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 | |
41 | const char *const game_name = "Rectangles"; |
42 | const int game_can_configure = TRUE; |
43 | |
44 | enum { |
45 | COL_BACKGROUND, |
46 | COL_CORRECT, |
47 | COL_LINE, |
48 | COL_TEXT, |
49 | COL_GRID, |
50 | NCOLOURS |
51 | }; |
52 | |
53 | struct 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 | |
75 | struct 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 | |
82 | game_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 | |
91 | int 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 | |
113 | void free_params(game_params *params) |
114 | { |
115 | sfree(params); |
116 | } |
117 | |
118 | game_params *dup_params(game_params *params) |
119 | { |
120 | game_params *ret = snew(game_params); |
121 | *ret = *params; /* structure copy */ |
122 | return ret; |
123 | } |
124 | |
125 | config_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 | |
152 | game_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 | |
162 | char *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 | |
171 | struct rect { |
172 | int x, y; |
173 | int w, h; |
174 | }; |
175 | |
176 | struct rectlist { |
177 | struct rect *rects; |
178 | int n; |
179 | }; |
180 | |
181 | static 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 | |
246 | static void free_rectlist(struct rectlist *list) |
247 | { |
248 | sfree(list->rects); |
249 | sfree(list); |
250 | } |
251 | |
252 | static 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 | |
267 | static 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 |
306 | static 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 | |
357 | char *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 | |
671 | char *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 | |
699 | game_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 | |
741 | game_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 | |
759 | void free_game(game_state *state) |
760 | { |
761 | sfree(state->grid); |
762 | sfree(state->vedge); |
763 | sfree(state->hedge); |
764 | sfree(state); |
765 | } |
766 | |
767 | static 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 |
860 | game_ui *new_ui(game_state *state) |
861 | { |
862 | return NULL; |
863 | } |
864 | |
865 | void free_ui(game_ui *ui) |
866 | { |
867 | } |
868 | |
869 | game_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 | |
913 | struct game_drawstate { |
914 | int started; |
915 | int w, h; |
916 | unsigned char *visible; |
917 | }; |
918 | |
919 | void 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 | |
925 | float *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 | |
951 | game_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 | |
964 | void game_free_drawstate(game_drawstate *ds) |
965 | { |
966 | sfree(ds->visible); |
967 | sfree(ds); |
968 | } |
969 | |
970 | void 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 | |
1016 | void 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 | |
1055 | float game_anim_length(game_state *oldstate, game_state *newstate) |
1056 | { |
1057 | return 0.0F; |
1058 | } |
1059 | |
1060 | float game_flash_length(game_state *oldstate, game_state *newstate) |
1061 | { |
1062 | return 0.0F; |
1063 | } |
1064 | |
1065 | int game_wants_statusbar(void) |
1066 | { |
1067 | return FALSE; |
1068 | } |