Remove vestigial code from the previous attempt at clever grid
[sgt/puzzles] / rect.c
CommitLineData
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.
08dd70c3 31 *
32 * - During redraw, do corner analysis centrally in game_redraw()
33 * itself so that we can take it into account when computing the
34 * `visible' array. If we can do this, we can actually _turn on_
35 * the `visible' processing and keep redraws to the minimum
36 * required.
3870c4d8 37 */
38
39#include <stdio.h>
40#include <stdlib.h>
41#include <string.h>
42#include <assert.h>
43#include <math.h>
44
45#include "puzzles.h"
46
47const char *const game_name = "Rectangles";
48const int game_can_configure = TRUE;
49
50enum {
51 COL_BACKGROUND,
52 COL_CORRECT,
53 COL_LINE,
54 COL_TEXT,
55 COL_GRID,
08dd70c3 56 COL_DRAG,
3870c4d8 57 NCOLOURS
58};
59
60struct game_params {
61 int w, h;
62};
63
64#define INDEX(state, x, y) (((y) * (state)->w) + (x))
65#define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
66#define grid(state,x,y) index(state, (state)->grid, x, y)
67#define vedge(state,x,y) index(state, (state)->vedge, x, y)
68#define hedge(state,x,y) index(state, (state)->hedge, x, y)
69
70#define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
71 (y) >= dy && (y) < (state)->h )
72#define RANGE(state,x,y) CRANGE(state,x,y,0,0)
73#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
74#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
75
76#define TILE_SIZE 24
77#define BORDER 18
78
d4e7900f 79#define CORNER_TOLERANCE 0.15F
80#define CENTRE_TOLERANCE 0.15F
81
ef29354c 82#define FLASH_TIME 0.13F
83
3870c4d8 84#define COORD(x) ( (x) * TILE_SIZE + BORDER )
85#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
86
87struct game_state {
88 int w, h;
89 int *grid; /* contains the numbers */
90 unsigned char *vedge; /* (w+1) x h */
91 unsigned char *hedge; /* w x (h+1) */
ef29354c 92 int completed;
3870c4d8 93};
94
95game_params *default_params(void)
96{
97 game_params *ret = snew(game_params);
98
99 ret->w = ret->h = 7;
100
101 return ret;
102}
103
104int game_fetch_preset(int i, char **name, game_params **params)
105{
106 game_params *ret;
107 int w, h;
108 char buf[80];
109
110 switch (i) {
111 case 0: w = 7, h = 7; break;
112 case 1: w = 11, h = 11; break;
113 case 2: w = 15, h = 15; break;
114 case 3: w = 19, h = 19; break;
115 default: return FALSE;
116 }
117
118 sprintf(buf, "%dx%d", w, h);
119 *name = dupstr(buf);
120 *params = ret = snew(game_params);
121 ret->w = w;
122 ret->h = h;
123 return TRUE;
124}
125
126void free_params(game_params *params)
127{
128 sfree(params);
129}
130
131game_params *dup_params(game_params *params)
132{
133 game_params *ret = snew(game_params);
134 *ret = *params; /* structure copy */
135 return ret;
136}
137
138config_item *game_configure(game_params *params)
139{
140 config_item *ret;
141 char buf[80];
142
143 ret = snewn(5, config_item);
144
145 ret[0].name = "Width";
146 ret[0].type = C_STRING;
147 sprintf(buf, "%d", params->w);
148 ret[0].sval = dupstr(buf);
149 ret[0].ival = 0;
150
151 ret[1].name = "Height";
152 ret[1].type = C_STRING;
153 sprintf(buf, "%d", params->h);
154 ret[1].sval = dupstr(buf);
155 ret[1].ival = 0;
156
157 ret[2].name = NULL;
158 ret[2].type = C_END;
159 ret[2].sval = NULL;
160 ret[2].ival = 0;
161
162 return ret;
163}
164
165game_params *custom_params(config_item *cfg)
166{
167 game_params *ret = snew(game_params);
168
169 ret->w = atoi(cfg[0].sval);
170 ret->h = atoi(cfg[1].sval);
171
172 return ret;
173}
174
175char *validate_params(game_params *params)
176{
177 if (params->w <= 0 && params->h <= 0)
178 return "Width and height must both be greater than zero";
d4e7900f 179 if (params->w < 2 && params->h < 2)
180 return "Grid area must be greater than one";
3870c4d8 181 return NULL;
182}
183
184struct rect {
185 int x, y;
186 int w, h;
187};
188
189struct rectlist {
190 struct rect *rects;
191 int n;
192};
193
194static struct rectlist *get_rectlist(game_params *params, int *grid)
195{
196 int rw, rh;
197 int x, y;
198 int maxarea;
199 struct rect *rects = NULL;
200 int nrects = 0, rectsize = 0;
201
202 /*
d4e7900f 203 * Maximum rectangle area is 1/6 of total grid size, unless
204 * this means we can't place any rectangles at all in which
205 * case we set it to 2 at minimum.
3870c4d8 206 */
207 maxarea = params->w * params->h / 6;
d4e7900f 208 if (maxarea < 2)
209 maxarea = 2;
3870c4d8 210
211 for (rw = 1; rw <= params->w; rw++)
212 for (rh = 1; rh <= params->h; rh++) {
213 if (rw * rh > maxarea)
214 continue;
215 if (rw * rh == 1)
216 continue;
217 for (x = 0; x <= params->w - rw; x++)
218 for (y = 0; y <= params->h - rh; y++) {
3870c4d8 219 if (nrects >= rectsize) {
220 rectsize = nrects + 256;
221 rects = sresize(rects, rectsize, struct rect);
222 }
223
224 rects[nrects].x = x;
225 rects[nrects].y = y;
226 rects[nrects].w = rw;
227 rects[nrects].h = rh;
228 nrects++;
229 }
230 }
231
232 if (nrects > 0) {
233 struct rectlist *ret;
234 ret = snew(struct rectlist);
235 ret->rects = rects;
236 ret->n = nrects;
237 return ret;
238 } else {
239 assert(rects == NULL); /* hence no need to free */
240 return NULL;
241 }
242}
243
244static void free_rectlist(struct rectlist *list)
245{
246 sfree(list->rects);
247 sfree(list);
248}
249
250static void place_rect(game_params *params, int *grid, struct rect r)
251{
252 int idx = INDEX(params, r.x, r.y);
253 int x, y;
254
255 for (x = r.x; x < r.x+r.w; x++)
256 for (y = r.y; y < r.y+r.h; y++) {
257 index(params, grid, x, y) = idx;
258 }
259#ifdef GENERATION_DIAGNOSTICS
260 printf(" placing rectangle at (%d,%d) size %d x %d\n",
261 r.x, r.y, r.w, r.h);
262#endif
263}
264
265static struct rect find_rect(game_params *params, int *grid, int x, int y)
266{
267 int idx, w, h;
268 struct rect r;
269
270 /*
271 * Find the top left of the rectangle.
272 */
273 idx = index(params, grid, x, y);
274
275 if (idx < 0) {
276 r.x = x;
277 r.y = y;
278 r.w = r.h = 1;
279 return r; /* 1x1 singleton here */
280 }
281
282 y = idx / params->w;
283 x = idx % params->w;
284
285 /*
286 * Find the width and height of the rectangle.
287 */
288 for (w = 1;
289 (x+w < params->w && index(params,grid,x+w,y)==idx);
290 w++);
291 for (h = 1;
292 (y+h < params->h && index(params,grid,x,y+h)==idx);
293 h++);
294
295 r.x = x;
296 r.y = y;
297 r.w = w;
298 r.h = h;
299
300 return r;
301}
302
303#ifdef GENERATION_DIAGNOSTICS
304static void display_grid(game_params *params, int *grid, int *numbers)
305{
306 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
307 unsigned char);
308 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
309 int x, y;
310 int r = (params->w*2+3);
311
312 for (x = 0; x < params->w; x++)
313 for (y = 0; y < params->h; y++) {
314 int i = index(params, grid, x, y);
315 if (x == 0 || index(params, grid, x-1, y) != i)
316 egrid[(2*y+2) * r + (2*x+1)] = 1;
317 if (x == params->w-1 || index(params, grid, x+1, y) != i)
318 egrid[(2*y+2) * r + (2*x+3)] = 1;
319 if (y == 0 || index(params, grid, x, y-1) != i)
320 egrid[(2*y+1) * r + (2*x+2)] = 1;
321 if (y == params->h-1 || index(params, grid, x, y+1) != i)
322 egrid[(2*y+3) * r + (2*x+2)] = 1;
323 }
324
325 for (y = 1; y < 2*params->h+2; y++) {
326 for (x = 1; x < 2*params->w+2; x++) {
327 if (!((y|x)&1)) {
328 int k = index(params, numbers, x/2-1, y/2-1);
329 if (k) printf("%2d", k); else printf(" ");
330 } else if (!((y&x)&1)) {
331 int v = egrid[y*r+x];
332 if ((y&1) && v) v = '-';
333 if ((x&1) && v) v = '|';
334 if (!v) v = ' ';
335 putchar(v);
336 if (!(x&1)) putchar(v);
337 } else {
338 int c, d = 0;
339 if (egrid[y*r+(x+1)]) d |= 1;
340 if (egrid[(y-1)*r+x]) d |= 2;
341 if (egrid[y*r+(x-1)]) d |= 4;
342 if (egrid[(y+1)*r+x]) d |= 8;
343 c = " ??+?-++?+|+++++"[d];
344 putchar(c);
345 if (!(x&1)) putchar(c);
346 }
347 }
348 putchar('\n');
349 }
350
351 sfree(egrid);
352}
353#endif
354
355char *new_game_seed(game_params *params, random_state *rs)
356{
357 int *grid, *numbers;
358 struct rectlist *list;
359 int x, y, run, i;
360 char *seed, *p;
361
362 grid = snewn(params->w * params->h, int);
363 numbers = snewn(params->w * params->h, int);
364
365 for (y = 0; y < params->h; y++)
366 for (x = 0; x < params->w; x++) {
367 index(params, grid, x, y) = -1;
368 index(params, numbers, x, y) = 0;
369 }
370
371 list = get_rectlist(params, grid);
372 assert(list != NULL);
373
374 /*
375 * Place rectangles until we can't any more.
376 */
377 while (list->n > 0) {
378 int i, m;
379 struct rect r;
380
381 /*
382 * Pick a random rectangle.
383 */
384 i = random_upto(rs, list->n);
385 r = list->rects[i];
386
387 /*
388 * Place it.
389 */
390 place_rect(params, grid, r);
391
392 /*
393 * Winnow the list by removing any rectangles which
394 * overlap this one.
395 */
396 m = 0;
397 for (i = 0; i < list->n; i++) {
398 struct rect s = list->rects[i];
399 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
400 s.y+s.h <= r.y || r.y+r.h <= s.y)
401 list->rects[m++] = s;
402 }
403 list->n = m;
404 }
405
406 free_rectlist(list);
407
408 /*
409 * Deal with singleton spaces remaining in the grid, one by
410 * one.
411 *
412 * We do this by making a local change to the layout. There are
413 * several possibilities:
414 *
415 * +-----+-----+ Here, we can remove the singleton by
416 * | | | extending the 1x2 rectangle below it
417 * +--+--+-----+ into a 1x3.
418 * | | | |
419 * | +--+ |
420 * | | | |
421 * | | | |
422 * | | | |
423 * +--+--+-----+
424 *
425 * +--+--+--+ Here, that trick doesn't work: there's no
426 * | | | 1 x n rectangle with the singleton at one
427 * | | | end. Instead, we extend a 1 x n rectangle
428 * | | | _out_ from the singleton, shaving a layer
429 * +--+--+ | off the end of another rectangle. So if we
430 * | | | | extended up, we'd make our singleton part
431 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
432 * | | | used to be; or we could extend right into
433 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
434 *
435 * +-----+--+ Here, we can't even do _that_, since any
436 * | | | direction we choose to extend the singleton
437 * +--+--+ | will produce a new singleton as a result of
438 * | | | | truncating one of the size-2 rectangles.
439 * | +--+--+ Fortunately, this case can _only_ occur when
440 * | | | a singleton is surrounded by four size-2s
441 * +--+-----+ in this fashion; so instead we can simply
442 * replace the whole section with a single 3x3.
443 */
444 for (x = 0; x < params->w; x++) {
445 for (y = 0; y < params->h; y++) {
446 if (index(params, grid, x, y) < 0) {
447 int dirs[4], ndirs;
448
449#ifdef GENERATION_DIAGNOSTICS
450 display_grid(params, grid, numbers);
451 printf("singleton at %d,%d\n", x, y);
452#endif
453
454 /*
455 * Check in which directions we can feasibly extend
456 * the singleton. We can extend in a particular
457 * direction iff either:
458 *
459 * - the rectangle on that side of the singleton
460 * is not 2x1, and we are at one end of the edge
461 * of it we are touching
462 *
463 * - it is 2x1 but we are on its short side.
464 *
465 * FIXME: we could plausibly choose between these
466 * based on the sizes of the rectangles they would
467 * create?
468 */
469 ndirs = 0;
470 if (x < params->w-1) {
471 struct rect r = find_rect(params, grid, x+1, y);
472 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
473 dirs[ndirs++] = 1; /* right */
474 }
475 if (y > 0) {
476 struct rect r = find_rect(params, grid, x, y-1);
477 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
478 dirs[ndirs++] = 2; /* up */
479 }
480 if (x > 0) {
481 struct rect r = find_rect(params, grid, x-1, y);
482 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
483 dirs[ndirs++] = 4; /* left */
484 }
485 if (y < params->h-1) {
486 struct rect r = find_rect(params, grid, x, y+1);
487 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
488 dirs[ndirs++] = 8; /* down */
489 }
490
491 if (ndirs > 0) {
492 int which, dir;
493 struct rect r1, r2;
494
495 which = random_upto(rs, ndirs);
496 dir = dirs[which];
497
498 switch (dir) {
499 case 1: /* right */
500 assert(x < params->w+1);
501#ifdef GENERATION_DIAGNOSTICS
502 printf("extending right\n");
503#endif
504 r1 = find_rect(params, grid, x+1, y);
505 r2.x = x;
506 r2.y = y;
507 r2.w = 1 + r1.w;
508 r2.h = 1;
509 if (r1.y == y)
510 r1.y++;
511 r1.h--;
512 break;
513 case 2: /* up */
514 assert(y > 0);
515#ifdef GENERATION_DIAGNOSTICS
516 printf("extending up\n");
517#endif
518 r1 = find_rect(params, grid, x, y-1);
519 r2.x = x;
520 r2.y = r1.y;
521 r2.w = 1;
522 r2.h = 1 + r1.h;
523 if (r1.x == x)
524 r1.x++;
525 r1.w--;
526 break;
527 case 4: /* left */
528 assert(x > 0);
529#ifdef GENERATION_DIAGNOSTICS
530 printf("extending left\n");
531#endif
532 r1 = find_rect(params, grid, x-1, y);
533 r2.x = r1.x;
534 r2.y = y;
535 r2.w = 1 + r1.w;
536 r2.h = 1;
537 if (r1.y == y)
538 r1.y++;
539 r1.h--;
540 break;
541 case 8: /* down */
542 assert(y < params->h+1);
543#ifdef GENERATION_DIAGNOSTICS
544 printf("extending down\n");
545#endif
546 r1 = find_rect(params, grid, x, y+1);
547 r2.x = x;
548 r2.y = y;
549 r2.w = 1;
550 r2.h = 1 + r1.h;
551 if (r1.x == x)
552 r1.x++;
553 r1.w--;
554 break;
555 }
556 if (r1.h > 0 && r1.w > 0)
557 place_rect(params, grid, r1);
558 place_rect(params, grid, r2);
559 } else {
560#ifndef NDEBUG
561 /*
562 * Sanity-check that there really is a 3x3
563 * rectangle surrounding this singleton and it
564 * contains absolutely everything we could
565 * possibly need.
566 */
567 {
568 int xx, yy;
569 assert(x > 0 && x < params->w-1);
570 assert(y > 0 && y < params->h-1);
571
572 for (xx = x-1; xx <= x+1; xx++)
573 for (yy = y-1; yy <= y+1; yy++) {
574 struct rect r = find_rect(params,grid,xx,yy);
575 assert(r.x >= x-1);
576 assert(r.y >= y-1);
577 assert(r.x+r.w-1 <= x+1);
578 assert(r.y+r.h-1 <= y+1);
579 }
580 }
581#endif
582
583#ifdef GENERATION_DIAGNOSTICS
584 printf("need the 3x3 trick\n");
585#endif
586
587 /*
588 * FIXME: If the maximum rectangle area for
589 * this grid is less than 9, we ought to
590 * subdivide the 3x3 in some fashion. There are
591 * five other possibilities:
592 *
593 * - a 6 and a 3
594 * - a 4, a 3 and a 2
595 * - three 3s
596 * - a 3 and three 2s (two different arrangements).
597 */
598
599 {
600 struct rect r;
601 r.x = x-1;
602 r.y = y-1;
603 r.w = r.h = 3;
604 place_rect(params, grid, r);
605 }
606 }
607 }
608 }
609 }
610
611 /*
612 * Place numbers.
613 */
614 for (x = 0; x < params->w; x++) {
615 for (y = 0; y < params->h; y++) {
616 int idx = INDEX(params, x, y);
617 if (index(params, grid, x, y) == idx) {
618 struct rect r = find_rect(params, grid, x, y);
619 int n, xx, yy;
620
621 /*
622 * Decide where to put the number.
623 */
624 n = random_upto(rs, r.w*r.h);
625 yy = n / r.w;
626 xx = n % r.w;
627 index(params,numbers,x+xx,y+yy) = r.w*r.h;
628 }
629 }
630 }
631
632#ifdef GENERATION_DIAGNOSTICS
633 display_grid(params, grid, numbers);
634#endif
635
636 seed = snewn(11 * params->w * params->h, char);
637 p = seed;
638 run = 0;
639 for (i = 0; i <= params->w * params->h; i++) {
640 int n = (i < params->w * params->h ? numbers[i] : -1);
641
642 if (!n)
643 run++;
644 else {
645 if (run) {
646 while (run > 0) {
647 int c = 'a' - 1 + run;
648 if (run > 26)
649 c = 'z';
650 *p++ = c;
651 run -= c - ('a' - 1);
652 }
653 } else {
654 *p++ = '_';
655 }
656 if (n > 0)
657 p += sprintf(p, "%d", n);
658 run = 0;
659 }
660 }
661 *p = '\0';
662
663 sfree(grid);
664 sfree(numbers);
665
666 return seed;
667}
668
669char *validate_seed(game_params *params, char *seed)
670{
671 int area = params->w * params->h;
672 int squares = 0;
673
674 while (*seed) {
675 int n = *seed++;
676 if (n >= 'a' && n <= 'z') {
677 squares += n - 'a' + 1;
678 } else if (n == '_') {
679 /* do nothing */;
680 } else if (n > '0' && n <= '9') {
681 squares += atoi(seed-1);
682 while (*seed >= '0' && *seed <= '9')
683 seed++;
684 } else
685 return "Invalid character in game specification";
686 }
687
688 if (squares < area)
689 return "Not enough data to fill grid";
690
691 if (squares > area)
692 return "Too much data to fit in grid";
693
694 return NULL;
695}
696
697game_state *new_game(game_params *params, char *seed)
698{
699 game_state *state = snew(game_state);
700 int x, y, i, area;
701
702 state->w = params->w;
703 state->h = params->h;
704
705 area = state->w * state->h;
706
707 state->grid = snewn(area, int);
708 state->vedge = snewn(area, unsigned char);
709 state->hedge = snewn(area, unsigned char);
ef29354c 710 state->completed = FALSE;
3870c4d8 711
712 i = 0;
713 while (*seed) {
714 int n = *seed++;
715 if (n >= 'a' && n <= 'z') {
716 int run = n - 'a' + 1;
717 assert(i + run <= area);
718 while (run-- > 0)
719 state->grid[i++] = 0;
720 } else if (n == '_') {
721 /* do nothing */;
722 } else if (n > '0' && n <= '9') {
723 assert(i < area);
724 state->grid[i++] = atoi(seed-1);
725 while (*seed >= '0' && *seed <= '9')
726 seed++;
727 } else {
728 assert(!"We can't get here");
729 }
730 }
731 assert(i == area);
732
733 for (y = 0; y < state->h; y++)
734 for (x = 0; x < state->w; x++)
735 vedge(state,x,y) = hedge(state,x,y) = 0;
736
737 return state;
738}
739
740game_state *dup_game(game_state *state)
741{
742 game_state *ret = snew(game_state);
743
744 ret->w = state->w;
745 ret->h = state->h;
746
747 ret->vedge = snewn(state->w * state->h, unsigned char);
748 ret->hedge = snewn(state->w * state->h, unsigned char);
749 ret->grid = snewn(state->w * state->h, int);
750
ef29354c 751 ret->completed = state->completed;
752
3870c4d8 753 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
754 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
755 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
756
757 return ret;
758}
759
760void free_game(game_state *state)
761{
762 sfree(state->grid);
763 sfree(state->vedge);
764 sfree(state->hedge);
765 sfree(state);
766}
767
768static unsigned char *get_correct(game_state *state)
769{
770 unsigned char *ret;
771 int x, y;
772
773 ret = snewn(state->w * state->h, unsigned char);
774 memset(ret, 0xFF, state->w * state->h);
775
776 for (x = 0; x < state->w; x++)
777 for (y = 0; y < state->h; y++)
778 if (index(state,ret,x,y) == 0xFF) {
779 int rw, rh;
780 int xx, yy;
781 int num, area, valid;
782
783 /*
784 * Find a rectangle starting at this point.
785 */
786 rw = 1;
787 while (x+rw < state->w && !vedge(state,x+rw,y))
788 rw++;
789 rh = 1;
790 while (y+rh < state->h && !hedge(state,x,y+rh))
791 rh++;
792
793 /*
794 * We know what the dimensions of the rectangle
795 * should be if it's there at all. Find out if we
796 * really have a valid rectangle.
797 */
798 valid = TRUE;
799 /* Check the horizontal edges. */
800 for (xx = x; xx < x+rw; xx++) {
801 for (yy = y; yy <= y+rh; yy++) {
802 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
803 int ec = (yy == y || yy == y+rh);
804 if (e != ec)
805 valid = FALSE;
806 }
807 }
808 /* Check the vertical edges. */
809 for (yy = y; yy < y+rh; yy++) {
810 for (xx = x; xx <= x+rw; xx++) {
811 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
812 int ec = (xx == x || xx == x+rw);
813 if (e != ec)
814 valid = FALSE;
815 }
816 }
817
818 /*
819 * If this is not a valid rectangle with no other
820 * edges inside it, we just mark this square as not
821 * complete and proceed to the next square.
822 */
823 if (!valid) {
824 index(state, ret, x, y) = 0;
825 continue;
826 }
827
828 /*
829 * We have a rectangle. Now see what its area is,
830 * and how many numbers are in it.
831 */
832 num = 0;
833 area = 0;
834 for (xx = x; xx < x+rw; xx++) {
835 for (yy = y; yy < y+rh; yy++) {
836 area++;
837 if (grid(state,xx,yy)) {
838 if (num > 0)
839 valid = FALSE; /* two numbers */
840 num = grid(state,xx,yy);
841 }
842 }
843 }
844 if (num != area)
845 valid = FALSE;
846
847 /*
848 * Now fill in the whole rectangle based on the
849 * value of `valid'.
850 */
851 for (xx = x; xx < x+rw; xx++) {
852 for (yy = y; yy < y+rh; yy++) {
853 index(state, ret, xx, yy) = valid;
854 }
855 }
856 }
857
858 return ret;
859}
860
08dd70c3 861struct game_ui {
862 /*
863 * These coordinates are 2 times the obvious grid coordinates.
864 * Hence, the top left of the grid is (0,0), the grid point to
865 * the right of that is (2,0), the one _below that_ is (2,2)
866 * and so on. This is so that we can specify a drag start point
867 * on an edge (one odd coordinate) or in the middle of a square
868 * (two odd coordinates) rather than always at a corner.
869 *
870 * -1,-1 means no drag is in progress.
871 */
872 int drag_start_x;
873 int drag_start_y;
874 int drag_end_x;
875 int drag_end_y;
876 /*
877 * This flag is set as soon as a dragging action moves the
878 * mouse pointer away from its starting point, so that even if
879 * the pointer _returns_ to its starting point the action is
880 * treated as a small drag rather than a click.
881 */
882 int dragged;
883};
884
74a4e547 885game_ui *new_ui(game_state *state)
886{
08dd70c3 887 game_ui *ui = snew(game_ui);
888 ui->drag_start_x = -1;
889 ui->drag_start_y = -1;
890 ui->drag_end_x = -1;
891 ui->drag_end_y = -1;
892 ui->dragged = FALSE;
893 return ui;
74a4e547 894}
895
896void free_ui(game_ui *ui)
897{
08dd70c3 898 sfree(ui);
899}
900
d4e7900f 901void coord_round(float x, float y, int *xr, int *yr)
08dd70c3 902{
d4e7900f 903 float xs, ys, xv, yv, dx, dy, dist;
08dd70c3 904
905 /*
d4e7900f 906 * Find the nearest square-centre.
08dd70c3 907 */
d4e7900f 908 xs = (float)floor(x) + 0.5F;
909 ys = (float)floor(y) + 0.5F;
08dd70c3 910
911 /*
d4e7900f 912 * And find the nearest grid vertex.
08dd70c3 913 */
d4e7900f 914 xv = (float)floor(x + 0.5F);
915 yv = (float)floor(y + 0.5F);
08dd70c3 916
917 /*
d4e7900f 918 * We allocate clicks in parts of the grid square to either
919 * corners, edges or square centres, as follows:
920 *
921 * +--+--------+--+
922 * | | | |
923 * +--+ +--+
924 * | `. ,' |
925 * | +--+ |
926 * | | | |
927 * | +--+ |
928 * | ,' `. |
929 * +--+ +--+
930 * | | | |
931 * +--+--------+--+
932 *
933 * (Not to scale!)
934 *
935 * In other words: we measure the square distance (i.e.
936 * max(dx,dy)) from the click to the nearest corner, and if
937 * it's within CORNER_TOLERANCE then we return a corner click.
938 * We measure the square distance from the click to the nearest
939 * centre, and if that's within CENTRE_TOLERANCE we return a
940 * centre click. Failing that, we find which of the two edge
941 * centres is nearer to the click and return that edge.
08dd70c3 942 */
d4e7900f 943
944 /*
945 * Check for corner click.
946 */
947 dx = (float)fabs(x - xv);
948 dy = (float)fabs(y - yv);
949 dist = (dx > dy ? dx : dy);
950 if (dist < CORNER_TOLERANCE) {
951 *xr = 2 * (int)xv;
952 *yr = 2 * (int)yv;
953 } else {
954 /*
955 * Check for centre click.
956 */
957 dx = (float)fabs(x - xs);
958 dy = (float)fabs(y - ys);
959 dist = (dx > dy ? dx : dy);
960 if (dist < CENTRE_TOLERANCE) {
961 *xr = 1 + 2 * (int)xs;
962 *yr = 1 + 2 * (int)ys;
963 } else {
964 /*
965 * Failing both of those, see which edge we're closer to.
966 * Conveniently, this is simply done by testing the relative
967 * magnitude of dx and dy (which are currently distances from
968 * the square centre).
969 */
970 if (dx > dy) {
971 /* Vertical edge: x-coord of corner,
972 * y-coord of square centre. */
973 *xr = 2 * (int)xv;
974 *yr = 1 + 2 * (int)ys;
975 } else {
976 /* Horizontal edge: x-coord of square centre,
977 * y-coord of corner. */
978 *xr = 1 + 2 * (int)xs;
979 *yr = 2 * (int)yv;
980 }
981 }
982 }
08dd70c3 983}
984
985static void ui_draw_rect(game_state *state, game_ui *ui,
986 unsigned char *hedge, unsigned char *vedge, int c)
987{
988 int x1, x2, y1, y2, x, y, t;
989
990 x1 = ui->drag_start_x;
991 x2 = ui->drag_end_x;
992 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
993
994 y1 = ui->drag_start_y;
995 y2 = ui->drag_end_y;
996 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
997
998 x1 = x1 / 2; /* rounds down */
999 x2 = (x2+1) / 2; /* rounds up */
1000 y1 = y1 / 2; /* rounds down */
1001 y2 = (y2+1) / 2; /* rounds up */
1002
1003 /*
1004 * Draw horizontal edges of rectangles.
1005 */
1006 for (x = x1; x < x2; x++)
1007 for (y = y1; y <= y2; y++)
1008 if (HRANGE(state,x,y)) {
1009 int val = index(state,hedge,x,y);
1010 if (y == y1 || y == y2)
1011 val = c;
1012 else if (c == 1)
1013 val = 0;
1014 index(state,hedge,x,y) = val;
1015 }
1016
1017 /*
1018 * Draw vertical edges of rectangles.
1019 */
1020 for (y = y1; y < y2; y++)
1021 for (x = x1; x <= x2; x++)
1022 if (VRANGE(state,x,y)) {
1023 int val = index(state,vedge,x,y);
1024 if (x == x1 || x == x2)
1025 val = c;
1026 else if (c == 1)
1027 val = 0;
1028 index(state,vedge,x,y) = val;
1029 }
74a4e547 1030}
1031
1032game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
3870c4d8 1033{
08dd70c3 1034 int xc, yc;
1035 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
3870c4d8 1036 game_state *ret;
1037
08dd70c3 1038 if (button == LEFT_BUTTON) {
1039 startdrag = TRUE;
1040 } else if (button == LEFT_RELEASE) {
1041 enddrag = TRUE;
1042 } else if (button != LEFT_DRAG) {
1043 return NULL;
1044 }
1045
d4e7900f 1046 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
08dd70c3 1047
1048 if (startdrag) {
1049 ui->drag_start_x = xc;
1050 ui->drag_start_y = yc;
1051 ui->drag_end_x = xc;
1052 ui->drag_end_y = yc;
1053 ui->dragged = FALSE;
1054 active = TRUE;
1055 }
3870c4d8 1056
08dd70c3 1057 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1058 ui->drag_end_x = xc;
1059 ui->drag_end_y = yc;
1060 ui->dragged = TRUE;
1061 active = TRUE;
1062 }
3870c4d8 1063
934797c7 1064 ret = NULL;
1065
1066 if (enddrag) {
1067 if (xc >= 0 && xc <= 2*from->w &&
1068 yc >= 0 && yc <= 2*from->h) {
1069 ret = dup_game(from);
1070
1071 if (ui->dragged) {
1072 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1073 } else {
1074 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1075 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1076 }
1077 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1078 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1079 }
1080 }
3870c4d8 1081
934797c7 1082 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1083 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1084 free_game(ret);
1085 ret = NULL;
1086 }
ef29354c 1087
1088 /*
1089 * We've made a real change to the grid. Check to see
1090 * if the game has been completed.
1091 */
d4e7900f 1092 if (ret && !ret->completed) {
ef29354c 1093 int x, y, ok;
1094 unsigned char *correct = get_correct(ret);
1095
1096 ok = TRUE;
1097 for (x = 0; x < ret->w; x++)
1098 for (y = 0; y < ret->h; y++)
1099 if (!index(ret, correct, x, y))
1100 ok = FALSE;
1101
1102 sfree(correct);
1103
1104 if (ok)
1105 ret->completed = TRUE;
1106 }
934797c7 1107 }
1108
1109 ui->drag_start_x = -1;
1110 ui->drag_start_y = -1;
1111 ui->drag_end_x = -1;
1112 ui->drag_end_y = -1;
1113 ui->dragged = FALSE;
1114 active = TRUE;
3870c4d8 1115 }
1116
934797c7 1117 if (ret)
1118 return ret; /* a move has been made */
1119 else if (active)
08dd70c3 1120 return from; /* UI activity has occurred */
934797c7 1121 else
1122 return NULL;
3870c4d8 1123}
1124
1125/* ----------------------------------------------------------------------
1126 * Drawing routines.
1127 */
1128
08dd70c3 1129#define CORRECT 256
1130
1131#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1132#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1133#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
3870c4d8 1134
1135struct game_drawstate {
1136 int started;
1137 int w, h;
08dd70c3 1138 unsigned short *visible;
3870c4d8 1139};
1140
1141void game_size(game_params *params, int *x, int *y)
1142{
1143 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1144 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1145}
1146
1147float *game_colours(frontend *fe, game_state *state, int *ncolours)
1148{
1149 float *ret = snewn(3 * NCOLOURS, float);
1150
1151 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1152
1153 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1154 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1155 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1156
08dd70c3 1157 ret[COL_DRAG * 3 + 0] = 1.0F;
1158 ret[COL_DRAG * 3 + 1] = 0.0F;
1159 ret[COL_DRAG * 3 + 2] = 0.0F;
1160
3870c4d8 1161 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1162 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1163 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1164
1165 ret[COL_LINE * 3 + 0] = 0.0F;
1166 ret[COL_LINE * 3 + 1] = 0.0F;
1167 ret[COL_LINE * 3 + 2] = 0.0F;
1168
1169 ret[COL_TEXT * 3 + 0] = 0.0F;
1170 ret[COL_TEXT * 3 + 1] = 0.0F;
1171 ret[COL_TEXT * 3 + 2] = 0.0F;
1172
1173 *ncolours = NCOLOURS;
1174 return ret;
1175}
1176
1177game_drawstate *game_new_drawstate(game_state *state)
1178{
1179 struct game_drawstate *ds = snew(struct game_drawstate);
08dd70c3 1180 int i;
3870c4d8 1181
1182 ds->started = FALSE;
1183 ds->w = state->w;
1184 ds->h = state->h;
08dd70c3 1185 ds->visible = snewn(ds->w * ds->h, unsigned short);
1186 for (i = 0; i < ds->w * ds->h; i++)
1187 ds->visible[i] = 0xFFFF;
3870c4d8 1188
1189 return ds;
1190}
1191
1192void game_free_drawstate(game_drawstate *ds)
1193{
1194 sfree(ds->visible);
1195 sfree(ds);
1196}
1197
08dd70c3 1198void draw_tile(frontend *fe, game_state *state, int x, int y,
1199 unsigned char *hedge, unsigned char *vedge, int correct)
3870c4d8 1200{
1201 int cx = COORD(x), cy = COORD(y);
1202 char str[80];
1203
1204 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1205 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1206 correct ? COL_CORRECT : COL_BACKGROUND);
1207
1208 if (grid(state,x,y)) {
1209 sprintf(str, "%d", grid(state,x,y));
1210 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
105a00d0 1211 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
3870c4d8 1212 }
1213
1214 /*
1215 * Draw edges.
1216 */
08dd70c3 1217 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1218 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1219 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1220 COL_LINE);
1221 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1222 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1223 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1224 COL_LINE);
1225 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1226 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1227 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1228 COL_LINE);
1229 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1230 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1231 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1232 COL_LINE);
3870c4d8 1233
1234 /*
1235 * Draw corners.
1236 */
08dd70c3 1237 if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
1238 (VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
1239 draw_rect(fe, cx, cy, 2, 2,
1240 COLOUR(MAX4(index(state,hedge,x-1,y),
1241 index(state,vedge,x,y-1),
1242 index(state,hedge,x,y),
1243 index(state,vedge,x,y))));
1244 if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
1245 (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
1246 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1247 COLOUR(MAX4(index(state,hedge,x+1,y),
1248 index(state,vedge,x+1,y-1),
1249 index(state,hedge,x,y),
1250 index(state,vedge,x+1,y))));
1251 if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
1252 (VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
1253 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1254 COLOUR(MAX4(index(state,hedge,x-1,y+1),
1255 index(state,vedge,x,y+1),
1256 index(state,hedge,x,y+1),
1257 index(state,vedge,x,y))));
1258 if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
1259 (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
1260 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1261 COLOUR(MAX4(index(state,hedge,x+1,y+1),
1262 index(state,vedge,x+1,y+1),
1263 index(state,hedge,x,y+1),
1264 index(state,vedge,x+1,y))));
3870c4d8 1265
1266 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1267}
1268
1269void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
74a4e547 1270 game_state *state, game_ui *ui,
1271 float animtime, float flashtime)
3870c4d8 1272{
1273 int x, y;
1274 unsigned char *correct;
08dd70c3 1275 unsigned char *hedge, *vedge;
3870c4d8 1276
1277 correct = get_correct(state);
1278
08dd70c3 1279 if (ui->dragged) {
1280 hedge = snewn(state->w*state->h, unsigned char);
1281 vedge = snewn(state->w*state->h, unsigned char);
1282 memcpy(hedge, state->hedge, state->w*state->h);
1283 memcpy(vedge, state->vedge, state->w*state->h);
1284 ui_draw_rect(state, ui, hedge, vedge, 2);
1285 } else {
1286 hedge = state->hedge;
1287 vedge = state->vedge;
1288 }
1289
3870c4d8 1290 if (!ds->started) {
105a00d0 1291 draw_rect(fe, 0, 0,
1292 state->w * TILE_SIZE + 2*BORDER + 1,
1293 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
3870c4d8 1294 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1295 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1296 ds->started = TRUE;
863c3945 1297 draw_update(fe, 0, 0,
1298 state->w * TILE_SIZE + 2*BORDER + 1,
1299 state->h * TILE_SIZE + 2*BORDER + 1);
3870c4d8 1300 }
1301
1302 for (x = 0; x < state->w; x++)
1303 for (y = 0; y < state->h; y++) {
08dd70c3 1304 unsigned short c = 0;
1305
1306 if (HRANGE(state,x,y))
1307 c |= index(state,hedge,x,y);
1308 if (HRANGE(state,x+1,y))
1309 c |= index(state,hedge,x+1,y) << 2;
1310 if (VRANGE(state,x,y))
1311 c |= index(state,vedge,x,y) << 4;
1312 if (VRANGE(state,x,y+1))
1313 c |= index(state,vedge,x,y+1) << 6;
ef29354c 1314 if (index(state, correct, x, y) && !flashtime)
3870c4d8 1315 c |= CORRECT;
1316
1317 if (index(ds,ds->visible,x,y) != c) {
08dd70c3 1318 draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
1319 /* index(ds,ds->visible,x,y) = c; */
3870c4d8 1320 }
1321 }
1322
08dd70c3 1323 if (hedge != state->hedge) {
1324 sfree(hedge);
1325 sfree(vedge);
1326 }
1327
3870c4d8 1328 sfree(correct);
1329}
1330
1331float game_anim_length(game_state *oldstate, game_state *newstate)
1332{
1333 return 0.0F;
1334}
1335
1336float game_flash_length(game_state *oldstate, game_state *newstate)
1337{
ef29354c 1338 if (!oldstate->completed && newstate->completed)
1339 return FLASH_TIME;
3870c4d8 1340 return 0.0F;
1341}
1342
1343int game_wants_statusbar(void)
1344{
1345 return FALSE;
1346}