Missed a vital semicolon off the Cygwin version.c makefile fragment.
[sgt/puzzles] / rect.c
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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 42enum {
43 COL_BACKGROUND,
44 COL_CORRECT,
45 COL_LINE,
46 COL_TEXT,
47 COL_GRID,
08dd70c3 48 COL_DRAG,
3870c4d8 49 NCOLOURS
50};
51
52struct 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
80struct 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) */
2ac6d24e 85 int completed, cheated;
3870c4d8 86};
87
be8d5aa1 88static 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 98static 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 121static void free_params(game_params *params)
3870c4d8 122{
123 sfree(params);
124}
125
be8d5aa1 126static 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 133static 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 153static 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 162static 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 195static 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 206static 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
217struct rect {
218 int x, y;
219 int w, h;
220};
221
222struct rectlist {
223 struct rect *rects;
224 int n;
225};
226
227static 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
277static void free_rectlist(struct rectlist *list)
278{
279 sfree(list->rects);
280 sfree(list);
281}
282
283static 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
298static 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 337static 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
2ac6d24e 389struct game_aux_info {
390 int w, h;
391 unsigned char *vedge; /* (w+1) x h */
392 unsigned char *hedge; /* w x (h+1) */
393};
394
6f2d8d7c 395static char *new_game_seed(game_params *params, random_state *rs,
396 game_aux_info **aux)
3870c4d8 397{
398 int *grid, *numbers;
399 struct rectlist *list;
aea3ed9a 400 int x, y, y2, y2last, yx, run, i;
3870c4d8 401 char *seed, *p;
aea3ed9a 402 game_params params2real, *params2 = &params2real;
3870c4d8 403
aea3ed9a 404 /*
405 * Set up the smaller width and height which we will use to
406 * generate the base grid.
407 */
408 params2->w = params->w / (1.0F + params->expandfactor);
b9e2cf12 409 if (params2->w < 2 && params->w >= 2) params2->w = 2;
410 params2->h = params->h / (1.0F + params->expandfactor);
411 if (params2->h < 2 && params->h >= 2) params2->h = 2;
3870c4d8 412
aea3ed9a 413 grid = snewn(params2->w * params2->h, int);
414
415 for (y = 0; y < params2->h; y++)
416 for (x = 0; x < params2->w; x++) {
417 index(params2, grid, x, y) = -1;
3870c4d8 418 }
419
aea3ed9a 420 list = get_rectlist(params2, grid);
3870c4d8 421 assert(list != NULL);
422
423 /*
424 * Place rectangles until we can't any more.
425 */
426 while (list->n > 0) {
427 int i, m;
428 struct rect r;
429
430 /*
431 * Pick a random rectangle.
432 */
433 i = random_upto(rs, list->n);
434 r = list->rects[i];
435
436 /*
437 * Place it.
438 */
aea3ed9a 439 place_rect(params2, grid, r);
3870c4d8 440
441 /*
442 * Winnow the list by removing any rectangles which
443 * overlap this one.
444 */
445 m = 0;
446 for (i = 0; i < list->n; i++) {
447 struct rect s = list->rects[i];
448 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
449 s.y+s.h <= r.y || r.y+r.h <= s.y)
450 list->rects[m++] = s;
451 }
452 list->n = m;
453 }
454
455 free_rectlist(list);
456
457 /*
458 * Deal with singleton spaces remaining in the grid, one by
459 * one.
460 *
461 * We do this by making a local change to the layout. There are
462 * several possibilities:
463 *
464 * +-----+-----+ Here, we can remove the singleton by
465 * | | | extending the 1x2 rectangle below it
466 * +--+--+-----+ into a 1x3.
467 * | | | |
468 * | +--+ |
469 * | | | |
470 * | | | |
471 * | | | |
472 * +--+--+-----+
473 *
474 * +--+--+--+ Here, that trick doesn't work: there's no
475 * | | | 1 x n rectangle with the singleton at one
476 * | | | end. Instead, we extend a 1 x n rectangle
477 * | | | _out_ from the singleton, shaving a layer
478 * +--+--+ | off the end of another rectangle. So if we
479 * | | | | extended up, we'd make our singleton part
480 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
481 * | | | used to be; or we could extend right into
482 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
483 *
484 * +-----+--+ Here, we can't even do _that_, since any
485 * | | | direction we choose to extend the singleton
486 * +--+--+ | will produce a new singleton as a result of
487 * | | | | truncating one of the size-2 rectangles.
488 * | +--+--+ Fortunately, this case can _only_ occur when
489 * | | | a singleton is surrounded by four size-2s
490 * +--+-----+ in this fashion; so instead we can simply
491 * replace the whole section with a single 3x3.
492 */
aea3ed9a 493 for (x = 0; x < params2->w; x++) {
494 for (y = 0; y < params2->h; y++) {
495 if (index(params2, grid, x, y) < 0) {
3870c4d8 496 int dirs[4], ndirs;
497
498#ifdef GENERATION_DIAGNOSTICS
aea3ed9a 499 display_grid(params2, grid, NULL, FALSE);
3870c4d8 500 printf("singleton at %d,%d\n", x, y);
501#endif
502
503 /*
504 * Check in which directions we can feasibly extend
505 * the singleton. We can extend in a particular
506 * direction iff either:
507 *
508 * - the rectangle on that side of the singleton
509 * is not 2x1, and we are at one end of the edge
510 * of it we are touching
511 *
512 * - it is 2x1 but we are on its short side.
513 *
514 * FIXME: we could plausibly choose between these
515 * based on the sizes of the rectangles they would
516 * create?
517 */
518 ndirs = 0;
aea3ed9a 519 if (x < params2->w-1) {
520 struct rect r = find_rect(params2, grid, x+1, y);
3870c4d8 521 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
522 dirs[ndirs++] = 1; /* right */
523 }
524 if (y > 0) {
aea3ed9a 525 struct rect r = find_rect(params2, grid, x, y-1);
3870c4d8 526 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
527 dirs[ndirs++] = 2; /* up */
528 }
529 if (x > 0) {
aea3ed9a 530 struct rect r = find_rect(params2, grid, x-1, y);
3870c4d8 531 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
532 dirs[ndirs++] = 4; /* left */
533 }
aea3ed9a 534 if (y < params2->h-1) {
535 struct rect r = find_rect(params2, grid, x, y+1);
3870c4d8 536 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
537 dirs[ndirs++] = 8; /* down */
538 }
539
540 if (ndirs > 0) {
541 int which, dir;
542 struct rect r1, r2;
543
544 which = random_upto(rs, ndirs);
545 dir = dirs[which];
546
547 switch (dir) {
548 case 1: /* right */
aea3ed9a 549 assert(x < params2->w+1);
3870c4d8 550#ifdef GENERATION_DIAGNOSTICS
551 printf("extending right\n");
552#endif
aea3ed9a 553 r1 = find_rect(params2, grid, x+1, y);
3870c4d8 554 r2.x = x;
555 r2.y = y;
556 r2.w = 1 + r1.w;
557 r2.h = 1;
558 if (r1.y == y)
559 r1.y++;
560 r1.h--;
561 break;
562 case 2: /* up */
563 assert(y > 0);
564#ifdef GENERATION_DIAGNOSTICS
565 printf("extending up\n");
566#endif
aea3ed9a 567 r1 = find_rect(params2, grid, x, y-1);
3870c4d8 568 r2.x = x;
569 r2.y = r1.y;
570 r2.w = 1;
571 r2.h = 1 + r1.h;
572 if (r1.x == x)
573 r1.x++;
574 r1.w--;
575 break;
576 case 4: /* left */
577 assert(x > 0);
578#ifdef GENERATION_DIAGNOSTICS
579 printf("extending left\n");
580#endif
aea3ed9a 581 r1 = find_rect(params2, grid, x-1, y);
3870c4d8 582 r2.x = r1.x;
583 r2.y = y;
584 r2.w = 1 + r1.w;
585 r2.h = 1;
586 if (r1.y == y)
587 r1.y++;
588 r1.h--;
589 break;
590 case 8: /* down */
aea3ed9a 591 assert(y < params2->h+1);
3870c4d8 592#ifdef GENERATION_DIAGNOSTICS
593 printf("extending down\n");
594#endif
aea3ed9a 595 r1 = find_rect(params2, grid, x, y+1);
3870c4d8 596 r2.x = x;
597 r2.y = y;
598 r2.w = 1;
599 r2.h = 1 + r1.h;
600 if (r1.x == x)
601 r1.x++;
602 r1.w--;
603 break;
604 }
605 if (r1.h > 0 && r1.w > 0)
aea3ed9a 606 place_rect(params2, grid, r1);
607 place_rect(params2, grid, r2);
3870c4d8 608 } else {
609#ifndef NDEBUG
610 /*
611 * Sanity-check that there really is a 3x3
612 * rectangle surrounding this singleton and it
613 * contains absolutely everything we could
614 * possibly need.
615 */
616 {
617 int xx, yy;
aea3ed9a 618 assert(x > 0 && x < params2->w-1);
619 assert(y > 0 && y < params2->h-1);
3870c4d8 620
621 for (xx = x-1; xx <= x+1; xx++)
622 for (yy = y-1; yy <= y+1; yy++) {
aea3ed9a 623 struct rect r = find_rect(params2,grid,xx,yy);
3870c4d8 624 assert(r.x >= x-1);
625 assert(r.y >= y-1);
626 assert(r.x+r.w-1 <= x+1);
627 assert(r.y+r.h-1 <= y+1);
628 }
629 }
630#endif
631
632#ifdef GENERATION_DIAGNOSTICS
633 printf("need the 3x3 trick\n");
634#endif
635
636 /*
637 * FIXME: If the maximum rectangle area for
638 * this grid is less than 9, we ought to
639 * subdivide the 3x3 in some fashion. There are
640 * five other possibilities:
641 *
642 * - a 6 and a 3
643 * - a 4, a 3 and a 2
644 * - three 3s
645 * - a 3 and three 2s (two different arrangements).
646 */
647
648 {
649 struct rect r;
650 r.x = x-1;
651 r.y = y-1;
652 r.w = r.h = 3;
aea3ed9a 653 place_rect(params2, grid, r);
3870c4d8 654 }
655 }
656 }
657 }
658 }
659
660 /*
aea3ed9a 661 * We have now constructed a grid of the size specified in
662 * params2. Now we extend it into a grid of the size specified
663 * in params. We do this in two passes: we extend it vertically
664 * until it's the right height, then we transpose it, then
665 * extend it vertically again (getting it effectively the right
666 * width), then finally transpose again.
667 */
668 for (i = 0; i < 2; i++) {
669 int *grid2, *expand, *where;
670 game_params params3real, *params3 = &params3real;
671
672#ifdef GENERATION_DIAGNOSTICS
673 printf("before expansion:\n");
674 display_grid(params2, grid, NULL, TRUE);
675#endif
676
677 /*
678 * Set up the new grid.
679 */
680 grid2 = snewn(params2->w * params->h, int);
681 expand = snewn(params2->h-1, int);
682 where = snewn(params2->w, int);
683 params3->w = params2->w;
684 params3->h = params->h;
685
686 /*
687 * Decide which horizontal edges are going to get expanded,
688 * and by how much.
689 */
690 for (y = 0; y < params2->h-1; y++)
691 expand[y] = 0;
692 for (y = params2->h; y < params->h; y++) {
693 x = random_upto(rs, params2->h-1);
694 expand[x]++;
695 }
696
697#ifdef GENERATION_DIAGNOSTICS
698 printf("expand[] = {");
699 for (y = 0; y < params2->h-1; y++)
700 printf(" %d", expand[y]);
701 printf(" }\n");
702#endif
703
704 /*
705 * Perform the expansion. The way this works is that we
706 * alternately:
707 *
708 * - copy a row from grid into grid2
709 *
710 * - invent some number of additional rows in grid2 where
711 * there was previously only a horizontal line between
712 * rows in grid, and make random decisions about where
713 * among these to place each rectangle edge that ran
714 * along this line.
715 */
716 for (y = y2 = y2last = 0; y < params2->h; y++) {
717 /*
718 * Copy a single line from row y of grid into row y2 of
719 * grid2.
720 */
721 for (x = 0; x < params2->w; x++) {
722 int val = index(params2, grid, x, y);
723 if (val / params2->w == y && /* rect starts on this line */
724 (y2 == 0 || /* we're at the very top, or... */
725 index(params3, grid2, x, y2-1) / params3->w < y2last
726 /* this rect isn't already started */))
727 index(params3, grid2, x, y2) =
728 INDEX(params3, val % params2->w, y2);
729 else
730 index(params3, grid2, x, y2) =
731 index(params3, grid2, x, y2-1);
732 }
733
734 /*
735 * If that was the last line, terminate the loop early.
736 */
737 if (++y2 == params3->h)
738 break;
739
740 y2last = y2;
741
742 /*
743 * Invent some number of additional lines. First walk
744 * along this line working out where to put all the
745 * edges that coincide with it.
746 */
747 yx = -1;
748 for (x = 0; x < params2->w; x++) {
749 if (index(params2, grid, x, y) !=
750 index(params2, grid, x, y+1)) {
751 /*
752 * This is a horizontal edge, so it needs
753 * placing.
754 */
755 if (x == 0 ||
756 (index(params2, grid, x-1, y) !=
757 index(params2, grid, x, y) &&
758 index(params2, grid, x-1, y+1) !=
759 index(params2, grid, x, y+1))) {
760 /*
761 * Here we have the chance to make a new
762 * decision.
763 */
764 yx = random_upto(rs, expand[y]+1);
765 } else {
766 /*
767 * Here we just reuse the previous value of
768 * yx.
769 */
770 }
771 } else
772 yx = -1;
773 where[x] = yx;
774 }
775
776 for (yx = 0; yx < expand[y]; yx++) {
777 /*
778 * Invent a single row. For each square in the row,
779 * we copy the grid entry from the square above it,
780 * unless we're starting the new rectangle here.
781 */
782 for (x = 0; x < params2->w; x++) {
783 if (yx == where[x]) {
784 int val = index(params2, grid, x, y+1);
785 val %= params2->w;
786 val = INDEX(params3, val, y2);
787 index(params3, grid2, x, y2) = val;
788 } else
789 index(params3, grid2, x, y2) =
790 index(params3, grid2, x, y2-1);
791 }
792
793 y2++;
794 }
795 }
796
797 sfree(expand);
798 sfree(where);
799
800#ifdef GENERATION_DIAGNOSTICS
801 printf("after expansion:\n");
802 display_grid(params3, grid2, NULL, TRUE);
803#endif
804 /*
805 * Transpose.
806 */
807 params2->w = params3->h;
808 params2->h = params3->w;
809 sfree(grid);
810 grid = snewn(params2->w * params2->h, int);
811 for (x = 0; x < params2->w; x++)
812 for (y = 0; y < params2->h; y++) {
813 int idx1 = INDEX(params2, x, y);
814 int idx2 = INDEX(params3, y, x);
815 int tmp;
816
817 tmp = grid2[idx2];
818 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
819 grid[idx1] = tmp;
820 }
821
822 sfree(grid2);
823
824 {
825 int tmp;
826 tmp = params->w;
827 params->w = params->h;
828 params->h = tmp;
829 }
830
831#ifdef GENERATION_DIAGNOSTICS
832 printf("after transposition:\n");
833 display_grid(params2, grid, NULL, TRUE);
834#endif
835 }
836
837 /*
2ac6d24e 838 * Store the rectangle data in the game_aux_info.
839 */
840 {
841 game_aux_info *ai = snew(game_aux_info);
842
843 ai->w = params->w;
844 ai->h = params->h;
845 ai->vedge = snewn(ai->w * ai->h, unsigned char);
846 ai->hedge = snewn(ai->w * ai->h, unsigned char);
847
848 for (y = 0; y < params->h; y++)
849 for (x = 1; x < params->w; x++) {
850 vedge(ai, x, y) =
851 index(params, grid, x, y) != index(params, grid, x-1, y);
852 }
853 for (y = 1; y < params->h; y++)
854 for (x = 0; x < params->w; x++) {
855 hedge(ai, x, y) =
856 index(params, grid, x, y) != index(params, grid, x, y-1);
857 }
858
859 *aux = ai;
860 }
861
862 /*
3870c4d8 863 * Place numbers.
864 */
aea3ed9a 865 numbers = snewn(params->w * params->h, int);
866
867 for (y = 0; y < params->h; y++)
868 for (x = 0; x < params->w; x++) {
869 index(params, numbers, x, y) = 0;
870 }
871
3870c4d8 872 for (x = 0; x < params->w; x++) {
873 for (y = 0; y < params->h; y++) {
874 int idx = INDEX(params, x, y);
875 if (index(params, grid, x, y) == idx) {
876 struct rect r = find_rect(params, grid, x, y);
877 int n, xx, yy;
878
879 /*
880 * Decide where to put the number.
881 */
882 n = random_upto(rs, r.w*r.h);
883 yy = n / r.w;
884 xx = n % r.w;
885 index(params,numbers,x+xx,y+yy) = r.w*r.h;
886 }
887 }
888 }
889
890#ifdef GENERATION_DIAGNOSTICS
aea3ed9a 891 display_grid(params, grid, numbers, FALSE);
3870c4d8 892#endif
893
894 seed = snewn(11 * params->w * params->h, char);
895 p = seed;
896 run = 0;
897 for (i = 0; i <= params->w * params->h; i++) {
898 int n = (i < params->w * params->h ? numbers[i] : -1);
899
900 if (!n)
901 run++;
902 else {
903 if (run) {
904 while (run > 0) {
905 int c = 'a' - 1 + run;
906 if (run > 26)
907 c = 'z';
908 *p++ = c;
909 run -= c - ('a' - 1);
910 }
911 } else {
0e87eedc 912 /*
913 * If there's a number in the very top left or
914 * bottom right, there's no point putting an
915 * unnecessary _ before or after it.
916 */
917 if (p > seed && n > 0)
918 *p++ = '_';
3870c4d8 919 }
920 if (n > 0)
921 p += sprintf(p, "%d", n);
922 run = 0;
923 }
924 }
925 *p = '\0';
926
927 sfree(grid);
928 sfree(numbers);
929
930 return seed;
931}
932
2ac6d24e 933static void game_free_aux_info(game_aux_info *ai)
6f2d8d7c 934{
2ac6d24e 935 sfree(ai->vedge);
936 sfree(ai->hedge);
937 sfree(ai);
6f2d8d7c 938}
939
be8d5aa1 940static char *validate_seed(game_params *params, char *seed)
3870c4d8 941{
942 int area = params->w * params->h;
943 int squares = 0;
944
945 while (*seed) {
946 int n = *seed++;
947 if (n >= 'a' && n <= 'z') {
948 squares += n - 'a' + 1;
949 } else if (n == '_') {
950 /* do nothing */;
951 } else if (n > '0' && n <= '9') {
9bb5bf60 952 squares++;
3870c4d8 953 while (*seed >= '0' && *seed <= '9')
954 seed++;
955 } else
956 return "Invalid character in game specification";
957 }
958
959 if (squares < area)
960 return "Not enough data to fill grid";
961
962 if (squares > area)
963 return "Too much data to fit in grid";
964
965 return NULL;
966}
967
be8d5aa1 968static game_state *new_game(game_params *params, char *seed)
3870c4d8 969{
970 game_state *state = snew(game_state);
971 int x, y, i, area;
972
973 state->w = params->w;
974 state->h = params->h;
975
976 area = state->w * state->h;
977
978 state->grid = snewn(area, int);
979 state->vedge = snewn(area, unsigned char);
980 state->hedge = snewn(area, unsigned char);
2ac6d24e 981 state->completed = state->cheated = FALSE;
3870c4d8 982
983 i = 0;
984 while (*seed) {
985 int n = *seed++;
986 if (n >= 'a' && n <= 'z') {
987 int run = n - 'a' + 1;
988 assert(i + run <= area);
989 while (run-- > 0)
990 state->grid[i++] = 0;
991 } else if (n == '_') {
992 /* do nothing */;
993 } else if (n > '0' && n <= '9') {
994 assert(i < area);
995 state->grid[i++] = atoi(seed-1);
996 while (*seed >= '0' && *seed <= '9')
997 seed++;
998 } else {
999 assert(!"We can't get here");
1000 }
1001 }
1002 assert(i == area);
1003
1004 for (y = 0; y < state->h; y++)
1005 for (x = 0; x < state->w; x++)
1006 vedge(state,x,y) = hedge(state,x,y) = 0;
1007
1008 return state;
1009}
1010
be8d5aa1 1011static game_state *dup_game(game_state *state)
3870c4d8 1012{
1013 game_state *ret = snew(game_state);
1014
1015 ret->w = state->w;
1016 ret->h = state->h;
1017
1018 ret->vedge = snewn(state->w * state->h, unsigned char);
1019 ret->hedge = snewn(state->w * state->h, unsigned char);
1020 ret->grid = snewn(state->w * state->h, int);
1021
ef29354c 1022 ret->completed = state->completed;
2ac6d24e 1023 ret->cheated = state->cheated;
ef29354c 1024
3870c4d8 1025 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
1026 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
1027 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
1028
1029 return ret;
1030}
1031
be8d5aa1 1032static void free_game(game_state *state)
3870c4d8 1033{
1034 sfree(state->grid);
1035 sfree(state->vedge);
1036 sfree(state->hedge);
1037 sfree(state);
1038}
1039
2ac6d24e 1040static game_state *solve_game(game_state *state, game_aux_info *ai,
1041 char **error)
1042{
1043 game_state *ret;
1044
1045 if (!ai) {
1046 *error = "Solution not known for this puzzle";
1047 return NULL;
1048 }
1049
1050 assert(state->w == ai->w);
1051 assert(state->h == ai->h);
1052
1053 ret = dup_game(state);
1054 memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char));
1055 memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char));
1056 ret->cheated = TRUE;
1057
1058 return ret;
1059}
1060
9b4b03d3 1061static char *game_text_format(game_state *state)
1062{
6ad5ed74 1063 char *ret, *p, buf[80];
1064 int i, x, y, col, maxlen;
1065
1066 /*
1067 * First determine the number of spaces required to display a
1068 * number. We'll use at least two, because one looks a bit
1069 * silly.
1070 */
1071 col = 2;
1072 for (i = 0; i < state->w * state->h; i++) {
1073 x = sprintf(buf, "%d", state->grid[i]);
1074 if (col < x) col = x;
1075 }
1076
1077 /*
1078 * Now we know the exact total size of the grid we're going to
1079 * produce: it's got 2*h+1 rows, each containing w lots of col,
1080 * w+1 boundary characters and a trailing newline.
1081 */
1082 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
1083
48a10826 1084 ret = snewn(maxlen+1, char);
6ad5ed74 1085 p = ret;
1086
1087 for (y = 0; y <= 2*state->h; y++) {
1088 for (x = 0; x <= 2*state->w; x++) {
1089 if (x & y & 1) {
1090 /*
1091 * Display a number.
1092 */
1093 int v = grid(state, x/2, y/2);
1094 if (v)
1095 sprintf(buf, "%*d", col, v);
1096 else
1097 sprintf(buf, "%*s", col, "");
1098 memcpy(p, buf, col);
1099 p += col;
1100 } else if (x & 1) {
1101 /*
1102 * Display a horizontal edge or nothing.
1103 */
1104 int h = (y==0 || y==2*state->h ? 1 :
1105 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
1106 int i;
1107 if (h)
1108 h = '-';
1109 else
1110 h = ' ';
1111 for (i = 0; i < col; i++)
1112 *p++ = h;
1113 } else if (y & 1) {
1114 /*
1115 * Display a vertical edge or nothing.
1116 */
1117 int v = (x==0 || x==2*state->w ? 1 :
1118 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
1119 if (v)
1120 *p++ = '|';
1121 else
1122 *p++ = ' ';
1123 } else {
1124 /*
1125 * Display a corner, or a vertical edge, or a
1126 * horizontal edge, or nothing.
1127 */
1128 int hl = (y==0 || y==2*state->h ? 1 :
1129 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
1130 int hr = (y==0 || y==2*state->h ? 1 :
1131 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
1132 int vu = (x==0 || x==2*state->w ? 1 :
1133 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
1134 int vd = (x==0 || x==2*state->w ? 1 :
1135 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
1136 if (!hl && !hr && !vu && !vd)
1137 *p++ = ' ';
1138 else if (hl && hr && !vu && !vd)
1139 *p++ = '-';
1140 else if (!hl && !hr && vu && vd)
1141 *p++ = '|';
1142 else
1143 *p++ = '+';
1144 }
1145 }
1146 *p++ = '\n';
1147 }
1148
1149 assert(p - ret == maxlen);
1150 *p = '\0';
1151 return ret;
9b4b03d3 1152}
1153
3870c4d8 1154static unsigned char *get_correct(game_state *state)
1155{
1156 unsigned char *ret;
1157 int x, y;
1158
1159 ret = snewn(state->w * state->h, unsigned char);
1160 memset(ret, 0xFF, state->w * state->h);
1161
1162 for (x = 0; x < state->w; x++)
1163 for (y = 0; y < state->h; y++)
1164 if (index(state,ret,x,y) == 0xFF) {
1165 int rw, rh;
1166 int xx, yy;
1167 int num, area, valid;
1168
1169 /*
1170 * Find a rectangle starting at this point.
1171 */
1172 rw = 1;
1173 while (x+rw < state->w && !vedge(state,x+rw,y))
1174 rw++;
1175 rh = 1;
1176 while (y+rh < state->h && !hedge(state,x,y+rh))
1177 rh++;
1178
1179 /*
1180 * We know what the dimensions of the rectangle
1181 * should be if it's there at all. Find out if we
1182 * really have a valid rectangle.
1183 */
1184 valid = TRUE;
1185 /* Check the horizontal edges. */
1186 for (xx = x; xx < x+rw; xx++) {
1187 for (yy = y; yy <= y+rh; yy++) {
1188 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1189 int ec = (yy == y || yy == y+rh);
1190 if (e != ec)
1191 valid = FALSE;
1192 }
1193 }
1194 /* Check the vertical edges. */
1195 for (yy = y; yy < y+rh; yy++) {
1196 for (xx = x; xx <= x+rw; xx++) {
1197 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1198 int ec = (xx == x || xx == x+rw);
1199 if (e != ec)
1200 valid = FALSE;
1201 }
1202 }
1203
1204 /*
1205 * If this is not a valid rectangle with no other
1206 * edges inside it, we just mark this square as not
1207 * complete and proceed to the next square.
1208 */
1209 if (!valid) {
1210 index(state, ret, x, y) = 0;
1211 continue;
1212 }
1213
1214 /*
1215 * We have a rectangle. Now see what its area is,
1216 * and how many numbers are in it.
1217 */
1218 num = 0;
1219 area = 0;
1220 for (xx = x; xx < x+rw; xx++) {
1221 for (yy = y; yy < y+rh; yy++) {
1222 area++;
1223 if (grid(state,xx,yy)) {
1224 if (num > 0)
1225 valid = FALSE; /* two numbers */
1226 num = grid(state,xx,yy);
1227 }
1228 }
1229 }
1230 if (num != area)
1231 valid = FALSE;
1232
1233 /*
1234 * Now fill in the whole rectangle based on the
1235 * value of `valid'.
1236 */
1237 for (xx = x; xx < x+rw; xx++) {
1238 for (yy = y; yy < y+rh; yy++) {
1239 index(state, ret, xx, yy) = valid;
1240 }
1241 }
1242 }
1243
1244 return ret;
1245}
1246
08dd70c3 1247struct game_ui {
1248 /*
1249 * These coordinates are 2 times the obvious grid coordinates.
1250 * Hence, the top left of the grid is (0,0), the grid point to
1251 * the right of that is (2,0), the one _below that_ is (2,2)
1252 * and so on. This is so that we can specify a drag start point
1253 * on an edge (one odd coordinate) or in the middle of a square
1254 * (two odd coordinates) rather than always at a corner.
1255 *
1256 * -1,-1 means no drag is in progress.
1257 */
1258 int drag_start_x;
1259 int drag_start_y;
1260 int drag_end_x;
1261 int drag_end_y;
1262 /*
1263 * This flag is set as soon as a dragging action moves the
1264 * mouse pointer away from its starting point, so that even if
1265 * the pointer _returns_ to its starting point the action is
1266 * treated as a small drag rather than a click.
1267 */
1268 int dragged;
1269};
1270
be8d5aa1 1271static game_ui *new_ui(game_state *state)
74a4e547 1272{
08dd70c3 1273 game_ui *ui = snew(game_ui);
1274 ui->drag_start_x = -1;
1275 ui->drag_start_y = -1;
1276 ui->drag_end_x = -1;
1277 ui->drag_end_y = -1;
1278 ui->dragged = FALSE;
1279 return ui;
74a4e547 1280}
1281
be8d5aa1 1282static void free_ui(game_ui *ui)
74a4e547 1283{
08dd70c3 1284 sfree(ui);
1285}
1286
be8d5aa1 1287static void coord_round(float x, float y, int *xr, int *yr)
08dd70c3 1288{
d4e7900f 1289 float xs, ys, xv, yv, dx, dy, dist;
08dd70c3 1290
1291 /*
d4e7900f 1292 * Find the nearest square-centre.
08dd70c3 1293 */
d4e7900f 1294 xs = (float)floor(x) + 0.5F;
1295 ys = (float)floor(y) + 0.5F;
08dd70c3 1296
1297 /*
d4e7900f 1298 * And find the nearest grid vertex.
08dd70c3 1299 */
d4e7900f 1300 xv = (float)floor(x + 0.5F);
1301 yv = (float)floor(y + 0.5F);
08dd70c3 1302
1303 /*
d4e7900f 1304 * We allocate clicks in parts of the grid square to either
1305 * corners, edges or square centres, as follows:
1306 *
1307 * +--+--------+--+
1308 * | | | |
1309 * +--+ +--+
1310 * | `. ,' |
1311 * | +--+ |
1312 * | | | |
1313 * | +--+ |
1314 * | ,' `. |
1315 * +--+ +--+
1316 * | | | |
1317 * +--+--------+--+
1318 *
1319 * (Not to scale!)
1320 *
1321 * In other words: we measure the square distance (i.e.
1322 * max(dx,dy)) from the click to the nearest corner, and if
1323 * it's within CORNER_TOLERANCE then we return a corner click.
1324 * We measure the square distance from the click to the nearest
1325 * centre, and if that's within CENTRE_TOLERANCE we return a
1326 * centre click. Failing that, we find which of the two edge
1327 * centres is nearer to the click and return that edge.
08dd70c3 1328 */
d4e7900f 1329
1330 /*
1331 * Check for corner click.
1332 */
1333 dx = (float)fabs(x - xv);
1334 dy = (float)fabs(y - yv);
1335 dist = (dx > dy ? dx : dy);
1336 if (dist < CORNER_TOLERANCE) {
1337 *xr = 2 * (int)xv;
1338 *yr = 2 * (int)yv;
1339 } else {
1340 /*
1341 * Check for centre click.
1342 */
1343 dx = (float)fabs(x - xs);
1344 dy = (float)fabs(y - ys);
1345 dist = (dx > dy ? dx : dy);
1346 if (dist < CENTRE_TOLERANCE) {
1347 *xr = 1 + 2 * (int)xs;
1348 *yr = 1 + 2 * (int)ys;
1349 } else {
1350 /*
1351 * Failing both of those, see which edge we're closer to.
1352 * Conveniently, this is simply done by testing the relative
1353 * magnitude of dx and dy (which are currently distances from
1354 * the square centre).
1355 */
1356 if (dx > dy) {
1357 /* Vertical edge: x-coord of corner,
1358 * y-coord of square centre. */
1359 *xr = 2 * (int)xv;
1360 *yr = 1 + 2 * (int)ys;
1361 } else {
1362 /* Horizontal edge: x-coord of square centre,
1363 * y-coord of corner. */
1364 *xr = 1 + 2 * (int)xs;
1365 *yr = 2 * (int)yv;
1366 }
1367 }
1368 }
08dd70c3 1369}
1370
1371static void ui_draw_rect(game_state *state, game_ui *ui,
1372 unsigned char *hedge, unsigned char *vedge, int c)
1373{
1374 int x1, x2, y1, y2, x, y, t;
1375
1376 x1 = ui->drag_start_x;
1377 x2 = ui->drag_end_x;
1378 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1379
1380 y1 = ui->drag_start_y;
1381 y2 = ui->drag_end_y;
1382 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1383
1384 x1 = x1 / 2; /* rounds down */
1385 x2 = (x2+1) / 2; /* rounds up */
1386 y1 = y1 / 2; /* rounds down */
1387 y2 = (y2+1) / 2; /* rounds up */
1388
1389 /*
1390 * Draw horizontal edges of rectangles.
1391 */
1392 for (x = x1; x < x2; x++)
1393 for (y = y1; y <= y2; y++)
1394 if (HRANGE(state,x,y)) {
1395 int val = index(state,hedge,x,y);
1396 if (y == y1 || y == y2)
1397 val = c;
1398 else if (c == 1)
1399 val = 0;
1400 index(state,hedge,x,y) = val;
1401 }
1402
1403 /*
1404 * Draw vertical edges of rectangles.
1405 */
1406 for (y = y1; y < y2; y++)
1407 for (x = x1; x <= x2; x++)
1408 if (VRANGE(state,x,y)) {
1409 int val = index(state,vedge,x,y);
1410 if (x == x1 || x == x2)
1411 val = c;
1412 else if (c == 1)
1413 val = 0;
1414 index(state,vedge,x,y) = val;
1415 }
74a4e547 1416}
1417
be8d5aa1 1418static game_state *make_move(game_state *from, game_ui *ui,
1419 int x, int y, int button)
3870c4d8 1420{
08dd70c3 1421 int xc, yc;
1422 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
3870c4d8 1423 game_state *ret;
1424
08dd70c3 1425 if (button == LEFT_BUTTON) {
1426 startdrag = TRUE;
1427 } else if (button == LEFT_RELEASE) {
1428 enddrag = TRUE;
1429 } else if (button != LEFT_DRAG) {
1430 return NULL;
1431 }
1432
d4e7900f 1433 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
08dd70c3 1434
1435 if (startdrag) {
1436 ui->drag_start_x = xc;
1437 ui->drag_start_y = yc;
1438 ui->drag_end_x = xc;
1439 ui->drag_end_y = yc;
1440 ui->dragged = FALSE;
1441 active = TRUE;
1442 }
3870c4d8 1443
08dd70c3 1444 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1445 ui->drag_end_x = xc;
1446 ui->drag_end_y = yc;
1447 ui->dragged = TRUE;
1448 active = TRUE;
1449 }
3870c4d8 1450
934797c7 1451 ret = NULL;
1452
1453 if (enddrag) {
1454 if (xc >= 0 && xc <= 2*from->w &&
1455 yc >= 0 && yc <= 2*from->h) {
1456 ret = dup_game(from);
1457
1458 if (ui->dragged) {
1459 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1460 } else {
1461 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1462 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1463 }
1464 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1465 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1466 }
1467 }
3870c4d8 1468
934797c7 1469 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1470 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1471 free_game(ret);
1472 ret = NULL;
1473 }
ef29354c 1474
1475 /*
1476 * We've made a real change to the grid. Check to see
1477 * if the game has been completed.
1478 */
d4e7900f 1479 if (ret && !ret->completed) {
ef29354c 1480 int x, y, ok;
1481 unsigned char *correct = get_correct(ret);
1482
1483 ok = TRUE;
1484 for (x = 0; x < ret->w; x++)
1485 for (y = 0; y < ret->h; y++)
1486 if (!index(ret, correct, x, y))
1487 ok = FALSE;
1488
1489 sfree(correct);
1490
1491 if (ok)
1492 ret->completed = TRUE;
1493 }
934797c7 1494 }
1495
1496 ui->drag_start_x = -1;
1497 ui->drag_start_y = -1;
1498 ui->drag_end_x = -1;
1499 ui->drag_end_y = -1;
1500 ui->dragged = FALSE;
1501 active = TRUE;
3870c4d8 1502 }
1503
934797c7 1504 if (ret)
1505 return ret; /* a move has been made */
1506 else if (active)
08dd70c3 1507 return from; /* UI activity has occurred */
934797c7 1508 else
1509 return NULL;
3870c4d8 1510}
1511
1512/* ----------------------------------------------------------------------
1513 * Drawing routines.
1514 */
1515
ec9a0f09 1516#define CORRECT 65536
08dd70c3 1517
1518#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1519#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1520#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
3870c4d8 1521
1522struct game_drawstate {
1523 int started;
1524 int w, h;
ec9a0f09 1525 unsigned int *visible;
3870c4d8 1526};
1527
be8d5aa1 1528static void game_size(game_params *params, int *x, int *y)
3870c4d8 1529{
1530 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1531 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1532}
1533
be8d5aa1 1534static float *game_colours(frontend *fe, game_state *state, int *ncolours)
3870c4d8 1535{
1536 float *ret = snewn(3 * NCOLOURS, float);
1537
1538 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1539
1540 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1541 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1542 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1543
08dd70c3 1544 ret[COL_DRAG * 3 + 0] = 1.0F;
1545 ret[COL_DRAG * 3 + 1] = 0.0F;
1546 ret[COL_DRAG * 3 + 2] = 0.0F;
1547
3870c4d8 1548 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1549 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1550 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1551
1552 ret[COL_LINE * 3 + 0] = 0.0F;
1553 ret[COL_LINE * 3 + 1] = 0.0F;
1554 ret[COL_LINE * 3 + 2] = 0.0F;
1555
1556 ret[COL_TEXT * 3 + 0] = 0.0F;
1557 ret[COL_TEXT * 3 + 1] = 0.0F;
1558 ret[COL_TEXT * 3 + 2] = 0.0F;
1559
1560 *ncolours = NCOLOURS;
1561 return ret;
1562}
1563
be8d5aa1 1564static game_drawstate *game_new_drawstate(game_state *state)
3870c4d8 1565{
1566 struct game_drawstate *ds = snew(struct game_drawstate);
08dd70c3 1567 int i;
3870c4d8 1568
1569 ds->started = FALSE;
1570 ds->w = state->w;
1571 ds->h = state->h;
ec9a0f09 1572 ds->visible = snewn(ds->w * ds->h, unsigned int);
08dd70c3 1573 for (i = 0; i < ds->w * ds->h; i++)
1574 ds->visible[i] = 0xFFFF;
3870c4d8 1575
1576 return ds;
1577}
1578
be8d5aa1 1579static void game_free_drawstate(game_drawstate *ds)
3870c4d8 1580{
1581 sfree(ds->visible);
1582 sfree(ds);
1583}
1584
be8d5aa1 1585static void draw_tile(frontend *fe, game_state *state, int x, int y,
ec9a0f09 1586 unsigned char *hedge, unsigned char *vedge,
1587 unsigned char *corners, int correct)
3870c4d8 1588{
1589 int cx = COORD(x), cy = COORD(y);
1590 char str[80];
1591
1592 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1593 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1594 correct ? COL_CORRECT : COL_BACKGROUND);
1595
1596 if (grid(state,x,y)) {
1597 sprintf(str, "%d", grid(state,x,y));
1598 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
105a00d0 1599 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
3870c4d8 1600 }
1601
1602 /*
1603 * Draw edges.
1604 */
08dd70c3 1605 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1606 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1607 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1608 COL_LINE);
1609 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1610 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1611 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1612 COL_LINE);
1613 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1614 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1615 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1616 COL_LINE);
1617 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1618 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1619 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1620 COL_LINE);
3870c4d8 1621
1622 /*
1623 * Draw corners.
1624 */
ec9a0f09 1625 if (index(state,corners,x,y))
08dd70c3 1626 draw_rect(fe, cx, cy, 2, 2,
ec9a0f09 1627 COLOUR(index(state,corners,x,y)));
1628 if (x+1 < state->w && index(state,corners,x+1,y))
08dd70c3 1629 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
ec9a0f09 1630 COLOUR(index(state,corners,x+1,y)));
1631 if (y+1 < state->h && index(state,corners,x,y+1))
08dd70c3 1632 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1633 COLOUR(index(state,corners,x,y+1)));
1634 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
08dd70c3 1635 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1636 COLOUR(index(state,corners,x+1,y+1)));
3870c4d8 1637
1638 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1639}
1640
be8d5aa1 1641static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c822de4a 1642 game_state *state, int dir, game_ui *ui,
74a4e547 1643 float animtime, float flashtime)
3870c4d8 1644{
1645 int x, y;
1646 unsigned char *correct;
ec9a0f09 1647 unsigned char *hedge, *vedge, *corners;
3870c4d8 1648
1649 correct = get_correct(state);
1650
08dd70c3 1651 if (ui->dragged) {
1652 hedge = snewn(state->w*state->h, unsigned char);
1653 vedge = snewn(state->w*state->h, unsigned char);
1654 memcpy(hedge, state->hedge, state->w*state->h);
1655 memcpy(vedge, state->vedge, state->w*state->h);
1656 ui_draw_rect(state, ui, hedge, vedge, 2);
1657 } else {
1658 hedge = state->hedge;
1659 vedge = state->vedge;
1660 }
1661
ec9a0f09 1662 corners = snewn(state->w * state->h, unsigned char);
1663 memset(corners, 0, state->w * state->h);
1664 for (x = 0; x < state->w; x++)
1665 for (y = 0; y < state->h; y++) {
1666 if (x > 0) {
1667 int e = index(state, vedge, x, y);
1668 if (index(state,corners,x,y) < e)
1669 index(state,corners,x,y) = e;
1670 if (y+1 < state->h &&
1671 index(state,corners,x,y+1) < e)
1672 index(state,corners,x,y+1) = e;
1673 }
1674 if (y > 0) {
1675 int e = index(state, hedge, x, y);
1676 if (index(state,corners,x,y) < e)
1677 index(state,corners,x,y) = e;
1678 if (x+1 < state->w &&
1679 index(state,corners,x+1,y) < e)
1680 index(state,corners,x+1,y) = e;
1681 }
1682 }
1683
3870c4d8 1684 if (!ds->started) {
105a00d0 1685 draw_rect(fe, 0, 0,
1686 state->w * TILE_SIZE + 2*BORDER + 1,
1687 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
3870c4d8 1688 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1689 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1690 ds->started = TRUE;
863c3945 1691 draw_update(fe, 0, 0,
1692 state->w * TILE_SIZE + 2*BORDER + 1,
1693 state->h * TILE_SIZE + 2*BORDER + 1);
3870c4d8 1694 }
1695
1696 for (x = 0; x < state->w; x++)
1697 for (y = 0; y < state->h; y++) {
ec9a0f09 1698 unsigned int c = 0;
08dd70c3 1699
1700 if (HRANGE(state,x,y))
1701 c |= index(state,hedge,x,y);
eddb22e8 1702 if (HRANGE(state,x,y+1))
1703 c |= index(state,hedge,x,y+1) << 2;
08dd70c3 1704 if (VRANGE(state,x,y))
1705 c |= index(state,vedge,x,y) << 4;
eddb22e8 1706 if (VRANGE(state,x+1,y))
1707 c |= index(state,vedge,x+1,y) << 6;
ec9a0f09 1708 c |= index(state,corners,x,y) << 8;
1709 if (x+1 < state->w)
1710 c |= index(state,corners,x+1,y) << 10;
1711 if (y+1 < state->h)
1712 c |= index(state,corners,x,y+1) << 12;
1713 if (x+1 < state->w && y+1 < state->h)
1714 c |= index(state,corners,x+1,y+1) << 14;
ef29354c 1715 if (index(state, correct, x, y) && !flashtime)
3870c4d8 1716 c |= CORRECT;
1717
1718 if (index(ds,ds->visible,x,y) != c) {
ec9a0f09 1719 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1720 index(ds,ds->visible,x,y) = c;
3870c4d8 1721 }
1722 }
1723
08dd70c3 1724 if (hedge != state->hedge) {
1725 sfree(hedge);
1726 sfree(vedge);
1727 }
1728
11c44cf5 1729 sfree(corners);
3870c4d8 1730 sfree(correct);
1731}
1732
be8d5aa1 1733static float game_anim_length(game_state *oldstate,
1734 game_state *newstate, int dir)
3870c4d8 1735{
1736 return 0.0F;
1737}
1738
be8d5aa1 1739static float game_flash_length(game_state *oldstate,
1740 game_state *newstate, int dir)
3870c4d8 1741{
2ac6d24e 1742 if (!oldstate->completed && newstate->completed &&
1743 !oldstate->cheated && !newstate->cheated)
ef29354c 1744 return FLASH_TIME;
3870c4d8 1745 return 0.0F;
1746}
1747
be8d5aa1 1748static int game_wants_statusbar(void)
3870c4d8 1749{
1750 return FALSE;
1751}
be8d5aa1 1752
1753#ifdef COMBINED
1754#define thegame rect
1755#endif
1756
1757const struct game thegame = {
1d228b10 1758 "Rectangles", "games.rectangles",
be8d5aa1 1759 default_params,
1760 game_fetch_preset,
1761 decode_params,
1762 encode_params,
1763 free_params,
1764 dup_params,
1d228b10 1765 TRUE, game_configure, custom_params,
be8d5aa1 1766 validate_params,
1767 new_game_seed,
6f2d8d7c 1768 game_free_aux_info,
be8d5aa1 1769 validate_seed,
1770 new_game,
1771 dup_game,
1772 free_game,
2ac6d24e 1773 TRUE, solve_game,
6ad5ed74 1774 TRUE, game_text_format,
be8d5aa1 1775 new_ui,
1776 free_ui,
1777 make_move,
1778 game_size,
1779 game_colours,
1780 game_new_drawstate,
1781 game_free_drawstate,
1782 game_redraw,
1783 game_anim_length,
1784 game_flash_length,
1785 game_wants_statusbar,
1786};