Now that we have string-encodable game parameters, let's support a
[sgt/puzzles] / rect.c
CommitLineData
3870c4d8 1/*
2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
7 */
8
9/*
10 * TODO:
11 *
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
14 *
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
17 * rectangle size.
18 *
19 * - It might be interesting to deliberately try to place
20 * numbers so as to reduce alternative solution patterns. I
21 * doubt we can do a perfect job of this, but we can make a
22 * start by, for example, noticing pairs of 2-rects
23 * alongside one another and _not_ putting their numbers at
24 * opposite ends.
25 *
26 * - If we start by sorting the rectlist in descending order
27 * of area, we might be able to bias our random number
28 * selection to produce a few large rectangles more often
29 * than oodles of small ones? Unsure, but might be worth a
30 * try.
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
42const char *const game_name = "Rectangles";
43const int game_can_configure = TRUE;
44
45enum {
46 COL_BACKGROUND,
47 COL_CORRECT,
48 COL_LINE,
49 COL_TEXT,
50 COL_GRID,
08dd70c3 51 COL_DRAG,
3870c4d8 52 NCOLOURS
53};
54
55struct game_params {
56 int w, h;
57};
58
59#define INDEX(state, x, y) (((y) * (state)->w) + (x))
60#define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
61#define grid(state,x,y) index(state, (state)->grid, x, y)
62#define vedge(state,x,y) index(state, (state)->vedge, x, y)
63#define hedge(state,x,y) index(state, (state)->hedge, x, y)
64
65#define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
66 (y) >= dy && (y) < (state)->h )
67#define RANGE(state,x,y) CRANGE(state,x,y,0,0)
68#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
69#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
70
71#define TILE_SIZE 24
72#define BORDER 18
73
d4e7900f 74#define CORNER_TOLERANCE 0.15F
75#define CENTRE_TOLERANCE 0.15F
76
ef29354c 77#define FLASH_TIME 0.13F
78
3870c4d8 79#define COORD(x) ( (x) * TILE_SIZE + BORDER )
80#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
81
82struct game_state {
83 int w, h;
84 int *grid; /* contains the numbers */
85 unsigned char *vedge; /* (w+1) x h */
86 unsigned char *hedge; /* w x (h+1) */
ef29354c 87 int completed;
3870c4d8 88};
89
90game_params *default_params(void)
91{
92 game_params *ret = snew(game_params);
93
94 ret->w = ret->h = 7;
95
96 return ret;
97}
98
99int game_fetch_preset(int i, char **name, game_params **params)
100{
101 game_params *ret;
102 int w, h;
103 char buf[80];
104
105 switch (i) {
106 case 0: w = 7, h = 7; break;
107 case 1: w = 11, h = 11; break;
108 case 2: w = 15, h = 15; break;
109 case 3: w = 19, h = 19; break;
110 default: return FALSE;
111 }
112
113 sprintf(buf, "%dx%d", w, h);
114 *name = dupstr(buf);
115 *params = ret = snew(game_params);
116 ret->w = w;
117 ret->h = h;
118 return TRUE;
119}
120
121void free_params(game_params *params)
122{
123 sfree(params);
124}
125
126game_params *dup_params(game_params *params)
127{
128 game_params *ret = snew(game_params);
129 *ret = *params; /* structure copy */
130 return ret;
131}
132
b0e26073 133game_params *decode_params(char const *string)
134{
135 game_params *ret = default_params();
136
137 ret->w = ret->h = atoi(string);
138 while (*string && isdigit(*string)) string++;
139 if (*string == 'x') {
140 string++;
141 ret->h = atoi(string);
142 }
143
144 return ret;
145}
146
147char *encode_params(game_params *params)
148{
149 char data[256];
150
151 sprintf(data, "%dx%d", params->w, params->h);
152
153 return dupstr(data);
154}
155
3870c4d8 156config_item *game_configure(game_params *params)
157{
158 config_item *ret;
159 char buf[80];
160
161 ret = snewn(5, config_item);
162
163 ret[0].name = "Width";
164 ret[0].type = C_STRING;
165 sprintf(buf, "%d", params->w);
166 ret[0].sval = dupstr(buf);
167 ret[0].ival = 0;
168
169 ret[1].name = "Height";
170 ret[1].type = C_STRING;
171 sprintf(buf, "%d", params->h);
172 ret[1].sval = dupstr(buf);
173 ret[1].ival = 0;
174
175 ret[2].name = NULL;
176 ret[2].type = C_END;
177 ret[2].sval = NULL;
178 ret[2].ival = 0;
179
180 return ret;
181}
182
183game_params *custom_params(config_item *cfg)
184{
185 game_params *ret = snew(game_params);
186
187 ret->w = atoi(cfg[0].sval);
188 ret->h = atoi(cfg[1].sval);
189
190 return ret;
191}
192
193char *validate_params(game_params *params)
194{
195 if (params->w <= 0 && params->h <= 0)
196 return "Width and height must both be greater than zero";
d4e7900f 197 if (params->w < 2 && params->h < 2)
198 return "Grid area must be greater than one";
3870c4d8 199 return NULL;
200}
201
202struct rect {
203 int x, y;
204 int w, h;
205};
206
207struct rectlist {
208 struct rect *rects;
209 int n;
210};
211
212static struct rectlist *get_rectlist(game_params *params, int *grid)
213{
214 int rw, rh;
215 int x, y;
216 int maxarea;
217 struct rect *rects = NULL;
218 int nrects = 0, rectsize = 0;
219
220 /*
d4e7900f 221 * Maximum rectangle area is 1/6 of total grid size, unless
222 * this means we can't place any rectangles at all in which
223 * case we set it to 2 at minimum.
3870c4d8 224 */
225 maxarea = params->w * params->h / 6;
d4e7900f 226 if (maxarea < 2)
227 maxarea = 2;
3870c4d8 228
229 for (rw = 1; rw <= params->w; rw++)
230 for (rh = 1; rh <= params->h; rh++) {
231 if (rw * rh > maxarea)
232 continue;
233 if (rw * rh == 1)
234 continue;
235 for (x = 0; x <= params->w - rw; x++)
236 for (y = 0; y <= params->h - rh; y++) {
3870c4d8 237 if (nrects >= rectsize) {
238 rectsize = nrects + 256;
239 rects = sresize(rects, rectsize, struct rect);
240 }
241
242 rects[nrects].x = x;
243 rects[nrects].y = y;
244 rects[nrects].w = rw;
245 rects[nrects].h = rh;
246 nrects++;
247 }
248 }
249
250 if (nrects > 0) {
251 struct rectlist *ret;
252 ret = snew(struct rectlist);
253 ret->rects = rects;
254 ret->n = nrects;
255 return ret;
256 } else {
257 assert(rects == NULL); /* hence no need to free */
258 return NULL;
259 }
260}
261
262static void free_rectlist(struct rectlist *list)
263{
264 sfree(list->rects);
265 sfree(list);
266}
267
268static void place_rect(game_params *params, int *grid, struct rect r)
269{
270 int idx = INDEX(params, r.x, r.y);
271 int x, y;
272
273 for (x = r.x; x < r.x+r.w; x++)
274 for (y = r.y; y < r.y+r.h; y++) {
275 index(params, grid, x, y) = idx;
276 }
277#ifdef GENERATION_DIAGNOSTICS
278 printf(" placing rectangle at (%d,%d) size %d x %d\n",
279 r.x, r.y, r.w, r.h);
280#endif
281}
282
283static struct rect find_rect(game_params *params, int *grid, int x, int y)
284{
285 int idx, w, h;
286 struct rect r;
287
288 /*
289 * Find the top left of the rectangle.
290 */
291 idx = index(params, grid, x, y);
292
293 if (idx < 0) {
294 r.x = x;
295 r.y = y;
296 r.w = r.h = 1;
297 return r; /* 1x1 singleton here */
298 }
299
300 y = idx / params->w;
301 x = idx % params->w;
302
303 /*
304 * Find the width and height of the rectangle.
305 */
306 for (w = 1;
307 (x+w < params->w && index(params,grid,x+w,y)==idx);
308 w++);
309 for (h = 1;
310 (y+h < params->h && index(params,grid,x,y+h)==idx);
311 h++);
312
313 r.x = x;
314 r.y = y;
315 r.w = w;
316 r.h = h;
317
318 return r;
319}
320
321#ifdef GENERATION_DIAGNOSTICS
322static void display_grid(game_params *params, int *grid, int *numbers)
323{
324 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
325 unsigned char);
326 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
327 int x, y;
328 int r = (params->w*2+3);
329
330 for (x = 0; x < params->w; x++)
331 for (y = 0; y < params->h; y++) {
332 int i = index(params, grid, x, y);
333 if (x == 0 || index(params, grid, x-1, y) != i)
334 egrid[(2*y+2) * r + (2*x+1)] = 1;
335 if (x == params->w-1 || index(params, grid, x+1, y) != i)
336 egrid[(2*y+2) * r + (2*x+3)] = 1;
337 if (y == 0 || index(params, grid, x, y-1) != i)
338 egrid[(2*y+1) * r + (2*x+2)] = 1;
339 if (y == params->h-1 || index(params, grid, x, y+1) != i)
340 egrid[(2*y+3) * r + (2*x+2)] = 1;
341 }
342
343 for (y = 1; y < 2*params->h+2; y++) {
344 for (x = 1; x < 2*params->w+2; x++) {
345 if (!((y|x)&1)) {
346 int k = index(params, numbers, x/2-1, y/2-1);
347 if (k) printf("%2d", k); else printf(" ");
348 } else if (!((y&x)&1)) {
349 int v = egrid[y*r+x];
350 if ((y&1) && v) v = '-';
351 if ((x&1) && v) v = '|';
352 if (!v) v = ' ';
353 putchar(v);
354 if (!(x&1)) putchar(v);
355 } else {
356 int c, d = 0;
357 if (egrid[y*r+(x+1)]) d |= 1;
358 if (egrid[(y-1)*r+x]) d |= 2;
359 if (egrid[y*r+(x-1)]) d |= 4;
360 if (egrid[(y+1)*r+x]) d |= 8;
361 c = " ??+?-++?+|+++++"[d];
362 putchar(c);
363 if (!(x&1)) putchar(c);
364 }
365 }
366 putchar('\n');
367 }
368
369 sfree(egrid);
370}
371#endif
372
373char *new_game_seed(game_params *params, random_state *rs)
374{
375 int *grid, *numbers;
376 struct rectlist *list;
377 int x, y, run, i;
378 char *seed, *p;
379
380 grid = snewn(params->w * params->h, int);
381 numbers = snewn(params->w * params->h, int);
382
383 for (y = 0; y < params->h; y++)
384 for (x = 0; x < params->w; x++) {
385 index(params, grid, x, y) = -1;
386 index(params, numbers, x, y) = 0;
387 }
388
389 list = get_rectlist(params, grid);
390 assert(list != NULL);
391
392 /*
393 * Place rectangles until we can't any more.
394 */
395 while (list->n > 0) {
396 int i, m;
397 struct rect r;
398
399 /*
400 * Pick a random rectangle.
401 */
402 i = random_upto(rs, list->n);
403 r = list->rects[i];
404
405 /*
406 * Place it.
407 */
408 place_rect(params, grid, r);
409
410 /*
411 * Winnow the list by removing any rectangles which
412 * overlap this one.
413 */
414 m = 0;
415 for (i = 0; i < list->n; i++) {
416 struct rect s = list->rects[i];
417 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
418 s.y+s.h <= r.y || r.y+r.h <= s.y)
419 list->rects[m++] = s;
420 }
421 list->n = m;
422 }
423
424 free_rectlist(list);
425
426 /*
427 * Deal with singleton spaces remaining in the grid, one by
428 * one.
429 *
430 * We do this by making a local change to the layout. There are
431 * several possibilities:
432 *
433 * +-----+-----+ Here, we can remove the singleton by
434 * | | | extending the 1x2 rectangle below it
435 * +--+--+-----+ into a 1x3.
436 * | | | |
437 * | +--+ |
438 * | | | |
439 * | | | |
440 * | | | |
441 * +--+--+-----+
442 *
443 * +--+--+--+ Here, that trick doesn't work: there's no
444 * | | | 1 x n rectangle with the singleton at one
445 * | | | end. Instead, we extend a 1 x n rectangle
446 * | | | _out_ from the singleton, shaving a layer
447 * +--+--+ | off the end of another rectangle. So if we
448 * | | | | extended up, we'd make our singleton part
449 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
450 * | | | used to be; or we could extend right into
451 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
452 *
453 * +-----+--+ Here, we can't even do _that_, since any
454 * | | | direction we choose to extend the singleton
455 * +--+--+ | will produce a new singleton as a result of
456 * | | | | truncating one of the size-2 rectangles.
457 * | +--+--+ Fortunately, this case can _only_ occur when
458 * | | | a singleton is surrounded by four size-2s
459 * +--+-----+ in this fashion; so instead we can simply
460 * replace the whole section with a single 3x3.
461 */
462 for (x = 0; x < params->w; x++) {
463 for (y = 0; y < params->h; y++) {
464 if (index(params, grid, x, y) < 0) {
465 int dirs[4], ndirs;
466
467#ifdef GENERATION_DIAGNOSTICS
468 display_grid(params, grid, numbers);
469 printf("singleton at %d,%d\n", x, y);
470#endif
471
472 /*
473 * Check in which directions we can feasibly extend
474 * the singleton. We can extend in a particular
475 * direction iff either:
476 *
477 * - the rectangle on that side of the singleton
478 * is not 2x1, and we are at one end of the edge
479 * of it we are touching
480 *
481 * - it is 2x1 but we are on its short side.
482 *
483 * FIXME: we could plausibly choose between these
484 * based on the sizes of the rectangles they would
485 * create?
486 */
487 ndirs = 0;
488 if (x < params->w-1) {
489 struct rect r = find_rect(params, grid, x+1, y);
490 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
491 dirs[ndirs++] = 1; /* right */
492 }
493 if (y > 0) {
494 struct rect r = find_rect(params, grid, x, y-1);
495 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
496 dirs[ndirs++] = 2; /* up */
497 }
498 if (x > 0) {
499 struct rect r = find_rect(params, grid, x-1, y);
500 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
501 dirs[ndirs++] = 4; /* left */
502 }
503 if (y < params->h-1) {
504 struct rect r = find_rect(params, grid, x, y+1);
505 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
506 dirs[ndirs++] = 8; /* down */
507 }
508
509 if (ndirs > 0) {
510 int which, dir;
511 struct rect r1, r2;
512
513 which = random_upto(rs, ndirs);
514 dir = dirs[which];
515
516 switch (dir) {
517 case 1: /* right */
518 assert(x < params->w+1);
519#ifdef GENERATION_DIAGNOSTICS
520 printf("extending right\n");
521#endif
522 r1 = find_rect(params, grid, x+1, y);
523 r2.x = x;
524 r2.y = y;
525 r2.w = 1 + r1.w;
526 r2.h = 1;
527 if (r1.y == y)
528 r1.y++;
529 r1.h--;
530 break;
531 case 2: /* up */
532 assert(y > 0);
533#ifdef GENERATION_DIAGNOSTICS
534 printf("extending up\n");
535#endif
536 r1 = find_rect(params, grid, x, y-1);
537 r2.x = x;
538 r2.y = r1.y;
539 r2.w = 1;
540 r2.h = 1 + r1.h;
541 if (r1.x == x)
542 r1.x++;
543 r1.w--;
544 break;
545 case 4: /* left */
546 assert(x > 0);
547#ifdef GENERATION_DIAGNOSTICS
548 printf("extending left\n");
549#endif
550 r1 = find_rect(params, grid, x-1, y);
551 r2.x = r1.x;
552 r2.y = y;
553 r2.w = 1 + r1.w;
554 r2.h = 1;
555 if (r1.y == y)
556 r1.y++;
557 r1.h--;
558 break;
559 case 8: /* down */
560 assert(y < params->h+1);
561#ifdef GENERATION_DIAGNOSTICS
562 printf("extending down\n");
563#endif
564 r1 = find_rect(params, grid, x, y+1);
565 r2.x = x;
566 r2.y = y;
567 r2.w = 1;
568 r2.h = 1 + r1.h;
569 if (r1.x == x)
570 r1.x++;
571 r1.w--;
572 break;
573 }
574 if (r1.h > 0 && r1.w > 0)
575 place_rect(params, grid, r1);
576 place_rect(params, grid, r2);
577 } else {
578#ifndef NDEBUG
579 /*
580 * Sanity-check that there really is a 3x3
581 * rectangle surrounding this singleton and it
582 * contains absolutely everything we could
583 * possibly need.
584 */
585 {
586 int xx, yy;
587 assert(x > 0 && x < params->w-1);
588 assert(y > 0 && y < params->h-1);
589
590 for (xx = x-1; xx <= x+1; xx++)
591 for (yy = y-1; yy <= y+1; yy++) {
592 struct rect r = find_rect(params,grid,xx,yy);
593 assert(r.x >= x-1);
594 assert(r.y >= y-1);
595 assert(r.x+r.w-1 <= x+1);
596 assert(r.y+r.h-1 <= y+1);
597 }
598 }
599#endif
600
601#ifdef GENERATION_DIAGNOSTICS
602 printf("need the 3x3 trick\n");
603#endif
604
605 /*
606 * FIXME: If the maximum rectangle area for
607 * this grid is less than 9, we ought to
608 * subdivide the 3x3 in some fashion. There are
609 * five other possibilities:
610 *
611 * - a 6 and a 3
612 * - a 4, a 3 and a 2
613 * - three 3s
614 * - a 3 and three 2s (two different arrangements).
615 */
616
617 {
618 struct rect r;
619 r.x = x-1;
620 r.y = y-1;
621 r.w = r.h = 3;
622 place_rect(params, grid, r);
623 }
624 }
625 }
626 }
627 }
628
629 /*
630 * Place numbers.
631 */
632 for (x = 0; x < params->w; x++) {
633 for (y = 0; y < params->h; y++) {
634 int idx = INDEX(params, x, y);
635 if (index(params, grid, x, y) == idx) {
636 struct rect r = find_rect(params, grid, x, y);
637 int n, xx, yy;
638
639 /*
640 * Decide where to put the number.
641 */
642 n = random_upto(rs, r.w*r.h);
643 yy = n / r.w;
644 xx = n % r.w;
645 index(params,numbers,x+xx,y+yy) = r.w*r.h;
646 }
647 }
648 }
649
650#ifdef GENERATION_DIAGNOSTICS
651 display_grid(params, grid, numbers);
652#endif
653
654 seed = snewn(11 * params->w * params->h, char);
655 p = seed;
656 run = 0;
657 for (i = 0; i <= params->w * params->h; i++) {
658 int n = (i < params->w * params->h ? numbers[i] : -1);
659
660 if (!n)
661 run++;
662 else {
663 if (run) {
664 while (run > 0) {
665 int c = 'a' - 1 + run;
666 if (run > 26)
667 c = 'z';
668 *p++ = c;
669 run -= c - ('a' - 1);
670 }
671 } else {
672 *p++ = '_';
673 }
674 if (n > 0)
675 p += sprintf(p, "%d", n);
676 run = 0;
677 }
678 }
679 *p = '\0';
680
681 sfree(grid);
682 sfree(numbers);
683
684 return seed;
685}
686
687char *validate_seed(game_params *params, char *seed)
688{
689 int area = params->w * params->h;
690 int squares = 0;
691
692 while (*seed) {
693 int n = *seed++;
694 if (n >= 'a' && n <= 'z') {
695 squares += n - 'a' + 1;
696 } else if (n == '_') {
697 /* do nothing */;
698 } else if (n > '0' && n <= '9') {
9bb5bf60 699 squares++;
3870c4d8 700 while (*seed >= '0' && *seed <= '9')
701 seed++;
702 } else
703 return "Invalid character in game specification";
704 }
705
706 if (squares < area)
707 return "Not enough data to fill grid";
708
709 if (squares > area)
710 return "Too much data to fit in grid";
711
712 return NULL;
713}
714
715game_state *new_game(game_params *params, char *seed)
716{
717 game_state *state = snew(game_state);
718 int x, y, i, area;
719
720 state->w = params->w;
721 state->h = params->h;
722
723 area = state->w * state->h;
724
725 state->grid = snewn(area, int);
726 state->vedge = snewn(area, unsigned char);
727 state->hedge = snewn(area, unsigned char);
ef29354c 728 state->completed = FALSE;
3870c4d8 729
730 i = 0;
731 while (*seed) {
732 int n = *seed++;
733 if (n >= 'a' && n <= 'z') {
734 int run = n - 'a' + 1;
735 assert(i + run <= area);
736 while (run-- > 0)
737 state->grid[i++] = 0;
738 } else if (n == '_') {
739 /* do nothing */;
740 } else if (n > '0' && n <= '9') {
741 assert(i < area);
742 state->grid[i++] = atoi(seed-1);
743 while (*seed >= '0' && *seed <= '9')
744 seed++;
745 } else {
746 assert(!"We can't get here");
747 }
748 }
749 assert(i == area);
750
751 for (y = 0; y < state->h; y++)
752 for (x = 0; x < state->w; x++)
753 vedge(state,x,y) = hedge(state,x,y) = 0;
754
755 return state;
756}
757
758game_state *dup_game(game_state *state)
759{
760 game_state *ret = snew(game_state);
761
762 ret->w = state->w;
763 ret->h = state->h;
764
765 ret->vedge = snewn(state->w * state->h, unsigned char);
766 ret->hedge = snewn(state->w * state->h, unsigned char);
767 ret->grid = snewn(state->w * state->h, int);
768
ef29354c 769 ret->completed = state->completed;
770
3870c4d8 771 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
772 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
773 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
774
775 return ret;
776}
777
778void free_game(game_state *state)
779{
780 sfree(state->grid);
781 sfree(state->vedge);
782 sfree(state->hedge);
783 sfree(state);
784}
785
786static unsigned char *get_correct(game_state *state)
787{
788 unsigned char *ret;
789 int x, y;
790
791 ret = snewn(state->w * state->h, unsigned char);
792 memset(ret, 0xFF, state->w * state->h);
793
794 for (x = 0; x < state->w; x++)
795 for (y = 0; y < state->h; y++)
796 if (index(state,ret,x,y) == 0xFF) {
797 int rw, rh;
798 int xx, yy;
799 int num, area, valid;
800
801 /*
802 * Find a rectangle starting at this point.
803 */
804 rw = 1;
805 while (x+rw < state->w && !vedge(state,x+rw,y))
806 rw++;
807 rh = 1;
808 while (y+rh < state->h && !hedge(state,x,y+rh))
809 rh++;
810
811 /*
812 * We know what the dimensions of the rectangle
813 * should be if it's there at all. Find out if we
814 * really have a valid rectangle.
815 */
816 valid = TRUE;
817 /* Check the horizontal edges. */
818 for (xx = x; xx < x+rw; xx++) {
819 for (yy = y; yy <= y+rh; yy++) {
820 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
821 int ec = (yy == y || yy == y+rh);
822 if (e != ec)
823 valid = FALSE;
824 }
825 }
826 /* Check the vertical edges. */
827 for (yy = y; yy < y+rh; yy++) {
828 for (xx = x; xx <= x+rw; xx++) {
829 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
830 int ec = (xx == x || xx == x+rw);
831 if (e != ec)
832 valid = FALSE;
833 }
834 }
835
836 /*
837 * If this is not a valid rectangle with no other
838 * edges inside it, we just mark this square as not
839 * complete and proceed to the next square.
840 */
841 if (!valid) {
842 index(state, ret, x, y) = 0;
843 continue;
844 }
845
846 /*
847 * We have a rectangle. Now see what its area is,
848 * and how many numbers are in it.
849 */
850 num = 0;
851 area = 0;
852 for (xx = x; xx < x+rw; xx++) {
853 for (yy = y; yy < y+rh; yy++) {
854 area++;
855 if (grid(state,xx,yy)) {
856 if (num > 0)
857 valid = FALSE; /* two numbers */
858 num = grid(state,xx,yy);
859 }
860 }
861 }
862 if (num != area)
863 valid = FALSE;
864
865 /*
866 * Now fill in the whole rectangle based on the
867 * value of `valid'.
868 */
869 for (xx = x; xx < x+rw; xx++) {
870 for (yy = y; yy < y+rh; yy++) {
871 index(state, ret, xx, yy) = valid;
872 }
873 }
874 }
875
876 return ret;
877}
878
08dd70c3 879struct game_ui {
880 /*
881 * These coordinates are 2 times the obvious grid coordinates.
882 * Hence, the top left of the grid is (0,0), the grid point to
883 * the right of that is (2,0), the one _below that_ is (2,2)
884 * and so on. This is so that we can specify a drag start point
885 * on an edge (one odd coordinate) or in the middle of a square
886 * (two odd coordinates) rather than always at a corner.
887 *
888 * -1,-1 means no drag is in progress.
889 */
890 int drag_start_x;
891 int drag_start_y;
892 int drag_end_x;
893 int drag_end_y;
894 /*
895 * This flag is set as soon as a dragging action moves the
896 * mouse pointer away from its starting point, so that even if
897 * the pointer _returns_ to its starting point the action is
898 * treated as a small drag rather than a click.
899 */
900 int dragged;
901};
902
74a4e547 903game_ui *new_ui(game_state *state)
904{
08dd70c3 905 game_ui *ui = snew(game_ui);
906 ui->drag_start_x = -1;
907 ui->drag_start_y = -1;
908 ui->drag_end_x = -1;
909 ui->drag_end_y = -1;
910 ui->dragged = FALSE;
911 return ui;
74a4e547 912}
913
914void free_ui(game_ui *ui)
915{
08dd70c3 916 sfree(ui);
917}
918
d4e7900f 919void coord_round(float x, float y, int *xr, int *yr)
08dd70c3 920{
d4e7900f 921 float xs, ys, xv, yv, dx, dy, dist;
08dd70c3 922
923 /*
d4e7900f 924 * Find the nearest square-centre.
08dd70c3 925 */
d4e7900f 926 xs = (float)floor(x) + 0.5F;
927 ys = (float)floor(y) + 0.5F;
08dd70c3 928
929 /*
d4e7900f 930 * And find the nearest grid vertex.
08dd70c3 931 */
d4e7900f 932 xv = (float)floor(x + 0.5F);
933 yv = (float)floor(y + 0.5F);
08dd70c3 934
935 /*
d4e7900f 936 * We allocate clicks in parts of the grid square to either
937 * corners, edges or square centres, as follows:
938 *
939 * +--+--------+--+
940 * | | | |
941 * +--+ +--+
942 * | `. ,' |
943 * | +--+ |
944 * | | | |
945 * | +--+ |
946 * | ,' `. |
947 * +--+ +--+
948 * | | | |
949 * +--+--------+--+
950 *
951 * (Not to scale!)
952 *
953 * In other words: we measure the square distance (i.e.
954 * max(dx,dy)) from the click to the nearest corner, and if
955 * it's within CORNER_TOLERANCE then we return a corner click.
956 * We measure the square distance from the click to the nearest
957 * centre, and if that's within CENTRE_TOLERANCE we return a
958 * centre click. Failing that, we find which of the two edge
959 * centres is nearer to the click and return that edge.
08dd70c3 960 */
d4e7900f 961
962 /*
963 * Check for corner click.
964 */
965 dx = (float)fabs(x - xv);
966 dy = (float)fabs(y - yv);
967 dist = (dx > dy ? dx : dy);
968 if (dist < CORNER_TOLERANCE) {
969 *xr = 2 * (int)xv;
970 *yr = 2 * (int)yv;
971 } else {
972 /*
973 * Check for centre click.
974 */
975 dx = (float)fabs(x - xs);
976 dy = (float)fabs(y - ys);
977 dist = (dx > dy ? dx : dy);
978 if (dist < CENTRE_TOLERANCE) {
979 *xr = 1 + 2 * (int)xs;
980 *yr = 1 + 2 * (int)ys;
981 } else {
982 /*
983 * Failing both of those, see which edge we're closer to.
984 * Conveniently, this is simply done by testing the relative
985 * magnitude of dx and dy (which are currently distances from
986 * the square centre).
987 */
988 if (dx > dy) {
989 /* Vertical edge: x-coord of corner,
990 * y-coord of square centre. */
991 *xr = 2 * (int)xv;
992 *yr = 1 + 2 * (int)ys;
993 } else {
994 /* Horizontal edge: x-coord of square centre,
995 * y-coord of corner. */
996 *xr = 1 + 2 * (int)xs;
997 *yr = 2 * (int)yv;
998 }
999 }
1000 }
08dd70c3 1001}
1002
1003static void ui_draw_rect(game_state *state, game_ui *ui,
1004 unsigned char *hedge, unsigned char *vedge, int c)
1005{
1006 int x1, x2, y1, y2, x, y, t;
1007
1008 x1 = ui->drag_start_x;
1009 x2 = ui->drag_end_x;
1010 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1011
1012 y1 = ui->drag_start_y;
1013 y2 = ui->drag_end_y;
1014 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1015
1016 x1 = x1 / 2; /* rounds down */
1017 x2 = (x2+1) / 2; /* rounds up */
1018 y1 = y1 / 2; /* rounds down */
1019 y2 = (y2+1) / 2; /* rounds up */
1020
1021 /*
1022 * Draw horizontal edges of rectangles.
1023 */
1024 for (x = x1; x < x2; x++)
1025 for (y = y1; y <= y2; y++)
1026 if (HRANGE(state,x,y)) {
1027 int val = index(state,hedge,x,y);
1028 if (y == y1 || y == y2)
1029 val = c;
1030 else if (c == 1)
1031 val = 0;
1032 index(state,hedge,x,y) = val;
1033 }
1034
1035 /*
1036 * Draw vertical edges of rectangles.
1037 */
1038 for (y = y1; y < y2; y++)
1039 for (x = x1; x <= x2; x++)
1040 if (VRANGE(state,x,y)) {
1041 int val = index(state,vedge,x,y);
1042 if (x == x1 || x == x2)
1043 val = c;
1044 else if (c == 1)
1045 val = 0;
1046 index(state,vedge,x,y) = val;
1047 }
74a4e547 1048}
1049
1050game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
3870c4d8 1051{
08dd70c3 1052 int xc, yc;
1053 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
3870c4d8 1054 game_state *ret;
1055
08dd70c3 1056 if (button == LEFT_BUTTON) {
1057 startdrag = TRUE;
1058 } else if (button == LEFT_RELEASE) {
1059 enddrag = TRUE;
1060 } else if (button != LEFT_DRAG) {
1061 return NULL;
1062 }
1063
d4e7900f 1064 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
08dd70c3 1065
1066 if (startdrag) {
1067 ui->drag_start_x = xc;
1068 ui->drag_start_y = yc;
1069 ui->drag_end_x = xc;
1070 ui->drag_end_y = yc;
1071 ui->dragged = FALSE;
1072 active = TRUE;
1073 }
3870c4d8 1074
08dd70c3 1075 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1076 ui->drag_end_x = xc;
1077 ui->drag_end_y = yc;
1078 ui->dragged = TRUE;
1079 active = TRUE;
1080 }
3870c4d8 1081
934797c7 1082 ret = NULL;
1083
1084 if (enddrag) {
1085 if (xc >= 0 && xc <= 2*from->w &&
1086 yc >= 0 && yc <= 2*from->h) {
1087 ret = dup_game(from);
1088
1089 if (ui->dragged) {
1090 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1091 } else {
1092 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1093 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1094 }
1095 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1096 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1097 }
1098 }
3870c4d8 1099
934797c7 1100 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1101 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1102 free_game(ret);
1103 ret = NULL;
1104 }
ef29354c 1105
1106 /*
1107 * We've made a real change to the grid. Check to see
1108 * if the game has been completed.
1109 */
d4e7900f 1110 if (ret && !ret->completed) {
ef29354c 1111 int x, y, ok;
1112 unsigned char *correct = get_correct(ret);
1113
1114 ok = TRUE;
1115 for (x = 0; x < ret->w; x++)
1116 for (y = 0; y < ret->h; y++)
1117 if (!index(ret, correct, x, y))
1118 ok = FALSE;
1119
1120 sfree(correct);
1121
1122 if (ok)
1123 ret->completed = TRUE;
1124 }
934797c7 1125 }
1126
1127 ui->drag_start_x = -1;
1128 ui->drag_start_y = -1;
1129 ui->drag_end_x = -1;
1130 ui->drag_end_y = -1;
1131 ui->dragged = FALSE;
1132 active = TRUE;
3870c4d8 1133 }
1134
934797c7 1135 if (ret)
1136 return ret; /* a move has been made */
1137 else if (active)
08dd70c3 1138 return from; /* UI activity has occurred */
934797c7 1139 else
1140 return NULL;
3870c4d8 1141}
1142
1143/* ----------------------------------------------------------------------
1144 * Drawing routines.
1145 */
1146
ec9a0f09 1147#define CORRECT 65536
08dd70c3 1148
1149#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1150#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1151#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
3870c4d8 1152
1153struct game_drawstate {
1154 int started;
1155 int w, h;
ec9a0f09 1156 unsigned int *visible;
3870c4d8 1157};
1158
1159void game_size(game_params *params, int *x, int *y)
1160{
1161 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1162 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1163}
1164
1165float *game_colours(frontend *fe, game_state *state, int *ncolours)
1166{
1167 float *ret = snewn(3 * NCOLOURS, float);
1168
1169 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1170
1171 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1172 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1173 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1174
08dd70c3 1175 ret[COL_DRAG * 3 + 0] = 1.0F;
1176 ret[COL_DRAG * 3 + 1] = 0.0F;
1177 ret[COL_DRAG * 3 + 2] = 0.0F;
1178
3870c4d8 1179 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1180 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1181 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1182
1183 ret[COL_LINE * 3 + 0] = 0.0F;
1184 ret[COL_LINE * 3 + 1] = 0.0F;
1185 ret[COL_LINE * 3 + 2] = 0.0F;
1186
1187 ret[COL_TEXT * 3 + 0] = 0.0F;
1188 ret[COL_TEXT * 3 + 1] = 0.0F;
1189 ret[COL_TEXT * 3 + 2] = 0.0F;
1190
1191 *ncolours = NCOLOURS;
1192 return ret;
1193}
1194
1195game_drawstate *game_new_drawstate(game_state *state)
1196{
1197 struct game_drawstate *ds = snew(struct game_drawstate);
08dd70c3 1198 int i;
3870c4d8 1199
1200 ds->started = FALSE;
1201 ds->w = state->w;
1202 ds->h = state->h;
ec9a0f09 1203 ds->visible = snewn(ds->w * ds->h, unsigned int);
08dd70c3 1204 for (i = 0; i < ds->w * ds->h; i++)
1205 ds->visible[i] = 0xFFFF;
3870c4d8 1206
1207 return ds;
1208}
1209
1210void game_free_drawstate(game_drawstate *ds)
1211{
1212 sfree(ds->visible);
1213 sfree(ds);
1214}
1215
08dd70c3 1216void draw_tile(frontend *fe, game_state *state, int x, int y,
ec9a0f09 1217 unsigned char *hedge, unsigned char *vedge,
1218 unsigned char *corners, int correct)
3870c4d8 1219{
1220 int cx = COORD(x), cy = COORD(y);
1221 char str[80];
1222
1223 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1224 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1225 correct ? COL_CORRECT : COL_BACKGROUND);
1226
1227 if (grid(state,x,y)) {
1228 sprintf(str, "%d", grid(state,x,y));
1229 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
105a00d0 1230 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
3870c4d8 1231 }
1232
1233 /*
1234 * Draw edges.
1235 */
08dd70c3 1236 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1237 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1238 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1239 COL_LINE);
1240 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1241 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1242 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1243 COL_LINE);
1244 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1245 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1246 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1247 COL_LINE);
1248 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1249 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1250 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1251 COL_LINE);
3870c4d8 1252
1253 /*
1254 * Draw corners.
1255 */
ec9a0f09 1256 if (index(state,corners,x,y))
08dd70c3 1257 draw_rect(fe, cx, cy, 2, 2,
ec9a0f09 1258 COLOUR(index(state,corners,x,y)));
1259 if (x+1 < state->w && index(state,corners,x+1,y))
08dd70c3 1260 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
ec9a0f09 1261 COLOUR(index(state,corners,x+1,y)));
1262 if (y+1 < state->h && index(state,corners,x,y+1))
08dd70c3 1263 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1264 COLOUR(index(state,corners,x,y+1)));
1265 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
08dd70c3 1266 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1267 COLOUR(index(state,corners,x+1,y+1)));
3870c4d8 1268
1269 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1270}
1271
1272void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
74a4e547 1273 game_state *state, game_ui *ui,
1274 float animtime, float flashtime)
3870c4d8 1275{
1276 int x, y;
1277 unsigned char *correct;
ec9a0f09 1278 unsigned char *hedge, *vedge, *corners;
3870c4d8 1279
1280 correct = get_correct(state);
1281
08dd70c3 1282 if (ui->dragged) {
1283 hedge = snewn(state->w*state->h, unsigned char);
1284 vedge = snewn(state->w*state->h, unsigned char);
1285 memcpy(hedge, state->hedge, state->w*state->h);
1286 memcpy(vedge, state->vedge, state->w*state->h);
1287 ui_draw_rect(state, ui, hedge, vedge, 2);
1288 } else {
1289 hedge = state->hedge;
1290 vedge = state->vedge;
1291 }
1292
ec9a0f09 1293 corners = snewn(state->w * state->h, unsigned char);
1294 memset(corners, 0, state->w * state->h);
1295 for (x = 0; x < state->w; x++)
1296 for (y = 0; y < state->h; y++) {
1297 if (x > 0) {
1298 int e = index(state, vedge, x, y);
1299 if (index(state,corners,x,y) < e)
1300 index(state,corners,x,y) = e;
1301 if (y+1 < state->h &&
1302 index(state,corners,x,y+1) < e)
1303 index(state,corners,x,y+1) = e;
1304 }
1305 if (y > 0) {
1306 int e = index(state, hedge, x, y);
1307 if (index(state,corners,x,y) < e)
1308 index(state,corners,x,y) = e;
1309 if (x+1 < state->w &&
1310 index(state,corners,x+1,y) < e)
1311 index(state,corners,x+1,y) = e;
1312 }
1313 }
1314
3870c4d8 1315 if (!ds->started) {
105a00d0 1316 draw_rect(fe, 0, 0,
1317 state->w * TILE_SIZE + 2*BORDER + 1,
1318 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
3870c4d8 1319 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1320 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1321 ds->started = TRUE;
863c3945 1322 draw_update(fe, 0, 0,
1323 state->w * TILE_SIZE + 2*BORDER + 1,
1324 state->h * TILE_SIZE + 2*BORDER + 1);
3870c4d8 1325 }
1326
1327 for (x = 0; x < state->w; x++)
1328 for (y = 0; y < state->h; y++) {
ec9a0f09 1329 unsigned int c = 0;
08dd70c3 1330
1331 if (HRANGE(state,x,y))
1332 c |= index(state,hedge,x,y);
eddb22e8 1333 if (HRANGE(state,x,y+1))
1334 c |= index(state,hedge,x,y+1) << 2;
08dd70c3 1335 if (VRANGE(state,x,y))
1336 c |= index(state,vedge,x,y) << 4;
eddb22e8 1337 if (VRANGE(state,x+1,y))
1338 c |= index(state,vedge,x+1,y) << 6;
ec9a0f09 1339 c |= index(state,corners,x,y) << 8;
1340 if (x+1 < state->w)
1341 c |= index(state,corners,x+1,y) << 10;
1342 if (y+1 < state->h)
1343 c |= index(state,corners,x,y+1) << 12;
1344 if (x+1 < state->w && y+1 < state->h)
1345 c |= index(state,corners,x+1,y+1) << 14;
ef29354c 1346 if (index(state, correct, x, y) && !flashtime)
3870c4d8 1347 c |= CORRECT;
1348
1349 if (index(ds,ds->visible,x,y) != c) {
ec9a0f09 1350 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1351 index(ds,ds->visible,x,y) = c;
3870c4d8 1352 }
1353 }
1354
08dd70c3 1355 if (hedge != state->hedge) {
1356 sfree(hedge);
1357 sfree(vedge);
1358 }
1359
3870c4d8 1360 sfree(correct);
1361}
1362
1363float game_anim_length(game_state *oldstate, game_state *newstate)
1364{
1365 return 0.0F;
1366}
1367
1368float game_flash_length(game_state *oldstate, game_state *newstate)
1369{
ef29354c 1370 if (!oldstate->completed && newstate->completed)
1371 return FLASH_TIME;
3870c4d8 1372 return 0.0F;
1373}
1374
1375int game_wants_statusbar(void)
1376{
1377 return FALSE;
1378}