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
41 const char *const game_name = "Rectangles";
42 const int game_can_configure = TRUE;
58 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
59 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
60 #define grid(state,x,y) index(state, (state)->grid, x, y)
61 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
62 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
64 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
65 (y) >= dy && (y) < (state)->h )
66 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
67 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
68 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
73 #define CORNER_TOLERANCE 0.15F
74 #define CENTRE_TOLERANCE 0.15F
76 #define FLASH_TIME 0.13F
78 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
79 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
83 int *grid; /* contains the numbers */
84 unsigned char *vedge; /* (w+1) x h */
85 unsigned char *hedge; /* w x (h+1) */
89 game_params *default_params(void)
91 game_params *ret = snew(game_params);
98 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);
120 void free_params(game_params *params)
125 game_params *dup_params(game_params *params)
127 game_params *ret = snew(game_params);
128 *ret = *params; /* structure copy */
132 config_item *game_configure(game_params *params)
137 ret = snewn(5, config_item);
139 ret[0].name = "Width";
140 ret[0].type = C_STRING;
141 sprintf(buf, "%d", params->w);
142 ret[0].sval = dupstr(buf);
145 ret[1].name = "Height";
146 ret[1].type = C_STRING;
147 sprintf(buf, "%d", params->h);
148 ret[1].sval = dupstr(buf);
159 game_params *custom_params(config_item *cfg)
161 game_params *ret = snew(game_params);
163 ret->w = atoi(cfg[0].sval);
164 ret->h = atoi(cfg[1].sval);
169 char *validate_params(game_params *params)
171 if (params->w <= 0 && params->h <= 0)
172 return "Width and height must both be greater than zero";
173 if (params->w < 2 && params->h < 2)
174 return "Grid area must be greater than one";
188 static struct rectlist *get_rectlist(game_params *params, int *grid)
193 struct rect *rects = NULL;
194 int nrects = 0, rectsize = 0;
197 * Maximum rectangle area is 1/6 of total grid size, unless
198 * this means we can't place any rectangles at all in which
199 * case we set it to 2 at minimum.
201 maxarea = params->w * params->h / 6;
205 for (rw = 1; rw <= params->w; rw++)
206 for (rh = 1; rh <= params->h; rh++) {
207 if (rw * rh > maxarea)
211 for (x = 0; x <= params->w - rw; x++)
212 for (y = 0; y <= params->h - rh; y++) {
213 if (nrects >= rectsize) {
214 rectsize = nrects + 256;
215 rects = sresize(rects, rectsize, struct rect);
220 rects[nrects].w = rw;
221 rects[nrects].h = rh;
227 struct rectlist *ret;
228 ret = snew(struct rectlist);
233 assert(rects == NULL); /* hence no need to free */
238 static void free_rectlist(struct rectlist *list)
244 static void place_rect(game_params *params, int *grid, struct rect r)
246 int idx = INDEX(params, r.x, r.y);
249 for (x = r.x; x < r.x+r.w; x++)
250 for (y = r.y; y < r.y+r.h; y++) {
251 index(params, grid, x, y) = idx;
253 #ifdef GENERATION_DIAGNOSTICS
254 printf(" placing rectangle at (%d,%d) size %d x %d\n",
259 static struct rect find_rect(game_params *params, int *grid, int x, int y)
265 * Find the top left of the rectangle.
267 idx = index(params, grid, x, y);
273 return r; /* 1x1 singleton here */
280 * Find the width and height of the rectangle.
283 (x+w < params->w && index(params,grid,x+w,y)==idx);
286 (y+h < params->h && index(params,grid,x,y+h)==idx);
297 #ifdef GENERATION_DIAGNOSTICS
298 static void display_grid(game_params *params, int *grid, int *numbers)
300 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
302 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
304 int r = (params->w*2+3);
306 for (x = 0; x < params->w; x++)
307 for (y = 0; y < params->h; y++) {
308 int i = index(params, grid, x, y);
309 if (x == 0 || index(params, grid, x-1, y) != i)
310 egrid[(2*y+2) * r + (2*x+1)] = 1;
311 if (x == params->w-1 || index(params, grid, x+1, y) != i)
312 egrid[(2*y+2) * r + (2*x+3)] = 1;
313 if (y == 0 || index(params, grid, x, y-1) != i)
314 egrid[(2*y+1) * r + (2*x+2)] = 1;
315 if (y == params->h-1 || index(params, grid, x, y+1) != i)
316 egrid[(2*y+3) * r + (2*x+2)] = 1;
319 for (y = 1; y < 2*params->h+2; y++) {
320 for (x = 1; x < 2*params->w+2; x++) {
322 int k = index(params, numbers, x/2-1, y/2-1);
323 if (k) printf("%2d", k); else printf(" ");
324 } else if (!((y&x)&1)) {
325 int v = egrid[y*r+x];
326 if ((y&1) && v) v = '-';
327 if ((x&1) && v) v = '|';
330 if (!(x&1)) putchar(v);
333 if (egrid[y*r+(x+1)]) d |= 1;
334 if (egrid[(y-1)*r+x]) d |= 2;
335 if (egrid[y*r+(x-1)]) d |= 4;
336 if (egrid[(y+1)*r+x]) d |= 8;
337 c = " ??+?-++?+|+++++"[d];
339 if (!(x&1)) putchar(c);
349 char *new_game_seed(game_params *params, random_state *rs)
352 struct rectlist *list;
356 grid = snewn(params->w * params->h, int);
357 numbers = snewn(params->w * params->h, int);
359 for (y = 0; y < params->h; y++)
360 for (x = 0; x < params->w; x++) {
361 index(params, grid, x, y) = -1;
362 index(params, numbers, x, y) = 0;
365 list = get_rectlist(params, grid);
366 assert(list != NULL);
369 * Place rectangles until we can't any more.
371 while (list->n > 0) {
376 * Pick a random rectangle.
378 i = random_upto(rs, list->n);
384 place_rect(params, grid, r);
387 * Winnow the list by removing any rectangles which
391 for (i = 0; i < list->n; i++) {
392 struct rect s = list->rects[i];
393 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
394 s.y+s.h <= r.y || r.y+r.h <= s.y)
395 list->rects[m++] = s;
403 * Deal with singleton spaces remaining in the grid, one by
406 * We do this by making a local change to the layout. There are
407 * several possibilities:
409 * +-----+-----+ Here, we can remove the singleton by
410 * | | | extending the 1x2 rectangle below it
411 * +--+--+-----+ into a 1x3.
419 * +--+--+--+ Here, that trick doesn't work: there's no
420 * | | | 1 x n rectangle with the singleton at one
421 * | | | end. Instead, we extend a 1 x n rectangle
422 * | | | _out_ from the singleton, shaving a layer
423 * +--+--+ | off the end of another rectangle. So if we
424 * | | | | extended up, we'd make our singleton part
425 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
426 * | | | used to be; or we could extend right into
427 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
429 * +-----+--+ Here, we can't even do _that_, since any
430 * | | | direction we choose to extend the singleton
431 * +--+--+ | will produce a new singleton as a result of
432 * | | | | truncating one of the size-2 rectangles.
433 * | +--+--+ Fortunately, this case can _only_ occur when
434 * | | | a singleton is surrounded by four size-2s
435 * +--+-----+ in this fashion; so instead we can simply
436 * replace the whole section with a single 3x3.
438 for (x = 0; x < params->w; x++) {
439 for (y = 0; y < params->h; y++) {
440 if (index(params, grid, x, y) < 0) {
443 #ifdef GENERATION_DIAGNOSTICS
444 display_grid(params, grid, numbers);
445 printf("singleton at %d,%d\n", x, y);
449 * Check in which directions we can feasibly extend
450 * the singleton. We can extend in a particular
451 * direction iff either:
453 * - the rectangle on that side of the singleton
454 * is not 2x1, and we are at one end of the edge
455 * of it we are touching
457 * - it is 2x1 but we are on its short side.
459 * FIXME: we could plausibly choose between these
460 * based on the sizes of the rectangles they would
464 if (x < params->w-1) {
465 struct rect r = find_rect(params, grid, x+1, y);
466 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
467 dirs[ndirs++] = 1; /* right */
470 struct rect r = find_rect(params, grid, x, y-1);
471 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
472 dirs[ndirs++] = 2; /* up */
475 struct rect r = find_rect(params, grid, x-1, y);
476 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
477 dirs[ndirs++] = 4; /* left */
479 if (y < params->h-1) {
480 struct rect r = find_rect(params, grid, x, y+1);
481 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
482 dirs[ndirs++] = 8; /* down */
489 which = random_upto(rs, ndirs);
494 assert(x < params->w+1);
495 #ifdef GENERATION_DIAGNOSTICS
496 printf("extending right\n");
498 r1 = find_rect(params, grid, x+1, y);
509 #ifdef GENERATION_DIAGNOSTICS
510 printf("extending up\n");
512 r1 = find_rect(params, grid, x, y-1);
523 #ifdef GENERATION_DIAGNOSTICS
524 printf("extending left\n");
526 r1 = find_rect(params, grid, x-1, y);
536 assert(y < params->h+1);
537 #ifdef GENERATION_DIAGNOSTICS
538 printf("extending down\n");
540 r1 = find_rect(params, grid, x, y+1);
550 if (r1.h > 0 && r1.w > 0)
551 place_rect(params, grid, r1);
552 place_rect(params, grid, r2);
556 * Sanity-check that there really is a 3x3
557 * rectangle surrounding this singleton and it
558 * contains absolutely everything we could
563 assert(x > 0 && x < params->w-1);
564 assert(y > 0 && y < params->h-1);
566 for (xx = x-1; xx <= x+1; xx++)
567 for (yy = y-1; yy <= y+1; yy++) {
568 struct rect r = find_rect(params,grid,xx,yy);
571 assert(r.x+r.w-1 <= x+1);
572 assert(r.y+r.h-1 <= y+1);
577 #ifdef GENERATION_DIAGNOSTICS
578 printf("need the 3x3 trick\n");
582 * FIXME: If the maximum rectangle area for
583 * this grid is less than 9, we ought to
584 * subdivide the 3x3 in some fashion. There are
585 * five other possibilities:
590 * - a 3 and three 2s (two different arrangements).
598 place_rect(params, grid, r);
608 for (x = 0; x < params->w; x++) {
609 for (y = 0; y < params->h; y++) {
610 int idx = INDEX(params, x, y);
611 if (index(params, grid, x, y) == idx) {
612 struct rect r = find_rect(params, grid, x, y);
616 * Decide where to put the number.
618 n = random_upto(rs, r.w*r.h);
621 index(params,numbers,x+xx,y+yy) = r.w*r.h;
626 #ifdef GENERATION_DIAGNOSTICS
627 display_grid(params, grid, numbers);
630 seed = snewn(11 * params->w * params->h, char);
633 for (i = 0; i <= params->w * params->h; i++) {
634 int n = (i < params->w * params->h ? numbers[i] : -1);
641 int c = 'a' - 1 + run;
645 run -= c - ('a' - 1);
651 p += sprintf(p, "%d", n);
663 char *validate_seed(game_params *params, char *seed)
665 int area = params->w * params->h;
670 if (n >= 'a' && n <= 'z') {
671 squares += n - 'a' + 1;
672 } else if (n == '_') {
674 } else if (n > '0' && n <= '9') {
676 while (*seed >= '0' && *seed <= '9')
679 return "Invalid character in game specification";
683 return "Not enough data to fill grid";
686 return "Too much data to fit in grid";
691 game_state *new_game(game_params *params, char *seed)
693 game_state *state = snew(game_state);
696 state->w = params->w;
697 state->h = params->h;
699 area = state->w * state->h;
701 state->grid = snewn(area, int);
702 state->vedge = snewn(area, unsigned char);
703 state->hedge = snewn(area, unsigned char);
704 state->completed = FALSE;
709 if (n >= 'a' && n <= 'z') {
710 int run = n - 'a' + 1;
711 assert(i + run <= area);
713 state->grid[i++] = 0;
714 } else if (n == '_') {
716 } else if (n > '0' && n <= '9') {
718 state->grid[i++] = atoi(seed-1);
719 while (*seed >= '0' && *seed <= '9')
722 assert(!"We can't get here");
727 for (y = 0; y < state->h; y++)
728 for (x = 0; x < state->w; x++)
729 vedge(state,x,y) = hedge(state,x,y) = 0;
734 game_state *dup_game(game_state *state)
736 game_state *ret = snew(game_state);
741 ret->vedge = snewn(state->w * state->h, unsigned char);
742 ret->hedge = snewn(state->w * state->h, unsigned char);
743 ret->grid = snewn(state->w * state->h, int);
745 ret->completed = state->completed;
747 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
748 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
749 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
754 void free_game(game_state *state)
762 static unsigned char *get_correct(game_state *state)
767 ret = snewn(state->w * state->h, unsigned char);
768 memset(ret, 0xFF, state->w * state->h);
770 for (x = 0; x < state->w; x++)
771 for (y = 0; y < state->h; y++)
772 if (index(state,ret,x,y) == 0xFF) {
775 int num, area, valid;
778 * Find a rectangle starting at this point.
781 while (x+rw < state->w && !vedge(state,x+rw,y))
784 while (y+rh < state->h && !hedge(state,x,y+rh))
788 * We know what the dimensions of the rectangle
789 * should be if it's there at all. Find out if we
790 * really have a valid rectangle.
793 /* Check the horizontal edges. */
794 for (xx = x; xx < x+rw; xx++) {
795 for (yy = y; yy <= y+rh; yy++) {
796 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
797 int ec = (yy == y || yy == y+rh);
802 /* Check the vertical edges. */
803 for (yy = y; yy < y+rh; yy++) {
804 for (xx = x; xx <= x+rw; xx++) {
805 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
806 int ec = (xx == x || xx == x+rw);
813 * If this is not a valid rectangle with no other
814 * edges inside it, we just mark this square as not
815 * complete and proceed to the next square.
818 index(state, ret, x, y) = 0;
823 * We have a rectangle. Now see what its area is,
824 * and how many numbers are in it.
828 for (xx = x; xx < x+rw; xx++) {
829 for (yy = y; yy < y+rh; yy++) {
831 if (grid(state,xx,yy)) {
833 valid = FALSE; /* two numbers */
834 num = grid(state,xx,yy);
842 * Now fill in the whole rectangle based on the
845 for (xx = x; xx < x+rw; xx++) {
846 for (yy = y; yy < y+rh; yy++) {
847 index(state, ret, xx, yy) = valid;
857 * These coordinates are 2 times the obvious grid coordinates.
858 * Hence, the top left of the grid is (0,0), the grid point to
859 * the right of that is (2,0), the one _below that_ is (2,2)
860 * and so on. This is so that we can specify a drag start point
861 * on an edge (one odd coordinate) or in the middle of a square
862 * (two odd coordinates) rather than always at a corner.
864 * -1,-1 means no drag is in progress.
871 * This flag is set as soon as a dragging action moves the
872 * mouse pointer away from its starting point, so that even if
873 * the pointer _returns_ to its starting point the action is
874 * treated as a small drag rather than a click.
879 game_ui *new_ui(game_state *state)
881 game_ui *ui = snew(game_ui);
882 ui->drag_start_x = -1;
883 ui->drag_start_y = -1;
890 void free_ui(game_ui *ui)
895 void coord_round(float x, float y, int *xr, int *yr)
897 float xs, ys, xv, yv, dx, dy, dist;
900 * Find the nearest square-centre.
902 xs = (float)floor(x) + 0.5F;
903 ys = (float)floor(y) + 0.5F;
906 * And find the nearest grid vertex.
908 xv = (float)floor(x + 0.5F);
909 yv = (float)floor(y + 0.5F);
912 * We allocate clicks in parts of the grid square to either
913 * corners, edges or square centres, as follows:
929 * In other words: we measure the square distance (i.e.
930 * max(dx,dy)) from the click to the nearest corner, and if
931 * it's within CORNER_TOLERANCE then we return a corner click.
932 * We measure the square distance from the click to the nearest
933 * centre, and if that's within CENTRE_TOLERANCE we return a
934 * centre click. Failing that, we find which of the two edge
935 * centres is nearer to the click and return that edge.
939 * Check for corner click.
941 dx = (float)fabs(x - xv);
942 dy = (float)fabs(y - yv);
943 dist = (dx > dy ? dx : dy);
944 if (dist < CORNER_TOLERANCE) {
949 * Check for centre click.
951 dx = (float)fabs(x - xs);
952 dy = (float)fabs(y - ys);
953 dist = (dx > dy ? dx : dy);
954 if (dist < CENTRE_TOLERANCE) {
955 *xr = 1 + 2 * (int)xs;
956 *yr = 1 + 2 * (int)ys;
959 * Failing both of those, see which edge we're closer to.
960 * Conveniently, this is simply done by testing the relative
961 * magnitude of dx and dy (which are currently distances from
962 * the square centre).
965 /* Vertical edge: x-coord of corner,
966 * y-coord of square centre. */
968 *yr = 1 + 2 * (int)ys;
970 /* Horizontal edge: x-coord of square centre,
971 * y-coord of corner. */
972 *xr = 1 + 2 * (int)xs;
979 static void ui_draw_rect(game_state *state, game_ui *ui,
980 unsigned char *hedge, unsigned char *vedge, int c)
982 int x1, x2, y1, y2, x, y, t;
984 x1 = ui->drag_start_x;
986 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
988 y1 = ui->drag_start_y;
990 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
992 x1 = x1 / 2; /* rounds down */
993 x2 = (x2+1) / 2; /* rounds up */
994 y1 = y1 / 2; /* rounds down */
995 y2 = (y2+1) / 2; /* rounds up */
998 * Draw horizontal edges of rectangles.
1000 for (x = x1; x < x2; x++)
1001 for (y = y1; y <= y2; y++)
1002 if (HRANGE(state,x,y)) {
1003 int val = index(state,hedge,x,y);
1004 if (y == y1 || y == y2)
1008 index(state,hedge,x,y) = val;
1012 * Draw vertical edges of rectangles.
1014 for (y = y1; y < y2; y++)
1015 for (x = x1; x <= x2; x++)
1016 if (VRANGE(state,x,y)) {
1017 int val = index(state,vedge,x,y);
1018 if (x == x1 || x == x2)
1022 index(state,vedge,x,y) = val;
1026 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
1029 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1032 if (button == LEFT_BUTTON) {
1034 } else if (button == LEFT_RELEASE) {
1036 } else if (button != LEFT_DRAG) {
1040 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1043 ui->drag_start_x = xc;
1044 ui->drag_start_y = yc;
1045 ui->drag_end_x = xc;
1046 ui->drag_end_y = yc;
1047 ui->dragged = FALSE;
1051 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1052 ui->drag_end_x = xc;
1053 ui->drag_end_y = yc;
1061 if (xc >= 0 && xc <= 2*from->w &&
1062 yc >= 0 && yc <= 2*from->h) {
1063 ret = dup_game(from);
1066 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1068 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1069 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1071 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1072 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1076 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1077 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1083 * We've made a real change to the grid. Check to see
1084 * if the game has been completed.
1086 if (ret && !ret->completed) {
1088 unsigned char *correct = get_correct(ret);
1091 for (x = 0; x < ret->w; x++)
1092 for (y = 0; y < ret->h; y++)
1093 if (!index(ret, correct, x, y))
1099 ret->completed = TRUE;
1103 ui->drag_start_x = -1;
1104 ui->drag_start_y = -1;
1105 ui->drag_end_x = -1;
1106 ui->drag_end_y = -1;
1107 ui->dragged = FALSE;
1112 return ret; /* a move has been made */
1114 return from; /* UI activity has occurred */
1119 /* ----------------------------------------------------------------------
1123 #define CORRECT 65536
1125 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1126 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1127 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1129 struct game_drawstate {
1132 unsigned int *visible;
1135 void game_size(game_params *params, int *x, int *y)
1137 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1138 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1141 float *game_colours(frontend *fe, game_state *state, int *ncolours)
1143 float *ret = snewn(3 * NCOLOURS, float);
1145 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1147 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1148 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1149 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1151 ret[COL_DRAG * 3 + 0] = 1.0F;
1152 ret[COL_DRAG * 3 + 1] = 0.0F;
1153 ret[COL_DRAG * 3 + 2] = 0.0F;
1155 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1156 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1157 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1159 ret[COL_LINE * 3 + 0] = 0.0F;
1160 ret[COL_LINE * 3 + 1] = 0.0F;
1161 ret[COL_LINE * 3 + 2] = 0.0F;
1163 ret[COL_TEXT * 3 + 0] = 0.0F;
1164 ret[COL_TEXT * 3 + 1] = 0.0F;
1165 ret[COL_TEXT * 3 + 2] = 0.0F;
1167 *ncolours = NCOLOURS;
1171 game_drawstate *game_new_drawstate(game_state *state)
1173 struct game_drawstate *ds = snew(struct game_drawstate);
1176 ds->started = FALSE;
1179 ds->visible = snewn(ds->w * ds->h, unsigned int);
1180 for (i = 0; i < ds->w * ds->h; i++)
1181 ds->visible[i] = 0xFFFF;
1186 void game_free_drawstate(game_drawstate *ds)
1192 void draw_tile(frontend *fe, game_state *state, int x, int y,
1193 unsigned char *hedge, unsigned char *vedge,
1194 unsigned char *corners, int correct)
1196 int cx = COORD(x), cy = COORD(y);
1199 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1200 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1201 correct ? COL_CORRECT : COL_BACKGROUND);
1203 if (grid(state,x,y)) {
1204 sprintf(str, "%d", grid(state,x,y));
1205 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1206 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1212 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1213 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1214 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1216 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1217 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1218 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1220 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1221 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1222 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1224 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1225 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1226 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1232 if (index(state,corners,x,y))
1233 draw_rect(fe, cx, cy, 2, 2,
1234 COLOUR(index(state,corners,x,y)));
1235 if (x+1 < state->w && index(state,corners,x+1,y))
1236 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1237 COLOUR(index(state,corners,x+1,y)));
1238 if (y+1 < state->h && index(state,corners,x,y+1))
1239 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1240 COLOUR(index(state,corners,x,y+1)));
1241 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
1242 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1243 COLOUR(index(state,corners,x+1,y+1)));
1245 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1248 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1249 game_state *state, game_ui *ui,
1250 float animtime, float flashtime)
1253 unsigned char *correct;
1254 unsigned char *hedge, *vedge, *corners;
1256 correct = get_correct(state);
1259 hedge = snewn(state->w*state->h, unsigned char);
1260 vedge = snewn(state->w*state->h, unsigned char);
1261 memcpy(hedge, state->hedge, state->w*state->h);
1262 memcpy(vedge, state->vedge, state->w*state->h);
1263 ui_draw_rect(state, ui, hedge, vedge, 2);
1265 hedge = state->hedge;
1266 vedge = state->vedge;
1269 corners = snewn(state->w * state->h, unsigned char);
1270 memset(corners, 0, state->w * state->h);
1271 for (x = 0; x < state->w; x++)
1272 for (y = 0; y < state->h; y++) {
1274 int e = index(state, vedge, x, y);
1275 if (index(state,corners,x,y) < e)
1276 index(state,corners,x,y) = e;
1277 if (y+1 < state->h &&
1278 index(state,corners,x,y+1) < e)
1279 index(state,corners,x,y+1) = e;
1282 int e = index(state, hedge, x, y);
1283 if (index(state,corners,x,y) < e)
1284 index(state,corners,x,y) = e;
1285 if (x+1 < state->w &&
1286 index(state,corners,x+1,y) < e)
1287 index(state,corners,x+1,y) = e;
1293 state->w * TILE_SIZE + 2*BORDER + 1,
1294 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1295 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1296 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1298 draw_update(fe, 0, 0,
1299 state->w * TILE_SIZE + 2*BORDER + 1,
1300 state->h * TILE_SIZE + 2*BORDER + 1);
1303 for (x = 0; x < state->w; x++)
1304 for (y = 0; y < state->h; y++) {
1307 if (HRANGE(state,x,y))
1308 c |= index(state,hedge,x,y);
1309 if (HRANGE(state,x,y+1))
1310 c |= index(state,hedge,x,y+1) << 2;
1311 if (VRANGE(state,x,y))
1312 c |= index(state,vedge,x,y) << 4;
1313 if (VRANGE(state,x+1,y))
1314 c |= index(state,vedge,x+1,y) << 6;
1315 c |= index(state,corners,x,y) << 8;
1317 c |= index(state,corners,x+1,y) << 10;
1319 c |= index(state,corners,x,y+1) << 12;
1320 if (x+1 < state->w && y+1 < state->h)
1321 c |= index(state,corners,x+1,y+1) << 14;
1322 if (index(state, correct, x, y) && !flashtime)
1325 if (index(ds,ds->visible,x,y) != c) {
1326 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1327 index(ds,ds->visible,x,y) = c;
1331 if (hedge != state->hedge) {
1339 float game_anim_length(game_state *oldstate, game_state *newstate)
1344 float game_flash_length(game_state *oldstate, game_state *newstate)
1346 if (!oldstate->completed && newstate->completed)
1351 int game_wants_statusbar(void)