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[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) */
ef29354c 85 int completed;
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
be8d5aa1 389static 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 = &params2real;
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 = &params3real;
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 901static 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 929static 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 972static 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 992static 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
9b4b03d3 1000static char *game_text_format(game_state *state)
1001{
6ad5ed74 1002 char *ret, *p, buf[80];
1003 int i, x, y, col, maxlen;
1004
1005 /*
1006 * First determine the number of spaces required to display a
1007 * number. We'll use at least two, because one looks a bit
1008 * silly.
1009 */
1010 col = 2;
1011 for (i = 0; i < state->w * state->h; i++) {
1012 x = sprintf(buf, "%d", state->grid[i]);
1013 if (col < x) col = x;
1014 }
1015
1016 /*
1017 * Now we know the exact total size of the grid we're going to
1018 * produce: it's got 2*h+1 rows, each containing w lots of col,
1019 * w+1 boundary characters and a trailing newline.
1020 */
1021 maxlen = (2*state->h+1) * (state->w * (col+1) + 2);
1022
1023 ret = snewn(maxlen, char);
1024 p = ret;
1025
1026 for (y = 0; y <= 2*state->h; y++) {
1027 for (x = 0; x <= 2*state->w; x++) {
1028 if (x & y & 1) {
1029 /*
1030 * Display a number.
1031 */
1032 int v = grid(state, x/2, y/2);
1033 if (v)
1034 sprintf(buf, "%*d", col, v);
1035 else
1036 sprintf(buf, "%*s", col, "");
1037 memcpy(p, buf, col);
1038 p += col;
1039 } else if (x & 1) {
1040 /*
1041 * Display a horizontal edge or nothing.
1042 */
1043 int h = (y==0 || y==2*state->h ? 1 :
1044 HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2));
1045 int i;
1046 if (h)
1047 h = '-';
1048 else
1049 h = ' ';
1050 for (i = 0; i < col; i++)
1051 *p++ = h;
1052 } else if (y & 1) {
1053 /*
1054 * Display a vertical edge or nothing.
1055 */
1056 int v = (x==0 || x==2*state->w ? 1 :
1057 VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2));
1058 if (v)
1059 *p++ = '|';
1060 else
1061 *p++ = ' ';
1062 } else {
1063 /*
1064 * Display a corner, or a vertical edge, or a
1065 * horizontal edge, or nothing.
1066 */
1067 int hl = (y==0 || y==2*state->h ? 1 :
1068 HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2));
1069 int hr = (y==0 || y==2*state->h ? 1 :
1070 HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2));
1071 int vu = (x==0 || x==2*state->w ? 1 :
1072 VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2));
1073 int vd = (x==0 || x==2*state->w ? 1 :
1074 VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2));
1075 if (!hl && !hr && !vu && !vd)
1076 *p++ = ' ';
1077 else if (hl && hr && !vu && !vd)
1078 *p++ = '-';
1079 else if (!hl && !hr && vu && vd)
1080 *p++ = '|';
1081 else
1082 *p++ = '+';
1083 }
1084 }
1085 *p++ = '\n';
1086 }
1087
1088 assert(p - ret == maxlen);
1089 *p = '\0';
1090 return ret;
9b4b03d3 1091}
1092
3870c4d8 1093static unsigned char *get_correct(game_state *state)
1094{
1095 unsigned char *ret;
1096 int x, y;
1097
1098 ret = snewn(state->w * state->h, unsigned char);
1099 memset(ret, 0xFF, state->w * state->h);
1100
1101 for (x = 0; x < state->w; x++)
1102 for (y = 0; y < state->h; y++)
1103 if (index(state,ret,x,y) == 0xFF) {
1104 int rw, rh;
1105 int xx, yy;
1106 int num, area, valid;
1107
1108 /*
1109 * Find a rectangle starting at this point.
1110 */
1111 rw = 1;
1112 while (x+rw < state->w && !vedge(state,x+rw,y))
1113 rw++;
1114 rh = 1;
1115 while (y+rh < state->h && !hedge(state,x,y+rh))
1116 rh++;
1117
1118 /*
1119 * We know what the dimensions of the rectangle
1120 * should be if it's there at all. Find out if we
1121 * really have a valid rectangle.
1122 */
1123 valid = TRUE;
1124 /* Check the horizontal edges. */
1125 for (xx = x; xx < x+rw; xx++) {
1126 for (yy = y; yy <= y+rh; yy++) {
1127 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1128 int ec = (yy == y || yy == y+rh);
1129 if (e != ec)
1130 valid = FALSE;
1131 }
1132 }
1133 /* Check the vertical edges. */
1134 for (yy = y; yy < y+rh; yy++) {
1135 for (xx = x; xx <= x+rw; xx++) {
1136 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1137 int ec = (xx == x || xx == x+rw);
1138 if (e != ec)
1139 valid = FALSE;
1140 }
1141 }
1142
1143 /*
1144 * If this is not a valid rectangle with no other
1145 * edges inside it, we just mark this square as not
1146 * complete and proceed to the next square.
1147 */
1148 if (!valid) {
1149 index(state, ret, x, y) = 0;
1150 continue;
1151 }
1152
1153 /*
1154 * We have a rectangle. Now see what its area is,
1155 * and how many numbers are in it.
1156 */
1157 num = 0;
1158 area = 0;
1159 for (xx = x; xx < x+rw; xx++) {
1160 for (yy = y; yy < y+rh; yy++) {
1161 area++;
1162 if (grid(state,xx,yy)) {
1163 if (num > 0)
1164 valid = FALSE; /* two numbers */
1165 num = grid(state,xx,yy);
1166 }
1167 }
1168 }
1169 if (num != area)
1170 valid = FALSE;
1171
1172 /*
1173 * Now fill in the whole rectangle based on the
1174 * value of `valid'.
1175 */
1176 for (xx = x; xx < x+rw; xx++) {
1177 for (yy = y; yy < y+rh; yy++) {
1178 index(state, ret, xx, yy) = valid;
1179 }
1180 }
1181 }
1182
1183 return ret;
1184}
1185
08dd70c3 1186struct game_ui {
1187 /*
1188 * These coordinates are 2 times the obvious grid coordinates.
1189 * Hence, the top left of the grid is (0,0), the grid point to
1190 * the right of that is (2,0), the one _below that_ is (2,2)
1191 * and so on. This is so that we can specify a drag start point
1192 * on an edge (one odd coordinate) or in the middle of a square
1193 * (two odd coordinates) rather than always at a corner.
1194 *
1195 * -1,-1 means no drag is in progress.
1196 */
1197 int drag_start_x;
1198 int drag_start_y;
1199 int drag_end_x;
1200 int drag_end_y;
1201 /*
1202 * This flag is set as soon as a dragging action moves the
1203 * mouse pointer away from its starting point, so that even if
1204 * the pointer _returns_ to its starting point the action is
1205 * treated as a small drag rather than a click.
1206 */
1207 int dragged;
1208};
1209
be8d5aa1 1210static game_ui *new_ui(game_state *state)
74a4e547 1211{
08dd70c3 1212 game_ui *ui = snew(game_ui);
1213 ui->drag_start_x = -1;
1214 ui->drag_start_y = -1;
1215 ui->drag_end_x = -1;
1216 ui->drag_end_y = -1;
1217 ui->dragged = FALSE;
1218 return ui;
74a4e547 1219}
1220
be8d5aa1 1221static void free_ui(game_ui *ui)
74a4e547 1222{
08dd70c3 1223 sfree(ui);
1224}
1225
be8d5aa1 1226static void coord_round(float x, float y, int *xr, int *yr)
08dd70c3 1227{
d4e7900f 1228 float xs, ys, xv, yv, dx, dy, dist;
08dd70c3 1229
1230 /*
d4e7900f 1231 * Find the nearest square-centre.
08dd70c3 1232 */
d4e7900f 1233 xs = (float)floor(x) + 0.5F;
1234 ys = (float)floor(y) + 0.5F;
08dd70c3 1235
1236 /*
d4e7900f 1237 * And find the nearest grid vertex.
08dd70c3 1238 */
d4e7900f 1239 xv = (float)floor(x + 0.5F);
1240 yv = (float)floor(y + 0.5F);
08dd70c3 1241
1242 /*
d4e7900f 1243 * We allocate clicks in parts of the grid square to either
1244 * corners, edges or square centres, as follows:
1245 *
1246 * +--+--------+--+
1247 * | | | |
1248 * +--+ +--+
1249 * | `. ,' |
1250 * | +--+ |
1251 * | | | |
1252 * | +--+ |
1253 * | ,' `. |
1254 * +--+ +--+
1255 * | | | |
1256 * +--+--------+--+
1257 *
1258 * (Not to scale!)
1259 *
1260 * In other words: we measure the square distance (i.e.
1261 * max(dx,dy)) from the click to the nearest corner, and if
1262 * it's within CORNER_TOLERANCE then we return a corner click.
1263 * We measure the square distance from the click to the nearest
1264 * centre, and if that's within CENTRE_TOLERANCE we return a
1265 * centre click. Failing that, we find which of the two edge
1266 * centres is nearer to the click and return that edge.
08dd70c3 1267 */
d4e7900f 1268
1269 /*
1270 * Check for corner click.
1271 */
1272 dx = (float)fabs(x - xv);
1273 dy = (float)fabs(y - yv);
1274 dist = (dx > dy ? dx : dy);
1275 if (dist < CORNER_TOLERANCE) {
1276 *xr = 2 * (int)xv;
1277 *yr = 2 * (int)yv;
1278 } else {
1279 /*
1280 * Check for centre click.
1281 */
1282 dx = (float)fabs(x - xs);
1283 dy = (float)fabs(y - ys);
1284 dist = (dx > dy ? dx : dy);
1285 if (dist < CENTRE_TOLERANCE) {
1286 *xr = 1 + 2 * (int)xs;
1287 *yr = 1 + 2 * (int)ys;
1288 } else {
1289 /*
1290 * Failing both of those, see which edge we're closer to.
1291 * Conveniently, this is simply done by testing the relative
1292 * magnitude of dx and dy (which are currently distances from
1293 * the square centre).
1294 */
1295 if (dx > dy) {
1296 /* Vertical edge: x-coord of corner,
1297 * y-coord of square centre. */
1298 *xr = 2 * (int)xv;
1299 *yr = 1 + 2 * (int)ys;
1300 } else {
1301 /* Horizontal edge: x-coord of square centre,
1302 * y-coord of corner. */
1303 *xr = 1 + 2 * (int)xs;
1304 *yr = 2 * (int)yv;
1305 }
1306 }
1307 }
08dd70c3 1308}
1309
1310static void ui_draw_rect(game_state *state, game_ui *ui,
1311 unsigned char *hedge, unsigned char *vedge, int c)
1312{
1313 int x1, x2, y1, y2, x, y, t;
1314
1315 x1 = ui->drag_start_x;
1316 x2 = ui->drag_end_x;
1317 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1318
1319 y1 = ui->drag_start_y;
1320 y2 = ui->drag_end_y;
1321 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1322
1323 x1 = x1 / 2; /* rounds down */
1324 x2 = (x2+1) / 2; /* rounds up */
1325 y1 = y1 / 2; /* rounds down */
1326 y2 = (y2+1) / 2; /* rounds up */
1327
1328 /*
1329 * Draw horizontal edges of rectangles.
1330 */
1331 for (x = x1; x < x2; x++)
1332 for (y = y1; y <= y2; y++)
1333 if (HRANGE(state,x,y)) {
1334 int val = index(state,hedge,x,y);
1335 if (y == y1 || y == y2)
1336 val = c;
1337 else if (c == 1)
1338 val = 0;
1339 index(state,hedge,x,y) = val;
1340 }
1341
1342 /*
1343 * Draw vertical edges of rectangles.
1344 */
1345 for (y = y1; y < y2; y++)
1346 for (x = x1; x <= x2; x++)
1347 if (VRANGE(state,x,y)) {
1348 int val = index(state,vedge,x,y);
1349 if (x == x1 || x == x2)
1350 val = c;
1351 else if (c == 1)
1352 val = 0;
1353 index(state,vedge,x,y) = val;
1354 }
74a4e547 1355}
1356
be8d5aa1 1357static game_state *make_move(game_state *from, game_ui *ui,
1358 int x, int y, int button)
3870c4d8 1359{
08dd70c3 1360 int xc, yc;
1361 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
3870c4d8 1362 game_state *ret;
1363
08dd70c3 1364 if (button == LEFT_BUTTON) {
1365 startdrag = TRUE;
1366 } else if (button == LEFT_RELEASE) {
1367 enddrag = TRUE;
1368 } else if (button != LEFT_DRAG) {
1369 return NULL;
1370 }
1371
d4e7900f 1372 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
08dd70c3 1373
1374 if (startdrag) {
1375 ui->drag_start_x = xc;
1376 ui->drag_start_y = yc;
1377 ui->drag_end_x = xc;
1378 ui->drag_end_y = yc;
1379 ui->dragged = FALSE;
1380 active = TRUE;
1381 }
3870c4d8 1382
08dd70c3 1383 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1384 ui->drag_end_x = xc;
1385 ui->drag_end_y = yc;
1386 ui->dragged = TRUE;
1387 active = TRUE;
1388 }
3870c4d8 1389
934797c7 1390 ret = NULL;
1391
1392 if (enddrag) {
1393 if (xc >= 0 && xc <= 2*from->w &&
1394 yc >= 0 && yc <= 2*from->h) {
1395 ret = dup_game(from);
1396
1397 if (ui->dragged) {
1398 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1399 } else {
1400 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1401 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1402 }
1403 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1404 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1405 }
1406 }
3870c4d8 1407
934797c7 1408 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1409 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1410 free_game(ret);
1411 ret = NULL;
1412 }
ef29354c 1413
1414 /*
1415 * We've made a real change to the grid. Check to see
1416 * if the game has been completed.
1417 */
d4e7900f 1418 if (ret && !ret->completed) {
ef29354c 1419 int x, y, ok;
1420 unsigned char *correct = get_correct(ret);
1421
1422 ok = TRUE;
1423 for (x = 0; x < ret->w; x++)
1424 for (y = 0; y < ret->h; y++)
1425 if (!index(ret, correct, x, y))
1426 ok = FALSE;
1427
1428 sfree(correct);
1429
1430 if (ok)
1431 ret->completed = TRUE;
1432 }
934797c7 1433 }
1434
1435 ui->drag_start_x = -1;
1436 ui->drag_start_y = -1;
1437 ui->drag_end_x = -1;
1438 ui->drag_end_y = -1;
1439 ui->dragged = FALSE;
1440 active = TRUE;
3870c4d8 1441 }
1442
934797c7 1443 if (ret)
1444 return ret; /* a move has been made */
1445 else if (active)
08dd70c3 1446 return from; /* UI activity has occurred */
934797c7 1447 else
1448 return NULL;
3870c4d8 1449}
1450
1451/* ----------------------------------------------------------------------
1452 * Drawing routines.
1453 */
1454
ec9a0f09 1455#define CORRECT 65536
08dd70c3 1456
1457#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1458#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1459#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
3870c4d8 1460
1461struct game_drawstate {
1462 int started;
1463 int w, h;
ec9a0f09 1464 unsigned int *visible;
3870c4d8 1465};
1466
be8d5aa1 1467static void game_size(game_params *params, int *x, int *y)
3870c4d8 1468{
1469 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1470 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1471}
1472
be8d5aa1 1473static float *game_colours(frontend *fe, game_state *state, int *ncolours)
3870c4d8 1474{
1475 float *ret = snewn(3 * NCOLOURS, float);
1476
1477 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1478
1479 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1480 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1481 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1482
08dd70c3 1483 ret[COL_DRAG * 3 + 0] = 1.0F;
1484 ret[COL_DRAG * 3 + 1] = 0.0F;
1485 ret[COL_DRAG * 3 + 2] = 0.0F;
1486
3870c4d8 1487 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1488 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1489 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1490
1491 ret[COL_LINE * 3 + 0] = 0.0F;
1492 ret[COL_LINE * 3 + 1] = 0.0F;
1493 ret[COL_LINE * 3 + 2] = 0.0F;
1494
1495 ret[COL_TEXT * 3 + 0] = 0.0F;
1496 ret[COL_TEXT * 3 + 1] = 0.0F;
1497 ret[COL_TEXT * 3 + 2] = 0.0F;
1498
1499 *ncolours = NCOLOURS;
1500 return ret;
1501}
1502
be8d5aa1 1503static game_drawstate *game_new_drawstate(game_state *state)
3870c4d8 1504{
1505 struct game_drawstate *ds = snew(struct game_drawstate);
08dd70c3 1506 int i;
3870c4d8 1507
1508 ds->started = FALSE;
1509 ds->w = state->w;
1510 ds->h = state->h;
ec9a0f09 1511 ds->visible = snewn(ds->w * ds->h, unsigned int);
08dd70c3 1512 for (i = 0; i < ds->w * ds->h; i++)
1513 ds->visible[i] = 0xFFFF;
3870c4d8 1514
1515 return ds;
1516}
1517
be8d5aa1 1518static void game_free_drawstate(game_drawstate *ds)
3870c4d8 1519{
1520 sfree(ds->visible);
1521 sfree(ds);
1522}
1523
be8d5aa1 1524static void draw_tile(frontend *fe, game_state *state, int x, int y,
ec9a0f09 1525 unsigned char *hedge, unsigned char *vedge,
1526 unsigned char *corners, int correct)
3870c4d8 1527{
1528 int cx = COORD(x), cy = COORD(y);
1529 char str[80];
1530
1531 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1532 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1533 correct ? COL_CORRECT : COL_BACKGROUND);
1534
1535 if (grid(state,x,y)) {
1536 sprintf(str, "%d", grid(state,x,y));
1537 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
105a00d0 1538 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
3870c4d8 1539 }
1540
1541 /*
1542 * Draw edges.
1543 */
08dd70c3 1544 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1545 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1546 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1547 COL_LINE);
1548 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1549 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1550 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1551 COL_LINE);
1552 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1553 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1554 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1555 COL_LINE);
1556 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1557 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1558 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1559 COL_LINE);
3870c4d8 1560
1561 /*
1562 * Draw corners.
1563 */
ec9a0f09 1564 if (index(state,corners,x,y))
08dd70c3 1565 draw_rect(fe, cx, cy, 2, 2,
ec9a0f09 1566 COLOUR(index(state,corners,x,y)));
1567 if (x+1 < state->w && index(state,corners,x+1,y))
08dd70c3 1568 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
ec9a0f09 1569 COLOUR(index(state,corners,x+1,y)));
1570 if (y+1 < state->h && index(state,corners,x,y+1))
08dd70c3 1571 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1572 COLOUR(index(state,corners,x,y+1)));
1573 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
08dd70c3 1574 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1575 COLOUR(index(state,corners,x+1,y+1)));
3870c4d8 1576
1577 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1578}
1579
be8d5aa1 1580static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c822de4a 1581 game_state *state, int dir, game_ui *ui,
74a4e547 1582 float animtime, float flashtime)
3870c4d8 1583{
1584 int x, y;
1585 unsigned char *correct;
ec9a0f09 1586 unsigned char *hedge, *vedge, *corners;
3870c4d8 1587
1588 correct = get_correct(state);
1589
08dd70c3 1590 if (ui->dragged) {
1591 hedge = snewn(state->w*state->h, unsigned char);
1592 vedge = snewn(state->w*state->h, unsigned char);
1593 memcpy(hedge, state->hedge, state->w*state->h);
1594 memcpy(vedge, state->vedge, state->w*state->h);
1595 ui_draw_rect(state, ui, hedge, vedge, 2);
1596 } else {
1597 hedge = state->hedge;
1598 vedge = state->vedge;
1599 }
1600
ec9a0f09 1601 corners = snewn(state->w * state->h, unsigned char);
1602 memset(corners, 0, state->w * state->h);
1603 for (x = 0; x < state->w; x++)
1604 for (y = 0; y < state->h; y++) {
1605 if (x > 0) {
1606 int e = index(state, vedge, x, y);
1607 if (index(state,corners,x,y) < e)
1608 index(state,corners,x,y) = e;
1609 if (y+1 < state->h &&
1610 index(state,corners,x,y+1) < e)
1611 index(state,corners,x,y+1) = e;
1612 }
1613 if (y > 0) {
1614 int e = index(state, hedge, x, y);
1615 if (index(state,corners,x,y) < e)
1616 index(state,corners,x,y) = e;
1617 if (x+1 < state->w &&
1618 index(state,corners,x+1,y) < e)
1619 index(state,corners,x+1,y) = e;
1620 }
1621 }
1622
3870c4d8 1623 if (!ds->started) {
105a00d0 1624 draw_rect(fe, 0, 0,
1625 state->w * TILE_SIZE + 2*BORDER + 1,
1626 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
3870c4d8 1627 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1628 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1629 ds->started = TRUE;
863c3945 1630 draw_update(fe, 0, 0,
1631 state->w * TILE_SIZE + 2*BORDER + 1,
1632 state->h * TILE_SIZE + 2*BORDER + 1);
3870c4d8 1633 }
1634
1635 for (x = 0; x < state->w; x++)
1636 for (y = 0; y < state->h; y++) {
ec9a0f09 1637 unsigned int c = 0;
08dd70c3 1638
1639 if (HRANGE(state,x,y))
1640 c |= index(state,hedge,x,y);
eddb22e8 1641 if (HRANGE(state,x,y+1))
1642 c |= index(state,hedge,x,y+1) << 2;
08dd70c3 1643 if (VRANGE(state,x,y))
1644 c |= index(state,vedge,x,y) << 4;
eddb22e8 1645 if (VRANGE(state,x+1,y))
1646 c |= index(state,vedge,x+1,y) << 6;
ec9a0f09 1647 c |= index(state,corners,x,y) << 8;
1648 if (x+1 < state->w)
1649 c |= index(state,corners,x+1,y) << 10;
1650 if (y+1 < state->h)
1651 c |= index(state,corners,x,y+1) << 12;
1652 if (x+1 < state->w && y+1 < state->h)
1653 c |= index(state,corners,x+1,y+1) << 14;
ef29354c 1654 if (index(state, correct, x, y) && !flashtime)
3870c4d8 1655 c |= CORRECT;
1656
1657 if (index(ds,ds->visible,x,y) != c) {
ec9a0f09 1658 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1659 index(ds,ds->visible,x,y) = c;
3870c4d8 1660 }
1661 }
1662
08dd70c3 1663 if (hedge != state->hedge) {
1664 sfree(hedge);
1665 sfree(vedge);
1666 }
1667
11c44cf5 1668 sfree(corners);
3870c4d8 1669 sfree(correct);
1670}
1671
be8d5aa1 1672static float game_anim_length(game_state *oldstate,
1673 game_state *newstate, int dir)
3870c4d8 1674{
1675 return 0.0F;
1676}
1677
be8d5aa1 1678static float game_flash_length(game_state *oldstate,
1679 game_state *newstate, int dir)
3870c4d8 1680{
ef29354c 1681 if (!oldstate->completed && newstate->completed)
1682 return FLASH_TIME;
3870c4d8 1683 return 0.0F;
1684}
1685
be8d5aa1 1686static int game_wants_statusbar(void)
3870c4d8 1687{
1688 return FALSE;
1689}
be8d5aa1 1690
1691#ifdef COMBINED
1692#define thegame rect
1693#endif
1694
1695const struct game thegame = {
1d228b10 1696 "Rectangles", "games.rectangles",
be8d5aa1 1697 default_params,
1698 game_fetch_preset,
1699 decode_params,
1700 encode_params,
1701 free_params,
1702 dup_params,
1d228b10 1703 TRUE, game_configure, custom_params,
be8d5aa1 1704 validate_params,
1705 new_game_seed,
1706 validate_seed,
1707 new_game,
1708 dup_game,
1709 free_game,
6ad5ed74 1710 TRUE, game_text_format,
be8d5aa1 1711 new_ui,
1712 free_ui,
1713 make_move,
1714 game_size,
1715 game_colours,
1716 game_new_drawstate,
1717 game_free_drawstate,
1718 game_redraw,
1719 game_anim_length,
1720 game_flash_length,
1721 game_wants_statusbar,
1722};