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
42 const char *const game_name = "Rectangles";
43 const char *const game_winhelp_topic = "games.rectangles";
44 const int game_can_configure = TRUE;
61 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
62 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
63 #define grid(state,x,y) index(state, (state)->grid, x, y)
64 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
65 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
67 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
68 (y) >= dy && (y) < (state)->h )
69 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
70 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
71 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
76 #define CORNER_TOLERANCE 0.15F
77 #define CENTRE_TOLERANCE 0.15F
79 #define FLASH_TIME 0.13F
81 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
82 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
86 int *grid; /* contains the numbers */
87 unsigned char *vedge; /* (w+1) x h */
88 unsigned char *hedge; /* w x (h+1) */
92 game_params *default_params(void)
94 game_params *ret = snew(game_params);
97 ret->expandfactor = 0.0F;
102 int game_fetch_preset(int i, char **name, game_params **params)
109 case 0: w = 7, h = 7; break;
110 case 1: w = 11, h = 11; break;
111 case 2: w = 15, h = 15; break;
112 case 3: w = 19, h = 19; break;
113 default: return FALSE;
116 sprintf(buf, "%dx%d", w, h);
118 *params = ret = snew(game_params);
121 ret->expandfactor = 0.0F;
125 void free_params(game_params *params)
130 game_params *dup_params(game_params *params)
132 game_params *ret = snew(game_params);
133 *ret = *params; /* structure copy */
137 game_params *decode_params(char const *string)
139 game_params *ret = default_params();
141 ret->w = ret->h = atoi(string);
142 ret->expandfactor = 0.0F;
143 while (*string && isdigit((unsigned char)*string)) string++;
144 if (*string == 'x') {
146 ret->h = atoi(string);
147 while (*string && isdigit((unsigned char)*string)) string++;
149 if (*string == 'e') {
151 ret->expandfactor = atof(string);
157 char *encode_params(game_params *params)
161 sprintf(data, "%dx%d", params->w, params->h);
166 config_item *game_configure(game_params *params)
171 ret = snewn(5, config_item);
173 ret[0].name = "Width";
174 ret[0].type = C_STRING;
175 sprintf(buf, "%d", params->w);
176 ret[0].sval = dupstr(buf);
179 ret[1].name = "Height";
180 ret[1].type = C_STRING;
181 sprintf(buf, "%d", params->h);
182 ret[1].sval = dupstr(buf);
185 ret[2].name = "Expansion factor";
186 ret[2].type = C_STRING;
187 sprintf(buf, "%g", params->expandfactor);
188 ret[2].sval = dupstr(buf);
199 game_params *custom_params(config_item *cfg)
201 game_params *ret = snew(game_params);
203 ret->w = atoi(cfg[0].sval);
204 ret->h = atoi(cfg[1].sval);
205 ret->expandfactor = atof(cfg[2].sval);
210 char *validate_params(game_params *params)
212 if (params->w <= 0 && params->h <= 0)
213 return "Width and height must both be greater than zero";
214 if (params->w < 2 && params->h < 2)
215 return "Grid area must be greater than one";
216 if (params->expandfactor < 0.0F)
217 return "Expansion factor may not be negative";
231 static struct rectlist *get_rectlist(game_params *params, int *grid)
236 struct rect *rects = NULL;
237 int nrects = 0, rectsize = 0;
240 * Maximum rectangle area is 1/6 of total grid size, unless
241 * this means we can't place any rectangles at all in which
242 * case we set it to 2 at minimum.
244 maxarea = params->w * params->h / 6;
248 for (rw = 1; rw <= params->w; rw++)
249 for (rh = 1; rh <= params->h; rh++) {
250 if (rw * rh > maxarea)
254 for (x = 0; x <= params->w - rw; x++)
255 for (y = 0; y <= params->h - rh; y++) {
256 if (nrects >= rectsize) {
257 rectsize = nrects + 256;
258 rects = sresize(rects, rectsize, struct rect);
263 rects[nrects].w = rw;
264 rects[nrects].h = rh;
270 struct rectlist *ret;
271 ret = snew(struct rectlist);
276 assert(rects == NULL); /* hence no need to free */
281 static void free_rectlist(struct rectlist *list)
287 static void place_rect(game_params *params, int *grid, struct rect r)
289 int idx = INDEX(params, r.x, r.y);
292 for (x = r.x; x < r.x+r.w; x++)
293 for (y = r.y; y < r.y+r.h; y++) {
294 index(params, grid, x, y) = idx;
296 #ifdef GENERATION_DIAGNOSTICS
297 printf(" placing rectangle at (%d,%d) size %d x %d\n",
302 static struct rect find_rect(game_params *params, int *grid, int x, int y)
308 * Find the top left of the rectangle.
310 idx = index(params, grid, x, y);
316 return r; /* 1x1 singleton here */
323 * Find the width and height of the rectangle.
326 (x+w < params->w && index(params,grid,x+w,y)==idx);
329 (y+h < params->h && index(params,grid,x,y+h)==idx);
340 #ifdef GENERATION_DIAGNOSTICS
341 static void display_grid(game_params *params, int *grid, int *numbers, int all)
343 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
346 int r = (params->w*2+3);
348 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
350 for (x = 0; x < params->w; x++)
351 for (y = 0; y < params->h; y++) {
352 int i = index(params, grid, x, y);
353 if (x == 0 || index(params, grid, x-1, y) != i)
354 egrid[(2*y+2) * r + (2*x+1)] = 1;
355 if (x == params->w-1 || index(params, grid, x+1, y) != i)
356 egrid[(2*y+2) * r + (2*x+3)] = 1;
357 if (y == 0 || index(params, grid, x, y-1) != i)
358 egrid[(2*y+1) * r + (2*x+2)] = 1;
359 if (y == params->h-1 || index(params, grid, x, y+1) != i)
360 egrid[(2*y+3) * r + (2*x+2)] = 1;
363 for (y = 1; y < 2*params->h+2; y++) {
364 for (x = 1; x < 2*params->w+2; x++) {
366 int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
367 if (k || (all && numbers)) printf("%2d", k); else printf(" ");
368 } else if (!((y&x)&1)) {
369 int v = egrid[y*r+x];
370 if ((y&1) && v) v = '-';
371 if ((x&1) && v) v = '|';
374 if (!(x&1)) putchar(v);
377 if (egrid[y*r+(x+1)]) d |= 1;
378 if (egrid[(y-1)*r+x]) d |= 2;
379 if (egrid[y*r+(x-1)]) d |= 4;
380 if (egrid[(y+1)*r+x]) d |= 8;
381 c = " ??+?-++?+|+++++"[d];
383 if (!(x&1)) putchar(c);
393 char *new_game_seed(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);
837 numbers = snewn(params->w * params->h, int);
839 for (y = 0; y < params->h; y++)
840 for (x = 0; x < params->w; x++) {
841 index(params, numbers, x, y) = 0;
844 for (x = 0; x < params->w; x++) {
845 for (y = 0; y < params->h; y++) {
846 int idx = INDEX(params, x, y);
847 if (index(params, grid, x, y) == idx) {
848 struct rect r = find_rect(params, grid, x, y);
852 * Decide where to put the number.
854 n = random_upto(rs, r.w*r.h);
857 index(params,numbers,x+xx,y+yy) = r.w*r.h;
862 #ifdef GENERATION_DIAGNOSTICS
863 display_grid(params, grid, numbers, FALSE);
866 seed = snewn(11 * params->w * params->h, char);
869 for (i = 0; i <= params->w * params->h; i++) {
870 int n = (i < params->w * params->h ? numbers[i] : -1);
877 int c = 'a' - 1 + run;
881 run -= c - ('a' - 1);
885 * If there's a number in the very top left or
886 * bottom right, there's no point putting an
887 * unnecessary _ before or after it.
889 if (p > seed && n > 0)
893 p += sprintf(p, "%d", n);
905 char *validate_seed(game_params *params, char *seed)
907 int area = params->w * params->h;
912 if (n >= 'a' && n <= 'z') {
913 squares += n - 'a' + 1;
914 } else if (n == '_') {
916 } else if (n > '0' && n <= '9') {
918 while (*seed >= '0' && *seed <= '9')
921 return "Invalid character in game specification";
925 return "Not enough data to fill grid";
928 return "Too much data to fit in grid";
933 game_state *new_game(game_params *params, char *seed)
935 game_state *state = snew(game_state);
938 state->w = params->w;
939 state->h = params->h;
941 area = state->w * state->h;
943 state->grid = snewn(area, int);
944 state->vedge = snewn(area, unsigned char);
945 state->hedge = snewn(area, unsigned char);
946 state->completed = FALSE;
951 if (n >= 'a' && n <= 'z') {
952 int run = n - 'a' + 1;
953 assert(i + run <= area);
955 state->grid[i++] = 0;
956 } else if (n == '_') {
958 } else if (n > '0' && n <= '9') {
960 state->grid[i++] = atoi(seed-1);
961 while (*seed >= '0' && *seed <= '9')
964 assert(!"We can't get here");
969 for (y = 0; y < state->h; y++)
970 for (x = 0; x < state->w; x++)
971 vedge(state,x,y) = hedge(state,x,y) = 0;
976 game_state *dup_game(game_state *state)
978 game_state *ret = snew(game_state);
983 ret->vedge = snewn(state->w * state->h, unsigned char);
984 ret->hedge = snewn(state->w * state->h, unsigned char);
985 ret->grid = snewn(state->w * state->h, int);
987 ret->completed = state->completed;
989 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
990 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
991 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
996 void free_game(game_state *state)
1000 sfree(state->hedge);
1004 static unsigned char *get_correct(game_state *state)
1009 ret = snewn(state->w * state->h, unsigned char);
1010 memset(ret, 0xFF, state->w * state->h);
1012 for (x = 0; x < state->w; x++)
1013 for (y = 0; y < state->h; y++)
1014 if (index(state,ret,x,y) == 0xFF) {
1017 int num, area, valid;
1020 * Find a rectangle starting at this point.
1023 while (x+rw < state->w && !vedge(state,x+rw,y))
1026 while (y+rh < state->h && !hedge(state,x,y+rh))
1030 * We know what the dimensions of the rectangle
1031 * should be if it's there at all. Find out if we
1032 * really have a valid rectangle.
1035 /* Check the horizontal edges. */
1036 for (xx = x; xx < x+rw; xx++) {
1037 for (yy = y; yy <= y+rh; yy++) {
1038 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1039 int ec = (yy == y || yy == y+rh);
1044 /* Check the vertical edges. */
1045 for (yy = y; yy < y+rh; yy++) {
1046 for (xx = x; xx <= x+rw; xx++) {
1047 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1048 int ec = (xx == x || xx == x+rw);
1055 * If this is not a valid rectangle with no other
1056 * edges inside it, we just mark this square as not
1057 * complete and proceed to the next square.
1060 index(state, ret, x, y) = 0;
1065 * We have a rectangle. Now see what its area is,
1066 * and how many numbers are in it.
1070 for (xx = x; xx < x+rw; xx++) {
1071 for (yy = y; yy < y+rh; yy++) {
1073 if (grid(state,xx,yy)) {
1075 valid = FALSE; /* two numbers */
1076 num = grid(state,xx,yy);
1084 * Now fill in the whole rectangle based on the
1087 for (xx = x; xx < x+rw; xx++) {
1088 for (yy = y; yy < y+rh; yy++) {
1089 index(state, ret, xx, yy) = valid;
1099 * These coordinates are 2 times the obvious grid coordinates.
1100 * Hence, the top left of the grid is (0,0), the grid point to
1101 * the right of that is (2,0), the one _below that_ is (2,2)
1102 * and so on. This is so that we can specify a drag start point
1103 * on an edge (one odd coordinate) or in the middle of a square
1104 * (two odd coordinates) rather than always at a corner.
1106 * -1,-1 means no drag is in progress.
1113 * This flag is set as soon as a dragging action moves the
1114 * mouse pointer away from its starting point, so that even if
1115 * the pointer _returns_ to its starting point the action is
1116 * treated as a small drag rather than a click.
1121 game_ui *new_ui(game_state *state)
1123 game_ui *ui = snew(game_ui);
1124 ui->drag_start_x = -1;
1125 ui->drag_start_y = -1;
1126 ui->drag_end_x = -1;
1127 ui->drag_end_y = -1;
1128 ui->dragged = FALSE;
1132 void free_ui(game_ui *ui)
1137 void coord_round(float x, float y, int *xr, int *yr)
1139 float xs, ys, xv, yv, dx, dy, dist;
1142 * Find the nearest square-centre.
1144 xs = (float)floor(x) + 0.5F;
1145 ys = (float)floor(y) + 0.5F;
1148 * And find the nearest grid vertex.
1150 xv = (float)floor(x + 0.5F);
1151 yv = (float)floor(y + 0.5F);
1154 * We allocate clicks in parts of the grid square to either
1155 * corners, edges or square centres, as follows:
1171 * In other words: we measure the square distance (i.e.
1172 * max(dx,dy)) from the click to the nearest corner, and if
1173 * it's within CORNER_TOLERANCE then we return a corner click.
1174 * We measure the square distance from the click to the nearest
1175 * centre, and if that's within CENTRE_TOLERANCE we return a
1176 * centre click. Failing that, we find which of the two edge
1177 * centres is nearer to the click and return that edge.
1181 * Check for corner click.
1183 dx = (float)fabs(x - xv);
1184 dy = (float)fabs(y - yv);
1185 dist = (dx > dy ? dx : dy);
1186 if (dist < CORNER_TOLERANCE) {
1191 * Check for centre click.
1193 dx = (float)fabs(x - xs);
1194 dy = (float)fabs(y - ys);
1195 dist = (dx > dy ? dx : dy);
1196 if (dist < CENTRE_TOLERANCE) {
1197 *xr = 1 + 2 * (int)xs;
1198 *yr = 1 + 2 * (int)ys;
1201 * Failing both of those, see which edge we're closer to.
1202 * Conveniently, this is simply done by testing the relative
1203 * magnitude of dx and dy (which are currently distances from
1204 * the square centre).
1207 /* Vertical edge: x-coord of corner,
1208 * y-coord of square centre. */
1210 *yr = 1 + 2 * (int)ys;
1212 /* Horizontal edge: x-coord of square centre,
1213 * y-coord of corner. */
1214 *xr = 1 + 2 * (int)xs;
1221 static void ui_draw_rect(game_state *state, game_ui *ui,
1222 unsigned char *hedge, unsigned char *vedge, int c)
1224 int x1, x2, y1, y2, x, y, t;
1226 x1 = ui->drag_start_x;
1227 x2 = ui->drag_end_x;
1228 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1230 y1 = ui->drag_start_y;
1231 y2 = ui->drag_end_y;
1232 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1234 x1 = x1 / 2; /* rounds down */
1235 x2 = (x2+1) / 2; /* rounds up */
1236 y1 = y1 / 2; /* rounds down */
1237 y2 = (y2+1) / 2; /* rounds up */
1240 * Draw horizontal edges of rectangles.
1242 for (x = x1; x < x2; x++)
1243 for (y = y1; y <= y2; y++)
1244 if (HRANGE(state,x,y)) {
1245 int val = index(state,hedge,x,y);
1246 if (y == y1 || y == y2)
1250 index(state,hedge,x,y) = val;
1254 * Draw vertical edges of rectangles.
1256 for (y = y1; y < y2; y++)
1257 for (x = x1; x <= x2; x++)
1258 if (VRANGE(state,x,y)) {
1259 int val = index(state,vedge,x,y);
1260 if (x == x1 || x == x2)
1264 index(state,vedge,x,y) = val;
1268 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
1271 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1274 if (button == LEFT_BUTTON) {
1276 } else if (button == LEFT_RELEASE) {
1278 } else if (button != LEFT_DRAG) {
1282 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1285 ui->drag_start_x = xc;
1286 ui->drag_start_y = yc;
1287 ui->drag_end_x = xc;
1288 ui->drag_end_y = yc;
1289 ui->dragged = FALSE;
1293 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1294 ui->drag_end_x = xc;
1295 ui->drag_end_y = yc;
1303 if (xc >= 0 && xc <= 2*from->w &&
1304 yc >= 0 && yc <= 2*from->h) {
1305 ret = dup_game(from);
1308 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1310 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1311 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1313 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1314 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1318 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1319 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1325 * We've made a real change to the grid. Check to see
1326 * if the game has been completed.
1328 if (ret && !ret->completed) {
1330 unsigned char *correct = get_correct(ret);
1333 for (x = 0; x < ret->w; x++)
1334 for (y = 0; y < ret->h; y++)
1335 if (!index(ret, correct, x, y))
1341 ret->completed = TRUE;
1345 ui->drag_start_x = -1;
1346 ui->drag_start_y = -1;
1347 ui->drag_end_x = -1;
1348 ui->drag_end_y = -1;
1349 ui->dragged = FALSE;
1354 return ret; /* a move has been made */
1356 return from; /* UI activity has occurred */
1361 /* ----------------------------------------------------------------------
1365 #define CORRECT 65536
1367 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1368 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1369 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1371 struct game_drawstate {
1374 unsigned int *visible;
1377 void game_size(game_params *params, int *x, int *y)
1379 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1380 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1383 float *game_colours(frontend *fe, game_state *state, int *ncolours)
1385 float *ret = snewn(3 * NCOLOURS, float);
1387 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1389 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1390 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1391 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1393 ret[COL_DRAG * 3 + 0] = 1.0F;
1394 ret[COL_DRAG * 3 + 1] = 0.0F;
1395 ret[COL_DRAG * 3 + 2] = 0.0F;
1397 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1398 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1399 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1401 ret[COL_LINE * 3 + 0] = 0.0F;
1402 ret[COL_LINE * 3 + 1] = 0.0F;
1403 ret[COL_LINE * 3 + 2] = 0.0F;
1405 ret[COL_TEXT * 3 + 0] = 0.0F;
1406 ret[COL_TEXT * 3 + 1] = 0.0F;
1407 ret[COL_TEXT * 3 + 2] = 0.0F;
1409 *ncolours = NCOLOURS;
1413 game_drawstate *game_new_drawstate(game_state *state)
1415 struct game_drawstate *ds = snew(struct game_drawstate);
1418 ds->started = FALSE;
1421 ds->visible = snewn(ds->w * ds->h, unsigned int);
1422 for (i = 0; i < ds->w * ds->h; i++)
1423 ds->visible[i] = 0xFFFF;
1428 void game_free_drawstate(game_drawstate *ds)
1434 void draw_tile(frontend *fe, game_state *state, int x, int y,
1435 unsigned char *hedge, unsigned char *vedge,
1436 unsigned char *corners, int correct)
1438 int cx = COORD(x), cy = COORD(y);
1441 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1442 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1443 correct ? COL_CORRECT : COL_BACKGROUND);
1445 if (grid(state,x,y)) {
1446 sprintf(str, "%d", grid(state,x,y));
1447 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1448 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1454 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1455 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1456 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1458 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1459 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1460 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1462 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1463 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1464 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1466 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1467 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1468 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1474 if (index(state,corners,x,y))
1475 draw_rect(fe, cx, cy, 2, 2,
1476 COLOUR(index(state,corners,x,y)));
1477 if (x+1 < state->w && index(state,corners,x+1,y))
1478 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1479 COLOUR(index(state,corners,x+1,y)));
1480 if (y+1 < state->h && index(state,corners,x,y+1))
1481 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1482 COLOUR(index(state,corners,x,y+1)));
1483 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
1484 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1485 COLOUR(index(state,corners,x+1,y+1)));
1487 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1490 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1491 game_state *state, int dir, game_ui *ui,
1492 float animtime, float flashtime)
1495 unsigned char *correct;
1496 unsigned char *hedge, *vedge, *corners;
1498 correct = get_correct(state);
1501 hedge = snewn(state->w*state->h, unsigned char);
1502 vedge = snewn(state->w*state->h, unsigned char);
1503 memcpy(hedge, state->hedge, state->w*state->h);
1504 memcpy(vedge, state->vedge, state->w*state->h);
1505 ui_draw_rect(state, ui, hedge, vedge, 2);
1507 hedge = state->hedge;
1508 vedge = state->vedge;
1511 corners = snewn(state->w * state->h, unsigned char);
1512 memset(corners, 0, state->w * state->h);
1513 for (x = 0; x < state->w; x++)
1514 for (y = 0; y < state->h; y++) {
1516 int e = index(state, vedge, x, y);
1517 if (index(state,corners,x,y) < e)
1518 index(state,corners,x,y) = e;
1519 if (y+1 < state->h &&
1520 index(state,corners,x,y+1) < e)
1521 index(state,corners,x,y+1) = e;
1524 int e = index(state, hedge, x, y);
1525 if (index(state,corners,x,y) < e)
1526 index(state,corners,x,y) = e;
1527 if (x+1 < state->w &&
1528 index(state,corners,x+1,y) < e)
1529 index(state,corners,x+1,y) = e;
1535 state->w * TILE_SIZE + 2*BORDER + 1,
1536 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1537 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1538 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1540 draw_update(fe, 0, 0,
1541 state->w * TILE_SIZE + 2*BORDER + 1,
1542 state->h * TILE_SIZE + 2*BORDER + 1);
1545 for (x = 0; x < state->w; x++)
1546 for (y = 0; y < state->h; y++) {
1549 if (HRANGE(state,x,y))
1550 c |= index(state,hedge,x,y);
1551 if (HRANGE(state,x,y+1))
1552 c |= index(state,hedge,x,y+1) << 2;
1553 if (VRANGE(state,x,y))
1554 c |= index(state,vedge,x,y) << 4;
1555 if (VRANGE(state,x+1,y))
1556 c |= index(state,vedge,x+1,y) << 6;
1557 c |= index(state,corners,x,y) << 8;
1559 c |= index(state,corners,x+1,y) << 10;
1561 c |= index(state,corners,x,y+1) << 12;
1562 if (x+1 < state->w && y+1 < state->h)
1563 c |= index(state,corners,x+1,y+1) << 14;
1564 if (index(state, correct, x, y) && !flashtime)
1567 if (index(ds,ds->visible,x,y) != c) {
1568 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1569 index(ds,ds->visible,x,y) = c;
1573 if (hedge != state->hedge) {
1582 float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
1587 float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
1589 if (!oldstate->completed && newstate->completed)
1594 int game_wants_statusbar(void)