprintf(buf, "%d", state->grid[i]);
+ if (col < x) col = x;
+ }
+
+ /*
+ * Now we know the exact total size of the grid we're going to
+ * produce: it's got 2*h+1 rows, each containing w lots of col,
+ * w+1 boundary characters and a trailing newline.
+ */
+ maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
+
+ ret = snewn(maxlen+1, char);
+ p = ret;
+
+ for (y = 0; y <= 2*state->h; y++) {
+ for (x = 0; x <= 2*state->w; x++) {
+ if (x & y & 1) {
+ /*
+ * Display a number.
+ */
+ int v = grid(state, x/2, y/2);
+ if (v)
+ sprintf(buf, "%*d", col, v);
+ else
+ sprintf(buf, "%*s", col, "");
+ memcpy(p, buf, col);
+ p += col;
+ } else if (x & 1) {
+ /*
+ * Display a horizontal edge or nothing.
+ */
+ int h = (y==0 || y==2*state->h ? 1 :
+ HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
+ int i;
+ if (h)
+ h = '-';
+ else
+ h = ' ';
+ for (i = 0; i < col; i++)
+ *p++ = h;
+ } else if (y & 1) {
+ /*
+ * Display a vertical edge or nothing.
+ */
+ int v = (x==0 || x==2*state->w ? 1 :
+ VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
+ if (v)
+ *p++ = '|';
+ else
+ *p++ = ' ';
+ } else {
+ /*
+ * Display a corner, or a vertical edge, or a
+ * horizontal edge, or nothing.
+ */
+ int hl = (y==0 || y==2*state->h ? 1 :
+ HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
+ int hr = (y==0 || y==2*state->h ? 1 :
+ HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
+ int vu = (x==0 || x==2*state->w ? 1 :
+ VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
+ int vd = (x==0 || x==2*state->w ? 1 :
+ VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
+ if (!hl && !hr && !vu && !vd)
+ *p++ = ' ';
+ else if (hl && hr && !vu && !vd)
+ *p++ = '-';
+ else if (!hl && !hr && vu && vd)
+ *p++ = '|';
+ else
+ *p++ = '+';
+ }
+ }
+ *p++ = '\n';
}
+ assert(p - ret == maxlen);
+ *p = '\0';
+ return ret;
+}
+
+struct game_ui {
+ /*
+ * These coordinates are 2 times the obvious grid coordinates.
+ * Hence, the top left of the grid is (0,0), the grid point to
+ * the right of that is (2,0), the one _below that_ is (2,2)
+ * and so on. This is so that we can specify a drag start point
+ * on an edge (one odd coordinate) or in the middle of a square
+ * (two odd coordinates) rather than always at a corner.
+ *
+ * -1,-1 means no drag is in progress.
+ */
+ int drag_start_x;
+ int drag_start_y;
+ int drag_end_x;
+ int drag_end_y;
+ /*
+ * This flag is set as soon as a dragging action moves the
+ * mouse pointer away from its starting point, so that even if
+ * the pointer _returns_ to its starting point the action is
+ * treated as a small drag rather than a click.
+ */
+ int dragged;
+ /* This flag is set if we're doing an erase operation (i.e.
+ * removing edges in the centre of the rectangle without altering
+ * the outlines).
+ */
+ int erasing;
+ /*
+ * These are the co-ordinates of the top-left and bottom-right squares
+ * in the drag box, respectively, or -1 otherwise.
+ */
+ int x1;
+ int y1;
+ int x2;
+ int y2;
+ /*
+ * These are the coordinates of a cursor, whether it's visible, and
+ * whether it was used to start a drag.
+ */
+ int cur_x, cur_y, cur_visible, cur_dragging;
+};
+
+static void reset_ui(game_ui *ui)
+{
+ ui->drag_start_x = -1;
+ ui->drag_start_y = -1;
+ ui->drag_end_x = -1;
+ ui->drag_end_y = -1;
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
+ ui->dragged = FALSE;
+}
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ reset_ui(ui);
+ ui->erasing = FALSE;
+ ui->cur_x = ui->cur_y = ui->cur_visible = ui->cur_dragging = 0;
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
return NULL;
}
-/* ----------------------------------------------------------------------
- * Drawing routines.
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void coord_round(float x, float y, int *xr, int *yr)
+{
+ float xs, ys, xv, yv, dx, dy, dist;
+
+ /*
+ * Find the nearest square-centre.
+ */
+ xs = (float)floor(x) + 0.5F;
+ ys = (float)floor(y) + 0.5F;
+
+ /*
+ * And find the nearest grid vertex.
+ */
+ xv = (float)floor(x + 0.5F);
+ yv = (float)floor(y + 0.5F);
+
+ /*
+ * We allocate clicks in parts of the grid square to either
+ * corners, edges or square centres, as follows:
+ *
+ * +--+--------+--+
+ * | | | |
+ * +--+ +--+
+ * | `. ,' |
+ * | +--+ |
+ * | | | |
+ * | +--+ |
+ * | ,' `. |
+ * +--+ +--+
+ * | | | |
+ * +--+--------+--+
+ *
+ * (Not to scale!)
+ *
+ * In other words: we measure the square distance (i.e.
+ * max(dx,dy)) from the click to the nearest corner, and if
+ * it's within CORNER_TOLERANCE then we return a corner click.
+ * We measure the square distance from the click to the nearest
+ * centre, and if that's within CENTRE_TOLERANCE we return a
+ * centre click. Failing that, we find which of the two edge
+ * centres is nearer to the click and return that edge.
+ */
+
+ /*
+ * Check for corner click.
+ */
+ dx = (float)fabs(x - xv);
+ dy = (float)fabs(y - yv);
+ dist = (dx > dy ? dx : dy);
+ if (dist < CORNER_TOLERANCE) {
+ *xr = 2 * (int)xv;
+ *yr = 2 * (int)yv;
+ } else {
+ /*
+ * Check for centre click.
+ */
+ dx = (float)fabs(x - xs);
+ dy = (float)fabs(y - ys);
+ dist = (dx > dy ? dx : dy);
+ if (dist < CENTRE_TOLERANCE) {
+ *xr = 1 + 2 * (int)xs;
+ *yr = 1 + 2 * (int)ys;
+ } else {
+ /*
+ * Failing both of those, see which edge we're closer to.
+ * Conveniently, this is simply done by testing the relative
+ * magnitude of dx and dy (which are currently distances from
+ * the square centre).
+ */
+ if (dx > dy) {
+ /* Vertical edge: x-coord of corner,
+ * y-coord of square centre. */
+ *xr = 2 * (int)xv;
+ *yr = 1 + 2 * (int)floor(ys);
+ } else {
+ /* Horizontal edge: x-coord of square centre,
+ * y-coord of corner. */
+ *xr = 1 + 2 * (int)floor(xs);
+ *yr = 2 * (int)yv;
+ }
+ }
+ }
+}
+
+/*
+ * Returns TRUE if it has made any change to the grid.
*/
+static int grid_draw_rect(const game_state *state,
+ unsigned char *hedge, unsigned char *vedge,
+ int c, int really, int outline,
+ int x1, int y1, int x2, int y2)
+{
+ int x, y;
+ int changed = FALSE;
+
+ /*
+ * Draw horizontal edges of rectangles.
+ */
+ for (x = x1; x < x2; x++)
+ for (y = y1; y <= y2; y++)
+ if (HRANGE(state,x,y)) {
+ int val = index(state,hedge,x,y);
+ if (y == y1 || y == y2) {
+ if (!outline) continue;
+ val = c;
+ } else if (c == 1)
+ val = 0;
+ changed = changed || (index(state,hedge,x,y) != val);
+ if (really)
+ index(state,hedge,x,y) = val;
+ }
-#define L 1
-#define R 2
-#define U 4
-#define D 8
-#define CORRECT 16
+ /*
+ * Draw vertical edges of rectangles.
+ */
+ for (y = y1; y < y2; y++)
+ for (x = x1; x <= x2; x++)
+ if (VRANGE(state,x,y)) {
+ int val = index(state,vedge,x,y);
+ if (x == x1 || x == x2) {
+ if (!outline) continue;
+ val = c;
+ } else if (c == 1)
+ val = 0;
+ changed = changed || (index(state,vedge,x,y) != val);
+ if (really)
+ index(state,vedge,x,y) = val;
+ }
+
+ return changed;
+}
+
+static int ui_draw_rect(const game_state *state, const game_ui *ui,
+ unsigned char *hedge, unsigned char *vedge, int c,
+ int really, int outline)
+{
+ return grid_draw_rect(state, hedge, vedge, c, really, outline,
+ ui->x1, ui->y1, ui->x2, ui->y2);
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
struct game_drawstate {
int started;
- int w, h;
- unsigned char *visible;
+ int w, h, tilesize;
+ unsigned long *visible;
};
-void game_size(game_params *params, int *x, int *y)
+static char *interpret_move(const game_state *from, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int xc, yc;
+ int startdrag = FALSE, enddrag = FALSE, active = FALSE, erasing = FALSE;
+ char buf[80], *ret;
+
+ button &= ~MOD_MASK;
+
+ coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (ui->drag_start_x >= 0 && ui->cur_dragging)
+ reset_ui(ui); /* cancel keyboard dragging */
+ startdrag = TRUE;
+ ui->cur_visible = ui->cur_dragging = FALSE;
+ active = TRUE;
+ erasing = (button == RIGHT_BUTTON);
+ } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
+ /* We assert we should have had a LEFT_BUTTON first. */
+ if (ui->cur_visible) {
+ ui->cur_visible = FALSE;
+ active = TRUE;
+ }
+ assert(!ui->cur_dragging);
+ enddrag = TRUE;
+ erasing = (button == RIGHT_RELEASE);
+ } else if (IS_CURSOR_MOVE(button)) {
+ move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
+ ui->cur_visible = TRUE;
+ active = TRUE;
+ if (!ui->cur_dragging) return "";
+ coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->drag_start_x >= 0 && !ui->cur_dragging) {
+ /*
+ * If a mouse drag is in progress, ignore attempts to
+ * start a keyboard one.
+ */
+ return NULL;
+ }
+ if (!ui->cur_visible) {
+ assert(!ui->cur_dragging);
+ ui->cur_visible = TRUE;
+ return "";
+ }
+ coord_round((float)ui->cur_x + 0.5F, (float)ui->cur_y + 0.5F, &xc, &yc);
+ erasing = (button == CURSOR_SELECT2);
+ if (ui->cur_dragging) {
+ ui->cur_dragging = FALSE;
+ enddrag = TRUE;
+ active = TRUE;
+ } else {
+ ui->cur_dragging = TRUE;
+ startdrag = TRUE;
+ active = TRUE;
+ }
+ } else if (button == '\b' || button == 27) {
+ if (!ui->cur_dragging) {
+ ui->cur_visible = FALSE;
+ } else {
+ assert(ui->cur_visible);
+ reset_ui(ui); /* cancel keyboard dragging */
+ ui->cur_dragging = FALSE;
+ }
+ return "";
+ } else if (button != LEFT_DRAG && button != RIGHT_DRAG) {
+ return NULL;
+ }
+
+ if (startdrag &&
+ xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
+
+ ui->drag_start_x = xc;
+ ui->drag_start_y = yc;
+ ui->drag_end_x = -1;
+ ui->drag_end_y = -1;
+ ui->dragged = FALSE;
+ ui->erasing = erasing;
+ active = TRUE;
+ }
+
+ if (ui->drag_start_x >= 0 &&
+ (xc != ui->drag_end_x || yc != ui->drag_end_y)) {
+ int t;
+
+ if (ui->drag_end_x != -1 && ui->drag_end_y != -1)
+ ui->dragged = TRUE;
+ ui->drag_end_x = xc;
+ ui->drag_end_y = yc;
+ active = TRUE;
+
+ if (xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
+ ui->x1 = ui->drag_start_x;
+ ui->x2 = ui->drag_end_x;
+ if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; }
+
+ ui->y1 = ui->drag_start_y;
+ ui->y2 = ui->drag_end_y;
+ if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; }
+
+ ui->x1 = ui->x1 / 2; /* rounds down */
+ ui->x2 = (ui->x2+1) / 2; /* rounds up */
+ ui->y1 = ui->y1 / 2; /* rounds down */
+ ui->y2 = (ui->y2+1) / 2; /* rounds up */
+ } else {
+ ui->x1 = -1;
+ ui->y1 = -1;
+ ui->x2 = -1;
+ ui->y2 = -1;
+ }
+ }
+
+ ret = NULL;
+
+ if (enddrag && (ui->drag_start_x >= 0)) {
+ if (xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h &&
+ erasing == ui->erasing) {
+
+ if (ui->dragged) {
+ if (ui_draw_rect(from, ui, from->hedge,
+ from->vedge, 1, FALSE, !ui->erasing)) {
+ sprintf(buf, "%c%d,%d,%d,%d",
+ (int)(ui->erasing ? 'E' : 'R'),
+ ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1);
+ ret = dupstr(buf);
+ }
+ } else {
+ if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
+ sprintf(buf, "H%d,%d", xc/2, yc/2);
+ ret = dupstr(buf);
+ }
+ if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
+ sprintf(buf, "V%d,%d", xc/2, yc/2);
+ ret = dupstr(buf);
+ }
+ }
+ }
+
+ reset_ui(ui);
+ active = TRUE;
+ }
+
+ if (ret)
+ return ret; /* a move has been made */
+ else if (active)
+ return ""; /* UI activity has occurred */
+ else
+ return NULL;
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ game_state *ret;
+ int x1, y1, x2, y2, mode;
+
+ if (move[0] == 'S') {
+ const char *p = move+1;
+ int x, y;
+
+ ret = dup_game(from);
+ ret->cheated = TRUE;
+
+ for (y = 0; y < ret->h; y++)
+ for (x = 1; x < ret->w; x++) {
+ vedge(ret, x, y) = (*p == '1');
+ if (*p) p++;
+ }
+ for (y = 1; y < ret->h; y++)
+ for (x = 0; x < ret->w; x++) {
+ hedge(ret, x, y) = (*p == '1');
+ if (*p) p++;
+ }
+
+ sfree(ret->correct);
+ ret->correct = get_correct(ret);
+
+ return ret;
+
+ } else if ((move[0] == 'R' || move[0] == 'E') &&
+ sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 &&
+ x1 >= 0 && x2 >= 0 && x1+x2 <= from->w &&
+ y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) {
+ x2 += x1;
+ y2 += y1;
+ mode = move[0];
+ } else if ((move[0] == 'H' || move[0] == 'V') &&
+ sscanf(move+1, "%d,%d", &x1, &y1) == 2 &&
+ (move[0] == 'H' ? HRANGE(from, x1, y1) :
+ VRANGE(from, x1, y1))) {
+ mode = move[0];
+ } else
+ return NULL; /* can't parse move string */
+
+ ret = dup_game(from);
+
+ if (mode == 'R' || mode == 'E') {
+ grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE,
+ mode == 'R', x1, y1, x2, y2);
+ } else if (mode == 'H') {
+ hedge(ret,x1,y1) = !hedge(ret,x1,y1);
+ } else if (mode == 'V') {
+ vedge(ret,x1,y1) = !vedge(ret,x1,y1);
+ }
+
+ sfree(ret->correct);
+ ret->correct = get_correct(ret);
+
+ /*
+ * We've made a real change to the grid. Check to see
+ * if the game has been completed.
+ */
+ if (!ret->completed) {
+ int x, y, ok;
+
+ ok = TRUE;
+ for (x = 0; x < ret->w; x++)
+ for (y = 0; y < ret->h; y++)
+ if (!index(ret, ret->correct, x, y))
+ ok = FALSE;
+
+ if (ok)
+ ret->completed = TRUE;
+ }
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+#define CORRECT (1L<<16)
+#define CURSOR (1L<<17)
+
+#define COLOUR(k) ( (k)==1 ? COL_LINE : (k)==2 ? COL_DRAG : COL_DRAGERASE )
+#define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
*x = params->w * TILE_SIZE + 2*BORDER + 1;
*y = params->h * TILE_SIZE + 2*BORDER + 1;
}
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
+ ret[COL_DRAG * 3 + 0] = 1.0F;
+ ret[COL_DRAG * 3 + 1] = 0.0F;
+ ret[COL_DRAG * 3 + 2] = 0.0F;
+
+ ret[COL_DRAGERASE * 3 + 0] = 0.2F;
+ ret[COL_DRAGERASE * 3 + 1] = 0.2F;
+ ret[COL_DRAGERASE * 3 + 2] = 1.0F;
+
ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
ret[COL_TEXT * 3 + 1] = 0.0F;
ret[COL_TEXT * 3 + 2] = 0.0F;
+ ret[COL_CURSOR * 3 + 0] = 1.0F;
+ ret[COL_CURSOR * 3 + 1] = 0.5F;
+ ret[COL_CURSOR * 3 + 2] = 0.5F;
+
*ncolours = NCOLOURS;
return ret;
}
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
ds->started = FALSE;
ds->w = state->w;
ds->h = state->h;
- ds->visible = snewn(ds->w * ds->h, unsigned char);
- memset(ds->visible, 0xFF, ds->w * ds->h);
+ ds->visible = snewn(ds->w * ds->h, unsigned long);
+ ds->tilesize = 0; /* not decided yet */
+ for (i = 0; i < ds->w * ds->h; i++)
+ ds->visible[i] = 0xFFFF;
return ds;
}
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
-void draw_tile(frontend *fe, game_state *state, int x, int y, int correct)
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+ int x, int y, unsigned char *hedge, unsigned char *vedge,
+ unsigned char *corners, unsigned long bgflags)
{
int cx = COORD(x), cy = COORD(y);
char str[80];
- draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
- draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
- correct ? COL_CORRECT : COL_BACKGROUND);
+ draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
+ draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
+ (bgflags & CURSOR) ? COL_CURSOR :
+ (bgflags & CORRECT) ? COL_CORRECT : COL_BACKGROUND);
if (grid(state,x,y)) {
sprintf(str, "%d", grid(state,x,y));
- draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
- TILE_SIZE/3, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
+ draw_text(dr, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
+ TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
}
/*
* Draw edges.
*/
- if (!HRANGE(state,x,y) || hedge(state,x,y))
- draw_rect(fe, cx, cy, TILE_SIZE+1, 2, COL_LINE);
- if (!HRANGE(state,x,y+1) || hedge(state,x,y+1))
- draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, COL_LINE);
- if (!VRANGE(state,x,y) || vedge(state,x,y))
- draw_rect(fe, cx, cy, 2, TILE_SIZE+1, COL_LINE);
- if (!VRANGE(state,x+1,y) || vedge(state,x+1,y))
- draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, COL_LINE);
+ if (!HRANGE(state,x,y) || index(state,hedge,x,y))
+ draw_rect(dr, cx, cy, TILE_SIZE+1, 2,
+ HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
+ COL_LINE);
+ if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
+ draw_rect(dr, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
+ HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
+ COL_LINE);
+ if (!VRANGE(state,x,y) || index(state,vedge,x,y))
+ draw_rect(dr, cx, cy, 2, TILE_SIZE+1,
+ VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
+ COL_LINE);
+ if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
+ draw_rect(dr, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
+ VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
+ COL_LINE);
/*
* Draw corners.
*/
- if ((HRANGE(state,x-1,y) && hedge(state,x-1,y)) ||
- (VRANGE(state,x,y-1) && vedge(state,x,y-1)))
- draw_rect(fe, cx, cy, 2, 2, COL_LINE);
- if ((HRANGE(state,x+1,y) && hedge(state,x+1,y)) ||
- (VRANGE(state,x+1,y-1) && vedge(state,x+1,y-1)))
- draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, COL_LINE);
- if ((HRANGE(state,x-1,y+1) && hedge(state,x-1,y+1)) ||
- (VRANGE(state,x,y+1) && vedge(state,x,y+1)))
- draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, COL_LINE);
- if ((HRANGE(state,x+1,y+1) && hedge(state,x+1,y+1)) ||
- (VRANGE(state,x+1,y+1) && vedge(state,x+1,y+1)))
- draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, COL_LINE);
-
- draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
+ if (index(state,corners,x,y))
+ draw_rect(dr, cx, cy, 2, 2,
+ COLOUR(index(state,corners,x,y)));
+ if (x+1 < state->w && index(state,corners,x+1,y))
+ draw_rect(dr, cx+TILE_SIZE-1, cy, 2, 2,
+ COLOUR(index(state,corners,x+1,y)));
+ if (y+1 < state->h && index(state,corners,x,y+1))
+ draw_rect(dr, cx, cy+TILE_SIZE-1, 2, 2,
+ COLOUR(index(state,corners,x,y+1)));
+ if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
+ draw_rect(dr, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
+ COLOUR(index(state,corners,x+1,y+1)));
+
+ draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
}
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int x, y;
- unsigned char *correct;
+ unsigned char *hedge, *vedge, *corners;
+
+ if (ui->dragged) {
+ hedge = snewn(state->w*state->h, unsigned char);
+ vedge = snewn(state->w*state->h, unsigned char);
+ memcpy(hedge, state->hedge, state->w*state->h);
+ memcpy(vedge, state->vedge, state->w*state->h);
+ ui_draw_rect(state, ui, hedge, vedge, ui->erasing ? 3 : 2, TRUE, TRUE);
+ } else {
+ hedge = state->hedge;
+ vedge = state->vedge;
+ }
- correct = get_correct(state);
+ corners = snewn(state->w * state->h, unsigned char);
+ memset(corners, 0, state->w * state->h);
+ for (x = 0; x < state->w; x++)
+ for (y = 0; y < state->h; y++) {
+ if (x > 0) {
+ int e = index(state, vedge, x, y);
+ if (index(state,corners,x,y) < e)
+ index(state,corners,x,y) = e;
+ if (y+1 < state->h &&
+ index(state,corners,x,y+1) < e)
+ index(state,corners,x,y+1) = e;
+ }
+ if (y > 0) {
+ int e = index(state, hedge, x, y);
+ if (index(state,corners,x,y) < e)
+ index(state,corners,x,y) = e;
+ if (x+1 < state->w &&
+ index(state,corners,x+1,y) < e)
+ index(state,corners,x+1,y) = e;
+ }
+ }
if (!ds->started) {
- draw_rect(fe, COORD(0)-1, COORD(0)-1,
+ draw_rect(dr, 0, 0,
+ state->w * TILE_SIZE + 2*BORDER + 1,
+ state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
+ draw_rect(dr, COORD(0)-1, COORD(0)-1,
ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
ds->started = TRUE;
+ draw_update(dr, 0, 0,
+ state->w * TILE_SIZE + 2*BORDER + 1,
+ state->h * TILE_SIZE + 2*BORDER + 1);
}
for (x = 0; x < state->w; x++)
for (y = 0; y < state->h; y++) {
- unsigned char c = 0;
-
- if (!HRANGE(state,x,y) || hedge(state,x,y))
- c |= L;
- if (!HRANGE(state,x+1,y) || hedge(state,x+1,y))
- c |= R;
- if (!VRANGE(state,x,y) || vedge(state,x,y))
- c |= U;
- if (!VRANGE(state,x,y+1) || vedge(state,x,y+1))
- c |= D;
- if (index(state, correct, x, y))
+ unsigned long c = 0;
+
+ if (HRANGE(state,x,y))
+ c |= index(state,hedge,x,y);
+ if (HRANGE(state,x,y+1))
+ c |= index(state,hedge,x,y+1) << 2;
+ if (VRANGE(state,x,y))
+ c |= index(state,vedge,x,y) << 4;
+ if (VRANGE(state,x+1,y))
+ c |= index(state,vedge,x+1,y) << 6;
+ c |= index(state,corners,x,y) << 8;
+ if (x+1 < state->w)
+ c |= index(state,corners,x+1,y) << 10;
+ if (y+1 < state->h)
+ c |= index(state,corners,x,y+1) << 12;
+ if (x+1 < state->w && y+1 < state->h)
+ /* cast to prevent 2<<14 sign-extending on promotion to long */
+ c |= (unsigned long)index(state,corners,x+1,y+1) << 14;
+ if (index(state, state->correct, x, y) && !flashtime)
c |= CORRECT;
+ if (ui->cur_visible && ui->cur_x == x && ui->cur_y == y)
+ c |= CURSOR;
if (index(ds,ds->visible,x,y) != c) {
- draw_tile(fe, state, x, y, c & CORRECT);
- //index(ds,ds->visible,x,y) = c;
+ draw_tile(dr, ds, state, x, y, hedge, vedge, corners,
+ (c & (CORRECT|CURSOR)) );
+ index(ds,ds->visible,x,y) = c;
}
}
- sfree(correct);
+ {
+ char buf[256];
+
+ if (ui->dragged &&
+ ui->x1 >= 0 && ui->y1 >= 0 &&
+ ui->x2 >= 0 && ui->y2 >= 0) {
+ sprintf(buf, "%dx%d ",
+ ui->x2-ui->x1,
+ ui->y2-ui->y1);
+ } else {
+ buf[0] = '\0';
+ }
+
+ if (state->cheated)
+ strcat(buf, "Auto-solved.");
+ else if (state->completed)
+ strcat(buf, "COMPLETED!");
+
+ status_bar(dr, buf);
+ }
+
+ if (hedge != state->hedge) {
+ sfree(hedge);
+ sfree(vedge);
+ }
+
+ sfree(corners);
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
-float game_flash_length(game_state *oldstate, game_state *newstate)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->cheated && !newstate->cheated)
+ return FLASH_TIME;
return 0.0F;
}
-int game_wants_statusbar(void)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
{
- return FALSE;
+ int pw, ph;
+
+ /*
+ * I'll use 5mm squares by default.
+ */
+ game_compute_size(params, 500, &pw, &ph);
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+ int w = state->w, h = state->h;
+ int ink = print_mono_colour(dr, 0);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ game_set_size(dr, ds, NULL, tilesize);
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / 10);
+ draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, ink);
+
+ /*
+ * Grid. We have to make the grid lines particularly thin,
+ * because users will be drawing lines _along_ them and we want
+ * those lines to be visible.
+ */
+ print_line_width(dr, TILE_SIZE / 256);
+ for (x = 1; x < w; x++)
+ draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink);
+
+ /*
+ * Solution.
+ */
+ print_line_width(dr, TILE_SIZE / 10);
+ for (y = 0; y <= h; y++)
+ for (x = 0; x <= w; x++) {
+ if (HRANGE(state,x,y) && hedge(state,x,y))
+ draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y), ink);
+ if (VRANGE(state,x,y) && vedge(state,x,y))
+ draw_line(dr, COORD(x), COORD(y), COORD(x), COORD(y+1), ink);
+ }
+
+ /*
+ * Clues.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++)
+ if (grid(state,x,y)) {
+ char str[80];
+ sprintf(str, "%d", grid(state,x,y));
+ draw_text(dr, COORD(x)+TILE_SIZE/2, COORD(y)+TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE/2,
+ ALIGN_HCENTRE | ALIGN_VCENTRE, ink, str);
+ }
}
+
+#ifdef COMBINED
+#define thegame rect
+#endif
+
+const struct game thegame = {
+ "Rectangles", "games.rectangles", "rect",
+ default_params,
+ game_fetch_preset, NULL,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ TRUE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */