2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
19 * - It might be interesting to deliberately try to place
20 * numbers so as to reduce alternative solution patterns. I
21 * doubt we can do a perfect job of this, but we can make a
22 * start by, for example, noticing pairs of 2-rects
23 * alongside one another and _not_ putting their numbers at
26 * - If we start by sorting the rectlist in descending order
27 * of area, we might be able to bias our random number
28 * selection to produce a few large rectangles more often
29 * than oodles of small ones? Unsure, but might be worth a
57 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
58 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
59 #define grid(state,x,y) index(state, (state)->grid, x, y)
60 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
61 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
63 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
64 (y) >= dy && (y) < (state)->h )
65 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
66 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
67 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
72 #define CORNER_TOLERANCE 0.15F
73 #define CENTRE_TOLERANCE 0.15F
75 #define FLASH_TIME 0.13F
77 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
78 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
82 int *grid; /* contains the numbers */
83 unsigned char *vedge; /* (w+1) x h */
84 unsigned char *hedge; /* w x (h+1) */
85 int completed, cheated;
88 static game_params *default_params(void)
90 game_params *ret = snew(game_params);
93 ret->expandfactor = 0.0F;
98 static int game_fetch_preset(int i, char **name, game_params **params)
105 case 0: w = 7, h = 7; break;
106 case 1: w = 11, h = 11; break;
107 case 2: w = 15, h = 15; break;
108 case 3: w = 19, h = 19; break;
109 default: return FALSE;
112 sprintf(buf, "%dx%d", w, h);
114 *params = ret = snew(game_params);
117 ret->expandfactor = 0.0F;
121 static void free_params(game_params *params)
126 static game_params *dup_params(game_params *params)
128 game_params *ret = snew(game_params);
129 *ret = *params; /* structure copy */
133 static void decode_params(game_params *ret, char const *string)
135 ret->w = ret->h = atoi(string);
136 while (*string && isdigit((unsigned char)*string)) string++;
137 if (*string == 'x') {
139 ret->h = atoi(string);
140 while (*string && isdigit((unsigned char)*string)) string++;
142 if (*string == 'e') {
144 ret->expandfactor = atof(string);
148 static char *encode_params(game_params *params, int full)
152 sprintf(data, "%dx%d", params->w, params->h);
154 sprintf(data + strlen(data), "e%g", params->expandfactor);
159 static config_item *game_configure(game_params *params)
164 ret = snewn(5, config_item);
166 ret[0].name = "Width";
167 ret[0].type = C_STRING;
168 sprintf(buf, "%d", params->w);
169 ret[0].sval = dupstr(buf);
172 ret[1].name = "Height";
173 ret[1].type = C_STRING;
174 sprintf(buf, "%d", params->h);
175 ret[1].sval = dupstr(buf);
178 ret[2].name = "Expansion factor";
179 ret[2].type = C_STRING;
180 sprintf(buf, "%g", params->expandfactor);
181 ret[2].sval = dupstr(buf);
192 static game_params *custom_params(config_item *cfg)
194 game_params *ret = snew(game_params);
196 ret->w = atoi(cfg[0].sval);
197 ret->h = atoi(cfg[1].sval);
198 ret->expandfactor = atof(cfg[2].sval);
203 static char *validate_params(game_params *params)
205 if (params->w <= 0 && params->h <= 0)
206 return "Width and height must both be greater than zero";
207 if (params->w < 2 && params->h < 2)
208 return "Grid area must be greater than one";
209 if (params->expandfactor < 0.0F)
210 return "Expansion factor may not be negative";
224 static struct rectlist *get_rectlist(game_params *params, int *grid)
229 struct rect *rects = NULL;
230 int nrects = 0, rectsize = 0;
233 * Maximum rectangle area is 1/6 of total grid size, unless
234 * this means we can't place any rectangles at all in which
235 * case we set it to 2 at minimum.
237 maxarea = params->w * params->h / 6;
241 for (rw = 1; rw <= params->w; rw++)
242 for (rh = 1; rh <= params->h; rh++) {
243 if (rw * rh > maxarea)
247 for (x = 0; x <= params->w - rw; x++)
248 for (y = 0; y <= params->h - rh; y++) {
249 if (nrects >= rectsize) {
250 rectsize = nrects + 256;
251 rects = sresize(rects, rectsize, struct rect);
256 rects[nrects].w = rw;
257 rects[nrects].h = rh;
263 struct rectlist *ret;
264 ret = snew(struct rectlist);
269 assert(rects == NULL); /* hence no need to free */
274 static void free_rectlist(struct rectlist *list)
280 static void place_rect(game_params *params, int *grid, struct rect r)
282 int idx = INDEX(params, r.x, r.y);
285 for (x = r.x; x < r.x+r.w; x++)
286 for (y = r.y; y < r.y+r.h; y++) {
287 index(params, grid, x, y) = idx;
289 #ifdef GENERATION_DIAGNOSTICS
290 printf(" placing rectangle at (%d,%d) size %d x %d\n",
295 static struct rect find_rect(game_params *params, int *grid, int x, int y)
301 * Find the top left of the rectangle.
303 idx = index(params, grid, x, y);
309 return r; /* 1x1 singleton here */
316 * Find the width and height of the rectangle.
319 (x+w < params->w && index(params,grid,x+w,y)==idx);
322 (y+h < params->h && index(params,grid,x,y+h)==idx);
333 #ifdef GENERATION_DIAGNOSTICS
334 static void display_grid(game_params *params, int *grid, int *numbers, int all)
336 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
339 int r = (params->w*2+3);
341 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
343 for (x = 0; x < params->w; x++)
344 for (y = 0; y < params->h; y++) {
345 int i = index(params, grid, x, y);
346 if (x == 0 || index(params, grid, x-1, y) != i)
347 egrid[(2*y+2) * r + (2*x+1)] = 1;
348 if (x == params->w-1 || index(params, grid, x+1, y) != i)
349 egrid[(2*y+2) * r + (2*x+3)] = 1;
350 if (y == 0 || index(params, grid, x, y-1) != i)
351 egrid[(2*y+1) * r + (2*x+2)] = 1;
352 if (y == params->h-1 || index(params, grid, x, y+1) != i)
353 egrid[(2*y+3) * r + (2*x+2)] = 1;
356 for (y = 1; y < 2*params->h+2; y++) {
357 for (x = 1; x < 2*params->w+2; x++) {
359 int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
360 if (k || (all && numbers)) printf("%2d", k); else printf(" ");
361 } else if (!((y&x)&1)) {
362 int v = egrid[y*r+x];
363 if ((y&1) && v) v = '-';
364 if ((x&1) && v) v = '|';
367 if (!(x&1)) putchar(v);
370 if (egrid[y*r+(x+1)]) d |= 1;
371 if (egrid[(y-1)*r+x]) d |= 2;
372 if (egrid[y*r+(x-1)]) d |= 4;
373 if (egrid[(y+1)*r+x]) d |= 8;
374 c = " ??+?-++?+|+++++"[d];
376 if (!(x&1)) putchar(c);
386 struct game_aux_info {
388 unsigned char *vedge; /* (w+1) x h */
389 unsigned char *hedge; /* w x (h+1) */
392 static char *new_game_desc(game_params *params, random_state *rs,
396 struct rectlist *list;
397 int x, y, y2, y2last, yx, run, i;
399 game_params params2real, *params2 = ¶ms2real;
402 * Set up the smaller width and height which we will use to
403 * generate the base grid.
405 params2->w = params->w / (1.0F + params->expandfactor);
406 if (params2->w < 2 && params->w >= 2) params2->w = 2;
407 params2->h = params->h / (1.0F + params->expandfactor);
408 if (params2->h < 2 && params->h >= 2) params2->h = 2;
410 grid = snewn(params2->w * params2->h, int);
412 for (y = 0; y < params2->h; y++)
413 for (x = 0; x < params2->w; x++) {
414 index(params2, grid, x, y) = -1;
417 list = get_rectlist(params2, grid);
418 assert(list != NULL);
421 * Place rectangles until we can't any more.
423 while (list->n > 0) {
428 * Pick a random rectangle.
430 i = random_upto(rs, list->n);
436 place_rect(params2, grid, r);
439 * Winnow the list by removing any rectangles which
443 for (i = 0; i < list->n; i++) {
444 struct rect s = list->rects[i];
445 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
446 s.y+s.h <= r.y || r.y+r.h <= s.y)
447 list->rects[m++] = s;
455 * Deal with singleton spaces remaining in the grid, one by
458 * We do this by making a local change to the layout. There are
459 * several possibilities:
461 * +-----+-----+ Here, we can remove the singleton by
462 * | | | extending the 1x2 rectangle below it
463 * +--+--+-----+ into a 1x3.
471 * +--+--+--+ Here, that trick doesn't work: there's no
472 * | | | 1 x n rectangle with the singleton at one
473 * | | | end. Instead, we extend a 1 x n rectangle
474 * | | | _out_ from the singleton, shaving a layer
475 * +--+--+ | off the end of another rectangle. So if we
476 * | | | | extended up, we'd make our singleton part
477 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
478 * | | | used to be; or we could extend right into
479 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
481 * +-----+--+ Here, we can't even do _that_, since any
482 * | | | direction we choose to extend the singleton
483 * +--+--+ | will produce a new singleton as a result of
484 * | | | | truncating one of the size-2 rectangles.
485 * | +--+--+ Fortunately, this case can _only_ occur when
486 * | | | a singleton is surrounded by four size-2s
487 * +--+-----+ in this fashion; so instead we can simply
488 * replace the whole section with a single 3x3.
490 for (x = 0; x < params2->w; x++) {
491 for (y = 0; y < params2->h; y++) {
492 if (index(params2, grid, x, y) < 0) {
495 #ifdef GENERATION_DIAGNOSTICS
496 display_grid(params2, grid, NULL, FALSE);
497 printf("singleton at %d,%d\n", x, y);
501 * Check in which directions we can feasibly extend
502 * the singleton. We can extend in a particular
503 * direction iff either:
505 * - the rectangle on that side of the singleton
506 * is not 2x1, and we are at one end of the edge
507 * of it we are touching
509 * - it is 2x1 but we are on its short side.
511 * FIXME: we could plausibly choose between these
512 * based on the sizes of the rectangles they would
516 if (x < params2->w-1) {
517 struct rect r = find_rect(params2, grid, x+1, y);
518 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
519 dirs[ndirs++] = 1; /* right */
522 struct rect r = find_rect(params2, grid, x, y-1);
523 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
524 dirs[ndirs++] = 2; /* up */
527 struct rect r = find_rect(params2, grid, x-1, y);
528 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
529 dirs[ndirs++] = 4; /* left */
531 if (y < params2->h-1) {
532 struct rect r = find_rect(params2, grid, x, y+1);
533 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
534 dirs[ndirs++] = 8; /* down */
541 which = random_upto(rs, ndirs);
546 assert(x < params2->w+1);
547 #ifdef GENERATION_DIAGNOSTICS
548 printf("extending right\n");
550 r1 = find_rect(params2, grid, x+1, y);
561 #ifdef GENERATION_DIAGNOSTICS
562 printf("extending up\n");
564 r1 = find_rect(params2, grid, x, y-1);
575 #ifdef GENERATION_DIAGNOSTICS
576 printf("extending left\n");
578 r1 = find_rect(params2, grid, x-1, y);
588 assert(y < params2->h+1);
589 #ifdef GENERATION_DIAGNOSTICS
590 printf("extending down\n");
592 r1 = find_rect(params2, grid, x, y+1);
602 if (r1.h > 0 && r1.w > 0)
603 place_rect(params2, grid, r1);
604 place_rect(params2, grid, r2);
608 * Sanity-check that there really is a 3x3
609 * rectangle surrounding this singleton and it
610 * contains absolutely everything we could
615 assert(x > 0 && x < params2->w-1);
616 assert(y > 0 && y < params2->h-1);
618 for (xx = x-1; xx <= x+1; xx++)
619 for (yy = y-1; yy <= y+1; yy++) {
620 struct rect r = find_rect(params2,grid,xx,yy);
623 assert(r.x+r.w-1 <= x+1);
624 assert(r.y+r.h-1 <= y+1);
629 #ifdef GENERATION_DIAGNOSTICS
630 printf("need the 3x3 trick\n");
634 * FIXME: If the maximum rectangle area for
635 * this grid is less than 9, we ought to
636 * subdivide the 3x3 in some fashion. There are
637 * five other possibilities:
642 * - a 3 and three 2s (two different arrangements).
650 place_rect(params2, grid, r);
658 * We have now constructed a grid of the size specified in
659 * params2. Now we extend it into a grid of the size specified
660 * in params. We do this in two passes: we extend it vertically
661 * until it's the right height, then we transpose it, then
662 * extend it vertically again (getting it effectively the right
663 * width), then finally transpose again.
665 for (i = 0; i < 2; i++) {
666 int *grid2, *expand, *where;
667 game_params params3real, *params3 = ¶ms3real;
669 #ifdef GENERATION_DIAGNOSTICS
670 printf("before expansion:\n");
671 display_grid(params2, grid, NULL, TRUE);
675 * Set up the new grid.
677 grid2 = snewn(params2->w * params->h, int);
678 expand = snewn(params2->h-1, int);
679 where = snewn(params2->w, int);
680 params3->w = params2->w;
681 params3->h = params->h;
684 * Decide which horizontal edges are going to get expanded,
687 for (y = 0; y < params2->h-1; y++)
689 for (y = params2->h; y < params->h; y++) {
690 x = random_upto(rs, params2->h-1);
694 #ifdef GENERATION_DIAGNOSTICS
695 printf("expand[] = {");
696 for (y = 0; y < params2->h-1; y++)
697 printf(" %d", expand[y]);
702 * Perform the expansion. The way this works is that we
705 * - copy a row from grid into grid2
707 * - invent some number of additional rows in grid2 where
708 * there was previously only a horizontal line between
709 * rows in grid, and make random decisions about where
710 * among these to place each rectangle edge that ran
713 for (y = y2 = y2last = 0; y < params2->h; y++) {
715 * Copy a single line from row y of grid into row y2 of
718 for (x = 0; x < params2->w; x++) {
719 int val = index(params2, grid, x, y);
720 if (val / params2->w == y && /* rect starts on this line */
721 (y2 == 0 || /* we're at the very top, or... */
722 index(params3, grid2, x, y2-1) / params3->w < y2last
723 /* this rect isn't already started */))
724 index(params3, grid2, x, y2) =
725 INDEX(params3, val % params2->w, y2);
727 index(params3, grid2, x, y2) =
728 index(params3, grid2, x, y2-1);
732 * If that was the last line, terminate the loop early.
734 if (++y2 == params3->h)
740 * Invent some number of additional lines. First walk
741 * along this line working out where to put all the
742 * edges that coincide with it.
745 for (x = 0; x < params2->w; x++) {
746 if (index(params2, grid, x, y) !=
747 index(params2, grid, x, y+1)) {
749 * This is a horizontal edge, so it needs
753 (index(params2, grid, x-1, y) !=
754 index(params2, grid, x, y) &&
755 index(params2, grid, x-1, y+1) !=
756 index(params2, grid, x, y+1))) {
758 * Here we have the chance to make a new
761 yx = random_upto(rs, expand[y]+1);
764 * Here we just reuse the previous value of
773 for (yx = 0; yx < expand[y]; yx++) {
775 * Invent a single row. For each square in the row,
776 * we copy the grid entry from the square above it,
777 * unless we're starting the new rectangle here.
779 for (x = 0; x < params2->w; x++) {
780 if (yx == where[x]) {
781 int val = index(params2, grid, x, y+1);
783 val = INDEX(params3, val, y2);
784 index(params3, grid2, x, y2) = val;
786 index(params3, grid2, x, y2) =
787 index(params3, grid2, x, y2-1);
797 #ifdef GENERATION_DIAGNOSTICS
798 printf("after expansion:\n");
799 display_grid(params3, grid2, NULL, TRUE);
804 params2->w = params3->h;
805 params2->h = params3->w;
807 grid = snewn(params2->w * params2->h, int);
808 for (x = 0; x < params2->w; x++)
809 for (y = 0; y < params2->h; y++) {
810 int idx1 = INDEX(params2, x, y);
811 int idx2 = INDEX(params3, y, x);
815 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
824 params->w = params->h;
828 #ifdef GENERATION_DIAGNOSTICS
829 printf("after transposition:\n");
830 display_grid(params2, grid, NULL, TRUE);
835 * Store the rectangle data in the game_aux_info.
838 game_aux_info *ai = snew(game_aux_info);
842 ai->vedge = snewn(ai->w * ai->h, unsigned char);
843 ai->hedge = snewn(ai->w * ai->h, unsigned char);
845 for (y = 0; y < params->h; y++)
846 for (x = 1; x < params->w; x++) {
848 index(params, grid, x, y) != index(params, grid, x-1, y);
850 for (y = 1; y < params->h; y++)
851 for (x = 0; x < params->w; x++) {
853 index(params, grid, x, y) != index(params, grid, x, y-1);
862 numbers = snewn(params->w * params->h, int);
864 for (y = 0; y < params->h; y++)
865 for (x = 0; x < params->w; x++) {
866 index(params, numbers, x, y) = 0;
869 for (x = 0; x < params->w; x++) {
870 for (y = 0; y < params->h; y++) {
871 int idx = INDEX(params, x, y);
872 if (index(params, grid, x, y) == idx) {
873 struct rect r = find_rect(params, grid, x, y);
877 * Decide where to put the number.
879 n = random_upto(rs, r.w*r.h);
882 index(params,numbers,x+xx,y+yy) = r.w*r.h;
887 #ifdef GENERATION_DIAGNOSTICS
888 display_grid(params, grid, numbers, FALSE);
891 desc = snewn(11 * params->w * params->h, char);
894 for (i = 0; i <= params->w * params->h; i++) {
895 int n = (i < params->w * params->h ? numbers[i] : -1);
902 int c = 'a' - 1 + run;
906 run -= c - ('a' - 1);
910 * If there's a number in the very top left or
911 * bottom right, there's no point putting an
912 * unnecessary _ before or after it.
914 if (p > desc && n > 0)
918 p += sprintf(p, "%d", n);
930 static void game_free_aux_info(game_aux_info *ai)
937 static char *validate_desc(game_params *params, char *desc)
939 int area = params->w * params->h;
944 if (n >= 'a' && n <= 'z') {
945 squares += n - 'a' + 1;
946 } else if (n == '_') {
948 } else if (n > '0' && n <= '9') {
950 while (*desc >= '0' && *desc <= '9')
953 return "Invalid character in game description";
957 return "Not enough data to fill grid";
960 return "Too much data to fit in grid";
965 static game_state *new_game(game_params *params, char *desc)
967 game_state *state = snew(game_state);
970 state->w = params->w;
971 state->h = params->h;
973 area = state->w * state->h;
975 state->grid = snewn(area, int);
976 state->vedge = snewn(area, unsigned char);
977 state->hedge = snewn(area, unsigned char);
978 state->completed = state->cheated = FALSE;
983 if (n >= 'a' && n <= 'z') {
984 int run = n - 'a' + 1;
985 assert(i + run <= area);
987 state->grid[i++] = 0;
988 } else if (n == '_') {
990 } else if (n > '0' && n <= '9') {
992 state->grid[i++] = atoi(desc-1);
993 while (*desc >= '0' && *desc <= '9')
996 assert(!"We can't get here");
1001 for (y = 0; y < state->h; y++)
1002 for (x = 0; x < state->w; x++)
1003 vedge(state,x,y) = hedge(state,x,y) = 0;
1008 static game_state *dup_game(game_state *state)
1010 game_state *ret = snew(game_state);
1015 ret->vedge = snewn(state->w * state->h, unsigned char);
1016 ret->hedge = snewn(state->w * state->h, unsigned char);
1017 ret->grid = snewn(state->w * state->h, int);
1019 ret->completed = state->completed;
1020 ret->cheated = state->cheated;
1022 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
1023 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
1024 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
1029 static void free_game(game_state *state)
1032 sfree(state->vedge);
1033 sfree(state->hedge);
1037 static game_state *solve_game(game_state *state, game_aux_info *ai,
1043 *error = "Solution not known for this puzzle";
1047 assert(state->w == ai->w);
1048 assert(state->h == ai->h);
1050 ret = dup_game(state);
1051 memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
1052 memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
1053 ret->cheated = TRUE;
1058 static char *game_text_format(game_state *state)
1060 char *ret, *p, buf[80];
1061 int i, x, y, col, maxlen;
1064 * First determine the number of spaces required to display a
1065 * number. We'll use at least two, because one looks a bit
1069 for (i = 0; i < state->w * state->h; i++) {
1070 x = sprintf(buf, "%d", state->grid[i]);
1071 if (col < x) col = x;
1075 * Now we know the exact total size of the grid we're going to
1076 * produce: it's got 2*h+1 rows, each containing w lots of col,
1077 * w+1 boundary characters and a trailing newline.
1079 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
1081 ret = snewn(maxlen+1, char);
1084 for (y = 0; y <= 2*state->h; y++) {
1085 for (x = 0; x <= 2*state->w; x++) {
1090 int v = grid(state, x/2, y/2);
1092 sprintf(buf, "%*d", col, v);
1094 sprintf(buf, "%*s", col, "");
1095 memcpy(p, buf, col);
1099 * Display a horizontal edge or nothing.
1101 int h = (y==0 || y==2*state->h ? 1 :
1102 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
1108 for (i = 0; i < col; i++)
1112 * Display a vertical edge or nothing.
1114 int v = (x==0 || x==2*state->w ? 1 :
1115 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
1122 * Display a corner, or a vertical edge, or a
1123 * horizontal edge, or nothing.
1125 int hl = (y==0 || y==2*state->h ? 1 :
1126 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
1127 int hr = (y==0 || y==2*state->h ? 1 :
1128 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
1129 int vu = (x==0 || x==2*state->w ? 1 :
1130 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
1131 int vd = (x==0 || x==2*state->w ? 1 :
1132 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
1133 if (!hl && !hr && !vu && !vd)
1135 else if (hl && hr && !vu && !vd)
1137 else if (!hl && !hr && vu && vd)
1146 assert(p - ret == maxlen);
1151 static unsigned char *get_correct(game_state *state)
1156 ret = snewn(state->w * state->h, unsigned char);
1157 memset(ret, 0xFF, state->w * state->h);
1159 for (x = 0; x < state->w; x++)
1160 for (y = 0; y < state->h; y++)
1161 if (index(state,ret,x,y) == 0xFF) {
1164 int num, area, valid;
1167 * Find a rectangle starting at this point.
1170 while (x+rw < state->w && !vedge(state,x+rw,y))
1173 while (y+rh < state->h && !hedge(state,x,y+rh))
1177 * We know what the dimensions of the rectangle
1178 * should be if it's there at all. Find out if we
1179 * really have a valid rectangle.
1182 /* Check the horizontal edges. */
1183 for (xx = x; xx < x+rw; xx++) {
1184 for (yy = y; yy <= y+rh; yy++) {
1185 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1186 int ec = (yy == y || yy == y+rh);
1191 /* Check the vertical edges. */
1192 for (yy = y; yy < y+rh; yy++) {
1193 for (xx = x; xx <= x+rw; xx++) {
1194 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1195 int ec = (xx == x || xx == x+rw);
1202 * If this is not a valid rectangle with no other
1203 * edges inside it, we just mark this square as not
1204 * complete and proceed to the next square.
1207 index(state, ret, x, y) = 0;
1212 * We have a rectangle. Now see what its area is,
1213 * and how many numbers are in it.
1217 for (xx = x; xx < x+rw; xx++) {
1218 for (yy = y; yy < y+rh; yy++) {
1220 if (grid(state,xx,yy)) {
1222 valid = FALSE; /* two numbers */
1223 num = grid(state,xx,yy);
1231 * Now fill in the whole rectangle based on the
1234 for (xx = x; xx < x+rw; xx++) {
1235 for (yy = y; yy < y+rh; yy++) {
1236 index(state, ret, xx, yy) = valid;
1246 * These coordinates are 2 times the obvious grid coordinates.
1247 * Hence, the top left of the grid is (0,0), the grid point to
1248 * the right of that is (2,0), the one _below that_ is (2,2)
1249 * and so on. This is so that we can specify a drag start point
1250 * on an edge (one odd coordinate) or in the middle of a square
1251 * (two odd coordinates) rather than always at a corner.
1253 * -1,-1 means no drag is in progress.
1260 * This flag is set as soon as a dragging action moves the
1261 * mouse pointer away from its starting point, so that even if
1262 * the pointer _returns_ to its starting point the action is
1263 * treated as a small drag rather than a click.
1268 static game_ui *new_ui(game_state *state)
1270 game_ui *ui = snew(game_ui);
1271 ui->drag_start_x = -1;
1272 ui->drag_start_y = -1;
1273 ui->drag_end_x = -1;
1274 ui->drag_end_y = -1;
1275 ui->dragged = FALSE;
1279 static void free_ui(game_ui *ui)
1284 static void coord_round(float x, float y, int *xr, int *yr)
1286 float xs, ys, xv, yv, dx, dy, dist;
1289 * Find the nearest square-centre.
1291 xs = (float)floor(x) + 0.5F;
1292 ys = (float)floor(y) + 0.5F;
1295 * And find the nearest grid vertex.
1297 xv = (float)floor(x + 0.5F);
1298 yv = (float)floor(y + 0.5F);
1301 * We allocate clicks in parts of the grid square to either
1302 * corners, edges or square centres, as follows:
1318 * In other words: we measure the square distance (i.e.
1319 * max(dx,dy)) from the click to the nearest corner, and if
1320 * it's within CORNER_TOLERANCE then we return a corner click.
1321 * We measure the square distance from the click to the nearest
1322 * centre, and if that's within CENTRE_TOLERANCE we return a
1323 * centre click. Failing that, we find which of the two edge
1324 * centres is nearer to the click and return that edge.
1328 * Check for corner click.
1330 dx = (float)fabs(x - xv);
1331 dy = (float)fabs(y - yv);
1332 dist = (dx > dy ? dx : dy);
1333 if (dist < CORNER_TOLERANCE) {
1338 * Check for centre click.
1340 dx = (float)fabs(x - xs);
1341 dy = (float)fabs(y - ys);
1342 dist = (dx > dy ? dx : dy);
1343 if (dist < CENTRE_TOLERANCE) {
1344 *xr = 1 + 2 * (int)xs;
1345 *yr = 1 + 2 * (int)ys;
1348 * Failing both of those, see which edge we're closer to.
1349 * Conveniently, this is simply done by testing the relative
1350 * magnitude of dx and dy (which are currently distances from
1351 * the square centre).
1354 /* Vertical edge: x-coord of corner,
1355 * y-coord of square centre. */
1357 *yr = 1 + 2 * (int)ys;
1359 /* Horizontal edge: x-coord of square centre,
1360 * y-coord of corner. */
1361 *xr = 1 + 2 * (int)xs;
1368 static void ui_draw_rect(game_state *state, game_ui *ui,
1369 unsigned char *hedge, unsigned char *vedge, int c)
1371 int x1, x2, y1, y2, x, y, t;
1373 x1 = ui->drag_start_x;
1374 x2 = ui->drag_end_x;
1375 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1377 y1 = ui->drag_start_y;
1378 y2 = ui->drag_end_y;
1379 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1381 x1 = x1 / 2; /* rounds down */
1382 x2 = (x2+1) / 2; /* rounds up */
1383 y1 = y1 / 2; /* rounds down */
1384 y2 = (y2+1) / 2; /* rounds up */
1387 * Draw horizontal edges of rectangles.
1389 for (x = x1; x < x2; x++)
1390 for (y = y1; y <= y2; y++)
1391 if (HRANGE(state,x,y)) {
1392 int val = index(state,hedge,x,y);
1393 if (y == y1 || y == y2)
1397 index(state,hedge,x,y) = val;
1401 * Draw vertical edges of rectangles.
1403 for (y = y1; y < y2; y++)
1404 for (x = x1; x <= x2; x++)
1405 if (VRANGE(state,x,y)) {
1406 int val = index(state,vedge,x,y);
1407 if (x == x1 || x == x2)
1411 index(state,vedge,x,y) = val;
1415 static game_state *make_move(game_state *from, game_ui *ui,
1416 int x, int y, int button)
1419 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1422 if (button == LEFT_BUTTON) {
1424 } else if (button == LEFT_RELEASE) {
1426 } else if (button != LEFT_DRAG) {
1430 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1433 ui->drag_start_x = xc;
1434 ui->drag_start_y = yc;
1435 ui->drag_end_x = xc;
1436 ui->drag_end_y = yc;
1437 ui->dragged = FALSE;
1441 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1442 ui->drag_end_x = xc;
1443 ui->drag_end_y = yc;
1451 if (xc >= 0 && xc <= 2*from->w &&
1452 yc >= 0 && yc <= 2*from->h) {
1453 ret = dup_game(from);
1456 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1458 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1459 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1461 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1462 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1466 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1467 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1473 * We've made a real change to the grid. Check to see
1474 * if the game has been completed.
1476 if (ret && !ret->completed) {
1478 unsigned char *correct = get_correct(ret);
1481 for (x = 0; x < ret->w; x++)
1482 for (y = 0; y < ret->h; y++)
1483 if (!index(ret, correct, x, y))
1489 ret->completed = TRUE;
1493 ui->drag_start_x = -1;
1494 ui->drag_start_y = -1;
1495 ui->drag_end_x = -1;
1496 ui->drag_end_y = -1;
1497 ui->dragged = FALSE;
1502 return ret; /* a move has been made */
1504 return from; /* UI activity has occurred */
1509 /* ----------------------------------------------------------------------
1513 #define CORRECT 65536
1515 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1516 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1517 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1519 struct game_drawstate {
1522 unsigned int *visible;
1525 static void game_size(game_params *params, int *x, int *y)
1527 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1528 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1531 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1533 float *ret = snewn(3 * NCOLOURS, float);
1535 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1537 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1538 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1539 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1541 ret[COL_DRAG * 3 + 0] = 1.0F;
1542 ret[COL_DRAG * 3 + 1] = 0.0F;
1543 ret[COL_DRAG * 3 + 2] = 0.0F;
1545 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1546 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1547 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1549 ret[COL_LINE * 3 + 0] = 0.0F;
1550 ret[COL_LINE * 3 + 1] = 0.0F;
1551 ret[COL_LINE * 3 + 2] = 0.0F;
1553 ret[COL_TEXT * 3 + 0] = 0.0F;
1554 ret[COL_TEXT * 3 + 1] = 0.0F;
1555 ret[COL_TEXT * 3 + 2] = 0.0F;
1557 *ncolours = NCOLOURS;
1561 static game_drawstate *game_new_drawstate(game_state *state)
1563 struct game_drawstate *ds = snew(struct game_drawstate);
1566 ds->started = FALSE;
1569 ds->visible = snewn(ds->w * ds->h, unsigned int);
1570 for (i = 0; i < ds->w * ds->h; i++)
1571 ds->visible[i] = 0xFFFF;
1576 static void game_free_drawstate(game_drawstate *ds)
1582 static void draw_tile(frontend *fe, game_state *state, int x, int y,
1583 unsigned char *hedge, unsigned char *vedge,
1584 unsigned char *corners, int correct)
1586 int cx = COORD(x), cy = COORD(y);
1589 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1590 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1591 correct ? COL_CORRECT : COL_BACKGROUND);
1593 if (grid(state,x,y)) {
1594 sprintf(str, "%d", grid(state,x,y));
1595 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1596 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1602 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1603 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1604 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1606 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1607 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1608 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1610 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1611 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1612 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1614 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1615 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1616 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1622 if (index(state,corners,x,y))
1623 draw_rect(fe, cx, cy, 2, 2,
1624 COLOUR(index(state,corners,x,y)));
1625 if (x+1 < state->w && index(state,corners,x+1,y))
1626 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1627 COLOUR(index(state,corners,x+1,y)));
1628 if (y+1 < state->h && index(state,corners,x,y+1))
1629 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1630 COLOUR(index(state,corners,x,y+1)));
1631 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
1632 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1633 COLOUR(index(state,corners,x+1,y+1)));
1635 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1638 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1639 game_state *state, int dir, game_ui *ui,
1640 float animtime, float flashtime)
1643 unsigned char *correct;
1644 unsigned char *hedge, *vedge, *corners;
1646 correct = get_correct(state);
1649 hedge = snewn(state->w*state->h, unsigned char);
1650 vedge = snewn(state->w*state->h, unsigned char);
1651 memcpy(hedge, state->hedge, state->w*state->h);
1652 memcpy(vedge, state->vedge, state->w*state->h);
1653 ui_draw_rect(state, ui, hedge, vedge, 2);
1655 hedge = state->hedge;
1656 vedge = state->vedge;
1659 corners = snewn(state->w * state->h, unsigned char);
1660 memset(corners, 0, state->w * state->h);
1661 for (x = 0; x < state->w; x++)
1662 for (y = 0; y < state->h; y++) {
1664 int e = index(state, vedge, x, y);
1665 if (index(state,corners,x,y) < e)
1666 index(state,corners,x,y) = e;
1667 if (y+1 < state->h &&
1668 index(state,corners,x,y+1) < e)
1669 index(state,corners,x,y+1) = e;
1672 int e = index(state, hedge, x, y);
1673 if (index(state,corners,x,y) < e)
1674 index(state,corners,x,y) = e;
1675 if (x+1 < state->w &&
1676 index(state,corners,x+1,y) < e)
1677 index(state,corners,x+1,y) = e;
1683 state->w * TILE_SIZE + 2*BORDER + 1,
1684 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1685 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1686 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1688 draw_update(fe, 0, 0,
1689 state->w * TILE_SIZE + 2*BORDER + 1,
1690 state->h * TILE_SIZE + 2*BORDER + 1);
1693 for (x = 0; x < state->w; x++)
1694 for (y = 0; y < state->h; y++) {
1697 if (HRANGE(state,x,y))
1698 c |= index(state,hedge,x,y);
1699 if (HRANGE(state,x,y+1))
1700 c |= index(state,hedge,x,y+1) << 2;
1701 if (VRANGE(state,x,y))
1702 c |= index(state,vedge,x,y) << 4;
1703 if (VRANGE(state,x+1,y))
1704 c |= index(state,vedge,x+1,y) << 6;
1705 c |= index(state,corners,x,y) << 8;
1707 c |= index(state,corners,x+1,y) << 10;
1709 c |= index(state,corners,x,y+1) << 12;
1710 if (x+1 < state->w && y+1 < state->h)
1711 c |= index(state,corners,x+1,y+1) << 14;
1712 if (index(state, correct, x, y) && !flashtime)
1715 if (index(ds,ds->visible,x,y) != c) {
1716 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1717 index(ds,ds->visible,x,y) = c;
1721 if (hedge != state->hedge) {
1730 static float game_anim_length(game_state *oldstate,
1731 game_state *newstate, int dir)
1736 static float game_flash_length(game_state *oldstate,
1737 game_state *newstate, int dir)
1739 if (!oldstate->completed && newstate->completed &&
1740 !oldstate->cheated && !newstate->cheated)
1745 static int game_wants_statusbar(void)
1751 #define thegame rect
1754 const struct game thegame = {
1755 "Rectangles", "games.rectangles",
1762 TRUE, game_configure, custom_params,
1771 TRUE, game_text_format,
1778 game_free_drawstate,
1782 game_wants_statusbar,