3870c4d8 |
1 | /* |
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. |
7 | */ |
8 | |
9 | /* |
10 | * TODO: |
11 | * |
12 | * - Improve on singleton removal by making an aesthetic choice |
13 | * about which of the options to take. |
14 | * |
15 | * - When doing the 3x3 trick in singleton removal, limit the size |
16 | * of the generated rectangles in accordance with the max |
17 | * rectangle size. |
18 | * |
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 |
24 | * opposite ends. |
25 | * |
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 |
30 | * try. |
31 | */ |
32 | |
33 | #include <stdio.h> |
34 | #include <stdlib.h> |
35 | #include <string.h> |
36 | #include <assert.h> |
b0e26073 |
37 | #include <ctype.h> |
3870c4d8 |
38 | #include <math.h> |
39 | |
40 | #include "puzzles.h" |
41 | |
3870c4d8 |
42 | enum { |
43 | COL_BACKGROUND, |
44 | COL_CORRECT, |
45 | COL_LINE, |
46 | COL_TEXT, |
47 | COL_GRID, |
08dd70c3 |
48 | COL_DRAG, |
3870c4d8 |
49 | NCOLOURS |
50 | }; |
51 | |
52 | struct game_params { |
53 | int w, h; |
aea3ed9a |
54 | float expandfactor; |
3870c4d8 |
55 | }; |
56 | |
57 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
58 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
59 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
60 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
61 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
62 | |
63 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
64 | (y) >= dy && (y) < (state)->h ) |
65 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
66 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
67 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
68 | |
69 | #define TILE_SIZE 24 |
70 | #define BORDER 18 |
71 | |
d4e7900f |
72 | #define CORNER_TOLERANCE 0.15F |
73 | #define CENTRE_TOLERANCE 0.15F |
74 | |
ef29354c |
75 | #define FLASH_TIME 0.13F |
76 | |
3870c4d8 |
77 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
78 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
79 | |
80 | struct game_state { |
81 | int w, h; |
82 | int *grid; /* contains the numbers */ |
83 | unsigned char *vedge; /* (w+1) x h */ |
84 | unsigned char *hedge; /* w x (h+1) */ |
ef29354c |
85 | int completed; |
3870c4d8 |
86 | }; |
87 | |
be8d5aa1 |
88 | static game_params *default_params(void) |
3870c4d8 |
89 | { |
90 | game_params *ret = snew(game_params); |
91 | |
92 | ret->w = ret->h = 7; |
aea3ed9a |
93 | ret->expandfactor = 0.0F; |
3870c4d8 |
94 | |
95 | return ret; |
96 | } |
97 | |
be8d5aa1 |
98 | static int game_fetch_preset(int i, char **name, game_params **params) |
3870c4d8 |
99 | { |
100 | game_params *ret; |
101 | int w, h; |
102 | char buf[80]; |
103 | |
104 | switch (i) { |
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; |
110 | } |
111 | |
112 | sprintf(buf, "%dx%d", w, h); |
113 | *name = dupstr(buf); |
114 | *params = ret = snew(game_params); |
115 | ret->w = w; |
116 | ret->h = h; |
aea3ed9a |
117 | ret->expandfactor = 0.0F; |
3870c4d8 |
118 | return TRUE; |
119 | } |
120 | |
be8d5aa1 |
121 | static void free_params(game_params *params) |
3870c4d8 |
122 | { |
123 | sfree(params); |
124 | } |
125 | |
be8d5aa1 |
126 | static game_params *dup_params(game_params *params) |
3870c4d8 |
127 | { |
128 | game_params *ret = snew(game_params); |
129 | *ret = *params; /* structure copy */ |
130 | return ret; |
131 | } |
132 | |
be8d5aa1 |
133 | static game_params *decode_params(char const *string) |
b0e26073 |
134 | { |
135 | game_params *ret = default_params(); |
136 | |
137 | ret->w = ret->h = atoi(string); |
aea3ed9a |
138 | ret->expandfactor = 0.0F; |
139 | while (*string && isdigit((unsigned char)*string)) string++; |
b0e26073 |
140 | if (*string == 'x') { |
141 | string++; |
142 | ret->h = atoi(string); |
aea3ed9a |
143 | while (*string && isdigit((unsigned char)*string)) string++; |
144 | } |
145 | if (*string == 'e') { |
146 | string++; |
147 | ret->expandfactor = atof(string); |
b0e26073 |
148 | } |
149 | |
150 | return ret; |
151 | } |
152 | |
be8d5aa1 |
153 | static char *encode_params(game_params *params) |
b0e26073 |
154 | { |
155 | char data[256]; |
156 | |
157 | sprintf(data, "%dx%d", params->w, params->h); |
158 | |
159 | return dupstr(data); |
160 | } |
161 | |
be8d5aa1 |
162 | static config_item *game_configure(game_params *params) |
3870c4d8 |
163 | { |
164 | config_item *ret; |
165 | char buf[80]; |
166 | |
167 | ret = snewn(5, config_item); |
168 | |
169 | ret[0].name = "Width"; |
170 | ret[0].type = C_STRING; |
171 | sprintf(buf, "%d", params->w); |
172 | ret[0].sval = dupstr(buf); |
173 | ret[0].ival = 0; |
174 | |
175 | ret[1].name = "Height"; |
176 | ret[1].type = C_STRING; |
177 | sprintf(buf, "%d", params->h); |
178 | ret[1].sval = dupstr(buf); |
179 | ret[1].ival = 0; |
180 | |
aea3ed9a |
181 | ret[2].name = "Expansion factor"; |
182 | ret[2].type = C_STRING; |
183 | sprintf(buf, "%g", params->expandfactor); |
184 | ret[2].sval = dupstr(buf); |
3870c4d8 |
185 | ret[2].ival = 0; |
186 | |
aea3ed9a |
187 | ret[3].name = NULL; |
188 | ret[3].type = C_END; |
189 | ret[3].sval = NULL; |
190 | ret[3].ival = 0; |
191 | |
3870c4d8 |
192 | return ret; |
193 | } |
194 | |
be8d5aa1 |
195 | static game_params *custom_params(config_item *cfg) |
3870c4d8 |
196 | { |
197 | game_params *ret = snew(game_params); |
198 | |
199 | ret->w = atoi(cfg[0].sval); |
200 | ret->h = atoi(cfg[1].sval); |
aea3ed9a |
201 | ret->expandfactor = atof(cfg[2].sval); |
3870c4d8 |
202 | |
203 | return ret; |
204 | } |
205 | |
be8d5aa1 |
206 | static char *validate_params(game_params *params) |
3870c4d8 |
207 | { |
208 | if (params->w <= 0 && params->h <= 0) |
209 | return "Width and height must both be greater than zero"; |
d4e7900f |
210 | if (params->w < 2 && params->h < 2) |
211 | return "Grid area must be greater than one"; |
aea3ed9a |
212 | if (params->expandfactor < 0.0F) |
213 | return "Expansion factor may not be negative"; |
3870c4d8 |
214 | return NULL; |
215 | } |
216 | |
217 | struct rect { |
218 | int x, y; |
219 | int w, h; |
220 | }; |
221 | |
222 | struct rectlist { |
223 | struct rect *rects; |
224 | int n; |
225 | }; |
226 | |
227 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
228 | { |
229 | int rw, rh; |
230 | int x, y; |
231 | int maxarea; |
232 | struct rect *rects = NULL; |
233 | int nrects = 0, rectsize = 0; |
234 | |
235 | /* |
d4e7900f |
236 | * Maximum rectangle area is 1/6 of total grid size, unless |
237 | * this means we can't place any rectangles at all in which |
238 | * case we set it to 2 at minimum. |
3870c4d8 |
239 | */ |
240 | maxarea = params->w * params->h / 6; |
d4e7900f |
241 | if (maxarea < 2) |
242 | maxarea = 2; |
3870c4d8 |
243 | |
244 | for (rw = 1; rw <= params->w; rw++) |
245 | for (rh = 1; rh <= params->h; rh++) { |
246 | if (rw * rh > maxarea) |
247 | continue; |
248 | if (rw * rh == 1) |
249 | continue; |
250 | for (x = 0; x <= params->w - rw; x++) |
251 | for (y = 0; y <= params->h - rh; y++) { |
3870c4d8 |
252 | if (nrects >= rectsize) { |
253 | rectsize = nrects + 256; |
254 | rects = sresize(rects, rectsize, struct rect); |
255 | } |
256 | |
257 | rects[nrects].x = x; |
258 | rects[nrects].y = y; |
259 | rects[nrects].w = rw; |
260 | rects[nrects].h = rh; |
261 | nrects++; |
262 | } |
263 | } |
264 | |
265 | if (nrects > 0) { |
266 | struct rectlist *ret; |
267 | ret = snew(struct rectlist); |
268 | ret->rects = rects; |
269 | ret->n = nrects; |
270 | return ret; |
271 | } else { |
272 | assert(rects == NULL); /* hence no need to free */ |
273 | return NULL; |
274 | } |
275 | } |
276 | |
277 | static void free_rectlist(struct rectlist *list) |
278 | { |
279 | sfree(list->rects); |
280 | sfree(list); |
281 | } |
282 | |
283 | static void place_rect(game_params *params, int *grid, struct rect r) |
284 | { |
285 | int idx = INDEX(params, r.x, r.y); |
286 | int x, y; |
287 | |
288 | for (x = r.x; x < r.x+r.w; x++) |
289 | for (y = r.y; y < r.y+r.h; y++) { |
290 | index(params, grid, x, y) = idx; |
291 | } |
292 | #ifdef GENERATION_DIAGNOSTICS |
293 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
294 | r.x, r.y, r.w, r.h); |
295 | #endif |
296 | } |
297 | |
298 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
299 | { |
300 | int idx, w, h; |
301 | struct rect r; |
302 | |
303 | /* |
304 | * Find the top left of the rectangle. |
305 | */ |
306 | idx = index(params, grid, x, y); |
307 | |
308 | if (idx < 0) { |
309 | r.x = x; |
310 | r.y = y; |
311 | r.w = r.h = 1; |
312 | return r; /* 1x1 singleton here */ |
313 | } |
314 | |
315 | y = idx / params->w; |
316 | x = idx % params->w; |
317 | |
318 | /* |
319 | * Find the width and height of the rectangle. |
320 | */ |
321 | for (w = 1; |
322 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
323 | w++); |
324 | for (h = 1; |
325 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
326 | h++); |
327 | |
328 | r.x = x; |
329 | r.y = y; |
330 | r.w = w; |
331 | r.h = h; |
332 | |
333 | return r; |
334 | } |
335 | |
336 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
337 | static void display_grid(game_params *params, int *grid, int *numbers, int all) |
3870c4d8 |
338 | { |
339 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
340 | unsigned char); |
3870c4d8 |
341 | int x, y; |
342 | int r = (params->w*2+3); |
343 | |
aea3ed9a |
344 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
345 | |
3870c4d8 |
346 | for (x = 0; x < params->w; x++) |
347 | for (y = 0; y < params->h; y++) { |
348 | int i = index(params, grid, x, y); |
349 | if (x == 0 || index(params, grid, x-1, y) != i) |
350 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
351 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
352 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
353 | if (y == 0 || index(params, grid, x, y-1) != i) |
354 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
355 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
356 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
357 | } |
358 | |
359 | for (y = 1; y < 2*params->h+2; y++) { |
360 | for (x = 1; x < 2*params->w+2; x++) { |
361 | if (!((y|x)&1)) { |
aea3ed9a |
362 | int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; |
363 | if (k || (all && numbers)) printf("%2d", k); else printf(" "); |
3870c4d8 |
364 | } else if (!((y&x)&1)) { |
365 | int v = egrid[y*r+x]; |
366 | if ((y&1) && v) v = '-'; |
367 | if ((x&1) && v) v = '|'; |
368 | if (!v) v = ' '; |
369 | putchar(v); |
370 | if (!(x&1)) putchar(v); |
371 | } else { |
372 | int c, d = 0; |
373 | if (egrid[y*r+(x+1)]) d |= 1; |
374 | if (egrid[(y-1)*r+x]) d |= 2; |
375 | if (egrid[y*r+(x-1)]) d |= 4; |
376 | if (egrid[(y+1)*r+x]) d |= 8; |
377 | c = " ??+?-++?+|+++++"[d]; |
378 | putchar(c); |
379 | if (!(x&1)) putchar(c); |
380 | } |
381 | } |
382 | putchar('\n'); |
383 | } |
384 | |
385 | sfree(egrid); |
386 | } |
387 | #endif |
388 | |
be8d5aa1 |
389 | static char *new_game_seed(game_params *params, random_state *rs) |
3870c4d8 |
390 | { |
391 | int *grid, *numbers; |
392 | struct rectlist *list; |
aea3ed9a |
393 | int x, y, y2, y2last, yx, run, i; |
3870c4d8 |
394 | char *seed, *p; |
aea3ed9a |
395 | game_params params2real, *params2 = ¶ms2real; |
3870c4d8 |
396 | |
aea3ed9a |
397 | /* |
398 | * Set up the smaller width and height which we will use to |
399 | * generate the base grid. |
400 | */ |
401 | params2->w = params->w / (1.0F + params->expandfactor); |
b9e2cf12 |
402 | if (params2->w < 2 && params->w >= 2) params2->w = 2; |
403 | params2->h = params->h / (1.0F + params->expandfactor); |
404 | if (params2->h < 2 && params->h >= 2) params2->h = 2; |
3870c4d8 |
405 | |
aea3ed9a |
406 | grid = snewn(params2->w * params2->h, int); |
407 | |
408 | for (y = 0; y < params2->h; y++) |
409 | for (x = 0; x < params2->w; x++) { |
410 | index(params2, grid, x, y) = -1; |
3870c4d8 |
411 | } |
412 | |
aea3ed9a |
413 | list = get_rectlist(params2, grid); |
3870c4d8 |
414 | assert(list != NULL); |
415 | |
416 | /* |
417 | * Place rectangles until we can't any more. |
418 | */ |
419 | while (list->n > 0) { |
420 | int i, m; |
421 | struct rect r; |
422 | |
423 | /* |
424 | * Pick a random rectangle. |
425 | */ |
426 | i = random_upto(rs, list->n); |
427 | r = list->rects[i]; |
428 | |
429 | /* |
430 | * Place it. |
431 | */ |
aea3ed9a |
432 | place_rect(params2, grid, r); |
3870c4d8 |
433 | |
434 | /* |
435 | * Winnow the list by removing any rectangles which |
436 | * overlap this one. |
437 | */ |
438 | m = 0; |
439 | for (i = 0; i < list->n; i++) { |
440 | struct rect s = list->rects[i]; |
441 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
442 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
443 | list->rects[m++] = s; |
444 | } |
445 | list->n = m; |
446 | } |
447 | |
448 | free_rectlist(list); |
449 | |
450 | /* |
451 | * Deal with singleton spaces remaining in the grid, one by |
452 | * one. |
453 | * |
454 | * We do this by making a local change to the layout. There are |
455 | * several possibilities: |
456 | * |
457 | * +-----+-----+ Here, we can remove the singleton by |
458 | * | | | extending the 1x2 rectangle below it |
459 | * +--+--+-----+ into a 1x3. |
460 | * | | | | |
461 | * | +--+ | |
462 | * | | | | |
463 | * | | | | |
464 | * | | | | |
465 | * +--+--+-----+ |
466 | * |
467 | * +--+--+--+ Here, that trick doesn't work: there's no |
468 | * | | | 1 x n rectangle with the singleton at one |
469 | * | | | end. Instead, we extend a 1 x n rectangle |
470 | * | | | _out_ from the singleton, shaving a layer |
471 | * +--+--+ | off the end of another rectangle. So if we |
472 | * | | | | extended up, we'd make our singleton part |
473 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
474 | * | | | used to be; or we could extend right into |
475 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
476 | * |
477 | * +-----+--+ Here, we can't even do _that_, since any |
478 | * | | | direction we choose to extend the singleton |
479 | * +--+--+ | will produce a new singleton as a result of |
480 | * | | | | truncating one of the size-2 rectangles. |
481 | * | +--+--+ Fortunately, this case can _only_ occur when |
482 | * | | | a singleton is surrounded by four size-2s |
483 | * +--+-----+ in this fashion; so instead we can simply |
484 | * replace the whole section with a single 3x3. |
485 | */ |
aea3ed9a |
486 | for (x = 0; x < params2->w; x++) { |
487 | for (y = 0; y < params2->h; y++) { |
488 | if (index(params2, grid, x, y) < 0) { |
3870c4d8 |
489 | int dirs[4], ndirs; |
490 | |
491 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
492 | display_grid(params2, grid, NULL, FALSE); |
3870c4d8 |
493 | printf("singleton at %d,%d\n", x, y); |
494 | #endif |
495 | |
496 | /* |
497 | * Check in which directions we can feasibly extend |
498 | * the singleton. We can extend in a particular |
499 | * direction iff either: |
500 | * |
501 | * - the rectangle on that side of the singleton |
502 | * is not 2x1, and we are at one end of the edge |
503 | * of it we are touching |
504 | * |
505 | * - it is 2x1 but we are on its short side. |
506 | * |
507 | * FIXME: we could plausibly choose between these |
508 | * based on the sizes of the rectangles they would |
509 | * create? |
510 | */ |
511 | ndirs = 0; |
aea3ed9a |
512 | if (x < params2->w-1) { |
513 | struct rect r = find_rect(params2, grid, x+1, y); |
3870c4d8 |
514 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
515 | dirs[ndirs++] = 1; /* right */ |
516 | } |
517 | if (y > 0) { |
aea3ed9a |
518 | struct rect r = find_rect(params2, grid, x, y-1); |
3870c4d8 |
519 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
520 | dirs[ndirs++] = 2; /* up */ |
521 | } |
522 | if (x > 0) { |
aea3ed9a |
523 | struct rect r = find_rect(params2, grid, x-1, y); |
3870c4d8 |
524 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
525 | dirs[ndirs++] = 4; /* left */ |
526 | } |
aea3ed9a |
527 | if (y < params2->h-1) { |
528 | struct rect r = find_rect(params2, grid, x, y+1); |
3870c4d8 |
529 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
530 | dirs[ndirs++] = 8; /* down */ |
531 | } |
532 | |
533 | if (ndirs > 0) { |
534 | int which, dir; |
535 | struct rect r1, r2; |
536 | |
537 | which = random_upto(rs, ndirs); |
538 | dir = dirs[which]; |
539 | |
540 | switch (dir) { |
541 | case 1: /* right */ |
aea3ed9a |
542 | assert(x < params2->w+1); |
3870c4d8 |
543 | #ifdef GENERATION_DIAGNOSTICS |
544 | printf("extending right\n"); |
545 | #endif |
aea3ed9a |
546 | r1 = find_rect(params2, grid, x+1, y); |
3870c4d8 |
547 | r2.x = x; |
548 | r2.y = y; |
549 | r2.w = 1 + r1.w; |
550 | r2.h = 1; |
551 | if (r1.y == y) |
552 | r1.y++; |
553 | r1.h--; |
554 | break; |
555 | case 2: /* up */ |
556 | assert(y > 0); |
557 | #ifdef GENERATION_DIAGNOSTICS |
558 | printf("extending up\n"); |
559 | #endif |
aea3ed9a |
560 | r1 = find_rect(params2, grid, x, y-1); |
3870c4d8 |
561 | r2.x = x; |
562 | r2.y = r1.y; |
563 | r2.w = 1; |
564 | r2.h = 1 + r1.h; |
565 | if (r1.x == x) |
566 | r1.x++; |
567 | r1.w--; |
568 | break; |
569 | case 4: /* left */ |
570 | assert(x > 0); |
571 | #ifdef GENERATION_DIAGNOSTICS |
572 | printf("extending left\n"); |
573 | #endif |
aea3ed9a |
574 | r1 = find_rect(params2, grid, x-1, y); |
3870c4d8 |
575 | r2.x = r1.x; |
576 | r2.y = y; |
577 | r2.w = 1 + r1.w; |
578 | r2.h = 1; |
579 | if (r1.y == y) |
580 | r1.y++; |
581 | r1.h--; |
582 | break; |
583 | case 8: /* down */ |
aea3ed9a |
584 | assert(y < params2->h+1); |
3870c4d8 |
585 | #ifdef GENERATION_DIAGNOSTICS |
586 | printf("extending down\n"); |
587 | #endif |
aea3ed9a |
588 | r1 = find_rect(params2, grid, x, y+1); |
3870c4d8 |
589 | r2.x = x; |
590 | r2.y = y; |
591 | r2.w = 1; |
592 | r2.h = 1 + r1.h; |
593 | if (r1.x == x) |
594 | r1.x++; |
595 | r1.w--; |
596 | break; |
597 | } |
598 | if (r1.h > 0 && r1.w > 0) |
aea3ed9a |
599 | place_rect(params2, grid, r1); |
600 | place_rect(params2, grid, r2); |
3870c4d8 |
601 | } else { |
602 | #ifndef NDEBUG |
603 | /* |
604 | * Sanity-check that there really is a 3x3 |
605 | * rectangle surrounding this singleton and it |
606 | * contains absolutely everything we could |
607 | * possibly need. |
608 | */ |
609 | { |
610 | int xx, yy; |
aea3ed9a |
611 | assert(x > 0 && x < params2->w-1); |
612 | assert(y > 0 && y < params2->h-1); |
3870c4d8 |
613 | |
614 | for (xx = x-1; xx <= x+1; xx++) |
615 | for (yy = y-1; yy <= y+1; yy++) { |
aea3ed9a |
616 | struct rect r = find_rect(params2,grid,xx,yy); |
3870c4d8 |
617 | assert(r.x >= x-1); |
618 | assert(r.y >= y-1); |
619 | assert(r.x+r.w-1 <= x+1); |
620 | assert(r.y+r.h-1 <= y+1); |
621 | } |
622 | } |
623 | #endif |
624 | |
625 | #ifdef GENERATION_DIAGNOSTICS |
626 | printf("need the 3x3 trick\n"); |
627 | #endif |
628 | |
629 | /* |
630 | * FIXME: If the maximum rectangle area for |
631 | * this grid is less than 9, we ought to |
632 | * subdivide the 3x3 in some fashion. There are |
633 | * five other possibilities: |
634 | * |
635 | * - a 6 and a 3 |
636 | * - a 4, a 3 and a 2 |
637 | * - three 3s |
638 | * - a 3 and three 2s (two different arrangements). |
639 | */ |
640 | |
641 | { |
642 | struct rect r; |
643 | r.x = x-1; |
644 | r.y = y-1; |
645 | r.w = r.h = 3; |
aea3ed9a |
646 | place_rect(params2, grid, r); |
3870c4d8 |
647 | } |
648 | } |
649 | } |
650 | } |
651 | } |
652 | |
653 | /* |
aea3ed9a |
654 | * We have now constructed a grid of the size specified in |
655 | * params2. Now we extend it into a grid of the size specified |
656 | * in params. We do this in two passes: we extend it vertically |
657 | * until it's the right height, then we transpose it, then |
658 | * extend it vertically again (getting it effectively the right |
659 | * width), then finally transpose again. |
660 | */ |
661 | for (i = 0; i < 2; i++) { |
662 | int *grid2, *expand, *where; |
663 | game_params params3real, *params3 = ¶ms3real; |
664 | |
665 | #ifdef GENERATION_DIAGNOSTICS |
666 | printf("before expansion:\n"); |
667 | display_grid(params2, grid, NULL, TRUE); |
668 | #endif |
669 | |
670 | /* |
671 | * Set up the new grid. |
672 | */ |
673 | grid2 = snewn(params2->w * params->h, int); |
674 | expand = snewn(params2->h-1, int); |
675 | where = snewn(params2->w, int); |
676 | params3->w = params2->w; |
677 | params3->h = params->h; |
678 | |
679 | /* |
680 | * Decide which horizontal edges are going to get expanded, |
681 | * and by how much. |
682 | */ |
683 | for (y = 0; y < params2->h-1; y++) |
684 | expand[y] = 0; |
685 | for (y = params2->h; y < params->h; y++) { |
686 | x = random_upto(rs, params2->h-1); |
687 | expand[x]++; |
688 | } |
689 | |
690 | #ifdef GENERATION_DIAGNOSTICS |
691 | printf("expand[] = {"); |
692 | for (y = 0; y < params2->h-1; y++) |
693 | printf(" %d", expand[y]); |
694 | printf(" }\n"); |
695 | #endif |
696 | |
697 | /* |
698 | * Perform the expansion. The way this works is that we |
699 | * alternately: |
700 | * |
701 | * - copy a row from grid into grid2 |
702 | * |
703 | * - invent some number of additional rows in grid2 where |
704 | * there was previously only a horizontal line between |
705 | * rows in grid, and make random decisions about where |
706 | * among these to place each rectangle edge that ran |
707 | * along this line. |
708 | */ |
709 | for (y = y2 = y2last = 0; y < params2->h; y++) { |
710 | /* |
711 | * Copy a single line from row y of grid into row y2 of |
712 | * grid2. |
713 | */ |
714 | for (x = 0; x < params2->w; x++) { |
715 | int val = index(params2, grid, x, y); |
716 | if (val / params2->w == y && /* rect starts on this line */ |
717 | (y2 == 0 || /* we're at the very top, or... */ |
718 | index(params3, grid2, x, y2-1) / params3->w < y2last |
719 | /* this rect isn't already started */)) |
720 | index(params3, grid2, x, y2) = |
721 | INDEX(params3, val % params2->w, y2); |
722 | else |
723 | index(params3, grid2, x, y2) = |
724 | index(params3, grid2, x, y2-1); |
725 | } |
726 | |
727 | /* |
728 | * If that was the last line, terminate the loop early. |
729 | */ |
730 | if (++y2 == params3->h) |
731 | break; |
732 | |
733 | y2last = y2; |
734 | |
735 | /* |
736 | * Invent some number of additional lines. First walk |
737 | * along this line working out where to put all the |
738 | * edges that coincide with it. |
739 | */ |
740 | yx = -1; |
741 | for (x = 0; x < params2->w; x++) { |
742 | if (index(params2, grid, x, y) != |
743 | index(params2, grid, x, y+1)) { |
744 | /* |
745 | * This is a horizontal edge, so it needs |
746 | * placing. |
747 | */ |
748 | if (x == 0 || |
749 | (index(params2, grid, x-1, y) != |
750 | index(params2, grid, x, y) && |
751 | index(params2, grid, x-1, y+1) != |
752 | index(params2, grid, x, y+1))) { |
753 | /* |
754 | * Here we have the chance to make a new |
755 | * decision. |
756 | */ |
757 | yx = random_upto(rs, expand[y]+1); |
758 | } else { |
759 | /* |
760 | * Here we just reuse the previous value of |
761 | * yx. |
762 | */ |
763 | } |
764 | } else |
765 | yx = -1; |
766 | where[x] = yx; |
767 | } |
768 | |
769 | for (yx = 0; yx < expand[y]; yx++) { |
770 | /* |
771 | * Invent a single row. For each square in the row, |
772 | * we copy the grid entry from the square above it, |
773 | * unless we're starting the new rectangle here. |
774 | */ |
775 | for (x = 0; x < params2->w; x++) { |
776 | if (yx == where[x]) { |
777 | int val = index(params2, grid, x, y+1); |
778 | val %= params2->w; |
779 | val = INDEX(params3, val, y2); |
780 | index(params3, grid2, x, y2) = val; |
781 | } else |
782 | index(params3, grid2, x, y2) = |
783 | index(params3, grid2, x, y2-1); |
784 | } |
785 | |
786 | y2++; |
787 | } |
788 | } |
789 | |
790 | sfree(expand); |
791 | sfree(where); |
792 | |
793 | #ifdef GENERATION_DIAGNOSTICS |
794 | printf("after expansion:\n"); |
795 | display_grid(params3, grid2, NULL, TRUE); |
796 | #endif |
797 | /* |
798 | * Transpose. |
799 | */ |
800 | params2->w = params3->h; |
801 | params2->h = params3->w; |
802 | sfree(grid); |
803 | grid = snewn(params2->w * params2->h, int); |
804 | for (x = 0; x < params2->w; x++) |
805 | for (y = 0; y < params2->h; y++) { |
806 | int idx1 = INDEX(params2, x, y); |
807 | int idx2 = INDEX(params3, y, x); |
808 | int tmp; |
809 | |
810 | tmp = grid2[idx2]; |
811 | tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); |
812 | grid[idx1] = tmp; |
813 | } |
814 | |
815 | sfree(grid2); |
816 | |
817 | { |
818 | int tmp; |
819 | tmp = params->w; |
820 | params->w = params->h; |
821 | params->h = tmp; |
822 | } |
823 | |
824 | #ifdef GENERATION_DIAGNOSTICS |
825 | printf("after transposition:\n"); |
826 | display_grid(params2, grid, NULL, TRUE); |
827 | #endif |
828 | } |
829 | |
830 | /* |
3870c4d8 |
831 | * Place numbers. |
832 | */ |
aea3ed9a |
833 | numbers = snewn(params->w * params->h, int); |
834 | |
835 | for (y = 0; y < params->h; y++) |
836 | for (x = 0; x < params->w; x++) { |
837 | index(params, numbers, x, y) = 0; |
838 | } |
839 | |
3870c4d8 |
840 | for (x = 0; x < params->w; x++) { |
841 | for (y = 0; y < params->h; y++) { |
842 | int idx = INDEX(params, x, y); |
843 | if (index(params, grid, x, y) == idx) { |
844 | struct rect r = find_rect(params, grid, x, y); |
845 | int n, xx, yy; |
846 | |
847 | /* |
848 | * Decide where to put the number. |
849 | */ |
850 | n = random_upto(rs, r.w*r.h); |
851 | yy = n / r.w; |
852 | xx = n % r.w; |
853 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
854 | } |
855 | } |
856 | } |
857 | |
858 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
859 | display_grid(params, grid, numbers, FALSE); |
3870c4d8 |
860 | #endif |
861 | |
862 | seed = snewn(11 * params->w * params->h, char); |
863 | p = seed; |
864 | run = 0; |
865 | for (i = 0; i <= params->w * params->h; i++) { |
866 | int n = (i < params->w * params->h ? numbers[i] : -1); |
867 | |
868 | if (!n) |
869 | run++; |
870 | else { |
871 | if (run) { |
872 | while (run > 0) { |
873 | int c = 'a' - 1 + run; |
874 | if (run > 26) |
875 | c = 'z'; |
876 | *p++ = c; |
877 | run -= c - ('a' - 1); |
878 | } |
879 | } else { |
0e87eedc |
880 | /* |
881 | * If there's a number in the very top left or |
882 | * bottom right, there's no point putting an |
883 | * unnecessary _ before or after it. |
884 | */ |
885 | if (p > seed && n > 0) |
886 | *p++ = '_'; |
3870c4d8 |
887 | } |
888 | if (n > 0) |
889 | p += sprintf(p, "%d", n); |
890 | run = 0; |
891 | } |
892 | } |
893 | *p = '\0'; |
894 | |
895 | sfree(grid); |
896 | sfree(numbers); |
897 | |
898 | return seed; |
899 | } |
900 | |
be8d5aa1 |
901 | static char *validate_seed(game_params *params, char *seed) |
3870c4d8 |
902 | { |
903 | int area = params->w * params->h; |
904 | int squares = 0; |
905 | |
906 | while (*seed) { |
907 | int n = *seed++; |
908 | if (n >= 'a' && n <= 'z') { |
909 | squares += n - 'a' + 1; |
910 | } else if (n == '_') { |
911 | /* do nothing */; |
912 | } else if (n > '0' && n <= '9') { |
9bb5bf60 |
913 | squares++; |
3870c4d8 |
914 | while (*seed >= '0' && *seed <= '9') |
915 | seed++; |
916 | } else |
917 | return "Invalid character in game specification"; |
918 | } |
919 | |
920 | if (squares < area) |
921 | return "Not enough data to fill grid"; |
922 | |
923 | if (squares > area) |
924 | return "Too much data to fit in grid"; |
925 | |
926 | return NULL; |
927 | } |
928 | |
be8d5aa1 |
929 | static game_state *new_game(game_params *params, char *seed) |
3870c4d8 |
930 | { |
931 | game_state *state = snew(game_state); |
932 | int x, y, i, area; |
933 | |
934 | state->w = params->w; |
935 | state->h = params->h; |
936 | |
937 | area = state->w * state->h; |
938 | |
939 | state->grid = snewn(area, int); |
940 | state->vedge = snewn(area, unsigned char); |
941 | state->hedge = snewn(area, unsigned char); |
ef29354c |
942 | state->completed = FALSE; |
3870c4d8 |
943 | |
944 | i = 0; |
945 | while (*seed) { |
946 | int n = *seed++; |
947 | if (n >= 'a' && n <= 'z') { |
948 | int run = n - 'a' + 1; |
949 | assert(i + run <= area); |
950 | while (run-- > 0) |
951 | state->grid[i++] = 0; |
952 | } else if (n == '_') { |
953 | /* do nothing */; |
954 | } else if (n > '0' && n <= '9') { |
955 | assert(i < area); |
956 | state->grid[i++] = atoi(seed-1); |
957 | while (*seed >= '0' && *seed <= '9') |
958 | seed++; |
959 | } else { |
960 | assert(!"We can't get here"); |
961 | } |
962 | } |
963 | assert(i == area); |
964 | |
965 | for (y = 0; y < state->h; y++) |
966 | for (x = 0; x < state->w; x++) |
967 | vedge(state,x,y) = hedge(state,x,y) = 0; |
968 | |
969 | return state; |
970 | } |
971 | |
be8d5aa1 |
972 | static game_state *dup_game(game_state *state) |
3870c4d8 |
973 | { |
974 | game_state *ret = snew(game_state); |
975 | |
976 | ret->w = state->w; |
977 | ret->h = state->h; |
978 | |
979 | ret->vedge = snewn(state->w * state->h, unsigned char); |
980 | ret->hedge = snewn(state->w * state->h, unsigned char); |
981 | ret->grid = snewn(state->w * state->h, int); |
982 | |
ef29354c |
983 | ret->completed = state->completed; |
984 | |
3870c4d8 |
985 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
986 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
987 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
988 | |
989 | return ret; |
990 | } |
991 | |
be8d5aa1 |
992 | static void free_game(game_state *state) |
3870c4d8 |
993 | { |
994 | sfree(state->grid); |
995 | sfree(state->vedge); |
996 | sfree(state->hedge); |
997 | sfree(state); |
998 | } |
999 | |
1000 | static unsigned char *get_correct(game_state *state) |
1001 | { |
1002 | unsigned char *ret; |
1003 | int x, y; |
1004 | |
1005 | ret = snewn(state->w * state->h, unsigned char); |
1006 | memset(ret, 0xFF, state->w * state->h); |
1007 | |
1008 | for (x = 0; x < state->w; x++) |
1009 | for (y = 0; y < state->h; y++) |
1010 | if (index(state,ret,x,y) == 0xFF) { |
1011 | int rw, rh; |
1012 | int xx, yy; |
1013 | int num, area, valid; |
1014 | |
1015 | /* |
1016 | * Find a rectangle starting at this point. |
1017 | */ |
1018 | rw = 1; |
1019 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
1020 | rw++; |
1021 | rh = 1; |
1022 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
1023 | rh++; |
1024 | |
1025 | /* |
1026 | * We know what the dimensions of the rectangle |
1027 | * should be if it's there at all. Find out if we |
1028 | * really have a valid rectangle. |
1029 | */ |
1030 | valid = TRUE; |
1031 | /* Check the horizontal edges. */ |
1032 | for (xx = x; xx < x+rw; xx++) { |
1033 | for (yy = y; yy <= y+rh; yy++) { |
1034 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
1035 | int ec = (yy == y || yy == y+rh); |
1036 | if (e != ec) |
1037 | valid = FALSE; |
1038 | } |
1039 | } |
1040 | /* Check the vertical edges. */ |
1041 | for (yy = y; yy < y+rh; yy++) { |
1042 | for (xx = x; xx <= x+rw; xx++) { |
1043 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
1044 | int ec = (xx == x || xx == x+rw); |
1045 | if (e != ec) |
1046 | valid = FALSE; |
1047 | } |
1048 | } |
1049 | |
1050 | /* |
1051 | * If this is not a valid rectangle with no other |
1052 | * edges inside it, we just mark this square as not |
1053 | * complete and proceed to the next square. |
1054 | */ |
1055 | if (!valid) { |
1056 | index(state, ret, x, y) = 0; |
1057 | continue; |
1058 | } |
1059 | |
1060 | /* |
1061 | * We have a rectangle. Now see what its area is, |
1062 | * and how many numbers are in it. |
1063 | */ |
1064 | num = 0; |
1065 | area = 0; |
1066 | for (xx = x; xx < x+rw; xx++) { |
1067 | for (yy = y; yy < y+rh; yy++) { |
1068 | area++; |
1069 | if (grid(state,xx,yy)) { |
1070 | if (num > 0) |
1071 | valid = FALSE; /* two numbers */ |
1072 | num = grid(state,xx,yy); |
1073 | } |
1074 | } |
1075 | } |
1076 | if (num != area) |
1077 | valid = FALSE; |
1078 | |
1079 | /* |
1080 | * Now fill in the whole rectangle based on the |
1081 | * value of `valid'. |
1082 | */ |
1083 | for (xx = x; xx < x+rw; xx++) { |
1084 | for (yy = y; yy < y+rh; yy++) { |
1085 | index(state, ret, xx, yy) = valid; |
1086 | } |
1087 | } |
1088 | } |
1089 | |
1090 | return ret; |
1091 | } |
1092 | |
08dd70c3 |
1093 | struct game_ui { |
1094 | /* |
1095 | * These coordinates are 2 times the obvious grid coordinates. |
1096 | * Hence, the top left of the grid is (0,0), the grid point to |
1097 | * the right of that is (2,0), the one _below that_ is (2,2) |
1098 | * and so on. This is so that we can specify a drag start point |
1099 | * on an edge (one odd coordinate) or in the middle of a square |
1100 | * (two odd coordinates) rather than always at a corner. |
1101 | * |
1102 | * -1,-1 means no drag is in progress. |
1103 | */ |
1104 | int drag_start_x; |
1105 | int drag_start_y; |
1106 | int drag_end_x; |
1107 | int drag_end_y; |
1108 | /* |
1109 | * This flag is set as soon as a dragging action moves the |
1110 | * mouse pointer away from its starting point, so that even if |
1111 | * the pointer _returns_ to its starting point the action is |
1112 | * treated as a small drag rather than a click. |
1113 | */ |
1114 | int dragged; |
1115 | }; |
1116 | |
be8d5aa1 |
1117 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1118 | { |
08dd70c3 |
1119 | game_ui *ui = snew(game_ui); |
1120 | ui->drag_start_x = -1; |
1121 | ui->drag_start_y = -1; |
1122 | ui->drag_end_x = -1; |
1123 | ui->drag_end_y = -1; |
1124 | ui->dragged = FALSE; |
1125 | return ui; |
74a4e547 |
1126 | } |
1127 | |
be8d5aa1 |
1128 | static void free_ui(game_ui *ui) |
74a4e547 |
1129 | { |
08dd70c3 |
1130 | sfree(ui); |
1131 | } |
1132 | |
be8d5aa1 |
1133 | static void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
1134 | { |
d4e7900f |
1135 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
1136 | |
1137 | /* |
d4e7900f |
1138 | * Find the nearest square-centre. |
08dd70c3 |
1139 | */ |
d4e7900f |
1140 | xs = (float)floor(x) + 0.5F; |
1141 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
1142 | |
1143 | /* |
d4e7900f |
1144 | * And find the nearest grid vertex. |
08dd70c3 |
1145 | */ |
d4e7900f |
1146 | xv = (float)floor(x + 0.5F); |
1147 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
1148 | |
1149 | /* |
d4e7900f |
1150 | * We allocate clicks in parts of the grid square to either |
1151 | * corners, edges or square centres, as follows: |
1152 | * |
1153 | * +--+--------+--+ |
1154 | * | | | | |
1155 | * +--+ +--+ |
1156 | * | `. ,' | |
1157 | * | +--+ | |
1158 | * | | | | |
1159 | * | +--+ | |
1160 | * | ,' `. | |
1161 | * +--+ +--+ |
1162 | * | | | | |
1163 | * +--+--------+--+ |
1164 | * |
1165 | * (Not to scale!) |
1166 | * |
1167 | * In other words: we measure the square distance (i.e. |
1168 | * max(dx,dy)) from the click to the nearest corner, and if |
1169 | * it's within CORNER_TOLERANCE then we return a corner click. |
1170 | * We measure the square distance from the click to the nearest |
1171 | * centre, and if that's within CENTRE_TOLERANCE we return a |
1172 | * centre click. Failing that, we find which of the two edge |
1173 | * centres is nearer to the click and return that edge. |
08dd70c3 |
1174 | */ |
d4e7900f |
1175 | |
1176 | /* |
1177 | * Check for corner click. |
1178 | */ |
1179 | dx = (float)fabs(x - xv); |
1180 | dy = (float)fabs(y - yv); |
1181 | dist = (dx > dy ? dx : dy); |
1182 | if (dist < CORNER_TOLERANCE) { |
1183 | *xr = 2 * (int)xv; |
1184 | *yr = 2 * (int)yv; |
1185 | } else { |
1186 | /* |
1187 | * Check for centre click. |
1188 | */ |
1189 | dx = (float)fabs(x - xs); |
1190 | dy = (float)fabs(y - ys); |
1191 | dist = (dx > dy ? dx : dy); |
1192 | if (dist < CENTRE_TOLERANCE) { |
1193 | *xr = 1 + 2 * (int)xs; |
1194 | *yr = 1 + 2 * (int)ys; |
1195 | } else { |
1196 | /* |
1197 | * Failing both of those, see which edge we're closer to. |
1198 | * Conveniently, this is simply done by testing the relative |
1199 | * magnitude of dx and dy (which are currently distances from |
1200 | * the square centre). |
1201 | */ |
1202 | if (dx > dy) { |
1203 | /* Vertical edge: x-coord of corner, |
1204 | * y-coord of square centre. */ |
1205 | *xr = 2 * (int)xv; |
1206 | *yr = 1 + 2 * (int)ys; |
1207 | } else { |
1208 | /* Horizontal edge: x-coord of square centre, |
1209 | * y-coord of corner. */ |
1210 | *xr = 1 + 2 * (int)xs; |
1211 | *yr = 2 * (int)yv; |
1212 | } |
1213 | } |
1214 | } |
08dd70c3 |
1215 | } |
1216 | |
1217 | static void ui_draw_rect(game_state *state, game_ui *ui, |
1218 | unsigned char *hedge, unsigned char *vedge, int c) |
1219 | { |
1220 | int x1, x2, y1, y2, x, y, t; |
1221 | |
1222 | x1 = ui->drag_start_x; |
1223 | x2 = ui->drag_end_x; |
1224 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
1225 | |
1226 | y1 = ui->drag_start_y; |
1227 | y2 = ui->drag_end_y; |
1228 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
1229 | |
1230 | x1 = x1 / 2; /* rounds down */ |
1231 | x2 = (x2+1) / 2; /* rounds up */ |
1232 | y1 = y1 / 2; /* rounds down */ |
1233 | y2 = (y2+1) / 2; /* rounds up */ |
1234 | |
1235 | /* |
1236 | * Draw horizontal edges of rectangles. |
1237 | */ |
1238 | for (x = x1; x < x2; x++) |
1239 | for (y = y1; y <= y2; y++) |
1240 | if (HRANGE(state,x,y)) { |
1241 | int val = index(state,hedge,x,y); |
1242 | if (y == y1 || y == y2) |
1243 | val = c; |
1244 | else if (c == 1) |
1245 | val = 0; |
1246 | index(state,hedge,x,y) = val; |
1247 | } |
1248 | |
1249 | /* |
1250 | * Draw vertical edges of rectangles. |
1251 | */ |
1252 | for (y = y1; y < y2; y++) |
1253 | for (x = x1; x <= x2; x++) |
1254 | if (VRANGE(state,x,y)) { |
1255 | int val = index(state,vedge,x,y); |
1256 | if (x == x1 || x == x2) |
1257 | val = c; |
1258 | else if (c == 1) |
1259 | val = 0; |
1260 | index(state,vedge,x,y) = val; |
1261 | } |
74a4e547 |
1262 | } |
1263 | |
be8d5aa1 |
1264 | static game_state *make_move(game_state *from, game_ui *ui, |
1265 | int x, int y, int button) |
3870c4d8 |
1266 | { |
08dd70c3 |
1267 | int xc, yc; |
1268 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
1269 | game_state *ret; |
1270 | |
08dd70c3 |
1271 | if (button == LEFT_BUTTON) { |
1272 | startdrag = TRUE; |
1273 | } else if (button == LEFT_RELEASE) { |
1274 | enddrag = TRUE; |
1275 | } else if (button != LEFT_DRAG) { |
1276 | return NULL; |
1277 | } |
1278 | |
d4e7900f |
1279 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
1280 | |
1281 | if (startdrag) { |
1282 | ui->drag_start_x = xc; |
1283 | ui->drag_start_y = yc; |
1284 | ui->drag_end_x = xc; |
1285 | ui->drag_end_y = yc; |
1286 | ui->dragged = FALSE; |
1287 | active = TRUE; |
1288 | } |
3870c4d8 |
1289 | |
08dd70c3 |
1290 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
1291 | ui->drag_end_x = xc; |
1292 | ui->drag_end_y = yc; |
1293 | ui->dragged = TRUE; |
1294 | active = TRUE; |
1295 | } |
3870c4d8 |
1296 | |
934797c7 |
1297 | ret = NULL; |
1298 | |
1299 | if (enddrag) { |
1300 | if (xc >= 0 && xc <= 2*from->w && |
1301 | yc >= 0 && yc <= 2*from->h) { |
1302 | ret = dup_game(from); |
1303 | |
1304 | if (ui->dragged) { |
1305 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
1306 | } else { |
1307 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
1308 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
1309 | } |
1310 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
1311 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
1312 | } |
1313 | } |
3870c4d8 |
1314 | |
934797c7 |
1315 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
1316 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
1317 | free_game(ret); |
1318 | ret = NULL; |
1319 | } |
ef29354c |
1320 | |
1321 | /* |
1322 | * We've made a real change to the grid. Check to see |
1323 | * if the game has been completed. |
1324 | */ |
d4e7900f |
1325 | if (ret && !ret->completed) { |
ef29354c |
1326 | int x, y, ok; |
1327 | unsigned char *correct = get_correct(ret); |
1328 | |
1329 | ok = TRUE; |
1330 | for (x = 0; x < ret->w; x++) |
1331 | for (y = 0; y < ret->h; y++) |
1332 | if (!index(ret, correct, x, y)) |
1333 | ok = FALSE; |
1334 | |
1335 | sfree(correct); |
1336 | |
1337 | if (ok) |
1338 | ret->completed = TRUE; |
1339 | } |
934797c7 |
1340 | } |
1341 | |
1342 | ui->drag_start_x = -1; |
1343 | ui->drag_start_y = -1; |
1344 | ui->drag_end_x = -1; |
1345 | ui->drag_end_y = -1; |
1346 | ui->dragged = FALSE; |
1347 | active = TRUE; |
3870c4d8 |
1348 | } |
1349 | |
934797c7 |
1350 | if (ret) |
1351 | return ret; /* a move has been made */ |
1352 | else if (active) |
08dd70c3 |
1353 | return from; /* UI activity has occurred */ |
934797c7 |
1354 | else |
1355 | return NULL; |
3870c4d8 |
1356 | } |
1357 | |
1358 | /* ---------------------------------------------------------------------- |
1359 | * Drawing routines. |
1360 | */ |
1361 | |
ec9a0f09 |
1362 | #define CORRECT 65536 |
08dd70c3 |
1363 | |
1364 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
1365 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
1366 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
1367 | |
1368 | struct game_drawstate { |
1369 | int started; |
1370 | int w, h; |
ec9a0f09 |
1371 | unsigned int *visible; |
3870c4d8 |
1372 | }; |
1373 | |
be8d5aa1 |
1374 | static void game_size(game_params *params, int *x, int *y) |
3870c4d8 |
1375 | { |
1376 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
1377 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
1378 | } |
1379 | |
be8d5aa1 |
1380 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
3870c4d8 |
1381 | { |
1382 | float *ret = snewn(3 * NCOLOURS, float); |
1383 | |
1384 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
1385 | |
1386 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
1387 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
1388 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
1389 | |
08dd70c3 |
1390 | ret[COL_DRAG * 3 + 0] = 1.0F; |
1391 | ret[COL_DRAG * 3 + 1] = 0.0F; |
1392 | ret[COL_DRAG * 3 + 2] = 0.0F; |
1393 | |
3870c4d8 |
1394 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
1395 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
1396 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
1397 | |
1398 | ret[COL_LINE * 3 + 0] = 0.0F; |
1399 | ret[COL_LINE * 3 + 1] = 0.0F; |
1400 | ret[COL_LINE * 3 + 2] = 0.0F; |
1401 | |
1402 | ret[COL_TEXT * 3 + 0] = 0.0F; |
1403 | ret[COL_TEXT * 3 + 1] = 0.0F; |
1404 | ret[COL_TEXT * 3 + 2] = 0.0F; |
1405 | |
1406 | *ncolours = NCOLOURS; |
1407 | return ret; |
1408 | } |
1409 | |
be8d5aa1 |
1410 | static game_drawstate *game_new_drawstate(game_state *state) |
3870c4d8 |
1411 | { |
1412 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
1413 | int i; |
3870c4d8 |
1414 | |
1415 | ds->started = FALSE; |
1416 | ds->w = state->w; |
1417 | ds->h = state->h; |
ec9a0f09 |
1418 | ds->visible = snewn(ds->w * ds->h, unsigned int); |
08dd70c3 |
1419 | for (i = 0; i < ds->w * ds->h; i++) |
1420 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
1421 | |
1422 | return ds; |
1423 | } |
1424 | |
be8d5aa1 |
1425 | static void game_free_drawstate(game_drawstate *ds) |
3870c4d8 |
1426 | { |
1427 | sfree(ds->visible); |
1428 | sfree(ds); |
1429 | } |
1430 | |
be8d5aa1 |
1431 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
ec9a0f09 |
1432 | unsigned char *hedge, unsigned char *vedge, |
1433 | unsigned char *corners, int correct) |
3870c4d8 |
1434 | { |
1435 | int cx = COORD(x), cy = COORD(y); |
1436 | char str[80]; |
1437 | |
1438 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
1439 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
1440 | correct ? COL_CORRECT : COL_BACKGROUND); |
1441 | |
1442 | if (grid(state,x,y)) { |
1443 | sprintf(str, "%d", grid(state,x,y)); |
1444 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
1445 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
1446 | } |
1447 | |
1448 | /* |
1449 | * Draw edges. |
1450 | */ |
08dd70c3 |
1451 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
1452 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
1453 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
1454 | COL_LINE); |
1455 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
1456 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
1457 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
1458 | COL_LINE); |
1459 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
1460 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
1461 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
1462 | COL_LINE); |
1463 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
1464 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
1465 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
1466 | COL_LINE); |
3870c4d8 |
1467 | |
1468 | /* |
1469 | * Draw corners. |
1470 | */ |
ec9a0f09 |
1471 | if (index(state,corners,x,y)) |
08dd70c3 |
1472 | draw_rect(fe, cx, cy, 2, 2, |
ec9a0f09 |
1473 | COLOUR(index(state,corners,x,y))); |
1474 | if (x+1 < state->w && index(state,corners,x+1,y)) |
08dd70c3 |
1475 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
ec9a0f09 |
1476 | COLOUR(index(state,corners,x+1,y))); |
1477 | if (y+1 < state->h && index(state,corners,x,y+1)) |
08dd70c3 |
1478 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1479 | COLOUR(index(state,corners,x,y+1))); |
1480 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
08dd70c3 |
1481 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
1482 | COLOUR(index(state,corners,x+1,y+1))); |
3870c4d8 |
1483 | |
1484 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
1485 | } |
1486 | |
be8d5aa1 |
1487 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
1488 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
1489 | float animtime, float flashtime) |
3870c4d8 |
1490 | { |
1491 | int x, y; |
1492 | unsigned char *correct; |
ec9a0f09 |
1493 | unsigned char *hedge, *vedge, *corners; |
3870c4d8 |
1494 | |
1495 | correct = get_correct(state); |
1496 | |
08dd70c3 |
1497 | if (ui->dragged) { |
1498 | hedge = snewn(state->w*state->h, unsigned char); |
1499 | vedge = snewn(state->w*state->h, unsigned char); |
1500 | memcpy(hedge, state->hedge, state->w*state->h); |
1501 | memcpy(vedge, state->vedge, state->w*state->h); |
1502 | ui_draw_rect(state, ui, hedge, vedge, 2); |
1503 | } else { |
1504 | hedge = state->hedge; |
1505 | vedge = state->vedge; |
1506 | } |
1507 | |
ec9a0f09 |
1508 | corners = snewn(state->w * state->h, unsigned char); |
1509 | memset(corners, 0, state->w * state->h); |
1510 | for (x = 0; x < state->w; x++) |
1511 | for (y = 0; y < state->h; y++) { |
1512 | if (x > 0) { |
1513 | int e = index(state, vedge, x, y); |
1514 | if (index(state,corners,x,y) < e) |
1515 | index(state,corners,x,y) = e; |
1516 | if (y+1 < state->h && |
1517 | index(state,corners,x,y+1) < e) |
1518 | index(state,corners,x,y+1) = e; |
1519 | } |
1520 | if (y > 0) { |
1521 | int e = index(state, hedge, x, y); |
1522 | if (index(state,corners,x,y) < e) |
1523 | index(state,corners,x,y) = e; |
1524 | if (x+1 < state->w && |
1525 | index(state,corners,x+1,y) < e) |
1526 | index(state,corners,x+1,y) = e; |
1527 | } |
1528 | } |
1529 | |
3870c4d8 |
1530 | if (!ds->started) { |
105a00d0 |
1531 | draw_rect(fe, 0, 0, |
1532 | state->w * TILE_SIZE + 2*BORDER + 1, |
1533 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
1534 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
1535 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
1536 | ds->started = TRUE; |
863c3945 |
1537 | draw_update(fe, 0, 0, |
1538 | state->w * TILE_SIZE + 2*BORDER + 1, |
1539 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
1540 | } |
1541 | |
1542 | for (x = 0; x < state->w; x++) |
1543 | for (y = 0; y < state->h; y++) { |
ec9a0f09 |
1544 | unsigned int c = 0; |
08dd70c3 |
1545 | |
1546 | if (HRANGE(state,x,y)) |
1547 | c |= index(state,hedge,x,y); |
eddb22e8 |
1548 | if (HRANGE(state,x,y+1)) |
1549 | c |= index(state,hedge,x,y+1) << 2; |
08dd70c3 |
1550 | if (VRANGE(state,x,y)) |
1551 | c |= index(state,vedge,x,y) << 4; |
eddb22e8 |
1552 | if (VRANGE(state,x+1,y)) |
1553 | c |= index(state,vedge,x+1,y) << 6; |
ec9a0f09 |
1554 | c |= index(state,corners,x,y) << 8; |
1555 | if (x+1 < state->w) |
1556 | c |= index(state,corners,x+1,y) << 10; |
1557 | if (y+1 < state->h) |
1558 | c |= index(state,corners,x,y+1) << 12; |
1559 | if (x+1 < state->w && y+1 < state->h) |
1560 | c |= index(state,corners,x+1,y+1) << 14; |
ef29354c |
1561 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
1562 | c |= CORRECT; |
1563 | |
1564 | if (index(ds,ds->visible,x,y) != c) { |
ec9a0f09 |
1565 | draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); |
1566 | index(ds,ds->visible,x,y) = c; |
3870c4d8 |
1567 | } |
1568 | } |
1569 | |
08dd70c3 |
1570 | if (hedge != state->hedge) { |
1571 | sfree(hedge); |
1572 | sfree(vedge); |
1573 | } |
1574 | |
11c44cf5 |
1575 | sfree(corners); |
3870c4d8 |
1576 | sfree(correct); |
1577 | } |
1578 | |
be8d5aa1 |
1579 | static float game_anim_length(game_state *oldstate, |
1580 | game_state *newstate, int dir) |
3870c4d8 |
1581 | { |
1582 | return 0.0F; |
1583 | } |
1584 | |
be8d5aa1 |
1585 | static float game_flash_length(game_state *oldstate, |
1586 | game_state *newstate, int dir) |
3870c4d8 |
1587 | { |
ef29354c |
1588 | if (!oldstate->completed && newstate->completed) |
1589 | return FLASH_TIME; |
3870c4d8 |
1590 | return 0.0F; |
1591 | } |
1592 | |
be8d5aa1 |
1593 | static int game_wants_statusbar(void) |
3870c4d8 |
1594 | { |
1595 | return FALSE; |
1596 | } |
be8d5aa1 |
1597 | |
1598 | #ifdef COMBINED |
1599 | #define thegame rect |
1600 | #endif |
1601 | |
1602 | const struct game thegame = { |
1603 | "Rectangles", "games.rectangles", TRUE, |
1604 | default_params, |
1605 | game_fetch_preset, |
1606 | decode_params, |
1607 | encode_params, |
1608 | free_params, |
1609 | dup_params, |
1610 | game_configure, |
1611 | custom_params, |
1612 | validate_params, |
1613 | new_game_seed, |
1614 | validate_seed, |
1615 | new_game, |
1616 | dup_game, |
1617 | free_game, |
1618 | new_ui, |
1619 | free_ui, |
1620 | make_move, |
1621 | game_size, |
1622 | game_colours, |
1623 | game_new_drawstate, |
1624 | game_free_drawstate, |
1625 | game_redraw, |
1626 | game_anim_length, |
1627 | game_flash_length, |
1628 | game_wants_statusbar, |
1629 | }; |