Oops - missed a bit in the GTK front end :-)
[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>
37#include <math.h>
38
39#include "puzzles.h"
40
41const char *const game_name = "Rectangles";
42const int game_can_configure = TRUE;
43
44enum {
45 COL_BACKGROUND,
46 COL_CORRECT,
47 COL_LINE,
48 COL_TEXT,
49 COL_GRID,
50 NCOLOURS
51};
52
53struct game_params {
54 int w, h;
55};
56
57#define INDEX(state, x, y) (((y) * (state)->w) + (x))
58#define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
59#define grid(state,x,y) index(state, (state)->grid, x, y)
60#define vedge(state,x,y) index(state, (state)->vedge, x, y)
61#define hedge(state,x,y) index(state, (state)->hedge, x, y)
62
63#define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
64 (y) >= dy && (y) < (state)->h )
65#define RANGE(state,x,y) CRANGE(state,x,y,0,0)
66#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
67#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
68
69#define TILE_SIZE 24
70#define BORDER 18
71
72#define COORD(x) ( (x) * TILE_SIZE + BORDER )
73#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
74
75struct game_state {
76 int w, h;
77 int *grid; /* contains the numbers */
78 unsigned char *vedge; /* (w+1) x h */
79 unsigned char *hedge; /* w x (h+1) */
80};
81
82game_params *default_params(void)
83{
84 game_params *ret = snew(game_params);
85
86 ret->w = ret->h = 7;
87
88 return ret;
89}
90
91int game_fetch_preset(int i, char **name, game_params **params)
92{
93 game_params *ret;
94 int w, h;
95 char buf[80];
96
97 switch (i) {
98 case 0: w = 7, h = 7; break;
99 case 1: w = 11, h = 11; break;
100 case 2: w = 15, h = 15; break;
101 case 3: w = 19, h = 19; break;
102 default: return FALSE;
103 }
104
105 sprintf(buf, "%dx%d", w, h);
106 *name = dupstr(buf);
107 *params = ret = snew(game_params);
108 ret->w = w;
109 ret->h = h;
110 return TRUE;
111}
112
113void free_params(game_params *params)
114{
115 sfree(params);
116}
117
118game_params *dup_params(game_params *params)
119{
120 game_params *ret = snew(game_params);
121 *ret = *params; /* structure copy */
122 return ret;
123}
124
125config_item *game_configure(game_params *params)
126{
127 config_item *ret;
128 char buf[80];
129
130 ret = snewn(5, config_item);
131
132 ret[0].name = "Width";
133 ret[0].type = C_STRING;
134 sprintf(buf, "%d", params->w);
135 ret[0].sval = dupstr(buf);
136 ret[0].ival = 0;
137
138 ret[1].name = "Height";
139 ret[1].type = C_STRING;
140 sprintf(buf, "%d", params->h);
141 ret[1].sval = dupstr(buf);
142 ret[1].ival = 0;
143
144 ret[2].name = NULL;
145 ret[2].type = C_END;
146 ret[2].sval = NULL;
147 ret[2].ival = 0;
148
149 return ret;
150}
151
152game_params *custom_params(config_item *cfg)
153{
154 game_params *ret = snew(game_params);
155
156 ret->w = atoi(cfg[0].sval);
157 ret->h = atoi(cfg[1].sval);
158
159 return ret;
160}
161
162char *validate_params(game_params *params)
163{
164 if (params->w <= 0 && params->h <= 0)
165 return "Width and height must both be greater than zero";
166 if (params->w * params->h < 4)
167 return "Total area must be at least 4";
168 return NULL;
169}
170
171struct rect {
172 int x, y;
173 int w, h;
174};
175
176struct rectlist {
177 struct rect *rects;
178 int n;
179};
180
181static struct rectlist *get_rectlist(game_params *params, int *grid)
182{
183 int rw, rh;
184 int x, y;
185 int maxarea;
186 struct rect *rects = NULL;
187 int nrects = 0, rectsize = 0;
188
189 /*
190 * Maximum rectangle area is 1/6 of total grid size.
191 */
192 maxarea = params->w * params->h / 6;
193
194 for (rw = 1; rw <= params->w; rw++)
195 for (rh = 1; rh <= params->h; rh++) {
196 if (rw * rh > maxarea)
197 continue;
198 if (rw * rh == 1)
199 continue;
200 for (x = 0; x <= params->w - rw; x++)
201 for (y = 0; y <= params->h - rh; y++) {
202 /*
203 * We have a candidate rectangle placement. See
204 * if it's unobstructed.
205 */
206 int xx, yy;
207 int ok;
208
209 ok = TRUE;
210 for (xx = x; xx < x+rw; xx++)
211 for (yy = y; yy < y+rh; yy++)
212 if (index(params, grid, xx, yy) >= 0) {
213 ok = FALSE;
214 goto break1; /* break both loops at once */
215 }
216 break1:
217
218 if (!ok)
219 continue;
220
221 if (nrects >= rectsize) {
222 rectsize = nrects + 256;
223 rects = sresize(rects, rectsize, struct rect);
224 }
225
226 rects[nrects].x = x;
227 rects[nrects].y = y;
228 rects[nrects].w = rw;
229 rects[nrects].h = rh;
230 nrects++;
231 }
232 }
233
234 if (nrects > 0) {
235 struct rectlist *ret;
236 ret = snew(struct rectlist);
237 ret->rects = rects;
238 ret->n = nrects;
239 return ret;
240 } else {
241 assert(rects == NULL); /* hence no need to free */
242 return NULL;
243 }
244}
245
246static void free_rectlist(struct rectlist *list)
247{
248 sfree(list->rects);
249 sfree(list);
250}
251
252static void place_rect(game_params *params, int *grid, struct rect r)
253{
254 int idx = INDEX(params, r.x, r.y);
255 int x, y;
256
257 for (x = r.x; x < r.x+r.w; x++)
258 for (y = r.y; y < r.y+r.h; y++) {
259 index(params, grid, x, y) = idx;
260 }
261#ifdef GENERATION_DIAGNOSTICS
262 printf(" placing rectangle at (%d,%d) size %d x %d\n",
263 r.x, r.y, r.w, r.h);
264#endif
265}
266
267static struct rect find_rect(game_params *params, int *grid, int x, int y)
268{
269 int idx, w, h;
270 struct rect r;
271
272 /*
273 * Find the top left of the rectangle.
274 */
275 idx = index(params, grid, x, y);
276
277 if (idx < 0) {
278 r.x = x;
279 r.y = y;
280 r.w = r.h = 1;
281 return r; /* 1x1 singleton here */
282 }
283
284 y = idx / params->w;
285 x = idx % params->w;
286
287 /*
288 * Find the width and height of the rectangle.
289 */
290 for (w = 1;
291 (x+w < params->w && index(params,grid,x+w,y)==idx);
292 w++);
293 for (h = 1;
294 (y+h < params->h && index(params,grid,x,y+h)==idx);
295 h++);
296
297 r.x = x;
298 r.y = y;
299 r.w = w;
300 r.h = h;
301
302 return r;
303}
304
305#ifdef GENERATION_DIAGNOSTICS
306static void display_grid(game_params *params, int *grid, int *numbers)
307{
308 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
309 unsigned char);
310 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
311 int x, y;
312 int r = (params->w*2+3);
313
314 for (x = 0; x < params->w; x++)
315 for (y = 0; y < params->h; y++) {
316 int i = index(params, grid, x, y);
317 if (x == 0 || index(params, grid, x-1, y) != i)
318 egrid[(2*y+2) * r + (2*x+1)] = 1;
319 if (x == params->w-1 || index(params, grid, x+1, y) != i)
320 egrid[(2*y+2) * r + (2*x+3)] = 1;
321 if (y == 0 || index(params, grid, x, y-1) != i)
322 egrid[(2*y+1) * r + (2*x+2)] = 1;
323 if (y == params->h-1 || index(params, grid, x, y+1) != i)
324 egrid[(2*y+3) * r + (2*x+2)] = 1;
325 }
326
327 for (y = 1; y < 2*params->h+2; y++) {
328 for (x = 1; x < 2*params->w+2; x++) {
329 if (!((y|x)&1)) {
330 int k = index(params, numbers, x/2-1, y/2-1);
331 if (k) printf("%2d", k); else printf(" ");
332 } else if (!((y&x)&1)) {
333 int v = egrid[y*r+x];
334 if ((y&1) && v) v = '-';
335 if ((x&1) && v) v = '|';
336 if (!v) v = ' ';
337 putchar(v);
338 if (!(x&1)) putchar(v);
339 } else {
340 int c, d = 0;
341 if (egrid[y*r+(x+1)]) d |= 1;
342 if (egrid[(y-1)*r+x]) d |= 2;
343 if (egrid[y*r+(x-1)]) d |= 4;
344 if (egrid[(y+1)*r+x]) d |= 8;
345 c = " ??+?-++?+|+++++"[d];
346 putchar(c);
347 if (!(x&1)) putchar(c);
348 }
349 }
350 putchar('\n');
351 }
352
353 sfree(egrid);
354}
355#endif
356
357char *new_game_seed(game_params *params, random_state *rs)
358{
359 int *grid, *numbers;
360 struct rectlist *list;
361 int x, y, run, i;
362 char *seed, *p;
363
364 grid = snewn(params->w * params->h, int);
365 numbers = snewn(params->w * params->h, int);
366
367 for (y = 0; y < params->h; y++)
368 for (x = 0; x < params->w; x++) {
369 index(params, grid, x, y) = -1;
370 index(params, numbers, x, y) = 0;
371 }
372
373 list = get_rectlist(params, grid);
374 assert(list != NULL);
375
376 /*
377 * Place rectangles until we can't any more.
378 */
379 while (list->n > 0) {
380 int i, m;
381 struct rect r;
382
383 /*
384 * Pick a random rectangle.
385 */
386 i = random_upto(rs, list->n);
387 r = list->rects[i];
388
389 /*
390 * Place it.
391 */
392 place_rect(params, grid, r);
393
394 /*
395 * Winnow the list by removing any rectangles which
396 * overlap this one.
397 */
398 m = 0;
399 for (i = 0; i < list->n; i++) {
400 struct rect s = list->rects[i];
401 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
402 s.y+s.h <= r.y || r.y+r.h <= s.y)
403 list->rects[m++] = s;
404 }
405 list->n = m;
406 }
407
408 free_rectlist(list);
409
410 /*
411 * Deal with singleton spaces remaining in the grid, one by
412 * one.
413 *
414 * We do this by making a local change to the layout. There are
415 * several possibilities:
416 *
417 * +-----+-----+ Here, we can remove the singleton by
418 * | | | extending the 1x2 rectangle below it
419 * +--+--+-----+ into a 1x3.
420 * | | | |
421 * | +--+ |
422 * | | | |
423 * | | | |
424 * | | | |
425 * +--+--+-----+
426 *
427 * +--+--+--+ Here, that trick doesn't work: there's no
428 * | | | 1 x n rectangle with the singleton at one
429 * | | | end. Instead, we extend a 1 x n rectangle
430 * | | | _out_ from the singleton, shaving a layer
431 * +--+--+ | off the end of another rectangle. So if we
432 * | | | | extended up, we'd make our singleton part
433 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
434 * | | | used to be; or we could extend right into
435 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
436 *
437 * +-----+--+ Here, we can't even do _that_, since any
438 * | | | direction we choose to extend the singleton
439 * +--+--+ | will produce a new singleton as a result of
440 * | | | | truncating one of the size-2 rectangles.
441 * | +--+--+ Fortunately, this case can _only_ occur when
442 * | | | a singleton is surrounded by four size-2s
443 * +--+-----+ in this fashion; so instead we can simply
444 * replace the whole section with a single 3x3.
445 */
446 for (x = 0; x < params->w; x++) {
447 for (y = 0; y < params->h; y++) {
448 if (index(params, grid, x, y) < 0) {
449 int dirs[4], ndirs;
450
451#ifdef GENERATION_DIAGNOSTICS
452 display_grid(params, grid, numbers);
453 printf("singleton at %d,%d\n", x, y);
454#endif
455
456 /*
457 * Check in which directions we can feasibly extend
458 * the singleton. We can extend in a particular
459 * direction iff either:
460 *
461 * - the rectangle on that side of the singleton
462 * is not 2x1, and we are at one end of the edge
463 * of it we are touching
464 *
465 * - it is 2x1 but we are on its short side.
466 *
467 * FIXME: we could plausibly choose between these
468 * based on the sizes of the rectangles they would
469 * create?
470 */
471 ndirs = 0;
472 if (x < params->w-1) {
473 struct rect r = find_rect(params, grid, x+1, y);
474 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
475 dirs[ndirs++] = 1; /* right */
476 }
477 if (y > 0) {
478 struct rect r = find_rect(params, grid, x, y-1);
479 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
480 dirs[ndirs++] = 2; /* up */
481 }
482 if (x > 0) {
483 struct rect r = find_rect(params, grid, x-1, y);
484 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
485 dirs[ndirs++] = 4; /* left */
486 }
487 if (y < params->h-1) {
488 struct rect r = find_rect(params, grid, x, y+1);
489 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
490 dirs[ndirs++] = 8; /* down */
491 }
492
493 if (ndirs > 0) {
494 int which, dir;
495 struct rect r1, r2;
496
497 which = random_upto(rs, ndirs);
498 dir = dirs[which];
499
500 switch (dir) {
501 case 1: /* right */
502 assert(x < params->w+1);
503#ifdef GENERATION_DIAGNOSTICS
504 printf("extending right\n");
505#endif
506 r1 = find_rect(params, grid, x+1, y);
507 r2.x = x;
508 r2.y = y;
509 r2.w = 1 + r1.w;
510 r2.h = 1;
511 if (r1.y == y)
512 r1.y++;
513 r1.h--;
514 break;
515 case 2: /* up */
516 assert(y > 0);
517#ifdef GENERATION_DIAGNOSTICS
518 printf("extending up\n");
519#endif
520 r1 = find_rect(params, grid, x, y-1);
521 r2.x = x;
522 r2.y = r1.y;
523 r2.w = 1;
524 r2.h = 1 + r1.h;
525 if (r1.x == x)
526 r1.x++;
527 r1.w--;
528 break;
529 case 4: /* left */
530 assert(x > 0);
531#ifdef GENERATION_DIAGNOSTICS
532 printf("extending left\n");
533#endif
534 r1 = find_rect(params, grid, x-1, y);
535 r2.x = r1.x;
536 r2.y = y;
537 r2.w = 1 + r1.w;
538 r2.h = 1;
539 if (r1.y == y)
540 r1.y++;
541 r1.h--;
542 break;
543 case 8: /* down */
544 assert(y < params->h+1);
545#ifdef GENERATION_DIAGNOSTICS
546 printf("extending down\n");
547#endif
548 r1 = find_rect(params, grid, x, y+1);
549 r2.x = x;
550 r2.y = y;
551 r2.w = 1;
552 r2.h = 1 + r1.h;
553 if (r1.x == x)
554 r1.x++;
555 r1.w--;
556 break;
557 }
558 if (r1.h > 0 && r1.w > 0)
559 place_rect(params, grid, r1);
560 place_rect(params, grid, r2);
561 } else {
562#ifndef NDEBUG
563 /*
564 * Sanity-check that there really is a 3x3
565 * rectangle surrounding this singleton and it
566 * contains absolutely everything we could
567 * possibly need.
568 */
569 {
570 int xx, yy;
571 assert(x > 0 && x < params->w-1);
572 assert(y > 0 && y < params->h-1);
573
574 for (xx = x-1; xx <= x+1; xx++)
575 for (yy = y-1; yy <= y+1; yy++) {
576 struct rect r = find_rect(params,grid,xx,yy);
577 assert(r.x >= x-1);
578 assert(r.y >= y-1);
579 assert(r.x+r.w-1 <= x+1);
580 assert(r.y+r.h-1 <= y+1);
581 }
582 }
583#endif
584
585#ifdef GENERATION_DIAGNOSTICS
586 printf("need the 3x3 trick\n");
587#endif
588
589 /*
590 * FIXME: If the maximum rectangle area for
591 * this grid is less than 9, we ought to
592 * subdivide the 3x3 in some fashion. There are
593 * five other possibilities:
594 *
595 * - a 6 and a 3
596 * - a 4, a 3 and a 2
597 * - three 3s
598 * - a 3 and three 2s (two different arrangements).
599 */
600
601 {
602 struct rect r;
603 r.x = x-1;
604 r.y = y-1;
605 r.w = r.h = 3;
606 place_rect(params, grid, r);
607 }
608 }
609 }
610 }
611 }
612
613 /*
614 * Place numbers.
615 */
616 for (x = 0; x < params->w; x++) {
617 for (y = 0; y < params->h; y++) {
618 int idx = INDEX(params, x, y);
619 if (index(params, grid, x, y) == idx) {
620 struct rect r = find_rect(params, grid, x, y);
621 int n, xx, yy;
622
623 /*
624 * Decide where to put the number.
625 */
626 n = random_upto(rs, r.w*r.h);
627 yy = n / r.w;
628 xx = n % r.w;
629 index(params,numbers,x+xx,y+yy) = r.w*r.h;
630 }
631 }
632 }
633
634#ifdef GENERATION_DIAGNOSTICS
635 display_grid(params, grid, numbers);
636#endif
637
638 seed = snewn(11 * params->w * params->h, char);
639 p = seed;
640 run = 0;
641 for (i = 0; i <= params->w * params->h; i++) {
642 int n = (i < params->w * params->h ? numbers[i] : -1);
643
644 if (!n)
645 run++;
646 else {
647 if (run) {
648 while (run > 0) {
649 int c = 'a' - 1 + run;
650 if (run > 26)
651 c = 'z';
652 *p++ = c;
653 run -= c - ('a' - 1);
654 }
655 } else {
656 *p++ = '_';
657 }
658 if (n > 0)
659 p += sprintf(p, "%d", n);
660 run = 0;
661 }
662 }
663 *p = '\0';
664
665 sfree(grid);
666 sfree(numbers);
667
668 return seed;
669}
670
671char *validate_seed(game_params *params, char *seed)
672{
673 int area = params->w * params->h;
674 int squares = 0;
675
676 while (*seed) {
677 int n = *seed++;
678 if (n >= 'a' && n <= 'z') {
679 squares += n - 'a' + 1;
680 } else if (n == '_') {
681 /* do nothing */;
682 } else if (n > '0' && n <= '9') {
683 squares += atoi(seed-1);
684 while (*seed >= '0' && *seed <= '9')
685 seed++;
686 } else
687 return "Invalid character in game specification";
688 }
689
690 if (squares < area)
691 return "Not enough data to fill grid";
692
693 if (squares > area)
694 return "Too much data to fit in grid";
695
696 return NULL;
697}
698
699game_state *new_game(game_params *params, char *seed)
700{
701 game_state *state = snew(game_state);
702 int x, y, i, area;
703
704 state->w = params->w;
705 state->h = params->h;
706
707 area = state->w * state->h;
708
709 state->grid = snewn(area, int);
710 state->vedge = snewn(area, unsigned char);
711 state->hedge = snewn(area, unsigned char);
712
713 i = 0;
714 while (*seed) {
715 int n = *seed++;
716 if (n >= 'a' && n <= 'z') {
717 int run = n - 'a' + 1;
718 assert(i + run <= area);
719 while (run-- > 0)
720 state->grid[i++] = 0;
721 } else if (n == '_') {
722 /* do nothing */;
723 } else if (n > '0' && n <= '9') {
724 assert(i < area);
725 state->grid[i++] = atoi(seed-1);
726 while (*seed >= '0' && *seed <= '9')
727 seed++;
728 } else {
729 assert(!"We can't get here");
730 }
731 }
732 assert(i == area);
733
734 for (y = 0; y < state->h; y++)
735 for (x = 0; x < state->w; x++)
736 vedge(state,x,y) = hedge(state,x,y) = 0;
737
738 return state;
739}
740
741game_state *dup_game(game_state *state)
742{
743 game_state *ret = snew(game_state);
744
745 ret->w = state->w;
746 ret->h = state->h;
747
748 ret->vedge = snewn(state->w * state->h, unsigned char);
749 ret->hedge = snewn(state->w * state->h, unsigned char);
750 ret->grid = snewn(state->w * state->h, int);
751
752 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
753 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
754 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
755
756 return ret;
757}
758
759void free_game(game_state *state)
760{
761 sfree(state->grid);
762 sfree(state->vedge);
763 sfree(state->hedge);
764 sfree(state);
765}
766
767static unsigned char *get_correct(game_state *state)
768{
769 unsigned char *ret;
770 int x, y;
771
772 ret = snewn(state->w * state->h, unsigned char);
773 memset(ret, 0xFF, state->w * state->h);
774
775 for (x = 0; x < state->w; x++)
776 for (y = 0; y < state->h; y++)
777 if (index(state,ret,x,y) == 0xFF) {
778 int rw, rh;
779 int xx, yy;
780 int num, area, valid;
781
782 /*
783 * Find a rectangle starting at this point.
784 */
785 rw = 1;
786 while (x+rw < state->w && !vedge(state,x+rw,y))
787 rw++;
788 rh = 1;
789 while (y+rh < state->h && !hedge(state,x,y+rh))
790 rh++;
791
792 /*
793 * We know what the dimensions of the rectangle
794 * should be if it's there at all. Find out if we
795 * really have a valid rectangle.
796 */
797 valid = TRUE;
798 /* Check the horizontal edges. */
799 for (xx = x; xx < x+rw; xx++) {
800 for (yy = y; yy <= y+rh; yy++) {
801 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
802 int ec = (yy == y || yy == y+rh);
803 if (e != ec)
804 valid = FALSE;
805 }
806 }
807 /* Check the vertical edges. */
808 for (yy = y; yy < y+rh; yy++) {
809 for (xx = x; xx <= x+rw; xx++) {
810 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
811 int ec = (xx == x || xx == x+rw);
812 if (e != ec)
813 valid = FALSE;
814 }
815 }
816
817 /*
818 * If this is not a valid rectangle with no other
819 * edges inside it, we just mark this square as not
820 * complete and proceed to the next square.
821 */
822 if (!valid) {
823 index(state, ret, x, y) = 0;
824 continue;
825 }
826
827 /*
828 * We have a rectangle. Now see what its area is,
829 * and how many numbers are in it.
830 */
831 num = 0;
832 area = 0;
833 for (xx = x; xx < x+rw; xx++) {
834 for (yy = y; yy < y+rh; yy++) {
835 area++;
836 if (grid(state,xx,yy)) {
837 if (num > 0)
838 valid = FALSE; /* two numbers */
839 num = grid(state,xx,yy);
840 }
841 }
842 }
843 if (num != area)
844 valid = FALSE;
845
846 /*
847 * Now fill in the whole rectangle based on the
848 * value of `valid'.
849 */
850 for (xx = x; xx < x+rw; xx++) {
851 for (yy = y; yy < y+rh; yy++) {
852 index(state, ret, xx, yy) = valid;
853 }
854 }
855 }
856
857 return ret;
858}
859
74a4e547 860game_ui *new_ui(game_state *state)
861{
862 return NULL;
863}
864
865void free_ui(game_ui *ui)
866{
867}
868
869game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
3870c4d8 870{
871 float xf, yf, dx, dy;
872 int hxr, hyr, vxr, vyr;
873 game_state *ret;
874
875 if (button != LEFT_BUTTON)
876 return NULL;
877
878 xf = FROMCOORD(((float)x));
879 yf = FROMCOORD(((float)y));
880
881 hxr = (int)xf;
882 hyr = (int)(yf + 0.5F);
883
884 vxr = (int)(xf + 0.5F);
885 vyr = (int)yf;
886
887 dx = fabs(xf - vxr);
888 dy = fabs(yf - hyr);
889
890 if (dy < dx && HRANGE(from,hxr,hyr)) {
891 ret = dup_game(from);
892 hedge(ret,hxr,hyr) = !hedge(ret,hxr,hyr);
893 return ret;
894 } else if (dx < dy && VRANGE(from,vxr,vyr)) {
895 ret = dup_game(from);
896 vedge(ret,vxr,vyr) = !vedge(ret,vxr,vyr);
897 return ret;
898 }
899
900 return NULL;
901}
902
903/* ----------------------------------------------------------------------
904 * Drawing routines.
905 */
906
907#define L 1
908#define R 2
909#define U 4
910#define D 8
911#define CORRECT 16
912
913struct game_drawstate {
914 int started;
915 int w, h;
916 unsigned char *visible;
917};
918
919void game_size(game_params *params, int *x, int *y)
920{
921 *x = params->w * TILE_SIZE + 2*BORDER + 1;
922 *y = params->h * TILE_SIZE + 2*BORDER + 1;
923}
924
925float *game_colours(frontend *fe, game_state *state, int *ncolours)
926{
927 float *ret = snewn(3 * NCOLOURS, float);
928
929 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
930
931 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
932 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
933 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
934
935 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
936 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
937 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
938
939 ret[COL_LINE * 3 + 0] = 0.0F;
940 ret[COL_LINE * 3 + 1] = 0.0F;
941 ret[COL_LINE * 3 + 2] = 0.0F;
942
943 ret[COL_TEXT * 3 + 0] = 0.0F;
944 ret[COL_TEXT * 3 + 1] = 0.0F;
945 ret[COL_TEXT * 3 + 2] = 0.0F;
946
947 *ncolours = NCOLOURS;
948 return ret;
949}
950
951game_drawstate *game_new_drawstate(game_state *state)
952{
953 struct game_drawstate *ds = snew(struct game_drawstate);
954
955 ds->started = FALSE;
956 ds->w = state->w;
957 ds->h = state->h;
958 ds->visible = snewn(ds->w * ds->h, unsigned char);
959 memset(ds->visible, 0xFF, ds->w * ds->h);
960
961 return ds;
962}
963
964void game_free_drawstate(game_drawstate *ds)
965{
966 sfree(ds->visible);
967 sfree(ds);
968}
969
970void draw_tile(frontend *fe, game_state *state, int x, int y, int correct)
971{
972 int cx = COORD(x), cy = COORD(y);
973 char str[80];
974
975 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
976 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
977 correct ? COL_CORRECT : COL_BACKGROUND);
978
979 if (grid(state,x,y)) {
980 sprintf(str, "%d", grid(state,x,y));
981 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
982 TILE_SIZE/3, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
983 }
984
985 /*
986 * Draw edges.
987 */
988 if (!HRANGE(state,x,y) || hedge(state,x,y))
989 draw_rect(fe, cx, cy, TILE_SIZE+1, 2, COL_LINE);
990 if (!HRANGE(state,x,y+1) || hedge(state,x,y+1))
991 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, COL_LINE);
992 if (!VRANGE(state,x,y) || vedge(state,x,y))
993 draw_rect(fe, cx, cy, 2, TILE_SIZE+1, COL_LINE);
994 if (!VRANGE(state,x+1,y) || vedge(state,x+1,y))
995 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, COL_LINE);
996
997 /*
998 * Draw corners.
999 */
1000 if ((HRANGE(state,x-1,y) && hedge(state,x-1,y)) ||
1001 (VRANGE(state,x,y-1) && vedge(state,x,y-1)))
1002 draw_rect(fe, cx, cy, 2, 2, COL_LINE);
1003 if ((HRANGE(state,x+1,y) && hedge(state,x+1,y)) ||
1004 (VRANGE(state,x+1,y-1) && vedge(state,x+1,y-1)))
1005 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, COL_LINE);
1006 if ((HRANGE(state,x-1,y+1) && hedge(state,x-1,y+1)) ||
1007 (VRANGE(state,x,y+1) && vedge(state,x,y+1)))
1008 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, COL_LINE);
1009 if ((HRANGE(state,x+1,y+1) && hedge(state,x+1,y+1)) ||
1010 (VRANGE(state,x+1,y+1) && vedge(state,x+1,y+1)))
1011 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, COL_LINE);
1012
1013 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1014}
1015
1016void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
74a4e547 1017 game_state *state, game_ui *ui,
1018 float animtime, float flashtime)
3870c4d8 1019{
1020 int x, y;
1021 unsigned char *correct;
1022
1023 correct = get_correct(state);
1024
1025 if (!ds->started) {
1026 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1027 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1028 ds->started = TRUE;
1029 }
1030
1031 for (x = 0; x < state->w; x++)
1032 for (y = 0; y < state->h; y++) {
1033 unsigned char c = 0;
1034
1035 if (!HRANGE(state,x,y) || hedge(state,x,y))
1036 c |= L;
1037 if (!HRANGE(state,x+1,y) || hedge(state,x+1,y))
1038 c |= R;
1039 if (!VRANGE(state,x,y) || vedge(state,x,y))
1040 c |= U;
1041 if (!VRANGE(state,x,y+1) || vedge(state,x,y+1))
1042 c |= D;
1043 if (index(state, correct, x, y))
1044 c |= CORRECT;
1045
1046 if (index(ds,ds->visible,x,y) != c) {
1047 draw_tile(fe, state, x, y, c & CORRECT);
1048 //index(ds,ds->visible,x,y) = c;
1049 }
1050 }
1051
1052 sfree(correct);
1053}
1054
1055float game_anim_length(game_state *oldstate, game_state *newstate)
1056{
1057 return 0.0F;
1058}
1059
1060float game_flash_length(game_state *oldstate, game_state *newstate)
1061{
1062 return 0.0F;
1063}
1064
1065int game_wants_statusbar(void)
1066{
1067 return FALSE;
1068}