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 | * |
738d2f61 |
12 | * - Improve singleton removal. |
13 | * + It would be nice to limit the size of the generated |
14 | * rectangles in accordance with existing constraints such as |
15 | * the maximum rectangle size and the one about not |
16 | * generating a rectangle the full width or height of the |
17 | * grid. |
18 | * + This could be achieved by making a less random choice |
19 | * about which of the available options to use. |
20 | * + Alternatively, we could create our rectangle and then |
21 | * split it up. |
3870c4d8 |
22 | */ |
23 | |
24 | #include <stdio.h> |
25 | #include <stdlib.h> |
26 | #include <string.h> |
27 | #include <assert.h> |
b0e26073 |
28 | #include <ctype.h> |
3870c4d8 |
29 | #include <math.h> |
30 | |
31 | #include "puzzles.h" |
32 | |
3870c4d8 |
33 | enum { |
34 | COL_BACKGROUND, |
35 | COL_CORRECT, |
36 | COL_LINE, |
37 | COL_TEXT, |
38 | COL_GRID, |
08dd70c3 |
39 | COL_DRAG, |
3870c4d8 |
40 | NCOLOURS |
41 | }; |
42 | |
43 | struct game_params { |
44 | int w, h; |
aea3ed9a |
45 | float expandfactor; |
40fde884 |
46 | int unique; |
3870c4d8 |
47 | }; |
48 | |
49 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
50 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
51 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
52 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
53 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
54 | |
55 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
56 | (y) >= dy && (y) < (state)->h ) |
57 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
58 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
59 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
60 | |
1e3e152d |
61 | #define PREFERRED_TILE_SIZE 24 |
62 | #define TILE_SIZE (ds->tilesize) |
63 | #define BORDER (TILE_SIZE * 3 / 4) |
3870c4d8 |
64 | |
d4e7900f |
65 | #define CORNER_TOLERANCE 0.15F |
66 | #define CENTRE_TOLERANCE 0.15F |
67 | |
ef29354c |
68 | #define FLASH_TIME 0.13F |
69 | |
3870c4d8 |
70 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
71 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
72 | |
73 | struct game_state { |
74 | int w, h; |
75 | int *grid; /* contains the numbers */ |
76 | unsigned char *vedge; /* (w+1) x h */ |
77 | unsigned char *hedge; /* w x (h+1) */ |
2ac6d24e |
78 | int completed, cheated; |
3870c4d8 |
79 | }; |
80 | |
be8d5aa1 |
81 | static game_params *default_params(void) |
3870c4d8 |
82 | { |
83 | game_params *ret = snew(game_params); |
84 | |
85 | ret->w = ret->h = 7; |
aea3ed9a |
86 | ret->expandfactor = 0.0F; |
40fde884 |
87 | ret->unique = TRUE; |
3870c4d8 |
88 | |
89 | return ret; |
90 | } |
91 | |
be8d5aa1 |
92 | static int game_fetch_preset(int i, char **name, game_params **params) |
3870c4d8 |
93 | { |
94 | game_params *ret; |
95 | int w, h; |
96 | char buf[80]; |
97 | |
98 | switch (i) { |
99 | case 0: w = 7, h = 7; break; |
ab53eb64 |
100 | case 1: w = 9, h = 9; break; |
101 | case 2: w = 11, h = 11; break; |
102 | case 3: w = 13, h = 13; break; |
103 | case 4: w = 15, h = 15; break; |
104 | #ifndef SLOW_SYSTEM |
105 | case 5: w = 17, h = 17; break; |
106 | case 6: w = 19, h = 19; break; |
107 | #endif |
3870c4d8 |
108 | default: return FALSE; |
109 | } |
110 | |
111 | sprintf(buf, "%dx%d", w, h); |
112 | *name = dupstr(buf); |
113 | *params = ret = snew(game_params); |
114 | ret->w = w; |
115 | ret->h = h; |
aea3ed9a |
116 | ret->expandfactor = 0.0F; |
40fde884 |
117 | ret->unique = TRUE; |
3870c4d8 |
118 | return TRUE; |
119 | } |
120 | |
be8d5aa1 |
121 | static void free_params(game_params *params) |
3870c4d8 |
122 | { |
123 | sfree(params); |
124 | } |
125 | |
be8d5aa1 |
126 | static game_params *dup_params(game_params *params) |
3870c4d8 |
127 | { |
128 | game_params *ret = snew(game_params); |
129 | *ret = *params; /* structure copy */ |
130 | return ret; |
131 | } |
132 | |
1185e3c5 |
133 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
134 | { |
b0e26073 |
135 | ret->w = ret->h = atoi(string); |
aea3ed9a |
136 | while (*string && isdigit((unsigned char)*string)) string++; |
b0e26073 |
137 | if (*string == 'x') { |
138 | string++; |
139 | ret->h = atoi(string); |
aea3ed9a |
140 | while (*string && isdigit((unsigned char)*string)) string++; |
141 | } |
142 | if (*string == 'e') { |
143 | string++; |
144 | ret->expandfactor = atof(string); |
40fde884 |
145 | while (*string && |
146 | (*string == '.' || isdigit((unsigned char)*string))) string++; |
147 | } |
148 | if (*string == 'a') { |
149 | string++; |
150 | ret->unique = FALSE; |
b0e26073 |
151 | } |
b0e26073 |
152 | } |
153 | |
1185e3c5 |
154 | static char *encode_params(game_params *params, int full) |
b0e26073 |
155 | { |
156 | char data[256]; |
157 | |
158 | sprintf(data, "%dx%d", params->w, params->h); |
5472ceb6 |
159 | if (full && params->expandfactor) |
1185e3c5 |
160 | sprintf(data + strlen(data), "e%g", params->expandfactor); |
40fde884 |
161 | if (full && !params->unique) |
162 | strcat(data, "a"); |
b0e26073 |
163 | |
164 | return dupstr(data); |
165 | } |
166 | |
be8d5aa1 |
167 | static config_item *game_configure(game_params *params) |
3870c4d8 |
168 | { |
169 | config_item *ret; |
170 | char buf[80]; |
171 | |
172 | ret = snewn(5, config_item); |
173 | |
174 | ret[0].name = "Width"; |
175 | ret[0].type = C_STRING; |
176 | sprintf(buf, "%d", params->w); |
177 | ret[0].sval = dupstr(buf); |
178 | ret[0].ival = 0; |
179 | |
180 | ret[1].name = "Height"; |
181 | ret[1].type = C_STRING; |
182 | sprintf(buf, "%d", params->h); |
183 | ret[1].sval = dupstr(buf); |
184 | ret[1].ival = 0; |
185 | |
aea3ed9a |
186 | ret[2].name = "Expansion factor"; |
187 | ret[2].type = C_STRING; |
188 | sprintf(buf, "%g", params->expandfactor); |
189 | ret[2].sval = dupstr(buf); |
3870c4d8 |
190 | ret[2].ival = 0; |
191 | |
40fde884 |
192 | ret[3].name = "Ensure unique solution"; |
193 | ret[3].type = C_BOOLEAN; |
aea3ed9a |
194 | ret[3].sval = NULL; |
40fde884 |
195 | ret[3].ival = params->unique; |
196 | |
197 | ret[4].name = NULL; |
198 | ret[4].type = C_END; |
199 | ret[4].sval = NULL; |
200 | ret[4].ival = 0; |
aea3ed9a |
201 | |
3870c4d8 |
202 | return ret; |
203 | } |
204 | |
be8d5aa1 |
205 | static game_params *custom_params(config_item *cfg) |
3870c4d8 |
206 | { |
207 | game_params *ret = snew(game_params); |
208 | |
209 | ret->w = atoi(cfg[0].sval); |
210 | ret->h = atoi(cfg[1].sval); |
aea3ed9a |
211 | ret->expandfactor = atof(cfg[2].sval); |
40fde884 |
212 | ret->unique = cfg[3].ival; |
3870c4d8 |
213 | |
214 | return ret; |
215 | } |
216 | |
be8d5aa1 |
217 | static char *validate_params(game_params *params) |
3870c4d8 |
218 | { |
ab53eb64 |
219 | if (params->w <= 0 || params->h <= 0) |
3870c4d8 |
220 | return "Width and height must both be greater than zero"; |
ab53eb64 |
221 | if (params->w*params->h < 2) |
d4e7900f |
222 | return "Grid area must be greater than one"; |
aea3ed9a |
223 | if (params->expandfactor < 0.0F) |
224 | return "Expansion factor may not be negative"; |
3870c4d8 |
225 | return NULL; |
226 | } |
227 | |
26801d29 |
228 | struct point { |
229 | int x, y; |
230 | }; |
231 | |
3870c4d8 |
232 | struct rect { |
233 | int x, y; |
234 | int w, h; |
235 | }; |
236 | |
237 | struct rectlist { |
238 | struct rect *rects; |
239 | int n; |
240 | }; |
241 | |
26801d29 |
242 | struct numberdata { |
243 | int area; |
244 | int npoints; |
245 | struct point *points; |
246 | }; |
247 | |
248 | /* ---------------------------------------------------------------------- |
249 | * Solver for Rectangles games. |
250 | * |
251 | * This solver is souped up beyond the needs of actually _solving_ |
252 | * a puzzle. It is also designed to cope with uncertainty about |
253 | * where the numbers have been placed. This is because I run it on |
254 | * my generated grids _before_ placing the numbers, and have it |
255 | * tell me where I need to place the numbers to ensure a unique |
256 | * solution. |
257 | */ |
258 | |
259 | static void remove_rect_placement(int w, int h, |
260 | struct rectlist *rectpositions, |
261 | int *overlaps, |
262 | int rectnum, int placement) |
263 | { |
264 | int x, y, xx, yy; |
265 | |
266 | #ifdef SOLVER_DIAGNOSTICS |
267 | printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum, |
268 | rectpositions[rectnum].rects[placement].x, |
269 | rectpositions[rectnum].rects[placement].y, |
270 | rectpositions[rectnum].rects[placement].w, |
271 | rectpositions[rectnum].rects[placement].h); |
272 | #endif |
273 | |
274 | /* |
275 | * Decrement each entry in the overlaps array to reflect the |
276 | * removal of this rectangle placement. |
277 | */ |
278 | for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) { |
279 | y = yy + rectpositions[rectnum].rects[placement].y; |
280 | for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) { |
281 | x = xx + rectpositions[rectnum].rects[placement].x; |
282 | |
283 | assert(overlaps[(rectnum * h + y) * w + x] != 0); |
284 | |
285 | if (overlaps[(rectnum * h + y) * w + x] > 0) |
286 | overlaps[(rectnum * h + y) * w + x]--; |
287 | } |
288 | } |
289 | |
290 | /* |
291 | * Remove the placement from the list of positions for that |
292 | * rectangle, by interchanging it with the one on the end. |
293 | */ |
294 | if (placement < rectpositions[rectnum].n - 1) { |
295 | struct rect t; |
296 | |
297 | t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1]; |
298 | rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] = |
299 | rectpositions[rectnum].rects[placement]; |
300 | rectpositions[rectnum].rects[placement] = t; |
301 | } |
302 | rectpositions[rectnum].n--; |
303 | } |
304 | |
305 | static void remove_number_placement(int w, int h, struct numberdata *number, |
306 | int index, int *rectbyplace) |
307 | { |
308 | /* |
309 | * Remove the entry from the rectbyplace array. |
310 | */ |
311 | rectbyplace[number->points[index].y * w + number->points[index].x] = -1; |
312 | |
313 | /* |
314 | * Remove the placement from the list of candidates for that |
315 | * number, by interchanging it with the one on the end. |
316 | */ |
317 | if (index < number->npoints - 1) { |
318 | struct point t; |
319 | |
320 | t = number->points[number->npoints - 1]; |
321 | number->points[number->npoints - 1] = number->points[index]; |
322 | number->points[index] = t; |
323 | } |
324 | number->npoints--; |
325 | } |
326 | |
327 | static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, |
1507058f |
328 | game_state *result, random_state *rs) |
26801d29 |
329 | { |
330 | struct rectlist *rectpositions; |
331 | int *overlaps, *rectbyplace, *workspace; |
332 | int i, ret; |
333 | |
334 | /* |
335 | * Start by setting up a list of candidate positions for each |
336 | * rectangle. |
337 | */ |
338 | rectpositions = snewn(nrects, struct rectlist); |
339 | for (i = 0; i < nrects; i++) { |
340 | int rw, rh, area = numbers[i].area; |
341 | int j, minx, miny, maxx, maxy; |
342 | struct rect *rlist; |
343 | int rlistn, rlistsize; |
344 | |
345 | /* |
346 | * For each rectangle, begin by finding the bounding |
347 | * rectangle of its candidate number placements. |
348 | */ |
349 | maxx = maxy = -1; |
350 | minx = w; |
351 | miny = h; |
352 | for (j = 0; j < numbers[i].npoints; j++) { |
353 | if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x; |
354 | if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y; |
355 | if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x; |
356 | if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y; |
357 | } |
358 | |
359 | /* |
360 | * Now loop over all possible rectangle placements |
361 | * overlapping a point within that bounding rectangle; |
362 | * ensure each one actually contains a candidate number |
363 | * placement, and add it to the list. |
364 | */ |
365 | rlist = NULL; |
366 | rlistn = rlistsize = 0; |
367 | |
368 | for (rw = 1; rw <= area && rw <= w; rw++) { |
369 | int x, y; |
370 | |
371 | if (area % rw) |
372 | continue; |
373 | rh = area / rw; |
374 | if (rh > h) |
375 | continue; |
376 | |
377 | for (y = miny - rh + 1; y <= maxy; y++) { |
378 | if (y < 0 || y+rh > h) |
379 | continue; |
380 | |
381 | for (x = minx - rw + 1; x <= maxx; x++) { |
382 | if (x < 0 || x+rw > w) |
383 | continue; |
384 | |
385 | /* |
386 | * See if we can find a candidate number |
387 | * placement within this rectangle. |
388 | */ |
389 | for (j = 0; j < numbers[i].npoints; j++) |
390 | if (numbers[i].points[j].x >= x && |
391 | numbers[i].points[j].x < x+rw && |
392 | numbers[i].points[j].y >= y && |
393 | numbers[i].points[j].y < y+rh) |
394 | break; |
395 | |
396 | if (j < numbers[i].npoints) { |
397 | /* |
398 | * Add this to the list of candidate |
399 | * placements for this rectangle. |
400 | */ |
401 | if (rlistn >= rlistsize) { |
402 | rlistsize = rlistn + 32; |
403 | rlist = sresize(rlist, rlistsize, struct rect); |
404 | } |
405 | rlist[rlistn].x = x; |
406 | rlist[rlistn].y = y; |
407 | rlist[rlistn].w = rw; |
408 | rlist[rlistn].h = rh; |
409 | #ifdef SOLVER_DIAGNOSTICS |
410 | printf("rect %d [area %d]: candidate position at" |
411 | " %d,%d w=%d h=%d\n", |
412 | i, area, x, y, rw, rh); |
413 | #endif |
414 | rlistn++; |
415 | } |
416 | } |
417 | } |
418 | } |
419 | |
420 | rectpositions[i].rects = rlist; |
421 | rectpositions[i].n = rlistn; |
422 | } |
423 | |
424 | /* |
425 | * Next, construct a multidimensional array tracking how many |
426 | * candidate positions for each rectangle overlap each square. |
427 | * |
428 | * Indexing of this array is by the formula |
429 | * |
430 | * overlaps[(rectindex * h + y) * w + x] |
431 | */ |
432 | overlaps = snewn(nrects * w * h, int); |
433 | memset(overlaps, 0, nrects * w * h * sizeof(int)); |
434 | for (i = 0; i < nrects; i++) { |
435 | int j; |
436 | |
437 | for (j = 0; j < rectpositions[i].n; j++) { |
438 | int xx, yy; |
439 | |
440 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) |
441 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) |
442 | overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w + |
443 | xx+rectpositions[i].rects[j].x]++; |
444 | } |
445 | } |
446 | |
447 | /* |
448 | * Also we want an array covering the grid once, to make it |
449 | * easy to figure out which squares are candidate number |
450 | * placements for which rectangles. (The existence of this |
451 | * single array assumes that no square starts off as a |
452 | * candidate number placement for more than one rectangle. This |
453 | * assumption is justified, because this solver is _either_ |
454 | * used to solve real problems - in which case there is a |
455 | * single placement for every number - _or_ used to decide on |
456 | * number placements for a new puzzle, in which case each |
457 | * number's placements are confined to the intended position of |
458 | * the rectangle containing that number.) |
459 | */ |
460 | rectbyplace = snewn(w * h, int); |
461 | for (i = 0; i < w*h; i++) |
462 | rectbyplace[i] = -1; |
463 | |
464 | for (i = 0; i < nrects; i++) { |
465 | int j; |
466 | |
467 | for (j = 0; j < numbers[i].npoints; j++) { |
468 | int x = numbers[i].points[j].x; |
469 | int y = numbers[i].points[j].y; |
470 | |
471 | assert(rectbyplace[y * w + x] == -1); |
472 | rectbyplace[y * w + x] = i; |
473 | } |
474 | } |
475 | |
476 | workspace = snewn(nrects, int); |
477 | |
478 | /* |
479 | * Now run the actual deduction loop. |
480 | */ |
481 | while (1) { |
482 | int done_something = FALSE; |
483 | |
484 | #ifdef SOLVER_DIAGNOSTICS |
485 | printf("starting deduction loop\n"); |
486 | |
487 | for (i = 0; i < nrects; i++) { |
488 | printf("rect %d overlaps:\n", i); |
489 | { |
490 | int x, y; |
491 | for (y = 0; y < h; y++) { |
492 | for (x = 0; x < w; x++) { |
493 | printf("%3d", overlaps[(i * h + y) * w + x]); |
494 | } |
495 | printf("\n"); |
496 | } |
497 | } |
498 | } |
499 | printf("rectbyplace:\n"); |
500 | { |
501 | int x, y; |
502 | for (y = 0; y < h; y++) { |
503 | for (x = 0; x < w; x++) { |
504 | printf("%3d", rectbyplace[y * w + x]); |
505 | } |
506 | printf("\n"); |
507 | } |
508 | } |
509 | #endif |
510 | |
511 | /* |
512 | * Housekeeping. Look for rectangles whose number has only |
513 | * one candidate position left, and mark that square as |
514 | * known if it isn't already. |
515 | */ |
516 | for (i = 0; i < nrects; i++) { |
517 | if (numbers[i].npoints == 1) { |
518 | int x = numbers[i].points[0].x; |
519 | int y = numbers[i].points[0].y; |
520 | if (overlaps[(i * h + y) * w + x] >= -1) { |
521 | int j; |
522 | |
523 | assert(overlaps[(i * h + y) * w + x] > 0); |
524 | #ifdef SOLVER_DIAGNOSTICS |
525 | printf("marking %d,%d as known for rect %d" |
526 | " (sole remaining number position)\n", x, y, i); |
527 | #endif |
528 | |
529 | for (j = 0; j < nrects; j++) |
530 | overlaps[(j * h + y) * w + x] = -1; |
531 | |
532 | overlaps[(i * h + y) * w + x] = -2; |
533 | } |
534 | } |
535 | } |
536 | |
537 | /* |
538 | * Now look at the intersection of all possible placements |
539 | * for each rectangle, and mark all squares in that |
540 | * intersection as known for that rectangle if they aren't |
541 | * already. |
542 | */ |
543 | for (i = 0; i < nrects; i++) { |
544 | int minx, miny, maxx, maxy, xx, yy, j; |
545 | |
546 | minx = miny = 0; |
547 | maxx = w; |
548 | maxy = h; |
549 | |
550 | for (j = 0; j < rectpositions[i].n; j++) { |
551 | int x = rectpositions[i].rects[j].x; |
552 | int y = rectpositions[i].rects[j].y; |
553 | int w = rectpositions[i].rects[j].w; |
554 | int h = rectpositions[i].rects[j].h; |
555 | |
556 | if (minx < x) minx = x; |
557 | if (miny < y) miny = y; |
558 | if (maxx > x+w) maxx = x+w; |
559 | if (maxy > y+h) maxy = y+h; |
560 | } |
561 | |
562 | for (yy = miny; yy < maxy; yy++) |
563 | for (xx = minx; xx < maxx; xx++) |
564 | if (overlaps[(i * h + yy) * w + xx] >= -1) { |
565 | assert(overlaps[(i * h + yy) * w + xx] > 0); |
566 | #ifdef SOLVER_DIAGNOSTICS |
567 | printf("marking %d,%d as known for rect %d" |
568 | " (intersection of all placements)\n", |
569 | xx, yy, i); |
570 | #endif |
571 | |
572 | for (j = 0; j < nrects; j++) |
573 | overlaps[(j * h + yy) * w + xx] = -1; |
574 | |
575 | overlaps[(i * h + yy) * w + xx] = -2; |
576 | } |
577 | } |
578 | |
579 | /* |
580 | * Rectangle-focused deduction. Look at each rectangle in |
581 | * turn and try to rule out some of its candidate |
582 | * placements. |
583 | */ |
584 | for (i = 0; i < nrects; i++) { |
585 | int j; |
586 | |
587 | for (j = 0; j < rectpositions[i].n; j++) { |
588 | int xx, yy, k; |
589 | int del = FALSE; |
590 | |
591 | for (k = 0; k < nrects; k++) |
592 | workspace[k] = 0; |
593 | |
594 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) { |
595 | int y = yy + rectpositions[i].rects[j].y; |
596 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) { |
597 | int x = xx + rectpositions[i].rects[j].x; |
598 | |
599 | if (overlaps[(i * h + y) * w + x] == -1) { |
600 | /* |
601 | * This placement overlaps a square |
602 | * which is _known_ to be part of |
603 | * another rectangle. Therefore we must |
604 | * rule it out. |
605 | */ |
606 | #ifdef SOLVER_DIAGNOSTICS |
607 | printf("rect %d placement at %d,%d w=%d h=%d " |
608 | "contains %d,%d which is known-other\n", i, |
609 | rectpositions[i].rects[j].x, |
610 | rectpositions[i].rects[j].y, |
611 | rectpositions[i].rects[j].w, |
612 | rectpositions[i].rects[j].h, |
613 | x, y); |
614 | #endif |
615 | del = TRUE; |
616 | } |
617 | |
618 | if (rectbyplace[y * w + x] != -1) { |
619 | /* |
620 | * This placement overlaps one of the |
621 | * candidate number placements for some |
622 | * rectangle. Count it. |
623 | */ |
624 | workspace[rectbyplace[y * w + x]]++; |
625 | } |
626 | } |
627 | } |
628 | |
629 | if (!del) { |
630 | /* |
631 | * If we haven't ruled this placement out |
632 | * already, see if it overlaps _all_ of the |
633 | * candidate number placements for any |
634 | * rectangle. If so, we can rule it out. |
635 | */ |
636 | for (k = 0; k < nrects; k++) |
637 | if (k != i && workspace[k] == numbers[k].npoints) { |
638 | #ifdef SOLVER_DIAGNOSTICS |
639 | printf("rect %d placement at %d,%d w=%d h=%d " |
640 | "contains all number points for rect %d\n", |
641 | i, |
642 | rectpositions[i].rects[j].x, |
643 | rectpositions[i].rects[j].y, |
644 | rectpositions[i].rects[j].w, |
645 | rectpositions[i].rects[j].h, |
646 | k); |
647 | #endif |
648 | del = TRUE; |
649 | break; |
650 | } |
651 | |
652 | /* |
653 | * Failing that, see if it overlaps at least |
654 | * one of the candidate number placements for |
655 | * itself! (This might not be the case if one |
656 | * of those number placements has been removed |
657 | * recently.). |
658 | */ |
659 | if (!del && workspace[i] == 0) { |
660 | #ifdef SOLVER_DIAGNOSTICS |
661 | printf("rect %d placement at %d,%d w=%d h=%d " |
662 | "contains none of its own number points\n", |
663 | i, |
664 | rectpositions[i].rects[j].x, |
665 | rectpositions[i].rects[j].y, |
666 | rectpositions[i].rects[j].w, |
667 | rectpositions[i].rects[j].h); |
668 | #endif |
669 | del = TRUE; |
670 | } |
671 | } |
672 | |
673 | if (del) { |
674 | remove_rect_placement(w, h, rectpositions, overlaps, i, j); |
675 | |
676 | j--; /* don't skip over next placement */ |
677 | |
678 | done_something = TRUE; |
679 | } |
680 | } |
681 | } |
682 | |
683 | /* |
684 | * Square-focused deduction. Look at each square not marked |
685 | * as known, and see if there are any which can only be |
686 | * part of a single rectangle. |
687 | */ |
688 | { |
689 | int x, y, n, index; |
690 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
691 | /* Known squares are marked as <0 everywhere, so we only need |
692 | * to check the overlaps entry for rect 0. */ |
693 | if (overlaps[y * w + x] < 0) |
694 | continue; /* known already */ |
695 | |
696 | n = 0; |
697 | index = -1; |
698 | for (i = 0; i < nrects; i++) |
699 | if (overlaps[(i * h + y) * w + x] > 0) |
700 | n++, index = i; |
701 | |
702 | if (n == 1) { |
703 | int j; |
704 | |
705 | /* |
706 | * Now we can rule out all placements for |
707 | * rectangle `index' which _don't_ contain |
708 | * square x,y. |
709 | */ |
710 | #ifdef SOLVER_DIAGNOSTICS |
711 | printf("square %d,%d can only be in rectangle %d\n", |
712 | x, y, index); |
713 | #endif |
714 | for (j = 0; j < rectpositions[index].n; j++) { |
715 | struct rect *r = &rectpositions[index].rects[j]; |
716 | if (x >= r->x && x < r->x + r->w && |
717 | y >= r->y && y < r->y + r->h) |
718 | continue; /* this one is OK */ |
719 | remove_rect_placement(w, h, rectpositions, overlaps, |
720 | index, j); |
721 | j--; /* don't skip over next placement */ |
722 | done_something = TRUE; |
723 | } |
724 | } |
725 | } |
726 | } |
727 | |
728 | /* |
729 | * If we've managed to deduce anything by normal means, |
730 | * loop round again and see if there's more to be done. |
731 | * Only if normal deduction has completely failed us should |
732 | * we now move on to narrowing down the possible number |
733 | * placements. |
734 | */ |
735 | if (done_something) |
736 | continue; |
737 | |
738 | /* |
739 | * Now we have done everything we can with the current set |
740 | * of number placements. So we need to winnow the number |
741 | * placements so as to narrow down the possibilities. We do |
742 | * this by searching for a candidate placement (of _any_ |
743 | * rectangle) which overlaps a candidate placement of the |
744 | * number for some other rectangle. |
745 | */ |
1507058f |
746 | if (rs) { |
26801d29 |
747 | struct rpn { |
748 | int rect; |
749 | int placement; |
750 | int number; |
751 | } *rpns = NULL; |
752 | int nrpns = 0, rpnsize = 0; |
753 | int j; |
754 | |
755 | for (i = 0; i < nrects; i++) { |
756 | for (j = 0; j < rectpositions[i].n; j++) { |
757 | int xx, yy; |
758 | |
759 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) { |
760 | int y = yy + rectpositions[i].rects[j].y; |
761 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) { |
762 | int x = xx + rectpositions[i].rects[j].x; |
763 | |
764 | if (rectbyplace[y * w + x] >= 0 && |
765 | rectbyplace[y * w + x] != i) { |
766 | /* |
767 | * Add this to the list of |
768 | * winnowing possibilities. |
769 | */ |
770 | if (nrpns >= rpnsize) { |
771 | rpnsize = rpnsize * 3 / 2 + 32; |
772 | rpns = sresize(rpns, rpnsize, struct rpn); |
773 | } |
774 | rpns[nrpns].rect = i; |
775 | rpns[nrpns].placement = j; |
776 | rpns[nrpns].number = rectbyplace[y * w + x]; |
777 | nrpns++; |
778 | } |
779 | } |
780 | } |
781 | |
782 | } |
783 | } |
784 | |
785 | #ifdef SOLVER_DIAGNOSTICS |
786 | printf("%d candidate rect placements we could eliminate\n", nrpns); |
787 | #endif |
788 | if (nrpns > 0) { |
789 | /* |
790 | * Now choose one of these unwanted rectangle |
791 | * placements, and eliminate it. |
792 | */ |
793 | int index = random_upto(rs, nrpns); |
794 | int k, m; |
795 | struct rpn rpn = rpns[index]; |
796 | struct rect r; |
797 | sfree(rpns); |
798 | |
799 | i = rpn.rect; |
800 | j = rpn.placement; |
801 | k = rpn.number; |
802 | r = rectpositions[i].rects[j]; |
803 | |
804 | /* |
805 | * We rule out placement j of rectangle i by means |
806 | * of removing all of rectangle k's candidate |
807 | * number placements which do _not_ overlap it. |
808 | * This will ensure that it is eliminated during |
809 | * the next pass of rectangle-focused deduction. |
810 | */ |
811 | #ifdef SOLVER_DIAGNOSTICS |
812 | printf("ensuring number for rect %d is within" |
813 | " rect %d's placement at %d,%d w=%d h=%d\n", |
814 | k, i, r.x, r.y, r.w, r.h); |
815 | #endif |
816 | |
817 | for (m = 0; m < numbers[k].npoints; m++) { |
818 | int x = numbers[k].points[m].x; |
819 | int y = numbers[k].points[m].y; |
820 | |
821 | if (x < r.x || x >= r.x + r.w || |
822 | y < r.y || y >= r.y + r.h) { |
823 | #ifdef SOLVER_DIAGNOSTICS |
824 | printf("eliminating number for rect %d at %d,%d\n", |
825 | k, x, y); |
826 | #endif |
827 | remove_number_placement(w, h, &numbers[k], |
828 | m, rectbyplace); |
829 | m--; /* don't skip the next one */ |
830 | done_something = TRUE; |
831 | } |
832 | } |
833 | } |
834 | } |
835 | |
836 | if (!done_something) { |
837 | #ifdef SOLVER_DIAGNOSTICS |
838 | printf("terminating deduction loop\n"); |
839 | #endif |
840 | break; |
841 | } |
842 | } |
843 | |
844 | ret = TRUE; |
845 | for (i = 0; i < nrects; i++) { |
846 | #ifdef SOLVER_DIAGNOSTICS |
847 | printf("rect %d has %d possible placements\n", |
848 | i, rectpositions[i].n); |
849 | #endif |
850 | assert(rectpositions[i].n > 0); |
1507058f |
851 | if (rectpositions[i].n > 1) { |
26801d29 |
852 | ret = FALSE; |
1507058f |
853 | } else if (result) { |
854 | /* |
855 | * Place the rectangle in its only possible position. |
856 | */ |
857 | int x, y; |
858 | struct rect *r = &rectpositions[i].rects[0]; |
859 | |
860 | for (y = 0; y < r->h; y++) { |
861 | if (r->x > 0) |
862 | vedge(result, r->x, r->y+y) = 1; |
863 | if (r->x+r->w < result->w) |
864 | vedge(result, r->x+r->w, r->y+y) = 1; |
865 | } |
866 | for (x = 0; x < r->w; x++) { |
867 | if (r->y > 0) |
868 | hedge(result, r->x+x, r->y) = 1; |
869 | if (r->y+r->h < result->h) |
870 | hedge(result, r->x+x, r->y+r->h) = 1; |
871 | } |
872 | } |
26801d29 |
873 | } |
874 | |
875 | /* |
876 | * Free up all allocated storage. |
877 | */ |
878 | sfree(workspace); |
879 | sfree(rectbyplace); |
880 | sfree(overlaps); |
881 | for (i = 0; i < nrects; i++) |
882 | sfree(rectpositions[i].rects); |
883 | sfree(rectpositions); |
884 | |
885 | return ret; |
886 | } |
887 | |
888 | /* ---------------------------------------------------------------------- |
889 | * Grid generation code. |
890 | */ |
891 | |
738d2f61 |
892 | /* |
893 | * This function does one of two things. If passed r==NULL, it |
894 | * counts the number of possible rectangles which cover the given |
895 | * square, and returns it in *n. If passed r!=NULL then it _reads_ |
896 | * *n to find an index, counts the possible rectangles until it |
897 | * reaches the nth, and writes it into r. |
898 | * |
899 | * `scratch' is expected to point to an array of 2 * params->w |
900 | * ints, used internally as scratch space (and passed in like this |
901 | * to avoid re-allocating and re-freeing it every time round a |
902 | * tight loop). |
903 | */ |
904 | static void enum_rects(game_params *params, int *grid, struct rect *r, int *n, |
905 | int sx, int sy, int *scratch) |
3870c4d8 |
906 | { |
738d2f61 |
907 | int rw, rh, mw, mh; |
908 | int x, y, dx, dy; |
909 | int maxarea, realmaxarea; |
910 | int index = 0; |
911 | int *top, *bottom; |
3870c4d8 |
912 | |
913 | /* |
d4e7900f |
914 | * Maximum rectangle area is 1/6 of total grid size, unless |
915 | * this means we can't place any rectangles at all in which |
916 | * case we set it to 2 at minimum. |
3870c4d8 |
917 | */ |
918 | maxarea = params->w * params->h / 6; |
d4e7900f |
919 | if (maxarea < 2) |
920 | maxarea = 2; |
3870c4d8 |
921 | |
738d2f61 |
922 | /* |
923 | * Scan the grid to find the limits of the region within which |
924 | * any rectangle containing this point must fall. This will |
925 | * save us trawling the inside of every rectangle later on to |
926 | * see if it contains any used squares. |
927 | */ |
928 | top = scratch; |
929 | bottom = scratch + params->w; |
930 | for (dy = -1; dy <= +1; dy += 2) { |
931 | int *array = (dy == -1 ? top : bottom); |
932 | for (dx = -1; dx <= +1; dx += 2) { |
933 | for (x = sx; x >= 0 && x < params->w; x += dx) { |
934 | array[x] = -2 * params->h * dy; |
935 | for (y = sy; y >= 0 && y < params->h; y += dy) { |
936 | if (index(params, grid, x, y) == -1 && |
937 | (x == sx || dy*y <= dy*array[x-dx])) |
938 | array[x] = y; |
939 | else |
940 | break; |
941 | } |
942 | } |
943 | } |
944 | } |
945 | |
946 | /* |
947 | * Now scan again to work out the largest rectangles we can fit |
948 | * in the grid, so that we can terminate the following loops |
949 | * early once we get down to not having much space left in the |
950 | * grid. |
951 | */ |
952 | realmaxarea = 0; |
953 | for (x = 0; x < params->w; x++) { |
954 | int x2; |
955 | |
956 | rh = bottom[x] - top[x] + 1; |
957 | if (rh <= 0) |
958 | continue; /* no rectangles can start here */ |
959 | |
960 | dx = (x > sx ? -1 : +1); |
961 | for (x2 = x; x2 >= 0 && x2 < params->w; x2 += dx) |
962 | if (bottom[x2] < bottom[x] || top[x2] > top[x]) |
963 | break; |
964 | |
965 | rw = abs(x2 - x); |
966 | if (realmaxarea < rw * rh) |
967 | realmaxarea = rw * rh; |
968 | } |
969 | |
970 | if (realmaxarea > maxarea) |
971 | realmaxarea = maxarea; |
972 | |
973 | /* |
974 | * Rectangles which go right the way across the grid are |
975 | * boring, although they can't be helped in the case of |
976 | * extremely small grids. (Also they might be generated later |
977 | * on by the singleton-removal process; we can't help that.) |
978 | */ |
979 | mw = params->w - 1; |
980 | if (mw < 3) mw++; |
981 | mh = params->h - 1; |
982 | if (mh < 3) mh++; |
983 | |
984 | for (rw = 1; rw <= mw; rw++) |
985 | for (rh = 1; rh <= mh; rh++) { |
986 | if (rw * rh > realmaxarea) |
3870c4d8 |
987 | continue; |
988 | if (rw * rh == 1) |
989 | continue; |
738d2f61 |
990 | for (x = max(sx - rw + 1, 0); x <= min(sx, params->w - rw); x++) |
991 | for (y = max(sy - rh + 1, 0); y <= min(sy, params->h - rh); |
992 | y++) { |
993 | /* |
994 | * Check this rectangle against the region we |
995 | * defined above. |
996 | */ |
997 | if (top[x] <= y && top[x+rw-1] <= y && |
998 | bottom[x] >= y+rh-1 && bottom[x+rw-1] >= y+rh-1) { |
999 | if (r && index == *n) { |
1000 | r->x = x; |
1001 | r->y = y; |
1002 | r->w = rw; |
1003 | r->h = rh; |
1004 | return; |
1005 | } |
1006 | index++; |
3870c4d8 |
1007 | } |
3870c4d8 |
1008 | } |
1009 | } |
1010 | |
738d2f61 |
1011 | assert(!r); |
1012 | *n = index; |
3870c4d8 |
1013 | } |
1014 | |
1015 | static void place_rect(game_params *params, int *grid, struct rect r) |
1016 | { |
1017 | int idx = INDEX(params, r.x, r.y); |
1018 | int x, y; |
1019 | |
1020 | for (x = r.x; x < r.x+r.w; x++) |
1021 | for (y = r.y; y < r.y+r.h; y++) { |
1022 | index(params, grid, x, y) = idx; |
1023 | } |
1024 | #ifdef GENERATION_DIAGNOSTICS |
1025 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
1026 | r.x, r.y, r.w, r.h); |
1027 | #endif |
1028 | } |
1029 | |
1030 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
1031 | { |
1032 | int idx, w, h; |
1033 | struct rect r; |
1034 | |
1035 | /* |
1036 | * Find the top left of the rectangle. |
1037 | */ |
1038 | idx = index(params, grid, x, y); |
1039 | |
1040 | if (idx < 0) { |
1041 | r.x = x; |
1042 | r.y = y; |
1043 | r.w = r.h = 1; |
1044 | return r; /* 1x1 singleton here */ |
1045 | } |
1046 | |
1047 | y = idx / params->w; |
1048 | x = idx % params->w; |
1049 | |
1050 | /* |
1051 | * Find the width and height of the rectangle. |
1052 | */ |
1053 | for (w = 1; |
1054 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
1055 | w++); |
1056 | for (h = 1; |
1057 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
1058 | h++); |
1059 | |
1060 | r.x = x; |
1061 | r.y = y; |
1062 | r.w = w; |
1063 | r.h = h; |
1064 | |
1065 | return r; |
1066 | } |
1067 | |
1068 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
1069 | static void display_grid(game_params *params, int *grid, int *numbers, int all) |
3870c4d8 |
1070 | { |
1071 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
1072 | unsigned char); |
3870c4d8 |
1073 | int x, y; |
1074 | int r = (params->w*2+3); |
1075 | |
aea3ed9a |
1076 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
1077 | |
3870c4d8 |
1078 | for (x = 0; x < params->w; x++) |
1079 | for (y = 0; y < params->h; y++) { |
1080 | int i = index(params, grid, x, y); |
1081 | if (x == 0 || index(params, grid, x-1, y) != i) |
1082 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
1083 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
1084 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
1085 | if (y == 0 || index(params, grid, x, y-1) != i) |
1086 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
1087 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
1088 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
1089 | } |
1090 | |
1091 | for (y = 1; y < 2*params->h+2; y++) { |
1092 | for (x = 1; x < 2*params->w+2; x++) { |
1093 | if (!((y|x)&1)) { |
aea3ed9a |
1094 | int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; |
1095 | if (k || (all && numbers)) printf("%2d", k); else printf(" "); |
3870c4d8 |
1096 | } else if (!((y&x)&1)) { |
1097 | int v = egrid[y*r+x]; |
1098 | if ((y&1) && v) v = '-'; |
1099 | if ((x&1) && v) v = '|'; |
1100 | if (!v) v = ' '; |
1101 | putchar(v); |
1102 | if (!(x&1)) putchar(v); |
1103 | } else { |
1104 | int c, d = 0; |
1105 | if (egrid[y*r+(x+1)]) d |= 1; |
1106 | if (egrid[(y-1)*r+x]) d |= 2; |
1107 | if (egrid[y*r+(x-1)]) d |= 4; |
1108 | if (egrid[(y+1)*r+x]) d |= 8; |
1109 | c = " ??+?-++?+|+++++"[d]; |
1110 | putchar(c); |
1111 | if (!(x&1)) putchar(c); |
1112 | } |
1113 | } |
1114 | putchar('\n'); |
1115 | } |
1116 | |
1117 | sfree(egrid); |
1118 | } |
1119 | #endif |
1120 | |
2ac6d24e |
1121 | struct game_aux_info { |
1122 | int w, h; |
1123 | unsigned char *vedge; /* (w+1) x h */ |
1124 | unsigned char *hedge; /* w x (h+1) */ |
1125 | }; |
1126 | |
1185e3c5 |
1127 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
1128 | game_aux_info **aux, int interactive) |
3870c4d8 |
1129 | { |
26801d29 |
1130 | int *grid, *numbers = NULL; |
738d2f61 |
1131 | int x, y, y2, y2last, yx, run, i, nsquares; |
1185e3c5 |
1132 | char *desc, *p; |
738d2f61 |
1133 | int *enum_rects_scratch; |
aea3ed9a |
1134 | game_params params2real, *params2 = ¶ms2real; |
3870c4d8 |
1135 | |
26801d29 |
1136 | while (1) { |
1137 | /* |
1138 | * Set up the smaller width and height which we will use to |
1139 | * generate the base grid. |
1140 | */ |
1141 | params2->w = params->w / (1.0F + params->expandfactor); |
1142 | if (params2->w < 2 && params->w >= 2) params2->w = 2; |
1143 | params2->h = params->h / (1.0F + params->expandfactor); |
1144 | if (params2->h < 2 && params->h >= 2) params2->h = 2; |
aea3ed9a |
1145 | |
26801d29 |
1146 | grid = snewn(params2->w * params2->h, int); |
3870c4d8 |
1147 | |
738d2f61 |
1148 | enum_rects_scratch = snewn(2 * params2->w, int); |
1149 | |
1150 | nsquares = 0; |
26801d29 |
1151 | for (y = 0; y < params2->h; y++) |
1152 | for (x = 0; x < params2->w; x++) { |
1153 | index(params2, grid, x, y) = -1; |
738d2f61 |
1154 | nsquares++; |
26801d29 |
1155 | } |
3870c4d8 |
1156 | |
3870c4d8 |
1157 | /* |
738d2f61 |
1158 | * Place rectangles until we can't any more. We do this by |
1159 | * finding a square we haven't yet covered, and randomly |
1160 | * choosing a rectangle to cover it. |
3870c4d8 |
1161 | */ |
738d2f61 |
1162 | |
1163 | while (nsquares > 0) { |
1164 | int square = random_upto(rs, nsquares); |
1165 | int n; |
26801d29 |
1166 | struct rect r; |
1167 | |
738d2f61 |
1168 | x = params2->w; |
1169 | y = params2->h; |
1170 | for (y = 0; y < params2->h; y++) { |
1171 | for (x = 0; x < params2->w; x++) { |
1172 | if (index(params2, grid, x, y) == -1 && square-- == 0) |
1173 | break; |
1174 | } |
1175 | if (x < params2->w) |
1176 | break; |
1177 | } |
1178 | assert(x < params2->w && y < params2->h); |
26801d29 |
1179 | |
1180 | /* |
738d2f61 |
1181 | * Now see how many rectangles fit around this one. |
26801d29 |
1182 | */ |
738d2f61 |
1183 | enum_rects(params2, grid, NULL, &n, x, y, enum_rects_scratch); |
26801d29 |
1184 | |
738d2f61 |
1185 | if (!n) { |
1186 | /* |
1187 | * There are no possible rectangles covering this |
1188 | * square, meaning it must be a singleton. Mark it |
1189 | * -2 so we know not to keep trying. |
1190 | */ |
1191 | index(params2, grid, x, y) = -2; |
1192 | nsquares--; |
1193 | } else { |
1194 | /* |
1195 | * Pick one at random. |
1196 | */ |
1197 | n = random_upto(rs, n); |
1198 | enum_rects(params2, grid, &r, &n, x, y, enum_rects_scratch); |
1199 | |
1200 | /* |
1201 | * Place it. |
1202 | */ |
1203 | place_rect(params2, grid, r); |
1204 | nsquares -= r.w * r.h; |
26801d29 |
1205 | } |
26801d29 |
1206 | } |
3870c4d8 |
1207 | |
738d2f61 |
1208 | sfree(enum_rects_scratch); |
3870c4d8 |
1209 | |
1210 | /* |
26801d29 |
1211 | * Deal with singleton spaces remaining in the grid, one by |
1212 | * one. |
1213 | * |
1214 | * We do this by making a local change to the layout. There are |
1215 | * several possibilities: |
1216 | * |
1217 | * +-----+-----+ Here, we can remove the singleton by |
1218 | * | | | extending the 1x2 rectangle below it |
1219 | * +--+--+-----+ into a 1x3. |
1220 | * | | | | |
1221 | * | +--+ | |
1222 | * | | | | |
1223 | * | | | | |
1224 | * | | | | |
1225 | * +--+--+-----+ |
1226 | * |
1227 | * +--+--+--+ Here, that trick doesn't work: there's no |
1228 | * | | | 1 x n rectangle with the singleton at one |
1229 | * | | | end. Instead, we extend a 1 x n rectangle |
1230 | * | | | _out_ from the singleton, shaving a layer |
1231 | * +--+--+ | off the end of another rectangle. So if we |
1232 | * | | | | extended up, we'd make our singleton part |
1233 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
1234 | * | | | used to be; or we could extend right into |
1235 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
1236 | * |
1237 | * +-----+--+ Here, we can't even do _that_, since any |
1238 | * | | | direction we choose to extend the singleton |
1239 | * +--+--+ | will produce a new singleton as a result of |
1240 | * | | | | truncating one of the size-2 rectangles. |
1241 | * | +--+--+ Fortunately, this case can _only_ occur when |
1242 | * | | | a singleton is surrounded by four size-2s |
1243 | * +--+-----+ in this fashion; so instead we can simply |
1244 | * replace the whole section with a single 3x3. |
3870c4d8 |
1245 | */ |
26801d29 |
1246 | for (x = 0; x < params2->w; x++) { |
1247 | for (y = 0; y < params2->h; y++) { |
1248 | if (index(params2, grid, x, y) < 0) { |
1249 | int dirs[4], ndirs; |
3870c4d8 |
1250 | |
1251 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1252 | display_grid(params2, grid, NULL, FALSE); |
1253 | printf("singleton at %d,%d\n", x, y); |
3870c4d8 |
1254 | #endif |
1255 | |
26801d29 |
1256 | /* |
1257 | * Check in which directions we can feasibly extend |
1258 | * the singleton. We can extend in a particular |
1259 | * direction iff either: |
1260 | * |
1261 | * - the rectangle on that side of the singleton |
1262 | * is not 2x1, and we are at one end of the edge |
1263 | * of it we are touching |
1264 | * |
1265 | * - it is 2x1 but we are on its short side. |
1266 | * |
1267 | * FIXME: we could plausibly choose between these |
1268 | * based on the sizes of the rectangles they would |
1269 | * create? |
1270 | */ |
1271 | ndirs = 0; |
1272 | if (x < params2->w-1) { |
1273 | struct rect r = find_rect(params2, grid, x+1, y); |
1274 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
1275 | dirs[ndirs++] = 1; /* right */ |
1276 | } |
1277 | if (y > 0) { |
1278 | struct rect r = find_rect(params2, grid, x, y-1); |
1279 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
1280 | dirs[ndirs++] = 2; /* up */ |
1281 | } |
1282 | if (x > 0) { |
1283 | struct rect r = find_rect(params2, grid, x-1, y); |
1284 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
1285 | dirs[ndirs++] = 4; /* left */ |
1286 | } |
1287 | if (y < params2->h-1) { |
1288 | struct rect r = find_rect(params2, grid, x, y+1); |
1289 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
1290 | dirs[ndirs++] = 8; /* down */ |
1291 | } |
3870c4d8 |
1292 | |
26801d29 |
1293 | if (ndirs > 0) { |
1294 | int which, dir; |
1295 | struct rect r1, r2; |
3870c4d8 |
1296 | |
26801d29 |
1297 | which = random_upto(rs, ndirs); |
1298 | dir = dirs[which]; |
3870c4d8 |
1299 | |
26801d29 |
1300 | switch (dir) { |
1301 | case 1: /* right */ |
1302 | assert(x < params2->w+1); |
3870c4d8 |
1303 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1304 | printf("extending right\n"); |
3870c4d8 |
1305 | #endif |
26801d29 |
1306 | r1 = find_rect(params2, grid, x+1, y); |
1307 | r2.x = x; |
1308 | r2.y = y; |
1309 | r2.w = 1 + r1.w; |
1310 | r2.h = 1; |
1311 | if (r1.y == y) |
1312 | r1.y++; |
1313 | r1.h--; |
1314 | break; |
1315 | case 2: /* up */ |
1316 | assert(y > 0); |
3870c4d8 |
1317 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1318 | printf("extending up\n"); |
3870c4d8 |
1319 | #endif |
26801d29 |
1320 | r1 = find_rect(params2, grid, x, y-1); |
1321 | r2.x = x; |
1322 | r2.y = r1.y; |
1323 | r2.w = 1; |
1324 | r2.h = 1 + r1.h; |
1325 | if (r1.x == x) |
1326 | r1.x++; |
1327 | r1.w--; |
1328 | break; |
1329 | case 4: /* left */ |
1330 | assert(x > 0); |
3870c4d8 |
1331 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1332 | printf("extending left\n"); |
3870c4d8 |
1333 | #endif |
26801d29 |
1334 | r1 = find_rect(params2, grid, x-1, y); |
1335 | r2.x = r1.x; |
1336 | r2.y = y; |
1337 | r2.w = 1 + r1.w; |
1338 | r2.h = 1; |
1339 | if (r1.y == y) |
1340 | r1.y++; |
1341 | r1.h--; |
1342 | break; |
1343 | case 8: /* down */ |
1344 | assert(y < params2->h+1); |
3870c4d8 |
1345 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1346 | printf("extending down\n"); |
3870c4d8 |
1347 | #endif |
26801d29 |
1348 | r1 = find_rect(params2, grid, x, y+1); |
1349 | r2.x = x; |
1350 | r2.y = y; |
1351 | r2.w = 1; |
1352 | r2.h = 1 + r1.h; |
1353 | if (r1.x == x) |
1354 | r1.x++; |
1355 | r1.w--; |
1356 | break; |
1357 | } |
1358 | if (r1.h > 0 && r1.w > 0) |
1359 | place_rect(params2, grid, r1); |
1360 | place_rect(params2, grid, r2); |
1361 | } else { |
3870c4d8 |
1362 | #ifndef NDEBUG |
26801d29 |
1363 | /* |
1364 | * Sanity-check that there really is a 3x3 |
1365 | * rectangle surrounding this singleton and it |
1366 | * contains absolutely everything we could |
1367 | * possibly need. |
1368 | */ |
1369 | { |
1370 | int xx, yy; |
1371 | assert(x > 0 && x < params2->w-1); |
1372 | assert(y > 0 && y < params2->h-1); |
1373 | |
1374 | for (xx = x-1; xx <= x+1; xx++) |
1375 | for (yy = y-1; yy <= y+1; yy++) { |
1376 | struct rect r = find_rect(params2,grid,xx,yy); |
1377 | assert(r.x >= x-1); |
1378 | assert(r.y >= y-1); |
1379 | assert(r.x+r.w-1 <= x+1); |
1380 | assert(r.y+r.h-1 <= y+1); |
1381 | } |
1382 | } |
3870c4d8 |
1383 | #endif |
26801d29 |
1384 | |
3870c4d8 |
1385 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1386 | printf("need the 3x3 trick\n"); |
3870c4d8 |
1387 | #endif |
1388 | |
26801d29 |
1389 | /* |
1390 | * FIXME: If the maximum rectangle area for |
1391 | * this grid is less than 9, we ought to |
1392 | * subdivide the 3x3 in some fashion. There are |
1393 | * five other possibilities: |
1394 | * |
1395 | * - a 6 and a 3 |
1396 | * - a 4, a 3 and a 2 |
1397 | * - three 3s |
1398 | * - a 3 and three 2s (two different arrangements). |
1399 | */ |
1400 | |
1401 | { |
1402 | struct rect r; |
1403 | r.x = x-1; |
1404 | r.y = y-1; |
1405 | r.w = r.h = 3; |
1406 | place_rect(params2, grid, r); |
1407 | } |
3870c4d8 |
1408 | } |
1409 | } |
1410 | } |
1411 | } |
3870c4d8 |
1412 | |
26801d29 |
1413 | /* |
1414 | * We have now constructed a grid of the size specified in |
1415 | * params2. Now we extend it into a grid of the size specified |
1416 | * in params. We do this in two passes: we extend it vertically |
1417 | * until it's the right height, then we transpose it, then |
1418 | * extend it vertically again (getting it effectively the right |
1419 | * width), then finally transpose again. |
1420 | */ |
1421 | for (i = 0; i < 2; i++) { |
1422 | int *grid2, *expand, *where; |
1423 | game_params params3real, *params3 = ¶ms3real; |
aea3ed9a |
1424 | |
1425 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1426 | printf("before expansion:\n"); |
1427 | display_grid(params2, grid, NULL, TRUE); |
aea3ed9a |
1428 | #endif |
1429 | |
26801d29 |
1430 | /* |
1431 | * Set up the new grid. |
1432 | */ |
1433 | grid2 = snewn(params2->w * params->h, int); |
1434 | expand = snewn(params2->h-1, int); |
1435 | where = snewn(params2->w, int); |
1436 | params3->w = params2->w; |
1437 | params3->h = params->h; |
1438 | |
1439 | /* |
1440 | * Decide which horizontal edges are going to get expanded, |
1441 | * and by how much. |
1442 | */ |
1443 | for (y = 0; y < params2->h-1; y++) |
1444 | expand[y] = 0; |
1445 | for (y = params2->h; y < params->h; y++) { |
1446 | x = random_upto(rs, params2->h-1); |
1447 | expand[x]++; |
1448 | } |
aea3ed9a |
1449 | |
1450 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1451 | printf("expand[] = {"); |
1452 | for (y = 0; y < params2->h-1; y++) |
1453 | printf(" %d", expand[y]); |
1454 | printf(" }\n"); |
aea3ed9a |
1455 | #endif |
1456 | |
26801d29 |
1457 | /* |
1458 | * Perform the expansion. The way this works is that we |
1459 | * alternately: |
1460 | * |
1461 | * - copy a row from grid into grid2 |
1462 | * |
1463 | * - invent some number of additional rows in grid2 where |
1464 | * there was previously only a horizontal line between |
1465 | * rows in grid, and make random decisions about where |
1466 | * among these to place each rectangle edge that ran |
1467 | * along this line. |
1468 | */ |
1469 | for (y = y2 = y2last = 0; y < params2->h; y++) { |
1470 | /* |
1471 | * Copy a single line from row y of grid into row y2 of |
1472 | * grid2. |
1473 | */ |
1474 | for (x = 0; x < params2->w; x++) { |
1475 | int val = index(params2, grid, x, y); |
1476 | if (val / params2->w == y && /* rect starts on this line */ |
1477 | (y2 == 0 || /* we're at the very top, or... */ |
1478 | index(params3, grid2, x, y2-1) / params3->w < y2last |
1479 | /* this rect isn't already started */)) |
1480 | index(params3, grid2, x, y2) = |
1481 | INDEX(params3, val % params2->w, y2); |
1482 | else |
1483 | index(params3, grid2, x, y2) = |
1484 | index(params3, grid2, x, y2-1); |
1485 | } |
1486 | |
1487 | /* |
1488 | * If that was the last line, terminate the loop early. |
1489 | */ |
1490 | if (++y2 == params3->h) |
1491 | break; |
1492 | |
1493 | y2last = y2; |
1494 | |
1495 | /* |
1496 | * Invent some number of additional lines. First walk |
1497 | * along this line working out where to put all the |
1498 | * edges that coincide with it. |
1499 | */ |
1500 | yx = -1; |
1501 | for (x = 0; x < params2->w; x++) { |
1502 | if (index(params2, grid, x, y) != |
1503 | index(params2, grid, x, y+1)) { |
1504 | /* |
1505 | * This is a horizontal edge, so it needs |
1506 | * placing. |
1507 | */ |
1508 | if (x == 0 || |
1509 | (index(params2, grid, x-1, y) != |
1510 | index(params2, grid, x, y) && |
1511 | index(params2, grid, x-1, y+1) != |
1512 | index(params2, grid, x, y+1))) { |
1513 | /* |
1514 | * Here we have the chance to make a new |
1515 | * decision. |
1516 | */ |
1517 | yx = random_upto(rs, expand[y]+1); |
1518 | } else { |
1519 | /* |
1520 | * Here we just reuse the previous value of |
1521 | * yx. |
1522 | */ |
1523 | } |
1524 | } else |
1525 | yx = -1; |
1526 | where[x] = yx; |
1527 | } |
1528 | |
1529 | for (yx = 0; yx < expand[y]; yx++) { |
1530 | /* |
1531 | * Invent a single row. For each square in the row, |
1532 | * we copy the grid entry from the square above it, |
1533 | * unless we're starting the new rectangle here. |
1534 | */ |
1535 | for (x = 0; x < params2->w; x++) { |
1536 | if (yx == where[x]) { |
1537 | int val = index(params2, grid, x, y+1); |
1538 | val %= params2->w; |
1539 | val = INDEX(params3, val, y2); |
1540 | index(params3, grid2, x, y2) = val; |
1541 | } else |
1542 | index(params3, grid2, x, y2) = |
1543 | index(params3, grid2, x, y2-1); |
1544 | } |
1545 | |
1546 | y2++; |
1547 | } |
1548 | } |
1549 | |
1550 | sfree(expand); |
1551 | sfree(where); |
aea3ed9a |
1552 | |
1553 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1554 | printf("after expansion:\n"); |
1555 | display_grid(params3, grid2, NULL, TRUE); |
aea3ed9a |
1556 | #endif |
26801d29 |
1557 | /* |
1558 | * Transpose. |
1559 | */ |
1560 | params2->w = params3->h; |
1561 | params2->h = params3->w; |
1562 | sfree(grid); |
1563 | grid = snewn(params2->w * params2->h, int); |
1564 | for (x = 0; x < params2->w; x++) |
1565 | for (y = 0; y < params2->h; y++) { |
1566 | int idx1 = INDEX(params2, x, y); |
1567 | int idx2 = INDEX(params3, y, x); |
1568 | int tmp; |
1569 | |
1570 | tmp = grid2[idx2]; |
1571 | tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); |
1572 | grid[idx1] = tmp; |
1573 | } |
1574 | |
1575 | sfree(grid2); |
1576 | |
1577 | { |
1578 | int tmp; |
1579 | tmp = params->w; |
1580 | params->w = params->h; |
1581 | params->h = tmp; |
1582 | } |
aea3ed9a |
1583 | |
1584 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1585 | printf("after transposition:\n"); |
1586 | display_grid(params2, grid, NULL, TRUE); |
aea3ed9a |
1587 | #endif |
26801d29 |
1588 | } |
aea3ed9a |
1589 | |
26801d29 |
1590 | /* |
1591 | * Run the solver to narrow down the possible number |
1592 | * placements. |
1593 | */ |
1594 | { |
1595 | struct numberdata *nd; |
1596 | int nnumbers, i, ret; |
1597 | |
1598 | /* Count the rectangles. */ |
1599 | nnumbers = 0; |
1600 | for (y = 0; y < params->h; y++) { |
1601 | for (x = 0; x < params->w; x++) { |
1602 | int idx = INDEX(params, x, y); |
1603 | if (index(params, grid, x, y) == idx) |
1604 | nnumbers++; |
1605 | } |
1606 | } |
2ac6d24e |
1607 | |
26801d29 |
1608 | nd = snewn(nnumbers, struct numberdata); |
1609 | |
1610 | /* Now set up each number's candidate position list. */ |
1611 | i = 0; |
1612 | for (y = 0; y < params->h; y++) { |
1613 | for (x = 0; x < params->w; x++) { |
1614 | int idx = INDEX(params, x, y); |
1615 | if (index(params, grid, x, y) == idx) { |
1616 | struct rect r = find_rect(params, grid, x, y); |
1617 | int j, k, m; |
1618 | |
1619 | nd[i].area = r.w * r.h; |
1620 | nd[i].npoints = nd[i].area; |
1621 | nd[i].points = snewn(nd[i].npoints, struct point); |
1622 | m = 0; |
1623 | for (j = 0; j < r.h; j++) |
1624 | for (k = 0; k < r.w; k++) { |
1625 | nd[i].points[m].x = k + r.x; |
1626 | nd[i].points[m].y = j + r.y; |
1627 | m++; |
1628 | } |
1629 | assert(m == nd[i].npoints); |
aea3ed9a |
1630 | |
26801d29 |
1631 | i++; |
1632 | } |
1633 | } |
1634 | } |
aea3ed9a |
1635 | |
40fde884 |
1636 | if (params->unique) |
1507058f |
1637 | ret = rect_solver(params->w, params->h, nnumbers, nd, |
1638 | NULL, rs); |
40fde884 |
1639 | else |
1640 | ret = TRUE; /* allow any number placement at all */ |
3870c4d8 |
1641 | |
26801d29 |
1642 | if (ret) { |
3870c4d8 |
1643 | /* |
26801d29 |
1644 | * Now place the numbers according to the solver's |
1645 | * recommendations. |
3870c4d8 |
1646 | */ |
26801d29 |
1647 | numbers = snewn(params->w * params->h, int); |
1648 | |
1649 | for (y = 0; y < params->h; y++) |
1650 | for (x = 0; x < params->w; x++) { |
1651 | index(params, numbers, x, y) = 0; |
1652 | } |
1653 | |
1654 | for (i = 0; i < nnumbers; i++) { |
1655 | int idx = random_upto(rs, nd[i].npoints); |
1656 | int x = nd[i].points[idx].x; |
1657 | int y = nd[i].points[idx].y; |
1658 | index(params,numbers,x,y) = nd[i].area; |
1659 | } |
3870c4d8 |
1660 | } |
26801d29 |
1661 | |
1662 | /* |
1663 | * Clean up. |
1664 | */ |
1665 | for (i = 0; i < nnumbers; i++) |
1666 | sfree(nd[i].points); |
1667 | sfree(nd); |
1668 | |
1669 | /* |
1670 | * If we've succeeded, then terminate the loop. |
1671 | */ |
1672 | if (ret) |
1673 | break; |
3870c4d8 |
1674 | } |
26801d29 |
1675 | |
1676 | /* |
1677 | * Give up and go round again. |
1678 | */ |
1679 | sfree(grid); |
1680 | } |
1681 | |
1682 | /* |
1683 | * Store the rectangle data in the game_aux_info. |
1684 | */ |
1685 | { |
1686 | game_aux_info *ai = snew(game_aux_info); |
1687 | |
1688 | ai->w = params->w; |
1689 | ai->h = params->h; |
1690 | ai->vedge = snewn(ai->w * ai->h, unsigned char); |
1691 | ai->hedge = snewn(ai->w * ai->h, unsigned char); |
1692 | |
1693 | for (y = 0; y < params->h; y++) |
1694 | for (x = 1; x < params->w; x++) { |
1695 | vedge(ai, x, y) = |
1696 | index(params, grid, x, y) != index(params, grid, x-1, y); |
1697 | } |
1698 | for (y = 1; y < params->h; y++) |
1699 | for (x = 0; x < params->w; x++) { |
1700 | hedge(ai, x, y) = |
1701 | index(params, grid, x, y) != index(params, grid, x, y-1); |
1702 | } |
1703 | |
1704 | *aux = ai; |
3870c4d8 |
1705 | } |
1706 | |
1707 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
1708 | display_grid(params, grid, numbers, FALSE); |
3870c4d8 |
1709 | #endif |
1710 | |
1185e3c5 |
1711 | desc = snewn(11 * params->w * params->h, char); |
1712 | p = desc; |
3870c4d8 |
1713 | run = 0; |
1714 | for (i = 0; i <= params->w * params->h; i++) { |
1715 | int n = (i < params->w * params->h ? numbers[i] : -1); |
1716 | |
1717 | if (!n) |
1718 | run++; |
1719 | else { |
1720 | if (run) { |
1721 | while (run > 0) { |
1722 | int c = 'a' - 1 + run; |
1723 | if (run > 26) |
1724 | c = 'z'; |
1725 | *p++ = c; |
1726 | run -= c - ('a' - 1); |
1727 | } |
1728 | } else { |
0e87eedc |
1729 | /* |
1730 | * If there's a number in the very top left or |
1731 | * bottom right, there's no point putting an |
1732 | * unnecessary _ before or after it. |
1733 | */ |
1185e3c5 |
1734 | if (p > desc && n > 0) |
0e87eedc |
1735 | *p++ = '_'; |
3870c4d8 |
1736 | } |
1737 | if (n > 0) |
1738 | p += sprintf(p, "%d", n); |
1739 | run = 0; |
1740 | } |
1741 | } |
1742 | *p = '\0'; |
1743 | |
1744 | sfree(grid); |
1745 | sfree(numbers); |
1746 | |
1185e3c5 |
1747 | return desc; |
3870c4d8 |
1748 | } |
1749 | |
2ac6d24e |
1750 | static void game_free_aux_info(game_aux_info *ai) |
6f2d8d7c |
1751 | { |
2ac6d24e |
1752 | sfree(ai->vedge); |
1753 | sfree(ai->hedge); |
1754 | sfree(ai); |
6f2d8d7c |
1755 | } |
1756 | |
1185e3c5 |
1757 | static char *validate_desc(game_params *params, char *desc) |
3870c4d8 |
1758 | { |
1759 | int area = params->w * params->h; |
1760 | int squares = 0; |
1761 | |
1185e3c5 |
1762 | while (*desc) { |
1763 | int n = *desc++; |
3870c4d8 |
1764 | if (n >= 'a' && n <= 'z') { |
1765 | squares += n - 'a' + 1; |
1766 | } else if (n == '_') { |
1767 | /* do nothing */; |
1768 | } else if (n > '0' && n <= '9') { |
9bb5bf60 |
1769 | squares++; |
1185e3c5 |
1770 | while (*desc >= '0' && *desc <= '9') |
1771 | desc++; |
3870c4d8 |
1772 | } else |
1185e3c5 |
1773 | return "Invalid character in game description"; |
3870c4d8 |
1774 | } |
1775 | |
1776 | if (squares < area) |
1777 | return "Not enough data to fill grid"; |
1778 | |
1779 | if (squares > area) |
1780 | return "Too much data to fit in grid"; |
1781 | |
1782 | return NULL; |
1783 | } |
1784 | |
c380832d |
1785 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
3870c4d8 |
1786 | { |
1787 | game_state *state = snew(game_state); |
1788 | int x, y, i, area; |
1789 | |
1790 | state->w = params->w; |
1791 | state->h = params->h; |
1792 | |
1793 | area = state->w * state->h; |
1794 | |
1795 | state->grid = snewn(area, int); |
1796 | state->vedge = snewn(area, unsigned char); |
1797 | state->hedge = snewn(area, unsigned char); |
2ac6d24e |
1798 | state->completed = state->cheated = FALSE; |
3870c4d8 |
1799 | |
1800 | i = 0; |
1185e3c5 |
1801 | while (*desc) { |
1802 | int n = *desc++; |
3870c4d8 |
1803 | if (n >= 'a' && n <= 'z') { |
1804 | int run = n - 'a' + 1; |
1805 | assert(i + run <= area); |
1806 | while (run-- > 0) |
1807 | state->grid[i++] = 0; |
1808 | } else if (n == '_') { |
1809 | /* do nothing */; |
1810 | } else if (n > '0' && n <= '9') { |
1811 | assert(i < area); |
1185e3c5 |
1812 | state->grid[i++] = atoi(desc-1); |
1813 | while (*desc >= '0' && *desc <= '9') |
1814 | desc++; |
3870c4d8 |
1815 | } else { |
1816 | assert(!"We can't get here"); |
1817 | } |
1818 | } |
1819 | assert(i == area); |
1820 | |
1821 | for (y = 0; y < state->h; y++) |
1822 | for (x = 0; x < state->w; x++) |
1823 | vedge(state,x,y) = hedge(state,x,y) = 0; |
1824 | |
1825 | return state; |
1826 | } |
1827 | |
be8d5aa1 |
1828 | static game_state *dup_game(game_state *state) |
3870c4d8 |
1829 | { |
1830 | game_state *ret = snew(game_state); |
1831 | |
1832 | ret->w = state->w; |
1833 | ret->h = state->h; |
1834 | |
1835 | ret->vedge = snewn(state->w * state->h, unsigned char); |
1836 | ret->hedge = snewn(state->w * state->h, unsigned char); |
1837 | ret->grid = snewn(state->w * state->h, int); |
1838 | |
ef29354c |
1839 | ret->completed = state->completed; |
2ac6d24e |
1840 | ret->cheated = state->cheated; |
ef29354c |
1841 | |
3870c4d8 |
1842 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
1843 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
1844 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
1845 | |
1846 | return ret; |
1847 | } |
1848 | |
be8d5aa1 |
1849 | static void free_game(game_state *state) |
3870c4d8 |
1850 | { |
1851 | sfree(state->grid); |
1852 | sfree(state->vedge); |
1853 | sfree(state->hedge); |
1854 | sfree(state); |
1855 | } |
1856 | |
4a29930e |
1857 | static game_state *solve_game(game_state *state, game_state *currstate, |
1858 | game_aux_info *ai, char **error) |
2ac6d24e |
1859 | { |
1860 | game_state *ret; |
1861 | |
1862 | if (!ai) { |
1507058f |
1863 | int i, j, n; |
1864 | struct numberdata *nd; |
1865 | |
1866 | /* |
1867 | * Attempt the in-built solver. |
1868 | */ |
1869 | |
1870 | /* Set up each number's (very short) candidate position list. */ |
1871 | for (i = n = 0; i < state->h * state->w; i++) |
1872 | if (state->grid[i]) |
1873 | n++; |
1874 | |
1875 | nd = snewn(n, struct numberdata); |
1876 | |
1877 | for (i = j = 0; i < state->h * state->w; i++) |
1878 | if (state->grid[i]) { |
1879 | nd[j].area = state->grid[i]; |
1880 | nd[j].npoints = 1; |
1881 | nd[j].points = snewn(1, struct point); |
1882 | nd[j].points[0].x = i % state->w; |
1883 | nd[j].points[0].y = i / state->w; |
1884 | j++; |
1885 | } |
1886 | |
1887 | assert(j == n); |
1888 | |
1889 | ret = dup_game(state); |
1890 | ret->cheated = TRUE; |
1891 | |
1892 | rect_solver(state->w, state->h, n, nd, ret, NULL); |
1893 | |
1894 | /* |
1895 | * Clean up. |
1896 | */ |
1897 | for (i = 0; i < n; i++) |
1898 | sfree(nd[i].points); |
1899 | sfree(nd); |
1900 | |
1901 | return ret; |
2ac6d24e |
1902 | } |
1903 | |
1904 | assert(state->w == ai->w); |
1905 | assert(state->h == ai->h); |
1906 | |
1907 | ret = dup_game(state); |
1908 | memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char)); |
1909 | memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char)); |
1910 | ret->cheated = TRUE; |
1911 | |
1912 | return ret; |
1913 | } |
1914 | |
9b4b03d3 |
1915 | static char *game_text_format(game_state *state) |
1916 | { |
6ad5ed74 |
1917 | char *ret, *p, buf[80]; |
1918 | int i, x, y, col, maxlen; |
1919 | |
1920 | /* |
1921 | * First determine the number of spaces required to display a |
1922 | * number. We'll use at least two, because one looks a bit |
1923 | * silly. |
1924 | */ |
1925 | col = 2; |
1926 | for (i = 0; i < state->w * state->h; i++) { |
1927 | x = sprintf(buf, "%d", state->grid[i]); |
1928 | if (col < x) col = x; |
1929 | } |
1930 | |
1931 | /* |
1932 | * Now we know the exact total size of the grid we're going to |
1933 | * produce: it's got 2*h+1 rows, each containing w lots of col, |
1934 | * w+1 boundary characters and a trailing newline. |
1935 | */ |
1936 | maxlen = (2*state->h+1) * (state->w * (col+1) + 2); |
1937 | |
48a10826 |
1938 | ret = snewn(maxlen+1, char); |
6ad5ed74 |
1939 | p = ret; |
1940 | |
1941 | for (y = 0; y <= 2*state->h; y++) { |
1942 | for (x = 0; x <= 2*state->w; x++) { |
1943 | if (x & y & 1) { |
1944 | /* |
1945 | * Display a number. |
1946 | */ |
1947 | int v = grid(state, x/2, y/2); |
1948 | if (v) |
1949 | sprintf(buf, "%*d", col, v); |
1950 | else |
1951 | sprintf(buf, "%*s", col, ""); |
1952 | memcpy(p, buf, col); |
1953 | p += col; |
1954 | } else if (x & 1) { |
1955 | /* |
1956 | * Display a horizontal edge or nothing. |
1957 | */ |
1958 | int h = (y==0 || y==2*state->h ? 1 : |
1959 | HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2)); |
1960 | int i; |
1961 | if (h) |
1962 | h = '-'; |
1963 | else |
1964 | h = ' '; |
1965 | for (i = 0; i < col; i++) |
1966 | *p++ = h; |
1967 | } else if (y & 1) { |
1968 | /* |
1969 | * Display a vertical edge or nothing. |
1970 | */ |
1971 | int v = (x==0 || x==2*state->w ? 1 : |
1972 | VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2)); |
1973 | if (v) |
1974 | *p++ = '|'; |
1975 | else |
1976 | *p++ = ' '; |
1977 | } else { |
1978 | /* |
1979 | * Display a corner, or a vertical edge, or a |
1980 | * horizontal edge, or nothing. |
1981 | */ |
1982 | int hl = (y==0 || y==2*state->h ? 1 : |
1983 | HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2)); |
1984 | int hr = (y==0 || y==2*state->h ? 1 : |
1985 | HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2)); |
1986 | int vu = (x==0 || x==2*state->w ? 1 : |
1987 | VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2)); |
1988 | int vd = (x==0 || x==2*state->w ? 1 : |
1989 | VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2)); |
1990 | if (!hl && !hr && !vu && !vd) |
1991 | *p++ = ' '; |
1992 | else if (hl && hr && !vu && !vd) |
1993 | *p++ = '-'; |
1994 | else if (!hl && !hr && vu && vd) |
1995 | *p++ = '|'; |
1996 | else |
1997 | *p++ = '+'; |
1998 | } |
1999 | } |
2000 | *p++ = '\n'; |
2001 | } |
2002 | |
2003 | assert(p - ret == maxlen); |
2004 | *p = '\0'; |
2005 | return ret; |
9b4b03d3 |
2006 | } |
2007 | |
3870c4d8 |
2008 | static unsigned char *get_correct(game_state *state) |
2009 | { |
2010 | unsigned char *ret; |
2011 | int x, y; |
2012 | |
2013 | ret = snewn(state->w * state->h, unsigned char); |
2014 | memset(ret, 0xFF, state->w * state->h); |
2015 | |
2016 | for (x = 0; x < state->w; x++) |
2017 | for (y = 0; y < state->h; y++) |
2018 | if (index(state,ret,x,y) == 0xFF) { |
2019 | int rw, rh; |
2020 | int xx, yy; |
2021 | int num, area, valid; |
2022 | |
2023 | /* |
2024 | * Find a rectangle starting at this point. |
2025 | */ |
2026 | rw = 1; |
2027 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
2028 | rw++; |
2029 | rh = 1; |
2030 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
2031 | rh++; |
2032 | |
2033 | /* |
2034 | * We know what the dimensions of the rectangle |
2035 | * should be if it's there at all. Find out if we |
2036 | * really have a valid rectangle. |
2037 | */ |
2038 | valid = TRUE; |
2039 | /* Check the horizontal edges. */ |
2040 | for (xx = x; xx < x+rw; xx++) { |
2041 | for (yy = y; yy <= y+rh; yy++) { |
2042 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
2043 | int ec = (yy == y || yy == y+rh); |
2044 | if (e != ec) |
2045 | valid = FALSE; |
2046 | } |
2047 | } |
2048 | /* Check the vertical edges. */ |
2049 | for (yy = y; yy < y+rh; yy++) { |
2050 | for (xx = x; xx <= x+rw; xx++) { |
2051 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
2052 | int ec = (xx == x || xx == x+rw); |
2053 | if (e != ec) |
2054 | valid = FALSE; |
2055 | } |
2056 | } |
2057 | |
2058 | /* |
2059 | * If this is not a valid rectangle with no other |
2060 | * edges inside it, we just mark this square as not |
2061 | * complete and proceed to the next square. |
2062 | */ |
2063 | if (!valid) { |
2064 | index(state, ret, x, y) = 0; |
2065 | continue; |
2066 | } |
2067 | |
2068 | /* |
2069 | * We have a rectangle. Now see what its area is, |
2070 | * and how many numbers are in it. |
2071 | */ |
2072 | num = 0; |
2073 | area = 0; |
2074 | for (xx = x; xx < x+rw; xx++) { |
2075 | for (yy = y; yy < y+rh; yy++) { |
2076 | area++; |
2077 | if (grid(state,xx,yy)) { |
2078 | if (num > 0) |
2079 | valid = FALSE; /* two numbers */ |
2080 | num = grid(state,xx,yy); |
2081 | } |
2082 | } |
2083 | } |
2084 | if (num != area) |
2085 | valid = FALSE; |
2086 | |
2087 | /* |
2088 | * Now fill in the whole rectangle based on the |
2089 | * value of `valid'. |
2090 | */ |
2091 | for (xx = x; xx < x+rw; xx++) { |
2092 | for (yy = y; yy < y+rh; yy++) { |
2093 | index(state, ret, xx, yy) = valid; |
2094 | } |
2095 | } |
2096 | } |
2097 | |
2098 | return ret; |
2099 | } |
2100 | |
08dd70c3 |
2101 | struct game_ui { |
2102 | /* |
2103 | * These coordinates are 2 times the obvious grid coordinates. |
2104 | * Hence, the top left of the grid is (0,0), the grid point to |
2105 | * the right of that is (2,0), the one _below that_ is (2,2) |
2106 | * and so on. This is so that we can specify a drag start point |
2107 | * on an edge (one odd coordinate) or in the middle of a square |
2108 | * (two odd coordinates) rather than always at a corner. |
2109 | * |
2110 | * -1,-1 means no drag is in progress. |
2111 | */ |
2112 | int drag_start_x; |
2113 | int drag_start_y; |
2114 | int drag_end_x; |
2115 | int drag_end_y; |
2116 | /* |
2117 | * This flag is set as soon as a dragging action moves the |
2118 | * mouse pointer away from its starting point, so that even if |
2119 | * the pointer _returns_ to its starting point the action is |
2120 | * treated as a small drag rather than a click. |
2121 | */ |
2122 | int dragged; |
375c9b4d |
2123 | /* |
2124 | * These are the co-ordinates of the top-left and bottom-right squares |
2125 | * in the drag box, respectively, or -1 otherwise. |
2126 | */ |
2127 | int x1; |
2128 | int y1; |
2129 | int x2; |
2130 | int y2; |
08dd70c3 |
2131 | }; |
2132 | |
be8d5aa1 |
2133 | static game_ui *new_ui(game_state *state) |
74a4e547 |
2134 | { |
08dd70c3 |
2135 | game_ui *ui = snew(game_ui); |
2136 | ui->drag_start_x = -1; |
2137 | ui->drag_start_y = -1; |
2138 | ui->drag_end_x = -1; |
2139 | ui->drag_end_y = -1; |
2140 | ui->dragged = FALSE; |
375c9b4d |
2141 | ui->x1 = -1; |
2142 | ui->y1 = -1; |
2143 | ui->x2 = -1; |
2144 | ui->y2 = -1; |
08dd70c3 |
2145 | return ui; |
74a4e547 |
2146 | } |
2147 | |
be8d5aa1 |
2148 | static void free_ui(game_ui *ui) |
74a4e547 |
2149 | { |
08dd70c3 |
2150 | sfree(ui); |
2151 | } |
2152 | |
be8d5aa1 |
2153 | static void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
2154 | { |
d4e7900f |
2155 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
2156 | |
2157 | /* |
d4e7900f |
2158 | * Find the nearest square-centre. |
08dd70c3 |
2159 | */ |
d4e7900f |
2160 | xs = (float)floor(x) + 0.5F; |
2161 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
2162 | |
2163 | /* |
d4e7900f |
2164 | * And find the nearest grid vertex. |
08dd70c3 |
2165 | */ |
d4e7900f |
2166 | xv = (float)floor(x + 0.5F); |
2167 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
2168 | |
2169 | /* |
d4e7900f |
2170 | * We allocate clicks in parts of the grid square to either |
2171 | * corners, edges or square centres, as follows: |
2172 | * |
2173 | * +--+--------+--+ |
2174 | * | | | | |
2175 | * +--+ +--+ |
2176 | * | `. ,' | |
2177 | * | +--+ | |
2178 | * | | | | |
2179 | * | +--+ | |
2180 | * | ,' `. | |
2181 | * +--+ +--+ |
2182 | * | | | | |
2183 | * +--+--------+--+ |
2184 | * |
2185 | * (Not to scale!) |
2186 | * |
2187 | * In other words: we measure the square distance (i.e. |
2188 | * max(dx,dy)) from the click to the nearest corner, and if |
2189 | * it's within CORNER_TOLERANCE then we return a corner click. |
2190 | * We measure the square distance from the click to the nearest |
2191 | * centre, and if that's within CENTRE_TOLERANCE we return a |
2192 | * centre click. Failing that, we find which of the two edge |
2193 | * centres is nearer to the click and return that edge. |
08dd70c3 |
2194 | */ |
d4e7900f |
2195 | |
2196 | /* |
2197 | * Check for corner click. |
2198 | */ |
2199 | dx = (float)fabs(x - xv); |
2200 | dy = (float)fabs(y - yv); |
2201 | dist = (dx > dy ? dx : dy); |
2202 | if (dist < CORNER_TOLERANCE) { |
2203 | *xr = 2 * (int)xv; |
2204 | *yr = 2 * (int)yv; |
2205 | } else { |
2206 | /* |
2207 | * Check for centre click. |
2208 | */ |
2209 | dx = (float)fabs(x - xs); |
2210 | dy = (float)fabs(y - ys); |
2211 | dist = (dx > dy ? dx : dy); |
2212 | if (dist < CENTRE_TOLERANCE) { |
2213 | *xr = 1 + 2 * (int)xs; |
2214 | *yr = 1 + 2 * (int)ys; |
2215 | } else { |
2216 | /* |
2217 | * Failing both of those, see which edge we're closer to. |
2218 | * Conveniently, this is simply done by testing the relative |
2219 | * magnitude of dx and dy (which are currently distances from |
2220 | * the square centre). |
2221 | */ |
2222 | if (dx > dy) { |
2223 | /* Vertical edge: x-coord of corner, |
2224 | * y-coord of square centre. */ |
2225 | *xr = 2 * (int)xv; |
ee03cb5f |
2226 | *yr = 1 + 2 * (int)floor(ys); |
d4e7900f |
2227 | } else { |
2228 | /* Horizontal edge: x-coord of square centre, |
2229 | * y-coord of corner. */ |
ee03cb5f |
2230 | *xr = 1 + 2 * (int)floor(xs); |
d4e7900f |
2231 | *yr = 2 * (int)yv; |
2232 | } |
2233 | } |
2234 | } |
08dd70c3 |
2235 | } |
2236 | |
2237 | static void ui_draw_rect(game_state *state, game_ui *ui, |
2238 | unsigned char *hedge, unsigned char *vedge, int c) |
2239 | { |
375c9b4d |
2240 | int x, y; |
2241 | int x1 = ui->x1; |
2242 | int y1 = ui->y1; |
2243 | int x2 = ui->x2; |
2244 | int y2 = ui->y2; |
08dd70c3 |
2245 | |
2246 | /* |
2247 | * Draw horizontal edges of rectangles. |
2248 | */ |
2249 | for (x = x1; x < x2; x++) |
2250 | for (y = y1; y <= y2; y++) |
2251 | if (HRANGE(state,x,y)) { |
2252 | int val = index(state,hedge,x,y); |
2253 | if (y == y1 || y == y2) |
2254 | val = c; |
2255 | else if (c == 1) |
2256 | val = 0; |
2257 | index(state,hedge,x,y) = val; |
2258 | } |
2259 | |
2260 | /* |
2261 | * Draw vertical edges of rectangles. |
2262 | */ |
2263 | for (y = y1; y < y2; y++) |
2264 | for (x = x1; x <= x2; x++) |
2265 | if (VRANGE(state,x,y)) { |
2266 | int val = index(state,vedge,x,y); |
2267 | if (x == x1 || x == x2) |
2268 | val = c; |
2269 | else if (c == 1) |
2270 | val = 0; |
2271 | index(state,vedge,x,y) = val; |
2272 | } |
74a4e547 |
2273 | } |
2274 | |
07dfb697 |
2275 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
2276 | game_state *newstate) |
2277 | { |
2278 | } |
2279 | |
1e3e152d |
2280 | struct game_drawstate { |
2281 | int started; |
2282 | int w, h, tilesize; |
2283 | unsigned long *visible; |
2284 | }; |
2285 | |
c0361acd |
2286 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
2287 | int x, int y, int button) { |
08dd70c3 |
2288 | int xc, yc; |
2289 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
2290 | game_state *ret; |
2291 | |
f0ee053c |
2292 | button &= ~MOD_MASK; |
2293 | |
08dd70c3 |
2294 | if (button == LEFT_BUTTON) { |
2295 | startdrag = TRUE; |
2296 | } else if (button == LEFT_RELEASE) { |
2297 | enddrag = TRUE; |
2298 | } else if (button != LEFT_DRAG) { |
2299 | return NULL; |
2300 | } |
2301 | |
d4e7900f |
2302 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
2303 | |
2304 | if (startdrag) { |
2305 | ui->drag_start_x = xc; |
2306 | ui->drag_start_y = yc; |
2307 | ui->drag_end_x = xc; |
2308 | ui->drag_end_y = yc; |
2309 | ui->dragged = FALSE; |
2310 | active = TRUE; |
2311 | } |
3870c4d8 |
2312 | |
08dd70c3 |
2313 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
375c9b4d |
2314 | int t; |
2315 | |
08dd70c3 |
2316 | ui->drag_end_x = xc; |
2317 | ui->drag_end_y = yc; |
2318 | ui->dragged = TRUE; |
2319 | active = TRUE; |
375c9b4d |
2320 | |
ee03cb5f |
2321 | if (xc >= 0 && xc <= 2*from->w && |
2322 | yc >= 0 && yc <= 2*from->h) { |
2323 | ui->x1 = ui->drag_start_x; |
2324 | ui->x2 = ui->drag_end_x; |
2325 | if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; } |
2326 | |
2327 | ui->y1 = ui->drag_start_y; |
2328 | ui->y2 = ui->drag_end_y; |
2329 | if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; } |
2330 | |
2331 | ui->x1 = ui->x1 / 2; /* rounds down */ |
2332 | ui->x2 = (ui->x2+1) / 2; /* rounds up */ |
2333 | ui->y1 = ui->y1 / 2; /* rounds down */ |
2334 | ui->y2 = (ui->y2+1) / 2; /* rounds up */ |
2335 | } else { |
2336 | ui->x1 = -1; |
2337 | ui->y1 = -1; |
2338 | ui->x2 = -1; |
2339 | ui->y2 = -1; |
2340 | } |
08dd70c3 |
2341 | } |
3870c4d8 |
2342 | |
934797c7 |
2343 | ret = NULL; |
2344 | |
2345 | if (enddrag) { |
2346 | if (xc >= 0 && xc <= 2*from->w && |
2347 | yc >= 0 && yc <= 2*from->h) { |
2348 | ret = dup_game(from); |
2349 | |
2350 | if (ui->dragged) { |
2351 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
2352 | } else { |
2353 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
2354 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
2355 | } |
2356 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
2357 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
2358 | } |
2359 | } |
3870c4d8 |
2360 | |
934797c7 |
2361 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
2362 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
2363 | free_game(ret); |
2364 | ret = NULL; |
2365 | } |
ef29354c |
2366 | |
2367 | /* |
2368 | * We've made a real change to the grid. Check to see |
2369 | * if the game has been completed. |
2370 | */ |
d4e7900f |
2371 | if (ret && !ret->completed) { |
ef29354c |
2372 | int x, y, ok; |
2373 | unsigned char *correct = get_correct(ret); |
2374 | |
2375 | ok = TRUE; |
2376 | for (x = 0; x < ret->w; x++) |
2377 | for (y = 0; y < ret->h; y++) |
2378 | if (!index(ret, correct, x, y)) |
2379 | ok = FALSE; |
2380 | |
2381 | sfree(correct); |
2382 | |
2383 | if (ok) |
2384 | ret->completed = TRUE; |
2385 | } |
934797c7 |
2386 | } |
2387 | |
2388 | ui->drag_start_x = -1; |
2389 | ui->drag_start_y = -1; |
2390 | ui->drag_end_x = -1; |
2391 | ui->drag_end_y = -1; |
375c9b4d |
2392 | ui->x1 = -1; |
2393 | ui->y1 = -1; |
2394 | ui->x2 = -1; |
2395 | ui->y2 = -1; |
934797c7 |
2396 | ui->dragged = FALSE; |
2397 | active = TRUE; |
3870c4d8 |
2398 | } |
2399 | |
934797c7 |
2400 | if (ret) |
2401 | return ret; /* a move has been made */ |
2402 | else if (active) |
08dd70c3 |
2403 | return from; /* UI activity has occurred */ |
934797c7 |
2404 | else |
2405 | return NULL; |
3870c4d8 |
2406 | } |
2407 | |
2408 | /* ---------------------------------------------------------------------- |
2409 | * Drawing routines. |
2410 | */ |
2411 | |
ab53eb64 |
2412 | #define CORRECT (1L<<16) |
08dd70c3 |
2413 | |
2414 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
ab53eb64 |
2415 | #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) ) |
3870c4d8 |
2416 | |
1e3e152d |
2417 | static void game_size(game_params *params, game_drawstate *ds, |
2418 | int *x, int *y, int expand) |
3870c4d8 |
2419 | { |
1e3e152d |
2420 | int tsx, tsy, ts; |
2421 | /* |
2422 | * Each window dimension equals the tile size times 1.5 more |
2423 | * than the grid dimension (the border is 3/4 the width of the |
2424 | * tiles). |
a65c0e54 |
2425 | * |
2426 | * We must cast to unsigned before multiplying by two, because |
2427 | * *x might be INT_MAX. |
1e3e152d |
2428 | */ |
a65c0e54 |
2429 | tsx = 2 * (unsigned)*x / (2 * params->w + 3); |
2430 | tsy = 2 * (unsigned)*y / (2 * params->h + 3); |
1e3e152d |
2431 | ts = min(tsx, tsy); |
2432 | if (expand) |
2433 | ds->tilesize = ts; |
2434 | else |
2435 | ds->tilesize = min(ts, PREFERRED_TILE_SIZE); |
2436 | |
3870c4d8 |
2437 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
2438 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
2439 | } |
2440 | |
be8d5aa1 |
2441 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
3870c4d8 |
2442 | { |
2443 | float *ret = snewn(3 * NCOLOURS, float); |
2444 | |
2445 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2446 | |
2447 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
2448 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
2449 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2450 | |
08dd70c3 |
2451 | ret[COL_DRAG * 3 + 0] = 1.0F; |
2452 | ret[COL_DRAG * 3 + 1] = 0.0F; |
2453 | ret[COL_DRAG * 3 + 2] = 0.0F; |
2454 | |
3870c4d8 |
2455 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
2456 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
2457 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2458 | |
2459 | ret[COL_LINE * 3 + 0] = 0.0F; |
2460 | ret[COL_LINE * 3 + 1] = 0.0F; |
2461 | ret[COL_LINE * 3 + 2] = 0.0F; |
2462 | |
2463 | ret[COL_TEXT * 3 + 0] = 0.0F; |
2464 | ret[COL_TEXT * 3 + 1] = 0.0F; |
2465 | ret[COL_TEXT * 3 + 2] = 0.0F; |
2466 | |
2467 | *ncolours = NCOLOURS; |
2468 | return ret; |
2469 | } |
2470 | |
be8d5aa1 |
2471 | static game_drawstate *game_new_drawstate(game_state *state) |
3870c4d8 |
2472 | { |
2473 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
2474 | int i; |
3870c4d8 |
2475 | |
2476 | ds->started = FALSE; |
2477 | ds->w = state->w; |
2478 | ds->h = state->h; |
ab53eb64 |
2479 | ds->visible = snewn(ds->w * ds->h, unsigned long); |
1e3e152d |
2480 | ds->tilesize = 0; /* not decided yet */ |
08dd70c3 |
2481 | for (i = 0; i < ds->w * ds->h; i++) |
2482 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
2483 | |
2484 | return ds; |
2485 | } |
2486 | |
be8d5aa1 |
2487 | static void game_free_drawstate(game_drawstate *ds) |
3870c4d8 |
2488 | { |
2489 | sfree(ds->visible); |
2490 | sfree(ds); |
2491 | } |
2492 | |
1e3e152d |
2493 | static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, |
2494 | int x, int y, unsigned char *hedge, unsigned char *vedge, |
2495 | unsigned char *corners, int correct) |
3870c4d8 |
2496 | { |
2497 | int cx = COORD(x), cy = COORD(y); |
2498 | char str[80]; |
2499 | |
2500 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
2501 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
2502 | correct ? COL_CORRECT : COL_BACKGROUND); |
2503 | |
2504 | if (grid(state,x,y)) { |
2505 | sprintf(str, "%d", grid(state,x,y)); |
2506 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
2507 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
2508 | } |
2509 | |
2510 | /* |
2511 | * Draw edges. |
2512 | */ |
08dd70c3 |
2513 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
2514 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
2515 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
2516 | COL_LINE); |
2517 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
2518 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
2519 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
2520 | COL_LINE); |
2521 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
2522 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
2523 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
2524 | COL_LINE); |
2525 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
2526 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
2527 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
2528 | COL_LINE); |
3870c4d8 |
2529 | |
2530 | /* |
2531 | * Draw corners. |
2532 | */ |
ec9a0f09 |
2533 | if (index(state,corners,x,y)) |
08dd70c3 |
2534 | draw_rect(fe, cx, cy, 2, 2, |
ec9a0f09 |
2535 | COLOUR(index(state,corners,x,y))); |
2536 | if (x+1 < state->w && index(state,corners,x+1,y)) |
08dd70c3 |
2537 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
ec9a0f09 |
2538 | COLOUR(index(state,corners,x+1,y))); |
2539 | if (y+1 < state->h && index(state,corners,x,y+1)) |
08dd70c3 |
2540 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
2541 | COLOUR(index(state,corners,x,y+1))); |
2542 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
08dd70c3 |
2543 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
2544 | COLOUR(index(state,corners,x+1,y+1))); |
3870c4d8 |
2545 | |
2546 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
2547 | } |
2548 | |
be8d5aa1 |
2549 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
2550 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
2551 | float animtime, float flashtime) |
3870c4d8 |
2552 | { |
2553 | int x, y; |
2554 | unsigned char *correct; |
ec9a0f09 |
2555 | unsigned char *hedge, *vedge, *corners; |
3870c4d8 |
2556 | |
2557 | correct = get_correct(state); |
2558 | |
08dd70c3 |
2559 | if (ui->dragged) { |
2560 | hedge = snewn(state->w*state->h, unsigned char); |
2561 | vedge = snewn(state->w*state->h, unsigned char); |
2562 | memcpy(hedge, state->hedge, state->w*state->h); |
2563 | memcpy(vedge, state->vedge, state->w*state->h); |
2564 | ui_draw_rect(state, ui, hedge, vedge, 2); |
2565 | } else { |
2566 | hedge = state->hedge; |
2567 | vedge = state->vedge; |
2568 | } |
2569 | |
ec9a0f09 |
2570 | corners = snewn(state->w * state->h, unsigned char); |
2571 | memset(corners, 0, state->w * state->h); |
2572 | for (x = 0; x < state->w; x++) |
2573 | for (y = 0; y < state->h; y++) { |
2574 | if (x > 0) { |
2575 | int e = index(state, vedge, x, y); |
2576 | if (index(state,corners,x,y) < e) |
2577 | index(state,corners,x,y) = e; |
2578 | if (y+1 < state->h && |
2579 | index(state,corners,x,y+1) < e) |
2580 | index(state,corners,x,y+1) = e; |
2581 | } |
2582 | if (y > 0) { |
2583 | int e = index(state, hedge, x, y); |
2584 | if (index(state,corners,x,y) < e) |
2585 | index(state,corners,x,y) = e; |
2586 | if (x+1 < state->w && |
2587 | index(state,corners,x+1,y) < e) |
2588 | index(state,corners,x+1,y) = e; |
2589 | } |
2590 | } |
2591 | |
3870c4d8 |
2592 | if (!ds->started) { |
105a00d0 |
2593 | draw_rect(fe, 0, 0, |
2594 | state->w * TILE_SIZE + 2*BORDER + 1, |
2595 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
2596 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
2597 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
2598 | ds->started = TRUE; |
863c3945 |
2599 | draw_update(fe, 0, 0, |
2600 | state->w * TILE_SIZE + 2*BORDER + 1, |
2601 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
2602 | } |
2603 | |
2604 | for (x = 0; x < state->w; x++) |
2605 | for (y = 0; y < state->h; y++) { |
ab53eb64 |
2606 | unsigned long c = 0; |
08dd70c3 |
2607 | |
2608 | if (HRANGE(state,x,y)) |
2609 | c |= index(state,hedge,x,y); |
eddb22e8 |
2610 | if (HRANGE(state,x,y+1)) |
2611 | c |= index(state,hedge,x,y+1) << 2; |
08dd70c3 |
2612 | if (VRANGE(state,x,y)) |
2613 | c |= index(state,vedge,x,y) << 4; |
eddb22e8 |
2614 | if (VRANGE(state,x+1,y)) |
2615 | c |= index(state,vedge,x+1,y) << 6; |
ec9a0f09 |
2616 | c |= index(state,corners,x,y) << 8; |
2617 | if (x+1 < state->w) |
2618 | c |= index(state,corners,x+1,y) << 10; |
2619 | if (y+1 < state->h) |
2620 | c |= index(state,corners,x,y+1) << 12; |
2621 | if (x+1 < state->w && y+1 < state->h) |
ab53eb64 |
2622 | /* cast to prevent 2<<14 sign-extending on promotion to long */ |
2623 | c |= (unsigned long)index(state,corners,x+1,y+1) << 14; |
ef29354c |
2624 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
2625 | c |= CORRECT; |
2626 | |
2627 | if (index(ds,ds->visible,x,y) != c) { |
1e3e152d |
2628 | draw_tile(fe, ds, state, x, y, hedge, vedge, corners, |
ab53eb64 |
2629 | (c & CORRECT) ? 1 : 0); |
ec9a0f09 |
2630 | index(ds,ds->visible,x,y) = c; |
3870c4d8 |
2631 | } |
2632 | } |
2633 | |
375c9b4d |
2634 | { |
2635 | char buf[256]; |
2636 | |
2637 | if (ui->x1 >= 0 && ui->y1 >= 0 && |
2638 | ui->x2 >= 0 && ui->y2 >= 0) { |
2639 | sprintf(buf, "%dx%d ", |
2640 | ui->x2-ui->x1, |
2641 | ui->y2-ui->y1); |
2642 | } else { |
2643 | buf[0] = '\0'; |
2644 | } |
2645 | |
2646 | if (state->cheated) |
2647 | strcat(buf, "Auto-solved."); |
2648 | else if (state->completed) |
2649 | strcat(buf, "COMPLETED!"); |
2650 | |
2651 | status_bar(fe, buf); |
2652 | } |
2653 | |
08dd70c3 |
2654 | if (hedge != state->hedge) { |
2655 | sfree(hedge); |
2656 | sfree(vedge); |
375c9b4d |
2657 | } |
08dd70c3 |
2658 | |
11c44cf5 |
2659 | sfree(corners); |
3870c4d8 |
2660 | sfree(correct); |
2661 | } |
2662 | |
be8d5aa1 |
2663 | static float game_anim_length(game_state *oldstate, |
e3f21163 |
2664 | game_state *newstate, int dir, game_ui *ui) |
3870c4d8 |
2665 | { |
2666 | return 0.0F; |
2667 | } |
2668 | |
be8d5aa1 |
2669 | static float game_flash_length(game_state *oldstate, |
e3f21163 |
2670 | game_state *newstate, int dir, game_ui *ui) |
3870c4d8 |
2671 | { |
2ac6d24e |
2672 | if (!oldstate->completed && newstate->completed && |
2673 | !oldstate->cheated && !newstate->cheated) |
ef29354c |
2674 | return FLASH_TIME; |
3870c4d8 |
2675 | return 0.0F; |
2676 | } |
2677 | |
be8d5aa1 |
2678 | static int game_wants_statusbar(void) |
3870c4d8 |
2679 | { |
375c9b4d |
2680 | return TRUE; |
3870c4d8 |
2681 | } |
be8d5aa1 |
2682 | |
48dcdd62 |
2683 | static int game_timing_state(game_state *state) |
2684 | { |
2685 | return TRUE; |
2686 | } |
2687 | |
be8d5aa1 |
2688 | #ifdef COMBINED |
2689 | #define thegame rect |
2690 | #endif |
2691 | |
2692 | const struct game thegame = { |
1d228b10 |
2693 | "Rectangles", "games.rectangles", |
be8d5aa1 |
2694 | default_params, |
2695 | game_fetch_preset, |
2696 | decode_params, |
2697 | encode_params, |
2698 | free_params, |
2699 | dup_params, |
1d228b10 |
2700 | TRUE, game_configure, custom_params, |
be8d5aa1 |
2701 | validate_params, |
1185e3c5 |
2702 | new_game_desc, |
6f2d8d7c |
2703 | game_free_aux_info, |
1185e3c5 |
2704 | validate_desc, |
be8d5aa1 |
2705 | new_game, |
2706 | dup_game, |
2707 | free_game, |
2ac6d24e |
2708 | TRUE, solve_game, |
6ad5ed74 |
2709 | TRUE, game_text_format, |
be8d5aa1 |
2710 | new_ui, |
2711 | free_ui, |
07dfb697 |
2712 | game_changed_state, |
be8d5aa1 |
2713 | make_move, |
2714 | game_size, |
2715 | game_colours, |
2716 | game_new_drawstate, |
2717 | game_free_drawstate, |
2718 | game_redraw, |
2719 | game_anim_length, |
2720 | game_flash_length, |
2721 | game_wants_statusbar, |
48dcdd62 |
2722 | FALSE, game_timing_state, |
93b1da3d |
2723 | 0, /* mouse_priorities */ |
be8d5aa1 |
2724 | }; |