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
32 * - During redraw, do corner analysis centrally in game_redraw()
33 * itself so that we can take it into account when computing the
34 * `visible' array. If we can do this, we can actually _turn on_
35 * the `visible' processing and keep redraws to the minimum
47 const char *const game_name = "Rectangles";
48 const int game_can_configure = TRUE;
64 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
65 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
66 #define grid(state,x,y) index(state, (state)->grid, x, y)
67 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
68 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
70 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
71 (y) >= dy && (y) < (state)->h )
72 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
73 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
74 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
79 #define CORNER_TOLERANCE 0.15F
80 #define CENTRE_TOLERANCE 0.15F
82 #define FLASH_TIME 0.13F
84 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
85 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
89 int *grid; /* contains the numbers */
90 unsigned char *vedge; /* (w+1) x h */
91 unsigned char *hedge; /* w x (h+1) */
95 game_params *default_params(void)
97 game_params *ret = snew(game_params);
104 int game_fetch_preset(int i, char **name, game_params **params)
111 case 0: w = 7, h = 7; break;
112 case 1: w = 11, h = 11; break;
113 case 2: w = 15, h = 15; break;
114 case 3: w = 19, h = 19; break;
115 default: return FALSE;
118 sprintf(buf, "%dx%d", w, h);
120 *params = ret = snew(game_params);
126 void free_params(game_params *params)
131 game_params *dup_params(game_params *params)
133 game_params *ret = snew(game_params);
134 *ret = *params; /* structure copy */
138 config_item *game_configure(game_params *params)
143 ret = snewn(5, config_item);
145 ret[0].name = "Width";
146 ret[0].type = C_STRING;
147 sprintf(buf, "%d", params->w);
148 ret[0].sval = dupstr(buf);
151 ret[1].name = "Height";
152 ret[1].type = C_STRING;
153 sprintf(buf, "%d", params->h);
154 ret[1].sval = dupstr(buf);
165 game_params *custom_params(config_item *cfg)
167 game_params *ret = snew(game_params);
169 ret->w = atoi(cfg[0].sval);
170 ret->h = atoi(cfg[1].sval);
175 char *validate_params(game_params *params)
177 if (params->w <= 0 && params->h <= 0)
178 return "Width and height must both be greater than zero";
179 if (params->w < 2 && params->h < 2)
180 return "Grid area must be greater than one";
194 static struct rectlist *get_rectlist(game_params *params, int *grid)
199 struct rect *rects = NULL;
200 int nrects = 0, rectsize = 0;
203 * Maximum rectangle area is 1/6 of total grid size, unless
204 * this means we can't place any rectangles at all in which
205 * case we set it to 2 at minimum.
207 maxarea = params->w * params->h / 6;
211 for (rw = 1; rw <= params->w; rw++)
212 for (rh = 1; rh <= params->h; rh++) {
213 if (rw * rh > maxarea)
217 for (x = 0; x <= params->w - rw; x++)
218 for (y = 0; y <= params->h - rh; y++) {
219 if (nrects >= rectsize) {
220 rectsize = nrects + 256;
221 rects = sresize(rects, rectsize, struct rect);
226 rects[nrects].w = rw;
227 rects[nrects].h = rh;
233 struct rectlist *ret;
234 ret = snew(struct rectlist);
239 assert(rects == NULL); /* hence no need to free */
244 static void free_rectlist(struct rectlist *list)
250 static void place_rect(game_params *params, int *grid, struct rect r)
252 int idx = INDEX(params, r.x, r.y);
255 for (x = r.x; x < r.x+r.w; x++)
256 for (y = r.y; y < r.y+r.h; y++) {
257 index(params, grid, x, y) = idx;
259 #ifdef GENERATION_DIAGNOSTICS
260 printf(" placing rectangle at (%d,%d) size %d x %d\n",
265 static struct rect find_rect(game_params *params, int *grid, int x, int y)
271 * Find the top left of the rectangle.
273 idx = index(params, grid, x, y);
279 return r; /* 1x1 singleton here */
286 * Find the width and height of the rectangle.
289 (x+w < params->w && index(params,grid,x+w,y)==idx);
292 (y+h < params->h && index(params,grid,x,y+h)==idx);
303 #ifdef GENERATION_DIAGNOSTICS
304 static void display_grid(game_params *params, int *grid, int *numbers)
306 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
308 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
310 int r = (params->w*2+3);
312 for (x = 0; x < params->w; x++)
313 for (y = 0; y < params->h; y++) {
314 int i = index(params, grid, x, y);
315 if (x == 0 || index(params, grid, x-1, y) != i)
316 egrid[(2*y+2) * r + (2*x+1)] = 1;
317 if (x == params->w-1 || index(params, grid, x+1, y) != i)
318 egrid[(2*y+2) * r + (2*x+3)] = 1;
319 if (y == 0 || index(params, grid, x, y-1) != i)
320 egrid[(2*y+1) * r + (2*x+2)] = 1;
321 if (y == params->h-1 || index(params, grid, x, y+1) != i)
322 egrid[(2*y+3) * r + (2*x+2)] = 1;
325 for (y = 1; y < 2*params->h+2; y++) {
326 for (x = 1; x < 2*params->w+2; x++) {
328 int k = index(params, numbers, x/2-1, y/2-1);
329 if (k) printf("%2d", k); else printf(" ");
330 } else if (!((y&x)&1)) {
331 int v = egrid[y*r+x];
332 if ((y&1) && v) v = '-';
333 if ((x&1) && v) v = '|';
336 if (!(x&1)) putchar(v);
339 if (egrid[y*r+(x+1)]) d |= 1;
340 if (egrid[(y-1)*r+x]) d |= 2;
341 if (egrid[y*r+(x-1)]) d |= 4;
342 if (egrid[(y+1)*r+x]) d |= 8;
343 c = " ??+?-++?+|+++++"[d];
345 if (!(x&1)) putchar(c);
355 char *new_game_seed(game_params *params, random_state *rs)
358 struct rectlist *list;
362 grid = snewn(params->w * params->h, int);
363 numbers = snewn(params->w * params->h, int);
365 for (y = 0; y < params->h; y++)
366 for (x = 0; x < params->w; x++) {
367 index(params, grid, x, y) = -1;
368 index(params, numbers, x, y) = 0;
371 list = get_rectlist(params, grid);
372 assert(list != NULL);
375 * Place rectangles until we can't any more.
377 while (list->n > 0) {
382 * Pick a random rectangle.
384 i = random_upto(rs, list->n);
390 place_rect(params, grid, r);
393 * Winnow the list by removing any rectangles which
397 for (i = 0; i < list->n; i++) {
398 struct rect s = list->rects[i];
399 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
400 s.y+s.h <= r.y || r.y+r.h <= s.y)
401 list->rects[m++] = s;
409 * Deal with singleton spaces remaining in the grid, one by
412 * We do this by making a local change to the layout. There are
413 * several possibilities:
415 * +-----+-----+ Here, we can remove the singleton by
416 * | | | extending the 1x2 rectangle below it
417 * +--+--+-----+ into a 1x3.
425 * +--+--+--+ Here, that trick doesn't work: there's no
426 * | | | 1 x n rectangle with the singleton at one
427 * | | | end. Instead, we extend a 1 x n rectangle
428 * | | | _out_ from the singleton, shaving a layer
429 * +--+--+ | off the end of another rectangle. So if we
430 * | | | | extended up, we'd make our singleton part
431 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
432 * | | | used to be; or we could extend right into
433 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
435 * +-----+--+ Here, we can't even do _that_, since any
436 * | | | direction we choose to extend the singleton
437 * +--+--+ | will produce a new singleton as a result of
438 * | | | | truncating one of the size-2 rectangles.
439 * | +--+--+ Fortunately, this case can _only_ occur when
440 * | | | a singleton is surrounded by four size-2s
441 * +--+-----+ in this fashion; so instead we can simply
442 * replace the whole section with a single 3x3.
444 for (x = 0; x < params->w; x++) {
445 for (y = 0; y < params->h; y++) {
446 if (index(params, grid, x, y) < 0) {
449 #ifdef GENERATION_DIAGNOSTICS
450 display_grid(params, grid, numbers);
451 printf("singleton at %d,%d\n", x, y);
455 * Check in which directions we can feasibly extend
456 * the singleton. We can extend in a particular
457 * direction iff either:
459 * - the rectangle on that side of the singleton
460 * is not 2x1, and we are at one end of the edge
461 * of it we are touching
463 * - it is 2x1 but we are on its short side.
465 * FIXME: we could plausibly choose between these
466 * based on the sizes of the rectangles they would
470 if (x < params->w-1) {
471 struct rect r = find_rect(params, grid, x+1, y);
472 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
473 dirs[ndirs++] = 1; /* right */
476 struct rect r = find_rect(params, grid, x, y-1);
477 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
478 dirs[ndirs++] = 2; /* up */
481 struct rect r = find_rect(params, grid, x-1, y);
482 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
483 dirs[ndirs++] = 4; /* left */
485 if (y < params->h-1) {
486 struct rect r = find_rect(params, grid, x, y+1);
487 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
488 dirs[ndirs++] = 8; /* down */
495 which = random_upto(rs, ndirs);
500 assert(x < params->w+1);
501 #ifdef GENERATION_DIAGNOSTICS
502 printf("extending right\n");
504 r1 = find_rect(params, grid, x+1, y);
515 #ifdef GENERATION_DIAGNOSTICS
516 printf("extending up\n");
518 r1 = find_rect(params, grid, x, y-1);
529 #ifdef GENERATION_DIAGNOSTICS
530 printf("extending left\n");
532 r1 = find_rect(params, grid, x-1, y);
542 assert(y < params->h+1);
543 #ifdef GENERATION_DIAGNOSTICS
544 printf("extending down\n");
546 r1 = find_rect(params, grid, x, y+1);
556 if (r1.h > 0 && r1.w > 0)
557 place_rect(params, grid, r1);
558 place_rect(params, grid, r2);
562 * Sanity-check that there really is a 3x3
563 * rectangle surrounding this singleton and it
564 * contains absolutely everything we could
569 assert(x > 0 && x < params->w-1);
570 assert(y > 0 && y < params->h-1);
572 for (xx = x-1; xx <= x+1; xx++)
573 for (yy = y-1; yy <= y+1; yy++) {
574 struct rect r = find_rect(params,grid,xx,yy);
577 assert(r.x+r.w-1 <= x+1);
578 assert(r.y+r.h-1 <= y+1);
583 #ifdef GENERATION_DIAGNOSTICS
584 printf("need the 3x3 trick\n");
588 * FIXME: If the maximum rectangle area for
589 * this grid is less than 9, we ought to
590 * subdivide the 3x3 in some fashion. There are
591 * five other possibilities:
596 * - a 3 and three 2s (two different arrangements).
604 place_rect(params, grid, r);
614 for (x = 0; x < params->w; x++) {
615 for (y = 0; y < params->h; y++) {
616 int idx = INDEX(params, x, y);
617 if (index(params, grid, x, y) == idx) {
618 struct rect r = find_rect(params, grid, x, y);
622 * Decide where to put the number.
624 n = random_upto(rs, r.w*r.h);
627 index(params,numbers,x+xx,y+yy) = r.w*r.h;
632 #ifdef GENERATION_DIAGNOSTICS
633 display_grid(params, grid, numbers);
636 seed = snewn(11 * params->w * params->h, char);
639 for (i = 0; i <= params->w * params->h; i++) {
640 int n = (i < params->w * params->h ? numbers[i] : -1);
647 int c = 'a' - 1 + run;
651 run -= c - ('a' - 1);
657 p += sprintf(p, "%d", n);
669 char *validate_seed(game_params *params, char *seed)
671 int area = params->w * params->h;
676 if (n >= 'a' && n <= 'z') {
677 squares += n - 'a' + 1;
678 } else if (n == '_') {
680 } else if (n > '0' && n <= '9') {
681 squares += atoi(seed-1);
682 while (*seed >= '0' && *seed <= '9')
685 return "Invalid character in game specification";
689 return "Not enough data to fill grid";
692 return "Too much data to fit in grid";
697 game_state *new_game(game_params *params, char *seed)
699 game_state *state = snew(game_state);
702 state->w = params->w;
703 state->h = params->h;
705 area = state->w * state->h;
707 state->grid = snewn(area, int);
708 state->vedge = snewn(area, unsigned char);
709 state->hedge = snewn(area, unsigned char);
710 state->completed = FALSE;
715 if (n >= 'a' && n <= 'z') {
716 int run = n - 'a' + 1;
717 assert(i + run <= area);
719 state->grid[i++] = 0;
720 } else if (n == '_') {
722 } else if (n > '0' && n <= '9') {
724 state->grid[i++] = atoi(seed-1);
725 while (*seed >= '0' && *seed <= '9')
728 assert(!"We can't get here");
733 for (y = 0; y < state->h; y++)
734 for (x = 0; x < state->w; x++)
735 vedge(state,x,y) = hedge(state,x,y) = 0;
740 game_state *dup_game(game_state *state)
742 game_state *ret = snew(game_state);
747 ret->vedge = snewn(state->w * state->h, unsigned char);
748 ret->hedge = snewn(state->w * state->h, unsigned char);
749 ret->grid = snewn(state->w * state->h, int);
751 ret->completed = state->completed;
753 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
754 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
755 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
760 void free_game(game_state *state)
768 static unsigned char *get_correct(game_state *state)
773 ret = snewn(state->w * state->h, unsigned char);
774 memset(ret, 0xFF, state->w * state->h);
776 for (x = 0; x < state->w; x++)
777 for (y = 0; y < state->h; y++)
778 if (index(state,ret,x,y) == 0xFF) {
781 int num, area, valid;
784 * Find a rectangle starting at this point.
787 while (x+rw < state->w && !vedge(state,x+rw,y))
790 while (y+rh < state->h && !hedge(state,x,y+rh))
794 * We know what the dimensions of the rectangle
795 * should be if it's there at all. Find out if we
796 * really have a valid rectangle.
799 /* Check the horizontal edges. */
800 for (xx = x; xx < x+rw; xx++) {
801 for (yy = y; yy <= y+rh; yy++) {
802 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
803 int ec = (yy == y || yy == y+rh);
808 /* Check the vertical edges. */
809 for (yy = y; yy < y+rh; yy++) {
810 for (xx = x; xx <= x+rw; xx++) {
811 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
812 int ec = (xx == x || xx == x+rw);
819 * If this is not a valid rectangle with no other
820 * edges inside it, we just mark this square as not
821 * complete and proceed to the next square.
824 index(state, ret, x, y) = 0;
829 * We have a rectangle. Now see what its area is,
830 * and how many numbers are in it.
834 for (xx = x; xx < x+rw; xx++) {
835 for (yy = y; yy < y+rh; yy++) {
837 if (grid(state,xx,yy)) {
839 valid = FALSE; /* two numbers */
840 num = grid(state,xx,yy);
848 * Now fill in the whole rectangle based on the
851 for (xx = x; xx < x+rw; xx++) {
852 for (yy = y; yy < y+rh; yy++) {
853 index(state, ret, xx, yy) = valid;
863 * These coordinates are 2 times the obvious grid coordinates.
864 * Hence, the top left of the grid is (0,0), the grid point to
865 * the right of that is (2,0), the one _below that_ is (2,2)
866 * and so on. This is so that we can specify a drag start point
867 * on an edge (one odd coordinate) or in the middle of a square
868 * (two odd coordinates) rather than always at a corner.
870 * -1,-1 means no drag is in progress.
877 * This flag is set as soon as a dragging action moves the
878 * mouse pointer away from its starting point, so that even if
879 * the pointer _returns_ to its starting point the action is
880 * treated as a small drag rather than a click.
885 game_ui *new_ui(game_state *state)
887 game_ui *ui = snew(game_ui);
888 ui->drag_start_x = -1;
889 ui->drag_start_y = -1;
896 void free_ui(game_ui *ui)
901 void coord_round(float x, float y, int *xr, int *yr)
903 float xs, ys, xv, yv, dx, dy, dist;
906 * Find the nearest square-centre.
908 xs = (float)floor(x) + 0.5F;
909 ys = (float)floor(y) + 0.5F;
912 * And find the nearest grid vertex.
914 xv = (float)floor(x + 0.5F);
915 yv = (float)floor(y + 0.5F);
918 * We allocate clicks in parts of the grid square to either
919 * corners, edges or square centres, as follows:
935 * In other words: we measure the square distance (i.e.
936 * max(dx,dy)) from the click to the nearest corner, and if
937 * it's within CORNER_TOLERANCE then we return a corner click.
938 * We measure the square distance from the click to the nearest
939 * centre, and if that's within CENTRE_TOLERANCE we return a
940 * centre click. Failing that, we find which of the two edge
941 * centres is nearer to the click and return that edge.
945 * Check for corner click.
947 dx = (float)fabs(x - xv);
948 dy = (float)fabs(y - yv);
949 dist = (dx > dy ? dx : dy);
950 if (dist < CORNER_TOLERANCE) {
955 * Check for centre click.
957 dx = (float)fabs(x - xs);
958 dy = (float)fabs(y - ys);
959 dist = (dx > dy ? dx : dy);
960 if (dist < CENTRE_TOLERANCE) {
961 *xr = 1 + 2 * (int)xs;
962 *yr = 1 + 2 * (int)ys;
965 * Failing both of those, see which edge we're closer to.
966 * Conveniently, this is simply done by testing the relative
967 * magnitude of dx and dy (which are currently distances from
968 * the square centre).
971 /* Vertical edge: x-coord of corner,
972 * y-coord of square centre. */
974 *yr = 1 + 2 * (int)ys;
976 /* Horizontal edge: x-coord of square centre,
977 * y-coord of corner. */
978 *xr = 1 + 2 * (int)xs;
985 static void ui_draw_rect(game_state *state, game_ui *ui,
986 unsigned char *hedge, unsigned char *vedge, int c)
988 int x1, x2, y1, y2, x, y, t;
990 x1 = ui->drag_start_x;
992 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
994 y1 = ui->drag_start_y;
996 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
998 x1 = x1 / 2; /* rounds down */
999 x2 = (x2+1) / 2; /* rounds up */
1000 y1 = y1 / 2; /* rounds down */
1001 y2 = (y2+1) / 2; /* rounds up */
1004 * Draw horizontal edges of rectangles.
1006 for (x = x1; x < x2; x++)
1007 for (y = y1; y <= y2; y++)
1008 if (HRANGE(state,x,y)) {
1009 int val = index(state,hedge,x,y);
1010 if (y == y1 || y == y2)
1014 index(state,hedge,x,y) = val;
1018 * Draw vertical edges of rectangles.
1020 for (y = y1; y < y2; y++)
1021 for (x = x1; x <= x2; x++)
1022 if (VRANGE(state,x,y)) {
1023 int val = index(state,vedge,x,y);
1024 if (x == x1 || x == x2)
1028 index(state,vedge,x,y) = val;
1032 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
1035 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1038 if (button == LEFT_BUTTON) {
1040 } else if (button == LEFT_RELEASE) {
1042 } else if (button != LEFT_DRAG) {
1046 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1049 ui->drag_start_x = xc;
1050 ui->drag_start_y = yc;
1051 ui->drag_end_x = xc;
1052 ui->drag_end_y = yc;
1053 ui->dragged = FALSE;
1057 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1058 ui->drag_end_x = xc;
1059 ui->drag_end_y = yc;
1067 if (xc >= 0 && xc <= 2*from->w &&
1068 yc >= 0 && yc <= 2*from->h) {
1069 ret = dup_game(from);
1072 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1074 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1075 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1077 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1078 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1082 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1083 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1089 * We've made a real change to the grid. Check to see
1090 * if the game has been completed.
1092 if (ret && !ret->completed) {
1094 unsigned char *correct = get_correct(ret);
1097 for (x = 0; x < ret->w; x++)
1098 for (y = 0; y < ret->h; y++)
1099 if (!index(ret, correct, x, y))
1105 ret->completed = TRUE;
1109 ui->drag_start_x = -1;
1110 ui->drag_start_y = -1;
1111 ui->drag_end_x = -1;
1112 ui->drag_end_y = -1;
1113 ui->dragged = FALSE;
1118 return ret; /* a move has been made */
1120 return from; /* UI activity has occurred */
1125 /* ----------------------------------------------------------------------
1131 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1132 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1133 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1135 struct game_drawstate {
1138 unsigned short *visible;
1141 void game_size(game_params *params, int *x, int *y)
1143 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1144 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1147 float *game_colours(frontend *fe, game_state *state, int *ncolours)
1149 float *ret = snewn(3 * NCOLOURS, float);
1151 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1153 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1154 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1155 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1157 ret[COL_DRAG * 3 + 0] = 1.0F;
1158 ret[COL_DRAG * 3 + 1] = 0.0F;
1159 ret[COL_DRAG * 3 + 2] = 0.0F;
1161 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1162 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1163 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1165 ret[COL_LINE * 3 + 0] = 0.0F;
1166 ret[COL_LINE * 3 + 1] = 0.0F;
1167 ret[COL_LINE * 3 + 2] = 0.0F;
1169 ret[COL_TEXT * 3 + 0] = 0.0F;
1170 ret[COL_TEXT * 3 + 1] = 0.0F;
1171 ret[COL_TEXT * 3 + 2] = 0.0F;
1173 *ncolours = NCOLOURS;
1177 game_drawstate *game_new_drawstate(game_state *state)
1179 struct game_drawstate *ds = snew(struct game_drawstate);
1182 ds->started = FALSE;
1185 ds->visible = snewn(ds->w * ds->h, unsigned short);
1186 for (i = 0; i < ds->w * ds->h; i++)
1187 ds->visible[i] = 0xFFFF;
1192 void game_free_drawstate(game_drawstate *ds)
1198 void draw_tile(frontend *fe, game_state *state, int x, int y,
1199 unsigned char *hedge, unsigned char *vedge, int correct)
1201 int cx = COORD(x), cy = COORD(y);
1204 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1205 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1206 correct ? COL_CORRECT : COL_BACKGROUND);
1208 if (grid(state,x,y)) {
1209 sprintf(str, "%d", grid(state,x,y));
1210 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1211 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1217 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1218 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1219 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1221 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1222 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1223 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1225 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1226 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1227 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1229 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1230 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1231 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1237 if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
1238 (VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
1239 draw_rect(fe, cx, cy, 2, 2,
1240 COLOUR(MAX4(index(state,hedge,x-1,y),
1241 index(state,vedge,x,y-1),
1242 index(state,hedge,x,y),
1243 index(state,vedge,x,y))));
1244 if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
1245 (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
1246 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1247 COLOUR(MAX4(index(state,hedge,x+1,y),
1248 index(state,vedge,x+1,y-1),
1249 index(state,hedge,x,y),
1250 index(state,vedge,x+1,y))));
1251 if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
1252 (VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
1253 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1254 COLOUR(MAX4(index(state,hedge,x-1,y+1),
1255 index(state,vedge,x,y+1),
1256 index(state,hedge,x,y+1),
1257 index(state,vedge,x,y))));
1258 if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
1259 (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
1260 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1261 COLOUR(MAX4(index(state,hedge,x+1,y+1),
1262 index(state,vedge,x+1,y+1),
1263 index(state,hedge,x,y+1),
1264 index(state,vedge,x+1,y))));
1266 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1269 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1270 game_state *state, game_ui *ui,
1271 float animtime, float flashtime)
1274 unsigned char *correct;
1275 unsigned char *hedge, *vedge;
1277 correct = get_correct(state);
1280 hedge = snewn(state->w*state->h, unsigned char);
1281 vedge = snewn(state->w*state->h, unsigned char);
1282 memcpy(hedge, state->hedge, state->w*state->h);
1283 memcpy(vedge, state->vedge, state->w*state->h);
1284 ui_draw_rect(state, ui, hedge, vedge, 2);
1286 hedge = state->hedge;
1287 vedge = state->vedge;
1292 state->w * TILE_SIZE + 2*BORDER + 1,
1293 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1294 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1295 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1297 draw_update(fe, 0, 0,
1298 state->w * TILE_SIZE + 2*BORDER + 1,
1299 state->h * TILE_SIZE + 2*BORDER + 1);
1302 for (x = 0; x < state->w; x++)
1303 for (y = 0; y < state->h; y++) {
1304 unsigned short c = 0;
1306 if (HRANGE(state,x,y))
1307 c |= index(state,hedge,x,y);
1308 if (HRANGE(state,x+1,y))
1309 c |= index(state,hedge,x+1,y) << 2;
1310 if (VRANGE(state,x,y))
1311 c |= index(state,vedge,x,y) << 4;
1312 if (VRANGE(state,x,y+1))
1313 c |= index(state,vedge,x,y+1) << 6;
1314 if (index(state, correct, x, y) && !flashtime)
1317 if (index(ds,ds->visible,x,y) != c) {
1318 draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
1319 /* index(ds,ds->visible,x,y) = c; */
1323 if (hedge != state->hedge) {
1331 float game_anim_length(game_state *oldstate, game_state *newstate)
1336 float game_flash_length(game_state *oldstate, game_state *newstate)
1338 if (!oldstate->completed && newstate->completed)
1343 int game_wants_statusbar(void)