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 int game_can_configure = TRUE;
59 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
60 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
61 #define grid(state,x,y) index(state, (state)->grid, x, y)
62 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
63 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
65 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
66 (y) >= dy && (y) < (state)->h )
67 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
68 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
69 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
74 #define CORNER_TOLERANCE 0.15F
75 #define CENTRE_TOLERANCE 0.15F
77 #define FLASH_TIME 0.13F
79 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
80 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
84 int *grid; /* contains the numbers */
85 unsigned char *vedge; /* (w+1) x h */
86 unsigned char *hedge; /* w x (h+1) */
90 game_params *default_params(void)
92 game_params *ret = snew(game_params);
99 int game_fetch_preset(int i, char **name, game_params **params)
106 case 0: w = 7, h = 7; break;
107 case 1: w = 11, h = 11; break;
108 case 2: w = 15, h = 15; break;
109 case 3: w = 19, h = 19; break;
110 default: return FALSE;
113 sprintf(buf, "%dx%d", w, h);
115 *params = ret = snew(game_params);
121 void free_params(game_params *params)
126 game_params *dup_params(game_params *params)
128 game_params *ret = snew(game_params);
129 *ret = *params; /* structure copy */
133 game_params *decode_params(char const *string)
135 game_params *ret = default_params();
137 ret->w = ret->h = atoi(string);
138 while (*string && isdigit(*string)) string++;
139 if (*string == 'x') {
141 ret->h = atoi(string);
147 char *encode_params(game_params *params)
151 sprintf(data, "%dx%d", params->w, params->h);
156 config_item *game_configure(game_params *params)
161 ret = snewn(5, config_item);
163 ret[0].name = "Width";
164 ret[0].type = C_STRING;
165 sprintf(buf, "%d", params->w);
166 ret[0].sval = dupstr(buf);
169 ret[1].name = "Height";
170 ret[1].type = C_STRING;
171 sprintf(buf, "%d", params->h);
172 ret[1].sval = dupstr(buf);
183 game_params *custom_params(config_item *cfg)
185 game_params *ret = snew(game_params);
187 ret->w = atoi(cfg[0].sval);
188 ret->h = atoi(cfg[1].sval);
193 char *validate_params(game_params *params)
195 if (params->w <= 0 && params->h <= 0)
196 return "Width and height must both be greater than zero";
197 if (params->w < 2 && params->h < 2)
198 return "Grid area must be greater than one";
212 static struct rectlist *get_rectlist(game_params *params, int *grid)
217 struct rect *rects = NULL;
218 int nrects = 0, rectsize = 0;
221 * Maximum rectangle area is 1/6 of total grid size, unless
222 * this means we can't place any rectangles at all in which
223 * case we set it to 2 at minimum.
225 maxarea = params->w * params->h / 6;
229 for (rw = 1; rw <= params->w; rw++)
230 for (rh = 1; rh <= params->h; rh++) {
231 if (rw * rh > maxarea)
235 for (x = 0; x <= params->w - rw; x++)
236 for (y = 0; y <= params->h - rh; y++) {
237 if (nrects >= rectsize) {
238 rectsize = nrects + 256;
239 rects = sresize(rects, rectsize, struct rect);
244 rects[nrects].w = rw;
245 rects[nrects].h = rh;
251 struct rectlist *ret;
252 ret = snew(struct rectlist);
257 assert(rects == NULL); /* hence no need to free */
262 static void free_rectlist(struct rectlist *list)
268 static void place_rect(game_params *params, int *grid, struct rect r)
270 int idx = INDEX(params, r.x, r.y);
273 for (x = r.x; x < r.x+r.w; x++)
274 for (y = r.y; y < r.y+r.h; y++) {
275 index(params, grid, x, y) = idx;
277 #ifdef GENERATION_DIAGNOSTICS
278 printf(" placing rectangle at (%d,%d) size %d x %d\n",
283 static struct rect find_rect(game_params *params, int *grid, int x, int y)
289 * Find the top left of the rectangle.
291 idx = index(params, grid, x, y);
297 return r; /* 1x1 singleton here */
304 * Find the width and height of the rectangle.
307 (x+w < params->w && index(params,grid,x+w,y)==idx);
310 (y+h < params->h && index(params,grid,x,y+h)==idx);
321 #ifdef GENERATION_DIAGNOSTICS
322 static void display_grid(game_params *params, int *grid, int *numbers)
324 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
326 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
328 int r = (params->w*2+3);
330 for (x = 0; x < params->w; x++)
331 for (y = 0; y < params->h; y++) {
332 int i = index(params, grid, x, y);
333 if (x == 0 || index(params, grid, x-1, y) != i)
334 egrid[(2*y+2) * r + (2*x+1)] = 1;
335 if (x == params->w-1 || index(params, grid, x+1, y) != i)
336 egrid[(2*y+2) * r + (2*x+3)] = 1;
337 if (y == 0 || index(params, grid, x, y-1) != i)
338 egrid[(2*y+1) * r + (2*x+2)] = 1;
339 if (y == params->h-1 || index(params, grid, x, y+1) != i)
340 egrid[(2*y+3) * r + (2*x+2)] = 1;
343 for (y = 1; y < 2*params->h+2; y++) {
344 for (x = 1; x < 2*params->w+2; x++) {
346 int k = index(params, numbers, x/2-1, y/2-1);
347 if (k) printf("%2d", k); else printf(" ");
348 } else if (!((y&x)&1)) {
349 int v = egrid[y*r+x];
350 if ((y&1) && v) v = '-';
351 if ((x&1) && v) v = '|';
354 if (!(x&1)) putchar(v);
357 if (egrid[y*r+(x+1)]) d |= 1;
358 if (egrid[(y-1)*r+x]) d |= 2;
359 if (egrid[y*r+(x-1)]) d |= 4;
360 if (egrid[(y+1)*r+x]) d |= 8;
361 c = " ??+?-++?+|+++++"[d];
363 if (!(x&1)) putchar(c);
373 char *new_game_seed(game_params *params, random_state *rs)
376 struct rectlist *list;
380 grid = snewn(params->w * params->h, int);
381 numbers = snewn(params->w * params->h, int);
383 for (y = 0; y < params->h; y++)
384 for (x = 0; x < params->w; x++) {
385 index(params, grid, x, y) = -1;
386 index(params, numbers, x, y) = 0;
389 list = get_rectlist(params, grid);
390 assert(list != NULL);
393 * Place rectangles until we can't any more.
395 while (list->n > 0) {
400 * Pick a random rectangle.
402 i = random_upto(rs, list->n);
408 place_rect(params, grid, r);
411 * Winnow the list by removing any rectangles which
415 for (i = 0; i < list->n; i++) {
416 struct rect s = list->rects[i];
417 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
418 s.y+s.h <= r.y || r.y+r.h <= s.y)
419 list->rects[m++] = s;
427 * Deal with singleton spaces remaining in the grid, one by
430 * We do this by making a local change to the layout. There are
431 * several possibilities:
433 * +-----+-----+ Here, we can remove the singleton by
434 * | | | extending the 1x2 rectangle below it
435 * +--+--+-----+ into a 1x3.
443 * +--+--+--+ Here, that trick doesn't work: there's no
444 * | | | 1 x n rectangle with the singleton at one
445 * | | | end. Instead, we extend a 1 x n rectangle
446 * | | | _out_ from the singleton, shaving a layer
447 * +--+--+ | off the end of another rectangle. So if we
448 * | | | | extended up, we'd make our singleton part
449 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
450 * | | | used to be; or we could extend right into
451 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
453 * +-----+--+ Here, we can't even do _that_, since any
454 * | | | direction we choose to extend the singleton
455 * +--+--+ | will produce a new singleton as a result of
456 * | | | | truncating one of the size-2 rectangles.
457 * | +--+--+ Fortunately, this case can _only_ occur when
458 * | | | a singleton is surrounded by four size-2s
459 * +--+-----+ in this fashion; so instead we can simply
460 * replace the whole section with a single 3x3.
462 for (x = 0; x < params->w; x++) {
463 for (y = 0; y < params->h; y++) {
464 if (index(params, grid, x, y) < 0) {
467 #ifdef GENERATION_DIAGNOSTICS
468 display_grid(params, grid, numbers);
469 printf("singleton at %d,%d\n", x, y);
473 * Check in which directions we can feasibly extend
474 * the singleton. We can extend in a particular
475 * direction iff either:
477 * - the rectangle on that side of the singleton
478 * is not 2x1, and we are at one end of the edge
479 * of it we are touching
481 * - it is 2x1 but we are on its short side.
483 * FIXME: we could plausibly choose between these
484 * based on the sizes of the rectangles they would
488 if (x < params->w-1) {
489 struct rect r = find_rect(params, grid, x+1, y);
490 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
491 dirs[ndirs++] = 1; /* right */
494 struct rect r = find_rect(params, grid, x, y-1);
495 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
496 dirs[ndirs++] = 2; /* up */
499 struct rect r = find_rect(params, grid, x-1, y);
500 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
501 dirs[ndirs++] = 4; /* left */
503 if (y < params->h-1) {
504 struct rect r = find_rect(params, grid, x, y+1);
505 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
506 dirs[ndirs++] = 8; /* down */
513 which = random_upto(rs, ndirs);
518 assert(x < params->w+1);
519 #ifdef GENERATION_DIAGNOSTICS
520 printf("extending right\n");
522 r1 = find_rect(params, grid, x+1, y);
533 #ifdef GENERATION_DIAGNOSTICS
534 printf("extending up\n");
536 r1 = find_rect(params, grid, x, y-1);
547 #ifdef GENERATION_DIAGNOSTICS
548 printf("extending left\n");
550 r1 = find_rect(params, grid, x-1, y);
560 assert(y < params->h+1);
561 #ifdef GENERATION_DIAGNOSTICS
562 printf("extending down\n");
564 r1 = find_rect(params, grid, x, y+1);
574 if (r1.h > 0 && r1.w > 0)
575 place_rect(params, grid, r1);
576 place_rect(params, grid, r2);
580 * Sanity-check that there really is a 3x3
581 * rectangle surrounding this singleton and it
582 * contains absolutely everything we could
587 assert(x > 0 && x < params->w-1);
588 assert(y > 0 && y < params->h-1);
590 for (xx = x-1; xx <= x+1; xx++)
591 for (yy = y-1; yy <= y+1; yy++) {
592 struct rect r = find_rect(params,grid,xx,yy);
595 assert(r.x+r.w-1 <= x+1);
596 assert(r.y+r.h-1 <= y+1);
601 #ifdef GENERATION_DIAGNOSTICS
602 printf("need the 3x3 trick\n");
606 * FIXME: If the maximum rectangle area for
607 * this grid is less than 9, we ought to
608 * subdivide the 3x3 in some fashion. There are
609 * five other possibilities:
614 * - a 3 and three 2s (two different arrangements).
622 place_rect(params, grid, r);
632 for (x = 0; x < params->w; x++) {
633 for (y = 0; y < params->h; y++) {
634 int idx = INDEX(params, x, y);
635 if (index(params, grid, x, y) == idx) {
636 struct rect r = find_rect(params, grid, x, y);
640 * Decide where to put the number.
642 n = random_upto(rs, r.w*r.h);
645 index(params,numbers,x+xx,y+yy) = r.w*r.h;
650 #ifdef GENERATION_DIAGNOSTICS
651 display_grid(params, grid, numbers);
654 seed = snewn(11 * params->w * params->h, char);
657 for (i = 0; i <= params->w * params->h; i++) {
658 int n = (i < params->w * params->h ? numbers[i] : -1);
665 int c = 'a' - 1 + run;
669 run -= c - ('a' - 1);
675 p += sprintf(p, "%d", n);
687 char *validate_seed(game_params *params, char *seed)
689 int area = params->w * params->h;
694 if (n >= 'a' && n <= 'z') {
695 squares += n - 'a' + 1;
696 } else if (n == '_') {
698 } else if (n > '0' && n <= '9') {
700 while (*seed >= '0' && *seed <= '9')
703 return "Invalid character in game specification";
707 return "Not enough data to fill grid";
710 return "Too much data to fit in grid";
715 game_state *new_game(game_params *params, char *seed)
717 game_state *state = snew(game_state);
720 state->w = params->w;
721 state->h = params->h;
723 area = state->w * state->h;
725 state->grid = snewn(area, int);
726 state->vedge = snewn(area, unsigned char);
727 state->hedge = snewn(area, unsigned char);
728 state->completed = FALSE;
733 if (n >= 'a' && n <= 'z') {
734 int run = n - 'a' + 1;
735 assert(i + run <= area);
737 state->grid[i++] = 0;
738 } else if (n == '_') {
740 } else if (n > '0' && n <= '9') {
742 state->grid[i++] = atoi(seed-1);
743 while (*seed >= '0' && *seed <= '9')
746 assert(!"We can't get here");
751 for (y = 0; y < state->h; y++)
752 for (x = 0; x < state->w; x++)
753 vedge(state,x,y) = hedge(state,x,y) = 0;
758 game_state *dup_game(game_state *state)
760 game_state *ret = snew(game_state);
765 ret->vedge = snewn(state->w * state->h, unsigned char);
766 ret->hedge = snewn(state->w * state->h, unsigned char);
767 ret->grid = snewn(state->w * state->h, int);
769 ret->completed = state->completed;
771 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
772 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
773 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
778 void free_game(game_state *state)
786 static unsigned char *get_correct(game_state *state)
791 ret = snewn(state->w * state->h, unsigned char);
792 memset(ret, 0xFF, state->w * state->h);
794 for (x = 0; x < state->w; x++)
795 for (y = 0; y < state->h; y++)
796 if (index(state,ret,x,y) == 0xFF) {
799 int num, area, valid;
802 * Find a rectangle starting at this point.
805 while (x+rw < state->w && !vedge(state,x+rw,y))
808 while (y+rh < state->h && !hedge(state,x,y+rh))
812 * We know what the dimensions of the rectangle
813 * should be if it's there at all. Find out if we
814 * really have a valid rectangle.
817 /* Check the horizontal edges. */
818 for (xx = x; xx < x+rw; xx++) {
819 for (yy = y; yy <= y+rh; yy++) {
820 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
821 int ec = (yy == y || yy == y+rh);
826 /* Check the vertical edges. */
827 for (yy = y; yy < y+rh; yy++) {
828 for (xx = x; xx <= x+rw; xx++) {
829 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
830 int ec = (xx == x || xx == x+rw);
837 * If this is not a valid rectangle with no other
838 * edges inside it, we just mark this square as not
839 * complete and proceed to the next square.
842 index(state, ret, x, y) = 0;
847 * We have a rectangle. Now see what its area is,
848 * and how many numbers are in it.
852 for (xx = x; xx < x+rw; xx++) {
853 for (yy = y; yy < y+rh; yy++) {
855 if (grid(state,xx,yy)) {
857 valid = FALSE; /* two numbers */
858 num = grid(state,xx,yy);
866 * Now fill in the whole rectangle based on the
869 for (xx = x; xx < x+rw; xx++) {
870 for (yy = y; yy < y+rh; yy++) {
871 index(state, ret, xx, yy) = valid;
881 * These coordinates are 2 times the obvious grid coordinates.
882 * Hence, the top left of the grid is (0,0), the grid point to
883 * the right of that is (2,0), the one _below that_ is (2,2)
884 * and so on. This is so that we can specify a drag start point
885 * on an edge (one odd coordinate) or in the middle of a square
886 * (two odd coordinates) rather than always at a corner.
888 * -1,-1 means no drag is in progress.
895 * This flag is set as soon as a dragging action moves the
896 * mouse pointer away from its starting point, so that even if
897 * the pointer _returns_ to its starting point the action is
898 * treated as a small drag rather than a click.
903 game_ui *new_ui(game_state *state)
905 game_ui *ui = snew(game_ui);
906 ui->drag_start_x = -1;
907 ui->drag_start_y = -1;
914 void free_ui(game_ui *ui)
919 void coord_round(float x, float y, int *xr, int *yr)
921 float xs, ys, xv, yv, dx, dy, dist;
924 * Find the nearest square-centre.
926 xs = (float)floor(x) + 0.5F;
927 ys = (float)floor(y) + 0.5F;
930 * And find the nearest grid vertex.
932 xv = (float)floor(x + 0.5F);
933 yv = (float)floor(y + 0.5F);
936 * We allocate clicks in parts of the grid square to either
937 * corners, edges or square centres, as follows:
953 * In other words: we measure the square distance (i.e.
954 * max(dx,dy)) from the click to the nearest corner, and if
955 * it's within CORNER_TOLERANCE then we return a corner click.
956 * We measure the square distance from the click to the nearest
957 * centre, and if that's within CENTRE_TOLERANCE we return a
958 * centre click. Failing that, we find which of the two edge
959 * centres is nearer to the click and return that edge.
963 * Check for corner click.
965 dx = (float)fabs(x - xv);
966 dy = (float)fabs(y - yv);
967 dist = (dx > dy ? dx : dy);
968 if (dist < CORNER_TOLERANCE) {
973 * Check for centre click.
975 dx = (float)fabs(x - xs);
976 dy = (float)fabs(y - ys);
977 dist = (dx > dy ? dx : dy);
978 if (dist < CENTRE_TOLERANCE) {
979 *xr = 1 + 2 * (int)xs;
980 *yr = 1 + 2 * (int)ys;
983 * Failing both of those, see which edge we're closer to.
984 * Conveniently, this is simply done by testing the relative
985 * magnitude of dx and dy (which are currently distances from
986 * the square centre).
989 /* Vertical edge: x-coord of corner,
990 * y-coord of square centre. */
992 *yr = 1 + 2 * (int)ys;
994 /* Horizontal edge: x-coord of square centre,
995 * y-coord of corner. */
996 *xr = 1 + 2 * (int)xs;
1003 static void ui_draw_rect(game_state *state, game_ui *ui,
1004 unsigned char *hedge, unsigned char *vedge, int c)
1006 int x1, x2, y1, y2, x, y, t;
1008 x1 = ui->drag_start_x;
1009 x2 = ui->drag_end_x;
1010 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1012 y1 = ui->drag_start_y;
1013 y2 = ui->drag_end_y;
1014 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1016 x1 = x1 / 2; /* rounds down */
1017 x2 = (x2+1) / 2; /* rounds up */
1018 y1 = y1 / 2; /* rounds down */
1019 y2 = (y2+1) / 2; /* rounds up */
1022 * Draw horizontal edges of rectangles.
1024 for (x = x1; x < x2; x++)
1025 for (y = y1; y <= y2; y++)
1026 if (HRANGE(state,x,y)) {
1027 int val = index(state,hedge,x,y);
1028 if (y == y1 || y == y2)
1032 index(state,hedge,x,y) = val;
1036 * Draw vertical edges of rectangles.
1038 for (y = y1; y < y2; y++)
1039 for (x = x1; x <= x2; x++)
1040 if (VRANGE(state,x,y)) {
1041 int val = index(state,vedge,x,y);
1042 if (x == x1 || x == x2)
1046 index(state,vedge,x,y) = val;
1050 game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
1053 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
1056 if (button == LEFT_BUTTON) {
1058 } else if (button == LEFT_RELEASE) {
1060 } else if (button != LEFT_DRAG) {
1064 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
1067 ui->drag_start_x = xc;
1068 ui->drag_start_y = yc;
1069 ui->drag_end_x = xc;
1070 ui->drag_end_y = yc;
1071 ui->dragged = FALSE;
1075 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1076 ui->drag_end_x = xc;
1077 ui->drag_end_y = yc;
1085 if (xc >= 0 && xc <= 2*from->w &&
1086 yc >= 0 && yc <= 2*from->h) {
1087 ret = dup_game(from);
1090 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1092 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1093 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1095 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1096 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1100 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1101 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1107 * We've made a real change to the grid. Check to see
1108 * if the game has been completed.
1110 if (ret && !ret->completed) {
1112 unsigned char *correct = get_correct(ret);
1115 for (x = 0; x < ret->w; x++)
1116 for (y = 0; y < ret->h; y++)
1117 if (!index(ret, correct, x, y))
1123 ret->completed = TRUE;
1127 ui->drag_start_x = -1;
1128 ui->drag_start_y = -1;
1129 ui->drag_end_x = -1;
1130 ui->drag_end_y = -1;
1131 ui->dragged = FALSE;
1136 return ret; /* a move has been made */
1138 return from; /* UI activity has occurred */
1143 /* ----------------------------------------------------------------------
1147 #define CORRECT 65536
1149 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1150 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1151 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1153 struct game_drawstate {
1156 unsigned int *visible;
1159 void game_size(game_params *params, int *x, int *y)
1161 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1162 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1165 float *game_colours(frontend *fe, game_state *state, int *ncolours)
1167 float *ret = snewn(3 * NCOLOURS, float);
1169 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1171 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1172 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1173 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1175 ret[COL_DRAG * 3 + 0] = 1.0F;
1176 ret[COL_DRAG * 3 + 1] = 0.0F;
1177 ret[COL_DRAG * 3 + 2] = 0.0F;
1179 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1180 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1181 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1183 ret[COL_LINE * 3 + 0] = 0.0F;
1184 ret[COL_LINE * 3 + 1] = 0.0F;
1185 ret[COL_LINE * 3 + 2] = 0.0F;
1187 ret[COL_TEXT * 3 + 0] = 0.0F;
1188 ret[COL_TEXT * 3 + 1] = 0.0F;
1189 ret[COL_TEXT * 3 + 2] = 0.0F;
1191 *ncolours = NCOLOURS;
1195 game_drawstate *game_new_drawstate(game_state *state)
1197 struct game_drawstate *ds = snew(struct game_drawstate);
1200 ds->started = FALSE;
1203 ds->visible = snewn(ds->w * ds->h, unsigned int);
1204 for (i = 0; i < ds->w * ds->h; i++)
1205 ds->visible[i] = 0xFFFF;
1210 void game_free_drawstate(game_drawstate *ds)
1216 void draw_tile(frontend *fe, game_state *state, int x, int y,
1217 unsigned char *hedge, unsigned char *vedge,
1218 unsigned char *corners, int correct)
1220 int cx = COORD(x), cy = COORD(y);
1223 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1224 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1225 correct ? COL_CORRECT : COL_BACKGROUND);
1227 if (grid(state,x,y)) {
1228 sprintf(str, "%d", grid(state,x,y));
1229 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1230 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1236 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1237 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1238 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1240 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1241 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1242 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1244 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1245 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1246 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1248 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1249 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1250 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1256 if (index(state,corners,x,y))
1257 draw_rect(fe, cx, cy, 2, 2,
1258 COLOUR(index(state,corners,x,y)));
1259 if (x+1 < state->w && index(state,corners,x+1,y))
1260 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1261 COLOUR(index(state,corners,x+1,y)));
1262 if (y+1 < state->h && index(state,corners,x,y+1))
1263 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1264 COLOUR(index(state,corners,x,y+1)));
1265 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
1266 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1267 COLOUR(index(state,corners,x+1,y+1)));
1269 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1272 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1273 game_state *state, game_ui *ui,
1274 float animtime, float flashtime)
1277 unsigned char *correct;
1278 unsigned char *hedge, *vedge, *corners;
1280 correct = get_correct(state);
1283 hedge = snewn(state->w*state->h, unsigned char);
1284 vedge = snewn(state->w*state->h, unsigned char);
1285 memcpy(hedge, state->hedge, state->w*state->h);
1286 memcpy(vedge, state->vedge, state->w*state->h);
1287 ui_draw_rect(state, ui, hedge, vedge, 2);
1289 hedge = state->hedge;
1290 vedge = state->vedge;
1293 corners = snewn(state->w * state->h, unsigned char);
1294 memset(corners, 0, state->w * state->h);
1295 for (x = 0; x < state->w; x++)
1296 for (y = 0; y < state->h; y++) {
1298 int e = index(state, vedge, x, y);
1299 if (index(state,corners,x,y) < e)
1300 index(state,corners,x,y) = e;
1301 if (y+1 < state->h &&
1302 index(state,corners,x,y+1) < e)
1303 index(state,corners,x,y+1) = e;
1306 int e = index(state, hedge, x, y);
1307 if (index(state,corners,x,y) < e)
1308 index(state,corners,x,y) = e;
1309 if (x+1 < state->w &&
1310 index(state,corners,x+1,y) < e)
1311 index(state,corners,x+1,y) = e;
1317 state->w * TILE_SIZE + 2*BORDER + 1,
1318 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
1319 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1320 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1322 draw_update(fe, 0, 0,
1323 state->w * TILE_SIZE + 2*BORDER + 1,
1324 state->h * TILE_SIZE + 2*BORDER + 1);
1327 for (x = 0; x < state->w; x++)
1328 for (y = 0; y < state->h; y++) {
1331 if (HRANGE(state,x,y))
1332 c |= index(state,hedge,x,y);
1333 if (HRANGE(state,x,y+1))
1334 c |= index(state,hedge,x,y+1) << 2;
1335 if (VRANGE(state,x,y))
1336 c |= index(state,vedge,x,y) << 4;
1337 if (VRANGE(state,x+1,y))
1338 c |= index(state,vedge,x+1,y) << 6;
1339 c |= index(state,corners,x,y) << 8;
1341 c |= index(state,corners,x+1,y) << 10;
1343 c |= index(state,corners,x,y+1) << 12;
1344 if (x+1 < state->w && y+1 < state->h)
1345 c |= index(state,corners,x+1,y+1) << 14;
1346 if (index(state, correct, x, y) && !flashtime)
1349 if (index(ds,ds->visible,x,y) != c) {
1350 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1351 index(ds,ds->visible,x,y) = c;
1355 if (hedge != state->hedge) {
1364 float game_anim_length(game_state *oldstate, game_state *newstate)
1369 float game_flash_length(game_state *oldstate, game_state *newstate)
1371 if (!oldstate->completed && newstate->completed)
1376 int game_wants_statusbar(void)